DEADSOFTWARE

Player: Weapon switch delay is too long
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 {$M+}
18 unit g_player;
20 interface
22 uses
23 SysUtils, Classes,
24 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
25 e_graphics, g_playermodel, g_basic, g_textures,
26 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
27 g_panel;
29 const
30 KEY_LEFT = 1;
31 KEY_RIGHT = 2;
32 KEY_UP = 3;
33 KEY_DOWN = 4;
34 KEY_FIRE = 5;
35 KEY_NEXTWEAPON = 6;
36 KEY_PREVWEAPON = 7;
37 KEY_OPEN = 8;
38 KEY_JUMP = 9;
39 KEY_CHAT = 10;
41 R_ITEM_BACKPACK = 0;
42 R_KEY_RED = 1;
43 R_KEY_GREEN = 2;
44 R_KEY_BLUE = 3;
45 R_BERSERK = 4;
47 MR_SUIT = 0;
48 MR_INVUL = 1;
49 MR_INVIS = 2;
50 MR_MAX = 2;
52 A_BULLETS = 0;
53 A_SHELLS = 1;
54 A_ROCKETS = 2;
55 A_CELLS = 3;
56 A_FUEL = 4;
57 A_HIGH = 4;
59 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
63 K_SIMPLEKILL = 0;
64 K_HARDKILL = 1;
65 K_EXTRAHARDKILL = 2;
66 K_FALLKILL = 3;
68 T_RESPAWN = 0;
69 T_SWITCH = 1;
70 T_USE = 2;
71 T_FLAGCAP = 3;
73 TEAM_NONE = 0;
74 TEAM_RED = 1;
75 TEAM_BLUE = 2;
76 TEAM_COOP = 3;
78 SHELL_BULLET = 0;
79 SHELL_SHELL = 1;
80 SHELL_DBLSHELL = 2;
82 ANGLE_NONE = Low(SmallInt);
84 CORPSE_STATE_REMOVEME = 0;
85 CORPSE_STATE_NORMAL = 1;
86 CORPSE_STATE_MESS = 2;
88 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
89 PLAYER_RECT_CX = 15+(34 div 2);
90 PLAYER_RECT_CY = 12+(52 div 2);
91 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
93 PLAYER_HP_SOFT = 100;
94 PLAYER_HP_LIMIT = 200;
95 PLAYER_AP_SOFT = 100;
96 PLAYER_AP_LIMIT = 200;
97 SUICIDE_DAMAGE = 112;
98 WEAPON_DELAY = 5;
100 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
101 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
103 type
104 TPlayerStat = record
105 Ping: Word;
106 Loss: Byte;
107 Name: String;
108 Team: Byte;
109 Frags: SmallInt;
110 Deaths: SmallInt;
111 Lives: Byte;
112 Kills: Word;
113 Color: TRGB;
114 Spectator: Boolean;
115 end;
117 TPlayerStatArray = Array of TPlayerStat;
119 TPlayerSavedState = record
120 Health: Integer;
121 Armor: Integer;
122 Air: Integer;
123 JetFuel: Integer;
124 CurrWeap: Byte;
125 NextWeap: WORD;
126 NextWeapDelay: Byte;
127 Ammo: Array [A_BULLETS..A_HIGH] of Word;
128 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
129 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
130 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
131 WaitRecall: Boolean;
132 end;
134 TKeyState = record
135 Pressed: Boolean;
136 Time: Word;
137 end;
139 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
140 private
141 FIamBot: Boolean;
142 FUID: Word;
143 FName: String;
144 FTeam: Byte;
145 FAlive: Boolean;
146 FSpawned: Boolean;
147 FDirection: TDirection;
148 FHealth: Integer;
149 FLives: Byte;
150 FArmor: Integer;
151 FAir: Integer;
152 FPain: Integer;
153 FPickup: Integer;
154 FKills: Integer;
155 FMonsterKills: Integer;
156 FFrags: Integer;
157 FFragCombo: Byte;
158 FLastFrag: LongWord;
159 FComboEvnt: Integer;
160 FDeath: Integer;
161 FCanJetpack: Boolean;
162 FJetFuel: Integer;
163 FFlag: Byte;
164 FSecrets: Integer;
165 FCurrWeap: Byte;
166 FNextWeap: WORD;
167 FNextWeapDelay: Byte; // frames
168 FBFGFireCounter: SmallInt;
169 FLastSpawnerUID: Word;
170 FLastHit: Byte;
171 FObj: TObj;
172 FXTo, FYTo: Integer;
173 FSpectatePlayer: Integer;
174 FFirePainTime: Integer;
175 FFireAttacker: Word;
177 FSavedState: TPlayerSavedState;
179 FModel: TPlayerModel;
180 FPunchAnim: TAnimation;
181 FActionPrior: Byte;
182 FActionAnim: Byte;
183 FActionForce: Boolean;
184 FActionChanged: Boolean;
185 FAngle: SmallInt;
186 FFireAngle: SmallInt;
187 FIncCam: Integer;
188 FShellTimer: Integer;
189 FShellType: Byte;
190 FSawSound: TPlayableSound;
191 FSawSoundIdle: TPlayableSound;
192 FSawSoundHit: TPlayableSound;
193 FSawSoundSelect: TPlayableSound;
194 FJetSoundOn: TPlayableSound;
195 FJetSoundOff: TPlayableSound;
196 FJetSoundFly: TPlayableSound;
197 FGodMode: Boolean;
198 FNoTarget: Boolean;
199 FNoReload: Boolean;
200 FJustTeleported: Boolean;
201 FNetTime: LongWord;
202 mEDamageType: Integer;
205 function CollideLevel(XInc, YInc: Integer): Boolean;
206 function StayOnStep(XInc, YInc: Integer): Boolean;
207 function HeadInLiquid(XInc, YInc: Integer): Boolean;
208 function BodyInLiquid(XInc, YInc: Integer): Boolean;
209 function BodyInAcid(XInc, YInc: Integer): Boolean;
210 function FullInLift(XInc, YInc: Integer): Integer;
211 {procedure CollideItem();}
212 procedure FlySmoke(Times: DWORD = 1);
213 procedure OnFireFlame(Times: DWORD = 1);
214 function GetAmmoByWeapon(Weapon: Byte): Word;
215 procedure SetAction(Action: Byte; Force: Boolean = False);
216 procedure OnDamage(Angle: SmallInt); virtual;
217 function firediry(): Integer;
218 procedure DoPunch();
220 procedure Run(Direction: TDirection);
221 procedure NextWeapon();
222 procedure PrevWeapon();
223 procedure SeeUp();
224 procedure SeeDown();
225 procedure Fire();
226 procedure Jump();
227 procedure Use();
229 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
230 procedure resetWeaponQueue ();
231 function hasAmmoForWeapon (weapon: Byte): Boolean;
233 procedure doDamage (v: Integer);
235 function followCorpse(): Boolean;
237 public
238 FDamageBuffer: Integer;
240 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
241 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
242 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
243 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
244 FBerserk: Integer;
245 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
246 FReloading: Array [WP_FIRST..WP_LAST] of Word;
247 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
248 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
249 FColor: TRGB;
250 FPreferredTeam: Byte;
251 FSpectator: Boolean;
252 FNoRespawn: Boolean;
253 FWantsInGame: Boolean;
254 FGhost: Boolean;
255 FPhysics: Boolean;
256 FJetpack: Boolean;
257 FActualModelName: string;
258 FClientID: SmallInt;
259 FPing: Word;
260 FLoss: Byte;
261 FDummy: Boolean;
262 FFireTime: Integer;
264 // debug: viewport offset
265 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
267 function isValidViewPort (): Boolean; inline;
269 constructor Create(); virtual;
270 destructor Destroy(); override;
271 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
272 function GetRespawnPoint(): Byte;
273 procedure PressKey(Key: Byte; Time: Word = 1);
274 procedure ReleaseKeys();
275 procedure SetModel(ModelName: String);
276 procedure SetColor(Color: TRGB);
277 procedure SetWeapon(W: Byte);
278 function IsKeyPressed(K: Byte): Boolean;
279 function GetKeys(): Byte;
280 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
281 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
282 function Collide(Panel: TPanel): Boolean; overload;
283 function Collide(X, Y: Integer): Boolean; overload;
284 procedure SetDirection(Direction: TDirection);
285 procedure GetSecret();
286 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
287 procedure Touch();
288 procedure Push(vx, vy: Integer);
289 procedure ChangeModel(ModelName: String);
290 procedure SwitchTeam;
291 procedure ChangeTeam(Team: Byte);
292 procedure BFGHit();
293 function GetFlag(Flag: Byte): Boolean;
294 procedure SetFlag(Flag: Byte);
295 function DropFlag(): Boolean;
296 procedure AllRulez(Health: Boolean);
297 procedure RestoreHealthArmor();
298 procedure FragCombo();
299 procedure GiveItem(ItemType: Byte);
300 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
301 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
302 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
303 procedure MakeBloodSimple(Count: Word);
304 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
305 procedure Reset(Force: Boolean);
306 procedure Spectate(NoMove: Boolean = False);
307 procedure SwitchNoClip;
308 procedure SoftReset();
309 procedure Draw(); virtual;
310 procedure DrawPain();
311 procedure DrawPickup();
312 procedure DrawRulez();
313 procedure DrawAim();
314 procedure DrawIndicator();
315 procedure DrawBubble();
316 procedure DrawGUI();
317 procedure Update(); virtual;
318 procedure RememberState();
319 procedure RecallState();
320 procedure SaveState (st: TStream); virtual;
321 procedure LoadState (st: TStream); virtual;
322 procedure PauseSounds(Enable: Boolean);
323 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
324 procedure DoLerp(Level: Integer = 2);
325 procedure SetLerp(XTo, YTo: Integer);
326 procedure QueueWeaponSwitch(Weapon: Byte);
327 procedure RealizeCurrentWeapon();
328 procedure JetpackOn;
329 procedure JetpackOff;
330 procedure CatchFire(Attacker: Word);
332 //WARNING! this does nothing for now, but still call it!
333 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
335 procedure getMapBox (out x, y, w, h: Integer); inline;
336 procedure moveBy (dx, dy: Integer); inline;
338 public
339 property Vel: TPoint2i read FObj.Vel;
340 property Obj: TObj read FObj;
342 property Name: String read FName write FName;
343 property Model: TPlayerModel read FModel;
344 property Health: Integer read FHealth write FHealth;
345 property Lives: Byte read FLives write FLives;
346 property Armor: Integer read FArmor write FArmor;
347 property Air: Integer read FAir write FAir;
348 property JetFuel: Integer read FJetFuel write FJetFuel;
349 property Frags: Integer read FFrags write FFrags;
350 property Death: Integer read FDeath write FDeath;
351 property Kills: Integer read FKills write FKills;
352 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
353 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
354 property Secrets: Integer read FSecrets;
355 property GodMode: Boolean read FGodMode write FGodMode;
356 property NoTarget: Boolean read FNoTarget write FNoTarget;
357 property NoReload: Boolean read FNoReload write FNoReload;
358 property alive: Boolean read FAlive write FAlive;
359 property Flag: Byte read FFlag;
360 property Team: Byte read FTeam write FTeam;
361 property Direction: TDirection read FDirection;
362 property GameX: Integer read FObj.X write FObj.X;
363 property GameY: Integer read FObj.Y write FObj.Y;
364 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
365 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
366 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
367 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
368 property IncCam: Integer read FIncCam write FIncCam;
369 property UID: Word read FUID write FUID;
370 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
371 property NetTime: LongWord read FNetTime write FNetTime;
373 published
374 property eName: String read FName write FName;
375 property eHealth: Integer read FHealth write FHealth;
376 property eLives: Byte read FLives write FLives;
377 property eArmor: Integer read FArmor write FArmor;
378 property eAir: Integer read FAir write FAir;
379 property eJetFuel: Integer read FJetFuel write FJetFuel;
380 property eFrags: Integer read FFrags write FFrags;
381 property eDeath: Integer read FDeath write FDeath;
382 property eKills: Integer read FKills write FKills;
383 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
384 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
385 property eSecrets: Integer read FSecrets write FSecrets;
386 property eGodMode: Boolean read FGodMode write FGodMode;
387 property eNoTarget: Boolean read FNoTarget write FNoTarget;
388 property eNoReload: Boolean read FNoReload write FNoReload;
389 property eAlive: Boolean read FAlive write FAlive;
390 property eFlag: Byte read FFlag;
391 property eTeam: Byte read FTeam write FTeam;
392 property eDirection: TDirection read FDirection;
393 property eGameX: Integer read FObj.X write FObj.X;
394 property eGameY: Integer read FObj.Y write FObj.Y;
395 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
396 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
397 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
398 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
399 property eIncCam: Integer read FIncCam write FIncCam;
400 property eUID: Word read FUID;
401 property eJustTeleported: Boolean read FJustTeleported;
402 property eNetTime: LongWord read FNetTime;
404 // set this before assigning something to `eDamage`
405 property eDamageType: Integer read mEDamageType write mEDamageType;
406 property eDamage: Integer write doDamage;
407 end;
409 TDifficult = record
410 public
411 DiagFire: Byte;
412 InvisFire: Byte;
413 DiagPrecision: Byte;
414 FlyPrecision: Byte;
415 Cover: Byte;
416 CloseJump: Byte;
417 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
418 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
419 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
421 public
422 procedure save (st: TStream);
423 procedure load (st: TStream);
424 end;
426 TAIFlag = record
427 Name: String;
428 Value: String;
429 end;
431 TBot = class(TPlayer)
432 private
433 FSelectedWeapon: Byte;
434 FTargetUID: Word;
435 FLastVisible: DWORD;
436 FAIFlags: Array of TAIFlag;
437 FDifficult: TDifficult;
439 function GetRnd(a: Byte): Boolean;
440 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
441 function RunDirection(): TDirection;
442 function FullInStep(XInc, YInc: Integer): Boolean;
443 //function NeedItem(Item: Byte): Byte;
444 procedure SelectWeapon(Dist: Integer);
445 procedure SetAIFlag(aName, fValue: String20);
446 function GetAIFlag(aName: String20): String20;
447 procedure RemoveAIFlag(aName: String20);
448 function Healthy(): Byte;
449 procedure UpdateMove();
450 procedure UpdateCombat();
451 function KeyPressed(Key: Word): Boolean;
452 procedure ReleaseKey(Key: Byte);
453 function TargetOnScreen(TX, TY: Integer): Boolean;
454 procedure OnDamage(Angle: SmallInt); override;
456 public
457 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
458 constructor Create(); override;
459 destructor Destroy(); override;
460 procedure Draw(); override;
461 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
462 function Heal(value: Word; Soft: Boolean): Boolean; override;
463 procedure Update(); override;
464 procedure SaveState (st: TStream); override;
465 procedure LoadState (st: TStream); override;
466 end;
468 PGib = ^TGib;
469 TGib = record
470 alive: Boolean;
471 ID: DWORD;
472 MaskID: DWORD;
473 RAngle: Integer;
474 Color: TRGB;
475 Obj: TObj;
477 procedure getMapBox (out x, y, w, h: Integer); inline;
478 procedure moveBy (dx, dy: Integer); inline;
480 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
481 end;
484 PShell = ^TShell;
485 TShell = record
486 SpriteID: DWORD;
487 alive: Boolean;
488 SType: Byte;
489 RAngle: Integer;
490 Timeout: Cardinal;
491 CX, CY: Integer;
492 Obj: TObj;
494 procedure getMapBox (out x, y, w, h: Integer); inline;
495 procedure moveBy (dx, dy: Integer); inline;
497 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
498 end;
500 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
501 private
502 FModelName: String;
503 FMess: Boolean;
504 FState: Byte;
505 FDamage: Byte;
506 FColor: TRGB;
507 FObj: TObj;
508 FPlayerUID: Word;
509 FAnimation: TAnimation;
510 FAnimationMask: TAnimation;
512 public
513 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
514 destructor Destroy(); override;
515 procedure Damage(Value: Word; vx, vy: Integer);
516 procedure Update();
517 procedure Draw();
518 procedure SaveState (st: TStream);
519 procedure LoadState (st: TStream);
521 procedure getMapBox (out x, y, w, h: Integer); inline;
522 procedure moveBy (dx, dy: Integer); inline;
524 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
526 function ObjPtr (): PObj; inline;
528 property Obj: TObj read FObj; // copies object
529 property State: Byte read FState;
530 property Mess: Boolean read FMess;
531 end;
533 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
534 record
535 Goals: SmallInt;
536 end;
538 var
539 gPlayers: Array of TPlayer;
540 gCorpses: Array of TCorpse;
541 gGibs: Array of TGib;
542 gShells: Array of TShell;
543 gTeamStat: TTeamStat;
544 gFly: Boolean = False;
545 gAimLine: Boolean = False;
546 gChatBubble: Byte = 0;
547 gPlayerIndicator: Boolean = True;
548 gNumBots: Word = 0;
549 gLMSPID1: Word = 0;
550 gLMSPID2: Word = 0;
551 MAX_RUNVEL: Integer = 8;
552 VEL_JUMP: Integer = 10;
553 SHELL_TIMEOUT: Cardinal = 60000;
555 function Lerp(X, Y, Factor: Integer): Integer;
557 procedure g_Gibs_SetMax(Count: Word);
558 function g_Gibs_GetMax(): Word;
559 procedure g_Corpses_SetMax(Count: Word);
560 function g_Corpses_GetMax(): Word;
561 procedure g_Shells_SetMax(Count: Word);
562 function g_Shells_GetMax(): Word;
564 procedure g_Player_Init();
565 procedure g_Player_Free();
566 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
567 function g_Player_CreateFromState (st: TStream): Word;
568 procedure g_Player_Remove(UID: Word);
569 procedure g_Player_ResetTeams();
570 procedure g_Player_UpdateAll();
571 procedure g_Player_DrawAll();
572 procedure g_Player_DrawDebug(p: TPlayer);
573 procedure g_Player_DrawHealth();
574 procedure g_Player_RememberAll();
575 procedure g_Player_ResetAll(Force, Silent: Boolean);
576 function g_Player_Get(UID: Word): TPlayer;
577 function g_Player_GetCount(): Byte;
578 function g_Player_GetStats(): TPlayerStatArray;
579 function g_Player_ValidName(Name: String): Boolean;
580 procedure g_Player_CreateCorpse(Player: TPlayer);
581 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
582 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
583 procedure g_Player_UpdatePhysicalObjects();
584 procedure g_Player_DrawCorpses();
585 procedure g_Player_DrawShells();
586 procedure g_Player_RemoveAllCorpses();
587 procedure g_Player_Corpses_SaveState (st: TStream);
588 procedure g_Player_Corpses_LoadState (st: TStream);
589 procedure g_Bot_Add(Team, Difficult: Byte);
590 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
591 procedure g_Bot_MixNames();
592 procedure g_Bot_RemoveAll();
594 implementation
596 uses
597 {$INCLUDE ../nogl/noGLuses.inc}
598 {$IFDEF ENABLE_HOLMES}
599 g_holmes,
600 {$ENDIF}
601 e_log, g_map, g_items, g_console, g_gfx, Math,
602 g_options, g_triggers, g_menu, g_game, g_grid,
603 wadreader, g_main, g_monsters, CONFIG, g_language,
604 g_net, g_netmsg, g_window,
605 utils, xstreams;
607 const PLR_SAVE_VERSION = 0;
609 type
610 TBotProfile = record
611 name: ShortString;
612 model: ShortString;
613 team: Byte;
614 color: TRGB;
615 diag_fire: Byte;
616 invis_fire: Byte;
617 diag_precision: Byte;
618 fly_precision: Byte;
619 cover: Byte;
620 close_jump: Byte;
621 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
622 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
623 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
624 end;
626 const
627 TIME_RESPAWN1 = 1500;
628 TIME_RESPAWN2 = 2000;
629 TIME_RESPAWN3 = 3000;
630 AIR_DEF = 360;
631 AIR_MAX = 1091;
632 JET_MAX = 540; // ~30 sec
633 PLAYER_SUIT_TIME = 30000;
634 PLAYER_INVUL_TIME = 30000;
635 PLAYER_INVIS_TIME = 35000;
636 FRAG_COMBO_TIME = 3000;
637 VEL_SW = 4;
638 VEL_FLY = 6;
639 ANGLE_RIGHTUP = 55;
640 ANGLE_RIGHTDOWN = -35;
641 ANGLE_LEFTUP = 125;
642 ANGLE_LEFTDOWN = -145;
643 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
644 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
645 BOT_MAXJUMP = 84;
646 BOT_LONGDIST = 300;
647 BOT_UNSAFEDIST = 128;
648 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
649 (R:0; G:0; B:255));
650 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
651 FlyPrecision: 32; Cover: 32; CloseJump: 32;
652 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
653 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
654 FlyPrecision: 127; Cover: 127; CloseJump: 127;
655 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
656 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
657 FlyPrecision: 255; Cover: 255; CloseJump: 255;
658 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
659 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
660 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
661 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
662 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
663 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
664 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
665 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
666 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
667 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
668 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
669 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
670 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
671 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
672 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
673 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
674 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
675 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
677 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
678 CORPSE_SIGNATURE = $50524F43; // 'CORP'
680 BOTNAMES_FILENAME = 'botnames.txt';
681 BOTLIST_FILENAME = 'botlist.txt';
683 var
684 MaxGibs: Word = 150;
685 MaxCorpses: Word = 20;
686 MaxShells: Word = 300;
687 CurrentGib: Integer = 0;
688 CurrentShell: Integer = 0;
689 BotNames: Array of String;
690 BotList: Array of TBotProfile;
693 function Lerp(X, Y, Factor: Integer): Integer;
694 begin
695 Result := X + ((Y - X) div Factor);
696 end;
698 function SameTeam(UID1, UID2: Word): Boolean;
699 begin
700 Result := False;
702 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
703 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
705 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
707 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
708 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
710 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
711 end;
713 procedure g_Gibs_SetMax(Count: Word);
714 begin
715 MaxGibs := Count;
716 SetLength(gGibs, Count);
718 if CurrentGib >= Count then
719 CurrentGib := 0;
720 end;
722 function g_Gibs_GetMax(): Word;
723 begin
724 Result := MaxGibs;
725 end;
727 procedure g_Shells_SetMax(Count: Word);
728 begin
729 MaxShells := Count;
730 SetLength(gShells, Count);
732 if CurrentShell >= Count then
733 CurrentShell := 0;
734 end;
736 function g_Shells_GetMax(): Word;
737 begin
738 Result := MaxShells;
739 end;
742 procedure g_Corpses_SetMax(Count: Word);
743 begin
744 MaxCorpses := Count;
745 SetLength(gCorpses, Count);
746 end;
748 function g_Corpses_GetMax(): Word;
749 begin
750 Result := MaxCorpses;
751 end;
753 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
754 var
755 a: Integer;
756 ok: Boolean;
757 begin
758 Result := 0;
760 ok := False;
761 a := 0;
763 // Åñòü ëè ìåñòî â gPlayers:
764 if gPlayers <> nil then
765 for a := 0 to High(gPlayers) do
766 if gPlayers[a] = nil then
767 begin
768 ok := True;
769 Break;
770 end;
772 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
773 if not ok then
774 begin
775 SetLength(gPlayers, Length(gPlayers)+1);
776 a := High(gPlayers);
777 end;
779 // Ñîçäàåì îáúåêò èãðîêà:
780 if Bot then
781 gPlayers[a] := TBot.Create()
782 else
783 gPlayers[a] := TPlayer.Create();
786 gPlayers[a].FActualModelName := ModelName;
787 gPlayers[a].SetModel(ModelName);
789 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
790 if gPlayers[a].FModel = nil then
791 begin
792 gPlayers[a].Free();
793 gPlayers[a] := nil;
794 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
795 Exit;
796 end;
798 if not (Team in [TEAM_RED, TEAM_BLUE]) then
799 if Random(2) = 0 then
800 Team := TEAM_RED
801 else
802 Team := TEAM_BLUE;
803 gPlayers[a].FPreferredTeam := Team;
805 case gGameSettings.GameMode of
806 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
807 GM_TDM,
808 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
809 GM_SINGLE,
810 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
811 end;
813 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
814 gPlayers[a].FColor := Color;
815 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
816 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
817 else
818 gPlayers[a].FModel.Color := Color;
820 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
821 gPlayers[a].FAlive := False;
823 Result := gPlayers[a].FUID;
824 end;
826 function g_Player_CreateFromState (st: TStream): Word;
827 var
828 a, i: Integer;
829 ok, Bot: Boolean;
830 b: Byte;
831 begin
832 result := 0;
833 if (st = nil) then exit; //???
835 // Ñèãíàòóðà èãðîêà
836 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
837 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
839 // Áîò èëè ÷åëîâåê:
840 Bot := utils.readBool(st);
842 ok := false;
843 a := 0;
845 // Åñòü ëè ìåñòî â gPlayers:
846 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
848 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
849 if not ok then
850 begin
851 SetLength(gPlayers, Length(gPlayers)+1);
852 a := High(gPlayers);
853 end;
855 // Ñîçäàåì îáúåêò èãðîêà
856 if Bot then
857 gPlayers[a] := TBot.Create()
858 else
859 gPlayers[a] := TPlayer.Create();
860 gPlayers[a].FIamBot := Bot;
861 gPlayers[a].FPhysics := True;
863 // UID èãðîêà
864 gPlayers[a].FUID := utils.readWord(st);
865 // Èìÿ èãðîêà
866 gPlayers[a].FName := utils.readStr(st);
867 // Êîìàíäà
868 gPlayers[a].FTeam := utils.readByte(st);
869 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
870 // Æèâ ëè
871 gPlayers[a].FAlive := utils.readBool(st);
872 // Èçðàñõîäîâàë ëè âñå æèçíè
873 gPlayers[a].FNoRespawn := utils.readBool(st);
874 // Íàïðàâëåíèå
875 b := utils.readByte(st);
876 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
877 // Çäîðîâüå
878 gPlayers[a].FHealth := utils.readLongInt(st);
879 // Æèçíè
880 gPlayers[a].FLives := utils.readByte(st);
881 // Áðîíÿ
882 gPlayers[a].FArmor := utils.readLongInt(st);
883 // Çàïàñ âîçäóõà
884 gPlayers[a].FAir := utils.readLongInt(st);
885 // Çàïàñ ãîðþ÷åãî
886 gPlayers[a].FJetFuel := utils.readLongInt(st);
887 // Áîëü
888 gPlayers[a].FPain := utils.readLongInt(st);
889 // Óáèë
890 gPlayers[a].FKills := utils.readLongInt(st);
891 // Óáèë ìîíñòðîâ
892 gPlayers[a].FMonsterKills := utils.readLongInt(st);
893 // Ôðàãîâ
894 gPlayers[a].FFrags := utils.readLongInt(st);
895 // Ôðàãîâ ïîäðÿä
896 gPlayers[a].FFragCombo := utils.readByte(st);
897 // Âðåìÿ ïîñëåäíåãî ôðàãà
898 gPlayers[a].FLastFrag := utils.readLongWord(st);
899 // Ñìåðòåé
900 gPlayers[a].FDeath := utils.readLongInt(st);
901 // Êàêîé ôëàã íåñåò
902 gPlayers[a].FFlag := utils.readByte(st);
903 // Íàøåë ñåêðåòîâ
904 gPlayers[a].FSecrets := utils.readLongInt(st);
905 // Òåêóùåå îðóæèå
906 gPlayers[a].FCurrWeap := utils.readByte(st);
907 // Ñëåäóþùåå æåëàåìîå îðóæèå
908 gPlayers[a].FNextWeap := utils.readWord(st);
909 // ...è ïàóçà
910 gPlayers[a].FNextWeapDelay := utils.readByte(st);
911 // Âðåìÿ çàðÿäêè BFG
912 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
913 // Áóôåð óðîíà
914 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
915 // Ïîñëåäíèé óäàðèâøèé
916 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
917 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
918 gPlayers[a].FLastHit := utils.readByte(st);
919 // Îáúåêò èãðîêà:
920 Obj_LoadState(@gPlayers[a].FObj, st);
921 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
922 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
923 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
924 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
925 // Íàëè÷èå îðóæèÿ
926 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
927 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
928 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
929 // Íàëè÷èå ðþêçàêà
930 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
931 // Íàëè÷èå êðàñíîãî êëþ÷à
932 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
933 // Íàëè÷èå çåëåíîãî êëþ÷à
934 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
935 // Íàëè÷èå ñèíåãî êëþ÷à
936 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
937 // Íàëè÷èå áåðñåðêà
938 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
939 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
940 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
941 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
942 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
944 // Íàçâàíèå ìîäåëè:
945 gPlayers[a].FActualModelName := utils.readStr(st);
946 // Öâåò ìîäåëè
947 gPlayers[a].FColor.R := utils.readByte(st);
948 gPlayers[a].FColor.G := utils.readByte(st);
949 gPlayers[a].FColor.B := utils.readByte(st);
950 // Îáíîâëÿåì ìîäåëü èãðîêà
951 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
953 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
954 if (gPlayers[a].FModel = nil) then
955 begin
956 gPlayers[a].Free();
957 gPlayers[a] := nil;
958 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
959 exit;
960 end;
962 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
963 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
964 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
965 else
966 gPlayers[a].FModel.Color := gPlayers[a].FColor;
968 result := gPlayers[a].FUID;
969 end;
972 procedure g_Player_ResetTeams();
973 var
974 a: Integer;
975 begin
976 if g_Game_IsClient then
977 Exit;
978 if gPlayers = nil then
979 Exit;
980 for a := Low(gPlayers) to High(gPlayers) do
981 if gPlayers[a] <> nil then
982 case gGameSettings.GameMode of
983 GM_DM:
984 gPlayers[a].ChangeTeam(TEAM_NONE);
985 GM_TDM, GM_CTF:
986 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
987 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
988 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
989 else
990 if a mod 2 = 0 then
991 gPlayers[a].ChangeTeam(TEAM_RED)
992 else
993 gPlayers[a].ChangeTeam(TEAM_BLUE);
994 GM_SINGLE,
995 GM_COOP:
996 gPlayers[a].ChangeTeam(TEAM_COOP);
997 end;
998 end;
1000 procedure g_Bot_Add(Team, Difficult: Byte);
1001 var
1002 m: SSArray;
1003 _name, _model: String;
1004 a, tr, tb: Integer;
1005 begin
1006 if not g_Game_IsServer then Exit;
1008 // Ñïèñîê íàçâàíèé ìîäåëåé:
1009 m := g_PlayerModel_GetNames();
1010 if m = nil then
1011 Exit;
1013 // Êîìàíäà:
1014 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1015 Team := TEAM_COOP // COOP
1016 else
1017 if gGameSettings.GameMode = GM_DM then
1018 Team := TEAM_NONE // DM
1019 else
1020 if Team = TEAM_NONE then // CTF / TDM
1021 begin
1022 // Àâòîáàëàíñ êîìàíä:
1023 tr := 0;
1024 tb := 0;
1026 for a := 0 to High(gPlayers) do
1027 if gPlayers[a] <> nil then
1028 begin
1029 if gPlayers[a].Team = TEAM_RED then
1030 Inc(tr)
1031 else
1032 if gPlayers[a].Team = TEAM_BLUE then
1033 Inc(tb);
1034 end;
1036 if tr > tb then
1037 Team := TEAM_BLUE
1038 else
1039 if tb > tr then
1040 Team := TEAM_RED
1041 else // tr = tb
1042 if Random(2) = 0 then
1043 Team := TEAM_RED
1044 else
1045 Team := TEAM_BLUE;
1046 end;
1048 // Âûáèðàåì áîòó èìÿ:
1049 _name := '';
1050 if BotNames <> nil then
1051 for a := 0 to High(BotNames) do
1052 if g_Player_ValidName(BotNames[a]) then
1053 begin
1054 _name := BotNames[a];
1055 Break;
1056 end;
1058 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1059 if _name = '' then
1060 repeat
1061 _name := Format('DFBOT%.2d', [Random(100)]);
1062 until g_Player_ValidName(_name);
1064 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1065 _model := m[Random(Length(m))];
1067 // Ñîçäàåì áîòà:
1068 with g_Player_Get(g_Player_Create(_model,
1069 _RGB(Min(Random(9)*32, 255),
1070 Min(Random(9)*32, 255),
1071 Min(Random(9)*32, 255)),
1072 Team, True)) as TBot do
1073 begin
1074 Name := _name;
1076 case Difficult of
1077 1: FDifficult := DIFFICULT_EASY;
1078 2: FDifficult := DIFFICULT_MEDIUM;
1079 else FDifficult := DIFFICULT_HARD;
1080 end;
1082 for a := WP_FIRST to WP_LAST do
1083 begin
1084 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1085 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1086 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1087 end;
1089 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1091 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1092 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1093 Spectate();
1094 end;
1095 end;
1097 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1098 var
1099 m: SSArray;
1100 _name, _model: String;
1101 a: Integer;
1102 begin
1103 if not g_Game_IsServer then Exit;
1105 // Ñïèñîê íàçâàíèé ìîäåëåé:
1106 m := g_PlayerModel_GetNames();
1107 if m = nil then
1108 Exit;
1110 // Êîìàíäà:
1111 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1112 Team := TEAM_COOP // COOP
1113 else
1114 if gGameSettings.GameMode = GM_DM then
1115 Team := TEAM_NONE // DM
1116 else
1117 if Team = TEAM_NONE then
1118 Team := BotList[num].team; // CTF / TDM
1120 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1121 lName := AnsiLowerCase(lName);
1122 if (num < 0) or (num > Length(BotList)-1) then
1123 num := -1;
1124 if (num = -1) and (lName <> '') and (BotList <> nil) then
1125 for a := 0 to High(BotList) do
1126 if AnsiLowerCase(BotList[a].name) = lName then
1127 begin
1128 num := a;
1129 Break;
1130 end;
1131 if num = -1 then
1132 Exit;
1134 // Èìÿ áîòà:
1135 _name := BotList[num].name;
1136 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1137 if not g_Player_ValidName(_name) then
1138 repeat
1139 _name := Format('DFBOT%.2d', [Random(100)]);
1140 until g_Player_ValidName(_name);
1142 // Ìîäåëü:
1143 _model := BotList[num].model;
1144 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1145 if not InSArray(_model, m) then
1146 _model := m[Random(Length(m))];
1148 // Ñîçäàåì áîòà:
1149 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1150 begin
1151 Name := _name;
1153 FDifficult.DiagFire := BotList[num].diag_fire;
1154 FDifficult.InvisFire := BotList[num].invis_fire;
1155 FDifficult.DiagPrecision := BotList[num].diag_precision;
1156 FDifficult.FlyPrecision := BotList[num].fly_precision;
1157 FDifficult.Cover := BotList[num].cover;
1158 FDifficult.CloseJump := BotList[num].close_jump;
1160 for a := WP_FIRST to WP_LAST do
1161 begin
1162 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1163 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1164 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1165 end;
1167 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1169 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1170 end;
1171 end;
1173 procedure g_Bot_RemoveAll();
1174 var
1175 a: Integer;
1176 begin
1177 if not g_Game_IsServer then Exit;
1178 if gPlayers = nil then Exit;
1180 for a := 0 to High(gPlayers) do
1181 if gPlayers[a] <> nil then
1182 if gPlayers[a] is TBot then
1183 begin
1184 gPlayers[a].Lives := 0;
1185 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1186 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1187 g_Player_Remove(gPlayers[a].FUID);
1188 end;
1190 g_Bot_MixNames();
1191 end;
1193 procedure g_Bot_MixNames();
1194 var
1195 s: String;
1196 a, b: Integer;
1197 begin
1198 if BotNames <> nil then
1199 for a := 0 to High(BotNames) do
1200 begin
1201 b := Random(Length(BotNames));
1202 s := BotNames[a];
1203 Botnames[a] := BotNames[b];
1204 BotNames[b] := s;
1205 end;
1206 end;
1208 procedure g_Player_Remove(UID: Word);
1209 var
1210 i: Integer;
1211 begin
1212 if gPlayers = nil then Exit;
1214 if g_Game_IsServer and g_Game_IsNet then
1215 MH_SEND_PlayerDelete(UID);
1217 for i := 0 to High(gPlayers) do
1218 if gPlayers[i] <> nil then
1219 if gPlayers[i].FUID = UID then
1220 begin
1221 if gPlayers[i] is TPlayer then
1222 TPlayer(gPlayers[i]).Free()
1223 else
1224 TBot(gPlayers[i]).Free();
1225 gPlayers[i] := nil;
1226 Exit;
1227 end;
1228 end;
1230 procedure g_Player_Init();
1231 var
1232 F: TextFile;
1233 s: String;
1234 a, b: Integer;
1235 config: TConfig;
1236 sa: SSArray;
1237 begin
1238 BotNames := nil;
1240 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1241 Exit;
1243 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1244 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1245 Reset(F);
1247 while not EOF(F) do
1248 begin
1249 ReadLn(F, s);
1251 s := Trim(s);
1252 if s = '' then
1253 Continue;
1255 SetLength(BotNames, Length(BotNames)+1);
1256 BotNames[High(BotNames)] := s;
1257 end;
1259 CloseFile(F);
1261 // Ïåðåìåøèâàåì èõ:
1262 g_Bot_MixNames();
1264 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1265 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1266 BotList := nil;
1267 a := 0;
1269 while config.SectionExists(IntToStr(a)) do
1270 begin
1271 SetLength(BotList, Length(BotList)+1);
1273 with BotList[High(BotList)] do
1274 begin
1275 // Èìÿ áîòà:
1276 name := config.ReadStr(IntToStr(a), 'name', '');
1277 // Ìîäåëü:
1278 model := config.ReadStr(IntToStr(a), 'model', '');
1279 // Êîìàíäà:
1280 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1281 team := TEAM_RED
1282 else
1283 team := TEAM_BLUE;
1284 // Öâåò ìîäåëè:
1285 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1286 color.R := StrToIntDef(sa[0], 0);
1287 color.G := StrToIntDef(sa[1], 0);
1288 color.B := StrToIntDef(sa[2], 0);
1289 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1290 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1291 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1292 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1293 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1294 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1295 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1296 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1297 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1298 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1299 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1300 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1301 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1302 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1303 if Length(sa) = 10 then
1304 for b := 0 to 9 do
1305 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1306 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1307 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1308 if Length(sa) = 10 then
1309 for b := 0 to 9 do
1310 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1312 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1313 if Length(sa) = 10 then
1314 for b := 0 to 9 do
1315 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1316 end;
1318 a := a + 1;
1319 end;
1321 config.Free();
1322 end;
1324 procedure g_Player_Free();
1325 var
1326 i: Integer;
1327 begin
1328 if gPlayers <> nil then
1329 begin
1330 for i := 0 to High(gPlayers) do
1331 if gPlayers[i] <> nil then
1332 begin
1333 if gPlayers[i] is TPlayer then
1334 TPlayer(gPlayers[i]).Free()
1335 else
1336 TBot(gPlayers[i]).Free();
1337 gPlayers[i] := nil;
1338 end;
1340 gPlayers := nil;
1341 end;
1343 gPlayer1 := nil;
1344 gPlayer2 := nil;
1345 end;
1347 procedure g_Player_UpdateAll();
1348 var
1349 i: Integer;
1350 begin
1351 if gPlayers = nil then Exit;
1353 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1354 for i := 0 to High(gPlayers) do
1355 begin
1356 if gPlayers[i] <> nil then
1357 begin
1358 if gPlayers[i] is TPlayer then
1359 begin
1360 gPlayers[i].Update();
1361 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1362 end
1363 else
1364 begin
1365 // bot updates weapons in `UpdateCombat()`
1366 TBot(gPlayers[i]).Update();
1367 end;
1368 end;
1369 end;
1370 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1371 end;
1373 procedure g_Player_DrawAll();
1374 var
1375 i: Integer;
1376 begin
1377 if gPlayers = nil then Exit;
1379 for i := 0 to High(gPlayers) do
1380 if gPlayers[i] <> nil then
1381 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1382 else TBot(gPlayers[i]).Draw();
1383 end;
1385 procedure g_Player_DrawDebug(p: TPlayer);
1386 var
1387 fW, fH: Byte;
1388 begin
1389 if p = nil then Exit;
1390 if (@p.FObj) = nil then Exit;
1392 e_TextureFontGetSize(gStdFont, fW, fH);
1394 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1395 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1396 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1397 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1398 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1399 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1400 end;
1402 procedure g_Player_DrawHealth();
1403 var
1404 i: Integer;
1405 fW, fH: Byte;
1406 begin
1407 if gPlayers = nil then Exit;
1408 e_TextureFontGetSize(gStdFont, fW, fH);
1410 for i := 0 to High(gPlayers) do
1411 if gPlayers[i] <> nil then
1412 begin
1413 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1414 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1415 IntToStr(gPlayers[i].FHealth), gStdFont);
1416 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1417 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1418 IntToStr(gPlayers[i].FArmor), gStdFont);
1419 end;
1420 end;
1422 function g_Player_Get(UID: Word): TPlayer;
1423 var
1424 a: Integer;
1425 begin
1426 Result := nil;
1428 if gPlayers = nil then
1429 Exit;
1431 for a := 0 to High(gPlayers) do
1432 if gPlayers[a] <> nil then
1433 if gPlayers[a].FUID = UID then
1434 begin
1435 Result := gPlayers[a];
1436 Exit;
1437 end;
1438 end;
1440 function g_Player_GetCount(): Byte;
1441 var
1442 a: Integer;
1443 begin
1444 Result := 0;
1446 if gPlayers = nil then
1447 Exit;
1449 for a := 0 to High(gPlayers) do
1450 if gPlayers[a] <> nil then
1451 Result := Result + 1;
1452 end;
1454 function g_Player_GetStats(): TPlayerStatArray;
1455 var
1456 a: Integer;
1457 begin
1458 Result := nil;
1460 if gPlayers = nil then Exit;
1462 for a := 0 to High(gPlayers) do
1463 if gPlayers[a] <> nil then
1464 begin
1465 SetLength(Result, Length(Result)+1);
1466 with Result[High(Result)] do
1467 begin
1468 Ping := gPlayers[a].FPing;
1469 Loss := gPlayers[a].FLoss;
1470 Name := gPlayers[a].FName;
1471 Team := gPlayers[a].FTeam;
1472 Frags := gPlayers[a].FFrags;
1473 Deaths := gPlayers[a].FDeath;
1474 Kills := gPlayers[a].FKills;
1475 Color := gPlayers[a].FModel.Color;
1476 Lives := gPlayers[a].FLives;
1477 Spectator := gPlayers[a].FSpectator;
1478 end;
1479 end;
1480 end;
1482 procedure g_Player_RememberAll;
1483 var
1484 i: Integer;
1485 begin
1486 for i := Low(gPlayers) to High(gPlayers) do
1487 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1488 gPlayers[i].RememberState;
1489 end;
1491 procedure g_Player_ResetAll(Force, Silent: Boolean);
1492 var
1493 i: Integer;
1494 begin
1495 gTeamStat[TEAM_RED].Goals := 0;
1496 gTeamStat[TEAM_BLUE].Goals := 0;
1498 if gPlayers <> nil then
1499 for i := 0 to High(gPlayers) do
1500 if gPlayers[i] <> nil then
1501 begin
1502 gPlayers[i].Reset(Force);
1504 if gPlayers[i] is TPlayer then
1505 begin
1506 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1507 gPlayers[i].Respawn(Silent)
1508 else
1509 gPlayers[i].Spectate();
1510 end
1511 else
1512 TBot(gPlayers[i]).Respawn(Silent);
1513 end;
1514 end;
1516 procedure g_Player_CreateCorpse(Player: TPlayer);
1517 var
1518 i: Integer;
1519 find_id: DWORD;
1520 ok: Boolean;
1521 begin
1522 if Player.alive then
1523 Exit;
1525 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1526 if gCorpses <> nil then
1527 for i := 0 to High(gCorpses) do
1528 if gCorpses[i] <> nil then
1529 if gCorpses[i].FPlayerUID = Player.FUID then
1530 gCorpses[i].FPlayerUID := 0;
1532 if Player.FObj.Y >= gMapInfo.Height+128 then
1533 Exit;
1535 with Player do
1536 begin
1537 if (FHealth >= -50) or (gGibsCount = 0) then
1538 begin
1539 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1540 Exit;
1542 ok := False;
1543 for find_id := 0 to High(gCorpses) do
1544 if gCorpses[find_id] = nil then
1545 begin
1546 ok := True;
1547 Break;
1548 end;
1550 if not ok then
1551 find_id := Random(Length(gCorpses));
1553 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1554 gCorpses[find_id].FColor := FModel.Color;
1555 gCorpses[find_id].FObj.Vel := FObj.Vel;
1556 gCorpses[find_id].FObj.Accel := FObj.Accel;
1557 gCorpses[find_id].FPlayerUID := FUID;
1558 end
1559 else
1560 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1561 FObj.Y + PLAYER_RECT_CY,
1562 FModel.Name, FModel.Color);
1563 end;
1564 end;
1566 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1567 var
1568 SID: DWORD;
1569 begin
1570 if (gShells = nil) or (Length(gShells) = 0) then
1571 Exit;
1573 with gShells[CurrentShell] do
1574 begin
1575 SpriteID := 0;
1576 g_Obj_Init(@Obj);
1577 Obj.Rect.X := 0;
1578 Obj.Rect.Y := 0;
1579 if T = SHELL_BULLET then
1580 begin
1581 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1582 SpriteID := SID;
1583 CX := 2;
1584 CY := 1;
1585 Obj.Rect.Width := 4;
1586 Obj.Rect.Height := 2;
1587 end
1588 else
1589 begin
1590 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1591 SpriteID := SID;
1592 CX := 4;
1593 CY := 2;
1594 Obj.Rect.Width := 7;
1595 Obj.Rect.Height := 3;
1596 end;
1597 SType := T;
1598 alive := True;
1599 Obj.X := fX;
1600 Obj.Y := fY;
1601 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1602 positionChanged(); // this updates spatial accelerators
1603 RAngle := Random(360);
1604 Timeout := gTime + SHELL_TIMEOUT;
1606 if CurrentShell >= High(gShells) then
1607 CurrentShell := 0
1608 else
1609 Inc(CurrentShell);
1610 end;
1611 end;
1613 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1614 var
1615 a: Integer;
1616 GibsArray: TGibsArray;
1617 Blood: TModelBlood;
1618 begin
1619 if (gGibs = nil) or (Length(gGibs) = 0) then
1620 Exit;
1621 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1622 Exit;
1623 Blood := g_PlayerModel_GetBlood(ModelName);
1625 for a := 0 to High(GibsArray) do
1626 with gGibs[CurrentGib] do
1627 begin
1628 Color := fColor;
1629 ID := GibsArray[a].ID;
1630 MaskID := GibsArray[a].MaskID;
1631 alive := True;
1632 g_Obj_Init(@Obj);
1633 Obj.Rect := GibsArray[a].Rect;
1634 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1635 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1636 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1637 positionChanged(); // this updates spatial accelerators
1638 RAngle := Random(360);
1640 if gBloodCount > 0 then
1641 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1642 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1644 if CurrentGib >= High(gGibs) then
1645 CurrentGib := 0
1646 else
1647 Inc(CurrentGib);
1648 end;
1649 end;
1651 procedure g_Player_UpdatePhysicalObjects();
1652 var
1653 i: Integer;
1654 vel: TPoint2i;
1655 mr: Word;
1657 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1658 var
1659 k: Integer;
1660 begin
1661 k := 1 + Random(2);
1662 if T = SHELL_BULLET then
1663 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1664 else
1665 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1666 end;
1668 begin
1669 // Êóñêè ìÿñà:
1670 if gGibs <> nil then
1671 for i := 0 to High(gGibs) do
1672 if gGibs[i].alive then
1673 with gGibs[i] do
1674 begin
1675 vel := Obj.Vel;
1676 mr := g_Obj_Move(@Obj, True, False, True);
1677 positionChanged(); // this updates spatial accelerators
1679 if WordBool(mr and MOVE_FALLOUT) then
1680 begin
1681 alive := False;
1682 Continue;
1683 end;
1685 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1686 if WordBool(mr and MOVE_HITWALL) then
1687 Obj.Vel.X := -(vel.X div 2);
1688 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1689 Obj.Vel.Y := -(vel.Y div 2);
1691 if (Obj.Vel.X >= 0) then
1692 begin // Clockwise
1693 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1694 if RAngle >= 360 then
1695 RAngle := RAngle mod 360;
1696 end else begin // Counter-clockwise
1697 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1698 if RAngle < 0 then
1699 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1700 end;
1702 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1703 if gTime mod (GAME_TICK*3) = 0 then
1704 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1705 end;
1707 // Òðóïû:
1708 if gCorpses <> nil then
1709 for i := 0 to High(gCorpses) do
1710 if gCorpses[i] <> nil then
1711 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1712 begin
1713 gCorpses[i].Free();
1714 gCorpses[i] := nil;
1715 end
1716 else
1717 gCorpses[i].Update();
1719 // Ãèëüçû:
1720 if gShells <> nil then
1721 for i := 0 to High(gShells) do
1722 if gShells[i].alive then
1723 with gShells[i] do
1724 begin
1725 vel := Obj.Vel;
1726 mr := g_Obj_Move(@Obj, True, False, True);
1727 positionChanged(); // this updates spatial accelerators
1729 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1730 begin
1731 alive := False;
1732 Continue;
1733 end;
1735 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1736 if WordBool(mr and MOVE_HITWALL) then
1737 begin
1738 Obj.Vel.X := -(vel.X div 2);
1739 if not WordBool(mr and MOVE_INWATER) then
1740 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1741 end;
1742 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1743 begin
1744 Obj.Vel.Y := -(vel.Y div 2);
1745 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1746 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1747 begin
1748 if RAngle mod 90 <> 0 then
1749 RAngle := (RAngle div 90) * 90;
1750 end
1751 else if not WordBool(mr and MOVE_INWATER) then
1752 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1753 end;
1755 if (Obj.Vel.X >= 0) then
1756 begin // Clockwise
1757 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1758 if RAngle >= 360 then
1759 RAngle := RAngle mod 360;
1760 end else begin // Counter-clockwise
1761 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1762 if RAngle < 0 then
1763 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1764 end;
1765 end;
1766 end;
1769 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1770 begin
1771 x := Obj.X+Obj.Rect.X;
1772 y := Obj.Y+Obj.Rect.Y;
1773 w := Obj.Rect.Width;
1774 h := Obj.Rect.Height;
1775 end;
1777 procedure TGib.moveBy (dx, dy: Integer); inline;
1778 begin
1779 if (dx <> 0) or (dy <> 0) then
1780 begin
1781 Obj.X += dx;
1782 Obj.Y += dy;
1783 positionChanged();
1784 end;
1785 end;
1788 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1789 begin
1790 x := Obj.X;
1791 y := Obj.Y;
1792 w := Obj.Rect.Width;
1793 h := Obj.Rect.Height;
1794 end;
1796 procedure TShell.moveBy (dx, dy: Integer); inline;
1797 begin
1798 if (dx <> 0) or (dy <> 0) then
1799 begin
1800 Obj.X += dx;
1801 Obj.Y += dy;
1802 positionChanged();
1803 end;
1804 end;
1807 procedure TGib.positionChanged (); inline; begin end;
1808 procedure TShell.positionChanged (); inline; begin end;
1811 procedure g_Player_DrawCorpses();
1812 var
1813 i: Integer;
1814 a: TDFPoint;
1815 begin
1816 if gGibs <> nil then
1817 for i := 0 to High(gGibs) do
1818 if gGibs[i].alive then
1819 with gGibs[i] do
1820 begin
1821 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1822 Continue;
1824 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1825 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1827 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1829 e_Colors := Color;
1830 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1831 e_Colors.R := 255;
1832 e_Colors.G := 255;
1833 e_Colors.B := 255;
1834 end;
1836 if gCorpses <> nil then
1837 for i := 0 to High(gCorpses) do
1838 if gCorpses[i] <> nil then
1839 gCorpses[i].Draw();
1840 end;
1842 procedure g_Player_DrawShells();
1843 var
1844 i: Integer;
1845 a: TDFPoint;
1846 begin
1847 if gShells <> nil then
1848 for i := 0 to High(gShells) do
1849 if gShells[i].alive then
1850 with gShells[i] do
1851 begin
1852 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1853 Continue;
1855 a.X := CX;
1856 a.Y := CY;
1858 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1859 end;
1860 end;
1862 procedure g_Player_RemoveAllCorpses();
1863 var
1864 i: Integer;
1865 begin
1866 gGibs := nil;
1867 gShells := nil;
1868 SetLength(gGibs, MaxGibs);
1869 SetLength(gShells, MaxGibs);
1870 CurrentGib := 0;
1871 CurrentShell := 0;
1873 if gCorpses <> nil then
1874 for i := 0 to High(gCorpses) do
1875 gCorpses[i].Free();
1877 gCorpses := nil;
1878 SetLength(gCorpses, MaxCorpses);
1879 end;
1881 procedure g_Player_Corpses_SaveState (st: TStream);
1882 var
1883 count, i: Integer;
1884 begin
1885 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1886 count := 0;
1887 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1889 // Êîëè÷åñòâî òðóïîâ
1890 utils.writeInt(st, LongInt(count));
1892 if (count = 0) then exit;
1894 // Ñîõðàíÿåì òðóïû
1895 for i := 0 to High(gCorpses) do
1896 begin
1897 if gCorpses[i] <> nil then
1898 begin
1899 // Íàçâàíèå ìîäåëè
1900 utils.writeStr(st, gCorpses[i].FModelName);
1901 // Òèï ñìåðòè
1902 utils.writeBool(st, gCorpses[i].Mess);
1903 // Ñîõðàíÿåì äàííûå òðóïà:
1904 gCorpses[i].SaveState(st);
1905 end;
1906 end;
1907 end;
1910 procedure g_Player_Corpses_LoadState (st: TStream);
1911 var
1912 count, i: Integer;
1913 str: String;
1914 b: Boolean;
1915 begin
1916 assert(st <> nil);
1918 g_Player_RemoveAllCorpses();
1920 // Êîëè÷åñòâî òðóïîâ:
1921 count := utils.readLongInt(st);
1922 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1924 if (count = 0) then exit;
1926 // Çàãðóæàåì òðóïû
1927 for i := 0 to count-1 do
1928 begin
1929 // Íàçâàíèå ìîäåëè:
1930 str := utils.readStr(st);
1931 // Òèï ñìåðòè
1932 b := utils.readBool(st);
1933 // Ñîçäàåì òðóï
1934 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1935 // Çàãðóæàåì äàííûå òðóïà
1936 gCorpses[i].LoadState(st);
1937 end;
1938 end;
1941 { T P l a y e r : }
1943 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1945 procedure TPlayer.BFGHit();
1946 begin
1947 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1948 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1949 if g_Game_IsServer and g_Game_IsNet then
1950 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1951 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1952 0, NET_GFX_BFGHIT);
1953 end;
1955 procedure TPlayer.ChangeModel(ModelName: string);
1956 var
1957 locModel: TPlayerModel;
1958 begin
1959 locModel := g_PlayerModel_Get(ModelName);
1960 if locModel = nil then Exit;
1962 FModel.Free();
1963 FModel := locModel;
1964 end;
1966 procedure TPlayer.SetModel(ModelName: string);
1967 var
1968 m: TPlayerModel;
1969 begin
1970 m := g_PlayerModel_Get(ModelName);
1971 if m = nil then
1972 begin
1973 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1974 m := g_PlayerModel_Get('doomer');
1975 if m = nil then
1976 begin
1977 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1978 Exit;
1979 end;
1980 end;
1982 if FModel <> nil then
1983 FModel.Free();
1985 FModel := m;
1987 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1988 FModel.Color := FColor
1989 else
1990 FModel.Color := TEAMCOLOR[FTeam];
1991 FModel.SetWeapon(FCurrWeap);
1992 FModel.SetFlag(FFlag);
1993 SetDirection(FDirection);
1994 end;
1996 procedure TPlayer.SetColor(Color: TRGB);
1997 begin
1998 FColor := Color;
1999 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2000 if FModel <> nil then FModel.Color := Color;
2001 end;
2003 procedure TPlayer.SwitchTeam;
2004 begin
2005 if g_Game_IsClient then
2006 Exit;
2007 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2009 if gGameOn and FAlive then
2010 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2012 if FTeam = TEAM_RED then
2013 begin
2014 ChangeTeam(TEAM_BLUE);
2015 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2016 if g_Game_IsNet then
2017 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2018 end
2019 else
2020 begin
2021 ChangeTeam(TEAM_RED);
2022 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2023 if g_Game_IsNet then
2024 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2025 end;
2026 FPreferredTeam := FTeam;
2027 end;
2029 procedure TPlayer.ChangeTeam(Team: Byte);
2030 var
2031 OldTeam: Byte;
2032 begin
2033 OldTeam := FTeam;
2034 FTeam := Team;
2035 case Team of
2036 TEAM_RED, TEAM_BLUE:
2037 FModel.Color := TEAMCOLOR[Team];
2038 else
2039 FModel.Color := FColor;
2040 end;
2041 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2042 MH_SEND_PlayerStats(FUID);
2043 end;
2046 procedure TPlayer.CollideItem();
2047 var
2048 i: Integer;
2049 r: Boolean;
2050 begin
2051 if gItems = nil then Exit;
2052 if not FAlive then Exit;
2054 for i := 0 to High(gItems) do
2055 with gItems[i] do
2056 begin
2057 if (ItemType <> ITEM_NONE) and alive then
2058 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2059 PLAYER_RECT.Height, @Obj) then
2060 begin
2061 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2063 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2064 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2065 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2066 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2067 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2069 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2070 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2071 (gGameSettings.GameType = GT_SINGLE) and
2072 (g_Player_GetCount() > 1)) then
2073 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2074 end;
2075 end;
2076 end;
2079 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2080 begin
2081 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2082 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2083 False);
2084 end;
2086 constructor TPlayer.Create();
2087 begin
2088 viewPortX := 0;
2089 viewPortY := 0;
2090 viewPortW := 0;
2091 viewPortH := 0;
2092 mEDamageType := HIT_SOME;
2094 FIamBot := False;
2095 FDummy := False;
2096 FSpawned := False;
2098 FSawSound := TPlayableSound.Create();
2099 FSawSoundIdle := TPlayableSound.Create();
2100 FSawSoundHit := TPlayableSound.Create();
2101 FSawSoundSelect := TPlayableSound.Create();
2102 FJetSoundFly := TPlayableSound.Create();
2103 FJetSoundOn := TPlayableSound.Create();
2104 FJetSoundOff := TPlayableSound.Create();
2106 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2107 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2108 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2109 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2110 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2111 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2112 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2114 FSpectatePlayer := -1;
2115 FClientID := -1;
2116 FPing := 0;
2117 FLoss := 0;
2118 FSavedState.WaitRecall := False;
2119 FShellTimer := -1;
2120 FFireTime := 0;
2121 FFirePainTime := 0;
2122 FFireAttacker := 0;
2124 FActualModelName := 'doomer';
2126 g_Obj_Init(@FObj);
2127 FObj.Rect := PLAYER_RECT;
2129 FBFGFireCounter := -1;
2130 FJustTeleported := False;
2131 FNetTime := 0;
2133 resetWeaponQueue();
2134 end;
2136 procedure TPlayer.positionChanged (); inline;
2137 begin
2138 end;
2140 procedure TPlayer.doDamage (v: Integer);
2141 begin
2142 if (v <= 0) then exit;
2143 if (v > 32767) then v := 32767;
2144 Damage(v, 0, 0, 0, mEDamageType);
2145 end;
2147 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2148 var
2149 c: Word;
2150 begin
2151 if (not g_Game_IsClient) and (not FAlive) then
2152 Exit;
2154 FLastHit := t;
2156 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2157 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2158 begin
2159 if not g_Game_IsClient then
2160 begin
2161 FArmor := 0;
2162 if t = HIT_TRAP then
2163 begin
2164 // Ëîâóøêà óáèâàåò ñðàçó:
2165 FHealth := -100;
2166 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2167 end;
2168 if t = HIT_SELF then
2169 begin
2170 // Ñàìîóáèéñòâî:
2171 FHealth := 0;
2172 Kill(K_SIMPLEKILL, SpawnerUID, t);
2173 end;
2174 end;
2175 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2176 FMegaRulez[MR_SUIT] := 0;
2177 FMegaRulez[MR_INVUL] := 0;
2178 FMegaRulez[MR_INVIS] := 0;
2179 FBerserk := 0;
2180 end;
2182 // Íî îò îñòàëüíîãî ñïàñàåò:
2183 if FMegaRulez[MR_INVUL] >= gTime then
2184 Exit;
2186 // ×èò-êîä "ÃÎÐÅÖ":
2187 if FGodMode then
2188 Exit;
2190 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2191 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2192 (SpawnerUID = FUID) or
2193 (not SameTeam(FUID, SpawnerUID)) then
2194 begin
2195 FLastSpawnerUID := SpawnerUID;
2197 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2198 if gBloodCount > 0 then
2199 begin
2200 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2201 if value div 4 <= c then
2202 c := c - (value div 4)
2203 else
2204 c := 0;
2206 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2207 MakeBloodSimple(c)
2208 else
2209 case t of
2210 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2211 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2212 end;
2214 if t = HIT_WATER then
2215 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2216 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2217 end;
2219 // Áóôåð óðîíà:
2220 if FAlive then
2221 Inc(FDamageBuffer, value);
2223 // Âñïûøêà áîëè:
2224 if gFlash <> 0 then
2225 FPain := FPain + value;
2226 end;
2228 if g_Game_IsServer and g_Game_IsNet then
2229 begin
2230 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2231 MH_SEND_PlayerStats(FUID);
2232 MH_SEND_PlayerPos(False, FUID);
2233 end;
2234 end;
2236 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2237 begin
2238 Result := False;
2239 if g_Game_IsClient then
2240 Exit;
2241 if not FAlive then
2242 Exit;
2244 if Soft and (FHealth < PLAYER_HP_SOFT) then
2245 begin
2246 IncMax(FHealth, value, PLAYER_HP_SOFT);
2247 Result := True;
2248 end;
2249 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2250 begin
2251 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2252 Result := True;
2253 end;
2255 if Result and g_Game_IsServer and g_Game_IsNet then
2256 MH_SEND_PlayerStats(FUID);
2257 end;
2259 destructor TPlayer.Destroy();
2260 begin
2261 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2262 gPlayer1 := nil;
2263 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2264 gPlayer2 := nil;
2266 FSawSound.Free();
2267 FSawSoundIdle.Free();
2268 FSawSoundHit.Free();
2269 FJetSoundFly.Free();
2270 FJetSoundOn.Free();
2271 FJetSoundOff.Free();
2272 FModel.Free();
2273 if FPunchAnim <> nil then
2274 FPunchAnim.Free();
2276 inherited;
2277 end;
2279 procedure TPlayer.DrawIndicator();
2280 var
2281 indX, indY: Integer;
2282 indW, indH: Word;
2283 ID: DWORD;
2284 begin
2285 if FAlive then
2286 begin
2287 indX := FObj.X+FObj.Rect.X;
2288 indY := FObj.Y;
2289 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2290 begin
2291 e_GetTextureSize(ID, @indW, @indH);
2292 e_Draw(ID, indX + indW div 2, indY - indH, 0, True, False);
2293 end;
2294 end;
2295 //e_TextureFontPrint(indX, indY, FName, gStdFont); // Shows player name overhead
2296 end;
2298 procedure TPlayer.DrawBubble();
2299 var
2300 bubX, bubY: Integer;
2301 ID: LongWord;
2302 Rb, Gb, Bb,
2303 Rw, Gw, Bw: SmallInt;
2304 Dot: Byte;
2305 begin
2306 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2307 bubY := FObj.Y+FObj.Rect.Y - 18;
2308 Rb := 64;
2309 Gb := 64;
2310 Bb := 64;
2311 Rw := 240;
2312 Gw := 240;
2313 Bw := 240;
2314 case gChatBubble of
2315 1: // simple textual non-bubble
2316 begin
2317 bubX := FObj.X+FObj.Rect.X - 11;
2318 bubY := FObj.Y+FObj.Rect.Y - 17;
2319 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2320 Exit;
2321 end;
2322 2: // advanced pixel-perfect bubble
2323 begin
2324 if FTeam = TEAM_RED then
2325 Rb := 255
2326 else
2327 if FTeam = TEAM_BLUE then
2328 Bb := 255;
2329 end;
2330 3: // colored bubble
2331 begin
2332 Rb := FModel.Color.R;
2333 Gb := FModel.Color.G;
2334 Bb := FModel.Color.B;
2335 Rw := Min(Rb * 2 + 64, 255);
2336 Gw := Min(Gb * 2 + 64, 255);
2337 Bw := Min(Bb * 2 + 64, 255);
2338 if (Abs(Rw - Rb) < 32)
2339 or (Abs(Gw - Gb) < 32)
2340 or (Abs(Bw - Bb) < 32) then
2341 begin
2342 Rb := Max(Rw div 2 - 16, 0);
2343 Gb := Max(Gw div 2 - 16, 0);
2344 Bb := Max(Bw div 2 - 16, 0);
2345 end;
2346 end;
2347 4: // custom textured bubble
2348 begin
2349 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2350 if FDirection = TDirection.D_RIGHT then
2351 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2352 else
2353 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2354 Exit;
2355 end;
2356 end;
2358 // Outer borders
2359 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2360 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2361 // Inner box
2362 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2364 // Tail
2365 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2366 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2367 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);
2368 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);
2369 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);
2370 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);
2372 // Dots
2373 Dot := 6;
2374 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2375 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2376 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2377 end;
2379 procedure TPlayer.Draw();
2380 var
2381 ID: DWORD;
2382 w, h: Word;
2383 dr: Boolean;
2384 Mirror: TMirrorType;
2385 begin
2386 if FAlive then
2387 begin
2388 if Direction = TDirection.D_RIGHT then
2389 Mirror := TMirrorType.None
2390 else
2391 Mirror := TMirrorType.Horizontal;
2393 if FPunchAnim <> nil then
2394 begin
2395 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2396 FObj.Y+FObj.Rect.Y-11, Mirror);
2397 if FPunchAnim.played then
2398 begin
2399 FPunchAnim.Free;
2400 FPunchAnim := nil;
2401 end;
2402 end;
2404 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2405 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2406 begin
2407 e_GetTextureSize(ID, @w, @h);
2408 if FDirection = TDirection.D_LEFT then
2409 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2410 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2411 else
2412 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2413 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2414 end;
2416 if FMegaRulez[MR_INVIS] > gTime then
2417 begin
2418 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2419 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2420 begin
2421 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2422 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2423 else
2424 dr := True;
2425 if dr then
2426 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2427 else
2428 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2429 end
2430 else
2431 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2432 end
2433 else
2434 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2435 end;
2437 if g_debug_Frames then
2438 begin
2439 e_DrawQuad(FObj.X+FObj.Rect.X,
2440 FObj.Y+FObj.Rect.Y,
2441 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2442 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2443 0, 255, 0);
2444 end;
2446 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2447 DrawBubble();
2448 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2449 if gAimLine and alive and
2450 ((Self = gPlayer1) or (Self = gPlayer2)) then
2451 DrawAim();
2452 end;
2455 procedure TPlayer.DrawAim();
2456 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2457 var
2458 ex, ey: Integer;
2459 begin
2461 {$IFDEF ENABLE_HOLMES}
2462 if isValidViewPort and (self = gPlayer1) then
2463 begin
2464 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2465 end;
2466 {$ENDIF}
2468 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2469 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2470 begin
2471 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2472 end
2473 else
2474 begin
2475 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2476 end;
2477 end;
2479 var
2480 wx, wy, xx, yy: Integer;
2481 angle: SmallInt;
2482 sz, len: Word;
2483 begin
2484 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2485 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2486 angle := FAngle;
2487 len := 1024;
2488 sz := 2;
2489 case FCurrWeap of
2490 0: begin // Punch
2491 len := 12;
2492 sz := 4;
2493 end;
2494 1: begin // Chainsaw
2495 len := 24;
2496 sz := 6;
2497 end;
2498 2: begin // Pistol
2499 len := 1024;
2500 sz := 2;
2501 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2502 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2503 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2504 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2505 end;
2506 3: begin // Shotgun
2507 len := 1024;
2508 sz := 3;
2509 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2510 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2511 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2512 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2513 end;
2514 4: begin // Double Shotgun
2515 len := 1024;
2516 sz := 4;
2517 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2518 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2519 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2520 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2521 end;
2522 5: begin // Chaingun
2523 len := 1024;
2524 sz := 3;
2525 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2526 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2527 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2528 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2529 end;
2530 6: begin // Rocket Launcher
2531 len := 1024;
2532 sz := 7;
2533 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2534 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2535 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2536 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2537 end;
2538 7: begin // Plasmagun
2539 len := 1024;
2540 sz := 5;
2541 if angle = ANGLE_RIGHTUP then Inc(angle);
2542 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2543 if angle = ANGLE_LEFTUP then Dec(angle);
2544 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2545 end;
2546 8: begin // BFG
2547 len := 1024;
2548 sz := 12;
2549 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2550 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2551 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2552 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2553 end;
2554 9: begin // Super Chaingun
2555 len := 1024;
2556 sz := 4;
2557 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2558 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2559 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2560 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2561 end;
2562 end;
2563 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2564 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2565 {$IF DEFINED(D2F_DEBUG)}
2566 drawCast(sz, wx, wy, xx, yy);
2567 {$ELSE}
2568 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2569 {$ENDIF}
2570 end;
2572 procedure TPlayer.DrawGUI();
2573 var
2574 ID: DWORD;
2575 X, Y, SY, a, p, m: Integer;
2576 tw, th: Word;
2577 cw, ch: Byte;
2578 s: string;
2579 stat: TPlayerStatArray;
2580 begin
2581 X := gPlayerScreenSize.X;
2582 SY := gPlayerScreenSize.Y;
2583 Y := 0;
2585 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2586 begin
2587 if gGameSettings.GameMode = GM_CTF then
2588 a := 32 + 8
2589 else
2590 a := 0;
2591 if gGameSettings.GameMode = GM_CTF then
2592 begin
2593 s := 'TEXTURE_PLAYER_REDFLAG';
2594 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2595 s := 'TEXTURE_PLAYER_REDFLAG_S';
2596 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2597 s := 'TEXTURE_PLAYER_REDFLAG_D';
2598 if g_Texture_Get(s, ID) then
2599 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2600 end;
2602 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2603 e_CharFont_GetSize(gMenuFont, s, tw, th);
2604 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2606 if gGameSettings.GameMode = GM_CTF then
2607 begin
2608 s := 'TEXTURE_PLAYER_BLUEFLAG';
2609 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2610 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2611 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2612 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2613 if g_Texture_Get(s, ID) then
2614 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2615 end;
2617 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2618 e_CharFont_GetSize(gMenuFont, s, tw, th);
2619 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2620 end;
2622 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2623 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2624 0, False, False);
2626 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2627 e_Draw(ID, X+2, Y, 0, True, False);
2629 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2630 begin
2631 if gShowStat then
2632 begin
2633 s := IntToStr(Frags);
2634 e_CharFont_GetSize(gMenuFont, s, tw, th);
2635 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2637 s := '';
2638 p := 1;
2639 m := 0;
2640 stat := g_Player_GetStats();
2641 if stat <> nil then
2642 begin
2643 p := 1;
2645 for a := 0 to High(stat) do
2646 if stat[a].Name <> Name then
2647 begin
2648 if stat[a].Frags > m then m := stat[a].Frags;
2649 if stat[a].Frags > Frags then p := p+1;
2650 end;
2651 end;
2653 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2654 if Frags >= m then s := s+'+' else s := s+'-';
2655 s := s+IntToStr(Abs(Frags-m));
2657 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2658 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2659 end;
2661 if gShowLives and (gGameSettings.MaxLives > 0) then
2662 begin
2663 s := IntToStr(Lives);
2664 e_CharFont_GetSize(gMenuFont, s, tw, th);
2665 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2666 end;
2667 end;
2669 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2670 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2672 if R_BERSERK in FRulez then
2673 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2674 else
2675 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2677 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2678 e_Draw(ID, X+36, Y+77, 0, True, False);
2680 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2681 e_CharFont_GetSize(gMenuFont, s, tw, th);
2682 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2684 s := IntToStr(FArmor);
2685 e_CharFont_GetSize(gMenuFont, s, tw, th);
2686 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2688 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2690 case FCurrWeap of
2691 WEAPON_KASTET:
2692 begin
2693 s := '--';
2694 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2695 end;
2696 WEAPON_SAW:
2697 begin
2698 s := '--';
2699 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2700 end;
2701 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2702 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2703 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2704 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2705 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2706 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2707 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2708 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2709 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2710 end;
2712 e_CharFont_GetSize(gMenuFont, s, tw, th);
2713 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2714 e_Draw(ID, X+20, Y+160, 0, True, False);
2716 if R_KEY_RED in FRulez then
2717 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2719 if R_KEY_GREEN in FRulez then
2720 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2722 if R_KEY_BLUE in FRulez then
2723 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2725 if FJetFuel > 0 then
2726 begin
2727 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2728 e_Draw(ID, X+2, Y+116, 0, True, False);
2729 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2730 e_Draw(ID, X+2, Y+126, 0, True, False);
2731 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2732 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2733 end
2734 else
2735 begin
2736 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2737 e_Draw(ID, X+2, Y+124, 0, True, False);
2738 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2739 end;
2741 if gShowPing and g_Game_IsClient then
2742 begin
2743 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2744 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2745 Y := Y + 16;
2746 end;
2748 if FSpectator then
2749 begin
2750 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2751 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2752 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2753 if FNoRespawn then
2754 begin
2755 e_TextureFontGetSize(gStdFont, cw, ch);
2756 s := _lc[I_PLAYER_SPECT4];
2757 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2758 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2759 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2760 end;
2762 end;
2763 end;
2765 procedure TPlayer.DrawRulez();
2766 var
2767 dr: Boolean;
2768 begin
2769 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2770 if FMegaRulez[MR_INVUL] >= gTime then
2771 begin
2772 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2773 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2774 else
2775 dr := True;
2777 if dr then
2778 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2779 191, 191, 191, 0, TBlending.Invert);
2780 end;
2782 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2783 if FMegaRulez[MR_SUIT] >= gTime then
2784 begin
2785 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2786 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2787 else
2788 dr := True;
2790 if dr then
2791 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2792 0, 96, 0, 200, TBlending.None);
2793 end;
2795 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2796 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2797 begin
2798 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2799 255, 0, 0, 200, TBlending.None);
2800 end;
2801 end;
2803 procedure TPlayer.DrawPain();
2804 var
2805 a, h: Integer;
2806 begin
2807 if FPain = 0 then Exit;
2809 a := FPain;
2811 if a < 15 then h := 0
2812 else if a < 35 then h := 1
2813 else if a < 55 then h := 2
2814 else if a < 75 then h := 3
2815 else if a < 95 then h := 4
2816 else h := 5;
2818 //if a > 255 then a := 255;
2820 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2821 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2822 end;
2824 procedure TPlayer.DrawPickup();
2825 var
2826 a, h: Integer;
2827 begin
2828 if FPickup = 0 then Exit;
2830 a := FPickup;
2832 if a < 15 then h := 1
2833 else if a < 35 then h := 2
2834 else if a < 55 then h := 3
2835 else if a < 75 then h := 4
2836 else h := 5;
2838 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2839 end;
2841 procedure TPlayer.DoPunch();
2842 var
2843 id: DWORD;
2844 st: String;
2845 begin
2846 if FPunchAnim <> nil then begin
2847 FPunchAnim.reset();
2848 FPunchAnim.Free;
2849 FPunchAnim := nil;
2850 end;
2851 st := 'FRAMES_PUNCH';
2852 if R_BERSERK in FRulez then
2853 st := st + '_BERSERK';
2854 if FKeys[KEY_UP].Pressed then
2855 st := st + '_UP'
2856 else if FKeys[KEY_DOWN].Pressed then
2857 st := st + '_DN';
2858 g_Frames_Get(id, st);
2859 FPunchAnim := TAnimation.Create(id, False, 1);
2860 end;
2862 procedure TPlayer.Fire();
2863 var
2864 f, DidFire: Boolean;
2865 wx, wy, xd, yd: Integer;
2866 locobj: TObj;
2867 begin
2868 if g_Game_IsClient then Exit;
2869 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2870 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2872 if FSpectator then
2873 begin
2874 Respawn(False);
2875 Exit;
2876 end;
2878 if FReloading[FCurrWeap] <> 0 then Exit;
2880 DidFire := False;
2882 f := False;
2883 wx := FObj.X+WEAPONPOINT[FDirection].X;
2884 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2885 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2886 yd := wy+firediry();
2888 case FCurrWeap of
2889 WEAPON_KASTET:
2890 begin
2891 DoPunch();
2892 if R_BERSERK in FRulez then
2893 begin
2894 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2895 locobj.X := FObj.X+FObj.Rect.X;
2896 locobj.Y := FObj.Y+FObj.Rect.Y;
2897 locobj.rect.X := 0;
2898 locobj.rect.Y := 0;
2899 locobj.rect.Width := 39;
2900 locobj.rect.Height := 52;
2901 locobj.Vel.X := (xd-wx) div 2;
2902 locobj.Vel.Y := (yd-wy) div 2;
2903 locobj.Accel.X := xd-wx;
2904 locobj.Accel.y := yd-wy;
2906 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2907 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2908 else
2909 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2911 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2912 end
2913 else
2914 begin
2915 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2916 end;
2918 DidFire := True;
2919 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2920 end;
2922 WEAPON_SAW:
2923 begin
2924 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2925 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2926 begin
2927 FSawSoundSelect.Stop();
2928 FSawSound.Stop();
2929 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2930 end
2931 else if not FSawSoundHit.IsPlaying() then
2932 begin
2933 FSawSoundSelect.Stop();
2934 FSawSound.PlayAt(FObj.X, FObj.Y);
2935 end;
2937 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2938 DidFire := True;
2939 f := True;
2940 end;
2942 WEAPON_PISTOL:
2943 if FAmmo[A_BULLETS] > 0 then
2944 begin
2945 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2946 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2947 Dec(FAmmo[A_BULLETS]);
2948 FFireAngle := FAngle;
2949 f := True;
2950 DidFire := True;
2951 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2952 GameVelX, GameVelY-2, SHELL_BULLET);
2953 end;
2955 WEAPON_SHOTGUN1:
2956 if FAmmo[A_SHELLS] > 0 then
2957 begin
2958 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2959 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2960 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2961 Dec(FAmmo[A_SHELLS]);
2962 FFireAngle := FAngle;
2963 f := True;
2964 DidFire := True;
2965 FShellTimer := 10;
2966 FShellType := SHELL_SHELL;
2967 end;
2969 WEAPON_SHOTGUN2:
2970 if FAmmo[A_SHELLS] >= 2 then
2971 begin
2972 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2973 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2974 Dec(FAmmo[A_SHELLS], 2);
2975 FFireAngle := FAngle;
2976 f := True;
2977 DidFire := True;
2978 FShellTimer := 13;
2979 FShellType := SHELL_DBLSHELL;
2980 end;
2982 WEAPON_CHAINGUN:
2983 if FAmmo[A_BULLETS] > 0 then
2984 begin
2985 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2986 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2987 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2988 Dec(FAmmo[A_BULLETS]);
2989 FFireAngle := FAngle;
2990 f := True;
2991 DidFire := True;
2992 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2993 GameVelX, GameVelY-2, SHELL_BULLET);
2994 end;
2996 WEAPON_ROCKETLAUNCHER:
2997 if FAmmo[A_ROCKETS] > 0 then
2998 begin
2999 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3000 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3001 Dec(FAmmo[A_ROCKETS]);
3002 FFireAngle := FAngle;
3003 f := True;
3004 DidFire := True;
3005 end;
3007 WEAPON_PLASMA:
3008 if FAmmo[A_CELLS] > 0 then
3009 begin
3010 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3011 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3012 Dec(FAmmo[A_CELLS]);
3013 FFireAngle := FAngle;
3014 f := True;
3015 DidFire := True;
3016 end;
3018 WEAPON_BFG:
3019 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3020 begin
3021 FBFGFireCounter := 17;
3022 if not FNoReload then
3023 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3024 Dec(FAmmo[A_CELLS], 40);
3025 DidFire := True;
3026 end;
3028 WEAPON_SUPERPULEMET:
3029 if FAmmo[A_SHELLS] > 0 then
3030 begin
3031 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3032 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3033 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3034 Dec(FAmmo[A_SHELLS]);
3035 FFireAngle := FAngle;
3036 f := True;
3037 DidFire := True;
3038 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3039 GameVelX, GameVelY-2, SHELL_SHELL);
3040 end;
3042 WEAPON_FLAMETHROWER:
3043 if FAmmo[A_FUEL] > 0 then
3044 begin
3045 g_Weapon_flame(wx, wy, xd, yd, FUID);
3046 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3047 Dec(FAmmo[A_FUEL]);
3048 FFireAngle := FAngle;
3049 f := True;
3050 DidFire := True;
3051 end;
3052 end;
3054 if g_Game_IsNet then
3055 begin
3056 if DidFire then
3057 begin
3058 if FCurrWeap <> WEAPON_BFG then
3059 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3060 else
3061 if not FNoReload then
3062 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3063 end;
3065 MH_SEND_PlayerStats(FUID);
3066 end;
3068 if not f then Exit;
3070 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3071 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3072 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3073 end;
3075 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3076 begin
3077 case Weapon of
3078 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3079 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3080 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3081 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3082 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3083 else Result := 0;
3084 end;
3085 end;
3087 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3088 begin
3089 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3090 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3091 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3092 end;
3094 procedure TPlayer.JetpackOn;
3095 begin
3096 FJetSoundFly.Stop;
3097 FJetSoundOff.Stop;
3098 FJetSoundOn.SetPosition(0);
3099 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3100 FlySmoke(8);
3101 end;
3103 procedure TPlayer.JetpackOff;
3104 begin
3105 FJetSoundFly.Stop;
3106 FJetSoundOn.Stop;
3107 FJetSoundOff.SetPosition(0);
3108 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3109 end;
3111 procedure TPlayer.CatchFire(Attacker: Word);
3112 begin
3113 FFireTime := 100;
3114 FFireAttacker := Attacker;
3115 if g_Game_IsNet and g_Game_IsServer then
3116 MH_SEND_PlayerStats(FUID);
3117 end;
3119 procedure TPlayer.Jump();
3120 begin
3121 if gFly or FJetpack then
3122 begin
3123 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3124 if FObj.Vel.Y > -VEL_FLY then
3125 FObj.Vel.Y := FObj.Vel.Y - 3;
3126 if FJetpack then
3127 begin
3128 if FJetFuel > 0 then
3129 Dec(FJetFuel);
3130 if (FJetFuel < 1) and g_Game_IsServer then
3131 begin
3132 FJetpack := False;
3133 JetpackOff;
3134 if g_Game_IsNet then
3135 MH_SEND_PlayerStats(FUID);
3136 end;
3137 end;
3138 Exit;
3139 end;
3141 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3142 if FGhost then
3143 FCanJetpack := False;
3145 // Ïðûãàåì èëè âñïëûâàåì:
3146 if (CollideLevel(0, 1) or
3147 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3148 PLAYER_RECT.Height-33, PANEL_STEP, False)
3149 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3150 begin
3151 FObj.Vel.Y := -VEL_JUMP;
3152 FCanJetpack := False;
3153 end
3154 else
3155 begin
3156 if BodyInLiquid(0, 0) then
3157 FObj.Vel.Y := -VEL_SW
3158 else if (FJetFuel > 0) and FCanJetpack and
3159 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3160 begin
3161 FJetpack := True;
3162 JetpackOn;
3163 if g_Game_IsNet then
3164 MH_SEND_PlayerStats(FUID);
3165 end;
3166 end;
3167 end;
3169 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3170 var
3171 a, i, k, ab, ar: Byte;
3172 s: String;
3173 mon: TMonster;
3174 plr: TPlayer;
3175 srv, netsrv: Boolean;
3176 DoFrags: Boolean;
3177 OldLR: Byte;
3178 KP: TPlayer;
3179 it: PItem;
3181 procedure PushItem(t: Byte);
3182 var
3183 id: DWORD;
3184 begin
3185 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3186 it := g_Items_ByIdx(id);
3187 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3188 begin
3189 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3190 (FObj.Vel.Y div 2)-Random(9));
3191 it.positionChanged(); // this updates spatial accelerators
3192 end
3193 else
3194 begin
3195 if KillType = K_HARDKILL then // -5..+5; -5..0
3196 begin
3197 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3198 (FObj.Vel.Y div 2)-Random(6));
3199 end
3200 else // -3..+3; -3..0
3201 begin
3202 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3203 (FObj.Vel.Y div 2)-Random(4));
3204 end;
3205 it.positionChanged(); // this updates spatial accelerators
3206 end;
3208 if g_Game_IsNet and g_Game_IsServer then
3209 MH_SEND_ItemSpawn(True, id);
3210 end;
3212 begin
3213 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3214 Srv := g_Game_IsServer;
3215 Netsrv := g_Game_IsServer and g_Game_IsNet;
3216 if Srv then FDeath := FDeath + 1;
3217 if FAlive then
3218 begin
3219 if FGhost then
3220 FGhost := False;
3221 if not FPhysics then
3222 FPhysics := True;
3223 FAlive := False;
3224 end;
3225 FShellTimer := -1;
3227 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3228 begin
3229 if FLives > 0 then FLives := FLives - 1;
3230 if FLives = 0 then FNoRespawn := True;
3231 end;
3233 // Íîìåð òèïà ñìåðòè:
3234 a := 1;
3235 case KillType of
3236 K_SIMPLEKILL: a := 1;
3237 K_HARDKILL: a := 2;
3238 K_EXTRAHARDKILL: a := 3;
3239 K_FALLKILL: a := 4;
3240 end;
3242 // Çâóê ñìåðòè:
3243 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3244 for i := 1 to 3 do
3245 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3246 Break;
3248 // Âðåìÿ ðåñïàóíà:
3249 if Srv then
3250 case KillType of
3251 K_SIMPLEKILL:
3252 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3253 K_HARDKILL:
3254 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3255 K_EXTRAHARDKILL, K_FALLKILL:
3256 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3257 end;
3259 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3260 case KillType of
3261 K_SIMPLEKILL:
3262 SetAction(A_DIE1);
3263 K_HARDKILL, K_EXTRAHARDKILL:
3264 SetAction(A_DIE2);
3265 end;
3267 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3268 if (KillType <> K_FALLKILL) and (Srv) then
3269 g_Monsters_killedp();
3271 if SpawnerUID = FUID then
3272 begin // Ñàìîóáèëñÿ
3273 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3274 begin
3275 Dec(FFrags);
3276 FLastFrag := 0;
3277 end;
3278 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3279 end
3280 else
3281 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3282 begin // Óáèò äðóãèì èãðîêîì
3283 KP := g_Player_Get(SpawnerUID);
3284 if (KP <> nil) and Srv then
3285 begin
3286 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3287 if SameTeam(FUID, SpawnerUID) then
3288 begin
3289 Dec(KP.FFrags);
3290 KP.FLastFrag := 0;
3291 end else
3292 begin
3293 Inc(KP.FFrags);
3294 KP.FragCombo();
3295 end;
3297 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3298 Inc(gTeamStat[KP.Team].Goals,
3299 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3301 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3302 end;
3304 plr := g_Player_Get(SpawnerUID);
3305 if plr = nil then
3306 s := '?'
3307 else
3308 s := plr.FName;
3310 case KillType of
3311 K_HARDKILL:
3312 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3313 [FName, s]),
3314 gShowKillMsg);
3315 K_EXTRAHARDKILL:
3316 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3317 [FName, s]),
3318 gShowKillMsg);
3319 else
3320 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3321 [FName, s]),
3322 gShowKillMsg);
3323 end;
3324 end
3325 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3326 begin // Óáèò ìîíñòðîì
3327 mon := g_Monsters_ByUID(SpawnerUID);
3328 if mon = nil then
3329 s := '?'
3330 else
3331 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3333 case KillType of
3334 K_HARDKILL:
3335 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3336 [FName, s]),
3337 gShowKillMsg);
3338 K_EXTRAHARDKILL:
3339 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3340 [FName, s]),
3341 gShowKillMsg);
3342 else
3343 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3344 [FName, s]),
3345 gShowKillMsg);
3346 end;
3347 end
3348 else // Îñîáûå òèïû ñìåðòè
3349 case t of
3350 HIT_DISCON: ;
3351 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3352 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3353 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3354 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3355 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3356 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3357 end;
3359 if Srv then
3360 begin
3361 // Âûáðîñ îðóæèÿ:
3362 for a := WP_FIRST to WP_LAST do
3363 if FWeapon[a] then
3364 begin
3365 case a of
3366 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3367 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3368 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3369 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3370 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3371 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3372 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3373 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3374 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3375 else i := 0;
3376 end;
3378 if i <> 0 then
3379 PushItem(i);
3380 end;
3382 // Âûáðîñ ðþêçàêà:
3383 if R_ITEM_BACKPACK in FRulez then
3384 PushItem(ITEM_AMMO_BACKPACK);
3386 // Âûáðîñ ðàêåòíîãî ðàíöà:
3387 if FJetFuel > 0 then
3388 PushItem(ITEM_JETPACK);
3390 // Âûáðîñ êëþ÷åé:
3391 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3392 begin
3393 if R_KEY_RED in FRulez then
3394 PushItem(ITEM_KEY_RED);
3396 if R_KEY_GREEN in FRulez then
3397 PushItem(ITEM_KEY_GREEN);
3399 if R_KEY_BLUE in FRulez then
3400 PushItem(ITEM_KEY_BLUE);
3401 end;
3403 // Âûáðîñ ôëàãà:
3404 DropFlag();
3405 end;
3407 g_Player_CreateCorpse(Self);
3409 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3410 (gLMSRespawn = LMS_RESPAWN_NONE) then
3411 begin
3412 a := 0;
3413 k := 0;
3414 ar := 0;
3415 ab := 0;
3416 for i := Low(gPlayers) to High(gPlayers) do
3417 begin
3418 if gPlayers[i] = nil then continue;
3419 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3420 begin
3421 Inc(a);
3422 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3423 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3424 k := i;
3425 end;
3426 end;
3428 OldLR := gLMSRespawn;
3429 if (gGameSettings.GameMode = GM_COOP) then
3430 begin
3431 if (a = 0) then
3432 begin
3433 // everyone is dead, restart the map
3434 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3435 if Netsrv then
3436 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3437 gLMSRespawn := LMS_RESPAWN_FINAL;
3438 gLMSRespawnTime := gTime + 5000;
3439 end
3440 else if (a = 1) then
3441 begin
3442 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3443 if (gPlayers[k] = gPlayer1) or
3444 (gPlayers[k] = gPlayer2) then
3445 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3446 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3447 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3448 end;
3449 end
3450 else if (gGameSettings.GameMode = GM_TDM) then
3451 begin
3452 if (ab = 0) and (ar <> 0) then
3453 begin
3454 // blu team ded
3455 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3456 if Netsrv then
3457 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3458 Inc(gTeamStat[TEAM_RED].Goals);
3459 gLMSRespawn := LMS_RESPAWN_FINAL;
3460 gLMSRespawnTime := gTime + 5000;
3461 end
3462 else if (ar = 0) and (ab <> 0) then
3463 begin
3464 // red team ded
3465 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3466 if Netsrv then
3467 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3468 Inc(gTeamStat[TEAM_BLUE].Goals);
3469 gLMSRespawn := LMS_RESPAWN_FINAL;
3470 gLMSRespawnTime := gTime + 5000;
3471 end
3472 else if (ar = 0) and (ab = 0) then
3473 begin
3474 // everyone ded
3475 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3476 if Netsrv then
3477 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3478 gLMSRespawn := LMS_RESPAWN_FINAL;
3479 gLMSRespawnTime := gTime + 5000;
3480 end;
3481 end
3482 else if (gGameSettings.GameMode = GM_DM) then
3483 begin
3484 if (a = 1) then
3485 begin
3486 if gPlayers[k] <> nil then
3487 with gPlayers[k] do
3488 begin
3489 // survivor is the winner
3490 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3491 if Netsrv then
3492 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3493 Inc(FFrags);
3494 end;
3495 gLMSRespawn := LMS_RESPAWN_FINAL;
3496 gLMSRespawnTime := gTime + 5000;
3497 end
3498 else if (a = 0) then
3499 begin
3500 // everyone is dead, restart the map
3501 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3502 if Netsrv then
3503 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3504 gLMSRespawn := LMS_RESPAWN_FINAL;
3505 gLMSRespawnTime := gTime + 5000;
3506 end;
3507 end;
3508 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3509 begin
3510 if NetMode = NET_SERVER then
3511 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3512 else
3513 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3514 end;
3515 end;
3517 if Netsrv then
3518 begin
3519 MH_SEND_PlayerStats(FUID);
3520 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3521 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3522 end;
3524 if srv and FNoRespawn then Spectate(True);
3525 FWantsInGame := True;
3526 end;
3528 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3529 begin
3530 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3531 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3532 end;
3534 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3535 begin
3536 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3537 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3538 end;
3540 procedure TPlayer.MakeBloodSimple(Count: Word);
3541 begin
3542 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3543 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3544 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3545 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3546 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3547 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3548 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3549 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3550 end;
3552 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3553 begin
3554 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3555 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3556 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3557 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3558 end;
3560 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3561 begin
3562 if g_Game_IsClient then Exit;
3563 if Weapon > High(FWeapon) then Exit;
3564 FNextWeap := FNextWeap or (1 shl Weapon);
3565 end;
3567 procedure TPlayer.resetWeaponQueue ();
3568 begin
3569 FNextWeap := 0;
3570 FNextWeapDelay := 0;
3571 end;
3573 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3574 begin
3575 result := false;
3576 case weapon of
3577 WEAPON_KASTET, WEAPON_SAW: result := true;
3578 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3579 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3580 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3581 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3582 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3583 else result := (weapon < length(FWeapon));
3584 end;
3585 end;
3587 // return 255 for "no switch"
3588 function TPlayer.getNextWeaponIndex (): Byte;
3589 var
3590 i: Word;
3591 wantThisWeapon: array[0..64] of Boolean;
3592 wwc: Integer = 0; //HACK!
3593 dir, cwi: Integer;
3594 begin
3595 result := 255; // default result: "no switch"
3596 // had weapon cycling on previous frame? remove that flag
3597 if (FNextWeap and $2000) <> 0 then
3598 begin
3599 FNextWeap := FNextWeap and $1FFF;
3600 FNextWeapDelay := 0;
3601 end;
3602 // cycling has priority
3603 if (FNextWeap and $C000) <> 0 then
3604 begin
3605 if (FNextWeap and $8000) <> 0 then
3606 dir := 1
3607 else
3608 dir := -1;
3609 FNextWeap := FNextWeap or $2000; // we need this
3610 if FNextWeapDelay > 0 then
3611 exit; // cooldown time
3612 cwi := FCurrWeap;
3613 for i := 0 to High(FWeapon) do
3614 begin
3615 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3616 if FWeapon[cwi] then
3617 begin
3618 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3619 result := Byte(cwi);
3620 FNextWeapDelay := WEAPON_DELAY;
3621 exit;
3622 end;
3623 end;
3624 resetWeaponQueue();
3625 exit;
3626 end;
3627 // no cycling
3628 for i := 0 to High(wantThisWeapon) do
3629 wantThisWeapon[i] := false;
3630 for i := 0 to High(FWeapon) do
3631 if (FNextWeap and (1 shl i)) <> 0 then
3632 begin
3633 wantThisWeapon[i] := true;
3634 Inc(wwc);
3635 end;
3636 // exclude currently selected weapon from the set
3637 wantThisWeapon[FCurrWeap] := false;
3638 // slow down alterations a little
3639 if wwc > 1 then
3640 begin
3641 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3642 // more than one weapon requested, assume "alteration" and check alteration delay
3643 if FNextWeapDelay > 0 then
3644 begin
3645 FNextWeap := 0;
3646 exit;
3647 end; // yeah
3648 end;
3649 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3650 // but clear all counters if no weapon should be switched
3651 if wwc < 1 then
3652 begin
3653 resetWeaponQueue();
3654 exit;
3655 end;
3656 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3657 // try weapons in descending order
3658 for i := High(FWeapon) downto 0 do
3659 begin
3660 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3661 begin
3662 // i found her!
3663 result := Byte(i);
3664 resetWeaponQueue();
3665 FNextWeapDelay := WEAPON_DELAY; // anyway, 'cause why not
3666 exit;
3667 end;
3668 end;
3669 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3670 resetWeaponQueue();
3671 end;
3673 procedure TPlayer.RealizeCurrentWeapon();
3674 function switchAllowed (): Boolean;
3675 var
3676 i: Byte;
3677 begin
3678 result := false;
3679 if FBFGFireCounter <> -1 then
3680 exit;
3681 if FTime[T_SWITCH] > gTime then
3682 exit;
3683 for i := WP_FIRST to WP_LAST do
3684 if FReloading[i] > 0 then
3685 exit;
3686 result := true;
3687 end;
3689 var
3690 nw: Byte;
3691 begin
3692 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3693 //FNextWeap := FNextWeap and $1FFF;
3694 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3696 if not switchAllowed then
3697 begin
3698 //HACK for weapon cycling
3699 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3700 exit;
3701 end;
3703 nw := getNextWeaponIndex();
3704 if nw = 255 then exit; // don't reset anything here
3705 if nw > High(FWeapon) then
3706 begin
3707 // don't forget to reset queue here!
3708 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3709 resetWeaponQueue();
3710 exit;
3711 end;
3713 if FWeapon[nw] then
3714 begin
3715 FCurrWeap := nw;
3716 FTime[T_SWITCH] := gTime+156;
3717 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3718 FModel.SetWeapon(FCurrWeap);
3719 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3720 end;
3721 end;
3723 procedure TPlayer.NextWeapon();
3724 begin
3725 if g_Game_IsClient then Exit;
3726 FNextWeap := $8000;
3727 end;
3729 procedure TPlayer.PrevWeapon();
3730 begin
3731 if g_Game_IsClient then Exit;
3732 FNextWeap := $4000;
3733 end;
3735 procedure TPlayer.SetWeapon(W: Byte);
3736 begin
3737 if FCurrWeap <> W then
3738 if W = WEAPON_SAW then
3739 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3741 FCurrWeap := W;
3742 FModel.SetWeapon(CurrWeap);
3743 resetWeaponQueue();
3744 end;
3746 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3748 function allowBerserkSwitching (): Boolean;
3749 begin
3750 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3751 result := true;
3752 if gBerserkAutoswitch then exit;
3753 if not conIsCheatsEnabled then exit;
3754 result := false;
3755 end;
3757 var
3758 a: Boolean;
3759 begin
3760 Result := False;
3761 if g_Game_IsClient then Exit;
3763 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3764 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3765 remove := not a;
3767 case ItemType of
3768 ITEM_MEDKIT_SMALL:
3769 if FHealth < PLAYER_HP_SOFT then
3770 begin
3771 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3772 Result := True;
3773 remove := True;
3774 FFireTime := 0;
3775 if gFlash = 2 then Inc(FPickup, 5);
3776 end;
3778 ITEM_MEDKIT_LARGE:
3779 if FHealth < PLAYER_HP_SOFT then
3780 begin
3781 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3782 Result := True;
3783 remove := True;
3784 FFireTime := 0;
3785 if gFlash = 2 then Inc(FPickup, 5);
3786 end;
3788 ITEM_ARMOR_GREEN:
3789 if FArmor < PLAYER_AP_SOFT then
3790 begin
3791 FArmor := PLAYER_AP_SOFT;
3792 Result := True;
3793 remove := True;
3794 if gFlash = 2 then Inc(FPickup, 5);
3795 end;
3797 ITEM_ARMOR_BLUE:
3798 if FArmor < PLAYER_AP_LIMIT then
3799 begin
3800 FArmor := PLAYER_AP_LIMIT;
3801 Result := True;
3802 remove := True;
3803 if gFlash = 2 then Inc(FPickup, 5);
3804 end;
3806 ITEM_SPHERE_BLUE:
3807 if FHealth < PLAYER_HP_LIMIT then
3808 begin
3809 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3810 Result := True;
3811 remove := True;
3812 FFireTime := 0;
3813 if gFlash = 2 then Inc(FPickup, 5);
3814 end;
3816 ITEM_SPHERE_WHITE:
3817 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3818 begin
3819 if FHealth < PLAYER_HP_LIMIT then
3820 FHealth := PLAYER_HP_LIMIT;
3821 if FArmor < PLAYER_AP_LIMIT then
3822 FArmor := PLAYER_AP_LIMIT;
3823 Result := True;
3824 remove := True;
3825 FFireTime := 0;
3826 if gFlash = 2 then Inc(FPickup, 5);
3827 end;
3829 ITEM_WEAPON_SAW:
3830 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3831 begin
3832 FWeapon[WEAPON_SAW] := True;
3833 Result := True;
3834 if gFlash = 2 then Inc(FPickup, 5);
3835 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3836 end;
3838 ITEM_WEAPON_SHOTGUN1:
3839 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3840 begin
3841 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3842 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3844 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3845 FWeapon[WEAPON_SHOTGUN1] := True;
3846 Result := True;
3847 if gFlash = 2 then Inc(FPickup, 5);
3848 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3849 end;
3851 ITEM_WEAPON_SHOTGUN2:
3852 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3853 begin
3854 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3856 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3857 FWeapon[WEAPON_SHOTGUN2] := True;
3858 Result := True;
3859 if gFlash = 2 then Inc(FPickup, 5);
3860 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3861 end;
3863 ITEM_WEAPON_CHAINGUN:
3864 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3865 begin
3866 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3868 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3869 FWeapon[WEAPON_CHAINGUN] := True;
3870 Result := True;
3871 if gFlash = 2 then Inc(FPickup, 5);
3872 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3873 end;
3875 ITEM_WEAPON_ROCKETLAUNCHER:
3876 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3877 begin
3878 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3880 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3881 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3882 Result := True;
3883 if gFlash = 2 then Inc(FPickup, 5);
3884 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3885 end;
3887 ITEM_WEAPON_PLASMA:
3888 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3889 begin
3890 if a and FWeapon[WEAPON_PLASMA] then Exit;
3892 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3893 FWeapon[WEAPON_PLASMA] := True;
3894 Result := True;
3895 if gFlash = 2 then Inc(FPickup, 5);
3896 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3897 end;
3899 ITEM_WEAPON_BFG:
3900 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3901 begin
3902 if a and FWeapon[WEAPON_BFG] then Exit;
3904 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3905 FWeapon[WEAPON_BFG] := True;
3906 Result := True;
3907 if gFlash = 2 then Inc(FPickup, 5);
3908 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3909 end;
3911 ITEM_WEAPON_SUPERPULEMET:
3912 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3913 begin
3914 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3916 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3917 FWeapon[WEAPON_SUPERPULEMET] := True;
3918 Result := True;
3919 if gFlash = 2 then Inc(FPickup, 5);
3920 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3921 end;
3923 ITEM_WEAPON_FLAMETHROWER:
3924 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3925 begin
3926 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3928 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3929 FWeapon[WEAPON_FLAMETHROWER] := True;
3930 Result := True;
3931 if gFlash = 2 then Inc(FPickup, 5);
3932 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3933 end;
3935 ITEM_AMMO_BULLETS:
3936 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3937 begin
3938 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3939 Result := True;
3940 remove := True;
3941 if gFlash = 2 then Inc(FPickup, 5);
3942 end;
3944 ITEM_AMMO_BULLETS_BOX:
3945 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3946 begin
3947 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3948 Result := True;
3949 remove := True;
3950 if gFlash = 2 then Inc(FPickup, 5);
3951 end;
3953 ITEM_AMMO_SHELLS:
3954 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3955 begin
3956 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3957 Result := True;
3958 remove := True;
3959 if gFlash = 2 then Inc(FPickup, 5);
3960 end;
3962 ITEM_AMMO_SHELLS_BOX:
3963 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3964 begin
3965 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3966 Result := True;
3967 remove := True;
3968 if gFlash = 2 then Inc(FPickup, 5);
3969 end;
3971 ITEM_AMMO_ROCKET:
3972 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3973 begin
3974 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3975 Result := True;
3976 remove := True;
3977 if gFlash = 2 then Inc(FPickup, 5);
3978 end;
3980 ITEM_AMMO_ROCKET_BOX:
3981 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3982 begin
3983 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3984 Result := True;
3985 remove := True;
3986 if gFlash = 2 then Inc(FPickup, 5);
3987 end;
3989 ITEM_AMMO_CELL:
3990 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3991 begin
3992 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3993 Result := True;
3994 remove := True;
3995 if gFlash = 2 then Inc(FPickup, 5);
3996 end;
3998 ITEM_AMMO_CELL_BIG:
3999 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4000 begin
4001 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4002 Result := True;
4003 remove := True;
4004 if gFlash = 2 then Inc(FPickup, 5);
4005 end;
4007 ITEM_AMMO_FUELCAN:
4008 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4009 begin
4010 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4011 Result := True;
4012 remove := True;
4013 if gFlash = 2 then Inc(FPickup, 5);
4014 end;
4016 ITEM_AMMO_BACKPACK:
4017 if not(R_ITEM_BACKPACK in FRulez) or
4018 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4019 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4020 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4021 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4022 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
4023 begin
4024 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4025 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4026 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4027 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4028 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4030 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4031 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4032 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4033 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4034 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4035 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4036 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4037 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4039 FRulez := FRulez + [R_ITEM_BACKPACK];
4040 Result := True;
4041 remove := True;
4042 if gFlash = 2 then Inc(FPickup, 5);
4043 end;
4045 ITEM_KEY_RED:
4046 if not(R_KEY_RED in FRulez) then
4047 begin
4048 Include(FRulez, R_KEY_RED);
4049 Result := True;
4050 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4051 if gFlash = 2 then Inc(FPickup, 5);
4052 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4053 end;
4055 ITEM_KEY_GREEN:
4056 if not(R_KEY_GREEN in FRulez) then
4057 begin
4058 Include(FRulez, R_KEY_GREEN);
4059 Result := True;
4060 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4061 if gFlash = 2 then Inc(FPickup, 5);
4062 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4063 end;
4065 ITEM_KEY_BLUE:
4066 if not(R_KEY_BLUE in FRulez) then
4067 begin
4068 Include(FRulez, R_KEY_BLUE);
4069 Result := True;
4070 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4071 if gFlash = 2 then Inc(FPickup, 5);
4072 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4073 end;
4075 ITEM_SUIT:
4076 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4077 begin
4078 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4079 Result := True;
4080 remove := True;
4081 FFireTime := 0;
4082 if gFlash = 2 then Inc(FPickup, 5);
4083 end;
4085 ITEM_OXYGEN:
4086 if FAir < AIR_MAX then
4087 begin
4088 FAir := AIR_MAX;
4089 Result := True;
4090 remove := True;
4091 if gFlash = 2 then Inc(FPickup, 5);
4092 end;
4094 ITEM_MEDKIT_BLACK:
4095 begin
4096 if not (R_BERSERK in FRulez) then
4097 begin
4098 Include(FRulez, R_BERSERK);
4099 if allowBerserkSwitching then
4100 begin
4101 FCurrWeap := WEAPON_KASTET;
4102 resetWeaponQueue();
4103 FModel.SetWeapon(WEAPON_KASTET);
4104 end;
4105 if gFlash <> 0 then
4106 begin
4107 Inc(FPain, 100);
4108 if gFlash = 2 then Inc(FPickup, 5);
4109 end;
4110 FBerserk := gTime+30000;
4111 Result := True;
4112 remove := True;
4113 FFireTime := 0;
4114 end;
4115 if FHealth < PLAYER_HP_SOFT then
4116 begin
4117 FHealth := PLAYER_HP_SOFT;
4118 FBerserk := gTime+30000;
4119 Result := True;
4120 remove := True;
4121 FFireTime := 0;
4122 end;
4123 end;
4125 ITEM_INVUL:
4126 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4127 begin
4128 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4129 Result := True;
4130 remove := True;
4131 if gFlash = 2 then Inc(FPickup, 5);
4132 end;
4134 ITEM_BOTTLE:
4135 if FHealth < PLAYER_HP_LIMIT then
4136 begin
4137 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4138 Result := True;
4139 remove := True;
4140 FFireTime := 0;
4141 if gFlash = 2 then Inc(FPickup, 5);
4142 end;
4144 ITEM_HELMET:
4145 if FArmor < PLAYER_AP_LIMIT then
4146 begin
4147 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4148 Result := True;
4149 remove := True;
4150 if gFlash = 2 then Inc(FPickup, 5);
4151 end;
4153 ITEM_JETPACK:
4154 if FJetFuel < JET_MAX then
4155 begin
4156 FJetFuel := JET_MAX;
4157 Result := True;
4158 remove := True;
4159 if gFlash = 2 then Inc(FPickup, 5);
4160 end;
4162 ITEM_INVIS:
4163 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4164 begin
4165 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4166 Result := True;
4167 remove := True;
4168 if gFlash = 2 then Inc(FPickup, 5);
4169 end;
4170 end;
4171 end;
4173 procedure TPlayer.Touch();
4174 begin
4175 if not FAlive then
4176 Exit;
4177 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4178 if FIamBot then
4179 begin
4180 // Áðîñèòü ôëàã òîâàðèùó:
4181 if gGameSettings.GameMode = GM_CTF then
4182 DropFlag();
4183 end;
4184 end;
4186 procedure TPlayer.Push(vx, vy: Integer);
4187 begin
4188 if (not FPhysics) and FGhost then
4189 Exit;
4190 FObj.Accel.X := FObj.Accel.X + vx;
4191 FObj.Accel.Y := FObj.Accel.Y + vy;
4192 if g_Game_IsNet and g_Game_IsServer then
4193 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4194 end;
4196 procedure TPlayer.Reset(Force: Boolean);
4197 begin
4198 if Force then
4199 FAlive := False;
4201 FSpawned := False;
4202 FTime[T_RESPAWN] := 0;
4203 FTime[T_FLAGCAP] := 0;
4204 FGodMode := False;
4205 FNoTarget := False;
4206 FNoReload := False;
4207 FFrags := 0;
4208 FLastFrag := 0;
4209 FComboEvnt := -1;
4210 FKills := 0;
4211 FMonsterKills := 0;
4212 FDeath := 0;
4213 FSecrets := 0;
4214 if FNoRespawn then
4215 begin
4216 FSpectator := False;
4217 FGhost := False;
4218 FPhysics := True;
4219 FSpectatePlayer := -1;
4220 FNoRespawn := False;
4221 end;
4222 FLives := gGameSettings.MaxLives;
4224 SetFlag(FLAG_NONE);
4225 end;
4227 procedure TPlayer.SoftReset();
4228 begin
4229 ReleaseKeys();
4231 FDamageBuffer := 0;
4232 FIncCam := 0;
4233 FBFGFireCounter := -1;
4234 FShellTimer := -1;
4235 FPain := 0;
4236 FLastHit := 0;
4237 FLastFrag := 0;
4238 FComboEvnt := -1;
4240 SetFlag(FLAG_NONE);
4241 SetAction(A_STAND, True);
4242 end;
4244 function TPlayer.GetRespawnPoint(): Byte;
4245 var
4246 c: Byte;
4247 begin
4248 Result := 255;
4249 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4251 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4252 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4253 begin
4254 if (Self = gPlayer1) or (Self = gPlayer2) then
4255 begin
4256 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4257 if Self = gPlayer1 then
4258 c := RESPAWNPOINT_PLAYER1
4259 else
4260 c := RESPAWNPOINT_PLAYER2;
4261 if g_Map_GetPointCount(c) > 0 then
4262 begin
4263 Result := c;
4264 Exit;
4265 end;
4267 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4268 if Self = gPlayer1 then
4269 c := RESPAWNPOINT_PLAYER2
4270 else
4271 c := RESPAWNPOINT_PLAYER1;
4272 if g_Map_GetPointCount(c) > 0 then
4273 begin
4274 Result := c;
4275 Exit;
4276 end;
4277 end else
4278 begin
4279 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4280 if Random(2) = 0 then
4281 c := RESPAWNPOINT_PLAYER1
4282 else
4283 c := RESPAWNPOINT_PLAYER2;
4284 if g_Map_GetPointCount(c) > 0 then
4285 begin
4286 Result := c;
4287 Exit;
4288 end;
4289 end;
4291 // Òî÷êà ëþáîé èç êîìàíä
4292 if Random(2) = 0 then
4293 c := RESPAWNPOINT_RED
4294 else
4295 c := RESPAWNPOINT_BLUE;
4296 if g_Map_GetPointCount(c) > 0 then
4297 begin
4298 Result := c;
4299 Exit;
4300 end;
4302 // Òî÷êà DM
4303 c := RESPAWNPOINT_DM;
4304 if g_Map_GetPointCount(c) > 0 then
4305 begin
4306 Result := c;
4307 Exit;
4308 end;
4309 end;
4311 // Ìÿñîïîâàë
4312 if gGameSettings.GameMode = GM_DM then
4313 begin
4314 // Òî÷êà DM
4315 c := RESPAWNPOINT_DM;
4316 if g_Map_GetPointCount(c) > 0 then
4317 begin
4318 Result := c;
4319 Exit;
4320 end;
4322 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4323 if Random(2) = 0 then
4324 c := RESPAWNPOINT_PLAYER1
4325 else
4326 c := RESPAWNPOINT_PLAYER2;
4327 if g_Map_GetPointCount(c) > 0 then
4328 begin
4329 Result := c;
4330 Exit;
4331 end;
4333 // Òî÷êà ëþáîé èç êîìàíä
4334 if Random(2) = 0 then
4335 c := RESPAWNPOINT_RED
4336 else
4337 c := RESPAWNPOINT_BLUE;
4338 if g_Map_GetPointCount(c) > 0 then
4339 begin
4340 Result := c;
4341 Exit;
4342 end;
4343 end;
4345 // Êîìàíäíûå
4346 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4347 begin
4348 // Òî÷êà ñâîåé êîìàíäû
4349 c := RESPAWNPOINT_DM;
4350 if FTeam = TEAM_RED then
4351 c := RESPAWNPOINT_RED;
4352 if FTeam = TEAM_BLUE then
4353 c := RESPAWNPOINT_BLUE;
4354 if g_Map_GetPointCount(c) > 0 then
4355 begin
4356 Result := c;
4357 Exit;
4358 end;
4360 // Òî÷êà DM
4361 c := RESPAWNPOINT_DM;
4362 if g_Map_GetPointCount(c) > 0 then
4363 begin
4364 Result := c;
4365 Exit;
4366 end;
4368 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4369 if Random(2) = 0 then
4370 c := RESPAWNPOINT_PLAYER1
4371 else
4372 c := RESPAWNPOINT_PLAYER2;
4373 if g_Map_GetPointCount(c) > 0 then
4374 begin
4375 Result := c;
4376 Exit;
4377 end;
4379 // Òî÷êà äðóãîé êîìàíäû
4380 c := RESPAWNPOINT_DM;
4381 if FTeam = TEAM_RED then
4382 c := RESPAWNPOINT_BLUE;
4383 if FTeam = TEAM_BLUE then
4384 c := RESPAWNPOINT_RED;
4385 if g_Map_GetPointCount(c) > 0 then
4386 begin
4387 Result := c;
4388 Exit;
4389 end;
4390 end;
4391 end;
4393 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4394 var
4395 RespawnPoint: TRespawnPoint;
4396 a, b, c: Byte;
4397 Anim: TAnimation;
4398 ID: DWORD;
4399 begin
4400 FIncCam := 0;
4401 FBFGFireCounter := -1;
4402 FShellTimer := -1;
4403 FPain := 0;
4404 FLastHit := 0;
4406 if not g_Game_IsServer then
4407 Exit;
4408 if FDummy then
4409 Exit;
4410 FWantsInGame := True;
4411 FJustTeleported := True;
4412 if Force then
4413 begin
4414 FTime[T_RESPAWN] := 0;
4415 FAlive := False;
4416 end;
4417 FNetTime := 0;
4418 // if server changes MaxLives we gotta be ready
4419 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4421 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4422 if FTime[T_RESPAWN] > gTime then
4423 Exit;
4425 // Ïðîñðàë âñå æèçíè:
4426 if FNoRespawn then
4427 begin
4428 if not FSpectator then Spectate(True);
4429 FWantsInGame := True;
4430 Exit;
4431 end;
4433 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4434 begin // "Ñâîÿ èãðà"
4435 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4436 FRulez := FRulez-[R_BERSERK];
4437 end
4438 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4439 begin
4440 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4441 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4442 end;
4444 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4445 c := GetRespawnPoint();
4447 ReleaseKeys();
4448 SetFlag(FLAG_NONE);
4450 // Âîñêðåøåíèå áåç îðóæèÿ:
4451 if not FAlive then
4452 begin
4453 FHealth := PLAYER_HP_SOFT;
4454 FArmor := 0;
4455 FAlive := True;
4456 FAir := AIR_DEF;
4457 FJetFuel := 0;
4459 for a := WP_FIRST to WP_LAST do
4460 begin
4461 FWeapon[a] := False;
4462 FReloading[a] := 0;
4463 end;
4465 FWeapon[WEAPON_PISTOL] := True;
4466 FWeapon[WEAPON_KASTET] := True;
4467 FCurrWeap := WEAPON_PISTOL;
4468 resetWeaponQueue();
4470 FModel.SetWeapon(FCurrWeap);
4472 for b := A_BULLETS to A_HIGH do
4473 FAmmo[b] := 0;
4475 FAmmo[A_BULLETS] := 50;
4477 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4478 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4479 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4480 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4481 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4483 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4484 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4485 else
4486 FRulez := [];
4487 end;
4489 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4490 if not g_Map_GetPoint(c, RespawnPoint) then
4491 begin
4492 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4493 Exit;
4494 end;
4496 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4497 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4498 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4499 FObj.Vel.X := 0;
4500 FObj.Vel.Y := 0;
4501 FObj.Accel.X := 0;
4502 FObj.Accel.Y := 0;
4504 FDirection := RespawnPoint.Direction;
4505 if FDirection = TDirection.D_LEFT then
4506 FAngle := 180
4507 else
4508 FAngle := 0;
4510 SetAction(A_STAND, True);
4511 FModel.Direction := FDirection;
4513 for a := Low(FTime) to High(FTime) do
4514 FTime[a] := 0;
4516 for a := Low(FMegaRulez) to High(FMegaRulez) do
4517 FMegaRulez[a] := 0;
4519 FDamageBuffer := 0;
4520 FJetpack := False;
4521 FCanJetpack := False;
4522 FFireTime := 0;
4523 FFirePainTime := 0;
4524 FFireAttacker := 0;
4526 // Àíèìàöèÿ âîçðîæäåíèÿ:
4527 if (not gLoadGameMode) and (not Silent) then
4528 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4529 begin
4530 Anim := TAnimation.Create(ID, False, 3);
4531 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4532 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4533 Anim.Free();
4534 end;
4536 FSpectator := False;
4537 FGhost := False;
4538 FPhysics := True;
4539 FSpectatePlayer := -1;
4540 FSpawned := True;
4542 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4543 gPlayer1 := self;
4544 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4545 gPlayer2 := self;
4547 if g_Game_IsNet then
4548 begin
4549 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4550 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4551 if not Silent then
4552 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4553 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4554 0, NET_GFX_TELE);
4555 end;
4556 end;
4558 procedure TPlayer.Spectate(NoMove: Boolean = False);
4559 begin
4560 if FAlive then
4561 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4562 else if (not NoMove) then
4563 begin
4564 GameX := gMapInfo.Width div 2;
4565 GameY := gMapInfo.Height div 2;
4566 end;
4567 FXTo := GameX;
4568 FYTo := GameY;
4570 FAlive := False;
4571 FSpectator := True;
4572 FGhost := True;
4573 FPhysics := False;
4574 FWantsInGame := False;
4575 FSpawned := False;
4577 if FNoRespawn then
4578 begin
4579 if Self = gPlayer1 then
4580 begin
4581 gLMSPID1 := FUID;
4582 gPlayer1 := nil;
4583 end;
4584 if Self = gPlayer2 then
4585 begin
4586 gLMSPID2 := FUID;
4587 gPlayer2 := nil;
4588 end;
4589 end;
4591 if g_Game_IsNet then
4592 MH_SEND_PlayerStats(FUID);
4593 end;
4595 procedure TPlayer.SwitchNoClip;
4596 begin
4597 if not FAlive then
4598 Exit;
4599 FGhost := not FGhost;
4600 FPhysics := not FGhost;
4601 if FGhost then
4602 begin
4603 FXTo := FObj.X;
4604 FYTo := FObj.Y;
4605 end else
4606 begin
4607 FObj.Accel.X := 0;
4608 FObj.Accel.Y := 0;
4609 end;
4610 end;
4612 procedure TPlayer.Run(Direction: TDirection);
4613 var
4614 a, b: Integer;
4615 begin
4616 if MAX_RUNVEL > 8 then
4617 FlySmoke();
4619 // Áåæèì:
4620 if Direction = TDirection.D_LEFT then
4621 begin
4622 if FObj.Vel.X > -MAX_RUNVEL then
4623 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4624 end
4625 else
4626 if FObj.Vel.X < MAX_RUNVEL then
4627 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4629 // Âîçìîæíî, ïèíàåì êóñêè:
4630 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4631 begin
4632 b := Abs(FObj.Vel.X);
4633 if b > 1 then b := b * (Random(8 div b) + 1);
4634 for a := 0 to High(gGibs) do
4635 begin
4636 if gGibs[a].alive and
4637 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4638 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4639 begin
4640 // Ïèíàåì êóñêè
4641 if FObj.Vel.X < 0 then
4642 begin
4643 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4644 end
4645 else
4646 begin
4647 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4648 end;
4649 gGibs[a].positionChanged(); // this updates spatial accelerators
4650 end;
4651 end;
4652 end;
4654 SetAction(A_WALK);
4655 end;
4657 procedure TPlayer.SeeDown();
4658 begin
4659 SetAction(A_SEEDOWN);
4661 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4663 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4664 end;
4666 procedure TPlayer.SeeUp();
4667 begin
4668 SetAction(A_SEEUP);
4670 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4672 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4673 end;
4675 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4676 var
4677 Prior: Byte;
4678 begin
4679 case Action of
4680 A_WALK: Prior := 3;
4681 A_DIE1: Prior := 5;
4682 A_DIE2: Prior := 5;
4683 A_ATTACK: Prior := 2;
4684 A_SEEUP: Prior := 1;
4685 A_SEEDOWN: Prior := 1;
4686 A_ATTACKUP: Prior := 2;
4687 A_ATTACKDOWN: Prior := 2;
4688 A_PAIN: Prior := 4;
4689 else Prior := 0;
4690 end;
4692 if (Prior > FActionPrior) or Force then
4693 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4694 begin
4695 FActionPrior := Prior;
4696 FActionAnim := Action;
4697 FActionForce := Force;
4698 FActionChanged := True;
4699 end;
4701 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4702 end;
4704 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4705 begin
4706 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4707 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4708 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4709 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4710 end;
4712 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4713 var
4714 Anim: TAnimation;
4715 ID: DWORD;
4716 begin
4717 Result := False;
4719 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4720 begin
4721 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4722 if g_Game_IsServer and g_Game_IsNet then
4723 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4724 Exit;
4725 end;
4727 FJustTeleported := True;
4729 Anim := nil;
4730 if not silent then
4731 begin
4732 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4733 begin
4734 Anim := TAnimation.Create(ID, False, 3);
4735 end;
4737 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4738 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4739 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4740 if g_Game_IsServer and g_Game_IsNet then
4741 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4742 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4743 NET_GFX_TELE);
4744 end;
4746 FObj.X := X-PLAYER_RECT.X;
4747 FObj.Y := Y-PLAYER_RECT.Y;
4748 if FAlive and FGhost then
4749 begin
4750 FXTo := FObj.X;
4751 FYTo := FObj.Y;
4752 end;
4754 if not g_Game_IsNet then
4755 begin
4756 if dir = 1 then
4757 begin
4758 SetDirection(TDirection.D_LEFT);
4759 FAngle := 180;
4760 end
4761 else
4762 if dir = 2 then
4763 begin
4764 SetDirection(TDirection.D_RIGHT);
4765 FAngle := 0;
4766 end
4767 else
4768 if dir = 3 then
4769 begin // îáðàòíîå
4770 if FDirection = TDirection.D_RIGHT then
4771 begin
4772 SetDirection(TDirection.D_LEFT);
4773 FAngle := 180;
4774 end
4775 else
4776 begin
4777 SetDirection(TDirection.D_RIGHT);
4778 FAngle := 0;
4779 end;
4780 end;
4781 end;
4783 if not silent and (Anim <> nil) then
4784 begin
4785 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4786 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4787 Anim.Free();
4789 if g_Game_IsServer and g_Game_IsNet then
4790 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4791 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4792 NET_GFX_TELE);
4793 end;
4795 Result := True;
4796 end;
4798 function nonz(a: Single): Single;
4799 begin
4800 if a <> 0 then
4801 Result := a
4802 else
4803 Result := 1;
4804 end;
4806 function TPlayer.followCorpse(): Boolean;
4807 var
4808 i: Integer;
4809 begin
4810 Result := False;
4811 if FAlive or FSpectator then
4812 Exit;
4813 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4814 Exit;
4815 for i := 0 to High(gCorpses) do
4816 if gCorpses[i] <> nil then
4817 if gCorpses[i].FPlayerUID = FUID then
4818 begin
4819 Result := True;
4820 FObj.X := gCorpses[i].FObj.X;
4821 FObj.Y := gCorpses[i].FObj.Y;
4822 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
4823 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
4824 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
4825 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
4826 break;
4827 end;
4828 end;
4830 procedure TPlayer.Update();
4831 var
4832 b: Byte;
4833 i, ii, wx, wy, xd, yd, k: Integer;
4834 blockmon, headwater, dospawn: Boolean;
4835 NetServer: Boolean;
4836 AnyServer: Boolean;
4837 SetSpect: Boolean;
4838 begin
4839 NetServer := g_Game_IsNet and g_Game_IsServer;
4840 AnyServer := g_Game_IsServer;
4842 if g_Game_IsClient and (NetInterpLevel > 0) then
4843 DoLerp(NetInterpLevel + 1)
4844 else
4845 if FGhost then
4846 DoLerp(4);
4848 if NetServer then
4849 if FClientID >= 0 then
4850 begin
4851 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4852 if NetClients[FClientID].Peer^.packetsSent > 0 then
4853 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4854 else
4855 FLoss := 0;
4856 end else
4857 begin
4858 FPing := 0;
4859 FLoss := 0;
4860 end;
4862 if FAlive and (FPunchAnim <> nil) then
4863 FPunchAnim.Update();
4865 if FAlive and (gFly or FJetpack) then
4866 FlySmoke();
4868 if FDirection = TDirection.D_LEFT then
4869 FAngle := 180
4870 else
4871 FAngle := 0;
4873 if FAlive and (not FGhost) then
4874 begin
4875 if FKeys[KEY_UP].Pressed then
4876 SeeUp();
4877 if FKeys[KEY_DOWN].Pressed then
4878 SeeDown();
4879 end;
4881 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4882 (FIncCam <> 0) then
4883 begin
4884 i := g_basic.Sign(FIncCam);
4885 FIncCam := Abs(FIncCam);
4886 DecMin(FIncCam, 5, 0);
4887 FIncCam := FIncCam*i;
4888 end;
4890 // no need to do that each second frame, weapon queue will take care of it
4891 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4892 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4894 if gTime mod (GAME_TICK*2) <> 0 then
4895 begin
4896 if (FObj.Vel.X = 0) and FAlive then
4897 begin
4898 if FKeys[KEY_LEFT].Pressed then
4899 Run(TDirection.D_LEFT);
4900 if FKeys[KEY_RIGHT].Pressed then
4901 Run(TDirection.D_RIGHT);
4902 end;
4904 if FPhysics then
4905 begin
4906 if not followCorpse() then
4907 g_Obj_Move(@FObj, True, True, True);
4908 positionChanged(); // this updates spatial accelerators
4909 end;
4911 Exit;
4912 end;
4914 FActionChanged := False;
4916 if FAlive then
4917 begin
4918 // Let alive player do some actions
4919 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
4920 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
4921 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4922 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4923 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4924 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4925 if FKeys[KEY_JUMP].Pressed then Jump()
4926 else
4927 begin
4928 if AnyServer and FJetpack then
4929 begin
4930 FJetpack := False;
4931 JetpackOff;
4932 if NetServer then MH_SEND_PlayerStats(FUID);
4933 end;
4934 FCanJetpack := True;
4935 end;
4936 end
4937 else // Dead
4938 begin
4939 dospawn := False;
4940 if not FGhost then
4941 for k := Low(FKeys) to KEY_CHAT-1 do
4942 begin
4943 if FKeys[k].Pressed then
4944 begin
4945 dospawn := True;
4946 break;
4947 end;
4948 end;
4949 if dospawn then
4950 begin
4951 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4952 Respawn(False)
4953 else // Single
4954 if (FTime[T_RESPAWN] <= gTime) and
4955 gGameOn and (not FAlive) then
4956 begin
4957 if (g_Player_GetCount() > 1) then
4958 Respawn(False)
4959 else
4960 begin
4961 gExit := EXIT_RESTART;
4962 Exit;
4963 end;
4964 end;
4965 end;
4966 // Dead spectator actions
4967 if FGhost then
4968 begin
4969 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4970 if FKeys[KEY_FIRE].Pressed and AnyServer then
4971 begin
4972 if FSpectator then
4973 begin
4974 if (FSpectatePlayer >= High(gPlayers)) then
4975 FSpectatePlayer := -1
4976 else
4977 begin
4978 SetSpect := False;
4979 for I := FSpectatePlayer + 1 to High(gPlayers) do
4980 if gPlayers[I] <> nil then
4981 if gPlayers[I].alive then
4982 if gPlayers[I].UID <> FUID then
4983 begin
4984 FSpectatePlayer := I;
4985 SetSpect := True;
4986 break;
4987 end;
4989 if not SetSpect then FSpectatePlayer := -1;
4990 end;
4992 ReleaseKeys;
4993 end;
4994 end;
4995 end;
4996 end;
4997 // No clipping
4998 if FGhost then
4999 begin
5000 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5001 begin
5002 FYTo := FObj.Y - 32;
5003 FSpectatePlayer := -1;
5004 end;
5005 if FKeys[KEY_DOWN].Pressed then
5006 begin
5007 FYTo := FObj.Y + 32;
5008 FSpectatePlayer := -1;
5009 end;
5010 if FKeys[KEY_LEFT].Pressed then
5011 begin
5012 FXTo := FObj.X - 32;
5013 FSpectatePlayer := -1;
5014 end;
5015 if FKeys[KEY_RIGHT].Pressed then
5016 begin
5017 FXTo := FObj.X + 32;
5018 FSpectatePlayer := -1;
5019 end;
5021 if (FXTo < -64) then
5022 FXTo := -64
5023 else if (FXTo > gMapInfo.Width + 32) then
5024 FXTo := gMapInfo.Width + 32;
5025 if (FYTo < -72) then
5026 FYTo := -72
5027 else if (FYTo > gMapInfo.Height + 32) then
5028 FYTo := gMapInfo.Height + 32;
5029 end;
5031 if FPhysics then
5032 begin
5033 if not followCorpse() then
5034 g_Obj_Move(@FObj, True, True, True);
5035 positionChanged(); // this updates spatial accelerators
5036 end
5037 else
5038 begin
5039 FObj.Vel.X := 0;
5040 FObj.Vel.Y := 0;
5041 if FSpectator then
5042 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5043 if gPlayers[FSpectatePlayer] <> nil then
5044 if gPlayers[FSpectatePlayer].alive then
5045 begin
5046 FXTo := gPlayers[FSpectatePlayer].GameX;
5047 FYTo := gPlayers[FSpectatePlayer].GameY;
5048 end;
5049 end;
5051 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5052 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5053 PANEL_BLOCKMON, True);
5054 headwater := HeadInLiquid(0, 0);
5056 // Ñîïðîòèâëåíèå âîçäóõà:
5057 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5058 if FObj.Vel.X <> 0 then
5059 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5061 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5062 DecMin(FPain, 5, 0);
5063 DecMin(FPickup, 1, 0);
5065 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5066 begin
5067 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5068 FMegaRulez[MR_SUIT] := 0;
5069 FMegaRulez[MR_INVUL] := 0;
5070 FMegaRulez[MR_INVIS] := 0;
5071 Kill(K_FALLKILL, 0, HIT_FALL);
5072 end;
5074 i := 9;
5076 if FAlive then
5077 begin
5078 if FCurrWeap = WEAPON_SAW then
5079 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5080 FSawSoundSelect.IsPlaying()) then
5081 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5083 if FJetpack then
5084 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5085 (not FJetSoundOff.IsPlaying()) then
5086 begin
5087 FJetSoundFly.SetPosition(0);
5088 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5089 end;
5091 for b := WP_FIRST to WP_LAST do
5092 if FReloading[b] > 0 then
5093 if FNoReload then
5094 FReloading[b] := 0
5095 else
5096 Dec(FReloading[b]);
5098 if FShellTimer > -1 then
5099 if FShellTimer = 0 then
5100 begin
5101 if FShellType = SHELL_SHELL then
5102 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5103 GameVelX, GameVelY-2, SHELL_SHELL)
5104 else if FShellType = SHELL_DBLSHELL then
5105 begin
5106 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5107 GameVelX+1, GameVelY-2, SHELL_SHELL);
5108 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5109 GameVelX-1, GameVelY-2, SHELL_SHELL);
5110 end;
5111 FShellTimer := -1;
5112 end else Dec(FShellTimer);
5114 if (FBFGFireCounter > -1) then
5115 if FBFGFireCounter = 0 then
5116 begin
5117 if AnyServer then
5118 begin
5119 wx := FObj.X+WEAPONPOINT[FDirection].X;
5120 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5121 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5122 yd := wy+firediry();
5123 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5124 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5125 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5126 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5127 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5128 end;
5130 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5131 FBFGFireCounter := -1;
5132 end else
5133 if FNoReload then
5134 FBFGFireCounter := 0
5135 else
5136 Dec(FBFGFireCounter);
5138 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5139 begin
5140 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5142 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5143 end;
5145 if (headwater or blockmon) then
5146 begin
5147 Dec(FAir);
5149 if FAir < -9 then
5150 begin
5151 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5152 FAir := 0;
5153 end
5154 else if (FAir mod 31 = 0) and not blockmon then
5155 begin
5156 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5157 if Random(2) = 0 then
5158 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5159 else
5160 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5161 end;
5162 end else if FAir < AIR_DEF then
5163 FAir := AIR_DEF;
5165 if FFireTime > 0 then
5166 begin
5167 if BodyInLiquid(0, 0) then
5168 begin
5169 FFireTime := 0;
5170 FFirePainTime := 0;
5171 end
5172 else if FMegaRulez[MR_SUIT] >= gTime then
5173 begin
5174 if FMegaRulez[MR_SUIT] = gTime then
5175 FFireTime := 1;
5176 FFirePainTime := 0;
5177 end
5178 else
5179 begin
5180 OnFireFlame(1);
5181 if FFirePainTime <= 0 then
5182 begin
5183 if g_Game_IsServer then
5184 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5185 FFirePainTime := 18;
5186 end;
5187 FFirePainTime := FFirePainTime - 1;
5188 FFireTime := FFireTime - 1;
5189 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5190 MH_SEND_PlayerStats(FUID);
5191 end;
5192 end;
5194 if FDamageBuffer > 0 then
5195 begin
5196 if FDamageBuffer >= 9 then
5197 begin
5198 SetAction(A_PAIN);
5200 if FDamageBuffer < 30 then i := 9
5201 else if FDamageBuffer < 100 then i := 18
5202 else i := 27;
5203 end;
5205 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5206 FArmor := FArmor-(FDamageBuffer-ii);
5207 FHealth := FHealth-ii;
5208 if FArmor < 0 then
5209 begin
5210 FHealth := FHealth+FArmor;
5211 FArmor := 0;
5212 end;
5214 if AnyServer then
5215 if FHealth <= 0 then
5216 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5217 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5218 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5220 if FAlive then
5221 begin
5222 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5223 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5224 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5225 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5226 end;
5228 FDamageBuffer := 0;
5229 end;
5231 {CollideItem();}
5232 end; // if FAlive then ...
5234 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5235 begin
5236 FModel.ChangeAnimation(FActionAnim, FActionForce);
5237 FModel.GetCurrentAnimation.MinLength := i;
5238 FModel.GetCurrentAnimationMask.MinLength := i;
5239 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5241 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5242 then SetAction(A_STAND, True);
5244 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5246 for b := Low(FKeys) to High(FKeys) do
5247 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5248 end;
5251 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5252 begin
5253 x := FObj.X+PLAYER_RECT.X;
5254 y := FObj.Y+PLAYER_RECT.Y;
5255 w := PLAYER_RECT.Width;
5256 h := PLAYER_RECT.Height;
5257 end;
5260 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5261 begin
5262 if (dx <> 0) or (dy <> 0) then
5263 begin
5264 FObj.X += dx;
5265 FObj.Y += dy;
5266 positionChanged();
5267 end;
5268 end;
5271 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5272 begin
5273 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5274 FObj.Y+PLAYER_RECT.Y,
5275 PLAYER_RECT.Width,
5276 PLAYER_RECT.Height,
5277 X, Y,
5278 Width, Height);
5279 end;
5281 function TPlayer.Collide(Panel: TPanel): Boolean;
5282 begin
5283 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5284 FObj.Y+PLAYER_RECT.Y,
5285 PLAYER_RECT.Width,
5286 PLAYER_RECT.Height,
5287 Panel.X, Panel.Y,
5288 Panel.Width, Panel.Height);
5289 end;
5291 function TPlayer.Collide(X, Y: Integer): Boolean;
5292 begin
5293 X := X-FObj.X-PLAYER_RECT.X;
5294 Y := Y-FObj.Y-PLAYER_RECT.Y;
5295 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5296 (y >= 0) and (y <= PLAYER_RECT.Height);
5297 end;
5299 function g_Player_ValidName(Name: string): Boolean;
5300 var
5301 a: Integer;
5302 begin
5303 Result := True;
5305 if gPlayers = nil then Exit;
5307 for a := 0 to High(gPlayers) do
5308 if gPlayers[a] <> nil then
5309 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5310 begin
5311 Result := False;
5312 Exit;
5313 end;
5314 end;
5316 procedure TPlayer.SetDirection(Direction: TDirection);
5317 var
5318 d: TDirection;
5319 begin
5320 d := FModel.Direction;
5322 FModel.Direction := Direction;
5323 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5325 FDirection := Direction;
5326 end;
5328 function TPlayer.GetKeys(): Byte;
5329 begin
5330 Result := 0;
5332 if R_KEY_RED in FRulez then Result := KEY_RED;
5333 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5334 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5336 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5337 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5338 end;
5340 procedure TPlayer.Use();
5341 var
5342 a: Integer;
5343 begin
5344 if FTime[T_USE] > gTime then Exit;
5346 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5347 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5349 for a := 0 to High(gPlayers) do
5350 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5351 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5352 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5353 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5354 begin
5355 gPlayers[a].Touch();
5356 if g_Game_IsNet and g_Game_IsServer then
5357 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5358 end;
5360 FTime[T_USE] := gTime+120;
5361 end;
5363 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5364 var
5365 locObj: TObj;
5366 F: Boolean;
5367 WX, WY, XD, YD: Integer;
5368 begin
5369 F := False;
5370 WX := X;
5371 WY := Y;
5372 XD := AX;
5373 YD := AY;
5375 case FCurrWeap of
5376 WEAPON_KASTET:
5377 begin
5378 DoPunch();
5379 if R_BERSERK in FRulez then
5380 begin
5381 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5382 locobj.X := FObj.X+FObj.Rect.X;
5383 locobj.Y := FObj.Y+FObj.Rect.Y;
5384 locobj.rect.X := 0;
5385 locobj.rect.Y := 0;
5386 locobj.rect.Width := 39;
5387 locobj.rect.Height := 52;
5388 locobj.Vel.X := (xd-wx) div 2;
5389 locobj.Vel.Y := (yd-wy) div 2;
5390 locobj.Accel.X := xd-wx;
5391 locobj.Accel.y := yd-wy;
5393 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5394 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5395 else
5396 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5398 if gFlash = 1 then
5399 if FPain < 50 then
5400 FPain := min(FPain + 25, 50);
5401 end else
5402 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5403 end;
5405 WEAPON_SAW:
5406 begin
5407 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5408 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5409 begin
5410 FSawSoundSelect.Stop();
5411 FSawSound.Stop();
5412 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5413 end
5414 else if not FSawSoundHit.IsPlaying() then
5415 begin
5416 FSawSoundSelect.Stop();
5417 FSawSound.PlayAt(FObj.X, FObj.Y);
5418 end;
5419 f := True;
5420 end;
5422 WEAPON_PISTOL:
5423 begin
5424 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5425 FFireAngle := FAngle;
5426 f := True;
5427 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5428 GameVelX, GameVelY-2, SHELL_BULLET);
5429 end;
5431 WEAPON_SHOTGUN1:
5432 begin
5433 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5434 FFireAngle := FAngle;
5435 f := True;
5436 FShellTimer := 10;
5437 FShellType := SHELL_SHELL;
5438 end;
5440 WEAPON_SHOTGUN2:
5441 begin
5442 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5443 FFireAngle := FAngle;
5444 f := True;
5445 FShellTimer := 13;
5446 FShellType := SHELL_DBLSHELL;
5447 end;
5449 WEAPON_CHAINGUN:
5450 begin
5451 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5452 FFireAngle := FAngle;
5453 f := True;
5454 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5455 GameVelX, GameVelY-2, SHELL_BULLET);
5456 end;
5458 WEAPON_ROCKETLAUNCHER:
5459 begin
5460 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5461 FFireAngle := FAngle;
5462 f := True;
5463 end;
5465 WEAPON_PLASMA:
5466 begin
5467 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5468 FFireAngle := FAngle;
5469 f := True;
5470 end;
5472 WEAPON_BFG:
5473 begin
5474 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5475 FFireAngle := FAngle;
5476 f := True;
5477 end;
5479 WEAPON_SUPERPULEMET:
5480 begin
5481 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5482 FFireAngle := FAngle;
5483 f := True;
5484 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5485 GameVelX, GameVelY-2, SHELL_SHELL);
5486 end;
5488 WEAPON_FLAMETHROWER:
5489 begin
5490 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5491 FFireAngle := FAngle;
5492 f := True;
5493 end;
5494 end;
5496 if not f then Exit;
5498 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5499 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5500 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5501 end;
5503 procedure TPlayer.DoLerp(Level: Integer = 2);
5504 begin
5505 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5506 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5507 end;
5509 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5510 var
5511 AX, AY: Integer;
5512 begin
5513 if NetInterpLevel < 1 then
5514 begin
5515 FObj.X := XTo;
5516 FObj.Y := YTo;
5517 end
5518 else
5519 begin
5520 FXTo := XTo;
5521 FYTo := YTo;
5523 AX := Abs(FXTo - FObj.X);
5524 AY := Abs(FYTo - FObj.Y);
5525 if (AX > 32) or (AX <= NetInterpLevel) then
5526 FObj.X := FXTo;
5527 if (AY > 32) or (AY <= NetInterpLevel) then
5528 FObj.Y := FYTo;
5529 end;
5530 end;
5532 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5533 begin
5534 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5535 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5536 PANEL_LIFTUP, False) then Result := -1
5537 else
5538 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5539 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5540 PANEL_LIFTDOWN, False) then Result := 1
5541 else Result := 0;
5542 end;
5544 function TPlayer.GetFlag(Flag: Byte): Boolean;
5545 var
5546 s, ts: String;
5547 evtype: Byte;
5548 begin
5549 Result := False;
5551 if Flag = FLAG_NONE then
5552 Exit;
5554 if not g_Game_IsServer then Exit;
5556 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5557 if (Flag = FTeam) and
5558 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5559 (FFlag <> FLAG_NONE) then
5560 begin
5561 if FFlag = FLAG_RED then
5562 s := _lc[I_PLAYER_FLAG_RED]
5563 else
5564 s := _lc[I_PLAYER_FLAG_BLUE];
5566 evtype := FLAG_STATE_SCORED;
5568 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5569 Insert('.', ts, Length(ts) + 1 - 3);
5570 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5572 g_Map_ResetFlag(FFlag);
5573 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5575 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5577 Result := True;
5578 if g_Game_IsNet then
5579 begin
5580 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5581 MH_SEND_GameStats;
5582 end;
5584 gFlags[FFlag].CaptureTime := 0;
5585 SetFlag(FLAG_NONE);
5586 Exit;
5587 end;
5589 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5590 if (Flag = FTeam) and
5591 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5592 begin
5593 if Flag = FLAG_RED then
5594 s := _lc[I_PLAYER_FLAG_RED]
5595 else
5596 s := _lc[I_PLAYER_FLAG_BLUE];
5598 evtype := FLAG_STATE_RETURNED;
5599 gFlags[Flag].CaptureTime := 0;
5601 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5603 g_Map_ResetFlag(Flag);
5604 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5606 Result := True;
5607 if g_Game_IsNet then
5608 begin
5609 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5610 MH_SEND_GameStats;
5611 end;
5612 Exit;
5613 end;
5615 // Ïîäîáðàë ÷óæîé ôëàã:
5616 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5617 begin
5618 SetFlag(Flag);
5620 if Flag = FLAG_RED then
5621 s := _lc[I_PLAYER_FLAG_RED]
5622 else
5623 s := _lc[I_PLAYER_FLAG_BLUE];
5625 evtype := FLAG_STATE_CAPTURED;
5627 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5629 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5631 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5633 Result := True;
5634 if g_Game_IsNet then
5635 begin
5636 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5637 MH_SEND_GameStats;
5638 end;
5639 end;
5640 end;
5642 procedure TPlayer.SetFlag(Flag: Byte);
5643 begin
5644 FFlag := Flag;
5645 if FModel <> nil then
5646 FModel.SetFlag(FFlag);
5647 end;
5649 function TPlayer.DropFlag(): Boolean;
5650 var
5651 s: String;
5652 begin
5653 Result := False;
5654 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5655 Exit;
5656 FTime[T_FLAGCAP] := gTime + 2000;
5657 with gFlags[FFlag] do
5658 begin
5659 Obj.X := FObj.X;
5660 Obj.Y := FObj.Y;
5661 Direction := FDirection;
5662 State := FLAG_STATE_DROPPED;
5663 Count := FLAG_TIME;
5664 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5665 (FObj.Vel.Y div 2)-2+Random(5));
5666 positionChanged(); // this updates spatial accelerators
5668 if FFlag = FLAG_RED then
5669 s := _lc[I_PLAYER_FLAG_RED]
5670 else
5671 s := _lc[I_PLAYER_FLAG_BLUE];
5673 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5674 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5676 if g_Game_IsNet then
5677 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5678 end;
5679 SetFlag(FLAG_NONE);
5680 Result := True;
5681 end;
5683 procedure TPlayer.GetSecret();
5684 begin
5685 Inc(FSecrets);
5686 end;
5688 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5689 begin
5690 Assert(Key <= High(FKeys));
5692 FKeys[Key].Pressed := True;
5693 FKeys[Key].Time := Time;
5694 end;
5696 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5697 begin
5698 Result := FKeys[K].Pressed;
5699 end;
5701 procedure TPlayer.ReleaseKeys();
5702 var
5703 a: Integer;
5704 begin
5705 for a := Low(FKeys) to High(FKeys) do
5706 begin
5707 FKeys[a].Pressed := False;
5708 FKeys[a].Time := 0;
5709 end;
5710 end;
5712 procedure TPlayer.OnDamage(Angle: SmallInt);
5713 begin
5714 end;
5716 function TPlayer.firediry(): Integer;
5717 begin
5718 if FKeys[KEY_UP].Pressed then Result := -42
5719 else if FKeys[KEY_DOWN].Pressed then Result := 19
5720 else Result := 0;
5721 end;
5723 procedure TPlayer.RememberState();
5724 var
5725 i: Integer;
5726 begin
5727 FSavedState.Health := FHealth;
5728 FSavedState.Armor := FArmor;
5729 FSavedState.Air := FAir;
5730 FSavedState.JetFuel := FJetFuel;
5731 FSavedState.CurrWeap := FCurrWeap;
5732 FSavedState.NextWeap := FNextWeap;
5733 FSavedState.NextWeapDelay := FNextWeapDelay;
5735 for i := 0 to 3 do
5736 FSavedState.Ammo[i] := FAmmo[i];
5737 for i := 0 to 3 do
5738 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5740 FSavedState.Rulez := FRulez;
5741 FSavedState.WaitRecall := True;
5742 end;
5744 procedure TPlayer.RecallState();
5745 var
5746 i: Integer;
5747 begin
5748 if not FSavedState.WaitRecall then Exit;
5750 FHealth := FSavedState.Health;
5751 FArmor := FSavedState.Armor;
5752 FAir := FSavedState.Air;
5753 FJetFuel := FSavedState.JetFuel;
5754 FCurrWeap := FSavedState.CurrWeap;
5755 FNextWeap := FSavedState.NextWeap;
5756 FNextWeapDelay := FSavedState.NextWeapDelay;
5758 for i := 0 to 3 do
5759 FAmmo[i] := FSavedState.Ammo[i];
5760 for i := 0 to 3 do
5761 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5763 FRulez := FSavedState.Rulez;
5764 FSavedState.WaitRecall := False;
5766 if gGameSettings.GameType = GT_SERVER then
5767 MH_SEND_PlayerStats(FUID);
5768 end;
5770 procedure TPlayer.SaveState (st: TStream);
5771 var
5772 i: Integer;
5773 b: Byte;
5774 begin
5775 // Ñèãíàòóðà èãðîêà
5776 utils.writeSign(st, 'PLYR');
5777 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5778 // Áîò èëè ÷åëîâåê
5779 utils.writeBool(st, FIamBot);
5780 // UID èãðîêà
5781 utils.writeInt(st, Word(FUID));
5782 // Èìÿ èãðîêà
5783 utils.writeStr(st, FName);
5784 // Êîìàíäà
5785 utils.writeInt(st, Byte(FTeam));
5786 // Æèâ ëè
5787 utils.writeBool(st, FAlive);
5788 // Èçðàñõîäîâàë ëè âñå æèçíè
5789 utils.writeBool(st, FNoRespawn);
5790 // Íàïðàâëåíèå
5791 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
5792 utils.writeInt(st, Byte(b));
5793 // Çäîðîâüå
5794 utils.writeInt(st, LongInt(FHealth));
5795 // Æèçíè
5796 utils.writeInt(st, Byte(FLives));
5797 // Áðîíÿ
5798 utils.writeInt(st, LongInt(FArmor));
5799 // Çàïàñ âîçäóõà
5800 utils.writeInt(st, LongInt(FAir));
5801 // Çàïàñ ãîðþ÷åãî
5802 utils.writeInt(st, LongInt(FJetFuel));
5803 // Áîëü
5804 utils.writeInt(st, LongInt(FPain));
5805 // Óáèë
5806 utils.writeInt(st, LongInt(FKills));
5807 // Óáèë ìîíñòðîâ
5808 utils.writeInt(st, LongInt(FMonsterKills));
5809 // Ôðàãîâ
5810 utils.writeInt(st, LongInt(FFrags));
5811 // Ôðàãîâ ïîäðÿä
5812 utils.writeInt(st, Byte(FFragCombo));
5813 // Âðåìÿ ïîñëåäíåãî ôðàãà
5814 utils.writeInt(st, LongWord(FLastFrag));
5815 // Ñìåðòåé
5816 utils.writeInt(st, LongInt(FDeath));
5817 // Êàêîé ôëàã íåñåò
5818 utils.writeInt(st, Byte(FFlag));
5819 // Íàøåë ñåêðåòîâ
5820 utils.writeInt(st, LongInt(FSecrets));
5821 // Òåêóùåå îðóæèå
5822 utils.writeInt(st, Byte(FCurrWeap));
5823 // Æåëàåìîå îðóæèå
5824 utils.writeInt(st, Word(FNextWeap));
5825 // ...è ïàóçà
5826 utils.writeInt(st, Byte(FNextWeapDelay));
5827 // Âðåìÿ çàðÿäêè BFG
5828 utils.writeInt(st, SmallInt(FBFGFireCounter));
5829 // Áóôåð óðîíà
5830 utils.writeInt(st, LongInt(FDamageBuffer));
5831 // Ïîñëåäíèé óäàðèâøèé
5832 utils.writeInt(st, Word(FLastSpawnerUID));
5833 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5834 utils.writeInt(st, Byte(FLastHit));
5835 // Îáúåêò èãðîêà
5836 Obj_SaveState(st, @FObj);
5837 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5838 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
5839 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5840 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
5841 // Íàëè÷èå îðóæèÿ
5842 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
5843 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5844 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
5845 // Íàëè÷èå ðþêçàêà
5846 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
5847 // Íàëè÷èå êðàñíîãî êëþ÷à
5848 utils.writeBool(st, (R_KEY_RED in FRulez));
5849 // Íàëè÷èå çåëåíîãî êëþ÷à
5850 utils.writeBool(st, (R_KEY_GREEN in FRulez));
5851 // Íàëè÷èå ñèíåãî êëþ÷à
5852 utils.writeBool(st, (R_KEY_BLUE in FRulez));
5853 // Íàëè÷èå áåðñåðêà
5854 utils.writeBool(st, (R_BERSERK in FRulez));
5855 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5856 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
5857 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5858 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
5859 // Íàçâàíèå ìîäåëè
5860 utils.writeStr(st, FModel.Name);
5861 // Öâåò ìîäåëè
5862 utils.writeInt(st, Byte(FColor.R));
5863 utils.writeInt(st, Byte(FColor.G));
5864 utils.writeInt(st, Byte(FColor.B));
5865 end;
5868 procedure TPlayer.LoadState (st: TStream);
5869 var
5870 i: Integer;
5871 str: String;
5872 b: Byte;
5873 begin
5874 assert(st <> nil);
5876 // Ñèãíàòóðà èãðîêà
5877 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
5878 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
5879 // Áîò èëè ÷åëîâåê:
5880 FIamBot := utils.readBool(st);
5881 // UID èãðîêà
5882 FUID := utils.readWord(st);
5883 // Èìÿ èãðîêà
5884 str := utils.readStr(st);
5885 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
5886 // Êîìàíäà
5887 FTeam := utils.readByte(st);
5888 // Æèâ ëè
5889 FAlive := utils.readBool(st);
5890 // Èçðàñõîäîâàë ëè âñå æèçíè
5891 FNoRespawn := utils.readBool(st);
5892 // Íàïðàâëåíèå
5893 b := utils.readByte(st);
5894 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
5895 // Çäîðîâüå
5896 FHealth := utils.readLongInt(st);
5897 // Æèçíè
5898 FLives := utils.readByte(st);
5899 // Áðîíÿ
5900 FArmor := utils.readLongInt(st);
5901 // Çàïàñ âîçäóõà
5902 FAir := utils.readLongInt(st);
5903 // Çàïàñ ãîðþ÷åãî
5904 FJetFuel := utils.readLongInt(st);
5905 // Áîëü
5906 FPain := utils.readLongInt(st);
5907 // Óáèë
5908 FKills := utils.readLongInt(st);
5909 // Óáèë ìîíñòðîâ
5910 FMonsterKills := utils.readLongInt(st);
5911 // Ôðàãîâ
5912 FFrags := utils.readLongInt(st);
5913 // Ôðàãîâ ïîäðÿä
5914 FFragCombo := utils.readByte(st);
5915 // Âðåìÿ ïîñëåäíåãî ôðàãà
5916 FLastFrag := utils.readLongWord(st);
5917 // Ñìåðòåé
5918 FDeath := utils.readLongInt(st);
5919 // Êàêîé ôëàã íåñåò
5920 FFlag := utils.readByte(st);
5921 // Íàøåë ñåêðåòîâ
5922 FSecrets := utils.readLongInt(st);
5923 // Òåêóùåå îðóæèå
5924 FCurrWeap := utils.readByte(st);
5925 // Æåëàåìîå îðóæèå
5926 FNextWeap := utils.readWord(st);
5927 // ...è ïàóçà
5928 FNextWeapDelay := utils.readByte(st);
5929 // Âðåìÿ çàðÿäêè BFG
5930 FBFGFireCounter := utils.readSmallInt(st);
5931 // Áóôåð óðîíà
5932 FDamageBuffer := utils.readLongInt(st);
5933 // Ïîñëåäíèé óäàðèâøèé
5934 FLastSpawnerUID := utils.readWord(st);
5935 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5936 FLastHit := utils.readByte(st);
5937 // Îáúåêò èãðîêà
5938 Obj_LoadState(@FObj, st);
5939 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5940 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
5941 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5942 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
5943 // Íàëè÷èå îðóæèÿ
5944 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
5945 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5946 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
5947 // Íàëè÷èå ðþêçàêà
5948 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
5949 // Íàëè÷èå êðàñíîãî êëþ÷à
5950 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
5951 // Íàëè÷èå çåëåíîãî êëþ÷à
5952 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
5953 // Íàëè÷èå ñèíåãî êëþ÷à
5954 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
5955 // Íàëè÷èå áåðñåðêà
5956 if utils.readBool(st) then Include(FRulez, R_BERSERK);
5957 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5958 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
5959 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5960 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
5961 // Íàçâàíèå ìîäåëè
5962 str := utils.readStr(st);
5963 // Öâåò ìîäåëè
5964 FColor.R := utils.readByte(st);
5965 FColor.G := utils.readByte(st);
5966 FColor.B := utils.readByte(st);
5967 if (self = gPlayer1) then
5968 begin
5969 str := gPlayer1Settings.Model;
5970 FColor := gPlayer1Settings.Color;
5971 end
5972 else if (self = gPlayer2) then
5973 begin
5974 str := gPlayer2Settings.Model;
5975 FColor := gPlayer2Settings.Color;
5976 end;
5977 // Îáíîâëÿåì ìîäåëü èãðîêà
5978 SetModel(str);
5979 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5980 FModel.Color := TEAMCOLOR[FTeam]
5981 else
5982 FModel.Color := FColor;
5983 end;
5986 procedure TPlayer.AllRulez(Health: Boolean);
5987 var
5988 a: Integer;
5989 begin
5990 if Health then
5991 begin
5992 FHealth := PLAYER_HP_LIMIT;
5993 FArmor := PLAYER_AP_LIMIT;
5994 Exit;
5995 end;
5997 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
5998 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
5999 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6000 end;
6002 procedure TPlayer.RestoreHealthArmor();
6003 begin
6004 FHealth := PLAYER_HP_LIMIT;
6005 FArmor := PLAYER_AP_LIMIT;
6006 end;
6008 procedure TPlayer.FragCombo();
6009 var
6010 Param: Integer;
6011 begin
6012 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6013 Exit;
6014 if gTime - FLastFrag < FRAG_COMBO_TIME then
6015 begin
6016 if FFragCombo < 5 then
6017 Inc(FFragCombo);
6018 Param := FUID or (FFragCombo shl 16);
6019 if (FComboEvnt >= Low(gDelayedEvents)) and
6020 (FComboEvnt <= High(gDelayedEvents)) and
6021 gDelayedEvents[FComboEvnt].Pending and
6022 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6023 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6024 begin
6025 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6026 gDelayedEvents[FComboEvnt].DENum := Param;
6027 end
6028 else
6029 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6030 end
6031 else
6032 FFragCombo := 1;
6034 FLastFrag := gTime;
6035 end;
6037 procedure TPlayer.GiveItem(ItemType: Byte);
6038 begin
6039 case ItemType of
6040 ITEM_SUIT:
6041 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6042 begin
6043 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6044 end;
6046 ITEM_OXYGEN:
6047 if FAir < AIR_MAX then
6048 begin
6049 FAir := AIR_MAX;
6050 end;
6052 ITEM_MEDKIT_BLACK:
6053 begin
6054 if not (R_BERSERK in FRulez) then
6055 begin
6056 Include(FRulez, R_BERSERK);
6057 if FBFGFireCounter < 1 then
6058 begin
6059 FCurrWeap := WEAPON_KASTET;
6060 resetWeaponQueue();
6061 FModel.SetWeapon(WEAPON_KASTET);
6062 end;
6063 if gFlash <> 0 then
6064 Inc(FPain, 100);
6065 FBerserk := gTime+30000;
6066 end;
6067 if FHealth < PLAYER_HP_SOFT then
6068 begin
6069 FHealth := PLAYER_HP_SOFT;
6070 FBerserk := gTime+30000;
6071 end;
6072 end;
6074 ITEM_INVUL:
6075 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6076 begin
6077 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6078 end;
6080 ITEM_INVIS:
6081 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6082 begin
6083 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6084 end;
6086 ITEM_JETPACK:
6087 if FJetFuel < JET_MAX then
6088 begin
6089 FJetFuel := JET_MAX;
6090 end;
6092 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6093 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6095 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6096 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6098 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6099 ITEM_SPHERE_WHITE:
6100 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6101 begin
6102 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6103 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6104 end;
6106 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6107 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6108 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6109 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6110 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6111 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6112 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6113 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6114 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6116 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6117 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6118 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6119 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6120 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6121 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6122 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6123 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6124 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6126 ITEM_AMMO_BACKPACK:
6127 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6128 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6129 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6130 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6131 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6132 begin
6133 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6134 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6135 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6136 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6137 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6139 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6140 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6141 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6142 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6144 FRulez := FRulez + [R_ITEM_BACKPACK];
6145 end;
6147 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6148 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6149 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6151 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6152 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6154 else
6155 Exit;
6156 end;
6157 if g_Game_IsNet and g_Game_IsServer then
6158 MH_SEND_PlayerStats(FUID);
6159 end;
6161 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6162 var
6163 id, i: DWORD;
6164 Anim: TAnimation;
6165 begin
6166 if (Random(5) = 1) and (Times = 1) then
6167 Exit;
6169 if BodyInLiquid(0, 0) then
6170 begin
6171 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6172 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6173 if Random(2) = 0 then
6174 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6175 else
6176 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6177 Exit;
6178 end;
6180 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6181 begin
6182 for i := 1 to Times do
6183 begin
6184 Anim := TAnimation.Create(id, False, 3);
6185 Anim.Alpha := 150;
6186 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6187 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6188 Anim.Free();
6189 end;
6190 end;
6191 end;
6193 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6194 var
6195 id, i: DWORD;
6196 Anim: TAnimation;
6197 begin
6198 if (Random(10) = 1) and (Times = 1) then
6199 Exit;
6201 if g_Frames_Get(id, 'FRAMES_FLAME') then
6202 begin
6203 for i := 1 to Times do
6204 begin
6205 Anim := TAnimation.Create(id, False, 3);
6206 Anim.Alpha := 0;
6207 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6208 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6209 Anim.Free();
6210 end;
6211 end;
6212 end;
6214 procedure TPlayer.PauseSounds(Enable: Boolean);
6215 begin
6216 FSawSound.Pause(Enable);
6217 FSawSoundIdle.Pause(Enable);
6218 FSawSoundHit.Pause(Enable);
6219 FSawSoundSelect.Pause(Enable);
6220 end;
6222 { T C o r p s e : }
6224 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6225 begin
6226 g_Obj_Init(@FObj);
6227 FObj.X := X;
6228 FObj.Y := Y;
6229 FObj.Rect := PLAYER_CORPSERECT;
6230 FModelName := ModelName;
6231 FMess := aMess;
6233 if FMess then
6234 begin
6235 FState := CORPSE_STATE_MESS;
6236 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6237 end
6238 else
6239 begin
6240 FState := CORPSE_STATE_NORMAL;
6241 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6242 end;
6243 end;
6245 destructor TCorpse.Destroy();
6246 begin
6247 FAnimation.Free();
6249 inherited;
6250 end;
6252 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6254 procedure TCorpse.positionChanged (); inline; begin end;
6256 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6257 begin
6258 if (dx <> 0) or (dy <> 0) then
6259 begin
6260 FObj.X += dx;
6261 FObj.Y += dy;
6262 positionChanged();
6263 end;
6264 end;
6267 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6268 begin
6269 x := FObj.X+PLAYER_CORPSERECT.X;
6270 y := FObj.Y+PLAYER_CORPSERECT.Y;
6271 w := PLAYER_CORPSERECT.Width;
6272 h := PLAYER_CORPSERECT.Height;
6273 end;
6276 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6277 var
6278 pm: TPlayerModel;
6279 Blood: TModelBlood;
6280 begin
6281 if FState = CORPSE_STATE_REMOVEME then
6282 Exit;
6284 FDamage := FDamage + Value;
6286 if FDamage > 150 then
6287 begin
6288 if FAnimation <> nil then
6289 begin
6290 FAnimation.Free();
6291 FAnimation := nil;
6293 FState := CORPSE_STATE_REMOVEME;
6295 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6296 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6297 FModelName, FColor);
6298 // Çâóê ìÿñà îò òðóïà:
6299 pm := g_PlayerModel_Get(FModelName);
6300 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6301 pm.Free;
6303 // Çëîâåùèé ñìåõ:
6304 if (gBodyKillEvent <> -1)
6305 and gDelayedEvents[gBodyKillEvent].Pending then
6306 gDelayedEvents[gBodyKillEvent].Pending := False;
6307 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6308 end;
6309 end
6310 else
6311 begin
6312 Blood := g_PlayerModel_GetBlood(FModelName);
6313 FObj.Vel.X := FObj.Vel.X + vx;
6314 FObj.Vel.Y := FObj.Vel.Y + vy;
6315 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6316 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6317 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6318 Blood.R, Blood.G, Blood.B, Blood.Kind);
6319 end;
6320 end;
6322 procedure TCorpse.Draw();
6323 begin
6324 if FState = CORPSE_STATE_REMOVEME then
6325 Exit;
6327 if FAnimation <> nil then
6328 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6330 if FAnimationMask <> nil then
6331 begin
6332 e_Colors := FColor;
6333 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6334 e_Colors.R := 255;
6335 e_Colors.G := 255;
6336 e_Colors.B := 255;
6337 end;
6338 end;
6340 procedure TCorpse.Update();
6341 var
6342 st: Word;
6343 begin
6344 if FState = CORPSE_STATE_REMOVEME then
6345 Exit;
6347 if gTime mod (GAME_TICK*2) <> 0 then
6348 begin
6349 g_Obj_Move(@FObj, True, True, True);
6350 positionChanged(); // this updates spatial accelerators
6351 Exit;
6352 end;
6354 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6355 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6357 st := g_Obj_Move(@FObj, True, True, True);
6358 positionChanged(); // this updates spatial accelerators
6360 if WordBool(st and MOVE_FALLOUT) then
6361 begin
6362 FState := CORPSE_STATE_REMOVEME;
6363 Exit;
6364 end;
6366 if FAnimation <> nil then
6367 FAnimation.Update();
6368 if FAnimationMask <> nil then
6369 FAnimationMask.Update();
6370 end;
6373 procedure TCorpse.SaveState (st: TStream);
6374 var
6375 anim: Boolean;
6376 begin
6377 assert(st <> nil);
6379 // Ñèãíàòóðà òðóïà
6380 utils.writeSign(st, 'CORP');
6381 utils.writeInt(st, Byte(0));
6382 // Ñîñòîÿíèå
6383 utils.writeInt(st, Byte(FState));
6384 // Íàêîïëåííûé óðîí
6385 utils.writeInt(st, Byte(FDamage));
6386 // Öâåò
6387 utils.writeInt(st, Byte(FColor.R));
6388 utils.writeInt(st, Byte(FColor.G));
6389 utils.writeInt(st, Byte(FColor.B));
6390 // Îáúåêò òðóïà
6391 Obj_SaveState(st, @FObj);
6392 utils.writeInt(st, Word(FPlayerUID));
6393 // Åñòü ëè àíèìàöèÿ
6394 anim := (FAnimation <> nil);
6395 utils.writeBool(st, anim);
6396 // Åñëè åñòü - ñîõðàíÿåì
6397 if anim then FAnimation.SaveState(st);
6398 // Åñòü ëè ìàñêà àíèìàöèè
6399 anim := (FAnimationMask <> nil);
6400 utils.writeBool(st, anim);
6401 // Åñëè åñòü - ñîõðàíÿåì
6402 if anim then FAnimationMask.SaveState(st);
6403 end;
6406 procedure TCorpse.LoadState (st: TStream);
6407 var
6408 anim: Boolean;
6409 begin
6410 assert(st <> nil);
6412 // Ñèãíàòóðà òðóïà
6413 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6414 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6415 // Ñîñòîÿíèå
6416 FState := utils.readByte(st);
6417 // Íàêîïëåííûé óðîí
6418 FDamage := utils.readByte(st);
6419 // Öâåò
6420 FColor.R := utils.readByte(st);
6421 FColor.G := utils.readByte(st);
6422 FColor.B := utils.readByte(st);
6423 // Îáúåêò òðóïà
6424 Obj_LoadState(@FObj, st);
6425 FPlayerUID := utils.readWord(st);
6426 // Åñòü ëè àíèìàöèÿ
6427 anim := utils.readBool(st);
6428 // Åñëè åñòü - çàãðóæàåì
6429 if anim then
6430 begin
6431 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6432 FAnimation.LoadState(st);
6433 end;
6434 // Åñòü ëè ìàñêà àíèìàöèè
6435 anim := utils.readBool(st);
6436 // Åñëè åñòü - çàãðóæàåì
6437 if anim then
6438 begin
6439 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6440 FAnimationMask.LoadState(st);
6441 end;
6442 end;
6444 { T B o t : }
6446 constructor TBot.Create();
6447 var
6448 a: Integer;
6449 begin
6450 inherited Create();
6452 FPhysics := True;
6453 FSpectator := False;
6454 FGhost := False;
6456 FIamBot := True;
6458 Inc(gNumBots);
6460 for a := WP_FIRST to WP_LAST do
6461 begin
6462 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6463 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6464 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6465 end;
6466 end;
6468 destructor TBot.Destroy();
6469 begin
6470 Dec(gNumBots);
6471 inherited Destroy();
6472 end;
6474 procedure TBot.Draw();
6475 begin
6476 inherited Draw();
6478 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6479 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6480 end;
6482 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6483 begin
6484 inherited Respawn(Silent, Force);
6486 FAIFlags := nil;
6487 FSelectedWeapon := FCurrWeap;
6488 resetWeaponQueue();
6489 FTargetUID := 0;
6490 end;
6492 procedure TBot.UpdateCombat();
6493 type
6494 TTarget = record
6495 UID: Word;
6496 X, Y: Integer;
6497 Rect: TRectWH;
6498 cX, cY: Integer;
6499 Dist: Word;
6500 Line: Boolean;
6501 Visible: Boolean;
6502 IsPlayer: Boolean;
6503 end;
6505 TTargetRecord = array of TTarget;
6507 function Compare(a, b: TTarget): Integer;
6508 begin
6509 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6510 Result := -1
6511 else
6512 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6513 Result := 1
6514 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6515 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6516 begin
6517 if a.Dist > b.Dist then // B áëèæå
6518 Result := 1
6519 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6520 Result := -1;
6521 end
6522 else // Ñòðàííî -> A
6523 Result := -1;
6524 end;
6526 var
6527 a, x1, y1, x2, y2: Integer;
6528 targets: TTargetRecord;
6529 ammo: Word;
6530 Target, BestTarget: TTarget;
6531 firew, fireh: Integer;
6532 angle: SmallInt;
6533 mon: TMonster;
6534 pla, tpla: TPlayer;
6535 vsPlayer, vsMonster, ok: Boolean;
6538 function monsUpdate (mon: TMonster): Boolean;
6539 begin
6540 result := false; // don't stop
6541 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6542 begin
6543 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6545 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6546 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6548 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6549 if g_TraceVector(x1, y1, x2, y2) then
6550 begin
6551 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6552 SetLength(targets, Length(targets)+1);
6553 with targets[High(targets)] do
6554 begin
6555 UID := mon.UID;
6556 X := mon.Obj.X;
6557 Y := mon.Obj.Y;
6558 cX := x2;
6559 cY := y2;
6560 Rect := mon.Obj.Rect;
6561 Dist := g_PatchLength(x1, y1, x2, y2);
6562 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6563 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6564 Visible := True;
6565 IsPlayer := False;
6566 end;
6567 end;
6568 end;
6569 end;
6571 begin
6572 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6573 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6575 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6576 if FCurrWeap <> FSelectedWeapon then
6577 NextWeapon();
6579 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6580 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6581 begin
6582 RemoveAIFlag('NEEDFIRE');
6584 case FCurrWeap of
6585 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6586 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6587 else PressKey(KEY_FIRE);
6588 end;
6589 end;
6591 // Êîîðäèíàòû ñòâîëà:
6592 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6593 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6595 Target.UID := FTargetUID;
6597 ok := False;
6598 if Target.UID <> 0 then
6599 begin // Öåëü åñòü - íàñòðàèâàåì
6600 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6601 vsPlayer then
6602 begin // Èãðîê
6603 tpla := g_Player_Get(Target.UID);
6604 if tpla <> nil then
6605 with tpla do
6606 begin
6607 if (@FObj) <> nil then
6608 begin
6609 Target.X := FObj.X;
6610 Target.Y := FObj.Y;
6611 end;
6612 end;
6614 Target.cX := Target.X + PLAYER_RECT_CX;
6615 Target.cY := Target.Y + PLAYER_RECT_CY;
6616 Target.Rect := PLAYER_RECT;
6617 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6618 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6619 (y1-4 > Target.Y+PLAYER_RECT.Y);
6620 Target.IsPlayer := True;
6621 ok := True;
6622 end
6623 else
6624 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6625 vsMonster then
6626 begin // Ìîíñòð
6627 mon := g_Monsters_ByUID(Target.UID);
6628 if mon <> nil then
6629 begin
6630 Target.X := mon.Obj.X;
6631 Target.Y := mon.Obj.Y;
6633 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6634 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6635 Target.Rect := mon.Obj.Rect;
6636 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6637 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6638 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6639 Target.IsPlayer := False;
6640 ok := True;
6641 end;
6642 end;
6643 end;
6645 if not ok then
6646 begin // Öåëè íåò - îáíóëÿåì
6647 Target.X := 0;
6648 Target.Y := 0;
6649 Target.cX := 0;
6650 Target.cY := 0;
6651 Target.Visible := False;
6652 Target.Line := False;
6653 Target.IsPlayer := False;
6654 end;
6656 targets := nil;
6658 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6659 if (not Target.Line) or (not Target.Visible) then
6660 begin
6661 // Èãðîêè:
6662 if vsPlayer then
6663 for a := 0 to High(gPlayers) do
6664 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6665 (gPlayers[a].FUID <> FUID) and
6666 (not SameTeam(FUID, gPlayers[a].FUID)) and
6667 (not gPlayers[a].NoTarget) and
6668 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6669 begin
6670 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6671 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6672 Continue;
6674 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6675 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6677 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6678 if g_TraceVector(x1, y1, x2, y2) then
6679 begin
6680 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6681 SetLength(targets, Length(targets)+1);
6682 with targets[High(targets)] do
6683 begin
6684 UID := gPlayers[a].FUID;
6685 X := gPlayers[a].FObj.X;
6686 Y := gPlayers[a].FObj.Y;
6687 cX := x2;
6688 cY := y2;
6689 Rect := PLAYER_RECT;
6690 Dist := g_PatchLength(x1, y1, x2, y2);
6691 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6692 (y1-4 > Target.Y+PLAYER_RECT.Y);
6693 Visible := True;
6694 IsPlayer := True;
6695 end;
6696 end;
6697 end;
6699 // Ìîíñòðû:
6700 if vsMonster then g_Mons_ForEach(monsUpdate);
6701 end;
6703 // Åñëè åñòü âîçìîæíûå öåëè:
6704 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6705 if targets <> nil then
6706 begin
6707 // Âûáèðàåì íàèëó÷øóþ öåëü:
6708 BestTarget := targets[0];
6709 if Length(targets) > 1 then
6710 for a := 1 to High(targets) do
6711 if Compare(BestTarget, targets[a]) = 1 then
6712 BestTarget := targets[a];
6714 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6715 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6716 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6717 begin
6718 Target := BestTarget;
6720 if (Healthy() = 3) or ((Healthy() = 2)) then
6721 begin // Åñëè çäîðîâû - äîãîíÿåì
6722 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6723 SetAIFlag('GORIGHT', '1');
6724 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6725 SetAIFlag('GOLEFT', '1');
6726 end
6727 else
6728 begin // Åñëè ïîáèòû - óáåãàåì
6729 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6730 SetAIFlag('GORIGHT', '1');
6731 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6732 SetAIFlag('GOLEFT', '1');
6733 end;
6735 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6736 SelectWeapon(Abs(x1-Target.cX));
6737 end;
6738 end;
6740 // Åñëè åñòü öåëü:
6741 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6742 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6743 if Target.UID <> 0 then
6744 begin
6745 if not TargetOnScreen(Target.X + Target.Rect.X,
6746 Target.Y + Target.Rect.Y) then
6747 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6748 if (Healthy() = 3) or ((Healthy() = 2)) then
6749 begin // Åñëè çäîðîâû - äîãîíÿåì
6750 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6751 SetAIFlag('GORIGHT', '1');
6752 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6753 SetAIFlag('GOLEFT', '1');
6754 end
6755 else
6756 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6757 Target.UID := 0;
6758 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6759 SetAIFlag('GORIGHT', '1');
6760 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6761 SetAIFlag('GOLEFT', '1');
6762 end;
6763 end
6764 else
6765 begin // Öåëü ïîêà íà "ýêðàíå"
6766 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6767 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6768 FLastVisible := gTime;
6769 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6770 if (Abs(FObj.Y-Target.Y) <= 128) then
6771 begin
6772 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6773 SetAIFlag('GORIGHT', '1');
6774 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6775 SetAIFlag('GOLEFT', '1');
6776 end;
6777 end;
6779 // Âûáèðàåì óãîë ââåðõ:
6780 if FDirection = TDirection.D_LEFT then
6781 angle := ANGLE_LEFTUP
6782 else
6783 angle := ANGLE_RIGHTUP;
6785 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6786 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6788 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6789 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6790 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6791 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6792 Target.Rect.Width, Target.Rect.Height) and
6793 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6794 begin // òî íóæíî ñòðåëÿòü ââåðõ
6795 SetAIFlag('NEEDFIRE', '1');
6796 SetAIFlag('NEEDSEEUP', '1');
6797 end;
6799 // Âûáèðàåì óãîë âíèç:
6800 if FDirection = TDirection.D_LEFT then
6801 angle := ANGLE_LEFTDOWN
6802 else
6803 angle := ANGLE_RIGHTDOWN;
6805 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6806 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6808 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6809 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6810 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6811 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6812 Target.Rect.Width, Target.Rect.Height) and
6813 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6814 begin // òî íóæíî ñòðåëÿòü âíèç
6815 SetAIFlag('NEEDFIRE', '1');
6816 SetAIFlag('NEEDSEEDOWN', '1');
6817 end;
6819 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6820 if Target.Visible and
6821 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6822 (y1-4 > Target.Y+Target.Rect.Y) then
6823 begin
6824 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6825 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
6826 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6827 begin // òî íóæíî ñòðåëÿòü âïåðåä
6828 SetAIFlag('NEEDFIRE', '1');
6829 SetAIFlag('NEEDSEEDOWN', '');
6830 SetAIFlag('NEEDSEEUP', '');
6831 end;
6832 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6833 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6834 if GetRnd(FDifficult.CloseJump) then
6835 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6836 if Abs(FObj.X-Target.X) < 128 then
6837 a := 4
6838 else
6839 a := 30;
6840 if Random(a) = 0 then
6841 SetAIFlag('NEEDJUMP', '1');
6842 end;
6843 end;
6845 // Åñëè öåëü âñå åùå åñòü:
6846 if Target.UID <> 0 then
6847 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6848 Target.UID := 0 // òî çàáûòü öåëü
6849 else // Åñëè âèäåëè íåäàâíî
6850 begin // íî öåëü óáèëè
6851 if Target.IsPlayer then
6852 begin // Öåëü - èãðîê
6853 pla := g_Player_Get(Target.UID);
6854 if (pla = nil) or (not pla.alive) or pla.NoTarget or
6855 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6856 Target.UID := 0; // òî çàáûòü öåëü
6857 end
6858 else
6859 begin // Öåëü - ìîíñòð
6860 mon := g_Monsters_ByUID(Target.UID);
6861 if (mon = nil) or (not mon.alive) then
6862 Target.UID := 0; // òî çàáûòü öåëü
6863 end;
6864 end;
6865 end; // if Target.UID <> 0
6867 FTargetUID := Target.UID;
6869 // Åñëè âîçìîæíûõ öåëåé íåò:
6870 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6871 if targets = nil then
6872 if GetAIFlag('ATTACKLEFT') <> '' then
6873 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6874 RemoveAIFlag('ATTACKLEFT');
6876 SetAIFlag('NEEDJUMP', '1');
6878 if RunDirection() = TDirection.D_RIGHT then
6879 begin // Èäåì íå â òó ñòîðîíó
6880 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6881 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6882 SetAIFlag('NEEDFIRE', '1');
6883 SetAIFlag('GOLEFT', '1');
6884 end;
6885 end
6886 else
6887 begin // Èäåì â íóæíóþ ñòîðîíó
6888 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6889 SetAIFlag('NEEDFIRE', '1');
6890 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6891 SetAIFlag('GORIGHT', '1');
6892 end;
6893 end
6894 else
6895 if GetAIFlag('ATTACKRIGHT') <> '' then
6896 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6897 RemoveAIFlag('ATTACKRIGHT');
6899 SetAIFlag('NEEDJUMP', '1');
6901 if RunDirection() = TDirection.D_LEFT then
6902 begin // Èäåì íå â òó ñòîðîíó
6903 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6904 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6905 SetAIFlag('NEEDFIRE', '1');
6906 SetAIFlag('GORIGHT', '1');
6907 end;
6908 end
6909 else
6910 begin
6911 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6912 SetAIFlag('NEEDFIRE', '1');
6913 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6914 SetAIFlag('GOLEFT', '1');
6915 end;
6916 end;
6918 //HACK! (does it belongs there?)
6919 RealizeCurrentWeapon();
6921 // Åñëè åñòü âîçìîæíûå öåëè:
6922 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6923 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6924 for a := 0 to High(targets) do
6925 begin
6926 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6927 if GetRnd(FDifficult.DiagFire) then
6928 begin
6929 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6930 if FDirection = TDirection.D_LEFT then
6931 angle := ANGLE_LEFTUP
6932 else
6933 angle := ANGLE_RIGHTUP;
6935 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6936 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6938 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6939 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6940 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6941 targets[a].Rect.Width, targets[a].Rect.Height) and
6942 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6943 begin
6944 SetAIFlag('NEEDFIRE', '1');
6945 SetAIFlag('NEEDSEEUP', '1');
6946 end;
6948 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6949 if FDirection = TDirection.D_LEFT then
6950 angle := ANGLE_LEFTDOWN
6951 else
6952 angle := ANGLE_RIGHTDOWN;
6954 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6955 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6957 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6958 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6959 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6960 targets[a].Rect.Width, targets[a].Rect.Height) and
6961 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6962 begin
6963 SetAIFlag('NEEDFIRE', '1');
6964 SetAIFlag('NEEDSEEDOWN', '1');
6965 end;
6966 end;
6968 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6969 if targets[a].Line and targets[a].Visible and
6970 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
6971 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
6972 begin
6973 SetAIFlag('NEEDFIRE', '1');
6974 Break;
6975 end;
6976 end;
6978 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6979 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6980 PLAYER_RECT.Width, PLAYER_RECT.Height,
6981 40+GetInterval(FDifficult.Cover, 40)) then
6982 SetAIFlag('NEEDJUMP', '1');
6984 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6985 ammo := GetAmmoByWeapon(FCurrWeap);
6986 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6987 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6988 (ammo = 0) then
6989 SetAIFlag('SELECTWEAPON', '1');
6991 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6992 if GetAIFlag('SELECTWEAPON') = '1' then
6993 begin
6994 SelectWeapon(-1);
6995 RemoveAIFlag('SELECTWEAPON');
6996 end;
6997 end;
6999 procedure TBot.Update();
7000 var
7001 EnableAI: Boolean;
7002 begin
7003 if not FAlive then
7004 begin // Respawn
7005 ReleaseKeys();
7006 PressKey(KEY_UP);
7007 end
7008 else
7009 begin
7010 EnableAI := True;
7012 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7013 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7014 EnableAI := False;
7015 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7016 EnableAI := False;
7017 if g_debug_BotAIOff = 3 then
7018 EnableAI := False;
7020 if EnableAI then
7021 begin
7022 UpdateMove();
7023 UpdateCombat();
7024 end
7025 else
7026 begin
7027 RealizeCurrentWeapon();
7028 end;
7029 end;
7031 inherited Update();
7032 end;
7034 procedure TBot.ReleaseKey(Key: Byte);
7035 begin
7036 with FKeys[Key] do
7037 begin
7038 Pressed := False;
7039 Time := 0;
7040 end;
7041 end;
7043 function TBot.KeyPressed(Key: Word): Boolean;
7044 begin
7045 Result := FKeys[Key].Pressed;
7046 end;
7048 function TBot.GetAIFlag(aName: String20): String20;
7049 var
7050 a: Integer;
7051 begin
7052 Result := '';
7054 aName := LowerCase(aName);
7056 if FAIFlags <> nil then
7057 for a := 0 to High(FAIFlags) do
7058 if LowerCase(FAIFlags[a].Name) = aName then
7059 begin
7060 Result := FAIFlags[a].Value;
7061 Break;
7062 end;
7063 end;
7065 procedure TBot.RemoveAIFlag(aName: String20);
7066 var
7067 a, b: Integer;
7068 begin
7069 if FAIFlags = nil then Exit;
7071 aName := LowerCase(aName);
7073 for a := 0 to High(FAIFlags) do
7074 if LowerCase(FAIFlags[a].Name) = aName then
7075 begin
7076 if a <> High(FAIFlags) then
7077 for b := a to High(FAIFlags)-1 do
7078 FAIFlags[b] := FAIFlags[b+1];
7080 SetLength(FAIFlags, Length(FAIFlags)-1);
7081 Break;
7082 end;
7083 end;
7085 procedure TBot.SetAIFlag(aName, fValue: String20);
7086 var
7087 a: Integer;
7088 ok: Boolean;
7089 begin
7090 a := 0;
7091 ok := False;
7093 aName := LowerCase(aName);
7095 if FAIFlags <> nil then
7096 for a := 0 to High(FAIFlags) do
7097 if LowerCase(FAIFlags[a].Name) = aName then
7098 begin
7099 ok := True;
7100 Break;
7101 end;
7103 if ok then FAIFlags[a].Value := fValue
7104 else
7105 begin
7106 SetLength(FAIFlags, Length(FAIFlags)+1);
7107 with FAIFlags[High(FAIFlags)] do
7108 begin
7109 Name := aName;
7110 Value := fValue;
7111 end;
7112 end;
7113 end;
7115 procedure TBot.UpdateMove;
7117 procedure GoLeft(Time: Word = 1);
7118 begin
7119 ReleaseKey(KEY_LEFT);
7120 ReleaseKey(KEY_RIGHT);
7121 PressKey(KEY_LEFT, Time);
7122 SetDirection(TDirection.D_LEFT);
7123 end;
7125 procedure GoRight(Time: Word = 1);
7126 begin
7127 ReleaseKey(KEY_LEFT);
7128 ReleaseKey(KEY_RIGHT);
7129 PressKey(KEY_RIGHT, Time);
7130 SetDirection(TDirection.D_RIGHT);
7131 end;
7133 function Rnd(a: Word): Boolean;
7134 begin
7135 Result := Random(a) = 0;
7136 end;
7138 procedure Turn(Time: Word = 1200);
7139 begin
7140 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7141 end;
7143 procedure Stop();
7144 begin
7145 ReleaseKey(KEY_LEFT);
7146 ReleaseKey(KEY_RIGHT);
7147 end;
7149 function CanRunLeft(): Boolean;
7150 begin
7151 Result := not CollideLevel(-1, 0);
7152 end;
7154 function CanRunRight(): Boolean;
7155 begin
7156 Result := not CollideLevel(1, 0);
7157 end;
7159 function CanRun(): Boolean;
7160 begin
7161 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7162 end;
7164 procedure Jump(Time: Word = 30);
7165 begin
7166 PressKey(KEY_JUMP, Time);
7167 end;
7169 function NearHole(): Boolean;
7170 var
7171 x, sx: Integer;
7172 begin
7173 { TODO 5 : Ëåñòíèöû }
7174 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7175 for x := 1 to PLAYER_RECT.Width do
7176 if (not StayOnStep(x*sx, 0)) and
7177 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7178 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7179 begin
7180 Result := True;
7181 Exit;
7182 end;
7184 Result := False;
7185 end;
7187 function BorderHole(): Boolean;
7188 var
7189 x, sx, xx: Integer;
7190 begin
7191 { TODO 5 : Ëåñòíèöû }
7192 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7193 for x := 1 to PLAYER_RECT.Width do
7194 if (not StayOnStep(x*sx, 0)) and
7195 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7196 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7197 begin
7198 for xx := x to x+32 do
7199 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7200 begin
7201 Result := True;
7202 Exit;
7203 end;
7204 end;
7206 Result := False;
7207 end;
7209 function NearDeepHole(): Boolean;
7210 var
7211 x, sx, y: Integer;
7212 begin
7213 Result := False;
7215 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7216 y := 3;
7218 for x := 1 to PLAYER_RECT.Width do
7219 if (not StayOnStep(x*sx, 0)) and
7220 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7221 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7222 begin
7223 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7224 begin
7225 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7226 y := y+1;
7227 end;
7229 Result := True;
7230 end else Result := False;
7231 end;
7233 function OverDeepHole(): Boolean;
7234 var
7235 y: Integer;
7236 begin
7237 Result := False;
7239 y := 1;
7240 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7241 begin
7242 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7243 y := y+1;
7244 end;
7246 Result := True;
7247 end;
7249 function OnGround(): Boolean;
7250 begin
7251 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7252 end;
7254 function OnLadder(): Boolean;
7255 begin
7256 Result := FullInStep(0, 0);
7257 end;
7259 function BelowLadder(): Boolean;
7260 begin
7261 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7262 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7263 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7264 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7265 end;
7267 function BelowLiftUp(): Boolean;
7268 begin
7269 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7270 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7271 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7272 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7273 end;
7275 function OnTopLift(): Boolean;
7276 begin
7277 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7278 end;
7280 function CanJumpOver(): Boolean;
7281 var
7282 sx, y: Integer;
7283 begin
7284 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7286 Result := False;
7288 if not CollideLevel(sx, 0) then Exit;
7290 for y := 1 to BOT_MAXJUMP do
7291 if CollideLevel(0, -y) then Exit else
7292 if not CollideLevel(sx, -y) then
7293 begin
7294 Result := True;
7295 Exit;
7296 end;
7297 end;
7299 function CanJumpUp(Dist: ShortInt): Boolean;
7300 var
7301 y, yy: Integer;
7302 c: Boolean;
7303 begin
7304 Result := False;
7306 if CollideLevel(Dist, 0) then Exit;
7308 c := False;
7309 for y := 0 to BOT_MAXJUMP do
7310 if CollideLevel(Dist, -y) then
7311 begin
7312 c := True;
7313 Break;
7314 end;
7316 if not c then Exit;
7318 c := False;
7319 for yy := y+1 to BOT_MAXJUMP do
7320 if not CollideLevel(Dist, -yy) then
7321 begin
7322 c := True;
7323 Break;
7324 end;
7326 if not c then Exit;
7328 c := False;
7329 for y := 0 to BOT_MAXJUMP do
7330 if CollideLevel(0, -y) then
7331 begin
7332 c := True;
7333 Break;
7334 end;
7336 if c then Exit;
7338 if y < yy then Exit;
7340 Result := True;
7341 end;
7343 function IsSafeTrigger(): Boolean;
7344 var
7345 a: Integer;
7346 begin
7347 Result := True;
7348 if gTriggers = nil then
7349 Exit;
7350 for a := 0 to High(gTriggers) do
7351 if Collide(gTriggers[a].X,
7352 gTriggers[a].Y,
7353 gTriggers[a].Width,
7354 gTriggers[a].Height) and
7355 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7356 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7357 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7358 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7359 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7360 Result := False;
7361 end;
7363 begin
7364 // Âîçìîæíî, íàæèìàåì êíîïêó:
7365 if Rnd(16) and IsSafeTrigger() then
7366 PressKey(KEY_OPEN);
7368 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7369 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7370 begin
7371 ReleaseKey(KEY_LEFT);
7372 ReleaseKey(KEY_RIGHT);
7373 Jump();
7374 end;
7376 // Èäåì âëåâî, åñëè íàäî áûëî:
7377 if GetAIFlag('GOLEFT') <> '' then
7378 begin
7379 RemoveAIFlag('GOLEFT');
7380 if CanRunLeft() then
7381 GoLeft(360);
7382 end;
7384 // Èäåì âïðàâî, åñëè íàäî áûëî:
7385 if GetAIFlag('GORIGHT') <> '' then
7386 begin
7387 RemoveAIFlag('GORIGHT');
7388 if CanRunRight() then
7389 GoRight(360);
7390 end;
7392 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7393 if FObj.X < -32 then
7394 GoRight(360)
7395 else
7396 if FObj.X+32 > gMapInfo.Width then
7397 GoLeft(360);
7399 // Ïðûãàåì, åñëè íàäî áûëî:
7400 if GetAIFlag('NEEDJUMP') <> '' then
7401 begin
7402 Jump(0);
7403 RemoveAIFlag('NEEDJUMP');
7404 end;
7406 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7407 if GetAIFlag('NEEDSEEUP') <> '' then
7408 begin
7409 ReleaseKey(KEY_UP);
7410 ReleaseKey(KEY_DOWN);
7411 PressKey(KEY_UP, 20);
7412 RemoveAIFlag('NEEDSEEUP');
7413 end;
7415 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7416 if GetAIFlag('NEEDSEEDOWN') <> '' then
7417 begin
7418 ReleaseKey(KEY_UP);
7419 ReleaseKey(KEY_DOWN);
7420 PressKey(KEY_DOWN, 20);
7421 RemoveAIFlag('NEEDSEEDOWN');
7422 end;
7424 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7425 if GetAIFlag('GOINHOLE') <> '' then
7426 if not OnGround() then
7427 begin
7428 ReleaseKey(KEY_LEFT);
7429 ReleaseKey(KEY_RIGHT);
7430 RemoveAIFlag('GOINHOLE');
7431 SetAIFlag('FALLINHOLE', '1');
7432 end;
7434 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7435 if GetAIFlag('FALLINHOLE') <> '' then
7436 if OnGround() then
7437 RemoveAIFlag('FALLINHOLE');
7439 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7440 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7441 if GetAIFlag('FALLINHOLE') = '' then
7442 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7443 if Rnd(2) then
7444 GoLeft(360)
7445 else
7446 GoRight(360);
7448 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7449 if OnGround() and
7450 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7451 Rnd(8) then
7452 Jump();
7454 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7455 if OnGround() and NearHole() then
7456 if NearDeepHole() then // Åñëè ýòî áåçäíà
7457 case Random(6) of
7458 0..3: Turn(); // Áåæèì îáðàòíî
7459 4: Jump(); // Ïðûãàåì
7460 5: begin // Ïðûãàåì îáðàòíî
7461 Turn();
7462 Jump();
7463 end;
7464 end
7465 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7466 if GetAIFlag('GOINHOLE') = '' then
7467 case Random(6) of
7468 0: Turn(); // Íå íóæíî òóäà
7469 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7470 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7471 if BorderHole() then
7472 SetAIFlag('GOINHOLE', '1');
7473 end;
7475 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7476 if (not CanRun()) and OnGround() then
7477 begin
7478 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7479 if CanJumpOver() or OnLadder() then
7480 Jump()
7481 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7482 if Random(2) = 0 then
7483 begin
7484 if IsSafeTrigger() then
7485 PressKey(KEY_OPEN);
7486 end else
7487 Turn();
7488 end;
7490 // Îñòàëîñü ìàëî âîçäóõà:
7491 if FAir < 36 * 2 then
7492 Jump(20);
7494 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7495 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7496 if BodyInAcid(0, 0) then
7497 Jump();
7498 end;
7500 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7501 begin
7502 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7503 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7504 end;
7506 {function TBot.NeedItem(Item: Byte): Byte;
7507 begin
7508 Result := 4;
7509 end;}
7511 procedure TBot.SelectWeapon(Dist: Integer);
7512 var
7513 a: Integer;
7515 function HaveAmmo(weapon: Byte): Boolean;
7516 begin
7517 case weapon of
7518 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7519 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7520 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7521 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7522 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7523 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7524 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7525 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7526 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7527 else Result := True;
7528 end;
7529 end;
7531 begin
7532 if Dist = -1 then Dist := BOT_LONGDIST;
7534 if Dist > BOT_LONGDIST then
7535 begin // Äàëüíèé áîé
7536 for a := 0 to 9 do
7537 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7538 begin
7539 FSelectedWeapon := FDifficult.WeaponPrior[a];
7540 Break;
7541 end;
7542 end
7543 else //if Dist > BOT_UNSAFEDIST then
7544 begin // Áëèæíèé áîé
7545 for a := 0 to 9 do
7546 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7547 begin
7548 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7549 Break;
7550 end;
7551 end;
7552 { else
7553 begin
7554 for a := 0 to 9 do
7555 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7556 begin
7557 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7558 Break;
7559 end;
7560 end;}
7561 end;
7563 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7564 begin
7565 Result := inherited PickItem(ItemType, force, remove);
7567 if Result then SetAIFlag('SELECTWEAPON', '1');
7568 end;
7570 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7571 begin
7572 Result := inherited Heal(value, Soft);
7573 end;
7575 function TBot.Healthy(): Byte;
7576 begin
7577 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7578 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7579 else if (FHealth > 50) then Result := 2
7580 else if (FHealth > 20) then Result := 1
7581 else Result := 0;
7582 end;
7584 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7585 begin
7586 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7587 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7588 end;
7590 procedure TBot.OnDamage(Angle: SmallInt);
7591 var
7592 pla: TPlayer;
7593 mon: TMonster;
7594 ok: Boolean;
7595 begin
7596 inherited;
7598 if (Angle = 0) or (Angle = 180) then
7599 begin
7600 ok := False;
7601 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7602 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7603 begin // Èãðîê
7604 pla := g_Player_Get(FLastSpawnerUID);
7605 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7606 pla.FObj.Y + PLAYER_RECT.Y);
7607 end
7608 else
7609 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7610 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7611 begin // Ìîíñòð
7612 mon := g_Monsters_ByUID(FLastSpawnerUID);
7613 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7614 mon.Obj.Y + mon.Obj.Rect.Y);
7615 end;
7617 if ok then
7618 if Angle = 0 then
7619 SetAIFlag('ATTACKLEFT', '1')
7620 else
7621 SetAIFlag('ATTACKRIGHT', '1');
7622 end;
7623 end;
7625 function TBot.RunDirection(): TDirection;
7626 begin
7627 if Abs(Vel.X) >= 1 then
7628 begin
7629 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7630 end else
7631 Result := FDirection;
7632 end;
7634 function TBot.GetRnd(a: Byte): Boolean;
7635 begin
7636 if a = 0 then Result := False
7637 else if a = 255 then Result := True
7638 else Result := Random(256) > 255-a;
7639 end;
7641 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7642 begin
7643 Result := Round((255-a)/255*radius*(Random(2)-1));
7644 end;
7647 procedure TDifficult.save (st: TStream);
7648 begin
7649 utils.writeInt(st, Byte(DiagFire));
7650 utils.writeInt(st, Byte(InvisFire));
7651 utils.writeInt(st, Byte(DiagPrecision));
7652 utils.writeInt(st, Byte(FlyPrecision));
7653 utils.writeInt(st, Byte(Cover));
7654 utils.writeInt(st, Byte(CloseJump));
7655 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7656 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7657 end;
7659 procedure TDifficult.load (st: TStream);
7660 begin
7661 DiagFire := utils.readByte(st);
7662 InvisFire := utils.readByte(st);
7663 DiagPrecision := utils.readByte(st);
7664 FlyPrecision := utils.readByte(st);
7665 Cover := utils.readByte(st);
7666 CloseJump := utils.readByte(st);
7667 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7668 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7669 end;
7672 procedure TBot.SaveState (st: TStream);
7673 var
7674 i: Integer;
7675 dw: Integer;
7676 begin
7677 inherited SaveState(st);
7678 utils.writeSign(st, 'BOT0');
7679 // Âûáðàííîå îðóæèå
7680 utils.writeInt(st, Byte(FSelectedWeapon));
7681 // UID öåëè
7682 utils.writeInt(st, Word(FTargetUID));
7683 // Âðåìÿ ïîòåðè öåëè
7684 utils.writeInt(st, LongWord(FLastVisible));
7685 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7686 dw := Length(FAIFlags);
7687 utils.writeInt(st, LongInt(dw));
7688 // Ôëàãè ÈÈ
7689 for i := 0 to dw-1 do
7690 begin
7691 utils.writeStr(st, FAIFlags[i].Name, 20);
7692 utils.writeStr(st, FAIFlags[i].Value, 20);
7693 end;
7694 // Íàñòðîéêè ñëîæíîñòè
7695 FDifficult.save(st);
7696 end;
7699 procedure TBot.LoadState (st: TStream);
7700 var
7701 i: Integer;
7702 dw: Integer;
7703 begin
7704 inherited LoadState(st);
7705 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7706 // Âûáðàííîå îðóæèå
7707 FSelectedWeapon := utils.readByte(st);
7708 // UID öåëè
7709 FTargetUID := utils.readWord(st);
7710 // Âðåìÿ ïîòåðè öåëè
7711 FLastVisible := utils.readLongWord(st);
7712 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7713 dw := utils.readLongInt(st);
7714 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7715 SetLength(FAIFlags, dw);
7716 // Ôëàãè ÈÈ
7717 for i := 0 to dw-1 do
7718 begin
7719 FAIFlags[i].Name := utils.readStr(st, 20);
7720 FAIFlags[i].Value := utils.readStr(st, 20);
7721 end;
7722 // Íàñòðîéêè ñëîæíîñòè
7723 FDifficult.load(st);
7724 end;
7727 begin
7728 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7729 end.