DEADSOFTWARE

cc6afb07be47661fa320584d0d6ecb2f80f5df1e
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
6 *
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
11 *
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
14 *)
15 {$INCLUDE ../shared/a_modes.inc}
16 {$M+}
17 unit g_player;
19 interface
21 uses
22 SysUtils, Classes,
23 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
24 e_graphics, g_playermodel, g_basic, g_textures,
25 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
26 g_panel;
28 const
29 KEY_LEFT = 1;
30 KEY_RIGHT = 2;
31 KEY_UP = 3;
32 KEY_DOWN = 4;
33 KEY_FIRE = 5;
34 KEY_NEXTWEAPON = 6;
35 KEY_PREVWEAPON = 7;
36 KEY_OPEN = 8;
37 KEY_JUMP = 9;
38 KEY_CHAT = 10;
40 R_ITEM_BACKPACK = 0;
41 R_KEY_RED = 1;
42 R_KEY_GREEN = 2;
43 R_KEY_BLUE = 3;
44 R_BERSERK = 4;
46 MR_SUIT = 0;
47 MR_INVUL = 1;
48 MR_INVIS = 2;
49 MR_MAX = 2;
51 A_BULLETS = 0;
52 A_SHELLS = 1;
53 A_ROCKETS = 2;
54 A_CELLS = 3;
55 A_FUEL = 4;
56 A_HIGH = 4;
58 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
59 ((200, 50, 50, 300, 100),
60 (400, 100, 100, 600, 200));
62 K_SIMPLEKILL = 0;
63 K_HARDKILL = 1;
64 K_EXTRAHARDKILL = 2;
65 K_FALLKILL = 3;
67 T_RESPAWN = 0;
68 T_SWITCH = 1;
69 T_USE = 2;
70 T_FLAGCAP = 3;
72 TEAM_NONE = 0;
73 TEAM_RED = 1;
74 TEAM_BLUE = 2;
75 TEAM_COOP = 3;
77 SHELL_BULLET = 0;
78 SHELL_SHELL = 1;
79 SHELL_DBLSHELL = 2;
81 ANGLE_NONE = Low(SmallInt);
83 CORPSE_STATE_REMOVEME = 0;
84 CORPSE_STATE_NORMAL = 1;
85 CORPSE_STATE_MESS = 2;
87 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
88 PLAYER_RECT_CX = 15+(34 div 2);
89 PLAYER_RECT_CY = 12+(52 div 2);
90 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
92 PLAYER_HP_SOFT = 100;
93 PLAYER_HP_LIMIT = 200;
94 PLAYER_AP_SOFT = 100;
95 PLAYER_AP_LIMIT = 200;
96 SUICIDE_DAMAGE = 112;
97 WEAPON_DELAY = 5;
99 PLAYER_BURN_TIME = 110;
101 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
102 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
104 type
105 TPlayerStat = record
106 Num: Integer;
107 Ping: Word;
108 Loss: Byte;
109 Name: String;
110 Team: Byte;
111 Frags: SmallInt;
112 Deaths: SmallInt;
113 Lives: Byte;
114 Kills: Word;
115 Color: TRGB;
116 Spectator: Boolean;
117 end;
119 TPlayerStatArray = Array of TPlayerStat;
121 TPlayerSavedState = record
122 Health: Integer;
123 Armor: Integer;
124 Air: Integer;
125 JetFuel: Integer;
126 CurrWeap: Byte;
127 NextWeap: WORD;
128 NextWeapDelay: Byte;
129 Ammo: Array [A_BULLETS..A_HIGH] of Word;
130 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
131 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
132 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
133 WaitRecall: Boolean;
134 end;
136 TKeyState = record
137 Pressed: Boolean;
138 Time: Word;
139 end;
141 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
142 private
143 FIamBot: Boolean;
144 FUID: Word;
145 FName: String;
146 FTeam: Byte;
147 FAlive: Boolean;
148 FSpawned: Boolean;
149 FDirection: TDirection;
150 FHealth: Integer;
151 FLives: Byte;
152 FArmor: Integer;
153 FAir: Integer;
154 FPain: Integer;
155 FPickup: Integer;
156 FKills: Integer;
157 FMonsterKills: Integer;
158 FFrags: Integer;
159 FFragCombo: Byte;
160 FLastFrag: LongWord;
161 FComboEvnt: Integer;
162 FDeath: Integer;
163 FCanJetpack: Boolean;
164 FJetFuel: Integer;
165 FFlag: Byte;
166 FSecrets: Integer;
167 FCurrWeap: Byte;
168 FNextWeap: WORD;
169 FNextWeapDelay: Byte; // frames
170 FBFGFireCounter: SmallInt;
171 FLastSpawnerUID: Word;
172 FLastHit: Byte;
173 FObj: TObj;
174 FXTo, FYTo: Integer;
175 FSpectatePlayer: Integer;
176 FFirePainTime: Integer;
177 FFireAttacker: Word;
179 FSavedState: TPlayerSavedState;
181 FModel: TPlayerModel;
182 FPunchAnim: TAnimation;
183 FActionPrior: Byte;
184 FActionAnim: Byte;
185 FActionForce: Boolean;
186 FActionChanged: Boolean;
187 FAngle: SmallInt;
188 FFireAngle: SmallInt;
189 FIncCam: Integer;
190 FShellTimer: Integer;
191 FShellType: Byte;
192 FSawSound: TPlayableSound;
193 FSawSoundIdle: TPlayableSound;
194 FSawSoundHit: TPlayableSound;
195 FSawSoundSelect: TPlayableSound;
196 FFlameSoundOn: TPlayableSound;
197 FFlameSoundOff: TPlayableSound;
198 FFlameSoundWork: TPlayableSound;
199 FJetSoundOn: TPlayableSound;
200 FJetSoundOff: TPlayableSound;
201 FJetSoundFly: TPlayableSound;
202 FGodMode: Boolean;
203 FNoTarget: Boolean;
204 FNoReload: Boolean;
205 FJustTeleported: Boolean;
206 FNetTime: LongWord;
207 mEDamageType: Integer;
210 function CollideLevel(XInc, YInc: Integer): Boolean;
211 function StayOnStep(XInc, YInc: Integer): Boolean;
212 function HeadInLiquid(XInc, YInc: Integer): Boolean;
213 function BodyInLiquid(XInc, YInc: Integer): Boolean;
214 function BodyInAcid(XInc, YInc: Integer): Boolean;
215 function FullInLift(XInc, YInc: Integer): Integer;
216 {procedure CollideItem();}
217 procedure FlySmoke(Times: DWORD = 1);
218 procedure OnFireFlame(Times: DWORD = 1);
219 function GetAmmoByWeapon(Weapon: Byte): Word;
220 procedure SetAction(Action: Byte; Force: Boolean = False);
221 procedure OnDamage(Angle: SmallInt); virtual;
222 function firediry(): Integer;
223 procedure DoPunch();
225 procedure Run(Direction: TDirection);
226 procedure NextWeapon();
227 procedure PrevWeapon();
228 procedure SeeUp();
229 procedure SeeDown();
230 procedure Fire();
231 procedure Jump();
232 procedure Use();
234 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
235 procedure resetWeaponQueue ();
236 function hasAmmoForWeapon (weapon: Byte): Boolean;
238 procedure doDamage (v: Integer);
240 function followCorpse(): Boolean;
242 public
243 FDamageBuffer: Integer;
245 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
246 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
247 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
248 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
249 FBerserk: Integer;
250 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
251 FReloading: Array [WP_FIRST..WP_LAST] of Word;
252 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
253 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
254 FColor: TRGB;
255 FPreferredTeam: Byte;
256 FSpectator: Boolean;
257 FNoRespawn: Boolean;
258 FWantsInGame: Boolean;
259 FGhost: Boolean;
260 FPhysics: Boolean;
261 FFlaming: Boolean;
262 FJetpack: Boolean;
263 FActualModelName: string;
264 FClientID: SmallInt;
265 FPing: Word;
266 FLoss: Byte;
267 FReady: Boolean;
268 FDummy: Boolean;
269 FFireTime: Integer;
270 FHandicap: Integer;
271 FWaitForFirstSpawn: Boolean; // set to `true` in server, used to spawn a player on first full state request
273 // debug: viewport offset
274 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
276 function isValidViewPort (): Boolean; inline;
278 constructor Create(); virtual;
279 destructor Destroy(); override;
280 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
281 function GetRespawnPoint(): Byte;
282 procedure PressKey(Key: Byte; Time: Word = 1);
283 procedure ReleaseKeys();
284 procedure SetModel(ModelName: String);
285 procedure SetColor(Color: TRGB);
286 function GetColor(): TRGB;
287 procedure SetWeapon(W: Byte);
288 function IsKeyPressed(K: Byte): Boolean;
289 function GetKeys(): Byte;
290 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
291 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
292 function Collide(Panel: TPanel): Boolean; overload;
293 function Collide(X, Y: Integer): Boolean; overload;
294 procedure SetDirection(Direction: TDirection);
295 procedure GetSecret();
296 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
297 procedure Touch();
298 procedure Push(vx, vy: Integer);
299 procedure ChangeModel(ModelName: String);
300 procedure SwitchTeam;
301 procedure ChangeTeam(Team: Byte);
302 procedure BFGHit();
303 function GetFlag(Flag: Byte): Boolean;
304 procedure SetFlag(Flag: Byte);
305 function DropFlag(Silent: Boolean = True): Boolean;
306 procedure AllRulez(Health: Boolean);
307 procedure RestoreHealthArmor();
308 procedure FragCombo();
309 procedure GiveItem(ItemType: Byte);
310 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
311 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
312 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
313 procedure MakeBloodSimple(Count: Word);
314 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
315 procedure Reset(Force: Boolean);
316 procedure Spectate(NoMove: Boolean = False);
317 procedure SwitchNoClip;
318 procedure SoftReset();
319 procedure Draw(); virtual;
320 procedure DrawPain();
321 procedure DrawPickup();
322 procedure DrawRulez();
323 procedure DrawAim();
324 procedure DrawIndicator(Color: TRGB);
325 procedure DrawBubble();
326 procedure DrawGUI();
327 procedure Update(); virtual;
328 procedure RememberState();
329 procedure RecallState();
330 procedure SaveState (st: TStream); virtual;
331 procedure LoadState (st: TStream); virtual;
332 procedure PauseSounds(Enable: Boolean);
333 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
334 procedure DoLerp(Level: Integer = 2);
335 procedure SetLerp(XTo, YTo: Integer);
336 procedure QueueWeaponSwitch(Weapon: Byte);
337 procedure RealizeCurrentWeapon();
338 procedure FlamerOn;
339 procedure FlamerOff;
340 procedure JetpackOn;
341 procedure JetpackOff;
342 procedure CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
344 //WARNING! this does nothing for now, but still call it!
345 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
347 procedure getMapBox (out x, y, w, h: Integer); inline;
348 procedure moveBy (dx, dy: Integer); inline;
350 public
351 property Vel: TPoint2i read FObj.Vel;
352 property Obj: TObj read FObj;
354 property Name: String read FName write FName;
355 property Model: TPlayerModel read FModel;
356 property Health: Integer read FHealth write FHealth;
357 property Lives: Byte read FLives write FLives;
358 property Armor: Integer read FArmor write FArmor;
359 property Air: Integer read FAir write FAir;
360 property JetFuel: Integer read FJetFuel write FJetFuel;
361 property Frags: Integer read FFrags write FFrags;
362 property Death: Integer read FDeath write FDeath;
363 property Kills: Integer read FKills write FKills;
364 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
365 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
366 property Secrets: Integer read FSecrets;
367 property GodMode: Boolean read FGodMode write FGodMode;
368 property NoTarget: Boolean read FNoTarget write FNoTarget;
369 property NoReload: Boolean read FNoReload write FNoReload;
370 property alive: Boolean read FAlive write FAlive;
371 property Flag: Byte read FFlag;
372 property Team: Byte read FTeam write FTeam;
373 property Direction: TDirection read FDirection;
374 property GameX: Integer read FObj.X write FObj.X;
375 property GameY: Integer read FObj.Y write FObj.Y;
376 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
377 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
378 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
379 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
380 property IncCam: Integer read FIncCam write FIncCam;
381 property UID: Word read FUID write FUID;
382 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
383 property NetTime: LongWord read FNetTime write FNetTime;
385 published
386 property eName: String read FName write FName;
387 property eHealth: Integer read FHealth write FHealth;
388 property eLives: Byte read FLives write FLives;
389 property eArmor: Integer read FArmor write FArmor;
390 property eAir: Integer read FAir write FAir;
391 property eJetFuel: Integer read FJetFuel write FJetFuel;
392 property eFrags: Integer read FFrags write FFrags;
393 property eDeath: Integer read FDeath write FDeath;
394 property eKills: Integer read FKills write FKills;
395 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
396 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
397 property eSecrets: Integer read FSecrets write FSecrets;
398 property eGodMode: Boolean read FGodMode write FGodMode;
399 property eNoTarget: Boolean read FNoTarget write FNoTarget;
400 property eNoReload: Boolean read FNoReload write FNoReload;
401 property eAlive: Boolean read FAlive write FAlive;
402 property eFlag: Byte read FFlag;
403 property eTeam: Byte read FTeam write FTeam;
404 property eDirection: TDirection read FDirection;
405 property eGameX: Integer read FObj.X write FObj.X;
406 property eGameY: Integer read FObj.Y write FObj.Y;
407 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
408 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
409 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
410 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
411 property eIncCam: Integer read FIncCam write FIncCam;
412 property eUID: Word read FUID;
413 property eJustTeleported: Boolean read FJustTeleported;
414 property eNetTime: LongWord read FNetTime;
416 // set this before assigning something to `eDamage`
417 property eDamageType: Integer read mEDamageType write mEDamageType;
418 property eDamage: Integer write doDamage;
419 end;
421 TDifficult = record
422 public
423 DiagFire: Byte;
424 InvisFire: Byte;
425 DiagPrecision: Byte;
426 FlyPrecision: Byte;
427 Cover: Byte;
428 CloseJump: Byte;
429 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
430 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
431 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
433 public
434 procedure save (st: TStream);
435 procedure load (st: TStream);
436 end;
438 TAIFlag = record
439 Name: String;
440 Value: String;
441 end;
443 TBot = class(TPlayer)
444 private
445 FSelectedWeapon: Byte;
446 FTargetUID: Word;
447 FLastVisible: DWORD;
448 FAIFlags: Array of TAIFlag;
449 FDifficult: TDifficult;
451 function GetRnd(a: Byte): Boolean;
452 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
453 function RunDirection(): TDirection;
454 function FullInStep(XInc, YInc: Integer): Boolean;
455 //function NeedItem(Item: Byte): Byte;
456 procedure SelectWeapon(Dist: Integer);
457 procedure SetAIFlag(aName, fValue: String20);
458 function GetAIFlag(aName: String20): String20;
459 procedure RemoveAIFlag(aName: String20);
460 function Healthy(): Byte;
461 procedure UpdateMove();
462 procedure UpdateCombat();
463 function KeyPressed(Key: Word): Boolean;
464 procedure ReleaseKey(Key: Byte);
465 function TargetOnScreen(TX, TY: Integer): Boolean;
466 procedure OnDamage(Angle: SmallInt); override;
468 public
469 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
470 constructor Create(); override;
471 destructor Destroy(); override;
472 procedure Draw(); override;
473 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
474 function Heal(value: Word; Soft: Boolean): Boolean; override;
475 procedure Update(); override;
476 procedure SaveState (st: TStream); override;
477 procedure LoadState (st: TStream); override;
478 end;
480 PGib = ^TGib;
481 TGib = record
482 alive: Boolean;
483 ID: DWORD;
484 MaskID: DWORD;
485 RAngle: Integer;
486 Color: TRGB;
487 Obj: TObj;
489 procedure getMapBox (out x, y, w, h: Integer); inline;
490 procedure moveBy (dx, dy: Integer); inline;
492 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
493 end;
496 PShell = ^TShell;
497 TShell = record
498 SpriteID: DWORD;
499 alive: Boolean;
500 SType: Byte;
501 RAngle: Integer;
502 Timeout: Cardinal;
503 CX, CY: Integer;
504 Obj: TObj;
506 procedure getMapBox (out x, y, w, h: Integer); inline;
507 procedure moveBy (dx, dy: Integer); inline;
509 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
510 end;
512 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
513 private
514 FModelName: String;
515 FMess: Boolean;
516 FState: Byte;
517 FDamage: Byte;
518 FColor: TRGB;
519 FObj: TObj;
520 FPlayerUID: Word;
521 FAnimation: TAnimation;
522 FAnimationMask: TAnimation;
524 public
525 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
526 destructor Destroy(); override;
527 procedure Damage(Value: Word; vx, vy: Integer);
528 procedure Update();
529 procedure Draw();
530 procedure SaveState (st: TStream);
531 procedure LoadState (st: TStream);
533 procedure getMapBox (out x, y, w, h: Integer); inline;
534 procedure moveBy (dx, dy: Integer); inline;
536 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
538 function ObjPtr (): PObj; inline;
540 property Obj: TObj read FObj; // copies object
541 property State: Byte read FState;
542 property Mess: Boolean read FMess;
543 end;
545 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
546 record
547 Goals: SmallInt;
548 end;
550 var
551 gPlayers: Array of TPlayer;
552 gCorpses: Array of TCorpse;
553 gGibs: Array of TGib;
554 gShells: Array of TShell;
555 gTeamStat: TTeamStat;
556 gFly: Boolean = False;
557 gAimLine: Boolean = False;
558 gChatBubble: Byte = 0;
559 gPlayerIndicator: Integer = 1;
560 gPlayerIndicatorStyle: Integer = 0;
561 gNumBots: Word = 0;
562 gLMSPID1: Word = 0;
563 gLMSPID2: Word = 0;
564 MAX_RUNVEL: Integer = 8;
565 VEL_JUMP: Integer = 10;
566 SHELL_TIMEOUT: Cardinal = 60000;
568 function Lerp(X, Y, Factor: Integer): Integer;
570 procedure g_Gibs_SetMax(Count: Word);
571 function g_Gibs_GetMax(): Word;
572 procedure g_Corpses_SetMax(Count: Word);
573 function g_Corpses_GetMax(): Word;
574 procedure g_Shells_SetMax(Count: Word);
575 function g_Shells_GetMax(): Word;
577 procedure g_Player_Init();
578 procedure g_Player_Free();
579 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
580 function g_Player_CreateFromState (st: TStream): Word;
581 procedure g_Player_Remove(UID: Word);
582 procedure g_Player_ResetTeams();
583 procedure g_Player_UpdateAll();
584 procedure g_Player_DrawAll();
585 procedure g_Player_DrawDebug(p: TPlayer);
586 procedure g_Player_DrawHealth();
587 procedure g_Player_RememberAll();
588 procedure g_Player_ResetAll(Force, Silent: Boolean);
589 function g_Player_Get(UID: Word): TPlayer;
590 function g_Player_GetCount(): Byte;
591 function g_Player_GetStats(): TPlayerStatArray;
592 function g_Player_ValidName(Name: String): Boolean;
593 procedure g_Player_CreateCorpse(Player: TPlayer);
594 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
595 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
596 procedure g_Player_UpdatePhysicalObjects();
597 procedure g_Player_DrawCorpses();
598 procedure g_Player_DrawShells();
599 procedure g_Player_RemoveAllCorpses();
600 procedure g_Player_Corpses_SaveState (st: TStream);
601 procedure g_Player_Corpses_LoadState (st: TStream);
602 procedure g_Player_ResetReady();
603 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
604 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100);
605 procedure g_Bot_MixNames();
606 procedure g_Bot_RemoveAll();
608 implementation
610 uses
611 {$INCLUDE ../nogl/noGLuses.inc}
612 {$IFDEF ENABLE_HOLMES}
613 g_holmes,
614 {$ENDIF}
615 e_log, g_map, g_items, g_console, g_gfx, Math,
616 g_options, g_triggers, g_menu, g_game, g_grid,
617 wadreader, g_main, g_monsters, CONFIG, g_language,
618 g_net, g_netmsg, g_window,
619 utils, xstreams;
621 const PLR_SAVE_VERSION = 0;
623 type
624 TBotProfile = record
625 name: ShortString;
626 model: ShortString;
627 team: Byte;
628 color: TRGB;
629 diag_fire: Byte;
630 invis_fire: Byte;
631 diag_precision: Byte;
632 fly_precision: Byte;
633 cover: Byte;
634 close_jump: Byte;
635 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
636 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
637 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
638 end;
640 const
641 TIME_RESPAWN1 = 1500;
642 TIME_RESPAWN2 = 2000;
643 TIME_RESPAWN3 = 3000;
644 AIR_DEF = 360;
645 AIR_MAX = 1091;
646 JET_MAX = 540; // ~30 sec
647 PLAYER_SUIT_TIME = 30000;
648 PLAYER_INVUL_TIME = 30000;
649 PLAYER_INVIS_TIME = 35000;
650 FRAG_COMBO_TIME = 3000;
651 VEL_SW = 4;
652 VEL_FLY = 6;
653 ANGLE_RIGHTUP = 55;
654 ANGLE_RIGHTDOWN = -35;
655 ANGLE_LEFTUP = 125;
656 ANGLE_LEFTDOWN = -145;
657 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
658 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
659 BOT_MAXJUMP = 84;
660 BOT_LONGDIST = 300;
661 BOT_UNSAFEDIST = 128;
662 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
663 (R:0; G:0; B:255));
664 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
665 FlyPrecision: 32; Cover: 32; CloseJump: 32;
666 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
667 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
668 FlyPrecision: 127; Cover: 127; CloseJump: 127;
669 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
670 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
671 FlyPrecision: 255; Cover: 255; CloseJump: 255;
672 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
673 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
674 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
675 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
676 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
677 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
678 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
679 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
680 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
681 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
682 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
683 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
684 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
685 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
686 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
687 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
688 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
689 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
691 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
692 CORPSE_SIGNATURE = $50524F43; // 'CORP'
694 BOTNAMES_FILENAME = 'botnames.txt';
695 BOTLIST_FILENAME = 'botlist.txt';
697 var
698 MaxGibs: Word = 150;
699 MaxCorpses: Word = 20;
700 MaxShells: Word = 300;
701 CurrentGib: Integer = 0;
702 CurrentShell: Integer = 0;
703 BotNames: Array of String;
704 BotList: Array of TBotProfile;
707 function Lerp(X, Y, Factor: Integer): Integer;
708 begin
709 Result := X + ((Y - X) div Factor);
710 end;
712 function SameTeam(UID1, UID2: Word): Boolean;
713 begin
714 Result := False;
716 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
717 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
719 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
721 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
722 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
724 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
725 end;
727 procedure g_Gibs_SetMax(Count: Word);
728 begin
729 MaxGibs := Count;
730 SetLength(gGibs, Count);
732 if CurrentGib >= Count then
733 CurrentGib := 0;
734 end;
736 function g_Gibs_GetMax(): Word;
737 begin
738 Result := MaxGibs;
739 end;
741 procedure g_Shells_SetMax(Count: Word);
742 begin
743 MaxShells := Count;
744 SetLength(gShells, Count);
746 if CurrentShell >= Count then
747 CurrentShell := 0;
748 end;
750 function g_Shells_GetMax(): Word;
751 begin
752 Result := MaxShells;
753 end;
756 procedure g_Corpses_SetMax(Count: Word);
757 begin
758 MaxCorpses := Count;
759 SetLength(gCorpses, Count);
760 end;
762 function g_Corpses_GetMax(): Word;
763 begin
764 Result := MaxCorpses;
765 end;
767 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
768 var
769 a: Integer;
770 ok: Boolean;
771 begin
772 Result := 0;
774 ok := False;
775 a := 0;
777 // Åñòü ëè ìåñòî â gPlayers:
778 if gPlayers <> nil then
779 for a := 0 to High(gPlayers) do
780 if gPlayers[a] = nil then
781 begin
782 ok := True;
783 Break;
784 end;
786 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
787 if not ok then
788 begin
789 SetLength(gPlayers, Length(gPlayers)+1);
790 a := High(gPlayers);
791 end;
793 // Ñîçäàåì îáúåêò èãðîêà:
794 if Bot then
795 gPlayers[a] := TBot.Create()
796 else
797 gPlayers[a] := TPlayer.Create();
800 gPlayers[a].FActualModelName := ModelName;
801 gPlayers[a].SetModel(ModelName);
803 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
804 if gPlayers[a].FModel = nil then
805 begin
806 gPlayers[a].Free();
807 gPlayers[a] := nil;
808 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
809 Exit;
810 end;
812 if not (Team in [TEAM_RED, TEAM_BLUE]) then
813 if Random(2) = 0 then
814 Team := TEAM_RED
815 else
816 Team := TEAM_BLUE;
817 gPlayers[a].FPreferredTeam := Team;
819 case gGameSettings.GameMode of
820 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
821 GM_TDM,
822 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
823 GM_SINGLE,
824 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
825 end;
827 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
828 gPlayers[a].FColor := Color;
829 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
830 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
831 else
832 gPlayers[a].FModel.Color := Color;
834 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
835 gPlayers[a].FAlive := False;
837 Result := gPlayers[a].FUID;
838 end;
840 function g_Player_CreateFromState (st: TStream): Word;
841 var
842 a, i: Integer;
843 ok, Bot: Boolean;
844 b: Byte;
845 begin
846 result := 0;
847 if (st = nil) then exit; //???
849 // Ñèãíàòóðà èãðîêà
850 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
851 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
853 // Áîò èëè ÷åëîâåê:
854 Bot := utils.readBool(st);
856 ok := false;
857 a := 0;
859 // Åñòü ëè ìåñòî â gPlayers:
860 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
862 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
863 if not ok then
864 begin
865 SetLength(gPlayers, Length(gPlayers)+1);
866 a := High(gPlayers);
867 end;
869 // Ñîçäàåì îáúåêò èãðîêà
870 if Bot then
871 gPlayers[a] := TBot.Create()
872 else
873 gPlayers[a] := TPlayer.Create();
874 gPlayers[a].FIamBot := Bot;
875 gPlayers[a].FPhysics := True;
877 // UID èãðîêà
878 gPlayers[a].FUID := utils.readWord(st);
879 // Èìÿ èãðîêà
880 gPlayers[a].FName := utils.readStr(st);
881 // Êîìàíäà
882 gPlayers[a].FTeam := utils.readByte(st);
883 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
884 // Æèâ ëè
885 gPlayers[a].FAlive := utils.readBool(st);
886 // Èçðàñõîäîâàë ëè âñå æèçíè
887 gPlayers[a].FNoRespawn := utils.readBool(st);
888 // Íàïðàâëåíèå
889 b := utils.readByte(st);
890 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
891 // Çäîðîâüå
892 gPlayers[a].FHealth := utils.readLongInt(st);
893 // Ôîðà
894 gPlayers[a].FHandicap := utils.readLongInt(st);
895 // Æèçíè
896 gPlayers[a].FLives := utils.readByte(st);
897 // Áðîíÿ
898 gPlayers[a].FArmor := utils.readLongInt(st);
899 // Çàïàñ âîçäóõà
900 gPlayers[a].FAir := utils.readLongInt(st);
901 // Çàïàñ ãîðþ÷åãî
902 gPlayers[a].FJetFuel := utils.readLongInt(st);
903 // Áîëü
904 gPlayers[a].FPain := utils.readLongInt(st);
905 // Óáèë
906 gPlayers[a].FKills := utils.readLongInt(st);
907 // Óáèë ìîíñòðîâ
908 gPlayers[a].FMonsterKills := utils.readLongInt(st);
909 // Ôðàãîâ
910 gPlayers[a].FFrags := utils.readLongInt(st);
911 // Ôðàãîâ ïîäðÿä
912 gPlayers[a].FFragCombo := utils.readByte(st);
913 // Âðåìÿ ïîñëåäíåãî ôðàãà
914 gPlayers[a].FLastFrag := utils.readLongWord(st);
915 // Ñìåðòåé
916 gPlayers[a].FDeath := utils.readLongInt(st);
917 // Êàêîé ôëàã íåñåò
918 gPlayers[a].FFlag := utils.readByte(st);
919 // Íàøåë ñåêðåòîâ
920 gPlayers[a].FSecrets := utils.readLongInt(st);
921 // Òåêóùåå îðóæèå
922 gPlayers[a].FCurrWeap := utils.readByte(st);
923 // Ñëåäóþùåå æåëàåìîå îðóæèå
924 gPlayers[a].FNextWeap := utils.readWord(st);
925 // ...è ïàóçà
926 gPlayers[a].FNextWeapDelay := utils.readByte(st);
927 // Âðåìÿ çàðÿäêè BFG
928 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
929 // Áóôåð óðîíà
930 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
931 // Ïîñëåäíèé óäàðèâøèé
932 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
933 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
934 gPlayers[a].FLastHit := utils.readByte(st);
935 // Îáúåêò èãðîêà:
936 Obj_LoadState(@gPlayers[a].FObj, st);
937 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
938 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
939 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
940 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
941 // Íàëè÷èå îðóæèÿ
942 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
943 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
944 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
945 // Íàëè÷èå ðþêçàêà
946 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
947 // Íàëè÷èå êðàñíîãî êëþ÷à
948 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
949 // Íàëè÷èå çåëåíîãî êëþ÷à
950 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
951 // Íàëè÷èå ñèíåãî êëþ÷à
952 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
953 // Íàëè÷èå áåðñåðêà
954 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
955 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
956 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
957 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
958 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
960 // Íàçâàíèå ìîäåëè:
961 gPlayers[a].FActualModelName := utils.readStr(st);
962 // Öâåò ìîäåëè
963 gPlayers[a].FColor.R := utils.readByte(st);
964 gPlayers[a].FColor.G := utils.readByte(st);
965 gPlayers[a].FColor.B := utils.readByte(st);
966 // Îáíîâëÿåì ìîäåëü èãðîêà
967 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
969 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
970 if (gPlayers[a].FModel = nil) then
971 begin
972 gPlayers[a].Free();
973 gPlayers[a] := nil;
974 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
975 exit;
976 end;
978 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
979 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
980 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
981 else
982 gPlayers[a].FModel.Color := gPlayers[a].FColor;
984 result := gPlayers[a].FUID;
985 end;
988 procedure g_Player_ResetTeams();
989 var
990 a: Integer;
991 begin
992 if g_Game_IsClient then
993 Exit;
994 if gPlayers = nil then
995 Exit;
996 for a := Low(gPlayers) to High(gPlayers) do
997 if gPlayers[a] <> nil then
998 case gGameSettings.GameMode of
999 GM_DM:
1000 gPlayers[a].ChangeTeam(TEAM_NONE);
1001 GM_TDM, GM_CTF:
1002 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
1003 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
1004 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
1005 else
1006 if a mod 2 = 0 then
1007 gPlayers[a].ChangeTeam(TEAM_RED)
1008 else
1009 gPlayers[a].ChangeTeam(TEAM_BLUE);
1010 GM_SINGLE,
1011 GM_COOP:
1012 gPlayers[a].ChangeTeam(TEAM_COOP);
1013 end;
1014 end;
1016 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
1017 var
1018 m: SSArray;
1019 _name, _model: String;
1020 a, tr, tb: Integer;
1021 begin
1022 if not g_Game_IsServer then Exit;
1024 // Ñïèñîê íàçâàíèé ìîäåëåé:
1025 m := g_PlayerModel_GetNames();
1026 if m = nil then
1027 Exit;
1029 // Êîìàíäà:
1030 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1031 Team := TEAM_COOP // COOP
1032 else
1033 if gGameSettings.GameMode = GM_DM then
1034 Team := TEAM_NONE // DM
1035 else
1036 if Team = TEAM_NONE then // CTF / TDM
1037 begin
1038 // Àâòîáàëàíñ êîìàíä:
1039 tr := 0;
1040 tb := 0;
1042 for a := 0 to High(gPlayers) do
1043 if gPlayers[a] <> nil then
1044 begin
1045 if gPlayers[a].Team = TEAM_RED then
1046 Inc(tr)
1047 else
1048 if gPlayers[a].Team = TEAM_BLUE then
1049 Inc(tb);
1050 end;
1052 if tr > tb then
1053 Team := TEAM_BLUE
1054 else
1055 if tb > tr then
1056 Team := TEAM_RED
1057 else // tr = tb
1058 if Random(2) = 0 then
1059 Team := TEAM_RED
1060 else
1061 Team := TEAM_BLUE;
1062 end;
1064 // Âûáèðàåì áîòó èìÿ:
1065 _name := '';
1066 if BotNames <> nil then
1067 for a := 0 to High(BotNames) do
1068 if g_Player_ValidName(BotNames[a]) then
1069 begin
1070 _name := BotNames[a];
1071 Break;
1072 end;
1074 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1075 if _name = '' then
1076 repeat
1077 _name := Format('DFBOT%.2d', [Random(100)]);
1078 until g_Player_ValidName(_name);
1080 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1081 _model := m[Random(Length(m))];
1083 // Ñîçäàåì áîòà:
1084 with g_Player_Get(g_Player_Create(_model,
1085 _RGB(Min(Random(9)*32, 255),
1086 Min(Random(9)*32, 255),
1087 Min(Random(9)*32, 255)),
1088 Team, True)) as TBot do
1089 begin
1090 Name := _name;
1092 case Difficult of
1093 1: FDifficult := DIFFICULT_EASY;
1094 2: FDifficult := DIFFICULT_MEDIUM;
1095 else FDifficult := DIFFICULT_HARD;
1096 end;
1098 for a := WP_FIRST to WP_LAST do
1099 begin
1100 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1101 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1102 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1103 end;
1105 FHandicap := Handicap;
1107 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1109 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1110 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1111 Spectate();
1112 end;
1113 end;
1115 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1; Handicap: Integer = 100);
1116 var
1117 m: SSArray;
1118 _name, _model: String;
1119 a: Integer;
1120 begin
1121 if not g_Game_IsServer then Exit;
1123 // Ñïèñîê íàçâàíèé ìîäåëåé:
1124 m := g_PlayerModel_GetNames();
1125 if m = nil then
1126 Exit;
1128 // Êîìàíäà:
1129 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1130 Team := TEAM_COOP // COOP
1131 else
1132 if gGameSettings.GameMode = GM_DM then
1133 Team := TEAM_NONE // DM
1134 else
1135 if Team = TEAM_NONE then
1136 Team := BotList[num].team; // CTF / TDM
1138 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1139 lName := AnsiLowerCase(lName);
1140 if (num < 0) or (num > Length(BotList)-1) then
1141 num := -1;
1142 if (num = -1) and (lName <> '') and (BotList <> nil) then
1143 for a := 0 to High(BotList) do
1144 if AnsiLowerCase(BotList[a].name) = lName then
1145 begin
1146 num := a;
1147 Break;
1148 end;
1149 if num = -1 then
1150 Exit;
1152 // Èìÿ áîòà:
1153 _name := BotList[num].name;
1154 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1155 if not g_Player_ValidName(_name) then
1156 repeat
1157 _name := Format('DFBOT%.2d', [Random(100)]);
1158 until g_Player_ValidName(_name);
1160 // Ìîäåëü:
1161 _model := BotList[num].model;
1162 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1163 if not InSArray(_model, m) then
1164 _model := m[Random(Length(m))];
1166 // Ñîçäàåì áîòà:
1167 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1168 begin
1169 Name := _name;
1171 FDifficult.DiagFire := BotList[num].diag_fire;
1172 FDifficult.InvisFire := BotList[num].invis_fire;
1173 FDifficult.DiagPrecision := BotList[num].diag_precision;
1174 FDifficult.FlyPrecision := BotList[num].fly_precision;
1175 FDifficult.Cover := BotList[num].cover;
1176 FDifficult.CloseJump := BotList[num].close_jump;
1178 FHandicap := Handicap;
1180 for a := WP_FIRST to WP_LAST do
1181 begin
1182 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1183 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1184 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1185 end;
1187 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1189 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1190 end;
1191 end;
1193 procedure g_Bot_RemoveAll();
1194 var
1195 a: Integer;
1196 begin
1197 if not g_Game_IsServer then Exit;
1198 if gPlayers = nil then Exit;
1200 for a := 0 to High(gPlayers) do
1201 if gPlayers[a] <> nil then
1202 if gPlayers[a] is TBot then
1203 begin
1204 gPlayers[a].Lives := 0;
1205 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1206 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1207 g_Player_Remove(gPlayers[a].FUID);
1208 end;
1210 g_Bot_MixNames();
1211 end;
1213 procedure g_Bot_MixNames();
1214 var
1215 s: String;
1216 a, b: Integer;
1217 begin
1218 if BotNames <> nil then
1219 for a := 0 to High(BotNames) do
1220 begin
1221 b := Random(Length(BotNames));
1222 s := BotNames[a];
1223 Botnames[a] := BotNames[b];
1224 BotNames[b] := s;
1225 end;
1226 end;
1228 procedure g_Player_Remove(UID: Word);
1229 var
1230 i: Integer;
1231 begin
1232 if gPlayers = nil then Exit;
1234 if g_Game_IsServer and g_Game_IsNet then
1235 MH_SEND_PlayerDelete(UID);
1237 for i := 0 to High(gPlayers) do
1238 if gPlayers[i] <> nil then
1239 if gPlayers[i].FUID = UID then
1240 begin
1241 if gPlayers[i] is TPlayer then
1242 TPlayer(gPlayers[i]).Free()
1243 else
1244 TBot(gPlayers[i]).Free();
1245 gPlayers[i] := nil;
1246 Exit;
1247 end;
1248 end;
1250 procedure g_Player_Init();
1251 var
1252 F: TextFile;
1253 s: String;
1254 a, b: Integer;
1255 config: TConfig;
1256 sa: SSArray;
1257 begin
1258 BotNames := nil;
1260 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1261 Exit;
1263 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1264 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1265 Reset(F);
1267 while not EOF(F) do
1268 begin
1269 ReadLn(F, s);
1271 s := Trim(s);
1272 if s = '' then
1273 Continue;
1275 SetLength(BotNames, Length(BotNames)+1);
1276 BotNames[High(BotNames)] := s;
1277 end;
1279 CloseFile(F);
1281 // Ïåðåìåøèâàåì èõ:
1282 g_Bot_MixNames();
1284 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1285 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1286 BotList := nil;
1287 a := 0;
1289 while config.SectionExists(IntToStr(a)) do
1290 begin
1291 SetLength(BotList, Length(BotList)+1);
1293 with BotList[High(BotList)] do
1294 begin
1295 // Èìÿ áîòà:
1296 name := config.ReadStr(IntToStr(a), 'name', '');
1297 // Ìîäåëü:
1298 model := config.ReadStr(IntToStr(a), 'model', '');
1299 // Êîìàíäà:
1300 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1301 team := TEAM_RED
1302 else
1303 team := TEAM_BLUE;
1304 // Öâåò ìîäåëè:
1305 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1306 color.R := StrToIntDef(sa[0], 0);
1307 color.G := StrToIntDef(sa[1], 0);
1308 color.B := StrToIntDef(sa[2], 0);
1309 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1310 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1311 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1312 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1313 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1314 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1315 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1316 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1317 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1318 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1319 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1320 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1321 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1322 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1323 if Length(sa) = 10 then
1324 for b := 0 to 9 do
1325 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1326 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1327 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1328 if Length(sa) = 10 then
1329 for b := 0 to 9 do
1330 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1332 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1333 if Length(sa) = 10 then
1334 for b := 0 to 9 do
1335 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1336 end;
1338 a := a + 1;
1339 end;
1341 config.Free();
1342 end;
1344 procedure g_Player_Free();
1345 var
1346 i: Integer;
1347 begin
1348 if gPlayers <> nil then
1349 begin
1350 for i := 0 to High(gPlayers) do
1351 if gPlayers[i] <> nil then
1352 begin
1353 if gPlayers[i] is TPlayer then
1354 TPlayer(gPlayers[i]).Free()
1355 else
1356 TBot(gPlayers[i]).Free();
1357 gPlayers[i] := nil;
1358 end;
1360 gPlayers := nil;
1361 end;
1363 gPlayer1 := nil;
1364 gPlayer2 := nil;
1365 end;
1367 procedure g_Player_UpdateAll();
1368 var
1369 i: Integer;
1370 begin
1371 if gPlayers = nil then Exit;
1373 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1374 for i := 0 to High(gPlayers) do
1375 begin
1376 if gPlayers[i] <> nil then
1377 begin
1378 if gPlayers[i] is TPlayer then
1379 begin
1380 gPlayers[i].Update();
1381 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1382 end
1383 else
1384 begin
1385 // bot updates weapons in `UpdateCombat()`
1386 TBot(gPlayers[i]).Update();
1387 end;
1388 end;
1389 end;
1390 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1391 end;
1393 procedure g_Player_DrawAll();
1394 var
1395 i: Integer;
1396 begin
1397 if gPlayers = nil then Exit;
1399 for i := 0 to High(gPlayers) do
1400 if gPlayers[i] <> nil then
1401 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1402 else TBot(gPlayers[i]).Draw();
1403 end;
1405 procedure g_Player_DrawDebug(p: TPlayer);
1406 var
1407 fW, fH: Byte;
1408 begin
1409 if p = nil then Exit;
1410 if (@p.FObj) = nil then Exit;
1412 e_TextureFontGetSize(gStdFont, fW, fH);
1414 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1415 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1416 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1417 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1418 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1419 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1420 end;
1422 procedure g_Player_DrawHealth();
1423 var
1424 i: Integer;
1425 fW, fH: Byte;
1426 begin
1427 if gPlayers = nil then Exit;
1428 e_TextureFontGetSize(gStdFont, fW, fH);
1430 for i := 0 to High(gPlayers) do
1431 if gPlayers[i] <> nil then
1432 begin
1433 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1434 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1435 IntToStr(gPlayers[i].FHealth), gStdFont);
1436 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1437 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1438 IntToStr(gPlayers[i].FArmor), gStdFont);
1439 end;
1440 end;
1442 function g_Player_Get(UID: Word): TPlayer;
1443 var
1444 a: Integer;
1445 begin
1446 Result := nil;
1448 if gPlayers = nil then
1449 Exit;
1451 for a := 0 to High(gPlayers) do
1452 if gPlayers[a] <> nil then
1453 if gPlayers[a].FUID = UID then
1454 begin
1455 Result := gPlayers[a];
1456 Exit;
1457 end;
1458 end;
1460 function g_Player_GetCount(): Byte;
1461 var
1462 a: Integer;
1463 begin
1464 Result := 0;
1466 if gPlayers = nil then
1467 Exit;
1469 for a := 0 to High(gPlayers) do
1470 if gPlayers[a] <> nil then
1471 Result := Result + 1;
1472 end;
1474 function g_Player_GetStats(): TPlayerStatArray;
1475 var
1476 a: Integer;
1477 begin
1478 Result := nil;
1480 if gPlayers = nil then Exit;
1482 for a := 0 to High(gPlayers) do
1483 if gPlayers[a] <> nil then
1484 begin
1485 SetLength(Result, Length(Result)+1);
1486 with Result[High(Result)] do
1487 begin
1488 Num := a;
1489 Ping := gPlayers[a].FPing;
1490 Loss := gPlayers[a].FLoss;
1491 Name := gPlayers[a].FName;
1492 Team := gPlayers[a].FTeam;
1493 Frags := gPlayers[a].FFrags;
1494 Deaths := gPlayers[a].FDeath;
1495 Kills := gPlayers[a].FKills;
1496 Color := gPlayers[a].FModel.Color;
1497 Lives := gPlayers[a].FLives;
1498 Spectator := gPlayers[a].FSpectator;
1499 end;
1500 end;
1501 end;
1503 procedure g_Player_ResetReady();
1504 var
1505 a: Integer;
1506 begin
1507 if not g_Game_IsServer then Exit;
1508 if gPlayers = nil then Exit;
1510 for a := 0 to High(gPlayers) do
1511 if gPlayers[a] <> nil then
1512 begin
1513 gPlayers[a].FReady := False;
1514 if g_Game_IsNet then
1515 MH_SEND_GameEvent(NET_EV_INTER_READY, gPlayers[a].UID, 'N');
1516 end;
1517 end;
1519 procedure g_Player_RememberAll;
1520 var
1521 i: Integer;
1522 begin
1523 for i := Low(gPlayers) to High(gPlayers) do
1524 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1525 gPlayers[i].RememberState;
1526 end;
1528 procedure g_Player_ResetAll(Force, Silent: Boolean);
1529 var
1530 i: Integer;
1531 begin
1532 gTeamStat[TEAM_RED].Goals := 0;
1533 gTeamStat[TEAM_BLUE].Goals := 0;
1535 if gPlayers <> nil then
1536 for i := 0 to High(gPlayers) do
1537 if gPlayers[i] <> nil then
1538 begin
1539 gPlayers[i].Reset(Force);
1541 if gPlayers[i] is TPlayer then
1542 begin
1543 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1544 gPlayers[i].Respawn(Silent)
1545 else
1546 gPlayers[i].Spectate();
1547 end
1548 else
1549 TBot(gPlayers[i]).Respawn(Silent);
1550 end;
1551 end;
1553 procedure g_Player_CreateCorpse(Player: TPlayer);
1554 var
1555 i: Integer;
1556 find_id: DWORD;
1557 ok: Boolean;
1558 begin
1559 if Player.alive then
1560 Exit;
1562 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1563 if gCorpses <> nil then
1564 for i := 0 to High(gCorpses) do
1565 if gCorpses[i] <> nil then
1566 if gCorpses[i].FPlayerUID = Player.FUID then
1567 gCorpses[i].FPlayerUID := 0;
1569 if Player.FObj.Y >= gMapInfo.Height+128 then
1570 Exit;
1572 with Player do
1573 begin
1574 if (FHealth >= -50) or (gGibsCount = 0) then
1575 begin
1576 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1577 Exit;
1579 ok := False;
1580 for find_id := 0 to High(gCorpses) do
1581 if gCorpses[find_id] = nil then
1582 begin
1583 ok := True;
1584 Break;
1585 end;
1587 if not ok then
1588 find_id := Random(Length(gCorpses));
1590 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1591 gCorpses[find_id].FColor := FModel.Color;
1592 gCorpses[find_id].FObj.Vel := FObj.Vel;
1593 gCorpses[find_id].FObj.Accel := FObj.Accel;
1594 gCorpses[find_id].FPlayerUID := FUID;
1595 end
1596 else
1597 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1598 FObj.Y + PLAYER_RECT_CY,
1599 FModel.Name, FModel.Color);
1600 end;
1601 end;
1603 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1604 var
1605 SID: DWORD;
1606 begin
1607 if (gShells = nil) or (Length(gShells) = 0) then
1608 Exit;
1610 with gShells[CurrentShell] do
1611 begin
1612 SpriteID := 0;
1613 g_Obj_Init(@Obj);
1614 Obj.Rect.X := 0;
1615 Obj.Rect.Y := 0;
1616 if T = SHELL_BULLET then
1617 begin
1618 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1619 SpriteID := SID;
1620 CX := 2;
1621 CY := 1;
1622 Obj.Rect.Width := 4;
1623 Obj.Rect.Height := 2;
1624 end
1625 else
1626 begin
1627 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1628 SpriteID := SID;
1629 CX := 4;
1630 CY := 2;
1631 Obj.Rect.Width := 7;
1632 Obj.Rect.Height := 3;
1633 end;
1634 SType := T;
1635 alive := True;
1636 Obj.X := fX;
1637 Obj.Y := fY;
1638 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1639 positionChanged(); // this updates spatial accelerators
1640 RAngle := Random(360);
1641 Timeout := gTime + SHELL_TIMEOUT;
1643 if CurrentShell >= High(gShells) then
1644 CurrentShell := 0
1645 else
1646 Inc(CurrentShell);
1647 end;
1648 end;
1650 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1651 var
1652 a: Integer;
1653 GibsArray: TGibsArray;
1654 Blood: TModelBlood;
1655 begin
1656 if (gGibs = nil) or (Length(gGibs) = 0) then
1657 Exit;
1658 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1659 Exit;
1660 Blood := g_PlayerModel_GetBlood(ModelName);
1662 for a := 0 to High(GibsArray) do
1663 with gGibs[CurrentGib] do
1664 begin
1665 Color := fColor;
1666 ID := GibsArray[a].ID;
1667 MaskID := GibsArray[a].MaskID;
1668 alive := True;
1669 g_Obj_Init(@Obj);
1670 Obj.Rect := GibsArray[a].Rect;
1671 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1672 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1673 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1674 positionChanged(); // this updates spatial accelerators
1675 RAngle := Random(360);
1677 if gBloodCount > 0 then
1678 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1679 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1681 if CurrentGib >= High(gGibs) then
1682 CurrentGib := 0
1683 else
1684 Inc(CurrentGib);
1685 end;
1686 end;
1688 procedure g_Player_UpdatePhysicalObjects();
1689 var
1690 i: Integer;
1691 vel: TPoint2i;
1692 mr: Word;
1694 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1695 var
1696 k: Integer;
1697 begin
1698 k := 1 + Random(2);
1699 if T = SHELL_BULLET then
1700 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1701 else
1702 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1703 end;
1705 begin
1706 // Êóñêè ìÿñà:
1707 if gGibs <> nil then
1708 for i := 0 to High(gGibs) do
1709 if gGibs[i].alive then
1710 with gGibs[i] do
1711 begin
1712 vel := Obj.Vel;
1713 mr := g_Obj_Move(@Obj, True, False, True);
1714 positionChanged(); // this updates spatial accelerators
1716 if WordBool(mr and MOVE_FALLOUT) then
1717 begin
1718 alive := False;
1719 Continue;
1720 end;
1722 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1723 if WordBool(mr and MOVE_HITWALL) then
1724 Obj.Vel.X := -(vel.X div 2);
1725 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1726 Obj.Vel.Y := -(vel.Y div 2);
1728 if (Obj.Vel.X >= 0) then
1729 begin // Clockwise
1730 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1731 if RAngle >= 360 then
1732 RAngle := RAngle mod 360;
1733 end else begin // Counter-clockwise
1734 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1735 if RAngle < 0 then
1736 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1737 end;
1739 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1740 if gTime mod (GAME_TICK*3) = 0 then
1741 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1742 end;
1744 // Òðóïû:
1745 if gCorpses <> nil then
1746 for i := 0 to High(gCorpses) do
1747 if gCorpses[i] <> nil then
1748 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1749 begin
1750 gCorpses[i].Free();
1751 gCorpses[i] := nil;
1752 end
1753 else
1754 gCorpses[i].Update();
1756 // Ãèëüçû:
1757 if gShells <> nil then
1758 for i := 0 to High(gShells) do
1759 if gShells[i].alive then
1760 with gShells[i] do
1761 begin
1762 vel := Obj.Vel;
1763 mr := g_Obj_Move(@Obj, True, False, True);
1764 positionChanged(); // this updates spatial accelerators
1766 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1767 begin
1768 alive := False;
1769 Continue;
1770 end;
1772 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1773 if WordBool(mr and MOVE_HITWALL) then
1774 begin
1775 Obj.Vel.X := -(vel.X div 2);
1776 if not WordBool(mr and MOVE_INWATER) then
1777 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1778 end;
1779 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1780 begin
1781 Obj.Vel.Y := -(vel.Y div 2);
1782 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1783 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1784 begin
1785 if RAngle mod 90 <> 0 then
1786 RAngle := (RAngle div 90) * 90;
1787 end
1788 else if not WordBool(mr and MOVE_INWATER) then
1789 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1790 end;
1792 if (Obj.Vel.X >= 0) then
1793 begin // Clockwise
1794 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1795 if RAngle >= 360 then
1796 RAngle := RAngle mod 360;
1797 end else begin // Counter-clockwise
1798 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1799 if RAngle < 0 then
1800 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1801 end;
1802 end;
1803 end;
1806 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1807 begin
1808 x := Obj.X+Obj.Rect.X;
1809 y := Obj.Y+Obj.Rect.Y;
1810 w := Obj.Rect.Width;
1811 h := Obj.Rect.Height;
1812 end;
1814 procedure TGib.moveBy (dx, dy: Integer); inline;
1815 begin
1816 if (dx <> 0) or (dy <> 0) then
1817 begin
1818 Obj.X += dx;
1819 Obj.Y += dy;
1820 positionChanged();
1821 end;
1822 end;
1825 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1826 begin
1827 x := Obj.X;
1828 y := Obj.Y;
1829 w := Obj.Rect.Width;
1830 h := Obj.Rect.Height;
1831 end;
1833 procedure TShell.moveBy (dx, dy: Integer); inline;
1834 begin
1835 if (dx <> 0) or (dy <> 0) then
1836 begin
1837 Obj.X += dx;
1838 Obj.Y += dy;
1839 positionChanged();
1840 end;
1841 end;
1844 procedure TGib.positionChanged (); inline; begin end;
1845 procedure TShell.positionChanged (); inline; begin end;
1848 procedure g_Player_DrawCorpses();
1849 var
1850 i: Integer;
1851 a: TDFPoint;
1852 begin
1853 if gGibs <> nil then
1854 for i := 0 to High(gGibs) do
1855 if gGibs[i].alive then
1856 with gGibs[i] do
1857 begin
1858 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1859 Continue;
1861 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1862 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1864 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1866 e_Colors := Color;
1867 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1868 e_Colors.R := 255;
1869 e_Colors.G := 255;
1870 e_Colors.B := 255;
1871 end;
1873 if gCorpses <> nil then
1874 for i := 0 to High(gCorpses) do
1875 if gCorpses[i] <> nil then
1876 gCorpses[i].Draw();
1877 end;
1879 procedure g_Player_DrawShells();
1880 var
1881 i: Integer;
1882 a: TDFPoint;
1883 begin
1884 if gShells <> nil then
1885 for i := 0 to High(gShells) do
1886 if gShells[i].alive then
1887 with gShells[i] do
1888 begin
1889 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1890 Continue;
1892 a.X := CX;
1893 a.Y := CY;
1895 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1896 end;
1897 end;
1899 procedure g_Player_RemoveAllCorpses();
1900 var
1901 i: Integer;
1902 begin
1903 gGibs := nil;
1904 gShells := nil;
1905 SetLength(gGibs, MaxGibs);
1906 SetLength(gShells, MaxGibs);
1907 CurrentGib := 0;
1908 CurrentShell := 0;
1910 if gCorpses <> nil then
1911 for i := 0 to High(gCorpses) do
1912 gCorpses[i].Free();
1914 gCorpses := nil;
1915 SetLength(gCorpses, MaxCorpses);
1916 end;
1918 procedure g_Player_Corpses_SaveState (st: TStream);
1919 var
1920 count, i: Integer;
1921 begin
1922 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1923 count := 0;
1924 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1926 // Êîëè÷åñòâî òðóïîâ
1927 utils.writeInt(st, LongInt(count));
1929 if (count = 0) then exit;
1931 // Ñîõðàíÿåì òðóïû
1932 for i := 0 to High(gCorpses) do
1933 begin
1934 if gCorpses[i] <> nil then
1935 begin
1936 // Íàçâàíèå ìîäåëè
1937 utils.writeStr(st, gCorpses[i].FModelName);
1938 // Òèï ñìåðòè
1939 utils.writeBool(st, gCorpses[i].Mess);
1940 // Ñîõðàíÿåì äàííûå òðóïà:
1941 gCorpses[i].SaveState(st);
1942 end;
1943 end;
1944 end;
1947 procedure g_Player_Corpses_LoadState (st: TStream);
1948 var
1949 count, i: Integer;
1950 str: String;
1951 b: Boolean;
1952 begin
1953 assert(st <> nil);
1955 g_Player_RemoveAllCorpses();
1957 // Êîëè÷åñòâî òðóïîâ:
1958 count := utils.readLongInt(st);
1959 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1961 if (count = 0) then exit;
1963 // Çàãðóæàåì òðóïû
1964 for i := 0 to count-1 do
1965 begin
1966 // Íàçâàíèå ìîäåëè:
1967 str := utils.readStr(st);
1968 // Òèï ñìåðòè
1969 b := utils.readBool(st);
1970 // Ñîçäàåì òðóï
1971 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1972 // Çàãðóæàåì äàííûå òðóïà
1973 gCorpses[i].LoadState(st);
1974 end;
1975 end;
1978 { T P l a y e r : }
1980 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1982 procedure TPlayer.BFGHit();
1983 begin
1984 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1985 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1986 if g_Game_IsServer and g_Game_IsNet then
1987 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1988 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1989 0, NET_GFX_BFGHIT);
1990 end;
1992 procedure TPlayer.ChangeModel(ModelName: string);
1993 var
1994 locModel: TPlayerModel;
1995 begin
1996 locModel := g_PlayerModel_Get(ModelName);
1997 if locModel = nil then Exit;
1999 FModel.Free();
2000 FModel := locModel;
2001 end;
2003 procedure TPlayer.SetModel(ModelName: string);
2004 var
2005 m: TPlayerModel;
2006 begin
2007 m := g_PlayerModel_Get(ModelName);
2008 if m = nil then
2009 begin
2010 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
2011 m := g_PlayerModel_Get('doomer');
2012 if m = nil then
2013 begin
2014 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
2015 Exit;
2016 end;
2017 end;
2019 if FModel <> nil then
2020 FModel.Free();
2022 FModel := m;
2024 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2025 FModel.Color := FColor
2026 else
2027 FModel.Color := TEAMCOLOR[FTeam];
2028 FModel.SetWeapon(FCurrWeap);
2029 FModel.SetFlag(FFlag);
2030 SetDirection(FDirection);
2031 end;
2033 procedure TPlayer.SetColor(Color: TRGB);
2034 begin
2035 FColor := Color;
2036 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2037 if FModel <> nil then FModel.Color := Color;
2038 end;
2040 function TPlayer.GetColor(): TRGB;
2041 begin
2042 result := FModel.Color;
2043 end;
2045 procedure TPlayer.SwitchTeam;
2046 begin
2047 if g_Game_IsClient then
2048 Exit;
2049 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2051 if gGameOn and FAlive then
2052 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2054 if FTeam = TEAM_RED then
2055 begin
2056 ChangeTeam(TEAM_BLUE);
2057 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2058 if g_Game_IsNet then
2059 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2060 end
2061 else
2062 begin
2063 ChangeTeam(TEAM_RED);
2064 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2065 if g_Game_IsNet then
2066 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2067 end;
2068 FPreferredTeam := FTeam;
2069 end;
2071 procedure TPlayer.ChangeTeam(Team: Byte);
2072 var
2073 OldTeam: Byte;
2074 begin
2075 OldTeam := FTeam;
2076 FTeam := Team;
2077 case Team of
2078 TEAM_RED, TEAM_BLUE:
2079 FModel.Color := TEAMCOLOR[Team];
2080 else
2081 FModel.Color := FColor;
2082 end;
2083 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2084 MH_SEND_PlayerStats(FUID);
2085 end;
2088 procedure TPlayer.CollideItem();
2089 var
2090 i: Integer;
2091 r: Boolean;
2092 begin
2093 if gItems = nil then Exit;
2094 if not FAlive then Exit;
2096 for i := 0 to High(gItems) do
2097 with gItems[i] do
2098 begin
2099 if (ItemType <> ITEM_NONE) and alive then
2100 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2101 PLAYER_RECT.Height, @Obj) then
2102 begin
2103 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2105 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2106 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2107 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2108 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2109 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2111 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2112 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2113 (gGameSettings.GameType = GT_SINGLE) and
2114 (g_Player_GetCount() > 1)) then
2115 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2116 end;
2117 end;
2118 end;
2121 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2122 begin
2123 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2124 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2125 False);
2126 end;
2128 constructor TPlayer.Create();
2129 begin
2130 viewPortX := 0;
2131 viewPortY := 0;
2132 viewPortW := 0;
2133 viewPortH := 0;
2134 mEDamageType := HIT_SOME;
2136 FIamBot := False;
2137 FDummy := False;
2138 FSpawned := False;
2140 FSawSound := TPlayableSound.Create();
2141 FSawSoundIdle := TPlayableSound.Create();
2142 FSawSoundHit := TPlayableSound.Create();
2143 FSawSoundSelect := TPlayableSound.Create();
2144 FFlameSoundOn := TPlayableSound.Create();
2145 FFlameSoundOff := TPlayableSound.Create();
2146 FFlameSoundWork := TPlayableSound.Create();
2147 FJetSoundFly := TPlayableSound.Create();
2148 FJetSoundOn := TPlayableSound.Create();
2149 FJetSoundOff := TPlayableSound.Create();
2151 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2152 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2153 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2154 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2155 FFlameSoundOn.SetByName('SOUND_WEAPON_FLAMEON');
2156 FFlameSoundOff.SetByName('SOUND_WEAPON_FLAMEOFF');
2157 FFlameSoundWork.SetByName('SOUND_WEAPON_FLAMEWORK');
2158 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2159 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2160 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2162 FSpectatePlayer := -1;
2163 FClientID := -1;
2164 FPing := 0;
2165 FLoss := 0;
2166 FSavedState.WaitRecall := False;
2167 FShellTimer := -1;
2168 FFireTime := 0;
2169 FFirePainTime := 0;
2170 FFireAttacker := 0;
2171 FHandicap := 100;
2173 FActualModelName := 'doomer';
2175 g_Obj_Init(@FObj);
2176 FObj.Rect := PLAYER_RECT;
2178 FBFGFireCounter := -1;
2179 FJustTeleported := False;
2180 FNetTime := 0;
2182 FWaitForFirstSpawn := false;
2184 resetWeaponQueue();
2185 end;
2187 procedure TPlayer.positionChanged (); inline;
2188 begin
2189 end;
2191 procedure TPlayer.doDamage (v: Integer);
2192 begin
2193 if (v <= 0) then exit;
2194 if (v > 32767) then v := 32767;
2195 Damage(v, 0, 0, 0, mEDamageType);
2196 end;
2198 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2199 var
2200 c: Word;
2201 begin
2202 if (not g_Game_IsClient) and (not FAlive) then
2203 Exit;
2205 FLastHit := t;
2207 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2208 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2209 begin
2210 if not g_Game_IsClient then
2211 begin
2212 FArmor := 0;
2213 if t = HIT_TRAP then
2214 begin
2215 // Ëîâóøêà óáèâàåò ñðàçó:
2216 FHealth := -100;
2217 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2218 end;
2219 if t = HIT_SELF then
2220 begin
2221 // Ñàìîóáèéñòâî:
2222 FHealth := 0;
2223 Kill(K_SIMPLEKILL, SpawnerUID, t);
2224 end;
2225 end;
2226 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2227 FMegaRulez[MR_SUIT] := 0;
2228 FMegaRulez[MR_INVUL] := 0;
2229 FMegaRulez[MR_INVIS] := 0;
2230 FBerserk := 0;
2231 end;
2233 // Íî îò îñòàëüíîãî ñïàñàåò:
2234 if FMegaRulez[MR_INVUL] >= gTime then
2235 Exit;
2237 // ×èò-êîä "ÃÎÐÅÖ":
2238 if FGodMode then
2239 Exit;
2241 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2242 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2243 (SpawnerUID = FUID) or
2244 (not SameTeam(FUID, SpawnerUID)) then
2245 begin
2246 FLastSpawnerUID := SpawnerUID;
2248 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2249 if gBloodCount > 0 then
2250 begin
2251 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2252 if value div 4 <= c then
2253 c := c - (value div 4)
2254 else
2255 c := 0;
2257 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2258 MakeBloodSimple(c)
2259 else
2260 case t of
2261 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2262 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2263 end;
2265 if t = HIT_WATER then
2266 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2267 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2268 end;
2270 // Áóôåð óðîíà:
2271 if FAlive then
2272 Inc(FDamageBuffer, value);
2274 // Âñïûøêà áîëè:
2275 if gFlash <> 0 then
2276 FPain := FPain + value;
2277 end;
2279 if g_Game_IsServer and g_Game_IsNet then
2280 begin
2281 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2282 MH_SEND_PlayerStats(FUID);
2283 MH_SEND_PlayerPos(False, FUID);
2284 end;
2285 end;
2287 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2288 begin
2289 Result := False;
2290 if g_Game_IsClient then
2291 Exit;
2292 if not FAlive then
2293 Exit;
2295 if Soft and (FHealth < PLAYER_HP_SOFT) then
2296 begin
2297 IncMax(FHealth, value, PLAYER_HP_SOFT);
2298 Result := True;
2299 end;
2300 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2301 begin
2302 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2303 Result := True;
2304 end;
2306 if Result and g_Game_IsServer and g_Game_IsNet then
2307 MH_SEND_PlayerStats(FUID);
2308 end;
2310 destructor TPlayer.Destroy();
2311 begin
2312 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2313 gPlayer1 := nil;
2314 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2315 gPlayer2 := nil;
2317 FSawSound.Free();
2318 FSawSoundIdle.Free();
2319 FSawSoundHit.Free();
2320 FSawSoundSelect.Free();
2321 FFlameSoundOn.Free();
2322 FFlameSoundOff.Free();
2323 FFlameSoundWork.Free();
2324 FJetSoundFly.Free();
2325 FJetSoundOn.Free();
2326 FJetSoundOff.Free();
2327 FModel.Free();
2328 if FPunchAnim <> nil then
2329 FPunchAnim.Free();
2331 inherited;
2332 end;
2334 procedure TPlayer.DrawIndicator(Color: TRGB);
2335 var
2336 indX, indY: Integer;
2337 indW, indH: Word;
2338 indA: Single;
2339 a: TDFPoint;
2340 nW, nH: Byte;
2341 ID: DWORD;
2342 c: TRGB;
2343 begin
2344 if FAlive then
2345 case gPlayerIndicatorStyle of
2346 0:
2347 begin
2348 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2349 begin
2350 e_GetTextureSize(ID, @indW, @indH);
2351 a.X := indW div 2;
2352 a.Y := indH div 2;
2354 if (FObj.X + FObj.Rect.X) < 0 then
2355 begin
2356 indA := 90;
2357 indX := FObj.X + FObj.Rect.X + FObj.Rect.Width;
2358 indY := FObj.Y + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2359 end
2361 else if (FObj.X + FObj.Rect.X + FObj.Rect.Width) > Max(gMapInfo.Width, gPlayerScreenSize.X) then
2362 begin
2363 indA := 270;
2364 indX := FObj.X + FObj.Rect.X - indH;
2365 indY := FObj.Y + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2366 end
2368 else if (fObj.Y - indH) < 0 then
2369 begin
2370 indA := 180;
2371 indX := FObj.X + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2372 indY := FObj.Y + FObj.Rect.Y + FObj.Rect.Height;
2373 end
2375 else
2376 begin
2377 indA := 0;
2378 indX := FObj.X + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2379 indY := FObj.Y - indH;
2380 end;
2382 indX := EnsureRange(indX, 0, Max(gMapInfo.Width, gPlayerScreenSize.X) - indW);
2383 indY := EnsureRange(indY, 0, Max(gMapInfo.Height, gPlayerScreenSize.Y) - indH);
2385 c := e_Colors;
2386 e_Colors := Color;
2387 e_DrawAdv(ID, indX, indY, 0, True, False, indA, @a);
2388 e_Colors := c;
2389 end;
2390 end;
2392 1:
2393 begin
2394 e_TextureFontGetSize(gStdFont, nW, nH);
2395 indX := FObj.X + FObj.Rect.X + (FObj.Rect.Width - Length(FName) * nW) div 2;
2396 indY := FObj.Y - nH;
2397 e_TextureFontPrintEx(indX, indY, FName, gStdFont, Color.R, Color.G, Color.B, 1.0, True);
2398 end;
2399 end;
2400 end;
2402 procedure TPlayer.DrawBubble();
2403 var
2404 bubX, bubY: Integer;
2405 ID: LongWord;
2406 Rb, Gb, Bb,
2407 Rw, Gw, Bw: SmallInt;
2408 Dot: Byte;
2409 begin
2410 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2411 bubY := FObj.Y+FObj.Rect.Y - 18;
2412 Rb := 64;
2413 Gb := 64;
2414 Bb := 64;
2415 Rw := 240;
2416 Gw := 240;
2417 Bw := 240;
2418 case gChatBubble of
2419 1: // simple textual non-bubble
2420 begin
2421 bubX := FObj.X+FObj.Rect.X - 11;
2422 bubY := FObj.Y+FObj.Rect.Y - 17;
2423 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2424 Exit;
2425 end;
2426 2: // advanced pixel-perfect bubble
2427 begin
2428 if FTeam = TEAM_RED then
2429 Rb := 255
2430 else
2431 if FTeam = TEAM_BLUE then
2432 Bb := 255;
2433 end;
2434 3: // colored bubble
2435 begin
2436 Rb := FModel.Color.R;
2437 Gb := FModel.Color.G;
2438 Bb := FModel.Color.B;
2439 Rw := Min(Rb * 2 + 64, 255);
2440 Gw := Min(Gb * 2 + 64, 255);
2441 Bw := Min(Bb * 2 + 64, 255);
2442 if (Abs(Rw - Rb) < 32)
2443 or (Abs(Gw - Gb) < 32)
2444 or (Abs(Bw - Bb) < 32) then
2445 begin
2446 Rb := Max(Rw div 2 - 16, 0);
2447 Gb := Max(Gw div 2 - 16, 0);
2448 Bb := Max(Bw div 2 - 16, 0);
2449 end;
2450 end;
2451 4: // custom textured bubble
2452 begin
2453 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2454 if FDirection = TDirection.D_RIGHT then
2455 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2456 else
2457 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2458 Exit;
2459 end;
2460 end;
2462 // Outer borders
2463 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2464 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2465 // Inner box
2466 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2468 // Tail
2469 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2470 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2471 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2472 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2473 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2474 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2476 // Dots
2477 Dot := 6;
2478 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2479 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2480 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2481 end;
2483 procedure TPlayer.Draw();
2484 var
2485 ID: DWORD;
2486 w, h: Word;
2487 dr: Boolean;
2488 Mirror: TMirrorType;
2489 begin
2490 if FAlive then
2491 begin
2492 if Direction = TDirection.D_RIGHT then
2493 Mirror := TMirrorType.None
2494 else
2495 Mirror := TMirrorType.Horizontal;
2497 if FPunchAnim <> nil then
2498 begin
2499 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2500 FObj.Y+FObj.Rect.Y-11, Mirror);
2501 if FPunchAnim.played then
2502 begin
2503 FPunchAnim.Free;
2504 FPunchAnim := nil;
2505 end;
2506 end;
2508 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2509 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2510 begin
2511 e_GetTextureSize(ID, @w, @h);
2512 if FDirection = TDirection.D_LEFT then
2513 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2514 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2515 else
2516 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2517 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2518 end;
2520 if FMegaRulez[MR_INVIS] > gTime then
2521 begin
2522 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2523 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2524 begin
2525 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2526 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2527 else
2528 dr := True;
2529 if dr then
2530 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2531 else
2532 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2533 end
2534 else
2535 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2536 end
2537 else
2538 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2539 end;
2541 if g_debug_Frames then
2542 begin
2543 e_DrawQuad(FObj.X+FObj.Rect.X,
2544 FObj.Y+FObj.Rect.Y,
2545 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2546 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2547 0, 255, 0);
2548 end;
2550 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2551 if (FMegaRulez[MR_INVIS] <= gTime) or ((gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2552 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM)))) then
2553 DrawBubble();
2554 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2555 if gAimLine and alive and
2556 ((Self = gPlayer1) or (Self = gPlayer2)) then
2557 DrawAim();
2558 end;
2561 procedure TPlayer.DrawAim();
2562 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2563 var
2564 ex, ey: Integer;
2565 begin
2567 {$IFDEF ENABLE_HOLMES}
2568 if isValidViewPort and (self = gPlayer1) then
2569 begin
2570 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2571 end;
2572 {$ENDIF}
2574 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2575 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2576 begin
2577 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2578 end
2579 else
2580 begin
2581 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2582 end;
2583 end;
2585 var
2586 wx, wy, xx, yy: Integer;
2587 angle: SmallInt;
2588 sz, len: Word;
2589 begin
2590 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2591 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2592 angle := FAngle;
2593 len := 1024;
2594 sz := 2;
2595 case FCurrWeap of
2596 0: begin // Punch
2597 len := 12;
2598 sz := 4;
2599 end;
2600 1: begin // Chainsaw
2601 len := 24;
2602 sz := 6;
2603 end;
2604 2: begin // Pistol
2605 len := 1024;
2606 sz := 2;
2607 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2608 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2609 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2610 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2611 end;
2612 3: begin // Shotgun
2613 len := 1024;
2614 sz := 3;
2615 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2616 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2617 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2618 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2619 end;
2620 4: begin // Double Shotgun
2621 len := 1024;
2622 sz := 4;
2623 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2624 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2625 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2626 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2627 end;
2628 5: begin // Chaingun
2629 len := 1024;
2630 sz := 3;
2631 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2632 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2633 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2634 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2635 end;
2636 6: begin // Rocket Launcher
2637 len := 1024;
2638 sz := 7;
2639 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2640 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2641 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2642 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2643 end;
2644 7: begin // Plasmagun
2645 len := 1024;
2646 sz := 5;
2647 if angle = ANGLE_RIGHTUP then Inc(angle);
2648 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2649 if angle = ANGLE_LEFTUP then Dec(angle);
2650 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2651 end;
2652 8: begin // BFG
2653 len := 1024;
2654 sz := 12;
2655 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2656 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2657 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2658 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2659 end;
2660 9: begin // Super Chaingun
2661 len := 1024;
2662 sz := 4;
2663 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2664 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2665 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2666 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2667 end;
2668 end;
2669 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2670 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2671 {$IF DEFINED(D2F_DEBUG)}
2672 drawCast(sz, wx, wy, xx, yy);
2673 {$ELSE}
2674 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2675 {$ENDIF}
2676 end;
2678 procedure TPlayer.DrawGUI();
2679 var
2680 ID: DWORD;
2681 X, Y, SY, a, p, m: Integer;
2682 tw, th: Word;
2683 cw, ch: Byte;
2684 s: string;
2685 stat: TPlayerStatArray;
2686 begin
2687 X := gPlayerScreenSize.X;
2688 SY := gPlayerScreenSize.Y;
2689 Y := 0;
2691 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2692 begin
2693 if gGameSettings.GameMode = GM_CTF then
2694 a := 32 + 8
2695 else
2696 a := 0;
2697 if gGameSettings.GameMode = GM_CTF then
2698 begin
2699 s := 'TEXTURE_PLAYER_REDFLAG';
2700 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2701 s := 'TEXTURE_PLAYER_REDFLAG_S';
2702 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2703 s := 'TEXTURE_PLAYER_REDFLAG_D';
2704 if g_Texture_Get(s, ID) then
2705 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2706 end;
2708 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2709 e_CharFont_GetSize(gMenuFont, s, tw, th);
2710 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2712 if gGameSettings.GameMode = GM_CTF then
2713 begin
2714 s := 'TEXTURE_PLAYER_BLUEFLAG';
2715 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2716 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2717 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2718 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2719 if g_Texture_Get(s, ID) then
2720 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2721 end;
2723 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2724 e_CharFont_GetSize(gMenuFont, s, tw, th);
2725 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2726 end;
2728 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2729 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2730 0, False, False);
2732 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2733 e_Draw(ID, X+2, Y, 0, True, False);
2735 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2736 begin
2737 if gShowStat then
2738 begin
2739 s := IntToStr(Frags);
2740 e_CharFont_GetSize(gMenuFont, s, tw, th);
2741 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2743 s := '';
2744 p := 1;
2745 m := 0;
2746 stat := g_Player_GetStats();
2747 if stat <> nil then
2748 begin
2749 p := 1;
2751 for a := 0 to High(stat) do
2752 if stat[a].Name <> Name then
2753 begin
2754 if stat[a].Frags > m then m := stat[a].Frags;
2755 if stat[a].Frags > Frags then p := p+1;
2756 end;
2757 end;
2759 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2760 if Frags >= m then s := s+'+' else s := s+'-';
2761 s := s+IntToStr(Abs(Frags-m));
2763 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2764 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2765 end;
2767 if gShowLives and (gGameSettings.MaxLives > 0) then
2768 begin
2769 s := IntToStr(Lives);
2770 e_CharFont_GetSize(gMenuFont, s, tw, th);
2771 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2772 end;
2773 end;
2775 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2776 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2778 if R_BERSERK in FRulez then
2779 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2780 else
2781 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2783 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2784 e_Draw(ID, X+36, Y+77, 0, True, False);
2786 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2787 e_CharFont_GetSize(gMenuFont, s, tw, th);
2788 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2790 s := IntToStr(FArmor);
2791 e_CharFont_GetSize(gMenuFont, s, tw, th);
2792 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2794 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2796 case FCurrWeap of
2797 WEAPON_KASTET:
2798 begin
2799 s := '--';
2800 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2801 end;
2802 WEAPON_SAW:
2803 begin
2804 s := '--';
2805 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2806 end;
2807 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2808 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2809 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2810 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2811 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2812 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2813 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2814 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2815 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2816 end;
2818 e_CharFont_GetSize(gMenuFont, s, tw, th);
2819 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2820 e_Draw(ID, X+20, Y+160, 0, True, False);
2822 if R_KEY_RED in FRulez then
2823 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2825 if R_KEY_GREEN in FRulez then
2826 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2828 if R_KEY_BLUE in FRulez then
2829 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2831 if FJetFuel > 0 then
2832 begin
2833 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2834 e_Draw(ID, X+2, Y+116, 0, True, False);
2835 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2836 e_Draw(ID, X+2, Y+126, 0, True, False);
2837 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2838 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2839 end
2840 else
2841 begin
2842 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2843 e_Draw(ID, X+2, Y+124, 0, True, False);
2844 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2845 end;
2847 if gShowPing and g_Game_IsClient then
2848 begin
2849 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2850 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2851 Y := Y + 16;
2852 end;
2854 if FSpectator then
2855 begin
2856 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2857 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2858 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2859 if FNoRespawn then
2860 begin
2861 e_TextureFontGetSize(gStdFont, cw, ch);
2862 s := _lc[I_PLAYER_SPECT4];
2863 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2864 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2865 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2866 end;
2868 end;
2869 end;
2871 procedure TPlayer.DrawRulez();
2872 var
2873 dr: Boolean;
2874 begin
2875 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2876 if FMegaRulez[MR_INVUL] >= gTime then
2877 begin
2878 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2879 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2880 else
2881 dr := True;
2883 if dr then
2884 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2885 191, 191, 191, 0, TBlending.Invert);
2886 end;
2888 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2889 if FMegaRulez[MR_SUIT] >= gTime then
2890 begin
2891 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2892 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2893 else
2894 dr := True;
2896 if dr then
2897 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2898 0, 96, 0, 200, TBlending.None);
2899 end;
2901 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2902 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2903 begin
2904 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2905 255, 0, 0, 200, TBlending.None);
2906 end;
2907 end;
2909 procedure TPlayer.DrawPain();
2910 var
2911 a, h: Integer;
2912 begin
2913 if FPain = 0 then Exit;
2915 a := FPain;
2917 if a < 15 then h := 0
2918 else if a < 35 then h := 1
2919 else if a < 55 then h := 2
2920 else if a < 75 then h := 3
2921 else if a < 95 then h := 4
2922 else h := 5;
2924 //if a > 255 then a := 255;
2926 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2927 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2928 end;
2930 procedure TPlayer.DrawPickup();
2931 var
2932 a, h: Integer;
2933 begin
2934 if FPickup = 0 then Exit;
2936 a := FPickup;
2938 if a < 15 then h := 1
2939 else if a < 35 then h := 2
2940 else if a < 55 then h := 3
2941 else if a < 75 then h := 4
2942 else h := 5;
2944 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2945 end;
2947 procedure TPlayer.DoPunch();
2948 var
2949 id: DWORD;
2950 st: String;
2951 begin
2952 if FPunchAnim <> nil then begin
2953 FPunchAnim.reset();
2954 FPunchAnim.Free;
2955 FPunchAnim := nil;
2956 end;
2957 st := 'FRAMES_PUNCH';
2958 if R_BERSERK in FRulez then
2959 st := st + '_BERSERK';
2960 if FKeys[KEY_UP].Pressed then
2961 st := st + '_UP'
2962 else if FKeys[KEY_DOWN].Pressed then
2963 st := st + '_DN';
2964 g_Frames_Get(id, st);
2965 FPunchAnim := TAnimation.Create(id, False, 1);
2966 end;
2968 procedure TPlayer.Fire();
2969 var
2970 f, DidFire: Boolean;
2971 wx, wy, xd, yd: Integer;
2972 locobj: TObj;
2973 begin
2974 if g_Game_IsClient then Exit;
2975 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2976 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2978 if FSpectator then
2979 begin
2980 Respawn(False);
2981 Exit;
2982 end;
2984 if FReloading[FCurrWeap] <> 0 then Exit;
2986 DidFire := False;
2988 f := False;
2989 wx := FObj.X+WEAPONPOINT[FDirection].X;
2990 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2991 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2992 yd := wy+firediry();
2994 case FCurrWeap of
2995 WEAPON_KASTET:
2996 begin
2997 DoPunch();
2998 if R_BERSERK in FRulez then
2999 begin
3000 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
3001 locobj.X := FObj.X+FObj.Rect.X;
3002 locobj.Y := FObj.Y+FObj.Rect.Y;
3003 locobj.rect.X := 0;
3004 locobj.rect.Y := 0;
3005 locobj.rect.Width := 39;
3006 locobj.rect.Height := 52;
3007 locobj.Vel.X := (xd-wx) div 2;
3008 locobj.Vel.Y := (yd-wy) div 2;
3009 locobj.Accel.X := xd-wx;
3010 locobj.Accel.y := yd-wy;
3012 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
3013 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
3014 else
3015 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
3017 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
3018 end
3019 else
3020 begin
3021 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
3022 end;
3024 DidFire := True;
3025 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3026 end;
3028 WEAPON_SAW:
3029 begin
3030 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3031 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
3032 begin
3033 FSawSoundSelect.Stop();
3034 FSawSound.Stop();
3035 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
3036 end
3037 else if not FSawSoundHit.IsPlaying() then
3038 begin
3039 FSawSoundSelect.Stop();
3040 FSawSound.PlayAt(FObj.X, FObj.Y);
3041 end;
3043 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3044 DidFire := True;
3045 f := True;
3046 end;
3048 WEAPON_PISTOL:
3049 if FAmmo[A_BULLETS] > 0 then
3050 begin
3051 g_Weapon_pistol(wx, wy, xd, yd, FUID);
3052 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3053 Dec(FAmmo[A_BULLETS]);
3054 FFireAngle := FAngle;
3055 f := True;
3056 DidFire := True;
3057 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3058 GameVelX, GameVelY-2, SHELL_BULLET);
3059 end;
3061 WEAPON_SHOTGUN1:
3062 if FAmmo[A_SHELLS] > 0 then
3063 begin
3064 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3065 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3066 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3067 Dec(FAmmo[A_SHELLS]);
3068 FFireAngle := FAngle;
3069 f := True;
3070 DidFire := True;
3071 FShellTimer := 10;
3072 FShellType := SHELL_SHELL;
3073 end;
3075 WEAPON_SHOTGUN2:
3076 if FAmmo[A_SHELLS] >= 2 then
3077 begin
3078 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3079 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3080 Dec(FAmmo[A_SHELLS], 2);
3081 FFireAngle := FAngle;
3082 f := True;
3083 DidFire := True;
3084 FShellTimer := 13;
3085 FShellType := SHELL_DBLSHELL;
3086 end;
3088 WEAPON_CHAINGUN:
3089 if FAmmo[A_BULLETS] > 0 then
3090 begin
3091 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3092 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3093 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3094 Dec(FAmmo[A_BULLETS]);
3095 FFireAngle := FAngle;
3096 f := True;
3097 DidFire := True;
3098 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3099 GameVelX, GameVelY-2, SHELL_BULLET);
3100 end;
3102 WEAPON_ROCKETLAUNCHER:
3103 if FAmmo[A_ROCKETS] > 0 then
3104 begin
3105 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3106 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3107 Dec(FAmmo[A_ROCKETS]);
3108 FFireAngle := FAngle;
3109 f := True;
3110 DidFire := True;
3111 end;
3113 WEAPON_PLASMA:
3114 if FAmmo[A_CELLS] > 0 then
3115 begin
3116 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3117 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3118 Dec(FAmmo[A_CELLS]);
3119 FFireAngle := FAngle;
3120 f := True;
3121 DidFire := True;
3122 end;
3124 WEAPON_BFG:
3125 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3126 begin
3127 FBFGFireCounter := 17;
3128 if not FNoReload then
3129 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3130 Dec(FAmmo[A_CELLS], 40);
3131 DidFire := True;
3132 end;
3134 WEAPON_SUPERPULEMET:
3135 if FAmmo[A_SHELLS] > 0 then
3136 begin
3137 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3138 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3139 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3140 Dec(FAmmo[A_SHELLS]);
3141 FFireAngle := FAngle;
3142 f := True;
3143 DidFire := True;
3144 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3145 GameVelX, GameVelY-2, SHELL_SHELL);
3146 end;
3148 WEAPON_FLAMETHROWER:
3149 if FAmmo[A_FUEL] > 0 then
3150 begin
3151 g_Weapon_flame(wx, wy, xd, yd, FUID);
3152 FlamerOn;
3153 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3154 Dec(FAmmo[A_FUEL]);
3155 FFireAngle := FAngle;
3156 f := True;
3157 DidFire := True;
3158 end
3159 else
3160 begin
3161 FlamerOff;
3162 if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
3163 end;
3164 end;
3166 if g_Game_IsNet then
3167 begin
3168 if DidFire then
3169 begin
3170 if FCurrWeap <> WEAPON_BFG then
3171 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3172 else
3173 if not FNoReload then
3174 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3175 end;
3177 MH_SEND_PlayerStats(FUID);
3178 end;
3180 if not f then Exit;
3182 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3183 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3184 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3185 end;
3187 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3188 begin
3189 case Weapon of
3190 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3191 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3192 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3193 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3194 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3195 else Result := 0;
3196 end;
3197 end;
3199 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3200 begin
3201 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3202 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3203 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3204 end;
3206 procedure TPlayer.FlamerOn;
3207 begin
3208 FFlameSoundOff.Stop();
3209 FFlameSoundOff.SetPosition(0);
3210 if FFlaming then
3211 begin
3212 if (not FFlameSoundOn.IsPlaying()) and (not FFlameSoundWork.IsPlaying()) then
3213 FFlameSoundWork.PlayAt(FObj.X, FObj.Y);
3214 end
3215 else
3216 begin
3217 FFlameSoundOn.PlayAt(FObj.X, FObj.Y);
3218 FFlaming := True;
3219 end;
3220 end;
3222 procedure TPlayer.FlamerOff;
3223 begin
3224 if FFlaming then
3225 begin
3226 FFlameSoundOn.Stop();
3227 FFlameSoundOn.SetPosition(0);
3228 FFlameSoundWork.Stop();
3229 FFlameSoundWork.SetPosition(0);
3230 FFlameSoundOff.PlayAt(FObj.X, FObj.Y);
3231 FFlaming := False;
3232 end;
3233 end;
3235 procedure TPlayer.JetpackOn;
3236 begin
3237 FJetSoundFly.Stop;
3238 FJetSoundOff.Stop;
3239 FJetSoundOn.SetPosition(0);
3240 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3241 FlySmoke(8);
3242 end;
3244 procedure TPlayer.JetpackOff;
3245 begin
3246 FJetSoundFly.Stop;
3247 FJetSoundOn.Stop;
3248 FJetSoundOff.SetPosition(0);
3249 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3250 end;
3252 procedure TPlayer.CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
3253 begin
3254 if Timeout <= 0 then
3255 exit;
3256 if (FMegaRulez[MR_SUIT] > gTime) or (FMegaRulez[MR_INVUL] > gTime) then
3257 exit; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3258 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3259 exit; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
3260 if FFireTime <= 0 then
3261 g_Sound_PlayExAt('SOUND_IGNITE', FObj.X, FObj.Y);
3262 FFireTime := Timeout;
3263 FFireAttacker := Attacker;
3264 if g_Game_IsNet and g_Game_IsServer then
3265 MH_SEND_PlayerStats(FUID);
3266 end;
3268 procedure TPlayer.Jump();
3269 begin
3270 if gFly or FJetpack then
3271 begin
3272 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3273 if FObj.Vel.Y > -VEL_FLY then
3274 FObj.Vel.Y := FObj.Vel.Y - 3;
3275 if FJetpack then
3276 begin
3277 if FJetFuel > 0 then
3278 Dec(FJetFuel);
3279 if (FJetFuel < 1) and g_Game_IsServer then
3280 begin
3281 FJetpack := False;
3282 JetpackOff;
3283 if g_Game_IsNet then
3284 MH_SEND_PlayerStats(FUID);
3285 end;
3286 end;
3287 Exit;
3288 end;
3290 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3291 if FGhost then
3292 FCanJetpack := False;
3294 // Ïðûãàåì èëè âñïëûâàåì:
3295 if (CollideLevel(0, 1) or
3296 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3297 PLAYER_RECT.Height-33, PANEL_STEP, False)
3298 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3299 begin
3300 FObj.Vel.Y := -VEL_JUMP;
3301 FCanJetpack := False;
3302 end
3303 else
3304 begin
3305 if BodyInLiquid(0, 0) then
3306 FObj.Vel.Y := -VEL_SW
3307 else if (FJetFuel > 0) and FCanJetpack and
3308 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3309 begin
3310 FJetpack := True;
3311 JetpackOn;
3312 if g_Game_IsNet then
3313 MH_SEND_PlayerStats(FUID);
3314 end;
3315 end;
3316 end;
3318 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3319 var
3320 a, i, k, ab, ar: Byte;
3321 s: String;
3322 mon: TMonster;
3323 plr: TPlayer;
3324 srv, netsrv: Boolean;
3325 DoFrags: Boolean;
3326 OldLR: Byte;
3327 KP: TPlayer;
3328 it: PItem;
3330 procedure PushItem(t: Byte);
3331 var
3332 id: DWORD;
3333 begin
3334 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3335 it := g_Items_ByIdx(id);
3336 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3337 begin
3338 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3339 (FObj.Vel.Y div 2)-Random(9));
3340 it.positionChanged(); // this updates spatial accelerators
3341 end
3342 else
3343 begin
3344 if KillType = K_HARDKILL then // -5..+5; -5..0
3345 begin
3346 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3347 (FObj.Vel.Y div 2)-Random(6));
3348 end
3349 else // -3..+3; -3..0
3350 begin
3351 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3352 (FObj.Vel.Y div 2)-Random(4));
3353 end;
3354 it.positionChanged(); // this updates spatial accelerators
3355 end;
3357 if g_Game_IsNet and g_Game_IsServer then
3358 MH_SEND_ItemSpawn(True, id);
3359 end;
3361 begin
3362 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3363 Srv := g_Game_IsServer;
3364 Netsrv := g_Game_IsServer and g_Game_IsNet;
3365 if Srv then FDeath := FDeath + 1;
3366 if FAlive then
3367 begin
3368 if FGhost then
3369 FGhost := False;
3370 if not FPhysics then
3371 FPhysics := True;
3372 FAlive := False;
3373 end;
3374 FShellTimer := -1;
3376 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3377 begin
3378 if FLives > 0 then FLives := FLives - 1;
3379 if FLives = 0 then FNoRespawn := True;
3380 end;
3382 // Íîìåð òèïà ñìåðòè:
3383 a := 1;
3384 case KillType of
3385 K_SIMPLEKILL: a := 1;
3386 K_HARDKILL: a := 2;
3387 K_EXTRAHARDKILL: a := 3;
3388 K_FALLKILL: a := 4;
3389 end;
3391 // Çâóê ñìåðòè:
3392 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3393 for i := 1 to 3 do
3394 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3395 Break;
3397 // Âðåìÿ ðåñïàóíà:
3398 if Srv then
3399 case KillType of
3400 K_SIMPLEKILL:
3401 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3402 K_HARDKILL:
3403 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3404 K_EXTRAHARDKILL, K_FALLKILL:
3405 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3406 end;
3408 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3409 case KillType of
3410 K_SIMPLEKILL:
3411 SetAction(A_DIE1);
3412 K_HARDKILL, K_EXTRAHARDKILL:
3413 SetAction(A_DIE2);
3414 end;
3416 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3417 if (KillType <> K_FALLKILL) and (Srv) then
3418 g_Monsters_killedp();
3420 if SpawnerUID = FUID then
3421 begin // Ñàìîóáèëñÿ
3422 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3423 begin
3424 Dec(FFrags);
3425 FLastFrag := 0;
3426 end;
3427 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3428 end
3429 else
3430 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3431 begin // Óáèò äðóãèì èãðîêîì
3432 KP := g_Player_Get(SpawnerUID);
3433 if (KP <> nil) and Srv then
3434 begin
3435 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3436 if SameTeam(FUID, SpawnerUID) then
3437 begin
3438 Dec(KP.FFrags);
3439 KP.FLastFrag := 0;
3440 end else
3441 begin
3442 Inc(KP.FFrags);
3443 KP.FragCombo();
3444 end;
3446 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3447 Inc(gTeamStat[KP.Team].Goals,
3448 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3450 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3451 end;
3453 plr := g_Player_Get(SpawnerUID);
3454 if plr = nil then
3455 s := '?'
3456 else
3457 s := plr.FName;
3459 case KillType of
3460 K_HARDKILL:
3461 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3462 [FName, s]),
3463 gShowKillMsg);
3464 K_EXTRAHARDKILL:
3465 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3466 [FName, s]),
3467 gShowKillMsg);
3468 else
3469 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3470 [FName, s]),
3471 gShowKillMsg);
3472 end;
3473 end
3474 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3475 begin // Óáèò ìîíñòðîì
3476 mon := g_Monsters_ByUID(SpawnerUID);
3477 if mon = nil then
3478 s := '?'
3479 else
3480 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3482 case KillType of
3483 K_HARDKILL:
3484 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3485 [FName, s]),
3486 gShowKillMsg);
3487 K_EXTRAHARDKILL:
3488 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3489 [FName, s]),
3490 gShowKillMsg);
3491 else
3492 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3493 [FName, s]),
3494 gShowKillMsg);
3495 end;
3496 end
3497 else // Îñîáûå òèïû ñìåðòè
3498 case t of
3499 HIT_DISCON: ;
3500 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3501 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3502 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3503 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3504 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3505 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3506 end;
3508 if Srv then
3509 begin
3510 // Âûáðîñ îðóæèÿ:
3511 for a := WP_FIRST to WP_LAST do
3512 if FWeapon[a] then
3513 begin
3514 case a of
3515 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3516 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3517 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3518 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3519 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3520 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3521 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3522 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3523 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3524 else i := 0;
3525 end;
3527 if i <> 0 then
3528 PushItem(i);
3529 end;
3531 // Âûáðîñ ðþêçàêà:
3532 if R_ITEM_BACKPACK in FRulez then
3533 PushItem(ITEM_AMMO_BACKPACK);
3535 // Âûáðîñ ðàêåòíîãî ðàíöà:
3536 if FJetFuel > 0 then
3537 PushItem(ITEM_JETPACK);
3539 // Âûáðîñ êëþ÷åé:
3540 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3541 begin
3542 if R_KEY_RED in FRulez then
3543 PushItem(ITEM_KEY_RED);
3545 if R_KEY_GREEN in FRulez then
3546 PushItem(ITEM_KEY_GREEN);
3548 if R_KEY_BLUE in FRulez then
3549 PushItem(ITEM_KEY_BLUE);
3550 end;
3552 // Âûáðîñ ôëàãà:
3553 DropFlag(KillType = K_FALLKILL);
3554 end;
3556 g_Player_CreateCorpse(Self);
3558 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3559 (gLMSRespawn = LMS_RESPAWN_NONE) then
3560 begin
3561 a := 0;
3562 k := 0;
3563 ar := 0;
3564 ab := 0;
3565 for i := Low(gPlayers) to High(gPlayers) do
3566 begin
3567 if gPlayers[i] = nil then continue;
3568 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3569 begin
3570 Inc(a);
3571 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3572 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3573 k := i;
3574 end;
3575 end;
3577 OldLR := gLMSRespawn;
3578 if (gGameSettings.GameMode = GM_COOP) then
3579 begin
3580 if (a = 0) then
3581 begin
3582 // everyone is dead, restart the map
3583 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3584 if Netsrv then
3585 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3586 gLMSRespawn := LMS_RESPAWN_FINAL;
3587 gLMSRespawnTime := gTime + 5000;
3588 end
3589 else if (a = 1) then
3590 begin
3591 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3592 if (gPlayers[k] = gPlayer1) or
3593 (gPlayers[k] = gPlayer2) then
3594 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3595 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3596 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3597 end;
3598 end
3599 else if (gGameSettings.GameMode = GM_TDM) then
3600 begin
3601 if (ab = 0) and (ar <> 0) then
3602 begin
3603 // blu team ded
3604 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3605 if Netsrv then
3606 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3607 Inc(gTeamStat[TEAM_RED].Goals);
3608 gLMSRespawn := LMS_RESPAWN_FINAL;
3609 gLMSRespawnTime := gTime + 5000;
3610 end
3611 else if (ar = 0) and (ab <> 0) then
3612 begin
3613 // red team ded
3614 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3615 if Netsrv then
3616 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3617 Inc(gTeamStat[TEAM_BLUE].Goals);
3618 gLMSRespawn := LMS_RESPAWN_FINAL;
3619 gLMSRespawnTime := gTime + 5000;
3620 end
3621 else if (ar = 0) and (ab = 0) then
3622 begin
3623 // everyone ded
3624 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3625 if Netsrv then
3626 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3627 gLMSRespawn := LMS_RESPAWN_FINAL;
3628 gLMSRespawnTime := gTime + 5000;
3629 end;
3630 end
3631 else if (gGameSettings.GameMode = GM_DM) then
3632 begin
3633 if (a = 1) then
3634 begin
3635 if gPlayers[k] <> nil then
3636 with gPlayers[k] do
3637 begin
3638 // survivor is the winner
3639 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3640 if Netsrv then
3641 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3642 Inc(FFrags);
3643 end;
3644 gLMSRespawn := LMS_RESPAWN_FINAL;
3645 gLMSRespawnTime := gTime + 5000;
3646 end
3647 else if (a = 0) then
3648 begin
3649 // everyone is dead, restart the map
3650 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3651 if Netsrv then
3652 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3653 gLMSRespawn := LMS_RESPAWN_FINAL;
3654 gLMSRespawnTime := gTime + 5000;
3655 end;
3656 end;
3657 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3658 begin
3659 if NetMode = NET_SERVER then
3660 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3661 else
3662 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3663 end;
3664 end;
3666 if Netsrv then
3667 begin
3668 MH_SEND_PlayerStats(FUID);
3669 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3670 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3671 end;
3673 if srv and FNoRespawn then Spectate(True);
3674 FWantsInGame := True;
3675 end;
3677 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3678 begin
3679 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3680 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3681 end;
3683 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3684 begin
3685 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3686 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3687 end;
3689 procedure TPlayer.MakeBloodSimple(Count: Word);
3690 begin
3691 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3692 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3693 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3694 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3695 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3696 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3697 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3698 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3699 end;
3701 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3702 begin
3703 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3704 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3705 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3706 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3707 end;
3709 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3710 begin
3711 if g_Game_IsClient then Exit;
3712 if Weapon > High(FWeapon) then Exit;
3713 FNextWeap := FNextWeap or (1 shl Weapon);
3714 end;
3716 procedure TPlayer.resetWeaponQueue ();
3717 begin
3718 FNextWeap := 0;
3719 FNextWeapDelay := 0;
3720 end;
3722 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3723 begin
3724 result := false;
3725 case weapon of
3726 WEAPON_KASTET, WEAPON_SAW: result := true;
3727 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3728 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3729 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3730 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3731 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3732 else result := (weapon < length(FWeapon));
3733 end;
3734 end;
3736 // return 255 for "no switch"
3737 function TPlayer.getNextWeaponIndex (): Byte;
3738 var
3739 i: Word;
3740 wantThisWeapon: array[0..64] of Boolean;
3741 wwc: Integer = 0; //HACK!
3742 dir, cwi: Integer;
3743 begin
3744 result := 255; // default result: "no switch"
3745 // had weapon cycling on previous frame? remove that flag
3746 if (FNextWeap and $2000) <> 0 then
3747 begin
3748 FNextWeap := FNextWeap and $1FFF;
3749 FNextWeapDelay := 0;
3750 end;
3751 // cycling has priority
3752 if (FNextWeap and $C000) <> 0 then
3753 begin
3754 if (FNextWeap and $8000) <> 0 then
3755 dir := 1
3756 else
3757 dir := -1;
3758 FNextWeap := FNextWeap or $2000; // we need this
3759 if FNextWeapDelay > 0 then
3760 exit; // cooldown time
3761 cwi := FCurrWeap;
3762 for i := 0 to High(FWeapon) do
3763 begin
3764 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3765 if FWeapon[cwi] then
3766 begin
3767 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3768 result := Byte(cwi);
3769 FNextWeapDelay := WEAPON_DELAY;
3770 exit;
3771 end;
3772 end;
3773 resetWeaponQueue();
3774 exit;
3775 end;
3776 // no cycling
3777 for i := 0 to High(wantThisWeapon) do
3778 wantThisWeapon[i] := false;
3779 for i := 0 to High(FWeapon) do
3780 if (FNextWeap and (1 shl i)) <> 0 then
3781 begin
3782 wantThisWeapon[i] := true;
3783 Inc(wwc);
3784 end;
3785 // exclude currently selected weapon from the set
3786 wantThisWeapon[FCurrWeap] := false;
3787 // slow down alterations a little
3788 if wwc > 1 then
3789 begin
3790 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3791 // more than one weapon requested, assume "alteration" and check alteration delay
3792 if FNextWeapDelay > 0 then
3793 begin
3794 FNextWeap := 0;
3795 exit;
3796 end; // yeah
3797 end;
3798 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3799 // but clear all counters if no weapon should be switched
3800 if wwc < 1 then
3801 begin
3802 resetWeaponQueue();
3803 exit;
3804 end;
3805 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3806 // try weapons in descending order
3807 for i := High(FWeapon) downto 0 do
3808 begin
3809 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3810 begin
3811 // i found her!
3812 result := Byte(i);
3813 resetWeaponQueue();
3814 FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not
3815 exit;
3816 end;
3817 end;
3818 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3819 resetWeaponQueue();
3820 end;
3822 procedure TPlayer.RealizeCurrentWeapon();
3823 function switchAllowed (): Boolean;
3824 var
3825 i: Byte;
3826 begin
3827 result := false;
3828 if FBFGFireCounter <> -1 then
3829 exit;
3830 if FTime[T_SWITCH] > gTime then
3831 exit;
3832 for i := WP_FIRST to WP_LAST do
3833 if FReloading[i] > 0 then
3834 exit;
3835 result := true;
3836 end;
3838 var
3839 nw: Byte;
3840 begin
3841 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3842 //FNextWeap := FNextWeap and $1FFF;
3843 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3845 if not switchAllowed then
3846 begin
3847 //HACK for weapon cycling
3848 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3849 exit;
3850 end;
3852 nw := getNextWeaponIndex();
3853 if nw = 255 then exit; // don't reset anything here
3854 if nw > High(FWeapon) then
3855 begin
3856 // don't forget to reset queue here!
3857 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3858 resetWeaponQueue();
3859 exit;
3860 end;
3862 if FWeapon[nw] then
3863 begin
3864 FCurrWeap := nw;
3865 FTime[T_SWITCH] := gTime+156;
3866 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3867 FModel.SetWeapon(FCurrWeap);
3868 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3869 end;
3870 end;
3872 procedure TPlayer.NextWeapon();
3873 begin
3874 if g_Game_IsClient then Exit;
3875 FNextWeap := $8000;
3876 end;
3878 procedure TPlayer.PrevWeapon();
3879 begin
3880 if g_Game_IsClient then Exit;
3881 FNextWeap := $4000;
3882 end;
3884 procedure TPlayer.SetWeapon(W: Byte);
3885 begin
3886 if FCurrWeap <> W then
3887 if W = WEAPON_SAW then
3888 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3890 FCurrWeap := W;
3891 FModel.SetWeapon(CurrWeap);
3892 resetWeaponQueue();
3893 end;
3895 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3897 function allowBerserkSwitching (): Boolean;
3898 begin
3899 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3900 result := true;
3901 if gBerserkAutoswitch then exit;
3902 if not conIsCheatsEnabled then exit;
3903 result := false;
3904 end;
3906 var
3907 a: Boolean;
3908 begin
3909 Result := False;
3910 if g_Game_IsClient then Exit;
3912 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3913 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3914 remove := not a;
3916 case ItemType of
3917 ITEM_MEDKIT_SMALL:
3918 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3919 begin
3920 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
3921 Result := True;
3922 remove := True;
3923 FFireTime := 0;
3924 if gFlash = 2 then Inc(FPickup, 5);
3925 end;
3927 ITEM_MEDKIT_LARGE:
3928 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3929 begin
3930 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
3931 Result := True;
3932 remove := True;
3933 FFireTime := 0;
3934 if gFlash = 2 then Inc(FPickup, 5);
3935 end;
3937 ITEM_ARMOR_GREEN:
3938 if FArmor < PLAYER_AP_SOFT then
3939 begin
3940 FArmor := PLAYER_AP_SOFT;
3941 Result := True;
3942 remove := True;
3943 if gFlash = 2 then Inc(FPickup, 5);
3944 end;
3946 ITEM_ARMOR_BLUE:
3947 if FArmor < PLAYER_AP_LIMIT then
3948 begin
3949 FArmor := PLAYER_AP_LIMIT;
3950 Result := True;
3951 remove := True;
3952 if gFlash = 2 then Inc(FPickup, 5);
3953 end;
3955 ITEM_SPHERE_BLUE:
3956 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
3957 begin
3958 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3959 Result := True;
3960 remove := True;
3961 FFireTime := 0;
3962 if gFlash = 2 then Inc(FPickup, 5);
3963 end;
3965 ITEM_SPHERE_WHITE:
3966 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) or (FFireTime > 0) then
3967 begin
3968 if FHealth < PLAYER_HP_LIMIT then
3969 FHealth := PLAYER_HP_LIMIT;
3970 if FArmor < PLAYER_AP_LIMIT then
3971 FArmor := PLAYER_AP_LIMIT;
3972 Result := True;
3973 remove := True;
3974 FFireTime := 0;
3975 if gFlash = 2 then Inc(FPickup, 5);
3976 end;
3978 ITEM_WEAPON_SAW:
3979 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3980 begin
3981 FWeapon[WEAPON_SAW] := True;
3982 Result := True;
3983 if gFlash = 2 then Inc(FPickup, 5);
3984 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3985 end;
3987 ITEM_WEAPON_SHOTGUN1:
3988 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3989 begin
3990 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3991 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3993 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3994 FWeapon[WEAPON_SHOTGUN1] := True;
3995 Result := True;
3996 if gFlash = 2 then Inc(FPickup, 5);
3997 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3998 end;
4000 ITEM_WEAPON_SHOTGUN2:
4001 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
4002 begin
4003 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
4005 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4006 FWeapon[WEAPON_SHOTGUN2] := True;
4007 Result := True;
4008 if gFlash = 2 then Inc(FPickup, 5);
4009 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4010 end;
4012 ITEM_WEAPON_CHAINGUN:
4013 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
4014 begin
4015 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
4017 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4018 FWeapon[WEAPON_CHAINGUN] := True;
4019 Result := True;
4020 if gFlash = 2 then Inc(FPickup, 5);
4021 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4022 end;
4024 ITEM_WEAPON_ROCKETLAUNCHER:
4025 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
4026 begin
4027 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
4029 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
4030 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
4031 Result := True;
4032 if gFlash = 2 then Inc(FPickup, 5);
4033 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4034 end;
4036 ITEM_WEAPON_PLASMA:
4037 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
4038 begin
4039 if a and FWeapon[WEAPON_PLASMA] then Exit;
4041 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4042 FWeapon[WEAPON_PLASMA] := True;
4043 Result := True;
4044 if gFlash = 2 then Inc(FPickup, 5);
4045 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4046 end;
4048 ITEM_WEAPON_BFG:
4049 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4050 begin
4051 if a and FWeapon[WEAPON_BFG] then Exit;
4053 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4054 FWeapon[WEAPON_BFG] := True;
4055 Result := True;
4056 if gFlash = 2 then Inc(FPickup, 5);
4057 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4058 end;
4060 ITEM_WEAPON_SUPERPULEMET:
4061 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4062 begin
4063 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4065 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4066 FWeapon[WEAPON_SUPERPULEMET] := True;
4067 Result := True;
4068 if gFlash = 2 then Inc(FPickup, 5);
4069 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4070 end;
4072 ITEM_WEAPON_FLAMETHROWER:
4073 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4074 begin
4075 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4077 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4078 FWeapon[WEAPON_FLAMETHROWER] := True;
4079 Result := True;
4080 if gFlash = 2 then Inc(FPickup, 5);
4081 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4082 end;
4084 ITEM_AMMO_BULLETS:
4085 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4086 begin
4087 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4088 Result := True;
4089 remove := True;
4090 if gFlash = 2 then Inc(FPickup, 5);
4091 end;
4093 ITEM_AMMO_BULLETS_BOX:
4094 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4095 begin
4096 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4097 Result := True;
4098 remove := True;
4099 if gFlash = 2 then Inc(FPickup, 5);
4100 end;
4102 ITEM_AMMO_SHELLS:
4103 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4104 begin
4105 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4106 Result := True;
4107 remove := True;
4108 if gFlash = 2 then Inc(FPickup, 5);
4109 end;
4111 ITEM_AMMO_SHELLS_BOX:
4112 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4113 begin
4114 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4115 Result := True;
4116 remove := True;
4117 if gFlash = 2 then Inc(FPickup, 5);
4118 end;
4120 ITEM_AMMO_ROCKET:
4121 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4122 begin
4123 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4124 Result := True;
4125 remove := True;
4126 if gFlash = 2 then Inc(FPickup, 5);
4127 end;
4129 ITEM_AMMO_ROCKET_BOX:
4130 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4131 begin
4132 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4133 Result := True;
4134 remove := True;
4135 if gFlash = 2 then Inc(FPickup, 5);
4136 end;
4138 ITEM_AMMO_CELL:
4139 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4140 begin
4141 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4142 Result := True;
4143 remove := True;
4144 if gFlash = 2 then Inc(FPickup, 5);
4145 end;
4147 ITEM_AMMO_CELL_BIG:
4148 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4149 begin
4150 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4151 Result := True;
4152 remove := True;
4153 if gFlash = 2 then Inc(FPickup, 5);
4154 end;
4156 ITEM_AMMO_FUELCAN:
4157 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4158 begin
4159 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4160 Result := True;
4161 remove := True;
4162 if gFlash = 2 then Inc(FPickup, 5);
4163 end;
4165 ITEM_AMMO_BACKPACK:
4166 if not(R_ITEM_BACKPACK in FRulez) or
4167 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4168 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4169 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4170 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4171 (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) then
4172 begin
4173 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4174 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4175 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4176 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4177 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4179 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4180 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4181 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4182 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4183 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4184 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4185 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4186 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4187 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4188 IncMax(FAmmo[A_FUEL], 50, FMaxAmmo[A_FUEL]);
4190 FRulez := FRulez + [R_ITEM_BACKPACK];
4191 Result := True;
4192 remove := True;
4193 if gFlash = 2 then Inc(FPickup, 5);
4194 end;
4196 ITEM_KEY_RED:
4197 if not(R_KEY_RED in FRulez) then
4198 begin
4199 Include(FRulez, R_KEY_RED);
4200 Result := True;
4201 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4202 if gFlash = 2 then Inc(FPickup, 5);
4203 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4204 end;
4206 ITEM_KEY_GREEN:
4207 if not(R_KEY_GREEN in FRulez) then
4208 begin
4209 Include(FRulez, R_KEY_GREEN);
4210 Result := True;
4211 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4212 if gFlash = 2 then Inc(FPickup, 5);
4213 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4214 end;
4216 ITEM_KEY_BLUE:
4217 if not(R_KEY_BLUE in FRulez) then
4218 begin
4219 Include(FRulez, R_KEY_BLUE);
4220 Result := True;
4221 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4222 if gFlash = 2 then Inc(FPickup, 5);
4223 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4224 end;
4226 ITEM_SUIT:
4227 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4228 begin
4229 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4230 Result := True;
4231 remove := True;
4232 FFireTime := 0;
4233 if gFlash = 2 then Inc(FPickup, 5);
4234 end;
4236 ITEM_OXYGEN:
4237 if FAir < AIR_MAX then
4238 begin
4239 FAir := AIR_MAX;
4240 Result := True;
4241 remove := True;
4242 if gFlash = 2 then Inc(FPickup, 5);
4243 end;
4245 ITEM_MEDKIT_BLACK:
4246 begin
4247 if not (R_BERSERK in FRulez) then
4248 begin
4249 Include(FRulez, R_BERSERK);
4250 if allowBerserkSwitching then
4251 begin
4252 FCurrWeap := WEAPON_KASTET;
4253 resetWeaponQueue();
4254 FModel.SetWeapon(WEAPON_KASTET);
4255 end;
4256 if gFlash <> 0 then
4257 begin
4258 Inc(FPain, 100);
4259 if gFlash = 2 then Inc(FPickup, 5);
4260 end;
4261 FBerserk := gTime+30000;
4262 Result := True;
4263 remove := True;
4264 FFireTime := 0;
4265 end;
4266 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
4267 begin
4268 if FHealth < PLAYER_HP_SOFT then FHealth := PLAYER_HP_SOFT;
4269 FBerserk := gTime+30000;
4270 Result := True;
4271 remove := True;
4272 FFireTime := 0;
4273 end;
4274 end;
4276 ITEM_INVUL:
4277 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4278 begin
4279 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4280 Result := True;
4281 remove := True;
4282 if gFlash = 2 then Inc(FPickup, 5);
4283 end;
4285 ITEM_BOTTLE:
4286 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
4287 begin
4288 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4289 Result := True;
4290 remove := True;
4291 FFireTime := 0;
4292 if gFlash = 2 then Inc(FPickup, 5);
4293 end;
4295 ITEM_HELMET:
4296 if FArmor < PLAYER_AP_LIMIT then
4297 begin
4298 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4299 Result := True;
4300 remove := True;
4301 if gFlash = 2 then Inc(FPickup, 5);
4302 end;
4304 ITEM_JETPACK:
4305 if FJetFuel < JET_MAX then
4306 begin
4307 FJetFuel := JET_MAX;
4308 Result := True;
4309 remove := True;
4310 if gFlash = 2 then Inc(FPickup, 5);
4311 end;
4313 ITEM_INVIS:
4314 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4315 begin
4316 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4317 Result := True;
4318 remove := True;
4319 if gFlash = 2 then Inc(FPickup, 5);
4320 end;
4321 end;
4322 end;
4324 procedure TPlayer.Touch();
4325 begin
4326 if not FAlive then
4327 Exit;
4328 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4329 if FIamBot then
4330 begin
4331 // Áðîñèòü ôëàã òîâàðèùó:
4332 if gGameSettings.GameMode = GM_CTF then
4333 DropFlag();
4334 end;
4335 end;
4337 procedure TPlayer.Push(vx, vy: Integer);
4338 begin
4339 if (not FPhysics) and FGhost then
4340 Exit;
4341 FObj.Accel.X := FObj.Accel.X + vx;
4342 FObj.Accel.Y := FObj.Accel.Y + vy;
4343 if g_Game_IsNet and g_Game_IsServer then
4344 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4345 end;
4347 procedure TPlayer.Reset(Force: Boolean);
4348 begin
4349 if Force then
4350 FAlive := False;
4352 FSpawned := False;
4353 FTime[T_RESPAWN] := 0;
4354 FTime[T_FLAGCAP] := 0;
4355 FGodMode := False;
4356 FNoTarget := False;
4357 FNoReload := False;
4358 FFrags := 0;
4359 FLastFrag := 0;
4360 FComboEvnt := -1;
4361 FKills := 0;
4362 FMonsterKills := 0;
4363 FDeath := 0;
4364 FSecrets := 0;
4365 FReady := False;
4366 if FNoRespawn then
4367 begin
4368 FSpectator := False;
4369 FGhost := False;
4370 FPhysics := True;
4371 FSpectatePlayer := -1;
4372 FNoRespawn := False;
4373 end;
4374 FLives := gGameSettings.MaxLives;
4376 SetFlag(FLAG_NONE);
4377 end;
4379 procedure TPlayer.SoftReset();
4380 begin
4381 ReleaseKeys();
4383 FDamageBuffer := 0;
4384 FIncCam := 0;
4385 FBFGFireCounter := -1;
4386 FShellTimer := -1;
4387 FPain := 0;
4388 FLastHit := 0;
4389 FLastFrag := 0;
4390 FComboEvnt := -1;
4392 SetFlag(FLAG_NONE);
4393 SetAction(A_STAND, True);
4394 end;
4396 function TPlayer.GetRespawnPoint(): Byte;
4397 var
4398 c: Byte;
4399 begin
4400 Result := 255;
4401 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4403 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4404 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4405 begin
4406 if (Self = gPlayer1) or (Self = gPlayer2) then
4407 begin
4408 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4409 if Self = gPlayer1 then
4410 c := RESPAWNPOINT_PLAYER1
4411 else
4412 c := RESPAWNPOINT_PLAYER2;
4413 if g_Map_GetPointCount(c) > 0 then
4414 begin
4415 Result := c;
4416 Exit;
4417 end;
4419 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4420 if Self = gPlayer1 then
4421 c := RESPAWNPOINT_PLAYER2
4422 else
4423 c := RESPAWNPOINT_PLAYER1;
4424 if g_Map_GetPointCount(c) > 0 then
4425 begin
4426 Result := c;
4427 Exit;
4428 end;
4429 end else
4430 begin
4431 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4432 if Random(2) = 0 then
4433 c := RESPAWNPOINT_PLAYER1
4434 else
4435 c := RESPAWNPOINT_PLAYER2;
4436 if g_Map_GetPointCount(c) > 0 then
4437 begin
4438 Result := c;
4439 Exit;
4440 end;
4441 end;
4443 // Òî÷êà ëþáîé èç êîìàíä
4444 if Random(2) = 0 then
4445 c := RESPAWNPOINT_RED
4446 else
4447 c := RESPAWNPOINT_BLUE;
4448 if g_Map_GetPointCount(c) > 0 then
4449 begin
4450 Result := c;
4451 Exit;
4452 end;
4454 // Òî÷êà DM
4455 c := RESPAWNPOINT_DM;
4456 if g_Map_GetPointCount(c) > 0 then
4457 begin
4458 Result := c;
4459 Exit;
4460 end;
4461 end;
4463 // Ìÿñîïîâàë
4464 if gGameSettings.GameMode = GM_DM then
4465 begin
4466 // Òî÷êà DM
4467 c := RESPAWNPOINT_DM;
4468 if g_Map_GetPointCount(c) > 0 then
4469 begin
4470 Result := c;
4471 Exit;
4472 end;
4474 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4475 if Random(2) = 0 then
4476 c := RESPAWNPOINT_PLAYER1
4477 else
4478 c := RESPAWNPOINT_PLAYER2;
4479 if g_Map_GetPointCount(c) > 0 then
4480 begin
4481 Result := c;
4482 Exit;
4483 end;
4485 // Òî÷êà ëþáîé èç êîìàíä
4486 if Random(2) = 0 then
4487 c := RESPAWNPOINT_RED
4488 else
4489 c := RESPAWNPOINT_BLUE;
4490 if g_Map_GetPointCount(c) > 0 then
4491 begin
4492 Result := c;
4493 Exit;
4494 end;
4495 end;
4497 // Êîìàíäíûå
4498 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4499 begin
4500 // Òî÷êà ñâîåé êîìàíäû
4501 c := RESPAWNPOINT_DM;
4502 if FTeam = TEAM_RED then
4503 c := RESPAWNPOINT_RED;
4504 if FTeam = TEAM_BLUE then
4505 c := RESPAWNPOINT_BLUE;
4506 if g_Map_GetPointCount(c) > 0 then
4507 begin
4508 Result := c;
4509 Exit;
4510 end;
4512 // Òî÷êà DM
4513 c := RESPAWNPOINT_DM;
4514 if g_Map_GetPointCount(c) > 0 then
4515 begin
4516 Result := c;
4517 Exit;
4518 end;
4520 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4521 if Random(2) = 0 then
4522 c := RESPAWNPOINT_PLAYER1
4523 else
4524 c := RESPAWNPOINT_PLAYER2;
4525 if g_Map_GetPointCount(c) > 0 then
4526 begin
4527 Result := c;
4528 Exit;
4529 end;
4531 // Òî÷êà äðóãîé êîìàíäû
4532 c := RESPAWNPOINT_DM;
4533 if FTeam = TEAM_RED then
4534 c := RESPAWNPOINT_BLUE;
4535 if FTeam = TEAM_BLUE then
4536 c := RESPAWNPOINT_RED;
4537 if g_Map_GetPointCount(c) > 0 then
4538 begin
4539 Result := c;
4540 Exit;
4541 end;
4542 end;
4543 end;
4545 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4546 var
4547 RespawnPoint: TRespawnPoint;
4548 a, b, c: Byte;
4549 Anim: TAnimation;
4550 ID: DWORD;
4551 begin
4552 FIncCam := 0;
4553 FBFGFireCounter := -1;
4554 FShellTimer := -1;
4555 FPain := 0;
4556 FLastHit := 0;
4558 if not g_Game_IsServer then
4559 Exit;
4560 if FDummy then
4561 Exit;
4562 FWantsInGame := True;
4563 FJustTeleported := True;
4564 if Force then
4565 begin
4566 FTime[T_RESPAWN] := 0;
4567 FAlive := False;
4568 end;
4569 FNetTime := 0;
4570 // if server changes MaxLives we gotta be ready
4571 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4573 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4574 if FTime[T_RESPAWN] > gTime then
4575 Exit;
4577 // Ïðîñðàë âñå æèçíè:
4578 if FNoRespawn then
4579 begin
4580 if not FSpectator then Spectate(True);
4581 FWantsInGame := True;
4582 Exit;
4583 end;
4585 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4586 begin // "Ñâîÿ èãðà"
4587 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4588 FRulez := FRulez-[R_BERSERK];
4589 end
4590 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4591 begin
4592 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4593 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4594 end;
4596 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4597 c := GetRespawnPoint();
4599 ReleaseKeys();
4600 SetFlag(FLAG_NONE);
4602 // Âîñêðåøåíèå áåç îðóæèÿ:
4603 if not FAlive then
4604 begin
4605 FHealth := Round(PLAYER_HP_SOFT * (FHandicap / 100));
4606 FArmor := 0;
4607 FAlive := True;
4608 FAir := AIR_DEF;
4609 FJetFuel := 0;
4611 for a := WP_FIRST to WP_LAST do
4612 begin
4613 FWeapon[a] := False;
4614 FReloading[a] := 0;
4615 end;
4617 FWeapon[WEAPON_PISTOL] := True;
4618 FWeapon[WEAPON_KASTET] := True;
4619 FCurrWeap := WEAPON_PISTOL;
4620 resetWeaponQueue();
4622 FModel.SetWeapon(FCurrWeap);
4624 for b := A_BULLETS to A_HIGH do
4625 FAmmo[b] := 0;
4627 FAmmo[A_BULLETS] := 50;
4629 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4630 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4631 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4632 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4633 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4635 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4636 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4637 else
4638 FRulez := [];
4639 end;
4641 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4642 if not g_Map_GetPoint(c, RespawnPoint) then
4643 begin
4644 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4645 Exit;
4646 end;
4648 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4649 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4650 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4651 FObj.Vel.X := 0;
4652 FObj.Vel.Y := 0;
4653 FObj.Accel.X := 0;
4654 FObj.Accel.Y := 0;
4656 FDirection := RespawnPoint.Direction;
4657 if FDirection = TDirection.D_LEFT then
4658 FAngle := 180
4659 else
4660 FAngle := 0;
4662 SetAction(A_STAND, True);
4663 FModel.Direction := FDirection;
4665 for a := Low(FTime) to High(FTime) do
4666 FTime[a] := 0;
4668 for a := Low(FMegaRulez) to High(FMegaRulez) do
4669 FMegaRulez[a] := 0;
4671 FDamageBuffer := 0;
4672 FJetpack := False;
4673 FCanJetpack := False;
4674 FFlaming := False;
4675 FFireTime := 0;
4676 FFirePainTime := 0;
4677 FFireAttacker := 0;
4679 // Àíèìàöèÿ âîçðîæäåíèÿ:
4680 if (not gLoadGameMode) and (not Silent) then
4681 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4682 begin
4683 Anim := TAnimation.Create(ID, False, 3);
4684 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4685 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4686 Anim.Free();
4687 end;
4689 FSpectator := False;
4690 FGhost := False;
4691 FPhysics := True;
4692 FSpectatePlayer := -1;
4693 FSpawned := True;
4695 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4696 gPlayer1 := self;
4697 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4698 gPlayer2 := self;
4700 if g_Game_IsNet then
4701 begin
4702 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4703 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4704 if not Silent then
4705 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4706 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4707 0, NET_GFX_TELE);
4708 end;
4709 end;
4711 procedure TPlayer.Spectate(NoMove: Boolean = False);
4712 begin
4713 if FAlive then
4714 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4715 else if (not NoMove) then
4716 begin
4717 GameX := gMapInfo.Width div 2;
4718 GameY := gMapInfo.Height div 2;
4719 end;
4720 FXTo := GameX;
4721 FYTo := GameY;
4723 FAlive := False;
4724 FSpectator := True;
4725 FGhost := True;
4726 FPhysics := False;
4727 FWantsInGame := False;
4728 FSpawned := False;
4730 if FNoRespawn then
4731 begin
4732 if Self = gPlayer1 then
4733 begin
4734 gLMSPID1 := FUID;
4735 gPlayer1 := nil;
4736 end;
4737 if Self = gPlayer2 then
4738 begin
4739 gLMSPID2 := FUID;
4740 gPlayer2 := nil;
4741 end;
4742 end;
4744 if g_Game_IsNet then
4745 MH_SEND_PlayerStats(FUID);
4746 end;
4748 procedure TPlayer.SwitchNoClip;
4749 begin
4750 if not FAlive then
4751 Exit;
4752 FGhost := not FGhost;
4753 FPhysics := not FGhost;
4754 if FGhost then
4755 begin
4756 FXTo := FObj.X;
4757 FYTo := FObj.Y;
4758 end else
4759 begin
4760 FObj.Accel.X := 0;
4761 FObj.Accel.Y := 0;
4762 end;
4763 end;
4765 procedure TPlayer.Run(Direction: TDirection);
4766 var
4767 a, b: Integer;
4768 begin
4769 if MAX_RUNVEL > 8 then
4770 FlySmoke();
4772 // Áåæèì:
4773 if Direction = TDirection.D_LEFT then
4774 begin
4775 if FObj.Vel.X > -MAX_RUNVEL then
4776 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4777 end
4778 else
4779 if FObj.Vel.X < MAX_RUNVEL then
4780 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4782 // Âîçìîæíî, ïèíàåì êóñêè:
4783 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4784 begin
4785 b := Abs(FObj.Vel.X);
4786 if b > 1 then b := b * (Random(8 div b) + 1);
4787 for a := 0 to High(gGibs) do
4788 begin
4789 if gGibs[a].alive and
4790 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4791 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4792 begin
4793 // Ïèíàåì êóñêè
4794 if FObj.Vel.X < 0 then
4795 begin
4796 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4797 end
4798 else
4799 begin
4800 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4801 end;
4802 gGibs[a].positionChanged(); // this updates spatial accelerators
4803 end;
4804 end;
4805 end;
4807 SetAction(A_WALK);
4808 end;
4810 procedure TPlayer.SeeDown();
4811 begin
4812 SetAction(A_SEEDOWN);
4814 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4816 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4817 end;
4819 procedure TPlayer.SeeUp();
4820 begin
4821 SetAction(A_SEEUP);
4823 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4825 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4826 end;
4828 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4829 var
4830 Prior: Byte;
4831 begin
4832 case Action of
4833 A_WALK: Prior := 3;
4834 A_DIE1: Prior := 5;
4835 A_DIE2: Prior := 5;
4836 A_ATTACK: Prior := 2;
4837 A_SEEUP: Prior := 1;
4838 A_SEEDOWN: Prior := 1;
4839 A_ATTACKUP: Prior := 2;
4840 A_ATTACKDOWN: Prior := 2;
4841 A_PAIN: Prior := 4;
4842 else Prior := 0;
4843 end;
4845 if (Prior > FActionPrior) or Force then
4846 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4847 begin
4848 FActionPrior := Prior;
4849 FActionAnim := Action;
4850 FActionForce := Force;
4851 FActionChanged := True;
4852 end;
4854 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4855 end;
4857 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4858 begin
4859 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4860 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4861 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4862 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4863 end;
4865 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4866 var
4867 Anim: TAnimation;
4868 ID: DWORD;
4869 begin
4870 Result := False;
4872 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4873 begin
4874 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4875 if g_Game_IsServer and g_Game_IsNet then
4876 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4877 Exit;
4878 end;
4880 FJustTeleported := True;
4882 Anim := nil;
4883 if not silent then
4884 begin
4885 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4886 begin
4887 Anim := TAnimation.Create(ID, False, 3);
4888 end;
4890 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4891 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4892 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4893 if g_Game_IsServer and g_Game_IsNet then
4894 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4895 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4896 NET_GFX_TELE);
4897 end;
4899 FObj.X := X-PLAYER_RECT.X;
4900 FObj.Y := Y-PLAYER_RECT.Y;
4901 if FAlive and FGhost then
4902 begin
4903 FXTo := FObj.X;
4904 FYTo := FObj.Y;
4905 end;
4907 if not g_Game_IsNet then
4908 begin
4909 if dir = 1 then
4910 begin
4911 SetDirection(TDirection.D_LEFT);
4912 FAngle := 180;
4913 end
4914 else
4915 if dir = 2 then
4916 begin
4917 SetDirection(TDirection.D_RIGHT);
4918 FAngle := 0;
4919 end
4920 else
4921 if dir = 3 then
4922 begin // îáðàòíîå
4923 if FDirection = TDirection.D_RIGHT then
4924 begin
4925 SetDirection(TDirection.D_LEFT);
4926 FAngle := 180;
4927 end
4928 else
4929 begin
4930 SetDirection(TDirection.D_RIGHT);
4931 FAngle := 0;
4932 end;
4933 end;
4934 end;
4936 if not silent and (Anim <> nil) then
4937 begin
4938 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4939 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4940 Anim.Free();
4942 if g_Game_IsServer and g_Game_IsNet then
4943 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4944 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4945 NET_GFX_TELE);
4946 end;
4948 Result := True;
4949 end;
4951 function nonz(a: Single): Single;
4952 begin
4953 if a <> 0 then
4954 Result := a
4955 else
4956 Result := 1;
4957 end;
4959 function TPlayer.followCorpse(): Boolean;
4960 var
4961 i: Integer;
4962 begin
4963 Result := False;
4964 if FAlive or FSpectator then
4965 Exit;
4966 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4967 Exit;
4968 for i := 0 to High(gCorpses) do
4969 if gCorpses[i] <> nil then
4970 if gCorpses[i].FPlayerUID = FUID then
4971 begin
4972 Result := True;
4973 FObj.X := gCorpses[i].FObj.X;
4974 FObj.Y := gCorpses[i].FObj.Y;
4975 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
4976 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
4977 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
4978 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
4979 break;
4980 end;
4981 end;
4983 procedure TPlayer.Update();
4984 var
4985 b: Byte;
4986 i, ii, wx, wy, xd, yd, k: Integer;
4987 blockmon, headwater, dospawn: Boolean;
4988 NetServer: Boolean;
4989 AnyServer: Boolean;
4990 SetSpect: Boolean;
4991 begin
4992 NetServer := g_Game_IsNet and g_Game_IsServer;
4993 AnyServer := g_Game_IsServer;
4995 if g_Game_IsClient and (NetInterpLevel > 0) then
4996 DoLerp(NetInterpLevel + 1)
4997 else
4998 if FGhost then
4999 DoLerp(4);
5001 if NetServer then
5002 if FClientID >= 0 then
5003 begin
5004 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
5005 if NetClients[FClientID].Peer^.packetsSent > 0 then
5006 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
5007 else
5008 FLoss := 0;
5009 end else
5010 begin
5011 FPing := 0;
5012 FLoss := 0;
5013 end;
5015 if FAlive and (FPunchAnim <> nil) then
5016 FPunchAnim.Update();
5018 if FAlive and (gFly or FJetpack) then
5019 FlySmoke();
5021 if FDirection = TDirection.D_LEFT then
5022 FAngle := 180
5023 else
5024 FAngle := 0;
5026 if FAlive and (not FGhost) then
5027 begin
5028 if FKeys[KEY_UP].Pressed then
5029 SeeUp();
5030 if FKeys[KEY_DOWN].Pressed then
5031 SeeDown();
5032 end;
5034 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
5035 (FIncCam <> 0) then
5036 begin
5037 i := g_basic.Sign(FIncCam);
5038 FIncCam := Abs(FIncCam);
5039 DecMin(FIncCam, 5, 0);
5040 FIncCam := FIncCam*i;
5041 end;
5043 // no need to do that each second frame, weapon queue will take care of it
5044 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5045 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5047 if gTime mod (GAME_TICK*2) <> 0 then
5048 begin
5049 if (FObj.Vel.X = 0) and FAlive then
5050 begin
5051 if FKeys[KEY_LEFT].Pressed then
5052 Run(TDirection.D_LEFT);
5053 if FKeys[KEY_RIGHT].Pressed then
5054 Run(TDirection.D_RIGHT);
5055 end;
5057 if FPhysics then
5058 begin
5059 if not followCorpse() then
5060 g_Obj_Move(@FObj, True, True, True);
5061 positionChanged(); // this updates spatial accelerators
5062 end;
5064 Exit;
5065 end;
5067 FActionChanged := False;
5069 if FAlive then
5070 begin
5071 // Let alive player do some actions
5072 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5073 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5074 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5075 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5076 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire()
5077 else
5078 begin
5079 if AnyServer then
5080 begin
5081 FlamerOff;
5082 if NetServer then MH_SEND_PlayerStats(FUID);
5083 end;
5084 end;
5085 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5086 if FKeys[KEY_JUMP].Pressed then Jump()
5087 else
5088 begin
5089 if AnyServer and FJetpack then
5090 begin
5091 FJetpack := False;
5092 JetpackOff;
5093 if NetServer then MH_SEND_PlayerStats(FUID);
5094 end;
5095 FCanJetpack := True;
5096 end;
5097 end
5098 else // Dead
5099 begin
5100 dospawn := False;
5101 if not FGhost then
5102 for k := Low(FKeys) to KEY_CHAT-1 do
5103 begin
5104 if FKeys[k].Pressed then
5105 begin
5106 dospawn := True;
5107 break;
5108 end;
5109 end;
5110 if dospawn then
5111 begin
5112 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5113 Respawn(False)
5114 else // Single
5115 if (FTime[T_RESPAWN] <= gTime) and
5116 gGameOn and (not FAlive) then
5117 begin
5118 if (g_Player_GetCount() > 1) then
5119 Respawn(False)
5120 else
5121 begin
5122 gExit := EXIT_RESTART;
5123 Exit;
5124 end;
5125 end;
5126 end;
5127 // Dead spectator actions
5128 if FGhost then
5129 begin
5130 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5131 if FKeys[KEY_FIRE].Pressed and AnyServer then
5132 begin
5133 if FSpectator then
5134 begin
5135 if (FSpectatePlayer >= High(gPlayers)) then
5136 FSpectatePlayer := -1
5137 else
5138 begin
5139 SetSpect := False;
5140 for I := FSpectatePlayer + 1 to High(gPlayers) do
5141 if gPlayers[I] <> nil then
5142 if gPlayers[I].alive then
5143 if gPlayers[I].UID <> FUID then
5144 begin
5145 FSpectatePlayer := I;
5146 SetSpect := True;
5147 break;
5148 end;
5150 if not SetSpect then FSpectatePlayer := -1;
5151 end;
5153 ReleaseKeys;
5154 end;
5155 end;
5156 end;
5157 end;
5158 // No clipping
5159 if FGhost then
5160 begin
5161 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5162 begin
5163 FYTo := FObj.Y - 32;
5164 FSpectatePlayer := -1;
5165 end;
5166 if FKeys[KEY_DOWN].Pressed then
5167 begin
5168 FYTo := FObj.Y + 32;
5169 FSpectatePlayer := -1;
5170 end;
5171 if FKeys[KEY_LEFT].Pressed then
5172 begin
5173 FXTo := FObj.X - 32;
5174 FSpectatePlayer := -1;
5175 end;
5176 if FKeys[KEY_RIGHT].Pressed then
5177 begin
5178 FXTo := FObj.X + 32;
5179 FSpectatePlayer := -1;
5180 end;
5182 if (FXTo < -64) then
5183 FXTo := -64
5184 else if (FXTo > gMapInfo.Width + 32) then
5185 FXTo := gMapInfo.Width + 32;
5186 if (FYTo < -72) then
5187 FYTo := -72
5188 else if (FYTo > gMapInfo.Height + 32) then
5189 FYTo := gMapInfo.Height + 32;
5190 end;
5192 if FPhysics then
5193 begin
5194 if not followCorpse() then
5195 g_Obj_Move(@FObj, True, True, True);
5196 positionChanged(); // this updates spatial accelerators
5197 end
5198 else
5199 begin
5200 FObj.Vel.X := 0;
5201 FObj.Vel.Y := 0;
5202 if FSpectator then
5203 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5204 if gPlayers[FSpectatePlayer] <> nil then
5205 if gPlayers[FSpectatePlayer].alive then
5206 begin
5207 FXTo := gPlayers[FSpectatePlayer].GameX;
5208 FYTo := gPlayers[FSpectatePlayer].GameY;
5209 end;
5210 end;
5212 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5213 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5214 PANEL_BLOCKMON, True);
5215 headwater := HeadInLiquid(0, 0);
5217 // Ñîïðîòèâëåíèå âîçäóõà:
5218 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5219 if FObj.Vel.X <> 0 then
5220 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5222 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5223 DecMin(FPain, 5, 0);
5224 DecMin(FPickup, 1, 0);
5226 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5227 begin
5228 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5229 FMegaRulez[MR_SUIT] := 0;
5230 FMegaRulez[MR_INVUL] := 0;
5231 FMegaRulez[MR_INVIS] := 0;
5232 Kill(K_FALLKILL, 0, HIT_FALL);
5233 end;
5235 i := 9;
5237 if FAlive then
5238 begin
5239 if FCurrWeap = WEAPON_SAW then
5240 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5241 FSawSoundSelect.IsPlaying()) then
5242 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5244 if FJetpack then
5245 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5246 (not FJetSoundOff.IsPlaying()) then
5247 begin
5248 FJetSoundFly.SetPosition(0);
5249 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5250 end;
5252 for b := WP_FIRST to WP_LAST do
5253 if FReloading[b] > 0 then
5254 if FNoReload then
5255 FReloading[b] := 0
5256 else
5257 Dec(FReloading[b]);
5259 if FShellTimer > -1 then
5260 if FShellTimer = 0 then
5261 begin
5262 if FShellType = SHELL_SHELL then
5263 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5264 GameVelX, GameVelY-2, SHELL_SHELL)
5265 else if FShellType = SHELL_DBLSHELL then
5266 begin
5267 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5268 GameVelX+1, GameVelY-2, SHELL_SHELL);
5269 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5270 GameVelX-1, GameVelY-2, SHELL_SHELL);
5271 end;
5272 FShellTimer := -1;
5273 end else Dec(FShellTimer);
5275 if (FBFGFireCounter > -1) then
5276 if FBFGFireCounter = 0 then
5277 begin
5278 if AnyServer then
5279 begin
5280 wx := FObj.X+WEAPONPOINT[FDirection].X;
5281 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5282 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5283 yd := wy+firediry();
5284 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5285 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5286 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5287 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5288 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5289 end;
5291 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5292 FBFGFireCounter := -1;
5293 end else
5294 if FNoReload then
5295 FBFGFireCounter := 0
5296 else
5297 Dec(FBFGFireCounter);
5299 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5300 begin
5301 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5303 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5304 end;
5306 if (headwater or blockmon) then
5307 begin
5308 Dec(FAir);
5310 if FAir < -9 then
5311 begin
5312 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5313 FAir := 0;
5314 end
5315 else if (FAir mod 31 = 0) and not blockmon then
5316 begin
5317 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5318 if Random(2) = 0 then
5319 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5320 else
5321 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5322 end;
5323 end else if FAir < AIR_DEF then
5324 FAir := AIR_DEF;
5326 if FFireTime > 0 then
5327 begin
5328 if BodyInLiquid(0, 0) then
5329 begin
5330 FFireTime := 0;
5331 FFirePainTime := 0;
5332 end
5333 else if FMegaRulez[MR_SUIT] >= gTime then
5334 begin
5335 if FMegaRulez[MR_SUIT] = gTime then
5336 FFireTime := 1;
5337 FFirePainTime := 0;
5338 end
5339 else
5340 begin
5341 OnFireFlame(1);
5342 if FFirePainTime <= 0 then
5343 begin
5344 if g_Game_IsServer then
5345 Damage(2, FFireAttacker, 0, 0, HIT_FLAME);
5346 FFirePainTime := 12 - FFireTime div 12;
5347 end;
5348 FFirePainTime := FFirePainTime - 1;
5349 FFireTime := FFireTime - 1;
5350 if ((FFireTime mod 33) = 0) and (FMegaRulez[MR_INVUL] < gTime) then
5351 FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
5352 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5353 MH_SEND_PlayerStats(FUID);
5354 end;
5355 end;
5357 if FDamageBuffer > 0 then
5358 begin
5359 if FDamageBuffer >= 9 then
5360 begin
5361 SetAction(A_PAIN);
5363 if FDamageBuffer < 30 then i := 9
5364 else if FDamageBuffer < 100 then i := 18
5365 else i := 27;
5366 end;
5368 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5369 FArmor := FArmor-(FDamageBuffer-ii);
5370 FHealth := FHealth-ii;
5371 if FArmor < 0 then
5372 begin
5373 FHealth := FHealth+FArmor;
5374 FArmor := 0;
5375 end;
5377 if AnyServer then
5378 if FHealth <= 0 then
5379 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5380 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5381 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5383 if FAlive and ((FLastHit <> HIT_FLAME) or (FFireTime <= 0)) then
5384 begin
5385 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5386 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5387 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5388 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5389 end;
5391 FDamageBuffer := 0;
5392 end;
5394 {CollideItem();}
5395 end; // if FAlive then ...
5397 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5398 begin
5399 FModel.ChangeAnimation(FActionAnim, FActionForce);
5400 FModel.GetCurrentAnimation.MinLength := i;
5401 FModel.GetCurrentAnimationMask.MinLength := i;
5402 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5404 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5405 then SetAction(A_STAND, True);
5407 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5409 for b := Low(FKeys) to High(FKeys) do
5410 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5411 end;
5414 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5415 begin
5416 x := FObj.X+PLAYER_RECT.X;
5417 y := FObj.Y+PLAYER_RECT.Y;
5418 w := PLAYER_RECT.Width;
5419 h := PLAYER_RECT.Height;
5420 end;
5423 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5424 begin
5425 if (dx <> 0) or (dy <> 0) then
5426 begin
5427 FObj.X += dx;
5428 FObj.Y += dy;
5429 positionChanged();
5430 end;
5431 end;
5434 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5435 begin
5436 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5437 FObj.Y+PLAYER_RECT.Y,
5438 PLAYER_RECT.Width,
5439 PLAYER_RECT.Height,
5440 X, Y,
5441 Width, Height);
5442 end;
5444 function TPlayer.Collide(Panel: TPanel): Boolean;
5445 begin
5446 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5447 FObj.Y+PLAYER_RECT.Y,
5448 PLAYER_RECT.Width,
5449 PLAYER_RECT.Height,
5450 Panel.X, Panel.Y,
5451 Panel.Width, Panel.Height);
5452 end;
5454 function TPlayer.Collide(X, Y: Integer): Boolean;
5455 begin
5456 X := X-FObj.X-PLAYER_RECT.X;
5457 Y := Y-FObj.Y-PLAYER_RECT.Y;
5458 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5459 (y >= 0) and (y <= PLAYER_RECT.Height);
5460 end;
5462 function g_Player_ValidName(Name: string): Boolean;
5463 var
5464 a: Integer;
5465 begin
5466 Result := True;
5468 if gPlayers = nil then Exit;
5470 for a := 0 to High(gPlayers) do
5471 if gPlayers[a] <> nil then
5472 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5473 begin
5474 Result := False;
5475 Exit;
5476 end;
5477 end;
5479 procedure TPlayer.SetDirection(Direction: TDirection);
5480 var
5481 d: TDirection;
5482 begin
5483 d := FModel.Direction;
5485 FModel.Direction := Direction;
5486 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5488 FDirection := Direction;
5489 end;
5491 function TPlayer.GetKeys(): Byte;
5492 begin
5493 Result := 0;
5495 if R_KEY_RED in FRulez then Result := KEY_RED;
5496 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5497 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5499 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5500 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5501 end;
5503 procedure TPlayer.Use();
5504 var
5505 a: Integer;
5506 begin
5507 if FTime[T_USE] > gTime then Exit;
5509 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5510 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5512 for a := 0 to High(gPlayers) do
5513 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5514 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5515 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5516 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5517 begin
5518 gPlayers[a].Touch();
5519 if g_Game_IsNet and g_Game_IsServer then
5520 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5521 end;
5523 FTime[T_USE] := gTime+120;
5524 end;
5526 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5527 var
5528 locObj: TObj;
5529 F: Boolean;
5530 WX, WY, XD, YD: Integer;
5531 begin
5532 F := False;
5533 WX := X;
5534 WY := Y;
5535 XD := AX;
5536 YD := AY;
5538 case FCurrWeap of
5539 WEAPON_KASTET:
5540 begin
5541 DoPunch();
5542 if R_BERSERK in FRulez then
5543 begin
5544 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5545 locobj.X := FObj.X+FObj.Rect.X;
5546 locobj.Y := FObj.Y+FObj.Rect.Y;
5547 locobj.rect.X := 0;
5548 locobj.rect.Y := 0;
5549 locobj.rect.Width := 39;
5550 locobj.rect.Height := 52;
5551 locobj.Vel.X := (xd-wx) div 2;
5552 locobj.Vel.Y := (yd-wy) div 2;
5553 locobj.Accel.X := xd-wx;
5554 locobj.Accel.y := yd-wy;
5556 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5557 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5558 else
5559 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5561 if gFlash = 1 then
5562 if FPain < 50 then
5563 FPain := min(FPain + 25, 50);
5564 end else
5565 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5566 end;
5568 WEAPON_SAW:
5569 begin
5570 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5571 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5572 begin
5573 FSawSoundSelect.Stop();
5574 FSawSound.Stop();
5575 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5576 end
5577 else if not FSawSoundHit.IsPlaying() then
5578 begin
5579 FSawSoundSelect.Stop();
5580 FSawSound.PlayAt(FObj.X, FObj.Y);
5581 end;
5582 f := True;
5583 end;
5585 WEAPON_PISTOL:
5586 begin
5587 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5588 FFireAngle := FAngle;
5589 f := True;
5590 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5591 GameVelX, GameVelY-2, SHELL_BULLET);
5592 end;
5594 WEAPON_SHOTGUN1:
5595 begin
5596 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5597 FFireAngle := FAngle;
5598 f := True;
5599 FShellTimer := 10;
5600 FShellType := SHELL_SHELL;
5601 end;
5603 WEAPON_SHOTGUN2:
5604 begin
5605 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5606 FFireAngle := FAngle;
5607 f := True;
5608 FShellTimer := 13;
5609 FShellType := SHELL_DBLSHELL;
5610 end;
5612 WEAPON_CHAINGUN:
5613 begin
5614 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5615 FFireAngle := FAngle;
5616 f := True;
5617 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5618 GameVelX, GameVelY-2, SHELL_BULLET);
5619 end;
5621 WEAPON_ROCKETLAUNCHER:
5622 begin
5623 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5624 FFireAngle := FAngle;
5625 f := True;
5626 end;
5628 WEAPON_PLASMA:
5629 begin
5630 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5631 FFireAngle := FAngle;
5632 f := True;
5633 end;
5635 WEAPON_BFG:
5636 begin
5637 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5638 FFireAngle := FAngle;
5639 f := True;
5640 end;
5642 WEAPON_SUPERPULEMET:
5643 begin
5644 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5645 FFireAngle := FAngle;
5646 f := True;
5647 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5648 GameVelX, GameVelY-2, SHELL_SHELL);
5649 end;
5651 WEAPON_FLAMETHROWER:
5652 begin
5653 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5654 FlamerOn;
5655 FFireAngle := FAngle;
5656 f := True;
5657 end;
5658 end;
5660 if not f then Exit;
5662 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5663 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5664 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5665 end;
5667 procedure TPlayer.DoLerp(Level: Integer = 2);
5668 begin
5669 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5670 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5671 end;
5673 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5674 var
5675 AX, AY: Integer;
5676 begin
5677 if NetInterpLevel < 1 then
5678 begin
5679 FObj.X := XTo;
5680 FObj.Y := YTo;
5681 end
5682 else
5683 begin
5684 FXTo := XTo;
5685 FYTo := YTo;
5687 AX := Abs(FXTo - FObj.X);
5688 AY := Abs(FYTo - FObj.Y);
5689 if (AX > 32) or (AX <= NetInterpLevel) then
5690 FObj.X := FXTo;
5691 if (AY > 32) or (AY <= NetInterpLevel) then
5692 FObj.Y := FYTo;
5693 end;
5694 end;
5696 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5697 begin
5698 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5699 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5700 PANEL_LIFTUP, False) then Result := -1
5701 else
5702 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5703 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5704 PANEL_LIFTDOWN, False) then Result := 1
5705 else Result := 0;
5706 end;
5708 function TPlayer.GetFlag(Flag: Byte): Boolean;
5709 var
5710 s, ts: String;
5711 evtype, a: Byte;
5712 begin
5713 Result := False;
5715 if Flag = FLAG_NONE then
5716 Exit;
5718 if not g_Game_IsServer then Exit;
5720 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5721 if (Flag = FTeam) and
5722 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5723 (FFlag <> FLAG_NONE) then
5724 begin
5725 if FFlag = FLAG_RED then
5726 s := _lc[I_PLAYER_FLAG_RED]
5727 else
5728 s := _lc[I_PLAYER_FLAG_BLUE];
5730 evtype := FLAG_STATE_SCORED;
5732 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5733 Insert('.', ts, Length(ts) + 1 - 3);
5734 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5736 g_Map_ResetFlag(FFlag);
5737 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5739 if ((Self = gPlayer1) or (Self = gPlayer2)
5740 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5741 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5742 a := 0
5743 else
5744 a := 1;
5746 if not sound_cap_flag[a].IsPlaying() then
5747 sound_cap_flag[a].Play();
5749 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5751 Result := True;
5752 if g_Game_IsNet then
5753 begin
5754 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5755 MH_SEND_GameStats;
5756 end;
5758 gFlags[FFlag].CaptureTime := 0;
5759 SetFlag(FLAG_NONE);
5760 Exit;
5761 end;
5763 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5764 if (Flag = FTeam) and
5765 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5766 begin
5767 if Flag = FLAG_RED then
5768 s := _lc[I_PLAYER_FLAG_RED]
5769 else
5770 s := _lc[I_PLAYER_FLAG_BLUE];
5772 evtype := FLAG_STATE_RETURNED;
5773 gFlags[Flag].CaptureTime := 0;
5775 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5777 g_Map_ResetFlag(Flag);
5778 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5780 if ((Self = gPlayer1) or (Self = gPlayer2)
5781 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5782 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5783 a := 0
5784 else
5785 a := 1;
5787 if not sound_ret_flag[a].IsPlaying() then
5788 sound_ret_flag[a].Play();
5790 Result := True;
5791 if g_Game_IsNet then
5792 begin
5793 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5794 MH_SEND_GameStats;
5795 end;
5796 Exit;
5797 end;
5799 // Ïîäîáðàë ÷óæîé ôëàã:
5800 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5801 begin
5802 SetFlag(Flag);
5804 if Flag = FLAG_RED then
5805 s := _lc[I_PLAYER_FLAG_RED]
5806 else
5807 s := _lc[I_PLAYER_FLAG_BLUE];
5809 evtype := FLAG_STATE_CAPTURED;
5811 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5813 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5815 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5817 if ((Self = gPlayer1) or (Self = gPlayer2)
5818 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5819 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5820 a := 0
5821 else
5822 a := 1;
5824 if not sound_get_flag[a].IsPlaying() then
5825 sound_get_flag[a].Play();
5827 Result := True;
5828 if g_Game_IsNet then
5829 begin
5830 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5831 MH_SEND_GameStats;
5832 end;
5833 end;
5834 end;
5836 procedure TPlayer.SetFlag(Flag: Byte);
5837 begin
5838 FFlag := Flag;
5839 if FModel <> nil then
5840 FModel.SetFlag(FFlag);
5841 end;
5843 function TPlayer.DropFlag(Silent: Boolean = True): Boolean;
5844 var
5845 s: String;
5846 a: Byte;
5847 begin
5848 Result := False;
5849 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5850 Exit;
5851 FTime[T_FLAGCAP] := gTime + 2000;
5852 with gFlags[FFlag] do
5853 begin
5854 Obj.X := FObj.X;
5855 Obj.Y := FObj.Y;
5856 Direction := FDirection;
5857 State := FLAG_STATE_DROPPED;
5858 Count := FLAG_TIME;
5859 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5860 (FObj.Vel.Y div 2)-2+Random(5));
5861 positionChanged(); // this updates spatial accelerators
5863 if FFlag = FLAG_RED then
5864 s := _lc[I_PLAYER_FLAG_RED]
5865 else
5866 s := _lc[I_PLAYER_FLAG_BLUE];
5868 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5869 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5871 if ((Self = gPlayer1) or (Self = gPlayer2)
5872 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5873 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5874 a := 0
5875 else
5876 a := 1;
5878 if (not Silent) and (not sound_lost_flag[a].IsPlaying()) then
5879 sound_lost_flag[a].Play();
5881 if g_Game_IsNet then
5882 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5883 end;
5884 SetFlag(FLAG_NONE);
5885 Result := True;
5886 end;
5888 procedure TPlayer.GetSecret();
5889 begin
5890 if (self = gPlayer1) or (self = gPlayer2) then
5891 begin
5892 g_Console_Add(Format(_lc[I_PLAYER_SECRET], [FName]), True);
5893 g_Sound_PlayEx('SOUND_GAME_SECRET');
5894 end;
5895 Inc(FSecrets);
5896 end;
5898 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5899 begin
5900 Assert(Key <= High(FKeys));
5902 FKeys[Key].Pressed := True;
5903 FKeys[Key].Time := Time;
5904 end;
5906 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5907 begin
5908 Result := FKeys[K].Pressed;
5909 end;
5911 procedure TPlayer.ReleaseKeys();
5912 var
5913 a: Integer;
5914 begin
5915 for a := Low(FKeys) to High(FKeys) do
5916 begin
5917 FKeys[a].Pressed := False;
5918 FKeys[a].Time := 0;
5919 end;
5920 end;
5922 procedure TPlayer.OnDamage(Angle: SmallInt);
5923 begin
5924 end;
5926 function TPlayer.firediry(): Integer;
5927 begin
5928 if FKeys[KEY_UP].Pressed then Result := -42
5929 else if FKeys[KEY_DOWN].Pressed then Result := 19
5930 else Result := 0;
5931 end;
5933 procedure TPlayer.RememberState();
5934 var
5935 i: Integer;
5936 begin
5937 FSavedState.Health := FHealth;
5938 FSavedState.Armor := FArmor;
5939 FSavedState.Air := FAir;
5940 FSavedState.JetFuel := FJetFuel;
5941 FSavedState.CurrWeap := FCurrWeap;
5942 FSavedState.NextWeap := FNextWeap;
5943 FSavedState.NextWeapDelay := FNextWeapDelay;
5945 for i := 0 to 3 do
5946 FSavedState.Ammo[i] := FAmmo[i];
5947 for i := 0 to 3 do
5948 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5950 FSavedState.Rulez := FRulez;
5951 FSavedState.WaitRecall := True;
5952 end;
5954 procedure TPlayer.RecallState();
5955 var
5956 i: Integer;
5957 begin
5958 if not FSavedState.WaitRecall then Exit;
5960 FHealth := FSavedState.Health;
5961 FArmor := FSavedState.Armor;
5962 FAir := FSavedState.Air;
5963 FJetFuel := FSavedState.JetFuel;
5964 FCurrWeap := FSavedState.CurrWeap;
5965 FNextWeap := FSavedState.NextWeap;
5966 FNextWeapDelay := FSavedState.NextWeapDelay;
5968 for i := 0 to 3 do
5969 FAmmo[i] := FSavedState.Ammo[i];
5970 for i := 0 to 3 do
5971 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5973 FRulez := FSavedState.Rulez;
5974 FSavedState.WaitRecall := False;
5976 if gGameSettings.GameType = GT_SERVER then
5977 MH_SEND_PlayerStats(FUID);
5978 end;
5980 procedure TPlayer.SaveState (st: TStream);
5981 var
5982 i: Integer;
5983 b: Byte;
5984 begin
5985 // Ñèãíàòóðà èãðîêà
5986 utils.writeSign(st, 'PLYR');
5987 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5988 // Áîò èëè ÷åëîâåê
5989 utils.writeBool(st, FIamBot);
5990 // UID èãðîêà
5991 utils.writeInt(st, Word(FUID));
5992 // Èìÿ èãðîêà
5993 utils.writeStr(st, FName);
5994 // Êîìàíäà
5995 utils.writeInt(st, Byte(FTeam));
5996 // Æèâ ëè
5997 utils.writeBool(st, FAlive);
5998 // Èçðàñõîäîâàë ëè âñå æèçíè
5999 utils.writeBool(st, FNoRespawn);
6000 // Íàïðàâëåíèå
6001 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
6002 utils.writeInt(st, Byte(b));
6003 // Çäîðîâüå
6004 utils.writeInt(st, LongInt(FHealth));
6005 // Êîýôôèöèåíò èíâàëèäíîñòè
6006 utils.writeInt(st, LongInt(FHandicap));
6007 // Æèçíè
6008 utils.writeInt(st, Byte(FLives));
6009 // Áðîíÿ
6010 utils.writeInt(st, LongInt(FArmor));
6011 // Çàïàñ âîçäóõà
6012 utils.writeInt(st, LongInt(FAir));
6013 // Çàïàñ ãîðþ÷åãî
6014 utils.writeInt(st, LongInt(FJetFuel));
6015 // Áîëü
6016 utils.writeInt(st, LongInt(FPain));
6017 // Óáèë
6018 utils.writeInt(st, LongInt(FKills));
6019 // Óáèë ìîíñòðîâ
6020 utils.writeInt(st, LongInt(FMonsterKills));
6021 // Ôðàãîâ
6022 utils.writeInt(st, LongInt(FFrags));
6023 // Ôðàãîâ ïîäðÿä
6024 utils.writeInt(st, Byte(FFragCombo));
6025 // Âðåìÿ ïîñëåäíåãî ôðàãà
6026 utils.writeInt(st, LongWord(FLastFrag));
6027 // Ñìåðòåé
6028 utils.writeInt(st, LongInt(FDeath));
6029 // Êàêîé ôëàã íåñåò
6030 utils.writeInt(st, Byte(FFlag));
6031 // Íàøåë ñåêðåòîâ
6032 utils.writeInt(st, LongInt(FSecrets));
6033 // Òåêóùåå îðóæèå
6034 utils.writeInt(st, Byte(FCurrWeap));
6035 // Æåëàåìîå îðóæèå
6036 utils.writeInt(st, Word(FNextWeap));
6037 // ...è ïàóçà
6038 utils.writeInt(st, Byte(FNextWeapDelay));
6039 // Âðåìÿ çàðÿäêè BFG
6040 utils.writeInt(st, SmallInt(FBFGFireCounter));
6041 // Áóôåð óðîíà
6042 utils.writeInt(st, LongInt(FDamageBuffer));
6043 // Ïîñëåäíèé óäàðèâøèé
6044 utils.writeInt(st, Word(FLastSpawnerUID));
6045 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6046 utils.writeInt(st, Byte(FLastHit));
6047 // Îáúåêò èãðîêà
6048 Obj_SaveState(st, @FObj);
6049 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6050 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
6051 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6052 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
6053 // Íàëè÷èå îðóæèÿ
6054 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
6055 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6056 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
6057 // Íàëè÷èå ðþêçàêà
6058 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
6059 // Íàëè÷èå êðàñíîãî êëþ÷à
6060 utils.writeBool(st, (R_KEY_RED in FRulez));
6061 // Íàëè÷èå çåëåíîãî êëþ÷à
6062 utils.writeBool(st, (R_KEY_GREEN in FRulez));
6063 // Íàëè÷èå ñèíåãî êëþ÷à
6064 utils.writeBool(st, (R_KEY_BLUE in FRulez));
6065 // Íàëè÷èå áåðñåðêà
6066 utils.writeBool(st, (R_BERSERK in FRulez));
6067 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6068 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
6069 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6070 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
6071 // Íàçâàíèå ìîäåëè
6072 utils.writeStr(st, FModel.Name);
6073 // Öâåò ìîäåëè
6074 utils.writeInt(st, Byte(FColor.R));
6075 utils.writeInt(st, Byte(FColor.G));
6076 utils.writeInt(st, Byte(FColor.B));
6077 end;
6080 procedure TPlayer.LoadState (st: TStream);
6081 var
6082 i: Integer;
6083 str: String;
6084 b: Byte;
6085 begin
6086 assert(st <> nil);
6088 // Ñèãíàòóðà èãðîêà
6089 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
6090 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
6091 // Áîò èëè ÷åëîâåê:
6092 FIamBot := utils.readBool(st);
6093 // UID èãðîêà
6094 FUID := utils.readWord(st);
6095 // Èìÿ èãðîêà
6096 str := utils.readStr(st);
6097 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6098 // Êîìàíäà
6099 FTeam := utils.readByte(st);
6100 // Æèâ ëè
6101 FAlive := utils.readBool(st);
6102 // Èçðàñõîäîâàë ëè âñå æèçíè
6103 FNoRespawn := utils.readBool(st);
6104 // Íàïðàâëåíèå
6105 b := utils.readByte(st);
6106 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6107 // Çäîðîâüå
6108 FHealth := utils.readLongInt(st);
6109 // Êîýôôèöèåíò èíâàëèäíîñòè
6110 FHandicap := utils.readLongInt(st);
6111 // Æèçíè
6112 FLives := utils.readByte(st);
6113 // Áðîíÿ
6114 FArmor := utils.readLongInt(st);
6115 // Çàïàñ âîçäóõà
6116 FAir := utils.readLongInt(st);
6117 // Çàïàñ ãîðþ÷åãî
6118 FJetFuel := utils.readLongInt(st);
6119 // Áîëü
6120 FPain := utils.readLongInt(st);
6121 // Óáèë
6122 FKills := utils.readLongInt(st);
6123 // Óáèë ìîíñòðîâ
6124 FMonsterKills := utils.readLongInt(st);
6125 // Ôðàãîâ
6126 FFrags := utils.readLongInt(st);
6127 // Ôðàãîâ ïîäðÿä
6128 FFragCombo := utils.readByte(st);
6129 // Âðåìÿ ïîñëåäíåãî ôðàãà
6130 FLastFrag := utils.readLongWord(st);
6131 // Ñìåðòåé
6132 FDeath := utils.readLongInt(st);
6133 // Êàêîé ôëàã íåñåò
6134 FFlag := utils.readByte(st);
6135 // Íàøåë ñåêðåòîâ
6136 FSecrets := utils.readLongInt(st);
6137 // Òåêóùåå îðóæèå
6138 FCurrWeap := utils.readByte(st);
6139 // Æåëàåìîå îðóæèå
6140 FNextWeap := utils.readWord(st);
6141 // ...è ïàóçà
6142 FNextWeapDelay := utils.readByte(st);
6143 // Âðåìÿ çàðÿäêè BFG
6144 FBFGFireCounter := utils.readSmallInt(st);
6145 // Áóôåð óðîíà
6146 FDamageBuffer := utils.readLongInt(st);
6147 // Ïîñëåäíèé óäàðèâøèé
6148 FLastSpawnerUID := utils.readWord(st);
6149 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6150 FLastHit := utils.readByte(st);
6151 // Îáúåêò èãðîêà
6152 Obj_LoadState(@FObj, st);
6153 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6154 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6155 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6156 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6157 // Íàëè÷èå îðóæèÿ
6158 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6159 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6160 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6161 // Íàëè÷èå ðþêçàêà
6162 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6163 // Íàëè÷èå êðàñíîãî êëþ÷à
6164 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6165 // Íàëè÷èå çåëåíîãî êëþ÷à
6166 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6167 // Íàëè÷èå ñèíåãî êëþ÷à
6168 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6169 // Íàëè÷èå áåðñåðêà
6170 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6171 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6172 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6173 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6174 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6175 // Íàçâàíèå ìîäåëè
6176 str := utils.readStr(st);
6177 // Öâåò ìîäåëè
6178 FColor.R := utils.readByte(st);
6179 FColor.G := utils.readByte(st);
6180 FColor.B := utils.readByte(st);
6181 if (self = gPlayer1) then
6182 begin
6183 str := gPlayer1Settings.Model;
6184 FColor := gPlayer1Settings.Color;
6185 end
6186 else if (self = gPlayer2) then
6187 begin
6188 str := gPlayer2Settings.Model;
6189 FColor := gPlayer2Settings.Color;
6190 end;
6191 // Îáíîâëÿåì ìîäåëü èãðîêà
6192 SetModel(str);
6193 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6194 FModel.Color := TEAMCOLOR[FTeam]
6195 else
6196 FModel.Color := FColor;
6197 end;
6200 procedure TPlayer.AllRulez(Health: Boolean);
6201 var
6202 a: Integer;
6203 begin
6204 if Health then
6205 begin
6206 FHealth := PLAYER_HP_LIMIT;
6207 FArmor := PLAYER_AP_LIMIT;
6208 Exit;
6209 end;
6211 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6212 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6213 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6214 end;
6216 procedure TPlayer.RestoreHealthArmor();
6217 begin
6218 FHealth := PLAYER_HP_LIMIT;
6219 FArmor := PLAYER_AP_LIMIT;
6220 end;
6222 procedure TPlayer.FragCombo();
6223 var
6224 Param: Integer;
6225 begin
6226 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6227 Exit;
6228 if gTime - FLastFrag < FRAG_COMBO_TIME then
6229 begin
6230 if FFragCombo < 5 then
6231 Inc(FFragCombo);
6232 Param := FUID or (FFragCombo shl 16);
6233 if (FComboEvnt >= Low(gDelayedEvents)) and
6234 (FComboEvnt <= High(gDelayedEvents)) and
6235 gDelayedEvents[FComboEvnt].Pending and
6236 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6237 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6238 begin
6239 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6240 gDelayedEvents[FComboEvnt].DENum := Param;
6241 end
6242 else
6243 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6244 end
6245 else
6246 FFragCombo := 1;
6248 FLastFrag := gTime;
6249 end;
6251 procedure TPlayer.GiveItem(ItemType: Byte);
6252 begin
6253 case ItemType of
6254 ITEM_SUIT:
6255 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6256 begin
6257 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6258 end;
6260 ITEM_OXYGEN:
6261 if FAir < AIR_MAX then
6262 begin
6263 FAir := AIR_MAX;
6264 end;
6266 ITEM_MEDKIT_BLACK:
6267 begin
6268 if not (R_BERSERK in FRulez) then
6269 begin
6270 Include(FRulez, R_BERSERK);
6271 if FBFGFireCounter < 1 then
6272 begin
6273 FCurrWeap := WEAPON_KASTET;
6274 resetWeaponQueue();
6275 FModel.SetWeapon(WEAPON_KASTET);
6276 end;
6277 if gFlash <> 0 then
6278 Inc(FPain, 100);
6279 FBerserk := gTime+30000;
6280 end;
6281 if FHealth < PLAYER_HP_SOFT then
6282 begin
6283 FHealth := PLAYER_HP_SOFT;
6284 FBerserk := gTime+30000;
6285 end;
6286 end;
6288 ITEM_INVUL:
6289 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6290 begin
6291 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6292 end;
6294 ITEM_INVIS:
6295 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6296 begin
6297 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6298 end;
6300 ITEM_JETPACK:
6301 if FJetFuel < JET_MAX then
6302 begin
6303 FJetFuel := JET_MAX;
6304 end;
6306 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6307 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6309 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6310 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6312 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6313 ITEM_SPHERE_WHITE:
6314 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6315 begin
6316 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6317 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6318 end;
6320 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6321 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6322 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6323 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6324 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6325 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6326 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6327 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6328 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6330 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6331 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6332 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6333 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6334 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6335 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6336 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6337 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6338 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6340 ITEM_AMMO_BACKPACK:
6341 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6342 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6343 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6344 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6345 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6346 begin
6347 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6348 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6349 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6350 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6351 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6353 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6354 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6355 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6356 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6358 FRulez := FRulez + [R_ITEM_BACKPACK];
6359 end;
6361 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6362 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6363 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6365 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6366 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6368 else
6369 Exit;
6370 end;
6371 if g_Game_IsNet and g_Game_IsServer then
6372 MH_SEND_PlayerStats(FUID);
6373 end;
6375 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6376 var
6377 id, i: DWORD;
6378 Anim: TAnimation;
6379 begin
6380 if (Random(5) = 1) and (Times = 1) then
6381 Exit;
6383 if BodyInLiquid(0, 0) then
6384 begin
6385 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6386 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6387 if Random(2) = 0 then
6388 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6389 else
6390 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6391 Exit;
6392 end;
6394 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6395 begin
6396 for i := 1 to Times do
6397 begin
6398 Anim := TAnimation.Create(id, False, 3);
6399 Anim.Alpha := 150;
6400 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6401 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6402 Anim.Free();
6403 end;
6404 end;
6405 end;
6407 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6408 var
6409 id, i: DWORD;
6410 Anim: TAnimation;
6411 begin
6412 if (Random(10) = 1) and (Times = 1) then
6413 Exit;
6415 if g_Frames_Get(id, 'FRAMES_FLAME') then
6416 begin
6417 for i := 1 to Times do
6418 begin
6419 Anim := TAnimation.Create(id, False, 3);
6420 Anim.Alpha := 0;
6421 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6422 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6423 Anim.Free();
6424 end;
6425 end;
6426 end;
6428 procedure TPlayer.PauseSounds(Enable: Boolean);
6429 begin
6430 FSawSound.Pause(Enable);
6431 FSawSoundIdle.Pause(Enable);
6432 FSawSoundHit.Pause(Enable);
6433 FSawSoundSelect.Pause(Enable);
6434 FFlameSoundOn.Pause(Enable);
6435 FFlameSoundOff.Pause(Enable);
6436 FFlameSoundWork.Pause(Enable);
6437 FJetSoundFly.Pause(Enable);
6438 FJetSoundOn.Pause(Enable);
6439 FJetSoundOff.Pause(Enable);
6440 end;
6442 { T C o r p s e : }
6444 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6445 begin
6446 g_Obj_Init(@FObj);
6447 FObj.X := X;
6448 FObj.Y := Y;
6449 FObj.Rect := PLAYER_CORPSERECT;
6450 FModelName := ModelName;
6451 FMess := aMess;
6453 if FMess then
6454 begin
6455 FState := CORPSE_STATE_MESS;
6456 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6457 end
6458 else
6459 begin
6460 FState := CORPSE_STATE_NORMAL;
6461 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6462 end;
6463 end;
6465 destructor TCorpse.Destroy();
6466 begin
6467 FAnimation.Free();
6469 inherited;
6470 end;
6472 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6474 procedure TCorpse.positionChanged (); inline; begin end;
6476 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6477 begin
6478 if (dx <> 0) or (dy <> 0) then
6479 begin
6480 FObj.X += dx;
6481 FObj.Y += dy;
6482 positionChanged();
6483 end;
6484 end;
6487 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6488 begin
6489 x := FObj.X+PLAYER_CORPSERECT.X;
6490 y := FObj.Y+PLAYER_CORPSERECT.Y;
6491 w := PLAYER_CORPSERECT.Width;
6492 h := PLAYER_CORPSERECT.Height;
6493 end;
6496 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6497 var
6498 pm: TPlayerModel;
6499 Blood: TModelBlood;
6500 begin
6501 if FState = CORPSE_STATE_REMOVEME then
6502 Exit;
6504 FDamage := FDamage + Value;
6506 if FDamage > 150 then
6507 begin
6508 if FAnimation <> nil then
6509 begin
6510 FAnimation.Free();
6511 FAnimation := nil;
6513 FState := CORPSE_STATE_REMOVEME;
6515 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6516 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6517 FModelName, FColor);
6518 // Çâóê ìÿñà îò òðóïà:
6519 pm := g_PlayerModel_Get(FModelName);
6520 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6521 pm.Free;
6523 // Çëîâåùèé ñìåõ:
6524 if (gBodyKillEvent <> -1)
6525 and gDelayedEvents[gBodyKillEvent].Pending then
6526 gDelayedEvents[gBodyKillEvent].Pending := False;
6527 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6528 end;
6529 end
6530 else
6531 begin
6532 Blood := g_PlayerModel_GetBlood(FModelName);
6533 FObj.Vel.X := FObj.Vel.X + vx;
6534 FObj.Vel.Y := FObj.Vel.Y + vy;
6535 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6536 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6537 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6538 Blood.R, Blood.G, Blood.B, Blood.Kind);
6539 end;
6540 end;
6542 procedure TCorpse.Draw();
6543 begin
6544 if FState = CORPSE_STATE_REMOVEME then
6545 Exit;
6547 if FAnimation <> nil then
6548 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6550 if FAnimationMask <> nil then
6551 begin
6552 e_Colors := FColor;
6553 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6554 e_Colors.R := 255;
6555 e_Colors.G := 255;
6556 e_Colors.B := 255;
6557 end;
6558 end;
6560 procedure TCorpse.Update();
6561 var
6562 st: Word;
6563 begin
6564 if FState = CORPSE_STATE_REMOVEME then
6565 Exit;
6567 if gTime mod (GAME_TICK*2) <> 0 then
6568 begin
6569 g_Obj_Move(@FObj, True, True, True);
6570 positionChanged(); // this updates spatial accelerators
6571 Exit;
6572 end;
6574 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6575 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6577 st := g_Obj_Move(@FObj, True, True, True);
6578 positionChanged(); // this updates spatial accelerators
6580 if WordBool(st and MOVE_FALLOUT) then
6581 begin
6582 FState := CORPSE_STATE_REMOVEME;
6583 Exit;
6584 end;
6586 if FAnimation <> nil then
6587 FAnimation.Update();
6588 if FAnimationMask <> nil then
6589 FAnimationMask.Update();
6590 end;
6593 procedure TCorpse.SaveState (st: TStream);
6594 var
6595 anim: Boolean;
6596 begin
6597 assert(st <> nil);
6599 // Ñèãíàòóðà òðóïà
6600 utils.writeSign(st, 'CORP');
6601 utils.writeInt(st, Byte(0));
6602 // Ñîñòîÿíèå
6603 utils.writeInt(st, Byte(FState));
6604 // Íàêîïëåííûé óðîí
6605 utils.writeInt(st, Byte(FDamage));
6606 // Öâåò
6607 utils.writeInt(st, Byte(FColor.R));
6608 utils.writeInt(st, Byte(FColor.G));
6609 utils.writeInt(st, Byte(FColor.B));
6610 // Îáúåêò òðóïà
6611 Obj_SaveState(st, @FObj);
6612 utils.writeInt(st, Word(FPlayerUID));
6613 // Åñòü ëè àíèìàöèÿ
6614 anim := (FAnimation <> nil);
6615 utils.writeBool(st, anim);
6616 // Åñëè åñòü - ñîõðàíÿåì
6617 if anim then FAnimation.SaveState(st);
6618 // Åñòü ëè ìàñêà àíèìàöèè
6619 anim := (FAnimationMask <> nil);
6620 utils.writeBool(st, anim);
6621 // Åñëè åñòü - ñîõðàíÿåì
6622 if anim then FAnimationMask.SaveState(st);
6623 end;
6626 procedure TCorpse.LoadState (st: TStream);
6627 var
6628 anim: Boolean;
6629 begin
6630 assert(st <> nil);
6632 // Ñèãíàòóðà òðóïà
6633 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6634 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6635 // Ñîñòîÿíèå
6636 FState := utils.readByte(st);
6637 // Íàêîïëåííûé óðîí
6638 FDamage := utils.readByte(st);
6639 // Öâåò
6640 FColor.R := utils.readByte(st);
6641 FColor.G := utils.readByte(st);
6642 FColor.B := utils.readByte(st);
6643 // Îáúåêò òðóïà
6644 Obj_LoadState(@FObj, st);
6645 FPlayerUID := utils.readWord(st);
6646 // Åñòü ëè àíèìàöèÿ
6647 anim := utils.readBool(st);
6648 // Åñëè åñòü - çàãðóæàåì
6649 if anim then
6650 begin
6651 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6652 FAnimation.LoadState(st);
6653 end;
6654 // Åñòü ëè ìàñêà àíèìàöèè
6655 anim := utils.readBool(st);
6656 // Åñëè åñòü - çàãðóæàåì
6657 if anim then
6658 begin
6659 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6660 FAnimationMask.LoadState(st);
6661 end;
6662 end;
6664 { T B o t : }
6666 constructor TBot.Create();
6667 var
6668 a: Integer;
6669 begin
6670 inherited Create();
6672 FPhysics := True;
6673 FSpectator := False;
6674 FGhost := False;
6676 FIamBot := True;
6678 Inc(gNumBots);
6680 for a := WP_FIRST to WP_LAST do
6681 begin
6682 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6683 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6684 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6685 end;
6686 end;
6688 destructor TBot.Destroy();
6689 begin
6690 Dec(gNumBots);
6691 inherited Destroy();
6692 end;
6694 procedure TBot.Draw();
6695 begin
6696 inherited Draw();
6698 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6699 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6700 end;
6702 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6703 begin
6704 inherited Respawn(Silent, Force);
6706 FAIFlags := nil;
6707 FSelectedWeapon := FCurrWeap;
6708 resetWeaponQueue();
6709 FTargetUID := 0;
6710 end;
6712 procedure TBot.UpdateCombat();
6713 type
6714 TTarget = record
6715 UID: Word;
6716 X, Y: Integer;
6717 Rect: TRectWH;
6718 cX, cY: Integer;
6719 Dist: Word;
6720 Line: Boolean;
6721 Visible: Boolean;
6722 IsPlayer: Boolean;
6723 end;
6725 TTargetRecord = array of TTarget;
6727 function Compare(a, b: TTarget): Integer;
6728 begin
6729 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6730 Result := -1
6731 else
6732 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6733 Result := 1
6734 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6735 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6736 begin
6737 if a.Dist > b.Dist then // B áëèæå
6738 Result := 1
6739 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6740 Result := -1;
6741 end
6742 else // Ñòðàííî -> A
6743 Result := -1;
6744 end;
6746 var
6747 a, x1, y1, x2, y2: Integer;
6748 targets: TTargetRecord;
6749 ammo: Word;
6750 Target, BestTarget: TTarget;
6751 firew, fireh: Integer;
6752 angle: SmallInt;
6753 mon: TMonster;
6754 pla, tpla: TPlayer;
6755 vsPlayer, vsMonster, ok: Boolean;
6758 function monsUpdate (mon: TMonster): Boolean;
6759 begin
6760 result := false; // don't stop
6761 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6762 begin
6763 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6765 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6766 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6768 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6769 if g_TraceVector(x1, y1, x2, y2) then
6770 begin
6771 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6772 SetLength(targets, Length(targets)+1);
6773 with targets[High(targets)] do
6774 begin
6775 UID := mon.UID;
6776 X := mon.Obj.X;
6777 Y := mon.Obj.Y;
6778 cX := x2;
6779 cY := y2;
6780 Rect := mon.Obj.Rect;
6781 Dist := g_PatchLength(x1, y1, x2, y2);
6782 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6783 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6784 Visible := True;
6785 IsPlayer := False;
6786 end;
6787 end;
6788 end;
6789 end;
6791 begin
6792 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6793 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6795 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6796 if FCurrWeap <> FSelectedWeapon then
6797 NextWeapon();
6799 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6800 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6801 begin
6802 RemoveAIFlag('NEEDFIRE');
6804 case FCurrWeap of
6805 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6806 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6807 else PressKey(KEY_FIRE);
6808 end;
6809 end;
6811 // Êîîðäèíàòû ñòâîëà:
6812 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6813 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6815 Target.UID := FTargetUID;
6817 ok := False;
6818 if Target.UID <> 0 then
6819 begin // Öåëü åñòü - íàñòðàèâàåì
6820 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6821 vsPlayer then
6822 begin // Èãðîê
6823 tpla := g_Player_Get(Target.UID);
6824 if tpla <> nil then
6825 with tpla do
6826 begin
6827 if (@FObj) <> nil then
6828 begin
6829 Target.X := FObj.X;
6830 Target.Y := FObj.Y;
6831 end;
6832 end;
6834 Target.cX := Target.X + PLAYER_RECT_CX;
6835 Target.cY := Target.Y + PLAYER_RECT_CY;
6836 Target.Rect := PLAYER_RECT;
6837 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6838 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6839 (y1-4 > Target.Y+PLAYER_RECT.Y);
6840 Target.IsPlayer := True;
6841 ok := True;
6842 end
6843 else
6844 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6845 vsMonster then
6846 begin // Ìîíñòð
6847 mon := g_Monsters_ByUID(Target.UID);
6848 if mon <> nil then
6849 begin
6850 Target.X := mon.Obj.X;
6851 Target.Y := mon.Obj.Y;
6853 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6854 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6855 Target.Rect := mon.Obj.Rect;
6856 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6857 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6858 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6859 Target.IsPlayer := False;
6860 ok := True;
6861 end;
6862 end;
6863 end;
6865 if not ok then
6866 begin // Öåëè íåò - îáíóëÿåì
6867 Target.X := 0;
6868 Target.Y := 0;
6869 Target.cX := 0;
6870 Target.cY := 0;
6871 Target.Visible := False;
6872 Target.Line := False;
6873 Target.IsPlayer := False;
6874 end;
6876 targets := nil;
6878 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6879 if (not Target.Line) or (not Target.Visible) then
6880 begin
6881 // Èãðîêè:
6882 if vsPlayer then
6883 for a := 0 to High(gPlayers) do
6884 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6885 (gPlayers[a].FUID <> FUID) and
6886 (not SameTeam(FUID, gPlayers[a].FUID)) and
6887 (not gPlayers[a].NoTarget) and
6888 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6889 begin
6890 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6891 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6892 Continue;
6894 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6895 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6897 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6898 if g_TraceVector(x1, y1, x2, y2) then
6899 begin
6900 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6901 SetLength(targets, Length(targets)+1);
6902 with targets[High(targets)] do
6903 begin
6904 UID := gPlayers[a].FUID;
6905 X := gPlayers[a].FObj.X;
6906 Y := gPlayers[a].FObj.Y;
6907 cX := x2;
6908 cY := y2;
6909 Rect := PLAYER_RECT;
6910 Dist := g_PatchLength(x1, y1, x2, y2);
6911 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6912 (y1-4 > Target.Y+PLAYER_RECT.Y);
6913 Visible := True;
6914 IsPlayer := True;
6915 end;
6916 end;
6917 end;
6919 // Ìîíñòðû:
6920 if vsMonster then g_Mons_ForEach(monsUpdate);
6921 end;
6923 // Åñëè åñòü âîçìîæíûå öåëè:
6924 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6925 if targets <> nil then
6926 begin
6927 // Âûáèðàåì íàèëó÷øóþ öåëü:
6928 BestTarget := targets[0];
6929 if Length(targets) > 1 then
6930 for a := 1 to High(targets) do
6931 if Compare(BestTarget, targets[a]) = 1 then
6932 BestTarget := targets[a];
6934 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6935 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6936 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6937 begin
6938 Target := BestTarget;
6940 if (Healthy() = 3) or ((Healthy() = 2)) then
6941 begin // Åñëè çäîðîâû - äîãîíÿåì
6942 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6943 SetAIFlag('GORIGHT', '1');
6944 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6945 SetAIFlag('GOLEFT', '1');
6946 end
6947 else
6948 begin // Åñëè ïîáèòû - óáåãàåì
6949 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6950 SetAIFlag('GORIGHT', '1');
6951 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6952 SetAIFlag('GOLEFT', '1');
6953 end;
6955 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6956 SelectWeapon(Abs(x1-Target.cX));
6957 end;
6958 end;
6960 // Åñëè åñòü öåëü:
6961 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6962 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6963 if Target.UID <> 0 then
6964 begin
6965 if not TargetOnScreen(Target.X + Target.Rect.X,
6966 Target.Y + Target.Rect.Y) then
6967 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6968 if (Healthy() = 3) or ((Healthy() = 2)) then
6969 begin // Åñëè çäîðîâû - äîãîíÿåì
6970 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6971 SetAIFlag('GORIGHT', '1');
6972 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6973 SetAIFlag('GOLEFT', '1');
6974 end
6975 else
6976 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6977 Target.UID := 0;
6978 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6979 SetAIFlag('GORIGHT', '1');
6980 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6981 SetAIFlag('GOLEFT', '1');
6982 end;
6983 end
6984 else
6985 begin // Öåëü ïîêà íà "ýêðàíå"
6986 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6987 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6988 FLastVisible := gTime;
6989 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6990 if (Abs(FObj.Y-Target.Y) <= 128) then
6991 begin
6992 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6993 SetAIFlag('GORIGHT', '1');
6994 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6995 SetAIFlag('GOLEFT', '1');
6996 end;
6997 end;
6999 // Âûáèðàåì óãîë ââåðõ:
7000 if FDirection = TDirection.D_LEFT then
7001 angle := ANGLE_LEFTUP
7002 else
7003 angle := ANGLE_RIGHTUP;
7005 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7006 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7008 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7009 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7010 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
7011 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7012 Target.Rect.Width, Target.Rect.Height) and
7013 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7014 begin // òî íóæíî ñòðåëÿòü ââåðõ
7015 SetAIFlag('NEEDFIRE', '1');
7016 SetAIFlag('NEEDSEEUP', '1');
7017 end;
7019 // Âûáèðàåì óãîë âíèç:
7020 if FDirection = TDirection.D_LEFT then
7021 angle := ANGLE_LEFTDOWN
7022 else
7023 angle := ANGLE_RIGHTDOWN;
7025 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7026 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7028 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7029 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7030 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7031 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7032 Target.Rect.Width, Target.Rect.Height) and
7033 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7034 begin // òî íóæíî ñòðåëÿòü âíèç
7035 SetAIFlag('NEEDFIRE', '1');
7036 SetAIFlag('NEEDSEEDOWN', '1');
7037 end;
7039 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7040 if Target.Visible and
7041 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
7042 (y1-4 > Target.Y+Target.Rect.Y) then
7043 begin
7044 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7045 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
7046 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7047 begin // òî íóæíî ñòðåëÿòü âïåðåä
7048 SetAIFlag('NEEDFIRE', '1');
7049 SetAIFlag('NEEDSEEDOWN', '');
7050 SetAIFlag('NEEDSEEUP', '');
7051 end;
7052 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7053 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
7054 if GetRnd(FDifficult.CloseJump) then
7055 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7056 if Abs(FObj.X-Target.X) < 128 then
7057 a := 4
7058 else
7059 a := 30;
7060 if Random(a) = 0 then
7061 SetAIFlag('NEEDJUMP', '1');
7062 end;
7063 end;
7065 // Åñëè öåëü âñå åùå åñòü:
7066 if Target.UID <> 0 then
7067 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
7068 Target.UID := 0 // òî çàáûòü öåëü
7069 else // Åñëè âèäåëè íåäàâíî
7070 begin // íî öåëü óáèëè
7071 if Target.IsPlayer then
7072 begin // Öåëü - èãðîê
7073 pla := g_Player_Get(Target.UID);
7074 if (pla = nil) or (not pla.alive) or pla.NoTarget or
7075 (pla.FMegaRulez[MR_INVIS] >= gTime) then
7076 Target.UID := 0; // òî çàáûòü öåëü
7077 end
7078 else
7079 begin // Öåëü - ìîíñòð
7080 mon := g_Monsters_ByUID(Target.UID);
7081 if (mon = nil) or (not mon.alive) then
7082 Target.UID := 0; // òî çàáûòü öåëü
7083 end;
7084 end;
7085 end; // if Target.UID <> 0
7087 FTargetUID := Target.UID;
7089 // Åñëè âîçìîæíûõ öåëåé íåò:
7090 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7091 if targets = nil then
7092 if GetAIFlag('ATTACKLEFT') <> '' then
7093 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7094 RemoveAIFlag('ATTACKLEFT');
7096 SetAIFlag('NEEDJUMP', '1');
7098 if RunDirection() = TDirection.D_RIGHT then
7099 begin // Èäåì íå â òó ñòîðîíó
7100 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7101 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7102 SetAIFlag('NEEDFIRE', '1');
7103 SetAIFlag('GOLEFT', '1');
7104 end;
7105 end
7106 else
7107 begin // Èäåì â íóæíóþ ñòîðîíó
7108 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7109 SetAIFlag('NEEDFIRE', '1');
7110 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7111 SetAIFlag('GORIGHT', '1');
7112 end;
7113 end
7114 else
7115 if GetAIFlag('ATTACKRIGHT') <> '' then
7116 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7117 RemoveAIFlag('ATTACKRIGHT');
7119 SetAIFlag('NEEDJUMP', '1');
7121 if RunDirection() = TDirection.D_LEFT then
7122 begin // Èäåì íå â òó ñòîðîíó
7123 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7124 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7125 SetAIFlag('NEEDFIRE', '1');
7126 SetAIFlag('GORIGHT', '1');
7127 end;
7128 end
7129 else
7130 begin
7131 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7132 SetAIFlag('NEEDFIRE', '1');
7133 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7134 SetAIFlag('GOLEFT', '1');
7135 end;
7136 end;
7138 //HACK! (does it belongs there?)
7139 RealizeCurrentWeapon();
7141 // Åñëè åñòü âîçìîæíûå öåëè:
7142 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7143 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7144 for a := 0 to High(targets) do
7145 begin
7146 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7147 if GetRnd(FDifficult.DiagFire) then
7148 begin
7149 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7150 if FDirection = TDirection.D_LEFT then
7151 angle := ANGLE_LEFTUP
7152 else
7153 angle := ANGLE_RIGHTUP;
7155 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7156 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7158 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7159 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7160 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7161 targets[a].Rect.Width, targets[a].Rect.Height) and
7162 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7163 begin
7164 SetAIFlag('NEEDFIRE', '1');
7165 SetAIFlag('NEEDSEEUP', '1');
7166 end;
7168 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7169 if FDirection = TDirection.D_LEFT then
7170 angle := ANGLE_LEFTDOWN
7171 else
7172 angle := ANGLE_RIGHTDOWN;
7174 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7175 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7177 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7178 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7179 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7180 targets[a].Rect.Width, targets[a].Rect.Height) and
7181 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7182 begin
7183 SetAIFlag('NEEDFIRE', '1');
7184 SetAIFlag('NEEDSEEDOWN', '1');
7185 end;
7186 end;
7188 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7189 if targets[a].Line and targets[a].Visible and
7190 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7191 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7192 begin
7193 SetAIFlag('NEEDFIRE', '1');
7194 Break;
7195 end;
7196 end;
7198 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7199 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7200 PLAYER_RECT.Width, PLAYER_RECT.Height,
7201 40+GetInterval(FDifficult.Cover, 40)) then
7202 SetAIFlag('NEEDJUMP', '1');
7204 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7205 ammo := GetAmmoByWeapon(FCurrWeap);
7206 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7207 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7208 (ammo = 0) then
7209 SetAIFlag('SELECTWEAPON', '1');
7211 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7212 if GetAIFlag('SELECTWEAPON') = '1' then
7213 begin
7214 SelectWeapon(-1);
7215 RemoveAIFlag('SELECTWEAPON');
7216 end;
7217 end;
7219 procedure TBot.Update();
7220 var
7221 EnableAI: Boolean;
7222 begin
7223 if not FAlive then
7224 begin // Respawn
7225 ReleaseKeys();
7226 PressKey(KEY_UP);
7227 end
7228 else
7229 begin
7230 EnableAI := True;
7232 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7233 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7234 EnableAI := False;
7235 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7236 EnableAI := False;
7237 if g_debug_BotAIOff = 3 then
7238 EnableAI := False;
7240 if EnableAI then
7241 begin
7242 UpdateMove();
7243 UpdateCombat();
7244 end
7245 else
7246 begin
7247 RealizeCurrentWeapon();
7248 end;
7249 end;
7251 inherited Update();
7252 end;
7254 procedure TBot.ReleaseKey(Key: Byte);
7255 begin
7256 with FKeys[Key] do
7257 begin
7258 Pressed := False;
7259 Time := 0;
7260 end;
7261 end;
7263 function TBot.KeyPressed(Key: Word): Boolean;
7264 begin
7265 Result := FKeys[Key].Pressed;
7266 end;
7268 function TBot.GetAIFlag(aName: String20): String20;
7269 var
7270 a: Integer;
7271 begin
7272 Result := '';
7274 aName := LowerCase(aName);
7276 if FAIFlags <> nil then
7277 for a := 0 to High(FAIFlags) do
7278 if LowerCase(FAIFlags[a].Name) = aName then
7279 begin
7280 Result := FAIFlags[a].Value;
7281 Break;
7282 end;
7283 end;
7285 procedure TBot.RemoveAIFlag(aName: String20);
7286 var
7287 a, b: Integer;
7288 begin
7289 if FAIFlags = nil then Exit;
7291 aName := LowerCase(aName);
7293 for a := 0 to High(FAIFlags) do
7294 if LowerCase(FAIFlags[a].Name) = aName then
7295 begin
7296 if a <> High(FAIFlags) then
7297 for b := a to High(FAIFlags)-1 do
7298 FAIFlags[b] := FAIFlags[b+1];
7300 SetLength(FAIFlags, Length(FAIFlags)-1);
7301 Break;
7302 end;
7303 end;
7305 procedure TBot.SetAIFlag(aName, fValue: String20);
7306 var
7307 a: Integer;
7308 ok: Boolean;
7309 begin
7310 a := 0;
7311 ok := False;
7313 aName := LowerCase(aName);
7315 if FAIFlags <> nil then
7316 for a := 0 to High(FAIFlags) do
7317 if LowerCase(FAIFlags[a].Name) = aName then
7318 begin
7319 ok := True;
7320 Break;
7321 end;
7323 if ok then FAIFlags[a].Value := fValue
7324 else
7325 begin
7326 SetLength(FAIFlags, Length(FAIFlags)+1);
7327 with FAIFlags[High(FAIFlags)] do
7328 begin
7329 Name := aName;
7330 Value := fValue;
7331 end;
7332 end;
7333 end;
7335 procedure TBot.UpdateMove;
7337 procedure GoLeft(Time: Word = 1);
7338 begin
7339 ReleaseKey(KEY_LEFT);
7340 ReleaseKey(KEY_RIGHT);
7341 PressKey(KEY_LEFT, Time);
7342 SetDirection(TDirection.D_LEFT);
7343 end;
7345 procedure GoRight(Time: Word = 1);
7346 begin
7347 ReleaseKey(KEY_LEFT);
7348 ReleaseKey(KEY_RIGHT);
7349 PressKey(KEY_RIGHT, Time);
7350 SetDirection(TDirection.D_RIGHT);
7351 end;
7353 function Rnd(a: Word): Boolean;
7354 begin
7355 Result := Random(a) = 0;
7356 end;
7358 procedure Turn(Time: Word = 1200);
7359 begin
7360 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7361 end;
7363 procedure Stop();
7364 begin
7365 ReleaseKey(KEY_LEFT);
7366 ReleaseKey(KEY_RIGHT);
7367 end;
7369 function CanRunLeft(): Boolean;
7370 begin
7371 Result := not CollideLevel(-1, 0);
7372 end;
7374 function CanRunRight(): Boolean;
7375 begin
7376 Result := not CollideLevel(1, 0);
7377 end;
7379 function CanRun(): Boolean;
7380 begin
7381 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7382 end;
7384 procedure Jump(Time: Word = 30);
7385 begin
7386 PressKey(KEY_JUMP, Time);
7387 end;
7389 function NearHole(): Boolean;
7390 var
7391 x, sx: Integer;
7392 begin
7393 { TODO 5 : Ëåñòíèöû }
7394 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7395 for x := 1 to PLAYER_RECT.Width do
7396 if (not StayOnStep(x*sx, 0)) and
7397 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7398 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7399 begin
7400 Result := True;
7401 Exit;
7402 end;
7404 Result := False;
7405 end;
7407 function BorderHole(): Boolean;
7408 var
7409 x, sx, xx: Integer;
7410 begin
7411 { TODO 5 : Ëåñòíèöû }
7412 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7413 for x := 1 to PLAYER_RECT.Width do
7414 if (not StayOnStep(x*sx, 0)) and
7415 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7416 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7417 begin
7418 for xx := x to x+32 do
7419 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7420 begin
7421 Result := True;
7422 Exit;
7423 end;
7424 end;
7426 Result := False;
7427 end;
7429 function NearDeepHole(): Boolean;
7430 var
7431 x, sx, y: Integer;
7432 begin
7433 Result := False;
7435 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7436 y := 3;
7438 for x := 1 to PLAYER_RECT.Width do
7439 if (not StayOnStep(x*sx, 0)) and
7440 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7441 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7442 begin
7443 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7444 begin
7445 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7446 y := y+1;
7447 end;
7449 Result := True;
7450 end else Result := False;
7451 end;
7453 function OverDeepHole(): Boolean;
7454 var
7455 y: Integer;
7456 begin
7457 Result := False;
7459 y := 1;
7460 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7461 begin
7462 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7463 y := y+1;
7464 end;
7466 Result := True;
7467 end;
7469 function OnGround(): Boolean;
7470 begin
7471 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7472 end;
7474 function OnLadder(): Boolean;
7475 begin
7476 Result := FullInStep(0, 0);
7477 end;
7479 function BelowLadder(): Boolean;
7480 begin
7481 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7482 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7483 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7484 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7485 end;
7487 function BelowLiftUp(): Boolean;
7488 begin
7489 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7490 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7491 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7492 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7493 end;
7495 function OnTopLift(): Boolean;
7496 begin
7497 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7498 end;
7500 function CanJumpOver(): Boolean;
7501 var
7502 sx, y: Integer;
7503 begin
7504 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7506 Result := False;
7508 if not CollideLevel(sx, 0) then Exit;
7510 for y := 1 to BOT_MAXJUMP do
7511 if CollideLevel(0, -y) then Exit else
7512 if not CollideLevel(sx, -y) then
7513 begin
7514 Result := True;
7515 Exit;
7516 end;
7517 end;
7519 function CanJumpUp(Dist: ShortInt): Boolean;
7520 var
7521 y, yy: Integer;
7522 c: Boolean;
7523 begin
7524 Result := False;
7526 if CollideLevel(Dist, 0) then Exit;
7528 c := False;
7529 for y := 0 to BOT_MAXJUMP do
7530 if CollideLevel(Dist, -y) then
7531 begin
7532 c := True;
7533 Break;
7534 end;
7536 if not c then Exit;
7538 c := False;
7539 for yy := y+1 to BOT_MAXJUMP do
7540 if not CollideLevel(Dist, -yy) then
7541 begin
7542 c := True;
7543 Break;
7544 end;
7546 if not c then Exit;
7548 c := False;
7549 for y := 0 to BOT_MAXJUMP do
7550 if CollideLevel(0, -y) then
7551 begin
7552 c := True;
7553 Break;
7554 end;
7556 if c then Exit;
7558 if y < yy then Exit;
7560 Result := True;
7561 end;
7563 function IsSafeTrigger(): Boolean;
7564 var
7565 a: Integer;
7566 begin
7567 Result := True;
7568 if gTriggers = nil then
7569 Exit;
7570 for a := 0 to High(gTriggers) do
7571 if Collide(gTriggers[a].X,
7572 gTriggers[a].Y,
7573 gTriggers[a].Width,
7574 gTriggers[a].Height) and
7575 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7576 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7577 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7578 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7579 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7580 Result := False;
7581 end;
7583 begin
7584 // Âîçìîæíî, íàæèìàåì êíîïêó:
7585 if Rnd(16) and IsSafeTrigger() then
7586 PressKey(KEY_OPEN);
7588 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7589 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7590 begin
7591 ReleaseKey(KEY_LEFT);
7592 ReleaseKey(KEY_RIGHT);
7593 Jump();
7594 end;
7596 // Èäåì âëåâî, åñëè íàäî áûëî:
7597 if GetAIFlag('GOLEFT') <> '' then
7598 begin
7599 RemoveAIFlag('GOLEFT');
7600 if CanRunLeft() then
7601 GoLeft(360);
7602 end;
7604 // Èäåì âïðàâî, åñëè íàäî áûëî:
7605 if GetAIFlag('GORIGHT') <> '' then
7606 begin
7607 RemoveAIFlag('GORIGHT');
7608 if CanRunRight() then
7609 GoRight(360);
7610 end;
7612 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7613 if FObj.X < -32 then
7614 GoRight(360)
7615 else
7616 if FObj.X+32 > gMapInfo.Width then
7617 GoLeft(360);
7619 // Ïðûãàåì, åñëè íàäî áûëî:
7620 if GetAIFlag('NEEDJUMP') <> '' then
7621 begin
7622 Jump(0);
7623 RemoveAIFlag('NEEDJUMP');
7624 end;
7626 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7627 if GetAIFlag('NEEDSEEUP') <> '' then
7628 begin
7629 ReleaseKey(KEY_UP);
7630 ReleaseKey(KEY_DOWN);
7631 PressKey(KEY_UP, 20);
7632 RemoveAIFlag('NEEDSEEUP');
7633 end;
7635 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7636 if GetAIFlag('NEEDSEEDOWN') <> '' then
7637 begin
7638 ReleaseKey(KEY_UP);
7639 ReleaseKey(KEY_DOWN);
7640 PressKey(KEY_DOWN, 20);
7641 RemoveAIFlag('NEEDSEEDOWN');
7642 end;
7644 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7645 if GetAIFlag('GOINHOLE') <> '' then
7646 if not OnGround() then
7647 begin
7648 ReleaseKey(KEY_LEFT);
7649 ReleaseKey(KEY_RIGHT);
7650 RemoveAIFlag('GOINHOLE');
7651 SetAIFlag('FALLINHOLE', '1');
7652 end;
7654 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7655 if GetAIFlag('FALLINHOLE') <> '' then
7656 if OnGround() then
7657 RemoveAIFlag('FALLINHOLE');
7659 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7660 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7661 if GetAIFlag('FALLINHOLE') = '' then
7662 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7663 if Rnd(2) then
7664 GoLeft(360)
7665 else
7666 GoRight(360);
7668 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7669 if OnGround() and
7670 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7671 Rnd(8) then
7672 Jump();
7674 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7675 if OnGround() and NearHole() then
7676 if NearDeepHole() then // Åñëè ýòî áåçäíà
7677 case Random(6) of
7678 0..3: Turn(); // Áåæèì îáðàòíî
7679 4: Jump(); // Ïðûãàåì
7680 5: begin // Ïðûãàåì îáðàòíî
7681 Turn();
7682 Jump();
7683 end;
7684 end
7685 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7686 if GetAIFlag('GOINHOLE') = '' then
7687 case Random(6) of
7688 0: Turn(); // Íå íóæíî òóäà
7689 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7690 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7691 if BorderHole() then
7692 SetAIFlag('GOINHOLE', '1');
7693 end;
7695 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7696 if (not CanRun()) and OnGround() then
7697 begin
7698 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7699 if CanJumpOver() or OnLadder() then
7700 Jump()
7701 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7702 if Random(2) = 0 then
7703 begin
7704 if IsSafeTrigger() then
7705 PressKey(KEY_OPEN);
7706 end else
7707 Turn();
7708 end;
7710 // Îñòàëîñü ìàëî âîçäóõà:
7711 if FAir < 36 * 2 then
7712 Jump(20);
7714 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7715 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7716 if BodyInAcid(0, 0) then
7717 Jump();
7718 end;
7720 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7721 begin
7722 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7723 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7724 end;
7726 {function TBot.NeedItem(Item: Byte): Byte;
7727 begin
7728 Result := 4;
7729 end;}
7731 procedure TBot.SelectWeapon(Dist: Integer);
7732 var
7733 a: Integer;
7735 function HaveAmmo(weapon: Byte): Boolean;
7736 begin
7737 case weapon of
7738 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7739 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7740 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7741 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7742 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7743 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7744 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7745 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7746 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7747 else Result := True;
7748 end;
7749 end;
7751 begin
7752 if Dist = -1 then Dist := BOT_LONGDIST;
7754 if Dist > BOT_LONGDIST then
7755 begin // Äàëüíèé áîé
7756 for a := 0 to 9 do
7757 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7758 begin
7759 FSelectedWeapon := FDifficult.WeaponPrior[a];
7760 Break;
7761 end;
7762 end
7763 else //if Dist > BOT_UNSAFEDIST then
7764 begin // Áëèæíèé áîé
7765 for a := 0 to 9 do
7766 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7767 begin
7768 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7769 Break;
7770 end;
7771 end;
7772 { else
7773 begin
7774 for a := 0 to 9 do
7775 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7776 begin
7777 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7778 Break;
7779 end;
7780 end;}
7781 end;
7783 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7784 begin
7785 Result := inherited PickItem(ItemType, force, remove);
7787 if Result then SetAIFlag('SELECTWEAPON', '1');
7788 end;
7790 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7791 begin
7792 Result := inherited Heal(value, Soft);
7793 end;
7795 function TBot.Healthy(): Byte;
7796 begin
7797 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7798 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7799 else if (FHealth > 50) then Result := 2
7800 else if (FHealth > 20) then Result := 1
7801 else Result := 0;
7802 end;
7804 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7805 begin
7806 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7807 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7808 end;
7810 procedure TBot.OnDamage(Angle: SmallInt);
7811 var
7812 pla: TPlayer;
7813 mon: TMonster;
7814 ok: Boolean;
7815 begin
7816 inherited;
7818 if (Angle = 0) or (Angle = 180) then
7819 begin
7820 ok := False;
7821 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7822 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7823 begin // Èãðîê
7824 pla := g_Player_Get(FLastSpawnerUID);
7825 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7826 pla.FObj.Y + PLAYER_RECT.Y);
7827 end
7828 else
7829 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7830 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7831 begin // Ìîíñòð
7832 mon := g_Monsters_ByUID(FLastSpawnerUID);
7833 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7834 mon.Obj.Y + mon.Obj.Rect.Y);
7835 end;
7837 if ok then
7838 if Angle = 0 then
7839 SetAIFlag('ATTACKLEFT', '1')
7840 else
7841 SetAIFlag('ATTACKRIGHT', '1');
7842 end;
7843 end;
7845 function TBot.RunDirection(): TDirection;
7846 begin
7847 if Abs(Vel.X) >= 1 then
7848 begin
7849 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7850 end else
7851 Result := FDirection;
7852 end;
7854 function TBot.GetRnd(a: Byte): Boolean;
7855 begin
7856 if a = 0 then Result := False
7857 else if a = 255 then Result := True
7858 else Result := Random(256) > 255-a;
7859 end;
7861 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7862 begin
7863 Result := Round((255-a)/255*radius*(Random(2)-1));
7864 end;
7867 procedure TDifficult.save (st: TStream);
7868 begin
7869 utils.writeInt(st, Byte(DiagFire));
7870 utils.writeInt(st, Byte(InvisFire));
7871 utils.writeInt(st, Byte(DiagPrecision));
7872 utils.writeInt(st, Byte(FlyPrecision));
7873 utils.writeInt(st, Byte(Cover));
7874 utils.writeInt(st, Byte(CloseJump));
7875 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7876 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7877 end;
7879 procedure TDifficult.load (st: TStream);
7880 begin
7881 DiagFire := utils.readByte(st);
7882 InvisFire := utils.readByte(st);
7883 DiagPrecision := utils.readByte(st);
7884 FlyPrecision := utils.readByte(st);
7885 Cover := utils.readByte(st);
7886 CloseJump := utils.readByte(st);
7887 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7888 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7889 end;
7892 procedure TBot.SaveState (st: TStream);
7893 var
7894 i: Integer;
7895 dw: Integer;
7896 begin
7897 inherited SaveState(st);
7898 utils.writeSign(st, 'BOT0');
7899 // Âûáðàííîå îðóæèå
7900 utils.writeInt(st, Byte(FSelectedWeapon));
7901 // UID öåëè
7902 utils.writeInt(st, Word(FTargetUID));
7903 // Âðåìÿ ïîòåðè öåëè
7904 utils.writeInt(st, LongWord(FLastVisible));
7905 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7906 dw := Length(FAIFlags);
7907 utils.writeInt(st, LongInt(dw));
7908 // Ôëàãè ÈÈ
7909 for i := 0 to dw-1 do
7910 begin
7911 utils.writeStr(st, FAIFlags[i].Name, 20);
7912 utils.writeStr(st, FAIFlags[i].Value, 20);
7913 end;
7914 // Íàñòðîéêè ñëîæíîñòè
7915 FDifficult.save(st);
7916 end;
7919 procedure TBot.LoadState (st: TStream);
7920 var
7921 i: Integer;
7922 dw: Integer;
7923 begin
7924 inherited LoadState(st);
7925 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7926 // Âûáðàííîå îðóæèå
7927 FSelectedWeapon := utils.readByte(st);
7928 // UID öåëè
7929 FTargetUID := utils.readWord(st);
7930 // Âðåìÿ ïîòåðè öåëè
7931 FLastVisible := utils.readLongWord(st);
7932 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7933 dw := utils.readLongInt(st);
7934 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7935 SetLength(FAIFlags, dw);
7936 // Ôëàãè ÈÈ
7937 for i := 0 to dw-1 do
7938 begin
7939 FAIFlags[i].Name := utils.readStr(st, 20);
7940 FAIFlags[i].Value := utils.readStr(st, 20);
7941 end;
7942 // Íàñòðîéêè ñëîæíîñòè
7943 FDifficult.load(st);
7944 end;
7947 begin
7948 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7949 conRegVar('player_indicator', @gPlayerIndicator, 'Draw indicator only for current player, also for teammates, or not at all', 'Draw indicator only for current player, also for teammates, or not at all');
7950 conRegVar('player_indicator_style', @gPlayerIndicatorStyle, 'Visual appearance of indicator', 'Visual appearance of indicator');
7951 end.