DEADSOFTWARE

Revert "fixed weapon switching over the network; bumped protocol version"
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 {$M+}
18 unit g_player;
20 interface
22 uses
23 SysUtils, Classes,
24 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
25 e_graphics, g_playermodel, g_basic, g_textures,
26 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
27 g_panel;
29 const
30 KEY_LEFT = 1;
31 KEY_RIGHT = 2;
32 KEY_UP = 3;
33 KEY_DOWN = 4;
34 KEY_FIRE = 5;
35 KEY_NEXTWEAPON = 6;
36 KEY_PREVWEAPON = 7;
37 KEY_OPEN = 8;
38 KEY_JUMP = 9;
39 KEY_CHAT = 10;
41 R_ITEM_BACKPACK = 0;
42 R_KEY_RED = 1;
43 R_KEY_GREEN = 2;
44 R_KEY_BLUE = 3;
45 R_BERSERK = 4;
47 MR_SUIT = 0;
48 MR_INVUL = 1;
49 MR_INVIS = 2;
50 MR_MAX = 2;
52 A_BULLETS = 0;
53 A_SHELLS = 1;
54 A_ROCKETS = 2;
55 A_CELLS = 3;
56 A_FUEL = 4;
57 A_HIGH = 4;
59 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
63 K_SIMPLEKILL = 0;
64 K_HARDKILL = 1;
65 K_EXTRAHARDKILL = 2;
66 K_FALLKILL = 3;
68 T_RESPAWN = 0;
69 T_SWITCH = 1;
70 T_USE = 2;
71 T_FLAGCAP = 3;
73 TEAM_NONE = 0;
74 TEAM_RED = 1;
75 TEAM_BLUE = 2;
76 TEAM_COOP = 3;
78 SHELL_BULLET = 0;
79 SHELL_SHELL = 1;
80 SHELL_DBLSHELL = 2;
82 ANGLE_NONE = Low(SmallInt);
84 CORPSE_STATE_REMOVEME = 0;
85 CORPSE_STATE_NORMAL = 1;
86 CORPSE_STATE_MESS = 2;
88 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
89 PLAYER_RECT_CX = 15+(34 div 2);
90 PLAYER_RECT_CY = 12+(52 div 2);
91 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
93 PLAYER_HP_SOFT = 100;
94 PLAYER_HP_LIMIT = 200;
95 PLAYER_AP_SOFT = 100;
96 PLAYER_AP_LIMIT = 200;
97 SUICIDE_DAMAGE = 112;
99 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
100 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
102 type
103 TPlayerStat = record
104 Ping: Word;
105 Loss: Byte;
106 Name: String;
107 Team: Byte;
108 Frags: SmallInt;
109 Deaths: SmallInt;
110 Lives: Byte;
111 Kills: Word;
112 Color: TRGB;
113 Spectator: Boolean;
114 end;
116 TPlayerStatArray = Array of TPlayerStat;
118 TPlayerSavedState = record
119 Health: Integer;
120 Armor: Integer;
121 Air: Integer;
122 JetFuel: Integer;
123 CurrWeap: Byte;
124 NextWeap: WORD;
125 NextWeapDelay: Byte;
126 Ammo: Array [A_BULLETS..A_HIGH] of Word;
127 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
128 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
129 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
130 WaitRecall: Boolean;
131 end;
133 TKeyState = record
134 Pressed: Boolean;
135 Time: Word;
136 end;
138 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
139 private
140 FIamBot: Boolean;
141 FUID: Word;
142 FName: String;
143 FTeam: Byte;
144 FAlive: Boolean;
145 FSpawned: Boolean;
146 FDirection: TDirection;
147 FHealth: Integer;
148 FLives: Byte;
149 FArmor: Integer;
150 FAir: Integer;
151 FPain: Integer;
152 FPickup: Integer;
153 FKills: Integer;
154 FMonsterKills: Integer;
155 FFrags: Integer;
156 FFragCombo: Byte;
157 FLastFrag: LongWord;
158 FComboEvnt: Integer;
159 FDeath: Integer;
160 FCanJetpack: Boolean;
161 FJetFuel: Integer;
162 FFlag: Byte;
163 FSecrets: Integer;
164 FCurrWeap: Byte;
165 FNextWeap: WORD;
166 FNextWeapDelay: Byte; // frames (unused)
167 FBFGFireCounter: SmallInt;
168 FLastSpawnerUID: Word;
169 FLastHit: Byte;
170 FObj: TObj;
171 FXTo, FYTo: Integer;
172 FSpectatePlayer: Integer;
173 FFirePainTime: Integer;
174 FFireAttacker: Word;
176 FSavedState: TPlayerSavedState;
178 FModel: TPlayerModel;
179 FPunchAnim: TAnimation;
180 FActionPrior: Byte;
181 FActionAnim: Byte;
182 FActionForce: Boolean;
183 FActionChanged: Boolean;
184 FAngle: SmallInt;
185 FFireAngle: SmallInt;
186 FIncCam: Integer;
187 FShellTimer: Integer;
188 FShellType: Byte;
189 FSawSound: TPlayableSound;
190 FSawSoundIdle: TPlayableSound;
191 FSawSoundHit: TPlayableSound;
192 FSawSoundSelect: TPlayableSound;
193 FJetSoundOn: TPlayableSound;
194 FJetSoundOff: TPlayableSound;
195 FJetSoundFly: TPlayableSound;
196 FGodMode: Boolean;
197 FNoTarget: Boolean;
198 FNoReload: Boolean;
199 FJustTeleported: Boolean;
200 FNetTime: LongWord;
201 mEDamageType: Integer;
203 // client-side only
204 weaponSwitchKeyReleased: array[0..16] of Byte; // bit 0: was released on prev frame; bit 1: new status
207 function CollideLevel(XInc, YInc: Integer): Boolean;
208 function StayOnStep(XInc, YInc: Integer): Boolean;
209 function HeadInLiquid(XInc, YInc: Integer): Boolean;
210 function BodyInLiquid(XInc, YInc: Integer): Boolean;
211 function BodyInAcid(XInc, YInc: Integer): Boolean;
212 function FullInLift(XInc, YInc: Integer): Integer;
213 {procedure CollideItem();}
214 procedure FlySmoke(Times: DWORD = 1);
215 procedure OnFireFlame(Times: DWORD = 1);
216 function GetAmmoByWeapon(Weapon: Byte): Word;
217 procedure SetAction(Action: Byte; Force: Boolean = False);
218 procedure OnDamage(Angle: SmallInt); virtual;
219 function firediry(): Integer;
220 procedure DoPunch();
222 procedure Run(Direction: TDirection);
223 procedure NextWeapon();
224 procedure PrevWeapon();
225 procedure SeeUp();
226 procedure SeeDown();
227 procedure Fire();
228 procedure Jump();
229 procedure Use();
231 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
232 procedure resetWeaponQueue ();
233 function hasAmmoForWeapon (weapon: Byte): Boolean;
235 procedure doDamage (v: Integer);
237 function followCorpse(): Boolean;
239 public
240 FDamageBuffer: Integer;
242 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
243 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
244 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
245 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
246 FBerserk: Integer;
247 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
248 FReloading: Array [WP_FIRST..WP_LAST] of Word;
249 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
250 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
251 FColor: TRGB;
252 FPreferredTeam: Byte;
253 FSpectator: Boolean;
254 FNoRespawn: Boolean;
255 FWantsInGame: Boolean;
256 FGhost: Boolean;
257 FPhysics: Boolean;
258 FJetpack: Boolean;
259 FActualModelName: string;
260 FClientID: SmallInt;
261 FPing: Word;
262 FLoss: Byte;
263 FDummy: Boolean;
264 FFireTime: Integer;
266 // debug: viewport offset
267 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
269 function isValidViewPort (): Boolean; inline;
271 constructor Create(); virtual;
272 destructor Destroy(); override;
273 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
274 function GetRespawnPoint(): Byte;
275 procedure PressKey(Key: Byte; Time: Word = 1);
276 procedure ReleaseKeys();
277 procedure SetModel(ModelName: String);
278 procedure SetColor(Color: TRGB);
279 procedure SetWeapon(W: Byte);
280 function IsKeyPressed(K: Byte): Boolean;
281 function GetKeys(): Byte;
282 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
283 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
284 function Collide(Panel: TPanel): Boolean; overload;
285 function Collide(X, Y: Integer): Boolean; overload;
286 procedure SetDirection(Direction: TDirection);
287 procedure GetSecret();
288 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
289 procedure Touch();
290 procedure Push(vx, vy: Integer);
291 procedure ChangeModel(ModelName: String);
292 procedure SwitchTeam;
293 procedure ChangeTeam(Team: Byte);
294 procedure BFGHit();
295 function GetFlag(Flag: Byte): Boolean;
296 procedure SetFlag(Flag: Byte);
297 function DropFlag(): Boolean;
298 procedure AllRulez(Health: Boolean);
299 procedure RestoreHealthArmor();
300 procedure FragCombo();
301 procedure GiveItem(ItemType: Byte);
302 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
303 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
304 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
305 procedure MakeBloodSimple(Count: Word);
306 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
307 procedure Reset(Force: Boolean);
308 procedure Spectate(NoMove: Boolean = False);
309 procedure SwitchNoClip;
310 procedure SoftReset();
311 procedure Draw(); virtual;
312 procedure DrawPain();
313 procedure DrawPickup();
314 procedure DrawRulez();
315 procedure DrawAim();
316 procedure DrawIndicator();
317 procedure DrawBubble();
318 procedure DrawGUI();
319 procedure Update(); virtual;
320 procedure RememberState();
321 procedure RecallState();
322 procedure SaveState (st: TStream); virtual;
323 procedure LoadState (st: TStream); virtual;
324 procedure PauseSounds(Enable: Boolean);
325 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
326 procedure DoLerp(Level: Integer = 2);
327 procedure SetLerp(XTo, YTo: Integer);
328 procedure QueueWeaponSwitch(Weapon: Byte);
329 procedure RealizeCurrentWeapon();
330 procedure JetpackOn;
331 procedure JetpackOff;
332 procedure CatchFire(Attacker: Word);
334 //WARNING! this does nothing for now, but still call it!
335 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
337 procedure getMapBox (out x, y, w, h: Integer); inline;
338 procedure moveBy (dx, dy: Integer); inline;
340 procedure releaseAllWeaponSwitchKeys ();
341 procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
342 function isWeaponSwitchKeyReleased (index: Integer): Boolean;
343 procedure weaponSwitchKeysShiftNewStates ();
345 public
346 property Vel: TPoint2i read FObj.Vel;
347 property Obj: TObj read FObj;
349 property Name: String read FName write FName;
350 property Model: TPlayerModel read FModel;
351 property Health: Integer read FHealth write FHealth;
352 property Lives: Byte read FLives write FLives;
353 property Armor: Integer read FArmor write FArmor;
354 property Air: Integer read FAir write FAir;
355 property JetFuel: Integer read FJetFuel write FJetFuel;
356 property Frags: Integer read FFrags write FFrags;
357 property Death: Integer read FDeath write FDeath;
358 property Kills: Integer read FKills write FKills;
359 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
360 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
361 property Secrets: Integer read FSecrets;
362 property GodMode: Boolean read FGodMode write FGodMode;
363 property NoTarget: Boolean read FNoTarget write FNoTarget;
364 property NoReload: Boolean read FNoReload write FNoReload;
365 property alive: Boolean read FAlive write FAlive;
366 property Flag: Byte read FFlag;
367 property Team: Byte read FTeam write FTeam;
368 property Direction: TDirection read FDirection;
369 property GameX: Integer read FObj.X write FObj.X;
370 property GameY: Integer read FObj.Y write FObj.Y;
371 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
372 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
373 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
374 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
375 property IncCam: Integer read FIncCam write FIncCam;
376 property UID: Word read FUID write FUID;
377 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
378 property NetTime: LongWord read FNetTime write FNetTime;
380 published
381 property eName: String read FName write FName;
382 property eHealth: Integer read FHealth write FHealth;
383 property eLives: Byte read FLives write FLives;
384 property eArmor: Integer read FArmor write FArmor;
385 property eAir: Integer read FAir write FAir;
386 property eJetFuel: Integer read FJetFuel write FJetFuel;
387 property eFrags: Integer read FFrags write FFrags;
388 property eDeath: Integer read FDeath write FDeath;
389 property eKills: Integer read FKills write FKills;
390 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
391 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
392 property eSecrets: Integer read FSecrets write FSecrets;
393 property eGodMode: Boolean read FGodMode write FGodMode;
394 property eNoTarget: Boolean read FNoTarget write FNoTarget;
395 property eNoReload: Boolean read FNoReload write FNoReload;
396 property eAlive: Boolean read FAlive write FAlive;
397 property eFlag: Byte read FFlag;
398 property eTeam: Byte read FTeam write FTeam;
399 property eDirection: TDirection read FDirection;
400 property eGameX: Integer read FObj.X write FObj.X;
401 property eGameY: Integer read FObj.Y write FObj.Y;
402 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
403 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
404 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
405 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
406 property eIncCam: Integer read FIncCam write FIncCam;
407 property eUID: Word read FUID;
408 property eJustTeleported: Boolean read FJustTeleported;
409 property eNetTime: LongWord read FNetTime;
411 // set this before assigning something to `eDamage`
412 property eDamageType: Integer read mEDamageType write mEDamageType;
413 property eDamage: Integer write doDamage;
414 end;
416 TDifficult = record
417 public
418 DiagFire: Byte;
419 InvisFire: Byte;
420 DiagPrecision: Byte;
421 FlyPrecision: Byte;
422 Cover: Byte;
423 CloseJump: Byte;
424 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
425 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
426 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
428 public
429 procedure save (st: TStream);
430 procedure load (st: TStream);
431 end;
433 TAIFlag = record
434 Name: String;
435 Value: String;
436 end;
438 TBot = class(TPlayer)
439 private
440 FSelectedWeapon: Byte;
441 FTargetUID: Word;
442 FLastVisible: DWORD;
443 FAIFlags: Array of TAIFlag;
444 FDifficult: TDifficult;
446 function GetRnd(a: Byte): Boolean;
447 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
448 function RunDirection(): TDirection;
449 function FullInStep(XInc, YInc: Integer): Boolean;
450 //function NeedItem(Item: Byte): Byte;
451 procedure SelectWeapon(Dist: Integer);
452 procedure SetAIFlag(aName, fValue: String20);
453 function GetAIFlag(aName: String20): String20;
454 procedure RemoveAIFlag(aName: String20);
455 function Healthy(): Byte;
456 procedure UpdateMove();
457 procedure UpdateCombat();
458 function KeyPressed(Key: Word): Boolean;
459 procedure ReleaseKey(Key: Byte);
460 function TargetOnScreen(TX, TY: Integer): Boolean;
461 procedure OnDamage(Angle: SmallInt); override;
463 public
464 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
465 constructor Create(); override;
466 destructor Destroy(); override;
467 procedure Draw(); override;
468 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
469 function Heal(value: Word; Soft: Boolean): Boolean; override;
470 procedure Update(); override;
471 procedure SaveState (st: TStream); override;
472 procedure LoadState (st: TStream); override;
473 end;
475 PGib = ^TGib;
476 TGib = record
477 alive: Boolean;
478 ID: DWORD;
479 MaskID: DWORD;
480 RAngle: Integer;
481 Color: TRGB;
482 Obj: TObj;
484 procedure getMapBox (out x, y, w, h: Integer); inline;
485 procedure moveBy (dx, dy: Integer); inline;
487 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
488 end;
491 PShell = ^TShell;
492 TShell = record
493 SpriteID: DWORD;
494 alive: Boolean;
495 SType: Byte;
496 RAngle: Integer;
497 Timeout: Cardinal;
498 CX, CY: Integer;
499 Obj: TObj;
501 procedure getMapBox (out x, y, w, h: Integer); inline;
502 procedure moveBy (dx, dy: Integer); inline;
504 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
505 end;
507 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
508 private
509 FModelName: String;
510 FMess: Boolean;
511 FState: Byte;
512 FDamage: Byte;
513 FColor: TRGB;
514 FObj: TObj;
515 FPlayerUID: Word;
516 FAnimation: TAnimation;
517 FAnimationMask: TAnimation;
519 public
520 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
521 destructor Destroy(); override;
522 procedure Damage(Value: Word; vx, vy: Integer);
523 procedure Update();
524 procedure Draw();
525 procedure SaveState (st: TStream);
526 procedure LoadState (st: TStream);
528 procedure getMapBox (out x, y, w, h: Integer); inline;
529 procedure moveBy (dx, dy: Integer); inline;
531 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
533 function ObjPtr (): PObj; inline;
535 property Obj: TObj read FObj; // copies object
536 property State: Byte read FState;
537 property Mess: Boolean read FMess;
538 end;
540 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
541 record
542 Goals: SmallInt;
543 end;
545 var
546 gPlayers: Array of TPlayer;
547 gCorpses: Array of TCorpse;
548 gGibs: Array of TGib;
549 gShells: Array of TShell;
550 gTeamStat: TTeamStat;
551 gFly: Boolean = False;
552 gAimLine: Boolean = False;
553 gChatBubble: Byte = 0;
554 gPlayerIndicator: Boolean = True;
555 gNumBots: Word = 0;
556 gLMSPID1: Word = 0;
557 gLMSPID2: Word = 0;
558 MAX_RUNVEL: Integer = 8;
559 VEL_JUMP: Integer = 10;
560 SHELL_TIMEOUT: Cardinal = 60000;
562 function Lerp(X, Y, Factor: Integer): Integer;
564 procedure g_Gibs_SetMax(Count: Word);
565 function g_Gibs_GetMax(): Word;
566 procedure g_Corpses_SetMax(Count: Word);
567 function g_Corpses_GetMax(): Word;
568 procedure g_Shells_SetMax(Count: Word);
569 function g_Shells_GetMax(): Word;
571 procedure g_Player_Init();
572 procedure g_Player_Free();
573 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
574 function g_Player_CreateFromState (st: TStream): Word;
575 procedure g_Player_Remove(UID: Word);
576 procedure g_Player_ResetTeams();
577 procedure g_Player_UpdateAll();
578 procedure g_Player_DrawAll();
579 procedure g_Player_DrawDebug(p: TPlayer);
580 procedure g_Player_DrawHealth();
581 procedure g_Player_RememberAll();
582 procedure g_Player_ResetAll(Force, Silent: Boolean);
583 function g_Player_Get(UID: Word): TPlayer;
584 function g_Player_GetCount(): Byte;
585 function g_Player_GetStats(): TPlayerStatArray;
586 function g_Player_ValidName(Name: String): Boolean;
587 procedure g_Player_CreateCorpse(Player: TPlayer);
588 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
589 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
590 procedure g_Player_UpdatePhysicalObjects();
591 procedure g_Player_DrawCorpses();
592 procedure g_Player_DrawShells();
593 procedure g_Player_RemoveAllCorpses();
594 procedure g_Player_Corpses_SaveState (st: TStream);
595 procedure g_Player_Corpses_LoadState (st: TStream);
596 procedure g_Bot_Add(Team, Difficult: Byte);
597 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
598 procedure g_Bot_MixNames();
599 procedure g_Bot_RemoveAll();
601 implementation
603 uses
604 {$INCLUDE ../nogl/noGLuses.inc}
605 {$IFDEF ENABLE_HOLMES}
606 g_holmes,
607 {$ENDIF}
608 e_log, g_map, g_items, g_console, g_gfx, Math,
609 g_options, g_triggers, g_menu, g_game, g_grid,
610 wadreader, g_main, g_monsters, CONFIG, g_language,
611 g_net, g_netmsg, g_window,
612 utils, xstreams;
614 const PLR_SAVE_VERSION = 0;
616 type
617 TBotProfile = record
618 name: ShortString;
619 model: ShortString;
620 team: Byte;
621 color: TRGB;
622 diag_fire: Byte;
623 invis_fire: Byte;
624 diag_precision: Byte;
625 fly_precision: Byte;
626 cover: Byte;
627 close_jump: Byte;
628 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
629 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
630 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
631 end;
633 const
634 TIME_RESPAWN1 = 1500;
635 TIME_RESPAWN2 = 2000;
636 TIME_RESPAWN3 = 3000;
637 AIR_DEF = 360;
638 AIR_MAX = 1091;
639 JET_MAX = 540; // ~30 sec
640 PLAYER_SUIT_TIME = 30000;
641 PLAYER_INVUL_TIME = 30000;
642 PLAYER_INVIS_TIME = 35000;
643 FRAG_COMBO_TIME = 3000;
644 VEL_SW = 4;
645 VEL_FLY = 6;
646 ANGLE_RIGHTUP = 55;
647 ANGLE_RIGHTDOWN = -35;
648 ANGLE_LEFTUP = 125;
649 ANGLE_LEFTDOWN = -145;
650 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
651 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
652 BOT_MAXJUMP = 84;
653 BOT_LONGDIST = 300;
654 BOT_UNSAFEDIST = 128;
655 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
656 (R:0; G:0; B:255));
657 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
658 FlyPrecision: 32; Cover: 32; CloseJump: 32;
659 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
660 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
661 FlyPrecision: 127; Cover: 127; CloseJump: 127;
662 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
663 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
664 FlyPrecision: 255; Cover: 255; CloseJump: 255;
665 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
666 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
667 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
668 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
669 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
670 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
671 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
672 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
673 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
674 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
675 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
676 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
677 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
678 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
679 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
680 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
681 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
682 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
684 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
685 CORPSE_SIGNATURE = $50524F43; // 'CORP'
687 BOTNAMES_FILENAME = 'botnames.txt';
688 BOTLIST_FILENAME = 'botlist.txt';
690 var
691 MaxGibs: Word = 150;
692 MaxCorpses: Word = 20;
693 MaxShells: Word = 300;
694 CurrentGib: Integer = 0;
695 CurrentShell: Integer = 0;
696 BotNames: Array of String;
697 BotList: Array of TBotProfile;
700 function Lerp(X, Y, Factor: Integer): Integer;
701 begin
702 Result := X + ((Y - X) div Factor);
703 end;
705 function SameTeam(UID1, UID2: Word): Boolean;
706 begin
707 Result := False;
709 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
710 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
712 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
714 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
715 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
717 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
718 end;
720 procedure g_Gibs_SetMax(Count: Word);
721 begin
722 MaxGibs := Count;
723 SetLength(gGibs, Count);
725 if CurrentGib >= Count then
726 CurrentGib := 0;
727 end;
729 function g_Gibs_GetMax(): Word;
730 begin
731 Result := MaxGibs;
732 end;
734 procedure g_Shells_SetMax(Count: Word);
735 begin
736 MaxShells := Count;
737 SetLength(gShells, Count);
739 if CurrentShell >= Count then
740 CurrentShell := 0;
741 end;
743 function g_Shells_GetMax(): Word;
744 begin
745 Result := MaxShells;
746 end;
749 procedure g_Corpses_SetMax(Count: Word);
750 begin
751 MaxCorpses := Count;
752 SetLength(gCorpses, Count);
753 end;
755 function g_Corpses_GetMax(): Word;
756 begin
757 Result := MaxCorpses;
758 end;
760 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
761 var
762 a: Integer;
763 ok: Boolean;
764 begin
765 Result := 0;
767 ok := False;
768 a := 0;
770 // Åñòü ëè ìåñòî â gPlayers:
771 if gPlayers <> nil then
772 for a := 0 to High(gPlayers) do
773 if gPlayers[a] = nil then
774 begin
775 ok := True;
776 Break;
777 end;
779 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
780 if not ok then
781 begin
782 SetLength(gPlayers, Length(gPlayers)+1);
783 a := High(gPlayers);
784 end;
786 // Ñîçäàåì îáúåêò èãðîêà:
787 if Bot then
788 gPlayers[a] := TBot.Create()
789 else
790 gPlayers[a] := TPlayer.Create();
793 gPlayers[a].FActualModelName := ModelName;
794 gPlayers[a].SetModel(ModelName);
796 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
797 if gPlayers[a].FModel = nil then
798 begin
799 gPlayers[a].Free();
800 gPlayers[a] := nil;
801 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
802 Exit;
803 end;
805 if not (Team in [TEAM_RED, TEAM_BLUE]) then
806 if Random(2) = 0 then
807 Team := TEAM_RED
808 else
809 Team := TEAM_BLUE;
810 gPlayers[a].FPreferredTeam := Team;
812 case gGameSettings.GameMode of
813 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
814 GM_TDM,
815 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
816 GM_SINGLE,
817 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
818 end;
820 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
821 gPlayers[a].FColor := Color;
822 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
823 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
824 else
825 gPlayers[a].FModel.Color := Color;
827 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
828 gPlayers[a].FAlive := False;
830 Result := gPlayers[a].FUID;
831 end;
833 function g_Player_CreateFromState (st: TStream): Word;
834 var
835 a, i: Integer;
836 ok, Bot: Boolean;
837 b: Byte;
838 begin
839 result := 0;
840 if (st = nil) then exit; //???
842 // Ñèãíàòóðà èãðîêà
843 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
844 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
846 // Áîò èëè ÷åëîâåê:
847 Bot := utils.readBool(st);
849 ok := false;
850 a := 0;
852 // Åñòü ëè ìåñòî â gPlayers:
853 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
855 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
856 if not ok then
857 begin
858 SetLength(gPlayers, Length(gPlayers)+1);
859 a := High(gPlayers);
860 end;
862 // Ñîçäàåì îáúåêò èãðîêà
863 if Bot then
864 gPlayers[a] := TBot.Create()
865 else
866 gPlayers[a] := TPlayer.Create();
867 gPlayers[a].FIamBot := Bot;
868 gPlayers[a].FPhysics := True;
870 // UID èãðîêà
871 gPlayers[a].FUID := utils.readWord(st);
872 // Èìÿ èãðîêà
873 gPlayers[a].FName := utils.readStr(st);
874 // Êîìàíäà
875 gPlayers[a].FTeam := utils.readByte(st);
876 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
877 // Æèâ ëè
878 gPlayers[a].FAlive := utils.readBool(st);
879 // Èçðàñõîäîâàë ëè âñå æèçíè
880 gPlayers[a].FNoRespawn := utils.readBool(st);
881 // Íàïðàâëåíèå
882 b := utils.readByte(st);
883 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
884 // Çäîðîâüå
885 gPlayers[a].FHealth := utils.readLongInt(st);
886 // Æèçíè
887 gPlayers[a].FLives := utils.readByte(st);
888 // Áðîíÿ
889 gPlayers[a].FArmor := utils.readLongInt(st);
890 // Çàïàñ âîçäóõà
891 gPlayers[a].FAir := utils.readLongInt(st);
892 // Çàïàñ ãîðþ÷åãî
893 gPlayers[a].FJetFuel := utils.readLongInt(st);
894 // Áîëü
895 gPlayers[a].FPain := utils.readLongInt(st);
896 // Óáèë
897 gPlayers[a].FKills := utils.readLongInt(st);
898 // Óáèë ìîíñòðîâ
899 gPlayers[a].FMonsterKills := utils.readLongInt(st);
900 // Ôðàãîâ
901 gPlayers[a].FFrags := utils.readLongInt(st);
902 // Ôðàãîâ ïîäðÿä
903 gPlayers[a].FFragCombo := utils.readByte(st);
904 // Âðåìÿ ïîñëåäíåãî ôðàãà
905 gPlayers[a].FLastFrag := utils.readLongWord(st);
906 // Ñìåðòåé
907 gPlayers[a].FDeath := utils.readLongInt(st);
908 // Êàêîé ôëàã íåñåò
909 gPlayers[a].FFlag := utils.readByte(st);
910 // Íàøåë ñåêðåòîâ
911 gPlayers[a].FSecrets := utils.readLongInt(st);
912 // Òåêóùåå îðóæèå
913 gPlayers[a].FCurrWeap := utils.readByte(st);
914 // Ñëåäóþùåå æåëàåìîå îðóæèå
915 gPlayers[a].FNextWeap := utils.readWord(st);
916 // ...è ïàóçà
917 gPlayers[a].FNextWeapDelay := utils.readByte(st);
918 // Âðåìÿ çàðÿäêè BFG
919 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
920 // Áóôåð óðîíà
921 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
922 // Ïîñëåäíèé óäàðèâøèé
923 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
924 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
925 gPlayers[a].FLastHit := utils.readByte(st);
926 // Îáúåêò èãðîêà:
927 Obj_LoadState(@gPlayers[a].FObj, st);
928 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
929 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
930 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
931 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
932 // Íàëè÷èå îðóæèÿ
933 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
934 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
935 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
936 // Íàëè÷èå ðþêçàêà
937 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
938 // Íàëè÷èå êðàñíîãî êëþ÷à
939 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
940 // Íàëè÷èå çåëåíîãî êëþ÷à
941 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
942 // Íàëè÷èå ñèíåãî êëþ÷à
943 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
944 // Íàëè÷èå áåðñåðêà
945 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
946 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
947 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
948 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
949 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
951 // Íàçâàíèå ìîäåëè:
952 gPlayers[a].FActualModelName := utils.readStr(st);
953 // Öâåò ìîäåëè
954 gPlayers[a].FColor.R := utils.readByte(st);
955 gPlayers[a].FColor.G := utils.readByte(st);
956 gPlayers[a].FColor.B := utils.readByte(st);
957 // Îáíîâëÿåì ìîäåëü èãðîêà
958 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
960 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
961 if (gPlayers[a].FModel = nil) then
962 begin
963 gPlayers[a].Free();
964 gPlayers[a] := nil;
965 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
966 exit;
967 end;
969 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
970 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
971 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
972 else
973 gPlayers[a].FModel.Color := gPlayers[a].FColor;
975 result := gPlayers[a].FUID;
976 end;
979 procedure g_Player_ResetTeams();
980 var
981 a: Integer;
982 begin
983 if g_Game_IsClient then
984 Exit;
985 if gPlayers = nil then
986 Exit;
987 for a := Low(gPlayers) to High(gPlayers) do
988 if gPlayers[a] <> nil then
989 case gGameSettings.GameMode of
990 GM_DM:
991 gPlayers[a].ChangeTeam(TEAM_NONE);
992 GM_TDM, GM_CTF:
993 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
994 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
995 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
996 else
997 if a mod 2 = 0 then
998 gPlayers[a].ChangeTeam(TEAM_RED)
999 else
1000 gPlayers[a].ChangeTeam(TEAM_BLUE);
1001 GM_SINGLE,
1002 GM_COOP:
1003 gPlayers[a].ChangeTeam(TEAM_COOP);
1004 end;
1005 end;
1007 procedure g_Bot_Add(Team, Difficult: Byte);
1008 var
1009 m: SSArray;
1010 _name, _model: String;
1011 a, tr, tb: Integer;
1012 begin
1013 if not g_Game_IsServer then Exit;
1015 // Ñïèñîê íàçâàíèé ìîäåëåé:
1016 m := g_PlayerModel_GetNames();
1017 if m = nil then
1018 Exit;
1020 // Êîìàíäà:
1021 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1022 Team := TEAM_COOP // COOP
1023 else
1024 if gGameSettings.GameMode = GM_DM then
1025 Team := TEAM_NONE // DM
1026 else
1027 if Team = TEAM_NONE then // CTF / TDM
1028 begin
1029 // Àâòîáàëàíñ êîìàíä:
1030 tr := 0;
1031 tb := 0;
1033 for a := 0 to High(gPlayers) do
1034 if gPlayers[a] <> nil then
1035 begin
1036 if gPlayers[a].Team = TEAM_RED then
1037 Inc(tr)
1038 else
1039 if gPlayers[a].Team = TEAM_BLUE then
1040 Inc(tb);
1041 end;
1043 if tr > tb then
1044 Team := TEAM_BLUE
1045 else
1046 if tb > tr then
1047 Team := TEAM_RED
1048 else // tr = tb
1049 if Random(2) = 0 then
1050 Team := TEAM_RED
1051 else
1052 Team := TEAM_BLUE;
1053 end;
1055 // Âûáèðàåì áîòó èìÿ:
1056 _name := '';
1057 if BotNames <> nil then
1058 for a := 0 to High(BotNames) do
1059 if g_Player_ValidName(BotNames[a]) then
1060 begin
1061 _name := BotNames[a];
1062 Break;
1063 end;
1065 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1066 if _name = '' then
1067 repeat
1068 _name := Format('DFBOT%.2d', [Random(100)]);
1069 until g_Player_ValidName(_name);
1071 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1072 _model := m[Random(Length(m))];
1074 // Ñîçäàåì áîòà:
1075 with g_Player_Get(g_Player_Create(_model,
1076 _RGB(Min(Random(9)*32, 255),
1077 Min(Random(9)*32, 255),
1078 Min(Random(9)*32, 255)),
1079 Team, True)) as TBot do
1080 begin
1081 Name := _name;
1083 case Difficult of
1084 1: FDifficult := DIFFICULT_EASY;
1085 2: FDifficult := DIFFICULT_MEDIUM;
1086 else FDifficult := DIFFICULT_HARD;
1087 end;
1089 for a := WP_FIRST to WP_LAST do
1090 begin
1091 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1092 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1093 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1094 end;
1096 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1098 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1099 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1100 Spectate();
1101 end;
1102 end;
1104 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1105 var
1106 m: SSArray;
1107 _name, _model: String;
1108 a: Integer;
1109 begin
1110 if not g_Game_IsServer then Exit;
1112 // Ñïèñîê íàçâàíèé ìîäåëåé:
1113 m := g_PlayerModel_GetNames();
1114 if m = nil then
1115 Exit;
1117 // Êîìàíäà:
1118 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1119 Team := TEAM_COOP // COOP
1120 else
1121 if gGameSettings.GameMode = GM_DM then
1122 Team := TEAM_NONE // DM
1123 else
1124 if Team = TEAM_NONE then
1125 Team := BotList[num].team; // CTF / TDM
1127 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1128 lName := AnsiLowerCase(lName);
1129 if (num < 0) or (num > Length(BotList)-1) then
1130 num := -1;
1131 if (num = -1) and (lName <> '') and (BotList <> nil) then
1132 for a := 0 to High(BotList) do
1133 if AnsiLowerCase(BotList[a].name) = lName then
1134 begin
1135 num := a;
1136 Break;
1137 end;
1138 if num = -1 then
1139 Exit;
1141 // Èìÿ áîòà:
1142 _name := BotList[num].name;
1143 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1144 if not g_Player_ValidName(_name) then
1145 repeat
1146 _name := Format('DFBOT%.2d', [Random(100)]);
1147 until g_Player_ValidName(_name);
1149 // Ìîäåëü:
1150 _model := BotList[num].model;
1151 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1152 if not InSArray(_model, m) then
1153 _model := m[Random(Length(m))];
1155 // Ñîçäàåì áîòà:
1156 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1157 begin
1158 Name := _name;
1160 FDifficult.DiagFire := BotList[num].diag_fire;
1161 FDifficult.InvisFire := BotList[num].invis_fire;
1162 FDifficult.DiagPrecision := BotList[num].diag_precision;
1163 FDifficult.FlyPrecision := BotList[num].fly_precision;
1164 FDifficult.Cover := BotList[num].cover;
1165 FDifficult.CloseJump := BotList[num].close_jump;
1167 for a := WP_FIRST to WP_LAST do
1168 begin
1169 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1170 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1171 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1172 end;
1174 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1176 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1177 end;
1178 end;
1180 procedure g_Bot_RemoveAll();
1181 var
1182 a: Integer;
1183 begin
1184 if not g_Game_IsServer then Exit;
1185 if gPlayers = nil then Exit;
1187 for a := 0 to High(gPlayers) do
1188 if gPlayers[a] <> nil then
1189 if gPlayers[a] is TBot then
1190 begin
1191 gPlayers[a].Lives := 0;
1192 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1193 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1194 g_Player_Remove(gPlayers[a].FUID);
1195 end;
1197 g_Bot_MixNames();
1198 end;
1200 procedure g_Bot_MixNames();
1201 var
1202 s: String;
1203 a, b: Integer;
1204 begin
1205 if BotNames <> nil then
1206 for a := 0 to High(BotNames) do
1207 begin
1208 b := Random(Length(BotNames));
1209 s := BotNames[a];
1210 Botnames[a] := BotNames[b];
1211 BotNames[b] := s;
1212 end;
1213 end;
1215 procedure g_Player_Remove(UID: Word);
1216 var
1217 i: Integer;
1218 begin
1219 if gPlayers = nil then Exit;
1221 if g_Game_IsServer and g_Game_IsNet then
1222 MH_SEND_PlayerDelete(UID);
1224 for i := 0 to High(gPlayers) do
1225 if gPlayers[i] <> nil then
1226 if gPlayers[i].FUID = UID then
1227 begin
1228 if gPlayers[i] is TPlayer then
1229 TPlayer(gPlayers[i]).Free()
1230 else
1231 TBot(gPlayers[i]).Free();
1232 gPlayers[i] := nil;
1233 Exit;
1234 end;
1235 end;
1237 procedure g_Player_Init();
1238 var
1239 F: TextFile;
1240 s: String;
1241 a, b: Integer;
1242 config: TConfig;
1243 sa: SSArray;
1244 begin
1245 BotNames := nil;
1247 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1248 Exit;
1250 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1251 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1252 Reset(F);
1254 while not EOF(F) do
1255 begin
1256 ReadLn(F, s);
1258 s := Trim(s);
1259 if s = '' then
1260 Continue;
1262 SetLength(BotNames, Length(BotNames)+1);
1263 BotNames[High(BotNames)] := s;
1264 end;
1266 CloseFile(F);
1268 // Ïåðåìåøèâàåì èõ:
1269 g_Bot_MixNames();
1271 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1272 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1273 BotList := nil;
1274 a := 0;
1276 while config.SectionExists(IntToStr(a)) do
1277 begin
1278 SetLength(BotList, Length(BotList)+1);
1280 with BotList[High(BotList)] do
1281 begin
1282 // Èìÿ áîòà:
1283 name := config.ReadStr(IntToStr(a), 'name', '');
1284 // Ìîäåëü:
1285 model := config.ReadStr(IntToStr(a), 'model', '');
1286 // Êîìàíäà:
1287 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1288 team := TEAM_RED
1289 else
1290 team := TEAM_BLUE;
1291 // Öâåò ìîäåëè:
1292 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1293 color.R := StrToIntDef(sa[0], 0);
1294 color.G := StrToIntDef(sa[1], 0);
1295 color.B := StrToIntDef(sa[2], 0);
1296 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1297 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1298 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1299 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1300 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1301 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1302 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1303 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1304 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1305 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1306 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1307 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1308 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1309 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1310 if Length(sa) = 10 then
1311 for b := 0 to 9 do
1312 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1313 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1314 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1315 if Length(sa) = 10 then
1316 for b := 0 to 9 do
1317 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1319 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1320 if Length(sa) = 10 then
1321 for b := 0 to 9 do
1322 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1323 end;
1325 a := a + 1;
1326 end;
1328 config.Free();
1329 end;
1331 procedure g_Player_Free();
1332 var
1333 i: Integer;
1334 begin
1335 if gPlayers <> nil then
1336 begin
1337 for i := 0 to High(gPlayers) do
1338 if gPlayers[i] <> nil then
1339 begin
1340 if gPlayers[i] is TPlayer then
1341 TPlayer(gPlayers[i]).Free()
1342 else
1343 TBot(gPlayers[i]).Free();
1344 gPlayers[i] := nil;
1345 end;
1347 gPlayers := nil;
1348 end;
1350 gPlayer1 := nil;
1351 gPlayer2 := nil;
1352 end;
1354 procedure g_Player_UpdateAll();
1355 var
1356 i: Integer;
1357 begin
1358 if gPlayers = nil then Exit;
1360 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1361 for i := 0 to High(gPlayers) do
1362 begin
1363 if gPlayers[i] <> nil then
1364 begin
1365 if gPlayers[i] is TPlayer then
1366 begin
1367 gPlayers[i].Update();
1368 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1369 end
1370 else
1371 begin
1372 // bot updates weapons in `UpdateCombat()`
1373 TBot(gPlayers[i]).Update();
1374 end;
1375 end;
1376 end;
1377 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1378 end;
1380 procedure g_Player_DrawAll();
1381 var
1382 i: Integer;
1383 begin
1384 if gPlayers = nil then Exit;
1386 for i := 0 to High(gPlayers) do
1387 if gPlayers[i] <> nil then
1388 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1389 else TBot(gPlayers[i]).Draw();
1390 end;
1392 procedure g_Player_DrawDebug(p: TPlayer);
1393 var
1394 fW, fH: Byte;
1395 begin
1396 if p = nil then Exit;
1397 if (@p.FObj) = nil then Exit;
1399 e_TextureFontGetSize(gStdFont, fW, fH);
1401 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1402 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1403 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1404 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1405 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1406 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1407 end;
1409 procedure g_Player_DrawHealth();
1410 var
1411 i: Integer;
1412 fW, fH: Byte;
1413 begin
1414 if gPlayers = nil then Exit;
1415 e_TextureFontGetSize(gStdFont, fW, fH);
1417 for i := 0 to High(gPlayers) do
1418 if gPlayers[i] <> nil then
1419 begin
1420 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1421 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1422 IntToStr(gPlayers[i].FHealth), gStdFont);
1423 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1424 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1425 IntToStr(gPlayers[i].FArmor), gStdFont);
1426 end;
1427 end;
1429 function g_Player_Get(UID: Word): TPlayer;
1430 var
1431 a: Integer;
1432 begin
1433 Result := nil;
1435 if gPlayers = nil then
1436 Exit;
1438 for a := 0 to High(gPlayers) do
1439 if gPlayers[a] <> nil then
1440 if gPlayers[a].FUID = UID then
1441 begin
1442 Result := gPlayers[a];
1443 Exit;
1444 end;
1445 end;
1447 function g_Player_GetCount(): Byte;
1448 var
1449 a: Integer;
1450 begin
1451 Result := 0;
1453 if gPlayers = nil then
1454 Exit;
1456 for a := 0 to High(gPlayers) do
1457 if gPlayers[a] <> nil then
1458 Result := Result + 1;
1459 end;
1461 function g_Player_GetStats(): TPlayerStatArray;
1462 var
1463 a: Integer;
1464 begin
1465 Result := nil;
1467 if gPlayers = nil then Exit;
1469 for a := 0 to High(gPlayers) do
1470 if gPlayers[a] <> nil then
1471 begin
1472 SetLength(Result, Length(Result)+1);
1473 with Result[High(Result)] do
1474 begin
1475 Ping := gPlayers[a].FPing;
1476 Loss := gPlayers[a].FLoss;
1477 Name := gPlayers[a].FName;
1478 Team := gPlayers[a].FTeam;
1479 Frags := gPlayers[a].FFrags;
1480 Deaths := gPlayers[a].FDeath;
1481 Kills := gPlayers[a].FKills;
1482 Color := gPlayers[a].FModel.Color;
1483 Lives := gPlayers[a].FLives;
1484 Spectator := gPlayers[a].FSpectator;
1485 end;
1486 end;
1487 end;
1489 procedure g_Player_RememberAll;
1490 var
1491 i: Integer;
1492 begin
1493 for i := Low(gPlayers) to High(gPlayers) do
1494 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1495 gPlayers[i].RememberState;
1496 end;
1498 procedure g_Player_ResetAll(Force, Silent: Boolean);
1499 var
1500 i: Integer;
1501 begin
1502 gTeamStat[TEAM_RED].Goals := 0;
1503 gTeamStat[TEAM_BLUE].Goals := 0;
1505 if gPlayers <> nil then
1506 for i := 0 to High(gPlayers) do
1507 if gPlayers[i] <> nil then
1508 begin
1509 gPlayers[i].Reset(Force);
1511 if gPlayers[i] is TPlayer then
1512 begin
1513 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1514 gPlayers[i].Respawn(Silent)
1515 else
1516 gPlayers[i].Spectate();
1517 end
1518 else
1519 TBot(gPlayers[i]).Respawn(Silent);
1520 end;
1521 end;
1523 procedure g_Player_CreateCorpse(Player: TPlayer);
1524 var
1525 i: Integer;
1526 find_id: DWORD;
1527 ok: Boolean;
1528 begin
1529 if Player.alive then
1530 Exit;
1532 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1533 if gCorpses <> nil then
1534 for i := 0 to High(gCorpses) do
1535 if gCorpses[i] <> nil then
1536 if gCorpses[i].FPlayerUID = Player.FUID then
1537 gCorpses[i].FPlayerUID := 0;
1539 if Player.FObj.Y >= gMapInfo.Height+128 then
1540 Exit;
1542 with Player do
1543 begin
1544 if (FHealth >= -50) or (gGibsCount = 0) then
1545 begin
1546 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1547 Exit;
1549 ok := False;
1550 for find_id := 0 to High(gCorpses) do
1551 if gCorpses[find_id] = nil then
1552 begin
1553 ok := True;
1554 Break;
1555 end;
1557 if not ok then
1558 find_id := Random(Length(gCorpses));
1560 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1561 gCorpses[find_id].FColor := FModel.Color;
1562 gCorpses[find_id].FObj.Vel := FObj.Vel;
1563 gCorpses[find_id].FObj.Accel := FObj.Accel;
1564 gCorpses[find_id].FPlayerUID := FUID;
1565 end
1566 else
1567 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1568 FObj.Y + PLAYER_RECT_CY,
1569 FModel.Name, FModel.Color);
1570 end;
1571 end;
1573 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1574 var
1575 SID: DWORD;
1576 begin
1577 if (gShells = nil) or (Length(gShells) = 0) then
1578 Exit;
1580 with gShells[CurrentShell] do
1581 begin
1582 SpriteID := 0;
1583 g_Obj_Init(@Obj);
1584 Obj.Rect.X := 0;
1585 Obj.Rect.Y := 0;
1586 if T = SHELL_BULLET then
1587 begin
1588 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1589 SpriteID := SID;
1590 CX := 2;
1591 CY := 1;
1592 Obj.Rect.Width := 4;
1593 Obj.Rect.Height := 2;
1594 end
1595 else
1596 begin
1597 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1598 SpriteID := SID;
1599 CX := 4;
1600 CY := 2;
1601 Obj.Rect.Width := 7;
1602 Obj.Rect.Height := 3;
1603 end;
1604 SType := T;
1605 alive := True;
1606 Obj.X := fX;
1607 Obj.Y := fY;
1608 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1609 positionChanged(); // this updates spatial accelerators
1610 RAngle := Random(360);
1611 Timeout := gTime + SHELL_TIMEOUT;
1613 if CurrentShell >= High(gShells) then
1614 CurrentShell := 0
1615 else
1616 Inc(CurrentShell);
1617 end;
1618 end;
1620 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1621 var
1622 a: Integer;
1623 GibsArray: TGibsArray;
1624 Blood: TModelBlood;
1625 begin
1626 if (gGibs = nil) or (Length(gGibs) = 0) then
1627 Exit;
1628 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1629 Exit;
1630 Blood := g_PlayerModel_GetBlood(ModelName);
1632 for a := 0 to High(GibsArray) do
1633 with gGibs[CurrentGib] do
1634 begin
1635 Color := fColor;
1636 ID := GibsArray[a].ID;
1637 MaskID := GibsArray[a].MaskID;
1638 alive := True;
1639 g_Obj_Init(@Obj);
1640 Obj.Rect := GibsArray[a].Rect;
1641 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1642 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1643 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1644 positionChanged(); // this updates spatial accelerators
1645 RAngle := Random(360);
1647 if gBloodCount > 0 then
1648 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1649 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1651 if CurrentGib >= High(gGibs) then
1652 CurrentGib := 0
1653 else
1654 Inc(CurrentGib);
1655 end;
1656 end;
1658 procedure g_Player_UpdatePhysicalObjects();
1659 var
1660 i: Integer;
1661 vel: TPoint2i;
1662 mr: Word;
1664 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1665 var
1666 k: Integer;
1667 begin
1668 k := 1 + Random(2);
1669 if T = SHELL_BULLET then
1670 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1671 else
1672 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1673 end;
1675 begin
1676 // Êóñêè ìÿñà:
1677 if gGibs <> nil then
1678 for i := 0 to High(gGibs) do
1679 if gGibs[i].alive then
1680 with gGibs[i] do
1681 begin
1682 vel := Obj.Vel;
1683 mr := g_Obj_Move(@Obj, True, False, True);
1684 positionChanged(); // this updates spatial accelerators
1686 if WordBool(mr and MOVE_FALLOUT) then
1687 begin
1688 alive := False;
1689 Continue;
1690 end;
1692 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1693 if WordBool(mr and MOVE_HITWALL) then
1694 Obj.Vel.X := -(vel.X div 2);
1695 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1696 Obj.Vel.Y := -(vel.Y div 2);
1698 if (Obj.Vel.X >= 0) then
1699 begin // Clockwise
1700 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1701 if RAngle >= 360 then
1702 RAngle := RAngle mod 360;
1703 end else begin // Counter-clockwise
1704 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1705 if RAngle < 0 then
1706 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1707 end;
1709 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1710 if gTime mod (GAME_TICK*3) = 0 then
1711 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1712 end;
1714 // Òðóïû:
1715 if gCorpses <> nil then
1716 for i := 0 to High(gCorpses) do
1717 if gCorpses[i] <> nil then
1718 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1719 begin
1720 gCorpses[i].Free();
1721 gCorpses[i] := nil;
1722 end
1723 else
1724 gCorpses[i].Update();
1726 // Ãèëüçû:
1727 if gShells <> nil then
1728 for i := 0 to High(gShells) do
1729 if gShells[i].alive then
1730 with gShells[i] do
1731 begin
1732 vel := Obj.Vel;
1733 mr := g_Obj_Move(@Obj, True, False, True);
1734 positionChanged(); // this updates spatial accelerators
1736 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1737 begin
1738 alive := False;
1739 Continue;
1740 end;
1742 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1743 if WordBool(mr and MOVE_HITWALL) then
1744 begin
1745 Obj.Vel.X := -(vel.X div 2);
1746 if not WordBool(mr and MOVE_INWATER) then
1747 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1748 end;
1749 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1750 begin
1751 Obj.Vel.Y := -(vel.Y div 2);
1752 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1753 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1754 begin
1755 if RAngle mod 90 <> 0 then
1756 RAngle := (RAngle div 90) * 90;
1757 end
1758 else if not WordBool(mr and MOVE_INWATER) then
1759 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1760 end;
1762 if (Obj.Vel.X >= 0) then
1763 begin // Clockwise
1764 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1765 if RAngle >= 360 then
1766 RAngle := RAngle mod 360;
1767 end else begin // Counter-clockwise
1768 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1769 if RAngle < 0 then
1770 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1771 end;
1772 end;
1773 end;
1776 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1777 begin
1778 x := Obj.X+Obj.Rect.X;
1779 y := Obj.Y+Obj.Rect.Y;
1780 w := Obj.Rect.Width;
1781 h := Obj.Rect.Height;
1782 end;
1784 procedure TGib.moveBy (dx, dy: Integer); inline;
1785 begin
1786 if (dx <> 0) or (dy <> 0) then
1787 begin
1788 Obj.X += dx;
1789 Obj.Y += dy;
1790 positionChanged();
1791 end;
1792 end;
1795 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1796 begin
1797 x := Obj.X;
1798 y := Obj.Y;
1799 w := Obj.Rect.Width;
1800 h := Obj.Rect.Height;
1801 end;
1803 procedure TShell.moveBy (dx, dy: Integer); inline;
1804 begin
1805 if (dx <> 0) or (dy <> 0) then
1806 begin
1807 Obj.X += dx;
1808 Obj.Y += dy;
1809 positionChanged();
1810 end;
1811 end;
1814 procedure TGib.positionChanged (); inline; begin end;
1815 procedure TShell.positionChanged (); inline; begin end;
1818 procedure g_Player_DrawCorpses();
1819 var
1820 i: Integer;
1821 a: TDFPoint;
1822 begin
1823 if gGibs <> nil then
1824 for i := 0 to High(gGibs) do
1825 if gGibs[i].alive then
1826 with gGibs[i] do
1827 begin
1828 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1829 Continue;
1831 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1832 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1834 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1836 e_Colors := Color;
1837 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1838 e_Colors.R := 255;
1839 e_Colors.G := 255;
1840 e_Colors.B := 255;
1841 end;
1843 if gCorpses <> nil then
1844 for i := 0 to High(gCorpses) do
1845 if gCorpses[i] <> nil then
1846 gCorpses[i].Draw();
1847 end;
1849 procedure g_Player_DrawShells();
1850 var
1851 i: Integer;
1852 a: TDFPoint;
1853 begin
1854 if gShells <> nil then
1855 for i := 0 to High(gShells) do
1856 if gShells[i].alive then
1857 with gShells[i] do
1858 begin
1859 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1860 Continue;
1862 a.X := CX;
1863 a.Y := CY;
1865 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1866 end;
1867 end;
1869 procedure g_Player_RemoveAllCorpses();
1870 var
1871 i: Integer;
1872 begin
1873 gGibs := nil;
1874 gShells := nil;
1875 SetLength(gGibs, MaxGibs);
1876 SetLength(gShells, MaxGibs);
1877 CurrentGib := 0;
1878 CurrentShell := 0;
1880 if gCorpses <> nil then
1881 for i := 0 to High(gCorpses) do
1882 gCorpses[i].Free();
1884 gCorpses := nil;
1885 SetLength(gCorpses, MaxCorpses);
1886 end;
1888 procedure g_Player_Corpses_SaveState (st: TStream);
1889 var
1890 count, i: Integer;
1891 begin
1892 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1893 count := 0;
1894 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1896 // Êîëè÷åñòâî òðóïîâ
1897 utils.writeInt(st, LongInt(count));
1899 if (count = 0) then exit;
1901 // Ñîõðàíÿåì òðóïû
1902 for i := 0 to High(gCorpses) do
1903 begin
1904 if gCorpses[i] <> nil then
1905 begin
1906 // Íàçâàíèå ìîäåëè
1907 utils.writeStr(st, gCorpses[i].FModelName);
1908 // Òèï ñìåðòè
1909 utils.writeBool(st, gCorpses[i].Mess);
1910 // Ñîõðàíÿåì äàííûå òðóïà:
1911 gCorpses[i].SaveState(st);
1912 end;
1913 end;
1914 end;
1917 procedure g_Player_Corpses_LoadState (st: TStream);
1918 var
1919 count, i: Integer;
1920 str: String;
1921 b: Boolean;
1922 begin
1923 assert(st <> nil);
1925 g_Player_RemoveAllCorpses();
1927 // Êîëè÷åñòâî òðóïîâ:
1928 count := utils.readLongInt(st);
1929 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1931 if (count = 0) then exit;
1933 // Çàãðóæàåì òðóïû
1934 for i := 0 to count-1 do
1935 begin
1936 // Íàçâàíèå ìîäåëè:
1937 str := utils.readStr(st);
1938 // Òèï ñìåðòè
1939 b := utils.readBool(st);
1940 // Ñîçäàåì òðóï
1941 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1942 // Çàãðóæàåì äàííûå òðóïà
1943 gCorpses[i].LoadState(st);
1944 end;
1945 end;
1948 { T P l a y e r : }
1950 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1952 procedure TPlayer.BFGHit();
1953 begin
1954 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1955 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1956 if g_Game_IsServer and g_Game_IsNet then
1957 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1958 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1959 0, NET_GFX_BFGHIT);
1960 end;
1962 procedure TPlayer.ChangeModel(ModelName: string);
1963 var
1964 locModel: TPlayerModel;
1965 begin
1966 locModel := g_PlayerModel_Get(ModelName);
1967 if locModel = nil then Exit;
1969 FModel.Free();
1970 FModel := locModel;
1971 end;
1973 procedure TPlayer.SetModel(ModelName: string);
1974 var
1975 m: TPlayerModel;
1976 begin
1977 m := g_PlayerModel_Get(ModelName);
1978 if m = nil then
1979 begin
1980 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1981 m := g_PlayerModel_Get('doomer');
1982 if m = nil then
1983 begin
1984 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1985 Exit;
1986 end;
1987 end;
1989 if FModel <> nil then
1990 FModel.Free();
1992 FModel := m;
1994 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1995 FModel.Color := FColor
1996 else
1997 FModel.Color := TEAMCOLOR[FTeam];
1998 FModel.SetWeapon(FCurrWeap);
1999 FModel.SetFlag(FFlag);
2000 SetDirection(FDirection);
2001 end;
2003 procedure TPlayer.SetColor(Color: TRGB);
2004 begin
2005 FColor := Color;
2006 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2007 if FModel <> nil then FModel.Color := Color;
2008 end;
2010 procedure TPlayer.SwitchTeam;
2011 begin
2012 if g_Game_IsClient then
2013 Exit;
2014 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2016 if gGameOn and FAlive then
2017 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2019 if FTeam = TEAM_RED then
2020 begin
2021 ChangeTeam(TEAM_BLUE);
2022 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2023 if g_Game_IsNet then
2024 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2025 end
2026 else
2027 begin
2028 ChangeTeam(TEAM_RED);
2029 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2030 if g_Game_IsNet then
2031 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2032 end;
2033 FPreferredTeam := FTeam;
2034 end;
2036 procedure TPlayer.ChangeTeam(Team: Byte);
2037 var
2038 OldTeam: Byte;
2039 begin
2040 OldTeam := FTeam;
2041 FTeam := Team;
2042 case Team of
2043 TEAM_RED, TEAM_BLUE:
2044 FModel.Color := TEAMCOLOR[Team];
2045 else
2046 FModel.Color := FColor;
2047 end;
2048 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2049 MH_SEND_PlayerStats(FUID);
2050 end;
2053 procedure TPlayer.CollideItem();
2054 var
2055 i: Integer;
2056 r: Boolean;
2057 begin
2058 if gItems = nil then Exit;
2059 if not FAlive then Exit;
2061 for i := 0 to High(gItems) do
2062 with gItems[i] do
2063 begin
2064 if (ItemType <> ITEM_NONE) and alive then
2065 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2066 PLAYER_RECT.Height, @Obj) then
2067 begin
2068 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2070 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2071 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2072 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2073 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2074 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2076 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2077 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2078 (gGameSettings.GameType = GT_SINGLE) and
2079 (g_Player_GetCount() > 1)) then
2080 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2081 end;
2082 end;
2083 end;
2086 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2087 begin
2088 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2089 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2090 False);
2091 end;
2093 constructor TPlayer.Create();
2094 begin
2095 viewPortX := 0;
2096 viewPortY := 0;
2097 viewPortW := 0;
2098 viewPortH := 0;
2099 mEDamageType := HIT_SOME;
2101 FIamBot := False;
2102 FDummy := False;
2103 FSpawned := False;
2105 FSawSound := TPlayableSound.Create();
2106 FSawSoundIdle := TPlayableSound.Create();
2107 FSawSoundHit := TPlayableSound.Create();
2108 FSawSoundSelect := TPlayableSound.Create();
2109 FJetSoundFly := TPlayableSound.Create();
2110 FJetSoundOn := TPlayableSound.Create();
2111 FJetSoundOff := TPlayableSound.Create();
2113 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2114 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2115 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2116 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2117 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2118 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2119 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2121 FSpectatePlayer := -1;
2122 FClientID := -1;
2123 FPing := 0;
2124 FLoss := 0;
2125 FSavedState.WaitRecall := False;
2126 FShellTimer := -1;
2127 FFireTime := 0;
2128 FFirePainTime := 0;
2129 FFireAttacker := 0;
2131 FActualModelName := 'doomer';
2133 g_Obj_Init(@FObj);
2134 FObj.Rect := PLAYER_RECT;
2136 FBFGFireCounter := -1;
2137 FJustTeleported := False;
2138 FNetTime := 0;
2140 resetWeaponQueue();
2141 releaseAllWeaponSwitchKeys();
2142 end;
2145 procedure TPlayer.releaseAllWeaponSwitchKeys ();
2146 var
2147 f: Integer;
2148 begin
2149 for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := $03;
2150 end;
2152 procedure TPlayer.weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
2153 begin
2154 Inc(index, 2); // -2: prev; -1: next
2155 if (index < 0) or (index > High(weaponSwitchKeyReleased)) then exit;
2156 weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] or $02;
2157 if (pressed) then weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] xor $02;
2158 end;
2160 function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean;
2161 begin
2162 Inc(index, 2); // -2: prev; -1: next
2163 if (index < 0) or (index > High(weaponSwitchKeyReleased)) then
2164 begin
2165 result := true;
2166 end
2167 else
2168 begin
2169 result := (weaponSwitchKeyReleased[index] and $01) <> 0;
2170 end;
2171 end;
2173 procedure TPlayer.weaponSwitchKeysShiftNewStates ();
2174 var
2175 f: Integer;
2176 begin
2177 // copy bit 1 to bit 0
2178 for f := 0 to High(weaponSwitchKeyReleased) do
2179 begin
2180 weaponSwitchKeyReleased[f] :=
2181 (weaponSwitchKeyReleased[f] and $02) or
2182 ((weaponSwitchKeyReleased[f] shr 1) and $01);
2183 end;
2184 end;
2187 procedure TPlayer.positionChanged (); inline;
2188 begin
2189 end;
2191 procedure TPlayer.doDamage (v: Integer);
2192 begin
2193 if (v <= 0) then exit;
2194 if (v > 32767) then v := 32767;
2195 Damage(v, 0, 0, 0, mEDamageType);
2196 end;
2198 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2199 var
2200 c: Word;
2201 begin
2202 if (not g_Game_IsClient) and (not FAlive) then
2203 Exit;
2205 FLastHit := t;
2207 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2208 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2209 begin
2210 if not g_Game_IsClient then
2211 begin
2212 FArmor := 0;
2213 if t = HIT_TRAP then
2214 begin
2215 // Ëîâóøêà óáèâàåò ñðàçó:
2216 FHealth := -100;
2217 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2218 end;
2219 if t = HIT_SELF then
2220 begin
2221 // Ñàìîóáèéñòâî:
2222 FHealth := 0;
2223 Kill(K_SIMPLEKILL, SpawnerUID, t);
2224 end;
2225 end;
2226 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2227 FMegaRulez[MR_SUIT] := 0;
2228 FMegaRulez[MR_INVUL] := 0;
2229 FMegaRulez[MR_INVIS] := 0;
2230 FBerserk := 0;
2231 end;
2233 // Íî îò îñòàëüíîãî ñïàñàåò:
2234 if FMegaRulez[MR_INVUL] >= gTime then
2235 Exit;
2237 // ×èò-êîä "ÃÎÐÅÖ":
2238 if FGodMode then
2239 Exit;
2241 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2242 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2243 (SpawnerUID = FUID) or
2244 (not SameTeam(FUID, SpawnerUID)) then
2245 begin
2246 FLastSpawnerUID := SpawnerUID;
2248 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2249 if gBloodCount > 0 then
2250 begin
2251 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2252 if value div 4 <= c then
2253 c := c - (value div 4)
2254 else
2255 c := 0;
2257 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2258 MakeBloodSimple(c)
2259 else
2260 case t of
2261 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2262 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2263 end;
2265 if t = HIT_WATER then
2266 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2267 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2268 end;
2270 // Áóôåð óðîíà:
2271 if FAlive then
2272 Inc(FDamageBuffer, value);
2274 // Âñïûøêà áîëè:
2275 if gFlash <> 0 then
2276 FPain := FPain + value;
2277 end;
2279 if g_Game_IsServer and g_Game_IsNet then
2280 begin
2281 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2282 MH_SEND_PlayerStats(FUID);
2283 MH_SEND_PlayerPos(False, FUID);
2284 end;
2285 end;
2287 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2288 begin
2289 Result := False;
2290 if g_Game_IsClient then
2291 Exit;
2292 if not FAlive then
2293 Exit;
2295 if Soft and (FHealth < PLAYER_HP_SOFT) then
2296 begin
2297 IncMax(FHealth, value, PLAYER_HP_SOFT);
2298 Result := True;
2299 end;
2300 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2301 begin
2302 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2303 Result := True;
2304 end;
2306 if Result and g_Game_IsServer and g_Game_IsNet then
2307 MH_SEND_PlayerStats(FUID);
2308 end;
2310 destructor TPlayer.Destroy();
2311 begin
2312 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2313 gPlayer1 := nil;
2314 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2315 gPlayer2 := nil;
2317 FSawSound.Free();
2318 FSawSoundIdle.Free();
2319 FSawSoundHit.Free();
2320 FJetSoundFly.Free();
2321 FJetSoundOn.Free();
2322 FJetSoundOff.Free();
2323 FModel.Free();
2324 if FPunchAnim <> nil then
2325 FPunchAnim.Free();
2327 inherited;
2328 end;
2330 procedure TPlayer.DrawIndicator();
2331 var
2332 indX, indY: Integer;
2333 indW, indH: Word;
2334 ID: DWORD;
2335 begin
2336 if FAlive then
2337 begin
2338 indX := FObj.X+FObj.Rect.X;
2339 indY := FObj.Y - 12;
2340 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2341 begin
2342 e_GetTextureSize(ID, @indW, @indH);
2343 e_Draw(ID, indX + indW div 2, indY, 0, True, False);
2344 end;
2345 end;
2346 //e_TextureFontPrint(indX, indY, FName, gStdFont); // Shows player name overhead
2347 end;
2349 procedure TPlayer.DrawBubble();
2350 var
2351 bubX, bubY: Integer;
2352 ID: LongWord;
2353 Rb, Gb, Bb,
2354 Rw, Gw, Bw: SmallInt;
2355 Dot: Byte;
2356 begin
2357 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2358 bubY := FObj.Y+FObj.Rect.Y - 18;
2359 Rb := 64;
2360 Gb := 64;
2361 Bb := 64;
2362 Rw := 240;
2363 Gw := 240;
2364 Bw := 240;
2365 case gChatBubble of
2366 1: // simple textual non-bubble
2367 begin
2368 bubX := FObj.X+FObj.Rect.X - 11;
2369 bubY := FObj.Y+FObj.Rect.Y - 17;
2370 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2371 Exit;
2372 end;
2373 2: // advanced pixel-perfect bubble
2374 begin
2375 if FTeam = TEAM_RED then
2376 Rb := 255
2377 else
2378 if FTeam = TEAM_BLUE then
2379 Bb := 255;
2380 end;
2381 3: // colored bubble
2382 begin
2383 Rb := FModel.Color.R;
2384 Gb := FModel.Color.G;
2385 Bb := FModel.Color.B;
2386 Rw := Min(Rb * 2 + 64, 255);
2387 Gw := Min(Gb * 2 + 64, 255);
2388 Bw := Min(Bb * 2 + 64, 255);
2389 if (Abs(Rw - Rb) < 32)
2390 or (Abs(Gw - Gb) < 32)
2391 or (Abs(Bw - Bb) < 32) then
2392 begin
2393 Rb := Max(Rw div 2 - 16, 0);
2394 Gb := Max(Gw div 2 - 16, 0);
2395 Bb := Max(Bw div 2 - 16, 0);
2396 end;
2397 end;
2398 4: // custom textured bubble
2399 begin
2400 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2401 if FDirection = TDirection.D_RIGHT then
2402 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2403 else
2404 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2405 Exit;
2406 end;
2407 end;
2409 // Outer borders
2410 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2411 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2412 // Inner box
2413 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2415 // Tail
2416 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2417 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2418 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2419 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2420 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2421 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2423 // Dots
2424 Dot := 6;
2425 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2426 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2427 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2428 end;
2430 procedure TPlayer.Draw();
2431 var
2432 ID: DWORD;
2433 w, h: Word;
2434 dr: Boolean;
2435 Mirror: TMirrorType;
2436 begin
2437 if FAlive then
2438 begin
2439 if Direction = TDirection.D_RIGHT then
2440 Mirror := TMirrorType.None
2441 else
2442 Mirror := TMirrorType.Horizontal;
2444 if FPunchAnim <> nil then
2445 begin
2446 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2447 FObj.Y+FObj.Rect.Y-11, Mirror);
2448 if FPunchAnim.played then
2449 begin
2450 FPunchAnim.Free;
2451 FPunchAnim := nil;
2452 end;
2453 end;
2455 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2456 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2457 begin
2458 e_GetTextureSize(ID, @w, @h);
2459 if FDirection = TDirection.D_LEFT then
2460 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2461 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2462 else
2463 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2464 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2465 end;
2467 if FMegaRulez[MR_INVIS] > gTime then
2468 begin
2469 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2470 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2471 begin
2472 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2473 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2474 else
2475 dr := True;
2476 if dr then
2477 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2478 else
2479 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2480 end
2481 else
2482 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2483 end
2484 else
2485 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2486 end;
2488 if g_debug_Frames then
2489 begin
2490 e_DrawQuad(FObj.X+FObj.Rect.X,
2491 FObj.Y+FObj.Rect.Y,
2492 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2493 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2494 0, 255, 0);
2495 end;
2497 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2498 DrawBubble();
2499 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2500 if gAimLine and alive and
2501 ((Self = gPlayer1) or (Self = gPlayer2)) then
2502 DrawAim();
2503 end;
2506 procedure TPlayer.DrawAim();
2507 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2508 var
2509 ex, ey: Integer;
2510 begin
2512 {$IFDEF ENABLE_HOLMES}
2513 if isValidViewPort and (self = gPlayer1) then
2514 begin
2515 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2516 end;
2517 {$ENDIF}
2519 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2520 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2521 begin
2522 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2523 end
2524 else
2525 begin
2526 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2527 end;
2528 end;
2530 var
2531 wx, wy, xx, yy: Integer;
2532 angle: SmallInt;
2533 sz, len: Word;
2534 begin
2535 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2536 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2537 angle := FAngle;
2538 len := 1024;
2539 sz := 2;
2540 case FCurrWeap of
2541 0: begin // Punch
2542 len := 12;
2543 sz := 4;
2544 end;
2545 1: begin // Chainsaw
2546 len := 24;
2547 sz := 6;
2548 end;
2549 2: begin // Pistol
2550 len := 1024;
2551 sz := 2;
2552 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2553 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2554 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2555 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2556 end;
2557 3: begin // Shotgun
2558 len := 1024;
2559 sz := 3;
2560 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2561 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2562 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2563 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2564 end;
2565 4: begin // Double Shotgun
2566 len := 1024;
2567 sz := 4;
2568 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2569 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2570 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2571 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2572 end;
2573 5: begin // Chaingun
2574 len := 1024;
2575 sz := 3;
2576 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2577 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2578 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2579 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2580 end;
2581 6: begin // Rocket Launcher
2582 len := 1024;
2583 sz := 7;
2584 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2585 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2586 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2587 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2588 end;
2589 7: begin // Plasmagun
2590 len := 1024;
2591 sz := 5;
2592 if angle = ANGLE_RIGHTUP then Inc(angle);
2593 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2594 if angle = ANGLE_LEFTUP then Dec(angle);
2595 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2596 end;
2597 8: begin // BFG
2598 len := 1024;
2599 sz := 12;
2600 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2601 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2602 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2603 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2604 end;
2605 9: begin // Super Chaingun
2606 len := 1024;
2607 sz := 4;
2608 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2609 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2610 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2611 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2612 end;
2613 end;
2614 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2615 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2616 {$IF DEFINED(D2F_DEBUG)}
2617 drawCast(sz, wx, wy, xx, yy);
2618 {$ELSE}
2619 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2620 {$ENDIF}
2621 end;
2623 procedure TPlayer.DrawGUI();
2624 var
2625 ID: DWORD;
2626 X, Y, SY, a, p, m: Integer;
2627 tw, th: Word;
2628 cw, ch: Byte;
2629 s: string;
2630 stat: TPlayerStatArray;
2631 begin
2632 X := gPlayerScreenSize.X;
2633 SY := gPlayerScreenSize.Y;
2634 Y := 0;
2636 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2637 begin
2638 if gGameSettings.GameMode = GM_CTF then
2639 a := 32 + 8
2640 else
2641 a := 0;
2642 if gGameSettings.GameMode = GM_CTF then
2643 begin
2644 s := 'TEXTURE_PLAYER_REDFLAG';
2645 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2646 s := 'TEXTURE_PLAYER_REDFLAG_S';
2647 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2648 s := 'TEXTURE_PLAYER_REDFLAG_D';
2649 if g_Texture_Get(s, ID) then
2650 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2651 end;
2653 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2654 e_CharFont_GetSize(gMenuFont, s, tw, th);
2655 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2657 if gGameSettings.GameMode = GM_CTF then
2658 begin
2659 s := 'TEXTURE_PLAYER_BLUEFLAG';
2660 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2661 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2662 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2663 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2664 if g_Texture_Get(s, ID) then
2665 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2666 end;
2668 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2669 e_CharFont_GetSize(gMenuFont, s, tw, th);
2670 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2671 end;
2673 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2674 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2675 0, False, False);
2677 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2678 e_Draw(ID, X+2, Y, 0, True, False);
2680 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2681 begin
2682 if gShowStat then
2683 begin
2684 s := IntToStr(Frags);
2685 e_CharFont_GetSize(gMenuFont, s, tw, th);
2686 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2688 s := '';
2689 p := 1;
2690 m := 0;
2691 stat := g_Player_GetStats();
2692 if stat <> nil then
2693 begin
2694 p := 1;
2696 for a := 0 to High(stat) do
2697 if stat[a].Name <> Name then
2698 begin
2699 if stat[a].Frags > m then m := stat[a].Frags;
2700 if stat[a].Frags > Frags then p := p+1;
2701 end;
2702 end;
2704 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2705 if Frags >= m then s := s+'+' else s := s+'-';
2706 s := s+IntToStr(Abs(Frags-m));
2708 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2709 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2710 end;
2712 if gShowLives and (gGameSettings.MaxLives > 0) then
2713 begin
2714 s := IntToStr(Lives);
2715 e_CharFont_GetSize(gMenuFont, s, tw, th);
2716 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2717 end;
2718 end;
2720 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2721 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2723 if R_BERSERK in FRulez then
2724 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2725 else
2726 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2728 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2729 e_Draw(ID, X+36, Y+77, 0, True, False);
2731 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2732 e_CharFont_GetSize(gMenuFont, s, tw, th);
2733 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2735 s := IntToStr(FArmor);
2736 e_CharFont_GetSize(gMenuFont, s, tw, th);
2737 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2739 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2741 case FCurrWeap of
2742 WEAPON_KASTET:
2743 begin
2744 s := '--';
2745 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2746 end;
2747 WEAPON_SAW:
2748 begin
2749 s := '--';
2750 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2751 end;
2752 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2753 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2754 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2755 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2756 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2757 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2758 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2759 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2760 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2761 end;
2763 e_CharFont_GetSize(gMenuFont, s, tw, th);
2764 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2765 e_Draw(ID, X+20, Y+160, 0, True, False);
2767 if R_KEY_RED in FRulez then
2768 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2770 if R_KEY_GREEN in FRulez then
2771 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2773 if R_KEY_BLUE in FRulez then
2774 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2776 if FJetFuel > 0 then
2777 begin
2778 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2779 e_Draw(ID, X+2, Y+116, 0, True, False);
2780 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2781 e_Draw(ID, X+2, Y+126, 0, True, False);
2782 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2783 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2784 end
2785 else
2786 begin
2787 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2788 e_Draw(ID, X+2, Y+124, 0, True, False);
2789 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2790 end;
2792 if gShowPing and g_Game_IsClient then
2793 begin
2794 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2795 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2796 Y := Y + 16;
2797 end;
2799 if FSpectator then
2800 begin
2801 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2802 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2803 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2804 if FNoRespawn then
2805 begin
2806 e_TextureFontGetSize(gStdFont, cw, ch);
2807 s := _lc[I_PLAYER_SPECT4];
2808 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2809 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2810 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2811 end;
2813 end;
2814 end;
2816 procedure TPlayer.DrawRulez();
2817 var
2818 dr: Boolean;
2819 begin
2820 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2821 if FMegaRulez[MR_INVUL] >= gTime then
2822 begin
2823 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2824 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2825 else
2826 dr := True;
2828 if dr then
2829 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2830 191, 191, 191, 0, TBlending.Invert);
2831 end;
2833 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2834 if FMegaRulez[MR_SUIT] >= gTime then
2835 begin
2836 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2837 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2838 else
2839 dr := True;
2841 if dr then
2842 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2843 0, 96, 0, 200, TBlending.None);
2844 end;
2846 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2847 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2848 begin
2849 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2850 255, 0, 0, 200, TBlending.None);
2851 end;
2852 end;
2854 procedure TPlayer.DrawPain();
2855 var
2856 a, h: Integer;
2857 begin
2858 if FPain = 0 then Exit;
2860 a := FPain;
2862 if a < 15 then h := 0
2863 else if a < 35 then h := 1
2864 else if a < 55 then h := 2
2865 else if a < 75 then h := 3
2866 else if a < 95 then h := 4
2867 else h := 5;
2869 //if a > 255 then a := 255;
2871 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2872 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2873 end;
2875 procedure TPlayer.DrawPickup();
2876 var
2877 a, h: Integer;
2878 begin
2879 if FPickup = 0 then Exit;
2881 a := FPickup;
2883 if a < 15 then h := 1
2884 else if a < 35 then h := 2
2885 else if a < 55 then h := 3
2886 else if a < 75 then h := 4
2887 else h := 5;
2889 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2890 end;
2892 procedure TPlayer.DoPunch();
2893 var
2894 id: DWORD;
2895 st: String;
2896 begin
2897 if FPunchAnim <> nil then begin
2898 FPunchAnim.reset();
2899 FPunchAnim.Free;
2900 FPunchAnim := nil;
2901 end;
2902 st := 'FRAMES_PUNCH';
2903 if R_BERSERK in FRulez then
2904 st := st + '_BERSERK';
2905 if FKeys[KEY_UP].Pressed then
2906 st := st + '_UP'
2907 else if FKeys[KEY_DOWN].Pressed then
2908 st := st + '_DN';
2909 g_Frames_Get(id, st);
2910 FPunchAnim := TAnimation.Create(id, False, 1);
2911 end;
2913 procedure TPlayer.Fire();
2914 var
2915 f, DidFire: Boolean;
2916 wx, wy, xd, yd: Integer;
2917 locobj: TObj;
2918 begin
2919 if g_Game_IsClient then Exit;
2920 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2921 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2923 if FSpectator then
2924 begin
2925 Respawn(False);
2926 Exit;
2927 end;
2929 if FReloading[FCurrWeap] <> 0 then Exit;
2931 DidFire := False;
2933 f := False;
2934 wx := FObj.X+WEAPONPOINT[FDirection].X;
2935 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2936 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2937 yd := wy+firediry();
2939 case FCurrWeap of
2940 WEAPON_KASTET:
2941 begin
2942 DoPunch();
2943 if R_BERSERK in FRulez then
2944 begin
2945 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2946 locobj.X := FObj.X+FObj.Rect.X;
2947 locobj.Y := FObj.Y+FObj.Rect.Y;
2948 locobj.rect.X := 0;
2949 locobj.rect.Y := 0;
2950 locobj.rect.Width := 39;
2951 locobj.rect.Height := 52;
2952 locobj.Vel.X := (xd-wx) div 2;
2953 locobj.Vel.Y := (yd-wy) div 2;
2954 locobj.Accel.X := xd-wx;
2955 locobj.Accel.y := yd-wy;
2957 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2958 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2959 else
2960 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2962 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2963 end
2964 else
2965 begin
2966 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2967 end;
2969 DidFire := True;
2970 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2971 end;
2973 WEAPON_SAW:
2974 begin
2975 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2976 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2977 begin
2978 FSawSoundSelect.Stop();
2979 FSawSound.Stop();
2980 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2981 end
2982 else if not FSawSoundHit.IsPlaying() then
2983 begin
2984 FSawSoundSelect.Stop();
2985 FSawSound.PlayAt(FObj.X, FObj.Y);
2986 end;
2988 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2989 DidFire := True;
2990 f := True;
2991 end;
2993 WEAPON_PISTOL:
2994 if FAmmo[A_BULLETS] > 0 then
2995 begin
2996 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2997 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2998 Dec(FAmmo[A_BULLETS]);
2999 FFireAngle := FAngle;
3000 f := True;
3001 DidFire := True;
3002 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3003 GameVelX, GameVelY-2, SHELL_BULLET);
3004 end;
3006 WEAPON_SHOTGUN1:
3007 if FAmmo[A_SHELLS] > 0 then
3008 begin
3009 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3010 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3011 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3012 Dec(FAmmo[A_SHELLS]);
3013 FFireAngle := FAngle;
3014 f := True;
3015 DidFire := True;
3016 FShellTimer := 10;
3017 FShellType := SHELL_SHELL;
3018 end;
3020 WEAPON_SHOTGUN2:
3021 if FAmmo[A_SHELLS] >= 2 then
3022 begin
3023 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3024 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3025 Dec(FAmmo[A_SHELLS], 2);
3026 FFireAngle := FAngle;
3027 f := True;
3028 DidFire := True;
3029 FShellTimer := 13;
3030 FShellType := SHELL_DBLSHELL;
3031 end;
3033 WEAPON_CHAINGUN:
3034 if FAmmo[A_BULLETS] > 0 then
3035 begin
3036 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3037 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3038 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3039 Dec(FAmmo[A_BULLETS]);
3040 FFireAngle := FAngle;
3041 f := True;
3042 DidFire := True;
3043 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3044 GameVelX, GameVelY-2, SHELL_BULLET);
3045 end;
3047 WEAPON_ROCKETLAUNCHER:
3048 if FAmmo[A_ROCKETS] > 0 then
3049 begin
3050 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3051 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3052 Dec(FAmmo[A_ROCKETS]);
3053 FFireAngle := FAngle;
3054 f := True;
3055 DidFire := True;
3056 end;
3058 WEAPON_PLASMA:
3059 if FAmmo[A_CELLS] > 0 then
3060 begin
3061 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3062 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3063 Dec(FAmmo[A_CELLS]);
3064 FFireAngle := FAngle;
3065 f := True;
3066 DidFire := True;
3067 end;
3069 WEAPON_BFG:
3070 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3071 begin
3072 FBFGFireCounter := 17;
3073 if not FNoReload then
3074 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3075 Dec(FAmmo[A_CELLS], 40);
3076 DidFire := True;
3077 end;
3079 WEAPON_SUPERPULEMET:
3080 if FAmmo[A_SHELLS] > 0 then
3081 begin
3082 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3083 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3084 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3085 Dec(FAmmo[A_SHELLS]);
3086 FFireAngle := FAngle;
3087 f := True;
3088 DidFire := True;
3089 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3090 GameVelX, GameVelY-2, SHELL_SHELL);
3091 end;
3093 WEAPON_FLAMETHROWER:
3094 if FAmmo[A_FUEL] > 0 then
3095 begin
3096 g_Weapon_flame(wx, wy, xd, yd, FUID);
3097 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3098 Dec(FAmmo[A_FUEL]);
3099 FFireAngle := FAngle;
3100 f := True;
3101 DidFire := True;
3102 end;
3103 end;
3105 if g_Game_IsNet then
3106 begin
3107 if DidFire then
3108 begin
3109 if FCurrWeap <> WEAPON_BFG then
3110 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3111 else
3112 if not FNoReload then
3113 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3114 end;
3116 MH_SEND_PlayerStats(FUID);
3117 end;
3119 if not f then Exit;
3121 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3122 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3123 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3124 end;
3126 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3127 begin
3128 case Weapon of
3129 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3130 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3131 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3132 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3133 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3134 else Result := 0;
3135 end;
3136 end;
3138 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3139 begin
3140 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3141 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3142 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3143 end;
3145 procedure TPlayer.JetpackOn;
3146 begin
3147 FJetSoundFly.Stop;
3148 FJetSoundOff.Stop;
3149 FJetSoundOn.SetPosition(0);
3150 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3151 FlySmoke(8);
3152 end;
3154 procedure TPlayer.JetpackOff;
3155 begin
3156 FJetSoundFly.Stop;
3157 FJetSoundOn.Stop;
3158 FJetSoundOff.SetPosition(0);
3159 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3160 end;
3162 procedure TPlayer.CatchFire(Attacker: Word);
3163 begin
3164 FFireTime := 100;
3165 FFireAttacker := Attacker;
3166 if g_Game_IsNet and g_Game_IsServer then
3167 MH_SEND_PlayerStats(FUID);
3168 end;
3170 procedure TPlayer.Jump();
3171 begin
3172 if gFly or FJetpack then
3173 begin
3174 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3175 if FObj.Vel.Y > -VEL_FLY then
3176 FObj.Vel.Y := FObj.Vel.Y - 3;
3177 if FJetpack then
3178 begin
3179 if FJetFuel > 0 then
3180 Dec(FJetFuel);
3181 if (FJetFuel < 1) and g_Game_IsServer then
3182 begin
3183 FJetpack := False;
3184 JetpackOff;
3185 if g_Game_IsNet then
3186 MH_SEND_PlayerStats(FUID);
3187 end;
3188 end;
3189 Exit;
3190 end;
3192 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3193 if FGhost then
3194 FCanJetpack := False;
3196 // Ïðûãàåì èëè âñïëûâàåì:
3197 if (CollideLevel(0, 1) or
3198 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3199 PLAYER_RECT.Height-33, PANEL_STEP, False)
3200 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3201 begin
3202 FObj.Vel.Y := -VEL_JUMP;
3203 FCanJetpack := False;
3204 end
3205 else
3206 begin
3207 if BodyInLiquid(0, 0) then
3208 FObj.Vel.Y := -VEL_SW
3209 else if (FJetFuel > 0) and FCanJetpack and
3210 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3211 begin
3212 FJetpack := True;
3213 JetpackOn;
3214 if g_Game_IsNet then
3215 MH_SEND_PlayerStats(FUID);
3216 end;
3217 end;
3218 end;
3220 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3221 var
3222 a, i, k, ab, ar: Byte;
3223 s: String;
3224 mon: TMonster;
3225 plr: TPlayer;
3226 srv, netsrv: Boolean;
3227 DoFrags: Boolean;
3228 OldLR: Byte;
3229 KP: TPlayer;
3230 it: PItem;
3232 procedure PushItem(t: Byte);
3233 var
3234 id: DWORD;
3235 begin
3236 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3237 it := g_Items_ByIdx(id);
3238 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3239 begin
3240 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3241 (FObj.Vel.Y div 2)-Random(9));
3242 it.positionChanged(); // this updates spatial accelerators
3243 end
3244 else
3245 begin
3246 if KillType = K_HARDKILL then // -5..+5; -5..0
3247 begin
3248 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3249 (FObj.Vel.Y div 2)-Random(6));
3250 end
3251 else // -3..+3; -3..0
3252 begin
3253 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3254 (FObj.Vel.Y div 2)-Random(4));
3255 end;
3256 it.positionChanged(); // this updates spatial accelerators
3257 end;
3259 if g_Game_IsNet and g_Game_IsServer then
3260 MH_SEND_ItemSpawn(True, id);
3261 end;
3263 begin
3264 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3265 Srv := g_Game_IsServer;
3266 Netsrv := g_Game_IsServer and g_Game_IsNet;
3267 if Srv then FDeath := FDeath + 1;
3268 if FAlive then
3269 begin
3270 if FGhost then
3271 FGhost := False;
3272 if not FPhysics then
3273 FPhysics := True;
3274 FAlive := False;
3275 end;
3276 FShellTimer := -1;
3278 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3279 begin
3280 if FLives > 0 then FLives := FLives - 1;
3281 if FLives = 0 then FNoRespawn := True;
3282 end;
3284 // Íîìåð òèïà ñìåðòè:
3285 a := 1;
3286 case KillType of
3287 K_SIMPLEKILL: a := 1;
3288 K_HARDKILL: a := 2;
3289 K_EXTRAHARDKILL: a := 3;
3290 K_FALLKILL: a := 4;
3291 end;
3293 // Çâóê ñìåðòè:
3294 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3295 for i := 1 to 3 do
3296 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3297 Break;
3299 // Âðåìÿ ðåñïàóíà:
3300 if Srv then
3301 case KillType of
3302 K_SIMPLEKILL:
3303 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3304 K_HARDKILL:
3305 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3306 K_EXTRAHARDKILL, K_FALLKILL:
3307 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3308 end;
3310 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3311 case KillType of
3312 K_SIMPLEKILL:
3313 SetAction(A_DIE1);
3314 K_HARDKILL, K_EXTRAHARDKILL:
3315 SetAction(A_DIE2);
3316 end;
3318 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3319 if (KillType <> K_FALLKILL) and (Srv) then
3320 g_Monsters_killedp();
3322 if SpawnerUID = FUID then
3323 begin // Ñàìîóáèëñÿ
3324 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3325 begin
3326 Dec(FFrags);
3327 FLastFrag := 0;
3328 end;
3329 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3330 end
3331 else
3332 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3333 begin // Óáèò äðóãèì èãðîêîì
3334 KP := g_Player_Get(SpawnerUID);
3335 if (KP <> nil) and Srv then
3336 begin
3337 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3338 if SameTeam(FUID, SpawnerUID) then
3339 begin
3340 Dec(KP.FFrags);
3341 KP.FLastFrag := 0;
3342 end else
3343 begin
3344 Inc(KP.FFrags);
3345 KP.FragCombo();
3346 end;
3348 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3349 Inc(gTeamStat[KP.Team].Goals,
3350 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3352 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3353 end;
3355 plr := g_Player_Get(SpawnerUID);
3356 if plr = nil then
3357 s := '?'
3358 else
3359 s := plr.FName;
3361 case KillType of
3362 K_HARDKILL:
3363 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3364 [FName, s]),
3365 gShowKillMsg);
3366 K_EXTRAHARDKILL:
3367 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3368 [FName, s]),
3369 gShowKillMsg);
3370 else
3371 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3372 [FName, s]),
3373 gShowKillMsg);
3374 end;
3375 end
3376 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3377 begin // Óáèò ìîíñòðîì
3378 mon := g_Monsters_ByUID(SpawnerUID);
3379 if mon = nil then
3380 s := '?'
3381 else
3382 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3384 case KillType of
3385 K_HARDKILL:
3386 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3387 [FName, s]),
3388 gShowKillMsg);
3389 K_EXTRAHARDKILL:
3390 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3391 [FName, s]),
3392 gShowKillMsg);
3393 else
3394 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3395 [FName, s]),
3396 gShowKillMsg);
3397 end;
3398 end
3399 else // Îñîáûå òèïû ñìåðòè
3400 case t of
3401 HIT_DISCON: ;
3402 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3403 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3404 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3405 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3406 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3407 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3408 end;
3410 if Srv then
3411 begin
3412 // Âûáðîñ îðóæèÿ:
3413 for a := WP_FIRST to WP_LAST do
3414 if FWeapon[a] then
3415 begin
3416 case a of
3417 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3418 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3419 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3420 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3421 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3422 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3423 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3424 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3425 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3426 else i := 0;
3427 end;
3429 if i <> 0 then
3430 PushItem(i);
3431 end;
3433 // Âûáðîñ ðþêçàêà:
3434 if R_ITEM_BACKPACK in FRulez then
3435 PushItem(ITEM_AMMO_BACKPACK);
3437 // Âûáðîñ ðàêåòíîãî ðàíöà:
3438 if FJetFuel > 0 then
3439 PushItem(ITEM_JETPACK);
3441 // Âûáðîñ êëþ÷åé:
3442 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3443 begin
3444 if R_KEY_RED in FRulez then
3445 PushItem(ITEM_KEY_RED);
3447 if R_KEY_GREEN in FRulez then
3448 PushItem(ITEM_KEY_GREEN);
3450 if R_KEY_BLUE in FRulez then
3451 PushItem(ITEM_KEY_BLUE);
3452 end;
3454 // Âûáðîñ ôëàãà:
3455 DropFlag();
3456 end;
3458 g_Player_CreateCorpse(Self);
3460 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3461 (gLMSRespawn = LMS_RESPAWN_NONE) then
3462 begin
3463 a := 0;
3464 k := 0;
3465 ar := 0;
3466 ab := 0;
3467 for i := Low(gPlayers) to High(gPlayers) do
3468 begin
3469 if gPlayers[i] = nil then continue;
3470 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3471 begin
3472 Inc(a);
3473 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3474 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3475 k := i;
3476 end;
3477 end;
3479 OldLR := gLMSRespawn;
3480 if (gGameSettings.GameMode = GM_COOP) then
3481 begin
3482 if (a = 0) then
3483 begin
3484 // everyone is dead, restart the map
3485 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3486 if Netsrv then
3487 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3488 gLMSRespawn := LMS_RESPAWN_FINAL;
3489 gLMSRespawnTime := gTime + 5000;
3490 end
3491 else if (a = 1) then
3492 begin
3493 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3494 if (gPlayers[k] = gPlayer1) or
3495 (gPlayers[k] = gPlayer2) then
3496 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3497 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3498 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3499 end;
3500 end
3501 else if (gGameSettings.GameMode = GM_TDM) then
3502 begin
3503 if (ab = 0) and (ar <> 0) then
3504 begin
3505 // blu team ded
3506 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3507 if Netsrv then
3508 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3509 Inc(gTeamStat[TEAM_RED].Goals);
3510 gLMSRespawn := LMS_RESPAWN_FINAL;
3511 gLMSRespawnTime := gTime + 5000;
3512 end
3513 else if (ar = 0) and (ab <> 0) then
3514 begin
3515 // red team ded
3516 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3517 if Netsrv then
3518 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3519 Inc(gTeamStat[TEAM_BLUE].Goals);
3520 gLMSRespawn := LMS_RESPAWN_FINAL;
3521 gLMSRespawnTime := gTime + 5000;
3522 end
3523 else if (ar = 0) and (ab = 0) then
3524 begin
3525 // everyone ded
3526 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3527 if Netsrv then
3528 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3529 gLMSRespawn := LMS_RESPAWN_FINAL;
3530 gLMSRespawnTime := gTime + 5000;
3531 end;
3532 end
3533 else if (gGameSettings.GameMode = GM_DM) then
3534 begin
3535 if (a = 1) then
3536 begin
3537 if gPlayers[k] <> nil then
3538 with gPlayers[k] do
3539 begin
3540 // survivor is the winner
3541 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3542 if Netsrv then
3543 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3544 Inc(FFrags);
3545 end;
3546 gLMSRespawn := LMS_RESPAWN_FINAL;
3547 gLMSRespawnTime := gTime + 5000;
3548 end
3549 else if (a = 0) then
3550 begin
3551 // everyone is dead, restart the map
3552 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3553 if Netsrv then
3554 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3555 gLMSRespawn := LMS_RESPAWN_FINAL;
3556 gLMSRespawnTime := gTime + 5000;
3557 end;
3558 end;
3559 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3560 begin
3561 if NetMode = NET_SERVER then
3562 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3563 else
3564 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3565 end;
3566 end;
3568 if Netsrv then
3569 begin
3570 MH_SEND_PlayerStats(FUID);
3571 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3572 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3573 end;
3575 if srv and FNoRespawn then Spectate(True);
3576 FWantsInGame := True;
3577 end;
3579 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3580 begin
3581 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3582 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3583 end;
3585 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3586 begin
3587 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3588 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3589 end;
3591 procedure TPlayer.MakeBloodSimple(Count: Word);
3592 begin
3593 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3594 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3595 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3596 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3597 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3598 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3599 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3600 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3601 end;
3603 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3604 begin
3605 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3606 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3607 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3608 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3609 end;
3611 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3612 begin
3613 if g_Game_IsClient then Exit;
3614 if Weapon > High(FWeapon) then Exit;
3615 FNextWeap := FNextWeap or (1 shl Weapon);
3616 end;
3618 procedure TPlayer.resetWeaponQueue ();
3619 begin
3620 FNextWeap := 0;
3621 FNextWeapDelay := 0;
3622 end;
3624 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3625 begin
3626 result := false;
3627 case weapon of
3628 WEAPON_KASTET, WEAPON_SAW: result := true;
3629 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3630 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3631 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3632 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3633 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3634 else result := (weapon < length(FWeapon));
3635 end;
3636 end;
3638 // return 255 for "no switch"
3639 function TPlayer.getNextWeaponIndex (): Byte;
3640 var
3641 i: Word;
3642 wantThisWeapon: array[0..64] of Boolean;
3643 weaponOrder: array[0..16] of Integer; // value: index in `FWeapon`
3644 wwc: Integer;
3645 f, dir, cwi, rwidx, curlidx: Integer;
3647 function real2log (ridx: Integer): Integer;
3648 var
3649 f: Integer;
3650 begin
3651 if (ridx >= 0) then
3652 begin
3653 for f := 0 to High(weaponOrder) do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
3654 end;
3655 result := -1;
3656 end;
3658 begin
3659 result := 255; // default result: "no switch"
3661 // had weapon cycling on previous frame? remove that flag
3662 if (FNextWeap and $2000) <> 0 then
3663 begin
3664 FNextWeap := FNextWeap and $1FFF;
3665 FNextWeapDelay := 0;
3666 end;
3668 for f := 0 to High(weaponOrder) do weaponOrder[f] := -1;
3670 // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
3671 // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed)
3672 // priorities:
3673 // bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
3674 weaponOrder[0] := WEAPON_SUPERPULEMET;
3675 weaponOrder[1] := WEAPON_BFG;
3676 weaponOrder[2] := WEAPON_ROCKETLAUNCHER;
3677 weaponOrder[3] := WEAPON_PLASMA;
3678 weaponOrder[4] := WEAPON_FLAMETHROWER;
3679 weaponOrder[5] := WEAPON_SHOTGUN2;
3680 weaponOrder[6] := WEAPON_CHAINGUN;
3681 weaponOrder[7] := WEAPON_SHOTGUN1;
3682 weaponOrder[8] := WEAPON_PISTOL;
3683 weaponOrder[9] := WEAPON_KASTET+666; // berserk fist
3684 weaponOrder[10] := WEAPON_SAW;
3685 weaponOrder[11] := WEAPON_KASTET; // normal fist
3687 for f := 0 to High(weaponOrder) do
3688 begin
3689 if (weaponOrder[f] = WEAPON_KASTET) then
3690 begin
3691 // normal fist: remove if we have a berserk pack
3692 if (R_BERSERK in FRulez) then weaponOrder[f] := -1;
3693 end
3694 else
3695 if (weaponOrder[f] = WEAPON_KASTET+666) then
3696 begin
3697 // berserk fist: remove if we don't have a berserk pack
3698 if (R_BERSERK in FRulez) then weaponOrder[f] := WEAPON_KASTET else weaponOrder[f] := -1;
3699 end;
3700 end;
3702 (*
3703 WEAPON_KASTET = 0;
3704 WEAPON_SAW = 1;
3705 WEAPON_PISTOL = 2;
3706 WEAPON_SHOTGUN1 = 3;
3707 WEAPON_SHOTGUN2 = 4;
3708 WEAPON_CHAINGUN = 5;
3709 WEAPON_ROCKETLAUNCHER = 6;
3710 WEAPON_PLASMA = 7;
3711 WEAPON_BFG = 8;
3712 WEAPON_SUPERPULEMET = 9;
3713 WEAPON_FLAMETHROWER = 10;
3714 *)
3716 // cycling has priority
3717 if (FNextWeap and $C000) <> 0 then
3718 begin
3719 if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; // should be reversed if we want "priority-driven cycling"
3720 FNextWeap := FNextWeap or $2000; // we need this
3721 if FNextWeapDelay > 0 then exit; // cooldown time
3722 //cwi := real2log(FCurrWeap);
3723 //if (cwi < 0) then cwi := 0;
3724 cwi := FCurrWeap;
3725 for i := 0 to High(FWeapon) do
3726 begin
3727 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3728 //rwidx := weaponOrder[cwi];
3729 rwidx := cwi; // sorry
3730 if (rwidx < 0) then continue;
3731 if FWeapon[rwidx] then
3732 begin
3733 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
3734 result := Byte(rwidx);
3735 //FNextWeapDelay := 10; //k8: not needed anymore
3736 exit;
3737 end;
3738 end;
3739 resetWeaponQueue();
3740 exit;
3741 end;
3743 // no cycling
3744 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3745 wwc := 0;
3747 curlidx := -1; // start from a weapon with a highest priority (-1, 'cause loop will immediately increment this index)
3749 for i := 0 to High(FWeapon) do
3750 begin
3751 if (FNextWeap and (1 shl i)) <> 0 then
3752 begin
3753 cwi := real2log(i);
3754 if (cwi >= 0) then
3755 begin
3756 wantThisWeapon[cwi] := true;
3757 Inc(wwc);
3758 // if we hit currently selected weapon, start seachring from it, so we'll get "next weaker" weapon
3759 if (i = FCurrWeap) then curlidx := cwi; // compare real, start from logical
3760 end;
3761 end;
3762 end;
3764 // slow down alterations a little
3765 if (wwc > 1) then
3766 begin
3767 // more than one weapon requested, assume "alteration", and check alteration delay
3768 if FNextWeapDelay > 0 then
3769 begin
3770 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
3771 FNextWeap := 0;
3772 exit;
3773 end; // yeah
3774 end;
3776 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3777 // but clear all counters if no weapon should be switched
3778 if (wwc < 1) then
3779 begin
3780 resetWeaponQueue();
3781 exit;
3782 end;
3784 //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
3786 // find next weapon to switch onto
3787 cwi := curlidx;
3788 for i := 0 to High(weaponOrder) do
3789 begin
3790 cwi := (cwi+length(weaponOrder)+1) mod length(weaponOrder);
3791 if (cwi = curlidx) then continue; // skip current weapon
3792 if not wantThisWeapon[cwi] then continue;
3793 rwidx := weaponOrder[cwi];
3794 if (rwidx < 0) then continue;
3795 //e_WriteLog(Format(' trying logical %d (real %d); has=%d, hasammo=%d', [cwi, rwidx, Integer(FWeapon[rwidx]), Integer(hasAmmoForWeapon(rwidx))]), TMsgType.Warning);
3796 if FWeapon[rwidx] and ((wwc = 1) or hasAmmoForWeapon(rwidx)) then
3797 begin
3798 //e_WriteLog(' I FOUND HER!', TMsgType.Warning);
3799 // i found her!
3800 result := Byte(rwidx);
3801 resetWeaponQueue();
3802 //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore
3803 exit;
3804 end;
3805 end;
3807 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3808 resetWeaponQueue();
3809 end;
3811 procedure TPlayer.RealizeCurrentWeapon();
3812 function switchAllowed (): Boolean;
3813 var
3814 i: Byte;
3815 begin
3816 result := false;
3817 if FBFGFireCounter <> -1 then
3818 exit;
3819 if FTime[T_SWITCH] > gTime then
3820 exit;
3821 for i := WP_FIRST to WP_LAST do
3822 if FReloading[i] > 0 then
3823 exit;
3824 result := true;
3825 end;
3827 var
3828 nw: Byte;
3829 begin
3830 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3831 //FNextWeap := FNextWeap and $1FFF;
3832 //HACK: alteration delay will be reset when player released any weapon switch key
3833 FNextWeapDelay := 0; //k8: just in case
3834 //if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3836 if not switchAllowed then
3837 begin
3838 //HACK for weapon cycling
3839 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3840 exit;
3841 end;
3843 nw := getNextWeaponIndex();
3844 if nw = 255 then exit; // don't reset anything here
3845 if nw > High(FWeapon) then
3846 begin
3847 // don't forget to reset queue here!
3848 //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning);
3849 resetWeaponQueue();
3850 exit;
3851 end;
3853 if FWeapon[nw] then
3854 begin
3855 FCurrWeap := nw;
3856 FTime[T_SWITCH] := gTime+156;
3857 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3858 FModel.SetWeapon(FCurrWeap);
3859 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3860 end;
3861 end;
3863 procedure TPlayer.NextWeapon();
3864 begin
3865 if g_Game_IsClient then Exit;
3866 FNextWeap := $8000;
3867 end;
3869 procedure TPlayer.PrevWeapon();
3870 begin
3871 if g_Game_IsClient then Exit;
3872 FNextWeap := $4000;
3873 end;
3875 procedure TPlayer.SetWeapon(W: Byte);
3876 begin
3877 if FCurrWeap <> W then
3878 if W = WEAPON_SAW then
3879 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3881 FCurrWeap := W;
3882 FModel.SetWeapon(CurrWeap);
3883 resetWeaponQueue();
3884 end;
3886 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3888 function allowBerserkSwitching (): Boolean;
3889 begin
3890 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3891 result := true;
3892 if gBerserkAutoswitch then exit;
3893 if not conIsCheatsEnabled then exit;
3894 result := false;
3895 end;
3897 var
3898 a: Boolean;
3899 begin
3900 Result := False;
3901 if g_Game_IsClient then Exit;
3903 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3904 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3905 remove := not a;
3907 case ItemType of
3908 ITEM_MEDKIT_SMALL:
3909 if FHealth < PLAYER_HP_SOFT then
3910 begin
3911 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3912 Result := True;
3913 remove := True;
3914 FFireTime := 0;
3915 if gFlash = 2 then Inc(FPickup, 5);
3916 end;
3918 ITEM_MEDKIT_LARGE:
3919 if FHealth < PLAYER_HP_SOFT then
3920 begin
3921 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3922 Result := True;
3923 remove := True;
3924 FFireTime := 0;
3925 if gFlash = 2 then Inc(FPickup, 5);
3926 end;
3928 ITEM_ARMOR_GREEN:
3929 if FArmor < PLAYER_AP_SOFT then
3930 begin
3931 FArmor := PLAYER_AP_SOFT;
3932 Result := True;
3933 remove := True;
3934 if gFlash = 2 then Inc(FPickup, 5);
3935 end;
3937 ITEM_ARMOR_BLUE:
3938 if FArmor < PLAYER_AP_LIMIT then
3939 begin
3940 FArmor := PLAYER_AP_LIMIT;
3941 Result := True;
3942 remove := True;
3943 if gFlash = 2 then Inc(FPickup, 5);
3944 end;
3946 ITEM_SPHERE_BLUE:
3947 if FHealth < PLAYER_HP_LIMIT then
3948 begin
3949 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3950 Result := True;
3951 remove := True;
3952 FFireTime := 0;
3953 if gFlash = 2 then Inc(FPickup, 5);
3954 end;
3956 ITEM_SPHERE_WHITE:
3957 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3958 begin
3959 if FHealth < PLAYER_HP_LIMIT then
3960 FHealth := PLAYER_HP_LIMIT;
3961 if FArmor < PLAYER_AP_LIMIT then
3962 FArmor := PLAYER_AP_LIMIT;
3963 Result := True;
3964 remove := True;
3965 FFireTime := 0;
3966 if gFlash = 2 then Inc(FPickup, 5);
3967 end;
3969 ITEM_WEAPON_SAW:
3970 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3971 begin
3972 FWeapon[WEAPON_SAW] := True;
3973 Result := True;
3974 if gFlash = 2 then Inc(FPickup, 5);
3975 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3976 end;
3978 ITEM_WEAPON_SHOTGUN1:
3979 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3980 begin
3981 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3982 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3984 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3985 FWeapon[WEAPON_SHOTGUN1] := True;
3986 Result := True;
3987 if gFlash = 2 then Inc(FPickup, 5);
3988 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3989 end;
3991 ITEM_WEAPON_SHOTGUN2:
3992 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3993 begin
3994 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3996 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3997 FWeapon[WEAPON_SHOTGUN2] := True;
3998 Result := True;
3999 if gFlash = 2 then Inc(FPickup, 5);
4000 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4001 end;
4003 ITEM_WEAPON_CHAINGUN:
4004 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
4005 begin
4006 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
4008 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4009 FWeapon[WEAPON_CHAINGUN] := True;
4010 Result := True;
4011 if gFlash = 2 then Inc(FPickup, 5);
4012 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4013 end;
4015 ITEM_WEAPON_ROCKETLAUNCHER:
4016 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
4017 begin
4018 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
4020 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
4021 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
4022 Result := True;
4023 if gFlash = 2 then Inc(FPickup, 5);
4024 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4025 end;
4027 ITEM_WEAPON_PLASMA:
4028 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
4029 begin
4030 if a and FWeapon[WEAPON_PLASMA] then Exit;
4032 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4033 FWeapon[WEAPON_PLASMA] := True;
4034 Result := True;
4035 if gFlash = 2 then Inc(FPickup, 5);
4036 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4037 end;
4039 ITEM_WEAPON_BFG:
4040 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4041 begin
4042 if a and FWeapon[WEAPON_BFG] then Exit;
4044 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4045 FWeapon[WEAPON_BFG] := True;
4046 Result := True;
4047 if gFlash = 2 then Inc(FPickup, 5);
4048 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4049 end;
4051 ITEM_WEAPON_SUPERPULEMET:
4052 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4053 begin
4054 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4056 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4057 FWeapon[WEAPON_SUPERPULEMET] := True;
4058 Result := True;
4059 if gFlash = 2 then Inc(FPickup, 5);
4060 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4061 end;
4063 ITEM_WEAPON_FLAMETHROWER:
4064 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4065 begin
4066 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4068 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4069 FWeapon[WEAPON_FLAMETHROWER] := True;
4070 Result := True;
4071 if gFlash = 2 then Inc(FPickup, 5);
4072 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4073 end;
4075 ITEM_AMMO_BULLETS:
4076 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4077 begin
4078 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4079 Result := True;
4080 remove := True;
4081 if gFlash = 2 then Inc(FPickup, 5);
4082 end;
4084 ITEM_AMMO_BULLETS_BOX:
4085 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4086 begin
4087 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4088 Result := True;
4089 remove := True;
4090 if gFlash = 2 then Inc(FPickup, 5);
4091 end;
4093 ITEM_AMMO_SHELLS:
4094 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4095 begin
4096 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4097 Result := True;
4098 remove := True;
4099 if gFlash = 2 then Inc(FPickup, 5);
4100 end;
4102 ITEM_AMMO_SHELLS_BOX:
4103 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4104 begin
4105 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4106 Result := True;
4107 remove := True;
4108 if gFlash = 2 then Inc(FPickup, 5);
4109 end;
4111 ITEM_AMMO_ROCKET:
4112 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4113 begin
4114 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4115 Result := True;
4116 remove := True;
4117 if gFlash = 2 then Inc(FPickup, 5);
4118 end;
4120 ITEM_AMMO_ROCKET_BOX:
4121 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4122 begin
4123 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4124 Result := True;
4125 remove := True;
4126 if gFlash = 2 then Inc(FPickup, 5);
4127 end;
4129 ITEM_AMMO_CELL:
4130 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4131 begin
4132 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4133 Result := True;
4134 remove := True;
4135 if gFlash = 2 then Inc(FPickup, 5);
4136 end;
4138 ITEM_AMMO_CELL_BIG:
4139 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4140 begin
4141 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4142 Result := True;
4143 remove := True;
4144 if gFlash = 2 then Inc(FPickup, 5);
4145 end;
4147 ITEM_AMMO_FUELCAN:
4148 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4149 begin
4150 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4151 Result := True;
4152 remove := True;
4153 if gFlash = 2 then Inc(FPickup, 5);
4154 end;
4156 ITEM_AMMO_BACKPACK:
4157 if not(R_ITEM_BACKPACK in FRulez) or
4158 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4159 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4160 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4161 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4162 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
4163 begin
4164 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4165 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4166 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4167 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4168 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4170 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4171 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4172 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4173 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4174 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4175 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4176 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4177 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4179 FRulez := FRulez + [R_ITEM_BACKPACK];
4180 Result := True;
4181 remove := True;
4182 if gFlash = 2 then Inc(FPickup, 5);
4183 end;
4185 ITEM_KEY_RED:
4186 if not(R_KEY_RED in FRulez) then
4187 begin
4188 Include(FRulez, R_KEY_RED);
4189 Result := True;
4190 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4191 if gFlash = 2 then Inc(FPickup, 5);
4192 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4193 end;
4195 ITEM_KEY_GREEN:
4196 if not(R_KEY_GREEN in FRulez) then
4197 begin
4198 Include(FRulez, R_KEY_GREEN);
4199 Result := True;
4200 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4201 if gFlash = 2 then Inc(FPickup, 5);
4202 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4203 end;
4205 ITEM_KEY_BLUE:
4206 if not(R_KEY_BLUE in FRulez) then
4207 begin
4208 Include(FRulez, R_KEY_BLUE);
4209 Result := True;
4210 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4211 if gFlash = 2 then Inc(FPickup, 5);
4212 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4213 end;
4215 ITEM_SUIT:
4216 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4217 begin
4218 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4219 Result := True;
4220 remove := True;
4221 FFireTime := 0;
4222 if gFlash = 2 then Inc(FPickup, 5);
4223 end;
4225 ITEM_OXYGEN:
4226 if FAir < AIR_MAX then
4227 begin
4228 FAir := AIR_MAX;
4229 Result := True;
4230 remove := True;
4231 if gFlash = 2 then Inc(FPickup, 5);
4232 end;
4234 ITEM_MEDKIT_BLACK:
4235 begin
4236 if not (R_BERSERK in FRulez) then
4237 begin
4238 Include(FRulez, R_BERSERK);
4239 if allowBerserkSwitching then
4240 begin
4241 FCurrWeap := WEAPON_KASTET;
4242 resetWeaponQueue();
4243 FModel.SetWeapon(WEAPON_KASTET);
4244 end;
4245 if gFlash <> 0 then
4246 begin
4247 Inc(FPain, 100);
4248 if gFlash = 2 then Inc(FPickup, 5);
4249 end;
4250 FBerserk := gTime+30000;
4251 Result := True;
4252 remove := True;
4253 FFireTime := 0;
4254 end;
4255 if FHealth < PLAYER_HP_SOFT then
4256 begin
4257 FHealth := PLAYER_HP_SOFT;
4258 FBerserk := gTime+30000;
4259 Result := True;
4260 remove := True;
4261 FFireTime := 0;
4262 end;
4263 end;
4265 ITEM_INVUL:
4266 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4267 begin
4268 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4269 Result := True;
4270 remove := True;
4271 if gFlash = 2 then Inc(FPickup, 5);
4272 end;
4274 ITEM_BOTTLE:
4275 if FHealth < PLAYER_HP_LIMIT then
4276 begin
4277 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4278 Result := True;
4279 remove := True;
4280 FFireTime := 0;
4281 if gFlash = 2 then Inc(FPickup, 5);
4282 end;
4284 ITEM_HELMET:
4285 if FArmor < PLAYER_AP_LIMIT then
4286 begin
4287 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4288 Result := True;
4289 remove := True;
4290 if gFlash = 2 then Inc(FPickup, 5);
4291 end;
4293 ITEM_JETPACK:
4294 if FJetFuel < JET_MAX then
4295 begin
4296 FJetFuel := JET_MAX;
4297 Result := True;
4298 remove := True;
4299 if gFlash = 2 then Inc(FPickup, 5);
4300 end;
4302 ITEM_INVIS:
4303 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4304 begin
4305 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4306 Result := True;
4307 remove := True;
4308 if gFlash = 2 then Inc(FPickup, 5);
4309 end;
4310 end;
4311 end;
4313 procedure TPlayer.Touch();
4314 begin
4315 if not FAlive then
4316 Exit;
4317 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4318 if FIamBot then
4319 begin
4320 // Áðîñèòü ôëàã òîâàðèùó:
4321 if gGameSettings.GameMode = GM_CTF then
4322 DropFlag();
4323 end;
4324 end;
4326 procedure TPlayer.Push(vx, vy: Integer);
4327 begin
4328 if (not FPhysics) and FGhost then
4329 Exit;
4330 FObj.Accel.X := FObj.Accel.X + vx;
4331 FObj.Accel.Y := FObj.Accel.Y + vy;
4332 if g_Game_IsNet and g_Game_IsServer then
4333 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4334 end;
4336 procedure TPlayer.Reset(Force: Boolean);
4337 begin
4338 if Force then
4339 FAlive := False;
4341 FSpawned := False;
4342 FTime[T_RESPAWN] := 0;
4343 FTime[T_FLAGCAP] := 0;
4344 FGodMode := False;
4345 FNoTarget := False;
4346 FNoReload := False;
4347 FFrags := 0;
4348 FLastFrag := 0;
4349 FComboEvnt := -1;
4350 FKills := 0;
4351 FMonsterKills := 0;
4352 FDeath := 0;
4353 FSecrets := 0;
4354 if FNoRespawn then
4355 begin
4356 FSpectator := False;
4357 FGhost := False;
4358 FPhysics := True;
4359 FSpectatePlayer := -1;
4360 FNoRespawn := False;
4361 end;
4362 FLives := gGameSettings.MaxLives;
4364 SetFlag(FLAG_NONE);
4365 end;
4367 procedure TPlayer.SoftReset();
4368 begin
4369 ReleaseKeys();
4371 FDamageBuffer := 0;
4372 FIncCam := 0;
4373 FBFGFireCounter := -1;
4374 FShellTimer := -1;
4375 FPain := 0;
4376 FLastHit := 0;
4377 FLastFrag := 0;
4378 FComboEvnt := -1;
4380 SetFlag(FLAG_NONE);
4381 SetAction(A_STAND, True);
4382 end;
4384 function TPlayer.GetRespawnPoint(): Byte;
4385 var
4386 c: Byte;
4387 begin
4388 Result := 255;
4389 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4391 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4392 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4393 begin
4394 if (Self = gPlayer1) or (Self = gPlayer2) then
4395 begin
4396 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4397 if Self = gPlayer1 then
4398 c := RESPAWNPOINT_PLAYER1
4399 else
4400 c := RESPAWNPOINT_PLAYER2;
4401 if g_Map_GetPointCount(c) > 0 then
4402 begin
4403 Result := c;
4404 Exit;
4405 end;
4407 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4408 if Self = gPlayer1 then
4409 c := RESPAWNPOINT_PLAYER2
4410 else
4411 c := RESPAWNPOINT_PLAYER1;
4412 if g_Map_GetPointCount(c) > 0 then
4413 begin
4414 Result := c;
4415 Exit;
4416 end;
4417 end else
4418 begin
4419 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4420 if Random(2) = 0 then
4421 c := RESPAWNPOINT_PLAYER1
4422 else
4423 c := RESPAWNPOINT_PLAYER2;
4424 if g_Map_GetPointCount(c) > 0 then
4425 begin
4426 Result := c;
4427 Exit;
4428 end;
4429 end;
4431 // Òî÷êà ëþáîé èç êîìàíä
4432 if Random(2) = 0 then
4433 c := RESPAWNPOINT_RED
4434 else
4435 c := RESPAWNPOINT_BLUE;
4436 if g_Map_GetPointCount(c) > 0 then
4437 begin
4438 Result := c;
4439 Exit;
4440 end;
4442 // Òî÷êà DM
4443 c := RESPAWNPOINT_DM;
4444 if g_Map_GetPointCount(c) > 0 then
4445 begin
4446 Result := c;
4447 Exit;
4448 end;
4449 end;
4451 // Ìÿñîïîâàë
4452 if gGameSettings.GameMode = GM_DM then
4453 begin
4454 // Òî÷êà DM
4455 c := RESPAWNPOINT_DM;
4456 if g_Map_GetPointCount(c) > 0 then
4457 begin
4458 Result := c;
4459 Exit;
4460 end;
4462 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4463 if Random(2) = 0 then
4464 c := RESPAWNPOINT_PLAYER1
4465 else
4466 c := RESPAWNPOINT_PLAYER2;
4467 if g_Map_GetPointCount(c) > 0 then
4468 begin
4469 Result := c;
4470 Exit;
4471 end;
4473 // Òî÷êà ëþáîé èç êîìàíä
4474 if Random(2) = 0 then
4475 c := RESPAWNPOINT_RED
4476 else
4477 c := RESPAWNPOINT_BLUE;
4478 if g_Map_GetPointCount(c) > 0 then
4479 begin
4480 Result := c;
4481 Exit;
4482 end;
4483 end;
4485 // Êîìàíäíûå
4486 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4487 begin
4488 // Òî÷êà ñâîåé êîìàíäû
4489 c := RESPAWNPOINT_DM;
4490 if FTeam = TEAM_RED then
4491 c := RESPAWNPOINT_RED;
4492 if FTeam = TEAM_BLUE then
4493 c := RESPAWNPOINT_BLUE;
4494 if g_Map_GetPointCount(c) > 0 then
4495 begin
4496 Result := c;
4497 Exit;
4498 end;
4500 // Òî÷êà DM
4501 c := RESPAWNPOINT_DM;
4502 if g_Map_GetPointCount(c) > 0 then
4503 begin
4504 Result := c;
4505 Exit;
4506 end;
4508 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4509 if Random(2) = 0 then
4510 c := RESPAWNPOINT_PLAYER1
4511 else
4512 c := RESPAWNPOINT_PLAYER2;
4513 if g_Map_GetPointCount(c) > 0 then
4514 begin
4515 Result := c;
4516 Exit;
4517 end;
4519 // Òî÷êà äðóãîé êîìàíäû
4520 c := RESPAWNPOINT_DM;
4521 if FTeam = TEAM_RED then
4522 c := RESPAWNPOINT_BLUE;
4523 if FTeam = TEAM_BLUE then
4524 c := RESPAWNPOINT_RED;
4525 if g_Map_GetPointCount(c) > 0 then
4526 begin
4527 Result := c;
4528 Exit;
4529 end;
4530 end;
4531 end;
4533 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4534 var
4535 RespawnPoint: TRespawnPoint;
4536 a, b, c: Byte;
4537 Anim: TAnimation;
4538 ID: DWORD;
4539 begin
4540 FIncCam := 0;
4541 FBFGFireCounter := -1;
4542 FShellTimer := -1;
4543 FPain := 0;
4544 FLastHit := 0;
4546 if not g_Game_IsServer then
4547 Exit;
4548 if FDummy then
4549 Exit;
4550 FWantsInGame := True;
4551 FJustTeleported := True;
4552 if Force then
4553 begin
4554 FTime[T_RESPAWN] := 0;
4555 FAlive := False;
4556 end;
4557 FNetTime := 0;
4558 // if server changes MaxLives we gotta be ready
4559 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4561 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4562 if FTime[T_RESPAWN] > gTime then
4563 Exit;
4565 // Ïðîñðàë âñå æèçíè:
4566 if FNoRespawn then
4567 begin
4568 if not FSpectator then Spectate(True);
4569 FWantsInGame := True;
4570 Exit;
4571 end;
4573 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4574 begin // "Ñâîÿ èãðà"
4575 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4576 FRulez := FRulez-[R_BERSERK];
4577 end
4578 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4579 begin
4580 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4581 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4582 end;
4584 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4585 c := GetRespawnPoint();
4587 ReleaseKeys();
4588 SetFlag(FLAG_NONE);
4590 // Âîñêðåøåíèå áåç îðóæèÿ:
4591 if not FAlive then
4592 begin
4593 FHealth := PLAYER_HP_SOFT;
4594 FArmor := 0;
4595 FAlive := True;
4596 FAir := AIR_DEF;
4597 FJetFuel := 0;
4599 for a := WP_FIRST to WP_LAST do
4600 begin
4601 FWeapon[a] := False;
4602 FReloading[a] := 0;
4603 end;
4605 FWeapon[WEAPON_PISTOL] := True;
4606 FWeapon[WEAPON_KASTET] := True;
4607 FCurrWeap := WEAPON_PISTOL;
4608 resetWeaponQueue();
4610 FModel.SetWeapon(FCurrWeap);
4612 for b := A_BULLETS to A_HIGH do
4613 FAmmo[b] := 0;
4615 FAmmo[A_BULLETS] := 50;
4617 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4618 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4619 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4620 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4621 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4623 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4624 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4625 else
4626 FRulez := [];
4627 end;
4629 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4630 if not g_Map_GetPoint(c, RespawnPoint) then
4631 begin
4632 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4633 Exit;
4634 end;
4636 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4637 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4638 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4639 FObj.Vel.X := 0;
4640 FObj.Vel.Y := 0;
4641 FObj.Accel.X := 0;
4642 FObj.Accel.Y := 0;
4644 FDirection := RespawnPoint.Direction;
4645 if FDirection = TDirection.D_LEFT then
4646 FAngle := 180
4647 else
4648 FAngle := 0;
4650 SetAction(A_STAND, True);
4651 FModel.Direction := FDirection;
4653 for a := Low(FTime) to High(FTime) do
4654 FTime[a] := 0;
4656 for a := Low(FMegaRulez) to High(FMegaRulez) do
4657 FMegaRulez[a] := 0;
4659 FDamageBuffer := 0;
4660 FJetpack := False;
4661 FCanJetpack := False;
4662 FFireTime := 0;
4663 FFirePainTime := 0;
4664 FFireAttacker := 0;
4666 // Àíèìàöèÿ âîçðîæäåíèÿ:
4667 if (not gLoadGameMode) and (not Silent) then
4668 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4669 begin
4670 Anim := TAnimation.Create(ID, False, 3);
4671 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4672 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4673 Anim.Free();
4674 end;
4676 FSpectator := False;
4677 FGhost := False;
4678 FPhysics := True;
4679 FSpectatePlayer := -1;
4680 FSpawned := True;
4682 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4683 gPlayer1 := self;
4684 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4685 gPlayer2 := self;
4687 if g_Game_IsNet then
4688 begin
4689 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4690 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4691 if not Silent then
4692 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4693 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4694 0, NET_GFX_TELE);
4695 end;
4696 end;
4698 procedure TPlayer.Spectate(NoMove: Boolean = False);
4699 begin
4700 if FAlive then
4701 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4702 else if (not NoMove) then
4703 begin
4704 GameX := gMapInfo.Width div 2;
4705 GameY := gMapInfo.Height div 2;
4706 end;
4707 FXTo := GameX;
4708 FYTo := GameY;
4710 FAlive := False;
4711 FSpectator := True;
4712 FGhost := True;
4713 FPhysics := False;
4714 FWantsInGame := False;
4715 FSpawned := False;
4717 if FNoRespawn then
4718 begin
4719 if Self = gPlayer1 then
4720 begin
4721 gLMSPID1 := FUID;
4722 gPlayer1 := nil;
4723 end;
4724 if Self = gPlayer2 then
4725 begin
4726 gLMSPID2 := FUID;
4727 gPlayer2 := nil;
4728 end;
4729 end;
4731 if g_Game_IsNet then
4732 MH_SEND_PlayerStats(FUID);
4733 end;
4735 procedure TPlayer.SwitchNoClip;
4736 begin
4737 if not FAlive then
4738 Exit;
4739 FGhost := not FGhost;
4740 FPhysics := not FGhost;
4741 if FGhost then
4742 begin
4743 FXTo := FObj.X;
4744 FYTo := FObj.Y;
4745 end else
4746 begin
4747 FObj.Accel.X := 0;
4748 FObj.Accel.Y := 0;
4749 end;
4750 end;
4752 procedure TPlayer.Run(Direction: TDirection);
4753 var
4754 a, b: Integer;
4755 begin
4756 if MAX_RUNVEL > 8 then
4757 FlySmoke();
4759 // Áåæèì:
4760 if Direction = TDirection.D_LEFT then
4761 begin
4762 if FObj.Vel.X > -MAX_RUNVEL then
4763 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4764 end
4765 else
4766 if FObj.Vel.X < MAX_RUNVEL then
4767 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4769 // Âîçìîæíî, ïèíàåì êóñêè:
4770 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4771 begin
4772 b := Abs(FObj.Vel.X);
4773 if b > 1 then b := b * (Random(8 div b) + 1);
4774 for a := 0 to High(gGibs) do
4775 begin
4776 if gGibs[a].alive and
4777 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4778 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4779 begin
4780 // Ïèíàåì êóñêè
4781 if FObj.Vel.X < 0 then
4782 begin
4783 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4784 end
4785 else
4786 begin
4787 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4788 end;
4789 gGibs[a].positionChanged(); // this updates spatial accelerators
4790 end;
4791 end;
4792 end;
4794 SetAction(A_WALK);
4795 end;
4797 procedure TPlayer.SeeDown();
4798 begin
4799 SetAction(A_SEEDOWN);
4801 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4803 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4804 end;
4806 procedure TPlayer.SeeUp();
4807 begin
4808 SetAction(A_SEEUP);
4810 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4812 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4813 end;
4815 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4816 var
4817 Prior: Byte;
4818 begin
4819 case Action of
4820 A_WALK: Prior := 3;
4821 A_DIE1: Prior := 5;
4822 A_DIE2: Prior := 5;
4823 A_ATTACK: Prior := 2;
4824 A_SEEUP: Prior := 1;
4825 A_SEEDOWN: Prior := 1;
4826 A_ATTACKUP: Prior := 2;
4827 A_ATTACKDOWN: Prior := 2;
4828 A_PAIN: Prior := 4;
4829 else Prior := 0;
4830 end;
4832 if (Prior > FActionPrior) or Force then
4833 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4834 begin
4835 FActionPrior := Prior;
4836 FActionAnim := Action;
4837 FActionForce := Force;
4838 FActionChanged := True;
4839 end;
4841 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4842 end;
4844 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4845 begin
4846 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4847 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4848 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4849 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4850 end;
4852 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4853 var
4854 Anim: TAnimation;
4855 ID: DWORD;
4856 begin
4857 Result := False;
4859 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4860 begin
4861 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4862 if g_Game_IsServer and g_Game_IsNet then
4863 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4864 Exit;
4865 end;
4867 FJustTeleported := True;
4869 Anim := nil;
4870 if not silent then
4871 begin
4872 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4873 begin
4874 Anim := TAnimation.Create(ID, False, 3);
4875 end;
4877 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4878 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4879 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4880 if g_Game_IsServer and g_Game_IsNet then
4881 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4882 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4883 NET_GFX_TELE);
4884 end;
4886 FObj.X := X-PLAYER_RECT.X;
4887 FObj.Y := Y-PLAYER_RECT.Y;
4888 if FAlive and FGhost then
4889 begin
4890 FXTo := FObj.X;
4891 FYTo := FObj.Y;
4892 end;
4894 if not g_Game_IsNet then
4895 begin
4896 if dir = 1 then
4897 begin
4898 SetDirection(TDirection.D_LEFT);
4899 FAngle := 180;
4900 end
4901 else
4902 if dir = 2 then
4903 begin
4904 SetDirection(TDirection.D_RIGHT);
4905 FAngle := 0;
4906 end
4907 else
4908 if dir = 3 then
4909 begin // îáðàòíîå
4910 if FDirection = TDirection.D_RIGHT then
4911 begin
4912 SetDirection(TDirection.D_LEFT);
4913 FAngle := 180;
4914 end
4915 else
4916 begin
4917 SetDirection(TDirection.D_RIGHT);
4918 FAngle := 0;
4919 end;
4920 end;
4921 end;
4923 if not silent and (Anim <> nil) then
4924 begin
4925 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4926 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4927 Anim.Free();
4929 if g_Game_IsServer and g_Game_IsNet then
4930 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4931 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4932 NET_GFX_TELE);
4933 end;
4935 Result := True;
4936 end;
4938 function nonz(a: Single): Single;
4939 begin
4940 if a <> 0 then
4941 Result := a
4942 else
4943 Result := 1;
4944 end;
4946 function TPlayer.followCorpse(): Boolean;
4947 var
4948 i: Integer;
4949 begin
4950 Result := False;
4951 if FAlive or FSpectator then
4952 Exit;
4953 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4954 Exit;
4955 for i := 0 to High(gCorpses) do
4956 if gCorpses[i] <> nil then
4957 if gCorpses[i].FPlayerUID = FUID then
4958 begin
4959 Result := True;
4960 FObj.X := gCorpses[i].FObj.X;
4961 FObj.Y := gCorpses[i].FObj.Y;
4962 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
4963 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
4964 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
4965 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
4966 break;
4967 end;
4968 end;
4970 procedure TPlayer.Update();
4971 var
4972 b: Byte;
4973 i, ii, wx, wy, xd, yd, k: Integer;
4974 blockmon, headwater, dospawn: Boolean;
4975 NetServer: Boolean;
4976 AnyServer: Boolean;
4977 SetSpect: Boolean;
4978 begin
4979 NetServer := g_Game_IsNet and g_Game_IsServer;
4980 AnyServer := g_Game_IsServer;
4982 if g_Game_IsClient and (NetInterpLevel > 0) then
4983 DoLerp(NetInterpLevel + 1)
4984 else
4985 if FGhost then
4986 DoLerp(4);
4988 if NetServer then
4989 if FClientID >= 0 then
4990 begin
4991 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4992 if NetClients[FClientID].Peer^.packetsSent > 0 then
4993 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4994 else
4995 FLoss := 0;
4996 end else
4997 begin
4998 FPing := 0;
4999 FLoss := 0;
5000 end;
5002 if FAlive and (FPunchAnim <> nil) then
5003 FPunchAnim.Update();
5005 if FAlive and (gFly or FJetpack) then
5006 FlySmoke();
5008 if FDirection = TDirection.D_LEFT then
5009 FAngle := 180
5010 else
5011 FAngle := 0;
5013 if FAlive and (not FGhost) then
5014 begin
5015 if FKeys[KEY_UP].Pressed then
5016 SeeUp();
5017 if FKeys[KEY_DOWN].Pressed then
5018 SeeDown();
5019 end;
5021 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
5022 (FIncCam <> 0) then
5023 begin
5024 i := g_basic.Sign(FIncCam);
5025 FIncCam := Abs(FIncCam);
5026 DecMin(FIncCam, 5, 0);
5027 FIncCam := FIncCam*i;
5028 end;
5030 // no need to do that each second frame, weapon queue will take care of it
5031 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5032 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5034 if gTime mod (GAME_TICK*2) <> 0 then
5035 begin
5036 if (FObj.Vel.X = 0) and FAlive then
5037 begin
5038 if FKeys[KEY_LEFT].Pressed then
5039 Run(TDirection.D_LEFT);
5040 if FKeys[KEY_RIGHT].Pressed then
5041 Run(TDirection.D_RIGHT);
5042 end;
5044 if FPhysics then
5045 begin
5046 if not followCorpse() then
5047 g_Obj_Move(@FObj, True, True, True);
5048 positionChanged(); // this updates spatial accelerators
5049 end;
5051 Exit;
5052 end;
5054 FActionChanged := False;
5056 if FAlive then
5057 begin
5058 // Let alive player do some actions
5059 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5060 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5061 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5062 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5063 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
5064 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5065 if FKeys[KEY_JUMP].Pressed then Jump()
5066 else
5067 begin
5068 if AnyServer and FJetpack then
5069 begin
5070 FJetpack := False;
5071 JetpackOff;
5072 if NetServer then MH_SEND_PlayerStats(FUID);
5073 end;
5074 FCanJetpack := True;
5075 end;
5076 end
5077 else // Dead
5078 begin
5079 dospawn := False;
5080 if not FGhost then
5081 for k := Low(FKeys) to KEY_CHAT-1 do
5082 begin
5083 if FKeys[k].Pressed then
5084 begin
5085 dospawn := True;
5086 break;
5087 end;
5088 end;
5089 if dospawn then
5090 begin
5091 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5092 Respawn(False)
5093 else // Single
5094 if (FTime[T_RESPAWN] <= gTime) and
5095 gGameOn and (not FAlive) then
5096 begin
5097 if (g_Player_GetCount() > 1) then
5098 Respawn(False)
5099 else
5100 begin
5101 gExit := EXIT_RESTART;
5102 Exit;
5103 end;
5104 end;
5105 end;
5106 // Dead spectator actions
5107 if FGhost then
5108 begin
5109 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5110 if FKeys[KEY_FIRE].Pressed and AnyServer then
5111 begin
5112 if FSpectator then
5113 begin
5114 if (FSpectatePlayer >= High(gPlayers)) then
5115 FSpectatePlayer := -1
5116 else
5117 begin
5118 SetSpect := False;
5119 for I := FSpectatePlayer + 1 to High(gPlayers) do
5120 if gPlayers[I] <> nil then
5121 if gPlayers[I].alive then
5122 if gPlayers[I].UID <> FUID then
5123 begin
5124 FSpectatePlayer := I;
5125 SetSpect := True;
5126 break;
5127 end;
5129 if not SetSpect then FSpectatePlayer := -1;
5130 end;
5132 ReleaseKeys;
5133 end;
5134 end;
5135 end;
5136 end;
5137 // No clipping
5138 if FGhost then
5139 begin
5140 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5141 begin
5142 FYTo := FObj.Y - 32;
5143 FSpectatePlayer := -1;
5144 end;
5145 if FKeys[KEY_DOWN].Pressed then
5146 begin
5147 FYTo := FObj.Y + 32;
5148 FSpectatePlayer := -1;
5149 end;
5150 if FKeys[KEY_LEFT].Pressed then
5151 begin
5152 FXTo := FObj.X - 32;
5153 FSpectatePlayer := -1;
5154 end;
5155 if FKeys[KEY_RIGHT].Pressed then
5156 begin
5157 FXTo := FObj.X + 32;
5158 FSpectatePlayer := -1;
5159 end;
5161 if (FXTo < -64) then
5162 FXTo := -64
5163 else if (FXTo > gMapInfo.Width + 32) then
5164 FXTo := gMapInfo.Width + 32;
5165 if (FYTo < -72) then
5166 FYTo := -72
5167 else if (FYTo > gMapInfo.Height + 32) then
5168 FYTo := gMapInfo.Height + 32;
5169 end;
5171 if FPhysics then
5172 begin
5173 if not followCorpse() then
5174 g_Obj_Move(@FObj, True, True, True);
5175 positionChanged(); // this updates spatial accelerators
5176 end
5177 else
5178 begin
5179 FObj.Vel.X := 0;
5180 FObj.Vel.Y := 0;
5181 if FSpectator then
5182 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5183 if gPlayers[FSpectatePlayer] <> nil then
5184 if gPlayers[FSpectatePlayer].alive then
5185 begin
5186 FXTo := gPlayers[FSpectatePlayer].GameX;
5187 FYTo := gPlayers[FSpectatePlayer].GameY;
5188 end;
5189 end;
5191 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5192 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5193 PANEL_BLOCKMON, True);
5194 headwater := HeadInLiquid(0, 0);
5196 // Ñîïðîòèâëåíèå âîçäóõà:
5197 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5198 if FObj.Vel.X <> 0 then
5199 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5201 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5202 DecMin(FPain, 5, 0);
5203 DecMin(FPickup, 1, 0);
5205 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5206 begin
5207 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5208 FMegaRulez[MR_SUIT] := 0;
5209 FMegaRulez[MR_INVUL] := 0;
5210 FMegaRulez[MR_INVIS] := 0;
5211 Kill(K_FALLKILL, 0, HIT_FALL);
5212 end;
5214 i := 9;
5216 if FAlive then
5217 begin
5218 if FCurrWeap = WEAPON_SAW then
5219 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5220 FSawSoundSelect.IsPlaying()) then
5221 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5223 if FJetpack then
5224 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5225 (not FJetSoundOff.IsPlaying()) then
5226 begin
5227 FJetSoundFly.SetPosition(0);
5228 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5229 end;
5231 for b := WP_FIRST to WP_LAST do
5232 if FReloading[b] > 0 then
5233 if FNoReload then
5234 FReloading[b] := 0
5235 else
5236 Dec(FReloading[b]);
5238 if FShellTimer > -1 then
5239 if FShellTimer = 0 then
5240 begin
5241 if FShellType = SHELL_SHELL then
5242 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5243 GameVelX, GameVelY-2, SHELL_SHELL)
5244 else if FShellType = SHELL_DBLSHELL then
5245 begin
5246 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5247 GameVelX+1, GameVelY-2, SHELL_SHELL);
5248 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5249 GameVelX-1, GameVelY-2, SHELL_SHELL);
5250 end;
5251 FShellTimer := -1;
5252 end else Dec(FShellTimer);
5254 if (FBFGFireCounter > -1) then
5255 if FBFGFireCounter = 0 then
5256 begin
5257 if AnyServer then
5258 begin
5259 wx := FObj.X+WEAPONPOINT[FDirection].X;
5260 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5261 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5262 yd := wy+firediry();
5263 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5264 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5265 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5266 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5267 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5268 end;
5270 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5271 FBFGFireCounter := -1;
5272 end else
5273 if FNoReload then
5274 FBFGFireCounter := 0
5275 else
5276 Dec(FBFGFireCounter);
5278 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5279 begin
5280 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5282 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5283 end;
5285 if (headwater or blockmon) then
5286 begin
5287 Dec(FAir);
5289 if FAir < -9 then
5290 begin
5291 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5292 FAir := 0;
5293 end
5294 else if (FAir mod 31 = 0) and not blockmon then
5295 begin
5296 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5297 if Random(2) = 0 then
5298 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5299 else
5300 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5301 end;
5302 end else if FAir < AIR_DEF then
5303 FAir := AIR_DEF;
5305 if FFireTime > 0 then
5306 begin
5307 if BodyInLiquid(0, 0) then
5308 begin
5309 FFireTime := 0;
5310 FFirePainTime := 0;
5311 end
5312 else if FMegaRulez[MR_SUIT] >= gTime then
5313 begin
5314 if FMegaRulez[MR_SUIT] = gTime then
5315 FFireTime := 1;
5316 FFirePainTime := 0;
5317 end
5318 else
5319 begin
5320 OnFireFlame(1);
5321 if FFirePainTime <= 0 then
5322 begin
5323 if g_Game_IsServer then
5324 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5325 FFirePainTime := 18;
5326 end;
5327 FFirePainTime := FFirePainTime - 1;
5328 FFireTime := FFireTime - 1;
5329 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5330 MH_SEND_PlayerStats(FUID);
5331 end;
5332 end;
5334 if FDamageBuffer > 0 then
5335 begin
5336 if FDamageBuffer >= 9 then
5337 begin
5338 SetAction(A_PAIN);
5340 if FDamageBuffer < 30 then i := 9
5341 else if FDamageBuffer < 100 then i := 18
5342 else i := 27;
5343 end;
5345 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5346 FArmor := FArmor-(FDamageBuffer-ii);
5347 FHealth := FHealth-ii;
5348 if FArmor < 0 then
5349 begin
5350 FHealth := FHealth+FArmor;
5351 FArmor := 0;
5352 end;
5354 if AnyServer then
5355 if FHealth <= 0 then
5356 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5357 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5358 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5360 if FAlive then
5361 begin
5362 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5363 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5364 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5365 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5366 end;
5368 FDamageBuffer := 0;
5369 end;
5371 {CollideItem();}
5372 end; // if FAlive then ...
5374 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5375 begin
5376 FModel.ChangeAnimation(FActionAnim, FActionForce);
5377 FModel.GetCurrentAnimation.MinLength := i;
5378 FModel.GetCurrentAnimationMask.MinLength := i;
5379 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5381 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5382 then SetAction(A_STAND, True);
5384 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5386 for b := Low(FKeys) to High(FKeys) do
5387 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5388 end;
5391 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5392 begin
5393 x := FObj.X+PLAYER_RECT.X;
5394 y := FObj.Y+PLAYER_RECT.Y;
5395 w := PLAYER_RECT.Width;
5396 h := PLAYER_RECT.Height;
5397 end;
5400 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5401 begin
5402 if (dx <> 0) or (dy <> 0) then
5403 begin
5404 FObj.X += dx;
5405 FObj.Y += dy;
5406 positionChanged();
5407 end;
5408 end;
5411 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5412 begin
5413 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5414 FObj.Y+PLAYER_RECT.Y,
5415 PLAYER_RECT.Width,
5416 PLAYER_RECT.Height,
5417 X, Y,
5418 Width, Height);
5419 end;
5421 function TPlayer.Collide(Panel: TPanel): Boolean;
5422 begin
5423 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5424 FObj.Y+PLAYER_RECT.Y,
5425 PLAYER_RECT.Width,
5426 PLAYER_RECT.Height,
5427 Panel.X, Panel.Y,
5428 Panel.Width, Panel.Height);
5429 end;
5431 function TPlayer.Collide(X, Y: Integer): Boolean;
5432 begin
5433 X := X-FObj.X-PLAYER_RECT.X;
5434 Y := Y-FObj.Y-PLAYER_RECT.Y;
5435 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5436 (y >= 0) and (y <= PLAYER_RECT.Height);
5437 end;
5439 function g_Player_ValidName(Name: string): Boolean;
5440 var
5441 a: Integer;
5442 begin
5443 Result := True;
5445 if gPlayers = nil then Exit;
5447 for a := 0 to High(gPlayers) do
5448 if gPlayers[a] <> nil then
5449 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5450 begin
5451 Result := False;
5452 Exit;
5453 end;
5454 end;
5456 procedure TPlayer.SetDirection(Direction: TDirection);
5457 var
5458 d: TDirection;
5459 begin
5460 d := FModel.Direction;
5462 FModel.Direction := Direction;
5463 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5465 FDirection := Direction;
5466 end;
5468 function TPlayer.GetKeys(): Byte;
5469 begin
5470 Result := 0;
5472 if R_KEY_RED in FRulez then Result := KEY_RED;
5473 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5474 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5476 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5477 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5478 end;
5480 procedure TPlayer.Use();
5481 var
5482 a: Integer;
5483 begin
5484 if FTime[T_USE] > gTime then Exit;
5486 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5487 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5489 for a := 0 to High(gPlayers) do
5490 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5491 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5492 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5493 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5494 begin
5495 gPlayers[a].Touch();
5496 if g_Game_IsNet and g_Game_IsServer then
5497 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5498 end;
5500 FTime[T_USE] := gTime+120;
5501 end;
5503 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5504 var
5505 locObj: TObj;
5506 F: Boolean;
5507 WX, WY, XD, YD: Integer;
5508 begin
5509 F := False;
5510 WX := X;
5511 WY := Y;
5512 XD := AX;
5513 YD := AY;
5515 case FCurrWeap of
5516 WEAPON_KASTET:
5517 begin
5518 DoPunch();
5519 if R_BERSERK in FRulez then
5520 begin
5521 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5522 locobj.X := FObj.X+FObj.Rect.X;
5523 locobj.Y := FObj.Y+FObj.Rect.Y;
5524 locobj.rect.X := 0;
5525 locobj.rect.Y := 0;
5526 locobj.rect.Width := 39;
5527 locobj.rect.Height := 52;
5528 locobj.Vel.X := (xd-wx) div 2;
5529 locobj.Vel.Y := (yd-wy) div 2;
5530 locobj.Accel.X := xd-wx;
5531 locobj.Accel.y := yd-wy;
5533 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5534 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5535 else
5536 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5538 if gFlash = 1 then
5539 if FPain < 50 then
5540 FPain := min(FPain + 25, 50);
5541 end else
5542 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5543 end;
5545 WEAPON_SAW:
5546 begin
5547 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5548 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5549 begin
5550 FSawSoundSelect.Stop();
5551 FSawSound.Stop();
5552 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5553 end
5554 else if not FSawSoundHit.IsPlaying() then
5555 begin
5556 FSawSoundSelect.Stop();
5557 FSawSound.PlayAt(FObj.X, FObj.Y);
5558 end;
5559 f := True;
5560 end;
5562 WEAPON_PISTOL:
5563 begin
5564 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5565 FFireAngle := FAngle;
5566 f := True;
5567 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5568 GameVelX, GameVelY-2, SHELL_BULLET);
5569 end;
5571 WEAPON_SHOTGUN1:
5572 begin
5573 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5574 FFireAngle := FAngle;
5575 f := True;
5576 FShellTimer := 10;
5577 FShellType := SHELL_SHELL;
5578 end;
5580 WEAPON_SHOTGUN2:
5581 begin
5582 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5583 FFireAngle := FAngle;
5584 f := True;
5585 FShellTimer := 13;
5586 FShellType := SHELL_DBLSHELL;
5587 end;
5589 WEAPON_CHAINGUN:
5590 begin
5591 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5592 FFireAngle := FAngle;
5593 f := True;
5594 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5595 GameVelX, GameVelY-2, SHELL_BULLET);
5596 end;
5598 WEAPON_ROCKETLAUNCHER:
5599 begin
5600 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5601 FFireAngle := FAngle;
5602 f := True;
5603 end;
5605 WEAPON_PLASMA:
5606 begin
5607 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5608 FFireAngle := FAngle;
5609 f := True;
5610 end;
5612 WEAPON_BFG:
5613 begin
5614 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5615 FFireAngle := FAngle;
5616 f := True;
5617 end;
5619 WEAPON_SUPERPULEMET:
5620 begin
5621 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5622 FFireAngle := FAngle;
5623 f := True;
5624 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5625 GameVelX, GameVelY-2, SHELL_SHELL);
5626 end;
5628 WEAPON_FLAMETHROWER:
5629 begin
5630 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5631 FFireAngle := FAngle;
5632 f := True;
5633 end;
5634 end;
5636 if not f then Exit;
5638 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5639 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5640 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5641 end;
5643 procedure TPlayer.DoLerp(Level: Integer = 2);
5644 begin
5645 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5646 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5647 end;
5649 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5650 var
5651 AX, AY: Integer;
5652 begin
5653 if NetInterpLevel < 1 then
5654 begin
5655 FObj.X := XTo;
5656 FObj.Y := YTo;
5657 end
5658 else
5659 begin
5660 FXTo := XTo;
5661 FYTo := YTo;
5663 AX := Abs(FXTo - FObj.X);
5664 AY := Abs(FYTo - FObj.Y);
5665 if (AX > 32) or (AX <= NetInterpLevel) then
5666 FObj.X := FXTo;
5667 if (AY > 32) or (AY <= NetInterpLevel) then
5668 FObj.Y := FYTo;
5669 end;
5670 end;
5672 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5673 begin
5674 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5675 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5676 PANEL_LIFTUP, False) then Result := -1
5677 else
5678 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5679 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5680 PANEL_LIFTDOWN, False) then Result := 1
5681 else Result := 0;
5682 end;
5684 function TPlayer.GetFlag(Flag: Byte): Boolean;
5685 var
5686 s, ts: String;
5687 evtype: Byte;
5688 begin
5689 Result := False;
5691 if Flag = FLAG_NONE then
5692 Exit;
5694 if not g_Game_IsServer then Exit;
5696 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5697 if (Flag = FTeam) and
5698 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5699 (FFlag <> FLAG_NONE) then
5700 begin
5701 if FFlag = FLAG_RED then
5702 s := _lc[I_PLAYER_FLAG_RED]
5703 else
5704 s := _lc[I_PLAYER_FLAG_BLUE];
5706 evtype := FLAG_STATE_SCORED;
5708 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5709 Insert('.', ts, Length(ts) + 1 - 3);
5710 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5712 g_Map_ResetFlag(FFlag);
5713 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5715 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5717 Result := True;
5718 if g_Game_IsNet then
5719 begin
5720 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5721 MH_SEND_GameStats;
5722 end;
5724 gFlags[FFlag].CaptureTime := 0;
5725 SetFlag(FLAG_NONE);
5726 Exit;
5727 end;
5729 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5730 if (Flag = FTeam) and
5731 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5732 begin
5733 if Flag = FLAG_RED then
5734 s := _lc[I_PLAYER_FLAG_RED]
5735 else
5736 s := _lc[I_PLAYER_FLAG_BLUE];
5738 evtype := FLAG_STATE_RETURNED;
5739 gFlags[Flag].CaptureTime := 0;
5741 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5743 g_Map_ResetFlag(Flag);
5744 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5746 Result := True;
5747 if g_Game_IsNet then
5748 begin
5749 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5750 MH_SEND_GameStats;
5751 end;
5752 Exit;
5753 end;
5755 // Ïîäîáðàë ÷óæîé ôëàã:
5756 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5757 begin
5758 SetFlag(Flag);
5760 if Flag = FLAG_RED then
5761 s := _lc[I_PLAYER_FLAG_RED]
5762 else
5763 s := _lc[I_PLAYER_FLAG_BLUE];
5765 evtype := FLAG_STATE_CAPTURED;
5767 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5769 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5771 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5773 Result := True;
5774 if g_Game_IsNet then
5775 begin
5776 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5777 MH_SEND_GameStats;
5778 end;
5779 end;
5780 end;
5782 procedure TPlayer.SetFlag(Flag: Byte);
5783 begin
5784 FFlag := Flag;
5785 if FModel <> nil then
5786 FModel.SetFlag(FFlag);
5787 end;
5789 function TPlayer.DropFlag(): Boolean;
5790 var
5791 s: String;
5792 begin
5793 Result := False;
5794 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5795 Exit;
5796 FTime[T_FLAGCAP] := gTime + 2000;
5797 with gFlags[FFlag] do
5798 begin
5799 Obj.X := FObj.X;
5800 Obj.Y := FObj.Y;
5801 Direction := FDirection;
5802 State := FLAG_STATE_DROPPED;
5803 Count := FLAG_TIME;
5804 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5805 (FObj.Vel.Y div 2)-2+Random(5));
5806 positionChanged(); // this updates spatial accelerators
5808 if FFlag = FLAG_RED then
5809 s := _lc[I_PLAYER_FLAG_RED]
5810 else
5811 s := _lc[I_PLAYER_FLAG_BLUE];
5813 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5814 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5816 if g_Game_IsNet then
5817 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5818 end;
5819 SetFlag(FLAG_NONE);
5820 Result := True;
5821 end;
5823 procedure TPlayer.GetSecret();
5824 begin
5825 Inc(FSecrets);
5826 end;
5828 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5829 begin
5830 Assert(Key <= High(FKeys));
5832 FKeys[Key].Pressed := True;
5833 FKeys[Key].Time := Time;
5834 end;
5836 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5837 begin
5838 Result := FKeys[K].Pressed;
5839 end;
5841 procedure TPlayer.ReleaseKeys();
5842 var
5843 a: Integer;
5844 begin
5845 for a := Low(FKeys) to High(FKeys) do
5846 begin
5847 FKeys[a].Pressed := False;
5848 FKeys[a].Time := 0;
5849 end;
5850 end;
5852 procedure TPlayer.OnDamage(Angle: SmallInt);
5853 begin
5854 end;
5856 function TPlayer.firediry(): Integer;
5857 begin
5858 if FKeys[KEY_UP].Pressed then Result := -42
5859 else if FKeys[KEY_DOWN].Pressed then Result := 19
5860 else Result := 0;
5861 end;
5863 procedure TPlayer.RememberState();
5864 var
5865 i: Integer;
5866 begin
5867 FSavedState.Health := FHealth;
5868 FSavedState.Armor := FArmor;
5869 FSavedState.Air := FAir;
5870 FSavedState.JetFuel := FJetFuel;
5871 FSavedState.CurrWeap := FCurrWeap;
5872 FSavedState.NextWeap := FNextWeap;
5873 FSavedState.NextWeapDelay := FNextWeapDelay;
5875 for i := 0 to 3 do
5876 FSavedState.Ammo[i] := FAmmo[i];
5877 for i := 0 to 3 do
5878 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5880 FSavedState.Rulez := FRulez;
5881 FSavedState.WaitRecall := True;
5882 end;
5884 procedure TPlayer.RecallState();
5885 var
5886 i: Integer;
5887 begin
5888 if not FSavedState.WaitRecall then Exit;
5890 FHealth := FSavedState.Health;
5891 FArmor := FSavedState.Armor;
5892 FAir := FSavedState.Air;
5893 FJetFuel := FSavedState.JetFuel;
5894 FCurrWeap := FSavedState.CurrWeap;
5895 FNextWeap := FSavedState.NextWeap;
5896 FNextWeapDelay := FSavedState.NextWeapDelay;
5898 for i := 0 to 3 do
5899 FAmmo[i] := FSavedState.Ammo[i];
5900 for i := 0 to 3 do
5901 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5903 FRulez := FSavedState.Rulez;
5904 FSavedState.WaitRecall := False;
5906 if gGameSettings.GameType = GT_SERVER then
5907 MH_SEND_PlayerStats(FUID);
5908 end;
5910 procedure TPlayer.SaveState (st: TStream);
5911 var
5912 i: Integer;
5913 b: Byte;
5914 begin
5915 // Ñèãíàòóðà èãðîêà
5916 utils.writeSign(st, 'PLYR');
5917 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5918 // Áîò èëè ÷åëîâåê
5919 utils.writeBool(st, FIamBot);
5920 // UID èãðîêà
5921 utils.writeInt(st, Word(FUID));
5922 // Èìÿ èãðîêà
5923 utils.writeStr(st, FName);
5924 // Êîìàíäà
5925 utils.writeInt(st, Byte(FTeam));
5926 // Æèâ ëè
5927 utils.writeBool(st, FAlive);
5928 // Èçðàñõîäîâàë ëè âñå æèçíè
5929 utils.writeBool(st, FNoRespawn);
5930 // Íàïðàâëåíèå
5931 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
5932 utils.writeInt(st, Byte(b));
5933 // Çäîðîâüå
5934 utils.writeInt(st, LongInt(FHealth));
5935 // Æèçíè
5936 utils.writeInt(st, Byte(FLives));
5937 // Áðîíÿ
5938 utils.writeInt(st, LongInt(FArmor));
5939 // Çàïàñ âîçäóõà
5940 utils.writeInt(st, LongInt(FAir));
5941 // Çàïàñ ãîðþ÷åãî
5942 utils.writeInt(st, LongInt(FJetFuel));
5943 // Áîëü
5944 utils.writeInt(st, LongInt(FPain));
5945 // Óáèë
5946 utils.writeInt(st, LongInt(FKills));
5947 // Óáèë ìîíñòðîâ
5948 utils.writeInt(st, LongInt(FMonsterKills));
5949 // Ôðàãîâ
5950 utils.writeInt(st, LongInt(FFrags));
5951 // Ôðàãîâ ïîäðÿä
5952 utils.writeInt(st, Byte(FFragCombo));
5953 // Âðåìÿ ïîñëåäíåãî ôðàãà
5954 utils.writeInt(st, LongWord(FLastFrag));
5955 // Ñìåðòåé
5956 utils.writeInt(st, LongInt(FDeath));
5957 // Êàêîé ôëàã íåñåò
5958 utils.writeInt(st, Byte(FFlag));
5959 // Íàøåë ñåêðåòîâ
5960 utils.writeInt(st, LongInt(FSecrets));
5961 // Òåêóùåå îðóæèå
5962 utils.writeInt(st, Byte(FCurrWeap));
5963 // Æåëàåìîå îðóæèå
5964 utils.writeInt(st, Word(FNextWeap));
5965 // ...è ïàóçà
5966 utils.writeInt(st, Byte(FNextWeapDelay));
5967 // Âðåìÿ çàðÿäêè BFG
5968 utils.writeInt(st, SmallInt(FBFGFireCounter));
5969 // Áóôåð óðîíà
5970 utils.writeInt(st, LongInt(FDamageBuffer));
5971 // Ïîñëåäíèé óäàðèâøèé
5972 utils.writeInt(st, Word(FLastSpawnerUID));
5973 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5974 utils.writeInt(st, Byte(FLastHit));
5975 // Îáúåêò èãðîêà
5976 Obj_SaveState(st, @FObj);
5977 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5978 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
5979 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5980 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
5981 // Íàëè÷èå îðóæèÿ
5982 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
5983 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5984 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
5985 // Íàëè÷èå ðþêçàêà
5986 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
5987 // Íàëè÷èå êðàñíîãî êëþ÷à
5988 utils.writeBool(st, (R_KEY_RED in FRulez));
5989 // Íàëè÷èå çåëåíîãî êëþ÷à
5990 utils.writeBool(st, (R_KEY_GREEN in FRulez));
5991 // Íàëè÷èå ñèíåãî êëþ÷à
5992 utils.writeBool(st, (R_KEY_BLUE in FRulez));
5993 // Íàëè÷èå áåðñåðêà
5994 utils.writeBool(st, (R_BERSERK in FRulez));
5995 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5996 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
5997 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5998 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
5999 // Íàçâàíèå ìîäåëè
6000 utils.writeStr(st, FModel.Name);
6001 // Öâåò ìîäåëè
6002 utils.writeInt(st, Byte(FColor.R));
6003 utils.writeInt(st, Byte(FColor.G));
6004 utils.writeInt(st, Byte(FColor.B));
6005 end;
6008 procedure TPlayer.LoadState (st: TStream);
6009 var
6010 i: Integer;
6011 str: String;
6012 b: Byte;
6013 begin
6014 assert(st <> nil);
6016 // Ñèãíàòóðà èãðîêà
6017 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
6018 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
6019 // Áîò èëè ÷åëîâåê:
6020 FIamBot := utils.readBool(st);
6021 // UID èãðîêà
6022 FUID := utils.readWord(st);
6023 // Èìÿ èãðîêà
6024 str := utils.readStr(st);
6025 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6026 // Êîìàíäà
6027 FTeam := utils.readByte(st);
6028 // Æèâ ëè
6029 FAlive := utils.readBool(st);
6030 // Èçðàñõîäîâàë ëè âñå æèçíè
6031 FNoRespawn := utils.readBool(st);
6032 // Íàïðàâëåíèå
6033 b := utils.readByte(st);
6034 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6035 // Çäîðîâüå
6036 FHealth := utils.readLongInt(st);
6037 // Æèçíè
6038 FLives := utils.readByte(st);
6039 // Áðîíÿ
6040 FArmor := utils.readLongInt(st);
6041 // Çàïàñ âîçäóõà
6042 FAir := utils.readLongInt(st);
6043 // Çàïàñ ãîðþ÷åãî
6044 FJetFuel := utils.readLongInt(st);
6045 // Áîëü
6046 FPain := utils.readLongInt(st);
6047 // Óáèë
6048 FKills := utils.readLongInt(st);
6049 // Óáèë ìîíñòðîâ
6050 FMonsterKills := utils.readLongInt(st);
6051 // Ôðàãîâ
6052 FFrags := utils.readLongInt(st);
6053 // Ôðàãîâ ïîäðÿä
6054 FFragCombo := utils.readByte(st);
6055 // Âðåìÿ ïîñëåäíåãî ôðàãà
6056 FLastFrag := utils.readLongWord(st);
6057 // Ñìåðòåé
6058 FDeath := utils.readLongInt(st);
6059 // Êàêîé ôëàã íåñåò
6060 FFlag := utils.readByte(st);
6061 // Íàøåë ñåêðåòîâ
6062 FSecrets := utils.readLongInt(st);
6063 // Òåêóùåå îðóæèå
6064 FCurrWeap := utils.readByte(st);
6065 // Æåëàåìîå îðóæèå
6066 FNextWeap := utils.readWord(st);
6067 // ...è ïàóçà
6068 FNextWeapDelay := utils.readByte(st);
6069 // Âðåìÿ çàðÿäêè BFG
6070 FBFGFireCounter := utils.readSmallInt(st);
6071 // Áóôåð óðîíà
6072 FDamageBuffer := utils.readLongInt(st);
6073 // Ïîñëåäíèé óäàðèâøèé
6074 FLastSpawnerUID := utils.readWord(st);
6075 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6076 FLastHit := utils.readByte(st);
6077 // Îáúåêò èãðîêà
6078 Obj_LoadState(@FObj, st);
6079 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6080 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6081 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6082 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6083 // Íàëè÷èå îðóæèÿ
6084 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6085 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6086 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6087 // Íàëè÷èå ðþêçàêà
6088 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6089 // Íàëè÷èå êðàñíîãî êëþ÷à
6090 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6091 // Íàëè÷èå çåëåíîãî êëþ÷à
6092 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6093 // Íàëè÷èå ñèíåãî êëþ÷à
6094 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6095 // Íàëè÷èå áåðñåðêà
6096 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6097 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6098 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6099 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6100 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6101 // Íàçâàíèå ìîäåëè
6102 str := utils.readStr(st);
6103 // Öâåò ìîäåëè
6104 FColor.R := utils.readByte(st);
6105 FColor.G := utils.readByte(st);
6106 FColor.B := utils.readByte(st);
6107 if (self = gPlayer1) then
6108 begin
6109 str := gPlayer1Settings.Model;
6110 FColor := gPlayer1Settings.Color;
6111 end
6112 else if (self = gPlayer2) then
6113 begin
6114 str := gPlayer2Settings.Model;
6115 FColor := gPlayer2Settings.Color;
6116 end;
6117 // Îáíîâëÿåì ìîäåëü èãðîêà
6118 SetModel(str);
6119 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6120 FModel.Color := TEAMCOLOR[FTeam]
6121 else
6122 FModel.Color := FColor;
6123 end;
6126 procedure TPlayer.AllRulez(Health: Boolean);
6127 var
6128 a: Integer;
6129 begin
6130 if Health then
6131 begin
6132 FHealth := PLAYER_HP_LIMIT;
6133 FArmor := PLAYER_AP_LIMIT;
6134 Exit;
6135 end;
6137 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6138 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6139 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6140 end;
6142 procedure TPlayer.RestoreHealthArmor();
6143 begin
6144 FHealth := PLAYER_HP_LIMIT;
6145 FArmor := PLAYER_AP_LIMIT;
6146 end;
6148 procedure TPlayer.FragCombo();
6149 var
6150 Param: Integer;
6151 begin
6152 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6153 Exit;
6154 if gTime - FLastFrag < FRAG_COMBO_TIME then
6155 begin
6156 if FFragCombo < 5 then
6157 Inc(FFragCombo);
6158 Param := FUID or (FFragCombo shl 16);
6159 if (FComboEvnt >= Low(gDelayedEvents)) and
6160 (FComboEvnt <= High(gDelayedEvents)) and
6161 gDelayedEvents[FComboEvnt].Pending and
6162 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6163 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6164 begin
6165 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6166 gDelayedEvents[FComboEvnt].DENum := Param;
6167 end
6168 else
6169 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6170 end
6171 else
6172 FFragCombo := 1;
6174 FLastFrag := gTime;
6175 end;
6177 procedure TPlayer.GiveItem(ItemType: Byte);
6178 begin
6179 case ItemType of
6180 ITEM_SUIT:
6181 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6182 begin
6183 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6184 end;
6186 ITEM_OXYGEN:
6187 if FAir < AIR_MAX then
6188 begin
6189 FAir := AIR_MAX;
6190 end;
6192 ITEM_MEDKIT_BLACK:
6193 begin
6194 if not (R_BERSERK in FRulez) then
6195 begin
6196 Include(FRulez, R_BERSERK);
6197 if FBFGFireCounter < 1 then
6198 begin
6199 FCurrWeap := WEAPON_KASTET;
6200 resetWeaponQueue();
6201 FModel.SetWeapon(WEAPON_KASTET);
6202 end;
6203 if gFlash <> 0 then
6204 Inc(FPain, 100);
6205 FBerserk := gTime+30000;
6206 end;
6207 if FHealth < PLAYER_HP_SOFT then
6208 begin
6209 FHealth := PLAYER_HP_SOFT;
6210 FBerserk := gTime+30000;
6211 end;
6212 end;
6214 ITEM_INVUL:
6215 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6216 begin
6217 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6218 end;
6220 ITEM_INVIS:
6221 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6222 begin
6223 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6224 end;
6226 ITEM_JETPACK:
6227 if FJetFuel < JET_MAX then
6228 begin
6229 FJetFuel := JET_MAX;
6230 end;
6232 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6233 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6235 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6236 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6238 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6239 ITEM_SPHERE_WHITE:
6240 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6241 begin
6242 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6243 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6244 end;
6246 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6247 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6248 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6249 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6250 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6251 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6252 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6253 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6254 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6256 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6257 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6258 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6259 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6260 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6261 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6262 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6263 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6264 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6266 ITEM_AMMO_BACKPACK:
6267 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6268 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6269 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6270 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6271 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6272 begin
6273 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6274 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6275 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6276 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6277 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6279 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6280 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6281 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6282 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6284 FRulez := FRulez + [R_ITEM_BACKPACK];
6285 end;
6287 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6288 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6289 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6291 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6292 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6294 else
6295 Exit;
6296 end;
6297 if g_Game_IsNet and g_Game_IsServer then
6298 MH_SEND_PlayerStats(FUID);
6299 end;
6301 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6302 var
6303 id, i: DWORD;
6304 Anim: TAnimation;
6305 begin
6306 if (Random(5) = 1) and (Times = 1) then
6307 Exit;
6309 if BodyInLiquid(0, 0) then
6310 begin
6311 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6312 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6313 if Random(2) = 0 then
6314 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6315 else
6316 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6317 Exit;
6318 end;
6320 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6321 begin
6322 for i := 1 to Times do
6323 begin
6324 Anim := TAnimation.Create(id, False, 3);
6325 Anim.Alpha := 150;
6326 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6327 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6328 Anim.Free();
6329 end;
6330 end;
6331 end;
6333 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6334 var
6335 id, i: DWORD;
6336 Anim: TAnimation;
6337 begin
6338 if (Random(10) = 1) and (Times = 1) then
6339 Exit;
6341 if g_Frames_Get(id, 'FRAMES_FLAME') then
6342 begin
6343 for i := 1 to Times do
6344 begin
6345 Anim := TAnimation.Create(id, False, 3);
6346 Anim.Alpha := 0;
6347 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6348 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6349 Anim.Free();
6350 end;
6351 end;
6352 end;
6354 procedure TPlayer.PauseSounds(Enable: Boolean);
6355 begin
6356 FSawSound.Pause(Enable);
6357 FSawSoundIdle.Pause(Enable);
6358 FSawSoundHit.Pause(Enable);
6359 FSawSoundSelect.Pause(Enable);
6360 end;
6362 { T C o r p s e : }
6364 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6365 begin
6366 g_Obj_Init(@FObj);
6367 FObj.X := X;
6368 FObj.Y := Y;
6369 FObj.Rect := PLAYER_CORPSERECT;
6370 FModelName := ModelName;
6371 FMess := aMess;
6373 if FMess then
6374 begin
6375 FState := CORPSE_STATE_MESS;
6376 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6377 end
6378 else
6379 begin
6380 FState := CORPSE_STATE_NORMAL;
6381 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6382 end;
6383 end;
6385 destructor TCorpse.Destroy();
6386 begin
6387 FAnimation.Free();
6389 inherited;
6390 end;
6392 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6394 procedure TCorpse.positionChanged (); inline; begin end;
6396 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6397 begin
6398 if (dx <> 0) or (dy <> 0) then
6399 begin
6400 FObj.X += dx;
6401 FObj.Y += dy;
6402 positionChanged();
6403 end;
6404 end;
6407 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6408 begin
6409 x := FObj.X+PLAYER_CORPSERECT.X;
6410 y := FObj.Y+PLAYER_CORPSERECT.Y;
6411 w := PLAYER_CORPSERECT.Width;
6412 h := PLAYER_CORPSERECT.Height;
6413 end;
6416 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6417 var
6418 pm: TPlayerModel;
6419 Blood: TModelBlood;
6420 begin
6421 if FState = CORPSE_STATE_REMOVEME then
6422 Exit;
6424 FDamage := FDamage + Value;
6426 if FDamage > 150 then
6427 begin
6428 if FAnimation <> nil then
6429 begin
6430 FAnimation.Free();
6431 FAnimation := nil;
6433 FState := CORPSE_STATE_REMOVEME;
6435 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6436 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6437 FModelName, FColor);
6438 // Çâóê ìÿñà îò òðóïà:
6439 pm := g_PlayerModel_Get(FModelName);
6440 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6441 pm.Free;
6443 // Çëîâåùèé ñìåõ:
6444 if (gBodyKillEvent <> -1)
6445 and gDelayedEvents[gBodyKillEvent].Pending then
6446 gDelayedEvents[gBodyKillEvent].Pending := False;
6447 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6448 end;
6449 end
6450 else
6451 begin
6452 Blood := g_PlayerModel_GetBlood(FModelName);
6453 FObj.Vel.X := FObj.Vel.X + vx;
6454 FObj.Vel.Y := FObj.Vel.Y + vy;
6455 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6456 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6457 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6458 Blood.R, Blood.G, Blood.B, Blood.Kind);
6459 end;
6460 end;
6462 procedure TCorpse.Draw();
6463 begin
6464 if FState = CORPSE_STATE_REMOVEME then
6465 Exit;
6467 if FAnimation <> nil then
6468 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6470 if FAnimationMask <> nil then
6471 begin
6472 e_Colors := FColor;
6473 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6474 e_Colors.R := 255;
6475 e_Colors.G := 255;
6476 e_Colors.B := 255;
6477 end;
6478 end;
6480 procedure TCorpse.Update();
6481 var
6482 st: Word;
6483 begin
6484 if FState = CORPSE_STATE_REMOVEME then
6485 Exit;
6487 if gTime mod (GAME_TICK*2) <> 0 then
6488 begin
6489 g_Obj_Move(@FObj, True, True, True);
6490 positionChanged(); // this updates spatial accelerators
6491 Exit;
6492 end;
6494 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6495 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6497 st := g_Obj_Move(@FObj, True, True, True);
6498 positionChanged(); // this updates spatial accelerators
6500 if WordBool(st and MOVE_FALLOUT) then
6501 begin
6502 FState := CORPSE_STATE_REMOVEME;
6503 Exit;
6504 end;
6506 if FAnimation <> nil then
6507 FAnimation.Update();
6508 if FAnimationMask <> nil then
6509 FAnimationMask.Update();
6510 end;
6513 procedure TCorpse.SaveState (st: TStream);
6514 var
6515 anim: Boolean;
6516 begin
6517 assert(st <> nil);
6519 // Ñèãíàòóðà òðóïà
6520 utils.writeSign(st, 'CORP');
6521 utils.writeInt(st, Byte(0));
6522 // Ñîñòîÿíèå
6523 utils.writeInt(st, Byte(FState));
6524 // Íàêîïëåííûé óðîí
6525 utils.writeInt(st, Byte(FDamage));
6526 // Öâåò
6527 utils.writeInt(st, Byte(FColor.R));
6528 utils.writeInt(st, Byte(FColor.G));
6529 utils.writeInt(st, Byte(FColor.B));
6530 // Îáúåêò òðóïà
6531 Obj_SaveState(st, @FObj);
6532 utils.writeInt(st, Word(FPlayerUID));
6533 // Åñòü ëè àíèìàöèÿ
6534 anim := (FAnimation <> nil);
6535 utils.writeBool(st, anim);
6536 // Åñëè åñòü - ñîõðàíÿåì
6537 if anim then FAnimation.SaveState(st);
6538 // Åñòü ëè ìàñêà àíèìàöèè
6539 anim := (FAnimationMask <> nil);
6540 utils.writeBool(st, anim);
6541 // Åñëè åñòü - ñîõðàíÿåì
6542 if anim then FAnimationMask.SaveState(st);
6543 end;
6546 procedure TCorpse.LoadState (st: TStream);
6547 var
6548 anim: Boolean;
6549 begin
6550 assert(st <> nil);
6552 // Ñèãíàòóðà òðóïà
6553 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6554 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6555 // Ñîñòîÿíèå
6556 FState := utils.readByte(st);
6557 // Íàêîïëåííûé óðîí
6558 FDamage := utils.readByte(st);
6559 // Öâåò
6560 FColor.R := utils.readByte(st);
6561 FColor.G := utils.readByte(st);
6562 FColor.B := utils.readByte(st);
6563 // Îáúåêò òðóïà
6564 Obj_LoadState(@FObj, st);
6565 FPlayerUID := utils.readWord(st);
6566 // Åñòü ëè àíèìàöèÿ
6567 anim := utils.readBool(st);
6568 // Åñëè åñòü - çàãðóæàåì
6569 if anim then
6570 begin
6571 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6572 FAnimation.LoadState(st);
6573 end;
6574 // Åñòü ëè ìàñêà àíèìàöèè
6575 anim := utils.readBool(st);
6576 // Åñëè åñòü - çàãðóæàåì
6577 if anim then
6578 begin
6579 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6580 FAnimationMask.LoadState(st);
6581 end;
6582 end;
6584 { T B o t : }
6586 constructor TBot.Create();
6587 var
6588 a: Integer;
6589 begin
6590 inherited Create();
6592 FPhysics := True;
6593 FSpectator := False;
6594 FGhost := False;
6596 FIamBot := True;
6598 Inc(gNumBots);
6600 for a := WP_FIRST to WP_LAST do
6601 begin
6602 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6603 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6604 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6605 end;
6606 end;
6608 destructor TBot.Destroy();
6609 begin
6610 Dec(gNumBots);
6611 inherited Destroy();
6612 end;
6614 procedure TBot.Draw();
6615 begin
6616 inherited Draw();
6618 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6619 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6620 end;
6622 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6623 begin
6624 inherited Respawn(Silent, Force);
6626 FAIFlags := nil;
6627 FSelectedWeapon := FCurrWeap;
6628 resetWeaponQueue();
6629 FTargetUID := 0;
6630 end;
6632 procedure TBot.UpdateCombat();
6633 type
6634 TTarget = record
6635 UID: Word;
6636 X, Y: Integer;
6637 Rect: TRectWH;
6638 cX, cY: Integer;
6639 Dist: Word;
6640 Line: Boolean;
6641 Visible: Boolean;
6642 IsPlayer: Boolean;
6643 end;
6645 TTargetRecord = array of TTarget;
6647 function Compare(a, b: TTarget): Integer;
6648 begin
6649 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6650 Result := -1
6651 else
6652 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6653 Result := 1
6654 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6655 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6656 begin
6657 if a.Dist > b.Dist then // B áëèæå
6658 Result := 1
6659 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6660 Result := -1;
6661 end
6662 else // Ñòðàííî -> A
6663 Result := -1;
6664 end;
6666 var
6667 a, x1, y1, x2, y2: Integer;
6668 targets: TTargetRecord;
6669 ammo: Word;
6670 Target, BestTarget: TTarget;
6671 firew, fireh: Integer;
6672 angle: SmallInt;
6673 mon: TMonster;
6674 pla, tpla: TPlayer;
6675 vsPlayer, vsMonster, ok: Boolean;
6678 function monsUpdate (mon: TMonster): Boolean;
6679 begin
6680 result := false; // don't stop
6681 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6682 begin
6683 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6685 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6686 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6688 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6689 if g_TraceVector(x1, y1, x2, y2) then
6690 begin
6691 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6692 SetLength(targets, Length(targets)+1);
6693 with targets[High(targets)] do
6694 begin
6695 UID := mon.UID;
6696 X := mon.Obj.X;
6697 Y := mon.Obj.Y;
6698 cX := x2;
6699 cY := y2;
6700 Rect := mon.Obj.Rect;
6701 Dist := g_PatchLength(x1, y1, x2, y2);
6702 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6703 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6704 Visible := True;
6705 IsPlayer := False;
6706 end;
6707 end;
6708 end;
6709 end;
6711 begin
6712 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6713 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6715 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6716 if FCurrWeap <> FSelectedWeapon then
6717 NextWeapon();
6719 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6720 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6721 begin
6722 RemoveAIFlag('NEEDFIRE');
6724 case FCurrWeap of
6725 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6726 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6727 else PressKey(KEY_FIRE);
6728 end;
6729 end;
6731 // Êîîðäèíàòû ñòâîëà:
6732 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6733 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6735 Target.UID := FTargetUID;
6737 ok := False;
6738 if Target.UID <> 0 then
6739 begin // Öåëü åñòü - íàñòðàèâàåì
6740 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6741 vsPlayer then
6742 begin // Èãðîê
6743 tpla := g_Player_Get(Target.UID);
6744 if tpla <> nil then
6745 with tpla do
6746 begin
6747 if (@FObj) <> nil then
6748 begin
6749 Target.X := FObj.X;
6750 Target.Y := FObj.Y;
6751 end;
6752 end;
6754 Target.cX := Target.X + PLAYER_RECT_CX;
6755 Target.cY := Target.Y + PLAYER_RECT_CY;
6756 Target.Rect := PLAYER_RECT;
6757 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6758 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6759 (y1-4 > Target.Y+PLAYER_RECT.Y);
6760 Target.IsPlayer := True;
6761 ok := True;
6762 end
6763 else
6764 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6765 vsMonster then
6766 begin // Ìîíñòð
6767 mon := g_Monsters_ByUID(Target.UID);
6768 if mon <> nil then
6769 begin
6770 Target.X := mon.Obj.X;
6771 Target.Y := mon.Obj.Y;
6773 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6774 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6775 Target.Rect := mon.Obj.Rect;
6776 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6777 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6778 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6779 Target.IsPlayer := False;
6780 ok := True;
6781 end;
6782 end;
6783 end;
6785 if not ok then
6786 begin // Öåëè íåò - îáíóëÿåì
6787 Target.X := 0;
6788 Target.Y := 0;
6789 Target.cX := 0;
6790 Target.cY := 0;
6791 Target.Visible := False;
6792 Target.Line := False;
6793 Target.IsPlayer := False;
6794 end;
6796 targets := nil;
6798 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6799 if (not Target.Line) or (not Target.Visible) then
6800 begin
6801 // Èãðîêè:
6802 if vsPlayer then
6803 for a := 0 to High(gPlayers) do
6804 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6805 (gPlayers[a].FUID <> FUID) and
6806 (not SameTeam(FUID, gPlayers[a].FUID)) and
6807 (not gPlayers[a].NoTarget) and
6808 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6809 begin
6810 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6811 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6812 Continue;
6814 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6815 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6817 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6818 if g_TraceVector(x1, y1, x2, y2) then
6819 begin
6820 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6821 SetLength(targets, Length(targets)+1);
6822 with targets[High(targets)] do
6823 begin
6824 UID := gPlayers[a].FUID;
6825 X := gPlayers[a].FObj.X;
6826 Y := gPlayers[a].FObj.Y;
6827 cX := x2;
6828 cY := y2;
6829 Rect := PLAYER_RECT;
6830 Dist := g_PatchLength(x1, y1, x2, y2);
6831 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6832 (y1-4 > Target.Y+PLAYER_RECT.Y);
6833 Visible := True;
6834 IsPlayer := True;
6835 end;
6836 end;
6837 end;
6839 // Ìîíñòðû:
6840 if vsMonster then g_Mons_ForEach(monsUpdate);
6841 end;
6843 // Åñëè åñòü âîçìîæíûå öåëè:
6844 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6845 if targets <> nil then
6846 begin
6847 // Âûáèðàåì íàèëó÷øóþ öåëü:
6848 BestTarget := targets[0];
6849 if Length(targets) > 1 then
6850 for a := 1 to High(targets) do
6851 if Compare(BestTarget, targets[a]) = 1 then
6852 BestTarget := targets[a];
6854 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6855 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6856 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6857 begin
6858 Target := BestTarget;
6860 if (Healthy() = 3) or ((Healthy() = 2)) then
6861 begin // Åñëè çäîðîâû - äîãîíÿåì
6862 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6863 SetAIFlag('GORIGHT', '1');
6864 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6865 SetAIFlag('GOLEFT', '1');
6866 end
6867 else
6868 begin // Åñëè ïîáèòû - óáåãàåì
6869 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6870 SetAIFlag('GORIGHT', '1');
6871 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6872 SetAIFlag('GOLEFT', '1');
6873 end;
6875 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6876 SelectWeapon(Abs(x1-Target.cX));
6877 end;
6878 end;
6880 // Åñëè åñòü öåëü:
6881 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6882 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6883 if Target.UID <> 0 then
6884 begin
6885 if not TargetOnScreen(Target.X + Target.Rect.X,
6886 Target.Y + Target.Rect.Y) then
6887 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6888 if (Healthy() = 3) or ((Healthy() = 2)) then
6889 begin // Åñëè çäîðîâû - äîãîíÿåì
6890 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6891 SetAIFlag('GORIGHT', '1');
6892 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6893 SetAIFlag('GOLEFT', '1');
6894 end
6895 else
6896 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6897 Target.UID := 0;
6898 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6899 SetAIFlag('GORIGHT', '1');
6900 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6901 SetAIFlag('GOLEFT', '1');
6902 end;
6903 end
6904 else
6905 begin // Öåëü ïîêà íà "ýêðàíå"
6906 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6907 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6908 FLastVisible := gTime;
6909 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6910 if (Abs(FObj.Y-Target.Y) <= 128) then
6911 begin
6912 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6913 SetAIFlag('GORIGHT', '1');
6914 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6915 SetAIFlag('GOLEFT', '1');
6916 end;
6917 end;
6919 // Âûáèðàåì óãîë ââåðõ:
6920 if FDirection = TDirection.D_LEFT then
6921 angle := ANGLE_LEFTUP
6922 else
6923 angle := ANGLE_RIGHTUP;
6925 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6926 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6928 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6929 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6930 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6931 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6932 Target.Rect.Width, Target.Rect.Height) and
6933 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6934 begin // òî íóæíî ñòðåëÿòü ââåðõ
6935 SetAIFlag('NEEDFIRE', '1');
6936 SetAIFlag('NEEDSEEUP', '1');
6937 end;
6939 // Âûáèðàåì óãîë âíèç:
6940 if FDirection = TDirection.D_LEFT then
6941 angle := ANGLE_LEFTDOWN
6942 else
6943 angle := ANGLE_RIGHTDOWN;
6945 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6946 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6948 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6949 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6950 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6951 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6952 Target.Rect.Width, Target.Rect.Height) and
6953 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6954 begin // òî íóæíî ñòðåëÿòü âíèç
6955 SetAIFlag('NEEDFIRE', '1');
6956 SetAIFlag('NEEDSEEDOWN', '1');
6957 end;
6959 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6960 if Target.Visible and
6961 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6962 (y1-4 > Target.Y+Target.Rect.Y) then
6963 begin
6964 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6965 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
6966 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6967 begin // òî íóæíî ñòðåëÿòü âïåðåä
6968 SetAIFlag('NEEDFIRE', '1');
6969 SetAIFlag('NEEDSEEDOWN', '');
6970 SetAIFlag('NEEDSEEUP', '');
6971 end;
6972 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6973 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6974 if GetRnd(FDifficult.CloseJump) then
6975 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6976 if Abs(FObj.X-Target.X) < 128 then
6977 a := 4
6978 else
6979 a := 30;
6980 if Random(a) = 0 then
6981 SetAIFlag('NEEDJUMP', '1');
6982 end;
6983 end;
6985 // Åñëè öåëü âñå åùå åñòü:
6986 if Target.UID <> 0 then
6987 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6988 Target.UID := 0 // òî çàáûòü öåëü
6989 else // Åñëè âèäåëè íåäàâíî
6990 begin // íî öåëü óáèëè
6991 if Target.IsPlayer then
6992 begin // Öåëü - èãðîê
6993 pla := g_Player_Get(Target.UID);
6994 if (pla = nil) or (not pla.alive) or pla.NoTarget or
6995 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6996 Target.UID := 0; // òî çàáûòü öåëü
6997 end
6998 else
6999 begin // Öåëü - ìîíñòð
7000 mon := g_Monsters_ByUID(Target.UID);
7001 if (mon = nil) or (not mon.alive) then
7002 Target.UID := 0; // òî çàáûòü öåëü
7003 end;
7004 end;
7005 end; // if Target.UID <> 0
7007 FTargetUID := Target.UID;
7009 // Åñëè âîçìîæíûõ öåëåé íåò:
7010 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7011 if targets = nil then
7012 if GetAIFlag('ATTACKLEFT') <> '' then
7013 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7014 RemoveAIFlag('ATTACKLEFT');
7016 SetAIFlag('NEEDJUMP', '1');
7018 if RunDirection() = TDirection.D_RIGHT then
7019 begin // Èäåì íå â òó ñòîðîíó
7020 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7021 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7022 SetAIFlag('NEEDFIRE', '1');
7023 SetAIFlag('GOLEFT', '1');
7024 end;
7025 end
7026 else
7027 begin // Èäåì â íóæíóþ ñòîðîíó
7028 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7029 SetAIFlag('NEEDFIRE', '1');
7030 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7031 SetAIFlag('GORIGHT', '1');
7032 end;
7033 end
7034 else
7035 if GetAIFlag('ATTACKRIGHT') <> '' then
7036 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7037 RemoveAIFlag('ATTACKRIGHT');
7039 SetAIFlag('NEEDJUMP', '1');
7041 if RunDirection() = TDirection.D_LEFT then
7042 begin // Èäåì íå â òó ñòîðîíó
7043 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7044 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7045 SetAIFlag('NEEDFIRE', '1');
7046 SetAIFlag('GORIGHT', '1');
7047 end;
7048 end
7049 else
7050 begin
7051 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7052 SetAIFlag('NEEDFIRE', '1');
7053 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7054 SetAIFlag('GOLEFT', '1');
7055 end;
7056 end;
7058 //HACK! (does it belongs there?)
7059 RealizeCurrentWeapon();
7061 // Åñëè åñòü âîçìîæíûå öåëè:
7062 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7063 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7064 for a := 0 to High(targets) do
7065 begin
7066 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7067 if GetRnd(FDifficult.DiagFire) then
7068 begin
7069 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7070 if FDirection = TDirection.D_LEFT then
7071 angle := ANGLE_LEFTUP
7072 else
7073 angle := ANGLE_RIGHTUP;
7075 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7076 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7078 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7079 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7080 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7081 targets[a].Rect.Width, targets[a].Rect.Height) and
7082 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7083 begin
7084 SetAIFlag('NEEDFIRE', '1');
7085 SetAIFlag('NEEDSEEUP', '1');
7086 end;
7088 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7089 if FDirection = TDirection.D_LEFT then
7090 angle := ANGLE_LEFTDOWN
7091 else
7092 angle := ANGLE_RIGHTDOWN;
7094 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7095 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7097 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7098 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7099 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7100 targets[a].Rect.Width, targets[a].Rect.Height) and
7101 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7102 begin
7103 SetAIFlag('NEEDFIRE', '1');
7104 SetAIFlag('NEEDSEEDOWN', '1');
7105 end;
7106 end;
7108 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7109 if targets[a].Line and targets[a].Visible and
7110 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7111 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7112 begin
7113 SetAIFlag('NEEDFIRE', '1');
7114 Break;
7115 end;
7116 end;
7118 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7119 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7120 PLAYER_RECT.Width, PLAYER_RECT.Height,
7121 40+GetInterval(FDifficult.Cover, 40)) then
7122 SetAIFlag('NEEDJUMP', '1');
7124 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7125 ammo := GetAmmoByWeapon(FCurrWeap);
7126 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7127 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7128 (ammo = 0) then
7129 SetAIFlag('SELECTWEAPON', '1');
7131 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7132 if GetAIFlag('SELECTWEAPON') = '1' then
7133 begin
7134 SelectWeapon(-1);
7135 RemoveAIFlag('SELECTWEAPON');
7136 end;
7137 end;
7139 procedure TBot.Update();
7140 var
7141 EnableAI: Boolean;
7142 begin
7143 if not FAlive then
7144 begin // Respawn
7145 ReleaseKeys();
7146 PressKey(KEY_UP);
7147 end
7148 else
7149 begin
7150 EnableAI := True;
7152 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7153 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7154 EnableAI := False;
7155 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7156 EnableAI := False;
7157 if g_debug_BotAIOff = 3 then
7158 EnableAI := False;
7160 if EnableAI then
7161 begin
7162 UpdateMove();
7163 UpdateCombat();
7164 end
7165 else
7166 begin
7167 RealizeCurrentWeapon();
7168 end;
7169 end;
7171 inherited Update();
7172 end;
7174 procedure TBot.ReleaseKey(Key: Byte);
7175 begin
7176 with FKeys[Key] do
7177 begin
7178 Pressed := False;
7179 Time := 0;
7180 end;
7181 end;
7183 function TBot.KeyPressed(Key: Word): Boolean;
7184 begin
7185 Result := FKeys[Key].Pressed;
7186 end;
7188 function TBot.GetAIFlag(aName: String20): String20;
7189 var
7190 a: Integer;
7191 begin
7192 Result := '';
7194 aName := LowerCase(aName);
7196 if FAIFlags <> nil then
7197 for a := 0 to High(FAIFlags) do
7198 if LowerCase(FAIFlags[a].Name) = aName then
7199 begin
7200 Result := FAIFlags[a].Value;
7201 Break;
7202 end;
7203 end;
7205 procedure TBot.RemoveAIFlag(aName: String20);
7206 var
7207 a, b: Integer;
7208 begin
7209 if FAIFlags = nil then Exit;
7211 aName := LowerCase(aName);
7213 for a := 0 to High(FAIFlags) do
7214 if LowerCase(FAIFlags[a].Name) = aName then
7215 begin
7216 if a <> High(FAIFlags) then
7217 for b := a to High(FAIFlags)-1 do
7218 FAIFlags[b] := FAIFlags[b+1];
7220 SetLength(FAIFlags, Length(FAIFlags)-1);
7221 Break;
7222 end;
7223 end;
7225 procedure TBot.SetAIFlag(aName, fValue: String20);
7226 var
7227 a: Integer;
7228 ok: Boolean;
7229 begin
7230 a := 0;
7231 ok := False;
7233 aName := LowerCase(aName);
7235 if FAIFlags <> nil then
7236 for a := 0 to High(FAIFlags) do
7237 if LowerCase(FAIFlags[a].Name) = aName then
7238 begin
7239 ok := True;
7240 Break;
7241 end;
7243 if ok then FAIFlags[a].Value := fValue
7244 else
7245 begin
7246 SetLength(FAIFlags, Length(FAIFlags)+1);
7247 with FAIFlags[High(FAIFlags)] do
7248 begin
7249 Name := aName;
7250 Value := fValue;
7251 end;
7252 end;
7253 end;
7255 procedure TBot.UpdateMove;
7257 procedure GoLeft(Time: Word = 1);
7258 begin
7259 ReleaseKey(KEY_LEFT);
7260 ReleaseKey(KEY_RIGHT);
7261 PressKey(KEY_LEFT, Time);
7262 SetDirection(TDirection.D_LEFT);
7263 end;
7265 procedure GoRight(Time: Word = 1);
7266 begin
7267 ReleaseKey(KEY_LEFT);
7268 ReleaseKey(KEY_RIGHT);
7269 PressKey(KEY_RIGHT, Time);
7270 SetDirection(TDirection.D_RIGHT);
7271 end;
7273 function Rnd(a: Word): Boolean;
7274 begin
7275 Result := Random(a) = 0;
7276 end;
7278 procedure Turn(Time: Word = 1200);
7279 begin
7280 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7281 end;
7283 procedure Stop();
7284 begin
7285 ReleaseKey(KEY_LEFT);
7286 ReleaseKey(KEY_RIGHT);
7287 end;
7289 function CanRunLeft(): Boolean;
7290 begin
7291 Result := not CollideLevel(-1, 0);
7292 end;
7294 function CanRunRight(): Boolean;
7295 begin
7296 Result := not CollideLevel(1, 0);
7297 end;
7299 function CanRun(): Boolean;
7300 begin
7301 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7302 end;
7304 procedure Jump(Time: Word = 30);
7305 begin
7306 PressKey(KEY_JUMP, Time);
7307 end;
7309 function NearHole(): Boolean;
7310 var
7311 x, sx: Integer;
7312 begin
7313 { TODO 5 : Ëåñòíèöû }
7314 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7315 for x := 1 to PLAYER_RECT.Width do
7316 if (not StayOnStep(x*sx, 0)) and
7317 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7318 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7319 begin
7320 Result := True;
7321 Exit;
7322 end;
7324 Result := False;
7325 end;
7327 function BorderHole(): Boolean;
7328 var
7329 x, sx, xx: Integer;
7330 begin
7331 { TODO 5 : Ëåñòíèöû }
7332 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7333 for x := 1 to PLAYER_RECT.Width do
7334 if (not StayOnStep(x*sx, 0)) and
7335 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7336 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7337 begin
7338 for xx := x to x+32 do
7339 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7340 begin
7341 Result := True;
7342 Exit;
7343 end;
7344 end;
7346 Result := False;
7347 end;
7349 function NearDeepHole(): Boolean;
7350 var
7351 x, sx, y: Integer;
7352 begin
7353 Result := False;
7355 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7356 y := 3;
7358 for x := 1 to PLAYER_RECT.Width do
7359 if (not StayOnStep(x*sx, 0)) and
7360 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7361 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7362 begin
7363 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7364 begin
7365 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7366 y := y+1;
7367 end;
7369 Result := True;
7370 end else Result := False;
7371 end;
7373 function OverDeepHole(): Boolean;
7374 var
7375 y: Integer;
7376 begin
7377 Result := False;
7379 y := 1;
7380 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7381 begin
7382 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7383 y := y+1;
7384 end;
7386 Result := True;
7387 end;
7389 function OnGround(): Boolean;
7390 begin
7391 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7392 end;
7394 function OnLadder(): Boolean;
7395 begin
7396 Result := FullInStep(0, 0);
7397 end;
7399 function BelowLadder(): Boolean;
7400 begin
7401 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7402 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7403 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7404 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7405 end;
7407 function BelowLiftUp(): Boolean;
7408 begin
7409 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7410 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7411 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7412 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7413 end;
7415 function OnTopLift(): Boolean;
7416 begin
7417 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7418 end;
7420 function CanJumpOver(): Boolean;
7421 var
7422 sx, y: Integer;
7423 begin
7424 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7426 Result := False;
7428 if not CollideLevel(sx, 0) then Exit;
7430 for y := 1 to BOT_MAXJUMP do
7431 if CollideLevel(0, -y) then Exit else
7432 if not CollideLevel(sx, -y) then
7433 begin
7434 Result := True;
7435 Exit;
7436 end;
7437 end;
7439 function CanJumpUp(Dist: ShortInt): Boolean;
7440 var
7441 y, yy: Integer;
7442 c: Boolean;
7443 begin
7444 Result := False;
7446 if CollideLevel(Dist, 0) then Exit;
7448 c := False;
7449 for y := 0 to BOT_MAXJUMP do
7450 if CollideLevel(Dist, -y) then
7451 begin
7452 c := True;
7453 Break;
7454 end;
7456 if not c then Exit;
7458 c := False;
7459 for yy := y+1 to BOT_MAXJUMP do
7460 if not CollideLevel(Dist, -yy) then
7461 begin
7462 c := True;
7463 Break;
7464 end;
7466 if not c then Exit;
7468 c := False;
7469 for y := 0 to BOT_MAXJUMP do
7470 if CollideLevel(0, -y) then
7471 begin
7472 c := True;
7473 Break;
7474 end;
7476 if c then Exit;
7478 if y < yy then Exit;
7480 Result := True;
7481 end;
7483 function IsSafeTrigger(): Boolean;
7484 var
7485 a: Integer;
7486 begin
7487 Result := True;
7488 if gTriggers = nil then
7489 Exit;
7490 for a := 0 to High(gTriggers) do
7491 if Collide(gTriggers[a].X,
7492 gTriggers[a].Y,
7493 gTriggers[a].Width,
7494 gTriggers[a].Height) and
7495 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7496 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7497 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7498 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7499 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7500 Result := False;
7501 end;
7503 begin
7504 // Âîçìîæíî, íàæèìàåì êíîïêó:
7505 if Rnd(16) and IsSafeTrigger() then
7506 PressKey(KEY_OPEN);
7508 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7509 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7510 begin
7511 ReleaseKey(KEY_LEFT);
7512 ReleaseKey(KEY_RIGHT);
7513 Jump();
7514 end;
7516 // Èäåì âëåâî, åñëè íàäî áûëî:
7517 if GetAIFlag('GOLEFT') <> '' then
7518 begin
7519 RemoveAIFlag('GOLEFT');
7520 if CanRunLeft() then
7521 GoLeft(360);
7522 end;
7524 // Èäåì âïðàâî, åñëè íàäî áûëî:
7525 if GetAIFlag('GORIGHT') <> '' then
7526 begin
7527 RemoveAIFlag('GORIGHT');
7528 if CanRunRight() then
7529 GoRight(360);
7530 end;
7532 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7533 if FObj.X < -32 then
7534 GoRight(360)
7535 else
7536 if FObj.X+32 > gMapInfo.Width then
7537 GoLeft(360);
7539 // Ïðûãàåì, åñëè íàäî áûëî:
7540 if GetAIFlag('NEEDJUMP') <> '' then
7541 begin
7542 Jump(0);
7543 RemoveAIFlag('NEEDJUMP');
7544 end;
7546 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7547 if GetAIFlag('NEEDSEEUP') <> '' then
7548 begin
7549 ReleaseKey(KEY_UP);
7550 ReleaseKey(KEY_DOWN);
7551 PressKey(KEY_UP, 20);
7552 RemoveAIFlag('NEEDSEEUP');
7553 end;
7555 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7556 if GetAIFlag('NEEDSEEDOWN') <> '' then
7557 begin
7558 ReleaseKey(KEY_UP);
7559 ReleaseKey(KEY_DOWN);
7560 PressKey(KEY_DOWN, 20);
7561 RemoveAIFlag('NEEDSEEDOWN');
7562 end;
7564 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7565 if GetAIFlag('GOINHOLE') <> '' then
7566 if not OnGround() then
7567 begin
7568 ReleaseKey(KEY_LEFT);
7569 ReleaseKey(KEY_RIGHT);
7570 RemoveAIFlag('GOINHOLE');
7571 SetAIFlag('FALLINHOLE', '1');
7572 end;
7574 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7575 if GetAIFlag('FALLINHOLE') <> '' then
7576 if OnGround() then
7577 RemoveAIFlag('FALLINHOLE');
7579 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7580 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7581 if GetAIFlag('FALLINHOLE') = '' then
7582 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7583 if Rnd(2) then
7584 GoLeft(360)
7585 else
7586 GoRight(360);
7588 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7589 if OnGround() and
7590 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7591 Rnd(8) then
7592 Jump();
7594 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7595 if OnGround() and NearHole() then
7596 if NearDeepHole() then // Åñëè ýòî áåçäíà
7597 case Random(6) of
7598 0..3: Turn(); // Áåæèì îáðàòíî
7599 4: Jump(); // Ïðûãàåì
7600 5: begin // Ïðûãàåì îáðàòíî
7601 Turn();
7602 Jump();
7603 end;
7604 end
7605 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7606 if GetAIFlag('GOINHOLE') = '' then
7607 case Random(6) of
7608 0: Turn(); // Íå íóæíî òóäà
7609 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7610 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7611 if BorderHole() then
7612 SetAIFlag('GOINHOLE', '1');
7613 end;
7615 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7616 if (not CanRun()) and OnGround() then
7617 begin
7618 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7619 if CanJumpOver() or OnLadder() then
7620 Jump()
7621 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7622 if Random(2) = 0 then
7623 begin
7624 if IsSafeTrigger() then
7625 PressKey(KEY_OPEN);
7626 end else
7627 Turn();
7628 end;
7630 // Îñòàëîñü ìàëî âîçäóõà:
7631 if FAir < 36 * 2 then
7632 Jump(20);
7634 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7635 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7636 if BodyInAcid(0, 0) then
7637 Jump();
7638 end;
7640 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7641 begin
7642 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7643 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7644 end;
7646 {function TBot.NeedItem(Item: Byte): Byte;
7647 begin
7648 Result := 4;
7649 end;}
7651 procedure TBot.SelectWeapon(Dist: Integer);
7652 var
7653 a: Integer;
7655 function HaveAmmo(weapon: Byte): Boolean;
7656 begin
7657 case weapon of
7658 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7659 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7660 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7661 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7662 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7663 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7664 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7665 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7666 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7667 else Result := True;
7668 end;
7669 end;
7671 begin
7672 if Dist = -1 then Dist := BOT_LONGDIST;
7674 if Dist > BOT_LONGDIST then
7675 begin // Äàëüíèé áîé
7676 for a := 0 to 9 do
7677 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7678 begin
7679 FSelectedWeapon := FDifficult.WeaponPrior[a];
7680 Break;
7681 end;
7682 end
7683 else //if Dist > BOT_UNSAFEDIST then
7684 begin // Áëèæíèé áîé
7685 for a := 0 to 9 do
7686 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7687 begin
7688 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7689 Break;
7690 end;
7691 end;
7692 { else
7693 begin
7694 for a := 0 to 9 do
7695 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7696 begin
7697 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7698 Break;
7699 end;
7700 end;}
7701 end;
7703 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7704 begin
7705 Result := inherited PickItem(ItemType, force, remove);
7707 if Result then SetAIFlag('SELECTWEAPON', '1');
7708 end;
7710 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7711 begin
7712 Result := inherited Heal(value, Soft);
7713 end;
7715 function TBot.Healthy(): Byte;
7716 begin
7717 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7718 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7719 else if (FHealth > 50) then Result := 2
7720 else if (FHealth > 20) then Result := 1
7721 else Result := 0;
7722 end;
7724 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7725 begin
7726 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7727 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7728 end;
7730 procedure TBot.OnDamage(Angle: SmallInt);
7731 var
7732 pla: TPlayer;
7733 mon: TMonster;
7734 ok: Boolean;
7735 begin
7736 inherited;
7738 if (Angle = 0) or (Angle = 180) then
7739 begin
7740 ok := False;
7741 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7742 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7743 begin // Èãðîê
7744 pla := g_Player_Get(FLastSpawnerUID);
7745 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7746 pla.FObj.Y + PLAYER_RECT.Y);
7747 end
7748 else
7749 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7750 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7751 begin // Ìîíñòð
7752 mon := g_Monsters_ByUID(FLastSpawnerUID);
7753 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7754 mon.Obj.Y + mon.Obj.Rect.Y);
7755 end;
7757 if ok then
7758 if Angle = 0 then
7759 SetAIFlag('ATTACKLEFT', '1')
7760 else
7761 SetAIFlag('ATTACKRIGHT', '1');
7762 end;
7763 end;
7765 function TBot.RunDirection(): TDirection;
7766 begin
7767 if Abs(Vel.X) >= 1 then
7768 begin
7769 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7770 end else
7771 Result := FDirection;
7772 end;
7774 function TBot.GetRnd(a: Byte): Boolean;
7775 begin
7776 if a = 0 then Result := False
7777 else if a = 255 then Result := True
7778 else Result := Random(256) > 255-a;
7779 end;
7781 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7782 begin
7783 Result := Round((255-a)/255*radius*(Random(2)-1));
7784 end;
7787 procedure TDifficult.save (st: TStream);
7788 begin
7789 utils.writeInt(st, Byte(DiagFire));
7790 utils.writeInt(st, Byte(InvisFire));
7791 utils.writeInt(st, Byte(DiagPrecision));
7792 utils.writeInt(st, Byte(FlyPrecision));
7793 utils.writeInt(st, Byte(Cover));
7794 utils.writeInt(st, Byte(CloseJump));
7795 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7796 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7797 end;
7799 procedure TDifficult.load (st: TStream);
7800 begin
7801 DiagFire := utils.readByte(st);
7802 InvisFire := utils.readByte(st);
7803 DiagPrecision := utils.readByte(st);
7804 FlyPrecision := utils.readByte(st);
7805 Cover := utils.readByte(st);
7806 CloseJump := utils.readByte(st);
7807 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7808 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7809 end;
7812 procedure TBot.SaveState (st: TStream);
7813 var
7814 i: Integer;
7815 dw: Integer;
7816 begin
7817 inherited SaveState(st);
7818 utils.writeSign(st, 'BOT0');
7819 // Âûáðàííîå îðóæèå
7820 utils.writeInt(st, Byte(FSelectedWeapon));
7821 // UID öåëè
7822 utils.writeInt(st, Word(FTargetUID));
7823 // Âðåìÿ ïîòåðè öåëè
7824 utils.writeInt(st, LongWord(FLastVisible));
7825 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7826 dw := Length(FAIFlags);
7827 utils.writeInt(st, LongInt(dw));
7828 // Ôëàãè ÈÈ
7829 for i := 0 to dw-1 do
7830 begin
7831 utils.writeStr(st, FAIFlags[i].Name, 20);
7832 utils.writeStr(st, FAIFlags[i].Value, 20);
7833 end;
7834 // Íàñòðîéêè ñëîæíîñòè
7835 FDifficult.save(st);
7836 end;
7839 procedure TBot.LoadState (st: TStream);
7840 var
7841 i: Integer;
7842 dw: Integer;
7843 begin
7844 inherited LoadState(st);
7845 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7846 // Âûáðàííîå îðóæèå
7847 FSelectedWeapon := utils.readByte(st);
7848 // UID öåëè
7849 FTargetUID := utils.readWord(st);
7850 // Âðåìÿ ïîòåðè öåëè
7851 FLastVisible := utils.readLongWord(st);
7852 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7853 dw := utils.readLongInt(st);
7854 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7855 SetLength(FAIFlags, dw);
7856 // Ôëàãè ÈÈ
7857 for i := 0 to dw-1 do
7858 begin
7859 FAIFlags[i].Name := utils.readStr(st, 20);
7860 FAIFlags[i].Value := utils.readStr(st, 20);
7861 end;
7862 // Íàñòðîéêè ñëîæíîñòè
7863 FDifficult.load(st);
7864 end;
7867 begin
7868 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7869 end.