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[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 {$M+}
18 unit g_player;
20 interface
22 uses
23 SysUtils, Classes,
24 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
25 e_graphics, g_playermodel, g_basic, g_textures,
26 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
27 g_panel;
29 const
30 KEY_LEFT = 1;
31 KEY_RIGHT = 2;
32 KEY_UP = 3;
33 KEY_DOWN = 4;
34 KEY_FIRE = 5;
35 KEY_NEXTWEAPON = 6;
36 KEY_PREVWEAPON = 7;
37 KEY_OPEN = 8;
38 KEY_JUMP = 9;
39 KEY_CHAT = 10;
41 R_ITEM_BACKPACK = 0;
42 R_KEY_RED = 1;
43 R_KEY_GREEN = 2;
44 R_KEY_BLUE = 3;
45 R_BERSERK = 4;
47 MR_SUIT = 0;
48 MR_INVUL = 1;
49 MR_INVIS = 2;
50 MR_MAX = 2;
52 A_BULLETS = 0;
53 A_SHELLS = 1;
54 A_ROCKETS = 2;
55 A_CELLS = 3;
56 A_FUEL = 4;
57 A_HIGH = 4;
59 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
63 K_SIMPLEKILL = 0;
64 K_HARDKILL = 1;
65 K_EXTRAHARDKILL = 2;
66 K_FALLKILL = 3;
68 T_RESPAWN = 0;
69 T_SWITCH = 1;
70 T_USE = 2;
71 T_FLAGCAP = 3;
73 TEAM_NONE = 0;
74 TEAM_RED = 1;
75 TEAM_BLUE = 2;
76 TEAM_COOP = 3;
78 SHELL_BULLET = 0;
79 SHELL_SHELL = 1;
80 SHELL_DBLSHELL = 2;
82 ANGLE_NONE = Low(SmallInt);
84 CORPSE_STATE_REMOVEME = 0;
85 CORPSE_STATE_NORMAL = 1;
86 CORPSE_STATE_MESS = 2;
88 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
89 PLAYER_RECT_CX = 15+(34 div 2);
90 PLAYER_RECT_CY = 12+(52 div 2);
91 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
93 PLAYER_HP_SOFT = 100;
94 PLAYER_HP_LIMIT = 200;
95 PLAYER_AP_SOFT = 100;
96 PLAYER_AP_LIMIT = 200;
97 SUICIDE_DAMAGE = 112;
99 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
100 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
102 type
103 TPlayerStat = record
104 Ping: Word;
105 Loss: Byte;
106 Name: String;
107 Team: Byte;
108 Frags: SmallInt;
109 Deaths: SmallInt;
110 Lives: Byte;
111 Kills: Word;
112 Color: TRGB;
113 Spectator: Boolean;
114 end;
116 TPlayerStatArray = Array of TPlayerStat;
118 TPlayerSavedState = record
119 Health: Integer;
120 Armor: Integer;
121 Air: Integer;
122 JetFuel: Integer;
123 CurrWeap: Byte;
124 NextWeap: WORD;
125 NextWeapDelay: Byte;
126 Ammo: Array [A_BULLETS..A_HIGH] of Word;
127 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
128 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
129 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
130 WaitRecall: Boolean;
131 end;
133 TKeyState = record
134 Pressed: Boolean;
135 Time: Word;
136 end;
138 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
139 private
140 FIamBot: Boolean;
141 FUID: Word;
142 FName: String;
143 FTeam: Byte;
144 FAlive: Boolean;
145 FSpawned: Boolean;
146 FDirection: TDirection;
147 FHealth: Integer;
148 FLives: Byte;
149 FArmor: Integer;
150 FAir: Integer;
151 FPain: Integer;
152 FPickup: Integer;
153 FKills: Integer;
154 FMonsterKills: Integer;
155 FFrags: Integer;
156 FFragCombo: Byte;
157 FLastFrag: LongWord;
158 FComboEvnt: Integer;
159 FDeath: Integer;
160 FCanJetpack: Boolean;
161 FJetFuel: Integer;
162 FFlag: Byte;
163 FSecrets: Integer;
164 FCurrWeap: Byte;
165 FNextWeap: WORD;
166 FNextWeapDelay: Byte; // frames
167 FBFGFireCounter: SmallInt;
168 FLastSpawnerUID: Word;
169 FLastHit: Byte;
170 FObj: TObj;
171 FXTo, FYTo: Integer;
172 FSpectatePlayer: Integer;
173 FFirePainTime: Integer;
174 FFireAttacker: Word;
176 FSavedState: TPlayerSavedState;
178 FModel: TPlayerModel;
179 FPunchAnim: TAnimation;
180 FActionPrior: Byte;
181 FActionAnim: Byte;
182 FActionForce: Boolean;
183 FActionChanged: Boolean;
184 FAngle: SmallInt;
185 FFireAngle: SmallInt;
186 FIncCam: Integer;
187 FShellTimer: Integer;
188 FShellType: Byte;
189 FSawSound: TPlayableSound;
190 FSawSoundIdle: TPlayableSound;
191 FSawSoundHit: TPlayableSound;
192 FSawSoundSelect: TPlayableSound;
193 FJetSoundOn: TPlayableSound;
194 FJetSoundOff: TPlayableSound;
195 FJetSoundFly: TPlayableSound;
196 FGodMode: Boolean;
197 FNoTarget: Boolean;
198 FNoReload: Boolean;
199 FJustTeleported: Boolean;
200 FNetTime: LongWord;
201 mEDamageType: Integer;
204 function CollideLevel(XInc, YInc: Integer): Boolean;
205 function StayOnStep(XInc, YInc: Integer): Boolean;
206 function HeadInLiquid(XInc, YInc: Integer): Boolean;
207 function BodyInLiquid(XInc, YInc: Integer): Boolean;
208 function BodyInAcid(XInc, YInc: Integer): Boolean;
209 function FullInLift(XInc, YInc: Integer): Integer;
210 {procedure CollideItem();}
211 procedure FlySmoke(Times: DWORD = 1);
212 procedure OnFireFlame(Times: DWORD = 1);
213 function GetAmmoByWeapon(Weapon: Byte): Word;
214 procedure SetAction(Action: Byte; Force: Boolean = False);
215 procedure OnDamage(Angle: SmallInt); virtual;
216 function firediry(): Integer;
217 procedure DoPunch();
219 procedure Run(Direction: TDirection);
220 procedure NextWeapon();
221 procedure PrevWeapon();
222 procedure SeeUp();
223 procedure SeeDown();
224 procedure Fire();
225 procedure Jump();
226 procedure Use();
228 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
229 procedure resetWeaponQueue ();
230 function hasAmmoForWeapon (weapon: Byte): Boolean;
232 procedure doDamage (v: Integer);
234 function followCorpse(): Boolean;
236 public
237 FDamageBuffer: Integer;
239 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
240 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
241 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
242 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
243 FBerserk: Integer;
244 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
245 FReloading: Array [WP_FIRST..WP_LAST] of Word;
246 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
247 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
248 FColor: TRGB;
249 FPreferredTeam: Byte;
250 FSpectator: Boolean;
251 FNoRespawn: Boolean;
252 FWantsInGame: Boolean;
253 FGhost: Boolean;
254 FPhysics: Boolean;
255 FJetpack: Boolean;
256 FActualModelName: string;
257 FClientID: SmallInt;
258 FPing: Word;
259 FLoss: Byte;
260 FDummy: Boolean;
261 FFireTime: Integer;
263 // debug: viewport offset
264 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
266 function isValidViewPort (): Boolean; inline;
268 constructor Create(); virtual;
269 destructor Destroy(); override;
270 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
271 function GetRespawnPoint(): Byte;
272 procedure PressKey(Key: Byte; Time: Word = 1);
273 procedure ReleaseKeys();
274 procedure SetModel(ModelName: String);
275 procedure SetColor(Color: TRGB);
276 procedure SetWeapon(W: Byte);
277 function IsKeyPressed(K: Byte): Boolean;
278 function GetKeys(): Byte;
279 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
280 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
281 function Collide(Panel: TPanel): Boolean; overload;
282 function Collide(X, Y: Integer): Boolean; overload;
283 procedure SetDirection(Direction: TDirection);
284 procedure GetSecret();
285 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
286 procedure Touch();
287 procedure Push(vx, vy: Integer);
288 procedure ChangeModel(ModelName: String);
289 procedure SwitchTeam;
290 procedure ChangeTeam(Team: Byte);
291 procedure BFGHit();
292 function GetFlag(Flag: Byte): Boolean;
293 procedure SetFlag(Flag: Byte);
294 function DropFlag(): Boolean;
295 procedure AllRulez(Health: Boolean);
296 procedure RestoreHealthArmor();
297 procedure FragCombo();
298 procedure GiveItem(ItemType: Byte);
299 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
300 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
301 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
302 procedure MakeBloodSimple(Count: Word);
303 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
304 procedure Reset(Force: Boolean);
305 procedure Spectate(NoMove: Boolean = False);
306 procedure SwitchNoClip;
307 procedure SoftReset();
308 procedure Draw(); virtual;
309 procedure DrawPain();
310 procedure DrawPickup();
311 procedure DrawRulez();
312 procedure DrawAim();
313 procedure DrawIndicator();
314 procedure DrawBubble();
315 procedure DrawGUI();
316 procedure Update(); virtual;
317 procedure RememberState();
318 procedure RecallState();
319 procedure SaveState (st: TStream); virtual;
320 procedure LoadState (st: TStream); virtual;
321 procedure PauseSounds(Enable: Boolean);
322 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
323 procedure DoLerp(Level: Integer = 2);
324 procedure SetLerp(XTo, YTo: Integer);
325 procedure QueueWeaponSwitch(Weapon: Byte);
326 procedure RealizeCurrentWeapon();
327 procedure JetpackOn;
328 procedure JetpackOff;
329 procedure CatchFire(Attacker: Word);
331 //WARNING! this does nothing for now, but still call it!
332 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
334 procedure getMapBox (out x, y, w, h: Integer); inline;
335 procedure moveBy (dx, dy: Integer); inline;
337 public
338 property Vel: TPoint2i read FObj.Vel;
339 property Obj: TObj read FObj;
341 property Name: String read FName write FName;
342 property Model: TPlayerModel read FModel;
343 property Health: Integer read FHealth write FHealth;
344 property Lives: Byte read FLives write FLives;
345 property Armor: Integer read FArmor write FArmor;
346 property Air: Integer read FAir write FAir;
347 property JetFuel: Integer read FJetFuel write FJetFuel;
348 property Frags: Integer read FFrags write FFrags;
349 property Death: Integer read FDeath write FDeath;
350 property Kills: Integer read FKills write FKills;
351 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
352 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
353 property Secrets: Integer read FSecrets;
354 property GodMode: Boolean read FGodMode write FGodMode;
355 property NoTarget: Boolean read FNoTarget write FNoTarget;
356 property NoReload: Boolean read FNoReload write FNoReload;
357 property alive: Boolean read FAlive write FAlive;
358 property Flag: Byte read FFlag;
359 property Team: Byte read FTeam write FTeam;
360 property Direction: TDirection read FDirection;
361 property GameX: Integer read FObj.X write FObj.X;
362 property GameY: Integer read FObj.Y write FObj.Y;
363 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
364 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
365 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
366 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
367 property IncCam: Integer read FIncCam write FIncCam;
368 property UID: Word read FUID write FUID;
369 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
370 property NetTime: LongWord read FNetTime write FNetTime;
372 published
373 property eName: String read FName write FName;
374 property eHealth: Integer read FHealth write FHealth;
375 property eLives: Byte read FLives write FLives;
376 property eArmor: Integer read FArmor write FArmor;
377 property eAir: Integer read FAir write FAir;
378 property eJetFuel: Integer read FJetFuel write FJetFuel;
379 property eFrags: Integer read FFrags write FFrags;
380 property eDeath: Integer read FDeath write FDeath;
381 property eKills: Integer read FKills write FKills;
382 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
383 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
384 property eSecrets: Integer read FSecrets write FSecrets;
385 property eGodMode: Boolean read FGodMode write FGodMode;
386 property eNoTarget: Boolean read FNoTarget write FNoTarget;
387 property eNoReload: Boolean read FNoReload write FNoReload;
388 property eAlive: Boolean read FAlive write FAlive;
389 property eFlag: Byte read FFlag;
390 property eTeam: Byte read FTeam write FTeam;
391 property eDirection: TDirection read FDirection;
392 property eGameX: Integer read FObj.X write FObj.X;
393 property eGameY: Integer read FObj.Y write FObj.Y;
394 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
395 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
396 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
397 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
398 property eIncCam: Integer read FIncCam write FIncCam;
399 property eUID: Word read FUID;
400 property eJustTeleported: Boolean read FJustTeleported;
401 property eNetTime: LongWord read FNetTime;
403 // set this before assigning something to `eDamage`
404 property eDamageType: Integer read mEDamageType write mEDamageType;
405 property eDamage: Integer write doDamage;
406 end;
408 TDifficult = record
409 public
410 DiagFire: Byte;
411 InvisFire: Byte;
412 DiagPrecision: Byte;
413 FlyPrecision: Byte;
414 Cover: Byte;
415 CloseJump: Byte;
416 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
417 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
418 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
420 public
421 procedure save (st: TStream);
422 procedure load (st: TStream);
423 end;
425 TAIFlag = record
426 Name: String;
427 Value: String;
428 end;
430 TBot = class(TPlayer)
431 private
432 FSelectedWeapon: Byte;
433 FTargetUID: Word;
434 FLastVisible: DWORD;
435 FAIFlags: Array of TAIFlag;
436 FDifficult: TDifficult;
438 function GetRnd(a: Byte): Boolean;
439 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
440 function RunDirection(): TDirection;
441 function FullInStep(XInc, YInc: Integer): Boolean;
442 //function NeedItem(Item: Byte): Byte;
443 procedure SelectWeapon(Dist: Integer);
444 procedure SetAIFlag(aName, fValue: String20);
445 function GetAIFlag(aName: String20): String20;
446 procedure RemoveAIFlag(aName: String20);
447 function Healthy(): Byte;
448 procedure UpdateMove();
449 procedure UpdateCombat();
450 function KeyPressed(Key: Word): Boolean;
451 procedure ReleaseKey(Key: Byte);
452 function TargetOnScreen(TX, TY: Integer): Boolean;
453 procedure OnDamage(Angle: SmallInt); override;
455 public
456 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
457 constructor Create(); override;
458 destructor Destroy(); override;
459 procedure Draw(); override;
460 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
461 function Heal(value: Word; Soft: Boolean): Boolean; override;
462 procedure Update(); override;
463 procedure SaveState (st: TStream); override;
464 procedure LoadState (st: TStream); override;
465 end;
467 PGib = ^TGib;
468 TGib = record
469 alive: Boolean;
470 ID: DWORD;
471 MaskID: DWORD;
472 RAngle: Integer;
473 Color: TRGB;
474 Obj: TObj;
476 procedure getMapBox (out x, y, w, h: Integer); inline;
477 procedure moveBy (dx, dy: Integer); inline;
479 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
480 end;
483 PShell = ^TShell;
484 TShell = record
485 SpriteID: DWORD;
486 alive: Boolean;
487 SType: Byte;
488 RAngle: Integer;
489 Timeout: Cardinal;
490 CX, CY: Integer;
491 Obj: TObj;
493 procedure getMapBox (out x, y, w, h: Integer); inline;
494 procedure moveBy (dx, dy: Integer); inline;
496 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
497 end;
499 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
500 private
501 FModelName: String;
502 FMess: Boolean;
503 FState: Byte;
504 FDamage: Byte;
505 FColor: TRGB;
506 FObj: TObj;
507 FPlayerUID: Word;
508 FAnimation: TAnimation;
509 FAnimationMask: TAnimation;
511 public
512 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
513 destructor Destroy(); override;
514 procedure Damage(Value: Word; vx, vy: Integer);
515 procedure Update();
516 procedure Draw();
517 procedure SaveState (st: TStream);
518 procedure LoadState (st: TStream);
520 procedure getMapBox (out x, y, w, h: Integer); inline;
521 procedure moveBy (dx, dy: Integer); inline;
523 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
525 function ObjPtr (): PObj; inline;
527 property Obj: TObj read FObj; // copies object
528 property State: Byte read FState;
529 property Mess: Boolean read FMess;
530 end;
532 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
533 record
534 Goals: SmallInt;
535 end;
537 var
538 gPlayers: Array of TPlayer;
539 gCorpses: Array of TCorpse;
540 gGibs: Array of TGib;
541 gShells: Array of TShell;
542 gTeamStat: TTeamStat;
543 gFly: Boolean = False;
544 gAimLine: Boolean = False;
545 gChatBubble: Byte = 0;
546 gPlayerIndicator: Boolean = True;
547 gNumBots: Word = 0;
548 gLMSPID1: Word = 0;
549 gLMSPID2: Word = 0;
550 MAX_RUNVEL: Integer = 8;
551 VEL_JUMP: Integer = 10;
552 SHELL_TIMEOUT: Cardinal = 60000;
554 function Lerp(X, Y, Factor: Integer): Integer;
556 procedure g_Gibs_SetMax(Count: Word);
557 function g_Gibs_GetMax(): Word;
558 procedure g_Corpses_SetMax(Count: Word);
559 function g_Corpses_GetMax(): Word;
560 procedure g_Shells_SetMax(Count: Word);
561 function g_Shells_GetMax(): Word;
563 procedure g_Player_Init();
564 procedure g_Player_Free();
565 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
566 function g_Player_CreateFromState (st: TStream): Word;
567 procedure g_Player_Remove(UID: Word);
568 procedure g_Player_ResetTeams();
569 procedure g_Player_UpdateAll();
570 procedure g_Player_DrawAll();
571 procedure g_Player_DrawDebug(p: TPlayer);
572 procedure g_Player_DrawHealth();
573 procedure g_Player_RememberAll();
574 procedure g_Player_ResetAll(Force, Silent: Boolean);
575 function g_Player_Get(UID: Word): TPlayer;
576 function g_Player_GetCount(): Byte;
577 function g_Player_GetStats(): TPlayerStatArray;
578 function g_Player_ValidName(Name: String): Boolean;
579 procedure g_Player_CreateCorpse(Player: TPlayer);
580 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
581 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
582 procedure g_Player_UpdatePhysicalObjects();
583 procedure g_Player_DrawCorpses();
584 procedure g_Player_DrawShells();
585 procedure g_Player_RemoveAllCorpses();
586 procedure g_Player_Corpses_SaveState (st: TStream);
587 procedure g_Player_Corpses_LoadState (st: TStream);
588 procedure g_Bot_Add(Team, Difficult: Byte);
589 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
590 procedure g_Bot_MixNames();
591 procedure g_Bot_RemoveAll();
593 implementation
595 uses
596 {$INCLUDE ../nogl/noGLuses.inc}
597 {$IFDEF ENABLE_HOLMES}
598 g_holmes,
599 {$ENDIF}
600 e_log, g_map, g_items, g_console, g_gfx, Math,
601 g_options, g_triggers, g_menu, g_game, g_grid,
602 wadreader, g_main, g_monsters, CONFIG, g_language,
603 g_net, g_netmsg, g_window,
604 utils, xstreams;
606 const PLR_SAVE_VERSION = 0;
608 type
609 TBotProfile = record
610 name: ShortString;
611 model: ShortString;
612 team: Byte;
613 color: TRGB;
614 diag_fire: Byte;
615 invis_fire: Byte;
616 diag_precision: Byte;
617 fly_precision: Byte;
618 cover: Byte;
619 close_jump: Byte;
620 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
621 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
622 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
623 end;
625 const
626 TIME_RESPAWN1 = 1500;
627 TIME_RESPAWN2 = 2000;
628 TIME_RESPAWN3 = 3000;
629 AIR_DEF = 360;
630 AIR_MAX = 1091;
631 JET_MAX = 540; // ~30 sec
632 PLAYER_SUIT_TIME = 30000;
633 PLAYER_INVUL_TIME = 30000;
634 PLAYER_INVIS_TIME = 35000;
635 FRAG_COMBO_TIME = 3000;
636 VEL_SW = 4;
637 VEL_FLY = 6;
638 ANGLE_RIGHTUP = 55;
639 ANGLE_RIGHTDOWN = -35;
640 ANGLE_LEFTUP = 125;
641 ANGLE_LEFTDOWN = -145;
642 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
643 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
644 BOT_MAXJUMP = 84;
645 BOT_LONGDIST = 300;
646 BOT_UNSAFEDIST = 128;
647 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
648 (R:0; G:0; B:255));
649 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
650 FlyPrecision: 32; Cover: 32; CloseJump: 32;
651 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
652 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
653 FlyPrecision: 127; Cover: 127; CloseJump: 127;
654 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
655 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
656 FlyPrecision: 255; Cover: 255; CloseJump: 255;
657 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
658 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
659 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
660 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
661 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
662 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
663 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
664 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
665 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
666 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
667 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
668 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
669 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
670 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
671 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
672 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
673 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
674 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
676 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
677 CORPSE_SIGNATURE = $50524F43; // 'CORP'
679 BOTNAMES_FILENAME = 'botnames.txt';
680 BOTLIST_FILENAME = 'botlist.txt';
682 var
683 MaxGibs: Word = 150;
684 MaxCorpses: Word = 20;
685 MaxShells: Word = 300;
686 CurrentGib: Integer = 0;
687 CurrentShell: Integer = 0;
688 BotNames: Array of String;
689 BotList: Array of TBotProfile;
692 function Lerp(X, Y, Factor: Integer): Integer;
693 begin
694 Result := X + ((Y - X) div Factor);
695 end;
697 function SameTeam(UID1, UID2: Word): Boolean;
698 begin
699 Result := False;
701 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
702 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
704 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
706 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
707 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
709 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
710 end;
712 procedure g_Gibs_SetMax(Count: Word);
713 begin
714 MaxGibs := Count;
715 SetLength(gGibs, Count);
717 if CurrentGib >= Count then
718 CurrentGib := 0;
719 end;
721 function g_Gibs_GetMax(): Word;
722 begin
723 Result := MaxGibs;
724 end;
726 procedure g_Shells_SetMax(Count: Word);
727 begin
728 MaxShells := Count;
729 SetLength(gShells, Count);
731 if CurrentShell >= Count then
732 CurrentShell := 0;
733 end;
735 function g_Shells_GetMax(): Word;
736 begin
737 Result := MaxShells;
738 end;
741 procedure g_Corpses_SetMax(Count: Word);
742 begin
743 MaxCorpses := Count;
744 SetLength(gCorpses, Count);
745 end;
747 function g_Corpses_GetMax(): Word;
748 begin
749 Result := MaxCorpses;
750 end;
752 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
753 var
754 a: Integer;
755 ok: Boolean;
756 begin
757 Result := 0;
759 ok := False;
760 a := 0;
762 // Åñòü ëè ìåñòî â gPlayers:
763 if gPlayers <> nil then
764 for a := 0 to High(gPlayers) do
765 if gPlayers[a] = nil then
766 begin
767 ok := True;
768 Break;
769 end;
771 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
772 if not ok then
773 begin
774 SetLength(gPlayers, Length(gPlayers)+1);
775 a := High(gPlayers);
776 end;
778 // Ñîçäàåì îáúåêò èãðîêà:
779 if Bot then
780 gPlayers[a] := TBot.Create()
781 else
782 gPlayers[a] := TPlayer.Create();
785 gPlayers[a].FActualModelName := ModelName;
786 gPlayers[a].SetModel(ModelName);
788 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
789 if gPlayers[a].FModel = nil then
790 begin
791 gPlayers[a].Free();
792 gPlayers[a] := nil;
793 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
794 Exit;
795 end;
797 if not (Team in [TEAM_RED, TEAM_BLUE]) then
798 if Random(2) = 0 then
799 Team := TEAM_RED
800 else
801 Team := TEAM_BLUE;
802 gPlayers[a].FPreferredTeam := Team;
804 case gGameSettings.GameMode of
805 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
806 GM_TDM,
807 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
808 GM_SINGLE,
809 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
810 end;
812 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
813 gPlayers[a].FColor := Color;
814 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
815 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
816 else
817 gPlayers[a].FModel.Color := Color;
819 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
820 gPlayers[a].FAlive := False;
822 Result := gPlayers[a].FUID;
823 end;
825 function g_Player_CreateFromState (st: TStream): Word;
826 var
827 a, i: Integer;
828 ok, Bot: Boolean;
829 b: Byte;
830 begin
831 result := 0;
832 if (st = nil) then exit; //???
834 // Ñèãíàòóðà èãðîêà
835 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
836 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
838 // Áîò èëè ÷åëîâåê:
839 Bot := utils.readBool(st);
841 ok := false;
842 a := 0;
844 // Åñòü ëè ìåñòî â gPlayers:
845 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
847 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
848 if not ok then
849 begin
850 SetLength(gPlayers, Length(gPlayers)+1);
851 a := High(gPlayers);
852 end;
854 // Ñîçäàåì îáúåêò èãðîêà
855 if Bot then
856 gPlayers[a] := TBot.Create()
857 else
858 gPlayers[a] := TPlayer.Create();
859 gPlayers[a].FIamBot := Bot;
860 gPlayers[a].FPhysics := True;
862 // UID èãðîêà
863 gPlayers[a].FUID := utils.readWord(st);
864 // Èìÿ èãðîêà
865 gPlayers[a].FName := utils.readStr(st);
866 // Êîìàíäà
867 gPlayers[a].FTeam := utils.readByte(st);
868 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
869 // Æèâ ëè
870 gPlayers[a].FAlive := utils.readBool(st);
871 // Èçðàñõîäîâàë ëè âñå æèçíè
872 gPlayers[a].FNoRespawn := utils.readBool(st);
873 // Íàïðàâëåíèå
874 b := utils.readByte(st);
875 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
876 // Çäîðîâüå
877 gPlayers[a].FHealth := utils.readLongInt(st);
878 // Æèçíè
879 gPlayers[a].FLives := utils.readByte(st);
880 // Áðîíÿ
881 gPlayers[a].FArmor := utils.readLongInt(st);
882 // Çàïàñ âîçäóõà
883 gPlayers[a].FAir := utils.readLongInt(st);
884 // Çàïàñ ãîðþ÷åãî
885 gPlayers[a].FJetFuel := utils.readLongInt(st);
886 // Áîëü
887 gPlayers[a].FPain := utils.readLongInt(st);
888 // Óáèë
889 gPlayers[a].FKills := utils.readLongInt(st);
890 // Óáèë ìîíñòðîâ
891 gPlayers[a].FMonsterKills := utils.readLongInt(st);
892 // Ôðàãîâ
893 gPlayers[a].FFrags := utils.readLongInt(st);
894 // Ôðàãîâ ïîäðÿä
895 gPlayers[a].FFragCombo := utils.readByte(st);
896 // Âðåìÿ ïîñëåäíåãî ôðàãà
897 gPlayers[a].FLastFrag := utils.readLongWord(st);
898 // Ñìåðòåé
899 gPlayers[a].FDeath := utils.readLongInt(st);
900 // Êàêîé ôëàã íåñåò
901 gPlayers[a].FFlag := utils.readByte(st);
902 // Íàøåë ñåêðåòîâ
903 gPlayers[a].FSecrets := utils.readLongInt(st);
904 // Òåêóùåå îðóæèå
905 gPlayers[a].FCurrWeap := utils.readByte(st);
906 // Ñëåäóþùåå æåëàåìîå îðóæèå
907 gPlayers[a].FNextWeap := utils.readWord(st);
908 // ...è ïàóçà
909 gPlayers[a].FNextWeapDelay := utils.readByte(st);
910 // Âðåìÿ çàðÿäêè BFG
911 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
912 // Áóôåð óðîíà
913 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
914 // Ïîñëåäíèé óäàðèâøèé
915 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
916 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
917 gPlayers[a].FLastHit := utils.readByte(st);
918 // Îáúåêò èãðîêà:
919 Obj_LoadState(@gPlayers[a].FObj, st);
920 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
921 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
922 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
923 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
924 // Íàëè÷èå îðóæèÿ
925 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
926 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
927 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
928 // Íàëè÷èå ðþêçàêà
929 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
930 // Íàëè÷èå êðàñíîãî êëþ÷à
931 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
932 // Íàëè÷èå çåëåíîãî êëþ÷à
933 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
934 // Íàëè÷èå ñèíåãî êëþ÷à
935 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
936 // Íàëè÷èå áåðñåðêà
937 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
938 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
939 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
940 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
941 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
943 // Íàçâàíèå ìîäåëè:
944 gPlayers[a].FActualModelName := utils.readStr(st);
945 // Öâåò ìîäåëè
946 gPlayers[a].FColor.R := utils.readByte(st);
947 gPlayers[a].FColor.G := utils.readByte(st);
948 gPlayers[a].FColor.B := utils.readByte(st);
949 // Îáíîâëÿåì ìîäåëü èãðîêà
950 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
952 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
953 if (gPlayers[a].FModel = nil) then
954 begin
955 gPlayers[a].Free();
956 gPlayers[a] := nil;
957 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
958 exit;
959 end;
961 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
962 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
963 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
964 else
965 gPlayers[a].FModel.Color := gPlayers[a].FColor;
967 result := gPlayers[a].FUID;
968 end;
971 procedure g_Player_ResetTeams();
972 var
973 a: Integer;
974 begin
975 if g_Game_IsClient then
976 Exit;
977 if gPlayers = nil then
978 Exit;
979 for a := Low(gPlayers) to High(gPlayers) do
980 if gPlayers[a] <> nil then
981 case gGameSettings.GameMode of
982 GM_DM:
983 gPlayers[a].ChangeTeam(TEAM_NONE);
984 GM_TDM, GM_CTF:
985 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
986 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
987 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
988 else
989 if a mod 2 = 0 then
990 gPlayers[a].ChangeTeam(TEAM_RED)
991 else
992 gPlayers[a].ChangeTeam(TEAM_BLUE);
993 GM_SINGLE,
994 GM_COOP:
995 gPlayers[a].ChangeTeam(TEAM_COOP);
996 end;
997 end;
999 procedure g_Bot_Add(Team, Difficult: Byte);
1000 var
1001 m: SSArray;
1002 _name, _model: String;
1003 a, tr, tb: Integer;
1004 begin
1005 if not g_Game_IsServer then Exit;
1007 // Ñïèñîê íàçâàíèé ìîäåëåé:
1008 m := g_PlayerModel_GetNames();
1009 if m = nil then
1010 Exit;
1012 // Êîìàíäà:
1013 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1014 Team := TEAM_COOP // COOP
1015 else
1016 if gGameSettings.GameMode = GM_DM then
1017 Team := TEAM_NONE // DM
1018 else
1019 if Team = TEAM_NONE then // CTF / TDM
1020 begin
1021 // Àâòîáàëàíñ êîìàíä:
1022 tr := 0;
1023 tb := 0;
1025 for a := 0 to High(gPlayers) do
1026 if gPlayers[a] <> nil then
1027 begin
1028 if gPlayers[a].Team = TEAM_RED then
1029 Inc(tr)
1030 else
1031 if gPlayers[a].Team = TEAM_BLUE then
1032 Inc(tb);
1033 end;
1035 if tr > tb then
1036 Team := TEAM_BLUE
1037 else
1038 if tb > tr then
1039 Team := TEAM_RED
1040 else // tr = tb
1041 if Random(2) = 0 then
1042 Team := TEAM_RED
1043 else
1044 Team := TEAM_BLUE;
1045 end;
1047 // Âûáèðàåì áîòó èìÿ:
1048 _name := '';
1049 if BotNames <> nil then
1050 for a := 0 to High(BotNames) do
1051 if g_Player_ValidName(BotNames[a]) then
1052 begin
1053 _name := BotNames[a];
1054 Break;
1055 end;
1057 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1058 if _name = '' then
1059 repeat
1060 _name := Format('DFBOT%.2d', [Random(100)]);
1061 until g_Player_ValidName(_name);
1063 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1064 _model := m[Random(Length(m))];
1066 // Ñîçäàåì áîòà:
1067 with g_Player_Get(g_Player_Create(_model,
1068 _RGB(Min(Random(9)*32, 255),
1069 Min(Random(9)*32, 255),
1070 Min(Random(9)*32, 255)),
1071 Team, True)) as TBot do
1072 begin
1073 Name := _name;
1075 case Difficult of
1076 1: FDifficult := DIFFICULT_EASY;
1077 2: FDifficult := DIFFICULT_MEDIUM;
1078 else FDifficult := DIFFICULT_HARD;
1079 end;
1081 for a := WP_FIRST to WP_LAST do
1082 begin
1083 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1084 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1085 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1086 end;
1088 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1090 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1091 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1092 Spectate();
1093 end;
1094 end;
1096 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1097 var
1098 m: SSArray;
1099 _name, _model: String;
1100 a: Integer;
1101 begin
1102 if not g_Game_IsServer then Exit;
1104 // Ñïèñîê íàçâàíèé ìîäåëåé:
1105 m := g_PlayerModel_GetNames();
1106 if m = nil then
1107 Exit;
1109 // Êîìàíäà:
1110 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1111 Team := TEAM_COOP // COOP
1112 else
1113 if gGameSettings.GameMode = GM_DM then
1114 Team := TEAM_NONE // DM
1115 else
1116 if Team = TEAM_NONE then
1117 Team := BotList[num].team; // CTF / TDM
1119 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1120 lName := AnsiLowerCase(lName);
1121 if (num < 0) or (num > Length(BotList)-1) then
1122 num := -1;
1123 if (num = -1) and (lName <> '') and (BotList <> nil) then
1124 for a := 0 to High(BotList) do
1125 if AnsiLowerCase(BotList[a].name) = lName then
1126 begin
1127 num := a;
1128 Break;
1129 end;
1130 if num = -1 then
1131 Exit;
1133 // Èìÿ áîòà:
1134 _name := BotList[num].name;
1135 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1136 if not g_Player_ValidName(_name) then
1137 repeat
1138 _name := Format('DFBOT%.2d', [Random(100)]);
1139 until g_Player_ValidName(_name);
1141 // Ìîäåëü:
1142 _model := BotList[num].model;
1143 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1144 if not InSArray(_model, m) then
1145 _model := m[Random(Length(m))];
1147 // Ñîçäàåì áîòà:
1148 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1149 begin
1150 Name := _name;
1152 FDifficult.DiagFire := BotList[num].diag_fire;
1153 FDifficult.InvisFire := BotList[num].invis_fire;
1154 FDifficult.DiagPrecision := BotList[num].diag_precision;
1155 FDifficult.FlyPrecision := BotList[num].fly_precision;
1156 FDifficult.Cover := BotList[num].cover;
1157 FDifficult.CloseJump := BotList[num].close_jump;
1159 for a := WP_FIRST to WP_LAST do
1160 begin
1161 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1162 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1163 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1164 end;
1166 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1168 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1169 end;
1170 end;
1172 procedure g_Bot_RemoveAll();
1173 var
1174 a: Integer;
1175 begin
1176 if not g_Game_IsServer then Exit;
1177 if gPlayers = nil then Exit;
1179 for a := 0 to High(gPlayers) do
1180 if gPlayers[a] <> nil then
1181 if gPlayers[a] is TBot then
1182 begin
1183 gPlayers[a].Lives := 0;
1184 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1185 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1186 g_Player_Remove(gPlayers[a].FUID);
1187 end;
1189 g_Bot_MixNames();
1190 end;
1192 procedure g_Bot_MixNames();
1193 var
1194 s: String;
1195 a, b: Integer;
1196 begin
1197 if BotNames <> nil then
1198 for a := 0 to High(BotNames) do
1199 begin
1200 b := Random(Length(BotNames));
1201 s := BotNames[a];
1202 Botnames[a] := BotNames[b];
1203 BotNames[b] := s;
1204 end;
1205 end;
1207 procedure g_Player_Remove(UID: Word);
1208 var
1209 i: Integer;
1210 begin
1211 if gPlayers = nil then Exit;
1213 if g_Game_IsServer and g_Game_IsNet then
1214 MH_SEND_PlayerDelete(UID);
1216 for i := 0 to High(gPlayers) do
1217 if gPlayers[i] <> nil then
1218 if gPlayers[i].FUID = UID then
1219 begin
1220 if gPlayers[i] is TPlayer then
1221 TPlayer(gPlayers[i]).Free()
1222 else
1223 TBot(gPlayers[i]).Free();
1224 gPlayers[i] := nil;
1225 Exit;
1226 end;
1227 end;
1229 procedure g_Player_Init();
1230 var
1231 F: TextFile;
1232 s: String;
1233 a, b: Integer;
1234 config: TConfig;
1235 sa: SSArray;
1236 begin
1237 BotNames := nil;
1239 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1240 Exit;
1242 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1243 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1244 Reset(F);
1246 while not EOF(F) do
1247 begin
1248 ReadLn(F, s);
1250 s := Trim(s);
1251 if s = '' then
1252 Continue;
1254 SetLength(BotNames, Length(BotNames)+1);
1255 BotNames[High(BotNames)] := s;
1256 end;
1258 CloseFile(F);
1260 // Ïåðåìåøèâàåì èõ:
1261 g_Bot_MixNames();
1263 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1264 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1265 BotList := nil;
1266 a := 0;
1268 while config.SectionExists(IntToStr(a)) do
1269 begin
1270 SetLength(BotList, Length(BotList)+1);
1272 with BotList[High(BotList)] do
1273 begin
1274 // Èìÿ áîòà:
1275 name := config.ReadStr(IntToStr(a), 'name', '');
1276 // Ìîäåëü:
1277 model := config.ReadStr(IntToStr(a), 'model', '');
1278 // Êîìàíäà:
1279 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1280 team := TEAM_RED
1281 else
1282 team := TEAM_BLUE;
1283 // Öâåò ìîäåëè:
1284 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1285 color.R := StrToIntDef(sa[0], 0);
1286 color.G := StrToIntDef(sa[1], 0);
1287 color.B := StrToIntDef(sa[2], 0);
1288 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1289 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1290 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1291 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1292 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1293 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1294 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1295 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1296 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1297 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1298 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1299 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1300 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1301 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1302 if Length(sa) = 10 then
1303 for b := 0 to 9 do
1304 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1305 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1306 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1307 if Length(sa) = 10 then
1308 for b := 0 to 9 do
1309 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1311 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1312 if Length(sa) = 10 then
1313 for b := 0 to 9 do
1314 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1315 end;
1317 a := a + 1;
1318 end;
1320 config.Free();
1321 end;
1323 procedure g_Player_Free();
1324 var
1325 i: Integer;
1326 begin
1327 if gPlayers <> nil then
1328 begin
1329 for i := 0 to High(gPlayers) do
1330 if gPlayers[i] <> nil then
1331 begin
1332 if gPlayers[i] is TPlayer then
1333 TPlayer(gPlayers[i]).Free()
1334 else
1335 TBot(gPlayers[i]).Free();
1336 gPlayers[i] := nil;
1337 end;
1339 gPlayers := nil;
1340 end;
1342 gPlayer1 := nil;
1343 gPlayer2 := nil;
1344 end;
1346 procedure g_Player_UpdateAll();
1347 var
1348 i: Integer;
1349 begin
1350 if gPlayers = nil then Exit;
1352 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1353 for i := 0 to High(gPlayers) do
1354 begin
1355 if gPlayers[i] <> nil then
1356 begin
1357 if gPlayers[i] is TPlayer then
1358 begin
1359 gPlayers[i].Update();
1360 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1361 end
1362 else
1363 begin
1364 // bot updates weapons in `UpdateCombat()`
1365 TBot(gPlayers[i]).Update();
1366 end;
1367 end;
1368 end;
1369 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1370 end;
1372 procedure g_Player_DrawAll();
1373 var
1374 i: Integer;
1375 begin
1376 if gPlayers = nil then Exit;
1378 for i := 0 to High(gPlayers) do
1379 if gPlayers[i] <> nil then
1380 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1381 else TBot(gPlayers[i]).Draw();
1382 end;
1384 procedure g_Player_DrawDebug(p: TPlayer);
1385 var
1386 fW, fH: Byte;
1387 begin
1388 if p = nil then Exit;
1389 if (@p.FObj) = nil then Exit;
1391 e_TextureFontGetSize(gStdFont, fW, fH);
1393 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1394 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1395 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1396 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1397 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1398 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1399 end;
1401 procedure g_Player_DrawHealth();
1402 var
1403 i: Integer;
1404 fW, fH: Byte;
1405 begin
1406 if gPlayers = nil then Exit;
1407 e_TextureFontGetSize(gStdFont, fW, fH);
1409 for i := 0 to High(gPlayers) do
1410 if gPlayers[i] <> nil then
1411 begin
1412 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1413 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1414 IntToStr(gPlayers[i].FHealth), gStdFont);
1415 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1416 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1417 IntToStr(gPlayers[i].FArmor), gStdFont);
1418 end;
1419 end;
1421 function g_Player_Get(UID: Word): TPlayer;
1422 var
1423 a: Integer;
1424 begin
1425 Result := nil;
1427 if gPlayers = nil then
1428 Exit;
1430 for a := 0 to High(gPlayers) do
1431 if gPlayers[a] <> nil then
1432 if gPlayers[a].FUID = UID then
1433 begin
1434 Result := gPlayers[a];
1435 Exit;
1436 end;
1437 end;
1439 function g_Player_GetCount(): Byte;
1440 var
1441 a: Integer;
1442 begin
1443 Result := 0;
1445 if gPlayers = nil then
1446 Exit;
1448 for a := 0 to High(gPlayers) do
1449 if gPlayers[a] <> nil then
1450 Result := Result + 1;
1451 end;
1453 function g_Player_GetStats(): TPlayerStatArray;
1454 var
1455 a: Integer;
1456 begin
1457 Result := nil;
1459 if gPlayers = nil then Exit;
1461 for a := 0 to High(gPlayers) do
1462 if gPlayers[a] <> nil then
1463 begin
1464 SetLength(Result, Length(Result)+1);
1465 with Result[High(Result)] do
1466 begin
1467 Ping := gPlayers[a].FPing;
1468 Loss := gPlayers[a].FLoss;
1469 Name := gPlayers[a].FName;
1470 Team := gPlayers[a].FTeam;
1471 Frags := gPlayers[a].FFrags;
1472 Deaths := gPlayers[a].FDeath;
1473 Kills := gPlayers[a].FKills;
1474 Color := gPlayers[a].FModel.Color;
1475 Lives := gPlayers[a].FLives;
1476 Spectator := gPlayers[a].FSpectator;
1477 end;
1478 end;
1479 end;
1481 procedure g_Player_RememberAll;
1482 var
1483 i: Integer;
1484 begin
1485 for i := Low(gPlayers) to High(gPlayers) do
1486 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1487 gPlayers[i].RememberState;
1488 end;
1490 procedure g_Player_ResetAll(Force, Silent: Boolean);
1491 var
1492 i: Integer;
1493 begin
1494 gTeamStat[TEAM_RED].Goals := 0;
1495 gTeamStat[TEAM_BLUE].Goals := 0;
1497 if gPlayers <> nil then
1498 for i := 0 to High(gPlayers) do
1499 if gPlayers[i] <> nil then
1500 begin
1501 gPlayers[i].Reset(Force);
1503 if gPlayers[i] is TPlayer then
1504 begin
1505 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1506 gPlayers[i].Respawn(Silent)
1507 else
1508 gPlayers[i].Spectate();
1509 end
1510 else
1511 TBot(gPlayers[i]).Respawn(Silent);
1512 end;
1513 end;
1515 procedure g_Player_CreateCorpse(Player: TPlayer);
1516 var
1517 i: Integer;
1518 find_id: DWORD;
1519 ok: Boolean;
1520 begin
1521 if Player.alive then
1522 Exit;
1524 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1525 if gCorpses <> nil then
1526 for i := 0 to High(gCorpses) do
1527 if gCorpses[i] <> nil then
1528 if gCorpses[i].FPlayerUID = Player.FUID then
1529 gCorpses[i].FPlayerUID := 0;
1531 if Player.FObj.Y >= gMapInfo.Height+128 then
1532 Exit;
1534 with Player do
1535 begin
1536 if (FHealth >= -50) or (gGibsCount = 0) then
1537 begin
1538 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1539 Exit;
1541 ok := False;
1542 for find_id := 0 to High(gCorpses) do
1543 if gCorpses[find_id] = nil then
1544 begin
1545 ok := True;
1546 Break;
1547 end;
1549 if not ok then
1550 find_id := Random(Length(gCorpses));
1552 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1553 gCorpses[find_id].FColor := FModel.Color;
1554 gCorpses[find_id].FObj.Vel := FObj.Vel;
1555 gCorpses[find_id].FObj.Accel := FObj.Accel;
1556 gCorpses[find_id].FPlayerUID := FUID;
1557 end
1558 else
1559 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1560 FObj.Y + PLAYER_RECT_CY,
1561 FModel.Name, FModel.Color);
1562 end;
1563 end;
1565 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1566 var
1567 SID: DWORD;
1568 begin
1569 if (gShells = nil) or (Length(gShells) = 0) then
1570 Exit;
1572 with gShells[CurrentShell] do
1573 begin
1574 SpriteID := 0;
1575 g_Obj_Init(@Obj);
1576 Obj.Rect.X := 0;
1577 Obj.Rect.Y := 0;
1578 if T = SHELL_BULLET then
1579 begin
1580 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1581 SpriteID := SID;
1582 CX := 2;
1583 CY := 1;
1584 Obj.Rect.Width := 4;
1585 Obj.Rect.Height := 2;
1586 end
1587 else
1588 begin
1589 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1590 SpriteID := SID;
1591 CX := 4;
1592 CY := 2;
1593 Obj.Rect.Width := 7;
1594 Obj.Rect.Height := 3;
1595 end;
1596 SType := T;
1597 alive := True;
1598 Obj.X := fX;
1599 Obj.Y := fY;
1600 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1601 positionChanged(); // this updates spatial accelerators
1602 RAngle := Random(360);
1603 Timeout := gTime + SHELL_TIMEOUT;
1605 if CurrentShell >= High(gShells) then
1606 CurrentShell := 0
1607 else
1608 Inc(CurrentShell);
1609 end;
1610 end;
1612 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1613 var
1614 a: Integer;
1615 GibsArray: TGibsArray;
1616 Blood: TModelBlood;
1617 begin
1618 if (gGibs = nil) or (Length(gGibs) = 0) then
1619 Exit;
1620 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1621 Exit;
1622 Blood := g_PlayerModel_GetBlood(ModelName);
1624 for a := 0 to High(GibsArray) do
1625 with gGibs[CurrentGib] do
1626 begin
1627 Color := fColor;
1628 ID := GibsArray[a].ID;
1629 MaskID := GibsArray[a].MaskID;
1630 alive := True;
1631 g_Obj_Init(@Obj);
1632 Obj.Rect := GibsArray[a].Rect;
1633 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1634 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1635 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1636 positionChanged(); // this updates spatial accelerators
1637 RAngle := Random(360);
1639 if gBloodCount > 0 then
1640 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1641 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1643 if CurrentGib >= High(gGibs) then
1644 CurrentGib := 0
1645 else
1646 Inc(CurrentGib);
1647 end;
1648 end;
1650 procedure g_Player_UpdatePhysicalObjects();
1651 var
1652 i: Integer;
1653 vel: TPoint2i;
1654 mr: Word;
1656 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1657 var
1658 k: Integer;
1659 begin
1660 k := 1 + Random(2);
1661 if T = SHELL_BULLET then
1662 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1663 else
1664 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1665 end;
1667 begin
1668 // Êóñêè ìÿñà:
1669 if gGibs <> nil then
1670 for i := 0 to High(gGibs) do
1671 if gGibs[i].alive then
1672 with gGibs[i] do
1673 begin
1674 vel := Obj.Vel;
1675 mr := g_Obj_Move(@Obj, True, False, True);
1676 positionChanged(); // this updates spatial accelerators
1678 if WordBool(mr and MOVE_FALLOUT) then
1679 begin
1680 alive := False;
1681 Continue;
1682 end;
1684 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1685 if WordBool(mr and MOVE_HITWALL) then
1686 Obj.Vel.X := -(vel.X div 2);
1687 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1688 Obj.Vel.Y := -(vel.Y div 2);
1690 if (Obj.Vel.X >= 0) then
1691 begin // Clockwise
1692 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1693 if RAngle >= 360 then
1694 RAngle := RAngle mod 360;
1695 end else begin // Counter-clockwise
1696 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1697 if RAngle < 0 then
1698 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1699 end;
1701 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1702 if gTime mod (GAME_TICK*3) = 0 then
1703 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1704 end;
1706 // Òðóïû:
1707 if gCorpses <> nil then
1708 for i := 0 to High(gCorpses) do
1709 if gCorpses[i] <> nil then
1710 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1711 begin
1712 gCorpses[i].Free();
1713 gCorpses[i] := nil;
1714 end
1715 else
1716 gCorpses[i].Update();
1718 // Ãèëüçû:
1719 if gShells <> nil then
1720 for i := 0 to High(gShells) do
1721 if gShells[i].alive then
1722 with gShells[i] do
1723 begin
1724 vel := Obj.Vel;
1725 mr := g_Obj_Move(@Obj, True, False, True);
1726 positionChanged(); // this updates spatial accelerators
1728 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1729 begin
1730 alive := False;
1731 Continue;
1732 end;
1734 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1735 if WordBool(mr and MOVE_HITWALL) then
1736 begin
1737 Obj.Vel.X := -(vel.X div 2);
1738 if not WordBool(mr and MOVE_INWATER) then
1739 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1740 end;
1741 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1742 begin
1743 Obj.Vel.Y := -(vel.Y div 2);
1744 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1745 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1746 begin
1747 if RAngle mod 90 <> 0 then
1748 RAngle := (RAngle div 90) * 90;
1749 end
1750 else if not WordBool(mr and MOVE_INWATER) then
1751 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1752 end;
1754 if (Obj.Vel.X >= 0) then
1755 begin // Clockwise
1756 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1757 if RAngle >= 360 then
1758 RAngle := RAngle mod 360;
1759 end else begin // Counter-clockwise
1760 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1761 if RAngle < 0 then
1762 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1763 end;
1764 end;
1765 end;
1768 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1769 begin
1770 x := Obj.X+Obj.Rect.X;
1771 y := Obj.Y+Obj.Rect.Y;
1772 w := Obj.Rect.Width;
1773 h := Obj.Rect.Height;
1774 end;
1776 procedure TGib.moveBy (dx, dy: Integer); inline;
1777 begin
1778 if (dx <> 0) or (dy <> 0) then
1779 begin
1780 Obj.X += dx;
1781 Obj.Y += dy;
1782 positionChanged();
1783 end;
1784 end;
1787 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1788 begin
1789 x := Obj.X;
1790 y := Obj.Y;
1791 w := Obj.Rect.Width;
1792 h := Obj.Rect.Height;
1793 end;
1795 procedure TShell.moveBy (dx, dy: Integer); inline;
1796 begin
1797 if (dx <> 0) or (dy <> 0) then
1798 begin
1799 Obj.X += dx;
1800 Obj.Y += dy;
1801 positionChanged();
1802 end;
1803 end;
1806 procedure TGib.positionChanged (); inline; begin end;
1807 procedure TShell.positionChanged (); inline; begin end;
1810 procedure g_Player_DrawCorpses();
1811 var
1812 i: Integer;
1813 a: TDFPoint;
1814 begin
1815 if gGibs <> nil then
1816 for i := 0 to High(gGibs) do
1817 if gGibs[i].alive then
1818 with gGibs[i] do
1819 begin
1820 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1821 Continue;
1823 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1824 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1826 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1828 e_Colors := Color;
1829 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1830 e_Colors.R := 255;
1831 e_Colors.G := 255;
1832 e_Colors.B := 255;
1833 end;
1835 if gCorpses <> nil then
1836 for i := 0 to High(gCorpses) do
1837 if gCorpses[i] <> nil then
1838 gCorpses[i].Draw();
1839 end;
1841 procedure g_Player_DrawShells();
1842 var
1843 i: Integer;
1844 a: TDFPoint;
1845 begin
1846 if gShells <> nil then
1847 for i := 0 to High(gShells) do
1848 if gShells[i].alive then
1849 with gShells[i] do
1850 begin
1851 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1852 Continue;
1854 a.X := CX;
1855 a.Y := CY;
1857 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1858 end;
1859 end;
1861 procedure g_Player_RemoveAllCorpses();
1862 var
1863 i: Integer;
1864 begin
1865 gGibs := nil;
1866 gShells := nil;
1867 SetLength(gGibs, MaxGibs);
1868 SetLength(gShells, MaxGibs);
1869 CurrentGib := 0;
1870 CurrentShell := 0;
1872 if gCorpses <> nil then
1873 for i := 0 to High(gCorpses) do
1874 gCorpses[i].Free();
1876 gCorpses := nil;
1877 SetLength(gCorpses, MaxCorpses);
1878 end;
1880 procedure g_Player_Corpses_SaveState (st: TStream);
1881 var
1882 count, i: Integer;
1883 begin
1884 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1885 count := 0;
1886 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1888 // Êîëè÷åñòâî òðóïîâ
1889 utils.writeInt(st, LongInt(count));
1891 if (count = 0) then exit;
1893 // Ñîõðàíÿåì òðóïû
1894 for i := 0 to High(gCorpses) do
1895 begin
1896 if gCorpses[i] <> nil then
1897 begin
1898 // Íàçâàíèå ìîäåëè
1899 utils.writeStr(st, gCorpses[i].FModelName);
1900 // Òèï ñìåðòè
1901 utils.writeBool(st, gCorpses[i].Mess);
1902 // Ñîõðàíÿåì äàííûå òðóïà:
1903 gCorpses[i].SaveState(st);
1904 end;
1905 end;
1906 end;
1909 procedure g_Player_Corpses_LoadState (st: TStream);
1910 var
1911 count, i: Integer;
1912 str: String;
1913 b: Boolean;
1914 begin
1915 assert(st <> nil);
1917 g_Player_RemoveAllCorpses();
1919 // Êîëè÷åñòâî òðóïîâ:
1920 count := utils.readLongInt(st);
1921 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1923 if (count = 0) then exit;
1925 // Çàãðóæàåì òðóïû
1926 for i := 0 to count-1 do
1927 begin
1928 // Íàçâàíèå ìîäåëè:
1929 str := utils.readStr(st);
1930 // Òèï ñìåðòè
1931 b := utils.readBool(st);
1932 // Ñîçäàåì òðóï
1933 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1934 // Çàãðóæàåì äàííûå òðóïà
1935 gCorpses[i].LoadState(st);
1936 end;
1937 end;
1940 { T P l a y e r : }
1942 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1944 procedure TPlayer.BFGHit();
1945 begin
1946 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1947 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1948 if g_Game_IsServer and g_Game_IsNet then
1949 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1950 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1951 0, NET_GFX_BFGHIT);
1952 end;
1954 procedure TPlayer.ChangeModel(ModelName: string);
1955 var
1956 locModel: TPlayerModel;
1957 begin
1958 locModel := g_PlayerModel_Get(ModelName);
1959 if locModel = nil then Exit;
1961 FModel.Free();
1962 FModel := locModel;
1963 end;
1965 procedure TPlayer.SetModel(ModelName: string);
1966 var
1967 m: TPlayerModel;
1968 begin
1969 m := g_PlayerModel_Get(ModelName);
1970 if m = nil then
1971 begin
1972 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1973 m := g_PlayerModel_Get('doomer');
1974 if m = nil then
1975 begin
1976 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1977 Exit;
1978 end;
1979 end;
1981 if FModel <> nil then
1982 FModel.Free();
1984 FModel := m;
1986 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1987 FModel.Color := FColor
1988 else
1989 FModel.Color := TEAMCOLOR[FTeam];
1990 FModel.SetWeapon(FCurrWeap);
1991 FModel.SetFlag(FFlag);
1992 SetDirection(FDirection);
1993 end;
1995 procedure TPlayer.SetColor(Color: TRGB);
1996 begin
1997 FColor := Color;
1998 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1999 if FModel <> nil then FModel.Color := Color;
2000 end;
2002 procedure TPlayer.SwitchTeam;
2003 begin
2004 if g_Game_IsClient then
2005 Exit;
2006 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2008 if gGameOn and FAlive then
2009 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2011 if FTeam = TEAM_RED then
2012 begin
2013 ChangeTeam(TEAM_BLUE);
2014 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2015 if g_Game_IsNet then
2016 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2017 end
2018 else
2019 begin
2020 ChangeTeam(TEAM_RED);
2021 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2022 if g_Game_IsNet then
2023 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2024 end;
2025 FPreferredTeam := FTeam;
2026 end;
2028 procedure TPlayer.ChangeTeam(Team: Byte);
2029 var
2030 OldTeam: Byte;
2031 begin
2032 OldTeam := FTeam;
2033 FTeam := Team;
2034 case Team of
2035 TEAM_RED, TEAM_BLUE:
2036 FModel.Color := TEAMCOLOR[Team];
2037 else
2038 FModel.Color := FColor;
2039 end;
2040 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2041 MH_SEND_PlayerStats(FUID);
2042 end;
2045 procedure TPlayer.CollideItem();
2046 var
2047 i: Integer;
2048 r: Boolean;
2049 begin
2050 if gItems = nil then Exit;
2051 if not FAlive then Exit;
2053 for i := 0 to High(gItems) do
2054 with gItems[i] do
2055 begin
2056 if (ItemType <> ITEM_NONE) and alive then
2057 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2058 PLAYER_RECT.Height, @Obj) then
2059 begin
2060 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2062 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2063 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2064 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2065 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2066 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2068 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2069 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2070 (gGameSettings.GameType = GT_SINGLE) and
2071 (g_Player_GetCount() > 1)) then
2072 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2073 end;
2074 end;
2075 end;
2078 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2079 begin
2080 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2081 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2082 False);
2083 end;
2085 constructor TPlayer.Create();
2086 begin
2087 viewPortX := 0;
2088 viewPortY := 0;
2089 viewPortW := 0;
2090 viewPortH := 0;
2091 mEDamageType := HIT_SOME;
2093 FIamBot := False;
2094 FDummy := False;
2095 FSpawned := False;
2097 FSawSound := TPlayableSound.Create();
2098 FSawSoundIdle := TPlayableSound.Create();
2099 FSawSoundHit := TPlayableSound.Create();
2100 FSawSoundSelect := TPlayableSound.Create();
2101 FJetSoundFly := TPlayableSound.Create();
2102 FJetSoundOn := TPlayableSound.Create();
2103 FJetSoundOff := TPlayableSound.Create();
2105 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2106 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2107 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2108 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2109 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2110 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2111 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2113 FSpectatePlayer := -1;
2114 FClientID := -1;
2115 FPing := 0;
2116 FLoss := 0;
2117 FSavedState.WaitRecall := False;
2118 FShellTimer := -1;
2119 FFireTime := 0;
2120 FFirePainTime := 0;
2121 FFireAttacker := 0;
2123 FActualModelName := 'doomer';
2125 g_Obj_Init(@FObj);
2126 FObj.Rect := PLAYER_RECT;
2128 FBFGFireCounter := -1;
2129 FJustTeleported := False;
2130 FNetTime := 0;
2132 resetWeaponQueue();
2133 end;
2135 procedure TPlayer.positionChanged (); inline;
2136 begin
2137 end;
2139 procedure TPlayer.doDamage (v: Integer);
2140 begin
2141 if (v <= 0) then exit;
2142 if (v > 32767) then v := 32767;
2143 Damage(v, 0, 0, 0, mEDamageType);
2144 end;
2146 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2147 var
2148 c: Word;
2149 begin
2150 if (not g_Game_IsClient) and (not FAlive) then
2151 Exit;
2153 FLastHit := t;
2155 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2156 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2157 begin
2158 if not g_Game_IsClient then
2159 begin
2160 FArmor := 0;
2161 if t = HIT_TRAP then
2162 begin
2163 // Ëîâóøêà óáèâàåò ñðàçó:
2164 FHealth := -100;
2165 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2166 end;
2167 if t = HIT_SELF then
2168 begin
2169 // Ñàìîóáèéñòâî:
2170 FHealth := 0;
2171 Kill(K_SIMPLEKILL, SpawnerUID, t);
2172 end;
2173 end;
2174 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2175 FMegaRulez[MR_SUIT] := 0;
2176 FMegaRulez[MR_INVUL] := 0;
2177 FMegaRulez[MR_INVIS] := 0;
2178 FBerserk := 0;
2179 end;
2181 // Íî îò îñòàëüíîãî ñïàñàåò:
2182 if FMegaRulez[MR_INVUL] >= gTime then
2183 Exit;
2185 // ×èò-êîä "ÃÎÐÅÖ":
2186 if FGodMode then
2187 Exit;
2189 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2190 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2191 (SpawnerUID = FUID) or
2192 (not SameTeam(FUID, SpawnerUID)) then
2193 begin
2194 FLastSpawnerUID := SpawnerUID;
2196 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2197 if gBloodCount > 0 then
2198 begin
2199 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2200 if value div 4 <= c then
2201 c := c - (value div 4)
2202 else
2203 c := 0;
2205 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2206 MakeBloodSimple(c)
2207 else
2208 case t of
2209 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2210 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2211 end;
2213 if t = HIT_WATER then
2214 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2215 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2216 end;
2218 // Áóôåð óðîíà:
2219 if FAlive then
2220 Inc(FDamageBuffer, value);
2222 // Âñïûøêà áîëè:
2223 if gFlash <> 0 then
2224 FPain := FPain + value;
2225 end;
2227 if g_Game_IsServer and g_Game_IsNet then
2228 begin
2229 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2230 MH_SEND_PlayerStats(FUID);
2231 MH_SEND_PlayerPos(False, FUID);
2232 end;
2233 end;
2235 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2236 begin
2237 Result := False;
2238 if g_Game_IsClient then
2239 Exit;
2240 if not FAlive then
2241 Exit;
2243 if Soft and (FHealth < PLAYER_HP_SOFT) then
2244 begin
2245 IncMax(FHealth, value, PLAYER_HP_SOFT);
2246 Result := True;
2247 end;
2248 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2249 begin
2250 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2251 Result := True;
2252 end;
2254 if Result and g_Game_IsServer and g_Game_IsNet then
2255 MH_SEND_PlayerStats(FUID);
2256 end;
2258 destructor TPlayer.Destroy();
2259 begin
2260 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2261 gPlayer1 := nil;
2262 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2263 gPlayer2 := nil;
2265 FSawSound.Free();
2266 FSawSoundIdle.Free();
2267 FSawSoundHit.Free();
2268 FJetSoundFly.Free();
2269 FJetSoundOn.Free();
2270 FJetSoundOff.Free();
2271 FModel.Free();
2272 if FPunchAnim <> nil then
2273 FPunchAnim.Free();
2275 inherited;
2276 end;
2278 procedure TPlayer.DrawIndicator();
2279 var
2280 indX, indY: Integer;
2281 indW, indH: Word;
2282 ID: DWORD;
2283 begin
2284 if FAlive then
2285 begin
2286 indX := FObj.X+FObj.Rect.X;
2287 indY := FObj.Y;
2288 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2289 begin
2290 e_GetTextureSize(ID, @indW, @indH);
2291 e_Draw(ID, indX + indW div 2, indY - indH, 0, True, False);
2292 end;
2293 end;
2294 //e_TextureFontPrint(indX, indY, FName, gStdFont); // Shows player name overhead
2295 end;
2297 procedure TPlayer.DrawBubble();
2298 var
2299 bubX, bubY: Integer;
2300 ID: LongWord;
2301 Rb, Gb, Bb,
2302 Rw, Gw, Bw: SmallInt;
2303 Dot: Byte;
2304 begin
2305 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2306 bubY := FObj.Y+FObj.Rect.Y - 18;
2307 Rb := 64;
2308 Gb := 64;
2309 Bb := 64;
2310 Rw := 240;
2311 Gw := 240;
2312 Bw := 240;
2313 case gChatBubble of
2314 1: // simple textual non-bubble
2315 begin
2316 bubX := FObj.X+FObj.Rect.X - 11;
2317 bubY := FObj.Y+FObj.Rect.Y - 17;
2318 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2319 Exit;
2320 end;
2321 2: // advanced pixel-perfect bubble
2322 begin
2323 if FTeam = TEAM_RED then
2324 Rb := 255
2325 else
2326 if FTeam = TEAM_BLUE then
2327 Bb := 255;
2328 end;
2329 3: // colored bubble
2330 begin
2331 Rb := FModel.Color.R;
2332 Gb := FModel.Color.G;
2333 Bb := FModel.Color.B;
2334 Rw := Min(Rb * 2 + 64, 255);
2335 Gw := Min(Gb * 2 + 64, 255);
2336 Bw := Min(Bb * 2 + 64, 255);
2337 if (Abs(Rw - Rb) < 32)
2338 or (Abs(Gw - Gb) < 32)
2339 or (Abs(Bw - Bb) < 32) then
2340 begin
2341 Rb := Max(Rw div 2 - 16, 0);
2342 Gb := Max(Gw div 2 - 16, 0);
2343 Bb := Max(Bw div 2 - 16, 0);
2344 end;
2345 end;
2346 4: // custom textured bubble
2347 begin
2348 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2349 if FDirection = TDirection.D_RIGHT then
2350 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2351 else
2352 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2353 Exit;
2354 end;
2355 end;
2357 // Outer borders
2358 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2359 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2360 // Inner box
2361 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2363 // Tail
2364 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2365 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2366 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2367 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2368 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2369 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2371 // Dots
2372 Dot := 6;
2373 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2374 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2375 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2376 end;
2378 procedure TPlayer.Draw();
2379 var
2380 ID: DWORD;
2381 w, h: Word;
2382 dr: Boolean;
2383 Mirror: TMirrorType;
2384 begin
2385 if FAlive then
2386 begin
2387 if Direction = TDirection.D_RIGHT then
2388 Mirror := TMirrorType.None
2389 else
2390 Mirror := TMirrorType.Horizontal;
2392 if FPunchAnim <> nil then
2393 begin
2394 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2395 FObj.Y+FObj.Rect.Y-11, Mirror);
2396 if FPunchAnim.played then
2397 begin
2398 FPunchAnim.Free;
2399 FPunchAnim := nil;
2400 end;
2401 end;
2403 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2404 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2405 begin
2406 e_GetTextureSize(ID, @w, @h);
2407 if FDirection = TDirection.D_LEFT then
2408 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2409 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2410 else
2411 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2412 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2413 end;
2415 if FMegaRulez[MR_INVIS] > gTime then
2416 begin
2417 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2418 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2419 begin
2420 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2421 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2422 else
2423 dr := True;
2424 if dr then
2425 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2426 else
2427 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2428 end
2429 else
2430 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2431 end
2432 else
2433 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2434 end;
2436 if g_debug_Frames then
2437 begin
2438 e_DrawQuad(FObj.X+FObj.Rect.X,
2439 FObj.Y+FObj.Rect.Y,
2440 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2441 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2442 0, 255, 0);
2443 end;
2445 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2446 DrawBubble();
2447 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2448 if gAimLine and alive and
2449 ((Self = gPlayer1) or (Self = gPlayer2)) then
2450 DrawAim();
2451 end;
2454 procedure TPlayer.DrawAim();
2455 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2456 var
2457 ex, ey: Integer;
2458 begin
2460 {$IFDEF ENABLE_HOLMES}
2461 if isValidViewPort and (self = gPlayer1) then
2462 begin
2463 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2464 end;
2465 {$ENDIF}
2467 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2468 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2469 begin
2470 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2471 end
2472 else
2473 begin
2474 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2475 end;
2476 end;
2478 var
2479 wx, wy, xx, yy: Integer;
2480 angle: SmallInt;
2481 sz, len: Word;
2482 begin
2483 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2484 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2485 angle := FAngle;
2486 len := 1024;
2487 sz := 2;
2488 case FCurrWeap of
2489 0: begin // Punch
2490 len := 12;
2491 sz := 4;
2492 end;
2493 1: begin // Chainsaw
2494 len := 24;
2495 sz := 6;
2496 end;
2497 2: begin // Pistol
2498 len := 1024;
2499 sz := 2;
2500 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2501 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2502 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2503 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2504 end;
2505 3: begin // Shotgun
2506 len := 1024;
2507 sz := 3;
2508 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2509 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2510 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2511 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2512 end;
2513 4: begin // Double Shotgun
2514 len := 1024;
2515 sz := 4;
2516 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2517 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2518 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2519 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2520 end;
2521 5: begin // Chaingun
2522 len := 1024;
2523 sz := 3;
2524 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2525 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2526 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2527 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2528 end;
2529 6: begin // Rocket Launcher
2530 len := 1024;
2531 sz := 7;
2532 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2533 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2534 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2535 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2536 end;
2537 7: begin // Plasmagun
2538 len := 1024;
2539 sz := 5;
2540 if angle = ANGLE_RIGHTUP then Inc(angle);
2541 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2542 if angle = ANGLE_LEFTUP then Dec(angle);
2543 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2544 end;
2545 8: begin // BFG
2546 len := 1024;
2547 sz := 12;
2548 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2549 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2550 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2551 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2552 end;
2553 9: begin // Super Chaingun
2554 len := 1024;
2555 sz := 4;
2556 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2557 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2558 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2559 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2560 end;
2561 end;
2562 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2563 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2564 {$IF DEFINED(D2F_DEBUG)}
2565 drawCast(sz, wx, wy, xx, yy);
2566 {$ELSE}
2567 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2568 {$ENDIF}
2569 end;
2571 procedure TPlayer.DrawGUI();
2572 var
2573 ID: DWORD;
2574 X, Y, SY, a, p, m: Integer;
2575 tw, th: Word;
2576 cw, ch: Byte;
2577 s: string;
2578 stat: TPlayerStatArray;
2579 begin
2580 X := gPlayerScreenSize.X;
2581 SY := gPlayerScreenSize.Y;
2582 Y := 0;
2584 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2585 begin
2586 if gGameSettings.GameMode = GM_CTF then
2587 a := 32 + 8
2588 else
2589 a := 0;
2590 if gGameSettings.GameMode = GM_CTF then
2591 begin
2592 s := 'TEXTURE_PLAYER_REDFLAG';
2593 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2594 s := 'TEXTURE_PLAYER_REDFLAG_S';
2595 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2596 s := 'TEXTURE_PLAYER_REDFLAG_D';
2597 if g_Texture_Get(s, ID) then
2598 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2599 end;
2601 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2602 e_CharFont_GetSize(gMenuFont, s, tw, th);
2603 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2605 if gGameSettings.GameMode = GM_CTF then
2606 begin
2607 s := 'TEXTURE_PLAYER_BLUEFLAG';
2608 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2609 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2610 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2611 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2612 if g_Texture_Get(s, ID) then
2613 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2614 end;
2616 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2617 e_CharFont_GetSize(gMenuFont, s, tw, th);
2618 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2619 end;
2621 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2622 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2623 0, False, False);
2625 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2626 e_Draw(ID, X+2, Y, 0, True, False);
2628 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2629 begin
2630 if gShowStat then
2631 begin
2632 s := IntToStr(Frags);
2633 e_CharFont_GetSize(gMenuFont, s, tw, th);
2634 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2636 s := '';
2637 p := 1;
2638 m := 0;
2639 stat := g_Player_GetStats();
2640 if stat <> nil then
2641 begin
2642 p := 1;
2644 for a := 0 to High(stat) do
2645 if stat[a].Name <> Name then
2646 begin
2647 if stat[a].Frags > m then m := stat[a].Frags;
2648 if stat[a].Frags > Frags then p := p+1;
2649 end;
2650 end;
2652 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2653 if Frags >= m then s := s+'+' else s := s+'-';
2654 s := s+IntToStr(Abs(Frags-m));
2656 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2657 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2658 end;
2660 if gShowLives and (gGameSettings.MaxLives > 0) then
2661 begin
2662 s := IntToStr(Lives);
2663 e_CharFont_GetSize(gMenuFont, s, tw, th);
2664 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2665 end;
2666 end;
2668 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2669 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2671 if R_BERSERK in FRulez then
2672 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2673 else
2674 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2676 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2677 e_Draw(ID, X+36, Y+77, 0, True, False);
2679 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2680 e_CharFont_GetSize(gMenuFont, s, tw, th);
2681 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2683 s := IntToStr(FArmor);
2684 e_CharFont_GetSize(gMenuFont, s, tw, th);
2685 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2687 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2689 case FCurrWeap of
2690 WEAPON_KASTET:
2691 begin
2692 s := '--';
2693 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2694 end;
2695 WEAPON_SAW:
2696 begin
2697 s := '--';
2698 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2699 end;
2700 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2701 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2702 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2703 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2704 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2705 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2706 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2707 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2708 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2709 end;
2711 e_CharFont_GetSize(gMenuFont, s, tw, th);
2712 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2713 e_Draw(ID, X+20, Y+160, 0, True, False);
2715 if R_KEY_RED in FRulez then
2716 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2718 if R_KEY_GREEN in FRulez then
2719 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2721 if R_KEY_BLUE in FRulez then
2722 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2724 if FJetFuel > 0 then
2725 begin
2726 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2727 e_Draw(ID, X+2, Y+116, 0, True, False);
2728 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2729 e_Draw(ID, X+2, Y+126, 0, True, False);
2730 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2731 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2732 end
2733 else
2734 begin
2735 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2736 e_Draw(ID, X+2, Y+124, 0, True, False);
2737 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2738 end;
2740 if gShowPing and g_Game_IsClient then
2741 begin
2742 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2743 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2744 Y := Y + 16;
2745 end;
2747 if FSpectator then
2748 begin
2749 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2750 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2751 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2752 if FNoRespawn then
2753 begin
2754 e_TextureFontGetSize(gStdFont, cw, ch);
2755 s := _lc[I_PLAYER_SPECT4];
2756 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2757 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2758 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2759 end;
2761 end;
2762 end;
2764 procedure TPlayer.DrawRulez();
2765 var
2766 dr: Boolean;
2767 begin
2768 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2769 if FMegaRulez[MR_INVUL] >= gTime then
2770 begin
2771 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2772 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2773 else
2774 dr := True;
2776 if dr then
2777 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2778 191, 191, 191, 0, TBlending.Invert);
2779 end;
2781 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2782 if FMegaRulez[MR_SUIT] >= gTime then
2783 begin
2784 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2785 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2786 else
2787 dr := True;
2789 if dr then
2790 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2791 0, 96, 0, 200, TBlending.None);
2792 end;
2794 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2795 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2796 begin
2797 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2798 255, 0, 0, 200, TBlending.None);
2799 end;
2800 end;
2802 procedure TPlayer.DrawPain();
2803 var
2804 a, h: Integer;
2805 begin
2806 if FPain = 0 then Exit;
2808 a := FPain;
2810 if a < 15 then h := 0
2811 else if a < 35 then h := 1
2812 else if a < 55 then h := 2
2813 else if a < 75 then h := 3
2814 else if a < 95 then h := 4
2815 else h := 5;
2817 //if a > 255 then a := 255;
2819 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2820 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2821 end;
2823 procedure TPlayer.DrawPickup();
2824 var
2825 a, h: Integer;
2826 begin
2827 if FPickup = 0 then Exit;
2829 a := FPickup;
2831 if a < 15 then h := 1
2832 else if a < 35 then h := 2
2833 else if a < 55 then h := 3
2834 else if a < 75 then h := 4
2835 else h := 5;
2837 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2838 end;
2840 procedure TPlayer.DoPunch();
2841 var
2842 id: DWORD;
2843 st: String;
2844 begin
2845 if FPunchAnim <> nil then begin
2846 FPunchAnim.reset();
2847 FPunchAnim.Free;
2848 FPunchAnim := nil;
2849 end;
2850 st := 'FRAMES_PUNCH';
2851 if R_BERSERK in FRulez then
2852 st := st + '_BERSERK';
2853 if FKeys[KEY_UP].Pressed then
2854 st := st + '_UP'
2855 else if FKeys[KEY_DOWN].Pressed then
2856 st := st + '_DN';
2857 g_Frames_Get(id, st);
2858 FPunchAnim := TAnimation.Create(id, False, 1);
2859 end;
2861 procedure TPlayer.Fire();
2862 var
2863 f, DidFire: Boolean;
2864 wx, wy, xd, yd: Integer;
2865 locobj: TObj;
2866 begin
2867 if g_Game_IsClient then Exit;
2868 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2869 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2871 if FSpectator then
2872 begin
2873 Respawn(False);
2874 Exit;
2875 end;
2877 if FReloading[FCurrWeap] <> 0 then Exit;
2879 DidFire := False;
2881 f := False;
2882 wx := FObj.X+WEAPONPOINT[FDirection].X;
2883 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2884 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2885 yd := wy+firediry();
2887 case FCurrWeap of
2888 WEAPON_KASTET:
2889 begin
2890 DoPunch();
2891 if R_BERSERK in FRulez then
2892 begin
2893 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2894 locobj.X := FObj.X+FObj.Rect.X;
2895 locobj.Y := FObj.Y+FObj.Rect.Y;
2896 locobj.rect.X := 0;
2897 locobj.rect.Y := 0;
2898 locobj.rect.Width := 39;
2899 locobj.rect.Height := 52;
2900 locobj.Vel.X := (xd-wx) div 2;
2901 locobj.Vel.Y := (yd-wy) div 2;
2902 locobj.Accel.X := xd-wx;
2903 locobj.Accel.y := yd-wy;
2905 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2906 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2907 else
2908 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2910 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2911 end
2912 else
2913 begin
2914 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2915 end;
2917 DidFire := True;
2918 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2919 end;
2921 WEAPON_SAW:
2922 begin
2923 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2924 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2925 begin
2926 FSawSoundSelect.Stop();
2927 FSawSound.Stop();
2928 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2929 end
2930 else if not FSawSoundHit.IsPlaying() then
2931 begin
2932 FSawSoundSelect.Stop();
2933 FSawSound.PlayAt(FObj.X, FObj.Y);
2934 end;
2936 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2937 DidFire := True;
2938 f := True;
2939 end;
2941 WEAPON_PISTOL:
2942 if FAmmo[A_BULLETS] > 0 then
2943 begin
2944 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2945 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2946 Dec(FAmmo[A_BULLETS]);
2947 FFireAngle := FAngle;
2948 f := True;
2949 DidFire := True;
2950 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2951 GameVelX, GameVelY-2, SHELL_BULLET);
2952 end;
2954 WEAPON_SHOTGUN1:
2955 if FAmmo[A_SHELLS] > 0 then
2956 begin
2957 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2958 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2959 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2960 Dec(FAmmo[A_SHELLS]);
2961 FFireAngle := FAngle;
2962 f := True;
2963 DidFire := True;
2964 FShellTimer := 10;
2965 FShellType := SHELL_SHELL;
2966 end;
2968 WEAPON_SHOTGUN2:
2969 if FAmmo[A_SHELLS] >= 2 then
2970 begin
2971 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2972 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2973 Dec(FAmmo[A_SHELLS], 2);
2974 FFireAngle := FAngle;
2975 f := True;
2976 DidFire := True;
2977 FShellTimer := 13;
2978 FShellType := SHELL_DBLSHELL;
2979 end;
2981 WEAPON_CHAINGUN:
2982 if FAmmo[A_BULLETS] > 0 then
2983 begin
2984 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2985 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2986 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2987 Dec(FAmmo[A_BULLETS]);
2988 FFireAngle := FAngle;
2989 f := True;
2990 DidFire := True;
2991 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2992 GameVelX, GameVelY-2, SHELL_BULLET);
2993 end;
2995 WEAPON_ROCKETLAUNCHER:
2996 if FAmmo[A_ROCKETS] > 0 then
2997 begin
2998 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2999 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3000 Dec(FAmmo[A_ROCKETS]);
3001 FFireAngle := FAngle;
3002 f := True;
3003 DidFire := True;
3004 end;
3006 WEAPON_PLASMA:
3007 if FAmmo[A_CELLS] > 0 then
3008 begin
3009 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3010 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3011 Dec(FAmmo[A_CELLS]);
3012 FFireAngle := FAngle;
3013 f := True;
3014 DidFire := True;
3015 end;
3017 WEAPON_BFG:
3018 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3019 begin
3020 FBFGFireCounter := 17;
3021 if not FNoReload then
3022 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3023 Dec(FAmmo[A_CELLS], 40);
3024 DidFire := True;
3025 end;
3027 WEAPON_SUPERPULEMET:
3028 if FAmmo[A_SHELLS] > 0 then
3029 begin
3030 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3031 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3032 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3033 Dec(FAmmo[A_SHELLS]);
3034 FFireAngle := FAngle;
3035 f := True;
3036 DidFire := True;
3037 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3038 GameVelX, GameVelY-2, SHELL_SHELL);
3039 end;
3041 WEAPON_FLAMETHROWER:
3042 if FAmmo[A_FUEL] > 0 then
3043 begin
3044 g_Weapon_flame(wx, wy, xd, yd, FUID);
3045 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3046 Dec(FAmmo[A_FUEL]);
3047 FFireAngle := FAngle;
3048 f := True;
3049 DidFire := True;
3050 end;
3051 end;
3053 if g_Game_IsNet then
3054 begin
3055 if DidFire then
3056 begin
3057 if FCurrWeap <> WEAPON_BFG then
3058 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3059 else
3060 if not FNoReload then
3061 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3062 end;
3064 MH_SEND_PlayerStats(FUID);
3065 end;
3067 if not f then Exit;
3069 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3070 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3071 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3072 end;
3074 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3075 begin
3076 case Weapon of
3077 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3078 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3079 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3080 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3081 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3082 else Result := 0;
3083 end;
3084 end;
3086 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3087 begin
3088 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3089 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3090 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3091 end;
3093 procedure TPlayer.JetpackOn;
3094 begin
3095 FJetSoundFly.Stop;
3096 FJetSoundOff.Stop;
3097 FJetSoundOn.SetPosition(0);
3098 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3099 FlySmoke(8);
3100 end;
3102 procedure TPlayer.JetpackOff;
3103 begin
3104 FJetSoundFly.Stop;
3105 FJetSoundOn.Stop;
3106 FJetSoundOff.SetPosition(0);
3107 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3108 end;
3110 procedure TPlayer.CatchFire(Attacker: Word);
3111 begin
3112 FFireTime := 100;
3113 FFireAttacker := Attacker;
3114 if g_Game_IsNet and g_Game_IsServer then
3115 MH_SEND_PlayerStats(FUID);
3116 end;
3118 procedure TPlayer.Jump();
3119 begin
3120 if gFly or FJetpack then
3121 begin
3122 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3123 if FObj.Vel.Y > -VEL_FLY then
3124 FObj.Vel.Y := FObj.Vel.Y - 3;
3125 if FJetpack then
3126 begin
3127 if FJetFuel > 0 then
3128 Dec(FJetFuel);
3129 if (FJetFuel < 1) and g_Game_IsServer then
3130 begin
3131 FJetpack := False;
3132 JetpackOff;
3133 if g_Game_IsNet then
3134 MH_SEND_PlayerStats(FUID);
3135 end;
3136 end;
3137 Exit;
3138 end;
3140 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3141 if FGhost then
3142 FCanJetpack := False;
3144 // Ïðûãàåì èëè âñïëûâàåì:
3145 if (CollideLevel(0, 1) or
3146 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3147 PLAYER_RECT.Height-33, PANEL_STEP, False)
3148 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3149 begin
3150 FObj.Vel.Y := -VEL_JUMP;
3151 FCanJetpack := False;
3152 end
3153 else
3154 begin
3155 if BodyInLiquid(0, 0) then
3156 FObj.Vel.Y := -VEL_SW
3157 else if (FJetFuel > 0) and FCanJetpack and
3158 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3159 begin
3160 FJetpack := True;
3161 JetpackOn;
3162 if g_Game_IsNet then
3163 MH_SEND_PlayerStats(FUID);
3164 end;
3165 end;
3166 end;
3168 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3169 var
3170 a, i, k, ab, ar: Byte;
3171 s: String;
3172 mon: TMonster;
3173 plr: TPlayer;
3174 srv, netsrv: Boolean;
3175 DoFrags: Boolean;
3176 OldLR: Byte;
3177 KP: TPlayer;
3178 it: PItem;
3180 procedure PushItem(t: Byte);
3181 var
3182 id: DWORD;
3183 begin
3184 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3185 it := g_Items_ByIdx(id);
3186 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3187 begin
3188 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3189 (FObj.Vel.Y div 2)-Random(9));
3190 it.positionChanged(); // this updates spatial accelerators
3191 end
3192 else
3193 begin
3194 if KillType = K_HARDKILL then // -5..+5; -5..0
3195 begin
3196 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3197 (FObj.Vel.Y div 2)-Random(6));
3198 end
3199 else // -3..+3; -3..0
3200 begin
3201 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3202 (FObj.Vel.Y div 2)-Random(4));
3203 end;
3204 it.positionChanged(); // this updates spatial accelerators
3205 end;
3207 if g_Game_IsNet and g_Game_IsServer then
3208 MH_SEND_ItemSpawn(True, id);
3209 end;
3211 begin
3212 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3213 Srv := g_Game_IsServer;
3214 Netsrv := g_Game_IsServer and g_Game_IsNet;
3215 if Srv then FDeath := FDeath + 1;
3216 if FAlive then
3217 begin
3218 if FGhost then
3219 FGhost := False;
3220 if not FPhysics then
3221 FPhysics := True;
3222 FAlive := False;
3223 end;
3224 FShellTimer := -1;
3226 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3227 begin
3228 if FLives > 0 then FLives := FLives - 1;
3229 if FLives = 0 then FNoRespawn := True;
3230 end;
3232 // Íîìåð òèïà ñìåðòè:
3233 a := 1;
3234 case KillType of
3235 K_SIMPLEKILL: a := 1;
3236 K_HARDKILL: a := 2;
3237 K_EXTRAHARDKILL: a := 3;
3238 K_FALLKILL: a := 4;
3239 end;
3241 // Çâóê ñìåðòè:
3242 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3243 for i := 1 to 3 do
3244 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3245 Break;
3247 // Âðåìÿ ðåñïàóíà:
3248 if Srv then
3249 case KillType of
3250 K_SIMPLEKILL:
3251 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3252 K_HARDKILL:
3253 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3254 K_EXTRAHARDKILL, K_FALLKILL:
3255 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3256 end;
3258 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3259 case KillType of
3260 K_SIMPLEKILL:
3261 SetAction(A_DIE1);
3262 K_HARDKILL, K_EXTRAHARDKILL:
3263 SetAction(A_DIE2);
3264 end;
3266 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3267 if (KillType <> K_FALLKILL) and (Srv) then
3268 g_Monsters_killedp();
3270 if SpawnerUID = FUID then
3271 begin // Ñàìîóáèëñÿ
3272 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3273 begin
3274 Dec(FFrags);
3275 FLastFrag := 0;
3276 end;
3277 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3278 end
3279 else
3280 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3281 begin // Óáèò äðóãèì èãðîêîì
3282 KP := g_Player_Get(SpawnerUID);
3283 if (KP <> nil) and Srv then
3284 begin
3285 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3286 if SameTeam(FUID, SpawnerUID) then
3287 begin
3288 Dec(KP.FFrags);
3289 KP.FLastFrag := 0;
3290 end else
3291 begin
3292 Inc(KP.FFrags);
3293 KP.FragCombo();
3294 end;
3296 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3297 Inc(gTeamStat[KP.Team].Goals,
3298 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3300 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3301 end;
3303 plr := g_Player_Get(SpawnerUID);
3304 if plr = nil then
3305 s := '?'
3306 else
3307 s := plr.FName;
3309 case KillType of
3310 K_HARDKILL:
3311 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3312 [FName, s]),
3313 gShowKillMsg);
3314 K_EXTRAHARDKILL:
3315 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3316 [FName, s]),
3317 gShowKillMsg);
3318 else
3319 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3320 [FName, s]),
3321 gShowKillMsg);
3322 end;
3323 end
3324 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3325 begin // Óáèò ìîíñòðîì
3326 mon := g_Monsters_ByUID(SpawnerUID);
3327 if mon = nil then
3328 s := '?'
3329 else
3330 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3332 case KillType of
3333 K_HARDKILL:
3334 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3335 [FName, s]),
3336 gShowKillMsg);
3337 K_EXTRAHARDKILL:
3338 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3339 [FName, s]),
3340 gShowKillMsg);
3341 else
3342 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3343 [FName, s]),
3344 gShowKillMsg);
3345 end;
3346 end
3347 else // Îñîáûå òèïû ñìåðòè
3348 case t of
3349 HIT_DISCON: ;
3350 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3351 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3352 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3353 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3354 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3355 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3356 end;
3358 if Srv then
3359 begin
3360 // Âûáðîñ îðóæèÿ:
3361 for a := WP_FIRST to WP_LAST do
3362 if FWeapon[a] then
3363 begin
3364 case a of
3365 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3366 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3367 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3368 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3369 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3370 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3371 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3372 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3373 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3374 else i := 0;
3375 end;
3377 if i <> 0 then
3378 PushItem(i);
3379 end;
3381 // Âûáðîñ ðþêçàêà:
3382 if R_ITEM_BACKPACK in FRulez then
3383 PushItem(ITEM_AMMO_BACKPACK);
3385 // Âûáðîñ ðàêåòíîãî ðàíöà:
3386 if FJetFuel > 0 then
3387 PushItem(ITEM_JETPACK);
3389 // Âûáðîñ êëþ÷åé:
3390 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3391 begin
3392 if R_KEY_RED in FRulez then
3393 PushItem(ITEM_KEY_RED);
3395 if R_KEY_GREEN in FRulez then
3396 PushItem(ITEM_KEY_GREEN);
3398 if R_KEY_BLUE in FRulez then
3399 PushItem(ITEM_KEY_BLUE);
3400 end;
3402 // Âûáðîñ ôëàãà:
3403 DropFlag();
3404 end;
3406 g_Player_CreateCorpse(Self);
3408 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3409 (gLMSRespawn = LMS_RESPAWN_NONE) then
3410 begin
3411 a := 0;
3412 k := 0;
3413 ar := 0;
3414 ab := 0;
3415 for i := Low(gPlayers) to High(gPlayers) do
3416 begin
3417 if gPlayers[i] = nil then continue;
3418 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3419 begin
3420 Inc(a);
3421 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3422 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3423 k := i;
3424 end;
3425 end;
3427 OldLR := gLMSRespawn;
3428 if (gGameSettings.GameMode = GM_COOP) then
3429 begin
3430 if (a = 0) then
3431 begin
3432 // everyone is dead, restart the map
3433 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3434 if Netsrv then
3435 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3436 gLMSRespawn := LMS_RESPAWN_FINAL;
3437 gLMSRespawnTime := gTime + 5000;
3438 end
3439 else if (a = 1) then
3440 begin
3441 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3442 if (gPlayers[k] = gPlayer1) or
3443 (gPlayers[k] = gPlayer2) then
3444 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3445 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3446 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3447 end;
3448 end
3449 else if (gGameSettings.GameMode = GM_TDM) then
3450 begin
3451 if (ab = 0) and (ar <> 0) then
3452 begin
3453 // blu team ded
3454 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3455 if Netsrv then
3456 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3457 Inc(gTeamStat[TEAM_RED].Goals);
3458 gLMSRespawn := LMS_RESPAWN_FINAL;
3459 gLMSRespawnTime := gTime + 5000;
3460 end
3461 else if (ar = 0) and (ab <> 0) then
3462 begin
3463 // red team ded
3464 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3465 if Netsrv then
3466 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3467 Inc(gTeamStat[TEAM_BLUE].Goals);
3468 gLMSRespawn := LMS_RESPAWN_FINAL;
3469 gLMSRespawnTime := gTime + 5000;
3470 end
3471 else if (ar = 0) and (ab = 0) then
3472 begin
3473 // everyone ded
3474 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3475 if Netsrv then
3476 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3477 gLMSRespawn := LMS_RESPAWN_FINAL;
3478 gLMSRespawnTime := gTime + 5000;
3479 end;
3480 end
3481 else if (gGameSettings.GameMode = GM_DM) then
3482 begin
3483 if (a = 1) then
3484 begin
3485 if gPlayers[k] <> nil then
3486 with gPlayers[k] do
3487 begin
3488 // survivor is the winner
3489 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3490 if Netsrv then
3491 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3492 Inc(FFrags);
3493 end;
3494 gLMSRespawn := LMS_RESPAWN_FINAL;
3495 gLMSRespawnTime := gTime + 5000;
3496 end
3497 else if (a = 0) then
3498 begin
3499 // everyone is dead, restart the map
3500 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3501 if Netsrv then
3502 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3503 gLMSRespawn := LMS_RESPAWN_FINAL;
3504 gLMSRespawnTime := gTime + 5000;
3505 end;
3506 end;
3507 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3508 begin
3509 if NetMode = NET_SERVER then
3510 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3511 else
3512 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3513 end;
3514 end;
3516 if Netsrv then
3517 begin
3518 MH_SEND_PlayerStats(FUID);
3519 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3520 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3521 end;
3523 if srv and FNoRespawn then Spectate(True);
3524 FWantsInGame := True;
3525 end;
3527 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3528 begin
3529 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3530 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3531 end;
3533 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3534 begin
3535 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3536 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3537 end;
3539 procedure TPlayer.MakeBloodSimple(Count: Word);
3540 begin
3541 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3542 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3543 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3544 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3545 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3546 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3547 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3548 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3549 end;
3551 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3552 begin
3553 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3554 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3555 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3556 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3557 end;
3559 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3560 begin
3561 if g_Game_IsClient then Exit;
3562 if Weapon > High(FWeapon) then Exit;
3563 FNextWeap := FNextWeap or (1 shl Weapon);
3564 end;
3566 procedure TPlayer.resetWeaponQueue ();
3567 begin
3568 FNextWeap := 0;
3569 FNextWeapDelay := 0;
3570 end;
3572 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3573 begin
3574 result := false;
3575 case weapon of
3576 WEAPON_KASTET, WEAPON_SAW: result := true;
3577 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3578 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3579 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3580 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3581 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3582 else result := (weapon < length(FWeapon));
3583 end;
3584 end;
3586 // return 255 for "no switch"
3587 function TPlayer.getNextWeaponIndex (): Byte;
3588 var
3589 i: Word;
3590 wantThisWeapon: array[0..64] of Boolean;
3591 wwc: Integer = 0; //HACK!
3592 dir, cwi: Integer;
3593 begin
3594 result := 255; // default result: "no switch"
3595 // had weapon cycling on previous frame? remove that flag
3596 if (FNextWeap and $2000) <> 0 then
3597 begin
3598 FNextWeap := FNextWeap and $1FFF;
3599 FNextWeapDelay := 0;
3600 end;
3601 // cycling has priority
3602 if (FNextWeap and $C000) <> 0 then
3603 begin
3604 if (FNextWeap and $8000) <> 0 then
3605 dir := 1
3606 else
3607 dir := -1;
3608 FNextWeap := FNextWeap or $2000; // we need this
3609 if FNextWeapDelay > 0 then
3610 exit; // cooldown time
3611 cwi := FCurrWeap;
3612 for i := 0 to High(FWeapon) do
3613 begin
3614 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3615 if FWeapon[cwi] then
3616 begin
3617 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3618 result := Byte(cwi);
3619 FNextWeapDelay := 10;
3620 exit;
3621 end;
3622 end;
3623 resetWeaponQueue();
3624 exit;
3625 end;
3626 // no cycling
3627 for i := 0 to High(wantThisWeapon) do
3628 wantThisWeapon[i] := false;
3629 for i := 0 to High(FWeapon) do
3630 if (FNextWeap and (1 shl i)) <> 0 then
3631 begin
3632 wantThisWeapon[i] := true;
3633 Inc(wwc);
3634 end;
3635 // exclude currently selected weapon from the set
3636 wantThisWeapon[FCurrWeap] := false;
3637 // slow down alterations a little
3638 if wwc > 1 then
3639 begin
3640 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3641 // more than one weapon requested, assume "alteration" and check alteration delay
3642 if FNextWeapDelay > 0 then
3643 begin
3644 FNextWeap := 0;
3645 exit;
3646 end; // yeah
3647 end;
3648 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3649 // but clear all counters if no weapon should be switched
3650 if wwc < 1 then
3651 begin
3652 resetWeaponQueue();
3653 exit;
3654 end;
3655 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3656 // try weapons in descending order
3657 for i := High(FWeapon) downto 0 do
3658 begin
3659 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3660 begin
3661 // i found her!
3662 result := Byte(i);
3663 resetWeaponQueue();
3664 FNextWeapDelay := 10; // anyway, 'cause why not
3665 exit;
3666 end;
3667 end;
3668 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3669 resetWeaponQueue();
3670 end;
3672 procedure TPlayer.RealizeCurrentWeapon();
3673 function switchAllowed (): Boolean;
3674 var
3675 i: Byte;
3676 begin
3677 result := false;
3678 if FBFGFireCounter <> -1 then
3679 exit;
3680 if FTime[T_SWITCH] > gTime then
3681 exit;
3682 for i := WP_FIRST to WP_LAST do
3683 if FReloading[i] > 0 then
3684 exit;
3685 result := true;
3686 end;
3688 var
3689 nw: Byte;
3690 begin
3691 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3692 //FNextWeap := FNextWeap and $1FFF;
3693 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3695 if not switchAllowed then
3696 begin
3697 //HACK for weapon cycling
3698 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3699 exit;
3700 end;
3702 nw := getNextWeaponIndex();
3703 if nw = 255 then exit; // don't reset anything here
3704 if nw > High(FWeapon) then
3705 begin
3706 // don't forget to reset queue here!
3707 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3708 resetWeaponQueue();
3709 exit;
3710 end;
3712 if FWeapon[nw] then
3713 begin
3714 FCurrWeap := nw;
3715 FTime[T_SWITCH] := gTime+156;
3716 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3717 FModel.SetWeapon(FCurrWeap);
3718 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3719 end;
3720 end;
3722 procedure TPlayer.NextWeapon();
3723 begin
3724 if g_Game_IsClient then Exit;
3725 FNextWeap := $8000;
3726 end;
3728 procedure TPlayer.PrevWeapon();
3729 begin
3730 if g_Game_IsClient then Exit;
3731 FNextWeap := $4000;
3732 end;
3734 procedure TPlayer.SetWeapon(W: Byte);
3735 begin
3736 if FCurrWeap <> W then
3737 if W = WEAPON_SAW then
3738 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3740 FCurrWeap := W;
3741 FModel.SetWeapon(CurrWeap);
3742 resetWeaponQueue();
3743 end;
3745 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3747 function allowBerserkSwitching (): Boolean;
3748 begin
3749 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3750 result := true;
3751 if gBerserkAutoswitch then exit;
3752 if not conIsCheatsEnabled then exit;
3753 result := false;
3754 end;
3756 var
3757 a: Boolean;
3758 begin
3759 Result := False;
3760 if g_Game_IsClient then Exit;
3762 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3763 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3764 remove := not a;
3766 case ItemType of
3767 ITEM_MEDKIT_SMALL:
3768 if FHealth < PLAYER_HP_SOFT then
3769 begin
3770 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3771 Result := True;
3772 remove := True;
3773 FFireTime := 0;
3774 if gFlash = 2 then Inc(FPickup, 5);
3775 end;
3777 ITEM_MEDKIT_LARGE:
3778 if FHealth < PLAYER_HP_SOFT then
3779 begin
3780 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3781 Result := True;
3782 remove := True;
3783 FFireTime := 0;
3784 if gFlash = 2 then Inc(FPickup, 5);
3785 end;
3787 ITEM_ARMOR_GREEN:
3788 if FArmor < PLAYER_AP_SOFT then
3789 begin
3790 FArmor := PLAYER_AP_SOFT;
3791 Result := True;
3792 remove := True;
3793 if gFlash = 2 then Inc(FPickup, 5);
3794 end;
3796 ITEM_ARMOR_BLUE:
3797 if FArmor < PLAYER_AP_LIMIT then
3798 begin
3799 FArmor := PLAYER_AP_LIMIT;
3800 Result := True;
3801 remove := True;
3802 if gFlash = 2 then Inc(FPickup, 5);
3803 end;
3805 ITEM_SPHERE_BLUE:
3806 if FHealth < PLAYER_HP_LIMIT then
3807 begin
3808 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3809 Result := True;
3810 remove := True;
3811 FFireTime := 0;
3812 if gFlash = 2 then Inc(FPickup, 5);
3813 end;
3815 ITEM_SPHERE_WHITE:
3816 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3817 begin
3818 if FHealth < PLAYER_HP_LIMIT then
3819 FHealth := PLAYER_HP_LIMIT;
3820 if FArmor < PLAYER_AP_LIMIT then
3821 FArmor := PLAYER_AP_LIMIT;
3822 Result := True;
3823 remove := True;
3824 FFireTime := 0;
3825 if gFlash = 2 then Inc(FPickup, 5);
3826 end;
3828 ITEM_WEAPON_SAW:
3829 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3830 begin
3831 FWeapon[WEAPON_SAW] := True;
3832 Result := True;
3833 if gFlash = 2 then Inc(FPickup, 5);
3834 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3835 end;
3837 ITEM_WEAPON_SHOTGUN1:
3838 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3839 begin
3840 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3841 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3843 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3844 FWeapon[WEAPON_SHOTGUN1] := True;
3845 Result := True;
3846 if gFlash = 2 then Inc(FPickup, 5);
3847 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3848 end;
3850 ITEM_WEAPON_SHOTGUN2:
3851 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3852 begin
3853 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3855 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3856 FWeapon[WEAPON_SHOTGUN2] := True;
3857 Result := True;
3858 if gFlash = 2 then Inc(FPickup, 5);
3859 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3860 end;
3862 ITEM_WEAPON_CHAINGUN:
3863 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3864 begin
3865 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3867 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3868 FWeapon[WEAPON_CHAINGUN] := True;
3869 Result := True;
3870 if gFlash = 2 then Inc(FPickup, 5);
3871 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3872 end;
3874 ITEM_WEAPON_ROCKETLAUNCHER:
3875 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3876 begin
3877 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3879 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3880 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3881 Result := True;
3882 if gFlash = 2 then Inc(FPickup, 5);
3883 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3884 end;
3886 ITEM_WEAPON_PLASMA:
3887 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3888 begin
3889 if a and FWeapon[WEAPON_PLASMA] then Exit;
3891 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3892 FWeapon[WEAPON_PLASMA] := True;
3893 Result := True;
3894 if gFlash = 2 then Inc(FPickup, 5);
3895 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3896 end;
3898 ITEM_WEAPON_BFG:
3899 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3900 begin
3901 if a and FWeapon[WEAPON_BFG] then Exit;
3903 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3904 FWeapon[WEAPON_BFG] := True;
3905 Result := True;
3906 if gFlash = 2 then Inc(FPickup, 5);
3907 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3908 end;
3910 ITEM_WEAPON_SUPERPULEMET:
3911 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3912 begin
3913 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3915 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3916 FWeapon[WEAPON_SUPERPULEMET] := True;
3917 Result := True;
3918 if gFlash = 2 then Inc(FPickup, 5);
3919 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3920 end;
3922 ITEM_WEAPON_FLAMETHROWER:
3923 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3924 begin
3925 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3927 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3928 FWeapon[WEAPON_FLAMETHROWER] := True;
3929 Result := True;
3930 if gFlash = 2 then Inc(FPickup, 5);
3931 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3932 end;
3934 ITEM_AMMO_BULLETS:
3935 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3936 begin
3937 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3938 Result := True;
3939 remove := True;
3940 if gFlash = 2 then Inc(FPickup, 5);
3941 end;
3943 ITEM_AMMO_BULLETS_BOX:
3944 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3945 begin
3946 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3947 Result := True;
3948 remove := True;
3949 if gFlash = 2 then Inc(FPickup, 5);
3950 end;
3952 ITEM_AMMO_SHELLS:
3953 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3954 begin
3955 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3956 Result := True;
3957 remove := True;
3958 if gFlash = 2 then Inc(FPickup, 5);
3959 end;
3961 ITEM_AMMO_SHELLS_BOX:
3962 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3963 begin
3964 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3965 Result := True;
3966 remove := True;
3967 if gFlash = 2 then Inc(FPickup, 5);
3968 end;
3970 ITEM_AMMO_ROCKET:
3971 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3972 begin
3973 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3974 Result := True;
3975 remove := True;
3976 if gFlash = 2 then Inc(FPickup, 5);
3977 end;
3979 ITEM_AMMO_ROCKET_BOX:
3980 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3981 begin
3982 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3983 Result := True;
3984 remove := True;
3985 if gFlash = 2 then Inc(FPickup, 5);
3986 end;
3988 ITEM_AMMO_CELL:
3989 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3990 begin
3991 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3992 Result := True;
3993 remove := True;
3994 if gFlash = 2 then Inc(FPickup, 5);
3995 end;
3997 ITEM_AMMO_CELL_BIG:
3998 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3999 begin
4000 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4001 Result := True;
4002 remove := True;
4003 if gFlash = 2 then Inc(FPickup, 5);
4004 end;
4006 ITEM_AMMO_FUELCAN:
4007 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4008 begin
4009 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4010 Result := True;
4011 remove := True;
4012 if gFlash = 2 then Inc(FPickup, 5);
4013 end;
4015 ITEM_AMMO_BACKPACK:
4016 if not(R_ITEM_BACKPACK in FRulez) or
4017 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4018 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4019 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4020 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4021 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
4022 begin
4023 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4024 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4025 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4026 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4027 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4029 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4030 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4031 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4032 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4033 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4034 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4035 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4036 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4038 FRulez := FRulez + [R_ITEM_BACKPACK];
4039 Result := True;
4040 remove := True;
4041 if gFlash = 2 then Inc(FPickup, 5);
4042 end;
4044 ITEM_KEY_RED:
4045 if not(R_KEY_RED in FRulez) then
4046 begin
4047 Include(FRulez, R_KEY_RED);
4048 Result := True;
4049 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4050 if gFlash = 2 then Inc(FPickup, 5);
4051 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4052 end;
4054 ITEM_KEY_GREEN:
4055 if not(R_KEY_GREEN in FRulez) then
4056 begin
4057 Include(FRulez, R_KEY_GREEN);
4058 Result := True;
4059 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4060 if gFlash = 2 then Inc(FPickup, 5);
4061 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4062 end;
4064 ITEM_KEY_BLUE:
4065 if not(R_KEY_BLUE in FRulez) then
4066 begin
4067 Include(FRulez, R_KEY_BLUE);
4068 Result := True;
4069 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4070 if gFlash = 2 then Inc(FPickup, 5);
4071 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4072 end;
4074 ITEM_SUIT:
4075 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4076 begin
4077 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4078 Result := True;
4079 remove := True;
4080 FFireTime := 0;
4081 if gFlash = 2 then Inc(FPickup, 5);
4082 end;
4084 ITEM_OXYGEN:
4085 if FAir < AIR_MAX then
4086 begin
4087 FAir := AIR_MAX;
4088 Result := True;
4089 remove := True;
4090 if gFlash = 2 then Inc(FPickup, 5);
4091 end;
4093 ITEM_MEDKIT_BLACK:
4094 begin
4095 if not (R_BERSERK in FRulez) then
4096 begin
4097 Include(FRulez, R_BERSERK);
4098 if allowBerserkSwitching then
4099 begin
4100 FCurrWeap := WEAPON_KASTET;
4101 resetWeaponQueue();
4102 FModel.SetWeapon(WEAPON_KASTET);
4103 end;
4104 if gFlash <> 0 then
4105 begin
4106 Inc(FPain, 100);
4107 if gFlash = 2 then Inc(FPickup, 5);
4108 end;
4109 FBerserk := gTime+30000;
4110 Result := True;
4111 remove := True;
4112 FFireTime := 0;
4113 end;
4114 if FHealth < PLAYER_HP_SOFT then
4115 begin
4116 FHealth := PLAYER_HP_SOFT;
4117 FBerserk := gTime+30000;
4118 Result := True;
4119 remove := True;
4120 FFireTime := 0;
4121 end;
4122 end;
4124 ITEM_INVUL:
4125 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4126 begin
4127 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4128 Result := True;
4129 remove := True;
4130 if gFlash = 2 then Inc(FPickup, 5);
4131 end;
4133 ITEM_BOTTLE:
4134 if FHealth < PLAYER_HP_LIMIT then
4135 begin
4136 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4137 Result := True;
4138 remove := True;
4139 FFireTime := 0;
4140 if gFlash = 2 then Inc(FPickup, 5);
4141 end;
4143 ITEM_HELMET:
4144 if FArmor < PLAYER_AP_LIMIT then
4145 begin
4146 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4147 Result := True;
4148 remove := True;
4149 if gFlash = 2 then Inc(FPickup, 5);
4150 end;
4152 ITEM_JETPACK:
4153 if FJetFuel < JET_MAX then
4154 begin
4155 FJetFuel := JET_MAX;
4156 Result := True;
4157 remove := True;
4158 if gFlash = 2 then Inc(FPickup, 5);
4159 end;
4161 ITEM_INVIS:
4162 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4163 begin
4164 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4165 Result := True;
4166 remove := True;
4167 if gFlash = 2 then Inc(FPickup, 5);
4168 end;
4169 end;
4170 end;
4172 procedure TPlayer.Touch();
4173 begin
4174 if not FAlive then
4175 Exit;
4176 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4177 if FIamBot then
4178 begin
4179 // Áðîñèòü ôëàã òîâàðèùó:
4180 if gGameSettings.GameMode = GM_CTF then
4181 DropFlag();
4182 end;
4183 end;
4185 procedure TPlayer.Push(vx, vy: Integer);
4186 begin
4187 if (not FPhysics) and FGhost then
4188 Exit;
4189 FObj.Accel.X := FObj.Accel.X + vx;
4190 FObj.Accel.Y := FObj.Accel.Y + vy;
4191 if g_Game_IsNet and g_Game_IsServer then
4192 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4193 end;
4195 procedure TPlayer.Reset(Force: Boolean);
4196 begin
4197 if Force then
4198 FAlive := False;
4200 FSpawned := False;
4201 FTime[T_RESPAWN] := 0;
4202 FTime[T_FLAGCAP] := 0;
4203 FGodMode := False;
4204 FNoTarget := False;
4205 FNoReload := False;
4206 FFrags := 0;
4207 FLastFrag := 0;
4208 FComboEvnt := -1;
4209 FKills := 0;
4210 FMonsterKills := 0;
4211 FDeath := 0;
4212 FSecrets := 0;
4213 if FNoRespawn then
4214 begin
4215 FSpectator := False;
4216 FGhost := False;
4217 FPhysics := True;
4218 FSpectatePlayer := -1;
4219 FNoRespawn := False;
4220 end;
4221 FLives := gGameSettings.MaxLives;
4223 SetFlag(FLAG_NONE);
4224 end;
4226 procedure TPlayer.SoftReset();
4227 begin
4228 ReleaseKeys();
4230 FDamageBuffer := 0;
4231 FIncCam := 0;
4232 FBFGFireCounter := -1;
4233 FShellTimer := -1;
4234 FPain := 0;
4235 FLastHit := 0;
4236 FLastFrag := 0;
4237 FComboEvnt := -1;
4239 SetFlag(FLAG_NONE);
4240 SetAction(A_STAND, True);
4241 end;
4243 function TPlayer.GetRespawnPoint(): Byte;
4244 var
4245 c: Byte;
4246 begin
4247 Result := 255;
4248 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4250 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4251 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4252 begin
4253 if (Self = gPlayer1) or (Self = gPlayer2) then
4254 begin
4255 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4256 if Self = gPlayer1 then
4257 c := RESPAWNPOINT_PLAYER1
4258 else
4259 c := RESPAWNPOINT_PLAYER2;
4260 if g_Map_GetPointCount(c) > 0 then
4261 begin
4262 Result := c;
4263 Exit;
4264 end;
4266 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4267 if Self = gPlayer1 then
4268 c := RESPAWNPOINT_PLAYER2
4269 else
4270 c := RESPAWNPOINT_PLAYER1;
4271 if g_Map_GetPointCount(c) > 0 then
4272 begin
4273 Result := c;
4274 Exit;
4275 end;
4276 end else
4277 begin
4278 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4279 if Random(2) = 0 then
4280 c := RESPAWNPOINT_PLAYER1
4281 else
4282 c := RESPAWNPOINT_PLAYER2;
4283 if g_Map_GetPointCount(c) > 0 then
4284 begin
4285 Result := c;
4286 Exit;
4287 end;
4288 end;
4290 // Òî÷êà ëþáîé èç êîìàíä
4291 if Random(2) = 0 then
4292 c := RESPAWNPOINT_RED
4293 else
4294 c := RESPAWNPOINT_BLUE;
4295 if g_Map_GetPointCount(c) > 0 then
4296 begin
4297 Result := c;
4298 Exit;
4299 end;
4301 // Òî÷êà DM
4302 c := RESPAWNPOINT_DM;
4303 if g_Map_GetPointCount(c) > 0 then
4304 begin
4305 Result := c;
4306 Exit;
4307 end;
4308 end;
4310 // Ìÿñîïîâàë
4311 if gGameSettings.GameMode = GM_DM then
4312 begin
4313 // Òî÷êà DM
4314 c := RESPAWNPOINT_DM;
4315 if g_Map_GetPointCount(c) > 0 then
4316 begin
4317 Result := c;
4318 Exit;
4319 end;
4321 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4322 if Random(2) = 0 then
4323 c := RESPAWNPOINT_PLAYER1
4324 else
4325 c := RESPAWNPOINT_PLAYER2;
4326 if g_Map_GetPointCount(c) > 0 then
4327 begin
4328 Result := c;
4329 Exit;
4330 end;
4332 // Òî÷êà ëþáîé èç êîìàíä
4333 if Random(2) = 0 then
4334 c := RESPAWNPOINT_RED
4335 else
4336 c := RESPAWNPOINT_BLUE;
4337 if g_Map_GetPointCount(c) > 0 then
4338 begin
4339 Result := c;
4340 Exit;
4341 end;
4342 end;
4344 // Êîìàíäíûå
4345 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4346 begin
4347 // Òî÷êà ñâîåé êîìàíäû
4348 c := RESPAWNPOINT_DM;
4349 if FTeam = TEAM_RED then
4350 c := RESPAWNPOINT_RED;
4351 if FTeam = TEAM_BLUE then
4352 c := RESPAWNPOINT_BLUE;
4353 if g_Map_GetPointCount(c) > 0 then
4354 begin
4355 Result := c;
4356 Exit;
4357 end;
4359 // Òî÷êà DM
4360 c := RESPAWNPOINT_DM;
4361 if g_Map_GetPointCount(c) > 0 then
4362 begin
4363 Result := c;
4364 Exit;
4365 end;
4367 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4368 if Random(2) = 0 then
4369 c := RESPAWNPOINT_PLAYER1
4370 else
4371 c := RESPAWNPOINT_PLAYER2;
4372 if g_Map_GetPointCount(c) > 0 then
4373 begin
4374 Result := c;
4375 Exit;
4376 end;
4378 // Òî÷êà äðóãîé êîìàíäû
4379 c := RESPAWNPOINT_DM;
4380 if FTeam = TEAM_RED then
4381 c := RESPAWNPOINT_BLUE;
4382 if FTeam = TEAM_BLUE then
4383 c := RESPAWNPOINT_RED;
4384 if g_Map_GetPointCount(c) > 0 then
4385 begin
4386 Result := c;
4387 Exit;
4388 end;
4389 end;
4390 end;
4392 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4393 var
4394 RespawnPoint: TRespawnPoint;
4395 a, b, c: Byte;
4396 Anim: TAnimation;
4397 ID: DWORD;
4398 begin
4399 FIncCam := 0;
4400 FBFGFireCounter := -1;
4401 FShellTimer := -1;
4402 FPain := 0;
4403 FLastHit := 0;
4405 if not g_Game_IsServer then
4406 Exit;
4407 if FDummy then
4408 Exit;
4409 FWantsInGame := True;
4410 FJustTeleported := True;
4411 if Force then
4412 begin
4413 FTime[T_RESPAWN] := 0;
4414 FAlive := False;
4415 end;
4416 FNetTime := 0;
4417 // if server changes MaxLives we gotta be ready
4418 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4420 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4421 if FTime[T_RESPAWN] > gTime then
4422 Exit;
4424 // Ïðîñðàë âñå æèçíè:
4425 if FNoRespawn then
4426 begin
4427 if not FSpectator then Spectate(True);
4428 FWantsInGame := True;
4429 Exit;
4430 end;
4432 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4433 begin // "Ñâîÿ èãðà"
4434 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4435 FRulez := FRulez-[R_BERSERK];
4436 end
4437 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4438 begin
4439 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4440 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4441 end;
4443 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4444 c := GetRespawnPoint();
4446 ReleaseKeys();
4447 SetFlag(FLAG_NONE);
4449 // Âîñêðåøåíèå áåç îðóæèÿ:
4450 if not FAlive then
4451 begin
4452 FHealth := PLAYER_HP_SOFT;
4453 FArmor := 0;
4454 FAlive := True;
4455 FAir := AIR_DEF;
4456 FJetFuel := 0;
4458 for a := WP_FIRST to WP_LAST do
4459 begin
4460 FWeapon[a] := False;
4461 FReloading[a] := 0;
4462 end;
4464 FWeapon[WEAPON_PISTOL] := True;
4465 FWeapon[WEAPON_KASTET] := True;
4466 FCurrWeap := WEAPON_PISTOL;
4467 resetWeaponQueue();
4469 FModel.SetWeapon(FCurrWeap);
4471 for b := A_BULLETS to A_HIGH do
4472 FAmmo[b] := 0;
4474 FAmmo[A_BULLETS] := 50;
4476 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4477 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4478 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4479 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4480 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4482 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4483 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4484 else
4485 FRulez := [];
4486 end;
4488 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4489 if not g_Map_GetPoint(c, RespawnPoint) then
4490 begin
4491 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4492 Exit;
4493 end;
4495 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4496 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4497 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4498 FObj.Vel.X := 0;
4499 FObj.Vel.Y := 0;
4500 FObj.Accel.X := 0;
4501 FObj.Accel.Y := 0;
4503 FDirection := RespawnPoint.Direction;
4504 if FDirection = TDirection.D_LEFT then
4505 FAngle := 180
4506 else
4507 FAngle := 0;
4509 SetAction(A_STAND, True);
4510 FModel.Direction := FDirection;
4512 for a := Low(FTime) to High(FTime) do
4513 FTime[a] := 0;
4515 for a := Low(FMegaRulez) to High(FMegaRulez) do
4516 FMegaRulez[a] := 0;
4518 FDamageBuffer := 0;
4519 FJetpack := False;
4520 FCanJetpack := False;
4521 FFireTime := 0;
4522 FFirePainTime := 0;
4523 FFireAttacker := 0;
4525 // Àíèìàöèÿ âîçðîæäåíèÿ:
4526 if (not gLoadGameMode) and (not Silent) then
4527 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4528 begin
4529 Anim := TAnimation.Create(ID, False, 3);
4530 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4531 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4532 Anim.Free();
4533 end;
4535 FSpectator := False;
4536 FGhost := False;
4537 FPhysics := True;
4538 FSpectatePlayer := -1;
4539 FSpawned := True;
4541 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4542 gPlayer1 := self;
4543 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4544 gPlayer2 := self;
4546 if g_Game_IsNet then
4547 begin
4548 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4549 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4550 if not Silent then
4551 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4552 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4553 0, NET_GFX_TELE);
4554 end;
4555 end;
4557 procedure TPlayer.Spectate(NoMove: Boolean = False);
4558 begin
4559 if FAlive then
4560 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4561 else if (not NoMove) then
4562 begin
4563 GameX := gMapInfo.Width div 2;
4564 GameY := gMapInfo.Height div 2;
4565 end;
4566 FXTo := GameX;
4567 FYTo := GameY;
4569 FAlive := False;
4570 FSpectator := True;
4571 FGhost := True;
4572 FPhysics := False;
4573 FWantsInGame := False;
4574 FSpawned := False;
4576 if FNoRespawn then
4577 begin
4578 if Self = gPlayer1 then
4579 begin
4580 gLMSPID1 := FUID;
4581 gPlayer1 := nil;
4582 end;
4583 if Self = gPlayer2 then
4584 begin
4585 gLMSPID2 := FUID;
4586 gPlayer2 := nil;
4587 end;
4588 end;
4590 if g_Game_IsNet then
4591 MH_SEND_PlayerStats(FUID);
4592 end;
4594 procedure TPlayer.SwitchNoClip;
4595 begin
4596 if not FAlive then
4597 Exit;
4598 FGhost := not FGhost;
4599 FPhysics := not FGhost;
4600 if FGhost then
4601 begin
4602 FXTo := FObj.X;
4603 FYTo := FObj.Y;
4604 end else
4605 begin
4606 FObj.Accel.X := 0;
4607 FObj.Accel.Y := 0;
4608 end;
4609 end;
4611 procedure TPlayer.Run(Direction: TDirection);
4612 var
4613 a, b: Integer;
4614 begin
4615 if MAX_RUNVEL > 8 then
4616 FlySmoke();
4618 // Áåæèì:
4619 if Direction = TDirection.D_LEFT then
4620 begin
4621 if FObj.Vel.X > -MAX_RUNVEL then
4622 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4623 end
4624 else
4625 if FObj.Vel.X < MAX_RUNVEL then
4626 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4628 // Âîçìîæíî, ïèíàåì êóñêè:
4629 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4630 begin
4631 b := Abs(FObj.Vel.X);
4632 if b > 1 then b := b * (Random(8 div b) + 1);
4633 for a := 0 to High(gGibs) do
4634 begin
4635 if gGibs[a].alive and
4636 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4637 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4638 begin
4639 // Ïèíàåì êóñêè
4640 if FObj.Vel.X < 0 then
4641 begin
4642 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4643 end
4644 else
4645 begin
4646 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4647 end;
4648 gGibs[a].positionChanged(); // this updates spatial accelerators
4649 end;
4650 end;
4651 end;
4653 SetAction(A_WALK);
4654 end;
4656 procedure TPlayer.SeeDown();
4657 begin
4658 SetAction(A_SEEDOWN);
4660 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4662 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4663 end;
4665 procedure TPlayer.SeeUp();
4666 begin
4667 SetAction(A_SEEUP);
4669 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4671 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4672 end;
4674 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4675 var
4676 Prior: Byte;
4677 begin
4678 case Action of
4679 A_WALK: Prior := 3;
4680 A_DIE1: Prior := 5;
4681 A_DIE2: Prior := 5;
4682 A_ATTACK: Prior := 2;
4683 A_SEEUP: Prior := 1;
4684 A_SEEDOWN: Prior := 1;
4685 A_ATTACKUP: Prior := 2;
4686 A_ATTACKDOWN: Prior := 2;
4687 A_PAIN: Prior := 4;
4688 else Prior := 0;
4689 end;
4691 if (Prior > FActionPrior) or Force then
4692 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4693 begin
4694 FActionPrior := Prior;
4695 FActionAnim := Action;
4696 FActionForce := Force;
4697 FActionChanged := True;
4698 end;
4700 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4701 end;
4703 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4704 begin
4705 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4706 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4707 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4708 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4709 end;
4711 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4712 var
4713 Anim: TAnimation;
4714 ID: DWORD;
4715 begin
4716 Result := False;
4718 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4719 begin
4720 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4721 if g_Game_IsServer and g_Game_IsNet then
4722 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4723 Exit;
4724 end;
4726 FJustTeleported := True;
4728 Anim := nil;
4729 if not silent then
4730 begin
4731 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4732 begin
4733 Anim := TAnimation.Create(ID, False, 3);
4734 end;
4736 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4737 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4738 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4739 if g_Game_IsServer and g_Game_IsNet then
4740 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4741 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4742 NET_GFX_TELE);
4743 end;
4745 FObj.X := X-PLAYER_RECT.X;
4746 FObj.Y := Y-PLAYER_RECT.Y;
4747 if FAlive and FGhost then
4748 begin
4749 FXTo := FObj.X;
4750 FYTo := FObj.Y;
4751 end;
4753 if not g_Game_IsNet then
4754 begin
4755 if dir = 1 then
4756 begin
4757 SetDirection(TDirection.D_LEFT);
4758 FAngle := 180;
4759 end
4760 else
4761 if dir = 2 then
4762 begin
4763 SetDirection(TDirection.D_RIGHT);
4764 FAngle := 0;
4765 end
4766 else
4767 if dir = 3 then
4768 begin // îáðàòíîå
4769 if FDirection = TDirection.D_RIGHT then
4770 begin
4771 SetDirection(TDirection.D_LEFT);
4772 FAngle := 180;
4773 end
4774 else
4775 begin
4776 SetDirection(TDirection.D_RIGHT);
4777 FAngle := 0;
4778 end;
4779 end;
4780 end;
4782 if not silent and (Anim <> nil) then
4783 begin
4784 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4785 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4786 Anim.Free();
4788 if g_Game_IsServer and g_Game_IsNet then
4789 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4790 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4791 NET_GFX_TELE);
4792 end;
4794 Result := True;
4795 end;
4797 function nonz(a: Single): Single;
4798 begin
4799 if a <> 0 then
4800 Result := a
4801 else
4802 Result := 1;
4803 end;
4805 function TPlayer.followCorpse(): Boolean;
4806 var
4807 i: Integer;
4808 begin
4809 Result := False;
4810 if FAlive or FSpectator then
4811 Exit;
4812 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4813 Exit;
4814 for i := 0 to High(gCorpses) do
4815 if gCorpses[i] <> nil then
4816 if gCorpses[i].FPlayerUID = FUID then
4817 begin
4818 Result := True;
4819 FObj.X := gCorpses[i].FObj.X;
4820 FObj.Y := gCorpses[i].FObj.Y;
4821 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
4822 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
4823 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
4824 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
4825 break;
4826 end;
4827 end;
4829 procedure TPlayer.Update();
4830 var
4831 b: Byte;
4832 i, ii, wx, wy, xd, yd, k: Integer;
4833 blockmon, headwater, dospawn: Boolean;
4834 NetServer: Boolean;
4835 AnyServer: Boolean;
4836 SetSpect: Boolean;
4837 begin
4838 NetServer := g_Game_IsNet and g_Game_IsServer;
4839 AnyServer := g_Game_IsServer;
4841 if g_Game_IsClient and (NetInterpLevel > 0) then
4842 DoLerp(NetInterpLevel + 1)
4843 else
4844 if FGhost then
4845 DoLerp(4);
4847 if NetServer then
4848 if FClientID >= 0 then
4849 begin
4850 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4851 if NetClients[FClientID].Peer^.packetsSent > 0 then
4852 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4853 else
4854 FLoss := 0;
4855 end else
4856 begin
4857 FPing := 0;
4858 FLoss := 0;
4859 end;
4861 if FAlive and (FPunchAnim <> nil) then
4862 FPunchAnim.Update();
4864 if FAlive and (gFly or FJetpack) then
4865 FlySmoke();
4867 if FDirection = TDirection.D_LEFT then
4868 FAngle := 180
4869 else
4870 FAngle := 0;
4872 if FAlive and (not FGhost) then
4873 begin
4874 if FKeys[KEY_UP].Pressed then
4875 SeeUp();
4876 if FKeys[KEY_DOWN].Pressed then
4877 SeeDown();
4878 end;
4880 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4881 (FIncCam <> 0) then
4882 begin
4883 i := g_basic.Sign(FIncCam);
4884 FIncCam := Abs(FIncCam);
4885 DecMin(FIncCam, 5, 0);
4886 FIncCam := FIncCam*i;
4887 end;
4889 // no need to do that each second frame, weapon queue will take care of it
4890 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4891 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4893 if gTime mod (GAME_TICK*2) <> 0 then
4894 begin
4895 if (FObj.Vel.X = 0) and FAlive then
4896 begin
4897 if FKeys[KEY_LEFT].Pressed then
4898 Run(TDirection.D_LEFT);
4899 if FKeys[KEY_RIGHT].Pressed then
4900 Run(TDirection.D_RIGHT);
4901 end;
4903 if FPhysics then
4904 begin
4905 if not followCorpse() then
4906 g_Obj_Move(@FObj, True, True, True);
4907 positionChanged(); // this updates spatial accelerators
4908 end;
4910 Exit;
4911 end;
4913 FActionChanged := False;
4915 if FAlive then
4916 begin
4917 // Let alive player do some actions
4918 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
4919 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
4920 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4921 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4922 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4923 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4924 if FKeys[KEY_JUMP].Pressed then Jump()
4925 else
4926 begin
4927 if AnyServer and FJetpack then
4928 begin
4929 FJetpack := False;
4930 JetpackOff;
4931 if NetServer then MH_SEND_PlayerStats(FUID);
4932 end;
4933 FCanJetpack := True;
4934 end;
4935 end
4936 else // Dead
4937 begin
4938 dospawn := False;
4939 if not FGhost then
4940 for k := Low(FKeys) to KEY_CHAT-1 do
4941 begin
4942 if FKeys[k].Pressed then
4943 begin
4944 dospawn := True;
4945 break;
4946 end;
4947 end;
4948 if dospawn then
4949 begin
4950 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4951 Respawn(False)
4952 else // Single
4953 if (FTime[T_RESPAWN] <= gTime) and
4954 gGameOn and (not FAlive) then
4955 begin
4956 if (g_Player_GetCount() > 1) then
4957 Respawn(False)
4958 else
4959 begin
4960 gExit := EXIT_RESTART;
4961 Exit;
4962 end;
4963 end;
4964 end;
4965 // Dead spectator actions
4966 if FGhost then
4967 begin
4968 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4969 if FKeys[KEY_FIRE].Pressed and AnyServer then
4970 begin
4971 if FSpectator then
4972 begin
4973 if (FSpectatePlayer >= High(gPlayers)) then
4974 FSpectatePlayer := -1
4975 else
4976 begin
4977 SetSpect := False;
4978 for I := FSpectatePlayer + 1 to High(gPlayers) do
4979 if gPlayers[I] <> nil then
4980 if gPlayers[I].alive then
4981 if gPlayers[I].UID <> FUID then
4982 begin
4983 FSpectatePlayer := I;
4984 SetSpect := True;
4985 break;
4986 end;
4988 if not SetSpect then FSpectatePlayer := -1;
4989 end;
4991 ReleaseKeys;
4992 end;
4993 end;
4994 end;
4995 end;
4996 // No clipping
4997 if FGhost then
4998 begin
4999 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5000 begin
5001 FYTo := FObj.Y - 32;
5002 FSpectatePlayer := -1;
5003 end;
5004 if FKeys[KEY_DOWN].Pressed then
5005 begin
5006 FYTo := FObj.Y + 32;
5007 FSpectatePlayer := -1;
5008 end;
5009 if FKeys[KEY_LEFT].Pressed then
5010 begin
5011 FXTo := FObj.X - 32;
5012 FSpectatePlayer := -1;
5013 end;
5014 if FKeys[KEY_RIGHT].Pressed then
5015 begin
5016 FXTo := FObj.X + 32;
5017 FSpectatePlayer := -1;
5018 end;
5020 if (FXTo < -64) then
5021 FXTo := -64
5022 else if (FXTo > gMapInfo.Width + 32) then
5023 FXTo := gMapInfo.Width + 32;
5024 if (FYTo < -72) then
5025 FYTo := -72
5026 else if (FYTo > gMapInfo.Height + 32) then
5027 FYTo := gMapInfo.Height + 32;
5028 end;
5030 if FPhysics then
5031 begin
5032 if not followCorpse() then
5033 g_Obj_Move(@FObj, True, True, True);
5034 positionChanged(); // this updates spatial accelerators
5035 end
5036 else
5037 begin
5038 FObj.Vel.X := 0;
5039 FObj.Vel.Y := 0;
5040 if FSpectator then
5041 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5042 if gPlayers[FSpectatePlayer] <> nil then
5043 if gPlayers[FSpectatePlayer].alive then
5044 begin
5045 FXTo := gPlayers[FSpectatePlayer].GameX;
5046 FYTo := gPlayers[FSpectatePlayer].GameY;
5047 end;
5048 end;
5050 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5051 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5052 PANEL_BLOCKMON, True);
5053 headwater := HeadInLiquid(0, 0);
5055 // Ñîïðîòèâëåíèå âîçäóõà:
5056 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5057 if FObj.Vel.X <> 0 then
5058 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5060 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5061 DecMin(FPain, 5, 0);
5062 DecMin(FPickup, 1, 0);
5064 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5065 begin
5066 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5067 FMegaRulez[MR_SUIT] := 0;
5068 FMegaRulez[MR_INVUL] := 0;
5069 FMegaRulez[MR_INVIS] := 0;
5070 Kill(K_FALLKILL, 0, HIT_FALL);
5071 end;
5073 i := 9;
5075 if FAlive then
5076 begin
5077 if FCurrWeap = WEAPON_SAW then
5078 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5079 FSawSoundSelect.IsPlaying()) then
5080 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5082 if FJetpack then
5083 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5084 (not FJetSoundOff.IsPlaying()) then
5085 begin
5086 FJetSoundFly.SetPosition(0);
5087 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5088 end;
5090 for b := WP_FIRST to WP_LAST do
5091 if FReloading[b] > 0 then
5092 if FNoReload then
5093 FReloading[b] := 0
5094 else
5095 Dec(FReloading[b]);
5097 if FShellTimer > -1 then
5098 if FShellTimer = 0 then
5099 begin
5100 if FShellType = SHELL_SHELL then
5101 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5102 GameVelX, GameVelY-2, SHELL_SHELL)
5103 else if FShellType = SHELL_DBLSHELL then
5104 begin
5105 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5106 GameVelX+1, GameVelY-2, SHELL_SHELL);
5107 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5108 GameVelX-1, GameVelY-2, SHELL_SHELL);
5109 end;
5110 FShellTimer := -1;
5111 end else Dec(FShellTimer);
5113 if (FBFGFireCounter > -1) then
5114 if FBFGFireCounter = 0 then
5115 begin
5116 if AnyServer then
5117 begin
5118 wx := FObj.X+WEAPONPOINT[FDirection].X;
5119 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5120 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5121 yd := wy+firediry();
5122 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5123 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5124 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5125 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5126 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5127 end;
5129 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5130 FBFGFireCounter := -1;
5131 end else
5132 if FNoReload then
5133 FBFGFireCounter := 0
5134 else
5135 Dec(FBFGFireCounter);
5137 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5138 begin
5139 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5141 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5142 end;
5144 if (headwater or blockmon) then
5145 begin
5146 Dec(FAir);
5148 if FAir < -9 then
5149 begin
5150 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5151 FAir := 0;
5152 end
5153 else if (FAir mod 31 = 0) and not blockmon then
5154 begin
5155 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5156 if Random(2) = 0 then
5157 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5158 else
5159 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5160 end;
5161 end else if FAir < AIR_DEF then
5162 FAir := AIR_DEF;
5164 if FFireTime > 0 then
5165 begin
5166 if BodyInLiquid(0, 0) then
5167 begin
5168 FFireTime := 0;
5169 FFirePainTime := 0;
5170 end
5171 else if FMegaRulez[MR_SUIT] >= gTime then
5172 begin
5173 if FMegaRulez[MR_SUIT] = gTime then
5174 FFireTime := 1;
5175 FFirePainTime := 0;
5176 end
5177 else
5178 begin
5179 OnFireFlame(1);
5180 if FFirePainTime <= 0 then
5181 begin
5182 if g_Game_IsServer then
5183 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5184 FFirePainTime := 18;
5185 end;
5186 FFirePainTime := FFirePainTime - 1;
5187 FFireTime := FFireTime - 1;
5188 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5189 MH_SEND_PlayerStats(FUID);
5190 end;
5191 end;
5193 if FDamageBuffer > 0 then
5194 begin
5195 if FDamageBuffer >= 9 then
5196 begin
5197 SetAction(A_PAIN);
5199 if FDamageBuffer < 30 then i := 9
5200 else if FDamageBuffer < 100 then i := 18
5201 else i := 27;
5202 end;
5204 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5205 FArmor := FArmor-(FDamageBuffer-ii);
5206 FHealth := FHealth-ii;
5207 if FArmor < 0 then
5208 begin
5209 FHealth := FHealth+FArmor;
5210 FArmor := 0;
5211 end;
5213 if AnyServer then
5214 if FHealth <= 0 then
5215 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5216 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5217 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5219 if FAlive then
5220 begin
5221 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5222 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5223 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5224 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5225 end;
5227 FDamageBuffer := 0;
5228 end;
5230 {CollideItem();}
5231 end; // if FAlive then ...
5233 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5234 begin
5235 FModel.ChangeAnimation(FActionAnim, FActionForce);
5236 FModel.GetCurrentAnimation.MinLength := i;
5237 FModel.GetCurrentAnimationMask.MinLength := i;
5238 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5240 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5241 then SetAction(A_STAND, True);
5243 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5245 for b := Low(FKeys) to High(FKeys) do
5246 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5247 end;
5250 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5251 begin
5252 x := FObj.X+PLAYER_RECT.X;
5253 y := FObj.Y+PLAYER_RECT.Y;
5254 w := PLAYER_RECT.Width;
5255 h := PLAYER_RECT.Height;
5256 end;
5259 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5260 begin
5261 if (dx <> 0) or (dy <> 0) then
5262 begin
5263 FObj.X += dx;
5264 FObj.Y += dy;
5265 positionChanged();
5266 end;
5267 end;
5270 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5271 begin
5272 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5273 FObj.Y+PLAYER_RECT.Y,
5274 PLAYER_RECT.Width,
5275 PLAYER_RECT.Height,
5276 X, Y,
5277 Width, Height);
5278 end;
5280 function TPlayer.Collide(Panel: TPanel): Boolean;
5281 begin
5282 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5283 FObj.Y+PLAYER_RECT.Y,
5284 PLAYER_RECT.Width,
5285 PLAYER_RECT.Height,
5286 Panel.X, Panel.Y,
5287 Panel.Width, Panel.Height);
5288 end;
5290 function TPlayer.Collide(X, Y: Integer): Boolean;
5291 begin
5292 X := X-FObj.X-PLAYER_RECT.X;
5293 Y := Y-FObj.Y-PLAYER_RECT.Y;
5294 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5295 (y >= 0) and (y <= PLAYER_RECT.Height);
5296 end;
5298 function g_Player_ValidName(Name: string): Boolean;
5299 var
5300 a: Integer;
5301 begin
5302 Result := True;
5304 if gPlayers = nil then Exit;
5306 for a := 0 to High(gPlayers) do
5307 if gPlayers[a] <> nil then
5308 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5309 begin
5310 Result := False;
5311 Exit;
5312 end;
5313 end;
5315 procedure TPlayer.SetDirection(Direction: TDirection);
5316 var
5317 d: TDirection;
5318 begin
5319 d := FModel.Direction;
5321 FModel.Direction := Direction;
5322 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5324 FDirection := Direction;
5325 end;
5327 function TPlayer.GetKeys(): Byte;
5328 begin
5329 Result := 0;
5331 if R_KEY_RED in FRulez then Result := KEY_RED;
5332 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5333 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5335 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5336 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5337 end;
5339 procedure TPlayer.Use();
5340 var
5341 a: Integer;
5342 begin
5343 if FTime[T_USE] > gTime then Exit;
5345 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5346 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5348 for a := 0 to High(gPlayers) do
5349 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5350 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5351 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5352 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5353 begin
5354 gPlayers[a].Touch();
5355 if g_Game_IsNet and g_Game_IsServer then
5356 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5357 end;
5359 FTime[T_USE] := gTime+120;
5360 end;
5362 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5363 var
5364 locObj: TObj;
5365 F: Boolean;
5366 WX, WY, XD, YD: Integer;
5367 begin
5368 F := False;
5369 WX := X;
5370 WY := Y;
5371 XD := AX;
5372 YD := AY;
5374 case FCurrWeap of
5375 WEAPON_KASTET:
5376 begin
5377 DoPunch();
5378 if R_BERSERK in FRulez then
5379 begin
5380 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5381 locobj.X := FObj.X+FObj.Rect.X;
5382 locobj.Y := FObj.Y+FObj.Rect.Y;
5383 locobj.rect.X := 0;
5384 locobj.rect.Y := 0;
5385 locobj.rect.Width := 39;
5386 locobj.rect.Height := 52;
5387 locobj.Vel.X := (xd-wx) div 2;
5388 locobj.Vel.Y := (yd-wy) div 2;
5389 locobj.Accel.X := xd-wx;
5390 locobj.Accel.y := yd-wy;
5392 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5393 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5394 else
5395 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5397 if gFlash = 1 then
5398 if FPain < 50 then
5399 FPain := min(FPain + 25, 50);
5400 end else
5401 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5402 end;
5404 WEAPON_SAW:
5405 begin
5406 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5407 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5408 begin
5409 FSawSoundSelect.Stop();
5410 FSawSound.Stop();
5411 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5412 end
5413 else if not FSawSoundHit.IsPlaying() then
5414 begin
5415 FSawSoundSelect.Stop();
5416 FSawSound.PlayAt(FObj.X, FObj.Y);
5417 end;
5418 f := True;
5419 end;
5421 WEAPON_PISTOL:
5422 begin
5423 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5424 FFireAngle := FAngle;
5425 f := True;
5426 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5427 GameVelX, GameVelY-2, SHELL_BULLET);
5428 end;
5430 WEAPON_SHOTGUN1:
5431 begin
5432 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5433 FFireAngle := FAngle;
5434 f := True;
5435 FShellTimer := 10;
5436 FShellType := SHELL_SHELL;
5437 end;
5439 WEAPON_SHOTGUN2:
5440 begin
5441 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5442 FFireAngle := FAngle;
5443 f := True;
5444 FShellTimer := 13;
5445 FShellType := SHELL_DBLSHELL;
5446 end;
5448 WEAPON_CHAINGUN:
5449 begin
5450 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5451 FFireAngle := FAngle;
5452 f := True;
5453 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5454 GameVelX, GameVelY-2, SHELL_BULLET);
5455 end;
5457 WEAPON_ROCKETLAUNCHER:
5458 begin
5459 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5460 FFireAngle := FAngle;
5461 f := True;
5462 end;
5464 WEAPON_PLASMA:
5465 begin
5466 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5467 FFireAngle := FAngle;
5468 f := True;
5469 end;
5471 WEAPON_BFG:
5472 begin
5473 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5474 FFireAngle := FAngle;
5475 f := True;
5476 end;
5478 WEAPON_SUPERPULEMET:
5479 begin
5480 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5481 FFireAngle := FAngle;
5482 f := True;
5483 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5484 GameVelX, GameVelY-2, SHELL_SHELL);
5485 end;
5487 WEAPON_FLAMETHROWER:
5488 begin
5489 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5490 FFireAngle := FAngle;
5491 f := True;
5492 end;
5493 end;
5495 if not f then Exit;
5497 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5498 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5499 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5500 end;
5502 procedure TPlayer.DoLerp(Level: Integer = 2);
5503 begin
5504 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5505 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5506 end;
5508 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5509 var
5510 AX, AY: Integer;
5511 begin
5512 if NetInterpLevel < 1 then
5513 begin
5514 FObj.X := XTo;
5515 FObj.Y := YTo;
5516 end
5517 else
5518 begin
5519 FXTo := XTo;
5520 FYTo := YTo;
5522 AX := Abs(FXTo - FObj.X);
5523 AY := Abs(FYTo - FObj.Y);
5524 if (AX > 32) or (AX <= NetInterpLevel) then
5525 FObj.X := FXTo;
5526 if (AY > 32) or (AY <= NetInterpLevel) then
5527 FObj.Y := FYTo;
5528 end;
5529 end;
5531 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5532 begin
5533 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5534 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5535 PANEL_LIFTUP, False) then Result := -1
5536 else
5537 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5538 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5539 PANEL_LIFTDOWN, False) then Result := 1
5540 else Result := 0;
5541 end;
5543 function TPlayer.GetFlag(Flag: Byte): Boolean;
5544 var
5545 s, ts: String;
5546 evtype: Byte;
5547 begin
5548 Result := False;
5550 if Flag = FLAG_NONE then
5551 Exit;
5553 if not g_Game_IsServer then Exit;
5555 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5556 if (Flag = FTeam) and
5557 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5558 (FFlag <> FLAG_NONE) then
5559 begin
5560 if FFlag = FLAG_RED then
5561 s := _lc[I_PLAYER_FLAG_RED]
5562 else
5563 s := _lc[I_PLAYER_FLAG_BLUE];
5565 evtype := FLAG_STATE_SCORED;
5567 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5568 Insert('.', ts, Length(ts) + 1 - 3);
5569 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5571 g_Map_ResetFlag(FFlag);
5572 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5574 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5576 Result := True;
5577 if g_Game_IsNet then
5578 begin
5579 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5580 MH_SEND_GameStats;
5581 end;
5583 gFlags[FFlag].CaptureTime := 0;
5584 SetFlag(FLAG_NONE);
5585 Exit;
5586 end;
5588 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5589 if (Flag = FTeam) and
5590 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5591 begin
5592 if Flag = FLAG_RED then
5593 s := _lc[I_PLAYER_FLAG_RED]
5594 else
5595 s := _lc[I_PLAYER_FLAG_BLUE];
5597 evtype := FLAG_STATE_RETURNED;
5598 gFlags[Flag].CaptureTime := 0;
5600 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5602 g_Map_ResetFlag(Flag);
5603 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5605 Result := True;
5606 if g_Game_IsNet then
5607 begin
5608 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5609 MH_SEND_GameStats;
5610 end;
5611 Exit;
5612 end;
5614 // Ïîäîáðàë ÷óæîé ôëàã:
5615 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5616 begin
5617 SetFlag(Flag);
5619 if Flag = FLAG_RED then
5620 s := _lc[I_PLAYER_FLAG_RED]
5621 else
5622 s := _lc[I_PLAYER_FLAG_BLUE];
5624 evtype := FLAG_STATE_CAPTURED;
5626 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5628 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5630 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5632 Result := True;
5633 if g_Game_IsNet then
5634 begin
5635 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5636 MH_SEND_GameStats;
5637 end;
5638 end;
5639 end;
5641 procedure TPlayer.SetFlag(Flag: Byte);
5642 begin
5643 FFlag := Flag;
5644 if FModel <> nil then
5645 FModel.SetFlag(FFlag);
5646 end;
5648 function TPlayer.DropFlag(): Boolean;
5649 var
5650 s: String;
5651 begin
5652 Result := False;
5653 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5654 Exit;
5655 FTime[T_FLAGCAP] := gTime + 2000;
5656 with gFlags[FFlag] do
5657 begin
5658 Obj.X := FObj.X;
5659 Obj.Y := FObj.Y;
5660 Direction := FDirection;
5661 State := FLAG_STATE_DROPPED;
5662 Count := FLAG_TIME;
5663 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5664 (FObj.Vel.Y div 2)-2+Random(5));
5665 positionChanged(); // this updates spatial accelerators
5667 if FFlag = FLAG_RED then
5668 s := _lc[I_PLAYER_FLAG_RED]
5669 else
5670 s := _lc[I_PLAYER_FLAG_BLUE];
5672 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5673 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5675 if g_Game_IsNet then
5676 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5677 end;
5678 SetFlag(FLAG_NONE);
5679 Result := True;
5680 end;
5682 procedure TPlayer.GetSecret();
5683 begin
5684 Inc(FSecrets);
5685 end;
5687 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5688 begin
5689 Assert(Key <= High(FKeys));
5691 FKeys[Key].Pressed := True;
5692 FKeys[Key].Time := Time;
5693 end;
5695 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5696 begin
5697 Result := FKeys[K].Pressed;
5698 end;
5700 procedure TPlayer.ReleaseKeys();
5701 var
5702 a: Integer;
5703 begin
5704 for a := Low(FKeys) to High(FKeys) do
5705 begin
5706 FKeys[a].Pressed := False;
5707 FKeys[a].Time := 0;
5708 end;
5709 end;
5711 procedure TPlayer.OnDamage(Angle: SmallInt);
5712 begin
5713 end;
5715 function TPlayer.firediry(): Integer;
5716 begin
5717 if FKeys[KEY_UP].Pressed then Result := -42
5718 else if FKeys[KEY_DOWN].Pressed then Result := 19
5719 else Result := 0;
5720 end;
5722 procedure TPlayer.RememberState();
5723 var
5724 i: Integer;
5725 begin
5726 FSavedState.Health := FHealth;
5727 FSavedState.Armor := FArmor;
5728 FSavedState.Air := FAir;
5729 FSavedState.JetFuel := FJetFuel;
5730 FSavedState.CurrWeap := FCurrWeap;
5731 FSavedState.NextWeap := FNextWeap;
5732 FSavedState.NextWeapDelay := FNextWeapDelay;
5734 for i := 0 to 3 do
5735 FSavedState.Ammo[i] := FAmmo[i];
5736 for i := 0 to 3 do
5737 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5739 FSavedState.Rulez := FRulez;
5740 FSavedState.WaitRecall := True;
5741 end;
5743 procedure TPlayer.RecallState();
5744 var
5745 i: Integer;
5746 begin
5747 if not FSavedState.WaitRecall then Exit;
5749 FHealth := FSavedState.Health;
5750 FArmor := FSavedState.Armor;
5751 FAir := FSavedState.Air;
5752 FJetFuel := FSavedState.JetFuel;
5753 FCurrWeap := FSavedState.CurrWeap;
5754 FNextWeap := FSavedState.NextWeap;
5755 FNextWeapDelay := FSavedState.NextWeapDelay;
5757 for i := 0 to 3 do
5758 FAmmo[i] := FSavedState.Ammo[i];
5759 for i := 0 to 3 do
5760 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5762 FRulez := FSavedState.Rulez;
5763 FSavedState.WaitRecall := False;
5765 if gGameSettings.GameType = GT_SERVER then
5766 MH_SEND_PlayerStats(FUID);
5767 end;
5769 procedure TPlayer.SaveState (st: TStream);
5770 var
5771 i: Integer;
5772 b: Byte;
5773 begin
5774 // Ñèãíàòóðà èãðîêà
5775 utils.writeSign(st, 'PLYR');
5776 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5777 // Áîò èëè ÷åëîâåê
5778 utils.writeBool(st, FIamBot);
5779 // UID èãðîêà
5780 utils.writeInt(st, Word(FUID));
5781 // Èìÿ èãðîêà
5782 utils.writeStr(st, FName);
5783 // Êîìàíäà
5784 utils.writeInt(st, Byte(FTeam));
5785 // Æèâ ëè
5786 utils.writeBool(st, FAlive);
5787 // Èçðàñõîäîâàë ëè âñå æèçíè
5788 utils.writeBool(st, FNoRespawn);
5789 // Íàïðàâëåíèå
5790 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
5791 utils.writeInt(st, Byte(b));
5792 // Çäîðîâüå
5793 utils.writeInt(st, LongInt(FHealth));
5794 // Æèçíè
5795 utils.writeInt(st, Byte(FLives));
5796 // Áðîíÿ
5797 utils.writeInt(st, LongInt(FArmor));
5798 // Çàïàñ âîçäóõà
5799 utils.writeInt(st, LongInt(FAir));
5800 // Çàïàñ ãîðþ÷åãî
5801 utils.writeInt(st, LongInt(FJetFuel));
5802 // Áîëü
5803 utils.writeInt(st, LongInt(FPain));
5804 // Óáèë
5805 utils.writeInt(st, LongInt(FKills));
5806 // Óáèë ìîíñòðîâ
5807 utils.writeInt(st, LongInt(FMonsterKills));
5808 // Ôðàãîâ
5809 utils.writeInt(st, LongInt(FFrags));
5810 // Ôðàãîâ ïîäðÿä
5811 utils.writeInt(st, Byte(FFragCombo));
5812 // Âðåìÿ ïîñëåäíåãî ôðàãà
5813 utils.writeInt(st, LongWord(FLastFrag));
5814 // Ñìåðòåé
5815 utils.writeInt(st, LongInt(FDeath));
5816 // Êàêîé ôëàã íåñåò
5817 utils.writeInt(st, Byte(FFlag));
5818 // Íàøåë ñåêðåòîâ
5819 utils.writeInt(st, LongInt(FSecrets));
5820 // Òåêóùåå îðóæèå
5821 utils.writeInt(st, Byte(FCurrWeap));
5822 // Æåëàåìîå îðóæèå
5823 utils.writeInt(st, Word(FNextWeap));
5824 // ...è ïàóçà
5825 utils.writeInt(st, Byte(FNextWeapDelay));
5826 // Âðåìÿ çàðÿäêè BFG
5827 utils.writeInt(st, SmallInt(FBFGFireCounter));
5828 // Áóôåð óðîíà
5829 utils.writeInt(st, LongInt(FDamageBuffer));
5830 // Ïîñëåäíèé óäàðèâøèé
5831 utils.writeInt(st, Word(FLastSpawnerUID));
5832 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5833 utils.writeInt(st, Byte(FLastHit));
5834 // Îáúåêò èãðîêà
5835 Obj_SaveState(st, @FObj);
5836 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5837 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
5838 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5839 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
5840 // Íàëè÷èå îðóæèÿ
5841 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
5842 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5843 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
5844 // Íàëè÷èå ðþêçàêà
5845 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
5846 // Íàëè÷èå êðàñíîãî êëþ÷à
5847 utils.writeBool(st, (R_KEY_RED in FRulez));
5848 // Íàëè÷èå çåëåíîãî êëþ÷à
5849 utils.writeBool(st, (R_KEY_GREEN in FRulez));
5850 // Íàëè÷èå ñèíåãî êëþ÷à
5851 utils.writeBool(st, (R_KEY_BLUE in FRulez));
5852 // Íàëè÷èå áåðñåðêà
5853 utils.writeBool(st, (R_BERSERK in FRulez));
5854 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5855 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
5856 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5857 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
5858 // Íàçâàíèå ìîäåëè
5859 utils.writeStr(st, FModel.Name);
5860 // Öâåò ìîäåëè
5861 utils.writeInt(st, Byte(FColor.R));
5862 utils.writeInt(st, Byte(FColor.G));
5863 utils.writeInt(st, Byte(FColor.B));
5864 end;
5867 procedure TPlayer.LoadState (st: TStream);
5868 var
5869 i: Integer;
5870 str: String;
5871 b: Byte;
5872 begin
5873 assert(st <> nil);
5875 // Ñèãíàòóðà èãðîêà
5876 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
5877 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
5878 // Áîò èëè ÷åëîâåê:
5879 FIamBot := utils.readBool(st);
5880 // UID èãðîêà
5881 FUID := utils.readWord(st);
5882 // Èìÿ èãðîêà
5883 str := utils.readStr(st);
5884 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
5885 // Êîìàíäà
5886 FTeam := utils.readByte(st);
5887 // Æèâ ëè
5888 FAlive := utils.readBool(st);
5889 // Èçðàñõîäîâàë ëè âñå æèçíè
5890 FNoRespawn := utils.readBool(st);
5891 // Íàïðàâëåíèå
5892 b := utils.readByte(st);
5893 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
5894 // Çäîðîâüå
5895 FHealth := utils.readLongInt(st);
5896 // Æèçíè
5897 FLives := utils.readByte(st);
5898 // Áðîíÿ
5899 FArmor := utils.readLongInt(st);
5900 // Çàïàñ âîçäóõà
5901 FAir := utils.readLongInt(st);
5902 // Çàïàñ ãîðþ÷åãî
5903 FJetFuel := utils.readLongInt(st);
5904 // Áîëü
5905 FPain := utils.readLongInt(st);
5906 // Óáèë
5907 FKills := utils.readLongInt(st);
5908 // Óáèë ìîíñòðîâ
5909 FMonsterKills := utils.readLongInt(st);
5910 // Ôðàãîâ
5911 FFrags := utils.readLongInt(st);
5912 // Ôðàãîâ ïîäðÿä
5913 FFragCombo := utils.readByte(st);
5914 // Âðåìÿ ïîñëåäíåãî ôðàãà
5915 FLastFrag := utils.readLongWord(st);
5916 // Ñìåðòåé
5917 FDeath := utils.readLongInt(st);
5918 // Êàêîé ôëàã íåñåò
5919 FFlag := utils.readByte(st);
5920 // Íàøåë ñåêðåòîâ
5921 FSecrets := utils.readLongInt(st);
5922 // Òåêóùåå îðóæèå
5923 FCurrWeap := utils.readByte(st);
5924 // Æåëàåìîå îðóæèå
5925 FNextWeap := utils.readWord(st);
5926 // ...è ïàóçà
5927 FNextWeapDelay := utils.readByte(st);
5928 // Âðåìÿ çàðÿäêè BFG
5929 FBFGFireCounter := utils.readSmallInt(st);
5930 // Áóôåð óðîíà
5931 FDamageBuffer := utils.readLongInt(st);
5932 // Ïîñëåäíèé óäàðèâøèé
5933 FLastSpawnerUID := utils.readWord(st);
5934 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5935 FLastHit := utils.readByte(st);
5936 // Îáúåêò èãðîêà
5937 Obj_LoadState(@FObj, st);
5938 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5939 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
5940 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5941 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
5942 // Íàëè÷èå îðóæèÿ
5943 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
5944 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5945 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
5946 // Íàëè÷èå ðþêçàêà
5947 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
5948 // Íàëè÷èå êðàñíîãî êëþ÷à
5949 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
5950 // Íàëè÷èå çåëåíîãî êëþ÷à
5951 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
5952 // Íàëè÷èå ñèíåãî êëþ÷à
5953 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
5954 // Íàëè÷èå áåðñåðêà
5955 if utils.readBool(st) then Include(FRulez, R_BERSERK);
5956 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5957 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
5958 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5959 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
5960 // Íàçâàíèå ìîäåëè
5961 str := utils.readStr(st);
5962 // Öâåò ìîäåëè
5963 FColor.R := utils.readByte(st);
5964 FColor.G := utils.readByte(st);
5965 FColor.B := utils.readByte(st);
5966 if (self = gPlayer1) then
5967 begin
5968 str := gPlayer1Settings.Model;
5969 FColor := gPlayer1Settings.Color;
5970 end
5971 else if (self = gPlayer2) then
5972 begin
5973 str := gPlayer2Settings.Model;
5974 FColor := gPlayer2Settings.Color;
5975 end;
5976 // Îáíîâëÿåì ìîäåëü èãðîêà
5977 SetModel(str);
5978 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5979 FModel.Color := TEAMCOLOR[FTeam]
5980 else
5981 FModel.Color := FColor;
5982 end;
5985 procedure TPlayer.AllRulez(Health: Boolean);
5986 var
5987 a: Integer;
5988 begin
5989 if Health then
5990 begin
5991 FHealth := PLAYER_HP_LIMIT;
5992 FArmor := PLAYER_AP_LIMIT;
5993 Exit;
5994 end;
5996 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
5997 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
5998 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5999 end;
6001 procedure TPlayer.RestoreHealthArmor();
6002 begin
6003 FHealth := PLAYER_HP_LIMIT;
6004 FArmor := PLAYER_AP_LIMIT;
6005 end;
6007 procedure TPlayer.FragCombo();
6008 var
6009 Param: Integer;
6010 begin
6011 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6012 Exit;
6013 if gTime - FLastFrag < FRAG_COMBO_TIME then
6014 begin
6015 if FFragCombo < 5 then
6016 Inc(FFragCombo);
6017 Param := FUID or (FFragCombo shl 16);
6018 if (FComboEvnt >= Low(gDelayedEvents)) and
6019 (FComboEvnt <= High(gDelayedEvents)) and
6020 gDelayedEvents[FComboEvnt].Pending and
6021 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6022 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6023 begin
6024 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6025 gDelayedEvents[FComboEvnt].DENum := Param;
6026 end
6027 else
6028 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6029 end
6030 else
6031 FFragCombo := 1;
6033 FLastFrag := gTime;
6034 end;
6036 procedure TPlayer.GiveItem(ItemType: Byte);
6037 begin
6038 case ItemType of
6039 ITEM_SUIT:
6040 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6041 begin
6042 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6043 end;
6045 ITEM_OXYGEN:
6046 if FAir < AIR_MAX then
6047 begin
6048 FAir := AIR_MAX;
6049 end;
6051 ITEM_MEDKIT_BLACK:
6052 begin
6053 if not (R_BERSERK in FRulez) then
6054 begin
6055 Include(FRulez, R_BERSERK);
6056 if FBFGFireCounter < 1 then
6057 begin
6058 FCurrWeap := WEAPON_KASTET;
6059 resetWeaponQueue();
6060 FModel.SetWeapon(WEAPON_KASTET);
6061 end;
6062 if gFlash <> 0 then
6063 Inc(FPain, 100);
6064 FBerserk := gTime+30000;
6065 end;
6066 if FHealth < PLAYER_HP_SOFT then
6067 begin
6068 FHealth := PLAYER_HP_SOFT;
6069 FBerserk := gTime+30000;
6070 end;
6071 end;
6073 ITEM_INVUL:
6074 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6075 begin
6076 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6077 end;
6079 ITEM_INVIS:
6080 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6081 begin
6082 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6083 end;
6085 ITEM_JETPACK:
6086 if FJetFuel < JET_MAX then
6087 begin
6088 FJetFuel := JET_MAX;
6089 end;
6091 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6092 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6094 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6095 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6097 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6098 ITEM_SPHERE_WHITE:
6099 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6100 begin
6101 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6102 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6103 end;
6105 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6106 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6107 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6108 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6109 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6110 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6111 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6112 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6113 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6115 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6116 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6117 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6118 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6119 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6120 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6121 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6122 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6123 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6125 ITEM_AMMO_BACKPACK:
6126 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6127 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6128 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6129 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6130 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6131 begin
6132 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6133 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6134 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6135 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6136 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6138 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6139 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6140 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6141 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6143 FRulez := FRulez + [R_ITEM_BACKPACK];
6144 end;
6146 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6147 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6148 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6150 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6151 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6153 else
6154 Exit;
6155 end;
6156 if g_Game_IsNet and g_Game_IsServer then
6157 MH_SEND_PlayerStats(FUID);
6158 end;
6160 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6161 var
6162 id, i: DWORD;
6163 Anim: TAnimation;
6164 begin
6165 if (Random(5) = 1) and (Times = 1) then
6166 Exit;
6168 if BodyInLiquid(0, 0) then
6169 begin
6170 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6171 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6172 if Random(2) = 0 then
6173 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6174 else
6175 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6176 Exit;
6177 end;
6179 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6180 begin
6181 for i := 1 to Times do
6182 begin
6183 Anim := TAnimation.Create(id, False, 3);
6184 Anim.Alpha := 150;
6185 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6186 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6187 Anim.Free();
6188 end;
6189 end;
6190 end;
6192 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6193 var
6194 id, i: DWORD;
6195 Anim: TAnimation;
6196 begin
6197 if (Random(10) = 1) and (Times = 1) then
6198 Exit;
6200 if g_Frames_Get(id, 'FRAMES_FLAME') then
6201 begin
6202 for i := 1 to Times do
6203 begin
6204 Anim := TAnimation.Create(id, False, 3);
6205 Anim.Alpha := 0;
6206 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6207 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6208 Anim.Free();
6209 end;
6210 end;
6211 end;
6213 procedure TPlayer.PauseSounds(Enable: Boolean);
6214 begin
6215 FSawSound.Pause(Enable);
6216 FSawSoundIdle.Pause(Enable);
6217 FSawSoundHit.Pause(Enable);
6218 FSawSoundSelect.Pause(Enable);
6219 end;
6221 { T C o r p s e : }
6223 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6224 begin
6225 g_Obj_Init(@FObj);
6226 FObj.X := X;
6227 FObj.Y := Y;
6228 FObj.Rect := PLAYER_CORPSERECT;
6229 FModelName := ModelName;
6230 FMess := aMess;
6232 if FMess then
6233 begin
6234 FState := CORPSE_STATE_MESS;
6235 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6236 end
6237 else
6238 begin
6239 FState := CORPSE_STATE_NORMAL;
6240 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6241 end;
6242 end;
6244 destructor TCorpse.Destroy();
6245 begin
6246 FAnimation.Free();
6248 inherited;
6249 end;
6251 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6253 procedure TCorpse.positionChanged (); inline; begin end;
6255 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6256 begin
6257 if (dx <> 0) or (dy <> 0) then
6258 begin
6259 FObj.X += dx;
6260 FObj.Y += dy;
6261 positionChanged();
6262 end;
6263 end;
6266 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6267 begin
6268 x := FObj.X+PLAYER_CORPSERECT.X;
6269 y := FObj.Y+PLAYER_CORPSERECT.Y;
6270 w := PLAYER_CORPSERECT.Width;
6271 h := PLAYER_CORPSERECT.Height;
6272 end;
6275 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6276 var
6277 pm: TPlayerModel;
6278 Blood: TModelBlood;
6279 begin
6280 if FState = CORPSE_STATE_REMOVEME then
6281 Exit;
6283 FDamage := FDamage + Value;
6285 if FDamage > 150 then
6286 begin
6287 if FAnimation <> nil then
6288 begin
6289 FAnimation.Free();
6290 FAnimation := nil;
6292 FState := CORPSE_STATE_REMOVEME;
6294 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6295 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6296 FModelName, FColor);
6297 // Çâóê ìÿñà îò òðóïà:
6298 pm := g_PlayerModel_Get(FModelName);
6299 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6300 pm.Free;
6302 // Çëîâåùèé ñìåõ:
6303 if (gBodyKillEvent <> -1)
6304 and gDelayedEvents[gBodyKillEvent].Pending then
6305 gDelayedEvents[gBodyKillEvent].Pending := False;
6306 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6307 end;
6308 end
6309 else
6310 begin
6311 Blood := g_PlayerModel_GetBlood(FModelName);
6312 FObj.Vel.X := FObj.Vel.X + vx;
6313 FObj.Vel.Y := FObj.Vel.Y + vy;
6314 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6315 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6316 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6317 Blood.R, Blood.G, Blood.B, Blood.Kind);
6318 end;
6319 end;
6321 procedure TCorpse.Draw();
6322 begin
6323 if FState = CORPSE_STATE_REMOVEME then
6324 Exit;
6326 if FAnimation <> nil then
6327 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6329 if FAnimationMask <> nil then
6330 begin
6331 e_Colors := FColor;
6332 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6333 e_Colors.R := 255;
6334 e_Colors.G := 255;
6335 e_Colors.B := 255;
6336 end;
6337 end;
6339 procedure TCorpse.Update();
6340 var
6341 st: Word;
6342 begin
6343 if FState = CORPSE_STATE_REMOVEME then
6344 Exit;
6346 if gTime mod (GAME_TICK*2) <> 0 then
6347 begin
6348 g_Obj_Move(@FObj, True, True, True);
6349 positionChanged(); // this updates spatial accelerators
6350 Exit;
6351 end;
6353 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6354 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6356 st := g_Obj_Move(@FObj, True, True, True);
6357 positionChanged(); // this updates spatial accelerators
6359 if WordBool(st and MOVE_FALLOUT) then
6360 begin
6361 FState := CORPSE_STATE_REMOVEME;
6362 Exit;
6363 end;
6365 if FAnimation <> nil then
6366 FAnimation.Update();
6367 if FAnimationMask <> nil then
6368 FAnimationMask.Update();
6369 end;
6372 procedure TCorpse.SaveState (st: TStream);
6373 var
6374 anim: Boolean;
6375 begin
6376 assert(st <> nil);
6378 // Ñèãíàòóðà òðóïà
6379 utils.writeSign(st, 'CORP');
6380 utils.writeInt(st, Byte(0));
6381 // Ñîñòîÿíèå
6382 utils.writeInt(st, Byte(FState));
6383 // Íàêîïëåííûé óðîí
6384 utils.writeInt(st, Byte(FDamage));
6385 // Öâåò
6386 utils.writeInt(st, Byte(FColor.R));
6387 utils.writeInt(st, Byte(FColor.G));
6388 utils.writeInt(st, Byte(FColor.B));
6389 // Îáúåêò òðóïà
6390 Obj_SaveState(st, @FObj);
6391 utils.writeInt(st, Word(FPlayerUID));
6392 // Åñòü ëè àíèìàöèÿ
6393 anim := (FAnimation <> nil);
6394 utils.writeBool(st, anim);
6395 // Åñëè åñòü - ñîõðàíÿåì
6396 if anim then FAnimation.SaveState(st);
6397 // Åñòü ëè ìàñêà àíèìàöèè
6398 anim := (FAnimationMask <> nil);
6399 utils.writeBool(st, anim);
6400 // Åñëè åñòü - ñîõðàíÿåì
6401 if anim then FAnimationMask.SaveState(st);
6402 end;
6405 procedure TCorpse.LoadState (st: TStream);
6406 var
6407 anim: Boolean;
6408 begin
6409 assert(st <> nil);
6411 // Ñèãíàòóðà òðóïà
6412 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6413 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6414 // Ñîñòîÿíèå
6415 FState := utils.readByte(st);
6416 // Íàêîïëåííûé óðîí
6417 FDamage := utils.readByte(st);
6418 // Öâåò
6419 FColor.R := utils.readByte(st);
6420 FColor.G := utils.readByte(st);
6421 FColor.B := utils.readByte(st);
6422 // Îáúåêò òðóïà
6423 Obj_LoadState(@FObj, st);
6424 FPlayerUID := utils.readWord(st);
6425 // Åñòü ëè àíèìàöèÿ
6426 anim := utils.readBool(st);
6427 // Åñëè åñòü - çàãðóæàåì
6428 if anim then
6429 begin
6430 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6431 FAnimation.LoadState(st);
6432 end;
6433 // Åñòü ëè ìàñêà àíèìàöèè
6434 anim := utils.readBool(st);
6435 // Åñëè åñòü - çàãðóæàåì
6436 if anim then
6437 begin
6438 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6439 FAnimationMask.LoadState(st);
6440 end;
6441 end;
6443 { T B o t : }
6445 constructor TBot.Create();
6446 var
6447 a: Integer;
6448 begin
6449 inherited Create();
6451 FPhysics := True;
6452 FSpectator := False;
6453 FGhost := False;
6455 FIamBot := True;
6457 Inc(gNumBots);
6459 for a := WP_FIRST to WP_LAST do
6460 begin
6461 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6462 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6463 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6464 end;
6465 end;
6467 destructor TBot.Destroy();
6468 begin
6469 Dec(gNumBots);
6470 inherited Destroy();
6471 end;
6473 procedure TBot.Draw();
6474 begin
6475 inherited Draw();
6477 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6478 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6479 end;
6481 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6482 begin
6483 inherited Respawn(Silent, Force);
6485 FAIFlags := nil;
6486 FSelectedWeapon := FCurrWeap;
6487 resetWeaponQueue();
6488 FTargetUID := 0;
6489 end;
6491 procedure TBot.UpdateCombat();
6492 type
6493 TTarget = record
6494 UID: Word;
6495 X, Y: Integer;
6496 Rect: TRectWH;
6497 cX, cY: Integer;
6498 Dist: Word;
6499 Line: Boolean;
6500 Visible: Boolean;
6501 IsPlayer: Boolean;
6502 end;
6504 TTargetRecord = array of TTarget;
6506 function Compare(a, b: TTarget): Integer;
6507 begin
6508 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6509 Result := -1
6510 else
6511 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6512 Result := 1
6513 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6514 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6515 begin
6516 if a.Dist > b.Dist then // B áëèæå
6517 Result := 1
6518 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6519 Result := -1;
6520 end
6521 else // Ñòðàííî -> A
6522 Result := -1;
6523 end;
6525 var
6526 a, x1, y1, x2, y2: Integer;
6527 targets: TTargetRecord;
6528 ammo: Word;
6529 Target, BestTarget: TTarget;
6530 firew, fireh: Integer;
6531 angle: SmallInt;
6532 mon: TMonster;
6533 pla, tpla: TPlayer;
6534 vsPlayer, vsMonster, ok: Boolean;
6537 function monsUpdate (mon: TMonster): Boolean;
6538 begin
6539 result := false; // don't stop
6540 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6541 begin
6542 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6544 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6545 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6547 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6548 if g_TraceVector(x1, y1, x2, y2) then
6549 begin
6550 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6551 SetLength(targets, Length(targets)+1);
6552 with targets[High(targets)] do
6553 begin
6554 UID := mon.UID;
6555 X := mon.Obj.X;
6556 Y := mon.Obj.Y;
6557 cX := x2;
6558 cY := y2;
6559 Rect := mon.Obj.Rect;
6560 Dist := g_PatchLength(x1, y1, x2, y2);
6561 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6562 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6563 Visible := True;
6564 IsPlayer := False;
6565 end;
6566 end;
6567 end;
6568 end;
6570 begin
6571 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6572 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6574 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6575 if FCurrWeap <> FSelectedWeapon then
6576 NextWeapon();
6578 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6579 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6580 begin
6581 RemoveAIFlag('NEEDFIRE');
6583 case FCurrWeap of
6584 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6585 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6586 else PressKey(KEY_FIRE);
6587 end;
6588 end;
6590 // Êîîðäèíàòû ñòâîëà:
6591 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6592 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6594 Target.UID := FTargetUID;
6596 ok := False;
6597 if Target.UID <> 0 then
6598 begin // Öåëü åñòü - íàñòðàèâàåì
6599 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6600 vsPlayer then
6601 begin // Èãðîê
6602 tpla := g_Player_Get(Target.UID);
6603 if tpla <> nil then
6604 with tpla do
6605 begin
6606 if (@FObj) <> nil then
6607 begin
6608 Target.X := FObj.X;
6609 Target.Y := FObj.Y;
6610 end;
6611 end;
6613 Target.cX := Target.X + PLAYER_RECT_CX;
6614 Target.cY := Target.Y + PLAYER_RECT_CY;
6615 Target.Rect := PLAYER_RECT;
6616 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6617 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6618 (y1-4 > Target.Y+PLAYER_RECT.Y);
6619 Target.IsPlayer := True;
6620 ok := True;
6621 end
6622 else
6623 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6624 vsMonster then
6625 begin // Ìîíñòð
6626 mon := g_Monsters_ByUID(Target.UID);
6627 if mon <> nil then
6628 begin
6629 Target.X := mon.Obj.X;
6630 Target.Y := mon.Obj.Y;
6632 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6633 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6634 Target.Rect := mon.Obj.Rect;
6635 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6636 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6637 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6638 Target.IsPlayer := False;
6639 ok := True;
6640 end;
6641 end;
6642 end;
6644 if not ok then
6645 begin // Öåëè íåò - îáíóëÿåì
6646 Target.X := 0;
6647 Target.Y := 0;
6648 Target.cX := 0;
6649 Target.cY := 0;
6650 Target.Visible := False;
6651 Target.Line := False;
6652 Target.IsPlayer := False;
6653 end;
6655 targets := nil;
6657 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6658 if (not Target.Line) or (not Target.Visible) then
6659 begin
6660 // Èãðîêè:
6661 if vsPlayer then
6662 for a := 0 to High(gPlayers) do
6663 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6664 (gPlayers[a].FUID <> FUID) and
6665 (not SameTeam(FUID, gPlayers[a].FUID)) and
6666 (not gPlayers[a].NoTarget) and
6667 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6668 begin
6669 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6670 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6671 Continue;
6673 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6674 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6676 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6677 if g_TraceVector(x1, y1, x2, y2) then
6678 begin
6679 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6680 SetLength(targets, Length(targets)+1);
6681 with targets[High(targets)] do
6682 begin
6683 UID := gPlayers[a].FUID;
6684 X := gPlayers[a].FObj.X;
6685 Y := gPlayers[a].FObj.Y;
6686 cX := x2;
6687 cY := y2;
6688 Rect := PLAYER_RECT;
6689 Dist := g_PatchLength(x1, y1, x2, y2);
6690 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6691 (y1-4 > Target.Y+PLAYER_RECT.Y);
6692 Visible := True;
6693 IsPlayer := True;
6694 end;
6695 end;
6696 end;
6698 // Ìîíñòðû:
6699 if vsMonster then g_Mons_ForEach(monsUpdate);
6700 end;
6702 // Åñëè åñòü âîçìîæíûå öåëè:
6703 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6704 if targets <> nil then
6705 begin
6706 // Âûáèðàåì íàèëó÷øóþ öåëü:
6707 BestTarget := targets[0];
6708 if Length(targets) > 1 then
6709 for a := 1 to High(targets) do
6710 if Compare(BestTarget, targets[a]) = 1 then
6711 BestTarget := targets[a];
6713 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6714 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6715 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6716 begin
6717 Target := BestTarget;
6719 if (Healthy() = 3) or ((Healthy() = 2)) then
6720 begin // Åñëè çäîðîâû - äîãîíÿåì
6721 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6722 SetAIFlag('GORIGHT', '1');
6723 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6724 SetAIFlag('GOLEFT', '1');
6725 end
6726 else
6727 begin // Åñëè ïîáèòû - óáåãàåì
6728 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6729 SetAIFlag('GORIGHT', '1');
6730 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6731 SetAIFlag('GOLEFT', '1');
6732 end;
6734 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6735 SelectWeapon(Abs(x1-Target.cX));
6736 end;
6737 end;
6739 // Åñëè åñòü öåëü:
6740 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6741 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6742 if Target.UID <> 0 then
6743 begin
6744 if not TargetOnScreen(Target.X + Target.Rect.X,
6745 Target.Y + Target.Rect.Y) then
6746 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6747 if (Healthy() = 3) or ((Healthy() = 2)) then
6748 begin // Åñëè çäîðîâû - äîãîíÿåì
6749 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6750 SetAIFlag('GORIGHT', '1');
6751 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6752 SetAIFlag('GOLEFT', '1');
6753 end
6754 else
6755 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6756 Target.UID := 0;
6757 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6758 SetAIFlag('GORIGHT', '1');
6759 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6760 SetAIFlag('GOLEFT', '1');
6761 end;
6762 end
6763 else
6764 begin // Öåëü ïîêà íà "ýêðàíå"
6765 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6766 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6767 FLastVisible := gTime;
6768 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6769 if (Abs(FObj.Y-Target.Y) <= 128) then
6770 begin
6771 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6772 SetAIFlag('GORIGHT', '1');
6773 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6774 SetAIFlag('GOLEFT', '1');
6775 end;
6776 end;
6778 // Âûáèðàåì óãîë ââåðõ:
6779 if FDirection = TDirection.D_LEFT then
6780 angle := ANGLE_LEFTUP
6781 else
6782 angle := ANGLE_RIGHTUP;
6784 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6785 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6787 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6788 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6789 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6790 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6791 Target.Rect.Width, Target.Rect.Height) and
6792 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6793 begin // òî íóæíî ñòðåëÿòü ââåðõ
6794 SetAIFlag('NEEDFIRE', '1');
6795 SetAIFlag('NEEDSEEUP', '1');
6796 end;
6798 // Âûáèðàåì óãîë âíèç:
6799 if FDirection = TDirection.D_LEFT then
6800 angle := ANGLE_LEFTDOWN
6801 else
6802 angle := ANGLE_RIGHTDOWN;
6804 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6805 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6807 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6808 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6809 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6810 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6811 Target.Rect.Width, Target.Rect.Height) and
6812 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6813 begin // òî íóæíî ñòðåëÿòü âíèç
6814 SetAIFlag('NEEDFIRE', '1');
6815 SetAIFlag('NEEDSEEDOWN', '1');
6816 end;
6818 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6819 if Target.Visible and
6820 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6821 (y1-4 > Target.Y+Target.Rect.Y) then
6822 begin
6823 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6824 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
6825 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6826 begin // òî íóæíî ñòðåëÿòü âïåðåä
6827 SetAIFlag('NEEDFIRE', '1');
6828 SetAIFlag('NEEDSEEDOWN', '');
6829 SetAIFlag('NEEDSEEUP', '');
6830 end;
6831 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6832 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6833 if GetRnd(FDifficult.CloseJump) then
6834 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6835 if Abs(FObj.X-Target.X) < 128 then
6836 a := 4
6837 else
6838 a := 30;
6839 if Random(a) = 0 then
6840 SetAIFlag('NEEDJUMP', '1');
6841 end;
6842 end;
6844 // Åñëè öåëü âñå åùå åñòü:
6845 if Target.UID <> 0 then
6846 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6847 Target.UID := 0 // òî çàáûòü öåëü
6848 else // Åñëè âèäåëè íåäàâíî
6849 begin // íî öåëü óáèëè
6850 if Target.IsPlayer then
6851 begin // Öåëü - èãðîê
6852 pla := g_Player_Get(Target.UID);
6853 if (pla = nil) or (not pla.alive) or pla.NoTarget or
6854 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6855 Target.UID := 0; // òî çàáûòü öåëü
6856 end
6857 else
6858 begin // Öåëü - ìîíñòð
6859 mon := g_Monsters_ByUID(Target.UID);
6860 if (mon = nil) or (not mon.alive) then
6861 Target.UID := 0; // òî çàáûòü öåëü
6862 end;
6863 end;
6864 end; // if Target.UID <> 0
6866 FTargetUID := Target.UID;
6868 // Åñëè âîçìîæíûõ öåëåé íåò:
6869 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6870 if targets = nil then
6871 if GetAIFlag('ATTACKLEFT') <> '' then
6872 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6873 RemoveAIFlag('ATTACKLEFT');
6875 SetAIFlag('NEEDJUMP', '1');
6877 if RunDirection() = TDirection.D_RIGHT then
6878 begin // Èäåì íå â òó ñòîðîíó
6879 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6880 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6881 SetAIFlag('NEEDFIRE', '1');
6882 SetAIFlag('GOLEFT', '1');
6883 end;
6884 end
6885 else
6886 begin // Èäåì â íóæíóþ ñòîðîíó
6887 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6888 SetAIFlag('NEEDFIRE', '1');
6889 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6890 SetAIFlag('GORIGHT', '1');
6891 end;
6892 end
6893 else
6894 if GetAIFlag('ATTACKRIGHT') <> '' then
6895 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6896 RemoveAIFlag('ATTACKRIGHT');
6898 SetAIFlag('NEEDJUMP', '1');
6900 if RunDirection() = TDirection.D_LEFT then
6901 begin // Èäåì íå â òó ñòîðîíó
6902 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6903 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6904 SetAIFlag('NEEDFIRE', '1');
6905 SetAIFlag('GORIGHT', '1');
6906 end;
6907 end
6908 else
6909 begin
6910 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6911 SetAIFlag('NEEDFIRE', '1');
6912 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6913 SetAIFlag('GOLEFT', '1');
6914 end;
6915 end;
6917 //HACK! (does it belongs there?)
6918 RealizeCurrentWeapon();
6920 // Åñëè åñòü âîçìîæíûå öåëè:
6921 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6922 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6923 for a := 0 to High(targets) do
6924 begin
6925 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6926 if GetRnd(FDifficult.DiagFire) then
6927 begin
6928 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6929 if FDirection = TDirection.D_LEFT then
6930 angle := ANGLE_LEFTUP
6931 else
6932 angle := ANGLE_RIGHTUP;
6934 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6935 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6937 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6938 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6939 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6940 targets[a].Rect.Width, targets[a].Rect.Height) and
6941 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6942 begin
6943 SetAIFlag('NEEDFIRE', '1');
6944 SetAIFlag('NEEDSEEUP', '1');
6945 end;
6947 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6948 if FDirection = TDirection.D_LEFT then
6949 angle := ANGLE_LEFTDOWN
6950 else
6951 angle := ANGLE_RIGHTDOWN;
6953 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6954 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6956 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6957 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6958 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6959 targets[a].Rect.Width, targets[a].Rect.Height) and
6960 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6961 begin
6962 SetAIFlag('NEEDFIRE', '1');
6963 SetAIFlag('NEEDSEEDOWN', '1');
6964 end;
6965 end;
6967 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6968 if targets[a].Line and targets[a].Visible and
6969 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
6970 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
6971 begin
6972 SetAIFlag('NEEDFIRE', '1');
6973 Break;
6974 end;
6975 end;
6977 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6978 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6979 PLAYER_RECT.Width, PLAYER_RECT.Height,
6980 40+GetInterval(FDifficult.Cover, 40)) then
6981 SetAIFlag('NEEDJUMP', '1');
6983 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6984 ammo := GetAmmoByWeapon(FCurrWeap);
6985 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6986 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6987 (ammo = 0) then
6988 SetAIFlag('SELECTWEAPON', '1');
6990 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6991 if GetAIFlag('SELECTWEAPON') = '1' then
6992 begin
6993 SelectWeapon(-1);
6994 RemoveAIFlag('SELECTWEAPON');
6995 end;
6996 end;
6998 procedure TBot.Update();
6999 var
7000 EnableAI: Boolean;
7001 begin
7002 if not FAlive then
7003 begin // Respawn
7004 ReleaseKeys();
7005 PressKey(KEY_UP);
7006 end
7007 else
7008 begin
7009 EnableAI := True;
7011 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7012 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7013 EnableAI := False;
7014 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7015 EnableAI := False;
7016 if g_debug_BotAIOff = 3 then
7017 EnableAI := False;
7019 if EnableAI then
7020 begin
7021 UpdateMove();
7022 UpdateCombat();
7023 end
7024 else
7025 begin
7026 RealizeCurrentWeapon();
7027 end;
7028 end;
7030 inherited Update();
7031 end;
7033 procedure TBot.ReleaseKey(Key: Byte);
7034 begin
7035 with FKeys[Key] do
7036 begin
7037 Pressed := False;
7038 Time := 0;
7039 end;
7040 end;
7042 function TBot.KeyPressed(Key: Word): Boolean;
7043 begin
7044 Result := FKeys[Key].Pressed;
7045 end;
7047 function TBot.GetAIFlag(aName: String20): String20;
7048 var
7049 a: Integer;
7050 begin
7051 Result := '';
7053 aName := LowerCase(aName);
7055 if FAIFlags <> nil then
7056 for a := 0 to High(FAIFlags) do
7057 if LowerCase(FAIFlags[a].Name) = aName then
7058 begin
7059 Result := FAIFlags[a].Value;
7060 Break;
7061 end;
7062 end;
7064 procedure TBot.RemoveAIFlag(aName: String20);
7065 var
7066 a, b: Integer;
7067 begin
7068 if FAIFlags = nil then Exit;
7070 aName := LowerCase(aName);
7072 for a := 0 to High(FAIFlags) do
7073 if LowerCase(FAIFlags[a].Name) = aName then
7074 begin
7075 if a <> High(FAIFlags) then
7076 for b := a to High(FAIFlags)-1 do
7077 FAIFlags[b] := FAIFlags[b+1];
7079 SetLength(FAIFlags, Length(FAIFlags)-1);
7080 Break;
7081 end;
7082 end;
7084 procedure TBot.SetAIFlag(aName, fValue: String20);
7085 var
7086 a: Integer;
7087 ok: Boolean;
7088 begin
7089 a := 0;
7090 ok := False;
7092 aName := LowerCase(aName);
7094 if FAIFlags <> nil then
7095 for a := 0 to High(FAIFlags) do
7096 if LowerCase(FAIFlags[a].Name) = aName then
7097 begin
7098 ok := True;
7099 Break;
7100 end;
7102 if ok then FAIFlags[a].Value := fValue
7103 else
7104 begin
7105 SetLength(FAIFlags, Length(FAIFlags)+1);
7106 with FAIFlags[High(FAIFlags)] do
7107 begin
7108 Name := aName;
7109 Value := fValue;
7110 end;
7111 end;
7112 end;
7114 procedure TBot.UpdateMove;
7116 procedure GoLeft(Time: Word = 1);
7117 begin
7118 ReleaseKey(KEY_LEFT);
7119 ReleaseKey(KEY_RIGHT);
7120 PressKey(KEY_LEFT, Time);
7121 SetDirection(TDirection.D_LEFT);
7122 end;
7124 procedure GoRight(Time: Word = 1);
7125 begin
7126 ReleaseKey(KEY_LEFT);
7127 ReleaseKey(KEY_RIGHT);
7128 PressKey(KEY_RIGHT, Time);
7129 SetDirection(TDirection.D_RIGHT);
7130 end;
7132 function Rnd(a: Word): Boolean;
7133 begin
7134 Result := Random(a) = 0;
7135 end;
7137 procedure Turn(Time: Word = 1200);
7138 begin
7139 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7140 end;
7142 procedure Stop();
7143 begin
7144 ReleaseKey(KEY_LEFT);
7145 ReleaseKey(KEY_RIGHT);
7146 end;
7148 function CanRunLeft(): Boolean;
7149 begin
7150 Result := not CollideLevel(-1, 0);
7151 end;
7153 function CanRunRight(): Boolean;
7154 begin
7155 Result := not CollideLevel(1, 0);
7156 end;
7158 function CanRun(): Boolean;
7159 begin
7160 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7161 end;
7163 procedure Jump(Time: Word = 30);
7164 begin
7165 PressKey(KEY_JUMP, Time);
7166 end;
7168 function NearHole(): Boolean;
7169 var
7170 x, sx: Integer;
7171 begin
7172 { TODO 5 : Ëåñòíèöû }
7173 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7174 for x := 1 to PLAYER_RECT.Width do
7175 if (not StayOnStep(x*sx, 0)) and
7176 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7177 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7178 begin
7179 Result := True;
7180 Exit;
7181 end;
7183 Result := False;
7184 end;
7186 function BorderHole(): Boolean;
7187 var
7188 x, sx, xx: Integer;
7189 begin
7190 { TODO 5 : Ëåñòíèöû }
7191 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7192 for x := 1 to PLAYER_RECT.Width do
7193 if (not StayOnStep(x*sx, 0)) and
7194 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7195 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7196 begin
7197 for xx := x to x+32 do
7198 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7199 begin
7200 Result := True;
7201 Exit;
7202 end;
7203 end;
7205 Result := False;
7206 end;
7208 function NearDeepHole(): Boolean;
7209 var
7210 x, sx, y: Integer;
7211 begin
7212 Result := False;
7214 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7215 y := 3;
7217 for x := 1 to PLAYER_RECT.Width do
7218 if (not StayOnStep(x*sx, 0)) and
7219 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7220 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7221 begin
7222 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7223 begin
7224 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7225 y := y+1;
7226 end;
7228 Result := True;
7229 end else Result := False;
7230 end;
7232 function OverDeepHole(): Boolean;
7233 var
7234 y: Integer;
7235 begin
7236 Result := False;
7238 y := 1;
7239 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7240 begin
7241 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7242 y := y+1;
7243 end;
7245 Result := True;
7246 end;
7248 function OnGround(): Boolean;
7249 begin
7250 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7251 end;
7253 function OnLadder(): Boolean;
7254 begin
7255 Result := FullInStep(0, 0);
7256 end;
7258 function BelowLadder(): Boolean;
7259 begin
7260 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7261 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7262 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7263 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7264 end;
7266 function BelowLiftUp(): Boolean;
7267 begin
7268 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7269 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7270 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7271 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7272 end;
7274 function OnTopLift(): Boolean;
7275 begin
7276 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7277 end;
7279 function CanJumpOver(): Boolean;
7280 var
7281 sx, y: Integer;
7282 begin
7283 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7285 Result := False;
7287 if not CollideLevel(sx, 0) then Exit;
7289 for y := 1 to BOT_MAXJUMP do
7290 if CollideLevel(0, -y) then Exit else
7291 if not CollideLevel(sx, -y) then
7292 begin
7293 Result := True;
7294 Exit;
7295 end;
7296 end;
7298 function CanJumpUp(Dist: ShortInt): Boolean;
7299 var
7300 y, yy: Integer;
7301 c: Boolean;
7302 begin
7303 Result := False;
7305 if CollideLevel(Dist, 0) then Exit;
7307 c := False;
7308 for y := 0 to BOT_MAXJUMP do
7309 if CollideLevel(Dist, -y) then
7310 begin
7311 c := True;
7312 Break;
7313 end;
7315 if not c then Exit;
7317 c := False;
7318 for yy := y+1 to BOT_MAXJUMP do
7319 if not CollideLevel(Dist, -yy) then
7320 begin
7321 c := True;
7322 Break;
7323 end;
7325 if not c then Exit;
7327 c := False;
7328 for y := 0 to BOT_MAXJUMP do
7329 if CollideLevel(0, -y) then
7330 begin
7331 c := True;
7332 Break;
7333 end;
7335 if c then Exit;
7337 if y < yy then Exit;
7339 Result := True;
7340 end;
7342 function IsSafeTrigger(): Boolean;
7343 var
7344 a: Integer;
7345 begin
7346 Result := True;
7347 if gTriggers = nil then
7348 Exit;
7349 for a := 0 to High(gTriggers) do
7350 if Collide(gTriggers[a].X,
7351 gTriggers[a].Y,
7352 gTriggers[a].Width,
7353 gTriggers[a].Height) and
7354 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7355 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7356 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7357 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7358 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7359 Result := False;
7360 end;
7362 begin
7363 // Âîçìîæíî, íàæèìàåì êíîïêó:
7364 if Rnd(16) and IsSafeTrigger() then
7365 PressKey(KEY_OPEN);
7367 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7368 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7369 begin
7370 ReleaseKey(KEY_LEFT);
7371 ReleaseKey(KEY_RIGHT);
7372 Jump();
7373 end;
7375 // Èäåì âëåâî, åñëè íàäî áûëî:
7376 if GetAIFlag('GOLEFT') <> '' then
7377 begin
7378 RemoveAIFlag('GOLEFT');
7379 if CanRunLeft() then
7380 GoLeft(360);
7381 end;
7383 // Èäåì âïðàâî, åñëè íàäî áûëî:
7384 if GetAIFlag('GORIGHT') <> '' then
7385 begin
7386 RemoveAIFlag('GORIGHT');
7387 if CanRunRight() then
7388 GoRight(360);
7389 end;
7391 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7392 if FObj.X < -32 then
7393 GoRight(360)
7394 else
7395 if FObj.X+32 > gMapInfo.Width then
7396 GoLeft(360);
7398 // Ïðûãàåì, åñëè íàäî áûëî:
7399 if GetAIFlag('NEEDJUMP') <> '' then
7400 begin
7401 Jump(0);
7402 RemoveAIFlag('NEEDJUMP');
7403 end;
7405 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7406 if GetAIFlag('NEEDSEEUP') <> '' then
7407 begin
7408 ReleaseKey(KEY_UP);
7409 ReleaseKey(KEY_DOWN);
7410 PressKey(KEY_UP, 20);
7411 RemoveAIFlag('NEEDSEEUP');
7412 end;
7414 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7415 if GetAIFlag('NEEDSEEDOWN') <> '' then
7416 begin
7417 ReleaseKey(KEY_UP);
7418 ReleaseKey(KEY_DOWN);
7419 PressKey(KEY_DOWN, 20);
7420 RemoveAIFlag('NEEDSEEDOWN');
7421 end;
7423 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7424 if GetAIFlag('GOINHOLE') <> '' then
7425 if not OnGround() then
7426 begin
7427 ReleaseKey(KEY_LEFT);
7428 ReleaseKey(KEY_RIGHT);
7429 RemoveAIFlag('GOINHOLE');
7430 SetAIFlag('FALLINHOLE', '1');
7431 end;
7433 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7434 if GetAIFlag('FALLINHOLE') <> '' then
7435 if OnGround() then
7436 RemoveAIFlag('FALLINHOLE');
7438 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7439 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7440 if GetAIFlag('FALLINHOLE') = '' then
7441 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7442 if Rnd(2) then
7443 GoLeft(360)
7444 else
7445 GoRight(360);
7447 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7448 if OnGround() and
7449 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7450 Rnd(8) then
7451 Jump();
7453 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7454 if OnGround() and NearHole() then
7455 if NearDeepHole() then // Åñëè ýòî áåçäíà
7456 case Random(6) of
7457 0..3: Turn(); // Áåæèì îáðàòíî
7458 4: Jump(); // Ïðûãàåì
7459 5: begin // Ïðûãàåì îáðàòíî
7460 Turn();
7461 Jump();
7462 end;
7463 end
7464 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7465 if GetAIFlag('GOINHOLE') = '' then
7466 case Random(6) of
7467 0: Turn(); // Íå íóæíî òóäà
7468 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7469 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7470 if BorderHole() then
7471 SetAIFlag('GOINHOLE', '1');
7472 end;
7474 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7475 if (not CanRun()) and OnGround() then
7476 begin
7477 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7478 if CanJumpOver() or OnLadder() then
7479 Jump()
7480 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7481 if Random(2) = 0 then
7482 begin
7483 if IsSafeTrigger() then
7484 PressKey(KEY_OPEN);
7485 end else
7486 Turn();
7487 end;
7489 // Îñòàëîñü ìàëî âîçäóõà:
7490 if FAir < 36 * 2 then
7491 Jump(20);
7493 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7494 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7495 if BodyInAcid(0, 0) then
7496 Jump();
7497 end;
7499 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7500 begin
7501 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7502 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7503 end;
7505 {function TBot.NeedItem(Item: Byte): Byte;
7506 begin
7507 Result := 4;
7508 end;}
7510 procedure TBot.SelectWeapon(Dist: Integer);
7511 var
7512 a: Integer;
7514 function HaveAmmo(weapon: Byte): Boolean;
7515 begin
7516 case weapon of
7517 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7518 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7519 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7520 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7521 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7522 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7523 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7524 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7525 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7526 else Result := True;
7527 end;
7528 end;
7530 begin
7531 if Dist = -1 then Dist := BOT_LONGDIST;
7533 if Dist > BOT_LONGDIST then
7534 begin // Äàëüíèé áîé
7535 for a := 0 to 9 do
7536 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7537 begin
7538 FSelectedWeapon := FDifficult.WeaponPrior[a];
7539 Break;
7540 end;
7541 end
7542 else //if Dist > BOT_UNSAFEDIST then
7543 begin // Áëèæíèé áîé
7544 for a := 0 to 9 do
7545 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7546 begin
7547 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7548 Break;
7549 end;
7550 end;
7551 { else
7552 begin
7553 for a := 0 to 9 do
7554 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7555 begin
7556 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7557 Break;
7558 end;
7559 end;}
7560 end;
7562 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7563 begin
7564 Result := inherited PickItem(ItemType, force, remove);
7566 if Result then SetAIFlag('SELECTWEAPON', '1');
7567 end;
7569 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7570 begin
7571 Result := inherited Heal(value, Soft);
7572 end;
7574 function TBot.Healthy(): Byte;
7575 begin
7576 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7577 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7578 else if (FHealth > 50) then Result := 2
7579 else if (FHealth > 20) then Result := 1
7580 else Result := 0;
7581 end;
7583 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7584 begin
7585 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7586 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7587 end;
7589 procedure TBot.OnDamage(Angle: SmallInt);
7590 var
7591 pla: TPlayer;
7592 mon: TMonster;
7593 ok: Boolean;
7594 begin
7595 inherited;
7597 if (Angle = 0) or (Angle = 180) then
7598 begin
7599 ok := False;
7600 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7601 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7602 begin // Èãðîê
7603 pla := g_Player_Get(FLastSpawnerUID);
7604 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7605 pla.FObj.Y + PLAYER_RECT.Y);
7606 end
7607 else
7608 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7609 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7610 begin // Ìîíñòð
7611 mon := g_Monsters_ByUID(FLastSpawnerUID);
7612 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7613 mon.Obj.Y + mon.Obj.Rect.Y);
7614 end;
7616 if ok then
7617 if Angle = 0 then
7618 SetAIFlag('ATTACKLEFT', '1')
7619 else
7620 SetAIFlag('ATTACKRIGHT', '1');
7621 end;
7622 end;
7624 function TBot.RunDirection(): TDirection;
7625 begin
7626 if Abs(Vel.X) >= 1 then
7627 begin
7628 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7629 end else
7630 Result := FDirection;
7631 end;
7633 function TBot.GetRnd(a: Byte): Boolean;
7634 begin
7635 if a = 0 then Result := False
7636 else if a = 255 then Result := True
7637 else Result := Random(256) > 255-a;
7638 end;
7640 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7641 begin
7642 Result := Round((255-a)/255*radius*(Random(2)-1));
7643 end;
7646 procedure TDifficult.save (st: TStream);
7647 begin
7648 utils.writeInt(st, Byte(DiagFire));
7649 utils.writeInt(st, Byte(InvisFire));
7650 utils.writeInt(st, Byte(DiagPrecision));
7651 utils.writeInt(st, Byte(FlyPrecision));
7652 utils.writeInt(st, Byte(Cover));
7653 utils.writeInt(st, Byte(CloseJump));
7654 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7655 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7656 end;
7658 procedure TDifficult.load (st: TStream);
7659 begin
7660 DiagFire := utils.readByte(st);
7661 InvisFire := utils.readByte(st);
7662 DiagPrecision := utils.readByte(st);
7663 FlyPrecision := utils.readByte(st);
7664 Cover := utils.readByte(st);
7665 CloseJump := utils.readByte(st);
7666 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7667 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7668 end;
7671 procedure TBot.SaveState (st: TStream);
7672 var
7673 i: Integer;
7674 dw: Integer;
7675 begin
7676 inherited SaveState(st);
7677 utils.writeSign(st, 'BOT0');
7678 // Âûáðàííîå îðóæèå
7679 utils.writeInt(st, Byte(FSelectedWeapon));
7680 // UID öåëè
7681 utils.writeInt(st, Word(FTargetUID));
7682 // Âðåìÿ ïîòåðè öåëè
7683 utils.writeInt(st, LongWord(FLastVisible));
7684 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7685 dw := Length(FAIFlags);
7686 utils.writeInt(st, LongInt(dw));
7687 // Ôëàãè ÈÈ
7688 for i := 0 to dw-1 do
7689 begin
7690 utils.writeStr(st, FAIFlags[i].Name, 20);
7691 utils.writeStr(st, FAIFlags[i].Value, 20);
7692 end;
7693 // Íàñòðîéêè ñëîæíîñòè
7694 FDifficult.save(st);
7695 end;
7698 procedure TBot.LoadState (st: TStream);
7699 var
7700 i: Integer;
7701 dw: Integer;
7702 begin
7703 inherited LoadState(st);
7704 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7705 // Âûáðàííîå îðóæèå
7706 FSelectedWeapon := utils.readByte(st);
7707 // UID öåëè
7708 FTargetUID := utils.readWord(st);
7709 // Âðåìÿ ïîòåðè öåëè
7710 FLastVisible := utils.readLongWord(st);
7711 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7712 dw := utils.readLongInt(st);
7713 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7714 SetLength(FAIFlags, dw);
7715 // Ôëàãè ÈÈ
7716 for i := 0 to dw-1 do
7717 begin
7718 FAIFlags[i].Name := utils.readStr(st, 20);
7719 FAIFlags[i].Value := utils.readStr(st, 20);
7720 end;
7721 // Íàñòðîéêè ñëîæíîñòè
7722 FDifficult.load(st);
7723 end;
7726 begin
7727 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7728 end.