DEADSOFTWARE

Add flamethrower weapon, item and ammo
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) DooM 2D:Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$MODE DELPHI}
17 unit g_player;
19 interface
21 uses
22 e_graphics, g_playermodel, g_basic, g_textures,
23 g_weapons, g_phys, g_sound, g_saveload, MAPSTRUCT,
24 BinEditor, g_panel;
26 const
27 KEY_LEFT = 1;
28 KEY_RIGHT = 2;
29 KEY_UP = 3;
30 KEY_DOWN = 4;
31 KEY_FIRE = 5;
32 KEY_NEXTWEAPON = 6;
33 KEY_PREVWEAPON = 7;
34 KEY_OPEN = 8;
35 KEY_JUMP = 9;
36 KEY_CHAT = 10;
38 R_ITEM_BACKPACK = 0;
39 R_KEY_RED = 1;
40 R_KEY_GREEN = 2;
41 R_KEY_BLUE = 3;
42 R_BERSERK = 4;
44 MR_SUIT = 0;
45 MR_INVUL = 1;
46 MR_INVIS = 2;
47 MR_MAX = 2;
49 A_BULLETS = 0;
50 A_SHELLS = 1;
51 A_ROCKETS = 2;
52 A_CELLS = 3;
53 A_FUEL = 4;
54 A_HIGH = 4;
56 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
57 ((200, 50, 50, 300, 100),
58 (400, 100, 100, 600, 200));
60 K_SIMPLEKILL = 0;
61 K_HARDKILL = 1;
62 K_EXTRAHARDKILL = 2;
63 K_FALLKILL = 3;
65 T_RESPAWN = 0;
66 T_SWITCH = 1;
67 T_USE = 2;
68 T_FLAGCAP = 3;
70 TEAM_NONE = 0;
71 TEAM_RED = 1;
72 TEAM_BLUE = 2;
73 TEAM_COOP = 3;
75 SHELL_BULLET = 0;
76 SHELL_SHELL = 1;
77 SHELL_DBLSHELL = 2;
79 ANGLE_NONE = Low(SmallInt);
81 CORPSE_STATE_REMOVEME = 0;
82 CORPSE_STATE_NORMAL = 1;
83 CORPSE_STATE_MESS = 2;
85 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
86 PLAYER_RECT_CX = 15+(34 div 2);
87 PLAYER_RECT_CY = 12+(52 div 2);
88 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
90 PLAYER_HP_SOFT = 100;
91 PLAYER_HP_LIMIT = 200;
92 PLAYER_AP_SOFT = 100;
93 PLAYER_AP_LIMIT = 200;
94 SUICIDE_DAMAGE = 112;
96 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
97 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
99 type
100 TPlayerStat = record
101 Ping: Word;
102 Loss: Byte;
103 Name: String;
104 Team: Byte;
105 Frags: SmallInt;
106 Deaths: SmallInt;
107 Lives: Byte;
108 Kills: Word;
109 Color: TRGB;
110 Spectator: Boolean;
111 end;
113 TPlayerStatArray = Array of TPlayerStat;
115 TPlayerSavedState = record
116 Health: Integer;
117 Armor: Integer;
118 Air: Integer;
119 JetFuel: Integer;
120 CurrWeap: Byte;
121 NextWeap: WORD;
122 NextWeapDelay: Byte;
123 Ammo: Array [A_BULLETS..A_HIGH] of Word;
124 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
125 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
126 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
127 WaitRecall: Boolean;
128 end;
130 TKeyState = record
131 Pressed: Boolean;
132 Time: Word;
133 end;
135 TPlayer = class (TObject)
136 private
137 FIamBot: Boolean;
138 FUID: Word;
139 FName: String;
140 FTeam: Byte;
141 FLive: Boolean;
142 FSpawned: Boolean;
143 FDirection: TDirection;
144 FHealth: Integer;
145 FLives: Byte;
146 FArmor: Integer;
147 FAir: Integer;
148 FPain: Integer;
149 FPickup: Integer;
150 FKills: Integer;
151 FMonsterKills: Integer;
152 FFrags: Integer;
153 FFragCombo: Byte;
154 FLastFrag: LongWord;
155 FComboEvnt: Integer;
156 FDeath: Integer;
157 FCanJetpack: Boolean;
158 FJetFuel: Integer;
159 FFlag: Byte;
160 FSecrets: Integer;
161 FCurrWeap: Byte;
162 FNextWeap: WORD;
163 FNextWeapDelay: Byte; // frames
164 FBFGFireCounter: SmallInt;
165 FLastSpawnerUID: Word;
166 FLastHit: Byte;
167 FObj: TObj;
168 FXTo, FYTo: Integer;
169 FSpectatePlayer: Integer;
171 FSavedState: TPlayerSavedState;
173 FModel: TPlayerModel;
174 FActionPrior: Byte;
175 FActionAnim: Byte;
176 FActionForce: Boolean;
177 FActionChanged: Boolean;
178 FAngle: SmallInt;
179 FFireAngle: SmallInt;
180 FIncCam: Integer;
181 FShellTimer: Integer;
182 FShellType: Byte;
183 FSawSound: TPlayableSound;
184 FSawSoundIdle: TPlayableSound;
185 FSawSoundHit: TPlayableSound;
186 FSawSoundSelect: TPlayableSound;
187 FJetSoundOn: TPlayableSound;
188 FJetSoundOff: TPlayableSound;
189 FJetSoundFly: TPlayableSound;
190 FGodMode: Boolean;
191 FNoTarget: Boolean;
192 FNoReload: Boolean;
193 FJustTeleported: Boolean;
194 FNetTime: LongWord;
196 function CollideLevel(XInc, YInc: Integer): Boolean;
197 function StayOnStep(XInc, YInc: Integer): Boolean;
198 function HeadInLiquid(XInc, YInc: Integer): Boolean;
199 function BodyInLiquid(XInc, YInc: Integer): Boolean;
200 function BodyInAcid(XInc, YInc: Integer): Boolean;
201 function FullInLift(XInc, YInc: Integer): Integer;
202 {procedure CollideItem();}
203 procedure FlySmoke(Times: DWORD = 1);
204 function GetAmmoByWeapon(Weapon: Byte): Word;
205 procedure SetAction(Action: Byte; Force: Boolean = False);
206 procedure OnDamage(Angle: SmallInt); virtual;
207 function firediry(): Integer;
209 procedure Run(Direction: TDirection);
210 procedure NextWeapon();
211 procedure PrevWeapon();
212 procedure SeeUp();
213 procedure SeeDown();
214 procedure Fire();
215 procedure Jump();
216 procedure Use();
218 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
219 procedure resetWeaponQueue ();
220 function hasAmmoForWeapon (weapon: Byte): Boolean;
222 public
223 FDamageBuffer: Integer;
225 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
226 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
227 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
228 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
229 FBerserk: Integer;
230 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
231 FReloading: Array [WP_FIRST..WP_LAST] of Word;
232 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
233 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
234 FColor: TRGB;
235 FPreferredTeam: Byte;
236 FSpectator: Boolean;
237 FNoRespawn: Boolean;
238 FWantsInGame: Boolean;
239 FGhost: Boolean;
240 FPhysics: Boolean;
241 FJetpack: Boolean;
242 FActualModelName: string;
243 FClientID: SmallInt;
244 FPing: Word;
245 FLoss: Byte;
246 FDummy: Boolean;
248 constructor Create(); virtual;
249 destructor Destroy(); override;
250 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
251 function GetRespawnPoint(): Byte;
252 procedure PressKey(Key: Byte; Time: Word = 1);
253 procedure ReleaseKeys();
254 procedure SetModel(ModelName: String);
255 procedure SetColor(Color: TRGB);
256 procedure SetWeapon(W: Byte);
257 function IsKeyPressed(K: Byte): Boolean;
258 function GetKeys(): Byte;
259 function PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean; virtual;
260 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
261 function Collide(Panel: TPanel): Boolean; overload;
262 function Collide(X, Y: Integer): Boolean; overload;
263 procedure SetDirection(Direction: TDirection);
264 procedure GetSecret();
265 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
266 procedure Touch();
267 procedure Push(vx, vy: Integer);
268 procedure ChangeModel(ModelName: String);
269 procedure SwitchTeam;
270 procedure ChangeTeam(Team: Byte);
271 procedure BFGHit();
272 function GetFlag(Flag: Byte): Boolean;
273 procedure SetFlag(Flag: Byte);
274 function DropFlag(): Boolean;
275 procedure AllRulez(Health: Boolean);
276 procedure RestoreHealthArmor();
277 procedure FragCombo();
278 procedure GiveItem(ItemType: Byte);
279 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
280 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
281 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
282 procedure MakeBloodSimple(Count: Word);
283 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
284 procedure Reset(Force: Boolean);
285 procedure Spectate(NoMove: Boolean = False);
286 procedure SwitchNoClip;
287 procedure SoftReset();
288 procedure Draw(); virtual;
289 procedure DrawPain();
290 procedure DrawPickup();
291 procedure DrawRulez();
292 procedure DrawAim();
293 procedure DrawBubble();
294 procedure DrawGUI();
295 procedure Update(); virtual;
296 procedure RememberState();
297 procedure RecallState();
298 procedure SaveState(var Mem: TBinMemoryWriter); virtual;
299 procedure LoadState(var Mem: TBinMemoryReader); virtual;
300 procedure PauseSounds(Enable: Boolean);
301 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
302 procedure DoLerp(Level: Integer = 2);
303 procedure SetLerp(XTo, YTo: Integer);
304 procedure QueueWeaponSwitch(Weapon: Byte);
305 procedure RealizeCurrentWeapon();
306 procedure JetpackOn;
307 procedure JetpackOff;
309 property Name: String read FName write FName;
310 property Model: TPlayerModel read FModel;
311 property Health: Integer read FHealth write FHealth;
312 property Lives: Byte read FLives write FLives;
313 property Armor: Integer read FArmor write FArmor;
314 property Air: Integer read FAir write FAir;
315 property JetFuel: Integer read FJetFuel write FJetFuel;
316 property Frags: Integer read FFrags write FFrags;
317 property Death: Integer read FDeath write FDeath;
318 property Kills: Integer read FKills write FKills;
319 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
320 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
321 property Secrets: Integer read FSecrets;
322 property GodMode: Boolean read FGodMode write FGodMode;
323 property NoTarget: Boolean read FNoTarget write FNoTarget;
324 property NoReload: Boolean read FNoReload write FNoReload;
325 property Live: Boolean read FLive write FLive;
326 property Flag: Byte read FFlag;
327 property Team: Byte read FTeam write FTeam;
328 property Direction: TDirection read FDirection;
329 property GameX: Integer read FObj.X write FObj.X;
330 property GameY: Integer read FObj.Y write FObj.Y;
331 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
332 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
333 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
334 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
335 property Vel: TPoint2i read FObj.Vel;
336 property Obj: TObj read FObj;
337 property IncCam: Integer read FIncCam write FIncCam;
338 property UID: Word read FUID write FUID;
339 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
340 property NetTime: LongWord read FNetTime write FNetTime;
341 end;
343 TDifficult = record
344 DiagFire: Byte;
345 InvisFire: Byte;
346 DiagPrecision: Byte;
347 FlyPrecision: Byte;
348 Cover: Byte;
349 CloseJump: Byte;
350 WeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
351 CloseWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
352 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
353 end;
355 TAIFlag = record
356 Name: String;
357 Value: String;
358 end;
360 TBot = class (TPlayer)
361 private
362 FSelectedWeapon: Byte;
363 FTargetUID: Word;
364 FLastVisible: DWORD;
365 FAIFlags: Array of TAIFlag;
366 FDifficult: TDifficult;
368 function GetRnd(a: Byte): Boolean;
369 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
370 function RunDirection(): TDirection;
371 function FullInStep(XInc, YInc: Integer): Boolean;
372 //function NeedItem(Item: Byte): Byte;
373 procedure SelectWeapon(Dist: Integer);
374 procedure SetAIFlag(fName, fValue: String20);
375 function GetAIFlag(fName: String20): String20;
376 procedure RemoveAIFlag(fName: String20);
377 function Healthy(): Byte;
378 procedure UpdateMove();
379 procedure UpdateCombat();
380 function KeyPressed(Key: Word): Boolean;
381 procedure ReleaseKey(Key: Byte);
382 function TargetOnScreen(TX, TY: Integer): Boolean;
383 procedure OnDamage(Angle: SmallInt); override;
385 public
386 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
387 constructor Create(); override;
388 destructor Destroy(); override;
389 procedure Draw(); override;
390 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
391 function Heal(value: Word; Soft: Boolean): Boolean; override;
392 procedure Update(); override;
393 procedure SaveState(var Mem: TBinMemoryWriter); override;
394 procedure LoadState(var Mem: TBinMemoryReader); override;
395 end;
397 TGib = record
398 Live: Boolean;
399 ID: DWORD;
400 MaskID: DWORD;
401 RAngle: Integer;
402 Color: TRGB;
403 Obj: TObj;
404 end;
406 TShell = record
407 SpriteID: DWORD;
408 Live: Boolean;
409 SType: Byte;
410 RAngle: Integer;
411 Timeout: Cardinal;
412 CX, CY: Integer;
413 Obj: TObj;
414 end;
416 TCorpse = class (TObject)
417 private
418 FModelName: String;
419 FMess: Boolean;
420 FState: Byte;
421 FDamage: Byte;
422 FColor: TRGB;
423 FObj: TObj;
424 FAnimation: TAnimation;
425 FAnimationMask: TAnimation;
427 public
428 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
429 destructor Destroy(); override;
430 procedure Damage(Value: Word; vx, vy: Integer);
431 procedure Update();
432 procedure Draw();
433 procedure SaveState(var Mem: TBinMemoryWriter);
434 procedure LoadState(var Mem: TBinMemoryReader);
436 property Obj: TObj read FObj;
437 property State: Byte read FState;
438 property Mess: Boolean read FMess;
439 end;
441 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
442 record
443 Goals: SmallInt;
444 end;
446 var
447 gPlayers: Array of TPlayer;
448 gCorpses: Array of TCorpse;
449 gGibs: Array of TGib;
450 gShells: Array of TShell;
451 gTeamStat: TTeamStat;
452 gFly: Boolean = False;
453 gAimLine: Boolean = False;
454 gChatBubble: Byte = 0;
455 gNumBots: Word = 0;
456 gLMSPID1: Word = 0;
457 gLMSPID2: Word = 0;
458 MAX_RUNVEL: Integer = 8;
459 VEL_JUMP: Integer = 10;
460 SHELL_TIMEOUT: Cardinal = 60000;
462 function Lerp(X, Y, Factor: Integer): Integer;
464 procedure g_Gibs_SetMax(Count: Word);
465 function g_Gibs_GetMax(): Word;
466 procedure g_Corpses_SetMax(Count: Word);
467 function g_Corpses_GetMax(): Word;
468 procedure g_Shells_SetMax(Count: Word);
469 function g_Shells_GetMax(): Word;
471 procedure g_Player_Init();
472 procedure g_Player_Free();
473 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
474 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
475 procedure g_Player_Remove(UID: Word);
476 procedure g_Player_ResetTeams();
477 procedure g_Player_UpdateAll();
478 procedure g_Player_DrawAll();
479 procedure g_Player_DrawDebug(p: TPlayer);
480 procedure g_Player_DrawHealth();
481 procedure g_Player_RememberAll();
482 procedure g_Player_ResetAll(Force, Silent: Boolean);
483 function g_Player_Get(UID: Word): TPlayer;
484 function g_Player_GetCount(): Byte;
485 function g_Player_GetStats(): TPlayerStatArray;
486 function g_Player_ValidName(Name: String): Boolean;
487 procedure g_Player_CreateCorpse(Player: TPlayer);
488 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
489 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
490 procedure g_Player_UpdatePhysicalObjects();
491 procedure g_Player_DrawCorpses();
492 procedure g_Player_DrawShells();
493 procedure g_Player_RemoveAllCorpses();
494 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
495 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
496 procedure g_Bot_Add(Team, Difficult: Byte);
497 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
498 procedure g_Bot_MixNames();
499 procedure g_Bot_RemoveAll();
501 implementation
503 uses
504 e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math,
505 g_options, g_triggers, g_menu, MAPDEF, g_game,
506 wadreader, g_main, g_monsters, CONFIG, g_language, g_net, g_netmsg;
508 type
509 TBotProfile = record
510 name: ShortString;
511 model: ShortString;
512 team: Byte;
513 color: TRGB;
514 diag_fire: Byte;
515 invis_fire: Byte;
516 diag_precision: Byte;
517 fly_precision: Byte;
518 cover: Byte;
519 close_jump: Byte;
520 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
521 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
522 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
523 end;
525 const
526 TIME_RESPAWN1 = 1500;
527 TIME_RESPAWN2 = 2000;
528 TIME_RESPAWN3 = 3000;
529 AIR_DEF = 360;
530 AIR_MAX = 1091;
531 JET_MAX = 540; // ~30 sec
532 PLAYER_SUIT_TIME = 30000;
533 PLAYER_INVUL_TIME = 30000;
534 PLAYER_INVIS_TIME = 35000;
535 FRAG_COMBO_TIME = 3000;
536 VEL_SW = 4;
537 VEL_FLY = 6;
538 ANGLE_RIGHTUP = 55;
539 ANGLE_RIGHTDOWN = -35;
540 ANGLE_LEFTUP = 125;
541 ANGLE_LEFTDOWN = -145;
542 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
543 WEAPONPOINT: Array [TDirection] of TPoint = ((X:16; Y:32), (X:47; Y:32));
544 BOT_MAXJUMP = 84;
545 BOT_LONGDIST = 300;
546 BOT_UNSAFEDIST = 128;
547 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
548 (R:0; G:0; B:255));
549 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
550 FlyPrecision: 32; Cover: 32; CloseJump: 32;
551 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
552 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
553 FlyPrecision: 127; Cover: 127; CloseJump: 127;
554 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
555 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
556 FlyPrecision: 255; Cover: 255; CloseJump: 255;
557 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
558 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
559 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
560 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
561 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
562 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
563 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
564 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
565 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
566 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
567 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
568 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
569 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
570 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
571 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
572 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
573 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
574 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 0);
576 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
577 CORPSE_SIGNATURE = $50524F43; // 'CORP'
579 BOTNAMES_FILENAME = 'botnames.txt';
580 BOTLIST_FILENAME = 'botlist.txt';
582 var
583 MaxGibs: Word = 150;
584 MaxCorpses: Word = 20;
585 MaxShells: Word = 300;
586 CurrentGib: Integer = 0;
587 CurrentShell: Integer = 0;
588 BotNames: Array of String;
589 BotList: Array of TBotProfile;
591 function Lerp(X, Y, Factor: Integer): Integer;
592 begin
593 Result := X + ((Y - X) div Factor);
594 end;
596 function SameTeam(UID1, UID2: Word): Boolean;
597 begin
598 Result := False;
600 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
601 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
603 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
605 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
606 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
608 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
609 end;
611 procedure g_Gibs_SetMax(Count: Word);
612 begin
613 MaxGibs := Count;
614 SetLength(gGibs, Count);
616 if CurrentGib >= Count then
617 CurrentGib := 0;
618 end;
620 function g_Gibs_GetMax(): Word;
621 begin
622 Result := MaxGibs;
623 end;
625 procedure g_Shells_SetMax(Count: Word);
626 begin
627 MaxShells := Count;
628 SetLength(gShells, Count);
630 if CurrentShell >= Count then
631 CurrentShell := 0;
632 end;
634 function g_Shells_GetMax(): Word;
635 begin
636 Result := MaxShells;
637 end;
640 procedure g_Corpses_SetMax(Count: Word);
641 begin
642 MaxCorpses := Count;
643 SetLength(gCorpses, Count);
644 end;
646 function g_Corpses_GetMax(): Word;
647 begin
648 Result := MaxCorpses;
649 end;
651 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
652 var
653 a: Integer;
654 ok: Boolean;
655 begin
656 Result := 0;
658 ok := False;
659 a := 0;
661 // Åñòü ëè ìåñòî â gPlayers:
662 if gPlayers <> nil then
663 for a := 0 to High(gPlayers) do
664 if gPlayers[a] = nil then
665 begin
666 ok := True;
667 Break;
668 end;
670 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
671 if not ok then
672 begin
673 SetLength(gPlayers, Length(gPlayers)+1);
674 a := High(gPlayers);
675 end;
677 // Ñîçäàåì îáúåêò èãðîêà:
678 if Bot then
679 gPlayers[a] := TBot.Create()
680 else
681 gPlayers[a] := TPlayer.Create();
684 gPlayers[a].FActualModelName := ModelName;
685 gPlayers[a].SetModel(ModelName);
687 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
688 if gPlayers[a].FModel = nil then
689 begin
690 gPlayers[a].Free();
691 gPlayers[a] := nil;
692 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
693 Exit;
694 end;
696 if not (Team in [TEAM_RED, TEAM_BLUE]) then
697 if Random(2) = 0 then
698 Team := TEAM_RED
699 else
700 Team := TEAM_BLUE;
701 gPlayers[a].FPreferredTeam := Team;
703 case gGameSettings.GameMode of
704 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
705 GM_TDM,
706 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
707 GM_SINGLE,
708 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
709 end;
711 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
712 gPlayers[a].FColor := Color;
713 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
714 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
715 else
716 gPlayers[a].FModel.Color := Color;
718 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
719 gPlayers[a].FLive := False;
721 Result := gPlayers[a].FUID;
722 end;
724 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
725 var
726 a, i: Integer;
727 ok, Bot: Boolean;
728 sig: DWORD;
729 b: Byte;
730 begin
731 Result := 0;
732 if Mem = nil then
733 Exit;
735 // Ñèãíàòóðà èãðîêà:
736 Mem.ReadDWORD(sig);
737 if sig <> PLAYER_SIGNATURE then // 'PLYR'
738 begin
739 raise EBinSizeError.Create('g_Player_CreateFromState: Wrong Player Signature');
740 end;
742 // Áîò èëè ÷åëîâåê:
743 Mem.ReadBoolean(Bot);
745 ok := False;
746 a := 0;
748 // Åñòü ëè ìåñòî â gPlayers:
749 if gPlayers <> nil then
750 for a := 0 to High(gPlayers) do
751 if gPlayers[a] = nil then
752 begin
753 ok := True;
754 Break;
755 end;
757 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
758 if not ok then
759 begin
760 SetLength(gPlayers, Length(gPlayers)+1);
761 a := High(gPlayers);
762 end;
764 // Ñîçäàåì îáúåêò èãðîêà:
765 if Bot then
766 gPlayers[a] := TBot.Create()
767 else
768 gPlayers[a] := TPlayer.Create();
769 gPlayers[a].FIamBot := Bot;
770 gPlayers[a].FPhysics := True;
772 // UID èãðîêà:
773 Mem.ReadWord(gPlayers[a].FUID);
774 // Èìÿ èãðîêà:
775 Mem.ReadString(gPlayers[a].FName);
776 // Êîìàíäà:
777 Mem.ReadByte(gPlayers[a].FTeam);
778 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
779 // Æèâ ëè:
780 Mem.ReadBoolean(gPlayers[a].FLive);
781 // Èçðàñõîäîâàë ëè âñå æèçíè:
782 Mem.ReadBoolean(gPlayers[a].FNoRespawn);
783 // Íàïðàâëåíèå:
784 Mem.ReadByte(b);
785 if b = 1 then
786 gPlayers[a].FDirection := D_LEFT
787 else // b = 2
788 gPlayers[a].FDirection := D_RIGHT;
789 // Çäîðîâüå:
790 Mem.ReadInt(gPlayers[a].FHealth);
791 // Æèçíè:
792 Mem.ReadByte(gPlayers[a].FLives);
793 // Áðîíÿ:
794 Mem.ReadInt(gPlayers[a].FArmor);
795 // Çàïàñ âîçäóõà:
796 Mem.ReadInt(gPlayers[a].FAir);
797 // Çàïàñ ãîðþ÷åãî:
798 Mem.ReadInt(gPlayers[a].FJetFuel);
799 // Áîëü:
800 Mem.ReadInt(gPlayers[a].FPain);
801 // Óáèë:
802 Mem.ReadInt(gPlayers[a].FKills);
803 // Óáèë ìîíñòðîâ:
804 Mem.ReadInt(gPlayers[a].FMonsterKills);
805 // Ôðàãîâ:
806 Mem.ReadInt(gPlayers[a].FFrags);
807 // Ôðàãîâ ïîäðÿä:
808 Mem.ReadByte(gPlayers[a].FFragCombo);
809 // Âðåìÿ ïîñëåäíåãî ôðàãà:
810 Mem.ReadDWORD(gPlayers[a].FLastFrag);
811 // Ñìåðòåé:
812 Mem.ReadInt(gPlayers[a].FDeath);
813 // Êàêîé ôëàã íåñåò:
814 Mem.ReadByte(gPlayers[a].FFlag);
815 // Íàøåë ñåêðåòîâ:
816 Mem.ReadInt(gPlayers[a].FSecrets);
817 // Òåêóùåå îðóæèå:
818 Mem.ReadByte(gPlayers[a].FCurrWeap);
819 // Ñëåäóþùåå æåëàåìîå îðóæèå:
820 Mem.ReadWord(gPlayers[a].FNextWeap);
821 // ...è ïàóçà:
822 Mem.ReadByte(gPlayers[a].FNextWeapDelay);
823 // Âðåìÿ çàðÿäêè BFG:
824 Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
825 // Áóôåð óðîíà:
826 Mem.ReadInt(gPlayers[a].FDamageBuffer);
827 // Ïîñëåäíèé óäàðèâøèé:
828 Mem.ReadWord(gPlayers[a].FLastSpawnerUID);
829 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
830 Mem.ReadByte(gPlayers[a].FLastHit);
831 // Îáúåêò èãðîêà:
832 Obj_LoadState(@gPlayers[a].FObj, Mem);
833 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
834 for i := A_BULLETS to A_HIGH do
835 Mem.ReadWord(gPlayers[a].FAmmo[i]);
836 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
837 for i := A_BULLETS to A_HIGH do
838 Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
839 // Íàëè÷èå îðóæèÿ:
840 for i := WP_FIRST to WP_LAST do
841 Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
842 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
843 for i := WP_FIRST to WP_LAST do
844 Mem.ReadWord(gPlayers[a].FReloading[i]);
845 // Íàëè÷èå ðþêçàêà:
846 Mem.ReadByte(b);
847 if b = 1 then
848 Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
849 // Íàëè÷èå êðàñíîãî êëþ÷à:
850 Mem.ReadByte(b);
851 if b = 1 then
852 Include(gPlayers[a].FRulez, R_KEY_RED);
853 // Íàëè÷èå çåëåíîãî êëþ÷à:
854 Mem.ReadByte(b);
855 if b = 1 then
856 Include(gPlayers[a].FRulez, R_KEY_GREEN);
857 // Íàëè÷èå ñèíåãî êëþ÷à:
858 Mem.ReadByte(b);
859 if b = 1 then
860 Include(gPlayers[a].FRulez, R_KEY_BLUE);
861 // Íàëè÷èå áåðñåðêà:
862 Mem.ReadByte(b);
863 if b = 1 then
864 Include(gPlayers[a].FRulez, R_BERSERK);
865 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
866 for i := MR_SUIT to MR_MAX do
867 Mem.ReadDWORD(gPlayers[a].FMegaRulez[i]);
868 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
869 for i := T_RESPAWN to T_FLAGCAP do
870 Mem.ReadDWORD(gPlayers[a].FTime[i]);
872 // Íàçâàíèå ìîäåëè:
873 Mem.ReadString(gPlayers[a].FActualModelName);
874 // Öâåò ìîäåëè:
875 Mem.ReadByte(gPlayers[a].FColor.R);
876 Mem.ReadByte(gPlayers[a].FColor.G);
877 Mem.ReadByte(gPlayers[a].FColor.B);
878 // Îáíîâëÿåì ìîäåëü èãðîêà:
879 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
881 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
882 if gPlayers[a].FModel = nil then
883 begin
884 gPlayers[a].Free();
885 gPlayers[a] := nil;
886 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
887 Exit;
888 end;
890 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
891 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
892 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
893 else
894 gPlayers[a].FModel.Color := gPlayers[a].FColor;
896 Result := gPlayers[a].FUID;
897 end;
899 procedure g_Player_ResetTeams();
900 var
901 a: Integer;
902 begin
903 if g_Game_IsClient then
904 Exit;
905 if gPlayers = nil then
906 Exit;
907 for a := Low(gPlayers) to High(gPlayers) do
908 if gPlayers[a] <> nil then
909 case gGameSettings.GameMode of
910 GM_DM:
911 gPlayers[a].ChangeTeam(TEAM_NONE);
912 GM_TDM, GM_CTF:
913 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
914 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
915 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
916 else
917 if a mod 2 = 0 then
918 gPlayers[a].ChangeTeam(TEAM_RED)
919 else
920 gPlayers[a].ChangeTeam(TEAM_BLUE);
921 GM_SINGLE,
922 GM_COOP:
923 gPlayers[a].ChangeTeam(TEAM_COOP);
924 end;
925 end;
927 procedure g_Bot_Add(Team, Difficult: Byte);
928 var
929 m: SArray;
930 _name, _model: String;
931 a, tr, tb: Integer;
932 begin
933 if not g_Game_IsServer then Exit;
935 // Ñïèñîê íàçâàíèé ìîäåëåé:
936 m := g_PlayerModel_GetNames();
937 if m = nil then
938 Exit;
940 // Êîìàíäà:
941 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
942 Team := TEAM_COOP // COOP
943 else
944 if gGameSettings.GameMode = GM_DM then
945 Team := TEAM_NONE // DM
946 else
947 if Team = TEAM_NONE then // CTF / TDM
948 begin
949 // Àâòîáàëàíñ êîìàíä:
950 tr := 0;
951 tb := 0;
953 for a := 0 to High(gPlayers) do
954 if gPlayers[a] <> nil then
955 begin
956 if gPlayers[a].Team = TEAM_RED then
957 Inc(tr)
958 else
959 if gPlayers[a].Team = TEAM_BLUE then
960 Inc(tb);
961 end;
963 if tr > tb then
964 Team := TEAM_BLUE
965 else
966 if tb > tr then
967 Team := TEAM_RED
968 else // tr = tb
969 if Random(2) = 0 then
970 Team := TEAM_RED
971 else
972 Team := TEAM_BLUE;
973 end;
975 // Âûáèðàåì áîòó èìÿ:
976 _name := '';
977 if BotNames <> nil then
978 for a := 0 to High(BotNames) do
979 if g_Player_ValidName(BotNames[a]) then
980 begin
981 _name := BotNames[a];
982 Break;
983 end;
985 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
986 if _name = '' then
987 repeat
988 _name := Format('DFBOT%.2d', [Random(100)]);
989 until g_Player_ValidName(_name);
991 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
992 _model := m[Random(Length(m))];
994 // Ñîçäàåì áîòà:
995 with g_Player_Get(g_Player_Create(_model,
996 _RGB(Min(Random(9)*32, 255),
997 Min(Random(9)*32, 255),
998 Min(Random(9)*32, 255)),
999 Team, True)) as TBot do
1000 begin
1001 Name := _name;
1003 case Difficult of
1004 1: FDifficult := DIFFICULT_EASY;
1005 2: FDifficult := DIFFICULT_MEDIUM;
1006 else FDifficult := DIFFICULT_HARD;
1007 end;
1009 for a := WP_FIRST to WP_LAST do
1010 begin
1011 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1012 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1013 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1014 end;
1016 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1018 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1019 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1020 Spectate();
1021 end;
1022 end;
1024 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1025 var
1026 m: SArray;
1027 _name, _model: String;
1028 a: Integer;
1029 begin
1030 if not g_Game_IsServer then Exit;
1032 // Ñïèñîê íàçâàíèé ìîäåëåé:
1033 m := g_PlayerModel_GetNames();
1034 if m = nil then
1035 Exit;
1037 // Êîìàíäà:
1038 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1039 Team := TEAM_COOP // COOP
1040 else
1041 if gGameSettings.GameMode = GM_DM then
1042 Team := TEAM_NONE // DM
1043 else
1044 if Team = TEAM_NONE then
1045 Team := BotList[num].team; // CTF / TDM
1047 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1048 lName := AnsiLowerCase(lName);
1049 if (num < 0) or (num > Length(BotList)-1) then
1050 num := -1;
1051 if (num = -1) and (lName <> '') and (BotList <> nil) then
1052 for a := 0 to High(BotList) do
1053 if AnsiLowerCase(BotList[a].name) = lName then
1054 begin
1055 num := a;
1056 Break;
1057 end;
1058 if num = -1 then
1059 Exit;
1061 // Èìÿ áîòà:
1062 _name := BotList[num].name;
1063 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1064 if not g_Player_ValidName(_name) then
1065 repeat
1066 _name := Format('DFBOT%.2d', [Random(100)]);
1067 until g_Player_ValidName(_name);
1069 // Ìîäåëü:
1070 _model := BotList[num].model;
1071 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1072 if not InSArray(_model, m) then
1073 _model := m[Random(Length(m))];
1075 // Ñîçäàåì áîòà:
1076 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1077 begin
1078 Name := _name;
1080 FDifficult.DiagFire := BotList[num].diag_fire;
1081 FDifficult.InvisFire := BotList[num].invis_fire;
1082 FDifficult.DiagPrecision := BotList[num].diag_precision;
1083 FDifficult.FlyPrecision := BotList[num].fly_precision;
1084 FDifficult.Cover := BotList[num].cover;
1085 FDifficult.CloseJump := BotList[num].close_jump;
1087 for a := WP_FIRST to WP_LAST do
1088 begin
1089 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1090 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1091 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1092 end;
1094 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1096 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1097 end;
1098 end;
1100 procedure g_Bot_RemoveAll();
1101 var
1102 a: Integer;
1103 begin
1104 if not g_Game_IsServer then Exit;
1105 if gPlayers = nil then Exit;
1107 for a := 0 to High(gPlayers) do
1108 if gPlayers[a] <> nil then
1109 if gPlayers[a] is TBot then
1110 begin
1111 gPlayers[a].Lives := 0;
1112 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1113 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1114 g_Player_Remove(gPlayers[a].FUID);
1115 end;
1117 g_Bot_MixNames();
1118 end;
1120 procedure g_Bot_MixNames();
1121 var
1122 s: String;
1123 a, b: Integer;
1124 begin
1125 if BotNames <> nil then
1126 for a := 0 to High(BotNames) do
1127 begin
1128 b := Random(Length(BotNames));
1129 s := BotNames[a];
1130 Botnames[a] := BotNames[b];
1131 BotNames[b] := s;
1132 end;
1133 end;
1135 procedure g_Player_Remove(UID: Word);
1136 var
1137 i: Integer;
1138 begin
1139 if gPlayers = nil then Exit;
1141 if g_Game_IsServer and g_Game_IsNet then
1142 MH_SEND_PlayerDelete(UID);
1144 for i := 0 to High(gPlayers) do
1145 if gPlayers[i] <> nil then
1146 if gPlayers[i].FUID = UID then
1147 begin
1148 if gPlayers[i] is TPlayer then
1149 TPlayer(gPlayers[i]).Free()
1150 else
1151 TBot(gPlayers[i]).Free();
1152 gPlayers[i] := nil;
1153 Exit;
1154 end;
1155 end;
1157 procedure g_Player_Init();
1158 var
1159 F: TextFile;
1160 s: String;
1161 a, b: Integer;
1162 config: TConfig;
1163 sa: SArray;
1164 begin
1165 BotNames := nil;
1167 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1168 Exit;
1170 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1171 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1172 Reset(F);
1174 while not EOF(F) do
1175 begin
1176 ReadLn(F, s);
1178 s := Trim(s);
1179 if s = '' then
1180 Continue;
1182 SetLength(BotNames, Length(BotNames)+1);
1183 BotNames[High(BotNames)] := s;
1184 end;
1186 CloseFile(F);
1188 // Ïåðåìåøèâàåì èõ:
1189 g_Bot_MixNames();
1191 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1192 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1193 BotList := nil;
1194 a := 0;
1196 while config.SectionExists(IntToStr(a)) do
1197 begin
1198 SetLength(BotList, Length(BotList)+1);
1200 with BotList[High(BotList)] do
1201 begin
1202 // Èìÿ áîòà:
1203 name := config.ReadStr(IntToStr(a), 'name', '');
1204 // Ìîäåëü:
1205 model := config.ReadStr(IntToStr(a), 'model', '');
1206 // Êîìàíäà:
1207 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1208 team := TEAM_RED
1209 else
1210 team := TEAM_BLUE;
1211 // Öâåò ìîäåëè:
1212 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1213 color.R := StrToIntDef(sa[0], 0);
1214 color.G := StrToIntDef(sa[1], 0);
1215 color.B := StrToIntDef(sa[2], 0);
1216 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1217 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1218 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1219 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1220 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1221 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1222 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1223 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1224 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1225 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1226 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1227 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1228 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1229 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1230 if Length(sa) = 10 then
1231 for b := 0 to 9 do
1232 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1233 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1234 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1235 if Length(sa) = 10 then
1236 for b := 0 to 9 do
1237 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1239 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1240 if Length(sa) = 10 then
1241 for b := 0 to 9 do
1242 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1243 end;
1245 a := a + 1;
1246 end;
1248 config.Free();
1249 end;
1251 procedure g_Player_Free();
1252 var
1253 i: Integer;
1254 begin
1255 if gPlayers <> nil then
1256 begin
1257 for i := 0 to High(gPlayers) do
1258 if gPlayers[i] <> nil then
1259 begin
1260 if gPlayers[i] is TPlayer then
1261 TPlayer(gPlayers[i]).Free()
1262 else
1263 TBot(gPlayers[i]).Free();
1264 gPlayers[i] := nil;
1265 end;
1267 gPlayers := nil;
1268 end;
1270 gPlayer1 := nil;
1271 gPlayer2 := nil;
1272 end;
1274 procedure g_Player_UpdateAll();
1275 var
1276 i: Integer;
1277 begin
1278 if gPlayers = nil then Exit;
1280 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1281 for i := 0 to High(gPlayers) do
1282 begin
1283 if gPlayers[i] <> nil then
1284 begin
1285 if gPlayers[i] is TPlayer then
1286 begin
1287 gPlayers[i].Update();
1288 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1289 end
1290 else
1291 begin
1292 // bot updates weapons in `UpdateCombat()`
1293 TBot(gPlayers[i]).Update();
1294 end;
1295 end;
1296 end;
1297 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1298 end;
1300 procedure g_Player_DrawAll();
1301 var
1302 i: Integer;
1303 begin
1304 if gPlayers = nil then Exit;
1306 for i := 0 to High(gPlayers) do
1307 if gPlayers[i] <> nil then
1308 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1309 else TBot(gPlayers[i]).Draw();
1310 end;
1312 procedure g_Player_DrawDebug(p: TPlayer);
1313 var
1314 fW, fH: Byte;
1315 begin
1316 if p = nil then Exit;
1317 if (@p.FObj) = nil then Exit;
1319 e_TextureFontGetSize(gStdFont, fW, fH);
1321 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1322 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1323 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1324 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1325 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1326 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1327 end;
1329 procedure g_Player_DrawHealth();
1330 var
1331 i: Integer;
1332 fW, fH: Byte;
1333 begin
1334 if gPlayers = nil then Exit;
1335 e_TextureFontGetSize(gStdFont, fW, fH);
1337 for i := 0 to High(gPlayers) do
1338 if gPlayers[i] <> nil then
1339 begin
1340 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1341 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1342 IntToStr(gPlayers[i].FHealth), gStdFont);
1343 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1344 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1345 IntToStr(gPlayers[i].FArmor), gStdFont);
1346 end;
1347 end;
1349 function g_Player_Get(UID: Word): TPlayer;
1350 var
1351 a: Integer;
1352 begin
1353 Result := nil;
1355 if gPlayers = nil then
1356 Exit;
1358 for a := 0 to High(gPlayers) do
1359 if gPlayers[a] <> nil then
1360 if gPlayers[a].FUID = UID then
1361 begin
1362 Result := gPlayers[a];
1363 Exit;
1364 end;
1365 end;
1367 function g_Player_GetCount(): Byte;
1368 var
1369 a: Integer;
1370 begin
1371 Result := 0;
1373 if gPlayers = nil then
1374 Exit;
1376 for a := 0 to High(gPlayers) do
1377 if gPlayers[a] <> nil then
1378 Result := Result + 1;
1379 end;
1381 function g_Player_GetStats(): TPlayerStatArray;
1382 var
1383 a: Integer;
1384 begin
1385 Result := nil;
1387 if gPlayers = nil then Exit;
1389 for a := 0 to High(gPlayers) do
1390 if gPlayers[a] <> nil then
1391 begin
1392 SetLength(Result, Length(Result)+1);
1393 with Result[High(Result)] do
1394 begin
1395 Ping := gPlayers[a].FPing;
1396 Loss := gPlayers[a].FLoss;
1397 Name := gPlayers[a].FName;
1398 Team := gPlayers[a].FTeam;
1399 Frags := gPlayers[a].FFrags;
1400 Deaths := gPlayers[a].FDeath;
1401 Kills := gPlayers[a].FKills;
1402 Color := gPlayers[a].FModel.Color;
1403 Lives := gPlayers[a].FLives;
1404 Spectator := gPlayers[a].FSpectator;
1405 end;
1406 end;
1407 end;
1409 procedure g_Player_RememberAll;
1410 var
1411 i: Integer;
1412 begin
1413 for i := Low(gPlayers) to High(gPlayers) do
1414 if (gPlayers[i] <> nil) and gPlayers[i].Live then
1415 gPlayers[i].RememberState;
1416 end;
1418 procedure g_Player_ResetAll(Force, Silent: Boolean);
1419 var
1420 i: Integer;
1421 begin
1422 gTeamStat[TEAM_RED].Goals := 0;
1423 gTeamStat[TEAM_BLUE].Goals := 0;
1425 if gPlayers <> nil then
1426 for i := 0 to High(gPlayers) do
1427 if gPlayers[i] <> nil then
1428 begin
1429 gPlayers[i].Reset(Force);
1431 if gPlayers[i] is TPlayer then
1432 begin
1433 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1434 gPlayers[i].Respawn(Silent)
1435 else
1436 gPlayers[i].Spectate();
1437 end
1438 else
1439 TBot(gPlayers[i]).Respawn(Silent);
1440 end;
1441 end;
1443 procedure g_Player_CreateCorpse(Player: TPlayer);
1444 var
1445 find_id: DWORD;
1446 ok: Boolean;
1447 begin
1448 if Player.Live then
1449 Exit;
1450 if Player.FObj.Y >= gMapInfo.Height+128 then
1451 Exit;
1453 with Player do
1454 begin
1455 if (FHealth >= -50) or (gGibsCount = 0) then
1456 begin
1457 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1458 Exit;
1460 ok := False;
1461 for find_id := 0 to High(gCorpses) do
1462 if gCorpses[find_id] = nil then
1463 begin
1464 ok := True;
1465 Break;
1466 end;
1468 if not ok then
1469 find_id := Random(Length(gCorpses));
1471 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1472 gCorpses[find_id].FColor := FModel.Color;
1473 gCorpses[find_id].FObj.Vel := FObj.Vel;
1474 gCorpses[find_id].FObj.Accel := FObj.Accel;
1475 end
1476 else
1477 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1478 FObj.Y + PLAYER_RECT_CY,
1479 FModel.Name, FModel.Color);
1480 end;
1481 end;
1483 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1484 var
1485 SID: DWORD;
1486 begin
1487 if (gShells = nil) or (Length(gShells) = 0) then
1488 Exit;
1490 with gShells[CurrentShell] do
1491 begin
1492 SpriteID := 0;
1493 g_Obj_Init(@Obj);
1494 Obj.Rect.X := 0;
1495 Obj.Rect.Y := 0;
1496 if T = SHELL_BULLET then
1497 begin
1498 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1499 SpriteID := SID;
1500 CX := 2;
1501 CY := 1;
1502 Obj.Rect.Width := 4;
1503 Obj.Rect.Height := 2;
1504 end
1505 else
1506 begin
1507 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1508 SpriteID := SID;
1509 CX := 4;
1510 CY := 2;
1511 Obj.Rect.Width := 7;
1512 Obj.Rect.Height := 3;
1513 end;
1514 SType := T;
1515 Live := True;
1516 Obj.X := fX;
1517 Obj.Y := fY;
1518 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1519 RAngle := Random(360);
1520 Timeout := gTime + SHELL_TIMEOUT;
1522 if CurrentShell >= High(gShells) then
1523 CurrentShell := 0
1524 else
1525 Inc(CurrentShell);
1526 end;
1527 end;
1529 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1530 var
1531 a: Integer;
1532 GibsArray: TGibsArray;
1533 begin
1534 if (gGibs = nil) or (Length(gGibs) = 0) then
1535 Exit;
1536 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1537 Exit;
1539 for a := 0 to High(GibsArray) do
1540 with gGibs[CurrentGib] do
1541 begin
1542 Color := fColor;
1543 ID := GibsArray[a].ID;
1544 MaskID := GibsArray[a].MaskID;
1545 Live := True;
1546 g_Obj_Init(@Obj);
1547 Obj.Rect := GibsArray[a].Rect;
1548 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1549 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1550 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1551 RAngle := Random(360);
1553 if gBloodCount > 0 then
1554 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1555 Random(48), Random(48), 150, 0, 0);
1557 if CurrentGib >= High(gGibs) then
1558 CurrentGib := 0
1559 else
1560 Inc(CurrentGib);
1561 end;
1562 end;
1564 procedure g_Player_UpdatePhysicalObjects();
1565 var
1566 i: Integer;
1567 vel: TPoint2i;
1568 mr: Word;
1570 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1571 var
1572 k: Integer;
1573 begin
1574 k := 1 + Random(2);
1575 if T = SHELL_BULLET then
1576 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1577 else
1578 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1579 end;
1581 begin
1582 // Êóñêè ìÿñà:
1583 if gGibs <> nil then
1584 for i := 0 to High(gGibs) do
1585 if gGibs[i].Live then
1586 with gGibs[i] do
1587 begin
1588 vel := Obj.Vel;
1589 mr := g_Obj_Move(@Obj, True, False, True);
1591 if WordBool(mr and MOVE_FALLOUT) then
1592 begin
1593 Live := False;
1594 Continue;
1595 end;
1597 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1598 if WordBool(mr and MOVE_HITWALL) then
1599 Obj.Vel.X := -(vel.X div 2);
1600 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1601 Obj.Vel.Y := -(vel.Y div 2);
1603 if (Obj.Vel.X >= 0) then
1604 begin // Clockwise
1605 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1606 if RAngle >= 360 then
1607 RAngle := RAngle mod 360;
1608 end else begin // Counter-clockwise
1609 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1610 if RAngle < 0 then
1611 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1612 end;
1614 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1615 if gTime mod (GAME_TICK*3) = 0 then
1616 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1617 end;
1619 // Òðóïû:
1620 if gCorpses <> nil then
1621 for i := 0 to High(gCorpses) do
1622 if gCorpses[i] <> nil then
1623 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1624 begin
1625 gCorpses[i].Free();
1626 gCorpses[i] := nil;
1627 end
1628 else
1629 gCorpses[i].Update();
1631 // Ãèëüçû:
1632 if gShells <> nil then
1633 for i := 0 to High(gShells) do
1634 if gShells[i].Live then
1635 with gShells[i] do
1636 begin
1637 vel := Obj.Vel;
1638 mr := g_Obj_Move(@Obj, True, False, True);
1640 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1641 begin
1642 Live := False;
1643 Continue;
1644 end;
1646 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1647 if WordBool(mr and MOVE_HITWALL) then
1648 begin
1649 Obj.Vel.X := -(vel.X div 2);
1650 if not WordBool(mr and MOVE_INWATER) then
1651 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1652 end;
1653 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1654 begin
1655 Obj.Vel.Y := -(vel.Y div 2);
1656 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1657 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1658 begin
1659 if RAngle mod 90 <> 0 then
1660 RAngle := (RAngle div 90) * 90;
1661 end
1662 else if not WordBool(mr and MOVE_INWATER) then
1663 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1664 end;
1666 if (Obj.Vel.X >= 0) then
1667 begin // Clockwise
1668 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1669 if RAngle >= 360 then
1670 RAngle := RAngle mod 360;
1671 end else begin // Counter-clockwise
1672 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1673 if RAngle < 0 then
1674 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1675 end;
1676 end;
1677 end;
1679 procedure g_Player_DrawCorpses();
1680 var
1681 i: Integer;
1682 a: TPoint;
1683 begin
1684 if gGibs <> nil then
1685 for i := 0 to High(gGibs) do
1686 if gGibs[i].Live then
1687 with gGibs[i] do
1688 begin
1689 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1690 Continue;
1692 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1693 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1695 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1697 e_Colors := Color;
1698 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1699 e_Colors.R := 255;
1700 e_Colors.G := 255;
1701 e_Colors.B := 255;
1702 end;
1704 if gCorpses <> nil then
1705 for i := 0 to High(gCorpses) do
1706 if gCorpses[i] <> nil then
1707 gCorpses[i].Draw();
1708 end;
1710 procedure g_Player_DrawShells();
1711 var
1712 i: Integer;
1713 a: TPoint;
1714 begin
1715 if gShells <> nil then
1716 for i := 0 to High(gShells) do
1717 if gShells[i].Live then
1718 with gShells[i] do
1719 begin
1720 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1721 Continue;
1723 a.X := CX;
1724 a.Y := CY;
1726 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1727 end;
1728 end;
1730 procedure g_Player_RemoveAllCorpses();
1731 var
1732 i: Integer;
1733 begin
1734 gGibs := nil;
1735 gShells := nil;
1736 SetLength(gGibs, MaxGibs);
1737 SetLength(gShells, MaxGibs);
1738 CurrentGib := 0;
1739 CurrentShell := 0;
1741 if gCorpses <> nil then
1742 for i := 0 to High(gCorpses) do
1743 gCorpses[i].Free();
1745 gCorpses := nil;
1746 SetLength(gCorpses, MaxCorpses);
1747 end;
1749 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
1750 var
1751 count, i: Integer;
1752 b: Boolean;
1753 begin
1754 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1755 count := 0;
1756 if gCorpses <> nil then
1757 for i := 0 to High(gCorpses) do
1758 if gCorpses[i] <> nil then
1759 count := count + 1;
1761 Mem := TBinMemoryWriter.Create((count+1) * 128);
1763 // Êîëè÷åñòâî òðóïîâ:
1764 Mem.WriteInt(count);
1766 if count = 0 then
1767 Exit;
1769 // Ñîõðàíÿåì òðóïû:
1770 for i := 0 to High(gCorpses) do
1771 if gCorpses[i] <> nil then
1772 begin
1773 // Íàçâàíèå ìîäåëè:
1774 Mem.WriteString(gCorpses[i].FModelName);
1775 // Òèï ñìåðòè:
1776 b := gCorpses[i].Mess;
1777 Mem.WriteBoolean(b);
1778 // Ñîõðàíÿåì äàííûå òðóïà:
1779 gCorpses[i].SaveState(Mem);
1780 end;
1781 end;
1783 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
1784 var
1785 count, i: Integer;
1786 str: String;
1787 b: Boolean;
1788 begin
1789 if Mem = nil then
1790 Exit;
1792 g_Player_RemoveAllCorpses();
1794 // Êîëè÷åñòâî òðóïîâ:
1795 Mem.ReadInt(count);
1797 if count > Length(gCorpses) then
1798 begin
1799 raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1800 end;
1802 if count = 0 then
1803 Exit;
1805 // Çàãðóæàåì òðóïû:
1806 for i := 0 to count-1 do
1807 begin
1808 // Íàçâàíèå ìîäåëè:
1809 Mem.ReadString(str);
1810 // Òèï ñìåðòè:
1811 Mem.ReadBoolean(b);
1812 // Ñîçäàåì òðóï:
1813 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1814 // Çàãðóæàåì äàííûå òðóïà:
1815 gCorpses[i].LoadState(Mem);
1816 end;
1817 end;
1819 { T P l a y e r : }
1821 procedure TPlayer.BFGHit();
1822 begin
1823 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1824 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1825 if g_Game_IsServer and g_Game_IsNet then
1826 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1827 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1828 0, NET_GFX_BFGHIT);
1829 end;
1831 procedure TPlayer.ChangeModel(ModelName: string);
1832 var
1833 Model: TPlayerModel;
1834 begin
1835 Model := g_PlayerModel_Get(ModelName);
1836 if Model = nil then Exit;
1838 FModel.Free();
1839 FModel := Model;
1840 end;
1842 procedure TPlayer.SetModel(ModelName: string);
1843 var
1844 m: TPlayerModel;
1845 begin
1846 m := g_PlayerModel_Get(ModelName);
1847 if m = nil then
1848 begin
1849 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1850 m := g_PlayerModel_Get('doomer');
1851 if m = nil then
1852 begin
1853 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1854 Exit;
1855 end;
1856 end;
1858 if FModel <> nil then
1859 FModel.Free();
1861 FModel := m;
1863 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1864 FModel.Color := FColor
1865 else
1866 FModel.Color := TEAMCOLOR[FTeam];
1867 FModel.SetWeapon(FCurrWeap);
1868 FModel.SetFlag(FFlag);
1869 SetDirection(FDirection);
1870 end;
1872 procedure TPlayer.SetColor(Color: TRGB);
1873 begin
1874 FColor := Color;
1875 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1876 if FModel <> nil then FModel.Color := Color;
1877 end;
1879 procedure TPlayer.SwitchTeam;
1880 begin
1881 if g_Game_IsClient then
1882 Exit;
1883 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1885 if gGameOn and FLive then
1886 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1888 if FTeam = TEAM_RED then
1889 begin
1890 ChangeTeam(TEAM_BLUE);
1891 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1892 if g_Game_IsNet then
1893 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1894 end
1895 else
1896 begin
1897 ChangeTeam(TEAM_RED);
1898 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
1899 if g_Game_IsNet then
1900 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
1901 end;
1902 FPreferredTeam := FTeam;
1903 end;
1905 procedure TPlayer.ChangeTeam(Team: Byte);
1906 var
1907 OldTeam: Byte;
1908 begin
1909 OldTeam := FTeam;
1910 FTeam := Team;
1911 case Team of
1912 TEAM_RED, TEAM_BLUE:
1913 FModel.Color := TEAMCOLOR[Team];
1914 else
1915 FModel.Color := FColor;
1916 end;
1917 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
1918 MH_SEND_PlayerStats(FUID);
1919 end;
1922 procedure TPlayer.CollideItem();
1923 var
1924 i: Integer;
1925 r: Boolean;
1926 begin
1927 if gItems = nil then Exit;
1928 if not FLive then Exit;
1930 for i := 0 to High(gItems) do
1931 with gItems[i] do
1932 begin
1933 if (ItemType <> ITEM_NONE) and Live then
1934 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
1935 PLAYER_RECT.Height, @Obj) then
1936 begin
1937 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
1939 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
1940 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
1941 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
1942 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
1943 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
1945 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
1946 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
1947 (gGameSettings.GameType = GT_SINGLE) and
1948 (g_Player_GetCount() > 1)) then
1949 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
1950 end;
1951 end;
1952 end;
1955 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
1956 begin
1957 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
1958 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
1959 False);
1960 end;
1962 constructor TPlayer.Create();
1963 begin
1964 FIamBot := False;
1965 FDummy := False;
1966 FSpawned := False;
1968 FSawSound := TPlayableSound.Create();
1969 FSawSoundIdle := TPlayableSound.Create();
1970 FSawSoundHit := TPlayableSound.Create();
1971 FSawSoundSelect := TPlayableSound.Create();
1972 FJetSoundFly := TPlayableSound.Create();
1973 FJetSoundOn := TPlayableSound.Create();
1974 FJetSoundOff := TPlayableSound.Create();
1976 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
1977 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
1978 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
1979 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
1980 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
1981 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
1982 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
1984 FSpectatePlayer := -1;
1985 FClientID := -1;
1986 FPing := 0;
1987 FLoss := 0;
1988 FSavedState.WaitRecall := False;
1989 FShellTimer := -1;
1991 FActualModelName := 'doomer';
1993 g_Obj_Init(@FObj);
1994 FObj.Rect := PLAYER_RECT;
1996 FBFGFireCounter := -1;
1997 FJustTeleported := False;
1998 FNetTime := 0;
2000 resetWeaponQueue();
2001 end;
2003 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2004 var
2005 c: Word;
2006 begin
2007 if (not g_Game_IsClient) and (not FLive) then
2008 Exit;
2010 FLastHit := t;
2012 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2013 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2014 begin
2015 if not g_Game_IsClient then
2016 begin
2017 FArmor := 0;
2018 if t = HIT_TRAP then
2019 begin
2020 // Ëîâóøêà óáèâàåò ñðàçó:
2021 FHealth := -100;
2022 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2023 end;
2024 if t = HIT_SELF then
2025 begin
2026 // Ñàìîóáèéñòâî:
2027 FHealth := 0;
2028 Kill(K_SIMPLEKILL, SpawnerUID, t);
2029 end;
2030 end;
2031 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2032 FMegaRulez[MR_SUIT] := 0;
2033 FMegaRulez[MR_INVUL] := 0;
2034 FMegaRulez[MR_INVIS] := 0;
2035 FBerserk := 0;
2036 end;
2038 // Íî îò îñòàëüíîãî ñïàñàåò:
2039 if FMegaRulez[MR_INVUL] >= gTime then
2040 Exit;
2042 // ×èò-êîä "ÃÎÐÅÖ":
2043 if FGodMode then
2044 Exit;
2046 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2047 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2048 (SpawnerUID = FUID) or
2049 (not SameTeam(FUID, SpawnerUID)) then
2050 begin
2051 FLastSpawnerUID := SpawnerUID;
2053 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2054 if gBloodCount > 0 then
2055 begin
2056 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2057 if value div 4 <= c then
2058 c := c - (value div 4)
2059 else
2060 c := 0;
2062 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2063 MakeBloodSimple(c)
2064 else
2065 case t of
2066 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2067 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2068 end;
2070 if t = HIT_WATER then
2071 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2072 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2073 end;
2075 // Áóôåð óðîíà:
2076 if FLive then
2077 Inc(FDamageBuffer, value);
2079 // Âñïûøêà áîëè:
2080 if gFlash <> 0 then
2081 FPain := FPain + value;
2082 end;
2084 if g_Game_IsServer and g_Game_IsNet then
2085 begin
2086 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2087 MH_SEND_PlayerStats(FUID);
2088 MH_SEND_PlayerPos(False, FUID);
2089 end;
2090 end;
2092 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2093 begin
2094 Result := False;
2095 if g_Game_IsClient then
2096 Exit;
2097 if not FLive then
2098 Exit;
2100 if Soft and (FHealth < PLAYER_HP_SOFT) then
2101 begin
2102 IncMax(FHealth, value, PLAYER_HP_SOFT);
2103 Result := True;
2104 end;
2105 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2106 begin
2107 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2108 Result := True;
2109 end;
2111 if Result and g_Game_IsServer and g_Game_IsNet then
2112 MH_SEND_PlayerStats(FUID);
2113 end;
2115 destructor TPlayer.Destroy();
2116 begin
2117 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2118 gPlayer1 := nil;
2119 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2120 gPlayer2 := nil;
2122 FSawSound.Free();
2123 FSawSoundIdle.Free();
2124 FSawSoundHit.Free();
2125 FJetSoundFly.Free();
2126 FJetSoundOn.Free();
2127 FJetSoundOff.Free();
2128 FModel.Free();
2130 inherited;
2131 end;
2133 procedure TPlayer.DrawBubble();
2134 var
2135 bubX, bubY: Integer;
2136 ID: LongWord;
2137 Rb, Gb, Bb,
2138 Rw, Gw, Bw: SmallInt;
2139 Dot: Byte;
2140 begin
2141 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18);
2142 bubY := FObj.Y+FObj.Rect.Y - 18;
2143 Rb := 64;
2144 Gb := 64;
2145 Bb := 64;
2146 Rw := 240;
2147 Gw := 240;
2148 Bw := 240;
2149 case gChatBubble of
2150 1: // simple textual non-bubble
2151 begin
2152 bubX := FObj.X+FObj.Rect.X - 11;
2153 bubY := FObj.Y+FObj.Rect.Y - 17;
2154 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2155 Exit;
2156 end;
2157 2: // advanced pixel-perfect bubble
2158 begin
2159 if FTeam = TEAM_RED then
2160 Rb := 255
2161 else
2162 if FTeam = TEAM_BLUE then
2163 Bb := 255;
2164 end;
2165 3: // colored bubble
2166 begin
2167 Rb := FModel.Color.R;
2168 Gb := FModel.Color.G;
2169 Bb := FModel.Color.B;
2170 Rw := Min(Rb * 2 + 64, 255);
2171 Gw := Min(Gb * 2 + 64, 255);
2172 Bw := Min(Bb * 2 + 64, 255);
2173 if (Abs(Rw - Rb) < 32)
2174 or (Abs(Gw - Gb) < 32)
2175 or (Abs(Bw - Bb) < 32) then
2176 begin
2177 Rb := Max(Rw div 2 - 16, 0);
2178 Gb := Max(Gw div 2 - 16, 0);
2179 Bb := Max(Bw div 2 - 16, 0);
2180 end;
2181 end;
2182 4: // custom textured bubble
2183 begin
2184 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2185 if FDirection = D_RIGHT then
2186 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2187 else
2188 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
2189 Exit;
2190 end;
2191 end;
2193 // Outer borders
2194 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2195 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2196 // Inner box
2197 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2199 // Tail
2200 Dot := IfThen(FDirection = D_LEFT, 14, 5);
2201 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2202 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2203 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2204 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2205 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2207 // Dots
2208 Dot := 6;
2209 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2210 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2211 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2212 end;
2214 procedure TPlayer.Draw();
2215 var
2216 ID: DWORD;
2217 w, h: Word;
2218 dr: Boolean;
2219 begin
2220 if FLive then
2221 begin
2222 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2223 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2224 begin
2225 e_GetTextureSize(ID, @w, @h);
2226 if FDirection = D_LEFT then
2227 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2228 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False)
2229 else
2230 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2231 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False);
2232 end;
2234 if FMegaRulez[MR_INVIS] > gTime then
2235 begin
2236 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2237 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2238 begin
2239 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2240 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2241 else
2242 dr := True;
2243 if dr then
2244 FModel.Draw(FObj.X, FObj.Y, 200)
2245 else
2246 FModel.Draw(FObj.X, FObj.Y);
2247 end
2248 else
2249 FModel.Draw(FObj.X, FObj.Y, 254);
2250 end
2251 else
2252 FModel.Draw(FObj.X, FObj.Y);
2253 end;
2255 if g_debug_Frames then
2256 begin
2257 e_DrawQuad(FObj.X+FObj.Rect.X,
2258 FObj.Y+FObj.Rect.Y,
2259 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2260 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2261 0, 255, 0);
2262 end;
2264 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2265 DrawBubble();
2266 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2267 if gAimLine and Live and
2268 ((Self = gPlayer1) or (Self = gPlayer2)) then
2269 DrawAim();
2270 end;
2272 procedure TPlayer.DrawAim();
2273 var
2274 wx, wy, xx, yy: Integer;
2275 angle: SmallInt;
2276 sz, len: Word;
2277 begin
2278 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
2279 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2280 angle := FAngle;
2281 len := 1024;
2282 sz := 2;
2283 case FCurrWeap of
2284 0: begin // Punch
2285 len := 12;
2286 sz := 4;
2287 end;
2288 1: begin // Chainsaw
2289 len := 24;
2290 sz := 6;
2291 end;
2292 2: begin // Pistol
2293 len := 1024;
2294 sz := 2;
2295 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2296 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2297 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2298 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2299 end;
2300 3: begin // Shotgun
2301 len := 1024;
2302 sz := 3;
2303 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2304 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2305 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2306 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2307 end;
2308 4: begin // Double Shotgun
2309 len := 1024;
2310 sz := 4;
2311 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2312 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2313 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2314 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2315 end;
2316 5: begin // Chaingun
2317 len := 1024;
2318 sz := 3;
2319 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2320 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2321 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2322 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2323 end;
2324 6: begin // Rocket Launcher
2325 len := 1024;
2326 sz := 7;
2327 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2328 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2329 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2330 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2331 end;
2332 7: begin // Plasmagun
2333 len := 1024;
2334 sz := 5;
2335 if angle = ANGLE_RIGHTUP then Inc(angle);
2336 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2337 if angle = ANGLE_LEFTUP then Dec(angle);
2338 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2339 end;
2340 8: begin // BFG
2341 len := 1024;
2342 sz := 12;
2343 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2344 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2345 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2346 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2347 end;
2348 9: begin // Super Chaingun
2349 len := 1024;
2350 sz := 4;
2351 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2352 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2353 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2354 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2355 end;
2356 end;
2357 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2358 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2359 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2360 end;
2362 procedure TPlayer.DrawGUI();
2363 var
2364 ID: DWORD;
2365 X, Y, SY, a, p, m: Integer;
2366 tw, th: Word;
2367 cw, ch: Byte;
2368 s: string;
2369 stat: TPlayerStatArray;
2370 begin
2371 X := gPlayerScreenSize.X;
2372 SY := gPlayerScreenSize.Y;
2373 Y := 0;
2375 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2376 begin
2377 if gGameSettings.GameMode = GM_CTF then
2378 a := 32 + 8
2379 else
2380 a := 0;
2381 if gGameSettings.GameMode = GM_CTF then
2382 begin
2383 s := 'TEXTURE_PLAYER_REDFLAG';
2384 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2385 s := 'TEXTURE_PLAYER_REDFLAG_S';
2386 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2387 s := 'TEXTURE_PLAYER_REDFLAG_D';
2388 if g_Texture_Get(s, ID) then
2389 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2390 end;
2392 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2393 e_CharFont_GetSize(gMenuFont, s, tw, th);
2394 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2396 if gGameSettings.GameMode = GM_CTF then
2397 begin
2398 s := 'TEXTURE_PLAYER_BLUEFLAG';
2399 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2400 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2401 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2402 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2403 if g_Texture_Get(s, ID) then
2404 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2405 end;
2407 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2408 e_CharFont_GetSize(gMenuFont, s, tw, th);
2409 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2410 end;
2412 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2413 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2414 0, False, False);
2416 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2417 e_Draw(ID, X+2, Y, 0, True, False);
2419 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2420 begin
2421 if gShowStat then
2422 begin
2423 s := IntToStr(Frags);
2424 e_CharFont_GetSize(gMenuFont, s, tw, th);
2425 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2427 s := '';
2428 p := 1;
2429 m := 0;
2430 stat := g_Player_GetStats();
2431 if stat <> nil then
2432 begin
2433 p := 1;
2435 for a := 0 to High(stat) do
2436 if stat[a].Name <> Name then
2437 begin
2438 if stat[a].Frags > m then m := stat[a].Frags;
2439 if stat[a].Frags > Frags then p := p+1;
2440 end;
2441 end;
2443 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2444 if Frags >= m then s := s+'+' else s := s+'-';
2445 s := s+IntToStr(Abs(Frags-m));
2447 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2448 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2449 end;
2451 if gShowLives and (gGameSettings.MaxLives > 0) then
2452 begin
2453 s := IntToStr(Lives);
2454 e_CharFont_GetSize(gMenuFont, s, tw, th);
2455 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2456 end;
2457 end;
2459 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2460 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2462 if R_BERSERK in FRulez then
2463 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2464 else
2465 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2467 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2468 e_Draw(ID, X+36, Y+77, 0, True, False);
2470 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2471 e_CharFont_GetSize(gMenuFont, s, tw, th);
2472 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2474 s := IntToStr(FArmor);
2475 e_CharFont_GetSize(gMenuFont, s, tw, th);
2476 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2478 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2480 case FCurrWeap of
2481 WEAPON_KASTET:
2482 begin
2483 s := '--';
2484 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2485 end;
2486 WEAPON_SAW:
2487 begin
2488 s := '--';
2489 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2490 end;
2491 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2492 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2493 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2494 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2495 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2496 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2497 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2498 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2499 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2500 end;
2502 e_CharFont_GetSize(gMenuFont, s, tw, th);
2503 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2504 e_Draw(ID, X+20, Y+160, 0, True, False);
2506 if R_KEY_RED in FRulez then
2507 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2509 if R_KEY_GREEN in FRulez then
2510 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2512 if R_KEY_BLUE in FRulez then
2513 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2515 if FJetFuel > 0 then
2516 begin
2517 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2518 e_Draw(ID, X+2, Y+116, 0, True, False);
2519 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2520 e_Draw(ID, X+2, Y+126, 0, True, False);
2521 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2522 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2523 end
2524 else
2525 begin
2526 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2527 e_Draw(ID, X+2, Y+124, 0, True, False);
2528 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2529 end;
2531 if gShowPing and g_Game_IsClient then
2532 begin
2533 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2534 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2535 Y := Y + 16;
2536 end;
2538 if FSpectator then
2539 begin
2540 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2541 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2542 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2543 if FNoRespawn then
2544 begin
2545 e_TextureFontGetSize(gStdFont, cw, ch);
2546 s := _lc[I_PLAYER_SPECT4];
2547 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2548 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2549 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2550 end;
2552 end;
2553 end;
2555 procedure TPlayer.DrawRulez();
2556 var
2557 dr: Boolean;
2558 begin
2559 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2560 if FMegaRulez[MR_INVUL] >= gTime then
2561 begin
2562 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2563 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2564 else
2565 dr := True;
2567 if dr then
2568 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2569 191, 191, 191, 0, B_INVERT);
2570 end;
2572 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2573 if FMegaRulez[MR_SUIT] >= gTime then
2574 begin
2575 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2576 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2577 else
2578 dr := True;
2580 if dr then
2581 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2582 0, 96, 0, 200, B_NONE);
2583 end;
2585 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2586 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2587 begin
2588 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2589 255, 0, 0, 200, B_NONE);
2590 end;
2591 end;
2593 procedure TPlayer.DrawPain();
2594 var
2595 a, h: Integer;
2596 begin
2597 if FPain = 0 then Exit;
2599 a := FPain;
2601 if a < 15 then h := 0
2602 else if a < 35 then h := 1
2603 else if a < 55 then h := 2
2604 else if a < 75 then h := 3
2605 else if a < 95 then h := 4
2606 else h := 5;
2608 //if a > 255 then a := 255;
2610 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2611 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2612 end;
2614 procedure TPlayer.DrawPickup();
2615 var
2616 a, h: Integer;
2617 begin
2618 if FPickup = 0 then Exit;
2620 a := FPickup;
2622 if a < 15 then h := 1
2623 else if a < 35 then h := 2
2624 else if a < 55 then h := 3
2625 else if a < 75 then h := 4
2626 else h := 5;
2628 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2629 end;
2631 procedure TPlayer.Fire();
2632 var
2633 f, DidFire: Boolean;
2634 wx, wy, xd, yd: Integer;
2635 obj: TObj;
2636 begin
2637 if g_Game_IsClient then Exit;
2638 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2639 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2641 if FSpectator then
2642 begin
2643 Respawn(False);
2644 Exit;
2645 end;
2647 if FReloading[FCurrWeap] <> 0 then Exit;
2649 DidFire := False;
2651 f := False;
2652 wx := FObj.X+WEAPONPOINT[FDirection].X;
2653 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2654 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
2655 yd := wy+firediry();
2657 case FCurrWeap of
2658 WEAPON_KASTET:
2659 begin
2660 if R_BERSERK in FRulez then
2661 begin
2662 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2663 obj.X := FObj.X+FObj.Rect.X;
2664 obj.Y := FObj.Y+FObj.Rect.Y;
2665 obj.rect.X := 0;
2666 obj.rect.Y := 0;
2667 obj.rect.Width := 39;
2668 obj.rect.Height := 52;
2669 obj.Vel.X := (xd-wx) div 2;
2670 obj.Vel.Y := (yd-wy) div 2;
2671 obj.Accel.X := xd-wx;
2672 obj.Accel.y := yd-wy;
2674 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
2675 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2676 else
2677 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2679 if gFlash = 1 then
2680 if FPain < 50 then
2681 FPain := min(FPain + 25, 50);
2682 end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2684 DidFire := True;
2685 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2686 end;
2688 WEAPON_SAW:
2689 begin
2690 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2691 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2692 begin
2693 FSawSoundSelect.Stop();
2694 FSawSound.Stop();
2695 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2696 end
2697 else if not FSawSoundHit.IsPlaying() then
2698 begin
2699 FSawSoundSelect.Stop();
2700 FSawSound.PlayAt(FObj.X, FObj.Y);
2701 end;
2703 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2704 DidFire := True;
2705 f := True;
2706 end;
2708 WEAPON_PISTOL:
2709 if FAmmo[A_BULLETS] > 0 then
2710 begin
2711 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2712 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2713 Dec(FAmmo[A_BULLETS]);
2714 FFireAngle := FAngle;
2715 f := True;
2716 DidFire := True;
2717 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2718 GameVelX, GameVelY-2, SHELL_BULLET);
2719 end;
2721 WEAPON_SHOTGUN1:
2722 if FAmmo[A_SHELLS] > 0 then
2723 begin
2724 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2725 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2726 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2727 Dec(FAmmo[A_SHELLS]);
2728 FFireAngle := FAngle;
2729 f := True;
2730 DidFire := True;
2731 FShellTimer := 10;
2732 FShellType := SHELL_SHELL;
2733 end;
2735 WEAPON_SHOTGUN2:
2736 if FAmmo[A_SHELLS] >= 2 then
2737 begin
2738 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2739 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2740 Dec(FAmmo[A_SHELLS], 2);
2741 FFireAngle := FAngle;
2742 f := True;
2743 DidFire := True;
2744 FShellTimer := 13;
2745 FShellType := SHELL_DBLSHELL;
2746 end;
2748 WEAPON_CHAINGUN:
2749 if FAmmo[A_BULLETS] > 0 then
2750 begin
2751 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2752 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2753 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2754 Dec(FAmmo[A_BULLETS]);
2755 FFireAngle := FAngle;
2756 f := True;
2757 DidFire := True;
2758 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2759 GameVelX, GameVelY-2, SHELL_BULLET);
2760 end;
2762 WEAPON_ROCKETLAUNCHER:
2763 if FAmmo[A_ROCKETS] > 0 then
2764 begin
2765 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2766 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2767 Dec(FAmmo[A_ROCKETS]);
2768 FFireAngle := FAngle;
2769 f := True;
2770 DidFire := True;
2771 end;
2773 WEAPON_PLASMA:
2774 if FAmmo[A_CELLS] > 0 then
2775 begin
2776 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2777 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2778 Dec(FAmmo[A_CELLS]);
2779 FFireAngle := FAngle;
2780 f := True;
2781 DidFire := True;
2782 end;
2784 WEAPON_BFG:
2785 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2786 begin
2787 FBFGFireCounter := 17;
2788 if not FNoReload then
2789 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2790 Dec(FAmmo[A_CELLS], 40);
2791 DidFire := True;
2792 end;
2794 WEAPON_SUPERPULEMET:
2795 if FAmmo[A_SHELLS] > 0 then
2796 begin
2797 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2798 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2799 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2800 Dec(FAmmo[A_SHELLS]);
2801 FFireAngle := FAngle;
2802 f := True;
2803 DidFire := True;
2804 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2805 GameVelX, GameVelY-2, SHELL_SHELL);
2806 end;
2808 WEAPON_FLAMETHROWER:
2809 if FAmmo[A_FUEL] > 0 then
2810 begin
2811 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2812 Dec(FAmmo[A_FUEL]);
2813 FFireAngle := FAngle;
2814 f := True;
2815 DidFire := True;
2816 end;
2817 end;
2819 if g_Game_IsNet then
2820 begin
2821 if DidFire then
2822 begin
2823 if FCurrWeap <> WEAPON_BFG then
2824 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
2825 else
2826 if not FNoReload then
2827 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
2828 end;
2830 MH_SEND_PlayerStats(FUID);
2831 end;
2833 if not f then Exit;
2835 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
2836 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
2837 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
2838 end;
2840 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
2841 begin
2842 case Weapon of
2843 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
2844 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
2845 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
2846 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
2847 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
2848 else Result := 0;
2849 end;
2850 end;
2852 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
2853 begin
2854 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
2855 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
2856 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
2857 end;
2859 procedure TPlayer.JetpackOn;
2860 begin
2861 FJetSoundFly.Stop;
2862 FJetSoundOff.Stop;
2863 FJetSoundOn.SetPosition(0);
2864 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
2865 FlySmoke(8);
2866 end;
2868 procedure TPlayer.JetpackOff;
2869 begin
2870 FJetSoundFly.Stop;
2871 FJetSoundOn.Stop;
2872 FJetSoundOff.SetPosition(0);
2873 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
2874 end;
2876 procedure TPlayer.Jump();
2877 begin
2878 if gFly or FJetpack then
2879 begin
2880 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
2881 if FObj.Vel.Y > -VEL_FLY then
2882 FObj.Vel.Y := FObj.Vel.Y - 3;
2883 if FJetpack then
2884 begin
2885 if FJetFuel > 0 then
2886 Dec(FJetFuel);
2887 if (FJetFuel < 1) and g_Game_IsServer then
2888 begin
2889 FJetpack := False;
2890 JetpackOff;
2891 if g_Game_IsNet then
2892 MH_SEND_PlayerStats(FUID);
2893 end;
2894 end;
2895 Exit;
2896 end;
2898 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
2899 if FGhost then
2900 FCanJetpack := False;
2902 // Ïðûãàåì èëè âñïëûâàåì:
2903 if (CollideLevel(0, 1) or
2904 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
2905 PLAYER_RECT.Height-33, PANEL_STEP, False)
2906 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
2907 begin
2908 FObj.Vel.Y := -VEL_JUMP;
2909 FCanJetpack := False;
2910 end
2911 else
2912 begin
2913 if BodyInLiquid(0, 0) then
2914 FObj.Vel.Y := -VEL_SW
2915 else if (FJetFuel > 0) and FCanJetpack and
2916 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
2917 begin
2918 FJetpack := True;
2919 JetpackOn;
2920 if g_Game_IsNet then
2921 MH_SEND_PlayerStats(FUID);
2922 end;
2923 end;
2924 end;
2926 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
2927 var
2928 a, i, k, ab, ar: Byte;
2929 s: String;
2930 mon: TMonster;
2931 plr: TPlayer;
2932 srv, netsrv: Boolean;
2933 DoFrags: Boolean;
2934 OldLR: Byte;
2935 KP: TPlayer;
2937 procedure PushItem(t: Byte);
2938 var
2939 id: DWORD;
2940 begin
2941 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
2942 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
2943 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-7+Random(15),
2944 (FObj.Vel.Y div 2)-Random(9))
2945 else
2946 if KillType = K_HARDKILL then // -5..+5; -5..0
2947 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-5+Random(11),
2948 (FObj.Vel.Y div 2)-Random(6))
2949 else // -3..+3; -3..0
2950 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-3+Random(7),
2951 (FObj.Vel.Y div 2)-Random(4));
2953 if g_Game_IsNet and g_Game_IsServer then
2954 MH_SEND_ItemSpawn(True, id);
2955 end;
2957 begin
2958 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
2959 Srv := g_Game_IsServer;
2960 Netsrv := g_Game_IsServer and g_Game_IsNet;
2961 if Srv then FDeath := FDeath + 1;
2962 if FLive then
2963 begin
2964 if FGhost then
2965 FGhost := False;
2966 if not FPhysics then
2967 FPhysics := True;
2968 FLive := False;
2969 end;
2970 FShellTimer := -1;
2972 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
2973 begin
2974 if FLives > 0 then FLives := FLives - 1;
2975 if FLives = 0 then FNoRespawn := True;
2976 end;
2978 // Íîìåð òèïà ñìåðòè:
2979 a := 1;
2980 case KillType of
2981 K_SIMPLEKILL: a := 1;
2982 K_HARDKILL: a := 2;
2983 K_EXTRAHARDKILL: a := 3;
2984 K_FALLKILL: a := 4;
2985 end;
2987 // Çâóê ñìåðòè:
2988 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
2989 for i := 1 to 3 do
2990 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
2991 Break;
2993 // Âðåìÿ ðåñïàóíà:
2994 if Srv then
2995 case KillType of
2996 K_SIMPLEKILL:
2997 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
2998 K_HARDKILL:
2999 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3000 K_EXTRAHARDKILL, K_FALLKILL:
3001 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3002 end;
3004 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3005 case KillType of
3006 K_SIMPLEKILL:
3007 SetAction(A_DIE1);
3008 K_HARDKILL, K_EXTRAHARDKILL:
3009 SetAction(A_DIE2);
3010 end;
3012 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3013 if (KillType <> K_FALLKILL) and (Srv) then
3014 g_Monsters_killedp();
3016 if SpawnerUID = FUID then
3017 begin // Ñàìîóáèëñÿ
3018 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3019 begin
3020 Dec(FFrags);
3021 FLastFrag := 0;
3022 end;
3023 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3024 end
3025 else
3026 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3027 begin // Óáèò äðóãèì èãðîêîì
3028 KP := g_Player_Get(SpawnerUID);
3029 if (KP <> nil) and Srv then
3030 begin
3031 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3032 if SameTeam(FUID, SpawnerUID) then
3033 begin
3034 Dec(KP.FFrags);
3035 KP.FLastFrag := 0;
3036 end else
3037 begin
3038 Inc(KP.FFrags);
3039 KP.FragCombo();
3040 end;
3042 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3043 Inc(gTeamStat[KP.Team].Goals,
3044 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3046 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3047 end;
3049 plr := g_Player_Get(SpawnerUID);
3050 if plr = nil then
3051 s := '?'
3052 else
3053 s := plr.FName;
3055 case KillType of
3056 K_HARDKILL:
3057 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3058 [FName, s]),
3059 gShowKillMsg);
3060 K_EXTRAHARDKILL:
3061 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3062 [FName, s]),
3063 gShowKillMsg);
3064 else
3065 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3066 [FName, s]),
3067 gShowKillMsg);
3068 end;
3069 end
3070 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3071 begin // Óáèò ìîíñòðîì
3072 mon := g_Monsters_Get(SpawnerUID);
3073 if mon = nil then
3074 s := '?'
3075 else
3076 s := g_Monsters_GetKilledBy(mon.MonsterType);
3078 case KillType of
3079 K_HARDKILL:
3080 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3081 [FName, s]),
3082 gShowKillMsg);
3083 K_EXTRAHARDKILL:
3084 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3085 [FName, s]),
3086 gShowKillMsg);
3087 else
3088 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3089 [FName, s]),
3090 gShowKillMsg);
3091 end;
3092 end
3093 else // Îñîáûå òèïû ñìåðòè
3094 case t of
3095 HIT_DISCON: ;
3096 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3097 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3098 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3099 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3100 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3101 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3102 end;
3104 if Srv then
3105 begin
3106 // Âûáðîñ îðóæèÿ:
3107 for a := WP_FIRST to WP_LAST do
3108 if FWeapon[a] then
3109 begin
3110 case a of
3111 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3112 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3113 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3114 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3115 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3116 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3117 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3118 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3119 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3120 else i := 0;
3121 end;
3123 if i <> 0 then
3124 PushItem(i);
3125 end;
3127 // Âûáðîñ ðþêçàêà:
3128 if R_ITEM_BACKPACK in FRulez then
3129 PushItem(ITEM_AMMO_BACKPACK);
3131 // Âûáðîñ ðàêåòíîãî ðàíöà:
3132 if FJetFuel > 0 then
3133 PushItem(ITEM_JETPACK);
3135 // Âûáðîñ êëþ÷åé:
3136 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3137 begin
3138 if R_KEY_RED in FRulez then
3139 PushItem(ITEM_KEY_RED);
3141 if R_KEY_GREEN in FRulez then
3142 PushItem(ITEM_KEY_GREEN);
3144 if R_KEY_BLUE in FRulez then
3145 PushItem(ITEM_KEY_BLUE);
3146 end;
3148 // Âûáðîñ ôëàãà:
3149 DropFlag();
3150 end;
3152 g_Player_CreateCorpse(Self);
3154 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3155 (gLMSRespawn = LMS_RESPAWN_NONE) then
3156 begin
3157 a := 0;
3158 k := 0;
3159 ar := 0;
3160 ab := 0;
3161 for i := Low(gPlayers) to High(gPlayers) do
3162 begin
3163 if gPlayers[i] = nil then continue;
3164 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3165 begin
3166 Inc(a);
3167 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3168 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3169 k := i;
3170 end;
3171 end;
3173 OldLR := gLMSRespawn;
3174 if (gGameSettings.GameMode = GM_COOP) then
3175 begin
3176 if (a = 0) then
3177 begin
3178 // everyone is dead, restart the map
3179 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3180 if Netsrv then
3181 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3182 gLMSRespawn := LMS_RESPAWN_FINAL;
3183 gLMSRespawnTime := gTime + 5000;
3184 end
3185 else if (a = 1) then
3186 begin
3187 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3188 if (gPlayers[k] = gPlayer1) or
3189 (gPlayers[k] = gPlayer2) then
3190 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3191 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3192 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3193 end;
3194 end
3195 else if (gGameSettings.GameMode = GM_TDM) then
3196 begin
3197 if (ab = 0) and (ar <> 0) then
3198 begin
3199 // blu team ded
3200 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3201 if Netsrv then
3202 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3203 Inc(gTeamStat[TEAM_RED].Goals);
3204 gLMSRespawn := LMS_RESPAWN_FINAL;
3205 gLMSRespawnTime := gTime + 5000;
3206 end
3207 else if (ar = 0) and (ab <> 0) then
3208 begin
3209 // red team ded
3210 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3211 if Netsrv then
3212 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3213 Inc(gTeamStat[TEAM_BLUE].Goals);
3214 gLMSRespawn := LMS_RESPAWN_FINAL;
3215 gLMSRespawnTime := gTime + 5000;
3216 end
3217 else if (ar = 0) and (ab = 0) then
3218 begin
3219 // everyone ded
3220 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3221 if Netsrv then
3222 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3223 gLMSRespawn := LMS_RESPAWN_FINAL;
3224 gLMSRespawnTime := gTime + 5000;
3225 end;
3226 end
3227 else if (gGameSettings.GameMode = GM_DM) then
3228 begin
3229 if (a = 1) then
3230 begin
3231 if gPlayers[k] <> nil then
3232 with gPlayers[k] do
3233 begin
3234 // survivor is the winner
3235 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3236 if Netsrv then
3237 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3238 Inc(FFrags);
3239 end;
3240 gLMSRespawn := LMS_RESPAWN_FINAL;
3241 gLMSRespawnTime := gTime + 5000;
3242 end
3243 else if (a = 0) then
3244 begin
3245 // everyone is dead, restart the map
3246 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3247 if Netsrv then
3248 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3249 gLMSRespawn := LMS_RESPAWN_FINAL;
3250 gLMSRespawnTime := gTime + 5000;
3251 end;
3252 end;
3253 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3254 begin
3255 if NetMode = NET_SERVER then
3256 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3257 else
3258 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3259 end;
3260 end;
3262 if Netsrv then
3263 begin
3264 MH_SEND_PlayerStats(FUID);
3265 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3266 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3267 end;
3269 if srv and FNoRespawn then Spectate(True);
3270 FWantsInGame := True;
3271 end;
3273 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3274 begin
3275 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3276 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3277 end;
3279 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3280 begin
3281 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3282 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3283 end;
3285 procedure TPlayer.MakeBloodSimple(Count: Word);
3286 begin
3287 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3288 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3289 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3290 150, 0, 0);
3291 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3292 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3293 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3294 150, 0, 0);
3295 end;
3297 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3298 begin
3299 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3300 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3301 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3302 150, 0, 0);
3303 end;
3305 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3306 begin
3307 if g_Game_IsClient then Exit;
3308 if Weapon > High(FWeapon) then Exit;
3309 FNextWeap := FNextWeap or (1 shl Weapon);
3310 end;
3312 procedure TPlayer.resetWeaponQueue ();
3313 begin
3314 FNextWeap := 0;
3315 FNextWeapDelay := 0;
3316 end;
3318 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3319 begin
3320 result := false;
3321 case weapon of
3322 WEAPON_KASTET, WEAPON_SAW: result := true;
3323 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3324 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3325 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3326 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3327 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3328 else result := (weapon < length(FWeapon));
3329 end;
3330 end;
3332 // return 255 for "no switch"
3333 function TPlayer.getNextWeaponIndex (): Byte;
3334 var
3335 i: Word;
3336 wantThisWeapon: array[0..64] of Boolean;
3337 wwc: Integer = 0; //HACK!
3338 dir, cwi: Integer;
3339 begin
3340 result := 255; // default result: "no switch"
3341 // had weapon cycling on previous frame? remove that flag
3342 if (FNextWeap and $2000) <> 0 then begin FNextWeap := FNextWeap and $1FFF; FNextWeapDelay := 0; end;
3343 // cycling has priority
3344 if (FNextWeap and $C000) <> 0 then
3345 begin
3346 if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1;
3347 FNextWeap := FNextWeap or $2000; // we need this
3348 if FNextWeapDelay > 0 then exit; // cooldown time
3349 cwi := FCurrWeap;
3350 for i := 0 to High(FWeapon) do
3351 begin
3352 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3353 if FWeapon[cwi] then
3354 begin
3355 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3356 result := Byte(cwi);
3357 FNextWeapDelay := 10;
3358 exit;
3359 end;
3360 end;
3361 resetWeaponQueue();
3362 exit;
3363 end;
3364 // no cycling
3365 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3366 for i := 0 to High(FWeapon) do if (FNextWeap and (1 shl i)) <> 0 then begin wantThisWeapon[i] := true; Inc(wwc); end;
3367 // exclude currently selected weapon from the set
3368 wantThisWeapon[FCurrWeap] := false;
3369 // slow down alterations a little
3370 if wwc > 1 then
3371 begin
3372 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3373 // more than one weapon requested, assume "alteration" and check alteration delay
3374 if FNextWeapDelay > 0 then begin FNextWeap := 0; exit; end; // yeah
3375 end;
3376 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3377 // but clear all counters if no weapon should be switched
3378 if wwc < 1 then begin resetWeaponQueue(); exit; end;
3379 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3380 // try weapons in descending order
3381 for i := High(FWeapon) downto 0 do
3382 begin
3383 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3384 begin
3385 // i found her!
3386 result := Byte(i);
3387 resetWeaponQueue();
3388 FNextWeapDelay := 10; // anyway, 'cause why not
3389 exit;
3390 end;
3391 end;
3392 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3393 resetWeaponQueue();
3394 end;
3396 procedure TPlayer.RealizeCurrentWeapon();
3397 function switchAllowed (): Boolean;
3398 var
3399 i: Byte;
3400 begin
3401 result := false;
3402 if FBFGFireCounter <> -1 then
3403 exit;
3404 if FTime[T_SWITCH] > gTime then
3405 exit;
3406 for i := WP_FIRST to WP_LAST do
3407 if FReloading[i] > 0 then
3408 exit;
3409 result := true;
3410 end;
3412 var
3413 nw: Byte;
3414 begin
3415 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3416 //FNextWeap := FNextWeap and $1FFF;
3417 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3419 if not switchAllowed then
3420 begin
3421 //HACK for weapon cycling
3422 if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
3423 exit;
3424 end;
3426 nw := getNextWeaponIndex();
3427 if nw = 255 then exit; // don't reset anything here
3428 if nw > High(FWeapon) then
3429 begin
3430 // don't forget to reset queue here!
3431 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3432 resetWeaponQueue();
3433 exit;
3434 end;
3436 if FWeapon[nw] then
3437 begin
3438 FCurrWeap := nw;
3439 FTime[T_SWITCH] := gTime+156;
3440 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3441 FModel.SetWeapon(FCurrWeap);
3442 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3443 end;
3444 end;
3446 procedure TPlayer.NextWeapon();
3447 begin
3448 if g_Game_IsClient then Exit;
3449 FNextWeap := $8000;
3450 end;
3452 procedure TPlayer.PrevWeapon();
3453 begin
3454 if g_Game_IsClient then Exit;
3455 FNextWeap := $4000;
3456 end;
3458 procedure TPlayer.SetWeapon(W: Byte);
3459 begin
3460 if FCurrWeap <> W then
3461 if W = WEAPON_SAW then
3462 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3464 FCurrWeap := W;
3465 FModel.SetWeapon(CurrWeap);
3466 resetWeaponQueue();
3467 end;
3469 function TPlayer.PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean;
3470 var
3471 a: Boolean;
3472 begin
3473 Result := False;
3474 if g_Game_IsClient then Exit;
3476 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3477 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and respawn;
3478 remove := not a;
3480 case ItemType of
3481 ITEM_MEDKIT_SMALL:
3482 if FHealth < PLAYER_HP_SOFT then
3483 begin
3484 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3485 Result := True;
3486 remove := True;
3487 if gFlash = 2 then Inc(FPickup, 5);
3488 end;
3490 ITEM_MEDKIT_LARGE:
3491 if FHealth < PLAYER_HP_SOFT then
3492 begin
3493 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3494 Result := True;
3495 remove := True;
3496 if gFlash = 2 then Inc(FPickup, 5);
3497 end;
3499 ITEM_ARMOR_GREEN:
3500 if FArmor < PLAYER_AP_SOFT then
3501 begin
3502 FArmor := PLAYER_AP_SOFT;
3503 Result := True;
3504 remove := True;
3505 if gFlash = 2 then Inc(FPickup, 5);
3506 end;
3508 ITEM_ARMOR_BLUE:
3509 if FArmor < PLAYER_AP_LIMIT then
3510 begin
3511 FArmor := PLAYER_AP_LIMIT;
3512 Result := True;
3513 remove := True;
3514 if gFlash = 2 then Inc(FPickup, 5);
3515 end;
3517 ITEM_SPHERE_BLUE:
3518 if FHealth < PLAYER_HP_LIMIT then
3519 begin
3520 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3521 Result := True;
3522 remove := True;
3523 if gFlash = 2 then Inc(FPickup, 5);
3524 end;
3526 ITEM_SPHERE_WHITE:
3527 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3528 begin
3529 if FHealth < PLAYER_HP_LIMIT then
3530 FHealth := PLAYER_HP_LIMIT;
3531 if FArmor < PLAYER_AP_LIMIT then
3532 FArmor := PLAYER_AP_LIMIT;
3533 Result := True;
3534 remove := True;
3535 if gFlash = 2 then Inc(FPickup, 5);
3536 end;
3538 ITEM_WEAPON_SAW:
3539 if (not FWeapon[WEAPON_SAW]) or ((not respawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3540 begin
3541 FWeapon[WEAPON_SAW] := True;
3542 Result := True;
3543 if gFlash = 2 then Inc(FPickup, 5);
3544 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3545 end;
3547 ITEM_WEAPON_SHOTGUN1:
3548 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3549 begin
3550 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3551 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3553 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3554 FWeapon[WEAPON_SHOTGUN1] := True;
3555 Result := True;
3556 if gFlash = 2 then Inc(FPickup, 5);
3557 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3558 end;
3560 ITEM_WEAPON_SHOTGUN2:
3561 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3562 begin
3563 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3565 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3566 FWeapon[WEAPON_SHOTGUN2] := True;
3567 Result := True;
3568 if gFlash = 2 then Inc(FPickup, 5);
3569 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3570 end;
3572 ITEM_WEAPON_CHAINGUN:
3573 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3574 begin
3575 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3577 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3578 FWeapon[WEAPON_CHAINGUN] := True;
3579 Result := True;
3580 if gFlash = 2 then Inc(FPickup, 5);
3581 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3582 end;
3584 ITEM_WEAPON_ROCKETLAUNCHER:
3585 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3586 begin
3587 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3589 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3590 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3591 Result := True;
3592 if gFlash = 2 then Inc(FPickup, 5);
3593 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3594 end;
3596 ITEM_WEAPON_PLASMA:
3597 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3598 begin
3599 if a and FWeapon[WEAPON_PLASMA] then Exit;
3601 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3602 FWeapon[WEAPON_PLASMA] := True;
3603 Result := True;
3604 if gFlash = 2 then Inc(FPickup, 5);
3605 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3606 end;
3608 ITEM_WEAPON_BFG:
3609 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3610 begin
3611 if a and FWeapon[WEAPON_BFG] then Exit;
3613 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3614 FWeapon[WEAPON_BFG] := True;
3615 Result := True;
3616 if gFlash = 2 then Inc(FPickup, 5);
3617 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3618 end;
3620 ITEM_WEAPON_SUPERPULEMET:
3621 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3622 begin
3623 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3625 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3626 FWeapon[WEAPON_SUPERPULEMET] := True;
3627 Result := True;
3628 if gFlash = 2 then Inc(FPickup, 5);
3629 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3630 end;
3632 ITEM_WEAPON_FLAMETHROWER:
3633 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3634 begin
3635 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3637 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3638 FWeapon[WEAPON_FLAMETHROWER] := True;
3639 Result := True;
3640 if gFlash = 2 then Inc(FPickup, 5);
3641 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3642 end;
3644 ITEM_AMMO_BULLETS:
3645 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3646 begin
3647 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3648 Result := True;
3649 remove := True;
3650 if gFlash = 2 then Inc(FPickup, 5);
3651 end;
3653 ITEM_AMMO_BULLETS_BOX:
3654 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3655 begin
3656 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3657 Result := True;
3658 remove := True;
3659 if gFlash = 2 then Inc(FPickup, 5);
3660 end;
3662 ITEM_AMMO_SHELLS:
3663 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3664 begin
3665 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3666 Result := True;
3667 remove := True;
3668 if gFlash = 2 then Inc(FPickup, 5);
3669 end;
3671 ITEM_AMMO_SHELLS_BOX:
3672 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3673 begin
3674 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3675 Result := True;
3676 remove := True;
3677 if gFlash = 2 then Inc(FPickup, 5);
3678 end;
3680 ITEM_AMMO_ROCKET:
3681 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3682 begin
3683 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3684 Result := True;
3685 remove := True;
3686 if gFlash = 2 then Inc(FPickup, 5);
3687 end;
3689 ITEM_AMMO_ROCKET_BOX:
3690 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3691 begin
3692 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3693 Result := True;
3694 remove := True;
3695 if gFlash = 2 then Inc(FPickup, 5);
3696 end;
3698 ITEM_AMMO_CELL:
3699 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3700 begin
3701 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3702 Result := True;
3703 remove := True;
3704 if gFlash = 2 then Inc(FPickup, 5);
3705 end;
3707 ITEM_AMMO_CELL_BIG:
3708 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3709 begin
3710 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3711 Result := True;
3712 remove := True;
3713 if gFlash = 2 then Inc(FPickup, 5);
3714 end;
3716 ITEM_AMMO_FUELCAN:
3717 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
3718 begin
3719 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3720 Result := True;
3721 remove := True;
3722 if gFlash = 2 then Inc(FPickup, 5);
3723 end;
3725 ITEM_AMMO_BACKPACK:
3726 if not(R_ITEM_BACKPACK in FRulez) or
3727 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3728 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3729 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3730 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
3731 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
3732 begin
3733 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
3734 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
3735 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
3736 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
3737 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
3739 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3740 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3741 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3742 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3743 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3744 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3745 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3746 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3748 FRulez := FRulez + [R_ITEM_BACKPACK];
3749 Result := True;
3750 remove := True;
3751 if gFlash = 2 then Inc(FPickup, 5);
3752 end;
3754 ITEM_KEY_RED:
3755 if not(R_KEY_RED in FRulez) then
3756 begin
3757 Include(FRulez, R_KEY_RED);
3758 Result := True;
3759 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3760 if gFlash = 2 then Inc(FPickup, 5);
3761 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3762 end;
3764 ITEM_KEY_GREEN:
3765 if not(R_KEY_GREEN in FRulez) then
3766 begin
3767 Include(FRulez, R_KEY_GREEN);
3768 Result := True;
3769 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3770 if gFlash = 2 then Inc(FPickup, 5);
3771 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3772 end;
3774 ITEM_KEY_BLUE:
3775 if not(R_KEY_BLUE in FRulez) then
3776 begin
3777 Include(FRulez, R_KEY_BLUE);
3778 Result := True;
3779 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3780 if gFlash = 2 then Inc(FPickup, 5);
3781 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3782 end;
3784 ITEM_SUIT:
3785 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
3786 begin
3787 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
3788 Result := True;
3789 remove := True;
3790 if gFlash = 2 then Inc(FPickup, 5);
3791 end;
3793 ITEM_OXYGEN:
3794 if FAir < AIR_MAX then
3795 begin
3796 FAir := AIR_MAX;
3797 Result := True;
3798 remove := True;
3799 if gFlash = 2 then Inc(FPickup, 5);
3800 end;
3802 ITEM_MEDKIT_BLACK:
3803 begin
3804 if not (R_BERSERK in FRulez) then
3805 begin
3806 Include(FRulez, R_BERSERK);
3807 if FBFGFireCounter = -1 then
3808 begin
3809 FCurrWeap := WEAPON_KASTET;
3810 resetWeaponQueue();
3811 FModel.SetWeapon(WEAPON_KASTET);
3812 end;
3813 if gFlash <> 0 then
3814 Inc(FPain, 100);
3815 if gFlash = 2 then Inc(FPickup, 5);
3816 FBerserk := gTime+30000;
3817 Result := True;
3818 remove := True;
3819 end;
3820 if FHealth < PLAYER_HP_SOFT then
3821 begin
3822 FHealth := PLAYER_HP_SOFT;
3823 FBerserk := gTime+30000;
3824 Result := True;
3825 remove := True;
3826 end;
3827 end;
3829 ITEM_INVUL:
3830 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
3831 begin
3832 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
3833 Result := True;
3834 remove := True;
3835 if gFlash = 2 then Inc(FPickup, 5);
3836 end;
3838 ITEM_BOTTLE:
3839 if FHealth < PLAYER_HP_LIMIT then
3840 begin
3841 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
3842 Result := True;
3843 remove := True;
3844 if gFlash = 2 then Inc(FPickup, 5);
3845 end;
3847 ITEM_HELMET:
3848 if FArmor < PLAYER_AP_LIMIT then
3849 begin
3850 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
3851 Result := True;
3852 remove := True;
3853 if gFlash = 2 then Inc(FPickup, 5);
3854 end;
3856 ITEM_JETPACK:
3857 if FJetFuel < JET_MAX then
3858 begin
3859 FJetFuel := JET_MAX;
3860 Result := True;
3861 remove := True;
3862 if gFlash = 2 then Inc(FPickup, 5);
3863 end;
3865 ITEM_INVIS:
3866 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
3867 begin
3868 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
3869 Result := True;
3870 remove := True;
3871 if gFlash = 2 then Inc(FPickup, 5);
3872 end;
3873 end;
3874 end;
3876 procedure TPlayer.Touch();
3877 begin
3878 if not FLive then
3879 Exit;
3880 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
3881 if FIamBot then
3882 begin
3883 // Áðîñèòü ôëàã òîâàðèùó:
3884 if gGameSettings.GameMode = GM_CTF then
3885 DropFlag();
3886 end;
3887 end;
3889 procedure TPlayer.Push(vx, vy: Integer);
3890 begin
3891 if (not FPhysics) and FGhost then
3892 Exit;
3893 FObj.Accel.X := FObj.Accel.X + vx;
3894 FObj.Accel.Y := FObj.Accel.Y + vy;
3895 if g_Game_IsNet and g_Game_IsServer then
3896 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
3897 end;
3899 procedure TPlayer.Reset(Force: Boolean);
3900 begin
3901 if Force then
3902 FLive := False;
3904 FSpawned := False;
3905 FTime[T_RESPAWN] := 0;
3906 FTime[T_FLAGCAP] := 0;
3907 FGodMode := False;
3908 FNoTarget := False;
3909 FNoReload := False;
3910 FFrags := 0;
3911 FLastFrag := 0;
3912 FComboEvnt := -1;
3913 FKills := 0;
3914 FMonsterKills := 0;
3915 FDeath := 0;
3916 FSecrets := 0;
3917 if FNoRespawn then
3918 begin
3919 FSpectator := False;
3920 FGhost := False;
3921 FPhysics := True;
3922 FSpectatePlayer := -1;
3923 FNoRespawn := False;
3924 end;
3925 FLives := gGameSettings.MaxLives;
3927 SetFlag(FLAG_NONE);
3928 end;
3930 procedure TPlayer.SoftReset();
3931 begin
3932 ReleaseKeys();
3934 FDamageBuffer := 0;
3935 FIncCam := 0;
3936 FBFGFireCounter := -1;
3937 FShellTimer := -1;
3938 FPain := 0;
3939 FLastHit := 0;
3940 FLastFrag := 0;
3941 FComboEvnt := -1;
3943 SetFlag(FLAG_NONE);
3944 SetAction(A_STAND, True);
3945 end;
3947 function TPlayer.GetRespawnPoint(): Byte;
3948 var
3949 c: Byte;
3950 begin
3951 Result := 255;
3952 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
3954 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
3955 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
3956 begin
3957 if (Self = gPlayer1) or (Self = gPlayer2) then
3958 begin
3959 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
3960 if Self = gPlayer1 then
3961 c := RESPAWNPOINT_PLAYER1
3962 else
3963 c := RESPAWNPOINT_PLAYER2;
3964 if g_Map_GetPointCount(c) > 0 then
3965 begin
3966 Result := c;
3967 Exit;
3968 end;
3970 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
3971 if Self = gPlayer1 then
3972 c := RESPAWNPOINT_PLAYER2
3973 else
3974 c := RESPAWNPOINT_PLAYER1;
3975 if g_Map_GetPointCount(c) > 0 then
3976 begin
3977 Result := c;
3978 Exit;
3979 end;
3980 end else
3981 begin
3982 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
3983 if Random(2) = 0 then
3984 c := RESPAWNPOINT_PLAYER1
3985 else
3986 c := RESPAWNPOINT_PLAYER2;
3987 if g_Map_GetPointCount(c) > 0 then
3988 begin
3989 Result := c;
3990 Exit;
3991 end;
3992 end;
3994 // Òî÷êà ëþáîé èç êîìàíä
3995 if Random(2) = 0 then
3996 c := RESPAWNPOINT_RED
3997 else
3998 c := RESPAWNPOINT_BLUE;
3999 if g_Map_GetPointCount(c) > 0 then
4000 begin
4001 Result := c;
4002 Exit;
4003 end;
4005 // Òî÷êà DM
4006 c := RESPAWNPOINT_DM;
4007 if g_Map_GetPointCount(c) > 0 then
4008 begin
4009 Result := c;
4010 Exit;
4011 end;
4012 end;
4014 // Ìÿñîïîâàë
4015 if gGameSettings.GameMode = GM_DM then
4016 begin
4017 // Òî÷êà DM
4018 c := RESPAWNPOINT_DM;
4019 if g_Map_GetPointCount(c) > 0 then
4020 begin
4021 Result := c;
4022 Exit;
4023 end;
4025 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4026 if Random(2) = 0 then
4027 c := RESPAWNPOINT_PLAYER1
4028 else
4029 c := RESPAWNPOINT_PLAYER2;
4030 if g_Map_GetPointCount(c) > 0 then
4031 begin
4032 Result := c;
4033 Exit;
4034 end;
4036 // Òî÷êà ëþáîé èç êîìàíä
4037 if Random(2) = 0 then
4038 c := RESPAWNPOINT_RED
4039 else
4040 c := RESPAWNPOINT_BLUE;
4041 if g_Map_GetPointCount(c) > 0 then
4042 begin
4043 Result := c;
4044 Exit;
4045 end;
4046 end;
4048 // Êîìàíäíûå
4049 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4050 begin
4051 // Òî÷êà ñâîåé êîìàíäû
4052 c := RESPAWNPOINT_DM;
4053 if FTeam = TEAM_RED then
4054 c := RESPAWNPOINT_RED;
4055 if FTeam = TEAM_BLUE then
4056 c := RESPAWNPOINT_BLUE;
4057 if g_Map_GetPointCount(c) > 0 then
4058 begin
4059 Result := c;
4060 Exit;
4061 end;
4063 // Òî÷êà DM
4064 c := RESPAWNPOINT_DM;
4065 if g_Map_GetPointCount(c) > 0 then
4066 begin
4067 Result := c;
4068 Exit;
4069 end;
4071 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4072 if Random(2) = 0 then
4073 c := RESPAWNPOINT_PLAYER1
4074 else
4075 c := RESPAWNPOINT_PLAYER2;
4076 if g_Map_GetPointCount(c) > 0 then
4077 begin
4078 Result := c;
4079 Exit;
4080 end;
4082 // Òî÷êà äðóãîé êîìàíäû
4083 c := RESPAWNPOINT_DM;
4084 if FTeam = TEAM_RED then
4085 c := RESPAWNPOINT_BLUE;
4086 if FTeam = TEAM_BLUE then
4087 c := RESPAWNPOINT_RED;
4088 if g_Map_GetPointCount(c) > 0 then
4089 begin
4090 Result := c;
4091 Exit;
4092 end;
4093 end;
4094 end;
4096 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4097 var
4098 RespawnPoint: TRespawnPoint;
4099 a, b, c: Byte;
4100 Anim: TAnimation;
4101 ID: DWORD;
4102 begin
4103 if not g_Game_IsServer then
4104 Exit;
4105 if FDummy then
4106 Exit;
4107 FWantsInGame := True;
4108 FJustTeleported := True;
4109 if Force then
4110 begin
4111 FTime[T_RESPAWN] := 0;
4112 FLive := False;
4113 end;
4114 FNetTime := 0;
4115 // if server changes MaxLives we gotta be ready
4116 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4118 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4119 if FTime[T_RESPAWN] > gTime then
4120 Exit;
4122 // Ïðîñðàë âñå æèçíè:
4123 if FNoRespawn then
4124 begin
4125 if not FSpectator then Spectate(True);
4126 FWantsInGame := True;
4127 Exit;
4128 end;
4130 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4131 begin // "Ñâîÿ èãðà"
4132 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4133 FRulez := FRulez-[R_BERSERK];
4134 end
4135 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4136 begin
4137 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4138 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4139 end;
4141 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4142 c := GetRespawnPoint();
4144 ReleaseKeys();
4145 SetFlag(FLAG_NONE);
4147 // Âîñêðåøåíèå áåç îðóæèÿ:
4148 if not FLive then
4149 begin
4150 FHealth := PLAYER_HP_SOFT;
4151 FArmor := 0;
4152 FLive := True;
4153 FAir := AIR_DEF;
4154 FJetFuel := 0;
4156 for a := WP_FIRST to WP_LAST do
4157 begin
4158 FWeapon[a] := False;
4159 FReloading[a] := 0;
4160 end;
4162 FWeapon[WEAPON_PISTOL] := True;
4163 FWeapon[WEAPON_KASTET] := True;
4164 FCurrWeap := WEAPON_PISTOL;
4165 resetWeaponQueue();
4167 FModel.SetWeapon(FCurrWeap);
4169 for b := A_BULLETS to A_HIGH do
4170 FAmmo[b] := 0;
4172 FAmmo[A_BULLETS] := 50;
4174 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4175 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4176 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4177 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4178 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4180 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4181 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4182 else
4183 FRulez := [];
4184 end;
4186 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4187 if not g_Map_GetPoint(c, RespawnPoint) then
4188 begin
4189 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4190 Exit;
4191 end;
4193 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4194 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4195 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4196 FObj.Vel.X := 0;
4197 FObj.Vel.Y := 0;
4198 FObj.Accel.X := 0;
4199 FObj.Accel.Y := 0;
4201 FDirection := RespawnPoint.Direction;
4202 if FDirection = D_LEFT then
4203 FAngle := 180
4204 else
4205 FAngle := 0;
4207 FIncCam := 0;
4208 FBFGFireCounter := -1;
4209 FShellTimer := -1;
4210 FPain := 0;
4211 FLastHit := 0;
4213 SetAction(A_STAND, True);
4214 FModel.Direction := FDirection;
4216 for a := Low(FTime) to High(FTime) do
4217 FTime[a] := 0;
4219 for a := Low(FMegaRulez) to High(FMegaRulez) do
4220 FMegaRulez[a] := 0;
4222 FDamageBuffer := 0;
4223 FJetpack := False;
4224 FCanJetpack := False;
4226 // Àíèìàöèÿ âîçðîæäåíèÿ:
4227 if (not gLoadGameMode) and (not Silent) then
4228 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4229 begin
4230 Anim := TAnimation.Create(ID, False, 3);
4231 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4232 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4233 Anim.Free();
4234 end;
4236 FSpectator := False;
4237 FGhost := False;
4238 FPhysics := True;
4239 FSpectatePlayer := -1;
4240 FSpawned := True;
4242 if g_Game_IsNet then
4243 begin
4244 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4245 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4246 if not Silent then
4247 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4248 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4249 0, NET_GFX_TELE);
4250 end;
4251 end;
4253 procedure TPlayer.Spectate(NoMove: Boolean = False);
4254 begin
4255 if FLive then
4256 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4257 else if (not NoMove) then
4258 begin
4259 GameX := gMapInfo.Width div 2;
4260 GameY := gMapInfo.Height div 2;
4261 end;
4262 FXTo := GameX;
4263 FYTo := GameY;
4265 FLive := False;
4266 FSpectator := True;
4267 FGhost := True;
4268 FPhysics := False;
4269 FWantsInGame := False;
4270 FSpawned := False;
4272 if FNoRespawn then
4273 begin
4274 if Self = gPlayer1 then
4275 begin
4276 gLMSPID1 := FUID;
4277 gPlayer1 := nil;
4278 end;
4279 if Self = gPlayer2 then
4280 begin
4281 gLMSPID2 := FUID;
4282 gPlayer2 := nil;
4283 end;
4284 end;
4286 if g_Game_IsNet then
4287 MH_SEND_PlayerStats(FUID);
4288 end;
4290 procedure TPlayer.SwitchNoClip;
4291 begin
4292 if not FLive then
4293 Exit;
4294 FGhost := not FGhost;
4295 FPhysics := not FGhost;
4296 if FGhost then
4297 begin
4298 FXTo := FObj.X;
4299 FYTo := FObj.Y;
4300 end else
4301 begin
4302 FObj.Accel.X := 0;
4303 FObj.Accel.Y := 0;
4304 end;
4305 end;
4307 procedure TPlayer.Run(Direction: TDirection);
4308 var
4309 a, b: Integer;
4310 begin
4311 if MAX_RUNVEL > 8 then
4312 FlySmoke();
4314 // Áåæèì:
4315 if Direction = D_LEFT then
4316 begin
4317 if FObj.Vel.X > -MAX_RUNVEL then
4318 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4319 end
4320 else
4321 if FObj.Vel.X < MAX_RUNVEL then
4322 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4324 // Âîçìîæíî, ïèíàåì êóñêè:
4325 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4326 begin
4327 b := Abs(FObj.Vel.X);
4328 if b > 1 then b := b * (Random(8 div b) + 1);
4329 for a := 0 to High(gGibs) do
4330 if gGibs[a].Live and
4331 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4332 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4333 // Ïèíàåì êóñêè
4334 if FObj.Vel.X < 0 then
4335 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4336 else
4337 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4338 end;
4340 SetAction(A_WALK);
4341 end;
4343 procedure TPlayer.SeeDown();
4344 begin
4345 SetAction(A_SEEDOWN);
4347 if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4349 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4350 end;
4352 procedure TPlayer.SeeUp();
4353 begin
4354 SetAction(A_SEEUP);
4356 if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4358 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4359 end;
4361 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4362 var
4363 Prior: Byte;
4364 begin
4365 case Action of
4366 A_WALK: Prior := 3;
4367 A_DIE1: Prior := 5;
4368 A_DIE2: Prior := 5;
4369 A_ATTACK: Prior := 2;
4370 A_SEEUP: Prior := 1;
4371 A_SEEDOWN: Prior := 1;
4372 A_ATTACKUP: Prior := 2;
4373 A_ATTACKDOWN: Prior := 2;
4374 A_PAIN: Prior := 4;
4375 else Prior := 0;
4376 end;
4378 if (Prior > FActionPrior) or Force then
4379 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4380 begin
4381 FActionPrior := Prior;
4382 FActionAnim := Action;
4383 FActionForce := Force;
4384 FActionChanged := True;
4385 end;
4387 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4388 end;
4390 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4391 begin
4392 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4393 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4394 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4395 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4396 end;
4398 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4399 var
4400 Anim: TAnimation;
4401 ID: DWORD;
4402 begin
4403 Result := False;
4405 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4406 begin
4407 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4408 if g_Game_IsServer and g_Game_IsNet then
4409 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4410 Exit;
4411 end;
4413 FJustTeleported := True;
4415 Anim := nil;
4416 if not silent then
4417 begin
4418 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4419 begin
4420 Anim := TAnimation.Create(ID, False, 3);
4421 end;
4423 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4424 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4425 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4426 if g_Game_IsServer and g_Game_IsNet then
4427 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4428 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4429 NET_GFX_TELE);
4430 end;
4432 FObj.X := X-PLAYER_RECT.X;
4433 FObj.Y := Y-PLAYER_RECT.Y;
4434 if FLive and FGhost then
4435 begin
4436 FXTo := FObj.X;
4437 FYTo := FObj.Y;
4438 end;
4440 if not g_Game_IsNet then
4441 begin
4442 if dir = 1 then
4443 begin
4444 SetDirection(D_LEFT);
4445 FAngle := 180;
4446 end
4447 else
4448 if dir = 2 then
4449 begin
4450 SetDirection(D_RIGHT);
4451 FAngle := 0;
4452 end
4453 else
4454 if dir = 3 then
4455 begin // îáðàòíîå
4456 if FDirection = D_RIGHT then
4457 begin
4458 SetDirection(D_LEFT);
4459 FAngle := 180;
4460 end
4461 else
4462 begin
4463 SetDirection(D_RIGHT);
4464 FAngle := 0;
4465 end;
4466 end;
4467 end;
4469 if not silent and (Anim <> nil) then
4470 begin
4471 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4472 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4473 Anim.Free();
4475 if g_Game_IsServer and g_Game_IsNet then
4476 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4477 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4478 NET_GFX_TELE);
4479 end;
4481 Result := True;
4482 end;
4484 function nonz(a: Single): Single;
4485 begin
4486 if a <> 0 then
4487 Result := a
4488 else
4489 Result := 1;
4490 end;
4492 procedure TPlayer.Update();
4493 var
4494 b: Byte;
4495 i, ii, wx, wy, xd, yd, k: Integer;
4496 blockmon, headwater, dospawn: Boolean;
4497 NetServer: Boolean;
4498 AnyServer: Boolean;
4499 SetSpect: Boolean;
4500 begin
4501 NetServer := g_Game_IsNet and g_Game_IsServer;
4502 AnyServer := g_Game_IsServer;
4504 if g_Game_IsClient and (NetInterpLevel > 0) then
4505 DoLerp(NetInterpLevel + 1)
4506 else
4507 if FGhost then
4508 DoLerp(4);
4510 if NetServer then
4511 if FClientID >= 0 then
4512 begin
4513 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4514 if NetClients[FClientID].Peer^.packetsSent > 0 then
4515 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4516 else
4517 FLoss := 0;
4518 end else
4519 begin
4520 FPing := 0;
4521 FLoss := 0;
4522 end;
4524 if FLive and (gFly or FJetpack) then
4525 FlySmoke();
4527 if FDirection = D_LEFT then
4528 FAngle := 180
4529 else
4530 FAngle := 0;
4532 if FLive and (not FGhost) then
4533 begin
4534 if FKeys[KEY_UP].Pressed then
4535 SeeUp();
4536 if FKeys[KEY_DOWN].Pressed then
4537 SeeDown();
4538 end;
4540 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4541 (FIncCam <> 0) then
4542 begin
4543 i := g_basic.Sign(FIncCam);
4544 FIncCam := Abs(FIncCam);
4545 DecMin(FIncCam, 5, 0);
4546 FIncCam := FIncCam*i;
4547 end;
4549 // no need to do that each second frame, weapon queue will take care of it
4550 if FLive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4551 if FLive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4553 if gTime mod (GAME_TICK*2) <> 0 then
4554 begin
4555 if (FObj.Vel.X = 0) and FLive then
4556 begin
4557 if FKeys[KEY_LEFT].Pressed then
4558 Run(D_LEFT);
4559 if FKeys[KEY_RIGHT].Pressed then
4560 Run(D_RIGHT);
4561 end;
4563 if FPhysics then
4564 g_Obj_Move(@FObj, True, True, True);
4566 Exit;
4567 end;
4569 FActionChanged := False;
4571 if FLive then
4572 begin
4573 // Let alive player do some actions
4574 if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
4575 if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
4576 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4577 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4578 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4579 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4580 if FKeys[KEY_JUMP].Pressed then Jump()
4581 else
4582 begin
4583 if AnyServer and FJetpack then
4584 begin
4585 FJetpack := False;
4586 JetpackOff;
4587 if NetServer then MH_SEND_PlayerStats(FUID);
4588 end;
4589 FCanJetpack := True;
4590 end;
4591 end
4592 else // Dead
4593 begin
4594 dospawn := False;
4595 if not FGhost then
4596 for k := Low(FKeys) to KEY_CHAT-1 do
4597 begin
4598 if FKeys[k].Pressed then
4599 begin
4600 dospawn := True;
4601 break;
4602 end;
4603 end;
4604 if dospawn then
4605 begin
4606 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4607 Respawn(False)
4608 else // Single
4609 if (FTime[T_RESPAWN] <= gTime) and
4610 gGameOn and (not FLive) then
4611 begin
4612 if (g_Player_GetCount() > 1) then
4613 Respawn(False)
4614 else
4615 begin
4616 gExit := EXIT_RESTART;
4617 Exit;
4618 end;
4619 end;
4620 end;
4621 // Dead spectator actions
4622 if FGhost then
4623 begin
4624 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4625 if FKeys[KEY_FIRE].Pressed and AnyServer then
4626 begin
4627 if FSpectator then
4628 begin
4629 if (FSpectatePlayer >= High(gPlayers)) then
4630 FSpectatePlayer := -1
4631 else
4632 begin
4633 SetSpect := False;
4634 for I := FSpectatePlayer + 1 to High(gPlayers) do
4635 if gPlayers[I] <> nil then
4636 if gPlayers[I].Live then
4637 if gPlayers[I].UID <> FUID then
4638 begin
4639 FSpectatePlayer := I;
4640 SetSpect := True;
4641 break;
4642 end;
4644 if not SetSpect then FSpectatePlayer := -1;
4645 end;
4647 ReleaseKeys;
4648 end;
4649 end;
4650 end;
4651 end;
4652 // No clipping
4653 if FGhost then
4654 begin
4655 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4656 begin
4657 FYTo := FObj.Y - 32;
4658 FSpectatePlayer := -1;
4659 end;
4660 if FKeys[KEY_DOWN].Pressed then
4661 begin
4662 FYTo := FObj.Y + 32;
4663 FSpectatePlayer := -1;
4664 end;
4665 if FKeys[KEY_LEFT].Pressed then
4666 begin
4667 FXTo := FObj.X - 32;
4668 FSpectatePlayer := -1;
4669 end;
4670 if FKeys[KEY_RIGHT].Pressed then
4671 begin
4672 FXTo := FObj.X + 32;
4673 FSpectatePlayer := -1;
4674 end;
4676 if (FXTo < -64) then
4677 FXTo := -64
4678 else if (FXTo > gMapInfo.Width + 32) then
4679 FXTo := gMapInfo.Width + 32;
4680 if (FYTo < -72) then
4681 FYTo := -72
4682 else if (FYTo > gMapInfo.Height + 32) then
4683 FYTo := gMapInfo.Height + 32;
4684 end;
4686 if FPhysics then
4687 g_Obj_Move(@FObj, True, True, True)
4688 else
4689 begin
4690 FObj.Vel.X := 0;
4691 FObj.Vel.Y := 0;
4692 if FSpectator then
4693 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4694 if gPlayers[FSpectatePlayer] <> nil then
4695 if gPlayers[FSpectatePlayer].Live then
4696 begin
4697 FXTo := gPlayers[FSpectatePlayer].GameX;
4698 FYTo := gPlayers[FSpectatePlayer].GameY;
4699 end;
4700 end;
4702 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4703 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4704 PANEL_BLOCKMON, True);
4705 headwater := HeadInLiquid(0, 0);
4707 // Ñîïðîòèâëåíèå âîçäóõà:
4708 if (not FLive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4709 if FObj.Vel.X <> 0 then
4710 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4712 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4713 DecMin(FPain, 5, 0);
4714 DecMin(FPickup, 1, 0);
4716 if FLive and (FObj.Y > gMapInfo.Height+128) and AnyServer then
4717 begin
4718 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4719 FMegaRulez[MR_SUIT] := 0;
4720 FMegaRulez[MR_INVUL] := 0;
4721 FMegaRulez[MR_INVIS] := 0;
4722 Kill(K_FALLKILL, 0, HIT_FALL);
4723 end;
4725 i := 9;
4727 if FLive then
4728 begin
4729 if FCurrWeap = WEAPON_SAW then
4730 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4731 FSawSoundSelect.IsPlaying()) then
4732 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4734 if FJetpack then
4735 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4736 (not FJetSoundOff.IsPlaying()) then
4737 begin
4738 FJetSoundFly.SetPosition(0);
4739 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4740 end;
4742 for b := WP_FIRST to WP_LAST do
4743 if FReloading[b] > 0 then
4744 if FNoReload then
4745 FReloading[b] := 0
4746 else
4747 Dec(FReloading[b]);
4749 if FShellTimer > -1 then
4750 if FShellTimer = 0 then
4751 begin
4752 if FShellType = SHELL_SHELL then
4753 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4754 GameVelX, GameVelY-2, SHELL_SHELL)
4755 else if FShellType = SHELL_DBLSHELL then
4756 begin
4757 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4758 GameVelX+1, GameVelY-2, SHELL_SHELL);
4759 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4760 GameVelX-1, GameVelY-2, SHELL_SHELL);
4761 end;
4762 FShellTimer := -1;
4763 end else Dec(FShellTimer);
4765 if (FBFGFireCounter > -1) then
4766 if FBFGFireCounter = 0 then
4767 begin
4768 if AnyServer then
4769 begin
4770 wx := FObj.X+WEAPONPOINT[FDirection].X;
4771 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
4772 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
4773 yd := wy+firediry();
4774 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
4775 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
4776 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4777 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4778 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4779 end;
4781 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
4782 FBFGFireCounter := -1;
4783 end else
4784 if FNoReload then
4785 FBFGFireCounter := 0
4786 else
4787 Dec(FBFGFireCounter);
4789 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
4790 begin
4791 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
4793 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
4794 end;
4796 if (headwater or blockmon) then
4797 begin
4798 Dec(FAir);
4800 if FAir < -9 then
4801 begin
4802 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
4803 FAir := 0;
4804 end
4805 else if (FAir mod 31 = 0) and not blockmon then
4806 begin
4807 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
4808 if Random(2) = 0 then
4809 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
4810 else
4811 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
4812 end;
4813 end else if FAir < AIR_DEF then
4814 FAir := AIR_DEF;
4816 if FDamageBuffer > 0 then
4817 begin
4818 if FDamageBuffer >= 9 then
4819 begin
4820 SetAction(A_PAIN);
4822 if FDamageBuffer < 30 then i := 9
4823 else if FDamageBuffer < 100 then i := 18
4824 else i := 27;
4825 end;
4827 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
4828 FArmor := FArmor-(FDamageBuffer-ii);
4829 FHealth := FHealth-ii;
4830 if FArmor < 0 then
4831 begin
4832 FHealth := FHealth+FArmor;
4833 FArmor := 0;
4834 end;
4836 if AnyServer then
4837 if FHealth <= 0 then
4838 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
4839 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
4840 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
4842 if FLive then
4843 begin
4844 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
4845 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
4846 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
4847 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
4848 end;
4850 FDamageBuffer := 0;
4851 end;
4853 {CollideItem();}
4854 end; // if FLive then ...
4856 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
4857 begin
4858 FModel.ChangeAnimation(FActionAnim, FActionForce);
4859 FModel.GetCurrentAnimation.MinLength := i;
4860 FModel.GetCurrentAnimationMask.MinLength := i;
4861 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
4863 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
4864 then SetAction(A_STAND, True);
4866 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
4868 for b := Low(FKeys) to High(FKeys) do
4869 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
4870 end;
4872 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
4873 begin
4874 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4875 FObj.Y+PLAYER_RECT.Y,
4876 PLAYER_RECT.Width,
4877 PLAYER_RECT.Height,
4878 X, Y,
4879 Width, Height);
4880 end;
4882 function TPlayer.Collide(Panel: TPanel): Boolean;
4883 begin
4884 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4885 FObj.Y+PLAYER_RECT.Y,
4886 PLAYER_RECT.Width,
4887 PLAYER_RECT.Height,
4888 Panel.X, Panel.Y,
4889 Panel.Width, Panel.Height);
4890 end;
4892 function TPlayer.Collide(X, Y: Integer): Boolean;
4893 begin
4894 X := X-FObj.X-PLAYER_RECT.X;
4895 Y := Y-FObj.Y-PLAYER_RECT.Y;
4896 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
4897 (y >= 0) and (y <= PLAYER_RECT.Height);
4898 end;
4900 function g_Player_ValidName(Name: string): Boolean;
4901 var
4902 a: Integer;
4903 begin
4904 Result := True;
4906 if gPlayers = nil then Exit;
4908 for a := 0 to High(gPlayers) do
4909 if gPlayers[a] <> nil then
4910 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
4911 begin
4912 Result := False;
4913 Exit;
4914 end;
4915 end;
4917 procedure TPlayer.SetDirection(Direction: TDirection);
4918 var
4919 d: TDirection;
4920 begin
4921 d := FModel.Direction;
4923 FModel.Direction := Direction;
4924 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
4926 FDirection := Direction;
4927 end;
4929 function TPlayer.GetKeys(): Byte;
4930 begin
4931 Result := 0;
4933 if R_KEY_RED in FRulez then Result := KEY_RED;
4934 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
4935 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
4937 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
4938 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
4939 end;
4941 procedure TPlayer.Use();
4942 var
4943 a: Integer;
4944 begin
4945 if FTime[T_USE] > gTime then Exit;
4947 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
4948 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
4950 for a := 0 to High(gPlayers) do
4951 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
4952 gPlayers[a].Live and SameTeam(FUID, gPlayers[a].FUID) and
4953 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
4954 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
4955 begin
4956 gPlayers[a].Touch();
4957 if g_Game_IsNet and g_Game_IsServer then
4958 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
4959 end;
4961 FTime[T_USE] := gTime+120;
4962 end;
4964 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
4965 var
4966 Obj: TObj;
4967 F: Boolean;
4968 WX, WY, XD, YD: Integer;
4969 begin
4970 F := False;
4971 WX := X;
4972 WY := Y;
4973 XD := AX;
4974 YD := AY;
4976 case FCurrWeap of
4977 WEAPON_KASTET:
4978 begin
4979 if R_BERSERK in FRulez then
4980 begin
4981 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
4982 obj.X := FObj.X+FObj.Rect.X;
4983 obj.Y := FObj.Y+FObj.Rect.Y;
4984 obj.rect.X := 0;
4985 obj.rect.Y := 0;
4986 obj.rect.Width := 39;
4987 obj.rect.Height := 52;
4988 obj.Vel.X := (xd-wx) div 2;
4989 obj.Vel.Y := (yd-wy) div 2;
4990 obj.Accel.X := xd-wx;
4991 obj.Accel.y := yd-wy;
4993 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
4994 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
4995 else
4996 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
4998 if gFlash = 1 then
4999 if FPain < 50 then
5000 FPain := min(FPain + 25, 50);
5001 end else
5002 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5003 end;
5005 WEAPON_SAW:
5006 begin
5007 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5008 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5009 begin
5010 FSawSoundSelect.Stop();
5011 FSawSound.Stop();
5012 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5013 end
5014 else if not FSawSoundHit.IsPlaying() then
5015 begin
5016 FSawSoundSelect.Stop();
5017 FSawSound.PlayAt(FObj.X, FObj.Y);
5018 end;
5019 f := True;
5020 end;
5022 WEAPON_PISTOL:
5023 begin
5024 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5025 FFireAngle := FAngle;
5026 f := True;
5027 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5028 GameVelX, GameVelY-2, SHELL_BULLET);
5029 end;
5031 WEAPON_SHOTGUN1:
5032 begin
5033 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5034 FFireAngle := FAngle;
5035 f := True;
5036 FShellTimer := 10;
5037 FShellType := SHELL_SHELL;
5038 end;
5040 WEAPON_SHOTGUN2:
5041 begin
5042 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5043 FFireAngle := FAngle;
5044 f := True;
5045 FShellTimer := 13;
5046 FShellType := SHELL_DBLSHELL;
5047 end;
5049 WEAPON_CHAINGUN:
5050 begin
5051 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5052 FFireAngle := FAngle;
5053 f := True;
5054 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5055 GameVelX, GameVelY-2, SHELL_BULLET);
5056 end;
5058 WEAPON_ROCKETLAUNCHER:
5059 begin
5060 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5061 FFireAngle := FAngle;
5062 f := True;
5063 end;
5065 WEAPON_PLASMA:
5066 begin
5067 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5068 FFireAngle := FAngle;
5069 f := True;
5070 end;
5072 WEAPON_BFG:
5073 begin
5074 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5075 FFireAngle := FAngle;
5076 f := True;
5077 end;
5079 WEAPON_SUPERPULEMET:
5080 begin
5081 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5082 FFireAngle := FAngle;
5083 f := True;
5084 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5085 GameVelX, GameVelY-2, SHELL_SHELL);
5086 end;
5088 WEAPON_FLAMETHROWER:
5089 begin
5090 FFireAngle := FAngle;
5091 f := True;
5092 end;
5093 end;
5095 if not f then Exit;
5097 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5098 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5099 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5100 end;
5102 procedure TPlayer.DoLerp(Level: Integer = 2);
5103 begin
5104 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5105 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5106 end;
5108 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5109 var
5110 AX, AY: Integer;
5111 begin
5112 if NetInterpLevel < 1 then
5113 begin
5114 FObj.X := XTo;
5115 FObj.Y := YTo;
5116 end
5117 else
5118 begin
5119 FXTo := XTo;
5120 FYTo := YTo;
5122 AX := Abs(FXTo - FObj.X);
5123 AY := Abs(FYTo - FObj.Y);
5124 if (AX > 32) or (AX <= NetInterpLevel) then
5125 FObj.X := FXTo;
5126 if (AY > 32) or (AY <= NetInterpLevel) then
5127 FObj.Y := FYTo;
5128 end;
5129 end;
5131 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5132 begin
5133 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5134 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5135 PANEL_LIFTUP, False) then Result := -1
5136 else
5137 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5138 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5139 PANEL_LIFTDOWN, False) then Result := 1
5140 else Result := 0;
5141 end;
5143 function TPlayer.GetFlag(Flag: Byte): Boolean;
5144 var
5145 s, ts: String;
5146 evtype: Byte;
5147 begin
5148 Result := False;
5150 if Flag = FLAG_NONE then
5151 Exit;
5153 if not g_Game_IsServer then Exit;
5155 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5156 if (Flag = FTeam) and
5157 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5158 (FFlag <> FLAG_NONE) then
5159 begin
5160 if FFlag = FLAG_RED then
5161 s := _lc[I_PLAYER_FLAG_RED]
5162 else
5163 s := _lc[I_PLAYER_FLAG_BLUE];
5165 evtype := FLAG_STATE_SCORED;
5167 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5168 Insert('.', ts, Length(ts) + 1 - 3);
5169 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5171 g_Map_ResetFlag(FFlag);
5172 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5174 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5176 Result := True;
5177 if g_Game_IsNet then
5178 begin
5179 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5180 MH_SEND_GameStats;
5181 end;
5183 gFlags[FFlag].CaptureTime := 0;
5184 SetFlag(FLAG_NONE);
5185 Exit;
5186 end;
5188 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5189 if (Flag = FTeam) and
5190 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5191 begin
5192 if Flag = FLAG_RED then
5193 s := _lc[I_PLAYER_FLAG_RED]
5194 else
5195 s := _lc[I_PLAYER_FLAG_BLUE];
5197 evtype := FLAG_STATE_RETURNED;
5198 gFlags[Flag].CaptureTime := 0;
5200 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5202 g_Map_ResetFlag(Flag);
5203 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5205 Result := True;
5206 if g_Game_IsNet then
5207 begin
5208 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5209 MH_SEND_GameStats;
5210 end;
5211 Exit;
5212 end;
5214 // Ïîäîáðàë ÷óæîé ôëàã:
5215 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5216 begin
5217 SetFlag(Flag);
5219 if Flag = FLAG_RED then
5220 s := _lc[I_PLAYER_FLAG_RED]
5221 else
5222 s := _lc[I_PLAYER_FLAG_BLUE];
5224 evtype := FLAG_STATE_CAPTURED;
5226 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5228 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5230 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5232 Result := True;
5233 if g_Game_IsNet then
5234 begin
5235 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5236 MH_SEND_GameStats;
5237 end;
5238 end;
5239 end;
5241 procedure TPlayer.SetFlag(Flag: Byte);
5242 begin
5243 FFlag := Flag;
5244 if FModel <> nil then
5245 FModel.SetFlag(FFlag);
5246 end;
5248 function TPlayer.DropFlag(): Boolean;
5249 var
5250 s: String;
5251 begin
5252 Result := False;
5253 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5254 Exit;
5255 FTime[T_FLAGCAP] := gTime + 2000;
5256 with gFlags[FFlag] do
5257 begin
5258 Obj.X := FObj.X;
5259 Obj.Y := FObj.Y;
5260 Direction := FDirection;
5261 State := FLAG_STATE_DROPPED;
5262 Count := FLAG_TIME;
5263 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5264 (FObj.Vel.Y div 2)-2+Random(5));
5266 if FFlag = FLAG_RED then
5267 s := _lc[I_PLAYER_FLAG_RED]
5268 else
5269 s := _lc[I_PLAYER_FLAG_BLUE];
5271 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5272 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5274 if g_Game_IsNet then
5275 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5276 end;
5277 SetFlag(FLAG_NONE);
5278 Result := True;
5279 end;
5281 procedure TPlayer.GetSecret();
5282 begin
5283 Inc(FSecrets);
5284 end;
5286 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5287 begin
5288 Assert(Key <= High(FKeys));
5290 FKeys[Key].Pressed := True;
5291 FKeys[Key].Time := Time;
5292 end;
5294 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5295 begin
5296 Result := FKeys[K].Pressed;
5297 end;
5299 procedure TPlayer.ReleaseKeys();
5300 var
5301 a: Integer;
5302 begin
5303 for a := Low(FKeys) to High(FKeys) do
5304 begin
5305 FKeys[a].Pressed := False;
5306 FKeys[a].Time := 0;
5307 end;
5308 end;
5310 procedure TPlayer.OnDamage(Angle: SmallInt);
5311 begin
5312 end;
5314 function TPlayer.firediry(): Integer;
5315 begin
5316 if FKeys[KEY_UP].Pressed then Result := -42
5317 else if FKeys[KEY_DOWN].Pressed then Result := 19
5318 else Result := 0;
5319 end;
5321 procedure TPlayer.RememberState();
5322 var
5323 i: Integer;
5324 begin
5325 FSavedState.Health := FHealth;
5326 FSavedState.Armor := FArmor;
5327 FSavedState.Air := FAir;
5328 FSavedState.JetFuel := FJetFuel;
5329 FSavedState.CurrWeap := FCurrWeap;
5330 FSavedState.NextWeap := FNextWeap;
5331 FSavedState.NextWeapDelay := FNextWeapDelay;
5333 for i := 0 to 3 do
5334 FSavedState.Ammo[i] := FAmmo[i];
5335 for i := 0 to 3 do
5336 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5338 FSavedState.Rulez := FRulez;
5339 FSavedState.WaitRecall := True;
5340 end;
5342 procedure TPlayer.RecallState();
5343 var
5344 i: Integer;
5345 begin
5346 if not FSavedState.WaitRecall then Exit;
5348 FHealth := FSavedState.Health;
5349 FArmor := FSavedState.Armor;
5350 FAir := FSavedState.Air;
5351 FJetFuel := FSavedState.JetFuel;
5352 FCurrWeap := FSavedState.CurrWeap;
5353 FNextWeap := FSavedState.NextWeap;
5354 FNextWeapDelay := FSavedState.NextWeapDelay;
5356 for i := 0 to 3 do
5357 FAmmo[i] := FSavedState.Ammo[i];
5358 for i := 0 to 3 do
5359 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5361 FRulez := FSavedState.Rulez;
5362 FSavedState.WaitRecall := False;
5364 if gGameSettings.GameType = GT_SERVER then
5365 MH_SEND_PlayerStats(FUID);
5366 end;
5368 procedure TPlayer.SaveState(var Mem: TBinMemoryWriter);
5369 var
5370 i: Integer;
5371 sig: DWORD;
5372 str: String;
5373 b: Byte;
5374 begin
5375 if FIamBot then
5376 i := 512
5377 else
5378 i := 256;
5380 Mem := TBinMemoryWriter.Create(i);
5382 // Ñèãíàòóðà èãðîêà:
5383 sig := PLAYER_SIGNATURE; // 'PLYR'
5384 Mem.WriteDWORD(sig);
5385 // Áîò èëè ÷åëîâåê:
5386 Mem.WriteBoolean(FIamBot);
5387 // UID èãðîêà:
5388 Mem.WriteWord(FUID);
5389 // Èìÿ èãðîêà:
5390 Mem.WriteString(FName, 32);
5391 // Êîìàíäà:
5392 Mem.WriteByte(FTeam);
5393 // Æèâ ëè:
5394 Mem.WriteBoolean(FLive);
5395 // Èçðàñõîäîâàë ëè âñå æèçíè:
5396 Mem.WriteBoolean(FNoRespawn);
5397 // Íàïðàâëåíèå:
5398 if FDirection = D_LEFT then
5399 b := 1
5400 else // D_RIGHT
5401 b := 2;
5402 Mem.WriteByte(b);
5403 // Çäîðîâüå:
5404 Mem.WriteInt(FHealth);
5405 // Æèçíè:
5406 Mem.WriteByte(FLives);
5407 // Áðîíÿ:
5408 Mem.WriteInt(FArmor);
5409 // Çàïàñ âîçäóõà:
5410 Mem.WriteInt(FAir);
5411 // Çàïàñ ãîðþ÷åãî:
5412 Mem.WriteInt(FJetFuel);
5413 // Áîëü:
5414 Mem.WriteInt(FPain);
5415 // Óáèë:
5416 Mem.WriteInt(FKills);
5417 // Óáèë ìîíñòðîâ:
5418 Mem.WriteInt(FMonsterKills);
5419 // Ôðàãîâ:
5420 Mem.WriteInt(FFrags);
5421 // Ôðàãîâ ïîäðÿä:
5422 Mem.WriteByte(FFragCombo);
5423 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5424 Mem.WriteDWORD(FLastFrag);
5425 // Ñìåðòåé:
5426 Mem.WriteInt(FDeath);
5427 // Êàêîé ôëàã íåñåò:
5428 Mem.WriteByte(FFlag);
5429 // Íàøåë ñåêðåòîâ:
5430 Mem.WriteInt(FSecrets);
5431 // Òåêóùåå îðóæèå:
5432 Mem.WriteByte(FCurrWeap);
5433 // Æåëàåìîå îðóæèå:
5434 Mem.WriteWord(FNextWeap);
5435 // ...è ïàóçà
5436 Mem.WriteByte(FNextWeapDelay);
5437 // Âðåìÿ çàðÿäêè BFG:
5438 Mem.WriteSmallInt(FBFGFireCounter);
5439 // Áóôåð óðîíà:
5440 Mem.WriteInt(FDamageBuffer);
5441 // Ïîñëåäíèé óäàðèâøèé:
5442 Mem.WriteWord(FLastSpawnerUID);
5443 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5444 Mem.WriteByte(FLastHit);
5445 // Îáúåêò èãðîêà:
5446 Obj_SaveState(@FObj, Mem);
5447 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5448 for i := A_BULLETS to A_HIGH do
5449 Mem.WriteWord(FAmmo[i]);
5450 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5451 for i := A_BULLETS to A_HIGH do
5452 Mem.WriteWord(FMaxAmmo[i]);
5453 // Íàëè÷èå îðóæèÿ:
5454 for i := WP_FIRST to WP_LAST do
5455 Mem.WriteBoolean(FWeapon[i]);
5456 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5457 for i := WP_FIRST to WP_LAST do
5458 Mem.WriteWord(FReloading[i]);
5459 // Íàëè÷èå ðþêçàêà:
5460 if R_ITEM_BACKPACK in FRulez then
5461 b := 1
5462 else
5463 b := 0;
5464 Mem.WriteByte(b);
5465 // Íàëè÷èå êðàñíîãî êëþ÷à:
5466 if R_KEY_RED in FRulez then
5467 b := 1
5468 else
5469 b := 0;
5470 Mem.WriteByte(b);
5471 // Íàëè÷èå çåëåíîãî êëþ÷à:
5472 if R_KEY_GREEN in FRulez then
5473 b := 1
5474 else
5475 b := 0;
5476 Mem.WriteByte(b);
5477 // Íàëè÷èå ñèíåãî êëþ÷à:
5478 if R_KEY_BLUE in FRulez then
5479 b := 1
5480 else
5481 b := 0;
5482 Mem.WriteByte(b);
5483 // Íàëè÷èå áåðñåðêà:
5484 if R_BERSERK in FRulez then
5485 b := 1
5486 else
5487 b := 0;
5488 Mem.WriteByte(b);
5489 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5490 for i := MR_SUIT to MR_MAX do
5491 Mem.WriteDWORD(FMegaRulez[i]);
5492 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5493 for i := T_RESPAWN to T_FLAGCAP do
5494 Mem.WriteDWORD(FTime[i]);
5495 // Íàçâàíèå ìîäåëè:
5496 str := FModel.Name;
5497 Mem.WriteString(str);
5498 // Öâåò ìîäåëè:
5499 b := FColor.R;
5500 Mem.WriteByte(b);
5501 b := FColor.G;
5502 Mem.WriteByte(b);
5503 b := FColor.B;
5504 Mem.WriteByte(b);
5505 end;
5507 procedure TPlayer.LoadState(var Mem: TBinMemoryReader);
5508 var
5509 i: Integer;
5510 sig: DWORD;
5511 str: String;
5512 b: Byte;
5513 begin
5514 if Mem = nil then
5515 Exit;
5517 // Ñèãíàòóðà èãðîêà:
5518 Mem.ReadDWORD(sig);
5519 if sig <> PLAYER_SIGNATURE then // 'PLYR'
5520 begin
5521 raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature');
5522 end;
5523 // Áîò èëè ÷åëîâåê:
5524 Mem.ReadBoolean(FIamBot);
5525 // UID èãðîêà:
5526 Mem.ReadWord(FUID);
5527 // Èìÿ èãðîêà:
5528 Mem.ReadString(str);
5529 if (Self <> gPlayer1) and (Self <> gPlayer2) then
5530 FName := str;
5531 // Êîìàíäà:
5532 Mem.ReadByte(FTeam);
5533 // Æèâ ëè:
5534 Mem.ReadBoolean(FLive);
5535 // Èçðàñõîäîâàë ëè âñå æèçíè:
5536 Mem.ReadBoolean(FNoRespawn);
5537 // Íàïðàâëåíèå:
5538 Mem.ReadByte(b);
5539 if b = 1 then
5540 FDirection := D_LEFT
5541 else // b = 2
5542 FDirection := D_RIGHT;
5543 // Çäîðîâüå:
5544 Mem.ReadInt(FHealth);
5545 // Æèçíè:
5546 Mem.ReadByte(FLives);
5547 // Áðîíÿ:
5548 Mem.ReadInt(FArmor);
5549 // Çàïàñ âîçäóõà:
5550 Mem.ReadInt(FAir);
5551 // Çàïàñ ãîðþ÷åãî:
5552 Mem.ReadInt(FJetFuel);
5553 // Áîëü:
5554 Mem.ReadInt(FPain);
5555 // Óáèë:
5556 Mem.ReadInt(FKills);
5557 // Óáèë ìîíñòðîâ:
5558 Mem.ReadInt(FMonsterKills);
5559 // Ôðàãîâ:
5560 Mem.ReadInt(FFrags);
5561 // Ôðàãîâ ïîäðÿä:
5562 Mem.ReadByte(FFragCombo);
5563 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5564 Mem.ReadDWORD(FLastFrag);
5565 // Ñìåðòåé:
5566 Mem.ReadInt(FDeath);
5567 // Êàêîé ôëàã íåñåò:
5568 Mem.ReadByte(FFlag);
5569 // Íàøåë ñåêðåòîâ:
5570 Mem.ReadInt(FSecrets);
5571 // Òåêóùåå îðóæèå:
5572 Mem.ReadByte(FCurrWeap);
5573 // Æåëàåìîå îðóæèå:
5574 Mem.ReadWord(FNextWeap);
5575 // ...è ïàóçà
5576 Mem.ReadByte(FNextWeapDelay);
5577 // Âðåìÿ çàðÿäêè BFG:
5578 Mem.ReadSmallInt(FBFGFireCounter);
5579 // Áóôåð óðîíà:
5580 Mem.ReadInt(FDamageBuffer);
5581 // Ïîñëåäíèé óäàðèâøèé:
5582 Mem.ReadWord(FLastSpawnerUID);
5583 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5584 Mem.ReadByte(FLastHit);
5585 // Îáúåêò èãðîêà:
5586 Obj_LoadState(@FObj, Mem);
5587 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5588 for i := A_BULLETS to A_HIGH do
5589 Mem.ReadWord(FAmmo[i]);
5590 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5591 for i := A_BULLETS to A_HIGH do
5592 Mem.ReadWord(FMaxAmmo[i]);
5593 // Íàëè÷èå îðóæèÿ:
5594 for i := WP_FIRST to WP_LAST do
5595 Mem.ReadBoolean(FWeapon[i]);
5596 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5597 for i := WP_FIRST to WP_LAST do
5598 Mem.ReadWord(FReloading[i]);
5599 // Íàëè÷èå ðþêçàêà:
5600 Mem.ReadByte(b);
5601 if b = 1 then
5602 Include(FRulez, R_ITEM_BACKPACK);
5603 // Íàëè÷èå êðàñíîãî êëþ÷à:
5604 Mem.ReadByte(b);
5605 if b = 1 then
5606 Include(FRulez, R_KEY_RED);
5607 // Íàëè÷èå çåëåíîãî êëþ÷à:
5608 Mem.ReadByte(b);
5609 if b = 1 then
5610 Include(FRulez, R_KEY_GREEN);
5611 // Íàëè÷èå ñèíåãî êëþ÷à:
5612 Mem.ReadByte(b);
5613 if b = 1 then
5614 Include(FRulez, R_KEY_BLUE);
5615 // Íàëè÷èå áåðñåðêà:
5616 Mem.ReadByte(b);
5617 if b = 1 then
5618 Include(FRulez, R_BERSERK);
5619 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5620 for i := MR_SUIT to MR_MAX do
5621 Mem.ReadDWORD(FMegaRulez[i]);
5622 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5623 for i := T_RESPAWN to T_FLAGCAP do
5624 Mem.ReadDWORD(FTime[i]);
5625 // Íàçâàíèå ìîäåëè:
5626 Mem.ReadString(str);
5627 // Öâåò ìîäåëè:
5628 Mem.ReadByte(FColor.R);
5629 Mem.ReadByte(FColor.G);
5630 Mem.ReadByte(FColor.B);
5631 if Self = gPlayer1 then
5632 begin
5633 str := gPlayer1Settings.Model;
5634 FColor := gPlayer1Settings.Color;
5635 end;
5636 if Self = gPlayer2 then
5637 begin
5638 str := gPlayer2Settings.Model;
5639 FColor := gPlayer2Settings.Color;
5640 end;
5641 // Îáíîâëÿåì ìîäåëü èãðîêà:
5642 SetModel(str);
5643 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5644 FModel.Color := TEAMCOLOR[FTeam]
5645 else
5646 FModel.Color := FColor;
5647 end;
5649 procedure TPlayer.AllRulez(Health: Boolean);
5650 var
5651 a: Integer;
5652 begin
5653 if Health then
5654 begin
5655 FHealth := PLAYER_HP_LIMIT;
5656 FArmor := PLAYER_AP_LIMIT;
5657 Exit;
5658 end;
5660 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
5661 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
5662 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5663 end;
5665 procedure TPlayer.RestoreHealthArmor();
5666 begin
5667 FHealth := PLAYER_HP_LIMIT;
5668 FArmor := PLAYER_AP_LIMIT;
5669 end;
5671 procedure TPlayer.FragCombo();
5672 var
5673 Param: Integer;
5674 begin
5675 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5676 Exit;
5677 if gTime - FLastFrag < FRAG_COMBO_TIME then
5678 begin
5679 if FFragCombo < 5 then
5680 Inc(FFragCombo);
5681 Param := FUID or (FFragCombo shl 16);
5682 if (FComboEvnt >= Low(gDelayedEvents)) and
5683 (FComboEvnt <= High(gDelayedEvents)) and
5684 gDelayedEvents[FComboEvnt].Pending and
5685 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5686 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5687 begin
5688 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5689 gDelayedEvents[FComboEvnt].DENum := Param;
5690 end
5691 else
5692 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5693 end
5694 else
5695 FFragCombo := 1;
5697 FLastFrag := gTime;
5698 end;
5700 procedure TPlayer.GiveItem(ItemType: Byte);
5701 begin
5702 case ItemType of
5703 ITEM_SUIT:
5704 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5705 begin
5706 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5707 end;
5709 ITEM_OXYGEN:
5710 if FAir < AIR_MAX then
5711 begin
5712 FAir := AIR_MAX;
5713 end;
5715 ITEM_MEDKIT_BLACK:
5716 begin
5717 if not (R_BERSERK in FRulez) then
5718 begin
5719 Include(FRulez, R_BERSERK);
5720 if FBFGFireCounter < 1 then
5721 begin
5722 FCurrWeap := WEAPON_KASTET;
5723 resetWeaponQueue();
5724 FModel.SetWeapon(WEAPON_KASTET);
5725 end;
5726 if gFlash <> 0 then
5727 Inc(FPain, 100);
5728 FBerserk := gTime+30000;
5729 end;
5730 if FHealth < PLAYER_HP_SOFT then
5731 begin
5732 FHealth := PLAYER_HP_SOFT;
5733 FBerserk := gTime+30000;
5734 end;
5735 end;
5737 ITEM_INVUL:
5738 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5739 begin
5740 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5741 end;
5743 ITEM_INVIS:
5744 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
5745 begin
5746 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
5747 end;
5749 ITEM_JETPACK:
5750 if FJetFuel < JET_MAX then
5751 begin
5752 FJetFuel := JET_MAX;
5753 end;
5755 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
5756 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
5758 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
5759 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5761 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
5762 ITEM_SPHERE_WHITE:
5763 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
5764 begin
5765 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
5766 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5767 end;
5769 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
5770 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
5771 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
5772 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
5773 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
5774 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
5775 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
5776 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
5777 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
5779 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5780 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
5781 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5782 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
5783 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5784 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
5785 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5786 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
5787 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
5789 ITEM_AMMO_BACKPACK:
5790 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
5791 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
5792 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
5793 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
5794 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
5795 begin
5796 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
5797 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
5798 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
5799 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
5800 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
5802 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5803 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5804 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5805 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5807 FRulez := FRulez + [R_ITEM_BACKPACK];
5808 end;
5810 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
5811 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
5812 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
5814 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
5815 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
5817 else
5818 Exit;
5819 end;
5820 if g_Game_IsNet and g_Game_IsServer then
5821 MH_SEND_PlayerStats(FUID);
5822 end;
5824 procedure TPlayer.FlySmoke(Times: DWORD = 1);
5825 var
5826 id, i: DWORD;
5827 Anim: TAnimation;
5828 begin
5829 if (Random(5) = 1) and (Times = 1) then
5830 Exit;
5832 if BodyInLiquid(0, 0) then
5833 begin
5834 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
5835 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
5836 if Random(2) = 0 then
5837 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5838 else
5839 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5840 Exit;
5841 end;
5843 if g_Frames_Get(id, 'FRAMES_SMOKE') then
5844 begin
5845 for i := 1 to Times do
5846 begin
5847 Anim := TAnimation.Create(id, False, 3);
5848 Anim.Alpha := 150;
5849 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
5850 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
5851 Anim.Free();
5852 end;
5853 end;
5854 end;
5856 procedure TPlayer.PauseSounds(Enable: Boolean);
5857 begin
5858 FSawSound.Pause(Enable);
5859 FSawSoundIdle.Pause(Enable);
5860 FSawSoundHit.Pause(Enable);
5861 FSawSoundSelect.Pause(Enable);
5862 end;
5864 { T C o r p s e : }
5866 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
5867 begin
5868 g_Obj_Init(@FObj);
5869 FObj.X := X;
5870 FObj.Y := Y;
5871 FObj.Rect := PLAYER_CORPSERECT;
5872 FModelName := ModelName;
5873 FMess := aMess;
5875 if FMess then
5876 begin
5877 FState := CORPSE_STATE_MESS;
5878 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
5879 end
5880 else
5881 begin
5882 FState := CORPSE_STATE_NORMAL;
5883 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
5884 end;
5885 end;
5887 destructor TCorpse.Destroy();
5888 begin
5889 FAnimation.Free();
5891 inherited;
5892 end;
5894 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
5895 var
5896 pm: TPlayerModel;
5897 begin
5898 if FState = CORPSE_STATE_REMOVEME then
5899 Exit;
5901 FDamage := FDamage + Value;
5903 if FDamage > 150 then
5904 begin
5905 if FAnimation <> nil then
5906 begin
5907 FAnimation.Free();
5908 FAnimation := nil;
5910 FState := CORPSE_STATE_REMOVEME;
5912 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
5913 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
5914 FModelName, FColor);
5915 // Çâóê ìÿñà îò òðóïà:
5916 pm := g_PlayerModel_Get(FModelName);
5917 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
5918 pm.Free;
5919 end;
5920 end
5921 else
5922 begin
5923 FObj.Vel.X := FObj.Vel.X + vx;
5924 FObj.Vel.Y := FObj.Vel.Y + vy;
5925 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
5926 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
5927 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
5928 150, 0, 0);
5929 end;
5930 end;
5932 procedure TCorpse.Draw();
5933 begin
5934 if FState = CORPSE_STATE_REMOVEME then
5935 Exit;
5937 if FAnimation <> nil then
5938 FAnimation.Draw(FObj.X, FObj.Y, M_NONE);
5940 if FAnimationMask <> nil then
5941 begin
5942 e_Colors := FColor;
5943 FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE);
5944 e_Colors.R := 255;
5945 e_Colors.G := 255;
5946 e_Colors.B := 255;
5947 end;
5948 end;
5950 procedure TCorpse.Update();
5951 var
5952 st: Word;
5953 begin
5954 if FState = CORPSE_STATE_REMOVEME then
5955 Exit;
5957 if gTime mod (GAME_TICK*2) <> 0 then
5958 begin
5959 g_Obj_Move(@FObj, True, True, True);
5961 Exit;
5962 end;
5964 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
5965 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5967 st := g_Obj_Move(@FObj, True, True, True);
5969 if WordBool(st and MOVE_FALLOUT) then
5970 begin
5971 FState := CORPSE_STATE_REMOVEME;
5972 Exit;
5973 end;
5975 if FAnimation <> nil then
5976 FAnimation.Update();
5977 if FAnimationMask <> nil then
5978 FAnimationMask.Update();
5979 end;
5981 procedure TCorpse.SaveState(var Mem: TBinMemoryWriter);
5982 var
5983 sig: DWORD;
5984 anim: Boolean;
5985 begin
5986 if Mem = nil then
5987 Exit;
5989 // Ñèãíàòóðà òðóïà:
5990 sig := CORPSE_SIGNATURE; // 'CORP'
5991 Mem.WriteDWORD(sig);
5992 // Ñîñòîÿíèå:
5993 Mem.WriteByte(FState);
5994 // Íàêîïëåííûé óðîí:
5995 Mem.WriteByte(FDamage);
5996 // Öâåò:
5997 Mem.WriteByte(FColor.R);
5998 Mem.WriteByte(FColor.G);
5999 Mem.WriteByte(FColor.B);
6000 // Îáúåêò òðóïà:
6001 Obj_SaveState(@FObj, Mem);
6002 // Åñòü ëè àíèìàöèÿ:
6003 anim := FAnimation <> nil;
6004 Mem.WriteBoolean(anim);
6005 // Åñëè åñòü - ñîõðàíÿåì:
6006 if anim then
6007 FAnimation.SaveState(Mem);
6008 // Åñòü ëè ìàñêà àíèìàöèè:
6009 anim := FAnimationMask <> nil;
6010 Mem.WriteBoolean(anim);
6011 // Åñëè åñòü - ñîõðàíÿåì:
6012 if anim then
6013 FAnimationMask.SaveState(Mem);
6014 end;
6016 procedure TCorpse.LoadState(var Mem: TBinMemoryReader);
6017 var
6018 sig: DWORD;
6019 anim: Boolean;
6020 begin
6021 if Mem = nil then
6022 Exit;
6024 // Ñèãíàòóðà òðóïà:
6025 Mem.ReadDWORD(sig);
6026 if sig <> CORPSE_SIGNATURE then // 'CORP'
6027 begin
6028 raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature');
6029 end;
6030 // Ñîñòîÿíèå:
6031 Mem.ReadByte(FState);
6032 // Íàêîïëåííûé óðîí:
6033 Mem.ReadByte(FDamage);
6034 // Öâåò:
6035 Mem.ReadByte(FColor.R);
6036 Mem.ReadByte(FColor.G);
6037 Mem.ReadByte(FColor.B);
6038 // Îáúåêò òðóïà:
6039 Obj_LoadState(@FObj, Mem);
6040 // Åñòü ëè àíèìàöèÿ:
6041 Mem.ReadBoolean(anim);
6042 // Åñëè åñòü - çàãðóæàåì:
6043 if anim then
6044 begin
6045 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6046 FAnimation.LoadState(Mem);
6047 end;
6048 // Åñòü ëè ìàñêà àíèìàöèè:
6049 Mem.ReadBoolean(anim);
6050 // Åñëè åñòü - çàãðóæàåì:
6051 if anim then
6052 begin
6053 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6054 FAnimationMask.LoadState(Mem);
6055 end;
6056 end;
6058 { T B o t : }
6060 constructor TBot.Create();
6061 var
6062 a: Integer;
6063 begin
6064 inherited Create();
6066 FPhysics := True;
6067 FSpectator := False;
6068 FGhost := False;
6070 FIamBot := True;
6072 Inc(gNumBots);
6074 for a := WP_FIRST to WP_LAST do
6075 begin
6076 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6077 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6078 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6079 end;
6080 end;
6082 destructor TBot.Destroy();
6083 begin
6084 Dec(gNumBots);
6085 inherited Destroy();
6086 end;
6088 procedure TBot.Draw();
6089 begin
6090 inherited Draw();
6092 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6093 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6094 end;
6096 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6097 begin
6098 inherited Respawn(Silent, Force);
6100 FAIFlags := nil;
6101 FSelectedWeapon := FCurrWeap;
6102 resetWeaponQueue();
6103 FTargetUID := 0;
6104 end;
6106 procedure TBot.UpdateCombat();
6107 type
6108 TTarget = record
6109 UID: Word;
6110 X, Y: Integer;
6111 Rect: TRectWH;
6112 cX, cY: Integer;
6113 Dist: Word;
6114 Line: Boolean;
6115 Visible: Boolean;
6116 IsPlayer: Boolean;
6117 end;
6119 TTargetRecord = array of TTarget;
6121 function Compare(a, b: TTarget): Integer;
6122 begin
6123 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6124 Result := -1
6125 else
6126 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6127 Result := 1
6128 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6129 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6130 begin
6131 if a.Dist > b.Dist then // B áëèæå
6132 Result := 1
6133 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6134 Result := -1;
6135 end
6136 else // Ñòðàííî -> A
6137 Result := -1;
6138 end;
6140 var
6141 a, x1, y1, x2, y2: Integer;
6142 targets: TTargetRecord;
6143 ammo: Word;
6144 Target, BestTarget: TTarget;
6145 firew, fireh: Integer;
6146 angle: SmallInt;
6147 mon: TMonster;
6148 pla: TPlayer;
6149 vsPlayer, vsMonster, ok: Boolean;
6150 begin
6151 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6152 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6154 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6155 if FCurrWeap <> FSelectedWeapon then
6156 NextWeapon();
6158 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6159 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6160 begin
6161 RemoveAIFlag('NEEDFIRE');
6163 case FCurrWeap of
6164 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6165 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6166 else PressKey(KEY_FIRE);
6167 end;
6168 end;
6170 // Êîîðäèíàòû ñòâîëà:
6171 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6172 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6174 Target.UID := FTargetUID;
6176 ok := False;
6177 if Target.UID <> 0 then
6178 begin // Öåëü åñòü - íàñòðàèâàåì
6179 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6180 vsPlayer then
6181 begin // Èãðîê
6182 with g_Player_Get(Target.UID) do
6183 begin
6184 if (@FObj) <> nil then
6185 begin
6186 Target.X := FObj.X;
6187 Target.Y := FObj.Y;
6188 end;
6189 end;
6191 Target.cX := Target.X + PLAYER_RECT_CX;
6192 Target.cY := Target.Y + PLAYER_RECT_CY;
6193 Target.Rect := PLAYER_RECT;
6194 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6195 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6196 (y1-4 > Target.Y+PLAYER_RECT.Y);
6197 Target.IsPlayer := True;
6198 ok := True;
6199 end
6200 else
6201 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6202 vsMonster then
6203 begin // Ìîíñòð
6204 mon := g_Monsters_Get(Target.UID);
6205 if mon <> nil then
6206 begin
6207 Target.X := mon.Obj.X;
6208 Target.Y := mon.Obj.Y;
6210 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6211 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6212 Target.Rect := mon.Obj.Rect;
6213 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6214 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6215 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6216 Target.IsPlayer := False;
6217 ok := True;
6218 end;
6219 end;
6220 end;
6222 if not ok then
6223 begin // Öåëè íåò - îáíóëÿåì
6224 Target.X := 0;
6225 Target.Y := 0;
6226 Target.cX := 0;
6227 Target.cY := 0;
6228 Target.Visible := False;
6229 Target.Line := False;
6230 Target.IsPlayer := False;
6231 end;
6233 targets := nil;
6235 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6236 if (not Target.Line) or (not Target.Visible) then
6237 begin
6238 // Èãðîêè:
6239 if vsPlayer then
6240 for a := 0 to High(gPlayers) do
6241 if (gPlayers[a] <> nil) and (gPlayers[a].Live) and
6242 (gPlayers[a].FUID <> FUID) and
6243 (not SameTeam(FUID, gPlayers[a].FUID)) and
6244 (not gPlayers[a].NoTarget) and
6245 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6246 begin
6247 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6248 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6249 Continue;
6251 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6252 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6254 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6255 if g_TraceVector(x1, y1, x2, y2) then
6256 begin
6257 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6258 SetLength(targets, Length(targets)+1);
6259 with targets[High(targets)] do
6260 begin
6261 UID := gPlayers[a].FUID;
6262 X := gPlayers[a].FObj.X;
6263 Y := gPlayers[a].FObj.Y;
6264 cX := x2;
6265 cY := y2;
6266 Rect := PLAYER_RECT;
6267 Dist := g_PatchLength(x1, y1, x2, y2);
6268 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6269 (y1-4 > Target.Y+PLAYER_RECT.Y);
6270 Visible := True;
6271 IsPlayer := True;
6272 end;
6273 end;
6274 end;
6276 // Ìîíñòðû:
6277 if vsMonster and (gMonsters <> nil) then
6278 for a := 0 to High(gMonsters) do
6279 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
6280 (gMonsters[a].MonsterType <> MONSTER_BARREL) then
6281 begin
6282 mon := gMonsters[a];
6284 if not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
6285 mon.Obj.Y + mon.Obj.Rect.Y) then
6286 Continue;
6288 x2 := mon.Obj.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6289 y2 := mon.Obj.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6291 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6292 if g_TraceVector(x1, y1, x2, y2) then
6293 begin
6294 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6295 SetLength(targets, Length(targets)+1);
6296 with targets[High(targets)] do
6297 begin
6298 UID := mon.UID;
6299 X := mon.Obj.X;
6300 Y := mon.Obj.Y;
6301 cX := x2;
6302 cY := y2;
6303 Rect := mon.Obj.Rect;
6304 Dist := g_PatchLength(x1, y1, x2, y2);
6305 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6306 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6307 Visible := True;
6308 IsPlayer := False;
6309 end;
6310 end;
6311 end;
6312 end;
6314 // Åñëè åñòü âîçìîæíûå öåëè:
6315 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6316 if targets <> nil then
6317 begin
6318 // Âûáèðàåì íàèëó÷øóþ öåëü:
6319 BestTarget := targets[0];
6320 if Length(targets) > 1 then
6321 for a := 1 to High(targets) do
6322 if Compare(BestTarget, targets[a]) = 1 then
6323 BestTarget := targets[a];
6325 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6326 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6327 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6328 begin
6329 Target := BestTarget;
6331 if (Healthy() = 3) or ((Healthy() = 2)) then
6332 begin // Åñëè çäîðîâû - äîãîíÿåì
6333 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6334 SetAIFlag('GORIGHT', '1');
6335 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6336 SetAIFlag('GOLEFT', '1');
6337 end
6338 else
6339 begin // Åñëè ïîáèòû - óáåãàåì
6340 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6341 SetAIFlag('GORIGHT', '1');
6342 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6343 SetAIFlag('GOLEFT', '1');
6344 end;
6346 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6347 SelectWeapon(Abs(x1-Target.cX));
6348 end;
6349 end;
6351 // Åñëè åñòü öåëü:
6352 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6353 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6354 if Target.UID <> 0 then
6355 begin
6356 if not TargetOnScreen(Target.X + Target.Rect.X,
6357 Target.Y + Target.Rect.Y) then
6358 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6359 if (Healthy() = 3) or ((Healthy() = 2)) then
6360 begin // Åñëè çäîðîâû - äîãîíÿåì
6361 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6362 SetAIFlag('GORIGHT', '1');
6363 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6364 SetAIFlag('GOLEFT', '1');
6365 end
6366 else
6367 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6368 Target.UID := 0;
6369 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6370 SetAIFlag('GORIGHT', '1');
6371 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6372 SetAIFlag('GOLEFT', '1');
6373 end;
6374 end
6375 else
6376 begin // Öåëü ïîêà íà "ýêðàíå"
6377 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6378 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6379 FLastVisible := gTime;
6380 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6381 if (Abs(FObj.Y-Target.Y) <= 128) then
6382 begin
6383 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6384 SetAIFlag('GORIGHT', '1');
6385 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6386 SetAIFlag('GOLEFT', '1');
6387 end;
6388 end;
6390 // Âûáèðàåì óãîë ââåðõ:
6391 if FDirection = D_LEFT then
6392 angle := ANGLE_LEFTUP
6393 else
6394 angle := ANGLE_RIGHTUP;
6396 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6397 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6399 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6400 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6401 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6402 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6403 Target.Rect.Width, Target.Rect.Height) and
6404 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6405 begin // òî íóæíî ñòðåëÿòü ââåðõ
6406 SetAIFlag('NEEDFIRE', '1');
6407 SetAIFlag('NEEDSEEUP', '1');
6408 end;
6410 // Âûáèðàåì óãîë âíèç:
6411 if FDirection = D_LEFT then
6412 angle := ANGLE_LEFTDOWN
6413 else
6414 angle := ANGLE_RIGHTDOWN;
6416 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6417 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6419 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6420 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6421 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6422 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6423 Target.Rect.Width, Target.Rect.Height) and
6424 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6425 begin // òî íóæíî ñòðåëÿòü âíèç
6426 SetAIFlag('NEEDFIRE', '1');
6427 SetAIFlag('NEEDSEEDOWN', '1');
6428 end;
6430 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6431 if Target.Visible and
6432 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6433 (y1-4 > Target.Y+Target.Rect.Y) then
6434 begin
6435 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6436 if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
6437 ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
6438 begin // òî íóæíî ñòðåëÿòü âïåðåä
6439 SetAIFlag('NEEDFIRE', '1');
6440 SetAIFlag('NEEDSEEDOWN', '');
6441 SetAIFlag('NEEDSEEUP', '');
6442 end;
6443 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6444 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6445 if GetRnd(FDifficult.CloseJump) then
6446 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6447 if Abs(FObj.X-Target.X) < 128 then
6448 a := 4
6449 else
6450 a := 30;
6451 if Random(a) = 0 then
6452 SetAIFlag('NEEDJUMP', '1');
6453 end;
6454 end;
6456 // Åñëè öåëü âñå åùå åñòü:
6457 if Target.UID <> 0 then
6458 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6459 Target.UID := 0 // òî çàáûòü öåëü
6460 else // Åñëè âèäåëè íåäàâíî
6461 begin // íî öåëü óáèëè
6462 if Target.IsPlayer then
6463 begin // Öåëü - èãðîê
6464 pla := g_Player_Get(Target.UID);
6465 if (pla = nil) or (not pla.Live) or pla.NoTarget or
6466 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6467 Target.UID := 0; // òî çàáûòü öåëü
6468 end
6469 else
6470 begin // Öåëü - ìîíñòð
6471 mon := g_Monsters_Get(Target.UID);
6472 if (mon = nil) or (not mon.Live) then
6473 Target.UID := 0; // òî çàáûòü öåëü
6474 end;
6475 end;
6476 end; // if Target.UID <> 0
6478 FTargetUID := Target.UID;
6480 // Åñëè âîçìîæíûõ öåëåé íåò:
6481 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6482 if targets = nil then
6483 if GetAIFlag('ATTACKLEFT') <> '' then
6484 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6485 RemoveAIFlag('ATTACKLEFT');
6487 SetAIFlag('NEEDJUMP', '1');
6489 if RunDirection() = D_RIGHT then
6490 begin // Èäåì íå â òó ñòîðîíó
6491 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6492 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6493 SetAIFlag('NEEDFIRE', '1');
6494 SetAIFlag('GOLEFT', '1');
6495 end;
6496 end
6497 else
6498 begin // Èäåì â íóæíóþ ñòîðîíó
6499 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6500 SetAIFlag('NEEDFIRE', '1');
6501 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6502 SetAIFlag('GORIGHT', '1');
6503 end;
6504 end
6505 else
6506 if GetAIFlag('ATTACKRIGHT') <> '' then
6507 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6508 RemoveAIFlag('ATTACKRIGHT');
6510 SetAIFlag('NEEDJUMP', '1');
6512 if RunDirection() = D_LEFT then
6513 begin // Èäåì íå â òó ñòîðîíó
6514 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6515 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6516 SetAIFlag('NEEDFIRE', '1');
6517 SetAIFlag('GORIGHT', '1');
6518 end;
6519 end
6520 else
6521 begin
6522 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6523 SetAIFlag('NEEDFIRE', '1');
6524 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6525 SetAIFlag('GOLEFT', '1');
6526 end;
6527 end;
6529 //HACK! (does it belongs there?)
6530 RealizeCurrentWeapon();
6532 // Åñëè åñòü âîçìîæíûå öåëè:
6533 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6534 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6535 for a := 0 to High(targets) do
6536 begin
6537 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6538 if GetRnd(FDifficult.DiagFire) then
6539 begin
6540 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6541 if FDirection = D_LEFT then
6542 angle := ANGLE_LEFTUP
6543 else
6544 angle := ANGLE_RIGHTUP;
6546 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6547 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6549 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6550 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6551 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6552 targets[a].Rect.Width, targets[a].Rect.Height) and
6553 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6554 begin
6555 SetAIFlag('NEEDFIRE', '1');
6556 SetAIFlag('NEEDSEEUP', '1');
6557 end;
6559 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6560 if FDirection = D_LEFT then
6561 angle := ANGLE_LEFTDOWN
6562 else
6563 angle := ANGLE_RIGHTDOWN;
6565 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6566 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6568 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6569 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6570 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6571 targets[a].Rect.Width, targets[a].Rect.Height) and
6572 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6573 begin
6574 SetAIFlag('NEEDFIRE', '1');
6575 SetAIFlag('NEEDSEEDOWN', '1');
6576 end;
6577 end;
6579 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6580 if targets[a].Line and targets[a].Visible and
6581 (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
6582 ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
6583 begin
6584 SetAIFlag('NEEDFIRE', '1');
6585 Break;
6586 end;
6587 end;
6589 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6590 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6591 PLAYER_RECT.Width, PLAYER_RECT.Height,
6592 40+GetInterval(FDifficult.Cover, 40)) then
6593 SetAIFlag('NEEDJUMP', '1');
6595 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6596 ammo := GetAmmoByWeapon(FCurrWeap);
6597 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6598 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6599 (ammo = 0) then
6600 SetAIFlag('SELECTWEAPON', '1');
6602 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6603 if GetAIFlag('SELECTWEAPON') = '1' then
6604 begin
6605 SelectWeapon(-1);
6606 RemoveAIFlag('SELECTWEAPON');
6607 end;
6608 end;
6610 procedure TBot.Update();
6611 var
6612 EnableAI: Boolean;
6613 begin
6614 if not FLive then
6615 begin // Respawn
6616 ReleaseKeys();
6617 PressKey(KEY_UP);
6618 end
6619 else
6620 begin
6621 EnableAI := True;
6623 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6624 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6625 EnableAI := False;
6626 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6627 EnableAI := False;
6628 if g_debug_BotAIOff = 3 then
6629 EnableAI := False;
6631 if EnableAI then
6632 begin
6633 UpdateMove();
6634 UpdateCombat();
6635 end
6636 else
6637 begin
6638 RealizeCurrentWeapon();
6639 end;
6640 end;
6642 inherited Update();
6643 end;
6645 procedure TBot.ReleaseKey(Key: Byte);
6646 begin
6647 with FKeys[Key] do
6648 begin
6649 Pressed := False;
6650 Time := 0;
6651 end;
6652 end;
6654 function TBot.KeyPressed(Key: Word): Boolean;
6655 begin
6656 Result := FKeys[Key].Pressed;
6657 end;
6659 function TBot.GetAIFlag(fName: String20): String20;
6660 var
6661 a: Integer;
6662 begin
6663 Result := '';
6665 fName := LowerCase(fName);
6667 if FAIFlags <> nil then
6668 for a := 0 to High(FAIFlags) do
6669 if LowerCase(FAIFlags[a].Name) = fName then
6670 begin
6671 Result := FAIFlags[a].Value;
6672 Break;
6673 end;
6674 end;
6676 procedure TBot.RemoveAIFlag(fName: String20);
6677 var
6678 a, b: Integer;
6679 begin
6680 if FAIFlags = nil then Exit;
6682 fName := LowerCase(fName);
6684 for a := 0 to High(FAIFlags) do
6685 if LowerCase(FAIFlags[a].Name) = fName then
6686 begin
6687 if a <> High(FAIFlags) then
6688 for b := a to High(FAIFlags)-1 do
6689 FAIFlags[b] := FAIFlags[b+1];
6691 SetLength(FAIFlags, Length(FAIFlags)-1);
6692 Break;
6693 end;
6694 end;
6696 procedure TBot.SetAIFlag(fName, fValue: String20);
6697 var
6698 a: Integer;
6699 ok: Boolean;
6700 begin
6701 a := 0;
6702 ok := False;
6704 fName := LowerCase(fName);
6706 if FAIFlags <> nil then
6707 for a := 0 to High(FAIFlags) do
6708 if LowerCase(FAIFlags[a].Name) = fName then
6709 begin
6710 ok := True;
6711 Break;
6712 end;
6714 if ok then FAIFlags[a].Value := fValue
6715 else
6716 begin
6717 SetLength(FAIFlags, Length(FAIFlags)+1);
6718 with FAIFlags[High(FAIFlags)] do
6719 begin
6720 Name := fName;
6721 Value := fValue;
6722 end;
6723 end;
6724 end;
6726 procedure TBot.UpdateMove;
6728 procedure GoLeft(Time: Word = 1);
6729 begin
6730 ReleaseKey(KEY_LEFT);
6731 ReleaseKey(KEY_RIGHT);
6732 PressKey(KEY_LEFT, Time);
6733 SetDirection(D_LEFT);
6734 end;
6736 procedure GoRight(Time: Word = 1);
6737 begin
6738 ReleaseKey(KEY_LEFT);
6739 ReleaseKey(KEY_RIGHT);
6740 PressKey(KEY_RIGHT, Time);
6741 SetDirection(D_RIGHT);
6742 end;
6744 function Rnd(a: Word): Boolean;
6745 begin
6746 Result := Random(a) = 0;
6747 end;
6749 procedure Turn(Time: Word = 1200);
6750 begin
6751 if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
6752 end;
6754 procedure Stop();
6755 begin
6756 ReleaseKey(KEY_LEFT);
6757 ReleaseKey(KEY_RIGHT);
6758 end;
6760 function CanRunLeft(): Boolean;
6761 begin
6762 Result := not CollideLevel(-1, 0);
6763 end;
6765 function CanRunRight(): Boolean;
6766 begin
6767 Result := not CollideLevel(1, 0);
6768 end;
6770 function CanRun(): Boolean;
6771 begin
6772 if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
6773 end;
6775 procedure Jump(Time: Word = 30);
6776 begin
6777 PressKey(KEY_JUMP, Time);
6778 end;
6780 function NearHole(): Boolean;
6781 var
6782 x, sx: Integer;
6783 begin
6784 { TODO 5 : Ëåñòíèöû }
6785 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6786 for x := 1 to PLAYER_RECT.Width do
6787 if (not StayOnStep(x*sx, 0)) and
6788 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6789 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6790 begin
6791 Result := True;
6792 Exit;
6793 end;
6795 Result := False;
6796 end;
6798 function BorderHole(): Boolean;
6799 var
6800 x, sx, xx: Integer;
6801 begin
6802 { TODO 5 : Ëåñòíèöû }
6803 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6804 for x := 1 to PLAYER_RECT.Width do
6805 if (not StayOnStep(x*sx, 0)) and
6806 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6807 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6808 begin
6809 for xx := x to x+32 do
6810 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
6811 begin
6812 Result := True;
6813 Exit;
6814 end;
6815 end;
6817 Result := False;
6818 end;
6820 function NearDeepHole(): Boolean;
6821 var
6822 x, sx, y: Integer;
6823 begin
6824 Result := False;
6826 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6827 y := 3;
6829 for x := 1 to PLAYER_RECT.Width do
6830 if (not StayOnStep(x*sx, 0)) and
6831 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6832 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6833 begin
6834 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6835 begin
6836 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
6837 y := y+1;
6838 end;
6840 Result := True;
6841 end else Result := False;
6842 end;
6844 function OverDeepHole(): Boolean;
6845 var
6846 y: Integer;
6847 begin
6848 Result := False;
6850 y := 1;
6851 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6852 begin
6853 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
6854 y := y+1;
6855 end;
6857 Result := True;
6858 end;
6860 function OnGround(): Boolean;
6861 begin
6862 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
6863 end;
6865 function OnLadder(): Boolean;
6866 begin
6867 Result := FullInStep(0, 0);
6868 end;
6870 function BelowLadder(): Boolean;
6871 begin
6872 Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
6873 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6874 (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
6875 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6876 end;
6878 function BelowLiftUp(): Boolean;
6879 begin
6880 Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
6881 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6882 ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
6883 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6884 end;
6886 function OnTopLift(): Boolean;
6887 begin
6888 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
6889 end;
6891 function CanJumpOver(): Boolean;
6892 var
6893 sx, y: Integer;
6894 begin
6895 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6897 Result := False;
6899 if not CollideLevel(sx, 0) then Exit;
6901 for y := 1 to BOT_MAXJUMP do
6902 if CollideLevel(0, -y) then Exit else
6903 if not CollideLevel(sx, -y) then
6904 begin
6905 Result := True;
6906 Exit;
6907 end;
6908 end;
6910 function CanJumpUp(Dist: ShortInt): Boolean;
6911 var
6912 y, yy: Integer;
6913 c: Boolean;
6914 begin
6915 Result := False;
6917 if CollideLevel(Dist, 0) then Exit;
6919 c := False;
6920 for y := 0 to BOT_MAXJUMP do
6921 if CollideLevel(Dist, -y) then
6922 begin
6923 c := True;
6924 Break;
6925 end;
6927 if not c then Exit;
6929 c := False;
6930 for yy := y+1 to BOT_MAXJUMP do
6931 if not CollideLevel(Dist, -yy) then
6932 begin
6933 c := True;
6934 Break;
6935 end;
6937 if not c then Exit;
6939 c := False;
6940 for y := 0 to BOT_MAXJUMP do
6941 if CollideLevel(0, -y) then
6942 begin
6943 c := True;
6944 Break;
6945 end;
6947 if c then Exit;
6949 if y < yy then Exit;
6951 Result := True;
6952 end;
6954 function IsSafeTrigger(): Boolean;
6955 var
6956 a: Integer;
6957 begin
6958 Result := True;
6959 if gTriggers = nil then
6960 Exit;
6961 for a := 0 to High(gTriggers) do
6962 if Collide(gTriggers[a].X,
6963 gTriggers[a].Y,
6964 gTriggers[a].Width,
6965 gTriggers[a].Height) and
6966 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
6967 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
6968 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
6969 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
6970 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
6971 Result := False;
6972 end;
6974 begin
6975 // Âîçìîæíî, íàæèìàåì êíîïêó:
6976 if Rnd(16) and IsSafeTrigger() then
6977 PressKey(KEY_OPEN);
6979 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
6980 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
6981 begin
6982 ReleaseKey(KEY_LEFT);
6983 ReleaseKey(KEY_RIGHT);
6984 Jump();
6985 end;
6987 // Èäåì âëåâî, åñëè íàäî áûëî:
6988 if GetAIFlag('GOLEFT') <> '' then
6989 begin
6990 RemoveAIFlag('GOLEFT');
6991 if CanRunLeft() then
6992 GoLeft(360);
6993 end;
6995 // Èäåì âïðàâî, åñëè íàäî áûëî:
6996 if GetAIFlag('GORIGHT') <> '' then
6997 begin
6998 RemoveAIFlag('GORIGHT');
6999 if CanRunRight() then
7000 GoRight(360);
7001 end;
7003 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7004 if FObj.X < -32 then
7005 GoRight(360)
7006 else
7007 if FObj.X+32 > gMapInfo.Width then
7008 GoLeft(360);
7010 // Ïðûãàåì, åñëè íàäî áûëî:
7011 if GetAIFlag('NEEDJUMP') <> '' then
7012 begin
7013 Jump(0);
7014 RemoveAIFlag('NEEDJUMP');
7015 end;
7017 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7018 if GetAIFlag('NEEDSEEUP') <> '' then
7019 begin
7020 ReleaseKey(KEY_UP);
7021 ReleaseKey(KEY_DOWN);
7022 PressKey(KEY_UP, 20);
7023 RemoveAIFlag('NEEDSEEUP');
7024 end;
7026 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7027 if GetAIFlag('NEEDSEEDOWN') <> '' then
7028 begin
7029 ReleaseKey(KEY_UP);
7030 ReleaseKey(KEY_DOWN);
7031 PressKey(KEY_DOWN, 20);
7032 RemoveAIFlag('NEEDSEEDOWN');
7033 end;
7035 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7036 if GetAIFlag('GOINHOLE') <> '' then
7037 if not OnGround() then
7038 begin
7039 ReleaseKey(KEY_LEFT);
7040 ReleaseKey(KEY_RIGHT);
7041 RemoveAIFlag('GOINHOLE');
7042 SetAIFlag('FALLINHOLE', '1');
7043 end;
7045 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7046 if GetAIFlag('FALLINHOLE') <> '' then
7047 if OnGround() then
7048 RemoveAIFlag('FALLINHOLE');
7050 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7051 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7052 if GetAIFlag('FALLINHOLE') = '' then
7053 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7054 if Rnd(2) then
7055 GoLeft(360)
7056 else
7057 GoRight(360);
7059 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7060 if OnGround() and
7061 CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
7062 Rnd(8) then
7063 Jump();
7065 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7066 if OnGround() and NearHole() then
7067 if NearDeepHole() then // Åñëè ýòî áåçäíà
7068 case Random(6) of
7069 0..3: Turn(); // Áåæèì îáðàòíî
7070 4: Jump(); // Ïðûãàåì
7071 5: begin // Ïðûãàåì îáðàòíî
7072 Turn();
7073 Jump();
7074 end;
7075 end
7076 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7077 if GetAIFlag('GOINHOLE') = '' then
7078 case Random(6) of
7079 0: Turn(); // Íå íóæíî òóäà
7080 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7081 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7082 if BorderHole() then
7083 SetAIFlag('GOINHOLE', '1');
7084 end;
7086 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7087 if (not CanRun()) and OnGround() then
7088 begin
7089 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7090 if CanJumpOver() or OnLadder() then
7091 Jump()
7092 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7093 if Random(2) = 0 then
7094 begin
7095 if IsSafeTrigger() then
7096 PressKey(KEY_OPEN);
7097 end else
7098 Turn();
7099 end;
7101 // Îñòàëîñü ìàëî âîçäóõà:
7102 if FAir < 36 * 2 then
7103 Jump(20);
7105 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7106 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7107 if BodyInAcid(0, 0) then
7108 Jump();
7109 end;
7111 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7112 begin
7113 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7114 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7115 end;
7117 {function TBot.NeedItem(Item: Byte): Byte;
7118 begin
7119 Result := 4;
7120 end;}
7122 procedure TBot.SelectWeapon(Dist: Integer);
7123 var
7124 a: Integer;
7126 function HaveAmmo(weapon: Byte): Boolean;
7127 begin
7128 case weapon of
7129 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7130 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7131 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7132 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7133 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7134 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7135 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7136 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7137 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7138 else Result := True;
7139 end;
7140 end;
7142 begin
7143 if Dist = -1 then Dist := BOT_LONGDIST;
7145 if Dist > BOT_LONGDIST then
7146 begin // Äàëüíèé áîé
7147 for a := 0 to 9 do
7148 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7149 begin
7150 FSelectedWeapon := FDifficult.WeaponPrior[a];
7151 Break;
7152 end;
7153 end
7154 else //if Dist > BOT_UNSAFEDIST then
7155 begin // Áëèæíèé áîé
7156 for a := 0 to 9 do
7157 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7158 begin
7159 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7160 Break;
7161 end;
7162 end;
7163 { else
7164 begin
7165 for a := 0 to 9 do
7166 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7167 begin
7168 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7169 Break;
7170 end;
7171 end;}
7172 end;
7174 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7175 begin
7176 Result := inherited PickItem(ItemType, force, remove);
7178 if Result then SetAIFlag('SELECTWEAPON', '1');
7179 end;
7181 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7182 begin
7183 Result := inherited Heal(value, Soft);
7184 end;
7186 function TBot.Healthy(): Byte;
7187 begin
7188 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7189 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7190 else if (FHealth > 50) then Result := 2
7191 else if (FHealth > 20) then Result := 1
7192 else Result := 0;
7193 end;
7195 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7196 begin
7197 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7198 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7199 end;
7201 procedure TBot.OnDamage(Angle: SmallInt);
7202 var
7203 pla: TPlayer;
7204 mon: TMonster;
7205 ok: Boolean;
7206 begin
7207 inherited;
7209 if (Angle = 0) or (Angle = 180) then
7210 begin
7211 ok := False;
7212 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7213 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7214 begin // Èãðîê
7215 pla := g_Player_Get(FLastSpawnerUID);
7216 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7217 pla.FObj.Y + PLAYER_RECT.Y);
7218 end
7219 else
7220 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7221 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7222 begin // Ìîíñòð
7223 mon := g_Monsters_Get(FLastSpawnerUID);
7224 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7225 mon.Obj.Y + mon.Obj.Rect.Y);
7226 end;
7228 if ok then
7229 if Angle = 0 then
7230 SetAIFlag('ATTACKLEFT', '1')
7231 else
7232 SetAIFlag('ATTACKRIGHT', '1');
7233 end;
7234 end;
7236 function TBot.RunDirection(): TDirection;
7237 begin
7238 if Abs(Vel.X) >= 1 then
7239 begin
7240 if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT;
7241 end else
7242 Result := FDirection;
7243 end;
7245 function TBot.GetRnd(a: Byte): Boolean;
7246 begin
7247 if a = 0 then Result := False
7248 else if a = 255 then Result := True
7249 else Result := Random(256) > 255-a;
7250 end;
7252 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7253 begin
7254 Result := Round((255-a)/255*radius*(Random(2)-1));
7255 end;
7257 procedure TBot.SaveState(var Mem: TBinMemoryWriter);
7258 var
7259 i: Integer;
7260 dw: DWORD;
7261 p: Pointer;
7262 begin
7263 inherited SaveState(Mem);
7265 // Âûáðàííîå îðóæèå:
7266 Mem.WriteByte(FSelectedWeapon);
7267 // UID öåëè:
7268 Mem.WriteWord(FTargetUID);
7269 // Âðåìÿ ïîòåðè öåëè:
7270 Mem.WriteDWORD(FLastVisible);
7271 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7272 dw := Length(FAIFlags);
7273 Mem.WriteDWORD(dw);
7274 // Ôëàãè ÈÈ:
7275 for i := 0 to Integer(dw)-1 do
7276 begin
7277 Mem.WriteString(FAIFlags[i].Name, 20);
7278 Mem.WriteString(FAIFlags[i].Value, 20);
7279 end;
7280 // Íàñòðîéêè ñëîæíîñòè:
7281 p := @FDifficult;
7282 Mem.WriteMemory(p, SizeOf(TDifficult));
7283 end;
7285 procedure TBot.LoadState(var Mem: TBinMemoryReader);
7286 var
7287 i: Integer;
7288 dw: DWORD;
7289 p: Pointer;
7290 begin
7291 inherited LoadState(Mem);
7293 // Âûáðàííîå îðóæèå:
7294 Mem.ReadByte(FSelectedWeapon);
7295 // UID öåëè:
7296 Mem.ReadWord(FTargetUID);
7297 // Âðåìÿ ïîòåðè öåëè:
7298 Mem.ReadDWORD(FLastVisible);
7299 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7300 Mem.ReadDWORD(dw);
7301 SetLength(FAIFlags, dw);
7302 // Ôëàãè ÈÈ:
7303 for i := 0 to Integer(dw)-1 do
7304 begin
7305 Mem.ReadString(FAIFlags[i].Name);
7306 Mem.ReadString(FAIFlags[i].Value);
7307 end;
7308 // Íàñòðîéêè ñëîæíîñòè:
7309 Mem.ReadMemory(p, dw);
7310 if dw <> SizeOf(TDifficult) then
7311 begin
7312 raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size');
7313 end;
7314 FDifficult := TDifficult(p^);
7315 end;
7317 end.