DEADSOFTWARE

Revert "no more delay between weapon switching: now player should release switching...
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 {$M+}
18 unit g_player;
20 interface
22 uses
23 SysUtils, Classes,
24 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
25 e_graphics, g_playermodel, g_basic, g_textures,
26 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
27 g_panel;
29 const
30 KEY_LEFT = 1;
31 KEY_RIGHT = 2;
32 KEY_UP = 3;
33 KEY_DOWN = 4;
34 KEY_FIRE = 5;
35 KEY_NEXTWEAPON = 6;
36 KEY_PREVWEAPON = 7;
37 KEY_OPEN = 8;
38 KEY_JUMP = 9;
39 KEY_CHAT = 10;
41 R_ITEM_BACKPACK = 0;
42 R_KEY_RED = 1;
43 R_KEY_GREEN = 2;
44 R_KEY_BLUE = 3;
45 R_BERSERK = 4;
47 MR_SUIT = 0;
48 MR_INVUL = 1;
49 MR_INVIS = 2;
50 MR_MAX = 2;
52 A_BULLETS = 0;
53 A_SHELLS = 1;
54 A_ROCKETS = 2;
55 A_CELLS = 3;
56 A_FUEL = 4;
57 A_HIGH = 4;
59 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
63 K_SIMPLEKILL = 0;
64 K_HARDKILL = 1;
65 K_EXTRAHARDKILL = 2;
66 K_FALLKILL = 3;
68 T_RESPAWN = 0;
69 T_SWITCH = 1;
70 T_USE = 2;
71 T_FLAGCAP = 3;
73 TEAM_NONE = 0;
74 TEAM_RED = 1;
75 TEAM_BLUE = 2;
76 TEAM_COOP = 3;
78 SHELL_BULLET = 0;
79 SHELL_SHELL = 1;
80 SHELL_DBLSHELL = 2;
82 ANGLE_NONE = Low(SmallInt);
84 CORPSE_STATE_REMOVEME = 0;
85 CORPSE_STATE_NORMAL = 1;
86 CORPSE_STATE_MESS = 2;
88 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
89 PLAYER_RECT_CX = 15+(34 div 2);
90 PLAYER_RECT_CY = 12+(52 div 2);
91 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
93 PLAYER_HP_SOFT = 100;
94 PLAYER_HP_LIMIT = 200;
95 PLAYER_AP_SOFT = 100;
96 PLAYER_AP_LIMIT = 200;
97 SUICIDE_DAMAGE = 112;
99 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
100 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
102 type
103 TPlayerStat = record
104 Ping: Word;
105 Loss: Byte;
106 Name: String;
107 Team: Byte;
108 Frags: SmallInt;
109 Deaths: SmallInt;
110 Lives: Byte;
111 Kills: Word;
112 Color: TRGB;
113 Spectator: Boolean;
114 end;
116 TPlayerStatArray = Array of TPlayerStat;
118 TPlayerSavedState = record
119 Health: Integer;
120 Armor: Integer;
121 Air: Integer;
122 JetFuel: Integer;
123 CurrWeap: Byte;
124 NextWeap: WORD;
125 NextWeapDelay: Byte;
126 Ammo: Array [A_BULLETS..A_HIGH] of Word;
127 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
128 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
129 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
130 WaitRecall: Boolean;
131 end;
133 TKeyState = record
134 Pressed: Boolean;
135 Time: Word;
136 end;
138 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
139 private
140 FIamBot: Boolean;
141 FUID: Word;
142 FName: String;
143 FTeam: Byte;
144 FAlive: Boolean;
145 FSpawned: Boolean;
146 FDirection: TDirection;
147 FHealth: Integer;
148 FLives: Byte;
149 FArmor: Integer;
150 FAir: Integer;
151 FPain: Integer;
152 FPickup: Integer;
153 FKills: Integer;
154 FMonsterKills: Integer;
155 FFrags: Integer;
156 FFragCombo: Byte;
157 FLastFrag: LongWord;
158 FComboEvnt: Integer;
159 FDeath: Integer;
160 FCanJetpack: Boolean;
161 FJetFuel: Integer;
162 FFlag: Byte;
163 FSecrets: Integer;
164 FCurrWeap: Byte;
165 FNextWeap: WORD;
166 FNextWeapDelay: Byte; // frames
167 FBFGFireCounter: SmallInt;
168 FLastSpawnerUID: Word;
169 FLastHit: Byte;
170 FObj: TObj;
171 FXTo, FYTo: Integer;
172 FSpectatePlayer: Integer;
173 FFirePainTime: Integer;
174 FFireAttacker: Word;
176 FSavedState: TPlayerSavedState;
178 FModel: TPlayerModel;
179 FPunchAnim: TAnimation;
180 FActionPrior: Byte;
181 FActionAnim: Byte;
182 FActionForce: Boolean;
183 FActionChanged: Boolean;
184 FAngle: SmallInt;
185 FFireAngle: SmallInt;
186 FIncCam: Integer;
187 FShellTimer: Integer;
188 FShellType: Byte;
189 FSawSound: TPlayableSound;
190 FSawSoundIdle: TPlayableSound;
191 FSawSoundHit: TPlayableSound;
192 FSawSoundSelect: TPlayableSound;
193 FJetSoundOn: TPlayableSound;
194 FJetSoundOff: TPlayableSound;
195 FJetSoundFly: TPlayableSound;
196 FGodMode: Boolean;
197 FNoTarget: Boolean;
198 FNoReload: Boolean;
199 FJustTeleported: Boolean;
200 FNetTime: LongWord;
201 mEDamageType: Integer;
204 function CollideLevel(XInc, YInc: Integer): Boolean;
205 function StayOnStep(XInc, YInc: Integer): Boolean;
206 function HeadInLiquid(XInc, YInc: Integer): Boolean;
207 function BodyInLiquid(XInc, YInc: Integer): Boolean;
208 function BodyInAcid(XInc, YInc: Integer): Boolean;
209 function FullInLift(XInc, YInc: Integer): Integer;
210 {procedure CollideItem();}
211 procedure FlySmoke(Times: DWORD = 1);
212 procedure OnFireFlame(Times: DWORD = 1);
213 function GetAmmoByWeapon(Weapon: Byte): Word;
214 procedure SetAction(Action: Byte; Force: Boolean = False);
215 procedure OnDamage(Angle: SmallInt); virtual;
216 function firediry(): Integer;
217 procedure DoPunch();
219 procedure Run(Direction: TDirection);
220 procedure NextWeapon();
221 procedure PrevWeapon();
222 procedure SeeUp();
223 procedure SeeDown();
224 procedure Fire();
225 procedure Jump();
226 procedure Use();
228 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
229 procedure resetWeaponQueue ();
230 function hasAmmoForWeapon (weapon: Byte): Boolean;
232 procedure doDamage (v: Integer);
234 function followCorpse(): Boolean;
236 public
237 FDamageBuffer: Integer;
239 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
240 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
241 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
242 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
243 FBerserk: Integer;
244 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
245 FReloading: Array [WP_FIRST..WP_LAST] of Word;
246 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
247 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
248 FColor: TRGB;
249 FPreferredTeam: Byte;
250 FSpectator: Boolean;
251 FNoRespawn: Boolean;
252 FWantsInGame: Boolean;
253 FGhost: Boolean;
254 FPhysics: Boolean;
255 FJetpack: Boolean;
256 FActualModelName: string;
257 FClientID: SmallInt;
258 FPing: Word;
259 FLoss: Byte;
260 FDummy: Boolean;
261 FFireTime: Integer;
263 // debug: viewport offset
264 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
266 function isValidViewPort (): Boolean; inline;
268 constructor Create(); virtual;
269 destructor Destroy(); override;
270 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
271 function GetRespawnPoint(): Byte;
272 procedure PressKey(Key: Byte; Time: Word = 1);
273 procedure ReleaseKeys();
274 procedure SetModel(ModelName: String);
275 procedure SetColor(Color: TRGB);
276 procedure SetWeapon(W: Byte);
277 function IsKeyPressed(K: Byte): Boolean;
278 function GetKeys(): Byte;
279 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
280 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
281 function Collide(Panel: TPanel): Boolean; overload;
282 function Collide(X, Y: Integer): Boolean; overload;
283 procedure SetDirection(Direction: TDirection);
284 procedure GetSecret();
285 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
286 procedure Touch();
287 procedure Push(vx, vy: Integer);
288 procedure ChangeModel(ModelName: String);
289 procedure SwitchTeam;
290 procedure ChangeTeam(Team: Byte);
291 procedure BFGHit();
292 function GetFlag(Flag: Byte): Boolean;
293 procedure SetFlag(Flag: Byte);
294 function DropFlag(): Boolean;
295 procedure AllRulez(Health: Boolean);
296 procedure RestoreHealthArmor();
297 procedure FragCombo();
298 procedure GiveItem(ItemType: Byte);
299 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
300 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
301 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
302 procedure MakeBloodSimple(Count: Word);
303 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
304 procedure Reset(Force: Boolean);
305 procedure Spectate(NoMove: Boolean = False);
306 procedure SwitchNoClip;
307 procedure SoftReset();
308 procedure Draw(); virtual;
309 procedure DrawPain();
310 procedure DrawPickup();
311 procedure DrawRulez();
312 procedure DrawAim();
313 procedure DrawIndicator();
314 procedure DrawBubble();
315 procedure DrawGUI();
316 procedure Update(); virtual;
317 procedure RememberState();
318 procedure RecallState();
319 procedure SaveState (st: TStream); virtual;
320 procedure LoadState (st: TStream); virtual;
321 procedure PauseSounds(Enable: Boolean);
322 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
323 procedure DoLerp(Level: Integer = 2);
324 procedure SetLerp(XTo, YTo: Integer);
325 procedure QueueWeaponSwitch(Weapon: Byte);
326 procedure RealizeCurrentWeapon();
327 procedure JetpackOn;
328 procedure JetpackOff;
329 procedure CatchFire(Attacker: Word);
331 //WARNING! this does nothing for now, but still call it!
332 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
334 procedure getMapBox (out x, y, w, h: Integer); inline;
335 procedure moveBy (dx, dy: Integer); inline;
337 public
338 property Vel: TPoint2i read FObj.Vel;
339 property Obj: TObj read FObj;
341 property Name: String read FName write FName;
342 property Model: TPlayerModel read FModel;
343 property Health: Integer read FHealth write FHealth;
344 property Lives: Byte read FLives write FLives;
345 property Armor: Integer read FArmor write FArmor;
346 property Air: Integer read FAir write FAir;
347 property JetFuel: Integer read FJetFuel write FJetFuel;
348 property Frags: Integer read FFrags write FFrags;
349 property Death: Integer read FDeath write FDeath;
350 property Kills: Integer read FKills write FKills;
351 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
352 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
353 property Secrets: Integer read FSecrets;
354 property GodMode: Boolean read FGodMode write FGodMode;
355 property NoTarget: Boolean read FNoTarget write FNoTarget;
356 property NoReload: Boolean read FNoReload write FNoReload;
357 property alive: Boolean read FAlive write FAlive;
358 property Flag: Byte read FFlag;
359 property Team: Byte read FTeam write FTeam;
360 property Direction: TDirection read FDirection;
361 property GameX: Integer read FObj.X write FObj.X;
362 property GameY: Integer read FObj.Y write FObj.Y;
363 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
364 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
365 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
366 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
367 property IncCam: Integer read FIncCam write FIncCam;
368 property UID: Word read FUID write FUID;
369 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
370 property NetTime: LongWord read FNetTime write FNetTime;
372 published
373 property eName: String read FName write FName;
374 property eHealth: Integer read FHealth write FHealth;
375 property eLives: Byte read FLives write FLives;
376 property eArmor: Integer read FArmor write FArmor;
377 property eAir: Integer read FAir write FAir;
378 property eJetFuel: Integer read FJetFuel write FJetFuel;
379 property eFrags: Integer read FFrags write FFrags;
380 property eDeath: Integer read FDeath write FDeath;
381 property eKills: Integer read FKills write FKills;
382 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
383 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
384 property eSecrets: Integer read FSecrets write FSecrets;
385 property eGodMode: Boolean read FGodMode write FGodMode;
386 property eNoTarget: Boolean read FNoTarget write FNoTarget;
387 property eNoReload: Boolean read FNoReload write FNoReload;
388 property eAlive: Boolean read FAlive write FAlive;
389 property eFlag: Byte read FFlag;
390 property eTeam: Byte read FTeam write FTeam;
391 property eDirection: TDirection read FDirection;
392 property eGameX: Integer read FObj.X write FObj.X;
393 property eGameY: Integer read FObj.Y write FObj.Y;
394 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
395 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
396 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
397 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
398 property eIncCam: Integer read FIncCam write FIncCam;
399 property eUID: Word read FUID;
400 property eJustTeleported: Boolean read FJustTeleported;
401 property eNetTime: LongWord read FNetTime;
403 // set this before assigning something to `eDamage`
404 property eDamageType: Integer read mEDamageType write mEDamageType;
405 property eDamage: Integer write doDamage;
406 end;
408 TDifficult = record
409 public
410 DiagFire: Byte;
411 InvisFire: Byte;
412 DiagPrecision: Byte;
413 FlyPrecision: Byte;
414 Cover: Byte;
415 CloseJump: Byte;
416 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
417 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
418 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
420 public
421 procedure save (st: TStream);
422 procedure load (st: TStream);
423 end;
425 TAIFlag = record
426 Name: String;
427 Value: String;
428 end;
430 TBot = class(TPlayer)
431 private
432 FSelectedWeapon: Byte;
433 FTargetUID: Word;
434 FLastVisible: DWORD;
435 FAIFlags: Array of TAIFlag;
436 FDifficult: TDifficult;
438 function GetRnd(a: Byte): Boolean;
439 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
440 function RunDirection(): TDirection;
441 function FullInStep(XInc, YInc: Integer): Boolean;
442 //function NeedItem(Item: Byte): Byte;
443 procedure SelectWeapon(Dist: Integer);
444 procedure SetAIFlag(aName, fValue: String20);
445 function GetAIFlag(aName: String20): String20;
446 procedure RemoveAIFlag(aName: String20);
447 function Healthy(): Byte;
448 procedure UpdateMove();
449 procedure UpdateCombat();
450 function KeyPressed(Key: Word): Boolean;
451 procedure ReleaseKey(Key: Byte);
452 function TargetOnScreen(TX, TY: Integer): Boolean;
453 procedure OnDamage(Angle: SmallInt); override;
455 public
456 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
457 constructor Create(); override;
458 destructor Destroy(); override;
459 procedure Draw(); override;
460 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
461 function Heal(value: Word; Soft: Boolean): Boolean; override;
462 procedure Update(); override;
463 procedure SaveState (st: TStream); override;
464 procedure LoadState (st: TStream); override;
465 end;
467 PGib = ^TGib;
468 TGib = record
469 alive: Boolean;
470 ID: DWORD;
471 MaskID: DWORD;
472 RAngle: Integer;
473 Color: TRGB;
474 Obj: TObj;
476 procedure getMapBox (out x, y, w, h: Integer); inline;
477 procedure moveBy (dx, dy: Integer); inline;
479 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
480 end;
483 PShell = ^TShell;
484 TShell = record
485 SpriteID: DWORD;
486 alive: Boolean;
487 SType: Byte;
488 RAngle: Integer;
489 Timeout: Cardinal;
490 CX, CY: Integer;
491 Obj: TObj;
493 procedure getMapBox (out x, y, w, h: Integer); inline;
494 procedure moveBy (dx, dy: Integer); inline;
496 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
497 end;
499 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
500 private
501 FModelName: String;
502 FMess: Boolean;
503 FState: Byte;
504 FDamage: Byte;
505 FColor: TRGB;
506 FObj: TObj;
507 FPlayerUID: Word;
508 FAnimation: TAnimation;
509 FAnimationMask: TAnimation;
511 public
512 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
513 destructor Destroy(); override;
514 procedure Damage(Value: Word; vx, vy: Integer);
515 procedure Update();
516 procedure Draw();
517 procedure SaveState (st: TStream);
518 procedure LoadState (st: TStream);
520 procedure getMapBox (out x, y, w, h: Integer); inline;
521 procedure moveBy (dx, dy: Integer); inline;
523 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
525 function ObjPtr (): PObj; inline;
527 property Obj: TObj read FObj; // copies object
528 property State: Byte read FState;
529 property Mess: Boolean read FMess;
530 end;
532 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
533 record
534 Goals: SmallInt;
535 end;
537 var
538 gPlayers: Array of TPlayer;
539 gCorpses: Array of TCorpse;
540 gGibs: Array of TGib;
541 gShells: Array of TShell;
542 gTeamStat: TTeamStat;
543 gFly: Boolean = False;
544 gAimLine: Boolean = False;
545 gChatBubble: Byte = 0;
546 gPlayerIndicator: Boolean = True;
547 gNumBots: Word = 0;
548 gLMSPID1: Word = 0;
549 gLMSPID2: Word = 0;
550 MAX_RUNVEL: Integer = 8;
551 VEL_JUMP: Integer = 10;
552 SHELL_TIMEOUT: Cardinal = 60000;
554 function Lerp(X, Y, Factor: Integer): Integer;
556 procedure g_Gibs_SetMax(Count: Word);
557 function g_Gibs_GetMax(): Word;
558 procedure g_Corpses_SetMax(Count: Word);
559 function g_Corpses_GetMax(): Word;
560 procedure g_Shells_SetMax(Count: Word);
561 function g_Shells_GetMax(): Word;
563 procedure g_Player_Init();
564 procedure g_Player_Free();
565 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
566 function g_Player_CreateFromState (st: TStream): Word;
567 procedure g_Player_Remove(UID: Word);
568 procedure g_Player_ResetTeams();
569 procedure g_Player_UpdateAll();
570 procedure g_Player_DrawAll();
571 procedure g_Player_DrawDebug(p: TPlayer);
572 procedure g_Player_DrawHealth();
573 procedure g_Player_RememberAll();
574 procedure g_Player_ResetAll(Force, Silent: Boolean);
575 function g_Player_Get(UID: Word): TPlayer;
576 function g_Player_GetCount(): Byte;
577 function g_Player_GetStats(): TPlayerStatArray;
578 function g_Player_ValidName(Name: String): Boolean;
579 procedure g_Player_CreateCorpse(Player: TPlayer);
580 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
581 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
582 procedure g_Player_UpdatePhysicalObjects();
583 procedure g_Player_DrawCorpses();
584 procedure g_Player_DrawShells();
585 procedure g_Player_RemoveAllCorpses();
586 procedure g_Player_Corpses_SaveState (st: TStream);
587 procedure g_Player_Corpses_LoadState (st: TStream);
588 procedure g_Bot_Add(Team, Difficult: Byte);
589 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
590 procedure g_Bot_MixNames();
591 procedure g_Bot_RemoveAll();
593 implementation
595 uses
596 {$INCLUDE ../nogl/noGLuses.inc}
597 {$IFDEF ENABLE_HOLMES}
598 g_holmes,
599 {$ENDIF}
600 e_log, g_map, g_items, g_console, g_gfx, Math,
601 g_options, g_triggers, g_menu, g_game, g_grid,
602 wadreader, g_main, g_monsters, CONFIG, g_language,
603 g_net, g_netmsg, g_window,
604 utils, xstreams;
606 const PLR_SAVE_VERSION = 0;
608 type
609 TBotProfile = record
610 name: ShortString;
611 model: ShortString;
612 team: Byte;
613 color: TRGB;
614 diag_fire: Byte;
615 invis_fire: Byte;
616 diag_precision: Byte;
617 fly_precision: Byte;
618 cover: Byte;
619 close_jump: Byte;
620 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
621 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
622 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
623 end;
625 const
626 TIME_RESPAWN1 = 1500;
627 TIME_RESPAWN2 = 2000;
628 TIME_RESPAWN3 = 3000;
629 AIR_DEF = 360;
630 AIR_MAX = 1091;
631 JET_MAX = 540; // ~30 sec
632 PLAYER_SUIT_TIME = 30000;
633 PLAYER_INVUL_TIME = 30000;
634 PLAYER_INVIS_TIME = 35000;
635 FRAG_COMBO_TIME = 3000;
636 VEL_SW = 4;
637 VEL_FLY = 6;
638 ANGLE_RIGHTUP = 55;
639 ANGLE_RIGHTDOWN = -35;
640 ANGLE_LEFTUP = 125;
641 ANGLE_LEFTDOWN = -145;
642 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
643 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
644 BOT_MAXJUMP = 84;
645 BOT_LONGDIST = 300;
646 BOT_UNSAFEDIST = 128;
647 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
648 (R:0; G:0; B:255));
649 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
650 FlyPrecision: 32; Cover: 32; CloseJump: 32;
651 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
652 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
653 FlyPrecision: 127; Cover: 127; CloseJump: 127;
654 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
655 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
656 FlyPrecision: 255; Cover: 255; CloseJump: 255;
657 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
658 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
659 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
660 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
661 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
662 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
663 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
664 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
665 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
666 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
667 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
668 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
669 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
670 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
671 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
672 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
673 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
674 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
676 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
677 CORPSE_SIGNATURE = $50524F43; // 'CORP'
679 BOTNAMES_FILENAME = 'botnames.txt';
680 BOTLIST_FILENAME = 'botlist.txt';
682 var
683 MaxGibs: Word = 150;
684 MaxCorpses: Word = 20;
685 MaxShells: Word = 300;
686 CurrentGib: Integer = 0;
687 CurrentShell: Integer = 0;
688 BotNames: Array of String;
689 BotList: Array of TBotProfile;
692 function Lerp(X, Y, Factor: Integer): Integer;
693 begin
694 Result := X + ((Y - X) div Factor);
695 end;
697 function SameTeam(UID1, UID2: Word): Boolean;
698 begin
699 Result := False;
701 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
702 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
704 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
706 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
707 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
709 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
710 end;
712 procedure g_Gibs_SetMax(Count: Word);
713 begin
714 MaxGibs := Count;
715 SetLength(gGibs, Count);
717 if CurrentGib >= Count then
718 CurrentGib := 0;
719 end;
721 function g_Gibs_GetMax(): Word;
722 begin
723 Result := MaxGibs;
724 end;
726 procedure g_Shells_SetMax(Count: Word);
727 begin
728 MaxShells := Count;
729 SetLength(gShells, Count);
731 if CurrentShell >= Count then
732 CurrentShell := 0;
733 end;
735 function g_Shells_GetMax(): Word;
736 begin
737 Result := MaxShells;
738 end;
741 procedure g_Corpses_SetMax(Count: Word);
742 begin
743 MaxCorpses := Count;
744 SetLength(gCorpses, Count);
745 end;
747 function g_Corpses_GetMax(): Word;
748 begin
749 Result := MaxCorpses;
750 end;
752 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
753 var
754 a: Integer;
755 ok: Boolean;
756 begin
757 Result := 0;
759 ok := False;
760 a := 0;
762 // Åñòü ëè ìåñòî â gPlayers:
763 if gPlayers <> nil then
764 for a := 0 to High(gPlayers) do
765 if gPlayers[a] = nil then
766 begin
767 ok := True;
768 Break;
769 end;
771 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
772 if not ok then
773 begin
774 SetLength(gPlayers, Length(gPlayers)+1);
775 a := High(gPlayers);
776 end;
778 // Ñîçäàåì îáúåêò èãðîêà:
779 if Bot then
780 gPlayers[a] := TBot.Create()
781 else
782 gPlayers[a] := TPlayer.Create();
785 gPlayers[a].FActualModelName := ModelName;
786 gPlayers[a].SetModel(ModelName);
788 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
789 if gPlayers[a].FModel = nil then
790 begin
791 gPlayers[a].Free();
792 gPlayers[a] := nil;
793 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
794 Exit;
795 end;
797 if not (Team in [TEAM_RED, TEAM_BLUE]) then
798 if Random(2) = 0 then
799 Team := TEAM_RED
800 else
801 Team := TEAM_BLUE;
802 gPlayers[a].FPreferredTeam := Team;
804 case gGameSettings.GameMode of
805 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
806 GM_TDM,
807 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
808 GM_SINGLE,
809 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
810 end;
812 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
813 gPlayers[a].FColor := Color;
814 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
815 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
816 else
817 gPlayers[a].FModel.Color := Color;
819 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
820 gPlayers[a].FAlive := False;
822 Result := gPlayers[a].FUID;
823 end;
825 function g_Player_CreateFromState (st: TStream): Word;
826 var
827 a, i: Integer;
828 ok, Bot: Boolean;
829 b: Byte;
830 begin
831 result := 0;
832 if (st = nil) then exit; //???
834 // Ñèãíàòóðà èãðîêà
835 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
836 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
838 // Áîò èëè ÷åëîâåê:
839 Bot := utils.readBool(st);
841 ok := false;
842 a := 0;
844 // Åñòü ëè ìåñòî â gPlayers:
845 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
847 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
848 if not ok then
849 begin
850 SetLength(gPlayers, Length(gPlayers)+1);
851 a := High(gPlayers);
852 end;
854 // Ñîçäàåì îáúåêò èãðîêà
855 if Bot then
856 gPlayers[a] := TBot.Create()
857 else
858 gPlayers[a] := TPlayer.Create();
859 gPlayers[a].FIamBot := Bot;
860 gPlayers[a].FPhysics := True;
862 // UID èãðîêà
863 gPlayers[a].FUID := utils.readWord(st);
864 // Èìÿ èãðîêà
865 gPlayers[a].FName := utils.readStr(st);
866 // Êîìàíäà
867 gPlayers[a].FTeam := utils.readByte(st);
868 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
869 // Æèâ ëè
870 gPlayers[a].FAlive := utils.readBool(st);
871 // Èçðàñõîäîâàë ëè âñå æèçíè
872 gPlayers[a].FNoRespawn := utils.readBool(st);
873 // Íàïðàâëåíèå
874 b := utils.readByte(st);
875 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
876 // Çäîðîâüå
877 gPlayers[a].FHealth := utils.readLongInt(st);
878 // Æèçíè
879 gPlayers[a].FLives := utils.readByte(st);
880 // Áðîíÿ
881 gPlayers[a].FArmor := utils.readLongInt(st);
882 // Çàïàñ âîçäóõà
883 gPlayers[a].FAir := utils.readLongInt(st);
884 // Çàïàñ ãîðþ÷åãî
885 gPlayers[a].FJetFuel := utils.readLongInt(st);
886 // Áîëü
887 gPlayers[a].FPain := utils.readLongInt(st);
888 // Óáèë
889 gPlayers[a].FKills := utils.readLongInt(st);
890 // Óáèë ìîíñòðîâ
891 gPlayers[a].FMonsterKills := utils.readLongInt(st);
892 // Ôðàãîâ
893 gPlayers[a].FFrags := utils.readLongInt(st);
894 // Ôðàãîâ ïîäðÿä
895 gPlayers[a].FFragCombo := utils.readByte(st);
896 // Âðåìÿ ïîñëåäíåãî ôðàãà
897 gPlayers[a].FLastFrag := utils.readLongWord(st);
898 // Ñìåðòåé
899 gPlayers[a].FDeath := utils.readLongInt(st);
900 // Êàêîé ôëàã íåñåò
901 gPlayers[a].FFlag := utils.readByte(st);
902 // Íàøåë ñåêðåòîâ
903 gPlayers[a].FSecrets := utils.readLongInt(st);
904 // Òåêóùåå îðóæèå
905 gPlayers[a].FCurrWeap := utils.readByte(st);
906 // Ñëåäóþùåå æåëàåìîå îðóæèå
907 gPlayers[a].FNextWeap := utils.readWord(st);
908 // ...è ïàóçà
909 gPlayers[a].FNextWeapDelay := utils.readByte(st);
910 // Âðåìÿ çàðÿäêè BFG
911 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
912 // Áóôåð óðîíà
913 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
914 // Ïîñëåäíèé óäàðèâøèé
915 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
916 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
917 gPlayers[a].FLastHit := utils.readByte(st);
918 // Îáúåêò èãðîêà:
919 Obj_LoadState(@gPlayers[a].FObj, st);
920 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
921 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
922 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
923 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
924 // Íàëè÷èå îðóæèÿ
925 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
926 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
927 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
928 // Íàëè÷èå ðþêçàêà
929 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
930 // Íàëè÷èå êðàñíîãî êëþ÷à
931 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
932 // Íàëè÷èå çåëåíîãî êëþ÷à
933 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
934 // Íàëè÷èå ñèíåãî êëþ÷à
935 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
936 // Íàëè÷èå áåðñåðêà
937 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
938 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
939 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
940 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
941 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
943 // Íàçâàíèå ìîäåëè:
944 gPlayers[a].FActualModelName := utils.readStr(st);
945 // Öâåò ìîäåëè
946 gPlayers[a].FColor.R := utils.readByte(st);
947 gPlayers[a].FColor.G := utils.readByte(st);
948 gPlayers[a].FColor.B := utils.readByte(st);
949 // Îáíîâëÿåì ìîäåëü èãðîêà
950 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
952 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
953 if (gPlayers[a].FModel = nil) then
954 begin
955 gPlayers[a].Free();
956 gPlayers[a] := nil;
957 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
958 exit;
959 end;
961 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
962 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
963 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
964 else
965 gPlayers[a].FModel.Color := gPlayers[a].FColor;
967 result := gPlayers[a].FUID;
968 end;
971 procedure g_Player_ResetTeams();
972 var
973 a: Integer;
974 begin
975 if g_Game_IsClient then
976 Exit;
977 if gPlayers = nil then
978 Exit;
979 for a := Low(gPlayers) to High(gPlayers) do
980 if gPlayers[a] <> nil then
981 case gGameSettings.GameMode of
982 GM_DM:
983 gPlayers[a].ChangeTeam(TEAM_NONE);
984 GM_TDM, GM_CTF:
985 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
986 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
987 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
988 else
989 if a mod 2 = 0 then
990 gPlayers[a].ChangeTeam(TEAM_RED)
991 else
992 gPlayers[a].ChangeTeam(TEAM_BLUE);
993 GM_SINGLE,
994 GM_COOP:
995 gPlayers[a].ChangeTeam(TEAM_COOP);
996 end;
997 end;
999 procedure g_Bot_Add(Team, Difficult: Byte);
1000 var
1001 m: SSArray;
1002 _name, _model: String;
1003 a, tr, tb: Integer;
1004 begin
1005 if not g_Game_IsServer then Exit;
1007 // Ñïèñîê íàçâàíèé ìîäåëåé:
1008 m := g_PlayerModel_GetNames();
1009 if m = nil then
1010 Exit;
1012 // Êîìàíäà:
1013 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1014 Team := TEAM_COOP // COOP
1015 else
1016 if gGameSettings.GameMode = GM_DM then
1017 Team := TEAM_NONE // DM
1018 else
1019 if Team = TEAM_NONE then // CTF / TDM
1020 begin
1021 // Àâòîáàëàíñ êîìàíä:
1022 tr := 0;
1023 tb := 0;
1025 for a := 0 to High(gPlayers) do
1026 if gPlayers[a] <> nil then
1027 begin
1028 if gPlayers[a].Team = TEAM_RED then
1029 Inc(tr)
1030 else
1031 if gPlayers[a].Team = TEAM_BLUE then
1032 Inc(tb);
1033 end;
1035 if tr > tb then
1036 Team := TEAM_BLUE
1037 else
1038 if tb > tr then
1039 Team := TEAM_RED
1040 else // tr = tb
1041 if Random(2) = 0 then
1042 Team := TEAM_RED
1043 else
1044 Team := TEAM_BLUE;
1045 end;
1047 // Âûáèðàåì áîòó èìÿ:
1048 _name := '';
1049 if BotNames <> nil then
1050 for a := 0 to High(BotNames) do
1051 if g_Player_ValidName(BotNames[a]) then
1052 begin
1053 _name := BotNames[a];
1054 Break;
1055 end;
1057 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1058 if _name = '' then
1059 repeat
1060 _name := Format('DFBOT%.2d', [Random(100)]);
1061 until g_Player_ValidName(_name);
1063 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1064 _model := m[Random(Length(m))];
1066 // Ñîçäàåì áîòà:
1067 with g_Player_Get(g_Player_Create(_model,
1068 _RGB(Min(Random(9)*32, 255),
1069 Min(Random(9)*32, 255),
1070 Min(Random(9)*32, 255)),
1071 Team, True)) as TBot do
1072 begin
1073 Name := _name;
1075 case Difficult of
1076 1: FDifficult := DIFFICULT_EASY;
1077 2: FDifficult := DIFFICULT_MEDIUM;
1078 else FDifficult := DIFFICULT_HARD;
1079 end;
1081 for a := WP_FIRST to WP_LAST do
1082 begin
1083 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1084 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1085 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1086 end;
1088 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1090 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1091 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1092 Spectate();
1093 end;
1094 end;
1096 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1097 var
1098 m: SSArray;
1099 _name, _model: String;
1100 a: Integer;
1101 begin
1102 if not g_Game_IsServer then Exit;
1104 // Ñïèñîê íàçâàíèé ìîäåëåé:
1105 m := g_PlayerModel_GetNames();
1106 if m = nil then
1107 Exit;
1109 // Êîìàíäà:
1110 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1111 Team := TEAM_COOP // COOP
1112 else
1113 if gGameSettings.GameMode = GM_DM then
1114 Team := TEAM_NONE // DM
1115 else
1116 if Team = TEAM_NONE then
1117 Team := BotList[num].team; // CTF / TDM
1119 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1120 lName := AnsiLowerCase(lName);
1121 if (num < 0) or (num > Length(BotList)-1) then
1122 num := -1;
1123 if (num = -1) and (lName <> '') and (BotList <> nil) then
1124 for a := 0 to High(BotList) do
1125 if AnsiLowerCase(BotList[a].name) = lName then
1126 begin
1127 num := a;
1128 Break;
1129 end;
1130 if num = -1 then
1131 Exit;
1133 // Èìÿ áîòà:
1134 _name := BotList[num].name;
1135 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1136 if not g_Player_ValidName(_name) then
1137 repeat
1138 _name := Format('DFBOT%.2d', [Random(100)]);
1139 until g_Player_ValidName(_name);
1141 // Ìîäåëü:
1142 _model := BotList[num].model;
1143 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1144 if not InSArray(_model, m) then
1145 _model := m[Random(Length(m))];
1147 // Ñîçäàåì áîòà:
1148 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1149 begin
1150 Name := _name;
1152 FDifficult.DiagFire := BotList[num].diag_fire;
1153 FDifficult.InvisFire := BotList[num].invis_fire;
1154 FDifficult.DiagPrecision := BotList[num].diag_precision;
1155 FDifficult.FlyPrecision := BotList[num].fly_precision;
1156 FDifficult.Cover := BotList[num].cover;
1157 FDifficult.CloseJump := BotList[num].close_jump;
1159 for a := WP_FIRST to WP_LAST do
1160 begin
1161 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1162 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1163 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1164 end;
1166 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1168 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1169 end;
1170 end;
1172 procedure g_Bot_RemoveAll();
1173 var
1174 a: Integer;
1175 begin
1176 if not g_Game_IsServer then Exit;
1177 if gPlayers = nil then Exit;
1179 for a := 0 to High(gPlayers) do
1180 if gPlayers[a] <> nil then
1181 if gPlayers[a] is TBot then
1182 begin
1183 gPlayers[a].Lives := 0;
1184 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1185 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1186 g_Player_Remove(gPlayers[a].FUID);
1187 end;
1189 g_Bot_MixNames();
1190 end;
1192 procedure g_Bot_MixNames();
1193 var
1194 s: String;
1195 a, b: Integer;
1196 begin
1197 if BotNames <> nil then
1198 for a := 0 to High(BotNames) do
1199 begin
1200 b := Random(Length(BotNames));
1201 s := BotNames[a];
1202 Botnames[a] := BotNames[b];
1203 BotNames[b] := s;
1204 end;
1205 end;
1207 procedure g_Player_Remove(UID: Word);
1208 var
1209 i: Integer;
1210 begin
1211 if gPlayers = nil then Exit;
1213 if g_Game_IsServer and g_Game_IsNet then
1214 MH_SEND_PlayerDelete(UID);
1216 for i := 0 to High(gPlayers) do
1217 if gPlayers[i] <> nil then
1218 if gPlayers[i].FUID = UID then
1219 begin
1220 if gPlayers[i] is TPlayer then
1221 TPlayer(gPlayers[i]).Free()
1222 else
1223 TBot(gPlayers[i]).Free();
1224 gPlayers[i] := nil;
1225 Exit;
1226 end;
1227 end;
1229 procedure g_Player_Init();
1230 var
1231 F: TextFile;
1232 s: String;
1233 a, b: Integer;
1234 config: TConfig;
1235 sa: SSArray;
1236 begin
1237 BotNames := nil;
1239 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1240 Exit;
1242 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1243 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1244 Reset(F);
1246 while not EOF(F) do
1247 begin
1248 ReadLn(F, s);
1250 s := Trim(s);
1251 if s = '' then
1252 Continue;
1254 SetLength(BotNames, Length(BotNames)+1);
1255 BotNames[High(BotNames)] := s;
1256 end;
1258 CloseFile(F);
1260 // Ïåðåìåøèâàåì èõ:
1261 g_Bot_MixNames();
1263 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1264 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1265 BotList := nil;
1266 a := 0;
1268 while config.SectionExists(IntToStr(a)) do
1269 begin
1270 SetLength(BotList, Length(BotList)+1);
1272 with BotList[High(BotList)] do
1273 begin
1274 // Èìÿ áîòà:
1275 name := config.ReadStr(IntToStr(a), 'name', '');
1276 // Ìîäåëü:
1277 model := config.ReadStr(IntToStr(a), 'model', '');
1278 // Êîìàíäà:
1279 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1280 team := TEAM_RED
1281 else
1282 team := TEAM_BLUE;
1283 // Öâåò ìîäåëè:
1284 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1285 color.R := StrToIntDef(sa[0], 0);
1286 color.G := StrToIntDef(sa[1], 0);
1287 color.B := StrToIntDef(sa[2], 0);
1288 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1289 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1290 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1291 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1292 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1293 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1294 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1295 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1296 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1297 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1298 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1299 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1300 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1301 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1302 if Length(sa) = 10 then
1303 for b := 0 to 9 do
1304 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1305 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1306 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1307 if Length(sa) = 10 then
1308 for b := 0 to 9 do
1309 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1311 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1312 if Length(sa) = 10 then
1313 for b := 0 to 9 do
1314 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1315 end;
1317 a := a + 1;
1318 end;
1320 config.Free();
1321 end;
1323 procedure g_Player_Free();
1324 var
1325 i: Integer;
1326 begin
1327 if gPlayers <> nil then
1328 begin
1329 for i := 0 to High(gPlayers) do
1330 if gPlayers[i] <> nil then
1331 begin
1332 if gPlayers[i] is TPlayer then
1333 TPlayer(gPlayers[i]).Free()
1334 else
1335 TBot(gPlayers[i]).Free();
1336 gPlayers[i] := nil;
1337 end;
1339 gPlayers := nil;
1340 end;
1342 gPlayer1 := nil;
1343 gPlayer2 := nil;
1344 end;
1346 procedure g_Player_UpdateAll();
1347 var
1348 i: Integer;
1349 begin
1350 if gPlayers = nil then Exit;
1352 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1353 for i := 0 to High(gPlayers) do
1354 begin
1355 if gPlayers[i] <> nil then
1356 begin
1357 if gPlayers[i] is TPlayer then
1358 begin
1359 gPlayers[i].Update();
1360 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1361 end
1362 else
1363 begin
1364 // bot updates weapons in `UpdateCombat()`
1365 TBot(gPlayers[i]).Update();
1366 end;
1367 end;
1368 end;
1369 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1370 end;
1372 procedure g_Player_DrawAll();
1373 var
1374 i: Integer;
1375 begin
1376 if gPlayers = nil then Exit;
1378 for i := 0 to High(gPlayers) do
1379 if gPlayers[i] <> nil then
1380 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1381 else TBot(gPlayers[i]).Draw();
1382 end;
1384 procedure g_Player_DrawDebug(p: TPlayer);
1385 var
1386 fW, fH: Byte;
1387 begin
1388 if p = nil then Exit;
1389 if (@p.FObj) = nil then Exit;
1391 e_TextureFontGetSize(gStdFont, fW, fH);
1393 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1394 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1395 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1396 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1397 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1398 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1399 end;
1401 procedure g_Player_DrawHealth();
1402 var
1403 i: Integer;
1404 fW, fH: Byte;
1405 begin
1406 if gPlayers = nil then Exit;
1407 e_TextureFontGetSize(gStdFont, fW, fH);
1409 for i := 0 to High(gPlayers) do
1410 if gPlayers[i] <> nil then
1411 begin
1412 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1413 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1414 IntToStr(gPlayers[i].FHealth), gStdFont);
1415 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1416 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1417 IntToStr(gPlayers[i].FArmor), gStdFont);
1418 end;
1419 end;
1421 function g_Player_Get(UID: Word): TPlayer;
1422 var
1423 a: Integer;
1424 begin
1425 Result := nil;
1427 if gPlayers = nil then
1428 Exit;
1430 for a := 0 to High(gPlayers) do
1431 if gPlayers[a] <> nil then
1432 if gPlayers[a].FUID = UID then
1433 begin
1434 Result := gPlayers[a];
1435 Exit;
1436 end;
1437 end;
1439 function g_Player_GetCount(): Byte;
1440 var
1441 a: Integer;
1442 begin
1443 Result := 0;
1445 if gPlayers = nil then
1446 Exit;
1448 for a := 0 to High(gPlayers) do
1449 if gPlayers[a] <> nil then
1450 Result := Result + 1;
1451 end;
1453 function g_Player_GetStats(): TPlayerStatArray;
1454 var
1455 a: Integer;
1456 begin
1457 Result := nil;
1459 if gPlayers = nil then Exit;
1461 for a := 0 to High(gPlayers) do
1462 if gPlayers[a] <> nil then
1463 begin
1464 SetLength(Result, Length(Result)+1);
1465 with Result[High(Result)] do
1466 begin
1467 Ping := gPlayers[a].FPing;
1468 Loss := gPlayers[a].FLoss;
1469 Name := gPlayers[a].FName;
1470 Team := gPlayers[a].FTeam;
1471 Frags := gPlayers[a].FFrags;
1472 Deaths := gPlayers[a].FDeath;
1473 Kills := gPlayers[a].FKills;
1474 Color := gPlayers[a].FModel.Color;
1475 Lives := gPlayers[a].FLives;
1476 Spectator := gPlayers[a].FSpectator;
1477 end;
1478 end;
1479 end;
1481 procedure g_Player_RememberAll;
1482 var
1483 i: Integer;
1484 begin
1485 for i := Low(gPlayers) to High(gPlayers) do
1486 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1487 gPlayers[i].RememberState;
1488 end;
1490 procedure g_Player_ResetAll(Force, Silent: Boolean);
1491 var
1492 i: Integer;
1493 begin
1494 gTeamStat[TEAM_RED].Goals := 0;
1495 gTeamStat[TEAM_BLUE].Goals := 0;
1497 if gPlayers <> nil then
1498 for i := 0 to High(gPlayers) do
1499 if gPlayers[i] <> nil then
1500 begin
1501 gPlayers[i].Reset(Force);
1503 if gPlayers[i] is TPlayer then
1504 begin
1505 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1506 gPlayers[i].Respawn(Silent)
1507 else
1508 gPlayers[i].Spectate();
1509 end
1510 else
1511 TBot(gPlayers[i]).Respawn(Silent);
1512 end;
1513 end;
1515 procedure g_Player_CreateCorpse(Player: TPlayer);
1516 var
1517 i: Integer;
1518 find_id: DWORD;
1519 ok: Boolean;
1520 begin
1521 if Player.alive then
1522 Exit;
1524 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1525 if gCorpses <> nil then
1526 for i := 0 to High(gCorpses) do
1527 if gCorpses[i] <> nil then
1528 if gCorpses[i].FPlayerUID = Player.FUID then
1529 gCorpses[i].FPlayerUID := 0;
1531 if Player.FObj.Y >= gMapInfo.Height+128 then
1532 Exit;
1534 with Player do
1535 begin
1536 if (FHealth >= -50) or (gGibsCount = 0) then
1537 begin
1538 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1539 Exit;
1541 ok := False;
1542 for find_id := 0 to High(gCorpses) do
1543 if gCorpses[find_id] = nil then
1544 begin
1545 ok := True;
1546 Break;
1547 end;
1549 if not ok then
1550 find_id := Random(Length(gCorpses));
1552 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1553 gCorpses[find_id].FColor := FModel.Color;
1554 gCorpses[find_id].FObj.Vel := FObj.Vel;
1555 gCorpses[find_id].FObj.Accel := FObj.Accel;
1556 gCorpses[find_id].FPlayerUID := FUID;
1557 end
1558 else
1559 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1560 FObj.Y + PLAYER_RECT_CY,
1561 FModel.Name, FModel.Color);
1562 end;
1563 end;
1565 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1566 var
1567 SID: DWORD;
1568 begin
1569 if (gShells = nil) or (Length(gShells) = 0) then
1570 Exit;
1572 with gShells[CurrentShell] do
1573 begin
1574 SpriteID := 0;
1575 g_Obj_Init(@Obj);
1576 Obj.Rect.X := 0;
1577 Obj.Rect.Y := 0;
1578 if T = SHELL_BULLET then
1579 begin
1580 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1581 SpriteID := SID;
1582 CX := 2;
1583 CY := 1;
1584 Obj.Rect.Width := 4;
1585 Obj.Rect.Height := 2;
1586 end
1587 else
1588 begin
1589 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1590 SpriteID := SID;
1591 CX := 4;
1592 CY := 2;
1593 Obj.Rect.Width := 7;
1594 Obj.Rect.Height := 3;
1595 end;
1596 SType := T;
1597 alive := True;
1598 Obj.X := fX;
1599 Obj.Y := fY;
1600 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1601 positionChanged(); // this updates spatial accelerators
1602 RAngle := Random(360);
1603 Timeout := gTime + SHELL_TIMEOUT;
1605 if CurrentShell >= High(gShells) then
1606 CurrentShell := 0
1607 else
1608 Inc(CurrentShell);
1609 end;
1610 end;
1612 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1613 var
1614 a: Integer;
1615 GibsArray: TGibsArray;
1616 Blood: TModelBlood;
1617 begin
1618 if (gGibs = nil) or (Length(gGibs) = 0) then
1619 Exit;
1620 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1621 Exit;
1622 Blood := g_PlayerModel_GetBlood(ModelName);
1624 for a := 0 to High(GibsArray) do
1625 with gGibs[CurrentGib] do
1626 begin
1627 Color := fColor;
1628 ID := GibsArray[a].ID;
1629 MaskID := GibsArray[a].MaskID;
1630 alive := True;
1631 g_Obj_Init(@Obj);
1632 Obj.Rect := GibsArray[a].Rect;
1633 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1634 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1635 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1636 positionChanged(); // this updates spatial accelerators
1637 RAngle := Random(360);
1639 if gBloodCount > 0 then
1640 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1641 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1643 if CurrentGib >= High(gGibs) then
1644 CurrentGib := 0
1645 else
1646 Inc(CurrentGib);
1647 end;
1648 end;
1650 procedure g_Player_UpdatePhysicalObjects();
1651 var
1652 i: Integer;
1653 vel: TPoint2i;
1654 mr: Word;
1656 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1657 var
1658 k: Integer;
1659 begin
1660 k := 1 + Random(2);
1661 if T = SHELL_BULLET then
1662 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1663 else
1664 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1665 end;
1667 begin
1668 // Êóñêè ìÿñà:
1669 if gGibs <> nil then
1670 for i := 0 to High(gGibs) do
1671 if gGibs[i].alive then
1672 with gGibs[i] do
1673 begin
1674 vel := Obj.Vel;
1675 mr := g_Obj_Move(@Obj, True, False, True);
1676 positionChanged(); // this updates spatial accelerators
1678 if WordBool(mr and MOVE_FALLOUT) then
1679 begin
1680 alive := False;
1681 Continue;
1682 end;
1684 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1685 if WordBool(mr and MOVE_HITWALL) then
1686 Obj.Vel.X := -(vel.X div 2);
1687 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1688 Obj.Vel.Y := -(vel.Y div 2);
1690 if (Obj.Vel.X >= 0) then
1691 begin // Clockwise
1692 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1693 if RAngle >= 360 then
1694 RAngle := RAngle mod 360;
1695 end else begin // Counter-clockwise
1696 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1697 if RAngle < 0 then
1698 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1699 end;
1701 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1702 if gTime mod (GAME_TICK*3) = 0 then
1703 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1704 end;
1706 // Òðóïû:
1707 if gCorpses <> nil then
1708 for i := 0 to High(gCorpses) do
1709 if gCorpses[i] <> nil then
1710 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1711 begin
1712 gCorpses[i].Free();
1713 gCorpses[i] := nil;
1714 end
1715 else
1716 gCorpses[i].Update();
1718 // Ãèëüçû:
1719 if gShells <> nil then
1720 for i := 0 to High(gShells) do
1721 if gShells[i].alive then
1722 with gShells[i] do
1723 begin
1724 vel := Obj.Vel;
1725 mr := g_Obj_Move(@Obj, True, False, True);
1726 positionChanged(); // this updates spatial accelerators
1728 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1729 begin
1730 alive := False;
1731 Continue;
1732 end;
1734 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1735 if WordBool(mr and MOVE_HITWALL) then
1736 begin
1737 Obj.Vel.X := -(vel.X div 2);
1738 if not WordBool(mr and MOVE_INWATER) then
1739 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1740 end;
1741 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1742 begin
1743 Obj.Vel.Y := -(vel.Y div 2);
1744 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1745 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1746 begin
1747 if RAngle mod 90 <> 0 then
1748 RAngle := (RAngle div 90) * 90;
1749 end
1750 else if not WordBool(mr and MOVE_INWATER) then
1751 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1752 end;
1754 if (Obj.Vel.X >= 0) then
1755 begin // Clockwise
1756 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1757 if RAngle >= 360 then
1758 RAngle := RAngle mod 360;
1759 end else begin // Counter-clockwise
1760 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1761 if RAngle < 0 then
1762 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1763 end;
1764 end;
1765 end;
1768 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1769 begin
1770 x := Obj.X+Obj.Rect.X;
1771 y := Obj.Y+Obj.Rect.Y;
1772 w := Obj.Rect.Width;
1773 h := Obj.Rect.Height;
1774 end;
1776 procedure TGib.moveBy (dx, dy: Integer); inline;
1777 begin
1778 if (dx <> 0) or (dy <> 0) then
1779 begin
1780 Obj.X += dx;
1781 Obj.Y += dy;
1782 positionChanged();
1783 end;
1784 end;
1787 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1788 begin
1789 x := Obj.X;
1790 y := Obj.Y;
1791 w := Obj.Rect.Width;
1792 h := Obj.Rect.Height;
1793 end;
1795 procedure TShell.moveBy (dx, dy: Integer); inline;
1796 begin
1797 if (dx <> 0) or (dy <> 0) then
1798 begin
1799 Obj.X += dx;
1800 Obj.Y += dy;
1801 positionChanged();
1802 end;
1803 end;
1806 procedure TGib.positionChanged (); inline; begin end;
1807 procedure TShell.positionChanged (); inline; begin end;
1810 procedure g_Player_DrawCorpses();
1811 var
1812 i: Integer;
1813 a: TDFPoint;
1814 begin
1815 if gGibs <> nil then
1816 for i := 0 to High(gGibs) do
1817 if gGibs[i].alive then
1818 with gGibs[i] do
1819 begin
1820 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1821 Continue;
1823 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1824 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1826 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1828 e_Colors := Color;
1829 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1830 e_Colors.R := 255;
1831 e_Colors.G := 255;
1832 e_Colors.B := 255;
1833 end;
1835 if gCorpses <> nil then
1836 for i := 0 to High(gCorpses) do
1837 if gCorpses[i] <> nil then
1838 gCorpses[i].Draw();
1839 end;
1841 procedure g_Player_DrawShells();
1842 var
1843 i: Integer;
1844 a: TDFPoint;
1845 begin
1846 if gShells <> nil then
1847 for i := 0 to High(gShells) do
1848 if gShells[i].alive then
1849 with gShells[i] do
1850 begin
1851 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1852 Continue;
1854 a.X := CX;
1855 a.Y := CY;
1857 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1858 end;
1859 end;
1861 procedure g_Player_RemoveAllCorpses();
1862 var
1863 i: Integer;
1864 begin
1865 gGibs := nil;
1866 gShells := nil;
1867 SetLength(gGibs, MaxGibs);
1868 SetLength(gShells, MaxGibs);
1869 CurrentGib := 0;
1870 CurrentShell := 0;
1872 if gCorpses <> nil then
1873 for i := 0 to High(gCorpses) do
1874 gCorpses[i].Free();
1876 gCorpses := nil;
1877 SetLength(gCorpses, MaxCorpses);
1878 end;
1880 procedure g_Player_Corpses_SaveState (st: TStream);
1881 var
1882 count, i: Integer;
1883 begin
1884 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1885 count := 0;
1886 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1888 // Êîëè÷åñòâî òðóïîâ
1889 utils.writeInt(st, LongInt(count));
1891 if (count = 0) then exit;
1893 // Ñîõðàíÿåì òðóïû
1894 for i := 0 to High(gCorpses) do
1895 begin
1896 if gCorpses[i] <> nil then
1897 begin
1898 // Íàçâàíèå ìîäåëè
1899 utils.writeStr(st, gCorpses[i].FModelName);
1900 // Òèï ñìåðòè
1901 utils.writeBool(st, gCorpses[i].Mess);
1902 // Ñîõðàíÿåì äàííûå òðóïà:
1903 gCorpses[i].SaveState(st);
1904 end;
1905 end;
1906 end;
1909 procedure g_Player_Corpses_LoadState (st: TStream);
1910 var
1911 count, i: Integer;
1912 str: String;
1913 b: Boolean;
1914 begin
1915 assert(st <> nil);
1917 g_Player_RemoveAllCorpses();
1919 // Êîëè÷åñòâî òðóïîâ:
1920 count := utils.readLongInt(st);
1921 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1923 if (count = 0) then exit;
1925 // Çàãðóæàåì òðóïû
1926 for i := 0 to count-1 do
1927 begin
1928 // Íàçâàíèå ìîäåëè:
1929 str := utils.readStr(st);
1930 // Òèï ñìåðòè
1931 b := utils.readBool(st);
1932 // Ñîçäàåì òðóï
1933 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1934 // Çàãðóæàåì äàííûå òðóïà
1935 gCorpses[i].LoadState(st);
1936 end;
1937 end;
1940 { T P l a y e r : }
1942 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1944 procedure TPlayer.BFGHit();
1945 begin
1946 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1947 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1948 if g_Game_IsServer and g_Game_IsNet then
1949 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1950 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1951 0, NET_GFX_BFGHIT);
1952 end;
1954 procedure TPlayer.ChangeModel(ModelName: string);
1955 var
1956 locModel: TPlayerModel;
1957 begin
1958 locModel := g_PlayerModel_Get(ModelName);
1959 if locModel = nil then Exit;
1961 FModel.Free();
1962 FModel := locModel;
1963 end;
1965 procedure TPlayer.SetModel(ModelName: string);
1966 var
1967 m: TPlayerModel;
1968 begin
1969 m := g_PlayerModel_Get(ModelName);
1970 if m = nil then
1971 begin
1972 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1973 m := g_PlayerModel_Get('doomer');
1974 if m = nil then
1975 begin
1976 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1977 Exit;
1978 end;
1979 end;
1981 if FModel <> nil then
1982 FModel.Free();
1984 FModel := m;
1986 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1987 FModel.Color := FColor
1988 else
1989 FModel.Color := TEAMCOLOR[FTeam];
1990 FModel.SetWeapon(FCurrWeap);
1991 FModel.SetFlag(FFlag);
1992 SetDirection(FDirection);
1993 end;
1995 procedure TPlayer.SetColor(Color: TRGB);
1996 begin
1997 FColor := Color;
1998 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1999 if FModel <> nil then FModel.Color := Color;
2000 end;
2002 procedure TPlayer.SwitchTeam;
2003 begin
2004 if g_Game_IsClient then
2005 Exit;
2006 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2008 if gGameOn and FAlive then
2009 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2011 if FTeam = TEAM_RED then
2012 begin
2013 ChangeTeam(TEAM_BLUE);
2014 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2015 if g_Game_IsNet then
2016 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2017 end
2018 else
2019 begin
2020 ChangeTeam(TEAM_RED);
2021 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2022 if g_Game_IsNet then
2023 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2024 end;
2025 FPreferredTeam := FTeam;
2026 end;
2028 procedure TPlayer.ChangeTeam(Team: Byte);
2029 var
2030 OldTeam: Byte;
2031 begin
2032 OldTeam := FTeam;
2033 FTeam := Team;
2034 case Team of
2035 TEAM_RED, TEAM_BLUE:
2036 FModel.Color := TEAMCOLOR[Team];
2037 else
2038 FModel.Color := FColor;
2039 end;
2040 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2041 MH_SEND_PlayerStats(FUID);
2042 end;
2045 procedure TPlayer.CollideItem();
2046 var
2047 i: Integer;
2048 r: Boolean;
2049 begin
2050 if gItems = nil then Exit;
2051 if not FAlive then Exit;
2053 for i := 0 to High(gItems) do
2054 with gItems[i] do
2055 begin
2056 if (ItemType <> ITEM_NONE) and alive then
2057 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2058 PLAYER_RECT.Height, @Obj) then
2059 begin
2060 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2062 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2063 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2064 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2065 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2066 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2068 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2069 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2070 (gGameSettings.GameType = GT_SINGLE) and
2071 (g_Player_GetCount() > 1)) then
2072 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2073 end;
2074 end;
2075 end;
2078 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2079 begin
2080 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2081 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2082 False);
2083 end;
2085 constructor TPlayer.Create();
2086 begin
2087 viewPortX := 0;
2088 viewPortY := 0;
2089 viewPortW := 0;
2090 viewPortH := 0;
2091 mEDamageType := HIT_SOME;
2093 FIamBot := False;
2094 FDummy := False;
2095 FSpawned := False;
2097 FSawSound := TPlayableSound.Create();
2098 FSawSoundIdle := TPlayableSound.Create();
2099 FSawSoundHit := TPlayableSound.Create();
2100 FSawSoundSelect := TPlayableSound.Create();
2101 FJetSoundFly := TPlayableSound.Create();
2102 FJetSoundOn := TPlayableSound.Create();
2103 FJetSoundOff := TPlayableSound.Create();
2105 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2106 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2107 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2108 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2109 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2110 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2111 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2113 FSpectatePlayer := -1;
2114 FClientID := -1;
2115 FPing := 0;
2116 FLoss := 0;
2117 FSavedState.WaitRecall := False;
2118 FShellTimer := -1;
2119 FFireTime := 0;
2120 FFirePainTime := 0;
2121 FFireAttacker := 0;
2123 FActualModelName := 'doomer';
2125 g_Obj_Init(@FObj);
2126 FObj.Rect := PLAYER_RECT;
2128 FBFGFireCounter := -1;
2129 FJustTeleported := False;
2130 FNetTime := 0;
2132 resetWeaponQueue();
2133 end;
2135 procedure TPlayer.positionChanged (); inline;
2136 begin
2137 end;
2139 procedure TPlayer.doDamage (v: Integer);
2140 begin
2141 if (v <= 0) then exit;
2142 if (v > 32767) then v := 32767;
2143 Damage(v, 0, 0, 0, mEDamageType);
2144 end;
2146 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2147 var
2148 c: Word;
2149 begin
2150 if (not g_Game_IsClient) and (not FAlive) then
2151 Exit;
2153 FLastHit := t;
2155 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2156 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2157 begin
2158 if not g_Game_IsClient then
2159 begin
2160 FArmor := 0;
2161 if t = HIT_TRAP then
2162 begin
2163 // Ëîâóøêà óáèâàåò ñðàçó:
2164 FHealth := -100;
2165 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2166 end;
2167 if t = HIT_SELF then
2168 begin
2169 // Ñàìîóáèéñòâî:
2170 FHealth := 0;
2171 Kill(K_SIMPLEKILL, SpawnerUID, t);
2172 end;
2173 end;
2174 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2175 FMegaRulez[MR_SUIT] := 0;
2176 FMegaRulez[MR_INVUL] := 0;
2177 FMegaRulez[MR_INVIS] := 0;
2178 FBerserk := 0;
2179 end;
2181 // Íî îò îñòàëüíîãî ñïàñàåò:
2182 if FMegaRulez[MR_INVUL] >= gTime then
2183 Exit;
2185 // ×èò-êîä "ÃÎÐÅÖ":
2186 if FGodMode then
2187 Exit;
2189 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2190 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2191 (SpawnerUID = FUID) or
2192 (not SameTeam(FUID, SpawnerUID)) then
2193 begin
2194 FLastSpawnerUID := SpawnerUID;
2196 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2197 if gBloodCount > 0 then
2198 begin
2199 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2200 if value div 4 <= c then
2201 c := c - (value div 4)
2202 else
2203 c := 0;
2205 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2206 MakeBloodSimple(c)
2207 else
2208 case t of
2209 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2210 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2211 end;
2213 if t = HIT_WATER then
2214 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2215 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2216 end;
2218 // Áóôåð óðîíà:
2219 if FAlive then
2220 Inc(FDamageBuffer, value);
2222 // Âñïûøêà áîëè:
2223 if gFlash <> 0 then
2224 FPain := FPain + value;
2225 end;
2227 if g_Game_IsServer and g_Game_IsNet then
2228 begin
2229 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2230 MH_SEND_PlayerStats(FUID);
2231 MH_SEND_PlayerPos(False, FUID);
2232 end;
2233 end;
2235 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2236 begin
2237 Result := False;
2238 if g_Game_IsClient then
2239 Exit;
2240 if not FAlive then
2241 Exit;
2243 if Soft and (FHealth < PLAYER_HP_SOFT) then
2244 begin
2245 IncMax(FHealth, value, PLAYER_HP_SOFT);
2246 Result := True;
2247 end;
2248 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2249 begin
2250 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2251 Result := True;
2252 end;
2254 if Result and g_Game_IsServer and g_Game_IsNet then
2255 MH_SEND_PlayerStats(FUID);
2256 end;
2258 destructor TPlayer.Destroy();
2259 begin
2260 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2261 gPlayer1 := nil;
2262 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2263 gPlayer2 := nil;
2265 FSawSound.Free();
2266 FSawSoundIdle.Free();
2267 FSawSoundHit.Free();
2268 FJetSoundFly.Free();
2269 FJetSoundOn.Free();
2270 FJetSoundOff.Free();
2271 FModel.Free();
2272 if FPunchAnim <> nil then
2273 FPunchAnim.Free();
2275 inherited;
2276 end;
2278 procedure TPlayer.DrawIndicator();
2279 var
2280 indX, indY: Integer;
2281 indW, indH: Word;
2282 ID: DWORD;
2283 begin
2284 if FAlive then
2285 begin
2286 indX := FObj.X+FObj.Rect.X;
2287 indY := FObj.Y - 12;
2288 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2289 begin
2290 e_GetTextureSize(ID, @indW, @indH);
2291 e_Draw(ID, indX + indW div 2, indY, 0, True, False);
2292 end;
2293 end;
2294 //e_TextureFontPrint(indX, indY, FName, gStdFont); // Shows player name overhead
2295 end;
2297 procedure TPlayer.DrawBubble();
2298 var
2299 bubX, bubY: Integer;
2300 ID: LongWord;
2301 Rb, Gb, Bb,
2302 Rw, Gw, Bw: SmallInt;
2303 Dot: Byte;
2304 begin
2305 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2306 bubY := FObj.Y+FObj.Rect.Y - 18;
2307 Rb := 64;
2308 Gb := 64;
2309 Bb := 64;
2310 Rw := 240;
2311 Gw := 240;
2312 Bw := 240;
2313 case gChatBubble of
2314 1: // simple textual non-bubble
2315 begin
2316 bubX := FObj.X+FObj.Rect.X - 11;
2317 bubY := FObj.Y+FObj.Rect.Y - 17;
2318 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2319 Exit;
2320 end;
2321 2: // advanced pixel-perfect bubble
2322 begin
2323 if FTeam = TEAM_RED then
2324 Rb := 255
2325 else
2326 if FTeam = TEAM_BLUE then
2327 Bb := 255;
2328 end;
2329 3: // colored bubble
2330 begin
2331 Rb := FModel.Color.R;
2332 Gb := FModel.Color.G;
2333 Bb := FModel.Color.B;
2334 Rw := Min(Rb * 2 + 64, 255);
2335 Gw := Min(Gb * 2 + 64, 255);
2336 Bw := Min(Bb * 2 + 64, 255);
2337 if (Abs(Rw - Rb) < 32)
2338 or (Abs(Gw - Gb) < 32)
2339 or (Abs(Bw - Bb) < 32) then
2340 begin
2341 Rb := Max(Rw div 2 - 16, 0);
2342 Gb := Max(Gw div 2 - 16, 0);
2343 Bb := Max(Bw div 2 - 16, 0);
2344 end;
2345 end;
2346 4: // custom textured bubble
2347 begin
2348 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2349 if FDirection = TDirection.D_RIGHT then
2350 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2351 else
2352 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2353 Exit;
2354 end;
2355 end;
2357 // Outer borders
2358 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2359 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2360 // Inner box
2361 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2363 // Tail
2364 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2365 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2366 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2367 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2368 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2369 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2371 // Dots
2372 Dot := 6;
2373 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2374 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2375 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2376 end;
2378 procedure TPlayer.Draw();
2379 var
2380 ID: DWORD;
2381 w, h: Word;
2382 dr: Boolean;
2383 Mirror: TMirrorType;
2384 begin
2385 if FAlive then
2386 begin
2387 if Direction = TDirection.D_RIGHT then
2388 Mirror := TMirrorType.None
2389 else
2390 Mirror := TMirrorType.Horizontal;
2392 if FPunchAnim <> nil then
2393 begin
2394 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2395 FObj.Y+FObj.Rect.Y-11, Mirror);
2396 if FPunchAnim.played then
2397 begin
2398 FPunchAnim.Free;
2399 FPunchAnim := nil;
2400 end;
2401 end;
2403 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2404 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2405 begin
2406 e_GetTextureSize(ID, @w, @h);
2407 if FDirection = TDirection.D_LEFT then
2408 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2409 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2410 else
2411 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2412 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2413 end;
2415 if FMegaRulez[MR_INVIS] > gTime then
2416 begin
2417 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2418 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2419 begin
2420 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2421 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2422 else
2423 dr := True;
2424 if dr then
2425 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2426 else
2427 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2428 end
2429 else
2430 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2431 end
2432 else
2433 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2434 end;
2436 if g_debug_Frames then
2437 begin
2438 e_DrawQuad(FObj.X+FObj.Rect.X,
2439 FObj.Y+FObj.Rect.Y,
2440 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2441 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2442 0, 255, 0);
2443 end;
2445 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2446 DrawBubble();
2447 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2448 if gAimLine and alive and
2449 ((Self = gPlayer1) or (Self = gPlayer2)) then
2450 DrawAim();
2451 end;
2454 procedure TPlayer.DrawAim();
2455 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2456 var
2457 ex, ey: Integer;
2458 begin
2460 {$IFDEF ENABLE_HOLMES}
2461 if isValidViewPort and (self = gPlayer1) then
2462 begin
2463 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2464 end;
2465 {$ENDIF}
2467 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2468 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2469 begin
2470 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2471 end
2472 else
2473 begin
2474 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2475 end;
2476 end;
2478 var
2479 wx, wy, xx, yy: Integer;
2480 angle: SmallInt;
2481 sz, len: Word;
2482 begin
2483 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2484 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2485 angle := FAngle;
2486 len := 1024;
2487 sz := 2;
2488 case FCurrWeap of
2489 0: begin // Punch
2490 len := 12;
2491 sz := 4;
2492 end;
2493 1: begin // Chainsaw
2494 len := 24;
2495 sz := 6;
2496 end;
2497 2: begin // Pistol
2498 len := 1024;
2499 sz := 2;
2500 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2501 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2502 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2503 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2504 end;
2505 3: begin // Shotgun
2506 len := 1024;
2507 sz := 3;
2508 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2509 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2510 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2511 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2512 end;
2513 4: begin // Double Shotgun
2514 len := 1024;
2515 sz := 4;
2516 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2517 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2518 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2519 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2520 end;
2521 5: begin // Chaingun
2522 len := 1024;
2523 sz := 3;
2524 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2525 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2526 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2527 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2528 end;
2529 6: begin // Rocket Launcher
2530 len := 1024;
2531 sz := 7;
2532 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2533 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2534 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2535 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2536 end;
2537 7: begin // Plasmagun
2538 len := 1024;
2539 sz := 5;
2540 if angle = ANGLE_RIGHTUP then Inc(angle);
2541 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2542 if angle = ANGLE_LEFTUP then Dec(angle);
2543 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2544 end;
2545 8: begin // BFG
2546 len := 1024;
2547 sz := 12;
2548 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2549 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2550 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2551 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2552 end;
2553 9: begin // Super Chaingun
2554 len := 1024;
2555 sz := 4;
2556 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2557 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2558 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2559 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2560 end;
2561 end;
2562 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2563 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2564 {$IF DEFINED(D2F_DEBUG)}
2565 drawCast(sz, wx, wy, xx, yy);
2566 {$ELSE}
2567 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2568 {$ENDIF}
2569 end;
2571 procedure TPlayer.DrawGUI();
2572 var
2573 ID: DWORD;
2574 X, Y, SY, a, p, m: Integer;
2575 tw, th: Word;
2576 cw, ch: Byte;
2577 s: string;
2578 stat: TPlayerStatArray;
2579 begin
2580 X := gPlayerScreenSize.X;
2581 SY := gPlayerScreenSize.Y;
2582 Y := 0;
2584 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2585 begin
2586 if gGameSettings.GameMode = GM_CTF then
2587 a := 32 + 8
2588 else
2589 a := 0;
2590 if gGameSettings.GameMode = GM_CTF then
2591 begin
2592 s := 'TEXTURE_PLAYER_REDFLAG';
2593 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2594 s := 'TEXTURE_PLAYER_REDFLAG_S';
2595 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2596 s := 'TEXTURE_PLAYER_REDFLAG_D';
2597 if g_Texture_Get(s, ID) then
2598 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2599 end;
2601 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2602 e_CharFont_GetSize(gMenuFont, s, tw, th);
2603 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2605 if gGameSettings.GameMode = GM_CTF then
2606 begin
2607 s := 'TEXTURE_PLAYER_BLUEFLAG';
2608 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2609 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2610 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2611 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2612 if g_Texture_Get(s, ID) then
2613 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2614 end;
2616 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2617 e_CharFont_GetSize(gMenuFont, s, tw, th);
2618 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2619 end;
2621 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2622 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2623 0, False, False);
2625 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2626 e_Draw(ID, X+2, Y, 0, True, False);
2628 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2629 begin
2630 if gShowStat then
2631 begin
2632 s := IntToStr(Frags);
2633 e_CharFont_GetSize(gMenuFont, s, tw, th);
2634 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2636 s := '';
2637 p := 1;
2638 m := 0;
2639 stat := g_Player_GetStats();
2640 if stat <> nil then
2641 begin
2642 p := 1;
2644 for a := 0 to High(stat) do
2645 if stat[a].Name <> Name then
2646 begin
2647 if stat[a].Frags > m then m := stat[a].Frags;
2648 if stat[a].Frags > Frags then p := p+1;
2649 end;
2650 end;
2652 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2653 if Frags >= m then s := s+'+' else s := s+'-';
2654 s := s+IntToStr(Abs(Frags-m));
2656 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2657 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2658 end;
2660 if gShowLives and (gGameSettings.MaxLives > 0) then
2661 begin
2662 s := IntToStr(Lives);
2663 e_CharFont_GetSize(gMenuFont, s, tw, th);
2664 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2665 end;
2666 end;
2668 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2669 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2671 if R_BERSERK in FRulez then
2672 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2673 else
2674 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2676 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2677 e_Draw(ID, X+36, Y+77, 0, True, False);
2679 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2680 e_CharFont_GetSize(gMenuFont, s, tw, th);
2681 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2683 s := IntToStr(FArmor);
2684 e_CharFont_GetSize(gMenuFont, s, tw, th);
2685 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2687 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2689 case FCurrWeap of
2690 WEAPON_KASTET:
2691 begin
2692 s := '--';
2693 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2694 end;
2695 WEAPON_SAW:
2696 begin
2697 s := '--';
2698 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2699 end;
2700 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2701 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2702 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2703 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2704 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2705 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2706 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2707 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2708 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2709 end;
2711 e_CharFont_GetSize(gMenuFont, s, tw, th);
2712 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2713 e_Draw(ID, X+20, Y+160, 0, True, False);
2715 if R_KEY_RED in FRulez then
2716 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2718 if R_KEY_GREEN in FRulez then
2719 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2721 if R_KEY_BLUE in FRulez then
2722 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2724 if FJetFuel > 0 then
2725 begin
2726 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2727 e_Draw(ID, X+2, Y+116, 0, True, False);
2728 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2729 e_Draw(ID, X+2, Y+126, 0, True, False);
2730 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2731 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2732 end
2733 else
2734 begin
2735 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2736 e_Draw(ID, X+2, Y+124, 0, True, False);
2737 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2738 end;
2740 if gShowPing and g_Game_IsClient then
2741 begin
2742 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2743 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2744 Y := Y + 16;
2745 end;
2747 if FSpectator then
2748 begin
2749 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2750 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2751 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2752 if FNoRespawn then
2753 begin
2754 e_TextureFontGetSize(gStdFont, cw, ch);
2755 s := _lc[I_PLAYER_SPECT4];
2756 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2757 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2758 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2759 end;
2761 end;
2762 end;
2764 procedure TPlayer.DrawRulez();
2765 var
2766 dr: Boolean;
2767 begin
2768 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2769 if FMegaRulez[MR_INVUL] >= gTime then
2770 begin
2771 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2772 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2773 else
2774 dr := True;
2776 if dr then
2777 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2778 191, 191, 191, 0, TBlending.Invert);
2779 end;
2781 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2782 if FMegaRulez[MR_SUIT] >= gTime then
2783 begin
2784 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2785 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2786 else
2787 dr := True;
2789 if dr then
2790 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2791 0, 96, 0, 200, TBlending.None);
2792 end;
2794 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2795 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2796 begin
2797 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2798 255, 0, 0, 200, TBlending.None);
2799 end;
2800 end;
2802 procedure TPlayer.DrawPain();
2803 var
2804 a, h: Integer;
2805 begin
2806 if FPain = 0 then Exit;
2808 a := FPain;
2810 if a < 15 then h := 0
2811 else if a < 35 then h := 1
2812 else if a < 55 then h := 2
2813 else if a < 75 then h := 3
2814 else if a < 95 then h := 4
2815 else h := 5;
2817 //if a > 255 then a := 255;
2819 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2820 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2821 end;
2823 procedure TPlayer.DrawPickup();
2824 var
2825 a, h: Integer;
2826 begin
2827 if FPickup = 0 then Exit;
2829 a := FPickup;
2831 if a < 15 then h := 1
2832 else if a < 35 then h := 2
2833 else if a < 55 then h := 3
2834 else if a < 75 then h := 4
2835 else h := 5;
2837 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2838 end;
2840 procedure TPlayer.DoPunch();
2841 var
2842 id: DWORD;
2843 st: String;
2844 begin
2845 if FPunchAnim <> nil then begin
2846 FPunchAnim.reset();
2847 FPunchAnim.Free;
2848 FPunchAnim := nil;
2849 end;
2850 st := 'FRAMES_PUNCH';
2851 if R_BERSERK in FRulez then
2852 st := st + '_BERSERK';
2853 if FKeys[KEY_UP].Pressed then
2854 st := st + '_UP'
2855 else if FKeys[KEY_DOWN].Pressed then
2856 st := st + '_DN';
2857 g_Frames_Get(id, st);
2858 FPunchAnim := TAnimation.Create(id, False, 1);
2859 end;
2861 procedure TPlayer.Fire();
2862 var
2863 f, DidFire: Boolean;
2864 wx, wy, xd, yd: Integer;
2865 locobj: TObj;
2866 begin
2867 if g_Game_IsClient then Exit;
2868 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2869 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2871 if FSpectator then
2872 begin
2873 Respawn(False);
2874 Exit;
2875 end;
2877 if FReloading[FCurrWeap] <> 0 then Exit;
2879 DidFire := False;
2881 f := False;
2882 wx := FObj.X+WEAPONPOINT[FDirection].X;
2883 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2884 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2885 yd := wy+firediry();
2887 case FCurrWeap of
2888 WEAPON_KASTET:
2889 begin
2890 DoPunch();
2891 if R_BERSERK in FRulez then
2892 begin
2893 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2894 locobj.X := FObj.X+FObj.Rect.X;
2895 locobj.Y := FObj.Y+FObj.Rect.Y;
2896 locobj.rect.X := 0;
2897 locobj.rect.Y := 0;
2898 locobj.rect.Width := 39;
2899 locobj.rect.Height := 52;
2900 locobj.Vel.X := (xd-wx) div 2;
2901 locobj.Vel.Y := (yd-wy) div 2;
2902 locobj.Accel.X := xd-wx;
2903 locobj.Accel.y := yd-wy;
2905 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2906 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2907 else
2908 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2910 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2911 end
2912 else
2913 begin
2914 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2915 end;
2917 DidFire := True;
2918 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2919 end;
2921 WEAPON_SAW:
2922 begin
2923 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2924 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2925 begin
2926 FSawSoundSelect.Stop();
2927 FSawSound.Stop();
2928 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2929 end
2930 else if not FSawSoundHit.IsPlaying() then
2931 begin
2932 FSawSoundSelect.Stop();
2933 FSawSound.PlayAt(FObj.X, FObj.Y);
2934 end;
2936 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2937 DidFire := True;
2938 f := True;
2939 end;
2941 WEAPON_PISTOL:
2942 if FAmmo[A_BULLETS] > 0 then
2943 begin
2944 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2945 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2946 Dec(FAmmo[A_BULLETS]);
2947 FFireAngle := FAngle;
2948 f := True;
2949 DidFire := True;
2950 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2951 GameVelX, GameVelY-2, SHELL_BULLET);
2952 end;
2954 WEAPON_SHOTGUN1:
2955 if FAmmo[A_SHELLS] > 0 then
2956 begin
2957 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2958 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2959 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2960 Dec(FAmmo[A_SHELLS]);
2961 FFireAngle := FAngle;
2962 f := True;
2963 DidFire := True;
2964 FShellTimer := 10;
2965 FShellType := SHELL_SHELL;
2966 end;
2968 WEAPON_SHOTGUN2:
2969 if FAmmo[A_SHELLS] >= 2 then
2970 begin
2971 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2972 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2973 Dec(FAmmo[A_SHELLS], 2);
2974 FFireAngle := FAngle;
2975 f := True;
2976 DidFire := True;
2977 FShellTimer := 13;
2978 FShellType := SHELL_DBLSHELL;
2979 end;
2981 WEAPON_CHAINGUN:
2982 if FAmmo[A_BULLETS] > 0 then
2983 begin
2984 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2985 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2986 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2987 Dec(FAmmo[A_BULLETS]);
2988 FFireAngle := FAngle;
2989 f := True;
2990 DidFire := True;
2991 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2992 GameVelX, GameVelY-2, SHELL_BULLET);
2993 end;
2995 WEAPON_ROCKETLAUNCHER:
2996 if FAmmo[A_ROCKETS] > 0 then
2997 begin
2998 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2999 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3000 Dec(FAmmo[A_ROCKETS]);
3001 FFireAngle := FAngle;
3002 f := True;
3003 DidFire := True;
3004 end;
3006 WEAPON_PLASMA:
3007 if FAmmo[A_CELLS] > 0 then
3008 begin
3009 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3010 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3011 Dec(FAmmo[A_CELLS]);
3012 FFireAngle := FAngle;
3013 f := True;
3014 DidFire := True;
3015 end;
3017 WEAPON_BFG:
3018 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3019 begin
3020 FBFGFireCounter := 17;
3021 if not FNoReload then
3022 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3023 Dec(FAmmo[A_CELLS], 40);
3024 DidFire := True;
3025 end;
3027 WEAPON_SUPERPULEMET:
3028 if FAmmo[A_SHELLS] > 0 then
3029 begin
3030 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3031 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3032 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3033 Dec(FAmmo[A_SHELLS]);
3034 FFireAngle := FAngle;
3035 f := True;
3036 DidFire := True;
3037 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3038 GameVelX, GameVelY-2, SHELL_SHELL);
3039 end;
3041 WEAPON_FLAMETHROWER:
3042 if FAmmo[A_FUEL] > 0 then
3043 begin
3044 g_Weapon_flame(wx, wy, xd, yd, FUID);
3045 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3046 Dec(FAmmo[A_FUEL]);
3047 FFireAngle := FAngle;
3048 f := True;
3049 DidFire := True;
3050 end;
3051 end;
3053 if g_Game_IsNet then
3054 begin
3055 if DidFire then
3056 begin
3057 if FCurrWeap <> WEAPON_BFG then
3058 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3059 else
3060 if not FNoReload then
3061 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3062 end;
3064 MH_SEND_PlayerStats(FUID);
3065 end;
3067 if not f then Exit;
3069 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3070 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3071 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3072 end;
3074 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3075 begin
3076 case Weapon of
3077 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3078 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3079 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3080 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3081 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3082 else Result := 0;
3083 end;
3084 end;
3086 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3087 begin
3088 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3089 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3090 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3091 end;
3093 procedure TPlayer.JetpackOn;
3094 begin
3095 FJetSoundFly.Stop;
3096 FJetSoundOff.Stop;
3097 FJetSoundOn.SetPosition(0);
3098 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3099 FlySmoke(8);
3100 end;
3102 procedure TPlayer.JetpackOff;
3103 begin
3104 FJetSoundFly.Stop;
3105 FJetSoundOn.Stop;
3106 FJetSoundOff.SetPosition(0);
3107 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3108 end;
3110 procedure TPlayer.CatchFire(Attacker: Word);
3111 begin
3112 FFireTime := 100;
3113 FFireAttacker := Attacker;
3114 if g_Game_IsNet and g_Game_IsServer then
3115 MH_SEND_PlayerStats(FUID);
3116 end;
3118 procedure TPlayer.Jump();
3119 begin
3120 if gFly or FJetpack then
3121 begin
3122 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3123 if FObj.Vel.Y > -VEL_FLY then
3124 FObj.Vel.Y := FObj.Vel.Y - 3;
3125 if FJetpack then
3126 begin
3127 if FJetFuel > 0 then
3128 Dec(FJetFuel);
3129 if (FJetFuel < 1) and g_Game_IsServer then
3130 begin
3131 FJetpack := False;
3132 JetpackOff;
3133 if g_Game_IsNet then
3134 MH_SEND_PlayerStats(FUID);
3135 end;
3136 end;
3137 Exit;
3138 end;
3140 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3141 if FGhost then
3142 FCanJetpack := False;
3144 // Ïðûãàåì èëè âñïëûâàåì:
3145 if (CollideLevel(0, 1) or
3146 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3147 PLAYER_RECT.Height-33, PANEL_STEP, False)
3148 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3149 begin
3150 FObj.Vel.Y := -VEL_JUMP;
3151 FCanJetpack := False;
3152 end
3153 else
3154 begin
3155 if BodyInLiquid(0, 0) then
3156 FObj.Vel.Y := -VEL_SW
3157 else if (FJetFuel > 0) and FCanJetpack and
3158 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3159 begin
3160 FJetpack := True;
3161 JetpackOn;
3162 if g_Game_IsNet then
3163 MH_SEND_PlayerStats(FUID);
3164 end;
3165 end;
3166 end;
3168 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3169 var
3170 a, i, k, ab, ar: Byte;
3171 s: String;
3172 mon: TMonster;
3173 plr: TPlayer;
3174 srv, netsrv: Boolean;
3175 DoFrags: Boolean;
3176 OldLR: Byte;
3177 KP: TPlayer;
3178 it: PItem;
3180 procedure PushItem(t: Byte);
3181 var
3182 id: DWORD;
3183 begin
3184 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3185 it := g_Items_ByIdx(id);
3186 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3187 begin
3188 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3189 (FObj.Vel.Y div 2)-Random(9));
3190 it.positionChanged(); // this updates spatial accelerators
3191 end
3192 else
3193 begin
3194 if KillType = K_HARDKILL then // -5..+5; -5..0
3195 begin
3196 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3197 (FObj.Vel.Y div 2)-Random(6));
3198 end
3199 else // -3..+3; -3..0
3200 begin
3201 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3202 (FObj.Vel.Y div 2)-Random(4));
3203 end;
3204 it.positionChanged(); // this updates spatial accelerators
3205 end;
3207 if g_Game_IsNet and g_Game_IsServer then
3208 MH_SEND_ItemSpawn(True, id);
3209 end;
3211 begin
3212 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3213 Srv := g_Game_IsServer;
3214 Netsrv := g_Game_IsServer and g_Game_IsNet;
3215 if Srv then FDeath := FDeath + 1;
3216 if FAlive then
3217 begin
3218 if FGhost then
3219 FGhost := False;
3220 if not FPhysics then
3221 FPhysics := True;
3222 FAlive := False;
3223 end;
3224 FShellTimer := -1;
3226 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3227 begin
3228 if FLives > 0 then FLives := FLives - 1;
3229 if FLives = 0 then FNoRespawn := True;
3230 end;
3232 // Íîìåð òèïà ñìåðòè:
3233 a := 1;
3234 case KillType of
3235 K_SIMPLEKILL: a := 1;
3236 K_HARDKILL: a := 2;
3237 K_EXTRAHARDKILL: a := 3;
3238 K_FALLKILL: a := 4;
3239 end;
3241 // Çâóê ñìåðòè:
3242 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3243 for i := 1 to 3 do
3244 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3245 Break;
3247 // Âðåìÿ ðåñïàóíà:
3248 if Srv then
3249 case KillType of
3250 K_SIMPLEKILL:
3251 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3252 K_HARDKILL:
3253 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3254 K_EXTRAHARDKILL, K_FALLKILL:
3255 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3256 end;
3258 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3259 case KillType of
3260 K_SIMPLEKILL:
3261 SetAction(A_DIE1);
3262 K_HARDKILL, K_EXTRAHARDKILL:
3263 SetAction(A_DIE2);
3264 end;
3266 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3267 if (KillType <> K_FALLKILL) and (Srv) then
3268 g_Monsters_killedp();
3270 if SpawnerUID = FUID then
3271 begin // Ñàìîóáèëñÿ
3272 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3273 begin
3274 Dec(FFrags);
3275 FLastFrag := 0;
3276 end;
3277 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3278 end
3279 else
3280 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3281 begin // Óáèò äðóãèì èãðîêîì
3282 KP := g_Player_Get(SpawnerUID);
3283 if (KP <> nil) and Srv then
3284 begin
3285 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3286 if SameTeam(FUID, SpawnerUID) then
3287 begin
3288 Dec(KP.FFrags);
3289 KP.FLastFrag := 0;
3290 end else
3291 begin
3292 Inc(KP.FFrags);
3293 KP.FragCombo();
3294 end;
3296 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3297 Inc(gTeamStat[KP.Team].Goals,
3298 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3300 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3301 end;
3303 plr := g_Player_Get(SpawnerUID);
3304 if plr = nil then
3305 s := '?'
3306 else
3307 s := plr.FName;
3309 case KillType of
3310 K_HARDKILL:
3311 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3312 [FName, s]),
3313 gShowKillMsg);
3314 K_EXTRAHARDKILL:
3315 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3316 [FName, s]),
3317 gShowKillMsg);
3318 else
3319 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3320 [FName, s]),
3321 gShowKillMsg);
3322 end;
3323 end
3324 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3325 begin // Óáèò ìîíñòðîì
3326 mon := g_Monsters_ByUID(SpawnerUID);
3327 if mon = nil then
3328 s := '?'
3329 else
3330 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3332 case KillType of
3333 K_HARDKILL:
3334 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3335 [FName, s]),
3336 gShowKillMsg);
3337 K_EXTRAHARDKILL:
3338 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3339 [FName, s]),
3340 gShowKillMsg);
3341 else
3342 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3343 [FName, s]),
3344 gShowKillMsg);
3345 end;
3346 end
3347 else // Îñîáûå òèïû ñìåðòè
3348 case t of
3349 HIT_DISCON: ;
3350 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3351 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3352 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3353 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3354 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3355 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3356 end;
3358 if Srv then
3359 begin
3360 // Âûáðîñ îðóæèÿ:
3361 for a := WP_FIRST to WP_LAST do
3362 if FWeapon[a] then
3363 begin
3364 case a of
3365 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3366 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3367 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3368 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3369 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3370 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3371 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3372 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3373 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3374 else i := 0;
3375 end;
3377 if i <> 0 then
3378 PushItem(i);
3379 end;
3381 // Âûáðîñ ðþêçàêà:
3382 if R_ITEM_BACKPACK in FRulez then
3383 PushItem(ITEM_AMMO_BACKPACK);
3385 // Âûáðîñ ðàêåòíîãî ðàíöà:
3386 if FJetFuel > 0 then
3387 PushItem(ITEM_JETPACK);
3389 // Âûáðîñ êëþ÷åé:
3390 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3391 begin
3392 if R_KEY_RED in FRulez then
3393 PushItem(ITEM_KEY_RED);
3395 if R_KEY_GREEN in FRulez then
3396 PushItem(ITEM_KEY_GREEN);
3398 if R_KEY_BLUE in FRulez then
3399 PushItem(ITEM_KEY_BLUE);
3400 end;
3402 // Âûáðîñ ôëàãà:
3403 DropFlag();
3404 end;
3406 g_Player_CreateCorpse(Self);
3408 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3409 (gLMSRespawn = LMS_RESPAWN_NONE) then
3410 begin
3411 a := 0;
3412 k := 0;
3413 ar := 0;
3414 ab := 0;
3415 for i := Low(gPlayers) to High(gPlayers) do
3416 begin
3417 if gPlayers[i] = nil then continue;
3418 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3419 begin
3420 Inc(a);
3421 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3422 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3423 k := i;
3424 end;
3425 end;
3427 OldLR := gLMSRespawn;
3428 if (gGameSettings.GameMode = GM_COOP) then
3429 begin
3430 if (a = 0) then
3431 begin
3432 // everyone is dead, restart the map
3433 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3434 if Netsrv then
3435 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3436 gLMSRespawn := LMS_RESPAWN_FINAL;
3437 gLMSRespawnTime := gTime + 5000;
3438 end
3439 else if (a = 1) then
3440 begin
3441 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3442 if (gPlayers[k] = gPlayer1) or
3443 (gPlayers[k] = gPlayer2) then
3444 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3445 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3446 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3447 end;
3448 end
3449 else if (gGameSettings.GameMode = GM_TDM) then
3450 begin
3451 if (ab = 0) and (ar <> 0) then
3452 begin
3453 // blu team ded
3454 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3455 if Netsrv then
3456 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3457 Inc(gTeamStat[TEAM_RED].Goals);
3458 gLMSRespawn := LMS_RESPAWN_FINAL;
3459 gLMSRespawnTime := gTime + 5000;
3460 end
3461 else if (ar = 0) and (ab <> 0) then
3462 begin
3463 // red team ded
3464 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3465 if Netsrv then
3466 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3467 Inc(gTeamStat[TEAM_BLUE].Goals);
3468 gLMSRespawn := LMS_RESPAWN_FINAL;
3469 gLMSRespawnTime := gTime + 5000;
3470 end
3471 else if (ar = 0) and (ab = 0) then
3472 begin
3473 // everyone ded
3474 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3475 if Netsrv then
3476 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3477 gLMSRespawn := LMS_RESPAWN_FINAL;
3478 gLMSRespawnTime := gTime + 5000;
3479 end;
3480 end
3481 else if (gGameSettings.GameMode = GM_DM) then
3482 begin
3483 if (a = 1) then
3484 begin
3485 if gPlayers[k] <> nil then
3486 with gPlayers[k] do
3487 begin
3488 // survivor is the winner
3489 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3490 if Netsrv then
3491 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3492 Inc(FFrags);
3493 end;
3494 gLMSRespawn := LMS_RESPAWN_FINAL;
3495 gLMSRespawnTime := gTime + 5000;
3496 end
3497 else if (a = 0) then
3498 begin
3499 // everyone is dead, restart the map
3500 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3501 if Netsrv then
3502 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3503 gLMSRespawn := LMS_RESPAWN_FINAL;
3504 gLMSRespawnTime := gTime + 5000;
3505 end;
3506 end;
3507 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3508 begin
3509 if NetMode = NET_SERVER then
3510 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3511 else
3512 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3513 end;
3514 end;
3516 if Netsrv then
3517 begin
3518 MH_SEND_PlayerStats(FUID);
3519 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3520 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3521 end;
3523 if srv and FNoRespawn then Spectate(True);
3524 FWantsInGame := True;
3525 end;
3527 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3528 begin
3529 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3530 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3531 end;
3533 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3534 begin
3535 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3536 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3537 end;
3539 procedure TPlayer.MakeBloodSimple(Count: Word);
3540 begin
3541 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3542 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3543 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3544 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3545 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3546 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3547 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3548 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3549 end;
3551 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3552 begin
3553 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3554 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3555 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3556 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3557 end;
3559 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3560 begin
3561 if g_Game_IsClient then Exit;
3562 if Weapon > High(FWeapon) then Exit;
3563 FNextWeap := FNextWeap or (1 shl Weapon);
3564 end;
3566 procedure TPlayer.resetWeaponQueue ();
3567 begin
3568 FNextWeap := 0;
3569 FNextWeapDelay := 0;
3570 end;
3572 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3573 begin
3574 result := false;
3575 case weapon of
3576 WEAPON_KASTET, WEAPON_SAW: result := true;
3577 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3578 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3579 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3580 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3581 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3582 else result := (weapon < length(FWeapon));
3583 end;
3584 end;
3586 // return 255 for "no switch"
3587 function TPlayer.getNextWeaponIndex (): Byte;
3588 var
3589 i: Word;
3590 wantThisWeapon: array[0..64] of Boolean;
3591 weaponOrder: array[0..16] of Integer; // value: index in `FWeapon`
3592 wwc: Integer;
3593 f, dir, cwi, rwidx, curlidx: Integer;
3595 function real2log (ridx: Integer): Integer;
3596 var
3597 f: Integer;
3598 begin
3599 if (ridx >= 0) then
3600 begin
3601 for f := 0 to High(weaponOrder) do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
3602 end;
3603 result := -1;
3604 end;
3606 begin
3607 result := 255; // default result: "no switch"
3609 // had weapon cycling on previous frame? remove that flag
3610 if (FNextWeap and $2000) <> 0 then
3611 begin
3612 FNextWeap := FNextWeap and $1FFF;
3613 FNextWeapDelay := 0;
3614 end;
3616 for f := 0 to High(weaponOrder) do weaponOrder[f] := -1;
3618 // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
3619 // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed)
3620 // priorities:
3621 // bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
3622 weaponOrder[0] := WEAPON_SUPERPULEMET;
3623 weaponOrder[1] := WEAPON_BFG;
3624 weaponOrder[2] := WEAPON_ROCKETLAUNCHER;
3625 weaponOrder[3] := WEAPON_PLASMA;
3626 weaponOrder[4] := WEAPON_FLAMETHROWER;
3627 weaponOrder[5] := WEAPON_SHOTGUN2;
3628 weaponOrder[6] := WEAPON_CHAINGUN;
3629 weaponOrder[7] := WEAPON_SHOTGUN1;
3630 weaponOrder[8] := WEAPON_PISTOL;
3631 weaponOrder[9] := WEAPON_KASTET+666; // berserk fist
3632 weaponOrder[10] := WEAPON_SAW;
3633 weaponOrder[11] := WEAPON_KASTET; // normal fist
3635 for f := 0 to High(weaponOrder) do
3636 begin
3637 if (weaponOrder[f] = WEAPON_KASTET) then
3638 begin
3639 // normal fist: remove if we have a berserk pack
3640 if (R_BERSERK in FRulez) then weaponOrder[f] := -1;
3641 end
3642 else
3643 if (weaponOrder[f] = WEAPON_KASTET+666) then
3644 begin
3645 // berserk fist: remove if we don't have a berserk pack
3646 if (R_BERSERK in FRulez) then weaponOrder[f] := WEAPON_KASTET else weaponOrder[f] := -1;
3647 end;
3648 end;
3650 (*
3651 WEAPON_KASTET = 0;
3652 WEAPON_SAW = 1;
3653 WEAPON_PISTOL = 2;
3654 WEAPON_SHOTGUN1 = 3;
3655 WEAPON_SHOTGUN2 = 4;
3656 WEAPON_CHAINGUN = 5;
3657 WEAPON_ROCKETLAUNCHER = 6;
3658 WEAPON_PLASMA = 7;
3659 WEAPON_BFG = 8;
3660 WEAPON_SUPERPULEMET = 9;
3661 WEAPON_FLAMETHROWER = 10;
3662 *)
3664 // cycling has priority
3665 if (FNextWeap and $C000) <> 0 then
3666 begin
3667 if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; // should be reversed if we want "priority-driven cycling"
3668 FNextWeap := FNextWeap or $2000; // we need this
3669 if FNextWeapDelay > 0 then exit; // cooldown time
3670 //cwi := real2log(FCurrWeap);
3671 //if (cwi < 0) then cwi := 0;
3672 cwi := FCurrWeap;
3673 for i := 0 to High(FWeapon) do
3674 begin
3675 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3676 //rwidx := weaponOrder[cwi];
3677 rwidx := cwi; // sorry
3678 if (rwidx < 0) then continue;
3679 if FWeapon[rwidx] then
3680 begin
3681 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
3682 result := Byte(rwidx);
3683 FNextWeapDelay := 10;
3684 exit;
3685 end;
3686 end;
3687 resetWeaponQueue();
3688 exit;
3689 end;
3691 // no cycling
3692 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3693 wwc := 0;
3694 for i := 0 to High(FWeapon) do
3695 begin
3696 if (FNextWeap and (1 shl i)) <> 0 then
3697 begin
3698 cwi := real2log(i);
3699 if (cwi >= 0) then wantThisWeapon[cwi] := true;
3700 Inc(wwc);
3701 end;
3702 end;
3704 // slow down alterations a little
3705 if (wwc > 1) then
3706 begin
3707 // more than one weapon requested, assume "alteration", and check alteration delay
3708 if FNextWeapDelay > 0 then
3709 begin
3710 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
3711 FNextWeap := 0;
3712 exit;
3713 end; // yeah
3714 end;
3716 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3717 // but clear all counters if no weapon should be switched
3718 if (wwc < 1) then
3719 begin
3720 resetWeaponQueue();
3721 exit;
3722 end;
3724 // exclude currently selected weapon from the set
3725 curlidx := real2log(FCurrWeap);
3726 //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
3727 //e_WriteLog(Format('FCurrWeap=%d; curlidx=%d', [FCurrWeap, curlidx]), TMsgType.Warning);
3728 //if (curlidx >= 0) then wantThisWeapon[curlidx] := false;
3729 //if (wwc = 2) then begin Dec(wwc); end; // easy case: switch between two weapons
3731 // find next weapon to switch onto
3732 cwi := curlidx;
3733 for i := 0 to High(weaponOrder) do
3734 begin
3735 cwi := (cwi+length(weaponOrder)+1) mod length(weaponOrder);
3736 if (cwi = curlidx) then continue; // skip current weapon
3737 if not wantThisWeapon[cwi] then continue;
3738 rwidx := weaponOrder[cwi];
3739 if (rwidx < 0) then continue;
3740 //e_WriteLog(Format(' trying logical %d (real %d); has=%d, hasammo=%d', [cwi, rwidx, Integer(FWeapon[rwidx]), Integer(hasAmmoForWeapon(rwidx))]), TMsgType.Warning);
3741 if FWeapon[rwidx] and ((wwc = 1) or hasAmmoForWeapon(rwidx)) then
3742 begin
3743 //e_WriteLog(' I FOUND HER!', TMsgType.Warning);
3744 // i found her!
3745 result := Byte(rwidx);
3746 resetWeaponQueue();
3747 FNextWeapDelay := 10; // anyway, 'cause why not
3748 exit;
3749 end;
3750 end;
3752 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3753 resetWeaponQueue();
3754 end;
3756 procedure TPlayer.RealizeCurrentWeapon();
3757 function switchAllowed (): Boolean;
3758 var
3759 i: Byte;
3760 begin
3761 result := false;
3762 if FBFGFireCounter <> -1 then
3763 exit;
3764 if FTime[T_SWITCH] > gTime then
3765 exit;
3766 for i := WP_FIRST to WP_LAST do
3767 if FReloading[i] > 0 then
3768 exit;
3769 result := true;
3770 end;
3772 var
3773 nw: Byte;
3774 begin
3775 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3776 //FNextWeap := FNextWeap and $1FFF;
3777 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3779 if not switchAllowed then
3780 begin
3781 //HACK for weapon cycling
3782 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3783 exit;
3784 end;
3786 nw := getNextWeaponIndex();
3787 if nw = 255 then exit; // don't reset anything here
3788 if nw > High(FWeapon) then
3789 begin
3790 // don't forget to reset queue here!
3791 //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning);
3792 resetWeaponQueue();
3793 exit;
3794 end;
3796 if FWeapon[nw] then
3797 begin
3798 FCurrWeap := nw;
3799 FTime[T_SWITCH] := gTime+156;
3800 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3801 FModel.SetWeapon(FCurrWeap);
3802 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3803 end;
3804 end;
3806 procedure TPlayer.NextWeapon();
3807 begin
3808 if g_Game_IsClient then Exit;
3809 FNextWeap := $8000;
3810 end;
3812 procedure TPlayer.PrevWeapon();
3813 begin
3814 if g_Game_IsClient then Exit;
3815 FNextWeap := $4000;
3816 end;
3818 procedure TPlayer.SetWeapon(W: Byte);
3819 begin
3820 if FCurrWeap <> W then
3821 if W = WEAPON_SAW then
3822 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3824 FCurrWeap := W;
3825 FModel.SetWeapon(CurrWeap);
3826 resetWeaponQueue();
3827 end;
3829 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3831 function allowBerserkSwitching (): Boolean;
3832 begin
3833 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3834 result := true;
3835 if gBerserkAutoswitch then exit;
3836 if not conIsCheatsEnabled then exit;
3837 result := false;
3838 end;
3840 var
3841 a: Boolean;
3842 begin
3843 Result := False;
3844 if g_Game_IsClient then Exit;
3846 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3847 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3848 remove := not a;
3850 case ItemType of
3851 ITEM_MEDKIT_SMALL:
3852 if FHealth < PLAYER_HP_SOFT then
3853 begin
3854 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3855 Result := True;
3856 remove := True;
3857 FFireTime := 0;
3858 if gFlash = 2 then Inc(FPickup, 5);
3859 end;
3861 ITEM_MEDKIT_LARGE:
3862 if FHealth < PLAYER_HP_SOFT then
3863 begin
3864 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3865 Result := True;
3866 remove := True;
3867 FFireTime := 0;
3868 if gFlash = 2 then Inc(FPickup, 5);
3869 end;
3871 ITEM_ARMOR_GREEN:
3872 if FArmor < PLAYER_AP_SOFT then
3873 begin
3874 FArmor := PLAYER_AP_SOFT;
3875 Result := True;
3876 remove := True;
3877 if gFlash = 2 then Inc(FPickup, 5);
3878 end;
3880 ITEM_ARMOR_BLUE:
3881 if FArmor < PLAYER_AP_LIMIT then
3882 begin
3883 FArmor := PLAYER_AP_LIMIT;
3884 Result := True;
3885 remove := True;
3886 if gFlash = 2 then Inc(FPickup, 5);
3887 end;
3889 ITEM_SPHERE_BLUE:
3890 if FHealth < PLAYER_HP_LIMIT then
3891 begin
3892 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3893 Result := True;
3894 remove := True;
3895 FFireTime := 0;
3896 if gFlash = 2 then Inc(FPickup, 5);
3897 end;
3899 ITEM_SPHERE_WHITE:
3900 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3901 begin
3902 if FHealth < PLAYER_HP_LIMIT then
3903 FHealth := PLAYER_HP_LIMIT;
3904 if FArmor < PLAYER_AP_LIMIT then
3905 FArmor := PLAYER_AP_LIMIT;
3906 Result := True;
3907 remove := True;
3908 FFireTime := 0;
3909 if gFlash = 2 then Inc(FPickup, 5);
3910 end;
3912 ITEM_WEAPON_SAW:
3913 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3914 begin
3915 FWeapon[WEAPON_SAW] := True;
3916 Result := True;
3917 if gFlash = 2 then Inc(FPickup, 5);
3918 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3919 end;
3921 ITEM_WEAPON_SHOTGUN1:
3922 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3923 begin
3924 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3925 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3927 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3928 FWeapon[WEAPON_SHOTGUN1] := True;
3929 Result := True;
3930 if gFlash = 2 then Inc(FPickup, 5);
3931 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3932 end;
3934 ITEM_WEAPON_SHOTGUN2:
3935 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3936 begin
3937 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3939 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3940 FWeapon[WEAPON_SHOTGUN2] := True;
3941 Result := True;
3942 if gFlash = 2 then Inc(FPickup, 5);
3943 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3944 end;
3946 ITEM_WEAPON_CHAINGUN:
3947 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3948 begin
3949 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3951 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3952 FWeapon[WEAPON_CHAINGUN] := True;
3953 Result := True;
3954 if gFlash = 2 then Inc(FPickup, 5);
3955 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3956 end;
3958 ITEM_WEAPON_ROCKETLAUNCHER:
3959 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3960 begin
3961 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3963 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3964 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3965 Result := True;
3966 if gFlash = 2 then Inc(FPickup, 5);
3967 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3968 end;
3970 ITEM_WEAPON_PLASMA:
3971 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3972 begin
3973 if a and FWeapon[WEAPON_PLASMA] then Exit;
3975 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3976 FWeapon[WEAPON_PLASMA] := True;
3977 Result := True;
3978 if gFlash = 2 then Inc(FPickup, 5);
3979 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3980 end;
3982 ITEM_WEAPON_BFG:
3983 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3984 begin
3985 if a and FWeapon[WEAPON_BFG] then Exit;
3987 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3988 FWeapon[WEAPON_BFG] := True;
3989 Result := True;
3990 if gFlash = 2 then Inc(FPickup, 5);
3991 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3992 end;
3994 ITEM_WEAPON_SUPERPULEMET:
3995 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3996 begin
3997 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3999 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4000 FWeapon[WEAPON_SUPERPULEMET] := True;
4001 Result := True;
4002 if gFlash = 2 then Inc(FPickup, 5);
4003 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4004 end;
4006 ITEM_WEAPON_FLAMETHROWER:
4007 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4008 begin
4009 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4011 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4012 FWeapon[WEAPON_FLAMETHROWER] := True;
4013 Result := True;
4014 if gFlash = 2 then Inc(FPickup, 5);
4015 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4016 end;
4018 ITEM_AMMO_BULLETS:
4019 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4020 begin
4021 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4022 Result := True;
4023 remove := True;
4024 if gFlash = 2 then Inc(FPickup, 5);
4025 end;
4027 ITEM_AMMO_BULLETS_BOX:
4028 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4029 begin
4030 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4031 Result := True;
4032 remove := True;
4033 if gFlash = 2 then Inc(FPickup, 5);
4034 end;
4036 ITEM_AMMO_SHELLS:
4037 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4038 begin
4039 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4040 Result := True;
4041 remove := True;
4042 if gFlash = 2 then Inc(FPickup, 5);
4043 end;
4045 ITEM_AMMO_SHELLS_BOX:
4046 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4047 begin
4048 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4049 Result := True;
4050 remove := True;
4051 if gFlash = 2 then Inc(FPickup, 5);
4052 end;
4054 ITEM_AMMO_ROCKET:
4055 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4056 begin
4057 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4058 Result := True;
4059 remove := True;
4060 if gFlash = 2 then Inc(FPickup, 5);
4061 end;
4063 ITEM_AMMO_ROCKET_BOX:
4064 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4065 begin
4066 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4067 Result := True;
4068 remove := True;
4069 if gFlash = 2 then Inc(FPickup, 5);
4070 end;
4072 ITEM_AMMO_CELL:
4073 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4074 begin
4075 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4076 Result := True;
4077 remove := True;
4078 if gFlash = 2 then Inc(FPickup, 5);
4079 end;
4081 ITEM_AMMO_CELL_BIG:
4082 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4083 begin
4084 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4085 Result := True;
4086 remove := True;
4087 if gFlash = 2 then Inc(FPickup, 5);
4088 end;
4090 ITEM_AMMO_FUELCAN:
4091 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4092 begin
4093 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4094 Result := True;
4095 remove := True;
4096 if gFlash = 2 then Inc(FPickup, 5);
4097 end;
4099 ITEM_AMMO_BACKPACK:
4100 if not(R_ITEM_BACKPACK in FRulez) or
4101 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4102 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4103 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4104 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4105 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
4106 begin
4107 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4108 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4109 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4110 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4111 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4113 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4114 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4115 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4116 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4117 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4118 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4119 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4120 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4122 FRulez := FRulez + [R_ITEM_BACKPACK];
4123 Result := True;
4124 remove := True;
4125 if gFlash = 2 then Inc(FPickup, 5);
4126 end;
4128 ITEM_KEY_RED:
4129 if not(R_KEY_RED in FRulez) then
4130 begin
4131 Include(FRulez, R_KEY_RED);
4132 Result := True;
4133 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4134 if gFlash = 2 then Inc(FPickup, 5);
4135 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4136 end;
4138 ITEM_KEY_GREEN:
4139 if not(R_KEY_GREEN in FRulez) then
4140 begin
4141 Include(FRulez, R_KEY_GREEN);
4142 Result := True;
4143 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4144 if gFlash = 2 then Inc(FPickup, 5);
4145 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4146 end;
4148 ITEM_KEY_BLUE:
4149 if not(R_KEY_BLUE in FRulez) then
4150 begin
4151 Include(FRulez, R_KEY_BLUE);
4152 Result := True;
4153 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4154 if gFlash = 2 then Inc(FPickup, 5);
4155 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4156 end;
4158 ITEM_SUIT:
4159 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4160 begin
4161 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4162 Result := True;
4163 remove := True;
4164 FFireTime := 0;
4165 if gFlash = 2 then Inc(FPickup, 5);
4166 end;
4168 ITEM_OXYGEN:
4169 if FAir < AIR_MAX then
4170 begin
4171 FAir := AIR_MAX;
4172 Result := True;
4173 remove := True;
4174 if gFlash = 2 then Inc(FPickup, 5);
4175 end;
4177 ITEM_MEDKIT_BLACK:
4178 begin
4179 if not (R_BERSERK in FRulez) then
4180 begin
4181 Include(FRulez, R_BERSERK);
4182 if allowBerserkSwitching then
4183 begin
4184 FCurrWeap := WEAPON_KASTET;
4185 resetWeaponQueue();
4186 FModel.SetWeapon(WEAPON_KASTET);
4187 end;
4188 if gFlash <> 0 then
4189 begin
4190 Inc(FPain, 100);
4191 if gFlash = 2 then Inc(FPickup, 5);
4192 end;
4193 FBerserk := gTime+30000;
4194 Result := True;
4195 remove := True;
4196 FFireTime := 0;
4197 end;
4198 if FHealth < PLAYER_HP_SOFT then
4199 begin
4200 FHealth := PLAYER_HP_SOFT;
4201 FBerserk := gTime+30000;
4202 Result := True;
4203 remove := True;
4204 FFireTime := 0;
4205 end;
4206 end;
4208 ITEM_INVUL:
4209 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4210 begin
4211 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4212 Result := True;
4213 remove := True;
4214 if gFlash = 2 then Inc(FPickup, 5);
4215 end;
4217 ITEM_BOTTLE:
4218 if FHealth < PLAYER_HP_LIMIT then
4219 begin
4220 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4221 Result := True;
4222 remove := True;
4223 FFireTime := 0;
4224 if gFlash = 2 then Inc(FPickup, 5);
4225 end;
4227 ITEM_HELMET:
4228 if FArmor < PLAYER_AP_LIMIT then
4229 begin
4230 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4231 Result := True;
4232 remove := True;
4233 if gFlash = 2 then Inc(FPickup, 5);
4234 end;
4236 ITEM_JETPACK:
4237 if FJetFuel < JET_MAX then
4238 begin
4239 FJetFuel := JET_MAX;
4240 Result := True;
4241 remove := True;
4242 if gFlash = 2 then Inc(FPickup, 5);
4243 end;
4245 ITEM_INVIS:
4246 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4247 begin
4248 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4249 Result := True;
4250 remove := True;
4251 if gFlash = 2 then Inc(FPickup, 5);
4252 end;
4253 end;
4254 end;
4256 procedure TPlayer.Touch();
4257 begin
4258 if not FAlive then
4259 Exit;
4260 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4261 if FIamBot then
4262 begin
4263 // Áðîñèòü ôëàã òîâàðèùó:
4264 if gGameSettings.GameMode = GM_CTF then
4265 DropFlag();
4266 end;
4267 end;
4269 procedure TPlayer.Push(vx, vy: Integer);
4270 begin
4271 if (not FPhysics) and FGhost then
4272 Exit;
4273 FObj.Accel.X := FObj.Accel.X + vx;
4274 FObj.Accel.Y := FObj.Accel.Y + vy;
4275 if g_Game_IsNet and g_Game_IsServer then
4276 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4277 end;
4279 procedure TPlayer.Reset(Force: Boolean);
4280 begin
4281 if Force then
4282 FAlive := False;
4284 FSpawned := False;
4285 FTime[T_RESPAWN] := 0;
4286 FTime[T_FLAGCAP] := 0;
4287 FGodMode := False;
4288 FNoTarget := False;
4289 FNoReload := False;
4290 FFrags := 0;
4291 FLastFrag := 0;
4292 FComboEvnt := -1;
4293 FKills := 0;
4294 FMonsterKills := 0;
4295 FDeath := 0;
4296 FSecrets := 0;
4297 if FNoRespawn then
4298 begin
4299 FSpectator := False;
4300 FGhost := False;
4301 FPhysics := True;
4302 FSpectatePlayer := -1;
4303 FNoRespawn := False;
4304 end;
4305 FLives := gGameSettings.MaxLives;
4307 SetFlag(FLAG_NONE);
4308 end;
4310 procedure TPlayer.SoftReset();
4311 begin
4312 ReleaseKeys();
4314 FDamageBuffer := 0;
4315 FIncCam := 0;
4316 FBFGFireCounter := -1;
4317 FShellTimer := -1;
4318 FPain := 0;
4319 FLastHit := 0;
4320 FLastFrag := 0;
4321 FComboEvnt := -1;
4323 SetFlag(FLAG_NONE);
4324 SetAction(A_STAND, True);
4325 end;
4327 function TPlayer.GetRespawnPoint(): Byte;
4328 var
4329 c: Byte;
4330 begin
4331 Result := 255;
4332 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4334 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4335 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4336 begin
4337 if (Self = gPlayer1) or (Self = gPlayer2) then
4338 begin
4339 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4340 if Self = gPlayer1 then
4341 c := RESPAWNPOINT_PLAYER1
4342 else
4343 c := RESPAWNPOINT_PLAYER2;
4344 if g_Map_GetPointCount(c) > 0 then
4345 begin
4346 Result := c;
4347 Exit;
4348 end;
4350 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4351 if Self = gPlayer1 then
4352 c := RESPAWNPOINT_PLAYER2
4353 else
4354 c := RESPAWNPOINT_PLAYER1;
4355 if g_Map_GetPointCount(c) > 0 then
4356 begin
4357 Result := c;
4358 Exit;
4359 end;
4360 end else
4361 begin
4362 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4363 if Random(2) = 0 then
4364 c := RESPAWNPOINT_PLAYER1
4365 else
4366 c := RESPAWNPOINT_PLAYER2;
4367 if g_Map_GetPointCount(c) > 0 then
4368 begin
4369 Result := c;
4370 Exit;
4371 end;
4372 end;
4374 // Òî÷êà ëþáîé èç êîìàíä
4375 if Random(2) = 0 then
4376 c := RESPAWNPOINT_RED
4377 else
4378 c := RESPAWNPOINT_BLUE;
4379 if g_Map_GetPointCount(c) > 0 then
4380 begin
4381 Result := c;
4382 Exit;
4383 end;
4385 // Òî÷êà DM
4386 c := RESPAWNPOINT_DM;
4387 if g_Map_GetPointCount(c) > 0 then
4388 begin
4389 Result := c;
4390 Exit;
4391 end;
4392 end;
4394 // Ìÿñîïîâàë
4395 if gGameSettings.GameMode = GM_DM then
4396 begin
4397 // Òî÷êà DM
4398 c := RESPAWNPOINT_DM;
4399 if g_Map_GetPointCount(c) > 0 then
4400 begin
4401 Result := c;
4402 Exit;
4403 end;
4405 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4406 if Random(2) = 0 then
4407 c := RESPAWNPOINT_PLAYER1
4408 else
4409 c := RESPAWNPOINT_PLAYER2;
4410 if g_Map_GetPointCount(c) > 0 then
4411 begin
4412 Result := c;
4413 Exit;
4414 end;
4416 // Òî÷êà ëþáîé èç êîìàíä
4417 if Random(2) = 0 then
4418 c := RESPAWNPOINT_RED
4419 else
4420 c := RESPAWNPOINT_BLUE;
4421 if g_Map_GetPointCount(c) > 0 then
4422 begin
4423 Result := c;
4424 Exit;
4425 end;
4426 end;
4428 // Êîìàíäíûå
4429 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4430 begin
4431 // Òî÷êà ñâîåé êîìàíäû
4432 c := RESPAWNPOINT_DM;
4433 if FTeam = TEAM_RED then
4434 c := RESPAWNPOINT_RED;
4435 if FTeam = TEAM_BLUE then
4436 c := RESPAWNPOINT_BLUE;
4437 if g_Map_GetPointCount(c) > 0 then
4438 begin
4439 Result := c;
4440 Exit;
4441 end;
4443 // Òî÷êà DM
4444 c := RESPAWNPOINT_DM;
4445 if g_Map_GetPointCount(c) > 0 then
4446 begin
4447 Result := c;
4448 Exit;
4449 end;
4451 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4452 if Random(2) = 0 then
4453 c := RESPAWNPOINT_PLAYER1
4454 else
4455 c := RESPAWNPOINT_PLAYER2;
4456 if g_Map_GetPointCount(c) > 0 then
4457 begin
4458 Result := c;
4459 Exit;
4460 end;
4462 // Òî÷êà äðóãîé êîìàíäû
4463 c := RESPAWNPOINT_DM;
4464 if FTeam = TEAM_RED then
4465 c := RESPAWNPOINT_BLUE;
4466 if FTeam = TEAM_BLUE then
4467 c := RESPAWNPOINT_RED;
4468 if g_Map_GetPointCount(c) > 0 then
4469 begin
4470 Result := c;
4471 Exit;
4472 end;
4473 end;
4474 end;
4476 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4477 var
4478 RespawnPoint: TRespawnPoint;
4479 a, b, c: Byte;
4480 Anim: TAnimation;
4481 ID: DWORD;
4482 begin
4483 FIncCam := 0;
4484 FBFGFireCounter := -1;
4485 FShellTimer := -1;
4486 FPain := 0;
4487 FLastHit := 0;
4489 if not g_Game_IsServer then
4490 Exit;
4491 if FDummy then
4492 Exit;
4493 FWantsInGame := True;
4494 FJustTeleported := True;
4495 if Force then
4496 begin
4497 FTime[T_RESPAWN] := 0;
4498 FAlive := False;
4499 end;
4500 FNetTime := 0;
4501 // if server changes MaxLives we gotta be ready
4502 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4504 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4505 if FTime[T_RESPAWN] > gTime then
4506 Exit;
4508 // Ïðîñðàë âñå æèçíè:
4509 if FNoRespawn then
4510 begin
4511 if not FSpectator then Spectate(True);
4512 FWantsInGame := True;
4513 Exit;
4514 end;
4516 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4517 begin // "Ñâîÿ èãðà"
4518 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4519 FRulez := FRulez-[R_BERSERK];
4520 end
4521 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4522 begin
4523 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4524 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4525 end;
4527 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4528 c := GetRespawnPoint();
4530 ReleaseKeys();
4531 SetFlag(FLAG_NONE);
4533 // Âîñêðåøåíèå áåç îðóæèÿ:
4534 if not FAlive then
4535 begin
4536 FHealth := PLAYER_HP_SOFT;
4537 FArmor := 0;
4538 FAlive := True;
4539 FAir := AIR_DEF;
4540 FJetFuel := 0;
4542 for a := WP_FIRST to WP_LAST do
4543 begin
4544 FWeapon[a] := False;
4545 FReloading[a] := 0;
4546 end;
4548 FWeapon[WEAPON_PISTOL] := True;
4549 FWeapon[WEAPON_KASTET] := True;
4550 FCurrWeap := WEAPON_PISTOL;
4551 resetWeaponQueue();
4553 FModel.SetWeapon(FCurrWeap);
4555 for b := A_BULLETS to A_HIGH do
4556 FAmmo[b] := 0;
4558 FAmmo[A_BULLETS] := 50;
4560 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4561 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4562 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4563 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4564 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4566 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4567 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4568 else
4569 FRulez := [];
4570 end;
4572 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4573 if not g_Map_GetPoint(c, RespawnPoint) then
4574 begin
4575 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4576 Exit;
4577 end;
4579 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4580 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4581 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4582 FObj.Vel.X := 0;
4583 FObj.Vel.Y := 0;
4584 FObj.Accel.X := 0;
4585 FObj.Accel.Y := 0;
4587 FDirection := RespawnPoint.Direction;
4588 if FDirection = TDirection.D_LEFT then
4589 FAngle := 180
4590 else
4591 FAngle := 0;
4593 SetAction(A_STAND, True);
4594 FModel.Direction := FDirection;
4596 for a := Low(FTime) to High(FTime) do
4597 FTime[a] := 0;
4599 for a := Low(FMegaRulez) to High(FMegaRulez) do
4600 FMegaRulez[a] := 0;
4602 FDamageBuffer := 0;
4603 FJetpack := False;
4604 FCanJetpack := False;
4605 FFireTime := 0;
4606 FFirePainTime := 0;
4607 FFireAttacker := 0;
4609 // Àíèìàöèÿ âîçðîæäåíèÿ:
4610 if (not gLoadGameMode) and (not Silent) then
4611 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4612 begin
4613 Anim := TAnimation.Create(ID, False, 3);
4614 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4615 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4616 Anim.Free();
4617 end;
4619 FSpectator := False;
4620 FGhost := False;
4621 FPhysics := True;
4622 FSpectatePlayer := -1;
4623 FSpawned := True;
4625 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4626 gPlayer1 := self;
4627 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4628 gPlayer2 := self;
4630 if g_Game_IsNet then
4631 begin
4632 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4633 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4634 if not Silent then
4635 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4636 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4637 0, NET_GFX_TELE);
4638 end;
4639 end;
4641 procedure TPlayer.Spectate(NoMove: Boolean = False);
4642 begin
4643 if FAlive then
4644 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4645 else if (not NoMove) then
4646 begin
4647 GameX := gMapInfo.Width div 2;
4648 GameY := gMapInfo.Height div 2;
4649 end;
4650 FXTo := GameX;
4651 FYTo := GameY;
4653 FAlive := False;
4654 FSpectator := True;
4655 FGhost := True;
4656 FPhysics := False;
4657 FWantsInGame := False;
4658 FSpawned := False;
4660 if FNoRespawn then
4661 begin
4662 if Self = gPlayer1 then
4663 begin
4664 gLMSPID1 := FUID;
4665 gPlayer1 := nil;
4666 end;
4667 if Self = gPlayer2 then
4668 begin
4669 gLMSPID2 := FUID;
4670 gPlayer2 := nil;
4671 end;
4672 end;
4674 if g_Game_IsNet then
4675 MH_SEND_PlayerStats(FUID);
4676 end;
4678 procedure TPlayer.SwitchNoClip;
4679 begin
4680 if not FAlive then
4681 Exit;
4682 FGhost := not FGhost;
4683 FPhysics := not FGhost;
4684 if FGhost then
4685 begin
4686 FXTo := FObj.X;
4687 FYTo := FObj.Y;
4688 end else
4689 begin
4690 FObj.Accel.X := 0;
4691 FObj.Accel.Y := 0;
4692 end;
4693 end;
4695 procedure TPlayer.Run(Direction: TDirection);
4696 var
4697 a, b: Integer;
4698 begin
4699 if MAX_RUNVEL > 8 then
4700 FlySmoke();
4702 // Áåæèì:
4703 if Direction = TDirection.D_LEFT then
4704 begin
4705 if FObj.Vel.X > -MAX_RUNVEL then
4706 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4707 end
4708 else
4709 if FObj.Vel.X < MAX_RUNVEL then
4710 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4712 // Âîçìîæíî, ïèíàåì êóñêè:
4713 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4714 begin
4715 b := Abs(FObj.Vel.X);
4716 if b > 1 then b := b * (Random(8 div b) + 1);
4717 for a := 0 to High(gGibs) do
4718 begin
4719 if gGibs[a].alive and
4720 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4721 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4722 begin
4723 // Ïèíàåì êóñêè
4724 if FObj.Vel.X < 0 then
4725 begin
4726 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4727 end
4728 else
4729 begin
4730 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4731 end;
4732 gGibs[a].positionChanged(); // this updates spatial accelerators
4733 end;
4734 end;
4735 end;
4737 SetAction(A_WALK);
4738 end;
4740 procedure TPlayer.SeeDown();
4741 begin
4742 SetAction(A_SEEDOWN);
4744 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4746 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4747 end;
4749 procedure TPlayer.SeeUp();
4750 begin
4751 SetAction(A_SEEUP);
4753 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4755 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4756 end;
4758 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4759 var
4760 Prior: Byte;
4761 begin
4762 case Action of
4763 A_WALK: Prior := 3;
4764 A_DIE1: Prior := 5;
4765 A_DIE2: Prior := 5;
4766 A_ATTACK: Prior := 2;
4767 A_SEEUP: Prior := 1;
4768 A_SEEDOWN: Prior := 1;
4769 A_ATTACKUP: Prior := 2;
4770 A_ATTACKDOWN: Prior := 2;
4771 A_PAIN: Prior := 4;
4772 else Prior := 0;
4773 end;
4775 if (Prior > FActionPrior) or Force then
4776 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4777 begin
4778 FActionPrior := Prior;
4779 FActionAnim := Action;
4780 FActionForce := Force;
4781 FActionChanged := True;
4782 end;
4784 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4785 end;
4787 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4788 begin
4789 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4790 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4791 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4792 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4793 end;
4795 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4796 var
4797 Anim: TAnimation;
4798 ID: DWORD;
4799 begin
4800 Result := False;
4802 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4803 begin
4804 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4805 if g_Game_IsServer and g_Game_IsNet then
4806 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4807 Exit;
4808 end;
4810 FJustTeleported := True;
4812 Anim := nil;
4813 if not silent then
4814 begin
4815 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4816 begin
4817 Anim := TAnimation.Create(ID, False, 3);
4818 end;
4820 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4821 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4822 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4823 if g_Game_IsServer and g_Game_IsNet then
4824 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4825 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4826 NET_GFX_TELE);
4827 end;
4829 FObj.X := X-PLAYER_RECT.X;
4830 FObj.Y := Y-PLAYER_RECT.Y;
4831 if FAlive and FGhost then
4832 begin
4833 FXTo := FObj.X;
4834 FYTo := FObj.Y;
4835 end;
4837 if not g_Game_IsNet then
4838 begin
4839 if dir = 1 then
4840 begin
4841 SetDirection(TDirection.D_LEFT);
4842 FAngle := 180;
4843 end
4844 else
4845 if dir = 2 then
4846 begin
4847 SetDirection(TDirection.D_RIGHT);
4848 FAngle := 0;
4849 end
4850 else
4851 if dir = 3 then
4852 begin // îáðàòíîå
4853 if FDirection = TDirection.D_RIGHT then
4854 begin
4855 SetDirection(TDirection.D_LEFT);
4856 FAngle := 180;
4857 end
4858 else
4859 begin
4860 SetDirection(TDirection.D_RIGHT);
4861 FAngle := 0;
4862 end;
4863 end;
4864 end;
4866 if not silent and (Anim <> nil) then
4867 begin
4868 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4869 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4870 Anim.Free();
4872 if g_Game_IsServer and g_Game_IsNet then
4873 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4874 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4875 NET_GFX_TELE);
4876 end;
4878 Result := True;
4879 end;
4881 function nonz(a: Single): Single;
4882 begin
4883 if a <> 0 then
4884 Result := a
4885 else
4886 Result := 1;
4887 end;
4889 function TPlayer.followCorpse(): Boolean;
4890 var
4891 i: Integer;
4892 begin
4893 Result := False;
4894 if FAlive or FSpectator then
4895 Exit;
4896 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4897 Exit;
4898 for i := 0 to High(gCorpses) do
4899 if gCorpses[i] <> nil then
4900 if gCorpses[i].FPlayerUID = FUID then
4901 begin
4902 Result := True;
4903 FObj.X := gCorpses[i].FObj.X;
4904 FObj.Y := gCorpses[i].FObj.Y;
4905 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
4906 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
4907 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
4908 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
4909 break;
4910 end;
4911 end;
4913 procedure TPlayer.Update();
4914 var
4915 b: Byte;
4916 i, ii, wx, wy, xd, yd, k: Integer;
4917 blockmon, headwater, dospawn: Boolean;
4918 NetServer: Boolean;
4919 AnyServer: Boolean;
4920 SetSpect: Boolean;
4921 begin
4922 NetServer := g_Game_IsNet and g_Game_IsServer;
4923 AnyServer := g_Game_IsServer;
4925 if g_Game_IsClient and (NetInterpLevel > 0) then
4926 DoLerp(NetInterpLevel + 1)
4927 else
4928 if FGhost then
4929 DoLerp(4);
4931 if NetServer then
4932 if FClientID >= 0 then
4933 begin
4934 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4935 if NetClients[FClientID].Peer^.packetsSent > 0 then
4936 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4937 else
4938 FLoss := 0;
4939 end else
4940 begin
4941 FPing := 0;
4942 FLoss := 0;
4943 end;
4945 if FAlive and (FPunchAnim <> nil) then
4946 FPunchAnim.Update();
4948 if FAlive and (gFly or FJetpack) then
4949 FlySmoke();
4951 if FDirection = TDirection.D_LEFT then
4952 FAngle := 180
4953 else
4954 FAngle := 0;
4956 if FAlive and (not FGhost) then
4957 begin
4958 if FKeys[KEY_UP].Pressed then
4959 SeeUp();
4960 if FKeys[KEY_DOWN].Pressed then
4961 SeeDown();
4962 end;
4964 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4965 (FIncCam <> 0) then
4966 begin
4967 i := g_basic.Sign(FIncCam);
4968 FIncCam := Abs(FIncCam);
4969 DecMin(FIncCam, 5, 0);
4970 FIncCam := FIncCam*i;
4971 end;
4973 // no need to do that each second frame, weapon queue will take care of it
4974 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4975 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4977 if gTime mod (GAME_TICK*2) <> 0 then
4978 begin
4979 if (FObj.Vel.X = 0) and FAlive then
4980 begin
4981 if FKeys[KEY_LEFT].Pressed then
4982 Run(TDirection.D_LEFT);
4983 if FKeys[KEY_RIGHT].Pressed then
4984 Run(TDirection.D_RIGHT);
4985 end;
4987 if FPhysics then
4988 begin
4989 if not followCorpse() then
4990 g_Obj_Move(@FObj, True, True, True);
4991 positionChanged(); // this updates spatial accelerators
4992 end;
4994 Exit;
4995 end;
4997 FActionChanged := False;
4999 if FAlive then
5000 begin
5001 // Let alive player do some actions
5002 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5003 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5004 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5005 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5006 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
5007 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5008 if FKeys[KEY_JUMP].Pressed then Jump()
5009 else
5010 begin
5011 if AnyServer and FJetpack then
5012 begin
5013 FJetpack := False;
5014 JetpackOff;
5015 if NetServer then MH_SEND_PlayerStats(FUID);
5016 end;
5017 FCanJetpack := True;
5018 end;
5019 end
5020 else // Dead
5021 begin
5022 dospawn := False;
5023 if not FGhost then
5024 for k := Low(FKeys) to KEY_CHAT-1 do
5025 begin
5026 if FKeys[k].Pressed then
5027 begin
5028 dospawn := True;
5029 break;
5030 end;
5031 end;
5032 if dospawn then
5033 begin
5034 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5035 Respawn(False)
5036 else // Single
5037 if (FTime[T_RESPAWN] <= gTime) and
5038 gGameOn and (not FAlive) then
5039 begin
5040 if (g_Player_GetCount() > 1) then
5041 Respawn(False)
5042 else
5043 begin
5044 gExit := EXIT_RESTART;
5045 Exit;
5046 end;
5047 end;
5048 end;
5049 // Dead spectator actions
5050 if FGhost then
5051 begin
5052 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5053 if FKeys[KEY_FIRE].Pressed and AnyServer then
5054 begin
5055 if FSpectator then
5056 begin
5057 if (FSpectatePlayer >= High(gPlayers)) then
5058 FSpectatePlayer := -1
5059 else
5060 begin
5061 SetSpect := False;
5062 for I := FSpectatePlayer + 1 to High(gPlayers) do
5063 if gPlayers[I] <> nil then
5064 if gPlayers[I].alive then
5065 if gPlayers[I].UID <> FUID then
5066 begin
5067 FSpectatePlayer := I;
5068 SetSpect := True;
5069 break;
5070 end;
5072 if not SetSpect then FSpectatePlayer := -1;
5073 end;
5075 ReleaseKeys;
5076 end;
5077 end;
5078 end;
5079 end;
5080 // No clipping
5081 if FGhost then
5082 begin
5083 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5084 begin
5085 FYTo := FObj.Y - 32;
5086 FSpectatePlayer := -1;
5087 end;
5088 if FKeys[KEY_DOWN].Pressed then
5089 begin
5090 FYTo := FObj.Y + 32;
5091 FSpectatePlayer := -1;
5092 end;
5093 if FKeys[KEY_LEFT].Pressed then
5094 begin
5095 FXTo := FObj.X - 32;
5096 FSpectatePlayer := -1;
5097 end;
5098 if FKeys[KEY_RIGHT].Pressed then
5099 begin
5100 FXTo := FObj.X + 32;
5101 FSpectatePlayer := -1;
5102 end;
5104 if (FXTo < -64) then
5105 FXTo := -64
5106 else if (FXTo > gMapInfo.Width + 32) then
5107 FXTo := gMapInfo.Width + 32;
5108 if (FYTo < -72) then
5109 FYTo := -72
5110 else if (FYTo > gMapInfo.Height + 32) then
5111 FYTo := gMapInfo.Height + 32;
5112 end;
5114 if FPhysics then
5115 begin
5116 if not followCorpse() then
5117 g_Obj_Move(@FObj, True, True, True);
5118 positionChanged(); // this updates spatial accelerators
5119 end
5120 else
5121 begin
5122 FObj.Vel.X := 0;
5123 FObj.Vel.Y := 0;
5124 if FSpectator then
5125 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5126 if gPlayers[FSpectatePlayer] <> nil then
5127 if gPlayers[FSpectatePlayer].alive then
5128 begin
5129 FXTo := gPlayers[FSpectatePlayer].GameX;
5130 FYTo := gPlayers[FSpectatePlayer].GameY;
5131 end;
5132 end;
5134 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5135 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5136 PANEL_BLOCKMON, True);
5137 headwater := HeadInLiquid(0, 0);
5139 // Ñîïðîòèâëåíèå âîçäóõà:
5140 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5141 if FObj.Vel.X <> 0 then
5142 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5144 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5145 DecMin(FPain, 5, 0);
5146 DecMin(FPickup, 1, 0);
5148 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5149 begin
5150 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5151 FMegaRulez[MR_SUIT] := 0;
5152 FMegaRulez[MR_INVUL] := 0;
5153 FMegaRulez[MR_INVIS] := 0;
5154 Kill(K_FALLKILL, 0, HIT_FALL);
5155 end;
5157 i := 9;
5159 if FAlive then
5160 begin
5161 if FCurrWeap = WEAPON_SAW then
5162 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5163 FSawSoundSelect.IsPlaying()) then
5164 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5166 if FJetpack then
5167 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5168 (not FJetSoundOff.IsPlaying()) then
5169 begin
5170 FJetSoundFly.SetPosition(0);
5171 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5172 end;
5174 for b := WP_FIRST to WP_LAST do
5175 if FReloading[b] > 0 then
5176 if FNoReload then
5177 FReloading[b] := 0
5178 else
5179 Dec(FReloading[b]);
5181 if FShellTimer > -1 then
5182 if FShellTimer = 0 then
5183 begin
5184 if FShellType = SHELL_SHELL then
5185 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5186 GameVelX, GameVelY-2, SHELL_SHELL)
5187 else if FShellType = SHELL_DBLSHELL then
5188 begin
5189 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5190 GameVelX+1, GameVelY-2, SHELL_SHELL);
5191 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5192 GameVelX-1, GameVelY-2, SHELL_SHELL);
5193 end;
5194 FShellTimer := -1;
5195 end else Dec(FShellTimer);
5197 if (FBFGFireCounter > -1) then
5198 if FBFGFireCounter = 0 then
5199 begin
5200 if AnyServer then
5201 begin
5202 wx := FObj.X+WEAPONPOINT[FDirection].X;
5203 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5204 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5205 yd := wy+firediry();
5206 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5207 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5208 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5209 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5210 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5211 end;
5213 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5214 FBFGFireCounter := -1;
5215 end else
5216 if FNoReload then
5217 FBFGFireCounter := 0
5218 else
5219 Dec(FBFGFireCounter);
5221 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5222 begin
5223 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5225 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5226 end;
5228 if (headwater or blockmon) then
5229 begin
5230 Dec(FAir);
5232 if FAir < -9 then
5233 begin
5234 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5235 FAir := 0;
5236 end
5237 else if (FAir mod 31 = 0) and not blockmon then
5238 begin
5239 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5240 if Random(2) = 0 then
5241 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5242 else
5243 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5244 end;
5245 end else if FAir < AIR_DEF then
5246 FAir := AIR_DEF;
5248 if FFireTime > 0 then
5249 begin
5250 if BodyInLiquid(0, 0) then
5251 begin
5252 FFireTime := 0;
5253 FFirePainTime := 0;
5254 end
5255 else if FMegaRulez[MR_SUIT] >= gTime then
5256 begin
5257 if FMegaRulez[MR_SUIT] = gTime then
5258 FFireTime := 1;
5259 FFirePainTime := 0;
5260 end
5261 else
5262 begin
5263 OnFireFlame(1);
5264 if FFirePainTime <= 0 then
5265 begin
5266 if g_Game_IsServer then
5267 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5268 FFirePainTime := 18;
5269 end;
5270 FFirePainTime := FFirePainTime - 1;
5271 FFireTime := FFireTime - 1;
5272 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5273 MH_SEND_PlayerStats(FUID);
5274 end;
5275 end;
5277 if FDamageBuffer > 0 then
5278 begin
5279 if FDamageBuffer >= 9 then
5280 begin
5281 SetAction(A_PAIN);
5283 if FDamageBuffer < 30 then i := 9
5284 else if FDamageBuffer < 100 then i := 18
5285 else i := 27;
5286 end;
5288 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5289 FArmor := FArmor-(FDamageBuffer-ii);
5290 FHealth := FHealth-ii;
5291 if FArmor < 0 then
5292 begin
5293 FHealth := FHealth+FArmor;
5294 FArmor := 0;
5295 end;
5297 if AnyServer then
5298 if FHealth <= 0 then
5299 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5300 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5301 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5303 if FAlive then
5304 begin
5305 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5306 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5307 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5308 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5309 end;
5311 FDamageBuffer := 0;
5312 end;
5314 {CollideItem();}
5315 end; // if FAlive then ...
5317 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5318 begin
5319 FModel.ChangeAnimation(FActionAnim, FActionForce);
5320 FModel.GetCurrentAnimation.MinLength := i;
5321 FModel.GetCurrentAnimationMask.MinLength := i;
5322 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5324 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5325 then SetAction(A_STAND, True);
5327 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5329 for b := Low(FKeys) to High(FKeys) do
5330 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5331 end;
5334 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5335 begin
5336 x := FObj.X+PLAYER_RECT.X;
5337 y := FObj.Y+PLAYER_RECT.Y;
5338 w := PLAYER_RECT.Width;
5339 h := PLAYER_RECT.Height;
5340 end;
5343 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5344 begin
5345 if (dx <> 0) or (dy <> 0) then
5346 begin
5347 FObj.X += dx;
5348 FObj.Y += dy;
5349 positionChanged();
5350 end;
5351 end;
5354 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5355 begin
5356 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5357 FObj.Y+PLAYER_RECT.Y,
5358 PLAYER_RECT.Width,
5359 PLAYER_RECT.Height,
5360 X, Y,
5361 Width, Height);
5362 end;
5364 function TPlayer.Collide(Panel: TPanel): Boolean;
5365 begin
5366 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5367 FObj.Y+PLAYER_RECT.Y,
5368 PLAYER_RECT.Width,
5369 PLAYER_RECT.Height,
5370 Panel.X, Panel.Y,
5371 Panel.Width, Panel.Height);
5372 end;
5374 function TPlayer.Collide(X, Y: Integer): Boolean;
5375 begin
5376 X := X-FObj.X-PLAYER_RECT.X;
5377 Y := Y-FObj.Y-PLAYER_RECT.Y;
5378 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5379 (y >= 0) and (y <= PLAYER_RECT.Height);
5380 end;
5382 function g_Player_ValidName(Name: string): Boolean;
5383 var
5384 a: Integer;
5385 begin
5386 Result := True;
5388 if gPlayers = nil then Exit;
5390 for a := 0 to High(gPlayers) do
5391 if gPlayers[a] <> nil then
5392 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5393 begin
5394 Result := False;
5395 Exit;
5396 end;
5397 end;
5399 procedure TPlayer.SetDirection(Direction: TDirection);
5400 var
5401 d: TDirection;
5402 begin
5403 d := FModel.Direction;
5405 FModel.Direction := Direction;
5406 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5408 FDirection := Direction;
5409 end;
5411 function TPlayer.GetKeys(): Byte;
5412 begin
5413 Result := 0;
5415 if R_KEY_RED in FRulez then Result := KEY_RED;
5416 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5417 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5419 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5420 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5421 end;
5423 procedure TPlayer.Use();
5424 var
5425 a: Integer;
5426 begin
5427 if FTime[T_USE] > gTime then Exit;
5429 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5430 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5432 for a := 0 to High(gPlayers) do
5433 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5434 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5435 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5436 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5437 begin
5438 gPlayers[a].Touch();
5439 if g_Game_IsNet and g_Game_IsServer then
5440 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5441 end;
5443 FTime[T_USE] := gTime+120;
5444 end;
5446 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5447 var
5448 locObj: TObj;
5449 F: Boolean;
5450 WX, WY, XD, YD: Integer;
5451 begin
5452 F := False;
5453 WX := X;
5454 WY := Y;
5455 XD := AX;
5456 YD := AY;
5458 case FCurrWeap of
5459 WEAPON_KASTET:
5460 begin
5461 DoPunch();
5462 if R_BERSERK in FRulez then
5463 begin
5464 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5465 locobj.X := FObj.X+FObj.Rect.X;
5466 locobj.Y := FObj.Y+FObj.Rect.Y;
5467 locobj.rect.X := 0;
5468 locobj.rect.Y := 0;
5469 locobj.rect.Width := 39;
5470 locobj.rect.Height := 52;
5471 locobj.Vel.X := (xd-wx) div 2;
5472 locobj.Vel.Y := (yd-wy) div 2;
5473 locobj.Accel.X := xd-wx;
5474 locobj.Accel.y := yd-wy;
5476 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5477 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5478 else
5479 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5481 if gFlash = 1 then
5482 if FPain < 50 then
5483 FPain := min(FPain + 25, 50);
5484 end else
5485 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5486 end;
5488 WEAPON_SAW:
5489 begin
5490 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5491 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5492 begin
5493 FSawSoundSelect.Stop();
5494 FSawSound.Stop();
5495 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5496 end
5497 else if not FSawSoundHit.IsPlaying() then
5498 begin
5499 FSawSoundSelect.Stop();
5500 FSawSound.PlayAt(FObj.X, FObj.Y);
5501 end;
5502 f := True;
5503 end;
5505 WEAPON_PISTOL:
5506 begin
5507 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5508 FFireAngle := FAngle;
5509 f := True;
5510 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5511 GameVelX, GameVelY-2, SHELL_BULLET);
5512 end;
5514 WEAPON_SHOTGUN1:
5515 begin
5516 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5517 FFireAngle := FAngle;
5518 f := True;
5519 FShellTimer := 10;
5520 FShellType := SHELL_SHELL;
5521 end;
5523 WEAPON_SHOTGUN2:
5524 begin
5525 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5526 FFireAngle := FAngle;
5527 f := True;
5528 FShellTimer := 13;
5529 FShellType := SHELL_DBLSHELL;
5530 end;
5532 WEAPON_CHAINGUN:
5533 begin
5534 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5535 FFireAngle := FAngle;
5536 f := True;
5537 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5538 GameVelX, GameVelY-2, SHELL_BULLET);
5539 end;
5541 WEAPON_ROCKETLAUNCHER:
5542 begin
5543 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5544 FFireAngle := FAngle;
5545 f := True;
5546 end;
5548 WEAPON_PLASMA:
5549 begin
5550 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5551 FFireAngle := FAngle;
5552 f := True;
5553 end;
5555 WEAPON_BFG:
5556 begin
5557 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5558 FFireAngle := FAngle;
5559 f := True;
5560 end;
5562 WEAPON_SUPERPULEMET:
5563 begin
5564 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5565 FFireAngle := FAngle;
5566 f := True;
5567 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5568 GameVelX, GameVelY-2, SHELL_SHELL);
5569 end;
5571 WEAPON_FLAMETHROWER:
5572 begin
5573 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5574 FFireAngle := FAngle;
5575 f := True;
5576 end;
5577 end;
5579 if not f then Exit;
5581 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5582 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5583 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5584 end;
5586 procedure TPlayer.DoLerp(Level: Integer = 2);
5587 begin
5588 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5589 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5590 end;
5592 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5593 var
5594 AX, AY: Integer;
5595 begin
5596 if NetInterpLevel < 1 then
5597 begin
5598 FObj.X := XTo;
5599 FObj.Y := YTo;
5600 end
5601 else
5602 begin
5603 FXTo := XTo;
5604 FYTo := YTo;
5606 AX := Abs(FXTo - FObj.X);
5607 AY := Abs(FYTo - FObj.Y);
5608 if (AX > 32) or (AX <= NetInterpLevel) then
5609 FObj.X := FXTo;
5610 if (AY > 32) or (AY <= NetInterpLevel) then
5611 FObj.Y := FYTo;
5612 end;
5613 end;
5615 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5616 begin
5617 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5618 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5619 PANEL_LIFTUP, False) then Result := -1
5620 else
5621 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5622 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5623 PANEL_LIFTDOWN, False) then Result := 1
5624 else Result := 0;
5625 end;
5627 function TPlayer.GetFlag(Flag: Byte): Boolean;
5628 var
5629 s, ts: String;
5630 evtype: Byte;
5631 begin
5632 Result := False;
5634 if Flag = FLAG_NONE then
5635 Exit;
5637 if not g_Game_IsServer then Exit;
5639 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5640 if (Flag = FTeam) and
5641 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5642 (FFlag <> FLAG_NONE) then
5643 begin
5644 if FFlag = FLAG_RED then
5645 s := _lc[I_PLAYER_FLAG_RED]
5646 else
5647 s := _lc[I_PLAYER_FLAG_BLUE];
5649 evtype := FLAG_STATE_SCORED;
5651 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5652 Insert('.', ts, Length(ts) + 1 - 3);
5653 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5655 g_Map_ResetFlag(FFlag);
5656 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5658 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5660 Result := True;
5661 if g_Game_IsNet then
5662 begin
5663 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5664 MH_SEND_GameStats;
5665 end;
5667 gFlags[FFlag].CaptureTime := 0;
5668 SetFlag(FLAG_NONE);
5669 Exit;
5670 end;
5672 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5673 if (Flag = FTeam) and
5674 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5675 begin
5676 if Flag = FLAG_RED then
5677 s := _lc[I_PLAYER_FLAG_RED]
5678 else
5679 s := _lc[I_PLAYER_FLAG_BLUE];
5681 evtype := FLAG_STATE_RETURNED;
5682 gFlags[Flag].CaptureTime := 0;
5684 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5686 g_Map_ResetFlag(Flag);
5687 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5689 Result := True;
5690 if g_Game_IsNet then
5691 begin
5692 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5693 MH_SEND_GameStats;
5694 end;
5695 Exit;
5696 end;
5698 // Ïîäîáðàë ÷óæîé ôëàã:
5699 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5700 begin
5701 SetFlag(Flag);
5703 if Flag = FLAG_RED then
5704 s := _lc[I_PLAYER_FLAG_RED]
5705 else
5706 s := _lc[I_PLAYER_FLAG_BLUE];
5708 evtype := FLAG_STATE_CAPTURED;
5710 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5712 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5714 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5716 Result := True;
5717 if g_Game_IsNet then
5718 begin
5719 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5720 MH_SEND_GameStats;
5721 end;
5722 end;
5723 end;
5725 procedure TPlayer.SetFlag(Flag: Byte);
5726 begin
5727 FFlag := Flag;
5728 if FModel <> nil then
5729 FModel.SetFlag(FFlag);
5730 end;
5732 function TPlayer.DropFlag(): Boolean;
5733 var
5734 s: String;
5735 begin
5736 Result := False;
5737 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5738 Exit;
5739 FTime[T_FLAGCAP] := gTime + 2000;
5740 with gFlags[FFlag] do
5741 begin
5742 Obj.X := FObj.X;
5743 Obj.Y := FObj.Y;
5744 Direction := FDirection;
5745 State := FLAG_STATE_DROPPED;
5746 Count := FLAG_TIME;
5747 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5748 (FObj.Vel.Y div 2)-2+Random(5));
5749 positionChanged(); // this updates spatial accelerators
5751 if FFlag = FLAG_RED then
5752 s := _lc[I_PLAYER_FLAG_RED]
5753 else
5754 s := _lc[I_PLAYER_FLAG_BLUE];
5756 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5757 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5759 if g_Game_IsNet then
5760 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5761 end;
5762 SetFlag(FLAG_NONE);
5763 Result := True;
5764 end;
5766 procedure TPlayer.GetSecret();
5767 begin
5768 Inc(FSecrets);
5769 end;
5771 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5772 begin
5773 Assert(Key <= High(FKeys));
5775 FKeys[Key].Pressed := True;
5776 FKeys[Key].Time := Time;
5777 end;
5779 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5780 begin
5781 Result := FKeys[K].Pressed;
5782 end;
5784 procedure TPlayer.ReleaseKeys();
5785 var
5786 a: Integer;
5787 begin
5788 for a := Low(FKeys) to High(FKeys) do
5789 begin
5790 FKeys[a].Pressed := False;
5791 FKeys[a].Time := 0;
5792 end;
5793 end;
5795 procedure TPlayer.OnDamage(Angle: SmallInt);
5796 begin
5797 end;
5799 function TPlayer.firediry(): Integer;
5800 begin
5801 if FKeys[KEY_UP].Pressed then Result := -42
5802 else if FKeys[KEY_DOWN].Pressed then Result := 19
5803 else Result := 0;
5804 end;
5806 procedure TPlayer.RememberState();
5807 var
5808 i: Integer;
5809 begin
5810 FSavedState.Health := FHealth;
5811 FSavedState.Armor := FArmor;
5812 FSavedState.Air := FAir;
5813 FSavedState.JetFuel := FJetFuel;
5814 FSavedState.CurrWeap := FCurrWeap;
5815 FSavedState.NextWeap := FNextWeap;
5816 FSavedState.NextWeapDelay := FNextWeapDelay;
5818 for i := 0 to 3 do
5819 FSavedState.Ammo[i] := FAmmo[i];
5820 for i := 0 to 3 do
5821 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5823 FSavedState.Rulez := FRulez;
5824 FSavedState.WaitRecall := True;
5825 end;
5827 procedure TPlayer.RecallState();
5828 var
5829 i: Integer;
5830 begin
5831 if not FSavedState.WaitRecall then Exit;
5833 FHealth := FSavedState.Health;
5834 FArmor := FSavedState.Armor;
5835 FAir := FSavedState.Air;
5836 FJetFuel := FSavedState.JetFuel;
5837 FCurrWeap := FSavedState.CurrWeap;
5838 FNextWeap := FSavedState.NextWeap;
5839 FNextWeapDelay := FSavedState.NextWeapDelay;
5841 for i := 0 to 3 do
5842 FAmmo[i] := FSavedState.Ammo[i];
5843 for i := 0 to 3 do
5844 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5846 FRulez := FSavedState.Rulez;
5847 FSavedState.WaitRecall := False;
5849 if gGameSettings.GameType = GT_SERVER then
5850 MH_SEND_PlayerStats(FUID);
5851 end;
5853 procedure TPlayer.SaveState (st: TStream);
5854 var
5855 i: Integer;
5856 b: Byte;
5857 begin
5858 // Ñèãíàòóðà èãðîêà
5859 utils.writeSign(st, 'PLYR');
5860 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5861 // Áîò èëè ÷åëîâåê
5862 utils.writeBool(st, FIamBot);
5863 // UID èãðîêà
5864 utils.writeInt(st, Word(FUID));
5865 // Èìÿ èãðîêà
5866 utils.writeStr(st, FName);
5867 // Êîìàíäà
5868 utils.writeInt(st, Byte(FTeam));
5869 // Æèâ ëè
5870 utils.writeBool(st, FAlive);
5871 // Èçðàñõîäîâàë ëè âñå æèçíè
5872 utils.writeBool(st, FNoRespawn);
5873 // Íàïðàâëåíèå
5874 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
5875 utils.writeInt(st, Byte(b));
5876 // Çäîðîâüå
5877 utils.writeInt(st, LongInt(FHealth));
5878 // Æèçíè
5879 utils.writeInt(st, Byte(FLives));
5880 // Áðîíÿ
5881 utils.writeInt(st, LongInt(FArmor));
5882 // Çàïàñ âîçäóõà
5883 utils.writeInt(st, LongInt(FAir));
5884 // Çàïàñ ãîðþ÷åãî
5885 utils.writeInt(st, LongInt(FJetFuel));
5886 // Áîëü
5887 utils.writeInt(st, LongInt(FPain));
5888 // Óáèë
5889 utils.writeInt(st, LongInt(FKills));
5890 // Óáèë ìîíñòðîâ
5891 utils.writeInt(st, LongInt(FMonsterKills));
5892 // Ôðàãîâ
5893 utils.writeInt(st, LongInt(FFrags));
5894 // Ôðàãîâ ïîäðÿä
5895 utils.writeInt(st, Byte(FFragCombo));
5896 // Âðåìÿ ïîñëåäíåãî ôðàãà
5897 utils.writeInt(st, LongWord(FLastFrag));
5898 // Ñìåðòåé
5899 utils.writeInt(st, LongInt(FDeath));
5900 // Êàêîé ôëàã íåñåò
5901 utils.writeInt(st, Byte(FFlag));
5902 // Íàøåë ñåêðåòîâ
5903 utils.writeInt(st, LongInt(FSecrets));
5904 // Òåêóùåå îðóæèå
5905 utils.writeInt(st, Byte(FCurrWeap));
5906 // Æåëàåìîå îðóæèå
5907 utils.writeInt(st, Word(FNextWeap));
5908 // ...è ïàóçà
5909 utils.writeInt(st, Byte(FNextWeapDelay));
5910 // Âðåìÿ çàðÿäêè BFG
5911 utils.writeInt(st, SmallInt(FBFGFireCounter));
5912 // Áóôåð óðîíà
5913 utils.writeInt(st, LongInt(FDamageBuffer));
5914 // Ïîñëåäíèé óäàðèâøèé
5915 utils.writeInt(st, Word(FLastSpawnerUID));
5916 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5917 utils.writeInt(st, Byte(FLastHit));
5918 // Îáúåêò èãðîêà
5919 Obj_SaveState(st, @FObj);
5920 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5921 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
5922 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5923 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
5924 // Íàëè÷èå îðóæèÿ
5925 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
5926 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5927 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
5928 // Íàëè÷èå ðþêçàêà
5929 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
5930 // Íàëè÷èå êðàñíîãî êëþ÷à
5931 utils.writeBool(st, (R_KEY_RED in FRulez));
5932 // Íàëè÷èå çåëåíîãî êëþ÷à
5933 utils.writeBool(st, (R_KEY_GREEN in FRulez));
5934 // Íàëè÷èå ñèíåãî êëþ÷à
5935 utils.writeBool(st, (R_KEY_BLUE in FRulez));
5936 // Íàëè÷èå áåðñåðêà
5937 utils.writeBool(st, (R_BERSERK in FRulez));
5938 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5939 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
5940 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5941 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
5942 // Íàçâàíèå ìîäåëè
5943 utils.writeStr(st, FModel.Name);
5944 // Öâåò ìîäåëè
5945 utils.writeInt(st, Byte(FColor.R));
5946 utils.writeInt(st, Byte(FColor.G));
5947 utils.writeInt(st, Byte(FColor.B));
5948 end;
5951 procedure TPlayer.LoadState (st: TStream);
5952 var
5953 i: Integer;
5954 str: String;
5955 b: Byte;
5956 begin
5957 assert(st <> nil);
5959 // Ñèãíàòóðà èãðîêà
5960 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
5961 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
5962 // Áîò èëè ÷åëîâåê:
5963 FIamBot := utils.readBool(st);
5964 // UID èãðîêà
5965 FUID := utils.readWord(st);
5966 // Èìÿ èãðîêà
5967 str := utils.readStr(st);
5968 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
5969 // Êîìàíäà
5970 FTeam := utils.readByte(st);
5971 // Æèâ ëè
5972 FAlive := utils.readBool(st);
5973 // Èçðàñõîäîâàë ëè âñå æèçíè
5974 FNoRespawn := utils.readBool(st);
5975 // Íàïðàâëåíèå
5976 b := utils.readByte(st);
5977 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
5978 // Çäîðîâüå
5979 FHealth := utils.readLongInt(st);
5980 // Æèçíè
5981 FLives := utils.readByte(st);
5982 // Áðîíÿ
5983 FArmor := utils.readLongInt(st);
5984 // Çàïàñ âîçäóõà
5985 FAir := utils.readLongInt(st);
5986 // Çàïàñ ãîðþ÷åãî
5987 FJetFuel := utils.readLongInt(st);
5988 // Áîëü
5989 FPain := utils.readLongInt(st);
5990 // Óáèë
5991 FKills := utils.readLongInt(st);
5992 // Óáèë ìîíñòðîâ
5993 FMonsterKills := utils.readLongInt(st);
5994 // Ôðàãîâ
5995 FFrags := utils.readLongInt(st);
5996 // Ôðàãîâ ïîäðÿä
5997 FFragCombo := utils.readByte(st);
5998 // Âðåìÿ ïîñëåäíåãî ôðàãà
5999 FLastFrag := utils.readLongWord(st);
6000 // Ñìåðòåé
6001 FDeath := utils.readLongInt(st);
6002 // Êàêîé ôëàã íåñåò
6003 FFlag := utils.readByte(st);
6004 // Íàøåë ñåêðåòîâ
6005 FSecrets := utils.readLongInt(st);
6006 // Òåêóùåå îðóæèå
6007 FCurrWeap := utils.readByte(st);
6008 // Æåëàåìîå îðóæèå
6009 FNextWeap := utils.readWord(st);
6010 // ...è ïàóçà
6011 FNextWeapDelay := utils.readByte(st);
6012 // Âðåìÿ çàðÿäêè BFG
6013 FBFGFireCounter := utils.readSmallInt(st);
6014 // Áóôåð óðîíà
6015 FDamageBuffer := utils.readLongInt(st);
6016 // Ïîñëåäíèé óäàðèâøèé
6017 FLastSpawnerUID := utils.readWord(st);
6018 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6019 FLastHit := utils.readByte(st);
6020 // Îáúåêò èãðîêà
6021 Obj_LoadState(@FObj, st);
6022 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6023 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6024 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6025 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6026 // Íàëè÷èå îðóæèÿ
6027 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6028 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6029 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6030 // Íàëè÷èå ðþêçàêà
6031 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6032 // Íàëè÷èå êðàñíîãî êëþ÷à
6033 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6034 // Íàëè÷èå çåëåíîãî êëþ÷à
6035 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6036 // Íàëè÷èå ñèíåãî êëþ÷à
6037 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6038 // Íàëè÷èå áåðñåðêà
6039 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6040 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6041 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6042 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6043 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6044 // Íàçâàíèå ìîäåëè
6045 str := utils.readStr(st);
6046 // Öâåò ìîäåëè
6047 FColor.R := utils.readByte(st);
6048 FColor.G := utils.readByte(st);
6049 FColor.B := utils.readByte(st);
6050 if (self = gPlayer1) then
6051 begin
6052 str := gPlayer1Settings.Model;
6053 FColor := gPlayer1Settings.Color;
6054 end
6055 else if (self = gPlayer2) then
6056 begin
6057 str := gPlayer2Settings.Model;
6058 FColor := gPlayer2Settings.Color;
6059 end;
6060 // Îáíîâëÿåì ìîäåëü èãðîêà
6061 SetModel(str);
6062 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6063 FModel.Color := TEAMCOLOR[FTeam]
6064 else
6065 FModel.Color := FColor;
6066 end;
6069 procedure TPlayer.AllRulez(Health: Boolean);
6070 var
6071 a: Integer;
6072 begin
6073 if Health then
6074 begin
6075 FHealth := PLAYER_HP_LIMIT;
6076 FArmor := PLAYER_AP_LIMIT;
6077 Exit;
6078 end;
6080 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6081 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6082 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6083 end;
6085 procedure TPlayer.RestoreHealthArmor();
6086 begin
6087 FHealth := PLAYER_HP_LIMIT;
6088 FArmor := PLAYER_AP_LIMIT;
6089 end;
6091 procedure TPlayer.FragCombo();
6092 var
6093 Param: Integer;
6094 begin
6095 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6096 Exit;
6097 if gTime - FLastFrag < FRAG_COMBO_TIME then
6098 begin
6099 if FFragCombo < 5 then
6100 Inc(FFragCombo);
6101 Param := FUID or (FFragCombo shl 16);
6102 if (FComboEvnt >= Low(gDelayedEvents)) and
6103 (FComboEvnt <= High(gDelayedEvents)) and
6104 gDelayedEvents[FComboEvnt].Pending and
6105 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6106 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6107 begin
6108 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6109 gDelayedEvents[FComboEvnt].DENum := Param;
6110 end
6111 else
6112 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6113 end
6114 else
6115 FFragCombo := 1;
6117 FLastFrag := gTime;
6118 end;
6120 procedure TPlayer.GiveItem(ItemType: Byte);
6121 begin
6122 case ItemType of
6123 ITEM_SUIT:
6124 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6125 begin
6126 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6127 end;
6129 ITEM_OXYGEN:
6130 if FAir < AIR_MAX then
6131 begin
6132 FAir := AIR_MAX;
6133 end;
6135 ITEM_MEDKIT_BLACK:
6136 begin
6137 if not (R_BERSERK in FRulez) then
6138 begin
6139 Include(FRulez, R_BERSERK);
6140 if FBFGFireCounter < 1 then
6141 begin
6142 FCurrWeap := WEAPON_KASTET;
6143 resetWeaponQueue();
6144 FModel.SetWeapon(WEAPON_KASTET);
6145 end;
6146 if gFlash <> 0 then
6147 Inc(FPain, 100);
6148 FBerserk := gTime+30000;
6149 end;
6150 if FHealth < PLAYER_HP_SOFT then
6151 begin
6152 FHealth := PLAYER_HP_SOFT;
6153 FBerserk := gTime+30000;
6154 end;
6155 end;
6157 ITEM_INVUL:
6158 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6159 begin
6160 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6161 end;
6163 ITEM_INVIS:
6164 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6165 begin
6166 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6167 end;
6169 ITEM_JETPACK:
6170 if FJetFuel < JET_MAX then
6171 begin
6172 FJetFuel := JET_MAX;
6173 end;
6175 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6176 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6178 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6179 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6181 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6182 ITEM_SPHERE_WHITE:
6183 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6184 begin
6185 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6186 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6187 end;
6189 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6190 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6191 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6192 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6193 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6194 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6195 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6196 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6197 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6199 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6200 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6201 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6202 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6203 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6204 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6205 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6206 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6207 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6209 ITEM_AMMO_BACKPACK:
6210 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6211 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6212 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6213 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6214 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6215 begin
6216 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6217 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6218 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6219 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6220 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6222 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6223 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6224 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6225 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6227 FRulez := FRulez + [R_ITEM_BACKPACK];
6228 end;
6230 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6231 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6232 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6234 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6235 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6237 else
6238 Exit;
6239 end;
6240 if g_Game_IsNet and g_Game_IsServer then
6241 MH_SEND_PlayerStats(FUID);
6242 end;
6244 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6245 var
6246 id, i: DWORD;
6247 Anim: TAnimation;
6248 begin
6249 if (Random(5) = 1) and (Times = 1) then
6250 Exit;
6252 if BodyInLiquid(0, 0) then
6253 begin
6254 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6255 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6256 if Random(2) = 0 then
6257 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6258 else
6259 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6260 Exit;
6261 end;
6263 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6264 begin
6265 for i := 1 to Times do
6266 begin
6267 Anim := TAnimation.Create(id, False, 3);
6268 Anim.Alpha := 150;
6269 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6270 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6271 Anim.Free();
6272 end;
6273 end;
6274 end;
6276 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6277 var
6278 id, i: DWORD;
6279 Anim: TAnimation;
6280 begin
6281 if (Random(10) = 1) and (Times = 1) then
6282 Exit;
6284 if g_Frames_Get(id, 'FRAMES_FLAME') then
6285 begin
6286 for i := 1 to Times do
6287 begin
6288 Anim := TAnimation.Create(id, False, 3);
6289 Anim.Alpha := 0;
6290 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6291 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6292 Anim.Free();
6293 end;
6294 end;
6295 end;
6297 procedure TPlayer.PauseSounds(Enable: Boolean);
6298 begin
6299 FSawSound.Pause(Enable);
6300 FSawSoundIdle.Pause(Enable);
6301 FSawSoundHit.Pause(Enable);
6302 FSawSoundSelect.Pause(Enable);
6303 end;
6305 { T C o r p s e : }
6307 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6308 begin
6309 g_Obj_Init(@FObj);
6310 FObj.X := X;
6311 FObj.Y := Y;
6312 FObj.Rect := PLAYER_CORPSERECT;
6313 FModelName := ModelName;
6314 FMess := aMess;
6316 if FMess then
6317 begin
6318 FState := CORPSE_STATE_MESS;
6319 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6320 end
6321 else
6322 begin
6323 FState := CORPSE_STATE_NORMAL;
6324 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6325 end;
6326 end;
6328 destructor TCorpse.Destroy();
6329 begin
6330 FAnimation.Free();
6332 inherited;
6333 end;
6335 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6337 procedure TCorpse.positionChanged (); inline; begin end;
6339 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6340 begin
6341 if (dx <> 0) or (dy <> 0) then
6342 begin
6343 FObj.X += dx;
6344 FObj.Y += dy;
6345 positionChanged();
6346 end;
6347 end;
6350 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6351 begin
6352 x := FObj.X+PLAYER_CORPSERECT.X;
6353 y := FObj.Y+PLAYER_CORPSERECT.Y;
6354 w := PLAYER_CORPSERECT.Width;
6355 h := PLAYER_CORPSERECT.Height;
6356 end;
6359 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6360 var
6361 pm: TPlayerModel;
6362 Blood: TModelBlood;
6363 begin
6364 if FState = CORPSE_STATE_REMOVEME then
6365 Exit;
6367 FDamage := FDamage + Value;
6369 if FDamage > 150 then
6370 begin
6371 if FAnimation <> nil then
6372 begin
6373 FAnimation.Free();
6374 FAnimation := nil;
6376 FState := CORPSE_STATE_REMOVEME;
6378 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6379 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6380 FModelName, FColor);
6381 // Çâóê ìÿñà îò òðóïà:
6382 pm := g_PlayerModel_Get(FModelName);
6383 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6384 pm.Free;
6386 // Çëîâåùèé ñìåõ:
6387 if (gBodyKillEvent <> -1)
6388 and gDelayedEvents[gBodyKillEvent].Pending then
6389 gDelayedEvents[gBodyKillEvent].Pending := False;
6390 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6391 end;
6392 end
6393 else
6394 begin
6395 Blood := g_PlayerModel_GetBlood(FModelName);
6396 FObj.Vel.X := FObj.Vel.X + vx;
6397 FObj.Vel.Y := FObj.Vel.Y + vy;
6398 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6399 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6400 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6401 Blood.R, Blood.G, Blood.B, Blood.Kind);
6402 end;
6403 end;
6405 procedure TCorpse.Draw();
6406 begin
6407 if FState = CORPSE_STATE_REMOVEME then
6408 Exit;
6410 if FAnimation <> nil then
6411 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6413 if FAnimationMask <> nil then
6414 begin
6415 e_Colors := FColor;
6416 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6417 e_Colors.R := 255;
6418 e_Colors.G := 255;
6419 e_Colors.B := 255;
6420 end;
6421 end;
6423 procedure TCorpse.Update();
6424 var
6425 st: Word;
6426 begin
6427 if FState = CORPSE_STATE_REMOVEME then
6428 Exit;
6430 if gTime mod (GAME_TICK*2) <> 0 then
6431 begin
6432 g_Obj_Move(@FObj, True, True, True);
6433 positionChanged(); // this updates spatial accelerators
6434 Exit;
6435 end;
6437 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6438 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6440 st := g_Obj_Move(@FObj, True, True, True);
6441 positionChanged(); // this updates spatial accelerators
6443 if WordBool(st and MOVE_FALLOUT) then
6444 begin
6445 FState := CORPSE_STATE_REMOVEME;
6446 Exit;
6447 end;
6449 if FAnimation <> nil then
6450 FAnimation.Update();
6451 if FAnimationMask <> nil then
6452 FAnimationMask.Update();
6453 end;
6456 procedure TCorpse.SaveState (st: TStream);
6457 var
6458 anim: Boolean;
6459 begin
6460 assert(st <> nil);
6462 // Ñèãíàòóðà òðóïà
6463 utils.writeSign(st, 'CORP');
6464 utils.writeInt(st, Byte(0));
6465 // Ñîñòîÿíèå
6466 utils.writeInt(st, Byte(FState));
6467 // Íàêîïëåííûé óðîí
6468 utils.writeInt(st, Byte(FDamage));
6469 // Öâåò
6470 utils.writeInt(st, Byte(FColor.R));
6471 utils.writeInt(st, Byte(FColor.G));
6472 utils.writeInt(st, Byte(FColor.B));
6473 // Îáúåêò òðóïà
6474 Obj_SaveState(st, @FObj);
6475 utils.writeInt(st, Word(FPlayerUID));
6476 // Åñòü ëè àíèìàöèÿ
6477 anim := (FAnimation <> nil);
6478 utils.writeBool(st, anim);
6479 // Åñëè åñòü - ñîõðàíÿåì
6480 if anim then FAnimation.SaveState(st);
6481 // Åñòü ëè ìàñêà àíèìàöèè
6482 anim := (FAnimationMask <> nil);
6483 utils.writeBool(st, anim);
6484 // Åñëè åñòü - ñîõðàíÿåì
6485 if anim then FAnimationMask.SaveState(st);
6486 end;
6489 procedure TCorpse.LoadState (st: TStream);
6490 var
6491 anim: Boolean;
6492 begin
6493 assert(st <> nil);
6495 // Ñèãíàòóðà òðóïà
6496 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6497 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6498 // Ñîñòîÿíèå
6499 FState := utils.readByte(st);
6500 // Íàêîïëåííûé óðîí
6501 FDamage := utils.readByte(st);
6502 // Öâåò
6503 FColor.R := utils.readByte(st);
6504 FColor.G := utils.readByte(st);
6505 FColor.B := utils.readByte(st);
6506 // Îáúåêò òðóïà
6507 Obj_LoadState(@FObj, st);
6508 FPlayerUID := utils.readWord(st);
6509 // Åñòü ëè àíèìàöèÿ
6510 anim := utils.readBool(st);
6511 // Åñëè åñòü - çàãðóæàåì
6512 if anim then
6513 begin
6514 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6515 FAnimation.LoadState(st);
6516 end;
6517 // Åñòü ëè ìàñêà àíèìàöèè
6518 anim := utils.readBool(st);
6519 // Åñëè åñòü - çàãðóæàåì
6520 if anim then
6521 begin
6522 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6523 FAnimationMask.LoadState(st);
6524 end;
6525 end;
6527 { T B o t : }
6529 constructor TBot.Create();
6530 var
6531 a: Integer;
6532 begin
6533 inherited Create();
6535 FPhysics := True;
6536 FSpectator := False;
6537 FGhost := False;
6539 FIamBot := True;
6541 Inc(gNumBots);
6543 for a := WP_FIRST to WP_LAST do
6544 begin
6545 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6546 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6547 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6548 end;
6549 end;
6551 destructor TBot.Destroy();
6552 begin
6553 Dec(gNumBots);
6554 inherited Destroy();
6555 end;
6557 procedure TBot.Draw();
6558 begin
6559 inherited Draw();
6561 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6562 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6563 end;
6565 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6566 begin
6567 inherited Respawn(Silent, Force);
6569 FAIFlags := nil;
6570 FSelectedWeapon := FCurrWeap;
6571 resetWeaponQueue();
6572 FTargetUID := 0;
6573 end;
6575 procedure TBot.UpdateCombat();
6576 type
6577 TTarget = record
6578 UID: Word;
6579 X, Y: Integer;
6580 Rect: TRectWH;
6581 cX, cY: Integer;
6582 Dist: Word;
6583 Line: Boolean;
6584 Visible: Boolean;
6585 IsPlayer: Boolean;
6586 end;
6588 TTargetRecord = array of TTarget;
6590 function Compare(a, b: TTarget): Integer;
6591 begin
6592 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6593 Result := -1
6594 else
6595 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6596 Result := 1
6597 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6598 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6599 begin
6600 if a.Dist > b.Dist then // B áëèæå
6601 Result := 1
6602 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6603 Result := -1;
6604 end
6605 else // Ñòðàííî -> A
6606 Result := -1;
6607 end;
6609 var
6610 a, x1, y1, x2, y2: Integer;
6611 targets: TTargetRecord;
6612 ammo: Word;
6613 Target, BestTarget: TTarget;
6614 firew, fireh: Integer;
6615 angle: SmallInt;
6616 mon: TMonster;
6617 pla, tpla: TPlayer;
6618 vsPlayer, vsMonster, ok: Boolean;
6621 function monsUpdate (mon: TMonster): Boolean;
6622 begin
6623 result := false; // don't stop
6624 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6625 begin
6626 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6628 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6629 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6631 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6632 if g_TraceVector(x1, y1, x2, y2) then
6633 begin
6634 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6635 SetLength(targets, Length(targets)+1);
6636 with targets[High(targets)] do
6637 begin
6638 UID := mon.UID;
6639 X := mon.Obj.X;
6640 Y := mon.Obj.Y;
6641 cX := x2;
6642 cY := y2;
6643 Rect := mon.Obj.Rect;
6644 Dist := g_PatchLength(x1, y1, x2, y2);
6645 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6646 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6647 Visible := True;
6648 IsPlayer := False;
6649 end;
6650 end;
6651 end;
6652 end;
6654 begin
6655 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6656 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6658 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6659 if FCurrWeap <> FSelectedWeapon then
6660 NextWeapon();
6662 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6663 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6664 begin
6665 RemoveAIFlag('NEEDFIRE');
6667 case FCurrWeap of
6668 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6669 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6670 else PressKey(KEY_FIRE);
6671 end;
6672 end;
6674 // Êîîðäèíàòû ñòâîëà:
6675 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6676 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6678 Target.UID := FTargetUID;
6680 ok := False;
6681 if Target.UID <> 0 then
6682 begin // Öåëü åñòü - íàñòðàèâàåì
6683 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6684 vsPlayer then
6685 begin // Èãðîê
6686 tpla := g_Player_Get(Target.UID);
6687 if tpla <> nil then
6688 with tpla do
6689 begin
6690 if (@FObj) <> nil then
6691 begin
6692 Target.X := FObj.X;
6693 Target.Y := FObj.Y;
6694 end;
6695 end;
6697 Target.cX := Target.X + PLAYER_RECT_CX;
6698 Target.cY := Target.Y + PLAYER_RECT_CY;
6699 Target.Rect := PLAYER_RECT;
6700 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6701 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6702 (y1-4 > Target.Y+PLAYER_RECT.Y);
6703 Target.IsPlayer := True;
6704 ok := True;
6705 end
6706 else
6707 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6708 vsMonster then
6709 begin // Ìîíñòð
6710 mon := g_Monsters_ByUID(Target.UID);
6711 if mon <> nil then
6712 begin
6713 Target.X := mon.Obj.X;
6714 Target.Y := mon.Obj.Y;
6716 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6717 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6718 Target.Rect := mon.Obj.Rect;
6719 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6720 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6721 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6722 Target.IsPlayer := False;
6723 ok := True;
6724 end;
6725 end;
6726 end;
6728 if not ok then
6729 begin // Öåëè íåò - îáíóëÿåì
6730 Target.X := 0;
6731 Target.Y := 0;
6732 Target.cX := 0;
6733 Target.cY := 0;
6734 Target.Visible := False;
6735 Target.Line := False;
6736 Target.IsPlayer := False;
6737 end;
6739 targets := nil;
6741 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6742 if (not Target.Line) or (not Target.Visible) then
6743 begin
6744 // Èãðîêè:
6745 if vsPlayer then
6746 for a := 0 to High(gPlayers) do
6747 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6748 (gPlayers[a].FUID <> FUID) and
6749 (not SameTeam(FUID, gPlayers[a].FUID)) and
6750 (not gPlayers[a].NoTarget) and
6751 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6752 begin
6753 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6754 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6755 Continue;
6757 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6758 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6760 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6761 if g_TraceVector(x1, y1, x2, y2) then
6762 begin
6763 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6764 SetLength(targets, Length(targets)+1);
6765 with targets[High(targets)] do
6766 begin
6767 UID := gPlayers[a].FUID;
6768 X := gPlayers[a].FObj.X;
6769 Y := gPlayers[a].FObj.Y;
6770 cX := x2;
6771 cY := y2;
6772 Rect := PLAYER_RECT;
6773 Dist := g_PatchLength(x1, y1, x2, y2);
6774 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6775 (y1-4 > Target.Y+PLAYER_RECT.Y);
6776 Visible := True;
6777 IsPlayer := True;
6778 end;
6779 end;
6780 end;
6782 // Ìîíñòðû:
6783 if vsMonster then g_Mons_ForEach(monsUpdate);
6784 end;
6786 // Åñëè åñòü âîçìîæíûå öåëè:
6787 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6788 if targets <> nil then
6789 begin
6790 // Âûáèðàåì íàèëó÷øóþ öåëü:
6791 BestTarget := targets[0];
6792 if Length(targets) > 1 then
6793 for a := 1 to High(targets) do
6794 if Compare(BestTarget, targets[a]) = 1 then
6795 BestTarget := targets[a];
6797 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6798 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6799 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6800 begin
6801 Target := BestTarget;
6803 if (Healthy() = 3) or ((Healthy() = 2)) then
6804 begin // Åñëè çäîðîâû - äîãîíÿåì
6805 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6806 SetAIFlag('GORIGHT', '1');
6807 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6808 SetAIFlag('GOLEFT', '1');
6809 end
6810 else
6811 begin // Åñëè ïîáèòû - óáåãàåì
6812 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6813 SetAIFlag('GORIGHT', '1');
6814 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6815 SetAIFlag('GOLEFT', '1');
6816 end;
6818 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6819 SelectWeapon(Abs(x1-Target.cX));
6820 end;
6821 end;
6823 // Åñëè åñòü öåëü:
6824 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6825 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6826 if Target.UID <> 0 then
6827 begin
6828 if not TargetOnScreen(Target.X + Target.Rect.X,
6829 Target.Y + Target.Rect.Y) then
6830 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6831 if (Healthy() = 3) or ((Healthy() = 2)) then
6832 begin // Åñëè çäîðîâû - äîãîíÿåì
6833 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6834 SetAIFlag('GORIGHT', '1');
6835 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6836 SetAIFlag('GOLEFT', '1');
6837 end
6838 else
6839 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6840 Target.UID := 0;
6841 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6842 SetAIFlag('GORIGHT', '1');
6843 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6844 SetAIFlag('GOLEFT', '1');
6845 end;
6846 end
6847 else
6848 begin // Öåëü ïîêà íà "ýêðàíå"
6849 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6850 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6851 FLastVisible := gTime;
6852 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6853 if (Abs(FObj.Y-Target.Y) <= 128) then
6854 begin
6855 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6856 SetAIFlag('GORIGHT', '1');
6857 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6858 SetAIFlag('GOLEFT', '1');
6859 end;
6860 end;
6862 // Âûáèðàåì óãîë ââåðõ:
6863 if FDirection = TDirection.D_LEFT then
6864 angle := ANGLE_LEFTUP
6865 else
6866 angle := ANGLE_RIGHTUP;
6868 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6869 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6871 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6872 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6873 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6874 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6875 Target.Rect.Width, Target.Rect.Height) and
6876 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6877 begin // òî íóæíî ñòðåëÿòü ââåðõ
6878 SetAIFlag('NEEDFIRE', '1');
6879 SetAIFlag('NEEDSEEUP', '1');
6880 end;
6882 // Âûáèðàåì óãîë âíèç:
6883 if FDirection = TDirection.D_LEFT then
6884 angle := ANGLE_LEFTDOWN
6885 else
6886 angle := ANGLE_RIGHTDOWN;
6888 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6889 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6891 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6892 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6893 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6894 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6895 Target.Rect.Width, Target.Rect.Height) and
6896 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6897 begin // òî íóæíî ñòðåëÿòü âíèç
6898 SetAIFlag('NEEDFIRE', '1');
6899 SetAIFlag('NEEDSEEDOWN', '1');
6900 end;
6902 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6903 if Target.Visible and
6904 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6905 (y1-4 > Target.Y+Target.Rect.Y) then
6906 begin
6907 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6908 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
6909 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6910 begin // òî íóæíî ñòðåëÿòü âïåðåä
6911 SetAIFlag('NEEDFIRE', '1');
6912 SetAIFlag('NEEDSEEDOWN', '');
6913 SetAIFlag('NEEDSEEUP', '');
6914 end;
6915 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6916 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6917 if GetRnd(FDifficult.CloseJump) then
6918 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6919 if Abs(FObj.X-Target.X) < 128 then
6920 a := 4
6921 else
6922 a := 30;
6923 if Random(a) = 0 then
6924 SetAIFlag('NEEDJUMP', '1');
6925 end;
6926 end;
6928 // Åñëè öåëü âñå åùå åñòü:
6929 if Target.UID <> 0 then
6930 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6931 Target.UID := 0 // òî çàáûòü öåëü
6932 else // Åñëè âèäåëè íåäàâíî
6933 begin // íî öåëü óáèëè
6934 if Target.IsPlayer then
6935 begin // Öåëü - èãðîê
6936 pla := g_Player_Get(Target.UID);
6937 if (pla = nil) or (not pla.alive) or pla.NoTarget or
6938 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6939 Target.UID := 0; // òî çàáûòü öåëü
6940 end
6941 else
6942 begin // Öåëü - ìîíñòð
6943 mon := g_Monsters_ByUID(Target.UID);
6944 if (mon = nil) or (not mon.alive) then
6945 Target.UID := 0; // òî çàáûòü öåëü
6946 end;
6947 end;
6948 end; // if Target.UID <> 0
6950 FTargetUID := Target.UID;
6952 // Åñëè âîçìîæíûõ öåëåé íåò:
6953 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6954 if targets = nil then
6955 if GetAIFlag('ATTACKLEFT') <> '' then
6956 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6957 RemoveAIFlag('ATTACKLEFT');
6959 SetAIFlag('NEEDJUMP', '1');
6961 if RunDirection() = TDirection.D_RIGHT then
6962 begin // Èäåì íå â òó ñòîðîíó
6963 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6964 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6965 SetAIFlag('NEEDFIRE', '1');
6966 SetAIFlag('GOLEFT', '1');
6967 end;
6968 end
6969 else
6970 begin // Èäåì â íóæíóþ ñòîðîíó
6971 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6972 SetAIFlag('NEEDFIRE', '1');
6973 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6974 SetAIFlag('GORIGHT', '1');
6975 end;
6976 end
6977 else
6978 if GetAIFlag('ATTACKRIGHT') <> '' then
6979 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6980 RemoveAIFlag('ATTACKRIGHT');
6982 SetAIFlag('NEEDJUMP', '1');
6984 if RunDirection() = TDirection.D_LEFT then
6985 begin // Èäåì íå â òó ñòîðîíó
6986 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6987 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6988 SetAIFlag('NEEDFIRE', '1');
6989 SetAIFlag('GORIGHT', '1');
6990 end;
6991 end
6992 else
6993 begin
6994 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6995 SetAIFlag('NEEDFIRE', '1');
6996 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6997 SetAIFlag('GOLEFT', '1');
6998 end;
6999 end;
7001 //HACK! (does it belongs there?)
7002 RealizeCurrentWeapon();
7004 // Åñëè åñòü âîçìîæíûå öåëè:
7005 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7006 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7007 for a := 0 to High(targets) do
7008 begin
7009 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7010 if GetRnd(FDifficult.DiagFire) then
7011 begin
7012 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7013 if FDirection = TDirection.D_LEFT then
7014 angle := ANGLE_LEFTUP
7015 else
7016 angle := ANGLE_RIGHTUP;
7018 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7019 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7021 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7022 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7023 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7024 targets[a].Rect.Width, targets[a].Rect.Height) and
7025 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7026 begin
7027 SetAIFlag('NEEDFIRE', '1');
7028 SetAIFlag('NEEDSEEUP', '1');
7029 end;
7031 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7032 if FDirection = TDirection.D_LEFT then
7033 angle := ANGLE_LEFTDOWN
7034 else
7035 angle := ANGLE_RIGHTDOWN;
7037 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7038 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7040 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7041 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7042 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7043 targets[a].Rect.Width, targets[a].Rect.Height) and
7044 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7045 begin
7046 SetAIFlag('NEEDFIRE', '1');
7047 SetAIFlag('NEEDSEEDOWN', '1');
7048 end;
7049 end;
7051 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7052 if targets[a].Line and targets[a].Visible and
7053 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7054 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7055 begin
7056 SetAIFlag('NEEDFIRE', '1');
7057 Break;
7058 end;
7059 end;
7061 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7062 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7063 PLAYER_RECT.Width, PLAYER_RECT.Height,
7064 40+GetInterval(FDifficult.Cover, 40)) then
7065 SetAIFlag('NEEDJUMP', '1');
7067 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7068 ammo := GetAmmoByWeapon(FCurrWeap);
7069 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7070 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7071 (ammo = 0) then
7072 SetAIFlag('SELECTWEAPON', '1');
7074 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7075 if GetAIFlag('SELECTWEAPON') = '1' then
7076 begin
7077 SelectWeapon(-1);
7078 RemoveAIFlag('SELECTWEAPON');
7079 end;
7080 end;
7082 procedure TBot.Update();
7083 var
7084 EnableAI: Boolean;
7085 begin
7086 if not FAlive then
7087 begin // Respawn
7088 ReleaseKeys();
7089 PressKey(KEY_UP);
7090 end
7091 else
7092 begin
7093 EnableAI := True;
7095 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7096 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7097 EnableAI := False;
7098 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7099 EnableAI := False;
7100 if g_debug_BotAIOff = 3 then
7101 EnableAI := False;
7103 if EnableAI then
7104 begin
7105 UpdateMove();
7106 UpdateCombat();
7107 end
7108 else
7109 begin
7110 RealizeCurrentWeapon();
7111 end;
7112 end;
7114 inherited Update();
7115 end;
7117 procedure TBot.ReleaseKey(Key: Byte);
7118 begin
7119 with FKeys[Key] do
7120 begin
7121 Pressed := False;
7122 Time := 0;
7123 end;
7124 end;
7126 function TBot.KeyPressed(Key: Word): Boolean;
7127 begin
7128 Result := FKeys[Key].Pressed;
7129 end;
7131 function TBot.GetAIFlag(aName: String20): String20;
7132 var
7133 a: Integer;
7134 begin
7135 Result := '';
7137 aName := LowerCase(aName);
7139 if FAIFlags <> nil then
7140 for a := 0 to High(FAIFlags) do
7141 if LowerCase(FAIFlags[a].Name) = aName then
7142 begin
7143 Result := FAIFlags[a].Value;
7144 Break;
7145 end;
7146 end;
7148 procedure TBot.RemoveAIFlag(aName: String20);
7149 var
7150 a, b: Integer;
7151 begin
7152 if FAIFlags = nil then Exit;
7154 aName := LowerCase(aName);
7156 for a := 0 to High(FAIFlags) do
7157 if LowerCase(FAIFlags[a].Name) = aName then
7158 begin
7159 if a <> High(FAIFlags) then
7160 for b := a to High(FAIFlags)-1 do
7161 FAIFlags[b] := FAIFlags[b+1];
7163 SetLength(FAIFlags, Length(FAIFlags)-1);
7164 Break;
7165 end;
7166 end;
7168 procedure TBot.SetAIFlag(aName, fValue: String20);
7169 var
7170 a: Integer;
7171 ok: Boolean;
7172 begin
7173 a := 0;
7174 ok := False;
7176 aName := LowerCase(aName);
7178 if FAIFlags <> nil then
7179 for a := 0 to High(FAIFlags) do
7180 if LowerCase(FAIFlags[a].Name) = aName then
7181 begin
7182 ok := True;
7183 Break;
7184 end;
7186 if ok then FAIFlags[a].Value := fValue
7187 else
7188 begin
7189 SetLength(FAIFlags, Length(FAIFlags)+1);
7190 with FAIFlags[High(FAIFlags)] do
7191 begin
7192 Name := aName;
7193 Value := fValue;
7194 end;
7195 end;
7196 end;
7198 procedure TBot.UpdateMove;
7200 procedure GoLeft(Time: Word = 1);
7201 begin
7202 ReleaseKey(KEY_LEFT);
7203 ReleaseKey(KEY_RIGHT);
7204 PressKey(KEY_LEFT, Time);
7205 SetDirection(TDirection.D_LEFT);
7206 end;
7208 procedure GoRight(Time: Word = 1);
7209 begin
7210 ReleaseKey(KEY_LEFT);
7211 ReleaseKey(KEY_RIGHT);
7212 PressKey(KEY_RIGHT, Time);
7213 SetDirection(TDirection.D_RIGHT);
7214 end;
7216 function Rnd(a: Word): Boolean;
7217 begin
7218 Result := Random(a) = 0;
7219 end;
7221 procedure Turn(Time: Word = 1200);
7222 begin
7223 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7224 end;
7226 procedure Stop();
7227 begin
7228 ReleaseKey(KEY_LEFT);
7229 ReleaseKey(KEY_RIGHT);
7230 end;
7232 function CanRunLeft(): Boolean;
7233 begin
7234 Result := not CollideLevel(-1, 0);
7235 end;
7237 function CanRunRight(): Boolean;
7238 begin
7239 Result := not CollideLevel(1, 0);
7240 end;
7242 function CanRun(): Boolean;
7243 begin
7244 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7245 end;
7247 procedure Jump(Time: Word = 30);
7248 begin
7249 PressKey(KEY_JUMP, Time);
7250 end;
7252 function NearHole(): Boolean;
7253 var
7254 x, sx: Integer;
7255 begin
7256 { TODO 5 : Ëåñòíèöû }
7257 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7258 for x := 1 to PLAYER_RECT.Width do
7259 if (not StayOnStep(x*sx, 0)) and
7260 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7261 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7262 begin
7263 Result := True;
7264 Exit;
7265 end;
7267 Result := False;
7268 end;
7270 function BorderHole(): Boolean;
7271 var
7272 x, sx, xx: Integer;
7273 begin
7274 { TODO 5 : Ëåñòíèöû }
7275 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7276 for x := 1 to PLAYER_RECT.Width do
7277 if (not StayOnStep(x*sx, 0)) and
7278 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7279 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7280 begin
7281 for xx := x to x+32 do
7282 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7283 begin
7284 Result := True;
7285 Exit;
7286 end;
7287 end;
7289 Result := False;
7290 end;
7292 function NearDeepHole(): Boolean;
7293 var
7294 x, sx, y: Integer;
7295 begin
7296 Result := False;
7298 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7299 y := 3;
7301 for x := 1 to PLAYER_RECT.Width do
7302 if (not StayOnStep(x*sx, 0)) and
7303 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7304 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7305 begin
7306 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7307 begin
7308 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7309 y := y+1;
7310 end;
7312 Result := True;
7313 end else Result := False;
7314 end;
7316 function OverDeepHole(): Boolean;
7317 var
7318 y: Integer;
7319 begin
7320 Result := False;
7322 y := 1;
7323 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7324 begin
7325 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7326 y := y+1;
7327 end;
7329 Result := True;
7330 end;
7332 function OnGround(): Boolean;
7333 begin
7334 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7335 end;
7337 function OnLadder(): Boolean;
7338 begin
7339 Result := FullInStep(0, 0);
7340 end;
7342 function BelowLadder(): Boolean;
7343 begin
7344 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7345 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7346 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7347 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7348 end;
7350 function BelowLiftUp(): Boolean;
7351 begin
7352 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7353 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7354 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7355 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7356 end;
7358 function OnTopLift(): Boolean;
7359 begin
7360 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7361 end;
7363 function CanJumpOver(): Boolean;
7364 var
7365 sx, y: Integer;
7366 begin
7367 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7369 Result := False;
7371 if not CollideLevel(sx, 0) then Exit;
7373 for y := 1 to BOT_MAXJUMP do
7374 if CollideLevel(0, -y) then Exit else
7375 if not CollideLevel(sx, -y) then
7376 begin
7377 Result := True;
7378 Exit;
7379 end;
7380 end;
7382 function CanJumpUp(Dist: ShortInt): Boolean;
7383 var
7384 y, yy: Integer;
7385 c: Boolean;
7386 begin
7387 Result := False;
7389 if CollideLevel(Dist, 0) then Exit;
7391 c := False;
7392 for y := 0 to BOT_MAXJUMP do
7393 if CollideLevel(Dist, -y) then
7394 begin
7395 c := True;
7396 Break;
7397 end;
7399 if not c then Exit;
7401 c := False;
7402 for yy := y+1 to BOT_MAXJUMP do
7403 if not CollideLevel(Dist, -yy) then
7404 begin
7405 c := True;
7406 Break;
7407 end;
7409 if not c then Exit;
7411 c := False;
7412 for y := 0 to BOT_MAXJUMP do
7413 if CollideLevel(0, -y) then
7414 begin
7415 c := True;
7416 Break;
7417 end;
7419 if c then Exit;
7421 if y < yy then Exit;
7423 Result := True;
7424 end;
7426 function IsSafeTrigger(): Boolean;
7427 var
7428 a: Integer;
7429 begin
7430 Result := True;
7431 if gTriggers = nil then
7432 Exit;
7433 for a := 0 to High(gTriggers) do
7434 if Collide(gTriggers[a].X,
7435 gTriggers[a].Y,
7436 gTriggers[a].Width,
7437 gTriggers[a].Height) and
7438 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7439 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7440 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7441 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7442 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7443 Result := False;
7444 end;
7446 begin
7447 // Âîçìîæíî, íàæèìàåì êíîïêó:
7448 if Rnd(16) and IsSafeTrigger() then
7449 PressKey(KEY_OPEN);
7451 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7452 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7453 begin
7454 ReleaseKey(KEY_LEFT);
7455 ReleaseKey(KEY_RIGHT);
7456 Jump();
7457 end;
7459 // Èäåì âëåâî, åñëè íàäî áûëî:
7460 if GetAIFlag('GOLEFT') <> '' then
7461 begin
7462 RemoveAIFlag('GOLEFT');
7463 if CanRunLeft() then
7464 GoLeft(360);
7465 end;
7467 // Èäåì âïðàâî, åñëè íàäî áûëî:
7468 if GetAIFlag('GORIGHT') <> '' then
7469 begin
7470 RemoveAIFlag('GORIGHT');
7471 if CanRunRight() then
7472 GoRight(360);
7473 end;
7475 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7476 if FObj.X < -32 then
7477 GoRight(360)
7478 else
7479 if FObj.X+32 > gMapInfo.Width then
7480 GoLeft(360);
7482 // Ïðûãàåì, åñëè íàäî áûëî:
7483 if GetAIFlag('NEEDJUMP') <> '' then
7484 begin
7485 Jump(0);
7486 RemoveAIFlag('NEEDJUMP');
7487 end;
7489 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7490 if GetAIFlag('NEEDSEEUP') <> '' then
7491 begin
7492 ReleaseKey(KEY_UP);
7493 ReleaseKey(KEY_DOWN);
7494 PressKey(KEY_UP, 20);
7495 RemoveAIFlag('NEEDSEEUP');
7496 end;
7498 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7499 if GetAIFlag('NEEDSEEDOWN') <> '' then
7500 begin
7501 ReleaseKey(KEY_UP);
7502 ReleaseKey(KEY_DOWN);
7503 PressKey(KEY_DOWN, 20);
7504 RemoveAIFlag('NEEDSEEDOWN');
7505 end;
7507 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7508 if GetAIFlag('GOINHOLE') <> '' then
7509 if not OnGround() then
7510 begin
7511 ReleaseKey(KEY_LEFT);
7512 ReleaseKey(KEY_RIGHT);
7513 RemoveAIFlag('GOINHOLE');
7514 SetAIFlag('FALLINHOLE', '1');
7515 end;
7517 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7518 if GetAIFlag('FALLINHOLE') <> '' then
7519 if OnGround() then
7520 RemoveAIFlag('FALLINHOLE');
7522 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7523 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7524 if GetAIFlag('FALLINHOLE') = '' then
7525 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7526 if Rnd(2) then
7527 GoLeft(360)
7528 else
7529 GoRight(360);
7531 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7532 if OnGround() and
7533 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7534 Rnd(8) then
7535 Jump();
7537 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7538 if OnGround() and NearHole() then
7539 if NearDeepHole() then // Åñëè ýòî áåçäíà
7540 case Random(6) of
7541 0..3: Turn(); // Áåæèì îáðàòíî
7542 4: Jump(); // Ïðûãàåì
7543 5: begin // Ïðûãàåì îáðàòíî
7544 Turn();
7545 Jump();
7546 end;
7547 end
7548 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7549 if GetAIFlag('GOINHOLE') = '' then
7550 case Random(6) of
7551 0: Turn(); // Íå íóæíî òóäà
7552 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7553 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7554 if BorderHole() then
7555 SetAIFlag('GOINHOLE', '1');
7556 end;
7558 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7559 if (not CanRun()) and OnGround() then
7560 begin
7561 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7562 if CanJumpOver() or OnLadder() then
7563 Jump()
7564 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7565 if Random(2) = 0 then
7566 begin
7567 if IsSafeTrigger() then
7568 PressKey(KEY_OPEN);
7569 end else
7570 Turn();
7571 end;
7573 // Îñòàëîñü ìàëî âîçäóõà:
7574 if FAir < 36 * 2 then
7575 Jump(20);
7577 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7578 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7579 if BodyInAcid(0, 0) then
7580 Jump();
7581 end;
7583 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7584 begin
7585 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7586 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7587 end;
7589 {function TBot.NeedItem(Item: Byte): Byte;
7590 begin
7591 Result := 4;
7592 end;}
7594 procedure TBot.SelectWeapon(Dist: Integer);
7595 var
7596 a: Integer;
7598 function HaveAmmo(weapon: Byte): Boolean;
7599 begin
7600 case weapon of
7601 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7602 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7603 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7604 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7605 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7606 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7607 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7608 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7609 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7610 else Result := True;
7611 end;
7612 end;
7614 begin
7615 if Dist = -1 then Dist := BOT_LONGDIST;
7617 if Dist > BOT_LONGDIST then
7618 begin // Äàëüíèé áîé
7619 for a := 0 to 9 do
7620 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7621 begin
7622 FSelectedWeapon := FDifficult.WeaponPrior[a];
7623 Break;
7624 end;
7625 end
7626 else //if Dist > BOT_UNSAFEDIST then
7627 begin // Áëèæíèé áîé
7628 for a := 0 to 9 do
7629 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7630 begin
7631 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7632 Break;
7633 end;
7634 end;
7635 { else
7636 begin
7637 for a := 0 to 9 do
7638 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7639 begin
7640 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7641 Break;
7642 end;
7643 end;}
7644 end;
7646 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7647 begin
7648 Result := inherited PickItem(ItemType, force, remove);
7650 if Result then SetAIFlag('SELECTWEAPON', '1');
7651 end;
7653 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7654 begin
7655 Result := inherited Heal(value, Soft);
7656 end;
7658 function TBot.Healthy(): Byte;
7659 begin
7660 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7661 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7662 else if (FHealth > 50) then Result := 2
7663 else if (FHealth > 20) then Result := 1
7664 else Result := 0;
7665 end;
7667 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7668 begin
7669 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7670 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7671 end;
7673 procedure TBot.OnDamage(Angle: SmallInt);
7674 var
7675 pla: TPlayer;
7676 mon: TMonster;
7677 ok: Boolean;
7678 begin
7679 inherited;
7681 if (Angle = 0) or (Angle = 180) then
7682 begin
7683 ok := False;
7684 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7685 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7686 begin // Èãðîê
7687 pla := g_Player_Get(FLastSpawnerUID);
7688 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7689 pla.FObj.Y + PLAYER_RECT.Y);
7690 end
7691 else
7692 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7693 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7694 begin // Ìîíñòð
7695 mon := g_Monsters_ByUID(FLastSpawnerUID);
7696 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7697 mon.Obj.Y + mon.Obj.Rect.Y);
7698 end;
7700 if ok then
7701 if Angle = 0 then
7702 SetAIFlag('ATTACKLEFT', '1')
7703 else
7704 SetAIFlag('ATTACKRIGHT', '1');
7705 end;
7706 end;
7708 function TBot.RunDirection(): TDirection;
7709 begin
7710 if Abs(Vel.X) >= 1 then
7711 begin
7712 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7713 end else
7714 Result := FDirection;
7715 end;
7717 function TBot.GetRnd(a: Byte): Boolean;
7718 begin
7719 if a = 0 then Result := False
7720 else if a = 255 then Result := True
7721 else Result := Random(256) > 255-a;
7722 end;
7724 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7725 begin
7726 Result := Round((255-a)/255*radius*(Random(2)-1));
7727 end;
7730 procedure TDifficult.save (st: TStream);
7731 begin
7732 utils.writeInt(st, Byte(DiagFire));
7733 utils.writeInt(st, Byte(InvisFire));
7734 utils.writeInt(st, Byte(DiagPrecision));
7735 utils.writeInt(st, Byte(FlyPrecision));
7736 utils.writeInt(st, Byte(Cover));
7737 utils.writeInt(st, Byte(CloseJump));
7738 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7739 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7740 end;
7742 procedure TDifficult.load (st: TStream);
7743 begin
7744 DiagFire := utils.readByte(st);
7745 InvisFire := utils.readByte(st);
7746 DiagPrecision := utils.readByte(st);
7747 FlyPrecision := utils.readByte(st);
7748 Cover := utils.readByte(st);
7749 CloseJump := utils.readByte(st);
7750 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7751 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7752 end;
7755 procedure TBot.SaveState (st: TStream);
7756 var
7757 i: Integer;
7758 dw: Integer;
7759 begin
7760 inherited SaveState(st);
7761 utils.writeSign(st, 'BOT0');
7762 // Âûáðàííîå îðóæèå
7763 utils.writeInt(st, Byte(FSelectedWeapon));
7764 // UID öåëè
7765 utils.writeInt(st, Word(FTargetUID));
7766 // Âðåìÿ ïîòåðè öåëè
7767 utils.writeInt(st, LongWord(FLastVisible));
7768 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7769 dw := Length(FAIFlags);
7770 utils.writeInt(st, LongInt(dw));
7771 // Ôëàãè ÈÈ
7772 for i := 0 to dw-1 do
7773 begin
7774 utils.writeStr(st, FAIFlags[i].Name, 20);
7775 utils.writeStr(st, FAIFlags[i].Value, 20);
7776 end;
7777 // Íàñòðîéêè ñëîæíîñòè
7778 FDifficult.save(st);
7779 end;
7782 procedure TBot.LoadState (st: TStream);
7783 var
7784 i: Integer;
7785 dw: Integer;
7786 begin
7787 inherited LoadState(st);
7788 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7789 // Âûáðàííîå îðóæèå
7790 FSelectedWeapon := utils.readByte(st);
7791 // UID öåëè
7792 FTargetUID := utils.readWord(st);
7793 // Âðåìÿ ïîòåðè öåëè
7794 FLastVisible := utils.readLongWord(st);
7795 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7796 dw := utils.readLongInt(st);
7797 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7798 SetLength(FAIFlags, dw);
7799 // Ôëàãè ÈÈ
7800 for i := 0 to dw-1 do
7801 begin
7802 FAIFlags[i].Name := utils.readStr(st, 20);
7803 FAIFlags[i].Value := utils.readStr(st, 20);
7804 end;
7805 // Íàñòðîéêè ñëîæíîñòè
7806 FDifficult.load(st);
7807 end;
7810 begin
7811 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7812 end.