DEADSOFTWARE

added actor rendering interpolation; fixed vsync on startup
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
6 *
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
11 *
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
14 *)
15 {$INCLUDE ../shared/a_modes.inc}
16 {$M+}
17 unit g_player;
19 interface
21 uses
22 SysUtils, Classes,
23 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
24 e_graphics, g_playermodel, g_basic, g_textures,
25 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
26 g_panel;
28 const
29 KEY_LEFT = 1;
30 KEY_RIGHT = 2;
31 KEY_UP = 3;
32 KEY_DOWN = 4;
33 KEY_FIRE = 5;
34 KEY_NEXTWEAPON = 6;
35 KEY_PREVWEAPON = 7;
36 KEY_OPEN = 8;
37 KEY_JUMP = 9;
38 KEY_CHAT = 10;
40 R_ITEM_BACKPACK = 0;
41 R_KEY_RED = 1;
42 R_KEY_GREEN = 2;
43 R_KEY_BLUE = 3;
44 R_BERSERK = 4;
46 MR_SUIT = 0;
47 MR_INVUL = 1;
48 MR_INVIS = 2;
49 MR_MAX = 2;
51 A_BULLETS = 0;
52 A_SHELLS = 1;
53 A_ROCKETS = 2;
54 A_CELLS = 3;
55 A_FUEL = 4;
56 A_HIGH = 4;
58 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
59 ((200, 50, 50, 300, 100),
60 (400, 100, 100, 600, 200));
62 K_SIMPLEKILL = 0;
63 K_HARDKILL = 1;
64 K_EXTRAHARDKILL = 2;
65 K_FALLKILL = 3;
67 T_RESPAWN = 0;
68 T_SWITCH = 1;
69 T_USE = 2;
70 T_FLAGCAP = 3;
72 TEAM_NONE = 0;
73 TEAM_RED = 1;
74 TEAM_BLUE = 2;
75 TEAM_COOP = 3;
77 SHELL_BULLET = 0;
78 SHELL_SHELL = 1;
79 SHELL_DBLSHELL = 2;
81 ANGLE_NONE = Low(SmallInt);
83 CORPSE_STATE_REMOVEME = 0;
84 CORPSE_STATE_NORMAL = 1;
85 CORPSE_STATE_MESS = 2;
87 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
88 PLAYER_RECT_CX = 15+(34 div 2);
89 PLAYER_RECT_CY = 12+(52 div 2);
90 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
92 PLAYER_HP_SOFT = 100;
93 PLAYER_HP_LIMIT = 200;
94 PLAYER_AP_SOFT = 100;
95 PLAYER_AP_LIMIT = 200;
96 SUICIDE_DAMAGE = 112;
97 WEAPON_DELAY = 5;
99 PLAYER_BURN_TIME = 110;
101 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
102 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
104 type
105 TPlayerStat = record
106 Num: Integer;
107 Ping: Word;
108 Loss: Byte;
109 Name: String;
110 Team: Byte;
111 Frags: SmallInt;
112 Deaths: SmallInt;
113 Lives: Byte;
114 Kills: Word;
115 Color: TRGB;
116 Spectator: Boolean;
117 end;
119 TPlayerStatArray = Array of TPlayerStat;
121 TPlayerSavedState = record
122 Health: Integer;
123 Armor: Integer;
124 Air: Integer;
125 JetFuel: Integer;
126 CurrWeap: Byte;
127 NextWeap: WORD;
128 NextWeapDelay: Byte;
129 Ammo: Array [A_BULLETS..A_HIGH] of Word;
130 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
131 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
132 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
133 Used: Boolean;
134 end;
136 TKeyState = record
137 Pressed: Boolean;
138 Time: Word;
139 end;
141 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
142 private
143 FIamBot: Boolean;
144 FUID: Word;
145 FName: String;
146 FTeam: Byte;
147 FAlive: Boolean;
148 FSpawned: Boolean;
149 FDirection: TDirection;
150 FHealth: Integer;
151 FLives: Byte;
152 FArmor: Integer;
153 FAir: Integer;
154 FPain: Integer;
155 FPickup: Integer;
156 FKills: Integer;
157 FMonsterKills: Integer;
158 FFrags: Integer;
159 FFragCombo: Byte;
160 FLastFrag: LongWord;
161 FComboEvnt: Integer;
162 FDeath: Integer;
163 FCanJetpack: Boolean;
164 FJetFuel: Integer;
165 FFlag: Byte;
166 FSecrets: Integer;
167 FCurrWeap: Byte;
168 FNextWeap: WORD;
169 FNextWeapDelay: Byte; // frames
170 FBFGFireCounter: SmallInt;
171 FLastSpawnerUID: Word;
172 FLastHit: Byte;
173 FObj: TObj;
174 FXTo, FYTo: Integer;
175 FSpectatePlayer: Integer;
176 FFirePainTime: Integer;
177 FFireAttacker: Word;
179 FSavedStateNum: Integer;
181 FModel: TPlayerModel;
182 FPunchAnim: TAnimation;
183 FActionPrior: Byte;
184 FActionAnim: Byte;
185 FActionForce: Boolean;
186 FActionChanged: Boolean;
187 FAngle: SmallInt;
188 FFireAngle: SmallInt;
189 FIncCamOld: Integer;
190 FIncCam: Integer;
191 FShellTimer: Integer;
192 FShellType: Byte;
193 FSawSound: TPlayableSound;
194 FSawSoundIdle: TPlayableSound;
195 FSawSoundHit: TPlayableSound;
196 FSawSoundSelect: TPlayableSound;
197 FFlameSoundOn: TPlayableSound;
198 FFlameSoundOff: TPlayableSound;
199 FFlameSoundWork: TPlayableSound;
200 FJetSoundOn: TPlayableSound;
201 FJetSoundOff: TPlayableSound;
202 FJetSoundFly: TPlayableSound;
203 FGodMode: Boolean;
204 FNoTarget: Boolean;
205 FNoReload: Boolean;
206 FJustTeleported: Boolean;
207 FNetTime: LongWord;
208 mEDamageType: Integer;
211 function CollideLevel(XInc, YInc: Integer): Boolean;
212 function StayOnStep(XInc, YInc: Integer): Boolean;
213 function HeadInLiquid(XInc, YInc: Integer): Boolean;
214 function BodyInLiquid(XInc, YInc: Integer): Boolean;
215 function BodyInAcid(XInc, YInc: Integer): Boolean;
216 function FullInLift(XInc, YInc: Integer): Integer;
217 {procedure CollideItem();}
218 procedure FlySmoke(Times: DWORD = 1);
219 procedure OnFireFlame(Times: DWORD = 1);
220 function GetAmmoByWeapon(Weapon: Byte): Word;
221 procedure SetAction(Action: Byte; Force: Boolean = False);
222 procedure OnDamage(Angle: SmallInt); virtual;
223 function firediry(): Integer;
224 procedure DoPunch();
226 procedure Run(Direction: TDirection);
227 procedure NextWeapon();
228 procedure PrevWeapon();
229 procedure SeeUp();
230 procedure SeeDown();
231 procedure Fire();
232 procedure Jump();
233 procedure Use();
235 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
236 procedure resetWeaponQueue ();
237 function hasAmmoForWeapon (weapon: Byte): Boolean;
239 procedure doDamage (v: Integer);
241 function followCorpse(): Boolean;
243 public
244 FDamageBuffer: Integer;
246 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
247 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
248 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
249 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
250 FBerserk: Integer;
251 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
252 FReloading: Array [WP_FIRST..WP_LAST] of Word;
253 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
254 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
255 FColor: TRGB;
256 FPreferredTeam: Byte;
257 FSpectator: Boolean;
258 FNoRespawn: Boolean;
259 FWantsInGame: Boolean;
260 FGhost: Boolean;
261 FPhysics: Boolean;
262 FFlaming: Boolean;
263 FJetpack: Boolean;
264 FActualModelName: string;
265 FClientID: SmallInt;
266 FPing: Word;
267 FLoss: Byte;
268 FReady: Boolean;
269 FDummy: Boolean;
270 FFireTime: Integer;
271 FSpawnInvul: Integer;
272 FHandicap: Integer;
273 FWaitForFirstSpawn: Boolean; // set to `true` in server, used to spawn a player on first full state request
275 // debug: viewport offset
276 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
278 function isValidViewPort (): Boolean; inline;
280 constructor Create(); virtual;
281 destructor Destroy(); override;
282 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
283 function GetRespawnPoint(): Byte;
284 procedure PressKey(Key: Byte; Time: Word = 1);
285 procedure ReleaseKeys();
286 procedure SetModel(ModelName: String);
287 procedure SetColor(Color: TRGB);
288 function GetColor(): TRGB;
289 procedure SetWeapon(W: Byte);
290 function IsKeyPressed(K: Byte): Boolean;
291 function GetKeys(): Byte;
292 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
293 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
294 function Collide(Panel: TPanel): Boolean; overload;
295 function Collide(X, Y: Integer): Boolean; overload;
296 procedure SetDirection(Direction: TDirection);
297 procedure GetSecret();
298 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
299 procedure Touch();
300 procedure Push(vx, vy: Integer);
301 procedure ChangeModel(ModelName: String);
302 procedure SwitchTeam;
303 procedure ChangeTeam(Team: Byte);
304 procedure BFGHit();
305 function GetFlag(Flag: Byte): Boolean;
306 procedure SetFlag(Flag: Byte);
307 function DropFlag(Silent: Boolean = True): Boolean;
308 procedure AllRulez(Health: Boolean);
309 procedure RestoreHealthArmor();
310 procedure FragCombo();
311 procedure GiveItem(ItemType: Byte);
312 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
313 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
314 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
315 procedure MakeBloodSimple(Count: Word);
316 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
317 procedure Reset(Force: Boolean);
318 procedure Spectate(NoMove: Boolean = False);
319 procedure SwitchNoClip;
320 procedure SoftReset();
321 procedure Draw(); virtual;
322 procedure DrawPain();
323 procedure DrawPickup();
324 procedure DrawRulez();
325 procedure DrawAim();
326 procedure DrawIndicator(Color: TRGB);
327 procedure DrawBubble();
328 procedure DrawGUI();
329 procedure PreUpdate();
330 procedure Update(); virtual;
331 procedure RememberState();
332 procedure RecallState();
333 procedure SaveState (st: TStream); virtual;
334 procedure LoadState (st: TStream); virtual;
335 procedure PauseSounds(Enable: Boolean);
336 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
337 procedure DoLerp(Level: Integer = 2);
338 procedure SetLerp(XTo, YTo: Integer);
339 procedure QueueWeaponSwitch(Weapon: Byte);
340 procedure RealizeCurrentWeapon();
341 procedure FlamerOn;
342 procedure FlamerOff;
343 procedure JetpackOn;
344 procedure JetpackOff;
345 procedure CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
347 //WARNING! this does nothing for now, but still call it!
348 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
350 procedure getMapBox (out x, y, w, h: Integer); inline;
351 procedure moveBy (dx, dy: Integer); inline;
353 public
354 property Vel: TPoint2i read FObj.Vel;
355 property Obj: TObj read FObj;
357 property Name: String read FName write FName;
358 property Model: TPlayerModel read FModel;
359 property Health: Integer read FHealth write FHealth;
360 property Lives: Byte read FLives write FLives;
361 property Armor: Integer read FArmor write FArmor;
362 property Air: Integer read FAir write FAir;
363 property JetFuel: Integer read FJetFuel write FJetFuel;
364 property Frags: Integer read FFrags write FFrags;
365 property Death: Integer read FDeath write FDeath;
366 property Kills: Integer read FKills write FKills;
367 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
368 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
369 property Secrets: Integer read FSecrets;
370 property GodMode: Boolean read FGodMode write FGodMode;
371 property NoTarget: Boolean read FNoTarget write FNoTarget;
372 property NoReload: Boolean read FNoReload write FNoReload;
373 property alive: Boolean read FAlive write FAlive;
374 property Flag: Byte read FFlag;
375 property Team: Byte read FTeam write FTeam;
376 property Direction: TDirection read FDirection;
377 property GameX: Integer read FObj.X write FObj.X;
378 property GameY: Integer read FObj.Y write FObj.Y;
379 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
380 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
381 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
382 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
383 property IncCam: Integer read FIncCam write FIncCam;
384 property IncCamOld: Integer read FIncCamOld write FIncCamOld;
385 property UID: Word read FUID write FUID;
386 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
387 property NetTime: LongWord read FNetTime write FNetTime;
389 published
390 property eName: String read FName write FName;
391 property eHealth: Integer read FHealth write FHealth;
392 property eLives: Byte read FLives write FLives;
393 property eArmor: Integer read FArmor write FArmor;
394 property eAir: Integer read FAir write FAir;
395 property eJetFuel: Integer read FJetFuel write FJetFuel;
396 property eFrags: Integer read FFrags write FFrags;
397 property eDeath: Integer read FDeath write FDeath;
398 property eKills: Integer read FKills write FKills;
399 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
400 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
401 property eSecrets: Integer read FSecrets write FSecrets;
402 property eGodMode: Boolean read FGodMode write FGodMode;
403 property eNoTarget: Boolean read FNoTarget write FNoTarget;
404 property eNoReload: Boolean read FNoReload write FNoReload;
405 property eAlive: Boolean read FAlive write FAlive;
406 property eFlag: Byte read FFlag;
407 property eTeam: Byte read FTeam write FTeam;
408 property eDirection: TDirection read FDirection;
409 property eGameX: Integer read FObj.X write FObj.X;
410 property eGameY: Integer read FObj.Y write FObj.Y;
411 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
412 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
413 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
414 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
415 property eIncCam: Integer read FIncCam write FIncCam;
416 property eUID: Word read FUID;
417 property eJustTeleported: Boolean read FJustTeleported;
418 property eNetTime: LongWord read FNetTime;
420 // set this before assigning something to `eDamage`
421 property eDamageType: Integer read mEDamageType write mEDamageType;
422 property eDamage: Integer write doDamage;
423 end;
425 TDifficult = record
426 public
427 DiagFire: Byte;
428 InvisFire: Byte;
429 DiagPrecision: Byte;
430 FlyPrecision: Byte;
431 Cover: Byte;
432 CloseJump: Byte;
433 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
434 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
435 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
437 public
438 procedure save (st: TStream);
439 procedure load (st: TStream);
440 end;
442 TAIFlag = record
443 Name: String;
444 Value: String;
445 end;
447 TBot = class(TPlayer)
448 private
449 FSelectedWeapon: Byte;
450 FTargetUID: Word;
451 FLastVisible: DWORD;
452 FAIFlags: Array of TAIFlag;
453 FDifficult: TDifficult;
455 function GetRnd(a: Byte): Boolean;
456 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
457 function RunDirection(): TDirection;
458 function FullInStep(XInc, YInc: Integer): Boolean;
459 //function NeedItem(Item: Byte): Byte;
460 procedure SelectWeapon(Dist: Integer);
461 procedure SetAIFlag(aName, fValue: String20);
462 function GetAIFlag(aName: String20): String20;
463 procedure RemoveAIFlag(aName: String20);
464 function Healthy(): Byte;
465 procedure UpdateMove();
466 procedure UpdateCombat();
467 function KeyPressed(Key: Word): Boolean;
468 procedure ReleaseKey(Key: Byte);
469 function TargetOnScreen(TX, TY: Integer): Boolean;
470 procedure OnDamage(Angle: SmallInt); override;
472 public
473 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
474 constructor Create(); override;
475 destructor Destroy(); override;
476 procedure Draw(); override;
477 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
478 function Heal(value: Word; Soft: Boolean): Boolean; override;
479 procedure Update(); override;
480 procedure SaveState (st: TStream); override;
481 procedure LoadState (st: TStream); override;
482 end;
484 PGib = ^TGib;
485 TGib = record
486 alive: Boolean;
487 ID: DWORD;
488 MaskID: DWORD;
489 RAngle: Integer;
490 Color: TRGB;
491 Obj: TObj;
493 procedure getMapBox (out x, y, w, h: Integer); inline;
494 procedure moveBy (dx, dy: Integer); inline;
496 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
497 end;
500 PShell = ^TShell;
501 TShell = record
502 SpriteID: DWORD;
503 alive: Boolean;
504 SType: Byte;
505 RAngle: Integer;
506 Timeout: Cardinal;
507 CX, CY: Integer;
508 Obj: TObj;
510 procedure getMapBox (out x, y, w, h: Integer); inline;
511 procedure moveBy (dx, dy: Integer); inline;
513 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
514 end;
516 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
517 private
518 FModelName: String;
519 FMess: Boolean;
520 FState: Byte;
521 FDamage: Byte;
522 FColor: TRGB;
523 FObj: TObj;
524 FPlayerUID: Word;
525 FAnimation: TAnimation;
526 FAnimationMask: TAnimation;
528 public
529 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
530 destructor Destroy(); override;
531 procedure Damage(Value: Word; vx, vy: Integer);
532 procedure Update();
533 procedure Draw();
534 procedure SaveState (st: TStream);
535 procedure LoadState (st: TStream);
537 procedure getMapBox (out x, y, w, h: Integer); inline;
538 procedure moveBy (dx, dy: Integer); inline;
540 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
542 function ObjPtr (): PObj; inline;
544 property Obj: TObj read FObj; // copies object
545 property State: Byte read FState;
546 property Mess: Boolean read FMess;
547 end;
549 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
550 record
551 Goals: SmallInt;
552 end;
554 var
555 gPlayers: Array of TPlayer;
556 gCorpses: Array of TCorpse;
557 gGibs: Array of TGib;
558 gShells: Array of TShell;
559 gTeamStat: TTeamStat;
560 gFly: Boolean = False;
561 gAimLine: Boolean = False;
562 gChatBubble: Integer = 0;
563 gPlayerIndicator: Integer = 1;
564 gPlayerIndicatorStyle: Integer = 0;
565 gNumBots: Word = 0;
566 gSpectLatchPID1: Word = 0;
567 gSpectLatchPID2: Word = 0;
568 MAX_RUNVEL: Integer = 8;
569 VEL_JUMP: Integer = 10;
570 SHELL_TIMEOUT: Cardinal = 60000;
572 function Lerp(X, Y, Factor: Integer): Integer;
574 procedure g_Gibs_SetMax(Count: Word);
575 function g_Gibs_GetMax(): Word;
576 procedure g_Corpses_SetMax(Count: Word);
577 function g_Corpses_GetMax(): Word;
578 procedure g_Shells_SetMax(Count: Word);
579 function g_Shells_GetMax(): Word;
581 procedure g_Player_Init();
582 procedure g_Player_Free();
583 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
584 function g_Player_CreateFromState (st: TStream): Word;
585 procedure g_Player_Remove(UID: Word);
586 procedure g_Player_ResetTeams();
587 procedure g_Player_PreUpdate();
588 procedure g_Player_UpdateAll();
589 procedure g_Player_DrawAll();
590 procedure g_Player_DrawDebug(p: TPlayer);
591 procedure g_Player_DrawHealth();
592 procedure g_Player_RememberAll();
593 procedure g_Player_ResetAll(Force, Silent: Boolean);
594 function g_Player_Get(UID: Word): TPlayer;
595 function g_Player_GetCount(): Byte;
596 function g_Player_GetStats(): TPlayerStatArray;
597 function g_Player_ValidName(Name: String): Boolean;
598 procedure g_Player_CreateCorpse(Player: TPlayer);
599 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
600 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
601 procedure g_Player_UpdatePhysicalObjects();
602 procedure g_Player_DrawCorpses();
603 procedure g_Player_DrawShells();
604 procedure g_Player_RemoveAllCorpses();
605 procedure g_Player_Corpses_SaveState (st: TStream);
606 procedure g_Player_Corpses_LoadState (st: TStream);
607 procedure g_Player_ResetReady();
608 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
609 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100);
610 procedure g_Bot_MixNames();
611 procedure g_Bot_RemoveAll();
613 implementation
615 uses
616 {$INCLUDE ../nogl/noGLuses.inc}
617 {$IFDEF ENABLE_HOLMES}
618 g_holmes,
619 {$ENDIF}
620 e_log, g_map, g_items, g_console, g_gfx, Math,
621 g_options, g_triggers, g_menu, g_game, g_grid, e_res,
622 wadreader, g_main, g_monsters, CONFIG, g_language,
623 g_net, g_netmsg, g_window,
624 utils, xstreams;
626 const PLR_SAVE_VERSION = 0;
628 type
629 TBotProfile = record
630 name: ShortString;
631 model: ShortString;
632 team: Byte;
633 color: TRGB;
634 diag_fire: Byte;
635 invis_fire: Byte;
636 diag_precision: Byte;
637 fly_precision: Byte;
638 cover: Byte;
639 close_jump: Byte;
640 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
641 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
642 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
643 end;
645 const
646 TIME_RESPAWN1 = 1500;
647 TIME_RESPAWN2 = 2000;
648 TIME_RESPAWN3 = 3000;
649 AIR_DEF = 360;
650 AIR_MAX = 1091;
651 JET_MAX = 540; // ~30 sec
652 PLAYER_SUIT_TIME = 30000;
653 PLAYER_INVUL_TIME = 30000;
654 PLAYER_INVIS_TIME = 35000;
655 FRAG_COMBO_TIME = 3000;
656 VEL_SW = 4;
657 VEL_FLY = 6;
658 ANGLE_RIGHTUP = 55;
659 ANGLE_RIGHTDOWN = -35;
660 ANGLE_LEFTUP = 125;
661 ANGLE_LEFTDOWN = -145;
662 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
663 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
664 BOT_MAXJUMP = 84;
665 BOT_LONGDIST = 300;
666 BOT_UNSAFEDIST = 128;
667 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
668 (R:0; G:0; B:255));
669 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
670 FlyPrecision: 32; Cover: 32; CloseJump: 32;
671 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
672 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
673 FlyPrecision: 127; Cover: 127; CloseJump: 127;
674 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
675 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
676 FlyPrecision: 255; Cover: 255; CloseJump: 255;
677 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
678 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
679 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
680 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
681 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
682 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
683 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
684 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
685 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
686 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
687 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
688 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
689 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
690 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
691 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
692 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
693 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
694 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
696 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
697 CORPSE_SIGNATURE = $50524F43; // 'CORP'
699 BOTNAMES_FILENAME = 'botnames.txt';
700 BOTLIST_FILENAME = 'botlist.txt';
702 var
703 MaxGibs: Word = 150;
704 MaxCorpses: Word = 20;
705 MaxShells: Word = 300;
706 CurrentGib: Integer = 0;
707 CurrentShell: Integer = 0;
708 BotNames: Array of String;
709 BotList: Array of TBotProfile;
710 SavedStates: Array of TPlayerSavedState;
713 function Lerp(X, Y, Factor: Integer): Integer;
714 begin
715 Result := X + ((Y - X) div Factor);
716 end;
718 function SameTeam(UID1, UID2: Word): Boolean;
719 begin
720 Result := False;
722 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
723 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
725 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
727 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
728 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
730 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
731 end;
733 procedure g_Gibs_SetMax(Count: Word);
734 begin
735 MaxGibs := Count;
736 SetLength(gGibs, Count);
738 if CurrentGib >= Count then
739 CurrentGib := 0;
740 end;
742 function g_Gibs_GetMax(): Word;
743 begin
744 Result := MaxGibs;
745 end;
747 procedure g_Shells_SetMax(Count: Word);
748 begin
749 MaxShells := Count;
750 SetLength(gShells, Count);
752 if CurrentShell >= Count then
753 CurrentShell := 0;
754 end;
756 function g_Shells_GetMax(): Word;
757 begin
758 Result := MaxShells;
759 end;
762 procedure g_Corpses_SetMax(Count: Word);
763 begin
764 MaxCorpses := Count;
765 SetLength(gCorpses, Count);
766 end;
768 function g_Corpses_GetMax(): Word;
769 begin
770 Result := MaxCorpses;
771 end;
773 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
774 var
775 a: Integer;
776 ok: Boolean;
777 begin
778 Result := 0;
780 ok := False;
781 a := 0;
783 // Åñòü ëè ìåñòî â gPlayers:
784 if gPlayers <> nil then
785 for a := 0 to High(gPlayers) do
786 if gPlayers[a] = nil then
787 begin
788 ok := True;
789 Break;
790 end;
792 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
793 if not ok then
794 begin
795 SetLength(gPlayers, Length(gPlayers)+1);
796 a := High(gPlayers);
797 end;
799 // Ñîçäàåì îáúåêò èãðîêà:
800 if Bot then
801 gPlayers[a] := TBot.Create()
802 else
803 gPlayers[a] := TPlayer.Create();
806 gPlayers[a].FActualModelName := ModelName;
807 gPlayers[a].SetModel(ModelName);
809 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
810 if gPlayers[a].FModel = nil then
811 begin
812 gPlayers[a].Free();
813 gPlayers[a] := nil;
814 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
815 Exit;
816 end;
818 if not (Team in [TEAM_RED, TEAM_BLUE]) then
819 if Random(2) = 0 then
820 Team := TEAM_RED
821 else
822 Team := TEAM_BLUE;
823 gPlayers[a].FPreferredTeam := Team;
825 case gGameSettings.GameMode of
826 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
827 GM_TDM,
828 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
829 GM_SINGLE,
830 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
831 end;
833 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
834 gPlayers[a].FColor := Color;
835 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
836 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
837 else
838 gPlayers[a].FModel.Color := Color;
840 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
841 gPlayers[a].FAlive := False;
843 Result := gPlayers[a].FUID;
844 end;
846 function g_Player_CreateFromState (st: TStream): Word;
847 var
848 a, i: Integer;
849 ok, Bot: Boolean;
850 b: Byte;
851 begin
852 result := 0;
853 if (st = nil) then exit; //???
855 // Ñèãíàòóðà èãðîêà
856 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
857 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
859 // Áîò èëè ÷åëîâåê:
860 Bot := utils.readBool(st);
862 ok := false;
863 a := 0;
865 // Åñòü ëè ìåñòî â gPlayers:
866 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
868 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
869 if not ok then
870 begin
871 SetLength(gPlayers, Length(gPlayers)+1);
872 a := High(gPlayers);
873 end;
875 // Ñîçäàåì îáúåêò èãðîêà
876 if Bot then
877 gPlayers[a] := TBot.Create()
878 else
879 gPlayers[a] := TPlayer.Create();
880 gPlayers[a].FIamBot := Bot;
881 gPlayers[a].FPhysics := True;
883 // UID èãðîêà
884 gPlayers[a].FUID := utils.readWord(st);
885 // Èìÿ èãðîêà
886 gPlayers[a].FName := utils.readStr(st);
887 // Êîìàíäà
888 gPlayers[a].FTeam := utils.readByte(st);
889 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
890 // Æèâ ëè
891 gPlayers[a].FAlive := utils.readBool(st);
892 // Èçðàñõîäîâàë ëè âñå æèçíè
893 gPlayers[a].FNoRespawn := utils.readBool(st);
894 // Íàïðàâëåíèå
895 b := utils.readByte(st);
896 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
897 // Çäîðîâüå
898 gPlayers[a].FHealth := utils.readLongInt(st);
899 // Ôîðà
900 gPlayers[a].FHandicap := utils.readLongInt(st);
901 // Æèçíè
902 gPlayers[a].FLives := utils.readByte(st);
903 // Áðîíÿ
904 gPlayers[a].FArmor := utils.readLongInt(st);
905 // Çàïàñ âîçäóõà
906 gPlayers[a].FAir := utils.readLongInt(st);
907 // Çàïàñ ãîðþ÷åãî
908 gPlayers[a].FJetFuel := utils.readLongInt(st);
909 // Áîëü
910 gPlayers[a].FPain := utils.readLongInt(st);
911 // Óáèë
912 gPlayers[a].FKills := utils.readLongInt(st);
913 // Óáèë ìîíñòðîâ
914 gPlayers[a].FMonsterKills := utils.readLongInt(st);
915 // Ôðàãîâ
916 gPlayers[a].FFrags := utils.readLongInt(st);
917 // Ôðàãîâ ïîäðÿä
918 gPlayers[a].FFragCombo := utils.readByte(st);
919 // Âðåìÿ ïîñëåäíåãî ôðàãà
920 gPlayers[a].FLastFrag := utils.readLongWord(st);
921 // Ñìåðòåé
922 gPlayers[a].FDeath := utils.readLongInt(st);
923 // Êàêîé ôëàã íåñåò
924 gPlayers[a].FFlag := utils.readByte(st);
925 // Íàøåë ñåêðåòîâ
926 gPlayers[a].FSecrets := utils.readLongInt(st);
927 // Òåêóùåå îðóæèå
928 gPlayers[a].FCurrWeap := utils.readByte(st);
929 // Ñëåäóþùåå æåëàåìîå îðóæèå
930 gPlayers[a].FNextWeap := utils.readWord(st);
931 // ...è ïàóçà
932 gPlayers[a].FNextWeapDelay := utils.readByte(st);
933 // Âðåìÿ çàðÿäêè BFG
934 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
935 // Áóôåð óðîíà
936 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
937 // Ïîñëåäíèé óäàðèâøèé
938 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
939 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
940 gPlayers[a].FLastHit := utils.readByte(st);
941 // Îáúåêò èãðîêà:
942 Obj_LoadState(@gPlayers[a].FObj, st);
943 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
944 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
945 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
946 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
947 // Íàëè÷èå îðóæèÿ
948 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
949 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
950 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
951 // Íàëè÷èå ðþêçàêà
952 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
953 // Íàëè÷èå êðàñíîãî êëþ÷à
954 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
955 // Íàëè÷èå çåëåíîãî êëþ÷à
956 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
957 // Íàëè÷èå ñèíåãî êëþ÷à
958 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
959 // Íàëè÷èå áåðñåðêà
960 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
961 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
962 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
963 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
964 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
966 // Íàçâàíèå ìîäåëè:
967 gPlayers[a].FActualModelName := utils.readStr(st);
968 // Öâåò ìîäåëè
969 gPlayers[a].FColor.R := utils.readByte(st);
970 gPlayers[a].FColor.G := utils.readByte(st);
971 gPlayers[a].FColor.B := utils.readByte(st);
972 // Îáíîâëÿåì ìîäåëü èãðîêà
973 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
975 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
976 if (gPlayers[a].FModel = nil) then
977 begin
978 gPlayers[a].Free();
979 gPlayers[a] := nil;
980 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
981 exit;
982 end;
984 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
985 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
986 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
987 else
988 gPlayers[a].FModel.Color := gPlayers[a].FColor;
990 result := gPlayers[a].FUID;
991 end;
994 procedure g_Player_ResetTeams();
995 var
996 a: Integer;
997 begin
998 if g_Game_IsClient then
999 Exit;
1000 if gPlayers = nil then
1001 Exit;
1002 for a := Low(gPlayers) to High(gPlayers) do
1003 if gPlayers[a] <> nil then
1004 case gGameSettings.GameMode of
1005 GM_DM:
1006 gPlayers[a].ChangeTeam(TEAM_NONE);
1007 GM_TDM, GM_CTF:
1008 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
1009 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
1010 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
1011 else
1012 if a mod 2 = 0 then
1013 gPlayers[a].ChangeTeam(TEAM_RED)
1014 else
1015 gPlayers[a].ChangeTeam(TEAM_BLUE);
1016 GM_SINGLE,
1017 GM_COOP:
1018 gPlayers[a].ChangeTeam(TEAM_COOP);
1019 end;
1020 end;
1022 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
1023 var
1024 m: SSArray;
1025 _name, _model: String;
1026 a, tr, tb: Integer;
1027 begin
1028 if not g_Game_IsServer then Exit;
1030 // Ñïèñîê íàçâàíèé ìîäåëåé:
1031 m := g_PlayerModel_GetNames();
1032 if m = nil then
1033 Exit;
1035 // Êîìàíäà:
1036 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1037 Team := TEAM_COOP // COOP
1038 else
1039 if gGameSettings.GameMode = GM_DM then
1040 Team := TEAM_NONE // DM
1041 else
1042 if Team = TEAM_NONE then // CTF / TDM
1043 begin
1044 // Àâòîáàëàíñ êîìàíä:
1045 tr := 0;
1046 tb := 0;
1048 for a := 0 to High(gPlayers) do
1049 if gPlayers[a] <> nil then
1050 begin
1051 if gPlayers[a].Team = TEAM_RED then
1052 Inc(tr)
1053 else
1054 if gPlayers[a].Team = TEAM_BLUE then
1055 Inc(tb);
1056 end;
1058 if tr > tb then
1059 Team := TEAM_BLUE
1060 else
1061 if tb > tr then
1062 Team := TEAM_RED
1063 else // tr = tb
1064 if Random(2) = 0 then
1065 Team := TEAM_RED
1066 else
1067 Team := TEAM_BLUE;
1068 end;
1070 // Âûáèðàåì áîòó èìÿ:
1071 _name := '';
1072 if BotNames <> nil then
1073 for a := 0 to High(BotNames) do
1074 if g_Player_ValidName(BotNames[a]) then
1075 begin
1076 _name := BotNames[a];
1077 Break;
1078 end;
1080 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1081 _model := m[Random(Length(m))];
1083 // Ñîçäàåì áîòà:
1084 with g_Player_Get(g_Player_Create(_model,
1085 _RGB(Min(Random(9)*32, 255),
1086 Min(Random(9)*32, 255),
1087 Min(Random(9)*32, 255)),
1088 Team, True)) as TBot do
1089 begin
1090 // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà
1091 if _name = '' then
1092 Name := Format('DFBOT%.5d', [UID])
1093 else
1094 Name := _name;
1096 case Difficult of
1097 1: FDifficult := DIFFICULT_EASY;
1098 2: FDifficult := DIFFICULT_MEDIUM;
1099 else FDifficult := DIFFICULT_HARD;
1100 end;
1102 for a := WP_FIRST to WP_LAST do
1103 begin
1104 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1105 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1106 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1107 end;
1109 FHandicap := Handicap;
1111 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1113 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1114 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1115 Spectate();
1116 end;
1117 end;
1119 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1; Handicap: Integer = 100);
1120 var
1121 m: SSArray;
1122 _name, _model: String;
1123 a: Integer;
1124 begin
1125 if not g_Game_IsServer then Exit;
1127 // Ñïèñîê íàçâàíèé ìîäåëåé:
1128 m := g_PlayerModel_GetNames();
1129 if m = nil then
1130 Exit;
1132 // Êîìàíäà:
1133 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1134 Team := TEAM_COOP // COOP
1135 else
1136 if gGameSettings.GameMode = GM_DM then
1137 Team := TEAM_NONE // DM
1138 else
1139 if Team = TEAM_NONE then
1140 Team := BotList[num].team; // CTF / TDM
1142 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1143 lName := AnsiLowerCase(lName);
1144 if (num < 0) or (num > Length(BotList)-1) then
1145 num := -1;
1146 if (num = -1) and (lName <> '') and (BotList <> nil) then
1147 for a := 0 to High(BotList) do
1148 if AnsiLowerCase(BotList[a].name) = lName then
1149 begin
1150 num := a;
1151 Break;
1152 end;
1153 if num = -1 then
1154 Exit;
1156 // Èìÿ áîòà:
1157 _name := BotList[num].name;
1158 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1159 if not g_Player_ValidName(_name) then
1160 repeat
1161 _name := Format('DFBOT%.2d', [Random(100)]);
1162 until g_Player_ValidName(_name);
1164 // Ìîäåëü:
1165 _model := BotList[num].model;
1166 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1167 if not InSArray(_model, m) then
1168 _model := m[Random(Length(m))];
1170 // Ñîçäàåì áîòà:
1171 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1172 begin
1173 Name := _name;
1175 FDifficult.DiagFire := BotList[num].diag_fire;
1176 FDifficult.InvisFire := BotList[num].invis_fire;
1177 FDifficult.DiagPrecision := BotList[num].diag_precision;
1178 FDifficult.FlyPrecision := BotList[num].fly_precision;
1179 FDifficult.Cover := BotList[num].cover;
1180 FDifficult.CloseJump := BotList[num].close_jump;
1182 FHandicap := Handicap;
1184 for a := WP_FIRST to WP_LAST do
1185 begin
1186 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1187 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1188 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1189 end;
1191 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1193 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1194 end;
1195 end;
1197 procedure g_Bot_RemoveAll();
1198 var
1199 a: Integer;
1200 begin
1201 if not g_Game_IsServer then Exit;
1202 if gPlayers = nil then Exit;
1204 for a := 0 to High(gPlayers) do
1205 if gPlayers[a] <> nil then
1206 if gPlayers[a] is TBot then
1207 begin
1208 gPlayers[a].Lives := 0;
1209 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1210 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1211 g_Player_Remove(gPlayers[a].FUID);
1212 end;
1214 g_Bot_MixNames();
1215 end;
1217 procedure g_Bot_MixNames();
1218 var
1219 s: String;
1220 a, b: Integer;
1221 begin
1222 if BotNames <> nil then
1223 for a := 0 to High(BotNames) do
1224 begin
1225 b := Random(Length(BotNames));
1226 s := BotNames[a];
1227 Botnames[a] := BotNames[b];
1228 BotNames[b] := s;
1229 end;
1230 end;
1232 procedure g_Player_Remove(UID: Word);
1233 var
1234 i: Integer;
1235 begin
1236 if gPlayers = nil then Exit;
1238 if g_Game_IsServer and g_Game_IsNet then
1239 MH_SEND_PlayerDelete(UID);
1241 for i := 0 to High(gPlayers) do
1242 if gPlayers[i] <> nil then
1243 if gPlayers[i].FUID = UID then
1244 begin
1245 if gPlayers[i] is TPlayer then
1246 TPlayer(gPlayers[i]).Free()
1247 else
1248 TBot(gPlayers[i]).Free();
1249 gPlayers[i] := nil;
1250 Exit;
1251 end;
1252 end;
1254 procedure g_Player_Init();
1255 var
1256 F: TextFile;
1257 s: String;
1258 a, b: Integer;
1259 config: TConfig;
1260 sa: SSArray;
1261 path: AnsiString;
1262 begin
1263 BotNames := nil;
1265 path := BOTNAMES_FILENAME;
1266 if e_FindResource(DataDirs, path) = false then
1267 Exit;
1269 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1270 AssignFile(F, path);
1271 Reset(F);
1273 while not EOF(F) do
1274 begin
1275 ReadLn(F, s);
1277 s := Trim(s);
1278 if s = '' then
1279 Continue;
1281 SetLength(BotNames, Length(BotNames)+1);
1282 BotNames[High(BotNames)] := s;
1283 end;
1285 CloseFile(F);
1287 // Ïåðåìåøèâàåì èõ:
1288 g_Bot_MixNames();
1290 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1291 config := TConfig.CreateFile(path);
1292 BotList := nil;
1293 a := 0;
1295 while config.SectionExists(IntToStr(a)) do
1296 begin
1297 SetLength(BotList, Length(BotList)+1);
1299 with BotList[High(BotList)] do
1300 begin
1301 // Èìÿ áîòà:
1302 name := config.ReadStr(IntToStr(a), 'name', '');
1303 // Ìîäåëü:
1304 model := config.ReadStr(IntToStr(a), 'model', '');
1305 // Êîìàíäà:
1306 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1307 team := TEAM_RED
1308 else
1309 team := TEAM_BLUE;
1310 // Öâåò ìîäåëè:
1311 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1312 color.R := StrToIntDef(sa[0], 0);
1313 color.G := StrToIntDef(sa[1], 0);
1314 color.B := StrToIntDef(sa[2], 0);
1315 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1316 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1317 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1318 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1319 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1320 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1321 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1322 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1323 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1324 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1325 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1326 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1327 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1328 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1329 if Length(sa) = 10 then
1330 for b := 0 to 9 do
1331 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1332 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1333 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1334 if Length(sa) = 10 then
1335 for b := 0 to 9 do
1336 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1338 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1339 if Length(sa) = 10 then
1340 for b := 0 to 9 do
1341 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1342 end;
1344 a := a + 1;
1345 end;
1347 config.Free();
1348 SetLength(SavedStates, 0);
1349 end;
1351 procedure g_Player_Free();
1352 var
1353 i: Integer;
1354 begin
1355 if gPlayers <> nil then
1356 begin
1357 for i := 0 to High(gPlayers) do
1358 if gPlayers[i] <> nil then
1359 begin
1360 if gPlayers[i] is TPlayer then
1361 TPlayer(gPlayers[i]).Free()
1362 else
1363 TBot(gPlayers[i]).Free();
1364 gPlayers[i] := nil;
1365 end;
1367 gPlayers := nil;
1368 end;
1370 gPlayer1 := nil;
1371 gPlayer2 := nil;
1372 SetLength(SavedStates, 0);
1373 end;
1375 procedure g_Player_PreUpdate();
1376 var
1377 i: Integer;
1378 begin
1379 if gPlayers = nil then Exit;
1380 for i := 0 to High(gPlayers) do
1381 if gPlayers[i] <> nil then
1382 gPlayers[i].PreUpdate();
1383 end;
1385 procedure g_Player_UpdateAll();
1386 var
1387 i: Integer;
1388 begin
1389 if gPlayers = nil then Exit;
1391 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1392 for i := 0 to High(gPlayers) do
1393 begin
1394 if gPlayers[i] <> nil then
1395 begin
1396 if gPlayers[i] is TPlayer then
1397 begin
1398 gPlayers[i].Update();
1399 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1400 end
1401 else
1402 begin
1403 // bot updates weapons in `UpdateCombat()`
1404 TBot(gPlayers[i]).Update();
1405 end;
1406 end;
1407 end;
1408 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1409 end;
1411 procedure g_Player_DrawAll();
1412 var
1413 i: Integer;
1414 begin
1415 if gPlayers = nil then Exit;
1417 for i := 0 to High(gPlayers) do
1418 if gPlayers[i] <> nil then
1419 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1420 else TBot(gPlayers[i]).Draw();
1421 end;
1423 procedure g_Player_DrawDebug(p: TPlayer);
1424 var
1425 fW, fH: Byte;
1426 begin
1427 if p = nil then Exit;
1428 if (@p.FObj) = nil then Exit;
1430 e_TextureFontGetSize(gStdFont, fW, fH);
1432 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1433 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1434 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1435 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1436 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1437 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1438 end;
1440 procedure g_Player_DrawHealth();
1441 var
1442 i: Integer;
1443 fW, fH: Byte;
1444 begin
1445 if gPlayers = nil then Exit;
1446 e_TextureFontGetSize(gStdFont, fW, fH);
1448 for i := 0 to High(gPlayers) do
1449 if gPlayers[i] <> nil then
1450 begin
1451 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1452 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1453 IntToStr(gPlayers[i].FHealth), gStdFont);
1454 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1455 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1456 IntToStr(gPlayers[i].FArmor), gStdFont);
1457 end;
1458 end;
1460 function g_Player_Get(UID: Word): TPlayer;
1461 var
1462 a: Integer;
1463 begin
1464 Result := nil;
1466 if gPlayers = nil then
1467 Exit;
1469 for a := 0 to High(gPlayers) do
1470 if gPlayers[a] <> nil then
1471 if gPlayers[a].FUID = UID then
1472 begin
1473 Result := gPlayers[a];
1474 Exit;
1475 end;
1476 end;
1478 function g_Player_GetCount(): Byte;
1479 var
1480 a: Integer;
1481 begin
1482 Result := 0;
1484 if gPlayers = nil then
1485 Exit;
1487 for a := 0 to High(gPlayers) do
1488 if gPlayers[a] <> nil then
1489 Result := Result + 1;
1490 end;
1492 function g_Player_GetStats(): TPlayerStatArray;
1493 var
1494 a: Integer;
1495 begin
1496 Result := nil;
1498 if gPlayers = nil then Exit;
1500 for a := 0 to High(gPlayers) do
1501 if gPlayers[a] <> nil then
1502 begin
1503 SetLength(Result, Length(Result)+1);
1504 with Result[High(Result)] do
1505 begin
1506 Num := a;
1507 Ping := gPlayers[a].FPing;
1508 Loss := gPlayers[a].FLoss;
1509 Name := gPlayers[a].FName;
1510 Team := gPlayers[a].FTeam;
1511 Frags := gPlayers[a].FFrags;
1512 Deaths := gPlayers[a].FDeath;
1513 Kills := gPlayers[a].FKills;
1514 Color := gPlayers[a].FModel.Color;
1515 Lives := gPlayers[a].FLives;
1516 Spectator := gPlayers[a].FSpectator;
1517 end;
1518 end;
1519 end;
1521 procedure g_Player_ResetReady();
1522 var
1523 a: Integer;
1524 begin
1525 if not g_Game_IsServer then Exit;
1526 if gPlayers = nil then Exit;
1528 for a := 0 to High(gPlayers) do
1529 if gPlayers[a] <> nil then
1530 begin
1531 gPlayers[a].FReady := False;
1532 if g_Game_IsNet then
1533 MH_SEND_GameEvent(NET_EV_INTER_READY, gPlayers[a].UID, 'N');
1534 end;
1535 end;
1537 procedure g_Player_RememberAll;
1538 var
1539 i: Integer;
1540 begin
1541 for i := Low(gPlayers) to High(gPlayers) do
1542 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1543 gPlayers[i].RememberState;
1544 end;
1546 procedure g_Player_ResetAll(Force, Silent: Boolean);
1547 var
1548 i: Integer;
1549 begin
1550 gTeamStat[TEAM_RED].Goals := 0;
1551 gTeamStat[TEAM_BLUE].Goals := 0;
1553 if gPlayers <> nil then
1554 for i := 0 to High(gPlayers) do
1555 if gPlayers[i] <> nil then
1556 begin
1557 gPlayers[i].Reset(Force);
1559 if gPlayers[i] is TPlayer then
1560 begin
1561 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1562 gPlayers[i].Respawn(Silent)
1563 else
1564 gPlayers[i].Spectate();
1565 end
1566 else
1567 TBot(gPlayers[i]).Respawn(Silent);
1568 end;
1569 end;
1571 procedure g_Player_CreateCorpse(Player: TPlayer);
1572 var
1573 i: Integer;
1574 find_id: DWORD;
1575 ok: Boolean;
1576 begin
1577 if Player.alive then
1578 Exit;
1580 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1581 if gCorpses <> nil then
1582 for i := 0 to High(gCorpses) do
1583 if gCorpses[i] <> nil then
1584 if gCorpses[i].FPlayerUID = Player.FUID then
1585 gCorpses[i].FPlayerUID := 0;
1587 if Player.FObj.Y >= gMapInfo.Height+128 then
1588 Exit;
1590 with Player do
1591 begin
1592 if (FHealth >= -50) or (gGibsCount = 0) then
1593 begin
1594 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1595 Exit;
1597 ok := False;
1598 for find_id := 0 to High(gCorpses) do
1599 if gCorpses[find_id] = nil then
1600 begin
1601 ok := True;
1602 Break;
1603 end;
1605 if not ok then
1606 find_id := Random(Length(gCorpses));
1608 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1609 gCorpses[find_id].FColor := FModel.Color;
1610 gCorpses[find_id].FObj.Vel := FObj.Vel;
1611 gCorpses[find_id].FObj.Accel := FObj.Accel;
1612 gCorpses[find_id].FPlayerUID := FUID;
1613 end
1614 else
1615 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1616 FObj.Y + PLAYER_RECT_CY,
1617 FModel.Name, FModel.Color);
1618 end;
1619 end;
1621 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1622 var
1623 SID: DWORD;
1624 begin
1625 if (gShells = nil) or (Length(gShells) = 0) then
1626 Exit;
1628 with gShells[CurrentShell] do
1629 begin
1630 SpriteID := 0;
1631 g_Obj_Init(@Obj);
1632 Obj.Rect.X := 0;
1633 Obj.Rect.Y := 0;
1634 if T = SHELL_BULLET then
1635 begin
1636 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1637 SpriteID := SID;
1638 CX := 2;
1639 CY := 1;
1640 Obj.Rect.Width := 4;
1641 Obj.Rect.Height := 2;
1642 end
1643 else
1644 begin
1645 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1646 SpriteID := SID;
1647 CX := 4;
1648 CY := 2;
1649 Obj.Rect.Width := 7;
1650 Obj.Rect.Height := 3;
1651 end;
1652 SType := T;
1653 alive := True;
1654 Obj.X := fX;
1655 Obj.Y := fY;
1656 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1657 positionChanged(); // this updates spatial accelerators
1658 RAngle := Random(360);
1659 Timeout := gTime + SHELL_TIMEOUT;
1661 if CurrentShell >= High(gShells) then
1662 CurrentShell := 0
1663 else
1664 Inc(CurrentShell);
1665 end;
1666 end;
1668 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1669 var
1670 a: Integer;
1671 GibsArray: TGibsArray;
1672 Blood: TModelBlood;
1673 begin
1674 if (gGibs = nil) or (Length(gGibs) = 0) then
1675 Exit;
1676 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1677 Exit;
1678 Blood := g_PlayerModel_GetBlood(ModelName);
1680 for a := 0 to High(GibsArray) do
1681 with gGibs[CurrentGib] do
1682 begin
1683 Color := fColor;
1684 ID := GibsArray[a].ID;
1685 MaskID := GibsArray[a].MaskID;
1686 alive := True;
1687 g_Obj_Init(@Obj);
1688 Obj.Rect := GibsArray[a].Rect;
1689 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1690 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1691 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1692 positionChanged(); // this updates spatial accelerators
1693 RAngle := Random(360);
1695 if gBloodCount > 0 then
1696 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1697 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1699 if CurrentGib >= High(gGibs) then
1700 CurrentGib := 0
1701 else
1702 Inc(CurrentGib);
1703 end;
1704 end;
1706 procedure g_Player_UpdatePhysicalObjects();
1707 var
1708 i: Integer;
1709 vel: TPoint2i;
1710 mr: Word;
1712 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1713 var
1714 k: Integer;
1715 begin
1716 k := 1 + Random(2);
1717 if T = SHELL_BULLET then
1718 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1719 else
1720 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1721 end;
1723 begin
1724 // Êóñêè ìÿñà:
1725 if gGibs <> nil then
1726 for i := 0 to High(gGibs) do
1727 if gGibs[i].alive then
1728 with gGibs[i] do
1729 begin
1730 Obj.oldX := Obj.X;
1731 Obj.oldY := Obj.Y;
1733 vel := Obj.Vel;
1734 mr := g_Obj_Move(@Obj, True, False, True);
1735 positionChanged(); // this updates spatial accelerators
1737 if WordBool(mr and MOVE_FALLOUT) then
1738 begin
1739 alive := False;
1740 Continue;
1741 end;
1743 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1744 if WordBool(mr and MOVE_HITWALL) then
1745 Obj.Vel.X := -(vel.X div 2);
1746 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1747 Obj.Vel.Y := -(vel.Y div 2);
1749 if (Obj.Vel.X >= 0) then
1750 begin // Clockwise
1751 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1752 if RAngle >= 360 then
1753 RAngle := RAngle mod 360;
1754 end else begin // Counter-clockwise
1755 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1756 if RAngle < 0 then
1757 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1758 end;
1760 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1761 if gTime mod (GAME_TICK*3) = 0 then
1762 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1763 end;
1765 // Òðóïû:
1766 if gCorpses <> nil then
1767 for i := 0 to High(gCorpses) do
1768 if gCorpses[i] <> nil then
1769 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1770 begin
1771 gCorpses[i].Free();
1772 gCorpses[i] := nil;
1773 end
1774 else
1775 gCorpses[i].Update();
1777 // Ãèëüçû:
1778 if gShells <> nil then
1779 for i := 0 to High(gShells) do
1780 if gShells[i].alive then
1781 with gShells[i] do
1782 begin
1783 Obj.oldX := Obj.X;
1784 Obj.oldY := Obj.Y;
1786 vel := Obj.Vel;
1787 mr := g_Obj_Move(@Obj, True, False, True);
1788 positionChanged(); // this updates spatial accelerators
1790 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1791 begin
1792 alive := False;
1793 Continue;
1794 end;
1796 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1797 if WordBool(mr and MOVE_HITWALL) then
1798 begin
1799 Obj.Vel.X := -(vel.X div 2);
1800 if not WordBool(mr and MOVE_INWATER) then
1801 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1802 end;
1803 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1804 begin
1805 Obj.Vel.Y := -(vel.Y div 2);
1806 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1807 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1808 begin
1809 if RAngle mod 90 <> 0 then
1810 RAngle := (RAngle div 90) * 90;
1811 end
1812 else if not WordBool(mr and MOVE_INWATER) then
1813 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1814 end;
1816 if (Obj.Vel.X >= 0) then
1817 begin // Clockwise
1818 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1819 if RAngle >= 360 then
1820 RAngle := RAngle mod 360;
1821 end else begin // Counter-clockwise
1822 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1823 if RAngle < 0 then
1824 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1825 end;
1826 end;
1827 end;
1830 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1831 begin
1832 x := Obj.X+Obj.Rect.X;
1833 y := Obj.Y+Obj.Rect.Y;
1834 w := Obj.Rect.Width;
1835 h := Obj.Rect.Height;
1836 end;
1838 procedure TGib.moveBy (dx, dy: Integer); inline;
1839 begin
1840 if (dx <> 0) or (dy <> 0) then
1841 begin
1842 Obj.X += dx;
1843 Obj.Y += dy;
1844 positionChanged();
1845 end;
1846 end;
1849 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1850 begin
1851 x := Obj.X;
1852 y := Obj.Y;
1853 w := Obj.Rect.Width;
1854 h := Obj.Rect.Height;
1855 end;
1857 procedure TShell.moveBy (dx, dy: Integer); inline;
1858 begin
1859 if (dx <> 0) or (dy <> 0) then
1860 begin
1861 Obj.X += dx;
1862 Obj.Y += dy;
1863 positionChanged();
1864 end;
1865 end;
1868 procedure TGib.positionChanged (); inline; begin end;
1869 procedure TShell.positionChanged (); inline; begin end;
1872 procedure g_Player_DrawCorpses();
1873 var
1874 i, fX, fY: Integer;
1875 a: TDFPoint;
1876 begin
1877 if gGibs <> nil then
1878 for i := 0 to High(gGibs) do
1879 if gGibs[i].alive then
1880 with gGibs[i] do
1881 begin
1882 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1883 Continue;
1885 Obj.lerp(gLerpFactor, fX, fY);
1887 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1888 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1890 e_DrawAdv(ID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1892 e_Colors := Color;
1893 e_DrawAdv(MaskID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1894 e_Colors.R := 255;
1895 e_Colors.G := 255;
1896 e_Colors.B := 255;
1897 end;
1899 if gCorpses <> nil then
1900 for i := 0 to High(gCorpses) do
1901 if gCorpses[i] <> nil then
1902 gCorpses[i].Draw();
1903 end;
1905 procedure g_Player_DrawShells();
1906 var
1907 i, fX, fY: Integer;
1908 a: TDFPoint;
1909 begin
1910 if gShells <> nil then
1911 for i := 0 to High(gShells) do
1912 if gShells[i].alive then
1913 with gShells[i] do
1914 begin
1915 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1916 Continue;
1918 Obj.lerp(gLerpFactor, fX, fY);
1920 a.X := CX;
1921 a.Y := CY;
1923 e_DrawAdv(SpriteID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1924 end;
1925 end;
1927 procedure g_Player_RemoveAllCorpses();
1928 var
1929 i: Integer;
1930 begin
1931 gGibs := nil;
1932 gShells := nil;
1933 SetLength(gGibs, MaxGibs);
1934 SetLength(gShells, MaxGibs);
1935 CurrentGib := 0;
1936 CurrentShell := 0;
1938 if gCorpses <> nil then
1939 for i := 0 to High(gCorpses) do
1940 gCorpses[i].Free();
1942 gCorpses := nil;
1943 SetLength(gCorpses, MaxCorpses);
1944 end;
1946 procedure g_Player_Corpses_SaveState (st: TStream);
1947 var
1948 count, i: Integer;
1949 begin
1950 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1951 count := 0;
1952 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1954 // Êîëè÷åñòâî òðóïîâ
1955 utils.writeInt(st, LongInt(count));
1957 if (count = 0) then exit;
1959 // Ñîõðàíÿåì òðóïû
1960 for i := 0 to High(gCorpses) do
1961 begin
1962 if gCorpses[i] <> nil then
1963 begin
1964 // Íàçâàíèå ìîäåëè
1965 utils.writeStr(st, gCorpses[i].FModelName);
1966 // Òèï ñìåðòè
1967 utils.writeBool(st, gCorpses[i].Mess);
1968 // Ñîõðàíÿåì äàííûå òðóïà:
1969 gCorpses[i].SaveState(st);
1970 end;
1971 end;
1972 end;
1975 procedure g_Player_Corpses_LoadState (st: TStream);
1976 var
1977 count, i: Integer;
1978 str: String;
1979 b: Boolean;
1980 begin
1981 assert(st <> nil);
1983 g_Player_RemoveAllCorpses();
1985 // Êîëè÷åñòâî òðóïîâ:
1986 count := utils.readLongInt(st);
1987 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1989 if (count = 0) then exit;
1991 // Çàãðóæàåì òðóïû
1992 for i := 0 to count-1 do
1993 begin
1994 // Íàçâàíèå ìîäåëè:
1995 str := utils.readStr(st);
1996 // Òèï ñìåðòè
1997 b := utils.readBool(st);
1998 // Ñîçäàåì òðóï
1999 gCorpses[i] := TCorpse.Create(0, 0, str, b);
2000 // Çàãðóæàåì äàííûå òðóïà
2001 gCorpses[i].LoadState(st);
2002 end;
2003 end;
2006 { T P l a y e r : }
2008 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
2010 procedure TPlayer.BFGHit();
2011 begin
2012 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2013 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2014 if g_Game_IsServer and g_Game_IsNet then
2015 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2016 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2017 0, NET_GFX_BFGHIT);
2018 end;
2020 procedure TPlayer.ChangeModel(ModelName: string);
2021 var
2022 locModel: TPlayerModel;
2023 begin
2024 locModel := g_PlayerModel_Get(ModelName);
2025 if locModel = nil then Exit;
2027 FModel.Free();
2028 FModel := locModel;
2029 end;
2031 procedure TPlayer.SetModel(ModelName: string);
2032 var
2033 m: TPlayerModel;
2034 begin
2035 m := g_PlayerModel_Get(ModelName);
2036 if m = nil then
2037 begin
2038 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
2039 m := g_PlayerModel_Get('doomer');
2040 if m = nil then
2041 begin
2042 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
2043 Exit;
2044 end;
2045 end;
2047 if FModel <> nil then
2048 FModel.Free();
2050 FModel := m;
2052 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2053 FModel.Color := FColor
2054 else
2055 FModel.Color := TEAMCOLOR[FTeam];
2056 FModel.SetWeapon(FCurrWeap);
2057 FModel.SetFlag(FFlag);
2058 SetDirection(FDirection);
2059 end;
2061 procedure TPlayer.SetColor(Color: TRGB);
2062 begin
2063 FColor := Color;
2064 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2065 if FModel <> nil then FModel.Color := Color;
2066 end;
2068 function TPlayer.GetColor(): TRGB;
2069 begin
2070 result := FModel.Color;
2071 end;
2073 procedure TPlayer.SwitchTeam;
2074 begin
2075 if g_Game_IsClient then
2076 Exit;
2077 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2079 if gGameOn and FAlive then
2080 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2082 if FTeam = TEAM_RED then
2083 begin
2084 ChangeTeam(TEAM_BLUE);
2085 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2086 if g_Game_IsNet then
2087 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2088 end
2089 else
2090 begin
2091 ChangeTeam(TEAM_RED);
2092 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2093 if g_Game_IsNet then
2094 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2095 end;
2096 FPreferredTeam := FTeam;
2097 end;
2099 procedure TPlayer.ChangeTeam(Team: Byte);
2100 var
2101 OldTeam: Byte;
2102 begin
2103 OldTeam := FTeam;
2104 FTeam := Team;
2105 case Team of
2106 TEAM_RED, TEAM_BLUE:
2107 FModel.Color := TEAMCOLOR[Team];
2108 else
2109 FModel.Color := FColor;
2110 end;
2111 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2112 MH_SEND_PlayerStats(FUID);
2113 end;
2116 procedure TPlayer.CollideItem();
2117 var
2118 i: Integer;
2119 r: Boolean;
2120 begin
2121 if gItems = nil then Exit;
2122 if not FAlive then Exit;
2124 for i := 0 to High(gItems) do
2125 with gItems[i] do
2126 begin
2127 if (ItemType <> ITEM_NONE) and alive then
2128 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2129 PLAYER_RECT.Height, @Obj) then
2130 begin
2131 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2133 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2134 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2135 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2136 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2137 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2139 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2140 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2141 (gGameSettings.GameType = GT_SINGLE) and
2142 (g_Player_GetCount() > 1)) then
2143 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2144 end;
2145 end;
2146 end;
2149 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2150 begin
2151 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2152 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2153 False);
2154 end;
2156 constructor TPlayer.Create();
2157 begin
2158 viewPortX := 0;
2159 viewPortY := 0;
2160 viewPortW := 0;
2161 viewPortH := 0;
2162 mEDamageType := HIT_SOME;
2164 FIamBot := False;
2165 FDummy := False;
2166 FSpawned := False;
2168 FSawSound := TPlayableSound.Create();
2169 FSawSoundIdle := TPlayableSound.Create();
2170 FSawSoundHit := TPlayableSound.Create();
2171 FSawSoundSelect := TPlayableSound.Create();
2172 FFlameSoundOn := TPlayableSound.Create();
2173 FFlameSoundOff := TPlayableSound.Create();
2174 FFlameSoundWork := TPlayableSound.Create();
2175 FJetSoundFly := TPlayableSound.Create();
2176 FJetSoundOn := TPlayableSound.Create();
2177 FJetSoundOff := TPlayableSound.Create();
2179 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2180 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2181 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2182 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2183 FFlameSoundOn.SetByName('SOUND_WEAPON_FLAMEON');
2184 FFlameSoundOff.SetByName('SOUND_WEAPON_FLAMEOFF');
2185 FFlameSoundWork.SetByName('SOUND_WEAPON_FLAMEWORK');
2186 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2187 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2188 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2190 FSpectatePlayer := -1;
2191 FClientID := -1;
2192 FPing := 0;
2193 FLoss := 0;
2194 FSavedStateNum := -1;
2195 FShellTimer := -1;
2196 FFireTime := 0;
2197 FFirePainTime := 0;
2198 FFireAttacker := 0;
2199 FHandicap := 100;
2201 FActualModelName := 'doomer';
2203 g_Obj_Init(@FObj);
2204 FObj.Rect := PLAYER_RECT;
2206 FBFGFireCounter := -1;
2207 FJustTeleported := False;
2208 FNetTime := 0;
2210 FWaitForFirstSpawn := false;
2212 resetWeaponQueue();
2213 end;
2215 procedure TPlayer.positionChanged (); inline;
2216 begin
2217 end;
2219 procedure TPlayer.doDamage (v: Integer);
2220 begin
2221 if (v <= 0) then exit;
2222 if (v > 32767) then v := 32767;
2223 Damage(v, 0, 0, 0, mEDamageType);
2224 end;
2226 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2227 var
2228 c: Word;
2229 begin
2230 if (not g_Game_IsClient) and (not FAlive) then
2231 Exit;
2233 FLastHit := t;
2235 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2236 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2237 begin
2238 if not g_Game_IsClient then
2239 begin
2240 FArmor := 0;
2241 if t = HIT_TRAP then
2242 begin
2243 // Ëîâóøêà óáèâàåò ñðàçó:
2244 FHealth := -100;
2245 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2246 end;
2247 if t = HIT_SELF then
2248 begin
2249 // Ñàìîóáèéñòâî:
2250 FHealth := 0;
2251 Kill(K_SIMPLEKILL, SpawnerUID, t);
2252 end;
2253 end;
2254 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2255 FMegaRulez[MR_SUIT] := 0;
2256 FMegaRulez[MR_INVUL] := 0;
2257 FMegaRulez[MR_INVIS] := 0;
2258 FSpawnInvul := 0;
2259 FBerserk := 0;
2260 end;
2262 // Íî îò îñòàëüíîãî ñïàñàåò:
2263 if FMegaRulez[MR_INVUL] >= gTime then
2264 Exit;
2266 // ×èò-êîä "ÃÎÐÅÖ":
2267 if FGodMode then
2268 Exit;
2270 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2271 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2272 (SpawnerUID = FUID) or
2273 (not SameTeam(FUID, SpawnerUID)) then
2274 begin
2275 FLastSpawnerUID := SpawnerUID;
2277 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2278 if gBloodCount > 0 then
2279 begin
2280 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2281 if value div 4 <= c then
2282 c := c - (value div 4)
2283 else
2284 c := 0;
2286 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2287 MakeBloodSimple(c)
2288 else
2289 case t of
2290 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2291 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2292 end;
2294 if t = HIT_WATER then
2295 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2296 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2297 end;
2299 // Áóôåð óðîíà:
2300 if FAlive then
2301 Inc(FDamageBuffer, value);
2303 // Âñïûøêà áîëè:
2304 if gFlash <> 0 then
2305 FPain := FPain + value;
2306 end;
2308 if g_Game_IsServer and g_Game_IsNet then
2309 begin
2310 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2311 MH_SEND_PlayerStats(FUID);
2312 MH_SEND_PlayerPos(False, FUID);
2313 end;
2314 end;
2316 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2317 begin
2318 Result := False;
2319 if g_Game_IsClient then
2320 Exit;
2321 if not FAlive then
2322 Exit;
2324 if Soft and (FHealth < PLAYER_HP_SOFT) then
2325 begin
2326 IncMax(FHealth, value, PLAYER_HP_SOFT);
2327 Result := True;
2328 end;
2329 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2330 begin
2331 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2332 Result := True;
2333 end;
2335 if Result and g_Game_IsServer and g_Game_IsNet then
2336 MH_SEND_PlayerStats(FUID);
2337 end;
2339 destructor TPlayer.Destroy();
2340 begin
2341 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2342 gPlayer1 := nil;
2343 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2344 gPlayer2 := nil;
2346 FSawSound.Free();
2347 FSawSoundIdle.Free();
2348 FSawSoundHit.Free();
2349 FSawSoundSelect.Free();
2350 FFlameSoundOn.Free();
2351 FFlameSoundOff.Free();
2352 FFlameSoundWork.Free();
2353 FJetSoundFly.Free();
2354 FJetSoundOn.Free();
2355 FJetSoundOff.Free();
2356 FModel.Free();
2357 if FPunchAnim <> nil then
2358 FPunchAnim.Free();
2360 inherited;
2361 end;
2363 procedure TPlayer.DrawIndicator(Color: TRGB);
2364 var
2365 indX, indY, fX, fY: Integer;
2366 indW, indH: Word;
2367 indA: Single;
2368 a: TDFPoint;
2369 nW, nH: Byte;
2370 ID: DWORD;
2371 c: TRGB;
2372 begin
2373 if FAlive then
2374 begin
2375 FObj.lerp(gLerpFactor, fX, fY);
2376 case gPlayerIndicatorStyle of
2377 0:
2378 begin
2379 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2380 begin
2381 e_GetTextureSize(ID, @indW, @indH);
2382 a.X := indW div 2;
2383 a.Y := indH div 2;
2385 if (FObj.X + FObj.Rect.X) < 0 then
2386 begin
2387 indA := 90;
2388 indX := fX + FObj.Rect.X + FObj.Rect.Width;
2389 indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2390 end
2392 else if (FObj.X + FObj.Rect.X + FObj.Rect.Width) > Max(gMapInfo.Width, gPlayerScreenSize.X) then
2393 begin
2394 indA := 270;
2395 indX := fX + FObj.Rect.X - indH;
2396 indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2397 end
2399 else if (FObj.Y - indH) < 0 then
2400 begin
2401 indA := 180;
2402 indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2403 indY := fY + FObj.Rect.Y + FObj.Rect.Height;
2404 end
2406 else
2407 begin
2408 indA := 0;
2409 indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2410 indY := fY - indH;
2411 end;
2413 indX := EnsureRange(indX, 0, Max(gMapInfo.Width, gPlayerScreenSize.X) - indW);
2414 indY := EnsureRange(indY, 0, Max(gMapInfo.Height, gPlayerScreenSize.Y) - indH);
2416 c := e_Colors;
2417 e_Colors := Color;
2418 e_DrawAdv(ID, indX, indY, 0, True, False, indA, @a);
2419 e_Colors := c;
2420 end;
2421 end;
2423 1:
2424 begin
2425 e_TextureFontGetSize(gStdFont, nW, nH);
2426 indX := fX + FObj.Rect.X + (FObj.Rect.Width - Length(FName) * nW) div 2;
2427 indY := fY - nH;
2428 e_TextureFontPrintEx(indX, indY, FName, gStdFont, Color.R, Color.G, Color.B, 1.0, True);
2429 end;
2430 end;
2431 end;
2432 end;
2434 procedure TPlayer.DrawBubble();
2435 var
2436 bubX, bubY, fX, fY: Integer;
2437 ID: LongWord;
2438 Rb, Gb, Bb,
2439 Rw, Gw, Bw: SmallInt;
2440 Dot: Byte;
2441 begin
2442 FObj.lerp(gLerpFactor, fX, fY);
2443 bubX := fX+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2444 bubY := fY+FObj.Rect.Y - 18;
2445 Rb := 64;
2446 Gb := 64;
2447 Bb := 64;
2448 Rw := 240;
2449 Gw := 240;
2450 Bw := 240;
2451 case gChatBubble of
2452 1: // simple textual non-bubble
2453 begin
2454 bubX := fX+FObj.Rect.X - 11;
2455 bubY := fY+FObj.Rect.Y - 17;
2456 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2457 Exit;
2458 end;
2459 2: // advanced pixel-perfect bubble
2460 begin
2461 if FTeam = TEAM_RED then
2462 Rb := 255
2463 else
2464 if FTeam = TEAM_BLUE then
2465 Bb := 255;
2466 end;
2467 3: // colored bubble
2468 begin
2469 Rb := FModel.Color.R;
2470 Gb := FModel.Color.G;
2471 Bb := FModel.Color.B;
2472 Rw := Min(Rb * 2 + 64, 255);
2473 Gw := Min(Gb * 2 + 64, 255);
2474 Bw := Min(Bb * 2 + 64, 255);
2475 if (Abs(Rw - Rb) < 32)
2476 or (Abs(Gw - Gb) < 32)
2477 or (Abs(Bw - Bb) < 32) then
2478 begin
2479 Rb := Max(Rw div 2 - 16, 0);
2480 Gb := Max(Gw div 2 - 16, 0);
2481 Bb := Max(Bw div 2 - 16, 0);
2482 end;
2483 end;
2484 4: // custom textured bubble
2485 begin
2486 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2487 if FDirection = TDirection.D_RIGHT then
2488 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2489 else
2490 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2491 Exit;
2492 end;
2493 end;
2495 // Outer borders
2496 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2497 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2498 // Inner box
2499 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2501 // Tail
2502 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2503 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2504 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2505 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2506 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2507 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2509 // Dots
2510 Dot := 6;
2511 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2512 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2513 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2514 end;
2516 procedure TPlayer.Draw();
2517 var
2518 ID: DWORD;
2519 w, h: Word;
2520 dr: Boolean;
2521 Mirror: TMirrorType;
2522 fX, fY: Integer;
2523 begin
2524 FObj.lerp(gLerpFactor, fX, fY);
2526 if FAlive then
2527 begin
2528 if Direction = TDirection.D_RIGHT then
2529 Mirror := TMirrorType.None
2530 else
2531 Mirror := TMirrorType.Horizontal;
2533 if FPunchAnim <> nil then
2534 begin
2535 FPunchAnim.Draw(fX+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2536 fY+FObj.Rect.Y-11, Mirror);
2537 if FPunchAnim.played then
2538 begin
2539 FPunchAnim.Free;
2540 FPunchAnim := nil;
2541 end;
2542 end;
2544 if (FMegaRulez[MR_INVUL] > gTime) and ((gPlayerDrawn <> Self) or (FSpawnInvul >= gTime)) then
2545 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2546 begin
2547 e_GetTextureSize(ID, @w, @h);
2548 if FDirection = TDirection.D_LEFT then
2549 e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2550 fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2551 else
2552 e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2553 fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2554 end;
2556 if FMegaRulez[MR_INVIS] > gTime then
2557 begin
2558 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2559 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2560 begin
2561 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2562 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2563 else
2564 dr := True;
2565 if dr then
2566 FModel.Draw(fX, fY+FObj.slopeUpLeft, 200)
2567 else
2568 FModel.Draw(fX, fY+FObj.slopeUpLeft);
2569 end
2570 else
2571 FModel.Draw(fX, fY+FObj.slopeUpLeft, 254);
2572 end
2573 else
2574 FModel.Draw(fX, fY+FObj.slopeUpLeft);
2575 end;
2577 if g_debug_Frames then
2578 begin
2579 e_DrawQuad(FObj.X+FObj.Rect.X,
2580 FObj.Y+FObj.Rect.Y,
2581 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2582 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2583 0, 255, 0);
2584 end;
2586 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2587 if (FMegaRulez[MR_INVIS] <= gTime) or ((gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2588 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM)))) then
2589 DrawBubble();
2590 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2591 if gAimLine and alive and
2592 ((Self = gPlayer1) or (Self = gPlayer2)) then
2593 DrawAim();
2594 end;
2597 procedure TPlayer.DrawAim();
2598 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2599 var
2600 ex, ey: Integer;
2601 begin
2603 {$IFDEF ENABLE_HOLMES}
2604 if isValidViewPort and (self = gPlayer1) then
2605 begin
2606 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2607 end;
2608 {$ENDIF}
2610 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2611 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2612 begin
2613 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2614 end
2615 else
2616 begin
2617 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2618 end;
2619 end;
2621 var
2622 wx, wy, xx, yy: Integer;
2623 angle: SmallInt;
2624 sz, len: Word;
2625 begin
2626 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2627 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2628 angle := FAngle;
2629 len := 1024;
2630 sz := 2;
2631 case FCurrWeap of
2632 0: begin // Punch
2633 len := 12;
2634 sz := 4;
2635 end;
2636 1: begin // Chainsaw
2637 len := 24;
2638 sz := 6;
2639 end;
2640 2: begin // Pistol
2641 len := 1024;
2642 sz := 2;
2643 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2644 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2645 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2646 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2647 end;
2648 3: begin // Shotgun
2649 len := 1024;
2650 sz := 3;
2651 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2652 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2653 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2654 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2655 end;
2656 4: begin // Double Shotgun
2657 len := 1024;
2658 sz := 4;
2659 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2660 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2661 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2662 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2663 end;
2664 5: begin // Chaingun
2665 len := 1024;
2666 sz := 3;
2667 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2668 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2669 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2670 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2671 end;
2672 6: begin // Rocket Launcher
2673 len := 1024;
2674 sz := 7;
2675 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2676 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2677 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2678 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2679 end;
2680 7: begin // Plasmagun
2681 len := 1024;
2682 sz := 5;
2683 if angle = ANGLE_RIGHTUP then Inc(angle);
2684 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2685 if angle = ANGLE_LEFTUP then Dec(angle);
2686 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2687 end;
2688 8: begin // BFG
2689 len := 1024;
2690 sz := 12;
2691 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2692 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2693 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2694 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2695 end;
2696 9: begin // Super Chaingun
2697 len := 1024;
2698 sz := 4;
2699 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2700 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2701 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2702 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2703 end;
2704 end;
2705 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2706 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2707 {$IF DEFINED(D2F_DEBUG)}
2708 drawCast(sz, wx, wy, xx, yy);
2709 {$ELSE}
2710 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2711 {$ENDIF}
2712 end;
2714 procedure TPlayer.DrawGUI();
2715 var
2716 ID: DWORD;
2717 X, Y, SY, a, p, m: Integer;
2718 tw, th: Word;
2719 cw, ch: Byte;
2720 s: string;
2721 stat: TPlayerStatArray;
2722 begin
2723 X := gPlayerScreenSize.X;
2724 SY := gPlayerScreenSize.Y;
2725 Y := 0;
2727 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2728 begin
2729 if gGameSettings.GameMode = GM_CTF then
2730 a := 32 + 8
2731 else
2732 a := 0;
2733 if gGameSettings.GameMode = GM_CTF then
2734 begin
2735 s := 'TEXTURE_PLAYER_REDFLAG';
2736 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2737 s := 'TEXTURE_PLAYER_REDFLAG_S';
2738 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2739 s := 'TEXTURE_PLAYER_REDFLAG_D';
2740 if g_Texture_Get(s, ID) then
2741 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2742 end;
2744 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2745 e_CharFont_GetSize(gMenuFont, s, tw, th);
2746 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2748 if gGameSettings.GameMode = GM_CTF then
2749 begin
2750 s := 'TEXTURE_PLAYER_BLUEFLAG';
2751 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2752 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2753 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2754 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2755 if g_Texture_Get(s, ID) then
2756 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2757 end;
2759 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2760 e_CharFont_GetSize(gMenuFont, s, tw, th);
2761 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2762 end;
2764 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2765 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2766 0, False, False);
2768 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2769 e_Draw(ID, X+2, Y, 0, True, False);
2771 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2772 begin
2773 if gShowStat then
2774 begin
2775 s := IntToStr(Frags);
2776 e_CharFont_GetSize(gMenuFont, s, tw, th);
2777 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2779 s := '';
2780 p := 1;
2781 m := 0;
2782 stat := g_Player_GetStats();
2783 if stat <> nil then
2784 begin
2785 p := 1;
2787 for a := 0 to High(stat) do
2788 if stat[a].Name <> Name then
2789 begin
2790 if stat[a].Frags > m then m := stat[a].Frags;
2791 if stat[a].Frags > Frags then p := p+1;
2792 end;
2793 end;
2795 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2796 if Frags >= m then s := s+'+' else s := s+'-';
2797 s := s+IntToStr(Abs(Frags-m));
2799 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2800 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2801 end;
2803 if gLMSRespawn > LMS_RESPAWN_NONE then
2804 begin
2805 s := _lc[I_GAME_WARMUP];
2806 e_CharFont_GetSize(gMenuFont, s, tw, th);
2807 s := s + ': ' + IntToStr((gLMSRespawnTime - gTime) div 1000);
2808 e_CharFont_PrintEx(gMenuFont, X-64-tw, SY-32, s, _RGB(0, 255, 0));
2809 end
2810 else if gShowLives and (gGameSettings.MaxLives > 0) then
2811 begin
2812 s := IntToStr(Lives);
2813 e_CharFont_GetSize(gMenuFont, s, tw, th);
2814 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2815 end;
2816 end;
2818 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2819 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2821 if R_BERSERK in FRulez then
2822 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2823 else
2824 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2826 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2827 e_Draw(ID, X+36, Y+77, 0, True, False);
2829 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2830 e_CharFont_GetSize(gMenuFont, s, tw, th);
2831 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2833 s := IntToStr(FArmor);
2834 e_CharFont_GetSize(gMenuFont, s, tw, th);
2835 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2837 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2839 case FCurrWeap of
2840 WEAPON_KASTET:
2841 begin
2842 s := '--';
2843 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2844 end;
2845 WEAPON_SAW:
2846 begin
2847 s := '--';
2848 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2849 end;
2850 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2851 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2852 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2853 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2854 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2855 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2856 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2857 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2858 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2859 end;
2861 e_CharFont_GetSize(gMenuFont, s, tw, th);
2862 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2863 e_Draw(ID, X+20, Y+160, 0, True, False);
2865 if R_KEY_RED in FRulez then
2866 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2868 if R_KEY_GREEN in FRulez then
2869 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2871 if R_KEY_BLUE in FRulez then
2872 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2874 if FJetFuel > 0 then
2875 begin
2876 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2877 e_Draw(ID, X+2, Y+116, 0, True, False);
2878 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2879 e_Draw(ID, X+2, Y+126, 0, True, False);
2880 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2881 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2882 end
2883 else
2884 begin
2885 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2886 e_Draw(ID, X+2, Y+124, 0, True, False);
2887 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2888 end;
2890 if gShowPing and g_Game_IsClient then
2891 begin
2892 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2893 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2894 Y := Y + 16;
2895 end;
2897 if FSpectator then
2898 begin
2899 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2900 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2901 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2902 if FNoRespawn then
2903 begin
2904 e_TextureFontGetSize(gStdFont, cw, ch);
2905 s := _lc[I_PLAYER_SPECT4];
2906 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2907 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2908 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2909 end;
2911 end;
2912 end;
2914 procedure TPlayer.DrawRulez();
2915 var
2916 dr: Boolean;
2917 begin
2918 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2919 if (FMegaRulez[MR_INVUL] >= gTime) and (FSpawnInvul < gTime) then
2920 begin
2921 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2922 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2923 else
2924 dr := True;
2926 if dr then
2927 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2928 191, 191, 191, 0, TBlending.Invert);
2929 end;
2931 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2932 if FMegaRulez[MR_SUIT] >= gTime then
2933 begin
2934 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2935 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2936 else
2937 dr := True;
2939 if dr then
2940 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2941 0, 96, 0, 200, TBlending.None);
2942 end;
2944 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2945 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2946 begin
2947 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2948 255, 0, 0, 200, TBlending.None);
2949 end;
2950 end;
2952 procedure TPlayer.DrawPain();
2953 var
2954 a, h: Integer;
2955 begin
2956 if FPain = 0 then Exit;
2958 a := FPain;
2960 if a < 15 then h := 0
2961 else if a < 35 then h := 1
2962 else if a < 55 then h := 2
2963 else if a < 75 then h := 3
2964 else if a < 95 then h := 4
2965 else h := 5;
2967 //if a > 255 then a := 255;
2969 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2970 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2971 end;
2973 procedure TPlayer.DrawPickup();
2974 var
2975 a, h: Integer;
2976 begin
2977 if FPickup = 0 then Exit;
2979 a := FPickup;
2981 if a < 15 then h := 1
2982 else if a < 35 then h := 2
2983 else if a < 55 then h := 3
2984 else if a < 75 then h := 4
2985 else h := 5;
2987 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2988 end;
2990 procedure TPlayer.DoPunch();
2991 var
2992 id: DWORD;
2993 st: String;
2994 begin
2995 if FPunchAnim <> nil then begin
2996 FPunchAnim.reset();
2997 FPunchAnim.Free;
2998 FPunchAnim := nil;
2999 end;
3000 st := 'FRAMES_PUNCH';
3001 if R_BERSERK in FRulez then
3002 st := st + '_BERSERK';
3003 if FKeys[KEY_UP].Pressed then
3004 st := st + '_UP'
3005 else if FKeys[KEY_DOWN].Pressed then
3006 st := st + '_DN';
3007 g_Frames_Get(id, st);
3008 FPunchAnim := TAnimation.Create(id, False, 1);
3009 end;
3011 procedure TPlayer.Fire();
3012 var
3013 f, DidFire: Boolean;
3014 wx, wy, xd, yd: Integer;
3015 locobj: TObj;
3016 begin
3017 if g_Game_IsClient then Exit;
3018 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
3019 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
3021 if FSpectator then
3022 begin
3023 Respawn(False);
3024 Exit;
3025 end;
3027 if FReloading[FCurrWeap] <> 0 then Exit;
3029 DidFire := False;
3031 f := False;
3032 wx := FObj.X+WEAPONPOINT[FDirection].X;
3033 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
3034 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
3035 yd := wy+firediry();
3037 case FCurrWeap of
3038 WEAPON_KASTET:
3039 begin
3040 DoPunch();
3041 if R_BERSERK in FRulez then
3042 begin
3043 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
3044 locobj.X := FObj.X+FObj.Rect.X;
3045 locobj.Y := FObj.Y+FObj.Rect.Y;
3046 locobj.rect.X := 0;
3047 locobj.rect.Y := 0;
3048 locobj.rect.Width := 39;
3049 locobj.rect.Height := 52;
3050 locobj.Vel.X := (xd-wx) div 2;
3051 locobj.Vel.Y := (yd-wy) div 2;
3052 locobj.Accel.X := xd-wx;
3053 locobj.Accel.y := yd-wy;
3055 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
3056 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
3057 else
3058 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
3060 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
3061 end
3062 else
3063 begin
3064 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
3065 end;
3067 DidFire := True;
3068 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3069 end;
3071 WEAPON_SAW:
3072 begin
3073 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3074 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
3075 begin
3076 FSawSoundSelect.Stop();
3077 FSawSound.Stop();
3078 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
3079 end
3080 else if not FSawSoundHit.IsPlaying() then
3081 begin
3082 FSawSoundSelect.Stop();
3083 FSawSound.PlayAt(FObj.X, FObj.Y);
3084 end;
3086 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3087 DidFire := True;
3088 f := True;
3089 end;
3091 WEAPON_PISTOL:
3092 if FAmmo[A_BULLETS] > 0 then
3093 begin
3094 g_Weapon_pistol(wx, wy, xd, yd, FUID);
3095 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3096 Dec(FAmmo[A_BULLETS]);
3097 FFireAngle := FAngle;
3098 f := True;
3099 DidFire := True;
3100 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3101 GameVelX, GameVelY-2, SHELL_BULLET);
3102 end;
3104 WEAPON_SHOTGUN1:
3105 if FAmmo[A_SHELLS] > 0 then
3106 begin
3107 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3108 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3109 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3110 Dec(FAmmo[A_SHELLS]);
3111 FFireAngle := FAngle;
3112 f := True;
3113 DidFire := True;
3114 FShellTimer := 10;
3115 FShellType := SHELL_SHELL;
3116 end;
3118 WEAPON_SHOTGUN2:
3119 if FAmmo[A_SHELLS] >= 2 then
3120 begin
3121 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3122 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3123 Dec(FAmmo[A_SHELLS], 2);
3124 FFireAngle := FAngle;
3125 f := True;
3126 DidFire := True;
3127 FShellTimer := 13;
3128 FShellType := SHELL_DBLSHELL;
3129 end;
3131 WEAPON_CHAINGUN:
3132 if FAmmo[A_BULLETS] > 0 then
3133 begin
3134 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3135 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3136 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3137 Dec(FAmmo[A_BULLETS]);
3138 FFireAngle := FAngle;
3139 f := True;
3140 DidFire := True;
3141 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3142 GameVelX, GameVelY-2, SHELL_BULLET);
3143 end;
3145 WEAPON_ROCKETLAUNCHER:
3146 if FAmmo[A_ROCKETS] > 0 then
3147 begin
3148 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3149 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3150 Dec(FAmmo[A_ROCKETS]);
3151 FFireAngle := FAngle;
3152 f := True;
3153 DidFire := True;
3154 end;
3156 WEAPON_PLASMA:
3157 if FAmmo[A_CELLS] > 0 then
3158 begin
3159 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3160 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3161 Dec(FAmmo[A_CELLS]);
3162 FFireAngle := FAngle;
3163 f := True;
3164 DidFire := True;
3165 end;
3167 WEAPON_BFG:
3168 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3169 begin
3170 FBFGFireCounter := 17;
3171 if not FNoReload then
3172 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3173 Dec(FAmmo[A_CELLS], 40);
3174 DidFire := True;
3175 end;
3177 WEAPON_SUPERPULEMET:
3178 if FAmmo[A_SHELLS] > 0 then
3179 begin
3180 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3181 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3182 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3183 Dec(FAmmo[A_SHELLS]);
3184 FFireAngle := FAngle;
3185 f := True;
3186 DidFire := True;
3187 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3188 GameVelX, GameVelY-2, SHELL_SHELL);
3189 end;
3191 WEAPON_FLAMETHROWER:
3192 if FAmmo[A_FUEL] > 0 then
3193 begin
3194 g_Weapon_flame(wx, wy, xd, yd, FUID);
3195 FlamerOn;
3196 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3197 Dec(FAmmo[A_FUEL]);
3198 FFireAngle := FAngle;
3199 f := True;
3200 DidFire := True;
3201 end
3202 else
3203 begin
3204 FlamerOff;
3205 if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
3206 end;
3207 end;
3209 if g_Game_IsNet then
3210 begin
3211 if DidFire then
3212 begin
3213 if FCurrWeap <> WEAPON_BFG then
3214 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3215 else
3216 if not FNoReload then
3217 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3218 end;
3220 MH_SEND_PlayerStats(FUID);
3221 end;
3223 if not f then Exit;
3225 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3226 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3227 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3228 end;
3230 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3231 begin
3232 case Weapon of
3233 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3234 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3235 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3236 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3237 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3238 else Result := 0;
3239 end;
3240 end;
3242 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3243 begin
3244 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3245 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3246 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3247 end;
3249 procedure TPlayer.FlamerOn;
3250 begin
3251 FFlameSoundOff.Stop();
3252 FFlameSoundOff.SetPosition(0);
3253 if FFlaming then
3254 begin
3255 if (not FFlameSoundOn.IsPlaying()) and (not FFlameSoundWork.IsPlaying()) then
3256 FFlameSoundWork.PlayAt(FObj.X, FObj.Y);
3257 end
3258 else
3259 begin
3260 FFlameSoundOn.PlayAt(FObj.X, FObj.Y);
3261 FFlaming := True;
3262 end;
3263 end;
3265 procedure TPlayer.FlamerOff;
3266 begin
3267 if FFlaming then
3268 begin
3269 FFlameSoundOn.Stop();
3270 FFlameSoundOn.SetPosition(0);
3271 FFlameSoundWork.Stop();
3272 FFlameSoundWork.SetPosition(0);
3273 FFlameSoundOff.PlayAt(FObj.X, FObj.Y);
3274 FFlaming := False;
3275 end;
3276 end;
3278 procedure TPlayer.JetpackOn;
3279 begin
3280 FJetSoundFly.Stop;
3281 FJetSoundOff.Stop;
3282 FJetSoundOn.SetPosition(0);
3283 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3284 FlySmoke(8);
3285 end;
3287 procedure TPlayer.JetpackOff;
3288 begin
3289 FJetSoundFly.Stop;
3290 FJetSoundOn.Stop;
3291 FJetSoundOff.SetPosition(0);
3292 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3293 end;
3295 procedure TPlayer.CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
3296 begin
3297 if Timeout <= 0 then
3298 exit;
3299 if (FMegaRulez[MR_SUIT] > gTime) or (FMegaRulez[MR_INVUL] > gTime) then
3300 exit; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3301 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3302 exit; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
3303 if FFireTime <= 0 then
3304 g_Sound_PlayExAt('SOUND_IGNITE', FObj.X, FObj.Y);
3305 FFireTime := Timeout;
3306 FFireAttacker := Attacker;
3307 if g_Game_IsNet and g_Game_IsServer then
3308 MH_SEND_PlayerStats(FUID);
3309 end;
3311 procedure TPlayer.Jump();
3312 begin
3313 if gFly or FJetpack then
3314 begin
3315 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3316 if FObj.Vel.Y > -VEL_FLY then
3317 FObj.Vel.Y := FObj.Vel.Y - 3;
3318 if FJetpack then
3319 begin
3320 if FJetFuel > 0 then
3321 Dec(FJetFuel);
3322 if (FJetFuel < 1) and g_Game_IsServer then
3323 begin
3324 FJetpack := False;
3325 JetpackOff;
3326 if g_Game_IsNet then
3327 MH_SEND_PlayerStats(FUID);
3328 end;
3329 end;
3330 Exit;
3331 end;
3333 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3334 if FGhost then
3335 FCanJetpack := False;
3337 // Ïðûãàåì èëè âñïëûâàåì:
3338 if (CollideLevel(0, 1) or
3339 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3340 PLAYER_RECT.Height-33, PANEL_STEP, False)
3341 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3342 begin
3343 FObj.Vel.Y := -VEL_JUMP;
3344 FCanJetpack := False;
3345 end
3346 else
3347 begin
3348 if BodyInLiquid(0, 0) then
3349 FObj.Vel.Y := -VEL_SW
3350 else if (FJetFuel > 0) and FCanJetpack and
3351 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3352 begin
3353 FJetpack := True;
3354 JetpackOn;
3355 if g_Game_IsNet then
3356 MH_SEND_PlayerStats(FUID);
3357 end;
3358 end;
3359 end;
3361 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3362 var
3363 a, i, k, ab, ar: Byte;
3364 s: String;
3365 mon: TMonster;
3366 plr: TPlayer;
3367 srv, netsrv: Boolean;
3368 DoFrags: Boolean;
3369 OldLR: Byte;
3370 KP: TPlayer;
3371 it: PItem;
3373 procedure PushItem(t: Byte);
3374 var
3375 id: DWORD;
3376 begin
3377 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3378 it := g_Items_ByIdx(id);
3379 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3380 begin
3381 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3382 (FObj.Vel.Y div 2)-Random(9));
3383 it.positionChanged(); // this updates spatial accelerators
3384 end
3385 else
3386 begin
3387 if KillType = K_HARDKILL then // -5..+5; -5..0
3388 begin
3389 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3390 (FObj.Vel.Y div 2)-Random(6));
3391 end
3392 else // -3..+3; -3..0
3393 begin
3394 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3395 (FObj.Vel.Y div 2)-Random(4));
3396 end;
3397 it.positionChanged(); // this updates spatial accelerators
3398 end;
3400 if g_Game_IsNet and g_Game_IsServer then
3401 MH_SEND_ItemSpawn(True, id);
3402 end;
3404 begin
3405 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3406 Srv := g_Game_IsServer;
3407 Netsrv := g_Game_IsServer and g_Game_IsNet;
3408 if Srv then FDeath := FDeath + 1;
3409 if FAlive then
3410 begin
3411 if FGhost then
3412 FGhost := False;
3413 if not FPhysics then
3414 FPhysics := True;
3415 FAlive := False;
3416 end;
3417 FShellTimer := -1;
3419 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3420 begin
3421 if FLives > 0 then FLives := FLives - 1;
3422 if FLives = 0 then FNoRespawn := True;
3423 end;
3425 // Íîìåð òèïà ñìåðòè:
3426 a := 1;
3427 case KillType of
3428 K_SIMPLEKILL: a := 1;
3429 K_HARDKILL: a := 2;
3430 K_EXTRAHARDKILL: a := 3;
3431 K_FALLKILL: a := 4;
3432 end;
3434 // Çâóê ñìåðòè:
3435 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3436 for i := 1 to 3 do
3437 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3438 Break;
3440 // Âðåìÿ ðåñïàóíà:
3441 if Srv then
3442 case KillType of
3443 K_SIMPLEKILL:
3444 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3445 K_HARDKILL:
3446 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3447 K_EXTRAHARDKILL, K_FALLKILL:
3448 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3449 end;
3451 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3452 case KillType of
3453 K_SIMPLEKILL:
3454 SetAction(A_DIE1);
3455 K_HARDKILL, K_EXTRAHARDKILL:
3456 SetAction(A_DIE2);
3457 end;
3459 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3460 if (KillType <> K_FALLKILL) and (Srv) then
3461 g_Monsters_killedp();
3463 if SpawnerUID = FUID then
3464 begin // Ñàìîóáèëñÿ
3465 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3466 begin
3467 Dec(FFrags);
3468 FLastFrag := 0;
3469 end;
3470 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3471 end
3472 else
3473 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3474 begin // Óáèò äðóãèì èãðîêîì
3475 KP := g_Player_Get(SpawnerUID);
3476 if (KP <> nil) and Srv then
3477 begin
3478 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3479 if SameTeam(FUID, SpawnerUID) then
3480 begin
3481 Dec(KP.FFrags);
3482 KP.FLastFrag := 0;
3483 end else
3484 begin
3485 Inc(KP.FFrags);
3486 KP.FragCombo();
3487 end;
3489 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3490 Inc(gTeamStat[KP.Team].Goals,
3491 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3493 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3494 end;
3496 plr := g_Player_Get(SpawnerUID);
3497 if plr = nil then
3498 s := '?'
3499 else
3500 s := plr.FName;
3502 case KillType of
3503 K_HARDKILL:
3504 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3505 [FName, s]),
3506 gShowKillMsg);
3507 K_EXTRAHARDKILL:
3508 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3509 [FName, s]),
3510 gShowKillMsg);
3511 else
3512 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3513 [FName, s]),
3514 gShowKillMsg);
3515 end;
3516 end
3517 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3518 begin // Óáèò ìîíñòðîì
3519 mon := g_Monsters_ByUID(SpawnerUID);
3520 if mon = nil then
3521 s := '?'
3522 else
3523 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3525 case KillType of
3526 K_HARDKILL:
3527 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3528 [FName, s]),
3529 gShowKillMsg);
3530 K_EXTRAHARDKILL:
3531 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3532 [FName, s]),
3533 gShowKillMsg);
3534 else
3535 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3536 [FName, s]),
3537 gShowKillMsg);
3538 end;
3539 end
3540 else // Îñîáûå òèïû ñìåðòè
3541 case t of
3542 HIT_DISCON: ;
3543 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3544 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3545 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3546 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3547 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3548 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3549 end;
3551 if Srv then
3552 begin
3553 // Âûáðîñ îðóæèÿ:
3554 for a := WP_FIRST to WP_LAST do
3555 if FWeapon[a] then
3556 begin
3557 case a of
3558 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3559 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3560 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3561 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3562 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3563 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3564 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3565 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3566 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3567 else i := 0;
3568 end;
3570 if i <> 0 then
3571 PushItem(i);
3572 end;
3574 // Âûáðîñ ðþêçàêà:
3575 if R_ITEM_BACKPACK in FRulez then
3576 PushItem(ITEM_AMMO_BACKPACK);
3578 // Âûáðîñ ðàêåòíîãî ðàíöà:
3579 if FJetFuel > 0 then
3580 PushItem(ITEM_JETPACK);
3582 // Âûáðîñ êëþ÷åé:
3583 if (not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) or
3584 (not LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS)) then
3585 begin
3586 if R_KEY_RED in FRulez then
3587 PushItem(ITEM_KEY_RED);
3589 if R_KEY_GREEN in FRulez then
3590 PushItem(ITEM_KEY_GREEN);
3592 if R_KEY_BLUE in FRulez then
3593 PushItem(ITEM_KEY_BLUE);
3594 end;
3596 // Âûáðîñ ôëàãà:
3597 DropFlag(KillType = K_FALLKILL);
3598 end;
3600 g_Player_CreateCorpse(Self);
3602 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3603 (gLMSRespawn = LMS_RESPAWN_NONE) then
3604 begin
3605 a := 0;
3606 k := 0;
3607 ar := 0;
3608 ab := 0;
3609 for i := Low(gPlayers) to High(gPlayers) do
3610 begin
3611 if gPlayers[i] = nil then continue;
3612 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3613 begin
3614 Inc(a);
3615 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3616 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3617 k := i;
3618 end;
3619 end;
3621 OldLR := gLMSRespawn;
3622 if (gGameSettings.GameMode = GM_COOP) then
3623 begin
3624 if (a = 0) then
3625 begin
3626 // everyone is dead, restart the map
3627 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3628 if Netsrv then
3629 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3630 gLMSRespawn := LMS_RESPAWN_FINAL;
3631 gLMSRespawnTime := gTime + 5000;
3632 end
3633 else if (a = 1) then
3634 begin
3635 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3636 if (gPlayers[k] = gPlayer1) or
3637 (gPlayers[k] = gPlayer2) then
3638 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3639 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3640 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3641 end;
3642 end
3643 else if (gGameSettings.GameMode = GM_TDM) then
3644 begin
3645 if (ab = 0) and (ar <> 0) then
3646 begin
3647 // blu team ded
3648 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3649 if Netsrv then
3650 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3651 Inc(gTeamStat[TEAM_RED].Goals);
3652 gLMSRespawn := LMS_RESPAWN_FINAL;
3653 gLMSRespawnTime := gTime + 5000;
3654 end
3655 else if (ar = 0) and (ab <> 0) then
3656 begin
3657 // red team ded
3658 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3659 if Netsrv then
3660 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3661 Inc(gTeamStat[TEAM_BLUE].Goals);
3662 gLMSRespawn := LMS_RESPAWN_FINAL;
3663 gLMSRespawnTime := gTime + 5000;
3664 end
3665 else if (ar = 0) and (ab = 0) then
3666 begin
3667 // everyone ded
3668 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3669 if Netsrv then
3670 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3671 gLMSRespawn := LMS_RESPAWN_FINAL;
3672 gLMSRespawnTime := gTime + 5000;
3673 end;
3674 end
3675 else if (gGameSettings.GameMode = GM_DM) then
3676 begin
3677 if (a = 1) then
3678 begin
3679 if gPlayers[k] <> nil then
3680 with gPlayers[k] do
3681 begin
3682 // survivor is the winner
3683 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3684 if Netsrv then
3685 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3686 Inc(FFrags);
3687 end;
3688 gLMSRespawn := LMS_RESPAWN_FINAL;
3689 gLMSRespawnTime := gTime + 5000;
3690 end
3691 else if (a = 0) then
3692 begin
3693 // everyone is dead, restart the map
3694 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3695 if Netsrv then
3696 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3697 gLMSRespawn := LMS_RESPAWN_FINAL;
3698 gLMSRespawnTime := gTime + 5000;
3699 end;
3700 end;
3701 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3702 begin
3703 if NetMode = NET_SERVER then
3704 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, gLMSRespawnTime - gTime)
3705 else
3706 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3707 end;
3708 end;
3710 if Netsrv then
3711 begin
3712 MH_SEND_PlayerStats(FUID);
3713 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3714 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3715 end;
3717 if srv and FNoRespawn then Spectate(True);
3718 FWantsInGame := True;
3719 end;
3721 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3722 begin
3723 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3724 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3725 end;
3727 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3728 begin
3729 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3730 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3731 end;
3733 procedure TPlayer.MakeBloodSimple(Count: Word);
3734 begin
3735 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3736 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3737 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3738 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3739 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3740 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3741 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3742 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3743 end;
3745 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3746 begin
3747 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3748 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3749 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3750 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3751 end;
3753 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3754 begin
3755 if g_Game_IsClient then Exit;
3756 if Weapon > High(FWeapon) then Exit;
3757 FNextWeap := FNextWeap or (1 shl Weapon);
3758 end;
3760 procedure TPlayer.resetWeaponQueue ();
3761 begin
3762 FNextWeap := 0;
3763 FNextWeapDelay := 0;
3764 end;
3766 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3767 begin
3768 result := false;
3769 case weapon of
3770 WEAPON_KASTET, WEAPON_SAW: result := true;
3771 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3772 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3773 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3774 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3775 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3776 else result := (weapon < length(FWeapon));
3777 end;
3778 end;
3780 // return 255 for "no switch"
3781 function TPlayer.getNextWeaponIndex (): Byte;
3782 var
3783 i: Word;
3784 wantThisWeapon: array[0..64] of Boolean;
3785 wwc: Integer = 0; //HACK!
3786 dir, cwi: Integer;
3787 begin
3788 result := 255; // default result: "no switch"
3789 // had weapon cycling on previous frame? remove that flag
3790 if (FNextWeap and $2000) <> 0 then
3791 begin
3792 FNextWeap := FNextWeap and $1FFF;
3793 FNextWeapDelay := 0;
3794 end;
3795 // cycling has priority
3796 if (FNextWeap and $C000) <> 0 then
3797 begin
3798 if (FNextWeap and $8000) <> 0 then
3799 dir := 1
3800 else
3801 dir := -1;
3802 FNextWeap := FNextWeap or $2000; // we need this
3803 if FNextWeapDelay > 0 then
3804 exit; // cooldown time
3805 cwi := FCurrWeap;
3806 for i := 0 to High(FWeapon) do
3807 begin
3808 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3809 if FWeapon[cwi] then
3810 begin
3811 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3812 result := Byte(cwi);
3813 FNextWeapDelay := WEAPON_DELAY;
3814 exit;
3815 end;
3816 end;
3817 resetWeaponQueue();
3818 exit;
3819 end;
3820 // no cycling
3821 for i := 0 to High(wantThisWeapon) do
3822 wantThisWeapon[i] := false;
3823 for i := 0 to High(FWeapon) do
3824 if (FNextWeap and (1 shl i)) <> 0 then
3825 begin
3826 wantThisWeapon[i] := true;
3827 Inc(wwc);
3828 end;
3829 // exclude currently selected weapon from the set
3830 wantThisWeapon[FCurrWeap] := false;
3831 // slow down alterations a little
3832 if wwc > 1 then
3833 begin
3834 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3835 // more than one weapon requested, assume "alteration" and check alteration delay
3836 if FNextWeapDelay > 0 then
3837 begin
3838 FNextWeap := 0;
3839 exit;
3840 end; // yeah
3841 end;
3842 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3843 // but clear all counters if no weapon should be switched
3844 if wwc < 1 then
3845 begin
3846 resetWeaponQueue();
3847 exit;
3848 end;
3849 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3850 // try weapons in descending order
3851 for i := High(FWeapon) downto 0 do
3852 begin
3853 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3854 begin
3855 // i found her!
3856 result := Byte(i);
3857 resetWeaponQueue();
3858 FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not
3859 exit;
3860 end;
3861 end;
3862 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3863 resetWeaponQueue();
3864 end;
3866 procedure TPlayer.RealizeCurrentWeapon();
3867 function switchAllowed (): Boolean;
3868 var
3869 i: Byte;
3870 begin
3871 result := false;
3872 if FBFGFireCounter <> -1 then
3873 exit;
3874 if FTime[T_SWITCH] > gTime then
3875 exit;
3876 for i := WP_FIRST to WP_LAST do
3877 if FReloading[i] > 0 then
3878 exit;
3879 result := true;
3880 end;
3882 var
3883 nw: Byte;
3884 begin
3885 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3886 //FNextWeap := FNextWeap and $1FFF;
3887 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3889 if not switchAllowed then
3890 begin
3891 //HACK for weapon cycling
3892 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3893 exit;
3894 end;
3896 nw := getNextWeaponIndex();
3897 if nw = 255 then exit; // don't reset anything here
3898 if nw > High(FWeapon) then
3899 begin
3900 // don't forget to reset queue here!
3901 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3902 resetWeaponQueue();
3903 exit;
3904 end;
3906 if FWeapon[nw] then
3907 begin
3908 FCurrWeap := nw;
3909 FTime[T_SWITCH] := gTime+156;
3910 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3911 FModel.SetWeapon(FCurrWeap);
3912 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3913 end;
3914 end;
3916 procedure TPlayer.NextWeapon();
3917 begin
3918 if g_Game_IsClient then Exit;
3919 FNextWeap := $8000;
3920 end;
3922 procedure TPlayer.PrevWeapon();
3923 begin
3924 if g_Game_IsClient then Exit;
3925 FNextWeap := $4000;
3926 end;
3928 procedure TPlayer.SetWeapon(W: Byte);
3929 begin
3930 if FCurrWeap <> W then
3931 if W = WEAPON_SAW then
3932 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3934 FCurrWeap := W;
3935 FModel.SetWeapon(CurrWeap);
3936 resetWeaponQueue();
3937 end;
3939 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3941 function allowBerserkSwitching (): Boolean;
3942 begin
3943 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3944 result := true;
3945 if gBerserkAutoswitch then exit;
3946 if not conIsCheatsEnabled then exit;
3947 result := false;
3948 end;
3950 var
3951 a: Boolean;
3952 begin
3953 Result := False;
3954 if g_Game_IsClient then Exit;
3956 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3957 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3958 remove := not a;
3960 case ItemType of
3961 ITEM_MEDKIT_SMALL:
3962 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3963 begin
3964 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
3965 Result := True;
3966 remove := True;
3967 FFireTime := 0;
3968 if gFlash = 2 then Inc(FPickup, 5);
3969 end;
3971 ITEM_MEDKIT_LARGE:
3972 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3973 begin
3974 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
3975 Result := True;
3976 remove := True;
3977 FFireTime := 0;
3978 if gFlash = 2 then Inc(FPickup, 5);
3979 end;
3981 ITEM_ARMOR_GREEN:
3982 if FArmor < PLAYER_AP_SOFT then
3983 begin
3984 FArmor := PLAYER_AP_SOFT;
3985 Result := True;
3986 remove := True;
3987 if gFlash = 2 then Inc(FPickup, 5);
3988 end;
3990 ITEM_ARMOR_BLUE:
3991 if FArmor < PLAYER_AP_LIMIT then
3992 begin
3993 FArmor := PLAYER_AP_LIMIT;
3994 Result := True;
3995 remove := True;
3996 if gFlash = 2 then Inc(FPickup, 5);
3997 end;
3999 ITEM_SPHERE_BLUE:
4000 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
4001 begin
4002 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
4003 Result := True;
4004 remove := True;
4005 FFireTime := 0;
4006 if gFlash = 2 then Inc(FPickup, 5);
4007 end;
4009 ITEM_SPHERE_WHITE:
4010 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) or (FFireTime > 0) then
4011 begin
4012 if FHealth < PLAYER_HP_LIMIT then
4013 FHealth := PLAYER_HP_LIMIT;
4014 if FArmor < PLAYER_AP_LIMIT then
4015 FArmor := PLAYER_AP_LIMIT;
4016 Result := True;
4017 remove := True;
4018 FFireTime := 0;
4019 if gFlash = 2 then Inc(FPickup, 5);
4020 end;
4022 ITEM_WEAPON_SAW:
4023 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
4024 begin
4025 FWeapon[WEAPON_SAW] := True;
4026 Result := True;
4027 if gFlash = 2 then Inc(FPickup, 5);
4028 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4029 end;
4031 ITEM_WEAPON_SHOTGUN1:
4032 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
4033 begin
4034 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
4035 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
4037 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4038 FWeapon[WEAPON_SHOTGUN1] := True;
4039 Result := True;
4040 if gFlash = 2 then Inc(FPickup, 5);
4041 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4042 end;
4044 ITEM_WEAPON_SHOTGUN2:
4045 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
4046 begin
4047 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
4049 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4050 FWeapon[WEAPON_SHOTGUN2] := True;
4051 Result := True;
4052 if gFlash = 2 then Inc(FPickup, 5);
4053 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4054 end;
4056 ITEM_WEAPON_CHAINGUN:
4057 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
4058 begin
4059 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
4061 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4062 FWeapon[WEAPON_CHAINGUN] := True;
4063 Result := True;
4064 if gFlash = 2 then Inc(FPickup, 5);
4065 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4066 end;
4068 ITEM_WEAPON_ROCKETLAUNCHER:
4069 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
4070 begin
4071 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
4073 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
4074 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
4075 Result := True;
4076 if gFlash = 2 then Inc(FPickup, 5);
4077 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4078 end;
4080 ITEM_WEAPON_PLASMA:
4081 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
4082 begin
4083 if a and FWeapon[WEAPON_PLASMA] then Exit;
4085 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4086 FWeapon[WEAPON_PLASMA] := True;
4087 Result := True;
4088 if gFlash = 2 then Inc(FPickup, 5);
4089 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4090 end;
4092 ITEM_WEAPON_BFG:
4093 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4094 begin
4095 if a and FWeapon[WEAPON_BFG] then Exit;
4097 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4098 FWeapon[WEAPON_BFG] := True;
4099 Result := True;
4100 if gFlash = 2 then Inc(FPickup, 5);
4101 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4102 end;
4104 ITEM_WEAPON_SUPERPULEMET:
4105 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4106 begin
4107 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4109 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4110 FWeapon[WEAPON_SUPERPULEMET] := True;
4111 Result := True;
4112 if gFlash = 2 then Inc(FPickup, 5);
4113 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4114 end;
4116 ITEM_WEAPON_FLAMETHROWER:
4117 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4118 begin
4119 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4121 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4122 FWeapon[WEAPON_FLAMETHROWER] := True;
4123 Result := True;
4124 if gFlash = 2 then Inc(FPickup, 5);
4125 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4126 end;
4128 ITEM_AMMO_BULLETS:
4129 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4130 begin
4131 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4132 Result := True;
4133 remove := True;
4134 if gFlash = 2 then Inc(FPickup, 5);
4135 end;
4137 ITEM_AMMO_BULLETS_BOX:
4138 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4139 begin
4140 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4141 Result := True;
4142 remove := True;
4143 if gFlash = 2 then Inc(FPickup, 5);
4144 end;
4146 ITEM_AMMO_SHELLS:
4147 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4148 begin
4149 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4150 Result := True;
4151 remove := True;
4152 if gFlash = 2 then Inc(FPickup, 5);
4153 end;
4155 ITEM_AMMO_SHELLS_BOX:
4156 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4157 begin
4158 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4159 Result := True;
4160 remove := True;
4161 if gFlash = 2 then Inc(FPickup, 5);
4162 end;
4164 ITEM_AMMO_ROCKET:
4165 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4166 begin
4167 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4168 Result := True;
4169 remove := True;
4170 if gFlash = 2 then Inc(FPickup, 5);
4171 end;
4173 ITEM_AMMO_ROCKET_BOX:
4174 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4175 begin
4176 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4177 Result := True;
4178 remove := True;
4179 if gFlash = 2 then Inc(FPickup, 5);
4180 end;
4182 ITEM_AMMO_CELL:
4183 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4184 begin
4185 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4186 Result := True;
4187 remove := True;
4188 if gFlash = 2 then Inc(FPickup, 5);
4189 end;
4191 ITEM_AMMO_CELL_BIG:
4192 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4193 begin
4194 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4195 Result := True;
4196 remove := True;
4197 if gFlash = 2 then Inc(FPickup, 5);
4198 end;
4200 ITEM_AMMO_FUELCAN:
4201 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4202 begin
4203 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4204 Result := True;
4205 remove := True;
4206 if gFlash = 2 then Inc(FPickup, 5);
4207 end;
4209 ITEM_AMMO_BACKPACK:
4210 if not(R_ITEM_BACKPACK in FRulez) or
4211 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4212 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4213 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4214 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4215 (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) then
4216 begin
4217 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4218 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4219 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4220 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4221 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4223 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4224 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4225 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4226 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4227 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4228 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4229 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4230 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4231 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4232 IncMax(FAmmo[A_FUEL], 50, FMaxAmmo[A_FUEL]);
4234 FRulez := FRulez + [R_ITEM_BACKPACK];
4235 Result := True;
4236 remove := True;
4237 if gFlash = 2 then Inc(FPickup, 5);
4238 end;
4240 ITEM_KEY_RED:
4241 if not(R_KEY_RED in FRulez) then
4242 begin
4243 Include(FRulez, R_KEY_RED);
4244 Result := True;
4245 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4246 if gFlash = 2 then Inc(FPickup, 5);
4247 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4248 end;
4250 ITEM_KEY_GREEN:
4251 if not(R_KEY_GREEN in FRulez) then
4252 begin
4253 Include(FRulez, R_KEY_GREEN);
4254 Result := True;
4255 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4256 if gFlash = 2 then Inc(FPickup, 5);
4257 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4258 end;
4260 ITEM_KEY_BLUE:
4261 if not(R_KEY_BLUE in FRulez) then
4262 begin
4263 Include(FRulez, R_KEY_BLUE);
4264 Result := True;
4265 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4266 if gFlash = 2 then Inc(FPickup, 5);
4267 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4268 end;
4270 ITEM_SUIT:
4271 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4272 begin
4273 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4274 Result := True;
4275 remove := True;
4276 FFireTime := 0;
4277 if gFlash = 2 then Inc(FPickup, 5);
4278 end;
4280 ITEM_OXYGEN:
4281 if FAir < AIR_MAX then
4282 begin
4283 FAir := AIR_MAX;
4284 Result := True;
4285 remove := True;
4286 if gFlash = 2 then Inc(FPickup, 5);
4287 end;
4289 ITEM_MEDKIT_BLACK:
4290 begin
4291 if not (R_BERSERK in FRulez) then
4292 begin
4293 Include(FRulez, R_BERSERK);
4294 if allowBerserkSwitching then
4295 begin
4296 FCurrWeap := WEAPON_KASTET;
4297 resetWeaponQueue();
4298 FModel.SetWeapon(WEAPON_KASTET);
4299 end;
4300 if gFlash <> 0 then
4301 begin
4302 Inc(FPain, 100);
4303 if gFlash = 2 then Inc(FPickup, 5);
4304 end;
4305 FBerserk := gTime+30000;
4306 Result := True;
4307 remove := True;
4308 FFireTime := 0;
4309 end;
4310 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
4311 begin
4312 if FHealth < PLAYER_HP_SOFT then FHealth := PLAYER_HP_SOFT;
4313 FBerserk := gTime+30000;
4314 Result := True;
4315 remove := True;
4316 FFireTime := 0;
4317 end;
4318 end;
4320 ITEM_INVUL:
4321 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4322 begin
4323 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4324 FSpawnInvul := 0;
4325 Result := True;
4326 remove := True;
4327 if gFlash = 2 then Inc(FPickup, 5);
4328 end;
4330 ITEM_BOTTLE:
4331 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
4332 begin
4333 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4334 Result := True;
4335 remove := True;
4336 FFireTime := 0;
4337 if gFlash = 2 then Inc(FPickup, 5);
4338 end;
4340 ITEM_HELMET:
4341 if FArmor < PLAYER_AP_LIMIT then
4342 begin
4343 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4344 Result := True;
4345 remove := True;
4346 if gFlash = 2 then Inc(FPickup, 5);
4347 end;
4349 ITEM_JETPACK:
4350 if FJetFuel < JET_MAX then
4351 begin
4352 FJetFuel := JET_MAX;
4353 Result := True;
4354 remove := True;
4355 if gFlash = 2 then Inc(FPickup, 5);
4356 end;
4358 ITEM_INVIS:
4359 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4360 begin
4361 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4362 Result := True;
4363 remove := True;
4364 if gFlash = 2 then Inc(FPickup, 5);
4365 end;
4366 end;
4367 end;
4369 procedure TPlayer.Touch();
4370 begin
4371 if not FAlive then
4372 Exit;
4373 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4374 if FIamBot then
4375 begin
4376 // Áðîñèòü ôëàã òîâàðèùó:
4377 if gGameSettings.GameMode = GM_CTF then
4378 DropFlag();
4379 end;
4380 end;
4382 procedure TPlayer.Push(vx, vy: Integer);
4383 begin
4384 if (not FPhysics) and FGhost then
4385 Exit;
4386 FObj.Accel.X := FObj.Accel.X + vx;
4387 FObj.Accel.Y := FObj.Accel.Y + vy;
4388 if g_Game_IsNet and g_Game_IsServer then
4389 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4390 end;
4392 procedure TPlayer.Reset(Force: Boolean);
4393 begin
4394 if Force then
4395 FAlive := False;
4397 FSpawned := False;
4398 FTime[T_RESPAWN] := 0;
4399 FTime[T_FLAGCAP] := 0;
4400 FGodMode := False;
4401 FNoTarget := False;
4402 FNoReload := False;
4403 FFrags := 0;
4404 FLastFrag := 0;
4405 FComboEvnt := -1;
4406 FKills := 0;
4407 FMonsterKills := 0;
4408 FDeath := 0;
4409 FSecrets := 0;
4410 FSpawnInvul := 0;
4411 FReady := False;
4412 if FNoRespawn then
4413 begin
4414 FSpectator := False;
4415 FGhost := False;
4416 FPhysics := True;
4417 FSpectatePlayer := -1;
4418 FNoRespawn := False;
4419 end;
4420 FLives := gGameSettings.MaxLives;
4422 SetFlag(FLAG_NONE);
4423 end;
4425 procedure TPlayer.SoftReset();
4426 begin
4427 ReleaseKeys();
4429 FDamageBuffer := 0;
4430 FIncCamOld := 0;
4431 FIncCam := 0;
4432 FBFGFireCounter := -1;
4433 FShellTimer := -1;
4434 FPain := 0;
4435 FLastHit := 0;
4436 FLastFrag := 0;
4437 FComboEvnt := -1;
4439 SetFlag(FLAG_NONE);
4440 SetAction(A_STAND, True);
4441 end;
4443 function TPlayer.GetRespawnPoint(): Byte;
4444 var
4445 c: Byte;
4446 begin
4447 Result := 255;
4448 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4450 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4451 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4452 begin
4453 if (Self = gPlayer1) or (Self = gPlayer2) then
4454 begin
4455 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4456 if Self = gPlayer1 then
4457 c := RESPAWNPOINT_PLAYER1
4458 else
4459 c := RESPAWNPOINT_PLAYER2;
4460 if g_Map_GetPointCount(c) > 0 then
4461 begin
4462 Result := c;
4463 Exit;
4464 end;
4466 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4467 if Self = gPlayer1 then
4468 c := RESPAWNPOINT_PLAYER2
4469 else
4470 c := RESPAWNPOINT_PLAYER1;
4471 if g_Map_GetPointCount(c) > 0 then
4472 begin
4473 Result := c;
4474 Exit;
4475 end;
4476 end else
4477 begin
4478 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4479 if Random(2) = 0 then
4480 c := RESPAWNPOINT_PLAYER1
4481 else
4482 c := RESPAWNPOINT_PLAYER2;
4483 if g_Map_GetPointCount(c) > 0 then
4484 begin
4485 Result := c;
4486 Exit;
4487 end;
4488 end;
4490 // Òî÷êà ëþáîé èç êîìàíä
4491 if Random(2) = 0 then
4492 c := RESPAWNPOINT_RED
4493 else
4494 c := RESPAWNPOINT_BLUE;
4495 if g_Map_GetPointCount(c) > 0 then
4496 begin
4497 Result := c;
4498 Exit;
4499 end;
4501 // Òî÷êà DM
4502 c := RESPAWNPOINT_DM;
4503 if g_Map_GetPointCount(c) > 0 then
4504 begin
4505 Result := c;
4506 Exit;
4507 end;
4508 end;
4510 // Ìÿñîïîâàë
4511 if gGameSettings.GameMode = GM_DM then
4512 begin
4513 // Òî÷êà DM
4514 c := RESPAWNPOINT_DM;
4515 if g_Map_GetPointCount(c) > 0 then
4516 begin
4517 Result := c;
4518 Exit;
4519 end;
4521 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4522 if Random(2) = 0 then
4523 c := RESPAWNPOINT_PLAYER1
4524 else
4525 c := RESPAWNPOINT_PLAYER2;
4526 if g_Map_GetPointCount(c) > 0 then
4527 begin
4528 Result := c;
4529 Exit;
4530 end;
4532 // Òî÷êà ëþáîé èç êîìàíä
4533 if Random(2) = 0 then
4534 c := RESPAWNPOINT_RED
4535 else
4536 c := RESPAWNPOINT_BLUE;
4537 if g_Map_GetPointCount(c) > 0 then
4538 begin
4539 Result := c;
4540 Exit;
4541 end;
4542 end;
4544 // Êîìàíäíûå
4545 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4546 begin
4547 // Òî÷êà ñâîåé êîìàíäû
4548 c := RESPAWNPOINT_DM;
4549 if FTeam = TEAM_RED then
4550 c := RESPAWNPOINT_RED;
4551 if FTeam = TEAM_BLUE then
4552 c := RESPAWNPOINT_BLUE;
4553 if g_Map_GetPointCount(c) > 0 then
4554 begin
4555 Result := c;
4556 Exit;
4557 end;
4559 // Òî÷êà DM
4560 c := RESPAWNPOINT_DM;
4561 if g_Map_GetPointCount(c) > 0 then
4562 begin
4563 Result := c;
4564 Exit;
4565 end;
4567 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4568 if Random(2) = 0 then
4569 c := RESPAWNPOINT_PLAYER1
4570 else
4571 c := RESPAWNPOINT_PLAYER2;
4572 if g_Map_GetPointCount(c) > 0 then
4573 begin
4574 Result := c;
4575 Exit;
4576 end;
4578 // Òî÷êà äðóãîé êîìàíäû
4579 c := RESPAWNPOINT_DM;
4580 if FTeam = TEAM_RED then
4581 c := RESPAWNPOINT_BLUE;
4582 if FTeam = TEAM_BLUE then
4583 c := RESPAWNPOINT_RED;
4584 if g_Map_GetPointCount(c) > 0 then
4585 begin
4586 Result := c;
4587 Exit;
4588 end;
4589 end;
4590 end;
4592 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4593 var
4594 RespawnPoint: TRespawnPoint;
4595 a, b, c: Byte;
4596 Anim: TAnimation;
4597 ID: DWORD;
4598 begin
4599 FIncCamOld := 0;
4600 FIncCam := 0;
4601 FBFGFireCounter := -1;
4602 FShellTimer := -1;
4603 FPain := 0;
4604 FLastHit := 0;
4605 FSpawnInvul := 0;
4607 if not g_Game_IsServer then
4608 Exit;
4609 if FDummy then
4610 Exit;
4611 FWantsInGame := True;
4612 FJustTeleported := True;
4613 if Force then
4614 begin
4615 FTime[T_RESPAWN] := 0;
4616 FAlive := False;
4617 end;
4618 FNetTime := 0;
4619 // if server changes MaxLives we gotta be ready
4620 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4622 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4623 if FTime[T_RESPAWN] > gTime then
4624 Exit;
4626 // Ïðîñðàë âñå æèçíè:
4627 if FNoRespawn then
4628 begin
4629 if not FSpectator then Spectate(True);
4630 FWantsInGame := True;
4631 Exit;
4632 end;
4634 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4635 begin // "Ñâîÿ èãðà"
4636 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4637 FRulez := FRulez-[R_BERSERK];
4638 end
4639 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4640 begin
4641 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4642 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4643 end;
4645 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4646 c := GetRespawnPoint();
4648 ReleaseKeys();
4649 SetFlag(FLAG_NONE);
4651 // Âîñêðåøåíèå áåç îðóæèÿ:
4652 if not FAlive then
4653 begin
4654 FHealth := Round(PLAYER_HP_SOFT * (FHandicap / 100));
4655 FArmor := 0;
4656 FAlive := True;
4657 FAir := AIR_DEF;
4658 FJetFuel := 0;
4660 for a := WP_FIRST to WP_LAST do
4661 begin
4662 FWeapon[a] := False;
4663 FReloading[a] := 0;
4664 end;
4666 FWeapon[WEAPON_PISTOL] := True;
4667 FWeapon[WEAPON_KASTET] := True;
4668 FCurrWeap := WEAPON_PISTOL;
4669 resetWeaponQueue();
4671 FModel.SetWeapon(FCurrWeap);
4673 for b := A_BULLETS to A_HIGH do
4674 FAmmo[b] := 0;
4676 FAmmo[A_BULLETS] := 50;
4678 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4679 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4680 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4681 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4682 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4684 if (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) and
4685 LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS) then
4686 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4687 else
4688 FRulez := [];
4689 end;
4691 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4692 if not g_Map_GetPoint(c, RespawnPoint) then
4693 begin
4694 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4695 Exit;
4696 end;
4698 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4699 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4700 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4701 FObj.oldX := FObj.X; // don't interpolate after respawn
4702 FObj.oldY := FObj.Y;
4703 FObj.Vel.X := 0;
4704 FObj.Vel.Y := 0;
4705 FObj.Accel.X := 0;
4706 FObj.Accel.Y := 0;
4708 FDirection := RespawnPoint.Direction;
4709 if FDirection = TDirection.D_LEFT then
4710 FAngle := 180
4711 else
4712 FAngle := 0;
4714 SetAction(A_STAND, True);
4715 FModel.Direction := FDirection;
4717 for a := Low(FTime) to High(FTime) do
4718 FTime[a] := 0;
4720 for a := Low(FMegaRulez) to High(FMegaRulez) do
4721 FMegaRulez[a] := 0;
4723 // Respawn invulnerability
4724 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.SpawnInvul > 0) then
4725 begin
4726 FMegaRulez[MR_INVUL] := gTime + gGameSettings.SpawnInvul * 1000;
4727 FSpawnInvul := FMegaRulez[MR_INVUL];
4728 end;
4730 FDamageBuffer := 0;
4731 FJetpack := False;
4732 FCanJetpack := False;
4733 FFlaming := False;
4734 FFireTime := 0;
4735 FFirePainTime := 0;
4736 FFireAttacker := 0;
4738 // Àíèìàöèÿ âîçðîæäåíèÿ:
4739 if (not gLoadGameMode) and (not Silent) then
4740 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4741 begin
4742 Anim := TAnimation.Create(ID, False, 3);
4743 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4744 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4745 Anim.Free();
4746 end;
4748 FSpectator := False;
4749 FGhost := False;
4750 FPhysics := True;
4751 FSpectatePlayer := -1;
4752 FSpawned := True;
4754 if (gPlayer1 = nil) and (gSpectLatchPID1 = FUID) then
4755 gPlayer1 := self;
4756 if (gPlayer2 = nil) and (gSpectLatchPID2 = FUID) then
4757 gPlayer2 := self;
4759 if g_Game_IsNet then
4760 begin
4761 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4762 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4763 if not Silent then
4764 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4765 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4766 0, NET_GFX_TELE);
4767 end;
4768 end;
4770 procedure TPlayer.Spectate(NoMove: Boolean = False);
4771 begin
4772 if FAlive then
4773 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4774 else if (not NoMove) then
4775 begin
4776 GameX := gMapInfo.Width div 2;
4777 GameY := gMapInfo.Height div 2;
4778 end;
4779 FXTo := GameX;
4780 FYTo := GameY;
4782 FAlive := False;
4783 FSpectator := True;
4784 FGhost := True;
4785 FPhysics := False;
4786 FWantsInGame := False;
4787 FSpawned := False;
4789 if FNoRespawn then
4790 begin
4791 if Self = gPlayer1 then
4792 begin
4793 gSpectLatchPID1 := FUID;
4794 gPlayer1 := nil;
4795 end
4796 else if Self = gPlayer2 then
4797 begin
4798 gSpectLatchPID2 := FUID;
4799 gPlayer2 := nil;
4800 end;
4801 end;
4803 if g_Game_IsNet then
4804 MH_SEND_PlayerStats(FUID);
4805 end;
4807 procedure TPlayer.SwitchNoClip;
4808 begin
4809 if not FAlive then
4810 Exit;
4811 FGhost := not FGhost;
4812 FPhysics := not FGhost;
4813 if FGhost then
4814 begin
4815 FXTo := FObj.X;
4816 FYTo := FObj.Y;
4817 end else
4818 begin
4819 FObj.Accel.X := 0;
4820 FObj.Accel.Y := 0;
4821 end;
4822 end;
4824 procedure TPlayer.Run(Direction: TDirection);
4825 var
4826 a, b: Integer;
4827 begin
4828 if MAX_RUNVEL > 8 then
4829 FlySmoke();
4831 // Áåæèì:
4832 if Direction = TDirection.D_LEFT then
4833 begin
4834 if FObj.Vel.X > -MAX_RUNVEL then
4835 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4836 end
4837 else
4838 if FObj.Vel.X < MAX_RUNVEL then
4839 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4841 // Âîçìîæíî, ïèíàåì êóñêè:
4842 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4843 begin
4844 b := Abs(FObj.Vel.X);
4845 if b > 1 then b := b * (Random(8 div b) + 1);
4846 for a := 0 to High(gGibs) do
4847 begin
4848 if gGibs[a].alive and
4849 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4850 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4851 begin
4852 // Ïèíàåì êóñêè
4853 if FObj.Vel.X < 0 then
4854 begin
4855 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4856 end
4857 else
4858 begin
4859 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4860 end;
4861 gGibs[a].positionChanged(); // this updates spatial accelerators
4862 end;
4863 end;
4864 end;
4866 SetAction(A_WALK);
4867 end;
4869 procedure TPlayer.SeeDown();
4870 begin
4871 SetAction(A_SEEDOWN);
4873 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4875 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4876 end;
4878 procedure TPlayer.SeeUp();
4879 begin
4880 SetAction(A_SEEUP);
4882 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4884 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4885 end;
4887 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4888 var
4889 Prior: Byte;
4890 begin
4891 case Action of
4892 A_WALK: Prior := 3;
4893 A_DIE1: Prior := 5;
4894 A_DIE2: Prior := 5;
4895 A_ATTACK: Prior := 2;
4896 A_SEEUP: Prior := 1;
4897 A_SEEDOWN: Prior := 1;
4898 A_ATTACKUP: Prior := 2;
4899 A_ATTACKDOWN: Prior := 2;
4900 A_PAIN: Prior := 4;
4901 else Prior := 0;
4902 end;
4904 if (Prior > FActionPrior) or Force then
4905 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4906 begin
4907 FActionPrior := Prior;
4908 FActionAnim := Action;
4909 FActionForce := Force;
4910 FActionChanged := True;
4911 end;
4913 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4914 end;
4916 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4917 begin
4918 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4919 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4920 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4921 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4922 end;
4924 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4925 var
4926 Anim: TAnimation;
4927 ID: DWORD;
4928 begin
4929 Result := False;
4931 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4932 begin
4933 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4934 if g_Game_IsServer and g_Game_IsNet then
4935 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4936 Exit;
4937 end;
4939 FJustTeleported := True;
4941 Anim := nil;
4942 if not silent then
4943 begin
4944 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4945 begin
4946 Anim := TAnimation.Create(ID, False, 3);
4947 end;
4949 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4950 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4951 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4952 if g_Game_IsServer and g_Game_IsNet then
4953 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4954 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4955 NET_GFX_TELE);
4956 end;
4958 FObj.X := X-PLAYER_RECT.X;
4959 FObj.Y := Y-PLAYER_RECT.Y;
4960 FObj.oldX := FObj.X; // don't interpolate after respawn
4961 FObj.oldY := FObj.Y;
4962 if FAlive and FGhost then
4963 begin
4964 FXTo := FObj.X;
4965 FYTo := FObj.Y;
4966 end;
4968 if not g_Game_IsNet then
4969 begin
4970 if dir = 1 then
4971 begin
4972 SetDirection(TDirection.D_LEFT);
4973 FAngle := 180;
4974 end
4975 else
4976 if dir = 2 then
4977 begin
4978 SetDirection(TDirection.D_RIGHT);
4979 FAngle := 0;
4980 end
4981 else
4982 if dir = 3 then
4983 begin // îáðàòíîå
4984 if FDirection = TDirection.D_RIGHT then
4985 begin
4986 SetDirection(TDirection.D_LEFT);
4987 FAngle := 180;
4988 end
4989 else
4990 begin
4991 SetDirection(TDirection.D_RIGHT);
4992 FAngle := 0;
4993 end;
4994 end;
4995 end;
4997 if not silent and (Anim <> nil) then
4998 begin
4999 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
5000 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
5001 Anim.Free();
5003 if g_Game_IsServer and g_Game_IsNet then
5004 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
5005 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
5006 NET_GFX_TELE);
5007 end;
5009 Result := True;
5010 end;
5012 function nonz(a: Single): Single;
5013 begin
5014 if a <> 0 then
5015 Result := a
5016 else
5017 Result := 1;
5018 end;
5020 function TPlayer.followCorpse(): Boolean;
5021 var
5022 i: Integer;
5023 begin
5024 Result := False;
5025 if FAlive or FSpectator then
5026 Exit;
5027 if (gCorpses = nil) or (Length(gCorpses) = 0) then
5028 Exit;
5029 for i := 0 to High(gCorpses) do
5030 if gCorpses[i] <> nil then
5031 if gCorpses[i].FPlayerUID = FUID then
5032 begin
5033 Result := True;
5034 FObj.X := gCorpses[i].FObj.X;
5035 FObj.Y := gCorpses[i].FObj.Y;
5036 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
5037 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
5038 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
5039 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
5040 break;
5041 end;
5042 end;
5044 procedure TPlayer.PreUpdate();
5045 begin
5046 FIncCamOld := FIncCam;
5047 FObj.oldX := FObj.X;
5048 FObj.oldY := FObj.Y;
5049 end;
5051 procedure TPlayer.Update();
5052 var
5053 b: Byte;
5054 i, ii, wx, wy, xd, yd, k: Integer;
5055 blockmon, headwater, dospawn: Boolean;
5056 NetServer: Boolean;
5057 AnyServer: Boolean;
5058 SetSpect: Boolean;
5059 begin
5060 NetServer := g_Game_IsNet and g_Game_IsServer;
5061 AnyServer := g_Game_IsServer;
5063 if FGhost then
5064 DoLerp(4);
5066 if NetServer then
5067 if FClientID >= 0 then
5068 begin
5069 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
5070 if NetClients[FClientID].Peer^.packetsSent > 0 then
5071 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
5072 else
5073 FLoss := 0;
5074 end else
5075 begin
5076 FPing := 0;
5077 FLoss := 0;
5078 end;
5080 if FAlive and (FPunchAnim <> nil) then
5081 FPunchAnim.Update();
5083 if FAlive and (gFly or FJetpack) then
5084 FlySmoke();
5086 if FDirection = TDirection.D_LEFT then
5087 FAngle := 180
5088 else
5089 FAngle := 0;
5091 if FAlive and (not FGhost) then
5092 begin
5093 if FKeys[KEY_UP].Pressed then
5094 SeeUp();
5095 if FKeys[KEY_DOWN].Pressed then
5096 SeeDown();
5097 end;
5099 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
5100 (FIncCam <> 0) then
5101 begin
5102 i := g_basic.Sign(FIncCam);
5103 FIncCam := Abs(FIncCam);
5104 DecMin(FIncCam, 5, 0);
5105 FIncCam := FIncCam*i;
5106 end;
5108 // no need to do that each second frame, weapon queue will take care of it
5109 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5110 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5112 if gTime mod (GAME_TICK*2) <> 0 then
5113 begin
5114 if (FObj.Vel.X = 0) and FAlive then
5115 begin
5116 if FKeys[KEY_LEFT].Pressed then
5117 Run(TDirection.D_LEFT);
5118 if FKeys[KEY_RIGHT].Pressed then
5119 Run(TDirection.D_RIGHT);
5120 end;
5122 if FPhysics then
5123 begin
5124 if not followCorpse() then
5125 g_Obj_Move(@FObj, True, True, True);
5126 positionChanged(); // this updates spatial accelerators
5127 end;
5129 Exit;
5130 end;
5132 FActionChanged := False;
5134 if FAlive then
5135 begin
5136 // Let alive player do some actions
5137 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5138 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5139 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5140 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5141 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire()
5142 else
5143 begin
5144 if AnyServer then
5145 begin
5146 FlamerOff;
5147 if NetServer then MH_SEND_PlayerStats(FUID);
5148 end;
5149 end;
5150 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5151 if FKeys[KEY_JUMP].Pressed then Jump()
5152 else
5153 begin
5154 if AnyServer and FJetpack then
5155 begin
5156 FJetpack := False;
5157 JetpackOff;
5158 if NetServer then MH_SEND_PlayerStats(FUID);
5159 end;
5160 FCanJetpack := True;
5161 end;
5162 end
5163 else // Dead
5164 begin
5165 dospawn := False;
5166 if not FGhost then
5167 for k := Low(FKeys) to KEY_CHAT-1 do
5168 begin
5169 if FKeys[k].Pressed then
5170 begin
5171 dospawn := True;
5172 break;
5173 end;
5174 end;
5175 if dospawn then
5176 begin
5177 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5178 Respawn(False)
5179 else // Single
5180 if (FTime[T_RESPAWN] <= gTime) and
5181 gGameOn and (not FAlive) then
5182 begin
5183 if (g_Player_GetCount() > 1) then
5184 Respawn(False)
5185 else
5186 begin
5187 gExit := EXIT_RESTART;
5188 Exit;
5189 end;
5190 end;
5191 end;
5192 // Dead spectator actions
5193 if FGhost then
5194 begin
5195 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5196 if FKeys[KEY_FIRE].Pressed and AnyServer then
5197 begin
5198 if FSpectator then
5199 begin
5200 if (FSpectatePlayer >= High(gPlayers)) then
5201 FSpectatePlayer := -1
5202 else
5203 begin
5204 SetSpect := False;
5205 for I := FSpectatePlayer + 1 to High(gPlayers) do
5206 if gPlayers[I] <> nil then
5207 if gPlayers[I].alive then
5208 if gPlayers[I].UID <> FUID then
5209 begin
5210 FSpectatePlayer := I;
5211 SetSpect := True;
5212 break;
5213 end;
5215 if not SetSpect then FSpectatePlayer := -1;
5216 end;
5218 ReleaseKeys;
5219 end;
5220 end;
5221 end;
5222 end;
5223 // No clipping
5224 if FGhost then
5225 begin
5226 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5227 begin
5228 FYTo := FObj.Y - 32;
5229 FSpectatePlayer := -1;
5230 end;
5231 if FKeys[KEY_DOWN].Pressed then
5232 begin
5233 FYTo := FObj.Y + 32;
5234 FSpectatePlayer := -1;
5235 end;
5236 if FKeys[KEY_LEFT].Pressed then
5237 begin
5238 FXTo := FObj.X - 32;
5239 FSpectatePlayer := -1;
5240 end;
5241 if FKeys[KEY_RIGHT].Pressed then
5242 begin
5243 FXTo := FObj.X + 32;
5244 FSpectatePlayer := -1;
5245 end;
5247 if (FXTo < -64) then
5248 FXTo := -64
5249 else if (FXTo > gMapInfo.Width + 32) then
5250 FXTo := gMapInfo.Width + 32;
5251 if (FYTo < -72) then
5252 FYTo := -72
5253 else if (FYTo > gMapInfo.Height + 32) then
5254 FYTo := gMapInfo.Height + 32;
5255 end;
5257 if FPhysics then
5258 begin
5259 if not followCorpse() then
5260 g_Obj_Move(@FObj, True, True, True);
5261 positionChanged(); // this updates spatial accelerators
5262 end
5263 else
5264 begin
5265 FObj.Vel.X := 0;
5266 FObj.Vel.Y := 0;
5267 if FSpectator then
5268 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5269 if gPlayers[FSpectatePlayer] <> nil then
5270 if gPlayers[FSpectatePlayer].alive then
5271 begin
5272 FXTo := gPlayers[FSpectatePlayer].GameX;
5273 FYTo := gPlayers[FSpectatePlayer].GameY;
5274 end;
5275 end;
5277 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5278 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5279 PANEL_BLOCKMON, True);
5280 headwater := HeadInLiquid(0, 0);
5282 // Ñîïðîòèâëåíèå âîçäóõà:
5283 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5284 if FObj.Vel.X <> 0 then
5285 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5287 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5288 DecMin(FPain, 5, 0);
5289 DecMin(FPickup, 1, 0);
5291 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5292 begin
5293 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5294 FMegaRulez[MR_SUIT] := 0;
5295 FMegaRulez[MR_INVUL] := 0;
5296 FMegaRulez[MR_INVIS] := 0;
5297 Kill(K_FALLKILL, 0, HIT_FALL);
5298 end;
5300 i := 9;
5302 if FAlive then
5303 begin
5304 if FCurrWeap = WEAPON_SAW then
5305 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5306 FSawSoundSelect.IsPlaying()) then
5307 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5309 if FJetpack then
5310 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5311 (not FJetSoundOff.IsPlaying()) then
5312 begin
5313 FJetSoundFly.SetPosition(0);
5314 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5315 end;
5317 for b := WP_FIRST to WP_LAST do
5318 if FReloading[b] > 0 then
5319 if FNoReload then
5320 FReloading[b] := 0
5321 else
5322 Dec(FReloading[b]);
5324 if FShellTimer > -1 then
5325 if FShellTimer = 0 then
5326 begin
5327 if FShellType = SHELL_SHELL then
5328 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5329 GameVelX, GameVelY-2, SHELL_SHELL)
5330 else if FShellType = SHELL_DBLSHELL then
5331 begin
5332 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5333 GameVelX+1, GameVelY-2, SHELL_SHELL);
5334 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5335 GameVelX-1, GameVelY-2, SHELL_SHELL);
5336 end;
5337 FShellTimer := -1;
5338 end else Dec(FShellTimer);
5340 if (FBFGFireCounter > -1) then
5341 if FBFGFireCounter = 0 then
5342 begin
5343 if AnyServer then
5344 begin
5345 wx := FObj.X+WEAPONPOINT[FDirection].X;
5346 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5347 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5348 yd := wy+firediry();
5349 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5350 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5351 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5352 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5353 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5354 end;
5356 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5357 FBFGFireCounter := -1;
5358 end else
5359 if FNoReload then
5360 FBFGFireCounter := 0
5361 else
5362 Dec(FBFGFireCounter);
5364 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5365 begin
5366 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5368 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5369 end;
5371 if (headwater or blockmon) then
5372 begin
5373 Dec(FAir);
5375 if FAir < -9 then
5376 begin
5377 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5378 FAir := 0;
5379 end
5380 else if (FAir mod 31 = 0) and not blockmon then
5381 begin
5382 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5383 if Random(2) = 0 then
5384 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5385 else
5386 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5387 end;
5388 end else if FAir < AIR_DEF then
5389 FAir := AIR_DEF;
5391 if FFireTime > 0 then
5392 begin
5393 if BodyInLiquid(0, 0) then
5394 begin
5395 FFireTime := 0;
5396 FFirePainTime := 0;
5397 end
5398 else if FMegaRulez[MR_SUIT] >= gTime then
5399 begin
5400 if FMegaRulez[MR_SUIT] = gTime then
5401 FFireTime := 1;
5402 FFirePainTime := 0;
5403 end
5404 else
5405 begin
5406 OnFireFlame(1);
5407 if FFirePainTime <= 0 then
5408 begin
5409 if g_Game_IsServer then
5410 Damage(2, FFireAttacker, 0, 0, HIT_FLAME);
5411 FFirePainTime := 12 - FFireTime div 12;
5412 end;
5413 FFirePainTime := FFirePainTime - 1;
5414 FFireTime := FFireTime - 1;
5415 if ((FFireTime mod 33) = 0) and (FMegaRulez[MR_INVUL] < gTime) then
5416 FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
5417 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5418 MH_SEND_PlayerStats(FUID);
5419 end;
5420 end;
5422 if FDamageBuffer > 0 then
5423 begin
5424 if FDamageBuffer >= 9 then
5425 begin
5426 SetAction(A_PAIN);
5428 if FDamageBuffer < 30 then i := 9
5429 else if FDamageBuffer < 100 then i := 18
5430 else i := 27;
5431 end;
5433 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5434 FArmor := FArmor-(FDamageBuffer-ii);
5435 FHealth := FHealth-ii;
5436 if FArmor < 0 then
5437 begin
5438 FHealth := FHealth+FArmor;
5439 FArmor := 0;
5440 end;
5442 if AnyServer then
5443 if FHealth <= 0 then
5444 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5445 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5446 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5448 if FAlive and ((FLastHit <> HIT_FLAME) or (FFireTime <= 0)) then
5449 begin
5450 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5451 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5452 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5453 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5454 end;
5456 FDamageBuffer := 0;
5457 end;
5459 {CollideItem();}
5460 end; // if FAlive then ...
5462 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5463 begin
5464 FModel.ChangeAnimation(FActionAnim, FActionForce);
5465 FModel.GetCurrentAnimation.MinLength := i;
5466 FModel.GetCurrentAnimationMask.MinLength := i;
5467 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5469 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5470 then SetAction(A_STAND, True);
5472 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5474 for b := Low(FKeys) to High(FKeys) do
5475 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5476 end;
5479 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5480 begin
5481 x := FObj.X+PLAYER_RECT.X;
5482 y := FObj.Y+PLAYER_RECT.Y;
5483 w := PLAYER_RECT.Width;
5484 h := PLAYER_RECT.Height;
5485 end;
5488 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5489 begin
5490 if (dx <> 0) or (dy <> 0) then
5491 begin
5492 FObj.X += dx;
5493 FObj.Y += dy;
5494 positionChanged();
5495 end;
5496 end;
5499 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5500 begin
5501 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5502 FObj.Y+PLAYER_RECT.Y,
5503 PLAYER_RECT.Width,
5504 PLAYER_RECT.Height,
5505 X, Y,
5506 Width, Height);
5507 end;
5509 function TPlayer.Collide(Panel: TPanel): Boolean;
5510 begin
5511 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5512 FObj.Y+PLAYER_RECT.Y,
5513 PLAYER_RECT.Width,
5514 PLAYER_RECT.Height,
5515 Panel.X, Panel.Y,
5516 Panel.Width, Panel.Height);
5517 end;
5519 function TPlayer.Collide(X, Y: Integer): Boolean;
5520 begin
5521 X := X-FObj.X-PLAYER_RECT.X;
5522 Y := Y-FObj.Y-PLAYER_RECT.Y;
5523 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5524 (y >= 0) and (y <= PLAYER_RECT.Height);
5525 end;
5527 function g_Player_ValidName(Name: string): Boolean;
5528 var
5529 a: Integer;
5530 begin
5531 Result := True;
5533 if gPlayers = nil then Exit;
5535 for a := 0 to High(gPlayers) do
5536 if gPlayers[a] <> nil then
5537 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5538 begin
5539 Result := False;
5540 Exit;
5541 end;
5542 end;
5544 procedure TPlayer.SetDirection(Direction: TDirection);
5545 var
5546 d: TDirection;
5547 begin
5548 d := FModel.Direction;
5550 FModel.Direction := Direction;
5551 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5553 FDirection := Direction;
5554 end;
5556 function TPlayer.GetKeys(): Byte;
5557 begin
5558 Result := 0;
5560 if R_KEY_RED in FRulez then Result := KEY_RED;
5561 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5562 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5564 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5565 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5566 end;
5568 procedure TPlayer.Use();
5569 var
5570 a: Integer;
5571 begin
5572 if FTime[T_USE] > gTime then Exit;
5574 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5575 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5577 for a := 0 to High(gPlayers) do
5578 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5579 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5580 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5581 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5582 begin
5583 gPlayers[a].Touch();
5584 if g_Game_IsNet and g_Game_IsServer then
5585 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5586 end;
5588 FTime[T_USE] := gTime+120;
5589 end;
5591 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5592 var
5593 locObj: TObj;
5594 F: Boolean;
5595 WX, WY, XD, YD: Integer;
5596 begin
5597 F := False;
5598 WX := X;
5599 WY := Y;
5600 XD := AX;
5601 YD := AY;
5603 case FCurrWeap of
5604 WEAPON_KASTET:
5605 begin
5606 DoPunch();
5607 if R_BERSERK in FRulez then
5608 begin
5609 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5610 locobj.X := FObj.X+FObj.Rect.X;
5611 locobj.Y := FObj.Y+FObj.Rect.Y;
5612 locobj.rect.X := 0;
5613 locobj.rect.Y := 0;
5614 locobj.rect.Width := 39;
5615 locobj.rect.Height := 52;
5616 locobj.Vel.X := (xd-wx) div 2;
5617 locobj.Vel.Y := (yd-wy) div 2;
5618 locobj.Accel.X := xd-wx;
5619 locobj.Accel.y := yd-wy;
5621 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5622 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5623 else
5624 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5626 if gFlash = 1 then
5627 if FPain < 50 then
5628 FPain := min(FPain + 25, 50);
5629 end else
5630 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5631 end;
5633 WEAPON_SAW:
5634 begin
5635 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5636 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5637 begin
5638 FSawSoundSelect.Stop();
5639 FSawSound.Stop();
5640 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5641 end
5642 else if not FSawSoundHit.IsPlaying() then
5643 begin
5644 FSawSoundSelect.Stop();
5645 FSawSound.PlayAt(FObj.X, FObj.Y);
5646 end;
5647 f := True;
5648 end;
5650 WEAPON_PISTOL:
5651 begin
5652 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5653 FFireAngle := FAngle;
5654 f := True;
5655 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5656 GameVelX, GameVelY-2, SHELL_BULLET);
5657 end;
5659 WEAPON_SHOTGUN1:
5660 begin
5661 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5662 FFireAngle := FAngle;
5663 f := True;
5664 FShellTimer := 10;
5665 FShellType := SHELL_SHELL;
5666 end;
5668 WEAPON_SHOTGUN2:
5669 begin
5670 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5671 FFireAngle := FAngle;
5672 f := True;
5673 FShellTimer := 13;
5674 FShellType := SHELL_DBLSHELL;
5675 end;
5677 WEAPON_CHAINGUN:
5678 begin
5679 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5680 FFireAngle := FAngle;
5681 f := True;
5682 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5683 GameVelX, GameVelY-2, SHELL_BULLET);
5684 end;
5686 WEAPON_ROCKETLAUNCHER:
5687 begin
5688 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5689 FFireAngle := FAngle;
5690 f := True;
5691 end;
5693 WEAPON_PLASMA:
5694 begin
5695 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5696 FFireAngle := FAngle;
5697 f := True;
5698 end;
5700 WEAPON_BFG:
5701 begin
5702 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5703 FFireAngle := FAngle;
5704 f := True;
5705 end;
5707 WEAPON_SUPERPULEMET:
5708 begin
5709 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5710 FFireAngle := FAngle;
5711 f := True;
5712 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5713 GameVelX, GameVelY-2, SHELL_SHELL);
5714 end;
5716 WEAPON_FLAMETHROWER:
5717 begin
5718 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5719 FlamerOn;
5720 FFireAngle := FAngle;
5721 f := True;
5722 end;
5723 end;
5725 if not f then Exit;
5727 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5728 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5729 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5730 end;
5732 procedure TPlayer.DoLerp(Level: Integer = 2);
5733 begin
5734 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5735 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5736 end;
5738 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5739 var
5740 AX, AY: Integer;
5741 begin
5742 if NetInterpLevel < 1 then
5743 begin
5744 FObj.X := XTo;
5745 FObj.Y := YTo;
5746 end
5747 else
5748 begin
5749 FXTo := XTo;
5750 FYTo := YTo;
5752 AX := Abs(FXTo - FObj.X);
5753 AY := Abs(FYTo - FObj.Y);
5754 if (AX > 32) or (AX <= NetInterpLevel) then
5755 FObj.X := FXTo;
5756 if (AY > 32) or (AY <= NetInterpLevel) then
5757 FObj.Y := FYTo;
5758 end;
5759 end;
5761 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5762 begin
5763 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5764 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5765 PANEL_LIFTUP, False) then Result := -1
5766 else
5767 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5768 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5769 PANEL_LIFTDOWN, False) then Result := 1
5770 else Result := 0;
5771 end;
5773 function TPlayer.GetFlag(Flag: Byte): Boolean;
5774 var
5775 s, ts: String;
5776 evtype, a: Byte;
5777 begin
5778 Result := False;
5780 if Flag = FLAG_NONE then
5781 Exit;
5783 if not g_Game_IsServer then Exit;
5785 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5786 if (Flag = FTeam) and
5787 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5788 (FFlag <> FLAG_NONE) then
5789 begin
5790 if FFlag = FLAG_RED then
5791 s := _lc[I_PLAYER_FLAG_RED]
5792 else
5793 s := _lc[I_PLAYER_FLAG_BLUE];
5795 evtype := FLAG_STATE_SCORED;
5797 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5798 Insert('.', ts, Length(ts) + 1 - 3);
5799 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5801 g_Map_ResetFlag(FFlag);
5802 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5804 if ((Self = gPlayer1) or (Self = gPlayer2)
5805 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5806 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5807 a := 0
5808 else
5809 a := 1;
5811 if not sound_cap_flag[a].IsPlaying() then
5812 sound_cap_flag[a].Play();
5814 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5816 Result := True;
5817 if g_Game_IsNet then
5818 begin
5819 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5820 MH_SEND_GameStats;
5821 end;
5823 gFlags[FFlag].CaptureTime := 0;
5824 SetFlag(FLAG_NONE);
5825 Exit;
5826 end;
5828 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5829 if (Flag = FTeam) and
5830 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5831 begin
5832 if Flag = FLAG_RED then
5833 s := _lc[I_PLAYER_FLAG_RED]
5834 else
5835 s := _lc[I_PLAYER_FLAG_BLUE];
5837 evtype := FLAG_STATE_RETURNED;
5838 gFlags[Flag].CaptureTime := 0;
5840 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5842 g_Map_ResetFlag(Flag);
5843 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5845 if ((Self = gPlayer1) or (Self = gPlayer2)
5846 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5847 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5848 a := 0
5849 else
5850 a := 1;
5852 if not sound_ret_flag[a].IsPlaying() then
5853 sound_ret_flag[a].Play();
5855 Result := True;
5856 if g_Game_IsNet then
5857 begin
5858 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5859 MH_SEND_GameStats;
5860 end;
5861 Exit;
5862 end;
5864 // Ïîäîáðàë ÷óæîé ôëàã:
5865 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5866 begin
5867 SetFlag(Flag);
5869 if Flag = FLAG_RED then
5870 s := _lc[I_PLAYER_FLAG_RED]
5871 else
5872 s := _lc[I_PLAYER_FLAG_BLUE];
5874 evtype := FLAG_STATE_CAPTURED;
5876 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5878 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5880 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5882 if ((Self = gPlayer1) or (Self = gPlayer2)
5883 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5884 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5885 a := 0
5886 else
5887 a := 1;
5889 if not sound_get_flag[a].IsPlaying() then
5890 sound_get_flag[a].Play();
5892 Result := True;
5893 if g_Game_IsNet then
5894 begin
5895 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5896 MH_SEND_GameStats;
5897 end;
5898 end;
5899 end;
5901 procedure TPlayer.SetFlag(Flag: Byte);
5902 begin
5903 FFlag := Flag;
5904 if FModel <> nil then
5905 FModel.SetFlag(FFlag);
5906 end;
5908 function TPlayer.DropFlag(Silent: Boolean = True): Boolean;
5909 var
5910 s: String;
5911 a: Byte;
5912 begin
5913 Result := False;
5914 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5915 Exit;
5916 FTime[T_FLAGCAP] := gTime + 2000;
5917 with gFlags[FFlag] do
5918 begin
5919 Obj.X := FObj.X;
5920 Obj.Y := FObj.Y;
5921 Direction := FDirection;
5922 State := FLAG_STATE_DROPPED;
5923 Count := FLAG_TIME;
5924 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5925 (FObj.Vel.Y div 2)-2+Random(5));
5926 positionChanged(); // this updates spatial accelerators
5928 if FFlag = FLAG_RED then
5929 s := _lc[I_PLAYER_FLAG_RED]
5930 else
5931 s := _lc[I_PLAYER_FLAG_BLUE];
5933 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5934 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5936 if ((Self = gPlayer1) or (Self = gPlayer2)
5937 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5938 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5939 a := 0
5940 else
5941 a := 1;
5943 if (not Silent) and (not sound_lost_flag[a].IsPlaying()) then
5944 sound_lost_flag[a].Play();
5946 if g_Game_IsNet then
5947 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5948 end;
5949 SetFlag(FLAG_NONE);
5950 Result := True;
5951 end;
5953 procedure TPlayer.GetSecret();
5954 begin
5955 if (self = gPlayer1) or (self = gPlayer2) then
5956 begin
5957 g_Console_Add(Format(_lc[I_PLAYER_SECRET], [FName]), True);
5958 g_Sound_PlayEx('SOUND_GAME_SECRET');
5959 end;
5960 Inc(FSecrets);
5961 end;
5963 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5964 begin
5965 Assert(Key <= High(FKeys));
5967 FKeys[Key].Pressed := True;
5968 FKeys[Key].Time := Time;
5969 end;
5971 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5972 begin
5973 Result := FKeys[K].Pressed;
5974 end;
5976 procedure TPlayer.ReleaseKeys();
5977 var
5978 a: Integer;
5979 begin
5980 for a := Low(FKeys) to High(FKeys) do
5981 begin
5982 FKeys[a].Pressed := False;
5983 FKeys[a].Time := 0;
5984 end;
5985 end;
5987 procedure TPlayer.OnDamage(Angle: SmallInt);
5988 begin
5989 end;
5991 function TPlayer.firediry(): Integer;
5992 begin
5993 if FKeys[KEY_UP].Pressed then Result := -42
5994 else if FKeys[KEY_DOWN].Pressed then Result := 19
5995 else Result := 0;
5996 end;
5998 procedure TPlayer.RememberState();
5999 var
6000 i: Integer;
6001 SavedState: TPlayerSavedState;
6002 begin
6003 SavedState.Health := FHealth;
6004 SavedState.Armor := FArmor;
6005 SavedState.Air := FAir;
6006 SavedState.JetFuel := FJetFuel;
6007 SavedState.CurrWeap := FCurrWeap;
6008 SavedState.NextWeap := FNextWeap;
6009 SavedState.NextWeapDelay := FNextWeapDelay;
6010 for i := Low(FWeapon) to High(FWeapon) do
6011 SavedState.Weapon[i] := FWeapon[i];
6012 for i := Low(FAmmo) to High(FAmmo) do
6013 SavedState.Ammo[i] := FAmmo[i];
6014 for i := Low(FMaxAmmo) to High(FMaxAmmo) do
6015 SavedState.MaxAmmo[i] := FMaxAmmo[i];
6016 SavedState.Rulez := FRulez - [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6018 FSavedStateNum := -1;
6019 for i := Low(SavedStates) to High(SavedStates) do
6020 if not SavedStates[i].Used then
6021 begin
6022 FSavedStateNum := i;
6023 break;
6024 end;
6025 if FSavedStateNum < 0 then
6026 begin
6027 SetLength(SavedStates, Length(SavedStates) + 1);
6028 FSavedStateNum := High(SavedStates);
6029 end;
6031 SavedState.Used := True;
6032 SavedStates[FSavedStateNum] := SavedState;
6033 end;
6035 procedure TPlayer.RecallState();
6036 var
6037 i: Integer;
6038 SavedState: TPlayerSavedState;
6039 begin
6040 if(FSavedStateNum < 0) or (FSavedStateNum > High(SavedStates)) then
6041 Exit;
6043 SavedState := SavedStates[FSavedStateNum];
6044 SavedStates[FSavedStateNum].Used := False;
6045 FSavedStateNum := -1;
6047 FHealth := SavedState.Health;
6048 FArmor := SavedState.Armor;
6049 FAir := SavedState.Air;
6050 FJetFuel := SavedState.JetFuel;
6051 FCurrWeap := SavedState.CurrWeap;
6052 FNextWeap := SavedState.NextWeap;
6053 FNextWeapDelay := SavedState.NextWeapDelay;
6054 for i := Low(FWeapon) to High(FWeapon) do
6055 FWeapon[i] := SavedState.Weapon[i];
6056 for i := Low(FAmmo) to High(FAmmo) do
6057 FAmmo[i] := SavedState.Ammo[i];
6058 for i := Low(FMaxAmmo) to High(FMaxAmmo) do
6059 FMaxAmmo[i] := SavedState.MaxAmmo[i];
6060 FRulez := SavedState.Rulez;
6062 if gGameSettings.GameType = GT_SERVER then
6063 MH_SEND_PlayerStats(FUID);
6064 end;
6066 procedure TPlayer.SaveState (st: TStream);
6067 var
6068 i: Integer;
6069 b: Byte;
6070 begin
6071 // Ñèãíàòóðà èãðîêà
6072 utils.writeSign(st, 'PLYR');
6073 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
6074 // Áîò èëè ÷åëîâåê
6075 utils.writeBool(st, FIamBot);
6076 // UID èãðîêà
6077 utils.writeInt(st, Word(FUID));
6078 // Èìÿ èãðîêà
6079 utils.writeStr(st, FName);
6080 // Êîìàíäà
6081 utils.writeInt(st, Byte(FTeam));
6082 // Æèâ ëè
6083 utils.writeBool(st, FAlive);
6084 // Èçðàñõîäîâàë ëè âñå æèçíè
6085 utils.writeBool(st, FNoRespawn);
6086 // Íàïðàâëåíèå
6087 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
6088 utils.writeInt(st, Byte(b));
6089 // Çäîðîâüå
6090 utils.writeInt(st, LongInt(FHealth));
6091 // Êîýôôèöèåíò èíâàëèäíîñòè
6092 utils.writeInt(st, LongInt(FHandicap));
6093 // Æèçíè
6094 utils.writeInt(st, Byte(FLives));
6095 // Áðîíÿ
6096 utils.writeInt(st, LongInt(FArmor));
6097 // Çàïàñ âîçäóõà
6098 utils.writeInt(st, LongInt(FAir));
6099 // Çàïàñ ãîðþ÷åãî
6100 utils.writeInt(st, LongInt(FJetFuel));
6101 // Áîëü
6102 utils.writeInt(st, LongInt(FPain));
6103 // Óáèë
6104 utils.writeInt(st, LongInt(FKills));
6105 // Óáèë ìîíñòðîâ
6106 utils.writeInt(st, LongInt(FMonsterKills));
6107 // Ôðàãîâ
6108 utils.writeInt(st, LongInt(FFrags));
6109 // Ôðàãîâ ïîäðÿä
6110 utils.writeInt(st, Byte(FFragCombo));
6111 // Âðåìÿ ïîñëåäíåãî ôðàãà
6112 utils.writeInt(st, LongWord(FLastFrag));
6113 // Ñìåðòåé
6114 utils.writeInt(st, LongInt(FDeath));
6115 // Êàêîé ôëàã íåñåò
6116 utils.writeInt(st, Byte(FFlag));
6117 // Íàøåë ñåêðåòîâ
6118 utils.writeInt(st, LongInt(FSecrets));
6119 // Òåêóùåå îðóæèå
6120 utils.writeInt(st, Byte(FCurrWeap));
6121 // Æåëàåìîå îðóæèå
6122 utils.writeInt(st, Word(FNextWeap));
6123 // ...è ïàóçà
6124 utils.writeInt(st, Byte(FNextWeapDelay));
6125 // Âðåìÿ çàðÿäêè BFG
6126 utils.writeInt(st, SmallInt(FBFGFireCounter));
6127 // Áóôåð óðîíà
6128 utils.writeInt(st, LongInt(FDamageBuffer));
6129 // Ïîñëåäíèé óäàðèâøèé
6130 utils.writeInt(st, Word(FLastSpawnerUID));
6131 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6132 utils.writeInt(st, Byte(FLastHit));
6133 // Îáúåêò èãðîêà
6134 Obj_SaveState(st, @FObj);
6135 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6136 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
6137 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6138 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
6139 // Íàëè÷èå îðóæèÿ
6140 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
6141 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6142 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
6143 // Íàëè÷èå ðþêçàêà
6144 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
6145 // Íàëè÷èå êðàñíîãî êëþ÷à
6146 utils.writeBool(st, (R_KEY_RED in FRulez));
6147 // Íàëè÷èå çåëåíîãî êëþ÷à
6148 utils.writeBool(st, (R_KEY_GREEN in FRulez));
6149 // Íàëè÷èå ñèíåãî êëþ÷à
6150 utils.writeBool(st, (R_KEY_BLUE in FRulez));
6151 // Íàëè÷èå áåðñåðêà
6152 utils.writeBool(st, (R_BERSERK in FRulez));
6153 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6154 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
6155 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6156 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
6157 // Íàçâàíèå ìîäåëè
6158 utils.writeStr(st, FModel.Name);
6159 // Öâåò ìîäåëè
6160 utils.writeInt(st, Byte(FColor.R));
6161 utils.writeInt(st, Byte(FColor.G));
6162 utils.writeInt(st, Byte(FColor.B));
6163 end;
6166 procedure TPlayer.LoadState (st: TStream);
6167 var
6168 i: Integer;
6169 str: String;
6170 b: Byte;
6171 begin
6172 assert(st <> nil);
6174 // Ñèãíàòóðà èãðîêà
6175 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
6176 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
6177 // Áîò èëè ÷åëîâåê:
6178 FIamBot := utils.readBool(st);
6179 // UID èãðîêà
6180 FUID := utils.readWord(st);
6181 // Èìÿ èãðîêà
6182 str := utils.readStr(st);
6183 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6184 // Êîìàíäà
6185 FTeam := utils.readByte(st);
6186 // Æèâ ëè
6187 FAlive := utils.readBool(st);
6188 // Èçðàñõîäîâàë ëè âñå æèçíè
6189 FNoRespawn := utils.readBool(st);
6190 // Íàïðàâëåíèå
6191 b := utils.readByte(st);
6192 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6193 // Çäîðîâüå
6194 FHealth := utils.readLongInt(st);
6195 // Êîýôôèöèåíò èíâàëèäíîñòè
6196 FHandicap := utils.readLongInt(st);
6197 // Æèçíè
6198 FLives := utils.readByte(st);
6199 // Áðîíÿ
6200 FArmor := utils.readLongInt(st);
6201 // Çàïàñ âîçäóõà
6202 FAir := utils.readLongInt(st);
6203 // Çàïàñ ãîðþ÷åãî
6204 FJetFuel := utils.readLongInt(st);
6205 // Áîëü
6206 FPain := utils.readLongInt(st);
6207 // Óáèë
6208 FKills := utils.readLongInt(st);
6209 // Óáèë ìîíñòðîâ
6210 FMonsterKills := utils.readLongInt(st);
6211 // Ôðàãîâ
6212 FFrags := utils.readLongInt(st);
6213 // Ôðàãîâ ïîäðÿä
6214 FFragCombo := utils.readByte(st);
6215 // Âðåìÿ ïîñëåäíåãî ôðàãà
6216 FLastFrag := utils.readLongWord(st);
6217 // Ñìåðòåé
6218 FDeath := utils.readLongInt(st);
6219 // Êàêîé ôëàã íåñåò
6220 FFlag := utils.readByte(st);
6221 // Íàøåë ñåêðåòîâ
6222 FSecrets := utils.readLongInt(st);
6223 // Òåêóùåå îðóæèå
6224 FCurrWeap := utils.readByte(st);
6225 // Æåëàåìîå îðóæèå
6226 FNextWeap := utils.readWord(st);
6227 // ...è ïàóçà
6228 FNextWeapDelay := utils.readByte(st);
6229 // Âðåìÿ çàðÿäêè BFG
6230 FBFGFireCounter := utils.readSmallInt(st);
6231 // Áóôåð óðîíà
6232 FDamageBuffer := utils.readLongInt(st);
6233 // Ïîñëåäíèé óäàðèâøèé
6234 FLastSpawnerUID := utils.readWord(st);
6235 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6236 FLastHit := utils.readByte(st);
6237 // Îáúåêò èãðîêà
6238 Obj_LoadState(@FObj, st);
6239 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6240 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6241 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6242 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6243 // Íàëè÷èå îðóæèÿ
6244 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6245 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6246 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6247 // Íàëè÷èå ðþêçàêà
6248 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6249 // Íàëè÷èå êðàñíîãî êëþ÷à
6250 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6251 // Íàëè÷èå çåëåíîãî êëþ÷à
6252 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6253 // Íàëè÷èå ñèíåãî êëþ÷à
6254 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6255 // Íàëè÷èå áåðñåðêà
6256 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6257 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6258 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6259 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6260 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6261 // Íàçâàíèå ìîäåëè
6262 str := utils.readStr(st);
6263 // Öâåò ìîäåëè
6264 FColor.R := utils.readByte(st);
6265 FColor.G := utils.readByte(st);
6266 FColor.B := utils.readByte(st);
6267 if (self = gPlayer1) then
6268 begin
6269 str := gPlayer1Settings.Model;
6270 FColor := gPlayer1Settings.Color;
6271 end
6272 else if (self = gPlayer2) then
6273 begin
6274 str := gPlayer2Settings.Model;
6275 FColor := gPlayer2Settings.Color;
6276 end;
6277 // Îáíîâëÿåì ìîäåëü èãðîêà
6278 SetModel(str);
6279 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6280 FModel.Color := TEAMCOLOR[FTeam]
6281 else
6282 FModel.Color := FColor;
6283 end;
6286 procedure TPlayer.AllRulez(Health: Boolean);
6287 var
6288 a: Integer;
6289 begin
6290 if Health then
6291 begin
6292 FHealth := PLAYER_HP_LIMIT;
6293 FArmor := PLAYER_AP_LIMIT;
6294 Exit;
6295 end;
6297 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6298 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6299 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6300 end;
6302 procedure TPlayer.RestoreHealthArmor();
6303 begin
6304 FHealth := PLAYER_HP_LIMIT;
6305 FArmor := PLAYER_AP_LIMIT;
6306 end;
6308 procedure TPlayer.FragCombo();
6309 var
6310 Param: Integer;
6311 begin
6312 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6313 Exit;
6314 if gTime - FLastFrag < FRAG_COMBO_TIME then
6315 begin
6316 if FFragCombo < 5 then
6317 Inc(FFragCombo);
6318 Param := FUID or (FFragCombo shl 16);
6319 if (FComboEvnt >= Low(gDelayedEvents)) and
6320 (FComboEvnt <= High(gDelayedEvents)) and
6321 gDelayedEvents[FComboEvnt].Pending and
6322 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6323 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6324 begin
6325 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6326 gDelayedEvents[FComboEvnt].DENum := Param;
6327 end
6328 else
6329 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6330 end
6331 else
6332 FFragCombo := 1;
6334 FLastFrag := gTime;
6335 end;
6337 procedure TPlayer.GiveItem(ItemType: Byte);
6338 begin
6339 case ItemType of
6340 ITEM_SUIT:
6341 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6342 begin
6343 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6344 end;
6346 ITEM_OXYGEN:
6347 if FAir < AIR_MAX then
6348 begin
6349 FAir := AIR_MAX;
6350 end;
6352 ITEM_MEDKIT_BLACK:
6353 begin
6354 if not (R_BERSERK in FRulez) then
6355 begin
6356 Include(FRulez, R_BERSERK);
6357 if FBFGFireCounter < 1 then
6358 begin
6359 FCurrWeap := WEAPON_KASTET;
6360 resetWeaponQueue();
6361 FModel.SetWeapon(WEAPON_KASTET);
6362 end;
6363 if gFlash <> 0 then
6364 Inc(FPain, 100);
6365 FBerserk := gTime+30000;
6366 end;
6367 if FHealth < PLAYER_HP_SOFT then
6368 begin
6369 FHealth := PLAYER_HP_SOFT;
6370 FBerserk := gTime+30000;
6371 end;
6372 end;
6374 ITEM_INVUL:
6375 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6376 begin
6377 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6378 FSpawnInvul := 0;
6379 end;
6381 ITEM_INVIS:
6382 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6383 begin
6384 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6385 end;
6387 ITEM_JETPACK:
6388 if FJetFuel < JET_MAX then
6389 begin
6390 FJetFuel := JET_MAX;
6391 end;
6393 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6394 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6396 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6397 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6399 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6400 ITEM_SPHERE_WHITE:
6401 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6402 begin
6403 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6404 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6405 end;
6407 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6408 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6409 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6410 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6411 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6412 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6413 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6414 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6415 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6417 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6418 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6419 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6420 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6421 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6422 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6423 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6424 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6425 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6427 ITEM_AMMO_BACKPACK:
6428 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6429 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6430 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6431 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6432 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6433 begin
6434 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6435 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6436 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6437 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6438 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6440 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6441 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6442 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6443 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6445 FRulez := FRulez + [R_ITEM_BACKPACK];
6446 end;
6448 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6449 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6450 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6452 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6453 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6455 else
6456 Exit;
6457 end;
6458 if g_Game_IsNet and g_Game_IsServer then
6459 MH_SEND_PlayerStats(FUID);
6460 end;
6462 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6463 var
6464 id, i: DWORD;
6465 Anim: TAnimation;
6466 begin
6467 if (Random(5) = 1) and (Times = 1) then
6468 Exit;
6470 if BodyInLiquid(0, 0) then
6471 begin
6472 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6473 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6474 if Random(2) = 0 then
6475 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6476 else
6477 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6478 Exit;
6479 end;
6481 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6482 begin
6483 for i := 1 to Times do
6484 begin
6485 Anim := TAnimation.Create(id, False, 3);
6486 Anim.Alpha := 150;
6487 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6488 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6489 Anim.Free();
6490 end;
6491 end;
6492 end;
6494 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6495 var
6496 id, i: DWORD;
6497 Anim: TAnimation;
6498 begin
6499 if (Random(10) = 1) and (Times = 1) then
6500 Exit;
6502 if g_Frames_Get(id, 'FRAMES_FLAME') then
6503 begin
6504 for i := 1 to Times do
6505 begin
6506 Anim := TAnimation.Create(id, False, 3);
6507 Anim.Alpha := 0;
6508 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6509 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6510 Anim.Free();
6511 end;
6512 end;
6513 end;
6515 procedure TPlayer.PauseSounds(Enable: Boolean);
6516 begin
6517 FSawSound.Pause(Enable);
6518 FSawSoundIdle.Pause(Enable);
6519 FSawSoundHit.Pause(Enable);
6520 FSawSoundSelect.Pause(Enable);
6521 FFlameSoundOn.Pause(Enable);
6522 FFlameSoundOff.Pause(Enable);
6523 FFlameSoundWork.Pause(Enable);
6524 FJetSoundFly.Pause(Enable);
6525 FJetSoundOn.Pause(Enable);
6526 FJetSoundOff.Pause(Enable);
6527 end;
6529 { T C o r p s e : }
6531 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6532 begin
6533 g_Obj_Init(@FObj);
6534 FObj.X := X;
6535 FObj.Y := Y;
6536 FObj.Rect := PLAYER_CORPSERECT;
6537 FModelName := ModelName;
6538 FMess := aMess;
6540 if FMess then
6541 begin
6542 FState := CORPSE_STATE_MESS;
6543 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6544 end
6545 else
6546 begin
6547 FState := CORPSE_STATE_NORMAL;
6548 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6549 end;
6550 end;
6552 destructor TCorpse.Destroy();
6553 begin
6554 FAnimation.Free();
6556 inherited;
6557 end;
6559 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6561 procedure TCorpse.positionChanged (); inline; begin end;
6563 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6564 begin
6565 if (dx <> 0) or (dy <> 0) then
6566 begin
6567 FObj.X += dx;
6568 FObj.Y += dy;
6569 positionChanged();
6570 end;
6571 end;
6574 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6575 begin
6576 x := FObj.X+PLAYER_CORPSERECT.X;
6577 y := FObj.Y+PLAYER_CORPSERECT.Y;
6578 w := PLAYER_CORPSERECT.Width;
6579 h := PLAYER_CORPSERECT.Height;
6580 end;
6583 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6584 var
6585 pm: TPlayerModel;
6586 Blood: TModelBlood;
6587 begin
6588 if FState = CORPSE_STATE_REMOVEME then
6589 Exit;
6591 FDamage := FDamage + Value;
6593 if FDamage > 150 then
6594 begin
6595 if FAnimation <> nil then
6596 begin
6597 FAnimation.Free();
6598 FAnimation := nil;
6600 FState := CORPSE_STATE_REMOVEME;
6602 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6603 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6604 FModelName, FColor);
6605 // Çâóê ìÿñà îò òðóïà:
6606 pm := g_PlayerModel_Get(FModelName);
6607 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6608 pm.Free;
6610 // Çëîâåùèé ñìåõ:
6611 if (gBodyKillEvent <> -1)
6612 and gDelayedEvents[gBodyKillEvent].Pending then
6613 gDelayedEvents[gBodyKillEvent].Pending := False;
6614 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6615 end;
6616 end
6617 else
6618 begin
6619 Blood := g_PlayerModel_GetBlood(FModelName);
6620 FObj.Vel.X := FObj.Vel.X + vx;
6621 FObj.Vel.Y := FObj.Vel.Y + vy;
6622 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6623 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6624 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6625 Blood.R, Blood.G, Blood.B, Blood.Kind);
6626 end;
6627 end;
6629 procedure TCorpse.Draw();
6630 var
6631 fX, fY: Integer;
6632 begin
6633 if FState = CORPSE_STATE_REMOVEME then
6634 Exit;
6636 FObj.lerp(gLerpFactor, fX, fY);
6638 if FAnimation <> nil then
6639 FAnimation.Draw(fX, fY, TMirrorType.None);
6641 if FAnimationMask <> nil then
6642 begin
6643 e_Colors := FColor;
6644 FAnimationMask.Draw(fX, fY, TMirrorType.None);
6645 e_Colors.R := 255;
6646 e_Colors.G := 255;
6647 e_Colors.B := 255;
6648 end;
6649 end;
6651 procedure TCorpse.Update();
6652 var
6653 st: Word;
6654 begin
6655 if FState = CORPSE_STATE_REMOVEME then
6656 Exit;
6658 FObj.oldX := FObj.X;
6659 FObj.oldY := FObj.Y;
6661 if gTime mod (GAME_TICK*2) <> 0 then
6662 begin
6663 g_Obj_Move(@FObj, True, True, True);
6664 positionChanged(); // this updates spatial accelerators
6665 Exit;
6666 end;
6668 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6669 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6671 st := g_Obj_Move(@FObj, True, True, True);
6672 positionChanged(); // this updates spatial accelerators
6674 if WordBool(st and MOVE_FALLOUT) then
6675 begin
6676 FState := CORPSE_STATE_REMOVEME;
6677 Exit;
6678 end;
6680 if FAnimation <> nil then
6681 FAnimation.Update();
6682 if FAnimationMask <> nil then
6683 FAnimationMask.Update();
6684 end;
6687 procedure TCorpse.SaveState (st: TStream);
6688 var
6689 anim: Boolean;
6690 begin
6691 assert(st <> nil);
6693 // Ñèãíàòóðà òðóïà
6694 utils.writeSign(st, 'CORP');
6695 utils.writeInt(st, Byte(0));
6696 // Ñîñòîÿíèå
6697 utils.writeInt(st, Byte(FState));
6698 // Íàêîïëåííûé óðîí
6699 utils.writeInt(st, Byte(FDamage));
6700 // Öâåò
6701 utils.writeInt(st, Byte(FColor.R));
6702 utils.writeInt(st, Byte(FColor.G));
6703 utils.writeInt(st, Byte(FColor.B));
6704 // Îáúåêò òðóïà
6705 Obj_SaveState(st, @FObj);
6706 utils.writeInt(st, Word(FPlayerUID));
6707 // Åñòü ëè àíèìàöèÿ
6708 anim := (FAnimation <> nil);
6709 utils.writeBool(st, anim);
6710 // Åñëè åñòü - ñîõðàíÿåì
6711 if anim then FAnimation.SaveState(st);
6712 // Åñòü ëè ìàñêà àíèìàöèè
6713 anim := (FAnimationMask <> nil);
6714 utils.writeBool(st, anim);
6715 // Åñëè åñòü - ñîõðàíÿåì
6716 if anim then FAnimationMask.SaveState(st);
6717 end;
6720 procedure TCorpse.LoadState (st: TStream);
6721 var
6722 anim: Boolean;
6723 begin
6724 assert(st <> nil);
6726 // Ñèãíàòóðà òðóïà
6727 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6728 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6729 // Ñîñòîÿíèå
6730 FState := utils.readByte(st);
6731 // Íàêîïëåííûé óðîí
6732 FDamage := utils.readByte(st);
6733 // Öâåò
6734 FColor.R := utils.readByte(st);
6735 FColor.G := utils.readByte(st);
6736 FColor.B := utils.readByte(st);
6737 // Îáúåêò òðóïà
6738 Obj_LoadState(@FObj, st);
6739 FPlayerUID := utils.readWord(st);
6740 // Åñòü ëè àíèìàöèÿ
6741 anim := utils.readBool(st);
6742 // Åñëè åñòü - çàãðóæàåì
6743 if anim then
6744 begin
6745 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6746 FAnimation.LoadState(st);
6747 end;
6748 // Åñòü ëè ìàñêà àíèìàöèè
6749 anim := utils.readBool(st);
6750 // Åñëè åñòü - çàãðóæàåì
6751 if anim then
6752 begin
6753 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6754 FAnimationMask.LoadState(st);
6755 end;
6756 end;
6758 { T B o t : }
6760 constructor TBot.Create();
6761 var
6762 a: Integer;
6763 begin
6764 inherited Create();
6766 FPhysics := True;
6767 FSpectator := False;
6768 FGhost := False;
6770 FIamBot := True;
6772 Inc(gNumBots);
6774 for a := WP_FIRST to WP_LAST do
6775 begin
6776 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6777 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6778 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6779 end;
6780 end;
6782 destructor TBot.Destroy();
6783 begin
6784 Dec(gNumBots);
6785 inherited Destroy();
6786 end;
6788 procedure TBot.Draw();
6789 begin
6790 inherited Draw();
6792 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6793 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6794 end;
6796 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6797 begin
6798 inherited Respawn(Silent, Force);
6800 FAIFlags := nil;
6801 FSelectedWeapon := FCurrWeap;
6802 resetWeaponQueue();
6803 FTargetUID := 0;
6804 end;
6806 procedure TBot.UpdateCombat();
6807 type
6808 TTarget = record
6809 UID: Word;
6810 X, Y: Integer;
6811 Rect: TRectWH;
6812 cX, cY: Integer;
6813 Dist: Word;
6814 Line: Boolean;
6815 Visible: Boolean;
6816 IsPlayer: Boolean;
6817 end;
6819 TTargetRecord = array of TTarget;
6821 function Compare(a, b: TTarget): Integer;
6822 begin
6823 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6824 Result := -1
6825 else
6826 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6827 Result := 1
6828 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6829 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6830 begin
6831 if a.Dist > b.Dist then // B áëèæå
6832 Result := 1
6833 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6834 Result := -1;
6835 end
6836 else // Ñòðàííî -> A
6837 Result := -1;
6838 end;
6840 var
6841 a, x1, y1, x2, y2: Integer;
6842 targets: TTargetRecord;
6843 ammo: Word;
6844 Target, BestTarget: TTarget;
6845 firew, fireh: Integer;
6846 angle: SmallInt;
6847 mon: TMonster;
6848 pla, tpla: TPlayer;
6849 vsPlayer, vsMonster, ok: Boolean;
6852 function monsUpdate (mon: TMonster): Boolean;
6853 begin
6854 result := false; // don't stop
6855 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6856 begin
6857 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6859 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6860 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6862 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6863 if g_TraceVector(x1, y1, x2, y2) then
6864 begin
6865 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6866 SetLength(targets, Length(targets)+1);
6867 with targets[High(targets)] do
6868 begin
6869 UID := mon.UID;
6870 X := mon.Obj.X;
6871 Y := mon.Obj.Y;
6872 cX := x2;
6873 cY := y2;
6874 Rect := mon.Obj.Rect;
6875 Dist := g_PatchLength(x1, y1, x2, y2);
6876 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6877 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6878 Visible := True;
6879 IsPlayer := False;
6880 end;
6881 end;
6882 end;
6883 end;
6885 begin
6886 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6887 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6889 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6890 if FCurrWeap <> FSelectedWeapon then
6891 NextWeapon();
6893 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6894 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6895 begin
6896 RemoveAIFlag('NEEDFIRE');
6898 case FCurrWeap of
6899 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6900 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6901 else PressKey(KEY_FIRE);
6902 end;
6903 end;
6905 // Êîîðäèíàòû ñòâîëà:
6906 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6907 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6909 Target.UID := FTargetUID;
6911 ok := False;
6912 if Target.UID <> 0 then
6913 begin // Öåëü åñòü - íàñòðàèâàåì
6914 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6915 vsPlayer then
6916 begin // Èãðîê
6917 tpla := g_Player_Get(Target.UID);
6918 if tpla <> nil then
6919 with tpla do
6920 begin
6921 if (@FObj) <> nil then
6922 begin
6923 Target.X := FObj.X;
6924 Target.Y := FObj.Y;
6925 end;
6926 end;
6928 Target.cX := Target.X + PLAYER_RECT_CX;
6929 Target.cY := Target.Y + PLAYER_RECT_CY;
6930 Target.Rect := PLAYER_RECT;
6931 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6932 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6933 (y1-4 > Target.Y+PLAYER_RECT.Y);
6934 Target.IsPlayer := True;
6935 ok := True;
6936 end
6937 else
6938 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6939 vsMonster then
6940 begin // Ìîíñòð
6941 mon := g_Monsters_ByUID(Target.UID);
6942 if mon <> nil then
6943 begin
6944 Target.X := mon.Obj.X;
6945 Target.Y := mon.Obj.Y;
6947 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6948 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6949 Target.Rect := mon.Obj.Rect;
6950 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6951 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6952 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6953 Target.IsPlayer := False;
6954 ok := True;
6955 end;
6956 end;
6957 end;
6959 if not ok then
6960 begin // Öåëè íåò - îáíóëÿåì
6961 Target.X := 0;
6962 Target.Y := 0;
6963 Target.cX := 0;
6964 Target.cY := 0;
6965 Target.Visible := False;
6966 Target.Line := False;
6967 Target.IsPlayer := False;
6968 end;
6970 targets := nil;
6972 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6973 if (not Target.Line) or (not Target.Visible) then
6974 begin
6975 // Èãðîêè:
6976 if vsPlayer then
6977 for a := 0 to High(gPlayers) do
6978 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6979 (gPlayers[a].FUID <> FUID) and
6980 (not SameTeam(FUID, gPlayers[a].FUID)) and
6981 (not gPlayers[a].NoTarget) and
6982 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6983 begin
6984 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6985 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6986 Continue;
6988 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6989 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6991 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6992 if g_TraceVector(x1, y1, x2, y2) then
6993 begin
6994 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6995 SetLength(targets, Length(targets)+1);
6996 with targets[High(targets)] do
6997 begin
6998 UID := gPlayers[a].FUID;
6999 X := gPlayers[a].FObj.X;
7000 Y := gPlayers[a].FObj.Y;
7001 cX := x2;
7002 cY := y2;
7003 Rect := PLAYER_RECT;
7004 Dist := g_PatchLength(x1, y1, x2, y2);
7005 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
7006 (y1-4 > Target.Y+PLAYER_RECT.Y);
7007 Visible := True;
7008 IsPlayer := True;
7009 end;
7010 end;
7011 end;
7013 // Ìîíñòðû:
7014 if vsMonster then g_Mons_ForEach(monsUpdate);
7015 end;
7017 // Åñëè åñòü âîçìîæíûå öåëè:
7018 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
7019 if targets <> nil then
7020 begin
7021 // Âûáèðàåì íàèëó÷øóþ öåëü:
7022 BestTarget := targets[0];
7023 if Length(targets) > 1 then
7024 for a := 1 to High(targets) do
7025 if Compare(BestTarget, targets[a]) = 1 then
7026 BestTarget := targets[a];
7028 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
7029 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
7030 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
7031 begin
7032 Target := BestTarget;
7034 if (Healthy() = 3) or ((Healthy() = 2)) then
7035 begin // Åñëè çäîðîâû - äîãîíÿåì
7036 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7037 SetAIFlag('GORIGHT', '1');
7038 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7039 SetAIFlag('GOLEFT', '1');
7040 end
7041 else
7042 begin // Åñëè ïîáèòû - óáåãàåì
7043 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
7044 SetAIFlag('GORIGHT', '1');
7045 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7046 SetAIFlag('GOLEFT', '1');
7047 end;
7049 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
7050 SelectWeapon(Abs(x1-Target.cX));
7051 end;
7052 end;
7054 // Åñëè åñòü öåëü:
7055 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
7056 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
7057 if Target.UID <> 0 then
7058 begin
7059 if not TargetOnScreen(Target.X + Target.Rect.X,
7060 Target.Y + Target.Rect.Y) then
7061 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
7062 if (Healthy() = 3) or ((Healthy() = 2)) then
7063 begin // Åñëè çäîðîâû - äîãîíÿåì
7064 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7065 SetAIFlag('GORIGHT', '1');
7066 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7067 SetAIFlag('GOLEFT', '1');
7068 end
7069 else
7070 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
7071 Target.UID := 0;
7072 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
7073 SetAIFlag('GORIGHT', '1');
7074 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7075 SetAIFlag('GOLEFT', '1');
7076 end;
7077 end
7078 else
7079 begin // Öåëü ïîêà íà "ýêðàíå"
7080 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
7081 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
7082 FLastVisible := gTime;
7083 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
7084 if (Abs(FObj.Y-Target.Y) <= 128) then
7085 begin
7086 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7087 SetAIFlag('GORIGHT', '1');
7088 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7089 SetAIFlag('GOLEFT', '1');
7090 end;
7091 end;
7093 // Âûáèðàåì óãîë ââåðõ:
7094 if FDirection = TDirection.D_LEFT then
7095 angle := ANGLE_LEFTUP
7096 else
7097 angle := ANGLE_RIGHTUP;
7099 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7100 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7102 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7103 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7104 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
7105 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7106 Target.Rect.Width, Target.Rect.Height) and
7107 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7108 begin // òî íóæíî ñòðåëÿòü ââåðõ
7109 SetAIFlag('NEEDFIRE', '1');
7110 SetAIFlag('NEEDSEEUP', '1');
7111 end;
7113 // Âûáèðàåì óãîë âíèç:
7114 if FDirection = TDirection.D_LEFT then
7115 angle := ANGLE_LEFTDOWN
7116 else
7117 angle := ANGLE_RIGHTDOWN;
7119 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7120 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7122 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7123 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7124 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7125 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7126 Target.Rect.Width, Target.Rect.Height) and
7127 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7128 begin // òî íóæíî ñòðåëÿòü âíèç
7129 SetAIFlag('NEEDFIRE', '1');
7130 SetAIFlag('NEEDSEEDOWN', '1');
7131 end;
7133 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7134 if Target.Visible and
7135 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
7136 (y1-4 > Target.Y+Target.Rect.Y) then
7137 begin
7138 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7139 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
7140 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7141 begin // òî íóæíî ñòðåëÿòü âïåðåä
7142 SetAIFlag('NEEDFIRE', '1');
7143 SetAIFlag('NEEDSEEDOWN', '');
7144 SetAIFlag('NEEDSEEUP', '');
7145 end;
7146 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7147 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
7148 if GetRnd(FDifficult.CloseJump) then
7149 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7150 if Abs(FObj.X-Target.X) < 128 then
7151 a := 4
7152 else
7153 a := 30;
7154 if Random(a) = 0 then
7155 SetAIFlag('NEEDJUMP', '1');
7156 end;
7157 end;
7159 // Åñëè öåëü âñå åùå åñòü:
7160 if Target.UID <> 0 then
7161 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
7162 Target.UID := 0 // òî çàáûòü öåëü
7163 else // Åñëè âèäåëè íåäàâíî
7164 begin // íî öåëü óáèëè
7165 if Target.IsPlayer then
7166 begin // Öåëü - èãðîê
7167 pla := g_Player_Get(Target.UID);
7168 if (pla = nil) or (not pla.alive) or pla.NoTarget or
7169 (pla.FMegaRulez[MR_INVIS] >= gTime) then
7170 Target.UID := 0; // òî çàáûòü öåëü
7171 end
7172 else
7173 begin // Öåëü - ìîíñòð
7174 mon := g_Monsters_ByUID(Target.UID);
7175 if (mon = nil) or (not mon.alive) then
7176 Target.UID := 0; // òî çàáûòü öåëü
7177 end;
7178 end;
7179 end; // if Target.UID <> 0
7181 FTargetUID := Target.UID;
7183 // Åñëè âîçìîæíûõ öåëåé íåò:
7184 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7185 if targets = nil then
7186 if GetAIFlag('ATTACKLEFT') <> '' then
7187 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7188 RemoveAIFlag('ATTACKLEFT');
7190 SetAIFlag('NEEDJUMP', '1');
7192 if RunDirection() = TDirection.D_RIGHT then
7193 begin // Èäåì íå â òó ñòîðîíó
7194 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7195 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7196 SetAIFlag('NEEDFIRE', '1');
7197 SetAIFlag('GOLEFT', '1');
7198 end;
7199 end
7200 else
7201 begin // Èäåì â íóæíóþ ñòîðîíó
7202 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7203 SetAIFlag('NEEDFIRE', '1');
7204 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7205 SetAIFlag('GORIGHT', '1');
7206 end;
7207 end
7208 else
7209 if GetAIFlag('ATTACKRIGHT') <> '' then
7210 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7211 RemoveAIFlag('ATTACKRIGHT');
7213 SetAIFlag('NEEDJUMP', '1');
7215 if RunDirection() = TDirection.D_LEFT then
7216 begin // Èäåì íå â òó ñòîðîíó
7217 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7218 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7219 SetAIFlag('NEEDFIRE', '1');
7220 SetAIFlag('GORIGHT', '1');
7221 end;
7222 end
7223 else
7224 begin
7225 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7226 SetAIFlag('NEEDFIRE', '1');
7227 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7228 SetAIFlag('GOLEFT', '1');
7229 end;
7230 end;
7232 //HACK! (does it belongs there?)
7233 RealizeCurrentWeapon();
7235 // Åñëè åñòü âîçìîæíûå öåëè:
7236 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7237 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7238 for a := 0 to High(targets) do
7239 begin
7240 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7241 if GetRnd(FDifficult.DiagFire) then
7242 begin
7243 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7244 if FDirection = TDirection.D_LEFT then
7245 angle := ANGLE_LEFTUP
7246 else
7247 angle := ANGLE_RIGHTUP;
7249 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7250 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7252 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7253 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7254 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7255 targets[a].Rect.Width, targets[a].Rect.Height) and
7256 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7257 begin
7258 SetAIFlag('NEEDFIRE', '1');
7259 SetAIFlag('NEEDSEEUP', '1');
7260 end;
7262 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7263 if FDirection = TDirection.D_LEFT then
7264 angle := ANGLE_LEFTDOWN
7265 else
7266 angle := ANGLE_RIGHTDOWN;
7268 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7269 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7271 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7272 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7273 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7274 targets[a].Rect.Width, targets[a].Rect.Height) and
7275 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7276 begin
7277 SetAIFlag('NEEDFIRE', '1');
7278 SetAIFlag('NEEDSEEDOWN', '1');
7279 end;
7280 end;
7282 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7283 if targets[a].Line and targets[a].Visible and
7284 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7285 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7286 begin
7287 SetAIFlag('NEEDFIRE', '1');
7288 Break;
7289 end;
7290 end;
7292 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7293 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7294 PLAYER_RECT.Width, PLAYER_RECT.Height,
7295 40+GetInterval(FDifficult.Cover, 40)) then
7296 SetAIFlag('NEEDJUMP', '1');
7298 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7299 ammo := GetAmmoByWeapon(FCurrWeap);
7300 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7301 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7302 (ammo = 0) then
7303 SetAIFlag('SELECTWEAPON', '1');
7305 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7306 if GetAIFlag('SELECTWEAPON') = '1' then
7307 begin
7308 SelectWeapon(-1);
7309 RemoveAIFlag('SELECTWEAPON');
7310 end;
7311 end;
7313 procedure TBot.Update();
7314 var
7315 EnableAI: Boolean;
7316 begin
7317 if not FAlive then
7318 begin // Respawn
7319 ReleaseKeys();
7320 PressKey(KEY_UP);
7321 end
7322 else
7323 begin
7324 EnableAI := True;
7326 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7327 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7328 EnableAI := False;
7329 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7330 EnableAI := False;
7331 if g_debug_BotAIOff = 3 then
7332 EnableAI := False;
7334 if EnableAI then
7335 begin
7336 UpdateMove();
7337 UpdateCombat();
7338 end
7339 else
7340 begin
7341 RealizeCurrentWeapon();
7342 end;
7343 end;
7345 inherited Update();
7346 end;
7348 procedure TBot.ReleaseKey(Key: Byte);
7349 begin
7350 with FKeys[Key] do
7351 begin
7352 Pressed := False;
7353 Time := 0;
7354 end;
7355 end;
7357 function TBot.KeyPressed(Key: Word): Boolean;
7358 begin
7359 Result := FKeys[Key].Pressed;
7360 end;
7362 function TBot.GetAIFlag(aName: String20): String20;
7363 var
7364 a: Integer;
7365 begin
7366 Result := '';
7368 aName := LowerCase(aName);
7370 if FAIFlags <> nil then
7371 for a := 0 to High(FAIFlags) do
7372 if LowerCase(FAIFlags[a].Name) = aName then
7373 begin
7374 Result := FAIFlags[a].Value;
7375 Break;
7376 end;
7377 end;
7379 procedure TBot.RemoveAIFlag(aName: String20);
7380 var
7381 a, b: Integer;
7382 begin
7383 if FAIFlags = nil then Exit;
7385 aName := LowerCase(aName);
7387 for a := 0 to High(FAIFlags) do
7388 if LowerCase(FAIFlags[a].Name) = aName then
7389 begin
7390 if a <> High(FAIFlags) then
7391 for b := a to High(FAIFlags)-1 do
7392 FAIFlags[b] := FAIFlags[b+1];
7394 SetLength(FAIFlags, Length(FAIFlags)-1);
7395 Break;
7396 end;
7397 end;
7399 procedure TBot.SetAIFlag(aName, fValue: String20);
7400 var
7401 a: Integer;
7402 ok: Boolean;
7403 begin
7404 a := 0;
7405 ok := False;
7407 aName := LowerCase(aName);
7409 if FAIFlags <> nil then
7410 for a := 0 to High(FAIFlags) do
7411 if LowerCase(FAIFlags[a].Name) = aName then
7412 begin
7413 ok := True;
7414 Break;
7415 end;
7417 if ok then FAIFlags[a].Value := fValue
7418 else
7419 begin
7420 SetLength(FAIFlags, Length(FAIFlags)+1);
7421 with FAIFlags[High(FAIFlags)] do
7422 begin
7423 Name := aName;
7424 Value := fValue;
7425 end;
7426 end;
7427 end;
7429 procedure TBot.UpdateMove;
7431 procedure GoLeft(Time: Word = 1);
7432 begin
7433 ReleaseKey(KEY_LEFT);
7434 ReleaseKey(KEY_RIGHT);
7435 PressKey(KEY_LEFT, Time);
7436 SetDirection(TDirection.D_LEFT);
7437 end;
7439 procedure GoRight(Time: Word = 1);
7440 begin
7441 ReleaseKey(KEY_LEFT);
7442 ReleaseKey(KEY_RIGHT);
7443 PressKey(KEY_RIGHT, Time);
7444 SetDirection(TDirection.D_RIGHT);
7445 end;
7447 function Rnd(a: Word): Boolean;
7448 begin
7449 Result := Random(a) = 0;
7450 end;
7452 procedure Turn(Time: Word = 1200);
7453 begin
7454 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7455 end;
7457 procedure Stop();
7458 begin
7459 ReleaseKey(KEY_LEFT);
7460 ReleaseKey(KEY_RIGHT);
7461 end;
7463 function CanRunLeft(): Boolean;
7464 begin
7465 Result := not CollideLevel(-1, 0);
7466 end;
7468 function CanRunRight(): Boolean;
7469 begin
7470 Result := not CollideLevel(1, 0);
7471 end;
7473 function CanRun(): Boolean;
7474 begin
7475 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7476 end;
7478 procedure Jump(Time: Word = 30);
7479 begin
7480 PressKey(KEY_JUMP, Time);
7481 end;
7483 function NearHole(): Boolean;
7484 var
7485 x, sx: Integer;
7486 begin
7487 { TODO 5 : Ëåñòíèöû }
7488 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7489 for x := 1 to PLAYER_RECT.Width do
7490 if (not StayOnStep(x*sx, 0)) and
7491 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7492 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7493 begin
7494 Result := True;
7495 Exit;
7496 end;
7498 Result := False;
7499 end;
7501 function BorderHole(): Boolean;
7502 var
7503 x, sx, xx: Integer;
7504 begin
7505 { TODO 5 : Ëåñòíèöû }
7506 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7507 for x := 1 to PLAYER_RECT.Width do
7508 if (not StayOnStep(x*sx, 0)) and
7509 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7510 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7511 begin
7512 for xx := x to x+32 do
7513 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7514 begin
7515 Result := True;
7516 Exit;
7517 end;
7518 end;
7520 Result := False;
7521 end;
7523 function NearDeepHole(): Boolean;
7524 var
7525 x, sx, y: Integer;
7526 begin
7527 Result := False;
7529 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7530 y := 3;
7532 for x := 1 to PLAYER_RECT.Width do
7533 if (not StayOnStep(x*sx, 0)) and
7534 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7535 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7536 begin
7537 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7538 begin
7539 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7540 y := y+1;
7541 end;
7543 Result := True;
7544 end else Result := False;
7545 end;
7547 function OverDeepHole(): Boolean;
7548 var
7549 y: Integer;
7550 begin
7551 Result := False;
7553 y := 1;
7554 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7555 begin
7556 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7557 y := y+1;
7558 end;
7560 Result := True;
7561 end;
7563 function OnGround(): Boolean;
7564 begin
7565 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7566 end;
7568 function OnLadder(): Boolean;
7569 begin
7570 Result := FullInStep(0, 0);
7571 end;
7573 function BelowLadder(): Boolean;
7574 begin
7575 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7576 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7577 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7578 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7579 end;
7581 function BelowLiftUp(): Boolean;
7582 begin
7583 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7584 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7585 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7586 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7587 end;
7589 function OnTopLift(): Boolean;
7590 begin
7591 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7592 end;
7594 function CanJumpOver(): Boolean;
7595 var
7596 sx, y: Integer;
7597 begin
7598 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7600 Result := False;
7602 if not CollideLevel(sx, 0) then Exit;
7604 for y := 1 to BOT_MAXJUMP do
7605 if CollideLevel(0, -y) then Exit else
7606 if not CollideLevel(sx, -y) then
7607 begin
7608 Result := True;
7609 Exit;
7610 end;
7611 end;
7613 function CanJumpUp(Dist: ShortInt): Boolean;
7614 var
7615 y, yy: Integer;
7616 c: Boolean;
7617 begin
7618 Result := False;
7620 if CollideLevel(Dist, 0) then Exit;
7622 c := False;
7623 for y := 0 to BOT_MAXJUMP do
7624 if CollideLevel(Dist, -y) then
7625 begin
7626 c := True;
7627 Break;
7628 end;
7630 if not c then Exit;
7632 c := False;
7633 for yy := y+1 to BOT_MAXJUMP do
7634 if not CollideLevel(Dist, -yy) then
7635 begin
7636 c := True;
7637 Break;
7638 end;
7640 if not c then Exit;
7642 c := False;
7643 for y := 0 to BOT_MAXJUMP do
7644 if CollideLevel(0, -y) then
7645 begin
7646 c := True;
7647 Break;
7648 end;
7650 if c then Exit;
7652 if y < yy then Exit;
7654 Result := True;
7655 end;
7657 function IsSafeTrigger(): Boolean;
7658 var
7659 a: Integer;
7660 begin
7661 Result := True;
7662 if gTriggers = nil then
7663 Exit;
7664 for a := 0 to High(gTriggers) do
7665 if Collide(gTriggers[a].X,
7666 gTriggers[a].Y,
7667 gTriggers[a].Width,
7668 gTriggers[a].Height) and
7669 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7670 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7671 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7672 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7673 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7674 Result := False;
7675 end;
7677 begin
7678 // Âîçìîæíî, íàæèìàåì êíîïêó:
7679 if Rnd(16) and IsSafeTrigger() then
7680 PressKey(KEY_OPEN);
7682 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7683 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7684 begin
7685 ReleaseKey(KEY_LEFT);
7686 ReleaseKey(KEY_RIGHT);
7687 Jump();
7688 end;
7690 // Èäåì âëåâî, åñëè íàäî áûëî:
7691 if GetAIFlag('GOLEFT') <> '' then
7692 begin
7693 RemoveAIFlag('GOLEFT');
7694 if CanRunLeft() then
7695 GoLeft(360);
7696 end;
7698 // Èäåì âïðàâî, åñëè íàäî áûëî:
7699 if GetAIFlag('GORIGHT') <> '' then
7700 begin
7701 RemoveAIFlag('GORIGHT');
7702 if CanRunRight() then
7703 GoRight(360);
7704 end;
7706 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7707 if FObj.X < -32 then
7708 GoRight(360)
7709 else
7710 if FObj.X+32 > gMapInfo.Width then
7711 GoLeft(360);
7713 // Ïðûãàåì, åñëè íàäî áûëî:
7714 if GetAIFlag('NEEDJUMP') <> '' then
7715 begin
7716 Jump(0);
7717 RemoveAIFlag('NEEDJUMP');
7718 end;
7720 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7721 if GetAIFlag('NEEDSEEUP') <> '' then
7722 begin
7723 ReleaseKey(KEY_UP);
7724 ReleaseKey(KEY_DOWN);
7725 PressKey(KEY_UP, 20);
7726 RemoveAIFlag('NEEDSEEUP');
7727 end;
7729 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7730 if GetAIFlag('NEEDSEEDOWN') <> '' then
7731 begin
7732 ReleaseKey(KEY_UP);
7733 ReleaseKey(KEY_DOWN);
7734 PressKey(KEY_DOWN, 20);
7735 RemoveAIFlag('NEEDSEEDOWN');
7736 end;
7738 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7739 if GetAIFlag('GOINHOLE') <> '' then
7740 if not OnGround() then
7741 begin
7742 ReleaseKey(KEY_LEFT);
7743 ReleaseKey(KEY_RIGHT);
7744 RemoveAIFlag('GOINHOLE');
7745 SetAIFlag('FALLINHOLE', '1');
7746 end;
7748 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7749 if GetAIFlag('FALLINHOLE') <> '' then
7750 if OnGround() then
7751 RemoveAIFlag('FALLINHOLE');
7753 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7754 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7755 if GetAIFlag('FALLINHOLE') = '' then
7756 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7757 if Rnd(2) then
7758 GoLeft(360)
7759 else
7760 GoRight(360);
7762 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7763 if OnGround() and
7764 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7765 Rnd(8) then
7766 Jump();
7768 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7769 if OnGround() and NearHole() then
7770 if NearDeepHole() then // Åñëè ýòî áåçäíà
7771 case Random(6) of
7772 0..3: Turn(); // Áåæèì îáðàòíî
7773 4: Jump(); // Ïðûãàåì
7774 5: begin // Ïðûãàåì îáðàòíî
7775 Turn();
7776 Jump();
7777 end;
7778 end
7779 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7780 if GetAIFlag('GOINHOLE') = '' then
7781 case Random(6) of
7782 0: Turn(); // Íå íóæíî òóäà
7783 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7784 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7785 if BorderHole() then
7786 SetAIFlag('GOINHOLE', '1');
7787 end;
7789 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7790 if (not CanRun()) and OnGround() then
7791 begin
7792 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7793 if CanJumpOver() or OnLadder() then
7794 Jump()
7795 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7796 if Random(2) = 0 then
7797 begin
7798 if IsSafeTrigger() then
7799 PressKey(KEY_OPEN);
7800 end else
7801 Turn();
7802 end;
7804 // Îñòàëîñü ìàëî âîçäóõà:
7805 if FAir < 36 * 2 then
7806 Jump(20);
7808 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7809 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7810 if BodyInAcid(0, 0) then
7811 Jump();
7812 end;
7814 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7815 begin
7816 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7817 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7818 end;
7820 {function TBot.NeedItem(Item: Byte): Byte;
7821 begin
7822 Result := 4;
7823 end;}
7825 procedure TBot.SelectWeapon(Dist: Integer);
7826 var
7827 a: Integer;
7829 function HaveAmmo(weapon: Byte): Boolean;
7830 begin
7831 case weapon of
7832 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7833 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7834 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7835 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7836 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7837 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7838 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7839 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7840 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7841 else Result := True;
7842 end;
7843 end;
7845 begin
7846 if Dist = -1 then Dist := BOT_LONGDIST;
7848 if Dist > BOT_LONGDIST then
7849 begin // Äàëüíèé áîé
7850 for a := 0 to 9 do
7851 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7852 begin
7853 FSelectedWeapon := FDifficult.WeaponPrior[a];
7854 Break;
7855 end;
7856 end
7857 else //if Dist > BOT_UNSAFEDIST then
7858 begin // Áëèæíèé áîé
7859 for a := 0 to 9 do
7860 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7861 begin
7862 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7863 Break;
7864 end;
7865 end;
7866 { else
7867 begin
7868 for a := 0 to 9 do
7869 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7870 begin
7871 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7872 Break;
7873 end;
7874 end;}
7875 end;
7877 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7878 begin
7879 Result := inherited PickItem(ItemType, force, remove);
7881 if Result then SetAIFlag('SELECTWEAPON', '1');
7882 end;
7884 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7885 begin
7886 Result := inherited Heal(value, Soft);
7887 end;
7889 function TBot.Healthy(): Byte;
7890 begin
7891 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7892 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7893 else if (FHealth > 50) then Result := 2
7894 else if (FHealth > 20) then Result := 1
7895 else Result := 0;
7896 end;
7898 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7899 begin
7900 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7901 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7902 end;
7904 procedure TBot.OnDamage(Angle: SmallInt);
7905 var
7906 pla: TPlayer;
7907 mon: TMonster;
7908 ok: Boolean;
7909 begin
7910 inherited;
7912 if (Angle = 0) or (Angle = 180) then
7913 begin
7914 ok := False;
7915 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7916 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7917 begin // Èãðîê
7918 pla := g_Player_Get(FLastSpawnerUID);
7919 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7920 pla.FObj.Y + PLAYER_RECT.Y);
7921 end
7922 else
7923 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7924 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7925 begin // Ìîíñòð
7926 mon := g_Monsters_ByUID(FLastSpawnerUID);
7927 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7928 mon.Obj.Y + mon.Obj.Rect.Y);
7929 end;
7931 if ok then
7932 if Angle = 0 then
7933 SetAIFlag('ATTACKLEFT', '1')
7934 else
7935 SetAIFlag('ATTACKRIGHT', '1');
7936 end;
7937 end;
7939 function TBot.RunDirection(): TDirection;
7940 begin
7941 if Abs(Vel.X) >= 1 then
7942 begin
7943 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7944 end else
7945 Result := FDirection;
7946 end;
7948 function TBot.GetRnd(a: Byte): Boolean;
7949 begin
7950 if a = 0 then Result := False
7951 else if a = 255 then Result := True
7952 else Result := Random(256) > 255-a;
7953 end;
7955 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7956 begin
7957 Result := Round((255-a)/255*radius*(Random(2)-1));
7958 end;
7961 procedure TDifficult.save (st: TStream);
7962 begin
7963 utils.writeInt(st, Byte(DiagFire));
7964 utils.writeInt(st, Byte(InvisFire));
7965 utils.writeInt(st, Byte(DiagPrecision));
7966 utils.writeInt(st, Byte(FlyPrecision));
7967 utils.writeInt(st, Byte(Cover));
7968 utils.writeInt(st, Byte(CloseJump));
7969 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7970 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7971 end;
7973 procedure TDifficult.load (st: TStream);
7974 begin
7975 DiagFire := utils.readByte(st);
7976 InvisFire := utils.readByte(st);
7977 DiagPrecision := utils.readByte(st);
7978 FlyPrecision := utils.readByte(st);
7979 Cover := utils.readByte(st);
7980 CloseJump := utils.readByte(st);
7981 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7982 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7983 end;
7986 procedure TBot.SaveState (st: TStream);
7987 var
7988 i: Integer;
7989 dw: Integer;
7990 begin
7991 inherited SaveState(st);
7992 utils.writeSign(st, 'BOT0');
7993 // Âûáðàííîå îðóæèå
7994 utils.writeInt(st, Byte(FSelectedWeapon));
7995 // UID öåëè
7996 utils.writeInt(st, Word(FTargetUID));
7997 // Âðåìÿ ïîòåðè öåëè
7998 utils.writeInt(st, LongWord(FLastVisible));
7999 // Êîëè÷åñòâî ôëàãîâ ÈÈ
8000 dw := Length(FAIFlags);
8001 utils.writeInt(st, LongInt(dw));
8002 // Ôëàãè ÈÈ
8003 for i := 0 to dw-1 do
8004 begin
8005 utils.writeStr(st, FAIFlags[i].Name, 20);
8006 utils.writeStr(st, FAIFlags[i].Value, 20);
8007 end;
8008 // Íàñòðîéêè ñëîæíîñòè
8009 FDifficult.save(st);
8010 end;
8013 procedure TBot.LoadState (st: TStream);
8014 var
8015 i: Integer;
8016 dw: Integer;
8017 begin
8018 inherited LoadState(st);
8019 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
8020 // Âûáðàííîå îðóæèå
8021 FSelectedWeapon := utils.readByte(st);
8022 // UID öåëè
8023 FTargetUID := utils.readWord(st);
8024 // Âðåìÿ ïîòåðè öåëè
8025 FLastVisible := utils.readLongWord(st);
8026 // Êîëè÷åñòâî ôëàãîâ ÈÈ
8027 dw := utils.readLongInt(st);
8028 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
8029 SetLength(FAIFlags, dw);
8030 // Ôëàãè ÈÈ
8031 for i := 0 to dw-1 do
8032 begin
8033 FAIFlags[i].Name := utils.readStr(st, 20);
8034 FAIFlags[i].Value := utils.readStr(st, 20);
8035 end;
8036 // Íàñòðîéêè ñëîæíîñòè
8037 FDifficult.load(st);
8038 end;
8041 begin
8042 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
8043 conRegVar('player_indicator', @gPlayerIndicator, 'Draw indicator only for current player, also for teammates, or not at all', 'Draw indicator only for current player, also for teammates, or not at all');
8044 conRegVar('player_indicator_style', @gPlayerIndicatorStyle, 'Visual appearance of indicator', 'Visual appearance of indicator');
8045 end.