DEADSOFTWARE

Revert "network: server is weapon authority!"
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 {$M+}
18 unit g_player;
20 interface
22 uses
23 SysUtils, Classes,
24 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
25 e_graphics, g_playermodel, g_basic, g_textures,
26 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
27 g_panel;
29 const
30 KEY_LEFT = 1;
31 KEY_RIGHT = 2;
32 KEY_UP = 3;
33 KEY_DOWN = 4;
34 KEY_FIRE = 5;
35 KEY_NEXTWEAPON = 6;
36 KEY_PREVWEAPON = 7;
37 KEY_OPEN = 8;
38 KEY_JUMP = 9;
39 KEY_CHAT = 10;
41 R_ITEM_BACKPACK = 0;
42 R_KEY_RED = 1;
43 R_KEY_GREEN = 2;
44 R_KEY_BLUE = 3;
45 R_BERSERK = 4;
47 MR_SUIT = 0;
48 MR_INVUL = 1;
49 MR_INVIS = 2;
50 MR_MAX = 2;
52 A_BULLETS = 0;
53 A_SHELLS = 1;
54 A_ROCKETS = 2;
55 A_CELLS = 3;
56 A_FUEL = 4;
57 A_HIGH = 4;
59 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
63 K_SIMPLEKILL = 0;
64 K_HARDKILL = 1;
65 K_EXTRAHARDKILL = 2;
66 K_FALLKILL = 3;
68 T_RESPAWN = 0;
69 T_SWITCH = 1;
70 T_USE = 2;
71 T_FLAGCAP = 3;
73 TEAM_NONE = 0;
74 TEAM_RED = 1;
75 TEAM_BLUE = 2;
76 TEAM_COOP = 3;
78 SHELL_BULLET = 0;
79 SHELL_SHELL = 1;
80 SHELL_DBLSHELL = 2;
82 ANGLE_NONE = Low(SmallInt);
84 CORPSE_STATE_REMOVEME = 0;
85 CORPSE_STATE_NORMAL = 1;
86 CORPSE_STATE_MESS = 2;
88 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
89 PLAYER_RECT_CX = 15+(34 div 2);
90 PLAYER_RECT_CY = 12+(52 div 2);
91 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
93 PLAYER_HP_SOFT = 100;
94 PLAYER_HP_LIMIT = 200;
95 PLAYER_AP_SOFT = 100;
96 PLAYER_AP_LIMIT = 200;
97 SUICIDE_DAMAGE = 112;
99 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
100 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
102 type
103 TPlayerStat = record
104 Ping: Word;
105 Loss: Byte;
106 Name: String;
107 Team: Byte;
108 Frags: SmallInt;
109 Deaths: SmallInt;
110 Lives: Byte;
111 Kills: Word;
112 Color: TRGB;
113 Spectator: Boolean;
114 end;
116 TPlayerStatArray = Array of TPlayerStat;
118 TPlayerSavedState = record
119 Health: Integer;
120 Armor: Integer;
121 Air: Integer;
122 JetFuel: Integer;
123 CurrWeap: Byte;
124 NextWeap: WORD;
125 NextWeapDelay: Byte;
126 Ammo: Array [A_BULLETS..A_HIGH] of Word;
127 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
128 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
129 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
130 WaitRecall: Boolean;
131 end;
133 TKeyState = record
134 Pressed: Boolean;
135 Time: Word;
136 end;
138 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
139 private
140 FIamBot: Boolean;
141 FUID: Word;
142 FName: String;
143 FTeam: Byte;
144 FAlive: Boolean;
145 FSpawned: Boolean;
146 FDirection: TDirection;
147 FHealth: Integer;
148 FLives: Byte;
149 FArmor: Integer;
150 FAir: Integer;
151 FPain: Integer;
152 FPickup: Integer;
153 FKills: Integer;
154 FMonsterKills: Integer;
155 FFrags: Integer;
156 FFragCombo: Byte;
157 FLastFrag: LongWord;
158 FComboEvnt: Integer;
159 FDeath: Integer;
160 FCanJetpack: Boolean;
161 FJetFuel: Integer;
162 FFlag: Byte;
163 FSecrets: Integer;
164 FCurrWeap: Byte;
165 //FNetForceWeap: Byte; // spam server with this -- this is new weapon we want to use
166 FNetForceWeapFIdx: LongWord; // frame index; ignore weapon change if it is lesser than this
167 //FCurrFrameIdx: LongWord; // increased in each `Update()`
168 FNextWeap: WORD;
169 FNextWeapDelay: Byte; // frames (unused)
170 FBFGFireCounter: SmallInt;
171 FLastSpawnerUID: Word;
172 FLastHit: Byte;
173 FObj: TObj;
174 FXTo, FYTo: Integer;
175 FSpectatePlayer: Integer;
176 FFirePainTime: Integer;
177 FFireAttacker: Word;
179 FSavedState: TPlayerSavedState;
181 FModel: TPlayerModel;
182 FPunchAnim: TAnimation;
183 FActionPrior: Byte;
184 FActionAnim: Byte;
185 FActionForce: Boolean;
186 FActionChanged: Boolean;
187 FAngle: SmallInt;
188 FFireAngle: SmallInt;
189 FIncCam: Integer;
190 FShellTimer: Integer;
191 FShellType: Byte;
192 FSawSound: TPlayableSound;
193 FSawSoundIdle: TPlayableSound;
194 FSawSoundHit: TPlayableSound;
195 FSawSoundSelect: TPlayableSound;
196 FJetSoundOn: TPlayableSound;
197 FJetSoundOff: TPlayableSound;
198 FJetSoundFly: TPlayableSound;
199 FGodMode: Boolean;
200 FNoTarget: Boolean;
201 FNoReload: Boolean;
202 FJustTeleported: Boolean;
203 FNetTime: LongWord;
204 mEDamageType: Integer;
206 // client-side only
207 weaponSwitchKeyReleased: array[0..16] of Byte; // bit 0: was released on prev frame; bit 1: new status
210 function CollideLevel(XInc, YInc: Integer): Boolean;
211 function StayOnStep(XInc, YInc: Integer): Boolean;
212 function HeadInLiquid(XInc, YInc: Integer): Boolean;
213 function BodyInLiquid(XInc, YInc: Integer): Boolean;
214 function BodyInAcid(XInc, YInc: Integer): Boolean;
215 function FullInLift(XInc, YInc: Integer): Integer;
216 {procedure CollideItem();}
217 procedure FlySmoke(Times: DWORD = 1);
218 procedure OnFireFlame(Times: DWORD = 1);
219 function GetAmmoByWeapon(Weapon: Byte): Word;
220 procedure SetAction(Action: Byte; Force: Boolean = False);
221 procedure OnDamage(Angle: SmallInt); virtual;
222 function firediry(): Integer;
223 procedure DoPunch();
225 procedure Run(Direction: TDirection);
226 procedure NextWeapon();
227 procedure PrevWeapon();
228 procedure SeeUp();
229 procedure SeeDown();
230 procedure Fire();
231 procedure Jump();
232 procedure Use();
234 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
235 procedure resetWeaponQueue ();
236 function hasAmmoForWeapon (weapon: Byte): Boolean;
238 procedure doDamage (v: Integer);
240 function followCorpse(): Boolean;
242 public
243 FDamageBuffer: Integer;
245 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
246 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
247 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
248 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
249 FBerserk: Integer;
250 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
251 FReloading: Array [WP_FIRST..WP_LAST] of Word;
252 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
253 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
254 FColor: TRGB;
255 FPreferredTeam: Byte;
256 FSpectator: Boolean;
257 FNoRespawn: Boolean;
258 FWantsInGame: Boolean;
259 FGhost: Boolean;
260 FPhysics: Boolean;
261 FJetpack: Boolean;
262 FActualModelName: string;
263 FClientID: SmallInt;
264 FPing: Word;
265 FLoss: Byte;
266 FDummy: Boolean;
267 FFireTime: Integer;
269 // debug: viewport offset
270 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
272 function isValidViewPort (): Boolean; inline;
274 constructor Create(); virtual;
275 destructor Destroy(); override;
276 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
277 function GetRespawnPoint(): Byte;
278 procedure PressKey(Key: Byte; Time: Word = 1);
279 procedure ReleaseKeys();
280 procedure ReleaseKeysNoWeapon();
281 procedure SetModel(ModelName: String);
282 procedure SetColor(Color: TRGB);
283 procedure SetWeapon(W: Byte);
284 function IsKeyPressed(K: Byte): Boolean;
285 function GetKeys(): Byte;
286 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
287 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
288 function Collide(Panel: TPanel): Boolean; overload;
289 function Collide(X, Y: Integer): Boolean; overload;
290 procedure SetDirection(Direction: TDirection);
291 procedure GetSecret();
292 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
293 procedure Touch();
294 procedure Push(vx, vy: Integer);
295 procedure ChangeModel(ModelName: String);
296 procedure SwitchTeam;
297 procedure ChangeTeam(Team: Byte);
298 procedure BFGHit();
299 function GetFlag(Flag: Byte): Boolean;
300 procedure SetFlag(Flag: Byte);
301 function DropFlag(): Boolean;
302 procedure AllRulez(Health: Boolean);
303 procedure RestoreHealthArmor();
304 procedure FragCombo();
305 procedure GiveItem(ItemType: Byte);
306 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
307 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
308 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
309 procedure MakeBloodSimple(Count: Word);
310 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
311 procedure Reset(Force: Boolean);
312 procedure Spectate(NoMove: Boolean = False);
313 procedure SwitchNoClip;
314 procedure SoftReset();
315 procedure Draw(); virtual;
316 procedure DrawPain();
317 procedure DrawPickup();
318 procedure DrawRulez();
319 procedure DrawAim();
320 procedure DrawIndicator();
321 procedure DrawBubble();
322 procedure DrawGUI();
323 procedure Update(); virtual;
324 procedure RememberState();
325 procedure RecallState();
326 procedure SaveState (st: TStream); virtual;
327 procedure LoadState (st: TStream); virtual;
328 procedure PauseSounds(Enable: Boolean);
329 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
330 procedure DoLerp(Level: Integer = 2);
331 procedure SetLerp(XTo, YTo: Integer);
332 procedure QueueWeaponSwitch(Weapon: Byte);
333 procedure RealizeCurrentWeapon();
334 procedure JetpackOn;
335 procedure JetpackOff;
336 procedure CatchFire(Attacker: Word);
338 //WARNING! this does nothing for now, but still call it!
339 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
341 procedure getMapBox (out x, y, w, h: Integer); inline;
342 procedure moveBy (dx, dy: Integer); inline;
344 procedure releaseAllWeaponSwitchKeys ();
345 procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
346 function isWeaponSwitchKeyReleased (index: Integer): Boolean;
347 procedure weaponSwitchKeysShiftNewStates ();
349 public
350 property Vel: TPoint2i read FObj.Vel;
351 property Obj: TObj read FObj;
353 property Name: String read FName write FName;
354 property Model: TPlayerModel read FModel;
355 property Health: Integer read FHealth write FHealth;
356 property Lives: Byte read FLives write FLives;
357 property Armor: Integer read FArmor write FArmor;
358 property Air: Integer read FAir write FAir;
359 property JetFuel: Integer read FJetFuel write FJetFuel;
360 property Frags: Integer read FFrags write FFrags;
361 property Death: Integer read FDeath write FDeath;
362 property Kills: Integer read FKills write FKills;
363 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
364 //property NetForceWeap: Byte read FNetForceWeap write FNetForceWeap;
365 property NetForceWeapFIdx: LongWord read FNetForceWeapFIdx write FNetForceWeapFIdx;
366 //property CurrFrameIdx: LongWord read FCurrFrameIdx write FCurrFrameIdx;
367 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
368 property Secrets: Integer read FSecrets;
369 property GodMode: Boolean read FGodMode write FGodMode;
370 property NoTarget: Boolean read FNoTarget write FNoTarget;
371 property NoReload: Boolean read FNoReload write FNoReload;
372 property alive: Boolean read FAlive write FAlive;
373 property Flag: Byte read FFlag;
374 property Team: Byte read FTeam write FTeam;
375 property Direction: TDirection read FDirection;
376 property GameX: Integer read FObj.X write FObj.X;
377 property GameY: Integer read FObj.Y write FObj.Y;
378 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
379 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
380 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
381 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
382 property IncCam: Integer read FIncCam write FIncCam;
383 property UID: Word read FUID write FUID;
384 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
385 property NetTime: LongWord read FNetTime write FNetTime;
387 published
388 property eName: String read FName write FName;
389 property eHealth: Integer read FHealth write FHealth;
390 property eLives: Byte read FLives write FLives;
391 property eArmor: Integer read FArmor write FArmor;
392 property eAir: Integer read FAir write FAir;
393 property eJetFuel: Integer read FJetFuel write FJetFuel;
394 property eFrags: Integer read FFrags write FFrags;
395 property eDeath: Integer read FDeath write FDeath;
396 property eKills: Integer read FKills write FKills;
397 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
398 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
399 property eSecrets: Integer read FSecrets write FSecrets;
400 property eGodMode: Boolean read FGodMode write FGodMode;
401 property eNoTarget: Boolean read FNoTarget write FNoTarget;
402 property eNoReload: Boolean read FNoReload write FNoReload;
403 property eAlive: Boolean read FAlive write FAlive;
404 property eFlag: Byte read FFlag;
405 property eTeam: Byte read FTeam write FTeam;
406 property eDirection: TDirection read FDirection;
407 property eGameX: Integer read FObj.X write FObj.X;
408 property eGameY: Integer read FObj.Y write FObj.Y;
409 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
410 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
411 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
412 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
413 property eIncCam: Integer read FIncCam write FIncCam;
414 property eUID: Word read FUID;
415 property eJustTeleported: Boolean read FJustTeleported;
416 property eNetTime: LongWord read FNetTime;
418 // set this before assigning something to `eDamage`
419 property eDamageType: Integer read mEDamageType write mEDamageType;
420 property eDamage: Integer write doDamage;
421 end;
423 TDifficult = record
424 public
425 DiagFire: Byte;
426 InvisFire: Byte;
427 DiagPrecision: Byte;
428 FlyPrecision: Byte;
429 Cover: Byte;
430 CloseJump: Byte;
431 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
432 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
433 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
435 public
436 procedure save (st: TStream);
437 procedure load (st: TStream);
438 end;
440 TAIFlag = record
441 Name: String;
442 Value: String;
443 end;
445 TBot = class(TPlayer)
446 private
447 FSelectedWeapon: Byte;
448 FTargetUID: Word;
449 FLastVisible: DWORD;
450 FAIFlags: Array of TAIFlag;
451 FDifficult: TDifficult;
453 function GetRnd(a: Byte): Boolean;
454 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
455 function RunDirection(): TDirection;
456 function FullInStep(XInc, YInc: Integer): Boolean;
457 //function NeedItem(Item: Byte): Byte;
458 procedure SelectWeapon(Dist: Integer);
459 procedure SetAIFlag(aName, fValue: String20);
460 function GetAIFlag(aName: String20): String20;
461 procedure RemoveAIFlag(aName: String20);
462 function Healthy(): Byte;
463 procedure UpdateMove();
464 procedure UpdateCombat();
465 function KeyPressed(Key: Word): Boolean;
466 procedure ReleaseKey(Key: Byte);
467 function TargetOnScreen(TX, TY: Integer): Boolean;
468 procedure OnDamage(Angle: SmallInt); override;
470 public
471 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
472 constructor Create(); override;
473 destructor Destroy(); override;
474 procedure Draw(); override;
475 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
476 function Heal(value: Word; Soft: Boolean): Boolean; override;
477 procedure Update(); override;
478 procedure SaveState (st: TStream); override;
479 procedure LoadState (st: TStream); override;
480 end;
482 PGib = ^TGib;
483 TGib = record
484 alive: Boolean;
485 ID: DWORD;
486 MaskID: DWORD;
487 RAngle: Integer;
488 Color: TRGB;
489 Obj: TObj;
491 procedure getMapBox (out x, y, w, h: Integer); inline;
492 procedure moveBy (dx, dy: Integer); inline;
494 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
495 end;
498 PShell = ^TShell;
499 TShell = record
500 SpriteID: DWORD;
501 alive: Boolean;
502 SType: Byte;
503 RAngle: Integer;
504 Timeout: Cardinal;
505 CX, CY: Integer;
506 Obj: TObj;
508 procedure getMapBox (out x, y, w, h: Integer); inline;
509 procedure moveBy (dx, dy: Integer); inline;
511 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
512 end;
514 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
515 private
516 FModelName: String;
517 FMess: Boolean;
518 FState: Byte;
519 FDamage: Byte;
520 FColor: TRGB;
521 FObj: TObj;
522 FPlayerUID: Word;
523 FAnimation: TAnimation;
524 FAnimationMask: TAnimation;
526 public
527 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
528 destructor Destroy(); override;
529 procedure Damage(Value: Word; vx, vy: Integer);
530 procedure Update();
531 procedure Draw();
532 procedure SaveState (st: TStream);
533 procedure LoadState (st: TStream);
535 procedure getMapBox (out x, y, w, h: Integer); inline;
536 procedure moveBy (dx, dy: Integer); inline;
538 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
540 function ObjPtr (): PObj; inline;
542 property Obj: TObj read FObj; // copies object
543 property State: Byte read FState;
544 property Mess: Boolean read FMess;
545 end;
547 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
548 record
549 Goals: SmallInt;
550 end;
552 var
553 gPlayers: Array of TPlayer;
554 gCorpses: Array of TCorpse;
555 gGibs: Array of TGib;
556 gShells: Array of TShell;
557 gTeamStat: TTeamStat;
558 gFly: Boolean = False;
559 gAimLine: Boolean = False;
560 gChatBubble: Byte = 0;
561 gPlayerIndicator: Boolean = True;
562 gNumBots: Word = 0;
563 gLMSPID1: Word = 0;
564 gLMSPID2: Word = 0;
565 MAX_RUNVEL: Integer = 8;
566 VEL_JUMP: Integer = 10;
567 SHELL_TIMEOUT: Cardinal = 60000;
569 function Lerp(X, Y, Factor: Integer): Integer;
571 procedure g_Gibs_SetMax(Count: Word);
572 function g_Gibs_GetMax(): Word;
573 procedure g_Corpses_SetMax(Count: Word);
574 function g_Corpses_GetMax(): Word;
575 procedure g_Shells_SetMax(Count: Word);
576 function g_Shells_GetMax(): Word;
578 procedure g_Player_Init();
579 procedure g_Player_Free();
580 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
581 function g_Player_CreateFromState (st: TStream): Word;
582 procedure g_Player_Remove(UID: Word);
583 procedure g_Player_ResetTeams();
584 procedure g_Player_UpdateAll();
585 procedure g_Player_DrawAll();
586 procedure g_Player_DrawDebug(p: TPlayer);
587 procedure g_Player_DrawHealth();
588 procedure g_Player_RememberAll();
589 procedure g_Player_ResetAll(Force, Silent: Boolean);
590 function g_Player_Get(UID: Word): TPlayer;
591 function g_Player_GetCount(): Byte;
592 function g_Player_GetStats(): TPlayerStatArray;
593 function g_Player_ValidName(Name: String): Boolean;
594 procedure g_Player_CreateCorpse(Player: TPlayer);
595 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
596 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
597 procedure g_Player_UpdatePhysicalObjects();
598 procedure g_Player_DrawCorpses();
599 procedure g_Player_DrawShells();
600 procedure g_Player_RemoveAllCorpses();
601 procedure g_Player_Corpses_SaveState (st: TStream);
602 procedure g_Player_Corpses_LoadState (st: TStream);
603 procedure g_Bot_Add(Team, Difficult: Byte);
604 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
605 procedure g_Bot_MixNames();
606 procedure g_Bot_RemoveAll();
608 implementation
610 uses
611 {$INCLUDE ../nogl/noGLuses.inc}
612 {$IFDEF ENABLE_HOLMES}
613 g_holmes,
614 {$ENDIF}
615 e_log, g_map, g_items, g_console, g_gfx, Math,
616 g_options, g_triggers, g_menu, g_game, g_grid,
617 wadreader, g_main, g_monsters, CONFIG, g_language,
618 g_net, g_netmsg, g_window,
619 utils, xstreams;
621 const PLR_SAVE_VERSION = 0;
623 type
624 TBotProfile = record
625 name: ShortString;
626 model: ShortString;
627 team: Byte;
628 color: TRGB;
629 diag_fire: Byte;
630 invis_fire: Byte;
631 diag_precision: Byte;
632 fly_precision: Byte;
633 cover: Byte;
634 close_jump: Byte;
635 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
636 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
637 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
638 end;
640 const
641 TIME_RESPAWN1 = 1500;
642 TIME_RESPAWN2 = 2000;
643 TIME_RESPAWN3 = 3000;
644 AIR_DEF = 360;
645 AIR_MAX = 1091;
646 JET_MAX = 540; // ~30 sec
647 PLAYER_SUIT_TIME = 30000;
648 PLAYER_INVUL_TIME = 30000;
649 PLAYER_INVIS_TIME = 35000;
650 FRAG_COMBO_TIME = 3000;
651 VEL_SW = 4;
652 VEL_FLY = 6;
653 ANGLE_RIGHTUP = 55;
654 ANGLE_RIGHTDOWN = -35;
655 ANGLE_LEFTUP = 125;
656 ANGLE_LEFTDOWN = -145;
657 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
658 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
659 BOT_MAXJUMP = 84;
660 BOT_LONGDIST = 300;
661 BOT_UNSAFEDIST = 128;
662 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
663 (R:0; G:0; B:255));
664 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
665 FlyPrecision: 32; Cover: 32; CloseJump: 32;
666 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
667 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
668 FlyPrecision: 127; Cover: 127; CloseJump: 127;
669 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
670 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
671 FlyPrecision: 255; Cover: 255; CloseJump: 255;
672 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
673 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
674 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
675 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
676 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
677 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
678 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
679 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
680 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
681 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
682 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
683 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
684 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
685 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
686 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
687 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
688 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
689 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
691 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
692 CORPSE_SIGNATURE = $50524F43; // 'CORP'
694 BOTNAMES_FILENAME = 'botnames.txt';
695 BOTLIST_FILENAME = 'botlist.txt';
697 var
698 MaxGibs: Word = 150;
699 MaxCorpses: Word = 20;
700 MaxShells: Word = 300;
701 CurrentGib: Integer = 0;
702 CurrentShell: Integer = 0;
703 BotNames: Array of String;
704 BotList: Array of TBotProfile;
707 function Lerp(X, Y, Factor: Integer): Integer;
708 begin
709 Result := X + ((Y - X) div Factor);
710 end;
712 function SameTeam(UID1, UID2: Word): Boolean;
713 begin
714 Result := False;
716 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
717 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
719 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
721 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
722 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
724 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
725 end;
727 procedure g_Gibs_SetMax(Count: Word);
728 begin
729 MaxGibs := Count;
730 SetLength(gGibs, Count);
732 if CurrentGib >= Count then
733 CurrentGib := 0;
734 end;
736 function g_Gibs_GetMax(): Word;
737 begin
738 Result := MaxGibs;
739 end;
741 procedure g_Shells_SetMax(Count: Word);
742 begin
743 MaxShells := Count;
744 SetLength(gShells, Count);
746 if CurrentShell >= Count then
747 CurrentShell := 0;
748 end;
750 function g_Shells_GetMax(): Word;
751 begin
752 Result := MaxShells;
753 end;
756 procedure g_Corpses_SetMax(Count: Word);
757 begin
758 MaxCorpses := Count;
759 SetLength(gCorpses, Count);
760 end;
762 function g_Corpses_GetMax(): Word;
763 begin
764 Result := MaxCorpses;
765 end;
767 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
768 var
769 a: Integer;
770 ok: Boolean;
771 begin
772 Result := 0;
774 ok := False;
775 a := 0;
777 // Åñòü ëè ìåñòî â gPlayers:
778 if gPlayers <> nil then
779 for a := 0 to High(gPlayers) do
780 if gPlayers[a] = nil then
781 begin
782 ok := True;
783 Break;
784 end;
786 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
787 if not ok then
788 begin
789 SetLength(gPlayers, Length(gPlayers)+1);
790 a := High(gPlayers);
791 end;
793 // Ñîçäàåì îáúåêò èãðîêà:
794 if Bot then
795 gPlayers[a] := TBot.Create()
796 else
797 gPlayers[a] := TPlayer.Create();
800 gPlayers[a].FActualModelName := ModelName;
801 gPlayers[a].SetModel(ModelName);
803 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
804 if gPlayers[a].FModel = nil then
805 begin
806 gPlayers[a].Free();
807 gPlayers[a] := nil;
808 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
809 Exit;
810 end;
812 if not (Team in [TEAM_RED, TEAM_BLUE]) then
813 if Random(2) = 0 then
814 Team := TEAM_RED
815 else
816 Team := TEAM_BLUE;
817 gPlayers[a].FPreferredTeam := Team;
819 case gGameSettings.GameMode of
820 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
821 GM_TDM,
822 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
823 GM_SINGLE,
824 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
825 end;
827 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
828 gPlayers[a].FColor := Color;
829 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
830 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
831 else
832 gPlayers[a].FModel.Color := Color;
834 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
835 gPlayers[a].FAlive := False;
837 Result := gPlayers[a].FUID;
838 end;
840 function g_Player_CreateFromState (st: TStream): Word;
841 var
842 a, i: Integer;
843 ok, Bot: Boolean;
844 b: Byte;
845 begin
846 result := 0;
847 if (st = nil) then exit; //???
849 // Ñèãíàòóðà èãðîêà
850 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
851 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
853 // Áîò èëè ÷åëîâåê:
854 Bot := utils.readBool(st);
856 ok := false;
857 a := 0;
859 // Åñòü ëè ìåñòî â gPlayers:
860 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
862 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
863 if not ok then
864 begin
865 SetLength(gPlayers, Length(gPlayers)+1);
866 a := High(gPlayers);
867 end;
869 // Ñîçäàåì îáúåêò èãðîêà
870 if Bot then
871 gPlayers[a] := TBot.Create()
872 else
873 gPlayers[a] := TPlayer.Create();
874 gPlayers[a].FIamBot := Bot;
875 gPlayers[a].FPhysics := True;
877 // UID èãðîêà
878 gPlayers[a].FUID := utils.readWord(st);
879 // Èìÿ èãðîêà
880 gPlayers[a].FName := utils.readStr(st);
881 // Êîìàíäà
882 gPlayers[a].FTeam := utils.readByte(st);
883 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
884 // Æèâ ëè
885 gPlayers[a].FAlive := utils.readBool(st);
886 // Èçðàñõîäîâàë ëè âñå æèçíè
887 gPlayers[a].FNoRespawn := utils.readBool(st);
888 // Íàïðàâëåíèå
889 b := utils.readByte(st);
890 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
891 // Çäîðîâüå
892 gPlayers[a].FHealth := utils.readLongInt(st);
893 // Æèçíè
894 gPlayers[a].FLives := utils.readByte(st);
895 // Áðîíÿ
896 gPlayers[a].FArmor := utils.readLongInt(st);
897 // Çàïàñ âîçäóõà
898 gPlayers[a].FAir := utils.readLongInt(st);
899 // Çàïàñ ãîðþ÷åãî
900 gPlayers[a].FJetFuel := utils.readLongInt(st);
901 // Áîëü
902 gPlayers[a].FPain := utils.readLongInt(st);
903 // Óáèë
904 gPlayers[a].FKills := utils.readLongInt(st);
905 // Óáèë ìîíñòðîâ
906 gPlayers[a].FMonsterKills := utils.readLongInt(st);
907 // Ôðàãîâ
908 gPlayers[a].FFrags := utils.readLongInt(st);
909 // Ôðàãîâ ïîäðÿä
910 gPlayers[a].FFragCombo := utils.readByte(st);
911 // Âðåìÿ ïîñëåäíåãî ôðàãà
912 gPlayers[a].FLastFrag := utils.readLongWord(st);
913 // Ñìåðòåé
914 gPlayers[a].FDeath := utils.readLongInt(st);
915 // Êàêîé ôëàã íåñåò
916 gPlayers[a].FFlag := utils.readByte(st);
917 // Íàøåë ñåêðåòîâ
918 gPlayers[a].FSecrets := utils.readLongInt(st);
919 // Òåêóùåå îðóæèå
920 gPlayers[a].FCurrWeap := utils.readByte(st);
921 //gPlayers[a].FNetForceWeap := gPlayers[a].FCurrWeap;
922 // Ñëåäóþùåå æåëàåìîå îðóæèå
923 gPlayers[a].FNextWeap := utils.readWord(st);
924 // ...è ïàóçà
925 gPlayers[a].FNextWeapDelay := utils.readByte(st);
926 // Âðåìÿ çàðÿäêè BFG
927 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
928 // Áóôåð óðîíà
929 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
930 // Ïîñëåäíèé óäàðèâøèé
931 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
932 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
933 gPlayers[a].FLastHit := utils.readByte(st);
934 // Îáúåêò èãðîêà:
935 Obj_LoadState(@gPlayers[a].FObj, st);
936 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
937 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
938 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
939 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
940 // Íàëè÷èå îðóæèÿ
941 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
942 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
943 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
944 // Íàëè÷èå ðþêçàêà
945 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
946 // Íàëè÷èå êðàñíîãî êëþ÷à
947 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
948 // Íàëè÷èå çåëåíîãî êëþ÷à
949 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
950 // Íàëè÷èå ñèíåãî êëþ÷à
951 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
952 // Íàëè÷èå áåðñåðêà
953 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
954 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
955 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
956 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
957 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
959 // Íàçâàíèå ìîäåëè:
960 gPlayers[a].FActualModelName := utils.readStr(st);
961 // Öâåò ìîäåëè
962 gPlayers[a].FColor.R := utils.readByte(st);
963 gPlayers[a].FColor.G := utils.readByte(st);
964 gPlayers[a].FColor.B := utils.readByte(st);
965 // Îáíîâëÿåì ìîäåëü èãðîêà
966 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
968 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
969 if (gPlayers[a].FModel = nil) then
970 begin
971 gPlayers[a].Free();
972 gPlayers[a] := nil;
973 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
974 exit;
975 end;
977 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
978 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
979 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
980 else
981 gPlayers[a].FModel.Color := gPlayers[a].FColor;
983 result := gPlayers[a].FUID;
984 end;
987 procedure g_Player_ResetTeams();
988 var
989 a: Integer;
990 begin
991 if g_Game_IsClient then
992 Exit;
993 if gPlayers = nil then
994 Exit;
995 for a := Low(gPlayers) to High(gPlayers) do
996 if gPlayers[a] <> nil then
997 case gGameSettings.GameMode of
998 GM_DM:
999 gPlayers[a].ChangeTeam(TEAM_NONE);
1000 GM_TDM, GM_CTF:
1001 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
1002 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
1003 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
1004 else
1005 if a mod 2 = 0 then
1006 gPlayers[a].ChangeTeam(TEAM_RED)
1007 else
1008 gPlayers[a].ChangeTeam(TEAM_BLUE);
1009 GM_SINGLE,
1010 GM_COOP:
1011 gPlayers[a].ChangeTeam(TEAM_COOP);
1012 end;
1013 end;
1015 procedure g_Bot_Add(Team, Difficult: Byte);
1016 var
1017 m: SSArray;
1018 _name, _model: String;
1019 a, tr, tb: Integer;
1020 begin
1021 if not g_Game_IsServer then Exit;
1023 // Ñïèñîê íàçâàíèé ìîäåëåé:
1024 m := g_PlayerModel_GetNames();
1025 if m = nil then
1026 Exit;
1028 // Êîìàíäà:
1029 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1030 Team := TEAM_COOP // COOP
1031 else
1032 if gGameSettings.GameMode = GM_DM then
1033 Team := TEAM_NONE // DM
1034 else
1035 if Team = TEAM_NONE then // CTF / TDM
1036 begin
1037 // Àâòîáàëàíñ êîìàíä:
1038 tr := 0;
1039 tb := 0;
1041 for a := 0 to High(gPlayers) do
1042 if gPlayers[a] <> nil then
1043 begin
1044 if gPlayers[a].Team = TEAM_RED then
1045 Inc(tr)
1046 else
1047 if gPlayers[a].Team = TEAM_BLUE then
1048 Inc(tb);
1049 end;
1051 if tr > tb then
1052 Team := TEAM_BLUE
1053 else
1054 if tb > tr then
1055 Team := TEAM_RED
1056 else // tr = tb
1057 if Random(2) = 0 then
1058 Team := TEAM_RED
1059 else
1060 Team := TEAM_BLUE;
1061 end;
1063 // Âûáèðàåì áîòó èìÿ:
1064 _name := '';
1065 if BotNames <> nil then
1066 for a := 0 to High(BotNames) do
1067 if g_Player_ValidName(BotNames[a]) then
1068 begin
1069 _name := BotNames[a];
1070 Break;
1071 end;
1073 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1074 if _name = '' then
1075 repeat
1076 _name := Format('DFBOT%.2d', [Random(100)]);
1077 until g_Player_ValidName(_name);
1079 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1080 _model := m[Random(Length(m))];
1082 // Ñîçäàåì áîòà:
1083 with g_Player_Get(g_Player_Create(_model,
1084 _RGB(Min(Random(9)*32, 255),
1085 Min(Random(9)*32, 255),
1086 Min(Random(9)*32, 255)),
1087 Team, True)) as TBot do
1088 begin
1089 Name := _name;
1091 case Difficult of
1092 1: FDifficult := DIFFICULT_EASY;
1093 2: FDifficult := DIFFICULT_MEDIUM;
1094 else FDifficult := DIFFICULT_HARD;
1095 end;
1097 for a := WP_FIRST to WP_LAST do
1098 begin
1099 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1100 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1101 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1102 end;
1104 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1106 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1107 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1108 Spectate();
1109 end;
1110 end;
1112 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1113 var
1114 m: SSArray;
1115 _name, _model: String;
1116 a: Integer;
1117 begin
1118 if not g_Game_IsServer then Exit;
1120 // Ñïèñîê íàçâàíèé ìîäåëåé:
1121 m := g_PlayerModel_GetNames();
1122 if m = nil then
1123 Exit;
1125 // Êîìàíäà:
1126 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1127 Team := TEAM_COOP // COOP
1128 else
1129 if gGameSettings.GameMode = GM_DM then
1130 Team := TEAM_NONE // DM
1131 else
1132 if Team = TEAM_NONE then
1133 Team := BotList[num].team; // CTF / TDM
1135 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1136 lName := AnsiLowerCase(lName);
1137 if (num < 0) or (num > Length(BotList)-1) then
1138 num := -1;
1139 if (num = -1) and (lName <> '') and (BotList <> nil) then
1140 for a := 0 to High(BotList) do
1141 if AnsiLowerCase(BotList[a].name) = lName then
1142 begin
1143 num := a;
1144 Break;
1145 end;
1146 if num = -1 then
1147 Exit;
1149 // Èìÿ áîòà:
1150 _name := BotList[num].name;
1151 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1152 if not g_Player_ValidName(_name) then
1153 repeat
1154 _name := Format('DFBOT%.2d', [Random(100)]);
1155 until g_Player_ValidName(_name);
1157 // Ìîäåëü:
1158 _model := BotList[num].model;
1159 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1160 if not InSArray(_model, m) then
1161 _model := m[Random(Length(m))];
1163 // Ñîçäàåì áîòà:
1164 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1165 begin
1166 Name := _name;
1168 FDifficult.DiagFire := BotList[num].diag_fire;
1169 FDifficult.InvisFire := BotList[num].invis_fire;
1170 FDifficult.DiagPrecision := BotList[num].diag_precision;
1171 FDifficult.FlyPrecision := BotList[num].fly_precision;
1172 FDifficult.Cover := BotList[num].cover;
1173 FDifficult.CloseJump := BotList[num].close_jump;
1175 for a := WP_FIRST to WP_LAST do
1176 begin
1177 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1178 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1179 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1180 end;
1182 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1184 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1185 end;
1186 end;
1188 procedure g_Bot_RemoveAll();
1189 var
1190 a: Integer;
1191 begin
1192 if not g_Game_IsServer then Exit;
1193 if gPlayers = nil then Exit;
1195 for a := 0 to High(gPlayers) do
1196 if gPlayers[a] <> nil then
1197 if gPlayers[a] is TBot then
1198 begin
1199 gPlayers[a].Lives := 0;
1200 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1201 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1202 g_Player_Remove(gPlayers[a].FUID);
1203 end;
1205 g_Bot_MixNames();
1206 end;
1208 procedure g_Bot_MixNames();
1209 var
1210 s: String;
1211 a, b: Integer;
1212 begin
1213 if BotNames <> nil then
1214 for a := 0 to High(BotNames) do
1215 begin
1216 b := Random(Length(BotNames));
1217 s := BotNames[a];
1218 Botnames[a] := BotNames[b];
1219 BotNames[b] := s;
1220 end;
1221 end;
1223 procedure g_Player_Remove(UID: Word);
1224 var
1225 i: Integer;
1226 begin
1227 if gPlayers = nil then Exit;
1229 if g_Game_IsServer and g_Game_IsNet then
1230 MH_SEND_PlayerDelete(UID);
1232 for i := 0 to High(gPlayers) do
1233 if gPlayers[i] <> nil then
1234 if gPlayers[i].FUID = UID then
1235 begin
1236 if gPlayers[i] is TPlayer then
1237 TPlayer(gPlayers[i]).Free()
1238 else
1239 TBot(gPlayers[i]).Free();
1240 gPlayers[i] := nil;
1241 Exit;
1242 end;
1243 end;
1245 procedure g_Player_Init();
1246 var
1247 F: TextFile;
1248 s: String;
1249 a, b: Integer;
1250 config: TConfig;
1251 sa: SSArray;
1252 begin
1253 BotNames := nil;
1255 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1256 Exit;
1258 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1259 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1260 Reset(F);
1262 while not EOF(F) do
1263 begin
1264 ReadLn(F, s);
1266 s := Trim(s);
1267 if s = '' then
1268 Continue;
1270 SetLength(BotNames, Length(BotNames)+1);
1271 BotNames[High(BotNames)] := s;
1272 end;
1274 CloseFile(F);
1276 // Ïåðåìåøèâàåì èõ:
1277 g_Bot_MixNames();
1279 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1280 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1281 BotList := nil;
1282 a := 0;
1284 while config.SectionExists(IntToStr(a)) do
1285 begin
1286 SetLength(BotList, Length(BotList)+1);
1288 with BotList[High(BotList)] do
1289 begin
1290 // Èìÿ áîòà:
1291 name := config.ReadStr(IntToStr(a), 'name', '');
1292 // Ìîäåëü:
1293 model := config.ReadStr(IntToStr(a), 'model', '');
1294 // Êîìàíäà:
1295 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1296 team := TEAM_RED
1297 else
1298 team := TEAM_BLUE;
1299 // Öâåò ìîäåëè:
1300 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1301 color.R := StrToIntDef(sa[0], 0);
1302 color.G := StrToIntDef(sa[1], 0);
1303 color.B := StrToIntDef(sa[2], 0);
1304 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1305 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1306 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1307 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1308 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1309 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1310 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1311 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1312 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1313 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1314 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1315 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1316 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1317 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1318 if Length(sa) = 10 then
1319 for b := 0 to 9 do
1320 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1321 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1322 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1323 if Length(sa) = 10 then
1324 for b := 0 to 9 do
1325 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1327 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1328 if Length(sa) = 10 then
1329 for b := 0 to 9 do
1330 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1331 end;
1333 a := a + 1;
1334 end;
1336 config.Free();
1337 end;
1339 procedure g_Player_Free();
1340 var
1341 i: Integer;
1342 begin
1343 if gPlayers <> nil then
1344 begin
1345 for i := 0 to High(gPlayers) do
1346 if gPlayers[i] <> nil then
1347 begin
1348 if gPlayers[i] is TPlayer then
1349 TPlayer(gPlayers[i]).Free()
1350 else
1351 TBot(gPlayers[i]).Free();
1352 gPlayers[i] := nil;
1353 end;
1355 gPlayers := nil;
1356 end;
1358 gPlayer1 := nil;
1359 gPlayer2 := nil;
1360 end;
1362 procedure g_Player_UpdateAll();
1363 var
1364 i: Integer;
1365 begin
1366 if gPlayers = nil then Exit;
1368 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1369 for i := 0 to High(gPlayers) do
1370 begin
1371 if gPlayers[i] <> nil then
1372 begin
1373 if gPlayers[i] is TPlayer then
1374 begin
1375 //if (gPlayers[i].NetForceWeapFIdx > gTime) then writeln('*** PLAYER #', i, '; gTime=', gTime, '; nfwf=', gPlayers[i].NetForceWeapFIdx);
1376 gPlayers[i].Update();
1377 if (not gPlayers[i].alive) or (gPlayers[i].NetForceWeapFIdx >= gTime+15) then gPlayers[i].NetForceWeapFIdx := 0; // just in case
1378 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1379 end
1380 else
1381 begin
1382 // bot updates weapons in `UpdateCombat()`
1383 TBot(gPlayers[i]).Update();
1384 end;
1385 end;
1386 end;
1387 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1388 end;
1390 procedure g_Player_DrawAll();
1391 var
1392 i: Integer;
1393 begin
1394 if gPlayers = nil then Exit;
1396 for i := 0 to High(gPlayers) do
1397 if gPlayers[i] <> nil then
1398 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1399 else TBot(gPlayers[i]).Draw();
1400 end;
1402 procedure g_Player_DrawDebug(p: TPlayer);
1403 var
1404 fW, fH: Byte;
1405 begin
1406 if p = nil then Exit;
1407 if (@p.FObj) = nil then Exit;
1409 e_TextureFontGetSize(gStdFont, fW, fH);
1411 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1412 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1413 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1414 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1415 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1416 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1417 end;
1419 procedure g_Player_DrawHealth();
1420 var
1421 i: Integer;
1422 fW, fH: Byte;
1423 begin
1424 if gPlayers = nil then Exit;
1425 e_TextureFontGetSize(gStdFont, fW, fH);
1427 for i := 0 to High(gPlayers) do
1428 if gPlayers[i] <> nil then
1429 begin
1430 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1431 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1432 IntToStr(gPlayers[i].FHealth), gStdFont);
1433 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1434 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1435 IntToStr(gPlayers[i].FArmor), gStdFont);
1436 end;
1437 end;
1439 function g_Player_Get(UID: Word): TPlayer;
1440 var
1441 a: Integer;
1442 begin
1443 Result := nil;
1445 if gPlayers = nil then
1446 Exit;
1448 for a := 0 to High(gPlayers) do
1449 if gPlayers[a] <> nil then
1450 if gPlayers[a].FUID = UID then
1451 begin
1452 Result := gPlayers[a];
1453 Exit;
1454 end;
1455 end;
1457 function g_Player_GetCount(): Byte;
1458 var
1459 a: Integer;
1460 begin
1461 Result := 0;
1463 if gPlayers = nil then
1464 Exit;
1466 for a := 0 to High(gPlayers) do
1467 if gPlayers[a] <> nil then
1468 Result := Result + 1;
1469 end;
1471 function g_Player_GetStats(): TPlayerStatArray;
1472 var
1473 a: Integer;
1474 begin
1475 Result := nil;
1477 if gPlayers = nil then Exit;
1479 for a := 0 to High(gPlayers) do
1480 if gPlayers[a] <> nil then
1481 begin
1482 SetLength(Result, Length(Result)+1);
1483 with Result[High(Result)] do
1484 begin
1485 Ping := gPlayers[a].FPing;
1486 Loss := gPlayers[a].FLoss;
1487 Name := gPlayers[a].FName;
1488 Team := gPlayers[a].FTeam;
1489 Frags := gPlayers[a].FFrags;
1490 Deaths := gPlayers[a].FDeath;
1491 Kills := gPlayers[a].FKills;
1492 Color := gPlayers[a].FModel.Color;
1493 Lives := gPlayers[a].FLives;
1494 Spectator := gPlayers[a].FSpectator;
1495 end;
1496 end;
1497 end;
1499 procedure g_Player_RememberAll;
1500 var
1501 i: Integer;
1502 begin
1503 for i := Low(gPlayers) to High(gPlayers) do
1504 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1505 gPlayers[i].RememberState;
1506 end;
1508 procedure g_Player_ResetAll(Force, Silent: Boolean);
1509 var
1510 i: Integer;
1511 begin
1512 gTeamStat[TEAM_RED].Goals := 0;
1513 gTeamStat[TEAM_BLUE].Goals := 0;
1515 if gPlayers <> nil then
1516 for i := 0 to High(gPlayers) do
1517 if gPlayers[i] <> nil then
1518 begin
1519 gPlayers[i].Reset(Force);
1521 if gPlayers[i] is TPlayer then
1522 begin
1523 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1524 gPlayers[i].Respawn(Silent)
1525 else
1526 gPlayers[i].Spectate();
1527 end
1528 else
1529 TBot(gPlayers[i]).Respawn(Silent);
1530 end;
1531 end;
1533 procedure g_Player_CreateCorpse(Player: TPlayer);
1534 var
1535 i: Integer;
1536 find_id: DWORD;
1537 ok: Boolean;
1538 begin
1539 if Player.alive then
1540 Exit;
1542 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1543 if gCorpses <> nil then
1544 for i := 0 to High(gCorpses) do
1545 if gCorpses[i] <> nil then
1546 if gCorpses[i].FPlayerUID = Player.FUID then
1547 gCorpses[i].FPlayerUID := 0;
1549 if Player.FObj.Y >= gMapInfo.Height+128 then
1550 Exit;
1552 with Player do
1553 begin
1554 if (FHealth >= -50) or (gGibsCount = 0) then
1555 begin
1556 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1557 Exit;
1559 ok := False;
1560 for find_id := 0 to High(gCorpses) do
1561 if gCorpses[find_id] = nil then
1562 begin
1563 ok := True;
1564 Break;
1565 end;
1567 if not ok then
1568 find_id := Random(Length(gCorpses));
1570 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1571 gCorpses[find_id].FColor := FModel.Color;
1572 gCorpses[find_id].FObj.Vel := FObj.Vel;
1573 gCorpses[find_id].FObj.Accel := FObj.Accel;
1574 gCorpses[find_id].FPlayerUID := FUID;
1575 end
1576 else
1577 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1578 FObj.Y + PLAYER_RECT_CY,
1579 FModel.Name, FModel.Color);
1580 end;
1581 end;
1583 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1584 var
1585 SID: DWORD;
1586 begin
1587 if (gShells = nil) or (Length(gShells) = 0) then
1588 Exit;
1590 with gShells[CurrentShell] do
1591 begin
1592 SpriteID := 0;
1593 g_Obj_Init(@Obj);
1594 Obj.Rect.X := 0;
1595 Obj.Rect.Y := 0;
1596 if T = SHELL_BULLET then
1597 begin
1598 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1599 SpriteID := SID;
1600 CX := 2;
1601 CY := 1;
1602 Obj.Rect.Width := 4;
1603 Obj.Rect.Height := 2;
1604 end
1605 else
1606 begin
1607 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1608 SpriteID := SID;
1609 CX := 4;
1610 CY := 2;
1611 Obj.Rect.Width := 7;
1612 Obj.Rect.Height := 3;
1613 end;
1614 SType := T;
1615 alive := True;
1616 Obj.X := fX;
1617 Obj.Y := fY;
1618 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1619 positionChanged(); // this updates spatial accelerators
1620 RAngle := Random(360);
1621 Timeout := gTime + SHELL_TIMEOUT;
1623 if CurrentShell >= High(gShells) then
1624 CurrentShell := 0
1625 else
1626 Inc(CurrentShell);
1627 end;
1628 end;
1630 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1631 var
1632 a: Integer;
1633 GibsArray: TGibsArray;
1634 Blood: TModelBlood;
1635 begin
1636 if (gGibs = nil) or (Length(gGibs) = 0) then
1637 Exit;
1638 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1639 Exit;
1640 Blood := g_PlayerModel_GetBlood(ModelName);
1642 for a := 0 to High(GibsArray) do
1643 with gGibs[CurrentGib] do
1644 begin
1645 Color := fColor;
1646 ID := GibsArray[a].ID;
1647 MaskID := GibsArray[a].MaskID;
1648 alive := True;
1649 g_Obj_Init(@Obj);
1650 Obj.Rect := GibsArray[a].Rect;
1651 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1652 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1653 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1654 positionChanged(); // this updates spatial accelerators
1655 RAngle := Random(360);
1657 if gBloodCount > 0 then
1658 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1659 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1661 if CurrentGib >= High(gGibs) then
1662 CurrentGib := 0
1663 else
1664 Inc(CurrentGib);
1665 end;
1666 end;
1668 procedure g_Player_UpdatePhysicalObjects();
1669 var
1670 i: Integer;
1671 vel: TPoint2i;
1672 mr: Word;
1674 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1675 var
1676 k: Integer;
1677 begin
1678 k := 1 + Random(2);
1679 if T = SHELL_BULLET then
1680 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1681 else
1682 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1683 end;
1685 begin
1686 // Êóñêè ìÿñà:
1687 if gGibs <> nil then
1688 for i := 0 to High(gGibs) do
1689 if gGibs[i].alive then
1690 with gGibs[i] do
1691 begin
1692 vel := Obj.Vel;
1693 mr := g_Obj_Move(@Obj, True, False, True);
1694 positionChanged(); // this updates spatial accelerators
1696 if WordBool(mr and MOVE_FALLOUT) then
1697 begin
1698 alive := False;
1699 Continue;
1700 end;
1702 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1703 if WordBool(mr and MOVE_HITWALL) then
1704 Obj.Vel.X := -(vel.X div 2);
1705 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1706 Obj.Vel.Y := -(vel.Y div 2);
1708 if (Obj.Vel.X >= 0) then
1709 begin // Clockwise
1710 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1711 if RAngle >= 360 then
1712 RAngle := RAngle mod 360;
1713 end else begin // Counter-clockwise
1714 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1715 if RAngle < 0 then
1716 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1717 end;
1719 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1720 if gTime mod (GAME_TICK*3) = 0 then
1721 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1722 end;
1724 // Òðóïû:
1725 if gCorpses <> nil then
1726 for i := 0 to High(gCorpses) do
1727 if gCorpses[i] <> nil then
1728 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1729 begin
1730 gCorpses[i].Free();
1731 gCorpses[i] := nil;
1732 end
1733 else
1734 gCorpses[i].Update();
1736 // Ãèëüçû:
1737 if gShells <> nil then
1738 for i := 0 to High(gShells) do
1739 if gShells[i].alive then
1740 with gShells[i] do
1741 begin
1742 vel := Obj.Vel;
1743 mr := g_Obj_Move(@Obj, True, False, True);
1744 positionChanged(); // this updates spatial accelerators
1746 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1747 begin
1748 alive := False;
1749 Continue;
1750 end;
1752 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1753 if WordBool(mr and MOVE_HITWALL) then
1754 begin
1755 Obj.Vel.X := -(vel.X div 2);
1756 if not WordBool(mr and MOVE_INWATER) then
1757 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1758 end;
1759 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1760 begin
1761 Obj.Vel.Y := -(vel.Y div 2);
1762 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1763 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1764 begin
1765 if RAngle mod 90 <> 0 then
1766 RAngle := (RAngle div 90) * 90;
1767 end
1768 else if not WordBool(mr and MOVE_INWATER) then
1769 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1770 end;
1772 if (Obj.Vel.X >= 0) then
1773 begin // Clockwise
1774 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1775 if RAngle >= 360 then
1776 RAngle := RAngle mod 360;
1777 end else begin // Counter-clockwise
1778 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1779 if RAngle < 0 then
1780 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1781 end;
1782 end;
1783 end;
1786 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1787 begin
1788 x := Obj.X+Obj.Rect.X;
1789 y := Obj.Y+Obj.Rect.Y;
1790 w := Obj.Rect.Width;
1791 h := Obj.Rect.Height;
1792 end;
1794 procedure TGib.moveBy (dx, dy: Integer); inline;
1795 begin
1796 if (dx <> 0) or (dy <> 0) then
1797 begin
1798 Obj.X += dx;
1799 Obj.Y += dy;
1800 positionChanged();
1801 end;
1802 end;
1805 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1806 begin
1807 x := Obj.X;
1808 y := Obj.Y;
1809 w := Obj.Rect.Width;
1810 h := Obj.Rect.Height;
1811 end;
1813 procedure TShell.moveBy (dx, dy: Integer); inline;
1814 begin
1815 if (dx <> 0) or (dy <> 0) then
1816 begin
1817 Obj.X += dx;
1818 Obj.Y += dy;
1819 positionChanged();
1820 end;
1821 end;
1824 procedure TGib.positionChanged (); inline; begin end;
1825 procedure TShell.positionChanged (); inline; begin end;
1828 procedure g_Player_DrawCorpses();
1829 var
1830 i: Integer;
1831 a: TDFPoint;
1832 begin
1833 if gGibs <> nil then
1834 for i := 0 to High(gGibs) do
1835 if gGibs[i].alive then
1836 with gGibs[i] do
1837 begin
1838 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1839 Continue;
1841 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1842 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1844 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1846 e_Colors := Color;
1847 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1848 e_Colors.R := 255;
1849 e_Colors.G := 255;
1850 e_Colors.B := 255;
1851 end;
1853 if gCorpses <> nil then
1854 for i := 0 to High(gCorpses) do
1855 if gCorpses[i] <> nil then
1856 gCorpses[i].Draw();
1857 end;
1859 procedure g_Player_DrawShells();
1860 var
1861 i: Integer;
1862 a: TDFPoint;
1863 begin
1864 if gShells <> nil then
1865 for i := 0 to High(gShells) do
1866 if gShells[i].alive then
1867 with gShells[i] do
1868 begin
1869 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1870 Continue;
1872 a.X := CX;
1873 a.Y := CY;
1875 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1876 end;
1877 end;
1879 procedure g_Player_RemoveAllCorpses();
1880 var
1881 i: Integer;
1882 begin
1883 gGibs := nil;
1884 gShells := nil;
1885 SetLength(gGibs, MaxGibs);
1886 SetLength(gShells, MaxGibs);
1887 CurrentGib := 0;
1888 CurrentShell := 0;
1890 if gCorpses <> nil then
1891 for i := 0 to High(gCorpses) do
1892 gCorpses[i].Free();
1894 gCorpses := nil;
1895 SetLength(gCorpses, MaxCorpses);
1896 end;
1898 procedure g_Player_Corpses_SaveState (st: TStream);
1899 var
1900 count, i: Integer;
1901 begin
1902 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1903 count := 0;
1904 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1906 // Êîëè÷åñòâî òðóïîâ
1907 utils.writeInt(st, LongInt(count));
1909 if (count = 0) then exit;
1911 // Ñîõðàíÿåì òðóïû
1912 for i := 0 to High(gCorpses) do
1913 begin
1914 if gCorpses[i] <> nil then
1915 begin
1916 // Íàçâàíèå ìîäåëè
1917 utils.writeStr(st, gCorpses[i].FModelName);
1918 // Òèï ñìåðòè
1919 utils.writeBool(st, gCorpses[i].Mess);
1920 // Ñîõðàíÿåì äàííûå òðóïà:
1921 gCorpses[i].SaveState(st);
1922 end;
1923 end;
1924 end;
1927 procedure g_Player_Corpses_LoadState (st: TStream);
1928 var
1929 count, i: Integer;
1930 str: String;
1931 b: Boolean;
1932 begin
1933 assert(st <> nil);
1935 g_Player_RemoveAllCorpses();
1937 // Êîëè÷åñòâî òðóïîâ:
1938 count := utils.readLongInt(st);
1939 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1941 if (count = 0) then exit;
1943 // Çàãðóæàåì òðóïû
1944 for i := 0 to count-1 do
1945 begin
1946 // Íàçâàíèå ìîäåëè:
1947 str := utils.readStr(st);
1948 // Òèï ñìåðòè
1949 b := utils.readBool(st);
1950 // Ñîçäàåì òðóï
1951 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1952 // Çàãðóæàåì äàííûå òðóïà
1953 gCorpses[i].LoadState(st);
1954 end;
1955 end;
1958 { T P l a y e r : }
1960 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1962 procedure TPlayer.BFGHit();
1963 begin
1964 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1965 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1966 if g_Game_IsServer and g_Game_IsNet then
1967 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1968 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1969 0, NET_GFX_BFGHIT);
1970 end;
1972 procedure TPlayer.ChangeModel(ModelName: string);
1973 var
1974 locModel: TPlayerModel;
1975 begin
1976 locModel := g_PlayerModel_Get(ModelName);
1977 if locModel = nil then Exit;
1979 FModel.Free();
1980 FModel := locModel;
1981 end;
1983 procedure TPlayer.SetModel(ModelName: string);
1984 var
1985 m: TPlayerModel;
1986 begin
1987 m := g_PlayerModel_Get(ModelName);
1988 if m = nil then
1989 begin
1990 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1991 m := g_PlayerModel_Get('doomer');
1992 if m = nil then
1993 begin
1994 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1995 Exit;
1996 end;
1997 end;
1999 if FModel <> nil then
2000 FModel.Free();
2002 FModel := m;
2004 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2005 FModel.Color := FColor
2006 else
2007 FModel.Color := TEAMCOLOR[FTeam];
2008 FModel.SetWeapon(FCurrWeap);
2009 FModel.SetFlag(FFlag);
2010 SetDirection(FDirection);
2011 end;
2013 procedure TPlayer.SetColor(Color: TRGB);
2014 begin
2015 FColor := Color;
2016 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2017 if FModel <> nil then FModel.Color := Color;
2018 end;
2020 procedure TPlayer.SwitchTeam;
2021 begin
2022 if g_Game_IsClient then
2023 Exit;
2024 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2026 if gGameOn and FAlive then
2027 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2029 if FTeam = TEAM_RED then
2030 begin
2031 ChangeTeam(TEAM_BLUE);
2032 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2033 if g_Game_IsNet then
2034 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2035 end
2036 else
2037 begin
2038 ChangeTeam(TEAM_RED);
2039 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2040 if g_Game_IsNet then
2041 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2042 end;
2043 FPreferredTeam := FTeam;
2044 end;
2046 procedure TPlayer.ChangeTeam(Team: Byte);
2047 var
2048 OldTeam: Byte;
2049 begin
2050 OldTeam := FTeam;
2051 FTeam := Team;
2052 case Team of
2053 TEAM_RED, TEAM_BLUE:
2054 FModel.Color := TEAMCOLOR[Team];
2055 else
2056 FModel.Color := FColor;
2057 end;
2058 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2059 MH_SEND_PlayerStats(FUID);
2060 end;
2063 procedure TPlayer.CollideItem();
2064 var
2065 i: Integer;
2066 r: Boolean;
2067 begin
2068 if gItems = nil then Exit;
2069 if not FAlive then Exit;
2071 for i := 0 to High(gItems) do
2072 with gItems[i] do
2073 begin
2074 if (ItemType <> ITEM_NONE) and alive then
2075 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2076 PLAYER_RECT.Height, @Obj) then
2077 begin
2078 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2080 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2081 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2082 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2083 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2084 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2086 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2087 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2088 (gGameSettings.GameType = GT_SINGLE) and
2089 (g_Player_GetCount() > 1)) then
2090 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2091 end;
2092 end;
2093 end;
2096 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2097 begin
2098 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2099 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2100 False);
2101 end;
2103 constructor TPlayer.Create();
2104 begin
2105 viewPortX := 0;
2106 viewPortY := 0;
2107 viewPortW := 0;
2108 viewPortH := 0;
2109 mEDamageType := HIT_SOME;
2111 FIamBot := False;
2112 FDummy := False;
2113 FSpawned := False;
2115 FSawSound := TPlayableSound.Create();
2116 FSawSoundIdle := TPlayableSound.Create();
2117 FSawSoundHit := TPlayableSound.Create();
2118 FSawSoundSelect := TPlayableSound.Create();
2119 FJetSoundFly := TPlayableSound.Create();
2120 FJetSoundOn := TPlayableSound.Create();
2121 FJetSoundOff := TPlayableSound.Create();
2123 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2124 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2125 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2126 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2127 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2128 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2129 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2131 FSpectatePlayer := -1;
2132 FClientID := -1;
2133 FPing := 0;
2134 FLoss := 0;
2135 FSavedState.WaitRecall := False;
2136 FShellTimer := -1;
2137 FFireTime := 0;
2138 FFirePainTime := 0;
2139 FFireAttacker := 0;
2141 FActualModelName := 'doomer';
2143 g_Obj_Init(@FObj);
2144 FObj.Rect := PLAYER_RECT;
2146 FBFGFireCounter := -1;
2147 FJustTeleported := False;
2148 FNetTime := 0;
2150 //FNetForceWeap := FCurrWeap;
2151 FNetForceWeapFIdx := 0;
2152 //FCurrFrameIdx := 0;
2154 resetWeaponQueue();
2155 releaseAllWeaponSwitchKeys();
2156 end;
2159 procedure TPlayer.releaseAllWeaponSwitchKeys ();
2160 var
2161 f: Integer;
2162 begin
2163 for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := $03;
2164 end;
2166 procedure TPlayer.weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
2167 begin
2168 Inc(index, 2); // -2: prev; -1: next
2169 if (index < 0) or (index > High(weaponSwitchKeyReleased)) then exit;
2170 weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] or $02;
2171 if (pressed) then weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] xor $02;
2172 end;
2174 function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean;
2175 begin
2176 Inc(index, 2); // -2: prev; -1: next
2177 if (index < 0) or (index > High(weaponSwitchKeyReleased)) then
2178 begin
2179 result := true;
2180 end
2181 else
2182 begin
2183 result := (weaponSwitchKeyReleased[index] and $01) <> 0;
2184 end;
2185 end;
2187 procedure TPlayer.weaponSwitchKeysShiftNewStates ();
2188 var
2189 f: Integer;
2190 begin
2191 // copy bit 1 to bit 0
2192 for f := 0 to High(weaponSwitchKeyReleased) do
2193 begin
2194 weaponSwitchKeyReleased[f] :=
2195 (weaponSwitchKeyReleased[f] and $02) or
2196 ((weaponSwitchKeyReleased[f] shr 1) and $01);
2197 end;
2198 end;
2201 procedure TPlayer.positionChanged (); inline;
2202 begin
2203 end;
2205 procedure TPlayer.doDamage (v: Integer);
2206 begin
2207 if (v <= 0) then exit;
2208 if (v > 32767) then v := 32767;
2209 Damage(v, 0, 0, 0, mEDamageType);
2210 end;
2212 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2213 var
2214 c: Word;
2215 begin
2216 if (not g_Game_IsClient) and (not FAlive) then
2217 Exit;
2219 FLastHit := t;
2221 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2222 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2223 begin
2224 if not g_Game_IsClient then
2225 begin
2226 FArmor := 0;
2227 if t = HIT_TRAP then
2228 begin
2229 // Ëîâóøêà óáèâàåò ñðàçó:
2230 FHealth := -100;
2231 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2232 end;
2233 if t = HIT_SELF then
2234 begin
2235 // Ñàìîóáèéñòâî:
2236 FHealth := 0;
2237 Kill(K_SIMPLEKILL, SpawnerUID, t);
2238 end;
2239 end;
2240 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2241 FMegaRulez[MR_SUIT] := 0;
2242 FMegaRulez[MR_INVUL] := 0;
2243 FMegaRulez[MR_INVIS] := 0;
2244 FBerserk := 0;
2245 end;
2247 // Íî îò îñòàëüíîãî ñïàñàåò:
2248 if FMegaRulez[MR_INVUL] >= gTime then
2249 Exit;
2251 // ×èò-êîä "ÃÎÐÅÖ":
2252 if FGodMode then
2253 Exit;
2255 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2256 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2257 (SpawnerUID = FUID) or
2258 (not SameTeam(FUID, SpawnerUID)) then
2259 begin
2260 FLastSpawnerUID := SpawnerUID;
2262 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2263 if gBloodCount > 0 then
2264 begin
2265 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2266 if value div 4 <= c then
2267 c := c - (value div 4)
2268 else
2269 c := 0;
2271 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2272 MakeBloodSimple(c)
2273 else
2274 case t of
2275 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2276 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2277 end;
2279 if t = HIT_WATER then
2280 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2281 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2282 end;
2284 // Áóôåð óðîíà:
2285 if FAlive then
2286 Inc(FDamageBuffer, value);
2288 // Âñïûøêà áîëè:
2289 if gFlash <> 0 then
2290 FPain := FPain + value;
2291 end;
2293 if g_Game_IsServer and g_Game_IsNet then
2294 begin
2295 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2296 MH_SEND_PlayerStats(FUID);
2297 MH_SEND_PlayerPos(False, FUID);
2298 end;
2299 end;
2301 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2302 begin
2303 Result := False;
2304 if g_Game_IsClient then
2305 Exit;
2306 if not FAlive then
2307 Exit;
2309 if Soft and (FHealth < PLAYER_HP_SOFT) then
2310 begin
2311 IncMax(FHealth, value, PLAYER_HP_SOFT);
2312 Result := True;
2313 end;
2314 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2315 begin
2316 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2317 Result := True;
2318 end;
2320 if Result and g_Game_IsServer and g_Game_IsNet then
2321 MH_SEND_PlayerStats(FUID);
2322 end;
2324 destructor TPlayer.Destroy();
2325 begin
2326 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2327 gPlayer1 := nil;
2328 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2329 gPlayer2 := nil;
2331 FSawSound.Free();
2332 FSawSoundIdle.Free();
2333 FSawSoundHit.Free();
2334 FJetSoundFly.Free();
2335 FJetSoundOn.Free();
2336 FJetSoundOff.Free();
2337 FModel.Free();
2338 if FPunchAnim <> nil then
2339 FPunchAnim.Free();
2341 inherited;
2342 end;
2344 procedure TPlayer.DrawIndicator();
2345 var
2346 indX, indY: Integer;
2347 indW, indH: Word;
2348 ID: DWORD;
2349 begin
2350 if FAlive then
2351 begin
2352 indX := FObj.X+FObj.Rect.X;
2353 indY := FObj.Y - 12;
2354 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2355 begin
2356 e_GetTextureSize(ID, @indW, @indH);
2357 e_Draw(ID, indX + indW div 2, indY, 0, True, False);
2358 end;
2359 end;
2360 //e_TextureFontPrint(indX, indY, FName, gStdFont); // Shows player name overhead
2361 end;
2363 procedure TPlayer.DrawBubble();
2364 var
2365 bubX, bubY: Integer;
2366 ID: LongWord;
2367 Rb, Gb, Bb,
2368 Rw, Gw, Bw: SmallInt;
2369 Dot: Byte;
2370 begin
2371 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2372 bubY := FObj.Y+FObj.Rect.Y - 18;
2373 Rb := 64;
2374 Gb := 64;
2375 Bb := 64;
2376 Rw := 240;
2377 Gw := 240;
2378 Bw := 240;
2379 case gChatBubble of
2380 1: // simple textual non-bubble
2381 begin
2382 bubX := FObj.X+FObj.Rect.X - 11;
2383 bubY := FObj.Y+FObj.Rect.Y - 17;
2384 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2385 Exit;
2386 end;
2387 2: // advanced pixel-perfect bubble
2388 begin
2389 if FTeam = TEAM_RED then
2390 Rb := 255
2391 else
2392 if FTeam = TEAM_BLUE then
2393 Bb := 255;
2394 end;
2395 3: // colored bubble
2396 begin
2397 Rb := FModel.Color.R;
2398 Gb := FModel.Color.G;
2399 Bb := FModel.Color.B;
2400 Rw := Min(Rb * 2 + 64, 255);
2401 Gw := Min(Gb * 2 + 64, 255);
2402 Bw := Min(Bb * 2 + 64, 255);
2403 if (Abs(Rw - Rb) < 32)
2404 or (Abs(Gw - Gb) < 32)
2405 or (Abs(Bw - Bb) < 32) then
2406 begin
2407 Rb := Max(Rw div 2 - 16, 0);
2408 Gb := Max(Gw div 2 - 16, 0);
2409 Bb := Max(Bw div 2 - 16, 0);
2410 end;
2411 end;
2412 4: // custom textured bubble
2413 begin
2414 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2415 if FDirection = TDirection.D_RIGHT then
2416 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2417 else
2418 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2419 Exit;
2420 end;
2421 end;
2423 // Outer borders
2424 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2425 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2426 // Inner box
2427 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2429 // Tail
2430 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2431 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2432 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);
2433 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);
2434 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);
2435 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);
2437 // Dots
2438 Dot := 6;
2439 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2440 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2441 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2442 end;
2444 procedure TPlayer.Draw();
2445 var
2446 ID: DWORD;
2447 w, h: Word;
2448 dr: Boolean;
2449 Mirror: TMirrorType;
2450 begin
2451 if FAlive then
2452 begin
2453 if Direction = TDirection.D_RIGHT then
2454 Mirror := TMirrorType.None
2455 else
2456 Mirror := TMirrorType.Horizontal;
2458 if FPunchAnim <> nil then
2459 begin
2460 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2461 FObj.Y+FObj.Rect.Y-11, Mirror);
2462 if FPunchAnim.played then
2463 begin
2464 FPunchAnim.Free;
2465 FPunchAnim := nil;
2466 end;
2467 end;
2469 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2470 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2471 begin
2472 e_GetTextureSize(ID, @w, @h);
2473 if FDirection = TDirection.D_LEFT then
2474 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2475 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2476 else
2477 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2478 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2479 end;
2481 if FMegaRulez[MR_INVIS] > gTime then
2482 begin
2483 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2484 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2485 begin
2486 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2487 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2488 else
2489 dr := True;
2490 if dr then
2491 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2492 else
2493 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2494 end
2495 else
2496 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2497 end
2498 else
2499 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2500 end;
2502 if g_debug_Frames then
2503 begin
2504 e_DrawQuad(FObj.X+FObj.Rect.X,
2505 FObj.Y+FObj.Rect.Y,
2506 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2507 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2508 0, 255, 0);
2509 end;
2511 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2512 DrawBubble();
2513 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2514 if gAimLine and alive and
2515 ((Self = gPlayer1) or (Self = gPlayer2)) then
2516 DrawAim();
2517 end;
2520 procedure TPlayer.DrawAim();
2521 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2522 var
2523 ex, ey: Integer;
2524 begin
2526 {$IFDEF ENABLE_HOLMES}
2527 if isValidViewPort and (self = gPlayer1) then
2528 begin
2529 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2530 end;
2531 {$ENDIF}
2533 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2534 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2535 begin
2536 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2537 end
2538 else
2539 begin
2540 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2541 end;
2542 end;
2544 var
2545 wx, wy, xx, yy: Integer;
2546 angle: SmallInt;
2547 sz, len: Word;
2548 begin
2549 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2550 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2551 angle := FAngle;
2552 len := 1024;
2553 sz := 2;
2554 case FCurrWeap of
2555 0: begin // Punch
2556 len := 12;
2557 sz := 4;
2558 end;
2559 1: begin // Chainsaw
2560 len := 24;
2561 sz := 6;
2562 end;
2563 2: begin // Pistol
2564 len := 1024;
2565 sz := 2;
2566 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2567 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2568 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2569 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2570 end;
2571 3: begin // Shotgun
2572 len := 1024;
2573 sz := 3;
2574 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2575 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2576 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2577 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2578 end;
2579 4: begin // Double Shotgun
2580 len := 1024;
2581 sz := 4;
2582 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2583 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2584 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2585 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2586 end;
2587 5: begin // Chaingun
2588 len := 1024;
2589 sz := 3;
2590 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2591 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2592 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2593 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2594 end;
2595 6: begin // Rocket Launcher
2596 len := 1024;
2597 sz := 7;
2598 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2599 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2600 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2601 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2602 end;
2603 7: begin // Plasmagun
2604 len := 1024;
2605 sz := 5;
2606 if angle = ANGLE_RIGHTUP then Inc(angle);
2607 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2608 if angle = ANGLE_LEFTUP then Dec(angle);
2609 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2610 end;
2611 8: begin // BFG
2612 len := 1024;
2613 sz := 12;
2614 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2615 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2616 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2617 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2618 end;
2619 9: begin // Super Chaingun
2620 len := 1024;
2621 sz := 4;
2622 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2623 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2624 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2625 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2626 end;
2627 end;
2628 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2629 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2630 {$IF DEFINED(D2F_DEBUG)}
2631 drawCast(sz, wx, wy, xx, yy);
2632 {$ELSE}
2633 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2634 {$ENDIF}
2635 end;
2637 procedure TPlayer.DrawGUI();
2638 var
2639 ID: DWORD;
2640 X, Y, SY, a, p, m: Integer;
2641 tw, th: Word;
2642 cw, ch: Byte;
2643 s: string;
2644 stat: TPlayerStatArray;
2645 begin
2646 X := gPlayerScreenSize.X;
2647 SY := gPlayerScreenSize.Y;
2648 Y := 0;
2650 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2651 begin
2652 if gGameSettings.GameMode = GM_CTF then
2653 a := 32 + 8
2654 else
2655 a := 0;
2656 if gGameSettings.GameMode = GM_CTF then
2657 begin
2658 s := 'TEXTURE_PLAYER_REDFLAG';
2659 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2660 s := 'TEXTURE_PLAYER_REDFLAG_S';
2661 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2662 s := 'TEXTURE_PLAYER_REDFLAG_D';
2663 if g_Texture_Get(s, ID) then
2664 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2665 end;
2667 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2668 e_CharFont_GetSize(gMenuFont, s, tw, th);
2669 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2671 if gGameSettings.GameMode = GM_CTF then
2672 begin
2673 s := 'TEXTURE_PLAYER_BLUEFLAG';
2674 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2675 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2676 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2677 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2678 if g_Texture_Get(s, ID) then
2679 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2680 end;
2682 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2683 e_CharFont_GetSize(gMenuFont, s, tw, th);
2684 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2685 end;
2687 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2688 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2689 0, False, False);
2691 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2692 e_Draw(ID, X+2, Y, 0, True, False);
2694 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2695 begin
2696 if gShowStat then
2697 begin
2698 s := IntToStr(Frags);
2699 e_CharFont_GetSize(gMenuFont, s, tw, th);
2700 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2702 s := '';
2703 p := 1;
2704 m := 0;
2705 stat := g_Player_GetStats();
2706 if stat <> nil then
2707 begin
2708 p := 1;
2710 for a := 0 to High(stat) do
2711 if stat[a].Name <> Name then
2712 begin
2713 if stat[a].Frags > m then m := stat[a].Frags;
2714 if stat[a].Frags > Frags then p := p+1;
2715 end;
2716 end;
2718 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2719 if Frags >= m then s := s+'+' else s := s+'-';
2720 s := s+IntToStr(Abs(Frags-m));
2722 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2723 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2724 end;
2726 if gShowLives and (gGameSettings.MaxLives > 0) then
2727 begin
2728 s := IntToStr(Lives);
2729 e_CharFont_GetSize(gMenuFont, s, tw, th);
2730 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2731 end;
2732 end;
2734 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2735 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2737 if R_BERSERK in FRulez then
2738 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2739 else
2740 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2742 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2743 e_Draw(ID, X+36, Y+77, 0, True, False);
2745 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2746 e_CharFont_GetSize(gMenuFont, s, tw, th);
2747 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2749 s := IntToStr(FArmor);
2750 e_CharFont_GetSize(gMenuFont, s, tw, th);
2751 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2753 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2755 case FCurrWeap of
2756 WEAPON_KASTET:
2757 begin
2758 s := '--';
2759 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2760 end;
2761 WEAPON_SAW:
2762 begin
2763 s := '--';
2764 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2765 end;
2766 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2767 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2768 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2769 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2770 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2771 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2772 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2773 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2774 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2775 end;
2777 e_CharFont_GetSize(gMenuFont, s, tw, th);
2778 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2779 e_Draw(ID, X+20, Y+160, 0, True, False);
2781 if R_KEY_RED in FRulez then
2782 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2784 if R_KEY_GREEN in FRulez then
2785 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2787 if R_KEY_BLUE in FRulez then
2788 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2790 if FJetFuel > 0 then
2791 begin
2792 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2793 e_Draw(ID, X+2, Y+116, 0, True, False);
2794 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2795 e_Draw(ID, X+2, Y+126, 0, True, False);
2796 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2797 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2798 end
2799 else
2800 begin
2801 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2802 e_Draw(ID, X+2, Y+124, 0, True, False);
2803 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2804 end;
2806 if gShowPing and g_Game_IsClient then
2807 begin
2808 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2809 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2810 Y := Y + 16;
2811 end;
2813 if FSpectator then
2814 begin
2815 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2816 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2817 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2818 if FNoRespawn then
2819 begin
2820 e_TextureFontGetSize(gStdFont, cw, ch);
2821 s := _lc[I_PLAYER_SPECT4];
2822 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2823 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2824 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2825 end;
2827 end;
2828 end;
2830 procedure TPlayer.DrawRulez();
2831 var
2832 dr: Boolean;
2833 begin
2834 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2835 if FMegaRulez[MR_INVUL] >= gTime then
2836 begin
2837 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2838 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2839 else
2840 dr := True;
2842 if dr then
2843 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2844 191, 191, 191, 0, TBlending.Invert);
2845 end;
2847 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2848 if FMegaRulez[MR_SUIT] >= gTime then
2849 begin
2850 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2851 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2852 else
2853 dr := True;
2855 if dr then
2856 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2857 0, 96, 0, 200, TBlending.None);
2858 end;
2860 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2861 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2862 begin
2863 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2864 255, 0, 0, 200, TBlending.None);
2865 end;
2866 end;
2868 procedure TPlayer.DrawPain();
2869 var
2870 a, h: Integer;
2871 begin
2872 if FPain = 0 then Exit;
2874 a := FPain;
2876 if a < 15 then h := 0
2877 else if a < 35 then h := 1
2878 else if a < 55 then h := 2
2879 else if a < 75 then h := 3
2880 else if a < 95 then h := 4
2881 else h := 5;
2883 //if a > 255 then a := 255;
2885 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2886 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2887 end;
2889 procedure TPlayer.DrawPickup();
2890 var
2891 a, h: Integer;
2892 begin
2893 if FPickup = 0 then Exit;
2895 a := FPickup;
2897 if a < 15 then h := 1
2898 else if a < 35 then h := 2
2899 else if a < 55 then h := 3
2900 else if a < 75 then h := 4
2901 else h := 5;
2903 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2904 end;
2906 procedure TPlayer.DoPunch();
2907 var
2908 id: DWORD;
2909 st: String;
2910 begin
2911 if FPunchAnim <> nil then begin
2912 FPunchAnim.reset();
2913 FPunchAnim.Free;
2914 FPunchAnim := nil;
2915 end;
2916 st := 'FRAMES_PUNCH';
2917 if R_BERSERK in FRulez then
2918 st := st + '_BERSERK';
2919 if FKeys[KEY_UP].Pressed then
2920 st := st + '_UP'
2921 else if FKeys[KEY_DOWN].Pressed then
2922 st := st + '_DN';
2923 g_Frames_Get(id, st);
2924 FPunchAnim := TAnimation.Create(id, False, 1);
2925 end;
2927 procedure TPlayer.Fire();
2928 var
2929 f, DidFire: Boolean;
2930 wx, wy, xd, yd: Integer;
2931 locobj: TObj;
2932 begin
2933 if g_Game_IsClient then Exit;
2934 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2935 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2937 if FSpectator then
2938 begin
2939 Respawn(False);
2940 Exit;
2941 end;
2943 if FReloading[FCurrWeap] <> 0 then Exit;
2945 DidFire := False;
2947 f := False;
2948 wx := FObj.X+WEAPONPOINT[FDirection].X;
2949 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2950 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2951 yd := wy+firediry();
2953 case FCurrWeap of
2954 WEAPON_KASTET:
2955 begin
2956 DoPunch();
2957 if R_BERSERK in FRulez then
2958 begin
2959 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2960 locobj.X := FObj.X+FObj.Rect.X;
2961 locobj.Y := FObj.Y+FObj.Rect.Y;
2962 locobj.rect.X := 0;
2963 locobj.rect.Y := 0;
2964 locobj.rect.Width := 39;
2965 locobj.rect.Height := 52;
2966 locobj.Vel.X := (xd-wx) div 2;
2967 locobj.Vel.Y := (yd-wy) div 2;
2968 locobj.Accel.X := xd-wx;
2969 locobj.Accel.y := yd-wy;
2971 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2972 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2973 else
2974 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2976 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2977 end
2978 else
2979 begin
2980 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2981 end;
2983 DidFire := True;
2984 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2985 end;
2987 WEAPON_SAW:
2988 begin
2989 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2990 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2991 begin
2992 FSawSoundSelect.Stop();
2993 FSawSound.Stop();
2994 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2995 end
2996 else if not FSawSoundHit.IsPlaying() then
2997 begin
2998 FSawSoundSelect.Stop();
2999 FSawSound.PlayAt(FObj.X, FObj.Y);
3000 end;
3002 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3003 DidFire := True;
3004 f := True;
3005 end;
3007 WEAPON_PISTOL:
3008 if FAmmo[A_BULLETS] > 0 then
3009 begin
3010 g_Weapon_pistol(wx, wy, xd, yd, FUID);
3011 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3012 Dec(FAmmo[A_BULLETS]);
3013 FFireAngle := FAngle;
3014 f := True;
3015 DidFire := True;
3016 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3017 GameVelX, GameVelY-2, SHELL_BULLET);
3018 end;
3020 WEAPON_SHOTGUN1:
3021 if FAmmo[A_SHELLS] > 0 then
3022 begin
3023 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3024 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3025 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3026 Dec(FAmmo[A_SHELLS]);
3027 FFireAngle := FAngle;
3028 f := True;
3029 DidFire := True;
3030 FShellTimer := 10;
3031 FShellType := SHELL_SHELL;
3032 end;
3034 WEAPON_SHOTGUN2:
3035 if FAmmo[A_SHELLS] >= 2 then
3036 begin
3037 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3038 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3039 Dec(FAmmo[A_SHELLS], 2);
3040 FFireAngle := FAngle;
3041 f := True;
3042 DidFire := True;
3043 FShellTimer := 13;
3044 FShellType := SHELL_DBLSHELL;
3045 end;
3047 WEAPON_CHAINGUN:
3048 if FAmmo[A_BULLETS] > 0 then
3049 begin
3050 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3051 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3052 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3053 Dec(FAmmo[A_BULLETS]);
3054 FFireAngle := FAngle;
3055 f := True;
3056 DidFire := True;
3057 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3058 GameVelX, GameVelY-2, SHELL_BULLET);
3059 end;
3061 WEAPON_ROCKETLAUNCHER:
3062 if FAmmo[A_ROCKETS] > 0 then
3063 begin
3064 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3065 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3066 Dec(FAmmo[A_ROCKETS]);
3067 FFireAngle := FAngle;
3068 f := True;
3069 DidFire := True;
3070 end;
3072 WEAPON_PLASMA:
3073 if FAmmo[A_CELLS] > 0 then
3074 begin
3075 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3076 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3077 Dec(FAmmo[A_CELLS]);
3078 FFireAngle := FAngle;
3079 f := True;
3080 DidFire := True;
3081 end;
3083 WEAPON_BFG:
3084 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3085 begin
3086 FBFGFireCounter := 17;
3087 if not FNoReload then
3088 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3089 Dec(FAmmo[A_CELLS], 40);
3090 DidFire := True;
3091 end;
3093 WEAPON_SUPERPULEMET:
3094 if FAmmo[A_SHELLS] > 0 then
3095 begin
3096 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3097 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3098 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3099 Dec(FAmmo[A_SHELLS]);
3100 FFireAngle := FAngle;
3101 f := True;
3102 DidFire := True;
3103 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3104 GameVelX, GameVelY-2, SHELL_SHELL);
3105 end;
3107 WEAPON_FLAMETHROWER:
3108 if FAmmo[A_FUEL] > 0 then
3109 begin
3110 g_Weapon_flame(wx, wy, xd, yd, FUID);
3111 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3112 Dec(FAmmo[A_FUEL]);
3113 FFireAngle := FAngle;
3114 f := True;
3115 DidFire := True;
3116 end;
3117 end;
3119 if g_Game_IsNet then
3120 begin
3121 if DidFire then
3122 begin
3123 if FCurrWeap <> WEAPON_BFG then
3124 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3125 else
3126 if not FNoReload then
3127 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3128 end;
3130 MH_SEND_PlayerStats(FUID);
3131 end;
3133 if not f then Exit;
3135 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3136 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3137 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3138 end;
3140 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3141 begin
3142 case Weapon of
3143 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3144 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3145 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3146 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3147 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3148 else Result := 0;
3149 end;
3150 end;
3152 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3153 begin
3154 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3155 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3156 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3157 end;
3159 procedure TPlayer.JetpackOn;
3160 begin
3161 FJetSoundFly.Stop;
3162 FJetSoundOff.Stop;
3163 FJetSoundOn.SetPosition(0);
3164 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3165 FlySmoke(8);
3166 end;
3168 procedure TPlayer.JetpackOff;
3169 begin
3170 FJetSoundFly.Stop;
3171 FJetSoundOn.Stop;
3172 FJetSoundOff.SetPosition(0);
3173 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3174 end;
3176 procedure TPlayer.CatchFire(Attacker: Word);
3177 begin
3178 FFireTime := 100;
3179 FFireAttacker := Attacker;
3180 if g_Game_IsNet and g_Game_IsServer then
3181 MH_SEND_PlayerStats(FUID);
3182 end;
3184 procedure TPlayer.Jump();
3185 begin
3186 if gFly or FJetpack then
3187 begin
3188 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3189 if FObj.Vel.Y > -VEL_FLY then
3190 FObj.Vel.Y := FObj.Vel.Y - 3;
3191 if FJetpack then
3192 begin
3193 if FJetFuel > 0 then
3194 Dec(FJetFuel);
3195 if (FJetFuel < 1) and g_Game_IsServer then
3196 begin
3197 FJetpack := False;
3198 JetpackOff;
3199 if g_Game_IsNet then
3200 MH_SEND_PlayerStats(FUID);
3201 end;
3202 end;
3203 Exit;
3204 end;
3206 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3207 if FGhost then
3208 FCanJetpack := False;
3210 // Ïðûãàåì èëè âñïëûâàåì:
3211 if (CollideLevel(0, 1) or
3212 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3213 PLAYER_RECT.Height-33, PANEL_STEP, False)
3214 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3215 begin
3216 FObj.Vel.Y := -VEL_JUMP;
3217 FCanJetpack := False;
3218 end
3219 else
3220 begin
3221 if BodyInLiquid(0, 0) then
3222 FObj.Vel.Y := -VEL_SW
3223 else if (FJetFuel > 0) and FCanJetpack and
3224 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3225 begin
3226 FJetpack := True;
3227 JetpackOn;
3228 if g_Game_IsNet then
3229 MH_SEND_PlayerStats(FUID);
3230 end;
3231 end;
3232 end;
3234 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3235 var
3236 a, i, k, ab, ar: Byte;
3237 s: String;
3238 mon: TMonster;
3239 plr: TPlayer;
3240 srv, netsrv: Boolean;
3241 DoFrags: Boolean;
3242 OldLR: Byte;
3243 KP: TPlayer;
3244 it: PItem;
3246 procedure PushItem(t: Byte);
3247 var
3248 id: DWORD;
3249 begin
3250 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3251 it := g_Items_ByIdx(id);
3252 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3253 begin
3254 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3255 (FObj.Vel.Y div 2)-Random(9));
3256 it.positionChanged(); // this updates spatial accelerators
3257 end
3258 else
3259 begin
3260 if KillType = K_HARDKILL then // -5..+5; -5..0
3261 begin
3262 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3263 (FObj.Vel.Y div 2)-Random(6));
3264 end
3265 else // -3..+3; -3..0
3266 begin
3267 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3268 (FObj.Vel.Y div 2)-Random(4));
3269 end;
3270 it.positionChanged(); // this updates spatial accelerators
3271 end;
3273 if g_Game_IsNet and g_Game_IsServer then
3274 MH_SEND_ItemSpawn(True, id);
3275 end;
3277 begin
3278 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3279 Srv := g_Game_IsServer;
3280 Netsrv := g_Game_IsServer and g_Game_IsNet;
3281 if Srv then FDeath := FDeath + 1;
3282 if FAlive then
3283 begin
3284 if FGhost then
3285 FGhost := False;
3286 if not FPhysics then
3287 FPhysics := True;
3288 FAlive := False;
3289 end;
3290 FShellTimer := -1;
3292 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3293 begin
3294 if FLives > 0 then FLives := FLives - 1;
3295 if FLives = 0 then FNoRespawn := True;
3296 end;
3298 // Íîìåð òèïà ñìåðòè:
3299 a := 1;
3300 case KillType of
3301 K_SIMPLEKILL: a := 1;
3302 K_HARDKILL: a := 2;
3303 K_EXTRAHARDKILL: a := 3;
3304 K_FALLKILL: a := 4;
3305 end;
3307 // Çâóê ñìåðòè:
3308 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3309 for i := 1 to 3 do
3310 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3311 Break;
3313 // Âðåìÿ ðåñïàóíà:
3314 if Srv then
3315 case KillType of
3316 K_SIMPLEKILL:
3317 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3318 K_HARDKILL:
3319 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3320 K_EXTRAHARDKILL, K_FALLKILL:
3321 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3322 end;
3324 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3325 case KillType of
3326 K_SIMPLEKILL:
3327 SetAction(A_DIE1);
3328 K_HARDKILL, K_EXTRAHARDKILL:
3329 SetAction(A_DIE2);
3330 end;
3332 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3333 if (KillType <> K_FALLKILL) and (Srv) then
3334 g_Monsters_killedp();
3336 if SpawnerUID = FUID then
3337 begin // Ñàìîóáèëñÿ
3338 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3339 begin
3340 Dec(FFrags);
3341 FLastFrag := 0;
3342 end;
3343 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3344 end
3345 else
3346 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3347 begin // Óáèò äðóãèì èãðîêîì
3348 KP := g_Player_Get(SpawnerUID);
3349 if (KP <> nil) and Srv then
3350 begin
3351 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3352 if SameTeam(FUID, SpawnerUID) then
3353 begin
3354 Dec(KP.FFrags);
3355 KP.FLastFrag := 0;
3356 end else
3357 begin
3358 Inc(KP.FFrags);
3359 KP.FragCombo();
3360 end;
3362 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3363 Inc(gTeamStat[KP.Team].Goals,
3364 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3366 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3367 end;
3369 plr := g_Player_Get(SpawnerUID);
3370 if plr = nil then
3371 s := '?'
3372 else
3373 s := plr.FName;
3375 case KillType of
3376 K_HARDKILL:
3377 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3378 [FName, s]),
3379 gShowKillMsg);
3380 K_EXTRAHARDKILL:
3381 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3382 [FName, s]),
3383 gShowKillMsg);
3384 else
3385 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3386 [FName, s]),
3387 gShowKillMsg);
3388 end;
3389 end
3390 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3391 begin // Óáèò ìîíñòðîì
3392 mon := g_Monsters_ByUID(SpawnerUID);
3393 if mon = nil then
3394 s := '?'
3395 else
3396 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3398 case KillType of
3399 K_HARDKILL:
3400 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3401 [FName, s]),
3402 gShowKillMsg);
3403 K_EXTRAHARDKILL:
3404 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3405 [FName, s]),
3406 gShowKillMsg);
3407 else
3408 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3409 [FName, s]),
3410 gShowKillMsg);
3411 end;
3412 end
3413 else // Îñîáûå òèïû ñìåðòè
3414 case t of
3415 HIT_DISCON: ;
3416 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3417 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3418 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3419 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3420 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3421 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3422 end;
3424 if Srv then
3425 begin
3426 // Âûáðîñ îðóæèÿ:
3427 for a := WP_FIRST to WP_LAST do
3428 if FWeapon[a] then
3429 begin
3430 case a of
3431 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3432 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3433 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3434 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3435 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3436 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3437 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3438 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3439 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3440 else i := 0;
3441 end;
3443 if i <> 0 then
3444 PushItem(i);
3445 end;
3447 // Âûáðîñ ðþêçàêà:
3448 if R_ITEM_BACKPACK in FRulez then
3449 PushItem(ITEM_AMMO_BACKPACK);
3451 // Âûáðîñ ðàêåòíîãî ðàíöà:
3452 if FJetFuel > 0 then
3453 PushItem(ITEM_JETPACK);
3455 // Âûáðîñ êëþ÷åé:
3456 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3457 begin
3458 if R_KEY_RED in FRulez then
3459 PushItem(ITEM_KEY_RED);
3461 if R_KEY_GREEN in FRulez then
3462 PushItem(ITEM_KEY_GREEN);
3464 if R_KEY_BLUE in FRulez then
3465 PushItem(ITEM_KEY_BLUE);
3466 end;
3468 // Âûáðîñ ôëàãà:
3469 DropFlag();
3470 end;
3472 g_Player_CreateCorpse(Self);
3474 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3475 (gLMSRespawn = LMS_RESPAWN_NONE) then
3476 begin
3477 a := 0;
3478 k := 0;
3479 ar := 0;
3480 ab := 0;
3481 for i := Low(gPlayers) to High(gPlayers) do
3482 begin
3483 if gPlayers[i] = nil then continue;
3484 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3485 begin
3486 Inc(a);
3487 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3488 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3489 k := i;
3490 end;
3491 end;
3493 OldLR := gLMSRespawn;
3494 if (gGameSettings.GameMode = GM_COOP) then
3495 begin
3496 if (a = 0) then
3497 begin
3498 // everyone is dead, restart the map
3499 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3500 if Netsrv then
3501 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3502 gLMSRespawn := LMS_RESPAWN_FINAL;
3503 gLMSRespawnTime := gTime + 5000;
3504 end
3505 else if (a = 1) then
3506 begin
3507 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3508 if (gPlayers[k] = gPlayer1) or
3509 (gPlayers[k] = gPlayer2) then
3510 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3511 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3512 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3513 end;
3514 end
3515 else if (gGameSettings.GameMode = GM_TDM) then
3516 begin
3517 if (ab = 0) and (ar <> 0) then
3518 begin
3519 // blu team ded
3520 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3521 if Netsrv then
3522 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3523 Inc(gTeamStat[TEAM_RED].Goals);
3524 gLMSRespawn := LMS_RESPAWN_FINAL;
3525 gLMSRespawnTime := gTime + 5000;
3526 end
3527 else if (ar = 0) and (ab <> 0) then
3528 begin
3529 // red team ded
3530 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3531 if Netsrv then
3532 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3533 Inc(gTeamStat[TEAM_BLUE].Goals);
3534 gLMSRespawn := LMS_RESPAWN_FINAL;
3535 gLMSRespawnTime := gTime + 5000;
3536 end
3537 else if (ar = 0) and (ab = 0) then
3538 begin
3539 // everyone ded
3540 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3541 if Netsrv then
3542 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3543 gLMSRespawn := LMS_RESPAWN_FINAL;
3544 gLMSRespawnTime := gTime + 5000;
3545 end;
3546 end
3547 else if (gGameSettings.GameMode = GM_DM) then
3548 begin
3549 if (a = 1) then
3550 begin
3551 if gPlayers[k] <> nil then
3552 with gPlayers[k] do
3553 begin
3554 // survivor is the winner
3555 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3556 if Netsrv then
3557 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3558 Inc(FFrags);
3559 end;
3560 gLMSRespawn := LMS_RESPAWN_FINAL;
3561 gLMSRespawnTime := gTime + 5000;
3562 end
3563 else if (a = 0) then
3564 begin
3565 // everyone is dead, restart the map
3566 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3567 if Netsrv then
3568 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3569 gLMSRespawn := LMS_RESPAWN_FINAL;
3570 gLMSRespawnTime := gTime + 5000;
3571 end;
3572 end;
3573 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3574 begin
3575 if NetMode = NET_SERVER then
3576 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3577 else
3578 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3579 end;
3580 end;
3582 if Netsrv then
3583 begin
3584 MH_SEND_PlayerStats(FUID);
3585 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3586 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3587 end;
3589 if srv and FNoRespawn then Spectate(True);
3590 FWantsInGame := True;
3591 end;
3593 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3594 begin
3595 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3596 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3597 end;
3599 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3600 begin
3601 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3602 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3603 end;
3605 procedure TPlayer.MakeBloodSimple(Count: Word);
3606 begin
3607 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3608 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3609 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3610 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3611 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3612 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3613 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3614 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3615 end;
3617 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3618 begin
3619 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3620 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3621 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3622 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3623 end;
3625 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3626 begin
3627 //if g_Game_IsClient then Exit;
3628 if Weapon > High(FWeapon) then Exit;
3629 FNextWeap := FNextWeap or (1 shl Weapon);
3630 end;
3632 procedure TPlayer.resetWeaponQueue ();
3633 begin
3634 FNextWeap := 0;
3635 FNextWeapDelay := 0;
3636 end;
3638 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3639 begin
3640 result := false;
3641 case weapon of
3642 WEAPON_KASTET, WEAPON_SAW: result := true;
3643 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3644 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3645 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3646 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3647 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3648 else result := (weapon < length(FWeapon));
3649 end;
3650 end;
3652 // return 255 for "no switch"
3653 function TPlayer.getNextWeaponIndex (): Byte;
3654 var
3655 i: Word;
3656 wantThisWeapon: array[0..64] of Boolean;
3657 weaponOrder: array[0..16] of Integer; // value: index in `FWeapon`
3658 wwc: Integer;
3659 f, dir, cwi, rwidx, curlidx: Integer;
3661 function real2log (ridx: Integer): Integer;
3662 var
3663 f: Integer;
3664 begin
3665 if (ridx >= 0) then
3666 begin
3667 for f := 0 to High(weaponOrder) do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
3668 end;
3669 result := -1;
3670 end;
3672 begin
3673 result := 255; // default result: "no switch"
3675 // had weapon cycling on previous frame? remove that flag
3676 if (FNextWeap and $2000) <> 0 then
3677 begin
3678 FNextWeap := FNextWeap and $1FFF;
3679 FNextWeapDelay := 0;
3680 end;
3682 for f := 0 to High(weaponOrder) do weaponOrder[f] := -1;
3684 // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
3685 // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed)
3686 // priorities:
3687 // bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
3688 weaponOrder[0] := WEAPON_SUPERPULEMET;
3689 weaponOrder[1] := WEAPON_BFG;
3690 weaponOrder[2] := WEAPON_ROCKETLAUNCHER;
3691 weaponOrder[3] := WEAPON_PLASMA;
3692 weaponOrder[4] := WEAPON_FLAMETHROWER;
3693 weaponOrder[5] := WEAPON_SHOTGUN2;
3694 weaponOrder[6] := WEAPON_CHAINGUN;
3695 weaponOrder[7] := WEAPON_SHOTGUN1;
3696 weaponOrder[8] := WEAPON_PISTOL;
3697 weaponOrder[9] := WEAPON_KASTET+666; // berserk fist
3698 weaponOrder[10] := WEAPON_SAW;
3699 weaponOrder[11] := WEAPON_KASTET; // normal fist
3701 for f := 0 to High(weaponOrder) do
3702 begin
3703 if (weaponOrder[f] = WEAPON_KASTET) then
3704 begin
3705 // normal fist: remove if we have a berserk pack
3706 if (R_BERSERK in FRulez) then weaponOrder[f] := -1;
3707 end
3708 else
3709 if (weaponOrder[f] = WEAPON_KASTET+666) then
3710 begin
3711 // berserk fist: remove if we don't have a berserk pack
3712 if (R_BERSERK in FRulez) then weaponOrder[f] := WEAPON_KASTET else weaponOrder[f] := -1;
3713 end;
3714 end;
3716 (*
3717 WEAPON_KASTET = 0;
3718 WEAPON_SAW = 1;
3719 WEAPON_PISTOL = 2;
3720 WEAPON_SHOTGUN1 = 3;
3721 WEAPON_SHOTGUN2 = 4;
3722 WEAPON_CHAINGUN = 5;
3723 WEAPON_ROCKETLAUNCHER = 6;
3724 WEAPON_PLASMA = 7;
3725 WEAPON_BFG = 8;
3726 WEAPON_SUPERPULEMET = 9;
3727 WEAPON_FLAMETHROWER = 10;
3728 *)
3731 if (FNextWeap <> 0) or (FNextWeapDelay <> 0) then
3732 begin
3733 e_WriteLog(Format('!!! FNextWeap=%04x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
3734 end;
3737 // cycling has priority
3738 if (FNextWeap and $C000) <> 0 then
3739 begin
3740 if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; // should be reversed if we want "priority-driven cycling"
3741 FNextWeap := FNextWeap or $2000; // we need this
3742 if FNextWeapDelay > 0 then exit; // cooldown time
3743 //cwi := real2log(FCurrWeap);
3744 //if (cwi < 0) then cwi := 0;
3745 cwi := FCurrWeap;
3746 for i := 0 to High(FWeapon) do
3747 begin
3748 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3749 //rwidx := weaponOrder[cwi];
3750 rwidx := cwi; // sorry
3751 if (rwidx < 0) then continue;
3752 if FWeapon[rwidx] then
3753 begin
3754 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
3755 result := Byte(rwidx);
3756 //FNextWeapDelay := 10; //k8: not needed anymore
3757 exit;
3758 end;
3759 end;
3760 resetWeaponQueue();
3761 exit;
3762 end;
3764 // no cycling
3765 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3766 wwc := 0;
3768 curlidx := -1; // start from a weapon with a highest priority (-1, 'cause loop will immediately increment this index)
3770 for i := 0 to High(FWeapon) do
3771 begin
3772 if (FNextWeap and (1 shl i)) <> 0 then
3773 begin
3774 cwi := real2log(i);
3775 if (cwi >= 0) then
3776 begin
3777 wantThisWeapon[cwi] := true;
3778 Inc(wwc);
3779 // if we hit currently selected weapon, start seachring from it, so we'll get "next weaker" weapon
3780 if (i = FCurrWeap) then curlidx := cwi; // compare real, start from logical
3781 end;
3782 end;
3783 end;
3785 // slow down alterations a little
3786 if (wwc > 1) then
3787 begin
3788 // more than one weapon requested, assume "alteration", and check alteration delay
3789 if FNextWeapDelay > 0 then
3790 begin
3791 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
3792 FNextWeap := 0;
3793 exit;
3794 end; // yeah
3795 end;
3797 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3798 // but clear all counters if no weapon should be switched
3799 if (wwc < 1) then
3800 begin
3801 resetWeaponQueue();
3802 exit;
3803 end;
3805 //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
3807 // find next weapon to switch onto
3808 cwi := curlidx;
3809 for i := 0 to High(weaponOrder) do
3810 begin
3811 cwi := (cwi+length(weaponOrder)+1) mod length(weaponOrder);
3812 if (cwi = curlidx) then continue; // skip current weapon
3813 if not wantThisWeapon[cwi] then continue;
3814 rwidx := weaponOrder[cwi];
3815 if (rwidx < 0) then continue;
3816 //e_WriteLog(Format(' trying logical %d (real %d); has=%d, hasammo=%d', [cwi, rwidx, Integer(FWeapon[rwidx]), Integer(hasAmmoForWeapon(rwidx))]), TMsgType.Warning);
3817 if FWeapon[rwidx] and ((wwc = 1) or hasAmmoForWeapon(rwidx)) then
3818 begin
3819 //e_WriteLog(' I FOUND HER!', TMsgType.Warning);
3820 // i found her!
3821 result := Byte(rwidx);
3822 resetWeaponQueue();
3823 //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore
3824 exit;
3825 end;
3826 end;
3828 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3829 resetWeaponQueue();
3830 end;
3832 procedure TPlayer.RealizeCurrentWeapon();
3833 function switchAllowed (): Boolean;
3834 var
3835 i: Byte;
3836 begin
3837 result := false;
3838 if FBFGFireCounter <> -1 then
3839 exit;
3840 if FTime[T_SWITCH] > gTime then
3841 exit;
3842 for i := WP_FIRST to WP_LAST do
3843 if FReloading[i] > 0 then
3844 exit;
3845 result := true;
3846 end;
3848 var
3849 nw: Byte;
3850 begin
3851 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3852 //FNextWeap := FNextWeap and $1FFF;
3853 //HACK: alteration delay will be reset when player released any weapon switch key
3854 FNextWeapDelay := 0; //k8: just in case
3855 //if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3857 if not switchAllowed then
3858 begin
3859 //writeln('WEAPON SWITCHING IS NOT ALLOWED! FBFGFireCounter=', FBFGFireCounter, '; gTime=', gTime, '; FTime[T_SWITCH]=', FTime[T_SWITCH]);
3860 //HACK for weapon cycling
3861 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3862 exit;
3863 end;
3865 if (FNetForceWeapFIdx >= gTime+15) then FNetForceWeapFIdx := 0;
3867 nw := getNextWeaponIndex();
3868 if nw = 255 then exit; // don't reset anything here
3869 if nw > High(FWeapon) then
3870 begin
3871 // don't forget to reset queue here!
3872 //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning);
3873 resetWeaponQueue();
3874 exit;
3875 end;
3877 if FWeapon[nw] then
3878 begin
3879 //k8: emulate this on client immediately, or wait for server confirmation?
3881 if g_Game_IsClient then
3882 begin
3883 FNetForceWeap := nw;
3884 //FNetForceWeapFIdx := FCurrFrameIdx+5; // force for ~5 frames
3885 FNetForceWeapFIdx := gTime+5; // force for ~5 frames
3886 writeln('NETWEAPONSWITCH: fw=', NetForceWeap, '; fwfidx=', NetForceWeapFIdx, '; cfrm=', gTime);
3887 end;
3889 FNetForceWeapFIdx := gTime+5; // force for ~5 frames
3890 FCurrWeap := nw;
3891 if nw = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3892 FModel.SetWeapon(nw);
3893 FTime[T_SWITCH] := gTime+156;
3894 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3895 //if g_Game_IsNet and g_Game_IsClient then
3896 end;
3897 end;
3899 procedure TPlayer.NextWeapon();
3900 begin
3901 //if g_Game_IsClient then Exit;
3902 FNextWeap := $8000;
3903 end;
3905 procedure TPlayer.PrevWeapon();
3906 begin
3907 //if g_Game_IsClient then Exit;
3908 FNextWeap := $4000;
3909 end;
3911 // used by network layer
3912 procedure TPlayer.SetWeapon(W: Byte);
3913 begin
3914 if FCurrWeap <> W then
3915 if (W = WEAPON_SAW) then
3916 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3918 FCurrWeap := W;
3919 FModel.SetWeapon(CurrWeap);
3920 //if g_Game_IsClient then resetWeaponQueue();
3921 end;
3923 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3925 function allowBerserkSwitching (): Boolean;
3926 begin
3927 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3928 result := true;
3929 if gBerserkAutoswitch then exit;
3930 if not conIsCheatsEnabled then exit;
3931 result := false;
3932 end;
3934 var
3935 a: Boolean;
3936 begin
3937 Result := False;
3938 if g_Game_IsClient then Exit;
3940 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3941 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3942 remove := not a;
3944 case ItemType of
3945 ITEM_MEDKIT_SMALL:
3946 if FHealth < PLAYER_HP_SOFT then
3947 begin
3948 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3949 Result := True;
3950 remove := True;
3951 FFireTime := 0;
3952 if gFlash = 2 then Inc(FPickup, 5);
3953 end;
3955 ITEM_MEDKIT_LARGE:
3956 if FHealth < PLAYER_HP_SOFT then
3957 begin
3958 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3959 Result := True;
3960 remove := True;
3961 FFireTime := 0;
3962 if gFlash = 2 then Inc(FPickup, 5);
3963 end;
3965 ITEM_ARMOR_GREEN:
3966 if FArmor < PLAYER_AP_SOFT then
3967 begin
3968 FArmor := PLAYER_AP_SOFT;
3969 Result := True;
3970 remove := True;
3971 if gFlash = 2 then Inc(FPickup, 5);
3972 end;
3974 ITEM_ARMOR_BLUE:
3975 if FArmor < PLAYER_AP_LIMIT then
3976 begin
3977 FArmor := PLAYER_AP_LIMIT;
3978 Result := True;
3979 remove := True;
3980 if gFlash = 2 then Inc(FPickup, 5);
3981 end;
3983 ITEM_SPHERE_BLUE:
3984 if FHealth < PLAYER_HP_LIMIT then
3985 begin
3986 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3987 Result := True;
3988 remove := True;
3989 FFireTime := 0;
3990 if gFlash = 2 then Inc(FPickup, 5);
3991 end;
3993 ITEM_SPHERE_WHITE:
3994 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3995 begin
3996 if FHealth < PLAYER_HP_LIMIT then
3997 FHealth := PLAYER_HP_LIMIT;
3998 if FArmor < PLAYER_AP_LIMIT then
3999 FArmor := PLAYER_AP_LIMIT;
4000 Result := True;
4001 remove := True;
4002 FFireTime := 0;
4003 if gFlash = 2 then Inc(FPickup, 5);
4004 end;
4006 ITEM_WEAPON_SAW:
4007 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
4008 begin
4009 FWeapon[WEAPON_SAW] := True;
4010 Result := True;
4011 if gFlash = 2 then Inc(FPickup, 5);
4012 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4013 end;
4015 ITEM_WEAPON_SHOTGUN1:
4016 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
4017 begin
4018 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
4019 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
4021 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4022 FWeapon[WEAPON_SHOTGUN1] := True;
4023 Result := True;
4024 if gFlash = 2 then Inc(FPickup, 5);
4025 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4026 end;
4028 ITEM_WEAPON_SHOTGUN2:
4029 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
4030 begin
4031 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
4033 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4034 FWeapon[WEAPON_SHOTGUN2] := True;
4035 Result := True;
4036 if gFlash = 2 then Inc(FPickup, 5);
4037 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4038 end;
4040 ITEM_WEAPON_CHAINGUN:
4041 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
4042 begin
4043 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
4045 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4046 FWeapon[WEAPON_CHAINGUN] := True;
4047 Result := True;
4048 if gFlash = 2 then Inc(FPickup, 5);
4049 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4050 end;
4052 ITEM_WEAPON_ROCKETLAUNCHER:
4053 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
4054 begin
4055 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
4057 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
4058 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
4059 Result := True;
4060 if gFlash = 2 then Inc(FPickup, 5);
4061 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4062 end;
4064 ITEM_WEAPON_PLASMA:
4065 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
4066 begin
4067 if a and FWeapon[WEAPON_PLASMA] then Exit;
4069 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4070 FWeapon[WEAPON_PLASMA] := True;
4071 Result := True;
4072 if gFlash = 2 then Inc(FPickup, 5);
4073 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4074 end;
4076 ITEM_WEAPON_BFG:
4077 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4078 begin
4079 if a and FWeapon[WEAPON_BFG] then Exit;
4081 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4082 FWeapon[WEAPON_BFG] := True;
4083 Result := True;
4084 if gFlash = 2 then Inc(FPickup, 5);
4085 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4086 end;
4088 ITEM_WEAPON_SUPERPULEMET:
4089 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4090 begin
4091 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4093 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4094 FWeapon[WEAPON_SUPERPULEMET] := True;
4095 Result := True;
4096 if gFlash = 2 then Inc(FPickup, 5);
4097 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4098 end;
4100 ITEM_WEAPON_FLAMETHROWER:
4101 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4102 begin
4103 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4105 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4106 FWeapon[WEAPON_FLAMETHROWER] := True;
4107 Result := True;
4108 if gFlash = 2 then Inc(FPickup, 5);
4109 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4110 end;
4112 ITEM_AMMO_BULLETS:
4113 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4114 begin
4115 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4116 Result := True;
4117 remove := True;
4118 if gFlash = 2 then Inc(FPickup, 5);
4119 end;
4121 ITEM_AMMO_BULLETS_BOX:
4122 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4123 begin
4124 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4125 Result := True;
4126 remove := True;
4127 if gFlash = 2 then Inc(FPickup, 5);
4128 end;
4130 ITEM_AMMO_SHELLS:
4131 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4132 begin
4133 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4134 Result := True;
4135 remove := True;
4136 if gFlash = 2 then Inc(FPickup, 5);
4137 end;
4139 ITEM_AMMO_SHELLS_BOX:
4140 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4141 begin
4142 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4143 Result := True;
4144 remove := True;
4145 if gFlash = 2 then Inc(FPickup, 5);
4146 end;
4148 ITEM_AMMO_ROCKET:
4149 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4150 begin
4151 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4152 Result := True;
4153 remove := True;
4154 if gFlash = 2 then Inc(FPickup, 5);
4155 end;
4157 ITEM_AMMO_ROCKET_BOX:
4158 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4159 begin
4160 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4161 Result := True;
4162 remove := True;
4163 if gFlash = 2 then Inc(FPickup, 5);
4164 end;
4166 ITEM_AMMO_CELL:
4167 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4168 begin
4169 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4170 Result := True;
4171 remove := True;
4172 if gFlash = 2 then Inc(FPickup, 5);
4173 end;
4175 ITEM_AMMO_CELL_BIG:
4176 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4177 begin
4178 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4179 Result := True;
4180 remove := True;
4181 if gFlash = 2 then Inc(FPickup, 5);
4182 end;
4184 ITEM_AMMO_FUELCAN:
4185 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4186 begin
4187 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4188 Result := True;
4189 remove := True;
4190 if gFlash = 2 then Inc(FPickup, 5);
4191 end;
4193 ITEM_AMMO_BACKPACK:
4194 if not(R_ITEM_BACKPACK in FRulez) or
4195 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4196 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4197 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4198 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4199 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
4200 begin
4201 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4202 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4203 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4204 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4205 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4207 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4208 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4209 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4210 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4211 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4212 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4213 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4214 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4216 FRulez := FRulez + [R_ITEM_BACKPACK];
4217 Result := True;
4218 remove := True;
4219 if gFlash = 2 then Inc(FPickup, 5);
4220 end;
4222 ITEM_KEY_RED:
4223 if not(R_KEY_RED in FRulez) then
4224 begin
4225 Include(FRulez, R_KEY_RED);
4226 Result := True;
4227 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4228 if gFlash = 2 then Inc(FPickup, 5);
4229 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4230 end;
4232 ITEM_KEY_GREEN:
4233 if not(R_KEY_GREEN in FRulez) then
4234 begin
4235 Include(FRulez, R_KEY_GREEN);
4236 Result := True;
4237 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4238 if gFlash = 2 then Inc(FPickup, 5);
4239 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4240 end;
4242 ITEM_KEY_BLUE:
4243 if not(R_KEY_BLUE in FRulez) then
4244 begin
4245 Include(FRulez, R_KEY_BLUE);
4246 Result := True;
4247 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4248 if gFlash = 2 then Inc(FPickup, 5);
4249 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4250 end;
4252 ITEM_SUIT:
4253 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4254 begin
4255 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4256 Result := True;
4257 remove := True;
4258 FFireTime := 0;
4259 if gFlash = 2 then Inc(FPickup, 5);
4260 end;
4262 ITEM_OXYGEN:
4263 if FAir < AIR_MAX then
4264 begin
4265 FAir := AIR_MAX;
4266 Result := True;
4267 remove := True;
4268 if gFlash = 2 then Inc(FPickup, 5);
4269 end;
4271 ITEM_MEDKIT_BLACK:
4272 begin
4273 if not (R_BERSERK in FRulez) then
4274 begin
4275 Include(FRulez, R_BERSERK);
4276 if allowBerserkSwitching then
4277 begin
4278 FCurrWeap := WEAPON_KASTET;
4279 //FNetForceWeap := FCurrWeap;
4280 resetWeaponQueue();
4281 FModel.SetWeapon(WEAPON_KASTET);
4282 end;
4283 if gFlash <> 0 then
4284 begin
4285 Inc(FPain, 100);
4286 if gFlash = 2 then Inc(FPickup, 5);
4287 end;
4288 FBerserk := gTime+30000;
4289 Result := True;
4290 remove := True;
4291 FFireTime := 0;
4292 //k8:do we need it? if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
4293 end;
4294 if FHealth < PLAYER_HP_SOFT then
4295 begin
4296 FHealth := PLAYER_HP_SOFT;
4297 FBerserk := gTime+30000;
4298 Result := True;
4299 remove := True;
4300 FFireTime := 0;
4301 end;
4302 end;
4304 ITEM_INVUL:
4305 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4306 begin
4307 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4308 Result := True;
4309 remove := True;
4310 if gFlash = 2 then Inc(FPickup, 5);
4311 end;
4313 ITEM_BOTTLE:
4314 if FHealth < PLAYER_HP_LIMIT then
4315 begin
4316 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4317 Result := True;
4318 remove := True;
4319 FFireTime := 0;
4320 if gFlash = 2 then Inc(FPickup, 5);
4321 end;
4323 ITEM_HELMET:
4324 if FArmor < PLAYER_AP_LIMIT then
4325 begin
4326 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4327 Result := True;
4328 remove := True;
4329 if gFlash = 2 then Inc(FPickup, 5);
4330 end;
4332 ITEM_JETPACK:
4333 if FJetFuel < JET_MAX then
4334 begin
4335 FJetFuel := JET_MAX;
4336 Result := True;
4337 remove := True;
4338 if gFlash = 2 then Inc(FPickup, 5);
4339 end;
4341 ITEM_INVIS:
4342 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4343 begin
4344 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4345 Result := True;
4346 remove := True;
4347 if gFlash = 2 then Inc(FPickup, 5);
4348 end;
4349 end;
4350 end;
4352 procedure TPlayer.Touch();
4353 begin
4354 if not FAlive then
4355 Exit;
4356 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4357 if FIamBot then
4358 begin
4359 // Áðîñèòü ôëàã òîâàðèùó:
4360 if gGameSettings.GameMode = GM_CTF then
4361 DropFlag();
4362 end;
4363 end;
4365 procedure TPlayer.Push(vx, vy: Integer);
4366 begin
4367 if (not FPhysics) and FGhost then
4368 Exit;
4369 FObj.Accel.X := FObj.Accel.X + vx;
4370 FObj.Accel.Y := FObj.Accel.Y + vy;
4371 if g_Game_IsNet and g_Game_IsServer then
4372 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4373 end;
4375 procedure TPlayer.Reset(Force: Boolean);
4376 var
4377 i: Integer;
4378 begin
4379 if Force then
4380 FAlive := False;
4382 FSpawned := False;
4383 FTime[T_RESPAWN] := 0;
4384 FTime[T_FLAGCAP] := 0;
4385 FGodMode := False;
4386 FNoTarget := False;
4387 FNoReload := False;
4388 FFrags := 0;
4389 FLastFrag := 0;
4390 FComboEvnt := -1;
4391 FKills := 0;
4392 FMonsterKills := 0;
4393 FDeath := 0;
4394 FSecrets := 0;
4395 //FCurrFrameIdx := 0;
4396 //FNetForceWeap := FCurrWeap;
4397 FNetForceWeapFIdx := 0;
4398 resetWeaponQueue();
4399 if FNoRespawn then
4400 begin
4401 FSpectator := False;
4402 FGhost := False;
4403 FPhysics := True;
4404 FSpectatePlayer := -1;
4405 FNoRespawn := False;
4406 end;
4407 FLives := gGameSettings.MaxLives;
4409 FBFGFireCounter := -1;
4410 FTime[T_SWITCH] := 0;
4411 for i := WP_FIRST to WP_LAST do FReloading[i] := 0;
4413 SetFlag(FLAG_NONE);
4414 end;
4416 procedure TPlayer.SoftReset();
4417 var
4418 i: Integer;
4419 begin
4420 ReleaseKeys();
4422 FDamageBuffer := 0;
4423 FIncCam := 0;
4424 FBFGFireCounter := -1;
4425 FShellTimer := -1;
4426 FPain := 0;
4427 FLastHit := 0;
4428 FLastFrag := 0;
4429 FComboEvnt := -1;
4430 FNetForceWeapFIdx := 0;
4431 resetWeaponQueue();
4433 FBFGFireCounter := -1;
4434 FTime[T_SWITCH] := 0;
4435 for i := WP_FIRST to WP_LAST do FReloading[i] := 0;
4437 SetFlag(FLAG_NONE);
4438 SetAction(A_STAND, True);
4439 end;
4441 function TPlayer.GetRespawnPoint(): Byte;
4442 var
4443 c: Byte;
4444 begin
4445 Result := 255;
4446 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4448 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4449 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4450 begin
4451 if (Self = gPlayer1) or (Self = gPlayer2) then
4452 begin
4453 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4454 if Self = gPlayer1 then
4455 c := RESPAWNPOINT_PLAYER1
4456 else
4457 c := RESPAWNPOINT_PLAYER2;
4458 if g_Map_GetPointCount(c) > 0 then
4459 begin
4460 Result := c;
4461 Exit;
4462 end;
4464 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4465 if Self = gPlayer1 then
4466 c := RESPAWNPOINT_PLAYER2
4467 else
4468 c := RESPAWNPOINT_PLAYER1;
4469 if g_Map_GetPointCount(c) > 0 then
4470 begin
4471 Result := c;
4472 Exit;
4473 end;
4474 end else
4475 begin
4476 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4477 if Random(2) = 0 then
4478 c := RESPAWNPOINT_PLAYER1
4479 else
4480 c := RESPAWNPOINT_PLAYER2;
4481 if g_Map_GetPointCount(c) > 0 then
4482 begin
4483 Result := c;
4484 Exit;
4485 end;
4486 end;
4488 // Òî÷êà ëþáîé èç êîìàíä
4489 if Random(2) = 0 then
4490 c := RESPAWNPOINT_RED
4491 else
4492 c := RESPAWNPOINT_BLUE;
4493 if g_Map_GetPointCount(c) > 0 then
4494 begin
4495 Result := c;
4496 Exit;
4497 end;
4499 // Òî÷êà DM
4500 c := RESPAWNPOINT_DM;
4501 if g_Map_GetPointCount(c) > 0 then
4502 begin
4503 Result := c;
4504 Exit;
4505 end;
4506 end;
4508 // Ìÿñîïîâàë
4509 if gGameSettings.GameMode = GM_DM then
4510 begin
4511 // Òî÷êà DM
4512 c := RESPAWNPOINT_DM;
4513 if g_Map_GetPointCount(c) > 0 then
4514 begin
4515 Result := c;
4516 Exit;
4517 end;
4519 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4520 if Random(2) = 0 then
4521 c := RESPAWNPOINT_PLAYER1
4522 else
4523 c := RESPAWNPOINT_PLAYER2;
4524 if g_Map_GetPointCount(c) > 0 then
4525 begin
4526 Result := c;
4527 Exit;
4528 end;
4530 // Òî÷êà ëþáîé èç êîìàíä
4531 if Random(2) = 0 then
4532 c := RESPAWNPOINT_RED
4533 else
4534 c := RESPAWNPOINT_BLUE;
4535 if g_Map_GetPointCount(c) > 0 then
4536 begin
4537 Result := c;
4538 Exit;
4539 end;
4540 end;
4542 // Êîìàíäíûå
4543 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4544 begin
4545 // Òî÷êà ñâîåé êîìàíäû
4546 c := RESPAWNPOINT_DM;
4547 if FTeam = TEAM_RED then
4548 c := RESPAWNPOINT_RED;
4549 if FTeam = TEAM_BLUE then
4550 c := RESPAWNPOINT_BLUE;
4551 if g_Map_GetPointCount(c) > 0 then
4552 begin
4553 Result := c;
4554 Exit;
4555 end;
4557 // Òî÷êà DM
4558 c := RESPAWNPOINT_DM;
4559 if g_Map_GetPointCount(c) > 0 then
4560 begin
4561 Result := c;
4562 Exit;
4563 end;
4565 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4566 if Random(2) = 0 then
4567 c := RESPAWNPOINT_PLAYER1
4568 else
4569 c := RESPAWNPOINT_PLAYER2;
4570 if g_Map_GetPointCount(c) > 0 then
4571 begin
4572 Result := c;
4573 Exit;
4574 end;
4576 // Òî÷êà äðóãîé êîìàíäû
4577 c := RESPAWNPOINT_DM;
4578 if FTeam = TEAM_RED then
4579 c := RESPAWNPOINT_BLUE;
4580 if FTeam = TEAM_BLUE then
4581 c := RESPAWNPOINT_RED;
4582 if g_Map_GetPointCount(c) > 0 then
4583 begin
4584 Result := c;
4585 Exit;
4586 end;
4587 end;
4588 end;
4590 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4591 var
4592 RespawnPoint: TRespawnPoint;
4593 a, b, c: Byte;
4594 Anim: TAnimation;
4595 ID: DWORD;
4596 i: Integer;
4597 begin
4598 FIncCam := 0;
4599 FBFGFireCounter := -1;
4600 FShellTimer := -1;
4601 FPain := 0;
4602 FLastHit := 0;
4603 //FNetForceWeap := FCurrWeap;
4604 FNetForceWeapFIdx := 0;
4605 resetWeaponQueue();
4607 FBFGFireCounter := -1;
4608 FTime[T_SWITCH] := 0;
4609 for i := WP_FIRST to WP_LAST do FReloading[i] := 0;
4611 if not g_Game_IsServer then
4612 Exit;
4613 if FDummy then
4614 Exit;
4615 FWantsInGame := True;
4616 FJustTeleported := True;
4617 if Force then
4618 begin
4619 FTime[T_RESPAWN] := 0;
4620 FAlive := False;
4621 end;
4622 FNetTime := 0;
4623 // if server changes MaxLives we gotta be ready
4624 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4626 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4627 if FTime[T_RESPAWN] > gTime then
4628 Exit;
4630 // Ïðîñðàë âñå æèçíè:
4631 if FNoRespawn then
4632 begin
4633 if not FSpectator then Spectate(True);
4634 FWantsInGame := True;
4635 Exit;
4636 end;
4638 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4639 begin // "Ñâîÿ èãðà"
4640 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4641 FRulez := FRulez-[R_BERSERK];
4642 end
4643 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4644 begin
4645 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4646 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4647 end;
4649 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4650 c := GetRespawnPoint();
4652 ReleaseKeys();
4653 SetFlag(FLAG_NONE);
4655 // Âîñêðåøåíèå áåç îðóæèÿ:
4656 if not FAlive then
4657 begin
4658 FHealth := PLAYER_HP_SOFT;
4659 FArmor := 0;
4660 FAlive := True;
4661 FAir := AIR_DEF;
4662 FJetFuel := 0;
4664 for a := WP_FIRST to WP_LAST do
4665 begin
4666 FWeapon[a] := False;
4667 FReloading[a] := 0;
4668 end;
4670 FWeapon[WEAPON_PISTOL] := True;
4671 FWeapon[WEAPON_KASTET] := True;
4672 FCurrWeap := WEAPON_PISTOL;
4673 //FNetForceWeap := FCurrWeap;
4674 FNetForceWeapFIdx := 0;
4675 resetWeaponQueue();
4677 FModel.SetWeapon(FCurrWeap);
4679 for b := A_BULLETS to A_HIGH do
4680 FAmmo[b] := 0;
4682 FAmmo[A_BULLETS] := 50;
4684 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4685 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4686 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4687 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4688 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4690 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4691 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4692 else
4693 FRulez := [];
4694 end;
4696 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4697 if not g_Map_GetPoint(c, RespawnPoint) then
4698 begin
4699 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4700 Exit;
4701 end;
4703 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4704 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4705 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4706 FObj.Vel.X := 0;
4707 FObj.Vel.Y := 0;
4708 FObj.Accel.X := 0;
4709 FObj.Accel.Y := 0;
4711 FDirection := RespawnPoint.Direction;
4712 if FDirection = TDirection.D_LEFT then
4713 FAngle := 180
4714 else
4715 FAngle := 0;
4717 SetAction(A_STAND, True);
4718 FModel.Direction := FDirection;
4720 for a := Low(FTime) to High(FTime) do
4721 FTime[a] := 0;
4723 for a := Low(FMegaRulez) to High(FMegaRulez) do
4724 FMegaRulez[a] := 0;
4726 FDamageBuffer := 0;
4727 FJetpack := False;
4728 FCanJetpack := False;
4729 FFireTime := 0;
4730 FFirePainTime := 0;
4731 FFireAttacker := 0;
4733 // Àíèìàöèÿ âîçðîæäåíèÿ:
4734 if (not gLoadGameMode) and (not Silent) then
4735 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4736 begin
4737 Anim := TAnimation.Create(ID, False, 3);
4738 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4739 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4740 Anim.Free();
4741 end;
4743 FSpectator := False;
4744 FGhost := False;
4745 FPhysics := True;
4746 FSpectatePlayer := -1;
4747 FSpawned := True;
4749 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4750 gPlayer1 := self;
4751 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4752 gPlayer2 := self;
4754 //FNetForceWeap := FCurrWeap;
4756 if g_Game_IsNet then
4757 begin
4758 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4759 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4760 if not Silent then
4761 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4762 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4763 0, NET_GFX_TELE);
4764 end;
4765 end;
4767 procedure TPlayer.Spectate(NoMove: Boolean = False);
4768 begin
4769 if FAlive then
4770 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4771 else if (not NoMove) then
4772 begin
4773 GameX := gMapInfo.Width div 2;
4774 GameY := gMapInfo.Height div 2;
4775 end;
4776 FXTo := GameX;
4777 FYTo := GameY;
4779 FAlive := False;
4780 FSpectator := True;
4781 FGhost := True;
4782 FPhysics := False;
4783 FWantsInGame := False;
4784 FSpawned := False;
4786 if FNoRespawn then
4787 begin
4788 if Self = gPlayer1 then
4789 begin
4790 gLMSPID1 := FUID;
4791 gPlayer1 := nil;
4792 end;
4793 if Self = gPlayer2 then
4794 begin
4795 gLMSPID2 := FUID;
4796 gPlayer2 := nil;
4797 end;
4798 end;
4800 if g_Game_IsNet then
4801 MH_SEND_PlayerStats(FUID);
4802 end;
4804 procedure TPlayer.SwitchNoClip;
4805 begin
4806 if not FAlive then
4807 Exit;
4808 FGhost := not FGhost;
4809 FPhysics := not FGhost;
4810 if FGhost then
4811 begin
4812 FXTo := FObj.X;
4813 FYTo := FObj.Y;
4814 end else
4815 begin
4816 FObj.Accel.X := 0;
4817 FObj.Accel.Y := 0;
4818 end;
4819 end;
4821 procedure TPlayer.Run(Direction: TDirection);
4822 var
4823 a, b: Integer;
4824 begin
4825 if MAX_RUNVEL > 8 then
4826 FlySmoke();
4828 // Áåæèì:
4829 if Direction = TDirection.D_LEFT then
4830 begin
4831 if FObj.Vel.X > -MAX_RUNVEL then
4832 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4833 end
4834 else
4835 if FObj.Vel.X < MAX_RUNVEL then
4836 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4838 // Âîçìîæíî, ïèíàåì êóñêè:
4839 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4840 begin
4841 b := Abs(FObj.Vel.X);
4842 if b > 1 then b := b * (Random(8 div b) + 1);
4843 for a := 0 to High(gGibs) do
4844 begin
4845 if gGibs[a].alive and
4846 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4847 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4848 begin
4849 // Ïèíàåì êóñêè
4850 if FObj.Vel.X < 0 then
4851 begin
4852 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4853 end
4854 else
4855 begin
4856 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4857 end;
4858 gGibs[a].positionChanged(); // this updates spatial accelerators
4859 end;
4860 end;
4861 end;
4863 SetAction(A_WALK);
4864 end;
4866 procedure TPlayer.SeeDown();
4867 begin
4868 SetAction(A_SEEDOWN);
4870 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4872 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4873 end;
4875 procedure TPlayer.SeeUp();
4876 begin
4877 SetAction(A_SEEUP);
4879 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4881 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4882 end;
4884 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4885 var
4886 Prior: Byte;
4887 begin
4888 case Action of
4889 A_WALK: Prior := 3;
4890 A_DIE1: Prior := 5;
4891 A_DIE2: Prior := 5;
4892 A_ATTACK: Prior := 2;
4893 A_SEEUP: Prior := 1;
4894 A_SEEDOWN: Prior := 1;
4895 A_ATTACKUP: Prior := 2;
4896 A_ATTACKDOWN: Prior := 2;
4897 A_PAIN: Prior := 4;
4898 else Prior := 0;
4899 end;
4901 if (Prior > FActionPrior) or Force then
4902 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4903 begin
4904 FActionPrior := Prior;
4905 FActionAnim := Action;
4906 FActionForce := Force;
4907 FActionChanged := True;
4908 end;
4910 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4911 end;
4913 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4914 begin
4915 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4916 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4917 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4918 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4919 end;
4921 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4922 var
4923 Anim: TAnimation;
4924 ID: DWORD;
4925 begin
4926 Result := False;
4928 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4929 begin
4930 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4931 if g_Game_IsServer and g_Game_IsNet then
4932 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4933 Exit;
4934 end;
4936 FJustTeleported := True;
4938 Anim := nil;
4939 if not silent then
4940 begin
4941 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4942 begin
4943 Anim := TAnimation.Create(ID, False, 3);
4944 end;
4946 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4947 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4948 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4949 if g_Game_IsServer and g_Game_IsNet then
4950 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4951 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4952 NET_GFX_TELE);
4953 end;
4955 FObj.X := X-PLAYER_RECT.X;
4956 FObj.Y := Y-PLAYER_RECT.Y;
4957 if FAlive and FGhost then
4958 begin
4959 FXTo := FObj.X;
4960 FYTo := FObj.Y;
4961 end;
4963 if not g_Game_IsNet then
4964 begin
4965 if dir = 1 then
4966 begin
4967 SetDirection(TDirection.D_LEFT);
4968 FAngle := 180;
4969 end
4970 else
4971 if dir = 2 then
4972 begin
4973 SetDirection(TDirection.D_RIGHT);
4974 FAngle := 0;
4975 end
4976 else
4977 if dir = 3 then
4978 begin // îáðàòíîå
4979 if FDirection = TDirection.D_RIGHT then
4980 begin
4981 SetDirection(TDirection.D_LEFT);
4982 FAngle := 180;
4983 end
4984 else
4985 begin
4986 SetDirection(TDirection.D_RIGHT);
4987 FAngle := 0;
4988 end;
4989 end;
4990 end;
4992 if not silent and (Anim <> nil) then
4993 begin
4994 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4995 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4996 Anim.Free();
4998 if g_Game_IsServer and g_Game_IsNet then
4999 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
5000 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
5001 NET_GFX_TELE);
5002 end;
5004 Result := True;
5005 end;
5007 function nonz(a: Single): Single;
5008 begin
5009 if a <> 0 then
5010 Result := a
5011 else
5012 Result := 1;
5013 end;
5015 function TPlayer.followCorpse(): Boolean;
5016 var
5017 i: Integer;
5018 begin
5019 Result := False;
5020 if FAlive or FSpectator then
5021 Exit;
5022 if (gCorpses = nil) or (Length(gCorpses) = 0) then
5023 Exit;
5024 for i := 0 to High(gCorpses) do
5025 if gCorpses[i] <> nil then
5026 if gCorpses[i].FPlayerUID = FUID then
5027 begin
5028 Result := True;
5029 FObj.X := gCorpses[i].FObj.X;
5030 FObj.Y := gCorpses[i].FObj.Y;
5031 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
5032 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
5033 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
5034 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
5035 break;
5036 end;
5037 end;
5039 procedure TPlayer.Update();
5040 var
5041 b: Byte;
5042 i, ii, wx, wy, xd, yd, k: Integer;
5043 blockmon, headwater, dospawn: Boolean;
5044 NetServer: Boolean;
5045 AnyServer: Boolean;
5046 SetSpect: Boolean;
5047 begin
5048 //Inc(FCurrFrameIdx);
5050 NetServer := g_Game_IsNet and g_Game_IsServer;
5051 AnyServer := g_Game_IsServer;
5053 if g_Game_IsClient and (NetInterpLevel > 0) then
5054 DoLerp(NetInterpLevel + 1)
5055 else
5056 if FGhost then
5057 DoLerp(4);
5059 if NetServer then
5060 begin
5061 if FClientID >= 0 then
5062 begin
5063 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
5064 if NetClients[FClientID].Peer^.packetsSent > 0 then
5065 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
5066 else
5067 FLoss := 0;
5068 end else
5069 begin
5070 FPing := 0;
5071 FLoss := 0;
5072 end;
5073 end;
5075 if FAlive and (FPunchAnim <> nil) then
5076 FPunchAnim.Update();
5078 if FAlive and (gFly or FJetpack) then
5079 FlySmoke();
5081 if FDirection = TDirection.D_LEFT then
5082 FAngle := 180
5083 else
5084 FAngle := 0;
5086 if FAlive and (not FGhost) then
5087 begin
5088 if FKeys[KEY_UP].Pressed then
5089 SeeUp();
5090 if FKeys[KEY_DOWN].Pressed then
5091 SeeDown();
5092 end;
5094 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
5095 (FIncCam <> 0) then
5096 begin
5097 i := g_basic.Sign(FIncCam);
5098 FIncCam := Abs(FIncCam);
5099 DecMin(FIncCam, 5, 0);
5100 FIncCam := FIncCam*i;
5101 end;
5103 // no need to do that each second frame, weapon queue will take care of it
5104 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed {and AnyServer} then NextWeapon();
5105 if FAlive and FKeys[KEY_PREVWEAPON].Pressed {and AnyServer} then PrevWeapon();
5107 if gTime mod (GAME_TICK*2) <> 0 then
5108 begin
5109 if (FObj.Vel.X = 0) and FAlive then
5110 begin
5111 if FKeys[KEY_LEFT].Pressed then
5112 Run(TDirection.D_LEFT);
5113 if FKeys[KEY_RIGHT].Pressed then
5114 Run(TDirection.D_RIGHT);
5115 end;
5117 if FPhysics then
5118 begin
5119 if not followCorpse() then
5120 g_Obj_Move(@FObj, True, True, True);
5121 positionChanged(); // this updates spatial accelerators
5122 end;
5124 Exit;
5125 end;
5127 FActionChanged := False;
5129 if FAlive then
5130 begin
5131 // Let alive player do some actions
5132 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5133 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5134 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5135 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5136 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
5137 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5138 if FKeys[KEY_JUMP].Pressed then Jump()
5139 else
5140 begin
5141 if AnyServer and FJetpack then
5142 begin
5143 FJetpack := False;
5144 JetpackOff;
5145 if NetServer then MH_SEND_PlayerStats(FUID);
5146 end;
5147 FCanJetpack := True;
5148 end;
5149 end
5150 else // Dead
5151 begin
5152 dospawn := False;
5153 if not FGhost then
5154 for k := Low(FKeys) to KEY_CHAT-1 do
5155 begin
5156 if FKeys[k].Pressed then
5157 begin
5158 dospawn := True;
5159 break;
5160 end;
5161 end;
5162 if dospawn then
5163 begin
5164 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5165 Respawn(False)
5166 else // Single
5167 if (FTime[T_RESPAWN] <= gTime) and
5168 gGameOn and (not FAlive) then
5169 begin
5170 if (g_Player_GetCount() > 1) then
5171 Respawn(False)
5172 else
5173 begin
5174 gExit := EXIT_RESTART;
5175 Exit;
5176 end;
5177 end;
5178 end;
5179 // Dead spectator actions
5180 if FGhost then
5181 begin
5182 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5183 if FKeys[KEY_FIRE].Pressed and AnyServer then
5184 begin
5185 if FSpectator then
5186 begin
5187 if (FSpectatePlayer >= High(gPlayers)) then
5188 FSpectatePlayer := -1
5189 else
5190 begin
5191 SetSpect := False;
5192 for I := FSpectatePlayer + 1 to High(gPlayers) do
5193 if gPlayers[I] <> nil then
5194 if gPlayers[I].alive then
5195 if gPlayers[I].UID <> FUID then
5196 begin
5197 FSpectatePlayer := I;
5198 SetSpect := True;
5199 break;
5200 end;
5202 if not SetSpect then FSpectatePlayer := -1;
5203 end;
5205 ReleaseKeys;
5206 end;
5207 end;
5208 end;
5209 end;
5210 // No clipping
5211 if FGhost then
5212 begin
5213 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5214 begin
5215 FYTo := FObj.Y - 32;
5216 FSpectatePlayer := -1;
5217 end;
5218 if FKeys[KEY_DOWN].Pressed then
5219 begin
5220 FYTo := FObj.Y + 32;
5221 FSpectatePlayer := -1;
5222 end;
5223 if FKeys[KEY_LEFT].Pressed then
5224 begin
5225 FXTo := FObj.X - 32;
5226 FSpectatePlayer := -1;
5227 end;
5228 if FKeys[KEY_RIGHT].Pressed then
5229 begin
5230 FXTo := FObj.X + 32;
5231 FSpectatePlayer := -1;
5232 end;
5234 if (FXTo < -64) then
5235 FXTo := -64
5236 else if (FXTo > gMapInfo.Width + 32) then
5237 FXTo := gMapInfo.Width + 32;
5238 if (FYTo < -72) then
5239 FYTo := -72
5240 else if (FYTo > gMapInfo.Height + 32) then
5241 FYTo := gMapInfo.Height + 32;
5242 end;
5244 if FPhysics then
5245 begin
5246 if not followCorpse() then
5247 g_Obj_Move(@FObj, True, True, True);
5248 positionChanged(); // this updates spatial accelerators
5249 end
5250 else
5251 begin
5252 FObj.Vel.X := 0;
5253 FObj.Vel.Y := 0;
5254 if FSpectator then
5255 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5256 if gPlayers[FSpectatePlayer] <> nil then
5257 if gPlayers[FSpectatePlayer].alive then
5258 begin
5259 FXTo := gPlayers[FSpectatePlayer].GameX;
5260 FYTo := gPlayers[FSpectatePlayer].GameY;
5261 end;
5262 end;
5264 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5265 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5266 PANEL_BLOCKMON, True);
5267 headwater := HeadInLiquid(0, 0);
5269 // Ñîïðîòèâëåíèå âîçäóõà:
5270 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5271 if FObj.Vel.X <> 0 then
5272 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5274 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5275 DecMin(FPain, 5, 0);
5276 DecMin(FPickup, 1, 0);
5278 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5279 begin
5280 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5281 FMegaRulez[MR_SUIT] := 0;
5282 FMegaRulez[MR_INVUL] := 0;
5283 FMegaRulez[MR_INVIS] := 0;
5284 Kill(K_FALLKILL, 0, HIT_FALL);
5285 end;
5287 i := 9;
5289 if FAlive then
5290 begin
5291 if FCurrWeap = WEAPON_SAW then
5292 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5293 FSawSoundSelect.IsPlaying()) then
5294 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5296 if FJetpack then
5297 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5298 (not FJetSoundOff.IsPlaying()) then
5299 begin
5300 FJetSoundFly.SetPosition(0);
5301 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5302 end;
5304 for b := WP_FIRST to WP_LAST do
5305 if FReloading[b] > 0 then
5306 if FNoReload then
5307 FReloading[b] := 0
5308 else
5309 Dec(FReloading[b]);
5311 if FShellTimer > -1 then
5312 if FShellTimer = 0 then
5313 begin
5314 if FShellType = SHELL_SHELL then
5315 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5316 GameVelX, GameVelY-2, SHELL_SHELL)
5317 else if FShellType = SHELL_DBLSHELL then
5318 begin
5319 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5320 GameVelX+1, GameVelY-2, SHELL_SHELL);
5321 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5322 GameVelX-1, GameVelY-2, SHELL_SHELL);
5323 end;
5324 FShellTimer := -1;
5325 end else Dec(FShellTimer);
5327 if (FBFGFireCounter > -1) then
5328 if FBFGFireCounter = 0 then
5329 begin
5330 if AnyServer then
5331 begin
5332 wx := FObj.X+WEAPONPOINT[FDirection].X;
5333 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5334 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5335 yd := wy+firediry();
5336 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5337 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5338 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5339 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5340 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5341 end;
5343 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5344 FBFGFireCounter := -1;
5345 end else
5346 if FNoReload then
5347 FBFGFireCounter := 0
5348 else
5349 Dec(FBFGFireCounter);
5351 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5352 begin
5353 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5355 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5356 end;
5358 if (headwater or blockmon) then
5359 begin
5360 Dec(FAir);
5362 if FAir < -9 then
5363 begin
5364 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5365 FAir := 0;
5366 end
5367 else if (FAir mod 31 = 0) and not blockmon then
5368 begin
5369 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5370 if Random(2) = 0 then
5371 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5372 else
5373 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5374 end;
5375 end else if FAir < AIR_DEF then
5376 FAir := AIR_DEF;
5378 if FFireTime > 0 then
5379 begin
5380 if BodyInLiquid(0, 0) then
5381 begin
5382 FFireTime := 0;
5383 FFirePainTime := 0;
5384 end
5385 else if FMegaRulez[MR_SUIT] >= gTime then
5386 begin
5387 if FMegaRulez[MR_SUIT] = gTime then
5388 FFireTime := 1;
5389 FFirePainTime := 0;
5390 end
5391 else
5392 begin
5393 OnFireFlame(1);
5394 if FFirePainTime <= 0 then
5395 begin
5396 if g_Game_IsServer then
5397 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5398 FFirePainTime := 18;
5399 end;
5400 FFirePainTime := FFirePainTime - 1;
5401 FFireTime := FFireTime - 1;
5402 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5403 MH_SEND_PlayerStats(FUID);
5404 end;
5405 end;
5407 if FDamageBuffer > 0 then
5408 begin
5409 if FDamageBuffer >= 9 then
5410 begin
5411 SetAction(A_PAIN);
5413 if FDamageBuffer < 30 then i := 9
5414 else if FDamageBuffer < 100 then i := 18
5415 else i := 27;
5416 end;
5418 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5419 FArmor := FArmor-(FDamageBuffer-ii);
5420 FHealth := FHealth-ii;
5421 if FArmor < 0 then
5422 begin
5423 FHealth := FHealth+FArmor;
5424 FArmor := 0;
5425 end;
5427 if AnyServer then
5428 if FHealth <= 0 then
5429 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5430 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5431 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5433 if FAlive then
5434 begin
5435 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5436 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5437 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5438 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5439 end;
5441 FDamageBuffer := 0;
5442 end;
5444 {CollideItem();}
5445 end; // if FAlive then ...
5447 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5448 begin
5449 FModel.ChangeAnimation(FActionAnim, FActionForce);
5450 FModel.GetCurrentAnimation.MinLength := i;
5451 FModel.GetCurrentAnimationMask.MinLength := i;
5452 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5454 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5455 then SetAction(A_STAND, True);
5457 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5459 for b := Low(FKeys) to High(FKeys) do
5460 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5461 end;
5464 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5465 begin
5466 x := FObj.X+PLAYER_RECT.X;
5467 y := FObj.Y+PLAYER_RECT.Y;
5468 w := PLAYER_RECT.Width;
5469 h := PLAYER_RECT.Height;
5470 end;
5473 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5474 begin
5475 if (dx <> 0) or (dy <> 0) then
5476 begin
5477 FObj.X += dx;
5478 FObj.Y += dy;
5479 positionChanged();
5480 end;
5481 end;
5484 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5485 begin
5486 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5487 FObj.Y+PLAYER_RECT.Y,
5488 PLAYER_RECT.Width,
5489 PLAYER_RECT.Height,
5490 X, Y,
5491 Width, Height);
5492 end;
5494 function TPlayer.Collide(Panel: TPanel): Boolean;
5495 begin
5496 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5497 FObj.Y+PLAYER_RECT.Y,
5498 PLAYER_RECT.Width,
5499 PLAYER_RECT.Height,
5500 Panel.X, Panel.Y,
5501 Panel.Width, Panel.Height);
5502 end;
5504 function TPlayer.Collide(X, Y: Integer): Boolean;
5505 begin
5506 X := X-FObj.X-PLAYER_RECT.X;
5507 Y := Y-FObj.Y-PLAYER_RECT.Y;
5508 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5509 (y >= 0) and (y <= PLAYER_RECT.Height);
5510 end;
5512 function g_Player_ValidName(Name: string): Boolean;
5513 var
5514 a: Integer;
5515 begin
5516 Result := True;
5518 if gPlayers = nil then Exit;
5520 for a := 0 to High(gPlayers) do
5521 if gPlayers[a] <> nil then
5522 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5523 begin
5524 Result := False;
5525 Exit;
5526 end;
5527 end;
5529 procedure TPlayer.SetDirection(Direction: TDirection);
5530 var
5531 d: TDirection;
5532 begin
5533 d := FModel.Direction;
5535 FModel.Direction := Direction;
5536 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5538 FDirection := Direction;
5539 end;
5541 function TPlayer.GetKeys(): Byte;
5542 begin
5543 Result := 0;
5545 if R_KEY_RED in FRulez then Result := KEY_RED;
5546 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5547 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5549 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5550 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5551 end;
5553 procedure TPlayer.Use();
5554 var
5555 a: Integer;
5556 begin
5557 if FTime[T_USE] > gTime then Exit;
5559 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5560 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5562 for a := 0 to High(gPlayers) do
5563 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5564 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5565 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5566 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5567 begin
5568 gPlayers[a].Touch();
5569 if g_Game_IsNet and g_Game_IsServer then
5570 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5571 end;
5573 FTime[T_USE] := gTime+120;
5574 end;
5576 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5577 var
5578 locObj: TObj;
5579 F: Boolean;
5580 WX, WY, XD, YD: Integer;
5581 begin
5582 F := False;
5583 WX := X;
5584 WY := Y;
5585 XD := AX;
5586 YD := AY;
5588 case FCurrWeap of
5589 WEAPON_KASTET:
5590 begin
5591 DoPunch();
5592 if R_BERSERK in FRulez then
5593 begin
5594 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5595 locobj.X := FObj.X+FObj.Rect.X;
5596 locobj.Y := FObj.Y+FObj.Rect.Y;
5597 locobj.rect.X := 0;
5598 locobj.rect.Y := 0;
5599 locobj.rect.Width := 39;
5600 locobj.rect.Height := 52;
5601 locobj.Vel.X := (xd-wx) div 2;
5602 locobj.Vel.Y := (yd-wy) div 2;
5603 locobj.Accel.X := xd-wx;
5604 locobj.Accel.y := yd-wy;
5606 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5607 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5608 else
5609 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5611 if gFlash = 1 then
5612 if FPain < 50 then
5613 FPain := min(FPain + 25, 50);
5614 end else
5615 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5616 end;
5618 WEAPON_SAW:
5619 begin
5620 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5621 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5622 begin
5623 FSawSoundSelect.Stop();
5624 FSawSound.Stop();
5625 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5626 end
5627 else if not FSawSoundHit.IsPlaying() then
5628 begin
5629 FSawSoundSelect.Stop();
5630 FSawSound.PlayAt(FObj.X, FObj.Y);
5631 end;
5632 f := True;
5633 end;
5635 WEAPON_PISTOL:
5636 begin
5637 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5638 FFireAngle := FAngle;
5639 f := True;
5640 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5641 GameVelX, GameVelY-2, SHELL_BULLET);
5642 end;
5644 WEAPON_SHOTGUN1:
5645 begin
5646 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5647 FFireAngle := FAngle;
5648 f := True;
5649 FShellTimer := 10;
5650 FShellType := SHELL_SHELL;
5651 end;
5653 WEAPON_SHOTGUN2:
5654 begin
5655 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5656 FFireAngle := FAngle;
5657 f := True;
5658 FShellTimer := 13;
5659 FShellType := SHELL_DBLSHELL;
5660 end;
5662 WEAPON_CHAINGUN:
5663 begin
5664 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5665 FFireAngle := FAngle;
5666 f := True;
5667 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5668 GameVelX, GameVelY-2, SHELL_BULLET);
5669 end;
5671 WEAPON_ROCKETLAUNCHER:
5672 begin
5673 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5674 FFireAngle := FAngle;
5675 f := True;
5676 end;
5678 WEAPON_PLASMA:
5679 begin
5680 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5681 FFireAngle := FAngle;
5682 f := True;
5683 end;
5685 WEAPON_BFG:
5686 begin
5687 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5688 FFireAngle := FAngle;
5689 f := True;
5690 end;
5692 WEAPON_SUPERPULEMET:
5693 begin
5694 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5695 FFireAngle := FAngle;
5696 f := True;
5697 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5698 GameVelX, GameVelY-2, SHELL_SHELL);
5699 end;
5701 WEAPON_FLAMETHROWER:
5702 begin
5703 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5704 FFireAngle := FAngle;
5705 f := True;
5706 end;
5707 end;
5709 if not f then Exit;
5711 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5712 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5713 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5714 end;
5716 procedure TPlayer.DoLerp(Level: Integer = 2);
5717 begin
5718 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5719 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5720 end;
5722 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5723 var
5724 AX, AY: Integer;
5725 begin
5726 if NetInterpLevel < 1 then
5727 begin
5728 FObj.X := XTo;
5729 FObj.Y := YTo;
5730 end
5731 else
5732 begin
5733 FXTo := XTo;
5734 FYTo := YTo;
5736 AX := Abs(FXTo - FObj.X);
5737 AY := Abs(FYTo - FObj.Y);
5738 if (AX > 32) or (AX <= NetInterpLevel) then
5739 FObj.X := FXTo;
5740 if (AY > 32) or (AY <= NetInterpLevel) then
5741 FObj.Y := FYTo;
5742 end;
5743 end;
5745 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5746 begin
5747 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5748 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5749 PANEL_LIFTUP, False) then Result := -1
5750 else
5751 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5752 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5753 PANEL_LIFTDOWN, False) then Result := 1
5754 else Result := 0;
5755 end;
5757 function TPlayer.GetFlag(Flag: Byte): Boolean;
5758 var
5759 s, ts: String;
5760 evtype: Byte;
5761 begin
5762 Result := False;
5764 if Flag = FLAG_NONE then
5765 Exit;
5767 if not g_Game_IsServer then Exit;
5769 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5770 if (Flag = FTeam) and
5771 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5772 (FFlag <> FLAG_NONE) then
5773 begin
5774 if FFlag = FLAG_RED then
5775 s := _lc[I_PLAYER_FLAG_RED]
5776 else
5777 s := _lc[I_PLAYER_FLAG_BLUE];
5779 evtype := FLAG_STATE_SCORED;
5781 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5782 Insert('.', ts, Length(ts) + 1 - 3);
5783 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5785 g_Map_ResetFlag(FFlag);
5786 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5788 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5790 Result := True;
5791 if g_Game_IsNet then
5792 begin
5793 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5794 MH_SEND_GameStats;
5795 end;
5797 gFlags[FFlag].CaptureTime := 0;
5798 SetFlag(FLAG_NONE);
5799 Exit;
5800 end;
5802 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5803 if (Flag = FTeam) and
5804 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5805 begin
5806 if Flag = FLAG_RED then
5807 s := _lc[I_PLAYER_FLAG_RED]
5808 else
5809 s := _lc[I_PLAYER_FLAG_BLUE];
5811 evtype := FLAG_STATE_RETURNED;
5812 gFlags[Flag].CaptureTime := 0;
5814 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5816 g_Map_ResetFlag(Flag);
5817 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5819 Result := True;
5820 if g_Game_IsNet then
5821 begin
5822 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5823 MH_SEND_GameStats;
5824 end;
5825 Exit;
5826 end;
5828 // Ïîäîáðàë ÷óæîé ôëàã:
5829 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5830 begin
5831 SetFlag(Flag);
5833 if Flag = FLAG_RED then
5834 s := _lc[I_PLAYER_FLAG_RED]
5835 else
5836 s := _lc[I_PLAYER_FLAG_BLUE];
5838 evtype := FLAG_STATE_CAPTURED;
5840 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5842 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5844 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5846 Result := True;
5847 if g_Game_IsNet then
5848 begin
5849 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5850 MH_SEND_GameStats;
5851 end;
5852 end;
5853 end;
5855 procedure TPlayer.SetFlag(Flag: Byte);
5856 begin
5857 FFlag := Flag;
5858 if FModel <> nil then
5859 FModel.SetFlag(FFlag);
5860 end;
5862 function TPlayer.DropFlag(): Boolean;
5863 var
5864 s: String;
5865 begin
5866 Result := False;
5867 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5868 Exit;
5869 FTime[T_FLAGCAP] := gTime + 2000;
5870 with gFlags[FFlag] do
5871 begin
5872 Obj.X := FObj.X;
5873 Obj.Y := FObj.Y;
5874 Direction := FDirection;
5875 State := FLAG_STATE_DROPPED;
5876 Count := FLAG_TIME;
5877 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5878 (FObj.Vel.Y div 2)-2+Random(5));
5879 positionChanged(); // this updates spatial accelerators
5881 if FFlag = FLAG_RED then
5882 s := _lc[I_PLAYER_FLAG_RED]
5883 else
5884 s := _lc[I_PLAYER_FLAG_BLUE];
5886 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5887 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5889 if g_Game_IsNet then
5890 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5891 end;
5892 SetFlag(FLAG_NONE);
5893 Result := True;
5894 end;
5896 procedure TPlayer.GetSecret();
5897 begin
5898 Inc(FSecrets);
5899 end;
5901 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5902 begin
5903 Assert(Key <= High(FKeys));
5905 FKeys[Key].Pressed := True;
5906 FKeys[Key].Time := Time;
5907 end;
5909 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5910 begin
5911 Result := FKeys[K].Pressed;
5912 end;
5914 procedure TPlayer.ReleaseKeys();
5915 var
5916 a: Integer;
5917 begin
5918 for a := Low(FKeys) to High(FKeys) do
5919 begin
5920 FKeys[a].Pressed := False;
5921 FKeys[a].Time := 0;
5922 end;
5923 end;
5925 procedure TPlayer.ReleaseKeysNoWeapon();
5926 var
5927 a: Integer;
5928 begin
5929 for a := Low(FKeys) to High(FKeys) do
5930 begin
5931 if (a = KEY_PREVWEAPON) or (a = KEY_NEXTWEAPON) then continue;
5932 FKeys[a].Pressed := False;
5933 FKeys[a].Time := 0;
5934 end;
5935 end;
5937 procedure TPlayer.OnDamage(Angle: SmallInt);
5938 begin
5939 end;
5941 function TPlayer.firediry(): Integer;
5942 begin
5943 if FKeys[KEY_UP].Pressed then Result := -42
5944 else if FKeys[KEY_DOWN].Pressed then Result := 19
5945 else Result := 0;
5946 end;
5948 procedure TPlayer.RememberState();
5949 var
5950 i: Integer;
5951 begin
5952 FSavedState.Health := FHealth;
5953 FSavedState.Armor := FArmor;
5954 FSavedState.Air := FAir;
5955 FSavedState.JetFuel := FJetFuel;
5956 FSavedState.CurrWeap := FCurrWeap;
5957 FSavedState.NextWeap := FNextWeap;
5958 FSavedState.NextWeapDelay := FNextWeapDelay;
5960 for i := 0 to 3 do
5961 FSavedState.Ammo[i] := FAmmo[i];
5962 for i := 0 to 3 do
5963 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5965 FSavedState.Rulez := FRulez;
5966 FSavedState.WaitRecall := True;
5967 end;
5969 procedure TPlayer.RecallState();
5970 var
5971 i: Integer;
5972 begin
5973 if not FSavedState.WaitRecall then Exit;
5975 FHealth := FSavedState.Health;
5976 FArmor := FSavedState.Armor;
5977 FAir := FSavedState.Air;
5978 FJetFuel := FSavedState.JetFuel;
5979 FCurrWeap := FSavedState.CurrWeap;
5980 //FNetForceWeap := FCurrWeap;
5981 FNextWeap := FSavedState.NextWeap;
5982 FNextWeapDelay := FSavedState.NextWeapDelay;
5984 for i := 0 to 3 do
5985 FAmmo[i] := FSavedState.Ammo[i];
5986 for i := 0 to 3 do
5987 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5989 FRulez := FSavedState.Rulez;
5990 FSavedState.WaitRecall := False;
5992 if gGameSettings.GameType = GT_SERVER then
5993 MH_SEND_PlayerStats(FUID);
5994 end;
5996 procedure TPlayer.SaveState (st: TStream);
5997 var
5998 i: Integer;
5999 b: Byte;
6000 begin
6001 // Ñèãíàòóðà èãðîêà
6002 utils.writeSign(st, 'PLYR');
6003 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
6004 // Áîò èëè ÷åëîâåê
6005 utils.writeBool(st, FIamBot);
6006 // UID èãðîêà
6007 utils.writeInt(st, Word(FUID));
6008 // Èìÿ èãðîêà
6009 utils.writeStr(st, FName);
6010 // Êîìàíäà
6011 utils.writeInt(st, Byte(FTeam));
6012 // Æèâ ëè
6013 utils.writeBool(st, FAlive);
6014 // Èçðàñõîäîâàë ëè âñå æèçíè
6015 utils.writeBool(st, FNoRespawn);
6016 // Íàïðàâëåíèå
6017 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
6018 utils.writeInt(st, Byte(b));
6019 // Çäîðîâüå
6020 utils.writeInt(st, LongInt(FHealth));
6021 // Æèçíè
6022 utils.writeInt(st, Byte(FLives));
6023 // Áðîíÿ
6024 utils.writeInt(st, LongInt(FArmor));
6025 // Çàïàñ âîçäóõà
6026 utils.writeInt(st, LongInt(FAir));
6027 // Çàïàñ ãîðþ÷åãî
6028 utils.writeInt(st, LongInt(FJetFuel));
6029 // Áîëü
6030 utils.writeInt(st, LongInt(FPain));
6031 // Óáèë
6032 utils.writeInt(st, LongInt(FKills));
6033 // Óáèë ìîíñòðîâ
6034 utils.writeInt(st, LongInt(FMonsterKills));
6035 // Ôðàãîâ
6036 utils.writeInt(st, LongInt(FFrags));
6037 // Ôðàãîâ ïîäðÿä
6038 utils.writeInt(st, Byte(FFragCombo));
6039 // Âðåìÿ ïîñëåäíåãî ôðàãà
6040 utils.writeInt(st, LongWord(FLastFrag));
6041 // Ñìåðòåé
6042 utils.writeInt(st, LongInt(FDeath));
6043 // Êàêîé ôëàã íåñåò
6044 utils.writeInt(st, Byte(FFlag));
6045 // Íàøåë ñåêðåòîâ
6046 utils.writeInt(st, LongInt(FSecrets));
6047 // Òåêóùåå îðóæèå
6048 utils.writeInt(st, Byte(FCurrWeap));
6049 // Æåëàåìîå îðóæèå
6050 utils.writeInt(st, Word(FNextWeap));
6051 // ...è ïàóçà
6052 utils.writeInt(st, Byte(FNextWeapDelay));
6053 // Âðåìÿ çàðÿäêè BFG
6054 utils.writeInt(st, SmallInt(FBFGFireCounter));
6055 // Áóôåð óðîíà
6056 utils.writeInt(st, LongInt(FDamageBuffer));
6057 // Ïîñëåäíèé óäàðèâøèé
6058 utils.writeInt(st, Word(FLastSpawnerUID));
6059 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6060 utils.writeInt(st, Byte(FLastHit));
6061 // Îáúåêò èãðîêà
6062 Obj_SaveState(st, @FObj);
6063 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6064 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
6065 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6066 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
6067 // Íàëè÷èå îðóæèÿ
6068 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
6069 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6070 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
6071 // Íàëè÷èå ðþêçàêà
6072 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
6073 // Íàëè÷èå êðàñíîãî êëþ÷à
6074 utils.writeBool(st, (R_KEY_RED in FRulez));
6075 // Íàëè÷èå çåëåíîãî êëþ÷à
6076 utils.writeBool(st, (R_KEY_GREEN in FRulez));
6077 // Íàëè÷èå ñèíåãî êëþ÷à
6078 utils.writeBool(st, (R_KEY_BLUE in FRulez));
6079 // Íàëè÷èå áåðñåðêà
6080 utils.writeBool(st, (R_BERSERK in FRulez));
6081 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6082 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
6083 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6084 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
6085 // Íàçâàíèå ìîäåëè
6086 utils.writeStr(st, FModel.Name);
6087 // Öâåò ìîäåëè
6088 utils.writeInt(st, Byte(FColor.R));
6089 utils.writeInt(st, Byte(FColor.G));
6090 utils.writeInt(st, Byte(FColor.B));
6091 end;
6094 procedure TPlayer.LoadState (st: TStream);
6095 var
6096 i: Integer;
6097 str: String;
6098 b: Byte;
6099 begin
6100 assert(st <> nil);
6102 // Ñèãíàòóðà èãðîêà
6103 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
6104 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
6105 // Áîò èëè ÷åëîâåê:
6106 FIamBot := utils.readBool(st);
6107 // UID èãðîêà
6108 FUID := utils.readWord(st);
6109 // Èìÿ èãðîêà
6110 str := utils.readStr(st);
6111 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6112 // Êîìàíäà
6113 FTeam := utils.readByte(st);
6114 // Æèâ ëè
6115 FAlive := utils.readBool(st);
6116 // Èçðàñõîäîâàë ëè âñå æèçíè
6117 FNoRespawn := utils.readBool(st);
6118 // Íàïðàâëåíèå
6119 b := utils.readByte(st);
6120 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6121 // Çäîðîâüå
6122 FHealth := utils.readLongInt(st);
6123 // Æèçíè
6124 FLives := utils.readByte(st);
6125 // Áðîíÿ
6126 FArmor := utils.readLongInt(st);
6127 // Çàïàñ âîçäóõà
6128 FAir := utils.readLongInt(st);
6129 // Çàïàñ ãîðþ÷åãî
6130 FJetFuel := utils.readLongInt(st);
6131 // Áîëü
6132 FPain := utils.readLongInt(st);
6133 // Óáèë
6134 FKills := utils.readLongInt(st);
6135 // Óáèë ìîíñòðîâ
6136 FMonsterKills := utils.readLongInt(st);
6137 // Ôðàãîâ
6138 FFrags := utils.readLongInt(st);
6139 // Ôðàãîâ ïîäðÿä
6140 FFragCombo := utils.readByte(st);
6141 // Âðåìÿ ïîñëåäíåãî ôðàãà
6142 FLastFrag := utils.readLongWord(st);
6143 // Ñìåðòåé
6144 FDeath := utils.readLongInt(st);
6145 // Êàêîé ôëàã íåñåò
6146 FFlag := utils.readByte(st);
6147 // Íàøåë ñåêðåòîâ
6148 FSecrets := utils.readLongInt(st);
6149 // Òåêóùåå îðóæèå
6150 FCurrWeap := utils.readByte(st);
6151 //FNetForceWeap := FCurrWeap;
6152 // Æåëàåìîå îðóæèå
6153 FNextWeap := utils.readWord(st);
6154 // ...è ïàóçà
6155 FNextWeapDelay := utils.readByte(st);
6156 // Âðåìÿ çàðÿäêè BFG
6157 FBFGFireCounter := utils.readSmallInt(st);
6158 // Áóôåð óðîíà
6159 FDamageBuffer := utils.readLongInt(st);
6160 // Ïîñëåäíèé óäàðèâøèé
6161 FLastSpawnerUID := utils.readWord(st);
6162 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6163 FLastHit := utils.readByte(st);
6164 // Îáúåêò èãðîêà
6165 Obj_LoadState(@FObj, st);
6166 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6167 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6168 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6169 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6170 // Íàëè÷èå îðóæèÿ
6171 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6172 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6173 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6174 // Íàëè÷èå ðþêçàêà
6175 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6176 // Íàëè÷èå êðàñíîãî êëþ÷à
6177 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6178 // Íàëè÷èå çåëåíîãî êëþ÷à
6179 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6180 // Íàëè÷èå ñèíåãî êëþ÷à
6181 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6182 // Íàëè÷èå áåðñåðêà
6183 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6184 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6185 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6186 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6187 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6188 // Íàçâàíèå ìîäåëè
6189 str := utils.readStr(st);
6190 // Öâåò ìîäåëè
6191 FColor.R := utils.readByte(st);
6192 FColor.G := utils.readByte(st);
6193 FColor.B := utils.readByte(st);
6194 if (self = gPlayer1) then
6195 begin
6196 str := gPlayer1Settings.Model;
6197 FColor := gPlayer1Settings.Color;
6198 end
6199 else if (self = gPlayer2) then
6200 begin
6201 str := gPlayer2Settings.Model;
6202 FColor := gPlayer2Settings.Color;
6203 end;
6204 // Îáíîâëÿåì ìîäåëü èãðîêà
6205 SetModel(str);
6206 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6207 FModel.Color := TEAMCOLOR[FTeam]
6208 else
6209 FModel.Color := FColor;
6210 end;
6213 procedure TPlayer.AllRulez(Health: Boolean);
6214 var
6215 a: Integer;
6216 begin
6217 if Health then
6218 begin
6219 FHealth := PLAYER_HP_LIMIT;
6220 FArmor := PLAYER_AP_LIMIT;
6221 Exit;
6222 end;
6224 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6225 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6226 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6227 end;
6229 procedure TPlayer.RestoreHealthArmor();
6230 begin
6231 FHealth := PLAYER_HP_LIMIT;
6232 FArmor := PLAYER_AP_LIMIT;
6233 end;
6235 procedure TPlayer.FragCombo();
6236 var
6237 Param: Integer;
6238 begin
6239 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6240 Exit;
6241 if gTime - FLastFrag < FRAG_COMBO_TIME then
6242 begin
6243 if FFragCombo < 5 then
6244 Inc(FFragCombo);
6245 Param := FUID or (FFragCombo shl 16);
6246 if (FComboEvnt >= Low(gDelayedEvents)) and
6247 (FComboEvnt <= High(gDelayedEvents)) and
6248 gDelayedEvents[FComboEvnt].Pending and
6249 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6250 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6251 begin
6252 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6253 gDelayedEvents[FComboEvnt].DENum := Param;
6254 end
6255 else
6256 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6257 end
6258 else
6259 FFragCombo := 1;
6261 FLastFrag := gTime;
6262 end;
6264 procedure TPlayer.GiveItem(ItemType: Byte);
6265 begin
6266 case ItemType of
6267 ITEM_SUIT:
6268 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6269 begin
6270 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6271 end;
6273 ITEM_OXYGEN:
6274 if FAir < AIR_MAX then
6275 begin
6276 FAir := AIR_MAX;
6277 end;
6279 ITEM_MEDKIT_BLACK:
6280 begin
6281 if not (R_BERSERK in FRulez) then
6282 begin
6283 Include(FRulez, R_BERSERK);
6284 if FBFGFireCounter < 1 then
6285 begin
6286 FCurrWeap := WEAPON_KASTET;
6287 //FNetForceWeap := FCurrWeap;
6288 FNetForceWeapFIdx := 0;
6289 resetWeaponQueue();
6290 FModel.SetWeapon(WEAPON_KASTET);
6291 end;
6292 if gFlash <> 0 then
6293 Inc(FPain, 100);
6294 FBerserk := gTime+30000;
6295 end;
6296 if FHealth < PLAYER_HP_SOFT then
6297 begin
6298 FHealth := PLAYER_HP_SOFT;
6299 FBerserk := gTime+30000;
6300 end;
6301 end;
6303 ITEM_INVUL:
6304 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6305 begin
6306 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6307 end;
6309 ITEM_INVIS:
6310 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6311 begin
6312 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6313 end;
6315 ITEM_JETPACK:
6316 if FJetFuel < JET_MAX then
6317 begin
6318 FJetFuel := JET_MAX;
6319 end;
6321 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6322 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6324 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6325 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6327 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6328 ITEM_SPHERE_WHITE:
6329 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6330 begin
6331 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6332 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6333 end;
6335 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6336 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6337 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6338 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6339 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6340 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6341 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6342 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6343 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6345 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6346 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6347 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6348 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6349 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6350 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6351 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6352 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6353 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6355 ITEM_AMMO_BACKPACK:
6356 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6357 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6358 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6359 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6360 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6361 begin
6362 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6363 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6364 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6365 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6366 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6368 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6369 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6370 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6371 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6373 FRulez := FRulez + [R_ITEM_BACKPACK];
6374 end;
6376 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6377 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6378 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6380 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6381 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6383 else
6384 Exit;
6385 end;
6386 if g_Game_IsNet and g_Game_IsServer then
6387 MH_SEND_PlayerStats(FUID);
6388 end;
6390 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6391 var
6392 id, i: DWORD;
6393 Anim: TAnimation;
6394 begin
6395 if (Random(5) = 1) and (Times = 1) then
6396 Exit;
6398 if BodyInLiquid(0, 0) then
6399 begin
6400 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6401 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6402 if Random(2) = 0 then
6403 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6404 else
6405 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6406 Exit;
6407 end;
6409 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6410 begin
6411 for i := 1 to Times do
6412 begin
6413 Anim := TAnimation.Create(id, False, 3);
6414 Anim.Alpha := 150;
6415 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6416 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6417 Anim.Free();
6418 end;
6419 end;
6420 end;
6422 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6423 var
6424 id, i: DWORD;
6425 Anim: TAnimation;
6426 begin
6427 if (Random(10) = 1) and (Times = 1) then
6428 Exit;
6430 if g_Frames_Get(id, 'FRAMES_FLAME') then
6431 begin
6432 for i := 1 to Times do
6433 begin
6434 Anim := TAnimation.Create(id, False, 3);
6435 Anim.Alpha := 0;
6436 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6437 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6438 Anim.Free();
6439 end;
6440 end;
6441 end;
6443 procedure TPlayer.PauseSounds(Enable: Boolean);
6444 begin
6445 FSawSound.Pause(Enable);
6446 FSawSoundIdle.Pause(Enable);
6447 FSawSoundHit.Pause(Enable);
6448 FSawSoundSelect.Pause(Enable);
6449 end;
6451 { T C o r p s e : }
6453 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6454 begin
6455 g_Obj_Init(@FObj);
6456 FObj.X := X;
6457 FObj.Y := Y;
6458 FObj.Rect := PLAYER_CORPSERECT;
6459 FModelName := ModelName;
6460 FMess := aMess;
6462 if FMess then
6463 begin
6464 FState := CORPSE_STATE_MESS;
6465 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6466 end
6467 else
6468 begin
6469 FState := CORPSE_STATE_NORMAL;
6470 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6471 end;
6472 end;
6474 destructor TCorpse.Destroy();
6475 begin
6476 FAnimation.Free();
6478 inherited;
6479 end;
6481 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6483 procedure TCorpse.positionChanged (); inline; begin end;
6485 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6486 begin
6487 if (dx <> 0) or (dy <> 0) then
6488 begin
6489 FObj.X += dx;
6490 FObj.Y += dy;
6491 positionChanged();
6492 end;
6493 end;
6496 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6497 begin
6498 x := FObj.X+PLAYER_CORPSERECT.X;
6499 y := FObj.Y+PLAYER_CORPSERECT.Y;
6500 w := PLAYER_CORPSERECT.Width;
6501 h := PLAYER_CORPSERECT.Height;
6502 end;
6505 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6506 var
6507 pm: TPlayerModel;
6508 Blood: TModelBlood;
6509 begin
6510 if FState = CORPSE_STATE_REMOVEME then
6511 Exit;
6513 FDamage := FDamage + Value;
6515 if FDamage > 150 then
6516 begin
6517 if FAnimation <> nil then
6518 begin
6519 FAnimation.Free();
6520 FAnimation := nil;
6522 FState := CORPSE_STATE_REMOVEME;
6524 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6525 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6526 FModelName, FColor);
6527 // Çâóê ìÿñà îò òðóïà:
6528 pm := g_PlayerModel_Get(FModelName);
6529 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6530 pm.Free;
6532 // Çëîâåùèé ñìåõ:
6533 if (gBodyKillEvent <> -1)
6534 and gDelayedEvents[gBodyKillEvent].Pending then
6535 gDelayedEvents[gBodyKillEvent].Pending := False;
6536 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6537 end;
6538 end
6539 else
6540 begin
6541 Blood := g_PlayerModel_GetBlood(FModelName);
6542 FObj.Vel.X := FObj.Vel.X + vx;
6543 FObj.Vel.Y := FObj.Vel.Y + vy;
6544 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6545 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6546 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6547 Blood.R, Blood.G, Blood.B, Blood.Kind);
6548 end;
6549 end;
6551 procedure TCorpse.Draw();
6552 begin
6553 if FState = CORPSE_STATE_REMOVEME then
6554 Exit;
6556 if FAnimation <> nil then
6557 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6559 if FAnimationMask <> nil then
6560 begin
6561 e_Colors := FColor;
6562 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6563 e_Colors.R := 255;
6564 e_Colors.G := 255;
6565 e_Colors.B := 255;
6566 end;
6567 end;
6569 procedure TCorpse.Update();
6570 var
6571 st: Word;
6572 begin
6573 if FState = CORPSE_STATE_REMOVEME then
6574 Exit;
6576 if gTime mod (GAME_TICK*2) <> 0 then
6577 begin
6578 g_Obj_Move(@FObj, True, True, True);
6579 positionChanged(); // this updates spatial accelerators
6580 Exit;
6581 end;
6583 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6584 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6586 st := g_Obj_Move(@FObj, True, True, True);
6587 positionChanged(); // this updates spatial accelerators
6589 if WordBool(st and MOVE_FALLOUT) then
6590 begin
6591 FState := CORPSE_STATE_REMOVEME;
6592 Exit;
6593 end;
6595 if FAnimation <> nil then
6596 FAnimation.Update();
6597 if FAnimationMask <> nil then
6598 FAnimationMask.Update();
6599 end;
6602 procedure TCorpse.SaveState (st: TStream);
6603 var
6604 anim: Boolean;
6605 begin
6606 assert(st <> nil);
6608 // Ñèãíàòóðà òðóïà
6609 utils.writeSign(st, 'CORP');
6610 utils.writeInt(st, Byte(0));
6611 // Ñîñòîÿíèå
6612 utils.writeInt(st, Byte(FState));
6613 // Íàêîïëåííûé óðîí
6614 utils.writeInt(st, Byte(FDamage));
6615 // Öâåò
6616 utils.writeInt(st, Byte(FColor.R));
6617 utils.writeInt(st, Byte(FColor.G));
6618 utils.writeInt(st, Byte(FColor.B));
6619 // Îáúåêò òðóïà
6620 Obj_SaveState(st, @FObj);
6621 utils.writeInt(st, Word(FPlayerUID));
6622 // Åñòü ëè àíèìàöèÿ
6623 anim := (FAnimation <> nil);
6624 utils.writeBool(st, anim);
6625 // Åñëè åñòü - ñîõðàíÿåì
6626 if anim then FAnimation.SaveState(st);
6627 // Åñòü ëè ìàñêà àíèìàöèè
6628 anim := (FAnimationMask <> nil);
6629 utils.writeBool(st, anim);
6630 // Åñëè åñòü - ñîõðàíÿåì
6631 if anim then FAnimationMask.SaveState(st);
6632 end;
6635 procedure TCorpse.LoadState (st: TStream);
6636 var
6637 anim: Boolean;
6638 begin
6639 assert(st <> nil);
6641 // Ñèãíàòóðà òðóïà
6642 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6643 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6644 // Ñîñòîÿíèå
6645 FState := utils.readByte(st);
6646 // Íàêîïëåííûé óðîí
6647 FDamage := utils.readByte(st);
6648 // Öâåò
6649 FColor.R := utils.readByte(st);
6650 FColor.G := utils.readByte(st);
6651 FColor.B := utils.readByte(st);
6652 // Îáúåêò òðóïà
6653 Obj_LoadState(@FObj, st);
6654 FPlayerUID := utils.readWord(st);
6655 // Åñòü ëè àíèìàöèÿ
6656 anim := utils.readBool(st);
6657 // Åñëè åñòü - çàãðóæàåì
6658 if anim then
6659 begin
6660 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6661 FAnimation.LoadState(st);
6662 end;
6663 // Åñòü ëè ìàñêà àíèìàöèè
6664 anim := utils.readBool(st);
6665 // Åñëè åñòü - çàãðóæàåì
6666 if anim then
6667 begin
6668 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6669 FAnimationMask.LoadState(st);
6670 end;
6671 end;
6673 { T B o t : }
6675 constructor TBot.Create();
6676 var
6677 a: Integer;
6678 begin
6679 inherited Create();
6681 FPhysics := True;
6682 FSpectator := False;
6683 FGhost := False;
6685 FIamBot := True;
6687 Inc(gNumBots);
6689 for a := WP_FIRST to WP_LAST do
6690 begin
6691 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6692 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6693 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6694 end;
6695 end;
6697 destructor TBot.Destroy();
6698 begin
6699 Dec(gNumBots);
6700 inherited Destroy();
6701 end;
6703 procedure TBot.Draw();
6704 begin
6705 inherited Draw();
6707 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6708 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6709 end;
6711 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6712 begin
6713 inherited Respawn(Silent, Force);
6715 FAIFlags := nil;
6716 FSelectedWeapon := FCurrWeap;
6717 FNetForceWeapFIdx := 0;
6718 resetWeaponQueue();
6719 FTargetUID := 0;
6720 end;
6722 procedure TBot.UpdateCombat();
6723 type
6724 TTarget = record
6725 UID: Word;
6726 X, Y: Integer;
6727 Rect: TRectWH;
6728 cX, cY: Integer;
6729 Dist: Word;
6730 Line: Boolean;
6731 Visible: Boolean;
6732 IsPlayer: Boolean;
6733 end;
6735 TTargetRecord = array of TTarget;
6737 function Compare(a, b: TTarget): Integer;
6738 begin
6739 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6740 Result := -1
6741 else
6742 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6743 Result := 1
6744 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6745 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6746 begin
6747 if a.Dist > b.Dist then // B áëèæå
6748 Result := 1
6749 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6750 Result := -1;
6751 end
6752 else // Ñòðàííî -> A
6753 Result := -1;
6754 end;
6756 var
6757 a, x1, y1, x2, y2: Integer;
6758 targets: TTargetRecord;
6759 ammo: Word;
6760 Target, BestTarget: TTarget;
6761 firew, fireh: Integer;
6762 angle: SmallInt;
6763 mon: TMonster;
6764 pla, tpla: TPlayer;
6765 vsPlayer, vsMonster, ok: Boolean;
6768 function monsUpdate (mon: TMonster): Boolean;
6769 begin
6770 result := false; // don't stop
6771 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6772 begin
6773 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6775 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6776 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6778 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6779 if g_TraceVector(x1, y1, x2, y2) then
6780 begin
6781 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6782 SetLength(targets, Length(targets)+1);
6783 with targets[High(targets)] do
6784 begin
6785 UID := mon.UID;
6786 X := mon.Obj.X;
6787 Y := mon.Obj.Y;
6788 cX := x2;
6789 cY := y2;
6790 Rect := mon.Obj.Rect;
6791 Dist := g_PatchLength(x1, y1, x2, y2);
6792 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6793 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6794 Visible := True;
6795 IsPlayer := False;
6796 end;
6797 end;
6798 end;
6799 end;
6801 begin
6802 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6803 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6805 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6806 if FCurrWeap <> FSelectedWeapon then
6807 NextWeapon();
6809 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6810 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6811 begin
6812 RemoveAIFlag('NEEDFIRE');
6814 case FCurrWeap of
6815 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6816 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6817 else PressKey(KEY_FIRE);
6818 end;
6819 end;
6821 // Êîîðäèíàòû ñòâîëà:
6822 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6823 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6825 Target.UID := FTargetUID;
6827 ok := False;
6828 if Target.UID <> 0 then
6829 begin // Öåëü åñòü - íàñòðàèâàåì
6830 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6831 vsPlayer then
6832 begin // Èãðîê
6833 tpla := g_Player_Get(Target.UID);
6834 if tpla <> nil then
6835 with tpla do
6836 begin
6837 if (@FObj) <> nil then
6838 begin
6839 Target.X := FObj.X;
6840 Target.Y := FObj.Y;
6841 end;
6842 end;
6844 Target.cX := Target.X + PLAYER_RECT_CX;
6845 Target.cY := Target.Y + PLAYER_RECT_CY;
6846 Target.Rect := PLAYER_RECT;
6847 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6848 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6849 (y1-4 > Target.Y+PLAYER_RECT.Y);
6850 Target.IsPlayer := True;
6851 ok := True;
6852 end
6853 else
6854 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6855 vsMonster then
6856 begin // Ìîíñòð
6857 mon := g_Monsters_ByUID(Target.UID);
6858 if mon <> nil then
6859 begin
6860 Target.X := mon.Obj.X;
6861 Target.Y := mon.Obj.Y;
6863 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6864 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6865 Target.Rect := mon.Obj.Rect;
6866 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6867 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6868 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6869 Target.IsPlayer := False;
6870 ok := True;
6871 end;
6872 end;
6873 end;
6875 if not ok then
6876 begin // Öåëè íåò - îáíóëÿåì
6877 Target.X := 0;
6878 Target.Y := 0;
6879 Target.cX := 0;
6880 Target.cY := 0;
6881 Target.Visible := False;
6882 Target.Line := False;
6883 Target.IsPlayer := False;
6884 end;
6886 targets := nil;
6888 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6889 if (not Target.Line) or (not Target.Visible) then
6890 begin
6891 // Èãðîêè:
6892 if vsPlayer then
6893 for a := 0 to High(gPlayers) do
6894 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6895 (gPlayers[a].FUID <> FUID) and
6896 (not SameTeam(FUID, gPlayers[a].FUID)) and
6897 (not gPlayers[a].NoTarget) and
6898 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6899 begin
6900 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6901 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6902 Continue;
6904 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6905 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6907 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6908 if g_TraceVector(x1, y1, x2, y2) then
6909 begin
6910 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6911 SetLength(targets, Length(targets)+1);
6912 with targets[High(targets)] do
6913 begin
6914 UID := gPlayers[a].FUID;
6915 X := gPlayers[a].FObj.X;
6916 Y := gPlayers[a].FObj.Y;
6917 cX := x2;
6918 cY := y2;
6919 Rect := PLAYER_RECT;
6920 Dist := g_PatchLength(x1, y1, x2, y2);
6921 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6922 (y1-4 > Target.Y+PLAYER_RECT.Y);
6923 Visible := True;
6924 IsPlayer := True;
6925 end;
6926 end;
6927 end;
6929 // Ìîíñòðû:
6930 if vsMonster then g_Mons_ForEach(monsUpdate);
6931 end;
6933 // Åñëè åñòü âîçìîæíûå öåëè:
6934 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6935 if targets <> nil then
6936 begin
6937 // Âûáèðàåì íàèëó÷øóþ öåëü:
6938 BestTarget := targets[0];
6939 if Length(targets) > 1 then
6940 for a := 1 to High(targets) do
6941 if Compare(BestTarget, targets[a]) = 1 then
6942 BestTarget := targets[a];
6944 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6945 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6946 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6947 begin
6948 Target := BestTarget;
6950 if (Healthy() = 3) or ((Healthy() = 2)) then
6951 begin // Åñëè çäîðîâû - äîãîíÿåì
6952 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6953 SetAIFlag('GORIGHT', '1');
6954 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6955 SetAIFlag('GOLEFT', '1');
6956 end
6957 else
6958 begin // Åñëè ïîáèòû - óáåãàåì
6959 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6960 SetAIFlag('GORIGHT', '1');
6961 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6962 SetAIFlag('GOLEFT', '1');
6963 end;
6965 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6966 SelectWeapon(Abs(x1-Target.cX));
6967 end;
6968 end;
6970 // Åñëè åñòü öåëü:
6971 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6972 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6973 if Target.UID <> 0 then
6974 begin
6975 if not TargetOnScreen(Target.X + Target.Rect.X,
6976 Target.Y + Target.Rect.Y) then
6977 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6978 if (Healthy() = 3) or ((Healthy() = 2)) then
6979 begin // Åñëè çäîðîâû - äîãîíÿåì
6980 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6981 SetAIFlag('GORIGHT', '1');
6982 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6983 SetAIFlag('GOLEFT', '1');
6984 end
6985 else
6986 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6987 Target.UID := 0;
6988 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6989 SetAIFlag('GORIGHT', '1');
6990 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6991 SetAIFlag('GOLEFT', '1');
6992 end;
6993 end
6994 else
6995 begin // Öåëü ïîêà íà "ýêðàíå"
6996 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6997 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6998 FLastVisible := gTime;
6999 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
7000 if (Abs(FObj.Y-Target.Y) <= 128) then
7001 begin
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 end;
7009 // Âûáèðàåì óãîë ââåðõ:
7010 if FDirection = TDirection.D_LEFT then
7011 angle := ANGLE_LEFTUP
7012 else
7013 angle := ANGLE_RIGHTUP;
7015 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7016 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7018 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7019 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7020 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
7021 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7022 Target.Rect.Width, Target.Rect.Height) and
7023 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7024 begin // òî íóæíî ñòðåëÿòü ââåðõ
7025 SetAIFlag('NEEDFIRE', '1');
7026 SetAIFlag('NEEDSEEUP', '1');
7027 end;
7029 // Âûáèðàåì óãîë âíèç:
7030 if FDirection = TDirection.D_LEFT then
7031 angle := ANGLE_LEFTDOWN
7032 else
7033 angle := ANGLE_RIGHTDOWN;
7035 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7036 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7038 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7039 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7040 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7041 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7042 Target.Rect.Width, Target.Rect.Height) and
7043 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7044 begin // òî íóæíî ñòðåëÿòü âíèç
7045 SetAIFlag('NEEDFIRE', '1');
7046 SetAIFlag('NEEDSEEDOWN', '1');
7047 end;
7049 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7050 if Target.Visible and
7051 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
7052 (y1-4 > Target.Y+Target.Rect.Y) then
7053 begin
7054 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7055 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
7056 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7057 begin // òî íóæíî ñòðåëÿòü âïåðåä
7058 SetAIFlag('NEEDFIRE', '1');
7059 SetAIFlag('NEEDSEEDOWN', '');
7060 SetAIFlag('NEEDSEEUP', '');
7061 end;
7062 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7063 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
7064 if GetRnd(FDifficult.CloseJump) then
7065 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7066 if Abs(FObj.X-Target.X) < 128 then
7067 a := 4
7068 else
7069 a := 30;
7070 if Random(a) = 0 then
7071 SetAIFlag('NEEDJUMP', '1');
7072 end;
7073 end;
7075 // Åñëè öåëü âñå åùå åñòü:
7076 if Target.UID <> 0 then
7077 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
7078 Target.UID := 0 // òî çàáûòü öåëü
7079 else // Åñëè âèäåëè íåäàâíî
7080 begin // íî öåëü óáèëè
7081 if Target.IsPlayer then
7082 begin // Öåëü - èãðîê
7083 pla := g_Player_Get(Target.UID);
7084 if (pla = nil) or (not pla.alive) or pla.NoTarget or
7085 (pla.FMegaRulez[MR_INVIS] >= gTime) then
7086 Target.UID := 0; // òî çàáûòü öåëü
7087 end
7088 else
7089 begin // Öåëü - ìîíñòð
7090 mon := g_Monsters_ByUID(Target.UID);
7091 if (mon = nil) or (not mon.alive) then
7092 Target.UID := 0; // òî çàáûòü öåëü
7093 end;
7094 end;
7095 end; // if Target.UID <> 0
7097 FTargetUID := Target.UID;
7099 // Åñëè âîçìîæíûõ öåëåé íåò:
7100 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7101 if targets = nil then
7102 if GetAIFlag('ATTACKLEFT') <> '' then
7103 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7104 RemoveAIFlag('ATTACKLEFT');
7106 SetAIFlag('NEEDJUMP', '1');
7108 if RunDirection() = TDirection.D_RIGHT then
7109 begin // Èäåì íå â òó ñòîðîíó
7110 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7111 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7112 SetAIFlag('NEEDFIRE', '1');
7113 SetAIFlag('GOLEFT', '1');
7114 end;
7115 end
7116 else
7117 begin // Èäåì â íóæíóþ ñòîðîíó
7118 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7119 SetAIFlag('NEEDFIRE', '1');
7120 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7121 SetAIFlag('GORIGHT', '1');
7122 end;
7123 end
7124 else
7125 if GetAIFlag('ATTACKRIGHT') <> '' then
7126 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7127 RemoveAIFlag('ATTACKRIGHT');
7129 SetAIFlag('NEEDJUMP', '1');
7131 if RunDirection() = TDirection.D_LEFT then
7132 begin // Èäåì íå â òó ñòîðîíó
7133 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7134 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7135 SetAIFlag('NEEDFIRE', '1');
7136 SetAIFlag('GORIGHT', '1');
7137 end;
7138 end
7139 else
7140 begin
7141 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7142 SetAIFlag('NEEDFIRE', '1');
7143 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7144 SetAIFlag('GOLEFT', '1');
7145 end;
7146 end;
7148 //HACK! (does it belong there?)
7149 RealizeCurrentWeapon();
7151 // Åñëè åñòü âîçìîæíûå öåëè:
7152 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7153 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7154 for a := 0 to High(targets) do
7155 begin
7156 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7157 if GetRnd(FDifficult.DiagFire) then
7158 begin
7159 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7160 if FDirection = TDirection.D_LEFT then
7161 angle := ANGLE_LEFTUP
7162 else
7163 angle := ANGLE_RIGHTUP;
7165 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7166 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7168 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7169 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7170 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7171 targets[a].Rect.Width, targets[a].Rect.Height) and
7172 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7173 begin
7174 SetAIFlag('NEEDFIRE', '1');
7175 SetAIFlag('NEEDSEEUP', '1');
7176 end;
7178 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7179 if FDirection = TDirection.D_LEFT then
7180 angle := ANGLE_LEFTDOWN
7181 else
7182 angle := ANGLE_RIGHTDOWN;
7184 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7185 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7187 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7188 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7189 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7190 targets[a].Rect.Width, targets[a].Rect.Height) and
7191 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7192 begin
7193 SetAIFlag('NEEDFIRE', '1');
7194 SetAIFlag('NEEDSEEDOWN', '1');
7195 end;
7196 end;
7198 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7199 if targets[a].Line and targets[a].Visible and
7200 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7201 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7202 begin
7203 SetAIFlag('NEEDFIRE', '1');
7204 Break;
7205 end;
7206 end;
7208 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7209 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7210 PLAYER_RECT.Width, PLAYER_RECT.Height,
7211 40+GetInterval(FDifficult.Cover, 40)) then
7212 SetAIFlag('NEEDJUMP', '1');
7214 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7215 ammo := GetAmmoByWeapon(FCurrWeap);
7216 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7217 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7218 (ammo = 0) then
7219 SetAIFlag('SELECTWEAPON', '1');
7221 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7222 if GetAIFlag('SELECTWEAPON') = '1' then
7223 begin
7224 SelectWeapon(-1);
7225 RemoveAIFlag('SELECTWEAPON');
7226 end;
7227 end;
7229 procedure TBot.Update();
7230 var
7231 EnableAI: Boolean;
7232 begin
7233 if not FAlive then
7234 begin // Respawn
7235 ReleaseKeys();
7236 PressKey(KEY_UP);
7237 end
7238 else
7239 begin
7240 EnableAI := True;
7242 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7243 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7244 EnableAI := False;
7245 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7246 EnableAI := False;
7247 if g_debug_BotAIOff = 3 then
7248 EnableAI := False;
7250 if EnableAI then
7251 begin
7252 UpdateMove();
7253 UpdateCombat();
7254 end
7255 else
7256 begin
7257 RealizeCurrentWeapon();
7258 end;
7259 end;
7261 inherited Update();
7262 end;
7264 procedure TBot.ReleaseKey(Key: Byte);
7265 begin
7266 with FKeys[Key] do
7267 begin
7268 Pressed := False;
7269 Time := 0;
7270 end;
7271 end;
7273 function TBot.KeyPressed(Key: Word): Boolean;
7274 begin
7275 Result := FKeys[Key].Pressed;
7276 end;
7278 function TBot.GetAIFlag(aName: String20): String20;
7279 var
7280 a: Integer;
7281 begin
7282 Result := '';
7284 aName := LowerCase(aName);
7286 if FAIFlags <> nil then
7287 for a := 0 to High(FAIFlags) do
7288 if LowerCase(FAIFlags[a].Name) = aName then
7289 begin
7290 Result := FAIFlags[a].Value;
7291 Break;
7292 end;
7293 end;
7295 procedure TBot.RemoveAIFlag(aName: String20);
7296 var
7297 a, b: Integer;
7298 begin
7299 if FAIFlags = nil then Exit;
7301 aName := LowerCase(aName);
7303 for a := 0 to High(FAIFlags) do
7304 if LowerCase(FAIFlags[a].Name) = aName then
7305 begin
7306 if a <> High(FAIFlags) then
7307 for b := a to High(FAIFlags)-1 do
7308 FAIFlags[b] := FAIFlags[b+1];
7310 SetLength(FAIFlags, Length(FAIFlags)-1);
7311 Break;
7312 end;
7313 end;
7315 procedure TBot.SetAIFlag(aName, fValue: String20);
7316 var
7317 a: Integer;
7318 ok: Boolean;
7319 begin
7320 a := 0;
7321 ok := False;
7323 aName := LowerCase(aName);
7325 if FAIFlags <> nil then
7326 for a := 0 to High(FAIFlags) do
7327 if LowerCase(FAIFlags[a].Name) = aName then
7328 begin
7329 ok := True;
7330 Break;
7331 end;
7333 if ok then FAIFlags[a].Value := fValue
7334 else
7335 begin
7336 SetLength(FAIFlags, Length(FAIFlags)+1);
7337 with FAIFlags[High(FAIFlags)] do
7338 begin
7339 Name := aName;
7340 Value := fValue;
7341 end;
7342 end;
7343 end;
7345 procedure TBot.UpdateMove;
7347 procedure GoLeft(Time: Word = 1);
7348 begin
7349 ReleaseKey(KEY_LEFT);
7350 ReleaseKey(KEY_RIGHT);
7351 PressKey(KEY_LEFT, Time);
7352 SetDirection(TDirection.D_LEFT);
7353 end;
7355 procedure GoRight(Time: Word = 1);
7356 begin
7357 ReleaseKey(KEY_LEFT);
7358 ReleaseKey(KEY_RIGHT);
7359 PressKey(KEY_RIGHT, Time);
7360 SetDirection(TDirection.D_RIGHT);
7361 end;
7363 function Rnd(a: Word): Boolean;
7364 begin
7365 Result := Random(a) = 0;
7366 end;
7368 procedure Turn(Time: Word = 1200);
7369 begin
7370 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7371 end;
7373 procedure Stop();
7374 begin
7375 ReleaseKey(KEY_LEFT);
7376 ReleaseKey(KEY_RIGHT);
7377 end;
7379 function CanRunLeft(): Boolean;
7380 begin
7381 Result := not CollideLevel(-1, 0);
7382 end;
7384 function CanRunRight(): Boolean;
7385 begin
7386 Result := not CollideLevel(1, 0);
7387 end;
7389 function CanRun(): Boolean;
7390 begin
7391 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7392 end;
7394 procedure Jump(Time: Word = 30);
7395 begin
7396 PressKey(KEY_JUMP, Time);
7397 end;
7399 function NearHole(): Boolean;
7400 var
7401 x, sx: Integer;
7402 begin
7403 { TODO 5 : Ëåñòíèöû }
7404 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7405 for x := 1 to PLAYER_RECT.Width do
7406 if (not StayOnStep(x*sx, 0)) and
7407 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7408 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7409 begin
7410 Result := True;
7411 Exit;
7412 end;
7414 Result := False;
7415 end;
7417 function BorderHole(): Boolean;
7418 var
7419 x, sx, xx: Integer;
7420 begin
7421 { TODO 5 : Ëåñòíèöû }
7422 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7423 for x := 1 to PLAYER_RECT.Width do
7424 if (not StayOnStep(x*sx, 0)) and
7425 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7426 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7427 begin
7428 for xx := x to x+32 do
7429 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7430 begin
7431 Result := True;
7432 Exit;
7433 end;
7434 end;
7436 Result := False;
7437 end;
7439 function NearDeepHole(): Boolean;
7440 var
7441 x, sx, y: Integer;
7442 begin
7443 Result := False;
7445 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7446 y := 3;
7448 for x := 1 to PLAYER_RECT.Width do
7449 if (not StayOnStep(x*sx, 0)) and
7450 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7451 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7452 begin
7453 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7454 begin
7455 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7456 y := y+1;
7457 end;
7459 Result := True;
7460 end else Result := False;
7461 end;
7463 function OverDeepHole(): Boolean;
7464 var
7465 y: Integer;
7466 begin
7467 Result := False;
7469 y := 1;
7470 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7471 begin
7472 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7473 y := y+1;
7474 end;
7476 Result := True;
7477 end;
7479 function OnGround(): Boolean;
7480 begin
7481 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7482 end;
7484 function OnLadder(): Boolean;
7485 begin
7486 Result := FullInStep(0, 0);
7487 end;
7489 function BelowLadder(): Boolean;
7490 begin
7491 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7492 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7493 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7494 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7495 end;
7497 function BelowLiftUp(): Boolean;
7498 begin
7499 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7500 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7501 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7502 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7503 end;
7505 function OnTopLift(): Boolean;
7506 begin
7507 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7508 end;
7510 function CanJumpOver(): Boolean;
7511 var
7512 sx, y: Integer;
7513 begin
7514 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7516 Result := False;
7518 if not CollideLevel(sx, 0) then Exit;
7520 for y := 1 to BOT_MAXJUMP do
7521 if CollideLevel(0, -y) then Exit else
7522 if not CollideLevel(sx, -y) then
7523 begin
7524 Result := True;
7525 Exit;
7526 end;
7527 end;
7529 function CanJumpUp(Dist: ShortInt): Boolean;
7530 var
7531 y, yy: Integer;
7532 c: Boolean;
7533 begin
7534 Result := False;
7536 if CollideLevel(Dist, 0) then Exit;
7538 c := False;
7539 for y := 0 to BOT_MAXJUMP do
7540 if CollideLevel(Dist, -y) then
7541 begin
7542 c := True;
7543 Break;
7544 end;
7546 if not c then Exit;
7548 c := False;
7549 for yy := y+1 to BOT_MAXJUMP do
7550 if not CollideLevel(Dist, -yy) then
7551 begin
7552 c := True;
7553 Break;
7554 end;
7556 if not c then Exit;
7558 c := False;
7559 for y := 0 to BOT_MAXJUMP do
7560 if CollideLevel(0, -y) then
7561 begin
7562 c := True;
7563 Break;
7564 end;
7566 if c then Exit;
7568 if y < yy then Exit;
7570 Result := True;
7571 end;
7573 function IsSafeTrigger(): Boolean;
7574 var
7575 a: Integer;
7576 begin
7577 Result := True;
7578 if gTriggers = nil then
7579 Exit;
7580 for a := 0 to High(gTriggers) do
7581 if Collide(gTriggers[a].X,
7582 gTriggers[a].Y,
7583 gTriggers[a].Width,
7584 gTriggers[a].Height) and
7585 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7586 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7587 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7588 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7589 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7590 Result := False;
7591 end;
7593 begin
7594 // Âîçìîæíî, íàæèìàåì êíîïêó:
7595 if Rnd(16) and IsSafeTrigger() then
7596 PressKey(KEY_OPEN);
7598 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7599 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7600 begin
7601 ReleaseKey(KEY_LEFT);
7602 ReleaseKey(KEY_RIGHT);
7603 Jump();
7604 end;
7606 // Èäåì âëåâî, åñëè íàäî áûëî:
7607 if GetAIFlag('GOLEFT') <> '' then
7608 begin
7609 RemoveAIFlag('GOLEFT');
7610 if CanRunLeft() then
7611 GoLeft(360);
7612 end;
7614 // Èäåì âïðàâî, åñëè íàäî áûëî:
7615 if GetAIFlag('GORIGHT') <> '' then
7616 begin
7617 RemoveAIFlag('GORIGHT');
7618 if CanRunRight() then
7619 GoRight(360);
7620 end;
7622 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7623 if FObj.X < -32 then
7624 GoRight(360)
7625 else
7626 if FObj.X+32 > gMapInfo.Width then
7627 GoLeft(360);
7629 // Ïðûãàåì, åñëè íàäî áûëî:
7630 if GetAIFlag('NEEDJUMP') <> '' then
7631 begin
7632 Jump(0);
7633 RemoveAIFlag('NEEDJUMP');
7634 end;
7636 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7637 if GetAIFlag('NEEDSEEUP') <> '' then
7638 begin
7639 ReleaseKey(KEY_UP);
7640 ReleaseKey(KEY_DOWN);
7641 PressKey(KEY_UP, 20);
7642 RemoveAIFlag('NEEDSEEUP');
7643 end;
7645 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7646 if GetAIFlag('NEEDSEEDOWN') <> '' then
7647 begin
7648 ReleaseKey(KEY_UP);
7649 ReleaseKey(KEY_DOWN);
7650 PressKey(KEY_DOWN, 20);
7651 RemoveAIFlag('NEEDSEEDOWN');
7652 end;
7654 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7655 if GetAIFlag('GOINHOLE') <> '' then
7656 if not OnGround() then
7657 begin
7658 ReleaseKey(KEY_LEFT);
7659 ReleaseKey(KEY_RIGHT);
7660 RemoveAIFlag('GOINHOLE');
7661 SetAIFlag('FALLINHOLE', '1');
7662 end;
7664 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7665 if GetAIFlag('FALLINHOLE') <> '' then
7666 if OnGround() then
7667 RemoveAIFlag('FALLINHOLE');
7669 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7670 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7671 if GetAIFlag('FALLINHOLE') = '' then
7672 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7673 if Rnd(2) then
7674 GoLeft(360)
7675 else
7676 GoRight(360);
7678 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7679 if OnGround() and
7680 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7681 Rnd(8) then
7682 Jump();
7684 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7685 if OnGround() and NearHole() then
7686 if NearDeepHole() then // Åñëè ýòî áåçäíà
7687 case Random(6) of
7688 0..3: Turn(); // Áåæèì îáðàòíî
7689 4: Jump(); // Ïðûãàåì
7690 5: begin // Ïðûãàåì îáðàòíî
7691 Turn();
7692 Jump();
7693 end;
7694 end
7695 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7696 if GetAIFlag('GOINHOLE') = '' then
7697 case Random(6) of
7698 0: Turn(); // Íå íóæíî òóäà
7699 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7700 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7701 if BorderHole() then
7702 SetAIFlag('GOINHOLE', '1');
7703 end;
7705 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7706 if (not CanRun()) and OnGround() then
7707 begin
7708 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7709 if CanJumpOver() or OnLadder() then
7710 Jump()
7711 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7712 if Random(2) = 0 then
7713 begin
7714 if IsSafeTrigger() then
7715 PressKey(KEY_OPEN);
7716 end else
7717 Turn();
7718 end;
7720 // Îñòàëîñü ìàëî âîçäóõà:
7721 if FAir < 36 * 2 then
7722 Jump(20);
7724 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7725 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7726 if BodyInAcid(0, 0) then
7727 Jump();
7728 end;
7730 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7731 begin
7732 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7733 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7734 end;
7736 {function TBot.NeedItem(Item: Byte): Byte;
7737 begin
7738 Result := 4;
7739 end;}
7741 procedure TBot.SelectWeapon(Dist: Integer);
7742 var
7743 a: Integer;
7745 function HaveAmmo(weapon: Byte): Boolean;
7746 begin
7747 case weapon of
7748 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7749 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7750 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7751 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7752 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7753 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7754 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7755 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7756 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7757 else Result := True;
7758 end;
7759 end;
7761 begin
7762 if Dist = -1 then Dist := BOT_LONGDIST;
7764 if Dist > BOT_LONGDIST then
7765 begin // Äàëüíèé áîé
7766 for a := 0 to 9 do
7767 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7768 begin
7769 FSelectedWeapon := FDifficult.WeaponPrior[a];
7770 Break;
7771 end;
7772 end
7773 else //if Dist > BOT_UNSAFEDIST then
7774 begin // Áëèæíèé áîé
7775 for a := 0 to 9 do
7776 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7777 begin
7778 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7779 Break;
7780 end;
7781 end;
7782 { else
7783 begin
7784 for a := 0 to 9 do
7785 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7786 begin
7787 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7788 Break;
7789 end;
7790 end;}
7791 end;
7793 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7794 begin
7795 Result := inherited PickItem(ItemType, force, remove);
7797 if Result then SetAIFlag('SELECTWEAPON', '1');
7798 end;
7800 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7801 begin
7802 Result := inherited Heal(value, Soft);
7803 end;
7805 function TBot.Healthy(): Byte;
7806 begin
7807 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7808 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7809 else if (FHealth > 50) then Result := 2
7810 else if (FHealth > 20) then Result := 1
7811 else Result := 0;
7812 end;
7814 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7815 begin
7816 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7817 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7818 end;
7820 procedure TBot.OnDamage(Angle: SmallInt);
7821 var
7822 pla: TPlayer;
7823 mon: TMonster;
7824 ok: Boolean;
7825 begin
7826 inherited;
7828 if (Angle = 0) or (Angle = 180) then
7829 begin
7830 ok := False;
7831 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7832 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7833 begin // Èãðîê
7834 pla := g_Player_Get(FLastSpawnerUID);
7835 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7836 pla.FObj.Y + PLAYER_RECT.Y);
7837 end
7838 else
7839 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7840 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7841 begin // Ìîíñòð
7842 mon := g_Monsters_ByUID(FLastSpawnerUID);
7843 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7844 mon.Obj.Y + mon.Obj.Rect.Y);
7845 end;
7847 if ok then
7848 if Angle = 0 then
7849 SetAIFlag('ATTACKLEFT', '1')
7850 else
7851 SetAIFlag('ATTACKRIGHT', '1');
7852 end;
7853 end;
7855 function TBot.RunDirection(): TDirection;
7856 begin
7857 if Abs(Vel.X) >= 1 then
7858 begin
7859 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7860 end else
7861 Result := FDirection;
7862 end;
7864 function TBot.GetRnd(a: Byte): Boolean;
7865 begin
7866 if a = 0 then Result := False
7867 else if a = 255 then Result := True
7868 else Result := Random(256) > 255-a;
7869 end;
7871 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7872 begin
7873 Result := Round((255-a)/255*radius*(Random(2)-1));
7874 end;
7877 procedure TDifficult.save (st: TStream);
7878 begin
7879 utils.writeInt(st, Byte(DiagFire));
7880 utils.writeInt(st, Byte(InvisFire));
7881 utils.writeInt(st, Byte(DiagPrecision));
7882 utils.writeInt(st, Byte(FlyPrecision));
7883 utils.writeInt(st, Byte(Cover));
7884 utils.writeInt(st, Byte(CloseJump));
7885 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7886 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7887 end;
7889 procedure TDifficult.load (st: TStream);
7890 begin
7891 DiagFire := utils.readByte(st);
7892 InvisFire := utils.readByte(st);
7893 DiagPrecision := utils.readByte(st);
7894 FlyPrecision := utils.readByte(st);
7895 Cover := utils.readByte(st);
7896 CloseJump := utils.readByte(st);
7897 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7898 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7899 end;
7902 procedure TBot.SaveState (st: TStream);
7903 var
7904 i: Integer;
7905 dw: Integer;
7906 begin
7907 inherited SaveState(st);
7908 utils.writeSign(st, 'BOT0');
7909 // Âûáðàííîå îðóæèå
7910 utils.writeInt(st, Byte(FSelectedWeapon));
7911 // UID öåëè
7912 utils.writeInt(st, Word(FTargetUID));
7913 // Âðåìÿ ïîòåðè öåëè
7914 utils.writeInt(st, LongWord(FLastVisible));
7915 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7916 dw := Length(FAIFlags);
7917 utils.writeInt(st, LongInt(dw));
7918 // Ôëàãè ÈÈ
7919 for i := 0 to dw-1 do
7920 begin
7921 utils.writeStr(st, FAIFlags[i].Name, 20);
7922 utils.writeStr(st, FAIFlags[i].Value, 20);
7923 end;
7924 // Íàñòðîéêè ñëîæíîñòè
7925 FDifficult.save(st);
7926 end;
7929 procedure TBot.LoadState (st: TStream);
7930 var
7931 i: Integer;
7932 dw: Integer;
7933 begin
7934 inherited LoadState(st);
7935 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7936 // Âûáðàííîå îðóæèå
7937 FSelectedWeapon := utils.readByte(st);
7938 // UID öåëè
7939 FTargetUID := utils.readWord(st);
7940 // Âðåìÿ ïîòåðè öåëè
7941 FLastVisible := utils.readLongWord(st);
7942 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7943 dw := utils.readLongInt(st);
7944 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7945 SetLength(FAIFlags, dw);
7946 // Ôëàãè ÈÈ
7947 for i := 0 to dw-1 do
7948 begin
7949 FAIFlags[i].Name := utils.readStr(st, 20);
7950 FAIFlags[i].Value := utils.readStr(st, 20);
7951 end;
7952 // Íàñòðîéêè ñëîæíîñòè
7953 FDifficult.load(st);
7954 end;
7957 begin
7958 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7959 end.