DEADSOFTWARE

no more hacks for sg/ssg and knuckles/chainsaw switches (bind the same button to...
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) DooM 2D:Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$MODE DELPHI}
17 unit g_player;
19 interface
21 uses
22 e_graphics, g_playermodel, g_basic, g_textures,
23 g_weapons, g_phys, g_sound, g_saveload, MAPSTRUCT,
24 BinEditor, g_panel;
26 const
27 KEY_LEFT = 1;
28 KEY_RIGHT = 2;
29 KEY_UP = 3;
30 KEY_DOWN = 4;
31 KEY_FIRE = 5;
32 KEY_NEXTWEAPON = 6;
33 KEY_PREVWEAPON = 7;
34 KEY_OPEN = 8;
35 KEY_JUMP = 9;
36 KEY_CHAT = 10;
38 R_ITEM_BACKPACK = 0;
39 R_KEY_RED = 1;
40 R_KEY_GREEN = 2;
41 R_KEY_BLUE = 3;
42 R_BERSERK = 4;
44 MR_SUIT = 0;
45 MR_INVUL = 1;
46 MR_INVIS = 2;
47 MR_MAX = 2;
49 A_BULLETS = 0;
50 A_SHELLS = 1;
51 A_ROCKETS = 2;
52 A_CELLS = 3;
54 K_SIMPLEKILL = 0;
55 K_HARDKILL = 1;
56 K_EXTRAHARDKILL = 2;
57 K_FALLKILL = 3;
59 T_RESPAWN = 0;
60 T_SWITCH = 1;
61 T_USE = 2;
62 T_FLAGCAP = 3;
64 TEAM_NONE = 0;
65 TEAM_RED = 1;
66 TEAM_BLUE = 2;
67 TEAM_COOP = 3;
69 SHELL_BULLET = 0;
70 SHELL_SHELL = 1;
71 SHELL_DBLSHELL = 2;
73 ANGLE_NONE = Low(SmallInt);
75 CORPSE_STATE_REMOVEME = 0;
76 CORPSE_STATE_NORMAL = 1;
77 CORPSE_STATE_MESS = 2;
79 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
80 PLAYER_RECT_CX = 15+(34 div 2);
81 PLAYER_RECT_CY = 12+(52 div 2);
82 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
84 PLAYER_HP_SOFT = 100;
85 PLAYER_HP_LIMIT = 200;
86 PLAYER_AP_SOFT = 100;
87 PLAYER_AP_LIMIT = 200;
88 SUICIDE_DAMAGE = 112;
90 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
91 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
93 type
94 TPlayerStat = record
95 Ping: Word;
96 Loss: Byte;
97 Name: String;
98 Team: Byte;
99 Frags: SmallInt;
100 Deaths: SmallInt;
101 Lives: Byte;
102 Kills: Word;
103 Color: TRGB;
104 Spectator: Boolean;
105 end;
107 TPlayerStatArray = Array of TPlayerStat;
109 TPlayerSavedState = record
110 Health: Integer;
111 Armor: Integer;
112 Air: Integer;
113 JetFuel: Integer;
114 CurrWeap: Byte;
115 NextWeap: WORD;
116 NextWeapDelay: Byte;
117 Ammo: Array [A_BULLETS..A_CELLS] of Word;
118 MaxAmmo: Array [A_BULLETS..A_CELLS] of Word;
119 Weapon: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Boolean;
120 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
121 WaitRecall: Boolean;
122 end;
124 TKeyState = record
125 Pressed: Boolean;
126 Time: Word;
127 end;
129 TPlayer = class (TObject)
130 private
131 FIamBot: Boolean;
132 FUID: Word;
133 FName: String;
134 FTeam: Byte;
135 FLive: Boolean;
136 FSpawned: Boolean;
137 FDirection: TDirection;
138 FHealth: Integer;
139 FLives: Byte;
140 FArmor: Integer;
141 FAir: Integer;
142 FPain: Integer;
143 FPickup: Integer;
144 FKills: Integer;
145 FMonsterKills: Integer;
146 FFrags: Integer;
147 FFragCombo: Byte;
148 FLastFrag: LongWord;
149 FComboEvnt: Integer;
150 FDeath: Integer;
151 FCanJetpack: Boolean;
152 FJetFuel: Integer;
153 FFlag: Byte;
154 FSecrets: Integer;
155 FCurrWeap: Byte;
156 FNextWeap: WORD;
157 FNextWeapDelay: Byte; // frames
158 FBFGFireCounter: SmallInt;
159 FLastSpawnerUID: Word;
160 FLastHit: Byte;
161 FObj: TObj;
162 FXTo, FYTo: Integer;
163 FSpectatePlayer: Integer;
165 FSavedState: TPlayerSavedState;
167 FModel: TPlayerModel;
168 FActionPrior: Byte;
169 FActionAnim: Byte;
170 FActionForce: Boolean;
171 FActionChanged: Boolean;
172 FAngle: SmallInt;
173 FFireAngle: SmallInt;
174 FIncCam: Integer;
175 FShellTimer: Integer;
176 FShellType: Byte;
177 FSawSound: TPlayableSound;
178 FSawSoundIdle: TPlayableSound;
179 FSawSoundHit: TPlayableSound;
180 FSawSoundSelect: TPlayableSound;
181 FJetSoundOn: TPlayableSound;
182 FJetSoundOff: TPlayableSound;
183 FJetSoundFly: TPlayableSound;
184 FGodMode: Boolean;
185 FNoTarget: Boolean;
186 FNoReload: Boolean;
187 FJustTeleported: Boolean;
188 FNetTime: LongWord;
190 function CollideLevel(XInc, YInc: Integer): Boolean;
191 function StayOnStep(XInc, YInc: Integer): Boolean;
192 function HeadInLiquid(XInc, YInc: Integer): Boolean;
193 function BodyInLiquid(XInc, YInc: Integer): Boolean;
194 function BodyInAcid(XInc, YInc: Integer): Boolean;
195 function FullInLift(XInc, YInc: Integer): Integer;
196 {procedure CollideItem();}
197 procedure FlySmoke(Times: DWORD = 1);
198 function GetAmmoByWeapon(Weapon: Byte): Word;
199 procedure SetAction(Action: Byte; Force: Boolean = False);
200 procedure OnDamage(Angle: SmallInt); virtual;
201 function firediry(): Integer;
203 procedure Run(Direction: TDirection);
204 procedure NextWeapon();
205 procedure PrevWeapon();
206 procedure SeeUp();
207 procedure SeeDown();
208 procedure Fire();
209 procedure Jump();
210 procedure Use();
212 procedure cycleWeapon (dir: Integer);
213 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
214 procedure resetWeaponQueue ();
215 function hasAmmoForWeapon (weapon: Byte): Boolean;
217 public
218 FDamageBuffer: Integer;
220 FAmmo: Array [A_BULLETS..A_CELLS] of Word;
221 FMaxAmmo: Array [A_BULLETS..A_CELLS] of Word;
222 FWeapon: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Boolean;
223 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
224 FBerserk: Integer;
225 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
226 FReloading: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Word;
227 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
228 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
229 FColor: TRGB;
230 FPreferredTeam: Byte;
231 FSpectator: Boolean;
232 FNoRespawn: Boolean;
233 FWantsInGame: Boolean;
234 FGhost: Boolean;
235 FPhysics: Boolean;
236 FJetpack: Boolean;
237 FActualModelName: string;
238 FClientID: SmallInt;
239 FPing: Word;
240 FLoss: Byte;
241 FDummy: Boolean;
243 constructor Create(); virtual;
244 destructor Destroy(); override;
245 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
246 function GetRespawnPoint(): Byte;
247 procedure PressKey(Key: Byte; Time: Word = 1);
248 procedure ReleaseKeys();
249 procedure SetModel(ModelName: String);
250 procedure SetColor(Color: TRGB);
251 procedure SetWeapon(W: Byte);
252 function IsKeyPressed(K: Byte): Boolean;
253 function GetKeys(): Byte;
254 function PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean; virtual;
255 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
256 function Collide(Panel: TPanel): Boolean; overload;
257 function Collide(X, Y: Integer): Boolean; overload;
258 procedure SetDirection(Direction: TDirection);
259 procedure GetSecret();
260 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
261 procedure Touch();
262 procedure Push(vx, vy: Integer);
263 procedure ChangeModel(ModelName: String);
264 procedure SwitchTeam;
265 procedure ChangeTeam(Team: Byte);
266 procedure BFGHit();
267 function GetFlag(Flag: Byte): Boolean;
268 procedure SetFlag(Flag: Byte);
269 function DropFlag(): Boolean;
270 procedure AllRulez(Health: Boolean);
271 procedure RestoreHealthArmor();
272 procedure FragCombo();
273 procedure GiveItem(ItemType: Byte);
274 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
275 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
276 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
277 procedure MakeBloodSimple(Count: Word);
278 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
279 procedure Reset(Force: Boolean);
280 procedure Spectate(NoMove: Boolean = False);
281 procedure SwitchNoClip;
282 procedure SoftReset();
283 procedure Draw(); virtual;
284 procedure DrawPain();
285 procedure DrawPickup();
286 procedure DrawRulez();
287 procedure DrawAim();
288 procedure DrawBubble();
289 procedure DrawGUI();
290 procedure Update(); virtual;
291 procedure RememberState();
292 procedure RecallState();
293 procedure SaveState(var Mem: TBinMemoryWriter); virtual;
294 procedure LoadState(var Mem: TBinMemoryReader); virtual;
295 procedure PauseSounds(Enable: Boolean);
296 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
297 procedure DoLerp(Level: Integer = 2);
298 procedure SetLerp(XTo, YTo: Integer);
299 procedure QueueWeaponSwitch(Weapon: Byte);
300 procedure RealizeCurrentWeapon();
301 procedure JetpackOn;
302 procedure JetpackOff;
304 property Name: String read FName write FName;
305 property Model: TPlayerModel read FModel;
306 property Health: Integer read FHealth write FHealth;
307 property Lives: Byte read FLives write FLives;
308 property Armor: Integer read FArmor write FArmor;
309 property Air: Integer read FAir write FAir;
310 property JetFuel: Integer read FJetFuel write FJetFuel;
311 property Frags: Integer read FFrags write FFrags;
312 property Death: Integer read FDeath write FDeath;
313 property Kills: Integer read FKills write FKills;
314 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
315 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
316 property Secrets: Integer read FSecrets;
317 property GodMode: Boolean read FGodMode write FGodMode;
318 property NoTarget: Boolean read FNoTarget write FNoTarget;
319 property NoReload: Boolean read FNoReload write FNoReload;
320 property Live: Boolean read FLive write FLive;
321 property Flag: Byte read FFlag;
322 property Team: Byte read FTeam write FTeam;
323 property Direction: TDirection read FDirection;
324 property GameX: Integer read FObj.X write FObj.X;
325 property GameY: Integer read FObj.Y write FObj.Y;
326 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
327 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
328 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
329 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
330 property Vel: TPoint2i read FObj.Vel;
331 property Obj: TObj read FObj;
332 property IncCam: Integer read FIncCam write FIncCam;
333 property UID: Word read FUID write FUID;
334 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
335 property NetTime: LongWord read FNetTime write FNetTime;
336 end;
338 TDifficult = record
339 DiagFire: Byte;
340 InvisFire: Byte;
341 DiagPrecision: Byte;
342 FlyPrecision: Byte;
343 Cover: Byte;
344 CloseJump: Byte;
345 WeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
346 CloseWeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
347 //SafeWeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
348 end;
350 TAIFlag = record
351 Name: String;
352 Value: String;
353 end;
355 TBot = class (TPlayer)
356 private
357 FSelectedWeapon: Byte;
358 FTargetUID: Word;
359 FLastVisible: DWORD;
360 FAIFlags: Array of TAIFlag;
361 FDifficult: TDifficult;
363 function GetRnd(a: Byte): Boolean;
364 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
365 function RunDirection(): TDirection;
366 function FullInStep(XInc, YInc: Integer): Boolean;
367 //function NeedItem(Item: Byte): Byte;
368 procedure SelectWeapon(Dist: Integer);
369 procedure SetAIFlag(fName, fValue: String20);
370 function GetAIFlag(fName: String20): String20;
371 procedure RemoveAIFlag(fName: String20);
372 function Healthy(): Byte;
373 procedure UpdateMove();
374 procedure UpdateCombat();
375 function KeyPressed(Key: Word): Boolean;
376 procedure ReleaseKey(Key: Byte);
377 function TargetOnScreen(TX, TY: Integer): Boolean;
378 procedure OnDamage(Angle: SmallInt); override;
380 public
381 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
382 constructor Create(); override;
383 destructor Destroy(); override;
384 procedure Draw(); override;
385 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
386 function Heal(value: Word; Soft: Boolean): Boolean; override;
387 procedure Update(); override;
388 procedure SaveState(var Mem: TBinMemoryWriter); override;
389 procedure LoadState(var Mem: TBinMemoryReader); override;
390 end;
392 TGib = record
393 Live: Boolean;
394 ID: DWORD;
395 MaskID: DWORD;
396 RAngle: Integer;
397 Color: TRGB;
398 Obj: TObj;
399 end;
401 TShell = record
402 SpriteID: DWORD;
403 Live: Boolean;
404 SType: Byte;
405 RAngle: Integer;
406 Timeout: Cardinal;
407 CX, CY: Integer;
408 Obj: TObj;
409 end;
411 TCorpse = class (TObject)
412 private
413 FModelName: String;
414 FMess: Boolean;
415 FState: Byte;
416 FDamage: Byte;
417 FColor: TRGB;
418 FObj: TObj;
419 FAnimation: TAnimation;
420 FAnimationMask: TAnimation;
422 public
423 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
424 destructor Destroy(); override;
425 procedure Damage(Value: Word; vx, vy: Integer);
426 procedure Update();
427 procedure Draw();
428 procedure SaveState(var Mem: TBinMemoryWriter);
429 procedure LoadState(var Mem: TBinMemoryReader);
431 property Obj: TObj read FObj;
432 property State: Byte read FState;
433 property Mess: Boolean read FMess;
434 end;
436 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
437 record
438 Goals: SmallInt;
439 end;
441 var
442 gPlayers: Array of TPlayer;
443 gCorpses: Array of TCorpse;
444 gGibs: Array of TGib;
445 gShells: Array of TShell;
446 gTeamStat: TTeamStat;
447 gFly: Boolean = False;
448 gAimLine: Boolean = False;
449 gChatBubble: Byte = 0;
450 gNumBots: Word = 0;
451 gLMSPID1: Word = 0;
452 gLMSPID2: Word = 0;
453 MAX_RUNVEL: Integer = 8;
454 VEL_JUMP: Integer = 10;
455 SHELL_TIMEOUT: Cardinal = 60000;
457 function Lerp(X, Y, Factor: Integer): Integer;
459 procedure g_Gibs_SetMax(Count: Word);
460 function g_Gibs_GetMax(): Word;
461 procedure g_Corpses_SetMax(Count: Word);
462 function g_Corpses_GetMax(): Word;
463 procedure g_Shells_SetMax(Count: Word);
464 function g_Shells_GetMax(): Word;
466 procedure g_Player_Init();
467 procedure g_Player_Free();
468 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
469 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
470 procedure g_Player_Remove(UID: Word);
471 procedure g_Player_ResetTeams();
472 procedure g_Player_UpdateAll();
473 procedure g_Player_DrawAll();
474 procedure g_Player_DrawDebug(p: TPlayer);
475 procedure g_Player_DrawHealth();
476 procedure g_Player_RememberAll();
477 procedure g_Player_ResetAll(Force, Silent: Boolean);
478 function g_Player_Get(UID: Word): TPlayer;
479 function g_Player_GetCount(): Byte;
480 function g_Player_GetStats(): TPlayerStatArray;
481 function g_Player_ValidName(Name: String): Boolean;
482 procedure g_Player_CreateCorpse(Player: TPlayer);
483 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
484 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
485 procedure g_Player_UpdatePhysicalObjects();
486 procedure g_Player_DrawCorpses();
487 procedure g_Player_DrawShells();
488 procedure g_Player_RemoveAllCorpses();
489 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
490 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
491 procedure g_Bot_Add(Team, Difficult: Byte);
492 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
493 procedure g_Bot_MixNames();
494 procedure g_Bot_RemoveAll();
496 implementation
498 uses
499 e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math,
500 g_options, g_triggers, g_menu, MAPDEF, g_game,
501 wadreader, g_main, g_monsters, CONFIG, g_language, g_net, g_netmsg;
503 type
504 TBotProfile = record
505 name: ShortString;
506 model: ShortString;
507 team: Byte;
508 color: TRGB;
509 diag_fire: Byte;
510 invis_fire: Byte;
511 diag_precision: Byte;
512 fly_precision: Byte;
513 cover: Byte;
514 close_jump: Byte;
515 w_prior1: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
516 w_prior2: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
517 w_prior3: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
518 end;
520 const
521 TIME_RESPAWN1 = 1500;
522 TIME_RESPAWN2 = 2000;
523 TIME_RESPAWN3 = 3000;
524 AIR_DEF = 360;
525 AIR_MAX = 1091;
526 JET_MAX = 540; // ~30 sec
527 PLAYER_SUIT_TIME = 30000;
528 PLAYER_INVUL_TIME = 30000;
529 PLAYER_INVIS_TIME = 35000;
530 FRAG_COMBO_TIME = 3000;
531 VEL_SW = 4;
532 VEL_FLY = 6;
533 ANGLE_RIGHTUP = 55;
534 ANGLE_RIGHTDOWN = -35;
535 ANGLE_LEFTUP = 125;
536 ANGLE_LEFTDOWN = -145;
537 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
538 WEAPONPOINT: Array [TDirection] of TPoint = ((X:16; Y:32), (X:47; Y:32));
539 BOT_MAXJUMP = 84;
540 BOT_LONGDIST = 300;
541 BOT_UNSAFEDIST = 128;
542 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
543 (R:0; G:0; B:255));
544 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
545 FlyPrecision: 32; Cover: 32; CloseJump: 32;
546 WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
547 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
548 FlyPrecision: 127; Cover: 127; CloseJump: 127;
549 WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
550 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
551 FlyPrecision: 255; Cover: 255; CloseJump: 255;
552 WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
553 WEAPON_PRIOR1: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
554 (WEAPON_SUPERPULEMET, WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
555 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
556 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
557 WEAPON_PRIOR2: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
558 (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
559 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
560 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
561 //WEAPON_PRIOR3: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
562 // (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_PLASMA,
563 // WEAPON_SHOTGUN2, WEAPON_CHAINGUN, WEAPON_SHOTGUN1,
564 // WEAPON_SAW, WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
565 WEAPON_RELOAD: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
566 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2);
568 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
569 CORPSE_SIGNATURE = $50524F43; // 'CORP'
571 BOTNAMES_FILENAME = 'botnames.txt';
572 BOTLIST_FILENAME = 'botlist.txt';
574 var
575 MaxGibs: Word = 150;
576 MaxCorpses: Word = 20;
577 MaxShells: Word = 300;
578 CurrentGib: Integer = 0;
579 CurrentShell: Integer = 0;
580 BotNames: Array of String;
581 BotList: Array of TBotProfile;
583 function Lerp(X, Y, Factor: Integer): Integer;
584 begin
585 Result := X + ((Y - X) div Factor);
586 end;
588 function SameTeam(UID1, UID2: Word): Boolean;
589 begin
590 Result := False;
592 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
593 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
595 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
597 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
598 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
600 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
601 end;
603 procedure g_Gibs_SetMax(Count: Word);
604 begin
605 MaxGibs := Count;
606 SetLength(gGibs, Count);
608 if CurrentGib >= Count then
609 CurrentGib := 0;
610 end;
612 function g_Gibs_GetMax(): Word;
613 begin
614 Result := MaxGibs;
615 end;
617 procedure g_Shells_SetMax(Count: Word);
618 begin
619 MaxShells := Count;
620 SetLength(gShells, Count);
622 if CurrentShell >= Count then
623 CurrentShell := 0;
624 end;
626 function g_Shells_GetMax(): Word;
627 begin
628 Result := MaxShells;
629 end;
632 procedure g_Corpses_SetMax(Count: Word);
633 begin
634 MaxCorpses := Count;
635 SetLength(gCorpses, Count);
636 end;
638 function g_Corpses_GetMax(): Word;
639 begin
640 Result := MaxCorpses;
641 end;
643 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
644 var
645 a: Integer;
646 ok: Boolean;
647 begin
648 Result := 0;
650 ok := False;
651 a := 0;
653 // Åñòü ëè ìåñòî â gPlayers:
654 if gPlayers <> nil then
655 for a := 0 to High(gPlayers) do
656 if gPlayers[a] = nil then
657 begin
658 ok := True;
659 Break;
660 end;
662 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
663 if not ok then
664 begin
665 SetLength(gPlayers, Length(gPlayers)+1);
666 a := High(gPlayers);
667 end;
669 // Ñîçäàåì îáúåêò èãðîêà:
670 if Bot then
671 gPlayers[a] := TBot.Create()
672 else
673 gPlayers[a] := TPlayer.Create();
676 gPlayers[a].FActualModelName := ModelName;
677 gPlayers[a].SetModel(ModelName);
679 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
680 if gPlayers[a].FModel = nil then
681 begin
682 gPlayers[a].Free();
683 gPlayers[a] := nil;
684 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
685 Exit;
686 end;
688 if not (Team in [TEAM_RED, TEAM_BLUE]) then
689 if Random(2) = 0 then
690 Team := TEAM_RED
691 else
692 Team := TEAM_BLUE;
693 gPlayers[a].FPreferredTeam := Team;
695 case gGameSettings.GameMode of
696 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
697 GM_TDM,
698 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
699 GM_SINGLE,
700 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
701 end;
703 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
704 gPlayers[a].FColor := Color;
705 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
706 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
707 else
708 gPlayers[a].FModel.Color := Color;
710 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
711 gPlayers[a].FLive := False;
713 Result := gPlayers[a].FUID;
714 end;
716 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
717 var
718 a, i: Integer;
719 ok, Bot: Boolean;
720 sig: DWORD;
721 b: Byte;
722 begin
723 Result := 0;
724 if Mem = nil then
725 Exit;
727 // Ñèãíàòóðà èãðîêà:
728 Mem.ReadDWORD(sig);
729 if sig <> PLAYER_SIGNATURE then // 'PLYR'
730 begin
731 raise EBinSizeError.Create('g_Player_CreateFromState: Wrong Player Signature');
732 end;
734 // Áîò èëè ÷åëîâåê:
735 Mem.ReadBoolean(Bot);
737 ok := False;
738 a := 0;
740 // Åñòü ëè ìåñòî â gPlayers:
741 if gPlayers <> nil then
742 for a := 0 to High(gPlayers) do
743 if gPlayers[a] = nil then
744 begin
745 ok := True;
746 Break;
747 end;
749 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
750 if not ok then
751 begin
752 SetLength(gPlayers, Length(gPlayers)+1);
753 a := High(gPlayers);
754 end;
756 // Ñîçäàåì îáúåêò èãðîêà:
757 if Bot then
758 gPlayers[a] := TBot.Create()
759 else
760 gPlayers[a] := TPlayer.Create();
761 gPlayers[a].FIamBot := Bot;
762 gPlayers[a].FPhysics := True;
764 // UID èãðîêà:
765 Mem.ReadWord(gPlayers[a].FUID);
766 // Èìÿ èãðîêà:
767 Mem.ReadString(gPlayers[a].FName);
768 // Êîìàíäà:
769 Mem.ReadByte(gPlayers[a].FTeam);
770 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
771 // Æèâ ëè:
772 Mem.ReadBoolean(gPlayers[a].FLive);
773 // Èçðàñõîäîâàë ëè âñå æèçíè:
774 Mem.ReadBoolean(gPlayers[a].FNoRespawn);
775 // Íàïðàâëåíèå:
776 Mem.ReadByte(b);
777 if b = 1 then
778 gPlayers[a].FDirection := D_LEFT
779 else // b = 2
780 gPlayers[a].FDirection := D_RIGHT;
781 // Çäîðîâüå:
782 Mem.ReadInt(gPlayers[a].FHealth);
783 // Æèçíè:
784 Mem.ReadByte(gPlayers[a].FLives);
785 // Áðîíÿ:
786 Mem.ReadInt(gPlayers[a].FArmor);
787 // Çàïàñ âîçäóõà:
788 Mem.ReadInt(gPlayers[a].FAir);
789 // Çàïàñ ãîðþ÷åãî:
790 Mem.ReadInt(gPlayers[a].FJetFuel);
791 // Áîëü:
792 Mem.ReadInt(gPlayers[a].FPain);
793 // Óáèë:
794 Mem.ReadInt(gPlayers[a].FKills);
795 // Óáèë ìîíñòðîâ:
796 Mem.ReadInt(gPlayers[a].FMonsterKills);
797 // Ôðàãîâ:
798 Mem.ReadInt(gPlayers[a].FFrags);
799 // Ôðàãîâ ïîäðÿä:
800 Mem.ReadByte(gPlayers[a].FFragCombo);
801 // Âðåìÿ ïîñëåäíåãî ôðàãà:
802 Mem.ReadDWORD(gPlayers[a].FLastFrag);
803 // Ñìåðòåé:
804 Mem.ReadInt(gPlayers[a].FDeath);
805 // Êàêîé ôëàã íåñåò:
806 Mem.ReadByte(gPlayers[a].FFlag);
807 // Íàøåë ñåêðåòîâ:
808 Mem.ReadInt(gPlayers[a].FSecrets);
809 // Òåêóùåå îðóæèå:
810 Mem.ReadByte(gPlayers[a].FCurrWeap);
811 // Ñëåäóþùåå æåëàåìîå îðóæèå:
812 Mem.ReadWord(gPlayers[a].FNextWeap);
813 // ...è ïàóçà:
814 Mem.ReadByte(gPlayers[a].FNextWeapDelay);
815 // Âðåìÿ çàðÿäêè BFG:
816 Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
817 // Áóôåð óðîíà:
818 Mem.ReadInt(gPlayers[a].FDamageBuffer);
819 // Ïîñëåäíèé óäàðèâøèé:
820 Mem.ReadWord(gPlayers[a].FLastSpawnerUID);
821 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
822 Mem.ReadByte(gPlayers[a].FLastHit);
823 // Îáúåêò èãðîêà:
824 Obj_LoadState(@gPlayers[a].FObj, Mem);
825 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
826 for i := A_BULLETS to A_CELLS do
827 Mem.ReadWord(gPlayers[a].FAmmo[i]);
828 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
829 for i := A_BULLETS to A_CELLS do
830 Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
831 // Íàëè÷èå îðóæèÿ:
832 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
833 Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
834 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
835 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
836 Mem.ReadWord(gPlayers[a].FReloading[i]);
837 // Íàëè÷èå ðþêçàêà:
838 Mem.ReadByte(b);
839 if b = 1 then
840 Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
841 // Íàëè÷èå êðàñíîãî êëþ÷à:
842 Mem.ReadByte(b);
843 if b = 1 then
844 Include(gPlayers[a].FRulez, R_KEY_RED);
845 // Íàëè÷èå çåëåíîãî êëþ÷à:
846 Mem.ReadByte(b);
847 if b = 1 then
848 Include(gPlayers[a].FRulez, R_KEY_GREEN);
849 // Íàëè÷èå ñèíåãî êëþ÷à:
850 Mem.ReadByte(b);
851 if b = 1 then
852 Include(gPlayers[a].FRulez, R_KEY_BLUE);
853 // Íàëè÷èå áåðñåðêà:
854 Mem.ReadByte(b);
855 if b = 1 then
856 Include(gPlayers[a].FRulez, R_BERSERK);
857 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
858 for i := MR_SUIT to MR_MAX do
859 Mem.ReadDWORD(gPlayers[a].FMegaRulez[i]);
860 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
861 for i := T_RESPAWN to T_FLAGCAP do
862 Mem.ReadDWORD(gPlayers[a].FTime[i]);
864 // Íàçâàíèå ìîäåëè:
865 Mem.ReadString(gPlayers[a].FActualModelName);
866 // Öâåò ìîäåëè:
867 Mem.ReadByte(gPlayers[a].FColor.R);
868 Mem.ReadByte(gPlayers[a].FColor.G);
869 Mem.ReadByte(gPlayers[a].FColor.B);
870 // Îáíîâëÿåì ìîäåëü èãðîêà:
871 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
873 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
874 if gPlayers[a].FModel = nil then
875 begin
876 gPlayers[a].Free();
877 gPlayers[a] := nil;
878 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
879 Exit;
880 end;
882 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
883 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
884 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
885 else
886 gPlayers[a].FModel.Color := gPlayers[a].FColor;
888 Result := gPlayers[a].FUID;
889 end;
891 procedure g_Player_ResetTeams();
892 var
893 a: Integer;
894 begin
895 if g_Game_IsClient then
896 Exit;
897 if gPlayers = nil then
898 Exit;
899 for a := Low(gPlayers) to High(gPlayers) do
900 if gPlayers[a] <> nil then
901 case gGameSettings.GameMode of
902 GM_DM:
903 gPlayers[a].ChangeTeam(TEAM_NONE);
904 GM_TDM, GM_CTF:
905 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
906 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
907 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
908 else
909 if a mod 2 = 0 then
910 gPlayers[a].ChangeTeam(TEAM_RED)
911 else
912 gPlayers[a].ChangeTeam(TEAM_BLUE);
913 GM_SINGLE,
914 GM_COOP:
915 gPlayers[a].ChangeTeam(TEAM_COOP);
916 end;
917 end;
919 procedure g_Bot_Add(Team, Difficult: Byte);
920 var
921 m: SArray;
922 _name, _model: String;
923 a, tr, tb: Integer;
924 begin
925 if not g_Game_IsServer then Exit;
927 // Ñïèñîê íàçâàíèé ìîäåëåé:
928 m := g_PlayerModel_GetNames();
929 if m = nil then
930 Exit;
932 // Êîìàíäà:
933 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
934 Team := TEAM_COOP // COOP
935 else
936 if gGameSettings.GameMode = GM_DM then
937 Team := TEAM_NONE // DM
938 else
939 if Team = TEAM_NONE then // CTF / TDM
940 begin
941 // Àâòîáàëàíñ êîìàíä:
942 tr := 0;
943 tb := 0;
945 for a := 0 to High(gPlayers) do
946 if gPlayers[a] <> nil then
947 begin
948 if gPlayers[a].Team = TEAM_RED then
949 Inc(tr)
950 else
951 if gPlayers[a].Team = TEAM_BLUE then
952 Inc(tb);
953 end;
955 if tr > tb then
956 Team := TEAM_BLUE
957 else
958 if tb > tr then
959 Team := TEAM_RED
960 else // tr = tb
961 if Random(2) = 0 then
962 Team := TEAM_RED
963 else
964 Team := TEAM_BLUE;
965 end;
967 // Âûáèðàåì áîòó èìÿ:
968 _name := '';
969 if BotNames <> nil then
970 for a := 0 to High(BotNames) do
971 if g_Player_ValidName(BotNames[a]) then
972 begin
973 _name := BotNames[a];
974 Break;
975 end;
977 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
978 if _name = '' then
979 repeat
980 _name := Format('DFBOT%.2d', [Random(100)]);
981 until g_Player_ValidName(_name);
983 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
984 _model := m[Random(Length(m))];
986 // Ñîçäàåì áîòà:
987 with g_Player_Get(g_Player_Create(_model,
988 _RGB(Min(Random(9)*32, 255),
989 Min(Random(9)*32, 255),
990 Min(Random(9)*32, 255)),
991 Team, True)) as TBot do
992 begin
993 Name := _name;
995 case Difficult of
996 1: FDifficult := DIFFICULT_EASY;
997 2: FDifficult := DIFFICULT_MEDIUM;
998 else FDifficult := DIFFICULT_HARD;
999 end;
1001 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
1002 begin
1003 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1004 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1005 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1006 end;
1008 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1010 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1011 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1012 Spectate();
1013 end;
1014 end;
1016 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1017 var
1018 m: SArray;
1019 _name, _model: String;
1020 a: Integer;
1021 begin
1022 if not g_Game_IsServer then Exit;
1024 // Ñïèñîê íàçâàíèé ìîäåëåé:
1025 m := g_PlayerModel_GetNames();
1026 if m = nil then
1027 Exit;
1029 // Êîìàíäà:
1030 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1031 Team := TEAM_COOP // COOP
1032 else
1033 if gGameSettings.GameMode = GM_DM then
1034 Team := TEAM_NONE // DM
1035 else
1036 if Team = TEAM_NONE then
1037 Team := BotList[num].team; // CTF / TDM
1039 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1040 lName := AnsiLowerCase(lName);
1041 if (num < 0) or (num > Length(BotList)-1) then
1042 num := -1;
1043 if (num = -1) and (lName <> '') and (BotList <> nil) then
1044 for a := 0 to High(BotList) do
1045 if AnsiLowerCase(BotList[a].name) = lName then
1046 begin
1047 num := a;
1048 Break;
1049 end;
1050 if num = -1 then
1051 Exit;
1053 // Èìÿ áîòà:
1054 _name := BotList[num].name;
1055 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1056 if not g_Player_ValidName(_name) then
1057 repeat
1058 _name := Format('DFBOT%.2d', [Random(100)]);
1059 until g_Player_ValidName(_name);
1061 // Ìîäåëü:
1062 _model := BotList[num].model;
1063 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1064 if not InSArray(_model, m) then
1065 _model := m[Random(Length(m))];
1067 // Ñîçäàåì áîòà:
1068 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1069 begin
1070 Name := _name;
1072 FDifficult.DiagFire := BotList[num].diag_fire;
1073 FDifficult.InvisFire := BotList[num].invis_fire;
1074 FDifficult.DiagPrecision := BotList[num].diag_precision;
1075 FDifficult.FlyPrecision := BotList[num].fly_precision;
1076 FDifficult.Cover := BotList[num].cover;
1077 FDifficult.CloseJump := BotList[num].close_jump;
1079 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
1080 begin
1081 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1082 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1083 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1084 end;
1086 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1088 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1089 end;
1090 end;
1092 procedure g_Bot_RemoveAll();
1093 var
1094 a: Integer;
1095 begin
1096 if not g_Game_IsServer then Exit;
1097 if gPlayers = nil then Exit;
1099 for a := 0 to High(gPlayers) do
1100 if gPlayers[a] <> nil then
1101 if gPlayers[a] is TBot then
1102 begin
1103 gPlayers[a].Lives := 0;
1104 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1105 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1106 g_Player_Remove(gPlayers[a].FUID);
1107 end;
1109 g_Bot_MixNames();
1110 end;
1112 procedure g_Bot_MixNames();
1113 var
1114 s: String;
1115 a, b: Integer;
1116 begin
1117 if BotNames <> nil then
1118 for a := 0 to High(BotNames) do
1119 begin
1120 b := Random(Length(BotNames));
1121 s := BotNames[a];
1122 Botnames[a] := BotNames[b];
1123 BotNames[b] := s;
1124 end;
1125 end;
1127 procedure g_Player_Remove(UID: Word);
1128 var
1129 i: Integer;
1130 begin
1131 if gPlayers = nil then Exit;
1133 if g_Game_IsServer and g_Game_IsNet then
1134 MH_SEND_PlayerDelete(UID);
1136 for i := 0 to High(gPlayers) do
1137 if gPlayers[i] <> nil then
1138 if gPlayers[i].FUID = UID then
1139 begin
1140 if gPlayers[i] is TPlayer then
1141 TPlayer(gPlayers[i]).Free()
1142 else
1143 TBot(gPlayers[i]).Free();
1144 gPlayers[i] := nil;
1145 Exit;
1146 end;
1147 end;
1149 procedure g_Player_Init();
1150 var
1151 F: TextFile;
1152 s: String;
1153 a, b: Integer;
1154 config: TConfig;
1155 sa: SArray;
1156 begin
1157 BotNames := nil;
1159 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1160 Exit;
1162 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1163 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1164 Reset(F);
1166 while not EOF(F) do
1167 begin
1168 ReadLn(F, s);
1170 s := Trim(s);
1171 if s = '' then
1172 Continue;
1174 SetLength(BotNames, Length(BotNames)+1);
1175 BotNames[High(BotNames)] := s;
1176 end;
1178 CloseFile(F);
1180 // Ïåðåìåøèâàåì èõ:
1181 g_Bot_MixNames();
1183 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1184 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1185 BotList := nil;
1186 a := 0;
1188 while config.SectionExists(IntToStr(a)) do
1189 begin
1190 SetLength(BotList, Length(BotList)+1);
1192 with BotList[High(BotList)] do
1193 begin
1194 // Èìÿ áîòà:
1195 name := config.ReadStr(IntToStr(a), 'name', '');
1196 // Ìîäåëü:
1197 model := config.ReadStr(IntToStr(a), 'model', '');
1198 // Êîìàíäà:
1199 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1200 team := TEAM_RED
1201 else
1202 team := TEAM_BLUE;
1203 // Öâåò ìîäåëè:
1204 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1205 color.R := StrToIntDef(sa[0], 0);
1206 color.G := StrToIntDef(sa[1], 0);
1207 color.B := StrToIntDef(sa[2], 0);
1208 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1209 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1210 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1211 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1212 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1213 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1214 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1215 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1216 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1217 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1218 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1219 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1220 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1221 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1222 if Length(sa) = 10 then
1223 for b := 0 to 9 do
1224 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1225 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1226 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1227 if Length(sa) = 10 then
1228 for b := 0 to 9 do
1229 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1231 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1232 if Length(sa) = 10 then
1233 for b := 0 to 9 do
1234 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1235 end;
1237 a := a + 1;
1238 end;
1240 config.Free();
1241 end;
1243 procedure g_Player_Free();
1244 var
1245 i: Integer;
1246 begin
1247 if gPlayers <> nil then
1248 begin
1249 for i := 0 to High(gPlayers) do
1250 if gPlayers[i] <> nil then
1251 begin
1252 if gPlayers[i] is TPlayer then
1253 TPlayer(gPlayers[i]).Free()
1254 else
1255 TBot(gPlayers[i]).Free();
1256 gPlayers[i] := nil;
1257 end;
1259 gPlayers := nil;
1260 end;
1262 gPlayer1 := nil;
1263 gPlayer2 := nil;
1264 end;
1266 procedure g_Player_UpdateAll();
1267 var
1268 i: Integer;
1269 begin
1270 if gPlayers = nil then Exit;
1272 for i := 0 to High(gPlayers) do
1273 if gPlayers[i] <> nil then
1274 if gPlayers[i] is TPlayer then gPlayers[i].Update()
1275 else TBot(gPlayers[i]).Update();
1276 end;
1278 procedure g_Player_DrawAll();
1279 var
1280 i: Integer;
1281 begin
1282 if gPlayers = nil then Exit;
1284 for i := 0 to High(gPlayers) do
1285 if gPlayers[i] <> nil then
1286 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1287 else TBot(gPlayers[i]).Draw();
1288 end;
1290 procedure g_Player_DrawDebug(p: TPlayer);
1291 var
1292 fW, fH: Byte;
1293 begin
1294 if p = nil then Exit;
1295 if (@p.FObj) = nil then Exit;
1297 e_TextureFontGetSize(gStdFont, fW, fH);
1299 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1300 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1301 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1302 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1303 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1304 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1305 end;
1307 procedure g_Player_DrawHealth();
1308 var
1309 i: Integer;
1310 fW, fH: Byte;
1311 begin
1312 if gPlayers = nil then Exit;
1313 e_TextureFontGetSize(gStdFont, fW, fH);
1315 for i := 0 to High(gPlayers) do
1316 if gPlayers[i] <> nil then
1317 begin
1318 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1319 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1320 IntToStr(gPlayers[i].FHealth), gStdFont);
1321 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1322 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1323 IntToStr(gPlayers[i].FArmor), gStdFont);
1324 end;
1325 end;
1327 function g_Player_Get(UID: Word): TPlayer;
1328 var
1329 a: Integer;
1330 begin
1331 Result := nil;
1333 if gPlayers = nil then
1334 Exit;
1336 for a := 0 to High(gPlayers) do
1337 if gPlayers[a] <> nil then
1338 if gPlayers[a].FUID = UID then
1339 begin
1340 Result := gPlayers[a];
1341 Exit;
1342 end;
1343 end;
1345 function g_Player_GetCount(): Byte;
1346 var
1347 a: Integer;
1348 begin
1349 Result := 0;
1351 if gPlayers = nil then
1352 Exit;
1354 for a := 0 to High(gPlayers) do
1355 if gPlayers[a] <> nil then
1356 Result := Result + 1;
1357 end;
1359 function g_Player_GetStats(): TPlayerStatArray;
1360 var
1361 a: Integer;
1362 begin
1363 Result := nil;
1365 if gPlayers = nil then Exit;
1367 for a := 0 to High(gPlayers) do
1368 if gPlayers[a] <> nil then
1369 begin
1370 SetLength(Result, Length(Result)+1);
1371 with Result[High(Result)] do
1372 begin
1373 Ping := gPlayers[a].FPing;
1374 Loss := gPlayers[a].FLoss;
1375 Name := gPlayers[a].FName;
1376 Team := gPlayers[a].FTeam;
1377 Frags := gPlayers[a].FFrags;
1378 Deaths := gPlayers[a].FDeath;
1379 Kills := gPlayers[a].FKills;
1380 Color := gPlayers[a].FModel.Color;
1381 Lives := gPlayers[a].FLives;
1382 Spectator := gPlayers[a].FSpectator;
1383 end;
1384 end;
1385 end;
1387 procedure g_Player_RememberAll;
1388 var
1389 i: Integer;
1390 begin
1391 for i := Low(gPlayers) to High(gPlayers) do
1392 if (gPlayers[i] <> nil) and gPlayers[i].Live then
1393 gPlayers[i].RememberState;
1394 end;
1396 procedure g_Player_ResetAll(Force, Silent: Boolean);
1397 var
1398 i: Integer;
1399 begin
1400 gTeamStat[TEAM_RED].Goals := 0;
1401 gTeamStat[TEAM_BLUE].Goals := 0;
1403 if gPlayers <> nil then
1404 for i := 0 to High(gPlayers) do
1405 if gPlayers[i] <> nil then
1406 begin
1407 gPlayers[i].Reset(Force);
1409 if gPlayers[i] is TPlayer then
1410 begin
1411 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1412 gPlayers[i].Respawn(Silent)
1413 else
1414 gPlayers[i].Spectate();
1415 end
1416 else
1417 TBot(gPlayers[i]).Respawn(Silent);
1418 end;
1419 end;
1421 procedure g_Player_CreateCorpse(Player: TPlayer);
1422 var
1423 find_id: DWORD;
1424 ok: Boolean;
1425 begin
1426 if Player.Live then
1427 Exit;
1428 if Player.FObj.Y >= gMapInfo.Height+128 then
1429 Exit;
1431 with Player do
1432 begin
1433 if (FHealth >= -50) or (gGibsCount = 0) then
1434 begin
1435 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1436 Exit;
1438 ok := False;
1439 for find_id := 0 to High(gCorpses) do
1440 if gCorpses[find_id] = nil then
1441 begin
1442 ok := True;
1443 Break;
1444 end;
1446 if not ok then
1447 find_id := Random(Length(gCorpses));
1449 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1450 gCorpses[find_id].FColor := FModel.Color;
1451 gCorpses[find_id].FObj.Vel := FObj.Vel;
1452 gCorpses[find_id].FObj.Accel := FObj.Accel;
1453 end
1454 else
1455 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1456 FObj.Y + PLAYER_RECT_CY,
1457 FModel.Name, FModel.Color);
1458 end;
1459 end;
1461 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1462 var
1463 SID: DWORD;
1464 begin
1465 if (gShells = nil) or (Length(gShells) = 0) then
1466 Exit;
1468 with gShells[CurrentShell] do
1469 begin
1470 SpriteID := 0;
1471 g_Obj_Init(@Obj);
1472 Obj.Rect.X := 0;
1473 Obj.Rect.Y := 0;
1474 if T = SHELL_BULLET then
1475 begin
1476 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1477 SpriteID := SID;
1478 CX := 2;
1479 CY := 1;
1480 Obj.Rect.Width := 4;
1481 Obj.Rect.Height := 2;
1482 end
1483 else
1484 begin
1485 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1486 SpriteID := SID;
1487 CX := 4;
1488 CY := 2;
1489 Obj.Rect.Width := 7;
1490 Obj.Rect.Height := 3;
1491 end;
1492 SType := T;
1493 Live := True;
1494 Obj.X := fX;
1495 Obj.Y := fY;
1496 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1497 RAngle := Random(360);
1498 Timeout := gTime + SHELL_TIMEOUT;
1500 if CurrentShell >= High(gShells) then
1501 CurrentShell := 0
1502 else
1503 Inc(CurrentShell);
1504 end;
1505 end;
1507 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1508 var
1509 a: Integer;
1510 GibsArray: TGibsArray;
1511 begin
1512 if (gGibs = nil) or (Length(gGibs) = 0) then
1513 Exit;
1514 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1515 Exit;
1517 for a := 0 to High(GibsArray) do
1518 with gGibs[CurrentGib] do
1519 begin
1520 Color := fColor;
1521 ID := GibsArray[a].ID;
1522 MaskID := GibsArray[a].MaskID;
1523 Live := True;
1524 g_Obj_Init(@Obj);
1525 Obj.Rect := GibsArray[a].Rect;
1526 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1527 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1528 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1529 RAngle := Random(360);
1531 if gBloodCount > 0 then
1532 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1533 Random(48), Random(48), 150, 0, 0);
1535 if CurrentGib >= High(gGibs) then
1536 CurrentGib := 0
1537 else
1538 Inc(CurrentGib);
1539 end;
1540 end;
1542 procedure g_Player_UpdatePhysicalObjects();
1543 var
1544 i: Integer;
1545 vel: TPoint2i;
1546 mr: Word;
1548 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1549 var
1550 k: Integer;
1551 begin
1552 k := 1 + Random(2);
1553 if T = SHELL_BULLET then
1554 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1555 else
1556 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1557 end;
1559 begin
1560 // Êóñêè ìÿñà:
1561 if gGibs <> nil then
1562 for i := 0 to High(gGibs) do
1563 if gGibs[i].Live then
1564 with gGibs[i] do
1565 begin
1566 vel := Obj.Vel;
1567 mr := g_Obj_Move(@Obj, True, False, True);
1569 if WordBool(mr and MOVE_FALLOUT) then
1570 begin
1571 Live := False;
1572 Continue;
1573 end;
1575 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1576 if WordBool(mr and MOVE_HITWALL) then
1577 Obj.Vel.X := -(vel.X div 2);
1578 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1579 Obj.Vel.Y := -(vel.Y div 2);
1581 if (Obj.Vel.X >= 0) then
1582 begin // Clockwise
1583 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1584 if RAngle >= 360 then
1585 RAngle := RAngle mod 360;
1586 end else begin // Counter-clockwise
1587 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1588 if RAngle < 0 then
1589 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1590 end;
1592 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1593 if gTime mod (GAME_TICK*3) = 0 then
1594 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1595 end;
1597 // Òðóïû:
1598 if gCorpses <> nil then
1599 for i := 0 to High(gCorpses) do
1600 if gCorpses[i] <> nil then
1601 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1602 begin
1603 gCorpses[i].Free();
1604 gCorpses[i] := nil;
1605 end
1606 else
1607 gCorpses[i].Update();
1609 // Ãèëüçû:
1610 if gShells <> nil then
1611 for i := 0 to High(gShells) do
1612 if gShells[i].Live then
1613 with gShells[i] do
1614 begin
1615 vel := Obj.Vel;
1616 mr := g_Obj_Move(@Obj, True, False, True);
1618 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1619 begin
1620 Live := False;
1621 Continue;
1622 end;
1624 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1625 if WordBool(mr and MOVE_HITWALL) then
1626 begin
1627 Obj.Vel.X := -(vel.X div 2);
1628 if not WordBool(mr and MOVE_INWATER) then
1629 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1630 end;
1631 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1632 begin
1633 Obj.Vel.Y := -(vel.Y div 2);
1634 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1635 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1636 begin
1637 if RAngle mod 90 <> 0 then
1638 RAngle := (RAngle div 90) * 90;
1639 end
1640 else if not WordBool(mr and MOVE_INWATER) then
1641 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1642 end;
1644 if (Obj.Vel.X >= 0) then
1645 begin // Clockwise
1646 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1647 if RAngle >= 360 then
1648 RAngle := RAngle mod 360;
1649 end else begin // Counter-clockwise
1650 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1651 if RAngle < 0 then
1652 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1653 end;
1654 end;
1655 end;
1657 procedure g_Player_DrawCorpses();
1658 var
1659 i: Integer;
1660 a: TPoint;
1661 begin
1662 if gGibs <> nil then
1663 for i := 0 to High(gGibs) do
1664 if gGibs[i].Live then
1665 with gGibs[i] do
1666 begin
1667 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1668 Continue;
1670 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1671 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1673 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1675 e_Colors := Color;
1676 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1677 e_Colors.R := 255;
1678 e_Colors.G := 255;
1679 e_Colors.B := 255;
1680 end;
1682 if gCorpses <> nil then
1683 for i := 0 to High(gCorpses) do
1684 if gCorpses[i] <> nil then
1685 gCorpses[i].Draw();
1686 end;
1688 procedure g_Player_DrawShells();
1689 var
1690 i: Integer;
1691 a: TPoint;
1692 begin
1693 if gShells <> nil then
1694 for i := 0 to High(gShells) do
1695 if gShells[i].Live then
1696 with gShells[i] do
1697 begin
1698 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1699 Continue;
1701 a.X := CX;
1702 a.Y := CY;
1704 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1705 end;
1706 end;
1708 procedure g_Player_RemoveAllCorpses();
1709 var
1710 i: Integer;
1711 begin
1712 gGibs := nil;
1713 gShells := nil;
1714 SetLength(gGibs, MaxGibs);
1715 SetLength(gShells, MaxGibs);
1716 CurrentGib := 0;
1717 CurrentShell := 0;
1719 if gCorpses <> nil then
1720 for i := 0 to High(gCorpses) do
1721 gCorpses[i].Free();
1723 gCorpses := nil;
1724 SetLength(gCorpses, MaxCorpses);
1725 end;
1727 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
1728 var
1729 count, i: Integer;
1730 b: Boolean;
1731 begin
1732 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1733 count := 0;
1734 if gCorpses <> nil then
1735 for i := 0 to High(gCorpses) do
1736 if gCorpses[i] <> nil then
1737 count := count + 1;
1739 Mem := TBinMemoryWriter.Create((count+1) * 128);
1741 // Êîëè÷åñòâî òðóïîâ:
1742 Mem.WriteInt(count);
1744 if count = 0 then
1745 Exit;
1747 // Ñîõðàíÿåì òðóïû:
1748 for i := 0 to High(gCorpses) do
1749 if gCorpses[i] <> nil then
1750 begin
1751 // Íàçâàíèå ìîäåëè:
1752 Mem.WriteString(gCorpses[i].FModelName);
1753 // Òèï ñìåðòè:
1754 b := gCorpses[i].Mess;
1755 Mem.WriteBoolean(b);
1756 // Ñîõðàíÿåì äàííûå òðóïà:
1757 gCorpses[i].SaveState(Mem);
1758 end;
1759 end;
1761 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
1762 var
1763 count, i: Integer;
1764 str: String;
1765 b: Boolean;
1766 begin
1767 if Mem = nil then
1768 Exit;
1770 g_Player_RemoveAllCorpses();
1772 // Êîëè÷åñòâî òðóïîâ:
1773 Mem.ReadInt(count);
1775 if count > Length(gCorpses) then
1776 begin
1777 raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1778 end;
1780 if count = 0 then
1781 Exit;
1783 // Çàãðóæàåì òðóïû:
1784 for i := 0 to count-1 do
1785 begin
1786 // Íàçâàíèå ìîäåëè:
1787 Mem.ReadString(str);
1788 // Òèï ñìåðòè:
1789 Mem.ReadBoolean(b);
1790 // Ñîçäàåì òðóï:
1791 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1792 // Çàãðóæàåì äàííûå òðóïà:
1793 gCorpses[i].LoadState(Mem);
1794 end;
1795 end;
1797 { T P l a y e r : }
1799 procedure TPlayer.BFGHit();
1800 begin
1801 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1802 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1803 if g_Game_IsServer and g_Game_IsNet then
1804 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1805 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1806 0, NET_GFX_BFGHIT);
1807 end;
1809 procedure TPlayer.ChangeModel(ModelName: string);
1810 var
1811 Model: TPlayerModel;
1812 begin
1813 Model := g_PlayerModel_Get(ModelName);
1814 if Model = nil then Exit;
1816 FModel.Free();
1817 FModel := Model;
1818 end;
1820 procedure TPlayer.SetModel(ModelName: string);
1821 var
1822 m: TPlayerModel;
1823 begin
1824 m := g_PlayerModel_Get(ModelName);
1825 if m = nil then
1826 begin
1827 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1828 m := g_PlayerModel_Get('doomer');
1829 if m = nil then
1830 begin
1831 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1832 Exit;
1833 end;
1834 end;
1836 if FModel <> nil then
1837 FModel.Free();
1839 FModel := m;
1841 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1842 FModel.Color := FColor
1843 else
1844 FModel.Color := TEAMCOLOR[FTeam];
1845 FModel.SetWeapon(FCurrWeap);
1846 FModel.SetFlag(FFlag);
1847 SetDirection(FDirection);
1848 end;
1850 procedure TPlayer.SetColor(Color: TRGB);
1851 begin
1852 FColor := Color;
1853 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1854 if FModel <> nil then FModel.Color := Color;
1855 end;
1857 procedure TPlayer.SwitchTeam;
1858 begin
1859 if g_Game_IsClient then
1860 Exit;
1861 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1863 if gGameOn and FLive then
1864 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1866 if FTeam = TEAM_RED then
1867 begin
1868 ChangeTeam(TEAM_BLUE);
1869 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1870 if g_Game_IsNet then
1871 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1872 end
1873 else
1874 begin
1875 ChangeTeam(TEAM_RED);
1876 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
1877 if g_Game_IsNet then
1878 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
1879 end;
1880 FPreferredTeam := FTeam;
1881 end;
1883 procedure TPlayer.ChangeTeam(Team: Byte);
1884 var
1885 OldTeam: Byte;
1886 begin
1887 OldTeam := FTeam;
1888 FTeam := Team;
1889 case Team of
1890 TEAM_RED, TEAM_BLUE:
1891 FModel.Color := TEAMCOLOR[Team];
1892 else
1893 FModel.Color := FColor;
1894 end;
1895 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
1896 MH_SEND_PlayerStats(FUID);
1897 end;
1900 procedure TPlayer.CollideItem();
1901 var
1902 i: Integer;
1903 r: Boolean;
1904 begin
1905 if gItems = nil then Exit;
1906 if not FLive then Exit;
1908 for i := 0 to High(gItems) do
1909 with gItems[i] do
1910 begin
1911 if (ItemType <> ITEM_NONE) and Live then
1912 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
1913 PLAYER_RECT.Height, @Obj) then
1914 begin
1915 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
1917 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
1918 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
1919 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
1920 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
1921 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
1923 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
1924 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
1925 (gGameSettings.GameType = GT_SINGLE) and
1926 (g_Player_GetCount() > 1)) then
1927 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
1928 end;
1929 end;
1930 end;
1933 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
1934 begin
1935 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
1936 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
1937 False);
1938 end;
1940 constructor TPlayer.Create();
1941 begin
1942 FIamBot := False;
1943 FDummy := False;
1944 FSpawned := False;
1946 FSawSound := TPlayableSound.Create();
1947 FSawSoundIdle := TPlayableSound.Create();
1948 FSawSoundHit := TPlayableSound.Create();
1949 FSawSoundSelect := TPlayableSound.Create();
1950 FJetSoundFly := TPlayableSound.Create();
1951 FJetSoundOn := TPlayableSound.Create();
1952 FJetSoundOff := TPlayableSound.Create();
1954 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
1955 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
1956 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
1957 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
1958 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
1959 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
1960 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
1962 FSpectatePlayer := -1;
1963 FClientID := -1;
1964 FPing := 0;
1965 FLoss := 0;
1966 FSavedState.WaitRecall := False;
1967 FShellTimer := -1;
1969 FActualModelName := 'doomer';
1971 g_Obj_Init(@FObj);
1972 FObj.Rect := PLAYER_RECT;
1974 FBFGFireCounter := -1;
1975 FJustTeleported := False;
1976 FNetTime := 0;
1978 resetWeaponQueue();
1979 end;
1981 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
1982 var
1983 c: Word;
1984 begin
1985 if (not g_Game_IsClient) and (not FLive) then
1986 Exit;
1988 FLastHit := t;
1990 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
1991 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
1992 begin
1993 if not g_Game_IsClient then
1994 begin
1995 FArmor := 0;
1996 if t = HIT_TRAP then
1997 begin
1998 // Ëîâóøêà óáèâàåò ñðàçó:
1999 FHealth := -100;
2000 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2001 end;
2002 if t = HIT_SELF then
2003 begin
2004 // Ñàìîóáèéñòâî:
2005 FHealth := 0;
2006 Kill(K_SIMPLEKILL, SpawnerUID, t);
2007 end;
2008 end;
2009 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2010 FMegaRulez[MR_SUIT] := 0;
2011 FMegaRulez[MR_INVUL] := 0;
2012 FMegaRulez[MR_INVIS] := 0;
2013 FBerserk := 0;
2014 end;
2016 // Íî îò îñòàëüíîãî ñïàñàåò:
2017 if FMegaRulez[MR_INVUL] >= gTime then
2018 Exit;
2020 // ×èò-êîä "ÃÎÐÅÖ":
2021 if FGodMode then
2022 Exit;
2024 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2025 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2026 (SpawnerUID = FUID) or
2027 (not SameTeam(FUID, SpawnerUID)) then
2028 begin
2029 FLastSpawnerUID := SpawnerUID;
2031 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2032 if gBloodCount > 0 then
2033 begin
2034 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2035 if value div 4 <= c then
2036 c := c - (value div 4)
2037 else
2038 c := 0;
2040 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2041 MakeBloodSimple(c)
2042 else
2043 case t of
2044 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2045 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2046 end;
2048 if t = HIT_WATER then
2049 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2050 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2051 end;
2053 // Áóôåð óðîíà:
2054 if FLive then
2055 Inc(FDamageBuffer, value);
2057 // Âñïûøêà áîëè:
2058 if gFlash <> 0 then
2059 FPain := FPain + value;
2060 end;
2062 if g_Game_IsServer and g_Game_IsNet then
2063 begin
2064 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2065 MH_SEND_PlayerStats(FUID);
2066 MH_SEND_PlayerPos(False, FUID);
2067 end;
2068 end;
2070 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2071 begin
2072 Result := False;
2073 if g_Game_IsClient then
2074 Exit;
2075 if not FLive then
2076 Exit;
2078 if Soft and (FHealth < PLAYER_HP_SOFT) then
2079 begin
2080 IncMax(FHealth, value, PLAYER_HP_SOFT);
2081 Result := True;
2082 end;
2083 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2084 begin
2085 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2086 Result := True;
2087 end;
2089 if Result and g_Game_IsServer and g_Game_IsNet then
2090 MH_SEND_PlayerStats(FUID);
2091 end;
2093 destructor TPlayer.Destroy();
2094 begin
2095 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2096 gPlayer1 := nil;
2097 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2098 gPlayer2 := nil;
2100 FSawSound.Free();
2101 FSawSoundIdle.Free();
2102 FSawSoundHit.Free();
2103 FJetSoundFly.Free();
2104 FJetSoundOn.Free();
2105 FJetSoundOff.Free();
2106 FModel.Free();
2108 inherited;
2109 end;
2111 procedure TPlayer.DrawBubble();
2112 var
2113 bubX, bubY: Integer;
2114 ID: LongWord;
2115 Rb, Gb, Bb,
2116 Rw, Gw, Bw: SmallInt;
2117 Dot: Byte;
2118 begin
2119 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18);
2120 bubY := FObj.Y+FObj.Rect.Y - 18;
2121 Rb := 64;
2122 Gb := 64;
2123 Bb := 64;
2124 Rw := 240;
2125 Gw := 240;
2126 Bw := 240;
2127 case gChatBubble of
2128 1: // simple textual non-bubble
2129 begin
2130 bubX := FObj.X+FObj.Rect.X - 11;
2131 bubY := FObj.Y+FObj.Rect.Y - 17;
2132 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2133 Exit;
2134 end;
2135 2: // advanced pixel-perfect bubble
2136 begin
2137 if FTeam = TEAM_RED then
2138 Rb := 255
2139 else
2140 if FTeam = TEAM_BLUE then
2141 Bb := 255;
2142 end;
2143 3: // colored bubble
2144 begin
2145 Rb := FModel.Color.R;
2146 Gb := FModel.Color.G;
2147 Bb := FModel.Color.B;
2148 Rw := Min(Rb * 2 + 64, 255);
2149 Gw := Min(Gb * 2 + 64, 255);
2150 Bw := Min(Bb * 2 + 64, 255);
2151 if (Abs(Rw - Rb) < 32)
2152 or (Abs(Gw - Gb) < 32)
2153 or (Abs(Bw - Bb) < 32) then
2154 begin
2155 Rb := Max(Rw div 2 - 16, 0);
2156 Gb := Max(Gw div 2 - 16, 0);
2157 Bb := Max(Bw div 2 - 16, 0);
2158 end;
2159 end;
2160 4: // custom textured bubble
2161 begin
2162 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2163 if FDirection = D_RIGHT then
2164 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2165 else
2166 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
2167 Exit;
2168 end;
2169 end;
2171 // Outer borders
2172 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2173 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2174 // Inner box
2175 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2177 // Tail
2178 Dot := IfThen(FDirection = D_LEFT, 14, 5);
2179 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2180 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2181 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2182 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2183 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2185 // Dots
2186 Dot := 6;
2187 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2188 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2189 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2190 end;
2192 procedure TPlayer.Draw();
2193 var
2194 ID: DWORD;
2195 w, h: Word;
2196 dr: Boolean;
2197 begin
2198 if FLive then
2199 begin
2200 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2201 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2202 begin
2203 e_GetTextureSize(ID, @w, @h);
2204 if FDirection = D_LEFT then
2205 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2206 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False)
2207 else
2208 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2209 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False);
2210 end;
2212 if FMegaRulez[MR_INVIS] > gTime then
2213 begin
2214 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2215 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2216 begin
2217 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2218 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2219 else
2220 dr := True;
2221 if dr then
2222 FModel.Draw(FObj.X, FObj.Y, 200)
2223 else
2224 FModel.Draw(FObj.X, FObj.Y);
2225 end
2226 else
2227 FModel.Draw(FObj.X, FObj.Y, 254);
2228 end
2229 else
2230 FModel.Draw(FObj.X, FObj.Y);
2231 end;
2233 if g_debug_Frames then
2234 begin
2235 e_DrawQuad(FObj.X+FObj.Rect.X,
2236 FObj.Y+FObj.Rect.Y,
2237 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2238 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2239 0, 255, 0);
2240 end;
2242 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2243 DrawBubble();
2244 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2245 if gAimLine and Live and
2246 ((Self = gPlayer1) or (Self = gPlayer2)) then
2247 DrawAim();
2248 end;
2250 procedure TPlayer.DrawAim();
2251 var
2252 wx, wy, xx, yy: Integer;
2253 angle: SmallInt;
2254 sz, len: Word;
2255 begin
2256 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
2257 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2258 angle := FAngle;
2259 len := 1024;
2260 sz := 2;
2261 case FCurrWeap of
2262 0: begin // Punch
2263 len := 12;
2264 sz := 4;
2265 end;
2266 1: begin // Chainsaw
2267 len := 24;
2268 sz := 6;
2269 end;
2270 2: begin // Pistol
2271 len := 1024;
2272 sz := 2;
2273 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2274 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2275 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2276 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2277 end;
2278 3: begin // Shotgun
2279 len := 1024;
2280 sz := 3;
2281 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2282 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2283 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2284 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2285 end;
2286 4: begin // Double Shotgun
2287 len := 1024;
2288 sz := 4;
2289 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2290 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2291 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2292 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2293 end;
2294 5: begin // Chaingun
2295 len := 1024;
2296 sz := 3;
2297 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2298 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2299 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2300 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2301 end;
2302 6: begin // Rocket Launcher
2303 len := 1024;
2304 sz := 7;
2305 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2306 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2307 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2308 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2309 end;
2310 7: begin // Plasmagun
2311 len := 1024;
2312 sz := 5;
2313 if angle = ANGLE_RIGHTUP then Inc(angle);
2314 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2315 if angle = ANGLE_LEFTUP then Dec(angle);
2316 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2317 end;
2318 8: begin // BFG
2319 len := 1024;
2320 sz := 12;
2321 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2322 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2323 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2324 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2325 end;
2326 9: begin // Super Chaingun
2327 len := 1024;
2328 sz := 4;
2329 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2330 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2331 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2332 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2333 end;
2334 end;
2335 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2336 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2337 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2338 end;
2340 procedure TPlayer.DrawGUI();
2341 var
2342 ID: DWORD;
2343 X, Y, SY, a, p, m: Integer;
2344 tw, th: Word;
2345 cw, ch: Byte;
2346 s: string;
2347 stat: TPlayerStatArray;
2348 begin
2349 X := gPlayerScreenSize.X;
2350 SY := gPlayerScreenSize.Y;
2351 Y := 0;
2353 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2354 begin
2355 if gGameSettings.GameMode = GM_CTF then
2356 a := 32 + 8
2357 else
2358 a := 0;
2359 if gGameSettings.GameMode = GM_CTF then
2360 begin
2361 s := 'TEXTURE_PLAYER_REDFLAG';
2362 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2363 s := 'TEXTURE_PLAYER_REDFLAG_S';
2364 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2365 s := 'TEXTURE_PLAYER_REDFLAG_D';
2366 if g_Texture_Get(s, ID) then
2367 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2368 end;
2370 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2371 e_CharFont_GetSize(gMenuFont, s, tw, th);
2372 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2374 if gGameSettings.GameMode = GM_CTF then
2375 begin
2376 s := 'TEXTURE_PLAYER_BLUEFLAG';
2377 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2378 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2379 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2380 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2381 if g_Texture_Get(s, ID) then
2382 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2383 end;
2385 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2386 e_CharFont_GetSize(gMenuFont, s, tw, th);
2387 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2388 end;
2390 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2391 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2392 0, False, False);
2394 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2395 e_Draw(ID, X+2, Y, 0, True, False);
2397 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2398 begin
2399 if gShowStat then
2400 begin
2401 s := IntToStr(Frags);
2402 e_CharFont_GetSize(gMenuFont, s, tw, th);
2403 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2405 s := '';
2406 p := 1;
2407 m := 0;
2408 stat := g_Player_GetStats();
2409 if stat <> nil then
2410 begin
2411 p := 1;
2413 for a := 0 to High(stat) do
2414 if stat[a].Name <> Name then
2415 begin
2416 if stat[a].Frags > m then m := stat[a].Frags;
2417 if stat[a].Frags > Frags then p := p+1;
2418 end;
2419 end;
2421 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2422 if Frags >= m then s := s+'+' else s := s+'-';
2423 s := s+IntToStr(Abs(Frags-m));
2425 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2426 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2427 end;
2429 if gShowLives and (gGameSettings.MaxLives > 0) then
2430 begin
2431 s := IntToStr(Lives);
2432 e_CharFont_GetSize(gMenuFont, s, tw, th);
2433 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2434 end;
2435 end;
2437 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2438 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2440 if R_BERSERK in FRulez then
2441 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2442 else
2443 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2445 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2446 e_Draw(ID, X+36, Y+77, 0, True, False);
2448 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2449 e_CharFont_GetSize(gMenuFont, s, tw, th);
2450 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2452 s := IntToStr(FArmor);
2453 e_CharFont_GetSize(gMenuFont, s, tw, th);
2454 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2456 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2458 case FCurrWeap of
2459 WEAPON_KASTET:
2460 begin
2461 s := '--';
2462 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2463 end;
2464 WEAPON_SAW:
2465 begin
2466 s := '--';
2467 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2468 end;
2469 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2470 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2471 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2472 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2473 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2474 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2475 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2476 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2477 end;
2479 e_CharFont_GetSize(gMenuFont, s, tw, th);
2480 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2481 e_Draw(ID, X+20, Y+160, 0, True, False);
2483 if R_KEY_RED in FRulez then
2484 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2486 if R_KEY_GREEN in FRulez then
2487 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2489 if R_KEY_BLUE in FRulez then
2490 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2492 if FJetFuel > 0 then
2493 begin
2494 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2495 e_Draw(ID, X+2, Y+116, 0, True, False);
2496 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2497 e_Draw(ID, X+2, Y+126, 0, True, False);
2498 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2499 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2500 end
2501 else
2502 begin
2503 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2504 e_Draw(ID, X+2, Y+124, 0, True, False);
2505 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2506 end;
2508 if gShowPing and g_Game_IsClient then
2509 begin
2510 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2511 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2512 Y := Y + 16;
2513 end;
2515 if FSpectator then
2516 begin
2517 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2518 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2519 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2520 if FNoRespawn then
2521 begin
2522 e_TextureFontGetSize(gStdFont, cw, ch);
2523 s := _lc[I_PLAYER_SPECT4];
2524 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2525 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2526 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2527 end;
2529 end;
2530 end;
2532 procedure TPlayer.DrawRulez();
2533 var
2534 dr: Boolean;
2535 begin
2536 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2537 if FMegaRulez[MR_INVUL] >= gTime then
2538 begin
2539 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2540 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2541 else
2542 dr := True;
2544 if dr then
2545 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2546 191, 191, 191, 0, B_INVERT);
2547 end;
2549 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2550 if FMegaRulez[MR_SUIT] >= gTime then
2551 begin
2552 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2553 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2554 else
2555 dr := True;
2557 if dr then
2558 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2559 0, 96, 0, 200, B_NONE);
2560 end;
2562 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2563 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2564 begin
2565 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2566 255, 0, 0, 200, B_NONE);
2567 end;
2568 end;
2570 procedure TPlayer.DrawPain();
2571 var
2572 a, h: Integer;
2573 begin
2574 if FPain = 0 then Exit;
2576 a := FPain;
2578 if a < 15 then h := 0
2579 else if a < 35 then h := 1
2580 else if a < 55 then h := 2
2581 else if a < 75 then h := 3
2582 else if a < 95 then h := 4
2583 else h := 5;
2585 //if a > 255 then a := 255;
2587 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2588 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2589 end;
2591 procedure TPlayer.DrawPickup();
2592 var
2593 a, h: Integer;
2594 begin
2595 if FPickup = 0 then Exit;
2597 a := FPickup;
2599 if a < 15 then h := 1
2600 else if a < 35 then h := 2
2601 else if a < 55 then h := 3
2602 else if a < 75 then h := 4
2603 else h := 5;
2605 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2606 end;
2608 procedure TPlayer.Fire();
2609 var
2610 f, DidFire: Boolean;
2611 wx, wy, xd, yd: Integer;
2612 obj: TObj;
2613 begin
2614 if g_Game_IsClient then Exit;
2615 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2616 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2618 if FSpectator then
2619 begin
2620 Respawn(False);
2621 Exit;
2622 end;
2624 if FReloading[FCurrWeap] <> 0 then Exit;
2626 DidFire := False;
2628 f := False;
2629 wx := FObj.X+WEAPONPOINT[FDirection].X;
2630 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2631 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
2632 yd := wy+firediry();
2634 case FCurrWeap of
2635 WEAPON_KASTET:
2636 begin
2637 if R_BERSERK in FRulez then
2638 begin
2639 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2640 obj.X := FObj.X+FObj.Rect.X;
2641 obj.Y := FObj.Y+FObj.Rect.Y;
2642 obj.rect.X := 0;
2643 obj.rect.Y := 0;
2644 obj.rect.Width := 39;
2645 obj.rect.Height := 52;
2646 obj.Vel.X := (xd-wx) div 2;
2647 obj.Vel.Y := (yd-wy) div 2;
2648 obj.Accel.X := xd-wx;
2649 obj.Accel.y := yd-wy;
2651 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
2652 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2653 else
2654 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2656 if gFlash = 1 then
2657 if FPain < 50 then
2658 FPain := min(FPain + 25, 50);
2659 end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2661 DidFire := True;
2662 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2663 end;
2665 WEAPON_SAW:
2666 begin
2667 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2668 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2669 begin
2670 FSawSoundSelect.Stop();
2671 FSawSound.Stop();
2672 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2673 end
2674 else if not FSawSoundHit.IsPlaying() then
2675 begin
2676 FSawSoundSelect.Stop();
2677 FSawSound.PlayAt(FObj.X, FObj.Y);
2678 end;
2680 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2681 DidFire := True;
2682 f := True;
2683 end;
2685 WEAPON_PISTOL:
2686 if FAmmo[A_BULLETS] > 0 then
2687 begin
2688 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2689 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2690 Dec(FAmmo[A_BULLETS]);
2691 FFireAngle := FAngle;
2692 f := True;
2693 DidFire := True;
2694 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2695 GameVelX, GameVelY-2, SHELL_BULLET);
2696 end;
2698 WEAPON_SHOTGUN1:
2699 if FAmmo[A_SHELLS] > 0 then
2700 begin
2701 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2702 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2703 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2704 Dec(FAmmo[A_SHELLS]);
2705 FFireAngle := FAngle;
2706 f := True;
2707 DidFire := True;
2708 FShellTimer := 10;
2709 FShellType := SHELL_SHELL;
2710 end;
2712 WEAPON_SHOTGUN2:
2713 if FAmmo[A_SHELLS] >= 2 then
2714 begin
2715 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2716 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2717 Dec(FAmmo[A_SHELLS], 2);
2718 FFireAngle := FAngle;
2719 f := True;
2720 DidFire := True;
2721 FShellTimer := 13;
2722 FShellType := SHELL_DBLSHELL;
2723 end;
2725 WEAPON_CHAINGUN:
2726 if FAmmo[A_BULLETS] > 0 then
2727 begin
2728 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2729 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2730 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2731 Dec(FAmmo[A_BULLETS]);
2732 FFireAngle := FAngle;
2733 f := True;
2734 DidFire := True;
2735 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2736 GameVelX, GameVelY-2, SHELL_BULLET);
2737 end;
2739 WEAPON_ROCKETLAUNCHER:
2740 if FAmmo[A_ROCKETS] > 0 then
2741 begin
2742 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2743 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2744 Dec(FAmmo[A_ROCKETS]);
2745 FFireAngle := FAngle;
2746 f := True;
2747 DidFire := True;
2748 end;
2750 WEAPON_PLASMA:
2751 if FAmmo[A_CELLS] > 0 then
2752 begin
2753 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2754 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2755 Dec(FAmmo[A_CELLS]);
2756 FFireAngle := FAngle;
2757 f := True;
2758 DidFire := True;
2759 end;
2761 WEAPON_BFG:
2762 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2763 begin
2764 FBFGFireCounter := 17;
2765 if not FNoReload then
2766 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2767 Dec(FAmmo[A_CELLS], 40);
2768 DidFire := True;
2769 end;
2771 WEAPON_SUPERPULEMET:
2772 if FAmmo[A_SHELLS] > 0 then
2773 begin
2774 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2775 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2776 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2777 Dec(FAmmo[A_SHELLS]);
2778 FFireAngle := FAngle;
2779 f := True;
2780 DidFire := True;
2781 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2782 GameVelX, GameVelY-2, SHELL_SHELL);
2783 end;
2784 end;
2786 if g_Game_IsNet then
2787 begin
2788 if DidFire then
2789 begin
2790 if FCurrWeap <> WEAPON_BFG then
2791 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
2792 else
2793 if not FNoReload then
2794 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
2795 end;
2797 MH_SEND_PlayerStats(FUID);
2798 end;
2800 if not f then Exit;
2802 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
2803 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
2804 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
2805 end;
2807 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
2808 begin
2809 case Weapon of
2810 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
2811 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
2812 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
2813 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
2814 else Result := 0;
2815 end;
2816 end;
2818 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
2819 begin
2820 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
2821 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
2822 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
2823 end;
2825 procedure TPlayer.JetpackOn;
2826 begin
2827 FJetSoundFly.Stop;
2828 FJetSoundOff.Stop;
2829 FJetSoundOn.SetPosition(0);
2830 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
2831 FlySmoke(8);
2832 end;
2834 procedure TPlayer.JetpackOff;
2835 begin
2836 FJetSoundFly.Stop;
2837 FJetSoundOn.Stop;
2838 FJetSoundOff.SetPosition(0);
2839 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
2840 end;
2842 procedure TPlayer.Jump();
2843 begin
2844 if gFly or FJetpack then
2845 begin
2846 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
2847 if FObj.Vel.Y > -VEL_FLY then
2848 FObj.Vel.Y := FObj.Vel.Y - 3;
2849 if FJetpack then
2850 begin
2851 if FJetFuel > 0 then
2852 Dec(FJetFuel);
2853 if (FJetFuel < 1) and g_Game_IsServer then
2854 begin
2855 FJetpack := False;
2856 JetpackOff;
2857 if g_Game_IsNet then
2858 MH_SEND_PlayerStats(FUID);
2859 end;
2860 end;
2861 Exit;
2862 end;
2864 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
2865 if FGhost then
2866 FCanJetpack := False;
2868 // Ïðûãàåì èëè âñïëûâàåì:
2869 if (CollideLevel(0, 1) or
2870 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
2871 PLAYER_RECT.Height-33, PANEL_STEP, False)
2872 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
2873 begin
2874 FObj.Vel.Y := -VEL_JUMP;
2875 FCanJetpack := False;
2876 end
2877 else
2878 begin
2879 if BodyInLiquid(0, 0) then
2880 FObj.Vel.Y := -VEL_SW
2881 else if (FJetFuel > 0) and FCanJetpack and
2882 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
2883 begin
2884 FJetpack := True;
2885 JetpackOn;
2886 if g_Game_IsNet then
2887 MH_SEND_PlayerStats(FUID);
2888 end;
2889 end;
2890 end;
2892 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
2893 var
2894 a, i, k, ab, ar: Byte;
2895 s: String;
2896 mon: TMonster;
2897 plr: TPlayer;
2898 srv, netsrv: Boolean;
2899 DoFrags: Boolean;
2900 OldLR: Byte;
2901 KP: TPlayer;
2903 procedure PushItem(t: Byte);
2904 var
2905 id: DWORD;
2906 begin
2907 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
2908 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
2909 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-7+Random(15),
2910 (FObj.Vel.Y div 2)-Random(9))
2911 else
2912 if KillType = K_HARDKILL then // -5..+5; -5..0
2913 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-5+Random(11),
2914 (FObj.Vel.Y div 2)-Random(6))
2915 else // -3..+3; -3..0
2916 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-3+Random(7),
2917 (FObj.Vel.Y div 2)-Random(4));
2919 if g_Game_IsNet and g_Game_IsServer then
2920 MH_SEND_ItemSpawn(True, id);
2921 end;
2923 begin
2924 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
2925 Srv := g_Game_IsServer;
2926 Netsrv := g_Game_IsServer and g_Game_IsNet;
2927 if Srv then FDeath := FDeath + 1;
2928 if FLive then
2929 begin
2930 if FGhost then
2931 FGhost := False;
2932 if not FPhysics then
2933 FPhysics := True;
2934 FLive := False;
2935 end;
2936 FShellTimer := -1;
2938 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
2939 begin
2940 if FLives > 0 then FLives := FLives - 1;
2941 if FLives = 0 then FNoRespawn := True;
2942 end;
2944 // Íîìåð òèïà ñìåðòè:
2945 a := 1;
2946 case KillType of
2947 K_SIMPLEKILL: a := 1;
2948 K_HARDKILL: a := 2;
2949 K_EXTRAHARDKILL: a := 3;
2950 K_FALLKILL: a := 4;
2951 end;
2953 // Çâóê ñìåðòè:
2954 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
2955 for i := 1 to 3 do
2956 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
2957 Break;
2959 // Âðåìÿ ðåñïàóíà:
2960 if Srv then
2961 case KillType of
2962 K_SIMPLEKILL:
2963 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
2964 K_HARDKILL:
2965 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
2966 K_EXTRAHARDKILL, K_FALLKILL:
2967 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
2968 end;
2970 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
2971 case KillType of
2972 K_SIMPLEKILL:
2973 SetAction(A_DIE1);
2974 K_HARDKILL, K_EXTRAHARDKILL:
2975 SetAction(A_DIE2);
2976 end;
2978 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
2979 if (KillType <> K_FALLKILL) and (Srv) then
2980 g_Monsters_killedp();
2982 if SpawnerUID = FUID then
2983 begin // Ñàìîóáèëñÿ
2984 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
2985 begin
2986 Dec(FFrags);
2987 FLastFrag := 0;
2988 end;
2989 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
2990 end
2991 else
2992 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
2993 begin // Óáèò äðóãèì èãðîêîì
2994 KP := g_Player_Get(SpawnerUID);
2995 if (KP <> nil) and Srv then
2996 begin
2997 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
2998 if SameTeam(FUID, SpawnerUID) then
2999 begin
3000 Dec(KP.FFrags);
3001 KP.FLastFrag := 0;
3002 end else
3003 begin
3004 Inc(KP.FFrags);
3005 KP.FragCombo();
3006 end;
3008 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3009 Inc(gTeamStat[KP.Team].Goals,
3010 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3012 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3013 end;
3015 plr := g_Player_Get(SpawnerUID);
3016 if plr = nil then
3017 s := '?'
3018 else
3019 s := plr.FName;
3021 case KillType of
3022 K_HARDKILL:
3023 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3024 [FName, s]),
3025 gShowKillMsg);
3026 K_EXTRAHARDKILL:
3027 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3028 [FName, s]),
3029 gShowKillMsg);
3030 else
3031 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3032 [FName, s]),
3033 gShowKillMsg);
3034 end;
3035 end
3036 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3037 begin // Óáèò ìîíñòðîì
3038 mon := g_Monsters_Get(SpawnerUID);
3039 if mon = nil then
3040 s := '?'
3041 else
3042 s := g_Monsters_GetKilledBy(mon.MonsterType);
3044 case KillType of
3045 K_HARDKILL:
3046 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3047 [FName, s]),
3048 gShowKillMsg);
3049 K_EXTRAHARDKILL:
3050 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3051 [FName, s]),
3052 gShowKillMsg);
3053 else
3054 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3055 [FName, s]),
3056 gShowKillMsg);
3057 end;
3058 end
3059 else // Îñîáûå òèïû ñìåðòè
3060 case t of
3061 HIT_DISCON: ;
3062 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3063 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3064 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3065 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3066 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3067 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3068 end;
3070 if Srv then
3071 begin
3072 // Âûáðîñ îðóæèÿ:
3073 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
3074 if FWeapon[a] then
3075 begin
3076 case a of
3077 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3078 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3079 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3080 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3081 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3082 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3083 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3084 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3085 else i := 0;
3086 end;
3088 if i <> 0 then
3089 PushItem(i);
3090 end;
3092 // Âûáðîñ ðþêçàêà:
3093 if R_ITEM_BACKPACK in FRulez then
3094 PushItem(ITEM_AMMO_BACKPACK);
3096 // Âûáðîñ ðàêåòíîãî ðàíöà:
3097 if FJetFuel > 0 then
3098 PushItem(ITEM_JETPACK);
3100 // Âûáðîñ êëþ÷åé:
3101 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3102 begin
3103 if R_KEY_RED in FRulez then
3104 PushItem(ITEM_KEY_RED);
3106 if R_KEY_GREEN in FRulez then
3107 PushItem(ITEM_KEY_GREEN);
3109 if R_KEY_BLUE in FRulez then
3110 PushItem(ITEM_KEY_BLUE);
3111 end;
3113 // Âûáðîñ ôëàãà:
3114 DropFlag();
3115 end;
3117 g_Player_CreateCorpse(Self);
3119 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3120 (gLMSRespawn = LMS_RESPAWN_NONE) then
3121 begin
3122 a := 0;
3123 k := 0;
3124 ar := 0;
3125 ab := 0;
3126 for i := Low(gPlayers) to High(gPlayers) do
3127 begin
3128 if gPlayers[i] = nil then continue;
3129 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3130 begin
3131 Inc(a);
3132 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3133 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3134 k := i;
3135 end;
3136 end;
3138 OldLR := gLMSRespawn;
3139 if (gGameSettings.GameMode = GM_COOP) then
3140 begin
3141 if (a = 0) then
3142 begin
3143 // everyone is dead, restart the map
3144 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3145 if Netsrv then
3146 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3147 gLMSRespawn := LMS_RESPAWN_FINAL;
3148 gLMSRespawnTime := gTime + 5000;
3149 end
3150 else if (a = 1) then
3151 begin
3152 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3153 if (gPlayers[k] = gPlayer1) or
3154 (gPlayers[k] = gPlayer2) then
3155 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3156 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3157 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3158 end;
3159 end
3160 else if (gGameSettings.GameMode = GM_TDM) then
3161 begin
3162 if (ab = 0) and (ar <> 0) then
3163 begin
3164 // blu team ded
3165 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3166 if Netsrv then
3167 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3168 Inc(gTeamStat[TEAM_RED].Goals);
3169 gLMSRespawn := LMS_RESPAWN_FINAL;
3170 gLMSRespawnTime := gTime + 5000;
3171 end
3172 else if (ar = 0) and (ab <> 0) then
3173 begin
3174 // red team ded
3175 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3176 if Netsrv then
3177 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3178 Inc(gTeamStat[TEAM_BLUE].Goals);
3179 gLMSRespawn := LMS_RESPAWN_FINAL;
3180 gLMSRespawnTime := gTime + 5000;
3181 end
3182 else if (ar = 0) and (ab = 0) then
3183 begin
3184 // everyone ded
3185 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3186 if Netsrv then
3187 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3188 gLMSRespawn := LMS_RESPAWN_FINAL;
3189 gLMSRespawnTime := gTime + 5000;
3190 end;
3191 end
3192 else if (gGameSettings.GameMode = GM_DM) then
3193 begin
3194 if (a = 1) then
3195 begin
3196 if gPlayers[k] <> nil then
3197 with gPlayers[k] do
3198 begin
3199 // survivor is the winner
3200 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3201 if Netsrv then
3202 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3203 Inc(FFrags);
3204 end;
3205 gLMSRespawn := LMS_RESPAWN_FINAL;
3206 gLMSRespawnTime := gTime + 5000;
3207 end
3208 else if (a = 0) then
3209 begin
3210 // everyone is dead, restart the map
3211 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3212 if Netsrv then
3213 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3214 gLMSRespawn := LMS_RESPAWN_FINAL;
3215 gLMSRespawnTime := gTime + 5000;
3216 end;
3217 end;
3218 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3219 begin
3220 if NetMode = NET_SERVER then
3221 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3222 else
3223 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3224 end;
3225 end;
3227 if Netsrv then
3228 begin
3229 MH_SEND_PlayerStats(FUID);
3230 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3231 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3232 end;
3234 if srv and FNoRespawn then Spectate(True);
3235 FWantsInGame := True;
3236 end;
3238 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3239 begin
3240 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3241 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3242 end;
3244 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3245 begin
3246 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3247 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3248 end;
3250 procedure TPlayer.MakeBloodSimple(Count: Word);
3251 begin
3252 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3253 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3254 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3255 150, 0, 0);
3256 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3257 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3258 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3259 150, 0, 0);
3260 end;
3262 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3263 begin
3264 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3265 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3266 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3267 150, 0, 0);
3268 end;
3270 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3271 begin
3272 if g_Game_IsClient then Exit;
3273 if Weapon > High(FWeapon) then Exit;
3274 FNextWeap := FNextWeap or (1 shl Weapon);
3275 end;
3277 procedure TPlayer.resetWeaponQueue ();
3278 begin
3279 FNextWeap := 0;
3280 FNextWeapDelay := 0;
3281 end;
3283 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3284 begin
3285 result := false;
3286 case weapon of
3287 WEAPON_KASTET, WEAPON_SAW: result := true;
3288 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3289 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3290 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3291 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3292 else result := (weapon < length(FWeapon));
3293 end;
3294 end;
3296 // return 255 for "no switch"
3297 function TPlayer.getNextWeaponIndex (): Byte;
3298 var
3299 i: Word;
3300 wantThisWeapon: array[0..64] of Boolean;
3301 wwc: Integer = 0; //HACK!
3302 begin
3303 result := 255; // default result: "no switch"
3304 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3305 for i := 0 to High(FWeapon) do if (FNextWeap and (1 shl i)) <> 0 then begin wantThisWeapon[i] := true; Inc(wwc); end;
3306 (*
3307 if wantThisWeapon[FCurrWeap] then
3308 begin
3309 // these hacks implements alternating between SG and SSG; sorry
3310 if FCurrWeap = WEAPON_SHOTGUN1 then begin wantThisWeapon[WEAPON_SHOTGUN2] := true; Inc(wwc); end;
3311 if FCurrWeap = WEAPON_SHOTGUN2 then begin wantThisWeapon[WEAPON_SHOTGUN1] := true; Inc(wwc); end;
3312 // these hacks implements alternating between knuckles and chainsaw; sorry
3313 if FCurrWeap = WEAPON_KASTET then begin wantThisWeapon[WEAPON_SAW] := true; Inc(wwc); end;
3314 if FCurrWeap = WEAPON_SAW then begin wantThisWeapon[WEAPON_KASTET] := true; Inc(wwc); end;
3315 end;
3316 *)
3317 // exclude currently selected weapon from the set
3318 wantThisWeapon[FCurrWeap] := false;
3319 // slow down alterations a little
3320 if wwc > 1 then
3321 begin
3322 // more than one weapon requested, assume "alteration" and check alteration delay
3323 if FNextWeapDelay > 0 then begin FNextWeap := 0; exit; end; // yeah
3324 end;
3325 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3326 // try weapons in descending order
3327 for i := High(FWeapon) downto 0 do
3328 begin
3329 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3330 begin
3331 // i found her!
3332 result := Byte(i);
3333 exit;
3334 end;
3335 end;
3336 end;
3338 procedure TPlayer.RealizeCurrentWeapon();
3339 var
3340 i, nw: Byte;
3341 begin
3342 nw := getNextWeaponIndex();
3343 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3344 if nw = 255 then exit; // don't reset anything here
3345 if nw > High(FWeapon) then begin resetWeaponQueue(); exit; end; // don't forget to reset queue here!
3347 if FBFGFireCounter <> -1 then exit;
3348 if FTime[T_SWITCH] > gTime then exit;
3350 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do if FReloading[i] > 0 then exit;
3352 if FWeapon[nw] then
3353 begin
3354 FCurrWeap := nw;
3355 FTime[T_SWITCH] := gTime+156;
3356 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3357 FModel.SetWeapon(FCurrWeap);
3358 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3359 end;
3360 // reset weapon queue; `getNextWeaponIndex()` guarantees to not select a weapon player don't have
3361 resetWeaponQueue();
3362 FNextWeapDelay := 10; // anyway, 'cause why not
3363 end;
3365 procedure TPlayer.cycleWeapon (dir: Integer);
3366 var
3367 i, cwi: Integer;
3368 begin
3369 if dir < 0 then dir := 1 else if dir > 0 then dir := 1 else exit;
3370 cwi := FCurrWeap;
3371 for i := 0 to High(FWeapon) do
3372 begin
3373 cwi := cwi+dir;
3374 if cwi < 0 then cwi += length(FWeapon)
3375 else if cwi > High(FWeapon) then cwi := cwi-length(FWeapon);
3376 if FWeapon[cwi] then
3377 begin
3378 QueueWeaponSwitch(Byte(cwi));
3379 exit;
3380 end;
3381 end;
3382 end;
3384 procedure TPlayer.NextWeapon();
3385 begin
3386 if g_Game_IsClient then Exit;
3387 cycleWeapon(1);
3388 end;
3390 procedure TPlayer.PrevWeapon();
3391 begin
3392 if g_Game_IsClient then Exit;
3393 cycleWeapon(-1);
3394 end;
3396 procedure TPlayer.SetWeapon(W: Byte);
3397 begin
3398 if FCurrWeap <> W then
3399 if W = WEAPON_SAW then
3400 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3402 FCurrWeap := W;
3403 FModel.SetWeapon(CurrWeap);
3404 resetWeaponQueue();
3405 end;
3407 function TPlayer.PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean;
3408 var
3409 a: Boolean;
3410 begin
3411 Result := False;
3412 if g_Game_IsClient then Exit;
3414 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3415 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and respawn;
3416 remove := not a;
3418 case ItemType of
3419 ITEM_MEDKIT_SMALL:
3420 if FHealth < PLAYER_HP_SOFT then
3421 begin
3422 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3423 Result := True;
3424 remove := True;
3425 if gFlash = 2 then Inc(FPickup, 5);
3426 end;
3428 ITEM_MEDKIT_LARGE:
3429 if FHealth < PLAYER_HP_SOFT then
3430 begin
3431 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3432 Result := True;
3433 remove := True;
3434 if gFlash = 2 then Inc(FPickup, 5);
3435 end;
3437 ITEM_ARMOR_GREEN:
3438 if FArmor < PLAYER_AP_SOFT then
3439 begin
3440 FArmor := PLAYER_AP_SOFT;
3441 Result := True;
3442 remove := True;
3443 if gFlash = 2 then Inc(FPickup, 5);
3444 end;
3446 ITEM_ARMOR_BLUE:
3447 if FArmor < PLAYER_AP_LIMIT then
3448 begin
3449 FArmor := PLAYER_AP_LIMIT;
3450 Result := True;
3451 remove := True;
3452 if gFlash = 2 then Inc(FPickup, 5);
3453 end;
3455 ITEM_SPHERE_BLUE:
3456 if FHealth < PLAYER_HP_LIMIT then
3457 begin
3458 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3459 Result := True;
3460 remove := True;
3461 if gFlash = 2 then Inc(FPickup, 5);
3462 end;
3464 ITEM_SPHERE_WHITE:
3465 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3466 begin
3467 if FHealth < PLAYER_HP_LIMIT then
3468 FHealth := PLAYER_HP_LIMIT;
3469 if FArmor < PLAYER_AP_LIMIT then
3470 FArmor := PLAYER_AP_LIMIT;
3471 Result := True;
3472 remove := True;
3473 if gFlash = 2 then Inc(FPickup, 5);
3474 end;
3476 ITEM_WEAPON_SAW:
3477 if (not FWeapon[WEAPON_SAW]) or ((not respawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3478 begin
3479 FWeapon[WEAPON_SAW] := True;
3480 Result := True;
3481 if gFlash = 2 then Inc(FPickup, 5);
3482 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3483 end;
3485 ITEM_WEAPON_SHOTGUN1:
3486 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3487 begin
3488 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3489 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3491 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3492 FWeapon[WEAPON_SHOTGUN1] := True;
3493 Result := True;
3494 if gFlash = 2 then Inc(FPickup, 5);
3495 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3496 end;
3498 ITEM_WEAPON_SHOTGUN2:
3499 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3500 begin
3501 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3503 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3504 FWeapon[WEAPON_SHOTGUN2] := True;
3505 Result := True;
3506 if gFlash = 2 then Inc(FPickup, 5);
3507 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3508 end;
3510 ITEM_WEAPON_CHAINGUN:
3511 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3512 begin
3513 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3515 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3516 FWeapon[WEAPON_CHAINGUN] := True;
3517 Result := True;
3518 if gFlash = 2 then Inc(FPickup, 5);
3519 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3520 end;
3522 ITEM_WEAPON_ROCKETLAUNCHER:
3523 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3524 begin
3525 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3527 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3528 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3529 Result := True;
3530 if gFlash = 2 then Inc(FPickup, 5);
3531 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3532 end;
3534 ITEM_WEAPON_PLASMA:
3535 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3536 begin
3537 if a and FWeapon[WEAPON_PLASMA] then Exit;
3539 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3540 FWeapon[WEAPON_PLASMA] := True;
3541 Result := True;
3542 if gFlash = 2 then Inc(FPickup, 5);
3543 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3544 end;
3546 ITEM_WEAPON_BFG:
3547 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3548 begin
3549 if a and FWeapon[WEAPON_BFG] then Exit;
3551 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3552 FWeapon[WEAPON_BFG] := True;
3553 Result := True;
3554 if gFlash = 2 then Inc(FPickup, 5);
3555 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3556 end;
3558 ITEM_WEAPON_SUPERPULEMET:
3559 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3560 begin
3561 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3563 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3564 FWeapon[WEAPON_SUPERPULEMET] := True;
3565 Result := True;
3566 if gFlash = 2 then Inc(FPickup, 5);
3567 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3568 end;
3570 ITEM_AMMO_BULLETS:
3571 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3572 begin
3573 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3574 Result := True;
3575 remove := True;
3576 if gFlash = 2 then Inc(FPickup, 5);
3577 end;
3579 ITEM_AMMO_BULLETS_BOX:
3580 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3581 begin
3582 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3583 Result := True;
3584 remove := True;
3585 if gFlash = 2 then Inc(FPickup, 5);
3586 end;
3588 ITEM_AMMO_SHELLS:
3589 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3590 begin
3591 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3592 Result := True;
3593 remove := True;
3594 if gFlash = 2 then Inc(FPickup, 5);
3595 end;
3597 ITEM_AMMO_SHELLS_BOX:
3598 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3599 begin
3600 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3601 Result := True;
3602 remove := True;
3603 if gFlash = 2 then Inc(FPickup, 5);
3604 end;
3606 ITEM_AMMO_ROCKET:
3607 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3608 begin
3609 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3610 Result := True;
3611 remove := True;
3612 if gFlash = 2 then Inc(FPickup, 5);
3613 end;
3615 ITEM_AMMO_ROCKET_BOX:
3616 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3617 begin
3618 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3619 Result := True;
3620 remove := True;
3621 if gFlash = 2 then Inc(FPickup, 5);
3622 end;
3624 ITEM_AMMO_CELL:
3625 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3626 begin
3627 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3628 Result := True;
3629 remove := True;
3630 if gFlash = 2 then Inc(FPickup, 5);
3631 end;
3633 ITEM_AMMO_CELL_BIG:
3634 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3635 begin
3636 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3637 Result := True;
3638 remove := True;
3639 if gFlash = 2 then Inc(FPickup, 5);
3640 end;
3642 ITEM_AMMO_BACKPACK:
3643 if not(R_ITEM_BACKPACK in FRulez) or
3644 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3645 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3646 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3647 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) then
3648 begin
3649 FMaxAmmo[A_BULLETS] := 400;
3650 FMaxAmmo[A_SHELLS] := 100;
3651 FMaxAmmo[A_ROCKETS] := 100;
3652 FMaxAmmo[A_CELLS] := 600;
3654 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3655 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3656 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3657 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3658 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3659 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3660 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3661 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3663 FRulez := FRulez + [R_ITEM_BACKPACK];
3664 Result := True;
3665 remove := True;
3666 if gFlash = 2 then Inc(FPickup, 5);
3667 end;
3669 ITEM_KEY_RED:
3670 if not(R_KEY_RED in FRulez) then
3671 begin
3672 Include(FRulez, R_KEY_RED);
3673 Result := True;
3674 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3675 if gFlash = 2 then Inc(FPickup, 5);
3676 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3677 end;
3679 ITEM_KEY_GREEN:
3680 if not(R_KEY_GREEN in FRulez) then
3681 begin
3682 Include(FRulez, R_KEY_GREEN);
3683 Result := True;
3684 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3685 if gFlash = 2 then Inc(FPickup, 5);
3686 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3687 end;
3689 ITEM_KEY_BLUE:
3690 if not(R_KEY_BLUE in FRulez) then
3691 begin
3692 Include(FRulez, R_KEY_BLUE);
3693 Result := True;
3694 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3695 if gFlash = 2 then Inc(FPickup, 5);
3696 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3697 end;
3699 ITEM_SUIT:
3700 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
3701 begin
3702 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
3703 Result := True;
3704 remove := True;
3705 if gFlash = 2 then Inc(FPickup, 5);
3706 end;
3708 ITEM_OXYGEN:
3709 if FAir < AIR_MAX then
3710 begin
3711 FAir := AIR_MAX;
3712 Result := True;
3713 remove := True;
3714 if gFlash = 2 then Inc(FPickup, 5);
3715 end;
3717 ITEM_MEDKIT_BLACK:
3718 begin
3719 if not (R_BERSERK in FRulez) then
3720 begin
3721 Include(FRulez, R_BERSERK);
3722 if FBFGFireCounter = -1 then
3723 begin
3724 FCurrWeap := WEAPON_KASTET;
3725 resetWeaponQueue();
3726 FModel.SetWeapon(WEAPON_KASTET);
3727 end;
3728 if gFlash <> 0 then
3729 Inc(FPain, 100);
3730 if gFlash = 2 then Inc(FPickup, 5);
3731 FBerserk := gTime+30000;
3732 Result := True;
3733 remove := True;
3734 end;
3735 if FHealth < PLAYER_HP_SOFT then
3736 begin
3737 FHealth := PLAYER_HP_SOFT;
3738 FBerserk := gTime+30000;
3739 Result := True;
3740 remove := True;
3741 end;
3742 end;
3744 ITEM_INVUL:
3745 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
3746 begin
3747 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
3748 Result := True;
3749 remove := True;
3750 if gFlash = 2 then Inc(FPickup, 5);
3751 end;
3753 ITEM_BOTTLE:
3754 if FHealth < PLAYER_HP_LIMIT then
3755 begin
3756 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
3757 Result := True;
3758 remove := True;
3759 if gFlash = 2 then Inc(FPickup, 5);
3760 end;
3762 ITEM_HELMET:
3763 if FArmor < PLAYER_AP_LIMIT then
3764 begin
3765 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
3766 Result := True;
3767 remove := True;
3768 if gFlash = 2 then Inc(FPickup, 5);
3769 end;
3771 ITEM_JETPACK:
3772 if FJetFuel < JET_MAX then
3773 begin
3774 FJetFuel := JET_MAX;
3775 Result := True;
3776 remove := True;
3777 if gFlash = 2 then Inc(FPickup, 5);
3778 end;
3780 ITEM_INVIS:
3781 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
3782 begin
3783 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
3784 Result := True;
3785 remove := True;
3786 if gFlash = 2 then Inc(FPickup, 5);
3787 end;
3788 end;
3789 end;
3791 procedure TPlayer.Touch();
3792 begin
3793 if not FLive then
3794 Exit;
3795 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
3796 if FIamBot then
3797 begin
3798 // Áðîñèòü ôëàã òîâàðèùó:
3799 if gGameSettings.GameMode = GM_CTF then
3800 DropFlag();
3801 end;
3802 end;
3804 procedure TPlayer.Push(vx, vy: Integer);
3805 begin
3806 if (not FPhysics) and FGhost then
3807 Exit;
3808 FObj.Accel.X := FObj.Accel.X + vx;
3809 FObj.Accel.Y := FObj.Accel.Y + vy;
3810 if g_Game_IsNet and g_Game_IsServer then
3811 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
3812 end;
3814 procedure TPlayer.Reset(Force: Boolean);
3815 begin
3816 if Force then
3817 FLive := False;
3819 FSpawned := False;
3820 FTime[T_RESPAWN] := 0;
3821 FTime[T_FLAGCAP] := 0;
3822 FGodMode := False;
3823 FNoTarget := False;
3824 FNoReload := False;
3825 FFrags := 0;
3826 FLastFrag := 0;
3827 FComboEvnt := -1;
3828 FKills := 0;
3829 FMonsterKills := 0;
3830 FDeath := 0;
3831 FSecrets := 0;
3832 if FNoRespawn then
3833 begin
3834 FSpectator := False;
3835 FGhost := False;
3836 FPhysics := True;
3837 FSpectatePlayer := -1;
3838 FNoRespawn := False;
3839 end;
3840 FLives := gGameSettings.MaxLives;
3842 SetFlag(FLAG_NONE);
3843 end;
3845 procedure TPlayer.SoftReset();
3846 begin
3847 ReleaseKeys();
3849 FDamageBuffer := 0;
3850 FIncCam := 0;
3851 FBFGFireCounter := -1;
3852 FShellTimer := -1;
3853 FPain := 0;
3854 FLastHit := 0;
3855 FLastFrag := 0;
3856 FComboEvnt := -1;
3858 SetFlag(FLAG_NONE);
3859 SetAction(A_STAND, True);
3860 end;
3862 function TPlayer.GetRespawnPoint(): Byte;
3863 var
3864 c: Byte;
3865 begin
3866 Result := 255;
3867 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
3869 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
3870 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
3871 begin
3872 if (Self = gPlayer1) or (Self = gPlayer2) then
3873 begin
3874 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
3875 if Self = gPlayer1 then
3876 c := RESPAWNPOINT_PLAYER1
3877 else
3878 c := RESPAWNPOINT_PLAYER2;
3879 if g_Map_GetPointCount(c) > 0 then
3880 begin
3881 Result := c;
3882 Exit;
3883 end;
3885 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
3886 if Self = gPlayer1 then
3887 c := RESPAWNPOINT_PLAYER2
3888 else
3889 c := RESPAWNPOINT_PLAYER1;
3890 if g_Map_GetPointCount(c) > 0 then
3891 begin
3892 Result := c;
3893 Exit;
3894 end;
3895 end else
3896 begin
3897 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
3898 if Random(2) = 0 then
3899 c := RESPAWNPOINT_PLAYER1
3900 else
3901 c := RESPAWNPOINT_PLAYER2;
3902 if g_Map_GetPointCount(c) > 0 then
3903 begin
3904 Result := c;
3905 Exit;
3906 end;
3907 end;
3909 // Òî÷êà ëþáîé èç êîìàíä
3910 if Random(2) = 0 then
3911 c := RESPAWNPOINT_RED
3912 else
3913 c := RESPAWNPOINT_BLUE;
3914 if g_Map_GetPointCount(c) > 0 then
3915 begin
3916 Result := c;
3917 Exit;
3918 end;
3920 // Òî÷êà DM
3921 c := RESPAWNPOINT_DM;
3922 if g_Map_GetPointCount(c) > 0 then
3923 begin
3924 Result := c;
3925 Exit;
3926 end;
3927 end;
3929 // Ìÿñîïîâàë
3930 if gGameSettings.GameMode = GM_DM then
3931 begin
3932 // Òî÷êà DM
3933 c := RESPAWNPOINT_DM;
3934 if g_Map_GetPointCount(c) > 0 then
3935 begin
3936 Result := c;
3937 Exit;
3938 end;
3940 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
3941 if Random(2) = 0 then
3942 c := RESPAWNPOINT_PLAYER1
3943 else
3944 c := RESPAWNPOINT_PLAYER2;
3945 if g_Map_GetPointCount(c) > 0 then
3946 begin
3947 Result := c;
3948 Exit;
3949 end;
3951 // Òî÷êà ëþáîé èç êîìàíä
3952 if Random(2) = 0 then
3953 c := RESPAWNPOINT_RED
3954 else
3955 c := RESPAWNPOINT_BLUE;
3956 if g_Map_GetPointCount(c) > 0 then
3957 begin
3958 Result := c;
3959 Exit;
3960 end;
3961 end;
3963 // Êîìàíäíûå
3964 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
3965 begin
3966 // Òî÷êà ñâîåé êîìàíäû
3967 c := RESPAWNPOINT_DM;
3968 if FTeam = TEAM_RED then
3969 c := RESPAWNPOINT_RED;
3970 if FTeam = TEAM_BLUE then
3971 c := RESPAWNPOINT_BLUE;
3972 if g_Map_GetPointCount(c) > 0 then
3973 begin
3974 Result := c;
3975 Exit;
3976 end;
3978 // Òî÷êà DM
3979 c := RESPAWNPOINT_DM;
3980 if g_Map_GetPointCount(c) > 0 then
3981 begin
3982 Result := c;
3983 Exit;
3984 end;
3986 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
3987 if Random(2) = 0 then
3988 c := RESPAWNPOINT_PLAYER1
3989 else
3990 c := RESPAWNPOINT_PLAYER2;
3991 if g_Map_GetPointCount(c) > 0 then
3992 begin
3993 Result := c;
3994 Exit;
3995 end;
3997 // Òî÷êà äðóãîé êîìàíäû
3998 c := RESPAWNPOINT_DM;
3999 if FTeam = TEAM_RED then
4000 c := RESPAWNPOINT_BLUE;
4001 if FTeam = TEAM_BLUE then
4002 c := RESPAWNPOINT_RED;
4003 if g_Map_GetPointCount(c) > 0 then
4004 begin
4005 Result := c;
4006 Exit;
4007 end;
4008 end;
4009 end;
4011 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4012 var
4013 RespawnPoint: TRespawnPoint;
4014 a, b, c: Byte;
4015 Anim: TAnimation;
4016 ID: DWORD;
4017 begin
4018 if not g_Game_IsServer then
4019 Exit;
4020 if FDummy then
4021 Exit;
4022 FWantsInGame := True;
4023 FJustTeleported := True;
4024 if Force then
4025 begin
4026 FTime[T_RESPAWN] := 0;
4027 FLive := False;
4028 end;
4029 FNetTime := 0;
4030 // if server changes MaxLives we gotta be ready
4031 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4033 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4034 if FTime[T_RESPAWN] > gTime then
4035 Exit;
4037 // Ïðîñðàë âñå æèçíè:
4038 if FNoRespawn then
4039 begin
4040 if not FSpectator then Spectate(True);
4041 FWantsInGame := True;
4042 Exit;
4043 end;
4045 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4046 begin // "Ñâîÿ èãðà"
4047 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4048 FRulez := FRulez-[R_BERSERK];
4049 end
4050 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4051 begin
4052 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4053 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4054 end;
4056 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4057 c := GetRespawnPoint();
4059 ReleaseKeys();
4060 SetFlag(FLAG_NONE);
4062 // Âîñêðåøåíèå áåç îðóæèÿ:
4063 if not FLive then
4064 begin
4065 FHealth := PLAYER_HP_SOFT;
4066 FArmor := 0;
4067 FLive := True;
4068 FAir := AIR_DEF;
4069 FJetFuel := 0;
4071 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
4072 begin
4073 FWeapon[a] := False;
4074 FReloading[a] := 0;
4075 end;
4077 FWeapon[WEAPON_PISTOL] := True;
4078 FWeapon[WEAPON_KASTET] := True;
4079 FCurrWeap := WEAPON_PISTOL;
4080 resetWeaponQueue();
4082 FModel.SetWeapon(FCurrWeap);
4084 for b := A_BULLETS to A_CELLS do
4085 FAmmo[b] := 0;
4087 FAmmo[A_BULLETS] := 50;
4089 FMaxAmmo[A_BULLETS] := 200;
4090 FMaxAmmo[A_SHELLS] := 50;
4091 FMaxAmmo[A_ROCKETS] := 50;
4092 FMaxAmmo[A_CELLS] := 300;
4094 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4095 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4096 else
4097 FRulez := [];
4098 end;
4100 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4101 if not g_Map_GetPoint(c, RespawnPoint) then
4102 begin
4103 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4104 Exit;
4105 end;
4107 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4108 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4109 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4110 FObj.Vel.X := 0;
4111 FObj.Vel.Y := 0;
4112 FObj.Accel.X := 0;
4113 FObj.Accel.Y := 0;
4115 FDirection := RespawnPoint.Direction;
4116 if FDirection = D_LEFT then
4117 FAngle := 180
4118 else
4119 FAngle := 0;
4121 FIncCam := 0;
4122 FBFGFireCounter := -1;
4123 FShellTimer := -1;
4124 FPain := 0;
4125 FLastHit := 0;
4127 SetAction(A_STAND, True);
4128 FModel.Direction := FDirection;
4130 for a := Low(FTime) to High(FTime) do
4131 FTime[a] := 0;
4133 for a := Low(FMegaRulez) to High(FMegaRulez) do
4134 FMegaRulez[a] := 0;
4136 FDamageBuffer := 0;
4137 FJetpack := False;
4138 FCanJetpack := False;
4140 // Àíèìàöèÿ âîçðîæäåíèÿ:
4141 if (not gLoadGameMode) and (not Silent) then
4142 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4143 begin
4144 Anim := TAnimation.Create(ID, False, 3);
4145 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4146 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4147 Anim.Free();
4148 end;
4150 FSpectator := False;
4151 FGhost := False;
4152 FPhysics := True;
4153 FSpectatePlayer := -1;
4154 FSpawned := True;
4156 if g_Game_IsNet then
4157 begin
4158 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4159 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4160 if not Silent then
4161 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4162 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4163 0, NET_GFX_TELE);
4164 end;
4165 end;
4167 procedure TPlayer.Spectate(NoMove: Boolean = False);
4168 begin
4169 if FLive then
4170 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4171 else if (not NoMove) then
4172 begin
4173 GameX := gMapInfo.Width div 2;
4174 GameY := gMapInfo.Height div 2;
4175 end;
4176 FXTo := GameX;
4177 FYTo := GameY;
4179 FLive := False;
4180 FSpectator := True;
4181 FGhost := True;
4182 FPhysics := False;
4183 FWantsInGame := False;
4184 FSpawned := False;
4186 if FNoRespawn then
4187 begin
4188 if Self = gPlayer1 then
4189 begin
4190 gLMSPID1 := FUID;
4191 gPlayer1 := nil;
4192 end;
4193 if Self = gPlayer2 then
4194 begin
4195 gLMSPID2 := FUID;
4196 gPlayer2 := nil;
4197 end;
4198 end;
4200 if g_Game_IsNet then
4201 MH_SEND_PlayerStats(FUID);
4202 end;
4204 procedure TPlayer.SwitchNoClip;
4205 begin
4206 if not FLive then
4207 Exit;
4208 FGhost := not FGhost;
4209 FPhysics := not FGhost;
4210 if FGhost then
4211 begin
4212 FXTo := FObj.X;
4213 FYTo := FObj.Y;
4214 end else
4215 begin
4216 FObj.Accel.X := 0;
4217 FObj.Accel.Y := 0;
4218 end;
4219 end;
4221 procedure TPlayer.Run(Direction: TDirection);
4222 var
4223 a, b: Integer;
4224 begin
4225 if MAX_RUNVEL > 8 then
4226 FlySmoke();
4228 // Áåæèì:
4229 if Direction = D_LEFT then
4230 begin
4231 if FObj.Vel.X > -MAX_RUNVEL then
4232 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4233 end
4234 else
4235 if FObj.Vel.X < MAX_RUNVEL then
4236 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4238 // Âîçìîæíî, ïèíàåì êóñêè:
4239 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4240 begin
4241 b := Abs(FObj.Vel.X);
4242 if b > 1 then b := b * (Random(8 div b) + 1);
4243 for a := 0 to High(gGibs) do
4244 if gGibs[a].Live and
4245 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4246 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4247 // Ïèíàåì êóñêè
4248 if FObj.Vel.X < 0 then
4249 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4250 else
4251 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4252 end;
4254 SetAction(A_WALK);
4255 end;
4257 procedure TPlayer.SeeDown();
4258 begin
4259 SetAction(A_SEEDOWN);
4261 if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4263 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4264 end;
4266 procedure TPlayer.SeeUp();
4267 begin
4268 SetAction(A_SEEUP);
4270 if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4272 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4273 end;
4275 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4276 var
4277 Prior: Byte;
4278 begin
4279 case Action of
4280 A_WALK: Prior := 3;
4281 A_DIE1: Prior := 5;
4282 A_DIE2: Prior := 5;
4283 A_ATTACK: Prior := 2;
4284 A_SEEUP: Prior := 1;
4285 A_SEEDOWN: Prior := 1;
4286 A_ATTACKUP: Prior := 2;
4287 A_ATTACKDOWN: Prior := 2;
4288 A_PAIN: Prior := 4;
4289 else Prior := 0;
4290 end;
4292 if (Prior > FActionPrior) or Force then
4293 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4294 begin
4295 FActionPrior := Prior;
4296 FActionAnim := Action;
4297 FActionForce := Force;
4298 FActionChanged := True;
4299 end;
4301 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4302 end;
4304 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4305 begin
4306 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4307 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4308 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4309 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4310 end;
4312 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4313 var
4314 Anim: TAnimation;
4315 ID: DWORD;
4316 begin
4317 Result := False;
4319 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4320 begin
4321 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4322 if g_Game_IsServer and g_Game_IsNet then
4323 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4324 Exit;
4325 end;
4327 FJustTeleported := True;
4329 Anim := nil;
4330 if not silent then
4331 begin
4332 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4333 begin
4334 Anim := TAnimation.Create(ID, False, 3);
4335 end;
4337 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4338 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4339 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4340 if g_Game_IsServer and g_Game_IsNet then
4341 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4342 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4343 NET_GFX_TELE);
4344 end;
4346 FObj.X := X-PLAYER_RECT.X;
4347 FObj.Y := Y-PLAYER_RECT.Y;
4348 if FLive and FGhost then
4349 begin
4350 FXTo := FObj.X;
4351 FYTo := FObj.Y;
4352 end;
4354 if not g_Game_IsNet then
4355 begin
4356 if dir = 1 then
4357 begin
4358 SetDirection(D_LEFT);
4359 FAngle := 180;
4360 end
4361 else
4362 if dir = 2 then
4363 begin
4364 SetDirection(D_RIGHT);
4365 FAngle := 0;
4366 end
4367 else
4368 if dir = 3 then
4369 begin // îáðàòíîå
4370 if FDirection = D_RIGHT then
4371 begin
4372 SetDirection(D_LEFT);
4373 FAngle := 180;
4374 end
4375 else
4376 begin
4377 SetDirection(D_RIGHT);
4378 FAngle := 0;
4379 end;
4380 end;
4381 end;
4383 if not silent and (Anim <> nil) then
4384 begin
4385 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4386 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4387 Anim.Free();
4389 if g_Game_IsServer and g_Game_IsNet then
4390 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4391 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4392 NET_GFX_TELE);
4393 end;
4395 Result := True;
4396 end;
4398 function nonz(a: Single): Single;
4399 begin
4400 if a <> 0 then
4401 Result := a
4402 else
4403 Result := 1;
4404 end;
4406 procedure TPlayer.Update();
4407 var
4408 b: Byte;
4409 i, ii, wx, wy, xd, yd, k: Integer;
4410 blockmon, headwater, dospawn: Boolean;
4411 NetServer: Boolean;
4412 AnyServer: Boolean;
4413 SetSpect: Boolean;
4414 begin
4415 NetServer := g_Game_IsNet and g_Game_IsServer;
4416 AnyServer := g_Game_IsServer;
4418 if g_Game_IsClient and (NetInterpLevel > 0) then
4419 DoLerp(NetInterpLevel + 1)
4420 else
4421 if FGhost then
4422 DoLerp(4);
4424 if NetServer then
4425 if FClientID >= 0 then
4426 begin
4427 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4428 if NetClients[FClientID].Peer^.packetsSent > 0 then
4429 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4430 else
4431 FLoss := 0;
4432 end else
4433 begin
4434 FPing := 0;
4435 FLoss := 0;
4436 end;
4438 if FLive and (gFly or FJetpack) then
4439 FlySmoke();
4441 if FDirection = D_LEFT then
4442 FAngle := 180
4443 else
4444 FAngle := 0;
4446 if FLive and (not FGhost) then
4447 begin
4448 if FKeys[KEY_UP].Pressed then
4449 SeeUp();
4450 if FKeys[KEY_DOWN].Pressed then
4451 SeeDown();
4452 end;
4454 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4455 (FIncCam <> 0) then
4456 begin
4457 i := g_basic.Sign(FIncCam);
4458 FIncCam := Abs(FIncCam);
4459 DecMin(FIncCam, 5, 0);
4460 FIncCam := FIncCam*i;
4461 end;
4463 if gTime mod (GAME_TICK*2) <> 0 then
4464 begin
4465 if (FObj.Vel.X = 0) and FLive then
4466 begin
4467 if FKeys[KEY_LEFT].Pressed then
4468 Run(D_LEFT);
4469 if FKeys[KEY_RIGHT].Pressed then
4470 Run(D_RIGHT);
4471 end;
4473 if FPhysics then
4474 g_Obj_Move(@FObj, True, True, True);
4476 Exit;
4477 end;
4479 FActionChanged := False;
4481 if FLive then
4482 begin
4483 // Let alive player do some actions
4484 if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
4485 if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
4486 if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4487 if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4488 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4489 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4490 if FKeys[KEY_JUMP].Pressed then Jump()
4491 else
4492 begin
4493 if AnyServer and FJetpack then
4494 begin
4495 FJetpack := False;
4496 JetpackOff;
4497 if NetServer then MH_SEND_PlayerStats(FUID);
4498 end;
4499 FCanJetpack := True;
4500 end;
4501 end
4502 else // Dead
4503 begin
4504 dospawn := False;
4505 if not FGhost then
4506 for k := Low(FKeys) to KEY_CHAT-1 do
4507 begin
4508 if FKeys[k].Pressed then
4509 begin
4510 dospawn := True;
4511 break;
4512 end;
4513 end;
4514 if dospawn then
4515 begin
4516 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4517 Respawn(False)
4518 else // Single
4519 if (FTime[T_RESPAWN] <= gTime) and
4520 gGameOn and (not FLive) then
4521 begin
4522 if (g_Player_GetCount() > 1) then
4523 Respawn(False)
4524 else
4525 begin
4526 gExit := EXIT_RESTART;
4527 Exit;
4528 end;
4529 end;
4530 end;
4531 // Dead spectator actions
4532 if FGhost then
4533 begin
4534 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4535 if FKeys[KEY_FIRE].Pressed and AnyServer then
4536 begin
4537 if FSpectator then
4538 begin
4539 if (FSpectatePlayer >= High(gPlayers)) then
4540 FSpectatePlayer := -1
4541 else
4542 begin
4543 SetSpect := False;
4544 for I := FSpectatePlayer + 1 to High(gPlayers) do
4545 if gPlayers[I] <> nil then
4546 if gPlayers[I].Live then
4547 if gPlayers[I].UID <> FUID then
4548 begin
4549 FSpectatePlayer := I;
4550 SetSpect := True;
4551 break;
4552 end;
4554 if not SetSpect then FSpectatePlayer := -1;
4555 end;
4557 ReleaseKeys;
4558 end;
4559 end;
4560 end;
4561 end;
4562 // No clipping
4563 if FGhost then
4564 begin
4565 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4566 begin
4567 FYTo := FObj.Y - 32;
4568 FSpectatePlayer := -1;
4569 end;
4570 if FKeys[KEY_DOWN].Pressed then
4571 begin
4572 FYTo := FObj.Y + 32;
4573 FSpectatePlayer := -1;
4574 end;
4575 if FKeys[KEY_LEFT].Pressed then
4576 begin
4577 FXTo := FObj.X - 32;
4578 FSpectatePlayer := -1;
4579 end;
4580 if FKeys[KEY_RIGHT].Pressed then
4581 begin
4582 FXTo := FObj.X + 32;
4583 FSpectatePlayer := -1;
4584 end;
4586 if (FXTo < -64) then
4587 FXTo := -64
4588 else if (FXTo > gMapInfo.Width + 32) then
4589 FXTo := gMapInfo.Width + 32;
4590 if (FYTo < -72) then
4591 FYTo := -72
4592 else if (FYTo > gMapInfo.Height + 32) then
4593 FYTo := gMapInfo.Height + 32;
4594 end;
4596 if FPhysics then
4597 g_Obj_Move(@FObj, True, True, True)
4598 else
4599 begin
4600 FObj.Vel.X := 0;
4601 FObj.Vel.Y := 0;
4602 if FSpectator then
4603 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4604 if gPlayers[FSpectatePlayer] <> nil then
4605 if gPlayers[FSpectatePlayer].Live then
4606 begin
4607 FXTo := gPlayers[FSpectatePlayer].GameX;
4608 FYTo := gPlayers[FSpectatePlayer].GameY;
4609 end;
4610 end;
4612 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4613 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4614 PANEL_BLOCKMON, True);
4615 headwater := HeadInLiquid(0, 0);
4617 // Ñîïðîòèâëåíèå âîçäóõà:
4618 if (not FLive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4619 if FObj.Vel.X <> 0 then
4620 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4622 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4623 DecMin(FPain, 5, 0);
4624 DecMin(FPickup, 1, 0);
4626 if FLive and (FObj.Y > gMapInfo.Height+128) and AnyServer then
4627 begin
4628 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4629 FMegaRulez[MR_SUIT] := 0;
4630 FMegaRulez[MR_INVUL] := 0;
4631 FMegaRulez[MR_INVIS] := 0;
4632 Kill(K_FALLKILL, 0, HIT_FALL);
4633 end;
4635 i := 9;
4637 if FLive then
4638 begin
4639 if FCurrWeap = WEAPON_SAW then
4640 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4641 FSawSoundSelect.IsPlaying()) then
4642 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4644 if FJetpack then
4645 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4646 (not FJetSoundOff.IsPlaying()) then
4647 begin
4648 FJetSoundFly.SetPosition(0);
4649 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4650 end;
4652 for b := WEAPON_KASTET to WEAPON_SUPERPULEMET do
4653 if FReloading[b] > 0 then
4654 if FNoReload then
4655 FReloading[b] := 0
4656 else
4657 Dec(FReloading[b]);
4659 if FShellTimer > -1 then
4660 if FShellTimer = 0 then
4661 begin
4662 if FShellType = SHELL_SHELL then
4663 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4664 GameVelX, GameVelY-2, SHELL_SHELL)
4665 else if FShellType = SHELL_DBLSHELL then
4666 begin
4667 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4668 GameVelX+1, GameVelY-2, SHELL_SHELL);
4669 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4670 GameVelX-1, GameVelY-2, SHELL_SHELL);
4671 end;
4672 FShellTimer := -1;
4673 end else Dec(FShellTimer);
4675 if (FBFGFireCounter > -1) then
4676 if FBFGFireCounter = 0 then
4677 begin
4678 if AnyServer then
4679 begin
4680 wx := FObj.X+WEAPONPOINT[FDirection].X;
4681 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
4682 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
4683 yd := wy+firediry();
4684 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
4685 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
4686 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4687 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4688 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4689 end;
4691 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
4692 FBFGFireCounter := -1;
4693 end else
4694 if FNoReload then
4695 FBFGFireCounter := 0
4696 else
4697 Dec(FBFGFireCounter);
4699 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
4700 begin
4701 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
4703 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
4704 end;
4706 if (headwater or blockmon) then
4707 begin
4708 Dec(FAir);
4710 if FAir < -9 then
4711 begin
4712 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
4713 FAir := 0;
4714 end
4715 else if (FAir mod 31 = 0) and not blockmon then
4716 begin
4717 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
4718 if Random(2) = 0 then
4719 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
4720 else
4721 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
4722 end;
4723 end else if FAir < AIR_DEF then
4724 FAir := AIR_DEF;
4726 if FDamageBuffer > 0 then
4727 begin
4728 if FDamageBuffer >= 9 then
4729 begin
4730 SetAction(A_PAIN);
4732 if FDamageBuffer < 30 then i := 9
4733 else if FDamageBuffer < 100 then i := 18
4734 else i := 27;
4735 end;
4737 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
4738 FArmor := FArmor-(FDamageBuffer-ii);
4739 FHealth := FHealth-ii;
4740 if FArmor < 0 then
4741 begin
4742 FHealth := FHealth+FArmor;
4743 FArmor := 0;
4744 end;
4746 if AnyServer then
4747 if FHealth <= 0 then
4748 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
4749 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
4750 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
4752 if FLive then
4753 begin
4754 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
4755 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
4756 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
4757 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
4758 end;
4760 FDamageBuffer := 0;
4761 end;
4763 {CollideItem();}
4764 end; // if FLive then ...
4766 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
4767 begin
4768 FModel.ChangeAnimation(FActionAnim, FActionForce);
4769 FModel.GetCurrentAnimation.MinLength := i;
4770 FModel.GetCurrentAnimationMask.MinLength := i;
4771 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
4773 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
4774 then SetAction(A_STAND, True);
4776 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
4778 for b := Low(FKeys) to High(FKeys) do
4779 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
4780 end;
4782 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
4783 begin
4784 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4785 FObj.Y+PLAYER_RECT.Y,
4786 PLAYER_RECT.Width,
4787 PLAYER_RECT.Height,
4788 X, Y,
4789 Width, Height);
4790 end;
4792 function TPlayer.Collide(Panel: TPanel): Boolean;
4793 begin
4794 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4795 FObj.Y+PLAYER_RECT.Y,
4796 PLAYER_RECT.Width,
4797 PLAYER_RECT.Height,
4798 Panel.X, Panel.Y,
4799 Panel.Width, Panel.Height);
4800 end;
4802 function TPlayer.Collide(X, Y: Integer): Boolean;
4803 begin
4804 X := X-FObj.X-PLAYER_RECT.X;
4805 Y := Y-FObj.Y-PLAYER_RECT.Y;
4806 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
4807 (y >= 0) and (y <= PLAYER_RECT.Height);
4808 end;
4810 function g_Player_ValidName(Name: string): Boolean;
4811 var
4812 a: Integer;
4813 begin
4814 Result := True;
4816 if gPlayers = nil then Exit;
4818 for a := 0 to High(gPlayers) do
4819 if gPlayers[a] <> nil then
4820 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
4821 begin
4822 Result := False;
4823 Exit;
4824 end;
4825 end;
4827 procedure TPlayer.SetDirection(Direction: TDirection);
4828 var
4829 d: TDirection;
4830 begin
4831 d := FModel.Direction;
4833 FModel.Direction := Direction;
4834 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
4836 FDirection := Direction;
4837 end;
4839 function TPlayer.GetKeys(): Byte;
4840 begin
4841 Result := 0;
4843 if R_KEY_RED in FRulez then Result := KEY_RED;
4844 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
4845 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
4847 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
4848 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
4849 end;
4851 procedure TPlayer.Use();
4852 var
4853 a: Integer;
4854 begin
4855 if FTime[T_USE] > gTime then Exit;
4857 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
4858 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
4860 for a := 0 to High(gPlayers) do
4861 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
4862 gPlayers[a].Live and SameTeam(FUID, gPlayers[a].FUID) and
4863 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
4864 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
4865 begin
4866 gPlayers[a].Touch();
4867 if g_Game_IsNet and g_Game_IsServer then
4868 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
4869 end;
4871 FTime[T_USE] := gTime+120;
4872 end;
4874 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
4875 var
4876 Obj: TObj;
4877 F: Boolean;
4878 WX, WY, XD, YD: Integer;
4879 begin
4880 F := False;
4881 WX := X;
4882 WY := Y;
4883 XD := AX;
4884 YD := AY;
4886 case FCurrWeap of
4887 WEAPON_KASTET:
4888 begin
4889 if R_BERSERK in FRulez then
4890 begin
4891 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
4892 obj.X := FObj.X+FObj.Rect.X;
4893 obj.Y := FObj.Y+FObj.Rect.Y;
4894 obj.rect.X := 0;
4895 obj.rect.Y := 0;
4896 obj.rect.Width := 39;
4897 obj.rect.Height := 52;
4898 obj.Vel.X := (xd-wx) div 2;
4899 obj.Vel.Y := (yd-wy) div 2;
4900 obj.Accel.X := xd-wx;
4901 obj.Accel.y := yd-wy;
4903 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
4904 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
4905 else
4906 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
4908 if gFlash = 1 then
4909 if FPain < 50 then
4910 FPain := min(FPain + 25, 50);
4911 end else
4912 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
4913 end;
4915 WEAPON_SAW:
4916 begin
4917 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
4918 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
4919 begin
4920 FSawSoundSelect.Stop();
4921 FSawSound.Stop();
4922 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
4923 end
4924 else if not FSawSoundHit.IsPlaying() then
4925 begin
4926 FSawSoundSelect.Stop();
4927 FSawSound.PlayAt(FObj.X, FObj.Y);
4928 end;
4929 f := True;
4930 end;
4932 WEAPON_PISTOL:
4933 begin
4934 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
4935 FFireAngle := FAngle;
4936 f := True;
4937 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4938 GameVelX, GameVelY-2, SHELL_BULLET);
4939 end;
4941 WEAPON_SHOTGUN1:
4942 begin
4943 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
4944 FFireAngle := FAngle;
4945 f := True;
4946 FShellTimer := 10;
4947 FShellType := SHELL_SHELL;
4948 end;
4950 WEAPON_SHOTGUN2:
4951 begin
4952 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
4953 FFireAngle := FAngle;
4954 f := True;
4955 FShellTimer := 13;
4956 FShellType := SHELL_DBLSHELL;
4957 end;
4959 WEAPON_CHAINGUN:
4960 begin
4961 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
4962 FFireAngle := FAngle;
4963 f := True;
4964 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4965 GameVelX, GameVelY-2, SHELL_BULLET);
4966 end;
4968 WEAPON_ROCKETLAUNCHER:
4969 begin
4970 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
4971 FFireAngle := FAngle;
4972 f := True;
4973 end;
4975 WEAPON_PLASMA:
4976 begin
4977 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
4978 FFireAngle := FAngle;
4979 f := True;
4980 end;
4982 WEAPON_BFG:
4983 begin
4984 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
4985 FFireAngle := FAngle;
4986 f := True;
4987 end;
4989 WEAPON_SUPERPULEMET:
4990 begin
4991 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
4992 FFireAngle := FAngle;
4993 f := True;
4994 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4995 GameVelX, GameVelY-2, SHELL_SHELL);
4996 end;
4997 end;
4999 if not f then Exit;
5001 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5002 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5003 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5004 end;
5006 procedure TPlayer.DoLerp(Level: Integer = 2);
5007 begin
5008 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5009 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5010 end;
5012 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5013 var
5014 AX, AY: Integer;
5015 begin
5016 if NetInterpLevel < 1 then
5017 begin
5018 FObj.X := XTo;
5019 FObj.Y := YTo;
5020 end
5021 else
5022 begin
5023 FXTo := XTo;
5024 FYTo := YTo;
5026 AX := Abs(FXTo - FObj.X);
5027 AY := Abs(FYTo - FObj.Y);
5028 if (AX > 32) or (AX <= NetInterpLevel) then
5029 FObj.X := FXTo;
5030 if (AY > 32) or (AY <= NetInterpLevel) then
5031 FObj.Y := FYTo;
5032 end;
5033 end;
5035 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5036 begin
5037 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5038 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5039 PANEL_LIFTUP, False) then Result := -1
5040 else
5041 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5042 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5043 PANEL_LIFTDOWN, False) then Result := 1
5044 else Result := 0;
5045 end;
5047 function TPlayer.GetFlag(Flag: Byte): Boolean;
5048 var
5049 s, ts: String;
5050 evtype: Byte;
5051 begin
5052 Result := False;
5054 if Flag = FLAG_NONE then
5055 Exit;
5057 if not g_Game_IsServer then Exit;
5059 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5060 if (Flag = FTeam) and
5061 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5062 (FFlag <> FLAG_NONE) then
5063 begin
5064 if FFlag = FLAG_RED then
5065 s := _lc[I_PLAYER_FLAG_RED]
5066 else
5067 s := _lc[I_PLAYER_FLAG_BLUE];
5069 evtype := FLAG_STATE_SCORED;
5071 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5072 Insert('.', ts, Length(ts) + 1 - 3);
5073 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5075 g_Map_ResetFlag(FFlag);
5076 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5078 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5080 Result := True;
5081 if g_Game_IsNet then
5082 begin
5083 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5084 MH_SEND_GameStats;
5085 end;
5087 gFlags[FFlag].CaptureTime := 0;
5088 SetFlag(FLAG_NONE);
5089 Exit;
5090 end;
5092 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5093 if (Flag = FTeam) and
5094 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5095 begin
5096 if Flag = FLAG_RED then
5097 s := _lc[I_PLAYER_FLAG_RED]
5098 else
5099 s := _lc[I_PLAYER_FLAG_BLUE];
5101 evtype := FLAG_STATE_RETURNED;
5102 gFlags[Flag].CaptureTime := 0;
5104 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5106 g_Map_ResetFlag(Flag);
5107 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5109 Result := True;
5110 if g_Game_IsNet then
5111 begin
5112 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5113 MH_SEND_GameStats;
5114 end;
5115 Exit;
5116 end;
5118 // Ïîäîáðàë ÷óæîé ôëàã:
5119 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5120 begin
5121 SetFlag(Flag);
5123 if Flag = FLAG_RED then
5124 s := _lc[I_PLAYER_FLAG_RED]
5125 else
5126 s := _lc[I_PLAYER_FLAG_BLUE];
5128 evtype := FLAG_STATE_CAPTURED;
5130 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5132 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5134 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5136 Result := True;
5137 if g_Game_IsNet then
5138 begin
5139 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5140 MH_SEND_GameStats;
5141 end;
5142 end;
5143 end;
5145 procedure TPlayer.SetFlag(Flag: Byte);
5146 begin
5147 FFlag := Flag;
5148 if FModel <> nil then
5149 FModel.SetFlag(FFlag);
5150 end;
5152 function TPlayer.DropFlag(): Boolean;
5153 var
5154 s: String;
5155 begin
5156 Result := False;
5157 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5158 Exit;
5159 FTime[T_FLAGCAP] := gTime + 2000;
5160 with gFlags[FFlag] do
5161 begin
5162 Obj.X := FObj.X;
5163 Obj.Y := FObj.Y;
5164 Direction := FDirection;
5165 State := FLAG_STATE_DROPPED;
5166 Count := FLAG_TIME;
5167 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5168 (FObj.Vel.Y div 2)-2+Random(5));
5170 if FFlag = FLAG_RED then
5171 s := _lc[I_PLAYER_FLAG_RED]
5172 else
5173 s := _lc[I_PLAYER_FLAG_BLUE];
5175 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5176 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5178 if g_Game_IsNet then
5179 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5180 end;
5181 SetFlag(FLAG_NONE);
5182 Result := True;
5183 end;
5185 procedure TPlayer.GetSecret();
5186 begin
5187 Inc(FSecrets);
5188 end;
5190 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5191 begin
5192 Assert(Key <= High(FKeys));
5194 FKeys[Key].Pressed := True;
5195 FKeys[Key].Time := Time;
5196 end;
5198 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5199 begin
5200 Result := FKeys[K].Pressed;
5201 end;
5203 procedure TPlayer.ReleaseKeys();
5204 var
5205 a: Integer;
5206 begin
5207 for a := Low(FKeys) to High(FKeys) do
5208 begin
5209 FKeys[a].Pressed := False;
5210 FKeys[a].Time := 0;
5211 end;
5212 end;
5214 procedure TPlayer.OnDamage(Angle: SmallInt);
5215 begin
5216 end;
5218 function TPlayer.firediry(): Integer;
5219 begin
5220 if FKeys[KEY_UP].Pressed then Result := -42
5221 else if FKeys[KEY_DOWN].Pressed then Result := 19
5222 else Result := 0;
5223 end;
5225 procedure TPlayer.RememberState();
5226 var
5227 i: Integer;
5228 begin
5229 FSavedState.Health := FHealth;
5230 FSavedState.Armor := FArmor;
5231 FSavedState.Air := FAir;
5232 FSavedState.JetFuel := FJetFuel;
5233 FSavedState.CurrWeap := FCurrWeap;
5234 FSavedState.NextWeap := FNextWeap;
5235 FSavedState.NextWeapDelay := FNextWeapDelay;
5237 for i := 0 to 3 do
5238 FSavedState.Ammo[i] := FAmmo[i];
5239 for i := 0 to 3 do
5240 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5242 FSavedState.Rulez := FRulez;
5243 FSavedState.WaitRecall := True;
5244 end;
5246 procedure TPlayer.RecallState();
5247 var
5248 i: Integer;
5249 begin
5250 if not FSavedState.WaitRecall then Exit;
5252 FHealth := FSavedState.Health;
5253 FArmor := FSavedState.Armor;
5254 FAir := FSavedState.Air;
5255 FJetFuel := FSavedState.JetFuel;
5256 FCurrWeap := FSavedState.CurrWeap;
5257 FNextWeap := FSavedState.NextWeap;
5258 FNextWeapDelay := FSavedState.NextWeapDelay;
5260 for i := 0 to 3 do
5261 FAmmo[i] := FSavedState.Ammo[i];
5262 for i := 0 to 3 do
5263 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5265 FRulez := FSavedState.Rulez;
5266 FSavedState.WaitRecall := False;
5268 if gGameSettings.GameType = GT_SERVER then
5269 MH_SEND_PlayerStats(FUID);
5270 end;
5272 procedure TPlayer.SaveState(var Mem: TBinMemoryWriter);
5273 var
5274 i: Integer;
5275 sig: DWORD;
5276 str: String;
5277 b: Byte;
5278 begin
5279 if FIamBot then
5280 i := 512
5281 else
5282 i := 256;
5284 Mem := TBinMemoryWriter.Create(i);
5286 // Ñèãíàòóðà èãðîêà:
5287 sig := PLAYER_SIGNATURE; // 'PLYR'
5288 Mem.WriteDWORD(sig);
5289 // Áîò èëè ÷åëîâåê:
5290 Mem.WriteBoolean(FIamBot);
5291 // UID èãðîêà:
5292 Mem.WriteWord(FUID);
5293 // Èìÿ èãðîêà:
5294 Mem.WriteString(FName, 32);
5295 // Êîìàíäà:
5296 Mem.WriteByte(FTeam);
5297 // Æèâ ëè:
5298 Mem.WriteBoolean(FLive);
5299 // Èçðàñõîäîâàë ëè âñå æèçíè:
5300 Mem.WriteBoolean(FNoRespawn);
5301 // Íàïðàâëåíèå:
5302 if FDirection = D_LEFT then
5303 b := 1
5304 else // D_RIGHT
5305 b := 2;
5306 Mem.WriteByte(b);
5307 // Çäîðîâüå:
5308 Mem.WriteInt(FHealth);
5309 // Æèçíè:
5310 Mem.WriteByte(FLives);
5311 // Áðîíÿ:
5312 Mem.WriteInt(FArmor);
5313 // Çàïàñ âîçäóõà:
5314 Mem.WriteInt(FAir);
5315 // Çàïàñ ãîðþ÷åãî:
5316 Mem.WriteInt(FJetFuel);
5317 // Áîëü:
5318 Mem.WriteInt(FPain);
5319 // Óáèë:
5320 Mem.WriteInt(FKills);
5321 // Óáèë ìîíñòðîâ:
5322 Mem.WriteInt(FMonsterKills);
5323 // Ôðàãîâ:
5324 Mem.WriteInt(FFrags);
5325 // Ôðàãîâ ïîäðÿä:
5326 Mem.WriteByte(FFragCombo);
5327 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5328 Mem.WriteDWORD(FLastFrag);
5329 // Ñìåðòåé:
5330 Mem.WriteInt(FDeath);
5331 // Êàêîé ôëàã íåñåò:
5332 Mem.WriteByte(FFlag);
5333 // Íàøåë ñåêðåòîâ:
5334 Mem.WriteInt(FSecrets);
5335 // Òåêóùåå îðóæèå:
5336 Mem.WriteByte(FCurrWeap);
5337 // Æåëàåìîå îðóæèå:
5338 Mem.WriteWord(FNextWeap);
5339 // ...è ïàóçà
5340 Mem.WriteByte(FNextWeapDelay);
5341 // Âðåìÿ çàðÿäêè BFG:
5342 Mem.WriteSmallInt(FBFGFireCounter);
5343 // Áóôåð óðîíà:
5344 Mem.WriteInt(FDamageBuffer);
5345 // Ïîñëåäíèé óäàðèâøèé:
5346 Mem.WriteWord(FLastSpawnerUID);
5347 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5348 Mem.WriteByte(FLastHit);
5349 // Îáúåêò èãðîêà:
5350 Obj_SaveState(@FObj, Mem);
5351 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5352 for i := A_BULLETS to A_CELLS do
5353 Mem.WriteWord(FAmmo[i]);
5354 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5355 for i := A_BULLETS to A_CELLS do
5356 Mem.WriteWord(FMaxAmmo[i]);
5357 // Íàëè÷èå îðóæèÿ:
5358 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5359 Mem.WriteBoolean(FWeapon[i]);
5360 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5361 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5362 Mem.WriteWord(FReloading[i]);
5363 // Íàëè÷èå ðþêçàêà:
5364 if R_ITEM_BACKPACK in FRulez then
5365 b := 1
5366 else
5367 b := 0;
5368 Mem.WriteByte(b);
5369 // Íàëè÷èå êðàñíîãî êëþ÷à:
5370 if R_KEY_RED in FRulez then
5371 b := 1
5372 else
5373 b := 0;
5374 Mem.WriteByte(b);
5375 // Íàëè÷èå çåëåíîãî êëþ÷à:
5376 if R_KEY_GREEN in FRulez then
5377 b := 1
5378 else
5379 b := 0;
5380 Mem.WriteByte(b);
5381 // Íàëè÷èå ñèíåãî êëþ÷à:
5382 if R_KEY_BLUE in FRulez then
5383 b := 1
5384 else
5385 b := 0;
5386 Mem.WriteByte(b);
5387 // Íàëè÷èå áåðñåðêà:
5388 if R_BERSERK in FRulez then
5389 b := 1
5390 else
5391 b := 0;
5392 Mem.WriteByte(b);
5393 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5394 for i := MR_SUIT to MR_MAX do
5395 Mem.WriteDWORD(FMegaRulez[i]);
5396 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5397 for i := T_RESPAWN to T_FLAGCAP do
5398 Mem.WriteDWORD(FTime[i]);
5399 // Íàçâàíèå ìîäåëè:
5400 str := FModel.Name;
5401 Mem.WriteString(str);
5402 // Öâåò ìîäåëè:
5403 b := FColor.R;
5404 Mem.WriteByte(b);
5405 b := FColor.G;
5406 Mem.WriteByte(b);
5407 b := FColor.B;
5408 Mem.WriteByte(b);
5409 end;
5411 procedure TPlayer.LoadState(var Mem: TBinMemoryReader);
5412 var
5413 i: Integer;
5414 sig: DWORD;
5415 str: String;
5416 b: Byte;
5417 begin
5418 if Mem = nil then
5419 Exit;
5421 // Ñèãíàòóðà èãðîêà:
5422 Mem.ReadDWORD(sig);
5423 if sig <> PLAYER_SIGNATURE then // 'PLYR'
5424 begin
5425 raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature');
5426 end;
5427 // Áîò èëè ÷åëîâåê:
5428 Mem.ReadBoolean(FIamBot);
5429 // UID èãðîêà:
5430 Mem.ReadWord(FUID);
5431 // Èìÿ èãðîêà:
5432 Mem.ReadString(str);
5433 if (Self <> gPlayer1) and (Self <> gPlayer2) then
5434 FName := str;
5435 // Êîìàíäà:
5436 Mem.ReadByte(FTeam);
5437 // Æèâ ëè:
5438 Mem.ReadBoolean(FLive);
5439 // Èçðàñõîäîâàë ëè âñå æèçíè:
5440 Mem.ReadBoolean(FNoRespawn);
5441 // Íàïðàâëåíèå:
5442 Mem.ReadByte(b);
5443 if b = 1 then
5444 FDirection := D_LEFT
5445 else // b = 2
5446 FDirection := D_RIGHT;
5447 // Çäîðîâüå:
5448 Mem.ReadInt(FHealth);
5449 // Æèçíè:
5450 Mem.ReadByte(FLives);
5451 // Áðîíÿ:
5452 Mem.ReadInt(FArmor);
5453 // Çàïàñ âîçäóõà:
5454 Mem.ReadInt(FAir);
5455 // Çàïàñ ãîðþ÷åãî:
5456 Mem.ReadInt(FJetFuel);
5457 // Áîëü:
5458 Mem.ReadInt(FPain);
5459 // Óáèë:
5460 Mem.ReadInt(FKills);
5461 // Óáèë ìîíñòðîâ:
5462 Mem.ReadInt(FMonsterKills);
5463 // Ôðàãîâ:
5464 Mem.ReadInt(FFrags);
5465 // Ôðàãîâ ïîäðÿä:
5466 Mem.ReadByte(FFragCombo);
5467 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5468 Mem.ReadDWORD(FLastFrag);
5469 // Ñìåðòåé:
5470 Mem.ReadInt(FDeath);
5471 // Êàêîé ôëàã íåñåò:
5472 Mem.ReadByte(FFlag);
5473 // Íàøåë ñåêðåòîâ:
5474 Mem.ReadInt(FSecrets);
5475 // Òåêóùåå îðóæèå:
5476 Mem.ReadByte(FCurrWeap);
5477 // Æåëàåìîå îðóæèå:
5478 Mem.ReadWord(FNextWeap);
5479 // ...è ïàóçà
5480 Mem.ReadByte(FNextWeapDelay);
5481 // Âðåìÿ çàðÿäêè BFG:
5482 Mem.ReadSmallInt(FBFGFireCounter);
5483 // Áóôåð óðîíà:
5484 Mem.ReadInt(FDamageBuffer);
5485 // Ïîñëåäíèé óäàðèâøèé:
5486 Mem.ReadWord(FLastSpawnerUID);
5487 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5488 Mem.ReadByte(FLastHit);
5489 // Îáúåêò èãðîêà:
5490 Obj_LoadState(@FObj, Mem);
5491 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5492 for i := A_BULLETS to A_CELLS do
5493 Mem.ReadWord(FAmmo[i]);
5494 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5495 for i := A_BULLETS to A_CELLS do
5496 Mem.ReadWord(FMaxAmmo[i]);
5497 // Íàëè÷èå îðóæèÿ:
5498 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5499 Mem.ReadBoolean(FWeapon[i]);
5500 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5501 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5502 Mem.ReadWord(FReloading[i]);
5503 // Íàëè÷èå ðþêçàêà:
5504 Mem.ReadByte(b);
5505 if b = 1 then
5506 Include(FRulez, R_ITEM_BACKPACK);
5507 // Íàëè÷èå êðàñíîãî êëþ÷à:
5508 Mem.ReadByte(b);
5509 if b = 1 then
5510 Include(FRulez, R_KEY_RED);
5511 // Íàëè÷èå çåëåíîãî êëþ÷à:
5512 Mem.ReadByte(b);
5513 if b = 1 then
5514 Include(FRulez, R_KEY_GREEN);
5515 // Íàëè÷èå ñèíåãî êëþ÷à:
5516 Mem.ReadByte(b);
5517 if b = 1 then
5518 Include(FRulez, R_KEY_BLUE);
5519 // Íàëè÷èå áåðñåðêà:
5520 Mem.ReadByte(b);
5521 if b = 1 then
5522 Include(FRulez, R_BERSERK);
5523 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5524 for i := MR_SUIT to MR_MAX do
5525 Mem.ReadDWORD(FMegaRulez[i]);
5526 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5527 for i := T_RESPAWN to T_FLAGCAP do
5528 Mem.ReadDWORD(FTime[i]);
5529 // Íàçâàíèå ìîäåëè:
5530 Mem.ReadString(str);
5531 // Öâåò ìîäåëè:
5532 Mem.ReadByte(FColor.R);
5533 Mem.ReadByte(FColor.G);
5534 Mem.ReadByte(FColor.B);
5535 if Self = gPlayer1 then
5536 begin
5537 str := gPlayer1Settings.Model;
5538 FColor := gPlayer1Settings.Color;
5539 end;
5540 if Self = gPlayer2 then
5541 begin
5542 str := gPlayer2Settings.Model;
5543 FColor := gPlayer2Settings.Color;
5544 end;
5545 // Îáíîâëÿåì ìîäåëü èãðîêà:
5546 SetModel(str);
5547 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5548 FModel.Color := TEAMCOLOR[FTeam]
5549 else
5550 FModel.Color := FColor;
5551 end;
5553 procedure TPlayer.AllRulez(Health: Boolean);
5554 var
5555 a: Integer;
5556 begin
5557 if Health then
5558 begin
5559 FHealth := PLAYER_HP_LIMIT;
5560 FArmor := PLAYER_AP_LIMIT;
5561 Exit;
5562 end;
5564 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do FWeapon[a] := True;
5565 for a := A_BULLETS to A_CELLS do FAmmo[a] := 30000;
5566 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5567 end;
5569 procedure TPlayer.RestoreHealthArmor();
5570 begin
5571 FHealth := PLAYER_HP_LIMIT;
5572 FArmor := PLAYER_AP_LIMIT;
5573 end;
5575 procedure TPlayer.FragCombo();
5576 var
5577 Param: Integer;
5578 begin
5579 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5580 Exit;
5581 if gTime - FLastFrag < FRAG_COMBO_TIME then
5582 begin
5583 if FFragCombo < 5 then
5584 Inc(FFragCombo);
5585 Param := FUID or (FFragCombo shl 16);
5586 if (FComboEvnt >= Low(gDelayedEvents)) and
5587 (FComboEvnt <= High(gDelayedEvents)) and
5588 gDelayedEvents[FComboEvnt].Pending and
5589 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5590 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5591 begin
5592 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5593 gDelayedEvents[FComboEvnt].DENum := Param;
5594 end
5595 else
5596 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5597 end
5598 else
5599 FFragCombo := 1;
5601 FLastFrag := gTime;
5602 end;
5604 procedure TPlayer.GiveItem(ItemType: Byte);
5605 begin
5606 case ItemType of
5607 ITEM_SUIT:
5608 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5609 begin
5610 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5611 end;
5613 ITEM_OXYGEN:
5614 if FAir < AIR_MAX then
5615 begin
5616 FAir := AIR_MAX;
5617 end;
5619 ITEM_MEDKIT_BLACK:
5620 begin
5621 if not (R_BERSERK in FRulez) then
5622 begin
5623 Include(FRulez, R_BERSERK);
5624 if FBFGFireCounter < 1 then
5625 begin
5626 FCurrWeap := WEAPON_KASTET;
5627 resetWeaponQueue();
5628 FModel.SetWeapon(WEAPON_KASTET);
5629 end;
5630 if gFlash <> 0 then
5631 Inc(FPain, 100);
5632 FBerserk := gTime+30000;
5633 end;
5634 if FHealth < PLAYER_HP_SOFT then
5635 begin
5636 FHealth := PLAYER_HP_SOFT;
5637 FBerserk := gTime+30000;
5638 end;
5639 end;
5641 ITEM_INVUL:
5642 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5643 begin
5644 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5645 end;
5647 ITEM_INVIS:
5648 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
5649 begin
5650 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
5651 end;
5653 ITEM_JETPACK:
5654 if FJetFuel < JET_MAX then
5655 begin
5656 FJetFuel := JET_MAX;
5657 end;
5659 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
5660 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
5661 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
5662 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
5663 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
5664 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
5665 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
5666 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
5668 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5669 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
5670 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5671 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
5672 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5673 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
5674 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5675 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
5677 ITEM_AMMO_BACKPACK:
5678 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
5679 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
5680 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
5681 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) then
5682 begin
5683 FMaxAmmo[A_BULLETS] := 400;
5684 FMaxAmmo[A_SHELLS] := 100;
5685 FMaxAmmo[A_ROCKETS] := 100;
5686 FMaxAmmo[A_CELLS] := 600;
5688 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5689 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5690 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5691 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5693 FRulez := FRulez + [R_ITEM_BACKPACK];
5694 end;
5696 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
5697 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
5698 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
5700 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
5701 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
5703 else
5704 Exit;
5705 end;
5706 if g_Game_IsNet and g_Game_IsServer then
5707 MH_SEND_PlayerStats(FUID);
5708 end;
5710 procedure TPlayer.FlySmoke(Times: DWORD = 1);
5711 var
5712 id, i: DWORD;
5713 Anim: TAnimation;
5714 begin
5715 if (Random(5) = 1) and (Times = 1) then
5716 Exit;
5718 if BodyInLiquid(0, 0) then
5719 begin
5720 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
5721 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
5722 if Random(2) = 0 then
5723 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5724 else
5725 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5726 Exit;
5727 end;
5729 if g_Frames_Get(id, 'FRAMES_SMOKE') then
5730 begin
5731 for i := 1 to Times do
5732 begin
5733 Anim := TAnimation.Create(id, False, 3);
5734 Anim.Alpha := 150;
5735 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
5736 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
5737 Anim.Free();
5738 end;
5739 end;
5740 end;
5742 procedure TPlayer.PauseSounds(Enable: Boolean);
5743 begin
5744 FSawSound.Pause(Enable);
5745 FSawSoundIdle.Pause(Enable);
5746 FSawSoundHit.Pause(Enable);
5747 FSawSoundSelect.Pause(Enable);
5748 end;
5750 { T C o r p s e : }
5752 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
5753 begin
5754 g_Obj_Init(@FObj);
5755 FObj.X := X;
5756 FObj.Y := Y;
5757 FObj.Rect := PLAYER_CORPSERECT;
5758 FModelName := ModelName;
5759 FMess := aMess;
5761 if FMess then
5762 begin
5763 FState := CORPSE_STATE_MESS;
5764 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
5765 end
5766 else
5767 begin
5768 FState := CORPSE_STATE_NORMAL;
5769 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
5770 end;
5771 end;
5773 destructor TCorpse.Destroy();
5774 begin
5775 FAnimation.Free();
5777 inherited;
5778 end;
5780 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
5781 var
5782 pm: TPlayerModel;
5783 begin
5784 if FState = CORPSE_STATE_REMOVEME then
5785 Exit;
5787 FDamage := FDamage + Value;
5789 if FDamage > 150 then
5790 begin
5791 if FAnimation <> nil then
5792 begin
5793 FAnimation.Free();
5794 FAnimation := nil;
5796 FState := CORPSE_STATE_REMOVEME;
5798 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
5799 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
5800 FModelName, FColor);
5801 // Çâóê ìÿñà îò òðóïà:
5802 pm := g_PlayerModel_Get(FModelName);
5803 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
5804 pm.Free;
5805 end;
5806 end
5807 else
5808 begin
5809 FObj.Vel.X := FObj.Vel.X + vx;
5810 FObj.Vel.Y := FObj.Vel.Y + vy;
5811 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
5812 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
5813 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
5814 150, 0, 0);
5815 end;
5816 end;
5818 procedure TCorpse.Draw();
5819 begin
5820 if FState = CORPSE_STATE_REMOVEME then
5821 Exit;
5823 if FAnimation <> nil then
5824 FAnimation.Draw(FObj.X, FObj.Y, M_NONE);
5826 if FAnimationMask <> nil then
5827 begin
5828 e_Colors := FColor;
5829 FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE);
5830 e_Colors.R := 255;
5831 e_Colors.G := 255;
5832 e_Colors.B := 255;
5833 end;
5834 end;
5836 procedure TCorpse.Update();
5837 var
5838 st: Word;
5839 begin
5840 if FState = CORPSE_STATE_REMOVEME then
5841 Exit;
5843 if gTime mod (GAME_TICK*2) <> 0 then
5844 begin
5845 g_Obj_Move(@FObj, True, True, True);
5847 Exit;
5848 end;
5850 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
5851 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5853 st := g_Obj_Move(@FObj, True, True, True);
5855 if WordBool(st and MOVE_FALLOUT) then
5856 begin
5857 FState := CORPSE_STATE_REMOVEME;
5858 Exit;
5859 end;
5861 if FAnimation <> nil then
5862 FAnimation.Update();
5863 if FAnimationMask <> nil then
5864 FAnimationMask.Update();
5865 end;
5867 procedure TCorpse.SaveState(var Mem: TBinMemoryWriter);
5868 var
5869 sig: DWORD;
5870 anim: Boolean;
5871 begin
5872 if Mem = nil then
5873 Exit;
5875 // Ñèãíàòóðà òðóïà:
5876 sig := CORPSE_SIGNATURE; // 'CORP'
5877 Mem.WriteDWORD(sig);
5878 // Ñîñòîÿíèå:
5879 Mem.WriteByte(FState);
5880 // Íàêîïëåííûé óðîí:
5881 Mem.WriteByte(FDamage);
5882 // Öâåò:
5883 Mem.WriteByte(FColor.R);
5884 Mem.WriteByte(FColor.G);
5885 Mem.WriteByte(FColor.B);
5886 // Îáúåêò òðóïà:
5887 Obj_SaveState(@FObj, Mem);
5888 // Åñòü ëè àíèìàöèÿ:
5889 anim := FAnimation <> nil;
5890 Mem.WriteBoolean(anim);
5891 // Åñëè åñòü - ñîõðàíÿåì:
5892 if anim then
5893 FAnimation.SaveState(Mem);
5894 // Åñòü ëè ìàñêà àíèìàöèè:
5895 anim := FAnimationMask <> nil;
5896 Mem.WriteBoolean(anim);
5897 // Åñëè åñòü - ñîõðàíÿåì:
5898 if anim then
5899 FAnimationMask.SaveState(Mem);
5900 end;
5902 procedure TCorpse.LoadState(var Mem: TBinMemoryReader);
5903 var
5904 sig: DWORD;
5905 anim: Boolean;
5906 begin
5907 if Mem = nil then
5908 Exit;
5910 // Ñèãíàòóðà òðóïà:
5911 Mem.ReadDWORD(sig);
5912 if sig <> CORPSE_SIGNATURE then // 'CORP'
5913 begin
5914 raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature');
5915 end;
5916 // Ñîñòîÿíèå:
5917 Mem.ReadByte(FState);
5918 // Íàêîïëåííûé óðîí:
5919 Mem.ReadByte(FDamage);
5920 // Öâåò:
5921 Mem.ReadByte(FColor.R);
5922 Mem.ReadByte(FColor.G);
5923 Mem.ReadByte(FColor.B);
5924 // Îáúåêò òðóïà:
5925 Obj_LoadState(@FObj, Mem);
5926 // Åñòü ëè àíèìàöèÿ:
5927 Mem.ReadBoolean(anim);
5928 // Åñëè åñòü - çàãðóæàåì:
5929 if anim then
5930 begin
5931 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
5932 FAnimation.LoadState(Mem);
5933 end;
5934 // Åñòü ëè ìàñêà àíèìàöèè:
5935 Mem.ReadBoolean(anim);
5936 // Åñëè åñòü - çàãðóæàåì:
5937 if anim then
5938 begin
5939 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
5940 FAnimationMask.LoadState(Mem);
5941 end;
5942 end;
5944 { T B o t : }
5946 constructor TBot.Create();
5947 var
5948 a: Integer;
5949 begin
5950 inherited Create();
5952 FPhysics := True;
5953 FSpectator := False;
5954 FGhost := False;
5956 FIamBot := True;
5958 Inc(gNumBots);
5960 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5961 begin
5962 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
5963 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
5964 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
5965 end;
5966 end;
5968 destructor TBot.Destroy();
5969 begin
5970 Dec(gNumBots);
5971 inherited Destroy();
5972 end;
5974 procedure TBot.Draw();
5975 begin
5976 inherited Draw();
5978 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
5979 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
5980 end;
5982 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
5983 begin
5984 inherited Respawn(Silent, Force);
5986 FAIFlags := nil;
5987 FSelectedWeapon := FCurrWeap;
5988 resetWeaponQueue();
5989 FTargetUID := 0;
5990 end;
5992 procedure TBot.UpdateCombat();
5993 type
5994 TTarget = record
5995 UID: Word;
5996 X, Y: Integer;
5997 Rect: TRectWH;
5998 cX, cY: Integer;
5999 Dist: Word;
6000 Line: Boolean;
6001 Visible: Boolean;
6002 IsPlayer: Boolean;
6003 end;
6005 TTargetRecord = array of TTarget;
6007 function Compare(a, b: TTarget): Integer;
6008 begin
6009 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6010 Result := -1
6011 else
6012 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6013 Result := 1
6014 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6015 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6016 begin
6017 if a.Dist > b.Dist then // B áëèæå
6018 Result := 1
6019 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6020 Result := -1;
6021 end
6022 else // Ñòðàííî -> A
6023 Result := -1;
6024 end;
6026 var
6027 a, x1, y1, x2, y2: Integer;
6028 targets: TTargetRecord;
6029 ammo: Word;
6030 Target, BestTarget: TTarget;
6031 firew, fireh: Integer;
6032 angle: SmallInt;
6033 mon: TMonster;
6034 pla: TPlayer;
6035 vsPlayer, vsMonster, ok: Boolean;
6036 begin
6037 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6038 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6040 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6041 if FCurrWeap <> FSelectedWeapon then
6042 NextWeapon();
6044 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6045 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6046 begin
6047 RemoveAIFlag('NEEDFIRE');
6049 case FCurrWeap of
6050 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6051 WEAPON_SAW, WEAPON_KASTET, WEAPON_MEGAKASTET: PressKey(KEY_FIRE, 40);
6052 else PressKey(KEY_FIRE);
6053 end;
6054 end;
6056 // Êîîðäèíàòû ñòâîëà:
6057 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6058 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6060 Target.UID := FTargetUID;
6062 ok := False;
6063 if Target.UID <> 0 then
6064 begin // Öåëü åñòü - íàñòðàèâàåì
6065 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6066 vsPlayer then
6067 begin // Èãðîê
6068 with g_Player_Get(Target.UID) do
6069 begin
6070 if (@FObj) <> nil then
6071 begin
6072 Target.X := FObj.X;
6073 Target.Y := FObj.Y;
6074 end;
6075 end;
6077 Target.cX := Target.X + PLAYER_RECT_CX;
6078 Target.cY := Target.Y + PLAYER_RECT_CY;
6079 Target.Rect := PLAYER_RECT;
6080 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6081 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6082 (y1-4 > Target.Y+PLAYER_RECT.Y);
6083 Target.IsPlayer := True;
6084 ok := True;
6085 end
6086 else
6087 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6088 vsMonster then
6089 begin // Ìîíñòð
6090 mon := g_Monsters_Get(Target.UID);
6091 if mon <> nil then
6092 begin
6093 Target.X := mon.Obj.X;
6094 Target.Y := mon.Obj.Y;
6096 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6097 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6098 Target.Rect := mon.Obj.Rect;
6099 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6100 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6101 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6102 Target.IsPlayer := False;
6103 ok := True;
6104 end;
6105 end;
6106 end;
6108 if not ok then
6109 begin // Öåëè íåò - îáíóëÿåì
6110 Target.X := 0;
6111 Target.Y := 0;
6112 Target.cX := 0;
6113 Target.cY := 0;
6114 Target.Visible := False;
6115 Target.Line := False;
6116 Target.IsPlayer := False;
6117 end;
6119 targets := nil;
6121 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6122 if (not Target.Line) or (not Target.Visible) then
6123 begin
6124 // Èãðîêè:
6125 if vsPlayer then
6126 for a := 0 to High(gPlayers) do
6127 if (gPlayers[a] <> nil) and (gPlayers[a].Live) and
6128 (gPlayers[a].FUID <> FUID) and
6129 (not SameTeam(FUID, gPlayers[a].FUID)) and
6130 (not gPlayers[a].NoTarget) and
6131 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6132 begin
6133 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6134 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6135 Continue;
6137 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6138 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6140 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6141 if g_TraceVector(x1, y1, x2, y2) then
6142 begin
6143 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6144 SetLength(targets, Length(targets)+1);
6145 with targets[High(targets)] do
6146 begin
6147 UID := gPlayers[a].FUID;
6148 X := gPlayers[a].FObj.X;
6149 Y := gPlayers[a].FObj.Y;
6150 cX := x2;
6151 cY := y2;
6152 Rect := PLAYER_RECT;
6153 Dist := g_PatchLength(x1, y1, x2, y2);
6154 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6155 (y1-4 > Target.Y+PLAYER_RECT.Y);
6156 Visible := True;
6157 IsPlayer := True;
6158 end;
6159 end;
6160 end;
6162 // Ìîíñòðû:
6163 if vsMonster and (gMonsters <> nil) then
6164 for a := 0 to High(gMonsters) do
6165 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
6166 (gMonsters[a].MonsterType <> MONSTER_BARREL) then
6167 begin
6168 mon := gMonsters[a];
6170 if not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
6171 mon.Obj.Y + mon.Obj.Rect.Y) then
6172 Continue;
6174 x2 := mon.Obj.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6175 y2 := mon.Obj.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6177 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6178 if g_TraceVector(x1, y1, x2, y2) then
6179 begin
6180 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6181 SetLength(targets, Length(targets)+1);
6182 with targets[High(targets)] do
6183 begin
6184 UID := mon.UID;
6185 X := mon.Obj.X;
6186 Y := mon.Obj.Y;
6187 cX := x2;
6188 cY := y2;
6189 Rect := mon.Obj.Rect;
6190 Dist := g_PatchLength(x1, y1, x2, y2);
6191 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6192 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6193 Visible := True;
6194 IsPlayer := False;
6195 end;
6196 end;
6197 end;
6198 end;
6200 // Åñëè åñòü âîçìîæíûå öåëè:
6201 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6202 if targets <> nil then
6203 begin
6204 // Âûáèðàåì íàèëó÷øóþ öåëü:
6205 BestTarget := targets[0];
6206 if Length(targets) > 1 then
6207 for a := 1 to High(targets) do
6208 if Compare(BestTarget, targets[a]) = 1 then
6209 BestTarget := targets[a];
6211 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6212 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6213 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6214 begin
6215 Target := BestTarget;
6217 if (Healthy() = 3) or ((Healthy() = 2)) then
6218 begin // Åñëè çäîðîâû - äîãîíÿåì
6219 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6220 SetAIFlag('GORIGHT', '1');
6221 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6222 SetAIFlag('GOLEFT', '1');
6223 end
6224 else
6225 begin // Åñëè ïîáèòû - óáåãàåì
6226 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6227 SetAIFlag('GORIGHT', '1');
6228 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6229 SetAIFlag('GOLEFT', '1');
6230 end;
6232 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6233 SelectWeapon(Abs(x1-Target.cX));
6234 end;
6235 end;
6237 // Åñëè åñòü öåëü:
6238 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6239 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6240 if Target.UID <> 0 then
6241 begin
6242 if not TargetOnScreen(Target.X + Target.Rect.X,
6243 Target.Y + Target.Rect.Y) then
6244 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6245 if (Healthy() = 3) or ((Healthy() = 2)) then
6246 begin // Åñëè çäîðîâû - äîãîíÿåì
6247 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6248 SetAIFlag('GORIGHT', '1');
6249 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6250 SetAIFlag('GOLEFT', '1');
6251 end
6252 else
6253 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6254 Target.UID := 0;
6255 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6256 SetAIFlag('GORIGHT', '1');
6257 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6258 SetAIFlag('GOLEFT', '1');
6259 end;
6260 end
6261 else
6262 begin // Öåëü ïîêà íà "ýêðàíå"
6263 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6264 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6265 FLastVisible := gTime;
6266 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6267 if (Abs(FObj.Y-Target.Y) <= 128) then
6268 begin
6269 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6270 SetAIFlag('GORIGHT', '1');
6271 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6272 SetAIFlag('GOLEFT', '1');
6273 end;
6274 end;
6276 // Âûáèðàåì óãîë ââåðõ:
6277 if FDirection = D_LEFT then
6278 angle := ANGLE_LEFTUP
6279 else
6280 angle := ANGLE_RIGHTUP;
6282 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6283 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6285 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6286 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6287 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6288 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6289 Target.Rect.Width, Target.Rect.Height) and
6290 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6291 begin // òî íóæíî ñòðåëÿòü ââåðõ
6292 SetAIFlag('NEEDFIRE', '1');
6293 SetAIFlag('NEEDSEEUP', '1');
6294 end;
6296 // Âûáèðàåì óãîë âíèç:
6297 if FDirection = D_LEFT then
6298 angle := ANGLE_LEFTDOWN
6299 else
6300 angle := ANGLE_RIGHTDOWN;
6302 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6303 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6305 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6306 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6307 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6308 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6309 Target.Rect.Width, Target.Rect.Height) and
6310 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6311 begin // òî íóæíî ñòðåëÿòü âíèç
6312 SetAIFlag('NEEDFIRE', '1');
6313 SetAIFlag('NEEDSEEDOWN', '1');
6314 end;
6316 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6317 if Target.Visible and
6318 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6319 (y1-4 > Target.Y+Target.Rect.Y) then
6320 begin
6321 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6322 if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
6323 ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
6324 begin // òî íóæíî ñòðåëÿòü âïåðåä
6325 SetAIFlag('NEEDFIRE', '1');
6326 SetAIFlag('NEEDSEEDOWN', '');
6327 SetAIFlag('NEEDSEEUP', '');
6328 end;
6329 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6330 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6331 if GetRnd(FDifficult.CloseJump) then
6332 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6333 if Abs(FObj.X-Target.X) < 128 then
6334 a := 4
6335 else
6336 a := 30;
6337 if Random(a) = 0 then
6338 SetAIFlag('NEEDJUMP', '1');
6339 end;
6340 end;
6342 // Åñëè öåëü âñå åùå åñòü:
6343 if Target.UID <> 0 then
6344 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6345 Target.UID := 0 // òî çàáûòü öåëü
6346 else // Åñëè âèäåëè íåäàâíî
6347 begin // íî öåëü óáèëè
6348 if Target.IsPlayer then
6349 begin // Öåëü - èãðîê
6350 pla := g_Player_Get(Target.UID);
6351 if (pla = nil) or (not pla.Live) or pla.NoTarget or
6352 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6353 Target.UID := 0; // òî çàáûòü öåëü
6354 end
6355 else
6356 begin // Öåëü - ìîíñòð
6357 mon := g_Monsters_Get(Target.UID);
6358 if (mon = nil) or (not mon.Live) then
6359 Target.UID := 0; // òî çàáûòü öåëü
6360 end;
6361 end;
6362 end; // if Target.UID <> 0
6364 FTargetUID := Target.UID;
6366 // Åñëè âîçìîæíûõ öåëåé íåò:
6367 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6368 if targets = nil then
6369 if GetAIFlag('ATTACKLEFT') <> '' then
6370 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6371 RemoveAIFlag('ATTACKLEFT');
6373 SetAIFlag('NEEDJUMP', '1');
6375 if RunDirection() = D_RIGHT then
6376 begin // Èäåì íå â òó ñòîðîíó
6377 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6378 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6379 SetAIFlag('NEEDFIRE', '1');
6380 SetAIFlag('GOLEFT', '1');
6381 end;
6382 end
6383 else
6384 begin // Èäåì â íóæíóþ ñòîðîíó
6385 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6386 SetAIFlag('NEEDFIRE', '1');
6387 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6388 SetAIFlag('GORIGHT', '1');
6389 end;
6390 end
6391 else
6392 if GetAIFlag('ATTACKRIGHT') <> '' then
6393 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6394 RemoveAIFlag('ATTACKRIGHT');
6396 SetAIFlag('NEEDJUMP', '1');
6398 if RunDirection() = D_LEFT then
6399 begin // Èäåì íå â òó ñòîðîíó
6400 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6401 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6402 SetAIFlag('NEEDFIRE', '1');
6403 SetAIFlag('GORIGHT', '1');
6404 end;
6405 end
6406 else
6407 begin
6408 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6409 SetAIFlag('NEEDFIRE', '1');
6410 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6411 SetAIFlag('GOLEFT', '1');
6412 end;
6413 end;
6415 //HACK! (does it belongs there?)
6416 RealizeCurrentWeapon();
6418 // Åñëè åñòü âîçìîæíûå öåëè:
6419 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6420 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6421 for a := 0 to High(targets) do
6422 begin
6423 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6424 if GetRnd(FDifficult.DiagFire) then
6425 begin
6426 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6427 if FDirection = D_LEFT then
6428 angle := ANGLE_LEFTUP
6429 else
6430 angle := ANGLE_RIGHTUP;
6432 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6433 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6435 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6436 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6437 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6438 targets[a].Rect.Width, targets[a].Rect.Height) and
6439 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6440 begin
6441 SetAIFlag('NEEDFIRE', '1');
6442 SetAIFlag('NEEDSEEUP', '1');
6443 end;
6445 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6446 if FDirection = D_LEFT then
6447 angle := ANGLE_LEFTDOWN
6448 else
6449 angle := ANGLE_RIGHTDOWN;
6451 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6452 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6454 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6455 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6456 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6457 targets[a].Rect.Width, targets[a].Rect.Height) and
6458 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6459 begin
6460 SetAIFlag('NEEDFIRE', '1');
6461 SetAIFlag('NEEDSEEDOWN', '1');
6462 end;
6463 end;
6465 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6466 if targets[a].Line and targets[a].Visible and
6467 (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
6468 ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
6469 begin
6470 SetAIFlag('NEEDFIRE', '1');
6471 Break;
6472 end;
6473 end;
6475 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6476 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6477 PLAYER_RECT.Width, PLAYER_RECT.Height,
6478 40+GetInterval(FDifficult.Cover, 40)) then
6479 SetAIFlag('NEEDJUMP', '1');
6481 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6482 ammo := GetAmmoByWeapon(FCurrWeap);
6483 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6484 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6485 (ammo = 0) then
6486 SetAIFlag('SELECTWEAPON', '1');
6488 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6489 if GetAIFlag('SELECTWEAPON') = '1' then
6490 begin
6491 SelectWeapon(-1);
6492 RemoveAIFlag('SELECTWEAPON');
6493 end;
6494 end;
6496 procedure TBot.Update();
6497 var
6498 EnableAI: Boolean;
6499 begin
6500 if not FLive then
6501 begin // Respawn
6502 ReleaseKeys();
6503 PressKey(KEY_UP);
6504 end
6505 else
6506 begin
6507 EnableAI := True;
6509 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6510 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6511 EnableAI := False;
6512 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6513 EnableAI := False;
6514 if g_debug_BotAIOff = 3 then
6515 EnableAI := False;
6517 if EnableAI then
6518 begin
6519 UpdateMove();
6520 UpdateCombat();
6521 end;
6522 end;
6524 inherited Update();
6525 end;
6527 procedure TBot.ReleaseKey(Key: Byte);
6528 begin
6529 with FKeys[Key] do
6530 begin
6531 Pressed := False;
6532 Time := 0;
6533 end;
6534 end;
6536 function TBot.KeyPressed(Key: Word): Boolean;
6537 begin
6538 Result := FKeys[Key].Pressed;
6539 end;
6541 function TBot.GetAIFlag(fName: String20): String20;
6542 var
6543 a: Integer;
6544 begin
6545 Result := '';
6547 fName := LowerCase(fName);
6549 if FAIFlags <> nil then
6550 for a := 0 to High(FAIFlags) do
6551 if LowerCase(FAIFlags[a].Name) = fName then
6552 begin
6553 Result := FAIFlags[a].Value;
6554 Break;
6555 end;
6556 end;
6558 procedure TBot.RemoveAIFlag(fName: String20);
6559 var
6560 a, b: Integer;
6561 begin
6562 if FAIFlags = nil then Exit;
6564 fName := LowerCase(fName);
6566 for a := 0 to High(FAIFlags) do
6567 if LowerCase(FAIFlags[a].Name) = fName then
6568 begin
6569 if a <> High(FAIFlags) then
6570 for b := a to High(FAIFlags)-1 do
6571 FAIFlags[b] := FAIFlags[b+1];
6573 SetLength(FAIFlags, Length(FAIFlags)-1);
6574 Break;
6575 end;
6576 end;
6578 procedure TBot.SetAIFlag(fName, fValue: String20);
6579 var
6580 a: Integer;
6581 ok: Boolean;
6582 begin
6583 a := 0;
6584 ok := False;
6586 fName := LowerCase(fName);
6588 if FAIFlags <> nil then
6589 for a := 0 to High(FAIFlags) do
6590 if LowerCase(FAIFlags[a].Name) = fName then
6591 begin
6592 ok := True;
6593 Break;
6594 end;
6596 if ok then FAIFlags[a].Value := fValue
6597 else
6598 begin
6599 SetLength(FAIFlags, Length(FAIFlags)+1);
6600 with FAIFlags[High(FAIFlags)] do
6601 begin
6602 Name := fName;
6603 Value := fValue;
6604 end;
6605 end;
6606 end;
6608 procedure TBot.UpdateMove;
6610 procedure GoLeft(Time: Word = 1);
6611 begin
6612 ReleaseKey(KEY_LEFT);
6613 ReleaseKey(KEY_RIGHT);
6614 PressKey(KEY_LEFT, Time);
6615 SetDirection(D_LEFT);
6616 end;
6618 procedure GoRight(Time: Word = 1);
6619 begin
6620 ReleaseKey(KEY_LEFT);
6621 ReleaseKey(KEY_RIGHT);
6622 PressKey(KEY_RIGHT, Time);
6623 SetDirection(D_RIGHT);
6624 end;
6626 function Rnd(a: Word): Boolean;
6627 begin
6628 Result := Random(a) = 0;
6629 end;
6631 procedure Turn(Time: Word = 1200);
6632 begin
6633 if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
6634 end;
6636 procedure Stop();
6637 begin
6638 ReleaseKey(KEY_LEFT);
6639 ReleaseKey(KEY_RIGHT);
6640 end;
6642 function CanRunLeft(): Boolean;
6643 begin
6644 Result := not CollideLevel(-1, 0);
6645 end;
6647 function CanRunRight(): Boolean;
6648 begin
6649 Result := not CollideLevel(1, 0);
6650 end;
6652 function CanRun(): Boolean;
6653 begin
6654 if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
6655 end;
6657 procedure Jump(Time: Word = 30);
6658 begin
6659 PressKey(KEY_JUMP, Time);
6660 end;
6662 function NearHole(): Boolean;
6663 var
6664 x, sx: Integer;
6665 begin
6666 { TODO 5 : Ëåñòíèöû }
6667 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6668 for x := 1 to PLAYER_RECT.Width do
6669 if (not StayOnStep(x*sx, 0)) and
6670 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6671 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6672 begin
6673 Result := True;
6674 Exit;
6675 end;
6677 Result := False;
6678 end;
6680 function BorderHole(): Boolean;
6681 var
6682 x, sx, xx: Integer;
6683 begin
6684 { TODO 5 : Ëåñòíèöû }
6685 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6686 for x := 1 to PLAYER_RECT.Width do
6687 if (not StayOnStep(x*sx, 0)) and
6688 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6689 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6690 begin
6691 for xx := x to x+32 do
6692 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
6693 begin
6694 Result := True;
6695 Exit;
6696 end;
6697 end;
6699 Result := False;
6700 end;
6702 function NearDeepHole(): Boolean;
6703 var
6704 x, sx, y: Integer;
6705 begin
6706 Result := False;
6708 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6709 y := 3;
6711 for x := 1 to PLAYER_RECT.Width do
6712 if (not StayOnStep(x*sx, 0)) and
6713 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6714 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6715 begin
6716 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6717 begin
6718 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
6719 y := y+1;
6720 end;
6722 Result := True;
6723 end else Result := False;
6724 end;
6726 function OverDeepHole(): Boolean;
6727 var
6728 y: Integer;
6729 begin
6730 Result := False;
6732 y := 1;
6733 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6734 begin
6735 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
6736 y := y+1;
6737 end;
6739 Result := True;
6740 end;
6742 function OnGround(): Boolean;
6743 begin
6744 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
6745 end;
6747 function OnLadder(): Boolean;
6748 begin
6749 Result := FullInStep(0, 0);
6750 end;
6752 function BelowLadder(): Boolean;
6753 begin
6754 Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
6755 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6756 (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
6757 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6758 end;
6760 function BelowLiftUp(): Boolean;
6761 begin
6762 Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
6763 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6764 ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
6765 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6766 end;
6768 function OnTopLift(): Boolean;
6769 begin
6770 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
6771 end;
6773 function CanJumpOver(): Boolean;
6774 var
6775 sx, y: Integer;
6776 begin
6777 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6779 Result := False;
6781 if not CollideLevel(sx, 0) then Exit;
6783 for y := 1 to BOT_MAXJUMP do
6784 if CollideLevel(0, -y) then Exit else
6785 if not CollideLevel(sx, -y) then
6786 begin
6787 Result := True;
6788 Exit;
6789 end;
6790 end;
6792 function CanJumpUp(Dist: ShortInt): Boolean;
6793 var
6794 y, yy: Integer;
6795 c: Boolean;
6796 begin
6797 Result := False;
6799 if CollideLevel(Dist, 0) then Exit;
6801 c := False;
6802 for y := 0 to BOT_MAXJUMP do
6803 if CollideLevel(Dist, -y) then
6804 begin
6805 c := True;
6806 Break;
6807 end;
6809 if not c then Exit;
6811 c := False;
6812 for yy := y+1 to BOT_MAXJUMP do
6813 if not CollideLevel(Dist, -yy) then
6814 begin
6815 c := True;
6816 Break;
6817 end;
6819 if not c then Exit;
6821 c := False;
6822 for y := 0 to BOT_MAXJUMP do
6823 if CollideLevel(0, -y) then
6824 begin
6825 c := True;
6826 Break;
6827 end;
6829 if c then Exit;
6831 if y < yy then Exit;
6833 Result := True;
6834 end;
6836 function IsSafeTrigger(): Boolean;
6837 var
6838 a: Integer;
6839 begin
6840 Result := True;
6841 if gTriggers = nil then
6842 Exit;
6843 for a := 0 to High(gTriggers) do
6844 if Collide(gTriggers[a].X,
6845 gTriggers[a].Y,
6846 gTriggers[a].Width,
6847 gTriggers[a].Height) and
6848 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
6849 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
6850 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
6851 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
6852 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
6853 Result := False;
6854 end;
6856 begin
6857 // Âîçìîæíî, íàæèìàåì êíîïêó:
6858 if Rnd(16) and IsSafeTrigger() then
6859 PressKey(KEY_OPEN);
6861 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
6862 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
6863 begin
6864 ReleaseKey(KEY_LEFT);
6865 ReleaseKey(KEY_RIGHT);
6866 Jump();
6867 end;
6869 // Èäåì âëåâî, åñëè íàäî áûëî:
6870 if GetAIFlag('GOLEFT') <> '' then
6871 begin
6872 RemoveAIFlag('GOLEFT');
6873 if CanRunLeft() then
6874 GoLeft(360);
6875 end;
6877 // Èäåì âïðàâî, åñëè íàäî áûëî:
6878 if GetAIFlag('GORIGHT') <> '' then
6879 begin
6880 RemoveAIFlag('GORIGHT');
6881 if CanRunRight() then
6882 GoRight(360);
6883 end;
6885 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
6886 if FObj.X < -32 then
6887 GoRight(360)
6888 else
6889 if FObj.X+32 > gMapInfo.Width then
6890 GoLeft(360);
6892 // Ïðûãàåì, åñëè íàäî áûëî:
6893 if GetAIFlag('NEEDJUMP') <> '' then
6894 begin
6895 Jump(0);
6896 RemoveAIFlag('NEEDJUMP');
6897 end;
6899 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
6900 if GetAIFlag('NEEDSEEUP') <> '' then
6901 begin
6902 ReleaseKey(KEY_UP);
6903 ReleaseKey(KEY_DOWN);
6904 PressKey(KEY_UP, 20);
6905 RemoveAIFlag('NEEDSEEUP');
6906 end;
6908 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
6909 if GetAIFlag('NEEDSEEDOWN') <> '' then
6910 begin
6911 ReleaseKey(KEY_UP);
6912 ReleaseKey(KEY_DOWN);
6913 PressKey(KEY_DOWN, 20);
6914 RemoveAIFlag('NEEDSEEDOWN');
6915 end;
6917 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
6918 if GetAIFlag('GOINHOLE') <> '' then
6919 if not OnGround() then
6920 begin
6921 ReleaseKey(KEY_LEFT);
6922 ReleaseKey(KEY_RIGHT);
6923 RemoveAIFlag('GOINHOLE');
6924 SetAIFlag('FALLINHOLE', '1');
6925 end;
6927 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
6928 if GetAIFlag('FALLINHOLE') <> '' then
6929 if OnGround() then
6930 RemoveAIFlag('FALLINHOLE');
6932 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
6933 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
6934 if GetAIFlag('FALLINHOLE') = '' then
6935 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
6936 if Rnd(2) then
6937 GoLeft(360)
6938 else
6939 GoRight(360);
6941 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
6942 if OnGround() and
6943 CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
6944 Rnd(8) then
6945 Jump();
6947 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
6948 if OnGround() and NearHole() then
6949 if NearDeepHole() then // Åñëè ýòî áåçäíà
6950 case Random(6) of
6951 0..3: Turn(); // Áåæèì îáðàòíî
6952 4: Jump(); // Ïðûãàåì
6953 5: begin // Ïðûãàåì îáðàòíî
6954 Turn();
6955 Jump();
6956 end;
6957 end
6958 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
6959 if GetAIFlag('GOINHOLE') = '' then
6960 case Random(6) of
6961 0: Turn(); // Íå íóæíî òóäà
6962 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
6963 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
6964 if BorderHole() then
6965 SetAIFlag('GOINHOLE', '1');
6966 end;
6968 // Åñëè íà çåìëå, íî íåêóäà èäòè:
6969 if (not CanRun()) and OnGround() then
6970 begin
6971 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
6972 if CanJumpOver() or OnLadder() then
6973 Jump()
6974 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
6975 if Random(2) = 0 then
6976 begin
6977 if IsSafeTrigger() then
6978 PressKey(KEY_OPEN);
6979 end else
6980 Turn();
6981 end;
6983 // Îñòàëîñü ìàëî âîçäóõà:
6984 if FAir < 36 * 2 then
6985 Jump(20);
6987 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
6988 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
6989 if BodyInAcid(0, 0) then
6990 Jump();
6991 end;
6993 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
6994 begin
6995 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
6996 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
6997 end;
6999 {function TBot.NeedItem(Item: Byte): Byte;
7000 begin
7001 Result := 4;
7002 end;}
7004 procedure TBot.SelectWeapon(Dist: Integer);
7005 var
7006 a: Integer;
7008 function HaveAmmo(weapon: Byte): Boolean;
7009 begin
7010 case weapon of
7011 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7012 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7013 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7014 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7015 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7016 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7017 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7018 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7019 else Result := True;
7020 end;
7021 end;
7023 begin
7024 if Dist = -1 then Dist := BOT_LONGDIST;
7026 if Dist > BOT_LONGDIST then
7027 begin // Äàëüíèé áîé
7028 for a := 0 to 9 do
7029 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7030 begin
7031 FSelectedWeapon := FDifficult.WeaponPrior[a];
7032 Break;
7033 end;
7034 end
7035 else //if Dist > BOT_UNSAFEDIST then
7036 begin // Áëèæíèé áîé
7037 for a := 0 to 9 do
7038 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7039 begin
7040 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7041 Break;
7042 end;
7043 end;
7044 { else
7045 begin
7046 for a := 0 to 9 do
7047 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7048 begin
7049 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7050 Break;
7051 end;
7052 end;}
7053 end;
7055 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7056 begin
7057 Result := inherited PickItem(ItemType, force, remove);
7059 if Result then SetAIFlag('SELECTWEAPON', '1');
7060 end;
7062 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7063 begin
7064 Result := inherited Heal(value, Soft);
7065 end;
7067 function TBot.Healthy(): Byte;
7068 begin
7069 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7070 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7071 else if (FHealth > 50) then Result := 2
7072 else if (FHealth > 20) then Result := 1
7073 else Result := 0;
7074 end;
7076 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7077 begin
7078 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7079 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7080 end;
7082 procedure TBot.OnDamage(Angle: SmallInt);
7083 var
7084 pla: TPlayer;
7085 mon: TMonster;
7086 ok: Boolean;
7087 begin
7088 inherited;
7090 if (Angle = 0) or (Angle = 180) then
7091 begin
7092 ok := False;
7093 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7094 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7095 begin // Èãðîê
7096 pla := g_Player_Get(FLastSpawnerUID);
7097 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7098 pla.FObj.Y + PLAYER_RECT.Y);
7099 end
7100 else
7101 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7102 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7103 begin // Ìîíñòð
7104 mon := g_Monsters_Get(FLastSpawnerUID);
7105 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7106 mon.Obj.Y + mon.Obj.Rect.Y);
7107 end;
7109 if ok then
7110 if Angle = 0 then
7111 SetAIFlag('ATTACKLEFT', '1')
7112 else
7113 SetAIFlag('ATTACKRIGHT', '1');
7114 end;
7115 end;
7117 function TBot.RunDirection(): TDirection;
7118 begin
7119 if Abs(Vel.X) >= 1 then
7120 begin
7121 if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT;
7122 end else
7123 Result := FDirection;
7124 end;
7126 function TBot.GetRnd(a: Byte): Boolean;
7127 begin
7128 if a = 0 then Result := False
7129 else if a = 255 then Result := True
7130 else Result := Random(256) > 255-a;
7131 end;
7133 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7134 begin
7135 Result := Round((255-a)/255*radius*(Random(2)-1));
7136 end;
7138 procedure TBot.SaveState(var Mem: TBinMemoryWriter);
7139 var
7140 i: Integer;
7141 dw: DWORD;
7142 p: Pointer;
7143 begin
7144 inherited SaveState(Mem);
7146 // Âûáðàííîå îðóæèå:
7147 Mem.WriteByte(FSelectedWeapon);
7148 // UID öåëè:
7149 Mem.WriteWord(FTargetUID);
7150 // Âðåìÿ ïîòåðè öåëè:
7151 Mem.WriteDWORD(FLastVisible);
7152 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7153 dw := Length(FAIFlags);
7154 Mem.WriteDWORD(dw);
7155 // Ôëàãè ÈÈ:
7156 for i := 0 to Integer(dw)-1 do
7157 begin
7158 Mem.WriteString(FAIFlags[i].Name, 20);
7159 Mem.WriteString(FAIFlags[i].Value, 20);
7160 end;
7161 // Íàñòðîéêè ñëîæíîñòè:
7162 p := @FDifficult;
7163 Mem.WriteMemory(p, SizeOf(TDifficult));
7164 end;
7166 procedure TBot.LoadState(var Mem: TBinMemoryReader);
7167 var
7168 i: Integer;
7169 dw: DWORD;
7170 p: Pointer;
7171 begin
7172 inherited LoadState(Mem);
7174 // Âûáðàííîå îðóæèå:
7175 Mem.ReadByte(FSelectedWeapon);
7176 // UID öåëè:
7177 Mem.ReadWord(FTargetUID);
7178 // Âðåìÿ ïîòåðè öåëè:
7179 Mem.ReadDWORD(FLastVisible);
7180 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7181 Mem.ReadDWORD(dw);
7182 SetLength(FAIFlags, dw);
7183 // Ôëàãè ÈÈ:
7184 for i := 0 to Integer(dw)-1 do
7185 begin
7186 Mem.ReadString(FAIFlags[i].Name);
7187 Mem.ReadString(FAIFlags[i].Value);
7188 end;
7189 // Íàñòðîéêè ñëîæíîñòè:
7190 Mem.ReadMemory(p, dw);
7191 if dw <> SizeOf(TDifficult) then
7192 begin
7193 raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size');
7194 end;
7195 FDifficult := TDifficult(p^);
7196 end;
7198 end.