DEADSOFTWARE

Player: Code formatting only
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) DooM 2D:Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$MODE DELPHI}
17 unit g_player;
19 interface
21 uses
22 e_graphics, g_playermodel, g_basic, g_textures,
23 g_weapons, g_phys, g_sound, g_saveload, MAPSTRUCT,
24 BinEditor, g_panel;
26 const
27 KEY_LEFT = 1;
28 KEY_RIGHT = 2;
29 KEY_UP = 3;
30 KEY_DOWN = 4;
31 KEY_FIRE = 5;
32 KEY_NEXTWEAPON = 6;
33 KEY_PREVWEAPON = 7;
34 KEY_OPEN = 8;
35 KEY_JUMP = 9;
36 KEY_CHAT = 10;
38 R_ITEM_BACKPACK = 0;
39 R_KEY_RED = 1;
40 R_KEY_GREEN = 2;
41 R_KEY_BLUE = 3;
42 R_BERSERK = 4;
44 MR_SUIT = 0;
45 MR_INVUL = 1;
46 MR_INVIS = 2;
47 MR_MAX = 2;
49 A_BULLETS = 0;
50 A_SHELLS = 1;
51 A_ROCKETS = 2;
52 A_CELLS = 3;
53 A_FUEL = 4;
54 A_HIGH = 4;
56 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
57 ((200, 50, 50, 300, 100),
58 (400, 100, 100, 600, 200));
60 K_SIMPLEKILL = 0;
61 K_HARDKILL = 1;
62 K_EXTRAHARDKILL = 2;
63 K_FALLKILL = 3;
65 T_RESPAWN = 0;
66 T_SWITCH = 1;
67 T_USE = 2;
68 T_FLAGCAP = 3;
70 TEAM_NONE = 0;
71 TEAM_RED = 1;
72 TEAM_BLUE = 2;
73 TEAM_COOP = 3;
75 SHELL_BULLET = 0;
76 SHELL_SHELL = 1;
77 SHELL_DBLSHELL = 2;
79 ANGLE_NONE = Low(SmallInt);
81 CORPSE_STATE_REMOVEME = 0;
82 CORPSE_STATE_NORMAL = 1;
83 CORPSE_STATE_MESS = 2;
85 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
86 PLAYER_RECT_CX = 15+(34 div 2);
87 PLAYER_RECT_CY = 12+(52 div 2);
88 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
90 PLAYER_HP_SOFT = 100;
91 PLAYER_HP_LIMIT = 200;
92 PLAYER_AP_SOFT = 100;
93 PLAYER_AP_LIMIT = 200;
94 SUICIDE_DAMAGE = 112;
96 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
97 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
99 type
100 TPlayerStat = record
101 Ping: Word;
102 Loss: Byte;
103 Name: String;
104 Team: Byte;
105 Frags: SmallInt;
106 Deaths: SmallInt;
107 Lives: Byte;
108 Kills: Word;
109 Color: TRGB;
110 Spectator: Boolean;
111 end;
113 TPlayerStatArray = Array of TPlayerStat;
115 TPlayerSavedState = record
116 Health: Integer;
117 Armor: Integer;
118 Air: Integer;
119 JetFuel: Integer;
120 CurrWeap: Byte;
121 NextWeap: WORD;
122 NextWeapDelay: Byte;
123 Ammo: Array [A_BULLETS..A_HIGH] of Word;
124 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
125 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
126 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
127 WaitRecall: Boolean;
128 end;
130 TKeyState = record
131 Pressed: Boolean;
132 Time: Word;
133 end;
135 TPlayer = class (TObject)
136 private
137 FIamBot: Boolean;
138 FUID: Word;
139 FName: String;
140 FTeam: Byte;
141 FLive: Boolean;
142 FSpawned: Boolean;
143 FDirection: TDirection;
144 FHealth: Integer;
145 FLives: Byte;
146 FArmor: Integer;
147 FAir: Integer;
148 FPain: Integer;
149 FPickup: Integer;
150 FKills: Integer;
151 FMonsterKills: Integer;
152 FFrags: Integer;
153 FFragCombo: Byte;
154 FLastFrag: LongWord;
155 FComboEvnt: Integer;
156 FDeath: Integer;
157 FCanJetpack: Boolean;
158 FJetFuel: Integer;
159 FFlag: Byte;
160 FSecrets: Integer;
161 FCurrWeap: Byte;
162 FNextWeap: WORD;
163 FNextWeapDelay: Byte; // frames
164 FBFGFireCounter: SmallInt;
165 FLastSpawnerUID: Word;
166 FLastHit: Byte;
167 FObj: TObj;
168 FXTo, FYTo: Integer;
169 FSpectatePlayer: Integer;
170 FFirePainTime: Integer;
171 FFireAttacker: Word;
173 FSavedState: TPlayerSavedState;
175 FModel: TPlayerModel;
176 FActionPrior: Byte;
177 FActionAnim: Byte;
178 FActionForce: Boolean;
179 FActionChanged: Boolean;
180 FAngle: SmallInt;
181 FFireAngle: SmallInt;
182 FIncCam: Integer;
183 FShellTimer: Integer;
184 FShellType: Byte;
185 FSawSound: TPlayableSound;
186 FSawSoundIdle: TPlayableSound;
187 FSawSoundHit: TPlayableSound;
188 FSawSoundSelect: TPlayableSound;
189 FJetSoundOn: TPlayableSound;
190 FJetSoundOff: TPlayableSound;
191 FJetSoundFly: TPlayableSound;
192 FGodMode: Boolean;
193 FNoTarget: Boolean;
194 FNoReload: Boolean;
195 FJustTeleported: Boolean;
196 FNetTime: LongWord;
198 function CollideLevel(XInc, YInc: Integer): Boolean;
199 function StayOnStep(XInc, YInc: Integer): Boolean;
200 function HeadInLiquid(XInc, YInc: Integer): Boolean;
201 function BodyInLiquid(XInc, YInc: Integer): Boolean;
202 function BodyInAcid(XInc, YInc: Integer): Boolean;
203 function FullInLift(XInc, YInc: Integer): Integer;
204 {procedure CollideItem();}
205 procedure FlySmoke(Times: DWORD = 1);
206 procedure OnFireFlame(Times: DWORD = 1);
207 function GetAmmoByWeapon(Weapon: Byte): Word;
208 procedure SetAction(Action: Byte; Force: Boolean = False);
209 procedure OnDamage(Angle: SmallInt); virtual;
210 function firediry(): Integer;
212 procedure Run(Direction: TDirection);
213 procedure NextWeapon();
214 procedure PrevWeapon();
215 procedure SeeUp();
216 procedure SeeDown();
217 procedure Fire();
218 procedure Jump();
219 procedure Use();
221 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
222 procedure resetWeaponQueue ();
223 function hasAmmoForWeapon (weapon: Byte): Boolean;
225 public
226 FDamageBuffer: Integer;
228 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
229 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
230 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
231 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
232 FBerserk: Integer;
233 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
234 FReloading: Array [WP_FIRST..WP_LAST] of Word;
235 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
236 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
237 FColor: TRGB;
238 FPreferredTeam: Byte;
239 FSpectator: Boolean;
240 FNoRespawn: Boolean;
241 FWantsInGame: Boolean;
242 FGhost: Boolean;
243 FPhysics: Boolean;
244 FJetpack: Boolean;
245 FActualModelName: string;
246 FClientID: SmallInt;
247 FPing: Word;
248 FLoss: Byte;
249 FDummy: Boolean;
250 FFireTime: Integer;
252 constructor Create(); virtual;
253 destructor Destroy(); override;
254 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
255 function GetRespawnPoint(): Byte;
256 procedure PressKey(Key: Byte; Time: Word = 1);
257 procedure ReleaseKeys();
258 procedure SetModel(ModelName: String);
259 procedure SetColor(Color: TRGB);
260 procedure SetWeapon(W: Byte);
261 function IsKeyPressed(K: Byte): Boolean;
262 function GetKeys(): Byte;
263 function PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean; virtual;
264 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
265 function Collide(Panel: TPanel): Boolean; overload;
266 function Collide(X, Y: Integer): Boolean; overload;
267 procedure SetDirection(Direction: TDirection);
268 procedure GetSecret();
269 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
270 procedure Touch();
271 procedure Push(vx, vy: Integer);
272 procedure ChangeModel(ModelName: String);
273 procedure SwitchTeam;
274 procedure ChangeTeam(Team: Byte);
275 procedure BFGHit();
276 function GetFlag(Flag: Byte): Boolean;
277 procedure SetFlag(Flag: Byte);
278 function DropFlag(): Boolean;
279 procedure AllRulez(Health: Boolean);
280 procedure RestoreHealthArmor();
281 procedure FragCombo();
282 procedure GiveItem(ItemType: Byte);
283 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
284 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
285 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
286 procedure MakeBloodSimple(Count: Word);
287 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
288 procedure Reset(Force: Boolean);
289 procedure Spectate(NoMove: Boolean = False);
290 procedure SwitchNoClip;
291 procedure SoftReset();
292 procedure Draw(); virtual;
293 procedure DrawPain();
294 procedure DrawPickup();
295 procedure DrawRulez();
296 procedure DrawAim();
297 procedure DrawBubble();
298 procedure DrawGUI();
299 procedure Update(); virtual;
300 procedure RememberState();
301 procedure RecallState();
302 procedure SaveState(var Mem: TBinMemoryWriter); virtual;
303 procedure LoadState(var Mem: TBinMemoryReader); virtual;
304 procedure PauseSounds(Enable: Boolean);
305 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
306 procedure DoLerp(Level: Integer = 2);
307 procedure SetLerp(XTo, YTo: Integer);
308 procedure QueueWeaponSwitch(Weapon: Byte);
309 procedure RealizeCurrentWeapon();
310 procedure JetpackOn;
311 procedure JetpackOff;
312 procedure CatchFire(Attacker: Word);
314 property Name: String read FName write FName;
315 property Model: TPlayerModel read FModel;
316 property Health: Integer read FHealth write FHealth;
317 property Lives: Byte read FLives write FLives;
318 property Armor: Integer read FArmor write FArmor;
319 property Air: Integer read FAir write FAir;
320 property JetFuel: Integer read FJetFuel write FJetFuel;
321 property Frags: Integer read FFrags write FFrags;
322 property Death: Integer read FDeath write FDeath;
323 property Kills: Integer read FKills write FKills;
324 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
325 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
326 property Secrets: Integer read FSecrets;
327 property GodMode: Boolean read FGodMode write FGodMode;
328 property NoTarget: Boolean read FNoTarget write FNoTarget;
329 property NoReload: Boolean read FNoReload write FNoReload;
330 property Live: Boolean read FLive write FLive;
331 property Flag: Byte read FFlag;
332 property Team: Byte read FTeam write FTeam;
333 property Direction: TDirection read FDirection;
334 property GameX: Integer read FObj.X write FObj.X;
335 property GameY: Integer read FObj.Y write FObj.Y;
336 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
337 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
338 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
339 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
340 property Vel: TPoint2i read FObj.Vel;
341 property Obj: TObj read FObj;
342 property IncCam: Integer read FIncCam write FIncCam;
343 property UID: Word read FUID write FUID;
344 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
345 property NetTime: LongWord read FNetTime write FNetTime;
346 end;
348 TDifficult = record
349 DiagFire: Byte;
350 InvisFire: Byte;
351 DiagPrecision: Byte;
352 FlyPrecision: Byte;
353 Cover: Byte;
354 CloseJump: Byte;
355 WeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
356 CloseWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
357 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
358 end;
360 TAIFlag = record
361 Name: String;
362 Value: String;
363 end;
365 TBot = class (TPlayer)
366 private
367 FSelectedWeapon: Byte;
368 FTargetUID: Word;
369 FLastVisible: DWORD;
370 FAIFlags: Array of TAIFlag;
371 FDifficult: TDifficult;
373 function GetRnd(a: Byte): Boolean;
374 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
375 function RunDirection(): TDirection;
376 function FullInStep(XInc, YInc: Integer): Boolean;
377 //function NeedItem(Item: Byte): Byte;
378 procedure SelectWeapon(Dist: Integer);
379 procedure SetAIFlag(fName, fValue: String20);
380 function GetAIFlag(fName: String20): String20;
381 procedure RemoveAIFlag(fName: String20);
382 function Healthy(): Byte;
383 procedure UpdateMove();
384 procedure UpdateCombat();
385 function KeyPressed(Key: Word): Boolean;
386 procedure ReleaseKey(Key: Byte);
387 function TargetOnScreen(TX, TY: Integer): Boolean;
388 procedure OnDamage(Angle: SmallInt); override;
390 public
391 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
392 constructor Create(); override;
393 destructor Destroy(); override;
394 procedure Draw(); override;
395 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
396 function Heal(value: Word; Soft: Boolean): Boolean; override;
397 procedure Update(); override;
398 procedure SaveState(var Mem: TBinMemoryWriter); override;
399 procedure LoadState(var Mem: TBinMemoryReader); override;
400 end;
402 TGib = record
403 Live: Boolean;
404 ID: DWORD;
405 MaskID: DWORD;
406 RAngle: Integer;
407 Color: TRGB;
408 Obj: TObj;
409 end;
411 TShell = record
412 SpriteID: DWORD;
413 Live: Boolean;
414 SType: Byte;
415 RAngle: Integer;
416 Timeout: Cardinal;
417 CX, CY: Integer;
418 Obj: TObj;
419 end;
421 TCorpse = class (TObject)
422 private
423 FModelName: String;
424 FMess: Boolean;
425 FState: Byte;
426 FDamage: Byte;
427 FColor: TRGB;
428 FObj: TObj;
429 FAnimation: TAnimation;
430 FAnimationMask: TAnimation;
432 public
433 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
434 destructor Destroy(); override;
435 procedure Damage(Value: Word; vx, vy: Integer);
436 procedure Update();
437 procedure Draw();
438 procedure SaveState(var Mem: TBinMemoryWriter);
439 procedure LoadState(var Mem: TBinMemoryReader);
441 property Obj: TObj read FObj;
442 property State: Byte read FState;
443 property Mess: Boolean read FMess;
444 end;
446 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
447 record
448 Goals: SmallInt;
449 end;
451 var
452 gPlayers: Array of TPlayer;
453 gCorpses: Array of TCorpse;
454 gGibs: Array of TGib;
455 gShells: Array of TShell;
456 gTeamStat: TTeamStat;
457 gFly: Boolean = False;
458 gAimLine: Boolean = False;
459 gChatBubble: Byte = 0;
460 gNumBots: Word = 0;
461 gLMSPID1: Word = 0;
462 gLMSPID2: Word = 0;
463 MAX_RUNVEL: Integer = 8;
464 VEL_JUMP: Integer = 10;
465 SHELL_TIMEOUT: Cardinal = 60000;
467 function Lerp(X, Y, Factor: Integer): Integer;
469 procedure g_Gibs_SetMax(Count: Word);
470 function g_Gibs_GetMax(): Word;
471 procedure g_Corpses_SetMax(Count: Word);
472 function g_Corpses_GetMax(): Word;
473 procedure g_Shells_SetMax(Count: Word);
474 function g_Shells_GetMax(): Word;
476 procedure g_Player_Init();
477 procedure g_Player_Free();
478 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
479 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
480 procedure g_Player_Remove(UID: Word);
481 procedure g_Player_ResetTeams();
482 procedure g_Player_UpdateAll();
483 procedure g_Player_DrawAll();
484 procedure g_Player_DrawDebug(p: TPlayer);
485 procedure g_Player_DrawHealth();
486 procedure g_Player_RememberAll();
487 procedure g_Player_ResetAll(Force, Silent: Boolean);
488 function g_Player_Get(UID: Word): TPlayer;
489 function g_Player_GetCount(): Byte;
490 function g_Player_GetStats(): TPlayerStatArray;
491 function g_Player_ValidName(Name: String): Boolean;
492 procedure g_Player_CreateCorpse(Player: TPlayer);
493 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
494 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
495 procedure g_Player_UpdatePhysicalObjects();
496 procedure g_Player_DrawCorpses();
497 procedure g_Player_DrawShells();
498 procedure g_Player_RemoveAllCorpses();
499 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
500 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
501 procedure g_Bot_Add(Team, Difficult: Byte);
502 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
503 procedure g_Bot_MixNames();
504 procedure g_Bot_RemoveAll();
506 implementation
508 uses
509 e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math,
510 g_options, g_triggers, g_menu, MAPDEF, g_game,
511 wadreader, g_main, g_monsters, CONFIG, g_language, g_net, g_netmsg;
513 type
514 TBotProfile = record
515 name: ShortString;
516 model: ShortString;
517 team: Byte;
518 color: TRGB;
519 diag_fire: Byte;
520 invis_fire: Byte;
521 diag_precision: Byte;
522 fly_precision: Byte;
523 cover: Byte;
524 close_jump: Byte;
525 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
526 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
527 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
528 end;
530 const
531 TIME_RESPAWN1 = 1500;
532 TIME_RESPAWN2 = 2000;
533 TIME_RESPAWN3 = 3000;
534 AIR_DEF = 360;
535 AIR_MAX = 1091;
536 JET_MAX = 540; // ~30 sec
537 PLAYER_SUIT_TIME = 30000;
538 PLAYER_INVUL_TIME = 30000;
539 PLAYER_INVIS_TIME = 35000;
540 FRAG_COMBO_TIME = 3000;
541 VEL_SW = 4;
542 VEL_FLY = 6;
543 ANGLE_RIGHTUP = 55;
544 ANGLE_RIGHTDOWN = -35;
545 ANGLE_LEFTUP = 125;
546 ANGLE_LEFTDOWN = -145;
547 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
548 WEAPONPOINT: Array [TDirection] of TPoint = ((X:16; Y:32), (X:47; Y:32));
549 BOT_MAXJUMP = 84;
550 BOT_LONGDIST = 300;
551 BOT_UNSAFEDIST = 128;
552 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
553 (R:0; G:0; B:255));
554 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
555 FlyPrecision: 32; Cover: 32; CloseJump: 32;
556 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
557 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
558 FlyPrecision: 127; Cover: 127; CloseJump: 127;
559 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
560 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
561 FlyPrecision: 255; Cover: 255; CloseJump: 255;
562 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
563 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
564 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
565 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
566 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
567 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
568 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
569 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
570 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
571 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
572 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
573 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
574 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
575 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
576 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
577 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
578 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
579 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
581 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
582 CORPSE_SIGNATURE = $50524F43; // 'CORP'
584 BOTNAMES_FILENAME = 'botnames.txt';
585 BOTLIST_FILENAME = 'botlist.txt';
587 var
588 MaxGibs: Word = 150;
589 MaxCorpses: Word = 20;
590 MaxShells: Word = 300;
591 CurrentGib: Integer = 0;
592 CurrentShell: Integer = 0;
593 BotNames: Array of String;
594 BotList: Array of TBotProfile;
596 function Lerp(X, Y, Factor: Integer): Integer;
597 begin
598 Result := X + ((Y - X) div Factor);
599 end;
601 function SameTeam(UID1, UID2: Word): Boolean;
602 begin
603 Result := False;
605 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
606 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
608 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
610 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
611 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
613 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
614 end;
616 procedure g_Gibs_SetMax(Count: Word);
617 begin
618 MaxGibs := Count;
619 SetLength(gGibs, Count);
621 if CurrentGib >= Count then
622 CurrentGib := 0;
623 end;
625 function g_Gibs_GetMax(): Word;
626 begin
627 Result := MaxGibs;
628 end;
630 procedure g_Shells_SetMax(Count: Word);
631 begin
632 MaxShells := Count;
633 SetLength(gShells, Count);
635 if CurrentShell >= Count then
636 CurrentShell := 0;
637 end;
639 function g_Shells_GetMax(): Word;
640 begin
641 Result := MaxShells;
642 end;
645 procedure g_Corpses_SetMax(Count: Word);
646 begin
647 MaxCorpses := Count;
648 SetLength(gCorpses, Count);
649 end;
651 function g_Corpses_GetMax(): Word;
652 begin
653 Result := MaxCorpses;
654 end;
656 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
657 var
658 a: Integer;
659 ok: Boolean;
660 begin
661 Result := 0;
663 ok := False;
664 a := 0;
666 // Åñòü ëè ìåñòî â gPlayers:
667 if gPlayers <> nil then
668 for a := 0 to High(gPlayers) do
669 if gPlayers[a] = nil then
670 begin
671 ok := True;
672 Break;
673 end;
675 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
676 if not ok then
677 begin
678 SetLength(gPlayers, Length(gPlayers)+1);
679 a := High(gPlayers);
680 end;
682 // Ñîçäàåì îáúåêò èãðîêà:
683 if Bot then
684 gPlayers[a] := TBot.Create()
685 else
686 gPlayers[a] := TPlayer.Create();
689 gPlayers[a].FActualModelName := ModelName;
690 gPlayers[a].SetModel(ModelName);
692 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
693 if gPlayers[a].FModel = nil then
694 begin
695 gPlayers[a].Free();
696 gPlayers[a] := nil;
697 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
698 Exit;
699 end;
701 if not (Team in [TEAM_RED, TEAM_BLUE]) then
702 if Random(2) = 0 then
703 Team := TEAM_RED
704 else
705 Team := TEAM_BLUE;
706 gPlayers[a].FPreferredTeam := Team;
708 case gGameSettings.GameMode of
709 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
710 GM_TDM,
711 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
712 GM_SINGLE,
713 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
714 end;
716 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
717 gPlayers[a].FColor := Color;
718 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
719 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
720 else
721 gPlayers[a].FModel.Color := Color;
723 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
724 gPlayers[a].FLive := False;
726 Result := gPlayers[a].FUID;
727 end;
729 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
730 var
731 a, i: Integer;
732 ok, Bot: Boolean;
733 sig: DWORD;
734 b: Byte;
735 begin
736 Result := 0;
737 if Mem = nil then
738 Exit;
740 // Ñèãíàòóðà èãðîêà:
741 Mem.ReadDWORD(sig);
742 if sig <> PLAYER_SIGNATURE then // 'PLYR'
743 begin
744 raise EBinSizeError.Create('g_Player_CreateFromState: Wrong Player Signature');
745 end;
747 // Áîò èëè ÷åëîâåê:
748 Mem.ReadBoolean(Bot);
750 ok := False;
751 a := 0;
753 // Åñòü ëè ìåñòî â gPlayers:
754 if gPlayers <> nil then
755 for a := 0 to High(gPlayers) do
756 if gPlayers[a] = nil then
757 begin
758 ok := True;
759 Break;
760 end;
762 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
763 if not ok then
764 begin
765 SetLength(gPlayers, Length(gPlayers)+1);
766 a := High(gPlayers);
767 end;
769 // Ñîçäàåì îáúåêò èãðîêà:
770 if Bot then
771 gPlayers[a] := TBot.Create()
772 else
773 gPlayers[a] := TPlayer.Create();
774 gPlayers[a].FIamBot := Bot;
775 gPlayers[a].FPhysics := True;
777 // UID èãðîêà:
778 Mem.ReadWord(gPlayers[a].FUID);
779 // Èìÿ èãðîêà:
780 Mem.ReadString(gPlayers[a].FName);
781 // Êîìàíäà:
782 Mem.ReadByte(gPlayers[a].FTeam);
783 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
784 // Æèâ ëè:
785 Mem.ReadBoolean(gPlayers[a].FLive);
786 // Èçðàñõîäîâàë ëè âñå æèçíè:
787 Mem.ReadBoolean(gPlayers[a].FNoRespawn);
788 // Íàïðàâëåíèå:
789 Mem.ReadByte(b);
790 if b = 1 then
791 gPlayers[a].FDirection := D_LEFT
792 else // b = 2
793 gPlayers[a].FDirection := D_RIGHT;
794 // Çäîðîâüå:
795 Mem.ReadInt(gPlayers[a].FHealth);
796 // Æèçíè:
797 Mem.ReadByte(gPlayers[a].FLives);
798 // Áðîíÿ:
799 Mem.ReadInt(gPlayers[a].FArmor);
800 // Çàïàñ âîçäóõà:
801 Mem.ReadInt(gPlayers[a].FAir);
802 // Çàïàñ ãîðþ÷åãî:
803 Mem.ReadInt(gPlayers[a].FJetFuel);
804 // Áîëü:
805 Mem.ReadInt(gPlayers[a].FPain);
806 // Óáèë:
807 Mem.ReadInt(gPlayers[a].FKills);
808 // Óáèë ìîíñòðîâ:
809 Mem.ReadInt(gPlayers[a].FMonsterKills);
810 // Ôðàãîâ:
811 Mem.ReadInt(gPlayers[a].FFrags);
812 // Ôðàãîâ ïîäðÿä:
813 Mem.ReadByte(gPlayers[a].FFragCombo);
814 // Âðåìÿ ïîñëåäíåãî ôðàãà:
815 Mem.ReadDWORD(gPlayers[a].FLastFrag);
816 // Ñìåðòåé:
817 Mem.ReadInt(gPlayers[a].FDeath);
818 // Êàêîé ôëàã íåñåò:
819 Mem.ReadByte(gPlayers[a].FFlag);
820 // Íàøåë ñåêðåòîâ:
821 Mem.ReadInt(gPlayers[a].FSecrets);
822 // Òåêóùåå îðóæèå:
823 Mem.ReadByte(gPlayers[a].FCurrWeap);
824 // Ñëåäóþùåå æåëàåìîå îðóæèå:
825 Mem.ReadWord(gPlayers[a].FNextWeap);
826 // ...è ïàóçà:
827 Mem.ReadByte(gPlayers[a].FNextWeapDelay);
828 // Âðåìÿ çàðÿäêè BFG:
829 Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
830 // Áóôåð óðîíà:
831 Mem.ReadInt(gPlayers[a].FDamageBuffer);
832 // Ïîñëåäíèé óäàðèâøèé:
833 Mem.ReadWord(gPlayers[a].FLastSpawnerUID);
834 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
835 Mem.ReadByte(gPlayers[a].FLastHit);
836 // Îáúåêò èãðîêà:
837 Obj_LoadState(@gPlayers[a].FObj, Mem);
838 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
839 for i := A_BULLETS to A_HIGH do
840 Mem.ReadWord(gPlayers[a].FAmmo[i]);
841 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
842 for i := A_BULLETS to A_HIGH do
843 Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
844 // Íàëè÷èå îðóæèÿ:
845 for i := WP_FIRST to WP_LAST do
846 Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
847 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
848 for i := WP_FIRST to WP_LAST do
849 Mem.ReadWord(gPlayers[a].FReloading[i]);
850 // Íàëè÷èå ðþêçàêà:
851 Mem.ReadByte(b);
852 if b = 1 then
853 Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
854 // Íàëè÷èå êðàñíîãî êëþ÷à:
855 Mem.ReadByte(b);
856 if b = 1 then
857 Include(gPlayers[a].FRulez, R_KEY_RED);
858 // Íàëè÷èå çåëåíîãî êëþ÷à:
859 Mem.ReadByte(b);
860 if b = 1 then
861 Include(gPlayers[a].FRulez, R_KEY_GREEN);
862 // Íàëè÷èå ñèíåãî êëþ÷à:
863 Mem.ReadByte(b);
864 if b = 1 then
865 Include(gPlayers[a].FRulez, R_KEY_BLUE);
866 // Íàëè÷èå áåðñåðêà:
867 Mem.ReadByte(b);
868 if b = 1 then
869 Include(gPlayers[a].FRulez, R_BERSERK);
870 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
871 for i := MR_SUIT to MR_MAX do
872 Mem.ReadDWORD(gPlayers[a].FMegaRulez[i]);
873 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
874 for i := T_RESPAWN to T_FLAGCAP do
875 Mem.ReadDWORD(gPlayers[a].FTime[i]);
877 // Íàçâàíèå ìîäåëè:
878 Mem.ReadString(gPlayers[a].FActualModelName);
879 // Öâåò ìîäåëè:
880 Mem.ReadByte(gPlayers[a].FColor.R);
881 Mem.ReadByte(gPlayers[a].FColor.G);
882 Mem.ReadByte(gPlayers[a].FColor.B);
883 // Îáíîâëÿåì ìîäåëü èãðîêà:
884 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
886 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
887 if gPlayers[a].FModel = nil then
888 begin
889 gPlayers[a].Free();
890 gPlayers[a] := nil;
891 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
892 Exit;
893 end;
895 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
896 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
897 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
898 else
899 gPlayers[a].FModel.Color := gPlayers[a].FColor;
901 Result := gPlayers[a].FUID;
902 end;
904 procedure g_Player_ResetTeams();
905 var
906 a: Integer;
907 begin
908 if g_Game_IsClient then
909 Exit;
910 if gPlayers = nil then
911 Exit;
912 for a := Low(gPlayers) to High(gPlayers) do
913 if gPlayers[a] <> nil then
914 case gGameSettings.GameMode of
915 GM_DM:
916 gPlayers[a].ChangeTeam(TEAM_NONE);
917 GM_TDM, GM_CTF:
918 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
919 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
920 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
921 else
922 if a mod 2 = 0 then
923 gPlayers[a].ChangeTeam(TEAM_RED)
924 else
925 gPlayers[a].ChangeTeam(TEAM_BLUE);
926 GM_SINGLE,
927 GM_COOP:
928 gPlayers[a].ChangeTeam(TEAM_COOP);
929 end;
930 end;
932 procedure g_Bot_Add(Team, Difficult: Byte);
933 var
934 m: SArray;
935 _name, _model: String;
936 a, tr, tb: Integer;
937 begin
938 if not g_Game_IsServer then Exit;
940 // Ñïèñîê íàçâàíèé ìîäåëåé:
941 m := g_PlayerModel_GetNames();
942 if m = nil then
943 Exit;
945 // Êîìàíäà:
946 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
947 Team := TEAM_COOP // COOP
948 else
949 if gGameSettings.GameMode = GM_DM then
950 Team := TEAM_NONE // DM
951 else
952 if Team = TEAM_NONE then // CTF / TDM
953 begin
954 // Àâòîáàëàíñ êîìàíä:
955 tr := 0;
956 tb := 0;
958 for a := 0 to High(gPlayers) do
959 if gPlayers[a] <> nil then
960 begin
961 if gPlayers[a].Team = TEAM_RED then
962 Inc(tr)
963 else
964 if gPlayers[a].Team = TEAM_BLUE then
965 Inc(tb);
966 end;
968 if tr > tb then
969 Team := TEAM_BLUE
970 else
971 if tb > tr then
972 Team := TEAM_RED
973 else // tr = tb
974 if Random(2) = 0 then
975 Team := TEAM_RED
976 else
977 Team := TEAM_BLUE;
978 end;
980 // Âûáèðàåì áîòó èìÿ:
981 _name := '';
982 if BotNames <> nil then
983 for a := 0 to High(BotNames) do
984 if g_Player_ValidName(BotNames[a]) then
985 begin
986 _name := BotNames[a];
987 Break;
988 end;
990 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
991 if _name = '' then
992 repeat
993 _name := Format('DFBOT%.2d', [Random(100)]);
994 until g_Player_ValidName(_name);
996 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
997 _model := m[Random(Length(m))];
999 // Ñîçäàåì áîòà:
1000 with g_Player_Get(g_Player_Create(_model,
1001 _RGB(Min(Random(9)*32, 255),
1002 Min(Random(9)*32, 255),
1003 Min(Random(9)*32, 255)),
1004 Team, True)) as TBot do
1005 begin
1006 Name := _name;
1008 case Difficult of
1009 1: FDifficult := DIFFICULT_EASY;
1010 2: FDifficult := DIFFICULT_MEDIUM;
1011 else FDifficult := DIFFICULT_HARD;
1012 end;
1014 for a := WP_FIRST to WP_LAST do
1015 begin
1016 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1017 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1018 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1019 end;
1021 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1023 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1024 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1025 Spectate();
1026 end;
1027 end;
1029 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1030 var
1031 m: SArray;
1032 _name, _model: String;
1033 a: Integer;
1034 begin
1035 if not g_Game_IsServer then Exit;
1037 // Ñïèñîê íàçâàíèé ìîäåëåé:
1038 m := g_PlayerModel_GetNames();
1039 if m = nil then
1040 Exit;
1042 // Êîìàíäà:
1043 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1044 Team := TEAM_COOP // COOP
1045 else
1046 if gGameSettings.GameMode = GM_DM then
1047 Team := TEAM_NONE // DM
1048 else
1049 if Team = TEAM_NONE then
1050 Team := BotList[num].team; // CTF / TDM
1052 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1053 lName := AnsiLowerCase(lName);
1054 if (num < 0) or (num > Length(BotList)-1) then
1055 num := -1;
1056 if (num = -1) and (lName <> '') and (BotList <> nil) then
1057 for a := 0 to High(BotList) do
1058 if AnsiLowerCase(BotList[a].name) = lName then
1059 begin
1060 num := a;
1061 Break;
1062 end;
1063 if num = -1 then
1064 Exit;
1066 // Èìÿ áîòà:
1067 _name := BotList[num].name;
1068 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1069 if not g_Player_ValidName(_name) then
1070 repeat
1071 _name := Format('DFBOT%.2d', [Random(100)]);
1072 until g_Player_ValidName(_name);
1074 // Ìîäåëü:
1075 _model := BotList[num].model;
1076 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1077 if not InSArray(_model, m) then
1078 _model := m[Random(Length(m))];
1080 // Ñîçäàåì áîòà:
1081 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1082 begin
1083 Name := _name;
1085 FDifficult.DiagFire := BotList[num].diag_fire;
1086 FDifficult.InvisFire := BotList[num].invis_fire;
1087 FDifficult.DiagPrecision := BotList[num].diag_precision;
1088 FDifficult.FlyPrecision := BotList[num].fly_precision;
1089 FDifficult.Cover := BotList[num].cover;
1090 FDifficult.CloseJump := BotList[num].close_jump;
1092 for a := WP_FIRST to WP_LAST do
1093 begin
1094 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1095 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1096 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1097 end;
1099 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1101 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1102 end;
1103 end;
1105 procedure g_Bot_RemoveAll();
1106 var
1107 a: Integer;
1108 begin
1109 if not g_Game_IsServer then Exit;
1110 if gPlayers = nil then Exit;
1112 for a := 0 to High(gPlayers) do
1113 if gPlayers[a] <> nil then
1114 if gPlayers[a] is TBot then
1115 begin
1116 gPlayers[a].Lives := 0;
1117 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1118 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1119 g_Player_Remove(gPlayers[a].FUID);
1120 end;
1122 g_Bot_MixNames();
1123 end;
1125 procedure g_Bot_MixNames();
1126 var
1127 s: String;
1128 a, b: Integer;
1129 begin
1130 if BotNames <> nil then
1131 for a := 0 to High(BotNames) do
1132 begin
1133 b := Random(Length(BotNames));
1134 s := BotNames[a];
1135 Botnames[a] := BotNames[b];
1136 BotNames[b] := s;
1137 end;
1138 end;
1140 procedure g_Player_Remove(UID: Word);
1141 var
1142 i: Integer;
1143 begin
1144 if gPlayers = nil then Exit;
1146 if g_Game_IsServer and g_Game_IsNet then
1147 MH_SEND_PlayerDelete(UID);
1149 for i := 0 to High(gPlayers) do
1150 if gPlayers[i] <> nil then
1151 if gPlayers[i].FUID = UID then
1152 begin
1153 if gPlayers[i] is TPlayer then
1154 TPlayer(gPlayers[i]).Free()
1155 else
1156 TBot(gPlayers[i]).Free();
1157 gPlayers[i] := nil;
1158 Exit;
1159 end;
1160 end;
1162 procedure g_Player_Init();
1163 var
1164 F: TextFile;
1165 s: String;
1166 a, b: Integer;
1167 config: TConfig;
1168 sa: SArray;
1169 begin
1170 BotNames := nil;
1172 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1173 Exit;
1175 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1176 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1177 Reset(F);
1179 while not EOF(F) do
1180 begin
1181 ReadLn(F, s);
1183 s := Trim(s);
1184 if s = '' then
1185 Continue;
1187 SetLength(BotNames, Length(BotNames)+1);
1188 BotNames[High(BotNames)] := s;
1189 end;
1191 CloseFile(F);
1193 // Ïåðåìåøèâàåì èõ:
1194 g_Bot_MixNames();
1196 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1197 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1198 BotList := nil;
1199 a := 0;
1201 while config.SectionExists(IntToStr(a)) do
1202 begin
1203 SetLength(BotList, Length(BotList)+1);
1205 with BotList[High(BotList)] do
1206 begin
1207 // Èìÿ áîòà:
1208 name := config.ReadStr(IntToStr(a), 'name', '');
1209 // Ìîäåëü:
1210 model := config.ReadStr(IntToStr(a), 'model', '');
1211 // Êîìàíäà:
1212 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1213 team := TEAM_RED
1214 else
1215 team := TEAM_BLUE;
1216 // Öâåò ìîäåëè:
1217 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1218 color.R := StrToIntDef(sa[0], 0);
1219 color.G := StrToIntDef(sa[1], 0);
1220 color.B := StrToIntDef(sa[2], 0);
1221 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1222 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1223 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1224 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1225 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1226 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1227 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1228 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1229 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1230 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1231 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1232 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1233 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1234 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1235 if Length(sa) = 10 then
1236 for b := 0 to 9 do
1237 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1238 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1239 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1240 if Length(sa) = 10 then
1241 for b := 0 to 9 do
1242 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1244 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1245 if Length(sa) = 10 then
1246 for b := 0 to 9 do
1247 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1248 end;
1250 a := a + 1;
1251 end;
1253 config.Free();
1254 end;
1256 procedure g_Player_Free();
1257 var
1258 i: Integer;
1259 begin
1260 if gPlayers <> nil then
1261 begin
1262 for i := 0 to High(gPlayers) do
1263 if gPlayers[i] <> nil then
1264 begin
1265 if gPlayers[i] is TPlayer then
1266 TPlayer(gPlayers[i]).Free()
1267 else
1268 TBot(gPlayers[i]).Free();
1269 gPlayers[i] := nil;
1270 end;
1272 gPlayers := nil;
1273 end;
1275 gPlayer1 := nil;
1276 gPlayer2 := nil;
1277 end;
1279 procedure g_Player_UpdateAll();
1280 var
1281 i: Integer;
1282 begin
1283 if gPlayers = nil then Exit;
1285 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1286 for i := 0 to High(gPlayers) do
1287 begin
1288 if gPlayers[i] <> nil then
1289 begin
1290 if gPlayers[i] is TPlayer then
1291 begin
1292 gPlayers[i].Update();
1293 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1294 end
1295 else
1296 begin
1297 // bot updates weapons in `UpdateCombat()`
1298 TBot(gPlayers[i]).Update();
1299 end;
1300 end;
1301 end;
1302 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1303 end;
1305 procedure g_Player_DrawAll();
1306 var
1307 i: Integer;
1308 begin
1309 if gPlayers = nil then Exit;
1311 for i := 0 to High(gPlayers) do
1312 if gPlayers[i] <> nil then
1313 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1314 else TBot(gPlayers[i]).Draw();
1315 end;
1317 procedure g_Player_DrawDebug(p: TPlayer);
1318 var
1319 fW, fH: Byte;
1320 begin
1321 if p = nil then Exit;
1322 if (@p.FObj) = nil then Exit;
1324 e_TextureFontGetSize(gStdFont, fW, fH);
1326 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1327 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1328 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1329 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1330 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1331 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1332 end;
1334 procedure g_Player_DrawHealth();
1335 var
1336 i: Integer;
1337 fW, fH: Byte;
1338 begin
1339 if gPlayers = nil then Exit;
1340 e_TextureFontGetSize(gStdFont, fW, fH);
1342 for i := 0 to High(gPlayers) do
1343 if gPlayers[i] <> nil then
1344 begin
1345 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1346 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1347 IntToStr(gPlayers[i].FHealth), gStdFont);
1348 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1349 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1350 IntToStr(gPlayers[i].FArmor), gStdFont);
1351 end;
1352 end;
1354 function g_Player_Get(UID: Word): TPlayer;
1355 var
1356 a: Integer;
1357 begin
1358 Result := nil;
1360 if gPlayers = nil then
1361 Exit;
1363 for a := 0 to High(gPlayers) do
1364 if gPlayers[a] <> nil then
1365 if gPlayers[a].FUID = UID then
1366 begin
1367 Result := gPlayers[a];
1368 Exit;
1369 end;
1370 end;
1372 function g_Player_GetCount(): Byte;
1373 var
1374 a: Integer;
1375 begin
1376 Result := 0;
1378 if gPlayers = nil then
1379 Exit;
1381 for a := 0 to High(gPlayers) do
1382 if gPlayers[a] <> nil then
1383 Result := Result + 1;
1384 end;
1386 function g_Player_GetStats(): TPlayerStatArray;
1387 var
1388 a: Integer;
1389 begin
1390 Result := nil;
1392 if gPlayers = nil then Exit;
1394 for a := 0 to High(gPlayers) do
1395 if gPlayers[a] <> nil then
1396 begin
1397 SetLength(Result, Length(Result)+1);
1398 with Result[High(Result)] do
1399 begin
1400 Ping := gPlayers[a].FPing;
1401 Loss := gPlayers[a].FLoss;
1402 Name := gPlayers[a].FName;
1403 Team := gPlayers[a].FTeam;
1404 Frags := gPlayers[a].FFrags;
1405 Deaths := gPlayers[a].FDeath;
1406 Kills := gPlayers[a].FKills;
1407 Color := gPlayers[a].FModel.Color;
1408 Lives := gPlayers[a].FLives;
1409 Spectator := gPlayers[a].FSpectator;
1410 end;
1411 end;
1412 end;
1414 procedure g_Player_RememberAll;
1415 var
1416 i: Integer;
1417 begin
1418 for i := Low(gPlayers) to High(gPlayers) do
1419 if (gPlayers[i] <> nil) and gPlayers[i].Live then
1420 gPlayers[i].RememberState;
1421 end;
1423 procedure g_Player_ResetAll(Force, Silent: Boolean);
1424 var
1425 i: Integer;
1426 begin
1427 gTeamStat[TEAM_RED].Goals := 0;
1428 gTeamStat[TEAM_BLUE].Goals := 0;
1430 if gPlayers <> nil then
1431 for i := 0 to High(gPlayers) do
1432 if gPlayers[i] <> nil then
1433 begin
1434 gPlayers[i].Reset(Force);
1436 if gPlayers[i] is TPlayer then
1437 begin
1438 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1439 gPlayers[i].Respawn(Silent)
1440 else
1441 gPlayers[i].Spectate();
1442 end
1443 else
1444 TBot(gPlayers[i]).Respawn(Silent);
1445 end;
1446 end;
1448 procedure g_Player_CreateCorpse(Player: TPlayer);
1449 var
1450 find_id: DWORD;
1451 ok: Boolean;
1452 begin
1453 if Player.Live then
1454 Exit;
1455 if Player.FObj.Y >= gMapInfo.Height+128 then
1456 Exit;
1458 with Player do
1459 begin
1460 if (FHealth >= -50) or (gGibsCount = 0) then
1461 begin
1462 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1463 Exit;
1465 ok := False;
1466 for find_id := 0 to High(gCorpses) do
1467 if gCorpses[find_id] = nil then
1468 begin
1469 ok := True;
1470 Break;
1471 end;
1473 if not ok then
1474 find_id := Random(Length(gCorpses));
1476 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1477 gCorpses[find_id].FColor := FModel.Color;
1478 gCorpses[find_id].FObj.Vel := FObj.Vel;
1479 gCorpses[find_id].FObj.Accel := FObj.Accel;
1480 end
1481 else
1482 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1483 FObj.Y + PLAYER_RECT_CY,
1484 FModel.Name, FModel.Color);
1485 end;
1486 end;
1488 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1489 var
1490 SID: DWORD;
1491 begin
1492 if (gShells = nil) or (Length(gShells) = 0) then
1493 Exit;
1495 with gShells[CurrentShell] do
1496 begin
1497 SpriteID := 0;
1498 g_Obj_Init(@Obj);
1499 Obj.Rect.X := 0;
1500 Obj.Rect.Y := 0;
1501 if T = SHELL_BULLET then
1502 begin
1503 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1504 SpriteID := SID;
1505 CX := 2;
1506 CY := 1;
1507 Obj.Rect.Width := 4;
1508 Obj.Rect.Height := 2;
1509 end
1510 else
1511 begin
1512 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1513 SpriteID := SID;
1514 CX := 4;
1515 CY := 2;
1516 Obj.Rect.Width := 7;
1517 Obj.Rect.Height := 3;
1518 end;
1519 SType := T;
1520 Live := True;
1521 Obj.X := fX;
1522 Obj.Y := fY;
1523 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1524 RAngle := Random(360);
1525 Timeout := gTime + SHELL_TIMEOUT;
1527 if CurrentShell >= High(gShells) then
1528 CurrentShell := 0
1529 else
1530 Inc(CurrentShell);
1531 end;
1532 end;
1534 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1535 var
1536 a: Integer;
1537 GibsArray: TGibsArray;
1538 begin
1539 if (gGibs = nil) or (Length(gGibs) = 0) then
1540 Exit;
1541 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1542 Exit;
1544 for a := 0 to High(GibsArray) do
1545 with gGibs[CurrentGib] do
1546 begin
1547 Color := fColor;
1548 ID := GibsArray[a].ID;
1549 MaskID := GibsArray[a].MaskID;
1550 Live := True;
1551 g_Obj_Init(@Obj);
1552 Obj.Rect := GibsArray[a].Rect;
1553 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1554 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1555 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1556 RAngle := Random(360);
1558 if gBloodCount > 0 then
1559 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1560 Random(48), Random(48), 150, 0, 0);
1562 if CurrentGib >= High(gGibs) then
1563 CurrentGib := 0
1564 else
1565 Inc(CurrentGib);
1566 end;
1567 end;
1569 procedure g_Player_UpdatePhysicalObjects();
1570 var
1571 i: Integer;
1572 vel: TPoint2i;
1573 mr: Word;
1575 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1576 var
1577 k: Integer;
1578 begin
1579 k := 1 + Random(2);
1580 if T = SHELL_BULLET then
1581 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1582 else
1583 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1584 end;
1586 begin
1587 // Êóñêè ìÿñà:
1588 if gGibs <> nil then
1589 for i := 0 to High(gGibs) do
1590 if gGibs[i].Live then
1591 with gGibs[i] do
1592 begin
1593 vel := Obj.Vel;
1594 mr := g_Obj_Move(@Obj, True, False, True);
1596 if WordBool(mr and MOVE_FALLOUT) then
1597 begin
1598 Live := False;
1599 Continue;
1600 end;
1602 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1603 if WordBool(mr and MOVE_HITWALL) then
1604 Obj.Vel.X := -(vel.X div 2);
1605 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1606 Obj.Vel.Y := -(vel.Y div 2);
1608 if (Obj.Vel.X >= 0) then
1609 begin // Clockwise
1610 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1611 if RAngle >= 360 then
1612 RAngle := RAngle mod 360;
1613 end else begin // Counter-clockwise
1614 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1615 if RAngle < 0 then
1616 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1617 end;
1619 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1620 if gTime mod (GAME_TICK*3) = 0 then
1621 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1622 end;
1624 // Òðóïû:
1625 if gCorpses <> nil then
1626 for i := 0 to High(gCorpses) do
1627 if gCorpses[i] <> nil then
1628 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1629 begin
1630 gCorpses[i].Free();
1631 gCorpses[i] := nil;
1632 end
1633 else
1634 gCorpses[i].Update();
1636 // Ãèëüçû:
1637 if gShells <> nil then
1638 for i := 0 to High(gShells) do
1639 if gShells[i].Live then
1640 with gShells[i] do
1641 begin
1642 vel := Obj.Vel;
1643 mr := g_Obj_Move(@Obj, True, False, True);
1645 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1646 begin
1647 Live := False;
1648 Continue;
1649 end;
1651 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1652 if WordBool(mr and MOVE_HITWALL) then
1653 begin
1654 Obj.Vel.X := -(vel.X div 2);
1655 if not WordBool(mr and MOVE_INWATER) then
1656 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1657 end;
1658 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1659 begin
1660 Obj.Vel.Y := -(vel.Y div 2);
1661 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1662 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1663 begin
1664 if RAngle mod 90 <> 0 then
1665 RAngle := (RAngle div 90) * 90;
1666 end
1667 else if not WordBool(mr and MOVE_INWATER) then
1668 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1669 end;
1671 if (Obj.Vel.X >= 0) then
1672 begin // Clockwise
1673 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1674 if RAngle >= 360 then
1675 RAngle := RAngle mod 360;
1676 end else begin // Counter-clockwise
1677 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1678 if RAngle < 0 then
1679 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1680 end;
1681 end;
1682 end;
1684 procedure g_Player_DrawCorpses();
1685 var
1686 i: Integer;
1687 a: TPoint;
1688 begin
1689 if gGibs <> nil then
1690 for i := 0 to High(gGibs) do
1691 if gGibs[i].Live then
1692 with gGibs[i] do
1693 begin
1694 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1695 Continue;
1697 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1698 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1700 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1702 e_Colors := Color;
1703 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1704 e_Colors.R := 255;
1705 e_Colors.G := 255;
1706 e_Colors.B := 255;
1707 end;
1709 if gCorpses <> nil then
1710 for i := 0 to High(gCorpses) do
1711 if gCorpses[i] <> nil then
1712 gCorpses[i].Draw();
1713 end;
1715 procedure g_Player_DrawShells();
1716 var
1717 i: Integer;
1718 a: TPoint;
1719 begin
1720 if gShells <> nil then
1721 for i := 0 to High(gShells) do
1722 if gShells[i].Live then
1723 with gShells[i] do
1724 begin
1725 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1726 Continue;
1728 a.X := CX;
1729 a.Y := CY;
1731 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1732 end;
1733 end;
1735 procedure g_Player_RemoveAllCorpses();
1736 var
1737 i: Integer;
1738 begin
1739 gGibs := nil;
1740 gShells := nil;
1741 SetLength(gGibs, MaxGibs);
1742 SetLength(gShells, MaxGibs);
1743 CurrentGib := 0;
1744 CurrentShell := 0;
1746 if gCorpses <> nil then
1747 for i := 0 to High(gCorpses) do
1748 gCorpses[i].Free();
1750 gCorpses := nil;
1751 SetLength(gCorpses, MaxCorpses);
1752 end;
1754 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
1755 var
1756 count, i: Integer;
1757 b: Boolean;
1758 begin
1759 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1760 count := 0;
1761 if gCorpses <> nil then
1762 for i := 0 to High(gCorpses) do
1763 if gCorpses[i] <> nil then
1764 count := count + 1;
1766 Mem := TBinMemoryWriter.Create((count+1) * 128);
1768 // Êîëè÷åñòâî òðóïîâ:
1769 Mem.WriteInt(count);
1771 if count = 0 then
1772 Exit;
1774 // Ñîõðàíÿåì òðóïû:
1775 for i := 0 to High(gCorpses) do
1776 if gCorpses[i] <> nil then
1777 begin
1778 // Íàçâàíèå ìîäåëè:
1779 Mem.WriteString(gCorpses[i].FModelName);
1780 // Òèï ñìåðòè:
1781 b := gCorpses[i].Mess;
1782 Mem.WriteBoolean(b);
1783 // Ñîõðàíÿåì äàííûå òðóïà:
1784 gCorpses[i].SaveState(Mem);
1785 end;
1786 end;
1788 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
1789 var
1790 count, i: Integer;
1791 str: String;
1792 b: Boolean;
1793 begin
1794 if Mem = nil then
1795 Exit;
1797 g_Player_RemoveAllCorpses();
1799 // Êîëè÷åñòâî òðóïîâ:
1800 Mem.ReadInt(count);
1802 if count > Length(gCorpses) then
1803 begin
1804 raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1805 end;
1807 if count = 0 then
1808 Exit;
1810 // Çàãðóæàåì òðóïû:
1811 for i := 0 to count-1 do
1812 begin
1813 // Íàçâàíèå ìîäåëè:
1814 Mem.ReadString(str);
1815 // Òèï ñìåðòè:
1816 Mem.ReadBoolean(b);
1817 // Ñîçäàåì òðóï:
1818 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1819 // Çàãðóæàåì äàííûå òðóïà:
1820 gCorpses[i].LoadState(Mem);
1821 end;
1822 end;
1824 { T P l a y e r : }
1826 procedure TPlayer.BFGHit();
1827 begin
1828 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1829 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1830 if g_Game_IsServer and g_Game_IsNet then
1831 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1832 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1833 0, NET_GFX_BFGHIT);
1834 end;
1836 procedure TPlayer.ChangeModel(ModelName: string);
1837 var
1838 Model: TPlayerModel;
1839 begin
1840 Model := g_PlayerModel_Get(ModelName);
1841 if Model = nil then Exit;
1843 FModel.Free();
1844 FModel := Model;
1845 end;
1847 procedure TPlayer.SetModel(ModelName: string);
1848 var
1849 m: TPlayerModel;
1850 begin
1851 m := g_PlayerModel_Get(ModelName);
1852 if m = nil then
1853 begin
1854 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1855 m := g_PlayerModel_Get('doomer');
1856 if m = nil then
1857 begin
1858 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1859 Exit;
1860 end;
1861 end;
1863 if FModel <> nil then
1864 FModel.Free();
1866 FModel := m;
1868 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1869 FModel.Color := FColor
1870 else
1871 FModel.Color := TEAMCOLOR[FTeam];
1872 FModel.SetWeapon(FCurrWeap);
1873 FModel.SetFlag(FFlag);
1874 SetDirection(FDirection);
1875 end;
1877 procedure TPlayer.SetColor(Color: TRGB);
1878 begin
1879 FColor := Color;
1880 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1881 if FModel <> nil then FModel.Color := Color;
1882 end;
1884 procedure TPlayer.SwitchTeam;
1885 begin
1886 if g_Game_IsClient then
1887 Exit;
1888 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1890 if gGameOn and FLive then
1891 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1893 if FTeam = TEAM_RED then
1894 begin
1895 ChangeTeam(TEAM_BLUE);
1896 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1897 if g_Game_IsNet then
1898 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1899 end
1900 else
1901 begin
1902 ChangeTeam(TEAM_RED);
1903 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
1904 if g_Game_IsNet then
1905 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
1906 end;
1907 FPreferredTeam := FTeam;
1908 end;
1910 procedure TPlayer.ChangeTeam(Team: Byte);
1911 var
1912 OldTeam: Byte;
1913 begin
1914 OldTeam := FTeam;
1915 FTeam := Team;
1916 case Team of
1917 TEAM_RED, TEAM_BLUE:
1918 FModel.Color := TEAMCOLOR[Team];
1919 else
1920 FModel.Color := FColor;
1921 end;
1922 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
1923 MH_SEND_PlayerStats(FUID);
1924 end;
1927 procedure TPlayer.CollideItem();
1928 var
1929 i: Integer;
1930 r: Boolean;
1931 begin
1932 if gItems = nil then Exit;
1933 if not FLive then Exit;
1935 for i := 0 to High(gItems) do
1936 with gItems[i] do
1937 begin
1938 if (ItemType <> ITEM_NONE) and Live then
1939 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
1940 PLAYER_RECT.Height, @Obj) then
1941 begin
1942 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
1944 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
1945 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
1946 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
1947 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
1948 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
1950 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
1951 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
1952 (gGameSettings.GameType = GT_SINGLE) and
1953 (g_Player_GetCount() > 1)) then
1954 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
1955 end;
1956 end;
1957 end;
1960 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
1961 begin
1962 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
1963 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
1964 False);
1965 end;
1967 constructor TPlayer.Create();
1968 begin
1969 FIamBot := False;
1970 FDummy := False;
1971 FSpawned := False;
1973 FSawSound := TPlayableSound.Create();
1974 FSawSoundIdle := TPlayableSound.Create();
1975 FSawSoundHit := TPlayableSound.Create();
1976 FSawSoundSelect := TPlayableSound.Create();
1977 FJetSoundFly := TPlayableSound.Create();
1978 FJetSoundOn := TPlayableSound.Create();
1979 FJetSoundOff := TPlayableSound.Create();
1981 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
1982 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
1983 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
1984 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
1985 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
1986 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
1987 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
1989 FSpectatePlayer := -1;
1990 FClientID := -1;
1991 FPing := 0;
1992 FLoss := 0;
1993 FSavedState.WaitRecall := False;
1994 FShellTimer := -1;
1995 FFireTime := 0;
1996 FFirePainTime := 0;
1997 FFireAttacker := 0;
1999 FActualModelName := 'doomer';
2001 g_Obj_Init(@FObj);
2002 FObj.Rect := PLAYER_RECT;
2004 FBFGFireCounter := -1;
2005 FJustTeleported := False;
2006 FNetTime := 0;
2008 resetWeaponQueue();
2009 end;
2011 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2012 var
2013 c: Word;
2014 begin
2015 if (not g_Game_IsClient) and (not FLive) then
2016 Exit;
2018 FLastHit := t;
2020 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2021 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2022 begin
2023 if not g_Game_IsClient then
2024 begin
2025 FArmor := 0;
2026 if t = HIT_TRAP then
2027 begin
2028 // Ëîâóøêà óáèâàåò ñðàçó:
2029 FHealth := -100;
2030 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2031 end;
2032 if t = HIT_SELF then
2033 begin
2034 // Ñàìîóáèéñòâî:
2035 FHealth := 0;
2036 Kill(K_SIMPLEKILL, SpawnerUID, t);
2037 end;
2038 end;
2039 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2040 FMegaRulez[MR_SUIT] := 0;
2041 FMegaRulez[MR_INVUL] := 0;
2042 FMegaRulez[MR_INVIS] := 0;
2043 FBerserk := 0;
2044 end;
2046 // Íî îò îñòàëüíîãî ñïàñàåò:
2047 if FMegaRulez[MR_INVUL] >= gTime then
2048 Exit;
2050 // ×èò-êîä "ÃÎÐÅÖ":
2051 if FGodMode then
2052 Exit;
2054 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2055 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2056 (SpawnerUID = FUID) or
2057 (not SameTeam(FUID, SpawnerUID)) then
2058 begin
2059 FLastSpawnerUID := SpawnerUID;
2061 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2062 if gBloodCount > 0 then
2063 begin
2064 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2065 if value div 4 <= c then
2066 c := c - (value div 4)
2067 else
2068 c := 0;
2070 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2071 MakeBloodSimple(c)
2072 else
2073 case t of
2074 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2075 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2076 end;
2078 if t = HIT_WATER then
2079 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2080 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2081 end;
2083 // Áóôåð óðîíà:
2084 if FLive then
2085 Inc(FDamageBuffer, value);
2087 // Âñïûøêà áîëè:
2088 if gFlash <> 0 then
2089 FPain := FPain + value;
2090 end;
2092 if g_Game_IsServer and g_Game_IsNet then
2093 begin
2094 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2095 MH_SEND_PlayerStats(FUID);
2096 MH_SEND_PlayerPos(False, FUID);
2097 end;
2098 end;
2100 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2101 begin
2102 Result := False;
2103 if g_Game_IsClient then
2104 Exit;
2105 if not FLive then
2106 Exit;
2108 if Soft and (FHealth < PLAYER_HP_SOFT) then
2109 begin
2110 IncMax(FHealth, value, PLAYER_HP_SOFT);
2111 Result := True;
2112 end;
2113 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2114 begin
2115 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2116 Result := True;
2117 end;
2119 if Result and g_Game_IsServer and g_Game_IsNet then
2120 MH_SEND_PlayerStats(FUID);
2121 end;
2123 destructor TPlayer.Destroy();
2124 begin
2125 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2126 gPlayer1 := nil;
2127 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2128 gPlayer2 := nil;
2130 FSawSound.Free();
2131 FSawSoundIdle.Free();
2132 FSawSoundHit.Free();
2133 FJetSoundFly.Free();
2134 FJetSoundOn.Free();
2135 FJetSoundOff.Free();
2136 FModel.Free();
2138 inherited;
2139 end;
2141 procedure TPlayer.DrawBubble();
2142 var
2143 bubX, bubY: Integer;
2144 ID: LongWord;
2145 Rb, Gb, Bb,
2146 Rw, Gw, Bw: SmallInt;
2147 Dot: Byte;
2148 begin
2149 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18);
2150 bubY := FObj.Y+FObj.Rect.Y - 18;
2151 Rb := 64;
2152 Gb := 64;
2153 Bb := 64;
2154 Rw := 240;
2155 Gw := 240;
2156 Bw := 240;
2157 case gChatBubble of
2158 1: // simple textual non-bubble
2159 begin
2160 bubX := FObj.X+FObj.Rect.X - 11;
2161 bubY := FObj.Y+FObj.Rect.Y - 17;
2162 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2163 Exit;
2164 end;
2165 2: // advanced pixel-perfect bubble
2166 begin
2167 if FTeam = TEAM_RED then
2168 Rb := 255
2169 else
2170 if FTeam = TEAM_BLUE then
2171 Bb := 255;
2172 end;
2173 3: // colored bubble
2174 begin
2175 Rb := FModel.Color.R;
2176 Gb := FModel.Color.G;
2177 Bb := FModel.Color.B;
2178 Rw := Min(Rb * 2 + 64, 255);
2179 Gw := Min(Gb * 2 + 64, 255);
2180 Bw := Min(Bb * 2 + 64, 255);
2181 if (Abs(Rw - Rb) < 32)
2182 or (Abs(Gw - Gb) < 32)
2183 or (Abs(Bw - Bb) < 32) then
2184 begin
2185 Rb := Max(Rw div 2 - 16, 0);
2186 Gb := Max(Gw div 2 - 16, 0);
2187 Bb := Max(Bw div 2 - 16, 0);
2188 end;
2189 end;
2190 4: // custom textured bubble
2191 begin
2192 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2193 if FDirection = D_RIGHT then
2194 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2195 else
2196 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
2197 Exit;
2198 end;
2199 end;
2201 // Outer borders
2202 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2203 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2204 // Inner box
2205 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2207 // Tail
2208 Dot := IfThen(FDirection = D_LEFT, 14, 5);
2209 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2210 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2211 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2212 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2213 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2215 // Dots
2216 Dot := 6;
2217 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2218 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2219 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2220 end;
2222 procedure TPlayer.Draw();
2223 var
2224 ID: DWORD;
2225 w, h: Word;
2226 dr: Boolean;
2227 begin
2228 if FLive then
2229 begin
2230 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2231 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2232 begin
2233 e_GetTextureSize(ID, @w, @h);
2234 if FDirection = D_LEFT then
2235 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2236 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False)
2237 else
2238 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2239 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False);
2240 end;
2242 if FMegaRulez[MR_INVIS] > gTime then
2243 begin
2244 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2245 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2246 begin
2247 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2248 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2249 else
2250 dr := True;
2251 if dr then
2252 FModel.Draw(FObj.X, FObj.Y, 200)
2253 else
2254 FModel.Draw(FObj.X, FObj.Y);
2255 end
2256 else
2257 FModel.Draw(FObj.X, FObj.Y, 254);
2258 end
2259 else
2260 FModel.Draw(FObj.X, FObj.Y);
2261 end;
2263 if g_debug_Frames then
2264 begin
2265 e_DrawQuad(FObj.X+FObj.Rect.X,
2266 FObj.Y+FObj.Rect.Y,
2267 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2268 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2269 0, 255, 0);
2270 end;
2272 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2273 DrawBubble();
2274 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2275 if gAimLine and Live and
2276 ((Self = gPlayer1) or (Self = gPlayer2)) then
2277 DrawAim();
2278 end;
2280 procedure TPlayer.DrawAim();
2281 var
2282 wx, wy, xx, yy: Integer;
2283 angle: SmallInt;
2284 sz, len: Word;
2285 begin
2286 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
2287 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2288 angle := FAngle;
2289 len := 1024;
2290 sz := 2;
2291 case FCurrWeap of
2292 0: begin // Punch
2293 len := 12;
2294 sz := 4;
2295 end;
2296 1: begin // Chainsaw
2297 len := 24;
2298 sz := 6;
2299 end;
2300 2: begin // Pistol
2301 len := 1024;
2302 sz := 2;
2303 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2304 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2305 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2306 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2307 end;
2308 3: begin // Shotgun
2309 len := 1024;
2310 sz := 3;
2311 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2312 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2313 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2314 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2315 end;
2316 4: begin // Double Shotgun
2317 len := 1024;
2318 sz := 4;
2319 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2320 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2321 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2322 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2323 end;
2324 5: begin // Chaingun
2325 len := 1024;
2326 sz := 3;
2327 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2328 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2329 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2330 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2331 end;
2332 6: begin // Rocket Launcher
2333 len := 1024;
2334 sz := 7;
2335 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2336 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2337 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2338 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2339 end;
2340 7: begin // Plasmagun
2341 len := 1024;
2342 sz := 5;
2343 if angle = ANGLE_RIGHTUP then Inc(angle);
2344 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2345 if angle = ANGLE_LEFTUP then Dec(angle);
2346 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2347 end;
2348 8: begin // BFG
2349 len := 1024;
2350 sz := 12;
2351 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2352 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2353 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2354 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2355 end;
2356 9: begin // Super Chaingun
2357 len := 1024;
2358 sz := 4;
2359 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2360 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2361 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2362 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2363 end;
2364 end;
2365 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2366 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2367 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2368 end;
2370 procedure TPlayer.DrawGUI();
2371 var
2372 ID: DWORD;
2373 X, Y, SY, a, p, m: Integer;
2374 tw, th: Word;
2375 cw, ch: Byte;
2376 s: string;
2377 stat: TPlayerStatArray;
2378 begin
2379 X := gPlayerScreenSize.X;
2380 SY := gPlayerScreenSize.Y;
2381 Y := 0;
2383 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2384 begin
2385 if gGameSettings.GameMode = GM_CTF then
2386 a := 32 + 8
2387 else
2388 a := 0;
2389 if gGameSettings.GameMode = GM_CTF then
2390 begin
2391 s := 'TEXTURE_PLAYER_REDFLAG';
2392 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2393 s := 'TEXTURE_PLAYER_REDFLAG_S';
2394 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2395 s := 'TEXTURE_PLAYER_REDFLAG_D';
2396 if g_Texture_Get(s, ID) then
2397 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2398 end;
2400 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2401 e_CharFont_GetSize(gMenuFont, s, tw, th);
2402 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2404 if gGameSettings.GameMode = GM_CTF then
2405 begin
2406 s := 'TEXTURE_PLAYER_BLUEFLAG';
2407 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2408 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2409 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2410 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2411 if g_Texture_Get(s, ID) then
2412 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2413 end;
2415 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2416 e_CharFont_GetSize(gMenuFont, s, tw, th);
2417 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2418 end;
2420 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2421 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2422 0, False, False);
2424 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2425 e_Draw(ID, X+2, Y, 0, True, False);
2427 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2428 begin
2429 if gShowStat then
2430 begin
2431 s := IntToStr(Frags);
2432 e_CharFont_GetSize(gMenuFont, s, tw, th);
2433 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2435 s := '';
2436 p := 1;
2437 m := 0;
2438 stat := g_Player_GetStats();
2439 if stat <> nil then
2440 begin
2441 p := 1;
2443 for a := 0 to High(stat) do
2444 if stat[a].Name <> Name then
2445 begin
2446 if stat[a].Frags > m then m := stat[a].Frags;
2447 if stat[a].Frags > Frags then p := p+1;
2448 end;
2449 end;
2451 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2452 if Frags >= m then s := s+'+' else s := s+'-';
2453 s := s+IntToStr(Abs(Frags-m));
2455 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2456 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2457 end;
2459 if gShowLives and (gGameSettings.MaxLives > 0) then
2460 begin
2461 s := IntToStr(Lives);
2462 e_CharFont_GetSize(gMenuFont, s, tw, th);
2463 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2464 end;
2465 end;
2467 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2468 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2470 if R_BERSERK in FRulez then
2471 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2472 else
2473 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2475 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2476 e_Draw(ID, X+36, Y+77, 0, True, False);
2478 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2479 e_CharFont_GetSize(gMenuFont, s, tw, th);
2480 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2482 s := IntToStr(FArmor);
2483 e_CharFont_GetSize(gMenuFont, s, tw, th);
2484 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2486 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2488 case FCurrWeap of
2489 WEAPON_KASTET:
2490 begin
2491 s := '--';
2492 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2493 end;
2494 WEAPON_SAW:
2495 begin
2496 s := '--';
2497 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2498 end;
2499 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2500 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2501 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2502 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2503 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2504 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2505 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2506 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2507 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2508 end;
2510 e_CharFont_GetSize(gMenuFont, s, tw, th);
2511 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2512 e_Draw(ID, X+20, Y+160, 0, True, False);
2514 if R_KEY_RED in FRulez then
2515 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2517 if R_KEY_GREEN in FRulez then
2518 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2520 if R_KEY_BLUE in FRulez then
2521 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2523 if FJetFuel > 0 then
2524 begin
2525 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2526 e_Draw(ID, X+2, Y+116, 0, True, False);
2527 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2528 e_Draw(ID, X+2, Y+126, 0, True, False);
2529 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2530 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2531 end
2532 else
2533 begin
2534 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2535 e_Draw(ID, X+2, Y+124, 0, True, False);
2536 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2537 end;
2539 if gShowPing and g_Game_IsClient then
2540 begin
2541 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2542 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2543 Y := Y + 16;
2544 end;
2546 if FSpectator then
2547 begin
2548 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2549 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2550 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2551 if FNoRespawn then
2552 begin
2553 e_TextureFontGetSize(gStdFont, cw, ch);
2554 s := _lc[I_PLAYER_SPECT4];
2555 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2556 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2557 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2558 end;
2560 end;
2561 end;
2563 procedure TPlayer.DrawRulez();
2564 var
2565 dr: Boolean;
2566 begin
2567 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2568 if FMegaRulez[MR_INVUL] >= gTime then
2569 begin
2570 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2571 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2572 else
2573 dr := True;
2575 if dr then
2576 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2577 191, 191, 191, 0, B_INVERT);
2578 end;
2580 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2581 if FMegaRulez[MR_SUIT] >= gTime then
2582 begin
2583 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2584 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2585 else
2586 dr := True;
2588 if dr then
2589 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2590 0, 96, 0, 200, B_NONE);
2591 end;
2593 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2594 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2595 begin
2596 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2597 255, 0, 0, 200, B_NONE);
2598 end;
2599 end;
2601 procedure TPlayer.DrawPain();
2602 var
2603 a, h: Integer;
2604 begin
2605 if FPain = 0 then Exit;
2607 a := FPain;
2609 if a < 15 then h := 0
2610 else if a < 35 then h := 1
2611 else if a < 55 then h := 2
2612 else if a < 75 then h := 3
2613 else if a < 95 then h := 4
2614 else h := 5;
2616 //if a > 255 then a := 255;
2618 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2619 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2620 end;
2622 procedure TPlayer.DrawPickup();
2623 var
2624 a, h: Integer;
2625 begin
2626 if FPickup = 0 then Exit;
2628 a := FPickup;
2630 if a < 15 then h := 1
2631 else if a < 35 then h := 2
2632 else if a < 55 then h := 3
2633 else if a < 75 then h := 4
2634 else h := 5;
2636 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2637 end;
2639 procedure TPlayer.Fire();
2640 var
2641 f, DidFire: Boolean;
2642 wx, wy, xd, yd: Integer;
2643 obj: TObj;
2644 begin
2645 if g_Game_IsClient then Exit;
2646 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2647 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2649 if FSpectator then
2650 begin
2651 Respawn(False);
2652 Exit;
2653 end;
2655 if FReloading[FCurrWeap] <> 0 then Exit;
2657 DidFire := False;
2659 f := False;
2660 wx := FObj.X+WEAPONPOINT[FDirection].X;
2661 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2662 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
2663 yd := wy+firediry();
2665 case FCurrWeap of
2666 WEAPON_KASTET:
2667 begin
2668 if R_BERSERK in FRulez then
2669 begin
2670 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2671 obj.X := FObj.X+FObj.Rect.X;
2672 obj.Y := FObj.Y+FObj.Rect.Y;
2673 obj.rect.X := 0;
2674 obj.rect.Y := 0;
2675 obj.rect.Width := 39;
2676 obj.rect.Height := 52;
2677 obj.Vel.X := (xd-wx) div 2;
2678 obj.Vel.Y := (yd-wy) div 2;
2679 obj.Accel.X := xd-wx;
2680 obj.Accel.y := yd-wy;
2682 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
2683 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2684 else
2685 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2687 if gFlash = 1 then
2688 if FPain < 50 then
2689 FPain := min(FPain + 25, 50);
2690 end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2692 DidFire := True;
2693 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2694 end;
2696 WEAPON_SAW:
2697 begin
2698 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2699 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2700 begin
2701 FSawSoundSelect.Stop();
2702 FSawSound.Stop();
2703 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2704 end
2705 else if not FSawSoundHit.IsPlaying() then
2706 begin
2707 FSawSoundSelect.Stop();
2708 FSawSound.PlayAt(FObj.X, FObj.Y);
2709 end;
2711 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2712 DidFire := True;
2713 f := True;
2714 end;
2716 WEAPON_PISTOL:
2717 if FAmmo[A_BULLETS] > 0 then
2718 begin
2719 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2720 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2721 Dec(FAmmo[A_BULLETS]);
2722 FFireAngle := FAngle;
2723 f := True;
2724 DidFire := True;
2725 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2726 GameVelX, GameVelY-2, SHELL_BULLET);
2727 end;
2729 WEAPON_SHOTGUN1:
2730 if FAmmo[A_SHELLS] > 0 then
2731 begin
2732 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2733 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2734 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2735 Dec(FAmmo[A_SHELLS]);
2736 FFireAngle := FAngle;
2737 f := True;
2738 DidFire := True;
2739 FShellTimer := 10;
2740 FShellType := SHELL_SHELL;
2741 end;
2743 WEAPON_SHOTGUN2:
2744 if FAmmo[A_SHELLS] >= 2 then
2745 begin
2746 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2747 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2748 Dec(FAmmo[A_SHELLS], 2);
2749 FFireAngle := FAngle;
2750 f := True;
2751 DidFire := True;
2752 FShellTimer := 13;
2753 FShellType := SHELL_DBLSHELL;
2754 end;
2756 WEAPON_CHAINGUN:
2757 if FAmmo[A_BULLETS] > 0 then
2758 begin
2759 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2760 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2761 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2762 Dec(FAmmo[A_BULLETS]);
2763 FFireAngle := FAngle;
2764 f := True;
2765 DidFire := True;
2766 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2767 GameVelX, GameVelY-2, SHELL_BULLET);
2768 end;
2770 WEAPON_ROCKETLAUNCHER:
2771 if FAmmo[A_ROCKETS] > 0 then
2772 begin
2773 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2774 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2775 Dec(FAmmo[A_ROCKETS]);
2776 FFireAngle := FAngle;
2777 f := True;
2778 DidFire := True;
2779 end;
2781 WEAPON_PLASMA:
2782 if FAmmo[A_CELLS] > 0 then
2783 begin
2784 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2785 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2786 Dec(FAmmo[A_CELLS]);
2787 FFireAngle := FAngle;
2788 f := True;
2789 DidFire := True;
2790 end;
2792 WEAPON_BFG:
2793 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2794 begin
2795 FBFGFireCounter := 17;
2796 if not FNoReload then
2797 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2798 Dec(FAmmo[A_CELLS], 40);
2799 DidFire := True;
2800 end;
2802 WEAPON_SUPERPULEMET:
2803 if FAmmo[A_SHELLS] > 0 then
2804 begin
2805 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2806 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2807 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2808 Dec(FAmmo[A_SHELLS]);
2809 FFireAngle := FAngle;
2810 f := True;
2811 DidFire := True;
2812 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2813 GameVelX, GameVelY-2, SHELL_SHELL);
2814 end;
2816 WEAPON_FLAMETHROWER:
2817 if FAmmo[A_FUEL] > 0 then
2818 begin
2819 g_Weapon_flame(wx, wy, xd, yd, FUID);
2820 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2821 Dec(FAmmo[A_FUEL]);
2822 FFireAngle := FAngle;
2823 f := True;
2824 DidFire := True;
2825 end;
2826 end;
2828 if g_Game_IsNet then
2829 begin
2830 if DidFire then
2831 begin
2832 if FCurrWeap <> WEAPON_BFG then
2833 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
2834 else
2835 if not FNoReload then
2836 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
2837 end;
2839 MH_SEND_PlayerStats(FUID);
2840 end;
2842 if not f then Exit;
2844 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
2845 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
2846 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
2847 end;
2849 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
2850 begin
2851 case Weapon of
2852 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
2853 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
2854 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
2855 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
2856 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
2857 else Result := 0;
2858 end;
2859 end;
2861 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
2862 begin
2863 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
2864 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
2865 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
2866 end;
2868 procedure TPlayer.JetpackOn;
2869 begin
2870 FJetSoundFly.Stop;
2871 FJetSoundOff.Stop;
2872 FJetSoundOn.SetPosition(0);
2873 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
2874 FlySmoke(8);
2875 end;
2877 procedure TPlayer.JetpackOff;
2878 begin
2879 FJetSoundFly.Stop;
2880 FJetSoundOn.Stop;
2881 FJetSoundOff.SetPosition(0);
2882 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
2883 end;
2885 procedure TPlayer.CatchFire(Attacker: Word);
2886 begin
2887 FFireTime := 100;
2888 FFireAttacker := Attacker;
2889 if g_Game_IsNet and g_Game_IsServer then
2890 MH_SEND_PlayerStats(FUID);
2891 end;
2893 procedure TPlayer.Jump();
2894 begin
2895 if gFly or FJetpack then
2896 begin
2897 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
2898 if FObj.Vel.Y > -VEL_FLY then
2899 FObj.Vel.Y := FObj.Vel.Y - 3;
2900 if FJetpack then
2901 begin
2902 if FJetFuel > 0 then
2903 Dec(FJetFuel);
2904 if (FJetFuel < 1) and g_Game_IsServer then
2905 begin
2906 FJetpack := False;
2907 JetpackOff;
2908 if g_Game_IsNet then
2909 MH_SEND_PlayerStats(FUID);
2910 end;
2911 end;
2912 Exit;
2913 end;
2915 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
2916 if FGhost then
2917 FCanJetpack := False;
2919 // Ïðûãàåì èëè âñïëûâàåì:
2920 if (CollideLevel(0, 1) or
2921 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
2922 PLAYER_RECT.Height-33, PANEL_STEP, False)
2923 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
2924 begin
2925 FObj.Vel.Y := -VEL_JUMP;
2926 FCanJetpack := False;
2927 end
2928 else
2929 begin
2930 if BodyInLiquid(0, 0) then
2931 FObj.Vel.Y := -VEL_SW
2932 else if (FJetFuel > 0) and FCanJetpack and
2933 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
2934 begin
2935 FJetpack := True;
2936 JetpackOn;
2937 if g_Game_IsNet then
2938 MH_SEND_PlayerStats(FUID);
2939 end;
2940 end;
2941 end;
2943 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
2944 var
2945 a, i, k, ab, ar: Byte;
2946 s: String;
2947 mon: TMonster;
2948 plr: TPlayer;
2949 srv, netsrv: Boolean;
2950 DoFrags: Boolean;
2951 OldLR: Byte;
2952 KP: TPlayer;
2954 procedure PushItem(t: Byte);
2955 var
2956 id: DWORD;
2957 begin
2958 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
2959 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
2960 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-7+Random(15),
2961 (FObj.Vel.Y div 2)-Random(9))
2962 else
2963 if KillType = K_HARDKILL then // -5..+5; -5..0
2964 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-5+Random(11),
2965 (FObj.Vel.Y div 2)-Random(6))
2966 else // -3..+3; -3..0
2967 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-3+Random(7),
2968 (FObj.Vel.Y div 2)-Random(4));
2970 if g_Game_IsNet and g_Game_IsServer then
2971 MH_SEND_ItemSpawn(True, id);
2972 end;
2974 begin
2975 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
2976 Srv := g_Game_IsServer;
2977 Netsrv := g_Game_IsServer and g_Game_IsNet;
2978 if Srv then FDeath := FDeath + 1;
2979 if FLive then
2980 begin
2981 if FGhost then
2982 FGhost := False;
2983 if not FPhysics then
2984 FPhysics := True;
2985 FLive := False;
2986 end;
2987 FShellTimer := -1;
2989 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
2990 begin
2991 if FLives > 0 then FLives := FLives - 1;
2992 if FLives = 0 then FNoRespawn := True;
2993 end;
2995 // Íîìåð òèïà ñìåðòè:
2996 a := 1;
2997 case KillType of
2998 K_SIMPLEKILL: a := 1;
2999 K_HARDKILL: a := 2;
3000 K_EXTRAHARDKILL: a := 3;
3001 K_FALLKILL: a := 4;
3002 end;
3004 // Çâóê ñìåðòè:
3005 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3006 for i := 1 to 3 do
3007 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3008 Break;
3010 // Âðåìÿ ðåñïàóíà:
3011 if Srv then
3012 case KillType of
3013 K_SIMPLEKILL:
3014 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3015 K_HARDKILL:
3016 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3017 K_EXTRAHARDKILL, K_FALLKILL:
3018 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3019 end;
3021 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3022 case KillType of
3023 K_SIMPLEKILL:
3024 SetAction(A_DIE1);
3025 K_HARDKILL, K_EXTRAHARDKILL:
3026 SetAction(A_DIE2);
3027 end;
3029 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3030 if (KillType <> K_FALLKILL) and (Srv) then
3031 g_Monsters_killedp();
3033 if SpawnerUID = FUID then
3034 begin // Ñàìîóáèëñÿ
3035 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3036 begin
3037 Dec(FFrags);
3038 FLastFrag := 0;
3039 end;
3040 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3041 end
3042 else
3043 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3044 begin // Óáèò äðóãèì èãðîêîì
3045 KP := g_Player_Get(SpawnerUID);
3046 if (KP <> nil) and Srv then
3047 begin
3048 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3049 if SameTeam(FUID, SpawnerUID) then
3050 begin
3051 Dec(KP.FFrags);
3052 KP.FLastFrag := 0;
3053 end else
3054 begin
3055 Inc(KP.FFrags);
3056 KP.FragCombo();
3057 end;
3059 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3060 Inc(gTeamStat[KP.Team].Goals,
3061 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3063 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3064 end;
3066 plr := g_Player_Get(SpawnerUID);
3067 if plr = nil then
3068 s := '?'
3069 else
3070 s := plr.FName;
3072 case KillType of
3073 K_HARDKILL:
3074 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3075 [FName, s]),
3076 gShowKillMsg);
3077 K_EXTRAHARDKILL:
3078 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3079 [FName, s]),
3080 gShowKillMsg);
3081 else
3082 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3083 [FName, s]),
3084 gShowKillMsg);
3085 end;
3086 end
3087 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3088 begin // Óáèò ìîíñòðîì
3089 mon := g_Monsters_Get(SpawnerUID);
3090 if mon = nil then
3091 s := '?'
3092 else
3093 s := g_Monsters_GetKilledBy(mon.MonsterType);
3095 case KillType of
3096 K_HARDKILL:
3097 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3098 [FName, s]),
3099 gShowKillMsg);
3100 K_EXTRAHARDKILL:
3101 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3102 [FName, s]),
3103 gShowKillMsg);
3104 else
3105 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3106 [FName, s]),
3107 gShowKillMsg);
3108 end;
3109 end
3110 else // Îñîáûå òèïû ñìåðòè
3111 case t of
3112 HIT_DISCON: ;
3113 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3114 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3115 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3116 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3117 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3118 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3119 end;
3121 if Srv then
3122 begin
3123 // Âûáðîñ îðóæèÿ:
3124 for a := WP_FIRST to WP_LAST do
3125 if FWeapon[a] then
3126 begin
3127 case a of
3128 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3129 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3130 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3131 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3132 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3133 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3134 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3135 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3136 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3137 else i := 0;
3138 end;
3140 if i <> 0 then
3141 PushItem(i);
3142 end;
3144 // Âûáðîñ ðþêçàêà:
3145 if R_ITEM_BACKPACK in FRulez then
3146 PushItem(ITEM_AMMO_BACKPACK);
3148 // Âûáðîñ ðàêåòíîãî ðàíöà:
3149 if FJetFuel > 0 then
3150 PushItem(ITEM_JETPACK);
3152 // Âûáðîñ êëþ÷åé:
3153 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3154 begin
3155 if R_KEY_RED in FRulez then
3156 PushItem(ITEM_KEY_RED);
3158 if R_KEY_GREEN in FRulez then
3159 PushItem(ITEM_KEY_GREEN);
3161 if R_KEY_BLUE in FRulez then
3162 PushItem(ITEM_KEY_BLUE);
3163 end;
3165 // Âûáðîñ ôëàãà:
3166 DropFlag();
3167 end;
3169 g_Player_CreateCorpse(Self);
3171 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3172 (gLMSRespawn = LMS_RESPAWN_NONE) then
3173 begin
3174 a := 0;
3175 k := 0;
3176 ar := 0;
3177 ab := 0;
3178 for i := Low(gPlayers) to High(gPlayers) do
3179 begin
3180 if gPlayers[i] = nil then continue;
3181 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3182 begin
3183 Inc(a);
3184 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3185 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3186 k := i;
3187 end;
3188 end;
3190 OldLR := gLMSRespawn;
3191 if (gGameSettings.GameMode = GM_COOP) then
3192 begin
3193 if (a = 0) then
3194 begin
3195 // everyone is dead, restart the map
3196 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3197 if Netsrv then
3198 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3199 gLMSRespawn := LMS_RESPAWN_FINAL;
3200 gLMSRespawnTime := gTime + 5000;
3201 end
3202 else if (a = 1) then
3203 begin
3204 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3205 if (gPlayers[k] = gPlayer1) or
3206 (gPlayers[k] = gPlayer2) then
3207 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3208 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3209 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3210 end;
3211 end
3212 else if (gGameSettings.GameMode = GM_TDM) then
3213 begin
3214 if (ab = 0) and (ar <> 0) then
3215 begin
3216 // blu team ded
3217 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3218 if Netsrv then
3219 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3220 Inc(gTeamStat[TEAM_RED].Goals);
3221 gLMSRespawn := LMS_RESPAWN_FINAL;
3222 gLMSRespawnTime := gTime + 5000;
3223 end
3224 else if (ar = 0) and (ab <> 0) then
3225 begin
3226 // red team ded
3227 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3228 if Netsrv then
3229 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3230 Inc(gTeamStat[TEAM_BLUE].Goals);
3231 gLMSRespawn := LMS_RESPAWN_FINAL;
3232 gLMSRespawnTime := gTime + 5000;
3233 end
3234 else if (ar = 0) and (ab = 0) then
3235 begin
3236 // everyone ded
3237 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3238 if Netsrv then
3239 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3240 gLMSRespawn := LMS_RESPAWN_FINAL;
3241 gLMSRespawnTime := gTime + 5000;
3242 end;
3243 end
3244 else if (gGameSettings.GameMode = GM_DM) then
3245 begin
3246 if (a = 1) then
3247 begin
3248 if gPlayers[k] <> nil then
3249 with gPlayers[k] do
3250 begin
3251 // survivor is the winner
3252 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3253 if Netsrv then
3254 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3255 Inc(FFrags);
3256 end;
3257 gLMSRespawn := LMS_RESPAWN_FINAL;
3258 gLMSRespawnTime := gTime + 5000;
3259 end
3260 else if (a = 0) then
3261 begin
3262 // everyone is dead, restart the map
3263 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3264 if Netsrv then
3265 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3266 gLMSRespawn := LMS_RESPAWN_FINAL;
3267 gLMSRespawnTime := gTime + 5000;
3268 end;
3269 end;
3270 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3271 begin
3272 if NetMode = NET_SERVER then
3273 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3274 else
3275 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3276 end;
3277 end;
3279 if Netsrv then
3280 begin
3281 MH_SEND_PlayerStats(FUID);
3282 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3283 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3284 end;
3286 if srv and FNoRespawn then Spectate(True);
3287 FWantsInGame := True;
3288 end;
3290 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3291 begin
3292 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3293 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3294 end;
3296 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3297 begin
3298 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3299 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3300 end;
3302 procedure TPlayer.MakeBloodSimple(Count: Word);
3303 begin
3304 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3305 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3306 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3307 150, 0, 0);
3308 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3309 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3310 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3311 150, 0, 0);
3312 end;
3314 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3315 begin
3316 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3317 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3318 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3319 150, 0, 0);
3320 end;
3322 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3323 begin
3324 if g_Game_IsClient then Exit;
3325 if Weapon > High(FWeapon) then Exit;
3326 FNextWeap := FNextWeap or (1 shl Weapon);
3327 end;
3329 procedure TPlayer.resetWeaponQueue ();
3330 begin
3331 FNextWeap := 0;
3332 FNextWeapDelay := 0;
3333 end;
3335 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3336 begin
3337 result := false;
3338 case weapon of
3339 WEAPON_KASTET, WEAPON_SAW: result := true;
3340 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3341 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3342 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3343 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3344 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3345 else result := (weapon < length(FWeapon));
3346 end;
3347 end;
3349 // return 255 for "no switch"
3350 function TPlayer.getNextWeaponIndex (): Byte;
3351 var
3352 i: Word;
3353 wantThisWeapon: array[0..64] of Boolean;
3354 wwc: Integer = 0; //HACK!
3355 dir, cwi: Integer;
3356 begin
3357 result := 255; // default result: "no switch"
3358 // had weapon cycling on previous frame? remove that flag
3359 if (FNextWeap and $2000) <> 0 then
3360 begin
3361 FNextWeap := FNextWeap and $1FFF;
3362 FNextWeapDelay := 0;
3363 end;
3364 // cycling has priority
3365 if (FNextWeap and $C000) <> 0 then
3366 begin
3367 if (FNextWeap and $8000) <> 0 then
3368 dir := 1
3369 else
3370 dir := -1;
3371 FNextWeap := FNextWeap or $2000; // we need this
3372 if FNextWeapDelay > 0 then
3373 exit; // cooldown time
3374 cwi := FCurrWeap;
3375 for i := 0 to High(FWeapon) do
3376 begin
3377 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3378 if FWeapon[cwi] then
3379 begin
3380 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3381 result := Byte(cwi);
3382 FNextWeapDelay := 10;
3383 exit;
3384 end;
3385 end;
3386 resetWeaponQueue();
3387 exit;
3388 end;
3389 // no cycling
3390 for i := 0 to High(wantThisWeapon) do
3391 wantThisWeapon[i] := false;
3392 for i := 0 to High(FWeapon) do
3393 if (FNextWeap and (1 shl i)) <> 0 then
3394 begin
3395 wantThisWeapon[i] := true;
3396 Inc(wwc);
3397 end;
3398 // exclude currently selected weapon from the set
3399 wantThisWeapon[FCurrWeap] := false;
3400 // slow down alterations a little
3401 if wwc > 1 then
3402 begin
3403 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3404 // more than one weapon requested, assume "alteration" and check alteration delay
3405 if FNextWeapDelay > 0 then
3406 begin
3407 FNextWeap := 0;
3408 exit;
3409 end; // yeah
3410 end;
3411 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3412 // but clear all counters if no weapon should be switched
3413 if wwc < 1 then
3414 begin
3415 resetWeaponQueue();
3416 exit;
3417 end;
3418 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3419 // try weapons in descending order
3420 for i := High(FWeapon) downto 0 do
3421 begin
3422 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3423 begin
3424 // i found her!
3425 result := Byte(i);
3426 resetWeaponQueue();
3427 FNextWeapDelay := 10; // anyway, 'cause why not
3428 exit;
3429 end;
3430 end;
3431 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3432 resetWeaponQueue();
3433 end;
3435 procedure TPlayer.RealizeCurrentWeapon();
3436 function switchAllowed (): Boolean;
3437 var
3438 i: Byte;
3439 begin
3440 result := false;
3441 if FBFGFireCounter <> -1 then
3442 exit;
3443 if FTime[T_SWITCH] > gTime then
3444 exit;
3445 for i := WP_FIRST to WP_LAST do
3446 if FReloading[i] > 0 then
3447 exit;
3448 result := true;
3449 end;
3451 var
3452 nw: Byte;
3453 begin
3454 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3455 //FNextWeap := FNextWeap and $1FFF;
3456 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3458 if not switchAllowed then
3459 begin
3460 //HACK for weapon cycling
3461 if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
3462 exit;
3463 end;
3465 nw := getNextWeaponIndex();
3466 if nw = 255 then exit; // don't reset anything here
3467 if nw > High(FWeapon) then
3468 begin
3469 // don't forget to reset queue here!
3470 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3471 resetWeaponQueue();
3472 exit;
3473 end;
3475 if FWeapon[nw] then
3476 begin
3477 FCurrWeap := nw;
3478 FTime[T_SWITCH] := gTime+156;
3479 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3480 FModel.SetWeapon(FCurrWeap);
3481 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3482 end;
3483 end;
3485 procedure TPlayer.NextWeapon();
3486 begin
3487 if g_Game_IsClient then Exit;
3488 FNextWeap := $8000;
3489 end;
3491 procedure TPlayer.PrevWeapon();
3492 begin
3493 if g_Game_IsClient then Exit;
3494 FNextWeap := $4000;
3495 end;
3497 procedure TPlayer.SetWeapon(W: Byte);
3498 begin
3499 if FCurrWeap <> W then
3500 if W = WEAPON_SAW then
3501 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3503 FCurrWeap := W;
3504 FModel.SetWeapon(CurrWeap);
3505 resetWeaponQueue();
3506 end;
3508 function TPlayer.PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean;
3509 var
3510 a: Boolean;
3511 begin
3512 Result := False;
3513 if g_Game_IsClient then Exit;
3515 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3516 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and respawn;
3517 remove := not a;
3519 case ItemType of
3520 ITEM_MEDKIT_SMALL:
3521 if FHealth < PLAYER_HP_SOFT then
3522 begin
3523 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3524 Result := True;
3525 remove := True;
3526 FFireTime := 0;
3527 if gFlash = 2 then Inc(FPickup, 5);
3528 end;
3530 ITEM_MEDKIT_LARGE:
3531 if FHealth < PLAYER_HP_SOFT then
3532 begin
3533 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3534 Result := True;
3535 remove := True;
3536 FFireTime := 0;
3537 if gFlash = 2 then Inc(FPickup, 5);
3538 end;
3540 ITEM_ARMOR_GREEN:
3541 if FArmor < PLAYER_AP_SOFT then
3542 begin
3543 FArmor := PLAYER_AP_SOFT;
3544 Result := True;
3545 remove := True;
3546 if gFlash = 2 then Inc(FPickup, 5);
3547 end;
3549 ITEM_ARMOR_BLUE:
3550 if FArmor < PLAYER_AP_LIMIT then
3551 begin
3552 FArmor := PLAYER_AP_LIMIT;
3553 Result := True;
3554 remove := True;
3555 if gFlash = 2 then Inc(FPickup, 5);
3556 end;
3558 ITEM_SPHERE_BLUE:
3559 if FHealth < PLAYER_HP_LIMIT then
3560 begin
3561 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3562 Result := True;
3563 remove := True;
3564 FFireTime := 0;
3565 if gFlash = 2 then Inc(FPickup, 5);
3566 end;
3568 ITEM_SPHERE_WHITE:
3569 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3570 begin
3571 if FHealth < PLAYER_HP_LIMIT then
3572 FHealth := PLAYER_HP_LIMIT;
3573 if FArmor < PLAYER_AP_LIMIT then
3574 FArmor := PLAYER_AP_LIMIT;
3575 Result := True;
3576 remove := True;
3577 FFireTime := 0;
3578 if gFlash = 2 then Inc(FPickup, 5);
3579 end;
3581 ITEM_WEAPON_SAW:
3582 if (not FWeapon[WEAPON_SAW]) or ((not respawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3583 begin
3584 FWeapon[WEAPON_SAW] := True;
3585 Result := True;
3586 if gFlash = 2 then Inc(FPickup, 5);
3587 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3588 end;
3590 ITEM_WEAPON_SHOTGUN1:
3591 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3592 begin
3593 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3594 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3596 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3597 FWeapon[WEAPON_SHOTGUN1] := True;
3598 Result := True;
3599 if gFlash = 2 then Inc(FPickup, 5);
3600 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3601 end;
3603 ITEM_WEAPON_SHOTGUN2:
3604 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3605 begin
3606 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3608 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3609 FWeapon[WEAPON_SHOTGUN2] := True;
3610 Result := True;
3611 if gFlash = 2 then Inc(FPickup, 5);
3612 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3613 end;
3615 ITEM_WEAPON_CHAINGUN:
3616 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3617 begin
3618 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3620 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3621 FWeapon[WEAPON_CHAINGUN] := True;
3622 Result := True;
3623 if gFlash = 2 then Inc(FPickup, 5);
3624 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3625 end;
3627 ITEM_WEAPON_ROCKETLAUNCHER:
3628 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3629 begin
3630 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3632 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3633 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3634 Result := True;
3635 if gFlash = 2 then Inc(FPickup, 5);
3636 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3637 end;
3639 ITEM_WEAPON_PLASMA:
3640 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3641 begin
3642 if a and FWeapon[WEAPON_PLASMA] then Exit;
3644 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3645 FWeapon[WEAPON_PLASMA] := True;
3646 Result := True;
3647 if gFlash = 2 then Inc(FPickup, 5);
3648 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3649 end;
3651 ITEM_WEAPON_BFG:
3652 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3653 begin
3654 if a and FWeapon[WEAPON_BFG] then Exit;
3656 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3657 FWeapon[WEAPON_BFG] := True;
3658 Result := True;
3659 if gFlash = 2 then Inc(FPickup, 5);
3660 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3661 end;
3663 ITEM_WEAPON_SUPERPULEMET:
3664 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3665 begin
3666 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3668 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3669 FWeapon[WEAPON_SUPERPULEMET] := True;
3670 Result := True;
3671 if gFlash = 2 then Inc(FPickup, 5);
3672 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3673 end;
3675 ITEM_WEAPON_FLAMETHROWER:
3676 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3677 begin
3678 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3680 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3681 FWeapon[WEAPON_FLAMETHROWER] := True;
3682 Result := True;
3683 if gFlash = 2 then Inc(FPickup, 5);
3684 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3685 end;
3687 ITEM_AMMO_BULLETS:
3688 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3689 begin
3690 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3691 Result := True;
3692 remove := True;
3693 if gFlash = 2 then Inc(FPickup, 5);
3694 end;
3696 ITEM_AMMO_BULLETS_BOX:
3697 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3698 begin
3699 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3700 Result := True;
3701 remove := True;
3702 if gFlash = 2 then Inc(FPickup, 5);
3703 end;
3705 ITEM_AMMO_SHELLS:
3706 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3707 begin
3708 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3709 Result := True;
3710 remove := True;
3711 if gFlash = 2 then Inc(FPickup, 5);
3712 end;
3714 ITEM_AMMO_SHELLS_BOX:
3715 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3716 begin
3717 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3718 Result := True;
3719 remove := True;
3720 if gFlash = 2 then Inc(FPickup, 5);
3721 end;
3723 ITEM_AMMO_ROCKET:
3724 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3725 begin
3726 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3727 Result := True;
3728 remove := True;
3729 if gFlash = 2 then Inc(FPickup, 5);
3730 end;
3732 ITEM_AMMO_ROCKET_BOX:
3733 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3734 begin
3735 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3736 Result := True;
3737 remove := True;
3738 if gFlash = 2 then Inc(FPickup, 5);
3739 end;
3741 ITEM_AMMO_CELL:
3742 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3743 begin
3744 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3745 Result := True;
3746 remove := True;
3747 if gFlash = 2 then Inc(FPickup, 5);
3748 end;
3750 ITEM_AMMO_CELL_BIG:
3751 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3752 begin
3753 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3754 Result := True;
3755 remove := True;
3756 if gFlash = 2 then Inc(FPickup, 5);
3757 end;
3759 ITEM_AMMO_FUELCAN:
3760 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
3761 begin
3762 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3763 Result := True;
3764 remove := True;
3765 if gFlash = 2 then Inc(FPickup, 5);
3766 end;
3768 ITEM_AMMO_BACKPACK:
3769 if not(R_ITEM_BACKPACK in FRulez) or
3770 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3771 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3772 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3773 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
3774 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
3775 begin
3776 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
3777 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
3778 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
3779 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
3780 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
3782 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3783 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3784 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3785 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3786 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3787 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3788 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3789 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3791 FRulez := FRulez + [R_ITEM_BACKPACK];
3792 Result := True;
3793 remove := True;
3794 if gFlash = 2 then Inc(FPickup, 5);
3795 end;
3797 ITEM_KEY_RED:
3798 if not(R_KEY_RED in FRulez) then
3799 begin
3800 Include(FRulez, R_KEY_RED);
3801 Result := True;
3802 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3803 if gFlash = 2 then Inc(FPickup, 5);
3804 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3805 end;
3807 ITEM_KEY_GREEN:
3808 if not(R_KEY_GREEN in FRulez) then
3809 begin
3810 Include(FRulez, R_KEY_GREEN);
3811 Result := True;
3812 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3813 if gFlash = 2 then Inc(FPickup, 5);
3814 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3815 end;
3817 ITEM_KEY_BLUE:
3818 if not(R_KEY_BLUE in FRulez) then
3819 begin
3820 Include(FRulez, R_KEY_BLUE);
3821 Result := True;
3822 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3823 if gFlash = 2 then Inc(FPickup, 5);
3824 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3825 end;
3827 ITEM_SUIT:
3828 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
3829 begin
3830 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
3831 Result := True;
3832 remove := True;
3833 FFireTime := 0;
3834 if gFlash = 2 then Inc(FPickup, 5);
3835 end;
3837 ITEM_OXYGEN:
3838 if FAir < AIR_MAX then
3839 begin
3840 FAir := AIR_MAX;
3841 Result := True;
3842 remove := True;
3843 if gFlash = 2 then Inc(FPickup, 5);
3844 end;
3846 ITEM_MEDKIT_BLACK:
3847 begin
3848 if not (R_BERSERK in FRulez) then
3849 begin
3850 Include(FRulez, R_BERSERK);
3851 if FBFGFireCounter = -1 then
3852 begin
3853 FCurrWeap := WEAPON_KASTET;
3854 resetWeaponQueue();
3855 FModel.SetWeapon(WEAPON_KASTET);
3856 end;
3857 if gFlash <> 0 then
3858 Inc(FPain, 100);
3859 if gFlash = 2 then Inc(FPickup, 5);
3860 FBerserk := gTime+30000;
3861 Result := True;
3862 remove := True;
3863 FFireTime := 0;
3864 end;
3865 if FHealth < PLAYER_HP_SOFT then
3866 begin
3867 FHealth := PLAYER_HP_SOFT;
3868 FBerserk := gTime+30000;
3869 Result := True;
3870 remove := True;
3871 FFireTime := 0;
3872 end;
3873 end;
3875 ITEM_INVUL:
3876 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
3877 begin
3878 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
3879 Result := True;
3880 remove := True;
3881 if gFlash = 2 then Inc(FPickup, 5);
3882 end;
3884 ITEM_BOTTLE:
3885 if FHealth < PLAYER_HP_LIMIT then
3886 begin
3887 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
3888 Result := True;
3889 remove := True;
3890 FFireTime := 0;
3891 if gFlash = 2 then Inc(FPickup, 5);
3892 end;
3894 ITEM_HELMET:
3895 if FArmor < PLAYER_AP_LIMIT then
3896 begin
3897 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
3898 Result := True;
3899 remove := True;
3900 if gFlash = 2 then Inc(FPickup, 5);
3901 end;
3903 ITEM_JETPACK:
3904 if FJetFuel < JET_MAX then
3905 begin
3906 FJetFuel := JET_MAX;
3907 Result := True;
3908 remove := True;
3909 if gFlash = 2 then Inc(FPickup, 5);
3910 end;
3912 ITEM_INVIS:
3913 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
3914 begin
3915 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
3916 Result := True;
3917 remove := True;
3918 if gFlash = 2 then Inc(FPickup, 5);
3919 end;
3920 end;
3921 end;
3923 procedure TPlayer.Touch();
3924 begin
3925 if not FLive then
3926 Exit;
3927 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
3928 if FIamBot then
3929 begin
3930 // Áðîñèòü ôëàã òîâàðèùó:
3931 if gGameSettings.GameMode = GM_CTF then
3932 DropFlag();
3933 end;
3934 end;
3936 procedure TPlayer.Push(vx, vy: Integer);
3937 begin
3938 if (not FPhysics) and FGhost then
3939 Exit;
3940 FObj.Accel.X := FObj.Accel.X + vx;
3941 FObj.Accel.Y := FObj.Accel.Y + vy;
3942 if g_Game_IsNet and g_Game_IsServer then
3943 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
3944 end;
3946 procedure TPlayer.Reset(Force: Boolean);
3947 begin
3948 if Force then
3949 FLive := False;
3951 FSpawned := False;
3952 FTime[T_RESPAWN] := 0;
3953 FTime[T_FLAGCAP] := 0;
3954 FGodMode := False;
3955 FNoTarget := False;
3956 FNoReload := False;
3957 FFrags := 0;
3958 FLastFrag := 0;
3959 FComboEvnt := -1;
3960 FKills := 0;
3961 FMonsterKills := 0;
3962 FDeath := 0;
3963 FSecrets := 0;
3964 if FNoRespawn then
3965 begin
3966 FSpectator := False;
3967 FGhost := False;
3968 FPhysics := True;
3969 FSpectatePlayer := -1;
3970 FNoRespawn := False;
3971 end;
3972 FLives := gGameSettings.MaxLives;
3974 SetFlag(FLAG_NONE);
3975 end;
3977 procedure TPlayer.SoftReset();
3978 begin
3979 ReleaseKeys();
3981 FDamageBuffer := 0;
3982 FIncCam := 0;
3983 FBFGFireCounter := -1;
3984 FShellTimer := -1;
3985 FPain := 0;
3986 FLastHit := 0;
3987 FLastFrag := 0;
3988 FComboEvnt := -1;
3990 SetFlag(FLAG_NONE);
3991 SetAction(A_STAND, True);
3992 end;
3994 function TPlayer.GetRespawnPoint(): Byte;
3995 var
3996 c: Byte;
3997 begin
3998 Result := 255;
3999 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4001 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4002 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4003 begin
4004 if (Self = gPlayer1) or (Self = gPlayer2) then
4005 begin
4006 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4007 if Self = gPlayer1 then
4008 c := RESPAWNPOINT_PLAYER1
4009 else
4010 c := RESPAWNPOINT_PLAYER2;
4011 if g_Map_GetPointCount(c) > 0 then
4012 begin
4013 Result := c;
4014 Exit;
4015 end;
4017 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4018 if Self = gPlayer1 then
4019 c := RESPAWNPOINT_PLAYER2
4020 else
4021 c := RESPAWNPOINT_PLAYER1;
4022 if g_Map_GetPointCount(c) > 0 then
4023 begin
4024 Result := c;
4025 Exit;
4026 end;
4027 end else
4028 begin
4029 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4030 if Random(2) = 0 then
4031 c := RESPAWNPOINT_PLAYER1
4032 else
4033 c := RESPAWNPOINT_PLAYER2;
4034 if g_Map_GetPointCount(c) > 0 then
4035 begin
4036 Result := c;
4037 Exit;
4038 end;
4039 end;
4041 // Òî÷êà ëþáîé èç êîìàíä
4042 if Random(2) = 0 then
4043 c := RESPAWNPOINT_RED
4044 else
4045 c := RESPAWNPOINT_BLUE;
4046 if g_Map_GetPointCount(c) > 0 then
4047 begin
4048 Result := c;
4049 Exit;
4050 end;
4052 // Òî÷êà DM
4053 c := RESPAWNPOINT_DM;
4054 if g_Map_GetPointCount(c) > 0 then
4055 begin
4056 Result := c;
4057 Exit;
4058 end;
4059 end;
4061 // Ìÿñîïîâàë
4062 if gGameSettings.GameMode = GM_DM then
4063 begin
4064 // Òî÷êà DM
4065 c := RESPAWNPOINT_DM;
4066 if g_Map_GetPointCount(c) > 0 then
4067 begin
4068 Result := c;
4069 Exit;
4070 end;
4072 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4073 if Random(2) = 0 then
4074 c := RESPAWNPOINT_PLAYER1
4075 else
4076 c := RESPAWNPOINT_PLAYER2;
4077 if g_Map_GetPointCount(c) > 0 then
4078 begin
4079 Result := c;
4080 Exit;
4081 end;
4083 // Òî÷êà ëþáîé èç êîìàíä
4084 if Random(2) = 0 then
4085 c := RESPAWNPOINT_RED
4086 else
4087 c := RESPAWNPOINT_BLUE;
4088 if g_Map_GetPointCount(c) > 0 then
4089 begin
4090 Result := c;
4091 Exit;
4092 end;
4093 end;
4095 // Êîìàíäíûå
4096 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4097 begin
4098 // Òî÷êà ñâîåé êîìàíäû
4099 c := RESPAWNPOINT_DM;
4100 if FTeam = TEAM_RED then
4101 c := RESPAWNPOINT_RED;
4102 if FTeam = TEAM_BLUE then
4103 c := RESPAWNPOINT_BLUE;
4104 if g_Map_GetPointCount(c) > 0 then
4105 begin
4106 Result := c;
4107 Exit;
4108 end;
4110 // Òî÷êà DM
4111 c := RESPAWNPOINT_DM;
4112 if g_Map_GetPointCount(c) > 0 then
4113 begin
4114 Result := c;
4115 Exit;
4116 end;
4118 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4119 if Random(2) = 0 then
4120 c := RESPAWNPOINT_PLAYER1
4121 else
4122 c := RESPAWNPOINT_PLAYER2;
4123 if g_Map_GetPointCount(c) > 0 then
4124 begin
4125 Result := c;
4126 Exit;
4127 end;
4129 // Òî÷êà äðóãîé êîìàíäû
4130 c := RESPAWNPOINT_DM;
4131 if FTeam = TEAM_RED then
4132 c := RESPAWNPOINT_BLUE;
4133 if FTeam = TEAM_BLUE then
4134 c := RESPAWNPOINT_RED;
4135 if g_Map_GetPointCount(c) > 0 then
4136 begin
4137 Result := c;
4138 Exit;
4139 end;
4140 end;
4141 end;
4143 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4144 var
4145 RespawnPoint: TRespawnPoint;
4146 a, b, c: Byte;
4147 Anim: TAnimation;
4148 ID: DWORD;
4149 begin
4150 if not g_Game_IsServer then
4151 Exit;
4152 if FDummy then
4153 Exit;
4154 FWantsInGame := True;
4155 FJustTeleported := True;
4156 if Force then
4157 begin
4158 FTime[T_RESPAWN] := 0;
4159 FLive := False;
4160 end;
4161 FNetTime := 0;
4162 // if server changes MaxLives we gotta be ready
4163 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4165 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4166 if FTime[T_RESPAWN] > gTime then
4167 Exit;
4169 // Ïðîñðàë âñå æèçíè:
4170 if FNoRespawn then
4171 begin
4172 if not FSpectator then Spectate(True);
4173 FWantsInGame := True;
4174 Exit;
4175 end;
4177 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4178 begin // "Ñâîÿ èãðà"
4179 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4180 FRulez := FRulez-[R_BERSERK];
4181 end
4182 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4183 begin
4184 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4185 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4186 end;
4188 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4189 c := GetRespawnPoint();
4191 ReleaseKeys();
4192 SetFlag(FLAG_NONE);
4194 // Âîñêðåøåíèå áåç îðóæèÿ:
4195 if not FLive then
4196 begin
4197 FHealth := PLAYER_HP_SOFT;
4198 FArmor := 0;
4199 FLive := True;
4200 FAir := AIR_DEF;
4201 FJetFuel := 0;
4203 for a := WP_FIRST to WP_LAST do
4204 begin
4205 FWeapon[a] := False;
4206 FReloading[a] := 0;
4207 end;
4209 FWeapon[WEAPON_PISTOL] := True;
4210 FWeapon[WEAPON_KASTET] := True;
4211 FCurrWeap := WEAPON_PISTOL;
4212 resetWeaponQueue();
4214 FModel.SetWeapon(FCurrWeap);
4216 for b := A_BULLETS to A_HIGH do
4217 FAmmo[b] := 0;
4219 FAmmo[A_BULLETS] := 50;
4221 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4222 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4223 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4224 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4225 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4227 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4228 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4229 else
4230 FRulez := [];
4231 end;
4233 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4234 if not g_Map_GetPoint(c, RespawnPoint) then
4235 begin
4236 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4237 Exit;
4238 end;
4240 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4241 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4242 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4243 FObj.Vel.X := 0;
4244 FObj.Vel.Y := 0;
4245 FObj.Accel.X := 0;
4246 FObj.Accel.Y := 0;
4248 FDirection := RespawnPoint.Direction;
4249 if FDirection = D_LEFT then
4250 FAngle := 180
4251 else
4252 FAngle := 0;
4254 FIncCam := 0;
4255 FBFGFireCounter := -1;
4256 FShellTimer := -1;
4257 FPain := 0;
4258 FLastHit := 0;
4260 SetAction(A_STAND, True);
4261 FModel.Direction := FDirection;
4263 for a := Low(FTime) to High(FTime) do
4264 FTime[a] := 0;
4266 for a := Low(FMegaRulez) to High(FMegaRulez) do
4267 FMegaRulez[a] := 0;
4269 FDamageBuffer := 0;
4270 FJetpack := False;
4271 FCanJetpack := False;
4272 FFireTime := 0;
4273 FFirePainTime := 0;
4274 FFireAttacker := 0;
4276 // Àíèìàöèÿ âîçðîæäåíèÿ:
4277 if (not gLoadGameMode) and (not Silent) then
4278 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4279 begin
4280 Anim := TAnimation.Create(ID, False, 3);
4281 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4282 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4283 Anim.Free();
4284 end;
4286 FSpectator := False;
4287 FGhost := False;
4288 FPhysics := True;
4289 FSpectatePlayer := -1;
4290 FSpawned := True;
4292 if g_Game_IsNet then
4293 begin
4294 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4295 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4296 if not Silent then
4297 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4298 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4299 0, NET_GFX_TELE);
4300 end;
4301 end;
4303 procedure TPlayer.Spectate(NoMove: Boolean = False);
4304 begin
4305 if FLive then
4306 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4307 else if (not NoMove) then
4308 begin
4309 GameX := gMapInfo.Width div 2;
4310 GameY := gMapInfo.Height div 2;
4311 end;
4312 FXTo := GameX;
4313 FYTo := GameY;
4315 FLive := False;
4316 FSpectator := True;
4317 FGhost := True;
4318 FPhysics := False;
4319 FWantsInGame := False;
4320 FSpawned := False;
4322 if FNoRespawn then
4323 begin
4324 if Self = gPlayer1 then
4325 begin
4326 gLMSPID1 := FUID;
4327 gPlayer1 := nil;
4328 end;
4329 if Self = gPlayer2 then
4330 begin
4331 gLMSPID2 := FUID;
4332 gPlayer2 := nil;
4333 end;
4334 end;
4336 if g_Game_IsNet then
4337 MH_SEND_PlayerStats(FUID);
4338 end;
4340 procedure TPlayer.SwitchNoClip;
4341 begin
4342 if not FLive then
4343 Exit;
4344 FGhost := not FGhost;
4345 FPhysics := not FGhost;
4346 if FGhost then
4347 begin
4348 FXTo := FObj.X;
4349 FYTo := FObj.Y;
4350 end else
4351 begin
4352 FObj.Accel.X := 0;
4353 FObj.Accel.Y := 0;
4354 end;
4355 end;
4357 procedure TPlayer.Run(Direction: TDirection);
4358 var
4359 a, b: Integer;
4360 begin
4361 if MAX_RUNVEL > 8 then
4362 FlySmoke();
4364 // Áåæèì:
4365 if Direction = D_LEFT then
4366 begin
4367 if FObj.Vel.X > -MAX_RUNVEL then
4368 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4369 end
4370 else
4371 if FObj.Vel.X < MAX_RUNVEL then
4372 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4374 // Âîçìîæíî, ïèíàåì êóñêè:
4375 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4376 begin
4377 b := Abs(FObj.Vel.X);
4378 if b > 1 then b := b * (Random(8 div b) + 1);
4379 for a := 0 to High(gGibs) do
4380 if gGibs[a].Live and
4381 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4382 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4383 // Ïèíàåì êóñêè
4384 if FObj.Vel.X < 0 then
4385 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4386 else
4387 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4388 end;
4390 SetAction(A_WALK);
4391 end;
4393 procedure TPlayer.SeeDown();
4394 begin
4395 SetAction(A_SEEDOWN);
4397 if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4399 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4400 end;
4402 procedure TPlayer.SeeUp();
4403 begin
4404 SetAction(A_SEEUP);
4406 if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4408 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4409 end;
4411 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4412 var
4413 Prior: Byte;
4414 begin
4415 case Action of
4416 A_WALK: Prior := 3;
4417 A_DIE1: Prior := 5;
4418 A_DIE2: Prior := 5;
4419 A_ATTACK: Prior := 2;
4420 A_SEEUP: Prior := 1;
4421 A_SEEDOWN: Prior := 1;
4422 A_ATTACKUP: Prior := 2;
4423 A_ATTACKDOWN: Prior := 2;
4424 A_PAIN: Prior := 4;
4425 else Prior := 0;
4426 end;
4428 if (Prior > FActionPrior) or Force then
4429 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4430 begin
4431 FActionPrior := Prior;
4432 FActionAnim := Action;
4433 FActionForce := Force;
4434 FActionChanged := True;
4435 end;
4437 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4438 end;
4440 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4441 begin
4442 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4443 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4444 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4445 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4446 end;
4448 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4449 var
4450 Anim: TAnimation;
4451 ID: DWORD;
4452 begin
4453 Result := False;
4455 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4456 begin
4457 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4458 if g_Game_IsServer and g_Game_IsNet then
4459 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4460 Exit;
4461 end;
4463 FJustTeleported := True;
4465 Anim := nil;
4466 if not silent then
4467 begin
4468 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4469 begin
4470 Anim := TAnimation.Create(ID, False, 3);
4471 end;
4473 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4474 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4475 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4476 if g_Game_IsServer and g_Game_IsNet then
4477 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4478 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4479 NET_GFX_TELE);
4480 end;
4482 FObj.X := X-PLAYER_RECT.X;
4483 FObj.Y := Y-PLAYER_RECT.Y;
4484 if FLive and FGhost then
4485 begin
4486 FXTo := FObj.X;
4487 FYTo := FObj.Y;
4488 end;
4490 if not g_Game_IsNet then
4491 begin
4492 if dir = 1 then
4493 begin
4494 SetDirection(D_LEFT);
4495 FAngle := 180;
4496 end
4497 else
4498 if dir = 2 then
4499 begin
4500 SetDirection(D_RIGHT);
4501 FAngle := 0;
4502 end
4503 else
4504 if dir = 3 then
4505 begin // îáðàòíîå
4506 if FDirection = D_RIGHT then
4507 begin
4508 SetDirection(D_LEFT);
4509 FAngle := 180;
4510 end
4511 else
4512 begin
4513 SetDirection(D_RIGHT);
4514 FAngle := 0;
4515 end;
4516 end;
4517 end;
4519 if not silent and (Anim <> nil) then
4520 begin
4521 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4522 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4523 Anim.Free();
4525 if g_Game_IsServer and g_Game_IsNet then
4526 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4527 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4528 NET_GFX_TELE);
4529 end;
4531 Result := True;
4532 end;
4534 function nonz(a: Single): Single;
4535 begin
4536 if a <> 0 then
4537 Result := a
4538 else
4539 Result := 1;
4540 end;
4542 procedure TPlayer.Update();
4543 var
4544 b: Byte;
4545 i, ii, wx, wy, xd, yd, k: Integer;
4546 blockmon, headwater, dospawn: Boolean;
4547 NetServer: Boolean;
4548 AnyServer: Boolean;
4549 SetSpect: Boolean;
4550 begin
4551 NetServer := g_Game_IsNet and g_Game_IsServer;
4552 AnyServer := g_Game_IsServer;
4554 if g_Game_IsClient and (NetInterpLevel > 0) then
4555 DoLerp(NetInterpLevel + 1)
4556 else
4557 if FGhost then
4558 DoLerp(4);
4560 if NetServer then
4561 if FClientID >= 0 then
4562 begin
4563 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4564 if NetClients[FClientID].Peer^.packetsSent > 0 then
4565 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4566 else
4567 FLoss := 0;
4568 end else
4569 begin
4570 FPing := 0;
4571 FLoss := 0;
4572 end;
4574 if FLive and (gFly or FJetpack) then
4575 FlySmoke();
4577 if FDirection = D_LEFT then
4578 FAngle := 180
4579 else
4580 FAngle := 0;
4582 if FLive and (not FGhost) then
4583 begin
4584 if FKeys[KEY_UP].Pressed then
4585 SeeUp();
4586 if FKeys[KEY_DOWN].Pressed then
4587 SeeDown();
4588 end;
4590 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4591 (FIncCam <> 0) then
4592 begin
4593 i := g_basic.Sign(FIncCam);
4594 FIncCam := Abs(FIncCam);
4595 DecMin(FIncCam, 5, 0);
4596 FIncCam := FIncCam*i;
4597 end;
4599 // no need to do that each second frame, weapon queue will take care of it
4600 if FLive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4601 if FLive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4603 if gTime mod (GAME_TICK*2) <> 0 then
4604 begin
4605 if (FObj.Vel.X = 0) and FLive then
4606 begin
4607 if FKeys[KEY_LEFT].Pressed then
4608 Run(D_LEFT);
4609 if FKeys[KEY_RIGHT].Pressed then
4610 Run(D_RIGHT);
4611 end;
4613 if FPhysics then
4614 g_Obj_Move(@FObj, True, True, True);
4616 Exit;
4617 end;
4619 FActionChanged := False;
4621 if FLive then
4622 begin
4623 // Let alive player do some actions
4624 if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
4625 if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
4626 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4627 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4628 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4629 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4630 if FKeys[KEY_JUMP].Pressed then Jump()
4631 else
4632 begin
4633 if AnyServer and FJetpack then
4634 begin
4635 FJetpack := False;
4636 JetpackOff;
4637 if NetServer then MH_SEND_PlayerStats(FUID);
4638 end;
4639 FCanJetpack := True;
4640 end;
4641 end
4642 else // Dead
4643 begin
4644 dospawn := False;
4645 if not FGhost then
4646 for k := Low(FKeys) to KEY_CHAT-1 do
4647 begin
4648 if FKeys[k].Pressed then
4649 begin
4650 dospawn := True;
4651 break;
4652 end;
4653 end;
4654 if dospawn then
4655 begin
4656 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4657 Respawn(False)
4658 else // Single
4659 if (FTime[T_RESPAWN] <= gTime) and
4660 gGameOn and (not FLive) then
4661 begin
4662 if (g_Player_GetCount() > 1) then
4663 Respawn(False)
4664 else
4665 begin
4666 gExit := EXIT_RESTART;
4667 Exit;
4668 end;
4669 end;
4670 end;
4671 // Dead spectator actions
4672 if FGhost then
4673 begin
4674 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4675 if FKeys[KEY_FIRE].Pressed and AnyServer then
4676 begin
4677 if FSpectator then
4678 begin
4679 if (FSpectatePlayer >= High(gPlayers)) then
4680 FSpectatePlayer := -1
4681 else
4682 begin
4683 SetSpect := False;
4684 for I := FSpectatePlayer + 1 to High(gPlayers) do
4685 if gPlayers[I] <> nil then
4686 if gPlayers[I].Live then
4687 if gPlayers[I].UID <> FUID then
4688 begin
4689 FSpectatePlayer := I;
4690 SetSpect := True;
4691 break;
4692 end;
4694 if not SetSpect then FSpectatePlayer := -1;
4695 end;
4697 ReleaseKeys;
4698 end;
4699 end;
4700 end;
4701 end;
4702 // No clipping
4703 if FGhost then
4704 begin
4705 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4706 begin
4707 FYTo := FObj.Y - 32;
4708 FSpectatePlayer := -1;
4709 end;
4710 if FKeys[KEY_DOWN].Pressed then
4711 begin
4712 FYTo := FObj.Y + 32;
4713 FSpectatePlayer := -1;
4714 end;
4715 if FKeys[KEY_LEFT].Pressed then
4716 begin
4717 FXTo := FObj.X - 32;
4718 FSpectatePlayer := -1;
4719 end;
4720 if FKeys[KEY_RIGHT].Pressed then
4721 begin
4722 FXTo := FObj.X + 32;
4723 FSpectatePlayer := -1;
4724 end;
4726 if (FXTo < -64) then
4727 FXTo := -64
4728 else if (FXTo > gMapInfo.Width + 32) then
4729 FXTo := gMapInfo.Width + 32;
4730 if (FYTo < -72) then
4731 FYTo := -72
4732 else if (FYTo > gMapInfo.Height + 32) then
4733 FYTo := gMapInfo.Height + 32;
4734 end;
4736 if FPhysics then
4737 g_Obj_Move(@FObj, True, True, True)
4738 else
4739 begin
4740 FObj.Vel.X := 0;
4741 FObj.Vel.Y := 0;
4742 if FSpectator then
4743 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4744 if gPlayers[FSpectatePlayer] <> nil then
4745 if gPlayers[FSpectatePlayer].Live then
4746 begin
4747 FXTo := gPlayers[FSpectatePlayer].GameX;
4748 FYTo := gPlayers[FSpectatePlayer].GameY;
4749 end;
4750 end;
4752 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4753 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4754 PANEL_BLOCKMON, True);
4755 headwater := HeadInLiquid(0, 0);
4757 // Ñîïðîòèâëåíèå âîçäóõà:
4758 if (not FLive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4759 if FObj.Vel.X <> 0 then
4760 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4762 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4763 DecMin(FPain, 5, 0);
4764 DecMin(FPickup, 1, 0);
4766 if FLive and (FObj.Y > gMapInfo.Height+128) and AnyServer then
4767 begin
4768 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4769 FMegaRulez[MR_SUIT] := 0;
4770 FMegaRulez[MR_INVUL] := 0;
4771 FMegaRulez[MR_INVIS] := 0;
4772 Kill(K_FALLKILL, 0, HIT_FALL);
4773 end;
4775 i := 9;
4777 if FLive then
4778 begin
4779 if FCurrWeap = WEAPON_SAW then
4780 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4781 FSawSoundSelect.IsPlaying()) then
4782 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4784 if FJetpack then
4785 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4786 (not FJetSoundOff.IsPlaying()) then
4787 begin
4788 FJetSoundFly.SetPosition(0);
4789 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4790 end;
4792 for b := WP_FIRST to WP_LAST do
4793 if FReloading[b] > 0 then
4794 if FNoReload then
4795 FReloading[b] := 0
4796 else
4797 Dec(FReloading[b]);
4799 if FShellTimer > -1 then
4800 if FShellTimer = 0 then
4801 begin
4802 if FShellType = SHELL_SHELL then
4803 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4804 GameVelX, GameVelY-2, SHELL_SHELL)
4805 else if FShellType = SHELL_DBLSHELL then
4806 begin
4807 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4808 GameVelX+1, GameVelY-2, SHELL_SHELL);
4809 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4810 GameVelX-1, GameVelY-2, SHELL_SHELL);
4811 end;
4812 FShellTimer := -1;
4813 end else Dec(FShellTimer);
4815 if (FBFGFireCounter > -1) then
4816 if FBFGFireCounter = 0 then
4817 begin
4818 if AnyServer then
4819 begin
4820 wx := FObj.X+WEAPONPOINT[FDirection].X;
4821 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
4822 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
4823 yd := wy+firediry();
4824 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
4825 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
4826 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4827 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4828 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4829 end;
4831 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
4832 FBFGFireCounter := -1;
4833 end else
4834 if FNoReload then
4835 FBFGFireCounter := 0
4836 else
4837 Dec(FBFGFireCounter);
4839 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
4840 begin
4841 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
4843 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
4844 end;
4846 if (headwater or blockmon) then
4847 begin
4848 Dec(FAir);
4850 if FAir < -9 then
4851 begin
4852 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
4853 FAir := 0;
4854 end
4855 else if (FAir mod 31 = 0) and not blockmon then
4856 begin
4857 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
4858 if Random(2) = 0 then
4859 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
4860 else
4861 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
4862 end;
4863 end else if FAir < AIR_DEF then
4864 FAir := AIR_DEF;
4866 if FFireTime > 0 then
4867 begin
4868 if BodyInLiquid(0, 0) then
4869 begin
4870 FFireTime := 0;
4871 FFirePainTime := 0;
4872 end
4873 else if FMegaRulez[MR_SUIT] >= gTime then
4874 begin
4875 if FMegaRulez[MR_SUIT] = gTime then
4876 FFireTime := 1;
4877 FFirePainTime := 0;
4878 end
4879 else
4880 begin
4881 OnFireFlame(1);
4882 if FFirePainTime <= 0 then
4883 begin
4884 if g_Game_IsServer then
4885 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
4886 FFirePainTime := 18;
4887 end;
4888 FFirePainTime := FFirePainTime - 1;
4889 FFireTime := FFireTime - 1;
4890 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
4891 MH_SEND_PlayerStats(FUID);
4892 end;
4893 end;
4895 if FDamageBuffer > 0 then
4896 begin
4897 if FDamageBuffer >= 9 then
4898 begin
4899 SetAction(A_PAIN);
4901 if FDamageBuffer < 30 then i := 9
4902 else if FDamageBuffer < 100 then i := 18
4903 else i := 27;
4904 end;
4906 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
4907 FArmor := FArmor-(FDamageBuffer-ii);
4908 FHealth := FHealth-ii;
4909 if FArmor < 0 then
4910 begin
4911 FHealth := FHealth+FArmor;
4912 FArmor := 0;
4913 end;
4915 if AnyServer then
4916 if FHealth <= 0 then
4917 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
4918 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
4919 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
4921 if FLive then
4922 begin
4923 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
4924 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
4925 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
4926 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
4927 end;
4929 FDamageBuffer := 0;
4930 end;
4932 {CollideItem();}
4933 end; // if FLive then ...
4935 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
4936 begin
4937 FModel.ChangeAnimation(FActionAnim, FActionForce);
4938 FModel.GetCurrentAnimation.MinLength := i;
4939 FModel.GetCurrentAnimationMask.MinLength := i;
4940 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
4942 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
4943 then SetAction(A_STAND, True);
4945 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
4947 for b := Low(FKeys) to High(FKeys) do
4948 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
4949 end;
4951 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
4952 begin
4953 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4954 FObj.Y+PLAYER_RECT.Y,
4955 PLAYER_RECT.Width,
4956 PLAYER_RECT.Height,
4957 X, Y,
4958 Width, Height);
4959 end;
4961 function TPlayer.Collide(Panel: TPanel): Boolean;
4962 begin
4963 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4964 FObj.Y+PLAYER_RECT.Y,
4965 PLAYER_RECT.Width,
4966 PLAYER_RECT.Height,
4967 Panel.X, Panel.Y,
4968 Panel.Width, Panel.Height);
4969 end;
4971 function TPlayer.Collide(X, Y: Integer): Boolean;
4972 begin
4973 X := X-FObj.X-PLAYER_RECT.X;
4974 Y := Y-FObj.Y-PLAYER_RECT.Y;
4975 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
4976 (y >= 0) and (y <= PLAYER_RECT.Height);
4977 end;
4979 function g_Player_ValidName(Name: string): Boolean;
4980 var
4981 a: Integer;
4982 begin
4983 Result := True;
4985 if gPlayers = nil then Exit;
4987 for a := 0 to High(gPlayers) do
4988 if gPlayers[a] <> nil then
4989 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
4990 begin
4991 Result := False;
4992 Exit;
4993 end;
4994 end;
4996 procedure TPlayer.SetDirection(Direction: TDirection);
4997 var
4998 d: TDirection;
4999 begin
5000 d := FModel.Direction;
5002 FModel.Direction := Direction;
5003 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5005 FDirection := Direction;
5006 end;
5008 function TPlayer.GetKeys(): Byte;
5009 begin
5010 Result := 0;
5012 if R_KEY_RED in FRulez then Result := KEY_RED;
5013 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5014 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5016 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5017 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5018 end;
5020 procedure TPlayer.Use();
5021 var
5022 a: Integer;
5023 begin
5024 if FTime[T_USE] > gTime then Exit;
5026 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5027 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5029 for a := 0 to High(gPlayers) do
5030 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5031 gPlayers[a].Live and SameTeam(FUID, gPlayers[a].FUID) and
5032 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5033 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5034 begin
5035 gPlayers[a].Touch();
5036 if g_Game_IsNet and g_Game_IsServer then
5037 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5038 end;
5040 FTime[T_USE] := gTime+120;
5041 end;
5043 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5044 var
5045 Obj: TObj;
5046 F: Boolean;
5047 WX, WY, XD, YD: Integer;
5048 begin
5049 F := False;
5050 WX := X;
5051 WY := Y;
5052 XD := AX;
5053 YD := AY;
5055 case FCurrWeap of
5056 WEAPON_KASTET:
5057 begin
5058 if R_BERSERK in FRulez then
5059 begin
5060 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5061 obj.X := FObj.X+FObj.Rect.X;
5062 obj.Y := FObj.Y+FObj.Rect.Y;
5063 obj.rect.X := 0;
5064 obj.rect.Y := 0;
5065 obj.rect.Width := 39;
5066 obj.rect.Height := 52;
5067 obj.Vel.X := (xd-wx) div 2;
5068 obj.Vel.Y := (yd-wy) div 2;
5069 obj.Accel.X := xd-wx;
5070 obj.Accel.y := yd-wy;
5072 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
5073 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5074 else
5075 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5077 if gFlash = 1 then
5078 if FPain < 50 then
5079 FPain := min(FPain + 25, 50);
5080 end else
5081 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5082 end;
5084 WEAPON_SAW:
5085 begin
5086 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5087 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5088 begin
5089 FSawSoundSelect.Stop();
5090 FSawSound.Stop();
5091 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5092 end
5093 else if not FSawSoundHit.IsPlaying() then
5094 begin
5095 FSawSoundSelect.Stop();
5096 FSawSound.PlayAt(FObj.X, FObj.Y);
5097 end;
5098 f := True;
5099 end;
5101 WEAPON_PISTOL:
5102 begin
5103 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5104 FFireAngle := FAngle;
5105 f := True;
5106 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5107 GameVelX, GameVelY-2, SHELL_BULLET);
5108 end;
5110 WEAPON_SHOTGUN1:
5111 begin
5112 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5113 FFireAngle := FAngle;
5114 f := True;
5115 FShellTimer := 10;
5116 FShellType := SHELL_SHELL;
5117 end;
5119 WEAPON_SHOTGUN2:
5120 begin
5121 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5122 FFireAngle := FAngle;
5123 f := True;
5124 FShellTimer := 13;
5125 FShellType := SHELL_DBLSHELL;
5126 end;
5128 WEAPON_CHAINGUN:
5129 begin
5130 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5131 FFireAngle := FAngle;
5132 f := True;
5133 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5134 GameVelX, GameVelY-2, SHELL_BULLET);
5135 end;
5137 WEAPON_ROCKETLAUNCHER:
5138 begin
5139 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5140 FFireAngle := FAngle;
5141 f := True;
5142 end;
5144 WEAPON_PLASMA:
5145 begin
5146 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5147 FFireAngle := FAngle;
5148 f := True;
5149 end;
5151 WEAPON_BFG:
5152 begin
5153 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5154 FFireAngle := FAngle;
5155 f := True;
5156 end;
5158 WEAPON_SUPERPULEMET:
5159 begin
5160 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5161 FFireAngle := FAngle;
5162 f := True;
5163 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5164 GameVelX, GameVelY-2, SHELL_SHELL);
5165 end;
5167 WEAPON_FLAMETHROWER:
5168 begin
5169 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5170 FFireAngle := FAngle;
5171 f := True;
5172 end;
5173 end;
5175 if not f then Exit;
5177 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5178 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5179 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5180 end;
5182 procedure TPlayer.DoLerp(Level: Integer = 2);
5183 begin
5184 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5185 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5186 end;
5188 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5189 var
5190 AX, AY: Integer;
5191 begin
5192 if NetInterpLevel < 1 then
5193 begin
5194 FObj.X := XTo;
5195 FObj.Y := YTo;
5196 end
5197 else
5198 begin
5199 FXTo := XTo;
5200 FYTo := YTo;
5202 AX := Abs(FXTo - FObj.X);
5203 AY := Abs(FYTo - FObj.Y);
5204 if (AX > 32) or (AX <= NetInterpLevel) then
5205 FObj.X := FXTo;
5206 if (AY > 32) or (AY <= NetInterpLevel) then
5207 FObj.Y := FYTo;
5208 end;
5209 end;
5211 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5212 begin
5213 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5214 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5215 PANEL_LIFTUP, False) then Result := -1
5216 else
5217 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5218 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5219 PANEL_LIFTDOWN, False) then Result := 1
5220 else Result := 0;
5221 end;
5223 function TPlayer.GetFlag(Flag: Byte): Boolean;
5224 var
5225 s, ts: String;
5226 evtype: Byte;
5227 begin
5228 Result := False;
5230 if Flag = FLAG_NONE then
5231 Exit;
5233 if not g_Game_IsServer then Exit;
5235 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5236 if (Flag = FTeam) and
5237 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5238 (FFlag <> FLAG_NONE) then
5239 begin
5240 if FFlag = FLAG_RED then
5241 s := _lc[I_PLAYER_FLAG_RED]
5242 else
5243 s := _lc[I_PLAYER_FLAG_BLUE];
5245 evtype := FLAG_STATE_SCORED;
5247 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5248 Insert('.', ts, Length(ts) + 1 - 3);
5249 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5251 g_Map_ResetFlag(FFlag);
5252 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5254 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5256 Result := True;
5257 if g_Game_IsNet then
5258 begin
5259 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5260 MH_SEND_GameStats;
5261 end;
5263 gFlags[FFlag].CaptureTime := 0;
5264 SetFlag(FLAG_NONE);
5265 Exit;
5266 end;
5268 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5269 if (Flag = FTeam) and
5270 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5271 begin
5272 if Flag = FLAG_RED then
5273 s := _lc[I_PLAYER_FLAG_RED]
5274 else
5275 s := _lc[I_PLAYER_FLAG_BLUE];
5277 evtype := FLAG_STATE_RETURNED;
5278 gFlags[Flag].CaptureTime := 0;
5280 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5282 g_Map_ResetFlag(Flag);
5283 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5285 Result := True;
5286 if g_Game_IsNet then
5287 begin
5288 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5289 MH_SEND_GameStats;
5290 end;
5291 Exit;
5292 end;
5294 // Ïîäîáðàë ÷óæîé ôëàã:
5295 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5296 begin
5297 SetFlag(Flag);
5299 if Flag = FLAG_RED then
5300 s := _lc[I_PLAYER_FLAG_RED]
5301 else
5302 s := _lc[I_PLAYER_FLAG_BLUE];
5304 evtype := FLAG_STATE_CAPTURED;
5306 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5308 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5310 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5312 Result := True;
5313 if g_Game_IsNet then
5314 begin
5315 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5316 MH_SEND_GameStats;
5317 end;
5318 end;
5319 end;
5321 procedure TPlayer.SetFlag(Flag: Byte);
5322 begin
5323 FFlag := Flag;
5324 if FModel <> nil then
5325 FModel.SetFlag(FFlag);
5326 end;
5328 function TPlayer.DropFlag(): Boolean;
5329 var
5330 s: String;
5331 begin
5332 Result := False;
5333 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5334 Exit;
5335 FTime[T_FLAGCAP] := gTime + 2000;
5336 with gFlags[FFlag] do
5337 begin
5338 Obj.X := FObj.X;
5339 Obj.Y := FObj.Y;
5340 Direction := FDirection;
5341 State := FLAG_STATE_DROPPED;
5342 Count := FLAG_TIME;
5343 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5344 (FObj.Vel.Y div 2)-2+Random(5));
5346 if FFlag = FLAG_RED then
5347 s := _lc[I_PLAYER_FLAG_RED]
5348 else
5349 s := _lc[I_PLAYER_FLAG_BLUE];
5351 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5352 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5354 if g_Game_IsNet then
5355 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5356 end;
5357 SetFlag(FLAG_NONE);
5358 Result := True;
5359 end;
5361 procedure TPlayer.GetSecret();
5362 begin
5363 Inc(FSecrets);
5364 end;
5366 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5367 begin
5368 Assert(Key <= High(FKeys));
5370 FKeys[Key].Pressed := True;
5371 FKeys[Key].Time := Time;
5372 end;
5374 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5375 begin
5376 Result := FKeys[K].Pressed;
5377 end;
5379 procedure TPlayer.ReleaseKeys();
5380 var
5381 a: Integer;
5382 begin
5383 for a := Low(FKeys) to High(FKeys) do
5384 begin
5385 FKeys[a].Pressed := False;
5386 FKeys[a].Time := 0;
5387 end;
5388 end;
5390 procedure TPlayer.OnDamage(Angle: SmallInt);
5391 begin
5392 end;
5394 function TPlayer.firediry(): Integer;
5395 begin
5396 if FKeys[KEY_UP].Pressed then Result := -42
5397 else if FKeys[KEY_DOWN].Pressed then Result := 19
5398 else Result := 0;
5399 end;
5401 procedure TPlayer.RememberState();
5402 var
5403 i: Integer;
5404 begin
5405 FSavedState.Health := FHealth;
5406 FSavedState.Armor := FArmor;
5407 FSavedState.Air := FAir;
5408 FSavedState.JetFuel := FJetFuel;
5409 FSavedState.CurrWeap := FCurrWeap;
5410 FSavedState.NextWeap := FNextWeap;
5411 FSavedState.NextWeapDelay := FNextWeapDelay;
5413 for i := 0 to 3 do
5414 FSavedState.Ammo[i] := FAmmo[i];
5415 for i := 0 to 3 do
5416 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5418 FSavedState.Rulez := FRulez;
5419 FSavedState.WaitRecall := True;
5420 end;
5422 procedure TPlayer.RecallState();
5423 var
5424 i: Integer;
5425 begin
5426 if not FSavedState.WaitRecall then Exit;
5428 FHealth := FSavedState.Health;
5429 FArmor := FSavedState.Armor;
5430 FAir := FSavedState.Air;
5431 FJetFuel := FSavedState.JetFuel;
5432 FCurrWeap := FSavedState.CurrWeap;
5433 FNextWeap := FSavedState.NextWeap;
5434 FNextWeapDelay := FSavedState.NextWeapDelay;
5436 for i := 0 to 3 do
5437 FAmmo[i] := FSavedState.Ammo[i];
5438 for i := 0 to 3 do
5439 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5441 FRulez := FSavedState.Rulez;
5442 FSavedState.WaitRecall := False;
5444 if gGameSettings.GameType = GT_SERVER then
5445 MH_SEND_PlayerStats(FUID);
5446 end;
5448 procedure TPlayer.SaveState(var Mem: TBinMemoryWriter);
5449 var
5450 i: Integer;
5451 sig: DWORD;
5452 str: String;
5453 b: Byte;
5454 begin
5455 if FIamBot then
5456 i := 512
5457 else
5458 i := 256;
5460 Mem := TBinMemoryWriter.Create(i);
5462 // Ñèãíàòóðà èãðîêà:
5463 sig := PLAYER_SIGNATURE; // 'PLYR'
5464 Mem.WriteDWORD(sig);
5465 // Áîò èëè ÷åëîâåê:
5466 Mem.WriteBoolean(FIamBot);
5467 // UID èãðîêà:
5468 Mem.WriteWord(FUID);
5469 // Èìÿ èãðîêà:
5470 Mem.WriteString(FName, 32);
5471 // Êîìàíäà:
5472 Mem.WriteByte(FTeam);
5473 // Æèâ ëè:
5474 Mem.WriteBoolean(FLive);
5475 // Èçðàñõîäîâàë ëè âñå æèçíè:
5476 Mem.WriteBoolean(FNoRespawn);
5477 // Íàïðàâëåíèå:
5478 if FDirection = D_LEFT then
5479 b := 1
5480 else // D_RIGHT
5481 b := 2;
5482 Mem.WriteByte(b);
5483 // Çäîðîâüå:
5484 Mem.WriteInt(FHealth);
5485 // Æèçíè:
5486 Mem.WriteByte(FLives);
5487 // Áðîíÿ:
5488 Mem.WriteInt(FArmor);
5489 // Çàïàñ âîçäóõà:
5490 Mem.WriteInt(FAir);
5491 // Çàïàñ ãîðþ÷åãî:
5492 Mem.WriteInt(FJetFuel);
5493 // Áîëü:
5494 Mem.WriteInt(FPain);
5495 // Óáèë:
5496 Mem.WriteInt(FKills);
5497 // Óáèë ìîíñòðîâ:
5498 Mem.WriteInt(FMonsterKills);
5499 // Ôðàãîâ:
5500 Mem.WriteInt(FFrags);
5501 // Ôðàãîâ ïîäðÿä:
5502 Mem.WriteByte(FFragCombo);
5503 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5504 Mem.WriteDWORD(FLastFrag);
5505 // Ñìåðòåé:
5506 Mem.WriteInt(FDeath);
5507 // Êàêîé ôëàã íåñåò:
5508 Mem.WriteByte(FFlag);
5509 // Íàøåë ñåêðåòîâ:
5510 Mem.WriteInt(FSecrets);
5511 // Òåêóùåå îðóæèå:
5512 Mem.WriteByte(FCurrWeap);
5513 // Æåëàåìîå îðóæèå:
5514 Mem.WriteWord(FNextWeap);
5515 // ...è ïàóçà
5516 Mem.WriteByte(FNextWeapDelay);
5517 // Âðåìÿ çàðÿäêè BFG:
5518 Mem.WriteSmallInt(FBFGFireCounter);
5519 // Áóôåð óðîíà:
5520 Mem.WriteInt(FDamageBuffer);
5521 // Ïîñëåäíèé óäàðèâøèé:
5522 Mem.WriteWord(FLastSpawnerUID);
5523 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5524 Mem.WriteByte(FLastHit);
5525 // Îáúåêò èãðîêà:
5526 Obj_SaveState(@FObj, Mem);
5527 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5528 for i := A_BULLETS to A_HIGH do
5529 Mem.WriteWord(FAmmo[i]);
5530 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5531 for i := A_BULLETS to A_HIGH do
5532 Mem.WriteWord(FMaxAmmo[i]);
5533 // Íàëè÷èå îðóæèÿ:
5534 for i := WP_FIRST to WP_LAST do
5535 Mem.WriteBoolean(FWeapon[i]);
5536 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5537 for i := WP_FIRST to WP_LAST do
5538 Mem.WriteWord(FReloading[i]);
5539 // Íàëè÷èå ðþêçàêà:
5540 if R_ITEM_BACKPACK in FRulez then
5541 b := 1
5542 else
5543 b := 0;
5544 Mem.WriteByte(b);
5545 // Íàëè÷èå êðàñíîãî êëþ÷à:
5546 if R_KEY_RED in FRulez then
5547 b := 1
5548 else
5549 b := 0;
5550 Mem.WriteByte(b);
5551 // Íàëè÷èå çåëåíîãî êëþ÷à:
5552 if R_KEY_GREEN in FRulez then
5553 b := 1
5554 else
5555 b := 0;
5556 Mem.WriteByte(b);
5557 // Íàëè÷èå ñèíåãî êëþ÷à:
5558 if R_KEY_BLUE in FRulez then
5559 b := 1
5560 else
5561 b := 0;
5562 Mem.WriteByte(b);
5563 // Íàëè÷èå áåðñåðêà:
5564 if R_BERSERK in FRulez then
5565 b := 1
5566 else
5567 b := 0;
5568 Mem.WriteByte(b);
5569 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5570 for i := MR_SUIT to MR_MAX do
5571 Mem.WriteDWORD(FMegaRulez[i]);
5572 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5573 for i := T_RESPAWN to T_FLAGCAP do
5574 Mem.WriteDWORD(FTime[i]);
5575 // Íàçâàíèå ìîäåëè:
5576 str := FModel.Name;
5577 Mem.WriteString(str);
5578 // Öâåò ìîäåëè:
5579 b := FColor.R;
5580 Mem.WriteByte(b);
5581 b := FColor.G;
5582 Mem.WriteByte(b);
5583 b := FColor.B;
5584 Mem.WriteByte(b);
5585 end;
5587 procedure TPlayer.LoadState(var Mem: TBinMemoryReader);
5588 var
5589 i: Integer;
5590 sig: DWORD;
5591 str: String;
5592 b: Byte;
5593 begin
5594 if Mem = nil then
5595 Exit;
5597 // Ñèãíàòóðà èãðîêà:
5598 Mem.ReadDWORD(sig);
5599 if sig <> PLAYER_SIGNATURE then // 'PLYR'
5600 begin
5601 raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature');
5602 end;
5603 // Áîò èëè ÷åëîâåê:
5604 Mem.ReadBoolean(FIamBot);
5605 // UID èãðîêà:
5606 Mem.ReadWord(FUID);
5607 // Èìÿ èãðîêà:
5608 Mem.ReadString(str);
5609 if (Self <> gPlayer1) and (Self <> gPlayer2) then
5610 FName := str;
5611 // Êîìàíäà:
5612 Mem.ReadByte(FTeam);
5613 // Æèâ ëè:
5614 Mem.ReadBoolean(FLive);
5615 // Èçðàñõîäîâàë ëè âñå æèçíè:
5616 Mem.ReadBoolean(FNoRespawn);
5617 // Íàïðàâëåíèå:
5618 Mem.ReadByte(b);
5619 if b = 1 then
5620 FDirection := D_LEFT
5621 else // b = 2
5622 FDirection := D_RIGHT;
5623 // Çäîðîâüå:
5624 Mem.ReadInt(FHealth);
5625 // Æèçíè:
5626 Mem.ReadByte(FLives);
5627 // Áðîíÿ:
5628 Mem.ReadInt(FArmor);
5629 // Çàïàñ âîçäóõà:
5630 Mem.ReadInt(FAir);
5631 // Çàïàñ ãîðþ÷åãî:
5632 Mem.ReadInt(FJetFuel);
5633 // Áîëü:
5634 Mem.ReadInt(FPain);
5635 // Óáèë:
5636 Mem.ReadInt(FKills);
5637 // Óáèë ìîíñòðîâ:
5638 Mem.ReadInt(FMonsterKills);
5639 // Ôðàãîâ:
5640 Mem.ReadInt(FFrags);
5641 // Ôðàãîâ ïîäðÿä:
5642 Mem.ReadByte(FFragCombo);
5643 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5644 Mem.ReadDWORD(FLastFrag);
5645 // Ñìåðòåé:
5646 Mem.ReadInt(FDeath);
5647 // Êàêîé ôëàã íåñåò:
5648 Mem.ReadByte(FFlag);
5649 // Íàøåë ñåêðåòîâ:
5650 Mem.ReadInt(FSecrets);
5651 // Òåêóùåå îðóæèå:
5652 Mem.ReadByte(FCurrWeap);
5653 // Æåëàåìîå îðóæèå:
5654 Mem.ReadWord(FNextWeap);
5655 // ...è ïàóçà
5656 Mem.ReadByte(FNextWeapDelay);
5657 // Âðåìÿ çàðÿäêè BFG:
5658 Mem.ReadSmallInt(FBFGFireCounter);
5659 // Áóôåð óðîíà:
5660 Mem.ReadInt(FDamageBuffer);
5661 // Ïîñëåäíèé óäàðèâøèé:
5662 Mem.ReadWord(FLastSpawnerUID);
5663 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5664 Mem.ReadByte(FLastHit);
5665 // Îáúåêò èãðîêà:
5666 Obj_LoadState(@FObj, Mem);
5667 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5668 for i := A_BULLETS to A_HIGH do
5669 Mem.ReadWord(FAmmo[i]);
5670 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5671 for i := A_BULLETS to A_HIGH do
5672 Mem.ReadWord(FMaxAmmo[i]);
5673 // Íàëè÷èå îðóæèÿ:
5674 for i := WP_FIRST to WP_LAST do
5675 Mem.ReadBoolean(FWeapon[i]);
5676 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5677 for i := WP_FIRST to WP_LAST do
5678 Mem.ReadWord(FReloading[i]);
5679 // Íàëè÷èå ðþêçàêà:
5680 Mem.ReadByte(b);
5681 if b = 1 then
5682 Include(FRulez, R_ITEM_BACKPACK);
5683 // Íàëè÷èå êðàñíîãî êëþ÷à:
5684 Mem.ReadByte(b);
5685 if b = 1 then
5686 Include(FRulez, R_KEY_RED);
5687 // Íàëè÷èå çåëåíîãî êëþ÷à:
5688 Mem.ReadByte(b);
5689 if b = 1 then
5690 Include(FRulez, R_KEY_GREEN);
5691 // Íàëè÷èå ñèíåãî êëþ÷à:
5692 Mem.ReadByte(b);
5693 if b = 1 then
5694 Include(FRulez, R_KEY_BLUE);
5695 // Íàëè÷èå áåðñåðêà:
5696 Mem.ReadByte(b);
5697 if b = 1 then
5698 Include(FRulez, R_BERSERK);
5699 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5700 for i := MR_SUIT to MR_MAX do
5701 Mem.ReadDWORD(FMegaRulez[i]);
5702 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5703 for i := T_RESPAWN to T_FLAGCAP do
5704 Mem.ReadDWORD(FTime[i]);
5705 // Íàçâàíèå ìîäåëè:
5706 Mem.ReadString(str);
5707 // Öâåò ìîäåëè:
5708 Mem.ReadByte(FColor.R);
5709 Mem.ReadByte(FColor.G);
5710 Mem.ReadByte(FColor.B);
5711 if Self = gPlayer1 then
5712 begin
5713 str := gPlayer1Settings.Model;
5714 FColor := gPlayer1Settings.Color;
5715 end;
5716 if Self = gPlayer2 then
5717 begin
5718 str := gPlayer2Settings.Model;
5719 FColor := gPlayer2Settings.Color;
5720 end;
5721 // Îáíîâëÿåì ìîäåëü èãðîêà:
5722 SetModel(str);
5723 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5724 FModel.Color := TEAMCOLOR[FTeam]
5725 else
5726 FModel.Color := FColor;
5727 end;
5729 procedure TPlayer.AllRulez(Health: Boolean);
5730 var
5731 a: Integer;
5732 begin
5733 if Health then
5734 begin
5735 FHealth := PLAYER_HP_LIMIT;
5736 FArmor := PLAYER_AP_LIMIT;
5737 Exit;
5738 end;
5740 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
5741 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
5742 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5743 end;
5745 procedure TPlayer.RestoreHealthArmor();
5746 begin
5747 FHealth := PLAYER_HP_LIMIT;
5748 FArmor := PLAYER_AP_LIMIT;
5749 end;
5751 procedure TPlayer.FragCombo();
5752 var
5753 Param: Integer;
5754 begin
5755 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5756 Exit;
5757 if gTime - FLastFrag < FRAG_COMBO_TIME then
5758 begin
5759 if FFragCombo < 5 then
5760 Inc(FFragCombo);
5761 Param := FUID or (FFragCombo shl 16);
5762 if (FComboEvnt >= Low(gDelayedEvents)) and
5763 (FComboEvnt <= High(gDelayedEvents)) and
5764 gDelayedEvents[FComboEvnt].Pending and
5765 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5766 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5767 begin
5768 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5769 gDelayedEvents[FComboEvnt].DENum := Param;
5770 end
5771 else
5772 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5773 end
5774 else
5775 FFragCombo := 1;
5777 FLastFrag := gTime;
5778 end;
5780 procedure TPlayer.GiveItem(ItemType: Byte);
5781 begin
5782 case ItemType of
5783 ITEM_SUIT:
5784 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5785 begin
5786 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5787 end;
5789 ITEM_OXYGEN:
5790 if FAir < AIR_MAX then
5791 begin
5792 FAir := AIR_MAX;
5793 end;
5795 ITEM_MEDKIT_BLACK:
5796 begin
5797 if not (R_BERSERK in FRulez) then
5798 begin
5799 Include(FRulez, R_BERSERK);
5800 if FBFGFireCounter < 1 then
5801 begin
5802 FCurrWeap := WEAPON_KASTET;
5803 resetWeaponQueue();
5804 FModel.SetWeapon(WEAPON_KASTET);
5805 end;
5806 if gFlash <> 0 then
5807 Inc(FPain, 100);
5808 FBerserk := gTime+30000;
5809 end;
5810 if FHealth < PLAYER_HP_SOFT then
5811 begin
5812 FHealth := PLAYER_HP_SOFT;
5813 FBerserk := gTime+30000;
5814 end;
5815 end;
5817 ITEM_INVUL:
5818 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5819 begin
5820 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5821 end;
5823 ITEM_INVIS:
5824 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
5825 begin
5826 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
5827 end;
5829 ITEM_JETPACK:
5830 if FJetFuel < JET_MAX then
5831 begin
5832 FJetFuel := JET_MAX;
5833 end;
5835 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
5836 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
5838 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
5839 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5841 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
5842 ITEM_SPHERE_WHITE:
5843 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
5844 begin
5845 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
5846 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5847 end;
5849 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
5850 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
5851 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
5852 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
5853 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
5854 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
5855 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
5856 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
5857 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
5859 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5860 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
5861 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5862 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
5863 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5864 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
5865 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5866 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
5867 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
5869 ITEM_AMMO_BACKPACK:
5870 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
5871 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
5872 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
5873 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
5874 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
5875 begin
5876 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
5877 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
5878 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
5879 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
5880 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
5882 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5883 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5884 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5885 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5887 FRulez := FRulez + [R_ITEM_BACKPACK];
5888 end;
5890 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
5891 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
5892 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
5894 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
5895 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
5897 else
5898 Exit;
5899 end;
5900 if g_Game_IsNet and g_Game_IsServer then
5901 MH_SEND_PlayerStats(FUID);
5902 end;
5904 procedure TPlayer.FlySmoke(Times: DWORD = 1);
5905 var
5906 id, i: DWORD;
5907 Anim: TAnimation;
5908 begin
5909 if (Random(5) = 1) and (Times = 1) then
5910 Exit;
5912 if BodyInLiquid(0, 0) then
5913 begin
5914 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
5915 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
5916 if Random(2) = 0 then
5917 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5918 else
5919 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5920 Exit;
5921 end;
5923 if g_Frames_Get(id, 'FRAMES_SMOKE') then
5924 begin
5925 for i := 1 to Times do
5926 begin
5927 Anim := TAnimation.Create(id, False, 3);
5928 Anim.Alpha := 150;
5929 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
5930 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
5931 Anim.Free();
5932 end;
5933 end;
5934 end;
5936 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
5937 var
5938 id, i: DWORD;
5939 Anim: TAnimation;
5940 begin
5941 if (Random(10) = 1) and (Times = 1) then
5942 Exit;
5944 if g_Frames_Get(id, 'FRAMES_FLAME') then
5945 begin
5946 for i := 1 to Times do
5947 begin
5948 Anim := TAnimation.Create(id, False, 3);
5949 Anim.Alpha := 0;
5950 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
5951 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
5952 Anim.Free();
5953 end;
5954 end;
5955 end;
5957 procedure TPlayer.PauseSounds(Enable: Boolean);
5958 begin
5959 FSawSound.Pause(Enable);
5960 FSawSoundIdle.Pause(Enable);
5961 FSawSoundHit.Pause(Enable);
5962 FSawSoundSelect.Pause(Enable);
5963 end;
5965 { T C o r p s e : }
5967 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
5968 begin
5969 g_Obj_Init(@FObj);
5970 FObj.X := X;
5971 FObj.Y := Y;
5972 FObj.Rect := PLAYER_CORPSERECT;
5973 FModelName := ModelName;
5974 FMess := aMess;
5976 if FMess then
5977 begin
5978 FState := CORPSE_STATE_MESS;
5979 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
5980 end
5981 else
5982 begin
5983 FState := CORPSE_STATE_NORMAL;
5984 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
5985 end;
5986 end;
5988 destructor TCorpse.Destroy();
5989 begin
5990 FAnimation.Free();
5992 inherited;
5993 end;
5995 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
5996 var
5997 pm: TPlayerModel;
5998 begin
5999 if FState = CORPSE_STATE_REMOVEME then
6000 Exit;
6002 FDamage := FDamage + Value;
6004 if FDamage > 150 then
6005 begin
6006 if FAnimation <> nil then
6007 begin
6008 FAnimation.Free();
6009 FAnimation := nil;
6011 FState := CORPSE_STATE_REMOVEME;
6013 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6014 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6015 FModelName, FColor);
6016 // Çâóê ìÿñà îò òðóïà:
6017 pm := g_PlayerModel_Get(FModelName);
6018 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6019 pm.Free;
6020 end;
6021 end
6022 else
6023 begin
6024 FObj.Vel.X := FObj.Vel.X + vx;
6025 FObj.Vel.Y := FObj.Vel.Y + vy;
6026 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6027 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6028 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6029 150, 0, 0);
6030 end;
6031 end;
6033 procedure TCorpse.Draw();
6034 begin
6035 if FState = CORPSE_STATE_REMOVEME then
6036 Exit;
6038 if FAnimation <> nil then
6039 FAnimation.Draw(FObj.X, FObj.Y, M_NONE);
6041 if FAnimationMask <> nil then
6042 begin
6043 e_Colors := FColor;
6044 FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE);
6045 e_Colors.R := 255;
6046 e_Colors.G := 255;
6047 e_Colors.B := 255;
6048 end;
6049 end;
6051 procedure TCorpse.Update();
6052 var
6053 st: Word;
6054 begin
6055 if FState = CORPSE_STATE_REMOVEME then
6056 Exit;
6058 if gTime mod (GAME_TICK*2) <> 0 then
6059 begin
6060 g_Obj_Move(@FObj, True, True, True);
6062 Exit;
6063 end;
6065 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6066 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6068 st := g_Obj_Move(@FObj, True, True, True);
6070 if WordBool(st and MOVE_FALLOUT) then
6071 begin
6072 FState := CORPSE_STATE_REMOVEME;
6073 Exit;
6074 end;
6076 if FAnimation <> nil then
6077 FAnimation.Update();
6078 if FAnimationMask <> nil then
6079 FAnimationMask.Update();
6080 end;
6082 procedure TCorpse.SaveState(var Mem: TBinMemoryWriter);
6083 var
6084 sig: DWORD;
6085 anim: Boolean;
6086 begin
6087 if Mem = nil then
6088 Exit;
6090 // Ñèãíàòóðà òðóïà:
6091 sig := CORPSE_SIGNATURE; // 'CORP'
6092 Mem.WriteDWORD(sig);
6093 // Ñîñòîÿíèå:
6094 Mem.WriteByte(FState);
6095 // Íàêîïëåííûé óðîí:
6096 Mem.WriteByte(FDamage);
6097 // Öâåò:
6098 Mem.WriteByte(FColor.R);
6099 Mem.WriteByte(FColor.G);
6100 Mem.WriteByte(FColor.B);
6101 // Îáúåêò òðóïà:
6102 Obj_SaveState(@FObj, Mem);
6103 // Åñòü ëè àíèìàöèÿ:
6104 anim := FAnimation <> nil;
6105 Mem.WriteBoolean(anim);
6106 // Åñëè åñòü - ñîõðàíÿåì:
6107 if anim then
6108 FAnimation.SaveState(Mem);
6109 // Åñòü ëè ìàñêà àíèìàöèè:
6110 anim := FAnimationMask <> nil;
6111 Mem.WriteBoolean(anim);
6112 // Åñëè åñòü - ñîõðàíÿåì:
6113 if anim then
6114 FAnimationMask.SaveState(Mem);
6115 end;
6117 procedure TCorpse.LoadState(var Mem: TBinMemoryReader);
6118 var
6119 sig: DWORD;
6120 anim: Boolean;
6121 begin
6122 if Mem = nil then
6123 Exit;
6125 // Ñèãíàòóðà òðóïà:
6126 Mem.ReadDWORD(sig);
6127 if sig <> CORPSE_SIGNATURE then // 'CORP'
6128 begin
6129 raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature');
6130 end;
6131 // Ñîñòîÿíèå:
6132 Mem.ReadByte(FState);
6133 // Íàêîïëåííûé óðîí:
6134 Mem.ReadByte(FDamage);
6135 // Öâåò:
6136 Mem.ReadByte(FColor.R);
6137 Mem.ReadByte(FColor.G);
6138 Mem.ReadByte(FColor.B);
6139 // Îáúåêò òðóïà:
6140 Obj_LoadState(@FObj, Mem);
6141 // Åñòü ëè àíèìàöèÿ:
6142 Mem.ReadBoolean(anim);
6143 // Åñëè åñòü - çàãðóæàåì:
6144 if anim then
6145 begin
6146 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6147 FAnimation.LoadState(Mem);
6148 end;
6149 // Åñòü ëè ìàñêà àíèìàöèè:
6150 Mem.ReadBoolean(anim);
6151 // Åñëè åñòü - çàãðóæàåì:
6152 if anim then
6153 begin
6154 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6155 FAnimationMask.LoadState(Mem);
6156 end;
6157 end;
6159 { T B o t : }
6161 constructor TBot.Create();
6162 var
6163 a: Integer;
6164 begin
6165 inherited Create();
6167 FPhysics := True;
6168 FSpectator := False;
6169 FGhost := False;
6171 FIamBot := True;
6173 Inc(gNumBots);
6175 for a := WP_FIRST to WP_LAST do
6176 begin
6177 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6178 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6179 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6180 end;
6181 end;
6183 destructor TBot.Destroy();
6184 begin
6185 Dec(gNumBots);
6186 inherited Destroy();
6187 end;
6189 procedure TBot.Draw();
6190 begin
6191 inherited Draw();
6193 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6194 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6195 end;
6197 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6198 begin
6199 inherited Respawn(Silent, Force);
6201 FAIFlags := nil;
6202 FSelectedWeapon := FCurrWeap;
6203 resetWeaponQueue();
6204 FTargetUID := 0;
6205 end;
6207 procedure TBot.UpdateCombat();
6208 type
6209 TTarget = record
6210 UID: Word;
6211 X, Y: Integer;
6212 Rect: TRectWH;
6213 cX, cY: Integer;
6214 Dist: Word;
6215 Line: Boolean;
6216 Visible: Boolean;
6217 IsPlayer: Boolean;
6218 end;
6220 TTargetRecord = array of TTarget;
6222 function Compare(a, b: TTarget): Integer;
6223 begin
6224 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6225 Result := -1
6226 else
6227 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6228 Result := 1
6229 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6230 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6231 begin
6232 if a.Dist > b.Dist then // B áëèæå
6233 Result := 1
6234 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6235 Result := -1;
6236 end
6237 else // Ñòðàííî -> A
6238 Result := -1;
6239 end;
6241 var
6242 a, x1, y1, x2, y2: Integer;
6243 targets: TTargetRecord;
6244 ammo: Word;
6245 Target, BestTarget: TTarget;
6246 firew, fireh: Integer;
6247 angle: SmallInt;
6248 mon: TMonster;
6249 pla, tpla: TPlayer;
6250 vsPlayer, vsMonster, ok: Boolean;
6251 begin
6252 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6253 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6255 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6256 if FCurrWeap <> FSelectedWeapon then
6257 NextWeapon();
6259 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6260 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6261 begin
6262 RemoveAIFlag('NEEDFIRE');
6264 case FCurrWeap of
6265 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6266 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6267 else PressKey(KEY_FIRE);
6268 end;
6269 end;
6271 // Êîîðäèíàòû ñòâîëà:
6272 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6273 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6275 Target.UID := FTargetUID;
6277 ok := False;
6278 if Target.UID <> 0 then
6279 begin // Öåëü åñòü - íàñòðàèâàåì
6280 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6281 vsPlayer then
6282 begin // Èãðîê
6283 tpla := g_Player_Get(Target.UID);
6284 if tpla <> nil then
6285 with tpla do
6286 begin
6287 if (@FObj) <> nil then
6288 begin
6289 Target.X := FObj.X;
6290 Target.Y := FObj.Y;
6291 end;
6292 end;
6294 Target.cX := Target.X + PLAYER_RECT_CX;
6295 Target.cY := Target.Y + PLAYER_RECT_CY;
6296 Target.Rect := PLAYER_RECT;
6297 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6298 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6299 (y1-4 > Target.Y+PLAYER_RECT.Y);
6300 Target.IsPlayer := True;
6301 ok := True;
6302 end
6303 else
6304 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6305 vsMonster then
6306 begin // Ìîíñòð
6307 mon := g_Monsters_Get(Target.UID);
6308 if mon <> nil then
6309 begin
6310 Target.X := mon.Obj.X;
6311 Target.Y := mon.Obj.Y;
6313 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6314 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6315 Target.Rect := mon.Obj.Rect;
6316 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6317 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6318 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6319 Target.IsPlayer := False;
6320 ok := True;
6321 end;
6322 end;
6323 end;
6325 if not ok then
6326 begin // Öåëè íåò - îáíóëÿåì
6327 Target.X := 0;
6328 Target.Y := 0;
6329 Target.cX := 0;
6330 Target.cY := 0;
6331 Target.Visible := False;
6332 Target.Line := False;
6333 Target.IsPlayer := False;
6334 end;
6336 targets := nil;
6338 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6339 if (not Target.Line) or (not Target.Visible) then
6340 begin
6341 // Èãðîêè:
6342 if vsPlayer then
6343 for a := 0 to High(gPlayers) do
6344 if (gPlayers[a] <> nil) and (gPlayers[a].Live) and
6345 (gPlayers[a].FUID <> FUID) and
6346 (not SameTeam(FUID, gPlayers[a].FUID)) and
6347 (not gPlayers[a].NoTarget) and
6348 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6349 begin
6350 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6351 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6352 Continue;
6354 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6355 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6357 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6358 if g_TraceVector(x1, y1, x2, y2) then
6359 begin
6360 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6361 SetLength(targets, Length(targets)+1);
6362 with targets[High(targets)] do
6363 begin
6364 UID := gPlayers[a].FUID;
6365 X := gPlayers[a].FObj.X;
6366 Y := gPlayers[a].FObj.Y;
6367 cX := x2;
6368 cY := y2;
6369 Rect := PLAYER_RECT;
6370 Dist := g_PatchLength(x1, y1, x2, y2);
6371 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6372 (y1-4 > Target.Y+PLAYER_RECT.Y);
6373 Visible := True;
6374 IsPlayer := True;
6375 end;
6376 end;
6377 end;
6379 // Ìîíñòðû:
6380 if vsMonster and (gMonsters <> nil) then
6381 for a := 0 to High(gMonsters) do
6382 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
6383 (gMonsters[a].MonsterType <> MONSTER_BARREL) then
6384 begin
6385 mon := gMonsters[a];
6387 if not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
6388 mon.Obj.Y + mon.Obj.Rect.Y) then
6389 Continue;
6391 x2 := mon.Obj.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6392 y2 := mon.Obj.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6394 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6395 if g_TraceVector(x1, y1, x2, y2) then
6396 begin
6397 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6398 SetLength(targets, Length(targets)+1);
6399 with targets[High(targets)] do
6400 begin
6401 UID := mon.UID;
6402 X := mon.Obj.X;
6403 Y := mon.Obj.Y;
6404 cX := x2;
6405 cY := y2;
6406 Rect := mon.Obj.Rect;
6407 Dist := g_PatchLength(x1, y1, x2, y2);
6408 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6409 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6410 Visible := True;
6411 IsPlayer := False;
6412 end;
6413 end;
6414 end;
6415 end;
6417 // Åñëè åñòü âîçìîæíûå öåëè:
6418 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6419 if targets <> nil then
6420 begin
6421 // Âûáèðàåì íàèëó÷øóþ öåëü:
6422 BestTarget := targets[0];
6423 if Length(targets) > 1 then
6424 for a := 1 to High(targets) do
6425 if Compare(BestTarget, targets[a]) = 1 then
6426 BestTarget := targets[a];
6428 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6429 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6430 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6431 begin
6432 Target := BestTarget;
6434 if (Healthy() = 3) or ((Healthy() = 2)) then
6435 begin // Åñëè çäîðîâû - äîãîíÿåì
6436 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6437 SetAIFlag('GORIGHT', '1');
6438 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6439 SetAIFlag('GOLEFT', '1');
6440 end
6441 else
6442 begin // Åñëè ïîáèòû - óáåãàåì
6443 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6444 SetAIFlag('GORIGHT', '1');
6445 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6446 SetAIFlag('GOLEFT', '1');
6447 end;
6449 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6450 SelectWeapon(Abs(x1-Target.cX));
6451 end;
6452 end;
6454 // Åñëè åñòü öåëü:
6455 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6456 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6457 if Target.UID <> 0 then
6458 begin
6459 if not TargetOnScreen(Target.X + Target.Rect.X,
6460 Target.Y + Target.Rect.Y) then
6461 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6462 if (Healthy() = 3) or ((Healthy() = 2)) then
6463 begin // Åñëè çäîðîâû - äîãîíÿåì
6464 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6465 SetAIFlag('GORIGHT', '1');
6466 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6467 SetAIFlag('GOLEFT', '1');
6468 end
6469 else
6470 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6471 Target.UID := 0;
6472 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6473 SetAIFlag('GORIGHT', '1');
6474 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6475 SetAIFlag('GOLEFT', '1');
6476 end;
6477 end
6478 else
6479 begin // Öåëü ïîêà íà "ýêðàíå"
6480 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6481 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6482 FLastVisible := gTime;
6483 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6484 if (Abs(FObj.Y-Target.Y) <= 128) then
6485 begin
6486 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6487 SetAIFlag('GORIGHT', '1');
6488 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6489 SetAIFlag('GOLEFT', '1');
6490 end;
6491 end;
6493 // Âûáèðàåì óãîë ââåðõ:
6494 if FDirection = D_LEFT then
6495 angle := ANGLE_LEFTUP
6496 else
6497 angle := ANGLE_RIGHTUP;
6499 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6500 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6502 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6503 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6504 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6505 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6506 Target.Rect.Width, Target.Rect.Height) and
6507 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6508 begin // òî íóæíî ñòðåëÿòü ââåðõ
6509 SetAIFlag('NEEDFIRE', '1');
6510 SetAIFlag('NEEDSEEUP', '1');
6511 end;
6513 // Âûáèðàåì óãîë âíèç:
6514 if FDirection = D_LEFT then
6515 angle := ANGLE_LEFTDOWN
6516 else
6517 angle := ANGLE_RIGHTDOWN;
6519 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6520 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6522 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6523 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6524 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6525 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6526 Target.Rect.Width, Target.Rect.Height) and
6527 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6528 begin // òî íóæíî ñòðåëÿòü âíèç
6529 SetAIFlag('NEEDFIRE', '1');
6530 SetAIFlag('NEEDSEEDOWN', '1');
6531 end;
6533 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6534 if Target.Visible and
6535 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6536 (y1-4 > Target.Y+Target.Rect.Y) then
6537 begin
6538 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6539 if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
6540 ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
6541 begin // òî íóæíî ñòðåëÿòü âïåðåä
6542 SetAIFlag('NEEDFIRE', '1');
6543 SetAIFlag('NEEDSEEDOWN', '');
6544 SetAIFlag('NEEDSEEUP', '');
6545 end;
6546 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6547 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6548 if GetRnd(FDifficult.CloseJump) then
6549 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6550 if Abs(FObj.X-Target.X) < 128 then
6551 a := 4
6552 else
6553 a := 30;
6554 if Random(a) = 0 then
6555 SetAIFlag('NEEDJUMP', '1');
6556 end;
6557 end;
6559 // Åñëè öåëü âñå åùå åñòü:
6560 if Target.UID <> 0 then
6561 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6562 Target.UID := 0 // òî çàáûòü öåëü
6563 else // Åñëè âèäåëè íåäàâíî
6564 begin // íî öåëü óáèëè
6565 if Target.IsPlayer then
6566 begin // Öåëü - èãðîê
6567 pla := g_Player_Get(Target.UID);
6568 if (pla = nil) or (not pla.Live) or pla.NoTarget or
6569 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6570 Target.UID := 0; // òî çàáûòü öåëü
6571 end
6572 else
6573 begin // Öåëü - ìîíñòð
6574 mon := g_Monsters_Get(Target.UID);
6575 if (mon = nil) or (not mon.Live) then
6576 Target.UID := 0; // òî çàáûòü öåëü
6577 end;
6578 end;
6579 end; // if Target.UID <> 0
6581 FTargetUID := Target.UID;
6583 // Åñëè âîçìîæíûõ öåëåé íåò:
6584 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6585 if targets = nil then
6586 if GetAIFlag('ATTACKLEFT') <> '' then
6587 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6588 RemoveAIFlag('ATTACKLEFT');
6590 SetAIFlag('NEEDJUMP', '1');
6592 if RunDirection() = D_RIGHT then
6593 begin // Èäåì íå â òó ñòîðîíó
6594 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6595 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6596 SetAIFlag('NEEDFIRE', '1');
6597 SetAIFlag('GOLEFT', '1');
6598 end;
6599 end
6600 else
6601 begin // Èäåì â íóæíóþ ñòîðîíó
6602 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6603 SetAIFlag('NEEDFIRE', '1');
6604 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6605 SetAIFlag('GORIGHT', '1');
6606 end;
6607 end
6608 else
6609 if GetAIFlag('ATTACKRIGHT') <> '' then
6610 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6611 RemoveAIFlag('ATTACKRIGHT');
6613 SetAIFlag('NEEDJUMP', '1');
6615 if RunDirection() = D_LEFT then
6616 begin // Èäåì íå â òó ñòîðîíó
6617 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6618 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6619 SetAIFlag('NEEDFIRE', '1');
6620 SetAIFlag('GORIGHT', '1');
6621 end;
6622 end
6623 else
6624 begin
6625 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6626 SetAIFlag('NEEDFIRE', '1');
6627 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6628 SetAIFlag('GOLEFT', '1');
6629 end;
6630 end;
6632 //HACK! (does it belongs there?)
6633 RealizeCurrentWeapon();
6635 // Åñëè åñòü âîçìîæíûå öåëè:
6636 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6637 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6638 for a := 0 to High(targets) do
6639 begin
6640 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6641 if GetRnd(FDifficult.DiagFire) then
6642 begin
6643 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6644 if FDirection = D_LEFT then
6645 angle := ANGLE_LEFTUP
6646 else
6647 angle := ANGLE_RIGHTUP;
6649 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6650 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6652 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6653 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6654 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6655 targets[a].Rect.Width, targets[a].Rect.Height) and
6656 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6657 begin
6658 SetAIFlag('NEEDFIRE', '1');
6659 SetAIFlag('NEEDSEEUP', '1');
6660 end;
6662 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6663 if FDirection = D_LEFT then
6664 angle := ANGLE_LEFTDOWN
6665 else
6666 angle := ANGLE_RIGHTDOWN;
6668 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6669 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6671 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6672 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6673 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6674 targets[a].Rect.Width, targets[a].Rect.Height) and
6675 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6676 begin
6677 SetAIFlag('NEEDFIRE', '1');
6678 SetAIFlag('NEEDSEEDOWN', '1');
6679 end;
6680 end;
6682 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6683 if targets[a].Line and targets[a].Visible and
6684 (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
6685 ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
6686 begin
6687 SetAIFlag('NEEDFIRE', '1');
6688 Break;
6689 end;
6690 end;
6692 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6693 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6694 PLAYER_RECT.Width, PLAYER_RECT.Height,
6695 40+GetInterval(FDifficult.Cover, 40)) then
6696 SetAIFlag('NEEDJUMP', '1');
6698 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6699 ammo := GetAmmoByWeapon(FCurrWeap);
6700 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6701 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6702 (ammo = 0) then
6703 SetAIFlag('SELECTWEAPON', '1');
6705 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6706 if GetAIFlag('SELECTWEAPON') = '1' then
6707 begin
6708 SelectWeapon(-1);
6709 RemoveAIFlag('SELECTWEAPON');
6710 end;
6711 end;
6713 procedure TBot.Update();
6714 var
6715 EnableAI: Boolean;
6716 begin
6717 if not FLive then
6718 begin // Respawn
6719 ReleaseKeys();
6720 PressKey(KEY_UP);
6721 end
6722 else
6723 begin
6724 EnableAI := True;
6726 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6727 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6728 EnableAI := False;
6729 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6730 EnableAI := False;
6731 if g_debug_BotAIOff = 3 then
6732 EnableAI := False;
6734 if EnableAI then
6735 begin
6736 UpdateMove();
6737 UpdateCombat();
6738 end
6739 else
6740 begin
6741 RealizeCurrentWeapon();
6742 end;
6743 end;
6745 inherited Update();
6746 end;
6748 procedure TBot.ReleaseKey(Key: Byte);
6749 begin
6750 with FKeys[Key] do
6751 begin
6752 Pressed := False;
6753 Time := 0;
6754 end;
6755 end;
6757 function TBot.KeyPressed(Key: Word): Boolean;
6758 begin
6759 Result := FKeys[Key].Pressed;
6760 end;
6762 function TBot.GetAIFlag(fName: String20): String20;
6763 var
6764 a: Integer;
6765 begin
6766 Result := '';
6768 fName := LowerCase(fName);
6770 if FAIFlags <> nil then
6771 for a := 0 to High(FAIFlags) do
6772 if LowerCase(FAIFlags[a].Name) = fName then
6773 begin
6774 Result := FAIFlags[a].Value;
6775 Break;
6776 end;
6777 end;
6779 procedure TBot.RemoveAIFlag(fName: String20);
6780 var
6781 a, b: Integer;
6782 begin
6783 if FAIFlags = nil then Exit;
6785 fName := LowerCase(fName);
6787 for a := 0 to High(FAIFlags) do
6788 if LowerCase(FAIFlags[a].Name) = fName then
6789 begin
6790 if a <> High(FAIFlags) then
6791 for b := a to High(FAIFlags)-1 do
6792 FAIFlags[b] := FAIFlags[b+1];
6794 SetLength(FAIFlags, Length(FAIFlags)-1);
6795 Break;
6796 end;
6797 end;
6799 procedure TBot.SetAIFlag(fName, fValue: String20);
6800 var
6801 a: Integer;
6802 ok: Boolean;
6803 begin
6804 a := 0;
6805 ok := False;
6807 fName := LowerCase(fName);
6809 if FAIFlags <> nil then
6810 for a := 0 to High(FAIFlags) do
6811 if LowerCase(FAIFlags[a].Name) = fName then
6812 begin
6813 ok := True;
6814 Break;
6815 end;
6817 if ok then FAIFlags[a].Value := fValue
6818 else
6819 begin
6820 SetLength(FAIFlags, Length(FAIFlags)+1);
6821 with FAIFlags[High(FAIFlags)] do
6822 begin
6823 Name := fName;
6824 Value := fValue;
6825 end;
6826 end;
6827 end;
6829 procedure TBot.UpdateMove;
6831 procedure GoLeft(Time: Word = 1);
6832 begin
6833 ReleaseKey(KEY_LEFT);
6834 ReleaseKey(KEY_RIGHT);
6835 PressKey(KEY_LEFT, Time);
6836 SetDirection(D_LEFT);
6837 end;
6839 procedure GoRight(Time: Word = 1);
6840 begin
6841 ReleaseKey(KEY_LEFT);
6842 ReleaseKey(KEY_RIGHT);
6843 PressKey(KEY_RIGHT, Time);
6844 SetDirection(D_RIGHT);
6845 end;
6847 function Rnd(a: Word): Boolean;
6848 begin
6849 Result := Random(a) = 0;
6850 end;
6852 procedure Turn(Time: Word = 1200);
6853 begin
6854 if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
6855 end;
6857 procedure Stop();
6858 begin
6859 ReleaseKey(KEY_LEFT);
6860 ReleaseKey(KEY_RIGHT);
6861 end;
6863 function CanRunLeft(): Boolean;
6864 begin
6865 Result := not CollideLevel(-1, 0);
6866 end;
6868 function CanRunRight(): Boolean;
6869 begin
6870 Result := not CollideLevel(1, 0);
6871 end;
6873 function CanRun(): Boolean;
6874 begin
6875 if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
6876 end;
6878 procedure Jump(Time: Word = 30);
6879 begin
6880 PressKey(KEY_JUMP, Time);
6881 end;
6883 function NearHole(): Boolean;
6884 var
6885 x, sx: Integer;
6886 begin
6887 { TODO 5 : Ëåñòíèöû }
6888 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6889 for x := 1 to PLAYER_RECT.Width do
6890 if (not StayOnStep(x*sx, 0)) and
6891 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6892 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6893 begin
6894 Result := True;
6895 Exit;
6896 end;
6898 Result := False;
6899 end;
6901 function BorderHole(): Boolean;
6902 var
6903 x, sx, xx: Integer;
6904 begin
6905 { TODO 5 : Ëåñòíèöû }
6906 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6907 for x := 1 to PLAYER_RECT.Width do
6908 if (not StayOnStep(x*sx, 0)) and
6909 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6910 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6911 begin
6912 for xx := x to x+32 do
6913 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
6914 begin
6915 Result := True;
6916 Exit;
6917 end;
6918 end;
6920 Result := False;
6921 end;
6923 function NearDeepHole(): Boolean;
6924 var
6925 x, sx, y: Integer;
6926 begin
6927 Result := False;
6929 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6930 y := 3;
6932 for x := 1 to PLAYER_RECT.Width do
6933 if (not StayOnStep(x*sx, 0)) and
6934 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6935 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6936 begin
6937 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6938 begin
6939 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
6940 y := y+1;
6941 end;
6943 Result := True;
6944 end else Result := False;
6945 end;
6947 function OverDeepHole(): Boolean;
6948 var
6949 y: Integer;
6950 begin
6951 Result := False;
6953 y := 1;
6954 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6955 begin
6956 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
6957 y := y+1;
6958 end;
6960 Result := True;
6961 end;
6963 function OnGround(): Boolean;
6964 begin
6965 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
6966 end;
6968 function OnLadder(): Boolean;
6969 begin
6970 Result := FullInStep(0, 0);
6971 end;
6973 function BelowLadder(): Boolean;
6974 begin
6975 Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
6976 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6977 (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
6978 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6979 end;
6981 function BelowLiftUp(): Boolean;
6982 begin
6983 Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
6984 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6985 ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
6986 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6987 end;
6989 function OnTopLift(): Boolean;
6990 begin
6991 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
6992 end;
6994 function CanJumpOver(): Boolean;
6995 var
6996 sx, y: Integer;
6997 begin
6998 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7000 Result := False;
7002 if not CollideLevel(sx, 0) then Exit;
7004 for y := 1 to BOT_MAXJUMP do
7005 if CollideLevel(0, -y) then Exit else
7006 if not CollideLevel(sx, -y) then
7007 begin
7008 Result := True;
7009 Exit;
7010 end;
7011 end;
7013 function CanJumpUp(Dist: ShortInt): Boolean;
7014 var
7015 y, yy: Integer;
7016 c: Boolean;
7017 begin
7018 Result := False;
7020 if CollideLevel(Dist, 0) then Exit;
7022 c := False;
7023 for y := 0 to BOT_MAXJUMP do
7024 if CollideLevel(Dist, -y) then
7025 begin
7026 c := True;
7027 Break;
7028 end;
7030 if not c then Exit;
7032 c := False;
7033 for yy := y+1 to BOT_MAXJUMP do
7034 if not CollideLevel(Dist, -yy) then
7035 begin
7036 c := True;
7037 Break;
7038 end;
7040 if not c then Exit;
7042 c := False;
7043 for y := 0 to BOT_MAXJUMP do
7044 if CollideLevel(0, -y) then
7045 begin
7046 c := True;
7047 Break;
7048 end;
7050 if c then Exit;
7052 if y < yy then Exit;
7054 Result := True;
7055 end;
7057 function IsSafeTrigger(): Boolean;
7058 var
7059 a: Integer;
7060 begin
7061 Result := True;
7062 if gTriggers = nil then
7063 Exit;
7064 for a := 0 to High(gTriggers) do
7065 if Collide(gTriggers[a].X,
7066 gTriggers[a].Y,
7067 gTriggers[a].Width,
7068 gTriggers[a].Height) and
7069 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7070 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7071 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7072 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7073 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7074 Result := False;
7075 end;
7077 begin
7078 // Âîçìîæíî, íàæèìàåì êíîïêó:
7079 if Rnd(16) and IsSafeTrigger() then
7080 PressKey(KEY_OPEN);
7082 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7083 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7084 begin
7085 ReleaseKey(KEY_LEFT);
7086 ReleaseKey(KEY_RIGHT);
7087 Jump();
7088 end;
7090 // Èäåì âëåâî, åñëè íàäî áûëî:
7091 if GetAIFlag('GOLEFT') <> '' then
7092 begin
7093 RemoveAIFlag('GOLEFT');
7094 if CanRunLeft() then
7095 GoLeft(360);
7096 end;
7098 // Èäåì âïðàâî, åñëè íàäî áûëî:
7099 if GetAIFlag('GORIGHT') <> '' then
7100 begin
7101 RemoveAIFlag('GORIGHT');
7102 if CanRunRight() then
7103 GoRight(360);
7104 end;
7106 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7107 if FObj.X < -32 then
7108 GoRight(360)
7109 else
7110 if FObj.X+32 > gMapInfo.Width then
7111 GoLeft(360);
7113 // Ïðûãàåì, åñëè íàäî áûëî:
7114 if GetAIFlag('NEEDJUMP') <> '' then
7115 begin
7116 Jump(0);
7117 RemoveAIFlag('NEEDJUMP');
7118 end;
7120 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7121 if GetAIFlag('NEEDSEEUP') <> '' then
7122 begin
7123 ReleaseKey(KEY_UP);
7124 ReleaseKey(KEY_DOWN);
7125 PressKey(KEY_UP, 20);
7126 RemoveAIFlag('NEEDSEEUP');
7127 end;
7129 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7130 if GetAIFlag('NEEDSEEDOWN') <> '' then
7131 begin
7132 ReleaseKey(KEY_UP);
7133 ReleaseKey(KEY_DOWN);
7134 PressKey(KEY_DOWN, 20);
7135 RemoveAIFlag('NEEDSEEDOWN');
7136 end;
7138 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7139 if GetAIFlag('GOINHOLE') <> '' then
7140 if not OnGround() then
7141 begin
7142 ReleaseKey(KEY_LEFT);
7143 ReleaseKey(KEY_RIGHT);
7144 RemoveAIFlag('GOINHOLE');
7145 SetAIFlag('FALLINHOLE', '1');
7146 end;
7148 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7149 if GetAIFlag('FALLINHOLE') <> '' then
7150 if OnGround() then
7151 RemoveAIFlag('FALLINHOLE');
7153 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7154 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7155 if GetAIFlag('FALLINHOLE') = '' then
7156 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7157 if Rnd(2) then
7158 GoLeft(360)
7159 else
7160 GoRight(360);
7162 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7163 if OnGround() and
7164 CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
7165 Rnd(8) then
7166 Jump();
7168 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7169 if OnGround() and NearHole() then
7170 if NearDeepHole() then // Åñëè ýòî áåçäíà
7171 case Random(6) of
7172 0..3: Turn(); // Áåæèì îáðàòíî
7173 4: Jump(); // Ïðûãàåì
7174 5: begin // Ïðûãàåì îáðàòíî
7175 Turn();
7176 Jump();
7177 end;
7178 end
7179 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7180 if GetAIFlag('GOINHOLE') = '' then
7181 case Random(6) of
7182 0: Turn(); // Íå íóæíî òóäà
7183 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7184 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7185 if BorderHole() then
7186 SetAIFlag('GOINHOLE', '1');
7187 end;
7189 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7190 if (not CanRun()) and OnGround() then
7191 begin
7192 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7193 if CanJumpOver() or OnLadder() then
7194 Jump()
7195 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7196 if Random(2) = 0 then
7197 begin
7198 if IsSafeTrigger() then
7199 PressKey(KEY_OPEN);
7200 end else
7201 Turn();
7202 end;
7204 // Îñòàëîñü ìàëî âîçäóõà:
7205 if FAir < 36 * 2 then
7206 Jump(20);
7208 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7209 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7210 if BodyInAcid(0, 0) then
7211 Jump();
7212 end;
7214 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7215 begin
7216 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7217 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7218 end;
7220 {function TBot.NeedItem(Item: Byte): Byte;
7221 begin
7222 Result := 4;
7223 end;}
7225 procedure TBot.SelectWeapon(Dist: Integer);
7226 var
7227 a: Integer;
7229 function HaveAmmo(weapon: Byte): Boolean;
7230 begin
7231 case weapon of
7232 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7233 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7234 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7235 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7236 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7237 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7238 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7239 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7240 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7241 else Result := True;
7242 end;
7243 end;
7245 begin
7246 if Dist = -1 then Dist := BOT_LONGDIST;
7248 if Dist > BOT_LONGDIST then
7249 begin // Äàëüíèé áîé
7250 for a := 0 to 9 do
7251 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7252 begin
7253 FSelectedWeapon := FDifficult.WeaponPrior[a];
7254 Break;
7255 end;
7256 end
7257 else //if Dist > BOT_UNSAFEDIST then
7258 begin // Áëèæíèé áîé
7259 for a := 0 to 9 do
7260 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7261 begin
7262 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7263 Break;
7264 end;
7265 end;
7266 { else
7267 begin
7268 for a := 0 to 9 do
7269 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7270 begin
7271 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7272 Break;
7273 end;
7274 end;}
7275 end;
7277 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7278 begin
7279 Result := inherited PickItem(ItemType, force, remove);
7281 if Result then SetAIFlag('SELECTWEAPON', '1');
7282 end;
7284 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7285 begin
7286 Result := inherited Heal(value, Soft);
7287 end;
7289 function TBot.Healthy(): Byte;
7290 begin
7291 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7292 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7293 else if (FHealth > 50) then Result := 2
7294 else if (FHealth > 20) then Result := 1
7295 else Result := 0;
7296 end;
7298 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7299 begin
7300 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7301 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7302 end;
7304 procedure TBot.OnDamage(Angle: SmallInt);
7305 var
7306 pla: TPlayer;
7307 mon: TMonster;
7308 ok: Boolean;
7309 begin
7310 inherited;
7312 if (Angle = 0) or (Angle = 180) then
7313 begin
7314 ok := False;
7315 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7316 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7317 begin // Èãðîê
7318 pla := g_Player_Get(FLastSpawnerUID);
7319 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7320 pla.FObj.Y + PLAYER_RECT.Y);
7321 end
7322 else
7323 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7324 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7325 begin // Ìîíñòð
7326 mon := g_Monsters_Get(FLastSpawnerUID);
7327 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7328 mon.Obj.Y + mon.Obj.Rect.Y);
7329 end;
7331 if ok then
7332 if Angle = 0 then
7333 SetAIFlag('ATTACKLEFT', '1')
7334 else
7335 SetAIFlag('ATTACKRIGHT', '1');
7336 end;
7337 end;
7339 function TBot.RunDirection(): TDirection;
7340 begin
7341 if Abs(Vel.X) >= 1 then
7342 begin
7343 if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT;
7344 end else
7345 Result := FDirection;
7346 end;
7348 function TBot.GetRnd(a: Byte): Boolean;
7349 begin
7350 if a = 0 then Result := False
7351 else if a = 255 then Result := True
7352 else Result := Random(256) > 255-a;
7353 end;
7355 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7356 begin
7357 Result := Round((255-a)/255*radius*(Random(2)-1));
7358 end;
7360 procedure TBot.SaveState(var Mem: TBinMemoryWriter);
7361 var
7362 i: Integer;
7363 dw: DWORD;
7364 p: Pointer;
7365 begin
7366 inherited SaveState(Mem);
7368 // Âûáðàííîå îðóæèå:
7369 Mem.WriteByte(FSelectedWeapon);
7370 // UID öåëè:
7371 Mem.WriteWord(FTargetUID);
7372 // Âðåìÿ ïîòåðè öåëè:
7373 Mem.WriteDWORD(FLastVisible);
7374 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7375 dw := Length(FAIFlags);
7376 Mem.WriteDWORD(dw);
7377 // Ôëàãè ÈÈ:
7378 for i := 0 to Integer(dw)-1 do
7379 begin
7380 Mem.WriteString(FAIFlags[i].Name, 20);
7381 Mem.WriteString(FAIFlags[i].Value, 20);
7382 end;
7383 // Íàñòðîéêè ñëîæíîñòè:
7384 p := @FDifficult;
7385 Mem.WriteMemory(p, SizeOf(TDifficult));
7386 end;
7388 procedure TBot.LoadState(var Mem: TBinMemoryReader);
7389 var
7390 i: Integer;
7391 dw: DWORD;
7392 p: Pointer;
7393 begin
7394 inherited LoadState(Mem);
7396 // Âûáðàííîå îðóæèå:
7397 Mem.ReadByte(FSelectedWeapon);
7398 // UID öåëè:
7399 Mem.ReadWord(FTargetUID);
7400 // Âðåìÿ ïîòåðè öåëè:
7401 Mem.ReadDWORD(FLastVisible);
7402 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7403 Mem.ReadDWORD(dw);
7404 SetLength(FAIFlags, dw);
7405 // Ôëàãè ÈÈ:
7406 for i := 0 to Integer(dw)-1 do
7407 begin
7408 Mem.ReadString(FAIFlags[i].Name);
7409 Mem.ReadString(FAIFlags[i].Value);
7410 end;
7411 // Íàñòðîéêè ñëîæíîñòè:
7412 Mem.ReadMemory(p, dw);
7413 if dw <> SizeOf(TDifficult) then
7414 begin
7415 raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size');
7416 end;
7417 FDifficult := TDifficult(p^);
7418 end;
7420 end.