DEADSOFTWARE

Game: Don't catch fire underwater in any circumstances
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 {$M+}
18 unit g_player;
20 interface
22 uses
23 SysUtils, Classes,
24 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
25 e_graphics, g_playermodel, g_basic, g_textures,
26 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
27 g_panel;
29 const
30 KEY_LEFT = 1;
31 KEY_RIGHT = 2;
32 KEY_UP = 3;
33 KEY_DOWN = 4;
34 KEY_FIRE = 5;
35 KEY_NEXTWEAPON = 6;
36 KEY_PREVWEAPON = 7;
37 KEY_OPEN = 8;
38 KEY_JUMP = 9;
39 KEY_CHAT = 10;
41 R_ITEM_BACKPACK = 0;
42 R_KEY_RED = 1;
43 R_KEY_GREEN = 2;
44 R_KEY_BLUE = 3;
45 R_BERSERK = 4;
47 MR_SUIT = 0;
48 MR_INVUL = 1;
49 MR_INVIS = 2;
50 MR_MAX = 2;
52 A_BULLETS = 0;
53 A_SHELLS = 1;
54 A_ROCKETS = 2;
55 A_CELLS = 3;
56 A_FUEL = 4;
57 A_HIGH = 4;
59 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
63 K_SIMPLEKILL = 0;
64 K_HARDKILL = 1;
65 K_EXTRAHARDKILL = 2;
66 K_FALLKILL = 3;
68 T_RESPAWN = 0;
69 T_SWITCH = 1;
70 T_USE = 2;
71 T_FLAGCAP = 3;
73 TEAM_NONE = 0;
74 TEAM_RED = 1;
75 TEAM_BLUE = 2;
76 TEAM_COOP = 3;
78 SHELL_BULLET = 0;
79 SHELL_SHELL = 1;
80 SHELL_DBLSHELL = 2;
82 ANGLE_NONE = Low(SmallInt);
84 CORPSE_STATE_REMOVEME = 0;
85 CORPSE_STATE_NORMAL = 1;
86 CORPSE_STATE_MESS = 2;
88 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
89 PLAYER_RECT_CX = 15+(34 div 2);
90 PLAYER_RECT_CY = 12+(52 div 2);
91 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
93 PLAYER_HP_SOFT = 100;
94 PLAYER_HP_LIMIT = 200;
95 PLAYER_AP_SOFT = 100;
96 PLAYER_AP_LIMIT = 200;
97 SUICIDE_DAMAGE = 112;
98 WEAPON_DELAY = 5;
100 PLAYER_BURN_TIME = 110;
102 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
103 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
105 type
106 TPlayerStat = record
107 Num: Integer;
108 Ping: Word;
109 Loss: Byte;
110 Name: String;
111 Team: Byte;
112 Frags: SmallInt;
113 Deaths: SmallInt;
114 Lives: Byte;
115 Kills: Word;
116 Color: TRGB;
117 Spectator: Boolean;
118 end;
120 TPlayerStatArray = Array of TPlayerStat;
122 TPlayerSavedState = record
123 Health: Integer;
124 Armor: Integer;
125 Air: Integer;
126 JetFuel: Integer;
127 CurrWeap: Byte;
128 NextWeap: WORD;
129 NextWeapDelay: Byte;
130 Ammo: Array [A_BULLETS..A_HIGH] of Word;
131 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
132 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
133 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
134 WaitRecall: Boolean;
135 end;
137 TKeyState = record
138 Pressed: Boolean;
139 Time: Word;
140 end;
142 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
143 private
144 FIamBot: Boolean;
145 FUID: Word;
146 FName: String;
147 FTeam: Byte;
148 FAlive: Boolean;
149 FSpawned: Boolean;
150 FDirection: TDirection;
151 FHealth: Integer;
152 FLives: Byte;
153 FArmor: Integer;
154 FAir: Integer;
155 FPain: Integer;
156 FPickup: Integer;
157 FKills: Integer;
158 FMonsterKills: Integer;
159 FFrags: Integer;
160 FFragCombo: Byte;
161 FLastFrag: LongWord;
162 FComboEvnt: Integer;
163 FDeath: Integer;
164 FCanJetpack: Boolean;
165 FJetFuel: Integer;
166 FFlag: Byte;
167 FSecrets: Integer;
168 FCurrWeap: Byte;
169 FNextWeap: WORD;
170 FNextWeapDelay: Byte; // frames
171 FBFGFireCounter: SmallInt;
172 FLastSpawnerUID: Word;
173 FLastHit: Byte;
174 FObj: TObj;
175 FXTo, FYTo: Integer;
176 FSpectatePlayer: Integer;
177 FFirePainTime: Integer;
178 FFireAttacker: Word;
180 FSavedState: TPlayerSavedState;
182 FModel: TPlayerModel;
183 FPunchAnim: TAnimation;
184 FActionPrior: Byte;
185 FActionAnim: Byte;
186 FActionForce: Boolean;
187 FActionChanged: Boolean;
188 FAngle: SmallInt;
189 FFireAngle: SmallInt;
190 FIncCam: Integer;
191 FShellTimer: Integer;
192 FShellType: Byte;
193 FSawSound: TPlayableSound;
194 FSawSoundIdle: TPlayableSound;
195 FSawSoundHit: TPlayableSound;
196 FSawSoundSelect: TPlayableSound;
197 FFlameSoundOn: TPlayableSound;
198 FFlameSoundOff: TPlayableSound;
199 FFlameSoundWork: TPlayableSound;
200 FJetSoundOn: TPlayableSound;
201 FJetSoundOff: TPlayableSound;
202 FJetSoundFly: TPlayableSound;
203 FGodMode: Boolean;
204 FNoTarget: Boolean;
205 FNoReload: Boolean;
206 FJustTeleported: Boolean;
207 FNetTime: LongWord;
208 mEDamageType: Integer;
211 function CollideLevel(XInc, YInc: Integer): Boolean;
212 function StayOnStep(XInc, YInc: Integer): Boolean;
213 function HeadInLiquid(XInc, YInc: Integer): Boolean;
214 function BodyInLiquid(XInc, YInc: Integer): Boolean;
215 function BodyInAcid(XInc, YInc: Integer): Boolean;
216 function FullInLift(XInc, YInc: Integer): Integer;
217 {procedure CollideItem();}
218 procedure FlySmoke(Times: DWORD = 1);
219 procedure OnFireFlame(Times: DWORD = 1);
220 function GetAmmoByWeapon(Weapon: Byte): Word;
221 procedure SetAction(Action: Byte; Force: Boolean = False);
222 procedure OnDamage(Angle: SmallInt); virtual;
223 function firediry(): Integer;
224 procedure DoPunch();
226 procedure Run(Direction: TDirection);
227 procedure NextWeapon();
228 procedure PrevWeapon();
229 procedure SeeUp();
230 procedure SeeDown();
231 procedure Fire();
232 procedure Jump();
233 procedure Use();
235 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
236 procedure resetWeaponQueue ();
237 function hasAmmoForWeapon (weapon: Byte): Boolean;
239 procedure doDamage (v: Integer);
241 function followCorpse(): Boolean;
243 public
244 FDamageBuffer: Integer;
246 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
247 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
248 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
249 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
250 FBerserk: Integer;
251 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
252 FReloading: Array [WP_FIRST..WP_LAST] of Word;
253 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
254 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
255 FColor: TRGB;
256 FPreferredTeam: Byte;
257 FSpectator: Boolean;
258 FNoRespawn: Boolean;
259 FWantsInGame: Boolean;
260 FGhost: Boolean;
261 FPhysics: Boolean;
262 FFlaming: Boolean;
263 FJetpack: Boolean;
264 FActualModelName: string;
265 FClientID: SmallInt;
266 FPing: Word;
267 FLoss: Byte;
268 FReady: Boolean;
269 FDummy: Boolean;
270 FFireTime: Integer;
271 FHandicap: Integer;
273 // debug: viewport offset
274 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
276 function isValidViewPort (): Boolean; inline;
278 constructor Create(); virtual;
279 destructor Destroy(); override;
280 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
281 function GetRespawnPoint(): Byte;
282 procedure PressKey(Key: Byte; Time: Word = 1);
283 procedure ReleaseKeys();
284 procedure SetModel(ModelName: String);
285 procedure SetColor(Color: TRGB);
286 procedure SetWeapon(W: Byte);
287 function IsKeyPressed(K: Byte): Boolean;
288 function GetKeys(): Byte;
289 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
290 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
291 function Collide(Panel: TPanel): Boolean; overload;
292 function Collide(X, Y: Integer): Boolean; overload;
293 procedure SetDirection(Direction: TDirection);
294 procedure GetSecret();
295 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
296 procedure Touch();
297 procedure Push(vx, vy: Integer);
298 procedure ChangeModel(ModelName: String);
299 procedure SwitchTeam;
300 procedure ChangeTeam(Team: Byte);
301 procedure BFGHit();
302 function GetFlag(Flag: Byte): Boolean;
303 procedure SetFlag(Flag: Byte);
304 function DropFlag(Silent: Boolean = True): Boolean;
305 procedure AllRulez(Health: Boolean);
306 procedure RestoreHealthArmor();
307 procedure FragCombo();
308 procedure GiveItem(ItemType: Byte);
309 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
310 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
311 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
312 procedure MakeBloodSimple(Count: Word);
313 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
314 procedure Reset(Force: Boolean);
315 procedure Spectate(NoMove: Boolean = False);
316 procedure SwitchNoClip;
317 procedure SoftReset();
318 procedure Draw(); virtual;
319 procedure DrawPain();
320 procedure DrawPickup();
321 procedure DrawRulez();
322 procedure DrawAim();
323 procedure DrawIndicator();
324 procedure DrawBubble();
325 procedure DrawGUI();
326 procedure Update(); virtual;
327 procedure RememberState();
328 procedure RecallState();
329 procedure SaveState (st: TStream); virtual;
330 procedure LoadState (st: TStream); virtual;
331 procedure PauseSounds(Enable: Boolean);
332 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
333 procedure DoLerp(Level: Integer = 2);
334 procedure SetLerp(XTo, YTo: Integer);
335 procedure QueueWeaponSwitch(Weapon: Byte);
336 procedure RealizeCurrentWeapon();
337 procedure FlamerOn;
338 procedure FlamerOff;
339 procedure JetpackOn;
340 procedure JetpackOff;
341 procedure CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
343 //WARNING! this does nothing for now, but still call it!
344 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
346 procedure getMapBox (out x, y, w, h: Integer); inline;
347 procedure moveBy (dx, dy: Integer); inline;
349 public
350 property Vel: TPoint2i read FObj.Vel;
351 property Obj: TObj read FObj;
353 property Name: String read FName write FName;
354 property Model: TPlayerModel read FModel;
355 property Health: Integer read FHealth write FHealth;
356 property Lives: Byte read FLives write FLives;
357 property Armor: Integer read FArmor write FArmor;
358 property Air: Integer read FAir write FAir;
359 property JetFuel: Integer read FJetFuel write FJetFuel;
360 property Frags: Integer read FFrags write FFrags;
361 property Death: Integer read FDeath write FDeath;
362 property Kills: Integer read FKills write FKills;
363 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
364 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
365 property Secrets: Integer read FSecrets;
366 property GodMode: Boolean read FGodMode write FGodMode;
367 property NoTarget: Boolean read FNoTarget write FNoTarget;
368 property NoReload: Boolean read FNoReload write FNoReload;
369 property alive: Boolean read FAlive write FAlive;
370 property Flag: Byte read FFlag;
371 property Team: Byte read FTeam write FTeam;
372 property Direction: TDirection read FDirection;
373 property GameX: Integer read FObj.X write FObj.X;
374 property GameY: Integer read FObj.Y write FObj.Y;
375 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
376 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
377 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
378 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
379 property IncCam: Integer read FIncCam write FIncCam;
380 property UID: Word read FUID write FUID;
381 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
382 property NetTime: LongWord read FNetTime write FNetTime;
384 published
385 property eName: String read FName write FName;
386 property eHealth: Integer read FHealth write FHealth;
387 property eLives: Byte read FLives write FLives;
388 property eArmor: Integer read FArmor write FArmor;
389 property eAir: Integer read FAir write FAir;
390 property eJetFuel: Integer read FJetFuel write FJetFuel;
391 property eFrags: Integer read FFrags write FFrags;
392 property eDeath: Integer read FDeath write FDeath;
393 property eKills: Integer read FKills write FKills;
394 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
395 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
396 property eSecrets: Integer read FSecrets write FSecrets;
397 property eGodMode: Boolean read FGodMode write FGodMode;
398 property eNoTarget: Boolean read FNoTarget write FNoTarget;
399 property eNoReload: Boolean read FNoReload write FNoReload;
400 property eAlive: Boolean read FAlive write FAlive;
401 property eFlag: Byte read FFlag;
402 property eTeam: Byte read FTeam write FTeam;
403 property eDirection: TDirection read FDirection;
404 property eGameX: Integer read FObj.X write FObj.X;
405 property eGameY: Integer read FObj.Y write FObj.Y;
406 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
407 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
408 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
409 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
410 property eIncCam: Integer read FIncCam write FIncCam;
411 property eUID: Word read FUID;
412 property eJustTeleported: Boolean read FJustTeleported;
413 property eNetTime: LongWord read FNetTime;
415 // set this before assigning something to `eDamage`
416 property eDamageType: Integer read mEDamageType write mEDamageType;
417 property eDamage: Integer write doDamage;
418 end;
420 TDifficult = record
421 public
422 DiagFire: Byte;
423 InvisFire: Byte;
424 DiagPrecision: Byte;
425 FlyPrecision: Byte;
426 Cover: Byte;
427 CloseJump: Byte;
428 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
429 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
430 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
432 public
433 procedure save (st: TStream);
434 procedure load (st: TStream);
435 end;
437 TAIFlag = record
438 Name: String;
439 Value: String;
440 end;
442 TBot = class(TPlayer)
443 private
444 FSelectedWeapon: Byte;
445 FTargetUID: Word;
446 FLastVisible: DWORD;
447 FAIFlags: Array of TAIFlag;
448 FDifficult: TDifficult;
450 function GetRnd(a: Byte): Boolean;
451 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
452 function RunDirection(): TDirection;
453 function FullInStep(XInc, YInc: Integer): Boolean;
454 //function NeedItem(Item: Byte): Byte;
455 procedure SelectWeapon(Dist: Integer);
456 procedure SetAIFlag(aName, fValue: String20);
457 function GetAIFlag(aName: String20): String20;
458 procedure RemoveAIFlag(aName: String20);
459 function Healthy(): Byte;
460 procedure UpdateMove();
461 procedure UpdateCombat();
462 function KeyPressed(Key: Word): Boolean;
463 procedure ReleaseKey(Key: Byte);
464 function TargetOnScreen(TX, TY: Integer): Boolean;
465 procedure OnDamage(Angle: SmallInt); override;
467 public
468 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
469 constructor Create(); override;
470 destructor Destroy(); override;
471 procedure Draw(); override;
472 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
473 function Heal(value: Word; Soft: Boolean): Boolean; override;
474 procedure Update(); override;
475 procedure SaveState (st: TStream); override;
476 procedure LoadState (st: TStream); override;
477 end;
479 PGib = ^TGib;
480 TGib = record
481 alive: Boolean;
482 ID: DWORD;
483 MaskID: DWORD;
484 RAngle: Integer;
485 Color: TRGB;
486 Obj: TObj;
488 procedure getMapBox (out x, y, w, h: Integer); inline;
489 procedure moveBy (dx, dy: Integer); inline;
491 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
492 end;
495 PShell = ^TShell;
496 TShell = record
497 SpriteID: DWORD;
498 alive: Boolean;
499 SType: Byte;
500 RAngle: Integer;
501 Timeout: Cardinal;
502 CX, CY: Integer;
503 Obj: TObj;
505 procedure getMapBox (out x, y, w, h: Integer); inline;
506 procedure moveBy (dx, dy: Integer); inline;
508 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
509 end;
511 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
512 private
513 FModelName: String;
514 FMess: Boolean;
515 FState: Byte;
516 FDamage: Byte;
517 FColor: TRGB;
518 FObj: TObj;
519 FPlayerUID: Word;
520 FAnimation: TAnimation;
521 FAnimationMask: TAnimation;
523 public
524 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
525 destructor Destroy(); override;
526 procedure Damage(Value: Word; vx, vy: Integer);
527 procedure Update();
528 procedure Draw();
529 procedure SaveState (st: TStream);
530 procedure LoadState (st: TStream);
532 procedure getMapBox (out x, y, w, h: Integer); inline;
533 procedure moveBy (dx, dy: Integer); inline;
535 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
537 function ObjPtr (): PObj; inline;
539 property Obj: TObj read FObj; // copies object
540 property State: Byte read FState;
541 property Mess: Boolean read FMess;
542 end;
544 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
545 record
546 Goals: SmallInt;
547 end;
549 var
550 gPlayers: Array of TPlayer;
551 gCorpses: Array of TCorpse;
552 gGibs: Array of TGib;
553 gShells: Array of TShell;
554 gTeamStat: TTeamStat;
555 gFly: Boolean = False;
556 gAimLine: Boolean = False;
557 gChatBubble: Byte = 0;
558 gPlayerIndicator: Boolean = True;
559 gNumBots: Word = 0;
560 gLMSPID1: Word = 0;
561 gLMSPID2: Word = 0;
562 MAX_RUNVEL: Integer = 8;
563 VEL_JUMP: Integer = 10;
564 SHELL_TIMEOUT: Cardinal = 60000;
566 function Lerp(X, Y, Factor: Integer): Integer;
568 procedure g_Gibs_SetMax(Count: Word);
569 function g_Gibs_GetMax(): Word;
570 procedure g_Corpses_SetMax(Count: Word);
571 function g_Corpses_GetMax(): Word;
572 procedure g_Shells_SetMax(Count: Word);
573 function g_Shells_GetMax(): Word;
575 procedure g_Player_Init();
576 procedure g_Player_Free();
577 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
578 function g_Player_CreateFromState (st: TStream): Word;
579 procedure g_Player_Remove(UID: Word);
580 procedure g_Player_ResetTeams();
581 procedure g_Player_UpdateAll();
582 procedure g_Player_DrawAll();
583 procedure g_Player_DrawDebug(p: TPlayer);
584 procedure g_Player_DrawHealth();
585 procedure g_Player_RememberAll();
586 procedure g_Player_ResetAll(Force, Silent: Boolean);
587 function g_Player_Get(UID: Word): TPlayer;
588 function g_Player_GetCount(): Byte;
589 function g_Player_GetStats(): TPlayerStatArray;
590 function g_Player_ValidName(Name: String): Boolean;
591 procedure g_Player_CreateCorpse(Player: TPlayer);
592 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
593 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
594 procedure g_Player_UpdatePhysicalObjects();
595 procedure g_Player_DrawCorpses();
596 procedure g_Player_DrawShells();
597 procedure g_Player_RemoveAllCorpses();
598 procedure g_Player_Corpses_SaveState (st: TStream);
599 procedure g_Player_Corpses_LoadState (st: TStream);
600 procedure g_Player_ResetReady();
601 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
602 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100);
603 procedure g_Bot_MixNames();
604 procedure g_Bot_RemoveAll();
606 implementation
608 uses
609 {$INCLUDE ../nogl/noGLuses.inc}
610 {$IFDEF ENABLE_HOLMES}
611 g_holmes,
612 {$ENDIF}
613 e_log, g_map, g_items, g_console, g_gfx, Math,
614 g_options, g_triggers, g_menu, g_game, g_grid,
615 wadreader, g_main, g_monsters, CONFIG, g_language,
616 g_net, g_netmsg, g_window,
617 utils, xstreams;
619 const PLR_SAVE_VERSION = 0;
621 type
622 TBotProfile = record
623 name: ShortString;
624 model: ShortString;
625 team: Byte;
626 color: TRGB;
627 diag_fire: Byte;
628 invis_fire: Byte;
629 diag_precision: Byte;
630 fly_precision: Byte;
631 cover: Byte;
632 close_jump: Byte;
633 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
634 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
635 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
636 end;
638 const
639 TIME_RESPAWN1 = 1500;
640 TIME_RESPAWN2 = 2000;
641 TIME_RESPAWN3 = 3000;
642 AIR_DEF = 360;
643 AIR_MAX = 1091;
644 JET_MAX = 540; // ~30 sec
645 PLAYER_SUIT_TIME = 30000;
646 PLAYER_INVUL_TIME = 30000;
647 PLAYER_INVIS_TIME = 35000;
648 FRAG_COMBO_TIME = 3000;
649 VEL_SW = 4;
650 VEL_FLY = 6;
651 ANGLE_RIGHTUP = 55;
652 ANGLE_RIGHTDOWN = -35;
653 ANGLE_LEFTUP = 125;
654 ANGLE_LEFTDOWN = -145;
655 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
656 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
657 BOT_MAXJUMP = 84;
658 BOT_LONGDIST = 300;
659 BOT_UNSAFEDIST = 128;
660 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
661 (R:0; G:0; B:255));
662 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
663 FlyPrecision: 32; Cover: 32; CloseJump: 32;
664 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
665 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
666 FlyPrecision: 127; Cover: 127; CloseJump: 127;
667 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
668 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
669 FlyPrecision: 255; Cover: 255; CloseJump: 255;
670 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
671 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
672 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
673 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
674 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
675 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
676 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
677 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
678 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
679 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
680 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
681 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
682 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
683 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
684 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
685 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
686 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
687 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
689 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
690 CORPSE_SIGNATURE = $50524F43; // 'CORP'
692 BOTNAMES_FILENAME = 'botnames.txt';
693 BOTLIST_FILENAME = 'botlist.txt';
695 var
696 MaxGibs: Word = 150;
697 MaxCorpses: Word = 20;
698 MaxShells: Word = 300;
699 CurrentGib: Integer = 0;
700 CurrentShell: Integer = 0;
701 BotNames: Array of String;
702 BotList: Array of TBotProfile;
705 function Lerp(X, Y, Factor: Integer): Integer;
706 begin
707 Result := X + ((Y - X) div Factor);
708 end;
710 function SameTeam(UID1, UID2: Word): Boolean;
711 begin
712 Result := False;
714 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
715 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
717 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
719 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
720 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
722 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
723 end;
725 procedure g_Gibs_SetMax(Count: Word);
726 begin
727 MaxGibs := Count;
728 SetLength(gGibs, Count);
730 if CurrentGib >= Count then
731 CurrentGib := 0;
732 end;
734 function g_Gibs_GetMax(): Word;
735 begin
736 Result := MaxGibs;
737 end;
739 procedure g_Shells_SetMax(Count: Word);
740 begin
741 MaxShells := Count;
742 SetLength(gShells, Count);
744 if CurrentShell >= Count then
745 CurrentShell := 0;
746 end;
748 function g_Shells_GetMax(): Word;
749 begin
750 Result := MaxShells;
751 end;
754 procedure g_Corpses_SetMax(Count: Word);
755 begin
756 MaxCorpses := Count;
757 SetLength(gCorpses, Count);
758 end;
760 function g_Corpses_GetMax(): Word;
761 begin
762 Result := MaxCorpses;
763 end;
765 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
766 var
767 a: Integer;
768 ok: Boolean;
769 begin
770 Result := 0;
772 ok := False;
773 a := 0;
775 // Åñòü ëè ìåñòî â gPlayers:
776 if gPlayers <> nil then
777 for a := 0 to High(gPlayers) do
778 if gPlayers[a] = nil then
779 begin
780 ok := True;
781 Break;
782 end;
784 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
785 if not ok then
786 begin
787 SetLength(gPlayers, Length(gPlayers)+1);
788 a := High(gPlayers);
789 end;
791 // Ñîçäàåì îáúåêò èãðîêà:
792 if Bot then
793 gPlayers[a] := TBot.Create()
794 else
795 gPlayers[a] := TPlayer.Create();
798 gPlayers[a].FActualModelName := ModelName;
799 gPlayers[a].SetModel(ModelName);
801 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
802 if gPlayers[a].FModel = nil then
803 begin
804 gPlayers[a].Free();
805 gPlayers[a] := nil;
806 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
807 Exit;
808 end;
810 if not (Team in [TEAM_RED, TEAM_BLUE]) then
811 if Random(2) = 0 then
812 Team := TEAM_RED
813 else
814 Team := TEAM_BLUE;
815 gPlayers[a].FPreferredTeam := Team;
817 case gGameSettings.GameMode of
818 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
819 GM_TDM,
820 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
821 GM_SINGLE,
822 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
823 end;
825 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
826 gPlayers[a].FColor := Color;
827 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
828 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
829 else
830 gPlayers[a].FModel.Color := Color;
832 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
833 gPlayers[a].FAlive := False;
835 Result := gPlayers[a].FUID;
836 end;
838 function g_Player_CreateFromState (st: TStream): Word;
839 var
840 a, i: Integer;
841 ok, Bot: Boolean;
842 b: Byte;
843 begin
844 result := 0;
845 if (st = nil) then exit; //???
847 // Ñèãíàòóðà èãðîêà
848 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
849 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
851 // Áîò èëè ÷åëîâåê:
852 Bot := utils.readBool(st);
854 ok := false;
855 a := 0;
857 // Åñòü ëè ìåñòî â gPlayers:
858 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
860 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
861 if not ok then
862 begin
863 SetLength(gPlayers, Length(gPlayers)+1);
864 a := High(gPlayers);
865 end;
867 // Ñîçäàåì îáúåêò èãðîêà
868 if Bot then
869 gPlayers[a] := TBot.Create()
870 else
871 gPlayers[a] := TPlayer.Create();
872 gPlayers[a].FIamBot := Bot;
873 gPlayers[a].FPhysics := True;
875 // UID èãðîêà
876 gPlayers[a].FUID := utils.readWord(st);
877 // Èìÿ èãðîêà
878 gPlayers[a].FName := utils.readStr(st);
879 // Êîìàíäà
880 gPlayers[a].FTeam := utils.readByte(st);
881 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
882 // Æèâ ëè
883 gPlayers[a].FAlive := utils.readBool(st);
884 // Èçðàñõîäîâàë ëè âñå æèçíè
885 gPlayers[a].FNoRespawn := utils.readBool(st);
886 // Íàïðàâëåíèå
887 b := utils.readByte(st);
888 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
889 // Çäîðîâüå
890 gPlayers[a].FHealth := utils.readLongInt(st);
891 // Ôîðà
892 gPlayers[a].FHandicap := utils.readLongInt(st);
893 // Æèçíè
894 gPlayers[a].FLives := utils.readByte(st);
895 // Áðîíÿ
896 gPlayers[a].FArmor := utils.readLongInt(st);
897 // Çàïàñ âîçäóõà
898 gPlayers[a].FAir := utils.readLongInt(st);
899 // Çàïàñ ãîðþ÷åãî
900 gPlayers[a].FJetFuel := utils.readLongInt(st);
901 // Áîëü
902 gPlayers[a].FPain := utils.readLongInt(st);
903 // Óáèë
904 gPlayers[a].FKills := utils.readLongInt(st);
905 // Óáèë ìîíñòðîâ
906 gPlayers[a].FMonsterKills := utils.readLongInt(st);
907 // Ôðàãîâ
908 gPlayers[a].FFrags := utils.readLongInt(st);
909 // Ôðàãîâ ïîäðÿä
910 gPlayers[a].FFragCombo := utils.readByte(st);
911 // Âðåìÿ ïîñëåäíåãî ôðàãà
912 gPlayers[a].FLastFrag := utils.readLongWord(st);
913 // Ñìåðòåé
914 gPlayers[a].FDeath := utils.readLongInt(st);
915 // Êàêîé ôëàã íåñåò
916 gPlayers[a].FFlag := utils.readByte(st);
917 // Íàøåë ñåêðåòîâ
918 gPlayers[a].FSecrets := utils.readLongInt(st);
919 // Òåêóùåå îðóæèå
920 gPlayers[a].FCurrWeap := utils.readByte(st);
921 // Ñëåäóþùåå æåëàåìîå îðóæèå
922 gPlayers[a].FNextWeap := utils.readWord(st);
923 // ...è ïàóçà
924 gPlayers[a].FNextWeapDelay := utils.readByte(st);
925 // Âðåìÿ çàðÿäêè BFG
926 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
927 // Áóôåð óðîíà
928 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
929 // Ïîñëåäíèé óäàðèâøèé
930 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
931 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
932 gPlayers[a].FLastHit := utils.readByte(st);
933 // Îáúåêò èãðîêà:
934 Obj_LoadState(@gPlayers[a].FObj, st);
935 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
936 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
937 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
938 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
939 // Íàëè÷èå îðóæèÿ
940 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
941 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
942 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
943 // Íàëè÷èå ðþêçàêà
944 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
945 // Íàëè÷èå êðàñíîãî êëþ÷à
946 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
947 // Íàëè÷èå çåëåíîãî êëþ÷à
948 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
949 // Íàëè÷èå ñèíåãî êëþ÷à
950 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
951 // Íàëè÷èå áåðñåðêà
952 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
953 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
954 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
955 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
956 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
958 // Íàçâàíèå ìîäåëè:
959 gPlayers[a].FActualModelName := utils.readStr(st);
960 // Öâåò ìîäåëè
961 gPlayers[a].FColor.R := utils.readByte(st);
962 gPlayers[a].FColor.G := utils.readByte(st);
963 gPlayers[a].FColor.B := utils.readByte(st);
964 // Îáíîâëÿåì ìîäåëü èãðîêà
965 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
967 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
968 if (gPlayers[a].FModel = nil) then
969 begin
970 gPlayers[a].Free();
971 gPlayers[a] := nil;
972 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
973 exit;
974 end;
976 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
977 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
978 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
979 else
980 gPlayers[a].FModel.Color := gPlayers[a].FColor;
982 result := gPlayers[a].FUID;
983 end;
986 procedure g_Player_ResetTeams();
987 var
988 a: Integer;
989 begin
990 if g_Game_IsClient then
991 Exit;
992 if gPlayers = nil then
993 Exit;
994 for a := Low(gPlayers) to High(gPlayers) do
995 if gPlayers[a] <> nil then
996 case gGameSettings.GameMode of
997 GM_DM:
998 gPlayers[a].ChangeTeam(TEAM_NONE);
999 GM_TDM, GM_CTF:
1000 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
1001 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
1002 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
1003 else
1004 if a mod 2 = 0 then
1005 gPlayers[a].ChangeTeam(TEAM_RED)
1006 else
1007 gPlayers[a].ChangeTeam(TEAM_BLUE);
1008 GM_SINGLE,
1009 GM_COOP:
1010 gPlayers[a].ChangeTeam(TEAM_COOP);
1011 end;
1012 end;
1014 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
1015 var
1016 m: SSArray;
1017 _name, _model: String;
1018 a, tr, tb: Integer;
1019 begin
1020 if not g_Game_IsServer then Exit;
1022 // Ñïèñîê íàçâàíèé ìîäåëåé:
1023 m := g_PlayerModel_GetNames();
1024 if m = nil then
1025 Exit;
1027 // Êîìàíäà:
1028 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1029 Team := TEAM_COOP // COOP
1030 else
1031 if gGameSettings.GameMode = GM_DM then
1032 Team := TEAM_NONE // DM
1033 else
1034 if Team = TEAM_NONE then // CTF / TDM
1035 begin
1036 // Àâòîáàëàíñ êîìàíä:
1037 tr := 0;
1038 tb := 0;
1040 for a := 0 to High(gPlayers) do
1041 if gPlayers[a] <> nil then
1042 begin
1043 if gPlayers[a].Team = TEAM_RED then
1044 Inc(tr)
1045 else
1046 if gPlayers[a].Team = TEAM_BLUE then
1047 Inc(tb);
1048 end;
1050 if tr > tb then
1051 Team := TEAM_BLUE
1052 else
1053 if tb > tr then
1054 Team := TEAM_RED
1055 else // tr = tb
1056 if Random(2) = 0 then
1057 Team := TEAM_RED
1058 else
1059 Team := TEAM_BLUE;
1060 end;
1062 // Âûáèðàåì áîòó èìÿ:
1063 _name := '';
1064 if BotNames <> nil then
1065 for a := 0 to High(BotNames) do
1066 if g_Player_ValidName(BotNames[a]) then
1067 begin
1068 _name := BotNames[a];
1069 Break;
1070 end;
1072 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1073 if _name = '' then
1074 repeat
1075 _name := Format('DFBOT%.2d', [Random(100)]);
1076 until g_Player_ValidName(_name);
1078 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1079 _model := m[Random(Length(m))];
1081 // Ñîçäàåì áîòà:
1082 with g_Player_Get(g_Player_Create(_model,
1083 _RGB(Min(Random(9)*32, 255),
1084 Min(Random(9)*32, 255),
1085 Min(Random(9)*32, 255)),
1086 Team, True)) as TBot do
1087 begin
1088 Name := _name;
1090 case Difficult of
1091 1: FDifficult := DIFFICULT_EASY;
1092 2: FDifficult := DIFFICULT_MEDIUM;
1093 else FDifficult := DIFFICULT_HARD;
1094 end;
1096 for a := WP_FIRST to WP_LAST do
1097 begin
1098 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1099 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1100 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1101 end;
1103 FHandicap := Handicap;
1105 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1107 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1108 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1109 Spectate();
1110 end;
1111 end;
1113 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1; Handicap: Integer = 100);
1114 var
1115 m: SSArray;
1116 _name, _model: String;
1117 a: Integer;
1118 begin
1119 if not g_Game_IsServer then Exit;
1121 // Ñïèñîê íàçâàíèé ìîäåëåé:
1122 m := g_PlayerModel_GetNames();
1123 if m = nil then
1124 Exit;
1126 // Êîìàíäà:
1127 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1128 Team := TEAM_COOP // COOP
1129 else
1130 if gGameSettings.GameMode = GM_DM then
1131 Team := TEAM_NONE // DM
1132 else
1133 if Team = TEAM_NONE then
1134 Team := BotList[num].team; // CTF / TDM
1136 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1137 lName := AnsiLowerCase(lName);
1138 if (num < 0) or (num > Length(BotList)-1) then
1139 num := -1;
1140 if (num = -1) and (lName <> '') and (BotList <> nil) then
1141 for a := 0 to High(BotList) do
1142 if AnsiLowerCase(BotList[a].name) = lName then
1143 begin
1144 num := a;
1145 Break;
1146 end;
1147 if num = -1 then
1148 Exit;
1150 // Èìÿ áîòà:
1151 _name := BotList[num].name;
1152 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1153 if not g_Player_ValidName(_name) then
1154 repeat
1155 _name := Format('DFBOT%.2d', [Random(100)]);
1156 until g_Player_ValidName(_name);
1158 // Ìîäåëü:
1159 _model := BotList[num].model;
1160 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1161 if not InSArray(_model, m) then
1162 _model := m[Random(Length(m))];
1164 // Ñîçäàåì áîòà:
1165 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1166 begin
1167 Name := _name;
1169 FDifficult.DiagFire := BotList[num].diag_fire;
1170 FDifficult.InvisFire := BotList[num].invis_fire;
1171 FDifficult.DiagPrecision := BotList[num].diag_precision;
1172 FDifficult.FlyPrecision := BotList[num].fly_precision;
1173 FDifficult.Cover := BotList[num].cover;
1174 FDifficult.CloseJump := BotList[num].close_jump;
1176 FHandicap := Handicap;
1178 for a := WP_FIRST to WP_LAST do
1179 begin
1180 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1181 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1182 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1183 end;
1185 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1187 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1188 end;
1189 end;
1191 procedure g_Bot_RemoveAll();
1192 var
1193 a: Integer;
1194 begin
1195 if not g_Game_IsServer then Exit;
1196 if gPlayers = nil then Exit;
1198 for a := 0 to High(gPlayers) do
1199 if gPlayers[a] <> nil then
1200 if gPlayers[a] is TBot then
1201 begin
1202 gPlayers[a].Lives := 0;
1203 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1204 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1205 g_Player_Remove(gPlayers[a].FUID);
1206 end;
1208 g_Bot_MixNames();
1209 end;
1211 procedure g_Bot_MixNames();
1212 var
1213 s: String;
1214 a, b: Integer;
1215 begin
1216 if BotNames <> nil then
1217 for a := 0 to High(BotNames) do
1218 begin
1219 b := Random(Length(BotNames));
1220 s := BotNames[a];
1221 Botnames[a] := BotNames[b];
1222 BotNames[b] := s;
1223 end;
1224 end;
1226 procedure g_Player_Remove(UID: Word);
1227 var
1228 i: Integer;
1229 begin
1230 if gPlayers = nil then Exit;
1232 if g_Game_IsServer and g_Game_IsNet then
1233 MH_SEND_PlayerDelete(UID);
1235 for i := 0 to High(gPlayers) do
1236 if gPlayers[i] <> nil then
1237 if gPlayers[i].FUID = UID then
1238 begin
1239 if gPlayers[i] is TPlayer then
1240 TPlayer(gPlayers[i]).Free()
1241 else
1242 TBot(gPlayers[i]).Free();
1243 gPlayers[i] := nil;
1244 Exit;
1245 end;
1246 end;
1248 procedure g_Player_Init();
1249 var
1250 F: TextFile;
1251 s: String;
1252 a, b: Integer;
1253 config: TConfig;
1254 sa: SSArray;
1255 begin
1256 BotNames := nil;
1258 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1259 Exit;
1261 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1262 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1263 Reset(F);
1265 while not EOF(F) do
1266 begin
1267 ReadLn(F, s);
1269 s := Trim(s);
1270 if s = '' then
1271 Continue;
1273 SetLength(BotNames, Length(BotNames)+1);
1274 BotNames[High(BotNames)] := s;
1275 end;
1277 CloseFile(F);
1279 // Ïåðåìåøèâàåì èõ:
1280 g_Bot_MixNames();
1282 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1283 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1284 BotList := nil;
1285 a := 0;
1287 while config.SectionExists(IntToStr(a)) do
1288 begin
1289 SetLength(BotList, Length(BotList)+1);
1291 with BotList[High(BotList)] do
1292 begin
1293 // Èìÿ áîòà:
1294 name := config.ReadStr(IntToStr(a), 'name', '');
1295 // Ìîäåëü:
1296 model := config.ReadStr(IntToStr(a), 'model', '');
1297 // Êîìàíäà:
1298 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1299 team := TEAM_RED
1300 else
1301 team := TEAM_BLUE;
1302 // Öâåò ìîäåëè:
1303 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1304 color.R := StrToIntDef(sa[0], 0);
1305 color.G := StrToIntDef(sa[1], 0);
1306 color.B := StrToIntDef(sa[2], 0);
1307 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1308 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1309 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1310 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1311 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1312 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1313 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1314 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1315 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1316 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1317 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1318 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1319 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1320 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1321 if Length(sa) = 10 then
1322 for b := 0 to 9 do
1323 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1324 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1325 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1326 if Length(sa) = 10 then
1327 for b := 0 to 9 do
1328 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1330 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1331 if Length(sa) = 10 then
1332 for b := 0 to 9 do
1333 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1334 end;
1336 a := a + 1;
1337 end;
1339 config.Free();
1340 end;
1342 procedure g_Player_Free();
1343 var
1344 i: Integer;
1345 begin
1346 if gPlayers <> nil then
1347 begin
1348 for i := 0 to High(gPlayers) do
1349 if gPlayers[i] <> nil then
1350 begin
1351 if gPlayers[i] is TPlayer then
1352 TPlayer(gPlayers[i]).Free()
1353 else
1354 TBot(gPlayers[i]).Free();
1355 gPlayers[i] := nil;
1356 end;
1358 gPlayers := nil;
1359 end;
1361 gPlayer1 := nil;
1362 gPlayer2 := nil;
1363 end;
1365 procedure g_Player_UpdateAll();
1366 var
1367 i: Integer;
1368 begin
1369 if gPlayers = nil then Exit;
1371 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1372 for i := 0 to High(gPlayers) do
1373 begin
1374 if gPlayers[i] <> nil then
1375 begin
1376 if gPlayers[i] is TPlayer then
1377 begin
1378 gPlayers[i].Update();
1379 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1380 end
1381 else
1382 begin
1383 // bot updates weapons in `UpdateCombat()`
1384 TBot(gPlayers[i]).Update();
1385 end;
1386 end;
1387 end;
1388 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1389 end;
1391 procedure g_Player_DrawAll();
1392 var
1393 i: Integer;
1394 begin
1395 if gPlayers = nil then Exit;
1397 for i := 0 to High(gPlayers) do
1398 if gPlayers[i] <> nil then
1399 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1400 else TBot(gPlayers[i]).Draw();
1401 end;
1403 procedure g_Player_DrawDebug(p: TPlayer);
1404 var
1405 fW, fH: Byte;
1406 begin
1407 if p = nil then Exit;
1408 if (@p.FObj) = nil then Exit;
1410 e_TextureFontGetSize(gStdFont, fW, fH);
1412 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1413 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1414 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1415 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1416 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1417 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1418 end;
1420 procedure g_Player_DrawHealth();
1421 var
1422 i: Integer;
1423 fW, fH: Byte;
1424 begin
1425 if gPlayers = nil then Exit;
1426 e_TextureFontGetSize(gStdFont, fW, fH);
1428 for i := 0 to High(gPlayers) do
1429 if gPlayers[i] <> nil then
1430 begin
1431 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1432 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1433 IntToStr(gPlayers[i].FHealth), gStdFont);
1434 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1435 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1436 IntToStr(gPlayers[i].FArmor), gStdFont);
1437 end;
1438 end;
1440 function g_Player_Get(UID: Word): TPlayer;
1441 var
1442 a: Integer;
1443 begin
1444 Result := nil;
1446 if gPlayers = nil then
1447 Exit;
1449 for a := 0 to High(gPlayers) do
1450 if gPlayers[a] <> nil then
1451 if gPlayers[a].FUID = UID then
1452 begin
1453 Result := gPlayers[a];
1454 Exit;
1455 end;
1456 end;
1458 function g_Player_GetCount(): Byte;
1459 var
1460 a: Integer;
1461 begin
1462 Result := 0;
1464 if gPlayers = nil then
1465 Exit;
1467 for a := 0 to High(gPlayers) do
1468 if gPlayers[a] <> nil then
1469 Result := Result + 1;
1470 end;
1472 function g_Player_GetStats(): TPlayerStatArray;
1473 var
1474 a: Integer;
1475 begin
1476 Result := nil;
1478 if gPlayers = nil then Exit;
1480 for a := 0 to High(gPlayers) do
1481 if gPlayers[a] <> nil then
1482 begin
1483 SetLength(Result, Length(Result)+1);
1484 with Result[High(Result)] do
1485 begin
1486 Num := a;
1487 Ping := gPlayers[a].FPing;
1488 Loss := gPlayers[a].FLoss;
1489 Name := gPlayers[a].FName;
1490 Team := gPlayers[a].FTeam;
1491 Frags := gPlayers[a].FFrags;
1492 Deaths := gPlayers[a].FDeath;
1493 Kills := gPlayers[a].FKills;
1494 Color := gPlayers[a].FModel.Color;
1495 Lives := gPlayers[a].FLives;
1496 Spectator := gPlayers[a].FSpectator;
1497 end;
1498 end;
1499 end;
1501 procedure g_Player_ResetReady();
1502 var
1503 a: Integer;
1504 begin
1505 if not g_Game_IsServer then Exit;
1506 if gPlayers = nil then Exit;
1508 for a := 0 to High(gPlayers) do
1509 if gPlayers[a] <> nil then
1510 begin
1511 gPlayers[a].FReady := False;
1512 if g_Game_IsNet then
1513 MH_SEND_GameEvent(NET_EV_INTER_READY, gPlayers[a].UID, 'N');
1514 end;
1515 end;
1517 procedure g_Player_RememberAll;
1518 var
1519 i: Integer;
1520 begin
1521 for i := Low(gPlayers) to High(gPlayers) do
1522 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1523 gPlayers[i].RememberState;
1524 end;
1526 procedure g_Player_ResetAll(Force, Silent: Boolean);
1527 var
1528 i: Integer;
1529 begin
1530 gTeamStat[TEAM_RED].Goals := 0;
1531 gTeamStat[TEAM_BLUE].Goals := 0;
1533 if gPlayers <> nil then
1534 for i := 0 to High(gPlayers) do
1535 if gPlayers[i] <> nil then
1536 begin
1537 gPlayers[i].Reset(Force);
1539 if gPlayers[i] is TPlayer then
1540 begin
1541 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1542 gPlayers[i].Respawn(Silent)
1543 else
1544 gPlayers[i].Spectate();
1545 end
1546 else
1547 TBot(gPlayers[i]).Respawn(Silent);
1548 end;
1549 end;
1551 procedure g_Player_CreateCorpse(Player: TPlayer);
1552 var
1553 i: Integer;
1554 find_id: DWORD;
1555 ok: Boolean;
1556 begin
1557 if Player.alive then
1558 Exit;
1560 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1561 if gCorpses <> nil then
1562 for i := 0 to High(gCorpses) do
1563 if gCorpses[i] <> nil then
1564 if gCorpses[i].FPlayerUID = Player.FUID then
1565 gCorpses[i].FPlayerUID := 0;
1567 if Player.FObj.Y >= gMapInfo.Height+128 then
1568 Exit;
1570 with Player do
1571 begin
1572 if (FHealth >= -50) or (gGibsCount = 0) then
1573 begin
1574 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1575 Exit;
1577 ok := False;
1578 for find_id := 0 to High(gCorpses) do
1579 if gCorpses[find_id] = nil then
1580 begin
1581 ok := True;
1582 Break;
1583 end;
1585 if not ok then
1586 find_id := Random(Length(gCorpses));
1588 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1589 gCorpses[find_id].FColor := FModel.Color;
1590 gCorpses[find_id].FObj.Vel := FObj.Vel;
1591 gCorpses[find_id].FObj.Accel := FObj.Accel;
1592 gCorpses[find_id].FPlayerUID := FUID;
1593 end
1594 else
1595 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1596 FObj.Y + PLAYER_RECT_CY,
1597 FModel.Name, FModel.Color);
1598 end;
1599 end;
1601 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1602 var
1603 SID: DWORD;
1604 begin
1605 if (gShells = nil) or (Length(gShells) = 0) then
1606 Exit;
1608 with gShells[CurrentShell] do
1609 begin
1610 SpriteID := 0;
1611 g_Obj_Init(@Obj);
1612 Obj.Rect.X := 0;
1613 Obj.Rect.Y := 0;
1614 if T = SHELL_BULLET then
1615 begin
1616 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1617 SpriteID := SID;
1618 CX := 2;
1619 CY := 1;
1620 Obj.Rect.Width := 4;
1621 Obj.Rect.Height := 2;
1622 end
1623 else
1624 begin
1625 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1626 SpriteID := SID;
1627 CX := 4;
1628 CY := 2;
1629 Obj.Rect.Width := 7;
1630 Obj.Rect.Height := 3;
1631 end;
1632 SType := T;
1633 alive := True;
1634 Obj.X := fX;
1635 Obj.Y := fY;
1636 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1637 positionChanged(); // this updates spatial accelerators
1638 RAngle := Random(360);
1639 Timeout := gTime + SHELL_TIMEOUT;
1641 if CurrentShell >= High(gShells) then
1642 CurrentShell := 0
1643 else
1644 Inc(CurrentShell);
1645 end;
1646 end;
1648 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1649 var
1650 a: Integer;
1651 GibsArray: TGibsArray;
1652 Blood: TModelBlood;
1653 begin
1654 if (gGibs = nil) or (Length(gGibs) = 0) then
1655 Exit;
1656 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1657 Exit;
1658 Blood := g_PlayerModel_GetBlood(ModelName);
1660 for a := 0 to High(GibsArray) do
1661 with gGibs[CurrentGib] do
1662 begin
1663 Color := fColor;
1664 ID := GibsArray[a].ID;
1665 MaskID := GibsArray[a].MaskID;
1666 alive := True;
1667 g_Obj_Init(@Obj);
1668 Obj.Rect := GibsArray[a].Rect;
1669 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1670 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1671 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1672 positionChanged(); // this updates spatial accelerators
1673 RAngle := Random(360);
1675 if gBloodCount > 0 then
1676 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1677 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1679 if CurrentGib >= High(gGibs) then
1680 CurrentGib := 0
1681 else
1682 Inc(CurrentGib);
1683 end;
1684 end;
1686 procedure g_Player_UpdatePhysicalObjects();
1687 var
1688 i: Integer;
1689 vel: TPoint2i;
1690 mr: Word;
1692 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1693 var
1694 k: Integer;
1695 begin
1696 k := 1 + Random(2);
1697 if T = SHELL_BULLET then
1698 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1699 else
1700 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1701 end;
1703 begin
1704 // Êóñêè ìÿñà:
1705 if gGibs <> nil then
1706 for i := 0 to High(gGibs) do
1707 if gGibs[i].alive then
1708 with gGibs[i] do
1709 begin
1710 vel := Obj.Vel;
1711 mr := g_Obj_Move(@Obj, True, False, True);
1712 positionChanged(); // this updates spatial accelerators
1714 if WordBool(mr and MOVE_FALLOUT) then
1715 begin
1716 alive := False;
1717 Continue;
1718 end;
1720 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1721 if WordBool(mr and MOVE_HITWALL) then
1722 Obj.Vel.X := -(vel.X div 2);
1723 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1724 Obj.Vel.Y := -(vel.Y div 2);
1726 if (Obj.Vel.X >= 0) then
1727 begin // Clockwise
1728 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1729 if RAngle >= 360 then
1730 RAngle := RAngle mod 360;
1731 end else begin // Counter-clockwise
1732 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1733 if RAngle < 0 then
1734 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1735 end;
1737 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1738 if gTime mod (GAME_TICK*3) = 0 then
1739 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1740 end;
1742 // Òðóïû:
1743 if gCorpses <> nil then
1744 for i := 0 to High(gCorpses) do
1745 if gCorpses[i] <> nil then
1746 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1747 begin
1748 gCorpses[i].Free();
1749 gCorpses[i] := nil;
1750 end
1751 else
1752 gCorpses[i].Update();
1754 // Ãèëüçû:
1755 if gShells <> nil then
1756 for i := 0 to High(gShells) do
1757 if gShells[i].alive then
1758 with gShells[i] do
1759 begin
1760 vel := Obj.Vel;
1761 mr := g_Obj_Move(@Obj, True, False, True);
1762 positionChanged(); // this updates spatial accelerators
1764 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1765 begin
1766 alive := False;
1767 Continue;
1768 end;
1770 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1771 if WordBool(mr and MOVE_HITWALL) then
1772 begin
1773 Obj.Vel.X := -(vel.X div 2);
1774 if not WordBool(mr and MOVE_INWATER) then
1775 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1776 end;
1777 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1778 begin
1779 Obj.Vel.Y := -(vel.Y div 2);
1780 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1781 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1782 begin
1783 if RAngle mod 90 <> 0 then
1784 RAngle := (RAngle div 90) * 90;
1785 end
1786 else if not WordBool(mr and MOVE_INWATER) then
1787 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1788 end;
1790 if (Obj.Vel.X >= 0) then
1791 begin // Clockwise
1792 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1793 if RAngle >= 360 then
1794 RAngle := RAngle mod 360;
1795 end else begin // Counter-clockwise
1796 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1797 if RAngle < 0 then
1798 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1799 end;
1800 end;
1801 end;
1804 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1805 begin
1806 x := Obj.X+Obj.Rect.X;
1807 y := Obj.Y+Obj.Rect.Y;
1808 w := Obj.Rect.Width;
1809 h := Obj.Rect.Height;
1810 end;
1812 procedure TGib.moveBy (dx, dy: Integer); inline;
1813 begin
1814 if (dx <> 0) or (dy <> 0) then
1815 begin
1816 Obj.X += dx;
1817 Obj.Y += dy;
1818 positionChanged();
1819 end;
1820 end;
1823 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1824 begin
1825 x := Obj.X;
1826 y := Obj.Y;
1827 w := Obj.Rect.Width;
1828 h := Obj.Rect.Height;
1829 end;
1831 procedure TShell.moveBy (dx, dy: Integer); inline;
1832 begin
1833 if (dx <> 0) or (dy <> 0) then
1834 begin
1835 Obj.X += dx;
1836 Obj.Y += dy;
1837 positionChanged();
1838 end;
1839 end;
1842 procedure TGib.positionChanged (); inline; begin end;
1843 procedure TShell.positionChanged (); inline; begin end;
1846 procedure g_Player_DrawCorpses();
1847 var
1848 i: Integer;
1849 a: TDFPoint;
1850 begin
1851 if gGibs <> nil then
1852 for i := 0 to High(gGibs) do
1853 if gGibs[i].alive then
1854 with gGibs[i] do
1855 begin
1856 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1857 Continue;
1859 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1860 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1862 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1864 e_Colors := Color;
1865 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1866 e_Colors.R := 255;
1867 e_Colors.G := 255;
1868 e_Colors.B := 255;
1869 end;
1871 if gCorpses <> nil then
1872 for i := 0 to High(gCorpses) do
1873 if gCorpses[i] <> nil then
1874 gCorpses[i].Draw();
1875 end;
1877 procedure g_Player_DrawShells();
1878 var
1879 i: Integer;
1880 a: TDFPoint;
1881 begin
1882 if gShells <> nil then
1883 for i := 0 to High(gShells) do
1884 if gShells[i].alive then
1885 with gShells[i] do
1886 begin
1887 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1888 Continue;
1890 a.X := CX;
1891 a.Y := CY;
1893 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1894 end;
1895 end;
1897 procedure g_Player_RemoveAllCorpses();
1898 var
1899 i: Integer;
1900 begin
1901 gGibs := nil;
1902 gShells := nil;
1903 SetLength(gGibs, MaxGibs);
1904 SetLength(gShells, MaxGibs);
1905 CurrentGib := 0;
1906 CurrentShell := 0;
1908 if gCorpses <> nil then
1909 for i := 0 to High(gCorpses) do
1910 gCorpses[i].Free();
1912 gCorpses := nil;
1913 SetLength(gCorpses, MaxCorpses);
1914 end;
1916 procedure g_Player_Corpses_SaveState (st: TStream);
1917 var
1918 count, i: Integer;
1919 begin
1920 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1921 count := 0;
1922 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1924 // Êîëè÷åñòâî òðóïîâ
1925 utils.writeInt(st, LongInt(count));
1927 if (count = 0) then exit;
1929 // Ñîõðàíÿåì òðóïû
1930 for i := 0 to High(gCorpses) do
1931 begin
1932 if gCorpses[i] <> nil then
1933 begin
1934 // Íàçâàíèå ìîäåëè
1935 utils.writeStr(st, gCorpses[i].FModelName);
1936 // Òèï ñìåðòè
1937 utils.writeBool(st, gCorpses[i].Mess);
1938 // Ñîõðàíÿåì äàííûå òðóïà:
1939 gCorpses[i].SaveState(st);
1940 end;
1941 end;
1942 end;
1945 procedure g_Player_Corpses_LoadState (st: TStream);
1946 var
1947 count, i: Integer;
1948 str: String;
1949 b: Boolean;
1950 begin
1951 assert(st <> nil);
1953 g_Player_RemoveAllCorpses();
1955 // Êîëè÷åñòâî òðóïîâ:
1956 count := utils.readLongInt(st);
1957 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1959 if (count = 0) then exit;
1961 // Çàãðóæàåì òðóïû
1962 for i := 0 to count-1 do
1963 begin
1964 // Íàçâàíèå ìîäåëè:
1965 str := utils.readStr(st);
1966 // Òèï ñìåðòè
1967 b := utils.readBool(st);
1968 // Ñîçäàåì òðóï
1969 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1970 // Çàãðóæàåì äàííûå òðóïà
1971 gCorpses[i].LoadState(st);
1972 end;
1973 end;
1976 { T P l a y e r : }
1978 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1980 procedure TPlayer.BFGHit();
1981 begin
1982 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1983 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1984 if g_Game_IsServer and g_Game_IsNet then
1985 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1986 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1987 0, NET_GFX_BFGHIT);
1988 end;
1990 procedure TPlayer.ChangeModel(ModelName: string);
1991 var
1992 locModel: TPlayerModel;
1993 begin
1994 locModel := g_PlayerModel_Get(ModelName);
1995 if locModel = nil then Exit;
1997 FModel.Free();
1998 FModel := locModel;
1999 end;
2001 procedure TPlayer.SetModel(ModelName: string);
2002 var
2003 m: TPlayerModel;
2004 begin
2005 m := g_PlayerModel_Get(ModelName);
2006 if m = nil then
2007 begin
2008 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
2009 m := g_PlayerModel_Get('doomer');
2010 if m = nil then
2011 begin
2012 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
2013 Exit;
2014 end;
2015 end;
2017 if FModel <> nil then
2018 FModel.Free();
2020 FModel := m;
2022 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2023 FModel.Color := FColor
2024 else
2025 FModel.Color := TEAMCOLOR[FTeam];
2026 FModel.SetWeapon(FCurrWeap);
2027 FModel.SetFlag(FFlag);
2028 SetDirection(FDirection);
2029 end;
2031 procedure TPlayer.SetColor(Color: TRGB);
2032 begin
2033 FColor := Color;
2034 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2035 if FModel <> nil then FModel.Color := Color;
2036 end;
2038 procedure TPlayer.SwitchTeam;
2039 begin
2040 if g_Game_IsClient then
2041 Exit;
2042 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2044 if gGameOn and FAlive then
2045 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2047 if FTeam = TEAM_RED then
2048 begin
2049 ChangeTeam(TEAM_BLUE);
2050 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2051 if g_Game_IsNet then
2052 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2053 end
2054 else
2055 begin
2056 ChangeTeam(TEAM_RED);
2057 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2058 if g_Game_IsNet then
2059 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2060 end;
2061 FPreferredTeam := FTeam;
2062 end;
2064 procedure TPlayer.ChangeTeam(Team: Byte);
2065 var
2066 OldTeam: Byte;
2067 begin
2068 OldTeam := FTeam;
2069 FTeam := Team;
2070 case Team of
2071 TEAM_RED, TEAM_BLUE:
2072 FModel.Color := TEAMCOLOR[Team];
2073 else
2074 FModel.Color := FColor;
2075 end;
2076 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2077 MH_SEND_PlayerStats(FUID);
2078 end;
2081 procedure TPlayer.CollideItem();
2082 var
2083 i: Integer;
2084 r: Boolean;
2085 begin
2086 if gItems = nil then Exit;
2087 if not FAlive then Exit;
2089 for i := 0 to High(gItems) do
2090 with gItems[i] do
2091 begin
2092 if (ItemType <> ITEM_NONE) and alive then
2093 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2094 PLAYER_RECT.Height, @Obj) then
2095 begin
2096 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2098 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2099 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2100 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2101 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2102 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2104 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2105 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2106 (gGameSettings.GameType = GT_SINGLE) and
2107 (g_Player_GetCount() > 1)) then
2108 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2109 end;
2110 end;
2111 end;
2114 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2115 begin
2116 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2117 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2118 False);
2119 end;
2121 constructor TPlayer.Create();
2122 begin
2123 viewPortX := 0;
2124 viewPortY := 0;
2125 viewPortW := 0;
2126 viewPortH := 0;
2127 mEDamageType := HIT_SOME;
2129 FIamBot := False;
2130 FDummy := False;
2131 FSpawned := False;
2133 FSawSound := TPlayableSound.Create();
2134 FSawSoundIdle := TPlayableSound.Create();
2135 FSawSoundHit := TPlayableSound.Create();
2136 FSawSoundSelect := TPlayableSound.Create();
2137 FFlameSoundOn := TPlayableSound.Create();
2138 FFlameSoundOff := TPlayableSound.Create();
2139 FFlameSoundWork := TPlayableSound.Create();
2140 FJetSoundFly := TPlayableSound.Create();
2141 FJetSoundOn := TPlayableSound.Create();
2142 FJetSoundOff := TPlayableSound.Create();
2144 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2145 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2146 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2147 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2148 FFlameSoundOn.SetByName('SOUND_WEAPON_FLAMEON');
2149 FFlameSoundOff.SetByName('SOUND_WEAPON_FLAMEOFF');
2150 FFlameSoundWork.SetByName('SOUND_WEAPON_FLAMEWORK');
2151 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2152 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2153 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2155 FSpectatePlayer := -1;
2156 FClientID := -1;
2157 FPing := 0;
2158 FLoss := 0;
2159 FSavedState.WaitRecall := False;
2160 FShellTimer := -1;
2161 FFireTime := 0;
2162 FFirePainTime := 0;
2163 FFireAttacker := 0;
2164 FHandicap := 100;
2166 FActualModelName := 'doomer';
2168 g_Obj_Init(@FObj);
2169 FObj.Rect := PLAYER_RECT;
2171 FBFGFireCounter := -1;
2172 FJustTeleported := False;
2173 FNetTime := 0;
2175 resetWeaponQueue();
2176 end;
2178 procedure TPlayer.positionChanged (); inline;
2179 begin
2180 end;
2182 procedure TPlayer.doDamage (v: Integer);
2183 begin
2184 if (v <= 0) then exit;
2185 if (v > 32767) then v := 32767;
2186 Damage(v, 0, 0, 0, mEDamageType);
2187 end;
2189 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2190 var
2191 c: Word;
2192 begin
2193 if (not g_Game_IsClient) and (not FAlive) then
2194 Exit;
2196 FLastHit := t;
2198 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2199 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2200 begin
2201 if not g_Game_IsClient then
2202 begin
2203 FArmor := 0;
2204 if t = HIT_TRAP then
2205 begin
2206 // Ëîâóøêà óáèâàåò ñðàçó:
2207 FHealth := -100;
2208 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2209 end;
2210 if t = HIT_SELF then
2211 begin
2212 // Ñàìîóáèéñòâî:
2213 FHealth := 0;
2214 Kill(K_SIMPLEKILL, SpawnerUID, t);
2215 end;
2216 end;
2217 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2218 FMegaRulez[MR_SUIT] := 0;
2219 FMegaRulez[MR_INVUL] := 0;
2220 FMegaRulez[MR_INVIS] := 0;
2221 FBerserk := 0;
2222 end;
2224 // Íî îò îñòàëüíîãî ñïàñàåò:
2225 if FMegaRulez[MR_INVUL] >= gTime then
2226 Exit;
2228 // ×èò-êîä "ÃÎÐÅÖ":
2229 if FGodMode then
2230 Exit;
2232 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2233 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2234 (SpawnerUID = FUID) or
2235 (not SameTeam(FUID, SpawnerUID)) then
2236 begin
2237 FLastSpawnerUID := SpawnerUID;
2239 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2240 if gBloodCount > 0 then
2241 begin
2242 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2243 if value div 4 <= c then
2244 c := c - (value div 4)
2245 else
2246 c := 0;
2248 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2249 MakeBloodSimple(c)
2250 else
2251 case t of
2252 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2253 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2254 end;
2256 if t = HIT_WATER then
2257 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2258 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2259 end;
2261 // Áóôåð óðîíà:
2262 if FAlive then
2263 Inc(FDamageBuffer, value);
2265 // Âñïûøêà áîëè:
2266 if gFlash <> 0 then
2267 FPain := FPain + value;
2268 end;
2270 if g_Game_IsServer and g_Game_IsNet then
2271 begin
2272 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2273 MH_SEND_PlayerStats(FUID);
2274 MH_SEND_PlayerPos(False, FUID);
2275 end;
2276 end;
2278 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2279 begin
2280 Result := False;
2281 if g_Game_IsClient then
2282 Exit;
2283 if not FAlive then
2284 Exit;
2286 if Soft and (FHealth < PLAYER_HP_SOFT) then
2287 begin
2288 IncMax(FHealth, value, PLAYER_HP_SOFT);
2289 Result := True;
2290 end;
2291 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2292 begin
2293 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2294 Result := True;
2295 end;
2297 if Result and g_Game_IsServer and g_Game_IsNet then
2298 MH_SEND_PlayerStats(FUID);
2299 end;
2301 destructor TPlayer.Destroy();
2302 begin
2303 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2304 gPlayer1 := nil;
2305 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2306 gPlayer2 := nil;
2308 FSawSound.Free();
2309 FSawSoundIdle.Free();
2310 FSawSoundHit.Free();
2311 FSawSoundSelect.Free();
2312 FFlameSoundOn.Free();
2313 FFlameSoundOff.Free();
2314 FFlameSoundWork.Free();
2315 FJetSoundFly.Free();
2316 FJetSoundOn.Free();
2317 FJetSoundOff.Free();
2318 FModel.Free();
2319 if FPunchAnim <> nil then
2320 FPunchAnim.Free();
2322 inherited;
2323 end;
2325 procedure TPlayer.DrawIndicator();
2326 var
2327 indX, indY: Integer;
2328 indW, indH: Word;
2329 ID: DWORD;
2330 begin
2331 if FAlive then
2332 begin
2333 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2334 begin
2335 e_GetTextureSize(ID, @indW, @indH);
2336 indX := FObj.X + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2337 indY := FObj.Y;
2338 e_Draw(ID, indX, indY - indH, 0, True, False);
2339 end;
2340 end;
2341 //e_TextureFontPrint(indX, indY, FName, gStdFont); // Shows player name overhead
2342 end;
2344 procedure TPlayer.DrawBubble();
2345 var
2346 bubX, bubY: Integer;
2347 ID: LongWord;
2348 Rb, Gb, Bb,
2349 Rw, Gw, Bw: SmallInt;
2350 Dot: Byte;
2351 begin
2352 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2353 bubY := FObj.Y+FObj.Rect.Y - 18;
2354 Rb := 64;
2355 Gb := 64;
2356 Bb := 64;
2357 Rw := 240;
2358 Gw := 240;
2359 Bw := 240;
2360 case gChatBubble of
2361 1: // simple textual non-bubble
2362 begin
2363 bubX := FObj.X+FObj.Rect.X - 11;
2364 bubY := FObj.Y+FObj.Rect.Y - 17;
2365 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2366 Exit;
2367 end;
2368 2: // advanced pixel-perfect bubble
2369 begin
2370 if FTeam = TEAM_RED then
2371 Rb := 255
2372 else
2373 if FTeam = TEAM_BLUE then
2374 Bb := 255;
2375 end;
2376 3: // colored bubble
2377 begin
2378 Rb := FModel.Color.R;
2379 Gb := FModel.Color.G;
2380 Bb := FModel.Color.B;
2381 Rw := Min(Rb * 2 + 64, 255);
2382 Gw := Min(Gb * 2 + 64, 255);
2383 Bw := Min(Bb * 2 + 64, 255);
2384 if (Abs(Rw - Rb) < 32)
2385 or (Abs(Gw - Gb) < 32)
2386 or (Abs(Bw - Bb) < 32) then
2387 begin
2388 Rb := Max(Rw div 2 - 16, 0);
2389 Gb := Max(Gw div 2 - 16, 0);
2390 Bb := Max(Bw div 2 - 16, 0);
2391 end;
2392 end;
2393 4: // custom textured bubble
2394 begin
2395 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2396 if FDirection = TDirection.D_RIGHT then
2397 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2398 else
2399 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2400 Exit;
2401 end;
2402 end;
2404 // Outer borders
2405 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2406 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2407 // Inner box
2408 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2410 // Tail
2411 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2412 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2413 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2414 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2415 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2416 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2418 // Dots
2419 Dot := 6;
2420 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2421 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2422 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2423 end;
2425 procedure TPlayer.Draw();
2426 var
2427 ID: DWORD;
2428 w, h: Word;
2429 dr: Boolean;
2430 Mirror: TMirrorType;
2431 begin
2432 if FAlive then
2433 begin
2434 if Direction = TDirection.D_RIGHT then
2435 Mirror := TMirrorType.None
2436 else
2437 Mirror := TMirrorType.Horizontal;
2439 if FPunchAnim <> nil then
2440 begin
2441 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2442 FObj.Y+FObj.Rect.Y-11, Mirror);
2443 if FPunchAnim.played then
2444 begin
2445 FPunchAnim.Free;
2446 FPunchAnim := nil;
2447 end;
2448 end;
2450 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2451 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2452 begin
2453 e_GetTextureSize(ID, @w, @h);
2454 if FDirection = TDirection.D_LEFT then
2455 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2456 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2457 else
2458 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2459 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2460 end;
2462 if FMegaRulez[MR_INVIS] > gTime then
2463 begin
2464 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2465 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2466 begin
2467 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2468 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2469 else
2470 dr := True;
2471 if dr then
2472 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2473 else
2474 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2475 end
2476 else
2477 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2478 end
2479 else
2480 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2481 end;
2483 if g_debug_Frames then
2484 begin
2485 e_DrawQuad(FObj.X+FObj.Rect.X,
2486 FObj.Y+FObj.Rect.Y,
2487 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2488 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2489 0, 255, 0);
2490 end;
2492 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2493 if (FMegaRulez[MR_INVIS] <= gTime) or ((gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2494 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM)))) then
2495 DrawBubble();
2496 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2497 if gAimLine and alive and
2498 ((Self = gPlayer1) or (Self = gPlayer2)) then
2499 DrawAim();
2500 end;
2503 procedure TPlayer.DrawAim();
2504 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2505 var
2506 ex, ey: Integer;
2507 begin
2509 {$IFDEF ENABLE_HOLMES}
2510 if isValidViewPort and (self = gPlayer1) then
2511 begin
2512 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2513 end;
2514 {$ENDIF}
2516 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2517 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2518 begin
2519 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2520 end
2521 else
2522 begin
2523 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2524 end;
2525 end;
2527 var
2528 wx, wy, xx, yy: Integer;
2529 angle: SmallInt;
2530 sz, len: Word;
2531 begin
2532 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2533 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2534 angle := FAngle;
2535 len := 1024;
2536 sz := 2;
2537 case FCurrWeap of
2538 0: begin // Punch
2539 len := 12;
2540 sz := 4;
2541 end;
2542 1: begin // Chainsaw
2543 len := 24;
2544 sz := 6;
2545 end;
2546 2: begin // Pistol
2547 len := 1024;
2548 sz := 2;
2549 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2550 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2551 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2552 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2553 end;
2554 3: begin // Shotgun
2555 len := 1024;
2556 sz := 3;
2557 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2558 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2559 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2560 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2561 end;
2562 4: begin // Double Shotgun
2563 len := 1024;
2564 sz := 4;
2565 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2566 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2567 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2568 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2569 end;
2570 5: begin // Chaingun
2571 len := 1024;
2572 sz := 3;
2573 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2574 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2575 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2576 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2577 end;
2578 6: begin // Rocket Launcher
2579 len := 1024;
2580 sz := 7;
2581 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2582 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2583 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2584 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2585 end;
2586 7: begin // Plasmagun
2587 len := 1024;
2588 sz := 5;
2589 if angle = ANGLE_RIGHTUP then Inc(angle);
2590 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2591 if angle = ANGLE_LEFTUP then Dec(angle);
2592 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2593 end;
2594 8: begin // BFG
2595 len := 1024;
2596 sz := 12;
2597 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2598 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2599 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2600 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2601 end;
2602 9: begin // Super Chaingun
2603 len := 1024;
2604 sz := 4;
2605 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2606 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2607 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2608 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2609 end;
2610 end;
2611 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2612 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2613 {$IF DEFINED(D2F_DEBUG)}
2614 drawCast(sz, wx, wy, xx, yy);
2615 {$ELSE}
2616 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2617 {$ENDIF}
2618 end;
2620 procedure TPlayer.DrawGUI();
2621 var
2622 ID: DWORD;
2623 X, Y, SY, a, p, m: Integer;
2624 tw, th: Word;
2625 cw, ch: Byte;
2626 s: string;
2627 stat: TPlayerStatArray;
2628 begin
2629 X := gPlayerScreenSize.X;
2630 SY := gPlayerScreenSize.Y;
2631 Y := 0;
2633 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2634 begin
2635 if gGameSettings.GameMode = GM_CTF then
2636 a := 32 + 8
2637 else
2638 a := 0;
2639 if gGameSettings.GameMode = GM_CTF then
2640 begin
2641 s := 'TEXTURE_PLAYER_REDFLAG';
2642 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2643 s := 'TEXTURE_PLAYER_REDFLAG_S';
2644 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2645 s := 'TEXTURE_PLAYER_REDFLAG_D';
2646 if g_Texture_Get(s, ID) then
2647 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2648 end;
2650 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2651 e_CharFont_GetSize(gMenuFont, s, tw, th);
2652 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2654 if gGameSettings.GameMode = GM_CTF then
2655 begin
2656 s := 'TEXTURE_PLAYER_BLUEFLAG';
2657 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2658 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2659 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2660 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2661 if g_Texture_Get(s, ID) then
2662 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2663 end;
2665 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2666 e_CharFont_GetSize(gMenuFont, s, tw, th);
2667 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2668 end;
2670 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2671 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2672 0, False, False);
2674 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2675 e_Draw(ID, X+2, Y, 0, True, False);
2677 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2678 begin
2679 if gShowStat then
2680 begin
2681 s := IntToStr(Frags);
2682 e_CharFont_GetSize(gMenuFont, s, tw, th);
2683 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2685 s := '';
2686 p := 1;
2687 m := 0;
2688 stat := g_Player_GetStats();
2689 if stat <> nil then
2690 begin
2691 p := 1;
2693 for a := 0 to High(stat) do
2694 if stat[a].Name <> Name then
2695 begin
2696 if stat[a].Frags > m then m := stat[a].Frags;
2697 if stat[a].Frags > Frags then p := p+1;
2698 end;
2699 end;
2701 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2702 if Frags >= m then s := s+'+' else s := s+'-';
2703 s := s+IntToStr(Abs(Frags-m));
2705 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2706 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2707 end;
2709 if gShowLives and (gGameSettings.MaxLives > 0) then
2710 begin
2711 s := IntToStr(Lives);
2712 e_CharFont_GetSize(gMenuFont, s, tw, th);
2713 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2714 end;
2715 end;
2717 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2718 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2720 if R_BERSERK in FRulez then
2721 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2722 else
2723 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2725 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2726 e_Draw(ID, X+36, Y+77, 0, True, False);
2728 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2729 e_CharFont_GetSize(gMenuFont, s, tw, th);
2730 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2732 s := IntToStr(FArmor);
2733 e_CharFont_GetSize(gMenuFont, s, tw, th);
2734 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2736 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2738 case FCurrWeap of
2739 WEAPON_KASTET:
2740 begin
2741 s := '--';
2742 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2743 end;
2744 WEAPON_SAW:
2745 begin
2746 s := '--';
2747 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2748 end;
2749 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2750 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2751 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2752 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2753 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2754 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2755 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2756 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2757 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2758 end;
2760 e_CharFont_GetSize(gMenuFont, s, tw, th);
2761 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2762 e_Draw(ID, X+20, Y+160, 0, True, False);
2764 if R_KEY_RED in FRulez then
2765 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2767 if R_KEY_GREEN in FRulez then
2768 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2770 if R_KEY_BLUE in FRulez then
2771 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2773 if FJetFuel > 0 then
2774 begin
2775 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2776 e_Draw(ID, X+2, Y+116, 0, True, False);
2777 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2778 e_Draw(ID, X+2, Y+126, 0, True, False);
2779 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2780 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2781 end
2782 else
2783 begin
2784 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2785 e_Draw(ID, X+2, Y+124, 0, True, False);
2786 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2787 end;
2789 if gShowPing and g_Game_IsClient then
2790 begin
2791 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2792 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2793 Y := Y + 16;
2794 end;
2796 if FSpectator then
2797 begin
2798 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2799 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2800 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2801 if FNoRespawn then
2802 begin
2803 e_TextureFontGetSize(gStdFont, cw, ch);
2804 s := _lc[I_PLAYER_SPECT4];
2805 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2806 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2807 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2808 end;
2810 end;
2811 end;
2813 procedure TPlayer.DrawRulez();
2814 var
2815 dr: Boolean;
2816 begin
2817 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2818 if FMegaRulez[MR_INVUL] >= gTime then
2819 begin
2820 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2821 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2822 else
2823 dr := True;
2825 if dr then
2826 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2827 191, 191, 191, 0, TBlending.Invert);
2828 end;
2830 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2831 if FMegaRulez[MR_SUIT] >= gTime then
2832 begin
2833 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2834 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2835 else
2836 dr := True;
2838 if dr then
2839 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2840 0, 96, 0, 200, TBlending.None);
2841 end;
2843 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2844 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2845 begin
2846 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2847 255, 0, 0, 200, TBlending.None);
2848 end;
2849 end;
2851 procedure TPlayer.DrawPain();
2852 var
2853 a, h: Integer;
2854 begin
2855 if FPain = 0 then Exit;
2857 a := FPain;
2859 if a < 15 then h := 0
2860 else if a < 35 then h := 1
2861 else if a < 55 then h := 2
2862 else if a < 75 then h := 3
2863 else if a < 95 then h := 4
2864 else h := 5;
2866 //if a > 255 then a := 255;
2868 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2869 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2870 end;
2872 procedure TPlayer.DrawPickup();
2873 var
2874 a, h: Integer;
2875 begin
2876 if FPickup = 0 then Exit;
2878 a := FPickup;
2880 if a < 15 then h := 1
2881 else if a < 35 then h := 2
2882 else if a < 55 then h := 3
2883 else if a < 75 then h := 4
2884 else h := 5;
2886 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2887 end;
2889 procedure TPlayer.DoPunch();
2890 var
2891 id: DWORD;
2892 st: String;
2893 begin
2894 if FPunchAnim <> nil then begin
2895 FPunchAnim.reset();
2896 FPunchAnim.Free;
2897 FPunchAnim := nil;
2898 end;
2899 st := 'FRAMES_PUNCH';
2900 if R_BERSERK in FRulez then
2901 st := st + '_BERSERK';
2902 if FKeys[KEY_UP].Pressed then
2903 st := st + '_UP'
2904 else if FKeys[KEY_DOWN].Pressed then
2905 st := st + '_DN';
2906 g_Frames_Get(id, st);
2907 FPunchAnim := TAnimation.Create(id, False, 1);
2908 end;
2910 procedure TPlayer.Fire();
2911 var
2912 f, DidFire: Boolean;
2913 wx, wy, xd, yd: Integer;
2914 locobj: TObj;
2915 begin
2916 if g_Game_IsClient then Exit;
2917 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2918 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2920 if FSpectator then
2921 begin
2922 Respawn(False);
2923 Exit;
2924 end;
2926 if FReloading[FCurrWeap] <> 0 then Exit;
2928 DidFire := False;
2930 f := False;
2931 wx := FObj.X+WEAPONPOINT[FDirection].X;
2932 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2933 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2934 yd := wy+firediry();
2936 case FCurrWeap of
2937 WEAPON_KASTET:
2938 begin
2939 DoPunch();
2940 if R_BERSERK in FRulez then
2941 begin
2942 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2943 locobj.X := FObj.X+FObj.Rect.X;
2944 locobj.Y := FObj.Y+FObj.Rect.Y;
2945 locobj.rect.X := 0;
2946 locobj.rect.Y := 0;
2947 locobj.rect.Width := 39;
2948 locobj.rect.Height := 52;
2949 locobj.Vel.X := (xd-wx) div 2;
2950 locobj.Vel.Y := (yd-wy) div 2;
2951 locobj.Accel.X := xd-wx;
2952 locobj.Accel.y := yd-wy;
2954 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2955 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2956 else
2957 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2959 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2960 end
2961 else
2962 begin
2963 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2964 end;
2966 DidFire := True;
2967 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2968 end;
2970 WEAPON_SAW:
2971 begin
2972 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2973 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2974 begin
2975 FSawSoundSelect.Stop();
2976 FSawSound.Stop();
2977 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2978 end
2979 else if not FSawSoundHit.IsPlaying() then
2980 begin
2981 FSawSoundSelect.Stop();
2982 FSawSound.PlayAt(FObj.X, FObj.Y);
2983 end;
2985 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2986 DidFire := True;
2987 f := True;
2988 end;
2990 WEAPON_PISTOL:
2991 if FAmmo[A_BULLETS] > 0 then
2992 begin
2993 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2994 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2995 Dec(FAmmo[A_BULLETS]);
2996 FFireAngle := FAngle;
2997 f := True;
2998 DidFire := True;
2999 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3000 GameVelX, GameVelY-2, SHELL_BULLET);
3001 end;
3003 WEAPON_SHOTGUN1:
3004 if FAmmo[A_SHELLS] > 0 then
3005 begin
3006 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3007 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3008 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3009 Dec(FAmmo[A_SHELLS]);
3010 FFireAngle := FAngle;
3011 f := True;
3012 DidFire := True;
3013 FShellTimer := 10;
3014 FShellType := SHELL_SHELL;
3015 end;
3017 WEAPON_SHOTGUN2:
3018 if FAmmo[A_SHELLS] >= 2 then
3019 begin
3020 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3021 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3022 Dec(FAmmo[A_SHELLS], 2);
3023 FFireAngle := FAngle;
3024 f := True;
3025 DidFire := True;
3026 FShellTimer := 13;
3027 FShellType := SHELL_DBLSHELL;
3028 end;
3030 WEAPON_CHAINGUN:
3031 if FAmmo[A_BULLETS] > 0 then
3032 begin
3033 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3034 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3035 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3036 Dec(FAmmo[A_BULLETS]);
3037 FFireAngle := FAngle;
3038 f := True;
3039 DidFire := True;
3040 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3041 GameVelX, GameVelY-2, SHELL_BULLET);
3042 end;
3044 WEAPON_ROCKETLAUNCHER:
3045 if FAmmo[A_ROCKETS] > 0 then
3046 begin
3047 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3048 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3049 Dec(FAmmo[A_ROCKETS]);
3050 FFireAngle := FAngle;
3051 f := True;
3052 DidFire := True;
3053 end;
3055 WEAPON_PLASMA:
3056 if FAmmo[A_CELLS] > 0 then
3057 begin
3058 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3059 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3060 Dec(FAmmo[A_CELLS]);
3061 FFireAngle := FAngle;
3062 f := True;
3063 DidFire := True;
3064 end;
3066 WEAPON_BFG:
3067 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3068 begin
3069 FBFGFireCounter := 17;
3070 if not FNoReload then
3071 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3072 Dec(FAmmo[A_CELLS], 40);
3073 DidFire := True;
3074 end;
3076 WEAPON_SUPERPULEMET:
3077 if FAmmo[A_SHELLS] > 0 then
3078 begin
3079 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3080 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3081 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3082 Dec(FAmmo[A_SHELLS]);
3083 FFireAngle := FAngle;
3084 f := True;
3085 DidFire := True;
3086 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3087 GameVelX, GameVelY-2, SHELL_SHELL);
3088 end;
3090 WEAPON_FLAMETHROWER:
3091 if FAmmo[A_FUEL] > 0 then
3092 begin
3093 g_Weapon_flame(wx, wy, xd, yd, FUID);
3094 FlamerOn;
3095 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3096 Dec(FAmmo[A_FUEL]);
3097 FFireAngle := FAngle;
3098 f := True;
3099 DidFire := True;
3100 end
3101 else
3102 begin
3103 FlamerOff;
3104 if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
3105 end;
3106 end;
3108 if g_Game_IsNet then
3109 begin
3110 if DidFire then
3111 begin
3112 if FCurrWeap <> WEAPON_BFG then
3113 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3114 else
3115 if not FNoReload then
3116 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3117 end;
3119 MH_SEND_PlayerStats(FUID);
3120 end;
3122 if not f then Exit;
3124 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3125 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3126 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3127 end;
3129 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3130 begin
3131 case Weapon of
3132 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3133 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3134 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3135 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3136 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3137 else Result := 0;
3138 end;
3139 end;
3141 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3142 begin
3143 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3144 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3145 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3146 end;
3148 procedure TPlayer.FlamerOn;
3149 begin
3150 FFlameSoundOff.Stop();
3151 FFlameSoundOff.SetPosition(0);
3152 if FFlaming then
3153 begin
3154 if (not FFlameSoundOn.IsPlaying()) and (not FFlameSoundWork.IsPlaying()) then
3155 FFlameSoundWork.PlayAt(FObj.X, FObj.Y);
3156 end
3157 else
3158 begin
3159 FFlameSoundOn.PlayAt(FObj.X, FObj.Y);
3160 FFlaming := True;
3161 end;
3162 end;
3164 procedure TPlayer.FlamerOff;
3165 begin
3166 if FFlaming then
3167 begin
3168 FFlameSoundOn.Stop();
3169 FFlameSoundOn.SetPosition(0);
3170 FFlameSoundWork.Stop();
3171 FFlameSoundWork.SetPosition(0);
3172 FFlameSoundOff.PlayAt(FObj.X, FObj.Y);
3173 FFlaming := False;
3174 end;
3175 end;
3177 procedure TPlayer.JetpackOn;
3178 begin
3179 FJetSoundFly.Stop;
3180 FJetSoundOff.Stop;
3181 FJetSoundOn.SetPosition(0);
3182 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3183 FlySmoke(8);
3184 end;
3186 procedure TPlayer.JetpackOff;
3187 begin
3188 FJetSoundFly.Stop;
3189 FJetSoundOn.Stop;
3190 FJetSoundOff.SetPosition(0);
3191 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3192 end;
3194 procedure TPlayer.CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
3195 begin
3196 if Timeout <= 0 then
3197 exit;
3198 if (FMegaRulez[MR_SUIT] > gTime) or (FMegaRulez[MR_INVUL] > gTime) then
3199 exit; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3200 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3201 exit; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
3202 if FFireTime <= 0 then
3203 g_Sound_PlayExAt('SOUND_IGNITE', FObj.X, FObj.Y);
3204 FFireTime := Timeout;
3205 FFireAttacker := Attacker;
3206 if g_Game_IsNet and g_Game_IsServer then
3207 MH_SEND_PlayerStats(FUID);
3208 end;
3210 procedure TPlayer.Jump();
3211 begin
3212 if gFly or FJetpack then
3213 begin
3214 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3215 if FObj.Vel.Y > -VEL_FLY then
3216 FObj.Vel.Y := FObj.Vel.Y - 3;
3217 if FJetpack then
3218 begin
3219 if FJetFuel > 0 then
3220 Dec(FJetFuel);
3221 if (FJetFuel < 1) and g_Game_IsServer then
3222 begin
3223 FJetpack := False;
3224 JetpackOff;
3225 if g_Game_IsNet then
3226 MH_SEND_PlayerStats(FUID);
3227 end;
3228 end;
3229 Exit;
3230 end;
3232 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3233 if FGhost then
3234 FCanJetpack := False;
3236 // Ïðûãàåì èëè âñïëûâàåì:
3237 if (CollideLevel(0, 1) or
3238 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3239 PLAYER_RECT.Height-33, PANEL_STEP, False)
3240 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3241 begin
3242 FObj.Vel.Y := -VEL_JUMP;
3243 FCanJetpack := False;
3244 end
3245 else
3246 begin
3247 if BodyInLiquid(0, 0) then
3248 FObj.Vel.Y := -VEL_SW
3249 else if (FJetFuel > 0) and FCanJetpack and
3250 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3251 begin
3252 FJetpack := True;
3253 JetpackOn;
3254 if g_Game_IsNet then
3255 MH_SEND_PlayerStats(FUID);
3256 end;
3257 end;
3258 end;
3260 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3261 var
3262 a, i, k, ab, ar: Byte;
3263 s: String;
3264 mon: TMonster;
3265 plr: TPlayer;
3266 srv, netsrv: Boolean;
3267 DoFrags: Boolean;
3268 OldLR: Byte;
3269 KP: TPlayer;
3270 it: PItem;
3272 procedure PushItem(t: Byte);
3273 var
3274 id: DWORD;
3275 begin
3276 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3277 it := g_Items_ByIdx(id);
3278 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3279 begin
3280 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3281 (FObj.Vel.Y div 2)-Random(9));
3282 it.positionChanged(); // this updates spatial accelerators
3283 end
3284 else
3285 begin
3286 if KillType = K_HARDKILL then // -5..+5; -5..0
3287 begin
3288 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3289 (FObj.Vel.Y div 2)-Random(6));
3290 end
3291 else // -3..+3; -3..0
3292 begin
3293 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3294 (FObj.Vel.Y div 2)-Random(4));
3295 end;
3296 it.positionChanged(); // this updates spatial accelerators
3297 end;
3299 if g_Game_IsNet and g_Game_IsServer then
3300 MH_SEND_ItemSpawn(True, id);
3301 end;
3303 begin
3304 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3305 Srv := g_Game_IsServer;
3306 Netsrv := g_Game_IsServer and g_Game_IsNet;
3307 if Srv then FDeath := FDeath + 1;
3308 if FAlive then
3309 begin
3310 if FGhost then
3311 FGhost := False;
3312 if not FPhysics then
3313 FPhysics := True;
3314 FAlive := False;
3315 end;
3316 FShellTimer := -1;
3318 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3319 begin
3320 if FLives > 0 then FLives := FLives - 1;
3321 if FLives = 0 then FNoRespawn := True;
3322 end;
3324 // Íîìåð òèïà ñìåðòè:
3325 a := 1;
3326 case KillType of
3327 K_SIMPLEKILL: a := 1;
3328 K_HARDKILL: a := 2;
3329 K_EXTRAHARDKILL: a := 3;
3330 K_FALLKILL: a := 4;
3331 end;
3333 // Çâóê ñìåðòè:
3334 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3335 for i := 1 to 3 do
3336 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3337 Break;
3339 // Âðåìÿ ðåñïàóíà:
3340 if Srv then
3341 case KillType of
3342 K_SIMPLEKILL:
3343 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3344 K_HARDKILL:
3345 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3346 K_EXTRAHARDKILL, K_FALLKILL:
3347 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3348 end;
3350 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3351 case KillType of
3352 K_SIMPLEKILL:
3353 SetAction(A_DIE1);
3354 K_HARDKILL, K_EXTRAHARDKILL:
3355 SetAction(A_DIE2);
3356 end;
3358 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3359 if (KillType <> K_FALLKILL) and (Srv) then
3360 g_Monsters_killedp();
3362 if SpawnerUID = FUID then
3363 begin // Ñàìîóáèëñÿ
3364 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3365 begin
3366 Dec(FFrags);
3367 FLastFrag := 0;
3368 end;
3369 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3370 end
3371 else
3372 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3373 begin // Óáèò äðóãèì èãðîêîì
3374 KP := g_Player_Get(SpawnerUID);
3375 if (KP <> nil) and Srv then
3376 begin
3377 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3378 if SameTeam(FUID, SpawnerUID) then
3379 begin
3380 Dec(KP.FFrags);
3381 KP.FLastFrag := 0;
3382 end else
3383 begin
3384 Inc(KP.FFrags);
3385 KP.FragCombo();
3386 end;
3388 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3389 Inc(gTeamStat[KP.Team].Goals,
3390 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3392 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3393 end;
3395 plr := g_Player_Get(SpawnerUID);
3396 if plr = nil then
3397 s := '?'
3398 else
3399 s := plr.FName;
3401 case KillType of
3402 K_HARDKILL:
3403 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3404 [FName, s]),
3405 gShowKillMsg);
3406 K_EXTRAHARDKILL:
3407 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3408 [FName, s]),
3409 gShowKillMsg);
3410 else
3411 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3412 [FName, s]),
3413 gShowKillMsg);
3414 end;
3415 end
3416 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3417 begin // Óáèò ìîíñòðîì
3418 mon := g_Monsters_ByUID(SpawnerUID);
3419 if mon = nil then
3420 s := '?'
3421 else
3422 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3424 case KillType of
3425 K_HARDKILL:
3426 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3427 [FName, s]),
3428 gShowKillMsg);
3429 K_EXTRAHARDKILL:
3430 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3431 [FName, s]),
3432 gShowKillMsg);
3433 else
3434 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3435 [FName, s]),
3436 gShowKillMsg);
3437 end;
3438 end
3439 else // Îñîáûå òèïû ñìåðòè
3440 case t of
3441 HIT_DISCON: ;
3442 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3443 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3444 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3445 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3446 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3447 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3448 end;
3450 if Srv then
3451 begin
3452 // Âûáðîñ îðóæèÿ:
3453 for a := WP_FIRST to WP_LAST do
3454 if FWeapon[a] then
3455 begin
3456 case a of
3457 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3458 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3459 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3460 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3461 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3462 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3463 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3464 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3465 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3466 else i := 0;
3467 end;
3469 if i <> 0 then
3470 PushItem(i);
3471 end;
3473 // Âûáðîñ ðþêçàêà:
3474 if R_ITEM_BACKPACK in FRulez then
3475 PushItem(ITEM_AMMO_BACKPACK);
3477 // Âûáðîñ ðàêåòíîãî ðàíöà:
3478 if FJetFuel > 0 then
3479 PushItem(ITEM_JETPACK);
3481 // Âûáðîñ êëþ÷åé:
3482 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3483 begin
3484 if R_KEY_RED in FRulez then
3485 PushItem(ITEM_KEY_RED);
3487 if R_KEY_GREEN in FRulez then
3488 PushItem(ITEM_KEY_GREEN);
3490 if R_KEY_BLUE in FRulez then
3491 PushItem(ITEM_KEY_BLUE);
3492 end;
3494 // Âûáðîñ ôëàãà:
3495 DropFlag(KillType = K_FALLKILL);
3496 end;
3498 g_Player_CreateCorpse(Self);
3500 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3501 (gLMSRespawn = LMS_RESPAWN_NONE) then
3502 begin
3503 a := 0;
3504 k := 0;
3505 ar := 0;
3506 ab := 0;
3507 for i := Low(gPlayers) to High(gPlayers) do
3508 begin
3509 if gPlayers[i] = nil then continue;
3510 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3511 begin
3512 Inc(a);
3513 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3514 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3515 k := i;
3516 end;
3517 end;
3519 OldLR := gLMSRespawn;
3520 if (gGameSettings.GameMode = GM_COOP) then
3521 begin
3522 if (a = 0) then
3523 begin
3524 // everyone is dead, restart the map
3525 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3526 if Netsrv then
3527 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3528 gLMSRespawn := LMS_RESPAWN_FINAL;
3529 gLMSRespawnTime := gTime + 5000;
3530 end
3531 else if (a = 1) then
3532 begin
3533 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3534 if (gPlayers[k] = gPlayer1) or
3535 (gPlayers[k] = gPlayer2) then
3536 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3537 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3538 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3539 end;
3540 end
3541 else if (gGameSettings.GameMode = GM_TDM) then
3542 begin
3543 if (ab = 0) and (ar <> 0) then
3544 begin
3545 // blu team ded
3546 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3547 if Netsrv then
3548 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3549 Inc(gTeamStat[TEAM_RED].Goals);
3550 gLMSRespawn := LMS_RESPAWN_FINAL;
3551 gLMSRespawnTime := gTime + 5000;
3552 end
3553 else if (ar = 0) and (ab <> 0) then
3554 begin
3555 // red team ded
3556 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3557 if Netsrv then
3558 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3559 Inc(gTeamStat[TEAM_BLUE].Goals);
3560 gLMSRespawn := LMS_RESPAWN_FINAL;
3561 gLMSRespawnTime := gTime + 5000;
3562 end
3563 else if (ar = 0) and (ab = 0) then
3564 begin
3565 // everyone ded
3566 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3567 if Netsrv then
3568 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3569 gLMSRespawn := LMS_RESPAWN_FINAL;
3570 gLMSRespawnTime := gTime + 5000;
3571 end;
3572 end
3573 else if (gGameSettings.GameMode = GM_DM) then
3574 begin
3575 if (a = 1) then
3576 begin
3577 if gPlayers[k] <> nil then
3578 with gPlayers[k] do
3579 begin
3580 // survivor is the winner
3581 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3582 if Netsrv then
3583 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3584 Inc(FFrags);
3585 end;
3586 gLMSRespawn := LMS_RESPAWN_FINAL;
3587 gLMSRespawnTime := gTime + 5000;
3588 end
3589 else if (a = 0) then
3590 begin
3591 // everyone is dead, restart the map
3592 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3593 if Netsrv then
3594 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3595 gLMSRespawn := LMS_RESPAWN_FINAL;
3596 gLMSRespawnTime := gTime + 5000;
3597 end;
3598 end;
3599 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3600 begin
3601 if NetMode = NET_SERVER then
3602 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3603 else
3604 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3605 end;
3606 end;
3608 if Netsrv then
3609 begin
3610 MH_SEND_PlayerStats(FUID);
3611 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3612 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3613 end;
3615 if srv and FNoRespawn then Spectate(True);
3616 FWantsInGame := True;
3617 end;
3619 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3620 begin
3621 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3622 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3623 end;
3625 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3626 begin
3627 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3628 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3629 end;
3631 procedure TPlayer.MakeBloodSimple(Count: Word);
3632 begin
3633 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3634 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3635 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3636 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3637 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3638 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3639 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3640 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3641 end;
3643 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3644 begin
3645 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3646 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3647 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3648 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3649 end;
3651 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3652 begin
3653 if g_Game_IsClient then Exit;
3654 if Weapon > High(FWeapon) then Exit;
3655 FNextWeap := FNextWeap or (1 shl Weapon);
3656 end;
3658 procedure TPlayer.resetWeaponQueue ();
3659 begin
3660 FNextWeap := 0;
3661 FNextWeapDelay := 0;
3662 end;
3664 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3665 begin
3666 result := false;
3667 case weapon of
3668 WEAPON_KASTET, WEAPON_SAW: result := true;
3669 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3670 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3671 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3672 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3673 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3674 else result := (weapon < length(FWeapon));
3675 end;
3676 end;
3678 // return 255 for "no switch"
3679 function TPlayer.getNextWeaponIndex (): Byte;
3680 var
3681 i: Word;
3682 wantThisWeapon: array[0..64] of Boolean;
3683 wwc: Integer = 0; //HACK!
3684 dir, cwi: Integer;
3685 begin
3686 result := 255; // default result: "no switch"
3687 // had weapon cycling on previous frame? remove that flag
3688 if (FNextWeap and $2000) <> 0 then
3689 begin
3690 FNextWeap := FNextWeap and $1FFF;
3691 FNextWeapDelay := 0;
3692 end;
3693 // cycling has priority
3694 if (FNextWeap and $C000) <> 0 then
3695 begin
3696 if (FNextWeap and $8000) <> 0 then
3697 dir := 1
3698 else
3699 dir := -1;
3700 FNextWeap := FNextWeap or $2000; // we need this
3701 if FNextWeapDelay > 0 then
3702 exit; // cooldown time
3703 cwi := FCurrWeap;
3704 for i := 0 to High(FWeapon) do
3705 begin
3706 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3707 if FWeapon[cwi] then
3708 begin
3709 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3710 result := Byte(cwi);
3711 FNextWeapDelay := WEAPON_DELAY;
3712 exit;
3713 end;
3714 end;
3715 resetWeaponQueue();
3716 exit;
3717 end;
3718 // no cycling
3719 for i := 0 to High(wantThisWeapon) do
3720 wantThisWeapon[i] := false;
3721 for i := 0 to High(FWeapon) do
3722 if (FNextWeap and (1 shl i)) <> 0 then
3723 begin
3724 wantThisWeapon[i] := true;
3725 Inc(wwc);
3726 end;
3727 // exclude currently selected weapon from the set
3728 wantThisWeapon[FCurrWeap] := false;
3729 // slow down alterations a little
3730 if wwc > 1 then
3731 begin
3732 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3733 // more than one weapon requested, assume "alteration" and check alteration delay
3734 if FNextWeapDelay > 0 then
3735 begin
3736 FNextWeap := 0;
3737 exit;
3738 end; // yeah
3739 end;
3740 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3741 // but clear all counters if no weapon should be switched
3742 if wwc < 1 then
3743 begin
3744 resetWeaponQueue();
3745 exit;
3746 end;
3747 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3748 // try weapons in descending order
3749 for i := High(FWeapon) downto 0 do
3750 begin
3751 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3752 begin
3753 // i found her!
3754 result := Byte(i);
3755 resetWeaponQueue();
3756 FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not
3757 exit;
3758 end;
3759 end;
3760 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3761 resetWeaponQueue();
3762 end;
3764 procedure TPlayer.RealizeCurrentWeapon();
3765 function switchAllowed (): Boolean;
3766 var
3767 i: Byte;
3768 begin
3769 result := false;
3770 if FBFGFireCounter <> -1 then
3771 exit;
3772 if FTime[T_SWITCH] > gTime then
3773 exit;
3774 for i := WP_FIRST to WP_LAST do
3775 if FReloading[i] > 0 then
3776 exit;
3777 result := true;
3778 end;
3780 var
3781 nw: Byte;
3782 begin
3783 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3784 //FNextWeap := FNextWeap and $1FFF;
3785 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3787 if not switchAllowed then
3788 begin
3789 //HACK for weapon cycling
3790 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3791 exit;
3792 end;
3794 nw := getNextWeaponIndex();
3795 if nw = 255 then exit; // don't reset anything here
3796 if nw > High(FWeapon) then
3797 begin
3798 // don't forget to reset queue here!
3799 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3800 resetWeaponQueue();
3801 exit;
3802 end;
3804 if FWeapon[nw] then
3805 begin
3806 FCurrWeap := nw;
3807 FTime[T_SWITCH] := gTime+156;
3808 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3809 FModel.SetWeapon(FCurrWeap);
3810 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3811 end;
3812 end;
3814 procedure TPlayer.NextWeapon();
3815 begin
3816 if g_Game_IsClient then Exit;
3817 FNextWeap := $8000;
3818 end;
3820 procedure TPlayer.PrevWeapon();
3821 begin
3822 if g_Game_IsClient then Exit;
3823 FNextWeap := $4000;
3824 end;
3826 procedure TPlayer.SetWeapon(W: Byte);
3827 begin
3828 if FCurrWeap <> W then
3829 if W = WEAPON_SAW then
3830 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3832 FCurrWeap := W;
3833 FModel.SetWeapon(CurrWeap);
3834 resetWeaponQueue();
3835 end;
3837 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3839 function allowBerserkSwitching (): Boolean;
3840 begin
3841 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3842 result := true;
3843 if gBerserkAutoswitch then exit;
3844 if not conIsCheatsEnabled then exit;
3845 result := false;
3846 end;
3848 var
3849 a: Boolean;
3850 begin
3851 Result := False;
3852 if g_Game_IsClient then Exit;
3854 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3855 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3856 remove := not a;
3858 case ItemType of
3859 ITEM_MEDKIT_SMALL:
3860 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3861 begin
3862 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
3863 Result := True;
3864 remove := True;
3865 FFireTime := 0;
3866 if gFlash = 2 then Inc(FPickup, 5);
3867 end;
3869 ITEM_MEDKIT_LARGE:
3870 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3871 begin
3872 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
3873 Result := True;
3874 remove := True;
3875 FFireTime := 0;
3876 if gFlash = 2 then Inc(FPickup, 5);
3877 end;
3879 ITEM_ARMOR_GREEN:
3880 if FArmor < PLAYER_AP_SOFT then
3881 begin
3882 FArmor := PLAYER_AP_SOFT;
3883 Result := True;
3884 remove := True;
3885 if gFlash = 2 then Inc(FPickup, 5);
3886 end;
3888 ITEM_ARMOR_BLUE:
3889 if FArmor < PLAYER_AP_LIMIT then
3890 begin
3891 FArmor := PLAYER_AP_LIMIT;
3892 Result := True;
3893 remove := True;
3894 if gFlash = 2 then Inc(FPickup, 5);
3895 end;
3897 ITEM_SPHERE_BLUE:
3898 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
3899 begin
3900 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3901 Result := True;
3902 remove := True;
3903 FFireTime := 0;
3904 if gFlash = 2 then Inc(FPickup, 5);
3905 end;
3907 ITEM_SPHERE_WHITE:
3908 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) or (FFireTime > 0) then
3909 begin
3910 if FHealth < PLAYER_HP_LIMIT then
3911 FHealth := PLAYER_HP_LIMIT;
3912 if FArmor < PLAYER_AP_LIMIT then
3913 FArmor := PLAYER_AP_LIMIT;
3914 Result := True;
3915 remove := True;
3916 FFireTime := 0;
3917 if gFlash = 2 then Inc(FPickup, 5);
3918 end;
3920 ITEM_WEAPON_SAW:
3921 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3922 begin
3923 FWeapon[WEAPON_SAW] := True;
3924 Result := True;
3925 if gFlash = 2 then Inc(FPickup, 5);
3926 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3927 end;
3929 ITEM_WEAPON_SHOTGUN1:
3930 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3931 begin
3932 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3933 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3935 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3936 FWeapon[WEAPON_SHOTGUN1] := True;
3937 Result := True;
3938 if gFlash = 2 then Inc(FPickup, 5);
3939 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3940 end;
3942 ITEM_WEAPON_SHOTGUN2:
3943 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3944 begin
3945 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3947 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3948 FWeapon[WEAPON_SHOTGUN2] := True;
3949 Result := True;
3950 if gFlash = 2 then Inc(FPickup, 5);
3951 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3952 end;
3954 ITEM_WEAPON_CHAINGUN:
3955 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3956 begin
3957 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3959 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3960 FWeapon[WEAPON_CHAINGUN] := True;
3961 Result := True;
3962 if gFlash = 2 then Inc(FPickup, 5);
3963 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3964 end;
3966 ITEM_WEAPON_ROCKETLAUNCHER:
3967 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3968 begin
3969 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3971 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3972 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3973 Result := True;
3974 if gFlash = 2 then Inc(FPickup, 5);
3975 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3976 end;
3978 ITEM_WEAPON_PLASMA:
3979 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3980 begin
3981 if a and FWeapon[WEAPON_PLASMA] then Exit;
3983 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3984 FWeapon[WEAPON_PLASMA] := True;
3985 Result := True;
3986 if gFlash = 2 then Inc(FPickup, 5);
3987 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3988 end;
3990 ITEM_WEAPON_BFG:
3991 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3992 begin
3993 if a and FWeapon[WEAPON_BFG] then Exit;
3995 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3996 FWeapon[WEAPON_BFG] := True;
3997 Result := True;
3998 if gFlash = 2 then Inc(FPickup, 5);
3999 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4000 end;
4002 ITEM_WEAPON_SUPERPULEMET:
4003 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4004 begin
4005 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4007 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4008 FWeapon[WEAPON_SUPERPULEMET] := True;
4009 Result := True;
4010 if gFlash = 2 then Inc(FPickup, 5);
4011 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4012 end;
4014 ITEM_WEAPON_FLAMETHROWER:
4015 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4016 begin
4017 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4019 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4020 FWeapon[WEAPON_FLAMETHROWER] := True;
4021 Result := True;
4022 if gFlash = 2 then Inc(FPickup, 5);
4023 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4024 end;
4026 ITEM_AMMO_BULLETS:
4027 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4028 begin
4029 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4030 Result := True;
4031 remove := True;
4032 if gFlash = 2 then Inc(FPickup, 5);
4033 end;
4035 ITEM_AMMO_BULLETS_BOX:
4036 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4037 begin
4038 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4039 Result := True;
4040 remove := True;
4041 if gFlash = 2 then Inc(FPickup, 5);
4042 end;
4044 ITEM_AMMO_SHELLS:
4045 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4046 begin
4047 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4048 Result := True;
4049 remove := True;
4050 if gFlash = 2 then Inc(FPickup, 5);
4051 end;
4053 ITEM_AMMO_SHELLS_BOX:
4054 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4055 begin
4056 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4057 Result := True;
4058 remove := True;
4059 if gFlash = 2 then Inc(FPickup, 5);
4060 end;
4062 ITEM_AMMO_ROCKET:
4063 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4064 begin
4065 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4066 Result := True;
4067 remove := True;
4068 if gFlash = 2 then Inc(FPickup, 5);
4069 end;
4071 ITEM_AMMO_ROCKET_BOX:
4072 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4073 begin
4074 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4075 Result := True;
4076 remove := True;
4077 if gFlash = 2 then Inc(FPickup, 5);
4078 end;
4080 ITEM_AMMO_CELL:
4081 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4082 begin
4083 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4084 Result := True;
4085 remove := True;
4086 if gFlash = 2 then Inc(FPickup, 5);
4087 end;
4089 ITEM_AMMO_CELL_BIG:
4090 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4091 begin
4092 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4093 Result := True;
4094 remove := True;
4095 if gFlash = 2 then Inc(FPickup, 5);
4096 end;
4098 ITEM_AMMO_FUELCAN:
4099 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4100 begin
4101 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4102 Result := True;
4103 remove := True;
4104 if gFlash = 2 then Inc(FPickup, 5);
4105 end;
4107 ITEM_AMMO_BACKPACK:
4108 if not(R_ITEM_BACKPACK in FRulez) or
4109 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4110 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4111 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4112 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4113 (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) then
4114 begin
4115 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4116 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4117 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4118 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4119 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4121 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4122 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4123 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4124 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4125 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4126 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4127 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4128 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4129 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4130 IncMax(FAmmo[A_FUEL], 50, FMaxAmmo[A_FUEL]);
4132 FRulez := FRulez + [R_ITEM_BACKPACK];
4133 Result := True;
4134 remove := True;
4135 if gFlash = 2 then Inc(FPickup, 5);
4136 end;
4138 ITEM_KEY_RED:
4139 if not(R_KEY_RED in FRulez) then
4140 begin
4141 Include(FRulez, R_KEY_RED);
4142 Result := True;
4143 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4144 if gFlash = 2 then Inc(FPickup, 5);
4145 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4146 end;
4148 ITEM_KEY_GREEN:
4149 if not(R_KEY_GREEN in FRulez) then
4150 begin
4151 Include(FRulez, R_KEY_GREEN);
4152 Result := True;
4153 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4154 if gFlash = 2 then Inc(FPickup, 5);
4155 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4156 end;
4158 ITEM_KEY_BLUE:
4159 if not(R_KEY_BLUE in FRulez) then
4160 begin
4161 Include(FRulez, R_KEY_BLUE);
4162 Result := True;
4163 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4164 if gFlash = 2 then Inc(FPickup, 5);
4165 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4166 end;
4168 ITEM_SUIT:
4169 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4170 begin
4171 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4172 Result := True;
4173 remove := True;
4174 FFireTime := 0;
4175 if gFlash = 2 then Inc(FPickup, 5);
4176 end;
4178 ITEM_OXYGEN:
4179 if FAir < AIR_MAX then
4180 begin
4181 FAir := AIR_MAX;
4182 Result := True;
4183 remove := True;
4184 if gFlash = 2 then Inc(FPickup, 5);
4185 end;
4187 ITEM_MEDKIT_BLACK:
4188 begin
4189 if not (R_BERSERK in FRulez) then
4190 begin
4191 Include(FRulez, R_BERSERK);
4192 if allowBerserkSwitching then
4193 begin
4194 FCurrWeap := WEAPON_KASTET;
4195 resetWeaponQueue();
4196 FModel.SetWeapon(WEAPON_KASTET);
4197 end;
4198 if gFlash <> 0 then
4199 begin
4200 Inc(FPain, 100);
4201 if gFlash = 2 then Inc(FPickup, 5);
4202 end;
4203 FBerserk := gTime+30000;
4204 Result := True;
4205 remove := True;
4206 FFireTime := 0;
4207 end;
4208 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
4209 begin
4210 if FHealth < PLAYER_HP_SOFT then FHealth := PLAYER_HP_SOFT;
4211 FBerserk := gTime+30000;
4212 Result := True;
4213 remove := True;
4214 FFireTime := 0;
4215 end;
4216 end;
4218 ITEM_INVUL:
4219 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4220 begin
4221 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4222 Result := True;
4223 remove := True;
4224 if gFlash = 2 then Inc(FPickup, 5);
4225 end;
4227 ITEM_BOTTLE:
4228 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
4229 begin
4230 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4231 Result := True;
4232 remove := True;
4233 FFireTime := 0;
4234 if gFlash = 2 then Inc(FPickup, 5);
4235 end;
4237 ITEM_HELMET:
4238 if FArmor < PLAYER_AP_LIMIT then
4239 begin
4240 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4241 Result := True;
4242 remove := True;
4243 if gFlash = 2 then Inc(FPickup, 5);
4244 end;
4246 ITEM_JETPACK:
4247 if FJetFuel < JET_MAX then
4248 begin
4249 FJetFuel := JET_MAX;
4250 Result := True;
4251 remove := True;
4252 if gFlash = 2 then Inc(FPickup, 5);
4253 end;
4255 ITEM_INVIS:
4256 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4257 begin
4258 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4259 Result := True;
4260 remove := True;
4261 if gFlash = 2 then Inc(FPickup, 5);
4262 end;
4263 end;
4264 end;
4266 procedure TPlayer.Touch();
4267 begin
4268 if not FAlive then
4269 Exit;
4270 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4271 if FIamBot then
4272 begin
4273 // Áðîñèòü ôëàã òîâàðèùó:
4274 if gGameSettings.GameMode = GM_CTF then
4275 DropFlag();
4276 end;
4277 end;
4279 procedure TPlayer.Push(vx, vy: Integer);
4280 begin
4281 if (not FPhysics) and FGhost then
4282 Exit;
4283 FObj.Accel.X := FObj.Accel.X + vx;
4284 FObj.Accel.Y := FObj.Accel.Y + vy;
4285 if g_Game_IsNet and g_Game_IsServer then
4286 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4287 end;
4289 procedure TPlayer.Reset(Force: Boolean);
4290 begin
4291 if Force then
4292 FAlive := False;
4294 FSpawned := False;
4295 FTime[T_RESPAWN] := 0;
4296 FTime[T_FLAGCAP] := 0;
4297 FGodMode := False;
4298 FNoTarget := False;
4299 FNoReload := False;
4300 FFrags := 0;
4301 FLastFrag := 0;
4302 FComboEvnt := -1;
4303 FKills := 0;
4304 FMonsterKills := 0;
4305 FDeath := 0;
4306 FSecrets := 0;
4307 FReady := False;
4308 if FNoRespawn then
4309 begin
4310 FSpectator := False;
4311 FGhost := False;
4312 FPhysics := True;
4313 FSpectatePlayer := -1;
4314 FNoRespawn := False;
4315 end;
4316 FLives := gGameSettings.MaxLives;
4318 SetFlag(FLAG_NONE);
4319 end;
4321 procedure TPlayer.SoftReset();
4322 begin
4323 ReleaseKeys();
4325 FDamageBuffer := 0;
4326 FIncCam := 0;
4327 FBFGFireCounter := -1;
4328 FShellTimer := -1;
4329 FPain := 0;
4330 FLastHit := 0;
4331 FLastFrag := 0;
4332 FComboEvnt := -1;
4334 SetFlag(FLAG_NONE);
4335 SetAction(A_STAND, True);
4336 end;
4338 function TPlayer.GetRespawnPoint(): Byte;
4339 var
4340 c: Byte;
4341 begin
4342 Result := 255;
4343 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4345 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4346 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4347 begin
4348 if (Self = gPlayer1) or (Self = gPlayer2) then
4349 begin
4350 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4351 if Self = gPlayer1 then
4352 c := RESPAWNPOINT_PLAYER1
4353 else
4354 c := RESPAWNPOINT_PLAYER2;
4355 if g_Map_GetPointCount(c) > 0 then
4356 begin
4357 Result := c;
4358 Exit;
4359 end;
4361 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4362 if Self = gPlayer1 then
4363 c := RESPAWNPOINT_PLAYER2
4364 else
4365 c := RESPAWNPOINT_PLAYER1;
4366 if g_Map_GetPointCount(c) > 0 then
4367 begin
4368 Result := c;
4369 Exit;
4370 end;
4371 end else
4372 begin
4373 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4374 if Random(2) = 0 then
4375 c := RESPAWNPOINT_PLAYER1
4376 else
4377 c := RESPAWNPOINT_PLAYER2;
4378 if g_Map_GetPointCount(c) > 0 then
4379 begin
4380 Result := c;
4381 Exit;
4382 end;
4383 end;
4385 // Òî÷êà ëþáîé èç êîìàíä
4386 if Random(2) = 0 then
4387 c := RESPAWNPOINT_RED
4388 else
4389 c := RESPAWNPOINT_BLUE;
4390 if g_Map_GetPointCount(c) > 0 then
4391 begin
4392 Result := c;
4393 Exit;
4394 end;
4396 // Òî÷êà DM
4397 c := RESPAWNPOINT_DM;
4398 if g_Map_GetPointCount(c) > 0 then
4399 begin
4400 Result := c;
4401 Exit;
4402 end;
4403 end;
4405 // Ìÿñîïîâàë
4406 if gGameSettings.GameMode = GM_DM then
4407 begin
4408 // Òî÷êà DM
4409 c := RESPAWNPOINT_DM;
4410 if g_Map_GetPointCount(c) > 0 then
4411 begin
4412 Result := c;
4413 Exit;
4414 end;
4416 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4417 if Random(2) = 0 then
4418 c := RESPAWNPOINT_PLAYER1
4419 else
4420 c := RESPAWNPOINT_PLAYER2;
4421 if g_Map_GetPointCount(c) > 0 then
4422 begin
4423 Result := c;
4424 Exit;
4425 end;
4427 // Òî÷êà ëþáîé èç êîìàíä
4428 if Random(2) = 0 then
4429 c := RESPAWNPOINT_RED
4430 else
4431 c := RESPAWNPOINT_BLUE;
4432 if g_Map_GetPointCount(c) > 0 then
4433 begin
4434 Result := c;
4435 Exit;
4436 end;
4437 end;
4439 // Êîìàíäíûå
4440 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4441 begin
4442 // Òî÷êà ñâîåé êîìàíäû
4443 c := RESPAWNPOINT_DM;
4444 if FTeam = TEAM_RED then
4445 c := RESPAWNPOINT_RED;
4446 if FTeam = TEAM_BLUE then
4447 c := RESPAWNPOINT_BLUE;
4448 if g_Map_GetPointCount(c) > 0 then
4449 begin
4450 Result := c;
4451 Exit;
4452 end;
4454 // Òî÷êà DM
4455 c := RESPAWNPOINT_DM;
4456 if g_Map_GetPointCount(c) > 0 then
4457 begin
4458 Result := c;
4459 Exit;
4460 end;
4462 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4463 if Random(2) = 0 then
4464 c := RESPAWNPOINT_PLAYER1
4465 else
4466 c := RESPAWNPOINT_PLAYER2;
4467 if g_Map_GetPointCount(c) > 0 then
4468 begin
4469 Result := c;
4470 Exit;
4471 end;
4473 // Òî÷êà äðóãîé êîìàíäû
4474 c := RESPAWNPOINT_DM;
4475 if FTeam = TEAM_RED then
4476 c := RESPAWNPOINT_BLUE;
4477 if FTeam = TEAM_BLUE then
4478 c := RESPAWNPOINT_RED;
4479 if g_Map_GetPointCount(c) > 0 then
4480 begin
4481 Result := c;
4482 Exit;
4483 end;
4484 end;
4485 end;
4487 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4488 var
4489 RespawnPoint: TRespawnPoint;
4490 a, b, c: Byte;
4491 Anim: TAnimation;
4492 ID: DWORD;
4493 begin
4494 FIncCam := 0;
4495 FBFGFireCounter := -1;
4496 FShellTimer := -1;
4497 FPain := 0;
4498 FLastHit := 0;
4500 if not g_Game_IsServer then
4501 Exit;
4502 if FDummy then
4503 Exit;
4504 FWantsInGame := True;
4505 FJustTeleported := True;
4506 if Force then
4507 begin
4508 FTime[T_RESPAWN] := 0;
4509 FAlive := False;
4510 end;
4511 FNetTime := 0;
4512 // if server changes MaxLives we gotta be ready
4513 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4515 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4516 if FTime[T_RESPAWN] > gTime then
4517 Exit;
4519 // Ïðîñðàë âñå æèçíè:
4520 if FNoRespawn then
4521 begin
4522 if not FSpectator then Spectate(True);
4523 FWantsInGame := True;
4524 Exit;
4525 end;
4527 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4528 begin // "Ñâîÿ èãðà"
4529 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4530 FRulez := FRulez-[R_BERSERK];
4531 end
4532 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4533 begin
4534 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4535 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4536 end;
4538 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4539 c := GetRespawnPoint();
4541 ReleaseKeys();
4542 SetFlag(FLAG_NONE);
4544 // Âîñêðåøåíèå áåç îðóæèÿ:
4545 if not FAlive then
4546 begin
4547 FHealth := Round(PLAYER_HP_SOFT * (FHandicap / 100));
4548 FArmor := 0;
4549 FAlive := True;
4550 FAir := AIR_DEF;
4551 FJetFuel := 0;
4553 for a := WP_FIRST to WP_LAST do
4554 begin
4555 FWeapon[a] := False;
4556 FReloading[a] := 0;
4557 end;
4559 FWeapon[WEAPON_PISTOL] := True;
4560 FWeapon[WEAPON_KASTET] := True;
4561 FCurrWeap := WEAPON_PISTOL;
4562 resetWeaponQueue();
4564 FModel.SetWeapon(FCurrWeap);
4566 for b := A_BULLETS to A_HIGH do
4567 FAmmo[b] := 0;
4569 FAmmo[A_BULLETS] := 50;
4571 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4572 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4573 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4574 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4575 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4577 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4578 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4579 else
4580 FRulez := [];
4581 end;
4583 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4584 if not g_Map_GetPoint(c, RespawnPoint) then
4585 begin
4586 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4587 Exit;
4588 end;
4590 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4591 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4592 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4593 FObj.Vel.X := 0;
4594 FObj.Vel.Y := 0;
4595 FObj.Accel.X := 0;
4596 FObj.Accel.Y := 0;
4598 FDirection := RespawnPoint.Direction;
4599 if FDirection = TDirection.D_LEFT then
4600 FAngle := 180
4601 else
4602 FAngle := 0;
4604 SetAction(A_STAND, True);
4605 FModel.Direction := FDirection;
4607 for a := Low(FTime) to High(FTime) do
4608 FTime[a] := 0;
4610 for a := Low(FMegaRulez) to High(FMegaRulez) do
4611 FMegaRulez[a] := 0;
4613 FDamageBuffer := 0;
4614 FJetpack := False;
4615 FCanJetpack := False;
4616 FFlaming := False;
4617 FFireTime := 0;
4618 FFirePainTime := 0;
4619 FFireAttacker := 0;
4621 // Àíèìàöèÿ âîçðîæäåíèÿ:
4622 if (not gLoadGameMode) and (not Silent) then
4623 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4624 begin
4625 Anim := TAnimation.Create(ID, False, 3);
4626 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4627 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4628 Anim.Free();
4629 end;
4631 FSpectator := False;
4632 FGhost := False;
4633 FPhysics := True;
4634 FSpectatePlayer := -1;
4635 FSpawned := True;
4637 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4638 gPlayer1 := self;
4639 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4640 gPlayer2 := self;
4642 if g_Game_IsNet then
4643 begin
4644 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4645 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4646 if not Silent then
4647 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4648 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4649 0, NET_GFX_TELE);
4650 end;
4651 end;
4653 procedure TPlayer.Spectate(NoMove: Boolean = False);
4654 begin
4655 if FAlive then
4656 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4657 else if (not NoMove) then
4658 begin
4659 GameX := gMapInfo.Width div 2;
4660 GameY := gMapInfo.Height div 2;
4661 end;
4662 FXTo := GameX;
4663 FYTo := GameY;
4665 FAlive := False;
4666 FSpectator := True;
4667 FGhost := True;
4668 FPhysics := False;
4669 FWantsInGame := False;
4670 FSpawned := False;
4672 if FNoRespawn then
4673 begin
4674 if Self = gPlayer1 then
4675 begin
4676 gLMSPID1 := FUID;
4677 gPlayer1 := nil;
4678 end;
4679 if Self = gPlayer2 then
4680 begin
4681 gLMSPID2 := FUID;
4682 gPlayer2 := nil;
4683 end;
4684 end;
4686 if g_Game_IsNet then
4687 MH_SEND_PlayerStats(FUID);
4688 end;
4690 procedure TPlayer.SwitchNoClip;
4691 begin
4692 if not FAlive then
4693 Exit;
4694 FGhost := not FGhost;
4695 FPhysics := not FGhost;
4696 if FGhost then
4697 begin
4698 FXTo := FObj.X;
4699 FYTo := FObj.Y;
4700 end else
4701 begin
4702 FObj.Accel.X := 0;
4703 FObj.Accel.Y := 0;
4704 end;
4705 end;
4707 procedure TPlayer.Run(Direction: TDirection);
4708 var
4709 a, b: Integer;
4710 begin
4711 if MAX_RUNVEL > 8 then
4712 FlySmoke();
4714 // Áåæèì:
4715 if Direction = TDirection.D_LEFT then
4716 begin
4717 if FObj.Vel.X > -MAX_RUNVEL then
4718 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4719 end
4720 else
4721 if FObj.Vel.X < MAX_RUNVEL then
4722 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4724 // Âîçìîæíî, ïèíàåì êóñêè:
4725 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4726 begin
4727 b := Abs(FObj.Vel.X);
4728 if b > 1 then b := b * (Random(8 div b) + 1);
4729 for a := 0 to High(gGibs) do
4730 begin
4731 if gGibs[a].alive and
4732 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4733 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4734 begin
4735 // Ïèíàåì êóñêè
4736 if FObj.Vel.X < 0 then
4737 begin
4738 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4739 end
4740 else
4741 begin
4742 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4743 end;
4744 gGibs[a].positionChanged(); // this updates spatial accelerators
4745 end;
4746 end;
4747 end;
4749 SetAction(A_WALK);
4750 end;
4752 procedure TPlayer.SeeDown();
4753 begin
4754 SetAction(A_SEEDOWN);
4756 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4758 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4759 end;
4761 procedure TPlayer.SeeUp();
4762 begin
4763 SetAction(A_SEEUP);
4765 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4767 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4768 end;
4770 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4771 var
4772 Prior: Byte;
4773 begin
4774 case Action of
4775 A_WALK: Prior := 3;
4776 A_DIE1: Prior := 5;
4777 A_DIE2: Prior := 5;
4778 A_ATTACK: Prior := 2;
4779 A_SEEUP: Prior := 1;
4780 A_SEEDOWN: Prior := 1;
4781 A_ATTACKUP: Prior := 2;
4782 A_ATTACKDOWN: Prior := 2;
4783 A_PAIN: Prior := 4;
4784 else Prior := 0;
4785 end;
4787 if (Prior > FActionPrior) or Force then
4788 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4789 begin
4790 FActionPrior := Prior;
4791 FActionAnim := Action;
4792 FActionForce := Force;
4793 FActionChanged := True;
4794 end;
4796 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4797 end;
4799 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4800 begin
4801 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4802 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4803 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4804 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4805 end;
4807 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4808 var
4809 Anim: TAnimation;
4810 ID: DWORD;
4811 begin
4812 Result := False;
4814 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4815 begin
4816 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4817 if g_Game_IsServer and g_Game_IsNet then
4818 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4819 Exit;
4820 end;
4822 FJustTeleported := True;
4824 Anim := nil;
4825 if not silent then
4826 begin
4827 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4828 begin
4829 Anim := TAnimation.Create(ID, False, 3);
4830 end;
4832 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4833 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4834 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4835 if g_Game_IsServer and g_Game_IsNet then
4836 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4837 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4838 NET_GFX_TELE);
4839 end;
4841 FObj.X := X-PLAYER_RECT.X;
4842 FObj.Y := Y-PLAYER_RECT.Y;
4843 if FAlive and FGhost then
4844 begin
4845 FXTo := FObj.X;
4846 FYTo := FObj.Y;
4847 end;
4849 if not g_Game_IsNet then
4850 begin
4851 if dir = 1 then
4852 begin
4853 SetDirection(TDirection.D_LEFT);
4854 FAngle := 180;
4855 end
4856 else
4857 if dir = 2 then
4858 begin
4859 SetDirection(TDirection.D_RIGHT);
4860 FAngle := 0;
4861 end
4862 else
4863 if dir = 3 then
4864 begin // îáðàòíîå
4865 if FDirection = TDirection.D_RIGHT then
4866 begin
4867 SetDirection(TDirection.D_LEFT);
4868 FAngle := 180;
4869 end
4870 else
4871 begin
4872 SetDirection(TDirection.D_RIGHT);
4873 FAngle := 0;
4874 end;
4875 end;
4876 end;
4878 if not silent and (Anim <> nil) then
4879 begin
4880 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4881 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4882 Anim.Free();
4884 if g_Game_IsServer and g_Game_IsNet then
4885 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4886 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4887 NET_GFX_TELE);
4888 end;
4890 Result := True;
4891 end;
4893 function nonz(a: Single): Single;
4894 begin
4895 if a <> 0 then
4896 Result := a
4897 else
4898 Result := 1;
4899 end;
4901 function TPlayer.followCorpse(): Boolean;
4902 var
4903 i: Integer;
4904 begin
4905 Result := False;
4906 if FAlive or FSpectator then
4907 Exit;
4908 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4909 Exit;
4910 for i := 0 to High(gCorpses) do
4911 if gCorpses[i] <> nil then
4912 if gCorpses[i].FPlayerUID = FUID then
4913 begin
4914 Result := True;
4915 FObj.X := gCorpses[i].FObj.X;
4916 FObj.Y := gCorpses[i].FObj.Y;
4917 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
4918 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
4919 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
4920 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
4921 break;
4922 end;
4923 end;
4925 procedure TPlayer.Update();
4926 var
4927 b: Byte;
4928 i, ii, wx, wy, xd, yd, k: Integer;
4929 blockmon, headwater, dospawn: Boolean;
4930 NetServer: Boolean;
4931 AnyServer: Boolean;
4932 SetSpect: Boolean;
4933 begin
4934 NetServer := g_Game_IsNet and g_Game_IsServer;
4935 AnyServer := g_Game_IsServer;
4937 if g_Game_IsClient and (NetInterpLevel > 0) then
4938 DoLerp(NetInterpLevel + 1)
4939 else
4940 if FGhost then
4941 DoLerp(4);
4943 if NetServer then
4944 if FClientID >= 0 then
4945 begin
4946 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4947 if NetClients[FClientID].Peer^.packetsSent > 0 then
4948 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4949 else
4950 FLoss := 0;
4951 end else
4952 begin
4953 FPing := 0;
4954 FLoss := 0;
4955 end;
4957 if FAlive and (FPunchAnim <> nil) then
4958 FPunchAnim.Update();
4960 if FAlive and (gFly or FJetpack) then
4961 FlySmoke();
4963 if FDirection = TDirection.D_LEFT then
4964 FAngle := 180
4965 else
4966 FAngle := 0;
4968 if FAlive and (not FGhost) then
4969 begin
4970 if FKeys[KEY_UP].Pressed then
4971 SeeUp();
4972 if FKeys[KEY_DOWN].Pressed then
4973 SeeDown();
4974 end;
4976 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4977 (FIncCam <> 0) then
4978 begin
4979 i := g_basic.Sign(FIncCam);
4980 FIncCam := Abs(FIncCam);
4981 DecMin(FIncCam, 5, 0);
4982 FIncCam := FIncCam*i;
4983 end;
4985 // no need to do that each second frame, weapon queue will take care of it
4986 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4987 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4989 if gTime mod (GAME_TICK*2) <> 0 then
4990 begin
4991 if (FObj.Vel.X = 0) and FAlive then
4992 begin
4993 if FKeys[KEY_LEFT].Pressed then
4994 Run(TDirection.D_LEFT);
4995 if FKeys[KEY_RIGHT].Pressed then
4996 Run(TDirection.D_RIGHT);
4997 end;
4999 if FPhysics then
5000 begin
5001 if not followCorpse() then
5002 g_Obj_Move(@FObj, True, True, True);
5003 positionChanged(); // this updates spatial accelerators
5004 end;
5006 Exit;
5007 end;
5009 FActionChanged := False;
5011 if FAlive then
5012 begin
5013 // Let alive player do some actions
5014 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5015 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5016 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5017 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5018 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire()
5019 else
5020 begin
5021 if AnyServer then
5022 begin
5023 FlamerOff;
5024 if NetServer then MH_SEND_PlayerStats(FUID);
5025 end;
5026 end;
5027 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5028 if FKeys[KEY_JUMP].Pressed then Jump()
5029 else
5030 begin
5031 if AnyServer and FJetpack then
5032 begin
5033 FJetpack := False;
5034 JetpackOff;
5035 if NetServer then MH_SEND_PlayerStats(FUID);
5036 end;
5037 FCanJetpack := True;
5038 end;
5039 end
5040 else // Dead
5041 begin
5042 dospawn := False;
5043 if not FGhost then
5044 for k := Low(FKeys) to KEY_CHAT-1 do
5045 begin
5046 if FKeys[k].Pressed then
5047 begin
5048 dospawn := True;
5049 break;
5050 end;
5051 end;
5052 if dospawn then
5053 begin
5054 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5055 Respawn(False)
5056 else // Single
5057 if (FTime[T_RESPAWN] <= gTime) and
5058 gGameOn and (not FAlive) then
5059 begin
5060 if (g_Player_GetCount() > 1) then
5061 Respawn(False)
5062 else
5063 begin
5064 gExit := EXIT_RESTART;
5065 Exit;
5066 end;
5067 end;
5068 end;
5069 // Dead spectator actions
5070 if FGhost then
5071 begin
5072 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5073 if FKeys[KEY_FIRE].Pressed and AnyServer then
5074 begin
5075 if FSpectator then
5076 begin
5077 if (FSpectatePlayer >= High(gPlayers)) then
5078 FSpectatePlayer := -1
5079 else
5080 begin
5081 SetSpect := False;
5082 for I := FSpectatePlayer + 1 to High(gPlayers) do
5083 if gPlayers[I] <> nil then
5084 if gPlayers[I].alive then
5085 if gPlayers[I].UID <> FUID then
5086 begin
5087 FSpectatePlayer := I;
5088 SetSpect := True;
5089 break;
5090 end;
5092 if not SetSpect then FSpectatePlayer := -1;
5093 end;
5095 ReleaseKeys;
5096 end;
5097 end;
5098 end;
5099 end;
5100 // No clipping
5101 if FGhost then
5102 begin
5103 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5104 begin
5105 FYTo := FObj.Y - 32;
5106 FSpectatePlayer := -1;
5107 end;
5108 if FKeys[KEY_DOWN].Pressed then
5109 begin
5110 FYTo := FObj.Y + 32;
5111 FSpectatePlayer := -1;
5112 end;
5113 if FKeys[KEY_LEFT].Pressed then
5114 begin
5115 FXTo := FObj.X - 32;
5116 FSpectatePlayer := -1;
5117 end;
5118 if FKeys[KEY_RIGHT].Pressed then
5119 begin
5120 FXTo := FObj.X + 32;
5121 FSpectatePlayer := -1;
5122 end;
5124 if (FXTo < -64) then
5125 FXTo := -64
5126 else if (FXTo > gMapInfo.Width + 32) then
5127 FXTo := gMapInfo.Width + 32;
5128 if (FYTo < -72) then
5129 FYTo := -72
5130 else if (FYTo > gMapInfo.Height + 32) then
5131 FYTo := gMapInfo.Height + 32;
5132 end;
5134 if FPhysics then
5135 begin
5136 if not followCorpse() then
5137 g_Obj_Move(@FObj, True, True, True);
5138 positionChanged(); // this updates spatial accelerators
5139 end
5140 else
5141 begin
5142 FObj.Vel.X := 0;
5143 FObj.Vel.Y := 0;
5144 if FSpectator then
5145 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5146 if gPlayers[FSpectatePlayer] <> nil then
5147 if gPlayers[FSpectatePlayer].alive then
5148 begin
5149 FXTo := gPlayers[FSpectatePlayer].GameX;
5150 FYTo := gPlayers[FSpectatePlayer].GameY;
5151 end;
5152 end;
5154 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5155 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5156 PANEL_BLOCKMON, True);
5157 headwater := HeadInLiquid(0, 0);
5159 // Ñîïðîòèâëåíèå âîçäóõà:
5160 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5161 if FObj.Vel.X <> 0 then
5162 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5164 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5165 DecMin(FPain, 5, 0);
5166 DecMin(FPickup, 1, 0);
5168 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5169 begin
5170 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5171 FMegaRulez[MR_SUIT] := 0;
5172 FMegaRulez[MR_INVUL] := 0;
5173 FMegaRulez[MR_INVIS] := 0;
5174 Kill(K_FALLKILL, 0, HIT_FALL);
5175 end;
5177 i := 9;
5179 if FAlive then
5180 begin
5181 if FCurrWeap = WEAPON_SAW then
5182 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5183 FSawSoundSelect.IsPlaying()) then
5184 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5186 if FJetpack then
5187 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5188 (not FJetSoundOff.IsPlaying()) then
5189 begin
5190 FJetSoundFly.SetPosition(0);
5191 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5192 end;
5194 for b := WP_FIRST to WP_LAST do
5195 if FReloading[b] > 0 then
5196 if FNoReload then
5197 FReloading[b] := 0
5198 else
5199 Dec(FReloading[b]);
5201 if FShellTimer > -1 then
5202 if FShellTimer = 0 then
5203 begin
5204 if FShellType = SHELL_SHELL then
5205 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5206 GameVelX, GameVelY-2, SHELL_SHELL)
5207 else if FShellType = SHELL_DBLSHELL then
5208 begin
5209 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5210 GameVelX+1, GameVelY-2, SHELL_SHELL);
5211 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5212 GameVelX-1, GameVelY-2, SHELL_SHELL);
5213 end;
5214 FShellTimer := -1;
5215 end else Dec(FShellTimer);
5217 if (FBFGFireCounter > -1) then
5218 if FBFGFireCounter = 0 then
5219 begin
5220 if AnyServer then
5221 begin
5222 wx := FObj.X+WEAPONPOINT[FDirection].X;
5223 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5224 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5225 yd := wy+firediry();
5226 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5227 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5228 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5229 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5230 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5231 end;
5233 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5234 FBFGFireCounter := -1;
5235 end else
5236 if FNoReload then
5237 FBFGFireCounter := 0
5238 else
5239 Dec(FBFGFireCounter);
5241 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5242 begin
5243 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5245 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5246 end;
5248 if (headwater or blockmon) then
5249 begin
5250 Dec(FAir);
5252 if FAir < -9 then
5253 begin
5254 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5255 FAir := 0;
5256 end
5257 else if (FAir mod 31 = 0) and not blockmon then
5258 begin
5259 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5260 if Random(2) = 0 then
5261 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5262 else
5263 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5264 end;
5265 end else if FAir < AIR_DEF then
5266 FAir := AIR_DEF;
5268 if FFireTime > 0 then
5269 begin
5270 if BodyInLiquid(0, 0) then
5271 begin
5272 FFireTime := 0;
5273 FFirePainTime := 0;
5274 end
5275 else if FMegaRulez[MR_SUIT] >= gTime then
5276 begin
5277 if FMegaRulez[MR_SUIT] = gTime then
5278 FFireTime := 1;
5279 FFirePainTime := 0;
5280 end
5281 else
5282 begin
5283 OnFireFlame(1);
5284 if FFirePainTime <= 0 then
5285 begin
5286 if g_Game_IsServer then
5287 Damage(2, FFireAttacker, 0, 0, HIT_FLAME);
5288 FFirePainTime := 12 - FFireTime div 12;
5289 end;
5290 FFirePainTime := FFirePainTime - 1;
5291 FFireTime := FFireTime - 1;
5292 if ((FFireTime mod 33) = 0) and (FMegaRulez[MR_INVUL] < gTime) then
5293 FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
5294 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5295 MH_SEND_PlayerStats(FUID);
5296 end;
5297 end;
5299 if FDamageBuffer > 0 then
5300 begin
5301 if FDamageBuffer >= 9 then
5302 begin
5303 SetAction(A_PAIN);
5305 if FDamageBuffer < 30 then i := 9
5306 else if FDamageBuffer < 100 then i := 18
5307 else i := 27;
5308 end;
5310 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5311 FArmor := FArmor-(FDamageBuffer-ii);
5312 FHealth := FHealth-ii;
5313 if FArmor < 0 then
5314 begin
5315 FHealth := FHealth+FArmor;
5316 FArmor := 0;
5317 end;
5319 if AnyServer then
5320 if FHealth <= 0 then
5321 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5322 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5323 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5325 if FAlive and ((FLastHit <> HIT_FLAME) or (FFireTime <= 0)) then
5326 begin
5327 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5328 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5329 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5330 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5331 end;
5333 FDamageBuffer := 0;
5334 end;
5336 {CollideItem();}
5337 end; // if FAlive then ...
5339 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5340 begin
5341 FModel.ChangeAnimation(FActionAnim, FActionForce);
5342 FModel.GetCurrentAnimation.MinLength := i;
5343 FModel.GetCurrentAnimationMask.MinLength := i;
5344 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5346 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5347 then SetAction(A_STAND, True);
5349 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5351 for b := Low(FKeys) to High(FKeys) do
5352 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5353 end;
5356 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5357 begin
5358 x := FObj.X+PLAYER_RECT.X;
5359 y := FObj.Y+PLAYER_RECT.Y;
5360 w := PLAYER_RECT.Width;
5361 h := PLAYER_RECT.Height;
5362 end;
5365 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5366 begin
5367 if (dx <> 0) or (dy <> 0) then
5368 begin
5369 FObj.X += dx;
5370 FObj.Y += dy;
5371 positionChanged();
5372 end;
5373 end;
5376 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5377 begin
5378 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5379 FObj.Y+PLAYER_RECT.Y,
5380 PLAYER_RECT.Width,
5381 PLAYER_RECT.Height,
5382 X, Y,
5383 Width, Height);
5384 end;
5386 function TPlayer.Collide(Panel: TPanel): Boolean;
5387 begin
5388 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5389 FObj.Y+PLAYER_RECT.Y,
5390 PLAYER_RECT.Width,
5391 PLAYER_RECT.Height,
5392 Panel.X, Panel.Y,
5393 Panel.Width, Panel.Height);
5394 end;
5396 function TPlayer.Collide(X, Y: Integer): Boolean;
5397 begin
5398 X := X-FObj.X-PLAYER_RECT.X;
5399 Y := Y-FObj.Y-PLAYER_RECT.Y;
5400 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5401 (y >= 0) and (y <= PLAYER_RECT.Height);
5402 end;
5404 function g_Player_ValidName(Name: string): Boolean;
5405 var
5406 a: Integer;
5407 begin
5408 Result := True;
5410 if gPlayers = nil then Exit;
5412 for a := 0 to High(gPlayers) do
5413 if gPlayers[a] <> nil then
5414 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5415 begin
5416 Result := False;
5417 Exit;
5418 end;
5419 end;
5421 procedure TPlayer.SetDirection(Direction: TDirection);
5422 var
5423 d: TDirection;
5424 begin
5425 d := FModel.Direction;
5427 FModel.Direction := Direction;
5428 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5430 FDirection := Direction;
5431 end;
5433 function TPlayer.GetKeys(): Byte;
5434 begin
5435 Result := 0;
5437 if R_KEY_RED in FRulez then Result := KEY_RED;
5438 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5439 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5441 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5442 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5443 end;
5445 procedure TPlayer.Use();
5446 var
5447 a: Integer;
5448 begin
5449 if FTime[T_USE] > gTime then Exit;
5451 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5452 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5454 for a := 0 to High(gPlayers) do
5455 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5456 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5457 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5458 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5459 begin
5460 gPlayers[a].Touch();
5461 if g_Game_IsNet and g_Game_IsServer then
5462 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5463 end;
5465 FTime[T_USE] := gTime+120;
5466 end;
5468 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5469 var
5470 locObj: TObj;
5471 F: Boolean;
5472 WX, WY, XD, YD: Integer;
5473 begin
5474 F := False;
5475 WX := X;
5476 WY := Y;
5477 XD := AX;
5478 YD := AY;
5480 case FCurrWeap of
5481 WEAPON_KASTET:
5482 begin
5483 DoPunch();
5484 if R_BERSERK in FRulez then
5485 begin
5486 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5487 locobj.X := FObj.X+FObj.Rect.X;
5488 locobj.Y := FObj.Y+FObj.Rect.Y;
5489 locobj.rect.X := 0;
5490 locobj.rect.Y := 0;
5491 locobj.rect.Width := 39;
5492 locobj.rect.Height := 52;
5493 locobj.Vel.X := (xd-wx) div 2;
5494 locobj.Vel.Y := (yd-wy) div 2;
5495 locobj.Accel.X := xd-wx;
5496 locobj.Accel.y := yd-wy;
5498 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5499 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5500 else
5501 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5503 if gFlash = 1 then
5504 if FPain < 50 then
5505 FPain := min(FPain + 25, 50);
5506 end else
5507 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5508 end;
5510 WEAPON_SAW:
5511 begin
5512 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5513 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5514 begin
5515 FSawSoundSelect.Stop();
5516 FSawSound.Stop();
5517 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5518 end
5519 else if not FSawSoundHit.IsPlaying() then
5520 begin
5521 FSawSoundSelect.Stop();
5522 FSawSound.PlayAt(FObj.X, FObj.Y);
5523 end;
5524 f := True;
5525 end;
5527 WEAPON_PISTOL:
5528 begin
5529 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5530 FFireAngle := FAngle;
5531 f := True;
5532 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5533 GameVelX, GameVelY-2, SHELL_BULLET);
5534 end;
5536 WEAPON_SHOTGUN1:
5537 begin
5538 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5539 FFireAngle := FAngle;
5540 f := True;
5541 FShellTimer := 10;
5542 FShellType := SHELL_SHELL;
5543 end;
5545 WEAPON_SHOTGUN2:
5546 begin
5547 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5548 FFireAngle := FAngle;
5549 f := True;
5550 FShellTimer := 13;
5551 FShellType := SHELL_DBLSHELL;
5552 end;
5554 WEAPON_CHAINGUN:
5555 begin
5556 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5557 FFireAngle := FAngle;
5558 f := True;
5559 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5560 GameVelX, GameVelY-2, SHELL_BULLET);
5561 end;
5563 WEAPON_ROCKETLAUNCHER:
5564 begin
5565 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5566 FFireAngle := FAngle;
5567 f := True;
5568 end;
5570 WEAPON_PLASMA:
5571 begin
5572 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5573 FFireAngle := FAngle;
5574 f := True;
5575 end;
5577 WEAPON_BFG:
5578 begin
5579 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5580 FFireAngle := FAngle;
5581 f := True;
5582 end;
5584 WEAPON_SUPERPULEMET:
5585 begin
5586 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5587 FFireAngle := FAngle;
5588 f := True;
5589 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5590 GameVelX, GameVelY-2, SHELL_SHELL);
5591 end;
5593 WEAPON_FLAMETHROWER:
5594 begin
5595 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5596 FlamerOn;
5597 FFireAngle := FAngle;
5598 f := True;
5599 end;
5600 end;
5602 if not f then Exit;
5604 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5605 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5606 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5607 end;
5609 procedure TPlayer.DoLerp(Level: Integer = 2);
5610 begin
5611 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5612 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5613 end;
5615 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5616 var
5617 AX, AY: Integer;
5618 begin
5619 if NetInterpLevel < 1 then
5620 begin
5621 FObj.X := XTo;
5622 FObj.Y := YTo;
5623 end
5624 else
5625 begin
5626 FXTo := XTo;
5627 FYTo := YTo;
5629 AX := Abs(FXTo - FObj.X);
5630 AY := Abs(FYTo - FObj.Y);
5631 if (AX > 32) or (AX <= NetInterpLevel) then
5632 FObj.X := FXTo;
5633 if (AY > 32) or (AY <= NetInterpLevel) then
5634 FObj.Y := FYTo;
5635 end;
5636 end;
5638 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5639 begin
5640 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5641 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5642 PANEL_LIFTUP, False) then Result := -1
5643 else
5644 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5645 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5646 PANEL_LIFTDOWN, False) then Result := 1
5647 else Result := 0;
5648 end;
5650 function TPlayer.GetFlag(Flag: Byte): Boolean;
5651 var
5652 s, ts: String;
5653 evtype, a: Byte;
5654 begin
5655 Result := False;
5657 if Flag = FLAG_NONE then
5658 Exit;
5660 if not g_Game_IsServer then Exit;
5662 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5663 if (Flag = FTeam) and
5664 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5665 (FFlag <> FLAG_NONE) then
5666 begin
5667 if FFlag = FLAG_RED then
5668 s := _lc[I_PLAYER_FLAG_RED]
5669 else
5670 s := _lc[I_PLAYER_FLAG_BLUE];
5672 evtype := FLAG_STATE_SCORED;
5674 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5675 Insert('.', ts, Length(ts) + 1 - 3);
5676 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5678 g_Map_ResetFlag(FFlag);
5679 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5681 if ((Self = gPlayer1) or (Self = gPlayer2)
5682 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5683 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5684 a := 0
5685 else
5686 a := 1;
5688 if not sound_cap_flag[a].IsPlaying() then
5689 sound_cap_flag[a].Play();
5691 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5693 Result := True;
5694 if g_Game_IsNet then
5695 begin
5696 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5697 MH_SEND_GameStats;
5698 end;
5700 gFlags[FFlag].CaptureTime := 0;
5701 SetFlag(FLAG_NONE);
5702 Exit;
5703 end;
5705 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5706 if (Flag = FTeam) and
5707 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5708 begin
5709 if Flag = FLAG_RED then
5710 s := _lc[I_PLAYER_FLAG_RED]
5711 else
5712 s := _lc[I_PLAYER_FLAG_BLUE];
5714 evtype := FLAG_STATE_RETURNED;
5715 gFlags[Flag].CaptureTime := 0;
5717 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5719 g_Map_ResetFlag(Flag);
5720 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5722 if ((Self = gPlayer1) or (Self = gPlayer2)
5723 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5724 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5725 a := 0
5726 else
5727 a := 1;
5729 if not sound_ret_flag[a].IsPlaying() then
5730 sound_ret_flag[a].Play();
5732 Result := True;
5733 if g_Game_IsNet then
5734 begin
5735 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5736 MH_SEND_GameStats;
5737 end;
5738 Exit;
5739 end;
5741 // Ïîäîáðàë ÷óæîé ôëàã:
5742 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5743 begin
5744 SetFlag(Flag);
5746 if Flag = FLAG_RED then
5747 s := _lc[I_PLAYER_FLAG_RED]
5748 else
5749 s := _lc[I_PLAYER_FLAG_BLUE];
5751 evtype := FLAG_STATE_CAPTURED;
5753 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5755 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5757 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5759 if ((Self = gPlayer1) or (Self = gPlayer2)
5760 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5761 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5762 a := 0
5763 else
5764 a := 1;
5766 if not sound_get_flag[a].IsPlaying() then
5767 sound_get_flag[a].Play();
5769 Result := True;
5770 if g_Game_IsNet then
5771 begin
5772 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5773 MH_SEND_GameStats;
5774 end;
5775 end;
5776 end;
5778 procedure TPlayer.SetFlag(Flag: Byte);
5779 begin
5780 FFlag := Flag;
5781 if FModel <> nil then
5782 FModel.SetFlag(FFlag);
5783 end;
5785 function TPlayer.DropFlag(Silent: Boolean = True): Boolean;
5786 var
5787 s: String;
5788 a: Byte;
5789 begin
5790 Result := False;
5791 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5792 Exit;
5793 FTime[T_FLAGCAP] := gTime + 2000;
5794 with gFlags[FFlag] do
5795 begin
5796 Obj.X := FObj.X;
5797 Obj.Y := FObj.Y;
5798 Direction := FDirection;
5799 State := FLAG_STATE_DROPPED;
5800 Count := FLAG_TIME;
5801 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5802 (FObj.Vel.Y div 2)-2+Random(5));
5803 positionChanged(); // this updates spatial accelerators
5805 if FFlag = FLAG_RED then
5806 s := _lc[I_PLAYER_FLAG_RED]
5807 else
5808 s := _lc[I_PLAYER_FLAG_BLUE];
5810 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5811 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5813 if ((Self = gPlayer1) or (Self = gPlayer2)
5814 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5815 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5816 a := 0
5817 else
5818 a := 1;
5820 if (not Silent) and (not sound_lost_flag[a].IsPlaying()) then
5821 sound_lost_flag[a].Play();
5823 if g_Game_IsNet then
5824 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5825 end;
5826 SetFlag(FLAG_NONE);
5827 Result := True;
5828 end;
5830 procedure TPlayer.GetSecret();
5831 begin
5832 if (self = gPlayer1) or (self = gPlayer2) then
5833 begin
5834 g_Console_Add(Format(_lc[I_PLAYER_SECRET], [FName]), True);
5835 g_Sound_PlayEx('SOUND_GAME_SECRET');
5836 end;
5837 Inc(FSecrets);
5838 end;
5840 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5841 begin
5842 Assert(Key <= High(FKeys));
5844 FKeys[Key].Pressed := True;
5845 FKeys[Key].Time := Time;
5846 end;
5848 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5849 begin
5850 Result := FKeys[K].Pressed;
5851 end;
5853 procedure TPlayer.ReleaseKeys();
5854 var
5855 a: Integer;
5856 begin
5857 for a := Low(FKeys) to High(FKeys) do
5858 begin
5859 FKeys[a].Pressed := False;
5860 FKeys[a].Time := 0;
5861 end;
5862 end;
5864 procedure TPlayer.OnDamage(Angle: SmallInt);
5865 begin
5866 end;
5868 function TPlayer.firediry(): Integer;
5869 begin
5870 if FKeys[KEY_UP].Pressed then Result := -42
5871 else if FKeys[KEY_DOWN].Pressed then Result := 19
5872 else Result := 0;
5873 end;
5875 procedure TPlayer.RememberState();
5876 var
5877 i: Integer;
5878 begin
5879 FSavedState.Health := FHealth;
5880 FSavedState.Armor := FArmor;
5881 FSavedState.Air := FAir;
5882 FSavedState.JetFuel := FJetFuel;
5883 FSavedState.CurrWeap := FCurrWeap;
5884 FSavedState.NextWeap := FNextWeap;
5885 FSavedState.NextWeapDelay := FNextWeapDelay;
5887 for i := 0 to 3 do
5888 FSavedState.Ammo[i] := FAmmo[i];
5889 for i := 0 to 3 do
5890 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5892 FSavedState.Rulez := FRulez;
5893 FSavedState.WaitRecall := True;
5894 end;
5896 procedure TPlayer.RecallState();
5897 var
5898 i: Integer;
5899 begin
5900 if not FSavedState.WaitRecall then Exit;
5902 FHealth := FSavedState.Health;
5903 FArmor := FSavedState.Armor;
5904 FAir := FSavedState.Air;
5905 FJetFuel := FSavedState.JetFuel;
5906 FCurrWeap := FSavedState.CurrWeap;
5907 FNextWeap := FSavedState.NextWeap;
5908 FNextWeapDelay := FSavedState.NextWeapDelay;
5910 for i := 0 to 3 do
5911 FAmmo[i] := FSavedState.Ammo[i];
5912 for i := 0 to 3 do
5913 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5915 FRulez := FSavedState.Rulez;
5916 FSavedState.WaitRecall := False;
5918 if gGameSettings.GameType = GT_SERVER then
5919 MH_SEND_PlayerStats(FUID);
5920 end;
5922 procedure TPlayer.SaveState (st: TStream);
5923 var
5924 i: Integer;
5925 b: Byte;
5926 begin
5927 // Ñèãíàòóðà èãðîêà
5928 utils.writeSign(st, 'PLYR');
5929 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5930 // Áîò èëè ÷åëîâåê
5931 utils.writeBool(st, FIamBot);
5932 // UID èãðîêà
5933 utils.writeInt(st, Word(FUID));
5934 // Èìÿ èãðîêà
5935 utils.writeStr(st, FName);
5936 // Êîìàíäà
5937 utils.writeInt(st, Byte(FTeam));
5938 // Æèâ ëè
5939 utils.writeBool(st, FAlive);
5940 // Èçðàñõîäîâàë ëè âñå æèçíè
5941 utils.writeBool(st, FNoRespawn);
5942 // Íàïðàâëåíèå
5943 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
5944 utils.writeInt(st, Byte(b));
5945 // Çäîðîâüå
5946 utils.writeInt(st, LongInt(FHealth));
5947 // Êîýôôèöèåíò èíâàëèäíîñòè
5948 utils.writeInt(st, LongInt(FHandicap));
5949 // Æèçíè
5950 utils.writeInt(st, Byte(FLives));
5951 // Áðîíÿ
5952 utils.writeInt(st, LongInt(FArmor));
5953 // Çàïàñ âîçäóõà
5954 utils.writeInt(st, LongInt(FAir));
5955 // Çàïàñ ãîðþ÷åãî
5956 utils.writeInt(st, LongInt(FJetFuel));
5957 // Áîëü
5958 utils.writeInt(st, LongInt(FPain));
5959 // Óáèë
5960 utils.writeInt(st, LongInt(FKills));
5961 // Óáèë ìîíñòðîâ
5962 utils.writeInt(st, LongInt(FMonsterKills));
5963 // Ôðàãîâ
5964 utils.writeInt(st, LongInt(FFrags));
5965 // Ôðàãîâ ïîäðÿä
5966 utils.writeInt(st, Byte(FFragCombo));
5967 // Âðåìÿ ïîñëåäíåãî ôðàãà
5968 utils.writeInt(st, LongWord(FLastFrag));
5969 // Ñìåðòåé
5970 utils.writeInt(st, LongInt(FDeath));
5971 // Êàêîé ôëàã íåñåò
5972 utils.writeInt(st, Byte(FFlag));
5973 // Íàøåë ñåêðåòîâ
5974 utils.writeInt(st, LongInt(FSecrets));
5975 // Òåêóùåå îðóæèå
5976 utils.writeInt(st, Byte(FCurrWeap));
5977 // Æåëàåìîå îðóæèå
5978 utils.writeInt(st, Word(FNextWeap));
5979 // ...è ïàóçà
5980 utils.writeInt(st, Byte(FNextWeapDelay));
5981 // Âðåìÿ çàðÿäêè BFG
5982 utils.writeInt(st, SmallInt(FBFGFireCounter));
5983 // Áóôåð óðîíà
5984 utils.writeInt(st, LongInt(FDamageBuffer));
5985 // Ïîñëåäíèé óäàðèâøèé
5986 utils.writeInt(st, Word(FLastSpawnerUID));
5987 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5988 utils.writeInt(st, Byte(FLastHit));
5989 // Îáúåêò èãðîêà
5990 Obj_SaveState(st, @FObj);
5991 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5992 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
5993 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5994 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
5995 // Íàëè÷èå îðóæèÿ
5996 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
5997 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5998 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
5999 // Íàëè÷èå ðþêçàêà
6000 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
6001 // Íàëè÷èå êðàñíîãî êëþ÷à
6002 utils.writeBool(st, (R_KEY_RED in FRulez));
6003 // Íàëè÷èå çåëåíîãî êëþ÷à
6004 utils.writeBool(st, (R_KEY_GREEN in FRulez));
6005 // Íàëè÷èå ñèíåãî êëþ÷à
6006 utils.writeBool(st, (R_KEY_BLUE in FRulez));
6007 // Íàëè÷èå áåðñåðêà
6008 utils.writeBool(st, (R_BERSERK in FRulez));
6009 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6010 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
6011 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6012 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
6013 // Íàçâàíèå ìîäåëè
6014 utils.writeStr(st, FModel.Name);
6015 // Öâåò ìîäåëè
6016 utils.writeInt(st, Byte(FColor.R));
6017 utils.writeInt(st, Byte(FColor.G));
6018 utils.writeInt(st, Byte(FColor.B));
6019 end;
6022 procedure TPlayer.LoadState (st: TStream);
6023 var
6024 i: Integer;
6025 str: String;
6026 b: Byte;
6027 begin
6028 assert(st <> nil);
6030 // Ñèãíàòóðà èãðîêà
6031 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
6032 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
6033 // Áîò èëè ÷åëîâåê:
6034 FIamBot := utils.readBool(st);
6035 // UID èãðîêà
6036 FUID := utils.readWord(st);
6037 // Èìÿ èãðîêà
6038 str := utils.readStr(st);
6039 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6040 // Êîìàíäà
6041 FTeam := utils.readByte(st);
6042 // Æèâ ëè
6043 FAlive := utils.readBool(st);
6044 // Èçðàñõîäîâàë ëè âñå æèçíè
6045 FNoRespawn := utils.readBool(st);
6046 // Íàïðàâëåíèå
6047 b := utils.readByte(st);
6048 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6049 // Çäîðîâüå
6050 FHealth := utils.readLongInt(st);
6051 // Êîýôôèöèåíò èíâàëèäíîñòè
6052 FHandicap := utils.readLongInt(st);
6053 // Æèçíè
6054 FLives := utils.readByte(st);
6055 // Áðîíÿ
6056 FArmor := utils.readLongInt(st);
6057 // Çàïàñ âîçäóõà
6058 FAir := utils.readLongInt(st);
6059 // Çàïàñ ãîðþ÷åãî
6060 FJetFuel := utils.readLongInt(st);
6061 // Áîëü
6062 FPain := utils.readLongInt(st);
6063 // Óáèë
6064 FKills := utils.readLongInt(st);
6065 // Óáèë ìîíñòðîâ
6066 FMonsterKills := utils.readLongInt(st);
6067 // Ôðàãîâ
6068 FFrags := utils.readLongInt(st);
6069 // Ôðàãîâ ïîäðÿä
6070 FFragCombo := utils.readByte(st);
6071 // Âðåìÿ ïîñëåäíåãî ôðàãà
6072 FLastFrag := utils.readLongWord(st);
6073 // Ñìåðòåé
6074 FDeath := utils.readLongInt(st);
6075 // Êàêîé ôëàã íåñåò
6076 FFlag := utils.readByte(st);
6077 // Íàøåë ñåêðåòîâ
6078 FSecrets := utils.readLongInt(st);
6079 // Òåêóùåå îðóæèå
6080 FCurrWeap := utils.readByte(st);
6081 // Æåëàåìîå îðóæèå
6082 FNextWeap := utils.readWord(st);
6083 // ...è ïàóçà
6084 FNextWeapDelay := utils.readByte(st);
6085 // Âðåìÿ çàðÿäêè BFG
6086 FBFGFireCounter := utils.readSmallInt(st);
6087 // Áóôåð óðîíà
6088 FDamageBuffer := utils.readLongInt(st);
6089 // Ïîñëåäíèé óäàðèâøèé
6090 FLastSpawnerUID := utils.readWord(st);
6091 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6092 FLastHit := utils.readByte(st);
6093 // Îáúåêò èãðîêà
6094 Obj_LoadState(@FObj, st);
6095 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6096 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6097 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6098 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6099 // Íàëè÷èå îðóæèÿ
6100 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6101 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6102 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6103 // Íàëè÷èå ðþêçàêà
6104 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6105 // Íàëè÷èå êðàñíîãî êëþ÷à
6106 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6107 // Íàëè÷èå çåëåíîãî êëþ÷à
6108 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6109 // Íàëè÷èå ñèíåãî êëþ÷à
6110 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6111 // Íàëè÷èå áåðñåðêà
6112 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6113 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6114 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6115 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6116 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6117 // Íàçâàíèå ìîäåëè
6118 str := utils.readStr(st);
6119 // Öâåò ìîäåëè
6120 FColor.R := utils.readByte(st);
6121 FColor.G := utils.readByte(st);
6122 FColor.B := utils.readByte(st);
6123 if (self = gPlayer1) then
6124 begin
6125 str := gPlayer1Settings.Model;
6126 FColor := gPlayer1Settings.Color;
6127 end
6128 else if (self = gPlayer2) then
6129 begin
6130 str := gPlayer2Settings.Model;
6131 FColor := gPlayer2Settings.Color;
6132 end;
6133 // Îáíîâëÿåì ìîäåëü èãðîêà
6134 SetModel(str);
6135 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6136 FModel.Color := TEAMCOLOR[FTeam]
6137 else
6138 FModel.Color := FColor;
6139 end;
6142 procedure TPlayer.AllRulez(Health: Boolean);
6143 var
6144 a: Integer;
6145 begin
6146 if Health then
6147 begin
6148 FHealth := PLAYER_HP_LIMIT;
6149 FArmor := PLAYER_AP_LIMIT;
6150 Exit;
6151 end;
6153 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6154 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6155 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6156 end;
6158 procedure TPlayer.RestoreHealthArmor();
6159 begin
6160 FHealth := PLAYER_HP_LIMIT;
6161 FArmor := PLAYER_AP_LIMIT;
6162 end;
6164 procedure TPlayer.FragCombo();
6165 var
6166 Param: Integer;
6167 begin
6168 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6169 Exit;
6170 if gTime - FLastFrag < FRAG_COMBO_TIME then
6171 begin
6172 if FFragCombo < 5 then
6173 Inc(FFragCombo);
6174 Param := FUID or (FFragCombo shl 16);
6175 if (FComboEvnt >= Low(gDelayedEvents)) and
6176 (FComboEvnt <= High(gDelayedEvents)) and
6177 gDelayedEvents[FComboEvnt].Pending and
6178 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6179 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6180 begin
6181 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6182 gDelayedEvents[FComboEvnt].DENum := Param;
6183 end
6184 else
6185 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6186 end
6187 else
6188 FFragCombo := 1;
6190 FLastFrag := gTime;
6191 end;
6193 procedure TPlayer.GiveItem(ItemType: Byte);
6194 begin
6195 case ItemType of
6196 ITEM_SUIT:
6197 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6198 begin
6199 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6200 end;
6202 ITEM_OXYGEN:
6203 if FAir < AIR_MAX then
6204 begin
6205 FAir := AIR_MAX;
6206 end;
6208 ITEM_MEDKIT_BLACK:
6209 begin
6210 if not (R_BERSERK in FRulez) then
6211 begin
6212 Include(FRulez, R_BERSERK);
6213 if FBFGFireCounter < 1 then
6214 begin
6215 FCurrWeap := WEAPON_KASTET;
6216 resetWeaponQueue();
6217 FModel.SetWeapon(WEAPON_KASTET);
6218 end;
6219 if gFlash <> 0 then
6220 Inc(FPain, 100);
6221 FBerserk := gTime+30000;
6222 end;
6223 if FHealth < PLAYER_HP_SOFT then
6224 begin
6225 FHealth := PLAYER_HP_SOFT;
6226 FBerserk := gTime+30000;
6227 end;
6228 end;
6230 ITEM_INVUL:
6231 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6232 begin
6233 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6234 end;
6236 ITEM_INVIS:
6237 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6238 begin
6239 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6240 end;
6242 ITEM_JETPACK:
6243 if FJetFuel < JET_MAX then
6244 begin
6245 FJetFuel := JET_MAX;
6246 end;
6248 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6249 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6251 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6252 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6254 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6255 ITEM_SPHERE_WHITE:
6256 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6257 begin
6258 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6259 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6260 end;
6262 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6263 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6264 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6265 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6266 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6267 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6268 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6269 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6270 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6272 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6273 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6274 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6275 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6276 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6277 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6278 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6279 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6280 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6282 ITEM_AMMO_BACKPACK:
6283 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6284 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6285 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6286 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6287 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6288 begin
6289 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6290 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6291 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6292 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6293 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6295 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6296 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6297 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6298 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6300 FRulez := FRulez + [R_ITEM_BACKPACK];
6301 end;
6303 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6304 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6305 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6307 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6308 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6310 else
6311 Exit;
6312 end;
6313 if g_Game_IsNet and g_Game_IsServer then
6314 MH_SEND_PlayerStats(FUID);
6315 end;
6317 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6318 var
6319 id, i: DWORD;
6320 Anim: TAnimation;
6321 begin
6322 if (Random(5) = 1) and (Times = 1) then
6323 Exit;
6325 if BodyInLiquid(0, 0) then
6326 begin
6327 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6328 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6329 if Random(2) = 0 then
6330 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6331 else
6332 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6333 Exit;
6334 end;
6336 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6337 begin
6338 for i := 1 to Times do
6339 begin
6340 Anim := TAnimation.Create(id, False, 3);
6341 Anim.Alpha := 150;
6342 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6343 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6344 Anim.Free();
6345 end;
6346 end;
6347 end;
6349 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6350 var
6351 id, i: DWORD;
6352 Anim: TAnimation;
6353 begin
6354 if (Random(10) = 1) and (Times = 1) then
6355 Exit;
6357 if g_Frames_Get(id, 'FRAMES_FLAME') then
6358 begin
6359 for i := 1 to Times do
6360 begin
6361 Anim := TAnimation.Create(id, False, 3);
6362 Anim.Alpha := 0;
6363 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6364 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6365 Anim.Free();
6366 end;
6367 end;
6368 end;
6370 procedure TPlayer.PauseSounds(Enable: Boolean);
6371 begin
6372 FSawSound.Pause(Enable);
6373 FSawSoundIdle.Pause(Enable);
6374 FSawSoundHit.Pause(Enable);
6375 FSawSoundSelect.Pause(Enable);
6376 FFlameSoundOn.Pause(Enable);
6377 FFlameSoundOff.Pause(Enable);
6378 FFlameSoundWork.Pause(Enable);
6379 FJetSoundFly.Pause(Enable);
6380 FJetSoundOn.Pause(Enable);
6381 FJetSoundOff.Pause(Enable);
6382 end;
6384 { T C o r p s e : }
6386 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6387 begin
6388 g_Obj_Init(@FObj);
6389 FObj.X := X;
6390 FObj.Y := Y;
6391 FObj.Rect := PLAYER_CORPSERECT;
6392 FModelName := ModelName;
6393 FMess := aMess;
6395 if FMess then
6396 begin
6397 FState := CORPSE_STATE_MESS;
6398 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6399 end
6400 else
6401 begin
6402 FState := CORPSE_STATE_NORMAL;
6403 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6404 end;
6405 end;
6407 destructor TCorpse.Destroy();
6408 begin
6409 FAnimation.Free();
6411 inherited;
6412 end;
6414 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6416 procedure TCorpse.positionChanged (); inline; begin end;
6418 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6419 begin
6420 if (dx <> 0) or (dy <> 0) then
6421 begin
6422 FObj.X += dx;
6423 FObj.Y += dy;
6424 positionChanged();
6425 end;
6426 end;
6429 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6430 begin
6431 x := FObj.X+PLAYER_CORPSERECT.X;
6432 y := FObj.Y+PLAYER_CORPSERECT.Y;
6433 w := PLAYER_CORPSERECT.Width;
6434 h := PLAYER_CORPSERECT.Height;
6435 end;
6438 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6439 var
6440 pm: TPlayerModel;
6441 Blood: TModelBlood;
6442 begin
6443 if FState = CORPSE_STATE_REMOVEME then
6444 Exit;
6446 FDamage := FDamage + Value;
6448 if FDamage > 150 then
6449 begin
6450 if FAnimation <> nil then
6451 begin
6452 FAnimation.Free();
6453 FAnimation := nil;
6455 FState := CORPSE_STATE_REMOVEME;
6457 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6458 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6459 FModelName, FColor);
6460 // Çâóê ìÿñà îò òðóïà:
6461 pm := g_PlayerModel_Get(FModelName);
6462 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6463 pm.Free;
6465 // Çëîâåùèé ñìåõ:
6466 if (gBodyKillEvent <> -1)
6467 and gDelayedEvents[gBodyKillEvent].Pending then
6468 gDelayedEvents[gBodyKillEvent].Pending := False;
6469 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6470 end;
6471 end
6472 else
6473 begin
6474 Blood := g_PlayerModel_GetBlood(FModelName);
6475 FObj.Vel.X := FObj.Vel.X + vx;
6476 FObj.Vel.Y := FObj.Vel.Y + vy;
6477 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6478 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6479 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6480 Blood.R, Blood.G, Blood.B, Blood.Kind);
6481 end;
6482 end;
6484 procedure TCorpse.Draw();
6485 begin
6486 if FState = CORPSE_STATE_REMOVEME then
6487 Exit;
6489 if FAnimation <> nil then
6490 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6492 if FAnimationMask <> nil then
6493 begin
6494 e_Colors := FColor;
6495 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6496 e_Colors.R := 255;
6497 e_Colors.G := 255;
6498 e_Colors.B := 255;
6499 end;
6500 end;
6502 procedure TCorpse.Update();
6503 var
6504 st: Word;
6505 begin
6506 if FState = CORPSE_STATE_REMOVEME then
6507 Exit;
6509 if gTime mod (GAME_TICK*2) <> 0 then
6510 begin
6511 g_Obj_Move(@FObj, True, True, True);
6512 positionChanged(); // this updates spatial accelerators
6513 Exit;
6514 end;
6516 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6517 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6519 st := g_Obj_Move(@FObj, True, True, True);
6520 positionChanged(); // this updates spatial accelerators
6522 if WordBool(st and MOVE_FALLOUT) then
6523 begin
6524 FState := CORPSE_STATE_REMOVEME;
6525 Exit;
6526 end;
6528 if FAnimation <> nil then
6529 FAnimation.Update();
6530 if FAnimationMask <> nil then
6531 FAnimationMask.Update();
6532 end;
6535 procedure TCorpse.SaveState (st: TStream);
6536 var
6537 anim: Boolean;
6538 begin
6539 assert(st <> nil);
6541 // Ñèãíàòóðà òðóïà
6542 utils.writeSign(st, 'CORP');
6543 utils.writeInt(st, Byte(0));
6544 // Ñîñòîÿíèå
6545 utils.writeInt(st, Byte(FState));
6546 // Íàêîïëåííûé óðîí
6547 utils.writeInt(st, Byte(FDamage));
6548 // Öâåò
6549 utils.writeInt(st, Byte(FColor.R));
6550 utils.writeInt(st, Byte(FColor.G));
6551 utils.writeInt(st, Byte(FColor.B));
6552 // Îáúåêò òðóïà
6553 Obj_SaveState(st, @FObj);
6554 utils.writeInt(st, Word(FPlayerUID));
6555 // Åñòü ëè àíèìàöèÿ
6556 anim := (FAnimation <> nil);
6557 utils.writeBool(st, anim);
6558 // Åñëè åñòü - ñîõðàíÿåì
6559 if anim then FAnimation.SaveState(st);
6560 // Åñòü ëè ìàñêà àíèìàöèè
6561 anim := (FAnimationMask <> nil);
6562 utils.writeBool(st, anim);
6563 // Åñëè åñòü - ñîõðàíÿåì
6564 if anim then FAnimationMask.SaveState(st);
6565 end;
6568 procedure TCorpse.LoadState (st: TStream);
6569 var
6570 anim: Boolean;
6571 begin
6572 assert(st <> nil);
6574 // Ñèãíàòóðà òðóïà
6575 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6576 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6577 // Ñîñòîÿíèå
6578 FState := utils.readByte(st);
6579 // Íàêîïëåííûé óðîí
6580 FDamage := utils.readByte(st);
6581 // Öâåò
6582 FColor.R := utils.readByte(st);
6583 FColor.G := utils.readByte(st);
6584 FColor.B := utils.readByte(st);
6585 // Îáúåêò òðóïà
6586 Obj_LoadState(@FObj, st);
6587 FPlayerUID := utils.readWord(st);
6588 // Åñòü ëè àíèìàöèÿ
6589 anim := utils.readBool(st);
6590 // Åñëè åñòü - çàãðóæàåì
6591 if anim then
6592 begin
6593 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6594 FAnimation.LoadState(st);
6595 end;
6596 // Åñòü ëè ìàñêà àíèìàöèè
6597 anim := utils.readBool(st);
6598 // Åñëè åñòü - çàãðóæàåì
6599 if anim then
6600 begin
6601 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6602 FAnimationMask.LoadState(st);
6603 end;
6604 end;
6606 { T B o t : }
6608 constructor TBot.Create();
6609 var
6610 a: Integer;
6611 begin
6612 inherited Create();
6614 FPhysics := True;
6615 FSpectator := False;
6616 FGhost := False;
6618 FIamBot := True;
6620 Inc(gNumBots);
6622 for a := WP_FIRST to WP_LAST do
6623 begin
6624 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6625 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6626 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6627 end;
6628 end;
6630 destructor TBot.Destroy();
6631 begin
6632 Dec(gNumBots);
6633 inherited Destroy();
6634 end;
6636 procedure TBot.Draw();
6637 begin
6638 inherited Draw();
6640 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6641 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6642 end;
6644 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6645 begin
6646 inherited Respawn(Silent, Force);
6648 FAIFlags := nil;
6649 FSelectedWeapon := FCurrWeap;
6650 resetWeaponQueue();
6651 FTargetUID := 0;
6652 end;
6654 procedure TBot.UpdateCombat();
6655 type
6656 TTarget = record
6657 UID: Word;
6658 X, Y: Integer;
6659 Rect: TRectWH;
6660 cX, cY: Integer;
6661 Dist: Word;
6662 Line: Boolean;
6663 Visible: Boolean;
6664 IsPlayer: Boolean;
6665 end;
6667 TTargetRecord = array of TTarget;
6669 function Compare(a, b: TTarget): Integer;
6670 begin
6671 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6672 Result := -1
6673 else
6674 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6675 Result := 1
6676 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6677 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6678 begin
6679 if a.Dist > b.Dist then // B áëèæå
6680 Result := 1
6681 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6682 Result := -1;
6683 end
6684 else // Ñòðàííî -> A
6685 Result := -1;
6686 end;
6688 var
6689 a, x1, y1, x2, y2: Integer;
6690 targets: TTargetRecord;
6691 ammo: Word;
6692 Target, BestTarget: TTarget;
6693 firew, fireh: Integer;
6694 angle: SmallInt;
6695 mon: TMonster;
6696 pla, tpla: TPlayer;
6697 vsPlayer, vsMonster, ok: Boolean;
6700 function monsUpdate (mon: TMonster): Boolean;
6701 begin
6702 result := false; // don't stop
6703 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6704 begin
6705 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6707 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6708 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6710 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6711 if g_TraceVector(x1, y1, x2, y2) then
6712 begin
6713 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6714 SetLength(targets, Length(targets)+1);
6715 with targets[High(targets)] do
6716 begin
6717 UID := mon.UID;
6718 X := mon.Obj.X;
6719 Y := mon.Obj.Y;
6720 cX := x2;
6721 cY := y2;
6722 Rect := mon.Obj.Rect;
6723 Dist := g_PatchLength(x1, y1, x2, y2);
6724 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6725 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6726 Visible := True;
6727 IsPlayer := False;
6728 end;
6729 end;
6730 end;
6731 end;
6733 begin
6734 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6735 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6737 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6738 if FCurrWeap <> FSelectedWeapon then
6739 NextWeapon();
6741 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6742 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6743 begin
6744 RemoveAIFlag('NEEDFIRE');
6746 case FCurrWeap of
6747 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6748 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6749 else PressKey(KEY_FIRE);
6750 end;
6751 end;
6753 // Êîîðäèíàòû ñòâîëà:
6754 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6755 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6757 Target.UID := FTargetUID;
6759 ok := False;
6760 if Target.UID <> 0 then
6761 begin // Öåëü åñòü - íàñòðàèâàåì
6762 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6763 vsPlayer then
6764 begin // Èãðîê
6765 tpla := g_Player_Get(Target.UID);
6766 if tpla <> nil then
6767 with tpla do
6768 begin
6769 if (@FObj) <> nil then
6770 begin
6771 Target.X := FObj.X;
6772 Target.Y := FObj.Y;
6773 end;
6774 end;
6776 Target.cX := Target.X + PLAYER_RECT_CX;
6777 Target.cY := Target.Y + PLAYER_RECT_CY;
6778 Target.Rect := PLAYER_RECT;
6779 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6780 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6781 (y1-4 > Target.Y+PLAYER_RECT.Y);
6782 Target.IsPlayer := True;
6783 ok := True;
6784 end
6785 else
6786 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6787 vsMonster then
6788 begin // Ìîíñòð
6789 mon := g_Monsters_ByUID(Target.UID);
6790 if mon <> nil then
6791 begin
6792 Target.X := mon.Obj.X;
6793 Target.Y := mon.Obj.Y;
6795 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6796 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6797 Target.Rect := mon.Obj.Rect;
6798 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6799 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6800 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6801 Target.IsPlayer := False;
6802 ok := True;
6803 end;
6804 end;
6805 end;
6807 if not ok then
6808 begin // Öåëè íåò - îáíóëÿåì
6809 Target.X := 0;
6810 Target.Y := 0;
6811 Target.cX := 0;
6812 Target.cY := 0;
6813 Target.Visible := False;
6814 Target.Line := False;
6815 Target.IsPlayer := False;
6816 end;
6818 targets := nil;
6820 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6821 if (not Target.Line) or (not Target.Visible) then
6822 begin
6823 // Èãðîêè:
6824 if vsPlayer then
6825 for a := 0 to High(gPlayers) do
6826 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6827 (gPlayers[a].FUID <> FUID) and
6828 (not SameTeam(FUID, gPlayers[a].FUID)) and
6829 (not gPlayers[a].NoTarget) and
6830 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6831 begin
6832 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6833 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6834 Continue;
6836 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6837 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6839 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6840 if g_TraceVector(x1, y1, x2, y2) then
6841 begin
6842 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6843 SetLength(targets, Length(targets)+1);
6844 with targets[High(targets)] do
6845 begin
6846 UID := gPlayers[a].FUID;
6847 X := gPlayers[a].FObj.X;
6848 Y := gPlayers[a].FObj.Y;
6849 cX := x2;
6850 cY := y2;
6851 Rect := PLAYER_RECT;
6852 Dist := g_PatchLength(x1, y1, x2, y2);
6853 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6854 (y1-4 > Target.Y+PLAYER_RECT.Y);
6855 Visible := True;
6856 IsPlayer := True;
6857 end;
6858 end;
6859 end;
6861 // Ìîíñòðû:
6862 if vsMonster then g_Mons_ForEach(monsUpdate);
6863 end;
6865 // Åñëè åñòü âîçìîæíûå öåëè:
6866 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6867 if targets <> nil then
6868 begin
6869 // Âûáèðàåì íàèëó÷øóþ öåëü:
6870 BestTarget := targets[0];
6871 if Length(targets) > 1 then
6872 for a := 1 to High(targets) do
6873 if Compare(BestTarget, targets[a]) = 1 then
6874 BestTarget := targets[a];
6876 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6877 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6878 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6879 begin
6880 Target := BestTarget;
6882 if (Healthy() = 3) or ((Healthy() = 2)) then
6883 begin // Åñëè çäîðîâû - äîãîíÿåì
6884 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6885 SetAIFlag('GORIGHT', '1');
6886 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6887 SetAIFlag('GOLEFT', '1');
6888 end
6889 else
6890 begin // Åñëè ïîáèòû - óáåãàåì
6891 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6892 SetAIFlag('GORIGHT', '1');
6893 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6894 SetAIFlag('GOLEFT', '1');
6895 end;
6897 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6898 SelectWeapon(Abs(x1-Target.cX));
6899 end;
6900 end;
6902 // Åñëè åñòü öåëü:
6903 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6904 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6905 if Target.UID <> 0 then
6906 begin
6907 if not TargetOnScreen(Target.X + Target.Rect.X,
6908 Target.Y + Target.Rect.Y) then
6909 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6910 if (Healthy() = 3) or ((Healthy() = 2)) then
6911 begin // Åñëè çäîðîâû - äîãîíÿåì
6912 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6913 SetAIFlag('GORIGHT', '1');
6914 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6915 SetAIFlag('GOLEFT', '1');
6916 end
6917 else
6918 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6919 Target.UID := 0;
6920 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6921 SetAIFlag('GORIGHT', '1');
6922 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6923 SetAIFlag('GOLEFT', '1');
6924 end;
6925 end
6926 else
6927 begin // Öåëü ïîêà íà "ýêðàíå"
6928 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6929 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6930 FLastVisible := gTime;
6931 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6932 if (Abs(FObj.Y-Target.Y) <= 128) then
6933 begin
6934 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6935 SetAIFlag('GORIGHT', '1');
6936 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6937 SetAIFlag('GOLEFT', '1');
6938 end;
6939 end;
6941 // Âûáèðàåì óãîë ââåðõ:
6942 if FDirection = TDirection.D_LEFT then
6943 angle := ANGLE_LEFTUP
6944 else
6945 angle := ANGLE_RIGHTUP;
6947 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6948 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6950 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6951 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6952 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6953 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6954 Target.Rect.Width, Target.Rect.Height) and
6955 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6956 begin // òî íóæíî ñòðåëÿòü ââåðõ
6957 SetAIFlag('NEEDFIRE', '1');
6958 SetAIFlag('NEEDSEEUP', '1');
6959 end;
6961 // Âûáèðàåì óãîë âíèç:
6962 if FDirection = TDirection.D_LEFT then
6963 angle := ANGLE_LEFTDOWN
6964 else
6965 angle := ANGLE_RIGHTDOWN;
6967 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6968 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6970 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6971 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6972 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6973 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6974 Target.Rect.Width, Target.Rect.Height) and
6975 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6976 begin // òî íóæíî ñòðåëÿòü âíèç
6977 SetAIFlag('NEEDFIRE', '1');
6978 SetAIFlag('NEEDSEEDOWN', '1');
6979 end;
6981 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6982 if Target.Visible and
6983 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6984 (y1-4 > Target.Y+Target.Rect.Y) then
6985 begin
6986 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6987 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
6988 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6989 begin // òî íóæíî ñòðåëÿòü âïåðåä
6990 SetAIFlag('NEEDFIRE', '1');
6991 SetAIFlag('NEEDSEEDOWN', '');
6992 SetAIFlag('NEEDSEEUP', '');
6993 end;
6994 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6995 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6996 if GetRnd(FDifficult.CloseJump) then
6997 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6998 if Abs(FObj.X-Target.X) < 128 then
6999 a := 4
7000 else
7001 a := 30;
7002 if Random(a) = 0 then
7003 SetAIFlag('NEEDJUMP', '1');
7004 end;
7005 end;
7007 // Åñëè öåëü âñå åùå åñòü:
7008 if Target.UID <> 0 then
7009 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
7010 Target.UID := 0 // òî çàáûòü öåëü
7011 else // Åñëè âèäåëè íåäàâíî
7012 begin // íî öåëü óáèëè
7013 if Target.IsPlayer then
7014 begin // Öåëü - èãðîê
7015 pla := g_Player_Get(Target.UID);
7016 if (pla = nil) or (not pla.alive) or pla.NoTarget or
7017 (pla.FMegaRulez[MR_INVIS] >= gTime) then
7018 Target.UID := 0; // òî çàáûòü öåëü
7019 end
7020 else
7021 begin // Öåëü - ìîíñòð
7022 mon := g_Monsters_ByUID(Target.UID);
7023 if (mon = nil) or (not mon.alive) then
7024 Target.UID := 0; // òî çàáûòü öåëü
7025 end;
7026 end;
7027 end; // if Target.UID <> 0
7029 FTargetUID := Target.UID;
7031 // Åñëè âîçìîæíûõ öåëåé íåò:
7032 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7033 if targets = nil then
7034 if GetAIFlag('ATTACKLEFT') <> '' then
7035 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7036 RemoveAIFlag('ATTACKLEFT');
7038 SetAIFlag('NEEDJUMP', '1');
7040 if RunDirection() = TDirection.D_RIGHT then
7041 begin // Èäåì íå â òó ñòîðîíó
7042 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7043 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7044 SetAIFlag('NEEDFIRE', '1');
7045 SetAIFlag('GOLEFT', '1');
7046 end;
7047 end
7048 else
7049 begin // Èäåì â íóæíóþ ñòîðîíó
7050 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7051 SetAIFlag('NEEDFIRE', '1');
7052 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7053 SetAIFlag('GORIGHT', '1');
7054 end;
7055 end
7056 else
7057 if GetAIFlag('ATTACKRIGHT') <> '' then
7058 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7059 RemoveAIFlag('ATTACKRIGHT');
7061 SetAIFlag('NEEDJUMP', '1');
7063 if RunDirection() = TDirection.D_LEFT then
7064 begin // Èäåì íå â òó ñòîðîíó
7065 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7066 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7067 SetAIFlag('NEEDFIRE', '1');
7068 SetAIFlag('GORIGHT', '1');
7069 end;
7070 end
7071 else
7072 begin
7073 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7074 SetAIFlag('NEEDFIRE', '1');
7075 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7076 SetAIFlag('GOLEFT', '1');
7077 end;
7078 end;
7080 //HACK! (does it belongs there?)
7081 RealizeCurrentWeapon();
7083 // Åñëè åñòü âîçìîæíûå öåëè:
7084 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7085 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7086 for a := 0 to High(targets) do
7087 begin
7088 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7089 if GetRnd(FDifficult.DiagFire) then
7090 begin
7091 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7092 if FDirection = TDirection.D_LEFT then
7093 angle := ANGLE_LEFTUP
7094 else
7095 angle := ANGLE_RIGHTUP;
7097 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7098 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7100 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7101 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7102 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7103 targets[a].Rect.Width, targets[a].Rect.Height) and
7104 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7105 begin
7106 SetAIFlag('NEEDFIRE', '1');
7107 SetAIFlag('NEEDSEEUP', '1');
7108 end;
7110 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7111 if FDirection = TDirection.D_LEFT then
7112 angle := ANGLE_LEFTDOWN
7113 else
7114 angle := ANGLE_RIGHTDOWN;
7116 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7117 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7119 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7120 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7121 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7122 targets[a].Rect.Width, targets[a].Rect.Height) and
7123 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7124 begin
7125 SetAIFlag('NEEDFIRE', '1');
7126 SetAIFlag('NEEDSEEDOWN', '1');
7127 end;
7128 end;
7130 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7131 if targets[a].Line and targets[a].Visible and
7132 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7133 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7134 begin
7135 SetAIFlag('NEEDFIRE', '1');
7136 Break;
7137 end;
7138 end;
7140 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7141 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7142 PLAYER_RECT.Width, PLAYER_RECT.Height,
7143 40+GetInterval(FDifficult.Cover, 40)) then
7144 SetAIFlag('NEEDJUMP', '1');
7146 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7147 ammo := GetAmmoByWeapon(FCurrWeap);
7148 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7149 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7150 (ammo = 0) then
7151 SetAIFlag('SELECTWEAPON', '1');
7153 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7154 if GetAIFlag('SELECTWEAPON') = '1' then
7155 begin
7156 SelectWeapon(-1);
7157 RemoveAIFlag('SELECTWEAPON');
7158 end;
7159 end;
7161 procedure TBot.Update();
7162 var
7163 EnableAI: Boolean;
7164 begin
7165 if not FAlive then
7166 begin // Respawn
7167 ReleaseKeys();
7168 PressKey(KEY_UP);
7169 end
7170 else
7171 begin
7172 EnableAI := True;
7174 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7175 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7176 EnableAI := False;
7177 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7178 EnableAI := False;
7179 if g_debug_BotAIOff = 3 then
7180 EnableAI := False;
7182 if EnableAI then
7183 begin
7184 UpdateMove();
7185 UpdateCombat();
7186 end
7187 else
7188 begin
7189 RealizeCurrentWeapon();
7190 end;
7191 end;
7193 inherited Update();
7194 end;
7196 procedure TBot.ReleaseKey(Key: Byte);
7197 begin
7198 with FKeys[Key] do
7199 begin
7200 Pressed := False;
7201 Time := 0;
7202 end;
7203 end;
7205 function TBot.KeyPressed(Key: Word): Boolean;
7206 begin
7207 Result := FKeys[Key].Pressed;
7208 end;
7210 function TBot.GetAIFlag(aName: String20): String20;
7211 var
7212 a: Integer;
7213 begin
7214 Result := '';
7216 aName := LowerCase(aName);
7218 if FAIFlags <> nil then
7219 for a := 0 to High(FAIFlags) do
7220 if LowerCase(FAIFlags[a].Name) = aName then
7221 begin
7222 Result := FAIFlags[a].Value;
7223 Break;
7224 end;
7225 end;
7227 procedure TBot.RemoveAIFlag(aName: String20);
7228 var
7229 a, b: Integer;
7230 begin
7231 if FAIFlags = nil then Exit;
7233 aName := LowerCase(aName);
7235 for a := 0 to High(FAIFlags) do
7236 if LowerCase(FAIFlags[a].Name) = aName then
7237 begin
7238 if a <> High(FAIFlags) then
7239 for b := a to High(FAIFlags)-1 do
7240 FAIFlags[b] := FAIFlags[b+1];
7242 SetLength(FAIFlags, Length(FAIFlags)-1);
7243 Break;
7244 end;
7245 end;
7247 procedure TBot.SetAIFlag(aName, fValue: String20);
7248 var
7249 a: Integer;
7250 ok: Boolean;
7251 begin
7252 a := 0;
7253 ok := False;
7255 aName := LowerCase(aName);
7257 if FAIFlags <> nil then
7258 for a := 0 to High(FAIFlags) do
7259 if LowerCase(FAIFlags[a].Name) = aName then
7260 begin
7261 ok := True;
7262 Break;
7263 end;
7265 if ok then FAIFlags[a].Value := fValue
7266 else
7267 begin
7268 SetLength(FAIFlags, Length(FAIFlags)+1);
7269 with FAIFlags[High(FAIFlags)] do
7270 begin
7271 Name := aName;
7272 Value := fValue;
7273 end;
7274 end;
7275 end;
7277 procedure TBot.UpdateMove;
7279 procedure GoLeft(Time: Word = 1);
7280 begin
7281 ReleaseKey(KEY_LEFT);
7282 ReleaseKey(KEY_RIGHT);
7283 PressKey(KEY_LEFT, Time);
7284 SetDirection(TDirection.D_LEFT);
7285 end;
7287 procedure GoRight(Time: Word = 1);
7288 begin
7289 ReleaseKey(KEY_LEFT);
7290 ReleaseKey(KEY_RIGHT);
7291 PressKey(KEY_RIGHT, Time);
7292 SetDirection(TDirection.D_RIGHT);
7293 end;
7295 function Rnd(a: Word): Boolean;
7296 begin
7297 Result := Random(a) = 0;
7298 end;
7300 procedure Turn(Time: Word = 1200);
7301 begin
7302 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7303 end;
7305 procedure Stop();
7306 begin
7307 ReleaseKey(KEY_LEFT);
7308 ReleaseKey(KEY_RIGHT);
7309 end;
7311 function CanRunLeft(): Boolean;
7312 begin
7313 Result := not CollideLevel(-1, 0);
7314 end;
7316 function CanRunRight(): Boolean;
7317 begin
7318 Result := not CollideLevel(1, 0);
7319 end;
7321 function CanRun(): Boolean;
7322 begin
7323 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7324 end;
7326 procedure Jump(Time: Word = 30);
7327 begin
7328 PressKey(KEY_JUMP, Time);
7329 end;
7331 function NearHole(): Boolean;
7332 var
7333 x, sx: Integer;
7334 begin
7335 { TODO 5 : Ëåñòíèöû }
7336 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7337 for x := 1 to PLAYER_RECT.Width do
7338 if (not StayOnStep(x*sx, 0)) and
7339 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7340 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7341 begin
7342 Result := True;
7343 Exit;
7344 end;
7346 Result := False;
7347 end;
7349 function BorderHole(): Boolean;
7350 var
7351 x, sx, xx: Integer;
7352 begin
7353 { TODO 5 : Ëåñòíèöû }
7354 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7355 for x := 1 to PLAYER_RECT.Width do
7356 if (not StayOnStep(x*sx, 0)) and
7357 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7358 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7359 begin
7360 for xx := x to x+32 do
7361 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7362 begin
7363 Result := True;
7364 Exit;
7365 end;
7366 end;
7368 Result := False;
7369 end;
7371 function NearDeepHole(): Boolean;
7372 var
7373 x, sx, y: Integer;
7374 begin
7375 Result := False;
7377 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7378 y := 3;
7380 for x := 1 to PLAYER_RECT.Width do
7381 if (not StayOnStep(x*sx, 0)) and
7382 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7383 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7384 begin
7385 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7386 begin
7387 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7388 y := y+1;
7389 end;
7391 Result := True;
7392 end else Result := False;
7393 end;
7395 function OverDeepHole(): Boolean;
7396 var
7397 y: Integer;
7398 begin
7399 Result := False;
7401 y := 1;
7402 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7403 begin
7404 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7405 y := y+1;
7406 end;
7408 Result := True;
7409 end;
7411 function OnGround(): Boolean;
7412 begin
7413 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7414 end;
7416 function OnLadder(): Boolean;
7417 begin
7418 Result := FullInStep(0, 0);
7419 end;
7421 function BelowLadder(): Boolean;
7422 begin
7423 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7424 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7425 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7426 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7427 end;
7429 function BelowLiftUp(): Boolean;
7430 begin
7431 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7432 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7433 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7434 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7435 end;
7437 function OnTopLift(): Boolean;
7438 begin
7439 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7440 end;
7442 function CanJumpOver(): Boolean;
7443 var
7444 sx, y: Integer;
7445 begin
7446 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7448 Result := False;
7450 if not CollideLevel(sx, 0) then Exit;
7452 for y := 1 to BOT_MAXJUMP do
7453 if CollideLevel(0, -y) then Exit else
7454 if not CollideLevel(sx, -y) then
7455 begin
7456 Result := True;
7457 Exit;
7458 end;
7459 end;
7461 function CanJumpUp(Dist: ShortInt): Boolean;
7462 var
7463 y, yy: Integer;
7464 c: Boolean;
7465 begin
7466 Result := False;
7468 if CollideLevel(Dist, 0) then Exit;
7470 c := False;
7471 for y := 0 to BOT_MAXJUMP do
7472 if CollideLevel(Dist, -y) then
7473 begin
7474 c := True;
7475 Break;
7476 end;
7478 if not c then Exit;
7480 c := False;
7481 for yy := y+1 to BOT_MAXJUMP do
7482 if not CollideLevel(Dist, -yy) then
7483 begin
7484 c := True;
7485 Break;
7486 end;
7488 if not c then Exit;
7490 c := False;
7491 for y := 0 to BOT_MAXJUMP do
7492 if CollideLevel(0, -y) then
7493 begin
7494 c := True;
7495 Break;
7496 end;
7498 if c then Exit;
7500 if y < yy then Exit;
7502 Result := True;
7503 end;
7505 function IsSafeTrigger(): Boolean;
7506 var
7507 a: Integer;
7508 begin
7509 Result := True;
7510 if gTriggers = nil then
7511 Exit;
7512 for a := 0 to High(gTriggers) do
7513 if Collide(gTriggers[a].X,
7514 gTriggers[a].Y,
7515 gTriggers[a].Width,
7516 gTriggers[a].Height) and
7517 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7518 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7519 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7520 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7521 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7522 Result := False;
7523 end;
7525 begin
7526 // Âîçìîæíî, íàæèìàåì êíîïêó:
7527 if Rnd(16) and IsSafeTrigger() then
7528 PressKey(KEY_OPEN);
7530 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7531 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7532 begin
7533 ReleaseKey(KEY_LEFT);
7534 ReleaseKey(KEY_RIGHT);
7535 Jump();
7536 end;
7538 // Èäåì âëåâî, åñëè íàäî áûëî:
7539 if GetAIFlag('GOLEFT') <> '' then
7540 begin
7541 RemoveAIFlag('GOLEFT');
7542 if CanRunLeft() then
7543 GoLeft(360);
7544 end;
7546 // Èäåì âïðàâî, åñëè íàäî áûëî:
7547 if GetAIFlag('GORIGHT') <> '' then
7548 begin
7549 RemoveAIFlag('GORIGHT');
7550 if CanRunRight() then
7551 GoRight(360);
7552 end;
7554 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7555 if FObj.X < -32 then
7556 GoRight(360)
7557 else
7558 if FObj.X+32 > gMapInfo.Width then
7559 GoLeft(360);
7561 // Ïðûãàåì, åñëè íàäî áûëî:
7562 if GetAIFlag('NEEDJUMP') <> '' then
7563 begin
7564 Jump(0);
7565 RemoveAIFlag('NEEDJUMP');
7566 end;
7568 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7569 if GetAIFlag('NEEDSEEUP') <> '' then
7570 begin
7571 ReleaseKey(KEY_UP);
7572 ReleaseKey(KEY_DOWN);
7573 PressKey(KEY_UP, 20);
7574 RemoveAIFlag('NEEDSEEUP');
7575 end;
7577 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7578 if GetAIFlag('NEEDSEEDOWN') <> '' then
7579 begin
7580 ReleaseKey(KEY_UP);
7581 ReleaseKey(KEY_DOWN);
7582 PressKey(KEY_DOWN, 20);
7583 RemoveAIFlag('NEEDSEEDOWN');
7584 end;
7586 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7587 if GetAIFlag('GOINHOLE') <> '' then
7588 if not OnGround() then
7589 begin
7590 ReleaseKey(KEY_LEFT);
7591 ReleaseKey(KEY_RIGHT);
7592 RemoveAIFlag('GOINHOLE');
7593 SetAIFlag('FALLINHOLE', '1');
7594 end;
7596 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7597 if GetAIFlag('FALLINHOLE') <> '' then
7598 if OnGround() then
7599 RemoveAIFlag('FALLINHOLE');
7601 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7602 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7603 if GetAIFlag('FALLINHOLE') = '' then
7604 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7605 if Rnd(2) then
7606 GoLeft(360)
7607 else
7608 GoRight(360);
7610 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7611 if OnGround() and
7612 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7613 Rnd(8) then
7614 Jump();
7616 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7617 if OnGround() and NearHole() then
7618 if NearDeepHole() then // Åñëè ýòî áåçäíà
7619 case Random(6) of
7620 0..3: Turn(); // Áåæèì îáðàòíî
7621 4: Jump(); // Ïðûãàåì
7622 5: begin // Ïðûãàåì îáðàòíî
7623 Turn();
7624 Jump();
7625 end;
7626 end
7627 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7628 if GetAIFlag('GOINHOLE') = '' then
7629 case Random(6) of
7630 0: Turn(); // Íå íóæíî òóäà
7631 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7632 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7633 if BorderHole() then
7634 SetAIFlag('GOINHOLE', '1');
7635 end;
7637 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7638 if (not CanRun()) and OnGround() then
7639 begin
7640 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7641 if CanJumpOver() or OnLadder() then
7642 Jump()
7643 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7644 if Random(2) = 0 then
7645 begin
7646 if IsSafeTrigger() then
7647 PressKey(KEY_OPEN);
7648 end else
7649 Turn();
7650 end;
7652 // Îñòàëîñü ìàëî âîçäóõà:
7653 if FAir < 36 * 2 then
7654 Jump(20);
7656 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7657 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7658 if BodyInAcid(0, 0) then
7659 Jump();
7660 end;
7662 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7663 begin
7664 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7665 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7666 end;
7668 {function TBot.NeedItem(Item: Byte): Byte;
7669 begin
7670 Result := 4;
7671 end;}
7673 procedure TBot.SelectWeapon(Dist: Integer);
7674 var
7675 a: Integer;
7677 function HaveAmmo(weapon: Byte): Boolean;
7678 begin
7679 case weapon of
7680 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7681 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7682 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7683 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7684 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7685 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7686 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7687 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7688 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7689 else Result := True;
7690 end;
7691 end;
7693 begin
7694 if Dist = -1 then Dist := BOT_LONGDIST;
7696 if Dist > BOT_LONGDIST then
7697 begin // Äàëüíèé áîé
7698 for a := 0 to 9 do
7699 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7700 begin
7701 FSelectedWeapon := FDifficult.WeaponPrior[a];
7702 Break;
7703 end;
7704 end
7705 else //if Dist > BOT_UNSAFEDIST then
7706 begin // Áëèæíèé áîé
7707 for a := 0 to 9 do
7708 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7709 begin
7710 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7711 Break;
7712 end;
7713 end;
7714 { else
7715 begin
7716 for a := 0 to 9 do
7717 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7718 begin
7719 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7720 Break;
7721 end;
7722 end;}
7723 end;
7725 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7726 begin
7727 Result := inherited PickItem(ItemType, force, remove);
7729 if Result then SetAIFlag('SELECTWEAPON', '1');
7730 end;
7732 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7733 begin
7734 Result := inherited Heal(value, Soft);
7735 end;
7737 function TBot.Healthy(): Byte;
7738 begin
7739 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7740 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7741 else if (FHealth > 50) then Result := 2
7742 else if (FHealth > 20) then Result := 1
7743 else Result := 0;
7744 end;
7746 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7747 begin
7748 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7749 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7750 end;
7752 procedure TBot.OnDamage(Angle: SmallInt);
7753 var
7754 pla: TPlayer;
7755 mon: TMonster;
7756 ok: Boolean;
7757 begin
7758 inherited;
7760 if (Angle = 0) or (Angle = 180) then
7761 begin
7762 ok := False;
7763 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7764 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7765 begin // Èãðîê
7766 pla := g_Player_Get(FLastSpawnerUID);
7767 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7768 pla.FObj.Y + PLAYER_RECT.Y);
7769 end
7770 else
7771 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7772 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7773 begin // Ìîíñòð
7774 mon := g_Monsters_ByUID(FLastSpawnerUID);
7775 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7776 mon.Obj.Y + mon.Obj.Rect.Y);
7777 end;
7779 if ok then
7780 if Angle = 0 then
7781 SetAIFlag('ATTACKLEFT', '1')
7782 else
7783 SetAIFlag('ATTACKRIGHT', '1');
7784 end;
7785 end;
7787 function TBot.RunDirection(): TDirection;
7788 begin
7789 if Abs(Vel.X) >= 1 then
7790 begin
7791 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7792 end else
7793 Result := FDirection;
7794 end;
7796 function TBot.GetRnd(a: Byte): Boolean;
7797 begin
7798 if a = 0 then Result := False
7799 else if a = 255 then Result := True
7800 else Result := Random(256) > 255-a;
7801 end;
7803 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7804 begin
7805 Result := Round((255-a)/255*radius*(Random(2)-1));
7806 end;
7809 procedure TDifficult.save (st: TStream);
7810 begin
7811 utils.writeInt(st, Byte(DiagFire));
7812 utils.writeInt(st, Byte(InvisFire));
7813 utils.writeInt(st, Byte(DiagPrecision));
7814 utils.writeInt(st, Byte(FlyPrecision));
7815 utils.writeInt(st, Byte(Cover));
7816 utils.writeInt(st, Byte(CloseJump));
7817 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7818 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7819 end;
7821 procedure TDifficult.load (st: TStream);
7822 begin
7823 DiagFire := utils.readByte(st);
7824 InvisFire := utils.readByte(st);
7825 DiagPrecision := utils.readByte(st);
7826 FlyPrecision := utils.readByte(st);
7827 Cover := utils.readByte(st);
7828 CloseJump := utils.readByte(st);
7829 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7830 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7831 end;
7834 procedure TBot.SaveState (st: TStream);
7835 var
7836 i: Integer;
7837 dw: Integer;
7838 begin
7839 inherited SaveState(st);
7840 utils.writeSign(st, 'BOT0');
7841 // Âûáðàííîå îðóæèå
7842 utils.writeInt(st, Byte(FSelectedWeapon));
7843 // UID öåëè
7844 utils.writeInt(st, Word(FTargetUID));
7845 // Âðåìÿ ïîòåðè öåëè
7846 utils.writeInt(st, LongWord(FLastVisible));
7847 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7848 dw := Length(FAIFlags);
7849 utils.writeInt(st, LongInt(dw));
7850 // Ôëàãè ÈÈ
7851 for i := 0 to dw-1 do
7852 begin
7853 utils.writeStr(st, FAIFlags[i].Name, 20);
7854 utils.writeStr(st, FAIFlags[i].Value, 20);
7855 end;
7856 // Íàñòðîéêè ñëîæíîñòè
7857 FDifficult.save(st);
7858 end;
7861 procedure TBot.LoadState (st: TStream);
7862 var
7863 i: Integer;
7864 dw: Integer;
7865 begin
7866 inherited LoadState(st);
7867 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7868 // Âûáðàííîå îðóæèå
7869 FSelectedWeapon := utils.readByte(st);
7870 // UID öåëè
7871 FTargetUID := utils.readWord(st);
7872 // Âðåìÿ ïîòåðè öåëè
7873 FLastVisible := utils.readLongWord(st);
7874 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7875 dw := utils.readLongInt(st);
7876 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7877 SetLength(FAIFlags, dw);
7878 // Ôëàãè ÈÈ
7879 for i := 0 to dw-1 do
7880 begin
7881 FAIFlags[i].Name := utils.readStr(st, 20);
7882 FAIFlags[i].Value := utils.readStr(st, 20);
7883 end;
7884 // Íàñòðîéêè ñëîæíîñòè
7885 FDifficult.load(st);
7886 end;
7889 begin
7890 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7891 end.