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Revert "Revert "no more delay between weapon switching: now player should release...
[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 Boolean; // true: was release
207 function CollideLevel(XInc, YInc: Integer): Boolean;
208 function StayOnStep(XInc, YInc: Integer): Boolean;
209 function HeadInLiquid(XInc, YInc: Integer): Boolean;
210 function BodyInLiquid(XInc, YInc: Integer): Boolean;
211 function BodyInAcid(XInc, YInc: Integer): Boolean;
212 function FullInLift(XInc, YInc: Integer): Integer;
213 {procedure CollideItem();}
214 procedure FlySmoke(Times: DWORD = 1);
215 procedure OnFireFlame(Times: DWORD = 1);
216 function GetAmmoByWeapon(Weapon: Byte): Word;
217 procedure SetAction(Action: Byte; Force: Boolean = False);
218 procedure OnDamage(Angle: SmallInt); virtual;
219 function firediry(): Integer;
220 procedure DoPunch();
222 procedure Run(Direction: TDirection);
223 procedure NextWeapon();
224 procedure PrevWeapon();
225 procedure SeeUp();
226 procedure SeeDown();
227 procedure Fire();
228 procedure Jump();
229 procedure Use();
231 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
232 procedure resetWeaponQueue ();
233 function hasAmmoForWeapon (weapon: Byte): Boolean;
235 procedure doDamage (v: Integer);
237 function followCorpse(): Boolean;
239 public
240 FDamageBuffer: Integer;
242 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
243 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
244 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
245 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
246 FBerserk: Integer;
247 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
248 FReloading: Array [WP_FIRST..WP_LAST] of Word;
249 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
250 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
251 FColor: TRGB;
252 FPreferredTeam: Byte;
253 FSpectator: Boolean;
254 FNoRespawn: Boolean;
255 FWantsInGame: Boolean;
256 FGhost: Boolean;
257 FPhysics: Boolean;
258 FJetpack: Boolean;
259 FActualModelName: string;
260 FClientID: SmallInt;
261 FPing: Word;
262 FLoss: Byte;
263 FDummy: Boolean;
264 FFireTime: Integer;
266 // debug: viewport offset
267 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
269 function isValidViewPort (): Boolean; inline;
271 constructor Create(); virtual;
272 destructor Destroy(); override;
273 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
274 function GetRespawnPoint(): Byte;
275 procedure PressKey(Key: Byte; Time: Word = 1);
276 procedure ReleaseKeys();
277 procedure SetModel(ModelName: String);
278 procedure SetColor(Color: TRGB);
279 procedure SetWeapon(W: Byte);
280 function IsKeyPressed(K: Byte): Boolean;
281 function GetKeys(): Byte;
282 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
283 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
284 function Collide(Panel: TPanel): Boolean; overload;
285 function Collide(X, Y: Integer): Boolean; overload;
286 procedure SetDirection(Direction: TDirection);
287 procedure GetSecret();
288 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
289 procedure Touch();
290 procedure Push(vx, vy: Integer);
291 procedure ChangeModel(ModelName: String);
292 procedure SwitchTeam;
293 procedure ChangeTeam(Team: Byte);
294 procedure BFGHit();
295 function GetFlag(Flag: Byte): Boolean;
296 procedure SetFlag(Flag: Byte);
297 function DropFlag(): Boolean;
298 procedure AllRulez(Health: Boolean);
299 procedure RestoreHealthArmor();
300 procedure FragCombo();
301 procedure GiveItem(ItemType: Byte);
302 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
303 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
304 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
305 procedure MakeBloodSimple(Count: Word);
306 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
307 procedure Reset(Force: Boolean);
308 procedure Spectate(NoMove: Boolean = False);
309 procedure SwitchNoClip;
310 procedure SoftReset();
311 procedure Draw(); virtual;
312 procedure DrawPain();
313 procedure DrawPickup();
314 procedure DrawRulez();
315 procedure DrawAim();
316 procedure DrawBubble();
317 procedure DrawGUI();
318 procedure Update(); virtual;
319 procedure RememberState();
320 procedure RecallState();
321 procedure SaveState (st: TStream); virtual;
322 procedure LoadState (st: TStream); virtual;
323 procedure PauseSounds(Enable: Boolean);
324 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
325 procedure DoLerp(Level: Integer = 2);
326 procedure SetLerp(XTo, YTo: Integer);
327 procedure QueueWeaponSwitch(Weapon: Byte);
328 procedure RealizeCurrentWeapon();
329 procedure JetpackOn;
330 procedure JetpackOff;
331 procedure CatchFire(Attacker: Word);
333 //WARNING! this does nothing for now, but still call it!
334 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
336 procedure getMapBox (out x, y, w, h: Integer); inline;
337 procedure moveBy (dx, dy: Integer); inline;
339 procedure releaseAllWeaponSwitchKeys ();
340 procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
341 function isWeaponSwitchKeyReleased (index: Integer): Boolean;
343 public
344 property Vel: TPoint2i read FObj.Vel;
345 property Obj: TObj read FObj;
347 property Name: String read FName write FName;
348 property Model: TPlayerModel read FModel;
349 property Health: Integer read FHealth write FHealth;
350 property Lives: Byte read FLives write FLives;
351 property Armor: Integer read FArmor write FArmor;
352 property Air: Integer read FAir write FAir;
353 property JetFuel: Integer read FJetFuel write FJetFuel;
354 property Frags: Integer read FFrags write FFrags;
355 property Death: Integer read FDeath write FDeath;
356 property Kills: Integer read FKills write FKills;
357 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
358 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
359 property Secrets: Integer read FSecrets;
360 property GodMode: Boolean read FGodMode write FGodMode;
361 property NoTarget: Boolean read FNoTarget write FNoTarget;
362 property NoReload: Boolean read FNoReload write FNoReload;
363 property alive: Boolean read FAlive write FAlive;
364 property Flag: Byte read FFlag;
365 property Team: Byte read FTeam write FTeam;
366 property Direction: TDirection read FDirection;
367 property GameX: Integer read FObj.X write FObj.X;
368 property GameY: Integer read FObj.Y write FObj.Y;
369 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
370 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
371 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
372 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
373 property IncCam: Integer read FIncCam write FIncCam;
374 property UID: Word read FUID write FUID;
375 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
376 property NetTime: LongWord read FNetTime write FNetTime;
378 published
379 property eName: String read FName write FName;
380 property eHealth: Integer read FHealth write FHealth;
381 property eLives: Byte read FLives write FLives;
382 property eArmor: Integer read FArmor write FArmor;
383 property eAir: Integer read FAir write FAir;
384 property eJetFuel: Integer read FJetFuel write FJetFuel;
385 property eFrags: Integer read FFrags write FFrags;
386 property eDeath: Integer read FDeath write FDeath;
387 property eKills: Integer read FKills write FKills;
388 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
389 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
390 property eSecrets: Integer read FSecrets write FSecrets;
391 property eGodMode: Boolean read FGodMode write FGodMode;
392 property eNoTarget: Boolean read FNoTarget write FNoTarget;
393 property eNoReload: Boolean read FNoReload write FNoReload;
394 property eAlive: Boolean read FAlive write FAlive;
395 property eFlag: Byte read FFlag;
396 property eTeam: Byte read FTeam write FTeam;
397 property eDirection: TDirection read FDirection;
398 property eGameX: Integer read FObj.X write FObj.X;
399 property eGameY: Integer read FObj.Y write FObj.Y;
400 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
401 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
402 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
403 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
404 property eIncCam: Integer read FIncCam write FIncCam;
405 property eUID: Word read FUID;
406 property eJustTeleported: Boolean read FJustTeleported;
407 property eNetTime: LongWord read FNetTime;
409 // set this before assigning something to `eDamage`
410 property eDamageType: Integer read mEDamageType write mEDamageType;
411 property eDamage: Integer write doDamage;
412 end;
414 TDifficult = record
415 public
416 DiagFire: Byte;
417 InvisFire: Byte;
418 DiagPrecision: Byte;
419 FlyPrecision: Byte;
420 Cover: Byte;
421 CloseJump: Byte;
422 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
423 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
424 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
426 public
427 procedure save (st: TStream);
428 procedure load (st: TStream);
429 end;
431 TAIFlag = record
432 Name: String;
433 Value: String;
434 end;
436 TBot = class(TPlayer)
437 private
438 FSelectedWeapon: Byte;
439 FTargetUID: Word;
440 FLastVisible: DWORD;
441 FAIFlags: Array of TAIFlag;
442 FDifficult: TDifficult;
444 function GetRnd(a: Byte): Boolean;
445 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
446 function RunDirection(): TDirection;
447 function FullInStep(XInc, YInc: Integer): Boolean;
448 //function NeedItem(Item: Byte): Byte;
449 procedure SelectWeapon(Dist: Integer);
450 procedure SetAIFlag(aName, fValue: String20);
451 function GetAIFlag(aName: String20): String20;
452 procedure RemoveAIFlag(aName: String20);
453 function Healthy(): Byte;
454 procedure UpdateMove();
455 procedure UpdateCombat();
456 function KeyPressed(Key: Word): Boolean;
457 procedure ReleaseKey(Key: Byte);
458 function TargetOnScreen(TX, TY: Integer): Boolean;
459 procedure OnDamage(Angle: SmallInt); override;
461 public
462 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
463 constructor Create(); override;
464 destructor Destroy(); override;
465 procedure Draw(); override;
466 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
467 function Heal(value: Word; Soft: Boolean): Boolean; override;
468 procedure Update(); override;
469 procedure SaveState (st: TStream); override;
470 procedure LoadState (st: TStream); override;
471 end;
473 PGib = ^TGib;
474 TGib = record
475 alive: Boolean;
476 ID: DWORD;
477 MaskID: DWORD;
478 RAngle: Integer;
479 Color: TRGB;
480 Obj: TObj;
482 procedure getMapBox (out x, y, w, h: Integer); inline;
483 procedure moveBy (dx, dy: Integer); inline;
485 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
486 end;
489 PShell = ^TShell;
490 TShell = record
491 SpriteID: DWORD;
492 alive: Boolean;
493 SType: Byte;
494 RAngle: Integer;
495 Timeout: Cardinal;
496 CX, CY: Integer;
497 Obj: TObj;
499 procedure getMapBox (out x, y, w, h: Integer); inline;
500 procedure moveBy (dx, dy: Integer); inline;
502 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
503 end;
505 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
506 private
507 FModelName: String;
508 FMess: Boolean;
509 FState: Byte;
510 FDamage: Byte;
511 FColor: TRGB;
512 FObj: TObj;
513 FPlayerUID: Word;
514 FAnimation: TAnimation;
515 FAnimationMask: TAnimation;
517 public
518 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
519 destructor Destroy(); override;
520 procedure Damage(Value: Word; vx, vy: Integer);
521 procedure Update();
522 procedure Draw();
523 procedure SaveState (st: TStream);
524 procedure LoadState (st: TStream);
526 procedure getMapBox (out x, y, w, h: Integer); inline;
527 procedure moveBy (dx, dy: Integer); inline;
529 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
531 function ObjPtr (): PObj; inline;
533 property Obj: TObj read FObj; // copies object
534 property State: Byte read FState;
535 property Mess: Boolean read FMess;
536 end;
538 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
539 record
540 Goals: SmallInt;
541 end;
543 var
544 gPlayers: Array of TPlayer;
545 gCorpses: Array of TCorpse;
546 gGibs: Array of TGib;
547 gShells: Array of TShell;
548 gTeamStat: TTeamStat;
549 gFly: Boolean = False;
550 gAimLine: Boolean = False;
551 gChatBubble: Byte = 0;
552 gNumBots: Word = 0;
553 gLMSPID1: Word = 0;
554 gLMSPID2: Word = 0;
555 MAX_RUNVEL: Integer = 8;
556 VEL_JUMP: Integer = 10;
557 SHELL_TIMEOUT: Cardinal = 60000;
559 function Lerp(X, Y, Factor: Integer): Integer;
561 procedure g_Gibs_SetMax(Count: Word);
562 function g_Gibs_GetMax(): Word;
563 procedure g_Corpses_SetMax(Count: Word);
564 function g_Corpses_GetMax(): Word;
565 procedure g_Shells_SetMax(Count: Word);
566 function g_Shells_GetMax(): Word;
568 procedure g_Player_Init();
569 procedure g_Player_Free();
570 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
571 function g_Player_CreateFromState (st: TStream): Word;
572 procedure g_Player_Remove(UID: Word);
573 procedure g_Player_ResetTeams();
574 procedure g_Player_UpdateAll();
575 procedure g_Player_DrawAll();
576 procedure g_Player_DrawDebug(p: TPlayer);
577 procedure g_Player_DrawHealth();
578 procedure g_Player_RememberAll();
579 procedure g_Player_ResetAll(Force, Silent: Boolean);
580 function g_Player_Get(UID: Word): TPlayer;
581 function g_Player_GetCount(): Byte;
582 function g_Player_GetStats(): TPlayerStatArray;
583 function g_Player_ValidName(Name: String): Boolean;
584 procedure g_Player_CreateCorpse(Player: TPlayer);
585 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
586 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
587 procedure g_Player_UpdatePhysicalObjects();
588 procedure g_Player_DrawCorpses();
589 procedure g_Player_DrawShells();
590 procedure g_Player_RemoveAllCorpses();
591 procedure g_Player_Corpses_SaveState (st: TStream);
592 procedure g_Player_Corpses_LoadState (st: TStream);
593 procedure g_Bot_Add(Team, Difficult: Byte);
594 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
595 procedure g_Bot_MixNames();
596 procedure g_Bot_RemoveAll();
598 implementation
600 uses
601 {$INCLUDE ../nogl/noGLuses.inc}
602 {$IFDEF ENABLE_HOLMES}
603 g_holmes,
604 {$ENDIF}
605 e_log, g_map, g_items, g_console, g_gfx, Math,
606 g_options, g_triggers, g_menu, g_game, g_grid,
607 wadreader, g_main, g_monsters, CONFIG, g_language,
608 g_net, g_netmsg, g_window,
609 utils, xstreams;
611 const PLR_SAVE_VERSION = 0;
613 type
614 TBotProfile = record
615 name: ShortString;
616 model: ShortString;
617 team: Byte;
618 color: TRGB;
619 diag_fire: Byte;
620 invis_fire: Byte;
621 diag_precision: Byte;
622 fly_precision: Byte;
623 cover: Byte;
624 close_jump: Byte;
625 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
626 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
627 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
628 end;
630 const
631 TIME_RESPAWN1 = 1500;
632 TIME_RESPAWN2 = 2000;
633 TIME_RESPAWN3 = 3000;
634 AIR_DEF = 360;
635 AIR_MAX = 1091;
636 JET_MAX = 540; // ~30 sec
637 PLAYER_SUIT_TIME = 30000;
638 PLAYER_INVUL_TIME = 30000;
639 PLAYER_INVIS_TIME = 35000;
640 FRAG_COMBO_TIME = 3000;
641 VEL_SW = 4;
642 VEL_FLY = 6;
643 ANGLE_RIGHTUP = 55;
644 ANGLE_RIGHTDOWN = -35;
645 ANGLE_LEFTUP = 125;
646 ANGLE_LEFTDOWN = -145;
647 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
648 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
649 BOT_MAXJUMP = 84;
650 BOT_LONGDIST = 300;
651 BOT_UNSAFEDIST = 128;
652 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
653 (R:0; G:0; B:255));
654 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
655 FlyPrecision: 32; Cover: 32; CloseJump: 32;
656 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
657 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
658 FlyPrecision: 127; Cover: 127; CloseJump: 127;
659 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
660 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
661 FlyPrecision: 255; Cover: 255; CloseJump: 255;
662 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
663 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
664 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
665 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
666 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
667 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
668 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
669 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
670 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
671 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
672 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
673 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
674 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
675 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
676 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
677 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
678 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
679 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
681 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
682 CORPSE_SIGNATURE = $50524F43; // 'CORP'
684 BOTNAMES_FILENAME = 'botnames.txt';
685 BOTLIST_FILENAME = 'botlist.txt';
687 var
688 MaxGibs: Word = 150;
689 MaxCorpses: Word = 20;
690 MaxShells: Word = 300;
691 CurrentGib: Integer = 0;
692 CurrentShell: Integer = 0;
693 BotNames: Array of String;
694 BotList: Array of TBotProfile;
697 function Lerp(X, Y, Factor: Integer): Integer;
698 begin
699 Result := X + ((Y - X) div Factor);
700 end;
702 function SameTeam(UID1, UID2: Word): Boolean;
703 begin
704 Result := False;
706 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
707 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
709 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
711 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
712 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
714 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
715 end;
717 procedure g_Gibs_SetMax(Count: Word);
718 begin
719 MaxGibs := Count;
720 SetLength(gGibs, Count);
722 if CurrentGib >= Count then
723 CurrentGib := 0;
724 end;
726 function g_Gibs_GetMax(): Word;
727 begin
728 Result := MaxGibs;
729 end;
731 procedure g_Shells_SetMax(Count: Word);
732 begin
733 MaxShells := Count;
734 SetLength(gShells, Count);
736 if CurrentShell >= Count then
737 CurrentShell := 0;
738 end;
740 function g_Shells_GetMax(): Word;
741 begin
742 Result := MaxShells;
743 end;
746 procedure g_Corpses_SetMax(Count: Word);
747 begin
748 MaxCorpses := Count;
749 SetLength(gCorpses, Count);
750 end;
752 function g_Corpses_GetMax(): Word;
753 begin
754 Result := MaxCorpses;
755 end;
757 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
758 var
759 a: Integer;
760 ok: Boolean;
761 begin
762 Result := 0;
764 ok := False;
765 a := 0;
767 // Åñòü ëè ìåñòî â gPlayers:
768 if gPlayers <> nil then
769 for a := 0 to High(gPlayers) do
770 if gPlayers[a] = nil then
771 begin
772 ok := True;
773 Break;
774 end;
776 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
777 if not ok then
778 begin
779 SetLength(gPlayers, Length(gPlayers)+1);
780 a := High(gPlayers);
781 end;
783 // Ñîçäàåì îáúåêò èãðîêà:
784 if Bot then
785 gPlayers[a] := TBot.Create()
786 else
787 gPlayers[a] := TPlayer.Create();
790 gPlayers[a].FActualModelName := ModelName;
791 gPlayers[a].SetModel(ModelName);
793 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
794 if gPlayers[a].FModel = nil then
795 begin
796 gPlayers[a].Free();
797 gPlayers[a] := nil;
798 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
799 Exit;
800 end;
802 if not (Team in [TEAM_RED, TEAM_BLUE]) then
803 if Random(2) = 0 then
804 Team := TEAM_RED
805 else
806 Team := TEAM_BLUE;
807 gPlayers[a].FPreferredTeam := Team;
809 case gGameSettings.GameMode of
810 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
811 GM_TDM,
812 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
813 GM_SINGLE,
814 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
815 end;
817 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
818 gPlayers[a].FColor := Color;
819 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
820 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
821 else
822 gPlayers[a].FModel.Color := Color;
824 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
825 gPlayers[a].FAlive := False;
827 Result := gPlayers[a].FUID;
828 end;
830 function g_Player_CreateFromState (st: TStream): Word;
831 var
832 a, i: Integer;
833 ok, Bot: Boolean;
834 b: Byte;
835 begin
836 result := 0;
837 if (st = nil) then exit; //???
839 // Ñèãíàòóðà èãðîêà
840 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
841 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
843 // Áîò èëè ÷åëîâåê:
844 Bot := utils.readBool(st);
846 ok := false;
847 a := 0;
849 // Åñòü ëè ìåñòî â gPlayers:
850 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
852 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
853 if not ok then
854 begin
855 SetLength(gPlayers, Length(gPlayers)+1);
856 a := High(gPlayers);
857 end;
859 // Ñîçäàåì îáúåêò èãðîêà
860 if Bot then
861 gPlayers[a] := TBot.Create()
862 else
863 gPlayers[a] := TPlayer.Create();
864 gPlayers[a].FIamBot := Bot;
865 gPlayers[a].FPhysics := True;
867 // UID èãðîêà
868 gPlayers[a].FUID := utils.readWord(st);
869 // Èìÿ èãðîêà
870 gPlayers[a].FName := utils.readStr(st);
871 // Êîìàíäà
872 gPlayers[a].FTeam := utils.readByte(st);
873 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
874 // Æèâ ëè
875 gPlayers[a].FAlive := utils.readBool(st);
876 // Èçðàñõîäîâàë ëè âñå æèçíè
877 gPlayers[a].FNoRespawn := utils.readBool(st);
878 // Íàïðàâëåíèå
879 b := utils.readByte(st);
880 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
881 // Çäîðîâüå
882 gPlayers[a].FHealth := utils.readLongInt(st);
883 // Æèçíè
884 gPlayers[a].FLives := utils.readByte(st);
885 // Áðîíÿ
886 gPlayers[a].FArmor := utils.readLongInt(st);
887 // Çàïàñ âîçäóõà
888 gPlayers[a].FAir := utils.readLongInt(st);
889 // Çàïàñ ãîðþ÷åãî
890 gPlayers[a].FJetFuel := utils.readLongInt(st);
891 // Áîëü
892 gPlayers[a].FPain := utils.readLongInt(st);
893 // Óáèë
894 gPlayers[a].FKills := utils.readLongInt(st);
895 // Óáèë ìîíñòðîâ
896 gPlayers[a].FMonsterKills := utils.readLongInt(st);
897 // Ôðàãîâ
898 gPlayers[a].FFrags := utils.readLongInt(st);
899 // Ôðàãîâ ïîäðÿä
900 gPlayers[a].FFragCombo := utils.readByte(st);
901 // Âðåìÿ ïîñëåäíåãî ôðàãà
902 gPlayers[a].FLastFrag := utils.readLongWord(st);
903 // Ñìåðòåé
904 gPlayers[a].FDeath := utils.readLongInt(st);
905 // Êàêîé ôëàã íåñåò
906 gPlayers[a].FFlag := utils.readByte(st);
907 // Íàøåë ñåêðåòîâ
908 gPlayers[a].FSecrets := utils.readLongInt(st);
909 // Òåêóùåå îðóæèå
910 gPlayers[a].FCurrWeap := utils.readByte(st);
911 // Ñëåäóþùåå æåëàåìîå îðóæèå
912 gPlayers[a].FNextWeap := utils.readWord(st);
913 // ...è ïàóçà
914 gPlayers[a].FNextWeapDelay := utils.readByte(st);
915 // Âðåìÿ çàðÿäêè BFG
916 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
917 // Áóôåð óðîíà
918 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
919 // Ïîñëåäíèé óäàðèâøèé
920 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
921 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
922 gPlayers[a].FLastHit := utils.readByte(st);
923 // Îáúåêò èãðîêà:
924 Obj_LoadState(@gPlayers[a].FObj, st);
925 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
926 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
927 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
928 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
929 // Íàëè÷èå îðóæèÿ
930 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
931 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
932 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
933 // Íàëè÷èå ðþêçàêà
934 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
935 // Íàëè÷èå êðàñíîãî êëþ÷à
936 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
937 // Íàëè÷èå çåëåíîãî êëþ÷à
938 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
939 // Íàëè÷èå ñèíåãî êëþ÷à
940 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
941 // Íàëè÷èå áåðñåðêà
942 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
943 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
944 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
945 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
946 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
948 // Íàçâàíèå ìîäåëè:
949 gPlayers[a].FActualModelName := utils.readStr(st);
950 // Öâåò ìîäåëè
951 gPlayers[a].FColor.R := utils.readByte(st);
952 gPlayers[a].FColor.G := utils.readByte(st);
953 gPlayers[a].FColor.B := utils.readByte(st);
954 // Îáíîâëÿåì ìîäåëü èãðîêà
955 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
957 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
958 if (gPlayers[a].FModel = nil) then
959 begin
960 gPlayers[a].Free();
961 gPlayers[a] := nil;
962 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
963 exit;
964 end;
966 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
967 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
968 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
969 else
970 gPlayers[a].FModel.Color := gPlayers[a].FColor;
972 result := gPlayers[a].FUID;
973 end;
976 procedure g_Player_ResetTeams();
977 var
978 a: Integer;
979 begin
980 if g_Game_IsClient then
981 Exit;
982 if gPlayers = nil then
983 Exit;
984 for a := Low(gPlayers) to High(gPlayers) do
985 if gPlayers[a] <> nil then
986 case gGameSettings.GameMode of
987 GM_DM:
988 gPlayers[a].ChangeTeam(TEAM_NONE);
989 GM_TDM, GM_CTF:
990 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
991 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
992 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
993 else
994 if a mod 2 = 0 then
995 gPlayers[a].ChangeTeam(TEAM_RED)
996 else
997 gPlayers[a].ChangeTeam(TEAM_BLUE);
998 GM_SINGLE,
999 GM_COOP:
1000 gPlayers[a].ChangeTeam(TEAM_COOP);
1001 end;
1002 end;
1004 procedure g_Bot_Add(Team, Difficult: Byte);
1005 var
1006 m: SSArray;
1007 _name, _model: String;
1008 a, tr, tb: Integer;
1009 begin
1010 if not g_Game_IsServer then Exit;
1012 // Ñïèñîê íàçâàíèé ìîäåëåé:
1013 m := g_PlayerModel_GetNames();
1014 if m = nil then
1015 Exit;
1017 // Êîìàíäà:
1018 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1019 Team := TEAM_COOP // COOP
1020 else
1021 if gGameSettings.GameMode = GM_DM then
1022 Team := TEAM_NONE // DM
1023 else
1024 if Team = TEAM_NONE then // CTF / TDM
1025 begin
1026 // Àâòîáàëàíñ êîìàíä:
1027 tr := 0;
1028 tb := 0;
1030 for a := 0 to High(gPlayers) do
1031 if gPlayers[a] <> nil then
1032 begin
1033 if gPlayers[a].Team = TEAM_RED then
1034 Inc(tr)
1035 else
1036 if gPlayers[a].Team = TEAM_BLUE then
1037 Inc(tb);
1038 end;
1040 if tr > tb then
1041 Team := TEAM_BLUE
1042 else
1043 if tb > tr then
1044 Team := TEAM_RED
1045 else // tr = tb
1046 if Random(2) = 0 then
1047 Team := TEAM_RED
1048 else
1049 Team := TEAM_BLUE;
1050 end;
1052 // Âûáèðàåì áîòó èìÿ:
1053 _name := '';
1054 if BotNames <> nil then
1055 for a := 0 to High(BotNames) do
1056 if g_Player_ValidName(BotNames[a]) then
1057 begin
1058 _name := BotNames[a];
1059 Break;
1060 end;
1062 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1063 if _name = '' then
1064 repeat
1065 _name := Format('DFBOT%.2d', [Random(100)]);
1066 until g_Player_ValidName(_name);
1068 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1069 _model := m[Random(Length(m))];
1071 // Ñîçäàåì áîòà:
1072 with g_Player_Get(g_Player_Create(_model,
1073 _RGB(Min(Random(9)*32, 255),
1074 Min(Random(9)*32, 255),
1075 Min(Random(9)*32, 255)),
1076 Team, True)) as TBot do
1077 begin
1078 Name := _name;
1080 case Difficult of
1081 1: FDifficult := DIFFICULT_EASY;
1082 2: FDifficult := DIFFICULT_MEDIUM;
1083 else FDifficult := DIFFICULT_HARD;
1084 end;
1086 for a := WP_FIRST to WP_LAST do
1087 begin
1088 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1089 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1090 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1091 end;
1093 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1095 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1096 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1097 Spectate();
1098 end;
1099 end;
1101 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1102 var
1103 m: SSArray;
1104 _name, _model: String;
1105 a: Integer;
1106 begin
1107 if not g_Game_IsServer then Exit;
1109 // Ñïèñîê íàçâàíèé ìîäåëåé:
1110 m := g_PlayerModel_GetNames();
1111 if m = nil then
1112 Exit;
1114 // Êîìàíäà:
1115 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1116 Team := TEAM_COOP // COOP
1117 else
1118 if gGameSettings.GameMode = GM_DM then
1119 Team := TEAM_NONE // DM
1120 else
1121 if Team = TEAM_NONE then
1122 Team := BotList[num].team; // CTF / TDM
1124 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1125 lName := AnsiLowerCase(lName);
1126 if (num < 0) or (num > Length(BotList)-1) then
1127 num := -1;
1128 if (num = -1) and (lName <> '') and (BotList <> nil) then
1129 for a := 0 to High(BotList) do
1130 if AnsiLowerCase(BotList[a].name) = lName then
1131 begin
1132 num := a;
1133 Break;
1134 end;
1135 if num = -1 then
1136 Exit;
1138 // Èìÿ áîòà:
1139 _name := BotList[num].name;
1140 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1141 if not g_Player_ValidName(_name) then
1142 repeat
1143 _name := Format('DFBOT%.2d', [Random(100)]);
1144 until g_Player_ValidName(_name);
1146 // Ìîäåëü:
1147 _model := BotList[num].model;
1148 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1149 if not InSArray(_model, m) then
1150 _model := m[Random(Length(m))];
1152 // Ñîçäàåì áîòà:
1153 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1154 begin
1155 Name := _name;
1157 FDifficult.DiagFire := BotList[num].diag_fire;
1158 FDifficult.InvisFire := BotList[num].invis_fire;
1159 FDifficult.DiagPrecision := BotList[num].diag_precision;
1160 FDifficult.FlyPrecision := BotList[num].fly_precision;
1161 FDifficult.Cover := BotList[num].cover;
1162 FDifficult.CloseJump := BotList[num].close_jump;
1164 for a := WP_FIRST to WP_LAST do
1165 begin
1166 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1167 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1168 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1169 end;
1171 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1173 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1174 end;
1175 end;
1177 procedure g_Bot_RemoveAll();
1178 var
1179 a: Integer;
1180 begin
1181 if not g_Game_IsServer then Exit;
1182 if gPlayers = nil then Exit;
1184 for a := 0 to High(gPlayers) do
1185 if gPlayers[a] <> nil then
1186 if gPlayers[a] is TBot then
1187 begin
1188 gPlayers[a].Lives := 0;
1189 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1190 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1191 g_Player_Remove(gPlayers[a].FUID);
1192 end;
1194 g_Bot_MixNames();
1195 end;
1197 procedure g_Bot_MixNames();
1198 var
1199 s: String;
1200 a, b: Integer;
1201 begin
1202 if BotNames <> nil then
1203 for a := 0 to High(BotNames) do
1204 begin
1205 b := Random(Length(BotNames));
1206 s := BotNames[a];
1207 Botnames[a] := BotNames[b];
1208 BotNames[b] := s;
1209 end;
1210 end;
1212 procedure g_Player_Remove(UID: Word);
1213 var
1214 i: Integer;
1215 begin
1216 if gPlayers = nil then Exit;
1218 if g_Game_IsServer and g_Game_IsNet then
1219 MH_SEND_PlayerDelete(UID);
1221 for i := 0 to High(gPlayers) do
1222 if gPlayers[i] <> nil then
1223 if gPlayers[i].FUID = UID then
1224 begin
1225 if gPlayers[i] is TPlayer then
1226 TPlayer(gPlayers[i]).Free()
1227 else
1228 TBot(gPlayers[i]).Free();
1229 gPlayers[i] := nil;
1230 Exit;
1231 end;
1232 end;
1234 procedure g_Player_Init();
1235 var
1236 F: TextFile;
1237 s: String;
1238 a, b: Integer;
1239 config: TConfig;
1240 sa: SSArray;
1241 begin
1242 BotNames := nil;
1244 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1245 Exit;
1247 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1248 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1249 Reset(F);
1251 while not EOF(F) do
1252 begin
1253 ReadLn(F, s);
1255 s := Trim(s);
1256 if s = '' then
1257 Continue;
1259 SetLength(BotNames, Length(BotNames)+1);
1260 BotNames[High(BotNames)] := s;
1261 end;
1263 CloseFile(F);
1265 // Ïåðåìåøèâàåì èõ:
1266 g_Bot_MixNames();
1268 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1269 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1270 BotList := nil;
1271 a := 0;
1273 while config.SectionExists(IntToStr(a)) do
1274 begin
1275 SetLength(BotList, Length(BotList)+1);
1277 with BotList[High(BotList)] do
1278 begin
1279 // Èìÿ áîòà:
1280 name := config.ReadStr(IntToStr(a), 'name', '');
1281 // Ìîäåëü:
1282 model := config.ReadStr(IntToStr(a), 'model', '');
1283 // Êîìàíäà:
1284 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1285 team := TEAM_RED
1286 else
1287 team := TEAM_BLUE;
1288 // Öâåò ìîäåëè:
1289 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1290 color.R := StrToIntDef(sa[0], 0);
1291 color.G := StrToIntDef(sa[1], 0);
1292 color.B := StrToIntDef(sa[2], 0);
1293 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1294 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1295 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1296 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1297 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1298 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1299 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1300 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1301 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1302 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1303 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1304 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1305 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1306 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1307 if Length(sa) = 10 then
1308 for b := 0 to 9 do
1309 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1310 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1311 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1312 if Length(sa) = 10 then
1313 for b := 0 to 9 do
1314 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1316 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1317 if Length(sa) = 10 then
1318 for b := 0 to 9 do
1319 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1320 end;
1322 a := a + 1;
1323 end;
1325 config.Free();
1326 end;
1328 procedure g_Player_Free();
1329 var
1330 i: Integer;
1331 begin
1332 if gPlayers <> nil then
1333 begin
1334 for i := 0 to High(gPlayers) do
1335 if gPlayers[i] <> nil then
1336 begin
1337 if gPlayers[i] is TPlayer then
1338 TPlayer(gPlayers[i]).Free()
1339 else
1340 TBot(gPlayers[i]).Free();
1341 gPlayers[i] := nil;
1342 end;
1344 gPlayers := nil;
1345 end;
1347 gPlayer1 := nil;
1348 gPlayer2 := nil;
1349 end;
1351 procedure g_Player_UpdateAll();
1352 var
1353 i: Integer;
1354 begin
1355 if gPlayers = nil then Exit;
1357 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1358 for i := 0 to High(gPlayers) do
1359 begin
1360 if gPlayers[i] <> nil then
1361 begin
1362 if gPlayers[i] is TPlayer then
1363 begin
1364 gPlayers[i].Update();
1365 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1366 end
1367 else
1368 begin
1369 // bot updates weapons in `UpdateCombat()`
1370 TBot(gPlayers[i]).Update();
1371 end;
1372 end;
1373 end;
1374 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1375 end;
1377 procedure g_Player_DrawAll();
1378 var
1379 i: Integer;
1380 begin
1381 if gPlayers = nil then Exit;
1383 for i := 0 to High(gPlayers) do
1384 if gPlayers[i] <> nil then
1385 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1386 else TBot(gPlayers[i]).Draw();
1387 end;
1389 procedure g_Player_DrawDebug(p: TPlayer);
1390 var
1391 fW, fH: Byte;
1392 begin
1393 if p = nil then Exit;
1394 if (@p.FObj) = nil then Exit;
1396 e_TextureFontGetSize(gStdFont, fW, fH);
1398 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1399 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1400 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1401 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1402 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1403 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1404 end;
1406 procedure g_Player_DrawHealth();
1407 var
1408 i: Integer;
1409 fW, fH: Byte;
1410 begin
1411 if gPlayers = nil then Exit;
1412 e_TextureFontGetSize(gStdFont, fW, fH);
1414 for i := 0 to High(gPlayers) do
1415 if gPlayers[i] <> nil then
1416 begin
1417 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1418 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1419 IntToStr(gPlayers[i].FHealth), gStdFont);
1420 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1421 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1422 IntToStr(gPlayers[i].FArmor), gStdFont);
1423 end;
1424 end;
1426 function g_Player_Get(UID: Word): TPlayer;
1427 var
1428 a: Integer;
1429 begin
1430 Result := nil;
1432 if gPlayers = nil then
1433 Exit;
1435 for a := 0 to High(gPlayers) do
1436 if gPlayers[a] <> nil then
1437 if gPlayers[a].FUID = UID then
1438 begin
1439 Result := gPlayers[a];
1440 Exit;
1441 end;
1442 end;
1444 function g_Player_GetCount(): Byte;
1445 var
1446 a: Integer;
1447 begin
1448 Result := 0;
1450 if gPlayers = nil then
1451 Exit;
1453 for a := 0 to High(gPlayers) do
1454 if gPlayers[a] <> nil then
1455 Result := Result + 1;
1456 end;
1458 function g_Player_GetStats(): TPlayerStatArray;
1459 var
1460 a: Integer;
1461 begin
1462 Result := nil;
1464 if gPlayers = nil then Exit;
1466 for a := 0 to High(gPlayers) do
1467 if gPlayers[a] <> nil then
1468 begin
1469 SetLength(Result, Length(Result)+1);
1470 with Result[High(Result)] do
1471 begin
1472 Ping := gPlayers[a].FPing;
1473 Loss := gPlayers[a].FLoss;
1474 Name := gPlayers[a].FName;
1475 Team := gPlayers[a].FTeam;
1476 Frags := gPlayers[a].FFrags;
1477 Deaths := gPlayers[a].FDeath;
1478 Kills := gPlayers[a].FKills;
1479 Color := gPlayers[a].FModel.Color;
1480 Lives := gPlayers[a].FLives;
1481 Spectator := gPlayers[a].FSpectator;
1482 end;
1483 end;
1484 end;
1486 procedure g_Player_RememberAll;
1487 var
1488 i: Integer;
1489 begin
1490 for i := Low(gPlayers) to High(gPlayers) do
1491 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1492 gPlayers[i].RememberState;
1493 end;
1495 procedure g_Player_ResetAll(Force, Silent: Boolean);
1496 var
1497 i: Integer;
1498 begin
1499 gTeamStat[TEAM_RED].Goals := 0;
1500 gTeamStat[TEAM_BLUE].Goals := 0;
1502 if gPlayers <> nil then
1503 for i := 0 to High(gPlayers) do
1504 if gPlayers[i] <> nil then
1505 begin
1506 gPlayers[i].Reset(Force);
1508 if gPlayers[i] is TPlayer then
1509 begin
1510 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1511 gPlayers[i].Respawn(Silent)
1512 else
1513 gPlayers[i].Spectate();
1514 end
1515 else
1516 TBot(gPlayers[i]).Respawn(Silent);
1517 end;
1518 end;
1520 procedure g_Player_CreateCorpse(Player: TPlayer);
1521 var
1522 i: Integer;
1523 find_id: DWORD;
1524 ok: Boolean;
1525 begin
1526 if Player.alive then
1527 Exit;
1529 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1530 if gCorpses <> nil then
1531 for i := 0 to High(gCorpses) do
1532 if gCorpses[i] <> nil then
1533 if gCorpses[i].FPlayerUID = Player.FUID then
1534 gCorpses[i].FPlayerUID := 0;
1536 if Player.FObj.Y >= gMapInfo.Height+128 then
1537 Exit;
1539 with Player do
1540 begin
1541 if (FHealth >= -50) or (gGibsCount = 0) then
1542 begin
1543 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1544 Exit;
1546 ok := False;
1547 for find_id := 0 to High(gCorpses) do
1548 if gCorpses[find_id] = nil then
1549 begin
1550 ok := True;
1551 Break;
1552 end;
1554 if not ok then
1555 find_id := Random(Length(gCorpses));
1557 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1558 gCorpses[find_id].FColor := FModel.Color;
1559 gCorpses[find_id].FObj.Vel := FObj.Vel;
1560 gCorpses[find_id].FObj.Accel := FObj.Accel;
1561 gCorpses[find_id].FPlayerUID := FUID;
1562 end
1563 else
1564 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1565 FObj.Y + PLAYER_RECT_CY,
1566 FModel.Name, FModel.Color);
1567 end;
1568 end;
1570 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1571 var
1572 SID: DWORD;
1573 begin
1574 if (gShells = nil) or (Length(gShells) = 0) then
1575 Exit;
1577 with gShells[CurrentShell] do
1578 begin
1579 SpriteID := 0;
1580 g_Obj_Init(@Obj);
1581 Obj.Rect.X := 0;
1582 Obj.Rect.Y := 0;
1583 if T = SHELL_BULLET then
1584 begin
1585 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1586 SpriteID := SID;
1587 CX := 2;
1588 CY := 1;
1589 Obj.Rect.Width := 4;
1590 Obj.Rect.Height := 2;
1591 end
1592 else
1593 begin
1594 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1595 SpriteID := SID;
1596 CX := 4;
1597 CY := 2;
1598 Obj.Rect.Width := 7;
1599 Obj.Rect.Height := 3;
1600 end;
1601 SType := T;
1602 alive := True;
1603 Obj.X := fX;
1604 Obj.Y := fY;
1605 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1606 positionChanged(); // this updates spatial accelerators
1607 RAngle := Random(360);
1608 Timeout := gTime + SHELL_TIMEOUT;
1610 if CurrentShell >= High(gShells) then
1611 CurrentShell := 0
1612 else
1613 Inc(CurrentShell);
1614 end;
1615 end;
1617 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1618 var
1619 a: Integer;
1620 GibsArray: TGibsArray;
1621 Blood: TModelBlood;
1622 begin
1623 if (gGibs = nil) or (Length(gGibs) = 0) then
1624 Exit;
1625 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1626 Exit;
1627 Blood := g_PlayerModel_GetBlood(ModelName);
1629 for a := 0 to High(GibsArray) do
1630 with gGibs[CurrentGib] do
1631 begin
1632 Color := fColor;
1633 ID := GibsArray[a].ID;
1634 MaskID := GibsArray[a].MaskID;
1635 alive := True;
1636 g_Obj_Init(@Obj);
1637 Obj.Rect := GibsArray[a].Rect;
1638 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1639 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1640 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1641 positionChanged(); // this updates spatial accelerators
1642 RAngle := Random(360);
1644 if gBloodCount > 0 then
1645 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1646 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1648 if CurrentGib >= High(gGibs) then
1649 CurrentGib := 0
1650 else
1651 Inc(CurrentGib);
1652 end;
1653 end;
1655 procedure g_Player_UpdatePhysicalObjects();
1656 var
1657 i: Integer;
1658 vel: TPoint2i;
1659 mr: Word;
1661 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1662 var
1663 k: Integer;
1664 begin
1665 k := 1 + Random(2);
1666 if T = SHELL_BULLET then
1667 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1668 else
1669 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1670 end;
1672 begin
1673 // Êóñêè ìÿñà:
1674 if gGibs <> nil then
1675 for i := 0 to High(gGibs) do
1676 if gGibs[i].alive then
1677 with gGibs[i] do
1678 begin
1679 vel := Obj.Vel;
1680 mr := g_Obj_Move(@Obj, True, False, True);
1681 positionChanged(); // this updates spatial accelerators
1683 if WordBool(mr and MOVE_FALLOUT) then
1684 begin
1685 alive := False;
1686 Continue;
1687 end;
1689 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1690 if WordBool(mr and MOVE_HITWALL) then
1691 Obj.Vel.X := -(vel.X div 2);
1692 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1693 Obj.Vel.Y := -(vel.Y div 2);
1695 if (Obj.Vel.X >= 0) then
1696 begin // Clockwise
1697 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1698 if RAngle >= 360 then
1699 RAngle := RAngle mod 360;
1700 end else begin // Counter-clockwise
1701 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1702 if RAngle < 0 then
1703 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1704 end;
1706 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1707 if gTime mod (GAME_TICK*3) = 0 then
1708 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1709 end;
1711 // Òðóïû:
1712 if gCorpses <> nil then
1713 for i := 0 to High(gCorpses) do
1714 if gCorpses[i] <> nil then
1715 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1716 begin
1717 gCorpses[i].Free();
1718 gCorpses[i] := nil;
1719 end
1720 else
1721 gCorpses[i].Update();
1723 // Ãèëüçû:
1724 if gShells <> nil then
1725 for i := 0 to High(gShells) do
1726 if gShells[i].alive then
1727 with gShells[i] do
1728 begin
1729 vel := Obj.Vel;
1730 mr := g_Obj_Move(@Obj, True, False, True);
1731 positionChanged(); // this updates spatial accelerators
1733 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1734 begin
1735 alive := False;
1736 Continue;
1737 end;
1739 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1740 if WordBool(mr and MOVE_HITWALL) then
1741 begin
1742 Obj.Vel.X := -(vel.X div 2);
1743 if not WordBool(mr and MOVE_INWATER) then
1744 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1745 end;
1746 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1747 begin
1748 Obj.Vel.Y := -(vel.Y div 2);
1749 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1750 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1751 begin
1752 if RAngle mod 90 <> 0 then
1753 RAngle := (RAngle div 90) * 90;
1754 end
1755 else if not WordBool(mr and MOVE_INWATER) then
1756 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1757 end;
1759 if (Obj.Vel.X >= 0) then
1760 begin // Clockwise
1761 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1762 if RAngle >= 360 then
1763 RAngle := RAngle mod 360;
1764 end else begin // Counter-clockwise
1765 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1766 if RAngle < 0 then
1767 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1768 end;
1769 end;
1770 end;
1773 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1774 begin
1775 x := Obj.X+Obj.Rect.X;
1776 y := Obj.Y+Obj.Rect.Y;
1777 w := Obj.Rect.Width;
1778 h := Obj.Rect.Height;
1779 end;
1781 procedure TGib.moveBy (dx, dy: Integer); inline;
1782 begin
1783 if (dx <> 0) or (dy <> 0) then
1784 begin
1785 Obj.X += dx;
1786 Obj.Y += dy;
1787 positionChanged();
1788 end;
1789 end;
1792 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1793 begin
1794 x := Obj.X;
1795 y := Obj.Y;
1796 w := Obj.Rect.Width;
1797 h := Obj.Rect.Height;
1798 end;
1800 procedure TShell.moveBy (dx, dy: Integer); inline;
1801 begin
1802 if (dx <> 0) or (dy <> 0) then
1803 begin
1804 Obj.X += dx;
1805 Obj.Y += dy;
1806 positionChanged();
1807 end;
1808 end;
1811 procedure TGib.positionChanged (); inline; begin end;
1812 procedure TShell.positionChanged (); inline; begin end;
1815 procedure g_Player_DrawCorpses();
1816 var
1817 i: Integer;
1818 a: TDFPoint;
1819 begin
1820 if gGibs <> nil then
1821 for i := 0 to High(gGibs) do
1822 if gGibs[i].alive then
1823 with gGibs[i] do
1824 begin
1825 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1826 Continue;
1828 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1829 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1831 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1833 e_Colors := Color;
1834 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1835 e_Colors.R := 255;
1836 e_Colors.G := 255;
1837 e_Colors.B := 255;
1838 end;
1840 if gCorpses <> nil then
1841 for i := 0 to High(gCorpses) do
1842 if gCorpses[i] <> nil then
1843 gCorpses[i].Draw();
1844 end;
1846 procedure g_Player_DrawShells();
1847 var
1848 i: Integer;
1849 a: TDFPoint;
1850 begin
1851 if gShells <> nil then
1852 for i := 0 to High(gShells) do
1853 if gShells[i].alive then
1854 with gShells[i] do
1855 begin
1856 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1857 Continue;
1859 a.X := CX;
1860 a.Y := CY;
1862 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1863 end;
1864 end;
1866 procedure g_Player_RemoveAllCorpses();
1867 var
1868 i: Integer;
1869 begin
1870 gGibs := nil;
1871 gShells := nil;
1872 SetLength(gGibs, MaxGibs);
1873 SetLength(gShells, MaxGibs);
1874 CurrentGib := 0;
1875 CurrentShell := 0;
1877 if gCorpses <> nil then
1878 for i := 0 to High(gCorpses) do
1879 gCorpses[i].Free();
1881 gCorpses := nil;
1882 SetLength(gCorpses, MaxCorpses);
1883 end;
1885 procedure g_Player_Corpses_SaveState (st: TStream);
1886 var
1887 count, i: Integer;
1888 begin
1889 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1890 count := 0;
1891 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1893 // Êîëè÷åñòâî òðóïîâ
1894 utils.writeInt(st, LongInt(count));
1896 if (count = 0) then exit;
1898 // Ñîõðàíÿåì òðóïû
1899 for i := 0 to High(gCorpses) do
1900 begin
1901 if gCorpses[i] <> nil then
1902 begin
1903 // Íàçâàíèå ìîäåëè
1904 utils.writeStr(st, gCorpses[i].FModelName);
1905 // Òèï ñìåðòè
1906 utils.writeBool(st, gCorpses[i].Mess);
1907 // Ñîõðàíÿåì äàííûå òðóïà:
1908 gCorpses[i].SaveState(st);
1909 end;
1910 end;
1911 end;
1914 procedure g_Player_Corpses_LoadState (st: TStream);
1915 var
1916 count, i: Integer;
1917 str: String;
1918 b: Boolean;
1919 begin
1920 assert(st <> nil);
1922 g_Player_RemoveAllCorpses();
1924 // Êîëè÷åñòâî òðóïîâ:
1925 count := utils.readLongInt(st);
1926 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1928 if (count = 0) then exit;
1930 // Çàãðóæàåì òðóïû
1931 for i := 0 to count-1 do
1932 begin
1933 // Íàçâàíèå ìîäåëè:
1934 str := utils.readStr(st);
1935 // Òèï ñìåðòè
1936 b := utils.readBool(st);
1937 // Ñîçäàåì òðóï
1938 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1939 // Çàãðóæàåì äàííûå òðóïà
1940 gCorpses[i].LoadState(st);
1941 end;
1942 end;
1945 { T P l a y e r : }
1947 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1949 procedure TPlayer.BFGHit();
1950 begin
1951 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1952 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1953 if g_Game_IsServer and g_Game_IsNet then
1954 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1955 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1956 0, NET_GFX_BFGHIT);
1957 end;
1959 procedure TPlayer.ChangeModel(ModelName: string);
1960 var
1961 locModel: TPlayerModel;
1962 begin
1963 locModel := g_PlayerModel_Get(ModelName);
1964 if locModel = nil then Exit;
1966 FModel.Free();
1967 FModel := locModel;
1968 end;
1970 procedure TPlayer.SetModel(ModelName: string);
1971 var
1972 m: TPlayerModel;
1973 begin
1974 m := g_PlayerModel_Get(ModelName);
1975 if m = nil then
1976 begin
1977 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1978 m := g_PlayerModel_Get('doomer');
1979 if m = nil then
1980 begin
1981 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1982 Exit;
1983 end;
1984 end;
1986 if FModel <> nil then
1987 FModel.Free();
1989 FModel := m;
1991 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1992 FModel.Color := FColor
1993 else
1994 FModel.Color := TEAMCOLOR[FTeam];
1995 FModel.SetWeapon(FCurrWeap);
1996 FModel.SetFlag(FFlag);
1997 SetDirection(FDirection);
1998 end;
2000 procedure TPlayer.SetColor(Color: TRGB);
2001 begin
2002 FColor := Color;
2003 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2004 if FModel <> nil then FModel.Color := Color;
2005 end;
2007 procedure TPlayer.SwitchTeam;
2008 begin
2009 if g_Game_IsClient then
2010 Exit;
2011 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2013 if gGameOn and FAlive then
2014 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2016 if FTeam = TEAM_RED then
2017 begin
2018 ChangeTeam(TEAM_BLUE);
2019 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2020 if g_Game_IsNet then
2021 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2022 end
2023 else
2024 begin
2025 ChangeTeam(TEAM_RED);
2026 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2027 if g_Game_IsNet then
2028 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2029 end;
2030 FPreferredTeam := FTeam;
2031 end;
2033 procedure TPlayer.ChangeTeam(Team: Byte);
2034 var
2035 OldTeam: Byte;
2036 begin
2037 OldTeam := FTeam;
2038 FTeam := Team;
2039 case Team of
2040 TEAM_RED, TEAM_BLUE:
2041 FModel.Color := TEAMCOLOR[Team];
2042 else
2043 FModel.Color := FColor;
2044 end;
2045 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2046 MH_SEND_PlayerStats(FUID);
2047 end;
2050 procedure TPlayer.CollideItem();
2051 var
2052 i: Integer;
2053 r: Boolean;
2054 begin
2055 if gItems = nil then Exit;
2056 if not FAlive then Exit;
2058 for i := 0 to High(gItems) do
2059 with gItems[i] do
2060 begin
2061 if (ItemType <> ITEM_NONE) and alive then
2062 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2063 PLAYER_RECT.Height, @Obj) then
2064 begin
2065 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2067 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2068 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2069 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2070 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2071 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2073 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2074 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2075 (gGameSettings.GameType = GT_SINGLE) and
2076 (g_Player_GetCount() > 1)) then
2077 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2078 end;
2079 end;
2080 end;
2083 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2084 begin
2085 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2086 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2087 False);
2088 end;
2090 constructor TPlayer.Create();
2091 begin
2092 viewPortX := 0;
2093 viewPortY := 0;
2094 viewPortW := 0;
2095 viewPortH := 0;
2096 mEDamageType := HIT_SOME;
2098 FIamBot := False;
2099 FDummy := False;
2100 FSpawned := False;
2102 FSawSound := TPlayableSound.Create();
2103 FSawSoundIdle := TPlayableSound.Create();
2104 FSawSoundHit := TPlayableSound.Create();
2105 FSawSoundSelect := TPlayableSound.Create();
2106 FJetSoundFly := TPlayableSound.Create();
2107 FJetSoundOn := TPlayableSound.Create();
2108 FJetSoundOff := TPlayableSound.Create();
2110 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2111 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2112 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2113 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2114 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2115 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2116 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2118 FSpectatePlayer := -1;
2119 FClientID := -1;
2120 FPing := 0;
2121 FLoss := 0;
2122 FSavedState.WaitRecall := False;
2123 FShellTimer := -1;
2124 FFireTime := 0;
2125 FFirePainTime := 0;
2126 FFireAttacker := 0;
2128 FActualModelName := 'doomer';
2130 g_Obj_Init(@FObj);
2131 FObj.Rect := PLAYER_RECT;
2133 FBFGFireCounter := -1;
2134 FJustTeleported := False;
2135 FNetTime := 0;
2137 resetWeaponQueue();
2138 releaseAllWeaponSwitchKeys();
2139 end;
2142 procedure TPlayer.releaseAllWeaponSwitchKeys ();
2143 var
2144 f: Integer;
2145 begin
2146 for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := true;
2147 end;
2149 procedure TPlayer.weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
2150 begin
2151 Inc(index, 2); // -2: prev; -1: next
2152 if (index < 0) or (index > High(weaponSwitchKeyReleased)) then exit;
2153 weaponSwitchKeyReleased[index] := not pressed;
2154 end;
2156 function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean;
2157 begin
2158 Inc(index, 2); // -2: prev; -1: next
2159 if (index < 0) or (index > High(weaponSwitchKeyReleased)) then
2160 begin
2161 result := true;
2162 end
2163 else
2164 begin
2165 result := weaponSwitchKeyReleased[index];
2166 end;
2167 end;
2170 procedure TPlayer.positionChanged (); inline;
2171 begin
2172 end;
2174 procedure TPlayer.doDamage (v: Integer);
2175 begin
2176 if (v <= 0) then exit;
2177 if (v > 32767) then v := 32767;
2178 Damage(v, 0, 0, 0, mEDamageType);
2179 end;
2181 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2182 var
2183 c: Word;
2184 begin
2185 if (not g_Game_IsClient) and (not FAlive) then
2186 Exit;
2188 FLastHit := t;
2190 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2191 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2192 begin
2193 if not g_Game_IsClient then
2194 begin
2195 FArmor := 0;
2196 if t = HIT_TRAP then
2197 begin
2198 // Ëîâóøêà óáèâàåò ñðàçó:
2199 FHealth := -100;
2200 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2201 end;
2202 if t = HIT_SELF then
2203 begin
2204 // Ñàìîóáèéñòâî:
2205 FHealth := 0;
2206 Kill(K_SIMPLEKILL, SpawnerUID, t);
2207 end;
2208 end;
2209 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2210 FMegaRulez[MR_SUIT] := 0;
2211 FMegaRulez[MR_INVUL] := 0;
2212 FMegaRulez[MR_INVIS] := 0;
2213 FBerserk := 0;
2214 end;
2216 // Íî îò îñòàëüíîãî ñïàñàåò:
2217 if FMegaRulez[MR_INVUL] >= gTime then
2218 Exit;
2220 // ×èò-êîä "ÃÎÐÅÖ":
2221 if FGodMode then
2222 Exit;
2224 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2225 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2226 (SpawnerUID = FUID) or
2227 (not SameTeam(FUID, SpawnerUID)) then
2228 begin
2229 FLastSpawnerUID := SpawnerUID;
2231 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2232 if gBloodCount > 0 then
2233 begin
2234 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2235 if value div 4 <= c then
2236 c := c - (value div 4)
2237 else
2238 c := 0;
2240 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2241 MakeBloodSimple(c)
2242 else
2243 case t of
2244 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2245 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2246 end;
2248 if t = HIT_WATER then
2249 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2250 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2251 end;
2253 // Áóôåð óðîíà:
2254 if FAlive then
2255 Inc(FDamageBuffer, value);
2257 // Âñïûøêà áîëè:
2258 if gFlash <> 0 then
2259 FPain := FPain + value;
2260 end;
2262 if g_Game_IsServer and g_Game_IsNet then
2263 begin
2264 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2265 MH_SEND_PlayerStats(FUID);
2266 MH_SEND_PlayerPos(False, FUID);
2267 end;
2268 end;
2270 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2271 begin
2272 Result := False;
2273 if g_Game_IsClient then
2274 Exit;
2275 if not FAlive then
2276 Exit;
2278 if Soft and (FHealth < PLAYER_HP_SOFT) then
2279 begin
2280 IncMax(FHealth, value, PLAYER_HP_SOFT);
2281 Result := True;
2282 end;
2283 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2284 begin
2285 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2286 Result := True;
2287 end;
2289 if Result and g_Game_IsServer and g_Game_IsNet then
2290 MH_SEND_PlayerStats(FUID);
2291 end;
2293 destructor TPlayer.Destroy();
2294 begin
2295 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2296 gPlayer1 := nil;
2297 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2298 gPlayer2 := nil;
2300 FSawSound.Free();
2301 FSawSoundIdle.Free();
2302 FSawSoundHit.Free();
2303 FJetSoundFly.Free();
2304 FJetSoundOn.Free();
2305 FJetSoundOff.Free();
2306 FModel.Free();
2307 if FPunchAnim <> nil then
2308 FPunchAnim.Free();
2310 inherited;
2311 end;
2313 procedure TPlayer.DrawBubble();
2314 var
2315 bubX, bubY: Integer;
2316 ID: LongWord;
2317 Rb, Gb, Bb,
2318 Rw, Gw, Bw: SmallInt;
2319 Dot: Byte;
2320 begin
2321 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2322 bubY := FObj.Y+FObj.Rect.Y - 18;
2323 Rb := 64;
2324 Gb := 64;
2325 Bb := 64;
2326 Rw := 240;
2327 Gw := 240;
2328 Bw := 240;
2329 case gChatBubble of
2330 1: // simple textual non-bubble
2331 begin
2332 bubX := FObj.X+FObj.Rect.X - 11;
2333 bubY := FObj.Y+FObj.Rect.Y - 17;
2334 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2335 Exit;
2336 end;
2337 2: // advanced pixel-perfect bubble
2338 begin
2339 if FTeam = TEAM_RED then
2340 Rb := 255
2341 else
2342 if FTeam = TEAM_BLUE then
2343 Bb := 255;
2344 end;
2345 3: // colored bubble
2346 begin
2347 Rb := FModel.Color.R;
2348 Gb := FModel.Color.G;
2349 Bb := FModel.Color.B;
2350 Rw := Min(Rb * 2 + 64, 255);
2351 Gw := Min(Gb * 2 + 64, 255);
2352 Bw := Min(Bb * 2 + 64, 255);
2353 if (Abs(Rw - Rb) < 32)
2354 or (Abs(Gw - Gb) < 32)
2355 or (Abs(Bw - Bb) < 32) then
2356 begin
2357 Rb := Max(Rw div 2 - 16, 0);
2358 Gb := Max(Gw div 2 - 16, 0);
2359 Bb := Max(Bw div 2 - 16, 0);
2360 end;
2361 end;
2362 4: // custom textured bubble
2363 begin
2364 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2365 if FDirection = TDirection.D_RIGHT then
2366 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2367 else
2368 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2369 Exit;
2370 end;
2371 end;
2373 // Outer borders
2374 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2375 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2376 // Inner box
2377 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2379 // Tail
2380 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2381 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2382 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);
2383 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);
2384 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);
2385 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);
2387 // Dots
2388 Dot := 6;
2389 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2390 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2391 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2392 end;
2394 procedure TPlayer.Draw();
2395 var
2396 ID: DWORD;
2397 w, h: Word;
2398 dr: Boolean;
2399 Mirror: TMirrorType;
2400 begin
2401 if FAlive then
2402 begin
2403 if Direction = TDirection.D_RIGHT then
2404 Mirror := TMirrorType.None
2405 else
2406 Mirror := TMirrorType.Horizontal;
2408 if FPunchAnim <> nil then
2409 begin
2410 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2411 FObj.Y+FObj.Rect.Y-11, Mirror);
2412 if FPunchAnim.played then
2413 begin
2414 FPunchAnim.Free;
2415 FPunchAnim := nil;
2416 end;
2417 end;
2419 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2420 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2421 begin
2422 e_GetTextureSize(ID, @w, @h);
2423 if FDirection = TDirection.D_LEFT then
2424 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2425 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2426 else
2427 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2428 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2429 end;
2431 if FMegaRulez[MR_INVIS] > gTime then
2432 begin
2433 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2434 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2435 begin
2436 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2437 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2438 else
2439 dr := True;
2440 if dr then
2441 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2442 else
2443 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2444 end
2445 else
2446 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2447 end
2448 else
2449 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2450 end;
2452 if g_debug_Frames then
2453 begin
2454 e_DrawQuad(FObj.X+FObj.Rect.X,
2455 FObj.Y+FObj.Rect.Y,
2456 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2457 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2458 0, 255, 0);
2459 end;
2461 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2462 DrawBubble();
2463 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2464 if gAimLine and alive and
2465 ((Self = gPlayer1) or (Self = gPlayer2)) then
2466 DrawAim();
2467 end;
2470 procedure TPlayer.DrawAim();
2471 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2472 var
2473 ex, ey: Integer;
2474 begin
2476 {$IFDEF ENABLE_HOLMES}
2477 if isValidViewPort and (self = gPlayer1) then
2478 begin
2479 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2480 end;
2481 {$ENDIF}
2483 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2484 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2485 begin
2486 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2487 end
2488 else
2489 begin
2490 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2491 end;
2492 end;
2494 var
2495 wx, wy, xx, yy: Integer;
2496 angle: SmallInt;
2497 sz, len: Word;
2498 begin
2499 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2500 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2501 angle := FAngle;
2502 len := 1024;
2503 sz := 2;
2504 case FCurrWeap of
2505 0: begin // Punch
2506 len := 12;
2507 sz := 4;
2508 end;
2509 1: begin // Chainsaw
2510 len := 24;
2511 sz := 6;
2512 end;
2513 2: begin // Pistol
2514 len := 1024;
2515 sz := 2;
2516 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2517 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2518 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2519 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2520 end;
2521 3: begin // Shotgun
2522 len := 1024;
2523 sz := 3;
2524 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2525 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2526 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2527 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2528 end;
2529 4: begin // Double Shotgun
2530 len := 1024;
2531 sz := 4;
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 5: begin // Chaingun
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 6: begin // Rocket Launcher
2546 len := 1024;
2547 sz := 7;
2548 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2549 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2550 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2551 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2552 end;
2553 7: begin // Plasmagun
2554 len := 1024;
2555 sz := 5;
2556 if angle = ANGLE_RIGHTUP then Inc(angle);
2557 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2558 if angle = ANGLE_LEFTUP then Dec(angle);
2559 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2560 end;
2561 8: begin // BFG
2562 len := 1024;
2563 sz := 12;
2564 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2565 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2566 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2567 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2568 end;
2569 9: begin // Super Chaingun
2570 len := 1024;
2571 sz := 4;
2572 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2573 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2574 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2575 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2576 end;
2577 end;
2578 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2579 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2580 {$IF DEFINED(D2F_DEBUG)}
2581 drawCast(sz, wx, wy, xx, yy);
2582 {$ELSE}
2583 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2584 {$ENDIF}
2585 end;
2587 procedure TPlayer.DrawGUI();
2588 var
2589 ID: DWORD;
2590 X, Y, SY, a, p, m: Integer;
2591 tw, th: Word;
2592 cw, ch: Byte;
2593 s: string;
2594 stat: TPlayerStatArray;
2595 begin
2596 X := gPlayerScreenSize.X;
2597 SY := gPlayerScreenSize.Y;
2598 Y := 0;
2600 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2601 begin
2602 if gGameSettings.GameMode = GM_CTF then
2603 a := 32 + 8
2604 else
2605 a := 0;
2606 if gGameSettings.GameMode = GM_CTF then
2607 begin
2608 s := 'TEXTURE_PLAYER_REDFLAG';
2609 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2610 s := 'TEXTURE_PLAYER_REDFLAG_S';
2611 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2612 s := 'TEXTURE_PLAYER_REDFLAG_D';
2613 if g_Texture_Get(s, ID) then
2614 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2615 end;
2617 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2618 e_CharFont_GetSize(gMenuFont, s, tw, th);
2619 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2621 if gGameSettings.GameMode = GM_CTF then
2622 begin
2623 s := 'TEXTURE_PLAYER_BLUEFLAG';
2624 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2625 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2626 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2627 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2628 if g_Texture_Get(s, ID) then
2629 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2630 end;
2632 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2633 e_CharFont_GetSize(gMenuFont, s, tw, th);
2634 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2635 end;
2637 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2638 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2639 0, False, False);
2641 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2642 e_Draw(ID, X+2, Y, 0, True, False);
2644 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2645 begin
2646 if gShowStat then
2647 begin
2648 s := IntToStr(Frags);
2649 e_CharFont_GetSize(gMenuFont, s, tw, th);
2650 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2652 s := '';
2653 p := 1;
2654 m := 0;
2655 stat := g_Player_GetStats();
2656 if stat <> nil then
2657 begin
2658 p := 1;
2660 for a := 0 to High(stat) do
2661 if stat[a].Name <> Name then
2662 begin
2663 if stat[a].Frags > m then m := stat[a].Frags;
2664 if stat[a].Frags > Frags then p := p+1;
2665 end;
2666 end;
2668 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2669 if Frags >= m then s := s+'+' else s := s+'-';
2670 s := s+IntToStr(Abs(Frags-m));
2672 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2673 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2674 end;
2676 if gShowLives and (gGameSettings.MaxLives > 0) then
2677 begin
2678 s := IntToStr(Lives);
2679 e_CharFont_GetSize(gMenuFont, s, tw, th);
2680 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2681 end;
2682 end;
2684 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2685 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2687 if R_BERSERK in FRulez then
2688 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2689 else
2690 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2692 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2693 e_Draw(ID, X+36, Y+77, 0, True, False);
2695 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2696 e_CharFont_GetSize(gMenuFont, s, tw, th);
2697 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2699 s := IntToStr(FArmor);
2700 e_CharFont_GetSize(gMenuFont, s, tw, th);
2701 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2703 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2705 case FCurrWeap of
2706 WEAPON_KASTET:
2707 begin
2708 s := '--';
2709 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2710 end;
2711 WEAPON_SAW:
2712 begin
2713 s := '--';
2714 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2715 end;
2716 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2717 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2718 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2719 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2720 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2721 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2722 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2723 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2724 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2725 end;
2727 e_CharFont_GetSize(gMenuFont, s, tw, th);
2728 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2729 e_Draw(ID, X+20, Y+160, 0, True, False);
2731 if R_KEY_RED in FRulez then
2732 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2734 if R_KEY_GREEN in FRulez then
2735 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2737 if R_KEY_BLUE in FRulez then
2738 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2740 if FJetFuel > 0 then
2741 begin
2742 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2743 e_Draw(ID, X+2, Y+116, 0, True, False);
2744 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2745 e_Draw(ID, X+2, Y+126, 0, True, False);
2746 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2747 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2748 end
2749 else
2750 begin
2751 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2752 e_Draw(ID, X+2, Y+124, 0, True, False);
2753 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2754 end;
2756 if gShowPing and g_Game_IsClient then
2757 begin
2758 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2759 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2760 Y := Y + 16;
2761 end;
2763 if FSpectator then
2764 begin
2765 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2766 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2767 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2768 if FNoRespawn then
2769 begin
2770 e_TextureFontGetSize(gStdFont, cw, ch);
2771 s := _lc[I_PLAYER_SPECT4];
2772 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2773 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2774 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2775 end;
2777 end;
2778 end;
2780 procedure TPlayer.DrawRulez();
2781 var
2782 dr: Boolean;
2783 begin
2784 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2785 if FMegaRulez[MR_INVUL] >= gTime then
2786 begin
2787 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2788 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2789 else
2790 dr := True;
2792 if dr then
2793 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2794 191, 191, 191, 0, TBlending.Invert);
2795 end;
2797 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2798 if FMegaRulez[MR_SUIT] >= gTime then
2799 begin
2800 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2801 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2802 else
2803 dr := True;
2805 if dr then
2806 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2807 0, 96, 0, 200, TBlending.None);
2808 end;
2810 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2811 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2812 begin
2813 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2814 255, 0, 0, 200, TBlending.None);
2815 end;
2816 end;
2818 procedure TPlayer.DrawPain();
2819 var
2820 a, h: Integer;
2821 begin
2822 if FPain = 0 then Exit;
2824 a := FPain;
2826 if a < 15 then h := 0
2827 else if a < 35 then h := 1
2828 else if a < 55 then h := 2
2829 else if a < 75 then h := 3
2830 else if a < 95 then h := 4
2831 else h := 5;
2833 //if a > 255 then a := 255;
2835 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2836 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2837 end;
2839 procedure TPlayer.DrawPickup();
2840 var
2841 a, h: Integer;
2842 begin
2843 if FPickup = 0 then Exit;
2845 a := FPickup;
2847 if a < 15 then h := 1
2848 else if a < 35 then h := 2
2849 else if a < 55 then h := 3
2850 else if a < 75 then h := 4
2851 else h := 5;
2853 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2854 end;
2856 procedure TPlayer.DoPunch();
2857 var
2858 id: DWORD;
2859 st: String;
2860 begin
2861 if FPunchAnim <> nil then begin
2862 FPunchAnim.reset();
2863 FPunchAnim.Free;
2864 FPunchAnim := nil;
2865 end;
2866 st := 'FRAMES_PUNCH';
2867 if R_BERSERK in FRulez then
2868 st := st + '_BERSERK';
2869 if FKeys[KEY_UP].Pressed then
2870 st := st + '_UP'
2871 else if FKeys[KEY_DOWN].Pressed then
2872 st := st + '_DN';
2873 g_Frames_Get(id, st);
2874 FPunchAnim := TAnimation.Create(id, False, 1);
2875 end;
2877 procedure TPlayer.Fire();
2878 var
2879 f, DidFire: Boolean;
2880 wx, wy, xd, yd: Integer;
2881 locobj: TObj;
2882 begin
2883 if g_Game_IsClient then Exit;
2884 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2885 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2887 if FSpectator then
2888 begin
2889 Respawn(False);
2890 Exit;
2891 end;
2893 if FReloading[FCurrWeap] <> 0 then Exit;
2895 DidFire := False;
2897 f := False;
2898 wx := FObj.X+WEAPONPOINT[FDirection].X;
2899 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2900 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2901 yd := wy+firediry();
2903 case FCurrWeap of
2904 WEAPON_KASTET:
2905 begin
2906 DoPunch();
2907 if R_BERSERK in FRulez then
2908 begin
2909 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2910 locobj.X := FObj.X+FObj.Rect.X;
2911 locobj.Y := FObj.Y+FObj.Rect.Y;
2912 locobj.rect.X := 0;
2913 locobj.rect.Y := 0;
2914 locobj.rect.Width := 39;
2915 locobj.rect.Height := 52;
2916 locobj.Vel.X := (xd-wx) div 2;
2917 locobj.Vel.Y := (yd-wy) div 2;
2918 locobj.Accel.X := xd-wx;
2919 locobj.Accel.y := yd-wy;
2921 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2922 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2923 else
2924 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2926 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2927 end
2928 else
2929 begin
2930 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2931 end;
2933 DidFire := True;
2934 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2935 end;
2937 WEAPON_SAW:
2938 begin
2939 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2940 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2941 begin
2942 FSawSoundSelect.Stop();
2943 FSawSound.Stop();
2944 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2945 end
2946 else if not FSawSoundHit.IsPlaying() then
2947 begin
2948 FSawSoundSelect.Stop();
2949 FSawSound.PlayAt(FObj.X, FObj.Y);
2950 end;
2952 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2953 DidFire := True;
2954 f := True;
2955 end;
2957 WEAPON_PISTOL:
2958 if FAmmo[A_BULLETS] > 0 then
2959 begin
2960 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2961 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2962 Dec(FAmmo[A_BULLETS]);
2963 FFireAngle := FAngle;
2964 f := True;
2965 DidFire := True;
2966 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2967 GameVelX, GameVelY-2, SHELL_BULLET);
2968 end;
2970 WEAPON_SHOTGUN1:
2971 if FAmmo[A_SHELLS] > 0 then
2972 begin
2973 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2974 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2975 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2976 Dec(FAmmo[A_SHELLS]);
2977 FFireAngle := FAngle;
2978 f := True;
2979 DidFire := True;
2980 FShellTimer := 10;
2981 FShellType := SHELL_SHELL;
2982 end;
2984 WEAPON_SHOTGUN2:
2985 if FAmmo[A_SHELLS] >= 2 then
2986 begin
2987 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2988 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2989 Dec(FAmmo[A_SHELLS], 2);
2990 FFireAngle := FAngle;
2991 f := True;
2992 DidFire := True;
2993 FShellTimer := 13;
2994 FShellType := SHELL_DBLSHELL;
2995 end;
2997 WEAPON_CHAINGUN:
2998 if FAmmo[A_BULLETS] > 0 then
2999 begin
3000 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3001 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3002 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3003 Dec(FAmmo[A_BULLETS]);
3004 FFireAngle := FAngle;
3005 f := True;
3006 DidFire := True;
3007 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3008 GameVelX, GameVelY-2, SHELL_BULLET);
3009 end;
3011 WEAPON_ROCKETLAUNCHER:
3012 if FAmmo[A_ROCKETS] > 0 then
3013 begin
3014 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3015 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3016 Dec(FAmmo[A_ROCKETS]);
3017 FFireAngle := FAngle;
3018 f := True;
3019 DidFire := True;
3020 end;
3022 WEAPON_PLASMA:
3023 if FAmmo[A_CELLS] > 0 then
3024 begin
3025 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3026 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3027 Dec(FAmmo[A_CELLS]);
3028 FFireAngle := FAngle;
3029 f := True;
3030 DidFire := True;
3031 end;
3033 WEAPON_BFG:
3034 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3035 begin
3036 FBFGFireCounter := 17;
3037 if not FNoReload then
3038 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3039 Dec(FAmmo[A_CELLS], 40);
3040 DidFire := True;
3041 end;
3043 WEAPON_SUPERPULEMET:
3044 if FAmmo[A_SHELLS] > 0 then
3045 begin
3046 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3047 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3048 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3049 Dec(FAmmo[A_SHELLS]);
3050 FFireAngle := FAngle;
3051 f := True;
3052 DidFire := True;
3053 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3054 GameVelX, GameVelY-2, SHELL_SHELL);
3055 end;
3057 WEAPON_FLAMETHROWER:
3058 if FAmmo[A_FUEL] > 0 then
3059 begin
3060 g_Weapon_flame(wx, wy, xd, yd, FUID);
3061 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3062 Dec(FAmmo[A_FUEL]);
3063 FFireAngle := FAngle;
3064 f := True;
3065 DidFire := True;
3066 end;
3067 end;
3069 if g_Game_IsNet then
3070 begin
3071 if DidFire then
3072 begin
3073 if FCurrWeap <> WEAPON_BFG then
3074 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3075 else
3076 if not FNoReload then
3077 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3078 end;
3080 MH_SEND_PlayerStats(FUID);
3081 end;
3083 if not f then Exit;
3085 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3086 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3087 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3088 end;
3090 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3091 begin
3092 case Weapon of
3093 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3094 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3095 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3096 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3097 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3098 else Result := 0;
3099 end;
3100 end;
3102 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3103 begin
3104 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3105 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3106 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3107 end;
3109 procedure TPlayer.JetpackOn;
3110 begin
3111 FJetSoundFly.Stop;
3112 FJetSoundOff.Stop;
3113 FJetSoundOn.SetPosition(0);
3114 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3115 FlySmoke(8);
3116 end;
3118 procedure TPlayer.JetpackOff;
3119 begin
3120 FJetSoundFly.Stop;
3121 FJetSoundOn.Stop;
3122 FJetSoundOff.SetPosition(0);
3123 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3124 end;
3126 procedure TPlayer.CatchFire(Attacker: Word);
3127 begin
3128 FFireTime := 100;
3129 FFireAttacker := Attacker;
3130 if g_Game_IsNet and g_Game_IsServer then
3131 MH_SEND_PlayerStats(FUID);
3132 end;
3134 procedure TPlayer.Jump();
3135 begin
3136 if gFly or FJetpack then
3137 begin
3138 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3139 if FObj.Vel.Y > -VEL_FLY then
3140 FObj.Vel.Y := FObj.Vel.Y - 3;
3141 if FJetpack then
3142 begin
3143 if FJetFuel > 0 then
3144 Dec(FJetFuel);
3145 if (FJetFuel < 1) and g_Game_IsServer then
3146 begin
3147 FJetpack := False;
3148 JetpackOff;
3149 if g_Game_IsNet then
3150 MH_SEND_PlayerStats(FUID);
3151 end;
3152 end;
3153 Exit;
3154 end;
3156 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3157 if FGhost then
3158 FCanJetpack := False;
3160 // Ïðûãàåì èëè âñïëûâàåì:
3161 if (CollideLevel(0, 1) or
3162 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3163 PLAYER_RECT.Height-33, PANEL_STEP, False)
3164 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3165 begin
3166 FObj.Vel.Y := -VEL_JUMP;
3167 FCanJetpack := False;
3168 end
3169 else
3170 begin
3171 if BodyInLiquid(0, 0) then
3172 FObj.Vel.Y := -VEL_SW
3173 else if (FJetFuel > 0) and FCanJetpack and
3174 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3175 begin
3176 FJetpack := True;
3177 JetpackOn;
3178 if g_Game_IsNet then
3179 MH_SEND_PlayerStats(FUID);
3180 end;
3181 end;
3182 end;
3184 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3185 var
3186 a, i, k, ab, ar: Byte;
3187 s: String;
3188 mon: TMonster;
3189 plr: TPlayer;
3190 srv, netsrv: Boolean;
3191 DoFrags: Boolean;
3192 OldLR: Byte;
3193 KP: TPlayer;
3194 it: PItem;
3196 procedure PushItem(t: Byte);
3197 var
3198 id: DWORD;
3199 begin
3200 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3201 it := g_Items_ByIdx(id);
3202 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3203 begin
3204 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3205 (FObj.Vel.Y div 2)-Random(9));
3206 it.positionChanged(); // this updates spatial accelerators
3207 end
3208 else
3209 begin
3210 if KillType = K_HARDKILL then // -5..+5; -5..0
3211 begin
3212 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3213 (FObj.Vel.Y div 2)-Random(6));
3214 end
3215 else // -3..+3; -3..0
3216 begin
3217 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3218 (FObj.Vel.Y div 2)-Random(4));
3219 end;
3220 it.positionChanged(); // this updates spatial accelerators
3221 end;
3223 if g_Game_IsNet and g_Game_IsServer then
3224 MH_SEND_ItemSpawn(True, id);
3225 end;
3227 begin
3228 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3229 Srv := g_Game_IsServer;
3230 Netsrv := g_Game_IsServer and g_Game_IsNet;
3231 if Srv then FDeath := FDeath + 1;
3232 if FAlive then
3233 begin
3234 if FGhost then
3235 FGhost := False;
3236 if not FPhysics then
3237 FPhysics := True;
3238 FAlive := False;
3239 end;
3240 FShellTimer := -1;
3242 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3243 begin
3244 if FLives > 0 then FLives := FLives - 1;
3245 if FLives = 0 then FNoRespawn := True;
3246 end;
3248 // Íîìåð òèïà ñìåðòè:
3249 a := 1;
3250 case KillType of
3251 K_SIMPLEKILL: a := 1;
3252 K_HARDKILL: a := 2;
3253 K_EXTRAHARDKILL: a := 3;
3254 K_FALLKILL: a := 4;
3255 end;
3257 // Çâóê ñìåðòè:
3258 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3259 for i := 1 to 3 do
3260 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3261 Break;
3263 // Âðåìÿ ðåñïàóíà:
3264 if Srv then
3265 case KillType of
3266 K_SIMPLEKILL:
3267 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3268 K_HARDKILL:
3269 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3270 K_EXTRAHARDKILL, K_FALLKILL:
3271 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3272 end;
3274 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3275 case KillType of
3276 K_SIMPLEKILL:
3277 SetAction(A_DIE1);
3278 K_HARDKILL, K_EXTRAHARDKILL:
3279 SetAction(A_DIE2);
3280 end;
3282 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3283 if (KillType <> K_FALLKILL) and (Srv) then
3284 g_Monsters_killedp();
3286 if SpawnerUID = FUID then
3287 begin // Ñàìîóáèëñÿ
3288 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3289 begin
3290 Dec(FFrags);
3291 FLastFrag := 0;
3292 end;
3293 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3294 end
3295 else
3296 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3297 begin // Óáèò äðóãèì èãðîêîì
3298 KP := g_Player_Get(SpawnerUID);
3299 if (KP <> nil) and Srv then
3300 begin
3301 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3302 if SameTeam(FUID, SpawnerUID) then
3303 begin
3304 Dec(KP.FFrags);
3305 KP.FLastFrag := 0;
3306 end else
3307 begin
3308 Inc(KP.FFrags);
3309 KP.FragCombo();
3310 end;
3312 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3313 Inc(gTeamStat[KP.Team].Goals,
3314 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3316 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3317 end;
3319 plr := g_Player_Get(SpawnerUID);
3320 if plr = nil then
3321 s := '?'
3322 else
3323 s := plr.FName;
3325 case KillType of
3326 K_HARDKILL:
3327 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3328 [FName, s]),
3329 gShowKillMsg);
3330 K_EXTRAHARDKILL:
3331 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3332 [FName, s]),
3333 gShowKillMsg);
3334 else
3335 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3336 [FName, s]),
3337 gShowKillMsg);
3338 end;
3339 end
3340 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3341 begin // Óáèò ìîíñòðîì
3342 mon := g_Monsters_ByUID(SpawnerUID);
3343 if mon = nil then
3344 s := '?'
3345 else
3346 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3348 case KillType of
3349 K_HARDKILL:
3350 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3351 [FName, s]),
3352 gShowKillMsg);
3353 K_EXTRAHARDKILL:
3354 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3355 [FName, s]),
3356 gShowKillMsg);
3357 else
3358 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3359 [FName, s]),
3360 gShowKillMsg);
3361 end;
3362 end
3363 else // Îñîáûå òèïû ñìåðòè
3364 case t of
3365 HIT_DISCON: ;
3366 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3367 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3368 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3369 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3370 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3371 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3372 end;
3374 if Srv then
3375 begin
3376 // Âûáðîñ îðóæèÿ:
3377 for a := WP_FIRST to WP_LAST do
3378 if FWeapon[a] then
3379 begin
3380 case a of
3381 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3382 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3383 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3384 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3385 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3386 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3387 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3388 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3389 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3390 else i := 0;
3391 end;
3393 if i <> 0 then
3394 PushItem(i);
3395 end;
3397 // Âûáðîñ ðþêçàêà:
3398 if R_ITEM_BACKPACK in FRulez then
3399 PushItem(ITEM_AMMO_BACKPACK);
3401 // Âûáðîñ ðàêåòíîãî ðàíöà:
3402 if FJetFuel > 0 then
3403 PushItem(ITEM_JETPACK);
3405 // Âûáðîñ êëþ÷åé:
3406 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3407 begin
3408 if R_KEY_RED in FRulez then
3409 PushItem(ITEM_KEY_RED);
3411 if R_KEY_GREEN in FRulez then
3412 PushItem(ITEM_KEY_GREEN);
3414 if R_KEY_BLUE in FRulez then
3415 PushItem(ITEM_KEY_BLUE);
3416 end;
3418 // Âûáðîñ ôëàãà:
3419 DropFlag();
3420 end;
3422 g_Player_CreateCorpse(Self);
3424 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3425 (gLMSRespawn = LMS_RESPAWN_NONE) then
3426 begin
3427 a := 0;
3428 k := 0;
3429 ar := 0;
3430 ab := 0;
3431 for i := Low(gPlayers) to High(gPlayers) do
3432 begin
3433 if gPlayers[i] = nil then continue;
3434 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3435 begin
3436 Inc(a);
3437 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3438 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3439 k := i;
3440 end;
3441 end;
3443 OldLR := gLMSRespawn;
3444 if (gGameSettings.GameMode = GM_COOP) then
3445 begin
3446 if (a = 0) then
3447 begin
3448 // everyone is dead, restart the map
3449 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3450 if Netsrv then
3451 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3452 gLMSRespawn := LMS_RESPAWN_FINAL;
3453 gLMSRespawnTime := gTime + 5000;
3454 end
3455 else if (a = 1) then
3456 begin
3457 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3458 if (gPlayers[k] = gPlayer1) or
3459 (gPlayers[k] = gPlayer2) then
3460 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3461 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3462 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3463 end;
3464 end
3465 else if (gGameSettings.GameMode = GM_TDM) then
3466 begin
3467 if (ab = 0) and (ar <> 0) then
3468 begin
3469 // blu team ded
3470 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3471 if Netsrv then
3472 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3473 Inc(gTeamStat[TEAM_RED].Goals);
3474 gLMSRespawn := LMS_RESPAWN_FINAL;
3475 gLMSRespawnTime := gTime + 5000;
3476 end
3477 else if (ar = 0) and (ab <> 0) then
3478 begin
3479 // red team ded
3480 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3481 if Netsrv then
3482 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3483 Inc(gTeamStat[TEAM_BLUE].Goals);
3484 gLMSRespawn := LMS_RESPAWN_FINAL;
3485 gLMSRespawnTime := gTime + 5000;
3486 end
3487 else if (ar = 0) and (ab = 0) then
3488 begin
3489 // everyone ded
3490 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3491 if Netsrv then
3492 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3493 gLMSRespawn := LMS_RESPAWN_FINAL;
3494 gLMSRespawnTime := gTime + 5000;
3495 end;
3496 end
3497 else if (gGameSettings.GameMode = GM_DM) then
3498 begin
3499 if (a = 1) then
3500 begin
3501 if gPlayers[k] <> nil then
3502 with gPlayers[k] do
3503 begin
3504 // survivor is the winner
3505 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3506 if Netsrv then
3507 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3508 Inc(FFrags);
3509 end;
3510 gLMSRespawn := LMS_RESPAWN_FINAL;
3511 gLMSRespawnTime := gTime + 5000;
3512 end
3513 else if (a = 0) then
3514 begin
3515 // everyone is dead, restart the map
3516 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3517 if Netsrv then
3518 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3519 gLMSRespawn := LMS_RESPAWN_FINAL;
3520 gLMSRespawnTime := gTime + 5000;
3521 end;
3522 end;
3523 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3524 begin
3525 if NetMode = NET_SERVER then
3526 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3527 else
3528 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3529 end;
3530 end;
3532 if Netsrv then
3533 begin
3534 MH_SEND_PlayerStats(FUID);
3535 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3536 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3537 end;
3539 if srv and FNoRespawn then Spectate(True);
3540 FWantsInGame := True;
3541 end;
3543 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3544 begin
3545 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3546 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3547 end;
3549 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3550 begin
3551 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3552 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3553 end;
3555 procedure TPlayer.MakeBloodSimple(Count: Word);
3556 begin
3557 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3558 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3559 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3560 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3561 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3562 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3563 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3564 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3565 end;
3567 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3568 begin
3569 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3570 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3571 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3572 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3573 end;
3575 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3576 begin
3577 if g_Game_IsClient then Exit;
3578 if Weapon > High(FWeapon) then Exit;
3579 FNextWeap := FNextWeap or (1 shl Weapon);
3580 end;
3582 procedure TPlayer.resetWeaponQueue ();
3583 begin
3584 FNextWeap := 0;
3585 FNextWeapDelay := 0;
3586 end;
3588 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3589 begin
3590 result := false;
3591 case weapon of
3592 WEAPON_KASTET, WEAPON_SAW: result := true;
3593 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3594 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3595 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3596 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3597 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3598 else result := (weapon < length(FWeapon));
3599 end;
3600 end;
3602 // return 255 for "no switch"
3603 function TPlayer.getNextWeaponIndex (): Byte;
3604 var
3605 i: Word;
3606 wantThisWeapon: array[0..64] of Boolean;
3607 weaponOrder: array[0..16] of Integer; // value: index in `FWeapon`
3608 wwc: Integer;
3609 f, dir, cwi, rwidx, curlidx: Integer;
3611 function real2log (ridx: Integer): Integer;
3612 var
3613 f: Integer;
3614 begin
3615 if (ridx >= 0) then
3616 begin
3617 for f := 0 to High(weaponOrder) do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
3618 end;
3619 result := -1;
3620 end;
3622 begin
3623 result := 255; // default result: "no switch"
3625 // had weapon cycling on previous frame? remove that flag
3626 if (FNextWeap and $2000) <> 0 then
3627 begin
3628 FNextWeap := FNextWeap and $1FFF;
3629 FNextWeapDelay := 0;
3630 end;
3632 for f := 0 to High(weaponOrder) do weaponOrder[f] := -1;
3634 // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
3635 // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed)
3636 // priorities:
3637 // bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
3638 weaponOrder[0] := WEAPON_SUPERPULEMET;
3639 weaponOrder[1] := WEAPON_BFG;
3640 weaponOrder[2] := WEAPON_ROCKETLAUNCHER;
3641 weaponOrder[3] := WEAPON_PLASMA;
3642 weaponOrder[4] := WEAPON_FLAMETHROWER;
3643 weaponOrder[5] := WEAPON_SHOTGUN2;
3644 weaponOrder[6] := WEAPON_CHAINGUN;
3645 weaponOrder[7] := WEAPON_SHOTGUN1;
3646 weaponOrder[8] := WEAPON_PISTOL;
3647 weaponOrder[9] := WEAPON_KASTET+666; // berserk fist
3648 weaponOrder[10] := WEAPON_SAW;
3649 weaponOrder[11] := WEAPON_KASTET; // normal fist
3651 for f := 0 to High(weaponOrder) do
3652 begin
3653 if (weaponOrder[f] = WEAPON_KASTET) then
3654 begin
3655 // normal fist: remove if we have a berserk pack
3656 if (R_BERSERK in FRulez) then weaponOrder[f] := -1;
3657 end
3658 else
3659 if (weaponOrder[f] = WEAPON_KASTET+666) then
3660 begin
3661 // berserk fist: remove if we don't have a berserk pack
3662 if (R_BERSERK in FRulez) then weaponOrder[f] := WEAPON_KASTET else weaponOrder[f] := -1;
3663 end;
3664 end;
3666 (*
3667 WEAPON_KASTET = 0;
3668 WEAPON_SAW = 1;
3669 WEAPON_PISTOL = 2;
3670 WEAPON_SHOTGUN1 = 3;
3671 WEAPON_SHOTGUN2 = 4;
3672 WEAPON_CHAINGUN = 5;
3673 WEAPON_ROCKETLAUNCHER = 6;
3674 WEAPON_PLASMA = 7;
3675 WEAPON_BFG = 8;
3676 WEAPON_SUPERPULEMET = 9;
3677 WEAPON_FLAMETHROWER = 10;
3678 *)
3680 // cycling has priority
3681 if (FNextWeap and $C000) <> 0 then
3682 begin
3683 if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; // should be reversed if we want "priority-driven cycling"
3684 FNextWeap := FNextWeap or $2000; // we need this
3685 if FNextWeapDelay > 0 then exit; // cooldown time
3686 //cwi := real2log(FCurrWeap);
3687 //if (cwi < 0) then cwi := 0;
3688 cwi := FCurrWeap;
3689 for i := 0 to High(FWeapon) do
3690 begin
3691 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3692 //rwidx := weaponOrder[cwi];
3693 rwidx := cwi; // sorry
3694 if (rwidx < 0) then continue;
3695 if FWeapon[rwidx] then
3696 begin
3697 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
3698 result := Byte(rwidx);
3699 //FNextWeapDelay := 10; //k8: not needed anymore
3700 exit;
3701 end;
3702 end;
3703 resetWeaponQueue();
3704 exit;
3705 end;
3707 // no cycling
3708 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3709 wwc := 0;
3711 curlidx := -1; // start from a weapon with a highest priority (-1, 'cause loop will immediately increment this index)
3713 for i := 0 to High(FWeapon) do
3714 begin
3715 if (FNextWeap and (1 shl i)) <> 0 then
3716 begin
3717 cwi := real2log(i);
3718 if (cwi >= 0) then
3719 begin
3720 wantThisWeapon[cwi] := true;
3721 Inc(wwc);
3722 // if we hit currently selected weapon, start seachring from it, so we'll get "next weaker" weapon
3723 if (i = FCurrWeap) then curlidx := cwi; // compare real, start from logical
3724 end;
3725 end;
3726 end;
3728 // slow down alterations a little
3729 if (wwc > 1) then
3730 begin
3731 // more than one weapon requested, assume "alteration", and check alteration delay
3732 if FNextWeapDelay > 0 then
3733 begin
3734 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
3735 FNextWeap := 0;
3736 exit;
3737 end; // yeah
3738 end;
3740 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3741 // but clear all counters if no weapon should be switched
3742 if (wwc < 1) then
3743 begin
3744 resetWeaponQueue();
3745 exit;
3746 end;
3748 //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
3750 // find next weapon to switch onto
3751 cwi := curlidx;
3752 for i := 0 to High(weaponOrder) do
3753 begin
3754 cwi := (cwi+length(weaponOrder)+1) mod length(weaponOrder);
3755 if (cwi = curlidx) then continue; // skip current weapon
3756 if not wantThisWeapon[cwi] then continue;
3757 rwidx := weaponOrder[cwi];
3758 if (rwidx < 0) then continue;
3759 //e_WriteLog(Format(' trying logical %d (real %d); has=%d, hasammo=%d', [cwi, rwidx, Integer(FWeapon[rwidx]), Integer(hasAmmoForWeapon(rwidx))]), TMsgType.Warning);
3760 if FWeapon[rwidx] and ((wwc = 1) or hasAmmoForWeapon(rwidx)) then
3761 begin
3762 //e_WriteLog(' I FOUND HER!', TMsgType.Warning);
3763 // i found her!
3764 result := Byte(rwidx);
3765 resetWeaponQueue();
3766 //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore
3767 exit;
3768 end;
3769 end;
3771 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3772 resetWeaponQueue();
3773 end;
3775 procedure TPlayer.RealizeCurrentWeapon();
3776 function switchAllowed (): Boolean;
3777 var
3778 i: Byte;
3779 begin
3780 result := false;
3781 if FBFGFireCounter <> -1 then
3782 exit;
3783 if FTime[T_SWITCH] > gTime then
3784 exit;
3785 for i := WP_FIRST to WP_LAST do
3786 if FReloading[i] > 0 then
3787 exit;
3788 result := true;
3789 end;
3791 var
3792 nw: Byte;
3793 begin
3794 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3795 //FNextWeap := FNextWeap and $1FFF;
3796 //HACK: alteration delay will be reset when player released any weapon switch key
3797 FNextWeapDelay := 0; //k8: just in case
3798 //if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3800 if not switchAllowed then
3801 begin
3802 //HACK for weapon cycling
3803 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3804 exit;
3805 end;
3807 nw := getNextWeaponIndex();
3808 if nw = 255 then exit; // don't reset anything here
3809 if nw > High(FWeapon) then
3810 begin
3811 // don't forget to reset queue here!
3812 //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning);
3813 resetWeaponQueue();
3814 exit;
3815 end;
3817 if FWeapon[nw] then
3818 begin
3819 FCurrWeap := nw;
3820 FTime[T_SWITCH] := gTime+156;
3821 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3822 FModel.SetWeapon(FCurrWeap);
3823 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3824 end;
3825 end;
3827 procedure TPlayer.NextWeapon();
3828 begin
3829 if g_Game_IsClient then Exit;
3830 FNextWeap := $8000;
3831 end;
3833 procedure TPlayer.PrevWeapon();
3834 begin
3835 if g_Game_IsClient then Exit;
3836 FNextWeap := $4000;
3837 end;
3839 procedure TPlayer.SetWeapon(W: Byte);
3840 begin
3841 if FCurrWeap <> W then
3842 if W = WEAPON_SAW then
3843 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3845 FCurrWeap := W;
3846 FModel.SetWeapon(CurrWeap);
3847 resetWeaponQueue();
3848 end;
3850 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3852 function allowBerserkSwitching (): Boolean;
3853 begin
3854 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3855 result := true;
3856 if gBerserkAutoswitch then exit;
3857 if not conIsCheatsEnabled then exit;
3858 result := false;
3859 end;
3861 var
3862 a: Boolean;
3863 begin
3864 Result := False;
3865 if g_Game_IsClient then Exit;
3867 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3868 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3869 remove := not a;
3871 case ItemType of
3872 ITEM_MEDKIT_SMALL:
3873 if FHealth < PLAYER_HP_SOFT then
3874 begin
3875 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3876 Result := True;
3877 remove := True;
3878 FFireTime := 0;
3879 if gFlash = 2 then Inc(FPickup, 5);
3880 end;
3882 ITEM_MEDKIT_LARGE:
3883 if FHealth < PLAYER_HP_SOFT then
3884 begin
3885 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3886 Result := True;
3887 remove := True;
3888 FFireTime := 0;
3889 if gFlash = 2 then Inc(FPickup, 5);
3890 end;
3892 ITEM_ARMOR_GREEN:
3893 if FArmor < PLAYER_AP_SOFT then
3894 begin
3895 FArmor := PLAYER_AP_SOFT;
3896 Result := True;
3897 remove := True;
3898 if gFlash = 2 then Inc(FPickup, 5);
3899 end;
3901 ITEM_ARMOR_BLUE:
3902 if FArmor < PLAYER_AP_LIMIT then
3903 begin
3904 FArmor := PLAYER_AP_LIMIT;
3905 Result := True;
3906 remove := True;
3907 if gFlash = 2 then Inc(FPickup, 5);
3908 end;
3910 ITEM_SPHERE_BLUE:
3911 if FHealth < PLAYER_HP_LIMIT then
3912 begin
3913 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3914 Result := True;
3915 remove := True;
3916 FFireTime := 0;
3917 if gFlash = 2 then Inc(FPickup, 5);
3918 end;
3920 ITEM_SPHERE_WHITE:
3921 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3922 begin
3923 if FHealth < PLAYER_HP_LIMIT then
3924 FHealth := PLAYER_HP_LIMIT;
3925 if FArmor < PLAYER_AP_LIMIT then
3926 FArmor := PLAYER_AP_LIMIT;
3927 Result := True;
3928 remove := True;
3929 FFireTime := 0;
3930 if gFlash = 2 then Inc(FPickup, 5);
3931 end;
3933 ITEM_WEAPON_SAW:
3934 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3935 begin
3936 FWeapon[WEAPON_SAW] := True;
3937 Result := True;
3938 if gFlash = 2 then Inc(FPickup, 5);
3939 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3940 end;
3942 ITEM_WEAPON_SHOTGUN1:
3943 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3944 begin
3945 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3946 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3948 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3949 FWeapon[WEAPON_SHOTGUN1] := True;
3950 Result := True;
3951 if gFlash = 2 then Inc(FPickup, 5);
3952 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3953 end;
3955 ITEM_WEAPON_SHOTGUN2:
3956 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3957 begin
3958 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3960 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3961 FWeapon[WEAPON_SHOTGUN2] := True;
3962 Result := True;
3963 if gFlash = 2 then Inc(FPickup, 5);
3964 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3965 end;
3967 ITEM_WEAPON_CHAINGUN:
3968 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3969 begin
3970 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3972 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3973 FWeapon[WEAPON_CHAINGUN] := True;
3974 Result := True;
3975 if gFlash = 2 then Inc(FPickup, 5);
3976 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3977 end;
3979 ITEM_WEAPON_ROCKETLAUNCHER:
3980 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3981 begin
3982 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3984 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3985 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3986 Result := True;
3987 if gFlash = 2 then Inc(FPickup, 5);
3988 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3989 end;
3991 ITEM_WEAPON_PLASMA:
3992 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3993 begin
3994 if a and FWeapon[WEAPON_PLASMA] then Exit;
3996 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3997 FWeapon[WEAPON_PLASMA] := True;
3998 Result := True;
3999 if gFlash = 2 then Inc(FPickup, 5);
4000 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4001 end;
4003 ITEM_WEAPON_BFG:
4004 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4005 begin
4006 if a and FWeapon[WEAPON_BFG] then Exit;
4008 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4009 FWeapon[WEAPON_BFG] := True;
4010 Result := True;
4011 if gFlash = 2 then Inc(FPickup, 5);
4012 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4013 end;
4015 ITEM_WEAPON_SUPERPULEMET:
4016 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4017 begin
4018 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4020 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4021 FWeapon[WEAPON_SUPERPULEMET] := True;
4022 Result := True;
4023 if gFlash = 2 then Inc(FPickup, 5);
4024 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4025 end;
4027 ITEM_WEAPON_FLAMETHROWER:
4028 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4029 begin
4030 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4032 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4033 FWeapon[WEAPON_FLAMETHROWER] := True;
4034 Result := True;
4035 if gFlash = 2 then Inc(FPickup, 5);
4036 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4037 end;
4039 ITEM_AMMO_BULLETS:
4040 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4041 begin
4042 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4043 Result := True;
4044 remove := True;
4045 if gFlash = 2 then Inc(FPickup, 5);
4046 end;
4048 ITEM_AMMO_BULLETS_BOX:
4049 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4050 begin
4051 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4052 Result := True;
4053 remove := True;
4054 if gFlash = 2 then Inc(FPickup, 5);
4055 end;
4057 ITEM_AMMO_SHELLS:
4058 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4059 begin
4060 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4061 Result := True;
4062 remove := True;
4063 if gFlash = 2 then Inc(FPickup, 5);
4064 end;
4066 ITEM_AMMO_SHELLS_BOX:
4067 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4068 begin
4069 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4070 Result := True;
4071 remove := True;
4072 if gFlash = 2 then Inc(FPickup, 5);
4073 end;
4075 ITEM_AMMO_ROCKET:
4076 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4077 begin
4078 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4079 Result := True;
4080 remove := True;
4081 if gFlash = 2 then Inc(FPickup, 5);
4082 end;
4084 ITEM_AMMO_ROCKET_BOX:
4085 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4086 begin
4087 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4088 Result := True;
4089 remove := True;
4090 if gFlash = 2 then Inc(FPickup, 5);
4091 end;
4093 ITEM_AMMO_CELL:
4094 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4095 begin
4096 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4097 Result := True;
4098 remove := True;
4099 if gFlash = 2 then Inc(FPickup, 5);
4100 end;
4102 ITEM_AMMO_CELL_BIG:
4103 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4104 begin
4105 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4106 Result := True;
4107 remove := True;
4108 if gFlash = 2 then Inc(FPickup, 5);
4109 end;
4111 ITEM_AMMO_FUELCAN:
4112 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4113 begin
4114 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4115 Result := True;
4116 remove := True;
4117 if gFlash = 2 then Inc(FPickup, 5);
4118 end;
4120 ITEM_AMMO_BACKPACK:
4121 if not(R_ITEM_BACKPACK in FRulez) or
4122 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4123 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4124 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4125 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4126 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
4127 begin
4128 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4129 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4130 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4131 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4132 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4134 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4135 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4136 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4137 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4138 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4139 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4140 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4141 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4143 FRulez := FRulez + [R_ITEM_BACKPACK];
4144 Result := True;
4145 remove := True;
4146 if gFlash = 2 then Inc(FPickup, 5);
4147 end;
4149 ITEM_KEY_RED:
4150 if not(R_KEY_RED in FRulez) then
4151 begin
4152 Include(FRulez, R_KEY_RED);
4153 Result := True;
4154 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4155 if gFlash = 2 then Inc(FPickup, 5);
4156 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4157 end;
4159 ITEM_KEY_GREEN:
4160 if not(R_KEY_GREEN in FRulez) then
4161 begin
4162 Include(FRulez, R_KEY_GREEN);
4163 Result := True;
4164 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4165 if gFlash = 2 then Inc(FPickup, 5);
4166 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4167 end;
4169 ITEM_KEY_BLUE:
4170 if not(R_KEY_BLUE in FRulez) then
4171 begin
4172 Include(FRulez, R_KEY_BLUE);
4173 Result := True;
4174 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4175 if gFlash = 2 then Inc(FPickup, 5);
4176 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4177 end;
4179 ITEM_SUIT:
4180 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4181 begin
4182 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4183 Result := True;
4184 remove := True;
4185 FFireTime := 0;
4186 if gFlash = 2 then Inc(FPickup, 5);
4187 end;
4189 ITEM_OXYGEN:
4190 if FAir < AIR_MAX then
4191 begin
4192 FAir := AIR_MAX;
4193 Result := True;
4194 remove := True;
4195 if gFlash = 2 then Inc(FPickup, 5);
4196 end;
4198 ITEM_MEDKIT_BLACK:
4199 begin
4200 if not (R_BERSERK in FRulez) then
4201 begin
4202 Include(FRulez, R_BERSERK);
4203 if allowBerserkSwitching then
4204 begin
4205 FCurrWeap := WEAPON_KASTET;
4206 resetWeaponQueue();
4207 FModel.SetWeapon(WEAPON_KASTET);
4208 end;
4209 if gFlash <> 0 then
4210 begin
4211 Inc(FPain, 100);
4212 if gFlash = 2 then Inc(FPickup, 5);
4213 end;
4214 FBerserk := gTime+30000;
4215 Result := True;
4216 remove := True;
4217 FFireTime := 0;
4218 //k8:do we need it? if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
4219 end;
4220 if FHealth < PLAYER_HP_SOFT then
4221 begin
4222 FHealth := PLAYER_HP_SOFT;
4223 FBerserk := gTime+30000;
4224 Result := True;
4225 remove := True;
4226 FFireTime := 0;
4227 end;
4228 end;
4230 ITEM_INVUL:
4231 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4232 begin
4233 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4234 Result := True;
4235 remove := True;
4236 if gFlash = 2 then Inc(FPickup, 5);
4237 end;
4239 ITEM_BOTTLE:
4240 if FHealth < PLAYER_HP_LIMIT then
4241 begin
4242 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4243 Result := True;
4244 remove := True;
4245 FFireTime := 0;
4246 if gFlash = 2 then Inc(FPickup, 5);
4247 end;
4249 ITEM_HELMET:
4250 if FArmor < PLAYER_AP_LIMIT then
4251 begin
4252 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4253 Result := True;
4254 remove := True;
4255 if gFlash = 2 then Inc(FPickup, 5);
4256 end;
4258 ITEM_JETPACK:
4259 if FJetFuel < JET_MAX then
4260 begin
4261 FJetFuel := JET_MAX;
4262 Result := True;
4263 remove := True;
4264 if gFlash = 2 then Inc(FPickup, 5);
4265 end;
4267 ITEM_INVIS:
4268 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4269 begin
4270 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4271 Result := True;
4272 remove := True;
4273 if gFlash = 2 then Inc(FPickup, 5);
4274 end;
4275 end;
4276 end;
4278 procedure TPlayer.Touch();
4279 begin
4280 if not FAlive then
4281 Exit;
4282 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4283 if FIamBot then
4284 begin
4285 // Áðîñèòü ôëàã òîâàðèùó:
4286 if gGameSettings.GameMode = GM_CTF then
4287 DropFlag();
4288 end;
4289 end;
4291 procedure TPlayer.Push(vx, vy: Integer);
4292 begin
4293 if (not FPhysics) and FGhost then
4294 Exit;
4295 FObj.Accel.X := FObj.Accel.X + vx;
4296 FObj.Accel.Y := FObj.Accel.Y + vy;
4297 if g_Game_IsNet and g_Game_IsServer then
4298 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4299 end;
4301 procedure TPlayer.Reset(Force: Boolean);
4302 begin
4303 if Force then
4304 FAlive := False;
4306 FSpawned := False;
4307 FTime[T_RESPAWN] := 0;
4308 FTime[T_FLAGCAP] := 0;
4309 FGodMode := False;
4310 FNoTarget := False;
4311 FNoReload := False;
4312 FFrags := 0;
4313 FLastFrag := 0;
4314 FComboEvnt := -1;
4315 FKills := 0;
4316 FMonsterKills := 0;
4317 FDeath := 0;
4318 FSecrets := 0;
4319 if FNoRespawn then
4320 begin
4321 FSpectator := False;
4322 FGhost := False;
4323 FPhysics := True;
4324 FSpectatePlayer := -1;
4325 FNoRespawn := False;
4326 end;
4327 FLives := gGameSettings.MaxLives;
4329 SetFlag(FLAG_NONE);
4330 end;
4332 procedure TPlayer.SoftReset();
4333 begin
4334 ReleaseKeys();
4336 FDamageBuffer := 0;
4337 FIncCam := 0;
4338 FBFGFireCounter := -1;
4339 FShellTimer := -1;
4340 FPain := 0;
4341 FLastHit := 0;
4342 FLastFrag := 0;
4343 FComboEvnt := -1;
4345 SetFlag(FLAG_NONE);
4346 SetAction(A_STAND, True);
4347 end;
4349 function TPlayer.GetRespawnPoint(): Byte;
4350 var
4351 c: Byte;
4352 begin
4353 Result := 255;
4354 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4356 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4357 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4358 begin
4359 if (Self = gPlayer1) or (Self = gPlayer2) then
4360 begin
4361 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4362 if Self = gPlayer1 then
4363 c := RESPAWNPOINT_PLAYER1
4364 else
4365 c := RESPAWNPOINT_PLAYER2;
4366 if g_Map_GetPointCount(c) > 0 then
4367 begin
4368 Result := c;
4369 Exit;
4370 end;
4372 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4373 if Self = gPlayer1 then
4374 c := RESPAWNPOINT_PLAYER2
4375 else
4376 c := RESPAWNPOINT_PLAYER1;
4377 if g_Map_GetPointCount(c) > 0 then
4378 begin
4379 Result := c;
4380 Exit;
4381 end;
4382 end else
4383 begin
4384 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4385 if Random(2) = 0 then
4386 c := RESPAWNPOINT_PLAYER1
4387 else
4388 c := RESPAWNPOINT_PLAYER2;
4389 if g_Map_GetPointCount(c) > 0 then
4390 begin
4391 Result := c;
4392 Exit;
4393 end;
4394 end;
4396 // Òî÷êà ëþáîé èç êîìàíä
4397 if Random(2) = 0 then
4398 c := RESPAWNPOINT_RED
4399 else
4400 c := RESPAWNPOINT_BLUE;
4401 if g_Map_GetPointCount(c) > 0 then
4402 begin
4403 Result := c;
4404 Exit;
4405 end;
4407 // Òî÷êà DM
4408 c := RESPAWNPOINT_DM;
4409 if g_Map_GetPointCount(c) > 0 then
4410 begin
4411 Result := c;
4412 Exit;
4413 end;
4414 end;
4416 // Ìÿñîïîâàë
4417 if gGameSettings.GameMode = GM_DM then
4418 begin
4419 // Òî÷êà DM
4420 c := RESPAWNPOINT_DM;
4421 if g_Map_GetPointCount(c) > 0 then
4422 begin
4423 Result := c;
4424 Exit;
4425 end;
4427 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4428 if Random(2) = 0 then
4429 c := RESPAWNPOINT_PLAYER1
4430 else
4431 c := RESPAWNPOINT_PLAYER2;
4432 if g_Map_GetPointCount(c) > 0 then
4433 begin
4434 Result := c;
4435 Exit;
4436 end;
4438 // Òî÷êà ëþáîé èç êîìàíä
4439 if Random(2) = 0 then
4440 c := RESPAWNPOINT_RED
4441 else
4442 c := RESPAWNPOINT_BLUE;
4443 if g_Map_GetPointCount(c) > 0 then
4444 begin
4445 Result := c;
4446 Exit;
4447 end;
4448 end;
4450 // Êîìàíäíûå
4451 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4452 begin
4453 // Òî÷êà ñâîåé êîìàíäû
4454 c := RESPAWNPOINT_DM;
4455 if FTeam = TEAM_RED then
4456 c := RESPAWNPOINT_RED;
4457 if FTeam = TEAM_BLUE then
4458 c := RESPAWNPOINT_BLUE;
4459 if g_Map_GetPointCount(c) > 0 then
4460 begin
4461 Result := c;
4462 Exit;
4463 end;
4465 // Òî÷êà DM
4466 c := RESPAWNPOINT_DM;
4467 if g_Map_GetPointCount(c) > 0 then
4468 begin
4469 Result := c;
4470 Exit;
4471 end;
4473 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4474 if Random(2) = 0 then
4475 c := RESPAWNPOINT_PLAYER1
4476 else
4477 c := RESPAWNPOINT_PLAYER2;
4478 if g_Map_GetPointCount(c) > 0 then
4479 begin
4480 Result := c;
4481 Exit;
4482 end;
4484 // Òî÷êà äðóãîé êîìàíäû
4485 c := RESPAWNPOINT_DM;
4486 if FTeam = TEAM_RED then
4487 c := RESPAWNPOINT_BLUE;
4488 if FTeam = TEAM_BLUE then
4489 c := RESPAWNPOINT_RED;
4490 if g_Map_GetPointCount(c) > 0 then
4491 begin
4492 Result := c;
4493 Exit;
4494 end;
4495 end;
4496 end;
4498 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4499 var
4500 RespawnPoint: TRespawnPoint;
4501 a, b, c: Byte;
4502 Anim: TAnimation;
4503 ID: DWORD;
4504 begin
4505 FIncCam := 0;
4506 FBFGFireCounter := -1;
4507 FShellTimer := -1;
4508 FPain := 0;
4509 FLastHit := 0;
4511 if not g_Game_IsServer then
4512 Exit;
4513 if FDummy then
4514 Exit;
4515 FWantsInGame := True;
4516 FJustTeleported := True;
4517 if Force then
4518 begin
4519 FTime[T_RESPAWN] := 0;
4520 FAlive := False;
4521 end;
4522 FNetTime := 0;
4523 // if server changes MaxLives we gotta be ready
4524 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4526 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4527 if FTime[T_RESPAWN] > gTime then
4528 Exit;
4530 // Ïðîñðàë âñå æèçíè:
4531 if FNoRespawn then
4532 begin
4533 if not FSpectator then Spectate(True);
4534 FWantsInGame := True;
4535 Exit;
4536 end;
4538 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4539 begin // "Ñâîÿ èãðà"
4540 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4541 FRulez := FRulez-[R_BERSERK];
4542 end
4543 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4544 begin
4545 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4546 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4547 end;
4549 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4550 c := GetRespawnPoint();
4552 ReleaseKeys();
4553 SetFlag(FLAG_NONE);
4555 // Âîñêðåøåíèå áåç îðóæèÿ:
4556 if not FAlive then
4557 begin
4558 FHealth := PLAYER_HP_SOFT;
4559 FArmor := 0;
4560 FAlive := True;
4561 FAir := AIR_DEF;
4562 FJetFuel := 0;
4564 for a := WP_FIRST to WP_LAST do
4565 begin
4566 FWeapon[a] := False;
4567 FReloading[a] := 0;
4568 end;
4570 FWeapon[WEAPON_PISTOL] := True;
4571 FWeapon[WEAPON_KASTET] := True;
4572 FCurrWeap := WEAPON_PISTOL;
4573 resetWeaponQueue();
4575 FModel.SetWeapon(FCurrWeap);
4577 for b := A_BULLETS to A_HIGH do
4578 FAmmo[b] := 0;
4580 FAmmo[A_BULLETS] := 50;
4582 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4583 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4584 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4585 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4586 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4588 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4589 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4590 else
4591 FRulez := [];
4592 end;
4594 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4595 if not g_Map_GetPoint(c, RespawnPoint) then
4596 begin
4597 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4598 Exit;
4599 end;
4601 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4602 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4603 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4604 FObj.Vel.X := 0;
4605 FObj.Vel.Y := 0;
4606 FObj.Accel.X := 0;
4607 FObj.Accel.Y := 0;
4609 FDirection := RespawnPoint.Direction;
4610 if FDirection = TDirection.D_LEFT then
4611 FAngle := 180
4612 else
4613 FAngle := 0;
4615 SetAction(A_STAND, True);
4616 FModel.Direction := FDirection;
4618 for a := Low(FTime) to High(FTime) do
4619 FTime[a] := 0;
4621 for a := Low(FMegaRulez) to High(FMegaRulez) do
4622 FMegaRulez[a] := 0;
4624 FDamageBuffer := 0;
4625 FJetpack := False;
4626 FCanJetpack := False;
4627 FFireTime := 0;
4628 FFirePainTime := 0;
4629 FFireAttacker := 0;
4631 // Àíèìàöèÿ âîçðîæäåíèÿ:
4632 if (not gLoadGameMode) and (not Silent) then
4633 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4634 begin
4635 Anim := TAnimation.Create(ID, False, 3);
4636 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4637 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4638 Anim.Free();
4639 end;
4641 FSpectator := False;
4642 FGhost := False;
4643 FPhysics := True;
4644 FSpectatePlayer := -1;
4645 FSpawned := True;
4647 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4648 gPlayer1 := self;
4649 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4650 gPlayer2 := self;
4652 if g_Game_IsNet then
4653 begin
4654 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4655 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4656 if not Silent then
4657 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4658 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4659 0, NET_GFX_TELE);
4660 end;
4661 end;
4663 procedure TPlayer.Spectate(NoMove: Boolean = False);
4664 begin
4665 if FAlive then
4666 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4667 else if (not NoMove) then
4668 begin
4669 GameX := gMapInfo.Width div 2;
4670 GameY := gMapInfo.Height div 2;
4671 end;
4672 FXTo := GameX;
4673 FYTo := GameY;
4675 FAlive := False;
4676 FSpectator := True;
4677 FGhost := True;
4678 FPhysics := False;
4679 FWantsInGame := False;
4680 FSpawned := False;
4682 if FNoRespawn then
4683 begin
4684 if Self = gPlayer1 then
4685 begin
4686 gLMSPID1 := FUID;
4687 gPlayer1 := nil;
4688 end;
4689 if Self = gPlayer2 then
4690 begin
4691 gLMSPID2 := FUID;
4692 gPlayer2 := nil;
4693 end;
4694 end;
4696 if g_Game_IsNet then
4697 MH_SEND_PlayerStats(FUID);
4698 end;
4700 procedure TPlayer.SwitchNoClip;
4701 begin
4702 if not FAlive then
4703 Exit;
4704 FGhost := not FGhost;
4705 FPhysics := not FGhost;
4706 if FGhost then
4707 begin
4708 FXTo := FObj.X;
4709 FYTo := FObj.Y;
4710 end else
4711 begin
4712 FObj.Accel.X := 0;
4713 FObj.Accel.Y := 0;
4714 end;
4715 end;
4717 procedure TPlayer.Run(Direction: TDirection);
4718 var
4719 a, b: Integer;
4720 begin
4721 if MAX_RUNVEL > 8 then
4722 FlySmoke();
4724 // Áåæèì:
4725 if Direction = TDirection.D_LEFT then
4726 begin
4727 if FObj.Vel.X > -MAX_RUNVEL then
4728 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4729 end
4730 else
4731 if FObj.Vel.X < MAX_RUNVEL then
4732 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4734 // Âîçìîæíî, ïèíàåì êóñêè:
4735 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4736 begin
4737 b := Abs(FObj.Vel.X);
4738 if b > 1 then b := b * (Random(8 div b) + 1);
4739 for a := 0 to High(gGibs) do
4740 begin
4741 if gGibs[a].alive and
4742 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4743 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4744 begin
4745 // Ïèíàåì êóñêè
4746 if FObj.Vel.X < 0 then
4747 begin
4748 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4749 end
4750 else
4751 begin
4752 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4753 end;
4754 gGibs[a].positionChanged(); // this updates spatial accelerators
4755 end;
4756 end;
4757 end;
4759 SetAction(A_WALK);
4760 end;
4762 procedure TPlayer.SeeDown();
4763 begin
4764 SetAction(A_SEEDOWN);
4766 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4768 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4769 end;
4771 procedure TPlayer.SeeUp();
4772 begin
4773 SetAction(A_SEEUP);
4775 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4777 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4778 end;
4780 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4781 var
4782 Prior: Byte;
4783 begin
4784 case Action of
4785 A_WALK: Prior := 3;
4786 A_DIE1: Prior := 5;
4787 A_DIE2: Prior := 5;
4788 A_ATTACK: Prior := 2;
4789 A_SEEUP: Prior := 1;
4790 A_SEEDOWN: Prior := 1;
4791 A_ATTACKUP: Prior := 2;
4792 A_ATTACKDOWN: Prior := 2;
4793 A_PAIN: Prior := 4;
4794 else Prior := 0;
4795 end;
4797 if (Prior > FActionPrior) or Force then
4798 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4799 begin
4800 FActionPrior := Prior;
4801 FActionAnim := Action;
4802 FActionForce := Force;
4803 FActionChanged := True;
4804 end;
4806 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4807 end;
4809 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4810 begin
4811 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4812 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4813 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4814 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4815 end;
4817 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4818 var
4819 Anim: TAnimation;
4820 ID: DWORD;
4821 begin
4822 Result := False;
4824 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4825 begin
4826 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4827 if g_Game_IsServer and g_Game_IsNet then
4828 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4829 Exit;
4830 end;
4832 FJustTeleported := True;
4834 Anim := nil;
4835 if not silent then
4836 begin
4837 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4838 begin
4839 Anim := TAnimation.Create(ID, False, 3);
4840 end;
4842 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4843 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4844 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4845 if g_Game_IsServer and g_Game_IsNet then
4846 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4847 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4848 NET_GFX_TELE);
4849 end;
4851 FObj.X := X-PLAYER_RECT.X;
4852 FObj.Y := Y-PLAYER_RECT.Y;
4853 if FAlive and FGhost then
4854 begin
4855 FXTo := FObj.X;
4856 FYTo := FObj.Y;
4857 end;
4859 if not g_Game_IsNet then
4860 begin
4861 if dir = 1 then
4862 begin
4863 SetDirection(TDirection.D_LEFT);
4864 FAngle := 180;
4865 end
4866 else
4867 if dir = 2 then
4868 begin
4869 SetDirection(TDirection.D_RIGHT);
4870 FAngle := 0;
4871 end
4872 else
4873 if dir = 3 then
4874 begin // îáðàòíîå
4875 if FDirection = TDirection.D_RIGHT then
4876 begin
4877 SetDirection(TDirection.D_LEFT);
4878 FAngle := 180;
4879 end
4880 else
4881 begin
4882 SetDirection(TDirection.D_RIGHT);
4883 FAngle := 0;
4884 end;
4885 end;
4886 end;
4888 if not silent and (Anim <> nil) then
4889 begin
4890 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4891 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4892 Anim.Free();
4894 if g_Game_IsServer and g_Game_IsNet then
4895 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4896 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4897 NET_GFX_TELE);
4898 end;
4900 Result := True;
4901 end;
4903 function nonz(a: Single): Single;
4904 begin
4905 if a <> 0 then
4906 Result := a
4907 else
4908 Result := 1;
4909 end;
4911 function TPlayer.followCorpse(): Boolean;
4912 var
4913 i: Integer;
4914 begin
4915 Result := False;
4916 if FAlive or FSpectator then
4917 Exit;
4918 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4919 Exit;
4920 for i := 0 to High(gCorpses) do
4921 if gCorpses[i] <> nil then
4922 if gCorpses[i].FPlayerUID = FUID then
4923 begin
4924 Result := True;
4925 FObj.X := gCorpses[i].FObj.X;
4926 FObj.Y := gCorpses[i].FObj.Y;
4927 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
4928 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
4929 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
4930 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
4931 break;
4932 end;
4933 end;
4935 procedure TPlayer.Update();
4936 var
4937 b: Byte;
4938 i, ii, wx, wy, xd, yd, k: Integer;
4939 blockmon, headwater, dospawn: Boolean;
4940 NetServer: Boolean;
4941 AnyServer: Boolean;
4942 SetSpect: Boolean;
4943 begin
4944 NetServer := g_Game_IsNet and g_Game_IsServer;
4945 AnyServer := g_Game_IsServer;
4947 if g_Game_IsClient and (NetInterpLevel > 0) then
4948 DoLerp(NetInterpLevel + 1)
4949 else
4950 if FGhost then
4951 DoLerp(4);
4953 if NetServer then
4954 if FClientID >= 0 then
4955 begin
4956 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4957 if NetClients[FClientID].Peer^.packetsSent > 0 then
4958 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4959 else
4960 FLoss := 0;
4961 end else
4962 begin
4963 FPing := 0;
4964 FLoss := 0;
4965 end;
4967 if FAlive and (FPunchAnim <> nil) then
4968 FPunchAnim.Update();
4970 if FAlive and (gFly or FJetpack) then
4971 FlySmoke();
4973 if FDirection = TDirection.D_LEFT then
4974 FAngle := 180
4975 else
4976 FAngle := 0;
4978 if FAlive and (not FGhost) then
4979 begin
4980 if FKeys[KEY_UP].Pressed then
4981 SeeUp();
4982 if FKeys[KEY_DOWN].Pressed then
4983 SeeDown();
4984 end;
4986 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4987 (FIncCam <> 0) then
4988 begin
4989 i := g_basic.Sign(FIncCam);
4990 FIncCam := Abs(FIncCam);
4991 DecMin(FIncCam, 5, 0);
4992 FIncCam := FIncCam*i;
4993 end;
4995 // no need to do that each second frame, weapon queue will take care of it
4996 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4997 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4999 if gTime mod (GAME_TICK*2) <> 0 then
5000 begin
5001 if (FObj.Vel.X = 0) and FAlive then
5002 begin
5003 if FKeys[KEY_LEFT].Pressed then
5004 Run(TDirection.D_LEFT);
5005 if FKeys[KEY_RIGHT].Pressed then
5006 Run(TDirection.D_RIGHT);
5007 end;
5009 if FPhysics then
5010 begin
5011 if not followCorpse() then
5012 g_Obj_Move(@FObj, True, True, True);
5013 positionChanged(); // this updates spatial accelerators
5014 end;
5016 Exit;
5017 end;
5019 FActionChanged := False;
5021 if FAlive then
5022 begin
5023 // Let alive player do some actions
5024 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5025 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5026 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5027 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5028 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
5029 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5030 if FKeys[KEY_JUMP].Pressed then Jump()
5031 else
5032 begin
5033 if AnyServer and FJetpack then
5034 begin
5035 FJetpack := False;
5036 JetpackOff;
5037 if NetServer then MH_SEND_PlayerStats(FUID);
5038 end;
5039 FCanJetpack := True;
5040 end;
5041 end
5042 else // Dead
5043 begin
5044 dospawn := False;
5045 if not FGhost then
5046 for k := Low(FKeys) to KEY_CHAT-1 do
5047 begin
5048 if FKeys[k].Pressed then
5049 begin
5050 dospawn := True;
5051 break;
5052 end;
5053 end;
5054 if dospawn then
5055 begin
5056 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5057 Respawn(False)
5058 else // Single
5059 if (FTime[T_RESPAWN] <= gTime) and
5060 gGameOn and (not FAlive) then
5061 begin
5062 if (g_Player_GetCount() > 1) then
5063 Respawn(False)
5064 else
5065 begin
5066 gExit := EXIT_RESTART;
5067 Exit;
5068 end;
5069 end;
5070 end;
5071 // Dead spectator actions
5072 if FGhost then
5073 begin
5074 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5075 if FKeys[KEY_FIRE].Pressed and AnyServer then
5076 begin
5077 if FSpectator then
5078 begin
5079 if (FSpectatePlayer >= High(gPlayers)) then
5080 FSpectatePlayer := -1
5081 else
5082 begin
5083 SetSpect := False;
5084 for I := FSpectatePlayer + 1 to High(gPlayers) do
5085 if gPlayers[I] <> nil then
5086 if gPlayers[I].alive then
5087 if gPlayers[I].UID <> FUID then
5088 begin
5089 FSpectatePlayer := I;
5090 SetSpect := True;
5091 break;
5092 end;
5094 if not SetSpect then FSpectatePlayer := -1;
5095 end;
5097 ReleaseKeys;
5098 end;
5099 end;
5100 end;
5101 end;
5102 // No clipping
5103 if FGhost then
5104 begin
5105 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5106 begin
5107 FYTo := FObj.Y - 32;
5108 FSpectatePlayer := -1;
5109 end;
5110 if FKeys[KEY_DOWN].Pressed then
5111 begin
5112 FYTo := FObj.Y + 32;
5113 FSpectatePlayer := -1;
5114 end;
5115 if FKeys[KEY_LEFT].Pressed then
5116 begin
5117 FXTo := FObj.X - 32;
5118 FSpectatePlayer := -1;
5119 end;
5120 if FKeys[KEY_RIGHT].Pressed then
5121 begin
5122 FXTo := FObj.X + 32;
5123 FSpectatePlayer := -1;
5124 end;
5126 if (FXTo < -64) then
5127 FXTo := -64
5128 else if (FXTo > gMapInfo.Width + 32) then
5129 FXTo := gMapInfo.Width + 32;
5130 if (FYTo < -72) then
5131 FYTo := -72
5132 else if (FYTo > gMapInfo.Height + 32) then
5133 FYTo := gMapInfo.Height + 32;
5134 end;
5136 if FPhysics then
5137 begin
5138 if not followCorpse() then
5139 g_Obj_Move(@FObj, True, True, True);
5140 positionChanged(); // this updates spatial accelerators
5141 end
5142 else
5143 begin
5144 FObj.Vel.X := 0;
5145 FObj.Vel.Y := 0;
5146 if FSpectator then
5147 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5148 if gPlayers[FSpectatePlayer] <> nil then
5149 if gPlayers[FSpectatePlayer].alive then
5150 begin
5151 FXTo := gPlayers[FSpectatePlayer].GameX;
5152 FYTo := gPlayers[FSpectatePlayer].GameY;
5153 end;
5154 end;
5156 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5157 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5158 PANEL_BLOCKMON, True);
5159 headwater := HeadInLiquid(0, 0);
5161 // Ñîïðîòèâëåíèå âîçäóõà:
5162 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5163 if FObj.Vel.X <> 0 then
5164 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5166 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5167 DecMin(FPain, 5, 0);
5168 DecMin(FPickup, 1, 0);
5170 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5171 begin
5172 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5173 FMegaRulez[MR_SUIT] := 0;
5174 FMegaRulez[MR_INVUL] := 0;
5175 FMegaRulez[MR_INVIS] := 0;
5176 Kill(K_FALLKILL, 0, HIT_FALL);
5177 end;
5179 i := 9;
5181 if FAlive then
5182 begin
5183 if FCurrWeap = WEAPON_SAW then
5184 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5185 FSawSoundSelect.IsPlaying()) then
5186 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5188 if FJetpack then
5189 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5190 (not FJetSoundOff.IsPlaying()) then
5191 begin
5192 FJetSoundFly.SetPosition(0);
5193 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5194 end;
5196 for b := WP_FIRST to WP_LAST do
5197 if FReloading[b] > 0 then
5198 if FNoReload then
5199 FReloading[b] := 0
5200 else
5201 Dec(FReloading[b]);
5203 if FShellTimer > -1 then
5204 if FShellTimer = 0 then
5205 begin
5206 if FShellType = SHELL_SHELL then
5207 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5208 GameVelX, GameVelY-2, SHELL_SHELL)
5209 else if FShellType = SHELL_DBLSHELL then
5210 begin
5211 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5212 GameVelX+1, GameVelY-2, SHELL_SHELL);
5213 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5214 GameVelX-1, GameVelY-2, SHELL_SHELL);
5215 end;
5216 FShellTimer := -1;
5217 end else Dec(FShellTimer);
5219 if (FBFGFireCounter > -1) then
5220 if FBFGFireCounter = 0 then
5221 begin
5222 if AnyServer then
5223 begin
5224 wx := FObj.X+WEAPONPOINT[FDirection].X;
5225 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5226 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5227 yd := wy+firediry();
5228 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5229 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5230 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5231 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5232 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5233 end;
5235 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5236 FBFGFireCounter := -1;
5237 end else
5238 if FNoReload then
5239 FBFGFireCounter := 0
5240 else
5241 Dec(FBFGFireCounter);
5243 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5244 begin
5245 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5247 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5248 end;
5250 if (headwater or blockmon) then
5251 begin
5252 Dec(FAir);
5254 if FAir < -9 then
5255 begin
5256 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5257 FAir := 0;
5258 end
5259 else if (FAir mod 31 = 0) and not blockmon then
5260 begin
5261 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5262 if Random(2) = 0 then
5263 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5264 else
5265 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5266 end;
5267 end else if FAir < AIR_DEF then
5268 FAir := AIR_DEF;
5270 if FFireTime > 0 then
5271 begin
5272 if BodyInLiquid(0, 0) then
5273 begin
5274 FFireTime := 0;
5275 FFirePainTime := 0;
5276 end
5277 else if FMegaRulez[MR_SUIT] >= gTime then
5278 begin
5279 if FMegaRulez[MR_SUIT] = gTime then
5280 FFireTime := 1;
5281 FFirePainTime := 0;
5282 end
5283 else
5284 begin
5285 OnFireFlame(1);
5286 if FFirePainTime <= 0 then
5287 begin
5288 if g_Game_IsServer then
5289 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5290 FFirePainTime := 18;
5291 end;
5292 FFirePainTime := FFirePainTime - 1;
5293 FFireTime := FFireTime - 1;
5294 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5295 MH_SEND_PlayerStats(FUID);
5296 end;
5297 end;
5299 if FDamageBuffer > 0 then
5300 begin
5301 if FDamageBuffer >= 9 then
5302 begin
5303 SetAction(A_PAIN);
5305 if FDamageBuffer < 30 then i := 9
5306 else if FDamageBuffer < 100 then i := 18
5307 else i := 27;
5308 end;
5310 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5311 FArmor := FArmor-(FDamageBuffer-ii);
5312 FHealth := FHealth-ii;
5313 if FArmor < 0 then
5314 begin
5315 FHealth := FHealth+FArmor;
5316 FArmor := 0;
5317 end;
5319 if AnyServer then
5320 if FHealth <= 0 then
5321 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5322 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5323 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5325 if FAlive then
5326 begin
5327 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5328 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5329 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5330 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5331 end;
5333 FDamageBuffer := 0;
5334 end;
5336 {CollideItem();}
5337 end; // if FAlive then ...
5339 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5340 begin
5341 FModel.ChangeAnimation(FActionAnim, FActionForce);
5342 FModel.GetCurrentAnimation.MinLength := i;
5343 FModel.GetCurrentAnimationMask.MinLength := i;
5344 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5346 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5347 then SetAction(A_STAND, True);
5349 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5351 for b := Low(FKeys) to High(FKeys) do
5352 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5353 end;
5356 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5357 begin
5358 x := FObj.X+PLAYER_RECT.X;
5359 y := FObj.Y+PLAYER_RECT.Y;
5360 w := PLAYER_RECT.Width;
5361 h := PLAYER_RECT.Height;
5362 end;
5365 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5366 begin
5367 if (dx <> 0) or (dy <> 0) then
5368 begin
5369 FObj.X += dx;
5370 FObj.Y += dy;
5371 positionChanged();
5372 end;
5373 end;
5376 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5377 begin
5378 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5379 FObj.Y+PLAYER_RECT.Y,
5380 PLAYER_RECT.Width,
5381 PLAYER_RECT.Height,
5382 X, Y,
5383 Width, Height);
5384 end;
5386 function TPlayer.Collide(Panel: TPanel): Boolean;
5387 begin
5388 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5389 FObj.Y+PLAYER_RECT.Y,
5390 PLAYER_RECT.Width,
5391 PLAYER_RECT.Height,
5392 Panel.X, Panel.Y,
5393 Panel.Width, Panel.Height);
5394 end;
5396 function TPlayer.Collide(X, Y: Integer): Boolean;
5397 begin
5398 X := X-FObj.X-PLAYER_RECT.X;
5399 Y := Y-FObj.Y-PLAYER_RECT.Y;
5400 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5401 (y >= 0) and (y <= PLAYER_RECT.Height);
5402 end;
5404 function g_Player_ValidName(Name: string): Boolean;
5405 var
5406 a: Integer;
5407 begin
5408 Result := True;
5410 if gPlayers = nil then Exit;
5412 for a := 0 to High(gPlayers) do
5413 if gPlayers[a] <> nil then
5414 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5415 begin
5416 Result := False;
5417 Exit;
5418 end;
5419 end;
5421 procedure TPlayer.SetDirection(Direction: TDirection);
5422 var
5423 d: TDirection;
5424 begin
5425 d := FModel.Direction;
5427 FModel.Direction := Direction;
5428 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5430 FDirection := Direction;
5431 end;
5433 function TPlayer.GetKeys(): Byte;
5434 begin
5435 Result := 0;
5437 if R_KEY_RED in FRulez then Result := KEY_RED;
5438 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5439 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5441 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5442 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5443 end;
5445 procedure TPlayer.Use();
5446 var
5447 a: Integer;
5448 begin
5449 if FTime[T_USE] > gTime then Exit;
5451 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5452 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5454 for a := 0 to High(gPlayers) do
5455 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5456 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5457 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5458 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5459 begin
5460 gPlayers[a].Touch();
5461 if g_Game_IsNet and g_Game_IsServer then
5462 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5463 end;
5465 FTime[T_USE] := gTime+120;
5466 end;
5468 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5469 var
5470 locObj: TObj;
5471 F: Boolean;
5472 WX, WY, XD, YD: Integer;
5473 begin
5474 F := False;
5475 WX := X;
5476 WY := Y;
5477 XD := AX;
5478 YD := AY;
5480 case FCurrWeap of
5481 WEAPON_KASTET:
5482 begin
5483 DoPunch();
5484 if R_BERSERK in FRulez then
5485 begin
5486 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5487 locobj.X := FObj.X+FObj.Rect.X;
5488 locobj.Y := FObj.Y+FObj.Rect.Y;
5489 locobj.rect.X := 0;
5490 locobj.rect.Y := 0;
5491 locobj.rect.Width := 39;
5492 locobj.rect.Height := 52;
5493 locobj.Vel.X := (xd-wx) div 2;
5494 locobj.Vel.Y := (yd-wy) div 2;
5495 locobj.Accel.X := xd-wx;
5496 locobj.Accel.y := yd-wy;
5498 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5499 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5500 else
5501 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5503 if gFlash = 1 then
5504 if FPain < 50 then
5505 FPain := min(FPain + 25, 50);
5506 end else
5507 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5508 end;
5510 WEAPON_SAW:
5511 begin
5512 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5513 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5514 begin
5515 FSawSoundSelect.Stop();
5516 FSawSound.Stop();
5517 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5518 end
5519 else if not FSawSoundHit.IsPlaying() then
5520 begin
5521 FSawSoundSelect.Stop();
5522 FSawSound.PlayAt(FObj.X, FObj.Y);
5523 end;
5524 f := True;
5525 end;
5527 WEAPON_PISTOL:
5528 begin
5529 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5530 FFireAngle := FAngle;
5531 f := True;
5532 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5533 GameVelX, GameVelY-2, SHELL_BULLET);
5534 end;
5536 WEAPON_SHOTGUN1:
5537 begin
5538 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5539 FFireAngle := FAngle;
5540 f := True;
5541 FShellTimer := 10;
5542 FShellType := SHELL_SHELL;
5543 end;
5545 WEAPON_SHOTGUN2:
5546 begin
5547 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5548 FFireAngle := FAngle;
5549 f := True;
5550 FShellTimer := 13;
5551 FShellType := SHELL_DBLSHELL;
5552 end;
5554 WEAPON_CHAINGUN:
5555 begin
5556 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5557 FFireAngle := FAngle;
5558 f := True;
5559 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5560 GameVelX, GameVelY-2, SHELL_BULLET);
5561 end;
5563 WEAPON_ROCKETLAUNCHER:
5564 begin
5565 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5566 FFireAngle := FAngle;
5567 f := True;
5568 end;
5570 WEAPON_PLASMA:
5571 begin
5572 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5573 FFireAngle := FAngle;
5574 f := True;
5575 end;
5577 WEAPON_BFG:
5578 begin
5579 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5580 FFireAngle := FAngle;
5581 f := True;
5582 end;
5584 WEAPON_SUPERPULEMET:
5585 begin
5586 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5587 FFireAngle := FAngle;
5588 f := True;
5589 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5590 GameVelX, GameVelY-2, SHELL_SHELL);
5591 end;
5593 WEAPON_FLAMETHROWER:
5594 begin
5595 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5596 FFireAngle := FAngle;
5597 f := True;
5598 end;
5599 end;
5601 if not f then Exit;
5603 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5604 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5605 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5606 end;
5608 procedure TPlayer.DoLerp(Level: Integer = 2);
5609 begin
5610 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5611 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5612 end;
5614 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5615 var
5616 AX, AY: Integer;
5617 begin
5618 if NetInterpLevel < 1 then
5619 begin
5620 FObj.X := XTo;
5621 FObj.Y := YTo;
5622 end
5623 else
5624 begin
5625 FXTo := XTo;
5626 FYTo := YTo;
5628 AX := Abs(FXTo - FObj.X);
5629 AY := Abs(FYTo - FObj.Y);
5630 if (AX > 32) or (AX <= NetInterpLevel) then
5631 FObj.X := FXTo;
5632 if (AY > 32) or (AY <= NetInterpLevel) then
5633 FObj.Y := FYTo;
5634 end;
5635 end;
5637 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5638 begin
5639 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5640 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5641 PANEL_LIFTUP, False) then Result := -1
5642 else
5643 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5644 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5645 PANEL_LIFTDOWN, False) then Result := 1
5646 else Result := 0;
5647 end;
5649 function TPlayer.GetFlag(Flag: Byte): Boolean;
5650 var
5651 s, ts: String;
5652 evtype: Byte;
5653 begin
5654 Result := False;
5656 if Flag = FLAG_NONE then
5657 Exit;
5659 if not g_Game_IsServer then Exit;
5661 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5662 if (Flag = FTeam) and
5663 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5664 (FFlag <> FLAG_NONE) then
5665 begin
5666 if FFlag = FLAG_RED then
5667 s := _lc[I_PLAYER_FLAG_RED]
5668 else
5669 s := _lc[I_PLAYER_FLAG_BLUE];
5671 evtype := FLAG_STATE_SCORED;
5673 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5674 Insert('.', ts, Length(ts) + 1 - 3);
5675 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5677 g_Map_ResetFlag(FFlag);
5678 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5680 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5682 Result := True;
5683 if g_Game_IsNet then
5684 begin
5685 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5686 MH_SEND_GameStats;
5687 end;
5689 gFlags[FFlag].CaptureTime := 0;
5690 SetFlag(FLAG_NONE);
5691 Exit;
5692 end;
5694 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5695 if (Flag = FTeam) and
5696 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5697 begin
5698 if Flag = FLAG_RED then
5699 s := _lc[I_PLAYER_FLAG_RED]
5700 else
5701 s := _lc[I_PLAYER_FLAG_BLUE];
5703 evtype := FLAG_STATE_RETURNED;
5704 gFlags[Flag].CaptureTime := 0;
5706 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5708 g_Map_ResetFlag(Flag);
5709 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5711 Result := True;
5712 if g_Game_IsNet then
5713 begin
5714 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5715 MH_SEND_GameStats;
5716 end;
5717 Exit;
5718 end;
5720 // Ïîäîáðàë ÷óæîé ôëàã:
5721 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5722 begin
5723 SetFlag(Flag);
5725 if Flag = FLAG_RED then
5726 s := _lc[I_PLAYER_FLAG_RED]
5727 else
5728 s := _lc[I_PLAYER_FLAG_BLUE];
5730 evtype := FLAG_STATE_CAPTURED;
5732 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5734 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5736 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5738 Result := True;
5739 if g_Game_IsNet then
5740 begin
5741 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5742 MH_SEND_GameStats;
5743 end;
5744 end;
5745 end;
5747 procedure TPlayer.SetFlag(Flag: Byte);
5748 begin
5749 FFlag := Flag;
5750 if FModel <> nil then
5751 FModel.SetFlag(FFlag);
5752 end;
5754 function TPlayer.DropFlag(): Boolean;
5755 var
5756 s: String;
5757 begin
5758 Result := False;
5759 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5760 Exit;
5761 FTime[T_FLAGCAP] := gTime + 2000;
5762 with gFlags[FFlag] do
5763 begin
5764 Obj.X := FObj.X;
5765 Obj.Y := FObj.Y;
5766 Direction := FDirection;
5767 State := FLAG_STATE_DROPPED;
5768 Count := FLAG_TIME;
5769 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5770 (FObj.Vel.Y div 2)-2+Random(5));
5771 positionChanged(); // this updates spatial accelerators
5773 if FFlag = FLAG_RED then
5774 s := _lc[I_PLAYER_FLAG_RED]
5775 else
5776 s := _lc[I_PLAYER_FLAG_BLUE];
5778 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5779 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5781 if g_Game_IsNet then
5782 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5783 end;
5784 SetFlag(FLAG_NONE);
5785 Result := True;
5786 end;
5788 procedure TPlayer.GetSecret();
5789 begin
5790 Inc(FSecrets);
5791 end;
5793 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5794 begin
5795 Assert(Key <= High(FKeys));
5797 FKeys[Key].Pressed := True;
5798 FKeys[Key].Time := Time;
5799 end;
5801 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5802 begin
5803 Result := FKeys[K].Pressed;
5804 end;
5806 procedure TPlayer.ReleaseKeys();
5807 var
5808 a: Integer;
5809 begin
5810 for a := Low(FKeys) to High(FKeys) do
5811 begin
5812 FKeys[a].Pressed := False;
5813 FKeys[a].Time := 0;
5814 end;
5815 end;
5817 procedure TPlayer.OnDamage(Angle: SmallInt);
5818 begin
5819 end;
5821 function TPlayer.firediry(): Integer;
5822 begin
5823 if FKeys[KEY_UP].Pressed then Result := -42
5824 else if FKeys[KEY_DOWN].Pressed then Result := 19
5825 else Result := 0;
5826 end;
5828 procedure TPlayer.RememberState();
5829 var
5830 i: Integer;
5831 begin
5832 FSavedState.Health := FHealth;
5833 FSavedState.Armor := FArmor;
5834 FSavedState.Air := FAir;
5835 FSavedState.JetFuel := FJetFuel;
5836 FSavedState.CurrWeap := FCurrWeap;
5837 FSavedState.NextWeap := FNextWeap;
5838 FSavedState.NextWeapDelay := FNextWeapDelay;
5840 for i := 0 to 3 do
5841 FSavedState.Ammo[i] := FAmmo[i];
5842 for i := 0 to 3 do
5843 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5845 FSavedState.Rulez := FRulez;
5846 FSavedState.WaitRecall := True;
5847 end;
5849 procedure TPlayer.RecallState();
5850 var
5851 i: Integer;
5852 begin
5853 if not FSavedState.WaitRecall then Exit;
5855 FHealth := FSavedState.Health;
5856 FArmor := FSavedState.Armor;
5857 FAir := FSavedState.Air;
5858 FJetFuel := FSavedState.JetFuel;
5859 FCurrWeap := FSavedState.CurrWeap;
5860 FNextWeap := FSavedState.NextWeap;
5861 FNextWeapDelay := FSavedState.NextWeapDelay;
5863 for i := 0 to 3 do
5864 FAmmo[i] := FSavedState.Ammo[i];
5865 for i := 0 to 3 do
5866 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5868 FRulez := FSavedState.Rulez;
5869 FSavedState.WaitRecall := False;
5871 if gGameSettings.GameType = GT_SERVER then
5872 MH_SEND_PlayerStats(FUID);
5873 end;
5875 procedure TPlayer.SaveState (st: TStream);
5876 var
5877 i: Integer;
5878 b: Byte;
5879 begin
5880 // Ñèãíàòóðà èãðîêà
5881 utils.writeSign(st, 'PLYR');
5882 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5883 // Áîò èëè ÷åëîâåê
5884 utils.writeBool(st, FIamBot);
5885 // UID èãðîêà
5886 utils.writeInt(st, Word(FUID));
5887 // Èìÿ èãðîêà
5888 utils.writeStr(st, FName);
5889 // Êîìàíäà
5890 utils.writeInt(st, Byte(FTeam));
5891 // Æèâ ëè
5892 utils.writeBool(st, FAlive);
5893 // Èçðàñõîäîâàë ëè âñå æèçíè
5894 utils.writeBool(st, FNoRespawn);
5895 // Íàïðàâëåíèå
5896 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
5897 utils.writeInt(st, Byte(b));
5898 // Çäîðîâüå
5899 utils.writeInt(st, LongInt(FHealth));
5900 // Æèçíè
5901 utils.writeInt(st, Byte(FLives));
5902 // Áðîíÿ
5903 utils.writeInt(st, LongInt(FArmor));
5904 // Çàïàñ âîçäóõà
5905 utils.writeInt(st, LongInt(FAir));
5906 // Çàïàñ ãîðþ÷åãî
5907 utils.writeInt(st, LongInt(FJetFuel));
5908 // Áîëü
5909 utils.writeInt(st, LongInt(FPain));
5910 // Óáèë
5911 utils.writeInt(st, LongInt(FKills));
5912 // Óáèë ìîíñòðîâ
5913 utils.writeInt(st, LongInt(FMonsterKills));
5914 // Ôðàãîâ
5915 utils.writeInt(st, LongInt(FFrags));
5916 // Ôðàãîâ ïîäðÿä
5917 utils.writeInt(st, Byte(FFragCombo));
5918 // Âðåìÿ ïîñëåäíåãî ôðàãà
5919 utils.writeInt(st, LongWord(FLastFrag));
5920 // Ñìåðòåé
5921 utils.writeInt(st, LongInt(FDeath));
5922 // Êàêîé ôëàã íåñåò
5923 utils.writeInt(st, Byte(FFlag));
5924 // Íàøåë ñåêðåòîâ
5925 utils.writeInt(st, LongInt(FSecrets));
5926 // Òåêóùåå îðóæèå
5927 utils.writeInt(st, Byte(FCurrWeap));
5928 // Æåëàåìîå îðóæèå
5929 utils.writeInt(st, Word(FNextWeap));
5930 // ...è ïàóçà
5931 utils.writeInt(st, Byte(FNextWeapDelay));
5932 // Âðåìÿ çàðÿäêè BFG
5933 utils.writeInt(st, SmallInt(FBFGFireCounter));
5934 // Áóôåð óðîíà
5935 utils.writeInt(st, LongInt(FDamageBuffer));
5936 // Ïîñëåäíèé óäàðèâøèé
5937 utils.writeInt(st, Word(FLastSpawnerUID));
5938 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5939 utils.writeInt(st, Byte(FLastHit));
5940 // Îáúåêò èãðîêà
5941 Obj_SaveState(st, @FObj);
5942 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5943 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
5944 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5945 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
5946 // Íàëè÷èå îðóæèÿ
5947 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
5948 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5949 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
5950 // Íàëè÷èå ðþêçàêà
5951 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
5952 // Íàëè÷èå êðàñíîãî êëþ÷à
5953 utils.writeBool(st, (R_KEY_RED in FRulez));
5954 // Íàëè÷èå çåëåíîãî êëþ÷à
5955 utils.writeBool(st, (R_KEY_GREEN in FRulez));
5956 // Íàëè÷èå ñèíåãî êëþ÷à
5957 utils.writeBool(st, (R_KEY_BLUE in FRulez));
5958 // Íàëè÷èå áåðñåðêà
5959 utils.writeBool(st, (R_BERSERK in FRulez));
5960 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5961 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
5962 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5963 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
5964 // Íàçâàíèå ìîäåëè
5965 utils.writeStr(st, FModel.Name);
5966 // Öâåò ìîäåëè
5967 utils.writeInt(st, Byte(FColor.R));
5968 utils.writeInt(st, Byte(FColor.G));
5969 utils.writeInt(st, Byte(FColor.B));
5970 end;
5973 procedure TPlayer.LoadState (st: TStream);
5974 var
5975 i: Integer;
5976 str: String;
5977 b: Byte;
5978 begin
5979 assert(st <> nil);
5981 // Ñèãíàòóðà èãðîêà
5982 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
5983 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
5984 // Áîò èëè ÷åëîâåê:
5985 FIamBot := utils.readBool(st);
5986 // UID èãðîêà
5987 FUID := utils.readWord(st);
5988 // Èìÿ èãðîêà
5989 str := utils.readStr(st);
5990 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
5991 // Êîìàíäà
5992 FTeam := utils.readByte(st);
5993 // Æèâ ëè
5994 FAlive := utils.readBool(st);
5995 // Èçðàñõîäîâàë ëè âñå æèçíè
5996 FNoRespawn := utils.readBool(st);
5997 // Íàïðàâëåíèå
5998 b := utils.readByte(st);
5999 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6000 // Çäîðîâüå
6001 FHealth := utils.readLongInt(st);
6002 // Æèçíè
6003 FLives := utils.readByte(st);
6004 // Áðîíÿ
6005 FArmor := utils.readLongInt(st);
6006 // Çàïàñ âîçäóõà
6007 FAir := utils.readLongInt(st);
6008 // Çàïàñ ãîðþ÷åãî
6009 FJetFuel := utils.readLongInt(st);
6010 // Áîëü
6011 FPain := utils.readLongInt(st);
6012 // Óáèë
6013 FKills := utils.readLongInt(st);
6014 // Óáèë ìîíñòðîâ
6015 FMonsterKills := utils.readLongInt(st);
6016 // Ôðàãîâ
6017 FFrags := utils.readLongInt(st);
6018 // Ôðàãîâ ïîäðÿä
6019 FFragCombo := utils.readByte(st);
6020 // Âðåìÿ ïîñëåäíåãî ôðàãà
6021 FLastFrag := utils.readLongWord(st);
6022 // Ñìåðòåé
6023 FDeath := utils.readLongInt(st);
6024 // Êàêîé ôëàã íåñåò
6025 FFlag := utils.readByte(st);
6026 // Íàøåë ñåêðåòîâ
6027 FSecrets := utils.readLongInt(st);
6028 // Òåêóùåå îðóæèå
6029 FCurrWeap := utils.readByte(st);
6030 // Æåëàåìîå îðóæèå
6031 FNextWeap := utils.readWord(st);
6032 // ...è ïàóçà
6033 FNextWeapDelay := utils.readByte(st);
6034 // Âðåìÿ çàðÿäêè BFG
6035 FBFGFireCounter := utils.readSmallInt(st);
6036 // Áóôåð óðîíà
6037 FDamageBuffer := utils.readLongInt(st);
6038 // Ïîñëåäíèé óäàðèâøèé
6039 FLastSpawnerUID := utils.readWord(st);
6040 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6041 FLastHit := utils.readByte(st);
6042 // Îáúåêò èãðîêà
6043 Obj_LoadState(@FObj, st);
6044 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6045 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6046 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6047 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6048 // Íàëè÷èå îðóæèÿ
6049 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6050 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6051 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6052 // Íàëè÷èå ðþêçàêà
6053 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6054 // Íàëè÷èå êðàñíîãî êëþ÷à
6055 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6056 // Íàëè÷èå çåëåíîãî êëþ÷à
6057 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6058 // Íàëè÷èå ñèíåãî êëþ÷à
6059 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6060 // Íàëè÷èå áåðñåðêà
6061 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6062 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6063 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6064 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6065 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6066 // Íàçâàíèå ìîäåëè
6067 str := utils.readStr(st);
6068 // Öâåò ìîäåëè
6069 FColor.R := utils.readByte(st);
6070 FColor.G := utils.readByte(st);
6071 FColor.B := utils.readByte(st);
6072 if (self = gPlayer1) then
6073 begin
6074 str := gPlayer1Settings.Model;
6075 FColor := gPlayer1Settings.Color;
6076 end
6077 else if (self = gPlayer2) then
6078 begin
6079 str := gPlayer2Settings.Model;
6080 FColor := gPlayer2Settings.Color;
6081 end;
6082 // Îáíîâëÿåì ìîäåëü èãðîêà
6083 SetModel(str);
6084 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6085 FModel.Color := TEAMCOLOR[FTeam]
6086 else
6087 FModel.Color := FColor;
6088 end;
6091 procedure TPlayer.AllRulez(Health: Boolean);
6092 var
6093 a: Integer;
6094 begin
6095 if Health then
6096 begin
6097 FHealth := PLAYER_HP_LIMIT;
6098 FArmor := PLAYER_AP_LIMIT;
6099 Exit;
6100 end;
6102 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6103 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6104 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6105 end;
6107 procedure TPlayer.RestoreHealthArmor();
6108 begin
6109 FHealth := PLAYER_HP_LIMIT;
6110 FArmor := PLAYER_AP_LIMIT;
6111 end;
6113 procedure TPlayer.FragCombo();
6114 var
6115 Param: Integer;
6116 begin
6117 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6118 Exit;
6119 if gTime - FLastFrag < FRAG_COMBO_TIME then
6120 begin
6121 if FFragCombo < 5 then
6122 Inc(FFragCombo);
6123 Param := FUID or (FFragCombo shl 16);
6124 if (FComboEvnt >= Low(gDelayedEvents)) and
6125 (FComboEvnt <= High(gDelayedEvents)) and
6126 gDelayedEvents[FComboEvnt].Pending and
6127 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6128 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6129 begin
6130 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6131 gDelayedEvents[FComboEvnt].DENum := Param;
6132 end
6133 else
6134 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6135 end
6136 else
6137 FFragCombo := 1;
6139 FLastFrag := gTime;
6140 end;
6142 procedure TPlayer.GiveItem(ItemType: Byte);
6143 begin
6144 case ItemType of
6145 ITEM_SUIT:
6146 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6147 begin
6148 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6149 end;
6151 ITEM_OXYGEN:
6152 if FAir < AIR_MAX then
6153 begin
6154 FAir := AIR_MAX;
6155 end;
6157 ITEM_MEDKIT_BLACK:
6158 begin
6159 if not (R_BERSERK in FRulez) then
6160 begin
6161 Include(FRulez, R_BERSERK);
6162 if FBFGFireCounter < 1 then
6163 begin
6164 FCurrWeap := WEAPON_KASTET;
6165 resetWeaponQueue();
6166 FModel.SetWeapon(WEAPON_KASTET);
6167 end;
6168 if gFlash <> 0 then
6169 Inc(FPain, 100);
6170 FBerserk := gTime+30000;
6171 end;
6172 if FHealth < PLAYER_HP_SOFT then
6173 begin
6174 FHealth := PLAYER_HP_SOFT;
6175 FBerserk := gTime+30000;
6176 end;
6177 end;
6179 ITEM_INVUL:
6180 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6181 begin
6182 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6183 end;
6185 ITEM_INVIS:
6186 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6187 begin
6188 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6189 end;
6191 ITEM_JETPACK:
6192 if FJetFuel < JET_MAX then
6193 begin
6194 FJetFuel := JET_MAX;
6195 end;
6197 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6198 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6200 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6201 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6203 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6204 ITEM_SPHERE_WHITE:
6205 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6206 begin
6207 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6208 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6209 end;
6211 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6212 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6213 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6214 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6215 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6216 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6217 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6218 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6219 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6221 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6222 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6223 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6224 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6225 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6226 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6227 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6228 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6229 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6231 ITEM_AMMO_BACKPACK:
6232 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6233 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6234 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6235 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6236 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6237 begin
6238 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6239 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6240 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6241 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6242 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6244 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6245 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6246 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6247 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6249 FRulez := FRulez + [R_ITEM_BACKPACK];
6250 end;
6252 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6253 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6254 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6256 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6257 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6259 else
6260 Exit;
6261 end;
6262 if g_Game_IsNet and g_Game_IsServer then
6263 MH_SEND_PlayerStats(FUID);
6264 end;
6266 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6267 var
6268 id, i: DWORD;
6269 Anim: TAnimation;
6270 begin
6271 if (Random(5) = 1) and (Times = 1) then
6272 Exit;
6274 if BodyInLiquid(0, 0) then
6275 begin
6276 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6277 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6278 if Random(2) = 0 then
6279 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6280 else
6281 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6282 Exit;
6283 end;
6285 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6286 begin
6287 for i := 1 to Times do
6288 begin
6289 Anim := TAnimation.Create(id, False, 3);
6290 Anim.Alpha := 150;
6291 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6292 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6293 Anim.Free();
6294 end;
6295 end;
6296 end;
6298 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6299 var
6300 id, i: DWORD;
6301 Anim: TAnimation;
6302 begin
6303 if (Random(10) = 1) and (Times = 1) then
6304 Exit;
6306 if g_Frames_Get(id, 'FRAMES_FLAME') then
6307 begin
6308 for i := 1 to Times do
6309 begin
6310 Anim := TAnimation.Create(id, False, 3);
6311 Anim.Alpha := 0;
6312 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6313 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6314 Anim.Free();
6315 end;
6316 end;
6317 end;
6319 procedure TPlayer.PauseSounds(Enable: Boolean);
6320 begin
6321 FSawSound.Pause(Enable);
6322 FSawSoundIdle.Pause(Enable);
6323 FSawSoundHit.Pause(Enable);
6324 FSawSoundSelect.Pause(Enable);
6325 end;
6327 { T C o r p s e : }
6329 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6330 begin
6331 g_Obj_Init(@FObj);
6332 FObj.X := X;
6333 FObj.Y := Y;
6334 FObj.Rect := PLAYER_CORPSERECT;
6335 FModelName := ModelName;
6336 FMess := aMess;
6338 if FMess then
6339 begin
6340 FState := CORPSE_STATE_MESS;
6341 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6342 end
6343 else
6344 begin
6345 FState := CORPSE_STATE_NORMAL;
6346 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6347 end;
6348 end;
6350 destructor TCorpse.Destroy();
6351 begin
6352 FAnimation.Free();
6354 inherited;
6355 end;
6357 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6359 procedure TCorpse.positionChanged (); inline; begin end;
6361 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6362 begin
6363 if (dx <> 0) or (dy <> 0) then
6364 begin
6365 FObj.X += dx;
6366 FObj.Y += dy;
6367 positionChanged();
6368 end;
6369 end;
6372 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6373 begin
6374 x := FObj.X+PLAYER_CORPSERECT.X;
6375 y := FObj.Y+PLAYER_CORPSERECT.Y;
6376 w := PLAYER_CORPSERECT.Width;
6377 h := PLAYER_CORPSERECT.Height;
6378 end;
6381 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6382 var
6383 pm: TPlayerModel;
6384 Blood: TModelBlood;
6385 begin
6386 if FState = CORPSE_STATE_REMOVEME then
6387 Exit;
6389 FDamage := FDamage + Value;
6391 if FDamage > 150 then
6392 begin
6393 if FAnimation <> nil then
6394 begin
6395 FAnimation.Free();
6396 FAnimation := nil;
6398 FState := CORPSE_STATE_REMOVEME;
6400 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6401 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6402 FModelName, FColor);
6403 // Çâóê ìÿñà îò òðóïà:
6404 pm := g_PlayerModel_Get(FModelName);
6405 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6406 pm.Free;
6408 // Çëîâåùèé ñìåõ:
6409 if (gBodyKillEvent <> -1)
6410 and gDelayedEvents[gBodyKillEvent].Pending then
6411 gDelayedEvents[gBodyKillEvent].Pending := False;
6412 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6413 end;
6414 end
6415 else
6416 begin
6417 Blood := g_PlayerModel_GetBlood(FModelName);
6418 FObj.Vel.X := FObj.Vel.X + vx;
6419 FObj.Vel.Y := FObj.Vel.Y + vy;
6420 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6421 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6422 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6423 Blood.R, Blood.G, Blood.B, Blood.Kind);
6424 end;
6425 end;
6427 procedure TCorpse.Draw();
6428 begin
6429 if FState = CORPSE_STATE_REMOVEME then
6430 Exit;
6432 if FAnimation <> nil then
6433 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6435 if FAnimationMask <> nil then
6436 begin
6437 e_Colors := FColor;
6438 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6439 e_Colors.R := 255;
6440 e_Colors.G := 255;
6441 e_Colors.B := 255;
6442 end;
6443 end;
6445 procedure TCorpse.Update();
6446 var
6447 st: Word;
6448 begin
6449 if FState = CORPSE_STATE_REMOVEME then
6450 Exit;
6452 if gTime mod (GAME_TICK*2) <> 0 then
6453 begin
6454 g_Obj_Move(@FObj, True, True, True);
6455 positionChanged(); // this updates spatial accelerators
6456 Exit;
6457 end;
6459 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6460 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6462 st := g_Obj_Move(@FObj, True, True, True);
6463 positionChanged(); // this updates spatial accelerators
6465 if WordBool(st and MOVE_FALLOUT) then
6466 begin
6467 FState := CORPSE_STATE_REMOVEME;
6468 Exit;
6469 end;
6471 if FAnimation <> nil then
6472 FAnimation.Update();
6473 if FAnimationMask <> nil then
6474 FAnimationMask.Update();
6475 end;
6478 procedure TCorpse.SaveState (st: TStream);
6479 var
6480 anim: Boolean;
6481 begin
6482 assert(st <> nil);
6484 // Ñèãíàòóðà òðóïà
6485 utils.writeSign(st, 'CORP');
6486 utils.writeInt(st, Byte(0));
6487 // Ñîñòîÿíèå
6488 utils.writeInt(st, Byte(FState));
6489 // Íàêîïëåííûé óðîí
6490 utils.writeInt(st, Byte(FDamage));
6491 // Öâåò
6492 utils.writeInt(st, Byte(FColor.R));
6493 utils.writeInt(st, Byte(FColor.G));
6494 utils.writeInt(st, Byte(FColor.B));
6495 // Îáúåêò òðóïà
6496 Obj_SaveState(st, @FObj);
6497 utils.writeInt(st, Word(FPlayerUID));
6498 // Åñòü ëè àíèìàöèÿ
6499 anim := (FAnimation <> nil);
6500 utils.writeBool(st, anim);
6501 // Åñëè åñòü - ñîõðàíÿåì
6502 if anim then FAnimation.SaveState(st);
6503 // Åñòü ëè ìàñêà àíèìàöèè
6504 anim := (FAnimationMask <> nil);
6505 utils.writeBool(st, anim);
6506 // Åñëè åñòü - ñîõðàíÿåì
6507 if anim then FAnimationMask.SaveState(st);
6508 end;
6511 procedure TCorpse.LoadState (st: TStream);
6512 var
6513 anim: Boolean;
6514 begin
6515 assert(st <> nil);
6517 // Ñèãíàòóðà òðóïà
6518 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6519 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6520 // Ñîñòîÿíèå
6521 FState := utils.readByte(st);
6522 // Íàêîïëåííûé óðîí
6523 FDamage := utils.readByte(st);
6524 // Öâåò
6525 FColor.R := utils.readByte(st);
6526 FColor.G := utils.readByte(st);
6527 FColor.B := utils.readByte(st);
6528 // Îáúåêò òðóïà
6529 Obj_LoadState(@FObj, st);
6530 FPlayerUID := utils.readWord(st);
6531 // Åñòü ëè àíèìàöèÿ
6532 anim := utils.readBool(st);
6533 // Åñëè åñòü - çàãðóæàåì
6534 if anim then
6535 begin
6536 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6537 FAnimation.LoadState(st);
6538 end;
6539 // Åñòü ëè ìàñêà àíèìàöèè
6540 anim := utils.readBool(st);
6541 // Åñëè åñòü - çàãðóæàåì
6542 if anim then
6543 begin
6544 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6545 FAnimationMask.LoadState(st);
6546 end;
6547 end;
6549 { T B o t : }
6551 constructor TBot.Create();
6552 var
6553 a: Integer;
6554 begin
6555 inherited Create();
6557 FPhysics := True;
6558 FSpectator := False;
6559 FGhost := False;
6561 FIamBot := True;
6563 Inc(gNumBots);
6565 for a := WP_FIRST to WP_LAST do
6566 begin
6567 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6568 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6569 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6570 end;
6571 end;
6573 destructor TBot.Destroy();
6574 begin
6575 Dec(gNumBots);
6576 inherited Destroy();
6577 end;
6579 procedure TBot.Draw();
6580 begin
6581 inherited Draw();
6583 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6584 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6585 end;
6587 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6588 begin
6589 inherited Respawn(Silent, Force);
6591 FAIFlags := nil;
6592 FSelectedWeapon := FCurrWeap;
6593 resetWeaponQueue();
6594 FTargetUID := 0;
6595 end;
6597 procedure TBot.UpdateCombat();
6598 type
6599 TTarget = record
6600 UID: Word;
6601 X, Y: Integer;
6602 Rect: TRectWH;
6603 cX, cY: Integer;
6604 Dist: Word;
6605 Line: Boolean;
6606 Visible: Boolean;
6607 IsPlayer: Boolean;
6608 end;
6610 TTargetRecord = array of TTarget;
6612 function Compare(a, b: TTarget): Integer;
6613 begin
6614 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6615 Result := -1
6616 else
6617 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6618 Result := 1
6619 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6620 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6621 begin
6622 if a.Dist > b.Dist then // B áëèæå
6623 Result := 1
6624 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6625 Result := -1;
6626 end
6627 else // Ñòðàííî -> A
6628 Result := -1;
6629 end;
6631 var
6632 a, x1, y1, x2, y2: Integer;
6633 targets: TTargetRecord;
6634 ammo: Word;
6635 Target, BestTarget: TTarget;
6636 firew, fireh: Integer;
6637 angle: SmallInt;
6638 mon: TMonster;
6639 pla, tpla: TPlayer;
6640 vsPlayer, vsMonster, ok: Boolean;
6643 function monsUpdate (mon: TMonster): Boolean;
6644 begin
6645 result := false; // don't stop
6646 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6647 begin
6648 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6650 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6651 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6653 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6654 if g_TraceVector(x1, y1, x2, y2) then
6655 begin
6656 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6657 SetLength(targets, Length(targets)+1);
6658 with targets[High(targets)] do
6659 begin
6660 UID := mon.UID;
6661 X := mon.Obj.X;
6662 Y := mon.Obj.Y;
6663 cX := x2;
6664 cY := y2;
6665 Rect := mon.Obj.Rect;
6666 Dist := g_PatchLength(x1, y1, x2, y2);
6667 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6668 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6669 Visible := True;
6670 IsPlayer := False;
6671 end;
6672 end;
6673 end;
6674 end;
6676 begin
6677 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6678 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6680 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6681 if FCurrWeap <> FSelectedWeapon then
6682 NextWeapon();
6684 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6685 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6686 begin
6687 RemoveAIFlag('NEEDFIRE');
6689 case FCurrWeap of
6690 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6691 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6692 else PressKey(KEY_FIRE);
6693 end;
6694 end;
6696 // Êîîðäèíàòû ñòâîëà:
6697 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6698 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6700 Target.UID := FTargetUID;
6702 ok := False;
6703 if Target.UID <> 0 then
6704 begin // Öåëü åñòü - íàñòðàèâàåì
6705 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6706 vsPlayer then
6707 begin // Èãðîê
6708 tpla := g_Player_Get(Target.UID);
6709 if tpla <> nil then
6710 with tpla do
6711 begin
6712 if (@FObj) <> nil then
6713 begin
6714 Target.X := FObj.X;
6715 Target.Y := FObj.Y;
6716 end;
6717 end;
6719 Target.cX := Target.X + PLAYER_RECT_CX;
6720 Target.cY := Target.Y + PLAYER_RECT_CY;
6721 Target.Rect := PLAYER_RECT;
6722 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6723 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6724 (y1-4 > Target.Y+PLAYER_RECT.Y);
6725 Target.IsPlayer := True;
6726 ok := True;
6727 end
6728 else
6729 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6730 vsMonster then
6731 begin // Ìîíñòð
6732 mon := g_Monsters_ByUID(Target.UID);
6733 if mon <> nil then
6734 begin
6735 Target.X := mon.Obj.X;
6736 Target.Y := mon.Obj.Y;
6738 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6739 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6740 Target.Rect := mon.Obj.Rect;
6741 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6742 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6743 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6744 Target.IsPlayer := False;
6745 ok := True;
6746 end;
6747 end;
6748 end;
6750 if not ok then
6751 begin // Öåëè íåò - îáíóëÿåì
6752 Target.X := 0;
6753 Target.Y := 0;
6754 Target.cX := 0;
6755 Target.cY := 0;
6756 Target.Visible := False;
6757 Target.Line := False;
6758 Target.IsPlayer := False;
6759 end;
6761 targets := nil;
6763 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6764 if (not Target.Line) or (not Target.Visible) then
6765 begin
6766 // Èãðîêè:
6767 if vsPlayer then
6768 for a := 0 to High(gPlayers) do
6769 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6770 (gPlayers[a].FUID <> FUID) and
6771 (not SameTeam(FUID, gPlayers[a].FUID)) and
6772 (not gPlayers[a].NoTarget) and
6773 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6774 begin
6775 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6776 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6777 Continue;
6779 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6780 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6782 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6783 if g_TraceVector(x1, y1, x2, y2) then
6784 begin
6785 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6786 SetLength(targets, Length(targets)+1);
6787 with targets[High(targets)] do
6788 begin
6789 UID := gPlayers[a].FUID;
6790 X := gPlayers[a].FObj.X;
6791 Y := gPlayers[a].FObj.Y;
6792 cX := x2;
6793 cY := y2;
6794 Rect := PLAYER_RECT;
6795 Dist := g_PatchLength(x1, y1, x2, y2);
6796 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6797 (y1-4 > Target.Y+PLAYER_RECT.Y);
6798 Visible := True;
6799 IsPlayer := True;
6800 end;
6801 end;
6802 end;
6804 // Ìîíñòðû:
6805 if vsMonster then g_Mons_ForEach(monsUpdate);
6806 end;
6808 // Åñëè åñòü âîçìîæíûå öåëè:
6809 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6810 if targets <> nil then
6811 begin
6812 // Âûáèðàåì íàèëó÷øóþ öåëü:
6813 BestTarget := targets[0];
6814 if Length(targets) > 1 then
6815 for a := 1 to High(targets) do
6816 if Compare(BestTarget, targets[a]) = 1 then
6817 BestTarget := targets[a];
6819 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6820 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6821 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6822 begin
6823 Target := BestTarget;
6825 if (Healthy() = 3) or ((Healthy() = 2)) then
6826 begin // Åñëè çäîðîâû - äîãîíÿåì
6827 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6828 SetAIFlag('GORIGHT', '1');
6829 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6830 SetAIFlag('GOLEFT', '1');
6831 end
6832 else
6833 begin // Åñëè ïîáèòû - óáåãàåì
6834 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6835 SetAIFlag('GORIGHT', '1');
6836 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6837 SetAIFlag('GOLEFT', '1');
6838 end;
6840 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6841 SelectWeapon(Abs(x1-Target.cX));
6842 end;
6843 end;
6845 // Åñëè åñòü öåëü:
6846 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6847 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6848 if Target.UID <> 0 then
6849 begin
6850 if not TargetOnScreen(Target.X + Target.Rect.X,
6851 Target.Y + Target.Rect.Y) then
6852 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6853 if (Healthy() = 3) or ((Healthy() = 2)) then
6854 begin // Åñëè çäîðîâû - äîãîíÿåì
6855 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6856 SetAIFlag('GORIGHT', '1');
6857 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6858 SetAIFlag('GOLEFT', '1');
6859 end
6860 else
6861 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6862 Target.UID := 0;
6863 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6864 SetAIFlag('GORIGHT', '1');
6865 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6866 SetAIFlag('GOLEFT', '1');
6867 end;
6868 end
6869 else
6870 begin // Öåëü ïîêà íà "ýêðàíå"
6871 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6872 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6873 FLastVisible := gTime;
6874 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6875 if (Abs(FObj.Y-Target.Y) <= 128) then
6876 begin
6877 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6878 SetAIFlag('GORIGHT', '1');
6879 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6880 SetAIFlag('GOLEFT', '1');
6881 end;
6882 end;
6884 // Âûáèðàåì óãîë ââåðõ:
6885 if FDirection = TDirection.D_LEFT then
6886 angle := ANGLE_LEFTUP
6887 else
6888 angle := ANGLE_RIGHTUP;
6890 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6891 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6893 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6894 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6895 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6896 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6897 Target.Rect.Width, Target.Rect.Height) and
6898 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6899 begin // òî íóæíî ñòðåëÿòü ââåðõ
6900 SetAIFlag('NEEDFIRE', '1');
6901 SetAIFlag('NEEDSEEUP', '1');
6902 end;
6904 // Âûáèðàåì óãîë âíèç:
6905 if FDirection = TDirection.D_LEFT then
6906 angle := ANGLE_LEFTDOWN
6907 else
6908 angle := ANGLE_RIGHTDOWN;
6910 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6911 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6913 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6914 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6915 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6916 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6917 Target.Rect.Width, Target.Rect.Height) and
6918 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6919 begin // òî íóæíî ñòðåëÿòü âíèç
6920 SetAIFlag('NEEDFIRE', '1');
6921 SetAIFlag('NEEDSEEDOWN', '1');
6922 end;
6924 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6925 if Target.Visible and
6926 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6927 (y1-4 > Target.Y+Target.Rect.Y) then
6928 begin
6929 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6930 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
6931 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6932 begin // òî íóæíî ñòðåëÿòü âïåðåä
6933 SetAIFlag('NEEDFIRE', '1');
6934 SetAIFlag('NEEDSEEDOWN', '');
6935 SetAIFlag('NEEDSEEUP', '');
6936 end;
6937 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6938 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6939 if GetRnd(FDifficult.CloseJump) then
6940 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6941 if Abs(FObj.X-Target.X) < 128 then
6942 a := 4
6943 else
6944 a := 30;
6945 if Random(a) = 0 then
6946 SetAIFlag('NEEDJUMP', '1');
6947 end;
6948 end;
6950 // Åñëè öåëü âñå åùå åñòü:
6951 if Target.UID <> 0 then
6952 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6953 Target.UID := 0 // òî çàáûòü öåëü
6954 else // Åñëè âèäåëè íåäàâíî
6955 begin // íî öåëü óáèëè
6956 if Target.IsPlayer then
6957 begin // Öåëü - èãðîê
6958 pla := g_Player_Get(Target.UID);
6959 if (pla = nil) or (not pla.alive) or pla.NoTarget or
6960 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6961 Target.UID := 0; // òî çàáûòü öåëü
6962 end
6963 else
6964 begin // Öåëü - ìîíñòð
6965 mon := g_Monsters_ByUID(Target.UID);
6966 if (mon = nil) or (not mon.alive) then
6967 Target.UID := 0; // òî çàáûòü öåëü
6968 end;
6969 end;
6970 end; // if Target.UID <> 0
6972 FTargetUID := Target.UID;
6974 // Åñëè âîçìîæíûõ öåëåé íåò:
6975 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6976 if targets = nil then
6977 if GetAIFlag('ATTACKLEFT') <> '' then
6978 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6979 RemoveAIFlag('ATTACKLEFT');
6981 SetAIFlag('NEEDJUMP', '1');
6983 if RunDirection() = TDirection.D_RIGHT then
6984 begin // Èäåì íå â òó ñòîðîíó
6985 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6986 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6987 SetAIFlag('NEEDFIRE', '1');
6988 SetAIFlag('GOLEFT', '1');
6989 end;
6990 end
6991 else
6992 begin // Èäåì â íóæíóþ ñòîðîíó
6993 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6994 SetAIFlag('NEEDFIRE', '1');
6995 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6996 SetAIFlag('GORIGHT', '1');
6997 end;
6998 end
6999 else
7000 if GetAIFlag('ATTACKRIGHT') <> '' then
7001 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7002 RemoveAIFlag('ATTACKRIGHT');
7004 SetAIFlag('NEEDJUMP', '1');
7006 if RunDirection() = TDirection.D_LEFT then
7007 begin // Èäåì íå â òó ñòîðîíó
7008 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7009 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7010 SetAIFlag('NEEDFIRE', '1');
7011 SetAIFlag('GORIGHT', '1');
7012 end;
7013 end
7014 else
7015 begin
7016 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7017 SetAIFlag('NEEDFIRE', '1');
7018 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7019 SetAIFlag('GOLEFT', '1');
7020 end;
7021 end;
7023 //HACK! (does it belongs there?)
7024 RealizeCurrentWeapon();
7026 // Åñëè åñòü âîçìîæíûå öåëè:
7027 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7028 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7029 for a := 0 to High(targets) do
7030 begin
7031 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7032 if GetRnd(FDifficult.DiagFire) then
7033 begin
7034 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7035 if FDirection = TDirection.D_LEFT then
7036 angle := ANGLE_LEFTUP
7037 else
7038 angle := ANGLE_RIGHTUP;
7040 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7041 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7043 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7044 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7045 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7046 targets[a].Rect.Width, targets[a].Rect.Height) and
7047 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7048 begin
7049 SetAIFlag('NEEDFIRE', '1');
7050 SetAIFlag('NEEDSEEUP', '1');
7051 end;
7053 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7054 if FDirection = TDirection.D_LEFT then
7055 angle := ANGLE_LEFTDOWN
7056 else
7057 angle := ANGLE_RIGHTDOWN;
7059 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7060 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7062 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7063 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7064 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7065 targets[a].Rect.Width, targets[a].Rect.Height) and
7066 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7067 begin
7068 SetAIFlag('NEEDFIRE', '1');
7069 SetAIFlag('NEEDSEEDOWN', '1');
7070 end;
7071 end;
7073 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7074 if targets[a].Line and targets[a].Visible and
7075 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7076 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7077 begin
7078 SetAIFlag('NEEDFIRE', '1');
7079 Break;
7080 end;
7081 end;
7083 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7084 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7085 PLAYER_RECT.Width, PLAYER_RECT.Height,
7086 40+GetInterval(FDifficult.Cover, 40)) then
7087 SetAIFlag('NEEDJUMP', '1');
7089 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7090 ammo := GetAmmoByWeapon(FCurrWeap);
7091 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7092 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7093 (ammo = 0) then
7094 SetAIFlag('SELECTWEAPON', '1');
7096 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7097 if GetAIFlag('SELECTWEAPON') = '1' then
7098 begin
7099 SelectWeapon(-1);
7100 RemoveAIFlag('SELECTWEAPON');
7101 end;
7102 end;
7104 procedure TBot.Update();
7105 var
7106 EnableAI: Boolean;
7107 begin
7108 if not FAlive then
7109 begin // Respawn
7110 ReleaseKeys();
7111 PressKey(KEY_UP);
7112 end
7113 else
7114 begin
7115 EnableAI := True;
7117 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7118 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7119 EnableAI := False;
7120 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7121 EnableAI := False;
7122 if g_debug_BotAIOff = 3 then
7123 EnableAI := False;
7125 if EnableAI then
7126 begin
7127 UpdateMove();
7128 UpdateCombat();
7129 end
7130 else
7131 begin
7132 RealizeCurrentWeapon();
7133 end;
7134 end;
7136 inherited Update();
7137 end;
7139 procedure TBot.ReleaseKey(Key: Byte);
7140 begin
7141 with FKeys[Key] do
7142 begin
7143 Pressed := False;
7144 Time := 0;
7145 end;
7146 end;
7148 function TBot.KeyPressed(Key: Word): Boolean;
7149 begin
7150 Result := FKeys[Key].Pressed;
7151 end;
7153 function TBot.GetAIFlag(aName: String20): String20;
7154 var
7155 a: Integer;
7156 begin
7157 Result := '';
7159 aName := LowerCase(aName);
7161 if FAIFlags <> nil then
7162 for a := 0 to High(FAIFlags) do
7163 if LowerCase(FAIFlags[a].Name) = aName then
7164 begin
7165 Result := FAIFlags[a].Value;
7166 Break;
7167 end;
7168 end;
7170 procedure TBot.RemoveAIFlag(aName: String20);
7171 var
7172 a, b: Integer;
7173 begin
7174 if FAIFlags = nil then Exit;
7176 aName := LowerCase(aName);
7178 for a := 0 to High(FAIFlags) do
7179 if LowerCase(FAIFlags[a].Name) = aName then
7180 begin
7181 if a <> High(FAIFlags) then
7182 for b := a to High(FAIFlags)-1 do
7183 FAIFlags[b] := FAIFlags[b+1];
7185 SetLength(FAIFlags, Length(FAIFlags)-1);
7186 Break;
7187 end;
7188 end;
7190 procedure TBot.SetAIFlag(aName, fValue: String20);
7191 var
7192 a: Integer;
7193 ok: Boolean;
7194 begin
7195 a := 0;
7196 ok := False;
7198 aName := LowerCase(aName);
7200 if FAIFlags <> nil then
7201 for a := 0 to High(FAIFlags) do
7202 if LowerCase(FAIFlags[a].Name) = aName then
7203 begin
7204 ok := True;
7205 Break;
7206 end;
7208 if ok then FAIFlags[a].Value := fValue
7209 else
7210 begin
7211 SetLength(FAIFlags, Length(FAIFlags)+1);
7212 with FAIFlags[High(FAIFlags)] do
7213 begin
7214 Name := aName;
7215 Value := fValue;
7216 end;
7217 end;
7218 end;
7220 procedure TBot.UpdateMove;
7222 procedure GoLeft(Time: Word = 1);
7223 begin
7224 ReleaseKey(KEY_LEFT);
7225 ReleaseKey(KEY_RIGHT);
7226 PressKey(KEY_LEFT, Time);
7227 SetDirection(TDirection.D_LEFT);
7228 end;
7230 procedure GoRight(Time: Word = 1);
7231 begin
7232 ReleaseKey(KEY_LEFT);
7233 ReleaseKey(KEY_RIGHT);
7234 PressKey(KEY_RIGHT, Time);
7235 SetDirection(TDirection.D_RIGHT);
7236 end;
7238 function Rnd(a: Word): Boolean;
7239 begin
7240 Result := Random(a) = 0;
7241 end;
7243 procedure Turn(Time: Word = 1200);
7244 begin
7245 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7246 end;
7248 procedure Stop();
7249 begin
7250 ReleaseKey(KEY_LEFT);
7251 ReleaseKey(KEY_RIGHT);
7252 end;
7254 function CanRunLeft(): Boolean;
7255 begin
7256 Result := not CollideLevel(-1, 0);
7257 end;
7259 function CanRunRight(): Boolean;
7260 begin
7261 Result := not CollideLevel(1, 0);
7262 end;
7264 function CanRun(): Boolean;
7265 begin
7266 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7267 end;
7269 procedure Jump(Time: Word = 30);
7270 begin
7271 PressKey(KEY_JUMP, Time);
7272 end;
7274 function NearHole(): Boolean;
7275 var
7276 x, sx: Integer;
7277 begin
7278 { TODO 5 : Ëåñòíèöû }
7279 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7280 for x := 1 to PLAYER_RECT.Width do
7281 if (not StayOnStep(x*sx, 0)) and
7282 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7283 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7284 begin
7285 Result := True;
7286 Exit;
7287 end;
7289 Result := False;
7290 end;
7292 function BorderHole(): Boolean;
7293 var
7294 x, sx, xx: Integer;
7295 begin
7296 { TODO 5 : Ëåñòíèöû }
7297 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7298 for x := 1 to PLAYER_RECT.Width do
7299 if (not StayOnStep(x*sx, 0)) and
7300 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7301 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7302 begin
7303 for xx := x to x+32 do
7304 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7305 begin
7306 Result := True;
7307 Exit;
7308 end;
7309 end;
7311 Result := False;
7312 end;
7314 function NearDeepHole(): Boolean;
7315 var
7316 x, sx, y: Integer;
7317 begin
7318 Result := False;
7320 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7321 y := 3;
7323 for x := 1 to PLAYER_RECT.Width do
7324 if (not StayOnStep(x*sx, 0)) and
7325 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7326 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7327 begin
7328 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7329 begin
7330 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7331 y := y+1;
7332 end;
7334 Result := True;
7335 end else Result := False;
7336 end;
7338 function OverDeepHole(): Boolean;
7339 var
7340 y: Integer;
7341 begin
7342 Result := False;
7344 y := 1;
7345 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7346 begin
7347 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7348 y := y+1;
7349 end;
7351 Result := True;
7352 end;
7354 function OnGround(): Boolean;
7355 begin
7356 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7357 end;
7359 function OnLadder(): Boolean;
7360 begin
7361 Result := FullInStep(0, 0);
7362 end;
7364 function BelowLadder(): Boolean;
7365 begin
7366 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7367 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7368 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7369 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7370 end;
7372 function BelowLiftUp(): Boolean;
7373 begin
7374 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7375 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7376 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7377 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7378 end;
7380 function OnTopLift(): Boolean;
7381 begin
7382 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7383 end;
7385 function CanJumpOver(): Boolean;
7386 var
7387 sx, y: Integer;
7388 begin
7389 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7391 Result := False;
7393 if not CollideLevel(sx, 0) then Exit;
7395 for y := 1 to BOT_MAXJUMP do
7396 if CollideLevel(0, -y) then Exit else
7397 if not CollideLevel(sx, -y) then
7398 begin
7399 Result := True;
7400 Exit;
7401 end;
7402 end;
7404 function CanJumpUp(Dist: ShortInt): Boolean;
7405 var
7406 y, yy: Integer;
7407 c: Boolean;
7408 begin
7409 Result := False;
7411 if CollideLevel(Dist, 0) then Exit;
7413 c := False;
7414 for y := 0 to BOT_MAXJUMP do
7415 if CollideLevel(Dist, -y) then
7416 begin
7417 c := True;
7418 Break;
7419 end;
7421 if not c then Exit;
7423 c := False;
7424 for yy := y+1 to BOT_MAXJUMP do
7425 if not CollideLevel(Dist, -yy) then
7426 begin
7427 c := True;
7428 Break;
7429 end;
7431 if not c then Exit;
7433 c := False;
7434 for y := 0 to BOT_MAXJUMP do
7435 if CollideLevel(0, -y) then
7436 begin
7437 c := True;
7438 Break;
7439 end;
7441 if c then Exit;
7443 if y < yy then Exit;
7445 Result := True;
7446 end;
7448 function IsSafeTrigger(): Boolean;
7449 var
7450 a: Integer;
7451 begin
7452 Result := True;
7453 if gTriggers = nil then
7454 Exit;
7455 for a := 0 to High(gTriggers) do
7456 if Collide(gTriggers[a].X,
7457 gTriggers[a].Y,
7458 gTriggers[a].Width,
7459 gTriggers[a].Height) and
7460 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7461 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7462 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7463 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7464 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7465 Result := False;
7466 end;
7468 begin
7469 // Âîçìîæíî, íàæèìàåì êíîïêó:
7470 if Rnd(16) and IsSafeTrigger() then
7471 PressKey(KEY_OPEN);
7473 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7474 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7475 begin
7476 ReleaseKey(KEY_LEFT);
7477 ReleaseKey(KEY_RIGHT);
7478 Jump();
7479 end;
7481 // Èäåì âëåâî, åñëè íàäî áûëî:
7482 if GetAIFlag('GOLEFT') <> '' then
7483 begin
7484 RemoveAIFlag('GOLEFT');
7485 if CanRunLeft() then
7486 GoLeft(360);
7487 end;
7489 // Èäåì âïðàâî, åñëè íàäî áûëî:
7490 if GetAIFlag('GORIGHT') <> '' then
7491 begin
7492 RemoveAIFlag('GORIGHT');
7493 if CanRunRight() then
7494 GoRight(360);
7495 end;
7497 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7498 if FObj.X < -32 then
7499 GoRight(360)
7500 else
7501 if FObj.X+32 > gMapInfo.Width then
7502 GoLeft(360);
7504 // Ïðûãàåì, åñëè íàäî áûëî:
7505 if GetAIFlag('NEEDJUMP') <> '' then
7506 begin
7507 Jump(0);
7508 RemoveAIFlag('NEEDJUMP');
7509 end;
7511 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7512 if GetAIFlag('NEEDSEEUP') <> '' then
7513 begin
7514 ReleaseKey(KEY_UP);
7515 ReleaseKey(KEY_DOWN);
7516 PressKey(KEY_UP, 20);
7517 RemoveAIFlag('NEEDSEEUP');
7518 end;
7520 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7521 if GetAIFlag('NEEDSEEDOWN') <> '' then
7522 begin
7523 ReleaseKey(KEY_UP);
7524 ReleaseKey(KEY_DOWN);
7525 PressKey(KEY_DOWN, 20);
7526 RemoveAIFlag('NEEDSEEDOWN');
7527 end;
7529 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7530 if GetAIFlag('GOINHOLE') <> '' then
7531 if not OnGround() then
7532 begin
7533 ReleaseKey(KEY_LEFT);
7534 ReleaseKey(KEY_RIGHT);
7535 RemoveAIFlag('GOINHOLE');
7536 SetAIFlag('FALLINHOLE', '1');
7537 end;
7539 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7540 if GetAIFlag('FALLINHOLE') <> '' then
7541 if OnGround() then
7542 RemoveAIFlag('FALLINHOLE');
7544 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7545 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7546 if GetAIFlag('FALLINHOLE') = '' then
7547 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7548 if Rnd(2) then
7549 GoLeft(360)
7550 else
7551 GoRight(360);
7553 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7554 if OnGround() and
7555 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7556 Rnd(8) then
7557 Jump();
7559 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7560 if OnGround() and NearHole() then
7561 if NearDeepHole() then // Åñëè ýòî áåçäíà
7562 case Random(6) of
7563 0..3: Turn(); // Áåæèì îáðàòíî
7564 4: Jump(); // Ïðûãàåì
7565 5: begin // Ïðûãàåì îáðàòíî
7566 Turn();
7567 Jump();
7568 end;
7569 end
7570 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7571 if GetAIFlag('GOINHOLE') = '' then
7572 case Random(6) of
7573 0: Turn(); // Íå íóæíî òóäà
7574 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7575 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7576 if BorderHole() then
7577 SetAIFlag('GOINHOLE', '1');
7578 end;
7580 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7581 if (not CanRun()) and OnGround() then
7582 begin
7583 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7584 if CanJumpOver() or OnLadder() then
7585 Jump()
7586 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7587 if Random(2) = 0 then
7588 begin
7589 if IsSafeTrigger() then
7590 PressKey(KEY_OPEN);
7591 end else
7592 Turn();
7593 end;
7595 // Îñòàëîñü ìàëî âîçäóõà:
7596 if FAir < 36 * 2 then
7597 Jump(20);
7599 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7600 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7601 if BodyInAcid(0, 0) then
7602 Jump();
7603 end;
7605 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7606 begin
7607 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7608 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7609 end;
7611 {function TBot.NeedItem(Item: Byte): Byte;
7612 begin
7613 Result := 4;
7614 end;}
7616 procedure TBot.SelectWeapon(Dist: Integer);
7617 var
7618 a: Integer;
7620 function HaveAmmo(weapon: Byte): Boolean;
7621 begin
7622 case weapon of
7623 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7624 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7625 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7626 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7627 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7628 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7629 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7630 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7631 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7632 else Result := True;
7633 end;
7634 end;
7636 begin
7637 if Dist = -1 then Dist := BOT_LONGDIST;
7639 if Dist > BOT_LONGDIST then
7640 begin // Äàëüíèé áîé
7641 for a := 0 to 9 do
7642 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7643 begin
7644 FSelectedWeapon := FDifficult.WeaponPrior[a];
7645 Break;
7646 end;
7647 end
7648 else //if Dist > BOT_UNSAFEDIST then
7649 begin // Áëèæíèé áîé
7650 for a := 0 to 9 do
7651 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7652 begin
7653 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7654 Break;
7655 end;
7656 end;
7657 { else
7658 begin
7659 for a := 0 to 9 do
7660 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7661 begin
7662 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7663 Break;
7664 end;
7665 end;}
7666 end;
7668 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7669 begin
7670 Result := inherited PickItem(ItemType, force, remove);
7672 if Result then SetAIFlag('SELECTWEAPON', '1');
7673 end;
7675 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7676 begin
7677 Result := inherited Heal(value, Soft);
7678 end;
7680 function TBot.Healthy(): Byte;
7681 begin
7682 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7683 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7684 else if (FHealth > 50) then Result := 2
7685 else if (FHealth > 20) then Result := 1
7686 else Result := 0;
7687 end;
7689 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7690 begin
7691 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7692 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7693 end;
7695 procedure TBot.OnDamage(Angle: SmallInt);
7696 var
7697 pla: TPlayer;
7698 mon: TMonster;
7699 ok: Boolean;
7700 begin
7701 inherited;
7703 if (Angle = 0) or (Angle = 180) then
7704 begin
7705 ok := False;
7706 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7707 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7708 begin // Èãðîê
7709 pla := g_Player_Get(FLastSpawnerUID);
7710 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7711 pla.FObj.Y + PLAYER_RECT.Y);
7712 end
7713 else
7714 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7715 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7716 begin // Ìîíñòð
7717 mon := g_Monsters_ByUID(FLastSpawnerUID);
7718 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7719 mon.Obj.Y + mon.Obj.Rect.Y);
7720 end;
7722 if ok then
7723 if Angle = 0 then
7724 SetAIFlag('ATTACKLEFT', '1')
7725 else
7726 SetAIFlag('ATTACKRIGHT', '1');
7727 end;
7728 end;
7730 function TBot.RunDirection(): TDirection;
7731 begin
7732 if Abs(Vel.X) >= 1 then
7733 begin
7734 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7735 end else
7736 Result := FDirection;
7737 end;
7739 function TBot.GetRnd(a: Byte): Boolean;
7740 begin
7741 if a = 0 then Result := False
7742 else if a = 255 then Result := True
7743 else Result := Random(256) > 255-a;
7744 end;
7746 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7747 begin
7748 Result := Round((255-a)/255*radius*(Random(2)-1));
7749 end;
7752 procedure TDifficult.save (st: TStream);
7753 begin
7754 utils.writeInt(st, Byte(DiagFire));
7755 utils.writeInt(st, Byte(InvisFire));
7756 utils.writeInt(st, Byte(DiagPrecision));
7757 utils.writeInt(st, Byte(FlyPrecision));
7758 utils.writeInt(st, Byte(Cover));
7759 utils.writeInt(st, Byte(CloseJump));
7760 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7761 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7762 end;
7764 procedure TDifficult.load (st: TStream);
7765 begin
7766 DiagFire := utils.readByte(st);
7767 InvisFire := utils.readByte(st);
7768 DiagPrecision := utils.readByte(st);
7769 FlyPrecision := utils.readByte(st);
7770 Cover := utils.readByte(st);
7771 CloseJump := utils.readByte(st);
7772 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7773 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7774 end;
7777 procedure TBot.SaveState (st: TStream);
7778 var
7779 i: Integer;
7780 dw: Integer;
7781 begin
7782 inherited SaveState(st);
7783 utils.writeSign(st, 'BOT0');
7784 // Âûáðàííîå îðóæèå
7785 utils.writeInt(st, Byte(FSelectedWeapon));
7786 // UID öåëè
7787 utils.writeInt(st, Word(FTargetUID));
7788 // Âðåìÿ ïîòåðè öåëè
7789 utils.writeInt(st, LongWord(FLastVisible));
7790 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7791 dw := Length(FAIFlags);
7792 utils.writeInt(st, LongInt(dw));
7793 // Ôëàãè ÈÈ
7794 for i := 0 to dw-1 do
7795 begin
7796 utils.writeStr(st, FAIFlags[i].Name, 20);
7797 utils.writeStr(st, FAIFlags[i].Value, 20);
7798 end;
7799 // Íàñòðîéêè ñëîæíîñòè
7800 FDifficult.save(st);
7801 end;
7804 procedure TBot.LoadState (st: TStream);
7805 var
7806 i: Integer;
7807 dw: Integer;
7808 begin
7809 inherited LoadState(st);
7810 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7811 // Âûáðàííîå îðóæèå
7812 FSelectedWeapon := utils.readByte(st);
7813 // UID öåëè
7814 FTargetUID := utils.readWord(st);
7815 // Âðåìÿ ïîòåðè öåëè
7816 FLastVisible := utils.readLongWord(st);
7817 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7818 dw := utils.readLongInt(st);
7819 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7820 SetLength(FAIFlags, dw);
7821 // Ôëàãè ÈÈ
7822 for i := 0 to dw-1 do
7823 begin
7824 FAIFlags[i].Name := utils.readStr(st, 20);
7825 FAIFlags[i].Value := utils.readStr(st, 20);
7826 end;
7827 // Íàñòðîéêè ñëîæíîñòè
7828 FDifficult.load(st);
7829 end;
7832 begin
7833 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7834 end.