DEADSOFTWARE

f9de6195596b43fa555a80dcbff9ba1d6c241388
[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 ReleaseKeysNoWeapon();
278 procedure SetModel(ModelName: String);
279 procedure SetColor(Color: TRGB);
280 procedure SetWeapon(W: Byte);
281 function IsKeyPressed(K: Byte): Boolean;
282 function GetKeys(): Byte;
283 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
284 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
285 function Collide(Panel: TPanel): Boolean; overload;
286 function Collide(X, Y: Integer): Boolean; overload;
287 procedure SetDirection(Direction: TDirection);
288 procedure GetSecret();
289 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
290 procedure Touch();
291 procedure Push(vx, vy: Integer);
292 procedure ChangeModel(ModelName: String);
293 procedure SwitchTeam;
294 procedure ChangeTeam(Team: Byte);
295 procedure BFGHit();
296 function GetFlag(Flag: Byte): Boolean;
297 procedure SetFlag(Flag: Byte);
298 function DropFlag(): Boolean;
299 procedure AllRulez(Health: Boolean);
300 procedure RestoreHealthArmor();
301 procedure FragCombo();
302 procedure GiveItem(ItemType: Byte);
303 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
304 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
305 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
306 procedure MakeBloodSimple(Count: Word);
307 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
308 procedure Reset(Force: Boolean);
309 procedure Spectate(NoMove: Boolean = False);
310 procedure SwitchNoClip;
311 procedure SoftReset();
312 procedure Draw(); virtual;
313 procedure DrawPain();
314 procedure DrawPickup();
315 procedure DrawRulez();
316 procedure DrawAim();
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 gNumBots: Word = 0;
555 gLMSPID1: Word = 0;
556 gLMSPID2: Word = 0;
557 MAX_RUNVEL: Integer = 8;
558 VEL_JUMP: Integer = 10;
559 SHELL_TIMEOUT: Cardinal = 60000;
561 function Lerp(X, Y, Factor: Integer): Integer;
563 procedure g_Gibs_SetMax(Count: Word);
564 function g_Gibs_GetMax(): Word;
565 procedure g_Corpses_SetMax(Count: Word);
566 function g_Corpses_GetMax(): Word;
567 procedure g_Shells_SetMax(Count: Word);
568 function g_Shells_GetMax(): Word;
570 procedure g_Player_Init();
571 procedure g_Player_Free();
572 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
573 function g_Player_CreateFromState (st: TStream): Word;
574 procedure g_Player_Remove(UID: Word);
575 procedure g_Player_ResetTeams();
576 procedure g_Player_UpdateAll();
577 procedure g_Player_DrawAll();
578 procedure g_Player_DrawDebug(p: TPlayer);
579 procedure g_Player_DrawHealth();
580 procedure g_Player_RememberAll();
581 procedure g_Player_ResetAll(Force, Silent: Boolean);
582 function g_Player_Get(UID: Word): TPlayer;
583 function g_Player_GetCount(): Byte;
584 function g_Player_GetStats(): TPlayerStatArray;
585 function g_Player_ValidName(Name: String): Boolean;
586 procedure g_Player_CreateCorpse(Player: TPlayer);
587 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
588 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
589 procedure g_Player_UpdatePhysicalObjects();
590 procedure g_Player_DrawCorpses();
591 procedure g_Player_DrawShells();
592 procedure g_Player_RemoveAllCorpses();
593 procedure g_Player_Corpses_SaveState (st: TStream);
594 procedure g_Player_Corpses_LoadState (st: TStream);
595 procedure g_Bot_Add(Team, Difficult: Byte);
596 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
597 procedure g_Bot_MixNames();
598 procedure g_Bot_RemoveAll();
600 implementation
602 uses
603 {$INCLUDE ../nogl/noGLuses.inc}
604 {$IFDEF ENABLE_HOLMES}
605 g_holmes,
606 {$ENDIF}
607 e_log, g_map, g_items, g_console, g_gfx, Math,
608 g_options, g_triggers, g_menu, g_game, g_grid,
609 wadreader, g_main, g_monsters, CONFIG, g_language,
610 g_net, g_netmsg, g_window,
611 utils, xstreams;
613 const PLR_SAVE_VERSION = 0;
615 type
616 TBotProfile = record
617 name: ShortString;
618 model: ShortString;
619 team: Byte;
620 color: TRGB;
621 diag_fire: Byte;
622 invis_fire: Byte;
623 diag_precision: Byte;
624 fly_precision: Byte;
625 cover: Byte;
626 close_jump: Byte;
627 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
628 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
629 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
630 end;
632 const
633 TIME_RESPAWN1 = 1500;
634 TIME_RESPAWN2 = 2000;
635 TIME_RESPAWN3 = 3000;
636 AIR_DEF = 360;
637 AIR_MAX = 1091;
638 JET_MAX = 540; // ~30 sec
639 PLAYER_SUIT_TIME = 30000;
640 PLAYER_INVUL_TIME = 30000;
641 PLAYER_INVIS_TIME = 35000;
642 FRAG_COMBO_TIME = 3000;
643 VEL_SW = 4;
644 VEL_FLY = 6;
645 ANGLE_RIGHTUP = 55;
646 ANGLE_RIGHTDOWN = -35;
647 ANGLE_LEFTUP = 125;
648 ANGLE_LEFTDOWN = -145;
649 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
650 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
651 BOT_MAXJUMP = 84;
652 BOT_LONGDIST = 300;
653 BOT_UNSAFEDIST = 128;
654 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
655 (R:0; G:0; B:255));
656 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
657 FlyPrecision: 32; Cover: 32; CloseJump: 32;
658 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
659 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
660 FlyPrecision: 127; Cover: 127; CloseJump: 127;
661 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
662 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
663 FlyPrecision: 255; Cover: 255; CloseJump: 255;
664 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
665 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
666 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
667 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
668 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
669 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
670 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
671 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
672 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
673 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
674 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
675 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
676 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
677 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
678 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
679 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
680 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
681 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
683 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
684 CORPSE_SIGNATURE = $50524F43; // 'CORP'
686 BOTNAMES_FILENAME = 'botnames.txt';
687 BOTLIST_FILENAME = 'botlist.txt';
689 var
690 MaxGibs: Word = 150;
691 MaxCorpses: Word = 20;
692 MaxShells: Word = 300;
693 CurrentGib: Integer = 0;
694 CurrentShell: Integer = 0;
695 BotNames: Array of String;
696 BotList: Array of TBotProfile;
699 function Lerp(X, Y, Factor: Integer): Integer;
700 begin
701 Result := X + ((Y - X) div Factor);
702 end;
704 function SameTeam(UID1, UID2: Word): Boolean;
705 begin
706 Result := False;
708 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
709 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
711 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
713 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
714 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
716 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
717 end;
719 procedure g_Gibs_SetMax(Count: Word);
720 begin
721 MaxGibs := Count;
722 SetLength(gGibs, Count);
724 if CurrentGib >= Count then
725 CurrentGib := 0;
726 end;
728 function g_Gibs_GetMax(): Word;
729 begin
730 Result := MaxGibs;
731 end;
733 procedure g_Shells_SetMax(Count: Word);
734 begin
735 MaxShells := Count;
736 SetLength(gShells, Count);
738 if CurrentShell >= Count then
739 CurrentShell := 0;
740 end;
742 function g_Shells_GetMax(): Word;
743 begin
744 Result := MaxShells;
745 end;
748 procedure g_Corpses_SetMax(Count: Word);
749 begin
750 MaxCorpses := Count;
751 SetLength(gCorpses, Count);
752 end;
754 function g_Corpses_GetMax(): Word;
755 begin
756 Result := MaxCorpses;
757 end;
759 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
760 var
761 a: Integer;
762 ok: Boolean;
763 begin
764 Result := 0;
766 ok := False;
767 a := 0;
769 // Åñòü ëè ìåñòî â gPlayers:
770 if gPlayers <> nil then
771 for a := 0 to High(gPlayers) do
772 if gPlayers[a] = nil then
773 begin
774 ok := True;
775 Break;
776 end;
778 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
779 if not ok then
780 begin
781 SetLength(gPlayers, Length(gPlayers)+1);
782 a := High(gPlayers);
783 end;
785 // Ñîçäàåì îáúåêò èãðîêà:
786 if Bot then
787 gPlayers[a] := TBot.Create()
788 else
789 gPlayers[a] := TPlayer.Create();
792 gPlayers[a].FActualModelName := ModelName;
793 gPlayers[a].SetModel(ModelName);
795 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
796 if gPlayers[a].FModel = nil then
797 begin
798 gPlayers[a].Free();
799 gPlayers[a] := nil;
800 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
801 Exit;
802 end;
804 if not (Team in [TEAM_RED, TEAM_BLUE]) then
805 if Random(2) = 0 then
806 Team := TEAM_RED
807 else
808 Team := TEAM_BLUE;
809 gPlayers[a].FPreferredTeam := Team;
811 case gGameSettings.GameMode of
812 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
813 GM_TDM,
814 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
815 GM_SINGLE,
816 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
817 end;
819 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
820 gPlayers[a].FColor := Color;
821 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
822 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
823 else
824 gPlayers[a].FModel.Color := Color;
826 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
827 gPlayers[a].FAlive := False;
829 Result := gPlayers[a].FUID;
830 end;
832 function g_Player_CreateFromState (st: TStream): Word;
833 var
834 a, i: Integer;
835 ok, Bot: Boolean;
836 b: Byte;
837 begin
838 result := 0;
839 if (st = nil) then exit; //???
841 // Ñèãíàòóðà èãðîêà
842 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
843 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
845 // Áîò èëè ÷åëîâåê:
846 Bot := utils.readBool(st);
848 ok := false;
849 a := 0;
851 // Åñòü ëè ìåñòî â gPlayers:
852 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
854 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
855 if not ok then
856 begin
857 SetLength(gPlayers, Length(gPlayers)+1);
858 a := High(gPlayers);
859 end;
861 // Ñîçäàåì îáúåêò èãðîêà
862 if Bot then
863 gPlayers[a] := TBot.Create()
864 else
865 gPlayers[a] := TPlayer.Create();
866 gPlayers[a].FIamBot := Bot;
867 gPlayers[a].FPhysics := True;
869 // UID èãðîêà
870 gPlayers[a].FUID := utils.readWord(st);
871 // Èìÿ èãðîêà
872 gPlayers[a].FName := utils.readStr(st);
873 // Êîìàíäà
874 gPlayers[a].FTeam := utils.readByte(st);
875 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
876 // Æèâ ëè
877 gPlayers[a].FAlive := utils.readBool(st);
878 // Èçðàñõîäîâàë ëè âñå æèçíè
879 gPlayers[a].FNoRespawn := utils.readBool(st);
880 // Íàïðàâëåíèå
881 b := utils.readByte(st);
882 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
883 // Çäîðîâüå
884 gPlayers[a].FHealth := utils.readLongInt(st);
885 // Æèçíè
886 gPlayers[a].FLives := utils.readByte(st);
887 // Áðîíÿ
888 gPlayers[a].FArmor := utils.readLongInt(st);
889 // Çàïàñ âîçäóõà
890 gPlayers[a].FAir := utils.readLongInt(st);
891 // Çàïàñ ãîðþ÷åãî
892 gPlayers[a].FJetFuel := utils.readLongInt(st);
893 // Áîëü
894 gPlayers[a].FPain := utils.readLongInt(st);
895 // Óáèë
896 gPlayers[a].FKills := utils.readLongInt(st);
897 // Óáèë ìîíñòðîâ
898 gPlayers[a].FMonsterKills := utils.readLongInt(st);
899 // Ôðàãîâ
900 gPlayers[a].FFrags := utils.readLongInt(st);
901 // Ôðàãîâ ïîäðÿä
902 gPlayers[a].FFragCombo := utils.readByte(st);
903 // Âðåìÿ ïîñëåäíåãî ôðàãà
904 gPlayers[a].FLastFrag := utils.readLongWord(st);
905 // Ñìåðòåé
906 gPlayers[a].FDeath := utils.readLongInt(st);
907 // Êàêîé ôëàã íåñåò
908 gPlayers[a].FFlag := utils.readByte(st);
909 // Íàøåë ñåêðåòîâ
910 gPlayers[a].FSecrets := utils.readLongInt(st);
911 // Òåêóùåå îðóæèå
912 gPlayers[a].FCurrWeap := utils.readByte(st);
913 // Ñëåäóþùåå æåëàåìîå îðóæèå
914 gPlayers[a].FNextWeap := utils.readWord(st);
915 // ...è ïàóçà
916 gPlayers[a].FNextWeapDelay := utils.readByte(st);
917 // Âðåìÿ çàðÿäêè BFG
918 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
919 // Áóôåð óðîíà
920 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
921 // Ïîñëåäíèé óäàðèâøèé
922 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
923 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
924 gPlayers[a].FLastHit := utils.readByte(st);
925 // Îáúåêò èãðîêà:
926 Obj_LoadState(@gPlayers[a].FObj, st);
927 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
928 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
929 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
930 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
931 // Íàëè÷èå îðóæèÿ
932 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
933 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
934 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
935 // Íàëè÷èå ðþêçàêà
936 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
937 // Íàëè÷èå êðàñíîãî êëþ÷à
938 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
939 // Íàëè÷èå çåëåíîãî êëþ÷à
940 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
941 // Íàëè÷èå ñèíåãî êëþ÷à
942 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
943 // Íàëè÷èå áåðñåðêà
944 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
945 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
946 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
947 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
948 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
950 // Íàçâàíèå ìîäåëè:
951 gPlayers[a].FActualModelName := utils.readStr(st);
952 // Öâåò ìîäåëè
953 gPlayers[a].FColor.R := utils.readByte(st);
954 gPlayers[a].FColor.G := utils.readByte(st);
955 gPlayers[a].FColor.B := utils.readByte(st);
956 // Îáíîâëÿåì ìîäåëü èãðîêà
957 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
959 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
960 if (gPlayers[a].FModel = nil) then
961 begin
962 gPlayers[a].Free();
963 gPlayers[a] := nil;
964 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
965 exit;
966 end;
968 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
969 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
970 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
971 else
972 gPlayers[a].FModel.Color := gPlayers[a].FColor;
974 result := gPlayers[a].FUID;
975 end;
978 procedure g_Player_ResetTeams();
979 var
980 a: Integer;
981 begin
982 if g_Game_IsClient then
983 Exit;
984 if gPlayers = nil then
985 Exit;
986 for a := Low(gPlayers) to High(gPlayers) do
987 if gPlayers[a] <> nil then
988 case gGameSettings.GameMode of
989 GM_DM:
990 gPlayers[a].ChangeTeam(TEAM_NONE);
991 GM_TDM, GM_CTF:
992 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
993 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
994 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
995 else
996 if a mod 2 = 0 then
997 gPlayers[a].ChangeTeam(TEAM_RED)
998 else
999 gPlayers[a].ChangeTeam(TEAM_BLUE);
1000 GM_SINGLE,
1001 GM_COOP:
1002 gPlayers[a].ChangeTeam(TEAM_COOP);
1003 end;
1004 end;
1006 procedure g_Bot_Add(Team, Difficult: Byte);
1007 var
1008 m: SSArray;
1009 _name, _model: String;
1010 a, tr, tb: Integer;
1011 begin
1012 if not g_Game_IsServer then Exit;
1014 // Ñïèñîê íàçâàíèé ìîäåëåé:
1015 m := g_PlayerModel_GetNames();
1016 if m = nil then
1017 Exit;
1019 // Êîìàíäà:
1020 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1021 Team := TEAM_COOP // COOP
1022 else
1023 if gGameSettings.GameMode = GM_DM then
1024 Team := TEAM_NONE // DM
1025 else
1026 if Team = TEAM_NONE then // CTF / TDM
1027 begin
1028 // Àâòîáàëàíñ êîìàíä:
1029 tr := 0;
1030 tb := 0;
1032 for a := 0 to High(gPlayers) do
1033 if gPlayers[a] <> nil then
1034 begin
1035 if gPlayers[a].Team = TEAM_RED then
1036 Inc(tr)
1037 else
1038 if gPlayers[a].Team = TEAM_BLUE then
1039 Inc(tb);
1040 end;
1042 if tr > tb then
1043 Team := TEAM_BLUE
1044 else
1045 if tb > tr then
1046 Team := TEAM_RED
1047 else // tr = tb
1048 if Random(2) = 0 then
1049 Team := TEAM_RED
1050 else
1051 Team := TEAM_BLUE;
1052 end;
1054 // Âûáèðàåì áîòó èìÿ:
1055 _name := '';
1056 if BotNames <> nil then
1057 for a := 0 to High(BotNames) do
1058 if g_Player_ValidName(BotNames[a]) then
1059 begin
1060 _name := BotNames[a];
1061 Break;
1062 end;
1064 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1065 if _name = '' then
1066 repeat
1067 _name := Format('DFBOT%.2d', [Random(100)]);
1068 until g_Player_ValidName(_name);
1070 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1071 _model := m[Random(Length(m))];
1073 // Ñîçäàåì áîòà:
1074 with g_Player_Get(g_Player_Create(_model,
1075 _RGB(Min(Random(9)*32, 255),
1076 Min(Random(9)*32, 255),
1077 Min(Random(9)*32, 255)),
1078 Team, True)) as TBot do
1079 begin
1080 Name := _name;
1082 case Difficult of
1083 1: FDifficult := DIFFICULT_EASY;
1084 2: FDifficult := DIFFICULT_MEDIUM;
1085 else FDifficult := DIFFICULT_HARD;
1086 end;
1088 for a := WP_FIRST to WP_LAST do
1089 begin
1090 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1091 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1092 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1093 end;
1095 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1097 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1098 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1099 Spectate();
1100 end;
1101 end;
1103 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1104 var
1105 m: SSArray;
1106 _name, _model: String;
1107 a: Integer;
1108 begin
1109 if not g_Game_IsServer then Exit;
1111 // Ñïèñîê íàçâàíèé ìîäåëåé:
1112 m := g_PlayerModel_GetNames();
1113 if m = nil then
1114 Exit;
1116 // Êîìàíäà:
1117 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1118 Team := TEAM_COOP // COOP
1119 else
1120 if gGameSettings.GameMode = GM_DM then
1121 Team := TEAM_NONE // DM
1122 else
1123 if Team = TEAM_NONE then
1124 Team := BotList[num].team; // CTF / TDM
1126 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1127 lName := AnsiLowerCase(lName);
1128 if (num < 0) or (num > Length(BotList)-1) then
1129 num := -1;
1130 if (num = -1) and (lName <> '') and (BotList <> nil) then
1131 for a := 0 to High(BotList) do
1132 if AnsiLowerCase(BotList[a].name) = lName then
1133 begin
1134 num := a;
1135 Break;
1136 end;
1137 if num = -1 then
1138 Exit;
1140 // Èìÿ áîòà:
1141 _name := BotList[num].name;
1142 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1143 if not g_Player_ValidName(_name) then
1144 repeat
1145 _name := Format('DFBOT%.2d', [Random(100)]);
1146 until g_Player_ValidName(_name);
1148 // Ìîäåëü:
1149 _model := BotList[num].model;
1150 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1151 if not InSArray(_model, m) then
1152 _model := m[Random(Length(m))];
1154 // Ñîçäàåì áîòà:
1155 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1156 begin
1157 Name := _name;
1159 FDifficult.DiagFire := BotList[num].diag_fire;
1160 FDifficult.InvisFire := BotList[num].invis_fire;
1161 FDifficult.DiagPrecision := BotList[num].diag_precision;
1162 FDifficult.FlyPrecision := BotList[num].fly_precision;
1163 FDifficult.Cover := BotList[num].cover;
1164 FDifficult.CloseJump := BotList[num].close_jump;
1166 for a := WP_FIRST to WP_LAST do
1167 begin
1168 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1169 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1170 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1171 end;
1173 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1175 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1176 end;
1177 end;
1179 procedure g_Bot_RemoveAll();
1180 var
1181 a: Integer;
1182 begin
1183 if not g_Game_IsServer then Exit;
1184 if gPlayers = nil then Exit;
1186 for a := 0 to High(gPlayers) do
1187 if gPlayers[a] <> nil then
1188 if gPlayers[a] is TBot then
1189 begin
1190 gPlayers[a].Lives := 0;
1191 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1192 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1193 g_Player_Remove(gPlayers[a].FUID);
1194 end;
1196 g_Bot_MixNames();
1197 end;
1199 procedure g_Bot_MixNames();
1200 var
1201 s: String;
1202 a, b: Integer;
1203 begin
1204 if BotNames <> nil then
1205 for a := 0 to High(BotNames) do
1206 begin
1207 b := Random(Length(BotNames));
1208 s := BotNames[a];
1209 Botnames[a] := BotNames[b];
1210 BotNames[b] := s;
1211 end;
1212 end;
1214 procedure g_Player_Remove(UID: Word);
1215 var
1216 i: Integer;
1217 begin
1218 if gPlayers = nil then Exit;
1220 if g_Game_IsServer and g_Game_IsNet then
1221 MH_SEND_PlayerDelete(UID);
1223 for i := 0 to High(gPlayers) do
1224 if gPlayers[i] <> nil then
1225 if gPlayers[i].FUID = UID then
1226 begin
1227 if gPlayers[i] is TPlayer then
1228 TPlayer(gPlayers[i]).Free()
1229 else
1230 TBot(gPlayers[i]).Free();
1231 gPlayers[i] := nil;
1232 Exit;
1233 end;
1234 end;
1236 procedure g_Player_Init();
1237 var
1238 F: TextFile;
1239 s: String;
1240 a, b: Integer;
1241 config: TConfig;
1242 sa: SSArray;
1243 begin
1244 BotNames := nil;
1246 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1247 Exit;
1249 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1250 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1251 Reset(F);
1253 while not EOF(F) do
1254 begin
1255 ReadLn(F, s);
1257 s := Trim(s);
1258 if s = '' then
1259 Continue;
1261 SetLength(BotNames, Length(BotNames)+1);
1262 BotNames[High(BotNames)] := s;
1263 end;
1265 CloseFile(F);
1267 // Ïåðåìåøèâàåì èõ:
1268 g_Bot_MixNames();
1270 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1271 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1272 BotList := nil;
1273 a := 0;
1275 while config.SectionExists(IntToStr(a)) do
1276 begin
1277 SetLength(BotList, Length(BotList)+1);
1279 with BotList[High(BotList)] do
1280 begin
1281 // Èìÿ áîòà:
1282 name := config.ReadStr(IntToStr(a), 'name', '');
1283 // Ìîäåëü:
1284 model := config.ReadStr(IntToStr(a), 'model', '');
1285 // Êîìàíäà:
1286 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1287 team := TEAM_RED
1288 else
1289 team := TEAM_BLUE;
1290 // Öâåò ìîäåëè:
1291 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1292 color.R := StrToIntDef(sa[0], 0);
1293 color.G := StrToIntDef(sa[1], 0);
1294 color.B := StrToIntDef(sa[2], 0);
1295 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1296 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1297 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1298 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1299 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1300 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1301 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1302 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1303 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1304 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1305 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1306 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1307 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1308 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1309 if Length(sa) = 10 then
1310 for b := 0 to 9 do
1311 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1312 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1313 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1314 if Length(sa) = 10 then
1315 for b := 0 to 9 do
1316 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1318 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1319 if Length(sa) = 10 then
1320 for b := 0 to 9 do
1321 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1322 end;
1324 a := a + 1;
1325 end;
1327 config.Free();
1328 end;
1330 procedure g_Player_Free();
1331 var
1332 i: Integer;
1333 begin
1334 if gPlayers <> nil then
1335 begin
1336 for i := 0 to High(gPlayers) do
1337 if gPlayers[i] <> nil then
1338 begin
1339 if gPlayers[i] is TPlayer then
1340 TPlayer(gPlayers[i]).Free()
1341 else
1342 TBot(gPlayers[i]).Free();
1343 gPlayers[i] := nil;
1344 end;
1346 gPlayers := nil;
1347 end;
1349 gPlayer1 := nil;
1350 gPlayer2 := nil;
1351 end;
1353 procedure g_Player_UpdateAll();
1354 var
1355 i: Integer;
1356 begin
1357 if gPlayers = nil then Exit;
1359 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1360 for i := 0 to High(gPlayers) do
1361 begin
1362 if gPlayers[i] <> nil then
1363 begin
1364 if gPlayers[i] is TPlayer then
1365 begin
1366 gPlayers[i].Update();
1367 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1368 end
1369 else
1370 begin
1371 // bot updates weapons in `UpdateCombat()`
1372 TBot(gPlayers[i]).Update();
1373 end;
1374 end;
1375 end;
1376 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1377 end;
1379 procedure g_Player_DrawAll();
1380 var
1381 i: Integer;
1382 begin
1383 if gPlayers = nil then Exit;
1385 for i := 0 to High(gPlayers) do
1386 if gPlayers[i] <> nil then
1387 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1388 else TBot(gPlayers[i]).Draw();
1389 end;
1391 procedure g_Player_DrawDebug(p: TPlayer);
1392 var
1393 fW, fH: Byte;
1394 begin
1395 if p = nil then Exit;
1396 if (@p.FObj) = nil then Exit;
1398 e_TextureFontGetSize(gStdFont, fW, fH);
1400 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1401 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1402 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1403 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1404 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1405 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1406 end;
1408 procedure g_Player_DrawHealth();
1409 var
1410 i: Integer;
1411 fW, fH: Byte;
1412 begin
1413 if gPlayers = nil then Exit;
1414 e_TextureFontGetSize(gStdFont, fW, fH);
1416 for i := 0 to High(gPlayers) do
1417 if gPlayers[i] <> nil then
1418 begin
1419 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1420 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1421 IntToStr(gPlayers[i].FHealth), gStdFont);
1422 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1423 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1424 IntToStr(gPlayers[i].FArmor), gStdFont);
1425 end;
1426 end;
1428 function g_Player_Get(UID: Word): TPlayer;
1429 var
1430 a: Integer;
1431 begin
1432 Result := nil;
1434 if gPlayers = nil then
1435 Exit;
1437 for a := 0 to High(gPlayers) do
1438 if gPlayers[a] <> nil then
1439 if gPlayers[a].FUID = UID then
1440 begin
1441 Result := gPlayers[a];
1442 Exit;
1443 end;
1444 end;
1446 function g_Player_GetCount(): Byte;
1447 var
1448 a: Integer;
1449 begin
1450 Result := 0;
1452 if gPlayers = nil then
1453 Exit;
1455 for a := 0 to High(gPlayers) do
1456 if gPlayers[a] <> nil then
1457 Result := Result + 1;
1458 end;
1460 function g_Player_GetStats(): TPlayerStatArray;
1461 var
1462 a: Integer;
1463 begin
1464 Result := nil;
1466 if gPlayers = nil then Exit;
1468 for a := 0 to High(gPlayers) do
1469 if gPlayers[a] <> nil then
1470 begin
1471 SetLength(Result, Length(Result)+1);
1472 with Result[High(Result)] do
1473 begin
1474 Ping := gPlayers[a].FPing;
1475 Loss := gPlayers[a].FLoss;
1476 Name := gPlayers[a].FName;
1477 Team := gPlayers[a].FTeam;
1478 Frags := gPlayers[a].FFrags;
1479 Deaths := gPlayers[a].FDeath;
1480 Kills := gPlayers[a].FKills;
1481 Color := gPlayers[a].FModel.Color;
1482 Lives := gPlayers[a].FLives;
1483 Spectator := gPlayers[a].FSpectator;
1484 end;
1485 end;
1486 end;
1488 procedure g_Player_RememberAll;
1489 var
1490 i: Integer;
1491 begin
1492 for i := Low(gPlayers) to High(gPlayers) do
1493 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1494 gPlayers[i].RememberState;
1495 end;
1497 procedure g_Player_ResetAll(Force, Silent: Boolean);
1498 var
1499 i: Integer;
1500 begin
1501 gTeamStat[TEAM_RED].Goals := 0;
1502 gTeamStat[TEAM_BLUE].Goals := 0;
1504 if gPlayers <> nil then
1505 for i := 0 to High(gPlayers) do
1506 if gPlayers[i] <> nil then
1507 begin
1508 gPlayers[i].Reset(Force);
1510 if gPlayers[i] is TPlayer then
1511 begin
1512 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1513 gPlayers[i].Respawn(Silent)
1514 else
1515 gPlayers[i].Spectate();
1516 end
1517 else
1518 TBot(gPlayers[i]).Respawn(Silent);
1519 end;
1520 end;
1522 procedure g_Player_CreateCorpse(Player: TPlayer);
1523 var
1524 i: Integer;
1525 find_id: DWORD;
1526 ok: Boolean;
1527 begin
1528 if Player.alive then
1529 Exit;
1531 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1532 if gCorpses <> nil then
1533 for i := 0 to High(gCorpses) do
1534 if gCorpses[i] <> nil then
1535 if gCorpses[i].FPlayerUID = Player.FUID then
1536 gCorpses[i].FPlayerUID := 0;
1538 if Player.FObj.Y >= gMapInfo.Height+128 then
1539 Exit;
1541 with Player do
1542 begin
1543 if (FHealth >= -50) or (gGibsCount = 0) then
1544 begin
1545 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1546 Exit;
1548 ok := False;
1549 for find_id := 0 to High(gCorpses) do
1550 if gCorpses[find_id] = nil then
1551 begin
1552 ok := True;
1553 Break;
1554 end;
1556 if not ok then
1557 find_id := Random(Length(gCorpses));
1559 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1560 gCorpses[find_id].FColor := FModel.Color;
1561 gCorpses[find_id].FObj.Vel := FObj.Vel;
1562 gCorpses[find_id].FObj.Accel := FObj.Accel;
1563 gCorpses[find_id].FPlayerUID := FUID;
1564 end
1565 else
1566 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1567 FObj.Y + PLAYER_RECT_CY,
1568 FModel.Name, FModel.Color);
1569 end;
1570 end;
1572 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1573 var
1574 SID: DWORD;
1575 begin
1576 if (gShells = nil) or (Length(gShells) = 0) then
1577 Exit;
1579 with gShells[CurrentShell] do
1580 begin
1581 SpriteID := 0;
1582 g_Obj_Init(@Obj);
1583 Obj.Rect.X := 0;
1584 Obj.Rect.Y := 0;
1585 if T = SHELL_BULLET then
1586 begin
1587 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1588 SpriteID := SID;
1589 CX := 2;
1590 CY := 1;
1591 Obj.Rect.Width := 4;
1592 Obj.Rect.Height := 2;
1593 end
1594 else
1595 begin
1596 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1597 SpriteID := SID;
1598 CX := 4;
1599 CY := 2;
1600 Obj.Rect.Width := 7;
1601 Obj.Rect.Height := 3;
1602 end;
1603 SType := T;
1604 alive := True;
1605 Obj.X := fX;
1606 Obj.Y := fY;
1607 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1608 positionChanged(); // this updates spatial accelerators
1609 RAngle := Random(360);
1610 Timeout := gTime + SHELL_TIMEOUT;
1612 if CurrentShell >= High(gShells) then
1613 CurrentShell := 0
1614 else
1615 Inc(CurrentShell);
1616 end;
1617 end;
1619 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1620 var
1621 a: Integer;
1622 GibsArray: TGibsArray;
1623 Blood: TModelBlood;
1624 begin
1625 if (gGibs = nil) or (Length(gGibs) = 0) then
1626 Exit;
1627 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1628 Exit;
1629 Blood := g_PlayerModel_GetBlood(ModelName);
1631 for a := 0 to High(GibsArray) do
1632 with gGibs[CurrentGib] do
1633 begin
1634 Color := fColor;
1635 ID := GibsArray[a].ID;
1636 MaskID := GibsArray[a].MaskID;
1637 alive := True;
1638 g_Obj_Init(@Obj);
1639 Obj.Rect := GibsArray[a].Rect;
1640 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1641 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1642 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1643 positionChanged(); // this updates spatial accelerators
1644 RAngle := Random(360);
1646 if gBloodCount > 0 then
1647 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1648 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1650 if CurrentGib >= High(gGibs) then
1651 CurrentGib := 0
1652 else
1653 Inc(CurrentGib);
1654 end;
1655 end;
1657 procedure g_Player_UpdatePhysicalObjects();
1658 var
1659 i: Integer;
1660 vel: TPoint2i;
1661 mr: Word;
1663 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1664 var
1665 k: Integer;
1666 begin
1667 k := 1 + Random(2);
1668 if T = SHELL_BULLET then
1669 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1670 else
1671 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1672 end;
1674 begin
1675 // Êóñêè ìÿñà:
1676 if gGibs <> nil then
1677 for i := 0 to High(gGibs) do
1678 if gGibs[i].alive then
1679 with gGibs[i] do
1680 begin
1681 vel := Obj.Vel;
1682 mr := g_Obj_Move(@Obj, True, False, True);
1683 positionChanged(); // this updates spatial accelerators
1685 if WordBool(mr and MOVE_FALLOUT) then
1686 begin
1687 alive := False;
1688 Continue;
1689 end;
1691 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1692 if WordBool(mr and MOVE_HITWALL) then
1693 Obj.Vel.X := -(vel.X div 2);
1694 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1695 Obj.Vel.Y := -(vel.Y div 2);
1697 if (Obj.Vel.X >= 0) then
1698 begin // Clockwise
1699 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1700 if RAngle >= 360 then
1701 RAngle := RAngle mod 360;
1702 end else begin // Counter-clockwise
1703 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1704 if RAngle < 0 then
1705 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1706 end;
1708 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1709 if gTime mod (GAME_TICK*3) = 0 then
1710 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1711 end;
1713 // Òðóïû:
1714 if gCorpses <> nil then
1715 for i := 0 to High(gCorpses) do
1716 if gCorpses[i] <> nil then
1717 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1718 begin
1719 gCorpses[i].Free();
1720 gCorpses[i] := nil;
1721 end
1722 else
1723 gCorpses[i].Update();
1725 // Ãèëüçû:
1726 if gShells <> nil then
1727 for i := 0 to High(gShells) do
1728 if gShells[i].alive then
1729 with gShells[i] do
1730 begin
1731 vel := Obj.Vel;
1732 mr := g_Obj_Move(@Obj, True, False, True);
1733 positionChanged(); // this updates spatial accelerators
1735 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1736 begin
1737 alive := False;
1738 Continue;
1739 end;
1741 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1742 if WordBool(mr and MOVE_HITWALL) then
1743 begin
1744 Obj.Vel.X := -(vel.X div 2);
1745 if not WordBool(mr and MOVE_INWATER) then
1746 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1747 end;
1748 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1749 begin
1750 Obj.Vel.Y := -(vel.Y div 2);
1751 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1752 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1753 begin
1754 if RAngle mod 90 <> 0 then
1755 RAngle := (RAngle div 90) * 90;
1756 end
1757 else if not WordBool(mr and MOVE_INWATER) then
1758 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1759 end;
1761 if (Obj.Vel.X >= 0) then
1762 begin // Clockwise
1763 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1764 if RAngle >= 360 then
1765 RAngle := RAngle mod 360;
1766 end else begin // Counter-clockwise
1767 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1768 if RAngle < 0 then
1769 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1770 end;
1771 end;
1772 end;
1775 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1776 begin
1777 x := Obj.X+Obj.Rect.X;
1778 y := Obj.Y+Obj.Rect.Y;
1779 w := Obj.Rect.Width;
1780 h := Obj.Rect.Height;
1781 end;
1783 procedure TGib.moveBy (dx, dy: Integer); inline;
1784 begin
1785 if (dx <> 0) or (dy <> 0) then
1786 begin
1787 Obj.X += dx;
1788 Obj.Y += dy;
1789 positionChanged();
1790 end;
1791 end;
1794 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1795 begin
1796 x := Obj.X;
1797 y := Obj.Y;
1798 w := Obj.Rect.Width;
1799 h := Obj.Rect.Height;
1800 end;
1802 procedure TShell.moveBy (dx, dy: Integer); inline;
1803 begin
1804 if (dx <> 0) or (dy <> 0) then
1805 begin
1806 Obj.X += dx;
1807 Obj.Y += dy;
1808 positionChanged();
1809 end;
1810 end;
1813 procedure TGib.positionChanged (); inline; begin end;
1814 procedure TShell.positionChanged (); inline; begin end;
1817 procedure g_Player_DrawCorpses();
1818 var
1819 i: Integer;
1820 a: TDFPoint;
1821 begin
1822 if gGibs <> nil then
1823 for i := 0 to High(gGibs) do
1824 if gGibs[i].alive then
1825 with gGibs[i] do
1826 begin
1827 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1828 Continue;
1830 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1831 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1833 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1835 e_Colors := Color;
1836 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1837 e_Colors.R := 255;
1838 e_Colors.G := 255;
1839 e_Colors.B := 255;
1840 end;
1842 if gCorpses <> nil then
1843 for i := 0 to High(gCorpses) do
1844 if gCorpses[i] <> nil then
1845 gCorpses[i].Draw();
1846 end;
1848 procedure g_Player_DrawShells();
1849 var
1850 i: Integer;
1851 a: TDFPoint;
1852 begin
1853 if gShells <> nil then
1854 for i := 0 to High(gShells) do
1855 if gShells[i].alive then
1856 with gShells[i] do
1857 begin
1858 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1859 Continue;
1861 a.X := CX;
1862 a.Y := CY;
1864 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1865 end;
1866 end;
1868 procedure g_Player_RemoveAllCorpses();
1869 var
1870 i: Integer;
1871 begin
1872 gGibs := nil;
1873 gShells := nil;
1874 SetLength(gGibs, MaxGibs);
1875 SetLength(gShells, MaxGibs);
1876 CurrentGib := 0;
1877 CurrentShell := 0;
1879 if gCorpses <> nil then
1880 for i := 0 to High(gCorpses) do
1881 gCorpses[i].Free();
1883 gCorpses := nil;
1884 SetLength(gCorpses, MaxCorpses);
1885 end;
1887 procedure g_Player_Corpses_SaveState (st: TStream);
1888 var
1889 count, i: Integer;
1890 begin
1891 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1892 count := 0;
1893 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1895 // Êîëè÷åñòâî òðóïîâ
1896 utils.writeInt(st, LongInt(count));
1898 if (count = 0) then exit;
1900 // Ñîõðàíÿåì òðóïû
1901 for i := 0 to High(gCorpses) do
1902 begin
1903 if gCorpses[i] <> nil then
1904 begin
1905 // Íàçâàíèå ìîäåëè
1906 utils.writeStr(st, gCorpses[i].FModelName);
1907 // Òèï ñìåðòè
1908 utils.writeBool(st, gCorpses[i].Mess);
1909 // Ñîõðàíÿåì äàííûå òðóïà:
1910 gCorpses[i].SaveState(st);
1911 end;
1912 end;
1913 end;
1916 procedure g_Player_Corpses_LoadState (st: TStream);
1917 var
1918 count, i: Integer;
1919 str: String;
1920 b: Boolean;
1921 begin
1922 assert(st <> nil);
1924 g_Player_RemoveAllCorpses();
1926 // Êîëè÷åñòâî òðóïîâ:
1927 count := utils.readLongInt(st);
1928 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1930 if (count = 0) then exit;
1932 // Çàãðóæàåì òðóïû
1933 for i := 0 to count-1 do
1934 begin
1935 // Íàçâàíèå ìîäåëè:
1936 str := utils.readStr(st);
1937 // Òèï ñìåðòè
1938 b := utils.readBool(st);
1939 // Ñîçäàåì òðóï
1940 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1941 // Çàãðóæàåì äàííûå òðóïà
1942 gCorpses[i].LoadState(st);
1943 end;
1944 end;
1947 { T P l a y e r : }
1949 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1951 procedure TPlayer.BFGHit();
1952 begin
1953 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1954 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1955 if g_Game_IsServer and g_Game_IsNet then
1956 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1957 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1958 0, NET_GFX_BFGHIT);
1959 end;
1961 procedure TPlayer.ChangeModel(ModelName: string);
1962 var
1963 locModel: TPlayerModel;
1964 begin
1965 locModel := g_PlayerModel_Get(ModelName);
1966 if locModel = nil then Exit;
1968 FModel.Free();
1969 FModel := locModel;
1970 end;
1972 procedure TPlayer.SetModel(ModelName: string);
1973 var
1974 m: TPlayerModel;
1975 begin
1976 m := g_PlayerModel_Get(ModelName);
1977 if m = nil then
1978 begin
1979 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1980 m := g_PlayerModel_Get('doomer');
1981 if m = nil then
1982 begin
1983 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1984 Exit;
1985 end;
1986 end;
1988 if FModel <> nil then
1989 FModel.Free();
1991 FModel := m;
1993 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1994 FModel.Color := FColor
1995 else
1996 FModel.Color := TEAMCOLOR[FTeam];
1997 FModel.SetWeapon(FCurrWeap);
1998 FModel.SetFlag(FFlag);
1999 SetDirection(FDirection);
2000 end;
2002 procedure TPlayer.SetColor(Color: TRGB);
2003 begin
2004 FColor := Color;
2005 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2006 if FModel <> nil then FModel.Color := Color;
2007 end;
2009 procedure TPlayer.SwitchTeam;
2010 begin
2011 if g_Game_IsClient then
2012 Exit;
2013 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2015 if gGameOn and FAlive then
2016 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2018 if FTeam = TEAM_RED then
2019 begin
2020 ChangeTeam(TEAM_BLUE);
2021 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2022 if g_Game_IsNet then
2023 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2024 end
2025 else
2026 begin
2027 ChangeTeam(TEAM_RED);
2028 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2029 if g_Game_IsNet then
2030 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2031 end;
2032 FPreferredTeam := FTeam;
2033 end;
2035 procedure TPlayer.ChangeTeam(Team: Byte);
2036 var
2037 OldTeam: Byte;
2038 begin
2039 OldTeam := FTeam;
2040 FTeam := Team;
2041 case Team of
2042 TEAM_RED, TEAM_BLUE:
2043 FModel.Color := TEAMCOLOR[Team];
2044 else
2045 FModel.Color := FColor;
2046 end;
2047 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2048 MH_SEND_PlayerStats(FUID);
2049 end;
2052 procedure TPlayer.CollideItem();
2053 var
2054 i: Integer;
2055 r: Boolean;
2056 begin
2057 if gItems = nil then Exit;
2058 if not FAlive then Exit;
2060 for i := 0 to High(gItems) do
2061 with gItems[i] do
2062 begin
2063 if (ItemType <> ITEM_NONE) and alive then
2064 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2065 PLAYER_RECT.Height, @Obj) then
2066 begin
2067 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2069 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2070 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2071 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2072 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2073 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2075 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2076 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2077 (gGameSettings.GameType = GT_SINGLE) and
2078 (g_Player_GetCount() > 1)) then
2079 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2080 end;
2081 end;
2082 end;
2085 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2086 begin
2087 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2088 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2089 False);
2090 end;
2092 constructor TPlayer.Create();
2093 begin
2094 viewPortX := 0;
2095 viewPortY := 0;
2096 viewPortW := 0;
2097 viewPortH := 0;
2098 mEDamageType := HIT_SOME;
2100 FIamBot := False;
2101 FDummy := False;
2102 FSpawned := False;
2104 FSawSound := TPlayableSound.Create();
2105 FSawSoundIdle := TPlayableSound.Create();
2106 FSawSoundHit := TPlayableSound.Create();
2107 FSawSoundSelect := TPlayableSound.Create();
2108 FJetSoundFly := TPlayableSound.Create();
2109 FJetSoundOn := TPlayableSound.Create();
2110 FJetSoundOff := TPlayableSound.Create();
2112 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2113 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2114 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2115 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2116 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2117 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2118 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2120 FSpectatePlayer := -1;
2121 FClientID := -1;
2122 FPing := 0;
2123 FLoss := 0;
2124 FSavedState.WaitRecall := False;
2125 FShellTimer := -1;
2126 FFireTime := 0;
2127 FFirePainTime := 0;
2128 FFireAttacker := 0;
2130 FActualModelName := 'doomer';
2132 g_Obj_Init(@FObj);
2133 FObj.Rect := PLAYER_RECT;
2135 FBFGFireCounter := -1;
2136 FJustTeleported := False;
2137 FNetTime := 0;
2139 resetWeaponQueue();
2140 releaseAllWeaponSwitchKeys();
2141 end;
2144 procedure TPlayer.releaseAllWeaponSwitchKeys ();
2145 var
2146 f: Integer;
2147 begin
2148 for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := $03;
2149 end;
2151 procedure TPlayer.weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
2152 begin
2153 Inc(index, 2); // -2: prev; -1: next
2154 if (index < 0) or (index > High(weaponSwitchKeyReleased)) then exit;
2155 weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] or $02;
2156 if (pressed) then weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] xor $02;
2157 end;
2159 function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean;
2160 begin
2161 Inc(index, 2); // -2: prev; -1: next
2162 if (index < 0) or (index > High(weaponSwitchKeyReleased)) then
2163 begin
2164 result := true;
2165 end
2166 else
2167 begin
2168 result := (weaponSwitchKeyReleased[index] and $01) <> 0;
2169 end;
2170 end;
2172 procedure TPlayer.weaponSwitchKeysShiftNewStates ();
2173 var
2174 f: Integer;
2175 begin
2176 // copy bit 1 to bit 0
2177 for f := 0 to High(weaponSwitchKeyReleased) do
2178 begin
2179 weaponSwitchKeyReleased[f] :=
2180 (weaponSwitchKeyReleased[f] and $02) or
2181 ((weaponSwitchKeyReleased[f] shr 1) and $01);
2182 end;
2183 end;
2186 procedure TPlayer.positionChanged (); inline;
2187 begin
2188 end;
2190 procedure TPlayer.doDamage (v: Integer);
2191 begin
2192 if (v <= 0) then exit;
2193 if (v > 32767) then v := 32767;
2194 Damage(v, 0, 0, 0, mEDamageType);
2195 end;
2197 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2198 var
2199 c: Word;
2200 begin
2201 if (not g_Game_IsClient) and (not FAlive) then
2202 Exit;
2204 FLastHit := t;
2206 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2207 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2208 begin
2209 if not g_Game_IsClient then
2210 begin
2211 FArmor := 0;
2212 if t = HIT_TRAP then
2213 begin
2214 // Ëîâóøêà óáèâàåò ñðàçó:
2215 FHealth := -100;
2216 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2217 end;
2218 if t = HIT_SELF then
2219 begin
2220 // Ñàìîóáèéñòâî:
2221 FHealth := 0;
2222 Kill(K_SIMPLEKILL, SpawnerUID, t);
2223 end;
2224 end;
2225 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2226 FMegaRulez[MR_SUIT] := 0;
2227 FMegaRulez[MR_INVUL] := 0;
2228 FMegaRulez[MR_INVIS] := 0;
2229 FBerserk := 0;
2230 end;
2232 // Íî îò îñòàëüíîãî ñïàñàåò:
2233 if FMegaRulez[MR_INVUL] >= gTime then
2234 Exit;
2236 // ×èò-êîä "ÃÎÐÅÖ":
2237 if FGodMode then
2238 Exit;
2240 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2241 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2242 (SpawnerUID = FUID) or
2243 (not SameTeam(FUID, SpawnerUID)) then
2244 begin
2245 FLastSpawnerUID := SpawnerUID;
2247 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2248 if gBloodCount > 0 then
2249 begin
2250 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2251 if value div 4 <= c then
2252 c := c - (value div 4)
2253 else
2254 c := 0;
2256 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2257 MakeBloodSimple(c)
2258 else
2259 case t of
2260 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2261 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2262 end;
2264 if t = HIT_WATER then
2265 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2266 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2267 end;
2269 // Áóôåð óðîíà:
2270 if FAlive then
2271 Inc(FDamageBuffer, value);
2273 // Âñïûøêà áîëè:
2274 if gFlash <> 0 then
2275 FPain := FPain + value;
2276 end;
2278 if g_Game_IsServer and g_Game_IsNet then
2279 begin
2280 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2281 MH_SEND_PlayerStats(FUID);
2282 MH_SEND_PlayerPos(False, FUID);
2283 end;
2284 end;
2286 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2287 begin
2288 Result := False;
2289 if g_Game_IsClient then
2290 Exit;
2291 if not FAlive then
2292 Exit;
2294 if Soft and (FHealth < PLAYER_HP_SOFT) then
2295 begin
2296 IncMax(FHealth, value, PLAYER_HP_SOFT);
2297 Result := True;
2298 end;
2299 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2300 begin
2301 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2302 Result := True;
2303 end;
2305 if Result and g_Game_IsServer and g_Game_IsNet then
2306 MH_SEND_PlayerStats(FUID);
2307 end;
2309 destructor TPlayer.Destroy();
2310 begin
2311 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2312 gPlayer1 := nil;
2313 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2314 gPlayer2 := nil;
2316 FSawSound.Free();
2317 FSawSoundIdle.Free();
2318 FSawSoundHit.Free();
2319 FJetSoundFly.Free();
2320 FJetSoundOn.Free();
2321 FJetSoundOff.Free();
2322 FModel.Free();
2323 if FPunchAnim <> nil then
2324 FPunchAnim.Free();
2326 inherited;
2327 end;
2329 procedure TPlayer.DrawBubble();
2330 var
2331 bubX, bubY: Integer;
2332 ID: LongWord;
2333 Rb, Gb, Bb,
2334 Rw, Gw, Bw: SmallInt;
2335 Dot: Byte;
2336 begin
2337 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2338 bubY := FObj.Y+FObj.Rect.Y - 18;
2339 Rb := 64;
2340 Gb := 64;
2341 Bb := 64;
2342 Rw := 240;
2343 Gw := 240;
2344 Bw := 240;
2345 case gChatBubble of
2346 1: // simple textual non-bubble
2347 begin
2348 bubX := FObj.X+FObj.Rect.X - 11;
2349 bubY := FObj.Y+FObj.Rect.Y - 17;
2350 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2351 Exit;
2352 end;
2353 2: // advanced pixel-perfect bubble
2354 begin
2355 if FTeam = TEAM_RED then
2356 Rb := 255
2357 else
2358 if FTeam = TEAM_BLUE then
2359 Bb := 255;
2360 end;
2361 3: // colored bubble
2362 begin
2363 Rb := FModel.Color.R;
2364 Gb := FModel.Color.G;
2365 Bb := FModel.Color.B;
2366 Rw := Min(Rb * 2 + 64, 255);
2367 Gw := Min(Gb * 2 + 64, 255);
2368 Bw := Min(Bb * 2 + 64, 255);
2369 if (Abs(Rw - Rb) < 32)
2370 or (Abs(Gw - Gb) < 32)
2371 or (Abs(Bw - Bb) < 32) then
2372 begin
2373 Rb := Max(Rw div 2 - 16, 0);
2374 Gb := Max(Gw div 2 - 16, 0);
2375 Bb := Max(Bw div 2 - 16, 0);
2376 end;
2377 end;
2378 4: // custom textured bubble
2379 begin
2380 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2381 if FDirection = TDirection.D_RIGHT then
2382 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2383 else
2384 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2385 Exit;
2386 end;
2387 end;
2389 // Outer borders
2390 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2391 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2392 // Inner box
2393 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2395 // Tail
2396 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2397 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2398 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);
2399 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);
2400 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);
2401 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);
2403 // Dots
2404 Dot := 6;
2405 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2406 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2407 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2408 end;
2410 procedure TPlayer.Draw();
2411 var
2412 ID: DWORD;
2413 w, h: Word;
2414 dr: Boolean;
2415 Mirror: TMirrorType;
2416 begin
2417 if FAlive then
2418 begin
2419 if Direction = TDirection.D_RIGHT then
2420 Mirror := TMirrorType.None
2421 else
2422 Mirror := TMirrorType.Horizontal;
2424 if FPunchAnim <> nil then
2425 begin
2426 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2427 FObj.Y+FObj.Rect.Y-11, Mirror);
2428 if FPunchAnim.played then
2429 begin
2430 FPunchAnim.Free;
2431 FPunchAnim := nil;
2432 end;
2433 end;
2435 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2436 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2437 begin
2438 e_GetTextureSize(ID, @w, @h);
2439 if FDirection = TDirection.D_LEFT then
2440 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2441 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2442 else
2443 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2444 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2445 end;
2447 if FMegaRulez[MR_INVIS] > gTime then
2448 begin
2449 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2450 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2451 begin
2452 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2453 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2454 else
2455 dr := True;
2456 if dr then
2457 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2458 else
2459 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2460 end
2461 else
2462 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2463 end
2464 else
2465 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2466 end;
2468 if g_debug_Frames then
2469 begin
2470 e_DrawQuad(FObj.X+FObj.Rect.X,
2471 FObj.Y+FObj.Rect.Y,
2472 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2473 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2474 0, 255, 0);
2475 end;
2477 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2478 DrawBubble();
2479 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2480 if gAimLine and alive and
2481 ((Self = gPlayer1) or (Self = gPlayer2)) then
2482 DrawAim();
2483 end;
2486 procedure TPlayer.DrawAim();
2487 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2488 var
2489 ex, ey: Integer;
2490 begin
2492 {$IFDEF ENABLE_HOLMES}
2493 if isValidViewPort and (self = gPlayer1) then
2494 begin
2495 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2496 end;
2497 {$ENDIF}
2499 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2500 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2501 begin
2502 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2503 end
2504 else
2505 begin
2506 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2507 end;
2508 end;
2510 var
2511 wx, wy, xx, yy: Integer;
2512 angle: SmallInt;
2513 sz, len: Word;
2514 begin
2515 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2516 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2517 angle := FAngle;
2518 len := 1024;
2519 sz := 2;
2520 case FCurrWeap of
2521 0: begin // Punch
2522 len := 12;
2523 sz := 4;
2524 end;
2525 1: begin // Chainsaw
2526 len := 24;
2527 sz := 6;
2528 end;
2529 2: begin // Pistol
2530 len := 1024;
2531 sz := 2;
2532 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2533 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2534 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2535 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2536 end;
2537 3: begin // Shotgun
2538 len := 1024;
2539 sz := 3;
2540 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2541 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2542 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2543 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2544 end;
2545 4: begin // Double Shotgun
2546 len := 1024;
2547 sz := 4;
2548 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2549 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2550 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2551 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2552 end;
2553 5: begin // Chaingun
2554 len := 1024;
2555 sz := 3;
2556 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2557 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2558 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2559 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2560 end;
2561 6: begin // Rocket Launcher
2562 len := 1024;
2563 sz := 7;
2564 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2565 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2566 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2567 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2568 end;
2569 7: begin // Plasmagun
2570 len := 1024;
2571 sz := 5;
2572 if angle = ANGLE_RIGHTUP then Inc(angle);
2573 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2574 if angle = ANGLE_LEFTUP then Dec(angle);
2575 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2576 end;
2577 8: begin // BFG
2578 len := 1024;
2579 sz := 12;
2580 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2581 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2582 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2583 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2584 end;
2585 9: begin // Super Chaingun
2586 len := 1024;
2587 sz := 4;
2588 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2589 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2590 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2591 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2592 end;
2593 end;
2594 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2595 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2596 {$IF DEFINED(D2F_DEBUG)}
2597 drawCast(sz, wx, wy, xx, yy);
2598 {$ELSE}
2599 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2600 {$ENDIF}
2601 end;
2603 procedure TPlayer.DrawGUI();
2604 var
2605 ID: DWORD;
2606 X, Y, SY, a, p, m: Integer;
2607 tw, th: Word;
2608 cw, ch: Byte;
2609 s: string;
2610 stat: TPlayerStatArray;
2611 begin
2612 X := gPlayerScreenSize.X;
2613 SY := gPlayerScreenSize.Y;
2614 Y := 0;
2616 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2617 begin
2618 if gGameSettings.GameMode = GM_CTF then
2619 a := 32 + 8
2620 else
2621 a := 0;
2622 if gGameSettings.GameMode = GM_CTF then
2623 begin
2624 s := 'TEXTURE_PLAYER_REDFLAG';
2625 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2626 s := 'TEXTURE_PLAYER_REDFLAG_S';
2627 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2628 s := 'TEXTURE_PLAYER_REDFLAG_D';
2629 if g_Texture_Get(s, ID) then
2630 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2631 end;
2633 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2634 e_CharFont_GetSize(gMenuFont, s, tw, th);
2635 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2637 if gGameSettings.GameMode = GM_CTF then
2638 begin
2639 s := 'TEXTURE_PLAYER_BLUEFLAG';
2640 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2641 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2642 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2643 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2644 if g_Texture_Get(s, ID) then
2645 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2646 end;
2648 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2649 e_CharFont_GetSize(gMenuFont, s, tw, th);
2650 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2651 end;
2653 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2654 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2655 0, False, False);
2657 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2658 e_Draw(ID, X+2, Y, 0, True, False);
2660 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2661 begin
2662 if gShowStat then
2663 begin
2664 s := IntToStr(Frags);
2665 e_CharFont_GetSize(gMenuFont, s, tw, th);
2666 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2668 s := '';
2669 p := 1;
2670 m := 0;
2671 stat := g_Player_GetStats();
2672 if stat <> nil then
2673 begin
2674 p := 1;
2676 for a := 0 to High(stat) do
2677 if stat[a].Name <> Name then
2678 begin
2679 if stat[a].Frags > m then m := stat[a].Frags;
2680 if stat[a].Frags > Frags then p := p+1;
2681 end;
2682 end;
2684 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2685 if Frags >= m then s := s+'+' else s := s+'-';
2686 s := s+IntToStr(Abs(Frags-m));
2688 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2689 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2690 end;
2692 if gShowLives and (gGameSettings.MaxLives > 0) then
2693 begin
2694 s := IntToStr(Lives);
2695 e_CharFont_GetSize(gMenuFont, s, tw, th);
2696 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2697 end;
2698 end;
2700 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2701 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2703 if R_BERSERK in FRulez then
2704 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2705 else
2706 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2708 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2709 e_Draw(ID, X+36, Y+77, 0, True, False);
2711 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2712 e_CharFont_GetSize(gMenuFont, s, tw, th);
2713 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2715 s := IntToStr(FArmor);
2716 e_CharFont_GetSize(gMenuFont, s, tw, th);
2717 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2719 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2721 case FCurrWeap of
2722 WEAPON_KASTET:
2723 begin
2724 s := '--';
2725 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2726 end;
2727 WEAPON_SAW:
2728 begin
2729 s := '--';
2730 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2731 end;
2732 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2733 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2734 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2735 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2736 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2737 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2738 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2739 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2740 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2741 end;
2743 e_CharFont_GetSize(gMenuFont, s, tw, th);
2744 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2745 e_Draw(ID, X+20, Y+160, 0, True, False);
2747 if R_KEY_RED in FRulez then
2748 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2750 if R_KEY_GREEN in FRulez then
2751 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2753 if R_KEY_BLUE in FRulez then
2754 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2756 if FJetFuel > 0 then
2757 begin
2758 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2759 e_Draw(ID, X+2, Y+116, 0, True, False);
2760 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2761 e_Draw(ID, X+2, Y+126, 0, True, False);
2762 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2763 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2764 end
2765 else
2766 begin
2767 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2768 e_Draw(ID, X+2, Y+124, 0, True, False);
2769 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2770 end;
2772 if gShowPing and g_Game_IsClient then
2773 begin
2774 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2775 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2776 Y := Y + 16;
2777 end;
2779 if FSpectator then
2780 begin
2781 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2782 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2783 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2784 if FNoRespawn then
2785 begin
2786 e_TextureFontGetSize(gStdFont, cw, ch);
2787 s := _lc[I_PLAYER_SPECT4];
2788 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2789 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2790 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2791 end;
2793 end;
2794 end;
2796 procedure TPlayer.DrawRulez();
2797 var
2798 dr: Boolean;
2799 begin
2800 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2801 if FMegaRulez[MR_INVUL] >= gTime then
2802 begin
2803 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2804 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2805 else
2806 dr := True;
2808 if dr then
2809 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2810 191, 191, 191, 0, TBlending.Invert);
2811 end;
2813 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2814 if FMegaRulez[MR_SUIT] >= gTime then
2815 begin
2816 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2817 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2818 else
2819 dr := True;
2821 if dr then
2822 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2823 0, 96, 0, 200, TBlending.None);
2824 end;
2826 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2827 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2828 begin
2829 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2830 255, 0, 0, 200, TBlending.None);
2831 end;
2832 end;
2834 procedure TPlayer.DrawPain();
2835 var
2836 a, h: Integer;
2837 begin
2838 if FPain = 0 then Exit;
2840 a := FPain;
2842 if a < 15 then h := 0
2843 else if a < 35 then h := 1
2844 else if a < 55 then h := 2
2845 else if a < 75 then h := 3
2846 else if a < 95 then h := 4
2847 else h := 5;
2849 //if a > 255 then a := 255;
2851 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2852 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2853 end;
2855 procedure TPlayer.DrawPickup();
2856 var
2857 a, h: Integer;
2858 begin
2859 if FPickup = 0 then Exit;
2861 a := FPickup;
2863 if a < 15 then h := 1
2864 else if a < 35 then h := 2
2865 else if a < 55 then h := 3
2866 else if a < 75 then h := 4
2867 else h := 5;
2869 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2870 end;
2872 procedure TPlayer.DoPunch();
2873 var
2874 id: DWORD;
2875 st: String;
2876 begin
2877 if FPunchAnim <> nil then begin
2878 FPunchAnim.reset();
2879 FPunchAnim.Free;
2880 FPunchAnim := nil;
2881 end;
2882 st := 'FRAMES_PUNCH';
2883 if R_BERSERK in FRulez then
2884 st := st + '_BERSERK';
2885 if FKeys[KEY_UP].Pressed then
2886 st := st + '_UP'
2887 else if FKeys[KEY_DOWN].Pressed then
2888 st := st + '_DN';
2889 g_Frames_Get(id, st);
2890 FPunchAnim := TAnimation.Create(id, False, 1);
2891 end;
2893 procedure TPlayer.Fire();
2894 var
2895 f, DidFire: Boolean;
2896 wx, wy, xd, yd: Integer;
2897 locobj: TObj;
2898 begin
2899 if g_Game_IsClient then Exit;
2900 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2901 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2903 if FSpectator then
2904 begin
2905 Respawn(False);
2906 Exit;
2907 end;
2909 if FReloading[FCurrWeap] <> 0 then Exit;
2911 DidFire := False;
2913 f := False;
2914 wx := FObj.X+WEAPONPOINT[FDirection].X;
2915 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2916 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2917 yd := wy+firediry();
2919 case FCurrWeap of
2920 WEAPON_KASTET:
2921 begin
2922 DoPunch();
2923 if R_BERSERK in FRulez then
2924 begin
2925 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2926 locobj.X := FObj.X+FObj.Rect.X;
2927 locobj.Y := FObj.Y+FObj.Rect.Y;
2928 locobj.rect.X := 0;
2929 locobj.rect.Y := 0;
2930 locobj.rect.Width := 39;
2931 locobj.rect.Height := 52;
2932 locobj.Vel.X := (xd-wx) div 2;
2933 locobj.Vel.Y := (yd-wy) div 2;
2934 locobj.Accel.X := xd-wx;
2935 locobj.Accel.y := yd-wy;
2937 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2938 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2939 else
2940 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2942 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2943 end
2944 else
2945 begin
2946 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2947 end;
2949 DidFire := True;
2950 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2951 end;
2953 WEAPON_SAW:
2954 begin
2955 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2956 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2957 begin
2958 FSawSoundSelect.Stop();
2959 FSawSound.Stop();
2960 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2961 end
2962 else if not FSawSoundHit.IsPlaying() then
2963 begin
2964 FSawSoundSelect.Stop();
2965 FSawSound.PlayAt(FObj.X, FObj.Y);
2966 end;
2968 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2969 DidFire := True;
2970 f := True;
2971 end;
2973 WEAPON_PISTOL:
2974 if FAmmo[A_BULLETS] > 0 then
2975 begin
2976 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2977 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2978 Dec(FAmmo[A_BULLETS]);
2979 FFireAngle := FAngle;
2980 f := True;
2981 DidFire := True;
2982 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2983 GameVelX, GameVelY-2, SHELL_BULLET);
2984 end;
2986 WEAPON_SHOTGUN1:
2987 if FAmmo[A_SHELLS] > 0 then
2988 begin
2989 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2990 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2991 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2992 Dec(FAmmo[A_SHELLS]);
2993 FFireAngle := FAngle;
2994 f := True;
2995 DidFire := True;
2996 FShellTimer := 10;
2997 FShellType := SHELL_SHELL;
2998 end;
3000 WEAPON_SHOTGUN2:
3001 if FAmmo[A_SHELLS] >= 2 then
3002 begin
3003 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3004 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3005 Dec(FAmmo[A_SHELLS], 2);
3006 FFireAngle := FAngle;
3007 f := True;
3008 DidFire := True;
3009 FShellTimer := 13;
3010 FShellType := SHELL_DBLSHELL;
3011 end;
3013 WEAPON_CHAINGUN:
3014 if FAmmo[A_BULLETS] > 0 then
3015 begin
3016 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3017 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3018 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3019 Dec(FAmmo[A_BULLETS]);
3020 FFireAngle := FAngle;
3021 f := True;
3022 DidFire := True;
3023 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3024 GameVelX, GameVelY-2, SHELL_BULLET);
3025 end;
3027 WEAPON_ROCKETLAUNCHER:
3028 if FAmmo[A_ROCKETS] > 0 then
3029 begin
3030 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3031 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3032 Dec(FAmmo[A_ROCKETS]);
3033 FFireAngle := FAngle;
3034 f := True;
3035 DidFire := True;
3036 end;
3038 WEAPON_PLASMA:
3039 if FAmmo[A_CELLS] > 0 then
3040 begin
3041 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3042 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3043 Dec(FAmmo[A_CELLS]);
3044 FFireAngle := FAngle;
3045 f := True;
3046 DidFire := True;
3047 end;
3049 WEAPON_BFG:
3050 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3051 begin
3052 FBFGFireCounter := 17;
3053 if not FNoReload then
3054 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3055 Dec(FAmmo[A_CELLS], 40);
3056 DidFire := True;
3057 end;
3059 WEAPON_SUPERPULEMET:
3060 if FAmmo[A_SHELLS] > 0 then
3061 begin
3062 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3063 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3064 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3065 Dec(FAmmo[A_SHELLS]);
3066 FFireAngle := FAngle;
3067 f := True;
3068 DidFire := True;
3069 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3070 GameVelX, GameVelY-2, SHELL_SHELL);
3071 end;
3073 WEAPON_FLAMETHROWER:
3074 if FAmmo[A_FUEL] > 0 then
3075 begin
3076 g_Weapon_flame(wx, wy, xd, yd, FUID);
3077 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3078 Dec(FAmmo[A_FUEL]);
3079 FFireAngle := FAngle;
3080 f := True;
3081 DidFire := True;
3082 end;
3083 end;
3085 if g_Game_IsNet then
3086 begin
3087 if DidFire then
3088 begin
3089 if FCurrWeap <> WEAPON_BFG then
3090 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3091 else
3092 if not FNoReload then
3093 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3094 end;
3096 MH_SEND_PlayerStats(FUID);
3097 end;
3099 if not f then Exit;
3101 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3102 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3103 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3104 end;
3106 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3107 begin
3108 case Weapon of
3109 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3110 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3111 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3112 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3113 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3114 else Result := 0;
3115 end;
3116 end;
3118 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3119 begin
3120 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3121 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3122 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3123 end;
3125 procedure TPlayer.JetpackOn;
3126 begin
3127 FJetSoundFly.Stop;
3128 FJetSoundOff.Stop;
3129 FJetSoundOn.SetPosition(0);
3130 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3131 FlySmoke(8);
3132 end;
3134 procedure TPlayer.JetpackOff;
3135 begin
3136 FJetSoundFly.Stop;
3137 FJetSoundOn.Stop;
3138 FJetSoundOff.SetPosition(0);
3139 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3140 end;
3142 procedure TPlayer.CatchFire(Attacker: Word);
3143 begin
3144 FFireTime := 100;
3145 FFireAttacker := Attacker;
3146 if g_Game_IsNet and g_Game_IsServer then
3147 MH_SEND_PlayerStats(FUID);
3148 end;
3150 procedure TPlayer.Jump();
3151 begin
3152 if gFly or FJetpack then
3153 begin
3154 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3155 if FObj.Vel.Y > -VEL_FLY then
3156 FObj.Vel.Y := FObj.Vel.Y - 3;
3157 if FJetpack then
3158 begin
3159 if FJetFuel > 0 then
3160 Dec(FJetFuel);
3161 if (FJetFuel < 1) and g_Game_IsServer then
3162 begin
3163 FJetpack := False;
3164 JetpackOff;
3165 if g_Game_IsNet then
3166 MH_SEND_PlayerStats(FUID);
3167 end;
3168 end;
3169 Exit;
3170 end;
3172 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3173 if FGhost then
3174 FCanJetpack := False;
3176 // Ïðûãàåì èëè âñïëûâàåì:
3177 if (CollideLevel(0, 1) or
3178 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3179 PLAYER_RECT.Height-33, PANEL_STEP, False)
3180 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3181 begin
3182 FObj.Vel.Y := -VEL_JUMP;
3183 FCanJetpack := False;
3184 end
3185 else
3186 begin
3187 if BodyInLiquid(0, 0) then
3188 FObj.Vel.Y := -VEL_SW
3189 else if (FJetFuel > 0) and FCanJetpack and
3190 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3191 begin
3192 FJetpack := True;
3193 JetpackOn;
3194 if g_Game_IsNet then
3195 MH_SEND_PlayerStats(FUID);
3196 end;
3197 end;
3198 end;
3200 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3201 var
3202 a, i, k, ab, ar: Byte;
3203 s: String;
3204 mon: TMonster;
3205 plr: TPlayer;
3206 srv, netsrv: Boolean;
3207 DoFrags: Boolean;
3208 OldLR: Byte;
3209 KP: TPlayer;
3210 it: PItem;
3212 procedure PushItem(t: Byte);
3213 var
3214 id: DWORD;
3215 begin
3216 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3217 it := g_Items_ByIdx(id);
3218 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3219 begin
3220 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3221 (FObj.Vel.Y div 2)-Random(9));
3222 it.positionChanged(); // this updates spatial accelerators
3223 end
3224 else
3225 begin
3226 if KillType = K_HARDKILL then // -5..+5; -5..0
3227 begin
3228 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3229 (FObj.Vel.Y div 2)-Random(6));
3230 end
3231 else // -3..+3; -3..0
3232 begin
3233 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3234 (FObj.Vel.Y div 2)-Random(4));
3235 end;
3236 it.positionChanged(); // this updates spatial accelerators
3237 end;
3239 if g_Game_IsNet and g_Game_IsServer then
3240 MH_SEND_ItemSpawn(True, id);
3241 end;
3243 begin
3244 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3245 Srv := g_Game_IsServer;
3246 Netsrv := g_Game_IsServer and g_Game_IsNet;
3247 if Srv then FDeath := FDeath + 1;
3248 if FAlive then
3249 begin
3250 if FGhost then
3251 FGhost := False;
3252 if not FPhysics then
3253 FPhysics := True;
3254 FAlive := False;
3255 end;
3256 FShellTimer := -1;
3258 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3259 begin
3260 if FLives > 0 then FLives := FLives - 1;
3261 if FLives = 0 then FNoRespawn := True;
3262 end;
3264 // Íîìåð òèïà ñìåðòè:
3265 a := 1;
3266 case KillType of
3267 K_SIMPLEKILL: a := 1;
3268 K_HARDKILL: a := 2;
3269 K_EXTRAHARDKILL: a := 3;
3270 K_FALLKILL: a := 4;
3271 end;
3273 // Çâóê ñìåðòè:
3274 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3275 for i := 1 to 3 do
3276 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3277 Break;
3279 // Âðåìÿ ðåñïàóíà:
3280 if Srv then
3281 case KillType of
3282 K_SIMPLEKILL:
3283 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3284 K_HARDKILL:
3285 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3286 K_EXTRAHARDKILL, K_FALLKILL:
3287 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3288 end;
3290 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3291 case KillType of
3292 K_SIMPLEKILL:
3293 SetAction(A_DIE1);
3294 K_HARDKILL, K_EXTRAHARDKILL:
3295 SetAction(A_DIE2);
3296 end;
3298 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3299 if (KillType <> K_FALLKILL) and (Srv) then
3300 g_Monsters_killedp();
3302 if SpawnerUID = FUID then
3303 begin // Ñàìîóáèëñÿ
3304 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3305 begin
3306 Dec(FFrags);
3307 FLastFrag := 0;
3308 end;
3309 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3310 end
3311 else
3312 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3313 begin // Óáèò äðóãèì èãðîêîì
3314 KP := g_Player_Get(SpawnerUID);
3315 if (KP <> nil) and Srv then
3316 begin
3317 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3318 if SameTeam(FUID, SpawnerUID) then
3319 begin
3320 Dec(KP.FFrags);
3321 KP.FLastFrag := 0;
3322 end else
3323 begin
3324 Inc(KP.FFrags);
3325 KP.FragCombo();
3326 end;
3328 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3329 Inc(gTeamStat[KP.Team].Goals,
3330 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3332 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3333 end;
3335 plr := g_Player_Get(SpawnerUID);
3336 if plr = nil then
3337 s := '?'
3338 else
3339 s := plr.FName;
3341 case KillType of
3342 K_HARDKILL:
3343 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3344 [FName, s]),
3345 gShowKillMsg);
3346 K_EXTRAHARDKILL:
3347 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3348 [FName, s]),
3349 gShowKillMsg);
3350 else
3351 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3352 [FName, s]),
3353 gShowKillMsg);
3354 end;
3355 end
3356 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3357 begin // Óáèò ìîíñòðîì
3358 mon := g_Monsters_ByUID(SpawnerUID);
3359 if mon = nil then
3360 s := '?'
3361 else
3362 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3364 case KillType of
3365 K_HARDKILL:
3366 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3367 [FName, s]),
3368 gShowKillMsg);
3369 K_EXTRAHARDKILL:
3370 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3371 [FName, s]),
3372 gShowKillMsg);
3373 else
3374 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3375 [FName, s]),
3376 gShowKillMsg);
3377 end;
3378 end
3379 else // Îñîáûå òèïû ñìåðòè
3380 case t of
3381 HIT_DISCON: ;
3382 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3383 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3384 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3385 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3386 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3387 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3388 end;
3390 if Srv then
3391 begin
3392 // Âûáðîñ îðóæèÿ:
3393 for a := WP_FIRST to WP_LAST do
3394 if FWeapon[a] then
3395 begin
3396 case a of
3397 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3398 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3399 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3400 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3401 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3402 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3403 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3404 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3405 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3406 else i := 0;
3407 end;
3409 if i <> 0 then
3410 PushItem(i);
3411 end;
3413 // Âûáðîñ ðþêçàêà:
3414 if R_ITEM_BACKPACK in FRulez then
3415 PushItem(ITEM_AMMO_BACKPACK);
3417 // Âûáðîñ ðàêåòíîãî ðàíöà:
3418 if FJetFuel > 0 then
3419 PushItem(ITEM_JETPACK);
3421 // Âûáðîñ êëþ÷åé:
3422 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3423 begin
3424 if R_KEY_RED in FRulez then
3425 PushItem(ITEM_KEY_RED);
3427 if R_KEY_GREEN in FRulez then
3428 PushItem(ITEM_KEY_GREEN);
3430 if R_KEY_BLUE in FRulez then
3431 PushItem(ITEM_KEY_BLUE);
3432 end;
3434 // Âûáðîñ ôëàãà:
3435 DropFlag();
3436 end;
3438 g_Player_CreateCorpse(Self);
3440 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3441 (gLMSRespawn = LMS_RESPAWN_NONE) then
3442 begin
3443 a := 0;
3444 k := 0;
3445 ar := 0;
3446 ab := 0;
3447 for i := Low(gPlayers) to High(gPlayers) do
3448 begin
3449 if gPlayers[i] = nil then continue;
3450 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3451 begin
3452 Inc(a);
3453 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3454 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3455 k := i;
3456 end;
3457 end;
3459 OldLR := gLMSRespawn;
3460 if (gGameSettings.GameMode = GM_COOP) then
3461 begin
3462 if (a = 0) then
3463 begin
3464 // everyone is dead, restart the map
3465 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3466 if Netsrv then
3467 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3468 gLMSRespawn := LMS_RESPAWN_FINAL;
3469 gLMSRespawnTime := gTime + 5000;
3470 end
3471 else if (a = 1) then
3472 begin
3473 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3474 if (gPlayers[k] = gPlayer1) or
3475 (gPlayers[k] = gPlayer2) then
3476 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3477 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3478 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3479 end;
3480 end
3481 else if (gGameSettings.GameMode = GM_TDM) then
3482 begin
3483 if (ab = 0) and (ar <> 0) then
3484 begin
3485 // blu team ded
3486 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3487 if Netsrv then
3488 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3489 Inc(gTeamStat[TEAM_RED].Goals);
3490 gLMSRespawn := LMS_RESPAWN_FINAL;
3491 gLMSRespawnTime := gTime + 5000;
3492 end
3493 else if (ar = 0) and (ab <> 0) then
3494 begin
3495 // red team ded
3496 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3497 if Netsrv then
3498 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3499 Inc(gTeamStat[TEAM_BLUE].Goals);
3500 gLMSRespawn := LMS_RESPAWN_FINAL;
3501 gLMSRespawnTime := gTime + 5000;
3502 end
3503 else if (ar = 0) and (ab = 0) then
3504 begin
3505 // everyone ded
3506 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3507 if Netsrv then
3508 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3509 gLMSRespawn := LMS_RESPAWN_FINAL;
3510 gLMSRespawnTime := gTime + 5000;
3511 end;
3512 end
3513 else if (gGameSettings.GameMode = GM_DM) then
3514 begin
3515 if (a = 1) then
3516 begin
3517 if gPlayers[k] <> nil then
3518 with gPlayers[k] do
3519 begin
3520 // survivor is the winner
3521 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3522 if Netsrv then
3523 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3524 Inc(FFrags);
3525 end;
3526 gLMSRespawn := LMS_RESPAWN_FINAL;
3527 gLMSRespawnTime := gTime + 5000;
3528 end
3529 else if (a = 0) then
3530 begin
3531 // everyone is dead, restart the map
3532 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3533 if Netsrv then
3534 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3535 gLMSRespawn := LMS_RESPAWN_FINAL;
3536 gLMSRespawnTime := gTime + 5000;
3537 end;
3538 end;
3539 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3540 begin
3541 if NetMode = NET_SERVER then
3542 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3543 else
3544 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3545 end;
3546 end;
3548 if Netsrv then
3549 begin
3550 MH_SEND_PlayerStats(FUID);
3551 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3552 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3553 end;
3555 if srv and FNoRespawn then Spectate(True);
3556 FWantsInGame := True;
3557 end;
3559 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3560 begin
3561 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3562 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3563 end;
3565 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3566 begin
3567 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3568 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3569 end;
3571 procedure TPlayer.MakeBloodSimple(Count: Word);
3572 begin
3573 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3574 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3575 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3576 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3577 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3578 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3579 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3580 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3581 end;
3583 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3584 begin
3585 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3586 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3587 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3588 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3589 end;
3591 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3592 begin
3593 //if g_Game_IsClient then Exit;
3594 if Weapon > High(FWeapon) then Exit;
3595 FNextWeap := FNextWeap or (1 shl Weapon);
3596 end;
3598 procedure TPlayer.resetWeaponQueue ();
3599 begin
3600 FNextWeap := 0;
3601 FNextWeapDelay := 0;
3602 end;
3604 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3605 begin
3606 result := false;
3607 case weapon of
3608 WEAPON_KASTET, WEAPON_SAW: result := true;
3609 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3610 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3611 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3612 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3613 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3614 else result := (weapon < length(FWeapon));
3615 end;
3616 end;
3618 // return 255 for "no switch"
3619 function TPlayer.getNextWeaponIndex (): Byte;
3620 var
3621 i: Word;
3622 wantThisWeapon: array[0..64] of Boolean;
3623 weaponOrder: array[0..16] of Integer; // value: index in `FWeapon`
3624 wwc: Integer;
3625 f, dir, cwi, rwidx, curlidx: Integer;
3627 function real2log (ridx: Integer): Integer;
3628 var
3629 f: Integer;
3630 begin
3631 if (ridx >= 0) then
3632 begin
3633 for f := 0 to High(weaponOrder) do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
3634 end;
3635 result := -1;
3636 end;
3638 begin
3639 result := 255; // default result: "no switch"
3641 // had weapon cycling on previous frame? remove that flag
3642 if (FNextWeap and $2000) <> 0 then
3643 begin
3644 FNextWeap := FNextWeap and $1FFF;
3645 FNextWeapDelay := 0;
3646 end;
3648 for f := 0 to High(weaponOrder) do weaponOrder[f] := -1;
3650 // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
3651 // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed)
3652 // priorities:
3653 // bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
3654 weaponOrder[0] := WEAPON_SUPERPULEMET;
3655 weaponOrder[1] := WEAPON_BFG;
3656 weaponOrder[2] := WEAPON_ROCKETLAUNCHER;
3657 weaponOrder[3] := WEAPON_PLASMA;
3658 weaponOrder[4] := WEAPON_FLAMETHROWER;
3659 weaponOrder[5] := WEAPON_SHOTGUN2;
3660 weaponOrder[6] := WEAPON_CHAINGUN;
3661 weaponOrder[7] := WEAPON_SHOTGUN1;
3662 weaponOrder[8] := WEAPON_PISTOL;
3663 weaponOrder[9] := WEAPON_KASTET+666; // berserk fist
3664 weaponOrder[10] := WEAPON_SAW;
3665 weaponOrder[11] := WEAPON_KASTET; // normal fist
3667 for f := 0 to High(weaponOrder) do
3668 begin
3669 if (weaponOrder[f] = WEAPON_KASTET) then
3670 begin
3671 // normal fist: remove if we have a berserk pack
3672 if (R_BERSERK in FRulez) then weaponOrder[f] := -1;
3673 end
3674 else
3675 if (weaponOrder[f] = WEAPON_KASTET+666) then
3676 begin
3677 // berserk fist: remove if we don't have a berserk pack
3678 if (R_BERSERK in FRulez) then weaponOrder[f] := WEAPON_KASTET else weaponOrder[f] := -1;
3679 end;
3680 end;
3682 (*
3683 WEAPON_KASTET = 0;
3684 WEAPON_SAW = 1;
3685 WEAPON_PISTOL = 2;
3686 WEAPON_SHOTGUN1 = 3;
3687 WEAPON_SHOTGUN2 = 4;
3688 WEAPON_CHAINGUN = 5;
3689 WEAPON_ROCKETLAUNCHER = 6;
3690 WEAPON_PLASMA = 7;
3691 WEAPON_BFG = 8;
3692 WEAPON_SUPERPULEMET = 9;
3693 WEAPON_FLAMETHROWER = 10;
3694 *)
3696 // cycling has priority
3697 if (FNextWeap and $C000) <> 0 then
3698 begin
3699 if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; // should be reversed if we want "priority-driven cycling"
3700 FNextWeap := FNextWeap or $2000; // we need this
3701 if FNextWeapDelay > 0 then exit; // cooldown time
3702 //cwi := real2log(FCurrWeap);
3703 //if (cwi < 0) then cwi := 0;
3704 cwi := FCurrWeap;
3705 for i := 0 to High(FWeapon) do
3706 begin
3707 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3708 //rwidx := weaponOrder[cwi];
3709 rwidx := cwi; // sorry
3710 if (rwidx < 0) then continue;
3711 if FWeapon[rwidx] then
3712 begin
3713 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
3714 result := Byte(rwidx);
3715 //FNextWeapDelay := 10; //k8: not needed anymore
3716 exit;
3717 end;
3718 end;
3719 resetWeaponQueue();
3720 exit;
3721 end;
3723 // no cycling
3724 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3725 wwc := 0;
3727 curlidx := -1; // start from a weapon with a highest priority (-1, 'cause loop will immediately increment this index)
3729 for i := 0 to High(FWeapon) do
3730 begin
3731 if (FNextWeap and (1 shl i)) <> 0 then
3732 begin
3733 cwi := real2log(i);
3734 if (cwi >= 0) then
3735 begin
3736 wantThisWeapon[cwi] := true;
3737 Inc(wwc);
3738 // if we hit currently selected weapon, start seachring from it, so we'll get "next weaker" weapon
3739 if (i = FCurrWeap) then curlidx := cwi; // compare real, start from logical
3740 end;
3741 end;
3742 end;
3744 // slow down alterations a little
3745 if (wwc > 1) then
3746 begin
3747 // more than one weapon requested, assume "alteration", and check alteration delay
3748 if FNextWeapDelay > 0 then
3749 begin
3750 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
3751 FNextWeap := 0;
3752 exit;
3753 end; // yeah
3754 end;
3756 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3757 // but clear all counters if no weapon should be switched
3758 if (wwc < 1) then
3759 begin
3760 resetWeaponQueue();
3761 exit;
3762 end;
3764 //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
3766 // find next weapon to switch onto
3767 cwi := curlidx;
3768 for i := 0 to High(weaponOrder) do
3769 begin
3770 cwi := (cwi+length(weaponOrder)+1) mod length(weaponOrder);
3771 if (cwi = curlidx) then continue; // skip current weapon
3772 if not wantThisWeapon[cwi] then continue;
3773 rwidx := weaponOrder[cwi];
3774 if (rwidx < 0) then continue;
3775 //e_WriteLog(Format(' trying logical %d (real %d); has=%d, hasammo=%d', [cwi, rwidx, Integer(FWeapon[rwidx]), Integer(hasAmmoForWeapon(rwidx))]), TMsgType.Warning);
3776 if FWeapon[rwidx] and ((wwc = 1) or hasAmmoForWeapon(rwidx)) then
3777 begin
3778 //e_WriteLog(' I FOUND HER!', TMsgType.Warning);
3779 // i found her!
3780 result := Byte(rwidx);
3781 resetWeaponQueue();
3782 //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore
3783 exit;
3784 end;
3785 end;
3787 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3788 resetWeaponQueue();
3789 end;
3791 procedure TPlayer.RealizeCurrentWeapon();
3792 function switchAllowed (): Boolean;
3793 var
3794 i: Byte;
3795 begin
3796 result := false;
3797 if FBFGFireCounter <> -1 then
3798 exit;
3799 if FTime[T_SWITCH] > gTime then
3800 exit;
3801 for i := WP_FIRST to WP_LAST do
3802 if FReloading[i] > 0 then
3803 exit;
3804 result := true;
3805 end;
3807 var
3808 nw: Byte;
3809 begin
3810 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3811 //FNextWeap := FNextWeap and $1FFF;
3812 //HACK: alteration delay will be reset when player released any weapon switch key
3813 FNextWeapDelay := 0; //k8: just in case
3814 //if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3816 if not switchAllowed then
3817 begin
3818 //HACK for weapon cycling
3819 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3820 exit;
3821 end;
3823 nw := getNextWeaponIndex();
3824 if nw = 255 then exit; // don't reset anything here
3825 if nw > High(FWeapon) then
3826 begin
3827 // don't forget to reset queue here!
3828 //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning);
3829 resetWeaponQueue();
3830 exit;
3831 end;
3833 if FWeapon[nw] then
3834 begin
3835 FCurrWeap := nw;
3836 FTime[T_SWITCH] := gTime+156;
3837 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3838 FModel.SetWeapon(FCurrWeap);
3839 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3840 end;
3841 end;
3843 procedure TPlayer.NextWeapon();
3844 begin
3845 //if g_Game_IsClient then Exit;
3846 FNextWeap := $8000;
3847 end;
3849 procedure TPlayer.PrevWeapon();
3850 begin
3851 //if g_Game_IsClient then Exit;
3852 FNextWeap := $4000;
3853 end;
3855 procedure TPlayer.SetWeapon(W: Byte);
3856 begin
3857 if FCurrWeap <> W then
3858 if W = WEAPON_SAW then
3859 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3861 FCurrWeap := W;
3862 FModel.SetWeapon(CurrWeap);
3863 resetWeaponQueue();
3864 end;
3866 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3868 function allowBerserkSwitching (): Boolean;
3869 begin
3870 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3871 result := true;
3872 if gBerserkAutoswitch then exit;
3873 if not conIsCheatsEnabled then exit;
3874 result := false;
3875 end;
3877 var
3878 a: Boolean;
3879 begin
3880 Result := False;
3881 if g_Game_IsClient then Exit;
3883 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3884 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3885 remove := not a;
3887 case ItemType of
3888 ITEM_MEDKIT_SMALL:
3889 if FHealth < PLAYER_HP_SOFT then
3890 begin
3891 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3892 Result := True;
3893 remove := True;
3894 FFireTime := 0;
3895 if gFlash = 2 then Inc(FPickup, 5);
3896 end;
3898 ITEM_MEDKIT_LARGE:
3899 if FHealth < PLAYER_HP_SOFT then
3900 begin
3901 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3902 Result := True;
3903 remove := True;
3904 FFireTime := 0;
3905 if gFlash = 2 then Inc(FPickup, 5);
3906 end;
3908 ITEM_ARMOR_GREEN:
3909 if FArmor < PLAYER_AP_SOFT then
3910 begin
3911 FArmor := PLAYER_AP_SOFT;
3912 Result := True;
3913 remove := True;
3914 if gFlash = 2 then Inc(FPickup, 5);
3915 end;
3917 ITEM_ARMOR_BLUE:
3918 if FArmor < PLAYER_AP_LIMIT then
3919 begin
3920 FArmor := PLAYER_AP_LIMIT;
3921 Result := True;
3922 remove := True;
3923 if gFlash = 2 then Inc(FPickup, 5);
3924 end;
3926 ITEM_SPHERE_BLUE:
3927 if FHealth < PLAYER_HP_LIMIT then
3928 begin
3929 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3930 Result := True;
3931 remove := True;
3932 FFireTime := 0;
3933 if gFlash = 2 then Inc(FPickup, 5);
3934 end;
3936 ITEM_SPHERE_WHITE:
3937 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3938 begin
3939 if FHealth < PLAYER_HP_LIMIT then
3940 FHealth := PLAYER_HP_LIMIT;
3941 if FArmor < PLAYER_AP_LIMIT then
3942 FArmor := PLAYER_AP_LIMIT;
3943 Result := True;
3944 remove := True;
3945 FFireTime := 0;
3946 if gFlash = 2 then Inc(FPickup, 5);
3947 end;
3949 ITEM_WEAPON_SAW:
3950 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3951 begin
3952 FWeapon[WEAPON_SAW] := True;
3953 Result := True;
3954 if gFlash = 2 then Inc(FPickup, 5);
3955 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3956 end;
3958 ITEM_WEAPON_SHOTGUN1:
3959 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3960 begin
3961 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3962 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3964 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3965 FWeapon[WEAPON_SHOTGUN1] := True;
3966 Result := True;
3967 if gFlash = 2 then Inc(FPickup, 5);
3968 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3969 end;
3971 ITEM_WEAPON_SHOTGUN2:
3972 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3973 begin
3974 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3976 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3977 FWeapon[WEAPON_SHOTGUN2] := True;
3978 Result := True;
3979 if gFlash = 2 then Inc(FPickup, 5);
3980 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3981 end;
3983 ITEM_WEAPON_CHAINGUN:
3984 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3985 begin
3986 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3988 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3989 FWeapon[WEAPON_CHAINGUN] := True;
3990 Result := True;
3991 if gFlash = 2 then Inc(FPickup, 5);
3992 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3993 end;
3995 ITEM_WEAPON_ROCKETLAUNCHER:
3996 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3997 begin
3998 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
4000 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
4001 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
4002 Result := True;
4003 if gFlash = 2 then Inc(FPickup, 5);
4004 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4005 end;
4007 ITEM_WEAPON_PLASMA:
4008 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
4009 begin
4010 if a and FWeapon[WEAPON_PLASMA] then Exit;
4012 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4013 FWeapon[WEAPON_PLASMA] := True;
4014 Result := True;
4015 if gFlash = 2 then Inc(FPickup, 5);
4016 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4017 end;
4019 ITEM_WEAPON_BFG:
4020 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4021 begin
4022 if a and FWeapon[WEAPON_BFG] then Exit;
4024 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4025 FWeapon[WEAPON_BFG] := True;
4026 Result := True;
4027 if gFlash = 2 then Inc(FPickup, 5);
4028 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4029 end;
4031 ITEM_WEAPON_SUPERPULEMET:
4032 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4033 begin
4034 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4036 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4037 FWeapon[WEAPON_SUPERPULEMET] := True;
4038 Result := True;
4039 if gFlash = 2 then Inc(FPickup, 5);
4040 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4041 end;
4043 ITEM_WEAPON_FLAMETHROWER:
4044 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4045 begin
4046 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4048 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4049 FWeapon[WEAPON_FLAMETHROWER] := True;
4050 Result := True;
4051 if gFlash = 2 then Inc(FPickup, 5);
4052 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4053 end;
4055 ITEM_AMMO_BULLETS:
4056 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4057 begin
4058 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4059 Result := True;
4060 remove := True;
4061 if gFlash = 2 then Inc(FPickup, 5);
4062 end;
4064 ITEM_AMMO_BULLETS_BOX:
4065 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4066 begin
4067 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4068 Result := True;
4069 remove := True;
4070 if gFlash = 2 then Inc(FPickup, 5);
4071 end;
4073 ITEM_AMMO_SHELLS:
4074 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4075 begin
4076 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4077 Result := True;
4078 remove := True;
4079 if gFlash = 2 then Inc(FPickup, 5);
4080 end;
4082 ITEM_AMMO_SHELLS_BOX:
4083 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4084 begin
4085 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4086 Result := True;
4087 remove := True;
4088 if gFlash = 2 then Inc(FPickup, 5);
4089 end;
4091 ITEM_AMMO_ROCKET:
4092 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4093 begin
4094 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4095 Result := True;
4096 remove := True;
4097 if gFlash = 2 then Inc(FPickup, 5);
4098 end;
4100 ITEM_AMMO_ROCKET_BOX:
4101 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4102 begin
4103 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4104 Result := True;
4105 remove := True;
4106 if gFlash = 2 then Inc(FPickup, 5);
4107 end;
4109 ITEM_AMMO_CELL:
4110 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4111 begin
4112 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4113 Result := True;
4114 remove := True;
4115 if gFlash = 2 then Inc(FPickup, 5);
4116 end;
4118 ITEM_AMMO_CELL_BIG:
4119 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4120 begin
4121 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4122 Result := True;
4123 remove := True;
4124 if gFlash = 2 then Inc(FPickup, 5);
4125 end;
4127 ITEM_AMMO_FUELCAN:
4128 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4129 begin
4130 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4131 Result := True;
4132 remove := True;
4133 if gFlash = 2 then Inc(FPickup, 5);
4134 end;
4136 ITEM_AMMO_BACKPACK:
4137 if not(R_ITEM_BACKPACK in FRulez) or
4138 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4139 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4140 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4141 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4142 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
4143 begin
4144 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4145 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4146 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4147 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4148 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4150 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4151 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4152 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4153 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4154 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4155 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4156 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4157 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4159 FRulez := FRulez + [R_ITEM_BACKPACK];
4160 Result := True;
4161 remove := True;
4162 if gFlash = 2 then Inc(FPickup, 5);
4163 end;
4165 ITEM_KEY_RED:
4166 if not(R_KEY_RED in FRulez) then
4167 begin
4168 Include(FRulez, R_KEY_RED);
4169 Result := True;
4170 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4171 if gFlash = 2 then Inc(FPickup, 5);
4172 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4173 end;
4175 ITEM_KEY_GREEN:
4176 if not(R_KEY_GREEN in FRulez) then
4177 begin
4178 Include(FRulez, R_KEY_GREEN);
4179 Result := True;
4180 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4181 if gFlash = 2 then Inc(FPickup, 5);
4182 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4183 end;
4185 ITEM_KEY_BLUE:
4186 if not(R_KEY_BLUE in FRulez) then
4187 begin
4188 Include(FRulez, R_KEY_BLUE);
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_SUIT:
4196 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4197 begin
4198 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4199 Result := True;
4200 remove := True;
4201 FFireTime := 0;
4202 if gFlash = 2 then Inc(FPickup, 5);
4203 end;
4205 ITEM_OXYGEN:
4206 if FAir < AIR_MAX then
4207 begin
4208 FAir := AIR_MAX;
4209 Result := True;
4210 remove := True;
4211 if gFlash = 2 then Inc(FPickup, 5);
4212 end;
4214 ITEM_MEDKIT_BLACK:
4215 begin
4216 if not (R_BERSERK in FRulez) then
4217 begin
4218 Include(FRulez, R_BERSERK);
4219 if allowBerserkSwitching then
4220 begin
4221 FCurrWeap := WEAPON_KASTET;
4222 resetWeaponQueue();
4223 FModel.SetWeapon(WEAPON_KASTET);
4224 end;
4225 if gFlash <> 0 then
4226 begin
4227 Inc(FPain, 100);
4228 if gFlash = 2 then Inc(FPickup, 5);
4229 end;
4230 FBerserk := gTime+30000;
4231 Result := True;
4232 remove := True;
4233 FFireTime := 0;
4234 //k8:do we need it? if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
4235 end;
4236 if FHealth < PLAYER_HP_SOFT then
4237 begin
4238 FHealth := PLAYER_HP_SOFT;
4239 FBerserk := gTime+30000;
4240 Result := True;
4241 remove := True;
4242 FFireTime := 0;
4243 end;
4244 end;
4246 ITEM_INVUL:
4247 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4248 begin
4249 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4250 Result := True;
4251 remove := True;
4252 if gFlash = 2 then Inc(FPickup, 5);
4253 end;
4255 ITEM_BOTTLE:
4256 if FHealth < PLAYER_HP_LIMIT then
4257 begin
4258 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4259 Result := True;
4260 remove := True;
4261 FFireTime := 0;
4262 if gFlash = 2 then Inc(FPickup, 5);
4263 end;
4265 ITEM_HELMET:
4266 if FArmor < PLAYER_AP_LIMIT then
4267 begin
4268 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4269 Result := True;
4270 remove := True;
4271 if gFlash = 2 then Inc(FPickup, 5);
4272 end;
4274 ITEM_JETPACK:
4275 if FJetFuel < JET_MAX then
4276 begin
4277 FJetFuel := JET_MAX;
4278 Result := True;
4279 remove := True;
4280 if gFlash = 2 then Inc(FPickup, 5);
4281 end;
4283 ITEM_INVIS:
4284 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4285 begin
4286 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4287 Result := True;
4288 remove := True;
4289 if gFlash = 2 then Inc(FPickup, 5);
4290 end;
4291 end;
4292 end;
4294 procedure TPlayer.Touch();
4295 begin
4296 if not FAlive then
4297 Exit;
4298 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4299 if FIamBot then
4300 begin
4301 // Áðîñèòü ôëàã òîâàðèùó:
4302 if gGameSettings.GameMode = GM_CTF then
4303 DropFlag();
4304 end;
4305 end;
4307 procedure TPlayer.Push(vx, vy: Integer);
4308 begin
4309 if (not FPhysics) and FGhost then
4310 Exit;
4311 FObj.Accel.X := FObj.Accel.X + vx;
4312 FObj.Accel.Y := FObj.Accel.Y + vy;
4313 if g_Game_IsNet and g_Game_IsServer then
4314 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4315 end;
4317 procedure TPlayer.Reset(Force: Boolean);
4318 begin
4319 if Force then
4320 FAlive := False;
4322 FSpawned := False;
4323 FTime[T_RESPAWN] := 0;
4324 FTime[T_FLAGCAP] := 0;
4325 FGodMode := False;
4326 FNoTarget := False;
4327 FNoReload := False;
4328 FFrags := 0;
4329 FLastFrag := 0;
4330 FComboEvnt := -1;
4331 FKills := 0;
4332 FMonsterKills := 0;
4333 FDeath := 0;
4334 FSecrets := 0;
4335 if FNoRespawn then
4336 begin
4337 FSpectator := False;
4338 FGhost := False;
4339 FPhysics := True;
4340 FSpectatePlayer := -1;
4341 FNoRespawn := False;
4342 end;
4343 FLives := gGameSettings.MaxLives;
4345 SetFlag(FLAG_NONE);
4346 end;
4348 procedure TPlayer.SoftReset();
4349 begin
4350 ReleaseKeys();
4352 FDamageBuffer := 0;
4353 FIncCam := 0;
4354 FBFGFireCounter := -1;
4355 FShellTimer := -1;
4356 FPain := 0;
4357 FLastHit := 0;
4358 FLastFrag := 0;
4359 FComboEvnt := -1;
4361 SetFlag(FLAG_NONE);
4362 SetAction(A_STAND, True);
4363 end;
4365 function TPlayer.GetRespawnPoint(): Byte;
4366 var
4367 c: Byte;
4368 begin
4369 Result := 255;
4370 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4372 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4373 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4374 begin
4375 if (Self = gPlayer1) or (Self = gPlayer2) then
4376 begin
4377 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4378 if Self = gPlayer1 then
4379 c := RESPAWNPOINT_PLAYER1
4380 else
4381 c := RESPAWNPOINT_PLAYER2;
4382 if g_Map_GetPointCount(c) > 0 then
4383 begin
4384 Result := c;
4385 Exit;
4386 end;
4388 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4389 if Self = gPlayer1 then
4390 c := RESPAWNPOINT_PLAYER2
4391 else
4392 c := RESPAWNPOINT_PLAYER1;
4393 if g_Map_GetPointCount(c) > 0 then
4394 begin
4395 Result := c;
4396 Exit;
4397 end;
4398 end else
4399 begin
4400 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4401 if Random(2) = 0 then
4402 c := RESPAWNPOINT_PLAYER1
4403 else
4404 c := RESPAWNPOINT_PLAYER2;
4405 if g_Map_GetPointCount(c) > 0 then
4406 begin
4407 Result := c;
4408 Exit;
4409 end;
4410 end;
4412 // Òî÷êà ëþáîé èç êîìàíä
4413 if Random(2) = 0 then
4414 c := RESPAWNPOINT_RED
4415 else
4416 c := RESPAWNPOINT_BLUE;
4417 if g_Map_GetPointCount(c) > 0 then
4418 begin
4419 Result := c;
4420 Exit;
4421 end;
4423 // Òî÷êà DM
4424 c := RESPAWNPOINT_DM;
4425 if g_Map_GetPointCount(c) > 0 then
4426 begin
4427 Result := c;
4428 Exit;
4429 end;
4430 end;
4432 // Ìÿñîïîâàë
4433 if gGameSettings.GameMode = GM_DM then
4434 begin
4435 // Òî÷êà DM
4436 c := RESPAWNPOINT_DM;
4437 if g_Map_GetPointCount(c) > 0 then
4438 begin
4439 Result := c;
4440 Exit;
4441 end;
4443 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4444 if Random(2) = 0 then
4445 c := RESPAWNPOINT_PLAYER1
4446 else
4447 c := RESPAWNPOINT_PLAYER2;
4448 if g_Map_GetPointCount(c) > 0 then
4449 begin
4450 Result := c;
4451 Exit;
4452 end;
4454 // Òî÷êà ëþáîé èç êîìàíä
4455 if Random(2) = 0 then
4456 c := RESPAWNPOINT_RED
4457 else
4458 c := RESPAWNPOINT_BLUE;
4459 if g_Map_GetPointCount(c) > 0 then
4460 begin
4461 Result := c;
4462 Exit;
4463 end;
4464 end;
4466 // Êîìàíäíûå
4467 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4468 begin
4469 // Òî÷êà ñâîåé êîìàíäû
4470 c := RESPAWNPOINT_DM;
4471 if FTeam = TEAM_RED then
4472 c := RESPAWNPOINT_RED;
4473 if FTeam = TEAM_BLUE then
4474 c := RESPAWNPOINT_BLUE;
4475 if g_Map_GetPointCount(c) > 0 then
4476 begin
4477 Result := c;
4478 Exit;
4479 end;
4481 // Òî÷êà DM
4482 c := RESPAWNPOINT_DM;
4483 if g_Map_GetPointCount(c) > 0 then
4484 begin
4485 Result := c;
4486 Exit;
4487 end;
4489 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4490 if Random(2) = 0 then
4491 c := RESPAWNPOINT_PLAYER1
4492 else
4493 c := RESPAWNPOINT_PLAYER2;
4494 if g_Map_GetPointCount(c) > 0 then
4495 begin
4496 Result := c;
4497 Exit;
4498 end;
4500 // Òî÷êà äðóãîé êîìàíäû
4501 c := RESPAWNPOINT_DM;
4502 if FTeam = TEAM_RED then
4503 c := RESPAWNPOINT_BLUE;
4504 if FTeam = TEAM_BLUE then
4505 c := RESPAWNPOINT_RED;
4506 if g_Map_GetPointCount(c) > 0 then
4507 begin
4508 Result := c;
4509 Exit;
4510 end;
4511 end;
4512 end;
4514 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4515 var
4516 RespawnPoint: TRespawnPoint;
4517 a, b, c: Byte;
4518 Anim: TAnimation;
4519 ID: DWORD;
4520 begin
4521 FIncCam := 0;
4522 FBFGFireCounter := -1;
4523 FShellTimer := -1;
4524 FPain := 0;
4525 FLastHit := 0;
4527 if not g_Game_IsServer then
4528 Exit;
4529 if FDummy then
4530 Exit;
4531 FWantsInGame := True;
4532 FJustTeleported := True;
4533 if Force then
4534 begin
4535 FTime[T_RESPAWN] := 0;
4536 FAlive := False;
4537 end;
4538 FNetTime := 0;
4539 // if server changes MaxLives we gotta be ready
4540 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4542 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4543 if FTime[T_RESPAWN] > gTime then
4544 Exit;
4546 // Ïðîñðàë âñå æèçíè:
4547 if FNoRespawn then
4548 begin
4549 if not FSpectator then Spectate(True);
4550 FWantsInGame := True;
4551 Exit;
4552 end;
4554 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4555 begin // "Ñâîÿ èãðà"
4556 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4557 FRulez := FRulez-[R_BERSERK];
4558 end
4559 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4560 begin
4561 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4562 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4563 end;
4565 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4566 c := GetRespawnPoint();
4568 ReleaseKeys();
4569 SetFlag(FLAG_NONE);
4571 // Âîñêðåøåíèå áåç îðóæèÿ:
4572 if not FAlive then
4573 begin
4574 FHealth := PLAYER_HP_SOFT;
4575 FArmor := 0;
4576 FAlive := True;
4577 FAir := AIR_DEF;
4578 FJetFuel := 0;
4580 for a := WP_FIRST to WP_LAST do
4581 begin
4582 FWeapon[a] := False;
4583 FReloading[a] := 0;
4584 end;
4586 FWeapon[WEAPON_PISTOL] := True;
4587 FWeapon[WEAPON_KASTET] := True;
4588 FCurrWeap := WEAPON_PISTOL;
4589 resetWeaponQueue();
4591 FModel.SetWeapon(FCurrWeap);
4593 for b := A_BULLETS to A_HIGH do
4594 FAmmo[b] := 0;
4596 FAmmo[A_BULLETS] := 50;
4598 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4599 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4600 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4601 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4602 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4604 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4605 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4606 else
4607 FRulez := [];
4608 end;
4610 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4611 if not g_Map_GetPoint(c, RespawnPoint) then
4612 begin
4613 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4614 Exit;
4615 end;
4617 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4618 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4619 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4620 FObj.Vel.X := 0;
4621 FObj.Vel.Y := 0;
4622 FObj.Accel.X := 0;
4623 FObj.Accel.Y := 0;
4625 FDirection := RespawnPoint.Direction;
4626 if FDirection = TDirection.D_LEFT then
4627 FAngle := 180
4628 else
4629 FAngle := 0;
4631 SetAction(A_STAND, True);
4632 FModel.Direction := FDirection;
4634 for a := Low(FTime) to High(FTime) do
4635 FTime[a] := 0;
4637 for a := Low(FMegaRulez) to High(FMegaRulez) do
4638 FMegaRulez[a] := 0;
4640 FDamageBuffer := 0;
4641 FJetpack := False;
4642 FCanJetpack := False;
4643 FFireTime := 0;
4644 FFirePainTime := 0;
4645 FFireAttacker := 0;
4647 // Àíèìàöèÿ âîçðîæäåíèÿ:
4648 if (not gLoadGameMode) and (not Silent) then
4649 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4650 begin
4651 Anim := TAnimation.Create(ID, False, 3);
4652 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4653 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4654 Anim.Free();
4655 end;
4657 FSpectator := False;
4658 FGhost := False;
4659 FPhysics := True;
4660 FSpectatePlayer := -1;
4661 FSpawned := True;
4663 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4664 gPlayer1 := self;
4665 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4666 gPlayer2 := self;
4668 if g_Game_IsNet then
4669 begin
4670 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4671 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4672 if not Silent then
4673 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4674 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4675 0, NET_GFX_TELE);
4676 end;
4677 end;
4679 procedure TPlayer.Spectate(NoMove: Boolean = False);
4680 begin
4681 if FAlive then
4682 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4683 else if (not NoMove) then
4684 begin
4685 GameX := gMapInfo.Width div 2;
4686 GameY := gMapInfo.Height div 2;
4687 end;
4688 FXTo := GameX;
4689 FYTo := GameY;
4691 FAlive := False;
4692 FSpectator := True;
4693 FGhost := True;
4694 FPhysics := False;
4695 FWantsInGame := False;
4696 FSpawned := False;
4698 if FNoRespawn then
4699 begin
4700 if Self = gPlayer1 then
4701 begin
4702 gLMSPID1 := FUID;
4703 gPlayer1 := nil;
4704 end;
4705 if Self = gPlayer2 then
4706 begin
4707 gLMSPID2 := FUID;
4708 gPlayer2 := nil;
4709 end;
4710 end;
4712 if g_Game_IsNet then
4713 MH_SEND_PlayerStats(FUID);
4714 end;
4716 procedure TPlayer.SwitchNoClip;
4717 begin
4718 if not FAlive then
4719 Exit;
4720 FGhost := not FGhost;
4721 FPhysics := not FGhost;
4722 if FGhost then
4723 begin
4724 FXTo := FObj.X;
4725 FYTo := FObj.Y;
4726 end else
4727 begin
4728 FObj.Accel.X := 0;
4729 FObj.Accel.Y := 0;
4730 end;
4731 end;
4733 procedure TPlayer.Run(Direction: TDirection);
4734 var
4735 a, b: Integer;
4736 begin
4737 if MAX_RUNVEL > 8 then
4738 FlySmoke();
4740 // Áåæèì:
4741 if Direction = TDirection.D_LEFT then
4742 begin
4743 if FObj.Vel.X > -MAX_RUNVEL then
4744 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4745 end
4746 else
4747 if FObj.Vel.X < MAX_RUNVEL then
4748 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4750 // Âîçìîæíî, ïèíàåì êóñêè:
4751 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4752 begin
4753 b := Abs(FObj.Vel.X);
4754 if b > 1 then b := b * (Random(8 div b) + 1);
4755 for a := 0 to High(gGibs) do
4756 begin
4757 if gGibs[a].alive and
4758 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4759 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4760 begin
4761 // Ïèíàåì êóñêè
4762 if FObj.Vel.X < 0 then
4763 begin
4764 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4765 end
4766 else
4767 begin
4768 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4769 end;
4770 gGibs[a].positionChanged(); // this updates spatial accelerators
4771 end;
4772 end;
4773 end;
4775 SetAction(A_WALK);
4776 end;
4778 procedure TPlayer.SeeDown();
4779 begin
4780 SetAction(A_SEEDOWN);
4782 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4784 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4785 end;
4787 procedure TPlayer.SeeUp();
4788 begin
4789 SetAction(A_SEEUP);
4791 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4793 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4794 end;
4796 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4797 var
4798 Prior: Byte;
4799 begin
4800 case Action of
4801 A_WALK: Prior := 3;
4802 A_DIE1: Prior := 5;
4803 A_DIE2: Prior := 5;
4804 A_ATTACK: Prior := 2;
4805 A_SEEUP: Prior := 1;
4806 A_SEEDOWN: Prior := 1;
4807 A_ATTACKUP: Prior := 2;
4808 A_ATTACKDOWN: Prior := 2;
4809 A_PAIN: Prior := 4;
4810 else Prior := 0;
4811 end;
4813 if (Prior > FActionPrior) or Force then
4814 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4815 begin
4816 FActionPrior := Prior;
4817 FActionAnim := Action;
4818 FActionForce := Force;
4819 FActionChanged := True;
4820 end;
4822 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4823 end;
4825 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4826 begin
4827 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4828 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4829 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4830 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4831 end;
4833 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4834 var
4835 Anim: TAnimation;
4836 ID: DWORD;
4837 begin
4838 Result := False;
4840 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4841 begin
4842 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4843 if g_Game_IsServer and g_Game_IsNet then
4844 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4845 Exit;
4846 end;
4848 FJustTeleported := True;
4850 Anim := nil;
4851 if not silent then
4852 begin
4853 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4854 begin
4855 Anim := TAnimation.Create(ID, False, 3);
4856 end;
4858 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4859 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4860 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4861 if g_Game_IsServer and g_Game_IsNet then
4862 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4863 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4864 NET_GFX_TELE);
4865 end;
4867 FObj.X := X-PLAYER_RECT.X;
4868 FObj.Y := Y-PLAYER_RECT.Y;
4869 if FAlive and FGhost then
4870 begin
4871 FXTo := FObj.X;
4872 FYTo := FObj.Y;
4873 end;
4875 if not g_Game_IsNet then
4876 begin
4877 if dir = 1 then
4878 begin
4879 SetDirection(TDirection.D_LEFT);
4880 FAngle := 180;
4881 end
4882 else
4883 if dir = 2 then
4884 begin
4885 SetDirection(TDirection.D_RIGHT);
4886 FAngle := 0;
4887 end
4888 else
4889 if dir = 3 then
4890 begin // îáðàòíîå
4891 if FDirection = TDirection.D_RIGHT then
4892 begin
4893 SetDirection(TDirection.D_LEFT);
4894 FAngle := 180;
4895 end
4896 else
4897 begin
4898 SetDirection(TDirection.D_RIGHT);
4899 FAngle := 0;
4900 end;
4901 end;
4902 end;
4904 if not silent and (Anim <> nil) then
4905 begin
4906 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4907 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4908 Anim.Free();
4910 if g_Game_IsServer and g_Game_IsNet then
4911 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4912 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4913 NET_GFX_TELE);
4914 end;
4916 Result := True;
4917 end;
4919 function nonz(a: Single): Single;
4920 begin
4921 if a <> 0 then
4922 Result := a
4923 else
4924 Result := 1;
4925 end;
4927 function TPlayer.followCorpse(): Boolean;
4928 var
4929 i: Integer;
4930 begin
4931 Result := False;
4932 if FAlive or FSpectator then
4933 Exit;
4934 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4935 Exit;
4936 for i := 0 to High(gCorpses) do
4937 if gCorpses[i] <> nil then
4938 if gCorpses[i].FPlayerUID = FUID then
4939 begin
4940 Result := True;
4941 FObj.X := gCorpses[i].FObj.X;
4942 FObj.Y := gCorpses[i].FObj.Y;
4943 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
4944 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
4945 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
4946 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
4947 break;
4948 end;
4949 end;
4951 procedure TPlayer.Update();
4952 var
4953 b: Byte;
4954 i, ii, wx, wy, xd, yd, k: Integer;
4955 blockmon, headwater, dospawn: Boolean;
4956 NetServer: Boolean;
4957 AnyServer: Boolean;
4958 SetSpect: Boolean;
4959 begin
4960 NetServer := g_Game_IsNet and g_Game_IsServer;
4961 AnyServer := g_Game_IsServer;
4963 if g_Game_IsClient and (NetInterpLevel > 0) then
4964 DoLerp(NetInterpLevel + 1)
4965 else
4966 if FGhost then
4967 DoLerp(4);
4969 if NetServer then
4970 begin
4971 if FClientID >= 0 then
4972 begin
4973 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4974 if NetClients[FClientID].Peer^.packetsSent > 0 then
4975 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4976 else
4977 FLoss := 0;
4978 end else
4979 begin
4980 FPing := 0;
4981 FLoss := 0;
4982 end;
4983 end;
4985 if FAlive and (FPunchAnim <> nil) then
4986 FPunchAnim.Update();
4988 if FAlive and (gFly or FJetpack) then
4989 FlySmoke();
4991 if FDirection = TDirection.D_LEFT then
4992 FAngle := 180
4993 else
4994 FAngle := 0;
4996 if FAlive and (not FGhost) then
4997 begin
4998 if FKeys[KEY_UP].Pressed then
4999 SeeUp();
5000 if FKeys[KEY_DOWN].Pressed then
5001 SeeDown();
5002 end;
5004 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
5005 (FIncCam <> 0) then
5006 begin
5007 i := g_basic.Sign(FIncCam);
5008 FIncCam := Abs(FIncCam);
5009 DecMin(FIncCam, 5, 0);
5010 FIncCam := FIncCam*i;
5011 end;
5013 // no need to do that each second frame, weapon queue will take care of it
5014 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed {and AnyServer} then NextWeapon();
5015 if FAlive and FKeys[KEY_PREVWEAPON].Pressed {and AnyServer} then PrevWeapon();
5017 if gTime mod (GAME_TICK*2) <> 0 then
5018 begin
5019 if (FObj.Vel.X = 0) and FAlive then
5020 begin
5021 if FKeys[KEY_LEFT].Pressed then
5022 Run(TDirection.D_LEFT);
5023 if FKeys[KEY_RIGHT].Pressed then
5024 Run(TDirection.D_RIGHT);
5025 end;
5027 if FPhysics then
5028 begin
5029 if not followCorpse() then
5030 g_Obj_Move(@FObj, True, True, True);
5031 positionChanged(); // this updates spatial accelerators
5032 end;
5034 Exit;
5035 end;
5037 FActionChanged := False;
5039 if FAlive then
5040 begin
5041 // Let alive player do some actions
5042 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5043 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5044 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5045 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5046 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
5047 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5048 if FKeys[KEY_JUMP].Pressed then Jump()
5049 else
5050 begin
5051 if AnyServer and FJetpack then
5052 begin
5053 FJetpack := False;
5054 JetpackOff;
5055 if NetServer then MH_SEND_PlayerStats(FUID);
5056 end;
5057 FCanJetpack := True;
5058 end;
5059 end
5060 else // Dead
5061 begin
5062 dospawn := False;
5063 if not FGhost then
5064 for k := Low(FKeys) to KEY_CHAT-1 do
5065 begin
5066 if FKeys[k].Pressed then
5067 begin
5068 dospawn := True;
5069 break;
5070 end;
5071 end;
5072 if dospawn then
5073 begin
5074 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5075 Respawn(False)
5076 else // Single
5077 if (FTime[T_RESPAWN] <= gTime) and
5078 gGameOn and (not FAlive) then
5079 begin
5080 if (g_Player_GetCount() > 1) then
5081 Respawn(False)
5082 else
5083 begin
5084 gExit := EXIT_RESTART;
5085 Exit;
5086 end;
5087 end;
5088 end;
5089 // Dead spectator actions
5090 if FGhost then
5091 begin
5092 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5093 if FKeys[KEY_FIRE].Pressed and AnyServer then
5094 begin
5095 if FSpectator then
5096 begin
5097 if (FSpectatePlayer >= High(gPlayers)) then
5098 FSpectatePlayer := -1
5099 else
5100 begin
5101 SetSpect := False;
5102 for I := FSpectatePlayer + 1 to High(gPlayers) do
5103 if gPlayers[I] <> nil then
5104 if gPlayers[I].alive then
5105 if gPlayers[I].UID <> FUID then
5106 begin
5107 FSpectatePlayer := I;
5108 SetSpect := True;
5109 break;
5110 end;
5112 if not SetSpect then FSpectatePlayer := -1;
5113 end;
5115 ReleaseKeys;
5116 end;
5117 end;
5118 end;
5119 end;
5120 // No clipping
5121 if FGhost then
5122 begin
5123 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5124 begin
5125 FYTo := FObj.Y - 32;
5126 FSpectatePlayer := -1;
5127 end;
5128 if FKeys[KEY_DOWN].Pressed then
5129 begin
5130 FYTo := FObj.Y + 32;
5131 FSpectatePlayer := -1;
5132 end;
5133 if FKeys[KEY_LEFT].Pressed then
5134 begin
5135 FXTo := FObj.X - 32;
5136 FSpectatePlayer := -1;
5137 end;
5138 if FKeys[KEY_RIGHT].Pressed then
5139 begin
5140 FXTo := FObj.X + 32;
5141 FSpectatePlayer := -1;
5142 end;
5144 if (FXTo < -64) then
5145 FXTo := -64
5146 else if (FXTo > gMapInfo.Width + 32) then
5147 FXTo := gMapInfo.Width + 32;
5148 if (FYTo < -72) then
5149 FYTo := -72
5150 else if (FYTo > gMapInfo.Height + 32) then
5151 FYTo := gMapInfo.Height + 32;
5152 end;
5154 if FPhysics then
5155 begin
5156 if not followCorpse() then
5157 g_Obj_Move(@FObj, True, True, True);
5158 positionChanged(); // this updates spatial accelerators
5159 end
5160 else
5161 begin
5162 FObj.Vel.X := 0;
5163 FObj.Vel.Y := 0;
5164 if FSpectator then
5165 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5166 if gPlayers[FSpectatePlayer] <> nil then
5167 if gPlayers[FSpectatePlayer].alive then
5168 begin
5169 FXTo := gPlayers[FSpectatePlayer].GameX;
5170 FYTo := gPlayers[FSpectatePlayer].GameY;
5171 end;
5172 end;
5174 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5175 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5176 PANEL_BLOCKMON, True);
5177 headwater := HeadInLiquid(0, 0);
5179 // Ñîïðîòèâëåíèå âîçäóõà:
5180 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5181 if FObj.Vel.X <> 0 then
5182 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5184 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5185 DecMin(FPain, 5, 0);
5186 DecMin(FPickup, 1, 0);
5188 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5189 begin
5190 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5191 FMegaRulez[MR_SUIT] := 0;
5192 FMegaRulez[MR_INVUL] := 0;
5193 FMegaRulez[MR_INVIS] := 0;
5194 Kill(K_FALLKILL, 0, HIT_FALL);
5195 end;
5197 i := 9;
5199 if FAlive then
5200 begin
5201 if FCurrWeap = WEAPON_SAW then
5202 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5203 FSawSoundSelect.IsPlaying()) then
5204 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5206 if FJetpack then
5207 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5208 (not FJetSoundOff.IsPlaying()) then
5209 begin
5210 FJetSoundFly.SetPosition(0);
5211 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5212 end;
5214 for b := WP_FIRST to WP_LAST do
5215 if FReloading[b] > 0 then
5216 if FNoReload then
5217 FReloading[b] := 0
5218 else
5219 Dec(FReloading[b]);
5221 if FShellTimer > -1 then
5222 if FShellTimer = 0 then
5223 begin
5224 if FShellType = SHELL_SHELL then
5225 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5226 GameVelX, GameVelY-2, SHELL_SHELL)
5227 else if FShellType = SHELL_DBLSHELL then
5228 begin
5229 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5230 GameVelX+1, GameVelY-2, SHELL_SHELL);
5231 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5232 GameVelX-1, GameVelY-2, SHELL_SHELL);
5233 end;
5234 FShellTimer := -1;
5235 end else Dec(FShellTimer);
5237 if (FBFGFireCounter > -1) then
5238 if FBFGFireCounter = 0 then
5239 begin
5240 if AnyServer then
5241 begin
5242 wx := FObj.X+WEAPONPOINT[FDirection].X;
5243 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5244 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5245 yd := wy+firediry();
5246 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5247 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5248 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5249 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5250 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5251 end;
5253 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5254 FBFGFireCounter := -1;
5255 end else
5256 if FNoReload then
5257 FBFGFireCounter := 0
5258 else
5259 Dec(FBFGFireCounter);
5261 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5262 begin
5263 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5265 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5266 end;
5268 if (headwater or blockmon) then
5269 begin
5270 Dec(FAir);
5272 if FAir < -9 then
5273 begin
5274 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5275 FAir := 0;
5276 end
5277 else if (FAir mod 31 = 0) and not blockmon then
5278 begin
5279 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5280 if Random(2) = 0 then
5281 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5282 else
5283 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5284 end;
5285 end else if FAir < AIR_DEF then
5286 FAir := AIR_DEF;
5288 if FFireTime > 0 then
5289 begin
5290 if BodyInLiquid(0, 0) then
5291 begin
5292 FFireTime := 0;
5293 FFirePainTime := 0;
5294 end
5295 else if FMegaRulez[MR_SUIT] >= gTime then
5296 begin
5297 if FMegaRulez[MR_SUIT] = gTime then
5298 FFireTime := 1;
5299 FFirePainTime := 0;
5300 end
5301 else
5302 begin
5303 OnFireFlame(1);
5304 if FFirePainTime <= 0 then
5305 begin
5306 if g_Game_IsServer then
5307 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5308 FFirePainTime := 18;
5309 end;
5310 FFirePainTime := FFirePainTime - 1;
5311 FFireTime := FFireTime - 1;
5312 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5313 MH_SEND_PlayerStats(FUID);
5314 end;
5315 end;
5317 if FDamageBuffer > 0 then
5318 begin
5319 if FDamageBuffer >= 9 then
5320 begin
5321 SetAction(A_PAIN);
5323 if FDamageBuffer < 30 then i := 9
5324 else if FDamageBuffer < 100 then i := 18
5325 else i := 27;
5326 end;
5328 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5329 FArmor := FArmor-(FDamageBuffer-ii);
5330 FHealth := FHealth-ii;
5331 if FArmor < 0 then
5332 begin
5333 FHealth := FHealth+FArmor;
5334 FArmor := 0;
5335 end;
5337 if AnyServer then
5338 if FHealth <= 0 then
5339 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5340 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5341 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5343 if FAlive then
5344 begin
5345 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5346 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5347 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5348 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5349 end;
5351 FDamageBuffer := 0;
5352 end;
5354 {CollideItem();}
5355 end; // if FAlive then ...
5357 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5358 begin
5359 FModel.ChangeAnimation(FActionAnim, FActionForce);
5360 FModel.GetCurrentAnimation.MinLength := i;
5361 FModel.GetCurrentAnimationMask.MinLength := i;
5362 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5364 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5365 then SetAction(A_STAND, True);
5367 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5369 for b := Low(FKeys) to High(FKeys) do
5370 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5371 end;
5374 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5375 begin
5376 x := FObj.X+PLAYER_RECT.X;
5377 y := FObj.Y+PLAYER_RECT.Y;
5378 w := PLAYER_RECT.Width;
5379 h := PLAYER_RECT.Height;
5380 end;
5383 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5384 begin
5385 if (dx <> 0) or (dy <> 0) then
5386 begin
5387 FObj.X += dx;
5388 FObj.Y += dy;
5389 positionChanged();
5390 end;
5391 end;
5394 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5395 begin
5396 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5397 FObj.Y+PLAYER_RECT.Y,
5398 PLAYER_RECT.Width,
5399 PLAYER_RECT.Height,
5400 X, Y,
5401 Width, Height);
5402 end;
5404 function TPlayer.Collide(Panel: TPanel): Boolean;
5405 begin
5406 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5407 FObj.Y+PLAYER_RECT.Y,
5408 PLAYER_RECT.Width,
5409 PLAYER_RECT.Height,
5410 Panel.X, Panel.Y,
5411 Panel.Width, Panel.Height);
5412 end;
5414 function TPlayer.Collide(X, Y: Integer): Boolean;
5415 begin
5416 X := X-FObj.X-PLAYER_RECT.X;
5417 Y := Y-FObj.Y-PLAYER_RECT.Y;
5418 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5419 (y >= 0) and (y <= PLAYER_RECT.Height);
5420 end;
5422 function g_Player_ValidName(Name: string): Boolean;
5423 var
5424 a: Integer;
5425 begin
5426 Result := True;
5428 if gPlayers = nil then Exit;
5430 for a := 0 to High(gPlayers) do
5431 if gPlayers[a] <> nil then
5432 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5433 begin
5434 Result := False;
5435 Exit;
5436 end;
5437 end;
5439 procedure TPlayer.SetDirection(Direction: TDirection);
5440 var
5441 d: TDirection;
5442 begin
5443 d := FModel.Direction;
5445 FModel.Direction := Direction;
5446 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5448 FDirection := Direction;
5449 end;
5451 function TPlayer.GetKeys(): Byte;
5452 begin
5453 Result := 0;
5455 if R_KEY_RED in FRulez then Result := KEY_RED;
5456 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5457 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5459 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5460 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5461 end;
5463 procedure TPlayer.Use();
5464 var
5465 a: Integer;
5466 begin
5467 if FTime[T_USE] > gTime then Exit;
5469 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5470 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5472 for a := 0 to High(gPlayers) do
5473 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5474 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5475 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5476 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5477 begin
5478 gPlayers[a].Touch();
5479 if g_Game_IsNet and g_Game_IsServer then
5480 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5481 end;
5483 FTime[T_USE] := gTime+120;
5484 end;
5486 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5487 var
5488 locObj: TObj;
5489 F: Boolean;
5490 WX, WY, XD, YD: Integer;
5491 begin
5492 F := False;
5493 WX := X;
5494 WY := Y;
5495 XD := AX;
5496 YD := AY;
5498 case FCurrWeap of
5499 WEAPON_KASTET:
5500 begin
5501 DoPunch();
5502 if R_BERSERK in FRulez then
5503 begin
5504 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5505 locobj.X := FObj.X+FObj.Rect.X;
5506 locobj.Y := FObj.Y+FObj.Rect.Y;
5507 locobj.rect.X := 0;
5508 locobj.rect.Y := 0;
5509 locobj.rect.Width := 39;
5510 locobj.rect.Height := 52;
5511 locobj.Vel.X := (xd-wx) div 2;
5512 locobj.Vel.Y := (yd-wy) div 2;
5513 locobj.Accel.X := xd-wx;
5514 locobj.Accel.y := yd-wy;
5516 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5517 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5518 else
5519 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5521 if gFlash = 1 then
5522 if FPain < 50 then
5523 FPain := min(FPain + 25, 50);
5524 end else
5525 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5526 end;
5528 WEAPON_SAW:
5529 begin
5530 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5531 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5532 begin
5533 FSawSoundSelect.Stop();
5534 FSawSound.Stop();
5535 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5536 end
5537 else if not FSawSoundHit.IsPlaying() then
5538 begin
5539 FSawSoundSelect.Stop();
5540 FSawSound.PlayAt(FObj.X, FObj.Y);
5541 end;
5542 f := True;
5543 end;
5545 WEAPON_PISTOL:
5546 begin
5547 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5548 FFireAngle := FAngle;
5549 f := True;
5550 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5551 GameVelX, GameVelY-2, SHELL_BULLET);
5552 end;
5554 WEAPON_SHOTGUN1:
5555 begin
5556 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5557 FFireAngle := FAngle;
5558 f := True;
5559 FShellTimer := 10;
5560 FShellType := SHELL_SHELL;
5561 end;
5563 WEAPON_SHOTGUN2:
5564 begin
5565 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5566 FFireAngle := FAngle;
5567 f := True;
5568 FShellTimer := 13;
5569 FShellType := SHELL_DBLSHELL;
5570 end;
5572 WEAPON_CHAINGUN:
5573 begin
5574 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5575 FFireAngle := FAngle;
5576 f := True;
5577 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5578 GameVelX, GameVelY-2, SHELL_BULLET);
5579 end;
5581 WEAPON_ROCKETLAUNCHER:
5582 begin
5583 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5584 FFireAngle := FAngle;
5585 f := True;
5586 end;
5588 WEAPON_PLASMA:
5589 begin
5590 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5591 FFireAngle := FAngle;
5592 f := True;
5593 end;
5595 WEAPON_BFG:
5596 begin
5597 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5598 FFireAngle := FAngle;
5599 f := True;
5600 end;
5602 WEAPON_SUPERPULEMET:
5603 begin
5604 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5605 FFireAngle := FAngle;
5606 f := True;
5607 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5608 GameVelX, GameVelY-2, SHELL_SHELL);
5609 end;
5611 WEAPON_FLAMETHROWER:
5612 begin
5613 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5614 FFireAngle := FAngle;
5615 f := True;
5616 end;
5617 end;
5619 if not f then Exit;
5621 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5622 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5623 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5624 end;
5626 procedure TPlayer.DoLerp(Level: Integer = 2);
5627 begin
5628 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5629 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5630 end;
5632 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5633 var
5634 AX, AY: Integer;
5635 begin
5636 if NetInterpLevel < 1 then
5637 begin
5638 FObj.X := XTo;
5639 FObj.Y := YTo;
5640 end
5641 else
5642 begin
5643 FXTo := XTo;
5644 FYTo := YTo;
5646 AX := Abs(FXTo - FObj.X);
5647 AY := Abs(FYTo - FObj.Y);
5648 if (AX > 32) or (AX <= NetInterpLevel) then
5649 FObj.X := FXTo;
5650 if (AY > 32) or (AY <= NetInterpLevel) then
5651 FObj.Y := FYTo;
5652 end;
5653 end;
5655 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5656 begin
5657 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5658 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5659 PANEL_LIFTUP, False) then Result := -1
5660 else
5661 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5662 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5663 PANEL_LIFTDOWN, False) then Result := 1
5664 else Result := 0;
5665 end;
5667 function TPlayer.GetFlag(Flag: Byte): Boolean;
5668 var
5669 s, ts: String;
5670 evtype: Byte;
5671 begin
5672 Result := False;
5674 if Flag = FLAG_NONE then
5675 Exit;
5677 if not g_Game_IsServer then Exit;
5679 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5680 if (Flag = FTeam) and
5681 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5682 (FFlag <> FLAG_NONE) then
5683 begin
5684 if FFlag = FLAG_RED then
5685 s := _lc[I_PLAYER_FLAG_RED]
5686 else
5687 s := _lc[I_PLAYER_FLAG_BLUE];
5689 evtype := FLAG_STATE_SCORED;
5691 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5692 Insert('.', ts, Length(ts) + 1 - 3);
5693 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5695 g_Map_ResetFlag(FFlag);
5696 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5698 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5700 Result := True;
5701 if g_Game_IsNet then
5702 begin
5703 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5704 MH_SEND_GameStats;
5705 end;
5707 gFlags[FFlag].CaptureTime := 0;
5708 SetFlag(FLAG_NONE);
5709 Exit;
5710 end;
5712 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5713 if (Flag = FTeam) and
5714 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5715 begin
5716 if Flag = FLAG_RED then
5717 s := _lc[I_PLAYER_FLAG_RED]
5718 else
5719 s := _lc[I_PLAYER_FLAG_BLUE];
5721 evtype := FLAG_STATE_RETURNED;
5722 gFlags[Flag].CaptureTime := 0;
5724 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5726 g_Map_ResetFlag(Flag);
5727 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5729 Result := True;
5730 if g_Game_IsNet then
5731 begin
5732 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5733 MH_SEND_GameStats;
5734 end;
5735 Exit;
5736 end;
5738 // Ïîäîáðàë ÷óæîé ôëàã:
5739 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5740 begin
5741 SetFlag(Flag);
5743 if Flag = FLAG_RED then
5744 s := _lc[I_PLAYER_FLAG_RED]
5745 else
5746 s := _lc[I_PLAYER_FLAG_BLUE];
5748 evtype := FLAG_STATE_CAPTURED;
5750 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5752 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5754 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5756 Result := True;
5757 if g_Game_IsNet then
5758 begin
5759 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5760 MH_SEND_GameStats;
5761 end;
5762 end;
5763 end;
5765 procedure TPlayer.SetFlag(Flag: Byte);
5766 begin
5767 FFlag := Flag;
5768 if FModel <> nil then
5769 FModel.SetFlag(FFlag);
5770 end;
5772 function TPlayer.DropFlag(): Boolean;
5773 var
5774 s: String;
5775 begin
5776 Result := False;
5777 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5778 Exit;
5779 FTime[T_FLAGCAP] := gTime + 2000;
5780 with gFlags[FFlag] do
5781 begin
5782 Obj.X := FObj.X;
5783 Obj.Y := FObj.Y;
5784 Direction := FDirection;
5785 State := FLAG_STATE_DROPPED;
5786 Count := FLAG_TIME;
5787 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5788 (FObj.Vel.Y div 2)-2+Random(5));
5789 positionChanged(); // this updates spatial accelerators
5791 if FFlag = FLAG_RED then
5792 s := _lc[I_PLAYER_FLAG_RED]
5793 else
5794 s := _lc[I_PLAYER_FLAG_BLUE];
5796 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5797 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5799 if g_Game_IsNet then
5800 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5801 end;
5802 SetFlag(FLAG_NONE);
5803 Result := True;
5804 end;
5806 procedure TPlayer.GetSecret();
5807 begin
5808 Inc(FSecrets);
5809 end;
5811 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5812 begin
5813 Assert(Key <= High(FKeys));
5815 FKeys[Key].Pressed := True;
5816 FKeys[Key].Time := Time;
5817 end;
5819 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5820 begin
5821 Result := FKeys[K].Pressed;
5822 end;
5824 procedure TPlayer.ReleaseKeys();
5825 var
5826 a: Integer;
5827 begin
5828 for a := Low(FKeys) to High(FKeys) do
5829 begin
5830 FKeys[a].Pressed := False;
5831 FKeys[a].Time := 0;
5832 end;
5833 end;
5835 procedure TPlayer.ReleaseKeysNoWeapon();
5836 var
5837 a: Integer;
5838 begin
5839 for a := Low(FKeys) to High(FKeys) do
5840 begin
5841 if (a = KEY_PREVWEAPON) or (a = KEY_NEXTWEAPON) then continue;
5842 FKeys[a].Pressed := False;
5843 FKeys[a].Time := 0;
5844 end;
5845 end;
5847 procedure TPlayer.OnDamage(Angle: SmallInt);
5848 begin
5849 end;
5851 function TPlayer.firediry(): Integer;
5852 begin
5853 if FKeys[KEY_UP].Pressed then Result := -42
5854 else if FKeys[KEY_DOWN].Pressed then Result := 19
5855 else Result := 0;
5856 end;
5858 procedure TPlayer.RememberState();
5859 var
5860 i: Integer;
5861 begin
5862 FSavedState.Health := FHealth;
5863 FSavedState.Armor := FArmor;
5864 FSavedState.Air := FAir;
5865 FSavedState.JetFuel := FJetFuel;
5866 FSavedState.CurrWeap := FCurrWeap;
5867 FSavedState.NextWeap := FNextWeap;
5868 FSavedState.NextWeapDelay := FNextWeapDelay;
5870 for i := 0 to 3 do
5871 FSavedState.Ammo[i] := FAmmo[i];
5872 for i := 0 to 3 do
5873 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5875 FSavedState.Rulez := FRulez;
5876 FSavedState.WaitRecall := True;
5877 end;
5879 procedure TPlayer.RecallState();
5880 var
5881 i: Integer;
5882 begin
5883 if not FSavedState.WaitRecall then Exit;
5885 FHealth := FSavedState.Health;
5886 FArmor := FSavedState.Armor;
5887 FAir := FSavedState.Air;
5888 FJetFuel := FSavedState.JetFuel;
5889 FCurrWeap := FSavedState.CurrWeap;
5890 FNextWeap := FSavedState.NextWeap;
5891 FNextWeapDelay := FSavedState.NextWeapDelay;
5893 for i := 0 to 3 do
5894 FAmmo[i] := FSavedState.Ammo[i];
5895 for i := 0 to 3 do
5896 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5898 FRulez := FSavedState.Rulez;
5899 FSavedState.WaitRecall := False;
5901 if gGameSettings.GameType = GT_SERVER then
5902 MH_SEND_PlayerStats(FUID);
5903 end;
5905 procedure TPlayer.SaveState (st: TStream);
5906 var
5907 i: Integer;
5908 b: Byte;
5909 begin
5910 // Ñèãíàòóðà èãðîêà
5911 utils.writeSign(st, 'PLYR');
5912 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5913 // Áîò èëè ÷åëîâåê
5914 utils.writeBool(st, FIamBot);
5915 // UID èãðîêà
5916 utils.writeInt(st, Word(FUID));
5917 // Èìÿ èãðîêà
5918 utils.writeStr(st, FName);
5919 // Êîìàíäà
5920 utils.writeInt(st, Byte(FTeam));
5921 // Æèâ ëè
5922 utils.writeBool(st, FAlive);
5923 // Èçðàñõîäîâàë ëè âñå æèçíè
5924 utils.writeBool(st, FNoRespawn);
5925 // Íàïðàâëåíèå
5926 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
5927 utils.writeInt(st, Byte(b));
5928 // Çäîðîâüå
5929 utils.writeInt(st, LongInt(FHealth));
5930 // Æèçíè
5931 utils.writeInt(st, Byte(FLives));
5932 // Áðîíÿ
5933 utils.writeInt(st, LongInt(FArmor));
5934 // Çàïàñ âîçäóõà
5935 utils.writeInt(st, LongInt(FAir));
5936 // Çàïàñ ãîðþ÷åãî
5937 utils.writeInt(st, LongInt(FJetFuel));
5938 // Áîëü
5939 utils.writeInt(st, LongInt(FPain));
5940 // Óáèë
5941 utils.writeInt(st, LongInt(FKills));
5942 // Óáèë ìîíñòðîâ
5943 utils.writeInt(st, LongInt(FMonsterKills));
5944 // Ôðàãîâ
5945 utils.writeInt(st, LongInt(FFrags));
5946 // Ôðàãîâ ïîäðÿä
5947 utils.writeInt(st, Byte(FFragCombo));
5948 // Âðåìÿ ïîñëåäíåãî ôðàãà
5949 utils.writeInt(st, LongWord(FLastFrag));
5950 // Ñìåðòåé
5951 utils.writeInt(st, LongInt(FDeath));
5952 // Êàêîé ôëàã íåñåò
5953 utils.writeInt(st, Byte(FFlag));
5954 // Íàøåë ñåêðåòîâ
5955 utils.writeInt(st, LongInt(FSecrets));
5956 // Òåêóùåå îðóæèå
5957 utils.writeInt(st, Byte(FCurrWeap));
5958 // Æåëàåìîå îðóæèå
5959 utils.writeInt(st, Word(FNextWeap));
5960 // ...è ïàóçà
5961 utils.writeInt(st, Byte(FNextWeapDelay));
5962 // Âðåìÿ çàðÿäêè BFG
5963 utils.writeInt(st, SmallInt(FBFGFireCounter));
5964 // Áóôåð óðîíà
5965 utils.writeInt(st, LongInt(FDamageBuffer));
5966 // Ïîñëåäíèé óäàðèâøèé
5967 utils.writeInt(st, Word(FLastSpawnerUID));
5968 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5969 utils.writeInt(st, Byte(FLastHit));
5970 // Îáúåêò èãðîêà
5971 Obj_SaveState(st, @FObj);
5972 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5973 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
5974 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5975 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
5976 // Íàëè÷èå îðóæèÿ
5977 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
5978 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5979 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
5980 // Íàëè÷èå ðþêçàêà
5981 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
5982 // Íàëè÷èå êðàñíîãî êëþ÷à
5983 utils.writeBool(st, (R_KEY_RED in FRulez));
5984 // Íàëè÷èå çåëåíîãî êëþ÷à
5985 utils.writeBool(st, (R_KEY_GREEN in FRulez));
5986 // Íàëè÷èå ñèíåãî êëþ÷à
5987 utils.writeBool(st, (R_KEY_BLUE in FRulez));
5988 // Íàëè÷èå áåðñåðêà
5989 utils.writeBool(st, (R_BERSERK in FRulez));
5990 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5991 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
5992 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5993 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
5994 // Íàçâàíèå ìîäåëè
5995 utils.writeStr(st, FModel.Name);
5996 // Öâåò ìîäåëè
5997 utils.writeInt(st, Byte(FColor.R));
5998 utils.writeInt(st, Byte(FColor.G));
5999 utils.writeInt(st, Byte(FColor.B));
6000 end;
6003 procedure TPlayer.LoadState (st: TStream);
6004 var
6005 i: Integer;
6006 str: String;
6007 b: Byte;
6008 begin
6009 assert(st <> nil);
6011 // Ñèãíàòóðà èãðîêà
6012 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
6013 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
6014 // Áîò èëè ÷åëîâåê:
6015 FIamBot := utils.readBool(st);
6016 // UID èãðîêà
6017 FUID := utils.readWord(st);
6018 // Èìÿ èãðîêà
6019 str := utils.readStr(st);
6020 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6021 // Êîìàíäà
6022 FTeam := utils.readByte(st);
6023 // Æèâ ëè
6024 FAlive := utils.readBool(st);
6025 // Èçðàñõîäîâàë ëè âñå æèçíè
6026 FNoRespawn := utils.readBool(st);
6027 // Íàïðàâëåíèå
6028 b := utils.readByte(st);
6029 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6030 // Çäîðîâüå
6031 FHealth := utils.readLongInt(st);
6032 // Æèçíè
6033 FLives := utils.readByte(st);
6034 // Áðîíÿ
6035 FArmor := utils.readLongInt(st);
6036 // Çàïàñ âîçäóõà
6037 FAir := utils.readLongInt(st);
6038 // Çàïàñ ãîðþ÷åãî
6039 FJetFuel := utils.readLongInt(st);
6040 // Áîëü
6041 FPain := utils.readLongInt(st);
6042 // Óáèë
6043 FKills := utils.readLongInt(st);
6044 // Óáèë ìîíñòðîâ
6045 FMonsterKills := utils.readLongInt(st);
6046 // Ôðàãîâ
6047 FFrags := utils.readLongInt(st);
6048 // Ôðàãîâ ïîäðÿä
6049 FFragCombo := utils.readByte(st);
6050 // Âðåìÿ ïîñëåäíåãî ôðàãà
6051 FLastFrag := utils.readLongWord(st);
6052 // Ñìåðòåé
6053 FDeath := utils.readLongInt(st);
6054 // Êàêîé ôëàã íåñåò
6055 FFlag := utils.readByte(st);
6056 // Íàøåë ñåêðåòîâ
6057 FSecrets := utils.readLongInt(st);
6058 // Òåêóùåå îðóæèå
6059 FCurrWeap := utils.readByte(st);
6060 // Æåëàåìîå îðóæèå
6061 FNextWeap := utils.readWord(st);
6062 // ...è ïàóçà
6063 FNextWeapDelay := utils.readByte(st);
6064 // Âðåìÿ çàðÿäêè BFG
6065 FBFGFireCounter := utils.readSmallInt(st);
6066 // Áóôåð óðîíà
6067 FDamageBuffer := utils.readLongInt(st);
6068 // Ïîñëåäíèé óäàðèâøèé
6069 FLastSpawnerUID := utils.readWord(st);
6070 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6071 FLastHit := utils.readByte(st);
6072 // Îáúåêò èãðîêà
6073 Obj_LoadState(@FObj, st);
6074 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6075 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6076 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6077 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6078 // Íàëè÷èå îðóæèÿ
6079 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6080 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6081 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6082 // Íàëè÷èå ðþêçàêà
6083 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6084 // Íàëè÷èå êðàñíîãî êëþ÷à
6085 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6086 // Íàëè÷èå çåëåíîãî êëþ÷à
6087 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6088 // Íàëè÷èå ñèíåãî êëþ÷à
6089 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6090 // Íàëè÷èå áåðñåðêà
6091 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6092 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6093 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6094 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6095 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6096 // Íàçâàíèå ìîäåëè
6097 str := utils.readStr(st);
6098 // Öâåò ìîäåëè
6099 FColor.R := utils.readByte(st);
6100 FColor.G := utils.readByte(st);
6101 FColor.B := utils.readByte(st);
6102 if (self = gPlayer1) then
6103 begin
6104 str := gPlayer1Settings.Model;
6105 FColor := gPlayer1Settings.Color;
6106 end
6107 else if (self = gPlayer2) then
6108 begin
6109 str := gPlayer2Settings.Model;
6110 FColor := gPlayer2Settings.Color;
6111 end;
6112 // Îáíîâëÿåì ìîäåëü èãðîêà
6113 SetModel(str);
6114 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6115 FModel.Color := TEAMCOLOR[FTeam]
6116 else
6117 FModel.Color := FColor;
6118 end;
6121 procedure TPlayer.AllRulez(Health: Boolean);
6122 var
6123 a: Integer;
6124 begin
6125 if Health then
6126 begin
6127 FHealth := PLAYER_HP_LIMIT;
6128 FArmor := PLAYER_AP_LIMIT;
6129 Exit;
6130 end;
6132 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6133 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6134 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6135 end;
6137 procedure TPlayer.RestoreHealthArmor();
6138 begin
6139 FHealth := PLAYER_HP_LIMIT;
6140 FArmor := PLAYER_AP_LIMIT;
6141 end;
6143 procedure TPlayer.FragCombo();
6144 var
6145 Param: Integer;
6146 begin
6147 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6148 Exit;
6149 if gTime - FLastFrag < FRAG_COMBO_TIME then
6150 begin
6151 if FFragCombo < 5 then
6152 Inc(FFragCombo);
6153 Param := FUID or (FFragCombo shl 16);
6154 if (FComboEvnt >= Low(gDelayedEvents)) and
6155 (FComboEvnt <= High(gDelayedEvents)) and
6156 gDelayedEvents[FComboEvnt].Pending and
6157 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6158 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6159 begin
6160 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6161 gDelayedEvents[FComboEvnt].DENum := Param;
6162 end
6163 else
6164 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6165 end
6166 else
6167 FFragCombo := 1;
6169 FLastFrag := gTime;
6170 end;
6172 procedure TPlayer.GiveItem(ItemType: Byte);
6173 begin
6174 case ItemType of
6175 ITEM_SUIT:
6176 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6177 begin
6178 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6179 end;
6181 ITEM_OXYGEN:
6182 if FAir < AIR_MAX then
6183 begin
6184 FAir := AIR_MAX;
6185 end;
6187 ITEM_MEDKIT_BLACK:
6188 begin
6189 if not (R_BERSERK in FRulez) then
6190 begin
6191 Include(FRulez, R_BERSERK);
6192 if FBFGFireCounter < 1 then
6193 begin
6194 FCurrWeap := WEAPON_KASTET;
6195 resetWeaponQueue();
6196 FModel.SetWeapon(WEAPON_KASTET);
6197 end;
6198 if gFlash <> 0 then
6199 Inc(FPain, 100);
6200 FBerserk := gTime+30000;
6201 end;
6202 if FHealth < PLAYER_HP_SOFT then
6203 begin
6204 FHealth := PLAYER_HP_SOFT;
6205 FBerserk := gTime+30000;
6206 end;
6207 end;
6209 ITEM_INVUL:
6210 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6211 begin
6212 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6213 end;
6215 ITEM_INVIS:
6216 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6217 begin
6218 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6219 end;
6221 ITEM_JETPACK:
6222 if FJetFuel < JET_MAX then
6223 begin
6224 FJetFuel := JET_MAX;
6225 end;
6227 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6228 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6230 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6231 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6233 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6234 ITEM_SPHERE_WHITE:
6235 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6236 begin
6237 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6238 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6239 end;
6241 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6242 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6243 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6244 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6245 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6246 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6247 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6248 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6249 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6251 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6252 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6253 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6254 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6255 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6256 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6257 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6258 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6259 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6261 ITEM_AMMO_BACKPACK:
6262 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6263 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6264 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6265 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6266 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6267 begin
6268 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6269 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6270 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6271 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6272 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6274 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6275 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6276 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6277 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6279 FRulez := FRulez + [R_ITEM_BACKPACK];
6280 end;
6282 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6283 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6284 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6286 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6287 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6289 else
6290 Exit;
6291 end;
6292 if g_Game_IsNet and g_Game_IsServer then
6293 MH_SEND_PlayerStats(FUID);
6294 end;
6296 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6297 var
6298 id, i: DWORD;
6299 Anim: TAnimation;
6300 begin
6301 if (Random(5) = 1) and (Times = 1) then
6302 Exit;
6304 if BodyInLiquid(0, 0) then
6305 begin
6306 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6307 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6308 if Random(2) = 0 then
6309 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6310 else
6311 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6312 Exit;
6313 end;
6315 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6316 begin
6317 for i := 1 to Times do
6318 begin
6319 Anim := TAnimation.Create(id, False, 3);
6320 Anim.Alpha := 150;
6321 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6322 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6323 Anim.Free();
6324 end;
6325 end;
6326 end;
6328 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6329 var
6330 id, i: DWORD;
6331 Anim: TAnimation;
6332 begin
6333 if (Random(10) = 1) and (Times = 1) then
6334 Exit;
6336 if g_Frames_Get(id, 'FRAMES_FLAME') then
6337 begin
6338 for i := 1 to Times do
6339 begin
6340 Anim := TAnimation.Create(id, False, 3);
6341 Anim.Alpha := 0;
6342 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6343 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6344 Anim.Free();
6345 end;
6346 end;
6347 end;
6349 procedure TPlayer.PauseSounds(Enable: Boolean);
6350 begin
6351 FSawSound.Pause(Enable);
6352 FSawSoundIdle.Pause(Enable);
6353 FSawSoundHit.Pause(Enable);
6354 FSawSoundSelect.Pause(Enable);
6355 end;
6357 { T C o r p s e : }
6359 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6360 begin
6361 g_Obj_Init(@FObj);
6362 FObj.X := X;
6363 FObj.Y := Y;
6364 FObj.Rect := PLAYER_CORPSERECT;
6365 FModelName := ModelName;
6366 FMess := aMess;
6368 if FMess then
6369 begin
6370 FState := CORPSE_STATE_MESS;
6371 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6372 end
6373 else
6374 begin
6375 FState := CORPSE_STATE_NORMAL;
6376 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6377 end;
6378 end;
6380 destructor TCorpse.Destroy();
6381 begin
6382 FAnimation.Free();
6384 inherited;
6385 end;
6387 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6389 procedure TCorpse.positionChanged (); inline; begin end;
6391 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6392 begin
6393 if (dx <> 0) or (dy <> 0) then
6394 begin
6395 FObj.X += dx;
6396 FObj.Y += dy;
6397 positionChanged();
6398 end;
6399 end;
6402 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6403 begin
6404 x := FObj.X+PLAYER_CORPSERECT.X;
6405 y := FObj.Y+PLAYER_CORPSERECT.Y;
6406 w := PLAYER_CORPSERECT.Width;
6407 h := PLAYER_CORPSERECT.Height;
6408 end;
6411 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6412 var
6413 pm: TPlayerModel;
6414 Blood: TModelBlood;
6415 begin
6416 if FState = CORPSE_STATE_REMOVEME then
6417 Exit;
6419 FDamage := FDamage + Value;
6421 if FDamage > 150 then
6422 begin
6423 if FAnimation <> nil then
6424 begin
6425 FAnimation.Free();
6426 FAnimation := nil;
6428 FState := CORPSE_STATE_REMOVEME;
6430 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6431 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6432 FModelName, FColor);
6433 // Çâóê ìÿñà îò òðóïà:
6434 pm := g_PlayerModel_Get(FModelName);
6435 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6436 pm.Free;
6438 // Çëîâåùèé ñìåõ:
6439 if (gBodyKillEvent <> -1)
6440 and gDelayedEvents[gBodyKillEvent].Pending then
6441 gDelayedEvents[gBodyKillEvent].Pending := False;
6442 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6443 end;
6444 end
6445 else
6446 begin
6447 Blood := g_PlayerModel_GetBlood(FModelName);
6448 FObj.Vel.X := FObj.Vel.X + vx;
6449 FObj.Vel.Y := FObj.Vel.Y + vy;
6450 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6451 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6452 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6453 Blood.R, Blood.G, Blood.B, Blood.Kind);
6454 end;
6455 end;
6457 procedure TCorpse.Draw();
6458 begin
6459 if FState = CORPSE_STATE_REMOVEME then
6460 Exit;
6462 if FAnimation <> nil then
6463 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6465 if FAnimationMask <> nil then
6466 begin
6467 e_Colors := FColor;
6468 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6469 e_Colors.R := 255;
6470 e_Colors.G := 255;
6471 e_Colors.B := 255;
6472 end;
6473 end;
6475 procedure TCorpse.Update();
6476 var
6477 st: Word;
6478 begin
6479 if FState = CORPSE_STATE_REMOVEME then
6480 Exit;
6482 if gTime mod (GAME_TICK*2) <> 0 then
6483 begin
6484 g_Obj_Move(@FObj, True, True, True);
6485 positionChanged(); // this updates spatial accelerators
6486 Exit;
6487 end;
6489 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6490 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6492 st := g_Obj_Move(@FObj, True, True, True);
6493 positionChanged(); // this updates spatial accelerators
6495 if WordBool(st and MOVE_FALLOUT) then
6496 begin
6497 FState := CORPSE_STATE_REMOVEME;
6498 Exit;
6499 end;
6501 if FAnimation <> nil then
6502 FAnimation.Update();
6503 if FAnimationMask <> nil then
6504 FAnimationMask.Update();
6505 end;
6508 procedure TCorpse.SaveState (st: TStream);
6509 var
6510 anim: Boolean;
6511 begin
6512 assert(st <> nil);
6514 // Ñèãíàòóðà òðóïà
6515 utils.writeSign(st, 'CORP');
6516 utils.writeInt(st, Byte(0));
6517 // Ñîñòîÿíèå
6518 utils.writeInt(st, Byte(FState));
6519 // Íàêîïëåííûé óðîí
6520 utils.writeInt(st, Byte(FDamage));
6521 // Öâåò
6522 utils.writeInt(st, Byte(FColor.R));
6523 utils.writeInt(st, Byte(FColor.G));
6524 utils.writeInt(st, Byte(FColor.B));
6525 // Îáúåêò òðóïà
6526 Obj_SaveState(st, @FObj);
6527 utils.writeInt(st, Word(FPlayerUID));
6528 // Åñòü ëè àíèìàöèÿ
6529 anim := (FAnimation <> nil);
6530 utils.writeBool(st, anim);
6531 // Åñëè åñòü - ñîõðàíÿåì
6532 if anim then FAnimation.SaveState(st);
6533 // Åñòü ëè ìàñêà àíèìàöèè
6534 anim := (FAnimationMask <> nil);
6535 utils.writeBool(st, anim);
6536 // Åñëè åñòü - ñîõðàíÿåì
6537 if anim then FAnimationMask.SaveState(st);
6538 end;
6541 procedure TCorpse.LoadState (st: TStream);
6542 var
6543 anim: Boolean;
6544 begin
6545 assert(st <> nil);
6547 // Ñèãíàòóðà òðóïà
6548 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6549 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6550 // Ñîñòîÿíèå
6551 FState := utils.readByte(st);
6552 // Íàêîïëåííûé óðîí
6553 FDamage := utils.readByte(st);
6554 // Öâåò
6555 FColor.R := utils.readByte(st);
6556 FColor.G := utils.readByte(st);
6557 FColor.B := utils.readByte(st);
6558 // Îáúåêò òðóïà
6559 Obj_LoadState(@FObj, st);
6560 FPlayerUID := utils.readWord(st);
6561 // Åñòü ëè àíèìàöèÿ
6562 anim := utils.readBool(st);
6563 // Åñëè åñòü - çàãðóæàåì
6564 if anim then
6565 begin
6566 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6567 FAnimation.LoadState(st);
6568 end;
6569 // Åñòü ëè ìàñêà àíèìàöèè
6570 anim := utils.readBool(st);
6571 // Åñëè åñòü - çàãðóæàåì
6572 if anim then
6573 begin
6574 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6575 FAnimationMask.LoadState(st);
6576 end;
6577 end;
6579 { T B o t : }
6581 constructor TBot.Create();
6582 var
6583 a: Integer;
6584 begin
6585 inherited Create();
6587 FPhysics := True;
6588 FSpectator := False;
6589 FGhost := False;
6591 FIamBot := True;
6593 Inc(gNumBots);
6595 for a := WP_FIRST to WP_LAST do
6596 begin
6597 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6598 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6599 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6600 end;
6601 end;
6603 destructor TBot.Destroy();
6604 begin
6605 Dec(gNumBots);
6606 inherited Destroy();
6607 end;
6609 procedure TBot.Draw();
6610 begin
6611 inherited Draw();
6613 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6614 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6615 end;
6617 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6618 begin
6619 inherited Respawn(Silent, Force);
6621 FAIFlags := nil;
6622 FSelectedWeapon := FCurrWeap;
6623 resetWeaponQueue();
6624 FTargetUID := 0;
6625 end;
6627 procedure TBot.UpdateCombat();
6628 type
6629 TTarget = record
6630 UID: Word;
6631 X, Y: Integer;
6632 Rect: TRectWH;
6633 cX, cY: Integer;
6634 Dist: Word;
6635 Line: Boolean;
6636 Visible: Boolean;
6637 IsPlayer: Boolean;
6638 end;
6640 TTargetRecord = array of TTarget;
6642 function Compare(a, b: TTarget): Integer;
6643 begin
6644 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6645 Result := -1
6646 else
6647 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6648 Result := 1
6649 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6650 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6651 begin
6652 if a.Dist > b.Dist then // B áëèæå
6653 Result := 1
6654 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6655 Result := -1;
6656 end
6657 else // Ñòðàííî -> A
6658 Result := -1;
6659 end;
6661 var
6662 a, x1, y1, x2, y2: Integer;
6663 targets: TTargetRecord;
6664 ammo: Word;
6665 Target, BestTarget: TTarget;
6666 firew, fireh: Integer;
6667 angle: SmallInt;
6668 mon: TMonster;
6669 pla, tpla: TPlayer;
6670 vsPlayer, vsMonster, ok: Boolean;
6673 function monsUpdate (mon: TMonster): Boolean;
6674 begin
6675 result := false; // don't stop
6676 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6677 begin
6678 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6680 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6681 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6683 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6684 if g_TraceVector(x1, y1, x2, y2) then
6685 begin
6686 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6687 SetLength(targets, Length(targets)+1);
6688 with targets[High(targets)] do
6689 begin
6690 UID := mon.UID;
6691 X := mon.Obj.X;
6692 Y := mon.Obj.Y;
6693 cX := x2;
6694 cY := y2;
6695 Rect := mon.Obj.Rect;
6696 Dist := g_PatchLength(x1, y1, x2, y2);
6697 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6698 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6699 Visible := True;
6700 IsPlayer := False;
6701 end;
6702 end;
6703 end;
6704 end;
6706 begin
6707 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6708 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6710 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6711 if FCurrWeap <> FSelectedWeapon then
6712 NextWeapon();
6714 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6715 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6716 begin
6717 RemoveAIFlag('NEEDFIRE');
6719 case FCurrWeap of
6720 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6721 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6722 else PressKey(KEY_FIRE);
6723 end;
6724 end;
6726 // Êîîðäèíàòû ñòâîëà:
6727 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6728 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6730 Target.UID := FTargetUID;
6732 ok := False;
6733 if Target.UID <> 0 then
6734 begin // Öåëü åñòü - íàñòðàèâàåì
6735 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6736 vsPlayer then
6737 begin // Èãðîê
6738 tpla := g_Player_Get(Target.UID);
6739 if tpla <> nil then
6740 with tpla do
6741 begin
6742 if (@FObj) <> nil then
6743 begin
6744 Target.X := FObj.X;
6745 Target.Y := FObj.Y;
6746 end;
6747 end;
6749 Target.cX := Target.X + PLAYER_RECT_CX;
6750 Target.cY := Target.Y + PLAYER_RECT_CY;
6751 Target.Rect := PLAYER_RECT;
6752 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6753 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6754 (y1-4 > Target.Y+PLAYER_RECT.Y);
6755 Target.IsPlayer := True;
6756 ok := True;
6757 end
6758 else
6759 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6760 vsMonster then
6761 begin // Ìîíñòð
6762 mon := g_Monsters_ByUID(Target.UID);
6763 if mon <> nil then
6764 begin
6765 Target.X := mon.Obj.X;
6766 Target.Y := mon.Obj.Y;
6768 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6769 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6770 Target.Rect := mon.Obj.Rect;
6771 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6772 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6773 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6774 Target.IsPlayer := False;
6775 ok := True;
6776 end;
6777 end;
6778 end;
6780 if not ok then
6781 begin // Öåëè íåò - îáíóëÿåì
6782 Target.X := 0;
6783 Target.Y := 0;
6784 Target.cX := 0;
6785 Target.cY := 0;
6786 Target.Visible := False;
6787 Target.Line := False;
6788 Target.IsPlayer := False;
6789 end;
6791 targets := nil;
6793 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6794 if (not Target.Line) or (not Target.Visible) then
6795 begin
6796 // Èãðîêè:
6797 if vsPlayer then
6798 for a := 0 to High(gPlayers) do
6799 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6800 (gPlayers[a].FUID <> FUID) and
6801 (not SameTeam(FUID, gPlayers[a].FUID)) and
6802 (not gPlayers[a].NoTarget) and
6803 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6804 begin
6805 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6806 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6807 Continue;
6809 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6810 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6812 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6813 if g_TraceVector(x1, y1, x2, y2) then
6814 begin
6815 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6816 SetLength(targets, Length(targets)+1);
6817 with targets[High(targets)] do
6818 begin
6819 UID := gPlayers[a].FUID;
6820 X := gPlayers[a].FObj.X;
6821 Y := gPlayers[a].FObj.Y;
6822 cX := x2;
6823 cY := y2;
6824 Rect := PLAYER_RECT;
6825 Dist := g_PatchLength(x1, y1, x2, y2);
6826 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6827 (y1-4 > Target.Y+PLAYER_RECT.Y);
6828 Visible := True;
6829 IsPlayer := True;
6830 end;
6831 end;
6832 end;
6834 // Ìîíñòðû:
6835 if vsMonster then g_Mons_ForEach(monsUpdate);
6836 end;
6838 // Åñëè åñòü âîçìîæíûå öåëè:
6839 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6840 if targets <> nil then
6841 begin
6842 // Âûáèðàåì íàèëó÷øóþ öåëü:
6843 BestTarget := targets[0];
6844 if Length(targets) > 1 then
6845 for a := 1 to High(targets) do
6846 if Compare(BestTarget, targets[a]) = 1 then
6847 BestTarget := targets[a];
6849 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6850 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6851 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6852 begin
6853 Target := BestTarget;
6855 if (Healthy() = 3) or ((Healthy() = 2)) then
6856 begin // Åñëè çäîðîâû - äîãîíÿåì
6857 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6858 SetAIFlag('GORIGHT', '1');
6859 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6860 SetAIFlag('GOLEFT', '1');
6861 end
6862 else
6863 begin // Åñëè ïîáèòû - óáåãàåì
6864 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6865 SetAIFlag('GORIGHT', '1');
6866 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6867 SetAIFlag('GOLEFT', '1');
6868 end;
6870 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6871 SelectWeapon(Abs(x1-Target.cX));
6872 end;
6873 end;
6875 // Åñëè åñòü öåëü:
6876 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6877 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6878 if Target.UID <> 0 then
6879 begin
6880 if not TargetOnScreen(Target.X + Target.Rect.X,
6881 Target.Y + Target.Rect.Y) then
6882 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6883 if (Healthy() = 3) or ((Healthy() = 2)) then
6884 begin // Åñëè çäîðîâû - äîãîíÿåì
6885 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6886 SetAIFlag('GORIGHT', '1');
6887 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6888 SetAIFlag('GOLEFT', '1');
6889 end
6890 else
6891 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6892 Target.UID := 0;
6893 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6894 SetAIFlag('GORIGHT', '1');
6895 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6896 SetAIFlag('GOLEFT', '1');
6897 end;
6898 end
6899 else
6900 begin // Öåëü ïîêà íà "ýêðàíå"
6901 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6902 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6903 FLastVisible := gTime;
6904 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6905 if (Abs(FObj.Y-Target.Y) <= 128) then
6906 begin
6907 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6908 SetAIFlag('GORIGHT', '1');
6909 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6910 SetAIFlag('GOLEFT', '1');
6911 end;
6912 end;
6914 // Âûáèðàåì óãîë ââåðõ:
6915 if FDirection = TDirection.D_LEFT then
6916 angle := ANGLE_LEFTUP
6917 else
6918 angle := ANGLE_RIGHTUP;
6920 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6921 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6923 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6924 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6925 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6926 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6927 Target.Rect.Width, Target.Rect.Height) and
6928 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6929 begin // òî íóæíî ñòðåëÿòü ââåðõ
6930 SetAIFlag('NEEDFIRE', '1');
6931 SetAIFlag('NEEDSEEUP', '1');
6932 end;
6934 // Âûáèðàåì óãîë âíèç:
6935 if FDirection = TDirection.D_LEFT then
6936 angle := ANGLE_LEFTDOWN
6937 else
6938 angle := ANGLE_RIGHTDOWN;
6940 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6941 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6943 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6944 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6945 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6946 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6947 Target.Rect.Width, Target.Rect.Height) and
6948 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6949 begin // òî íóæíî ñòðåëÿòü âíèç
6950 SetAIFlag('NEEDFIRE', '1');
6951 SetAIFlag('NEEDSEEDOWN', '1');
6952 end;
6954 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6955 if Target.Visible and
6956 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6957 (y1-4 > Target.Y+Target.Rect.Y) then
6958 begin
6959 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6960 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
6961 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6962 begin // òî íóæíî ñòðåëÿòü âïåðåä
6963 SetAIFlag('NEEDFIRE', '1');
6964 SetAIFlag('NEEDSEEDOWN', '');
6965 SetAIFlag('NEEDSEEUP', '');
6966 end;
6967 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6968 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6969 if GetRnd(FDifficult.CloseJump) then
6970 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6971 if Abs(FObj.X-Target.X) < 128 then
6972 a := 4
6973 else
6974 a := 30;
6975 if Random(a) = 0 then
6976 SetAIFlag('NEEDJUMP', '1');
6977 end;
6978 end;
6980 // Åñëè öåëü âñå åùå åñòü:
6981 if Target.UID <> 0 then
6982 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6983 Target.UID := 0 // òî çàáûòü öåëü
6984 else // Åñëè âèäåëè íåäàâíî
6985 begin // íî öåëü óáèëè
6986 if Target.IsPlayer then
6987 begin // Öåëü - èãðîê
6988 pla := g_Player_Get(Target.UID);
6989 if (pla = nil) or (not pla.alive) or pla.NoTarget or
6990 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6991 Target.UID := 0; // òî çàáûòü öåëü
6992 end
6993 else
6994 begin // Öåëü - ìîíñòð
6995 mon := g_Monsters_ByUID(Target.UID);
6996 if (mon = nil) or (not mon.alive) then
6997 Target.UID := 0; // òî çàáûòü öåëü
6998 end;
6999 end;
7000 end; // if Target.UID <> 0
7002 FTargetUID := Target.UID;
7004 // Åñëè âîçìîæíûõ öåëåé íåò:
7005 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7006 if targets = nil then
7007 if GetAIFlag('ATTACKLEFT') <> '' then
7008 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7009 RemoveAIFlag('ATTACKLEFT');
7011 SetAIFlag('NEEDJUMP', '1');
7013 if RunDirection() = TDirection.D_RIGHT then
7014 begin // Èäåì íå â òó ñòîðîíó
7015 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7016 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7017 SetAIFlag('NEEDFIRE', '1');
7018 SetAIFlag('GOLEFT', '1');
7019 end;
7020 end
7021 else
7022 begin // Èäåì â íóæíóþ ñòîðîíó
7023 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7024 SetAIFlag('NEEDFIRE', '1');
7025 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7026 SetAIFlag('GORIGHT', '1');
7027 end;
7028 end
7029 else
7030 if GetAIFlag('ATTACKRIGHT') <> '' then
7031 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7032 RemoveAIFlag('ATTACKRIGHT');
7034 SetAIFlag('NEEDJUMP', '1');
7036 if RunDirection() = TDirection.D_LEFT then
7037 begin // Èäåì íå â òó ñòîðîíó
7038 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7039 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7040 SetAIFlag('NEEDFIRE', '1');
7041 SetAIFlag('GORIGHT', '1');
7042 end;
7043 end
7044 else
7045 begin
7046 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7047 SetAIFlag('NEEDFIRE', '1');
7048 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7049 SetAIFlag('GOLEFT', '1');
7050 end;
7051 end;
7053 //HACK! (does it belong there?)
7054 RealizeCurrentWeapon();
7056 // Åñëè åñòü âîçìîæíûå öåëè:
7057 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7058 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7059 for a := 0 to High(targets) do
7060 begin
7061 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7062 if GetRnd(FDifficult.DiagFire) then
7063 begin
7064 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7065 if FDirection = TDirection.D_LEFT then
7066 angle := ANGLE_LEFTUP
7067 else
7068 angle := ANGLE_RIGHTUP;
7070 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7071 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7073 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7074 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7075 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7076 targets[a].Rect.Width, targets[a].Rect.Height) and
7077 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7078 begin
7079 SetAIFlag('NEEDFIRE', '1');
7080 SetAIFlag('NEEDSEEUP', '1');
7081 end;
7083 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7084 if FDirection = TDirection.D_LEFT then
7085 angle := ANGLE_LEFTDOWN
7086 else
7087 angle := ANGLE_RIGHTDOWN;
7089 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7090 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7092 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7093 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7094 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7095 targets[a].Rect.Width, targets[a].Rect.Height) and
7096 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7097 begin
7098 SetAIFlag('NEEDFIRE', '1');
7099 SetAIFlag('NEEDSEEDOWN', '1');
7100 end;
7101 end;
7103 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7104 if targets[a].Line and targets[a].Visible and
7105 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7106 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7107 begin
7108 SetAIFlag('NEEDFIRE', '1');
7109 Break;
7110 end;
7111 end;
7113 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7114 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7115 PLAYER_RECT.Width, PLAYER_RECT.Height,
7116 40+GetInterval(FDifficult.Cover, 40)) then
7117 SetAIFlag('NEEDJUMP', '1');
7119 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7120 ammo := GetAmmoByWeapon(FCurrWeap);
7121 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7122 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7123 (ammo = 0) then
7124 SetAIFlag('SELECTWEAPON', '1');
7126 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7127 if GetAIFlag('SELECTWEAPON') = '1' then
7128 begin
7129 SelectWeapon(-1);
7130 RemoveAIFlag('SELECTWEAPON');
7131 end;
7132 end;
7134 procedure TBot.Update();
7135 var
7136 EnableAI: Boolean;
7137 begin
7138 if not FAlive then
7139 begin // Respawn
7140 ReleaseKeys();
7141 PressKey(KEY_UP);
7142 end
7143 else
7144 begin
7145 EnableAI := True;
7147 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7148 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7149 EnableAI := False;
7150 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7151 EnableAI := False;
7152 if g_debug_BotAIOff = 3 then
7153 EnableAI := False;
7155 if EnableAI then
7156 begin
7157 UpdateMove();
7158 UpdateCombat();
7159 end
7160 else
7161 begin
7162 RealizeCurrentWeapon();
7163 end;
7164 end;
7166 inherited Update();
7167 end;
7169 procedure TBot.ReleaseKey(Key: Byte);
7170 begin
7171 with FKeys[Key] do
7172 begin
7173 Pressed := False;
7174 Time := 0;
7175 end;
7176 end;
7178 function TBot.KeyPressed(Key: Word): Boolean;
7179 begin
7180 Result := FKeys[Key].Pressed;
7181 end;
7183 function TBot.GetAIFlag(aName: String20): String20;
7184 var
7185 a: Integer;
7186 begin
7187 Result := '';
7189 aName := LowerCase(aName);
7191 if FAIFlags <> nil then
7192 for a := 0 to High(FAIFlags) do
7193 if LowerCase(FAIFlags[a].Name) = aName then
7194 begin
7195 Result := FAIFlags[a].Value;
7196 Break;
7197 end;
7198 end;
7200 procedure TBot.RemoveAIFlag(aName: String20);
7201 var
7202 a, b: Integer;
7203 begin
7204 if FAIFlags = nil then Exit;
7206 aName := LowerCase(aName);
7208 for a := 0 to High(FAIFlags) do
7209 if LowerCase(FAIFlags[a].Name) = aName then
7210 begin
7211 if a <> High(FAIFlags) then
7212 for b := a to High(FAIFlags)-1 do
7213 FAIFlags[b] := FAIFlags[b+1];
7215 SetLength(FAIFlags, Length(FAIFlags)-1);
7216 Break;
7217 end;
7218 end;
7220 procedure TBot.SetAIFlag(aName, fValue: String20);
7221 var
7222 a: Integer;
7223 ok: Boolean;
7224 begin
7225 a := 0;
7226 ok := False;
7228 aName := LowerCase(aName);
7230 if FAIFlags <> nil then
7231 for a := 0 to High(FAIFlags) do
7232 if LowerCase(FAIFlags[a].Name) = aName then
7233 begin
7234 ok := True;
7235 Break;
7236 end;
7238 if ok then FAIFlags[a].Value := fValue
7239 else
7240 begin
7241 SetLength(FAIFlags, Length(FAIFlags)+1);
7242 with FAIFlags[High(FAIFlags)] do
7243 begin
7244 Name := aName;
7245 Value := fValue;
7246 end;
7247 end;
7248 end;
7250 procedure TBot.UpdateMove;
7252 procedure GoLeft(Time: Word = 1);
7253 begin
7254 ReleaseKey(KEY_LEFT);
7255 ReleaseKey(KEY_RIGHT);
7256 PressKey(KEY_LEFT, Time);
7257 SetDirection(TDirection.D_LEFT);
7258 end;
7260 procedure GoRight(Time: Word = 1);
7261 begin
7262 ReleaseKey(KEY_LEFT);
7263 ReleaseKey(KEY_RIGHT);
7264 PressKey(KEY_RIGHT, Time);
7265 SetDirection(TDirection.D_RIGHT);
7266 end;
7268 function Rnd(a: Word): Boolean;
7269 begin
7270 Result := Random(a) = 0;
7271 end;
7273 procedure Turn(Time: Word = 1200);
7274 begin
7275 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7276 end;
7278 procedure Stop();
7279 begin
7280 ReleaseKey(KEY_LEFT);
7281 ReleaseKey(KEY_RIGHT);
7282 end;
7284 function CanRunLeft(): Boolean;
7285 begin
7286 Result := not CollideLevel(-1, 0);
7287 end;
7289 function CanRunRight(): Boolean;
7290 begin
7291 Result := not CollideLevel(1, 0);
7292 end;
7294 function CanRun(): Boolean;
7295 begin
7296 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7297 end;
7299 procedure Jump(Time: Word = 30);
7300 begin
7301 PressKey(KEY_JUMP, Time);
7302 end;
7304 function NearHole(): Boolean;
7305 var
7306 x, sx: Integer;
7307 begin
7308 { TODO 5 : Ëåñòíèöû }
7309 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7310 for x := 1 to PLAYER_RECT.Width do
7311 if (not StayOnStep(x*sx, 0)) and
7312 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7313 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7314 begin
7315 Result := True;
7316 Exit;
7317 end;
7319 Result := False;
7320 end;
7322 function BorderHole(): Boolean;
7323 var
7324 x, sx, xx: Integer;
7325 begin
7326 { TODO 5 : Ëåñòíèöû }
7327 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7328 for x := 1 to PLAYER_RECT.Width do
7329 if (not StayOnStep(x*sx, 0)) and
7330 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7331 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7332 begin
7333 for xx := x to x+32 do
7334 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7335 begin
7336 Result := True;
7337 Exit;
7338 end;
7339 end;
7341 Result := False;
7342 end;
7344 function NearDeepHole(): Boolean;
7345 var
7346 x, sx, y: Integer;
7347 begin
7348 Result := False;
7350 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7351 y := 3;
7353 for x := 1 to PLAYER_RECT.Width do
7354 if (not StayOnStep(x*sx, 0)) and
7355 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7356 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7357 begin
7358 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7359 begin
7360 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7361 y := y+1;
7362 end;
7364 Result := True;
7365 end else Result := False;
7366 end;
7368 function OverDeepHole(): Boolean;
7369 var
7370 y: Integer;
7371 begin
7372 Result := False;
7374 y := 1;
7375 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7376 begin
7377 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7378 y := y+1;
7379 end;
7381 Result := True;
7382 end;
7384 function OnGround(): Boolean;
7385 begin
7386 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7387 end;
7389 function OnLadder(): Boolean;
7390 begin
7391 Result := FullInStep(0, 0);
7392 end;
7394 function BelowLadder(): Boolean;
7395 begin
7396 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7397 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7398 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7399 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7400 end;
7402 function BelowLiftUp(): Boolean;
7403 begin
7404 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7405 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7406 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7407 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7408 end;
7410 function OnTopLift(): Boolean;
7411 begin
7412 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7413 end;
7415 function CanJumpOver(): Boolean;
7416 var
7417 sx, y: Integer;
7418 begin
7419 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7421 Result := False;
7423 if not CollideLevel(sx, 0) then Exit;
7425 for y := 1 to BOT_MAXJUMP do
7426 if CollideLevel(0, -y) then Exit else
7427 if not CollideLevel(sx, -y) then
7428 begin
7429 Result := True;
7430 Exit;
7431 end;
7432 end;
7434 function CanJumpUp(Dist: ShortInt): Boolean;
7435 var
7436 y, yy: Integer;
7437 c: Boolean;
7438 begin
7439 Result := False;
7441 if CollideLevel(Dist, 0) then Exit;
7443 c := False;
7444 for y := 0 to BOT_MAXJUMP do
7445 if CollideLevel(Dist, -y) then
7446 begin
7447 c := True;
7448 Break;
7449 end;
7451 if not c then Exit;
7453 c := False;
7454 for yy := y+1 to BOT_MAXJUMP do
7455 if not CollideLevel(Dist, -yy) then
7456 begin
7457 c := True;
7458 Break;
7459 end;
7461 if not c then Exit;
7463 c := False;
7464 for y := 0 to BOT_MAXJUMP do
7465 if CollideLevel(0, -y) then
7466 begin
7467 c := True;
7468 Break;
7469 end;
7471 if c then Exit;
7473 if y < yy then Exit;
7475 Result := True;
7476 end;
7478 function IsSafeTrigger(): Boolean;
7479 var
7480 a: Integer;
7481 begin
7482 Result := True;
7483 if gTriggers = nil then
7484 Exit;
7485 for a := 0 to High(gTriggers) do
7486 if Collide(gTriggers[a].X,
7487 gTriggers[a].Y,
7488 gTriggers[a].Width,
7489 gTriggers[a].Height) and
7490 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7491 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7492 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7493 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7494 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7495 Result := False;
7496 end;
7498 begin
7499 // Âîçìîæíî, íàæèìàåì êíîïêó:
7500 if Rnd(16) and IsSafeTrigger() then
7501 PressKey(KEY_OPEN);
7503 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7504 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7505 begin
7506 ReleaseKey(KEY_LEFT);
7507 ReleaseKey(KEY_RIGHT);
7508 Jump();
7509 end;
7511 // Èäåì âëåâî, åñëè íàäî áûëî:
7512 if GetAIFlag('GOLEFT') <> '' then
7513 begin
7514 RemoveAIFlag('GOLEFT');
7515 if CanRunLeft() then
7516 GoLeft(360);
7517 end;
7519 // Èäåì âïðàâî, åñëè íàäî áûëî:
7520 if GetAIFlag('GORIGHT') <> '' then
7521 begin
7522 RemoveAIFlag('GORIGHT');
7523 if CanRunRight() then
7524 GoRight(360);
7525 end;
7527 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7528 if FObj.X < -32 then
7529 GoRight(360)
7530 else
7531 if FObj.X+32 > gMapInfo.Width then
7532 GoLeft(360);
7534 // Ïðûãàåì, åñëè íàäî áûëî:
7535 if GetAIFlag('NEEDJUMP') <> '' then
7536 begin
7537 Jump(0);
7538 RemoveAIFlag('NEEDJUMP');
7539 end;
7541 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7542 if GetAIFlag('NEEDSEEUP') <> '' then
7543 begin
7544 ReleaseKey(KEY_UP);
7545 ReleaseKey(KEY_DOWN);
7546 PressKey(KEY_UP, 20);
7547 RemoveAIFlag('NEEDSEEUP');
7548 end;
7550 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7551 if GetAIFlag('NEEDSEEDOWN') <> '' then
7552 begin
7553 ReleaseKey(KEY_UP);
7554 ReleaseKey(KEY_DOWN);
7555 PressKey(KEY_DOWN, 20);
7556 RemoveAIFlag('NEEDSEEDOWN');
7557 end;
7559 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7560 if GetAIFlag('GOINHOLE') <> '' then
7561 if not OnGround() then
7562 begin
7563 ReleaseKey(KEY_LEFT);
7564 ReleaseKey(KEY_RIGHT);
7565 RemoveAIFlag('GOINHOLE');
7566 SetAIFlag('FALLINHOLE', '1');
7567 end;
7569 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7570 if GetAIFlag('FALLINHOLE') <> '' then
7571 if OnGround() then
7572 RemoveAIFlag('FALLINHOLE');
7574 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7575 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7576 if GetAIFlag('FALLINHOLE') = '' then
7577 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7578 if Rnd(2) then
7579 GoLeft(360)
7580 else
7581 GoRight(360);
7583 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7584 if OnGround() and
7585 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7586 Rnd(8) then
7587 Jump();
7589 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7590 if OnGround() and NearHole() then
7591 if NearDeepHole() then // Åñëè ýòî áåçäíà
7592 case Random(6) of
7593 0..3: Turn(); // Áåæèì îáðàòíî
7594 4: Jump(); // Ïðûãàåì
7595 5: begin // Ïðûãàåì îáðàòíî
7596 Turn();
7597 Jump();
7598 end;
7599 end
7600 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7601 if GetAIFlag('GOINHOLE') = '' then
7602 case Random(6) of
7603 0: Turn(); // Íå íóæíî òóäà
7604 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7605 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7606 if BorderHole() then
7607 SetAIFlag('GOINHOLE', '1');
7608 end;
7610 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7611 if (not CanRun()) and OnGround() then
7612 begin
7613 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7614 if CanJumpOver() or OnLadder() then
7615 Jump()
7616 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7617 if Random(2) = 0 then
7618 begin
7619 if IsSafeTrigger() then
7620 PressKey(KEY_OPEN);
7621 end else
7622 Turn();
7623 end;
7625 // Îñòàëîñü ìàëî âîçäóõà:
7626 if FAir < 36 * 2 then
7627 Jump(20);
7629 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7630 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7631 if BodyInAcid(0, 0) then
7632 Jump();
7633 end;
7635 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7636 begin
7637 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7638 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7639 end;
7641 {function TBot.NeedItem(Item: Byte): Byte;
7642 begin
7643 Result := 4;
7644 end;}
7646 procedure TBot.SelectWeapon(Dist: Integer);
7647 var
7648 a: Integer;
7650 function HaveAmmo(weapon: Byte): Boolean;
7651 begin
7652 case weapon of
7653 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7654 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7655 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7656 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7657 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7658 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7659 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7660 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7661 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7662 else Result := True;
7663 end;
7664 end;
7666 begin
7667 if Dist = -1 then Dist := BOT_LONGDIST;
7669 if Dist > BOT_LONGDIST then
7670 begin // Äàëüíèé áîé
7671 for a := 0 to 9 do
7672 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7673 begin
7674 FSelectedWeapon := FDifficult.WeaponPrior[a];
7675 Break;
7676 end;
7677 end
7678 else //if Dist > BOT_UNSAFEDIST then
7679 begin // Áëèæíèé áîé
7680 for a := 0 to 9 do
7681 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7682 begin
7683 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7684 Break;
7685 end;
7686 end;
7687 { else
7688 begin
7689 for a := 0 to 9 do
7690 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7691 begin
7692 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7693 Break;
7694 end;
7695 end;}
7696 end;
7698 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7699 begin
7700 Result := inherited PickItem(ItemType, force, remove);
7702 if Result then SetAIFlag('SELECTWEAPON', '1');
7703 end;
7705 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7706 begin
7707 Result := inherited Heal(value, Soft);
7708 end;
7710 function TBot.Healthy(): Byte;
7711 begin
7712 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7713 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7714 else if (FHealth > 50) then Result := 2
7715 else if (FHealth > 20) then Result := 1
7716 else Result := 0;
7717 end;
7719 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7720 begin
7721 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7722 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7723 end;
7725 procedure TBot.OnDamage(Angle: SmallInt);
7726 var
7727 pla: TPlayer;
7728 mon: TMonster;
7729 ok: Boolean;
7730 begin
7731 inherited;
7733 if (Angle = 0) or (Angle = 180) then
7734 begin
7735 ok := False;
7736 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7737 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7738 begin // Èãðîê
7739 pla := g_Player_Get(FLastSpawnerUID);
7740 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7741 pla.FObj.Y + PLAYER_RECT.Y);
7742 end
7743 else
7744 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7745 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7746 begin // Ìîíñòð
7747 mon := g_Monsters_ByUID(FLastSpawnerUID);
7748 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7749 mon.Obj.Y + mon.Obj.Rect.Y);
7750 end;
7752 if ok then
7753 if Angle = 0 then
7754 SetAIFlag('ATTACKLEFT', '1')
7755 else
7756 SetAIFlag('ATTACKRIGHT', '1');
7757 end;
7758 end;
7760 function TBot.RunDirection(): TDirection;
7761 begin
7762 if Abs(Vel.X) >= 1 then
7763 begin
7764 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7765 end else
7766 Result := FDirection;
7767 end;
7769 function TBot.GetRnd(a: Byte): Boolean;
7770 begin
7771 if a = 0 then Result := False
7772 else if a = 255 then Result := True
7773 else Result := Random(256) > 255-a;
7774 end;
7776 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7777 begin
7778 Result := Round((255-a)/255*radius*(Random(2)-1));
7779 end;
7782 procedure TDifficult.save (st: TStream);
7783 begin
7784 utils.writeInt(st, Byte(DiagFire));
7785 utils.writeInt(st, Byte(InvisFire));
7786 utils.writeInt(st, Byte(DiagPrecision));
7787 utils.writeInt(st, Byte(FlyPrecision));
7788 utils.writeInt(st, Byte(Cover));
7789 utils.writeInt(st, Byte(CloseJump));
7790 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7791 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7792 end;
7794 procedure TDifficult.load (st: TStream);
7795 begin
7796 DiagFire := utils.readByte(st);
7797 InvisFire := utils.readByte(st);
7798 DiagPrecision := utils.readByte(st);
7799 FlyPrecision := utils.readByte(st);
7800 Cover := utils.readByte(st);
7801 CloseJump := utils.readByte(st);
7802 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7803 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7804 end;
7807 procedure TBot.SaveState (st: TStream);
7808 var
7809 i: Integer;
7810 dw: Integer;
7811 begin
7812 inherited SaveState(st);
7813 utils.writeSign(st, 'BOT0');
7814 // Âûáðàííîå îðóæèå
7815 utils.writeInt(st, Byte(FSelectedWeapon));
7816 // UID öåëè
7817 utils.writeInt(st, Word(FTargetUID));
7818 // Âðåìÿ ïîòåðè öåëè
7819 utils.writeInt(st, LongWord(FLastVisible));
7820 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7821 dw := Length(FAIFlags);
7822 utils.writeInt(st, LongInt(dw));
7823 // Ôëàãè ÈÈ
7824 for i := 0 to dw-1 do
7825 begin
7826 utils.writeStr(st, FAIFlags[i].Name, 20);
7827 utils.writeStr(st, FAIFlags[i].Value, 20);
7828 end;
7829 // Íàñòðîéêè ñëîæíîñòè
7830 FDifficult.save(st);
7831 end;
7834 procedure TBot.LoadState (st: TStream);
7835 var
7836 i: Integer;
7837 dw: Integer;
7838 begin
7839 inherited LoadState(st);
7840 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7841 // Âûáðàííîå îðóæèå
7842 FSelectedWeapon := utils.readByte(st);
7843 // UID öåëè
7844 FTargetUID := utils.readWord(st);
7845 // Âðåìÿ ïîòåðè öåëè
7846 FLastVisible := utils.readLongWord(st);
7847 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7848 dw := utils.readLongInt(st);
7849 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7850 SetLength(FAIFlags, dw);
7851 // Ôëàãè ÈÈ
7852 for i := 0 to dw-1 do
7853 begin
7854 FAIFlags[i].Name := utils.readStr(st, 20);
7855 FAIFlags[i].Value := utils.readStr(st, 20);
7856 end;
7857 // Íàñòðîéêè ñëîæíîñòè
7858 FDifficult.load(st);
7859 end;
7862 begin
7863 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7864 end.