DEADSOFTWARE

add direct weapon switching
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) DooM 2D:Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$MODE DELPHI}
17 unit g_player;
19 interface
21 uses
22 e_graphics, g_playermodel, g_basic, g_textures,
23 g_weapons, g_phys, g_sound, g_saveload, MAPSTRUCT,
24 BinEditor, g_panel;
26 const
27 KEY_LEFT = 1;
28 KEY_RIGHT = 2;
29 KEY_UP = 3;
30 KEY_DOWN = 4;
31 KEY_FIRE = 5;
32 KEY_NEXTWEAPON = 6;
33 KEY_PREVWEAPON = 7;
34 KEY_OPEN = 8;
35 KEY_JUMP = 9;
36 KEY_CHAT = 10;
38 R_ITEM_BACKPACK = 0;
39 R_KEY_RED = 1;
40 R_KEY_GREEN = 2;
41 R_KEY_BLUE = 3;
42 R_BERSERK = 4;
44 MR_SUIT = 0;
45 MR_INVUL = 1;
46 MR_INVIS = 2;
47 MR_MAX = 2;
49 A_BULLETS = 0;
50 A_SHELLS = 1;
51 A_ROCKETS = 2;
52 A_CELLS = 3;
54 K_SIMPLEKILL = 0;
55 K_HARDKILL = 1;
56 K_EXTRAHARDKILL = 2;
57 K_FALLKILL = 3;
59 T_RESPAWN = 0;
60 T_SWITCH = 1;
61 T_USE = 2;
62 T_FLAGCAP = 3;
64 TEAM_NONE = 0;
65 TEAM_RED = 1;
66 TEAM_BLUE = 2;
67 TEAM_COOP = 3;
69 SHELL_BULLET = 0;
70 SHELL_SHELL = 1;
71 SHELL_DBLSHELL = 2;
73 ANGLE_NONE = Low(SmallInt);
75 CORPSE_STATE_REMOVEME = 0;
76 CORPSE_STATE_NORMAL = 1;
77 CORPSE_STATE_MESS = 2;
79 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
80 PLAYER_RECT_CX = 15+(34 div 2);
81 PLAYER_RECT_CY = 12+(52 div 2);
82 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
84 PLAYER_HP_SOFT = 100;
85 PLAYER_HP_LIMIT = 200;
86 PLAYER_AP_SOFT = 100;
87 PLAYER_AP_LIMIT = 200;
88 SUICIDE_DAMAGE = 112;
90 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
91 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
93 type
94 TPlayerStat = record
95 Ping: Word;
96 Loss: Byte;
97 Name: String;
98 Team: Byte;
99 Frags: SmallInt;
100 Deaths: SmallInt;
101 Lives: Byte;
102 Kills: Word;
103 Color: TRGB;
104 Spectator: Boolean;
105 end;
107 TPlayerStatArray = Array of TPlayerStat;
109 TPlayerSavedState = record
110 Health: Integer;
111 Armor: Integer;
112 Air: Integer;
113 JetFuel: Integer;
114 CurrWeap: Byte;
115 Ammo: Array [A_BULLETS..A_CELLS] of Word;
116 MaxAmmo: Array [A_BULLETS..A_CELLS] of Word;
117 Weapon: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Boolean;
118 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
119 WaitRecall: Boolean;
120 end;
122 TKeyState = record
123 Pressed: Boolean;
124 Time: Word;
125 end;
127 TPlayer = class (TObject)
128 private
129 FIamBot: Boolean;
130 FUID: Word;
131 FName: String;
132 FTeam: Byte;
133 FLive: Boolean;
134 FSpawned: Boolean;
135 FDirection: TDirection;
136 FHealth: Integer;
137 FLives: Byte;
138 FArmor: Integer;
139 FAir: Integer;
140 FPain: Integer;
141 FPickup: Integer;
142 FKills: Integer;
143 FMonsterKills: Integer;
144 FFrags: Integer;
145 FFragCombo: Byte;
146 FLastFrag: LongWord;
147 FComboEvnt: Integer;
148 FDeath: Integer;
149 FCanJetpack: Boolean;
150 FJetFuel: Integer;
151 FFlag: Byte;
152 FSecrets: Integer;
153 FCurrWeap: Byte;
154 FBFGFireCounter: SmallInt;
155 FLastSpawnerUID: Word;
156 FLastHit: Byte;
157 FObj: TObj;
158 FXTo, FYTo: Integer;
159 FSpectatePlayer: Integer;
161 FSavedState: TPlayerSavedState;
163 FModel: TPlayerModel;
164 FActionPrior: Byte;
165 FActionAnim: Byte;
166 FActionForce: Boolean;
167 FActionChanged: Boolean;
168 FAngle: SmallInt;
169 FFireAngle: SmallInt;
170 FIncCam: Integer;
171 FShellTimer: Integer;
172 FShellType: Byte;
173 FSawSound: TPlayableSound;
174 FSawSoundIdle: TPlayableSound;
175 FSawSoundHit: TPlayableSound;
176 FSawSoundSelect: TPlayableSound;
177 FJetSoundOn: TPlayableSound;
178 FJetSoundOff: TPlayableSound;
179 FJetSoundFly: TPlayableSound;
180 FGodMode: Boolean;
181 FNoTarget: Boolean;
182 FNoReload: Boolean;
183 FJustTeleported: Boolean;
184 FNetTime: LongWord;
186 function CollideLevel(XInc, YInc: Integer): Boolean;
187 function StayOnStep(XInc, YInc: Integer): Boolean;
188 function HeadInLiquid(XInc, YInc: Integer): Boolean;
189 function BodyInLiquid(XInc, YInc: Integer): Boolean;
190 function BodyInAcid(XInc, YInc: Integer): Boolean;
191 function FullInLift(XInc, YInc: Integer): Integer;
192 {procedure CollideItem();}
193 procedure FlySmoke(Times: DWORD = 1);
194 function GetAmmoByWeapon(Weapon: Byte): Word;
195 procedure SetAction(Action: Byte; Force: Boolean = False);
196 procedure OnDamage(Angle: SmallInt); virtual;
197 function firediry(): Integer;
199 procedure Run(Direction: TDirection);
200 procedure NextWeapon();
201 procedure PrevWeapon();
202 procedure SeeUp();
203 procedure SeeDown();
204 procedure Fire();
205 procedure Jump();
206 procedure Use();
208 public
209 FDamageBuffer: Integer;
211 FAmmo: Array [A_BULLETS..A_CELLS] of Word;
212 FMaxAmmo: Array [A_BULLETS..A_CELLS] of Word;
213 FWeapon: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Boolean;
214 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
215 FBerserk: Integer;
216 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
217 FReloading: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Word;
218 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
219 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
220 FColor: TRGB;
221 FPreferredTeam: Byte;
222 FSpectator: Boolean;
223 FNoRespawn: Boolean;
224 FWantsInGame: Boolean;
225 FGhost: Boolean;
226 FPhysics: Boolean;
227 FJetpack: Boolean;
228 FActualModelName: string;
229 FClientID: SmallInt;
230 FPing: Word;
231 FLoss: Byte;
232 FDummy: Boolean;
234 constructor Create(); virtual;
235 destructor Destroy(); override;
236 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
237 function GetRespawnPoint(): Byte;
238 procedure PressKey(Key: Byte; Time: Word = 1);
239 procedure ReleaseKeys();
240 procedure SetModel(ModelName: String);
241 procedure SetColor(Color: TRGB);
242 procedure SetWeapon(W: Byte);
243 function IsKeyPressed(K: Byte): Boolean;
244 function GetKeys(): Byte;
245 function PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean; virtual;
246 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
247 function Collide(Panel: TPanel): Boolean; overload;
248 function Collide(X, Y: Integer): Boolean; overload;
249 procedure SetDirection(Direction: TDirection);
250 procedure GetSecret();
251 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
252 procedure Touch();
253 procedure Push(vx, vy: Integer);
254 procedure ChangeModel(ModelName: String);
255 procedure SwitchTeam;
256 procedure ChangeTeam(Team: Byte);
257 procedure BFGHit();
258 function GetFlag(Flag: Byte): Boolean;
259 procedure SetFlag(Flag: Byte);
260 function DropFlag(): Boolean;
261 procedure AllRulez(Health: Boolean);
262 procedure RestoreHealthArmor();
263 procedure FragCombo();
264 procedure GiveItem(ItemType: Byte);
265 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
266 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
267 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
268 procedure MakeBloodSimple(Count: Word);
269 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
270 procedure Reset(Force: Boolean);
271 procedure Spectate(NoMove: Boolean = False);
272 procedure SwitchNoClip;
273 procedure SoftReset();
274 procedure Draw(); virtual;
275 procedure DrawPain();
276 procedure DrawPickup();
277 procedure DrawRulez();
278 procedure DrawAim();
279 procedure DrawBubble();
280 procedure DrawGUI();
281 procedure Update(); virtual;
282 procedure RememberState();
283 procedure RecallState();
284 procedure SaveState(var Mem: TBinMemoryWriter); virtual;
285 procedure LoadState(var Mem: TBinMemoryReader); virtual;
286 procedure PauseSounds(Enable: Boolean);
287 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
288 procedure DoLerp(Level: Integer = 2);
289 procedure SetLerp(XTo, YTo: Integer);
290 procedure ForceWeapon(Weapon: Byte);
291 procedure JetpackOn;
292 procedure JetpackOff;
294 property Name: String read FName write FName;
295 property Model: TPlayerModel read FModel;
296 property Health: Integer read FHealth write FHealth;
297 property Lives: Byte read FLives write FLives;
298 property Armor: Integer read FArmor write FArmor;
299 property Air: Integer read FAir write FAir;
300 property JetFuel: Integer read FJetFuel write FJetFuel;
301 property Frags: Integer read FFrags write FFrags;
302 property Death: Integer read FDeath write FDeath;
303 property Kills: Integer read FKills write FKills;
304 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
305 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
306 property Secrets: Integer read FSecrets;
307 property GodMode: Boolean read FGodMode write FGodMode;
308 property NoTarget: Boolean read FNoTarget write FNoTarget;
309 property NoReload: Boolean read FNoReload write FNoReload;
310 property Live: Boolean read FLive write FLive;
311 property Flag: Byte read FFlag;
312 property Team: Byte read FTeam write FTeam;
313 property Direction: TDirection read FDirection;
314 property GameX: Integer read FObj.X write FObj.X;
315 property GameY: Integer read FObj.Y write FObj.Y;
316 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
317 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
318 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
319 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
320 property Vel: TPoint2i read FObj.Vel;
321 property Obj: TObj read FObj;
322 property IncCam: Integer read FIncCam write FIncCam;
323 property UID: Word read FUID write FUID;
324 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
325 property NetTime: LongWord read FNetTime write FNetTime;
326 end;
328 TDifficult = record
329 DiagFire: Byte;
330 InvisFire: Byte;
331 DiagPrecision: Byte;
332 FlyPrecision: Byte;
333 Cover: Byte;
334 CloseJump: Byte;
335 WeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
336 CloseWeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
337 //SafeWeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
338 end;
340 TAIFlag = record
341 Name: String;
342 Value: String;
343 end;
345 TBot = class (TPlayer)
346 private
347 FSelectedWeapon: Byte;
348 FTargetUID: Word;
349 FLastVisible: DWORD;
350 FAIFlags: Array of TAIFlag;
351 FDifficult: TDifficult;
353 function GetRnd(a: Byte): Boolean;
354 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
355 function RunDirection(): TDirection;
356 function FullInStep(XInc, YInc: Integer): Boolean;
357 //function NeedItem(Item: Byte): Byte;
358 procedure SelectWeapon(Dist: Integer);
359 procedure SetAIFlag(fName, fValue: String20);
360 function GetAIFlag(fName: String20): String20;
361 procedure RemoveAIFlag(fName: String20);
362 function Healthy(): Byte;
363 procedure UpdateMove();
364 procedure UpdateCombat();
365 function KeyPressed(Key: Word): Boolean;
366 procedure ReleaseKey(Key: Byte);
367 function TargetOnScreen(TX, TY: Integer): Boolean;
368 procedure OnDamage(Angle: SmallInt); override;
370 public
371 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
372 constructor Create(); override;
373 destructor Destroy(); override;
374 procedure Draw(); override;
375 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
376 function Heal(value: Word; Soft: Boolean): Boolean; override;
377 procedure Update(); override;
378 procedure SaveState(var Mem: TBinMemoryWriter); override;
379 procedure LoadState(var Mem: TBinMemoryReader); override;
380 end;
382 TGib = record
383 Live: Boolean;
384 ID: DWORD;
385 MaskID: DWORD;
386 RAngle: Integer;
387 Color: TRGB;
388 Obj: TObj;
389 end;
391 TShell = record
392 SpriteID: DWORD;
393 Live: Boolean;
394 SType: Byte;
395 RAngle: Integer;
396 Timeout: Cardinal;
397 CX, CY: Integer;
398 Obj: TObj;
399 end;
401 TCorpse = class (TObject)
402 private
403 FModelName: String;
404 FMess: Boolean;
405 FState: Byte;
406 FDamage: Byte;
407 FColor: TRGB;
408 FObj: TObj;
409 FAnimation: TAnimation;
410 FAnimationMask: TAnimation;
412 public
413 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
414 destructor Destroy(); override;
415 procedure Damage(Value: Word; vx, vy: Integer);
416 procedure Update();
417 procedure Draw();
418 procedure SaveState(var Mem: TBinMemoryWriter);
419 procedure LoadState(var Mem: TBinMemoryReader);
421 property Obj: TObj read FObj;
422 property State: Byte read FState;
423 property Mess: Boolean read FMess;
424 end;
426 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
427 record
428 Goals: SmallInt;
429 end;
431 var
432 gPlayers: Array of TPlayer;
433 gCorpses: Array of TCorpse;
434 gGibs: Array of TGib;
435 gShells: Array of TShell;
436 gTeamStat: TTeamStat;
437 gFly: Boolean = False;
438 gAimLine: Boolean = False;
439 gChatBubble: Byte = 0;
440 gNumBots: Word = 0;
441 gLMSPID1: Word = 0;
442 gLMSPID2: Word = 0;
443 MAX_RUNVEL: Integer = 8;
444 VEL_JUMP: Integer = 10;
445 SHELL_TIMEOUT: Cardinal = 60000;
447 function Lerp(X, Y, Factor: Integer): Integer;
449 procedure g_Gibs_SetMax(Count: Word);
450 function g_Gibs_GetMax(): Word;
451 procedure g_Corpses_SetMax(Count: Word);
452 function g_Corpses_GetMax(): Word;
453 procedure g_Shells_SetMax(Count: Word);
454 function g_Shells_GetMax(): Word;
456 procedure g_Player_Init();
457 procedure g_Player_Free();
458 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
459 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
460 procedure g_Player_Remove(UID: Word);
461 procedure g_Player_ResetTeams();
462 procedure g_Player_UpdateAll();
463 procedure g_Player_DrawAll();
464 procedure g_Player_DrawDebug(p: TPlayer);
465 procedure g_Player_DrawHealth();
466 procedure g_Player_RememberAll();
467 procedure g_Player_ResetAll(Force, Silent: Boolean);
468 function g_Player_Get(UID: Word): TPlayer;
469 function g_Player_GetCount(): Byte;
470 function g_Player_GetStats(): TPlayerStatArray;
471 function g_Player_ValidName(Name: String): Boolean;
472 procedure g_Player_CreateCorpse(Player: TPlayer);
473 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
474 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
475 procedure g_Player_UpdatePhysicalObjects();
476 procedure g_Player_DrawCorpses();
477 procedure g_Player_DrawShells();
478 procedure g_Player_RemoveAllCorpses();
479 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
480 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
481 procedure g_Bot_Add(Team, Difficult: Byte);
482 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
483 procedure g_Bot_MixNames();
484 procedure g_Bot_RemoveAll();
486 implementation
488 uses
489 e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math,
490 g_options, g_triggers, g_menu, MAPDEF, g_game,
491 wadreader, g_main, g_monsters, CONFIG, g_language, g_net, g_netmsg;
493 type
494 TBotProfile = record
495 name: ShortString;
496 model: ShortString;
497 team: Byte;
498 color: TRGB;
499 diag_fire: Byte;
500 invis_fire: Byte;
501 diag_precision: Byte;
502 fly_precision: Byte;
503 cover: Byte;
504 close_jump: Byte;
505 w_prior1: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
506 w_prior2: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
507 w_prior3: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
508 end;
510 const
511 TIME_RESPAWN1 = 1500;
512 TIME_RESPAWN2 = 2000;
513 TIME_RESPAWN3 = 3000;
514 AIR_DEF = 360;
515 AIR_MAX = 1091;
516 JET_MAX = 540; // ~30 sec
517 PLAYER_SUIT_TIME = 30000;
518 PLAYER_INVUL_TIME = 30000;
519 PLAYER_INVIS_TIME = 35000;
520 FRAG_COMBO_TIME = 3000;
521 VEL_SW = 4;
522 VEL_FLY = 6;
523 ANGLE_RIGHTUP = 55;
524 ANGLE_RIGHTDOWN = -35;
525 ANGLE_LEFTUP = 125;
526 ANGLE_LEFTDOWN = -145;
527 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
528 WEAPONPOINT: Array [TDirection] of TPoint = ((X:16; Y:32), (X:47; Y:32));
529 BOT_MAXJUMP = 84;
530 BOT_LONGDIST = 300;
531 BOT_UNSAFEDIST = 128;
532 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
533 (R:0; G:0; B:255));
534 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
535 FlyPrecision: 32; Cover: 32; CloseJump: 32;
536 WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
537 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
538 FlyPrecision: 127; Cover: 127; CloseJump: 127;
539 WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
540 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
541 FlyPrecision: 255; Cover: 255; CloseJump: 255;
542 WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
543 WEAPON_PRIOR1: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
544 (WEAPON_SUPERPULEMET, WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
545 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
546 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
547 WEAPON_PRIOR2: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
548 (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
549 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
550 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
551 //WEAPON_PRIOR3: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
552 // (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_PLASMA,
553 // WEAPON_SHOTGUN2, WEAPON_CHAINGUN, WEAPON_SHOTGUN1,
554 // WEAPON_SAW, WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
555 WEAPON_RELOAD: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
556 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2);
558 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
559 CORPSE_SIGNATURE = $50524F43; // 'CORP'
561 BOTNAMES_FILENAME = 'botnames.txt';
562 BOTLIST_FILENAME = 'botlist.txt';
564 var
565 MaxGibs: Word = 150;
566 MaxCorpses: Word = 20;
567 MaxShells: Word = 300;
568 CurrentGib: Integer = 0;
569 CurrentShell: Integer = 0;
570 BotNames: Array of String;
571 BotList: Array of TBotProfile;
573 function Lerp(X, Y, Factor: Integer): Integer;
574 begin
575 Result := X + ((Y - X) div Factor);
576 end;
578 function SameTeam(UID1, UID2: Word): Boolean;
579 begin
580 Result := False;
582 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
583 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
585 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
587 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
588 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
590 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
591 end;
593 procedure g_Gibs_SetMax(Count: Word);
594 begin
595 MaxGibs := Count;
596 SetLength(gGibs, Count);
598 if CurrentGib >= Count then
599 CurrentGib := 0;
600 end;
602 function g_Gibs_GetMax(): Word;
603 begin
604 Result := MaxGibs;
605 end;
607 procedure g_Shells_SetMax(Count: Word);
608 begin
609 MaxShells := Count;
610 SetLength(gShells, Count);
612 if CurrentShell >= Count then
613 CurrentShell := 0;
614 end;
616 function g_Shells_GetMax(): Word;
617 begin
618 Result := MaxShells;
619 end;
622 procedure g_Corpses_SetMax(Count: Word);
623 begin
624 MaxCorpses := Count;
625 SetLength(gCorpses, Count);
626 end;
628 function g_Corpses_GetMax(): Word;
629 begin
630 Result := MaxCorpses;
631 end;
633 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
634 var
635 a: Integer;
636 ok: Boolean;
637 begin
638 Result := 0;
640 ok := False;
641 a := 0;
643 // Åñòü ëè ìåñòî â gPlayers:
644 if gPlayers <> nil then
645 for a := 0 to High(gPlayers) do
646 if gPlayers[a] = nil then
647 begin
648 ok := True;
649 Break;
650 end;
652 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
653 if not ok then
654 begin
655 SetLength(gPlayers, Length(gPlayers)+1);
656 a := High(gPlayers);
657 end;
659 // Ñîçäàåì îáúåêò èãðîêà:
660 if Bot then
661 gPlayers[a] := TBot.Create()
662 else
663 gPlayers[a] := TPlayer.Create();
666 gPlayers[a].FActualModelName := ModelName;
667 gPlayers[a].SetModel(ModelName);
669 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
670 if gPlayers[a].FModel = nil then
671 begin
672 gPlayers[a].Free();
673 gPlayers[a] := nil;
674 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
675 Exit;
676 end;
678 if not (Team in [TEAM_RED, TEAM_BLUE]) then
679 if Random(2) = 0 then
680 Team := TEAM_RED
681 else
682 Team := TEAM_BLUE;
683 gPlayers[a].FPreferredTeam := Team;
685 case gGameSettings.GameMode of
686 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
687 GM_TDM,
688 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
689 GM_SINGLE,
690 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
691 end;
693 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
694 gPlayers[a].FColor := Color;
695 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
696 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
697 else
698 gPlayers[a].FModel.Color := Color;
700 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
701 gPlayers[a].FLive := False;
703 Result := gPlayers[a].FUID;
704 end;
706 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
707 var
708 a, i: Integer;
709 ok, Bot: Boolean;
710 sig: DWORD;
711 b: Byte;
712 begin
713 Result := 0;
714 if Mem = nil then
715 Exit;
717 // Ñèãíàòóðà èãðîêà:
718 Mem.ReadDWORD(sig);
719 if sig <> PLAYER_SIGNATURE then // 'PLYR'
720 begin
721 raise EBinSizeError.Create('g_Player_CreateFromState: Wrong Player Signature');
722 end;
724 // Áîò èëè ÷åëîâåê:
725 Mem.ReadBoolean(Bot);
727 ok := False;
728 a := 0;
730 // Åñòü ëè ìåñòî â gPlayers:
731 if gPlayers <> nil then
732 for a := 0 to High(gPlayers) do
733 if gPlayers[a] = nil then
734 begin
735 ok := True;
736 Break;
737 end;
739 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
740 if not ok then
741 begin
742 SetLength(gPlayers, Length(gPlayers)+1);
743 a := High(gPlayers);
744 end;
746 // Ñîçäàåì îáúåêò èãðîêà:
747 if Bot then
748 gPlayers[a] := TBot.Create()
749 else
750 gPlayers[a] := TPlayer.Create();
751 gPlayers[a].FIamBot := Bot;
752 gPlayers[a].FPhysics := True;
754 // UID èãðîêà:
755 Mem.ReadWord(gPlayers[a].FUID);
756 // Èìÿ èãðîêà:
757 Mem.ReadString(gPlayers[a].FName);
758 // Êîìàíäà:
759 Mem.ReadByte(gPlayers[a].FTeam);
760 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
761 // Æèâ ëè:
762 Mem.ReadBoolean(gPlayers[a].FLive);
763 // Èçðàñõîäîâàë ëè âñå æèçíè:
764 Mem.ReadBoolean(gPlayers[a].FNoRespawn);
765 // Íàïðàâëåíèå:
766 Mem.ReadByte(b);
767 if b = 1 then
768 gPlayers[a].FDirection := D_LEFT
769 else // b = 2
770 gPlayers[a].FDirection := D_RIGHT;
771 // Çäîðîâüå:
772 Mem.ReadInt(gPlayers[a].FHealth);
773 // Æèçíè:
774 Mem.ReadByte(gPlayers[a].FLives);
775 // Áðîíÿ:
776 Mem.ReadInt(gPlayers[a].FArmor);
777 // Çàïàñ âîçäóõà:
778 Mem.ReadInt(gPlayers[a].FAir);
779 // Çàïàñ ãîðþ÷åãî:
780 Mem.ReadInt(gPlayers[a].FJetFuel);
781 // Áîëü:
782 Mem.ReadInt(gPlayers[a].FPain);
783 // Óáèë:
784 Mem.ReadInt(gPlayers[a].FKills);
785 // Óáèë ìîíñòðîâ:
786 Mem.ReadInt(gPlayers[a].FMonsterKills);
787 // Ôðàãîâ:
788 Mem.ReadInt(gPlayers[a].FFrags);
789 // Ôðàãîâ ïîäðÿä:
790 Mem.ReadByte(gPlayers[a].FFragCombo);
791 // Âðåìÿ ïîñëåäíåãî ôðàãà:
792 Mem.ReadDWORD(gPlayers[a].FLastFrag);
793 // Ñìåðòåé:
794 Mem.ReadInt(gPlayers[a].FDeath);
795 // Êàêîé ôëàã íåñåò:
796 Mem.ReadByte(gPlayers[a].FFlag);
797 // Íàøåë ñåêðåòîâ:
798 Mem.ReadInt(gPlayers[a].FSecrets);
799 // Òåêóùåå îðóæèå:
800 Mem.ReadByte(gPlayers[a].FCurrWeap);
801 // Âðåìÿ çàðÿäêè BFG:
802 Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
803 // Áóôåð óðîíà:
804 Mem.ReadInt(gPlayers[a].FDamageBuffer);
805 // Ïîñëåäíèé óäàðèâøèé:
806 Mem.ReadWord(gPlayers[a].FLastSpawnerUID);
807 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
808 Mem.ReadByte(gPlayers[a].FLastHit);
809 // Îáúåêò èãðîêà:
810 Obj_LoadState(@gPlayers[a].FObj, Mem);
811 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
812 for i := A_BULLETS to A_CELLS do
813 Mem.ReadWord(gPlayers[a].FAmmo[i]);
814 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
815 for i := A_BULLETS to A_CELLS do
816 Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
817 // Íàëè÷èå îðóæèÿ:
818 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
819 Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
820 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
821 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
822 Mem.ReadWord(gPlayers[a].FReloading[i]);
823 // Íàëè÷èå ðþêçàêà:
824 Mem.ReadByte(b);
825 if b = 1 then
826 Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
827 // Íàëè÷èå êðàñíîãî êëþ÷à:
828 Mem.ReadByte(b);
829 if b = 1 then
830 Include(gPlayers[a].FRulez, R_KEY_RED);
831 // Íàëè÷èå çåëåíîãî êëþ÷à:
832 Mem.ReadByte(b);
833 if b = 1 then
834 Include(gPlayers[a].FRulez, R_KEY_GREEN);
835 // Íàëè÷èå ñèíåãî êëþ÷à:
836 Mem.ReadByte(b);
837 if b = 1 then
838 Include(gPlayers[a].FRulez, R_KEY_BLUE);
839 // Íàëè÷èå áåðñåðêà:
840 Mem.ReadByte(b);
841 if b = 1 then
842 Include(gPlayers[a].FRulez, R_BERSERK);
843 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
844 for i := MR_SUIT to MR_MAX do
845 Mem.ReadDWORD(gPlayers[a].FMegaRulez[i]);
846 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
847 for i := T_RESPAWN to T_FLAGCAP do
848 Mem.ReadDWORD(gPlayers[a].FTime[i]);
850 // Íàçâàíèå ìîäåëè:
851 Mem.ReadString(gPlayers[a].FActualModelName);
852 // Öâåò ìîäåëè:
853 Mem.ReadByte(gPlayers[a].FColor.R);
854 Mem.ReadByte(gPlayers[a].FColor.G);
855 Mem.ReadByte(gPlayers[a].FColor.B);
856 // Îáíîâëÿåì ìîäåëü èãðîêà:
857 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
859 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
860 if gPlayers[a].FModel = nil then
861 begin
862 gPlayers[a].Free();
863 gPlayers[a] := nil;
864 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
865 Exit;
866 end;
868 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
869 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
870 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
871 else
872 gPlayers[a].FModel.Color := gPlayers[a].FColor;
874 Result := gPlayers[a].FUID;
875 end;
877 procedure g_Player_ResetTeams();
878 var
879 a: Integer;
880 begin
881 if g_Game_IsClient then
882 Exit;
883 if gPlayers = nil then
884 Exit;
885 for a := Low(gPlayers) to High(gPlayers) do
886 if gPlayers[a] <> nil then
887 case gGameSettings.GameMode of
888 GM_DM:
889 gPlayers[a].ChangeTeam(TEAM_NONE);
890 GM_TDM, GM_CTF:
891 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
892 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
893 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
894 else
895 if a mod 2 = 0 then
896 gPlayers[a].ChangeTeam(TEAM_RED)
897 else
898 gPlayers[a].ChangeTeam(TEAM_BLUE);
899 GM_SINGLE,
900 GM_COOP:
901 gPlayers[a].ChangeTeam(TEAM_COOP);
902 end;
903 end;
905 procedure g_Bot_Add(Team, Difficult: Byte);
906 var
907 m: SArray;
908 _name, _model: String;
909 a, tr, tb: Integer;
910 begin
911 if not g_Game_IsServer then Exit;
913 // Ñïèñîê íàçâàíèé ìîäåëåé:
914 m := g_PlayerModel_GetNames();
915 if m = nil then
916 Exit;
918 // Êîìàíäà:
919 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
920 Team := TEAM_COOP // COOP
921 else
922 if gGameSettings.GameMode = GM_DM then
923 Team := TEAM_NONE // DM
924 else
925 if Team = TEAM_NONE then // CTF / TDM
926 begin
927 // Àâòîáàëàíñ êîìàíä:
928 tr := 0;
929 tb := 0;
931 for a := 0 to High(gPlayers) do
932 if gPlayers[a] <> nil then
933 begin
934 if gPlayers[a].Team = TEAM_RED then
935 Inc(tr)
936 else
937 if gPlayers[a].Team = TEAM_BLUE then
938 Inc(tb);
939 end;
941 if tr > tb then
942 Team := TEAM_BLUE
943 else
944 if tb > tr then
945 Team := TEAM_RED
946 else // tr = tb
947 if Random(2) = 0 then
948 Team := TEAM_RED
949 else
950 Team := TEAM_BLUE;
951 end;
953 // Âûáèðàåì áîòó èìÿ:
954 _name := '';
955 if BotNames <> nil then
956 for a := 0 to High(BotNames) do
957 if g_Player_ValidName(BotNames[a]) then
958 begin
959 _name := BotNames[a];
960 Break;
961 end;
963 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
964 if _name = '' then
965 repeat
966 _name := Format('DFBOT%.2d', [Random(100)]);
967 until g_Player_ValidName(_name);
969 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
970 _model := m[Random(Length(m))];
972 // Ñîçäàåì áîòà:
973 with g_Player_Get(g_Player_Create(_model,
974 _RGB(Min(Random(9)*32, 255),
975 Min(Random(9)*32, 255),
976 Min(Random(9)*32, 255)),
977 Team, True)) as TBot do
978 begin
979 Name := _name;
981 case Difficult of
982 1: FDifficult := DIFFICULT_EASY;
983 2: FDifficult := DIFFICULT_MEDIUM;
984 else FDifficult := DIFFICULT_HARD;
985 end;
987 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
988 begin
989 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
990 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
991 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
992 end;
994 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
996 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
997 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
998 Spectate();
999 end;
1000 end;
1002 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1003 var
1004 m: SArray;
1005 _name, _model: String;
1006 a: Integer;
1007 begin
1008 if not g_Game_IsServer then Exit;
1010 // Ñïèñîê íàçâàíèé ìîäåëåé:
1011 m := g_PlayerModel_GetNames();
1012 if m = nil then
1013 Exit;
1015 // Êîìàíäà:
1016 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1017 Team := TEAM_COOP // COOP
1018 else
1019 if gGameSettings.GameMode = GM_DM then
1020 Team := TEAM_NONE // DM
1021 else
1022 if Team = TEAM_NONE then
1023 Team := BotList[num].team; // CTF / TDM
1025 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1026 lName := AnsiLowerCase(lName);
1027 if (num < 0) or (num > Length(BotList)-1) then
1028 num := -1;
1029 if (num = -1) and (lName <> '') and (BotList <> nil) then
1030 for a := 0 to High(BotList) do
1031 if AnsiLowerCase(BotList[a].name) = lName then
1032 begin
1033 num := a;
1034 Break;
1035 end;
1036 if num = -1 then
1037 Exit;
1039 // Èìÿ áîòà:
1040 _name := BotList[num].name;
1041 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1042 if not g_Player_ValidName(_name) then
1043 repeat
1044 _name := Format('DFBOT%.2d', [Random(100)]);
1045 until g_Player_ValidName(_name);
1047 // Ìîäåëü:
1048 _model := BotList[num].model;
1049 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1050 if not InSArray(_model, m) then
1051 _model := m[Random(Length(m))];
1053 // Ñîçäàåì áîòà:
1054 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1055 begin
1056 Name := _name;
1058 FDifficult.DiagFire := BotList[num].diag_fire;
1059 FDifficult.InvisFire := BotList[num].invis_fire;
1060 FDifficult.DiagPrecision := BotList[num].diag_precision;
1061 FDifficult.FlyPrecision := BotList[num].fly_precision;
1062 FDifficult.Cover := BotList[num].cover;
1063 FDifficult.CloseJump := BotList[num].close_jump;
1065 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
1066 begin
1067 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1068 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1069 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1070 end;
1072 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1074 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1075 end;
1076 end;
1078 procedure g_Bot_RemoveAll();
1079 var
1080 a: Integer;
1081 begin
1082 if not g_Game_IsServer then Exit;
1083 if gPlayers = nil then Exit;
1085 for a := 0 to High(gPlayers) do
1086 if gPlayers[a] <> nil then
1087 if gPlayers[a] is TBot then
1088 begin
1089 gPlayers[a].Lives := 0;
1090 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1091 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1092 g_Player_Remove(gPlayers[a].FUID);
1093 end;
1095 g_Bot_MixNames();
1096 end;
1098 procedure g_Bot_MixNames();
1099 var
1100 s: String;
1101 a, b: Integer;
1102 begin
1103 if BotNames <> nil then
1104 for a := 0 to High(BotNames) do
1105 begin
1106 b := Random(Length(BotNames));
1107 s := BotNames[a];
1108 Botnames[a] := BotNames[b];
1109 BotNames[b] := s;
1110 end;
1111 end;
1113 procedure g_Player_Remove(UID: Word);
1114 var
1115 i: Integer;
1116 begin
1117 if gPlayers = nil then Exit;
1119 if g_Game_IsServer and g_Game_IsNet then
1120 MH_SEND_PlayerDelete(UID);
1122 for i := 0 to High(gPlayers) do
1123 if gPlayers[i] <> nil then
1124 if gPlayers[i].FUID = UID then
1125 begin
1126 if gPlayers[i] is TPlayer then
1127 TPlayer(gPlayers[i]).Free()
1128 else
1129 TBot(gPlayers[i]).Free();
1130 gPlayers[i] := nil;
1131 Exit;
1132 end;
1133 end;
1135 procedure g_Player_Init();
1136 var
1137 F: TextFile;
1138 s: String;
1139 a, b: Integer;
1140 config: TConfig;
1141 sa: SArray;
1142 begin
1143 BotNames := nil;
1145 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1146 Exit;
1148 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1149 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1150 Reset(F);
1152 while not EOF(F) do
1153 begin
1154 ReadLn(F, s);
1156 s := Trim(s);
1157 if s = '' then
1158 Continue;
1160 SetLength(BotNames, Length(BotNames)+1);
1161 BotNames[High(BotNames)] := s;
1162 end;
1164 CloseFile(F);
1166 // Ïåðåìåøèâàåì èõ:
1167 g_Bot_MixNames();
1169 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1170 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1171 BotList := nil;
1172 a := 0;
1174 while config.SectionExists(IntToStr(a)) do
1175 begin
1176 SetLength(BotList, Length(BotList)+1);
1178 with BotList[High(BotList)] do
1179 begin
1180 // Èìÿ áîòà:
1181 name := config.ReadStr(IntToStr(a), 'name', '');
1182 // Ìîäåëü:
1183 model := config.ReadStr(IntToStr(a), 'model', '');
1184 // Êîìàíäà:
1185 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1186 team := TEAM_RED
1187 else
1188 team := TEAM_BLUE;
1189 // Öâåò ìîäåëè:
1190 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1191 color.R := StrToIntDef(sa[0], 0);
1192 color.G := StrToIntDef(sa[1], 0);
1193 color.B := StrToIntDef(sa[2], 0);
1194 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1195 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1196 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1197 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1198 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1199 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1200 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1201 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1202 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1203 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1204 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1205 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1206 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1207 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1208 if Length(sa) = 10 then
1209 for b := 0 to 9 do
1210 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1211 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1212 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1213 if Length(sa) = 10 then
1214 for b := 0 to 9 do
1215 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1217 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1218 if Length(sa) = 10 then
1219 for b := 0 to 9 do
1220 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1221 end;
1223 a := a + 1;
1224 end;
1226 config.Free();
1227 end;
1229 procedure g_Player_Free();
1230 var
1231 i: Integer;
1232 begin
1233 if gPlayers <> nil then
1234 begin
1235 for i := 0 to High(gPlayers) do
1236 if gPlayers[i] <> nil then
1237 begin
1238 if gPlayers[i] is TPlayer then
1239 TPlayer(gPlayers[i]).Free()
1240 else
1241 TBot(gPlayers[i]).Free();
1242 gPlayers[i] := nil;
1243 end;
1245 gPlayers := nil;
1246 end;
1248 gPlayer1 := nil;
1249 gPlayer2 := nil;
1250 end;
1252 procedure g_Player_UpdateAll();
1253 var
1254 i: Integer;
1255 begin
1256 if gPlayers = nil then Exit;
1258 for i := 0 to High(gPlayers) do
1259 if gPlayers[i] <> nil then
1260 if gPlayers[i] is TPlayer then gPlayers[i].Update()
1261 else TBot(gPlayers[i]).Update();
1262 end;
1264 procedure g_Player_DrawAll();
1265 var
1266 i: Integer;
1267 begin
1268 if gPlayers = nil then Exit;
1270 for i := 0 to High(gPlayers) do
1271 if gPlayers[i] <> nil then
1272 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1273 else TBot(gPlayers[i]).Draw();
1274 end;
1276 procedure g_Player_DrawDebug(p: TPlayer);
1277 var
1278 fW, fH: Byte;
1279 begin
1280 if p = nil then Exit;
1281 if (@p.FObj) = nil then Exit;
1283 e_TextureFontGetSize(gStdFont, fW, fH);
1285 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1286 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1287 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1288 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1289 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1290 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1291 end;
1293 procedure g_Player_DrawHealth();
1294 var
1295 i: Integer;
1296 fW, fH: Byte;
1297 begin
1298 if gPlayers = nil then Exit;
1299 e_TextureFontGetSize(gStdFont, fW, fH);
1301 for i := 0 to High(gPlayers) do
1302 if gPlayers[i] <> nil then
1303 begin
1304 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1305 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1306 IntToStr(gPlayers[i].FHealth), gStdFont);
1307 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1308 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1309 IntToStr(gPlayers[i].FArmor), gStdFont);
1310 end;
1311 end;
1313 function g_Player_Get(UID: Word): TPlayer;
1314 var
1315 a: Integer;
1316 begin
1317 Result := nil;
1319 if gPlayers = nil then
1320 Exit;
1322 for a := 0 to High(gPlayers) do
1323 if gPlayers[a] <> nil then
1324 if gPlayers[a].FUID = UID then
1325 begin
1326 Result := gPlayers[a];
1327 Exit;
1328 end;
1329 end;
1331 function g_Player_GetCount(): Byte;
1332 var
1333 a: Integer;
1334 begin
1335 Result := 0;
1337 if gPlayers = nil then
1338 Exit;
1340 for a := 0 to High(gPlayers) do
1341 if gPlayers[a] <> nil then
1342 Result := Result + 1;
1343 end;
1345 function g_Player_GetStats(): TPlayerStatArray;
1346 var
1347 a: Integer;
1348 begin
1349 Result := nil;
1351 if gPlayers = nil then Exit;
1353 for a := 0 to High(gPlayers) do
1354 if gPlayers[a] <> nil then
1355 begin
1356 SetLength(Result, Length(Result)+1);
1357 with Result[High(Result)] do
1358 begin
1359 Ping := gPlayers[a].FPing;
1360 Loss := gPlayers[a].FLoss;
1361 Name := gPlayers[a].FName;
1362 Team := gPlayers[a].FTeam;
1363 Frags := gPlayers[a].FFrags;
1364 Deaths := gPlayers[a].FDeath;
1365 Kills := gPlayers[a].FKills;
1366 Color := gPlayers[a].FModel.Color;
1367 Lives := gPlayers[a].FLives;
1368 Spectator := gPlayers[a].FSpectator;
1369 end;
1370 end;
1371 end;
1373 procedure g_Player_RememberAll;
1374 var
1375 i: Integer;
1376 begin
1377 for i := Low(gPlayers) to High(gPlayers) do
1378 if (gPlayers[i] <> nil) and gPlayers[i].Live then
1379 gPlayers[i].RememberState;
1380 end;
1382 procedure g_Player_ResetAll(Force, Silent: Boolean);
1383 var
1384 i: Integer;
1385 begin
1386 gTeamStat[TEAM_RED].Goals := 0;
1387 gTeamStat[TEAM_BLUE].Goals := 0;
1389 if gPlayers <> nil then
1390 for i := 0 to High(gPlayers) do
1391 if gPlayers[i] <> nil then
1392 begin
1393 gPlayers[i].Reset(Force);
1395 if gPlayers[i] is TPlayer then
1396 begin
1397 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1398 gPlayers[i].Respawn(Silent)
1399 else
1400 gPlayers[i].Spectate();
1401 end
1402 else
1403 TBot(gPlayers[i]).Respawn(Silent);
1404 end;
1405 end;
1407 procedure g_Player_CreateCorpse(Player: TPlayer);
1408 var
1409 find_id: DWORD;
1410 ok: Boolean;
1411 begin
1412 if Player.Live then
1413 Exit;
1414 if Player.FObj.Y >= gMapInfo.Height+128 then
1415 Exit;
1417 with Player do
1418 begin
1419 if (FHealth >= -50) or (gGibsCount = 0) then
1420 begin
1421 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1422 Exit;
1424 ok := False;
1425 for find_id := 0 to High(gCorpses) do
1426 if gCorpses[find_id] = nil then
1427 begin
1428 ok := True;
1429 Break;
1430 end;
1432 if not ok then
1433 find_id := Random(Length(gCorpses));
1435 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1436 gCorpses[find_id].FColor := FModel.Color;
1437 gCorpses[find_id].FObj.Vel := FObj.Vel;
1438 gCorpses[find_id].FObj.Accel := FObj.Accel;
1439 end
1440 else
1441 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1442 FObj.Y + PLAYER_RECT_CY,
1443 FModel.Name, FModel.Color);
1444 end;
1445 end;
1447 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1448 var
1449 SID: DWORD;
1450 begin
1451 if (gShells = nil) or (Length(gShells) = 0) then
1452 Exit;
1454 with gShells[CurrentShell] do
1455 begin
1456 SpriteID := 0;
1457 g_Obj_Init(@Obj);
1458 Obj.Rect.X := 0;
1459 Obj.Rect.Y := 0;
1460 if T = SHELL_BULLET then
1461 begin
1462 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1463 SpriteID := SID;
1464 CX := 2;
1465 CY := 1;
1466 Obj.Rect.Width := 4;
1467 Obj.Rect.Height := 2;
1468 end
1469 else
1470 begin
1471 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1472 SpriteID := SID;
1473 CX := 4;
1474 CY := 2;
1475 Obj.Rect.Width := 7;
1476 Obj.Rect.Height := 3;
1477 end;
1478 SType := T;
1479 Live := True;
1480 Obj.X := fX;
1481 Obj.Y := fY;
1482 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1483 RAngle := Random(360);
1484 Timeout := gTime + SHELL_TIMEOUT;
1486 if CurrentShell >= High(gShells) then
1487 CurrentShell := 0
1488 else
1489 Inc(CurrentShell);
1490 end;
1491 end;
1493 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1494 var
1495 a: Integer;
1496 GibsArray: TGibsArray;
1497 begin
1498 if (gGibs = nil) or (Length(gGibs) = 0) then
1499 Exit;
1500 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1501 Exit;
1503 for a := 0 to High(GibsArray) do
1504 with gGibs[CurrentGib] do
1505 begin
1506 Color := fColor;
1507 ID := GibsArray[a].ID;
1508 MaskID := GibsArray[a].MaskID;
1509 Live := True;
1510 g_Obj_Init(@Obj);
1511 Obj.Rect := GibsArray[a].Rect;
1512 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1513 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1514 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1515 RAngle := Random(360);
1517 if gBloodCount > 0 then
1518 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1519 Random(48), Random(48), 150, 0, 0);
1521 if CurrentGib >= High(gGibs) then
1522 CurrentGib := 0
1523 else
1524 Inc(CurrentGib);
1525 end;
1526 end;
1528 procedure g_Player_UpdatePhysicalObjects();
1529 var
1530 i: Integer;
1531 vel: TPoint2i;
1532 mr: Word;
1534 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1535 var
1536 k: Integer;
1537 begin
1538 k := 1 + Random(2);
1539 if T = SHELL_BULLET then
1540 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1541 else
1542 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1543 end;
1545 begin
1546 // Êóñêè ìÿñà:
1547 if gGibs <> nil then
1548 for i := 0 to High(gGibs) do
1549 if gGibs[i].Live then
1550 with gGibs[i] do
1551 begin
1552 vel := Obj.Vel;
1553 mr := g_Obj_Move(@Obj, True, False, True);
1555 if WordBool(mr and MOVE_FALLOUT) then
1556 begin
1557 Live := False;
1558 Continue;
1559 end;
1561 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1562 if WordBool(mr and MOVE_HITWALL) then
1563 Obj.Vel.X := -(vel.X div 2);
1564 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1565 Obj.Vel.Y := -(vel.Y div 2);
1567 if (Obj.Vel.X >= 0) then
1568 begin // Clockwise
1569 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1570 if RAngle >= 360 then
1571 RAngle := RAngle mod 360;
1572 end else begin // Counter-clockwise
1573 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1574 if RAngle < 0 then
1575 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1576 end;
1578 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1579 if gTime mod (GAME_TICK*3) = 0 then
1580 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1581 end;
1583 // Òðóïû:
1584 if gCorpses <> nil then
1585 for i := 0 to High(gCorpses) do
1586 if gCorpses[i] <> nil then
1587 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1588 begin
1589 gCorpses[i].Free();
1590 gCorpses[i] := nil;
1591 end
1592 else
1593 gCorpses[i].Update();
1595 // Ãèëüçû:
1596 if gShells <> nil then
1597 for i := 0 to High(gShells) do
1598 if gShells[i].Live then
1599 with gShells[i] do
1600 begin
1601 vel := Obj.Vel;
1602 mr := g_Obj_Move(@Obj, True, False, True);
1604 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1605 begin
1606 Live := False;
1607 Continue;
1608 end;
1610 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1611 if WordBool(mr and MOVE_HITWALL) then
1612 begin
1613 Obj.Vel.X := -(vel.X div 2);
1614 if not WordBool(mr and MOVE_INWATER) then
1615 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1616 end;
1617 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1618 begin
1619 Obj.Vel.Y := -(vel.Y div 2);
1620 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1621 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1622 begin
1623 if RAngle mod 90 <> 0 then
1624 RAngle := (RAngle div 90) * 90;
1625 end
1626 else if not WordBool(mr and MOVE_INWATER) then
1627 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1628 end;
1630 if (Obj.Vel.X >= 0) then
1631 begin // Clockwise
1632 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1633 if RAngle >= 360 then
1634 RAngle := RAngle mod 360;
1635 end else begin // Counter-clockwise
1636 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1637 if RAngle < 0 then
1638 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1639 end;
1640 end;
1641 end;
1643 procedure g_Player_DrawCorpses();
1644 var
1645 i: Integer;
1646 a: TPoint;
1647 begin
1648 if gGibs <> nil then
1649 for i := 0 to High(gGibs) do
1650 if gGibs[i].Live then
1651 with gGibs[i] do
1652 begin
1653 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1654 Continue;
1656 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1657 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1659 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1661 e_Colors := Color;
1662 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1663 e_Colors.R := 255;
1664 e_Colors.G := 255;
1665 e_Colors.B := 255;
1666 end;
1668 if gCorpses <> nil then
1669 for i := 0 to High(gCorpses) do
1670 if gCorpses[i] <> nil then
1671 gCorpses[i].Draw();
1672 end;
1674 procedure g_Player_DrawShells();
1675 var
1676 i: Integer;
1677 a: TPoint;
1678 begin
1679 if gShells <> nil then
1680 for i := 0 to High(gShells) do
1681 if gShells[i].Live then
1682 with gShells[i] do
1683 begin
1684 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1685 Continue;
1687 a.X := CX;
1688 a.Y := CY;
1690 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1691 end;
1692 end;
1694 procedure g_Player_RemoveAllCorpses();
1695 var
1696 i: Integer;
1697 begin
1698 gGibs := nil;
1699 gShells := nil;
1700 SetLength(gGibs, MaxGibs);
1701 SetLength(gShells, MaxGibs);
1702 CurrentGib := 0;
1703 CurrentShell := 0;
1705 if gCorpses <> nil then
1706 for i := 0 to High(gCorpses) do
1707 gCorpses[i].Free();
1709 gCorpses := nil;
1710 SetLength(gCorpses, MaxCorpses);
1711 end;
1713 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
1714 var
1715 count, i: Integer;
1716 b: Boolean;
1717 begin
1718 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1719 count := 0;
1720 if gCorpses <> nil then
1721 for i := 0 to High(gCorpses) do
1722 if gCorpses[i] <> nil then
1723 count := count + 1;
1725 Mem := TBinMemoryWriter.Create((count+1) * 128);
1727 // Êîëè÷åñòâî òðóïîâ:
1728 Mem.WriteInt(count);
1730 if count = 0 then
1731 Exit;
1733 // Ñîõðàíÿåì òðóïû:
1734 for i := 0 to High(gCorpses) do
1735 if gCorpses[i] <> nil then
1736 begin
1737 // Íàçâàíèå ìîäåëè:
1738 Mem.WriteString(gCorpses[i].FModelName);
1739 // Òèï ñìåðòè:
1740 b := gCorpses[i].Mess;
1741 Mem.WriteBoolean(b);
1742 // Ñîõðàíÿåì äàííûå òðóïà:
1743 gCorpses[i].SaveState(Mem);
1744 end;
1745 end;
1747 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
1748 var
1749 count, i: Integer;
1750 str: String;
1751 b: Boolean;
1752 begin
1753 if Mem = nil then
1754 Exit;
1756 g_Player_RemoveAllCorpses();
1758 // Êîëè÷åñòâî òðóïîâ:
1759 Mem.ReadInt(count);
1761 if count > Length(gCorpses) then
1762 begin
1763 raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1764 end;
1766 if count = 0 then
1767 Exit;
1769 // Çàãðóæàåì òðóïû:
1770 for i := 0 to count-1 do
1771 begin
1772 // Íàçâàíèå ìîäåëè:
1773 Mem.ReadString(str);
1774 // Òèï ñìåðòè:
1775 Mem.ReadBoolean(b);
1776 // Ñîçäàåì òðóï:
1777 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1778 // Çàãðóæàåì äàííûå òðóïà:
1779 gCorpses[i].LoadState(Mem);
1780 end;
1781 end;
1783 { T P l a y e r : }
1785 procedure TPlayer.BFGHit();
1786 begin
1787 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1788 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1789 if g_Game_IsServer and g_Game_IsNet then
1790 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1791 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1792 0, NET_GFX_BFGHIT);
1793 end;
1795 procedure TPlayer.ChangeModel(ModelName: string);
1796 var
1797 Model: TPlayerModel;
1798 begin
1799 Model := g_PlayerModel_Get(ModelName);
1800 if Model = nil then Exit;
1802 FModel.Free();
1803 FModel := Model;
1804 end;
1806 procedure TPlayer.SetModel(ModelName: string);
1807 var
1808 m: TPlayerModel;
1809 begin
1810 m := g_PlayerModel_Get(ModelName);
1811 if m = nil then
1812 begin
1813 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1814 m := g_PlayerModel_Get('doomer');
1815 if m = nil then
1816 begin
1817 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1818 Exit;
1819 end;
1820 end;
1822 if FModel <> nil then
1823 FModel.Free();
1825 FModel := m;
1827 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1828 FModel.Color := FColor
1829 else
1830 FModel.Color := TEAMCOLOR[FTeam];
1831 FModel.SetWeapon(FCurrWeap);
1832 FModel.SetFlag(FFlag);
1833 SetDirection(FDirection);
1834 end;
1836 procedure TPlayer.SetColor(Color: TRGB);
1837 begin
1838 FColor := Color;
1839 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1840 if FModel <> nil then FModel.Color := Color;
1841 end;
1843 procedure TPlayer.SwitchTeam;
1844 begin
1845 if g_Game_IsClient then
1846 Exit;
1847 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1849 if gGameOn and FLive then
1850 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1852 if FTeam = TEAM_RED then
1853 begin
1854 ChangeTeam(TEAM_BLUE);
1855 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1856 if g_Game_IsNet then
1857 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1858 end
1859 else
1860 begin
1861 ChangeTeam(TEAM_RED);
1862 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
1863 if g_Game_IsNet then
1864 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
1865 end;
1866 FPreferredTeam := FTeam;
1867 end;
1869 procedure TPlayer.ChangeTeam(Team: Byte);
1870 var
1871 OldTeam: Byte;
1872 begin
1873 OldTeam := FTeam;
1874 FTeam := Team;
1875 case Team of
1876 TEAM_RED, TEAM_BLUE:
1877 FModel.Color := TEAMCOLOR[Team];
1878 else
1879 FModel.Color := FColor;
1880 end;
1881 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
1882 MH_SEND_PlayerStats(FUID);
1883 end;
1886 procedure TPlayer.CollideItem();
1887 var
1888 i: Integer;
1889 r: Boolean;
1890 begin
1891 if gItems = nil then Exit;
1892 if not FLive then Exit;
1894 for i := 0 to High(gItems) do
1895 with gItems[i] do
1896 begin
1897 if (ItemType <> ITEM_NONE) and Live then
1898 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
1899 PLAYER_RECT.Height, @Obj) then
1900 begin
1901 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
1903 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
1904 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
1905 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
1906 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
1907 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
1909 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
1910 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
1911 (gGameSettings.GameType = GT_SINGLE) and
1912 (g_Player_GetCount() > 1)) then
1913 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
1914 end;
1915 end;
1916 end;
1919 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
1920 begin
1921 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
1922 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
1923 False);
1924 end;
1926 constructor TPlayer.Create();
1927 begin
1928 FIamBot := False;
1929 FDummy := False;
1930 FSpawned := False;
1932 FSawSound := TPlayableSound.Create();
1933 FSawSoundIdle := TPlayableSound.Create();
1934 FSawSoundHit := TPlayableSound.Create();
1935 FSawSoundSelect := TPlayableSound.Create();
1936 FJetSoundFly := TPlayableSound.Create();
1937 FJetSoundOn := TPlayableSound.Create();
1938 FJetSoundOff := TPlayableSound.Create();
1940 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
1941 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
1942 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
1943 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
1944 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
1945 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
1946 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
1948 FSpectatePlayer := -1;
1949 FClientID := -1;
1950 FPing := 0;
1951 FLoss := 0;
1952 FSavedState.WaitRecall := False;
1953 FShellTimer := -1;
1955 FActualModelName := 'doomer';
1957 g_Obj_Init(@FObj);
1958 FObj.Rect := PLAYER_RECT;
1960 FBFGFireCounter := -1;
1961 FJustTeleported := False;
1962 FNetTime := 0;
1963 end;
1965 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
1966 var
1967 c: Word;
1968 begin
1969 if (not g_Game_IsClient) and (not FLive) then
1970 Exit;
1972 FLastHit := t;
1974 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
1975 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
1976 begin
1977 if not g_Game_IsClient then
1978 begin
1979 FArmor := 0;
1980 if t = HIT_TRAP then
1981 begin
1982 // Ëîâóøêà óáèâàåò ñðàçó:
1983 FHealth := -100;
1984 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
1985 end;
1986 if t = HIT_SELF then
1987 begin
1988 // Ñàìîóáèéñòâî:
1989 FHealth := 0;
1990 Kill(K_SIMPLEKILL, SpawnerUID, t);
1991 end;
1992 end;
1993 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
1994 FMegaRulez[MR_SUIT] := 0;
1995 FMegaRulez[MR_INVUL] := 0;
1996 FMegaRulez[MR_INVIS] := 0;
1997 FBerserk := 0;
1998 end;
2000 // Íî îò îñòàëüíîãî ñïàñàåò:
2001 if FMegaRulez[MR_INVUL] >= gTime then
2002 Exit;
2004 // ×èò-êîä "ÃÎÐÅÖ":
2005 if FGodMode then
2006 Exit;
2008 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2009 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2010 (SpawnerUID = FUID) or
2011 (not SameTeam(FUID, SpawnerUID)) then
2012 begin
2013 FLastSpawnerUID := SpawnerUID;
2015 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2016 if gBloodCount > 0 then
2017 begin
2018 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2019 if value div 4 <= c then
2020 c := c - (value div 4)
2021 else
2022 c := 0;
2024 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2025 MakeBloodSimple(c)
2026 else
2027 case t of
2028 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2029 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2030 end;
2032 if t = HIT_WATER then
2033 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2034 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2035 end;
2037 // Áóôåð óðîíà:
2038 if FLive then
2039 Inc(FDamageBuffer, value);
2041 // Âñïûøêà áîëè:
2042 if gFlash <> 0 then
2043 FPain := FPain + value;
2044 end;
2046 if g_Game_IsServer and g_Game_IsNet then
2047 begin
2048 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2049 MH_SEND_PlayerStats(FUID);
2050 MH_SEND_PlayerPos(False, FUID);
2051 end;
2052 end;
2054 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2055 begin
2056 Result := False;
2057 if g_Game_IsClient then
2058 Exit;
2059 if not FLive then
2060 Exit;
2062 if Soft and (FHealth < PLAYER_HP_SOFT) then
2063 begin
2064 IncMax(FHealth, value, PLAYER_HP_SOFT);
2065 Result := True;
2066 end;
2067 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2068 begin
2069 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2070 Result := True;
2071 end;
2073 if Result and g_Game_IsServer and g_Game_IsNet then
2074 MH_SEND_PlayerStats(FUID);
2075 end;
2077 destructor TPlayer.Destroy();
2078 begin
2079 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2080 gPlayer1 := nil;
2081 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2082 gPlayer2 := nil;
2084 FSawSound.Free();
2085 FSawSoundIdle.Free();
2086 FSawSoundHit.Free();
2087 FJetSoundFly.Free();
2088 FJetSoundOn.Free();
2089 FJetSoundOff.Free();
2090 FModel.Free();
2092 inherited;
2093 end;
2095 procedure TPlayer.DrawBubble();
2096 var
2097 bubX, bubY: Integer;
2098 ID: LongWord;
2099 Rb, Gb, Bb,
2100 Rw, Gw, Bw: SmallInt;
2101 Dot: Byte;
2102 begin
2103 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18);
2104 bubY := FObj.Y+FObj.Rect.Y - 18;
2105 Rb := 64;
2106 Gb := 64;
2107 Bb := 64;
2108 Rw := 240;
2109 Gw := 240;
2110 Bw := 240;
2111 case gChatBubble of
2112 1: // simple textual non-bubble
2113 begin
2114 bubX := FObj.X+FObj.Rect.X - 11;
2115 bubY := FObj.Y+FObj.Rect.Y - 17;
2116 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2117 Exit;
2118 end;
2119 2: // advanced pixel-perfect bubble
2120 begin
2121 if FTeam = TEAM_RED then
2122 Rb := 255
2123 else
2124 if FTeam = TEAM_BLUE then
2125 Bb := 255;
2126 end;
2127 3: // colored bubble
2128 begin
2129 Rb := FModel.Color.R;
2130 Gb := FModel.Color.G;
2131 Bb := FModel.Color.B;
2132 Rw := Min(Rb * 2 + 64, 255);
2133 Gw := Min(Gb * 2 + 64, 255);
2134 Bw := Min(Bb * 2 + 64, 255);
2135 if (Abs(Rw - Rb) < 32)
2136 or (Abs(Gw - Gb) < 32)
2137 or (Abs(Bw - Bb) < 32) then
2138 begin
2139 Rb := Max(Rw div 2 - 16, 0);
2140 Gb := Max(Gw div 2 - 16, 0);
2141 Bb := Max(Bw div 2 - 16, 0);
2142 end;
2143 end;
2144 4: // custom textured bubble
2145 begin
2146 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2147 if FDirection = D_RIGHT then
2148 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2149 else
2150 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
2151 Exit;
2152 end;
2153 end;
2155 // Outer borders
2156 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2157 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2158 // Inner box
2159 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2161 // Tail
2162 Dot := IfThen(FDirection = D_LEFT, 14, 5);
2163 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2164 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2165 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2166 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2167 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2169 // Dots
2170 Dot := 6;
2171 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2172 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2173 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2174 end;
2176 procedure TPlayer.Draw();
2177 var
2178 ID: DWORD;
2179 w, h: Word;
2180 dr: Boolean;
2181 begin
2182 if FLive then
2183 begin
2184 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2185 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2186 begin
2187 e_GetTextureSize(ID, @w, @h);
2188 if FDirection = D_LEFT then
2189 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2190 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False)
2191 else
2192 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2193 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False);
2194 end;
2196 if FMegaRulez[MR_INVIS] > gTime then
2197 begin
2198 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2199 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2200 begin
2201 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2202 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2203 else
2204 dr := True;
2205 if dr then
2206 FModel.Draw(FObj.X, FObj.Y, 200)
2207 else
2208 FModel.Draw(FObj.X, FObj.Y);
2209 end
2210 else
2211 FModel.Draw(FObj.X, FObj.Y, 254);
2212 end
2213 else
2214 FModel.Draw(FObj.X, FObj.Y);
2215 end;
2217 if g_debug_Frames then
2218 begin
2219 e_DrawQuad(FObj.X+FObj.Rect.X,
2220 FObj.Y+FObj.Rect.Y,
2221 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2222 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2223 0, 255, 0);
2224 end;
2226 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2227 DrawBubble();
2228 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2229 if gAimLine and Live and
2230 ((Self = gPlayer1) or (Self = gPlayer2)) then
2231 DrawAim();
2232 end;
2234 procedure TPlayer.DrawAim();
2235 var
2236 wx, wy, xx, yy: Integer;
2237 angle: SmallInt;
2238 sz, len: Word;
2239 begin
2240 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
2241 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2242 angle := FAngle;
2243 len := 1024;
2244 sz := 2;
2245 case FCurrWeap of
2246 0: begin // Punch
2247 len := 12;
2248 sz := 4;
2249 end;
2250 1: begin // Chainsaw
2251 len := 24;
2252 sz := 6;
2253 end;
2254 2: begin // Pistol
2255 len := 1024;
2256 sz := 2;
2257 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2258 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2259 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2260 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2261 end;
2262 3: begin // Shotgun
2263 len := 1024;
2264 sz := 3;
2265 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2266 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2267 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2268 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2269 end;
2270 4: begin // Double Shotgun
2271 len := 1024;
2272 sz := 4;
2273 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2274 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2275 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2276 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2277 end;
2278 5: begin // Chaingun
2279 len := 1024;
2280 sz := 3;
2281 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2282 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2283 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2284 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2285 end;
2286 6: begin // Rocket Launcher
2287 len := 1024;
2288 sz := 7;
2289 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2290 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2291 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2292 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2293 end;
2294 7: begin // Plasmagun
2295 len := 1024;
2296 sz := 5;
2297 if angle = ANGLE_RIGHTUP then Inc(angle);
2298 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2299 if angle = ANGLE_LEFTUP then Dec(angle);
2300 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2301 end;
2302 8: begin // BFG
2303 len := 1024;
2304 sz := 12;
2305 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2306 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2307 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2308 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2309 end;
2310 9: begin // Super Chaingun
2311 len := 1024;
2312 sz := 4;
2313 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2314 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2315 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2316 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2317 end;
2318 end;
2319 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2320 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2321 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2322 end;
2324 procedure TPlayer.DrawGUI();
2325 var
2326 ID: DWORD;
2327 X, Y, SY, a, p, m: Integer;
2328 tw, th: Word;
2329 cw, ch: Byte;
2330 s: string;
2331 stat: TPlayerStatArray;
2332 begin
2333 X := gPlayerScreenSize.X;
2334 SY := gPlayerScreenSize.Y;
2335 Y := 0;
2337 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2338 begin
2339 if gGameSettings.GameMode = GM_CTF then
2340 a := 32 + 8
2341 else
2342 a := 0;
2343 if gGameSettings.GameMode = GM_CTF then
2344 begin
2345 s := 'TEXTURE_PLAYER_REDFLAG';
2346 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2347 s := 'TEXTURE_PLAYER_REDFLAG_S';
2348 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2349 s := 'TEXTURE_PLAYER_REDFLAG_D';
2350 if g_Texture_Get(s, ID) then
2351 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2352 end;
2354 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2355 e_CharFont_GetSize(gMenuFont, s, tw, th);
2356 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2358 if gGameSettings.GameMode = GM_CTF then
2359 begin
2360 s := 'TEXTURE_PLAYER_BLUEFLAG';
2361 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2362 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2363 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2364 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2365 if g_Texture_Get(s, ID) then
2366 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2367 end;
2369 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2370 e_CharFont_GetSize(gMenuFont, s, tw, th);
2371 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2372 end;
2374 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2375 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2376 0, False, False);
2378 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2379 e_Draw(ID, X+2, Y, 0, True, False);
2381 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2382 begin
2383 if gShowStat then
2384 begin
2385 s := IntToStr(Frags);
2386 e_CharFont_GetSize(gMenuFont, s, tw, th);
2387 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2389 s := '';
2390 p := 1;
2391 m := 0;
2392 stat := g_Player_GetStats();
2393 if stat <> nil then
2394 begin
2395 p := 1;
2397 for a := 0 to High(stat) do
2398 if stat[a].Name <> Name then
2399 begin
2400 if stat[a].Frags > m then m := stat[a].Frags;
2401 if stat[a].Frags > Frags then p := p+1;
2402 end;
2403 end;
2405 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2406 if Frags >= m then s := s+'+' else s := s+'-';
2407 s := s+IntToStr(Abs(Frags-m));
2409 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2410 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2411 end;
2413 if gShowLives and (gGameSettings.MaxLives > 0) then
2414 begin
2415 s := IntToStr(Lives);
2416 e_CharFont_GetSize(gMenuFont, s, tw, th);
2417 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2418 end;
2419 end;
2421 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2422 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2424 if R_BERSERK in FRulez then
2425 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2426 else
2427 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2429 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2430 e_Draw(ID, X+36, Y+77, 0, True, False);
2432 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2433 e_CharFont_GetSize(gMenuFont, s, tw, th);
2434 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2436 s := IntToStr(FArmor);
2437 e_CharFont_GetSize(gMenuFont, s, tw, th);
2438 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2440 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2442 case FCurrWeap of
2443 WEAPON_KASTET:
2444 begin
2445 s := '--';
2446 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2447 end;
2448 WEAPON_SAW:
2449 begin
2450 s := '--';
2451 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2452 end;
2453 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2454 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2455 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2456 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2457 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2458 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2459 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2460 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2461 end;
2463 e_CharFont_GetSize(gMenuFont, s, tw, th);
2464 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2465 e_Draw(ID, X+20, Y+160, 0, True, False);
2467 if R_KEY_RED in FRulez then
2468 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2470 if R_KEY_GREEN in FRulez then
2471 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2473 if R_KEY_BLUE in FRulez then
2474 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2476 if FJetFuel > 0 then
2477 begin
2478 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2479 e_Draw(ID, X+2, Y+116, 0, True, False);
2480 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2481 e_Draw(ID, X+2, Y+126, 0, True, False);
2482 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2483 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2484 end
2485 else
2486 begin
2487 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2488 e_Draw(ID, X+2, Y+124, 0, True, False);
2489 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2490 end;
2492 if gShowPing and g_Game_IsClient then
2493 begin
2494 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2495 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2496 Y := Y + 16;
2497 end;
2499 if FSpectator then
2500 begin
2501 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2502 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2503 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2504 if FNoRespawn then
2505 begin
2506 e_TextureFontGetSize(gStdFont, cw, ch);
2507 s := _lc[I_PLAYER_SPECT4];
2508 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2509 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2510 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2511 end;
2513 end;
2514 end;
2516 procedure TPlayer.DrawRulez();
2517 var
2518 dr: Boolean;
2519 begin
2520 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2521 if FMegaRulez[MR_INVUL] >= gTime then
2522 begin
2523 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2524 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2525 else
2526 dr := True;
2528 if dr then
2529 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2530 191, 191, 191, 0, B_INVERT);
2531 end;
2533 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2534 if FMegaRulez[MR_SUIT] >= gTime then
2535 begin
2536 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2537 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2538 else
2539 dr := True;
2541 if dr then
2542 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2543 0, 96, 0, 200, B_NONE);
2544 end;
2546 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2547 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2548 begin
2549 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2550 255, 0, 0, 200, B_NONE);
2551 end;
2552 end;
2554 procedure TPlayer.DrawPain();
2555 var
2556 a, h: Integer;
2557 begin
2558 if FPain = 0 then Exit;
2560 a := FPain;
2562 if a < 15 then h := 0
2563 else if a < 35 then h := 1
2564 else if a < 55 then h := 2
2565 else if a < 75 then h := 3
2566 else if a < 95 then h := 4
2567 else h := 5;
2569 //if a > 255 then a := 255;
2571 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2572 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2573 end;
2575 procedure TPlayer.DrawPickup();
2576 var
2577 a, h: Integer;
2578 begin
2579 if FPickup = 0 then Exit;
2581 a := FPickup;
2583 if a < 15 then h := 1
2584 else if a < 35 then h := 2
2585 else if a < 55 then h := 3
2586 else if a < 75 then h := 4
2587 else h := 5;
2589 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2590 end;
2592 procedure TPlayer.Fire();
2593 var
2594 f, DidFire: Boolean;
2595 wx, wy, xd, yd: Integer;
2596 obj: TObj;
2597 begin
2598 if g_Game_IsClient then Exit;
2599 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2600 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2602 if FSpectator then
2603 begin
2604 Respawn(False);
2605 Exit;
2606 end;
2608 if FReloading[FCurrWeap] <> 0 then Exit;
2610 DidFire := False;
2612 f := False;
2613 wx := FObj.X+WEAPONPOINT[FDirection].X;
2614 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2615 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
2616 yd := wy+firediry();
2618 case FCurrWeap of
2619 WEAPON_KASTET:
2620 begin
2621 if R_BERSERK in FRulez then
2622 begin
2623 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2624 obj.X := FObj.X+FObj.Rect.X;
2625 obj.Y := FObj.Y+FObj.Rect.Y;
2626 obj.rect.X := 0;
2627 obj.rect.Y := 0;
2628 obj.rect.Width := 39;
2629 obj.rect.Height := 52;
2630 obj.Vel.X := (xd-wx) div 2;
2631 obj.Vel.Y := (yd-wy) div 2;
2632 obj.Accel.X := xd-wx;
2633 obj.Accel.y := yd-wy;
2635 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
2636 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2637 else
2638 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2640 if gFlash = 1 then
2641 if FPain < 50 then
2642 FPain := min(FPain + 25, 50);
2643 end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2645 DidFire := True;
2646 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2647 end;
2649 WEAPON_SAW:
2650 begin
2651 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2652 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2653 begin
2654 FSawSoundSelect.Stop();
2655 FSawSound.Stop();
2656 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2657 end
2658 else if not FSawSoundHit.IsPlaying() then
2659 begin
2660 FSawSoundSelect.Stop();
2661 FSawSound.PlayAt(FObj.X, FObj.Y);
2662 end;
2664 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2665 DidFire := True;
2666 f := True;
2667 end;
2669 WEAPON_PISTOL:
2670 if FAmmo[A_BULLETS] > 0 then
2671 begin
2672 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2673 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2674 Dec(FAmmo[A_BULLETS]);
2675 FFireAngle := FAngle;
2676 f := True;
2677 DidFire := True;
2678 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2679 GameVelX, GameVelY-2, SHELL_BULLET);
2680 end;
2682 WEAPON_SHOTGUN1:
2683 if FAmmo[A_SHELLS] > 0 then
2684 begin
2685 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2686 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2687 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2688 Dec(FAmmo[A_SHELLS]);
2689 FFireAngle := FAngle;
2690 f := True;
2691 DidFire := True;
2692 FShellTimer := 10;
2693 FShellType := SHELL_SHELL;
2694 end;
2696 WEAPON_SHOTGUN2:
2697 if FAmmo[A_SHELLS] >= 2 then
2698 begin
2699 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2700 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2701 Dec(FAmmo[A_SHELLS], 2);
2702 FFireAngle := FAngle;
2703 f := True;
2704 DidFire := True;
2705 FShellTimer := 13;
2706 FShellType := SHELL_DBLSHELL;
2707 end;
2709 WEAPON_CHAINGUN:
2710 if FAmmo[A_BULLETS] > 0 then
2711 begin
2712 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2713 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2714 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2715 Dec(FAmmo[A_BULLETS]);
2716 FFireAngle := FAngle;
2717 f := True;
2718 DidFire := True;
2719 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2720 GameVelX, GameVelY-2, SHELL_BULLET);
2721 end;
2723 WEAPON_ROCKETLAUNCHER:
2724 if FAmmo[A_ROCKETS] > 0 then
2725 begin
2726 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2727 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2728 Dec(FAmmo[A_ROCKETS]);
2729 FFireAngle := FAngle;
2730 f := True;
2731 DidFire := True;
2732 end;
2734 WEAPON_PLASMA:
2735 if FAmmo[A_CELLS] > 0 then
2736 begin
2737 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2738 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2739 Dec(FAmmo[A_CELLS]);
2740 FFireAngle := FAngle;
2741 f := True;
2742 DidFire := True;
2743 end;
2745 WEAPON_BFG:
2746 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2747 begin
2748 FBFGFireCounter := 17;
2749 if not FNoReload then
2750 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2751 Dec(FAmmo[A_CELLS], 40);
2752 DidFire := True;
2753 end;
2755 WEAPON_SUPERPULEMET:
2756 if FAmmo[A_SHELLS] > 0 then
2757 begin
2758 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2759 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2760 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2761 Dec(FAmmo[A_SHELLS]);
2762 FFireAngle := FAngle;
2763 f := True;
2764 DidFire := True;
2765 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2766 GameVelX, GameVelY-2, SHELL_SHELL);
2767 end;
2768 end;
2770 if g_Game_IsNet then
2771 begin
2772 if DidFire then
2773 begin
2774 if FCurrWeap <> WEAPON_BFG then
2775 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
2776 else
2777 if not FNoReload then
2778 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
2779 end;
2781 MH_SEND_PlayerStats(FUID);
2782 end;
2784 if not f then Exit;
2786 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
2787 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
2788 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
2789 end;
2791 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
2792 begin
2793 case Weapon of
2794 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
2795 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
2796 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
2797 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
2798 else Result := 0;
2799 end;
2800 end;
2802 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
2803 begin
2804 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
2805 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
2806 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
2807 end;
2809 procedure TPlayer.JetpackOn;
2810 begin
2811 FJetSoundFly.Stop;
2812 FJetSoundOff.Stop;
2813 FJetSoundOn.SetPosition(0);
2814 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
2815 FlySmoke(8);
2816 end;
2818 procedure TPlayer.JetpackOff;
2819 begin
2820 FJetSoundFly.Stop;
2821 FJetSoundOn.Stop;
2822 FJetSoundOff.SetPosition(0);
2823 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
2824 end;
2826 procedure TPlayer.Jump();
2827 begin
2828 if gFly or FJetpack then
2829 begin
2830 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
2831 if FObj.Vel.Y > -VEL_FLY then
2832 FObj.Vel.Y := FObj.Vel.Y - 3;
2833 if FJetpack then
2834 begin
2835 if FJetFuel > 0 then
2836 Dec(FJetFuel);
2837 if (FJetFuel < 1) and g_Game_IsServer then
2838 begin
2839 FJetpack := False;
2840 JetpackOff;
2841 if g_Game_IsNet then
2842 MH_SEND_PlayerStats(FUID);
2843 end;
2844 end;
2845 Exit;
2846 end;
2848 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
2849 if FGhost then
2850 FCanJetpack := False;
2852 // Ïðûãàåì èëè âñïëûâàåì:
2853 if (CollideLevel(0, 1) or
2854 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
2855 PLAYER_RECT.Height-33, PANEL_STEP, False)
2856 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
2857 begin
2858 FObj.Vel.Y := -VEL_JUMP;
2859 FCanJetpack := False;
2860 end
2861 else
2862 begin
2863 if BodyInLiquid(0, 0) then
2864 FObj.Vel.Y := -VEL_SW
2865 else if (FJetFuel > 0) and FCanJetpack and
2866 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
2867 begin
2868 FJetpack := True;
2869 JetpackOn;
2870 if g_Game_IsNet then
2871 MH_SEND_PlayerStats(FUID);
2872 end;
2873 end;
2874 end;
2876 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
2877 var
2878 a, i, k, ab, ar: Byte;
2879 s: String;
2880 mon: TMonster;
2881 plr: TPlayer;
2882 srv, netsrv: Boolean;
2883 DoFrags: Boolean;
2884 OldLR: Byte;
2885 KP: TPlayer;
2887 procedure PushItem(t: Byte);
2888 var
2889 id: DWORD;
2890 begin
2891 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
2892 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
2893 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-7+Random(15),
2894 (FObj.Vel.Y div 2)-Random(9))
2895 else
2896 if KillType = K_HARDKILL then // -5..+5; -5..0
2897 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-5+Random(11),
2898 (FObj.Vel.Y div 2)-Random(6))
2899 else // -3..+3; -3..0
2900 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-3+Random(7),
2901 (FObj.Vel.Y div 2)-Random(4));
2903 if g_Game_IsNet and g_Game_IsServer then
2904 MH_SEND_ItemSpawn(True, id);
2905 end;
2907 begin
2908 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
2909 Srv := g_Game_IsServer;
2910 Netsrv := g_Game_IsServer and g_Game_IsNet;
2911 if Srv then FDeath := FDeath + 1;
2912 if FLive then
2913 begin
2914 if FGhost then
2915 FGhost := False;
2916 if not FPhysics then
2917 FPhysics := True;
2918 FLive := False;
2919 end;
2920 FShellTimer := -1;
2922 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
2923 begin
2924 if FLives > 0 then FLives := FLives - 1;
2925 if FLives = 0 then FNoRespawn := True;
2926 end;
2928 // Íîìåð òèïà ñìåðòè:
2929 a := 1;
2930 case KillType of
2931 K_SIMPLEKILL: a := 1;
2932 K_HARDKILL: a := 2;
2933 K_EXTRAHARDKILL: a := 3;
2934 K_FALLKILL: a := 4;
2935 end;
2937 // Çâóê ñìåðòè:
2938 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
2939 for i := 1 to 3 do
2940 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
2941 Break;
2943 // Âðåìÿ ðåñïàóíà:
2944 if Srv then
2945 case KillType of
2946 K_SIMPLEKILL:
2947 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
2948 K_HARDKILL:
2949 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
2950 K_EXTRAHARDKILL, K_FALLKILL:
2951 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
2952 end;
2954 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
2955 case KillType of
2956 K_SIMPLEKILL:
2957 SetAction(A_DIE1);
2958 K_HARDKILL, K_EXTRAHARDKILL:
2959 SetAction(A_DIE2);
2960 end;
2962 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
2963 if (KillType <> K_FALLKILL) and (Srv) then
2964 g_Monsters_killedp();
2966 if SpawnerUID = FUID then
2967 begin // Ñàìîóáèëñÿ
2968 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
2969 begin
2970 Dec(FFrags);
2971 FLastFrag := 0;
2972 end;
2973 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
2974 end
2975 else
2976 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
2977 begin // Óáèò äðóãèì èãðîêîì
2978 KP := g_Player_Get(SpawnerUID);
2979 if (KP <> nil) and Srv then
2980 begin
2981 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
2982 if SameTeam(FUID, SpawnerUID) then
2983 begin
2984 Dec(KP.FFrags);
2985 KP.FLastFrag := 0;
2986 end else
2987 begin
2988 Inc(KP.FFrags);
2989 KP.FragCombo();
2990 end;
2992 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
2993 Inc(gTeamStat[KP.Team].Goals,
2994 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
2996 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
2997 end;
2999 plr := g_Player_Get(SpawnerUID);
3000 if plr = nil then
3001 s := '?'
3002 else
3003 s := plr.FName;
3005 case KillType of
3006 K_HARDKILL:
3007 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3008 [FName, s]),
3009 gShowKillMsg);
3010 K_EXTRAHARDKILL:
3011 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3012 [FName, s]),
3013 gShowKillMsg);
3014 else
3015 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3016 [FName, s]),
3017 gShowKillMsg);
3018 end;
3019 end
3020 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3021 begin // Óáèò ìîíñòðîì
3022 mon := g_Monsters_Get(SpawnerUID);
3023 if mon = nil then
3024 s := '?'
3025 else
3026 s := g_Monsters_GetKilledBy(mon.MonsterType);
3028 case KillType of
3029 K_HARDKILL:
3030 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3031 [FName, s]),
3032 gShowKillMsg);
3033 K_EXTRAHARDKILL:
3034 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3035 [FName, s]),
3036 gShowKillMsg);
3037 else
3038 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3039 [FName, s]),
3040 gShowKillMsg);
3041 end;
3042 end
3043 else // Îñîáûå òèïû ñìåðòè
3044 case t of
3045 HIT_DISCON: ;
3046 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3047 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3048 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3049 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3050 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3051 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3052 end;
3054 if Srv then
3055 begin
3056 // Âûáðîñ îðóæèÿ:
3057 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
3058 if FWeapon[a] then
3059 begin
3060 case a of
3061 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3062 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3063 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3064 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3065 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3066 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3067 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3068 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3069 else i := 0;
3070 end;
3072 if i <> 0 then
3073 PushItem(i);
3074 end;
3076 // Âûáðîñ ðþêçàêà:
3077 if R_ITEM_BACKPACK in FRulez then
3078 PushItem(ITEM_AMMO_BACKPACK);
3080 // Âûáðîñ ðàêåòíîãî ðàíöà:
3081 if FJetFuel > 0 then
3082 PushItem(ITEM_JETPACK);
3084 // Âûáðîñ êëþ÷åé:
3085 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3086 begin
3087 if R_KEY_RED in FRulez then
3088 PushItem(ITEM_KEY_RED);
3090 if R_KEY_GREEN in FRulez then
3091 PushItem(ITEM_KEY_GREEN);
3093 if R_KEY_BLUE in FRulez then
3094 PushItem(ITEM_KEY_BLUE);
3095 end;
3097 // Âûáðîñ ôëàãà:
3098 DropFlag();
3099 end;
3101 g_Player_CreateCorpse(Self);
3103 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3104 (gLMSRespawn = LMS_RESPAWN_NONE) then
3105 begin
3106 a := 0;
3107 k := 0;
3108 ar := 0;
3109 ab := 0;
3110 for i := Low(gPlayers) to High(gPlayers) do
3111 begin
3112 if gPlayers[i] = nil then continue;
3113 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3114 begin
3115 Inc(a);
3116 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3117 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3118 k := i;
3119 end;
3120 end;
3122 OldLR := gLMSRespawn;
3123 if (gGameSettings.GameMode = GM_COOP) then
3124 begin
3125 if (a = 0) then
3126 begin
3127 // everyone is dead, restart the map
3128 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3129 if Netsrv then
3130 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3131 gLMSRespawn := LMS_RESPAWN_FINAL;
3132 gLMSRespawnTime := gTime + 5000;
3133 end
3134 else if (a = 1) then
3135 begin
3136 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3137 if (gPlayers[k] = gPlayer1) or
3138 (gPlayers[k] = gPlayer2) then
3139 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3140 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3141 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3142 end;
3143 end
3144 else if (gGameSettings.GameMode = GM_TDM) then
3145 begin
3146 if (ab = 0) and (ar <> 0) then
3147 begin
3148 // blu team ded
3149 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3150 if Netsrv then
3151 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3152 Inc(gTeamStat[TEAM_RED].Goals);
3153 gLMSRespawn := LMS_RESPAWN_FINAL;
3154 gLMSRespawnTime := gTime + 5000;
3155 end
3156 else if (ar = 0) and (ab <> 0) then
3157 begin
3158 // red team ded
3159 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3160 if Netsrv then
3161 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3162 Inc(gTeamStat[TEAM_BLUE].Goals);
3163 gLMSRespawn := LMS_RESPAWN_FINAL;
3164 gLMSRespawnTime := gTime + 5000;
3165 end
3166 else if (ar = 0) and (ab = 0) then
3167 begin
3168 // everyone ded
3169 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3170 if Netsrv then
3171 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3172 gLMSRespawn := LMS_RESPAWN_FINAL;
3173 gLMSRespawnTime := gTime + 5000;
3174 end;
3175 end
3176 else if (gGameSettings.GameMode = GM_DM) then
3177 begin
3178 if (a = 1) then
3179 begin
3180 if gPlayers[k] <> nil then
3181 with gPlayers[k] do
3182 begin
3183 // survivor is the winner
3184 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3185 if Netsrv then
3186 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3187 Inc(FFrags);
3188 end;
3189 gLMSRespawn := LMS_RESPAWN_FINAL;
3190 gLMSRespawnTime := gTime + 5000;
3191 end
3192 else if (a = 0) then
3193 begin
3194 // everyone is dead, restart the map
3195 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3196 if Netsrv then
3197 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3198 gLMSRespawn := LMS_RESPAWN_FINAL;
3199 gLMSRespawnTime := gTime + 5000;
3200 end;
3201 end;
3202 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3203 begin
3204 if NetMode = NET_SERVER then
3205 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3206 else
3207 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3208 end;
3209 end;
3211 if Netsrv then
3212 begin
3213 MH_SEND_PlayerStats(FUID);
3214 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3215 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3216 end;
3218 if srv and FNoRespawn then Spectate(True);
3219 FWantsInGame := True;
3220 end;
3222 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3223 begin
3224 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3225 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3226 end;
3228 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3229 begin
3230 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3231 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3232 end;
3234 procedure TPlayer.MakeBloodSimple(Count: Word);
3235 begin
3236 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3237 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3238 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3239 150, 0, 0);
3240 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3241 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3242 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3243 150, 0, 0);
3244 end;
3246 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3247 begin
3248 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3249 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3250 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3251 150, 0, 0);
3252 end;
3254 procedure TPlayer.ForceWeapon(Weapon: Byte);
3255 var
3256 i: Byte;
3257 begin
3258 if g_Game_IsClient then Exit;
3259 if Weapon > High(FWeapon) then Exit;
3260 if FBFGFireCounter <> -1 then Exit;
3262 if FTime[T_SWITCH] > gTime then Exit;
3264 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
3265 if FReloading[i] > 0 then Exit;
3267 if FWeapon[Weapon] then
3268 begin
3269 FCurrWeap := Weapon;
3270 FTime[T_SWITCH] := gTime+156;
3271 if FCurrWeap = WEAPON_SAW then
3272 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3273 FModel.SetWeapon(FCurrWeap);
3274 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3275 end;
3276 end;
3278 procedure TPlayer.NextWeapon();
3279 var
3280 i: Byte;
3281 ok: Boolean;
3282 begin
3283 if g_Game_IsClient then Exit;
3284 if FBFGFireCounter <> -1 then Exit;
3286 if FTime[T_SWITCH] > gTime then Exit;
3288 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
3289 if FReloading[i] > 0 then Exit;
3291 ok := False;
3293 for i := FCurrWeap+1 to WEAPON_SUPERPULEMET do
3294 if FWeapon[i] then
3295 begin
3296 FCurrWeap := i;
3297 ok := True;
3298 Break;
3299 end;
3301 if not ok then
3302 for i := WEAPON_KASTET to FCurrWeap-1 do
3303 if FWeapon[i] then
3304 begin
3305 FCurrWeap := i;
3306 Break;
3307 end;
3309 FTime[T_SWITCH] := gTime+156;
3311 if FCurrWeap = WEAPON_SAW then
3312 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3314 FModel.SetWeapon(FCurrWeap);
3316 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3317 end;
3319 procedure TPlayer.PrevWeapon();
3320 var
3321 i: Byte;
3322 ok: Boolean;
3323 begin
3324 if g_Game_IsClient then Exit;
3325 if FBFGFireCounter <> -1 then Exit;
3327 if FTime[T_SWITCH] > gTime then Exit;
3329 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
3330 if FReloading[i] > 0 then Exit;
3332 ok := False;
3334 if FCurrWeap > 0 then
3335 for i := FCurrWeap-1 downto WEAPON_KASTET do
3336 if FWeapon[i] then
3337 begin
3338 FCurrWeap := i;
3339 ok := True;
3340 Break;
3341 end;
3343 if not ok then
3344 for i := WEAPON_SUPERPULEMET downto FCurrWeap+1 do
3345 if FWeapon[i] then
3346 begin
3347 FCurrWeap := i;
3348 Break;
3349 end;
3351 FTime[T_SWITCH] := gTime+156;
3353 if FCurrWeap = WEAPON_SAW then
3354 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3356 FModel.SetWeapon(FCurrWeap);
3358 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3359 end;
3361 procedure TPlayer.SetWeapon(W: Byte);
3362 begin
3363 if FCurrWeap <> W then
3364 if W = WEAPON_SAW then
3365 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3367 FCurrWeap := W;
3368 FModel.SetWeapon(CurrWeap);
3369 end;
3371 function TPlayer.PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean;
3372 var
3373 a: Boolean;
3374 begin
3375 Result := False;
3376 if g_Game_IsClient then Exit;
3378 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3379 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and respawn;
3380 remove := not a;
3382 case ItemType of
3383 ITEM_MEDKIT_SMALL:
3384 if FHealth < PLAYER_HP_SOFT then
3385 begin
3386 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3387 Result := True;
3388 remove := True;
3389 if gFlash = 2 then Inc(FPickup, 5);
3390 end;
3392 ITEM_MEDKIT_LARGE:
3393 if FHealth < PLAYER_HP_SOFT then
3394 begin
3395 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3396 Result := True;
3397 remove := True;
3398 if gFlash = 2 then Inc(FPickup, 5);
3399 end;
3401 ITEM_ARMOR_GREEN:
3402 if FArmor < PLAYER_AP_SOFT then
3403 begin
3404 FArmor := PLAYER_AP_SOFT;
3405 Result := True;
3406 remove := True;
3407 if gFlash = 2 then Inc(FPickup, 5);
3408 end;
3410 ITEM_ARMOR_BLUE:
3411 if FArmor < PLAYER_AP_LIMIT then
3412 begin
3413 FArmor := PLAYER_AP_LIMIT;
3414 Result := True;
3415 remove := True;
3416 if gFlash = 2 then Inc(FPickup, 5);
3417 end;
3419 ITEM_SPHERE_BLUE:
3420 if FHealth < PLAYER_HP_LIMIT then
3421 begin
3422 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3423 Result := True;
3424 remove := True;
3425 if gFlash = 2 then Inc(FPickup, 5);
3426 end;
3428 ITEM_SPHERE_WHITE:
3429 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3430 begin
3431 if FHealth < PLAYER_HP_LIMIT then
3432 FHealth := PLAYER_HP_LIMIT;
3433 if FArmor < PLAYER_AP_LIMIT then
3434 FArmor := PLAYER_AP_LIMIT;
3435 Result := True;
3436 remove := True;
3437 if gFlash = 2 then Inc(FPickup, 5);
3438 end;
3440 ITEM_WEAPON_SAW:
3441 if (not FWeapon[WEAPON_SAW]) or ((not respawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3442 begin
3443 FWeapon[WEAPON_SAW] := True;
3444 Result := True;
3445 if gFlash = 2 then Inc(FPickup, 5);
3446 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3447 end;
3449 ITEM_WEAPON_SHOTGUN1:
3450 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3451 begin
3452 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3453 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3455 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3456 FWeapon[WEAPON_SHOTGUN1] := True;
3457 Result := True;
3458 if gFlash = 2 then Inc(FPickup, 5);
3459 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3460 end;
3462 ITEM_WEAPON_SHOTGUN2:
3463 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3464 begin
3465 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3467 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3468 FWeapon[WEAPON_SHOTGUN2] := True;
3469 Result := True;
3470 if gFlash = 2 then Inc(FPickup, 5);
3471 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3472 end;
3474 ITEM_WEAPON_CHAINGUN:
3475 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3476 begin
3477 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3479 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3480 FWeapon[WEAPON_CHAINGUN] := True;
3481 Result := True;
3482 if gFlash = 2 then Inc(FPickup, 5);
3483 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3484 end;
3486 ITEM_WEAPON_ROCKETLAUNCHER:
3487 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3488 begin
3489 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3491 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3492 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3493 Result := True;
3494 if gFlash = 2 then Inc(FPickup, 5);
3495 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3496 end;
3498 ITEM_WEAPON_PLASMA:
3499 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3500 begin
3501 if a and FWeapon[WEAPON_PLASMA] then Exit;
3503 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3504 FWeapon[WEAPON_PLASMA] := True;
3505 Result := True;
3506 if gFlash = 2 then Inc(FPickup, 5);
3507 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3508 end;
3510 ITEM_WEAPON_BFG:
3511 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3512 begin
3513 if a and FWeapon[WEAPON_BFG] then Exit;
3515 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3516 FWeapon[WEAPON_BFG] := True;
3517 Result := True;
3518 if gFlash = 2 then Inc(FPickup, 5);
3519 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3520 end;
3522 ITEM_WEAPON_SUPERPULEMET:
3523 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3524 begin
3525 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3527 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3528 FWeapon[WEAPON_SUPERPULEMET] := True;
3529 Result := True;
3530 if gFlash = 2 then Inc(FPickup, 5);
3531 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3532 end;
3534 ITEM_AMMO_BULLETS:
3535 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3536 begin
3537 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3538 Result := True;
3539 remove := True;
3540 if gFlash = 2 then Inc(FPickup, 5);
3541 end;
3543 ITEM_AMMO_BULLETS_BOX:
3544 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3545 begin
3546 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3547 Result := True;
3548 remove := True;
3549 if gFlash = 2 then Inc(FPickup, 5);
3550 end;
3552 ITEM_AMMO_SHELLS:
3553 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3554 begin
3555 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3556 Result := True;
3557 remove := True;
3558 if gFlash = 2 then Inc(FPickup, 5);
3559 end;
3561 ITEM_AMMO_SHELLS_BOX:
3562 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3563 begin
3564 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3565 Result := True;
3566 remove := True;
3567 if gFlash = 2 then Inc(FPickup, 5);
3568 end;
3570 ITEM_AMMO_ROCKET:
3571 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3572 begin
3573 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3574 Result := True;
3575 remove := True;
3576 if gFlash = 2 then Inc(FPickup, 5);
3577 end;
3579 ITEM_AMMO_ROCKET_BOX:
3580 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3581 begin
3582 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3583 Result := True;
3584 remove := True;
3585 if gFlash = 2 then Inc(FPickup, 5);
3586 end;
3588 ITEM_AMMO_CELL:
3589 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3590 begin
3591 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3592 Result := True;
3593 remove := True;
3594 if gFlash = 2 then Inc(FPickup, 5);
3595 end;
3597 ITEM_AMMO_CELL_BIG:
3598 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3599 begin
3600 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3601 Result := True;
3602 remove := True;
3603 if gFlash = 2 then Inc(FPickup, 5);
3604 end;
3606 ITEM_AMMO_BACKPACK:
3607 if not(R_ITEM_BACKPACK in FRulez) or
3608 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3609 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3610 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3611 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) then
3612 begin
3613 FMaxAmmo[A_BULLETS] := 400;
3614 FMaxAmmo[A_SHELLS] := 100;
3615 FMaxAmmo[A_ROCKETS] := 100;
3616 FMaxAmmo[A_CELLS] := 600;
3618 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3619 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3620 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3621 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3622 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3623 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3624 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3625 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3627 FRulez := FRulez + [R_ITEM_BACKPACK];
3628 Result := True;
3629 remove := True;
3630 if gFlash = 2 then Inc(FPickup, 5);
3631 end;
3633 ITEM_KEY_RED:
3634 if not(R_KEY_RED in FRulez) then
3635 begin
3636 Include(FRulez, R_KEY_RED);
3637 Result := True;
3638 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3639 if gFlash = 2 then Inc(FPickup, 5);
3640 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3641 end;
3643 ITEM_KEY_GREEN:
3644 if not(R_KEY_GREEN in FRulez) then
3645 begin
3646 Include(FRulez, R_KEY_GREEN);
3647 Result := True;
3648 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3649 if gFlash = 2 then Inc(FPickup, 5);
3650 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3651 end;
3653 ITEM_KEY_BLUE:
3654 if not(R_KEY_BLUE in FRulez) then
3655 begin
3656 Include(FRulez, R_KEY_BLUE);
3657 Result := True;
3658 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3659 if gFlash = 2 then Inc(FPickup, 5);
3660 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3661 end;
3663 ITEM_SUIT:
3664 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
3665 begin
3666 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
3667 Result := True;
3668 remove := True;
3669 if gFlash = 2 then Inc(FPickup, 5);
3670 end;
3672 ITEM_OXYGEN:
3673 if FAir < AIR_MAX then
3674 begin
3675 FAir := AIR_MAX;
3676 Result := True;
3677 remove := True;
3678 if gFlash = 2 then Inc(FPickup, 5);
3679 end;
3681 ITEM_MEDKIT_BLACK:
3682 begin
3683 if not (R_BERSERK in FRulez) then
3684 begin
3685 Include(FRulez, R_BERSERK);
3686 if FBFGFireCounter = -1 then
3687 begin
3688 FCurrWeap := WEAPON_KASTET;
3689 FModel.SetWeapon(WEAPON_KASTET);
3690 end;
3691 if gFlash <> 0 then
3692 Inc(FPain, 100);
3693 if gFlash = 2 then Inc(FPickup, 5);
3694 FBerserk := gTime+30000;
3695 Result := True;
3696 remove := True;
3697 end;
3698 if FHealth < PLAYER_HP_SOFT then
3699 begin
3700 FHealth := PLAYER_HP_SOFT;
3701 FBerserk := gTime+30000;
3702 Result := True;
3703 remove := True;
3704 end;
3705 end;
3707 ITEM_INVUL:
3708 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
3709 begin
3710 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
3711 Result := True;
3712 remove := True;
3713 if gFlash = 2 then Inc(FPickup, 5);
3714 end;
3716 ITEM_BOTTLE:
3717 if FHealth < PLAYER_HP_LIMIT then
3718 begin
3719 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
3720 Result := True;
3721 remove := True;
3722 if gFlash = 2 then Inc(FPickup, 5);
3723 end;
3725 ITEM_HELMET:
3726 if FArmor < PLAYER_AP_LIMIT then
3727 begin
3728 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
3729 Result := True;
3730 remove := True;
3731 if gFlash = 2 then Inc(FPickup, 5);
3732 end;
3734 ITEM_JETPACK:
3735 if FJetFuel < JET_MAX then
3736 begin
3737 FJetFuel := JET_MAX;
3738 Result := True;
3739 remove := True;
3740 if gFlash = 2 then Inc(FPickup, 5);
3741 end;
3743 ITEM_INVIS:
3744 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
3745 begin
3746 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
3747 Result := True;
3748 remove := True;
3749 if gFlash = 2 then Inc(FPickup, 5);
3750 end;
3751 end;
3752 end;
3754 procedure TPlayer.Touch();
3755 begin
3756 if not FLive then
3757 Exit;
3758 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
3759 if FIamBot then
3760 begin
3761 // Áðîñèòü ôëàã òîâàðèùó:
3762 if gGameSettings.GameMode = GM_CTF then
3763 DropFlag();
3764 end;
3765 end;
3767 procedure TPlayer.Push(vx, vy: Integer);
3768 begin
3769 if (not FPhysics) and FGhost then
3770 Exit;
3771 FObj.Accel.X := FObj.Accel.X + vx;
3772 FObj.Accel.Y := FObj.Accel.Y + vy;
3773 if g_Game_IsNet and g_Game_IsServer then
3774 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
3775 end;
3777 procedure TPlayer.Reset(Force: Boolean);
3778 begin
3779 if Force then
3780 FLive := False;
3782 FSpawned := False;
3783 FTime[T_RESPAWN] := 0;
3784 FTime[T_FLAGCAP] := 0;
3785 FGodMode := False;
3786 FNoTarget := False;
3787 FNoReload := False;
3788 FFrags := 0;
3789 FLastFrag := 0;
3790 FComboEvnt := -1;
3791 FKills := 0;
3792 FMonsterKills := 0;
3793 FDeath := 0;
3794 FSecrets := 0;
3795 if FNoRespawn then
3796 begin
3797 FSpectator := False;
3798 FGhost := False;
3799 FPhysics := True;
3800 FSpectatePlayer := -1;
3801 FNoRespawn := False;
3802 end;
3803 FLives := gGameSettings.MaxLives;
3805 SetFlag(FLAG_NONE);
3806 end;
3808 procedure TPlayer.SoftReset();
3809 begin
3810 ReleaseKeys();
3812 FDamageBuffer := 0;
3813 FIncCam := 0;
3814 FBFGFireCounter := -1;
3815 FShellTimer := -1;
3816 FPain := 0;
3817 FLastHit := 0;
3818 FLastFrag := 0;
3819 FComboEvnt := -1;
3821 SetFlag(FLAG_NONE);
3822 SetAction(A_STAND, True);
3823 end;
3825 function TPlayer.GetRespawnPoint(): Byte;
3826 var
3827 c: Byte;
3828 begin
3829 Result := 255;
3830 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
3832 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
3833 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
3834 begin
3835 if (Self = gPlayer1) or (Self = gPlayer2) then
3836 begin
3837 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
3838 if Self = gPlayer1 then
3839 c := RESPAWNPOINT_PLAYER1
3840 else
3841 c := RESPAWNPOINT_PLAYER2;
3842 if g_Map_GetPointCount(c) > 0 then
3843 begin
3844 Result := c;
3845 Exit;
3846 end;
3848 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
3849 if Self = gPlayer1 then
3850 c := RESPAWNPOINT_PLAYER2
3851 else
3852 c := RESPAWNPOINT_PLAYER1;
3853 if g_Map_GetPointCount(c) > 0 then
3854 begin
3855 Result := c;
3856 Exit;
3857 end;
3858 end else
3859 begin
3860 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
3861 if Random(2) = 0 then
3862 c := RESPAWNPOINT_PLAYER1
3863 else
3864 c := RESPAWNPOINT_PLAYER2;
3865 if g_Map_GetPointCount(c) > 0 then
3866 begin
3867 Result := c;
3868 Exit;
3869 end;
3870 end;
3872 // Òî÷êà ëþáîé èç êîìàíä
3873 if Random(2) = 0 then
3874 c := RESPAWNPOINT_RED
3875 else
3876 c := RESPAWNPOINT_BLUE;
3877 if g_Map_GetPointCount(c) > 0 then
3878 begin
3879 Result := c;
3880 Exit;
3881 end;
3883 // Òî÷êà DM
3884 c := RESPAWNPOINT_DM;
3885 if g_Map_GetPointCount(c) > 0 then
3886 begin
3887 Result := c;
3888 Exit;
3889 end;
3890 end;
3892 // Ìÿñîïîâàë
3893 if gGameSettings.GameMode = GM_DM then
3894 begin
3895 // Òî÷êà DM
3896 c := RESPAWNPOINT_DM;
3897 if g_Map_GetPointCount(c) > 0 then
3898 begin
3899 Result := c;
3900 Exit;
3901 end;
3903 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
3904 if Random(2) = 0 then
3905 c := RESPAWNPOINT_PLAYER1
3906 else
3907 c := RESPAWNPOINT_PLAYER2;
3908 if g_Map_GetPointCount(c) > 0 then
3909 begin
3910 Result := c;
3911 Exit;
3912 end;
3914 // Òî÷êà ëþáîé èç êîìàíä
3915 if Random(2) = 0 then
3916 c := RESPAWNPOINT_RED
3917 else
3918 c := RESPAWNPOINT_BLUE;
3919 if g_Map_GetPointCount(c) > 0 then
3920 begin
3921 Result := c;
3922 Exit;
3923 end;
3924 end;
3926 // Êîìàíäíûå
3927 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
3928 begin
3929 // Òî÷êà ñâîåé êîìàíäû
3930 c := RESPAWNPOINT_DM;
3931 if FTeam = TEAM_RED then
3932 c := RESPAWNPOINT_RED;
3933 if FTeam = TEAM_BLUE then
3934 c := RESPAWNPOINT_BLUE;
3935 if g_Map_GetPointCount(c) > 0 then
3936 begin
3937 Result := c;
3938 Exit;
3939 end;
3941 // Òî÷êà DM
3942 c := RESPAWNPOINT_DM;
3943 if g_Map_GetPointCount(c) > 0 then
3944 begin
3945 Result := c;
3946 Exit;
3947 end;
3949 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
3950 if Random(2) = 0 then
3951 c := RESPAWNPOINT_PLAYER1
3952 else
3953 c := RESPAWNPOINT_PLAYER2;
3954 if g_Map_GetPointCount(c) > 0 then
3955 begin
3956 Result := c;
3957 Exit;
3958 end;
3960 // Òî÷êà äðóãîé êîìàíäû
3961 c := RESPAWNPOINT_DM;
3962 if FTeam = TEAM_RED then
3963 c := RESPAWNPOINT_BLUE;
3964 if FTeam = TEAM_BLUE then
3965 c := RESPAWNPOINT_RED;
3966 if g_Map_GetPointCount(c) > 0 then
3967 begin
3968 Result := c;
3969 Exit;
3970 end;
3971 end;
3972 end;
3974 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
3975 var
3976 RespawnPoint: TRespawnPoint;
3977 a, b, c: Byte;
3978 Anim: TAnimation;
3979 ID: DWORD;
3980 begin
3981 if not g_Game_IsServer then
3982 Exit;
3983 if FDummy then
3984 Exit;
3985 FWantsInGame := True;
3986 FJustTeleported := True;
3987 if Force then
3988 begin
3989 FTime[T_RESPAWN] := 0;
3990 FLive := False;
3991 end;
3992 FNetTime := 0;
3993 // if server changes MaxLives we gotta be ready
3994 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
3996 // Åùå íåëüçÿ âîçðîäèòüñÿ:
3997 if FTime[T_RESPAWN] > gTime then
3998 Exit;
4000 // Ïðîñðàë âñå æèçíè:
4001 if FNoRespawn then
4002 begin
4003 if not FSpectator then Spectate(True);
4004 FWantsInGame := True;
4005 Exit;
4006 end;
4008 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4009 begin // "Ñâîÿ èãðà"
4010 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4011 FRulez := FRulez-[R_BERSERK];
4012 end
4013 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4014 begin
4015 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4016 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4017 end;
4019 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4020 c := GetRespawnPoint();
4022 ReleaseKeys();
4023 SetFlag(FLAG_NONE);
4025 // Âîñêðåøåíèå áåç îðóæèÿ:
4026 if not FLive then
4027 begin
4028 FHealth := PLAYER_HP_SOFT;
4029 FArmor := 0;
4030 FLive := True;
4031 FAir := AIR_DEF;
4032 FJetFuel := 0;
4034 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
4035 begin
4036 FWeapon[a] := False;
4037 FReloading[a] := 0;
4038 end;
4040 FWeapon[WEAPON_PISTOL] := True;
4041 FWeapon[WEAPON_KASTET] := True;
4042 FCurrWeap := WEAPON_PISTOL;
4044 FModel.SetWeapon(FCurrWeap);
4046 for b := A_BULLETS to A_CELLS do
4047 FAmmo[b] := 0;
4049 FAmmo[A_BULLETS] := 50;
4051 FMaxAmmo[A_BULLETS] := 200;
4052 FMaxAmmo[A_SHELLS] := 50;
4053 FMaxAmmo[A_ROCKETS] := 50;
4054 FMaxAmmo[A_CELLS] := 300;
4056 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4057 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4058 else
4059 FRulez := [];
4060 end;
4062 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4063 if not g_Map_GetPoint(c, RespawnPoint) then
4064 begin
4065 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4066 Exit;
4067 end;
4069 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4070 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4071 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4072 FObj.Vel.X := 0;
4073 FObj.Vel.Y := 0;
4074 FObj.Accel.X := 0;
4075 FObj.Accel.Y := 0;
4077 FDirection := RespawnPoint.Direction;
4078 if FDirection = D_LEFT then
4079 FAngle := 180
4080 else
4081 FAngle := 0;
4083 FIncCam := 0;
4084 FBFGFireCounter := -1;
4085 FShellTimer := -1;
4086 FPain := 0;
4087 FLastHit := 0;
4089 SetAction(A_STAND, True);
4090 FModel.Direction := FDirection;
4092 for a := Low(FTime) to High(FTime) do
4093 FTime[a] := 0;
4095 for a := Low(FMegaRulez) to High(FMegaRulez) do
4096 FMegaRulez[a] := 0;
4098 FDamageBuffer := 0;
4099 FJetpack := False;
4100 FCanJetpack := False;
4102 // Àíèìàöèÿ âîçðîæäåíèÿ:
4103 if (not gLoadGameMode) and (not Silent) then
4104 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4105 begin
4106 Anim := TAnimation.Create(ID, False, 3);
4107 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4108 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4109 Anim.Free();
4110 end;
4112 FSpectator := False;
4113 FGhost := False;
4114 FPhysics := True;
4115 FSpectatePlayer := -1;
4116 FSpawned := True;
4118 if g_Game_IsNet then
4119 begin
4120 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4121 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4122 if not Silent then
4123 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4124 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4125 0, NET_GFX_TELE);
4126 end;
4127 end;
4129 procedure TPlayer.Spectate(NoMove: Boolean = False);
4130 begin
4131 if FLive then
4132 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4133 else if (not NoMove) then
4134 begin
4135 GameX := gMapInfo.Width div 2;
4136 GameY := gMapInfo.Height div 2;
4137 end;
4138 FXTo := GameX;
4139 FYTo := GameY;
4141 FLive := False;
4142 FSpectator := True;
4143 FGhost := True;
4144 FPhysics := False;
4145 FWantsInGame := False;
4146 FSpawned := False;
4148 if FNoRespawn then
4149 begin
4150 if Self = gPlayer1 then
4151 begin
4152 gLMSPID1 := FUID;
4153 gPlayer1 := nil;
4154 end;
4155 if Self = gPlayer2 then
4156 begin
4157 gLMSPID2 := FUID;
4158 gPlayer2 := nil;
4159 end;
4160 end;
4162 if g_Game_IsNet then
4163 MH_SEND_PlayerStats(FUID);
4164 end;
4166 procedure TPlayer.SwitchNoClip;
4167 begin
4168 if not FLive then
4169 Exit;
4170 FGhost := not FGhost;
4171 FPhysics := not FGhost;
4172 if FGhost then
4173 begin
4174 FXTo := FObj.X;
4175 FYTo := FObj.Y;
4176 end else
4177 begin
4178 FObj.Accel.X := 0;
4179 FObj.Accel.Y := 0;
4180 end;
4181 end;
4183 procedure TPlayer.Run(Direction: TDirection);
4184 var
4185 a, b: Integer;
4186 begin
4187 if MAX_RUNVEL > 8 then
4188 FlySmoke();
4190 // Áåæèì:
4191 if Direction = D_LEFT then
4192 begin
4193 if FObj.Vel.X > -MAX_RUNVEL then
4194 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4195 end
4196 else
4197 if FObj.Vel.X < MAX_RUNVEL then
4198 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4200 // Âîçìîæíî, ïèíàåì êóñêè:
4201 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4202 begin
4203 b := Abs(FObj.Vel.X);
4204 if b > 1 then b := b * (Random(8 div b) + 1);
4205 for a := 0 to High(gGibs) do
4206 if gGibs[a].Live and
4207 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4208 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4209 // Ïèíàåì êóñêè
4210 if FObj.Vel.X < 0 then
4211 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4212 else
4213 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4214 end;
4216 SetAction(A_WALK);
4217 end;
4219 procedure TPlayer.SeeDown();
4220 begin
4221 SetAction(A_SEEDOWN);
4223 if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4225 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4226 end;
4228 procedure TPlayer.SeeUp();
4229 begin
4230 SetAction(A_SEEUP);
4232 if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4234 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4235 end;
4237 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4238 var
4239 Prior: Byte;
4240 begin
4241 case Action of
4242 A_WALK: Prior := 3;
4243 A_DIE1: Prior := 5;
4244 A_DIE2: Prior := 5;
4245 A_ATTACK: Prior := 2;
4246 A_SEEUP: Prior := 1;
4247 A_SEEDOWN: Prior := 1;
4248 A_ATTACKUP: Prior := 2;
4249 A_ATTACKDOWN: Prior := 2;
4250 A_PAIN: Prior := 4;
4251 else Prior := 0;
4252 end;
4254 if (Prior > FActionPrior) or Force then
4255 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4256 begin
4257 FActionPrior := Prior;
4258 FActionAnim := Action;
4259 FActionForce := Force;
4260 FActionChanged := True;
4261 end;
4263 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4264 end;
4266 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4267 begin
4268 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4269 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4270 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4271 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4272 end;
4274 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4275 var
4276 Anim: TAnimation;
4277 ID: DWORD;
4278 begin
4279 Result := False;
4281 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4282 begin
4283 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4284 if g_Game_IsServer and g_Game_IsNet then
4285 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4286 Exit;
4287 end;
4289 FJustTeleported := True;
4291 Anim := nil;
4292 if not silent then
4293 begin
4294 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4295 begin
4296 Anim := TAnimation.Create(ID, False, 3);
4297 end;
4299 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4300 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4301 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4302 if g_Game_IsServer and g_Game_IsNet then
4303 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4304 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4305 NET_GFX_TELE);
4306 end;
4308 FObj.X := X-PLAYER_RECT.X;
4309 FObj.Y := Y-PLAYER_RECT.Y;
4310 if FLive and FGhost then
4311 begin
4312 FXTo := FObj.X;
4313 FYTo := FObj.Y;
4314 end;
4316 if not g_Game_IsNet then
4317 begin
4318 if dir = 1 then
4319 begin
4320 SetDirection(D_LEFT);
4321 FAngle := 180;
4322 end
4323 else
4324 if dir = 2 then
4325 begin
4326 SetDirection(D_RIGHT);
4327 FAngle := 0;
4328 end
4329 else
4330 if dir = 3 then
4331 begin // îáðàòíîå
4332 if FDirection = D_RIGHT then
4333 begin
4334 SetDirection(D_LEFT);
4335 FAngle := 180;
4336 end
4337 else
4338 begin
4339 SetDirection(D_RIGHT);
4340 FAngle := 0;
4341 end;
4342 end;
4343 end;
4345 if not silent and (Anim <> nil) then
4346 begin
4347 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4348 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4349 Anim.Free();
4351 if g_Game_IsServer and g_Game_IsNet then
4352 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4353 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4354 NET_GFX_TELE);
4355 end;
4357 Result := True;
4358 end;
4360 function nonz(a: Single): Single;
4361 begin
4362 if a <> 0 then
4363 Result := a
4364 else
4365 Result := 1;
4366 end;
4368 procedure TPlayer.Update();
4369 var
4370 b: Byte;
4371 i, ii, wx, wy, xd, yd, k: Integer;
4372 blockmon, headwater, dospawn: Boolean;
4373 NetServer: Boolean;
4374 AnyServer: Boolean;
4375 SetSpect: Boolean;
4376 begin
4377 NetServer := g_Game_IsNet and g_Game_IsServer;
4378 AnyServer := g_Game_IsServer;
4380 if g_Game_IsClient and (NetInterpLevel > 0) then
4381 DoLerp(NetInterpLevel + 1)
4382 else
4383 if FGhost then
4384 DoLerp(4);
4386 if NetServer then
4387 if FClientID >= 0 then
4388 begin
4389 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4390 if NetClients[FClientID].Peer^.packetsSent > 0 then
4391 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4392 else
4393 FLoss := 0;
4394 end else
4395 begin
4396 FPing := 0;
4397 FLoss := 0;
4398 end;
4400 if FLive and (gFly or FJetpack) then
4401 FlySmoke();
4403 if FDirection = D_LEFT then
4404 FAngle := 180
4405 else
4406 FAngle := 0;
4408 if FLive and (not FGhost) then
4409 begin
4410 if FKeys[KEY_UP].Pressed then
4411 SeeUp();
4412 if FKeys[KEY_DOWN].Pressed then
4413 SeeDown();
4414 end;
4416 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4417 (FIncCam <> 0) then
4418 begin
4419 i := g_basic.Sign(FIncCam);
4420 FIncCam := Abs(FIncCam);
4421 DecMin(FIncCam, 5, 0);
4422 FIncCam := FIncCam*i;
4423 end;
4425 if gTime mod (GAME_TICK*2) <> 0 then
4426 begin
4427 if (FObj.Vel.X = 0) and FLive then
4428 begin
4429 if FKeys[KEY_LEFT].Pressed then
4430 Run(D_LEFT);
4431 if FKeys[KEY_RIGHT].Pressed then
4432 Run(D_RIGHT);
4433 end;
4435 if FPhysics then
4436 g_Obj_Move(@FObj, True, True, True);
4438 Exit;
4439 end;
4441 FActionChanged := False;
4443 if FLive then
4444 begin
4445 // Let alive player do some actions
4446 if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
4447 if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
4448 if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4449 if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4450 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4451 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4452 if FKeys[KEY_JUMP].Pressed then Jump()
4453 else
4454 begin
4455 if AnyServer and FJetpack then
4456 begin
4457 FJetpack := False;
4458 JetpackOff;
4459 if NetServer then MH_SEND_PlayerStats(FUID);
4460 end;
4461 FCanJetpack := True;
4462 end;
4463 end
4464 else // Dead
4465 begin
4466 dospawn := False;
4467 if not FGhost then
4468 for k := Low(FKeys) to KEY_CHAT-1 do
4469 begin
4470 if FKeys[k].Pressed then
4471 begin
4472 dospawn := True;
4473 break;
4474 end;
4475 end;
4476 if dospawn then
4477 begin
4478 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4479 Respawn(False)
4480 else // Single
4481 if (FTime[T_RESPAWN] <= gTime) and
4482 gGameOn and (not FLive) then
4483 begin
4484 if (g_Player_GetCount() > 1) then
4485 Respawn(False)
4486 else
4487 begin
4488 gExit := EXIT_RESTART;
4489 Exit;
4490 end;
4491 end;
4492 end;
4493 // Dead spectator actions
4494 if FGhost then
4495 begin
4496 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4497 if FKeys[KEY_FIRE].Pressed and AnyServer then
4498 begin
4499 if FSpectator then
4500 begin
4501 if (FSpectatePlayer >= High(gPlayers)) then
4502 FSpectatePlayer := -1
4503 else
4504 begin
4505 SetSpect := False;
4506 for I := FSpectatePlayer + 1 to High(gPlayers) do
4507 if gPlayers[I] <> nil then
4508 if gPlayers[I].Live then
4509 if gPlayers[I].UID <> FUID then
4510 begin
4511 FSpectatePlayer := I;
4512 SetSpect := True;
4513 break;
4514 end;
4516 if not SetSpect then FSpectatePlayer := -1;
4517 end;
4519 ReleaseKeys;
4520 end;
4521 end;
4522 end;
4523 end;
4524 // No clipping
4525 if FGhost then
4526 begin
4527 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4528 begin
4529 FYTo := FObj.Y - 32;
4530 FSpectatePlayer := -1;
4531 end;
4532 if FKeys[KEY_DOWN].Pressed then
4533 begin
4534 FYTo := FObj.Y + 32;
4535 FSpectatePlayer := -1;
4536 end;
4537 if FKeys[KEY_LEFT].Pressed then
4538 begin
4539 FXTo := FObj.X - 32;
4540 FSpectatePlayer := -1;
4541 end;
4542 if FKeys[KEY_RIGHT].Pressed then
4543 begin
4544 FXTo := FObj.X + 32;
4545 FSpectatePlayer := -1;
4546 end;
4548 if (FXTo < -64) then
4549 FXTo := -64
4550 else if (FXTo > gMapInfo.Width + 32) then
4551 FXTo := gMapInfo.Width + 32;
4552 if (FYTo < -72) then
4553 FYTo := -72
4554 else if (FYTo > gMapInfo.Height + 32) then
4555 FYTo := gMapInfo.Height + 32;
4556 end;
4558 if FPhysics then
4559 g_Obj_Move(@FObj, True, True, True)
4560 else
4561 begin
4562 FObj.Vel.X := 0;
4563 FObj.Vel.Y := 0;
4564 if FSpectator then
4565 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4566 if gPlayers[FSpectatePlayer] <> nil then
4567 if gPlayers[FSpectatePlayer].Live then
4568 begin
4569 FXTo := gPlayers[FSpectatePlayer].GameX;
4570 FYTo := gPlayers[FSpectatePlayer].GameY;
4571 end;
4572 end;
4574 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4575 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4576 PANEL_BLOCKMON, True);
4577 headwater := HeadInLiquid(0, 0);
4579 // Ñîïðîòèâëåíèå âîçäóõà:
4580 if (not FLive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4581 if FObj.Vel.X <> 0 then
4582 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4584 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4585 DecMin(FPain, 5, 0);
4586 DecMin(FPickup, 1, 0);
4588 if FLive and (FObj.Y > gMapInfo.Height+128) and AnyServer then
4589 begin
4590 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4591 FMegaRulez[MR_SUIT] := 0;
4592 FMegaRulez[MR_INVUL] := 0;
4593 FMegaRulez[MR_INVIS] := 0;
4594 Kill(K_FALLKILL, 0, HIT_FALL);
4595 end;
4597 i := 9;
4599 if FLive then
4600 begin
4601 if FCurrWeap = WEAPON_SAW then
4602 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4603 FSawSoundSelect.IsPlaying()) then
4604 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4606 if FJetpack then
4607 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4608 (not FJetSoundOff.IsPlaying()) then
4609 begin
4610 FJetSoundFly.SetPosition(0);
4611 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4612 end;
4614 for b := WEAPON_KASTET to WEAPON_SUPERPULEMET do
4615 if FReloading[b] > 0 then
4616 if FNoReload then
4617 FReloading[b] := 0
4618 else
4619 Dec(FReloading[b]);
4621 if FShellTimer > -1 then
4622 if FShellTimer = 0 then
4623 begin
4624 if FShellType = SHELL_SHELL then
4625 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4626 GameVelX, GameVelY-2, SHELL_SHELL)
4627 else if FShellType = SHELL_DBLSHELL then
4628 begin
4629 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4630 GameVelX+1, GameVelY-2, SHELL_SHELL);
4631 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4632 GameVelX-1, GameVelY-2, SHELL_SHELL);
4633 end;
4634 FShellTimer := -1;
4635 end else Dec(FShellTimer);
4637 if (FBFGFireCounter > -1) then
4638 if FBFGFireCounter = 0 then
4639 begin
4640 if AnyServer then
4641 begin
4642 wx := FObj.X+WEAPONPOINT[FDirection].X;
4643 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
4644 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
4645 yd := wy+firediry();
4646 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
4647 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
4648 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4649 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4650 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4651 end;
4653 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
4654 FBFGFireCounter := -1;
4655 end else
4656 if FNoReload then
4657 FBFGFireCounter := 0
4658 else
4659 Dec(FBFGFireCounter);
4661 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
4662 begin
4663 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
4665 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
4666 end;
4668 if (headwater or blockmon) then
4669 begin
4670 Dec(FAir);
4672 if FAir < -9 then
4673 begin
4674 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
4675 FAir := 0;
4676 end
4677 else if (FAir mod 31 = 0) and not blockmon then
4678 begin
4679 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
4680 if Random(2) = 0 then
4681 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
4682 else
4683 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
4684 end;
4685 end else if FAir < AIR_DEF then
4686 FAir := AIR_DEF;
4688 if FDamageBuffer > 0 then
4689 begin
4690 if FDamageBuffer >= 9 then
4691 begin
4692 SetAction(A_PAIN);
4694 if FDamageBuffer < 30 then i := 9
4695 else if FDamageBuffer < 100 then i := 18
4696 else i := 27;
4697 end;
4699 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
4700 FArmor := FArmor-(FDamageBuffer-ii);
4701 FHealth := FHealth-ii;
4702 if FArmor < 0 then
4703 begin
4704 FHealth := FHealth+FArmor;
4705 FArmor := 0;
4706 end;
4708 if AnyServer then
4709 if FHealth <= 0 then
4710 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
4711 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
4712 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
4714 if FLive then
4715 begin
4716 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
4717 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
4718 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
4719 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
4720 end;
4722 FDamageBuffer := 0;
4723 end;
4725 {CollideItem();}
4726 end; // if FLive then ...
4728 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
4729 begin
4730 FModel.ChangeAnimation(FActionAnim, FActionForce);
4731 FModel.GetCurrentAnimation.MinLength := i;
4732 FModel.GetCurrentAnimationMask.MinLength := i;
4733 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
4735 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
4736 then SetAction(A_STAND, True);
4738 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
4740 for b := Low(FKeys) to High(FKeys) do
4741 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
4742 end;
4744 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
4745 begin
4746 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4747 FObj.Y+PLAYER_RECT.Y,
4748 PLAYER_RECT.Width,
4749 PLAYER_RECT.Height,
4750 X, Y,
4751 Width, Height);
4752 end;
4754 function TPlayer.Collide(Panel: TPanel): Boolean;
4755 begin
4756 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4757 FObj.Y+PLAYER_RECT.Y,
4758 PLAYER_RECT.Width,
4759 PLAYER_RECT.Height,
4760 Panel.X, Panel.Y,
4761 Panel.Width, Panel.Height);
4762 end;
4764 function TPlayer.Collide(X, Y: Integer): Boolean;
4765 begin
4766 X := X-FObj.X-PLAYER_RECT.X;
4767 Y := Y-FObj.Y-PLAYER_RECT.Y;
4768 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
4769 (y >= 0) and (y <= PLAYER_RECT.Height);
4770 end;
4772 function g_Player_ValidName(Name: string): Boolean;
4773 var
4774 a: Integer;
4775 begin
4776 Result := True;
4778 if gPlayers = nil then Exit;
4780 for a := 0 to High(gPlayers) do
4781 if gPlayers[a] <> nil then
4782 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
4783 begin
4784 Result := False;
4785 Exit;
4786 end;
4787 end;
4789 procedure TPlayer.SetDirection(Direction: TDirection);
4790 var
4791 d: TDirection;
4792 begin
4793 d := FModel.Direction;
4795 FModel.Direction := Direction;
4796 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
4798 FDirection := Direction;
4799 end;
4801 function TPlayer.GetKeys(): Byte;
4802 begin
4803 Result := 0;
4805 if R_KEY_RED in FRulez then Result := KEY_RED;
4806 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
4807 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
4809 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
4810 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
4811 end;
4813 procedure TPlayer.Use();
4814 var
4815 a: Integer;
4816 begin
4817 if FTime[T_USE] > gTime then Exit;
4819 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
4820 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
4822 for a := 0 to High(gPlayers) do
4823 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
4824 gPlayers[a].Live and SameTeam(FUID, gPlayers[a].FUID) and
4825 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
4826 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
4827 begin
4828 gPlayers[a].Touch();
4829 if g_Game_IsNet and g_Game_IsServer then
4830 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
4831 end;
4833 FTime[T_USE] := gTime+120;
4834 end;
4836 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
4837 var
4838 Obj: TObj;
4839 F: Boolean;
4840 WX, WY, XD, YD: Integer;
4841 begin
4842 F := False;
4843 WX := X;
4844 WY := Y;
4845 XD := AX;
4846 YD := AY;
4848 case FCurrWeap of
4849 WEAPON_KASTET:
4850 begin
4851 if R_BERSERK in FRulez then
4852 begin
4853 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
4854 obj.X := FObj.X+FObj.Rect.X;
4855 obj.Y := FObj.Y+FObj.Rect.Y;
4856 obj.rect.X := 0;
4857 obj.rect.Y := 0;
4858 obj.rect.Width := 39;
4859 obj.rect.Height := 52;
4860 obj.Vel.X := (xd-wx) div 2;
4861 obj.Vel.Y := (yd-wy) div 2;
4862 obj.Accel.X := xd-wx;
4863 obj.Accel.y := yd-wy;
4865 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
4866 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
4867 else
4868 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
4870 if gFlash = 1 then
4871 if FPain < 50 then
4872 FPain := min(FPain + 25, 50);
4873 end else
4874 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
4875 end;
4877 WEAPON_SAW:
4878 begin
4879 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
4880 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
4881 begin
4882 FSawSoundSelect.Stop();
4883 FSawSound.Stop();
4884 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
4885 end
4886 else if not FSawSoundHit.IsPlaying() then
4887 begin
4888 FSawSoundSelect.Stop();
4889 FSawSound.PlayAt(FObj.X, FObj.Y);
4890 end;
4891 f := True;
4892 end;
4894 WEAPON_PISTOL:
4895 begin
4896 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
4897 FFireAngle := FAngle;
4898 f := True;
4899 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4900 GameVelX, GameVelY-2, SHELL_BULLET);
4901 end;
4903 WEAPON_SHOTGUN1:
4904 begin
4905 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
4906 FFireAngle := FAngle;
4907 f := True;
4908 FShellTimer := 10;
4909 FShellType := SHELL_SHELL;
4910 end;
4912 WEAPON_SHOTGUN2:
4913 begin
4914 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
4915 FFireAngle := FAngle;
4916 f := True;
4917 FShellTimer := 13;
4918 FShellType := SHELL_DBLSHELL;
4919 end;
4921 WEAPON_CHAINGUN:
4922 begin
4923 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
4924 FFireAngle := FAngle;
4925 f := True;
4926 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4927 GameVelX, GameVelY-2, SHELL_BULLET);
4928 end;
4930 WEAPON_ROCKETLAUNCHER:
4931 begin
4932 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
4933 FFireAngle := FAngle;
4934 f := True;
4935 end;
4937 WEAPON_PLASMA:
4938 begin
4939 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
4940 FFireAngle := FAngle;
4941 f := True;
4942 end;
4944 WEAPON_BFG:
4945 begin
4946 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
4947 FFireAngle := FAngle;
4948 f := True;
4949 end;
4951 WEAPON_SUPERPULEMET:
4952 begin
4953 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
4954 FFireAngle := FAngle;
4955 f := True;
4956 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4957 GameVelX, GameVelY-2, SHELL_SHELL);
4958 end;
4959 end;
4961 if not f then Exit;
4963 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4964 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4965 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4966 end;
4968 procedure TPlayer.DoLerp(Level: Integer = 2);
4969 begin
4970 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
4971 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
4972 end;
4974 procedure TPlayer.SetLerp(XTo, YTo: Integer);
4975 var
4976 AX, AY: Integer;
4977 begin
4978 if NetInterpLevel < 1 then
4979 begin
4980 FObj.X := XTo;
4981 FObj.Y := YTo;
4982 end
4983 else
4984 begin
4985 FXTo := XTo;
4986 FYTo := YTo;
4988 AX := Abs(FXTo - FObj.X);
4989 AY := Abs(FYTo - FObj.Y);
4990 if (AX > 32) or (AX <= NetInterpLevel) then
4991 FObj.X := FXTo;
4992 if (AY > 32) or (AY <= NetInterpLevel) then
4993 FObj.Y := FYTo;
4994 end;
4995 end;
4997 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
4998 begin
4999 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5000 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5001 PANEL_LIFTUP, False) then Result := -1
5002 else
5003 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5004 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5005 PANEL_LIFTDOWN, False) then Result := 1
5006 else Result := 0;
5007 end;
5009 function TPlayer.GetFlag(Flag: Byte): Boolean;
5010 var
5011 s, ts: String;
5012 evtype: Byte;
5013 begin
5014 Result := False;
5016 if Flag = FLAG_NONE then
5017 Exit;
5019 if not g_Game_IsServer then Exit;
5021 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5022 if (Flag = FTeam) and
5023 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5024 (FFlag <> FLAG_NONE) then
5025 begin
5026 if FFlag = FLAG_RED then
5027 s := _lc[I_PLAYER_FLAG_RED]
5028 else
5029 s := _lc[I_PLAYER_FLAG_BLUE];
5031 evtype := FLAG_STATE_SCORED;
5033 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5034 Insert('.', ts, Length(ts) + 1 - 3);
5035 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5037 g_Map_ResetFlag(FFlag);
5038 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5040 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5042 Result := True;
5043 if g_Game_IsNet then
5044 begin
5045 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5046 MH_SEND_GameStats;
5047 end;
5049 gFlags[FFlag].CaptureTime := 0;
5050 SetFlag(FLAG_NONE);
5051 Exit;
5052 end;
5054 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5055 if (Flag = FTeam) and
5056 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5057 begin
5058 if Flag = FLAG_RED then
5059 s := _lc[I_PLAYER_FLAG_RED]
5060 else
5061 s := _lc[I_PLAYER_FLAG_BLUE];
5063 evtype := FLAG_STATE_RETURNED;
5064 gFlags[Flag].CaptureTime := 0;
5066 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5068 g_Map_ResetFlag(Flag);
5069 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5071 Result := True;
5072 if g_Game_IsNet then
5073 begin
5074 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5075 MH_SEND_GameStats;
5076 end;
5077 Exit;
5078 end;
5080 // Ïîäîáðàë ÷óæîé ôëàã:
5081 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5082 begin
5083 SetFlag(Flag);
5085 if Flag = FLAG_RED then
5086 s := _lc[I_PLAYER_FLAG_RED]
5087 else
5088 s := _lc[I_PLAYER_FLAG_BLUE];
5090 evtype := FLAG_STATE_CAPTURED;
5092 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5094 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5096 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5098 Result := True;
5099 if g_Game_IsNet then
5100 begin
5101 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5102 MH_SEND_GameStats;
5103 end;
5104 end;
5105 end;
5107 procedure TPlayer.SetFlag(Flag: Byte);
5108 begin
5109 FFlag := Flag;
5110 if FModel <> nil then
5111 FModel.SetFlag(FFlag);
5112 end;
5114 function TPlayer.DropFlag(): Boolean;
5115 var
5116 s: String;
5117 begin
5118 Result := False;
5119 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5120 Exit;
5121 FTime[T_FLAGCAP] := gTime + 2000;
5122 with gFlags[FFlag] do
5123 begin
5124 Obj.X := FObj.X;
5125 Obj.Y := FObj.Y;
5126 Direction := FDirection;
5127 State := FLAG_STATE_DROPPED;
5128 Count := FLAG_TIME;
5129 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5130 (FObj.Vel.Y div 2)-2+Random(5));
5132 if FFlag = FLAG_RED then
5133 s := _lc[I_PLAYER_FLAG_RED]
5134 else
5135 s := _lc[I_PLAYER_FLAG_BLUE];
5137 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5138 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5140 if g_Game_IsNet then
5141 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5142 end;
5143 SetFlag(FLAG_NONE);
5144 Result := True;
5145 end;
5147 procedure TPlayer.GetSecret();
5148 begin
5149 Inc(FSecrets);
5150 end;
5152 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5153 begin
5154 Assert(Key <= High(FKeys));
5156 FKeys[Key].Pressed := True;
5157 FKeys[Key].Time := Time;
5158 end;
5160 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5161 begin
5162 Result := FKeys[K].Pressed;
5163 end;
5165 procedure TPlayer.ReleaseKeys();
5166 var
5167 a: Integer;
5168 begin
5169 for a := Low(FKeys) to High(FKeys) do
5170 begin
5171 FKeys[a].Pressed := False;
5172 FKeys[a].Time := 0;
5173 end;
5174 end;
5176 procedure TPlayer.OnDamage(Angle: SmallInt);
5177 begin
5178 end;
5180 function TPlayer.firediry(): Integer;
5181 begin
5182 if FKeys[KEY_UP].Pressed then Result := -42
5183 else if FKeys[KEY_DOWN].Pressed then Result := 19
5184 else Result := 0;
5185 end;
5187 procedure TPlayer.RememberState();
5188 var
5189 i: Integer;
5190 begin
5191 FSavedState.Health := FHealth;
5192 FSavedState.Armor := FArmor;
5193 FSavedState.Air := FAir;
5194 FSavedState.JetFuel := FJetFuel;
5195 FSavedState.CurrWeap := FCurrWeap;
5197 for i := 0 to 3 do
5198 FSavedState.Ammo[i] := FAmmo[i];
5199 for i := 0 to 3 do
5200 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5202 FSavedState.Rulez := FRulez;
5203 FSavedState.WaitRecall := True;
5204 end;
5206 procedure TPlayer.RecallState();
5207 var
5208 i: Integer;
5209 begin
5210 if not FSavedState.WaitRecall then Exit;
5212 FHealth := FSavedState.Health;
5213 FArmor := FSavedState.Armor;
5214 FAir := FSavedState.Air;
5215 FJetFuel := FSavedState.JetFuel;
5216 FCurrWeap := FSavedState.CurrWeap;
5218 for i := 0 to 3 do
5219 FAmmo[i] := FSavedState.Ammo[i];
5220 for i := 0 to 3 do
5221 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5223 FRulez := FSavedState.Rulez;
5224 FSavedState.WaitRecall := False;
5226 if gGameSettings.GameType = GT_SERVER then
5227 MH_SEND_PlayerStats(FUID);
5228 end;
5230 procedure TPlayer.SaveState(var Mem: TBinMemoryWriter);
5231 var
5232 i: Integer;
5233 sig: DWORD;
5234 str: String;
5235 b: Byte;
5236 begin
5237 if FIamBot then
5238 i := 512
5239 else
5240 i := 256;
5242 Mem := TBinMemoryWriter.Create(i);
5244 // Ñèãíàòóðà èãðîêà:
5245 sig := PLAYER_SIGNATURE; // 'PLYR'
5246 Mem.WriteDWORD(sig);
5247 // Áîò èëè ÷åëîâåê:
5248 Mem.WriteBoolean(FIamBot);
5249 // UID èãðîêà:
5250 Mem.WriteWord(FUID);
5251 // Èìÿ èãðîêà:
5252 Mem.WriteString(FName, 32);
5253 // Êîìàíäà:
5254 Mem.WriteByte(FTeam);
5255 // Æèâ ëè:
5256 Mem.WriteBoolean(FLive);
5257 // Èçðàñõîäîâàë ëè âñå æèçíè:
5258 Mem.WriteBoolean(FNoRespawn);
5259 // Íàïðàâëåíèå:
5260 if FDirection = D_LEFT then
5261 b := 1
5262 else // D_RIGHT
5263 b := 2;
5264 Mem.WriteByte(b);
5265 // Çäîðîâüå:
5266 Mem.WriteInt(FHealth);
5267 // Æèçíè:
5268 Mem.WriteByte(FLives);
5269 // Áðîíÿ:
5270 Mem.WriteInt(FArmor);
5271 // Çàïàñ âîçäóõà:
5272 Mem.WriteInt(FAir);
5273 // Çàïàñ ãîðþ÷åãî:
5274 Mem.WriteInt(FJetFuel);
5275 // Áîëü:
5276 Mem.WriteInt(FPain);
5277 // Óáèë:
5278 Mem.WriteInt(FKills);
5279 // Óáèë ìîíñòðîâ:
5280 Mem.WriteInt(FMonsterKills);
5281 // Ôðàãîâ:
5282 Mem.WriteInt(FFrags);
5283 // Ôðàãîâ ïîäðÿä:
5284 Mem.WriteByte(FFragCombo);
5285 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5286 Mem.WriteDWORD(FLastFrag);
5287 // Ñìåðòåé:
5288 Mem.WriteInt(FDeath);
5289 // Êàêîé ôëàã íåñåò:
5290 Mem.WriteByte(FFlag);
5291 // Íàøåë ñåêðåòîâ:
5292 Mem.WriteInt(FSecrets);
5293 // Òåêóùåå îðóæèå:
5294 Mem.WriteByte(FCurrWeap);
5295 // Âðåìÿ çàðÿäêè BFG:
5296 Mem.WriteSmallInt(FBFGFireCounter);
5297 // Áóôåð óðîíà:
5298 Mem.WriteInt(FDamageBuffer);
5299 // Ïîñëåäíèé óäàðèâøèé:
5300 Mem.WriteWord(FLastSpawnerUID);
5301 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5302 Mem.WriteByte(FLastHit);
5303 // Îáúåêò èãðîêà:
5304 Obj_SaveState(@FObj, Mem);
5305 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5306 for i := A_BULLETS to A_CELLS do
5307 Mem.WriteWord(FAmmo[i]);
5308 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5309 for i := A_BULLETS to A_CELLS do
5310 Mem.WriteWord(FMaxAmmo[i]);
5311 // Íàëè÷èå îðóæèÿ:
5312 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5313 Mem.WriteBoolean(FWeapon[i]);
5314 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5315 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5316 Mem.WriteWord(FReloading[i]);
5317 // Íàëè÷èå ðþêçàêà:
5318 if R_ITEM_BACKPACK in FRulez then
5319 b := 1
5320 else
5321 b := 0;
5322 Mem.WriteByte(b);
5323 // Íàëè÷èå êðàñíîãî êëþ÷à:
5324 if R_KEY_RED in FRulez then
5325 b := 1
5326 else
5327 b := 0;
5328 Mem.WriteByte(b);
5329 // Íàëè÷èå çåëåíîãî êëþ÷à:
5330 if R_KEY_GREEN in FRulez then
5331 b := 1
5332 else
5333 b := 0;
5334 Mem.WriteByte(b);
5335 // Íàëè÷èå ñèíåãî êëþ÷à:
5336 if R_KEY_BLUE in FRulez then
5337 b := 1
5338 else
5339 b := 0;
5340 Mem.WriteByte(b);
5341 // Íàëè÷èå áåðñåðêà:
5342 if R_BERSERK in FRulez then
5343 b := 1
5344 else
5345 b := 0;
5346 Mem.WriteByte(b);
5347 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5348 for i := MR_SUIT to MR_MAX do
5349 Mem.WriteDWORD(FMegaRulez[i]);
5350 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5351 for i := T_RESPAWN to T_FLAGCAP do
5352 Mem.WriteDWORD(FTime[i]);
5353 // Íàçâàíèå ìîäåëè:
5354 str := FModel.Name;
5355 Mem.WriteString(str);
5356 // Öâåò ìîäåëè:
5357 b := FColor.R;
5358 Mem.WriteByte(b);
5359 b := FColor.G;
5360 Mem.WriteByte(b);
5361 b := FColor.B;
5362 Mem.WriteByte(b);
5363 end;
5365 procedure TPlayer.LoadState(var Mem: TBinMemoryReader);
5366 var
5367 i: Integer;
5368 sig: DWORD;
5369 str: String;
5370 b: Byte;
5371 begin
5372 if Mem = nil then
5373 Exit;
5375 // Ñèãíàòóðà èãðîêà:
5376 Mem.ReadDWORD(sig);
5377 if sig <> PLAYER_SIGNATURE then // 'PLYR'
5378 begin
5379 raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature');
5380 end;
5381 // Áîò èëè ÷åëîâåê:
5382 Mem.ReadBoolean(FIamBot);
5383 // UID èãðîêà:
5384 Mem.ReadWord(FUID);
5385 // Èìÿ èãðîêà:
5386 Mem.ReadString(str);
5387 if (Self <> gPlayer1) and (Self <> gPlayer2) then
5388 FName := str;
5389 // Êîìàíäà:
5390 Mem.ReadByte(FTeam);
5391 // Æèâ ëè:
5392 Mem.ReadBoolean(FLive);
5393 // Èçðàñõîäîâàë ëè âñå æèçíè:
5394 Mem.ReadBoolean(FNoRespawn);
5395 // Íàïðàâëåíèå:
5396 Mem.ReadByte(b);
5397 if b = 1 then
5398 FDirection := D_LEFT
5399 else // b = 2
5400 FDirection := D_RIGHT;
5401 // Çäîðîâüå:
5402 Mem.ReadInt(FHealth);
5403 // Æèçíè:
5404 Mem.ReadByte(FLives);
5405 // Áðîíÿ:
5406 Mem.ReadInt(FArmor);
5407 // Çàïàñ âîçäóõà:
5408 Mem.ReadInt(FAir);
5409 // Çàïàñ ãîðþ÷åãî:
5410 Mem.ReadInt(FJetFuel);
5411 // Áîëü:
5412 Mem.ReadInt(FPain);
5413 // Óáèë:
5414 Mem.ReadInt(FKills);
5415 // Óáèë ìîíñòðîâ:
5416 Mem.ReadInt(FMonsterKills);
5417 // Ôðàãîâ:
5418 Mem.ReadInt(FFrags);
5419 // Ôðàãîâ ïîäðÿä:
5420 Mem.ReadByte(FFragCombo);
5421 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5422 Mem.ReadDWORD(FLastFrag);
5423 // Ñìåðòåé:
5424 Mem.ReadInt(FDeath);
5425 // Êàêîé ôëàã íåñåò:
5426 Mem.ReadByte(FFlag);
5427 // Íàøåë ñåêðåòîâ:
5428 Mem.ReadInt(FSecrets);
5429 // Òåêóùåå îðóæèå:
5430 Mem.ReadByte(FCurrWeap);
5431 // Âðåìÿ çàðÿäêè BFG:
5432 Mem.ReadSmallInt(FBFGFireCounter);
5433 // Áóôåð óðîíà:
5434 Mem.ReadInt(FDamageBuffer);
5435 // Ïîñëåäíèé óäàðèâøèé:
5436 Mem.ReadWord(FLastSpawnerUID);
5437 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5438 Mem.ReadByte(FLastHit);
5439 // Îáúåêò èãðîêà:
5440 Obj_LoadState(@FObj, Mem);
5441 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5442 for i := A_BULLETS to A_CELLS do
5443 Mem.ReadWord(FAmmo[i]);
5444 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5445 for i := A_BULLETS to A_CELLS do
5446 Mem.ReadWord(FMaxAmmo[i]);
5447 // Íàëè÷èå îðóæèÿ:
5448 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5449 Mem.ReadBoolean(FWeapon[i]);
5450 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5451 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5452 Mem.ReadWord(FReloading[i]);
5453 // Íàëè÷èå ðþêçàêà:
5454 Mem.ReadByte(b);
5455 if b = 1 then
5456 Include(FRulez, R_ITEM_BACKPACK);
5457 // Íàëè÷èå êðàñíîãî êëþ÷à:
5458 Mem.ReadByte(b);
5459 if b = 1 then
5460 Include(FRulez, R_KEY_RED);
5461 // Íàëè÷èå çåëåíîãî êëþ÷à:
5462 Mem.ReadByte(b);
5463 if b = 1 then
5464 Include(FRulez, R_KEY_GREEN);
5465 // Íàëè÷èå ñèíåãî êëþ÷à:
5466 Mem.ReadByte(b);
5467 if b = 1 then
5468 Include(FRulez, R_KEY_BLUE);
5469 // Íàëè÷èå áåðñåðêà:
5470 Mem.ReadByte(b);
5471 if b = 1 then
5472 Include(FRulez, R_BERSERK);
5473 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5474 for i := MR_SUIT to MR_MAX do
5475 Mem.ReadDWORD(FMegaRulez[i]);
5476 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5477 for i := T_RESPAWN to T_FLAGCAP do
5478 Mem.ReadDWORD(FTime[i]);
5479 // Íàçâàíèå ìîäåëè:
5480 Mem.ReadString(str);
5481 // Öâåò ìîäåëè:
5482 Mem.ReadByte(FColor.R);
5483 Mem.ReadByte(FColor.G);
5484 Mem.ReadByte(FColor.B);
5485 if Self = gPlayer1 then
5486 begin
5487 str := gPlayer1Settings.Model;
5488 FColor := gPlayer1Settings.Color;
5489 end;
5490 if Self = gPlayer2 then
5491 begin
5492 str := gPlayer2Settings.Model;
5493 FColor := gPlayer2Settings.Color;
5494 end;
5495 // Îáíîâëÿåì ìîäåëü èãðîêà:
5496 SetModel(str);
5497 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5498 FModel.Color := TEAMCOLOR[FTeam]
5499 else
5500 FModel.Color := FColor;
5501 end;
5503 procedure TPlayer.AllRulez(Health: Boolean);
5504 var
5505 a: Integer;
5506 begin
5507 if Health then
5508 begin
5509 FHealth := PLAYER_HP_LIMIT;
5510 FArmor := PLAYER_AP_LIMIT;
5511 Exit;
5512 end;
5514 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do FWeapon[a] := True;
5515 for a := A_BULLETS to A_CELLS do FAmmo[a] := 30000;
5516 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5517 end;
5519 procedure TPlayer.RestoreHealthArmor();
5520 begin
5521 FHealth := PLAYER_HP_LIMIT;
5522 FArmor := PLAYER_AP_LIMIT;
5523 end;
5525 procedure TPlayer.FragCombo();
5526 var
5527 Param: Integer;
5528 begin
5529 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5530 Exit;
5531 if gTime - FLastFrag < FRAG_COMBO_TIME then
5532 begin
5533 if FFragCombo < 5 then
5534 Inc(FFragCombo);
5535 Param := FUID or (FFragCombo shl 16);
5536 if (FComboEvnt >= Low(gDelayedEvents)) and
5537 (FComboEvnt <= High(gDelayedEvents)) and
5538 gDelayedEvents[FComboEvnt].Pending and
5539 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5540 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5541 begin
5542 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5543 gDelayedEvents[FComboEvnt].DENum := Param;
5544 end
5545 else
5546 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5547 end
5548 else
5549 FFragCombo := 1;
5551 FLastFrag := gTime;
5552 end;
5554 procedure TPlayer.GiveItem(ItemType: Byte);
5555 begin
5556 case ItemType of
5557 ITEM_SUIT:
5558 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5559 begin
5560 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5561 end;
5563 ITEM_OXYGEN:
5564 if FAir < AIR_MAX then
5565 begin
5566 FAir := AIR_MAX;
5567 end;
5569 ITEM_MEDKIT_BLACK:
5570 begin
5571 if not (R_BERSERK in FRulez) then
5572 begin
5573 Include(FRulez, R_BERSERK);
5574 if FBFGFireCounter < 1 then
5575 begin
5576 FCurrWeap := WEAPON_KASTET;
5577 FModel.SetWeapon(WEAPON_KASTET);
5578 end;
5579 if gFlash <> 0 then
5580 Inc(FPain, 100);
5581 FBerserk := gTime+30000;
5582 end;
5583 if FHealth < PLAYER_HP_SOFT then
5584 begin
5585 FHealth := PLAYER_HP_SOFT;
5586 FBerserk := gTime+30000;
5587 end;
5588 end;
5590 ITEM_INVUL:
5591 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5592 begin
5593 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5594 end;
5596 ITEM_INVIS:
5597 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
5598 begin
5599 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
5600 end;
5602 ITEM_JETPACK:
5603 if FJetFuel < JET_MAX then
5604 begin
5605 FJetFuel := JET_MAX;
5606 end;
5608 else
5609 Exit;
5610 end;
5611 if g_Game_IsNet and g_Game_IsServer then
5612 MH_SEND_PlayerStats(FUID);
5613 end;
5615 procedure TPlayer.FlySmoke(Times: DWORD = 1);
5616 var
5617 id, i: DWORD;
5618 Anim: TAnimation;
5619 begin
5620 if (Random(5) = 1) and (Times = 1) then
5621 Exit;
5623 if BodyInLiquid(0, 0) then
5624 begin
5625 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
5626 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
5627 if Random(2) = 0 then
5628 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5629 else
5630 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5631 Exit;
5632 end;
5634 if g_Frames_Get(id, 'FRAMES_SMOKE') then
5635 begin
5636 for i := 1 to Times do
5637 begin
5638 Anim := TAnimation.Create(id, False, 3);
5639 Anim.Alpha := 150;
5640 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
5641 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
5642 Anim.Free();
5643 end;
5644 end;
5645 end;
5647 procedure TPlayer.PauseSounds(Enable: Boolean);
5648 begin
5649 FSawSound.Pause(Enable);
5650 FSawSoundIdle.Pause(Enable);
5651 FSawSoundHit.Pause(Enable);
5652 FSawSoundSelect.Pause(Enable);
5653 end;
5655 { T C o r p s e : }
5657 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
5658 begin
5659 g_Obj_Init(@FObj);
5660 FObj.X := X;
5661 FObj.Y := Y;
5662 FObj.Rect := PLAYER_CORPSERECT;
5663 FModelName := ModelName;
5664 FMess := aMess;
5666 if FMess then
5667 begin
5668 FState := CORPSE_STATE_MESS;
5669 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
5670 end
5671 else
5672 begin
5673 FState := CORPSE_STATE_NORMAL;
5674 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
5675 end;
5676 end;
5678 destructor TCorpse.Destroy();
5679 begin
5680 FAnimation.Free();
5682 inherited;
5683 end;
5685 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
5686 var
5687 pm: TPlayerModel;
5688 begin
5689 if FState = CORPSE_STATE_REMOVEME then
5690 Exit;
5692 FDamage := FDamage + Value;
5694 if FDamage > 150 then
5695 begin
5696 if FAnimation <> nil then
5697 begin
5698 FAnimation.Free();
5699 FAnimation := nil;
5701 FState := CORPSE_STATE_REMOVEME;
5703 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
5704 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
5705 FModelName, FColor);
5706 // Çâóê ìÿñà îò òðóïà:
5707 pm := g_PlayerModel_Get(FModelName);
5708 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
5709 pm.Free;
5710 end;
5711 end
5712 else
5713 begin
5714 FObj.Vel.X := FObj.Vel.X + vx;
5715 FObj.Vel.Y := FObj.Vel.Y + vy;
5716 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
5717 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
5718 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
5719 150, 0, 0);
5720 end;
5721 end;
5723 procedure TCorpse.Draw();
5724 begin
5725 if FState = CORPSE_STATE_REMOVEME then
5726 Exit;
5728 if FAnimation <> nil then
5729 FAnimation.Draw(FObj.X, FObj.Y, M_NONE);
5731 if FAnimationMask <> nil then
5732 begin
5733 e_Colors := FColor;
5734 FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE);
5735 e_Colors.R := 255;
5736 e_Colors.G := 255;
5737 e_Colors.B := 255;
5738 end;
5739 end;
5741 procedure TCorpse.Update();
5742 var
5743 st: Word;
5744 begin
5745 if FState = CORPSE_STATE_REMOVEME then
5746 Exit;
5748 if gTime mod (GAME_TICK*2) <> 0 then
5749 begin
5750 g_Obj_Move(@FObj, True, True, True);
5752 Exit;
5753 end;
5755 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
5756 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5758 st := g_Obj_Move(@FObj, True, True, True);
5760 if WordBool(st and MOVE_FALLOUT) then
5761 begin
5762 FState := CORPSE_STATE_REMOVEME;
5763 Exit;
5764 end;
5766 if FAnimation <> nil then
5767 FAnimation.Update();
5768 if FAnimationMask <> nil then
5769 FAnimationMask.Update();
5770 end;
5772 procedure TCorpse.SaveState(var Mem: TBinMemoryWriter);
5773 var
5774 sig: DWORD;
5775 anim: Boolean;
5776 begin
5777 if Mem = nil then
5778 Exit;
5780 // Ñèãíàòóðà òðóïà:
5781 sig := CORPSE_SIGNATURE; // 'CORP'
5782 Mem.WriteDWORD(sig);
5783 // Ñîñòîÿíèå:
5784 Mem.WriteByte(FState);
5785 // Íàêîïëåííûé óðîí:
5786 Mem.WriteByte(FDamage);
5787 // Öâåò:
5788 Mem.WriteByte(FColor.R);
5789 Mem.WriteByte(FColor.G);
5790 Mem.WriteByte(FColor.B);
5791 // Îáúåêò òðóïà:
5792 Obj_SaveState(@FObj, Mem);
5793 // Åñòü ëè àíèìàöèÿ:
5794 anim := FAnimation <> nil;
5795 Mem.WriteBoolean(anim);
5796 // Åñëè åñòü - ñîõðàíÿåì:
5797 if anim then
5798 FAnimation.SaveState(Mem);
5799 // Åñòü ëè ìàñêà àíèìàöèè:
5800 anim := FAnimationMask <> nil;
5801 Mem.WriteBoolean(anim);
5802 // Åñëè åñòü - ñîõðàíÿåì:
5803 if anim then
5804 FAnimationMask.SaveState(Mem);
5805 end;
5807 procedure TCorpse.LoadState(var Mem: TBinMemoryReader);
5808 var
5809 sig: DWORD;
5810 anim: Boolean;
5811 begin
5812 if Mem = nil then
5813 Exit;
5815 // Ñèãíàòóðà òðóïà:
5816 Mem.ReadDWORD(sig);
5817 if sig <> CORPSE_SIGNATURE then // 'CORP'
5818 begin
5819 raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature');
5820 end;
5821 // Ñîñòîÿíèå:
5822 Mem.ReadByte(FState);
5823 // Íàêîïëåííûé óðîí:
5824 Mem.ReadByte(FDamage);
5825 // Öâåò:
5826 Mem.ReadByte(FColor.R);
5827 Mem.ReadByte(FColor.G);
5828 Mem.ReadByte(FColor.B);
5829 // Îáúåêò òðóïà:
5830 Obj_LoadState(@FObj, Mem);
5831 // Åñòü ëè àíèìàöèÿ:
5832 Mem.ReadBoolean(anim);
5833 // Åñëè åñòü - çàãðóæàåì:
5834 if anim then
5835 begin
5836 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
5837 FAnimation.LoadState(Mem);
5838 end;
5839 // Åñòü ëè ìàñêà àíèìàöèè:
5840 Mem.ReadBoolean(anim);
5841 // Åñëè åñòü - çàãðóæàåì:
5842 if anim then
5843 begin
5844 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
5845 FAnimationMask.LoadState(Mem);
5846 end;
5847 end;
5849 { T B o t : }
5851 constructor TBot.Create();
5852 var
5853 a: Integer;
5854 begin
5855 inherited Create();
5857 FPhysics := True;
5858 FSpectator := False;
5859 FGhost := False;
5861 FIamBot := True;
5863 Inc(gNumBots);
5865 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5866 begin
5867 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
5868 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
5869 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
5870 end;
5871 end;
5873 destructor TBot.Destroy();
5874 begin
5875 Dec(gNumBots);
5876 inherited Destroy();
5877 end;
5879 procedure TBot.Draw();
5880 begin
5881 inherited Draw();
5883 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
5884 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
5885 end;
5887 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
5888 begin
5889 inherited Respawn(Silent, Force);
5891 FAIFlags := nil;
5892 FSelectedWeapon := FCurrWeap;
5893 FTargetUID := 0;
5894 end;
5896 procedure TBot.UpdateCombat();
5897 type
5898 TTarget = record
5899 UID: Word;
5900 X, Y: Integer;
5901 Rect: TRectWH;
5902 cX, cY: Integer;
5903 Dist: Word;
5904 Line: Boolean;
5905 Visible: Boolean;
5906 IsPlayer: Boolean;
5907 end;
5909 TTargetRecord = array of TTarget;
5911 function Compare(a, b: TTarget): Integer;
5912 begin
5913 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
5914 Result := -1
5915 else
5916 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
5917 Result := 1
5918 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
5919 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
5920 begin
5921 if a.Dist > b.Dist then // B áëèæå
5922 Result := 1
5923 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
5924 Result := -1;
5925 end
5926 else // Ñòðàííî -> A
5927 Result := -1;
5928 end;
5930 var
5931 a, x1, y1, x2, y2: Integer;
5932 targets: TTargetRecord;
5933 ammo: Word;
5934 Target, BestTarget: TTarget;
5935 firew, fireh: Integer;
5936 angle: SmallInt;
5937 mon: TMonster;
5938 pla: TPlayer;
5939 vsPlayer, vsMonster, ok: Boolean;
5940 begin
5941 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
5942 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
5944 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
5945 if FCurrWeap <> FSelectedWeapon then
5946 NextWeapon();
5948 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
5949 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
5950 begin
5951 RemoveAIFlag('NEEDFIRE');
5953 case FCurrWeap of
5954 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
5955 WEAPON_SAW, WEAPON_KASTET, WEAPON_MEGAKASTET: PressKey(KEY_FIRE, 40);
5956 else PressKey(KEY_FIRE);
5957 end;
5958 end;
5960 // Êîîðäèíàòû ñòâîëà:
5961 x1 := FObj.X + WEAPONPOINT[FDirection].X;
5962 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
5964 Target.UID := FTargetUID;
5966 ok := False;
5967 if Target.UID <> 0 then
5968 begin // Öåëü åñòü - íàñòðàèâàåì
5969 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
5970 vsPlayer then
5971 begin // Èãðîê
5972 with g_Player_Get(Target.UID) do
5973 begin
5974 if (@FObj) <> nil then
5975 begin
5976 Target.X := FObj.X;
5977 Target.Y := FObj.Y;
5978 end;
5979 end;
5981 Target.cX := Target.X + PLAYER_RECT_CX;
5982 Target.cY := Target.Y + PLAYER_RECT_CY;
5983 Target.Rect := PLAYER_RECT;
5984 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
5985 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
5986 (y1-4 > Target.Y+PLAYER_RECT.Y);
5987 Target.IsPlayer := True;
5988 ok := True;
5989 end
5990 else
5991 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
5992 vsMonster then
5993 begin // Ìîíñòð
5994 mon := g_Monsters_Get(Target.UID);
5995 if mon <> nil then
5996 begin
5997 Target.X := mon.Obj.X;
5998 Target.Y := mon.Obj.Y;
6000 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6001 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6002 Target.Rect := mon.Obj.Rect;
6003 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6004 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6005 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6006 Target.IsPlayer := False;
6007 ok := True;
6008 end;
6009 end;
6010 end;
6012 if not ok then
6013 begin // Öåëè íåò - îáíóëÿåì
6014 Target.X := 0;
6015 Target.Y := 0;
6016 Target.cX := 0;
6017 Target.cY := 0;
6018 Target.Visible := False;
6019 Target.Line := False;
6020 Target.IsPlayer := False;
6021 end;
6023 targets := nil;
6025 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6026 if (not Target.Line) or (not Target.Visible) then
6027 begin
6028 // Èãðîêè:
6029 if vsPlayer then
6030 for a := 0 to High(gPlayers) do
6031 if (gPlayers[a] <> nil) and (gPlayers[a].Live) and
6032 (gPlayers[a].FUID <> FUID) and
6033 (not SameTeam(FUID, gPlayers[a].FUID)) and
6034 (not gPlayers[a].NoTarget) and
6035 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6036 begin
6037 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6038 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6039 Continue;
6041 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6042 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6044 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6045 if g_TraceVector(x1, y1, x2, y2) then
6046 begin
6047 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6048 SetLength(targets, Length(targets)+1);
6049 with targets[High(targets)] do
6050 begin
6051 UID := gPlayers[a].FUID;
6052 X := gPlayers[a].FObj.X;
6053 Y := gPlayers[a].FObj.Y;
6054 cX := x2;
6055 cY := y2;
6056 Rect := PLAYER_RECT;
6057 Dist := g_PatchLength(x1, y1, x2, y2);
6058 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6059 (y1-4 > Target.Y+PLAYER_RECT.Y);
6060 Visible := True;
6061 IsPlayer := True;
6062 end;
6063 end;
6064 end;
6066 // Ìîíñòðû:
6067 if vsMonster and (gMonsters <> nil) then
6068 for a := 0 to High(gMonsters) do
6069 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
6070 (gMonsters[a].MonsterType <> MONSTER_BARREL) then
6071 begin
6072 mon := gMonsters[a];
6074 if not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
6075 mon.Obj.Y + mon.Obj.Rect.Y) then
6076 Continue;
6078 x2 := mon.Obj.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6079 y2 := mon.Obj.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6081 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6082 if g_TraceVector(x1, y1, x2, y2) then
6083 begin
6084 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6085 SetLength(targets, Length(targets)+1);
6086 with targets[High(targets)] do
6087 begin
6088 UID := mon.UID;
6089 X := mon.Obj.X;
6090 Y := mon.Obj.Y;
6091 cX := x2;
6092 cY := y2;
6093 Rect := mon.Obj.Rect;
6094 Dist := g_PatchLength(x1, y1, x2, y2);
6095 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6096 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6097 Visible := True;
6098 IsPlayer := False;
6099 end;
6100 end;
6101 end;
6102 end;
6104 // Åñëè åñòü âîçìîæíûå öåëè:
6105 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6106 if targets <> nil then
6107 begin
6108 // Âûáèðàåì íàèëó÷øóþ öåëü:
6109 BestTarget := targets[0];
6110 if Length(targets) > 1 then
6111 for a := 1 to High(targets) do
6112 if Compare(BestTarget, targets[a]) = 1 then
6113 BestTarget := targets[a];
6115 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6116 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6117 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6118 begin
6119 Target := BestTarget;
6121 if (Healthy() = 3) or ((Healthy() = 2)) then
6122 begin // Åñëè çäîðîâû - äîãîíÿåì
6123 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6124 SetAIFlag('GORIGHT', '1');
6125 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6126 SetAIFlag('GOLEFT', '1');
6127 end
6128 else
6129 begin // Åñëè ïîáèòû - óáåãàåì
6130 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6131 SetAIFlag('GORIGHT', '1');
6132 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6133 SetAIFlag('GOLEFT', '1');
6134 end;
6136 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6137 SelectWeapon(Abs(x1-Target.cX));
6138 end;
6139 end;
6141 // Åñëè åñòü öåëü:
6142 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6143 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6144 if Target.UID <> 0 then
6145 begin
6146 if not TargetOnScreen(Target.X + Target.Rect.X,
6147 Target.Y + Target.Rect.Y) then
6148 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6149 if (Healthy() = 3) or ((Healthy() = 2)) then
6150 begin // Åñëè çäîðîâû - äîãîíÿåì
6151 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6152 SetAIFlag('GORIGHT', '1');
6153 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6154 SetAIFlag('GOLEFT', '1');
6155 end
6156 else
6157 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6158 Target.UID := 0;
6159 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6160 SetAIFlag('GORIGHT', '1');
6161 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6162 SetAIFlag('GOLEFT', '1');
6163 end;
6164 end
6165 else
6166 begin // Öåëü ïîêà íà "ýêðàíå"
6167 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6168 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6169 FLastVisible := gTime;
6170 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6171 if (Abs(FObj.Y-Target.Y) <= 128) then
6172 begin
6173 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6174 SetAIFlag('GORIGHT', '1');
6175 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6176 SetAIFlag('GOLEFT', '1');
6177 end;
6178 end;
6180 // Âûáèðàåì óãîë ââåðõ:
6181 if FDirection = D_LEFT then
6182 angle := ANGLE_LEFTUP
6183 else
6184 angle := ANGLE_RIGHTUP;
6186 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6187 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6189 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6190 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6191 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6192 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6193 Target.Rect.Width, Target.Rect.Height) and
6194 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6195 begin // òî íóæíî ñòðåëÿòü ââåðõ
6196 SetAIFlag('NEEDFIRE', '1');
6197 SetAIFlag('NEEDSEEUP', '1');
6198 end;
6200 // Âûáèðàåì óãîë âíèç:
6201 if FDirection = D_LEFT then
6202 angle := ANGLE_LEFTDOWN
6203 else
6204 angle := ANGLE_RIGHTDOWN;
6206 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6207 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6209 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6210 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6211 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6212 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6213 Target.Rect.Width, Target.Rect.Height) and
6214 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6215 begin // òî íóæíî ñòðåëÿòü âíèç
6216 SetAIFlag('NEEDFIRE', '1');
6217 SetAIFlag('NEEDSEEDOWN', '1');
6218 end;
6220 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6221 if Target.Visible and
6222 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6223 (y1-4 > Target.Y+Target.Rect.Y) then
6224 begin
6225 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6226 if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
6227 ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
6228 begin // òî íóæíî ñòðåëÿòü âïåðåä
6229 SetAIFlag('NEEDFIRE', '1');
6230 SetAIFlag('NEEDSEEDOWN', '');
6231 SetAIFlag('NEEDSEEUP', '');
6232 end;
6233 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6234 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6235 if GetRnd(FDifficult.CloseJump) then
6236 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6237 if Abs(FObj.X-Target.X) < 128 then
6238 a := 4
6239 else
6240 a := 30;
6241 if Random(a) = 0 then
6242 SetAIFlag('NEEDJUMP', '1');
6243 end;
6244 end;
6246 // Åñëè öåëü âñå åùå åñòü:
6247 if Target.UID <> 0 then
6248 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6249 Target.UID := 0 // òî çàáûòü öåëü
6250 else // Åñëè âèäåëè íåäàâíî
6251 begin // íî öåëü óáèëè
6252 if Target.IsPlayer then
6253 begin // Öåëü - èãðîê
6254 pla := g_Player_Get(Target.UID);
6255 if (pla = nil) or (not pla.Live) or pla.NoTarget or
6256 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6257 Target.UID := 0; // òî çàáûòü öåëü
6258 end
6259 else
6260 begin // Öåëü - ìîíñòð
6261 mon := g_Monsters_Get(Target.UID);
6262 if (mon = nil) or (not mon.Live) then
6263 Target.UID := 0; // òî çàáûòü öåëü
6264 end;
6265 end;
6266 end; // if Target.UID <> 0
6268 FTargetUID := Target.UID;
6270 // Åñëè âîçìîæíûõ öåëåé íåò:
6271 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6272 if targets = nil then
6273 if GetAIFlag('ATTACKLEFT') <> '' then
6274 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6275 RemoveAIFlag('ATTACKLEFT');
6277 SetAIFlag('NEEDJUMP', '1');
6279 if RunDirection() = D_RIGHT then
6280 begin // Èäåì íå â òó ñòîðîíó
6281 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6282 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6283 SetAIFlag('NEEDFIRE', '1');
6284 SetAIFlag('GOLEFT', '1');
6285 end;
6286 end
6287 else
6288 begin // Èäåì â íóæíóþ ñòîðîíó
6289 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6290 SetAIFlag('NEEDFIRE', '1');
6291 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6292 SetAIFlag('GORIGHT', '1');
6293 end;
6294 end
6295 else
6296 if GetAIFlag('ATTACKRIGHT') <> '' then
6297 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6298 RemoveAIFlag('ATTACKRIGHT');
6300 SetAIFlag('NEEDJUMP', '1');
6302 if RunDirection() = D_LEFT then
6303 begin // Èäåì íå â òó ñòîðîíó
6304 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6305 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6306 SetAIFlag('NEEDFIRE', '1');
6307 SetAIFlag('GORIGHT', '1');
6308 end;
6309 end
6310 else
6311 begin
6312 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6313 SetAIFlag('NEEDFIRE', '1');
6314 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6315 SetAIFlag('GOLEFT', '1');
6316 end;
6317 end;
6319 // Åñëè åñòü âîçìîæíûå öåëè:
6320 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6321 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6322 for a := 0 to High(targets) do
6323 begin
6324 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6325 if GetRnd(FDifficult.DiagFire) then
6326 begin
6327 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6328 if FDirection = D_LEFT then
6329 angle := ANGLE_LEFTUP
6330 else
6331 angle := ANGLE_RIGHTUP;
6333 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6334 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6336 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6337 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6338 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6339 targets[a].Rect.Width, targets[a].Rect.Height) and
6340 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6341 begin
6342 SetAIFlag('NEEDFIRE', '1');
6343 SetAIFlag('NEEDSEEUP', '1');
6344 end;
6346 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6347 if FDirection = D_LEFT then
6348 angle := ANGLE_LEFTDOWN
6349 else
6350 angle := ANGLE_RIGHTDOWN;
6352 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6353 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6355 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6356 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6357 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6358 targets[a].Rect.Width, targets[a].Rect.Height) and
6359 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6360 begin
6361 SetAIFlag('NEEDFIRE', '1');
6362 SetAIFlag('NEEDSEEDOWN', '1');
6363 end;
6364 end;
6366 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6367 if targets[a].Line and targets[a].Visible and
6368 (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
6369 ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
6370 begin
6371 SetAIFlag('NEEDFIRE', '1');
6372 Break;
6373 end;
6374 end;
6376 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6377 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6378 PLAYER_RECT.Width, PLAYER_RECT.Height,
6379 40+GetInterval(FDifficult.Cover, 40)) then
6380 SetAIFlag('NEEDJUMP', '1');
6382 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6383 ammo := GetAmmoByWeapon(FCurrWeap);
6384 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6385 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6386 (ammo = 0) then
6387 SetAIFlag('SELECTWEAPON', '1');
6389 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6390 if GetAIFlag('SELECTWEAPON') = '1' then
6391 begin
6392 SelectWeapon(-1);
6393 RemoveAIFlag('SELECTWEAPON');
6394 end;
6395 end;
6397 procedure TBot.Update();
6398 var
6399 EnableAI: Boolean;
6400 begin
6401 if not FLive then
6402 begin // Respawn
6403 ReleaseKeys();
6404 PressKey(KEY_UP);
6405 end
6406 else
6407 begin
6408 EnableAI := True;
6410 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6411 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6412 EnableAI := False;
6413 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6414 EnableAI := False;
6415 if g_debug_BotAIOff = 3 then
6416 EnableAI := False;
6418 if EnableAI then
6419 begin
6420 UpdateMove();
6421 UpdateCombat();
6422 end;
6423 end;
6425 inherited Update();
6426 end;
6428 procedure TBot.ReleaseKey(Key: Byte);
6429 begin
6430 with FKeys[Key] do
6431 begin
6432 Pressed := False;
6433 Time := 0;
6434 end;
6435 end;
6437 function TBot.KeyPressed(Key: Word): Boolean;
6438 begin
6439 Result := FKeys[Key].Pressed;
6440 end;
6442 function TBot.GetAIFlag(fName: String20): String20;
6443 var
6444 a: Integer;
6445 begin
6446 Result := '';
6448 fName := LowerCase(fName);
6450 if FAIFlags <> nil then
6451 for a := 0 to High(FAIFlags) do
6452 if LowerCase(FAIFlags[a].Name) = fName then
6453 begin
6454 Result := FAIFlags[a].Value;
6455 Break;
6456 end;
6457 end;
6459 procedure TBot.RemoveAIFlag(fName: String20);
6460 var
6461 a, b: Integer;
6462 begin
6463 if FAIFlags = nil then Exit;
6465 fName := LowerCase(fName);
6467 for a := 0 to High(FAIFlags) do
6468 if LowerCase(FAIFlags[a].Name) = fName then
6469 begin
6470 if a <> High(FAIFlags) then
6471 for b := a to High(FAIFlags)-1 do
6472 FAIFlags[b] := FAIFlags[b+1];
6474 SetLength(FAIFlags, Length(FAIFlags)-1);
6475 Break;
6476 end;
6477 end;
6479 procedure TBot.SetAIFlag(fName, fValue: String20);
6480 var
6481 a: Integer;
6482 ok: Boolean;
6483 begin
6484 a := 0;
6485 ok := False;
6487 fName := LowerCase(fName);
6489 if FAIFlags <> nil then
6490 for a := 0 to High(FAIFlags) do
6491 if LowerCase(FAIFlags[a].Name) = fName then
6492 begin
6493 ok := True;
6494 Break;
6495 end;
6497 if ok then FAIFlags[a].Value := fValue
6498 else
6499 begin
6500 SetLength(FAIFlags, Length(FAIFlags)+1);
6501 with FAIFlags[High(FAIFlags)] do
6502 begin
6503 Name := fName;
6504 Value := fValue;
6505 end;
6506 end;
6507 end;
6509 procedure TBot.UpdateMove;
6511 procedure GoLeft(Time: Word = 1);
6512 begin
6513 ReleaseKey(KEY_LEFT);
6514 ReleaseKey(KEY_RIGHT);
6515 PressKey(KEY_LEFT, Time);
6516 SetDirection(D_LEFT);
6517 end;
6519 procedure GoRight(Time: Word = 1);
6520 begin
6521 ReleaseKey(KEY_LEFT);
6522 ReleaseKey(KEY_RIGHT);
6523 PressKey(KEY_RIGHT, Time);
6524 SetDirection(D_RIGHT);
6525 end;
6527 function Rnd(a: Word): Boolean;
6528 begin
6529 Result := Random(a) = 0;
6530 end;
6532 procedure Turn(Time: Word = 1200);
6533 begin
6534 if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
6535 end;
6537 procedure Stop();
6538 begin
6539 ReleaseKey(KEY_LEFT);
6540 ReleaseKey(KEY_RIGHT);
6541 end;
6543 function CanRunLeft(): Boolean;
6544 begin
6545 Result := not CollideLevel(-1, 0);
6546 end;
6548 function CanRunRight(): Boolean;
6549 begin
6550 Result := not CollideLevel(1, 0);
6551 end;
6553 function CanRun(): Boolean;
6554 begin
6555 if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
6556 end;
6558 procedure Jump(Time: Word = 30);
6559 begin
6560 PressKey(KEY_JUMP, Time);
6561 end;
6563 function NearHole(): Boolean;
6564 var
6565 x, sx: Integer;
6566 begin
6567 { TODO 5 : Ëåñòíèöû }
6568 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6569 for x := 1 to PLAYER_RECT.Width do
6570 if (not StayOnStep(x*sx, 0)) and
6571 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6572 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6573 begin
6574 Result := True;
6575 Exit;
6576 end;
6578 Result := False;
6579 end;
6581 function BorderHole(): Boolean;
6582 var
6583 x, sx, xx: Integer;
6584 begin
6585 { TODO 5 : Ëåñòíèöû }
6586 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6587 for x := 1 to PLAYER_RECT.Width do
6588 if (not StayOnStep(x*sx, 0)) and
6589 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6590 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6591 begin
6592 for xx := x to x+32 do
6593 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
6594 begin
6595 Result := True;
6596 Exit;
6597 end;
6598 end;
6600 Result := False;
6601 end;
6603 function NearDeepHole(): Boolean;
6604 var
6605 x, sx, y: Integer;
6606 begin
6607 Result := False;
6609 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6610 y := 3;
6612 for x := 1 to PLAYER_RECT.Width do
6613 if (not StayOnStep(x*sx, 0)) and
6614 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6615 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6616 begin
6617 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6618 begin
6619 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
6620 y := y+1;
6621 end;
6623 Result := True;
6624 end else Result := False;
6625 end;
6627 function OverDeepHole(): Boolean;
6628 var
6629 y: Integer;
6630 begin
6631 Result := False;
6633 y := 1;
6634 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6635 begin
6636 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
6637 y := y+1;
6638 end;
6640 Result := True;
6641 end;
6643 function OnGround(): Boolean;
6644 begin
6645 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
6646 end;
6648 function OnLadder(): Boolean;
6649 begin
6650 Result := FullInStep(0, 0);
6651 end;
6653 function BelowLadder(): Boolean;
6654 begin
6655 Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
6656 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6657 (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
6658 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6659 end;
6661 function BelowLiftUp(): Boolean;
6662 begin
6663 Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
6664 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6665 ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
6666 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6667 end;
6669 function OnTopLift(): Boolean;
6670 begin
6671 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
6672 end;
6674 function CanJumpOver(): Boolean;
6675 var
6676 sx, y: Integer;
6677 begin
6678 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6680 Result := False;
6682 if not CollideLevel(sx, 0) then Exit;
6684 for y := 1 to BOT_MAXJUMP do
6685 if CollideLevel(0, -y) then Exit else
6686 if not CollideLevel(sx, -y) then
6687 begin
6688 Result := True;
6689 Exit;
6690 end;
6691 end;
6693 function CanJumpUp(Dist: ShortInt): Boolean;
6694 var
6695 y, yy: Integer;
6696 c: Boolean;
6697 begin
6698 Result := False;
6700 if CollideLevel(Dist, 0) then Exit;
6702 c := False;
6703 for y := 0 to BOT_MAXJUMP do
6704 if CollideLevel(Dist, -y) then
6705 begin
6706 c := True;
6707 Break;
6708 end;
6710 if not c then Exit;
6712 c := False;
6713 for yy := y+1 to BOT_MAXJUMP do
6714 if not CollideLevel(Dist, -yy) then
6715 begin
6716 c := True;
6717 Break;
6718 end;
6720 if not c then Exit;
6722 c := False;
6723 for y := 0 to BOT_MAXJUMP do
6724 if CollideLevel(0, -y) then
6725 begin
6726 c := True;
6727 Break;
6728 end;
6730 if c then Exit;
6732 if y < yy then Exit;
6734 Result := True;
6735 end;
6737 function IsSafeTrigger(): Boolean;
6738 var
6739 a: Integer;
6740 begin
6741 Result := True;
6742 if gTriggers = nil then
6743 Exit;
6744 for a := 0 to High(gTriggers) do
6745 if Collide(gTriggers[a].X,
6746 gTriggers[a].Y,
6747 gTriggers[a].Width,
6748 gTriggers[a].Height) and
6749 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
6750 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
6751 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
6752 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
6753 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
6754 Result := False;
6755 end;
6757 begin
6758 // Âîçìîæíî, íàæèìàåì êíîïêó:
6759 if Rnd(16) and IsSafeTrigger() then
6760 PressKey(KEY_OPEN);
6762 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
6763 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
6764 begin
6765 ReleaseKey(KEY_LEFT);
6766 ReleaseKey(KEY_RIGHT);
6767 Jump();
6768 end;
6770 // Èäåì âëåâî, åñëè íàäî áûëî:
6771 if GetAIFlag('GOLEFT') <> '' then
6772 begin
6773 RemoveAIFlag('GOLEFT');
6774 if CanRunLeft() then
6775 GoLeft(360);
6776 end;
6778 // Èäåì âïðàâî, åñëè íàäî áûëî:
6779 if GetAIFlag('GORIGHT') <> '' then
6780 begin
6781 RemoveAIFlag('GORIGHT');
6782 if CanRunRight() then
6783 GoRight(360);
6784 end;
6786 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
6787 if FObj.X < -32 then
6788 GoRight(360)
6789 else
6790 if FObj.X+32 > gMapInfo.Width then
6791 GoLeft(360);
6793 // Ïðûãàåì, åñëè íàäî áûëî:
6794 if GetAIFlag('NEEDJUMP') <> '' then
6795 begin
6796 Jump(0);
6797 RemoveAIFlag('NEEDJUMP');
6798 end;
6800 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
6801 if GetAIFlag('NEEDSEEUP') <> '' then
6802 begin
6803 ReleaseKey(KEY_UP);
6804 ReleaseKey(KEY_DOWN);
6805 PressKey(KEY_UP, 20);
6806 RemoveAIFlag('NEEDSEEUP');
6807 end;
6809 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
6810 if GetAIFlag('NEEDSEEDOWN') <> '' then
6811 begin
6812 ReleaseKey(KEY_UP);
6813 ReleaseKey(KEY_DOWN);
6814 PressKey(KEY_DOWN, 20);
6815 RemoveAIFlag('NEEDSEEDOWN');
6816 end;
6818 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
6819 if GetAIFlag('GOINHOLE') <> '' then
6820 if not OnGround() then
6821 begin
6822 ReleaseKey(KEY_LEFT);
6823 ReleaseKey(KEY_RIGHT);
6824 RemoveAIFlag('GOINHOLE');
6825 SetAIFlag('FALLINHOLE', '1');
6826 end;
6828 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
6829 if GetAIFlag('FALLINHOLE') <> '' then
6830 if OnGround() then
6831 RemoveAIFlag('FALLINHOLE');
6833 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
6834 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
6835 if GetAIFlag('FALLINHOLE') = '' then
6836 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
6837 if Rnd(2) then
6838 GoLeft(360)
6839 else
6840 GoRight(360);
6842 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
6843 if OnGround() and
6844 CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
6845 Rnd(8) then
6846 Jump();
6848 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
6849 if OnGround() and NearHole() then
6850 if NearDeepHole() then // Åñëè ýòî áåçäíà
6851 case Random(6) of
6852 0..3: Turn(); // Áåæèì îáðàòíî
6853 4: Jump(); // Ïðûãàåì
6854 5: begin // Ïðûãàåì îáðàòíî
6855 Turn();
6856 Jump();
6857 end;
6858 end
6859 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
6860 if GetAIFlag('GOINHOLE') = '' then
6861 case Random(6) of
6862 0: Turn(); // Íå íóæíî òóäà
6863 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
6864 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
6865 if BorderHole() then
6866 SetAIFlag('GOINHOLE', '1');
6867 end;
6869 // Åñëè íà çåìëå, íî íåêóäà èäòè:
6870 if (not CanRun()) and OnGround() then
6871 begin
6872 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
6873 if CanJumpOver() or OnLadder() then
6874 Jump()
6875 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
6876 if Random(2) = 0 then
6877 begin
6878 if IsSafeTrigger() then
6879 PressKey(KEY_OPEN);
6880 end else
6881 Turn();
6882 end;
6884 // Îñòàëîñü ìàëî âîçäóõà:
6885 if FAir < 36 * 2 then
6886 Jump(20);
6888 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
6889 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
6890 if BodyInAcid(0, 0) then
6891 Jump();
6892 end;
6894 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
6895 begin
6896 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
6897 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
6898 end;
6900 {function TBot.NeedItem(Item: Byte): Byte;
6901 begin
6902 Result := 4;
6903 end;}
6905 procedure TBot.SelectWeapon(Dist: Integer);
6906 var
6907 a: Integer;
6909 function HaveAmmo(weapon: Byte): Boolean;
6910 begin
6911 case weapon of
6912 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
6913 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
6914 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
6915 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
6916 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
6917 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
6918 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
6919 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
6920 else Result := True;
6921 end;
6922 end;
6924 begin
6925 if Dist = -1 then Dist := BOT_LONGDIST;
6927 if Dist > BOT_LONGDIST then
6928 begin // Äàëüíèé áîé
6929 for a := 0 to 9 do
6930 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
6931 begin
6932 FSelectedWeapon := FDifficult.WeaponPrior[a];
6933 Break;
6934 end;
6935 end
6936 else //if Dist > BOT_UNSAFEDIST then
6937 begin // Áëèæíèé áîé
6938 for a := 0 to 9 do
6939 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
6940 begin
6941 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
6942 Break;
6943 end;
6944 end;
6945 { else
6946 begin
6947 for a := 0 to 9 do
6948 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
6949 begin
6950 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
6951 Break;
6952 end;
6953 end;}
6954 end;
6956 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
6957 begin
6958 Result := inherited PickItem(ItemType, force, remove);
6960 if Result then SetAIFlag('SELECTWEAPON', '1');
6961 end;
6963 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
6964 begin
6965 Result := inherited Heal(value, Soft);
6966 end;
6968 function TBot.Healthy(): Byte;
6969 begin
6970 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
6971 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
6972 else if (FHealth > 50) then Result := 2
6973 else if (FHealth > 20) then Result := 1
6974 else Result := 0;
6975 end;
6977 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
6978 begin
6979 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
6980 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
6981 end;
6983 procedure TBot.OnDamage(Angle: SmallInt);
6984 var
6985 pla: TPlayer;
6986 mon: TMonster;
6987 ok: Boolean;
6988 begin
6989 inherited;
6991 if (Angle = 0) or (Angle = 180) then
6992 begin
6993 ok := False;
6994 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
6995 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
6996 begin // Èãðîê
6997 pla := g_Player_Get(FLastSpawnerUID);
6998 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
6999 pla.FObj.Y + PLAYER_RECT.Y);
7000 end
7001 else
7002 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7003 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7004 begin // Ìîíñòð
7005 mon := g_Monsters_Get(FLastSpawnerUID);
7006 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7007 mon.Obj.Y + mon.Obj.Rect.Y);
7008 end;
7010 if ok then
7011 if Angle = 0 then
7012 SetAIFlag('ATTACKLEFT', '1')
7013 else
7014 SetAIFlag('ATTACKRIGHT', '1');
7015 end;
7016 end;
7018 function TBot.RunDirection(): TDirection;
7019 begin
7020 if Abs(Vel.X) >= 1 then
7021 begin
7022 if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT;
7023 end else
7024 Result := FDirection;
7025 end;
7027 function TBot.GetRnd(a: Byte): Boolean;
7028 begin
7029 if a = 0 then Result := False
7030 else if a = 255 then Result := True
7031 else Result := Random(256) > 255-a;
7032 end;
7034 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7035 begin
7036 Result := Round((255-a)/255*radius*(Random(2)-1));
7037 end;
7039 procedure TBot.SaveState(var Mem: TBinMemoryWriter);
7040 var
7041 i: Integer;
7042 dw: DWORD;
7043 p: Pointer;
7044 begin
7045 inherited SaveState(Mem);
7047 // Âûáðàííîå îðóæèå:
7048 Mem.WriteByte(FSelectedWeapon);
7049 // UID öåëè:
7050 Mem.WriteWord(FTargetUID);
7051 // Âðåìÿ ïîòåðè öåëè:
7052 Mem.WriteDWORD(FLastVisible);
7053 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7054 dw := Length(FAIFlags);
7055 Mem.WriteDWORD(dw);
7056 // Ôëàãè ÈÈ:
7057 for i := 0 to Integer(dw)-1 do
7058 begin
7059 Mem.WriteString(FAIFlags[i].Name, 20);
7060 Mem.WriteString(FAIFlags[i].Value, 20);
7061 end;
7062 // Íàñòðîéêè ñëîæíîñòè:
7063 p := @FDifficult;
7064 Mem.WriteMemory(p, SizeOf(TDifficult));
7065 end;
7067 procedure TBot.LoadState(var Mem: TBinMemoryReader);
7068 var
7069 i: Integer;
7070 dw: DWORD;
7071 p: Pointer;
7072 begin
7073 inherited LoadState(Mem);
7075 // Âûáðàííîå îðóæèå:
7076 Mem.ReadByte(FSelectedWeapon);
7077 // UID öåëè:
7078 Mem.ReadWord(FTargetUID);
7079 // Âðåìÿ ïîòåðè öåëè:
7080 Mem.ReadDWORD(FLastVisible);
7081 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7082 Mem.ReadDWORD(dw);
7083 SetLength(FAIFlags, dw);
7084 // Ôëàãè ÈÈ:
7085 for i := 0 to Integer(dw)-1 do
7086 begin
7087 Mem.ReadString(FAIFlags[i].Name);
7088 Mem.ReadString(FAIFlags[i].Value);
7089 end;
7090 // Íàñòðîéêè ñëîæíîñòè:
7091 Mem.ReadMemory(p, dw);
7092 if dw <> SizeOf(TDifficult) then
7093 begin
7094 raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size');
7095 end;
7096 FDifficult := TDifficult(p^);
7097 end;
7099 end.