DEADSOFTWARE

d7f305e68757bfb287d836b28dab9d398497155b
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) DooM 2D:Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$MODE DELPHI}
17 unit g_player;
19 interface
21 uses
22 e_graphics, g_playermodel, g_basic, g_textures,
23 g_weapons, g_phys, g_sound, g_saveload, MAPSTRUCT,
24 BinEditor, g_panel;
26 const
27 KEY_LEFT = 1;
28 KEY_RIGHT = 2;
29 KEY_UP = 3;
30 KEY_DOWN = 4;
31 KEY_FIRE = 5;
32 KEY_NEXTWEAPON = 6;
33 KEY_PREVWEAPON = 7;
34 KEY_OPEN = 8;
35 KEY_JUMP = 9;
36 KEY_CHAT = 10;
38 R_ITEM_BACKPACK = 0;
39 R_KEY_RED = 1;
40 R_KEY_GREEN = 2;
41 R_KEY_BLUE = 3;
42 R_BERSERK = 4;
44 MR_SUIT = 0;
45 MR_INVUL = 1;
46 MR_INVIS = 2;
47 MR_MAX = 2;
49 A_BULLETS = 0;
50 A_SHELLS = 1;
51 A_ROCKETS = 2;
52 A_CELLS = 3;
54 K_SIMPLEKILL = 0;
55 K_HARDKILL = 1;
56 K_EXTRAHARDKILL = 2;
57 K_FALLKILL = 3;
59 T_RESPAWN = 0;
60 T_SWITCH = 1;
61 T_USE = 2;
62 T_FLAGCAP = 3;
64 TEAM_NONE = 0;
65 TEAM_RED = 1;
66 TEAM_BLUE = 2;
67 TEAM_COOP = 3;
69 SHELL_BULLET = 0;
70 SHELL_SHELL = 1;
71 SHELL_DBLSHELL = 2;
73 ANGLE_NONE = Low(SmallInt);
75 CORPSE_STATE_REMOVEME = 0;
76 CORPSE_STATE_NORMAL = 1;
77 CORPSE_STATE_MESS = 2;
79 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
80 PLAYER_RECT_CX = 15+(34 div 2);
81 PLAYER_RECT_CY = 12+(52 div 2);
82 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
84 PLAYER_HP_SOFT = 100;
85 PLAYER_HP_LIMIT = 200;
86 PLAYER_AP_SOFT = 100;
87 PLAYER_AP_LIMIT = 200;
88 SUICIDE_DAMAGE = 112;
90 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
91 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
93 type
94 TPlayerStat = record
95 Ping: Word;
96 Loss: Byte;
97 Name: String;
98 Team: Byte;
99 Frags: SmallInt;
100 Deaths: SmallInt;
101 Lives: Byte;
102 Kills: Word;
103 Color: TRGB;
104 Spectator: Boolean;
105 end;
107 TPlayerStatArray = Array of TPlayerStat;
109 TPlayerSavedState = record
110 Health: Integer;
111 Armor: Integer;
112 Air: Integer;
113 JetFuel: Integer;
114 CurrWeap: Byte;
115 NextWeap: WORD;
116 NextWeapDelay: Byte;
117 Ammo: Array [A_BULLETS..A_CELLS] of Word;
118 MaxAmmo: Array [A_BULLETS..A_CELLS] of Word;
119 Weapon: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Boolean;
120 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
121 WaitRecall: Boolean;
122 end;
124 TKeyState = record
125 Pressed: Boolean;
126 Time: Word;
127 end;
129 TPlayer = class (TObject)
130 private
131 FIamBot: Boolean;
132 FUID: Word;
133 FName: String;
134 FTeam: Byte;
135 FLive: Boolean;
136 FSpawned: Boolean;
137 FDirection: TDirection;
138 FHealth: Integer;
139 FLives: Byte;
140 FArmor: Integer;
141 FAir: Integer;
142 FPain: Integer;
143 FPickup: Integer;
144 FKills: Integer;
145 FMonsterKills: Integer;
146 FFrags: Integer;
147 FFragCombo: Byte;
148 FLastFrag: LongWord;
149 FComboEvnt: Integer;
150 FDeath: Integer;
151 FCanJetpack: Boolean;
152 FJetFuel: Integer;
153 FFlag: Byte;
154 FSecrets: Integer;
155 FCurrWeap: Byte;
156 FNextWeap: WORD;
157 FNextWeapDelay: Byte; // frames
158 FBFGFireCounter: SmallInt;
159 FLastSpawnerUID: Word;
160 FLastHit: Byte;
161 FObj: TObj;
162 FXTo, FYTo: Integer;
163 FSpectatePlayer: Integer;
165 FSavedState: TPlayerSavedState;
167 FModel: TPlayerModel;
168 FActionPrior: Byte;
169 FActionAnim: Byte;
170 FActionForce: Boolean;
171 FActionChanged: Boolean;
172 FAngle: SmallInt;
173 FFireAngle: SmallInt;
174 FIncCam: Integer;
175 FShellTimer: Integer;
176 FShellType: Byte;
177 FSawSound: TPlayableSound;
178 FSawSoundIdle: TPlayableSound;
179 FSawSoundHit: TPlayableSound;
180 FSawSoundSelect: TPlayableSound;
181 FJetSoundOn: TPlayableSound;
182 FJetSoundOff: TPlayableSound;
183 FJetSoundFly: TPlayableSound;
184 FGodMode: Boolean;
185 FNoTarget: Boolean;
186 FNoReload: Boolean;
187 FJustTeleported: Boolean;
188 FNetTime: LongWord;
190 function CollideLevel(XInc, YInc: Integer): Boolean;
191 function StayOnStep(XInc, YInc: Integer): Boolean;
192 function HeadInLiquid(XInc, YInc: Integer): Boolean;
193 function BodyInLiquid(XInc, YInc: Integer): Boolean;
194 function BodyInAcid(XInc, YInc: Integer): Boolean;
195 function FullInLift(XInc, YInc: Integer): Integer;
196 {procedure CollideItem();}
197 procedure FlySmoke(Times: DWORD = 1);
198 function GetAmmoByWeapon(Weapon: Byte): Word;
199 procedure SetAction(Action: Byte; Force: Boolean = False);
200 procedure OnDamage(Angle: SmallInt); virtual;
201 function firediry(): Integer;
203 procedure Run(Direction: TDirection);
204 procedure NextWeapon();
205 procedure PrevWeapon();
206 procedure SeeUp();
207 procedure SeeDown();
208 procedure Fire();
209 procedure Jump();
210 procedure Use();
212 procedure cycleWeapon (dir: Integer);
213 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
214 procedure resetWeaponQueue ();
215 function hasAmmoForWeapon (weapon: Byte): Boolean;
217 public
218 FDamageBuffer: Integer;
220 FAmmo: Array [A_BULLETS..A_CELLS] of Word;
221 FMaxAmmo: Array [A_BULLETS..A_CELLS] of Word;
222 FWeapon: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Boolean;
223 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
224 FBerserk: Integer;
225 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
226 FReloading: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Word;
227 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
228 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
229 FColor: TRGB;
230 FPreferredTeam: Byte;
231 FSpectator: Boolean;
232 FNoRespawn: Boolean;
233 FWantsInGame: Boolean;
234 FGhost: Boolean;
235 FPhysics: Boolean;
236 FJetpack: Boolean;
237 FActualModelName: string;
238 FClientID: SmallInt;
239 FPing: Word;
240 FLoss: Byte;
241 FDummy: Boolean;
243 constructor Create(); virtual;
244 destructor Destroy(); override;
245 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
246 function GetRespawnPoint(): Byte;
247 procedure PressKey(Key: Byte; Time: Word = 1);
248 procedure ReleaseKeys();
249 procedure SetModel(ModelName: String);
250 procedure SetColor(Color: TRGB);
251 procedure SetWeapon(W: Byte);
252 function IsKeyPressed(K: Byte): Boolean;
253 function GetKeys(): Byte;
254 function PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean; virtual;
255 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
256 function Collide(Panel: TPanel): Boolean; overload;
257 function Collide(X, Y: Integer): Boolean; overload;
258 procedure SetDirection(Direction: TDirection);
259 procedure GetSecret();
260 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
261 procedure Touch();
262 procedure Push(vx, vy: Integer);
263 procedure ChangeModel(ModelName: String);
264 procedure SwitchTeam;
265 procedure ChangeTeam(Team: Byte);
266 procedure BFGHit();
267 function GetFlag(Flag: Byte): Boolean;
268 procedure SetFlag(Flag: Byte);
269 function DropFlag(): Boolean;
270 procedure AllRulez(Health: Boolean);
271 procedure RestoreHealthArmor();
272 procedure FragCombo();
273 procedure GiveItem(ItemType: Byte);
274 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
275 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
276 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
277 procedure MakeBloodSimple(Count: Word);
278 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
279 procedure Reset(Force: Boolean);
280 procedure Spectate(NoMove: Boolean = False);
281 procedure SwitchNoClip;
282 procedure SoftReset();
283 procedure Draw(); virtual;
284 procedure DrawPain();
285 procedure DrawPickup();
286 procedure DrawRulez();
287 procedure DrawAim();
288 procedure DrawBubble();
289 procedure DrawGUI();
290 procedure Update(); virtual;
291 procedure RememberState();
292 procedure RecallState();
293 procedure SaveState(var Mem: TBinMemoryWriter); virtual;
294 procedure LoadState(var Mem: TBinMemoryReader); virtual;
295 procedure PauseSounds(Enable: Boolean);
296 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
297 procedure DoLerp(Level: Integer = 2);
298 procedure SetLerp(XTo, YTo: Integer);
299 procedure QueueWeaponSwitch(Weapon: Byte);
300 procedure RealizeCurrentWeapon();
301 procedure JetpackOn;
302 procedure JetpackOff;
304 property Name: String read FName write FName;
305 property Model: TPlayerModel read FModel;
306 property Health: Integer read FHealth write FHealth;
307 property Lives: Byte read FLives write FLives;
308 property Armor: Integer read FArmor write FArmor;
309 property Air: Integer read FAir write FAir;
310 property JetFuel: Integer read FJetFuel write FJetFuel;
311 property Frags: Integer read FFrags write FFrags;
312 property Death: Integer read FDeath write FDeath;
313 property Kills: Integer read FKills write FKills;
314 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
315 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
316 property Secrets: Integer read FSecrets;
317 property GodMode: Boolean read FGodMode write FGodMode;
318 property NoTarget: Boolean read FNoTarget write FNoTarget;
319 property NoReload: Boolean read FNoReload write FNoReload;
320 property Live: Boolean read FLive write FLive;
321 property Flag: Byte read FFlag;
322 property Team: Byte read FTeam write FTeam;
323 property Direction: TDirection read FDirection;
324 property GameX: Integer read FObj.X write FObj.X;
325 property GameY: Integer read FObj.Y write FObj.Y;
326 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
327 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
328 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
329 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
330 property Vel: TPoint2i read FObj.Vel;
331 property Obj: TObj read FObj;
332 property IncCam: Integer read FIncCam write FIncCam;
333 property UID: Word read FUID write FUID;
334 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
335 property NetTime: LongWord read FNetTime write FNetTime;
336 end;
338 TDifficult = record
339 DiagFire: Byte;
340 InvisFire: Byte;
341 DiagPrecision: Byte;
342 FlyPrecision: Byte;
343 Cover: Byte;
344 CloseJump: Byte;
345 WeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
346 CloseWeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
347 //SafeWeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
348 end;
350 TAIFlag = record
351 Name: String;
352 Value: String;
353 end;
355 TBot = class (TPlayer)
356 private
357 FSelectedWeapon: Byte;
358 FTargetUID: Word;
359 FLastVisible: DWORD;
360 FAIFlags: Array of TAIFlag;
361 FDifficult: TDifficult;
363 function GetRnd(a: Byte): Boolean;
364 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
365 function RunDirection(): TDirection;
366 function FullInStep(XInc, YInc: Integer): Boolean;
367 //function NeedItem(Item: Byte): Byte;
368 procedure SelectWeapon(Dist: Integer);
369 procedure SetAIFlag(fName, fValue: String20);
370 function GetAIFlag(fName: String20): String20;
371 procedure RemoveAIFlag(fName: String20);
372 function Healthy(): Byte;
373 procedure UpdateMove();
374 procedure UpdateCombat();
375 function KeyPressed(Key: Word): Boolean;
376 procedure ReleaseKey(Key: Byte);
377 function TargetOnScreen(TX, TY: Integer): Boolean;
378 procedure OnDamage(Angle: SmallInt); override;
380 public
381 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
382 constructor Create(); override;
383 destructor Destroy(); override;
384 procedure Draw(); override;
385 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
386 function Heal(value: Word; Soft: Boolean): Boolean; override;
387 procedure Update(); override;
388 procedure SaveState(var Mem: TBinMemoryWriter); override;
389 procedure LoadState(var Mem: TBinMemoryReader); override;
390 end;
392 TGib = record
393 Live: Boolean;
394 ID: DWORD;
395 MaskID: DWORD;
396 RAngle: Integer;
397 Color: TRGB;
398 Obj: TObj;
399 end;
401 TShell = record
402 SpriteID: DWORD;
403 Live: Boolean;
404 SType: Byte;
405 RAngle: Integer;
406 Timeout: Cardinal;
407 CX, CY: Integer;
408 Obj: TObj;
409 end;
411 TCorpse = class (TObject)
412 private
413 FModelName: String;
414 FMess: Boolean;
415 FState: Byte;
416 FDamage: Byte;
417 FColor: TRGB;
418 FObj: TObj;
419 FAnimation: TAnimation;
420 FAnimationMask: TAnimation;
422 public
423 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
424 destructor Destroy(); override;
425 procedure Damage(Value: Word; vx, vy: Integer);
426 procedure Update();
427 procedure Draw();
428 procedure SaveState(var Mem: TBinMemoryWriter);
429 procedure LoadState(var Mem: TBinMemoryReader);
431 property Obj: TObj read FObj;
432 property State: Byte read FState;
433 property Mess: Boolean read FMess;
434 end;
436 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
437 record
438 Goals: SmallInt;
439 end;
441 var
442 gPlayers: Array of TPlayer;
443 gCorpses: Array of TCorpse;
444 gGibs: Array of TGib;
445 gShells: Array of TShell;
446 gTeamStat: TTeamStat;
447 gFly: Boolean = False;
448 gAimLine: Boolean = False;
449 gChatBubble: Byte = 0;
450 gNumBots: Word = 0;
451 gLMSPID1: Word = 0;
452 gLMSPID2: Word = 0;
453 MAX_RUNVEL: Integer = 8;
454 VEL_JUMP: Integer = 10;
455 SHELL_TIMEOUT: Cardinal = 60000;
457 function Lerp(X, Y, Factor: Integer): Integer;
459 procedure g_Gibs_SetMax(Count: Word);
460 function g_Gibs_GetMax(): Word;
461 procedure g_Corpses_SetMax(Count: Word);
462 function g_Corpses_GetMax(): Word;
463 procedure g_Shells_SetMax(Count: Word);
464 function g_Shells_GetMax(): Word;
466 procedure g_Player_Init();
467 procedure g_Player_Free();
468 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
469 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
470 procedure g_Player_Remove(UID: Word);
471 procedure g_Player_ResetTeams();
472 procedure g_Player_UpdateAll();
473 procedure g_Player_DrawAll();
474 procedure g_Player_DrawDebug(p: TPlayer);
475 procedure g_Player_DrawHealth();
476 procedure g_Player_RememberAll();
477 procedure g_Player_ResetAll(Force, Silent: Boolean);
478 function g_Player_Get(UID: Word): TPlayer;
479 function g_Player_GetCount(): Byte;
480 function g_Player_GetStats(): TPlayerStatArray;
481 function g_Player_ValidName(Name: String): Boolean;
482 procedure g_Player_CreateCorpse(Player: TPlayer);
483 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
484 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
485 procedure g_Player_UpdatePhysicalObjects();
486 procedure g_Player_DrawCorpses();
487 procedure g_Player_DrawShells();
488 procedure g_Player_RemoveAllCorpses();
489 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
490 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
491 procedure g_Bot_Add(Team, Difficult: Byte);
492 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
493 procedure g_Bot_MixNames();
494 procedure g_Bot_RemoveAll();
496 implementation
498 uses
499 e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math,
500 g_options, g_triggers, g_menu, MAPDEF, g_game,
501 wadreader, g_main, g_monsters, CONFIG, g_language, g_net, g_netmsg;
503 type
504 TBotProfile = record
505 name: ShortString;
506 model: ShortString;
507 team: Byte;
508 color: TRGB;
509 diag_fire: Byte;
510 invis_fire: Byte;
511 diag_precision: Byte;
512 fly_precision: Byte;
513 cover: Byte;
514 close_jump: Byte;
515 w_prior1: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
516 w_prior2: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
517 w_prior3: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
518 end;
520 const
521 TIME_RESPAWN1 = 1500;
522 TIME_RESPAWN2 = 2000;
523 TIME_RESPAWN3 = 3000;
524 AIR_DEF = 360;
525 AIR_MAX = 1091;
526 JET_MAX = 540; // ~30 sec
527 PLAYER_SUIT_TIME = 30000;
528 PLAYER_INVUL_TIME = 30000;
529 PLAYER_INVIS_TIME = 35000;
530 FRAG_COMBO_TIME = 3000;
531 VEL_SW = 4;
532 VEL_FLY = 6;
533 ANGLE_RIGHTUP = 55;
534 ANGLE_RIGHTDOWN = -35;
535 ANGLE_LEFTUP = 125;
536 ANGLE_LEFTDOWN = -145;
537 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
538 WEAPONPOINT: Array [TDirection] of TPoint = ((X:16; Y:32), (X:47; Y:32));
539 BOT_MAXJUMP = 84;
540 BOT_LONGDIST = 300;
541 BOT_UNSAFEDIST = 128;
542 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
543 (R:0; G:0; B:255));
544 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
545 FlyPrecision: 32; Cover: 32; CloseJump: 32;
546 WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
547 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
548 FlyPrecision: 127; Cover: 127; CloseJump: 127;
549 WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
550 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
551 FlyPrecision: 255; Cover: 255; CloseJump: 255;
552 WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
553 WEAPON_PRIOR1: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
554 (WEAPON_SUPERPULEMET, WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
555 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
556 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
557 WEAPON_PRIOR2: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
558 (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
559 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
560 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
561 //WEAPON_PRIOR3: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
562 // (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_PLASMA,
563 // WEAPON_SHOTGUN2, WEAPON_CHAINGUN, WEAPON_SHOTGUN1,
564 // WEAPON_SAW, WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
565 WEAPON_RELOAD: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
566 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2);
568 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
569 CORPSE_SIGNATURE = $50524F43; // 'CORP'
571 BOTNAMES_FILENAME = 'botnames.txt';
572 BOTLIST_FILENAME = 'botlist.txt';
574 var
575 MaxGibs: Word = 150;
576 MaxCorpses: Word = 20;
577 MaxShells: Word = 300;
578 CurrentGib: Integer = 0;
579 CurrentShell: Integer = 0;
580 BotNames: Array of String;
581 BotList: Array of TBotProfile;
583 function Lerp(X, Y, Factor: Integer): Integer;
584 begin
585 Result := X + ((Y - X) div Factor);
586 end;
588 function SameTeam(UID1, UID2: Word): Boolean;
589 begin
590 Result := False;
592 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
593 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
595 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
597 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
598 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
600 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
601 end;
603 procedure g_Gibs_SetMax(Count: Word);
604 begin
605 MaxGibs := Count;
606 SetLength(gGibs, Count);
608 if CurrentGib >= Count then
609 CurrentGib := 0;
610 end;
612 function g_Gibs_GetMax(): Word;
613 begin
614 Result := MaxGibs;
615 end;
617 procedure g_Shells_SetMax(Count: Word);
618 begin
619 MaxShells := Count;
620 SetLength(gShells, Count);
622 if CurrentShell >= Count then
623 CurrentShell := 0;
624 end;
626 function g_Shells_GetMax(): Word;
627 begin
628 Result := MaxShells;
629 end;
632 procedure g_Corpses_SetMax(Count: Word);
633 begin
634 MaxCorpses := Count;
635 SetLength(gCorpses, Count);
636 end;
638 function g_Corpses_GetMax(): Word;
639 begin
640 Result := MaxCorpses;
641 end;
643 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
644 var
645 a: Integer;
646 ok: Boolean;
647 begin
648 Result := 0;
650 ok := False;
651 a := 0;
653 // Åñòü ëè ìåñòî â gPlayers:
654 if gPlayers <> nil then
655 for a := 0 to High(gPlayers) do
656 if gPlayers[a] = nil then
657 begin
658 ok := True;
659 Break;
660 end;
662 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
663 if not ok then
664 begin
665 SetLength(gPlayers, Length(gPlayers)+1);
666 a := High(gPlayers);
667 end;
669 // Ñîçäàåì îáúåêò èãðîêà:
670 if Bot then
671 gPlayers[a] := TBot.Create()
672 else
673 gPlayers[a] := TPlayer.Create();
676 gPlayers[a].FActualModelName := ModelName;
677 gPlayers[a].SetModel(ModelName);
679 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
680 if gPlayers[a].FModel = nil then
681 begin
682 gPlayers[a].Free();
683 gPlayers[a] := nil;
684 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
685 Exit;
686 end;
688 if not (Team in [TEAM_RED, TEAM_BLUE]) then
689 if Random(2) = 0 then
690 Team := TEAM_RED
691 else
692 Team := TEAM_BLUE;
693 gPlayers[a].FPreferredTeam := Team;
695 case gGameSettings.GameMode of
696 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
697 GM_TDM,
698 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
699 GM_SINGLE,
700 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
701 end;
703 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
704 gPlayers[a].FColor := Color;
705 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
706 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
707 else
708 gPlayers[a].FModel.Color := Color;
710 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
711 gPlayers[a].FLive := False;
713 Result := gPlayers[a].FUID;
714 end;
716 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
717 var
718 a, i: Integer;
719 ok, Bot: Boolean;
720 sig: DWORD;
721 b: Byte;
722 begin
723 Result := 0;
724 if Mem = nil then
725 Exit;
727 // Ñèãíàòóðà èãðîêà:
728 Mem.ReadDWORD(sig);
729 if sig <> PLAYER_SIGNATURE then // 'PLYR'
730 begin
731 raise EBinSizeError.Create('g_Player_CreateFromState: Wrong Player Signature');
732 end;
734 // Áîò èëè ÷åëîâåê:
735 Mem.ReadBoolean(Bot);
737 ok := False;
738 a := 0;
740 // Åñòü ëè ìåñòî â gPlayers:
741 if gPlayers <> nil then
742 for a := 0 to High(gPlayers) do
743 if gPlayers[a] = nil then
744 begin
745 ok := True;
746 Break;
747 end;
749 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
750 if not ok then
751 begin
752 SetLength(gPlayers, Length(gPlayers)+1);
753 a := High(gPlayers);
754 end;
756 // Ñîçäàåì îáúåêò èãðîêà:
757 if Bot then
758 gPlayers[a] := TBot.Create()
759 else
760 gPlayers[a] := TPlayer.Create();
761 gPlayers[a].FIamBot := Bot;
762 gPlayers[a].FPhysics := True;
764 // UID èãðîêà:
765 Mem.ReadWord(gPlayers[a].FUID);
766 // Èìÿ èãðîêà:
767 Mem.ReadString(gPlayers[a].FName);
768 // Êîìàíäà:
769 Mem.ReadByte(gPlayers[a].FTeam);
770 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
771 // Æèâ ëè:
772 Mem.ReadBoolean(gPlayers[a].FLive);
773 // Èçðàñõîäîâàë ëè âñå æèçíè:
774 Mem.ReadBoolean(gPlayers[a].FNoRespawn);
775 // Íàïðàâëåíèå:
776 Mem.ReadByte(b);
777 if b = 1 then
778 gPlayers[a].FDirection := D_LEFT
779 else // b = 2
780 gPlayers[a].FDirection := D_RIGHT;
781 // Çäîðîâüå:
782 Mem.ReadInt(gPlayers[a].FHealth);
783 // Æèçíè:
784 Mem.ReadByte(gPlayers[a].FLives);
785 // Áðîíÿ:
786 Mem.ReadInt(gPlayers[a].FArmor);
787 // Çàïàñ âîçäóõà:
788 Mem.ReadInt(gPlayers[a].FAir);
789 // Çàïàñ ãîðþ÷åãî:
790 Mem.ReadInt(gPlayers[a].FJetFuel);
791 // Áîëü:
792 Mem.ReadInt(gPlayers[a].FPain);
793 // Óáèë:
794 Mem.ReadInt(gPlayers[a].FKills);
795 // Óáèë ìîíñòðîâ:
796 Mem.ReadInt(gPlayers[a].FMonsterKills);
797 // Ôðàãîâ:
798 Mem.ReadInt(gPlayers[a].FFrags);
799 // Ôðàãîâ ïîäðÿä:
800 Mem.ReadByte(gPlayers[a].FFragCombo);
801 // Âðåìÿ ïîñëåäíåãî ôðàãà:
802 Mem.ReadDWORD(gPlayers[a].FLastFrag);
803 // Ñìåðòåé:
804 Mem.ReadInt(gPlayers[a].FDeath);
805 // Êàêîé ôëàã íåñåò:
806 Mem.ReadByte(gPlayers[a].FFlag);
807 // Íàøåë ñåêðåòîâ:
808 Mem.ReadInt(gPlayers[a].FSecrets);
809 // Òåêóùåå îðóæèå:
810 Mem.ReadByte(gPlayers[a].FCurrWeap);
811 // Ñëåäóþùåå æåëàåìîå îðóæèå:
812 Mem.ReadWord(gPlayers[a].FNextWeap);
813 // ...è ïàóçà:
814 Mem.ReadByte(gPlayers[a].FNextWeapDelay);
815 // Âðåìÿ çàðÿäêè BFG:
816 Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
817 // Áóôåð óðîíà:
818 Mem.ReadInt(gPlayers[a].FDamageBuffer);
819 // Ïîñëåäíèé óäàðèâøèé:
820 Mem.ReadWord(gPlayers[a].FLastSpawnerUID);
821 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
822 Mem.ReadByte(gPlayers[a].FLastHit);
823 // Îáúåêò èãðîêà:
824 Obj_LoadState(@gPlayers[a].FObj, Mem);
825 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
826 for i := A_BULLETS to A_CELLS do
827 Mem.ReadWord(gPlayers[a].FAmmo[i]);
828 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
829 for i := A_BULLETS to A_CELLS do
830 Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
831 // Íàëè÷èå îðóæèÿ:
832 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
833 Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
834 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
835 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
836 Mem.ReadWord(gPlayers[a].FReloading[i]);
837 // Íàëè÷èå ðþêçàêà:
838 Mem.ReadByte(b);
839 if b = 1 then
840 Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
841 // Íàëè÷èå êðàñíîãî êëþ÷à:
842 Mem.ReadByte(b);
843 if b = 1 then
844 Include(gPlayers[a].FRulez, R_KEY_RED);
845 // Íàëè÷èå çåëåíîãî êëþ÷à:
846 Mem.ReadByte(b);
847 if b = 1 then
848 Include(gPlayers[a].FRulez, R_KEY_GREEN);
849 // Íàëè÷èå ñèíåãî êëþ÷à:
850 Mem.ReadByte(b);
851 if b = 1 then
852 Include(gPlayers[a].FRulez, R_KEY_BLUE);
853 // Íàëè÷èå áåðñåðêà:
854 Mem.ReadByte(b);
855 if b = 1 then
856 Include(gPlayers[a].FRulez, R_BERSERK);
857 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
858 for i := MR_SUIT to MR_MAX do
859 Mem.ReadDWORD(gPlayers[a].FMegaRulez[i]);
860 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
861 for i := T_RESPAWN to T_FLAGCAP do
862 Mem.ReadDWORD(gPlayers[a].FTime[i]);
864 // Íàçâàíèå ìîäåëè:
865 Mem.ReadString(gPlayers[a].FActualModelName);
866 // Öâåò ìîäåëè:
867 Mem.ReadByte(gPlayers[a].FColor.R);
868 Mem.ReadByte(gPlayers[a].FColor.G);
869 Mem.ReadByte(gPlayers[a].FColor.B);
870 // Îáíîâëÿåì ìîäåëü èãðîêà:
871 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
873 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
874 if gPlayers[a].FModel = nil then
875 begin
876 gPlayers[a].Free();
877 gPlayers[a] := nil;
878 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
879 Exit;
880 end;
882 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
883 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
884 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
885 else
886 gPlayers[a].FModel.Color := gPlayers[a].FColor;
888 Result := gPlayers[a].FUID;
889 end;
891 procedure g_Player_ResetTeams();
892 var
893 a: Integer;
894 begin
895 if g_Game_IsClient then
896 Exit;
897 if gPlayers = nil then
898 Exit;
899 for a := Low(gPlayers) to High(gPlayers) do
900 if gPlayers[a] <> nil then
901 case gGameSettings.GameMode of
902 GM_DM:
903 gPlayers[a].ChangeTeam(TEAM_NONE);
904 GM_TDM, GM_CTF:
905 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
906 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
907 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
908 else
909 if a mod 2 = 0 then
910 gPlayers[a].ChangeTeam(TEAM_RED)
911 else
912 gPlayers[a].ChangeTeam(TEAM_BLUE);
913 GM_SINGLE,
914 GM_COOP:
915 gPlayers[a].ChangeTeam(TEAM_COOP);
916 end;
917 end;
919 procedure g_Bot_Add(Team, Difficult: Byte);
920 var
921 m: SArray;
922 _name, _model: String;
923 a, tr, tb: Integer;
924 begin
925 if not g_Game_IsServer then Exit;
927 // Ñïèñîê íàçâàíèé ìîäåëåé:
928 m := g_PlayerModel_GetNames();
929 if m = nil then
930 Exit;
932 // Êîìàíäà:
933 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
934 Team := TEAM_COOP // COOP
935 else
936 if gGameSettings.GameMode = GM_DM then
937 Team := TEAM_NONE // DM
938 else
939 if Team = TEAM_NONE then // CTF / TDM
940 begin
941 // Àâòîáàëàíñ êîìàíä:
942 tr := 0;
943 tb := 0;
945 for a := 0 to High(gPlayers) do
946 if gPlayers[a] <> nil then
947 begin
948 if gPlayers[a].Team = TEAM_RED then
949 Inc(tr)
950 else
951 if gPlayers[a].Team = TEAM_BLUE then
952 Inc(tb);
953 end;
955 if tr > tb then
956 Team := TEAM_BLUE
957 else
958 if tb > tr then
959 Team := TEAM_RED
960 else // tr = tb
961 if Random(2) = 0 then
962 Team := TEAM_RED
963 else
964 Team := TEAM_BLUE;
965 end;
967 // Âûáèðàåì áîòó èìÿ:
968 _name := '';
969 if BotNames <> nil then
970 for a := 0 to High(BotNames) do
971 if g_Player_ValidName(BotNames[a]) then
972 begin
973 _name := BotNames[a];
974 Break;
975 end;
977 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
978 if _name = '' then
979 repeat
980 _name := Format('DFBOT%.2d', [Random(100)]);
981 until g_Player_ValidName(_name);
983 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
984 _model := m[Random(Length(m))];
986 // Ñîçäàåì áîòà:
987 with g_Player_Get(g_Player_Create(_model,
988 _RGB(Min(Random(9)*32, 255),
989 Min(Random(9)*32, 255),
990 Min(Random(9)*32, 255)),
991 Team, True)) as TBot do
992 begin
993 Name := _name;
995 case Difficult of
996 1: FDifficult := DIFFICULT_EASY;
997 2: FDifficult := DIFFICULT_MEDIUM;
998 else FDifficult := DIFFICULT_HARD;
999 end;
1001 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
1002 begin
1003 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1004 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1005 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1006 end;
1008 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1010 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1011 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1012 Spectate();
1013 end;
1014 end;
1016 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1017 var
1018 m: SArray;
1019 _name, _model: String;
1020 a: Integer;
1021 begin
1022 if not g_Game_IsServer then Exit;
1024 // Ñïèñîê íàçâàíèé ìîäåëåé:
1025 m := g_PlayerModel_GetNames();
1026 if m = nil then
1027 Exit;
1029 // Êîìàíäà:
1030 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1031 Team := TEAM_COOP // COOP
1032 else
1033 if gGameSettings.GameMode = GM_DM then
1034 Team := TEAM_NONE // DM
1035 else
1036 if Team = TEAM_NONE then
1037 Team := BotList[num].team; // CTF / TDM
1039 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1040 lName := AnsiLowerCase(lName);
1041 if (num < 0) or (num > Length(BotList)-1) then
1042 num := -1;
1043 if (num = -1) and (lName <> '') and (BotList <> nil) then
1044 for a := 0 to High(BotList) do
1045 if AnsiLowerCase(BotList[a].name) = lName then
1046 begin
1047 num := a;
1048 Break;
1049 end;
1050 if num = -1 then
1051 Exit;
1053 // Èìÿ áîòà:
1054 _name := BotList[num].name;
1055 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1056 if not g_Player_ValidName(_name) then
1057 repeat
1058 _name := Format('DFBOT%.2d', [Random(100)]);
1059 until g_Player_ValidName(_name);
1061 // Ìîäåëü:
1062 _model := BotList[num].model;
1063 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1064 if not InSArray(_model, m) then
1065 _model := m[Random(Length(m))];
1067 // Ñîçäàåì áîòà:
1068 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1069 begin
1070 Name := _name;
1072 FDifficult.DiagFire := BotList[num].diag_fire;
1073 FDifficult.InvisFire := BotList[num].invis_fire;
1074 FDifficult.DiagPrecision := BotList[num].diag_precision;
1075 FDifficult.FlyPrecision := BotList[num].fly_precision;
1076 FDifficult.Cover := BotList[num].cover;
1077 FDifficult.CloseJump := BotList[num].close_jump;
1079 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
1080 begin
1081 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1082 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1083 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1084 end;
1086 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1088 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1089 end;
1090 end;
1092 procedure g_Bot_RemoveAll();
1093 var
1094 a: Integer;
1095 begin
1096 if not g_Game_IsServer then Exit;
1097 if gPlayers = nil then Exit;
1099 for a := 0 to High(gPlayers) do
1100 if gPlayers[a] <> nil then
1101 if gPlayers[a] is TBot then
1102 begin
1103 gPlayers[a].Lives := 0;
1104 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1105 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1106 g_Player_Remove(gPlayers[a].FUID);
1107 end;
1109 g_Bot_MixNames();
1110 end;
1112 procedure g_Bot_MixNames();
1113 var
1114 s: String;
1115 a, b: Integer;
1116 begin
1117 if BotNames <> nil then
1118 for a := 0 to High(BotNames) do
1119 begin
1120 b := Random(Length(BotNames));
1121 s := BotNames[a];
1122 Botnames[a] := BotNames[b];
1123 BotNames[b] := s;
1124 end;
1125 end;
1127 procedure g_Player_Remove(UID: Word);
1128 var
1129 i: Integer;
1130 begin
1131 if gPlayers = nil then Exit;
1133 if g_Game_IsServer and g_Game_IsNet then
1134 MH_SEND_PlayerDelete(UID);
1136 for i := 0 to High(gPlayers) do
1137 if gPlayers[i] <> nil then
1138 if gPlayers[i].FUID = UID then
1139 begin
1140 if gPlayers[i] is TPlayer then
1141 TPlayer(gPlayers[i]).Free()
1142 else
1143 TBot(gPlayers[i]).Free();
1144 gPlayers[i] := nil;
1145 Exit;
1146 end;
1147 end;
1149 procedure g_Player_Init();
1150 var
1151 F: TextFile;
1152 s: String;
1153 a, b: Integer;
1154 config: TConfig;
1155 sa: SArray;
1156 begin
1157 BotNames := nil;
1159 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1160 Exit;
1162 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1163 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1164 Reset(F);
1166 while not EOF(F) do
1167 begin
1168 ReadLn(F, s);
1170 s := Trim(s);
1171 if s = '' then
1172 Continue;
1174 SetLength(BotNames, Length(BotNames)+1);
1175 BotNames[High(BotNames)] := s;
1176 end;
1178 CloseFile(F);
1180 // Ïåðåìåøèâàåì èõ:
1181 g_Bot_MixNames();
1183 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1184 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1185 BotList := nil;
1186 a := 0;
1188 while config.SectionExists(IntToStr(a)) do
1189 begin
1190 SetLength(BotList, Length(BotList)+1);
1192 with BotList[High(BotList)] do
1193 begin
1194 // Èìÿ áîòà:
1195 name := config.ReadStr(IntToStr(a), 'name', '');
1196 // Ìîäåëü:
1197 model := config.ReadStr(IntToStr(a), 'model', '');
1198 // Êîìàíäà:
1199 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1200 team := TEAM_RED
1201 else
1202 team := TEAM_BLUE;
1203 // Öâåò ìîäåëè:
1204 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1205 color.R := StrToIntDef(sa[0], 0);
1206 color.G := StrToIntDef(sa[1], 0);
1207 color.B := StrToIntDef(sa[2], 0);
1208 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1209 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1210 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1211 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1212 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1213 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1214 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1215 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1216 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1217 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1218 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1219 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1220 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1221 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1222 if Length(sa) = 10 then
1223 for b := 0 to 9 do
1224 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1225 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1226 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1227 if Length(sa) = 10 then
1228 for b := 0 to 9 do
1229 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1231 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1232 if Length(sa) = 10 then
1233 for b := 0 to 9 do
1234 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1235 end;
1237 a := a + 1;
1238 end;
1240 config.Free();
1241 end;
1243 procedure g_Player_Free();
1244 var
1245 i: Integer;
1246 begin
1247 if gPlayers <> nil then
1248 begin
1249 for i := 0 to High(gPlayers) do
1250 if gPlayers[i] <> nil then
1251 begin
1252 if gPlayers[i] is TPlayer then
1253 TPlayer(gPlayers[i]).Free()
1254 else
1255 TBot(gPlayers[i]).Free();
1256 gPlayers[i] := nil;
1257 end;
1259 gPlayers := nil;
1260 end;
1262 gPlayer1 := nil;
1263 gPlayer2 := nil;
1264 end;
1266 procedure g_Player_UpdateAll();
1267 var
1268 i: Integer;
1269 begin
1270 if gPlayers = nil then Exit;
1272 for i := 0 to High(gPlayers) do
1273 if gPlayers[i] <> nil then
1274 if gPlayers[i] is TPlayer then gPlayers[i].Update()
1275 else TBot(gPlayers[i]).Update();
1276 end;
1278 procedure g_Player_DrawAll();
1279 var
1280 i: Integer;
1281 begin
1282 if gPlayers = nil then Exit;
1284 for i := 0 to High(gPlayers) do
1285 if gPlayers[i] <> nil then
1286 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1287 else TBot(gPlayers[i]).Draw();
1288 end;
1290 procedure g_Player_DrawDebug(p: TPlayer);
1291 var
1292 fW, fH: Byte;
1293 begin
1294 if p = nil then Exit;
1295 if (@p.FObj) = nil then Exit;
1297 e_TextureFontGetSize(gStdFont, fW, fH);
1299 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1300 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1301 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1302 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1303 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1304 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1305 end;
1307 procedure g_Player_DrawHealth();
1308 var
1309 i: Integer;
1310 fW, fH: Byte;
1311 begin
1312 if gPlayers = nil then Exit;
1313 e_TextureFontGetSize(gStdFont, fW, fH);
1315 for i := 0 to High(gPlayers) do
1316 if gPlayers[i] <> nil then
1317 begin
1318 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1319 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1320 IntToStr(gPlayers[i].FHealth), gStdFont);
1321 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1322 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1323 IntToStr(gPlayers[i].FArmor), gStdFont);
1324 end;
1325 end;
1327 function g_Player_Get(UID: Word): TPlayer;
1328 var
1329 a: Integer;
1330 begin
1331 Result := nil;
1333 if gPlayers = nil then
1334 Exit;
1336 for a := 0 to High(gPlayers) do
1337 if gPlayers[a] <> nil then
1338 if gPlayers[a].FUID = UID then
1339 begin
1340 Result := gPlayers[a];
1341 Exit;
1342 end;
1343 end;
1345 function g_Player_GetCount(): Byte;
1346 var
1347 a: Integer;
1348 begin
1349 Result := 0;
1351 if gPlayers = nil then
1352 Exit;
1354 for a := 0 to High(gPlayers) do
1355 if gPlayers[a] <> nil then
1356 Result := Result + 1;
1357 end;
1359 function g_Player_GetStats(): TPlayerStatArray;
1360 var
1361 a: Integer;
1362 begin
1363 Result := nil;
1365 if gPlayers = nil then Exit;
1367 for a := 0 to High(gPlayers) do
1368 if gPlayers[a] <> nil then
1369 begin
1370 SetLength(Result, Length(Result)+1);
1371 with Result[High(Result)] do
1372 begin
1373 Ping := gPlayers[a].FPing;
1374 Loss := gPlayers[a].FLoss;
1375 Name := gPlayers[a].FName;
1376 Team := gPlayers[a].FTeam;
1377 Frags := gPlayers[a].FFrags;
1378 Deaths := gPlayers[a].FDeath;
1379 Kills := gPlayers[a].FKills;
1380 Color := gPlayers[a].FModel.Color;
1381 Lives := gPlayers[a].FLives;
1382 Spectator := gPlayers[a].FSpectator;
1383 end;
1384 end;
1385 end;
1387 procedure g_Player_RememberAll;
1388 var
1389 i: Integer;
1390 begin
1391 for i := Low(gPlayers) to High(gPlayers) do
1392 if (gPlayers[i] <> nil) and gPlayers[i].Live then
1393 gPlayers[i].RememberState;
1394 end;
1396 procedure g_Player_ResetAll(Force, Silent: Boolean);
1397 var
1398 i: Integer;
1399 begin
1400 gTeamStat[TEAM_RED].Goals := 0;
1401 gTeamStat[TEAM_BLUE].Goals := 0;
1403 if gPlayers <> nil then
1404 for i := 0 to High(gPlayers) do
1405 if gPlayers[i] <> nil then
1406 begin
1407 gPlayers[i].Reset(Force);
1409 if gPlayers[i] is TPlayer then
1410 begin
1411 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1412 gPlayers[i].Respawn(Silent)
1413 else
1414 gPlayers[i].Spectate();
1415 end
1416 else
1417 TBot(gPlayers[i]).Respawn(Silent);
1418 end;
1419 end;
1421 procedure g_Player_CreateCorpse(Player: TPlayer);
1422 var
1423 find_id: DWORD;
1424 ok: Boolean;
1425 begin
1426 if Player.Live then
1427 Exit;
1428 if Player.FObj.Y >= gMapInfo.Height+128 then
1429 Exit;
1431 with Player do
1432 begin
1433 if (FHealth >= -50) or (gGibsCount = 0) then
1434 begin
1435 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1436 Exit;
1438 ok := False;
1439 for find_id := 0 to High(gCorpses) do
1440 if gCorpses[find_id] = nil then
1441 begin
1442 ok := True;
1443 Break;
1444 end;
1446 if not ok then
1447 find_id := Random(Length(gCorpses));
1449 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1450 gCorpses[find_id].FColor := FModel.Color;
1451 gCorpses[find_id].FObj.Vel := FObj.Vel;
1452 gCorpses[find_id].FObj.Accel := FObj.Accel;
1453 end
1454 else
1455 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1456 FObj.Y + PLAYER_RECT_CY,
1457 FModel.Name, FModel.Color);
1458 end;
1459 end;
1461 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1462 var
1463 SID: DWORD;
1464 begin
1465 if (gShells = nil) or (Length(gShells) = 0) then
1466 Exit;
1468 with gShells[CurrentShell] do
1469 begin
1470 SpriteID := 0;
1471 g_Obj_Init(@Obj);
1472 Obj.Rect.X := 0;
1473 Obj.Rect.Y := 0;
1474 if T = SHELL_BULLET then
1475 begin
1476 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1477 SpriteID := SID;
1478 CX := 2;
1479 CY := 1;
1480 Obj.Rect.Width := 4;
1481 Obj.Rect.Height := 2;
1482 end
1483 else
1484 begin
1485 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1486 SpriteID := SID;
1487 CX := 4;
1488 CY := 2;
1489 Obj.Rect.Width := 7;
1490 Obj.Rect.Height := 3;
1491 end;
1492 SType := T;
1493 Live := True;
1494 Obj.X := fX;
1495 Obj.Y := fY;
1496 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1497 RAngle := Random(360);
1498 Timeout := gTime + SHELL_TIMEOUT;
1500 if CurrentShell >= High(gShells) then
1501 CurrentShell := 0
1502 else
1503 Inc(CurrentShell);
1504 end;
1505 end;
1507 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1508 var
1509 a: Integer;
1510 GibsArray: TGibsArray;
1511 begin
1512 if (gGibs = nil) or (Length(gGibs) = 0) then
1513 Exit;
1514 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1515 Exit;
1517 for a := 0 to High(GibsArray) do
1518 with gGibs[CurrentGib] do
1519 begin
1520 Color := fColor;
1521 ID := GibsArray[a].ID;
1522 MaskID := GibsArray[a].MaskID;
1523 Live := True;
1524 g_Obj_Init(@Obj);
1525 Obj.Rect := GibsArray[a].Rect;
1526 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1527 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1528 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1529 RAngle := Random(360);
1531 if gBloodCount > 0 then
1532 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1533 Random(48), Random(48), 150, 0, 0);
1535 if CurrentGib >= High(gGibs) then
1536 CurrentGib := 0
1537 else
1538 Inc(CurrentGib);
1539 end;
1540 end;
1542 procedure g_Player_UpdatePhysicalObjects();
1543 var
1544 i: Integer;
1545 vel: TPoint2i;
1546 mr: Word;
1548 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1549 var
1550 k: Integer;
1551 begin
1552 k := 1 + Random(2);
1553 if T = SHELL_BULLET then
1554 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1555 else
1556 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1557 end;
1559 begin
1560 // Êóñêè ìÿñà:
1561 if gGibs <> nil then
1562 for i := 0 to High(gGibs) do
1563 if gGibs[i].Live then
1564 with gGibs[i] do
1565 begin
1566 vel := Obj.Vel;
1567 mr := g_Obj_Move(@Obj, True, False, True);
1569 if WordBool(mr and MOVE_FALLOUT) then
1570 begin
1571 Live := False;
1572 Continue;
1573 end;
1575 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1576 if WordBool(mr and MOVE_HITWALL) then
1577 Obj.Vel.X := -(vel.X div 2);
1578 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1579 Obj.Vel.Y := -(vel.Y div 2);
1581 if (Obj.Vel.X >= 0) then
1582 begin // Clockwise
1583 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1584 if RAngle >= 360 then
1585 RAngle := RAngle mod 360;
1586 end else begin // Counter-clockwise
1587 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1588 if RAngle < 0 then
1589 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1590 end;
1592 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1593 if gTime mod (GAME_TICK*3) = 0 then
1594 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1595 end;
1597 // Òðóïû:
1598 if gCorpses <> nil then
1599 for i := 0 to High(gCorpses) do
1600 if gCorpses[i] <> nil then
1601 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1602 begin
1603 gCorpses[i].Free();
1604 gCorpses[i] := nil;
1605 end
1606 else
1607 gCorpses[i].Update();
1609 // Ãèëüçû:
1610 if gShells <> nil then
1611 for i := 0 to High(gShells) do
1612 if gShells[i].Live then
1613 with gShells[i] do
1614 begin
1615 vel := Obj.Vel;
1616 mr := g_Obj_Move(@Obj, True, False, True);
1618 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1619 begin
1620 Live := False;
1621 Continue;
1622 end;
1624 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1625 if WordBool(mr and MOVE_HITWALL) then
1626 begin
1627 Obj.Vel.X := -(vel.X div 2);
1628 if not WordBool(mr and MOVE_INWATER) then
1629 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1630 end;
1631 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1632 begin
1633 Obj.Vel.Y := -(vel.Y div 2);
1634 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1635 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1636 begin
1637 if RAngle mod 90 <> 0 then
1638 RAngle := (RAngle div 90) * 90;
1639 end
1640 else if not WordBool(mr and MOVE_INWATER) then
1641 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1642 end;
1644 if (Obj.Vel.X >= 0) then
1645 begin // Clockwise
1646 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1647 if RAngle >= 360 then
1648 RAngle := RAngle mod 360;
1649 end else begin // Counter-clockwise
1650 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1651 if RAngle < 0 then
1652 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1653 end;
1654 end;
1655 end;
1657 procedure g_Player_DrawCorpses();
1658 var
1659 i: Integer;
1660 a: TPoint;
1661 begin
1662 if gGibs <> nil then
1663 for i := 0 to High(gGibs) do
1664 if gGibs[i].Live then
1665 with gGibs[i] do
1666 begin
1667 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1668 Continue;
1670 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1671 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1673 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1675 e_Colors := Color;
1676 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1677 e_Colors.R := 255;
1678 e_Colors.G := 255;
1679 e_Colors.B := 255;
1680 end;
1682 if gCorpses <> nil then
1683 for i := 0 to High(gCorpses) do
1684 if gCorpses[i] <> nil then
1685 gCorpses[i].Draw();
1686 end;
1688 procedure g_Player_DrawShells();
1689 var
1690 i: Integer;
1691 a: TPoint;
1692 begin
1693 if gShells <> nil then
1694 for i := 0 to High(gShells) do
1695 if gShells[i].Live then
1696 with gShells[i] do
1697 begin
1698 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1699 Continue;
1701 a.X := CX;
1702 a.Y := CY;
1704 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1705 end;
1706 end;
1708 procedure g_Player_RemoveAllCorpses();
1709 var
1710 i: Integer;
1711 begin
1712 gGibs := nil;
1713 gShells := nil;
1714 SetLength(gGibs, MaxGibs);
1715 SetLength(gShells, MaxGibs);
1716 CurrentGib := 0;
1717 CurrentShell := 0;
1719 if gCorpses <> nil then
1720 for i := 0 to High(gCorpses) do
1721 gCorpses[i].Free();
1723 gCorpses := nil;
1724 SetLength(gCorpses, MaxCorpses);
1725 end;
1727 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
1728 var
1729 count, i: Integer;
1730 b: Boolean;
1731 begin
1732 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1733 count := 0;
1734 if gCorpses <> nil then
1735 for i := 0 to High(gCorpses) do
1736 if gCorpses[i] <> nil then
1737 count := count + 1;
1739 Mem := TBinMemoryWriter.Create((count+1) * 128);
1741 // Êîëè÷åñòâî òðóïîâ:
1742 Mem.WriteInt(count);
1744 if count = 0 then
1745 Exit;
1747 // Ñîõðàíÿåì òðóïû:
1748 for i := 0 to High(gCorpses) do
1749 if gCorpses[i] <> nil then
1750 begin
1751 // Íàçâàíèå ìîäåëè:
1752 Mem.WriteString(gCorpses[i].FModelName);
1753 // Òèï ñìåðòè:
1754 b := gCorpses[i].Mess;
1755 Mem.WriteBoolean(b);
1756 // Ñîõðàíÿåì äàííûå òðóïà:
1757 gCorpses[i].SaveState(Mem);
1758 end;
1759 end;
1761 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
1762 var
1763 count, i: Integer;
1764 str: String;
1765 b: Boolean;
1766 begin
1767 if Mem = nil then
1768 Exit;
1770 g_Player_RemoveAllCorpses();
1772 // Êîëè÷åñòâî òðóïîâ:
1773 Mem.ReadInt(count);
1775 if count > Length(gCorpses) then
1776 begin
1777 raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1778 end;
1780 if count = 0 then
1781 Exit;
1783 // Çàãðóæàåì òðóïû:
1784 for i := 0 to count-1 do
1785 begin
1786 // Íàçâàíèå ìîäåëè:
1787 Mem.ReadString(str);
1788 // Òèï ñìåðòè:
1789 Mem.ReadBoolean(b);
1790 // Ñîçäàåì òðóï:
1791 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1792 // Çàãðóæàåì äàííûå òðóïà:
1793 gCorpses[i].LoadState(Mem);
1794 end;
1795 end;
1797 { T P l a y e r : }
1799 procedure TPlayer.BFGHit();
1800 begin
1801 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1802 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1803 if g_Game_IsServer and g_Game_IsNet then
1804 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1805 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1806 0, NET_GFX_BFGHIT);
1807 end;
1809 procedure TPlayer.ChangeModel(ModelName: string);
1810 var
1811 Model: TPlayerModel;
1812 begin
1813 Model := g_PlayerModel_Get(ModelName);
1814 if Model = nil then Exit;
1816 FModel.Free();
1817 FModel := Model;
1818 end;
1820 procedure TPlayer.SetModel(ModelName: string);
1821 var
1822 m: TPlayerModel;
1823 begin
1824 m := g_PlayerModel_Get(ModelName);
1825 if m = nil then
1826 begin
1827 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1828 m := g_PlayerModel_Get('doomer');
1829 if m = nil then
1830 begin
1831 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1832 Exit;
1833 end;
1834 end;
1836 if FModel <> nil then
1837 FModel.Free();
1839 FModel := m;
1841 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1842 FModel.Color := FColor
1843 else
1844 FModel.Color := TEAMCOLOR[FTeam];
1845 FModel.SetWeapon(FCurrWeap);
1846 FModel.SetFlag(FFlag);
1847 SetDirection(FDirection);
1848 end;
1850 procedure TPlayer.SetColor(Color: TRGB);
1851 begin
1852 FColor := Color;
1853 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1854 if FModel <> nil then FModel.Color := Color;
1855 end;
1857 procedure TPlayer.SwitchTeam;
1858 begin
1859 if g_Game_IsClient then
1860 Exit;
1861 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1863 if gGameOn and FLive then
1864 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1866 if FTeam = TEAM_RED then
1867 begin
1868 ChangeTeam(TEAM_BLUE);
1869 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1870 if g_Game_IsNet then
1871 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1872 end
1873 else
1874 begin
1875 ChangeTeam(TEAM_RED);
1876 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
1877 if g_Game_IsNet then
1878 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
1879 end;
1880 FPreferredTeam := FTeam;
1881 end;
1883 procedure TPlayer.ChangeTeam(Team: Byte);
1884 var
1885 OldTeam: Byte;
1886 begin
1887 OldTeam := FTeam;
1888 FTeam := Team;
1889 case Team of
1890 TEAM_RED, TEAM_BLUE:
1891 FModel.Color := TEAMCOLOR[Team];
1892 else
1893 FModel.Color := FColor;
1894 end;
1895 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
1896 MH_SEND_PlayerStats(FUID);
1897 end;
1900 procedure TPlayer.CollideItem();
1901 var
1902 i: Integer;
1903 r: Boolean;
1904 begin
1905 if gItems = nil then Exit;
1906 if not FLive then Exit;
1908 for i := 0 to High(gItems) do
1909 with gItems[i] do
1910 begin
1911 if (ItemType <> ITEM_NONE) and Live then
1912 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
1913 PLAYER_RECT.Height, @Obj) then
1914 begin
1915 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
1917 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
1918 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
1919 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
1920 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
1921 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
1923 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
1924 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
1925 (gGameSettings.GameType = GT_SINGLE) and
1926 (g_Player_GetCount() > 1)) then
1927 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
1928 end;
1929 end;
1930 end;
1933 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
1934 begin
1935 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
1936 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
1937 False);
1938 end;
1940 constructor TPlayer.Create();
1941 begin
1942 FIamBot := False;
1943 FDummy := False;
1944 FSpawned := False;
1946 FSawSound := TPlayableSound.Create();
1947 FSawSoundIdle := TPlayableSound.Create();
1948 FSawSoundHit := TPlayableSound.Create();
1949 FSawSoundSelect := TPlayableSound.Create();
1950 FJetSoundFly := TPlayableSound.Create();
1951 FJetSoundOn := TPlayableSound.Create();
1952 FJetSoundOff := TPlayableSound.Create();
1954 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
1955 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
1956 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
1957 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
1958 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
1959 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
1960 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
1962 FSpectatePlayer := -1;
1963 FClientID := -1;
1964 FPing := 0;
1965 FLoss := 0;
1966 FSavedState.WaitRecall := False;
1967 FShellTimer := -1;
1969 FActualModelName := 'doomer';
1971 g_Obj_Init(@FObj);
1972 FObj.Rect := PLAYER_RECT;
1974 FBFGFireCounter := -1;
1975 FJustTeleported := False;
1976 FNetTime := 0;
1978 resetWeaponQueue();
1979 end;
1981 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
1982 var
1983 c: Word;
1984 begin
1985 if (not g_Game_IsClient) and (not FLive) then
1986 Exit;
1988 FLastHit := t;
1990 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
1991 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
1992 begin
1993 if not g_Game_IsClient then
1994 begin
1995 FArmor := 0;
1996 if t = HIT_TRAP then
1997 begin
1998 // Ëîâóøêà óáèâàåò ñðàçó:
1999 FHealth := -100;
2000 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2001 end;
2002 if t = HIT_SELF then
2003 begin
2004 // Ñàìîóáèéñòâî:
2005 FHealth := 0;
2006 Kill(K_SIMPLEKILL, SpawnerUID, t);
2007 end;
2008 end;
2009 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2010 FMegaRulez[MR_SUIT] := 0;
2011 FMegaRulez[MR_INVUL] := 0;
2012 FMegaRulez[MR_INVIS] := 0;
2013 FBerserk := 0;
2014 end;
2016 // Íî îò îñòàëüíîãî ñïàñàåò:
2017 if FMegaRulez[MR_INVUL] >= gTime then
2018 Exit;
2020 // ×èò-êîä "ÃÎÐÅÖ":
2021 if FGodMode then
2022 Exit;
2024 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2025 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2026 (SpawnerUID = FUID) or
2027 (not SameTeam(FUID, SpawnerUID)) then
2028 begin
2029 FLastSpawnerUID := SpawnerUID;
2031 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2032 if gBloodCount > 0 then
2033 begin
2034 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2035 if value div 4 <= c then
2036 c := c - (value div 4)
2037 else
2038 c := 0;
2040 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2041 MakeBloodSimple(c)
2042 else
2043 case t of
2044 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2045 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2046 end;
2048 if t = HIT_WATER then
2049 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2050 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2051 end;
2053 // Áóôåð óðîíà:
2054 if FLive then
2055 Inc(FDamageBuffer, value);
2057 // Âñïûøêà áîëè:
2058 if gFlash <> 0 then
2059 FPain := FPain + value;
2060 end;
2062 if g_Game_IsServer and g_Game_IsNet then
2063 begin
2064 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2065 MH_SEND_PlayerStats(FUID);
2066 MH_SEND_PlayerPos(False, FUID);
2067 end;
2068 end;
2070 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2071 begin
2072 Result := False;
2073 if g_Game_IsClient then
2074 Exit;
2075 if not FLive then
2076 Exit;
2078 if Soft and (FHealth < PLAYER_HP_SOFT) then
2079 begin
2080 IncMax(FHealth, value, PLAYER_HP_SOFT);
2081 Result := True;
2082 end;
2083 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2084 begin
2085 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2086 Result := True;
2087 end;
2089 if Result and g_Game_IsServer and g_Game_IsNet then
2090 MH_SEND_PlayerStats(FUID);
2091 end;
2093 destructor TPlayer.Destroy();
2094 begin
2095 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2096 gPlayer1 := nil;
2097 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2098 gPlayer2 := nil;
2100 FSawSound.Free();
2101 FSawSoundIdle.Free();
2102 FSawSoundHit.Free();
2103 FJetSoundFly.Free();
2104 FJetSoundOn.Free();
2105 FJetSoundOff.Free();
2106 FModel.Free();
2108 inherited;
2109 end;
2111 procedure TPlayer.DrawBubble();
2112 var
2113 bubX, bubY: Integer;
2114 ID: LongWord;
2115 Rb, Gb, Bb,
2116 Rw, Gw, Bw: SmallInt;
2117 Dot: Byte;
2118 begin
2119 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18);
2120 bubY := FObj.Y+FObj.Rect.Y - 18;
2121 Rb := 64;
2122 Gb := 64;
2123 Bb := 64;
2124 Rw := 240;
2125 Gw := 240;
2126 Bw := 240;
2127 case gChatBubble of
2128 1: // simple textual non-bubble
2129 begin
2130 bubX := FObj.X+FObj.Rect.X - 11;
2131 bubY := FObj.Y+FObj.Rect.Y - 17;
2132 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2133 Exit;
2134 end;
2135 2: // advanced pixel-perfect bubble
2136 begin
2137 if FTeam = TEAM_RED then
2138 Rb := 255
2139 else
2140 if FTeam = TEAM_BLUE then
2141 Bb := 255;
2142 end;
2143 3: // colored bubble
2144 begin
2145 Rb := FModel.Color.R;
2146 Gb := FModel.Color.G;
2147 Bb := FModel.Color.B;
2148 Rw := Min(Rb * 2 + 64, 255);
2149 Gw := Min(Gb * 2 + 64, 255);
2150 Bw := Min(Bb * 2 + 64, 255);
2151 if (Abs(Rw - Rb) < 32)
2152 or (Abs(Gw - Gb) < 32)
2153 or (Abs(Bw - Bb) < 32) then
2154 begin
2155 Rb := Max(Rw div 2 - 16, 0);
2156 Gb := Max(Gw div 2 - 16, 0);
2157 Bb := Max(Bw div 2 - 16, 0);
2158 end;
2159 end;
2160 4: // custom textured bubble
2161 begin
2162 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2163 if FDirection = D_RIGHT then
2164 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2165 else
2166 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
2167 Exit;
2168 end;
2169 end;
2171 // Outer borders
2172 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2173 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2174 // Inner box
2175 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2177 // Tail
2178 Dot := IfThen(FDirection = D_LEFT, 14, 5);
2179 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2180 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2181 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2182 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2183 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2185 // Dots
2186 Dot := 6;
2187 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2188 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2189 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2190 end;
2192 procedure TPlayer.Draw();
2193 var
2194 ID: DWORD;
2195 w, h: Word;
2196 dr: Boolean;
2197 begin
2198 if FLive then
2199 begin
2200 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2201 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2202 begin
2203 e_GetTextureSize(ID, @w, @h);
2204 if FDirection = D_LEFT then
2205 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2206 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False)
2207 else
2208 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2209 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False);
2210 end;
2212 if FMegaRulez[MR_INVIS] > gTime then
2213 begin
2214 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2215 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2216 begin
2217 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2218 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2219 else
2220 dr := True;
2221 if dr then
2222 FModel.Draw(FObj.X, FObj.Y, 200)
2223 else
2224 FModel.Draw(FObj.X, FObj.Y);
2225 end
2226 else
2227 FModel.Draw(FObj.X, FObj.Y, 254);
2228 end
2229 else
2230 FModel.Draw(FObj.X, FObj.Y);
2231 end;
2233 if g_debug_Frames then
2234 begin
2235 e_DrawQuad(FObj.X+FObj.Rect.X,
2236 FObj.Y+FObj.Rect.Y,
2237 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2238 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2239 0, 255, 0);
2240 end;
2242 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2243 DrawBubble();
2244 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2245 if gAimLine and Live and
2246 ((Self = gPlayer1) or (Self = gPlayer2)) then
2247 DrawAim();
2248 end;
2250 procedure TPlayer.DrawAim();
2251 var
2252 wx, wy, xx, yy: Integer;
2253 angle: SmallInt;
2254 sz, len: Word;
2255 begin
2256 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
2257 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2258 angle := FAngle;
2259 len := 1024;
2260 sz := 2;
2261 case FCurrWeap of
2262 0: begin // Punch
2263 len := 12;
2264 sz := 4;
2265 end;
2266 1: begin // Chainsaw
2267 len := 24;
2268 sz := 6;
2269 end;
2270 2: begin // Pistol
2271 len := 1024;
2272 sz := 2;
2273 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2274 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2275 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2276 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2277 end;
2278 3: begin // Shotgun
2279 len := 1024;
2280 sz := 3;
2281 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2282 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2283 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2284 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2285 end;
2286 4: begin // Double Shotgun
2287 len := 1024;
2288 sz := 4;
2289 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2290 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2291 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2292 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2293 end;
2294 5: begin // Chaingun
2295 len := 1024;
2296 sz := 3;
2297 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2298 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2299 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2300 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2301 end;
2302 6: begin // Rocket Launcher
2303 len := 1024;
2304 sz := 7;
2305 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2306 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2307 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2308 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2309 end;
2310 7: begin // Plasmagun
2311 len := 1024;
2312 sz := 5;
2313 if angle = ANGLE_RIGHTUP then Inc(angle);
2314 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2315 if angle = ANGLE_LEFTUP then Dec(angle);
2316 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2317 end;
2318 8: begin // BFG
2319 len := 1024;
2320 sz := 12;
2321 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2322 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2323 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2324 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2325 end;
2326 9: begin // Super Chaingun
2327 len := 1024;
2328 sz := 4;
2329 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2330 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2331 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2332 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2333 end;
2334 end;
2335 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2336 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2337 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2338 end;
2340 procedure TPlayer.DrawGUI();
2341 var
2342 ID: DWORD;
2343 X, Y, SY, a, p, m: Integer;
2344 tw, th: Word;
2345 cw, ch: Byte;
2346 s: string;
2347 stat: TPlayerStatArray;
2348 begin
2349 X := gPlayerScreenSize.X;
2350 SY := gPlayerScreenSize.Y;
2351 Y := 0;
2353 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2354 begin
2355 if gGameSettings.GameMode = GM_CTF then
2356 a := 32 + 8
2357 else
2358 a := 0;
2359 if gGameSettings.GameMode = GM_CTF then
2360 begin
2361 s := 'TEXTURE_PLAYER_REDFLAG';
2362 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2363 s := 'TEXTURE_PLAYER_REDFLAG_S';
2364 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2365 s := 'TEXTURE_PLAYER_REDFLAG_D';
2366 if g_Texture_Get(s, ID) then
2367 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2368 end;
2370 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2371 e_CharFont_GetSize(gMenuFont, s, tw, th);
2372 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2374 if gGameSettings.GameMode = GM_CTF then
2375 begin
2376 s := 'TEXTURE_PLAYER_BLUEFLAG';
2377 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2378 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2379 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2380 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2381 if g_Texture_Get(s, ID) then
2382 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2383 end;
2385 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2386 e_CharFont_GetSize(gMenuFont, s, tw, th);
2387 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2388 end;
2390 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2391 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2392 0, False, False);
2394 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2395 e_Draw(ID, X+2, Y, 0, True, False);
2397 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2398 begin
2399 if gShowStat then
2400 begin
2401 s := IntToStr(Frags);
2402 e_CharFont_GetSize(gMenuFont, s, tw, th);
2403 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2405 s := '';
2406 p := 1;
2407 m := 0;
2408 stat := g_Player_GetStats();
2409 if stat <> nil then
2410 begin
2411 p := 1;
2413 for a := 0 to High(stat) do
2414 if stat[a].Name <> Name then
2415 begin
2416 if stat[a].Frags > m then m := stat[a].Frags;
2417 if stat[a].Frags > Frags then p := p+1;
2418 end;
2419 end;
2421 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2422 if Frags >= m then s := s+'+' else s := s+'-';
2423 s := s+IntToStr(Abs(Frags-m));
2425 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2426 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2427 end;
2429 if gShowLives and (gGameSettings.MaxLives > 0) then
2430 begin
2431 s := IntToStr(Lives);
2432 e_CharFont_GetSize(gMenuFont, s, tw, th);
2433 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2434 end;
2435 end;
2437 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2438 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2440 if R_BERSERK in FRulez then
2441 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2442 else
2443 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2445 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2446 e_Draw(ID, X+36, Y+77, 0, True, False);
2448 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2449 e_CharFont_GetSize(gMenuFont, s, tw, th);
2450 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2452 s := IntToStr(FArmor);
2453 e_CharFont_GetSize(gMenuFont, s, tw, th);
2454 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2456 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2458 case FCurrWeap of
2459 WEAPON_KASTET:
2460 begin
2461 s := '--';
2462 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2463 end;
2464 WEAPON_SAW:
2465 begin
2466 s := '--';
2467 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2468 end;
2469 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2470 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2471 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2472 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2473 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2474 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2475 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2476 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2477 end;
2479 e_CharFont_GetSize(gMenuFont, s, tw, th);
2480 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2481 e_Draw(ID, X+20, Y+160, 0, True, False);
2483 if R_KEY_RED in FRulez then
2484 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2486 if R_KEY_GREEN in FRulez then
2487 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2489 if R_KEY_BLUE in FRulez then
2490 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2492 if FJetFuel > 0 then
2493 begin
2494 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2495 e_Draw(ID, X+2, Y+116, 0, True, False);
2496 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2497 e_Draw(ID, X+2, Y+126, 0, True, False);
2498 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2499 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2500 end
2501 else
2502 begin
2503 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2504 e_Draw(ID, X+2, Y+124, 0, True, False);
2505 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2506 end;
2508 if gShowPing and g_Game_IsClient then
2509 begin
2510 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2511 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2512 Y := Y + 16;
2513 end;
2515 if FSpectator then
2516 begin
2517 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2518 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2519 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2520 if FNoRespawn then
2521 begin
2522 e_TextureFontGetSize(gStdFont, cw, ch);
2523 s := _lc[I_PLAYER_SPECT4];
2524 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2525 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2526 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2527 end;
2529 end;
2530 end;
2532 procedure TPlayer.DrawRulez();
2533 var
2534 dr: Boolean;
2535 begin
2536 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2537 if FMegaRulez[MR_INVUL] >= gTime then
2538 begin
2539 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2540 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2541 else
2542 dr := True;
2544 if dr then
2545 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2546 191, 191, 191, 0, B_INVERT);
2547 end;
2549 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2550 if FMegaRulez[MR_SUIT] >= gTime then
2551 begin
2552 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2553 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2554 else
2555 dr := True;
2557 if dr then
2558 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2559 0, 96, 0, 200, B_NONE);
2560 end;
2562 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2563 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2564 begin
2565 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2566 255, 0, 0, 200, B_NONE);
2567 end;
2568 end;
2570 procedure TPlayer.DrawPain();
2571 var
2572 a, h: Integer;
2573 begin
2574 if FPain = 0 then Exit;
2576 a := FPain;
2578 if a < 15 then h := 0
2579 else if a < 35 then h := 1
2580 else if a < 55 then h := 2
2581 else if a < 75 then h := 3
2582 else if a < 95 then h := 4
2583 else h := 5;
2585 //if a > 255 then a := 255;
2587 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2588 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2589 end;
2591 procedure TPlayer.DrawPickup();
2592 var
2593 a, h: Integer;
2594 begin
2595 if FPickup = 0 then Exit;
2597 a := FPickup;
2599 if a < 15 then h := 1
2600 else if a < 35 then h := 2
2601 else if a < 55 then h := 3
2602 else if a < 75 then h := 4
2603 else h := 5;
2605 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2606 end;
2608 procedure TPlayer.Fire();
2609 var
2610 f, DidFire: Boolean;
2611 wx, wy, xd, yd: Integer;
2612 obj: TObj;
2613 begin
2614 if g_Game_IsClient then Exit;
2615 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2616 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2618 if FSpectator then
2619 begin
2620 Respawn(False);
2621 Exit;
2622 end;
2624 if FReloading[FCurrWeap] <> 0 then Exit;
2626 DidFire := False;
2628 f := False;
2629 wx := FObj.X+WEAPONPOINT[FDirection].X;
2630 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2631 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
2632 yd := wy+firediry();
2634 case FCurrWeap of
2635 WEAPON_KASTET:
2636 begin
2637 if R_BERSERK in FRulez then
2638 begin
2639 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2640 obj.X := FObj.X+FObj.Rect.X;
2641 obj.Y := FObj.Y+FObj.Rect.Y;
2642 obj.rect.X := 0;
2643 obj.rect.Y := 0;
2644 obj.rect.Width := 39;
2645 obj.rect.Height := 52;
2646 obj.Vel.X := (xd-wx) div 2;
2647 obj.Vel.Y := (yd-wy) div 2;
2648 obj.Accel.X := xd-wx;
2649 obj.Accel.y := yd-wy;
2651 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
2652 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2653 else
2654 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2656 if gFlash = 1 then
2657 if FPain < 50 then
2658 FPain := min(FPain + 25, 50);
2659 end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2661 DidFire := True;
2662 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2663 end;
2665 WEAPON_SAW:
2666 begin
2667 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2668 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2669 begin
2670 FSawSoundSelect.Stop();
2671 FSawSound.Stop();
2672 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2673 end
2674 else if not FSawSoundHit.IsPlaying() then
2675 begin
2676 FSawSoundSelect.Stop();
2677 FSawSound.PlayAt(FObj.X, FObj.Y);
2678 end;
2680 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2681 DidFire := True;
2682 f := True;
2683 end;
2685 WEAPON_PISTOL:
2686 if FAmmo[A_BULLETS] > 0 then
2687 begin
2688 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2689 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2690 Dec(FAmmo[A_BULLETS]);
2691 FFireAngle := FAngle;
2692 f := True;
2693 DidFire := True;
2694 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2695 GameVelX, GameVelY-2, SHELL_BULLET);
2696 end;
2698 WEAPON_SHOTGUN1:
2699 if FAmmo[A_SHELLS] > 0 then
2700 begin
2701 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2702 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2703 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2704 Dec(FAmmo[A_SHELLS]);
2705 FFireAngle := FAngle;
2706 f := True;
2707 DidFire := True;
2708 FShellTimer := 10;
2709 FShellType := SHELL_SHELL;
2710 end;
2712 WEAPON_SHOTGUN2:
2713 if FAmmo[A_SHELLS] >= 2 then
2714 begin
2715 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2716 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2717 Dec(FAmmo[A_SHELLS], 2);
2718 FFireAngle := FAngle;
2719 f := True;
2720 DidFire := True;
2721 FShellTimer := 13;
2722 FShellType := SHELL_DBLSHELL;
2723 end;
2725 WEAPON_CHAINGUN:
2726 if FAmmo[A_BULLETS] > 0 then
2727 begin
2728 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2729 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2730 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2731 Dec(FAmmo[A_BULLETS]);
2732 FFireAngle := FAngle;
2733 f := True;
2734 DidFire := True;
2735 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2736 GameVelX, GameVelY-2, SHELL_BULLET);
2737 end;
2739 WEAPON_ROCKETLAUNCHER:
2740 if FAmmo[A_ROCKETS] > 0 then
2741 begin
2742 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2743 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2744 Dec(FAmmo[A_ROCKETS]);
2745 FFireAngle := FAngle;
2746 f := True;
2747 DidFire := True;
2748 end;
2750 WEAPON_PLASMA:
2751 if FAmmo[A_CELLS] > 0 then
2752 begin
2753 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2754 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2755 Dec(FAmmo[A_CELLS]);
2756 FFireAngle := FAngle;
2757 f := True;
2758 DidFire := True;
2759 end;
2761 WEAPON_BFG:
2762 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2763 begin
2764 FBFGFireCounter := 17;
2765 if not FNoReload then
2766 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2767 Dec(FAmmo[A_CELLS], 40);
2768 DidFire := True;
2769 end;
2771 WEAPON_SUPERPULEMET:
2772 if FAmmo[A_SHELLS] > 0 then
2773 begin
2774 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2775 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2776 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2777 Dec(FAmmo[A_SHELLS]);
2778 FFireAngle := FAngle;
2779 f := True;
2780 DidFire := True;
2781 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2782 GameVelX, GameVelY-2, SHELL_SHELL);
2783 end;
2784 end;
2786 if g_Game_IsNet then
2787 begin
2788 if DidFire then
2789 begin
2790 if FCurrWeap <> WEAPON_BFG then
2791 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
2792 else
2793 if not FNoReload then
2794 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
2795 end;
2797 MH_SEND_PlayerStats(FUID);
2798 end;
2800 if not f then Exit;
2802 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
2803 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
2804 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
2805 end;
2807 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
2808 begin
2809 case Weapon of
2810 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
2811 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
2812 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
2813 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
2814 else Result := 0;
2815 end;
2816 end;
2818 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
2819 begin
2820 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
2821 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
2822 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
2823 end;
2825 procedure TPlayer.JetpackOn;
2826 begin
2827 FJetSoundFly.Stop;
2828 FJetSoundOff.Stop;
2829 FJetSoundOn.SetPosition(0);
2830 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
2831 FlySmoke(8);
2832 end;
2834 procedure TPlayer.JetpackOff;
2835 begin
2836 FJetSoundFly.Stop;
2837 FJetSoundOn.Stop;
2838 FJetSoundOff.SetPosition(0);
2839 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
2840 end;
2842 procedure TPlayer.Jump();
2843 begin
2844 if gFly or FJetpack then
2845 begin
2846 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
2847 if FObj.Vel.Y > -VEL_FLY then
2848 FObj.Vel.Y := FObj.Vel.Y - 3;
2849 if FJetpack then
2850 begin
2851 if FJetFuel > 0 then
2852 Dec(FJetFuel);
2853 if (FJetFuel < 1) and g_Game_IsServer then
2854 begin
2855 FJetpack := False;
2856 JetpackOff;
2857 if g_Game_IsNet then
2858 MH_SEND_PlayerStats(FUID);
2859 end;
2860 end;
2861 Exit;
2862 end;
2864 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
2865 if FGhost then
2866 FCanJetpack := False;
2868 // Ïðûãàåì èëè âñïëûâàåì:
2869 if (CollideLevel(0, 1) or
2870 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
2871 PLAYER_RECT.Height-33, PANEL_STEP, False)
2872 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
2873 begin
2874 FObj.Vel.Y := -VEL_JUMP;
2875 FCanJetpack := False;
2876 end
2877 else
2878 begin
2879 if BodyInLiquid(0, 0) then
2880 FObj.Vel.Y := -VEL_SW
2881 else if (FJetFuel > 0) and FCanJetpack and
2882 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
2883 begin
2884 FJetpack := True;
2885 JetpackOn;
2886 if g_Game_IsNet then
2887 MH_SEND_PlayerStats(FUID);
2888 end;
2889 end;
2890 end;
2892 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
2893 var
2894 a, i, k, ab, ar: Byte;
2895 s: String;
2896 mon: TMonster;
2897 plr: TPlayer;
2898 srv, netsrv: Boolean;
2899 DoFrags: Boolean;
2900 OldLR: Byte;
2901 KP: TPlayer;
2903 procedure PushItem(t: Byte);
2904 var
2905 id: DWORD;
2906 begin
2907 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
2908 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
2909 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-7+Random(15),
2910 (FObj.Vel.Y div 2)-Random(9))
2911 else
2912 if KillType = K_HARDKILL then // -5..+5; -5..0
2913 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-5+Random(11),
2914 (FObj.Vel.Y div 2)-Random(6))
2915 else // -3..+3; -3..0
2916 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-3+Random(7),
2917 (FObj.Vel.Y div 2)-Random(4));
2919 if g_Game_IsNet and g_Game_IsServer then
2920 MH_SEND_ItemSpawn(True, id);
2921 end;
2923 begin
2924 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
2925 Srv := g_Game_IsServer;
2926 Netsrv := g_Game_IsServer and g_Game_IsNet;
2927 if Srv then FDeath := FDeath + 1;
2928 if FLive then
2929 begin
2930 if FGhost then
2931 FGhost := False;
2932 if not FPhysics then
2933 FPhysics := True;
2934 FLive := False;
2935 end;
2936 FShellTimer := -1;
2938 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
2939 begin
2940 if FLives > 0 then FLives := FLives - 1;
2941 if FLives = 0 then FNoRespawn := True;
2942 end;
2944 // Íîìåð òèïà ñìåðòè:
2945 a := 1;
2946 case KillType of
2947 K_SIMPLEKILL: a := 1;
2948 K_HARDKILL: a := 2;
2949 K_EXTRAHARDKILL: a := 3;
2950 K_FALLKILL: a := 4;
2951 end;
2953 // Çâóê ñìåðòè:
2954 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
2955 for i := 1 to 3 do
2956 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
2957 Break;
2959 // Âðåìÿ ðåñïàóíà:
2960 if Srv then
2961 case KillType of
2962 K_SIMPLEKILL:
2963 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
2964 K_HARDKILL:
2965 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
2966 K_EXTRAHARDKILL, K_FALLKILL:
2967 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
2968 end;
2970 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
2971 case KillType of
2972 K_SIMPLEKILL:
2973 SetAction(A_DIE1);
2974 K_HARDKILL, K_EXTRAHARDKILL:
2975 SetAction(A_DIE2);
2976 end;
2978 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
2979 if (KillType <> K_FALLKILL) and (Srv) then
2980 g_Monsters_killedp();
2982 if SpawnerUID = FUID then
2983 begin // Ñàìîóáèëñÿ
2984 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
2985 begin
2986 Dec(FFrags);
2987 FLastFrag := 0;
2988 end;
2989 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
2990 end
2991 else
2992 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
2993 begin // Óáèò äðóãèì èãðîêîì
2994 KP := g_Player_Get(SpawnerUID);
2995 if (KP <> nil) and Srv then
2996 begin
2997 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
2998 if SameTeam(FUID, SpawnerUID) then
2999 begin
3000 Dec(KP.FFrags);
3001 KP.FLastFrag := 0;
3002 end else
3003 begin
3004 Inc(KP.FFrags);
3005 KP.FragCombo();
3006 end;
3008 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3009 Inc(gTeamStat[KP.Team].Goals,
3010 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3012 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3013 end;
3015 plr := g_Player_Get(SpawnerUID);
3016 if plr = nil then
3017 s := '?'
3018 else
3019 s := plr.FName;
3021 case KillType of
3022 K_HARDKILL:
3023 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3024 [FName, s]),
3025 gShowKillMsg);
3026 K_EXTRAHARDKILL:
3027 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3028 [FName, s]),
3029 gShowKillMsg);
3030 else
3031 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3032 [FName, s]),
3033 gShowKillMsg);
3034 end;
3035 end
3036 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3037 begin // Óáèò ìîíñòðîì
3038 mon := g_Monsters_Get(SpawnerUID);
3039 if mon = nil then
3040 s := '?'
3041 else
3042 s := g_Monsters_GetKilledBy(mon.MonsterType);
3044 case KillType of
3045 K_HARDKILL:
3046 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3047 [FName, s]),
3048 gShowKillMsg);
3049 K_EXTRAHARDKILL:
3050 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3051 [FName, s]),
3052 gShowKillMsg);
3053 else
3054 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3055 [FName, s]),
3056 gShowKillMsg);
3057 end;
3058 end
3059 else // Îñîáûå òèïû ñìåðòè
3060 case t of
3061 HIT_DISCON: ;
3062 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3063 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3064 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3065 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3066 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3067 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3068 end;
3070 if Srv then
3071 begin
3072 // Âûáðîñ îðóæèÿ:
3073 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
3074 if FWeapon[a] then
3075 begin
3076 case a of
3077 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3078 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3079 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3080 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3081 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3082 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3083 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3084 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3085 else i := 0;
3086 end;
3088 if i <> 0 then
3089 PushItem(i);
3090 end;
3092 // Âûáðîñ ðþêçàêà:
3093 if R_ITEM_BACKPACK in FRulez then
3094 PushItem(ITEM_AMMO_BACKPACK);
3096 // Âûáðîñ ðàêåòíîãî ðàíöà:
3097 if FJetFuel > 0 then
3098 PushItem(ITEM_JETPACK);
3100 // Âûáðîñ êëþ÷åé:
3101 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3102 begin
3103 if R_KEY_RED in FRulez then
3104 PushItem(ITEM_KEY_RED);
3106 if R_KEY_GREEN in FRulez then
3107 PushItem(ITEM_KEY_GREEN);
3109 if R_KEY_BLUE in FRulez then
3110 PushItem(ITEM_KEY_BLUE);
3111 end;
3113 // Âûáðîñ ôëàãà:
3114 DropFlag();
3115 end;
3117 g_Player_CreateCorpse(Self);
3119 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3120 (gLMSRespawn = LMS_RESPAWN_NONE) then
3121 begin
3122 a := 0;
3123 k := 0;
3124 ar := 0;
3125 ab := 0;
3126 for i := Low(gPlayers) to High(gPlayers) do
3127 begin
3128 if gPlayers[i] = nil then continue;
3129 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3130 begin
3131 Inc(a);
3132 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3133 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3134 k := i;
3135 end;
3136 end;
3138 OldLR := gLMSRespawn;
3139 if (gGameSettings.GameMode = GM_COOP) then
3140 begin
3141 if (a = 0) then
3142 begin
3143 // everyone is dead, restart the map
3144 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3145 if Netsrv then
3146 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3147 gLMSRespawn := LMS_RESPAWN_FINAL;
3148 gLMSRespawnTime := gTime + 5000;
3149 end
3150 else if (a = 1) then
3151 begin
3152 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3153 if (gPlayers[k] = gPlayer1) or
3154 (gPlayers[k] = gPlayer2) then
3155 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3156 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3157 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3158 end;
3159 end
3160 else if (gGameSettings.GameMode = GM_TDM) then
3161 begin
3162 if (ab = 0) and (ar <> 0) then
3163 begin
3164 // blu team ded
3165 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3166 if Netsrv then
3167 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3168 Inc(gTeamStat[TEAM_RED].Goals);
3169 gLMSRespawn := LMS_RESPAWN_FINAL;
3170 gLMSRespawnTime := gTime + 5000;
3171 end
3172 else if (ar = 0) and (ab <> 0) then
3173 begin
3174 // red team ded
3175 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3176 if Netsrv then
3177 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3178 Inc(gTeamStat[TEAM_BLUE].Goals);
3179 gLMSRespawn := LMS_RESPAWN_FINAL;
3180 gLMSRespawnTime := gTime + 5000;
3181 end
3182 else if (ar = 0) and (ab = 0) then
3183 begin
3184 // everyone ded
3185 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3186 if Netsrv then
3187 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3188 gLMSRespawn := LMS_RESPAWN_FINAL;
3189 gLMSRespawnTime := gTime + 5000;
3190 end;
3191 end
3192 else if (gGameSettings.GameMode = GM_DM) then
3193 begin
3194 if (a = 1) then
3195 begin
3196 if gPlayers[k] <> nil then
3197 with gPlayers[k] do
3198 begin
3199 // survivor is the winner
3200 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3201 if Netsrv then
3202 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3203 Inc(FFrags);
3204 end;
3205 gLMSRespawn := LMS_RESPAWN_FINAL;
3206 gLMSRespawnTime := gTime + 5000;
3207 end
3208 else if (a = 0) then
3209 begin
3210 // everyone is dead, restart the map
3211 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3212 if Netsrv then
3213 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3214 gLMSRespawn := LMS_RESPAWN_FINAL;
3215 gLMSRespawnTime := gTime + 5000;
3216 end;
3217 end;
3218 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3219 begin
3220 if NetMode = NET_SERVER then
3221 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3222 else
3223 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3224 end;
3225 end;
3227 if Netsrv then
3228 begin
3229 MH_SEND_PlayerStats(FUID);
3230 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3231 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3232 end;
3234 if srv and FNoRespawn then Spectate(True);
3235 FWantsInGame := True;
3236 end;
3238 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3239 begin
3240 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3241 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3242 end;
3244 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3245 begin
3246 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3247 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3248 end;
3250 procedure TPlayer.MakeBloodSimple(Count: Word);
3251 begin
3252 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3253 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3254 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3255 150, 0, 0);
3256 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3257 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3258 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3259 150, 0, 0);
3260 end;
3262 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3263 begin
3264 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3265 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3266 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3267 150, 0, 0);
3268 end;
3270 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3271 begin
3272 if g_Game_IsClient then Exit;
3273 if Weapon > High(FWeapon) then Exit;
3274 FNextWeap := FNextWeap or (1 shl Weapon);
3275 end;
3277 procedure TPlayer.resetWeaponQueue ();
3278 begin
3279 FNextWeap := 0;
3280 FNextWeapDelay := 0;
3281 end;
3283 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3284 begin
3285 result := false;
3286 case weapon of
3287 WEAPON_KASTET, WEAPON_SAW: result := true;
3288 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3289 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3290 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3291 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3292 else result := (weapon < length(FWeapon));
3293 end;
3294 end;
3296 // return 255 for "no switch"
3297 function TPlayer.getNextWeaponIndex (): Byte;
3298 var
3299 i: Word;
3300 wantThisWeapon: array[0..64] of Boolean;
3301 wwc: Integer = 0; //HACK!
3302 begin
3303 result := 255; // default result: "no switch"
3304 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3305 for i := 0 to High(FWeapon) do if (FNextWeap and (1 shl i)) <> 0 then begin wantThisWeapon[i] := true; Inc(wwc); end;
3306 // exclude currently selected weapon from the set
3307 wantThisWeapon[FCurrWeap] := false;
3308 // slow down alterations a little
3309 if wwc > 1 then
3310 begin
3311 // more than one weapon requested, assume "alteration" and check alteration delay
3312 if FNextWeapDelay > 0 then begin FNextWeap := 0; exit; end; // yeah
3313 end;
3314 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3315 if wwc < 1 then begin resetWeaponQueue(); exit; end;
3316 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3317 // try weapons in descending order
3318 for i := High(FWeapon) downto 0 do
3319 begin
3320 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3321 begin
3322 // i found her!
3323 result := Byte(i);
3324 exit;
3325 end;
3326 end;
3327 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3328 resetWeaponQueue();
3329 end;
3331 procedure TPlayer.RealizeCurrentWeapon();
3332 var
3333 i, nw: Byte;
3334 begin
3335 nw := getNextWeaponIndex();
3336 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3337 if nw = 255 then exit; // don't reset anything here
3338 if nw > High(FWeapon) then begin resetWeaponQueue(); exit; end; // don't forget to reset queue here!
3340 if FBFGFireCounter <> -1 then exit;
3341 if FTime[T_SWITCH] > gTime then exit;
3343 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do if FReloading[i] > 0 then exit;
3345 if FWeapon[nw] then
3346 begin
3347 FCurrWeap := nw;
3348 FTime[T_SWITCH] := gTime+156;
3349 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3350 FModel.SetWeapon(FCurrWeap);
3351 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3352 end;
3353 // reset weapon queue; `getNextWeaponIndex()` guarantees to not select a weapon player don't have
3354 resetWeaponQueue();
3355 FNextWeapDelay := 10; // anyway, 'cause why not
3356 end;
3358 procedure TPlayer.cycleWeapon (dir: Integer);
3359 var
3360 i, cwi: Integer;
3361 begin
3362 if dir < 0 then dir := 1 else if dir > 0 then dir := 1 else exit;
3363 cwi := FCurrWeap;
3364 for i := 0 to High(FWeapon) do
3365 begin
3366 cwi := cwi+dir;
3367 if cwi < 0 then cwi += length(FWeapon)
3368 else if cwi > High(FWeapon) then cwi := cwi-length(FWeapon);
3369 if FWeapon[cwi] then
3370 begin
3371 QueueWeaponSwitch(Byte(cwi));
3372 exit;
3373 end;
3374 end;
3375 end;
3377 procedure TPlayer.NextWeapon();
3378 begin
3379 if g_Game_IsClient then Exit;
3380 cycleWeapon(1);
3381 end;
3383 procedure TPlayer.PrevWeapon();
3384 begin
3385 if g_Game_IsClient then Exit;
3386 cycleWeapon(-1);
3387 end;
3389 procedure TPlayer.SetWeapon(W: Byte);
3390 begin
3391 if FCurrWeap <> W then
3392 if W = WEAPON_SAW then
3393 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3395 FCurrWeap := W;
3396 FModel.SetWeapon(CurrWeap);
3397 resetWeaponQueue();
3398 end;
3400 function TPlayer.PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean;
3401 var
3402 a: Boolean;
3403 begin
3404 Result := False;
3405 if g_Game_IsClient then Exit;
3407 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3408 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and respawn;
3409 remove := not a;
3411 case ItemType of
3412 ITEM_MEDKIT_SMALL:
3413 if FHealth < PLAYER_HP_SOFT then
3414 begin
3415 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3416 Result := True;
3417 remove := True;
3418 if gFlash = 2 then Inc(FPickup, 5);
3419 end;
3421 ITEM_MEDKIT_LARGE:
3422 if FHealth < PLAYER_HP_SOFT then
3423 begin
3424 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3425 Result := True;
3426 remove := True;
3427 if gFlash = 2 then Inc(FPickup, 5);
3428 end;
3430 ITEM_ARMOR_GREEN:
3431 if FArmor < PLAYER_AP_SOFT then
3432 begin
3433 FArmor := PLAYER_AP_SOFT;
3434 Result := True;
3435 remove := True;
3436 if gFlash = 2 then Inc(FPickup, 5);
3437 end;
3439 ITEM_ARMOR_BLUE:
3440 if FArmor < PLAYER_AP_LIMIT then
3441 begin
3442 FArmor := PLAYER_AP_LIMIT;
3443 Result := True;
3444 remove := True;
3445 if gFlash = 2 then Inc(FPickup, 5);
3446 end;
3448 ITEM_SPHERE_BLUE:
3449 if FHealth < PLAYER_HP_LIMIT then
3450 begin
3451 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3452 Result := True;
3453 remove := True;
3454 if gFlash = 2 then Inc(FPickup, 5);
3455 end;
3457 ITEM_SPHERE_WHITE:
3458 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3459 begin
3460 if FHealth < PLAYER_HP_LIMIT then
3461 FHealth := PLAYER_HP_LIMIT;
3462 if FArmor < PLAYER_AP_LIMIT then
3463 FArmor := PLAYER_AP_LIMIT;
3464 Result := True;
3465 remove := True;
3466 if gFlash = 2 then Inc(FPickup, 5);
3467 end;
3469 ITEM_WEAPON_SAW:
3470 if (not FWeapon[WEAPON_SAW]) or ((not respawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3471 begin
3472 FWeapon[WEAPON_SAW] := True;
3473 Result := True;
3474 if gFlash = 2 then Inc(FPickup, 5);
3475 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3476 end;
3478 ITEM_WEAPON_SHOTGUN1:
3479 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3480 begin
3481 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3482 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3484 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3485 FWeapon[WEAPON_SHOTGUN1] := True;
3486 Result := True;
3487 if gFlash = 2 then Inc(FPickup, 5);
3488 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3489 end;
3491 ITEM_WEAPON_SHOTGUN2:
3492 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3493 begin
3494 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3496 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3497 FWeapon[WEAPON_SHOTGUN2] := True;
3498 Result := True;
3499 if gFlash = 2 then Inc(FPickup, 5);
3500 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3501 end;
3503 ITEM_WEAPON_CHAINGUN:
3504 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3505 begin
3506 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3508 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3509 FWeapon[WEAPON_CHAINGUN] := True;
3510 Result := True;
3511 if gFlash = 2 then Inc(FPickup, 5);
3512 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3513 end;
3515 ITEM_WEAPON_ROCKETLAUNCHER:
3516 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3517 begin
3518 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3520 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3521 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3522 Result := True;
3523 if gFlash = 2 then Inc(FPickup, 5);
3524 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3525 end;
3527 ITEM_WEAPON_PLASMA:
3528 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3529 begin
3530 if a and FWeapon[WEAPON_PLASMA] then Exit;
3532 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3533 FWeapon[WEAPON_PLASMA] := True;
3534 Result := True;
3535 if gFlash = 2 then Inc(FPickup, 5);
3536 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3537 end;
3539 ITEM_WEAPON_BFG:
3540 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3541 begin
3542 if a and FWeapon[WEAPON_BFG] then Exit;
3544 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3545 FWeapon[WEAPON_BFG] := True;
3546 Result := True;
3547 if gFlash = 2 then Inc(FPickup, 5);
3548 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3549 end;
3551 ITEM_WEAPON_SUPERPULEMET:
3552 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3553 begin
3554 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3556 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3557 FWeapon[WEAPON_SUPERPULEMET] := True;
3558 Result := True;
3559 if gFlash = 2 then Inc(FPickup, 5);
3560 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3561 end;
3563 ITEM_AMMO_BULLETS:
3564 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3565 begin
3566 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3567 Result := True;
3568 remove := True;
3569 if gFlash = 2 then Inc(FPickup, 5);
3570 end;
3572 ITEM_AMMO_BULLETS_BOX:
3573 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3574 begin
3575 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3576 Result := True;
3577 remove := True;
3578 if gFlash = 2 then Inc(FPickup, 5);
3579 end;
3581 ITEM_AMMO_SHELLS:
3582 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3583 begin
3584 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3585 Result := True;
3586 remove := True;
3587 if gFlash = 2 then Inc(FPickup, 5);
3588 end;
3590 ITEM_AMMO_SHELLS_BOX:
3591 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3592 begin
3593 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3594 Result := True;
3595 remove := True;
3596 if gFlash = 2 then Inc(FPickup, 5);
3597 end;
3599 ITEM_AMMO_ROCKET:
3600 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3601 begin
3602 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3603 Result := True;
3604 remove := True;
3605 if gFlash = 2 then Inc(FPickup, 5);
3606 end;
3608 ITEM_AMMO_ROCKET_BOX:
3609 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3610 begin
3611 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3612 Result := True;
3613 remove := True;
3614 if gFlash = 2 then Inc(FPickup, 5);
3615 end;
3617 ITEM_AMMO_CELL:
3618 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3619 begin
3620 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3621 Result := True;
3622 remove := True;
3623 if gFlash = 2 then Inc(FPickup, 5);
3624 end;
3626 ITEM_AMMO_CELL_BIG:
3627 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3628 begin
3629 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3630 Result := True;
3631 remove := True;
3632 if gFlash = 2 then Inc(FPickup, 5);
3633 end;
3635 ITEM_AMMO_BACKPACK:
3636 if not(R_ITEM_BACKPACK in FRulez) or
3637 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3638 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3639 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3640 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) then
3641 begin
3642 FMaxAmmo[A_BULLETS] := 400;
3643 FMaxAmmo[A_SHELLS] := 100;
3644 FMaxAmmo[A_ROCKETS] := 100;
3645 FMaxAmmo[A_CELLS] := 600;
3647 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3648 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3649 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3650 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3651 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3652 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3653 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3654 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3656 FRulez := FRulez + [R_ITEM_BACKPACK];
3657 Result := True;
3658 remove := True;
3659 if gFlash = 2 then Inc(FPickup, 5);
3660 end;
3662 ITEM_KEY_RED:
3663 if not(R_KEY_RED in FRulez) then
3664 begin
3665 Include(FRulez, R_KEY_RED);
3666 Result := True;
3667 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3668 if gFlash = 2 then Inc(FPickup, 5);
3669 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3670 end;
3672 ITEM_KEY_GREEN:
3673 if not(R_KEY_GREEN in FRulez) then
3674 begin
3675 Include(FRulez, R_KEY_GREEN);
3676 Result := True;
3677 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3678 if gFlash = 2 then Inc(FPickup, 5);
3679 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3680 end;
3682 ITEM_KEY_BLUE:
3683 if not(R_KEY_BLUE in FRulez) then
3684 begin
3685 Include(FRulez, R_KEY_BLUE);
3686 Result := True;
3687 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3688 if gFlash = 2 then Inc(FPickup, 5);
3689 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3690 end;
3692 ITEM_SUIT:
3693 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
3694 begin
3695 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
3696 Result := True;
3697 remove := True;
3698 if gFlash = 2 then Inc(FPickup, 5);
3699 end;
3701 ITEM_OXYGEN:
3702 if FAir < AIR_MAX then
3703 begin
3704 FAir := AIR_MAX;
3705 Result := True;
3706 remove := True;
3707 if gFlash = 2 then Inc(FPickup, 5);
3708 end;
3710 ITEM_MEDKIT_BLACK:
3711 begin
3712 if not (R_BERSERK in FRulez) then
3713 begin
3714 Include(FRulez, R_BERSERK);
3715 if FBFGFireCounter = -1 then
3716 begin
3717 FCurrWeap := WEAPON_KASTET;
3718 resetWeaponQueue();
3719 FModel.SetWeapon(WEAPON_KASTET);
3720 end;
3721 if gFlash <> 0 then
3722 Inc(FPain, 100);
3723 if gFlash = 2 then Inc(FPickup, 5);
3724 FBerserk := gTime+30000;
3725 Result := True;
3726 remove := True;
3727 end;
3728 if FHealth < PLAYER_HP_SOFT then
3729 begin
3730 FHealth := PLAYER_HP_SOFT;
3731 FBerserk := gTime+30000;
3732 Result := True;
3733 remove := True;
3734 end;
3735 end;
3737 ITEM_INVUL:
3738 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
3739 begin
3740 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
3741 Result := True;
3742 remove := True;
3743 if gFlash = 2 then Inc(FPickup, 5);
3744 end;
3746 ITEM_BOTTLE:
3747 if FHealth < PLAYER_HP_LIMIT then
3748 begin
3749 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
3750 Result := True;
3751 remove := True;
3752 if gFlash = 2 then Inc(FPickup, 5);
3753 end;
3755 ITEM_HELMET:
3756 if FArmor < PLAYER_AP_LIMIT then
3757 begin
3758 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
3759 Result := True;
3760 remove := True;
3761 if gFlash = 2 then Inc(FPickup, 5);
3762 end;
3764 ITEM_JETPACK:
3765 if FJetFuel < JET_MAX then
3766 begin
3767 FJetFuel := JET_MAX;
3768 Result := True;
3769 remove := True;
3770 if gFlash = 2 then Inc(FPickup, 5);
3771 end;
3773 ITEM_INVIS:
3774 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
3775 begin
3776 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
3777 Result := True;
3778 remove := True;
3779 if gFlash = 2 then Inc(FPickup, 5);
3780 end;
3781 end;
3782 end;
3784 procedure TPlayer.Touch();
3785 begin
3786 if not FLive then
3787 Exit;
3788 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
3789 if FIamBot then
3790 begin
3791 // Áðîñèòü ôëàã òîâàðèùó:
3792 if gGameSettings.GameMode = GM_CTF then
3793 DropFlag();
3794 end;
3795 end;
3797 procedure TPlayer.Push(vx, vy: Integer);
3798 begin
3799 if (not FPhysics) and FGhost then
3800 Exit;
3801 FObj.Accel.X := FObj.Accel.X + vx;
3802 FObj.Accel.Y := FObj.Accel.Y + vy;
3803 if g_Game_IsNet and g_Game_IsServer then
3804 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
3805 end;
3807 procedure TPlayer.Reset(Force: Boolean);
3808 begin
3809 if Force then
3810 FLive := False;
3812 FSpawned := False;
3813 FTime[T_RESPAWN] := 0;
3814 FTime[T_FLAGCAP] := 0;
3815 FGodMode := False;
3816 FNoTarget := False;
3817 FNoReload := False;
3818 FFrags := 0;
3819 FLastFrag := 0;
3820 FComboEvnt := -1;
3821 FKills := 0;
3822 FMonsterKills := 0;
3823 FDeath := 0;
3824 FSecrets := 0;
3825 if FNoRespawn then
3826 begin
3827 FSpectator := False;
3828 FGhost := False;
3829 FPhysics := True;
3830 FSpectatePlayer := -1;
3831 FNoRespawn := False;
3832 end;
3833 FLives := gGameSettings.MaxLives;
3835 SetFlag(FLAG_NONE);
3836 end;
3838 procedure TPlayer.SoftReset();
3839 begin
3840 ReleaseKeys();
3842 FDamageBuffer := 0;
3843 FIncCam := 0;
3844 FBFGFireCounter := -1;
3845 FShellTimer := -1;
3846 FPain := 0;
3847 FLastHit := 0;
3848 FLastFrag := 0;
3849 FComboEvnt := -1;
3851 SetFlag(FLAG_NONE);
3852 SetAction(A_STAND, True);
3853 end;
3855 function TPlayer.GetRespawnPoint(): Byte;
3856 var
3857 c: Byte;
3858 begin
3859 Result := 255;
3860 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
3862 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
3863 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
3864 begin
3865 if (Self = gPlayer1) or (Self = gPlayer2) then
3866 begin
3867 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
3868 if Self = gPlayer1 then
3869 c := RESPAWNPOINT_PLAYER1
3870 else
3871 c := RESPAWNPOINT_PLAYER2;
3872 if g_Map_GetPointCount(c) > 0 then
3873 begin
3874 Result := c;
3875 Exit;
3876 end;
3878 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
3879 if Self = gPlayer1 then
3880 c := RESPAWNPOINT_PLAYER2
3881 else
3882 c := RESPAWNPOINT_PLAYER1;
3883 if g_Map_GetPointCount(c) > 0 then
3884 begin
3885 Result := c;
3886 Exit;
3887 end;
3888 end else
3889 begin
3890 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
3891 if Random(2) = 0 then
3892 c := RESPAWNPOINT_PLAYER1
3893 else
3894 c := RESPAWNPOINT_PLAYER2;
3895 if g_Map_GetPointCount(c) > 0 then
3896 begin
3897 Result := c;
3898 Exit;
3899 end;
3900 end;
3902 // Òî÷êà ëþáîé èç êîìàíä
3903 if Random(2) = 0 then
3904 c := RESPAWNPOINT_RED
3905 else
3906 c := RESPAWNPOINT_BLUE;
3907 if g_Map_GetPointCount(c) > 0 then
3908 begin
3909 Result := c;
3910 Exit;
3911 end;
3913 // Òî÷êà DM
3914 c := RESPAWNPOINT_DM;
3915 if g_Map_GetPointCount(c) > 0 then
3916 begin
3917 Result := c;
3918 Exit;
3919 end;
3920 end;
3922 // Ìÿñîïîâàë
3923 if gGameSettings.GameMode = GM_DM then
3924 begin
3925 // Òî÷êà DM
3926 c := RESPAWNPOINT_DM;
3927 if g_Map_GetPointCount(c) > 0 then
3928 begin
3929 Result := c;
3930 Exit;
3931 end;
3933 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
3934 if Random(2) = 0 then
3935 c := RESPAWNPOINT_PLAYER1
3936 else
3937 c := RESPAWNPOINT_PLAYER2;
3938 if g_Map_GetPointCount(c) > 0 then
3939 begin
3940 Result := c;
3941 Exit;
3942 end;
3944 // Òî÷êà ëþáîé èç êîìàíä
3945 if Random(2) = 0 then
3946 c := RESPAWNPOINT_RED
3947 else
3948 c := RESPAWNPOINT_BLUE;
3949 if g_Map_GetPointCount(c) > 0 then
3950 begin
3951 Result := c;
3952 Exit;
3953 end;
3954 end;
3956 // Êîìàíäíûå
3957 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
3958 begin
3959 // Òî÷êà ñâîåé êîìàíäû
3960 c := RESPAWNPOINT_DM;
3961 if FTeam = TEAM_RED then
3962 c := RESPAWNPOINT_RED;
3963 if FTeam = TEAM_BLUE then
3964 c := RESPAWNPOINT_BLUE;
3965 if g_Map_GetPointCount(c) > 0 then
3966 begin
3967 Result := c;
3968 Exit;
3969 end;
3971 // Òî÷êà DM
3972 c := RESPAWNPOINT_DM;
3973 if g_Map_GetPointCount(c) > 0 then
3974 begin
3975 Result := c;
3976 Exit;
3977 end;
3979 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
3980 if Random(2) = 0 then
3981 c := RESPAWNPOINT_PLAYER1
3982 else
3983 c := RESPAWNPOINT_PLAYER2;
3984 if g_Map_GetPointCount(c) > 0 then
3985 begin
3986 Result := c;
3987 Exit;
3988 end;
3990 // Òî÷êà äðóãîé êîìàíäû
3991 c := RESPAWNPOINT_DM;
3992 if FTeam = TEAM_RED then
3993 c := RESPAWNPOINT_BLUE;
3994 if FTeam = TEAM_BLUE then
3995 c := RESPAWNPOINT_RED;
3996 if g_Map_GetPointCount(c) > 0 then
3997 begin
3998 Result := c;
3999 Exit;
4000 end;
4001 end;
4002 end;
4004 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4005 var
4006 RespawnPoint: TRespawnPoint;
4007 a, b, c: Byte;
4008 Anim: TAnimation;
4009 ID: DWORD;
4010 begin
4011 if not g_Game_IsServer then
4012 Exit;
4013 if FDummy then
4014 Exit;
4015 FWantsInGame := True;
4016 FJustTeleported := True;
4017 if Force then
4018 begin
4019 FTime[T_RESPAWN] := 0;
4020 FLive := False;
4021 end;
4022 FNetTime := 0;
4023 // if server changes MaxLives we gotta be ready
4024 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4026 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4027 if FTime[T_RESPAWN] > gTime then
4028 Exit;
4030 // Ïðîñðàë âñå æèçíè:
4031 if FNoRespawn then
4032 begin
4033 if not FSpectator then Spectate(True);
4034 FWantsInGame := True;
4035 Exit;
4036 end;
4038 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4039 begin // "Ñâîÿ èãðà"
4040 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4041 FRulez := FRulez-[R_BERSERK];
4042 end
4043 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4044 begin
4045 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4046 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4047 end;
4049 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4050 c := GetRespawnPoint();
4052 ReleaseKeys();
4053 SetFlag(FLAG_NONE);
4055 // Âîñêðåøåíèå áåç îðóæèÿ:
4056 if not FLive then
4057 begin
4058 FHealth := PLAYER_HP_SOFT;
4059 FArmor := 0;
4060 FLive := True;
4061 FAir := AIR_DEF;
4062 FJetFuel := 0;
4064 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
4065 begin
4066 FWeapon[a] := False;
4067 FReloading[a] := 0;
4068 end;
4070 FWeapon[WEAPON_PISTOL] := True;
4071 FWeapon[WEAPON_KASTET] := True;
4072 FCurrWeap := WEAPON_PISTOL;
4073 resetWeaponQueue();
4075 FModel.SetWeapon(FCurrWeap);
4077 for b := A_BULLETS to A_CELLS do
4078 FAmmo[b] := 0;
4080 FAmmo[A_BULLETS] := 50;
4082 FMaxAmmo[A_BULLETS] := 200;
4083 FMaxAmmo[A_SHELLS] := 50;
4084 FMaxAmmo[A_ROCKETS] := 50;
4085 FMaxAmmo[A_CELLS] := 300;
4087 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4088 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4089 else
4090 FRulez := [];
4091 end;
4093 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4094 if not g_Map_GetPoint(c, RespawnPoint) then
4095 begin
4096 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4097 Exit;
4098 end;
4100 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4101 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4102 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4103 FObj.Vel.X := 0;
4104 FObj.Vel.Y := 0;
4105 FObj.Accel.X := 0;
4106 FObj.Accel.Y := 0;
4108 FDirection := RespawnPoint.Direction;
4109 if FDirection = D_LEFT then
4110 FAngle := 180
4111 else
4112 FAngle := 0;
4114 FIncCam := 0;
4115 FBFGFireCounter := -1;
4116 FShellTimer := -1;
4117 FPain := 0;
4118 FLastHit := 0;
4120 SetAction(A_STAND, True);
4121 FModel.Direction := FDirection;
4123 for a := Low(FTime) to High(FTime) do
4124 FTime[a] := 0;
4126 for a := Low(FMegaRulez) to High(FMegaRulez) do
4127 FMegaRulez[a] := 0;
4129 FDamageBuffer := 0;
4130 FJetpack := False;
4131 FCanJetpack := False;
4133 // Àíèìàöèÿ âîçðîæäåíèÿ:
4134 if (not gLoadGameMode) and (not Silent) then
4135 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4136 begin
4137 Anim := TAnimation.Create(ID, False, 3);
4138 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4139 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4140 Anim.Free();
4141 end;
4143 FSpectator := False;
4144 FGhost := False;
4145 FPhysics := True;
4146 FSpectatePlayer := -1;
4147 FSpawned := True;
4149 if g_Game_IsNet then
4150 begin
4151 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4152 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4153 if not Silent then
4154 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4155 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4156 0, NET_GFX_TELE);
4157 end;
4158 end;
4160 procedure TPlayer.Spectate(NoMove: Boolean = False);
4161 begin
4162 if FLive then
4163 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4164 else if (not NoMove) then
4165 begin
4166 GameX := gMapInfo.Width div 2;
4167 GameY := gMapInfo.Height div 2;
4168 end;
4169 FXTo := GameX;
4170 FYTo := GameY;
4172 FLive := False;
4173 FSpectator := True;
4174 FGhost := True;
4175 FPhysics := False;
4176 FWantsInGame := False;
4177 FSpawned := False;
4179 if FNoRespawn then
4180 begin
4181 if Self = gPlayer1 then
4182 begin
4183 gLMSPID1 := FUID;
4184 gPlayer1 := nil;
4185 end;
4186 if Self = gPlayer2 then
4187 begin
4188 gLMSPID2 := FUID;
4189 gPlayer2 := nil;
4190 end;
4191 end;
4193 if g_Game_IsNet then
4194 MH_SEND_PlayerStats(FUID);
4195 end;
4197 procedure TPlayer.SwitchNoClip;
4198 begin
4199 if not FLive then
4200 Exit;
4201 FGhost := not FGhost;
4202 FPhysics := not FGhost;
4203 if FGhost then
4204 begin
4205 FXTo := FObj.X;
4206 FYTo := FObj.Y;
4207 end else
4208 begin
4209 FObj.Accel.X := 0;
4210 FObj.Accel.Y := 0;
4211 end;
4212 end;
4214 procedure TPlayer.Run(Direction: TDirection);
4215 var
4216 a, b: Integer;
4217 begin
4218 if MAX_RUNVEL > 8 then
4219 FlySmoke();
4221 // Áåæèì:
4222 if Direction = D_LEFT then
4223 begin
4224 if FObj.Vel.X > -MAX_RUNVEL then
4225 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4226 end
4227 else
4228 if FObj.Vel.X < MAX_RUNVEL then
4229 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4231 // Âîçìîæíî, ïèíàåì êóñêè:
4232 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4233 begin
4234 b := Abs(FObj.Vel.X);
4235 if b > 1 then b := b * (Random(8 div b) + 1);
4236 for a := 0 to High(gGibs) do
4237 if gGibs[a].Live and
4238 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4239 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4240 // Ïèíàåì êóñêè
4241 if FObj.Vel.X < 0 then
4242 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4243 else
4244 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4245 end;
4247 SetAction(A_WALK);
4248 end;
4250 procedure TPlayer.SeeDown();
4251 begin
4252 SetAction(A_SEEDOWN);
4254 if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4256 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4257 end;
4259 procedure TPlayer.SeeUp();
4260 begin
4261 SetAction(A_SEEUP);
4263 if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4265 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4266 end;
4268 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4269 var
4270 Prior: Byte;
4271 begin
4272 case Action of
4273 A_WALK: Prior := 3;
4274 A_DIE1: Prior := 5;
4275 A_DIE2: Prior := 5;
4276 A_ATTACK: Prior := 2;
4277 A_SEEUP: Prior := 1;
4278 A_SEEDOWN: Prior := 1;
4279 A_ATTACKUP: Prior := 2;
4280 A_ATTACKDOWN: Prior := 2;
4281 A_PAIN: Prior := 4;
4282 else Prior := 0;
4283 end;
4285 if (Prior > FActionPrior) or Force then
4286 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4287 begin
4288 FActionPrior := Prior;
4289 FActionAnim := Action;
4290 FActionForce := Force;
4291 FActionChanged := True;
4292 end;
4294 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4295 end;
4297 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4298 begin
4299 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4300 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4301 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4302 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4303 end;
4305 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4306 var
4307 Anim: TAnimation;
4308 ID: DWORD;
4309 begin
4310 Result := False;
4312 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4313 begin
4314 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4315 if g_Game_IsServer and g_Game_IsNet then
4316 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4317 Exit;
4318 end;
4320 FJustTeleported := True;
4322 Anim := nil;
4323 if not silent then
4324 begin
4325 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4326 begin
4327 Anim := TAnimation.Create(ID, False, 3);
4328 end;
4330 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4331 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4332 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4333 if g_Game_IsServer and g_Game_IsNet then
4334 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4335 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4336 NET_GFX_TELE);
4337 end;
4339 FObj.X := X-PLAYER_RECT.X;
4340 FObj.Y := Y-PLAYER_RECT.Y;
4341 if FLive and FGhost then
4342 begin
4343 FXTo := FObj.X;
4344 FYTo := FObj.Y;
4345 end;
4347 if not g_Game_IsNet then
4348 begin
4349 if dir = 1 then
4350 begin
4351 SetDirection(D_LEFT);
4352 FAngle := 180;
4353 end
4354 else
4355 if dir = 2 then
4356 begin
4357 SetDirection(D_RIGHT);
4358 FAngle := 0;
4359 end
4360 else
4361 if dir = 3 then
4362 begin // îáðàòíîå
4363 if FDirection = D_RIGHT then
4364 begin
4365 SetDirection(D_LEFT);
4366 FAngle := 180;
4367 end
4368 else
4369 begin
4370 SetDirection(D_RIGHT);
4371 FAngle := 0;
4372 end;
4373 end;
4374 end;
4376 if not silent and (Anim <> nil) then
4377 begin
4378 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4379 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4380 Anim.Free();
4382 if g_Game_IsServer and g_Game_IsNet then
4383 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4384 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4385 NET_GFX_TELE);
4386 end;
4388 Result := True;
4389 end;
4391 function nonz(a: Single): Single;
4392 begin
4393 if a <> 0 then
4394 Result := a
4395 else
4396 Result := 1;
4397 end;
4399 procedure TPlayer.Update();
4400 var
4401 b: Byte;
4402 i, ii, wx, wy, xd, yd, k: Integer;
4403 blockmon, headwater, dospawn: Boolean;
4404 NetServer: Boolean;
4405 AnyServer: Boolean;
4406 SetSpect: Boolean;
4407 begin
4408 NetServer := g_Game_IsNet and g_Game_IsServer;
4409 AnyServer := g_Game_IsServer;
4411 if g_Game_IsClient and (NetInterpLevel > 0) then
4412 DoLerp(NetInterpLevel + 1)
4413 else
4414 if FGhost then
4415 DoLerp(4);
4417 if NetServer then
4418 if FClientID >= 0 then
4419 begin
4420 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4421 if NetClients[FClientID].Peer^.packetsSent > 0 then
4422 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4423 else
4424 FLoss := 0;
4425 end else
4426 begin
4427 FPing := 0;
4428 FLoss := 0;
4429 end;
4431 if FLive and (gFly or FJetpack) then
4432 FlySmoke();
4434 if FDirection = D_LEFT then
4435 FAngle := 180
4436 else
4437 FAngle := 0;
4439 if FLive and (not FGhost) then
4440 begin
4441 if FKeys[KEY_UP].Pressed then
4442 SeeUp();
4443 if FKeys[KEY_DOWN].Pressed then
4444 SeeDown();
4445 end;
4447 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4448 (FIncCam <> 0) then
4449 begin
4450 i := g_basic.Sign(FIncCam);
4451 FIncCam := Abs(FIncCam);
4452 DecMin(FIncCam, 5, 0);
4453 FIncCam := FIncCam*i;
4454 end;
4456 if gTime mod (GAME_TICK*2) <> 0 then
4457 begin
4458 if (FObj.Vel.X = 0) and FLive then
4459 begin
4460 if FKeys[KEY_LEFT].Pressed then
4461 Run(D_LEFT);
4462 if FKeys[KEY_RIGHT].Pressed then
4463 Run(D_RIGHT);
4464 end;
4466 if FPhysics then
4467 g_Obj_Move(@FObj, True, True, True);
4469 Exit;
4470 end;
4472 FActionChanged := False;
4474 if FLive then
4475 begin
4476 // Let alive player do some actions
4477 if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
4478 if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
4479 if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4480 if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4481 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4482 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4483 if FKeys[KEY_JUMP].Pressed then Jump()
4484 else
4485 begin
4486 if AnyServer and FJetpack then
4487 begin
4488 FJetpack := False;
4489 JetpackOff;
4490 if NetServer then MH_SEND_PlayerStats(FUID);
4491 end;
4492 FCanJetpack := True;
4493 end;
4494 end
4495 else // Dead
4496 begin
4497 dospawn := False;
4498 if not FGhost then
4499 for k := Low(FKeys) to KEY_CHAT-1 do
4500 begin
4501 if FKeys[k].Pressed then
4502 begin
4503 dospawn := True;
4504 break;
4505 end;
4506 end;
4507 if dospawn then
4508 begin
4509 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4510 Respawn(False)
4511 else // Single
4512 if (FTime[T_RESPAWN] <= gTime) and
4513 gGameOn and (not FLive) then
4514 begin
4515 if (g_Player_GetCount() > 1) then
4516 Respawn(False)
4517 else
4518 begin
4519 gExit := EXIT_RESTART;
4520 Exit;
4521 end;
4522 end;
4523 end;
4524 // Dead spectator actions
4525 if FGhost then
4526 begin
4527 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4528 if FKeys[KEY_FIRE].Pressed and AnyServer then
4529 begin
4530 if FSpectator then
4531 begin
4532 if (FSpectatePlayer >= High(gPlayers)) then
4533 FSpectatePlayer := -1
4534 else
4535 begin
4536 SetSpect := False;
4537 for I := FSpectatePlayer + 1 to High(gPlayers) do
4538 if gPlayers[I] <> nil then
4539 if gPlayers[I].Live then
4540 if gPlayers[I].UID <> FUID then
4541 begin
4542 FSpectatePlayer := I;
4543 SetSpect := True;
4544 break;
4545 end;
4547 if not SetSpect then FSpectatePlayer := -1;
4548 end;
4550 ReleaseKeys;
4551 end;
4552 end;
4553 end;
4554 end;
4555 // No clipping
4556 if FGhost then
4557 begin
4558 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4559 begin
4560 FYTo := FObj.Y - 32;
4561 FSpectatePlayer := -1;
4562 end;
4563 if FKeys[KEY_DOWN].Pressed then
4564 begin
4565 FYTo := FObj.Y + 32;
4566 FSpectatePlayer := -1;
4567 end;
4568 if FKeys[KEY_LEFT].Pressed then
4569 begin
4570 FXTo := FObj.X - 32;
4571 FSpectatePlayer := -1;
4572 end;
4573 if FKeys[KEY_RIGHT].Pressed then
4574 begin
4575 FXTo := FObj.X + 32;
4576 FSpectatePlayer := -1;
4577 end;
4579 if (FXTo < -64) then
4580 FXTo := -64
4581 else if (FXTo > gMapInfo.Width + 32) then
4582 FXTo := gMapInfo.Width + 32;
4583 if (FYTo < -72) then
4584 FYTo := -72
4585 else if (FYTo > gMapInfo.Height + 32) then
4586 FYTo := gMapInfo.Height + 32;
4587 end;
4589 if FPhysics then
4590 g_Obj_Move(@FObj, True, True, True)
4591 else
4592 begin
4593 FObj.Vel.X := 0;
4594 FObj.Vel.Y := 0;
4595 if FSpectator then
4596 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4597 if gPlayers[FSpectatePlayer] <> nil then
4598 if gPlayers[FSpectatePlayer].Live then
4599 begin
4600 FXTo := gPlayers[FSpectatePlayer].GameX;
4601 FYTo := gPlayers[FSpectatePlayer].GameY;
4602 end;
4603 end;
4605 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4606 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4607 PANEL_BLOCKMON, True);
4608 headwater := HeadInLiquid(0, 0);
4610 // Ñîïðîòèâëåíèå âîçäóõà:
4611 if (not FLive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4612 if FObj.Vel.X <> 0 then
4613 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4615 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4616 DecMin(FPain, 5, 0);
4617 DecMin(FPickup, 1, 0);
4619 if FLive and (FObj.Y > gMapInfo.Height+128) and AnyServer then
4620 begin
4621 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4622 FMegaRulez[MR_SUIT] := 0;
4623 FMegaRulez[MR_INVUL] := 0;
4624 FMegaRulez[MR_INVIS] := 0;
4625 Kill(K_FALLKILL, 0, HIT_FALL);
4626 end;
4628 i := 9;
4630 if FLive then
4631 begin
4632 if FCurrWeap = WEAPON_SAW then
4633 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4634 FSawSoundSelect.IsPlaying()) then
4635 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4637 if FJetpack then
4638 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4639 (not FJetSoundOff.IsPlaying()) then
4640 begin
4641 FJetSoundFly.SetPosition(0);
4642 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4643 end;
4645 for b := WEAPON_KASTET to WEAPON_SUPERPULEMET do
4646 if FReloading[b] > 0 then
4647 if FNoReload then
4648 FReloading[b] := 0
4649 else
4650 Dec(FReloading[b]);
4652 if FShellTimer > -1 then
4653 if FShellTimer = 0 then
4654 begin
4655 if FShellType = SHELL_SHELL then
4656 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4657 GameVelX, GameVelY-2, SHELL_SHELL)
4658 else if FShellType = SHELL_DBLSHELL then
4659 begin
4660 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4661 GameVelX+1, GameVelY-2, SHELL_SHELL);
4662 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4663 GameVelX-1, GameVelY-2, SHELL_SHELL);
4664 end;
4665 FShellTimer := -1;
4666 end else Dec(FShellTimer);
4668 if (FBFGFireCounter > -1) then
4669 if FBFGFireCounter = 0 then
4670 begin
4671 if AnyServer then
4672 begin
4673 wx := FObj.X+WEAPONPOINT[FDirection].X;
4674 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
4675 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
4676 yd := wy+firediry();
4677 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
4678 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
4679 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4680 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4681 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4682 end;
4684 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
4685 FBFGFireCounter := -1;
4686 end else
4687 if FNoReload then
4688 FBFGFireCounter := 0
4689 else
4690 Dec(FBFGFireCounter);
4692 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
4693 begin
4694 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
4696 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
4697 end;
4699 if (headwater or blockmon) then
4700 begin
4701 Dec(FAir);
4703 if FAir < -9 then
4704 begin
4705 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
4706 FAir := 0;
4707 end
4708 else if (FAir mod 31 = 0) and not blockmon then
4709 begin
4710 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
4711 if Random(2) = 0 then
4712 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
4713 else
4714 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
4715 end;
4716 end else if FAir < AIR_DEF then
4717 FAir := AIR_DEF;
4719 if FDamageBuffer > 0 then
4720 begin
4721 if FDamageBuffer >= 9 then
4722 begin
4723 SetAction(A_PAIN);
4725 if FDamageBuffer < 30 then i := 9
4726 else if FDamageBuffer < 100 then i := 18
4727 else i := 27;
4728 end;
4730 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
4731 FArmor := FArmor-(FDamageBuffer-ii);
4732 FHealth := FHealth-ii;
4733 if FArmor < 0 then
4734 begin
4735 FHealth := FHealth+FArmor;
4736 FArmor := 0;
4737 end;
4739 if AnyServer then
4740 if FHealth <= 0 then
4741 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
4742 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
4743 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
4745 if FLive then
4746 begin
4747 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
4748 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
4749 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
4750 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
4751 end;
4753 FDamageBuffer := 0;
4754 end;
4756 {CollideItem();}
4757 end; // if FLive then ...
4759 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
4760 begin
4761 FModel.ChangeAnimation(FActionAnim, FActionForce);
4762 FModel.GetCurrentAnimation.MinLength := i;
4763 FModel.GetCurrentAnimationMask.MinLength := i;
4764 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
4766 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
4767 then SetAction(A_STAND, True);
4769 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
4771 for b := Low(FKeys) to High(FKeys) do
4772 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
4773 end;
4775 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
4776 begin
4777 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4778 FObj.Y+PLAYER_RECT.Y,
4779 PLAYER_RECT.Width,
4780 PLAYER_RECT.Height,
4781 X, Y,
4782 Width, Height);
4783 end;
4785 function TPlayer.Collide(Panel: TPanel): Boolean;
4786 begin
4787 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4788 FObj.Y+PLAYER_RECT.Y,
4789 PLAYER_RECT.Width,
4790 PLAYER_RECT.Height,
4791 Panel.X, Panel.Y,
4792 Panel.Width, Panel.Height);
4793 end;
4795 function TPlayer.Collide(X, Y: Integer): Boolean;
4796 begin
4797 X := X-FObj.X-PLAYER_RECT.X;
4798 Y := Y-FObj.Y-PLAYER_RECT.Y;
4799 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
4800 (y >= 0) and (y <= PLAYER_RECT.Height);
4801 end;
4803 function g_Player_ValidName(Name: string): Boolean;
4804 var
4805 a: Integer;
4806 begin
4807 Result := True;
4809 if gPlayers = nil then Exit;
4811 for a := 0 to High(gPlayers) do
4812 if gPlayers[a] <> nil then
4813 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
4814 begin
4815 Result := False;
4816 Exit;
4817 end;
4818 end;
4820 procedure TPlayer.SetDirection(Direction: TDirection);
4821 var
4822 d: TDirection;
4823 begin
4824 d := FModel.Direction;
4826 FModel.Direction := Direction;
4827 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
4829 FDirection := Direction;
4830 end;
4832 function TPlayer.GetKeys(): Byte;
4833 begin
4834 Result := 0;
4836 if R_KEY_RED in FRulez then Result := KEY_RED;
4837 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
4838 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
4840 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
4841 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
4842 end;
4844 procedure TPlayer.Use();
4845 var
4846 a: Integer;
4847 begin
4848 if FTime[T_USE] > gTime then Exit;
4850 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
4851 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
4853 for a := 0 to High(gPlayers) do
4854 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
4855 gPlayers[a].Live and SameTeam(FUID, gPlayers[a].FUID) and
4856 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
4857 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
4858 begin
4859 gPlayers[a].Touch();
4860 if g_Game_IsNet and g_Game_IsServer then
4861 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
4862 end;
4864 FTime[T_USE] := gTime+120;
4865 end;
4867 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
4868 var
4869 Obj: TObj;
4870 F: Boolean;
4871 WX, WY, XD, YD: Integer;
4872 begin
4873 F := False;
4874 WX := X;
4875 WY := Y;
4876 XD := AX;
4877 YD := AY;
4879 case FCurrWeap of
4880 WEAPON_KASTET:
4881 begin
4882 if R_BERSERK in FRulez then
4883 begin
4884 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
4885 obj.X := FObj.X+FObj.Rect.X;
4886 obj.Y := FObj.Y+FObj.Rect.Y;
4887 obj.rect.X := 0;
4888 obj.rect.Y := 0;
4889 obj.rect.Width := 39;
4890 obj.rect.Height := 52;
4891 obj.Vel.X := (xd-wx) div 2;
4892 obj.Vel.Y := (yd-wy) div 2;
4893 obj.Accel.X := xd-wx;
4894 obj.Accel.y := yd-wy;
4896 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
4897 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
4898 else
4899 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
4901 if gFlash = 1 then
4902 if FPain < 50 then
4903 FPain := min(FPain + 25, 50);
4904 end else
4905 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
4906 end;
4908 WEAPON_SAW:
4909 begin
4910 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
4911 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
4912 begin
4913 FSawSoundSelect.Stop();
4914 FSawSound.Stop();
4915 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
4916 end
4917 else if not FSawSoundHit.IsPlaying() then
4918 begin
4919 FSawSoundSelect.Stop();
4920 FSawSound.PlayAt(FObj.X, FObj.Y);
4921 end;
4922 f := True;
4923 end;
4925 WEAPON_PISTOL:
4926 begin
4927 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
4928 FFireAngle := FAngle;
4929 f := True;
4930 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4931 GameVelX, GameVelY-2, SHELL_BULLET);
4932 end;
4934 WEAPON_SHOTGUN1:
4935 begin
4936 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
4937 FFireAngle := FAngle;
4938 f := True;
4939 FShellTimer := 10;
4940 FShellType := SHELL_SHELL;
4941 end;
4943 WEAPON_SHOTGUN2:
4944 begin
4945 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
4946 FFireAngle := FAngle;
4947 f := True;
4948 FShellTimer := 13;
4949 FShellType := SHELL_DBLSHELL;
4950 end;
4952 WEAPON_CHAINGUN:
4953 begin
4954 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
4955 FFireAngle := FAngle;
4956 f := True;
4957 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4958 GameVelX, GameVelY-2, SHELL_BULLET);
4959 end;
4961 WEAPON_ROCKETLAUNCHER:
4962 begin
4963 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
4964 FFireAngle := FAngle;
4965 f := True;
4966 end;
4968 WEAPON_PLASMA:
4969 begin
4970 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
4971 FFireAngle := FAngle;
4972 f := True;
4973 end;
4975 WEAPON_BFG:
4976 begin
4977 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
4978 FFireAngle := FAngle;
4979 f := True;
4980 end;
4982 WEAPON_SUPERPULEMET:
4983 begin
4984 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
4985 FFireAngle := FAngle;
4986 f := True;
4987 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4988 GameVelX, GameVelY-2, SHELL_SHELL);
4989 end;
4990 end;
4992 if not f then Exit;
4994 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4995 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4996 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4997 end;
4999 procedure TPlayer.DoLerp(Level: Integer = 2);
5000 begin
5001 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5002 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5003 end;
5005 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5006 var
5007 AX, AY: Integer;
5008 begin
5009 if NetInterpLevel < 1 then
5010 begin
5011 FObj.X := XTo;
5012 FObj.Y := YTo;
5013 end
5014 else
5015 begin
5016 FXTo := XTo;
5017 FYTo := YTo;
5019 AX := Abs(FXTo - FObj.X);
5020 AY := Abs(FYTo - FObj.Y);
5021 if (AX > 32) or (AX <= NetInterpLevel) then
5022 FObj.X := FXTo;
5023 if (AY > 32) or (AY <= NetInterpLevel) then
5024 FObj.Y := FYTo;
5025 end;
5026 end;
5028 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5029 begin
5030 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5031 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5032 PANEL_LIFTUP, False) then Result := -1
5033 else
5034 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5035 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5036 PANEL_LIFTDOWN, False) then Result := 1
5037 else Result := 0;
5038 end;
5040 function TPlayer.GetFlag(Flag: Byte): Boolean;
5041 var
5042 s, ts: String;
5043 evtype: Byte;
5044 begin
5045 Result := False;
5047 if Flag = FLAG_NONE then
5048 Exit;
5050 if not g_Game_IsServer then Exit;
5052 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5053 if (Flag = FTeam) and
5054 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5055 (FFlag <> FLAG_NONE) then
5056 begin
5057 if FFlag = FLAG_RED then
5058 s := _lc[I_PLAYER_FLAG_RED]
5059 else
5060 s := _lc[I_PLAYER_FLAG_BLUE];
5062 evtype := FLAG_STATE_SCORED;
5064 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5065 Insert('.', ts, Length(ts) + 1 - 3);
5066 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5068 g_Map_ResetFlag(FFlag);
5069 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5071 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5073 Result := True;
5074 if g_Game_IsNet then
5075 begin
5076 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5077 MH_SEND_GameStats;
5078 end;
5080 gFlags[FFlag].CaptureTime := 0;
5081 SetFlag(FLAG_NONE);
5082 Exit;
5083 end;
5085 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5086 if (Flag = FTeam) and
5087 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5088 begin
5089 if Flag = FLAG_RED then
5090 s := _lc[I_PLAYER_FLAG_RED]
5091 else
5092 s := _lc[I_PLAYER_FLAG_BLUE];
5094 evtype := FLAG_STATE_RETURNED;
5095 gFlags[Flag].CaptureTime := 0;
5097 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5099 g_Map_ResetFlag(Flag);
5100 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5102 Result := True;
5103 if g_Game_IsNet then
5104 begin
5105 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5106 MH_SEND_GameStats;
5107 end;
5108 Exit;
5109 end;
5111 // Ïîäîáðàë ÷óæîé ôëàã:
5112 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5113 begin
5114 SetFlag(Flag);
5116 if Flag = FLAG_RED then
5117 s := _lc[I_PLAYER_FLAG_RED]
5118 else
5119 s := _lc[I_PLAYER_FLAG_BLUE];
5121 evtype := FLAG_STATE_CAPTURED;
5123 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5125 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5127 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5129 Result := True;
5130 if g_Game_IsNet then
5131 begin
5132 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5133 MH_SEND_GameStats;
5134 end;
5135 end;
5136 end;
5138 procedure TPlayer.SetFlag(Flag: Byte);
5139 begin
5140 FFlag := Flag;
5141 if FModel <> nil then
5142 FModel.SetFlag(FFlag);
5143 end;
5145 function TPlayer.DropFlag(): Boolean;
5146 var
5147 s: String;
5148 begin
5149 Result := False;
5150 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5151 Exit;
5152 FTime[T_FLAGCAP] := gTime + 2000;
5153 with gFlags[FFlag] do
5154 begin
5155 Obj.X := FObj.X;
5156 Obj.Y := FObj.Y;
5157 Direction := FDirection;
5158 State := FLAG_STATE_DROPPED;
5159 Count := FLAG_TIME;
5160 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5161 (FObj.Vel.Y div 2)-2+Random(5));
5163 if FFlag = FLAG_RED then
5164 s := _lc[I_PLAYER_FLAG_RED]
5165 else
5166 s := _lc[I_PLAYER_FLAG_BLUE];
5168 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5169 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5171 if g_Game_IsNet then
5172 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5173 end;
5174 SetFlag(FLAG_NONE);
5175 Result := True;
5176 end;
5178 procedure TPlayer.GetSecret();
5179 begin
5180 Inc(FSecrets);
5181 end;
5183 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5184 begin
5185 Assert(Key <= High(FKeys));
5187 FKeys[Key].Pressed := True;
5188 FKeys[Key].Time := Time;
5189 end;
5191 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5192 begin
5193 Result := FKeys[K].Pressed;
5194 end;
5196 procedure TPlayer.ReleaseKeys();
5197 var
5198 a: Integer;
5199 begin
5200 for a := Low(FKeys) to High(FKeys) do
5201 begin
5202 FKeys[a].Pressed := False;
5203 FKeys[a].Time := 0;
5204 end;
5205 end;
5207 procedure TPlayer.OnDamage(Angle: SmallInt);
5208 begin
5209 end;
5211 function TPlayer.firediry(): Integer;
5212 begin
5213 if FKeys[KEY_UP].Pressed then Result := -42
5214 else if FKeys[KEY_DOWN].Pressed then Result := 19
5215 else Result := 0;
5216 end;
5218 procedure TPlayer.RememberState();
5219 var
5220 i: Integer;
5221 begin
5222 FSavedState.Health := FHealth;
5223 FSavedState.Armor := FArmor;
5224 FSavedState.Air := FAir;
5225 FSavedState.JetFuel := FJetFuel;
5226 FSavedState.CurrWeap := FCurrWeap;
5227 FSavedState.NextWeap := FNextWeap;
5228 FSavedState.NextWeapDelay := FNextWeapDelay;
5230 for i := 0 to 3 do
5231 FSavedState.Ammo[i] := FAmmo[i];
5232 for i := 0 to 3 do
5233 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5235 FSavedState.Rulez := FRulez;
5236 FSavedState.WaitRecall := True;
5237 end;
5239 procedure TPlayer.RecallState();
5240 var
5241 i: Integer;
5242 begin
5243 if not FSavedState.WaitRecall then Exit;
5245 FHealth := FSavedState.Health;
5246 FArmor := FSavedState.Armor;
5247 FAir := FSavedState.Air;
5248 FJetFuel := FSavedState.JetFuel;
5249 FCurrWeap := FSavedState.CurrWeap;
5250 FNextWeap := FSavedState.NextWeap;
5251 FNextWeapDelay := FSavedState.NextWeapDelay;
5253 for i := 0 to 3 do
5254 FAmmo[i] := FSavedState.Ammo[i];
5255 for i := 0 to 3 do
5256 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5258 FRulez := FSavedState.Rulez;
5259 FSavedState.WaitRecall := False;
5261 if gGameSettings.GameType = GT_SERVER then
5262 MH_SEND_PlayerStats(FUID);
5263 end;
5265 procedure TPlayer.SaveState(var Mem: TBinMemoryWriter);
5266 var
5267 i: Integer;
5268 sig: DWORD;
5269 str: String;
5270 b: Byte;
5271 begin
5272 if FIamBot then
5273 i := 512
5274 else
5275 i := 256;
5277 Mem := TBinMemoryWriter.Create(i);
5279 // Ñèãíàòóðà èãðîêà:
5280 sig := PLAYER_SIGNATURE; // 'PLYR'
5281 Mem.WriteDWORD(sig);
5282 // Áîò èëè ÷åëîâåê:
5283 Mem.WriteBoolean(FIamBot);
5284 // UID èãðîêà:
5285 Mem.WriteWord(FUID);
5286 // Èìÿ èãðîêà:
5287 Mem.WriteString(FName, 32);
5288 // Êîìàíäà:
5289 Mem.WriteByte(FTeam);
5290 // Æèâ ëè:
5291 Mem.WriteBoolean(FLive);
5292 // Èçðàñõîäîâàë ëè âñå æèçíè:
5293 Mem.WriteBoolean(FNoRespawn);
5294 // Íàïðàâëåíèå:
5295 if FDirection = D_LEFT then
5296 b := 1
5297 else // D_RIGHT
5298 b := 2;
5299 Mem.WriteByte(b);
5300 // Çäîðîâüå:
5301 Mem.WriteInt(FHealth);
5302 // Æèçíè:
5303 Mem.WriteByte(FLives);
5304 // Áðîíÿ:
5305 Mem.WriteInt(FArmor);
5306 // Çàïàñ âîçäóõà:
5307 Mem.WriteInt(FAir);
5308 // Çàïàñ ãîðþ÷åãî:
5309 Mem.WriteInt(FJetFuel);
5310 // Áîëü:
5311 Mem.WriteInt(FPain);
5312 // Óáèë:
5313 Mem.WriteInt(FKills);
5314 // Óáèë ìîíñòðîâ:
5315 Mem.WriteInt(FMonsterKills);
5316 // Ôðàãîâ:
5317 Mem.WriteInt(FFrags);
5318 // Ôðàãîâ ïîäðÿä:
5319 Mem.WriteByte(FFragCombo);
5320 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5321 Mem.WriteDWORD(FLastFrag);
5322 // Ñìåðòåé:
5323 Mem.WriteInt(FDeath);
5324 // Êàêîé ôëàã íåñåò:
5325 Mem.WriteByte(FFlag);
5326 // Íàøåë ñåêðåòîâ:
5327 Mem.WriteInt(FSecrets);
5328 // Òåêóùåå îðóæèå:
5329 Mem.WriteByte(FCurrWeap);
5330 // Æåëàåìîå îðóæèå:
5331 Mem.WriteWord(FNextWeap);
5332 // ...è ïàóçà
5333 Mem.WriteByte(FNextWeapDelay);
5334 // Âðåìÿ çàðÿäêè BFG:
5335 Mem.WriteSmallInt(FBFGFireCounter);
5336 // Áóôåð óðîíà:
5337 Mem.WriteInt(FDamageBuffer);
5338 // Ïîñëåäíèé óäàðèâøèé:
5339 Mem.WriteWord(FLastSpawnerUID);
5340 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5341 Mem.WriteByte(FLastHit);
5342 // Îáúåêò èãðîêà:
5343 Obj_SaveState(@FObj, Mem);
5344 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5345 for i := A_BULLETS to A_CELLS do
5346 Mem.WriteWord(FAmmo[i]);
5347 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5348 for i := A_BULLETS to A_CELLS do
5349 Mem.WriteWord(FMaxAmmo[i]);
5350 // Íàëè÷èå îðóæèÿ:
5351 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5352 Mem.WriteBoolean(FWeapon[i]);
5353 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5354 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5355 Mem.WriteWord(FReloading[i]);
5356 // Íàëè÷èå ðþêçàêà:
5357 if R_ITEM_BACKPACK in FRulez then
5358 b := 1
5359 else
5360 b := 0;
5361 Mem.WriteByte(b);
5362 // Íàëè÷èå êðàñíîãî êëþ÷à:
5363 if R_KEY_RED in FRulez then
5364 b := 1
5365 else
5366 b := 0;
5367 Mem.WriteByte(b);
5368 // Íàëè÷èå çåëåíîãî êëþ÷à:
5369 if R_KEY_GREEN in FRulez then
5370 b := 1
5371 else
5372 b := 0;
5373 Mem.WriteByte(b);
5374 // Íàëè÷èå ñèíåãî êëþ÷à:
5375 if R_KEY_BLUE in FRulez then
5376 b := 1
5377 else
5378 b := 0;
5379 Mem.WriteByte(b);
5380 // Íàëè÷èå áåðñåðêà:
5381 if R_BERSERK in FRulez then
5382 b := 1
5383 else
5384 b := 0;
5385 Mem.WriteByte(b);
5386 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5387 for i := MR_SUIT to MR_MAX do
5388 Mem.WriteDWORD(FMegaRulez[i]);
5389 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5390 for i := T_RESPAWN to T_FLAGCAP do
5391 Mem.WriteDWORD(FTime[i]);
5392 // Íàçâàíèå ìîäåëè:
5393 str := FModel.Name;
5394 Mem.WriteString(str);
5395 // Öâåò ìîäåëè:
5396 b := FColor.R;
5397 Mem.WriteByte(b);
5398 b := FColor.G;
5399 Mem.WriteByte(b);
5400 b := FColor.B;
5401 Mem.WriteByte(b);
5402 end;
5404 procedure TPlayer.LoadState(var Mem: TBinMemoryReader);
5405 var
5406 i: Integer;
5407 sig: DWORD;
5408 str: String;
5409 b: Byte;
5410 begin
5411 if Mem = nil then
5412 Exit;
5414 // Ñèãíàòóðà èãðîêà:
5415 Mem.ReadDWORD(sig);
5416 if sig <> PLAYER_SIGNATURE then // 'PLYR'
5417 begin
5418 raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature');
5419 end;
5420 // Áîò èëè ÷åëîâåê:
5421 Mem.ReadBoolean(FIamBot);
5422 // UID èãðîêà:
5423 Mem.ReadWord(FUID);
5424 // Èìÿ èãðîêà:
5425 Mem.ReadString(str);
5426 if (Self <> gPlayer1) and (Self <> gPlayer2) then
5427 FName := str;
5428 // Êîìàíäà:
5429 Mem.ReadByte(FTeam);
5430 // Æèâ ëè:
5431 Mem.ReadBoolean(FLive);
5432 // Èçðàñõîäîâàë ëè âñå æèçíè:
5433 Mem.ReadBoolean(FNoRespawn);
5434 // Íàïðàâëåíèå:
5435 Mem.ReadByte(b);
5436 if b = 1 then
5437 FDirection := D_LEFT
5438 else // b = 2
5439 FDirection := D_RIGHT;
5440 // Çäîðîâüå:
5441 Mem.ReadInt(FHealth);
5442 // Æèçíè:
5443 Mem.ReadByte(FLives);
5444 // Áðîíÿ:
5445 Mem.ReadInt(FArmor);
5446 // Çàïàñ âîçäóõà:
5447 Mem.ReadInt(FAir);
5448 // Çàïàñ ãîðþ÷åãî:
5449 Mem.ReadInt(FJetFuel);
5450 // Áîëü:
5451 Mem.ReadInt(FPain);
5452 // Óáèë:
5453 Mem.ReadInt(FKills);
5454 // Óáèë ìîíñòðîâ:
5455 Mem.ReadInt(FMonsterKills);
5456 // Ôðàãîâ:
5457 Mem.ReadInt(FFrags);
5458 // Ôðàãîâ ïîäðÿä:
5459 Mem.ReadByte(FFragCombo);
5460 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5461 Mem.ReadDWORD(FLastFrag);
5462 // Ñìåðòåé:
5463 Mem.ReadInt(FDeath);
5464 // Êàêîé ôëàã íåñåò:
5465 Mem.ReadByte(FFlag);
5466 // Íàøåë ñåêðåòîâ:
5467 Mem.ReadInt(FSecrets);
5468 // Òåêóùåå îðóæèå:
5469 Mem.ReadByte(FCurrWeap);
5470 // Æåëàåìîå îðóæèå:
5471 Mem.ReadWord(FNextWeap);
5472 // ...è ïàóçà
5473 Mem.ReadByte(FNextWeapDelay);
5474 // Âðåìÿ çàðÿäêè BFG:
5475 Mem.ReadSmallInt(FBFGFireCounter);
5476 // Áóôåð óðîíà:
5477 Mem.ReadInt(FDamageBuffer);
5478 // Ïîñëåäíèé óäàðèâøèé:
5479 Mem.ReadWord(FLastSpawnerUID);
5480 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5481 Mem.ReadByte(FLastHit);
5482 // Îáúåêò èãðîêà:
5483 Obj_LoadState(@FObj, Mem);
5484 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5485 for i := A_BULLETS to A_CELLS do
5486 Mem.ReadWord(FAmmo[i]);
5487 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5488 for i := A_BULLETS to A_CELLS do
5489 Mem.ReadWord(FMaxAmmo[i]);
5490 // Íàëè÷èå îðóæèÿ:
5491 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5492 Mem.ReadBoolean(FWeapon[i]);
5493 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5494 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5495 Mem.ReadWord(FReloading[i]);
5496 // Íàëè÷èå ðþêçàêà:
5497 Mem.ReadByte(b);
5498 if b = 1 then
5499 Include(FRulez, R_ITEM_BACKPACK);
5500 // Íàëè÷èå êðàñíîãî êëþ÷à:
5501 Mem.ReadByte(b);
5502 if b = 1 then
5503 Include(FRulez, R_KEY_RED);
5504 // Íàëè÷èå çåëåíîãî êëþ÷à:
5505 Mem.ReadByte(b);
5506 if b = 1 then
5507 Include(FRulez, R_KEY_GREEN);
5508 // Íàëè÷èå ñèíåãî êëþ÷à:
5509 Mem.ReadByte(b);
5510 if b = 1 then
5511 Include(FRulez, R_KEY_BLUE);
5512 // Íàëè÷èå áåðñåðêà:
5513 Mem.ReadByte(b);
5514 if b = 1 then
5515 Include(FRulez, R_BERSERK);
5516 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5517 for i := MR_SUIT to MR_MAX do
5518 Mem.ReadDWORD(FMegaRulez[i]);
5519 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5520 for i := T_RESPAWN to T_FLAGCAP do
5521 Mem.ReadDWORD(FTime[i]);
5522 // Íàçâàíèå ìîäåëè:
5523 Mem.ReadString(str);
5524 // Öâåò ìîäåëè:
5525 Mem.ReadByte(FColor.R);
5526 Mem.ReadByte(FColor.G);
5527 Mem.ReadByte(FColor.B);
5528 if Self = gPlayer1 then
5529 begin
5530 str := gPlayer1Settings.Model;
5531 FColor := gPlayer1Settings.Color;
5532 end;
5533 if Self = gPlayer2 then
5534 begin
5535 str := gPlayer2Settings.Model;
5536 FColor := gPlayer2Settings.Color;
5537 end;
5538 // Îáíîâëÿåì ìîäåëü èãðîêà:
5539 SetModel(str);
5540 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5541 FModel.Color := TEAMCOLOR[FTeam]
5542 else
5543 FModel.Color := FColor;
5544 end;
5546 procedure TPlayer.AllRulez(Health: Boolean);
5547 var
5548 a: Integer;
5549 begin
5550 if Health then
5551 begin
5552 FHealth := PLAYER_HP_LIMIT;
5553 FArmor := PLAYER_AP_LIMIT;
5554 Exit;
5555 end;
5557 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do FWeapon[a] := True;
5558 for a := A_BULLETS to A_CELLS do FAmmo[a] := 30000;
5559 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5560 end;
5562 procedure TPlayer.RestoreHealthArmor();
5563 begin
5564 FHealth := PLAYER_HP_LIMIT;
5565 FArmor := PLAYER_AP_LIMIT;
5566 end;
5568 procedure TPlayer.FragCombo();
5569 var
5570 Param: Integer;
5571 begin
5572 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5573 Exit;
5574 if gTime - FLastFrag < FRAG_COMBO_TIME then
5575 begin
5576 if FFragCombo < 5 then
5577 Inc(FFragCombo);
5578 Param := FUID or (FFragCombo shl 16);
5579 if (FComboEvnt >= Low(gDelayedEvents)) and
5580 (FComboEvnt <= High(gDelayedEvents)) and
5581 gDelayedEvents[FComboEvnt].Pending and
5582 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5583 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5584 begin
5585 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5586 gDelayedEvents[FComboEvnt].DENum := Param;
5587 end
5588 else
5589 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5590 end
5591 else
5592 FFragCombo := 1;
5594 FLastFrag := gTime;
5595 end;
5597 procedure TPlayer.GiveItem(ItemType: Byte);
5598 begin
5599 case ItemType of
5600 ITEM_SUIT:
5601 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5602 begin
5603 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5604 end;
5606 ITEM_OXYGEN:
5607 if FAir < AIR_MAX then
5608 begin
5609 FAir := AIR_MAX;
5610 end;
5612 ITEM_MEDKIT_BLACK:
5613 begin
5614 if not (R_BERSERK in FRulez) then
5615 begin
5616 Include(FRulez, R_BERSERK);
5617 if FBFGFireCounter < 1 then
5618 begin
5619 FCurrWeap := WEAPON_KASTET;
5620 resetWeaponQueue();
5621 FModel.SetWeapon(WEAPON_KASTET);
5622 end;
5623 if gFlash <> 0 then
5624 Inc(FPain, 100);
5625 FBerserk := gTime+30000;
5626 end;
5627 if FHealth < PLAYER_HP_SOFT then
5628 begin
5629 FHealth := PLAYER_HP_SOFT;
5630 FBerserk := gTime+30000;
5631 end;
5632 end;
5634 ITEM_INVUL:
5635 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5636 begin
5637 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5638 end;
5640 ITEM_INVIS:
5641 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
5642 begin
5643 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
5644 end;
5646 ITEM_JETPACK:
5647 if FJetFuel < JET_MAX then
5648 begin
5649 FJetFuel := JET_MAX;
5650 end;
5652 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
5653 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
5655 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
5656 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5658 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
5659 ITEM_SPHERE_WHITE:
5660 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
5661 begin
5662 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
5663 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5664 end;
5666 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
5667 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
5668 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
5669 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
5670 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
5671 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
5672 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
5673 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
5675 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5676 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
5677 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5678 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
5679 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5680 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
5681 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5682 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
5684 ITEM_AMMO_BACKPACK:
5685 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
5686 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
5687 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
5688 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) then
5689 begin
5690 FMaxAmmo[A_BULLETS] := 400;
5691 FMaxAmmo[A_SHELLS] := 100;
5692 FMaxAmmo[A_ROCKETS] := 100;
5693 FMaxAmmo[A_CELLS] := 600;
5695 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5696 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5697 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5698 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5700 FRulez := FRulez + [R_ITEM_BACKPACK];
5701 end;
5703 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
5704 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
5705 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
5707 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
5708 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
5710 else
5711 Exit;
5712 end;
5713 if g_Game_IsNet and g_Game_IsServer then
5714 MH_SEND_PlayerStats(FUID);
5715 end;
5717 procedure TPlayer.FlySmoke(Times: DWORD = 1);
5718 var
5719 id, i: DWORD;
5720 Anim: TAnimation;
5721 begin
5722 if (Random(5) = 1) and (Times = 1) then
5723 Exit;
5725 if BodyInLiquid(0, 0) then
5726 begin
5727 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
5728 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
5729 if Random(2) = 0 then
5730 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5731 else
5732 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5733 Exit;
5734 end;
5736 if g_Frames_Get(id, 'FRAMES_SMOKE') then
5737 begin
5738 for i := 1 to Times do
5739 begin
5740 Anim := TAnimation.Create(id, False, 3);
5741 Anim.Alpha := 150;
5742 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
5743 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
5744 Anim.Free();
5745 end;
5746 end;
5747 end;
5749 procedure TPlayer.PauseSounds(Enable: Boolean);
5750 begin
5751 FSawSound.Pause(Enable);
5752 FSawSoundIdle.Pause(Enable);
5753 FSawSoundHit.Pause(Enable);
5754 FSawSoundSelect.Pause(Enable);
5755 end;
5757 { T C o r p s e : }
5759 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
5760 begin
5761 g_Obj_Init(@FObj);
5762 FObj.X := X;
5763 FObj.Y := Y;
5764 FObj.Rect := PLAYER_CORPSERECT;
5765 FModelName := ModelName;
5766 FMess := aMess;
5768 if FMess then
5769 begin
5770 FState := CORPSE_STATE_MESS;
5771 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
5772 end
5773 else
5774 begin
5775 FState := CORPSE_STATE_NORMAL;
5776 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
5777 end;
5778 end;
5780 destructor TCorpse.Destroy();
5781 begin
5782 FAnimation.Free();
5784 inherited;
5785 end;
5787 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
5788 var
5789 pm: TPlayerModel;
5790 begin
5791 if FState = CORPSE_STATE_REMOVEME then
5792 Exit;
5794 FDamage := FDamage + Value;
5796 if FDamage > 150 then
5797 begin
5798 if FAnimation <> nil then
5799 begin
5800 FAnimation.Free();
5801 FAnimation := nil;
5803 FState := CORPSE_STATE_REMOVEME;
5805 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
5806 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
5807 FModelName, FColor);
5808 // Çâóê ìÿñà îò òðóïà:
5809 pm := g_PlayerModel_Get(FModelName);
5810 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
5811 pm.Free;
5812 end;
5813 end
5814 else
5815 begin
5816 FObj.Vel.X := FObj.Vel.X + vx;
5817 FObj.Vel.Y := FObj.Vel.Y + vy;
5818 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
5819 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
5820 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
5821 150, 0, 0);
5822 end;
5823 end;
5825 procedure TCorpse.Draw();
5826 begin
5827 if FState = CORPSE_STATE_REMOVEME then
5828 Exit;
5830 if FAnimation <> nil then
5831 FAnimation.Draw(FObj.X, FObj.Y, M_NONE);
5833 if FAnimationMask <> nil then
5834 begin
5835 e_Colors := FColor;
5836 FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE);
5837 e_Colors.R := 255;
5838 e_Colors.G := 255;
5839 e_Colors.B := 255;
5840 end;
5841 end;
5843 procedure TCorpse.Update();
5844 var
5845 st: Word;
5846 begin
5847 if FState = CORPSE_STATE_REMOVEME then
5848 Exit;
5850 if gTime mod (GAME_TICK*2) <> 0 then
5851 begin
5852 g_Obj_Move(@FObj, True, True, True);
5854 Exit;
5855 end;
5857 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
5858 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5860 st := g_Obj_Move(@FObj, True, True, True);
5862 if WordBool(st and MOVE_FALLOUT) then
5863 begin
5864 FState := CORPSE_STATE_REMOVEME;
5865 Exit;
5866 end;
5868 if FAnimation <> nil then
5869 FAnimation.Update();
5870 if FAnimationMask <> nil then
5871 FAnimationMask.Update();
5872 end;
5874 procedure TCorpse.SaveState(var Mem: TBinMemoryWriter);
5875 var
5876 sig: DWORD;
5877 anim: Boolean;
5878 begin
5879 if Mem = nil then
5880 Exit;
5882 // Ñèãíàòóðà òðóïà:
5883 sig := CORPSE_SIGNATURE; // 'CORP'
5884 Mem.WriteDWORD(sig);
5885 // Ñîñòîÿíèå:
5886 Mem.WriteByte(FState);
5887 // Íàêîïëåííûé óðîí:
5888 Mem.WriteByte(FDamage);
5889 // Öâåò:
5890 Mem.WriteByte(FColor.R);
5891 Mem.WriteByte(FColor.G);
5892 Mem.WriteByte(FColor.B);
5893 // Îáúåêò òðóïà:
5894 Obj_SaveState(@FObj, Mem);
5895 // Åñòü ëè àíèìàöèÿ:
5896 anim := FAnimation <> nil;
5897 Mem.WriteBoolean(anim);
5898 // Åñëè åñòü - ñîõðàíÿåì:
5899 if anim then
5900 FAnimation.SaveState(Mem);
5901 // Åñòü ëè ìàñêà àíèìàöèè:
5902 anim := FAnimationMask <> nil;
5903 Mem.WriteBoolean(anim);
5904 // Åñëè åñòü - ñîõðàíÿåì:
5905 if anim then
5906 FAnimationMask.SaveState(Mem);
5907 end;
5909 procedure TCorpse.LoadState(var Mem: TBinMemoryReader);
5910 var
5911 sig: DWORD;
5912 anim: Boolean;
5913 begin
5914 if Mem = nil then
5915 Exit;
5917 // Ñèãíàòóðà òðóïà:
5918 Mem.ReadDWORD(sig);
5919 if sig <> CORPSE_SIGNATURE then // 'CORP'
5920 begin
5921 raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature');
5922 end;
5923 // Ñîñòîÿíèå:
5924 Mem.ReadByte(FState);
5925 // Íàêîïëåííûé óðîí:
5926 Mem.ReadByte(FDamage);
5927 // Öâåò:
5928 Mem.ReadByte(FColor.R);
5929 Mem.ReadByte(FColor.G);
5930 Mem.ReadByte(FColor.B);
5931 // Îáúåêò òðóïà:
5932 Obj_LoadState(@FObj, Mem);
5933 // Åñòü ëè àíèìàöèÿ:
5934 Mem.ReadBoolean(anim);
5935 // Åñëè åñòü - çàãðóæàåì:
5936 if anim then
5937 begin
5938 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
5939 FAnimation.LoadState(Mem);
5940 end;
5941 // Åñòü ëè ìàñêà àíèìàöèè:
5942 Mem.ReadBoolean(anim);
5943 // Åñëè åñòü - çàãðóæàåì:
5944 if anim then
5945 begin
5946 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
5947 FAnimationMask.LoadState(Mem);
5948 end;
5949 end;
5951 { T B o t : }
5953 constructor TBot.Create();
5954 var
5955 a: Integer;
5956 begin
5957 inherited Create();
5959 FPhysics := True;
5960 FSpectator := False;
5961 FGhost := False;
5963 FIamBot := True;
5965 Inc(gNumBots);
5967 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5968 begin
5969 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
5970 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
5971 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
5972 end;
5973 end;
5975 destructor TBot.Destroy();
5976 begin
5977 Dec(gNumBots);
5978 inherited Destroy();
5979 end;
5981 procedure TBot.Draw();
5982 begin
5983 inherited Draw();
5985 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
5986 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
5987 end;
5989 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
5990 begin
5991 inherited Respawn(Silent, Force);
5993 FAIFlags := nil;
5994 FSelectedWeapon := FCurrWeap;
5995 resetWeaponQueue();
5996 FTargetUID := 0;
5997 end;
5999 procedure TBot.UpdateCombat();
6000 type
6001 TTarget = record
6002 UID: Word;
6003 X, Y: Integer;
6004 Rect: TRectWH;
6005 cX, cY: Integer;
6006 Dist: Word;
6007 Line: Boolean;
6008 Visible: Boolean;
6009 IsPlayer: Boolean;
6010 end;
6012 TTargetRecord = array of TTarget;
6014 function Compare(a, b: TTarget): Integer;
6015 begin
6016 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6017 Result := -1
6018 else
6019 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6020 Result := 1
6021 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6022 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6023 begin
6024 if a.Dist > b.Dist then // B áëèæå
6025 Result := 1
6026 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6027 Result := -1;
6028 end
6029 else // Ñòðàííî -> A
6030 Result := -1;
6031 end;
6033 var
6034 a, x1, y1, x2, y2: Integer;
6035 targets: TTargetRecord;
6036 ammo: Word;
6037 Target, BestTarget: TTarget;
6038 firew, fireh: Integer;
6039 angle: SmallInt;
6040 mon: TMonster;
6041 pla: TPlayer;
6042 vsPlayer, vsMonster, ok: Boolean;
6043 begin
6044 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6045 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6047 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6048 if FCurrWeap <> FSelectedWeapon then
6049 NextWeapon();
6051 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6052 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6053 begin
6054 RemoveAIFlag('NEEDFIRE');
6056 case FCurrWeap of
6057 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6058 WEAPON_SAW, WEAPON_KASTET, WEAPON_MEGAKASTET: PressKey(KEY_FIRE, 40);
6059 else PressKey(KEY_FIRE);
6060 end;
6061 end;
6063 // Êîîðäèíàòû ñòâîëà:
6064 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6065 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6067 Target.UID := FTargetUID;
6069 ok := False;
6070 if Target.UID <> 0 then
6071 begin // Öåëü åñòü - íàñòðàèâàåì
6072 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6073 vsPlayer then
6074 begin // Èãðîê
6075 with g_Player_Get(Target.UID) do
6076 begin
6077 if (@FObj) <> nil then
6078 begin
6079 Target.X := FObj.X;
6080 Target.Y := FObj.Y;
6081 end;
6082 end;
6084 Target.cX := Target.X + PLAYER_RECT_CX;
6085 Target.cY := Target.Y + PLAYER_RECT_CY;
6086 Target.Rect := PLAYER_RECT;
6087 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6088 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6089 (y1-4 > Target.Y+PLAYER_RECT.Y);
6090 Target.IsPlayer := True;
6091 ok := True;
6092 end
6093 else
6094 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6095 vsMonster then
6096 begin // Ìîíñòð
6097 mon := g_Monsters_Get(Target.UID);
6098 if mon <> nil then
6099 begin
6100 Target.X := mon.Obj.X;
6101 Target.Y := mon.Obj.Y;
6103 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6104 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6105 Target.Rect := mon.Obj.Rect;
6106 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6107 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6108 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6109 Target.IsPlayer := False;
6110 ok := True;
6111 end;
6112 end;
6113 end;
6115 if not ok then
6116 begin // Öåëè íåò - îáíóëÿåì
6117 Target.X := 0;
6118 Target.Y := 0;
6119 Target.cX := 0;
6120 Target.cY := 0;
6121 Target.Visible := False;
6122 Target.Line := False;
6123 Target.IsPlayer := False;
6124 end;
6126 targets := nil;
6128 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6129 if (not Target.Line) or (not Target.Visible) then
6130 begin
6131 // Èãðîêè:
6132 if vsPlayer then
6133 for a := 0 to High(gPlayers) do
6134 if (gPlayers[a] <> nil) and (gPlayers[a].Live) and
6135 (gPlayers[a].FUID <> FUID) and
6136 (not SameTeam(FUID, gPlayers[a].FUID)) and
6137 (not gPlayers[a].NoTarget) and
6138 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6139 begin
6140 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6141 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6142 Continue;
6144 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6145 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6147 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6148 if g_TraceVector(x1, y1, x2, y2) then
6149 begin
6150 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6151 SetLength(targets, Length(targets)+1);
6152 with targets[High(targets)] do
6153 begin
6154 UID := gPlayers[a].FUID;
6155 X := gPlayers[a].FObj.X;
6156 Y := gPlayers[a].FObj.Y;
6157 cX := x2;
6158 cY := y2;
6159 Rect := PLAYER_RECT;
6160 Dist := g_PatchLength(x1, y1, x2, y2);
6161 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6162 (y1-4 > Target.Y+PLAYER_RECT.Y);
6163 Visible := True;
6164 IsPlayer := True;
6165 end;
6166 end;
6167 end;
6169 // Ìîíñòðû:
6170 if vsMonster and (gMonsters <> nil) then
6171 for a := 0 to High(gMonsters) do
6172 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
6173 (gMonsters[a].MonsterType <> MONSTER_BARREL) then
6174 begin
6175 mon := gMonsters[a];
6177 if not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
6178 mon.Obj.Y + mon.Obj.Rect.Y) then
6179 Continue;
6181 x2 := mon.Obj.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6182 y2 := mon.Obj.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6184 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6185 if g_TraceVector(x1, y1, x2, y2) then
6186 begin
6187 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6188 SetLength(targets, Length(targets)+1);
6189 with targets[High(targets)] do
6190 begin
6191 UID := mon.UID;
6192 X := mon.Obj.X;
6193 Y := mon.Obj.Y;
6194 cX := x2;
6195 cY := y2;
6196 Rect := mon.Obj.Rect;
6197 Dist := g_PatchLength(x1, y1, x2, y2);
6198 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6199 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6200 Visible := True;
6201 IsPlayer := False;
6202 end;
6203 end;
6204 end;
6205 end;
6207 // Åñëè åñòü âîçìîæíûå öåëè:
6208 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6209 if targets <> nil then
6210 begin
6211 // Âûáèðàåì íàèëó÷øóþ öåëü:
6212 BestTarget := targets[0];
6213 if Length(targets) > 1 then
6214 for a := 1 to High(targets) do
6215 if Compare(BestTarget, targets[a]) = 1 then
6216 BestTarget := targets[a];
6218 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6219 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6220 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6221 begin
6222 Target := BestTarget;
6224 if (Healthy() = 3) or ((Healthy() = 2)) then
6225 begin // Åñëè çäîðîâû - äîãîíÿåì
6226 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6227 SetAIFlag('GORIGHT', '1');
6228 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6229 SetAIFlag('GOLEFT', '1');
6230 end
6231 else
6232 begin // Åñëè ïîáèòû - óáåãàåì
6233 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6234 SetAIFlag('GORIGHT', '1');
6235 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6236 SetAIFlag('GOLEFT', '1');
6237 end;
6239 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6240 SelectWeapon(Abs(x1-Target.cX));
6241 end;
6242 end;
6244 // Åñëè åñòü öåëü:
6245 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6246 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6247 if Target.UID <> 0 then
6248 begin
6249 if not TargetOnScreen(Target.X + Target.Rect.X,
6250 Target.Y + Target.Rect.Y) then
6251 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6252 if (Healthy() = 3) or ((Healthy() = 2)) then
6253 begin // Åñëè çäîðîâû - äîãîíÿåì
6254 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6255 SetAIFlag('GORIGHT', '1');
6256 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6257 SetAIFlag('GOLEFT', '1');
6258 end
6259 else
6260 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6261 Target.UID := 0;
6262 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6263 SetAIFlag('GORIGHT', '1');
6264 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6265 SetAIFlag('GOLEFT', '1');
6266 end;
6267 end
6268 else
6269 begin // Öåëü ïîêà íà "ýêðàíå"
6270 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6271 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6272 FLastVisible := gTime;
6273 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6274 if (Abs(FObj.Y-Target.Y) <= 128) then
6275 begin
6276 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6277 SetAIFlag('GORIGHT', '1');
6278 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6279 SetAIFlag('GOLEFT', '1');
6280 end;
6281 end;
6283 // Âûáèðàåì óãîë ââåðõ:
6284 if FDirection = D_LEFT then
6285 angle := ANGLE_LEFTUP
6286 else
6287 angle := ANGLE_RIGHTUP;
6289 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6290 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6292 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6293 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6294 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6295 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6296 Target.Rect.Width, Target.Rect.Height) and
6297 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6298 begin // òî íóæíî ñòðåëÿòü ââåðõ
6299 SetAIFlag('NEEDFIRE', '1');
6300 SetAIFlag('NEEDSEEUP', '1');
6301 end;
6303 // Âûáèðàåì óãîë âíèç:
6304 if FDirection = D_LEFT then
6305 angle := ANGLE_LEFTDOWN
6306 else
6307 angle := ANGLE_RIGHTDOWN;
6309 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6310 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6312 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6313 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6314 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6315 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6316 Target.Rect.Width, Target.Rect.Height) and
6317 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6318 begin // òî íóæíî ñòðåëÿòü âíèç
6319 SetAIFlag('NEEDFIRE', '1');
6320 SetAIFlag('NEEDSEEDOWN', '1');
6321 end;
6323 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6324 if Target.Visible and
6325 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6326 (y1-4 > Target.Y+Target.Rect.Y) then
6327 begin
6328 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6329 if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
6330 ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
6331 begin // òî íóæíî ñòðåëÿòü âïåðåä
6332 SetAIFlag('NEEDFIRE', '1');
6333 SetAIFlag('NEEDSEEDOWN', '');
6334 SetAIFlag('NEEDSEEUP', '');
6335 end;
6336 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6337 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6338 if GetRnd(FDifficult.CloseJump) then
6339 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6340 if Abs(FObj.X-Target.X) < 128 then
6341 a := 4
6342 else
6343 a := 30;
6344 if Random(a) = 0 then
6345 SetAIFlag('NEEDJUMP', '1');
6346 end;
6347 end;
6349 // Åñëè öåëü âñå åùå åñòü:
6350 if Target.UID <> 0 then
6351 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6352 Target.UID := 0 // òî çàáûòü öåëü
6353 else // Åñëè âèäåëè íåäàâíî
6354 begin // íî öåëü óáèëè
6355 if Target.IsPlayer then
6356 begin // Öåëü - èãðîê
6357 pla := g_Player_Get(Target.UID);
6358 if (pla = nil) or (not pla.Live) or pla.NoTarget or
6359 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6360 Target.UID := 0; // òî çàáûòü öåëü
6361 end
6362 else
6363 begin // Öåëü - ìîíñòð
6364 mon := g_Monsters_Get(Target.UID);
6365 if (mon = nil) or (not mon.Live) then
6366 Target.UID := 0; // òî çàáûòü öåëü
6367 end;
6368 end;
6369 end; // if Target.UID <> 0
6371 FTargetUID := Target.UID;
6373 // Åñëè âîçìîæíûõ öåëåé íåò:
6374 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6375 if targets = nil then
6376 if GetAIFlag('ATTACKLEFT') <> '' then
6377 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6378 RemoveAIFlag('ATTACKLEFT');
6380 SetAIFlag('NEEDJUMP', '1');
6382 if RunDirection() = D_RIGHT then
6383 begin // Èäåì íå â òó ñòîðîíó
6384 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6385 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6386 SetAIFlag('NEEDFIRE', '1');
6387 SetAIFlag('GOLEFT', '1');
6388 end;
6389 end
6390 else
6391 begin // Èäåì â íóæíóþ ñòîðîíó
6392 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6393 SetAIFlag('NEEDFIRE', '1');
6394 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6395 SetAIFlag('GORIGHT', '1');
6396 end;
6397 end
6398 else
6399 if GetAIFlag('ATTACKRIGHT') <> '' then
6400 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6401 RemoveAIFlag('ATTACKRIGHT');
6403 SetAIFlag('NEEDJUMP', '1');
6405 if RunDirection() = D_LEFT then
6406 begin // Èäåì íå â òó ñòîðîíó
6407 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6408 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6409 SetAIFlag('NEEDFIRE', '1');
6410 SetAIFlag('GORIGHT', '1');
6411 end;
6412 end
6413 else
6414 begin
6415 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6416 SetAIFlag('NEEDFIRE', '1');
6417 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6418 SetAIFlag('GOLEFT', '1');
6419 end;
6420 end;
6422 //HACK! (does it belongs there?)
6423 RealizeCurrentWeapon();
6425 // Åñëè åñòü âîçìîæíûå öåëè:
6426 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6427 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6428 for a := 0 to High(targets) do
6429 begin
6430 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6431 if GetRnd(FDifficult.DiagFire) then
6432 begin
6433 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6434 if FDirection = D_LEFT then
6435 angle := ANGLE_LEFTUP
6436 else
6437 angle := ANGLE_RIGHTUP;
6439 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6440 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6442 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6443 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6444 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6445 targets[a].Rect.Width, targets[a].Rect.Height) and
6446 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6447 begin
6448 SetAIFlag('NEEDFIRE', '1');
6449 SetAIFlag('NEEDSEEUP', '1');
6450 end;
6452 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6453 if FDirection = D_LEFT then
6454 angle := ANGLE_LEFTDOWN
6455 else
6456 angle := ANGLE_RIGHTDOWN;
6458 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6459 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6461 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6462 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6463 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6464 targets[a].Rect.Width, targets[a].Rect.Height) and
6465 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6466 begin
6467 SetAIFlag('NEEDFIRE', '1');
6468 SetAIFlag('NEEDSEEDOWN', '1');
6469 end;
6470 end;
6472 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6473 if targets[a].Line and targets[a].Visible and
6474 (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
6475 ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
6476 begin
6477 SetAIFlag('NEEDFIRE', '1');
6478 Break;
6479 end;
6480 end;
6482 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6483 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6484 PLAYER_RECT.Width, PLAYER_RECT.Height,
6485 40+GetInterval(FDifficult.Cover, 40)) then
6486 SetAIFlag('NEEDJUMP', '1');
6488 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6489 ammo := GetAmmoByWeapon(FCurrWeap);
6490 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6491 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6492 (ammo = 0) then
6493 SetAIFlag('SELECTWEAPON', '1');
6495 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6496 if GetAIFlag('SELECTWEAPON') = '1' then
6497 begin
6498 SelectWeapon(-1);
6499 RemoveAIFlag('SELECTWEAPON');
6500 end;
6501 end;
6503 procedure TBot.Update();
6504 var
6505 EnableAI: Boolean;
6506 begin
6507 if not FLive then
6508 begin // Respawn
6509 ReleaseKeys();
6510 PressKey(KEY_UP);
6511 end
6512 else
6513 begin
6514 EnableAI := True;
6516 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6517 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6518 EnableAI := False;
6519 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6520 EnableAI := False;
6521 if g_debug_BotAIOff = 3 then
6522 EnableAI := False;
6524 if EnableAI then
6525 begin
6526 UpdateMove();
6527 UpdateCombat();
6528 end;
6529 end;
6531 inherited Update();
6532 end;
6534 procedure TBot.ReleaseKey(Key: Byte);
6535 begin
6536 with FKeys[Key] do
6537 begin
6538 Pressed := False;
6539 Time := 0;
6540 end;
6541 end;
6543 function TBot.KeyPressed(Key: Word): Boolean;
6544 begin
6545 Result := FKeys[Key].Pressed;
6546 end;
6548 function TBot.GetAIFlag(fName: String20): String20;
6549 var
6550 a: Integer;
6551 begin
6552 Result := '';
6554 fName := LowerCase(fName);
6556 if FAIFlags <> nil then
6557 for a := 0 to High(FAIFlags) do
6558 if LowerCase(FAIFlags[a].Name) = fName then
6559 begin
6560 Result := FAIFlags[a].Value;
6561 Break;
6562 end;
6563 end;
6565 procedure TBot.RemoveAIFlag(fName: String20);
6566 var
6567 a, b: Integer;
6568 begin
6569 if FAIFlags = nil then Exit;
6571 fName := LowerCase(fName);
6573 for a := 0 to High(FAIFlags) do
6574 if LowerCase(FAIFlags[a].Name) = fName then
6575 begin
6576 if a <> High(FAIFlags) then
6577 for b := a to High(FAIFlags)-1 do
6578 FAIFlags[b] := FAIFlags[b+1];
6580 SetLength(FAIFlags, Length(FAIFlags)-1);
6581 Break;
6582 end;
6583 end;
6585 procedure TBot.SetAIFlag(fName, fValue: String20);
6586 var
6587 a: Integer;
6588 ok: Boolean;
6589 begin
6590 a := 0;
6591 ok := False;
6593 fName := LowerCase(fName);
6595 if FAIFlags <> nil then
6596 for a := 0 to High(FAIFlags) do
6597 if LowerCase(FAIFlags[a].Name) = fName then
6598 begin
6599 ok := True;
6600 Break;
6601 end;
6603 if ok then FAIFlags[a].Value := fValue
6604 else
6605 begin
6606 SetLength(FAIFlags, Length(FAIFlags)+1);
6607 with FAIFlags[High(FAIFlags)] do
6608 begin
6609 Name := fName;
6610 Value := fValue;
6611 end;
6612 end;
6613 end;
6615 procedure TBot.UpdateMove;
6617 procedure GoLeft(Time: Word = 1);
6618 begin
6619 ReleaseKey(KEY_LEFT);
6620 ReleaseKey(KEY_RIGHT);
6621 PressKey(KEY_LEFT, Time);
6622 SetDirection(D_LEFT);
6623 end;
6625 procedure GoRight(Time: Word = 1);
6626 begin
6627 ReleaseKey(KEY_LEFT);
6628 ReleaseKey(KEY_RIGHT);
6629 PressKey(KEY_RIGHT, Time);
6630 SetDirection(D_RIGHT);
6631 end;
6633 function Rnd(a: Word): Boolean;
6634 begin
6635 Result := Random(a) = 0;
6636 end;
6638 procedure Turn(Time: Word = 1200);
6639 begin
6640 if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
6641 end;
6643 procedure Stop();
6644 begin
6645 ReleaseKey(KEY_LEFT);
6646 ReleaseKey(KEY_RIGHT);
6647 end;
6649 function CanRunLeft(): Boolean;
6650 begin
6651 Result := not CollideLevel(-1, 0);
6652 end;
6654 function CanRunRight(): Boolean;
6655 begin
6656 Result := not CollideLevel(1, 0);
6657 end;
6659 function CanRun(): Boolean;
6660 begin
6661 if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
6662 end;
6664 procedure Jump(Time: Word = 30);
6665 begin
6666 PressKey(KEY_JUMP, Time);
6667 end;
6669 function NearHole(): Boolean;
6670 var
6671 x, sx: Integer;
6672 begin
6673 { TODO 5 : Ëåñòíèöû }
6674 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6675 for x := 1 to PLAYER_RECT.Width do
6676 if (not StayOnStep(x*sx, 0)) and
6677 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6678 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6679 begin
6680 Result := True;
6681 Exit;
6682 end;
6684 Result := False;
6685 end;
6687 function BorderHole(): Boolean;
6688 var
6689 x, sx, xx: Integer;
6690 begin
6691 { TODO 5 : Ëåñòíèöû }
6692 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6693 for x := 1 to PLAYER_RECT.Width do
6694 if (not StayOnStep(x*sx, 0)) and
6695 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6696 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6697 begin
6698 for xx := x to x+32 do
6699 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
6700 begin
6701 Result := True;
6702 Exit;
6703 end;
6704 end;
6706 Result := False;
6707 end;
6709 function NearDeepHole(): Boolean;
6710 var
6711 x, sx, y: Integer;
6712 begin
6713 Result := False;
6715 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6716 y := 3;
6718 for x := 1 to PLAYER_RECT.Width do
6719 if (not StayOnStep(x*sx, 0)) and
6720 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6721 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6722 begin
6723 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6724 begin
6725 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
6726 y := y+1;
6727 end;
6729 Result := True;
6730 end else Result := False;
6731 end;
6733 function OverDeepHole(): Boolean;
6734 var
6735 y: Integer;
6736 begin
6737 Result := False;
6739 y := 1;
6740 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6741 begin
6742 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
6743 y := y+1;
6744 end;
6746 Result := True;
6747 end;
6749 function OnGround(): Boolean;
6750 begin
6751 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
6752 end;
6754 function OnLadder(): Boolean;
6755 begin
6756 Result := FullInStep(0, 0);
6757 end;
6759 function BelowLadder(): Boolean;
6760 begin
6761 Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
6762 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6763 (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
6764 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6765 end;
6767 function BelowLiftUp(): Boolean;
6768 begin
6769 Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
6770 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6771 ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
6772 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6773 end;
6775 function OnTopLift(): Boolean;
6776 begin
6777 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
6778 end;
6780 function CanJumpOver(): Boolean;
6781 var
6782 sx, y: Integer;
6783 begin
6784 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6786 Result := False;
6788 if not CollideLevel(sx, 0) then Exit;
6790 for y := 1 to BOT_MAXJUMP do
6791 if CollideLevel(0, -y) then Exit else
6792 if not CollideLevel(sx, -y) then
6793 begin
6794 Result := True;
6795 Exit;
6796 end;
6797 end;
6799 function CanJumpUp(Dist: ShortInt): Boolean;
6800 var
6801 y, yy: Integer;
6802 c: Boolean;
6803 begin
6804 Result := False;
6806 if CollideLevel(Dist, 0) then Exit;
6808 c := False;
6809 for y := 0 to BOT_MAXJUMP do
6810 if CollideLevel(Dist, -y) then
6811 begin
6812 c := True;
6813 Break;
6814 end;
6816 if not c then Exit;
6818 c := False;
6819 for yy := y+1 to BOT_MAXJUMP do
6820 if not CollideLevel(Dist, -yy) then
6821 begin
6822 c := True;
6823 Break;
6824 end;
6826 if not c then Exit;
6828 c := False;
6829 for y := 0 to BOT_MAXJUMP do
6830 if CollideLevel(0, -y) then
6831 begin
6832 c := True;
6833 Break;
6834 end;
6836 if c then Exit;
6838 if y < yy then Exit;
6840 Result := True;
6841 end;
6843 function IsSafeTrigger(): Boolean;
6844 var
6845 a: Integer;
6846 begin
6847 Result := True;
6848 if gTriggers = nil then
6849 Exit;
6850 for a := 0 to High(gTriggers) do
6851 if Collide(gTriggers[a].X,
6852 gTriggers[a].Y,
6853 gTriggers[a].Width,
6854 gTriggers[a].Height) and
6855 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
6856 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
6857 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
6858 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
6859 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
6860 Result := False;
6861 end;
6863 begin
6864 // Âîçìîæíî, íàæèìàåì êíîïêó:
6865 if Rnd(16) and IsSafeTrigger() then
6866 PressKey(KEY_OPEN);
6868 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
6869 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
6870 begin
6871 ReleaseKey(KEY_LEFT);
6872 ReleaseKey(KEY_RIGHT);
6873 Jump();
6874 end;
6876 // Èäåì âëåâî, åñëè íàäî áûëî:
6877 if GetAIFlag('GOLEFT') <> '' then
6878 begin
6879 RemoveAIFlag('GOLEFT');
6880 if CanRunLeft() then
6881 GoLeft(360);
6882 end;
6884 // Èäåì âïðàâî, åñëè íàäî áûëî:
6885 if GetAIFlag('GORIGHT') <> '' then
6886 begin
6887 RemoveAIFlag('GORIGHT');
6888 if CanRunRight() then
6889 GoRight(360);
6890 end;
6892 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
6893 if FObj.X < -32 then
6894 GoRight(360)
6895 else
6896 if FObj.X+32 > gMapInfo.Width then
6897 GoLeft(360);
6899 // Ïðûãàåì, åñëè íàäî áûëî:
6900 if GetAIFlag('NEEDJUMP') <> '' then
6901 begin
6902 Jump(0);
6903 RemoveAIFlag('NEEDJUMP');
6904 end;
6906 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
6907 if GetAIFlag('NEEDSEEUP') <> '' then
6908 begin
6909 ReleaseKey(KEY_UP);
6910 ReleaseKey(KEY_DOWN);
6911 PressKey(KEY_UP, 20);
6912 RemoveAIFlag('NEEDSEEUP');
6913 end;
6915 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
6916 if GetAIFlag('NEEDSEEDOWN') <> '' then
6917 begin
6918 ReleaseKey(KEY_UP);
6919 ReleaseKey(KEY_DOWN);
6920 PressKey(KEY_DOWN, 20);
6921 RemoveAIFlag('NEEDSEEDOWN');
6922 end;
6924 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
6925 if GetAIFlag('GOINHOLE') <> '' then
6926 if not OnGround() then
6927 begin
6928 ReleaseKey(KEY_LEFT);
6929 ReleaseKey(KEY_RIGHT);
6930 RemoveAIFlag('GOINHOLE');
6931 SetAIFlag('FALLINHOLE', '1');
6932 end;
6934 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
6935 if GetAIFlag('FALLINHOLE') <> '' then
6936 if OnGround() then
6937 RemoveAIFlag('FALLINHOLE');
6939 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
6940 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
6941 if GetAIFlag('FALLINHOLE') = '' then
6942 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
6943 if Rnd(2) then
6944 GoLeft(360)
6945 else
6946 GoRight(360);
6948 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
6949 if OnGround() and
6950 CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
6951 Rnd(8) then
6952 Jump();
6954 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
6955 if OnGround() and NearHole() then
6956 if NearDeepHole() then // Åñëè ýòî áåçäíà
6957 case Random(6) of
6958 0..3: Turn(); // Áåæèì îáðàòíî
6959 4: Jump(); // Ïðûãàåì
6960 5: begin // Ïðûãàåì îáðàòíî
6961 Turn();
6962 Jump();
6963 end;
6964 end
6965 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
6966 if GetAIFlag('GOINHOLE') = '' then
6967 case Random(6) of
6968 0: Turn(); // Íå íóæíî òóäà
6969 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
6970 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
6971 if BorderHole() then
6972 SetAIFlag('GOINHOLE', '1');
6973 end;
6975 // Åñëè íà çåìëå, íî íåêóäà èäòè:
6976 if (not CanRun()) and OnGround() then
6977 begin
6978 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
6979 if CanJumpOver() or OnLadder() then
6980 Jump()
6981 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
6982 if Random(2) = 0 then
6983 begin
6984 if IsSafeTrigger() then
6985 PressKey(KEY_OPEN);
6986 end else
6987 Turn();
6988 end;
6990 // Îñòàëîñü ìàëî âîçäóõà:
6991 if FAir < 36 * 2 then
6992 Jump(20);
6994 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
6995 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
6996 if BodyInAcid(0, 0) then
6997 Jump();
6998 end;
7000 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7001 begin
7002 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7003 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7004 end;
7006 {function TBot.NeedItem(Item: Byte): Byte;
7007 begin
7008 Result := 4;
7009 end;}
7011 procedure TBot.SelectWeapon(Dist: Integer);
7012 var
7013 a: Integer;
7015 function HaveAmmo(weapon: Byte): Boolean;
7016 begin
7017 case weapon of
7018 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7019 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7020 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7021 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7022 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7023 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7024 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7025 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7026 else Result := True;
7027 end;
7028 end;
7030 begin
7031 if Dist = -1 then Dist := BOT_LONGDIST;
7033 if Dist > BOT_LONGDIST then
7034 begin // Äàëüíèé áîé
7035 for a := 0 to 9 do
7036 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7037 begin
7038 FSelectedWeapon := FDifficult.WeaponPrior[a];
7039 Break;
7040 end;
7041 end
7042 else //if Dist > BOT_UNSAFEDIST then
7043 begin // Áëèæíèé áîé
7044 for a := 0 to 9 do
7045 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7046 begin
7047 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7048 Break;
7049 end;
7050 end;
7051 { else
7052 begin
7053 for a := 0 to 9 do
7054 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7055 begin
7056 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7057 Break;
7058 end;
7059 end;}
7060 end;
7062 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7063 begin
7064 Result := inherited PickItem(ItemType, force, remove);
7066 if Result then SetAIFlag('SELECTWEAPON', '1');
7067 end;
7069 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7070 begin
7071 Result := inherited Heal(value, Soft);
7072 end;
7074 function TBot.Healthy(): Byte;
7075 begin
7076 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7077 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7078 else if (FHealth > 50) then Result := 2
7079 else if (FHealth > 20) then Result := 1
7080 else Result := 0;
7081 end;
7083 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7084 begin
7085 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7086 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7087 end;
7089 procedure TBot.OnDamage(Angle: SmallInt);
7090 var
7091 pla: TPlayer;
7092 mon: TMonster;
7093 ok: Boolean;
7094 begin
7095 inherited;
7097 if (Angle = 0) or (Angle = 180) then
7098 begin
7099 ok := False;
7100 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7101 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7102 begin // Èãðîê
7103 pla := g_Player_Get(FLastSpawnerUID);
7104 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7105 pla.FObj.Y + PLAYER_RECT.Y);
7106 end
7107 else
7108 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7109 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7110 begin // Ìîíñòð
7111 mon := g_Monsters_Get(FLastSpawnerUID);
7112 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7113 mon.Obj.Y + mon.Obj.Rect.Y);
7114 end;
7116 if ok then
7117 if Angle = 0 then
7118 SetAIFlag('ATTACKLEFT', '1')
7119 else
7120 SetAIFlag('ATTACKRIGHT', '1');
7121 end;
7122 end;
7124 function TBot.RunDirection(): TDirection;
7125 begin
7126 if Abs(Vel.X) >= 1 then
7127 begin
7128 if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT;
7129 end else
7130 Result := FDirection;
7131 end;
7133 function TBot.GetRnd(a: Byte): Boolean;
7134 begin
7135 if a = 0 then Result := False
7136 else if a = 255 then Result := True
7137 else Result := Random(256) > 255-a;
7138 end;
7140 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7141 begin
7142 Result := Round((255-a)/255*radius*(Random(2)-1));
7143 end;
7145 procedure TBot.SaveState(var Mem: TBinMemoryWriter);
7146 var
7147 i: Integer;
7148 dw: DWORD;
7149 p: Pointer;
7150 begin
7151 inherited SaveState(Mem);
7153 // Âûáðàííîå îðóæèå:
7154 Mem.WriteByte(FSelectedWeapon);
7155 // UID öåëè:
7156 Mem.WriteWord(FTargetUID);
7157 // Âðåìÿ ïîòåðè öåëè:
7158 Mem.WriteDWORD(FLastVisible);
7159 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7160 dw := Length(FAIFlags);
7161 Mem.WriteDWORD(dw);
7162 // Ôëàãè ÈÈ:
7163 for i := 0 to Integer(dw)-1 do
7164 begin
7165 Mem.WriteString(FAIFlags[i].Name, 20);
7166 Mem.WriteString(FAIFlags[i].Value, 20);
7167 end;
7168 // Íàñòðîéêè ñëîæíîñòè:
7169 p := @FDifficult;
7170 Mem.WriteMemory(p, SizeOf(TDifficult));
7171 end;
7173 procedure TBot.LoadState(var Mem: TBinMemoryReader);
7174 var
7175 i: Integer;
7176 dw: DWORD;
7177 p: Pointer;
7178 begin
7179 inherited LoadState(Mem);
7181 // Âûáðàííîå îðóæèå:
7182 Mem.ReadByte(FSelectedWeapon);
7183 // UID öåëè:
7184 Mem.ReadWord(FTargetUID);
7185 // Âðåìÿ ïîòåðè öåëè:
7186 Mem.ReadDWORD(FLastVisible);
7187 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7188 Mem.ReadDWORD(dw);
7189 SetLength(FAIFlags, dw);
7190 // Ôëàãè ÈÈ:
7191 for i := 0 to Integer(dw)-1 do
7192 begin
7193 Mem.ReadString(FAIFlags[i].Name);
7194 Mem.ReadString(FAIFlags[i].Value);
7195 end;
7196 // Íàñòðîéêè ñëîæíîñòè:
7197 Mem.ReadMemory(p, dw);
7198 if dw <> SizeOf(TDifficult) then
7199 begin
7200 raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size');
7201 end;
7202 FDifficult := TDifficult(p^);
7203 end;
7205 end.