DEADSOFTWARE

Game: Revamp prev and next weapon commands
[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, version 3 of the License ONLY.
6 *
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
11 *
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
14 *)
15 {$INCLUDE ../shared/a_modes.inc}
16 {$M+}
17 unit g_player;
19 interface
21 uses
22 SysUtils, Classes,
23 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
24 e_graphics, g_playermodel, g_basic, g_textures,
25 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
26 g_panel;
28 const
29 KEY_LEFT = 1;
30 KEY_RIGHT = 2;
31 KEY_UP = 3;
32 KEY_DOWN = 4;
33 KEY_FIRE = 5;
34 KEY_OPEN = 6;
35 KEY_JUMP = 7;
36 KEY_CHAT = 8;
38 WP_PREV = 0;
39 WP_NEXT = 1;
40 WP_FACT = WP_PREV;
41 WP_LACT = WP_NEXT;
43 R_ITEM_BACKPACK = 0;
44 R_KEY_RED = 1;
45 R_KEY_GREEN = 2;
46 R_KEY_BLUE = 3;
47 R_BERSERK = 4;
49 MR_SUIT = 0;
50 MR_INVUL = 1;
51 MR_INVIS = 2;
52 MR_MAX = 2;
54 A_BULLETS = 0;
55 A_SHELLS = 1;
56 A_ROCKETS = 2;
57 A_CELLS = 3;
58 A_FUEL = 4;
59 A_HIGH = 4;
61 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
62 ((200, 50, 50, 300, 100),
63 (400, 100, 100, 600, 200));
65 K_SIMPLEKILL = 0;
66 K_HARDKILL = 1;
67 K_EXTRAHARDKILL = 2;
68 K_FALLKILL = 3;
70 T_RESPAWN = 0;
71 T_SWITCH = 1;
72 T_USE = 2;
73 T_FLAGCAP = 3;
75 TEAM_NONE = 0;
76 TEAM_RED = 1;
77 TEAM_BLUE = 2;
78 TEAM_COOP = 3;
80 SHELL_BULLET = 0;
81 SHELL_SHELL = 1;
82 SHELL_DBLSHELL = 2;
84 ANGLE_NONE = Low(SmallInt);
86 CORPSE_STATE_REMOVEME = 0;
87 CORPSE_STATE_NORMAL = 1;
88 CORPSE_STATE_MESS = 2;
90 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
91 PLAYER_RECT_CX = 15+(34 div 2);
92 PLAYER_RECT_CY = 12+(52 div 2);
93 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
95 PLAYER_HP_SOFT = 100;
96 PLAYER_HP_LIMIT = 200;
97 PLAYER_AP_SOFT = 100;
98 PLAYER_AP_LIMIT = 200;
99 SUICIDE_DAMAGE = 112;
100 WEAPON_DELAY = 5;
102 PLAYER_BURN_TIME = 110;
104 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
105 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
107 type
108 TPlayerStat = record
109 Num: Integer;
110 Ping: Word;
111 Loss: Byte;
112 Name: String;
113 Team: Byte;
114 Frags: SmallInt;
115 Deaths: SmallInt;
116 Lives: Byte;
117 Kills: Word;
118 Color: TRGB;
119 Spectator: Boolean;
120 UID: Word;
121 end;
123 TPlayerStatArray = Array of TPlayerStat;
125 TPlayerSavedState = record
126 Health: Integer;
127 Armor: Integer;
128 Air: Integer;
129 JetFuel: Integer;
130 CurrWeap: Byte;
131 NextWeap: WORD;
132 NextWeapDelay: Byte;
133 Ammo: Array [A_BULLETS..A_HIGH] of Word;
134 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
135 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
136 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
137 Used: Boolean;
138 end;
140 TKeyState = record
141 Pressed: Boolean;
142 Time: Word;
143 end;
145 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
146 private
147 FIamBot: Boolean;
148 FUID: Word;
149 FName: String;
150 FTeam: Byte;
151 FAlive: Boolean;
152 FSpawned: Boolean;
153 FDirection: TDirection;
154 FHealth: Integer;
155 FLives: Byte;
156 FArmor: Integer;
157 FAir: Integer;
158 FPain: Integer;
159 FPickup: Integer;
160 FKills: Integer;
161 FMonsterKills: Integer;
162 FFrags: Integer;
163 FFragCombo: Byte;
164 FLastFrag: LongWord;
165 FComboEvnt: Integer;
166 FDeath: Integer;
167 FCanJetpack: Boolean;
168 FJetFuel: Integer;
169 FFlag: Byte;
170 FSecrets: Integer;
171 FCurrWeap: Byte;
172 FNextWeap: WORD;
173 FNextWeapDelay: Byte; // frames
174 FBFGFireCounter: SmallInt;
175 FLastSpawnerUID: Word;
176 FLastHit: Byte;
177 FObj: TObj;
178 FXTo, FYTo: Integer;
179 FSpectatePlayer: Integer;
180 FFirePainTime: Integer;
181 FFireAttacker: Word;
183 FSavedStateNum: Integer;
185 FModel: TPlayerModel;
186 FPunchAnim: TAnimation;
187 FActionPrior: Byte;
188 FActionAnim: Byte;
189 FActionForce: Boolean;
190 FActionChanged: Boolean;
191 FAngle: SmallInt;
192 FFireAngle: SmallInt;
193 FIncCamOld: Integer;
194 FIncCam: Integer;
195 FSlopeOld: Integer;
196 FShellTimer: Integer;
197 FShellType: Byte;
198 FSawSound: TPlayableSound;
199 FSawSoundIdle: TPlayableSound;
200 FSawSoundHit: TPlayableSound;
201 FSawSoundSelect: TPlayableSound;
202 FFlameSoundOn: TPlayableSound;
203 FFlameSoundOff: TPlayableSound;
204 FFlameSoundWork: TPlayableSound;
205 FJetSoundOn: TPlayableSound;
206 FJetSoundOff: TPlayableSound;
207 FJetSoundFly: TPlayableSound;
208 FGodMode: Boolean;
209 FNoTarget: Boolean;
210 FNoReload: Boolean;
211 FJustTeleported: Boolean;
212 FNetTime: LongWord;
213 mEDamageType: Integer;
216 function CollideLevel(XInc, YInc: Integer): Boolean;
217 function StayOnStep(XInc, YInc: Integer): Boolean;
218 function HeadInLiquid(XInc, YInc: Integer): Boolean;
219 function BodyInLiquid(XInc, YInc: Integer): Boolean;
220 function BodyInAcid(XInc, YInc: Integer): Boolean;
221 function FullInLift(XInc, YInc: Integer): Integer;
222 {procedure CollideItem();}
223 procedure FlySmoke(Times: DWORD = 1);
224 procedure OnFireFlame(Times: DWORD = 1);
225 function GetAmmoByWeapon(Weapon: Byte): Word;
226 procedure SetAction(Action: Byte; Force: Boolean = False);
227 procedure OnDamage(Angle: SmallInt); virtual;
228 function firediry(): Integer;
229 procedure DoPunch();
231 procedure Run(Direction: TDirection);
232 procedure NextWeapon();
233 procedure PrevWeapon();
234 procedure SeeUp();
235 procedure SeeDown();
236 procedure Fire();
237 procedure Jump();
238 procedure Use();
240 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
241 procedure resetWeaponQueue ();
242 function hasAmmoForWeapon (weapon: Byte): Boolean;
244 procedure doDamage (v: Integer);
246 function refreshCorpse(): Boolean;
248 public
249 FDamageBuffer: Integer;
251 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
252 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
253 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
254 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
255 FBerserk: Integer;
256 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
257 FReloading: Array [WP_FIRST..WP_LAST] of Word;
258 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
259 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
260 FColor: TRGB;
261 FPreferredTeam: Byte;
262 FSpectator: Boolean;
263 FNoRespawn: Boolean;
264 FWantsInGame: Boolean;
265 FGhost: Boolean;
266 FPhysics: Boolean;
267 FFlaming: Boolean;
268 FJetpack: Boolean;
269 FActualModelName: string;
270 FClientID: SmallInt;
271 FPing: Word;
272 FLoss: Byte;
273 FReady: Boolean;
274 FDummy: Boolean;
275 FFireTime: Integer;
276 FSpawnInvul: Integer;
277 FHandicap: Integer;
278 FWaitForFirstSpawn: Boolean; // set to `true` in server, used to spawn a player on first full state request
279 FCorpse: Integer;
281 // debug: viewport offset
282 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
284 function isValidViewPort (): Boolean; inline;
286 constructor Create(); virtual;
287 destructor Destroy(); override;
288 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
289 function GetRespawnPoint(): Byte;
290 procedure PressKey(Key: Byte; Time: Word = 1);
291 procedure ReleaseKeys();
292 procedure SetModel(ModelName: String);
293 procedure SetColor(Color: TRGB);
294 function GetColor(): TRGB;
295 procedure SetWeapon(W: Byte);
296 function IsKeyPressed(K: Byte): Boolean;
297 function GetKeys(): Byte;
298 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
299 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
300 function Collide(Panel: TPanel): Boolean; overload;
301 function Collide(X, Y: Integer): Boolean; overload;
302 procedure SetDirection(Direction: TDirection);
303 procedure GetSecret();
304 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
305 procedure Touch();
306 procedure Push(vx, vy: Integer);
307 procedure ChangeModel(ModelName: String);
308 procedure SwitchTeam;
309 procedure ChangeTeam(Team: Byte);
310 procedure BFGHit();
311 function GetFlag(Flag: Byte): Boolean;
312 procedure SetFlag(Flag: Byte);
313 function DropFlag(Silent: Boolean = True): Boolean;
314 procedure AllRulez(Health: Boolean);
315 procedure RestoreHealthArmor();
316 procedure FragCombo();
317 procedure GiveItem(ItemType: Byte);
318 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
319 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
320 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
321 procedure MakeBloodSimple(Count: Word);
322 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
323 procedure Reset(Force: Boolean);
324 procedure Spectate(NoMove: Boolean = False);
325 procedure SwitchNoClip;
326 procedure SoftReset();
327 procedure Draw(); virtual;
328 procedure DrawPain();
329 procedure DrawPickup();
330 procedure DrawRulez();
331 procedure DrawAim();
332 procedure DrawIndicator(Color: TRGB);
333 procedure DrawBubble();
334 procedure DrawGUI();
335 procedure PreUpdate();
336 procedure Update(); virtual;
337 procedure RememberState();
338 procedure RecallState();
339 procedure SaveState (st: TStream); virtual;
340 procedure LoadState (st: TStream); virtual;
341 procedure PauseSounds(Enable: Boolean);
342 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
343 procedure DoLerp(Level: Integer = 2);
344 procedure SetLerp(XTo, YTo: Integer);
345 procedure ProcessWeaponAction(Action: Byte);
346 procedure QueueWeaponSwitch(Weapon: Byte);
347 procedure RealizeCurrentWeapon();
348 procedure FlamerOn;
349 procedure FlamerOff;
350 procedure JetpackOn;
351 procedure JetpackOff;
352 procedure CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
354 //WARNING! this does nothing for now, but still call it!
355 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
357 procedure getMapBox (out x, y, w, h: Integer); inline;
358 procedure moveBy (dx, dy: Integer); inline;
360 function getCameraObj(): TObj;
362 public
363 property Vel: TPoint2i read FObj.Vel;
364 property Obj: TObj read FObj;
366 property Name: String read FName write FName;
367 property Model: TPlayerModel read FModel;
368 property Health: Integer read FHealth write FHealth;
369 property Lives: Byte read FLives write FLives;
370 property Armor: Integer read FArmor write FArmor;
371 property Air: Integer read FAir write FAir;
372 property JetFuel: Integer read FJetFuel write FJetFuel;
373 property Frags: Integer read FFrags write FFrags;
374 property Death: Integer read FDeath write FDeath;
375 property Kills: Integer read FKills write FKills;
376 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
377 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
378 property Secrets: Integer read FSecrets;
379 property GodMode: Boolean read FGodMode write FGodMode;
380 property NoTarget: Boolean read FNoTarget write FNoTarget;
381 property NoReload: Boolean read FNoReload write FNoReload;
382 property alive: Boolean read FAlive write FAlive;
383 property Flag: Byte read FFlag;
384 property Team: Byte read FTeam write FTeam;
385 property Direction: TDirection read FDirection;
386 property GameX: Integer read FObj.X write FObj.X;
387 property GameY: Integer read FObj.Y write FObj.Y;
388 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
389 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
390 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
391 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
392 property IncCam: Integer read FIncCam write FIncCam;
393 property IncCamOld: Integer read FIncCamOld write FIncCamOld;
394 property SlopeOld: Integer read FSlopeOld write FSlopeOld;
395 property UID: Word read FUID write FUID;
396 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
397 property NetTime: LongWord read FNetTime write FNetTime;
399 published
400 property eName: String read FName write FName;
401 property eHealth: Integer read FHealth write FHealth;
402 property eLives: Byte read FLives write FLives;
403 property eArmor: Integer read FArmor write FArmor;
404 property eAir: Integer read FAir write FAir;
405 property eJetFuel: Integer read FJetFuel write FJetFuel;
406 property eFrags: Integer read FFrags write FFrags;
407 property eDeath: Integer read FDeath write FDeath;
408 property eKills: Integer read FKills write FKills;
409 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
410 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
411 property eSecrets: Integer read FSecrets write FSecrets;
412 property eGodMode: Boolean read FGodMode write FGodMode;
413 property eNoTarget: Boolean read FNoTarget write FNoTarget;
414 property eNoReload: Boolean read FNoReload write FNoReload;
415 property eAlive: Boolean read FAlive write FAlive;
416 property eFlag: Byte read FFlag;
417 property eTeam: Byte read FTeam write FTeam;
418 property eDirection: TDirection read FDirection;
419 property eGameX: Integer read FObj.X write FObj.X;
420 property eGameY: Integer read FObj.Y write FObj.Y;
421 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
422 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
423 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
424 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
425 property eIncCam: Integer read FIncCam write FIncCam;
426 property eUID: Word read FUID;
427 property eJustTeleported: Boolean read FJustTeleported;
428 property eNetTime: LongWord read FNetTime;
430 // set this before assigning something to `eDamage`
431 property eDamageType: Integer read mEDamageType write mEDamageType;
432 property eDamage: Integer write doDamage;
433 end;
435 TDifficult = record
436 public
437 DiagFire: Byte;
438 InvisFire: Byte;
439 DiagPrecision: Byte;
440 FlyPrecision: Byte;
441 Cover: Byte;
442 CloseJump: Byte;
443 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
444 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
445 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
447 public
448 procedure save (st: TStream);
449 procedure load (st: TStream);
450 end;
452 TAIFlag = record
453 Name: String;
454 Value: String;
455 end;
457 TBot = class(TPlayer)
458 private
459 FSelectedWeapon: Byte;
460 FTargetUID: Word;
461 FLastVisible: DWORD;
462 FAIFlags: Array of TAIFlag;
463 FDifficult: TDifficult;
465 function GetRnd(a: Byte): Boolean;
466 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
467 function RunDirection(): TDirection;
468 function FullInStep(XInc, YInc: Integer): Boolean;
469 //function NeedItem(Item: Byte): Byte;
470 procedure SelectWeapon(Dist: Integer);
471 procedure SetAIFlag(aName, fValue: String20);
472 function GetAIFlag(aName: String20): String20;
473 procedure RemoveAIFlag(aName: String20);
474 function Healthy(): Byte;
475 procedure UpdateMove();
476 procedure UpdateCombat();
477 function KeyPressed(Key: Word): Boolean;
478 procedure ReleaseKey(Key: Byte);
479 function TargetOnScreen(TX, TY: Integer): Boolean;
480 procedure OnDamage(Angle: SmallInt); override;
482 public
483 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
484 constructor Create(); override;
485 destructor Destroy(); override;
486 procedure Draw(); override;
487 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
488 function Heal(value: Word; Soft: Boolean): Boolean; override;
489 procedure Update(); override;
490 procedure SaveState (st: TStream); override;
491 procedure LoadState (st: TStream); override;
492 end;
494 PGib = ^TGib;
495 TGib = record
496 alive: Boolean;
497 ID: DWORD;
498 MaskID: DWORD;
499 RAngle: Integer;
500 Color: TRGB;
501 Obj: TObj;
503 procedure getMapBox (out x, y, w, h: Integer); inline;
504 procedure moveBy (dx, dy: Integer); inline;
506 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
507 end;
510 PShell = ^TShell;
511 TShell = record
512 SpriteID: DWORD;
513 alive: Boolean;
514 SType: Byte;
515 RAngle: Integer;
516 Timeout: Cardinal;
517 CX, CY: Integer;
518 Obj: TObj;
520 procedure getMapBox (out x, y, w, h: Integer); inline;
521 procedure moveBy (dx, dy: Integer); inline;
523 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
524 end;
526 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
527 private
528 FModelName: String;
529 FMess: Boolean;
530 FState: Byte;
531 FDamage: Byte;
532 FColor: TRGB;
533 FObj: TObj;
534 FPlayerUID: Word;
535 FAnimation: TAnimation;
536 FAnimationMask: TAnimation;
538 public
539 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
540 destructor Destroy(); override;
541 procedure Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer);
542 procedure Update();
543 procedure Draw();
544 procedure SaveState (st: TStream);
545 procedure LoadState (st: TStream);
547 procedure getMapBox (out x, y, w, h: Integer); inline;
548 procedure moveBy (dx, dy: Integer); inline;
550 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
552 function ObjPtr (): PObj; inline;
554 property Obj: TObj read FObj; // copies object
555 property State: Byte read FState;
556 property Mess: Boolean read FMess;
557 end;
559 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
560 record
561 Goals: SmallInt;
562 end;
564 var
565 gPlayers: Array of TPlayer;
566 gCorpses: Array of TCorpse;
567 gGibs: Array of TGib;
568 gShells: Array of TShell;
569 gTeamStat: TTeamStat;
570 gFly: Boolean = False;
571 gAimLine: Boolean = False;
572 gChatBubble: Integer = 0;
573 gPlayerIndicator: Integer = 1;
574 gPlayerIndicatorStyle: Integer = 0;
575 gNumBots: Word = 0;
576 gSpectLatchPID1: Word = 0;
577 gSpectLatchPID2: Word = 0;
578 MAX_RUNVEL: Integer = 8;
579 VEL_JUMP: Integer = 10;
580 SHELL_TIMEOUT: Cardinal = 60000;
582 function Lerp(X, Y, Factor: Integer): Integer;
584 procedure g_Gibs_SetMax(Count: Word);
585 function g_Gibs_GetMax(): Word;
586 procedure g_Corpses_SetMax(Count: Word);
587 function g_Corpses_GetMax(): Word;
588 procedure g_Shells_SetMax(Count: Word);
589 function g_Shells_GetMax(): Word;
591 procedure g_Player_Init();
592 procedure g_Player_Free();
593 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
594 function g_Player_CreateFromState (st: TStream): Word;
595 procedure g_Player_Remove(UID: Word);
596 procedure g_Player_ResetTeams();
597 procedure g_Player_PreUpdate();
598 procedure g_Player_UpdateAll();
599 procedure g_Player_DrawAll();
600 procedure g_Player_DrawDebug(p: TPlayer);
601 procedure g_Player_DrawHealth();
602 procedure g_Player_RememberAll();
603 procedure g_Player_ResetAll(Force, Silent: Boolean);
604 function g_Player_Get(UID: Word): TPlayer;
605 function g_Player_GetCount(): Byte;
606 function g_Player_GetStats(): TPlayerStatArray;
607 function g_Player_ValidName(Name: String): Boolean;
608 function g_Player_CreateCorpse(Player: TPlayer): Integer;
609 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
610 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
611 procedure g_Player_UpdatePhysicalObjects();
612 procedure g_Player_DrawCorpses();
613 procedure g_Player_DrawShells();
614 procedure g_Player_RemoveAllCorpses();
615 procedure g_Player_Corpses_SaveState (st: TStream);
616 procedure g_Player_Corpses_LoadState (st: TStream);
617 procedure g_Player_ResetReady();
618 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
619 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100);
620 procedure g_Bot_MixNames();
621 procedure g_Bot_RemoveAll();
623 implementation
625 uses
626 {$INCLUDE ../nogl/noGLuses.inc}
627 {$IFDEF ENABLE_HOLMES}
628 g_holmes,
629 {$ENDIF}
630 e_log, g_map, g_items, g_console, g_gfx, Math,
631 g_options, g_triggers, g_menu, g_game, g_grid, e_res,
632 wadreader, g_main, g_monsters, CONFIG, g_language,
633 g_net, g_netmsg, g_window,
634 utils, xstreams;
636 const PLR_SAVE_VERSION = 0;
638 type
639 TBotProfile = record
640 name: ShortString;
641 model: ShortString;
642 team: Byte;
643 color: TRGB;
644 diag_fire: Byte;
645 invis_fire: Byte;
646 diag_precision: Byte;
647 fly_precision: Byte;
648 cover: Byte;
649 close_jump: Byte;
650 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
651 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
652 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
653 end;
655 const
656 TIME_RESPAWN1 = 1500;
657 TIME_RESPAWN2 = 2000;
658 TIME_RESPAWN3 = 3000;
659 AIR_DEF = 360;
660 AIR_MAX = 1091;
661 JET_MAX = 540; // ~30 sec
662 PLAYER_SUIT_TIME = 30000;
663 PLAYER_INVUL_TIME = 30000;
664 PLAYER_INVIS_TIME = 35000;
665 FRAG_COMBO_TIME = 3000;
666 VEL_SW = 4;
667 VEL_FLY = 6;
668 ANGLE_RIGHTUP = 55;
669 ANGLE_RIGHTDOWN = -35;
670 ANGLE_LEFTUP = 125;
671 ANGLE_LEFTDOWN = -145;
672 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
673 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
674 BOT_MAXJUMP = 84;
675 BOT_LONGDIST = 300;
676 BOT_UNSAFEDIST = 128;
677 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
678 (R:0; G:0; B:255));
679 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
680 FlyPrecision: 32; Cover: 32; CloseJump: 32;
681 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
682 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
683 FlyPrecision: 127; Cover: 127; CloseJump: 127;
684 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
685 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
686 FlyPrecision: 255; Cover: 255; CloseJump: 255;
687 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
688 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
689 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
690 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
691 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
692 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
693 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
694 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
695 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
696 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
697 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
698 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
699 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
700 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
701 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
702 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
703 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
704 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
706 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
707 CORPSE_SIGNATURE = $50524F43; // 'CORP'
709 BOTNAMES_FILENAME = 'botnames.txt';
710 BOTLIST_FILENAME = 'botlist.txt';
712 var
713 MaxGibs: Word = 150;
714 MaxCorpses: Word = 20;
715 MaxShells: Word = 300;
716 CurrentGib: Integer = 0;
717 CurrentShell: Integer = 0;
718 BotNames: Array of String;
719 BotList: Array of TBotProfile;
720 SavedStates: Array of TPlayerSavedState;
723 function Lerp(X, Y, Factor: Integer): Integer;
724 begin
725 Result := X + ((Y - X) div Factor);
726 end;
728 function SameTeam(UID1, UID2: Word): Boolean;
729 begin
730 Result := False;
732 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
733 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
735 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
737 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
738 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
740 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
741 end;
743 procedure g_Gibs_SetMax(Count: Word);
744 begin
745 MaxGibs := Count;
746 SetLength(gGibs, Count);
748 if CurrentGib >= Count then
749 CurrentGib := 0;
750 end;
752 function g_Gibs_GetMax(): Word;
753 begin
754 Result := MaxGibs;
755 end;
757 procedure g_Shells_SetMax(Count: Word);
758 begin
759 MaxShells := Count;
760 SetLength(gShells, Count);
762 if CurrentShell >= Count then
763 CurrentShell := 0;
764 end;
766 function g_Shells_GetMax(): Word;
767 begin
768 Result := MaxShells;
769 end;
772 procedure g_Corpses_SetMax(Count: Word);
773 begin
774 MaxCorpses := Count;
775 SetLength(gCorpses, Count);
776 end;
778 function g_Corpses_GetMax(): Word;
779 begin
780 Result := MaxCorpses;
781 end;
783 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
784 var
785 a: Integer;
786 ok: Boolean;
787 begin
788 Result := 0;
790 ok := False;
791 a := 0;
793 // Åñòü ëè ìåñòî â gPlayers:
794 if gPlayers <> nil then
795 for a := 0 to High(gPlayers) do
796 if gPlayers[a] = nil then
797 begin
798 ok := True;
799 Break;
800 end;
802 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
803 if not ok then
804 begin
805 SetLength(gPlayers, Length(gPlayers)+1);
806 a := High(gPlayers);
807 end;
809 // Ñîçäàåì îáúåêò èãðîêà:
810 if Bot then
811 gPlayers[a] := TBot.Create()
812 else
813 gPlayers[a] := TPlayer.Create();
816 gPlayers[a].FActualModelName := ModelName;
817 gPlayers[a].SetModel(ModelName);
819 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
820 if gPlayers[a].FModel = nil then
821 begin
822 gPlayers[a].Free();
823 gPlayers[a] := nil;
824 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
825 Exit;
826 end;
828 if not (Team in [TEAM_RED, TEAM_BLUE]) then
829 if Random(2) = 0 then
830 Team := TEAM_RED
831 else
832 Team := TEAM_BLUE;
833 gPlayers[a].FPreferredTeam := Team;
835 case gGameSettings.GameMode of
836 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
837 GM_TDM,
838 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
839 GM_SINGLE,
840 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
841 end;
843 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
844 gPlayers[a].FColor := Color;
845 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
846 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
847 else
848 gPlayers[a].FModel.Color := Color;
850 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
851 gPlayers[a].FAlive := False;
853 Result := gPlayers[a].FUID;
854 end;
856 function g_Player_CreateFromState (st: TStream): Word;
857 var
858 a, i: Integer;
859 ok, Bot: Boolean;
860 b: Byte;
861 begin
862 result := 0;
863 if (st = nil) then exit; //???
865 // Ñèãíàòóðà èãðîêà
866 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
867 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
869 // Áîò èëè ÷åëîâåê:
870 Bot := utils.readBool(st);
872 ok := false;
873 a := 0;
875 // Åñòü ëè ìåñòî â gPlayers:
876 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
878 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
879 if not ok then
880 begin
881 SetLength(gPlayers, Length(gPlayers)+1);
882 a := High(gPlayers);
883 end;
885 // Ñîçäàåì îáúåêò èãðîêà
886 if Bot then
887 gPlayers[a] := TBot.Create()
888 else
889 gPlayers[a] := TPlayer.Create();
890 gPlayers[a].FIamBot := Bot;
891 gPlayers[a].FPhysics := True;
893 // UID èãðîêà
894 gPlayers[a].FUID := utils.readWord(st);
895 // Èìÿ èãðîêà
896 gPlayers[a].FName := utils.readStr(st);
897 // Êîìàíäà
898 gPlayers[a].FTeam := utils.readByte(st);
899 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
900 // Æèâ ëè
901 gPlayers[a].FAlive := utils.readBool(st);
902 // Èçðàñõîäîâàë ëè âñå æèçíè
903 gPlayers[a].FNoRespawn := utils.readBool(st);
904 // Íàïðàâëåíèå
905 b := utils.readByte(st);
906 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
907 // Çäîðîâüå
908 gPlayers[a].FHealth := utils.readLongInt(st);
909 // Ôîðà
910 gPlayers[a].FHandicap := utils.readLongInt(st);
911 // Æèçíè
912 gPlayers[a].FLives := utils.readByte(st);
913 // Áðîíÿ
914 gPlayers[a].FArmor := utils.readLongInt(st);
915 // Çàïàñ âîçäóõà
916 gPlayers[a].FAir := utils.readLongInt(st);
917 // Çàïàñ ãîðþ÷åãî
918 gPlayers[a].FJetFuel := utils.readLongInt(st);
919 // Áîëü
920 gPlayers[a].FPain := utils.readLongInt(st);
921 // Óáèë
922 gPlayers[a].FKills := utils.readLongInt(st);
923 // Óáèë ìîíñòðîâ
924 gPlayers[a].FMonsterKills := utils.readLongInt(st);
925 // Ôðàãîâ
926 gPlayers[a].FFrags := utils.readLongInt(st);
927 // Ôðàãîâ ïîäðÿä
928 gPlayers[a].FFragCombo := utils.readByte(st);
929 // Âðåìÿ ïîñëåäíåãî ôðàãà
930 gPlayers[a].FLastFrag := utils.readLongWord(st);
931 // Ñìåðòåé
932 gPlayers[a].FDeath := utils.readLongInt(st);
933 // Êàêîé ôëàã íåñåò
934 gPlayers[a].FFlag := utils.readByte(st);
935 // Íàøåë ñåêðåòîâ
936 gPlayers[a].FSecrets := utils.readLongInt(st);
937 // Òåêóùåå îðóæèå
938 gPlayers[a].FCurrWeap := utils.readByte(st);
939 // Ñëåäóþùåå æåëàåìîå îðóæèå
940 gPlayers[a].FNextWeap := utils.readWord(st);
941 // ...è ïàóçà
942 gPlayers[a].FNextWeapDelay := utils.readByte(st);
943 // Âðåìÿ çàðÿäêè BFG
944 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
945 // Áóôåð óðîíà
946 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
947 // Ïîñëåäíèé óäàðèâøèé
948 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
949 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
950 gPlayers[a].FLastHit := utils.readByte(st);
951 // Îáúåêò èãðîêà:
952 Obj_LoadState(@gPlayers[a].FObj, st);
953 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
954 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
955 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
956 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
957 // Íàëè÷èå îðóæèÿ
958 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
959 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
960 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
961 // Íàëè÷èå ðþêçàêà
962 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
963 // Íàëè÷èå êðàñíîãî êëþ÷à
964 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
965 // Íàëè÷èå çåëåíîãî êëþ÷à
966 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
967 // Íàëè÷èå ñèíåãî êëþ÷à
968 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
969 // Íàëè÷èå áåðñåðêà
970 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
971 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
972 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
973 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
974 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
976 // Íàçâàíèå ìîäåëè:
977 gPlayers[a].FActualModelName := utils.readStr(st);
978 // Öâåò ìîäåëè
979 gPlayers[a].FColor.R := utils.readByte(st);
980 gPlayers[a].FColor.G := utils.readByte(st);
981 gPlayers[a].FColor.B := utils.readByte(st);
982 // Îáíîâëÿåì ìîäåëü èãðîêà
983 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
985 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
986 if (gPlayers[a].FModel = nil) then
987 begin
988 gPlayers[a].Free();
989 gPlayers[a] := nil;
990 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
991 exit;
992 end;
994 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
995 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
996 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
997 else
998 gPlayers[a].FModel.Color := gPlayers[a].FColor;
1000 result := gPlayers[a].FUID;
1001 end;
1004 procedure g_Player_ResetTeams();
1005 var
1006 a: Integer;
1007 begin
1008 if g_Game_IsClient then
1009 Exit;
1010 if gPlayers = nil then
1011 Exit;
1012 for a := Low(gPlayers) to High(gPlayers) do
1013 if gPlayers[a] <> nil then
1014 case gGameSettings.GameMode of
1015 GM_DM:
1016 gPlayers[a].ChangeTeam(TEAM_NONE);
1017 GM_TDM, GM_CTF:
1018 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
1019 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
1020 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
1021 else
1022 if a mod 2 = 0 then
1023 gPlayers[a].ChangeTeam(TEAM_RED)
1024 else
1025 gPlayers[a].ChangeTeam(TEAM_BLUE);
1026 GM_SINGLE,
1027 GM_COOP:
1028 gPlayers[a].ChangeTeam(TEAM_COOP);
1029 end;
1030 end;
1032 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
1033 var
1034 m: SSArray;
1035 _name, _model: String;
1036 a, tr, tb: Integer;
1037 begin
1038 if not g_Game_IsServer then Exit;
1040 // Ñïèñîê íàçâàíèé ìîäåëåé:
1041 m := g_PlayerModel_GetNames();
1042 if m = nil then
1043 Exit;
1045 // Êîìàíäà:
1046 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1047 Team := TEAM_COOP // COOP
1048 else
1049 if gGameSettings.GameMode = GM_DM then
1050 Team := TEAM_NONE // DM
1051 else
1052 if Team = TEAM_NONE then // CTF / TDM
1053 begin
1054 // Àâòîáàëàíñ êîìàíä:
1055 tr := 0;
1056 tb := 0;
1058 for a := 0 to High(gPlayers) do
1059 if gPlayers[a] <> nil then
1060 begin
1061 if gPlayers[a].Team = TEAM_RED then
1062 Inc(tr)
1063 else
1064 if gPlayers[a].Team = TEAM_BLUE then
1065 Inc(tb);
1066 end;
1068 if tr > tb then
1069 Team := TEAM_BLUE
1070 else
1071 if tb > tr then
1072 Team := TEAM_RED
1073 else // tr = tb
1074 if Random(2) = 0 then
1075 Team := TEAM_RED
1076 else
1077 Team := TEAM_BLUE;
1078 end;
1080 // Âûáèðàåì áîòó èìÿ:
1081 _name := '';
1082 if BotNames <> nil then
1083 for a := 0 to High(BotNames) do
1084 if g_Player_ValidName(BotNames[a]) then
1085 begin
1086 _name := BotNames[a];
1087 Break;
1088 end;
1090 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1091 _model := m[Random(Length(m))];
1093 // Ñîçäàåì áîòà:
1094 with g_Player_Get(g_Player_Create(_model,
1095 _RGB(Min(Random(9)*32, 255),
1096 Min(Random(9)*32, 255),
1097 Min(Random(9)*32, 255)),
1098 Team, True)) as TBot do
1099 begin
1100 // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà
1101 if _name = '' then
1102 Name := Format('DFBOT%.5d', [UID])
1103 else
1104 Name := _name;
1106 case Difficult of
1107 1: FDifficult := DIFFICULT_EASY;
1108 2: FDifficult := DIFFICULT_MEDIUM;
1109 else FDifficult := DIFFICULT_HARD;
1110 end;
1112 for a := WP_FIRST to WP_LAST do
1113 begin
1114 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1115 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1116 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1117 end;
1119 FHandicap := Handicap;
1121 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1123 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1124 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1125 Spectate();
1126 end;
1127 end;
1129 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1; Handicap: Integer = 100);
1130 var
1131 m: SSArray;
1132 _name, _model: String;
1133 a: Integer;
1134 begin
1135 if not g_Game_IsServer then Exit;
1137 // Ñïèñîê íàçâàíèé ìîäåëåé:
1138 m := g_PlayerModel_GetNames();
1139 if m = nil then
1140 Exit;
1142 // Êîìàíäà:
1143 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1144 Team := TEAM_COOP // COOP
1145 else
1146 if gGameSettings.GameMode = GM_DM then
1147 Team := TEAM_NONE // DM
1148 else
1149 if Team = TEAM_NONE then
1150 Team := BotList[num].team; // CTF / TDM
1152 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1153 lName := AnsiLowerCase(lName);
1154 if (num < 0) or (num > Length(BotList)-1) then
1155 num := -1;
1156 if (num = -1) and (lName <> '') and (BotList <> nil) then
1157 for a := 0 to High(BotList) do
1158 if AnsiLowerCase(BotList[a].name) = lName then
1159 begin
1160 num := a;
1161 Break;
1162 end;
1163 if num = -1 then
1164 Exit;
1166 // Èìÿ áîòà:
1167 _name := BotList[num].name;
1168 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1169 if not g_Player_ValidName(_name) then
1170 repeat
1171 _name := Format('DFBOT%.2d', [Random(100)]);
1172 until g_Player_ValidName(_name);
1174 // Ìîäåëü:
1175 _model := BotList[num].model;
1176 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1177 if not InSArray(_model, m) then
1178 _model := m[Random(Length(m))];
1180 // Ñîçäàåì áîòà:
1181 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1182 begin
1183 Name := _name;
1185 FDifficult.DiagFire := BotList[num].diag_fire;
1186 FDifficult.InvisFire := BotList[num].invis_fire;
1187 FDifficult.DiagPrecision := BotList[num].diag_precision;
1188 FDifficult.FlyPrecision := BotList[num].fly_precision;
1189 FDifficult.Cover := BotList[num].cover;
1190 FDifficult.CloseJump := BotList[num].close_jump;
1192 FHandicap := Handicap;
1194 for a := WP_FIRST to WP_LAST do
1195 begin
1196 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1197 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1198 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1199 end;
1201 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1203 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1204 end;
1205 end;
1207 procedure g_Bot_RemoveAll();
1208 var
1209 a: Integer;
1210 begin
1211 if not g_Game_IsServer then Exit;
1212 if gPlayers = nil then Exit;
1214 for a := 0 to High(gPlayers) do
1215 if gPlayers[a] <> nil then
1216 if gPlayers[a] is TBot then
1217 begin
1218 gPlayers[a].Lives := 0;
1219 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1220 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1221 g_Player_Remove(gPlayers[a].FUID);
1222 end;
1224 g_Bot_MixNames();
1225 end;
1227 procedure g_Bot_MixNames();
1228 var
1229 s: String;
1230 a, b: Integer;
1231 begin
1232 if BotNames <> nil then
1233 for a := 0 to High(BotNames) do
1234 begin
1235 b := Random(Length(BotNames));
1236 s := BotNames[a];
1237 Botnames[a] := BotNames[b];
1238 BotNames[b] := s;
1239 end;
1240 end;
1242 procedure g_Player_Remove(UID: Word);
1243 var
1244 i: Integer;
1245 begin
1246 if gPlayers = nil then Exit;
1248 if g_Game_IsServer and g_Game_IsNet then
1249 MH_SEND_PlayerDelete(UID);
1251 for i := 0 to High(gPlayers) do
1252 if gPlayers[i] <> nil then
1253 if gPlayers[i].FUID = UID then
1254 begin
1255 if gPlayers[i] is TPlayer then
1256 TPlayer(gPlayers[i]).Free()
1257 else
1258 TBot(gPlayers[i]).Free();
1259 gPlayers[i] := nil;
1260 Exit;
1261 end;
1262 end;
1264 procedure g_Player_Init();
1265 var
1266 F: TextFile;
1267 s: String;
1268 a, b: Integer;
1269 config: TConfig;
1270 sa: SSArray;
1271 path: AnsiString;
1272 begin
1273 BotNames := nil;
1275 path := BOTNAMES_FILENAME;
1276 if e_FindResource(DataDirs, path) = false then
1277 Exit;
1279 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1280 AssignFile(F, path);
1281 Reset(F);
1283 while not EOF(F) do
1284 begin
1285 ReadLn(F, s);
1287 s := Trim(s);
1288 if s = '' then
1289 Continue;
1291 SetLength(BotNames, Length(BotNames)+1);
1292 BotNames[High(BotNames)] := s;
1293 end;
1295 CloseFile(F);
1297 // Ïåðåìåøèâàåì èõ:
1298 g_Bot_MixNames();
1300 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1301 config := TConfig.CreateFile(path);
1302 BotList := nil;
1303 a := 0;
1305 while config.SectionExists(IntToStr(a)) do
1306 begin
1307 SetLength(BotList, Length(BotList)+1);
1309 with BotList[High(BotList)] do
1310 begin
1311 // Èìÿ áîòà:
1312 name := config.ReadStr(IntToStr(a), 'name', '');
1313 // Ìîäåëü:
1314 model := config.ReadStr(IntToStr(a), 'model', '');
1315 // Êîìàíäà:
1316 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1317 team := TEAM_RED
1318 else
1319 team := TEAM_BLUE;
1320 // Öâåò ìîäåëè:
1321 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1322 color.R := StrToIntDef(sa[0], 0);
1323 color.G := StrToIntDef(sa[1], 0);
1324 color.B := StrToIntDef(sa[2], 0);
1325 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1326 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1327 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1328 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1329 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1330 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1331 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1332 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1333 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1334 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1335 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1336 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1337 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1338 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1339 if Length(sa) = 10 then
1340 for b := 0 to 9 do
1341 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1342 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1343 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1344 if Length(sa) = 10 then
1345 for b := 0 to 9 do
1346 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1348 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1349 if Length(sa) = 10 then
1350 for b := 0 to 9 do
1351 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1352 end;
1354 a := a + 1;
1355 end;
1357 config.Free();
1358 SetLength(SavedStates, 0);
1359 end;
1361 procedure g_Player_Free();
1362 var
1363 i: Integer;
1364 begin
1365 if gPlayers <> nil then
1366 begin
1367 for i := 0 to High(gPlayers) do
1368 if gPlayers[i] <> nil then
1369 begin
1370 if gPlayers[i] is TPlayer then
1371 TPlayer(gPlayers[i]).Free()
1372 else
1373 TBot(gPlayers[i]).Free();
1374 gPlayers[i] := nil;
1375 end;
1377 gPlayers := nil;
1378 end;
1380 gPlayer1 := nil;
1381 gPlayer2 := nil;
1382 SetLength(SavedStates, 0);
1383 end;
1385 procedure g_Player_PreUpdate();
1386 var
1387 i: Integer;
1388 begin
1389 if gPlayers = nil then Exit;
1390 for i := 0 to High(gPlayers) do
1391 if gPlayers[i] <> nil then
1392 gPlayers[i].PreUpdate();
1393 end;
1395 procedure g_Player_UpdateAll();
1396 var
1397 i: Integer;
1398 begin
1399 if gPlayers = nil then Exit;
1401 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1402 for i := 0 to High(gPlayers) do
1403 begin
1404 if gPlayers[i] <> nil then
1405 begin
1406 if gPlayers[i] is TPlayer then
1407 begin
1408 gPlayers[i].Update();
1409 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1410 end
1411 else
1412 begin
1413 // bot updates weapons in `UpdateCombat()`
1414 TBot(gPlayers[i]).Update();
1415 end;
1416 end;
1417 end;
1418 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1419 end;
1421 procedure g_Player_DrawAll();
1422 var
1423 i: Integer;
1424 begin
1425 if gPlayers = nil then Exit;
1427 for i := 0 to High(gPlayers) do
1428 if gPlayers[i] <> nil then
1429 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1430 else TBot(gPlayers[i]).Draw();
1431 end;
1433 procedure g_Player_DrawDebug(p: TPlayer);
1434 var
1435 fW, fH: Byte;
1436 begin
1437 if p = nil then Exit;
1438 if (@p.FObj) = nil then Exit;
1440 e_TextureFontGetSize(gStdFont, fW, fH);
1442 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1443 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1444 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1445 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1446 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1447 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1448 e_TextureFontPrint(0, fH * 6, 'Old X: ' + IntToStr(p.FObj.oldX), gStdFont);
1449 e_TextureFontPrint(0, fH * 7, 'Old Y: ' + IntToStr(p.FObj.oldY), gStdFont);
1450 end;
1452 procedure g_Player_DrawHealth();
1453 var
1454 i: Integer;
1455 fW, fH: Byte;
1456 begin
1457 if gPlayers = nil then Exit;
1458 e_TextureFontGetSize(gStdFont, fW, fH);
1460 for i := 0 to High(gPlayers) do
1461 if gPlayers[i] <> nil then
1462 begin
1463 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1464 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1465 IntToStr(gPlayers[i].FHealth), gStdFont);
1466 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1467 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1468 IntToStr(gPlayers[i].FArmor), gStdFont);
1469 end;
1470 end;
1472 function g_Player_Get(UID: Word): TPlayer;
1473 var
1474 a: Integer;
1475 begin
1476 Result := nil;
1478 if gPlayers = nil then
1479 Exit;
1481 for a := 0 to High(gPlayers) do
1482 if gPlayers[a] <> nil then
1483 if gPlayers[a].FUID = UID then
1484 begin
1485 Result := gPlayers[a];
1486 Exit;
1487 end;
1488 end;
1490 function g_Player_GetCount(): Byte;
1491 var
1492 a: Integer;
1493 begin
1494 Result := 0;
1496 if gPlayers = nil then
1497 Exit;
1499 for a := 0 to High(gPlayers) do
1500 if gPlayers[a] <> nil then
1501 Result := Result + 1;
1502 end;
1504 function g_Player_GetStats(): TPlayerStatArray;
1505 var
1506 a: Integer;
1507 begin
1508 Result := nil;
1510 if gPlayers = nil then Exit;
1512 for a := 0 to High(gPlayers) do
1513 if gPlayers[a] <> nil then
1514 begin
1515 SetLength(Result, Length(Result)+1);
1516 with Result[High(Result)] do
1517 begin
1518 Num := a;
1519 Ping := gPlayers[a].FPing;
1520 Loss := gPlayers[a].FLoss;
1521 Name := gPlayers[a].FName;
1522 Team := gPlayers[a].FTeam;
1523 Frags := gPlayers[a].FFrags;
1524 Deaths := gPlayers[a].FDeath;
1525 Kills := gPlayers[a].FKills;
1526 Color := gPlayers[a].FModel.Color;
1527 Lives := gPlayers[a].FLives;
1528 Spectator := gPlayers[a].FSpectator;
1529 UID := gPlayers[a].FUID;
1530 end;
1531 end;
1532 end;
1534 procedure g_Player_ResetReady();
1535 var
1536 a: Integer;
1537 begin
1538 if not g_Game_IsServer then Exit;
1539 if gPlayers = nil then Exit;
1541 for a := 0 to High(gPlayers) do
1542 if gPlayers[a] <> nil then
1543 begin
1544 gPlayers[a].FReady := False;
1545 if g_Game_IsNet then
1546 MH_SEND_GameEvent(NET_EV_INTER_READY, gPlayers[a].UID, 'N');
1547 end;
1548 end;
1550 procedure g_Player_RememberAll;
1551 var
1552 i: Integer;
1553 begin
1554 for i := Low(gPlayers) to High(gPlayers) do
1555 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1556 gPlayers[i].RememberState;
1557 end;
1559 procedure g_Player_ResetAll(Force, Silent: Boolean);
1560 var
1561 i: Integer;
1562 begin
1563 gTeamStat[TEAM_RED].Goals := 0;
1564 gTeamStat[TEAM_BLUE].Goals := 0;
1566 if gPlayers <> nil then
1567 for i := 0 to High(gPlayers) do
1568 if gPlayers[i] <> nil then
1569 begin
1570 gPlayers[i].Reset(Force);
1572 if gPlayers[i] is TPlayer then
1573 begin
1574 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1575 gPlayers[i].Respawn(Silent)
1576 else
1577 gPlayers[i].Spectate();
1578 end
1579 else
1580 TBot(gPlayers[i]).Respawn(Silent);
1581 end;
1582 end;
1584 function g_Player_CreateCorpse(Player: TPlayer): Integer;
1585 var
1586 i: Integer;
1587 find_id: DWORD;
1588 ok: Boolean;
1589 begin
1590 Result := -1;
1592 if Player.alive then
1593 Exit;
1595 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1596 i := Player.FCorpse;
1597 if (i >= 0) and (i < Length(gCorpses)) then
1598 begin
1599 if (gCorpses[i] <> nil) and (gCorpses[i].FPlayerUID = Player.FUID) then
1600 gCorpses[i].FPlayerUID := 0;
1601 end;
1603 if Player.FObj.Y >= gMapInfo.Height+128 then
1604 Exit;
1606 with Player do
1607 begin
1608 if (FHealth >= -50) or (gGibsCount = 0) then
1609 begin
1610 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1611 Exit;
1613 ok := False;
1614 for find_id := 0 to High(gCorpses) do
1615 if gCorpses[find_id] = nil then
1616 begin
1617 ok := True;
1618 Break;
1619 end;
1621 if not ok then
1622 find_id := Random(Length(gCorpses));
1624 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1625 gCorpses[find_id].FColor := FModel.Color;
1626 gCorpses[find_id].FObj.Vel := FObj.Vel;
1627 gCorpses[find_id].FObj.Accel := FObj.Accel;
1628 gCorpses[find_id].FPlayerUID := FUID;
1630 Result := find_id;
1631 end
1632 else
1633 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1634 FObj.Y + PLAYER_RECT_CY,
1635 FModel.Name, FModel.Color);
1636 end;
1637 end;
1639 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1640 var
1641 SID: DWORD;
1642 begin
1643 if (gShells = nil) or (Length(gShells) = 0) then
1644 Exit;
1646 with gShells[CurrentShell] do
1647 begin
1648 SpriteID := 0;
1649 g_Obj_Init(@Obj);
1650 Obj.Rect.X := 0;
1651 Obj.Rect.Y := 0;
1652 if T = SHELL_BULLET then
1653 begin
1654 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1655 SpriteID := SID;
1656 CX := 2;
1657 CY := 1;
1658 Obj.Rect.Width := 4;
1659 Obj.Rect.Height := 2;
1660 end
1661 else
1662 begin
1663 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1664 SpriteID := SID;
1665 CX := 4;
1666 CY := 2;
1667 Obj.Rect.Width := 7;
1668 Obj.Rect.Height := 3;
1669 end;
1670 SType := T;
1671 alive := True;
1672 Obj.X := fX;
1673 Obj.Y := fY;
1674 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1675 positionChanged(); // this updates spatial accelerators
1676 RAngle := Random(360);
1677 Timeout := gTime + SHELL_TIMEOUT;
1679 if CurrentShell >= High(gShells) then
1680 CurrentShell := 0
1681 else
1682 Inc(CurrentShell);
1683 end;
1684 end;
1686 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1687 var
1688 a: Integer;
1689 GibsArray: TGibsArray;
1690 Blood: TModelBlood;
1691 begin
1692 if (gGibs = nil) or (Length(gGibs) = 0) then
1693 Exit;
1694 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1695 Exit;
1696 Blood := g_PlayerModel_GetBlood(ModelName);
1698 for a := 0 to High(GibsArray) do
1699 with gGibs[CurrentGib] do
1700 begin
1701 Color := fColor;
1702 ID := GibsArray[a].ID;
1703 MaskID := GibsArray[a].MaskID;
1704 alive := True;
1705 g_Obj_Init(@Obj);
1706 Obj.Rect := GibsArray[a].Rect;
1707 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1708 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1709 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1710 positionChanged(); // this updates spatial accelerators
1711 RAngle := Random(360);
1713 if gBloodCount > 0 then
1714 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1715 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1717 if CurrentGib >= High(gGibs) then
1718 CurrentGib := 0
1719 else
1720 Inc(CurrentGib);
1721 end;
1722 end;
1724 procedure g_Player_UpdatePhysicalObjects();
1725 var
1726 i: Integer;
1727 vel: TPoint2i;
1728 mr: Word;
1730 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1731 var
1732 k: Integer;
1733 begin
1734 k := 1 + Random(2);
1735 if T = SHELL_BULLET then
1736 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1737 else
1738 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1739 end;
1741 begin
1742 // Êóñêè ìÿñà:
1743 if gGibs <> nil then
1744 for i := 0 to High(gGibs) do
1745 if gGibs[i].alive then
1746 with gGibs[i] do
1747 begin
1748 Obj.oldX := Obj.X;
1749 Obj.oldY := Obj.Y;
1751 vel := Obj.Vel;
1752 mr := g_Obj_Move(@Obj, True, False, True);
1753 positionChanged(); // this updates spatial accelerators
1755 if WordBool(mr and MOVE_FALLOUT) then
1756 begin
1757 alive := False;
1758 Continue;
1759 end;
1761 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1762 if WordBool(mr and MOVE_HITWALL) then
1763 Obj.Vel.X := -(vel.X div 2);
1764 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1765 Obj.Vel.Y := -(vel.Y div 2);
1767 if (Obj.Vel.X >= 0) then
1768 begin // Clockwise
1769 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1770 if RAngle >= 360 then
1771 RAngle := RAngle mod 360;
1772 end else begin // Counter-clockwise
1773 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1774 if RAngle < 0 then
1775 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1776 end;
1778 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1779 if gTime mod (GAME_TICK*3) = 0 then
1780 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1781 end;
1783 // Òðóïû:
1784 if gCorpses <> nil then
1785 for i := 0 to High(gCorpses) do
1786 if gCorpses[i] <> nil then
1787 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1788 begin
1789 gCorpses[i].Free();
1790 gCorpses[i] := nil;
1791 end
1792 else
1793 gCorpses[i].Update();
1795 // Ãèëüçû:
1796 if gShells <> nil then
1797 for i := 0 to High(gShells) do
1798 if gShells[i].alive then
1799 with gShells[i] do
1800 begin
1801 Obj.oldX := Obj.X;
1802 Obj.oldY := Obj.Y;
1804 vel := Obj.Vel;
1805 mr := g_Obj_Move(@Obj, True, False, True);
1806 positionChanged(); // this updates spatial accelerators
1808 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1809 begin
1810 alive := False;
1811 Continue;
1812 end;
1814 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1815 if WordBool(mr and MOVE_HITWALL) then
1816 begin
1817 Obj.Vel.X := -(vel.X div 2);
1818 if not WordBool(mr and MOVE_INWATER) then
1819 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1820 end;
1821 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1822 begin
1823 Obj.Vel.Y := -(vel.Y div 2);
1824 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1825 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1826 begin
1827 if RAngle mod 90 <> 0 then
1828 RAngle := (RAngle div 90) * 90;
1829 end
1830 else if not WordBool(mr and MOVE_INWATER) then
1831 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1832 end;
1834 if (Obj.Vel.X >= 0) then
1835 begin // Clockwise
1836 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1837 if RAngle >= 360 then
1838 RAngle := RAngle mod 360;
1839 end else begin // Counter-clockwise
1840 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1841 if RAngle < 0 then
1842 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1843 end;
1844 end;
1845 end;
1848 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1849 begin
1850 x := Obj.X+Obj.Rect.X;
1851 y := Obj.Y+Obj.Rect.Y;
1852 w := Obj.Rect.Width;
1853 h := Obj.Rect.Height;
1854 end;
1856 procedure TGib.moveBy (dx, dy: Integer); inline;
1857 begin
1858 if (dx <> 0) or (dy <> 0) then
1859 begin
1860 Obj.X += dx;
1861 Obj.Y += dy;
1862 positionChanged();
1863 end;
1864 end;
1867 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1868 begin
1869 x := Obj.X;
1870 y := Obj.Y;
1871 w := Obj.Rect.Width;
1872 h := Obj.Rect.Height;
1873 end;
1875 procedure TShell.moveBy (dx, dy: Integer); inline;
1876 begin
1877 if (dx <> 0) or (dy <> 0) then
1878 begin
1879 Obj.X += dx;
1880 Obj.Y += dy;
1881 positionChanged();
1882 end;
1883 end;
1886 procedure TGib.positionChanged (); inline; begin end;
1887 procedure TShell.positionChanged (); inline; begin end;
1890 procedure g_Player_DrawCorpses();
1891 var
1892 i, fX, fY: Integer;
1893 a: TDFPoint;
1894 begin
1895 if gGibs <> nil then
1896 for i := 0 to High(gGibs) do
1897 if gGibs[i].alive then
1898 with gGibs[i] do
1899 begin
1900 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1901 Continue;
1903 Obj.lerp(gLerpFactor, fX, fY);
1905 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1906 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1908 e_DrawAdv(ID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1910 e_Colors := Color;
1911 e_DrawAdv(MaskID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1912 e_Colors.R := 255;
1913 e_Colors.G := 255;
1914 e_Colors.B := 255;
1915 end;
1917 if gCorpses <> nil then
1918 for i := 0 to High(gCorpses) do
1919 if gCorpses[i] <> nil then
1920 gCorpses[i].Draw();
1921 end;
1923 procedure g_Player_DrawShells();
1924 var
1925 i, fX, fY: Integer;
1926 a: TDFPoint;
1927 begin
1928 if gShells <> nil then
1929 for i := 0 to High(gShells) do
1930 if gShells[i].alive then
1931 with gShells[i] do
1932 begin
1933 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1934 Continue;
1936 Obj.lerp(gLerpFactor, fX, fY);
1938 a.X := CX;
1939 a.Y := CY;
1941 e_DrawAdv(SpriteID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1942 end;
1943 end;
1945 procedure g_Player_RemoveAllCorpses();
1946 var
1947 i: Integer;
1948 begin
1949 gGibs := nil;
1950 gShells := nil;
1951 SetLength(gGibs, MaxGibs);
1952 SetLength(gShells, MaxGibs);
1953 CurrentGib := 0;
1954 CurrentShell := 0;
1956 if gCorpses <> nil then
1957 for i := 0 to High(gCorpses) do
1958 gCorpses[i].Free();
1960 gCorpses := nil;
1961 SetLength(gCorpses, MaxCorpses);
1962 end;
1964 procedure g_Player_Corpses_SaveState (st: TStream);
1965 var
1966 count, i: Integer;
1967 begin
1968 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1969 count := 0;
1970 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1972 // Êîëè÷åñòâî òðóïîâ
1973 utils.writeInt(st, LongInt(count));
1975 if (count = 0) then exit;
1977 // Ñîõðàíÿåì òðóïû
1978 for i := 0 to High(gCorpses) do
1979 begin
1980 if gCorpses[i] <> nil then
1981 begin
1982 // Íàçâàíèå ìîäåëè
1983 utils.writeStr(st, gCorpses[i].FModelName);
1984 // Òèï ñìåðòè
1985 utils.writeBool(st, gCorpses[i].Mess);
1986 // Ñîõðàíÿåì äàííûå òðóïà:
1987 gCorpses[i].SaveState(st);
1988 end;
1989 end;
1990 end;
1993 procedure g_Player_Corpses_LoadState (st: TStream);
1994 var
1995 count, i: Integer;
1996 str: String;
1997 b: Boolean;
1998 begin
1999 assert(st <> nil);
2001 g_Player_RemoveAllCorpses();
2003 // Êîëè÷åñòâî òðóïîâ:
2004 count := utils.readLongInt(st);
2005 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
2007 if (count = 0) then exit;
2009 // Çàãðóæàåì òðóïû
2010 for i := 0 to count-1 do
2011 begin
2012 // Íàçâàíèå ìîäåëè:
2013 str := utils.readStr(st);
2014 // Òèï ñìåðòè
2015 b := utils.readBool(st);
2016 // Ñîçäàåì òðóï
2017 gCorpses[i] := TCorpse.Create(0, 0, str, b);
2018 // Çàãðóæàåì äàííûå òðóïà
2019 gCorpses[i].LoadState(st);
2020 end;
2021 end;
2024 { T P l a y e r : }
2026 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
2028 procedure TPlayer.BFGHit();
2029 begin
2030 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2031 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2032 if g_Game_IsServer and g_Game_IsNet then
2033 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2034 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2035 0, NET_GFX_BFGHIT);
2036 end;
2038 procedure TPlayer.ChangeModel(ModelName: string);
2039 var
2040 locModel: TPlayerModel;
2041 begin
2042 locModel := g_PlayerModel_Get(ModelName);
2043 if locModel = nil then Exit;
2045 FModel.Free();
2046 FModel := locModel;
2047 end;
2049 procedure TPlayer.SetModel(ModelName: string);
2050 var
2051 m: TPlayerModel;
2052 begin
2053 m := g_PlayerModel_Get(ModelName);
2054 if m = nil then
2055 begin
2056 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
2057 m := g_PlayerModel_Get('doomer');
2058 if m = nil then
2059 begin
2060 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
2061 Exit;
2062 end;
2063 end;
2065 if FModel <> nil then
2066 FModel.Free();
2068 FModel := m;
2070 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2071 FModel.Color := FColor
2072 else
2073 FModel.Color := TEAMCOLOR[FTeam];
2074 FModel.SetWeapon(FCurrWeap);
2075 FModel.SetFlag(FFlag);
2076 SetDirection(FDirection);
2077 end;
2079 procedure TPlayer.SetColor(Color: TRGB);
2080 begin
2081 FColor := Color;
2082 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2083 if FModel <> nil then FModel.Color := Color;
2084 end;
2086 function TPlayer.GetColor(): TRGB;
2087 begin
2088 result := FModel.Color;
2089 end;
2091 procedure TPlayer.SwitchTeam;
2092 begin
2093 if g_Game_IsClient then
2094 Exit;
2095 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2097 if gGameOn and FAlive then
2098 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2100 if FTeam = TEAM_RED then
2101 begin
2102 ChangeTeam(TEAM_BLUE);
2103 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2104 if g_Game_IsNet then
2105 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2106 end
2107 else
2108 begin
2109 ChangeTeam(TEAM_RED);
2110 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2111 if g_Game_IsNet then
2112 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2113 end;
2114 FPreferredTeam := FTeam;
2115 end;
2117 procedure TPlayer.ChangeTeam(Team: Byte);
2118 var
2119 OldTeam: Byte;
2120 begin
2121 OldTeam := FTeam;
2122 FTeam := Team;
2123 case Team of
2124 TEAM_RED, TEAM_BLUE:
2125 FModel.Color := TEAMCOLOR[Team];
2126 else
2127 FModel.Color := FColor;
2128 end;
2129 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2130 MH_SEND_PlayerStats(FUID);
2131 end;
2134 procedure TPlayer.CollideItem();
2135 var
2136 i: Integer;
2137 r: Boolean;
2138 begin
2139 if gItems = nil then Exit;
2140 if not FAlive then Exit;
2142 for i := 0 to High(gItems) do
2143 with gItems[i] do
2144 begin
2145 if (ItemType <> ITEM_NONE) and alive then
2146 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2147 PLAYER_RECT.Height, @Obj) then
2148 begin
2149 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2151 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2152 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2153 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2154 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2155 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2157 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2158 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2159 (gGameSettings.GameType = GT_SINGLE) and
2160 (g_Player_GetCount() > 1)) then
2161 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2162 end;
2163 end;
2164 end;
2167 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2168 begin
2169 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2170 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2171 False);
2172 end;
2174 constructor TPlayer.Create();
2175 begin
2176 viewPortX := 0;
2177 viewPortY := 0;
2178 viewPortW := 0;
2179 viewPortH := 0;
2180 mEDamageType := HIT_SOME;
2182 FIamBot := False;
2183 FDummy := False;
2184 FSpawned := False;
2186 FSawSound := TPlayableSound.Create();
2187 FSawSoundIdle := TPlayableSound.Create();
2188 FSawSoundHit := TPlayableSound.Create();
2189 FSawSoundSelect := TPlayableSound.Create();
2190 FFlameSoundOn := TPlayableSound.Create();
2191 FFlameSoundOff := TPlayableSound.Create();
2192 FFlameSoundWork := TPlayableSound.Create();
2193 FJetSoundFly := TPlayableSound.Create();
2194 FJetSoundOn := TPlayableSound.Create();
2195 FJetSoundOff := TPlayableSound.Create();
2197 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2198 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2199 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2200 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2201 FFlameSoundOn.SetByName('SOUND_WEAPON_FLAMEON');
2202 FFlameSoundOff.SetByName('SOUND_WEAPON_FLAMEOFF');
2203 FFlameSoundWork.SetByName('SOUND_WEAPON_FLAMEWORK');
2204 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2205 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2206 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2208 FSpectatePlayer := -1;
2209 FClientID := -1;
2210 FPing := 0;
2211 FLoss := 0;
2212 FSavedStateNum := -1;
2213 FShellTimer := -1;
2214 FFireTime := 0;
2215 FFirePainTime := 0;
2216 FFireAttacker := 0;
2217 FHandicap := 100;
2218 FCorpse := -1;
2220 FActualModelName := 'doomer';
2222 g_Obj_Init(@FObj);
2223 FObj.Rect := PLAYER_RECT;
2225 FBFGFireCounter := -1;
2226 FJustTeleported := False;
2227 FNetTime := 0;
2229 FWaitForFirstSpawn := false;
2231 resetWeaponQueue();
2232 end;
2234 procedure TPlayer.positionChanged (); inline;
2235 begin
2236 end;
2238 procedure TPlayer.doDamage (v: Integer);
2239 begin
2240 if (v <= 0) then exit;
2241 if (v > 32767) then v := 32767;
2242 Damage(v, 0, 0, 0, mEDamageType);
2243 end;
2245 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2246 var
2247 c: Word;
2248 begin
2249 if (not g_Game_IsClient) and (not FAlive) then
2250 Exit;
2252 FLastHit := t;
2254 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2255 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2256 begin
2257 if not g_Game_IsClient then
2258 begin
2259 FArmor := 0;
2260 if t = HIT_TRAP then
2261 begin
2262 // Ëîâóøêà óáèâàåò ñðàçó:
2263 FHealth := -100;
2264 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2265 end;
2266 if t = HIT_SELF then
2267 begin
2268 // Ñàìîóáèéñòâî:
2269 FHealth := 0;
2270 Kill(K_SIMPLEKILL, SpawnerUID, t);
2271 end;
2272 end;
2273 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2274 FMegaRulez[MR_SUIT] := 0;
2275 FMegaRulez[MR_INVUL] := 0;
2276 FMegaRulez[MR_INVIS] := 0;
2277 FSpawnInvul := 0;
2278 FBerserk := 0;
2279 end;
2281 // Íî îò îñòàëüíîãî ñïàñàåò:
2282 if FMegaRulez[MR_INVUL] >= gTime then
2283 Exit;
2285 // ×èò-êîä "ÃÎÐÅÖ":
2286 if FGodMode then
2287 Exit;
2289 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2290 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2291 (SpawnerUID = FUID) or
2292 (not SameTeam(FUID, SpawnerUID)) then
2293 begin
2294 FLastSpawnerUID := SpawnerUID;
2296 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2297 if gBloodCount > 0 then
2298 begin
2299 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2300 if value div 4 <= c then
2301 c := c - (value div 4)
2302 else
2303 c := 0;
2305 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2306 MakeBloodSimple(c)
2307 else
2308 case t of
2309 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2310 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2311 end;
2313 if t = HIT_WATER then
2314 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2315 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2316 end;
2318 // Áóôåð óðîíà:
2319 if FAlive then
2320 Inc(FDamageBuffer, value);
2322 // Âñïûøêà áîëè:
2323 if gFlash <> 0 then
2324 FPain := FPain + value;
2325 end;
2327 if g_Game_IsServer and g_Game_IsNet then
2328 begin
2329 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2330 MH_SEND_PlayerStats(FUID);
2331 MH_SEND_PlayerPos(False, FUID);
2332 end;
2333 end;
2335 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2336 begin
2337 Result := False;
2338 if g_Game_IsClient then
2339 Exit;
2340 if not FAlive then
2341 Exit;
2343 if Soft and (FHealth < PLAYER_HP_SOFT) then
2344 begin
2345 IncMax(FHealth, value, PLAYER_HP_SOFT);
2346 Result := True;
2347 end;
2348 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2349 begin
2350 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2351 Result := True;
2352 end;
2354 if Result and g_Game_IsServer and g_Game_IsNet then
2355 MH_SEND_PlayerStats(FUID);
2356 end;
2358 destructor TPlayer.Destroy();
2359 begin
2360 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2361 gPlayer1 := nil;
2362 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2363 gPlayer2 := nil;
2365 FSawSound.Free();
2366 FSawSoundIdle.Free();
2367 FSawSoundHit.Free();
2368 FSawSoundSelect.Free();
2369 FFlameSoundOn.Free();
2370 FFlameSoundOff.Free();
2371 FFlameSoundWork.Free();
2372 FJetSoundFly.Free();
2373 FJetSoundOn.Free();
2374 FJetSoundOff.Free();
2375 FModel.Free();
2376 if FPunchAnim <> nil then
2377 FPunchAnim.Free();
2379 inherited;
2380 end;
2382 procedure TPlayer.DrawIndicator(Color: TRGB);
2383 var
2384 indX, indY, fX, fY, fSlope: Integer;
2385 indW, indH: Word;
2386 indA: Single;
2387 a: TDFPoint;
2388 nW, nH: Byte;
2389 ID: DWORD;
2390 c: TRGB;
2391 begin
2392 if FAlive then
2393 begin
2394 FObj.lerp(gLerpFactor, fX, fY);
2395 fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor);
2397 case gPlayerIndicatorStyle of
2398 0:
2399 begin
2400 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2401 begin
2402 e_GetTextureSize(ID, @indW, @indH);
2403 a.X := indW div 2;
2404 a.Y := indH div 2;
2406 if (FObj.X + FObj.Rect.X) < 0 then
2407 begin
2408 indA := 90;
2409 indX := fX + FObj.Rect.X + FObj.Rect.Width;
2410 indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2411 end
2413 else if (FObj.X + FObj.Rect.X + FObj.Rect.Width) > Max(gMapInfo.Width, gPlayerScreenSize.X) then
2414 begin
2415 indA := 270;
2416 indX := fX + FObj.Rect.X - indH;
2417 indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2418 end
2420 else if (FObj.Y - indH) < 0 then
2421 begin
2422 indA := 180;
2423 indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2424 indY := fY + FObj.Rect.Y + FObj.Rect.Height;
2425 end
2427 else
2428 begin
2429 indA := 0;
2430 indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2431 indY := fY - indH;
2432 end;
2434 indY := indY + fSlope;
2435 indX := EnsureRange(indX, 0, Max(gMapInfo.Width, gPlayerScreenSize.X) - indW);
2436 indY := EnsureRange(indY, 0, Max(gMapInfo.Height, gPlayerScreenSize.Y) - indH);
2438 c := e_Colors;
2439 e_Colors := Color;
2440 e_DrawAdv(ID, indX, indY, 0, True, False, indA, @a);
2441 e_Colors := c;
2442 end;
2443 end;
2445 1:
2446 begin
2447 e_TextureFontGetSize(gStdFont, nW, nH);
2448 indX := fX + FObj.Rect.X + (FObj.Rect.Width - Length(FName) * nW) div 2;
2449 indY := fY - nH + fSlope;
2450 e_TextureFontPrintEx(indX, indY, FName, gStdFont, Color.R, Color.G, Color.B, 1.0, True);
2451 end;
2452 end;
2453 end;
2454 end;
2456 procedure TPlayer.DrawBubble();
2457 var
2458 bubX, bubY, fX, fY: Integer;
2459 ID: LongWord;
2460 Rb, Gb, Bb,
2461 Rw, Gw, Bw: SmallInt;
2462 Dot: Byte;
2463 CObj: TObj;
2464 begin
2465 CObj := getCameraObj();
2466 CObj.lerp(gLerpFactor, fX, fY);
2467 // NB: _F_Obj.Rect is used to keep the bubble higher; this is not a mistake
2468 bubX := fX+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2469 bubY := fY+FObj.Rect.Y - 18;
2470 Rb := 64;
2471 Gb := 64;
2472 Bb := 64;
2473 Rw := 240;
2474 Gw := 240;
2475 Bw := 240;
2476 case gChatBubble of
2477 1: // simple textual non-bubble
2478 begin
2479 bubX := fX+FObj.Rect.X - 11;
2480 bubY := fY+FObj.Rect.Y - 17;
2481 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2482 Exit;
2483 end;
2484 2: // advanced pixel-perfect bubble
2485 begin
2486 if FTeam = TEAM_RED then
2487 Rb := 255
2488 else
2489 if FTeam = TEAM_BLUE then
2490 Bb := 255;
2491 end;
2492 3: // colored bubble
2493 begin
2494 Rb := FModel.Color.R;
2495 Gb := FModel.Color.G;
2496 Bb := FModel.Color.B;
2497 Rw := Min(Rb * 2 + 64, 255);
2498 Gw := Min(Gb * 2 + 64, 255);
2499 Bw := Min(Bb * 2 + 64, 255);
2500 if (Abs(Rw - Rb) < 32)
2501 or (Abs(Gw - Gb) < 32)
2502 or (Abs(Bw - Bb) < 32) then
2503 begin
2504 Rb := Max(Rw div 2 - 16, 0);
2505 Gb := Max(Gw div 2 - 16, 0);
2506 Bb := Max(Bw div 2 - 16, 0);
2507 end;
2508 end;
2509 4: // custom textured bubble
2510 begin
2511 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2512 if FDirection = TDirection.D_RIGHT then
2513 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2514 else
2515 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2516 Exit;
2517 end;
2518 end;
2520 // Outer borders
2521 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2522 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2523 // Inner box
2524 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2526 // Tail
2527 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2528 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2529 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2530 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2531 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2532 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2534 // Dots
2535 Dot := 6;
2536 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2537 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2538 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2539 end;
2541 procedure TPlayer.Draw();
2542 var
2543 ID: DWORD;
2544 w, h: Word;
2545 dr: Boolean;
2546 Mirror: TMirrorType;
2547 fX, fY, fSlope: Integer;
2548 begin
2549 FObj.lerp(gLerpFactor, fX, fY);
2550 fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor);
2552 if FAlive then
2553 begin
2554 if Direction = TDirection.D_RIGHT then
2555 Mirror := TMirrorType.None
2556 else
2557 Mirror := TMirrorType.Horizontal;
2559 if FPunchAnim <> nil then
2560 begin
2561 FPunchAnim.Draw(fX+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2562 fY+fSlope+FObj.Rect.Y-11, Mirror);
2563 if FPunchAnim.played then
2564 begin
2565 FPunchAnim.Free;
2566 FPunchAnim := nil;
2567 end;
2568 end;
2570 if (FMegaRulez[MR_INVUL] > gTime) and ((gPlayerDrawn <> Self) or (FSpawnInvul >= gTime)) then
2571 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2572 begin
2573 e_GetTextureSize(ID, @w, @h);
2574 if FDirection = TDirection.D_LEFT then
2575 e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2576 fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False)
2577 else
2578 e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2579 fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False);
2580 end;
2582 if FMegaRulez[MR_INVIS] > gTime then
2583 begin
2584 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2585 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2586 begin
2587 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2588 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2589 else
2590 dr := True;
2591 if dr then
2592 FModel.Draw(fX, fY+fSlope, 200)
2593 else
2594 FModel.Draw(fX, fY+fSlope);
2595 end
2596 else
2597 FModel.Draw(fX, fY+fSlope, 254);
2598 end
2599 else
2600 FModel.Draw(fX, fY+fSlope);
2601 end;
2603 if g_debug_Frames then
2604 begin
2605 e_DrawQuad(FObj.X+FObj.Rect.X,
2606 FObj.Y+FObj.Rect.Y,
2607 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2608 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2609 0, 255, 0);
2610 end;
2612 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2613 if (FMegaRulez[MR_INVIS] <= gTime) or ((gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2614 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM)))) then
2615 DrawBubble();
2616 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2617 if gAimLine and alive and
2618 ((Self = gPlayer1) or (Self = gPlayer2)) then
2619 DrawAim();
2620 end;
2623 procedure TPlayer.DrawAim();
2624 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2625 var
2626 ex, ey: Integer;
2627 begin
2629 {$IFDEF ENABLE_HOLMES}
2630 if isValidViewPort and (self = gPlayer1) then
2631 begin
2632 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2633 end;
2634 {$ENDIF}
2636 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2637 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2638 begin
2639 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2640 end
2641 else
2642 begin
2643 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2644 end;
2645 end;
2647 var
2648 wx, wy, xx, yy: Integer;
2649 angle: SmallInt;
2650 sz, len: Word;
2651 begin
2652 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2653 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2654 angle := FAngle;
2655 len := 1024;
2656 sz := 2;
2657 case FCurrWeap of
2658 0: begin // Punch
2659 len := 12;
2660 sz := 4;
2661 end;
2662 1: begin // Chainsaw
2663 len := 24;
2664 sz := 6;
2665 end;
2666 2: begin // Pistol
2667 len := 1024;
2668 sz := 2;
2669 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2670 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2671 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2672 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2673 end;
2674 3: begin // Shotgun
2675 len := 1024;
2676 sz := 3;
2677 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2678 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2679 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2680 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2681 end;
2682 4: begin // Double Shotgun
2683 len := 1024;
2684 sz := 4;
2685 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2686 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2687 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2688 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2689 end;
2690 5: begin // Chaingun
2691 len := 1024;
2692 sz := 3;
2693 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2694 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2695 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2696 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2697 end;
2698 6: begin // Rocket Launcher
2699 len := 1024;
2700 sz := 7;
2701 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2702 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2703 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2704 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2705 end;
2706 7: begin // Plasmagun
2707 len := 1024;
2708 sz := 5;
2709 if angle = ANGLE_RIGHTUP then Inc(angle);
2710 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2711 if angle = ANGLE_LEFTUP then Dec(angle);
2712 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2713 end;
2714 8: begin // BFG
2715 len := 1024;
2716 sz := 12;
2717 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2718 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2719 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2720 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2721 end;
2722 9: begin // Super Chaingun
2723 len := 1024;
2724 sz := 4;
2725 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2726 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2727 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2728 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2729 end;
2730 end;
2731 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2732 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2733 {$IF DEFINED(D2F_DEBUG)}
2734 drawCast(sz, wx, wy, xx, yy);
2735 {$ELSE}
2736 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2737 {$ENDIF}
2738 end;
2740 procedure TPlayer.DrawGUI();
2741 var
2742 ID: DWORD;
2743 X, Y, SY, a, p, m: Integer;
2744 tw, th: Word;
2745 cw, ch: Byte;
2746 s: string;
2747 stat: TPlayerStatArray;
2748 begin
2749 X := gPlayerScreenSize.X;
2750 SY := gPlayerScreenSize.Y;
2751 Y := 0;
2753 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2754 begin
2755 if gGameSettings.GameMode = GM_CTF then
2756 a := 32 + 8
2757 else
2758 a := 0;
2759 if gGameSettings.GameMode = GM_CTF then
2760 begin
2761 s := 'TEXTURE_PLAYER_REDFLAG';
2762 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2763 s := 'TEXTURE_PLAYER_REDFLAG_S';
2764 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2765 s := 'TEXTURE_PLAYER_REDFLAG_D';
2766 if g_Texture_Get(s, ID) then
2767 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2768 end;
2770 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2771 e_CharFont_GetSize(gMenuFont, s, tw, th);
2772 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2774 if gGameSettings.GameMode = GM_CTF then
2775 begin
2776 s := 'TEXTURE_PLAYER_BLUEFLAG';
2777 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2778 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2779 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2780 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2781 if g_Texture_Get(s, ID) then
2782 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2783 end;
2785 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2786 e_CharFont_GetSize(gMenuFont, s, tw, th);
2787 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2788 end;
2790 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2791 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2792 0, False, False);
2794 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2795 e_Draw(ID, X+2, Y, 0, True, False);
2797 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2798 begin
2799 if gShowStat then
2800 begin
2801 s := IntToStr(Frags);
2802 e_CharFont_GetSize(gMenuFont, s, tw, th);
2803 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2805 s := '';
2806 p := 1;
2807 m := 0;
2808 stat := g_Player_GetStats();
2809 if stat <> nil then
2810 begin
2811 p := 1;
2813 for a := 0 to High(stat) do
2814 if stat[a].Name <> Name then
2815 begin
2816 if stat[a].Frags > m then m := stat[a].Frags;
2817 if stat[a].Frags > Frags then p := p+1;
2818 end;
2819 end;
2821 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2822 if Frags >= m then s := s+'+' else s := s+'-';
2823 s := s+IntToStr(Abs(Frags-m));
2825 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2826 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2827 end;
2829 if gLMSRespawn > LMS_RESPAWN_NONE then
2830 begin
2831 s := _lc[I_GAME_WARMUP];
2832 e_CharFont_GetSize(gMenuFont, s, tw, th);
2833 s := s + ': ' + IntToStr((gLMSRespawnTime - gTime) div 1000);
2834 e_CharFont_PrintEx(gMenuFont, X-64-tw, SY-32, s, _RGB(0, 255, 0));
2835 end
2836 else if gShowLives and (gGameSettings.MaxLives > 0) then
2837 begin
2838 s := IntToStr(Lives);
2839 e_CharFont_GetSize(gMenuFont, s, tw, th);
2840 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2841 end;
2842 end;
2844 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2845 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2847 if R_BERSERK in FRulez then
2848 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2849 else
2850 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2852 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2853 e_Draw(ID, X+36, Y+77, 0, True, False);
2855 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2856 e_CharFont_GetSize(gMenuFont, s, tw, th);
2857 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2859 s := IntToStr(FArmor);
2860 e_CharFont_GetSize(gMenuFont, s, tw, th);
2861 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2863 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2865 case FCurrWeap of
2866 WEAPON_KASTET:
2867 begin
2868 s := '--';
2869 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2870 end;
2871 WEAPON_SAW:
2872 begin
2873 s := '--';
2874 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2875 end;
2876 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2877 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2878 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2879 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2880 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2881 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2882 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2883 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2884 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2885 end;
2887 e_CharFont_GetSize(gMenuFont, s, tw, th);
2888 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2889 e_Draw(ID, X+20, Y+160, 0, True, False);
2891 if R_KEY_RED in FRulez then
2892 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2894 if R_KEY_GREEN in FRulez then
2895 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2897 if R_KEY_BLUE in FRulez then
2898 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2900 if FJetFuel > 0 then
2901 begin
2902 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2903 e_Draw(ID, X+2, Y+116, 0, True, False);
2904 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2905 e_Draw(ID, X+2, Y+126, 0, True, False);
2906 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2907 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2908 end
2909 else
2910 begin
2911 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2912 e_Draw(ID, X+2, Y+124, 0, True, False);
2913 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2914 end;
2916 if gShowPing and g_Game_IsClient then
2917 begin
2918 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2919 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2920 Y := Y + 16;
2921 end;
2923 if FSpectator then
2924 begin
2925 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2926 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2927 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2928 if FNoRespawn then
2929 begin
2930 e_TextureFontGetSize(gStdFont, cw, ch);
2931 s := _lc[I_PLAYER_SPECT4];
2932 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2933 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2934 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2935 end;
2937 end;
2938 end;
2940 procedure TPlayer.DrawRulez();
2941 var
2942 dr: Boolean;
2943 begin
2944 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2945 if (FMegaRulez[MR_INVUL] >= gTime) and (FSpawnInvul < gTime) then
2946 begin
2947 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2948 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2949 else
2950 dr := True;
2952 if dr then
2953 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2954 191, 191, 191, 0, TBlending.Invert);
2955 end;
2957 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2958 if FMegaRulez[MR_SUIT] >= gTime then
2959 begin
2960 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2961 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2962 else
2963 dr := True;
2965 if dr then
2966 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2967 0, 96, 0, 200, TBlending.None);
2968 end;
2970 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2971 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2972 begin
2973 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2974 255, 0, 0, 200, TBlending.None);
2975 end;
2976 end;
2978 procedure TPlayer.DrawPain();
2979 var
2980 a, h: Integer;
2981 begin
2982 if FPain = 0 then Exit;
2984 a := FPain;
2986 if a < 15 then h := 0
2987 else if a < 35 then h := 1
2988 else if a < 55 then h := 2
2989 else if a < 75 then h := 3
2990 else if a < 95 then h := 4
2991 else h := 5;
2993 //if a > 255 then a := 255;
2995 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2996 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2997 end;
2999 procedure TPlayer.DrawPickup();
3000 var
3001 a, h: Integer;
3002 begin
3003 if FPickup = 0 then Exit;
3005 a := FPickup;
3007 if a < 15 then h := 1
3008 else if a < 35 then h := 2
3009 else if a < 55 then h := 3
3010 else if a < 75 then h := 4
3011 else h := 5;
3013 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
3014 end;
3016 procedure TPlayer.DoPunch();
3017 var
3018 id: DWORD;
3019 st: String;
3020 begin
3021 if FPunchAnim <> nil then begin
3022 FPunchAnim.reset();
3023 FPunchAnim.Free;
3024 FPunchAnim := nil;
3025 end;
3026 st := 'FRAMES_PUNCH';
3027 if R_BERSERK in FRulez then
3028 st := st + '_BERSERK';
3029 if FKeys[KEY_UP].Pressed then
3030 st := st + '_UP'
3031 else if FKeys[KEY_DOWN].Pressed then
3032 st := st + '_DN';
3033 g_Frames_Get(id, st);
3034 FPunchAnim := TAnimation.Create(id, False, 1);
3035 end;
3037 procedure TPlayer.Fire();
3038 var
3039 f, DidFire: Boolean;
3040 wx, wy, xd, yd: Integer;
3041 locobj: TObj;
3042 begin
3043 if g_Game_IsClient then Exit;
3044 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
3045 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
3047 if FSpectator then
3048 begin
3049 Respawn(False);
3050 Exit;
3051 end;
3053 if FReloading[FCurrWeap] <> 0 then Exit;
3055 DidFire := False;
3057 f := False;
3058 wx := FObj.X+WEAPONPOINT[FDirection].X;
3059 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
3060 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
3061 yd := wy+firediry();
3063 case FCurrWeap of
3064 WEAPON_KASTET:
3065 begin
3066 DoPunch();
3067 if R_BERSERK in FRulez then
3068 begin
3069 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
3070 locobj.X := FObj.X+FObj.Rect.X;
3071 locobj.Y := FObj.Y+FObj.Rect.Y;
3072 locobj.rect.X := 0;
3073 locobj.rect.Y := 0;
3074 locobj.rect.Width := 39;
3075 locobj.rect.Height := 52;
3076 locobj.Vel.X := (xd-wx) div 2;
3077 locobj.Vel.Y := (yd-wy) div 2;
3078 locobj.Accel.X := xd-wx;
3079 locobj.Accel.y := yd-wy;
3081 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
3082 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
3083 else
3084 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
3086 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
3087 end
3088 else
3089 begin
3090 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
3091 end;
3093 DidFire := True;
3094 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3095 end;
3097 WEAPON_SAW:
3098 begin
3099 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3100 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
3101 begin
3102 FSawSoundSelect.Stop();
3103 FSawSound.Stop();
3104 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
3105 end
3106 else if not FSawSoundHit.IsPlaying() then
3107 begin
3108 FSawSoundSelect.Stop();
3109 FSawSound.PlayAt(FObj.X, FObj.Y);
3110 end;
3112 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3113 DidFire := True;
3114 f := True;
3115 end;
3117 WEAPON_PISTOL:
3118 if FAmmo[A_BULLETS] > 0 then
3119 begin
3120 g_Weapon_pistol(wx, wy, xd, yd, FUID);
3121 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3122 Dec(FAmmo[A_BULLETS]);
3123 FFireAngle := FAngle;
3124 f := True;
3125 DidFire := True;
3126 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3127 GameVelX, GameVelY-2, SHELL_BULLET);
3128 end;
3130 WEAPON_SHOTGUN1:
3131 if FAmmo[A_SHELLS] > 0 then
3132 begin
3133 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3134 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3135 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3136 Dec(FAmmo[A_SHELLS]);
3137 FFireAngle := FAngle;
3138 f := True;
3139 DidFire := True;
3140 FShellTimer := 10;
3141 FShellType := SHELL_SHELL;
3142 end;
3144 WEAPON_SHOTGUN2:
3145 if FAmmo[A_SHELLS] >= 2 then
3146 begin
3147 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3148 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3149 Dec(FAmmo[A_SHELLS], 2);
3150 FFireAngle := FAngle;
3151 f := True;
3152 DidFire := True;
3153 FShellTimer := 13;
3154 FShellType := SHELL_DBLSHELL;
3155 end;
3157 WEAPON_CHAINGUN:
3158 if FAmmo[A_BULLETS] > 0 then
3159 begin
3160 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3161 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3162 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3163 Dec(FAmmo[A_BULLETS]);
3164 FFireAngle := FAngle;
3165 f := True;
3166 DidFire := True;
3167 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3168 GameVelX, GameVelY-2, SHELL_BULLET);
3169 end;
3171 WEAPON_ROCKETLAUNCHER:
3172 if FAmmo[A_ROCKETS] > 0 then
3173 begin
3174 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3175 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3176 Dec(FAmmo[A_ROCKETS]);
3177 FFireAngle := FAngle;
3178 f := True;
3179 DidFire := True;
3180 end;
3182 WEAPON_PLASMA:
3183 if FAmmo[A_CELLS] > 0 then
3184 begin
3185 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3186 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3187 Dec(FAmmo[A_CELLS]);
3188 FFireAngle := FAngle;
3189 f := True;
3190 DidFire := True;
3191 end;
3193 WEAPON_BFG:
3194 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3195 begin
3196 FBFGFireCounter := 17;
3197 if not FNoReload then
3198 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3199 Dec(FAmmo[A_CELLS], 40);
3200 DidFire := True;
3201 end;
3203 WEAPON_SUPERPULEMET:
3204 if FAmmo[A_SHELLS] > 0 then
3205 begin
3206 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3207 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3208 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3209 Dec(FAmmo[A_SHELLS]);
3210 FFireAngle := FAngle;
3211 f := True;
3212 DidFire := True;
3213 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3214 GameVelX, GameVelY-2, SHELL_SHELL);
3215 end;
3217 WEAPON_FLAMETHROWER:
3218 if FAmmo[A_FUEL] > 0 then
3219 begin
3220 g_Weapon_flame(wx, wy, xd, yd, FUID);
3221 FlamerOn;
3222 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3223 Dec(FAmmo[A_FUEL]);
3224 FFireAngle := FAngle;
3225 f := True;
3226 DidFire := True;
3227 end
3228 else
3229 begin
3230 FlamerOff;
3231 if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
3232 end;
3233 end;
3235 if g_Game_IsNet then
3236 begin
3237 if DidFire then
3238 begin
3239 if FCurrWeap <> WEAPON_BFG then
3240 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3241 else
3242 if not FNoReload then
3243 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3244 end;
3246 MH_SEND_PlayerStats(FUID);
3247 end;
3249 if not f then Exit;
3251 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3252 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3253 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3254 end;
3256 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3257 begin
3258 case Weapon of
3259 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3260 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3261 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3262 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3263 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3264 else Result := 0;
3265 end;
3266 end;
3268 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3269 begin
3270 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3271 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3272 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3273 end;
3275 procedure TPlayer.FlamerOn;
3276 begin
3277 FFlameSoundOff.Stop();
3278 FFlameSoundOff.SetPosition(0);
3279 if FFlaming then
3280 begin
3281 if (not FFlameSoundOn.IsPlaying()) and (not FFlameSoundWork.IsPlaying()) then
3282 FFlameSoundWork.PlayAt(FObj.X, FObj.Y);
3283 end
3284 else
3285 begin
3286 FFlameSoundOn.PlayAt(FObj.X, FObj.Y);
3287 FFlaming := True;
3288 end;
3289 end;
3291 procedure TPlayer.FlamerOff;
3292 begin
3293 if FFlaming then
3294 begin
3295 FFlameSoundOn.Stop();
3296 FFlameSoundOn.SetPosition(0);
3297 FFlameSoundWork.Stop();
3298 FFlameSoundWork.SetPosition(0);
3299 FFlameSoundOff.PlayAt(FObj.X, FObj.Y);
3300 FFlaming := False;
3301 end;
3302 end;
3304 procedure TPlayer.JetpackOn;
3305 begin
3306 FJetSoundFly.Stop;
3307 FJetSoundOff.Stop;
3308 FJetSoundOn.SetPosition(0);
3309 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3310 FlySmoke(8);
3311 end;
3313 procedure TPlayer.JetpackOff;
3314 begin
3315 FJetSoundFly.Stop;
3316 FJetSoundOn.Stop;
3317 FJetSoundOff.SetPosition(0);
3318 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3319 end;
3321 procedure TPlayer.CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
3322 begin
3323 if Timeout <= 0 then
3324 exit;
3325 if (FMegaRulez[MR_SUIT] > gTime) or (FMegaRulez[MR_INVUL] > gTime) then
3326 exit; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3327 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3328 exit; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
3329 if FFireTime <= 0 then
3330 g_Sound_PlayExAt('SOUND_IGNITE', FObj.X, FObj.Y);
3331 FFireTime := Timeout;
3332 FFireAttacker := Attacker;
3333 if g_Game_IsNet and g_Game_IsServer then
3334 MH_SEND_PlayerStats(FUID);
3335 end;
3337 procedure TPlayer.Jump();
3338 begin
3339 if gFly or FJetpack then
3340 begin
3341 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3342 if FObj.Vel.Y > -VEL_FLY then
3343 FObj.Vel.Y := FObj.Vel.Y - 3;
3344 if FJetpack then
3345 begin
3346 if FJetFuel > 0 then
3347 Dec(FJetFuel);
3348 if (FJetFuel < 1) and g_Game_IsServer then
3349 begin
3350 FJetpack := False;
3351 JetpackOff;
3352 if g_Game_IsNet then
3353 MH_SEND_PlayerStats(FUID);
3354 end;
3355 end;
3356 Exit;
3357 end;
3359 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3360 if FGhost then
3361 FCanJetpack := False;
3363 // Ïðûãàåì èëè âñïëûâàåì:
3364 if (CollideLevel(0, 1) or
3365 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3366 PLAYER_RECT.Height-33, PANEL_STEP, False)
3367 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3368 begin
3369 FObj.Vel.Y := -VEL_JUMP;
3370 FCanJetpack := False;
3371 end
3372 else
3373 begin
3374 if BodyInLiquid(0, 0) then
3375 FObj.Vel.Y := -VEL_SW
3376 else if (FJetFuel > 0) and FCanJetpack and
3377 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3378 begin
3379 FJetpack := True;
3380 JetpackOn;
3381 if g_Game_IsNet then
3382 MH_SEND_PlayerStats(FUID);
3383 end;
3384 end;
3385 end;
3387 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3388 var
3389 a, i, k, ab, ar: Byte;
3390 s: String;
3391 mon: TMonster;
3392 plr: TPlayer;
3393 srv, netsrv: Boolean;
3394 DoFrags: Boolean;
3395 OldLR: Byte;
3396 KP: TPlayer;
3397 it: PItem;
3399 procedure PushItem(t: Byte);
3400 var
3401 id: DWORD;
3402 begin
3403 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3404 it := g_Items_ByIdx(id);
3405 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3406 begin
3407 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3408 (FObj.Vel.Y div 2)-Random(9));
3409 it.positionChanged(); // this updates spatial accelerators
3410 end
3411 else
3412 begin
3413 if KillType = K_HARDKILL then // -5..+5; -5..0
3414 begin
3415 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3416 (FObj.Vel.Y div 2)-Random(6));
3417 end
3418 else // -3..+3; -3..0
3419 begin
3420 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3421 (FObj.Vel.Y div 2)-Random(4));
3422 end;
3423 it.positionChanged(); // this updates spatial accelerators
3424 end;
3426 if g_Game_IsNet and g_Game_IsServer then
3427 MH_SEND_ItemSpawn(True, id);
3428 end;
3430 begin
3431 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3432 Srv := g_Game_IsServer;
3433 Netsrv := g_Game_IsServer and g_Game_IsNet;
3434 if Srv then FDeath := FDeath + 1;
3435 if FAlive then
3436 begin
3437 if FGhost then
3438 FGhost := False;
3439 if not FPhysics then
3440 FPhysics := True;
3441 FAlive := False;
3442 end;
3443 FShellTimer := -1;
3445 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3446 begin
3447 if FLives > 0 then FLives := FLives - 1;
3448 if FLives = 0 then FNoRespawn := True;
3449 end;
3451 // Íîìåð òèïà ñìåðòè:
3452 a := 1;
3453 case KillType of
3454 K_SIMPLEKILL: a := 1;
3455 K_HARDKILL: a := 2;
3456 K_EXTRAHARDKILL: a := 3;
3457 K_FALLKILL: a := 4;
3458 end;
3460 // Çâóê ñìåðòè:
3461 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3462 for i := 1 to 3 do
3463 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3464 Break;
3466 // Âðåìÿ ðåñïàóíà:
3467 if Srv then
3468 case KillType of
3469 K_SIMPLEKILL:
3470 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3471 K_HARDKILL:
3472 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3473 K_EXTRAHARDKILL, K_FALLKILL:
3474 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3475 end;
3477 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3478 case KillType of
3479 K_SIMPLEKILL:
3480 SetAction(A_DIE1);
3481 K_HARDKILL, K_EXTRAHARDKILL:
3482 SetAction(A_DIE2);
3483 end;
3485 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3486 if (KillType <> K_FALLKILL) and (Srv) then
3487 g_Monsters_killedp();
3489 if SpawnerUID = FUID then
3490 begin // Ñàìîóáèëñÿ
3491 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3492 begin
3493 Dec(FFrags);
3494 FLastFrag := 0;
3495 end;
3496 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3497 end
3498 else
3499 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3500 begin // Óáèò äðóãèì èãðîêîì
3501 KP := g_Player_Get(SpawnerUID);
3502 if (KP <> nil) and Srv then
3503 begin
3504 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3505 if SameTeam(FUID, SpawnerUID) then
3506 begin
3507 Dec(KP.FFrags);
3508 KP.FLastFrag := 0;
3509 end else
3510 begin
3511 Inc(KP.FFrags);
3512 KP.FragCombo();
3513 end;
3515 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3516 Inc(gTeamStat[KP.Team].Goals,
3517 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3519 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3520 end;
3522 plr := g_Player_Get(SpawnerUID);
3523 if plr = nil then
3524 s := '?'
3525 else
3526 s := plr.FName;
3528 case KillType of
3529 K_HARDKILL:
3530 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3531 [FName, s]),
3532 gShowKillMsg);
3533 K_EXTRAHARDKILL:
3534 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3535 [FName, s]),
3536 gShowKillMsg);
3537 else
3538 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3539 [FName, s]),
3540 gShowKillMsg);
3541 end;
3542 end
3543 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3544 begin // Óáèò ìîíñòðîì
3545 mon := g_Monsters_ByUID(SpawnerUID);
3546 if mon = nil then
3547 s := '?'
3548 else
3549 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3551 case KillType of
3552 K_HARDKILL:
3553 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3554 [FName, s]),
3555 gShowKillMsg);
3556 K_EXTRAHARDKILL:
3557 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3558 [FName, s]),
3559 gShowKillMsg);
3560 else
3561 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3562 [FName, s]),
3563 gShowKillMsg);
3564 end;
3565 end
3566 else // Îñîáûå òèïû ñìåðòè
3567 case t of
3568 HIT_DISCON: ;
3569 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3570 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3571 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3572 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3573 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3574 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3575 end;
3577 if Srv then
3578 begin
3579 // Âûáðîñ îðóæèÿ:
3580 for a := WP_FIRST to WP_LAST do
3581 if FWeapon[a] then
3582 begin
3583 case a of
3584 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3585 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3586 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3587 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3588 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3589 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3590 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3591 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3592 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3593 else i := 0;
3594 end;
3596 if i <> 0 then
3597 PushItem(i);
3598 end;
3600 // Âûáðîñ ðþêçàêà:
3601 if R_ITEM_BACKPACK in FRulez then
3602 PushItem(ITEM_AMMO_BACKPACK);
3604 // Âûáðîñ ðàêåòíîãî ðàíöà:
3605 if FJetFuel > 0 then
3606 PushItem(ITEM_JETPACK);
3608 // Âûáðîñ êëþ÷åé:
3609 if (not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) or
3610 (not LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS)) then
3611 begin
3612 if R_KEY_RED in FRulez then
3613 PushItem(ITEM_KEY_RED);
3615 if R_KEY_GREEN in FRulez then
3616 PushItem(ITEM_KEY_GREEN);
3618 if R_KEY_BLUE in FRulez then
3619 PushItem(ITEM_KEY_BLUE);
3620 end;
3622 // Âûáðîñ ôëàãà:
3623 DropFlag(KillType = K_FALLKILL);
3624 end;
3626 FCorpse := g_Player_CreateCorpse(Self);
3628 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3629 (gLMSRespawn = LMS_RESPAWN_NONE) then
3630 begin
3631 a := 0;
3632 k := 0;
3633 ar := 0;
3634 ab := 0;
3635 for i := Low(gPlayers) to High(gPlayers) do
3636 begin
3637 if gPlayers[i] = nil then continue;
3638 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3639 begin
3640 Inc(a);
3641 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3642 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3643 k := i;
3644 end;
3645 end;
3647 OldLR := gLMSRespawn;
3648 if (gGameSettings.GameMode = GM_COOP) then
3649 begin
3650 if (a = 0) then
3651 begin
3652 // everyone is dead, restart the map
3653 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3654 if Netsrv then
3655 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3656 gLMSRespawn := LMS_RESPAWN_FINAL;
3657 gLMSRespawnTime := gTime + 5000;
3658 end
3659 else if (a = 1) then
3660 begin
3661 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3662 if (gPlayers[k] = gPlayer1) or
3663 (gPlayers[k] = gPlayer2) then
3664 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3665 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3666 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3667 end;
3668 end
3669 else if (gGameSettings.GameMode = GM_TDM) then
3670 begin
3671 if (ab = 0) and (ar <> 0) then
3672 begin
3673 // blu team ded
3674 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3675 if Netsrv then
3676 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3677 Inc(gTeamStat[TEAM_RED].Goals);
3678 gLMSRespawn := LMS_RESPAWN_FINAL;
3679 gLMSRespawnTime := gTime + 5000;
3680 end
3681 else if (ar = 0) and (ab <> 0) then
3682 begin
3683 // red team ded
3684 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3685 if Netsrv then
3686 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3687 Inc(gTeamStat[TEAM_BLUE].Goals);
3688 gLMSRespawn := LMS_RESPAWN_FINAL;
3689 gLMSRespawnTime := gTime + 5000;
3690 end
3691 else if (ar = 0) and (ab = 0) then
3692 begin
3693 // everyone ded
3694 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3695 if Netsrv then
3696 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3697 gLMSRespawn := LMS_RESPAWN_FINAL;
3698 gLMSRespawnTime := gTime + 5000;
3699 end;
3700 end
3701 else if (gGameSettings.GameMode = GM_DM) then
3702 begin
3703 if (a = 1) then
3704 begin
3705 if gPlayers[k] <> nil then
3706 with gPlayers[k] do
3707 begin
3708 // survivor is the winner
3709 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3710 if Netsrv then
3711 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3712 Inc(FFrags);
3713 end;
3714 gLMSRespawn := LMS_RESPAWN_FINAL;
3715 gLMSRespawnTime := gTime + 5000;
3716 end
3717 else if (a = 0) then
3718 begin
3719 // everyone is dead, restart the map
3720 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3721 if Netsrv then
3722 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3723 gLMSRespawn := LMS_RESPAWN_FINAL;
3724 gLMSRespawnTime := gTime + 5000;
3725 end;
3726 end;
3727 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3728 begin
3729 if NetMode = NET_SERVER then
3730 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, gLMSRespawnTime - gTime)
3731 else
3732 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3733 end;
3734 end;
3736 if Netsrv then
3737 begin
3738 MH_SEND_PlayerStats(FUID);
3739 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3740 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3741 end;
3743 if srv and FNoRespawn then Spectate(True);
3744 FWantsInGame := True;
3745 end;
3747 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3748 begin
3749 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3750 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3751 end;
3753 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3754 begin
3755 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3756 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3757 end;
3759 procedure TPlayer.MakeBloodSimple(Count: Word);
3760 begin
3761 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3762 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3763 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3764 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3765 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3766 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3767 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3768 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3769 end;
3771 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3772 begin
3773 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3774 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3775 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3776 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3777 end;
3779 procedure TPlayer.ProcessWeaponAction(Action: Byte);
3780 begin
3781 if g_Game_IsClient then Exit;
3782 case Action of
3783 WP_PREV: PrevWeapon();
3784 WP_NEXT: NextWeapon();
3785 end;
3786 end;
3788 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3789 begin
3790 if g_Game_IsClient then Exit;
3791 if Weapon > High(FWeapon) then Exit;
3792 FNextWeap := FNextWeap or (1 shl Weapon);
3793 end;
3795 procedure TPlayer.resetWeaponQueue ();
3796 begin
3797 FNextWeap := 0;
3798 FNextWeapDelay := 0;
3799 end;
3801 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3802 begin
3803 result := false;
3804 case weapon of
3805 WEAPON_KASTET, WEAPON_SAW: result := true;
3806 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3807 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3808 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3809 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3810 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3811 else result := (weapon < length(FWeapon));
3812 end;
3813 end;
3815 // return 255 for "no switch"
3816 function TPlayer.getNextWeaponIndex (): Byte;
3817 var
3818 i: Word;
3819 wantThisWeapon: array[0..64] of Boolean;
3820 wwc: Integer = 0; //HACK!
3821 dir, cwi: Integer;
3822 begin
3823 result := 255; // default result: "no switch"
3824 // had weapon cycling on previous frame? remove that flag
3825 if (FNextWeap and $2000) <> 0 then
3826 begin
3827 FNextWeap := FNextWeap and $1FFF;
3828 FNextWeapDelay := 0;
3829 end;
3830 // cycling has priority
3831 if (FNextWeap and $C000) <> 0 then
3832 begin
3833 if (FNextWeap and $8000) <> 0 then
3834 dir := 1
3835 else
3836 dir := -1;
3837 FNextWeap := FNextWeap or $2000; // we need this
3838 if FNextWeapDelay > 0 then
3839 exit; // cooldown time
3840 cwi := FCurrWeap;
3841 for i := 0 to High(FWeapon) do
3842 begin
3843 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3844 if FWeapon[cwi] then
3845 begin
3846 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3847 result := Byte(cwi);
3848 FNextWeapDelay := WEAPON_DELAY;
3849 exit;
3850 end;
3851 end;
3852 resetWeaponQueue();
3853 exit;
3854 end;
3855 // no cycling
3856 for i := 0 to High(wantThisWeapon) do
3857 wantThisWeapon[i] := false;
3858 for i := 0 to High(FWeapon) do
3859 if (FNextWeap and (1 shl i)) <> 0 then
3860 begin
3861 wantThisWeapon[i] := true;
3862 Inc(wwc);
3863 end;
3864 // exclude currently selected weapon from the set
3865 wantThisWeapon[FCurrWeap] := false;
3866 // slow down alterations a little
3867 if wwc > 1 then
3868 begin
3869 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3870 // more than one weapon requested, assume "alteration" and check alteration delay
3871 if FNextWeapDelay > 0 then
3872 begin
3873 FNextWeap := 0;
3874 exit;
3875 end; // yeah
3876 end;
3877 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3878 // but clear all counters if no weapon should be switched
3879 if wwc < 1 then
3880 begin
3881 resetWeaponQueue();
3882 exit;
3883 end;
3884 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3885 // try weapons in descending order
3886 for i := High(FWeapon) downto 0 do
3887 begin
3888 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3889 begin
3890 // i found her!
3891 result := Byte(i);
3892 resetWeaponQueue();
3893 FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not
3894 exit;
3895 end;
3896 end;
3897 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3898 resetWeaponQueue();
3899 end;
3901 procedure TPlayer.RealizeCurrentWeapon();
3902 function switchAllowed (): Boolean;
3903 var
3904 i: Byte;
3905 begin
3906 result := false;
3907 if FBFGFireCounter <> -1 then
3908 exit;
3909 if FTime[T_SWITCH] > gTime then
3910 exit;
3911 for i := WP_FIRST to WP_LAST do
3912 if FReloading[i] > 0 then
3913 exit;
3914 result := true;
3915 end;
3917 var
3918 nw: Byte;
3919 begin
3920 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3921 //FNextWeap := FNextWeap and $1FFF;
3922 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3924 if not switchAllowed then
3925 begin
3926 //HACK for weapon cycling
3927 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3928 exit;
3929 end;
3931 nw := getNextWeaponIndex();
3932 if nw = 255 then exit; // don't reset anything here
3933 if nw > High(FWeapon) then
3934 begin
3935 // don't forget to reset queue here!
3936 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3937 resetWeaponQueue();
3938 exit;
3939 end;
3941 if FWeapon[nw] then
3942 begin
3943 FCurrWeap := nw;
3944 FTime[T_SWITCH] := gTime+156;
3945 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3946 FModel.SetWeapon(FCurrWeap);
3947 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3948 end;
3949 end;
3951 procedure TPlayer.NextWeapon();
3952 begin
3953 if g_Game_IsClient then Exit;
3954 FNextWeap := $8000;
3955 end;
3957 procedure TPlayer.PrevWeapon();
3958 begin
3959 if g_Game_IsClient then Exit;
3960 FNextWeap := $4000;
3961 end;
3963 procedure TPlayer.SetWeapon(W: Byte);
3964 begin
3965 if FCurrWeap <> W then
3966 if W = WEAPON_SAW then
3967 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3969 FCurrWeap := W;
3970 FModel.SetWeapon(CurrWeap);
3971 resetWeaponQueue();
3972 end;
3974 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3976 function allowBerserkSwitching (): Boolean;
3977 begin
3978 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3979 result := true;
3980 if gBerserkAutoswitch then exit;
3981 if not conIsCheatsEnabled then exit;
3982 result := false;
3983 end;
3985 var
3986 a: Boolean;
3987 begin
3988 Result := False;
3989 if g_Game_IsClient then Exit;
3991 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3992 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3993 remove := not a;
3995 case ItemType of
3996 ITEM_MEDKIT_SMALL:
3997 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3998 begin
3999 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
4000 Result := True;
4001 remove := True;
4002 FFireTime := 0;
4003 if gFlash = 2 then Inc(FPickup, 5);
4004 end;
4006 ITEM_MEDKIT_LARGE:
4007 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
4008 begin
4009 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
4010 Result := True;
4011 remove := True;
4012 FFireTime := 0;
4013 if gFlash = 2 then Inc(FPickup, 5);
4014 end;
4016 ITEM_ARMOR_GREEN:
4017 if FArmor < PLAYER_AP_SOFT then
4018 begin
4019 FArmor := PLAYER_AP_SOFT;
4020 Result := True;
4021 remove := True;
4022 if gFlash = 2 then Inc(FPickup, 5);
4023 end;
4025 ITEM_ARMOR_BLUE:
4026 if FArmor < PLAYER_AP_LIMIT then
4027 begin
4028 FArmor := PLAYER_AP_LIMIT;
4029 Result := True;
4030 remove := True;
4031 if gFlash = 2 then Inc(FPickup, 5);
4032 end;
4034 ITEM_SPHERE_BLUE:
4035 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
4036 begin
4037 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
4038 Result := True;
4039 remove := True;
4040 FFireTime := 0;
4041 if gFlash = 2 then Inc(FPickup, 5);
4042 end;
4044 ITEM_SPHERE_WHITE:
4045 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) or (FFireTime > 0) then
4046 begin
4047 if FHealth < PLAYER_HP_LIMIT then
4048 FHealth := PLAYER_HP_LIMIT;
4049 if FArmor < PLAYER_AP_LIMIT then
4050 FArmor := PLAYER_AP_LIMIT;
4051 Result := True;
4052 remove := True;
4053 FFireTime := 0;
4054 if gFlash = 2 then Inc(FPickup, 5);
4055 end;
4057 ITEM_WEAPON_SAW:
4058 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
4059 begin
4060 FWeapon[WEAPON_SAW] := True;
4061 Result := True;
4062 if gFlash = 2 then Inc(FPickup, 5);
4063 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4064 end;
4066 ITEM_WEAPON_SHOTGUN1:
4067 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
4068 begin
4069 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
4070 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
4072 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4073 FWeapon[WEAPON_SHOTGUN1] := True;
4074 Result := True;
4075 if gFlash = 2 then Inc(FPickup, 5);
4076 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4077 end;
4079 ITEM_WEAPON_SHOTGUN2:
4080 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
4081 begin
4082 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
4084 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4085 FWeapon[WEAPON_SHOTGUN2] := True;
4086 Result := True;
4087 if gFlash = 2 then Inc(FPickup, 5);
4088 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4089 end;
4091 ITEM_WEAPON_CHAINGUN:
4092 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
4093 begin
4094 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
4096 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4097 FWeapon[WEAPON_CHAINGUN] := True;
4098 Result := True;
4099 if gFlash = 2 then Inc(FPickup, 5);
4100 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4101 end;
4103 ITEM_WEAPON_ROCKETLAUNCHER:
4104 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
4105 begin
4106 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
4108 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
4109 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
4110 Result := True;
4111 if gFlash = 2 then Inc(FPickup, 5);
4112 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4113 end;
4115 ITEM_WEAPON_PLASMA:
4116 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
4117 begin
4118 if a and FWeapon[WEAPON_PLASMA] then Exit;
4120 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4121 FWeapon[WEAPON_PLASMA] := True;
4122 Result := True;
4123 if gFlash = 2 then Inc(FPickup, 5);
4124 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4125 end;
4127 ITEM_WEAPON_BFG:
4128 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4129 begin
4130 if a and FWeapon[WEAPON_BFG] then Exit;
4132 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4133 FWeapon[WEAPON_BFG] := True;
4134 Result := True;
4135 if gFlash = 2 then Inc(FPickup, 5);
4136 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4137 end;
4139 ITEM_WEAPON_SUPERPULEMET:
4140 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4141 begin
4142 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4144 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4145 FWeapon[WEAPON_SUPERPULEMET] := True;
4146 Result := True;
4147 if gFlash = 2 then Inc(FPickup, 5);
4148 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4149 end;
4151 ITEM_WEAPON_FLAMETHROWER:
4152 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4153 begin
4154 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4156 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4157 FWeapon[WEAPON_FLAMETHROWER] := True;
4158 Result := True;
4159 if gFlash = 2 then Inc(FPickup, 5);
4160 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4161 end;
4163 ITEM_AMMO_BULLETS:
4164 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4165 begin
4166 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4167 Result := True;
4168 remove := True;
4169 if gFlash = 2 then Inc(FPickup, 5);
4170 end;
4172 ITEM_AMMO_BULLETS_BOX:
4173 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4174 begin
4175 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4176 Result := True;
4177 remove := True;
4178 if gFlash = 2 then Inc(FPickup, 5);
4179 end;
4181 ITEM_AMMO_SHELLS:
4182 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4183 begin
4184 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4185 Result := True;
4186 remove := True;
4187 if gFlash = 2 then Inc(FPickup, 5);
4188 end;
4190 ITEM_AMMO_SHELLS_BOX:
4191 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4192 begin
4193 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4194 Result := True;
4195 remove := True;
4196 if gFlash = 2 then Inc(FPickup, 5);
4197 end;
4199 ITEM_AMMO_ROCKET:
4200 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4201 begin
4202 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4203 Result := True;
4204 remove := True;
4205 if gFlash = 2 then Inc(FPickup, 5);
4206 end;
4208 ITEM_AMMO_ROCKET_BOX:
4209 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4210 begin
4211 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4212 Result := True;
4213 remove := True;
4214 if gFlash = 2 then Inc(FPickup, 5);
4215 end;
4217 ITEM_AMMO_CELL:
4218 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4219 begin
4220 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4221 Result := True;
4222 remove := True;
4223 if gFlash = 2 then Inc(FPickup, 5);
4224 end;
4226 ITEM_AMMO_CELL_BIG:
4227 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4228 begin
4229 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4230 Result := True;
4231 remove := True;
4232 if gFlash = 2 then Inc(FPickup, 5);
4233 end;
4235 ITEM_AMMO_FUELCAN:
4236 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4237 begin
4238 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4239 Result := True;
4240 remove := True;
4241 if gFlash = 2 then Inc(FPickup, 5);
4242 end;
4244 ITEM_AMMO_BACKPACK:
4245 if not(R_ITEM_BACKPACK in FRulez) or
4246 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4247 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4248 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4249 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4250 (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) then
4251 begin
4252 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4253 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4254 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4255 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4256 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4258 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4259 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4260 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4261 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4262 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4263 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4264 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4265 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4266 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4267 IncMax(FAmmo[A_FUEL], 50, FMaxAmmo[A_FUEL]);
4269 FRulez := FRulez + [R_ITEM_BACKPACK];
4270 Result := True;
4271 remove := True;
4272 if gFlash = 2 then Inc(FPickup, 5);
4273 end;
4275 ITEM_KEY_RED:
4276 if not(R_KEY_RED in FRulez) then
4277 begin
4278 Include(FRulez, R_KEY_RED);
4279 Result := True;
4280 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4281 if gFlash = 2 then Inc(FPickup, 5);
4282 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4283 end;
4285 ITEM_KEY_GREEN:
4286 if not(R_KEY_GREEN in FRulez) then
4287 begin
4288 Include(FRulez, R_KEY_GREEN);
4289 Result := True;
4290 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4291 if gFlash = 2 then Inc(FPickup, 5);
4292 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4293 end;
4295 ITEM_KEY_BLUE:
4296 if not(R_KEY_BLUE in FRulez) then
4297 begin
4298 Include(FRulez, R_KEY_BLUE);
4299 Result := True;
4300 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4301 if gFlash = 2 then Inc(FPickup, 5);
4302 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4303 end;
4305 ITEM_SUIT:
4306 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4307 begin
4308 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4309 Result := True;
4310 remove := True;
4311 FFireTime := 0;
4312 if gFlash = 2 then Inc(FPickup, 5);
4313 end;
4315 ITEM_OXYGEN:
4316 if FAir < AIR_MAX then
4317 begin
4318 FAir := AIR_MAX;
4319 Result := True;
4320 remove := True;
4321 if gFlash = 2 then Inc(FPickup, 5);
4322 end;
4324 ITEM_MEDKIT_BLACK:
4325 begin
4326 if not (R_BERSERK in FRulez) then
4327 begin
4328 Include(FRulez, R_BERSERK);
4329 if allowBerserkSwitching then
4330 begin
4331 FCurrWeap := WEAPON_KASTET;
4332 resetWeaponQueue();
4333 FModel.SetWeapon(WEAPON_KASTET);
4334 end;
4335 if gFlash <> 0 then
4336 begin
4337 Inc(FPain, 100);
4338 if gFlash = 2 then Inc(FPickup, 5);
4339 end;
4340 FBerserk := gTime+30000;
4341 Result := True;
4342 remove := True;
4343 FFireTime := 0;
4344 end;
4345 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
4346 begin
4347 if FHealth < PLAYER_HP_SOFT then FHealth := PLAYER_HP_SOFT;
4348 FBerserk := gTime+30000;
4349 Result := True;
4350 remove := True;
4351 FFireTime := 0;
4352 end;
4353 end;
4355 ITEM_INVUL:
4356 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4357 begin
4358 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4359 FSpawnInvul := 0;
4360 Result := True;
4361 remove := True;
4362 if gFlash = 2 then Inc(FPickup, 5);
4363 end;
4365 ITEM_BOTTLE:
4366 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
4367 begin
4368 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4369 Result := True;
4370 remove := True;
4371 FFireTime := 0;
4372 if gFlash = 2 then Inc(FPickup, 5);
4373 end;
4375 ITEM_HELMET:
4376 if FArmor < PLAYER_AP_LIMIT then
4377 begin
4378 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4379 Result := True;
4380 remove := True;
4381 if gFlash = 2 then Inc(FPickup, 5);
4382 end;
4384 ITEM_JETPACK:
4385 if FJetFuel < JET_MAX then
4386 begin
4387 FJetFuel := JET_MAX;
4388 Result := True;
4389 remove := True;
4390 if gFlash = 2 then Inc(FPickup, 5);
4391 end;
4393 ITEM_INVIS:
4394 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4395 begin
4396 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4397 Result := True;
4398 remove := True;
4399 if gFlash = 2 then Inc(FPickup, 5);
4400 end;
4401 end;
4402 end;
4404 procedure TPlayer.Touch();
4405 begin
4406 if not FAlive then
4407 Exit;
4408 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4409 if FIamBot then
4410 begin
4411 // Áðîñèòü ôëàã òîâàðèùó:
4412 if gGameSettings.GameMode = GM_CTF then
4413 DropFlag();
4414 end;
4415 end;
4417 procedure TPlayer.Push(vx, vy: Integer);
4418 begin
4419 if (not FPhysics) and FGhost then
4420 Exit;
4421 FObj.Accel.X := FObj.Accel.X + vx;
4422 FObj.Accel.Y := FObj.Accel.Y + vy;
4423 if g_Game_IsNet and g_Game_IsServer then
4424 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4425 end;
4427 procedure TPlayer.Reset(Force: Boolean);
4428 begin
4429 if Force then
4430 FAlive := False;
4432 FSpawned := False;
4433 FTime[T_RESPAWN] := 0;
4434 FTime[T_FLAGCAP] := 0;
4435 FGodMode := False;
4436 FNoTarget := False;
4437 FNoReload := False;
4438 FFrags := 0;
4439 FLastFrag := 0;
4440 FComboEvnt := -1;
4441 FKills := 0;
4442 FMonsterKills := 0;
4443 FDeath := 0;
4444 FSecrets := 0;
4445 FSpawnInvul := 0;
4446 FCorpse := -1;
4447 FReady := False;
4448 if FNoRespawn then
4449 begin
4450 FSpectator := False;
4451 FGhost := False;
4452 FPhysics := True;
4453 FSpectatePlayer := -1;
4454 FNoRespawn := False;
4455 end;
4456 FLives := gGameSettings.MaxLives;
4458 SetFlag(FLAG_NONE);
4459 end;
4461 procedure TPlayer.SoftReset();
4462 begin
4463 ReleaseKeys();
4465 FDamageBuffer := 0;
4466 FSlopeOld := 0;
4467 FIncCamOld := 0;
4468 FIncCam := 0;
4469 FBFGFireCounter := -1;
4470 FShellTimer := -1;
4471 FPain := 0;
4472 FLastHit := 0;
4473 FLastFrag := 0;
4474 FComboEvnt := -1;
4476 SetFlag(FLAG_NONE);
4477 SetAction(A_STAND, True);
4478 end;
4480 function TPlayer.GetRespawnPoint(): Byte;
4481 var
4482 c: Byte;
4483 begin
4484 Result := 255;
4485 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4487 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4488 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4489 begin
4490 if Self = gPlayer1 then
4491 begin
4492 // player 1 should try to spawn on the player 1 point
4493 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1) > 0 then
4494 Exit(RESPAWNPOINT_PLAYER1)
4495 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2) > 0 then
4496 Exit(RESPAWNPOINT_PLAYER2);
4497 end
4498 else if Self = gPlayer2 then
4499 begin
4500 // player 2 should try to spawn on the player 2 point
4501 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2) > 0 then
4502 Exit(RESPAWNPOINT_PLAYER2)
4503 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1) > 0 then
4504 Exit(RESPAWNPOINT_PLAYER1);
4505 end
4506 else
4507 begin
4508 // other players randomly pick either the first or the second point
4509 c := IfThen((Random(2) = 0), RESPAWNPOINT_PLAYER1, RESPAWNPOINT_PLAYER2);
4510 if g_Map_GetPointCount(c) > 0 then
4511 Exit(c);
4512 // try the other one
4513 c := IfThen((c = RESPAWNPOINT_PLAYER1), RESPAWNPOINT_PLAYER2, RESPAWNPOINT_PLAYER1);
4514 if g_Map_GetPointCount(c) > 0 then
4515 Exit(c);
4516 end;
4517 end;
4519 // Ìÿñîïîâàë
4520 if gGameSettings.GameMode = GM_DM then
4521 begin
4522 // try DM points first
4523 if g_Map_GetPointCount(RESPAWNPOINT_DM) > 0 then
4524 Exit(RESPAWNPOINT_DM);
4525 end;
4527 // Êîìàíäíûå
4528 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4529 begin
4530 // try team points first
4531 c := RESPAWNPOINT_DM;
4532 if FTeam = TEAM_RED then
4533 c := RESPAWNPOINT_RED
4534 else if FTeam = TEAM_BLUE then
4535 c := RESPAWNPOINT_BLUE;
4536 if g_Map_GetPointCount(c) > 0 then
4537 Exit(c);
4538 end;
4540 // still haven't found a spawnpoint, try random shit
4541 Result := g_Map_GetRandomPointType();
4542 end;
4544 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4545 var
4546 RespawnPoint: TRespawnPoint;
4547 a, b, c: Byte;
4548 Anim: TAnimation;
4549 ID: DWORD;
4550 begin
4551 FSlopeOld := 0;
4552 FIncCamOld := 0;
4553 FIncCam := 0;
4554 FBFGFireCounter := -1;
4555 FShellTimer := -1;
4556 FPain := 0;
4557 FLastHit := 0;
4558 FSpawnInvul := 0;
4559 FCorpse := -1;
4561 if not g_Game_IsServer then
4562 Exit;
4563 if FDummy then
4564 Exit;
4565 FWantsInGame := True;
4566 FJustTeleported := True;
4567 if Force then
4568 begin
4569 FTime[T_RESPAWN] := 0;
4570 FAlive := False;
4571 end;
4572 FNetTime := 0;
4573 // if server changes MaxLives we gotta be ready
4574 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4576 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4577 if FTime[T_RESPAWN] > gTime then
4578 Exit;
4580 // Ïðîñðàë âñå æèçíè:
4581 if FNoRespawn then
4582 begin
4583 if not FSpectator then Spectate(True);
4584 FWantsInGame := True;
4585 Exit;
4586 end;
4588 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4589 begin // "Ñâîÿ èãðà"
4590 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4591 FRulez := FRulez-[R_BERSERK];
4592 end
4593 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4594 begin
4595 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4596 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4597 end;
4599 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4600 c := GetRespawnPoint();
4602 ReleaseKeys();
4603 SetFlag(FLAG_NONE);
4605 // Âîñêðåøåíèå áåç îðóæèÿ:
4606 if not FAlive then
4607 begin
4608 FHealth := Round(PLAYER_HP_SOFT * (FHandicap / 100));
4609 FArmor := 0;
4610 FAlive := True;
4611 FAir := AIR_DEF;
4612 FJetFuel := 0;
4614 for a := WP_FIRST to WP_LAST do
4615 begin
4616 FWeapon[a] := False;
4617 FReloading[a] := 0;
4618 end;
4620 FWeapon[WEAPON_PISTOL] := True;
4621 FWeapon[WEAPON_KASTET] := True;
4622 FCurrWeap := WEAPON_PISTOL;
4623 resetWeaponQueue();
4625 FModel.SetWeapon(FCurrWeap);
4627 for b := A_BULLETS to A_HIGH do
4628 FAmmo[b] := 0;
4630 FAmmo[A_BULLETS] := 50;
4632 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4633 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4634 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4635 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4636 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4638 if (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) and
4639 LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS) then
4640 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4641 else
4642 FRulez := [];
4643 end;
4645 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4646 if not g_Map_GetPoint(c, RespawnPoint) then
4647 begin
4648 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4649 Exit;
4650 end;
4652 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4653 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4654 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4655 FObj.oldX := FObj.X; // don't interpolate after respawn
4656 FObj.oldY := FObj.Y;
4657 FObj.Vel.X := 0;
4658 FObj.Vel.Y := 0;
4659 FObj.Accel.X := 0;
4660 FObj.Accel.Y := 0;
4662 FDirection := RespawnPoint.Direction;
4663 if FDirection = TDirection.D_LEFT then
4664 FAngle := 180
4665 else
4666 FAngle := 0;
4668 SetAction(A_STAND, True);
4669 FModel.Direction := FDirection;
4671 for a := Low(FTime) to High(FTime) do
4672 FTime[a] := 0;
4674 for a := Low(FMegaRulez) to High(FMegaRulez) do
4675 FMegaRulez[a] := 0;
4677 // Respawn invulnerability
4678 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.SpawnInvul > 0) then
4679 begin
4680 FMegaRulez[MR_INVUL] := gTime + gGameSettings.SpawnInvul * 1000;
4681 FSpawnInvul := FMegaRulez[MR_INVUL];
4682 end;
4684 FDamageBuffer := 0;
4685 FJetpack := False;
4686 FCanJetpack := False;
4687 FFlaming := False;
4688 FFireTime := 0;
4689 FFirePainTime := 0;
4690 FFireAttacker := 0;
4692 // Àíèìàöèÿ âîçðîæäåíèÿ:
4693 if (not gLoadGameMode) and (not Silent) then
4694 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4695 begin
4696 Anim := TAnimation.Create(ID, False, 3);
4697 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4698 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4699 Anim.Free();
4700 end;
4702 FSpectator := False;
4703 FGhost := False;
4704 FPhysics := True;
4705 FSpectatePlayer := -1;
4706 FSpawned := True;
4708 if (gPlayer1 = nil) and (gSpectLatchPID1 = FUID) then
4709 gPlayer1 := self;
4710 if (gPlayer2 = nil) and (gSpectLatchPID2 = FUID) then
4711 gPlayer2 := self;
4713 if g_Game_IsNet then
4714 begin
4715 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4716 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4717 if not Silent then
4718 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4719 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4720 0, NET_GFX_TELE);
4721 end;
4722 end;
4724 procedure TPlayer.Spectate(NoMove: Boolean = False);
4725 begin
4726 if FAlive then
4727 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4728 else if (not NoMove) then
4729 begin
4730 GameX := gMapInfo.Width div 2;
4731 GameY := gMapInfo.Height div 2;
4732 end;
4733 FXTo := GameX;
4734 FYTo := GameY;
4736 FAlive := False;
4737 FSpectator := True;
4738 FGhost := True;
4739 FPhysics := False;
4740 FWantsInGame := False;
4741 FSpawned := False;
4742 FCorpse := -1;
4744 if FNoRespawn then
4745 begin
4746 if Self = gPlayer1 then
4747 begin
4748 gSpectLatchPID1 := FUID;
4749 gPlayer1 := nil;
4750 end
4751 else if Self = gPlayer2 then
4752 begin
4753 gSpectLatchPID2 := FUID;
4754 gPlayer2 := nil;
4755 end;
4756 end;
4758 if g_Game_IsNet then
4759 MH_SEND_PlayerStats(FUID);
4760 end;
4762 procedure TPlayer.SwitchNoClip;
4763 begin
4764 if not FAlive then
4765 Exit;
4766 FGhost := not FGhost;
4767 FPhysics := not FGhost;
4768 if FGhost then
4769 begin
4770 FXTo := FObj.X;
4771 FYTo := FObj.Y;
4772 end else
4773 begin
4774 FObj.Accel.X := 0;
4775 FObj.Accel.Y := 0;
4776 end;
4777 end;
4779 procedure TPlayer.Run(Direction: TDirection);
4780 var
4781 a, b: Integer;
4782 begin
4783 if MAX_RUNVEL > 8 then
4784 FlySmoke();
4786 // Áåæèì:
4787 if Direction = TDirection.D_LEFT then
4788 begin
4789 if FObj.Vel.X > -MAX_RUNVEL then
4790 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4791 end
4792 else
4793 if FObj.Vel.X < MAX_RUNVEL then
4794 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4796 // Âîçìîæíî, ïèíàåì êóñêè:
4797 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4798 begin
4799 b := Abs(FObj.Vel.X);
4800 if b > 1 then b := b * (Random(8 div b) + 1);
4801 for a := 0 to High(gGibs) do
4802 begin
4803 if gGibs[a].alive and
4804 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4805 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4806 begin
4807 // Ïèíàåì êóñêè
4808 if FObj.Vel.X < 0 then
4809 begin
4810 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4811 end
4812 else
4813 begin
4814 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4815 end;
4816 gGibs[a].positionChanged(); // this updates spatial accelerators
4817 end;
4818 end;
4819 end;
4821 SetAction(A_WALK);
4822 end;
4824 procedure TPlayer.SeeDown();
4825 begin
4826 SetAction(A_SEEDOWN);
4828 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4830 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4831 end;
4833 procedure TPlayer.SeeUp();
4834 begin
4835 SetAction(A_SEEUP);
4837 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4839 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4840 end;
4842 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4843 var
4844 Prior: Byte;
4845 begin
4846 case Action of
4847 A_WALK: Prior := 3;
4848 A_DIE1: Prior := 5;
4849 A_DIE2: Prior := 5;
4850 A_ATTACK: Prior := 2;
4851 A_SEEUP: Prior := 1;
4852 A_SEEDOWN: Prior := 1;
4853 A_ATTACKUP: Prior := 2;
4854 A_ATTACKDOWN: Prior := 2;
4855 A_PAIN: Prior := 4;
4856 else Prior := 0;
4857 end;
4859 if (Prior > FActionPrior) or Force then
4860 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4861 begin
4862 FActionPrior := Prior;
4863 FActionAnim := Action;
4864 FActionForce := Force;
4865 FActionChanged := True;
4866 end;
4868 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4869 end;
4871 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4872 begin
4873 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4874 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4875 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4876 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4877 end;
4879 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4880 var
4881 Anim: TAnimation;
4882 ID: DWORD;
4883 begin
4884 Result := False;
4886 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4887 begin
4888 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4889 if g_Game_IsServer and g_Game_IsNet then
4890 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4891 Exit;
4892 end;
4894 FJustTeleported := True;
4896 Anim := nil;
4897 if not silent then
4898 begin
4899 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4900 begin
4901 Anim := TAnimation.Create(ID, False, 3);
4902 end;
4904 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4905 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4906 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4907 if g_Game_IsServer and g_Game_IsNet then
4908 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4909 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4910 NET_GFX_TELE);
4911 end;
4913 FObj.X := X-PLAYER_RECT.X;
4914 FObj.Y := Y-PLAYER_RECT.Y;
4915 FObj.oldX := FObj.X; // don't interpolate after respawn
4916 FObj.oldY := FObj.Y;
4917 if FAlive and FGhost then
4918 begin
4919 FXTo := FObj.X;
4920 FYTo := FObj.Y;
4921 end;
4923 if not g_Game_IsNet then
4924 begin
4925 if dir = 1 then
4926 begin
4927 SetDirection(TDirection.D_LEFT);
4928 FAngle := 180;
4929 end
4930 else
4931 if dir = 2 then
4932 begin
4933 SetDirection(TDirection.D_RIGHT);
4934 FAngle := 0;
4935 end
4936 else
4937 if dir = 3 then
4938 begin // îáðàòíîå
4939 if FDirection = TDirection.D_RIGHT then
4940 begin
4941 SetDirection(TDirection.D_LEFT);
4942 FAngle := 180;
4943 end
4944 else
4945 begin
4946 SetDirection(TDirection.D_RIGHT);
4947 FAngle := 0;
4948 end;
4949 end;
4950 end;
4952 if not silent and (Anim <> nil) then
4953 begin
4954 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4955 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4956 Anim.Free();
4958 if g_Game_IsServer and g_Game_IsNet then
4959 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4960 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4961 NET_GFX_TELE);
4962 end;
4964 Result := True;
4965 end;
4967 function nonz(a: Single): Single;
4968 begin
4969 if a <> 0 then
4970 Result := a
4971 else
4972 Result := 1;
4973 end;
4975 function TPlayer.refreshCorpse(): Boolean;
4976 var
4977 i: Integer;
4978 begin
4979 Result := False;
4980 FCorpse := -1;
4981 if FAlive or FSpectator then
4982 Exit;
4983 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4984 Exit;
4985 for i := 0 to High(gCorpses) do
4986 if gCorpses[i] <> nil then
4987 if gCorpses[i].FPlayerUID = FUID then
4988 begin
4989 Result := True;
4990 FCorpse := i;
4991 break;
4992 end;
4993 end;
4995 function TPlayer.getCameraObj(): TObj;
4996 begin
4997 if (not FAlive) and (not FSpectator) and
4998 (FCorpse >= 0) and (FCorpse < Length(gCorpses)) and
4999 (gCorpses[FCorpse] <> nil) and (gCorpses[FCorpse].FPlayerUID = FUID) then
5000 begin
5001 gCorpses[FCorpse].FObj.slopeUpLeft := FObj.slopeUpLeft;
5002 Result := gCorpses[FCorpse].FObj;
5003 end
5004 else
5005 begin
5006 Result := FObj;
5007 end;
5008 end;
5010 procedure TPlayer.PreUpdate();
5011 begin
5012 FSlopeOld := FObj.slopeUpLeft;
5013 FIncCamOld := FIncCam;
5014 FObj.oldX := FObj.X;
5015 FObj.oldY := FObj.Y;
5016 end;
5018 procedure TPlayer.Update();
5019 var
5020 b: Byte;
5021 i, ii, wx, wy, xd, yd, k: Integer;
5022 blockmon, headwater, dospawn: Boolean;
5023 NetServer: Boolean;
5024 AnyServer: Boolean;
5025 SetSpect: Boolean;
5026 begin
5027 NetServer := g_Game_IsNet and g_Game_IsServer;
5028 AnyServer := g_Game_IsServer;
5030 if g_Game_IsClient and (NetInterpLevel > 0) then
5031 DoLerp(NetInterpLevel + 1)
5032 else
5033 if FGhost then
5034 DoLerp(4);
5036 if NetServer then
5037 if FClientID >= 0 then
5038 begin
5039 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
5040 if NetClients[FClientID].Peer^.packetsSent > 0 then
5041 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
5042 else
5043 FLoss := 0;
5044 end else
5045 begin
5046 FPing := 0;
5047 FLoss := 0;
5048 end;
5050 if FAlive and (FPunchAnim <> nil) then
5051 FPunchAnim.Update();
5053 if FAlive and (gFly or FJetpack) then
5054 FlySmoke();
5056 if FDirection = TDirection.D_LEFT then
5057 FAngle := 180
5058 else
5059 FAngle := 0;
5061 if FAlive and (not FGhost) then
5062 begin
5063 if FKeys[KEY_UP].Pressed then
5064 SeeUp();
5065 if FKeys[KEY_DOWN].Pressed then
5066 SeeDown();
5067 end;
5069 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
5070 (FIncCam <> 0) then
5071 begin
5072 i := g_basic.Sign(FIncCam);
5073 FIncCam := Abs(FIncCam);
5074 DecMin(FIncCam, 5, 0);
5075 FIncCam := FIncCam*i;
5076 end;
5078 if gTime mod (GAME_TICK*2) <> 0 then
5079 begin
5080 if (FObj.Vel.X = 0) and FAlive then
5081 begin
5082 if FKeys[KEY_LEFT].Pressed then
5083 Run(TDirection.D_LEFT);
5084 if FKeys[KEY_RIGHT].Pressed then
5085 Run(TDirection.D_RIGHT);
5086 end;
5088 if FPhysics then
5089 begin
5090 g_Obj_Move(@FObj, True, True, True);
5091 positionChanged(); // this updates spatial accelerators
5092 end;
5094 Exit;
5095 end;
5097 FActionChanged := False;
5099 if FAlive then
5100 begin
5101 // Let alive player do some actions
5102 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5103 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5104 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire()
5105 else
5106 begin
5107 if AnyServer then
5108 begin
5109 FlamerOff;
5110 if NetServer then MH_SEND_PlayerStats(FUID);
5111 end;
5112 end;
5113 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5114 if FKeys[KEY_JUMP].Pressed then Jump()
5115 else
5116 begin
5117 if AnyServer and FJetpack then
5118 begin
5119 FJetpack := False;
5120 JetpackOff;
5121 if NetServer then MH_SEND_PlayerStats(FUID);
5122 end;
5123 FCanJetpack := True;
5124 end;
5125 end
5126 else // Dead
5127 begin
5128 dospawn := False;
5129 if not FGhost then
5130 for k := Low(FKeys) to KEY_CHAT-1 do
5131 begin
5132 if FKeys[k].Pressed then
5133 begin
5134 dospawn := True;
5135 break;
5136 end;
5137 end;
5138 if dospawn then
5139 begin
5140 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5141 Respawn(False)
5142 else // Single
5143 if (FTime[T_RESPAWN] <= gTime) and
5144 gGameOn and (not FAlive) then
5145 begin
5146 if (g_Player_GetCount() > 1) then
5147 Respawn(False)
5148 else
5149 begin
5150 gExit := EXIT_RESTART;
5151 Exit;
5152 end;
5153 end;
5154 end;
5155 // Dead spectator actions
5156 if FGhost then
5157 begin
5158 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5159 if FKeys[KEY_FIRE].Pressed and AnyServer then
5160 begin
5161 if FSpectator then
5162 begin
5163 if (FSpectatePlayer >= High(gPlayers)) then
5164 FSpectatePlayer := -1
5165 else
5166 begin
5167 SetSpect := False;
5168 for I := FSpectatePlayer + 1 to High(gPlayers) do
5169 if gPlayers[I] <> nil then
5170 if gPlayers[I].alive then
5171 if gPlayers[I].UID <> FUID then
5172 begin
5173 FSpectatePlayer := I;
5174 SetSpect := True;
5175 break;
5176 end;
5178 if not SetSpect then FSpectatePlayer := -1;
5179 end;
5181 ReleaseKeys;
5182 end;
5183 end;
5184 end;
5185 end;
5186 // No clipping
5187 if FGhost then
5188 begin
5189 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5190 begin
5191 FYTo := FObj.Y - 32;
5192 FSpectatePlayer := -1;
5193 end;
5194 if FKeys[KEY_DOWN].Pressed then
5195 begin
5196 FYTo := FObj.Y + 32;
5197 FSpectatePlayer := -1;
5198 end;
5199 if FKeys[KEY_LEFT].Pressed then
5200 begin
5201 FXTo := FObj.X - 32;
5202 FSpectatePlayer := -1;
5203 end;
5204 if FKeys[KEY_RIGHT].Pressed then
5205 begin
5206 FXTo := FObj.X + 32;
5207 FSpectatePlayer := -1;
5208 end;
5210 if (FXTo < -64) then
5211 FXTo := -64
5212 else if (FXTo > gMapInfo.Width + 32) then
5213 FXTo := gMapInfo.Width + 32;
5214 if (FYTo < -72) then
5215 FYTo := -72
5216 else if (FYTo > gMapInfo.Height + 32) then
5217 FYTo := gMapInfo.Height + 32;
5218 end;
5220 if FPhysics then
5221 begin
5222 g_Obj_Move(@FObj, True, True, True);
5223 positionChanged(); // this updates spatial accelerators
5224 end
5225 else
5226 begin
5227 FObj.Vel.X := 0;
5228 FObj.Vel.Y := 0;
5229 if FSpectator then
5230 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5231 if gPlayers[FSpectatePlayer] <> nil then
5232 if gPlayers[FSpectatePlayer].alive then
5233 begin
5234 FXTo := gPlayers[FSpectatePlayer].GameX;
5235 FYTo := gPlayers[FSpectatePlayer].GameY;
5236 end;
5237 end;
5239 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5240 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5241 PANEL_BLOCKMON, True);
5242 headwater := HeadInLiquid(0, 0);
5244 // Ñîïðîòèâëåíèå âîçäóõà:
5245 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5246 if FObj.Vel.X <> 0 then
5247 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5249 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5250 DecMin(FPain, 5, 0);
5251 DecMin(FPickup, 1, 0);
5253 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5254 begin
5255 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5256 FMegaRulez[MR_SUIT] := 0;
5257 FMegaRulez[MR_INVUL] := 0;
5258 FMegaRulez[MR_INVIS] := 0;
5259 Kill(K_FALLKILL, 0, HIT_FALL);
5260 end;
5262 i := 9;
5264 if FAlive then
5265 begin
5266 if FCurrWeap = WEAPON_SAW then
5267 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5268 FSawSoundSelect.IsPlaying()) then
5269 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5271 if FJetpack then
5272 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5273 (not FJetSoundOff.IsPlaying()) then
5274 begin
5275 FJetSoundFly.SetPosition(0);
5276 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5277 end;
5279 for b := WP_FIRST to WP_LAST do
5280 if FReloading[b] > 0 then
5281 if FNoReload then
5282 FReloading[b] := 0
5283 else
5284 Dec(FReloading[b]);
5286 if FShellTimer > -1 then
5287 if FShellTimer = 0 then
5288 begin
5289 if FShellType = SHELL_SHELL then
5290 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5291 GameVelX, GameVelY-2, SHELL_SHELL)
5292 else if FShellType = SHELL_DBLSHELL then
5293 begin
5294 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5295 GameVelX+1, GameVelY-2, SHELL_SHELL);
5296 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5297 GameVelX-1, GameVelY-2, SHELL_SHELL);
5298 end;
5299 FShellTimer := -1;
5300 end else Dec(FShellTimer);
5302 if (FBFGFireCounter > -1) then
5303 if FBFGFireCounter = 0 then
5304 begin
5305 if AnyServer then
5306 begin
5307 wx := FObj.X+WEAPONPOINT[FDirection].X;
5308 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5309 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5310 yd := wy+firediry();
5311 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5312 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5313 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5314 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5315 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5316 end;
5318 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5319 FBFGFireCounter := -1;
5320 end else
5321 if FNoReload then
5322 FBFGFireCounter := 0
5323 else
5324 Dec(FBFGFireCounter);
5326 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5327 begin
5328 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5330 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5331 end;
5333 if (headwater or blockmon) then
5334 begin
5335 Dec(FAir);
5337 if FAir < -9 then
5338 begin
5339 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5340 FAir := 0;
5341 end
5342 else if (FAir mod 31 = 0) and not blockmon then
5343 begin
5344 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5345 if Random(2) = 0 then
5346 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5347 else
5348 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5349 end;
5350 end else if FAir < AIR_DEF then
5351 FAir := AIR_DEF;
5353 if FFireTime > 0 then
5354 begin
5355 if BodyInLiquid(0, 0) then
5356 begin
5357 FFireTime := 0;
5358 FFirePainTime := 0;
5359 end
5360 else if FMegaRulez[MR_SUIT] >= gTime then
5361 begin
5362 if FMegaRulez[MR_SUIT] = gTime then
5363 FFireTime := 1;
5364 FFirePainTime := 0;
5365 end
5366 else
5367 begin
5368 OnFireFlame(1);
5369 if FFirePainTime <= 0 then
5370 begin
5371 if g_Game_IsServer then
5372 Damage(2, FFireAttacker, 0, 0, HIT_FLAME);
5373 FFirePainTime := 12 - FFireTime div 12;
5374 end;
5375 FFirePainTime := FFirePainTime - 1;
5376 FFireTime := FFireTime - 1;
5377 if ((FFireTime mod 33) = 0) and (FMegaRulez[MR_INVUL] < gTime) then
5378 FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
5379 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5380 MH_SEND_PlayerStats(FUID);
5381 end;
5382 end;
5384 if FDamageBuffer > 0 then
5385 begin
5386 if FDamageBuffer >= 9 then
5387 begin
5388 SetAction(A_PAIN);
5390 if FDamageBuffer < 30 then i := 9
5391 else if FDamageBuffer < 100 then i := 18
5392 else i := 27;
5393 end;
5395 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5396 FArmor := FArmor-(FDamageBuffer-ii);
5397 FHealth := FHealth-ii;
5398 if FArmor < 0 then
5399 begin
5400 FHealth := FHealth+FArmor;
5401 FArmor := 0;
5402 end;
5404 if AnyServer then
5405 if FHealth <= 0 then
5406 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5407 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5408 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5410 if FAlive and ((FLastHit <> HIT_FLAME) or (FFireTime <= 0)) then
5411 begin
5412 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5413 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5414 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5415 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5416 end;
5418 FDamageBuffer := 0;
5419 end;
5421 {CollideItem();}
5422 end; // if FAlive then ...
5424 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5425 begin
5426 FModel.ChangeAnimation(FActionAnim, FActionForce);
5427 FModel.GetCurrentAnimation.MinLength := i;
5428 FModel.GetCurrentAnimationMask.MinLength := i;
5429 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5431 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5432 then SetAction(A_STAND, True);
5434 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5436 for b := Low(FKeys) to High(FKeys) do
5437 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5438 end;
5441 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5442 begin
5443 x := FObj.X+PLAYER_RECT.X;
5444 y := FObj.Y+PLAYER_RECT.Y;
5445 w := PLAYER_RECT.Width;
5446 h := PLAYER_RECT.Height;
5447 end;
5450 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5451 begin
5452 if (dx <> 0) or (dy <> 0) then
5453 begin
5454 FObj.X += dx;
5455 FObj.Y += dy;
5456 positionChanged();
5457 end;
5458 end;
5461 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5462 begin
5463 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5464 FObj.Y+PLAYER_RECT.Y,
5465 PLAYER_RECT.Width,
5466 PLAYER_RECT.Height,
5467 X, Y,
5468 Width, Height);
5469 end;
5471 function TPlayer.Collide(Panel: TPanel): Boolean;
5472 begin
5473 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5474 FObj.Y+PLAYER_RECT.Y,
5475 PLAYER_RECT.Width,
5476 PLAYER_RECT.Height,
5477 Panel.X, Panel.Y,
5478 Panel.Width, Panel.Height);
5479 end;
5481 function TPlayer.Collide(X, Y: Integer): Boolean;
5482 begin
5483 X := X-FObj.X-PLAYER_RECT.X;
5484 Y := Y-FObj.Y-PLAYER_RECT.Y;
5485 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5486 (y >= 0) and (y <= PLAYER_RECT.Height);
5487 end;
5489 function g_Player_ValidName(Name: string): Boolean;
5490 var
5491 a: Integer;
5492 begin
5493 Result := True;
5495 if gPlayers = nil then Exit;
5497 for a := 0 to High(gPlayers) do
5498 if gPlayers[a] <> nil then
5499 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5500 begin
5501 Result := False;
5502 Exit;
5503 end;
5504 end;
5506 procedure TPlayer.SetDirection(Direction: TDirection);
5507 var
5508 d: TDirection;
5509 begin
5510 d := FModel.Direction;
5512 FModel.Direction := Direction;
5513 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5515 FDirection := Direction;
5516 end;
5518 function TPlayer.GetKeys(): Byte;
5519 begin
5520 Result := 0;
5522 if R_KEY_RED in FRulez then Result := KEY_RED;
5523 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5524 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5526 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5527 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5528 end;
5530 procedure TPlayer.Use();
5531 var
5532 a: Integer;
5533 begin
5534 if FTime[T_USE] > gTime then Exit;
5536 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5537 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5539 for a := 0 to High(gPlayers) do
5540 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5541 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5542 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5543 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5544 begin
5545 gPlayers[a].Touch();
5546 if g_Game_IsNet and g_Game_IsServer then
5547 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5548 end;
5550 FTime[T_USE] := gTime+120;
5551 end;
5553 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5554 var
5555 locObj: TObj;
5556 F: Boolean;
5557 WX, WY, XD, YD: Integer;
5558 begin
5559 F := False;
5560 WX := X;
5561 WY := Y;
5562 XD := AX;
5563 YD := AY;
5565 case FCurrWeap of
5566 WEAPON_KASTET:
5567 begin
5568 DoPunch();
5569 if R_BERSERK in FRulez then
5570 begin
5571 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5572 locobj.X := FObj.X+FObj.Rect.X;
5573 locobj.Y := FObj.Y+FObj.Rect.Y;
5574 locobj.rect.X := 0;
5575 locobj.rect.Y := 0;
5576 locobj.rect.Width := 39;
5577 locobj.rect.Height := 52;
5578 locobj.Vel.X := (xd-wx) div 2;
5579 locobj.Vel.Y := (yd-wy) div 2;
5580 locobj.Accel.X := xd-wx;
5581 locobj.Accel.y := yd-wy;
5583 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5584 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5585 else
5586 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5588 if gFlash = 1 then
5589 if FPain < 50 then
5590 FPain := min(FPain + 25, 50);
5591 end else
5592 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5593 end;
5595 WEAPON_SAW:
5596 begin
5597 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5598 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5599 begin
5600 FSawSoundSelect.Stop();
5601 FSawSound.Stop();
5602 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5603 end
5604 else if not FSawSoundHit.IsPlaying() then
5605 begin
5606 FSawSoundSelect.Stop();
5607 FSawSound.PlayAt(FObj.X, FObj.Y);
5608 end;
5609 f := True;
5610 end;
5612 WEAPON_PISTOL:
5613 begin
5614 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5615 FFireAngle := FAngle;
5616 f := True;
5617 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5618 GameVelX, GameVelY-2, SHELL_BULLET);
5619 end;
5621 WEAPON_SHOTGUN1:
5622 begin
5623 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5624 FFireAngle := FAngle;
5625 f := True;
5626 FShellTimer := 10;
5627 FShellType := SHELL_SHELL;
5628 end;
5630 WEAPON_SHOTGUN2:
5631 begin
5632 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5633 FFireAngle := FAngle;
5634 f := True;
5635 FShellTimer := 13;
5636 FShellType := SHELL_DBLSHELL;
5637 end;
5639 WEAPON_CHAINGUN:
5640 begin
5641 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5642 FFireAngle := FAngle;
5643 f := True;
5644 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5645 GameVelX, GameVelY-2, SHELL_BULLET);
5646 end;
5648 WEAPON_ROCKETLAUNCHER:
5649 begin
5650 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5651 FFireAngle := FAngle;
5652 f := True;
5653 end;
5655 WEAPON_PLASMA:
5656 begin
5657 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5658 FFireAngle := FAngle;
5659 f := True;
5660 end;
5662 WEAPON_BFG:
5663 begin
5664 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5665 FFireAngle := FAngle;
5666 f := True;
5667 end;
5669 WEAPON_SUPERPULEMET:
5670 begin
5671 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5672 FFireAngle := FAngle;
5673 f := True;
5674 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5675 GameVelX, GameVelY-2, SHELL_SHELL);
5676 end;
5678 WEAPON_FLAMETHROWER:
5679 begin
5680 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5681 FlamerOn;
5682 FFireAngle := FAngle;
5683 f := True;
5684 end;
5685 end;
5687 if not f then Exit;
5689 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5690 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5691 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5692 end;
5694 procedure TPlayer.DoLerp(Level: Integer = 2);
5695 begin
5696 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5697 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5698 end;
5700 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5701 var
5702 AX, AY: Integer;
5703 begin
5704 FXTo := XTo;
5705 FYTo := YTo;
5706 if FJustTeleported or (NetInterpLevel < 1) then
5707 begin
5708 FObj.X := XTo;
5709 FObj.Y := YTo;
5710 if FJustTeleported then
5711 begin
5712 FObj.oldX := FObj.X;
5713 FObj.oldY := FObj.Y;
5714 end;
5715 end
5716 else
5717 begin
5718 AX := Abs(FXTo - FObj.X);
5719 AY := Abs(FYTo - FObj.Y);
5720 if (AX > 32) or (AX <= NetInterpLevel) then
5721 FObj.X := FXTo;
5722 if (AY > 32) or (AY <= NetInterpLevel) then
5723 FObj.Y := FYTo;
5724 end;
5725 end;
5727 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5728 begin
5729 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5730 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5731 PANEL_LIFTUP, False) then Result := -1
5732 else
5733 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5734 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5735 PANEL_LIFTDOWN, False) then Result := 1
5736 else Result := 0;
5737 end;
5739 function TPlayer.GetFlag(Flag: Byte): Boolean;
5740 var
5741 s, ts: String;
5742 evtype, a: Byte;
5743 begin
5744 Result := False;
5746 if Flag = FLAG_NONE then
5747 Exit;
5749 if not g_Game_IsServer then Exit;
5751 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5752 if (Flag = FTeam) and
5753 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5754 (FFlag <> FLAG_NONE) then
5755 begin
5756 if FFlag = FLAG_RED then
5757 s := _lc[I_PLAYER_FLAG_RED]
5758 else
5759 s := _lc[I_PLAYER_FLAG_BLUE];
5761 evtype := FLAG_STATE_SCORED;
5763 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5764 Insert('.', ts, Length(ts) + 1 - 3);
5765 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5767 g_Map_ResetFlag(FFlag);
5768 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5770 if ((Self = gPlayer1) or (Self = gPlayer2)
5771 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5772 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5773 a := 0
5774 else
5775 a := 1;
5777 if not sound_cap_flag[a].IsPlaying() then
5778 sound_cap_flag[a].Play();
5780 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5782 Result := True;
5783 if g_Game_IsNet then
5784 begin
5785 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5786 MH_SEND_GameStats;
5787 end;
5789 gFlags[FFlag].CaptureTime := 0;
5790 SetFlag(FLAG_NONE);
5791 Exit;
5792 end;
5794 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5795 if (Flag = FTeam) and
5796 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5797 begin
5798 if Flag = FLAG_RED then
5799 s := _lc[I_PLAYER_FLAG_RED]
5800 else
5801 s := _lc[I_PLAYER_FLAG_BLUE];
5803 evtype := FLAG_STATE_RETURNED;
5804 gFlags[Flag].CaptureTime := 0;
5806 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5808 g_Map_ResetFlag(Flag);
5809 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5811 if ((Self = gPlayer1) or (Self = gPlayer2)
5812 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5813 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5814 a := 0
5815 else
5816 a := 1;
5818 if not sound_ret_flag[a].IsPlaying() then
5819 sound_ret_flag[a].Play();
5821 Result := True;
5822 if g_Game_IsNet then
5823 begin
5824 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5825 MH_SEND_GameStats;
5826 end;
5827 Exit;
5828 end;
5830 // Ïîäîáðàë ÷óæîé ôëàã:
5831 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5832 begin
5833 SetFlag(Flag);
5835 if Flag = FLAG_RED then
5836 s := _lc[I_PLAYER_FLAG_RED]
5837 else
5838 s := _lc[I_PLAYER_FLAG_BLUE];
5840 evtype := FLAG_STATE_CAPTURED;
5842 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5844 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5846 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5848 if ((Self = gPlayer1) or (Self = gPlayer2)
5849 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5850 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5851 a := 0
5852 else
5853 a := 1;
5855 if not sound_get_flag[a].IsPlaying() then
5856 sound_get_flag[a].Play();
5858 Result := True;
5859 if g_Game_IsNet then
5860 begin
5861 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5862 MH_SEND_GameStats;
5863 end;
5864 end;
5865 end;
5867 procedure TPlayer.SetFlag(Flag: Byte);
5868 begin
5869 FFlag := Flag;
5870 if FModel <> nil then
5871 FModel.SetFlag(FFlag);
5872 end;
5874 function TPlayer.DropFlag(Silent: Boolean = True): Boolean;
5875 var
5876 s: String;
5877 a: Byte;
5878 begin
5879 Result := False;
5880 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5881 Exit;
5882 FTime[T_FLAGCAP] := gTime + 2000;
5883 with gFlags[FFlag] do
5884 begin
5885 Obj.X := FObj.X;
5886 Obj.Y := FObj.Y;
5887 Direction := FDirection;
5888 State := FLAG_STATE_DROPPED;
5889 Count := FLAG_TIME;
5890 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5891 (FObj.Vel.Y div 2)-2+Random(5));
5892 positionChanged(); // this updates spatial accelerators
5894 if FFlag = FLAG_RED then
5895 s := _lc[I_PLAYER_FLAG_RED]
5896 else
5897 s := _lc[I_PLAYER_FLAG_BLUE];
5899 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5900 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5902 if ((Self = gPlayer1) or (Self = gPlayer2)
5903 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5904 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5905 a := 0
5906 else
5907 a := 1;
5909 if (not Silent) and (not sound_lost_flag[a].IsPlaying()) then
5910 sound_lost_flag[a].Play();
5912 if g_Game_IsNet then
5913 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5914 end;
5915 SetFlag(FLAG_NONE);
5916 Result := True;
5917 end;
5919 procedure TPlayer.GetSecret();
5920 begin
5921 if (self = gPlayer1) or (self = gPlayer2) then
5922 begin
5923 g_Console_Add(Format(_lc[I_PLAYER_SECRET], [FName]), True);
5924 g_Sound_PlayEx('SOUND_GAME_SECRET');
5925 end;
5926 Inc(FSecrets);
5927 end;
5929 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5930 begin
5931 Assert(Key <= High(FKeys));
5933 FKeys[Key].Pressed := True;
5934 FKeys[Key].Time := Time;
5935 end;
5937 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5938 begin
5939 Result := FKeys[K].Pressed;
5940 end;
5942 procedure TPlayer.ReleaseKeys();
5943 var
5944 a: Integer;
5945 begin
5946 for a := Low(FKeys) to High(FKeys) do
5947 begin
5948 FKeys[a].Pressed := False;
5949 FKeys[a].Time := 0;
5950 end;
5951 end;
5953 procedure TPlayer.OnDamage(Angle: SmallInt);
5954 begin
5955 end;
5957 function TPlayer.firediry(): Integer;
5958 begin
5959 if FKeys[KEY_UP].Pressed then Result := -42
5960 else if FKeys[KEY_DOWN].Pressed then Result := 19
5961 else Result := 0;
5962 end;
5964 procedure TPlayer.RememberState();
5965 var
5966 i: Integer;
5967 SavedState: TPlayerSavedState;
5968 begin
5969 SavedState.Health := FHealth;
5970 SavedState.Armor := FArmor;
5971 SavedState.Air := FAir;
5972 SavedState.JetFuel := FJetFuel;
5973 SavedState.CurrWeap := FCurrWeap;
5974 SavedState.NextWeap := FNextWeap;
5975 SavedState.NextWeapDelay := FNextWeapDelay;
5976 for i := Low(FWeapon) to High(FWeapon) do
5977 SavedState.Weapon[i] := FWeapon[i];
5978 for i := Low(FAmmo) to High(FAmmo) do
5979 SavedState.Ammo[i] := FAmmo[i];
5980 for i := Low(FMaxAmmo) to High(FMaxAmmo) do
5981 SavedState.MaxAmmo[i] := FMaxAmmo[i];
5982 SavedState.Rulez := FRulez - [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5984 FSavedStateNum := -1;
5985 for i := Low(SavedStates) to High(SavedStates) do
5986 if not SavedStates[i].Used then
5987 begin
5988 FSavedStateNum := i;
5989 break;
5990 end;
5991 if FSavedStateNum < 0 then
5992 begin
5993 SetLength(SavedStates, Length(SavedStates) + 1);
5994 FSavedStateNum := High(SavedStates);
5995 end;
5997 SavedState.Used := True;
5998 SavedStates[FSavedStateNum] := SavedState;
5999 end;
6001 procedure TPlayer.RecallState();
6002 var
6003 i: Integer;
6004 SavedState: TPlayerSavedState;
6005 begin
6006 if(FSavedStateNum < 0) or (FSavedStateNum > High(SavedStates)) then
6007 Exit;
6009 SavedState := SavedStates[FSavedStateNum];
6010 SavedStates[FSavedStateNum].Used := False;
6011 FSavedStateNum := -1;
6013 FHealth := SavedState.Health;
6014 FArmor := SavedState.Armor;
6015 FAir := SavedState.Air;
6016 FJetFuel := SavedState.JetFuel;
6017 FCurrWeap := SavedState.CurrWeap;
6018 FNextWeap := SavedState.NextWeap;
6019 FNextWeapDelay := SavedState.NextWeapDelay;
6020 for i := Low(FWeapon) to High(FWeapon) do
6021 FWeapon[i] := SavedState.Weapon[i];
6022 for i := Low(FAmmo) to High(FAmmo) do
6023 FAmmo[i] := SavedState.Ammo[i];
6024 for i := Low(FMaxAmmo) to High(FMaxAmmo) do
6025 FMaxAmmo[i] := SavedState.MaxAmmo[i];
6026 FRulez := SavedState.Rulez;
6028 if gGameSettings.GameType = GT_SERVER then
6029 MH_SEND_PlayerStats(FUID);
6030 end;
6032 procedure TPlayer.SaveState (st: TStream);
6033 var
6034 i: Integer;
6035 b: Byte;
6036 begin
6037 // Ñèãíàòóðà èãðîêà
6038 utils.writeSign(st, 'PLYR');
6039 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
6040 // Áîò èëè ÷åëîâåê
6041 utils.writeBool(st, FIamBot);
6042 // UID èãðîêà
6043 utils.writeInt(st, Word(FUID));
6044 // Èìÿ èãðîêà
6045 utils.writeStr(st, FName);
6046 // Êîìàíäà
6047 utils.writeInt(st, Byte(FTeam));
6048 // Æèâ ëè
6049 utils.writeBool(st, FAlive);
6050 // Èçðàñõîäîâàë ëè âñå æèçíè
6051 utils.writeBool(st, FNoRespawn);
6052 // Íàïðàâëåíèå
6053 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
6054 utils.writeInt(st, Byte(b));
6055 // Çäîðîâüå
6056 utils.writeInt(st, LongInt(FHealth));
6057 // Êîýôôèöèåíò èíâàëèäíîñòè
6058 utils.writeInt(st, LongInt(FHandicap));
6059 // Æèçíè
6060 utils.writeInt(st, Byte(FLives));
6061 // Áðîíÿ
6062 utils.writeInt(st, LongInt(FArmor));
6063 // Çàïàñ âîçäóõà
6064 utils.writeInt(st, LongInt(FAir));
6065 // Çàïàñ ãîðþ÷åãî
6066 utils.writeInt(st, LongInt(FJetFuel));
6067 // Áîëü
6068 utils.writeInt(st, LongInt(FPain));
6069 // Óáèë
6070 utils.writeInt(st, LongInt(FKills));
6071 // Óáèë ìîíñòðîâ
6072 utils.writeInt(st, LongInt(FMonsterKills));
6073 // Ôðàãîâ
6074 utils.writeInt(st, LongInt(FFrags));
6075 // Ôðàãîâ ïîäðÿä
6076 utils.writeInt(st, Byte(FFragCombo));
6077 // Âðåìÿ ïîñëåäíåãî ôðàãà
6078 utils.writeInt(st, LongWord(FLastFrag));
6079 // Ñìåðòåé
6080 utils.writeInt(st, LongInt(FDeath));
6081 // Êàêîé ôëàã íåñåò
6082 utils.writeInt(st, Byte(FFlag));
6083 // Íàøåë ñåêðåòîâ
6084 utils.writeInt(st, LongInt(FSecrets));
6085 // Òåêóùåå îðóæèå
6086 utils.writeInt(st, Byte(FCurrWeap));
6087 // Æåëàåìîå îðóæèå
6088 utils.writeInt(st, Word(FNextWeap));
6089 // ...è ïàóçà
6090 utils.writeInt(st, Byte(FNextWeapDelay));
6091 // Âðåìÿ çàðÿäêè BFG
6092 utils.writeInt(st, SmallInt(FBFGFireCounter));
6093 // Áóôåð óðîíà
6094 utils.writeInt(st, LongInt(FDamageBuffer));
6095 // Ïîñëåäíèé óäàðèâøèé
6096 utils.writeInt(st, Word(FLastSpawnerUID));
6097 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6098 utils.writeInt(st, Byte(FLastHit));
6099 // Îáúåêò èãðîêà
6100 Obj_SaveState(st, @FObj);
6101 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6102 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
6103 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6104 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
6105 // Íàëè÷èå îðóæèÿ
6106 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
6107 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6108 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
6109 // Íàëè÷èå ðþêçàêà
6110 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
6111 // Íàëè÷èå êðàñíîãî êëþ÷à
6112 utils.writeBool(st, (R_KEY_RED in FRulez));
6113 // Íàëè÷èå çåëåíîãî êëþ÷à
6114 utils.writeBool(st, (R_KEY_GREEN in FRulez));
6115 // Íàëè÷èå ñèíåãî êëþ÷à
6116 utils.writeBool(st, (R_KEY_BLUE in FRulez));
6117 // Íàëè÷èå áåðñåðêà
6118 utils.writeBool(st, (R_BERSERK in FRulez));
6119 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6120 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
6121 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6122 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
6123 // Íàçâàíèå ìîäåëè
6124 utils.writeStr(st, FModel.Name);
6125 // Öâåò ìîäåëè
6126 utils.writeInt(st, Byte(FColor.R));
6127 utils.writeInt(st, Byte(FColor.G));
6128 utils.writeInt(st, Byte(FColor.B));
6129 end;
6132 procedure TPlayer.LoadState (st: TStream);
6133 var
6134 i: Integer;
6135 str: String;
6136 b: Byte;
6137 begin
6138 assert(st <> nil);
6140 // Ñèãíàòóðà èãðîêà
6141 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
6142 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
6143 // Áîò èëè ÷åëîâåê:
6144 FIamBot := utils.readBool(st);
6145 // UID èãðîêà
6146 FUID := utils.readWord(st);
6147 // Èìÿ èãðîêà
6148 str := utils.readStr(st);
6149 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6150 // Êîìàíäà
6151 FTeam := utils.readByte(st);
6152 // Æèâ ëè
6153 FAlive := utils.readBool(st);
6154 // Èçðàñõîäîâàë ëè âñå æèçíè
6155 FNoRespawn := utils.readBool(st);
6156 // Íàïðàâëåíèå
6157 b := utils.readByte(st);
6158 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6159 // Çäîðîâüå
6160 FHealth := utils.readLongInt(st);
6161 // Êîýôôèöèåíò èíâàëèäíîñòè
6162 FHandicap := utils.readLongInt(st);
6163 // Æèçíè
6164 FLives := utils.readByte(st);
6165 // Áðîíÿ
6166 FArmor := utils.readLongInt(st);
6167 // Çàïàñ âîçäóõà
6168 FAir := utils.readLongInt(st);
6169 // Çàïàñ ãîðþ÷åãî
6170 FJetFuel := utils.readLongInt(st);
6171 // Áîëü
6172 FPain := utils.readLongInt(st);
6173 // Óáèë
6174 FKills := utils.readLongInt(st);
6175 // Óáèë ìîíñòðîâ
6176 FMonsterKills := utils.readLongInt(st);
6177 // Ôðàãîâ
6178 FFrags := utils.readLongInt(st);
6179 // Ôðàãîâ ïîäðÿä
6180 FFragCombo := utils.readByte(st);
6181 // Âðåìÿ ïîñëåäíåãî ôðàãà
6182 FLastFrag := utils.readLongWord(st);
6183 // Ñìåðòåé
6184 FDeath := utils.readLongInt(st);
6185 // Êàêîé ôëàã íåñåò
6186 FFlag := utils.readByte(st);
6187 // Íàøåë ñåêðåòîâ
6188 FSecrets := utils.readLongInt(st);
6189 // Òåêóùåå îðóæèå
6190 FCurrWeap := utils.readByte(st);
6191 // Æåëàåìîå îðóæèå
6192 FNextWeap := utils.readWord(st);
6193 // ...è ïàóçà
6194 FNextWeapDelay := utils.readByte(st);
6195 // Âðåìÿ çàðÿäêè BFG
6196 FBFGFireCounter := utils.readSmallInt(st);
6197 // Áóôåð óðîíà
6198 FDamageBuffer := utils.readLongInt(st);
6199 // Ïîñëåäíèé óäàðèâøèé
6200 FLastSpawnerUID := utils.readWord(st);
6201 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6202 FLastHit := utils.readByte(st);
6203 // Îáúåêò èãðîêà
6204 Obj_LoadState(@FObj, st);
6205 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6206 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6207 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6208 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6209 // Íàëè÷èå îðóæèÿ
6210 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6211 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6212 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6213 // Íàëè÷èå ðþêçàêà
6214 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6215 // Íàëè÷èå êðàñíîãî êëþ÷à
6216 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6217 // Íàëè÷èå çåëåíîãî êëþ÷à
6218 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6219 // Íàëè÷èå ñèíåãî êëþ÷à
6220 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6221 // Íàëè÷èå áåðñåðêà
6222 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6223 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6224 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6225 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6226 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6227 // Íàçâàíèå ìîäåëè
6228 str := utils.readStr(st);
6229 // Öâåò ìîäåëè
6230 FColor.R := utils.readByte(st);
6231 FColor.G := utils.readByte(st);
6232 FColor.B := utils.readByte(st);
6233 if (self = gPlayer1) then
6234 begin
6235 str := gPlayer1Settings.Model;
6236 FColor := gPlayer1Settings.Color;
6237 end
6238 else if (self = gPlayer2) then
6239 begin
6240 str := gPlayer2Settings.Model;
6241 FColor := gPlayer2Settings.Color;
6242 end;
6243 // Îáíîâëÿåì ìîäåëü èãðîêà
6244 SetModel(str);
6245 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6246 FModel.Color := TEAMCOLOR[FTeam]
6247 else
6248 FModel.Color := FColor;
6249 end;
6252 procedure TPlayer.AllRulez(Health: Boolean);
6253 var
6254 a: Integer;
6255 begin
6256 if Health then
6257 begin
6258 FHealth := PLAYER_HP_LIMIT;
6259 FArmor := PLAYER_AP_LIMIT;
6260 Exit;
6261 end;
6263 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6264 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6265 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6266 end;
6268 procedure TPlayer.RestoreHealthArmor();
6269 begin
6270 FHealth := PLAYER_HP_LIMIT;
6271 FArmor := PLAYER_AP_LIMIT;
6272 end;
6274 procedure TPlayer.FragCombo();
6275 var
6276 Param: Integer;
6277 begin
6278 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6279 Exit;
6280 if gTime - FLastFrag < FRAG_COMBO_TIME then
6281 begin
6282 if FFragCombo < 5 then
6283 Inc(FFragCombo);
6284 Param := FUID or (FFragCombo shl 16);
6285 if (FComboEvnt >= Low(gDelayedEvents)) and
6286 (FComboEvnt <= High(gDelayedEvents)) and
6287 gDelayedEvents[FComboEvnt].Pending and
6288 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6289 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6290 begin
6291 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6292 gDelayedEvents[FComboEvnt].DENum := Param;
6293 end
6294 else
6295 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6296 end
6297 else
6298 FFragCombo := 1;
6300 FLastFrag := gTime;
6301 end;
6303 procedure TPlayer.GiveItem(ItemType: Byte);
6304 begin
6305 case ItemType of
6306 ITEM_SUIT:
6307 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6308 begin
6309 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6310 end;
6312 ITEM_OXYGEN:
6313 if FAir < AIR_MAX then
6314 begin
6315 FAir := AIR_MAX;
6316 end;
6318 ITEM_MEDKIT_BLACK:
6319 begin
6320 if not (R_BERSERK in FRulez) then
6321 begin
6322 Include(FRulez, R_BERSERK);
6323 if FBFGFireCounter < 1 then
6324 begin
6325 FCurrWeap := WEAPON_KASTET;
6326 resetWeaponQueue();
6327 FModel.SetWeapon(WEAPON_KASTET);
6328 end;
6329 if gFlash <> 0 then
6330 Inc(FPain, 100);
6331 FBerserk := gTime+30000;
6332 end;
6333 if FHealth < PLAYER_HP_SOFT then
6334 begin
6335 FHealth := PLAYER_HP_SOFT;
6336 FBerserk := gTime+30000;
6337 end;
6338 end;
6340 ITEM_INVUL:
6341 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6342 begin
6343 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6344 FSpawnInvul := 0;
6345 end;
6347 ITEM_INVIS:
6348 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6349 begin
6350 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6351 end;
6353 ITEM_JETPACK:
6354 if FJetFuel < JET_MAX then
6355 begin
6356 FJetFuel := JET_MAX;
6357 end;
6359 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6360 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6362 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6363 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6365 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6366 ITEM_SPHERE_WHITE:
6367 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6368 begin
6369 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6370 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6371 end;
6373 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6374 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6375 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6376 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6377 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6378 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6379 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6380 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6381 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6383 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6384 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6385 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6386 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6387 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6388 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6389 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6390 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6391 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6393 ITEM_AMMO_BACKPACK:
6394 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6395 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6396 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6397 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6398 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6399 begin
6400 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6401 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6402 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6403 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6404 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6406 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6407 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6408 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6409 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6411 FRulez := FRulez + [R_ITEM_BACKPACK];
6412 end;
6414 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6415 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6416 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6418 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6419 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6421 else
6422 Exit;
6423 end;
6424 if g_Game_IsNet and g_Game_IsServer then
6425 MH_SEND_PlayerStats(FUID);
6426 end;
6428 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6429 var
6430 id, i: DWORD;
6431 Anim: TAnimation;
6432 begin
6433 if (Random(5) = 1) and (Times = 1) then
6434 Exit;
6436 if BodyInLiquid(0, 0) then
6437 begin
6438 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6439 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6440 if Random(2) = 0 then
6441 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6442 else
6443 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6444 Exit;
6445 end;
6447 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6448 begin
6449 for i := 1 to Times do
6450 begin
6451 Anim := TAnimation.Create(id, False, 3);
6452 Anim.Alpha := 150;
6453 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6454 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6455 Anim.Free();
6456 end;
6457 end;
6458 end;
6460 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6461 var
6462 id, i: DWORD;
6463 Anim: TAnimation;
6464 begin
6465 if (Random(10) = 1) and (Times = 1) then
6466 Exit;
6468 if g_Frames_Get(id, 'FRAMES_FLAME') then
6469 begin
6470 for i := 1 to Times do
6471 begin
6472 Anim := TAnimation.Create(id, False, 3);
6473 Anim.Alpha := 0;
6474 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6475 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6476 Anim.Free();
6477 end;
6478 end;
6479 end;
6481 procedure TPlayer.PauseSounds(Enable: Boolean);
6482 begin
6483 FSawSound.Pause(Enable);
6484 FSawSoundIdle.Pause(Enable);
6485 FSawSoundHit.Pause(Enable);
6486 FSawSoundSelect.Pause(Enable);
6487 FFlameSoundOn.Pause(Enable);
6488 FFlameSoundOff.Pause(Enable);
6489 FFlameSoundWork.Pause(Enable);
6490 FJetSoundFly.Pause(Enable);
6491 FJetSoundOn.Pause(Enable);
6492 FJetSoundOff.Pause(Enable);
6493 end;
6495 { T C o r p s e : }
6497 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6498 begin
6499 g_Obj_Init(@FObj);
6500 FObj.X := X;
6501 FObj.Y := Y;
6502 FObj.Rect := PLAYER_CORPSERECT;
6503 FModelName := ModelName;
6504 FMess := aMess;
6506 if FMess then
6507 begin
6508 FState := CORPSE_STATE_MESS;
6509 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6510 end
6511 else
6512 begin
6513 FState := CORPSE_STATE_NORMAL;
6514 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6515 end;
6516 end;
6518 destructor TCorpse.Destroy();
6519 begin
6520 FAnimation.Free();
6522 inherited;
6523 end;
6525 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6527 procedure TCorpse.positionChanged (); inline; begin end;
6529 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6530 begin
6531 if (dx <> 0) or (dy <> 0) then
6532 begin
6533 FObj.X += dx;
6534 FObj.Y += dy;
6535 positionChanged();
6536 end;
6537 end;
6540 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6541 begin
6542 x := FObj.X+PLAYER_CORPSERECT.X;
6543 y := FObj.Y+PLAYER_CORPSERECT.Y;
6544 w := PLAYER_CORPSERECT.Width;
6545 h := PLAYER_CORPSERECT.Height;
6546 end;
6549 procedure TCorpse.Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer);
6550 var
6551 pm: TPlayerModel;
6552 Blood: TModelBlood;
6553 begin
6554 if FState = CORPSE_STATE_REMOVEME then
6555 Exit;
6557 FDamage := FDamage + Value;
6559 if FDamage > 150 then
6560 begin
6561 if FAnimation <> nil then
6562 begin
6563 FAnimation.Free();
6564 FAnimation := nil;
6566 FState := CORPSE_STATE_REMOVEME;
6568 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6569 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6570 FModelName, FColor);
6571 // Çâóê ìÿñà îò òðóïà:
6572 pm := g_PlayerModel_Get(FModelName);
6573 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6574 pm.Free;
6576 // Çëîâåùèé ñìåõ:
6577 if (gBodyKillEvent <> -1)
6578 and gDelayedEvents[gBodyKillEvent].Pending then
6579 gDelayedEvents[gBodyKillEvent].Pending := False;
6580 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, SpawnerUID);
6581 end;
6582 end
6583 else
6584 begin
6585 Blood := g_PlayerModel_GetBlood(FModelName);
6586 FObj.Vel.X := FObj.Vel.X + vx;
6587 FObj.Vel.Y := FObj.Vel.Y + vy;
6588 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6589 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6590 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6591 Blood.R, Blood.G, Blood.B, Blood.Kind);
6592 end;
6593 end;
6595 procedure TCorpse.Draw();
6596 var
6597 fX, fY: Integer;
6598 begin
6599 if FState = CORPSE_STATE_REMOVEME then
6600 Exit;
6602 FObj.lerp(gLerpFactor, fX, fY);
6604 if FAnimation <> nil then
6605 FAnimation.Draw(fX, fY, TMirrorType.None);
6607 if FAnimationMask <> nil then
6608 begin
6609 e_Colors := FColor;
6610 FAnimationMask.Draw(fX, fY, TMirrorType.None);
6611 e_Colors.R := 255;
6612 e_Colors.G := 255;
6613 e_Colors.B := 255;
6614 end;
6615 end;
6617 procedure TCorpse.Update();
6618 var
6619 st: Word;
6620 begin
6621 if FState = CORPSE_STATE_REMOVEME then
6622 Exit;
6624 FObj.oldX := FObj.X;
6625 FObj.oldY := FObj.Y;
6627 if gTime mod (GAME_TICK*2) <> 0 then
6628 begin
6629 g_Obj_Move(@FObj, True, True, True);
6630 positionChanged(); // this updates spatial accelerators
6631 Exit;
6632 end;
6634 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6635 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6637 st := g_Obj_Move(@FObj, True, True, True);
6638 positionChanged(); // this updates spatial accelerators
6640 if WordBool(st and MOVE_FALLOUT) then
6641 begin
6642 FState := CORPSE_STATE_REMOVEME;
6643 Exit;
6644 end;
6646 if FAnimation <> nil then
6647 FAnimation.Update();
6648 if FAnimationMask <> nil then
6649 FAnimationMask.Update();
6650 end;
6653 procedure TCorpse.SaveState (st: TStream);
6654 var
6655 anim: Boolean;
6656 begin
6657 assert(st <> nil);
6659 // Ñèãíàòóðà òðóïà
6660 utils.writeSign(st, 'CORP');
6661 utils.writeInt(st, Byte(0));
6662 // Ñîñòîÿíèå
6663 utils.writeInt(st, Byte(FState));
6664 // Íàêîïëåííûé óðîí
6665 utils.writeInt(st, Byte(FDamage));
6666 // Öâåò
6667 utils.writeInt(st, Byte(FColor.R));
6668 utils.writeInt(st, Byte(FColor.G));
6669 utils.writeInt(st, Byte(FColor.B));
6670 // Îáúåêò òðóïà
6671 Obj_SaveState(st, @FObj);
6672 utils.writeInt(st, Word(FPlayerUID));
6673 // Åñòü ëè àíèìàöèÿ
6674 anim := (FAnimation <> nil);
6675 utils.writeBool(st, anim);
6676 // Åñëè åñòü - ñîõðàíÿåì
6677 if anim then FAnimation.SaveState(st);
6678 // Åñòü ëè ìàñêà àíèìàöèè
6679 anim := (FAnimationMask <> nil);
6680 utils.writeBool(st, anim);
6681 // Åñëè åñòü - ñîõðàíÿåì
6682 if anim then FAnimationMask.SaveState(st);
6683 end;
6686 procedure TCorpse.LoadState (st: TStream);
6687 var
6688 anim: Boolean;
6689 begin
6690 assert(st <> nil);
6692 // Ñèãíàòóðà òðóïà
6693 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6694 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6695 // Ñîñòîÿíèå
6696 FState := utils.readByte(st);
6697 // Íàêîïëåííûé óðîí
6698 FDamage := utils.readByte(st);
6699 // Öâåò
6700 FColor.R := utils.readByte(st);
6701 FColor.G := utils.readByte(st);
6702 FColor.B := utils.readByte(st);
6703 // Îáúåêò òðóïà
6704 Obj_LoadState(@FObj, st);
6705 FPlayerUID := utils.readWord(st);
6706 // Åñòü ëè àíèìàöèÿ
6707 anim := utils.readBool(st);
6708 // Åñëè åñòü - çàãðóæàåì
6709 if anim then
6710 begin
6711 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6712 FAnimation.LoadState(st);
6713 end;
6714 // Åñòü ëè ìàñêà àíèìàöèè
6715 anim := utils.readBool(st);
6716 // Åñëè åñòü - çàãðóæàåì
6717 if anim then
6718 begin
6719 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6720 FAnimationMask.LoadState(st);
6721 end;
6722 end;
6724 { T B o t : }
6726 constructor TBot.Create();
6727 var
6728 a: Integer;
6729 begin
6730 inherited Create();
6732 FPhysics := True;
6733 FSpectator := False;
6734 FGhost := False;
6736 FIamBot := True;
6738 Inc(gNumBots);
6740 for a := WP_FIRST to WP_LAST do
6741 begin
6742 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6743 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6744 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6745 end;
6746 end;
6748 destructor TBot.Destroy();
6749 begin
6750 Dec(gNumBots);
6751 inherited Destroy();
6752 end;
6754 procedure TBot.Draw();
6755 begin
6756 inherited Draw();
6758 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6759 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6760 end;
6762 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6763 begin
6764 inherited Respawn(Silent, Force);
6766 FAIFlags := nil;
6767 FSelectedWeapon := FCurrWeap;
6768 resetWeaponQueue();
6769 FTargetUID := 0;
6770 end;
6772 procedure TBot.UpdateCombat();
6773 type
6774 TTarget = record
6775 UID: Word;
6776 X, Y: Integer;
6777 Rect: TRectWH;
6778 cX, cY: Integer;
6779 Dist: Word;
6780 Line: Boolean;
6781 Visible: Boolean;
6782 IsPlayer: Boolean;
6783 end;
6785 TTargetRecord = array of TTarget;
6787 function Compare(a, b: TTarget): Integer;
6788 begin
6789 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6790 Result := -1
6791 else
6792 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6793 Result := 1
6794 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6795 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6796 begin
6797 if a.Dist > b.Dist then // B áëèæå
6798 Result := 1
6799 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6800 Result := -1;
6801 end
6802 else // Ñòðàííî -> A
6803 Result := -1;
6804 end;
6806 var
6807 a, x1, y1, x2, y2: Integer;
6808 targets: TTargetRecord;
6809 ammo: Word;
6810 Target, BestTarget: TTarget;
6811 firew, fireh: Integer;
6812 angle: SmallInt;
6813 mon: TMonster;
6814 pla, tpla: TPlayer;
6815 vsPlayer, vsMonster, ok: Boolean;
6818 function monsUpdate (mon: TMonster): Boolean;
6819 begin
6820 result := false; // don't stop
6821 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6822 begin
6823 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6825 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6826 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6828 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6829 if g_TraceVector(x1, y1, x2, y2) then
6830 begin
6831 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6832 SetLength(targets, Length(targets)+1);
6833 with targets[High(targets)] do
6834 begin
6835 UID := mon.UID;
6836 X := mon.Obj.X;
6837 Y := mon.Obj.Y;
6838 cX := x2;
6839 cY := y2;
6840 Rect := mon.Obj.Rect;
6841 Dist := g_PatchLength(x1, y1, x2, y2);
6842 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6843 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6844 Visible := True;
6845 IsPlayer := False;
6846 end;
6847 end;
6848 end;
6849 end;
6851 begin
6852 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6853 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6855 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6856 if FCurrWeap <> FSelectedWeapon then
6857 NextWeapon();
6859 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6860 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6861 begin
6862 RemoveAIFlag('NEEDFIRE');
6864 case FCurrWeap of
6865 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6866 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6867 else PressKey(KEY_FIRE);
6868 end;
6869 end;
6871 // Êîîðäèíàòû ñòâîëà:
6872 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6873 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6875 Target.UID := FTargetUID;
6877 ok := False;
6878 if Target.UID <> 0 then
6879 begin // Öåëü åñòü - íàñòðàèâàåì
6880 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6881 vsPlayer then
6882 begin // Èãðîê
6883 tpla := g_Player_Get(Target.UID);
6884 if tpla <> nil then
6885 with tpla do
6886 begin
6887 if (@FObj) <> nil then
6888 begin
6889 Target.X := FObj.X;
6890 Target.Y := FObj.Y;
6891 end;
6892 end;
6894 Target.cX := Target.X + PLAYER_RECT_CX;
6895 Target.cY := Target.Y + PLAYER_RECT_CY;
6896 Target.Rect := PLAYER_RECT;
6897 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6898 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6899 (y1-4 > Target.Y+PLAYER_RECT.Y);
6900 Target.IsPlayer := True;
6901 ok := True;
6902 end
6903 else
6904 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6905 vsMonster then
6906 begin // Ìîíñòð
6907 mon := g_Monsters_ByUID(Target.UID);
6908 if mon <> nil then
6909 begin
6910 Target.X := mon.Obj.X;
6911 Target.Y := mon.Obj.Y;
6913 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6914 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6915 Target.Rect := mon.Obj.Rect;
6916 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6917 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6918 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6919 Target.IsPlayer := False;
6920 ok := True;
6921 end;
6922 end;
6923 end;
6925 if not ok then
6926 begin // Öåëè íåò - îáíóëÿåì
6927 Target.X := 0;
6928 Target.Y := 0;
6929 Target.cX := 0;
6930 Target.cY := 0;
6931 Target.Visible := False;
6932 Target.Line := False;
6933 Target.IsPlayer := False;
6934 end;
6936 targets := nil;
6938 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6939 if (not Target.Line) or (not Target.Visible) then
6940 begin
6941 // Èãðîêè:
6942 if vsPlayer then
6943 for a := 0 to High(gPlayers) do
6944 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6945 (gPlayers[a].FUID <> FUID) and
6946 (not SameTeam(FUID, gPlayers[a].FUID)) and
6947 (not gPlayers[a].NoTarget) and
6948 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6949 begin
6950 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6951 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6952 Continue;
6954 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6955 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6957 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6958 if g_TraceVector(x1, y1, x2, y2) then
6959 begin
6960 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6961 SetLength(targets, Length(targets)+1);
6962 with targets[High(targets)] do
6963 begin
6964 UID := gPlayers[a].FUID;
6965 X := gPlayers[a].FObj.X;
6966 Y := gPlayers[a].FObj.Y;
6967 cX := x2;
6968 cY := y2;
6969 Rect := PLAYER_RECT;
6970 Dist := g_PatchLength(x1, y1, x2, y2);
6971 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6972 (y1-4 > Target.Y+PLAYER_RECT.Y);
6973 Visible := True;
6974 IsPlayer := True;
6975 end;
6976 end;
6977 end;
6979 // Ìîíñòðû:
6980 if vsMonster then g_Mons_ForEach(monsUpdate);
6981 end;
6983 // Åñëè åñòü âîçìîæíûå öåëè:
6984 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6985 if targets <> nil then
6986 begin
6987 // Âûáèðàåì íàèëó÷øóþ öåëü:
6988 BestTarget := targets[0];
6989 if Length(targets) > 1 then
6990 for a := 1 to High(targets) do
6991 if Compare(BestTarget, targets[a]) = 1 then
6992 BestTarget := targets[a];
6994 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6995 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6996 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6997 begin
6998 Target := BestTarget;
7000 if (Healthy() = 3) or ((Healthy() = 2)) then
7001 begin // Åñëè çäîðîâû - äîãîíÿåì
7002 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7003 SetAIFlag('GORIGHT', '1');
7004 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7005 SetAIFlag('GOLEFT', '1');
7006 end
7007 else
7008 begin // Åñëè ïîáèòû - óáåãàåì
7009 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
7010 SetAIFlag('GORIGHT', '1');
7011 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7012 SetAIFlag('GOLEFT', '1');
7013 end;
7015 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
7016 SelectWeapon(Abs(x1-Target.cX));
7017 end;
7018 end;
7020 // Åñëè åñòü öåëü:
7021 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
7022 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
7023 if Target.UID <> 0 then
7024 begin
7025 if not TargetOnScreen(Target.X + Target.Rect.X,
7026 Target.Y + Target.Rect.Y) then
7027 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
7028 if (Healthy() = 3) or ((Healthy() = 2)) then
7029 begin // Åñëè çäîðîâû - äîãîíÿåì
7030 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7031 SetAIFlag('GORIGHT', '1');
7032 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7033 SetAIFlag('GOLEFT', '1');
7034 end
7035 else
7036 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
7037 Target.UID := 0;
7038 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
7039 SetAIFlag('GORIGHT', '1');
7040 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7041 SetAIFlag('GOLEFT', '1');
7042 end;
7043 end
7044 else
7045 begin // Öåëü ïîêà íà "ýêðàíå"
7046 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
7047 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
7048 FLastVisible := gTime;
7049 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
7050 if (Abs(FObj.Y-Target.Y) <= 128) then
7051 begin
7052 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7053 SetAIFlag('GORIGHT', '1');
7054 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7055 SetAIFlag('GOLEFT', '1');
7056 end;
7057 end;
7059 // Âûáèðàåì óãîë ââåðõ:
7060 if FDirection = TDirection.D_LEFT then
7061 angle := ANGLE_LEFTUP
7062 else
7063 angle := ANGLE_RIGHTUP;
7065 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7066 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7068 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7069 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7070 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
7071 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7072 Target.Rect.Width, Target.Rect.Height) and
7073 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7074 begin // òî íóæíî ñòðåëÿòü ââåðõ
7075 SetAIFlag('NEEDFIRE', '1');
7076 SetAIFlag('NEEDSEEUP', '1');
7077 end;
7079 // Âûáèðàåì óãîë âíèç:
7080 if FDirection = TDirection.D_LEFT then
7081 angle := ANGLE_LEFTDOWN
7082 else
7083 angle := ANGLE_RIGHTDOWN;
7085 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7086 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7088 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7089 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7090 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7091 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7092 Target.Rect.Width, Target.Rect.Height) and
7093 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7094 begin // òî íóæíî ñòðåëÿòü âíèç
7095 SetAIFlag('NEEDFIRE', '1');
7096 SetAIFlag('NEEDSEEDOWN', '1');
7097 end;
7099 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7100 if Target.Visible and
7101 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
7102 (y1-4 > Target.Y+Target.Rect.Y) then
7103 begin
7104 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7105 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
7106 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7107 begin // òî íóæíî ñòðåëÿòü âïåðåä
7108 SetAIFlag('NEEDFIRE', '1');
7109 SetAIFlag('NEEDSEEDOWN', '');
7110 SetAIFlag('NEEDSEEUP', '');
7111 end;
7112 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7113 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
7114 if GetRnd(FDifficult.CloseJump) then
7115 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7116 if Abs(FObj.X-Target.X) < 128 then
7117 a := 4
7118 else
7119 a := 30;
7120 if Random(a) = 0 then
7121 SetAIFlag('NEEDJUMP', '1');
7122 end;
7123 end;
7125 // Åñëè öåëü âñå åùå åñòü:
7126 if Target.UID <> 0 then
7127 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
7128 Target.UID := 0 // òî çàáûòü öåëü
7129 else // Åñëè âèäåëè íåäàâíî
7130 begin // íî öåëü óáèëè
7131 if Target.IsPlayer then
7132 begin // Öåëü - èãðîê
7133 pla := g_Player_Get(Target.UID);
7134 if (pla = nil) or (not pla.alive) or pla.NoTarget or
7135 (pla.FMegaRulez[MR_INVIS] >= gTime) then
7136 Target.UID := 0; // òî çàáûòü öåëü
7137 end
7138 else
7139 begin // Öåëü - ìîíñòð
7140 mon := g_Monsters_ByUID(Target.UID);
7141 if (mon = nil) or (not mon.alive) then
7142 Target.UID := 0; // òî çàáûòü öåëü
7143 end;
7144 end;
7145 end; // if Target.UID <> 0
7147 FTargetUID := Target.UID;
7149 // Åñëè âîçìîæíûõ öåëåé íåò:
7150 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7151 if targets = nil then
7152 if GetAIFlag('ATTACKLEFT') <> '' then
7153 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7154 RemoveAIFlag('ATTACKLEFT');
7156 SetAIFlag('NEEDJUMP', '1');
7158 if RunDirection() = TDirection.D_RIGHT then
7159 begin // Èäåì íå â òó ñòîðîíó
7160 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7161 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7162 SetAIFlag('NEEDFIRE', '1');
7163 SetAIFlag('GOLEFT', '1');
7164 end;
7165 end
7166 else
7167 begin // Èäåì â íóæíóþ ñòîðîíó
7168 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7169 SetAIFlag('NEEDFIRE', '1');
7170 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7171 SetAIFlag('GORIGHT', '1');
7172 end;
7173 end
7174 else
7175 if GetAIFlag('ATTACKRIGHT') <> '' then
7176 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7177 RemoveAIFlag('ATTACKRIGHT');
7179 SetAIFlag('NEEDJUMP', '1');
7181 if RunDirection() = TDirection.D_LEFT then
7182 begin // Èäåì íå â òó ñòîðîíó
7183 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7184 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7185 SetAIFlag('NEEDFIRE', '1');
7186 SetAIFlag('GORIGHT', '1');
7187 end;
7188 end
7189 else
7190 begin
7191 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7192 SetAIFlag('NEEDFIRE', '1');
7193 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7194 SetAIFlag('GOLEFT', '1');
7195 end;
7196 end;
7198 //HACK! (does it belongs there?)
7199 RealizeCurrentWeapon();
7201 // Åñëè åñòü âîçìîæíûå öåëè:
7202 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7203 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7204 for a := 0 to High(targets) do
7205 begin
7206 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7207 if GetRnd(FDifficult.DiagFire) then
7208 begin
7209 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7210 if FDirection = TDirection.D_LEFT then
7211 angle := ANGLE_LEFTUP
7212 else
7213 angle := ANGLE_RIGHTUP;
7215 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7216 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7218 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7219 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7220 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7221 targets[a].Rect.Width, targets[a].Rect.Height) and
7222 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7223 begin
7224 SetAIFlag('NEEDFIRE', '1');
7225 SetAIFlag('NEEDSEEUP', '1');
7226 end;
7228 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7229 if FDirection = TDirection.D_LEFT then
7230 angle := ANGLE_LEFTDOWN
7231 else
7232 angle := ANGLE_RIGHTDOWN;
7234 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7235 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7237 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7238 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7239 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7240 targets[a].Rect.Width, targets[a].Rect.Height) and
7241 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7242 begin
7243 SetAIFlag('NEEDFIRE', '1');
7244 SetAIFlag('NEEDSEEDOWN', '1');
7245 end;
7246 end;
7248 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7249 if targets[a].Line and targets[a].Visible and
7250 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7251 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7252 begin
7253 SetAIFlag('NEEDFIRE', '1');
7254 Break;
7255 end;
7256 end;
7258 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7259 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7260 PLAYER_RECT.Width, PLAYER_RECT.Height,
7261 40+GetInterval(FDifficult.Cover, 40)) then
7262 SetAIFlag('NEEDJUMP', '1');
7264 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7265 ammo := GetAmmoByWeapon(FCurrWeap);
7266 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7267 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7268 (ammo = 0) then
7269 SetAIFlag('SELECTWEAPON', '1');
7271 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7272 if GetAIFlag('SELECTWEAPON') = '1' then
7273 begin
7274 SelectWeapon(-1);
7275 RemoveAIFlag('SELECTWEAPON');
7276 end;
7277 end;
7279 procedure TBot.Update();
7280 var
7281 EnableAI: Boolean;
7282 begin
7283 if not FAlive then
7284 begin // Respawn
7285 ReleaseKeys();
7286 PressKey(KEY_UP);
7287 end
7288 else
7289 begin
7290 EnableAI := True;
7292 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7293 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7294 EnableAI := False;
7295 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7296 EnableAI := False;
7297 if g_debug_BotAIOff = 3 then
7298 EnableAI := False;
7300 if EnableAI then
7301 begin
7302 UpdateMove();
7303 UpdateCombat();
7304 end
7305 else
7306 begin
7307 RealizeCurrentWeapon();
7308 end;
7309 end;
7311 inherited Update();
7312 end;
7314 procedure TBot.ReleaseKey(Key: Byte);
7315 begin
7316 with FKeys[Key] do
7317 begin
7318 Pressed := False;
7319 Time := 0;
7320 end;
7321 end;
7323 function TBot.KeyPressed(Key: Word): Boolean;
7324 begin
7325 Result := FKeys[Key].Pressed;
7326 end;
7328 function TBot.GetAIFlag(aName: String20): String20;
7329 var
7330 a: Integer;
7331 begin
7332 Result := '';
7334 aName := LowerCase(aName);
7336 if FAIFlags <> nil then
7337 for a := 0 to High(FAIFlags) do
7338 if LowerCase(FAIFlags[a].Name) = aName then
7339 begin
7340 Result := FAIFlags[a].Value;
7341 Break;
7342 end;
7343 end;
7345 procedure TBot.RemoveAIFlag(aName: String20);
7346 var
7347 a, b: Integer;
7348 begin
7349 if FAIFlags = nil then Exit;
7351 aName := LowerCase(aName);
7353 for a := 0 to High(FAIFlags) do
7354 if LowerCase(FAIFlags[a].Name) = aName then
7355 begin
7356 if a <> High(FAIFlags) then
7357 for b := a to High(FAIFlags)-1 do
7358 FAIFlags[b] := FAIFlags[b+1];
7360 SetLength(FAIFlags, Length(FAIFlags)-1);
7361 Break;
7362 end;
7363 end;
7365 procedure TBot.SetAIFlag(aName, fValue: String20);
7366 var
7367 a: Integer;
7368 ok: Boolean;
7369 begin
7370 a := 0;
7371 ok := False;
7373 aName := LowerCase(aName);
7375 if FAIFlags <> nil then
7376 for a := 0 to High(FAIFlags) do
7377 if LowerCase(FAIFlags[a].Name) = aName then
7378 begin
7379 ok := True;
7380 Break;
7381 end;
7383 if ok then FAIFlags[a].Value := fValue
7384 else
7385 begin
7386 SetLength(FAIFlags, Length(FAIFlags)+1);
7387 with FAIFlags[High(FAIFlags)] do
7388 begin
7389 Name := aName;
7390 Value := fValue;
7391 end;
7392 end;
7393 end;
7395 procedure TBot.UpdateMove;
7397 procedure GoLeft(Time: Word = 1);
7398 begin
7399 ReleaseKey(KEY_LEFT);
7400 ReleaseKey(KEY_RIGHT);
7401 PressKey(KEY_LEFT, Time);
7402 SetDirection(TDirection.D_LEFT);
7403 end;
7405 procedure GoRight(Time: Word = 1);
7406 begin
7407 ReleaseKey(KEY_LEFT);
7408 ReleaseKey(KEY_RIGHT);
7409 PressKey(KEY_RIGHT, Time);
7410 SetDirection(TDirection.D_RIGHT);
7411 end;
7413 function Rnd(a: Word): Boolean;
7414 begin
7415 Result := Random(a) = 0;
7416 end;
7418 procedure Turn(Time: Word = 1200);
7419 begin
7420 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7421 end;
7423 procedure Stop();
7424 begin
7425 ReleaseKey(KEY_LEFT);
7426 ReleaseKey(KEY_RIGHT);
7427 end;
7429 function CanRunLeft(): Boolean;
7430 begin
7431 Result := not CollideLevel(-1, 0);
7432 end;
7434 function CanRunRight(): Boolean;
7435 begin
7436 Result := not CollideLevel(1, 0);
7437 end;
7439 function CanRun(): Boolean;
7440 begin
7441 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7442 end;
7444 procedure Jump(Time: Word = 30);
7445 begin
7446 PressKey(KEY_JUMP, Time);
7447 end;
7449 function NearHole(): Boolean;
7450 var
7451 x, sx: Integer;
7452 begin
7453 { TODO 5 : Ëåñòíèöû }
7454 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7455 for x := 1 to PLAYER_RECT.Width do
7456 if (not StayOnStep(x*sx, 0)) and
7457 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7458 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7459 begin
7460 Result := True;
7461 Exit;
7462 end;
7464 Result := False;
7465 end;
7467 function BorderHole(): Boolean;
7468 var
7469 x, sx, xx: Integer;
7470 begin
7471 { TODO 5 : Ëåñòíèöû }
7472 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7473 for x := 1 to PLAYER_RECT.Width do
7474 if (not StayOnStep(x*sx, 0)) and
7475 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7476 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7477 begin
7478 for xx := x to x+32 do
7479 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7480 begin
7481 Result := True;
7482 Exit;
7483 end;
7484 end;
7486 Result := False;
7487 end;
7489 function NearDeepHole(): Boolean;
7490 var
7491 x, sx, y: Integer;
7492 begin
7493 Result := False;
7495 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7496 y := 3;
7498 for x := 1 to PLAYER_RECT.Width do
7499 if (not StayOnStep(x*sx, 0)) and
7500 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7501 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7502 begin
7503 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7504 begin
7505 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7506 y := y+1;
7507 end;
7509 Result := True;
7510 end else Result := False;
7511 end;
7513 function OverDeepHole(): Boolean;
7514 var
7515 y: Integer;
7516 begin
7517 Result := False;
7519 y := 1;
7520 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7521 begin
7522 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7523 y := y+1;
7524 end;
7526 Result := True;
7527 end;
7529 function OnGround(): Boolean;
7530 begin
7531 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7532 end;
7534 function OnLadder(): Boolean;
7535 begin
7536 Result := FullInStep(0, 0);
7537 end;
7539 function BelowLadder(): Boolean;
7540 begin
7541 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7542 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7543 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7544 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7545 end;
7547 function BelowLiftUp(): Boolean;
7548 begin
7549 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7550 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7551 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7552 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7553 end;
7555 function OnTopLift(): Boolean;
7556 begin
7557 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7558 end;
7560 function CanJumpOver(): Boolean;
7561 var
7562 sx, y: Integer;
7563 begin
7564 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7566 Result := False;
7568 if not CollideLevel(sx, 0) then Exit;
7570 for y := 1 to BOT_MAXJUMP do
7571 if CollideLevel(0, -y) then Exit else
7572 if not CollideLevel(sx, -y) then
7573 begin
7574 Result := True;
7575 Exit;
7576 end;
7577 end;
7579 function CanJumpUp(Dist: ShortInt): Boolean;
7580 var
7581 y, yy: Integer;
7582 c: Boolean;
7583 begin
7584 Result := False;
7586 if CollideLevel(Dist, 0) then Exit;
7588 c := False;
7589 for y := 0 to BOT_MAXJUMP do
7590 if CollideLevel(Dist, -y) then
7591 begin
7592 c := True;
7593 Break;
7594 end;
7596 if not c then Exit;
7598 c := False;
7599 for yy := y+1 to BOT_MAXJUMP do
7600 if not CollideLevel(Dist, -yy) then
7601 begin
7602 c := True;
7603 Break;
7604 end;
7606 if not c then Exit;
7608 c := False;
7609 for y := 0 to BOT_MAXJUMP do
7610 if CollideLevel(0, -y) then
7611 begin
7612 c := True;
7613 Break;
7614 end;
7616 if c then Exit;
7618 if y < yy then Exit;
7620 Result := True;
7621 end;
7623 function IsSafeTrigger(): Boolean;
7624 var
7625 a: Integer;
7626 begin
7627 Result := True;
7628 if gTriggers = nil then
7629 Exit;
7630 for a := 0 to High(gTriggers) do
7631 if Collide(gTriggers[a].X,
7632 gTriggers[a].Y,
7633 gTriggers[a].Width,
7634 gTriggers[a].Height) and
7635 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7636 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7637 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7638 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7639 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7640 Result := False;
7641 end;
7643 begin
7644 // Âîçìîæíî, íàæèìàåì êíîïêó:
7645 if Rnd(16) and IsSafeTrigger() then
7646 PressKey(KEY_OPEN);
7648 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7649 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7650 begin
7651 ReleaseKey(KEY_LEFT);
7652 ReleaseKey(KEY_RIGHT);
7653 Jump();
7654 end;
7656 // Èäåì âëåâî, åñëè íàäî áûëî:
7657 if GetAIFlag('GOLEFT') <> '' then
7658 begin
7659 RemoveAIFlag('GOLEFT');
7660 if CanRunLeft() then
7661 GoLeft(360);
7662 end;
7664 // Èäåì âïðàâî, åñëè íàäî áûëî:
7665 if GetAIFlag('GORIGHT') <> '' then
7666 begin
7667 RemoveAIFlag('GORIGHT');
7668 if CanRunRight() then
7669 GoRight(360);
7670 end;
7672 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7673 if FObj.X < -32 then
7674 GoRight(360)
7675 else
7676 if FObj.X+32 > gMapInfo.Width then
7677 GoLeft(360);
7679 // Ïðûãàåì, åñëè íàäî áûëî:
7680 if GetAIFlag('NEEDJUMP') <> '' then
7681 begin
7682 Jump(0);
7683 RemoveAIFlag('NEEDJUMP');
7684 end;
7686 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7687 if GetAIFlag('NEEDSEEUP') <> '' then
7688 begin
7689 ReleaseKey(KEY_UP);
7690 ReleaseKey(KEY_DOWN);
7691 PressKey(KEY_UP, 20);
7692 RemoveAIFlag('NEEDSEEUP');
7693 end;
7695 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7696 if GetAIFlag('NEEDSEEDOWN') <> '' then
7697 begin
7698 ReleaseKey(KEY_UP);
7699 ReleaseKey(KEY_DOWN);
7700 PressKey(KEY_DOWN, 20);
7701 RemoveAIFlag('NEEDSEEDOWN');
7702 end;
7704 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7705 if GetAIFlag('GOINHOLE') <> '' then
7706 if not OnGround() then
7707 begin
7708 ReleaseKey(KEY_LEFT);
7709 ReleaseKey(KEY_RIGHT);
7710 RemoveAIFlag('GOINHOLE');
7711 SetAIFlag('FALLINHOLE', '1');
7712 end;
7714 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7715 if GetAIFlag('FALLINHOLE') <> '' then
7716 if OnGround() then
7717 RemoveAIFlag('FALLINHOLE');
7719 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7720 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7721 if GetAIFlag('FALLINHOLE') = '' then
7722 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7723 if Rnd(2) then
7724 GoLeft(360)
7725 else
7726 GoRight(360);
7728 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7729 if OnGround() and
7730 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7731 Rnd(8) then
7732 Jump();
7734 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7735 if OnGround() and NearHole() then
7736 if NearDeepHole() then // Åñëè ýòî áåçäíà
7737 case Random(6) of
7738 0..3: Turn(); // Áåæèì îáðàòíî
7739 4: Jump(); // Ïðûãàåì
7740 5: begin // Ïðûãàåì îáðàòíî
7741 Turn();
7742 Jump();
7743 end;
7744 end
7745 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7746 if GetAIFlag('GOINHOLE') = '' then
7747 case Random(6) of
7748 0: Turn(); // Íå íóæíî òóäà
7749 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7750 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7751 if BorderHole() then
7752 SetAIFlag('GOINHOLE', '1');
7753 end;
7755 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7756 if (not CanRun()) and OnGround() then
7757 begin
7758 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7759 if CanJumpOver() or OnLadder() then
7760 Jump()
7761 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7762 if Random(2) = 0 then
7763 begin
7764 if IsSafeTrigger() then
7765 PressKey(KEY_OPEN);
7766 end else
7767 Turn();
7768 end;
7770 // Îñòàëîñü ìàëî âîçäóõà:
7771 if FAir < 36 * 2 then
7772 Jump(20);
7774 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7775 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7776 if BodyInAcid(0, 0) then
7777 Jump();
7778 end;
7780 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7781 begin
7782 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7783 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7784 end;
7786 {function TBot.NeedItem(Item: Byte): Byte;
7787 begin
7788 Result := 4;
7789 end;}
7791 procedure TBot.SelectWeapon(Dist: Integer);
7792 var
7793 a: Integer;
7795 function HaveAmmo(weapon: Byte): Boolean;
7796 begin
7797 case weapon of
7798 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7799 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7800 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7801 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7802 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7803 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7804 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7805 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7806 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7807 else Result := True;
7808 end;
7809 end;
7811 begin
7812 if Dist = -1 then Dist := BOT_LONGDIST;
7814 if Dist > BOT_LONGDIST then
7815 begin // Äàëüíèé áîé
7816 for a := 0 to 9 do
7817 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7818 begin
7819 FSelectedWeapon := FDifficult.WeaponPrior[a];
7820 Break;
7821 end;
7822 end
7823 else //if Dist > BOT_UNSAFEDIST then
7824 begin // Áëèæíèé áîé
7825 for a := 0 to 9 do
7826 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7827 begin
7828 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7829 Break;
7830 end;
7831 end;
7832 { else
7833 begin
7834 for a := 0 to 9 do
7835 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7836 begin
7837 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7838 Break;
7839 end;
7840 end;}
7841 end;
7843 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7844 begin
7845 Result := inherited PickItem(ItemType, force, remove);
7847 if Result then SetAIFlag('SELECTWEAPON', '1');
7848 end;
7850 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7851 begin
7852 Result := inherited Heal(value, Soft);
7853 end;
7855 function TBot.Healthy(): Byte;
7856 begin
7857 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7858 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7859 else if (FHealth > 50) then Result := 2
7860 else if (FHealth > 20) then Result := 1
7861 else Result := 0;
7862 end;
7864 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7865 begin
7866 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7867 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7868 end;
7870 procedure TBot.OnDamage(Angle: SmallInt);
7871 var
7872 pla: TPlayer;
7873 mon: TMonster;
7874 ok: Boolean;
7875 begin
7876 inherited;
7878 if (Angle = 0) or (Angle = 180) then
7879 begin
7880 ok := False;
7881 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7882 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7883 begin // Èãðîê
7884 pla := g_Player_Get(FLastSpawnerUID);
7885 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7886 pla.FObj.Y + PLAYER_RECT.Y);
7887 end
7888 else
7889 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7890 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7891 begin // Ìîíñòð
7892 mon := g_Monsters_ByUID(FLastSpawnerUID);
7893 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7894 mon.Obj.Y + mon.Obj.Rect.Y);
7895 end;
7897 if ok then
7898 if Angle = 0 then
7899 SetAIFlag('ATTACKLEFT', '1')
7900 else
7901 SetAIFlag('ATTACKRIGHT', '1');
7902 end;
7903 end;
7905 function TBot.RunDirection(): TDirection;
7906 begin
7907 if Abs(Vel.X) >= 1 then
7908 begin
7909 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7910 end else
7911 Result := FDirection;
7912 end;
7914 function TBot.GetRnd(a: Byte): Boolean;
7915 begin
7916 if a = 0 then Result := False
7917 else if a = 255 then Result := True
7918 else Result := Random(256) > 255-a;
7919 end;
7921 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7922 begin
7923 Result := Round((255-a)/255*radius*(Random(2)-1));
7924 end;
7927 procedure TDifficult.save (st: TStream);
7928 begin
7929 utils.writeInt(st, Byte(DiagFire));
7930 utils.writeInt(st, Byte(InvisFire));
7931 utils.writeInt(st, Byte(DiagPrecision));
7932 utils.writeInt(st, Byte(FlyPrecision));
7933 utils.writeInt(st, Byte(Cover));
7934 utils.writeInt(st, Byte(CloseJump));
7935 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7936 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7937 end;
7939 procedure TDifficult.load (st: TStream);
7940 begin
7941 DiagFire := utils.readByte(st);
7942 InvisFire := utils.readByte(st);
7943 DiagPrecision := utils.readByte(st);
7944 FlyPrecision := utils.readByte(st);
7945 Cover := utils.readByte(st);
7946 CloseJump := utils.readByte(st);
7947 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7948 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7949 end;
7952 procedure TBot.SaveState (st: TStream);
7953 var
7954 i: Integer;
7955 dw: Integer;
7956 begin
7957 inherited SaveState(st);
7958 utils.writeSign(st, 'BOT0');
7959 // Âûáðàííîå îðóæèå
7960 utils.writeInt(st, Byte(FSelectedWeapon));
7961 // UID öåëè
7962 utils.writeInt(st, Word(FTargetUID));
7963 // Âðåìÿ ïîòåðè öåëè
7964 utils.writeInt(st, LongWord(FLastVisible));
7965 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7966 dw := Length(FAIFlags);
7967 utils.writeInt(st, LongInt(dw));
7968 // Ôëàãè ÈÈ
7969 for i := 0 to dw-1 do
7970 begin
7971 utils.writeStr(st, FAIFlags[i].Name, 20);
7972 utils.writeStr(st, FAIFlags[i].Value, 20);
7973 end;
7974 // Íàñòðîéêè ñëîæíîñòè
7975 FDifficult.save(st);
7976 end;
7979 procedure TBot.LoadState (st: TStream);
7980 var
7981 i: Integer;
7982 dw: Integer;
7983 begin
7984 inherited LoadState(st);
7985 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7986 // Âûáðàííîå îðóæèå
7987 FSelectedWeapon := utils.readByte(st);
7988 // UID öåëè
7989 FTargetUID := utils.readWord(st);
7990 // Âðåìÿ ïîòåðè öåëè
7991 FLastVisible := utils.readLongWord(st);
7992 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7993 dw := utils.readLongInt(st);
7994 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7995 SetLength(FAIFlags, dw);
7996 // Ôëàãè ÈÈ
7997 for i := 0 to dw-1 do
7998 begin
7999 FAIFlags[i].Name := utils.readStr(st, 20);
8000 FAIFlags[i].Value := utils.readStr(st, 20);
8001 end;
8002 // Íàñòðîéêè ñëîæíîñòè
8003 FDifficult.load(st);
8004 end;
8007 begin
8008 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
8009 conRegVar('player_indicator', @gPlayerIndicator, 'Draw indicator only for current player, also for teammates, or not at all', 'Draw indicator only for current player, also for teammates, or not at all');
8010 conRegVar('player_indicator_style', @gPlayerIndicatorStyle, 'Visual appearance of indicator', 'Visual appearance of indicator');
8011 end.