DEADSOFTWARE

ee0655c223c9c39231669ce7d1f39d75858e0d3f
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
6 *
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
11 *
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
14 *)
15 {$INCLUDE ../shared/a_modes.inc}
16 {$M+}
17 unit g_player;
19 interface
21 uses
22 SysUtils, Classes,
23 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
24 e_graphics, g_playermodel, g_basic, g_textures,
25 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
26 g_panel;
28 const
29 KEY_LEFT = 1;
30 KEY_RIGHT = 2;
31 KEY_UP = 3;
32 KEY_DOWN = 4;
33 KEY_FIRE = 5;
34 KEY_OPEN = 6;
35 KEY_JUMP = 7;
36 KEY_CHAT = 8;
38 WP_PREV = 0;
39 WP_NEXT = 1;
40 WP_FACT = WP_PREV;
41 WP_LACT = WP_NEXT;
43 R_ITEM_BACKPACK = 0;
44 R_KEY_RED = 1;
45 R_KEY_GREEN = 2;
46 R_KEY_BLUE = 3;
47 R_BERSERK = 4;
49 MR_SUIT = 0;
50 MR_INVUL = 1;
51 MR_INVIS = 2;
52 MR_MAX = 2;
54 A_BULLETS = 0;
55 A_SHELLS = 1;
56 A_ROCKETS = 2;
57 A_CELLS = 3;
58 A_FUEL = 4;
59 A_HIGH = 4;
61 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
62 ((200, 50, 50, 300, 100),
63 (400, 100, 100, 600, 200));
65 K_SIMPLEKILL = 0;
66 K_HARDKILL = 1;
67 K_EXTRAHARDKILL = 2;
68 K_FALLKILL = 3;
70 T_RESPAWN = 0;
71 T_SWITCH = 1;
72 T_USE = 2;
73 T_FLAGCAP = 3;
75 TEAM_NONE = 0;
76 TEAM_RED = 1;
77 TEAM_BLUE = 2;
78 TEAM_COOP = 3;
80 SHELL_BULLET = 0;
81 SHELL_SHELL = 1;
82 SHELL_DBLSHELL = 2;
84 ANGLE_NONE = Low(SmallInt);
86 CORPSE_STATE_REMOVEME = 0;
87 CORPSE_STATE_NORMAL = 1;
88 CORPSE_STATE_MESS = 2;
90 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
91 PLAYER_RECT_CX = 15+(34 div 2);
92 PLAYER_RECT_CY = 12+(52 div 2);
93 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
95 PLAYER_HP_SOFT = 100;
96 PLAYER_HP_LIMIT = 200;
97 PLAYER_AP_SOFT = 100;
98 PLAYER_AP_LIMIT = 200;
99 SUICIDE_DAMAGE = 112;
100 WEAPON_DELAY = 5;
102 PLAYER_BURN_TIME = 110;
104 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
105 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
107 type
108 TPlayerStat = record
109 Num: Integer;
110 Ping: Word;
111 Loss: Byte;
112 Name: String;
113 Team: Byte;
114 Frags: SmallInt;
115 Deaths: SmallInt;
116 Lives: Byte;
117 Kills: Word;
118 Color: TRGB;
119 Spectator: Boolean;
120 UID: Word;
121 end;
123 TPlayerStatArray = Array of TPlayerStat;
125 TPlayerSavedState = record
126 Health: Integer;
127 Armor: Integer;
128 Air: Integer;
129 JetFuel: Integer;
130 CurrWeap: Byte;
131 NextWeap: WORD;
132 NextWeapDelay: Byte;
133 Ammo: Array [A_BULLETS..A_HIGH] of Word;
134 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
135 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
136 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
137 Used: Boolean;
138 end;
140 TKeyState = record
141 Pressed: Boolean;
142 Time: Word;
143 end;
145 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
146 private
147 FIamBot: Boolean;
148 FUID: Word;
149 FName: String;
150 FTeam: Byte;
151 FAlive: Boolean;
152 FSpawned: Boolean;
153 FDirection: TDirection;
154 FHealth: Integer;
155 FLives: Byte;
156 FArmor: Integer;
157 FAir: Integer;
158 FPain: Integer;
159 FPickup: Integer;
160 FKills: Integer;
161 FMonsterKills: Integer;
162 FFrags: Integer;
163 FFragCombo: Byte;
164 FLastFrag: LongWord;
165 FComboEvnt: Integer;
166 FDeath: Integer;
167 FCanJetpack: Boolean;
168 FJetFuel: Integer;
169 FFlag: Byte;
170 FSecrets: Integer;
171 FCurrWeap: Byte;
172 FNextWeap: WORD;
173 FNextWeapDelay: Byte; // frames
174 FBFGFireCounter: SmallInt;
175 FLastSpawnerUID: Word;
176 FLastHit: Byte;
177 FObj: TObj;
178 FXTo, FYTo: Integer;
179 FSpectatePlayer: Integer;
180 FFirePainTime: Integer;
181 FFireAttacker: Word;
183 FSavedStateNum: Integer;
185 FModel: TPlayerModel;
186 FPunchAnim: TAnimation;
187 FActionPrior: Byte;
188 FActionAnim: Byte;
189 FActionForce: Boolean;
190 FActionChanged: Boolean;
191 FAngle: SmallInt;
192 FFireAngle: SmallInt;
193 FIncCamOld: Integer;
194 FIncCam: Integer;
195 FSlopeOld: Integer;
196 FShellTimer: Integer;
197 FShellType: Byte;
198 FSawSound: TPlayableSound;
199 FSawSoundIdle: TPlayableSound;
200 FSawSoundHit: TPlayableSound;
201 FSawSoundSelect: TPlayableSound;
202 FFlameSoundOn: TPlayableSound;
203 FFlameSoundOff: TPlayableSound;
204 FFlameSoundWork: TPlayableSound;
205 FJetSoundOn: TPlayableSound;
206 FJetSoundOff: TPlayableSound;
207 FJetSoundFly: TPlayableSound;
208 FGodMode: Boolean;
209 FNoTarget: Boolean;
210 FNoReload: Boolean;
211 FJustTeleported: Boolean;
212 FNetTime: LongWord;
213 mEDamageType: Integer;
216 function CollideLevel(XInc, YInc: Integer): Boolean;
217 function StayOnStep(XInc, YInc: Integer): Boolean;
218 function HeadInLiquid(XInc, YInc: Integer): Boolean;
219 function BodyInLiquid(XInc, YInc: Integer): Boolean;
220 function BodyInAcid(XInc, YInc: Integer): Boolean;
221 function FullInLift(XInc, YInc: Integer): Integer;
222 {procedure CollideItem();}
223 procedure FlySmoke(Times: DWORD = 1);
224 procedure OnFireFlame(Times: DWORD = 1);
225 function GetAmmoByWeapon(Weapon: Byte): Word;
226 procedure SetAction(Action: Byte; Force: Boolean = False);
227 procedure OnDamage(Angle: SmallInt); virtual;
228 function firediry(): Integer;
229 procedure DoPunch();
231 procedure Run(Direction: TDirection);
232 procedure NextWeapon();
233 procedure PrevWeapon();
234 procedure SeeUp();
235 procedure SeeDown();
236 procedure Fire();
237 procedure Jump();
238 procedure Use();
240 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
241 procedure resetWeaponQueue ();
242 function hasAmmoForWeapon (weapon: Byte): Boolean;
244 procedure doDamage (v: Integer);
246 function refreshCorpse(): Boolean;
248 public
249 FDamageBuffer: Integer;
251 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
252 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
253 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
254 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
255 FBerserk: Integer;
256 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
257 FReloading: Array [WP_FIRST..WP_LAST] of Word;
258 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
259 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
260 FColor: TRGB;
261 FPreferredTeam: Byte;
262 FSpectator: Boolean;
263 FNoRespawn: Boolean;
264 FWantsInGame: Boolean;
265 FGhost: Boolean;
266 FPhysics: Boolean;
267 FFlaming: Boolean;
268 FJetpack: Boolean;
269 FActualModelName: string;
270 FClientID: SmallInt;
271 FPing: Word;
272 FLoss: Byte;
273 FReady: Boolean;
274 FDummy: Boolean;
275 FFireTime: Integer;
276 FSpawnInvul: Integer;
277 FHandicap: Integer;
278 FWaitForFirstSpawn: Boolean; // set to `true` in server, used to spawn a player on first full state request
279 FCorpse: Integer;
281 // debug: viewport offset
282 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
284 function isValidViewPort (): Boolean; inline;
286 constructor Create(); virtual;
287 destructor Destroy(); override;
288 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
289 function GetRespawnPoint(): Byte;
290 procedure PressKey(Key: Byte; Time: Word = 1);
291 procedure ReleaseKeys();
292 procedure SetModel(ModelName: String);
293 procedure SetColor(Color: TRGB);
294 function GetColor(): TRGB;
295 procedure SetWeapon(W: Byte);
296 function IsKeyPressed(K: Byte): Boolean;
297 function GetKeys(): Byte;
298 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
299 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
300 function Collide(Panel: TPanel): Boolean; overload;
301 function Collide(X, Y: Integer): Boolean; overload;
302 procedure SetDirection(Direction: TDirection);
303 procedure GetSecret();
304 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
305 procedure Touch();
306 procedure Push(vx, vy: Integer);
307 procedure ChangeModel(ModelName: String);
308 procedure SwitchTeam;
309 procedure ChangeTeam(Team: Byte);
310 procedure BFGHit();
311 function GetFlag(Flag: Byte): Boolean;
312 procedure SetFlag(Flag: Byte);
313 function DropFlag(Silent: Boolean = True; DoThrow: Boolean = False): Boolean;
314 function TryDropFlag(): Boolean;
315 procedure AllRulez(Health: Boolean);
316 procedure RestoreHealthArmor();
317 procedure FragCombo();
318 procedure GiveItem(ItemType: Byte);
319 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
320 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
321 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
322 procedure MakeBloodSimple(Count: Word);
323 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
324 procedure Reset(Force: Boolean);
325 procedure Spectate(NoMove: Boolean = False);
326 procedure SwitchNoClip;
327 procedure SoftReset();
328 procedure Draw(); virtual;
329 procedure DrawPain();
330 procedure DrawPickup();
331 procedure DrawRulez();
332 procedure DrawAim();
333 procedure DrawIndicator(Color: TRGB);
334 procedure DrawBubble();
335 procedure DrawGUI();
336 procedure PreUpdate();
337 procedure Update(); virtual;
338 procedure RememberState();
339 procedure RecallState();
340 procedure SaveState (st: TStream); virtual;
341 procedure LoadState (st: TStream); virtual;
342 procedure PauseSounds(Enable: Boolean);
343 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
344 procedure DoLerp(Level: Integer = 2);
345 procedure SetLerp(XTo, YTo: Integer);
346 procedure ProcessWeaponAction(Action: Byte);
347 procedure QueueWeaponSwitch(Weapon: Byte);
348 procedure RealizeCurrentWeapon();
349 procedure FlamerOn;
350 procedure FlamerOff;
351 procedure JetpackOn;
352 procedure JetpackOff;
353 procedure CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
355 //WARNING! this does nothing for now, but still call it!
356 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
358 procedure getMapBox (out x, y, w, h: Integer); inline;
359 procedure moveBy (dx, dy: Integer); inline;
361 function getCameraObj(): TObj;
363 public
364 property Vel: TPoint2i read FObj.Vel;
365 property Obj: TObj read FObj;
367 property Name: String read FName write FName;
368 property Model: TPlayerModel read FModel;
369 property Health: Integer read FHealth write FHealth;
370 property Lives: Byte read FLives write FLives;
371 property Armor: Integer read FArmor write FArmor;
372 property Air: Integer read FAir write FAir;
373 property JetFuel: Integer read FJetFuel write FJetFuel;
374 property Frags: Integer read FFrags write FFrags;
375 property Death: Integer read FDeath write FDeath;
376 property Kills: Integer read FKills write FKills;
377 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
378 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
379 property Secrets: Integer read FSecrets;
380 property GodMode: Boolean read FGodMode write FGodMode;
381 property NoTarget: Boolean read FNoTarget write FNoTarget;
382 property NoReload: Boolean read FNoReload write FNoReload;
383 property alive: Boolean read FAlive write FAlive;
384 property Flag: Byte read FFlag;
385 property Team: Byte read FTeam write FTeam;
386 property Direction: TDirection read FDirection;
387 property GameX: Integer read FObj.X write FObj.X;
388 property GameY: Integer read FObj.Y write FObj.Y;
389 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
390 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
391 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
392 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
393 property IncCam: Integer read FIncCam write FIncCam;
394 property IncCamOld: Integer read FIncCamOld write FIncCamOld;
395 property SlopeOld: Integer read FSlopeOld write FSlopeOld;
396 property UID: Word read FUID write FUID;
397 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
398 property NetTime: LongWord read FNetTime write FNetTime;
400 published
401 property eName: String read FName write FName;
402 property eHealth: Integer read FHealth write FHealth;
403 property eLives: Byte read FLives write FLives;
404 property eArmor: Integer read FArmor write FArmor;
405 property eAir: Integer read FAir write FAir;
406 property eJetFuel: Integer read FJetFuel write FJetFuel;
407 property eFrags: Integer read FFrags write FFrags;
408 property eDeath: Integer read FDeath write FDeath;
409 property eKills: Integer read FKills write FKills;
410 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
411 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
412 property eSecrets: Integer read FSecrets write FSecrets;
413 property eGodMode: Boolean read FGodMode write FGodMode;
414 property eNoTarget: Boolean read FNoTarget write FNoTarget;
415 property eNoReload: Boolean read FNoReload write FNoReload;
416 property eAlive: Boolean read FAlive write FAlive;
417 property eFlag: Byte read FFlag;
418 property eTeam: Byte read FTeam write FTeam;
419 property eDirection: TDirection read FDirection;
420 property eGameX: Integer read FObj.X write FObj.X;
421 property eGameY: Integer read FObj.Y write FObj.Y;
422 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
423 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
424 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
425 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
426 property eIncCam: Integer read FIncCam write FIncCam;
427 property eUID: Word read FUID;
428 property eJustTeleported: Boolean read FJustTeleported;
429 property eNetTime: LongWord read FNetTime;
431 // set this before assigning something to `eDamage`
432 property eDamageType: Integer read mEDamageType write mEDamageType;
433 property eDamage: Integer write doDamage;
434 end;
436 TDifficult = record
437 public
438 DiagFire: Byte;
439 InvisFire: Byte;
440 DiagPrecision: Byte;
441 FlyPrecision: Byte;
442 Cover: Byte;
443 CloseJump: Byte;
444 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
445 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
446 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
448 public
449 procedure save (st: TStream);
450 procedure load (st: TStream);
451 end;
453 TAIFlag = record
454 Name: String;
455 Value: String;
456 end;
458 TBot = class(TPlayer)
459 private
460 FSelectedWeapon: Byte;
461 FTargetUID: Word;
462 FLastVisible: DWORD;
463 FAIFlags: Array of TAIFlag;
464 FDifficult: TDifficult;
466 function GetRnd(a: Byte): Boolean;
467 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
468 function RunDirection(): TDirection;
469 function FullInStep(XInc, YInc: Integer): Boolean;
470 //function NeedItem(Item: Byte): Byte;
471 procedure SelectWeapon(Dist: Integer);
472 procedure SetAIFlag(aName, fValue: String20);
473 function GetAIFlag(aName: String20): String20;
474 procedure RemoveAIFlag(aName: String20);
475 function Healthy(): Byte;
476 procedure UpdateMove();
477 procedure UpdateCombat();
478 function KeyPressed(Key: Word): Boolean;
479 procedure ReleaseKey(Key: Byte);
480 function TargetOnScreen(TX, TY: Integer): Boolean;
481 procedure OnDamage(Angle: SmallInt); override;
483 public
484 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
485 constructor Create(); override;
486 destructor Destroy(); override;
487 procedure Draw(); override;
488 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
489 function Heal(value: Word; Soft: Boolean): Boolean; override;
490 procedure Update(); override;
491 procedure SaveState (st: TStream); override;
492 procedure LoadState (st: TStream); override;
493 end;
495 PGib = ^TGib;
496 TGib = record
497 alive: Boolean;
498 ID: DWORD;
499 MaskID: DWORD;
500 RAngle: Integer;
501 Color: TRGB;
502 Obj: TObj;
504 procedure getMapBox (out x, y, w, h: Integer); inline;
505 procedure moveBy (dx, dy: Integer); inline;
507 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
508 end;
511 PShell = ^TShell;
512 TShell = record
513 SpriteID: DWORD;
514 alive: Boolean;
515 SType: Byte;
516 RAngle: Integer;
517 Timeout: Cardinal;
518 CX, CY: Integer;
519 Obj: TObj;
521 procedure getMapBox (out x, y, w, h: Integer); inline;
522 procedure moveBy (dx, dy: Integer); inline;
524 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
525 end;
527 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
528 private
529 FModelName: String;
530 FMess: Boolean;
531 FState: Byte;
532 FDamage: Byte;
533 FColor: TRGB;
534 FObj: TObj;
535 FPlayerUID: Word;
536 FAnimation: TAnimation;
537 FAnimationMask: TAnimation;
539 public
540 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
541 destructor Destroy(); override;
542 procedure Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer);
543 procedure Update();
544 procedure Draw();
545 procedure SaveState (st: TStream);
546 procedure LoadState (st: TStream);
548 procedure getMapBox (out x, y, w, h: Integer); inline;
549 procedure moveBy (dx, dy: Integer); inline;
551 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
553 function ObjPtr (): PObj; inline;
555 property Obj: TObj read FObj; // copies object
556 property State: Byte read FState;
557 property Mess: Boolean read FMess;
558 end;
560 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
561 record
562 Goals: SmallInt;
563 end;
565 var
566 gPlayers: Array of TPlayer;
567 gCorpses: Array of TCorpse;
568 gGibs: Array of TGib;
569 gShells: Array of TShell;
570 gTeamStat: TTeamStat;
571 gFly: Boolean = False;
572 gAimLine: Boolean = False;
573 gChatBubble: Integer = 0;
574 gPlayerIndicator: Integer = 1;
575 gPlayerIndicatorStyle: Integer = 0;
576 gNumBots: Word = 0;
577 gSpectLatchPID1: Word = 0;
578 gSpectLatchPID2: Word = 0;
579 MAX_RUNVEL: Integer = 8;
580 VEL_JUMP: Integer = 10;
581 SHELL_TIMEOUT: Cardinal = 60000;
583 function Lerp(X, Y, Factor: Integer): Integer;
585 procedure g_Gibs_SetMax(Count: Word);
586 function g_Gibs_GetMax(): Word;
587 procedure g_Corpses_SetMax(Count: Word);
588 function g_Corpses_GetMax(): Word;
589 procedure g_Shells_SetMax(Count: Word);
590 function g_Shells_GetMax(): Word;
592 procedure g_Player_Init();
593 procedure g_Player_Free();
594 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
595 function g_Player_CreateFromState (st: TStream): Word;
596 procedure g_Player_Remove(UID: Word);
597 procedure g_Player_ResetTeams();
598 procedure g_Player_PreUpdate();
599 procedure g_Player_UpdateAll();
600 procedure g_Player_DrawAll();
601 procedure g_Player_DrawDebug(p: TPlayer);
602 procedure g_Player_DrawHealth();
603 procedure g_Player_RememberAll();
604 procedure g_Player_ResetAll(Force, Silent: Boolean);
605 function g_Player_Get(UID: Word): TPlayer;
606 function g_Player_GetCount(): Byte;
607 function g_Player_GetStats(): TPlayerStatArray;
608 function g_Player_ValidName(Name: String): Boolean;
609 function g_Player_CreateCorpse(Player: TPlayer): Integer;
610 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
611 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
612 procedure g_Player_UpdatePhysicalObjects();
613 procedure g_Player_DrawCorpses();
614 procedure g_Player_DrawShells();
615 procedure g_Player_RemoveAllCorpses();
616 procedure g_Player_Corpses_SaveState (st: TStream);
617 procedure g_Player_Corpses_LoadState (st: TStream);
618 procedure g_Player_ResetReady();
619 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
620 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100);
621 procedure g_Bot_MixNames();
622 procedure g_Bot_RemoveAll();
624 implementation
626 uses
627 {$INCLUDE ../nogl/noGLuses.inc}
628 {$IFDEF ENABLE_HOLMES}
629 g_holmes,
630 {$ENDIF}
631 e_log, g_map, g_items, g_console, g_gfx, Math,
632 g_options, g_triggers, g_menu, g_game, g_grid, e_res,
633 wadreader, g_main, g_monsters, CONFIG, g_language,
634 g_net, g_netmsg, g_window,
635 utils, xstreams;
637 const PLR_SAVE_VERSION = 0;
639 type
640 TBotProfile = record
641 name: ShortString;
642 model: ShortString;
643 team: Byte;
644 color: TRGB;
645 diag_fire: Byte;
646 invis_fire: Byte;
647 diag_precision: Byte;
648 fly_precision: Byte;
649 cover: Byte;
650 close_jump: Byte;
651 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
652 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
653 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
654 end;
656 const
657 TIME_RESPAWN1 = 1500;
658 TIME_RESPAWN2 = 2000;
659 TIME_RESPAWN3 = 3000;
660 AIR_DEF = 360;
661 AIR_MAX = 1091;
662 JET_MAX = 540; // ~30 sec
663 PLAYER_SUIT_TIME = 30000;
664 PLAYER_INVUL_TIME = 30000;
665 PLAYER_INVIS_TIME = 35000;
666 FRAG_COMBO_TIME = 3000;
667 VEL_SW = 4;
668 VEL_FLY = 6;
669 ANGLE_RIGHTUP = 55;
670 ANGLE_RIGHTDOWN = -35;
671 ANGLE_LEFTUP = 125;
672 ANGLE_LEFTDOWN = -145;
673 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
674 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
675 BOT_MAXJUMP = 84;
676 BOT_LONGDIST = 300;
677 BOT_UNSAFEDIST = 128;
678 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
679 (R:0; G:0; B:255));
680 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
681 FlyPrecision: 32; Cover: 32; CloseJump: 32;
682 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
683 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
684 FlyPrecision: 127; Cover: 127; CloseJump: 127;
685 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
686 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
687 FlyPrecision: 255; Cover: 255; CloseJump: 255;
688 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
689 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
690 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
691 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
692 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
693 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
694 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
695 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
696 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
697 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
698 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
699 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
700 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
701 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
702 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
703 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
704 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
705 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
707 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
708 CORPSE_SIGNATURE = $50524F43; // 'CORP'
710 BOTNAMES_FILENAME = 'botnames.txt';
711 BOTLIST_FILENAME = 'botlist.txt';
713 var
714 MaxGibs: Word = 150;
715 MaxCorpses: Word = 20;
716 MaxShells: Word = 300;
717 CurrentGib: Integer = 0;
718 CurrentShell: Integer = 0;
719 BotNames: Array of String;
720 BotList: Array of TBotProfile;
721 SavedStates: Array of TPlayerSavedState;
724 function Lerp(X, Y, Factor: Integer): Integer;
725 begin
726 Result := X + ((Y - X) div Factor);
727 end;
729 function SameTeam(UID1, UID2: Word): Boolean;
730 begin
731 Result := False;
733 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
734 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
736 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
738 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
739 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
741 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
742 end;
744 procedure g_Gibs_SetMax(Count: Word);
745 begin
746 MaxGibs := Count;
747 SetLength(gGibs, Count);
749 if CurrentGib >= Count then
750 CurrentGib := 0;
751 end;
753 function g_Gibs_GetMax(): Word;
754 begin
755 Result := MaxGibs;
756 end;
758 procedure g_Shells_SetMax(Count: Word);
759 begin
760 MaxShells := Count;
761 SetLength(gShells, Count);
763 if CurrentShell >= Count then
764 CurrentShell := 0;
765 end;
767 function g_Shells_GetMax(): Word;
768 begin
769 Result := MaxShells;
770 end;
773 procedure g_Corpses_SetMax(Count: Word);
774 begin
775 MaxCorpses := Count;
776 SetLength(gCorpses, Count);
777 end;
779 function g_Corpses_GetMax(): Word;
780 begin
781 Result := MaxCorpses;
782 end;
784 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
785 var
786 a: Integer;
787 ok: Boolean;
788 begin
789 Result := 0;
791 ok := False;
792 a := 0;
794 // Åñòü ëè ìåñòî â gPlayers:
795 if gPlayers <> nil then
796 for a := 0 to High(gPlayers) do
797 if gPlayers[a] = nil then
798 begin
799 ok := True;
800 Break;
801 end;
803 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
804 if not ok then
805 begin
806 SetLength(gPlayers, Length(gPlayers)+1);
807 a := High(gPlayers);
808 end;
810 // Ñîçäàåì îáúåêò èãðîêà:
811 if Bot then
812 gPlayers[a] := TBot.Create()
813 else
814 gPlayers[a] := TPlayer.Create();
817 gPlayers[a].FActualModelName := ModelName;
818 gPlayers[a].SetModel(ModelName);
820 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
821 if gPlayers[a].FModel = nil then
822 begin
823 gPlayers[a].Free();
824 gPlayers[a] := nil;
825 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
826 Exit;
827 end;
829 if not (Team in [TEAM_RED, TEAM_BLUE]) then
830 if Random(2) = 0 then
831 Team := TEAM_RED
832 else
833 Team := TEAM_BLUE;
834 gPlayers[a].FPreferredTeam := Team;
836 case gGameSettings.GameMode of
837 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
838 GM_TDM,
839 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
840 GM_SINGLE,
841 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
842 end;
844 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
845 gPlayers[a].FColor := Color;
846 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
847 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
848 else
849 gPlayers[a].FModel.Color := Color;
851 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
852 gPlayers[a].FAlive := False;
854 Result := gPlayers[a].FUID;
855 end;
857 function g_Player_CreateFromState (st: TStream): Word;
858 var a: Integer; ok, Bot: Boolean; pos: Int64;
859 begin
860 assert(st <> nil);
862 // check signature and entity type
863 pos := st.Position;
864 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
865 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
866 Bot := utils.readBool(st);
867 st.Position := pos;
869 // find free player slot
870 ok := false;
871 for a := 0 to High(gPlayers) do
872 if gPlayers[a] = nil then
873 begin
874 ok := true;
875 break;
876 end;
878 // allocate player slot
879 if not ok then
880 begin
881 SetLength(gPlayers, Length(gPlayers)+1);
882 a := High(gPlayers);
883 end;
885 // create entity and load state
886 if Bot then
887 gPlayers[a] := TBot.Create()
888 else
889 gPlayers[a] := TPlayer.Create();
890 gPlayers[a].FPhysics := True; // ???
891 gPlayers[a].LoadState(st);
893 result := gPlayers[a].FUID;
894 end;
897 procedure g_Player_ResetTeams();
898 var
899 a: Integer;
900 begin
901 if g_Game_IsClient then
902 Exit;
903 if gPlayers = nil then
904 Exit;
905 for a := Low(gPlayers) to High(gPlayers) do
906 if gPlayers[a] <> nil then
907 case gGameSettings.GameMode of
908 GM_DM:
909 gPlayers[a].ChangeTeam(TEAM_NONE);
910 GM_TDM, GM_CTF:
911 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
912 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
913 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
914 else
915 if a mod 2 = 0 then
916 gPlayers[a].ChangeTeam(TEAM_RED)
917 else
918 gPlayers[a].ChangeTeam(TEAM_BLUE);
919 GM_SINGLE,
920 GM_COOP:
921 gPlayers[a].ChangeTeam(TEAM_COOP);
922 end;
923 end;
925 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
926 var
927 m: SSArray;
928 _name, _model: String;
929 a, tr, tb: Integer;
930 begin
931 if not g_Game_IsServer then Exit;
933 // Ñïèñîê íàçâàíèé ìîäåëåé:
934 m := g_PlayerModel_GetNames();
935 if m = nil then
936 Exit;
938 // Êîìàíäà:
939 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
940 Team := TEAM_COOP // COOP
941 else
942 if gGameSettings.GameMode = GM_DM then
943 Team := TEAM_NONE // DM
944 else
945 if Team = TEAM_NONE then // CTF / TDM
946 begin
947 // Àâòîáàëàíñ êîìàíä:
948 tr := 0;
949 tb := 0;
951 for a := 0 to High(gPlayers) do
952 if gPlayers[a] <> nil then
953 begin
954 if gPlayers[a].Team = TEAM_RED then
955 Inc(tr)
956 else
957 if gPlayers[a].Team = TEAM_BLUE then
958 Inc(tb);
959 end;
961 if tr > tb then
962 Team := TEAM_BLUE
963 else
964 if tb > tr then
965 Team := TEAM_RED
966 else // tr = tb
967 if Random(2) = 0 then
968 Team := TEAM_RED
969 else
970 Team := TEAM_BLUE;
971 end;
973 // Âûáèðàåì áîòó èìÿ:
974 _name := '';
975 if BotNames <> nil then
976 for a := 0 to High(BotNames) do
977 if g_Player_ValidName(BotNames[a]) then
978 begin
979 _name := BotNames[a];
980 Break;
981 end;
983 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
984 _model := m[Random(Length(m))];
986 // Ñîçäàåì áîòà:
987 with g_Player_Get(g_Player_Create(_model,
988 _RGB(Min(Random(9)*32, 255),
989 Min(Random(9)*32, 255),
990 Min(Random(9)*32, 255)),
991 Team, True)) as TBot do
992 begin
993 // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà
994 if _name = '' then
995 Name := Format('DFBOT%.5d', [UID])
996 else
997 Name := _name;
999 case Difficult of
1000 1: FDifficult := DIFFICULT_EASY;
1001 2: FDifficult := DIFFICULT_MEDIUM;
1002 else FDifficult := DIFFICULT_HARD;
1003 end;
1005 for a := WP_FIRST to WP_LAST do
1006 begin
1007 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1008 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1009 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1010 end;
1012 FHandicap := Handicap;
1014 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1016 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1017 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1018 Spectate();
1019 end;
1020 end;
1022 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1; Handicap: Integer = 100);
1023 var
1024 m: SSArray;
1025 _name, _model: String;
1026 a: Integer;
1027 begin
1028 if not g_Game_IsServer then Exit;
1030 // Ñïèñîê íàçâàíèé ìîäåëåé:
1031 m := g_PlayerModel_GetNames();
1032 if m = nil then
1033 Exit;
1035 // Êîìàíäà:
1036 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1037 Team := TEAM_COOP // COOP
1038 else
1039 if gGameSettings.GameMode = GM_DM then
1040 Team := TEAM_NONE // DM
1041 else
1042 if Team = TEAM_NONE then
1043 Team := BotList[num].team; // CTF / TDM
1045 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1046 lName := AnsiLowerCase(lName);
1047 if (num < 0) or (num > Length(BotList)-1) then
1048 num := -1;
1049 if (num = -1) and (lName <> '') and (BotList <> nil) then
1050 for a := 0 to High(BotList) do
1051 if AnsiLowerCase(BotList[a].name) = lName then
1052 begin
1053 num := a;
1054 Break;
1055 end;
1056 if num = -1 then
1057 Exit;
1059 // Èìÿ áîòà:
1060 _name := BotList[num].name;
1061 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1062 if not g_Player_ValidName(_name) then
1063 repeat
1064 _name := Format('DFBOT%.2d', [Random(100)]);
1065 until g_Player_ValidName(_name);
1067 // Ìîäåëü:
1068 _model := BotList[num].model;
1069 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1070 if not InSArray(_model, m) then
1071 _model := m[Random(Length(m))];
1073 // Ñîçäàåì áîòà:
1074 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1075 begin
1076 Name := _name;
1078 FDifficult.DiagFire := BotList[num].diag_fire;
1079 FDifficult.InvisFire := BotList[num].invis_fire;
1080 FDifficult.DiagPrecision := BotList[num].diag_precision;
1081 FDifficult.FlyPrecision := BotList[num].fly_precision;
1082 FDifficult.Cover := BotList[num].cover;
1083 FDifficult.CloseJump := BotList[num].close_jump;
1085 FHandicap := Handicap;
1087 for a := WP_FIRST to WP_LAST do
1088 begin
1089 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1090 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1091 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1092 end;
1094 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1096 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1097 end;
1098 end;
1100 procedure g_Bot_RemoveAll();
1101 var
1102 a: Integer;
1103 begin
1104 if not g_Game_IsServer then Exit;
1105 if gPlayers = nil then Exit;
1107 for a := 0 to High(gPlayers) do
1108 if gPlayers[a] <> nil then
1109 if gPlayers[a] is TBot then
1110 begin
1111 gPlayers[a].Lives := 0;
1112 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1113 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1114 g_Player_Remove(gPlayers[a].FUID);
1115 end;
1117 g_Bot_MixNames();
1118 end;
1120 procedure g_Bot_MixNames();
1121 var
1122 s: String;
1123 a, b: Integer;
1124 begin
1125 if BotNames <> nil then
1126 for a := 0 to High(BotNames) do
1127 begin
1128 b := Random(Length(BotNames));
1129 s := BotNames[a];
1130 Botnames[a] := BotNames[b];
1131 BotNames[b] := s;
1132 end;
1133 end;
1135 procedure g_Player_Remove(UID: Word);
1136 var
1137 i: Integer;
1138 begin
1139 if gPlayers = nil then Exit;
1141 if g_Game_IsServer and g_Game_IsNet then
1142 MH_SEND_PlayerDelete(UID);
1144 for i := 0 to High(gPlayers) do
1145 if gPlayers[i] <> nil then
1146 if gPlayers[i].FUID = UID then
1147 begin
1148 if gPlayers[i] is TPlayer then
1149 TPlayer(gPlayers[i]).Free()
1150 else
1151 TBot(gPlayers[i]).Free();
1152 gPlayers[i] := nil;
1153 Exit;
1154 end;
1155 end;
1157 procedure g_Player_Init();
1158 var
1159 F: TextFile;
1160 s: String;
1161 a, b: Integer;
1162 config: TConfig;
1163 sa: SSArray;
1164 path: AnsiString;
1165 begin
1166 BotNames := nil;
1168 path := BOTNAMES_FILENAME;
1169 if e_FindResource(DataDirs, path) = false then
1170 Exit;
1172 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1173 AssignFile(F, path);
1174 Reset(F);
1176 while not EOF(F) do
1177 begin
1178 ReadLn(F, s);
1180 s := Trim(s);
1181 if s = '' then
1182 Continue;
1184 SetLength(BotNames, Length(BotNames)+1);
1185 BotNames[High(BotNames)] := s;
1186 end;
1188 CloseFile(F);
1190 // Ïåðåìåøèâàåì èõ:
1191 g_Bot_MixNames();
1193 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1194 config := TConfig.CreateFile(path);
1195 BotList := nil;
1196 a := 0;
1198 while config.SectionExists(IntToStr(a)) do
1199 begin
1200 SetLength(BotList, Length(BotList)+1);
1202 with BotList[High(BotList)] do
1203 begin
1204 // Èìÿ áîòà:
1205 name := config.ReadStr(IntToStr(a), 'name', '');
1206 // Ìîäåëü:
1207 model := config.ReadStr(IntToStr(a), 'model', '');
1208 // Êîìàíäà:
1209 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1210 team := TEAM_RED
1211 else
1212 team := TEAM_BLUE;
1213 // Öâåò ìîäåëè:
1214 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1215 color.R := StrToIntDef(sa[0], 0);
1216 color.G := StrToIntDef(sa[1], 0);
1217 color.B := StrToIntDef(sa[2], 0);
1218 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1219 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1220 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1221 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1222 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1223 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1224 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1225 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1226 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1227 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1228 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1229 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1230 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1231 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1232 if Length(sa) = 10 then
1233 for b := 0 to 9 do
1234 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1235 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1236 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1237 if Length(sa) = 10 then
1238 for b := 0 to 9 do
1239 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1241 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1242 if Length(sa) = 10 then
1243 for b := 0 to 9 do
1244 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1245 end;
1247 a := a + 1;
1248 end;
1250 config.Free();
1251 SetLength(SavedStates, 0);
1252 end;
1254 procedure g_Player_Free();
1255 var
1256 i: Integer;
1257 begin
1258 if gPlayers <> nil then
1259 begin
1260 for i := 0 to High(gPlayers) do
1261 if gPlayers[i] <> nil then
1262 begin
1263 if gPlayers[i] is TPlayer then
1264 TPlayer(gPlayers[i]).Free()
1265 else
1266 TBot(gPlayers[i]).Free();
1267 gPlayers[i] := nil;
1268 end;
1270 gPlayers := nil;
1271 end;
1273 gPlayer1 := nil;
1274 gPlayer2 := nil;
1275 SetLength(SavedStates, 0);
1276 end;
1278 procedure g_Player_PreUpdate();
1279 var
1280 i: Integer;
1281 begin
1282 if gPlayers = nil then Exit;
1283 for i := 0 to High(gPlayers) do
1284 if gPlayers[i] <> nil then
1285 gPlayers[i].PreUpdate();
1286 end;
1288 procedure g_Player_UpdateAll();
1289 var
1290 i: Integer;
1291 begin
1292 if gPlayers = nil then Exit;
1294 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1295 for i := 0 to High(gPlayers) do
1296 begin
1297 if gPlayers[i] <> nil then
1298 begin
1299 if gPlayers[i] is TPlayer then
1300 begin
1301 gPlayers[i].Update();
1302 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1303 end
1304 else
1305 begin
1306 // bot updates weapons in `UpdateCombat()`
1307 TBot(gPlayers[i]).Update();
1308 end;
1309 end;
1310 end;
1311 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1312 end;
1314 procedure g_Player_DrawAll();
1315 var
1316 i: Integer;
1317 begin
1318 if gPlayers = nil then Exit;
1320 for i := 0 to High(gPlayers) do
1321 if gPlayers[i] <> nil then
1322 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1323 else TBot(gPlayers[i]).Draw();
1324 end;
1326 procedure g_Player_DrawDebug(p: TPlayer);
1327 var
1328 fW, fH: Byte;
1329 begin
1330 if p = nil then Exit;
1331 if (@p.FObj) = nil then Exit;
1333 e_TextureFontGetSize(gStdFont, fW, fH);
1335 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1336 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1337 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1338 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1339 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1340 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1341 e_TextureFontPrint(0, fH * 6, 'Old X: ' + IntToStr(p.FObj.oldX), gStdFont);
1342 e_TextureFontPrint(0, fH * 7, 'Old Y: ' + IntToStr(p.FObj.oldY), gStdFont);
1343 end;
1345 procedure g_Player_DrawHealth();
1346 var
1347 i: Integer;
1348 fW, fH: Byte;
1349 begin
1350 if gPlayers = nil then Exit;
1351 e_TextureFontGetSize(gStdFont, fW, fH);
1353 for i := 0 to High(gPlayers) do
1354 if gPlayers[i] <> nil then
1355 begin
1356 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1357 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1358 IntToStr(gPlayers[i].FHealth), gStdFont);
1359 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1360 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1361 IntToStr(gPlayers[i].FArmor), gStdFont);
1362 end;
1363 end;
1365 function g_Player_Get(UID: Word): TPlayer;
1366 var
1367 a: Integer;
1368 begin
1369 Result := nil;
1371 if gPlayers = nil then
1372 Exit;
1374 for a := 0 to High(gPlayers) do
1375 if gPlayers[a] <> nil then
1376 if gPlayers[a].FUID = UID then
1377 begin
1378 Result := gPlayers[a];
1379 Exit;
1380 end;
1381 end;
1383 function g_Player_GetCount(): Byte;
1384 var
1385 a: Integer;
1386 begin
1387 Result := 0;
1389 if gPlayers = nil then
1390 Exit;
1392 for a := 0 to High(gPlayers) do
1393 if gPlayers[a] <> nil then
1394 Result := Result + 1;
1395 end;
1397 function g_Player_GetStats(): TPlayerStatArray;
1398 var
1399 a: Integer;
1400 begin
1401 Result := nil;
1403 if gPlayers = nil then Exit;
1405 for a := 0 to High(gPlayers) do
1406 if gPlayers[a] <> nil then
1407 begin
1408 SetLength(Result, Length(Result)+1);
1409 with Result[High(Result)] do
1410 begin
1411 Num := a;
1412 Ping := gPlayers[a].FPing;
1413 Loss := gPlayers[a].FLoss;
1414 Name := gPlayers[a].FName;
1415 Team := gPlayers[a].FTeam;
1416 Frags := gPlayers[a].FFrags;
1417 Deaths := gPlayers[a].FDeath;
1418 Kills := gPlayers[a].FKills;
1419 Color := gPlayers[a].FModel.Color;
1420 Lives := gPlayers[a].FLives;
1421 Spectator := gPlayers[a].FSpectator;
1422 UID := gPlayers[a].FUID;
1423 end;
1424 end;
1425 end;
1427 procedure g_Player_ResetReady();
1428 var
1429 a: Integer;
1430 begin
1431 if not g_Game_IsServer then Exit;
1432 if gPlayers = nil then Exit;
1434 for a := 0 to High(gPlayers) do
1435 if gPlayers[a] <> nil then
1436 begin
1437 gPlayers[a].FReady := False;
1438 if g_Game_IsNet then
1439 MH_SEND_GameEvent(NET_EV_INTER_READY, gPlayers[a].UID, 'N');
1440 end;
1441 end;
1443 procedure g_Player_RememberAll;
1444 var
1445 i: Integer;
1446 begin
1447 for i := Low(gPlayers) to High(gPlayers) do
1448 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1449 gPlayers[i].RememberState;
1450 end;
1452 procedure g_Player_ResetAll(Force, Silent: Boolean);
1453 var
1454 i: Integer;
1455 begin
1456 gTeamStat[TEAM_RED].Goals := 0;
1457 gTeamStat[TEAM_BLUE].Goals := 0;
1459 if gPlayers <> nil then
1460 for i := 0 to High(gPlayers) do
1461 if gPlayers[i] <> nil then
1462 begin
1463 gPlayers[i].Reset(Force);
1465 if gPlayers[i] is TPlayer then
1466 begin
1467 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1468 gPlayers[i].Respawn(Silent)
1469 else
1470 gPlayers[i].Spectate();
1471 end
1472 else
1473 TBot(gPlayers[i]).Respawn(Silent);
1474 end;
1475 end;
1477 function g_Player_CreateCorpse(Player: TPlayer): Integer;
1478 var
1479 i: Integer;
1480 find_id: DWORD;
1481 ok: Boolean;
1482 begin
1483 Result := -1;
1485 if Player.alive then
1486 Exit;
1488 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1489 i := Player.FCorpse;
1490 if (i >= 0) and (i < Length(gCorpses)) then
1491 begin
1492 if (gCorpses[i] <> nil) and (gCorpses[i].FPlayerUID = Player.FUID) then
1493 gCorpses[i].FPlayerUID := 0;
1494 end;
1496 if Player.FObj.Y >= gMapInfo.Height+128 then
1497 Exit;
1499 with Player do
1500 begin
1501 if (FHealth >= -50) or (gGibsCount = 0) then
1502 begin
1503 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1504 Exit;
1506 ok := False;
1507 for find_id := 0 to High(gCorpses) do
1508 if gCorpses[find_id] = nil then
1509 begin
1510 ok := True;
1511 Break;
1512 end;
1514 if not ok then
1515 find_id := Random(Length(gCorpses));
1517 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1518 gCorpses[find_id].FColor := FModel.Color;
1519 gCorpses[find_id].FObj.Vel := FObj.Vel;
1520 gCorpses[find_id].FObj.Accel := FObj.Accel;
1521 gCorpses[find_id].FPlayerUID := FUID;
1523 Result := find_id;
1524 end
1525 else
1526 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1527 FObj.Y + PLAYER_RECT_CY,
1528 FModel.Name, FModel.Color);
1529 end;
1530 end;
1532 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1533 var
1534 SID: DWORD;
1535 begin
1536 if (gShells = nil) or (Length(gShells) = 0) then
1537 Exit;
1539 with gShells[CurrentShell] do
1540 begin
1541 SpriteID := 0;
1542 g_Obj_Init(@Obj);
1543 Obj.Rect.X := 0;
1544 Obj.Rect.Y := 0;
1545 if T = SHELL_BULLET then
1546 begin
1547 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1548 SpriteID := SID;
1549 CX := 2;
1550 CY := 1;
1551 Obj.Rect.Width := 4;
1552 Obj.Rect.Height := 2;
1553 end
1554 else
1555 begin
1556 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1557 SpriteID := SID;
1558 CX := 4;
1559 CY := 2;
1560 Obj.Rect.Width := 7;
1561 Obj.Rect.Height := 3;
1562 end;
1563 SType := T;
1564 alive := True;
1565 Obj.X := fX;
1566 Obj.Y := fY;
1567 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1568 positionChanged(); // this updates spatial accelerators
1569 RAngle := Random(360);
1570 Timeout := gTime + SHELL_TIMEOUT;
1572 if CurrentShell >= High(gShells) then
1573 CurrentShell := 0
1574 else
1575 Inc(CurrentShell);
1576 end;
1577 end;
1579 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1580 var
1581 a: Integer;
1582 GibsArray: TGibsArray;
1583 Blood: TModelBlood;
1584 begin
1585 if (gGibs = nil) or (Length(gGibs) = 0) then
1586 Exit;
1587 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1588 Exit;
1589 Blood := g_PlayerModel_GetBlood(ModelName);
1591 for a := 0 to High(GibsArray) do
1592 with gGibs[CurrentGib] do
1593 begin
1594 Color := fColor;
1595 ID := GibsArray[a].ID;
1596 MaskID := GibsArray[a].MaskID;
1597 alive := True;
1598 g_Obj_Init(@Obj);
1599 Obj.Rect := GibsArray[a].Rect;
1600 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1601 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1602 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1603 positionChanged(); // this updates spatial accelerators
1604 RAngle := Random(360);
1606 if gBloodCount > 0 then
1607 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1608 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1610 if CurrentGib >= High(gGibs) then
1611 CurrentGib := 0
1612 else
1613 Inc(CurrentGib);
1614 end;
1615 end;
1617 procedure g_Player_UpdatePhysicalObjects();
1618 var
1619 i: Integer;
1620 vel: TPoint2i;
1621 mr: Word;
1623 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1624 var
1625 k: Integer;
1626 begin
1627 k := 1 + Random(2);
1628 if T = SHELL_BULLET then
1629 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1630 else
1631 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1632 end;
1634 begin
1635 // Êóñêè ìÿñà:
1636 if gGibs <> nil then
1637 for i := 0 to High(gGibs) do
1638 if gGibs[i].alive then
1639 with gGibs[i] do
1640 begin
1641 Obj.oldX := Obj.X;
1642 Obj.oldY := Obj.Y;
1644 vel := Obj.Vel;
1645 mr := g_Obj_Move(@Obj, True, False, True);
1646 positionChanged(); // this updates spatial accelerators
1648 if WordBool(mr and MOVE_FALLOUT) then
1649 begin
1650 alive := False;
1651 Continue;
1652 end;
1654 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1655 if WordBool(mr and MOVE_HITWALL) then
1656 Obj.Vel.X := -(vel.X div 2);
1657 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1658 Obj.Vel.Y := -(vel.Y div 2);
1660 if (Obj.Vel.X >= 0) then
1661 begin // Clockwise
1662 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1663 if RAngle >= 360 then
1664 RAngle := RAngle mod 360;
1665 end else begin // Counter-clockwise
1666 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1667 if RAngle < 0 then
1668 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1669 end;
1671 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1672 if gTime mod (GAME_TICK*3) = 0 then
1673 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1674 end;
1676 // Òðóïû:
1677 if gCorpses <> nil then
1678 for i := 0 to High(gCorpses) do
1679 if gCorpses[i] <> nil then
1680 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1681 begin
1682 gCorpses[i].Free();
1683 gCorpses[i] := nil;
1684 end
1685 else
1686 gCorpses[i].Update();
1688 // Ãèëüçû:
1689 if gShells <> nil then
1690 for i := 0 to High(gShells) do
1691 if gShells[i].alive then
1692 with gShells[i] do
1693 begin
1694 Obj.oldX := Obj.X;
1695 Obj.oldY := Obj.Y;
1697 vel := Obj.Vel;
1698 mr := g_Obj_Move(@Obj, True, False, True);
1699 positionChanged(); // this updates spatial accelerators
1701 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1702 begin
1703 alive := False;
1704 Continue;
1705 end;
1707 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1708 if WordBool(mr and MOVE_HITWALL) then
1709 begin
1710 Obj.Vel.X := -(vel.X div 2);
1711 if not WordBool(mr and MOVE_INWATER) then
1712 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1713 end;
1714 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1715 begin
1716 Obj.Vel.Y := -(vel.Y div 2);
1717 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1718 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1719 begin
1720 if RAngle mod 90 <> 0 then
1721 RAngle := (RAngle div 90) * 90;
1722 end
1723 else if not WordBool(mr and MOVE_INWATER) then
1724 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1725 end;
1727 if (Obj.Vel.X >= 0) then
1728 begin // Clockwise
1729 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1730 if RAngle >= 360 then
1731 RAngle := RAngle mod 360;
1732 end else begin // Counter-clockwise
1733 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1734 if RAngle < 0 then
1735 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1736 end;
1737 end;
1738 end;
1741 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1742 begin
1743 x := Obj.X+Obj.Rect.X;
1744 y := Obj.Y+Obj.Rect.Y;
1745 w := Obj.Rect.Width;
1746 h := Obj.Rect.Height;
1747 end;
1749 procedure TGib.moveBy (dx, dy: Integer); inline;
1750 begin
1751 if (dx <> 0) or (dy <> 0) then
1752 begin
1753 Obj.X += dx;
1754 Obj.Y += dy;
1755 positionChanged();
1756 end;
1757 end;
1760 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1761 begin
1762 x := Obj.X;
1763 y := Obj.Y;
1764 w := Obj.Rect.Width;
1765 h := Obj.Rect.Height;
1766 end;
1768 procedure TShell.moveBy (dx, dy: Integer); inline;
1769 begin
1770 if (dx <> 0) or (dy <> 0) then
1771 begin
1772 Obj.X += dx;
1773 Obj.Y += dy;
1774 positionChanged();
1775 end;
1776 end;
1779 procedure TGib.positionChanged (); inline; begin end;
1780 procedure TShell.positionChanged (); inline; begin end;
1783 procedure g_Player_DrawCorpses();
1784 var
1785 i, fX, fY: Integer;
1786 a: TDFPoint;
1787 begin
1788 if gGibs <> nil then
1789 for i := 0 to High(gGibs) do
1790 if gGibs[i].alive then
1791 with gGibs[i] do
1792 begin
1793 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1794 Continue;
1796 Obj.lerp(gLerpFactor, fX, fY);
1798 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1799 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1801 e_DrawAdv(ID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1803 e_Colors := Color;
1804 e_DrawAdv(MaskID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1805 e_Colors.R := 255;
1806 e_Colors.G := 255;
1807 e_Colors.B := 255;
1808 end;
1810 if gCorpses <> nil then
1811 for i := 0 to High(gCorpses) do
1812 if gCorpses[i] <> nil then
1813 gCorpses[i].Draw();
1814 end;
1816 procedure g_Player_DrawShells();
1817 var
1818 i, fX, fY: Integer;
1819 a: TDFPoint;
1820 begin
1821 if gShells <> nil then
1822 for i := 0 to High(gShells) do
1823 if gShells[i].alive then
1824 with gShells[i] do
1825 begin
1826 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1827 Continue;
1829 Obj.lerp(gLerpFactor, fX, fY);
1831 a.X := CX;
1832 a.Y := CY;
1834 e_DrawAdv(SpriteID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1835 end;
1836 end;
1838 procedure g_Player_RemoveAllCorpses();
1839 var
1840 i: Integer;
1841 begin
1842 gGibs := nil;
1843 gShells := nil;
1844 SetLength(gGibs, MaxGibs);
1845 SetLength(gShells, MaxGibs);
1846 CurrentGib := 0;
1847 CurrentShell := 0;
1849 if gCorpses <> nil then
1850 for i := 0 to High(gCorpses) do
1851 gCorpses[i].Free();
1853 gCorpses := nil;
1854 SetLength(gCorpses, MaxCorpses);
1855 end;
1857 procedure g_Player_Corpses_SaveState (st: TStream);
1858 var
1859 count, i: Integer;
1860 begin
1861 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1862 count := 0;
1863 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1865 // Êîëè÷åñòâî òðóïîâ
1866 utils.writeInt(st, LongInt(count));
1868 if (count = 0) then exit;
1870 // Ñîõðàíÿåì òðóïû
1871 for i := 0 to High(gCorpses) do
1872 begin
1873 if gCorpses[i] <> nil then
1874 begin
1875 // Íàçâàíèå ìîäåëè
1876 utils.writeStr(st, gCorpses[i].FModelName);
1877 // Òèï ñìåðòè
1878 utils.writeBool(st, gCorpses[i].Mess);
1879 // Ñîõðàíÿåì äàííûå òðóïà:
1880 gCorpses[i].SaveState(st);
1881 end;
1882 end;
1883 end;
1886 procedure g_Player_Corpses_LoadState (st: TStream);
1887 var
1888 count, i: Integer;
1889 str: String;
1890 b: Boolean;
1891 begin
1892 assert(st <> nil);
1894 g_Player_RemoveAllCorpses();
1896 // Êîëè÷åñòâî òðóïîâ:
1897 count := utils.readLongInt(st);
1898 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1900 if (count = 0) then exit;
1902 // Çàãðóæàåì òðóïû
1903 for i := 0 to count-1 do
1904 begin
1905 // Íàçâàíèå ìîäåëè:
1906 str := utils.readStr(st);
1907 // Òèï ñìåðòè
1908 b := utils.readBool(st);
1909 // Ñîçäàåì òðóï
1910 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1911 // Çàãðóæàåì äàííûå òðóïà
1912 gCorpses[i].LoadState(st);
1913 end;
1914 end;
1917 { T P l a y e r : }
1919 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1921 procedure TPlayer.BFGHit();
1922 begin
1923 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1924 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1925 if g_Game_IsServer and g_Game_IsNet then
1926 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1927 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1928 0, NET_GFX_BFGHIT);
1929 end;
1931 procedure TPlayer.ChangeModel(ModelName: string);
1932 var
1933 locModel: TPlayerModel;
1934 begin
1935 locModel := g_PlayerModel_Get(ModelName);
1936 if locModel = nil then Exit;
1938 FModel.Free();
1939 FModel := locModel;
1940 end;
1942 procedure TPlayer.SetModel(ModelName: string);
1943 var
1944 m: TPlayerModel;
1945 begin
1946 m := g_PlayerModel_Get(ModelName);
1947 if m = nil then
1948 begin
1949 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1950 m := g_PlayerModel_Get('doomer');
1951 if m = nil then
1952 begin
1953 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1954 Exit;
1955 end;
1956 end;
1958 if FModel <> nil then
1959 FModel.Free();
1961 FModel := m;
1963 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1964 FModel.Color := FColor
1965 else
1966 FModel.Color := TEAMCOLOR[FTeam];
1967 FModel.SetWeapon(FCurrWeap);
1968 FModel.SetFlag(FFlag);
1969 SetDirection(FDirection);
1970 end;
1972 procedure TPlayer.SetColor(Color: TRGB);
1973 begin
1974 FColor := Color;
1975 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1976 if FModel <> nil then FModel.Color := Color;
1977 end;
1979 function TPlayer.GetColor(): TRGB;
1980 begin
1981 result := FModel.Color;
1982 end;
1984 procedure TPlayer.SwitchTeam;
1985 begin
1986 if g_Game_IsClient then
1987 Exit;
1988 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1990 if gGameOn and FAlive then
1991 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1993 if FTeam = TEAM_RED then
1994 begin
1995 ChangeTeam(TEAM_BLUE);
1996 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1997 if g_Game_IsNet then
1998 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1999 end
2000 else
2001 begin
2002 ChangeTeam(TEAM_RED);
2003 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2004 if g_Game_IsNet then
2005 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2006 end;
2007 FPreferredTeam := FTeam;
2008 end;
2010 procedure TPlayer.ChangeTeam(Team: Byte);
2011 var
2012 OldTeam: Byte;
2013 begin
2014 OldTeam := FTeam;
2015 FTeam := Team;
2016 case Team of
2017 TEAM_RED, TEAM_BLUE:
2018 FModel.Color := TEAMCOLOR[Team];
2019 else
2020 FModel.Color := FColor;
2021 end;
2022 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2023 MH_SEND_PlayerStats(FUID);
2024 end;
2027 procedure TPlayer.CollideItem();
2028 var
2029 i: Integer;
2030 r: Boolean;
2031 begin
2032 if gItems = nil then Exit;
2033 if not FAlive then Exit;
2035 for i := 0 to High(gItems) do
2036 with gItems[i] do
2037 begin
2038 if (ItemType <> ITEM_NONE) and alive then
2039 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2040 PLAYER_RECT.Height, @Obj) then
2041 begin
2042 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2044 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2045 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2046 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2047 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2048 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2050 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2051 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2052 (gGameSettings.GameType = GT_SINGLE) and
2053 (g_Player_GetCount() > 1)) then
2054 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2055 end;
2056 end;
2057 end;
2060 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2061 begin
2062 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2063 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2064 False);
2065 end;
2067 constructor TPlayer.Create();
2068 begin
2069 viewPortX := 0;
2070 viewPortY := 0;
2071 viewPortW := 0;
2072 viewPortH := 0;
2073 mEDamageType := HIT_SOME;
2075 FIamBot := False;
2076 FDummy := False;
2077 FSpawned := False;
2079 FSawSound := TPlayableSound.Create();
2080 FSawSoundIdle := TPlayableSound.Create();
2081 FSawSoundHit := TPlayableSound.Create();
2082 FSawSoundSelect := TPlayableSound.Create();
2083 FFlameSoundOn := TPlayableSound.Create();
2084 FFlameSoundOff := TPlayableSound.Create();
2085 FFlameSoundWork := TPlayableSound.Create();
2086 FJetSoundFly := TPlayableSound.Create();
2087 FJetSoundOn := TPlayableSound.Create();
2088 FJetSoundOff := TPlayableSound.Create();
2090 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2091 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2092 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2093 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2094 FFlameSoundOn.SetByName('SOUND_WEAPON_FLAMEON');
2095 FFlameSoundOff.SetByName('SOUND_WEAPON_FLAMEOFF');
2096 FFlameSoundWork.SetByName('SOUND_WEAPON_FLAMEWORK');
2097 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2098 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2099 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2101 FSpectatePlayer := -1;
2102 FClientID := -1;
2103 FPing := 0;
2104 FLoss := 0;
2105 FSavedStateNum := -1;
2106 FShellTimer := -1;
2107 FFireTime := 0;
2108 FFirePainTime := 0;
2109 FFireAttacker := 0;
2110 FHandicap := 100;
2111 FCorpse := -1;
2113 FActualModelName := 'doomer';
2115 g_Obj_Init(@FObj);
2116 FObj.Rect := PLAYER_RECT;
2118 FBFGFireCounter := -1;
2119 FJustTeleported := False;
2120 FNetTime := 0;
2122 FWaitForFirstSpawn := false;
2124 resetWeaponQueue();
2125 end;
2127 procedure TPlayer.positionChanged (); inline;
2128 begin
2129 end;
2131 procedure TPlayer.doDamage (v: Integer);
2132 begin
2133 if (v <= 0) then exit;
2134 if (v > 32767) then v := 32767;
2135 Damage(v, 0, 0, 0, mEDamageType);
2136 end;
2138 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2139 var
2140 c: Word;
2141 begin
2142 if (not g_Game_IsClient) and (not FAlive) then
2143 Exit;
2145 FLastHit := t;
2147 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2148 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2149 begin
2150 if not g_Game_IsClient then
2151 begin
2152 FArmor := 0;
2153 if t = HIT_TRAP then
2154 begin
2155 // Ëîâóøêà óáèâàåò ñðàçó:
2156 FHealth := -100;
2157 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2158 end;
2159 if t = HIT_SELF then
2160 begin
2161 // Ñàìîóáèéñòâî:
2162 FHealth := 0;
2163 Kill(K_SIMPLEKILL, SpawnerUID, t);
2164 end;
2165 end;
2166 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2167 FMegaRulez[MR_SUIT] := 0;
2168 FMegaRulez[MR_INVUL] := 0;
2169 FMegaRulez[MR_INVIS] := 0;
2170 FSpawnInvul := 0;
2171 FBerserk := 0;
2172 end;
2174 // Íî îò îñòàëüíîãî ñïàñàåò:
2175 if FMegaRulez[MR_INVUL] >= gTime then
2176 Exit;
2178 // ×èò-êîä "ÃÎÐÅÖ":
2179 if FGodMode then
2180 Exit;
2182 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2183 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2184 (SpawnerUID = FUID) or
2185 (not SameTeam(FUID, SpawnerUID)) then
2186 begin
2187 FLastSpawnerUID := SpawnerUID;
2189 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2190 if gBloodCount > 0 then
2191 begin
2192 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2193 if value div 4 <= c then
2194 c := c - (value div 4)
2195 else
2196 c := 0;
2198 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2199 MakeBloodSimple(c)
2200 else
2201 case t of
2202 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2203 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2204 end;
2206 if t = HIT_WATER then
2207 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2208 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2209 end;
2211 // Áóôåð óðîíà:
2212 if FAlive then
2213 Inc(FDamageBuffer, value);
2215 // Âñïûøêà áîëè:
2216 if gFlash <> 0 then
2217 FPain := FPain + value;
2218 end;
2220 if g_Game_IsServer and g_Game_IsNet then
2221 begin
2222 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2223 MH_SEND_PlayerStats(FUID);
2224 MH_SEND_PlayerPos(False, FUID);
2225 end;
2226 end;
2228 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2229 begin
2230 Result := False;
2231 if g_Game_IsClient then
2232 Exit;
2233 if not FAlive then
2234 Exit;
2236 if Soft and (FHealth < PLAYER_HP_SOFT) then
2237 begin
2238 IncMax(FHealth, value, PLAYER_HP_SOFT);
2239 Result := True;
2240 end;
2241 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2242 begin
2243 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2244 Result := True;
2245 end;
2247 if Result and g_Game_IsServer and g_Game_IsNet then
2248 MH_SEND_PlayerStats(FUID);
2249 end;
2251 destructor TPlayer.Destroy();
2252 begin
2253 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2254 gPlayer1 := nil;
2255 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2256 gPlayer2 := nil;
2258 FSawSound.Free();
2259 FSawSoundIdle.Free();
2260 FSawSoundHit.Free();
2261 FSawSoundSelect.Free();
2262 FFlameSoundOn.Free();
2263 FFlameSoundOff.Free();
2264 FFlameSoundWork.Free();
2265 FJetSoundFly.Free();
2266 FJetSoundOn.Free();
2267 FJetSoundOff.Free();
2268 FModel.Free();
2269 if FPunchAnim <> nil then
2270 FPunchAnim.Free();
2272 inherited;
2273 end;
2275 procedure TPlayer.DrawIndicator(Color: TRGB);
2276 var
2277 indX, indY, fX, fY, fSlope: Integer;
2278 indW, indH: Word;
2279 indA: Single;
2280 a: TDFPoint;
2281 nW, nH: Byte;
2282 ID: DWORD;
2283 c: TRGB;
2284 begin
2285 if FAlive then
2286 begin
2287 FObj.lerp(gLerpFactor, fX, fY);
2288 fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor);
2290 case gPlayerIndicatorStyle of
2291 0:
2292 begin
2293 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2294 begin
2295 e_GetTextureSize(ID, @indW, @indH);
2296 a.X := indW div 2;
2297 a.Y := indH div 2;
2299 if (FObj.X + FObj.Rect.X) < 0 then
2300 begin
2301 indA := 90;
2302 indX := fX + FObj.Rect.X + FObj.Rect.Width;
2303 indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2304 end
2306 else if (FObj.X + FObj.Rect.X + FObj.Rect.Width) > Max(gMapInfo.Width, gPlayerScreenSize.X) then
2307 begin
2308 indA := 270;
2309 indX := fX + FObj.Rect.X - indH;
2310 indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2311 end
2313 else if (FObj.Y - indH) < 0 then
2314 begin
2315 indA := 180;
2316 indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2317 indY := fY + FObj.Rect.Y + FObj.Rect.Height;
2318 end
2320 else
2321 begin
2322 indA := 0;
2323 indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2324 indY := fY - indH;
2325 end;
2327 indY := indY + fSlope;
2328 indX := EnsureRange(indX, 0, Max(gMapInfo.Width, gPlayerScreenSize.X) - indW);
2329 indY := EnsureRange(indY, 0, Max(gMapInfo.Height, gPlayerScreenSize.Y) - indH);
2331 c := e_Colors;
2332 e_Colors := Color;
2333 e_DrawAdv(ID, indX, indY, 0, True, False, indA, @a);
2334 e_Colors := c;
2335 end;
2336 end;
2338 1:
2339 begin
2340 e_TextureFontGetSize(gStdFont, nW, nH);
2341 indX := fX + FObj.Rect.X + (FObj.Rect.Width - Length(FName) * nW) div 2;
2342 indY := fY - nH + fSlope;
2343 e_TextureFontPrintEx(indX, indY, FName, gStdFont, Color.R, Color.G, Color.B, 1.0, True);
2344 end;
2345 end;
2346 end;
2347 end;
2349 procedure TPlayer.DrawBubble();
2350 var
2351 bubX, bubY, fX, fY: Integer;
2352 ID: LongWord;
2353 Rb, Gb, Bb,
2354 Rw, Gw, Bw: SmallInt;
2355 Dot: Byte;
2356 CObj: TObj;
2357 begin
2358 CObj := getCameraObj();
2359 CObj.lerp(gLerpFactor, fX, fY);
2360 // NB: _F_Obj.Rect is used to keep the bubble higher; this is not a mistake
2361 bubX := fX+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2362 bubY := fY+FObj.Rect.Y - 18;
2363 Rb := 64;
2364 Gb := 64;
2365 Bb := 64;
2366 Rw := 240;
2367 Gw := 240;
2368 Bw := 240;
2369 case gChatBubble of
2370 1: // simple textual non-bubble
2371 begin
2372 bubX := fX+FObj.Rect.X - 11;
2373 bubY := fY+FObj.Rect.Y - 17;
2374 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2375 Exit;
2376 end;
2377 2: // advanced pixel-perfect bubble
2378 begin
2379 if FTeam = TEAM_RED then
2380 Rb := 255
2381 else
2382 if FTeam = TEAM_BLUE then
2383 Bb := 255;
2384 end;
2385 3: // colored bubble
2386 begin
2387 Rb := FModel.Color.R;
2388 Gb := FModel.Color.G;
2389 Bb := FModel.Color.B;
2390 Rw := Min(Rb * 2 + 64, 255);
2391 Gw := Min(Gb * 2 + 64, 255);
2392 Bw := Min(Bb * 2 + 64, 255);
2393 if (Abs(Rw - Rb) < 32)
2394 or (Abs(Gw - Gb) < 32)
2395 or (Abs(Bw - Bb) < 32) then
2396 begin
2397 Rb := Max(Rw div 2 - 16, 0);
2398 Gb := Max(Gw div 2 - 16, 0);
2399 Bb := Max(Bw div 2 - 16, 0);
2400 end;
2401 end;
2402 4: // custom textured bubble
2403 begin
2404 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2405 if FDirection = TDirection.D_RIGHT then
2406 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2407 else
2408 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2409 Exit;
2410 end;
2411 end;
2413 // Outer borders
2414 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2415 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2416 // Inner box
2417 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2419 // Tail
2420 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2421 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2422 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);
2423 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);
2424 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);
2425 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);
2427 // Dots
2428 Dot := 6;
2429 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2430 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2431 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2432 end;
2434 procedure TPlayer.Draw();
2435 var
2436 ID: DWORD;
2437 w, h: Word;
2438 dr: Boolean;
2439 Mirror: TMirrorType;
2440 fX, fY, fSlope: Integer;
2441 begin
2442 FObj.lerp(gLerpFactor, fX, fY);
2443 fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor);
2445 if FAlive then
2446 begin
2447 if Direction = TDirection.D_RIGHT then
2448 Mirror := TMirrorType.None
2449 else
2450 Mirror := TMirrorType.Horizontal;
2452 if FPunchAnim <> nil then
2453 begin
2454 FPunchAnim.Draw(fX+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2455 fY+fSlope+FObj.Rect.Y-11, Mirror);
2456 if FPunchAnim.played then
2457 begin
2458 FPunchAnim.Free;
2459 FPunchAnim := nil;
2460 end;
2461 end;
2463 if (FMegaRulez[MR_INVUL] > gTime) and ((gPlayerDrawn <> Self) or (FSpawnInvul >= gTime)) then
2464 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2465 begin
2466 e_GetTextureSize(ID, @w, @h);
2467 if FDirection = TDirection.D_LEFT then
2468 e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2469 fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False)
2470 else
2471 e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2472 fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False);
2473 end;
2475 if FMegaRulez[MR_INVIS] > gTime then
2476 begin
2477 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2478 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2479 begin
2480 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2481 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2482 else
2483 dr := True;
2484 if dr then
2485 FModel.Draw(fX, fY+fSlope, 200)
2486 else
2487 FModel.Draw(fX, fY+fSlope);
2488 end
2489 else
2490 FModel.Draw(fX, fY+fSlope, 254);
2491 end
2492 else
2493 FModel.Draw(fX, fY+fSlope);
2494 end;
2496 if g_debug_Frames then
2497 begin
2498 e_DrawQuad(FObj.X+FObj.Rect.X,
2499 FObj.Y+FObj.Rect.Y,
2500 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2501 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2502 0, 255, 0);
2503 end;
2505 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2506 if (FMegaRulez[MR_INVIS] <= gTime) or ((gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2507 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM)))) then
2508 DrawBubble();
2509 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2510 if gAimLine and alive and
2511 ((Self = gPlayer1) or (Self = gPlayer2)) then
2512 DrawAim();
2513 end;
2516 procedure TPlayer.DrawAim();
2517 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2518 var
2519 ex, ey: Integer;
2520 begin
2522 {$IFDEF ENABLE_HOLMES}
2523 if isValidViewPort and (self = gPlayer1) then
2524 begin
2525 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2526 end;
2527 {$ENDIF}
2529 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2530 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2531 begin
2532 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2533 end
2534 else
2535 begin
2536 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2537 end;
2538 end;
2540 var
2541 wx, wy, xx, yy: Integer;
2542 angle: SmallInt;
2543 sz, len: Word;
2544 begin
2545 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2546 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2547 angle := FAngle;
2548 len := 1024;
2549 sz := 2;
2550 case FCurrWeap of
2551 0: begin // Punch
2552 len := 12;
2553 sz := 4;
2554 end;
2555 1: begin // Chainsaw
2556 len := 24;
2557 sz := 6;
2558 end;
2559 2: begin // Pistol
2560 len := 1024;
2561 sz := 2;
2562 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2563 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2564 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2565 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2566 end;
2567 3: begin // Shotgun
2568 len := 1024;
2569 sz := 3;
2570 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2571 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2572 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2573 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2574 end;
2575 4: begin // Double Shotgun
2576 len := 1024;
2577 sz := 4;
2578 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2579 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2580 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2581 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2582 end;
2583 5: begin // Chaingun
2584 len := 1024;
2585 sz := 3;
2586 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2587 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2588 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2589 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2590 end;
2591 6: begin // Rocket Launcher
2592 len := 1024;
2593 sz := 7;
2594 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2595 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2596 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2597 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2598 end;
2599 7: begin // Plasmagun
2600 len := 1024;
2601 sz := 5;
2602 if angle = ANGLE_RIGHTUP then Inc(angle);
2603 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2604 if angle = ANGLE_LEFTUP then Dec(angle);
2605 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2606 end;
2607 8: begin // BFG
2608 len := 1024;
2609 sz := 12;
2610 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2611 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2612 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2613 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2614 end;
2615 9: begin // Super Chaingun
2616 len := 1024;
2617 sz := 4;
2618 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2619 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2620 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2621 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2622 end;
2623 end;
2624 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2625 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2626 {$IF DEFINED(D2F_DEBUG)}
2627 drawCast(sz, wx, wy, xx, yy);
2628 {$ELSE}
2629 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2630 {$ENDIF}
2631 end;
2633 procedure TPlayer.DrawGUI();
2634 var
2635 ID: DWORD;
2636 X, Y, SY, a, p, m: Integer;
2637 tw, th: Word;
2638 cw, ch: Byte;
2639 s: string;
2640 stat: TPlayerStatArray;
2641 begin
2642 X := gPlayerScreenSize.X;
2643 SY := gPlayerScreenSize.Y;
2644 Y := 0;
2646 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2647 begin
2648 if gGameSettings.GameMode = GM_CTF then
2649 a := 32 + 8
2650 else
2651 a := 0;
2652 if gGameSettings.GameMode = GM_CTF then
2653 begin
2654 s := 'TEXTURE_PLAYER_REDFLAG';
2655 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2656 s := 'TEXTURE_PLAYER_REDFLAG_S';
2657 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2658 s := 'TEXTURE_PLAYER_REDFLAG_D';
2659 if g_Texture_Get(s, ID) then
2660 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2661 end;
2663 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2664 e_CharFont_GetSize(gMenuFont, s, tw, th);
2665 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2667 if gGameSettings.GameMode = GM_CTF then
2668 begin
2669 s := 'TEXTURE_PLAYER_BLUEFLAG';
2670 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2671 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2672 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2673 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2674 if g_Texture_Get(s, ID) then
2675 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2676 end;
2678 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2679 e_CharFont_GetSize(gMenuFont, s, tw, th);
2680 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2681 end;
2683 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2684 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2685 0, False, False);
2687 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2688 e_Draw(ID, X+2, Y, 0, True, False);
2690 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2691 begin
2692 if gShowStat then
2693 begin
2694 s := IntToStr(Frags);
2695 e_CharFont_GetSize(gMenuFont, s, tw, th);
2696 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2698 s := '';
2699 p := 1;
2700 m := 0;
2701 stat := g_Player_GetStats();
2702 if stat <> nil then
2703 begin
2704 p := 1;
2706 for a := 0 to High(stat) do
2707 if stat[a].Name <> Name then
2708 begin
2709 if stat[a].Frags > m then m := stat[a].Frags;
2710 if stat[a].Frags > Frags then p := p+1;
2711 end;
2712 end;
2714 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2715 if Frags >= m then s := s+'+' else s := s+'-';
2716 s := s+IntToStr(Abs(Frags-m));
2718 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2719 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2720 end;
2722 if gLMSRespawn > LMS_RESPAWN_NONE then
2723 begin
2724 s := _lc[I_GAME_WARMUP];
2725 e_CharFont_GetSize(gMenuFont, s, tw, th);
2726 s := s + ': ' + IntToStr((gLMSRespawnTime - gTime) div 1000);
2727 e_CharFont_PrintEx(gMenuFont, X-64-tw, SY-32, s, _RGB(0, 255, 0));
2728 end
2729 else if gShowLives and (gGameSettings.MaxLives > 0) then
2730 begin
2731 s := IntToStr(Lives);
2732 e_CharFont_GetSize(gMenuFont, s, tw, th);
2733 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2734 end;
2735 end;
2737 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2738 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2740 if R_BERSERK in FRulez then
2741 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2742 else
2743 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2745 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2746 e_Draw(ID, X+36, Y+77, 0, True, False);
2748 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2749 e_CharFont_GetSize(gMenuFont, s, tw, th);
2750 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2752 s := IntToStr(FArmor);
2753 e_CharFont_GetSize(gMenuFont, s, tw, th);
2754 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2756 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2758 case FCurrWeap of
2759 WEAPON_KASTET:
2760 begin
2761 s := '--';
2762 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2763 end;
2764 WEAPON_SAW:
2765 begin
2766 s := '--';
2767 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2768 end;
2769 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2770 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2771 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2772 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2773 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2774 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2775 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2776 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2777 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2778 end;
2780 e_CharFont_GetSize(gMenuFont, s, tw, th);
2781 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2782 e_Draw(ID, X+20, Y+160, 0, True, False);
2784 if R_KEY_RED in FRulez then
2785 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2787 if R_KEY_GREEN in FRulez then
2788 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2790 if R_KEY_BLUE in FRulez then
2791 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2793 if FJetFuel > 0 then
2794 begin
2795 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2796 e_Draw(ID, X+2, Y+116, 0, True, False);
2797 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2798 e_Draw(ID, X+2, Y+126, 0, True, False);
2799 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2800 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2801 end
2802 else
2803 begin
2804 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2805 e_Draw(ID, X+2, Y+124, 0, True, False);
2806 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2807 end;
2809 if gShowPing and g_Game_IsClient then
2810 begin
2811 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2812 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2813 Y := Y + 16;
2814 end;
2816 if FSpectator then
2817 begin
2818 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2819 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2820 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2821 if FNoRespawn then
2822 begin
2823 e_TextureFontGetSize(gStdFont, cw, ch);
2824 s := _lc[I_PLAYER_SPECT4];
2825 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2826 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2827 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2828 end;
2830 end;
2831 end;
2833 procedure TPlayer.DrawRulez();
2834 var
2835 dr: Boolean;
2836 begin
2837 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2838 if (FMegaRulez[MR_INVUL] >= gTime) and (FSpawnInvul < gTime) then
2839 begin
2840 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2841 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2842 else
2843 dr := True;
2845 if dr then
2846 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2847 191, 191, 191, 0, TBlending.Invert);
2848 end;
2850 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2851 if FMegaRulez[MR_SUIT] >= gTime then
2852 begin
2853 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2854 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2855 else
2856 dr := True;
2858 if dr then
2859 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2860 0, 96, 0, 200, TBlending.None);
2861 end;
2863 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2864 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2865 begin
2866 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2867 255, 0, 0, 200, TBlending.None);
2868 end;
2869 end;
2871 procedure TPlayer.DrawPain();
2872 var
2873 a, h: Integer;
2874 begin
2875 if FPain = 0 then Exit;
2877 a := FPain;
2879 if a < 15 then h := 0
2880 else if a < 35 then h := 1
2881 else if a < 55 then h := 2
2882 else if a < 75 then h := 3
2883 else if a < 95 then h := 4
2884 else h := 5;
2886 //if a > 255 then a := 255;
2888 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2889 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2890 end;
2892 procedure TPlayer.DrawPickup();
2893 var
2894 a, h: Integer;
2895 begin
2896 if FPickup = 0 then Exit;
2898 a := FPickup;
2900 if a < 15 then h := 1
2901 else if a < 35 then h := 2
2902 else if a < 55 then h := 3
2903 else if a < 75 then h := 4
2904 else h := 5;
2906 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2907 end;
2909 procedure TPlayer.DoPunch();
2910 var
2911 id: DWORD;
2912 st: String;
2913 begin
2914 if FPunchAnim <> nil then begin
2915 FPunchAnim.reset();
2916 FPunchAnim.Free;
2917 FPunchAnim := nil;
2918 end;
2919 st := 'FRAMES_PUNCH';
2920 if R_BERSERK in FRulez then
2921 st := st + '_BERSERK';
2922 if FKeys[KEY_UP].Pressed then
2923 st := st + '_UP'
2924 else if FKeys[KEY_DOWN].Pressed then
2925 st := st + '_DN';
2926 g_Frames_Get(id, st);
2927 FPunchAnim := TAnimation.Create(id, False, 1);
2928 end;
2930 procedure TPlayer.Fire();
2931 var
2932 f, DidFire: Boolean;
2933 wx, wy, xd, yd: Integer;
2934 locobj: TObj;
2935 begin
2936 if g_Game_IsClient then Exit;
2937 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2938 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2940 if FSpectator then
2941 begin
2942 Respawn(False);
2943 Exit;
2944 end;
2946 if FReloading[FCurrWeap] <> 0 then Exit;
2948 DidFire := False;
2950 f := False;
2951 wx := FObj.X+WEAPONPOINT[FDirection].X;
2952 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2953 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2954 yd := wy+firediry();
2956 case FCurrWeap of
2957 WEAPON_KASTET:
2958 begin
2959 DoPunch();
2960 if R_BERSERK in FRulez then
2961 begin
2962 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2963 locobj.X := FObj.X+FObj.Rect.X;
2964 locobj.Y := FObj.Y+FObj.Rect.Y;
2965 locobj.rect.X := 0;
2966 locobj.rect.Y := 0;
2967 locobj.rect.Width := 39;
2968 locobj.rect.Height := 52;
2969 locobj.Vel.X := (xd-wx) div 2;
2970 locobj.Vel.Y := (yd-wy) div 2;
2971 locobj.Accel.X := xd-wx;
2972 locobj.Accel.y := yd-wy;
2974 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2975 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2976 else
2977 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2979 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2980 end
2981 else
2982 begin
2983 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2984 end;
2986 DidFire := True;
2987 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2988 end;
2990 WEAPON_SAW:
2991 begin
2992 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2993 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2994 begin
2995 FSawSoundSelect.Stop();
2996 FSawSound.Stop();
2997 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2998 end
2999 else if not FSawSoundHit.IsPlaying() then
3000 begin
3001 FSawSoundSelect.Stop();
3002 FSawSound.PlayAt(FObj.X, FObj.Y);
3003 end;
3005 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3006 DidFire := True;
3007 f := True;
3008 end;
3010 WEAPON_PISTOL:
3011 if FAmmo[A_BULLETS] > 0 then
3012 begin
3013 g_Weapon_pistol(wx, wy, xd, yd, FUID);
3014 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3015 Dec(FAmmo[A_BULLETS]);
3016 FFireAngle := FAngle;
3017 f := True;
3018 DidFire := True;
3019 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3020 GameVelX, GameVelY-2, SHELL_BULLET);
3021 end;
3023 WEAPON_SHOTGUN1:
3024 if FAmmo[A_SHELLS] > 0 then
3025 begin
3026 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3027 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3028 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3029 Dec(FAmmo[A_SHELLS]);
3030 FFireAngle := FAngle;
3031 f := True;
3032 DidFire := True;
3033 FShellTimer := 10;
3034 FShellType := SHELL_SHELL;
3035 end;
3037 WEAPON_SHOTGUN2:
3038 if FAmmo[A_SHELLS] >= 2 then
3039 begin
3040 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3041 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3042 Dec(FAmmo[A_SHELLS], 2);
3043 FFireAngle := FAngle;
3044 f := True;
3045 DidFire := True;
3046 FShellTimer := 13;
3047 FShellType := SHELL_DBLSHELL;
3048 end;
3050 WEAPON_CHAINGUN:
3051 if FAmmo[A_BULLETS] > 0 then
3052 begin
3053 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3054 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3055 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3056 Dec(FAmmo[A_BULLETS]);
3057 FFireAngle := FAngle;
3058 f := True;
3059 DidFire := True;
3060 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3061 GameVelX, GameVelY-2, SHELL_BULLET);
3062 end;
3064 WEAPON_ROCKETLAUNCHER:
3065 if FAmmo[A_ROCKETS] > 0 then
3066 begin
3067 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3068 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3069 Dec(FAmmo[A_ROCKETS]);
3070 FFireAngle := FAngle;
3071 f := True;
3072 DidFire := True;
3073 end;
3075 WEAPON_PLASMA:
3076 if FAmmo[A_CELLS] > 0 then
3077 begin
3078 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3079 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3080 Dec(FAmmo[A_CELLS]);
3081 FFireAngle := FAngle;
3082 f := True;
3083 DidFire := True;
3084 end;
3086 WEAPON_BFG:
3087 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3088 begin
3089 FBFGFireCounter := 17;
3090 if not FNoReload then
3091 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3092 Dec(FAmmo[A_CELLS], 40);
3093 DidFire := True;
3094 end;
3096 WEAPON_SUPERPULEMET:
3097 if FAmmo[A_SHELLS] > 0 then
3098 begin
3099 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3100 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3101 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3102 Dec(FAmmo[A_SHELLS]);
3103 FFireAngle := FAngle;
3104 f := True;
3105 DidFire := True;
3106 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3107 GameVelX, GameVelY-2, SHELL_SHELL);
3108 end;
3110 WEAPON_FLAMETHROWER:
3111 if FAmmo[A_FUEL] > 0 then
3112 begin
3113 g_Weapon_flame(wx, wy, xd, yd, FUID);
3114 FlamerOn;
3115 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3116 Dec(FAmmo[A_FUEL]);
3117 FFireAngle := FAngle;
3118 f := True;
3119 DidFire := True;
3120 end
3121 else
3122 begin
3123 FlamerOff;
3124 if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
3125 end;
3126 end;
3128 if g_Game_IsNet then
3129 begin
3130 if DidFire then
3131 begin
3132 if FCurrWeap <> WEAPON_BFG then
3133 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3134 else
3135 if not FNoReload then
3136 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3137 end;
3139 MH_SEND_PlayerStats(FUID);
3140 end;
3142 if not f then Exit;
3144 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3145 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3146 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3147 end;
3149 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3150 begin
3151 case Weapon of
3152 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3153 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3154 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3155 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3156 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3157 else Result := 0;
3158 end;
3159 end;
3161 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3162 begin
3163 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3164 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3165 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3166 end;
3168 procedure TPlayer.FlamerOn;
3169 begin
3170 FFlameSoundOff.Stop();
3171 FFlameSoundOff.SetPosition(0);
3172 if FFlaming then
3173 begin
3174 if (not FFlameSoundOn.IsPlaying()) and (not FFlameSoundWork.IsPlaying()) then
3175 FFlameSoundWork.PlayAt(FObj.X, FObj.Y);
3176 end
3177 else
3178 begin
3179 FFlameSoundOn.PlayAt(FObj.X, FObj.Y);
3180 FFlaming := True;
3181 end;
3182 end;
3184 procedure TPlayer.FlamerOff;
3185 begin
3186 if FFlaming then
3187 begin
3188 FFlameSoundOn.Stop();
3189 FFlameSoundOn.SetPosition(0);
3190 FFlameSoundWork.Stop();
3191 FFlameSoundWork.SetPosition(0);
3192 FFlameSoundOff.PlayAt(FObj.X, FObj.Y);
3193 FFlaming := False;
3194 end;
3195 end;
3197 procedure TPlayer.JetpackOn;
3198 begin
3199 FJetSoundFly.Stop;
3200 FJetSoundOff.Stop;
3201 FJetSoundOn.SetPosition(0);
3202 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3203 FlySmoke(8);
3204 end;
3206 procedure TPlayer.JetpackOff;
3207 begin
3208 FJetSoundFly.Stop;
3209 FJetSoundOn.Stop;
3210 FJetSoundOff.SetPosition(0);
3211 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3212 end;
3214 procedure TPlayer.CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
3215 begin
3216 if Timeout <= 0 then
3217 exit;
3218 if (FMegaRulez[MR_SUIT] > gTime) or (FMegaRulez[MR_INVUL] > gTime) then
3219 exit; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3220 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3221 exit; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
3222 if FFireTime <= 0 then
3223 g_Sound_PlayExAt('SOUND_IGNITE', FObj.X, FObj.Y);
3224 FFireTime := Timeout;
3225 FFireAttacker := Attacker;
3226 if g_Game_IsNet and g_Game_IsServer then
3227 MH_SEND_PlayerStats(FUID);
3228 end;
3230 procedure TPlayer.Jump();
3231 begin
3232 if gFly or FJetpack then
3233 begin
3234 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3235 if FObj.Vel.Y > -VEL_FLY then
3236 FObj.Vel.Y := FObj.Vel.Y - 3;
3237 if FJetpack then
3238 begin
3239 if FJetFuel > 0 then
3240 Dec(FJetFuel);
3241 if (FJetFuel < 1) and g_Game_IsServer then
3242 begin
3243 FJetpack := False;
3244 JetpackOff;
3245 if g_Game_IsNet then
3246 MH_SEND_PlayerStats(FUID);
3247 end;
3248 end;
3249 Exit;
3250 end;
3252 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3253 if FGhost then
3254 FCanJetpack := False;
3256 // Ïðûãàåì èëè âñïëûâàåì:
3257 if (CollideLevel(0, 1) or
3258 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3259 PLAYER_RECT.Height-33, PANEL_STEP, False)
3260 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3261 begin
3262 FObj.Vel.Y := -VEL_JUMP;
3263 FCanJetpack := False;
3264 end
3265 else
3266 begin
3267 if BodyInLiquid(0, 0) then
3268 FObj.Vel.Y := -VEL_SW
3269 else if (FJetFuel > 0) and FCanJetpack and
3270 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3271 begin
3272 FJetpack := True;
3273 JetpackOn;
3274 if g_Game_IsNet then
3275 MH_SEND_PlayerStats(FUID);
3276 end;
3277 end;
3278 end;
3280 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3281 var
3282 a, i, k, ab, ar: Byte;
3283 s: String;
3284 mon: TMonster;
3285 plr: TPlayer;
3286 srv, netsrv: Boolean;
3287 DoFrags: Boolean;
3288 OldLR: Byte;
3289 KP: TPlayer;
3290 it: PItem;
3292 procedure PushItem(t: Byte);
3293 var
3294 id: DWORD;
3295 begin
3296 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3297 it := g_Items_ByIdx(id);
3298 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3299 begin
3300 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3301 (FObj.Vel.Y div 2)-Random(9));
3302 it.positionChanged(); // this updates spatial accelerators
3303 end
3304 else
3305 begin
3306 if KillType = K_HARDKILL then // -5..+5; -5..0
3307 begin
3308 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3309 (FObj.Vel.Y div 2)-Random(6));
3310 end
3311 else // -3..+3; -3..0
3312 begin
3313 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3314 (FObj.Vel.Y div 2)-Random(4));
3315 end;
3316 it.positionChanged(); // this updates spatial accelerators
3317 end;
3319 if g_Game_IsNet and g_Game_IsServer then
3320 MH_SEND_ItemSpawn(True, id);
3321 end;
3323 begin
3324 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3325 Srv := g_Game_IsServer;
3326 Netsrv := g_Game_IsServer and g_Game_IsNet;
3327 if Srv then FDeath := FDeath + 1;
3328 if FAlive then
3329 begin
3330 if FGhost then
3331 FGhost := False;
3332 if not FPhysics then
3333 FPhysics := True;
3334 FAlive := False;
3335 end;
3336 FShellTimer := -1;
3338 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3339 begin
3340 if FLives > 0 then FLives := FLives - 1;
3341 if FLives = 0 then FNoRespawn := True;
3342 end;
3344 // Íîìåð òèïà ñìåðòè:
3345 a := 1;
3346 case KillType of
3347 K_SIMPLEKILL: a := 1;
3348 K_HARDKILL: a := 2;
3349 K_EXTRAHARDKILL: a := 3;
3350 K_FALLKILL: a := 4;
3351 end;
3353 // Çâóê ñìåðòè:
3354 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3355 for i := 1 to 3 do
3356 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3357 Break;
3359 // Âðåìÿ ðåñïàóíà:
3360 if Srv then
3361 case KillType of
3362 K_SIMPLEKILL:
3363 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3364 K_HARDKILL:
3365 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3366 K_EXTRAHARDKILL, K_FALLKILL:
3367 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3368 end;
3370 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3371 case KillType of
3372 K_SIMPLEKILL:
3373 SetAction(A_DIE1);
3374 K_HARDKILL, K_EXTRAHARDKILL:
3375 SetAction(A_DIE2);
3376 end;
3378 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3379 if (KillType <> K_FALLKILL) and (Srv) then
3380 g_Monsters_killedp();
3382 if SpawnerUID = FUID then
3383 begin // Ñàìîóáèëñÿ
3384 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3385 begin
3386 Dec(FFrags);
3387 FLastFrag := 0;
3388 end;
3389 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3390 end
3391 else
3392 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3393 begin // Óáèò äðóãèì èãðîêîì
3394 KP := g_Player_Get(SpawnerUID);
3395 if (KP <> nil) and Srv then
3396 begin
3397 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3398 if SameTeam(FUID, SpawnerUID) then
3399 begin
3400 Dec(KP.FFrags);
3401 KP.FLastFrag := 0;
3402 end else
3403 begin
3404 Inc(KP.FFrags);
3405 KP.FragCombo();
3406 end;
3408 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3409 Inc(gTeamStat[KP.Team].Goals,
3410 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3412 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3413 end;
3415 plr := g_Player_Get(SpawnerUID);
3416 if plr = nil then
3417 s := '?'
3418 else
3419 s := plr.FName;
3421 case KillType of
3422 K_HARDKILL:
3423 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3424 [FName, s]),
3425 gShowKillMsg);
3426 K_EXTRAHARDKILL:
3427 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3428 [FName, s]),
3429 gShowKillMsg);
3430 else
3431 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3432 [FName, s]),
3433 gShowKillMsg);
3434 end;
3435 end
3436 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3437 begin // Óáèò ìîíñòðîì
3438 mon := g_Monsters_ByUID(SpawnerUID);
3439 if mon = nil then
3440 s := '?'
3441 else
3442 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3444 case KillType of
3445 K_HARDKILL:
3446 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3447 [FName, s]),
3448 gShowKillMsg);
3449 K_EXTRAHARDKILL:
3450 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3451 [FName, s]),
3452 gShowKillMsg);
3453 else
3454 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3455 [FName, s]),
3456 gShowKillMsg);
3457 end;
3458 end
3459 else // Îñîáûå òèïû ñìåðòè
3460 case t of
3461 HIT_DISCON: ;
3462 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3463 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3464 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3465 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3466 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3467 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3468 end;
3470 if Srv then
3471 begin
3472 // Âûáðîñ îðóæèÿ:
3473 for a := WP_FIRST to WP_LAST do
3474 if FWeapon[a] then
3475 begin
3476 case a of
3477 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3478 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3479 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3480 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3481 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3482 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3483 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3484 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3485 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3486 else i := 0;
3487 end;
3489 if i <> 0 then
3490 PushItem(i);
3491 end;
3493 // Âûáðîñ ðþêçàêà:
3494 if R_ITEM_BACKPACK in FRulez then
3495 PushItem(ITEM_AMMO_BACKPACK);
3497 // Âûáðîñ ðàêåòíîãî ðàíöà:
3498 if FJetFuel > 0 then
3499 PushItem(ITEM_JETPACK);
3501 // Âûáðîñ êëþ÷åé:
3502 if (not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) or
3503 (not LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS)) then
3504 begin
3505 if R_KEY_RED in FRulez then
3506 PushItem(ITEM_KEY_RED);
3508 if R_KEY_GREEN in FRulez then
3509 PushItem(ITEM_KEY_GREEN);
3511 if R_KEY_BLUE in FRulez then
3512 PushItem(ITEM_KEY_BLUE);
3513 end;
3515 // Âûáðîñ ôëàãà:
3516 DropFlag(KillType = K_FALLKILL);
3517 end;
3519 FCorpse := g_Player_CreateCorpse(Self);
3521 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3522 (gLMSRespawn = LMS_RESPAWN_NONE) then
3523 begin
3524 a := 0;
3525 k := 0;
3526 ar := 0;
3527 ab := 0;
3528 for i := Low(gPlayers) to High(gPlayers) do
3529 begin
3530 if gPlayers[i] = nil then continue;
3531 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3532 begin
3533 Inc(a);
3534 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3535 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3536 k := i;
3537 end;
3538 end;
3540 OldLR := gLMSRespawn;
3541 if (gGameSettings.GameMode = GM_COOP) then
3542 begin
3543 if (a = 0) then
3544 begin
3545 // everyone is dead, restart the map
3546 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3547 if Netsrv then
3548 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3549 gLMSRespawn := LMS_RESPAWN_FINAL;
3550 gLMSRespawnTime := gTime + 5000;
3551 end
3552 else if (a = 1) then
3553 begin
3554 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3555 if (gPlayers[k] = gPlayer1) or
3556 (gPlayers[k] = gPlayer2) then
3557 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3558 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3559 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3560 end;
3561 end
3562 else if (gGameSettings.GameMode = GM_TDM) then
3563 begin
3564 if (ab = 0) and (ar <> 0) then
3565 begin
3566 // blu team ded
3567 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3568 if Netsrv then
3569 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3570 Inc(gTeamStat[TEAM_RED].Goals);
3571 gLMSRespawn := LMS_RESPAWN_FINAL;
3572 gLMSRespawnTime := gTime + 5000;
3573 end
3574 else if (ar = 0) and (ab <> 0) then
3575 begin
3576 // red team ded
3577 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3578 if Netsrv then
3579 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3580 Inc(gTeamStat[TEAM_BLUE].Goals);
3581 gLMSRespawn := LMS_RESPAWN_FINAL;
3582 gLMSRespawnTime := gTime + 5000;
3583 end
3584 else if (ar = 0) and (ab = 0) then
3585 begin
3586 // everyone ded
3587 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3588 if Netsrv then
3589 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3590 gLMSRespawn := LMS_RESPAWN_FINAL;
3591 gLMSRespawnTime := gTime + 5000;
3592 end;
3593 end
3594 else if (gGameSettings.GameMode = GM_DM) then
3595 begin
3596 if (a = 1) then
3597 begin
3598 if gPlayers[k] <> nil then
3599 with gPlayers[k] do
3600 begin
3601 // survivor is the winner
3602 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3603 if Netsrv then
3604 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3605 Inc(FFrags);
3606 end;
3607 gLMSRespawn := LMS_RESPAWN_FINAL;
3608 gLMSRespawnTime := gTime + 5000;
3609 end
3610 else if (a = 0) then
3611 begin
3612 // everyone is dead, restart the map
3613 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3614 if Netsrv then
3615 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3616 gLMSRespawn := LMS_RESPAWN_FINAL;
3617 gLMSRespawnTime := gTime + 5000;
3618 end;
3619 end;
3620 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3621 begin
3622 if NetMode = NET_SERVER then
3623 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, gLMSRespawnTime - gTime)
3624 else
3625 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3626 end;
3627 end;
3629 if Netsrv then
3630 begin
3631 MH_SEND_PlayerStats(FUID);
3632 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3633 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3634 end;
3636 if srv and FNoRespawn then Spectate(True);
3637 FWantsInGame := True;
3638 end;
3640 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3641 begin
3642 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3643 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3644 end;
3646 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3647 begin
3648 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3649 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3650 end;
3652 procedure TPlayer.MakeBloodSimple(Count: Word);
3653 begin
3654 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3655 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3656 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3657 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3658 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3659 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3660 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3661 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3662 end;
3664 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3665 begin
3666 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3667 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3668 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3669 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3670 end;
3672 procedure TPlayer.ProcessWeaponAction(Action: Byte);
3673 begin
3674 if g_Game_IsClient then Exit;
3675 case Action of
3676 WP_PREV: PrevWeapon();
3677 WP_NEXT: NextWeapon();
3678 end;
3679 end;
3681 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3682 begin
3683 if g_Game_IsClient then Exit;
3684 if Weapon > High(FWeapon) then Exit;
3685 FNextWeap := FNextWeap or (1 shl Weapon);
3686 end;
3688 procedure TPlayer.resetWeaponQueue ();
3689 begin
3690 FNextWeap := 0;
3691 FNextWeapDelay := 0;
3692 end;
3694 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3695 begin
3696 result := false;
3697 case weapon of
3698 WEAPON_KASTET, WEAPON_SAW: result := true;
3699 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3700 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3701 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3702 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3703 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3704 else result := (weapon < length(FWeapon));
3705 end;
3706 end;
3708 // return 255 for "no switch"
3709 function TPlayer.getNextWeaponIndex (): Byte;
3710 var
3711 i: Word;
3712 wantThisWeapon: array[0..64] of Boolean;
3713 wwc: Integer = 0; //HACK!
3714 dir, cwi: Integer;
3715 begin
3716 result := 255; // default result: "no switch"
3717 // had weapon cycling on previous frame? remove that flag
3718 if (FNextWeap and $2000) <> 0 then
3719 begin
3720 FNextWeap := FNextWeap and $1FFF;
3721 FNextWeapDelay := 0;
3722 end;
3723 // cycling has priority
3724 if (FNextWeap and $C000) <> 0 then
3725 begin
3726 if (FNextWeap and $8000) <> 0 then
3727 dir := 1
3728 else
3729 dir := -1;
3730 FNextWeap := FNextWeap or $2000; // we need this
3731 if FNextWeapDelay > 0 then
3732 exit; // cooldown time
3733 cwi := FCurrWeap;
3734 for i := 0 to High(FWeapon) do
3735 begin
3736 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3737 if FWeapon[cwi] then
3738 begin
3739 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3740 result := Byte(cwi);
3741 FNextWeapDelay := WEAPON_DELAY;
3742 exit;
3743 end;
3744 end;
3745 resetWeaponQueue();
3746 exit;
3747 end;
3748 // no cycling
3749 for i := 0 to High(wantThisWeapon) do
3750 wantThisWeapon[i] := false;
3751 for i := 0 to High(FWeapon) do
3752 if (FNextWeap and (1 shl i)) <> 0 then
3753 begin
3754 wantThisWeapon[i] := true;
3755 Inc(wwc);
3756 end;
3757 // exclude currently selected weapon from the set
3758 wantThisWeapon[FCurrWeap] := false;
3759 // slow down alterations a little
3760 if wwc > 1 then
3761 begin
3762 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3763 // more than one weapon requested, assume "alteration" and check alteration delay
3764 if FNextWeapDelay > 0 then
3765 begin
3766 FNextWeap := 0;
3767 exit;
3768 end; // yeah
3769 end;
3770 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3771 // but clear all counters if no weapon should be switched
3772 if wwc < 1 then
3773 begin
3774 resetWeaponQueue();
3775 exit;
3776 end;
3777 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3778 // try weapons in descending order
3779 for i := High(FWeapon) downto 0 do
3780 begin
3781 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3782 begin
3783 // i found her!
3784 result := Byte(i);
3785 resetWeaponQueue();
3786 FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not
3787 exit;
3788 end;
3789 end;
3790 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3791 resetWeaponQueue();
3792 end;
3794 procedure TPlayer.RealizeCurrentWeapon();
3795 function switchAllowed (): Boolean;
3796 var
3797 i: Byte;
3798 begin
3799 result := false;
3800 if FBFGFireCounter <> -1 then
3801 exit;
3802 if FTime[T_SWITCH] > gTime then
3803 exit;
3804 for i := WP_FIRST to WP_LAST do
3805 if FReloading[i] > 0 then
3806 exit;
3807 result := true;
3808 end;
3810 var
3811 nw: Byte;
3812 begin
3813 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3814 //FNextWeap := FNextWeap and $1FFF;
3815 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3817 if not switchAllowed then
3818 begin
3819 //HACK for weapon cycling
3820 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3821 exit;
3822 end;
3824 nw := getNextWeaponIndex();
3825 if nw = 255 then exit; // don't reset anything here
3826 if nw > High(FWeapon) then
3827 begin
3828 // don't forget to reset queue here!
3829 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3830 resetWeaponQueue();
3831 exit;
3832 end;
3834 if FWeapon[nw] then
3835 begin
3836 FCurrWeap := nw;
3837 FTime[T_SWITCH] := gTime+156;
3838 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3839 FModel.SetWeapon(FCurrWeap);
3840 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3841 end;
3842 end;
3844 procedure TPlayer.NextWeapon();
3845 begin
3846 if g_Game_IsClient then Exit;
3847 FNextWeap := $8000;
3848 end;
3850 procedure TPlayer.PrevWeapon();
3851 begin
3852 if g_Game_IsClient then Exit;
3853 FNextWeap := $4000;
3854 end;
3856 procedure TPlayer.SetWeapon(W: Byte);
3857 begin
3858 if FCurrWeap <> W then
3859 if W = WEAPON_SAW then
3860 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3862 FCurrWeap := W;
3863 FModel.SetWeapon(CurrWeap);
3864 resetWeaponQueue();
3865 end;
3867 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3869 function allowBerserkSwitching (): Boolean;
3870 begin
3871 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3872 result := true;
3873 if gBerserkAutoswitch then exit;
3874 if not conIsCheatsEnabled then exit;
3875 result := false;
3876 end;
3878 var
3879 a: Boolean;
3880 switchWeapon: Byte;
3881 hadWeapon: Boolean;
3882 begin
3883 Result := False;
3884 if g_Game_IsClient then Exit;
3886 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3887 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3888 remove := not a;
3889 case ItemType of
3890 ITEM_MEDKIT_SMALL:
3891 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3892 begin
3893 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
3894 Result := True;
3895 remove := True;
3896 FFireTime := 0;
3897 if gFlash = 2 then Inc(FPickup, 5);
3898 end;
3900 ITEM_MEDKIT_LARGE:
3901 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3902 begin
3903 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
3904 Result := True;
3905 remove := True;
3906 FFireTime := 0;
3907 if gFlash = 2 then Inc(FPickup, 5);
3908 end;
3910 ITEM_ARMOR_GREEN:
3911 if FArmor < PLAYER_AP_SOFT then
3912 begin
3913 FArmor := PLAYER_AP_SOFT;
3914 Result := True;
3915 remove := True;
3916 if gFlash = 2 then Inc(FPickup, 5);
3917 end;
3919 ITEM_ARMOR_BLUE:
3920 if FArmor < PLAYER_AP_LIMIT then
3921 begin
3922 FArmor := PLAYER_AP_LIMIT;
3923 Result := True;
3924 remove := True;
3925 if gFlash = 2 then Inc(FPickup, 5);
3926 end;
3928 ITEM_SPHERE_BLUE:
3929 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
3930 begin
3931 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3932 Result := True;
3933 remove := True;
3934 FFireTime := 0;
3935 if gFlash = 2 then Inc(FPickup, 5);
3936 end;
3938 ITEM_SPHERE_WHITE:
3939 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) or (FFireTime > 0) then
3940 begin
3941 if FHealth < PLAYER_HP_LIMIT then
3942 FHealth := PLAYER_HP_LIMIT;
3943 if FArmor < PLAYER_AP_LIMIT then
3944 FArmor := PLAYER_AP_LIMIT;
3945 Result := True;
3946 remove := True;
3947 FFireTime := 0;
3948 if gFlash = 2 then Inc(FPickup, 5);
3949 end;
3951 ITEM_WEAPON_SAW:
3952 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3953 begin
3954 hadWeapon := FWeapon[WEAPON_SAW];
3955 switchWeapon := WEAPON_SAW;
3956 FWeapon[WEAPON_SAW] := True;
3957 Result := True;
3958 if gFlash = 2 then Inc(FPickup, 5);
3959 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3960 end;
3962 ITEM_WEAPON_SHOTGUN1:
3963 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3964 begin
3965 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3966 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3967 hadWeapon := FWeapon[WEAPON_SHOTGUN1];
3968 switchWeapon := WEAPON_SHOTGUN1;
3969 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3970 FWeapon[WEAPON_SHOTGUN1] := True;
3971 Result := True;
3972 if gFlash = 2 then Inc(FPickup, 5);
3973 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3974 end;
3976 ITEM_WEAPON_SHOTGUN2:
3977 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3978 begin
3979 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3980 hadWeapon := FWeapon[WEAPON_SHOTGUN2];
3981 switchWeapon := WEAPON_SHOTGUN2;
3982 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3983 FWeapon[WEAPON_SHOTGUN2] := True;
3984 Result := True;
3985 if gFlash = 2 then Inc(FPickup, 5);
3986 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3987 end;
3989 ITEM_WEAPON_CHAINGUN:
3990 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3991 begin
3992 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3993 hadWeapon := FWeapon[WEAPON_CHAINGUN];
3994 switchWeapon := WEAPON_CHAINGUN;
3995 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3996 FWeapon[WEAPON_CHAINGUN] := True;
3997 Result := True;
3998 if gFlash = 2 then Inc(FPickup, 5);
3999 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4000 end;
4002 ITEM_WEAPON_ROCKETLAUNCHER:
4003 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
4004 begin
4005 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
4006 switchWeapon := WEAPON_ROCKETLAUNCHER;
4007 hadWeapon := FWeapon[WEAPON_ROCKETLAUNCHER];
4008 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
4009 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
4010 Result := True;
4011 if gFlash = 2 then Inc(FPickup, 5);
4012 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4013 end;
4015 ITEM_WEAPON_PLASMA:
4016 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
4017 begin
4018 if a and FWeapon[WEAPON_PLASMA] then Exit;
4019 switchWeapon := WEAPON_PLASMA;
4020 hadWeapon := FWeapon[WEAPON_PLASMA];
4021 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4022 FWeapon[WEAPON_PLASMA] := True;
4023 Result := True;
4024 if gFlash = 2 then Inc(FPickup, 5);
4025 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4026 end;
4028 ITEM_WEAPON_BFG:
4029 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4030 begin
4031 if a and FWeapon[WEAPON_BFG] then Exit;
4032 switchWeapon := WEAPON_BFG;
4033 hadWeapon := FWeapon[WEAPON_BFG];
4034 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4035 FWeapon[WEAPON_BFG] := True;
4036 Result := True;
4037 if gFlash = 2 then Inc(FPickup, 5);
4038 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4039 end;
4041 ITEM_WEAPON_SUPERPULEMET:
4042 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4043 begin
4044 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4045 switchWeapon := WEAPON_SUPERPULEMET;
4046 hadWeapon := FWeapon[WEAPON_SUPERPULEMET];
4047 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4048 FWeapon[WEAPON_SUPERPULEMET] := True;
4049 Result := True;
4050 if gFlash = 2 then Inc(FPickup, 5);
4051 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4052 end;
4054 ITEM_WEAPON_FLAMETHROWER:
4055 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4056 begin
4057 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4058 switchWeapon := WEAPON_FLAMETHROWER;
4059 hadWeapon := FWeapon[WEAPON_FLAMETHROWER];
4060 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4061 FWeapon[WEAPON_FLAMETHROWER] := True;
4062 Result := True;
4063 if gFlash = 2 then Inc(FPickup, 5);
4064 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4065 end;
4067 ITEM_AMMO_BULLETS:
4068 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4069 begin
4070 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4071 Result := True;
4072 remove := True;
4073 if gFlash = 2 then Inc(FPickup, 5);
4074 end;
4076 ITEM_AMMO_BULLETS_BOX:
4077 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4078 begin
4079 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4080 Result := True;
4081 remove := True;
4082 if gFlash = 2 then Inc(FPickup, 5);
4083 end;
4085 ITEM_AMMO_SHELLS:
4086 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4087 begin
4088 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4089 Result := True;
4090 remove := True;
4091 if gFlash = 2 then Inc(FPickup, 5);
4092 end;
4094 ITEM_AMMO_SHELLS_BOX:
4095 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4096 begin
4097 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4098 Result := True;
4099 remove := True;
4100 if gFlash = 2 then Inc(FPickup, 5);
4101 end;
4103 ITEM_AMMO_ROCKET:
4104 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4105 begin
4106 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4107 Result := True;
4108 remove := True;
4109 if gFlash = 2 then Inc(FPickup, 5);
4110 end;
4112 ITEM_AMMO_ROCKET_BOX:
4113 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4114 begin
4115 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4116 Result := True;
4117 remove := True;
4118 if gFlash = 2 then Inc(FPickup, 5);
4119 end;
4121 ITEM_AMMO_CELL:
4122 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4123 begin
4124 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4125 Result := True;
4126 remove := True;
4127 if gFlash = 2 then Inc(FPickup, 5);
4128 end;
4130 ITEM_AMMO_CELL_BIG:
4131 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4132 begin
4133 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4134 Result := True;
4135 remove := True;
4136 if gFlash = 2 then Inc(FPickup, 5);
4137 end;
4139 ITEM_AMMO_FUELCAN:
4140 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4141 begin
4142 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4143 Result := True;
4144 remove := True;
4145 if gFlash = 2 then Inc(FPickup, 5);
4146 end;
4148 ITEM_AMMO_BACKPACK:
4149 if not(R_ITEM_BACKPACK in FRulez) or
4150 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4151 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4152 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4153 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4154 (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) then
4155 begin
4156 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4157 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4158 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4159 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4160 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4162 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4163 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4164 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4165 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4166 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4167 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4168 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4169 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4170 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4171 IncMax(FAmmo[A_FUEL], 50, FMaxAmmo[A_FUEL]);
4173 FRulez := FRulez + [R_ITEM_BACKPACK];
4174 Result := True;
4175 remove := True;
4176 if gFlash = 2 then Inc(FPickup, 5);
4177 end;
4179 ITEM_KEY_RED:
4180 if not(R_KEY_RED in FRulez) then
4181 begin
4182 Include(FRulez, R_KEY_RED);
4183 Result := True;
4184 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4185 if gFlash = 2 then Inc(FPickup, 5);
4186 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4187 end;
4189 ITEM_KEY_GREEN:
4190 if not(R_KEY_GREEN in FRulez) then
4191 begin
4192 Include(FRulez, R_KEY_GREEN);
4193 Result := True;
4194 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4195 if gFlash = 2 then Inc(FPickup, 5);
4196 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4197 end;
4199 ITEM_KEY_BLUE:
4200 if not(R_KEY_BLUE in FRulez) then
4201 begin
4202 Include(FRulez, R_KEY_BLUE);
4203 Result := True;
4204 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4205 if gFlash = 2 then Inc(FPickup, 5);
4206 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4207 end;
4209 ITEM_SUIT:
4210 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4211 begin
4212 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4213 Result := True;
4214 remove := True;
4215 FFireTime := 0;
4216 if gFlash = 2 then Inc(FPickup, 5);
4217 end;
4219 ITEM_OXYGEN:
4220 if FAir < AIR_MAX then
4221 begin
4222 FAir := AIR_MAX;
4223 Result := True;
4224 remove := True;
4225 if gFlash = 2 then Inc(FPickup, 5);
4226 end;
4228 ITEM_MEDKIT_BLACK:
4229 begin
4230 if not (R_BERSERK in FRulez) then
4231 begin
4232 Include(FRulez, R_BERSERK);
4233 (*
4234 if allowBerserkSwitching then
4235 begin
4236 FCurrWeap := WEAPON_KASTET;
4237 resetWeaponQueue();
4238 FModel.SetWeapon(WEAPON_KASTET);
4239 end; *)
4240 if ( (g_Game_IsNet = False) or (NetMode = NET_SERVER) ) and ( ( (Self = gPlayer1) and (gPlayer1Settings.WeaponSwitch <> 0) ) or ( (gPlayer2 <> nil) and (Self = gPlayer2) and (gPlayer2Settings.WeaponSwitch <> 0) )) then
4241 begin
4242 if (Self = gPlayer1) then
4243 begin
4244 if (gPlayer1Settings.WeaponSwitch = 1) or ( (gPlayer1Settings.WeaponSwitch = 2) and (gPlayer1Settings.WeaponPreferences[WP_LAST+1] > gPlayer1Settings.WeaponPreferences[FCurrWeap]) ) then
4245 begin
4246 FCurrWeap := WEAPON_KASTET;
4247 resetWeaponQueue();
4248 FModel.SetWeapon(WEAPON_KASTET);
4249 end;
4250 end
4251 else
4252 begin
4253 if (gPlayer2Settings.WeaponSwitch = 1) or ( (gPlayer2Settings.WeaponSwitch = 2) and (gPlayer2Settings.WeaponPreferences[WP_LAST+1] > gPlayer2Settings.WeaponPreferences[FCurrWeap]) ) then
4254 begin
4255 FCurrWeap := WEAPON_KASTET;
4256 resetWeaponQueue();
4257 FModel.SetWeapon(WEAPON_KASTET);
4258 end;
4259 end;
4260 end;
4261 if gFlash <> 0 then
4262 begin
4263 Inc(FPain, 100);
4264 if gFlash = 2 then Inc(FPickup, 5);
4265 end;
4266 FBerserk := gTime+30000;
4267 Result := True;
4268 remove := True;
4269 FFireTime := 0;
4270 end;
4271 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
4272 begin
4273 if FHealth < PLAYER_HP_SOFT then FHealth := PLAYER_HP_SOFT;
4274 FBerserk := gTime+30000;
4275 Result := True;
4276 remove := True;
4277 FFireTime := 0;
4278 end;
4279 end;
4281 ITEM_INVUL:
4282 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4283 begin
4284 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4285 FSpawnInvul := 0;
4286 Result := True;
4287 remove := True;
4288 if gFlash = 2 then Inc(FPickup, 5);
4289 end;
4291 ITEM_BOTTLE:
4292 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
4293 begin
4294 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4295 Result := True;
4296 remove := True;
4297 FFireTime := 0;
4298 if gFlash = 2 then Inc(FPickup, 5);
4299 end;
4301 ITEM_HELMET:
4302 if FArmor < PLAYER_AP_LIMIT then
4303 begin
4304 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4305 Result := True;
4306 remove := True;
4307 if gFlash = 2 then Inc(FPickup, 5);
4308 end;
4310 ITEM_JETPACK:
4311 if FJetFuel < JET_MAX then
4312 begin
4313 FJetFuel := JET_MAX;
4314 Result := True;
4315 remove := True;
4316 if gFlash = 2 then Inc(FPickup, 5);
4317 end;
4319 ITEM_INVIS:
4320 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4321 begin
4322 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4323 Result := True;
4324 remove := True;
4325 if gFlash = 2 then Inc(FPickup, 5);
4326 end;
4327 end;
4328 if ( (g_Game_IsNet = False) or (NetMode = NET_SERVER) ) and ( ( (Self = gPlayer1) and (gPlayer1Settings.WeaponSwitch <> 0) ) or ( (gPlayer2 <> nil) and (Self = gPlayer2) and (gPlayer2Settings.WeaponSwitch <> 0) )) then
4329 begin
4330 if (hadWeapon = False) then
4331 begin
4332 if (Self = gPlayer1) and ( (gPlayer1Settings.WeaponSwitch = 1) or ( (gPlayer1Settings.WeaponSwitch = 2)
4333 and (gPlayer1Settings.WeaponPreferences[switchWeapon] > gPlayer1Settings.WeaponPreferences[FCurrWeap]) ) ) then
4334 begin
4335 FCurrWeap := switchWeapon;
4336 resetWeaponQueue();
4337 FModel.SetWeapon(switchWeapon);
4338 end
4339 else if (Self = gPlayer2) and ( (gPlayer2Settings.WeaponSwitch = 1) or ( (gPlayer2Settings.WeaponSwitch = 2)
4340 and (gPlayer2Settings.WeaponPreferences[switchWeapon] > gPlayer2Settings.WeaponPreferences[FCurrWeap]) ) ) then
4341 begin
4342 FCurrWeap := switchWeapon;
4343 resetWeaponQueue();
4344 FModel.SetWeapon(switchWeapon);
4345 end;
4346 end;
4347 end;
4348 end;
4350 procedure TPlayer.Touch();
4351 begin
4352 if not FAlive then
4353 Exit;
4354 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4355 if FIamBot then
4356 begin
4357 // Áðîñèòü ôëàã òîâàðèùó:
4358 if gGameSettings.GameMode = GM_CTF then
4359 DropFlag();
4360 end;
4361 end;
4363 procedure TPlayer.Push(vx, vy: Integer);
4364 begin
4365 if (not FPhysics) and FGhost then
4366 Exit;
4367 FObj.Accel.X := FObj.Accel.X + vx;
4368 FObj.Accel.Y := FObj.Accel.Y + vy;
4369 if g_Game_IsNet and g_Game_IsServer then
4370 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4371 end;
4373 procedure TPlayer.Reset(Force: Boolean);
4374 begin
4375 if Force then
4376 FAlive := False;
4378 FSpawned := False;
4379 FTime[T_RESPAWN] := 0;
4380 FTime[T_FLAGCAP] := 0;
4381 FGodMode := False;
4382 FNoTarget := False;
4383 FNoReload := False;
4384 FFrags := 0;
4385 FLastFrag := 0;
4386 FComboEvnt := -1;
4387 FKills := 0;
4388 FMonsterKills := 0;
4389 FDeath := 0;
4390 FSecrets := 0;
4391 FSpawnInvul := 0;
4392 FCorpse := -1;
4393 FReady := False;
4394 if FNoRespawn then
4395 begin
4396 FSpectator := False;
4397 FGhost := False;
4398 FPhysics := True;
4399 FSpectatePlayer := -1;
4400 FNoRespawn := False;
4401 end;
4402 FLives := gGameSettings.MaxLives;
4404 SetFlag(FLAG_NONE);
4405 end;
4407 procedure TPlayer.SoftReset();
4408 begin
4409 ReleaseKeys();
4411 FDamageBuffer := 0;
4412 FSlopeOld := 0;
4413 FIncCamOld := 0;
4414 FIncCam := 0;
4415 FBFGFireCounter := -1;
4416 FShellTimer := -1;
4417 FPain := 0;
4418 FLastHit := 0;
4419 FLastFrag := 0;
4420 FComboEvnt := -1;
4422 SetFlag(FLAG_NONE);
4423 SetAction(A_STAND, True);
4424 end;
4426 function TPlayer.GetRespawnPoint(): Byte;
4427 var
4428 c: Byte;
4429 begin
4430 Result := 255;
4431 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4433 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4434 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4435 begin
4436 if Self = gPlayer1 then
4437 begin
4438 // player 1 should try to spawn on the player 1 point
4439 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1) > 0 then
4440 Exit(RESPAWNPOINT_PLAYER1)
4441 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2) > 0 then
4442 Exit(RESPAWNPOINT_PLAYER2);
4443 end
4444 else if Self = gPlayer2 then
4445 begin
4446 // player 2 should try to spawn on the player 2 point
4447 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2) > 0 then
4448 Exit(RESPAWNPOINT_PLAYER2)
4449 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1) > 0 then
4450 Exit(RESPAWNPOINT_PLAYER1);
4451 end
4452 else
4453 begin
4454 // other players randomly pick either the first or the second point
4455 c := IfThen((Random(2) = 0), RESPAWNPOINT_PLAYER1, RESPAWNPOINT_PLAYER2);
4456 if g_Map_GetPointCount(c) > 0 then
4457 Exit(c);
4458 // try the other one
4459 c := IfThen((c = RESPAWNPOINT_PLAYER1), RESPAWNPOINT_PLAYER2, RESPAWNPOINT_PLAYER1);
4460 if g_Map_GetPointCount(c) > 0 then
4461 Exit(c);
4462 end;
4463 end;
4465 // Ìÿñîïîâàë
4466 if gGameSettings.GameMode = GM_DM then
4467 begin
4468 // try DM points first
4469 if g_Map_GetPointCount(RESPAWNPOINT_DM) > 0 then
4470 Exit(RESPAWNPOINT_DM);
4471 end;
4473 // Êîìàíäíûå
4474 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4475 begin
4476 // try team points first
4477 c := RESPAWNPOINT_DM;
4478 if FTeam = TEAM_RED then
4479 c := RESPAWNPOINT_RED
4480 else if FTeam = TEAM_BLUE then
4481 c := RESPAWNPOINT_BLUE;
4482 if g_Map_GetPointCount(c) > 0 then
4483 Exit(c);
4484 end;
4486 // still haven't found a spawnpoint, try random shit
4487 Result := g_Map_GetRandomPointType();
4488 end;
4490 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4491 var
4492 RespawnPoint: TRespawnPoint;
4493 a, b, c: Byte;
4494 Anim: TAnimation;
4495 ID: DWORD;
4496 begin
4497 FSlopeOld := 0;
4498 FIncCamOld := 0;
4499 FIncCam := 0;
4500 FBFGFireCounter := -1;
4501 FShellTimer := -1;
4502 FPain := 0;
4503 FLastHit := 0;
4504 FSpawnInvul := 0;
4505 FCorpse := -1;
4507 if not g_Game_IsServer then
4508 Exit;
4509 if FDummy then
4510 Exit;
4511 FWantsInGame := True;
4512 FJustTeleported := True;
4513 if Force then
4514 begin
4515 FTime[T_RESPAWN] := 0;
4516 FAlive := False;
4517 end;
4518 FNetTime := 0;
4519 // if server changes MaxLives we gotta be ready
4520 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4522 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4523 if FTime[T_RESPAWN] > gTime then
4524 Exit;
4526 // Ïðîñðàë âñå æèçíè:
4527 if FNoRespawn then
4528 begin
4529 if not FSpectator then Spectate(True);
4530 FWantsInGame := True;
4531 Exit;
4532 end;
4534 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4535 begin // "Ñâîÿ èãðà"
4536 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4537 FRulez := FRulez-[R_BERSERK];
4538 end
4539 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4540 begin
4541 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4542 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4543 end;
4545 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4546 c := GetRespawnPoint();
4548 ReleaseKeys();
4549 SetFlag(FLAG_NONE);
4551 // Âîñêðåøåíèå áåç îðóæèÿ:
4552 if not FAlive then
4553 begin
4554 FHealth := Round(PLAYER_HP_SOFT * (FHandicap / 100));
4555 FArmor := 0;
4556 FAlive := True;
4557 FAir := AIR_DEF;
4558 FJetFuel := 0;
4560 for a := WP_FIRST to WP_LAST do
4561 begin
4562 FWeapon[a] := False;
4563 FReloading[a] := 0;
4564 end;
4566 FWeapon[WEAPON_PISTOL] := True;
4567 FWeapon[WEAPON_KASTET] := True;
4568 FCurrWeap := WEAPON_PISTOL;
4569 resetWeaponQueue();
4571 FModel.SetWeapon(FCurrWeap);
4573 for b := A_BULLETS to A_HIGH do
4574 FAmmo[b] := 0;
4576 FAmmo[A_BULLETS] := 50;
4578 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4579 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4580 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4581 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4582 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4584 if (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) and
4585 LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS) then
4586 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4587 else
4588 FRulez := [];
4589 end;
4591 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4592 if not g_Map_GetPoint(c, RespawnPoint) then
4593 begin
4594 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4595 Exit;
4596 end;
4598 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4599 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4600 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4601 FObj.oldX := FObj.X; // don't interpolate after respawn
4602 FObj.oldY := FObj.Y;
4603 FObj.Vel.X := 0;
4604 FObj.Vel.Y := 0;
4605 FObj.Accel.X := 0;
4606 FObj.Accel.Y := 0;
4608 FDirection := RespawnPoint.Direction;
4609 if FDirection = TDirection.D_LEFT then
4610 FAngle := 180
4611 else
4612 FAngle := 0;
4614 SetAction(A_STAND, True);
4615 FModel.Direction := FDirection;
4617 for a := Low(FTime) to High(FTime) do
4618 FTime[a] := 0;
4620 for a := Low(FMegaRulez) to High(FMegaRulez) do
4621 FMegaRulez[a] := 0;
4623 // Respawn invulnerability
4624 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.SpawnInvul > 0) then
4625 begin
4626 FMegaRulez[MR_INVUL] := gTime + gGameSettings.SpawnInvul * 1000;
4627 FSpawnInvul := FMegaRulez[MR_INVUL];
4628 end;
4630 FDamageBuffer := 0;
4631 FJetpack := False;
4632 FCanJetpack := False;
4633 FFlaming := False;
4634 FFireTime := 0;
4635 FFirePainTime := 0;
4636 FFireAttacker := 0;
4638 // Àíèìàöèÿ âîçðîæäåíèÿ:
4639 if (not gLoadGameMode) and (not Silent) then
4640 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4641 begin
4642 Anim := TAnimation.Create(ID, False, 3);
4643 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4644 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4645 Anim.Free();
4646 end;
4648 FSpectator := False;
4649 FGhost := False;
4650 FPhysics := True;
4651 FSpectatePlayer := -1;
4652 FSpawned := True;
4654 if (gPlayer1 = nil) and (gSpectLatchPID1 = FUID) then
4655 gPlayer1 := self;
4656 if (gPlayer2 = nil) and (gSpectLatchPID2 = FUID) then
4657 gPlayer2 := self;
4659 if g_Game_IsNet then
4660 begin
4661 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4662 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4663 if not Silent then
4664 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4665 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4666 0, NET_GFX_TELE);
4667 end;
4668 end;
4670 procedure TPlayer.Spectate(NoMove: Boolean = False);
4671 begin
4672 if FAlive then
4673 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4674 else if (not NoMove) then
4675 begin
4676 GameX := gMapInfo.Width div 2;
4677 GameY := gMapInfo.Height div 2;
4678 end;
4679 FXTo := GameX;
4680 FYTo := GameY;
4682 FAlive := False;
4683 FSpectator := True;
4684 FGhost := True;
4685 FPhysics := False;
4686 FWantsInGame := False;
4687 FSpawned := False;
4688 FCorpse := -1;
4690 if FNoRespawn then
4691 begin
4692 if Self = gPlayer1 then
4693 begin
4694 gSpectLatchPID1 := FUID;
4695 gPlayer1 := nil;
4696 end
4697 else if Self = gPlayer2 then
4698 begin
4699 gSpectLatchPID2 := FUID;
4700 gPlayer2 := nil;
4701 end;
4702 end;
4704 if g_Game_IsNet then
4705 MH_SEND_PlayerStats(FUID);
4706 end;
4708 procedure TPlayer.SwitchNoClip;
4709 begin
4710 if not FAlive then
4711 Exit;
4712 FGhost := not FGhost;
4713 FPhysics := not FGhost;
4714 if FGhost then
4715 begin
4716 FXTo := FObj.X;
4717 FYTo := FObj.Y;
4718 end else
4719 begin
4720 FObj.Accel.X := 0;
4721 FObj.Accel.Y := 0;
4722 end;
4723 end;
4725 procedure TPlayer.Run(Direction: TDirection);
4726 var
4727 a, b: Integer;
4728 begin
4729 if MAX_RUNVEL > 8 then
4730 FlySmoke();
4732 // Áåæèì:
4733 if Direction = TDirection.D_LEFT then
4734 begin
4735 if FObj.Vel.X > -MAX_RUNVEL then
4736 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4737 end
4738 else
4739 if FObj.Vel.X < MAX_RUNVEL then
4740 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4742 // Âîçìîæíî, ïèíàåì êóñêè:
4743 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4744 begin
4745 b := Abs(FObj.Vel.X);
4746 if b > 1 then b := b * (Random(8 div b) + 1);
4747 for a := 0 to High(gGibs) do
4748 begin
4749 if gGibs[a].alive and
4750 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4751 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4752 begin
4753 // Ïèíàåì êóñêè
4754 if FObj.Vel.X < 0 then
4755 begin
4756 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4757 end
4758 else
4759 begin
4760 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4761 end;
4762 gGibs[a].positionChanged(); // this updates spatial accelerators
4763 end;
4764 end;
4765 end;
4767 SetAction(A_WALK);
4768 end;
4770 procedure TPlayer.SeeDown();
4771 begin
4772 SetAction(A_SEEDOWN);
4774 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4776 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4777 end;
4779 procedure TPlayer.SeeUp();
4780 begin
4781 SetAction(A_SEEUP);
4783 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4785 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4786 end;
4788 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4789 var
4790 Prior: Byte;
4791 begin
4792 case Action of
4793 A_WALK: Prior := 3;
4794 A_DIE1: Prior := 5;
4795 A_DIE2: Prior := 5;
4796 A_ATTACK: Prior := 2;
4797 A_SEEUP: Prior := 1;
4798 A_SEEDOWN: Prior := 1;
4799 A_ATTACKUP: Prior := 2;
4800 A_ATTACKDOWN: Prior := 2;
4801 A_PAIN: Prior := 4;
4802 else Prior := 0;
4803 end;
4805 if (Prior > FActionPrior) or Force then
4806 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4807 begin
4808 FActionPrior := Prior;
4809 FActionAnim := Action;
4810 FActionForce := Force;
4811 FActionChanged := True;
4812 end;
4814 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4815 end;
4817 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4818 begin
4819 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4820 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4821 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4822 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4823 end;
4825 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4826 var
4827 Anim: TAnimation;
4828 ID: DWORD;
4829 begin
4830 Result := False;
4832 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4833 begin
4834 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4835 if g_Game_IsServer and g_Game_IsNet then
4836 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4837 Exit;
4838 end;
4840 FJustTeleported := True;
4842 Anim := nil;
4843 if not silent then
4844 begin
4845 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4846 begin
4847 Anim := TAnimation.Create(ID, False, 3);
4848 end;
4850 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4851 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4852 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4853 if g_Game_IsServer and g_Game_IsNet then
4854 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4855 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4856 NET_GFX_TELE);
4857 end;
4859 FObj.X := X-PLAYER_RECT.X;
4860 FObj.Y := Y-PLAYER_RECT.Y;
4861 FObj.oldX := FObj.X; // don't interpolate after respawn
4862 FObj.oldY := FObj.Y;
4863 if FAlive and FGhost then
4864 begin
4865 FXTo := FObj.X;
4866 FYTo := FObj.Y;
4867 end;
4869 if not g_Game_IsNet then
4870 begin
4871 if dir = 1 then
4872 begin
4873 SetDirection(TDirection.D_LEFT);
4874 FAngle := 180;
4875 end
4876 else
4877 if dir = 2 then
4878 begin
4879 SetDirection(TDirection.D_RIGHT);
4880 FAngle := 0;
4881 end
4882 else
4883 if dir = 3 then
4884 begin // îáðàòíîå
4885 if FDirection = TDirection.D_RIGHT then
4886 begin
4887 SetDirection(TDirection.D_LEFT);
4888 FAngle := 180;
4889 end
4890 else
4891 begin
4892 SetDirection(TDirection.D_RIGHT);
4893 FAngle := 0;
4894 end;
4895 end;
4896 end;
4898 if not silent and (Anim <> nil) then
4899 begin
4900 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4901 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4902 Anim.Free();
4904 if g_Game_IsServer and g_Game_IsNet then
4905 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4906 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4907 NET_GFX_TELE);
4908 end;
4910 Result := True;
4911 end;
4913 function nonz(a: Single): Single;
4914 begin
4915 if a <> 0 then
4916 Result := a
4917 else
4918 Result := 1;
4919 end;
4921 function TPlayer.refreshCorpse(): Boolean;
4922 var
4923 i: Integer;
4924 begin
4925 Result := False;
4926 FCorpse := -1;
4927 if FAlive or FSpectator then
4928 Exit;
4929 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4930 Exit;
4931 for i := 0 to High(gCorpses) do
4932 if gCorpses[i] <> nil then
4933 if gCorpses[i].FPlayerUID = FUID then
4934 begin
4935 Result := True;
4936 FCorpse := i;
4937 break;
4938 end;
4939 end;
4941 function TPlayer.getCameraObj(): TObj;
4942 begin
4943 if (not FAlive) and (not FSpectator) and
4944 (FCorpse >= 0) and (FCorpse < Length(gCorpses)) and
4945 (gCorpses[FCorpse] <> nil) and (gCorpses[FCorpse].FPlayerUID = FUID) then
4946 begin
4947 gCorpses[FCorpse].FObj.slopeUpLeft := FObj.slopeUpLeft;
4948 Result := gCorpses[FCorpse].FObj;
4949 end
4950 else
4951 begin
4952 Result := FObj;
4953 end;
4954 end;
4956 procedure TPlayer.PreUpdate();
4957 begin
4958 FSlopeOld := FObj.slopeUpLeft;
4959 FIncCamOld := FIncCam;
4960 FObj.oldX := FObj.X;
4961 FObj.oldY := FObj.Y;
4962 end;
4964 procedure TPlayer.Update();
4965 var
4966 b: Byte;
4967 i, ii, wx, wy, xd, yd, k: Integer;
4968 blockmon, headwater, dospawn: Boolean;
4969 NetServer: Boolean;
4970 AnyServer: Boolean;
4971 SetSpect: Boolean;
4972 begin
4973 NetServer := g_Game_IsNet and g_Game_IsServer;
4974 AnyServer := g_Game_IsServer;
4976 if g_Game_IsClient and (NetInterpLevel > 0) then
4977 DoLerp(NetInterpLevel + 1)
4978 else
4979 if FGhost then
4980 DoLerp(4);
4982 if NetServer then
4983 if (FClientID >= 0) and (NetClients[FClientID].Peer <> nil) then
4984 begin
4985 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4986 if NetClients[FClientID].Peer^.packetsSent > 0 then
4987 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4988 else
4989 FLoss := 0;
4990 end else
4991 begin
4992 FPing := 0;
4993 FLoss := 0;
4994 end;
4996 if FAlive and (FPunchAnim <> nil) then
4997 FPunchAnim.Update();
4999 if FAlive and (gFly or FJetpack) then
5000 FlySmoke();
5002 if FDirection = TDirection.D_LEFT then
5003 FAngle := 180
5004 else
5005 FAngle := 0;
5007 if FAlive and (not FGhost) then
5008 begin
5009 if FKeys[KEY_UP].Pressed then
5010 SeeUp();
5011 if FKeys[KEY_DOWN].Pressed then
5012 SeeDown();
5013 end;
5015 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
5016 (FIncCam <> 0) then
5017 begin
5018 i := g_basic.Sign(FIncCam);
5019 FIncCam := Abs(FIncCam);
5020 DecMin(FIncCam, 5, 0);
5021 FIncCam := FIncCam*i;
5022 end;
5024 if gTime mod (GAME_TICK*2) <> 0 then
5025 begin
5026 if (FObj.Vel.X = 0) and FAlive then
5027 begin
5028 if FKeys[KEY_LEFT].Pressed then
5029 Run(TDirection.D_LEFT);
5030 if FKeys[KEY_RIGHT].Pressed then
5031 Run(TDirection.D_RIGHT);
5032 end;
5034 if FPhysics then
5035 begin
5036 g_Obj_Move(@FObj, True, True, True);
5037 positionChanged(); // this updates spatial accelerators
5038 end;
5040 Exit;
5041 end;
5043 FActionChanged := False;
5045 if FAlive then
5046 begin
5047 // Let alive player do some actions
5048 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5049 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5050 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire()
5051 else
5052 begin
5053 if AnyServer then
5054 begin
5055 FlamerOff;
5056 if NetServer then MH_SEND_PlayerStats(FUID);
5057 end;
5058 end;
5059 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5060 if FKeys[KEY_JUMP].Pressed then Jump()
5061 else
5062 begin
5063 if AnyServer and FJetpack then
5064 begin
5065 FJetpack := False;
5066 JetpackOff;
5067 if NetServer then MH_SEND_PlayerStats(FUID);
5068 end;
5069 FCanJetpack := True;
5070 end;
5071 end
5072 else // Dead
5073 begin
5074 dospawn := False;
5075 if not FGhost then
5076 for k := Low(FKeys) to KEY_CHAT-1 do
5077 begin
5078 if FKeys[k].Pressed then
5079 begin
5080 dospawn := True;
5081 break;
5082 end;
5083 end;
5084 if dospawn then
5085 begin
5086 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5087 Respawn(False)
5088 else // Single
5089 if (FTime[T_RESPAWN] <= gTime) and
5090 gGameOn and (not FAlive) then
5091 begin
5092 if (g_Player_GetCount() > 1) then
5093 Respawn(False)
5094 else
5095 begin
5096 gExit := EXIT_RESTART;
5097 Exit;
5098 end;
5099 end;
5100 end;
5101 // Dead spectator actions
5102 if FGhost then
5103 begin
5104 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5105 if FKeys[KEY_FIRE].Pressed and AnyServer then
5106 begin
5107 if FSpectator then
5108 begin
5109 if (FSpectatePlayer >= High(gPlayers)) then
5110 FSpectatePlayer := -1
5111 else
5112 begin
5113 SetSpect := False;
5114 for I := FSpectatePlayer + 1 to High(gPlayers) do
5115 if gPlayers[I] <> nil then
5116 if gPlayers[I].alive then
5117 if gPlayers[I].UID <> FUID then
5118 begin
5119 FSpectatePlayer := I;
5120 SetSpect := True;
5121 break;
5122 end;
5124 if not SetSpect then FSpectatePlayer := -1;
5125 end;
5127 ReleaseKeys;
5128 end;
5129 end;
5130 end;
5131 end;
5132 // No clipping
5133 if FGhost then
5134 begin
5135 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5136 begin
5137 FYTo := FObj.Y - 32;
5138 FSpectatePlayer := -1;
5139 end;
5140 if FKeys[KEY_DOWN].Pressed then
5141 begin
5142 FYTo := FObj.Y + 32;
5143 FSpectatePlayer := -1;
5144 end;
5145 if FKeys[KEY_LEFT].Pressed then
5146 begin
5147 FXTo := FObj.X - 32;
5148 FSpectatePlayer := -1;
5149 end;
5150 if FKeys[KEY_RIGHT].Pressed then
5151 begin
5152 FXTo := FObj.X + 32;
5153 FSpectatePlayer := -1;
5154 end;
5156 if (FXTo < -64) then
5157 FXTo := -64
5158 else if (FXTo > gMapInfo.Width + 32) then
5159 FXTo := gMapInfo.Width + 32;
5160 if (FYTo < -72) then
5161 FYTo := -72
5162 else if (FYTo > gMapInfo.Height + 32) then
5163 FYTo := gMapInfo.Height + 32;
5164 end;
5166 if FPhysics then
5167 begin
5168 g_Obj_Move(@FObj, True, True, True);
5169 positionChanged(); // this updates spatial accelerators
5170 end
5171 else
5172 begin
5173 FObj.Vel.X := 0;
5174 FObj.Vel.Y := 0;
5175 if FSpectator then
5176 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5177 if gPlayers[FSpectatePlayer] <> nil then
5178 if gPlayers[FSpectatePlayer].alive then
5179 begin
5180 FXTo := gPlayers[FSpectatePlayer].GameX;
5181 FYTo := gPlayers[FSpectatePlayer].GameY;
5182 end;
5183 end;
5185 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5186 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5187 PANEL_BLOCKMON, True);
5188 headwater := HeadInLiquid(0, 0);
5190 // Ñîïðîòèâëåíèå âîçäóõà:
5191 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5192 if FObj.Vel.X <> 0 then
5193 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5195 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5196 DecMin(FPain, 5, 0);
5197 DecMin(FPickup, 1, 0);
5199 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5200 begin
5201 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5202 FMegaRulez[MR_SUIT] := 0;
5203 FMegaRulez[MR_INVUL] := 0;
5204 FMegaRulez[MR_INVIS] := 0;
5205 Kill(K_FALLKILL, 0, HIT_FALL);
5206 end;
5208 i := 9;
5210 if FAlive then
5211 begin
5212 if FCurrWeap = WEAPON_SAW then
5213 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5214 FSawSoundSelect.IsPlaying()) then
5215 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5217 if FJetpack then
5218 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5219 (not FJetSoundOff.IsPlaying()) then
5220 begin
5221 FJetSoundFly.SetPosition(0);
5222 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5223 end;
5225 for b := WP_FIRST to WP_LAST do
5226 if FReloading[b] > 0 then
5227 if FNoReload then
5228 FReloading[b] := 0
5229 else
5230 Dec(FReloading[b]);
5232 if FShellTimer > -1 then
5233 if FShellTimer = 0 then
5234 begin
5235 if FShellType = SHELL_SHELL then
5236 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5237 GameVelX, GameVelY-2, SHELL_SHELL)
5238 else if FShellType = SHELL_DBLSHELL then
5239 begin
5240 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5241 GameVelX+1, GameVelY-2, SHELL_SHELL);
5242 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5243 GameVelX-1, GameVelY-2, SHELL_SHELL);
5244 end;
5245 FShellTimer := -1;
5246 end else Dec(FShellTimer);
5248 if (FBFGFireCounter > -1) then
5249 if FBFGFireCounter = 0 then
5250 begin
5251 if AnyServer then
5252 begin
5253 wx := FObj.X+WEAPONPOINT[FDirection].X;
5254 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5255 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5256 yd := wy+firediry();
5257 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5258 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5259 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5260 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5261 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5262 end;
5264 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5265 FBFGFireCounter := -1;
5266 end else
5267 if FNoReload then
5268 FBFGFireCounter := 0
5269 else
5270 Dec(FBFGFireCounter);
5272 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5273 begin
5274 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5276 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5277 end;
5279 if (headwater or blockmon) then
5280 begin
5281 Dec(FAir);
5283 if FAir < -9 then
5284 begin
5285 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5286 FAir := 0;
5287 end
5288 else if (FAir mod 31 = 0) and not blockmon then
5289 begin
5290 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5291 if Random(2) = 0 then
5292 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5293 else
5294 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5295 end;
5296 end else if FAir < AIR_DEF then
5297 FAir := AIR_DEF;
5299 if FFireTime > 0 then
5300 begin
5301 if BodyInLiquid(0, 0) then
5302 begin
5303 FFireTime := 0;
5304 FFirePainTime := 0;
5305 end
5306 else if FMegaRulez[MR_SUIT] >= gTime then
5307 begin
5308 if FMegaRulez[MR_SUIT] = gTime then
5309 FFireTime := 1;
5310 FFirePainTime := 0;
5311 end
5312 else
5313 begin
5314 OnFireFlame(1);
5315 if FFirePainTime <= 0 then
5316 begin
5317 if g_Game_IsServer then
5318 Damage(2, FFireAttacker, 0, 0, HIT_FLAME);
5319 FFirePainTime := 12 - FFireTime div 12;
5320 end;
5321 FFirePainTime := FFirePainTime - 1;
5322 FFireTime := FFireTime - 1;
5323 if ((FFireTime mod 33) = 0) and (FMegaRulez[MR_INVUL] < gTime) then
5324 FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
5325 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5326 MH_SEND_PlayerStats(FUID);
5327 end;
5328 end;
5330 if FDamageBuffer > 0 then
5331 begin
5332 if FDamageBuffer >= 9 then
5333 begin
5334 SetAction(A_PAIN);
5336 if FDamageBuffer < 30 then i := 9
5337 else if FDamageBuffer < 100 then i := 18
5338 else i := 27;
5339 end;
5341 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5342 FArmor := FArmor-(FDamageBuffer-ii);
5343 FHealth := FHealth-ii;
5344 if FArmor < 0 then
5345 begin
5346 FHealth := FHealth+FArmor;
5347 FArmor := 0;
5348 end;
5350 if AnyServer then
5351 if FHealth <= 0 then
5352 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5353 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5354 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5356 if FAlive and ((FLastHit <> HIT_FLAME) or (FFireTime <= 0)) then
5357 begin
5358 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5359 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5360 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5361 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5362 end;
5364 FDamageBuffer := 0;
5365 end;
5367 {CollideItem();}
5368 end; // if FAlive then ...
5370 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5371 begin
5372 FModel.ChangeAnimation(FActionAnim, FActionForce);
5373 FModel.GetCurrentAnimation.MinLength := i;
5374 FModel.GetCurrentAnimationMask.MinLength := i;
5375 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5377 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5378 then SetAction(A_STAND, True);
5380 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5382 for b := Low(FKeys) to High(FKeys) do
5383 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5384 end;
5387 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5388 begin
5389 x := FObj.X+PLAYER_RECT.X;
5390 y := FObj.Y+PLAYER_RECT.Y;
5391 w := PLAYER_RECT.Width;
5392 h := PLAYER_RECT.Height;
5393 end;
5396 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5397 begin
5398 if (dx <> 0) or (dy <> 0) then
5399 begin
5400 FObj.X += dx;
5401 FObj.Y += dy;
5402 positionChanged();
5403 end;
5404 end;
5407 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5408 begin
5409 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5410 FObj.Y+PLAYER_RECT.Y,
5411 PLAYER_RECT.Width,
5412 PLAYER_RECT.Height,
5413 X, Y,
5414 Width, Height);
5415 end;
5417 function TPlayer.Collide(Panel: TPanel): Boolean;
5418 begin
5419 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5420 FObj.Y+PLAYER_RECT.Y,
5421 PLAYER_RECT.Width,
5422 PLAYER_RECT.Height,
5423 Panel.X, Panel.Y,
5424 Panel.Width, Panel.Height);
5425 end;
5427 function TPlayer.Collide(X, Y: Integer): Boolean;
5428 begin
5429 X := X-FObj.X-PLAYER_RECT.X;
5430 Y := Y-FObj.Y-PLAYER_RECT.Y;
5431 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5432 (y >= 0) and (y <= PLAYER_RECT.Height);
5433 end;
5435 function g_Player_ValidName(Name: string): Boolean;
5436 var
5437 a: Integer;
5438 begin
5439 Result := True;
5441 if gPlayers = nil then Exit;
5443 for a := 0 to High(gPlayers) do
5444 if gPlayers[a] <> nil then
5445 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5446 begin
5447 Result := False;
5448 Exit;
5449 end;
5450 end;
5452 procedure TPlayer.SetDirection(Direction: TDirection);
5453 var
5454 d: TDirection;
5455 begin
5456 d := FModel.Direction;
5458 FModel.Direction := Direction;
5459 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5461 FDirection := Direction;
5462 end;
5464 function TPlayer.GetKeys(): Byte;
5465 begin
5466 Result := 0;
5468 if R_KEY_RED in FRulez then Result := KEY_RED;
5469 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5470 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5472 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5473 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5474 end;
5476 procedure TPlayer.Use();
5477 var
5478 a: Integer;
5479 begin
5480 if FTime[T_USE] > gTime then Exit;
5482 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5483 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5485 for a := 0 to High(gPlayers) do
5486 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5487 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5488 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5489 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5490 begin
5491 gPlayers[a].Touch();
5492 if g_Game_IsNet and g_Game_IsServer then
5493 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5494 end;
5496 FTime[T_USE] := gTime+120;
5497 end;
5499 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5500 var
5501 locObj: TObj;
5502 F: Boolean;
5503 WX, WY, XD, YD: Integer;
5504 begin
5505 F := False;
5506 WX := X;
5507 WY := Y;
5508 XD := AX;
5509 YD := AY;
5511 case FCurrWeap of
5512 WEAPON_KASTET:
5513 begin
5514 DoPunch();
5515 if R_BERSERK in FRulez then
5516 begin
5517 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5518 locobj.X := FObj.X+FObj.Rect.X;
5519 locobj.Y := FObj.Y+FObj.Rect.Y;
5520 locobj.rect.X := 0;
5521 locobj.rect.Y := 0;
5522 locobj.rect.Width := 39;
5523 locobj.rect.Height := 52;
5524 locobj.Vel.X := (xd-wx) div 2;
5525 locobj.Vel.Y := (yd-wy) div 2;
5526 locobj.Accel.X := xd-wx;
5527 locobj.Accel.y := yd-wy;
5529 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5530 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5531 else
5532 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5534 if gFlash = 1 then
5535 if FPain < 50 then
5536 FPain := min(FPain + 25, 50);
5537 end else
5538 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5539 end;
5541 WEAPON_SAW:
5542 begin
5543 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5544 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5545 begin
5546 FSawSoundSelect.Stop();
5547 FSawSound.Stop();
5548 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5549 end
5550 else if not FSawSoundHit.IsPlaying() then
5551 begin
5552 FSawSoundSelect.Stop();
5553 FSawSound.PlayAt(FObj.X, FObj.Y);
5554 end;
5555 f := True;
5556 end;
5558 WEAPON_PISTOL:
5559 begin
5560 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5561 FFireAngle := FAngle;
5562 f := True;
5563 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5564 GameVelX, GameVelY-2, SHELL_BULLET);
5565 end;
5567 WEAPON_SHOTGUN1:
5568 begin
5569 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5570 FFireAngle := FAngle;
5571 f := True;
5572 FShellTimer := 10;
5573 FShellType := SHELL_SHELL;
5574 end;
5576 WEAPON_SHOTGUN2:
5577 begin
5578 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5579 FFireAngle := FAngle;
5580 f := True;
5581 FShellTimer := 13;
5582 FShellType := SHELL_DBLSHELL;
5583 end;
5585 WEAPON_CHAINGUN:
5586 begin
5587 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5588 FFireAngle := FAngle;
5589 f := True;
5590 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5591 GameVelX, GameVelY-2, SHELL_BULLET);
5592 end;
5594 WEAPON_ROCKETLAUNCHER:
5595 begin
5596 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5597 FFireAngle := FAngle;
5598 f := True;
5599 end;
5601 WEAPON_PLASMA:
5602 begin
5603 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5604 FFireAngle := FAngle;
5605 f := True;
5606 end;
5608 WEAPON_BFG:
5609 begin
5610 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5611 FFireAngle := FAngle;
5612 f := True;
5613 end;
5615 WEAPON_SUPERPULEMET:
5616 begin
5617 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5618 FFireAngle := FAngle;
5619 f := True;
5620 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5621 GameVelX, GameVelY-2, SHELL_SHELL);
5622 end;
5624 WEAPON_FLAMETHROWER:
5625 begin
5626 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5627 FlamerOn;
5628 FFireAngle := FAngle;
5629 f := True;
5630 end;
5631 end;
5633 if not f then Exit;
5635 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5636 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5637 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5638 end;
5640 procedure TPlayer.DoLerp(Level: Integer = 2);
5641 begin
5642 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5643 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5644 end;
5646 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5647 var
5648 AX, AY: Integer;
5649 begin
5650 FXTo := XTo;
5651 FYTo := YTo;
5652 if FJustTeleported or (NetInterpLevel < 1) then
5653 begin
5654 FObj.X := XTo;
5655 FObj.Y := YTo;
5656 if FJustTeleported then
5657 begin
5658 FObj.oldX := FObj.X;
5659 FObj.oldY := FObj.Y;
5660 end;
5661 end
5662 else
5663 begin
5664 AX := Abs(FXTo - FObj.X);
5665 AY := Abs(FYTo - FObj.Y);
5666 if (AX > 32) or (AX <= NetInterpLevel) then
5667 FObj.X := FXTo;
5668 if (AY > 32) or (AY <= NetInterpLevel) then
5669 FObj.Y := FYTo;
5670 end;
5671 end;
5673 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5674 begin
5675 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5676 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5677 PANEL_LIFTUP, False) then Result := -1
5678 else
5679 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5680 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5681 PANEL_LIFTDOWN, False) then Result := 1
5682 else Result := 0;
5683 end;
5685 function TPlayer.GetFlag(Flag: Byte): Boolean;
5686 var
5687 s, ts: String;
5688 evtype, a: Byte;
5689 begin
5690 Result := False;
5692 if Flag = FLAG_NONE then
5693 Exit;
5695 if not g_Game_IsServer then Exit;
5697 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5698 if (Flag = FTeam) and
5699 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5700 (FFlag <> FLAG_NONE) then
5701 begin
5702 if FFlag = FLAG_RED then
5703 s := _lc[I_PLAYER_FLAG_RED]
5704 else
5705 s := _lc[I_PLAYER_FLAG_BLUE];
5707 evtype := FLAG_STATE_SCORED;
5709 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5710 Insert('.', ts, Length(ts) + 1 - 3);
5711 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5713 g_Map_ResetFlag(FFlag);
5714 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5716 if ((Self = gPlayer1) or (Self = gPlayer2)
5717 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5718 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5719 a := 0
5720 else
5721 a := 1;
5723 if not sound_cap_flag[a].IsPlaying() then
5724 sound_cap_flag[a].Play();
5726 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5728 Result := True;
5729 if g_Game_IsNet then
5730 begin
5731 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5732 MH_SEND_GameStats;
5733 end;
5735 gFlags[FFlag].CaptureTime := 0;
5736 SetFlag(FLAG_NONE);
5737 Exit;
5738 end;
5740 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5741 if (Flag = FTeam) and
5742 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5743 begin
5744 if Flag = FLAG_RED then
5745 s := _lc[I_PLAYER_FLAG_RED]
5746 else
5747 s := _lc[I_PLAYER_FLAG_BLUE];
5749 evtype := FLAG_STATE_RETURNED;
5750 gFlags[Flag].CaptureTime := 0;
5752 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5754 g_Map_ResetFlag(Flag);
5755 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5757 if ((Self = gPlayer1) or (Self = gPlayer2)
5758 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5759 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5760 a := 0
5761 else
5762 a := 1;
5764 if not sound_ret_flag[a].IsPlaying() then
5765 sound_ret_flag[a].Play();
5767 Result := True;
5768 if g_Game_IsNet then
5769 begin
5770 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5771 MH_SEND_GameStats;
5772 end;
5773 Exit;
5774 end;
5776 // Ïîäîáðàë ÷óæîé ôëàã:
5777 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5778 begin
5779 SetFlag(Flag);
5781 if Flag = FLAG_RED then
5782 s := _lc[I_PLAYER_FLAG_RED]
5783 else
5784 s := _lc[I_PLAYER_FLAG_BLUE];
5786 evtype := FLAG_STATE_CAPTURED;
5788 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5790 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5792 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5794 if ((Self = gPlayer1) or (Self = gPlayer2)
5795 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5796 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5797 a := 0
5798 else
5799 a := 1;
5801 if not sound_get_flag[a].IsPlaying() then
5802 sound_get_flag[a].Play();
5804 Result := True;
5805 if g_Game_IsNet then
5806 begin
5807 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5808 MH_SEND_GameStats;
5809 end;
5810 end;
5811 end;
5813 procedure TPlayer.SetFlag(Flag: Byte);
5814 begin
5815 FFlag := Flag;
5816 if FModel <> nil then
5817 FModel.SetFlag(FFlag);
5818 end;
5820 function TPlayer.TryDropFlag(): Boolean;
5821 begin
5822 if LongBool(gGameSettings.Options and GAME_OPTION_ALLOWDROPFLAG) then
5823 Result := DropFlag(False, LongBool(gGameSettings.Options and GAME_OPTION_THROWFLAG))
5824 else
5825 Result := False;
5826 end;
5828 function TPlayer.DropFlag(Silent: Boolean = True; DoThrow: Boolean = False): Boolean;
5829 var
5830 s: String;
5831 a: Byte;
5832 xv, yv: Integer;
5833 begin
5834 Result := False;
5835 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5836 Exit;
5837 FTime[T_FLAGCAP] := gTime + 2000;
5838 with gFlags[FFlag] do
5839 begin
5840 Obj.X := FObj.X;
5841 Obj.Y := FObj.Y;
5842 Direction := FDirection;
5843 State := FLAG_STATE_DROPPED;
5844 Count := FLAG_TIME;
5845 if DoThrow then
5846 begin
5847 xv := FObj.Vel.X + IfThen(Direction = TDirection.D_RIGHT, 10, -10);
5848 yv := FObj.Vel.Y - 2;
5849 end
5850 else
5851 begin
5852 xv := (FObj.Vel.X div 2);
5853 yv := (FObj.Vel.Y div 2) - 2;
5854 end;
5855 g_Obj_Push(@Obj, xv, yv);
5857 positionChanged(); // this updates spatial accelerators
5859 if FFlag = FLAG_RED then
5860 s := _lc[I_PLAYER_FLAG_RED]
5861 else
5862 s := _lc[I_PLAYER_FLAG_BLUE];
5864 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5865 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5867 if ((Self = gPlayer1) or (Self = gPlayer2)
5868 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5869 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5870 a := 0
5871 else
5872 a := 1;
5874 if (not Silent) and (not sound_lost_flag[a].IsPlaying()) then
5875 sound_lost_flag[a].Play();
5877 if g_Game_IsNet then
5878 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5879 end;
5880 SetFlag(FLAG_NONE);
5881 Result := True;
5882 end;
5884 procedure TPlayer.GetSecret();
5885 begin
5886 if (self = gPlayer1) or (self = gPlayer2) then
5887 begin
5888 g_Console_Add(Format(_lc[I_PLAYER_SECRET], [FName]), True);
5889 g_Sound_PlayEx('SOUND_GAME_SECRET');
5890 end;
5891 Inc(FSecrets);
5892 end;
5894 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5895 begin
5896 Assert(Key <= High(FKeys));
5898 FKeys[Key].Pressed := True;
5899 FKeys[Key].Time := Time;
5900 end;
5902 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5903 begin
5904 Result := FKeys[K].Pressed;
5905 end;
5907 procedure TPlayer.ReleaseKeys();
5908 var
5909 a: Integer;
5910 begin
5911 for a := Low(FKeys) to High(FKeys) do
5912 begin
5913 FKeys[a].Pressed := False;
5914 FKeys[a].Time := 0;
5915 end;
5916 end;
5918 procedure TPlayer.OnDamage(Angle: SmallInt);
5919 begin
5920 end;
5922 function TPlayer.firediry(): Integer;
5923 begin
5924 if FKeys[KEY_UP].Pressed then Result := -42
5925 else if FKeys[KEY_DOWN].Pressed then Result := 19
5926 else Result := 0;
5927 end;
5929 procedure TPlayer.RememberState();
5930 var
5931 i: Integer;
5932 SavedState: TPlayerSavedState;
5933 begin
5934 SavedState.Health := FHealth;
5935 SavedState.Armor := FArmor;
5936 SavedState.Air := FAir;
5937 SavedState.JetFuel := FJetFuel;
5938 SavedState.CurrWeap := FCurrWeap;
5939 SavedState.NextWeap := FNextWeap;
5940 SavedState.NextWeapDelay := FNextWeapDelay;
5941 for i := Low(FWeapon) to High(FWeapon) do
5942 SavedState.Weapon[i] := FWeapon[i];
5943 for i := Low(FAmmo) to High(FAmmo) do
5944 SavedState.Ammo[i] := FAmmo[i];
5945 for i := Low(FMaxAmmo) to High(FMaxAmmo) do
5946 SavedState.MaxAmmo[i] := FMaxAmmo[i];
5947 SavedState.Rulez := FRulez - [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5949 FSavedStateNum := -1;
5950 for i := Low(SavedStates) to High(SavedStates) do
5951 if not SavedStates[i].Used then
5952 begin
5953 FSavedStateNum := i;
5954 break;
5955 end;
5956 if FSavedStateNum < 0 then
5957 begin
5958 SetLength(SavedStates, Length(SavedStates) + 1);
5959 FSavedStateNum := High(SavedStates);
5960 end;
5962 SavedState.Used := True;
5963 SavedStates[FSavedStateNum] := SavedState;
5964 end;
5966 procedure TPlayer.RecallState();
5967 var
5968 i: Integer;
5969 SavedState: TPlayerSavedState;
5970 begin
5971 if(FSavedStateNum < 0) or (FSavedStateNum > High(SavedStates)) then
5972 Exit;
5974 SavedState := SavedStates[FSavedStateNum];
5975 SavedStates[FSavedStateNum].Used := False;
5976 FSavedStateNum := -1;
5978 FHealth := SavedState.Health;
5979 FArmor := SavedState.Armor;
5980 FAir := SavedState.Air;
5981 FJetFuel := SavedState.JetFuel;
5982 FCurrWeap := SavedState.CurrWeap;
5983 FNextWeap := SavedState.NextWeap;
5984 FNextWeapDelay := SavedState.NextWeapDelay;
5985 for i := Low(FWeapon) to High(FWeapon) do
5986 FWeapon[i] := SavedState.Weapon[i];
5987 for i := Low(FAmmo) to High(FAmmo) do
5988 FAmmo[i] := SavedState.Ammo[i];
5989 for i := Low(FMaxAmmo) to High(FMaxAmmo) do
5990 FMaxAmmo[i] := SavedState.MaxAmmo[i];
5991 FRulez := SavedState.Rulez;
5993 if gGameSettings.GameType = GT_SERVER then
5994 MH_SEND_PlayerStats(FUID);
5995 end;
5997 procedure TPlayer.SaveState (st: TStream);
5998 var
5999 i: Integer;
6000 b: Byte;
6001 begin
6002 // Ñèãíàòóðà èãðîêà
6003 utils.writeSign(st, 'PLYR');
6004 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
6005 // Áîò èëè ÷åëîâåê
6006 utils.writeBool(st, FIamBot);
6007 // UID èãðîêà
6008 utils.writeInt(st, Word(FUID));
6009 // Èìÿ èãðîêà
6010 utils.writeStr(st, FName);
6011 // Êîìàíäà
6012 utils.writeInt(st, Byte(FTeam));
6013 // Æèâ ëè
6014 utils.writeBool(st, FAlive);
6015 // Èçðàñõîäîâàë ëè âñå æèçíè
6016 utils.writeBool(st, FNoRespawn);
6017 // Íàïðàâëåíèå
6018 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
6019 utils.writeInt(st, Byte(b));
6020 // Çäîðîâüå
6021 utils.writeInt(st, LongInt(FHealth));
6022 // Êîýôôèöèåíò èíâàëèäíîñòè
6023 utils.writeInt(st, LongInt(FHandicap));
6024 // Æèçíè
6025 utils.writeInt(st, Byte(FLives));
6026 // Áðîíÿ
6027 utils.writeInt(st, LongInt(FArmor));
6028 // Çàïàñ âîçäóõà
6029 utils.writeInt(st, LongInt(FAir));
6030 // Çàïàñ ãîðþ÷åãî
6031 utils.writeInt(st, LongInt(FJetFuel));
6032 // Áîëü
6033 utils.writeInt(st, LongInt(FPain));
6034 // Óáèë
6035 utils.writeInt(st, LongInt(FKills));
6036 // Óáèë ìîíñòðîâ
6037 utils.writeInt(st, LongInt(FMonsterKills));
6038 // Ôðàãîâ
6039 utils.writeInt(st, LongInt(FFrags));
6040 // Ôðàãîâ ïîäðÿä
6041 utils.writeInt(st, Byte(FFragCombo));
6042 // Âðåìÿ ïîñëåäíåãî ôðàãà
6043 utils.writeInt(st, LongWord(FLastFrag));
6044 // Ñìåðòåé
6045 utils.writeInt(st, LongInt(FDeath));
6046 // Êàêîé ôëàã íåñåò
6047 utils.writeInt(st, Byte(FFlag));
6048 // Íàøåë ñåêðåòîâ
6049 utils.writeInt(st, LongInt(FSecrets));
6050 // Òåêóùåå îðóæèå
6051 utils.writeInt(st, Byte(FCurrWeap));
6052 // Æåëàåìîå îðóæèå
6053 utils.writeInt(st, Word(FNextWeap));
6054 // ...è ïàóçà
6055 utils.writeInt(st, Byte(FNextWeapDelay));
6056 // Âðåìÿ çàðÿäêè BFG
6057 utils.writeInt(st, SmallInt(FBFGFireCounter));
6058 // Áóôåð óðîíà
6059 utils.writeInt(st, LongInt(FDamageBuffer));
6060 // Ïîñëåäíèé óäàðèâøèé
6061 utils.writeInt(st, Word(FLastSpawnerUID));
6062 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6063 utils.writeInt(st, Byte(FLastHit));
6064 // Îáúåêò èãðîêà
6065 Obj_SaveState(st, @FObj);
6066 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6067 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
6068 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6069 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
6070 // Íàëè÷èå îðóæèÿ
6071 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
6072 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6073 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
6074 // Íàëè÷èå ðþêçàêà
6075 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
6076 // Íàëè÷èå êðàñíîãî êëþ÷à
6077 utils.writeBool(st, (R_KEY_RED in FRulez));
6078 // Íàëè÷èå çåëåíîãî êëþ÷à
6079 utils.writeBool(st, (R_KEY_GREEN in FRulez));
6080 // Íàëè÷èå ñèíåãî êëþ÷à
6081 utils.writeBool(st, (R_KEY_BLUE in FRulez));
6082 // Íàëè÷èå áåðñåðêà
6083 utils.writeBool(st, (R_BERSERK in FRulez));
6084 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6085 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
6086 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6087 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
6088 // Íàçâàíèå ìîäåëè
6089 utils.writeStr(st, FModel.Name);
6090 // Öâåò ìîäåëè
6091 utils.writeInt(st, Byte(FColor.R));
6092 utils.writeInt(st, Byte(FColor.G));
6093 utils.writeInt(st, Byte(FColor.B));
6094 end;
6097 procedure TPlayer.LoadState (st: TStream);
6098 var
6099 i: Integer;
6100 str: String;
6101 b: Byte;
6102 begin
6103 assert(st <> nil);
6105 // Ñèãíàòóðà èãðîêà
6106 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
6107 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
6108 // Áîò èëè ÷åëîâåê:
6109 FIamBot := utils.readBool(st);
6110 // UID èãðîêà
6111 FUID := utils.readWord(st);
6112 // Èìÿ èãðîêà
6113 str := utils.readStr(st);
6114 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6115 // Êîìàíäà
6116 FTeam := utils.readByte(st);
6117 // Æèâ ëè
6118 FAlive := utils.readBool(st);
6119 // Èçðàñõîäîâàë ëè âñå æèçíè
6120 FNoRespawn := utils.readBool(st);
6121 // Íàïðàâëåíèå
6122 b := utils.readByte(st);
6123 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6124 // Çäîðîâüå
6125 FHealth := utils.readLongInt(st);
6126 // Êîýôôèöèåíò èíâàëèäíîñòè
6127 FHandicap := utils.readLongInt(st);
6128 // Æèçíè
6129 FLives := utils.readByte(st);
6130 // Áðîíÿ
6131 FArmor := utils.readLongInt(st);
6132 // Çàïàñ âîçäóõà
6133 FAir := utils.readLongInt(st);
6134 // Çàïàñ ãîðþ÷åãî
6135 FJetFuel := utils.readLongInt(st);
6136 // Áîëü
6137 FPain := utils.readLongInt(st);
6138 // Óáèë
6139 FKills := utils.readLongInt(st);
6140 // Óáèë ìîíñòðîâ
6141 FMonsterKills := utils.readLongInt(st);
6142 // Ôðàãîâ
6143 FFrags := utils.readLongInt(st);
6144 // Ôðàãîâ ïîäðÿä
6145 FFragCombo := utils.readByte(st);
6146 // Âðåìÿ ïîñëåäíåãî ôðàãà
6147 FLastFrag := utils.readLongWord(st);
6148 // Ñìåðòåé
6149 FDeath := utils.readLongInt(st);
6150 // Êàêîé ôëàã íåñåò
6151 FFlag := utils.readByte(st);
6152 // Íàøåë ñåêðåòîâ
6153 FSecrets := utils.readLongInt(st);
6154 // Òåêóùåå îðóæèå
6155 FCurrWeap := utils.readByte(st);
6156 // Æåëàåìîå îðóæèå
6157 FNextWeap := utils.readWord(st);
6158 // ...è ïàóçà
6159 FNextWeapDelay := utils.readByte(st);
6160 // Âðåìÿ çàðÿäêè BFG
6161 FBFGFireCounter := utils.readSmallInt(st);
6162 // Áóôåð óðîíà
6163 FDamageBuffer := utils.readLongInt(st);
6164 // Ïîñëåäíèé óäàðèâøèé
6165 FLastSpawnerUID := utils.readWord(st);
6166 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6167 FLastHit := utils.readByte(st);
6168 // Îáúåêò èãðîêà
6169 Obj_LoadState(@FObj, st);
6170 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6171 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6172 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6173 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6174 // Íàëè÷èå îðóæèÿ
6175 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6176 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6177 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6178 // Íàëè÷èå ðþêçàêà
6179 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6180 // Íàëè÷èå êðàñíîãî êëþ÷à
6181 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6182 // Íàëè÷èå çåëåíîãî êëþ÷à
6183 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6184 // Íàëè÷èå ñèíåãî êëþ÷à
6185 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6186 // Íàëè÷èå áåðñåðêà
6187 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6188 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6189 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6190 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6191 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6192 // Íàçâàíèå ìîäåëè
6193 str := utils.readStr(st);
6194 // Öâåò ìîäåëè
6195 FColor.R := utils.readByte(st);
6196 FColor.G := utils.readByte(st);
6197 FColor.B := utils.readByte(st);
6198 if (self = gPlayer1) then
6199 begin
6200 str := gPlayer1Settings.Model;
6201 FColor := gPlayer1Settings.Color;
6202 end
6203 else if (self = gPlayer2) then
6204 begin
6205 str := gPlayer2Settings.Model;
6206 FColor := gPlayer2Settings.Color;
6207 end;
6208 // Îáíîâëÿåì ìîäåëü èãðîêà
6209 SetModel(str);
6210 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6211 FModel.Color := TEAMCOLOR[FTeam]
6212 else
6213 FModel.Color := FColor;
6214 end;
6217 procedure TPlayer.AllRulez(Health: Boolean);
6218 var
6219 a: Integer;
6220 begin
6221 if Health then
6222 begin
6223 FHealth := PLAYER_HP_LIMIT;
6224 FArmor := PLAYER_AP_LIMIT;
6225 Exit;
6226 end;
6228 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6229 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6230 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6231 end;
6233 procedure TPlayer.RestoreHealthArmor();
6234 begin
6235 FHealth := PLAYER_HP_LIMIT;
6236 FArmor := PLAYER_AP_LIMIT;
6237 end;
6239 procedure TPlayer.FragCombo();
6240 var
6241 Param: Integer;
6242 begin
6243 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6244 Exit;
6245 if gTime - FLastFrag < FRAG_COMBO_TIME then
6246 begin
6247 if FFragCombo < 5 then
6248 Inc(FFragCombo);
6249 Param := FUID or (FFragCombo shl 16);
6250 if (FComboEvnt >= Low(gDelayedEvents)) and
6251 (FComboEvnt <= High(gDelayedEvents)) and
6252 gDelayedEvents[FComboEvnt].Pending and
6253 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6254 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6255 begin
6256 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6257 gDelayedEvents[FComboEvnt].DENum := Param;
6258 end
6259 else
6260 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6261 end
6262 else
6263 FFragCombo := 1;
6265 FLastFrag := gTime;
6266 end;
6268 procedure TPlayer.GiveItem(ItemType: Byte);
6269 begin
6270 case ItemType of
6271 ITEM_SUIT:
6272 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6273 begin
6274 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6275 end;
6277 ITEM_OXYGEN:
6278 if FAir < AIR_MAX then
6279 begin
6280 FAir := AIR_MAX;
6281 end;
6283 ITEM_MEDKIT_BLACK:
6284 begin
6285 if not (R_BERSERK in FRulez) then
6286 begin
6287 Include(FRulez, R_BERSERK);
6288 if FBFGFireCounter < 1 then
6289 begin
6290 FCurrWeap := WEAPON_KASTET;
6291 resetWeaponQueue();
6292 FModel.SetWeapon(WEAPON_KASTET);
6293 end;
6294 if gFlash <> 0 then
6295 Inc(FPain, 100);
6296 FBerserk := gTime+30000;
6297 end;
6298 if FHealth < PLAYER_HP_SOFT then
6299 begin
6300 FHealth := PLAYER_HP_SOFT;
6301 FBerserk := gTime+30000;
6302 end;
6303 end;
6305 ITEM_INVUL:
6306 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6307 begin
6308 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6309 FSpawnInvul := 0;
6310 end;
6312 ITEM_INVIS:
6313 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6314 begin
6315 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6316 end;
6318 ITEM_JETPACK:
6319 if FJetFuel < JET_MAX then
6320 begin
6321 FJetFuel := JET_MAX;
6322 end;
6324 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6325 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6327 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6328 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6330 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6331 ITEM_SPHERE_WHITE:
6332 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6333 begin
6334 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6335 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6336 end;
6338 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6339 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6340 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6341 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6342 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6343 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6344 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6345 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6346 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6348 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6349 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6350 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6351 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6352 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6353 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6354 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6355 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6356 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6358 ITEM_AMMO_BACKPACK:
6359 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6360 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6361 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6362 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6363 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6364 begin
6365 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6366 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6367 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6368 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6369 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6371 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6372 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6373 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6374 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6376 FRulez := FRulez + [R_ITEM_BACKPACK];
6377 end;
6379 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6380 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6381 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6383 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6384 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6386 else
6387 Exit;
6388 end;
6389 if g_Game_IsNet and g_Game_IsServer then
6390 MH_SEND_PlayerStats(FUID);
6391 end;
6393 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6394 var
6395 id, i: DWORD;
6396 Anim: TAnimation;
6397 begin
6398 if (Random(5) = 1) and (Times = 1) then
6399 Exit;
6401 if BodyInLiquid(0, 0) then
6402 begin
6403 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6404 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6405 if Random(2) = 0 then
6406 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6407 else
6408 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6409 Exit;
6410 end;
6412 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6413 begin
6414 for i := 1 to Times do
6415 begin
6416 Anim := TAnimation.Create(id, False, 3);
6417 Anim.Alpha := 150;
6418 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6419 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6420 Anim.Free();
6421 end;
6422 end;
6423 end;
6425 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6426 var
6427 id, i: DWORD;
6428 Anim: TAnimation;
6429 begin
6430 if (Random(10) = 1) and (Times = 1) then
6431 Exit;
6433 if g_Frames_Get(id, 'FRAMES_FLAME') then
6434 begin
6435 for i := 1 to Times do
6436 begin
6437 Anim := TAnimation.Create(id, False, 3);
6438 Anim.Alpha := 0;
6439 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6440 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6441 Anim.Free();
6442 end;
6443 end;
6444 end;
6446 procedure TPlayer.PauseSounds(Enable: Boolean);
6447 begin
6448 FSawSound.Pause(Enable);
6449 FSawSoundIdle.Pause(Enable);
6450 FSawSoundHit.Pause(Enable);
6451 FSawSoundSelect.Pause(Enable);
6452 FFlameSoundOn.Pause(Enable);
6453 FFlameSoundOff.Pause(Enable);
6454 FFlameSoundWork.Pause(Enable);
6455 FJetSoundFly.Pause(Enable);
6456 FJetSoundOn.Pause(Enable);
6457 FJetSoundOff.Pause(Enable);
6458 end;
6460 { T C o r p s e : }
6462 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6463 begin
6464 g_Obj_Init(@FObj);
6465 FObj.X := X;
6466 FObj.Y := Y;
6467 FObj.Rect := PLAYER_CORPSERECT;
6468 FModelName := ModelName;
6469 FMess := aMess;
6471 if FMess then
6472 begin
6473 FState := CORPSE_STATE_MESS;
6474 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6475 end
6476 else
6477 begin
6478 FState := CORPSE_STATE_NORMAL;
6479 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6480 end;
6481 end;
6483 destructor TCorpse.Destroy();
6484 begin
6485 FAnimation.Free();
6487 inherited;
6488 end;
6490 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6492 procedure TCorpse.positionChanged (); inline; begin end;
6494 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6495 begin
6496 if (dx <> 0) or (dy <> 0) then
6497 begin
6498 FObj.X += dx;
6499 FObj.Y += dy;
6500 positionChanged();
6501 end;
6502 end;
6505 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6506 begin
6507 x := FObj.X+PLAYER_CORPSERECT.X;
6508 y := FObj.Y+PLAYER_CORPSERECT.Y;
6509 w := PLAYER_CORPSERECT.Width;
6510 h := PLAYER_CORPSERECT.Height;
6511 end;
6514 procedure TCorpse.Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer);
6515 var
6516 pm: TPlayerModel;
6517 Blood: TModelBlood;
6518 begin
6519 if FState = CORPSE_STATE_REMOVEME then
6520 Exit;
6522 FDamage := FDamage + Value;
6524 if FDamage > 150 then
6525 begin
6526 if FAnimation <> nil then
6527 begin
6528 FAnimation.Free();
6529 FAnimation := nil;
6531 FState := CORPSE_STATE_REMOVEME;
6533 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6534 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6535 FModelName, FColor);
6536 // Çâóê ìÿñà îò òðóïà:
6537 pm := g_PlayerModel_Get(FModelName);
6538 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6539 pm.Free;
6541 // Çëîâåùèé ñìåõ:
6542 if (gBodyKillEvent <> -1)
6543 and gDelayedEvents[gBodyKillEvent].Pending then
6544 gDelayedEvents[gBodyKillEvent].Pending := False;
6545 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, SpawnerUID);
6546 end;
6547 end
6548 else
6549 begin
6550 Blood := g_PlayerModel_GetBlood(FModelName);
6551 FObj.Vel.X := FObj.Vel.X + vx;
6552 FObj.Vel.Y := FObj.Vel.Y + vy;
6553 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6554 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6555 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6556 Blood.R, Blood.G, Blood.B, Blood.Kind);
6557 end;
6558 end;
6560 procedure TCorpse.Draw();
6561 var
6562 fX, fY: Integer;
6563 begin
6564 if FState = CORPSE_STATE_REMOVEME then
6565 Exit;
6567 FObj.lerp(gLerpFactor, fX, fY);
6569 if FAnimation <> nil then
6570 FAnimation.Draw(fX, fY, TMirrorType.None);
6572 if FAnimationMask <> nil then
6573 begin
6574 e_Colors := FColor;
6575 FAnimationMask.Draw(fX, fY, TMirrorType.None);
6576 e_Colors.R := 255;
6577 e_Colors.G := 255;
6578 e_Colors.B := 255;
6579 end;
6580 end;
6582 procedure TCorpse.Update();
6583 var
6584 st: Word;
6585 begin
6586 if FState = CORPSE_STATE_REMOVEME then
6587 Exit;
6589 FObj.oldX := FObj.X;
6590 FObj.oldY := FObj.Y;
6592 if gTime mod (GAME_TICK*2) <> 0 then
6593 begin
6594 g_Obj_Move(@FObj, True, True, True);
6595 positionChanged(); // this updates spatial accelerators
6596 Exit;
6597 end;
6599 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6600 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6602 st := g_Obj_Move(@FObj, True, True, True);
6603 positionChanged(); // this updates spatial accelerators
6605 if WordBool(st and MOVE_FALLOUT) then
6606 begin
6607 FState := CORPSE_STATE_REMOVEME;
6608 Exit;
6609 end;
6611 if FAnimation <> nil then
6612 FAnimation.Update();
6613 if FAnimationMask <> nil then
6614 FAnimationMask.Update();
6615 end;
6618 procedure TCorpse.SaveState (st: TStream);
6619 var
6620 anim: Boolean;
6621 begin
6622 assert(st <> nil);
6624 // Ñèãíàòóðà òðóïà
6625 utils.writeSign(st, 'CORP');
6626 utils.writeInt(st, Byte(0));
6627 // Ñîñòîÿíèå
6628 utils.writeInt(st, Byte(FState));
6629 // Íàêîïëåííûé óðîí
6630 utils.writeInt(st, Byte(FDamage));
6631 // Öâåò
6632 utils.writeInt(st, Byte(FColor.R));
6633 utils.writeInt(st, Byte(FColor.G));
6634 utils.writeInt(st, Byte(FColor.B));
6635 // Îáúåêò òðóïà
6636 Obj_SaveState(st, @FObj);
6637 utils.writeInt(st, Word(FPlayerUID));
6638 // Åñòü ëè àíèìàöèÿ
6639 anim := (FAnimation <> nil);
6640 utils.writeBool(st, anim);
6641 // Åñëè åñòü - ñîõðàíÿåì
6642 if anim then FAnimation.SaveState(st);
6643 // Åñòü ëè ìàñêà àíèìàöèè
6644 anim := (FAnimationMask <> nil);
6645 utils.writeBool(st, anim);
6646 // Åñëè åñòü - ñîõðàíÿåì
6647 if anim then FAnimationMask.SaveState(st);
6648 end;
6651 procedure TCorpse.LoadState (st: TStream);
6652 var
6653 anim: Boolean;
6654 begin
6655 assert(st <> nil);
6657 // Ñèãíàòóðà òðóïà
6658 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6659 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6660 // Ñîñòîÿíèå
6661 FState := utils.readByte(st);
6662 // Íàêîïëåííûé óðîí
6663 FDamage := utils.readByte(st);
6664 // Öâåò
6665 FColor.R := utils.readByte(st);
6666 FColor.G := utils.readByte(st);
6667 FColor.B := utils.readByte(st);
6668 // Îáúåêò òðóïà
6669 Obj_LoadState(@FObj, st);
6670 FPlayerUID := utils.readWord(st);
6671 // Åñòü ëè àíèìàöèÿ
6672 anim := utils.readBool(st);
6673 // Åñëè åñòü - çàãðóæàåì
6674 if anim then
6675 begin
6676 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6677 FAnimation.LoadState(st);
6678 end;
6679 // Åñòü ëè ìàñêà àíèìàöèè
6680 anim := utils.readBool(st);
6681 // Åñëè åñòü - çàãðóæàåì
6682 if anim then
6683 begin
6684 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6685 FAnimationMask.LoadState(st);
6686 end;
6687 end;
6689 { T B o t : }
6691 constructor TBot.Create();
6692 var
6693 a: Integer;
6694 begin
6695 inherited Create();
6697 FPhysics := True;
6698 FSpectator := False;
6699 FGhost := False;
6701 FIamBot := True;
6703 Inc(gNumBots);
6705 for a := WP_FIRST to WP_LAST do
6706 begin
6707 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6708 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6709 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6710 end;
6711 end;
6713 destructor TBot.Destroy();
6714 begin
6715 Dec(gNumBots);
6716 inherited Destroy();
6717 end;
6719 procedure TBot.Draw();
6720 begin
6721 inherited Draw();
6723 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6724 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6725 end;
6727 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6728 begin
6729 inherited Respawn(Silent, Force);
6731 FAIFlags := nil;
6732 FSelectedWeapon := FCurrWeap;
6733 resetWeaponQueue();
6734 FTargetUID := 0;
6735 end;
6737 procedure TBot.UpdateCombat();
6738 type
6739 TTarget = record
6740 UID: Word;
6741 X, Y: Integer;
6742 Rect: TRectWH;
6743 cX, cY: Integer;
6744 Dist: Word;
6745 Line: Boolean;
6746 Visible: Boolean;
6747 IsPlayer: Boolean;
6748 end;
6750 TTargetRecord = array of TTarget;
6752 function Compare(a, b: TTarget): Integer;
6753 begin
6754 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6755 Result := -1
6756 else
6757 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6758 Result := 1
6759 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6760 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6761 begin
6762 if a.Dist > b.Dist then // B áëèæå
6763 Result := 1
6764 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6765 Result := -1;
6766 end
6767 else // Ñòðàííî -> A
6768 Result := -1;
6769 end;
6771 var
6772 a, x1, y1, x2, y2: Integer;
6773 targets: TTargetRecord;
6774 ammo: Word;
6775 Target, BestTarget: TTarget;
6776 firew, fireh: Integer;
6777 angle: SmallInt;
6778 mon: TMonster;
6779 pla, tpla: TPlayer;
6780 vsPlayer, vsMonster, ok: Boolean;
6783 function monsUpdate (mon: TMonster): Boolean;
6784 begin
6785 result := false; // don't stop
6786 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6787 begin
6788 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6790 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6791 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6793 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6794 if g_TraceVector(x1, y1, x2, y2) then
6795 begin
6796 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6797 SetLength(targets, Length(targets)+1);
6798 with targets[High(targets)] do
6799 begin
6800 UID := mon.UID;
6801 X := mon.Obj.X;
6802 Y := mon.Obj.Y;
6803 cX := x2;
6804 cY := y2;
6805 Rect := mon.Obj.Rect;
6806 Dist := g_PatchLength(x1, y1, x2, y2);
6807 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6808 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6809 Visible := True;
6810 IsPlayer := False;
6811 end;
6812 end;
6813 end;
6814 end;
6816 begin
6817 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6818 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6820 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6821 if FCurrWeap <> FSelectedWeapon then
6822 NextWeapon();
6824 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6825 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6826 begin
6827 RemoveAIFlag('NEEDFIRE');
6829 case FCurrWeap of
6830 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6831 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6832 else PressKey(KEY_FIRE);
6833 end;
6834 end;
6836 // Êîîðäèíàòû ñòâîëà:
6837 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6838 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6840 Target.UID := FTargetUID;
6842 ok := False;
6843 if Target.UID <> 0 then
6844 begin // Öåëü åñòü - íàñòðàèâàåì
6845 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6846 vsPlayer then
6847 begin // Èãðîê
6848 tpla := g_Player_Get(Target.UID);
6849 if tpla <> nil then
6850 with tpla do
6851 begin
6852 if (@FObj) <> nil then
6853 begin
6854 Target.X := FObj.X;
6855 Target.Y := FObj.Y;
6856 end;
6857 end;
6859 Target.cX := Target.X + PLAYER_RECT_CX;
6860 Target.cY := Target.Y + PLAYER_RECT_CY;
6861 Target.Rect := PLAYER_RECT;
6862 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6863 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6864 (y1-4 > Target.Y+PLAYER_RECT.Y);
6865 Target.IsPlayer := True;
6866 ok := True;
6867 end
6868 else
6869 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6870 vsMonster then
6871 begin // Ìîíñòð
6872 mon := g_Monsters_ByUID(Target.UID);
6873 if mon <> nil then
6874 begin
6875 Target.X := mon.Obj.X;
6876 Target.Y := mon.Obj.Y;
6878 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6879 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6880 Target.Rect := mon.Obj.Rect;
6881 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6882 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6883 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6884 Target.IsPlayer := False;
6885 ok := True;
6886 end;
6887 end;
6888 end;
6890 if not ok then
6891 begin // Öåëè íåò - îáíóëÿåì
6892 Target.X := 0;
6893 Target.Y := 0;
6894 Target.cX := 0;
6895 Target.cY := 0;
6896 Target.Visible := False;
6897 Target.Line := False;
6898 Target.IsPlayer := False;
6899 end;
6901 targets := nil;
6903 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6904 if (not Target.Line) or (not Target.Visible) then
6905 begin
6906 // Èãðîêè:
6907 if vsPlayer then
6908 for a := 0 to High(gPlayers) do
6909 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6910 (gPlayers[a].FUID <> FUID) and
6911 (not SameTeam(FUID, gPlayers[a].FUID)) and
6912 (not gPlayers[a].NoTarget) and
6913 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6914 begin
6915 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6916 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6917 Continue;
6919 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6920 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6922 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6923 if g_TraceVector(x1, y1, x2, y2) then
6924 begin
6925 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6926 SetLength(targets, Length(targets)+1);
6927 with targets[High(targets)] do
6928 begin
6929 UID := gPlayers[a].FUID;
6930 X := gPlayers[a].FObj.X;
6931 Y := gPlayers[a].FObj.Y;
6932 cX := x2;
6933 cY := y2;
6934 Rect := PLAYER_RECT;
6935 Dist := g_PatchLength(x1, y1, x2, y2);
6936 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6937 (y1-4 > Target.Y+PLAYER_RECT.Y);
6938 Visible := True;
6939 IsPlayer := True;
6940 end;
6941 end;
6942 end;
6944 // Ìîíñòðû:
6945 if vsMonster then g_Mons_ForEach(monsUpdate);
6946 end;
6948 // Åñëè åñòü âîçìîæíûå öåëè:
6949 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6950 if targets <> nil then
6951 begin
6952 // Âûáèðàåì íàèëó÷øóþ öåëü:
6953 BestTarget := targets[0];
6954 if Length(targets) > 1 then
6955 for a := 1 to High(targets) do
6956 if Compare(BestTarget, targets[a]) = 1 then
6957 BestTarget := targets[a];
6959 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6960 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6961 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6962 begin
6963 Target := BestTarget;
6965 if (Healthy() = 3) or ((Healthy() = 2)) then
6966 begin // Åñëè çäîðîâû - äîãîíÿåì
6967 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6968 SetAIFlag('GORIGHT', '1');
6969 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6970 SetAIFlag('GOLEFT', '1');
6971 end
6972 else
6973 begin // Åñëè ïîáèòû - óáåãàåì
6974 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6975 SetAIFlag('GORIGHT', '1');
6976 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6977 SetAIFlag('GOLEFT', '1');
6978 end;
6980 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6981 SelectWeapon(Abs(x1-Target.cX));
6982 end;
6983 end;
6985 // Åñëè åñòü öåëü:
6986 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6987 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6988 if Target.UID <> 0 then
6989 begin
6990 if not TargetOnScreen(Target.X + Target.Rect.X,
6991 Target.Y + Target.Rect.Y) then
6992 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6993 if (Healthy() = 3) or ((Healthy() = 2)) then
6994 begin // Åñëè çäîðîâû - äîãîíÿåì
6995 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6996 SetAIFlag('GORIGHT', '1');
6997 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6998 SetAIFlag('GOLEFT', '1');
6999 end
7000 else
7001 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
7002 Target.UID := 0;
7003 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
7004 SetAIFlag('GORIGHT', '1');
7005 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7006 SetAIFlag('GOLEFT', '1');
7007 end;
7008 end
7009 else
7010 begin // Öåëü ïîêà íà "ýêðàíå"
7011 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
7012 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
7013 FLastVisible := gTime;
7014 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
7015 if (Abs(FObj.Y-Target.Y) <= 128) then
7016 begin
7017 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7018 SetAIFlag('GORIGHT', '1');
7019 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7020 SetAIFlag('GOLEFT', '1');
7021 end;
7022 end;
7024 // Âûáèðàåì óãîë ââåðõ:
7025 if FDirection = TDirection.D_LEFT then
7026 angle := ANGLE_LEFTUP
7027 else
7028 angle := ANGLE_RIGHTUP;
7030 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7031 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7033 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7034 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7035 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
7036 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7037 Target.Rect.Width, Target.Rect.Height) and
7038 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7039 begin // òî íóæíî ñòðåëÿòü ââåðõ
7040 SetAIFlag('NEEDFIRE', '1');
7041 SetAIFlag('NEEDSEEUP', '1');
7042 end;
7044 // Âûáèðàåì óãîë âíèç:
7045 if FDirection = TDirection.D_LEFT then
7046 angle := ANGLE_LEFTDOWN
7047 else
7048 angle := ANGLE_RIGHTDOWN;
7050 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7051 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7053 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7054 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7055 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7056 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7057 Target.Rect.Width, Target.Rect.Height) and
7058 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7059 begin // òî íóæíî ñòðåëÿòü âíèç
7060 SetAIFlag('NEEDFIRE', '1');
7061 SetAIFlag('NEEDSEEDOWN', '1');
7062 end;
7064 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7065 if Target.Visible and
7066 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
7067 (y1-4 > Target.Y+Target.Rect.Y) then
7068 begin
7069 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7070 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
7071 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7072 begin // òî íóæíî ñòðåëÿòü âïåðåä
7073 SetAIFlag('NEEDFIRE', '1');
7074 SetAIFlag('NEEDSEEDOWN', '');
7075 SetAIFlag('NEEDSEEUP', '');
7076 end;
7077 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7078 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
7079 if GetRnd(FDifficult.CloseJump) then
7080 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7081 if Abs(FObj.X-Target.X) < 128 then
7082 a := 4
7083 else
7084 a := 30;
7085 if Random(a) = 0 then
7086 SetAIFlag('NEEDJUMP', '1');
7087 end;
7088 end;
7090 // Åñëè öåëü âñå åùå åñòü:
7091 if Target.UID <> 0 then
7092 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
7093 Target.UID := 0 // òî çàáûòü öåëü
7094 else // Åñëè âèäåëè íåäàâíî
7095 begin // íî öåëü óáèëè
7096 if Target.IsPlayer then
7097 begin // Öåëü - èãðîê
7098 pla := g_Player_Get(Target.UID);
7099 if (pla = nil) or (not pla.alive) or pla.NoTarget or
7100 (pla.FMegaRulez[MR_INVIS] >= gTime) then
7101 Target.UID := 0; // òî çàáûòü öåëü
7102 end
7103 else
7104 begin // Öåëü - ìîíñòð
7105 mon := g_Monsters_ByUID(Target.UID);
7106 if (mon = nil) or (not mon.alive) then
7107 Target.UID := 0; // òî çàáûòü öåëü
7108 end;
7109 end;
7110 end; // if Target.UID <> 0
7112 FTargetUID := Target.UID;
7114 // Åñëè âîçìîæíûõ öåëåé íåò:
7115 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7116 if targets = nil then
7117 if GetAIFlag('ATTACKLEFT') <> '' then
7118 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7119 RemoveAIFlag('ATTACKLEFT');
7121 SetAIFlag('NEEDJUMP', '1');
7123 if RunDirection() = TDirection.D_RIGHT then
7124 begin // Èäåì íå â òó ñòîðîíó
7125 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7126 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7127 SetAIFlag('NEEDFIRE', '1');
7128 SetAIFlag('GOLEFT', '1');
7129 end;
7130 end
7131 else
7132 begin // Èäåì â íóæíóþ ñòîðîíó
7133 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7134 SetAIFlag('NEEDFIRE', '1');
7135 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7136 SetAIFlag('GORIGHT', '1');
7137 end;
7138 end
7139 else
7140 if GetAIFlag('ATTACKRIGHT') <> '' then
7141 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7142 RemoveAIFlag('ATTACKRIGHT');
7144 SetAIFlag('NEEDJUMP', '1');
7146 if RunDirection() = TDirection.D_LEFT then
7147 begin // Èäåì íå â òó ñòîðîíó
7148 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7149 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7150 SetAIFlag('NEEDFIRE', '1');
7151 SetAIFlag('GORIGHT', '1');
7152 end;
7153 end
7154 else
7155 begin
7156 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7157 SetAIFlag('NEEDFIRE', '1');
7158 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7159 SetAIFlag('GOLEFT', '1');
7160 end;
7161 end;
7163 //HACK! (does it belongs there?)
7164 RealizeCurrentWeapon();
7166 // Åñëè åñòü âîçìîæíûå öåëè:
7167 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7168 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7169 for a := 0 to High(targets) do
7170 begin
7171 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7172 if GetRnd(FDifficult.DiagFire) then
7173 begin
7174 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7175 if FDirection = TDirection.D_LEFT then
7176 angle := ANGLE_LEFTUP
7177 else
7178 angle := ANGLE_RIGHTUP;
7180 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7181 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7183 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7184 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7185 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7186 targets[a].Rect.Width, targets[a].Rect.Height) and
7187 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7188 begin
7189 SetAIFlag('NEEDFIRE', '1');
7190 SetAIFlag('NEEDSEEUP', '1');
7191 end;
7193 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7194 if FDirection = TDirection.D_LEFT then
7195 angle := ANGLE_LEFTDOWN
7196 else
7197 angle := ANGLE_RIGHTDOWN;
7199 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7200 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7202 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7203 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7204 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7205 targets[a].Rect.Width, targets[a].Rect.Height) and
7206 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7207 begin
7208 SetAIFlag('NEEDFIRE', '1');
7209 SetAIFlag('NEEDSEEDOWN', '1');
7210 end;
7211 end;
7213 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7214 if targets[a].Line and targets[a].Visible and
7215 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7216 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7217 begin
7218 SetAIFlag('NEEDFIRE', '1');
7219 Break;
7220 end;
7221 end;
7223 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7224 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7225 PLAYER_RECT.Width, PLAYER_RECT.Height,
7226 40+GetInterval(FDifficult.Cover, 40)) then
7227 SetAIFlag('NEEDJUMP', '1');
7229 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7230 ammo := GetAmmoByWeapon(FCurrWeap);
7231 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7232 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7233 (ammo = 0) then
7234 SetAIFlag('SELECTWEAPON', '1');
7236 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7237 if GetAIFlag('SELECTWEAPON') = '1' then
7238 begin
7239 SelectWeapon(-1);
7240 RemoveAIFlag('SELECTWEAPON');
7241 end;
7242 end;
7244 procedure TBot.Update();
7245 var
7246 EnableAI: Boolean;
7247 begin
7248 if not FAlive then
7249 begin // Respawn
7250 ReleaseKeys();
7251 PressKey(KEY_UP);
7252 end
7253 else
7254 begin
7255 EnableAI := True;
7257 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7258 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7259 EnableAI := False;
7260 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7261 EnableAI := False;
7262 if g_debug_BotAIOff = 3 then
7263 EnableAI := False;
7265 if EnableAI then
7266 begin
7267 UpdateMove();
7268 UpdateCombat();
7269 end
7270 else
7271 begin
7272 RealizeCurrentWeapon();
7273 end;
7274 end;
7276 inherited Update();
7277 end;
7279 procedure TBot.ReleaseKey(Key: Byte);
7280 begin
7281 with FKeys[Key] do
7282 begin
7283 Pressed := False;
7284 Time := 0;
7285 end;
7286 end;
7288 function TBot.KeyPressed(Key: Word): Boolean;
7289 begin
7290 Result := FKeys[Key].Pressed;
7291 end;
7293 function TBot.GetAIFlag(aName: String20): String20;
7294 var
7295 a: Integer;
7296 begin
7297 Result := '';
7299 aName := LowerCase(aName);
7301 if FAIFlags <> nil then
7302 for a := 0 to High(FAIFlags) do
7303 if LowerCase(FAIFlags[a].Name) = aName then
7304 begin
7305 Result := FAIFlags[a].Value;
7306 Break;
7307 end;
7308 end;
7310 procedure TBot.RemoveAIFlag(aName: String20);
7311 var
7312 a, b: Integer;
7313 begin
7314 if FAIFlags = nil then Exit;
7316 aName := LowerCase(aName);
7318 for a := 0 to High(FAIFlags) do
7319 if LowerCase(FAIFlags[a].Name) = aName then
7320 begin
7321 if a <> High(FAIFlags) then
7322 for b := a to High(FAIFlags)-1 do
7323 FAIFlags[b] := FAIFlags[b+1];
7325 SetLength(FAIFlags, Length(FAIFlags)-1);
7326 Break;
7327 end;
7328 end;
7330 procedure TBot.SetAIFlag(aName, fValue: String20);
7331 var
7332 a: Integer;
7333 ok: Boolean;
7334 begin
7335 a := 0;
7336 ok := False;
7338 aName := LowerCase(aName);
7340 if FAIFlags <> nil then
7341 for a := 0 to High(FAIFlags) do
7342 if LowerCase(FAIFlags[a].Name) = aName then
7343 begin
7344 ok := True;
7345 Break;
7346 end;
7348 if ok then FAIFlags[a].Value := fValue
7349 else
7350 begin
7351 SetLength(FAIFlags, Length(FAIFlags)+1);
7352 with FAIFlags[High(FAIFlags)] do
7353 begin
7354 Name := aName;
7355 Value := fValue;
7356 end;
7357 end;
7358 end;
7360 procedure TBot.UpdateMove;
7362 procedure GoLeft(Time: Word = 1);
7363 begin
7364 ReleaseKey(KEY_LEFT);
7365 ReleaseKey(KEY_RIGHT);
7366 PressKey(KEY_LEFT, Time);
7367 SetDirection(TDirection.D_LEFT);
7368 end;
7370 procedure GoRight(Time: Word = 1);
7371 begin
7372 ReleaseKey(KEY_LEFT);
7373 ReleaseKey(KEY_RIGHT);
7374 PressKey(KEY_RIGHT, Time);
7375 SetDirection(TDirection.D_RIGHT);
7376 end;
7378 function Rnd(a: Word): Boolean;
7379 begin
7380 Result := Random(a) = 0;
7381 end;
7383 procedure Turn(Time: Word = 1200);
7384 begin
7385 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7386 end;
7388 procedure Stop();
7389 begin
7390 ReleaseKey(KEY_LEFT);
7391 ReleaseKey(KEY_RIGHT);
7392 end;
7394 function CanRunLeft(): Boolean;
7395 begin
7396 Result := not CollideLevel(-1, 0);
7397 end;
7399 function CanRunRight(): Boolean;
7400 begin
7401 Result := not CollideLevel(1, 0);
7402 end;
7404 function CanRun(): Boolean;
7405 begin
7406 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7407 end;
7409 procedure Jump(Time: Word = 30);
7410 begin
7411 PressKey(KEY_JUMP, Time);
7412 end;
7414 function NearHole(): Boolean;
7415 var
7416 x, sx: Integer;
7417 begin
7418 { TODO 5 : Ëåñòíèöû }
7419 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7420 for x := 1 to PLAYER_RECT.Width do
7421 if (not StayOnStep(x*sx, 0)) and
7422 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7423 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7424 begin
7425 Result := True;
7426 Exit;
7427 end;
7429 Result := False;
7430 end;
7432 function BorderHole(): Boolean;
7433 var
7434 x, sx, xx: Integer;
7435 begin
7436 { TODO 5 : Ëåñòíèöû }
7437 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7438 for x := 1 to PLAYER_RECT.Width do
7439 if (not StayOnStep(x*sx, 0)) and
7440 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7441 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7442 begin
7443 for xx := x to x+32 do
7444 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7445 begin
7446 Result := True;
7447 Exit;
7448 end;
7449 end;
7451 Result := False;
7452 end;
7454 function NearDeepHole(): Boolean;
7455 var
7456 x, sx, y: Integer;
7457 begin
7458 Result := False;
7460 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7461 y := 3;
7463 for x := 1 to PLAYER_RECT.Width do
7464 if (not StayOnStep(x*sx, 0)) and
7465 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7466 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7467 begin
7468 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7469 begin
7470 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7471 y := y+1;
7472 end;
7474 Result := True;
7475 end else Result := False;
7476 end;
7478 function OverDeepHole(): Boolean;
7479 var
7480 y: Integer;
7481 begin
7482 Result := False;
7484 y := 1;
7485 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7486 begin
7487 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7488 y := y+1;
7489 end;
7491 Result := True;
7492 end;
7494 function OnGround(): Boolean;
7495 begin
7496 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7497 end;
7499 function OnLadder(): Boolean;
7500 begin
7501 Result := FullInStep(0, 0);
7502 end;
7504 function BelowLadder(): Boolean;
7505 begin
7506 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7507 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7508 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7509 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7510 end;
7512 function BelowLiftUp(): Boolean;
7513 begin
7514 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7515 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7516 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7517 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7518 end;
7520 function OnTopLift(): Boolean;
7521 begin
7522 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7523 end;
7525 function CanJumpOver(): Boolean;
7526 var
7527 sx, y: Integer;
7528 begin
7529 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7531 Result := False;
7533 if not CollideLevel(sx, 0) then Exit;
7535 for y := 1 to BOT_MAXJUMP do
7536 if CollideLevel(0, -y) then Exit else
7537 if not CollideLevel(sx, -y) then
7538 begin
7539 Result := True;
7540 Exit;
7541 end;
7542 end;
7544 function CanJumpUp(Dist: ShortInt): Boolean;
7545 var
7546 y, yy: Integer;
7547 c: Boolean;
7548 begin
7549 Result := False;
7551 if CollideLevel(Dist, 0) then Exit;
7553 c := False;
7554 for y := 0 to BOT_MAXJUMP do
7555 if CollideLevel(Dist, -y) then
7556 begin
7557 c := True;
7558 Break;
7559 end;
7561 if not c then Exit;
7563 c := False;
7564 for yy := y+1 to BOT_MAXJUMP do
7565 if not CollideLevel(Dist, -yy) then
7566 begin
7567 c := True;
7568 Break;
7569 end;
7571 if not c then Exit;
7573 c := False;
7574 for y := 0 to BOT_MAXJUMP do
7575 if CollideLevel(0, -y) then
7576 begin
7577 c := True;
7578 Break;
7579 end;
7581 if c then Exit;
7583 if y < yy then Exit;
7585 Result := True;
7586 end;
7588 function IsSafeTrigger(): Boolean;
7589 var
7590 a: Integer;
7591 begin
7592 Result := True;
7593 if gTriggers = nil then
7594 Exit;
7595 for a := 0 to High(gTriggers) do
7596 if Collide(gTriggers[a].X,
7597 gTriggers[a].Y,
7598 gTriggers[a].Width,
7599 gTriggers[a].Height) and
7600 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7601 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7602 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7603 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7604 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7605 Result := False;
7606 end;
7608 begin
7609 // Âîçìîæíî, íàæèìàåì êíîïêó:
7610 if Rnd(16) and IsSafeTrigger() then
7611 PressKey(KEY_OPEN);
7613 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7614 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7615 begin
7616 ReleaseKey(KEY_LEFT);
7617 ReleaseKey(KEY_RIGHT);
7618 Jump();
7619 end;
7621 // Èäåì âëåâî, åñëè íàäî áûëî:
7622 if GetAIFlag('GOLEFT') <> '' then
7623 begin
7624 RemoveAIFlag('GOLEFT');
7625 if CanRunLeft() then
7626 GoLeft(360);
7627 end;
7629 // Èäåì âïðàâî, åñëè íàäî áûëî:
7630 if GetAIFlag('GORIGHT') <> '' then
7631 begin
7632 RemoveAIFlag('GORIGHT');
7633 if CanRunRight() then
7634 GoRight(360);
7635 end;
7637 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7638 if FObj.X < -32 then
7639 GoRight(360)
7640 else
7641 if FObj.X+32 > gMapInfo.Width then
7642 GoLeft(360);
7644 // Ïðûãàåì, åñëè íàäî áûëî:
7645 if GetAIFlag('NEEDJUMP') <> '' then
7646 begin
7647 Jump(0);
7648 RemoveAIFlag('NEEDJUMP');
7649 end;
7651 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7652 if GetAIFlag('NEEDSEEUP') <> '' then
7653 begin
7654 ReleaseKey(KEY_UP);
7655 ReleaseKey(KEY_DOWN);
7656 PressKey(KEY_UP, 20);
7657 RemoveAIFlag('NEEDSEEUP');
7658 end;
7660 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7661 if GetAIFlag('NEEDSEEDOWN') <> '' then
7662 begin
7663 ReleaseKey(KEY_UP);
7664 ReleaseKey(KEY_DOWN);
7665 PressKey(KEY_DOWN, 20);
7666 RemoveAIFlag('NEEDSEEDOWN');
7667 end;
7669 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7670 if GetAIFlag('GOINHOLE') <> '' then
7671 if not OnGround() then
7672 begin
7673 ReleaseKey(KEY_LEFT);
7674 ReleaseKey(KEY_RIGHT);
7675 RemoveAIFlag('GOINHOLE');
7676 SetAIFlag('FALLINHOLE', '1');
7677 end;
7679 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7680 if GetAIFlag('FALLINHOLE') <> '' then
7681 if OnGround() then
7682 RemoveAIFlag('FALLINHOLE');
7684 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7685 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7686 if GetAIFlag('FALLINHOLE') = '' then
7687 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7688 if Rnd(2) then
7689 GoLeft(360)
7690 else
7691 GoRight(360);
7693 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7694 if OnGround() and
7695 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7696 Rnd(8) then
7697 Jump();
7699 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7700 if OnGround() and NearHole() then
7701 if NearDeepHole() then // Åñëè ýòî áåçäíà
7702 case Random(6) of
7703 0..3: Turn(); // Áåæèì îáðàòíî
7704 4: Jump(); // Ïðûãàåì
7705 5: begin // Ïðûãàåì îáðàòíî
7706 Turn();
7707 Jump();
7708 end;
7709 end
7710 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7711 if GetAIFlag('GOINHOLE') = '' then
7712 case Random(6) of
7713 0: Turn(); // Íå íóæíî òóäà
7714 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7715 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7716 if BorderHole() then
7717 SetAIFlag('GOINHOLE', '1');
7718 end;
7720 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7721 if (not CanRun()) and OnGround() then
7722 begin
7723 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7724 if CanJumpOver() or OnLadder() then
7725 Jump()
7726 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7727 if Random(2) = 0 then
7728 begin
7729 if IsSafeTrigger() then
7730 PressKey(KEY_OPEN);
7731 end else
7732 Turn();
7733 end;
7735 // Îñòàëîñü ìàëî âîçäóõà:
7736 if FAir < 36 * 2 then
7737 Jump(20);
7739 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7740 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7741 if BodyInAcid(0, 0) then
7742 Jump();
7743 end;
7745 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7746 begin
7747 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7748 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7749 end;
7751 {function TBot.NeedItem(Item: Byte): Byte;
7752 begin
7753 Result := 4;
7754 end;}
7756 procedure TBot.SelectWeapon(Dist: Integer);
7757 var
7758 a: Integer;
7760 function HaveAmmo(weapon: Byte): Boolean;
7761 begin
7762 case weapon of
7763 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7764 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7765 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7766 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7767 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7768 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7769 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7770 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7771 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7772 else Result := True;
7773 end;
7774 end;
7776 begin
7777 if Dist = -1 then Dist := BOT_LONGDIST;
7779 if Dist > BOT_LONGDIST then
7780 begin // Äàëüíèé áîé
7781 for a := 0 to 9 do
7782 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7783 begin
7784 FSelectedWeapon := FDifficult.WeaponPrior[a];
7785 Break;
7786 end;
7787 end
7788 else //if Dist > BOT_UNSAFEDIST then
7789 begin // Áëèæíèé áîé
7790 for a := 0 to 9 do
7791 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7792 begin
7793 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7794 Break;
7795 end;
7796 end;
7797 { else
7798 begin
7799 for a := 0 to 9 do
7800 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7801 begin
7802 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7803 Break;
7804 end;
7805 end;}
7806 end;
7808 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7809 begin
7810 Result := inherited PickItem(ItemType, force, remove);
7812 if Result then SetAIFlag('SELECTWEAPON', '1');
7813 end;
7815 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7816 begin
7817 Result := inherited Heal(value, Soft);
7818 end;
7820 function TBot.Healthy(): Byte;
7821 begin
7822 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7823 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7824 else if (FHealth > 50) then Result := 2
7825 else if (FHealth > 20) then Result := 1
7826 else Result := 0;
7827 end;
7829 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7830 begin
7831 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7832 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7833 end;
7835 procedure TBot.OnDamage(Angle: SmallInt);
7836 var
7837 pla: TPlayer;
7838 mon: TMonster;
7839 ok: Boolean;
7840 begin
7841 inherited;
7843 if (Angle = 0) or (Angle = 180) then
7844 begin
7845 ok := False;
7846 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7847 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7848 begin // Èãðîê
7849 pla := g_Player_Get(FLastSpawnerUID);
7850 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7851 pla.FObj.Y + PLAYER_RECT.Y);
7852 end
7853 else
7854 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7855 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7856 begin // Ìîíñòð
7857 mon := g_Monsters_ByUID(FLastSpawnerUID);
7858 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7859 mon.Obj.Y + mon.Obj.Rect.Y);
7860 end;
7862 if ok then
7863 if Angle = 0 then
7864 SetAIFlag('ATTACKLEFT', '1')
7865 else
7866 SetAIFlag('ATTACKRIGHT', '1');
7867 end;
7868 end;
7870 function TBot.RunDirection(): TDirection;
7871 begin
7872 if Abs(Vel.X) >= 1 then
7873 begin
7874 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7875 end else
7876 Result := FDirection;
7877 end;
7879 function TBot.GetRnd(a: Byte): Boolean;
7880 begin
7881 if a = 0 then Result := False
7882 else if a = 255 then Result := True
7883 else Result := Random(256) > 255-a;
7884 end;
7886 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7887 begin
7888 Result := Round((255-a)/255*radius*(Random(2)-1));
7889 end;
7892 procedure TDifficult.save (st: TStream);
7893 begin
7894 utils.writeInt(st, Byte(DiagFire));
7895 utils.writeInt(st, Byte(InvisFire));
7896 utils.writeInt(st, Byte(DiagPrecision));
7897 utils.writeInt(st, Byte(FlyPrecision));
7898 utils.writeInt(st, Byte(Cover));
7899 utils.writeInt(st, Byte(CloseJump));
7900 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7901 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7902 end;
7904 procedure TDifficult.load (st: TStream);
7905 begin
7906 DiagFire := utils.readByte(st);
7907 InvisFire := utils.readByte(st);
7908 DiagPrecision := utils.readByte(st);
7909 FlyPrecision := utils.readByte(st);
7910 Cover := utils.readByte(st);
7911 CloseJump := utils.readByte(st);
7912 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7913 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7914 end;
7917 procedure TBot.SaveState (st: TStream);
7918 var
7919 i: Integer;
7920 dw: Integer;
7921 begin
7922 inherited SaveState(st);
7923 utils.writeSign(st, 'BOT0');
7924 // Âûáðàííîå îðóæèå
7925 utils.writeInt(st, Byte(FSelectedWeapon));
7926 // UID öåëè
7927 utils.writeInt(st, Word(FTargetUID));
7928 // Âðåìÿ ïîòåðè öåëè
7929 utils.writeInt(st, LongWord(FLastVisible));
7930 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7931 dw := Length(FAIFlags);
7932 utils.writeInt(st, LongInt(dw));
7933 // Ôëàãè ÈÈ
7934 for i := 0 to dw-1 do
7935 begin
7936 utils.writeStr(st, FAIFlags[i].Name, 20);
7937 utils.writeStr(st, FAIFlags[i].Value, 20);
7938 end;
7939 // Íàñòðîéêè ñëîæíîñòè
7940 FDifficult.save(st);
7941 end;
7944 procedure TBot.LoadState (st: TStream);
7945 var
7946 i: Integer;
7947 dw: Integer;
7948 begin
7949 inherited LoadState(st);
7950 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7951 // Âûáðàííîå îðóæèå
7952 FSelectedWeapon := utils.readByte(st);
7953 // UID öåëè
7954 FTargetUID := utils.readWord(st);
7955 // Âðåìÿ ïîòåðè öåëè
7956 FLastVisible := utils.readLongWord(st);
7957 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7958 dw := utils.readLongInt(st);
7959 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7960 SetLength(FAIFlags, dw);
7961 // Ôëàãè ÈÈ
7962 for i := 0 to dw-1 do
7963 begin
7964 FAIFlags[i].Name := utils.readStr(st, 20);
7965 FAIFlags[i].Value := utils.readStr(st, 20);
7966 end;
7967 // Íàñòðîéêè ñëîæíîñòè
7968 FDifficult.load(st);
7969 end;
7972 begin
7973 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7974 conRegVar('player_indicator', @gPlayerIndicator, 'Draw indicator only for current player, also for teammates, or not at all', 'Draw indicator only for current player, also for teammates, or not at all');
7975 conRegVar('player_indicator_style', @gPlayerIndicatorStyle, 'Visual appearance of indicator', 'Visual appearance of indicator');
7976 end.