DEADSOFTWARE

removed all mentions of dynaabb tree from the sources; WARNING! EVERYTHING IS BROKEN!
[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 unit g_player;
19 interface
21 uses
22 e_graphics, g_playermodel, g_basic, g_textures,
23 g_weapons, g_phys, g_sound, g_saveload, MAPSTRUCT,
24 BinEditor, g_panel;
26 const
27 KEY_LEFT = 1;
28 KEY_RIGHT = 2;
29 KEY_UP = 3;
30 KEY_DOWN = 4;
31 KEY_FIRE = 5;
32 KEY_NEXTWEAPON = 6;
33 KEY_PREVWEAPON = 7;
34 KEY_OPEN = 8;
35 KEY_JUMP = 9;
36 KEY_CHAT = 10;
38 R_ITEM_BACKPACK = 0;
39 R_KEY_RED = 1;
40 R_KEY_GREEN = 2;
41 R_KEY_BLUE = 3;
42 R_BERSERK = 4;
44 MR_SUIT = 0;
45 MR_INVUL = 1;
46 MR_INVIS = 2;
47 MR_MAX = 2;
49 A_BULLETS = 0;
50 A_SHELLS = 1;
51 A_ROCKETS = 2;
52 A_CELLS = 3;
53 A_FUEL = 4;
54 A_HIGH = 4;
56 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
57 ((200, 50, 50, 300, 100),
58 (400, 100, 100, 600, 200));
60 K_SIMPLEKILL = 0;
61 K_HARDKILL = 1;
62 K_EXTRAHARDKILL = 2;
63 K_FALLKILL = 3;
65 T_RESPAWN = 0;
66 T_SWITCH = 1;
67 T_USE = 2;
68 T_FLAGCAP = 3;
70 TEAM_NONE = 0;
71 TEAM_RED = 1;
72 TEAM_BLUE = 2;
73 TEAM_COOP = 3;
75 SHELL_BULLET = 0;
76 SHELL_SHELL = 1;
77 SHELL_DBLSHELL = 2;
79 ANGLE_NONE = Low(SmallInt);
81 CORPSE_STATE_REMOVEME = 0;
82 CORPSE_STATE_NORMAL = 1;
83 CORPSE_STATE_MESS = 2;
85 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
86 PLAYER_RECT_CX = 15+(34 div 2);
87 PLAYER_RECT_CY = 12+(52 div 2);
88 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
90 PLAYER_HP_SOFT = 100;
91 PLAYER_HP_LIMIT = 200;
92 PLAYER_AP_SOFT = 100;
93 PLAYER_AP_LIMIT = 200;
94 SUICIDE_DAMAGE = 112;
96 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
97 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
99 type
100 TPlayerStat = record
101 Ping: Word;
102 Loss: Byte;
103 Name: String;
104 Team: Byte;
105 Frags: SmallInt;
106 Deaths: SmallInt;
107 Lives: Byte;
108 Kills: Word;
109 Color: TRGB;
110 Spectator: Boolean;
111 end;
113 TPlayerStatArray = Array of TPlayerStat;
115 TPlayerSavedState = record
116 Health: Integer;
117 Armor: Integer;
118 Air: Integer;
119 JetFuel: Integer;
120 CurrWeap: Byte;
121 NextWeap: WORD;
122 NextWeapDelay: Byte;
123 Ammo: Array [A_BULLETS..A_HIGH] of Word;
124 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
125 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
126 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
127 WaitRecall: Boolean;
128 end;
130 TKeyState = record
131 Pressed: Boolean;
132 Time: Word;
133 end;
135 TPlayer = class (TObject)
136 private
137 FIamBot: Boolean;
138 FUID: Word;
139 FName: String;
140 FTeam: Byte;
141 FLive: Boolean;
142 FSpawned: Boolean;
143 FDirection: TDirection;
144 FHealth: Integer;
145 FLives: Byte;
146 FArmor: Integer;
147 FAir: Integer;
148 FPain: Integer;
149 FPickup: Integer;
150 FKills: Integer;
151 FMonsterKills: Integer;
152 FFrags: Integer;
153 FFragCombo: Byte;
154 FLastFrag: LongWord;
155 FComboEvnt: Integer;
156 FDeath: Integer;
157 FCanJetpack: Boolean;
158 FJetFuel: Integer;
159 FFlag: Byte;
160 FSecrets: Integer;
161 FCurrWeap: Byte;
162 FNextWeap: WORD;
163 FNextWeapDelay: Byte; // frames
164 FBFGFireCounter: SmallInt;
165 FLastSpawnerUID: Word;
166 FLastHit: Byte;
167 FObj: TObj;
168 FXTo, FYTo: Integer;
169 FSpectatePlayer: Integer;
170 FFirePainTime: Integer;
171 FFireAttacker: Word;
173 FSavedState: TPlayerSavedState;
175 FModel: TPlayerModel;
176 FActionPrior: Byte;
177 FActionAnim: Byte;
178 FActionForce: Boolean;
179 FActionChanged: Boolean;
180 FAngle: SmallInt;
181 FFireAngle: SmallInt;
182 FIncCam: Integer;
183 FShellTimer: Integer;
184 FShellType: Byte;
185 FSawSound: TPlayableSound;
186 FSawSoundIdle: TPlayableSound;
187 FSawSoundHit: TPlayableSound;
188 FSawSoundSelect: TPlayableSound;
189 FJetSoundOn: TPlayableSound;
190 FJetSoundOff: TPlayableSound;
191 FJetSoundFly: TPlayableSound;
192 FGodMode: Boolean;
193 FNoTarget: Boolean;
194 FNoReload: Boolean;
195 FJustTeleported: Boolean;
196 FNetTime: LongWord;
198 function CollideLevel(XInc, YInc: Integer): Boolean;
199 function StayOnStep(XInc, YInc: Integer): Boolean;
200 function HeadInLiquid(XInc, YInc: Integer): Boolean;
201 function BodyInLiquid(XInc, YInc: Integer): Boolean;
202 function BodyInAcid(XInc, YInc: Integer): Boolean;
203 function FullInLift(XInc, YInc: Integer): Integer;
204 {procedure CollideItem();}
205 procedure FlySmoke(Times: DWORD = 1);
206 procedure OnFireFlame(Times: DWORD = 1);
207 function GetAmmoByWeapon(Weapon: Byte): Word;
208 procedure SetAction(Action: Byte; Force: Boolean = False);
209 procedure OnDamage(Angle: SmallInt); virtual;
210 function firediry(): Integer;
212 procedure Run(Direction: TDirection);
213 procedure NextWeapon();
214 procedure PrevWeapon();
215 procedure SeeUp();
216 procedure SeeDown();
217 procedure Fire();
218 procedure Jump();
219 procedure Use();
221 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
222 procedure resetWeaponQueue ();
223 function hasAmmoForWeapon (weapon: Byte): Boolean;
225 public
226 FDamageBuffer: Integer;
228 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
229 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
230 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
231 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
232 FBerserk: Integer;
233 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
234 FReloading: Array [WP_FIRST..WP_LAST] of Word;
235 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
236 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
237 FColor: TRGB;
238 FPreferredTeam: Byte;
239 FSpectator: Boolean;
240 FNoRespawn: Boolean;
241 FWantsInGame: Boolean;
242 FGhost: Boolean;
243 FPhysics: Boolean;
244 FJetpack: Boolean;
245 FActualModelName: string;
246 FClientID: SmallInt;
247 FPing: Word;
248 FLoss: Byte;
249 FDummy: Boolean;
250 FFireTime: Integer;
252 constructor Create(); virtual;
253 destructor Destroy(); override;
254 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
255 function GetRespawnPoint(): Byte;
256 procedure PressKey(Key: Byte; Time: Word = 1);
257 procedure ReleaseKeys();
258 procedure SetModel(ModelName: String);
259 procedure SetColor(Color: TRGB);
260 procedure SetWeapon(W: Byte);
261 function IsKeyPressed(K: Byte): Boolean;
262 function GetKeys(): Byte;
263 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
264 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
265 function Collide(Panel: TPanel): Boolean; overload;
266 function Collide(X, Y: Integer): Boolean; overload;
267 procedure SetDirection(Direction: TDirection);
268 procedure GetSecret();
269 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
270 procedure Touch();
271 procedure Push(vx, vy: Integer);
272 procedure ChangeModel(ModelName: String);
273 procedure SwitchTeam;
274 procedure ChangeTeam(Team: Byte);
275 procedure BFGHit();
276 function GetFlag(Flag: Byte): Boolean;
277 procedure SetFlag(Flag: Byte);
278 function DropFlag(): Boolean;
279 procedure AllRulez(Health: Boolean);
280 procedure RestoreHealthArmor();
281 procedure FragCombo();
282 procedure GiveItem(ItemType: Byte);
283 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
284 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
285 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
286 procedure MakeBloodSimple(Count: Word);
287 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
288 procedure Reset(Force: Boolean);
289 procedure Spectate(NoMove: Boolean = False);
290 procedure SwitchNoClip;
291 procedure SoftReset();
292 procedure Draw(); virtual;
293 procedure DrawPain();
294 procedure DrawPickup();
295 procedure DrawRulez();
296 procedure DrawAim();
297 procedure DrawBubble();
298 procedure DrawGUI();
299 procedure Update(); virtual;
300 procedure RememberState();
301 procedure RecallState();
302 procedure SaveState(var Mem: TBinMemoryWriter); virtual;
303 procedure LoadState(var Mem: TBinMemoryReader); virtual;
304 procedure PauseSounds(Enable: Boolean);
305 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
306 procedure DoLerp(Level: Integer = 2);
307 procedure SetLerp(XTo, YTo: Integer);
308 procedure QueueWeaponSwitch(Weapon: Byte);
309 procedure RealizeCurrentWeapon();
310 procedure JetpackOn;
311 procedure JetpackOff;
312 procedure CatchFire(Attacker: Word);
314 //WARNING! this does nothing for now, but still call it!
315 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
317 procedure getMapBox (out x, y, w, h: Integer); inline;
319 property Name: String read FName write FName;
320 property Model: TPlayerModel read FModel;
321 property Health: Integer read FHealth write FHealth;
322 property Lives: Byte read FLives write FLives;
323 property Armor: Integer read FArmor write FArmor;
324 property Air: Integer read FAir write FAir;
325 property JetFuel: Integer read FJetFuel write FJetFuel;
326 property Frags: Integer read FFrags write FFrags;
327 property Death: Integer read FDeath write FDeath;
328 property Kills: Integer read FKills write FKills;
329 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
330 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
331 property Secrets: Integer read FSecrets;
332 property GodMode: Boolean read FGodMode write FGodMode;
333 property NoTarget: Boolean read FNoTarget write FNoTarget;
334 property NoReload: Boolean read FNoReload write FNoReload;
335 property Live: Boolean read FLive write FLive;
336 property Flag: Byte read FFlag;
337 property Team: Byte read FTeam write FTeam;
338 property Direction: TDirection read FDirection;
339 property GameX: Integer read FObj.X write FObj.X;
340 property GameY: Integer read FObj.Y write FObj.Y;
341 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
342 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
343 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
344 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
345 property Vel: TPoint2i read FObj.Vel;
346 property Obj: TObj read FObj;
347 property IncCam: Integer read FIncCam write FIncCam;
348 property UID: Word read FUID write FUID;
349 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
350 property NetTime: LongWord read FNetTime write FNetTime;
351 end;
353 TDifficult = record
354 DiagFire: Byte;
355 InvisFire: Byte;
356 DiagPrecision: Byte;
357 FlyPrecision: Byte;
358 Cover: Byte;
359 CloseJump: Byte;
360 WeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
361 CloseWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
362 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
363 end;
365 TAIFlag = record
366 Name: String;
367 Value: String;
368 end;
370 TBot = class (TPlayer)
371 private
372 FSelectedWeapon: Byte;
373 FTargetUID: Word;
374 FLastVisible: DWORD;
375 FAIFlags: Array of TAIFlag;
376 FDifficult: TDifficult;
378 function GetRnd(a: Byte): Boolean;
379 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
380 function RunDirection(): TDirection;
381 function FullInStep(XInc, YInc: Integer): Boolean;
382 //function NeedItem(Item: Byte): Byte;
383 procedure SelectWeapon(Dist: Integer);
384 procedure SetAIFlag(aName, fValue: String20);
385 function GetAIFlag(aName: String20): String20;
386 procedure RemoveAIFlag(aName: String20);
387 function Healthy(): Byte;
388 procedure UpdateMove();
389 procedure UpdateCombat();
390 function KeyPressed(Key: Word): Boolean;
391 procedure ReleaseKey(Key: Byte);
392 function TargetOnScreen(TX, TY: Integer): Boolean;
393 procedure OnDamage(Angle: SmallInt); override;
395 public
396 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
397 constructor Create(); override;
398 destructor Destroy(); override;
399 procedure Draw(); override;
400 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
401 function Heal(value: Word; Soft: Boolean): Boolean; override;
402 procedure Update(); override;
403 procedure SaveState(var Mem: TBinMemoryWriter); override;
404 procedure LoadState(var Mem: TBinMemoryReader); override;
405 end;
407 TGib = record
408 Live: Boolean;
409 ID: DWORD;
410 MaskID: DWORD;
411 RAngle: Integer;
412 Color: TRGB;
413 Obj: TObj;
415 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
416 end;
419 TShell = record
420 SpriteID: DWORD;
421 Live: Boolean;
422 SType: Byte;
423 RAngle: Integer;
424 Timeout: Cardinal;
425 CX, CY: Integer;
426 Obj: TObj;
428 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
429 end;
431 TCorpse = class (TObject)
432 private
433 FModelName: String;
434 FMess: Boolean;
435 FState: Byte;
436 FDamage: Byte;
437 FColor: TRGB;
438 FObj: TObj;
439 FAnimation: TAnimation;
440 FAnimationMask: TAnimation;
442 public
443 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
444 destructor Destroy(); override;
445 procedure Damage(Value: Word; vx, vy: Integer);
446 procedure Update();
447 procedure Draw();
448 procedure SaveState(var Mem: TBinMemoryWriter);
449 procedure LoadState(var Mem: TBinMemoryReader);
451 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
453 property Obj: TObj read FObj;
454 property State: Byte read FState;
455 property Mess: Boolean read FMess;
456 end;
458 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
459 record
460 Goals: SmallInt;
461 end;
463 var
464 gPlayers: Array of TPlayer;
465 gCorpses: Array of TCorpse;
466 gGibs: Array of TGib;
467 gShells: Array of TShell;
468 gTeamStat: TTeamStat;
469 gFly: Boolean = False;
470 gAimLine: Boolean = False;
471 gChatBubble: Byte = 0;
472 gNumBots: Word = 0;
473 gLMSPID1: Word = 0;
474 gLMSPID2: Word = 0;
475 MAX_RUNVEL: Integer = 8;
476 VEL_JUMP: Integer = 10;
477 SHELL_TIMEOUT: Cardinal = 60000;
479 function Lerp(X, Y, Factor: Integer): Integer;
481 procedure g_Gibs_SetMax(Count: Word);
482 function g_Gibs_GetMax(): Word;
483 procedure g_Corpses_SetMax(Count: Word);
484 function g_Corpses_GetMax(): Word;
485 procedure g_Shells_SetMax(Count: Word);
486 function g_Shells_GetMax(): Word;
488 procedure g_Player_Init();
489 procedure g_Player_Free();
490 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
491 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
492 procedure g_Player_Remove(UID: Word);
493 procedure g_Player_ResetTeams();
494 procedure g_Player_UpdateAll();
495 procedure g_Player_DrawAll();
496 procedure g_Player_DrawDebug(p: TPlayer);
497 procedure g_Player_DrawHealth();
498 procedure g_Player_RememberAll();
499 procedure g_Player_ResetAll(Force, Silent: Boolean);
500 function g_Player_Get(UID: Word): TPlayer;
501 function g_Player_GetCount(): Byte;
502 function g_Player_GetStats(): TPlayerStatArray;
503 function g_Player_ValidName(Name: String): Boolean;
504 procedure g_Player_CreateCorpse(Player: TPlayer);
505 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
506 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
507 procedure g_Player_UpdatePhysicalObjects();
508 procedure g_Player_DrawCorpses();
509 procedure g_Player_DrawShells();
510 procedure g_Player_RemoveAllCorpses();
511 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
512 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
513 procedure g_Bot_Add(Team, Difficult: Byte);
514 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
515 procedure g_Bot_MixNames();
516 procedure g_Bot_RemoveAll();
518 implementation
520 uses
521 e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math,
522 g_options, g_triggers, g_menu, MAPDEF, g_game,
523 wadreader, g_main, g_monsters, CONFIG, g_language, g_net, g_netmsg;
525 type
526 TBotProfile = record
527 name: ShortString;
528 model: ShortString;
529 team: Byte;
530 color: TRGB;
531 diag_fire: Byte;
532 invis_fire: Byte;
533 diag_precision: Byte;
534 fly_precision: Byte;
535 cover: Byte;
536 close_jump: Byte;
537 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
538 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
539 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
540 end;
542 const
543 TIME_RESPAWN1 = 1500;
544 TIME_RESPAWN2 = 2000;
545 TIME_RESPAWN3 = 3000;
546 AIR_DEF = 360;
547 AIR_MAX = 1091;
548 JET_MAX = 540; // ~30 sec
549 PLAYER_SUIT_TIME = 30000;
550 PLAYER_INVUL_TIME = 30000;
551 PLAYER_INVIS_TIME = 35000;
552 FRAG_COMBO_TIME = 3000;
553 VEL_SW = 4;
554 VEL_FLY = 6;
555 ANGLE_RIGHTUP = 55;
556 ANGLE_RIGHTDOWN = -35;
557 ANGLE_LEFTUP = 125;
558 ANGLE_LEFTDOWN = -145;
559 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
560 WEAPONPOINT: Array [TDirection] of TPoint = ((X:16; Y:32), (X:47; Y:32));
561 BOT_MAXJUMP = 84;
562 BOT_LONGDIST = 300;
563 BOT_UNSAFEDIST = 128;
564 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
565 (R:0; G:0; B:255));
566 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
567 FlyPrecision: 32; Cover: 32; CloseJump: 32;
568 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
569 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
570 FlyPrecision: 127; Cover: 127; CloseJump: 127;
571 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
572 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
573 FlyPrecision: 255; Cover: 255; CloseJump: 255;
574 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
575 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
576 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
577 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
578 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
579 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
580 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
581 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
582 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
583 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
584 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
585 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
586 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
587 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
588 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
589 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
590 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
591 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
593 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
594 CORPSE_SIGNATURE = $50524F43; // 'CORP'
596 BOTNAMES_FILENAME = 'botnames.txt';
597 BOTLIST_FILENAME = 'botlist.txt';
599 var
600 MaxGibs: Word = 150;
601 MaxCorpses: Word = 20;
602 MaxShells: Word = 300;
603 CurrentGib: Integer = 0;
604 CurrentShell: Integer = 0;
605 BotNames: Array of String;
606 BotList: Array of TBotProfile;
609 procedure TGib.positionChanged (); begin end;
610 procedure TShell.positionChanged (); begin end;
613 function Lerp(X, Y, Factor: Integer): Integer;
614 begin
615 Result := X + ((Y - X) div Factor);
616 end;
618 function SameTeam(UID1, UID2: Word): Boolean;
619 begin
620 Result := False;
622 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
623 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
625 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
627 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
628 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
630 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
631 end;
633 procedure g_Gibs_SetMax(Count: Word);
634 begin
635 MaxGibs := Count;
636 SetLength(gGibs, Count);
638 if CurrentGib >= Count then
639 CurrentGib := 0;
640 end;
642 function g_Gibs_GetMax(): Word;
643 begin
644 Result := MaxGibs;
645 end;
647 procedure g_Shells_SetMax(Count: Word);
648 begin
649 MaxShells := Count;
650 SetLength(gShells, Count);
652 if CurrentShell >= Count then
653 CurrentShell := 0;
654 end;
656 function g_Shells_GetMax(): Word;
657 begin
658 Result := MaxShells;
659 end;
662 procedure g_Corpses_SetMax(Count: Word);
663 begin
664 MaxCorpses := Count;
665 SetLength(gCorpses, Count);
666 end;
668 function g_Corpses_GetMax(): Word;
669 begin
670 Result := MaxCorpses;
671 end;
673 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
674 var
675 a: Integer;
676 ok: Boolean;
677 begin
678 Result := 0;
680 ok := False;
681 a := 0;
683 // Åñòü ëè ìåñòî â gPlayers:
684 if gPlayers <> nil then
685 for a := 0 to High(gPlayers) do
686 if gPlayers[a] = nil then
687 begin
688 ok := True;
689 Break;
690 end;
692 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
693 if not ok then
694 begin
695 SetLength(gPlayers, Length(gPlayers)+1);
696 a := High(gPlayers);
697 end;
699 // Ñîçäàåì îáúåêò èãðîêà:
700 if Bot then
701 gPlayers[a] := TBot.Create()
702 else
703 gPlayers[a] := TPlayer.Create();
706 gPlayers[a].FActualModelName := ModelName;
707 gPlayers[a].SetModel(ModelName);
709 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
710 if gPlayers[a].FModel = nil then
711 begin
712 gPlayers[a].Free();
713 gPlayers[a] := nil;
714 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
715 Exit;
716 end;
718 if not (Team in [TEAM_RED, TEAM_BLUE]) then
719 if Random(2) = 0 then
720 Team := TEAM_RED
721 else
722 Team := TEAM_BLUE;
723 gPlayers[a].FPreferredTeam := Team;
725 case gGameSettings.GameMode of
726 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
727 GM_TDM,
728 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
729 GM_SINGLE,
730 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
731 end;
733 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
734 gPlayers[a].FColor := Color;
735 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
736 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
737 else
738 gPlayers[a].FModel.Color := Color;
740 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
741 gPlayers[a].FLive := False;
743 Result := gPlayers[a].FUID;
744 end;
746 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
747 var
748 a, i: Integer;
749 ok, Bot: Boolean;
750 sig: DWORD;
751 b: Byte;
752 begin
753 Result := 0;
754 if Mem = nil then
755 Exit;
757 // Ñèãíàòóðà èãðîêà:
758 Mem.ReadDWORD(sig);
759 if sig <> PLAYER_SIGNATURE then // 'PLYR'
760 begin
761 raise EBinSizeError.Create('g_Player_CreateFromState: Wrong Player Signature');
762 end;
764 // Áîò èëè ÷åëîâåê:
765 Mem.ReadBoolean(Bot);
767 ok := False;
768 a := 0;
770 // Åñòü ëè ìåñòî â gPlayers:
771 if gPlayers <> nil then
772 for a := 0 to High(gPlayers) do
773 if gPlayers[a] = nil then
774 begin
775 ok := True;
776 Break;
777 end;
779 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
780 if not ok then
781 begin
782 SetLength(gPlayers, Length(gPlayers)+1);
783 a := High(gPlayers);
784 end;
786 // Ñîçäàåì îáúåêò èãðîêà:
787 if Bot then
788 gPlayers[a] := TBot.Create()
789 else
790 gPlayers[a] := TPlayer.Create();
791 gPlayers[a].FIamBot := Bot;
792 gPlayers[a].FPhysics := True;
794 // UID èãðîêà:
795 Mem.ReadWord(gPlayers[a].FUID);
796 // Èìÿ èãðîêà:
797 Mem.ReadString(gPlayers[a].FName);
798 // Êîìàíäà:
799 Mem.ReadByte(gPlayers[a].FTeam);
800 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
801 // Æèâ ëè:
802 Mem.ReadBoolean(gPlayers[a].FLive);
803 // Èçðàñõîäîâàë ëè âñå æèçíè:
804 Mem.ReadBoolean(gPlayers[a].FNoRespawn);
805 // Íàïðàâëåíèå:
806 Mem.ReadByte(b);
807 if b = 1 then
808 gPlayers[a].FDirection := D_LEFT
809 else // b = 2
810 gPlayers[a].FDirection := D_RIGHT;
811 // Çäîðîâüå:
812 Mem.ReadInt(gPlayers[a].FHealth);
813 // Æèçíè:
814 Mem.ReadByte(gPlayers[a].FLives);
815 // Áðîíÿ:
816 Mem.ReadInt(gPlayers[a].FArmor);
817 // Çàïàñ âîçäóõà:
818 Mem.ReadInt(gPlayers[a].FAir);
819 // Çàïàñ ãîðþ÷åãî:
820 Mem.ReadInt(gPlayers[a].FJetFuel);
821 // Áîëü:
822 Mem.ReadInt(gPlayers[a].FPain);
823 // Óáèë:
824 Mem.ReadInt(gPlayers[a].FKills);
825 // Óáèë ìîíñòðîâ:
826 Mem.ReadInt(gPlayers[a].FMonsterKills);
827 // Ôðàãîâ:
828 Mem.ReadInt(gPlayers[a].FFrags);
829 // Ôðàãîâ ïîäðÿä:
830 Mem.ReadByte(gPlayers[a].FFragCombo);
831 // Âðåìÿ ïîñëåäíåãî ôðàãà:
832 Mem.ReadDWORD(gPlayers[a].FLastFrag);
833 // Ñìåðòåé:
834 Mem.ReadInt(gPlayers[a].FDeath);
835 // Êàêîé ôëàã íåñåò:
836 Mem.ReadByte(gPlayers[a].FFlag);
837 // Íàøåë ñåêðåòîâ:
838 Mem.ReadInt(gPlayers[a].FSecrets);
839 // Òåêóùåå îðóæèå:
840 Mem.ReadByte(gPlayers[a].FCurrWeap);
841 // Ñëåäóþùåå æåëàåìîå îðóæèå:
842 Mem.ReadWord(gPlayers[a].FNextWeap);
843 // ...è ïàóçà:
844 Mem.ReadByte(gPlayers[a].FNextWeapDelay);
845 // Âðåìÿ çàðÿäêè BFG:
846 Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
847 // Áóôåð óðîíà:
848 Mem.ReadInt(gPlayers[a].FDamageBuffer);
849 // Ïîñëåäíèé óäàðèâøèé:
850 Mem.ReadWord(gPlayers[a].FLastSpawnerUID);
851 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
852 Mem.ReadByte(gPlayers[a].FLastHit);
853 // Îáúåêò èãðîêà:
854 Obj_LoadState(@gPlayers[a].FObj, Mem);
855 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
856 for i := A_BULLETS to A_HIGH do
857 Mem.ReadWord(gPlayers[a].FAmmo[i]);
858 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
859 for i := A_BULLETS to A_HIGH do
860 Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
861 // Íàëè÷èå îðóæèÿ:
862 for i := WP_FIRST to WP_LAST do
863 Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
864 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
865 for i := WP_FIRST to WP_LAST do
866 Mem.ReadWord(gPlayers[a].FReloading[i]);
867 // Íàëè÷èå ðþêçàêà:
868 Mem.ReadByte(b);
869 if b = 1 then
870 Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
871 // Íàëè÷èå êðàñíîãî êëþ÷à:
872 Mem.ReadByte(b);
873 if b = 1 then
874 Include(gPlayers[a].FRulez, R_KEY_RED);
875 // Íàëè÷èå çåëåíîãî êëþ÷à:
876 Mem.ReadByte(b);
877 if b = 1 then
878 Include(gPlayers[a].FRulez, R_KEY_GREEN);
879 // Íàëè÷èå ñèíåãî êëþ÷à:
880 Mem.ReadByte(b);
881 if b = 1 then
882 Include(gPlayers[a].FRulez, R_KEY_BLUE);
883 // Íàëè÷èå áåðñåðêà:
884 Mem.ReadByte(b);
885 if b = 1 then
886 Include(gPlayers[a].FRulez, R_BERSERK);
887 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
888 for i := MR_SUIT to MR_MAX do
889 Mem.ReadDWORD(gPlayers[a].FMegaRulez[i]);
890 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
891 for i := T_RESPAWN to T_FLAGCAP do
892 Mem.ReadDWORD(gPlayers[a].FTime[i]);
894 // Íàçâàíèå ìîäåëè:
895 Mem.ReadString(gPlayers[a].FActualModelName);
896 // Öâåò ìîäåëè:
897 Mem.ReadByte(gPlayers[a].FColor.R);
898 Mem.ReadByte(gPlayers[a].FColor.G);
899 Mem.ReadByte(gPlayers[a].FColor.B);
900 // Îáíîâëÿåì ìîäåëü èãðîêà:
901 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
903 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
904 if gPlayers[a].FModel = nil then
905 begin
906 gPlayers[a].Free();
907 gPlayers[a] := nil;
908 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
909 Exit;
910 end;
912 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
913 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
914 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
915 else
916 gPlayers[a].FModel.Color := gPlayers[a].FColor;
918 Result := gPlayers[a].FUID;
919 end;
921 procedure g_Player_ResetTeams();
922 var
923 a: Integer;
924 begin
925 if g_Game_IsClient then
926 Exit;
927 if gPlayers = nil then
928 Exit;
929 for a := Low(gPlayers) to High(gPlayers) do
930 if gPlayers[a] <> nil then
931 case gGameSettings.GameMode of
932 GM_DM:
933 gPlayers[a].ChangeTeam(TEAM_NONE);
934 GM_TDM, GM_CTF:
935 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
936 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
937 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
938 else
939 if a mod 2 = 0 then
940 gPlayers[a].ChangeTeam(TEAM_RED)
941 else
942 gPlayers[a].ChangeTeam(TEAM_BLUE);
943 GM_SINGLE,
944 GM_COOP:
945 gPlayers[a].ChangeTeam(TEAM_COOP);
946 end;
947 end;
949 procedure g_Bot_Add(Team, Difficult: Byte);
950 var
951 m: SArray;
952 _name, _model: String;
953 a, tr, tb: Integer;
954 begin
955 if not g_Game_IsServer then Exit;
957 // Ñïèñîê íàçâàíèé ìîäåëåé:
958 m := g_PlayerModel_GetNames();
959 if m = nil then
960 Exit;
962 // Êîìàíäà:
963 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
964 Team := TEAM_COOP // COOP
965 else
966 if gGameSettings.GameMode = GM_DM then
967 Team := TEAM_NONE // DM
968 else
969 if Team = TEAM_NONE then // CTF / TDM
970 begin
971 // Àâòîáàëàíñ êîìàíä:
972 tr := 0;
973 tb := 0;
975 for a := 0 to High(gPlayers) do
976 if gPlayers[a] <> nil then
977 begin
978 if gPlayers[a].Team = TEAM_RED then
979 Inc(tr)
980 else
981 if gPlayers[a].Team = TEAM_BLUE then
982 Inc(tb);
983 end;
985 if tr > tb then
986 Team := TEAM_BLUE
987 else
988 if tb > tr then
989 Team := TEAM_RED
990 else // tr = tb
991 if Random(2) = 0 then
992 Team := TEAM_RED
993 else
994 Team := TEAM_BLUE;
995 end;
997 // Âûáèðàåì áîòó èìÿ:
998 _name := '';
999 if BotNames <> nil then
1000 for a := 0 to High(BotNames) do
1001 if g_Player_ValidName(BotNames[a]) then
1002 begin
1003 _name := BotNames[a];
1004 Break;
1005 end;
1007 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1008 if _name = '' then
1009 repeat
1010 _name := Format('DFBOT%.2d', [Random(100)]);
1011 until g_Player_ValidName(_name);
1013 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1014 _model := m[Random(Length(m))];
1016 // Ñîçäàåì áîòà:
1017 with g_Player_Get(g_Player_Create(_model,
1018 _RGB(Min(Random(9)*32, 255),
1019 Min(Random(9)*32, 255),
1020 Min(Random(9)*32, 255)),
1021 Team, True)) as TBot do
1022 begin
1023 Name := _name;
1025 case Difficult of
1026 1: FDifficult := DIFFICULT_EASY;
1027 2: FDifficult := DIFFICULT_MEDIUM;
1028 else FDifficult := DIFFICULT_HARD;
1029 end;
1031 for a := WP_FIRST to WP_LAST do
1032 begin
1033 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1034 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1035 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1036 end;
1038 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1040 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1041 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1042 Spectate();
1043 end;
1044 end;
1046 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1047 var
1048 m: SArray;
1049 _name, _model: String;
1050 a: Integer;
1051 begin
1052 if not g_Game_IsServer then Exit;
1054 // Ñïèñîê íàçâàíèé ìîäåëåé:
1055 m := g_PlayerModel_GetNames();
1056 if m = nil then
1057 Exit;
1059 // Êîìàíäà:
1060 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1061 Team := TEAM_COOP // COOP
1062 else
1063 if gGameSettings.GameMode = GM_DM then
1064 Team := TEAM_NONE // DM
1065 else
1066 if Team = TEAM_NONE then
1067 Team := BotList[num].team; // CTF / TDM
1069 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1070 lName := AnsiLowerCase(lName);
1071 if (num < 0) or (num > Length(BotList)-1) then
1072 num := -1;
1073 if (num = -1) and (lName <> '') and (BotList <> nil) then
1074 for a := 0 to High(BotList) do
1075 if AnsiLowerCase(BotList[a].name) = lName then
1076 begin
1077 num := a;
1078 Break;
1079 end;
1080 if num = -1 then
1081 Exit;
1083 // Èìÿ áîòà:
1084 _name := BotList[num].name;
1085 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1086 if not g_Player_ValidName(_name) then
1087 repeat
1088 _name := Format('DFBOT%.2d', [Random(100)]);
1089 until g_Player_ValidName(_name);
1091 // Ìîäåëü:
1092 _model := BotList[num].model;
1093 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1094 if not InSArray(_model, m) then
1095 _model := m[Random(Length(m))];
1097 // Ñîçäàåì áîòà:
1098 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1099 begin
1100 Name := _name;
1102 FDifficult.DiagFire := BotList[num].diag_fire;
1103 FDifficult.InvisFire := BotList[num].invis_fire;
1104 FDifficult.DiagPrecision := BotList[num].diag_precision;
1105 FDifficult.FlyPrecision := BotList[num].fly_precision;
1106 FDifficult.Cover := BotList[num].cover;
1107 FDifficult.CloseJump := BotList[num].close_jump;
1109 for a := WP_FIRST to WP_LAST do
1110 begin
1111 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1112 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1113 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1114 end;
1116 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1118 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1119 end;
1120 end;
1122 procedure g_Bot_RemoveAll();
1123 var
1124 a: Integer;
1125 begin
1126 if not g_Game_IsServer then Exit;
1127 if gPlayers = nil then Exit;
1129 for a := 0 to High(gPlayers) do
1130 if gPlayers[a] <> nil then
1131 if gPlayers[a] is TBot then
1132 begin
1133 gPlayers[a].Lives := 0;
1134 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1135 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1136 g_Player_Remove(gPlayers[a].FUID);
1137 end;
1139 g_Bot_MixNames();
1140 end;
1142 procedure g_Bot_MixNames();
1143 var
1144 s: String;
1145 a, b: Integer;
1146 begin
1147 if BotNames <> nil then
1148 for a := 0 to High(BotNames) do
1149 begin
1150 b := Random(Length(BotNames));
1151 s := BotNames[a];
1152 Botnames[a] := BotNames[b];
1153 BotNames[b] := s;
1154 end;
1155 end;
1157 procedure g_Player_Remove(UID: Word);
1158 var
1159 i: Integer;
1160 begin
1161 if gPlayers = nil then Exit;
1163 if g_Game_IsServer and g_Game_IsNet then
1164 MH_SEND_PlayerDelete(UID);
1166 for i := 0 to High(gPlayers) do
1167 if gPlayers[i] <> nil then
1168 if gPlayers[i].FUID = UID then
1169 begin
1170 if gPlayers[i] is TPlayer then
1171 TPlayer(gPlayers[i]).Free()
1172 else
1173 TBot(gPlayers[i]).Free();
1174 gPlayers[i] := nil;
1175 Exit;
1176 end;
1177 end;
1179 procedure g_Player_Init();
1180 var
1181 F: TextFile;
1182 s: String;
1183 a, b: Integer;
1184 config: TConfig;
1185 sa: SArray;
1186 begin
1187 BotNames := nil;
1189 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1190 Exit;
1192 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1193 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1194 Reset(F);
1196 while not EOF(F) do
1197 begin
1198 ReadLn(F, s);
1200 s := Trim(s);
1201 if s = '' then
1202 Continue;
1204 SetLength(BotNames, Length(BotNames)+1);
1205 BotNames[High(BotNames)] := s;
1206 end;
1208 CloseFile(F);
1210 // Ïåðåìåøèâàåì èõ:
1211 g_Bot_MixNames();
1213 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1214 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1215 BotList := nil;
1216 a := 0;
1218 while config.SectionExists(IntToStr(a)) do
1219 begin
1220 SetLength(BotList, Length(BotList)+1);
1222 with BotList[High(BotList)] do
1223 begin
1224 // Èìÿ áîòà:
1225 name := config.ReadStr(IntToStr(a), 'name', '');
1226 // Ìîäåëü:
1227 model := config.ReadStr(IntToStr(a), 'model', '');
1228 // Êîìàíäà:
1229 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1230 team := TEAM_RED
1231 else
1232 team := TEAM_BLUE;
1233 // Öâåò ìîäåëè:
1234 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1235 color.R := StrToIntDef(sa[0], 0);
1236 color.G := StrToIntDef(sa[1], 0);
1237 color.B := StrToIntDef(sa[2], 0);
1238 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1239 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1240 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1241 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1242 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1243 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1244 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1245 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1246 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1247 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1248 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1249 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1250 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1251 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1252 if Length(sa) = 10 then
1253 for b := 0 to 9 do
1254 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1255 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1256 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1257 if Length(sa) = 10 then
1258 for b := 0 to 9 do
1259 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1261 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1262 if Length(sa) = 10 then
1263 for b := 0 to 9 do
1264 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1265 end;
1267 a := a + 1;
1268 end;
1270 config.Free();
1271 end;
1273 procedure g_Player_Free();
1274 var
1275 i: Integer;
1276 begin
1277 if gPlayers <> nil then
1278 begin
1279 for i := 0 to High(gPlayers) do
1280 if gPlayers[i] <> nil then
1281 begin
1282 if gPlayers[i] is TPlayer then
1283 TPlayer(gPlayers[i]).Free()
1284 else
1285 TBot(gPlayers[i]).Free();
1286 gPlayers[i] := nil;
1287 end;
1289 gPlayers := nil;
1290 end;
1292 gPlayer1 := nil;
1293 gPlayer2 := nil;
1294 end;
1296 procedure g_Player_UpdateAll();
1297 var
1298 i: Integer;
1299 begin
1300 if gPlayers = nil then Exit;
1302 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1303 for i := 0 to High(gPlayers) do
1304 begin
1305 if gPlayers[i] <> nil then
1306 begin
1307 if gPlayers[i] is TPlayer then
1308 begin
1309 gPlayers[i].Update();
1310 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1311 end
1312 else
1313 begin
1314 // bot updates weapons in `UpdateCombat()`
1315 TBot(gPlayers[i]).Update();
1316 end;
1317 end;
1318 end;
1319 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1320 end;
1322 procedure g_Player_DrawAll();
1323 var
1324 i: Integer;
1325 begin
1326 if gPlayers = nil then Exit;
1328 for i := 0 to High(gPlayers) do
1329 if gPlayers[i] <> nil then
1330 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1331 else TBot(gPlayers[i]).Draw();
1332 end;
1334 procedure g_Player_DrawDebug(p: TPlayer);
1335 var
1336 fW, fH: Byte;
1337 begin
1338 if p = nil then Exit;
1339 if (@p.FObj) = nil then Exit;
1341 e_TextureFontGetSize(gStdFont, fW, fH);
1343 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1344 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1345 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1346 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1347 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1348 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1349 end;
1351 procedure g_Player_DrawHealth();
1352 var
1353 i: Integer;
1354 fW, fH: Byte;
1355 begin
1356 if gPlayers = nil then Exit;
1357 e_TextureFontGetSize(gStdFont, fW, fH);
1359 for i := 0 to High(gPlayers) do
1360 if gPlayers[i] <> nil then
1361 begin
1362 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1363 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1364 IntToStr(gPlayers[i].FHealth), gStdFont);
1365 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1366 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1367 IntToStr(gPlayers[i].FArmor), gStdFont);
1368 end;
1369 end;
1371 function g_Player_Get(UID: Word): TPlayer;
1372 var
1373 a: Integer;
1374 begin
1375 Result := nil;
1377 if gPlayers = nil then
1378 Exit;
1380 for a := 0 to High(gPlayers) do
1381 if gPlayers[a] <> nil then
1382 if gPlayers[a].FUID = UID then
1383 begin
1384 Result := gPlayers[a];
1385 Exit;
1386 end;
1387 end;
1389 function g_Player_GetCount(): Byte;
1390 var
1391 a: Integer;
1392 begin
1393 Result := 0;
1395 if gPlayers = nil then
1396 Exit;
1398 for a := 0 to High(gPlayers) do
1399 if gPlayers[a] <> nil then
1400 Result := Result + 1;
1401 end;
1403 function g_Player_GetStats(): TPlayerStatArray;
1404 var
1405 a: Integer;
1406 begin
1407 Result := nil;
1409 if gPlayers = nil then Exit;
1411 for a := 0 to High(gPlayers) do
1412 if gPlayers[a] <> nil then
1413 begin
1414 SetLength(Result, Length(Result)+1);
1415 with Result[High(Result)] do
1416 begin
1417 Ping := gPlayers[a].FPing;
1418 Loss := gPlayers[a].FLoss;
1419 Name := gPlayers[a].FName;
1420 Team := gPlayers[a].FTeam;
1421 Frags := gPlayers[a].FFrags;
1422 Deaths := gPlayers[a].FDeath;
1423 Kills := gPlayers[a].FKills;
1424 Color := gPlayers[a].FModel.Color;
1425 Lives := gPlayers[a].FLives;
1426 Spectator := gPlayers[a].FSpectator;
1427 end;
1428 end;
1429 end;
1431 procedure g_Player_RememberAll;
1432 var
1433 i: Integer;
1434 begin
1435 for i := Low(gPlayers) to High(gPlayers) do
1436 if (gPlayers[i] <> nil) and gPlayers[i].Live then
1437 gPlayers[i].RememberState;
1438 end;
1440 procedure g_Player_ResetAll(Force, Silent: Boolean);
1441 var
1442 i: Integer;
1443 begin
1444 gTeamStat[TEAM_RED].Goals := 0;
1445 gTeamStat[TEAM_BLUE].Goals := 0;
1447 if gPlayers <> nil then
1448 for i := 0 to High(gPlayers) do
1449 if gPlayers[i] <> nil then
1450 begin
1451 gPlayers[i].Reset(Force);
1453 if gPlayers[i] is TPlayer then
1454 begin
1455 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1456 gPlayers[i].Respawn(Silent)
1457 else
1458 gPlayers[i].Spectate();
1459 end
1460 else
1461 TBot(gPlayers[i]).Respawn(Silent);
1462 end;
1463 end;
1465 procedure g_Player_CreateCorpse(Player: TPlayer);
1466 var
1467 find_id: DWORD;
1468 ok: Boolean;
1469 begin
1470 if Player.Live then
1471 Exit;
1472 if Player.FObj.Y >= gMapInfo.Height+128 then
1473 Exit;
1475 with Player do
1476 begin
1477 if (FHealth >= -50) or (gGibsCount = 0) then
1478 begin
1479 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1480 Exit;
1482 ok := False;
1483 for find_id := 0 to High(gCorpses) do
1484 if gCorpses[find_id] = nil then
1485 begin
1486 ok := True;
1487 Break;
1488 end;
1490 if not ok then
1491 find_id := Random(Length(gCorpses));
1493 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1494 gCorpses[find_id].FColor := FModel.Color;
1495 gCorpses[find_id].FObj.Vel := FObj.Vel;
1496 gCorpses[find_id].FObj.Accel := FObj.Accel;
1497 end
1498 else
1499 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1500 FObj.Y + PLAYER_RECT_CY,
1501 FModel.Name, FModel.Color);
1502 end;
1503 end;
1505 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1506 var
1507 SID: DWORD;
1508 begin
1509 if (gShells = nil) or (Length(gShells) = 0) then
1510 Exit;
1512 with gShells[CurrentShell] do
1513 begin
1514 SpriteID := 0;
1515 g_Obj_Init(@Obj);
1516 Obj.Rect.X := 0;
1517 Obj.Rect.Y := 0;
1518 if T = SHELL_BULLET then
1519 begin
1520 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1521 SpriteID := SID;
1522 CX := 2;
1523 CY := 1;
1524 Obj.Rect.Width := 4;
1525 Obj.Rect.Height := 2;
1526 end
1527 else
1528 begin
1529 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1530 SpriteID := SID;
1531 CX := 4;
1532 CY := 2;
1533 Obj.Rect.Width := 7;
1534 Obj.Rect.Height := 3;
1535 end;
1536 SType := T;
1537 Live := True;
1538 Obj.X := fX;
1539 Obj.Y := fY;
1540 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1541 positionChanged(); // this updates spatial accelerators
1542 RAngle := Random(360);
1543 Timeout := gTime + SHELL_TIMEOUT;
1545 if CurrentShell >= High(gShells) then
1546 CurrentShell := 0
1547 else
1548 Inc(CurrentShell);
1549 end;
1550 end;
1552 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1553 var
1554 a: Integer;
1555 GibsArray: TGibsArray;
1556 begin
1557 if (gGibs = nil) or (Length(gGibs) = 0) then
1558 Exit;
1559 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1560 Exit;
1562 for a := 0 to High(GibsArray) do
1563 with gGibs[CurrentGib] do
1564 begin
1565 Color := fColor;
1566 ID := GibsArray[a].ID;
1567 MaskID := GibsArray[a].MaskID;
1568 Live := True;
1569 g_Obj_Init(@Obj);
1570 Obj.Rect := GibsArray[a].Rect;
1571 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1572 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1573 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1574 positionChanged(); // this updates spatial accelerators
1575 RAngle := Random(360);
1577 if gBloodCount > 0 then
1578 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1579 Random(48), Random(48), 150, 0, 0);
1581 if CurrentGib >= High(gGibs) then
1582 CurrentGib := 0
1583 else
1584 Inc(CurrentGib);
1585 end;
1586 end;
1588 procedure g_Player_UpdatePhysicalObjects();
1589 var
1590 i: Integer;
1591 vel: TPoint2i;
1592 mr: Word;
1594 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1595 var
1596 k: Integer;
1597 begin
1598 k := 1 + Random(2);
1599 if T = SHELL_BULLET then
1600 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1601 else
1602 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1603 end;
1605 begin
1606 // Êóñêè ìÿñà:
1607 if gGibs <> nil then
1608 for i := 0 to High(gGibs) do
1609 if gGibs[i].Live then
1610 with gGibs[i] do
1611 begin
1612 vel := Obj.Vel;
1613 mr := g_Obj_Move(@Obj, True, False, True);
1614 positionChanged(); // this updates spatial accelerators
1616 if WordBool(mr and MOVE_FALLOUT) then
1617 begin
1618 Live := False;
1619 Continue;
1620 end;
1622 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1623 if WordBool(mr and MOVE_HITWALL) then
1624 Obj.Vel.X := -(vel.X div 2);
1625 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1626 Obj.Vel.Y := -(vel.Y div 2);
1628 if (Obj.Vel.X >= 0) then
1629 begin // Clockwise
1630 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1631 if RAngle >= 360 then
1632 RAngle := RAngle mod 360;
1633 end else begin // Counter-clockwise
1634 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1635 if RAngle < 0 then
1636 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1637 end;
1639 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1640 if gTime mod (GAME_TICK*3) = 0 then
1641 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1642 end;
1644 // Òðóïû:
1645 if gCorpses <> nil then
1646 for i := 0 to High(gCorpses) do
1647 if gCorpses[i] <> nil then
1648 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1649 begin
1650 gCorpses[i].Free();
1651 gCorpses[i] := nil;
1652 end
1653 else
1654 gCorpses[i].Update();
1656 // Ãèëüçû:
1657 if gShells <> nil then
1658 for i := 0 to High(gShells) do
1659 if gShells[i].Live then
1660 with gShells[i] do
1661 begin
1662 vel := Obj.Vel;
1663 mr := g_Obj_Move(@Obj, True, False, True);
1664 positionChanged(); // this updates spatial accelerators
1666 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1667 begin
1668 Live := False;
1669 Continue;
1670 end;
1672 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1673 if WordBool(mr and MOVE_HITWALL) then
1674 begin
1675 Obj.Vel.X := -(vel.X div 2);
1676 if not WordBool(mr and MOVE_INWATER) then
1677 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1678 end;
1679 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1680 begin
1681 Obj.Vel.Y := -(vel.Y div 2);
1682 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1683 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1684 begin
1685 if RAngle mod 90 <> 0 then
1686 RAngle := (RAngle div 90) * 90;
1687 end
1688 else if not WordBool(mr and MOVE_INWATER) then
1689 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1690 end;
1692 if (Obj.Vel.X >= 0) then
1693 begin // Clockwise
1694 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1695 if RAngle >= 360 then
1696 RAngle := RAngle mod 360;
1697 end else begin // Counter-clockwise
1698 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1699 if RAngle < 0 then
1700 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1701 end;
1702 end;
1703 end;
1705 procedure g_Player_DrawCorpses();
1706 var
1707 i: Integer;
1708 a: TPoint;
1709 begin
1710 if gGibs <> nil then
1711 for i := 0 to High(gGibs) do
1712 if gGibs[i].Live then
1713 with gGibs[i] do
1714 begin
1715 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1716 Continue;
1718 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1719 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1721 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1723 e_Colors := Color;
1724 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1725 e_Colors.R := 255;
1726 e_Colors.G := 255;
1727 e_Colors.B := 255;
1728 end;
1730 if gCorpses <> nil then
1731 for i := 0 to High(gCorpses) do
1732 if gCorpses[i] <> nil then
1733 gCorpses[i].Draw();
1734 end;
1736 procedure g_Player_DrawShells();
1737 var
1738 i: Integer;
1739 a: TPoint;
1740 begin
1741 if gShells <> nil then
1742 for i := 0 to High(gShells) do
1743 if gShells[i].Live then
1744 with gShells[i] do
1745 begin
1746 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1747 Continue;
1749 a.X := CX;
1750 a.Y := CY;
1752 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1753 end;
1754 end;
1756 procedure g_Player_RemoveAllCorpses();
1757 var
1758 i: Integer;
1759 begin
1760 gGibs := nil;
1761 gShells := nil;
1762 SetLength(gGibs, MaxGibs);
1763 SetLength(gShells, MaxGibs);
1764 CurrentGib := 0;
1765 CurrentShell := 0;
1767 if gCorpses <> nil then
1768 for i := 0 to High(gCorpses) do
1769 gCorpses[i].Free();
1771 gCorpses := nil;
1772 SetLength(gCorpses, MaxCorpses);
1773 end;
1775 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
1776 var
1777 count, i: Integer;
1778 b: Boolean;
1779 begin
1780 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1781 count := 0;
1782 if gCorpses <> nil then
1783 for i := 0 to High(gCorpses) do
1784 if gCorpses[i] <> nil then
1785 count := count + 1;
1787 Mem := TBinMemoryWriter.Create((count+1) * 128);
1789 // Êîëè÷åñòâî òðóïîâ:
1790 Mem.WriteInt(count);
1792 if count = 0 then
1793 Exit;
1795 // Ñîõðàíÿåì òðóïû:
1796 for i := 0 to High(gCorpses) do
1797 if gCorpses[i] <> nil then
1798 begin
1799 // Íàçâàíèå ìîäåëè:
1800 Mem.WriteString(gCorpses[i].FModelName);
1801 // Òèï ñìåðòè:
1802 b := gCorpses[i].Mess;
1803 Mem.WriteBoolean(b);
1804 // Ñîõðàíÿåì äàííûå òðóïà:
1805 gCorpses[i].SaveState(Mem);
1806 end;
1807 end;
1809 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
1810 var
1811 count, i: Integer;
1812 str: String;
1813 b: Boolean;
1814 begin
1815 if Mem = nil then
1816 Exit;
1818 g_Player_RemoveAllCorpses();
1820 // Êîëè÷åñòâî òðóïîâ:
1821 Mem.ReadInt(count);
1823 if count > Length(gCorpses) then
1824 begin
1825 raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1826 end;
1828 if count = 0 then
1829 Exit;
1831 // Çàãðóæàåì òðóïû:
1832 for i := 0 to count-1 do
1833 begin
1834 // Íàçâàíèå ìîäåëè:
1835 Mem.ReadString(str);
1836 // Òèï ñìåðòè:
1837 Mem.ReadBoolean(b);
1838 // Ñîçäàåì òðóï:
1839 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1840 // Çàãðóæàåì äàííûå òðóïà:
1841 gCorpses[i].LoadState(Mem);
1842 end;
1843 end;
1845 { T P l a y e r : }
1847 procedure TPlayer.BFGHit();
1848 begin
1849 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1850 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1851 if g_Game_IsServer and g_Game_IsNet then
1852 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1853 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1854 0, NET_GFX_BFGHIT);
1855 end;
1857 procedure TPlayer.ChangeModel(ModelName: string);
1858 var
1859 locModel: TPlayerModel;
1860 begin
1861 locModel := g_PlayerModel_Get(ModelName);
1862 if locModel = nil then Exit;
1864 FModel.Free();
1865 FModel := locModel;
1866 end;
1868 procedure TPlayer.SetModel(ModelName: string);
1869 var
1870 m: TPlayerModel;
1871 begin
1872 m := g_PlayerModel_Get(ModelName);
1873 if m = nil then
1874 begin
1875 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1876 m := g_PlayerModel_Get('doomer');
1877 if m = nil then
1878 begin
1879 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1880 Exit;
1881 end;
1882 end;
1884 if FModel <> nil then
1885 FModel.Free();
1887 FModel := m;
1889 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1890 FModel.Color := FColor
1891 else
1892 FModel.Color := TEAMCOLOR[FTeam];
1893 FModel.SetWeapon(FCurrWeap);
1894 FModel.SetFlag(FFlag);
1895 SetDirection(FDirection);
1896 end;
1898 procedure TPlayer.SetColor(Color: TRGB);
1899 begin
1900 FColor := Color;
1901 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1902 if FModel <> nil then FModel.Color := Color;
1903 end;
1905 procedure TPlayer.SwitchTeam;
1906 begin
1907 if g_Game_IsClient then
1908 Exit;
1909 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1911 if gGameOn and FLive then
1912 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1914 if FTeam = TEAM_RED then
1915 begin
1916 ChangeTeam(TEAM_BLUE);
1917 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1918 if g_Game_IsNet then
1919 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1920 end
1921 else
1922 begin
1923 ChangeTeam(TEAM_RED);
1924 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
1925 if g_Game_IsNet then
1926 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
1927 end;
1928 FPreferredTeam := FTeam;
1929 end;
1931 procedure TPlayer.ChangeTeam(Team: Byte);
1932 var
1933 OldTeam: Byte;
1934 begin
1935 OldTeam := FTeam;
1936 FTeam := Team;
1937 case Team of
1938 TEAM_RED, TEAM_BLUE:
1939 FModel.Color := TEAMCOLOR[Team];
1940 else
1941 FModel.Color := FColor;
1942 end;
1943 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
1944 MH_SEND_PlayerStats(FUID);
1945 end;
1948 procedure TPlayer.CollideItem();
1949 var
1950 i: Integer;
1951 r: Boolean;
1952 begin
1953 if gItems = nil then Exit;
1954 if not FLive then Exit;
1956 for i := 0 to High(gItems) do
1957 with gItems[i] do
1958 begin
1959 if (ItemType <> ITEM_NONE) and Live then
1960 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
1961 PLAYER_RECT.Height, @Obj) then
1962 begin
1963 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
1965 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
1966 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
1967 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
1968 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
1969 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
1971 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
1972 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
1973 (gGameSettings.GameType = GT_SINGLE) and
1974 (g_Player_GetCount() > 1)) then
1975 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
1976 end;
1977 end;
1978 end;
1981 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
1982 begin
1983 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
1984 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
1985 False);
1986 end;
1988 constructor TPlayer.Create();
1989 begin
1990 FIamBot := False;
1991 FDummy := False;
1992 FSpawned := False;
1994 FSawSound := TPlayableSound.Create();
1995 FSawSoundIdle := TPlayableSound.Create();
1996 FSawSoundHit := TPlayableSound.Create();
1997 FSawSoundSelect := TPlayableSound.Create();
1998 FJetSoundFly := TPlayableSound.Create();
1999 FJetSoundOn := TPlayableSound.Create();
2000 FJetSoundOff := TPlayableSound.Create();
2002 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2003 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2004 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2005 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2006 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2007 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2008 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2010 FSpectatePlayer := -1;
2011 FClientID := -1;
2012 FPing := 0;
2013 FLoss := 0;
2014 FSavedState.WaitRecall := False;
2015 FShellTimer := -1;
2016 FFireTime := 0;
2017 FFirePainTime := 0;
2018 FFireAttacker := 0;
2020 FActualModelName := 'doomer';
2022 g_Obj_Init(@FObj);
2023 FObj.Rect := PLAYER_RECT;
2025 FBFGFireCounter := -1;
2026 FJustTeleported := False;
2027 FNetTime := 0;
2029 resetWeaponQueue();
2030 end;
2032 procedure TPlayer.positionChanged ();
2033 begin
2034 end;
2036 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2037 var
2038 c: Word;
2039 begin
2040 if (not g_Game_IsClient) and (not FLive) then
2041 Exit;
2043 FLastHit := t;
2045 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2046 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2047 begin
2048 if not g_Game_IsClient then
2049 begin
2050 FArmor := 0;
2051 if t = HIT_TRAP then
2052 begin
2053 // Ëîâóøêà óáèâàåò ñðàçó:
2054 FHealth := -100;
2055 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2056 end;
2057 if t = HIT_SELF then
2058 begin
2059 // Ñàìîóáèéñòâî:
2060 FHealth := 0;
2061 Kill(K_SIMPLEKILL, SpawnerUID, t);
2062 end;
2063 end;
2064 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2065 FMegaRulez[MR_SUIT] := 0;
2066 FMegaRulez[MR_INVUL] := 0;
2067 FMegaRulez[MR_INVIS] := 0;
2068 FBerserk := 0;
2069 end;
2071 // Íî îò îñòàëüíîãî ñïàñàåò:
2072 if FMegaRulez[MR_INVUL] >= gTime then
2073 Exit;
2075 // ×èò-êîä "ÃÎÐÅÖ":
2076 if FGodMode then
2077 Exit;
2079 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2080 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2081 (SpawnerUID = FUID) or
2082 (not SameTeam(FUID, SpawnerUID)) then
2083 begin
2084 FLastSpawnerUID := SpawnerUID;
2086 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2087 if gBloodCount > 0 then
2088 begin
2089 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2090 if value div 4 <= c then
2091 c := c - (value div 4)
2092 else
2093 c := 0;
2095 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2096 MakeBloodSimple(c)
2097 else
2098 case t of
2099 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2100 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2101 end;
2103 if t = HIT_WATER then
2104 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2105 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2106 end;
2108 // Áóôåð óðîíà:
2109 if FLive then
2110 Inc(FDamageBuffer, value);
2112 // Âñïûøêà áîëè:
2113 if gFlash <> 0 then
2114 FPain := FPain + value;
2115 end;
2117 if g_Game_IsServer and g_Game_IsNet then
2118 begin
2119 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2120 MH_SEND_PlayerStats(FUID);
2121 MH_SEND_PlayerPos(False, FUID);
2122 end;
2123 end;
2125 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2126 begin
2127 Result := False;
2128 if g_Game_IsClient then
2129 Exit;
2130 if not FLive then
2131 Exit;
2133 if Soft and (FHealth < PLAYER_HP_SOFT) then
2134 begin
2135 IncMax(FHealth, value, PLAYER_HP_SOFT);
2136 Result := True;
2137 end;
2138 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2139 begin
2140 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2141 Result := True;
2142 end;
2144 if Result and g_Game_IsServer and g_Game_IsNet then
2145 MH_SEND_PlayerStats(FUID);
2146 end;
2148 destructor TPlayer.Destroy();
2149 begin
2150 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2151 gPlayer1 := nil;
2152 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2153 gPlayer2 := nil;
2155 FSawSound.Free();
2156 FSawSoundIdle.Free();
2157 FSawSoundHit.Free();
2158 FJetSoundFly.Free();
2159 FJetSoundOn.Free();
2160 FJetSoundOff.Free();
2161 FModel.Free();
2163 inherited;
2164 end;
2166 procedure TPlayer.DrawBubble();
2167 var
2168 bubX, bubY: Integer;
2169 ID: LongWord;
2170 Rb, Gb, Bb,
2171 Rw, Gw, Bw: SmallInt;
2172 Dot: Byte;
2173 begin
2174 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18);
2175 bubY := FObj.Y+FObj.Rect.Y - 18;
2176 Rb := 64;
2177 Gb := 64;
2178 Bb := 64;
2179 Rw := 240;
2180 Gw := 240;
2181 Bw := 240;
2182 case gChatBubble of
2183 1: // simple textual non-bubble
2184 begin
2185 bubX := FObj.X+FObj.Rect.X - 11;
2186 bubY := FObj.Y+FObj.Rect.Y - 17;
2187 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2188 Exit;
2189 end;
2190 2: // advanced pixel-perfect bubble
2191 begin
2192 if FTeam = TEAM_RED then
2193 Rb := 255
2194 else
2195 if FTeam = TEAM_BLUE then
2196 Bb := 255;
2197 end;
2198 3: // colored bubble
2199 begin
2200 Rb := FModel.Color.R;
2201 Gb := FModel.Color.G;
2202 Bb := FModel.Color.B;
2203 Rw := Min(Rb * 2 + 64, 255);
2204 Gw := Min(Gb * 2 + 64, 255);
2205 Bw := Min(Bb * 2 + 64, 255);
2206 if (Abs(Rw - Rb) < 32)
2207 or (Abs(Gw - Gb) < 32)
2208 or (Abs(Bw - Bb) < 32) then
2209 begin
2210 Rb := Max(Rw div 2 - 16, 0);
2211 Gb := Max(Gw div 2 - 16, 0);
2212 Bb := Max(Bw div 2 - 16, 0);
2213 end;
2214 end;
2215 4: // custom textured bubble
2216 begin
2217 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2218 if FDirection = D_RIGHT then
2219 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2220 else
2221 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
2222 Exit;
2223 end;
2224 end;
2226 // Outer borders
2227 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2228 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2229 // Inner box
2230 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2232 // Tail
2233 Dot := IfThen(FDirection = D_LEFT, 14, 5);
2234 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2235 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2236 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2237 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2238 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2240 // Dots
2241 Dot := 6;
2242 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2243 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2244 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2245 end;
2247 procedure TPlayer.Draw();
2248 var
2249 ID: DWORD;
2250 w, h: Word;
2251 dr: Boolean;
2252 begin
2253 if FLive then
2254 begin
2255 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2256 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2257 begin
2258 e_GetTextureSize(ID, @w, @h);
2259 if FDirection = D_LEFT then
2260 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2261 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False)
2262 else
2263 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2264 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False);
2265 end;
2267 if FMegaRulez[MR_INVIS] > gTime then
2268 begin
2269 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2270 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2271 begin
2272 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2273 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2274 else
2275 dr := True;
2276 if dr then
2277 FModel.Draw(FObj.X, FObj.Y, 200)
2278 else
2279 FModel.Draw(FObj.X, FObj.Y);
2280 end
2281 else
2282 FModel.Draw(FObj.X, FObj.Y, 254);
2283 end
2284 else
2285 FModel.Draw(FObj.X, FObj.Y);
2286 end;
2288 if g_debug_Frames then
2289 begin
2290 e_DrawQuad(FObj.X+FObj.Rect.X,
2291 FObj.Y+FObj.Rect.Y,
2292 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2293 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2294 0, 255, 0);
2295 end;
2297 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2298 DrawBubble();
2299 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2300 if gAimLine and Live and
2301 ((Self = gPlayer1) or (Self = gPlayer2)) then
2302 DrawAim();
2303 end;
2305 procedure TPlayer.DrawAim();
2306 var
2307 wx, wy, xx, yy: Integer;
2308 angle: SmallInt;
2309 sz, len: Word;
2310 begin
2311 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
2312 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2313 angle := FAngle;
2314 len := 1024;
2315 sz := 2;
2316 case FCurrWeap of
2317 0: begin // Punch
2318 len := 12;
2319 sz := 4;
2320 end;
2321 1: begin // Chainsaw
2322 len := 24;
2323 sz := 6;
2324 end;
2325 2: begin // Pistol
2326 len := 1024;
2327 sz := 2;
2328 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2329 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2330 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2331 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2332 end;
2333 3: begin // Shotgun
2334 len := 1024;
2335 sz := 3;
2336 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2337 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2338 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2339 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2340 end;
2341 4: begin // Double Shotgun
2342 len := 1024;
2343 sz := 4;
2344 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2345 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2346 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2347 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2348 end;
2349 5: begin // Chaingun
2350 len := 1024;
2351 sz := 3;
2352 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2353 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2354 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2355 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2356 end;
2357 6: begin // Rocket Launcher
2358 len := 1024;
2359 sz := 7;
2360 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2361 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2362 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2363 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2364 end;
2365 7: begin // Plasmagun
2366 len := 1024;
2367 sz := 5;
2368 if angle = ANGLE_RIGHTUP then Inc(angle);
2369 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2370 if angle = ANGLE_LEFTUP then Dec(angle);
2371 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2372 end;
2373 8: begin // BFG
2374 len := 1024;
2375 sz := 12;
2376 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2377 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2378 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2379 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2380 end;
2381 9: begin // Super Chaingun
2382 len := 1024;
2383 sz := 4;
2384 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2385 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2386 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2387 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2388 end;
2389 end;
2390 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2391 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2392 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2393 end;
2395 procedure TPlayer.DrawGUI();
2396 var
2397 ID: DWORD;
2398 X, Y, SY, a, p, m: Integer;
2399 tw, th: Word;
2400 cw, ch: Byte;
2401 s: string;
2402 stat: TPlayerStatArray;
2403 begin
2404 X := gPlayerScreenSize.X;
2405 SY := gPlayerScreenSize.Y;
2406 Y := 0;
2408 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2409 begin
2410 if gGameSettings.GameMode = GM_CTF then
2411 a := 32 + 8
2412 else
2413 a := 0;
2414 if gGameSettings.GameMode = GM_CTF then
2415 begin
2416 s := 'TEXTURE_PLAYER_REDFLAG';
2417 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2418 s := 'TEXTURE_PLAYER_REDFLAG_S';
2419 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2420 s := 'TEXTURE_PLAYER_REDFLAG_D';
2421 if g_Texture_Get(s, ID) then
2422 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2423 end;
2425 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2426 e_CharFont_GetSize(gMenuFont, s, tw, th);
2427 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2429 if gGameSettings.GameMode = GM_CTF then
2430 begin
2431 s := 'TEXTURE_PLAYER_BLUEFLAG';
2432 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2433 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2434 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2435 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2436 if g_Texture_Get(s, ID) then
2437 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2438 end;
2440 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2441 e_CharFont_GetSize(gMenuFont, s, tw, th);
2442 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2443 end;
2445 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2446 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2447 0, False, False);
2449 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2450 e_Draw(ID, X+2, Y, 0, True, False);
2452 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2453 begin
2454 if gShowStat then
2455 begin
2456 s := IntToStr(Frags);
2457 e_CharFont_GetSize(gMenuFont, s, tw, th);
2458 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2460 s := '';
2461 p := 1;
2462 m := 0;
2463 stat := g_Player_GetStats();
2464 if stat <> nil then
2465 begin
2466 p := 1;
2468 for a := 0 to High(stat) do
2469 if stat[a].Name <> Name then
2470 begin
2471 if stat[a].Frags > m then m := stat[a].Frags;
2472 if stat[a].Frags > Frags then p := p+1;
2473 end;
2474 end;
2476 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2477 if Frags >= m then s := s+'+' else s := s+'-';
2478 s := s+IntToStr(Abs(Frags-m));
2480 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2481 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2482 end;
2484 if gShowLives and (gGameSettings.MaxLives > 0) then
2485 begin
2486 s := IntToStr(Lives);
2487 e_CharFont_GetSize(gMenuFont, s, tw, th);
2488 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2489 end;
2490 end;
2492 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2493 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2495 if R_BERSERK in FRulez then
2496 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2497 else
2498 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2500 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2501 e_Draw(ID, X+36, Y+77, 0, True, False);
2503 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2504 e_CharFont_GetSize(gMenuFont, s, tw, th);
2505 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2507 s := IntToStr(FArmor);
2508 e_CharFont_GetSize(gMenuFont, s, tw, th);
2509 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2511 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2513 case FCurrWeap of
2514 WEAPON_KASTET:
2515 begin
2516 s := '--';
2517 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2518 end;
2519 WEAPON_SAW:
2520 begin
2521 s := '--';
2522 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2523 end;
2524 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2525 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2526 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2527 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2528 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2529 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2530 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2531 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2532 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2533 end;
2535 e_CharFont_GetSize(gMenuFont, s, tw, th);
2536 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2537 e_Draw(ID, X+20, Y+160, 0, True, False);
2539 if R_KEY_RED in FRulez then
2540 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2542 if R_KEY_GREEN in FRulez then
2543 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2545 if R_KEY_BLUE in FRulez then
2546 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2548 if FJetFuel > 0 then
2549 begin
2550 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2551 e_Draw(ID, X+2, Y+116, 0, True, False);
2552 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2553 e_Draw(ID, X+2, Y+126, 0, True, False);
2554 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2555 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2556 end
2557 else
2558 begin
2559 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2560 e_Draw(ID, X+2, Y+124, 0, True, False);
2561 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2562 end;
2564 if gShowPing and g_Game_IsClient then
2565 begin
2566 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2567 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2568 Y := Y + 16;
2569 end;
2571 if FSpectator then
2572 begin
2573 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2574 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2575 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2576 if FNoRespawn then
2577 begin
2578 e_TextureFontGetSize(gStdFont, cw, ch);
2579 s := _lc[I_PLAYER_SPECT4];
2580 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2581 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2582 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2583 end;
2585 end;
2586 end;
2588 procedure TPlayer.DrawRulez();
2589 var
2590 dr: Boolean;
2591 begin
2592 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2593 if FMegaRulez[MR_INVUL] >= gTime then
2594 begin
2595 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2596 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2597 else
2598 dr := True;
2600 if dr then
2601 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2602 191, 191, 191, 0, B_INVERT);
2603 end;
2605 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2606 if FMegaRulez[MR_SUIT] >= gTime then
2607 begin
2608 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2609 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2610 else
2611 dr := True;
2613 if dr then
2614 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2615 0, 96, 0, 200, B_NONE);
2616 end;
2618 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2619 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2620 begin
2621 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2622 255, 0, 0, 200, B_NONE);
2623 end;
2624 end;
2626 procedure TPlayer.DrawPain();
2627 var
2628 a, h: Integer;
2629 begin
2630 if FPain = 0 then Exit;
2632 a := FPain;
2634 if a < 15 then h := 0
2635 else if a < 35 then h := 1
2636 else if a < 55 then h := 2
2637 else if a < 75 then h := 3
2638 else if a < 95 then h := 4
2639 else h := 5;
2641 //if a > 255 then a := 255;
2643 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2644 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2645 end;
2647 procedure TPlayer.DrawPickup();
2648 var
2649 a, h: Integer;
2650 begin
2651 if FPickup = 0 then Exit;
2653 a := FPickup;
2655 if a < 15 then h := 1
2656 else if a < 35 then h := 2
2657 else if a < 55 then h := 3
2658 else if a < 75 then h := 4
2659 else h := 5;
2661 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2662 end;
2664 procedure TPlayer.Fire();
2665 var
2666 f, DidFire: Boolean;
2667 wx, wy, xd, yd: Integer;
2668 locobj: TObj;
2669 begin
2670 if g_Game_IsClient then Exit;
2671 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2672 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2674 if FSpectator then
2675 begin
2676 Respawn(False);
2677 Exit;
2678 end;
2680 if FReloading[FCurrWeap] <> 0 then Exit;
2682 DidFire := False;
2684 f := False;
2685 wx := FObj.X+WEAPONPOINT[FDirection].X;
2686 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2687 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
2688 yd := wy+firediry();
2690 case FCurrWeap of
2691 WEAPON_KASTET:
2692 begin
2693 if R_BERSERK in FRulez then
2694 begin
2695 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2696 locobj.X := FObj.X+FObj.Rect.X;
2697 locobj.Y := FObj.Y+FObj.Rect.Y;
2698 locobj.rect.X := 0;
2699 locobj.rect.Y := 0;
2700 locobj.rect.Width := 39;
2701 locobj.rect.Height := 52;
2702 locobj.Vel.X := (xd-wx) div 2;
2703 locobj.Vel.Y := (yd-wy) div 2;
2704 locobj.Accel.X := xd-wx;
2705 locobj.Accel.y := yd-wy;
2707 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2708 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2709 else
2710 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2712 if gFlash = 1 then
2713 if FPain < 50 then
2714 FPain := min(FPain + 25, 50);
2715 end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2717 DidFire := True;
2718 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2719 end;
2721 WEAPON_SAW:
2722 begin
2723 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2724 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2725 begin
2726 FSawSoundSelect.Stop();
2727 FSawSound.Stop();
2728 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2729 end
2730 else if not FSawSoundHit.IsPlaying() then
2731 begin
2732 FSawSoundSelect.Stop();
2733 FSawSound.PlayAt(FObj.X, FObj.Y);
2734 end;
2736 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2737 DidFire := True;
2738 f := True;
2739 end;
2741 WEAPON_PISTOL:
2742 if FAmmo[A_BULLETS] > 0 then
2743 begin
2744 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2745 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2746 Dec(FAmmo[A_BULLETS]);
2747 FFireAngle := FAngle;
2748 f := True;
2749 DidFire := True;
2750 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2751 GameVelX, GameVelY-2, SHELL_BULLET);
2752 end;
2754 WEAPON_SHOTGUN1:
2755 if FAmmo[A_SHELLS] > 0 then
2756 begin
2757 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2758 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2759 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2760 Dec(FAmmo[A_SHELLS]);
2761 FFireAngle := FAngle;
2762 f := True;
2763 DidFire := True;
2764 FShellTimer := 10;
2765 FShellType := SHELL_SHELL;
2766 end;
2768 WEAPON_SHOTGUN2:
2769 if FAmmo[A_SHELLS] >= 2 then
2770 begin
2771 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2772 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2773 Dec(FAmmo[A_SHELLS], 2);
2774 FFireAngle := FAngle;
2775 f := True;
2776 DidFire := True;
2777 FShellTimer := 13;
2778 FShellType := SHELL_DBLSHELL;
2779 end;
2781 WEAPON_CHAINGUN:
2782 if FAmmo[A_BULLETS] > 0 then
2783 begin
2784 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2785 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2786 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2787 Dec(FAmmo[A_BULLETS]);
2788 FFireAngle := FAngle;
2789 f := True;
2790 DidFire := True;
2791 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2792 GameVelX, GameVelY-2, SHELL_BULLET);
2793 end;
2795 WEAPON_ROCKETLAUNCHER:
2796 if FAmmo[A_ROCKETS] > 0 then
2797 begin
2798 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2799 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2800 Dec(FAmmo[A_ROCKETS]);
2801 FFireAngle := FAngle;
2802 f := True;
2803 DidFire := True;
2804 end;
2806 WEAPON_PLASMA:
2807 if FAmmo[A_CELLS] > 0 then
2808 begin
2809 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2810 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2811 Dec(FAmmo[A_CELLS]);
2812 FFireAngle := FAngle;
2813 f := True;
2814 DidFire := True;
2815 end;
2817 WEAPON_BFG:
2818 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2819 begin
2820 FBFGFireCounter := 17;
2821 if not FNoReload then
2822 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2823 Dec(FAmmo[A_CELLS], 40);
2824 DidFire := True;
2825 end;
2827 WEAPON_SUPERPULEMET:
2828 if FAmmo[A_SHELLS] > 0 then
2829 begin
2830 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2831 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2832 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2833 Dec(FAmmo[A_SHELLS]);
2834 FFireAngle := FAngle;
2835 f := True;
2836 DidFire := True;
2837 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2838 GameVelX, GameVelY-2, SHELL_SHELL);
2839 end;
2841 WEAPON_FLAMETHROWER:
2842 if FAmmo[A_FUEL] > 0 then
2843 begin
2844 g_Weapon_flame(wx, wy, xd, yd, FUID);
2845 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2846 Dec(FAmmo[A_FUEL]);
2847 FFireAngle := FAngle;
2848 f := True;
2849 DidFire := True;
2850 end;
2851 end;
2853 if g_Game_IsNet then
2854 begin
2855 if DidFire then
2856 begin
2857 if FCurrWeap <> WEAPON_BFG then
2858 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
2859 else
2860 if not FNoReload then
2861 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
2862 end;
2864 MH_SEND_PlayerStats(FUID);
2865 end;
2867 if not f then Exit;
2869 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
2870 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
2871 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
2872 end;
2874 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
2875 begin
2876 case Weapon of
2877 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
2878 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
2879 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
2880 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
2881 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
2882 else Result := 0;
2883 end;
2884 end;
2886 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
2887 begin
2888 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
2889 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
2890 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
2891 end;
2893 procedure TPlayer.JetpackOn;
2894 begin
2895 FJetSoundFly.Stop;
2896 FJetSoundOff.Stop;
2897 FJetSoundOn.SetPosition(0);
2898 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
2899 FlySmoke(8);
2900 end;
2902 procedure TPlayer.JetpackOff;
2903 begin
2904 FJetSoundFly.Stop;
2905 FJetSoundOn.Stop;
2906 FJetSoundOff.SetPosition(0);
2907 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
2908 end;
2910 procedure TPlayer.CatchFire(Attacker: Word);
2911 begin
2912 FFireTime := 100;
2913 FFireAttacker := Attacker;
2914 if g_Game_IsNet and g_Game_IsServer then
2915 MH_SEND_PlayerStats(FUID);
2916 end;
2918 procedure TPlayer.Jump();
2919 begin
2920 if gFly or FJetpack then
2921 begin
2922 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
2923 if FObj.Vel.Y > -VEL_FLY then
2924 FObj.Vel.Y := FObj.Vel.Y - 3;
2925 if FJetpack then
2926 begin
2927 if FJetFuel > 0 then
2928 Dec(FJetFuel);
2929 if (FJetFuel < 1) and g_Game_IsServer then
2930 begin
2931 FJetpack := False;
2932 JetpackOff;
2933 if g_Game_IsNet then
2934 MH_SEND_PlayerStats(FUID);
2935 end;
2936 end;
2937 Exit;
2938 end;
2940 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
2941 if FGhost then
2942 FCanJetpack := False;
2944 // Ïðûãàåì èëè âñïëûâàåì:
2945 if (CollideLevel(0, 1) or
2946 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
2947 PLAYER_RECT.Height-33, PANEL_STEP, False)
2948 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
2949 begin
2950 FObj.Vel.Y := -VEL_JUMP;
2951 FCanJetpack := False;
2952 end
2953 else
2954 begin
2955 if BodyInLiquid(0, 0) then
2956 FObj.Vel.Y := -VEL_SW
2957 else if (FJetFuel > 0) and FCanJetpack and
2958 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
2959 begin
2960 FJetpack := True;
2961 JetpackOn;
2962 if g_Game_IsNet then
2963 MH_SEND_PlayerStats(FUID);
2964 end;
2965 end;
2966 end;
2968 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
2969 var
2970 a, i, k, ab, ar: Byte;
2971 s: String;
2972 mon: TMonster;
2973 plr: TPlayer;
2974 srv, netsrv: Boolean;
2975 DoFrags: Boolean;
2976 OldLR: Byte;
2977 KP: TPlayer;
2978 it: PItem;
2980 procedure PushItem(t: Byte);
2981 var
2982 id: DWORD;
2983 begin
2984 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
2985 it := g_Items_ByIdx(id);
2986 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
2987 begin
2988 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
2989 (FObj.Vel.Y div 2)-Random(9));
2990 it.positionChanged(); // this updates spatial accelerators
2991 end
2992 else
2993 begin
2994 if KillType = K_HARDKILL then // -5..+5; -5..0
2995 begin
2996 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
2997 (FObj.Vel.Y div 2)-Random(6));
2998 end
2999 else // -3..+3; -3..0
3000 begin
3001 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3002 (FObj.Vel.Y div 2)-Random(4));
3003 end;
3004 it.positionChanged(); // this updates spatial accelerators
3005 end;
3007 if g_Game_IsNet and g_Game_IsServer then
3008 MH_SEND_ItemSpawn(True, id);
3009 end;
3011 begin
3012 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3013 Srv := g_Game_IsServer;
3014 Netsrv := g_Game_IsServer and g_Game_IsNet;
3015 if Srv then FDeath := FDeath + 1;
3016 if FLive then
3017 begin
3018 if FGhost then
3019 FGhost := False;
3020 if not FPhysics then
3021 FPhysics := True;
3022 FLive := False;
3023 end;
3024 FShellTimer := -1;
3026 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3027 begin
3028 if FLives > 0 then FLives := FLives - 1;
3029 if FLives = 0 then FNoRespawn := True;
3030 end;
3032 // Íîìåð òèïà ñìåðòè:
3033 a := 1;
3034 case KillType of
3035 K_SIMPLEKILL: a := 1;
3036 K_HARDKILL: a := 2;
3037 K_EXTRAHARDKILL: a := 3;
3038 K_FALLKILL: a := 4;
3039 end;
3041 // Çâóê ñìåðòè:
3042 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3043 for i := 1 to 3 do
3044 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3045 Break;
3047 // Âðåìÿ ðåñïàóíà:
3048 if Srv then
3049 case KillType of
3050 K_SIMPLEKILL:
3051 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3052 K_HARDKILL:
3053 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3054 K_EXTRAHARDKILL, K_FALLKILL:
3055 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3056 end;
3058 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3059 case KillType of
3060 K_SIMPLEKILL:
3061 SetAction(A_DIE1);
3062 K_HARDKILL, K_EXTRAHARDKILL:
3063 SetAction(A_DIE2);
3064 end;
3066 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3067 if (KillType <> K_FALLKILL) and (Srv) then
3068 g_Monsters_killedp();
3070 if SpawnerUID = FUID then
3071 begin // Ñàìîóáèëñÿ
3072 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3073 begin
3074 Dec(FFrags);
3075 FLastFrag := 0;
3076 end;
3077 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3078 end
3079 else
3080 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3081 begin // Óáèò äðóãèì èãðîêîì
3082 KP := g_Player_Get(SpawnerUID);
3083 if (KP <> nil) and Srv then
3084 begin
3085 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3086 if SameTeam(FUID, SpawnerUID) then
3087 begin
3088 Dec(KP.FFrags);
3089 KP.FLastFrag := 0;
3090 end else
3091 begin
3092 Inc(KP.FFrags);
3093 KP.FragCombo();
3094 end;
3096 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3097 Inc(gTeamStat[KP.Team].Goals,
3098 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3100 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3101 end;
3103 plr := g_Player_Get(SpawnerUID);
3104 if plr = nil then
3105 s := '?'
3106 else
3107 s := plr.FName;
3109 case KillType of
3110 K_HARDKILL:
3111 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3112 [FName, s]),
3113 gShowKillMsg);
3114 K_EXTRAHARDKILL:
3115 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3116 [FName, s]),
3117 gShowKillMsg);
3118 else
3119 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3120 [FName, s]),
3121 gShowKillMsg);
3122 end;
3123 end
3124 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3125 begin // Óáèò ìîíñòðîì
3126 mon := g_Monsters_ByUID(SpawnerUID);
3127 if mon = nil then
3128 s := '?'
3129 else
3130 s := g_Monsters_GetKilledBy(mon.MonsterType);
3132 case KillType of
3133 K_HARDKILL:
3134 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3135 [FName, s]),
3136 gShowKillMsg);
3137 K_EXTRAHARDKILL:
3138 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3139 [FName, s]),
3140 gShowKillMsg);
3141 else
3142 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3143 [FName, s]),
3144 gShowKillMsg);
3145 end;
3146 end
3147 else // Îñîáûå òèïû ñìåðòè
3148 case t of
3149 HIT_DISCON: ;
3150 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3151 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3152 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3153 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3154 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3155 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3156 end;
3158 if Srv then
3159 begin
3160 // Âûáðîñ îðóæèÿ:
3161 for a := WP_FIRST to WP_LAST do
3162 if FWeapon[a] then
3163 begin
3164 case a of
3165 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3166 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3167 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3168 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3169 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3170 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3171 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3172 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3173 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3174 else i := 0;
3175 end;
3177 if i <> 0 then
3178 PushItem(i);
3179 end;
3181 // Âûáðîñ ðþêçàêà:
3182 if R_ITEM_BACKPACK in FRulez then
3183 PushItem(ITEM_AMMO_BACKPACK);
3185 // Âûáðîñ ðàêåòíîãî ðàíöà:
3186 if FJetFuel > 0 then
3187 PushItem(ITEM_JETPACK);
3189 // Âûáðîñ êëþ÷åé:
3190 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3191 begin
3192 if R_KEY_RED in FRulez then
3193 PushItem(ITEM_KEY_RED);
3195 if R_KEY_GREEN in FRulez then
3196 PushItem(ITEM_KEY_GREEN);
3198 if R_KEY_BLUE in FRulez then
3199 PushItem(ITEM_KEY_BLUE);
3200 end;
3202 // Âûáðîñ ôëàãà:
3203 DropFlag();
3204 end;
3206 g_Player_CreateCorpse(Self);
3208 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3209 (gLMSRespawn = LMS_RESPAWN_NONE) then
3210 begin
3211 a := 0;
3212 k := 0;
3213 ar := 0;
3214 ab := 0;
3215 for i := Low(gPlayers) to High(gPlayers) do
3216 begin
3217 if gPlayers[i] = nil then continue;
3218 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3219 begin
3220 Inc(a);
3221 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3222 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3223 k := i;
3224 end;
3225 end;
3227 OldLR := gLMSRespawn;
3228 if (gGameSettings.GameMode = GM_COOP) then
3229 begin
3230 if (a = 0) then
3231 begin
3232 // everyone is dead, restart the map
3233 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3234 if Netsrv then
3235 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3236 gLMSRespawn := LMS_RESPAWN_FINAL;
3237 gLMSRespawnTime := gTime + 5000;
3238 end
3239 else if (a = 1) then
3240 begin
3241 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3242 if (gPlayers[k] = gPlayer1) or
3243 (gPlayers[k] = gPlayer2) then
3244 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3245 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3246 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3247 end;
3248 end
3249 else if (gGameSettings.GameMode = GM_TDM) then
3250 begin
3251 if (ab = 0) and (ar <> 0) then
3252 begin
3253 // blu team ded
3254 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3255 if Netsrv then
3256 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3257 Inc(gTeamStat[TEAM_RED].Goals);
3258 gLMSRespawn := LMS_RESPAWN_FINAL;
3259 gLMSRespawnTime := gTime + 5000;
3260 end
3261 else if (ar = 0) and (ab <> 0) then
3262 begin
3263 // red team ded
3264 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3265 if Netsrv then
3266 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3267 Inc(gTeamStat[TEAM_BLUE].Goals);
3268 gLMSRespawn := LMS_RESPAWN_FINAL;
3269 gLMSRespawnTime := gTime + 5000;
3270 end
3271 else if (ar = 0) and (ab = 0) then
3272 begin
3273 // everyone ded
3274 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3275 if Netsrv then
3276 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3277 gLMSRespawn := LMS_RESPAWN_FINAL;
3278 gLMSRespawnTime := gTime + 5000;
3279 end;
3280 end
3281 else if (gGameSettings.GameMode = GM_DM) then
3282 begin
3283 if (a = 1) then
3284 begin
3285 if gPlayers[k] <> nil then
3286 with gPlayers[k] do
3287 begin
3288 // survivor is the winner
3289 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3290 if Netsrv then
3291 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3292 Inc(FFrags);
3293 end;
3294 gLMSRespawn := LMS_RESPAWN_FINAL;
3295 gLMSRespawnTime := gTime + 5000;
3296 end
3297 else if (a = 0) then
3298 begin
3299 // everyone is dead, restart the map
3300 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3301 if Netsrv then
3302 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3303 gLMSRespawn := LMS_RESPAWN_FINAL;
3304 gLMSRespawnTime := gTime + 5000;
3305 end;
3306 end;
3307 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3308 begin
3309 if NetMode = NET_SERVER then
3310 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3311 else
3312 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3313 end;
3314 end;
3316 if Netsrv then
3317 begin
3318 MH_SEND_PlayerStats(FUID);
3319 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3320 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3321 end;
3323 if srv and FNoRespawn then Spectate(True);
3324 FWantsInGame := True;
3325 end;
3327 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3328 begin
3329 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3330 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3331 end;
3333 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3334 begin
3335 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3336 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3337 end;
3339 procedure TPlayer.MakeBloodSimple(Count: Word);
3340 begin
3341 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3342 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3343 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3344 150, 0, 0);
3345 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3346 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3347 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3348 150, 0, 0);
3349 end;
3351 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3352 begin
3353 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3354 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3355 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3356 150, 0, 0);
3357 end;
3359 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3360 begin
3361 if g_Game_IsClient then Exit;
3362 if Weapon > High(FWeapon) then Exit;
3363 FNextWeap := FNextWeap or (1 shl Weapon);
3364 end;
3366 procedure TPlayer.resetWeaponQueue ();
3367 begin
3368 FNextWeap := 0;
3369 FNextWeapDelay := 0;
3370 end;
3372 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3373 begin
3374 result := false;
3375 case weapon of
3376 WEAPON_KASTET, WEAPON_SAW: result := true;
3377 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3378 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3379 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3380 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3381 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3382 else result := (weapon < length(FWeapon));
3383 end;
3384 end;
3386 // return 255 for "no switch"
3387 function TPlayer.getNextWeaponIndex (): Byte;
3388 var
3389 i: Word;
3390 wantThisWeapon: array[0..64] of Boolean;
3391 wwc: Integer = 0; //HACK!
3392 dir, cwi: Integer;
3393 begin
3394 result := 255; // default result: "no switch"
3395 // had weapon cycling on previous frame? remove that flag
3396 if (FNextWeap and $2000) <> 0 then
3397 begin
3398 FNextWeap := FNextWeap and $1FFF;
3399 FNextWeapDelay := 0;
3400 end;
3401 // cycling has priority
3402 if (FNextWeap and $C000) <> 0 then
3403 begin
3404 if (FNextWeap and $8000) <> 0 then
3405 dir := 1
3406 else
3407 dir := -1;
3408 FNextWeap := FNextWeap or $2000; // we need this
3409 if FNextWeapDelay > 0 then
3410 exit; // cooldown time
3411 cwi := FCurrWeap;
3412 for i := 0 to High(FWeapon) do
3413 begin
3414 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3415 if FWeapon[cwi] then
3416 begin
3417 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3418 result := Byte(cwi);
3419 FNextWeapDelay := 10;
3420 exit;
3421 end;
3422 end;
3423 resetWeaponQueue();
3424 exit;
3425 end;
3426 // no cycling
3427 for i := 0 to High(wantThisWeapon) do
3428 wantThisWeapon[i] := false;
3429 for i := 0 to High(FWeapon) do
3430 if (FNextWeap and (1 shl i)) <> 0 then
3431 begin
3432 wantThisWeapon[i] := true;
3433 Inc(wwc);
3434 end;
3435 // exclude currently selected weapon from the set
3436 wantThisWeapon[FCurrWeap] := false;
3437 // slow down alterations a little
3438 if wwc > 1 then
3439 begin
3440 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3441 // more than one weapon requested, assume "alteration" and check alteration delay
3442 if FNextWeapDelay > 0 then
3443 begin
3444 FNextWeap := 0;
3445 exit;
3446 end; // yeah
3447 end;
3448 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3449 // but clear all counters if no weapon should be switched
3450 if wwc < 1 then
3451 begin
3452 resetWeaponQueue();
3453 exit;
3454 end;
3455 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3456 // try weapons in descending order
3457 for i := High(FWeapon) downto 0 do
3458 begin
3459 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3460 begin
3461 // i found her!
3462 result := Byte(i);
3463 resetWeaponQueue();
3464 FNextWeapDelay := 10; // anyway, 'cause why not
3465 exit;
3466 end;
3467 end;
3468 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3469 resetWeaponQueue();
3470 end;
3472 procedure TPlayer.RealizeCurrentWeapon();
3473 function switchAllowed (): Boolean;
3474 var
3475 i: Byte;
3476 begin
3477 result := false;
3478 if FBFGFireCounter <> -1 then
3479 exit;
3480 if FTime[T_SWITCH] > gTime then
3481 exit;
3482 for i := WP_FIRST to WP_LAST do
3483 if FReloading[i] > 0 then
3484 exit;
3485 result := true;
3486 end;
3488 var
3489 nw: Byte;
3490 begin
3491 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3492 //FNextWeap := FNextWeap and $1FFF;
3493 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3495 if not switchAllowed then
3496 begin
3497 //HACK for weapon cycling
3498 if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
3499 exit;
3500 end;
3502 nw := getNextWeaponIndex();
3503 if nw = 255 then exit; // don't reset anything here
3504 if nw > High(FWeapon) then
3505 begin
3506 // don't forget to reset queue here!
3507 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3508 resetWeaponQueue();
3509 exit;
3510 end;
3512 if FWeapon[nw] then
3513 begin
3514 FCurrWeap := nw;
3515 FTime[T_SWITCH] := gTime+156;
3516 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3517 FModel.SetWeapon(FCurrWeap);
3518 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3519 end;
3520 end;
3522 procedure TPlayer.NextWeapon();
3523 begin
3524 if g_Game_IsClient then Exit;
3525 FNextWeap := $8000;
3526 end;
3528 procedure TPlayer.PrevWeapon();
3529 begin
3530 if g_Game_IsClient then Exit;
3531 FNextWeap := $4000;
3532 end;
3534 procedure TPlayer.SetWeapon(W: Byte);
3535 begin
3536 if FCurrWeap <> W then
3537 if W = WEAPON_SAW then
3538 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3540 FCurrWeap := W;
3541 FModel.SetWeapon(CurrWeap);
3542 resetWeaponQueue();
3543 end;
3545 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3546 var
3547 a: Boolean;
3548 begin
3549 Result := False;
3550 if g_Game_IsClient then Exit;
3552 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3553 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3554 remove := not a;
3556 case ItemType of
3557 ITEM_MEDKIT_SMALL:
3558 if FHealth < PLAYER_HP_SOFT then
3559 begin
3560 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3561 Result := True;
3562 remove := True;
3563 FFireTime := 0;
3564 if gFlash = 2 then Inc(FPickup, 5);
3565 end;
3567 ITEM_MEDKIT_LARGE:
3568 if FHealth < PLAYER_HP_SOFT then
3569 begin
3570 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3571 Result := True;
3572 remove := True;
3573 FFireTime := 0;
3574 if gFlash = 2 then Inc(FPickup, 5);
3575 end;
3577 ITEM_ARMOR_GREEN:
3578 if FArmor < PLAYER_AP_SOFT then
3579 begin
3580 FArmor := PLAYER_AP_SOFT;
3581 Result := True;
3582 remove := True;
3583 if gFlash = 2 then Inc(FPickup, 5);
3584 end;
3586 ITEM_ARMOR_BLUE:
3587 if FArmor < PLAYER_AP_LIMIT then
3588 begin
3589 FArmor := PLAYER_AP_LIMIT;
3590 Result := True;
3591 remove := True;
3592 if gFlash = 2 then Inc(FPickup, 5);
3593 end;
3595 ITEM_SPHERE_BLUE:
3596 if FHealth < PLAYER_HP_LIMIT then
3597 begin
3598 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3599 Result := True;
3600 remove := True;
3601 FFireTime := 0;
3602 if gFlash = 2 then Inc(FPickup, 5);
3603 end;
3605 ITEM_SPHERE_WHITE:
3606 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3607 begin
3608 if FHealth < PLAYER_HP_LIMIT then
3609 FHealth := PLAYER_HP_LIMIT;
3610 if FArmor < PLAYER_AP_LIMIT then
3611 FArmor := PLAYER_AP_LIMIT;
3612 Result := True;
3613 remove := True;
3614 FFireTime := 0;
3615 if gFlash = 2 then Inc(FPickup, 5);
3616 end;
3618 ITEM_WEAPON_SAW:
3619 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3620 begin
3621 FWeapon[WEAPON_SAW] := True;
3622 Result := True;
3623 if gFlash = 2 then Inc(FPickup, 5);
3624 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3625 end;
3627 ITEM_WEAPON_SHOTGUN1:
3628 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3629 begin
3630 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3631 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3633 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3634 FWeapon[WEAPON_SHOTGUN1] := True;
3635 Result := True;
3636 if gFlash = 2 then Inc(FPickup, 5);
3637 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3638 end;
3640 ITEM_WEAPON_SHOTGUN2:
3641 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3642 begin
3643 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3645 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3646 FWeapon[WEAPON_SHOTGUN2] := True;
3647 Result := True;
3648 if gFlash = 2 then Inc(FPickup, 5);
3649 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3650 end;
3652 ITEM_WEAPON_CHAINGUN:
3653 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3654 begin
3655 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3657 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3658 FWeapon[WEAPON_CHAINGUN] := True;
3659 Result := True;
3660 if gFlash = 2 then Inc(FPickup, 5);
3661 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3662 end;
3664 ITEM_WEAPON_ROCKETLAUNCHER:
3665 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3666 begin
3667 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3669 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3670 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3671 Result := True;
3672 if gFlash = 2 then Inc(FPickup, 5);
3673 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3674 end;
3676 ITEM_WEAPON_PLASMA:
3677 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3678 begin
3679 if a and FWeapon[WEAPON_PLASMA] then Exit;
3681 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3682 FWeapon[WEAPON_PLASMA] := True;
3683 Result := True;
3684 if gFlash = 2 then Inc(FPickup, 5);
3685 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3686 end;
3688 ITEM_WEAPON_BFG:
3689 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3690 begin
3691 if a and FWeapon[WEAPON_BFG] then Exit;
3693 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3694 FWeapon[WEAPON_BFG] := True;
3695 Result := True;
3696 if gFlash = 2 then Inc(FPickup, 5);
3697 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3698 end;
3700 ITEM_WEAPON_SUPERPULEMET:
3701 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3702 begin
3703 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3705 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3706 FWeapon[WEAPON_SUPERPULEMET] := True;
3707 Result := True;
3708 if gFlash = 2 then Inc(FPickup, 5);
3709 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3710 end;
3712 ITEM_WEAPON_FLAMETHROWER:
3713 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3714 begin
3715 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3717 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3718 FWeapon[WEAPON_FLAMETHROWER] := True;
3719 Result := True;
3720 if gFlash = 2 then Inc(FPickup, 5);
3721 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3722 end;
3724 ITEM_AMMO_BULLETS:
3725 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3726 begin
3727 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3728 Result := True;
3729 remove := True;
3730 if gFlash = 2 then Inc(FPickup, 5);
3731 end;
3733 ITEM_AMMO_BULLETS_BOX:
3734 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3735 begin
3736 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3737 Result := True;
3738 remove := True;
3739 if gFlash = 2 then Inc(FPickup, 5);
3740 end;
3742 ITEM_AMMO_SHELLS:
3743 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3744 begin
3745 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3746 Result := True;
3747 remove := True;
3748 if gFlash = 2 then Inc(FPickup, 5);
3749 end;
3751 ITEM_AMMO_SHELLS_BOX:
3752 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3753 begin
3754 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3755 Result := True;
3756 remove := True;
3757 if gFlash = 2 then Inc(FPickup, 5);
3758 end;
3760 ITEM_AMMO_ROCKET:
3761 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3762 begin
3763 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3764 Result := True;
3765 remove := True;
3766 if gFlash = 2 then Inc(FPickup, 5);
3767 end;
3769 ITEM_AMMO_ROCKET_BOX:
3770 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3771 begin
3772 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3773 Result := True;
3774 remove := True;
3775 if gFlash = 2 then Inc(FPickup, 5);
3776 end;
3778 ITEM_AMMO_CELL:
3779 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3780 begin
3781 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3782 Result := True;
3783 remove := True;
3784 if gFlash = 2 then Inc(FPickup, 5);
3785 end;
3787 ITEM_AMMO_CELL_BIG:
3788 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3789 begin
3790 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3791 Result := True;
3792 remove := True;
3793 if gFlash = 2 then Inc(FPickup, 5);
3794 end;
3796 ITEM_AMMO_FUELCAN:
3797 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
3798 begin
3799 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3800 Result := True;
3801 remove := True;
3802 if gFlash = 2 then Inc(FPickup, 5);
3803 end;
3805 ITEM_AMMO_BACKPACK:
3806 if not(R_ITEM_BACKPACK in FRulez) or
3807 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3808 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3809 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3810 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
3811 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
3812 begin
3813 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
3814 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
3815 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
3816 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
3817 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
3819 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3820 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3821 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3822 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3823 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3824 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3825 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3826 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3828 FRulez := FRulez + [R_ITEM_BACKPACK];
3829 Result := True;
3830 remove := True;
3831 if gFlash = 2 then Inc(FPickup, 5);
3832 end;
3834 ITEM_KEY_RED:
3835 if not(R_KEY_RED in FRulez) then
3836 begin
3837 Include(FRulez, R_KEY_RED);
3838 Result := True;
3839 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3840 if gFlash = 2 then Inc(FPickup, 5);
3841 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3842 end;
3844 ITEM_KEY_GREEN:
3845 if not(R_KEY_GREEN in FRulez) then
3846 begin
3847 Include(FRulez, R_KEY_GREEN);
3848 Result := True;
3849 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3850 if gFlash = 2 then Inc(FPickup, 5);
3851 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3852 end;
3854 ITEM_KEY_BLUE:
3855 if not(R_KEY_BLUE in FRulez) then
3856 begin
3857 Include(FRulez, R_KEY_BLUE);
3858 Result := True;
3859 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3860 if gFlash = 2 then Inc(FPickup, 5);
3861 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3862 end;
3864 ITEM_SUIT:
3865 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
3866 begin
3867 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
3868 Result := True;
3869 remove := True;
3870 FFireTime := 0;
3871 if gFlash = 2 then Inc(FPickup, 5);
3872 end;
3874 ITEM_OXYGEN:
3875 if FAir < AIR_MAX then
3876 begin
3877 FAir := AIR_MAX;
3878 Result := True;
3879 remove := True;
3880 if gFlash = 2 then Inc(FPickup, 5);
3881 end;
3883 ITEM_MEDKIT_BLACK:
3884 begin
3885 if not (R_BERSERK in FRulez) then
3886 begin
3887 Include(FRulez, R_BERSERK);
3888 if FBFGFireCounter = -1 then
3889 begin
3890 FCurrWeap := WEAPON_KASTET;
3891 resetWeaponQueue();
3892 FModel.SetWeapon(WEAPON_KASTET);
3893 end;
3894 if gFlash <> 0 then
3895 Inc(FPain, 100);
3896 if gFlash = 2 then Inc(FPickup, 5);
3897 FBerserk := gTime+30000;
3898 Result := True;
3899 remove := True;
3900 FFireTime := 0;
3901 end;
3902 if FHealth < PLAYER_HP_SOFT then
3903 begin
3904 FHealth := PLAYER_HP_SOFT;
3905 FBerserk := gTime+30000;
3906 Result := True;
3907 remove := True;
3908 FFireTime := 0;
3909 end;
3910 end;
3912 ITEM_INVUL:
3913 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
3914 begin
3915 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
3916 Result := True;
3917 remove := True;
3918 if gFlash = 2 then Inc(FPickup, 5);
3919 end;
3921 ITEM_BOTTLE:
3922 if FHealth < PLAYER_HP_LIMIT then
3923 begin
3924 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
3925 Result := True;
3926 remove := True;
3927 FFireTime := 0;
3928 if gFlash = 2 then Inc(FPickup, 5);
3929 end;
3931 ITEM_HELMET:
3932 if FArmor < PLAYER_AP_LIMIT then
3933 begin
3934 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
3935 Result := True;
3936 remove := True;
3937 if gFlash = 2 then Inc(FPickup, 5);
3938 end;
3940 ITEM_JETPACK:
3941 if FJetFuel < JET_MAX then
3942 begin
3943 FJetFuel := JET_MAX;
3944 Result := True;
3945 remove := True;
3946 if gFlash = 2 then Inc(FPickup, 5);
3947 end;
3949 ITEM_INVIS:
3950 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
3951 begin
3952 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
3953 Result := True;
3954 remove := True;
3955 if gFlash = 2 then Inc(FPickup, 5);
3956 end;
3957 end;
3958 end;
3960 procedure TPlayer.Touch();
3961 begin
3962 if not FLive then
3963 Exit;
3964 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
3965 if FIamBot then
3966 begin
3967 // Áðîñèòü ôëàã òîâàðèùó:
3968 if gGameSettings.GameMode = GM_CTF then
3969 DropFlag();
3970 end;
3971 end;
3973 procedure TPlayer.Push(vx, vy: Integer);
3974 begin
3975 if (not FPhysics) and FGhost then
3976 Exit;
3977 FObj.Accel.X := FObj.Accel.X + vx;
3978 FObj.Accel.Y := FObj.Accel.Y + vy;
3979 if g_Game_IsNet and g_Game_IsServer then
3980 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
3981 end;
3983 procedure TPlayer.Reset(Force: Boolean);
3984 begin
3985 if Force then
3986 FLive := False;
3988 FSpawned := False;
3989 FTime[T_RESPAWN] := 0;
3990 FTime[T_FLAGCAP] := 0;
3991 FGodMode := False;
3992 FNoTarget := False;
3993 FNoReload := False;
3994 FFrags := 0;
3995 FLastFrag := 0;
3996 FComboEvnt := -1;
3997 FKills := 0;
3998 FMonsterKills := 0;
3999 FDeath := 0;
4000 FSecrets := 0;
4001 if FNoRespawn then
4002 begin
4003 FSpectator := False;
4004 FGhost := False;
4005 FPhysics := True;
4006 FSpectatePlayer := -1;
4007 FNoRespawn := False;
4008 end;
4009 FLives := gGameSettings.MaxLives;
4011 SetFlag(FLAG_NONE);
4012 end;
4014 procedure TPlayer.SoftReset();
4015 begin
4016 ReleaseKeys();
4018 FDamageBuffer := 0;
4019 FIncCam := 0;
4020 FBFGFireCounter := -1;
4021 FShellTimer := -1;
4022 FPain := 0;
4023 FLastHit := 0;
4024 FLastFrag := 0;
4025 FComboEvnt := -1;
4027 SetFlag(FLAG_NONE);
4028 SetAction(A_STAND, True);
4029 end;
4031 function TPlayer.GetRespawnPoint(): Byte;
4032 var
4033 c: Byte;
4034 begin
4035 Result := 255;
4036 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4038 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4039 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4040 begin
4041 if (Self = gPlayer1) or (Self = gPlayer2) then
4042 begin
4043 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4044 if Self = gPlayer1 then
4045 c := RESPAWNPOINT_PLAYER1
4046 else
4047 c := RESPAWNPOINT_PLAYER2;
4048 if g_Map_GetPointCount(c) > 0 then
4049 begin
4050 Result := c;
4051 Exit;
4052 end;
4054 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4055 if Self = gPlayer1 then
4056 c := RESPAWNPOINT_PLAYER2
4057 else
4058 c := RESPAWNPOINT_PLAYER1;
4059 if g_Map_GetPointCount(c) > 0 then
4060 begin
4061 Result := c;
4062 Exit;
4063 end;
4064 end else
4065 begin
4066 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4067 if Random(2) = 0 then
4068 c := RESPAWNPOINT_PLAYER1
4069 else
4070 c := RESPAWNPOINT_PLAYER2;
4071 if g_Map_GetPointCount(c) > 0 then
4072 begin
4073 Result := c;
4074 Exit;
4075 end;
4076 end;
4078 // Òî÷êà ëþáîé èç êîìàíä
4079 if Random(2) = 0 then
4080 c := RESPAWNPOINT_RED
4081 else
4082 c := RESPAWNPOINT_BLUE;
4083 if g_Map_GetPointCount(c) > 0 then
4084 begin
4085 Result := c;
4086 Exit;
4087 end;
4089 // Òî÷êà DM
4090 c := RESPAWNPOINT_DM;
4091 if g_Map_GetPointCount(c) > 0 then
4092 begin
4093 Result := c;
4094 Exit;
4095 end;
4096 end;
4098 // Ìÿñîïîâàë
4099 if gGameSettings.GameMode = GM_DM then
4100 begin
4101 // Òî÷êà DM
4102 c := RESPAWNPOINT_DM;
4103 if g_Map_GetPointCount(c) > 0 then
4104 begin
4105 Result := c;
4106 Exit;
4107 end;
4109 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4110 if Random(2) = 0 then
4111 c := RESPAWNPOINT_PLAYER1
4112 else
4113 c := RESPAWNPOINT_PLAYER2;
4114 if g_Map_GetPointCount(c) > 0 then
4115 begin
4116 Result := c;
4117 Exit;
4118 end;
4120 // Òî÷êà ëþáîé èç êîìàíä
4121 if Random(2) = 0 then
4122 c := RESPAWNPOINT_RED
4123 else
4124 c := RESPAWNPOINT_BLUE;
4125 if g_Map_GetPointCount(c) > 0 then
4126 begin
4127 Result := c;
4128 Exit;
4129 end;
4130 end;
4132 // Êîìàíäíûå
4133 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4134 begin
4135 // Òî÷êà ñâîåé êîìàíäû
4136 c := RESPAWNPOINT_DM;
4137 if FTeam = TEAM_RED then
4138 c := RESPAWNPOINT_RED;
4139 if FTeam = TEAM_BLUE then
4140 c := RESPAWNPOINT_BLUE;
4141 if g_Map_GetPointCount(c) > 0 then
4142 begin
4143 Result := c;
4144 Exit;
4145 end;
4147 // Òî÷êà DM
4148 c := RESPAWNPOINT_DM;
4149 if g_Map_GetPointCount(c) > 0 then
4150 begin
4151 Result := c;
4152 Exit;
4153 end;
4155 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4156 if Random(2) = 0 then
4157 c := RESPAWNPOINT_PLAYER1
4158 else
4159 c := RESPAWNPOINT_PLAYER2;
4160 if g_Map_GetPointCount(c) > 0 then
4161 begin
4162 Result := c;
4163 Exit;
4164 end;
4166 // Òî÷êà äðóãîé êîìàíäû
4167 c := RESPAWNPOINT_DM;
4168 if FTeam = TEAM_RED then
4169 c := RESPAWNPOINT_BLUE;
4170 if FTeam = TEAM_BLUE then
4171 c := RESPAWNPOINT_RED;
4172 if g_Map_GetPointCount(c) > 0 then
4173 begin
4174 Result := c;
4175 Exit;
4176 end;
4177 end;
4178 end;
4180 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4181 var
4182 RespawnPoint: TRespawnPoint;
4183 a, b, c: Byte;
4184 Anim: TAnimation;
4185 ID: DWORD;
4186 begin
4187 if not g_Game_IsServer then
4188 Exit;
4189 if FDummy then
4190 Exit;
4191 FWantsInGame := True;
4192 FJustTeleported := True;
4193 if Force then
4194 begin
4195 FTime[T_RESPAWN] := 0;
4196 FLive := False;
4197 end;
4198 FNetTime := 0;
4199 // if server changes MaxLives we gotta be ready
4200 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4202 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4203 if FTime[T_RESPAWN] > gTime then
4204 Exit;
4206 // Ïðîñðàë âñå æèçíè:
4207 if FNoRespawn then
4208 begin
4209 if not FSpectator then Spectate(True);
4210 FWantsInGame := True;
4211 Exit;
4212 end;
4214 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4215 begin // "Ñâîÿ èãðà"
4216 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4217 FRulez := FRulez-[R_BERSERK];
4218 end
4219 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4220 begin
4221 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4222 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4223 end;
4225 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4226 c := GetRespawnPoint();
4228 ReleaseKeys();
4229 SetFlag(FLAG_NONE);
4231 // Âîñêðåøåíèå áåç îðóæèÿ:
4232 if not FLive then
4233 begin
4234 FHealth := PLAYER_HP_SOFT;
4235 FArmor := 0;
4236 FLive := True;
4237 FAir := AIR_DEF;
4238 FJetFuel := 0;
4240 for a := WP_FIRST to WP_LAST do
4241 begin
4242 FWeapon[a] := False;
4243 FReloading[a] := 0;
4244 end;
4246 FWeapon[WEAPON_PISTOL] := True;
4247 FWeapon[WEAPON_KASTET] := True;
4248 FCurrWeap := WEAPON_PISTOL;
4249 resetWeaponQueue();
4251 FModel.SetWeapon(FCurrWeap);
4253 for b := A_BULLETS to A_HIGH do
4254 FAmmo[b] := 0;
4256 FAmmo[A_BULLETS] := 50;
4258 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4259 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4260 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4261 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4262 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4264 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4265 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4266 else
4267 FRulez := [];
4268 end;
4270 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4271 if not g_Map_GetPoint(c, RespawnPoint) then
4272 begin
4273 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4274 Exit;
4275 end;
4277 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4278 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4279 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4280 FObj.Vel.X := 0;
4281 FObj.Vel.Y := 0;
4282 FObj.Accel.X := 0;
4283 FObj.Accel.Y := 0;
4285 FDirection := RespawnPoint.Direction;
4286 if FDirection = D_LEFT then
4287 FAngle := 180
4288 else
4289 FAngle := 0;
4291 FIncCam := 0;
4292 FBFGFireCounter := -1;
4293 FShellTimer := -1;
4294 FPain := 0;
4295 FLastHit := 0;
4297 SetAction(A_STAND, True);
4298 FModel.Direction := FDirection;
4300 for a := Low(FTime) to High(FTime) do
4301 FTime[a] := 0;
4303 for a := Low(FMegaRulez) to High(FMegaRulez) do
4304 FMegaRulez[a] := 0;
4306 FDamageBuffer := 0;
4307 FJetpack := False;
4308 FCanJetpack := False;
4309 FFireTime := 0;
4310 FFirePainTime := 0;
4311 FFireAttacker := 0;
4313 // Àíèìàöèÿ âîçðîæäåíèÿ:
4314 if (not gLoadGameMode) and (not Silent) then
4315 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4316 begin
4317 Anim := TAnimation.Create(ID, False, 3);
4318 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4319 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4320 Anim.Free();
4321 end;
4323 FSpectator := False;
4324 FGhost := False;
4325 FPhysics := True;
4326 FSpectatePlayer := -1;
4327 FSpawned := True;
4329 if g_Game_IsNet then
4330 begin
4331 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4332 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4333 if not Silent then
4334 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4335 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4336 0, NET_GFX_TELE);
4337 end;
4338 end;
4340 procedure TPlayer.Spectate(NoMove: Boolean = False);
4341 begin
4342 if FLive then
4343 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4344 else if (not NoMove) then
4345 begin
4346 GameX := gMapInfo.Width div 2;
4347 GameY := gMapInfo.Height div 2;
4348 end;
4349 FXTo := GameX;
4350 FYTo := GameY;
4352 FLive := False;
4353 FSpectator := True;
4354 FGhost := True;
4355 FPhysics := False;
4356 FWantsInGame := False;
4357 FSpawned := False;
4359 if FNoRespawn then
4360 begin
4361 if Self = gPlayer1 then
4362 begin
4363 gLMSPID1 := FUID;
4364 gPlayer1 := nil;
4365 end;
4366 if Self = gPlayer2 then
4367 begin
4368 gLMSPID2 := FUID;
4369 gPlayer2 := nil;
4370 end;
4371 end;
4373 if g_Game_IsNet then
4374 MH_SEND_PlayerStats(FUID);
4375 end;
4377 procedure TPlayer.SwitchNoClip;
4378 begin
4379 if not FLive then
4380 Exit;
4381 FGhost := not FGhost;
4382 FPhysics := not FGhost;
4383 if FGhost then
4384 begin
4385 FXTo := FObj.X;
4386 FYTo := FObj.Y;
4387 end else
4388 begin
4389 FObj.Accel.X := 0;
4390 FObj.Accel.Y := 0;
4391 end;
4392 end;
4394 procedure TPlayer.Run(Direction: TDirection);
4395 var
4396 a, b: Integer;
4397 begin
4398 if MAX_RUNVEL > 8 then
4399 FlySmoke();
4401 // Áåæèì:
4402 if Direction = D_LEFT then
4403 begin
4404 if FObj.Vel.X > -MAX_RUNVEL then
4405 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4406 end
4407 else
4408 if FObj.Vel.X < MAX_RUNVEL then
4409 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4411 // Âîçìîæíî, ïèíàåì êóñêè:
4412 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4413 begin
4414 b := Abs(FObj.Vel.X);
4415 if b > 1 then b := b * (Random(8 div b) + 1);
4416 for a := 0 to High(gGibs) do
4417 begin
4418 if gGibs[a].Live and
4419 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4420 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4421 begin
4422 // Ïèíàåì êóñêè
4423 if FObj.Vel.X < 0 then
4424 begin
4425 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4426 end
4427 else
4428 begin
4429 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4430 end;
4431 gGibs[a].positionChanged(); // this updates spatial accelerators
4432 end;
4433 end;
4434 end;
4436 SetAction(A_WALK);
4437 end;
4439 procedure TPlayer.SeeDown();
4440 begin
4441 SetAction(A_SEEDOWN);
4443 if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4445 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4446 end;
4448 procedure TPlayer.SeeUp();
4449 begin
4450 SetAction(A_SEEUP);
4452 if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4454 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4455 end;
4457 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4458 var
4459 Prior: Byte;
4460 begin
4461 case Action of
4462 A_WALK: Prior := 3;
4463 A_DIE1: Prior := 5;
4464 A_DIE2: Prior := 5;
4465 A_ATTACK: Prior := 2;
4466 A_SEEUP: Prior := 1;
4467 A_SEEDOWN: Prior := 1;
4468 A_ATTACKUP: Prior := 2;
4469 A_ATTACKDOWN: Prior := 2;
4470 A_PAIN: Prior := 4;
4471 else Prior := 0;
4472 end;
4474 if (Prior > FActionPrior) or Force then
4475 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4476 begin
4477 FActionPrior := Prior;
4478 FActionAnim := Action;
4479 FActionForce := Force;
4480 FActionChanged := True;
4481 end;
4483 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4484 end;
4486 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4487 begin
4488 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4489 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4490 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4491 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4492 end;
4494 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4495 var
4496 Anim: TAnimation;
4497 ID: DWORD;
4498 begin
4499 Result := False;
4501 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4502 begin
4503 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4504 if g_Game_IsServer and g_Game_IsNet then
4505 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4506 Exit;
4507 end;
4509 FJustTeleported := True;
4511 Anim := nil;
4512 if not silent then
4513 begin
4514 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4515 begin
4516 Anim := TAnimation.Create(ID, False, 3);
4517 end;
4519 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4520 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4521 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4522 if g_Game_IsServer and g_Game_IsNet then
4523 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4524 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4525 NET_GFX_TELE);
4526 end;
4528 FObj.X := X-PLAYER_RECT.X;
4529 FObj.Y := Y-PLAYER_RECT.Y;
4530 if FLive and FGhost then
4531 begin
4532 FXTo := FObj.X;
4533 FYTo := FObj.Y;
4534 end;
4536 if not g_Game_IsNet then
4537 begin
4538 if dir = 1 then
4539 begin
4540 SetDirection(D_LEFT);
4541 FAngle := 180;
4542 end
4543 else
4544 if dir = 2 then
4545 begin
4546 SetDirection(D_RIGHT);
4547 FAngle := 0;
4548 end
4549 else
4550 if dir = 3 then
4551 begin // îáðàòíîå
4552 if FDirection = D_RIGHT then
4553 begin
4554 SetDirection(D_LEFT);
4555 FAngle := 180;
4556 end
4557 else
4558 begin
4559 SetDirection(D_RIGHT);
4560 FAngle := 0;
4561 end;
4562 end;
4563 end;
4565 if not silent and (Anim <> nil) then
4566 begin
4567 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4568 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4569 Anim.Free();
4571 if g_Game_IsServer and g_Game_IsNet then
4572 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4573 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4574 NET_GFX_TELE);
4575 end;
4577 Result := True;
4578 end;
4580 function nonz(a: Single): Single;
4581 begin
4582 if a <> 0 then
4583 Result := a
4584 else
4585 Result := 1;
4586 end;
4588 procedure TPlayer.Update();
4589 var
4590 b: Byte;
4591 i, ii, wx, wy, xd, yd, k: Integer;
4592 blockmon, headwater, dospawn: Boolean;
4593 NetServer: Boolean;
4594 AnyServer: Boolean;
4595 SetSpect: Boolean;
4596 begin
4597 NetServer := g_Game_IsNet and g_Game_IsServer;
4598 AnyServer := g_Game_IsServer;
4600 if g_Game_IsClient and (NetInterpLevel > 0) then
4601 DoLerp(NetInterpLevel + 1)
4602 else
4603 if FGhost then
4604 DoLerp(4);
4606 if NetServer then
4607 if FClientID >= 0 then
4608 begin
4609 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4610 if NetClients[FClientID].Peer^.packetsSent > 0 then
4611 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4612 else
4613 FLoss := 0;
4614 end else
4615 begin
4616 FPing := 0;
4617 FLoss := 0;
4618 end;
4620 if FLive and (gFly or FJetpack) then
4621 FlySmoke();
4623 if FDirection = D_LEFT then
4624 FAngle := 180
4625 else
4626 FAngle := 0;
4628 if FLive and (not FGhost) then
4629 begin
4630 if FKeys[KEY_UP].Pressed then
4631 SeeUp();
4632 if FKeys[KEY_DOWN].Pressed then
4633 SeeDown();
4634 end;
4636 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4637 (FIncCam <> 0) then
4638 begin
4639 i := g_basic.Sign(FIncCam);
4640 FIncCam := Abs(FIncCam);
4641 DecMin(FIncCam, 5, 0);
4642 FIncCam := FIncCam*i;
4643 end;
4645 // no need to do that each second frame, weapon queue will take care of it
4646 if FLive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4647 if FLive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4649 if gTime mod (GAME_TICK*2) <> 0 then
4650 begin
4651 if (FObj.Vel.X = 0) and FLive then
4652 begin
4653 if FKeys[KEY_LEFT].Pressed then
4654 Run(D_LEFT);
4655 if FKeys[KEY_RIGHT].Pressed then
4656 Run(D_RIGHT);
4657 end;
4659 if FPhysics then
4660 begin
4661 g_Obj_Move(@FObj, True, True, True);
4662 positionChanged(); // this updates spatial accelerators
4663 end;
4665 Exit;
4666 end;
4668 FActionChanged := False;
4670 if FLive then
4671 begin
4672 // Let alive player do some actions
4673 if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
4674 if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
4675 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4676 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4677 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4678 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4679 if FKeys[KEY_JUMP].Pressed then Jump()
4680 else
4681 begin
4682 if AnyServer and FJetpack then
4683 begin
4684 FJetpack := False;
4685 JetpackOff;
4686 if NetServer then MH_SEND_PlayerStats(FUID);
4687 end;
4688 FCanJetpack := True;
4689 end;
4690 end
4691 else // Dead
4692 begin
4693 dospawn := False;
4694 if not FGhost then
4695 for k := Low(FKeys) to KEY_CHAT-1 do
4696 begin
4697 if FKeys[k].Pressed then
4698 begin
4699 dospawn := True;
4700 break;
4701 end;
4702 end;
4703 if dospawn then
4704 begin
4705 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4706 Respawn(False)
4707 else // Single
4708 if (FTime[T_RESPAWN] <= gTime) and
4709 gGameOn and (not FLive) then
4710 begin
4711 if (g_Player_GetCount() > 1) then
4712 Respawn(False)
4713 else
4714 begin
4715 gExit := EXIT_RESTART;
4716 Exit;
4717 end;
4718 end;
4719 end;
4720 // Dead spectator actions
4721 if FGhost then
4722 begin
4723 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4724 if FKeys[KEY_FIRE].Pressed and AnyServer then
4725 begin
4726 if FSpectator then
4727 begin
4728 if (FSpectatePlayer >= High(gPlayers)) then
4729 FSpectatePlayer := -1
4730 else
4731 begin
4732 SetSpect := False;
4733 for I := FSpectatePlayer + 1 to High(gPlayers) do
4734 if gPlayers[I] <> nil then
4735 if gPlayers[I].Live then
4736 if gPlayers[I].UID <> FUID then
4737 begin
4738 FSpectatePlayer := I;
4739 SetSpect := True;
4740 break;
4741 end;
4743 if not SetSpect then FSpectatePlayer := -1;
4744 end;
4746 ReleaseKeys;
4747 end;
4748 end;
4749 end;
4750 end;
4751 // No clipping
4752 if FGhost then
4753 begin
4754 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4755 begin
4756 FYTo := FObj.Y - 32;
4757 FSpectatePlayer := -1;
4758 end;
4759 if FKeys[KEY_DOWN].Pressed then
4760 begin
4761 FYTo := FObj.Y + 32;
4762 FSpectatePlayer := -1;
4763 end;
4764 if FKeys[KEY_LEFT].Pressed then
4765 begin
4766 FXTo := FObj.X - 32;
4767 FSpectatePlayer := -1;
4768 end;
4769 if FKeys[KEY_RIGHT].Pressed then
4770 begin
4771 FXTo := FObj.X + 32;
4772 FSpectatePlayer := -1;
4773 end;
4775 if (FXTo < -64) then
4776 FXTo := -64
4777 else if (FXTo > gMapInfo.Width + 32) then
4778 FXTo := gMapInfo.Width + 32;
4779 if (FYTo < -72) then
4780 FYTo := -72
4781 else if (FYTo > gMapInfo.Height + 32) then
4782 FYTo := gMapInfo.Height + 32;
4783 end;
4785 if FPhysics then
4786 begin
4787 g_Obj_Move(@FObj, True, True, True);
4788 positionChanged(); // this updates spatial accelerators
4789 end
4790 else
4791 begin
4792 FObj.Vel.X := 0;
4793 FObj.Vel.Y := 0;
4794 if FSpectator then
4795 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4796 if gPlayers[FSpectatePlayer] <> nil then
4797 if gPlayers[FSpectatePlayer].Live then
4798 begin
4799 FXTo := gPlayers[FSpectatePlayer].GameX;
4800 FYTo := gPlayers[FSpectatePlayer].GameY;
4801 end;
4802 end;
4804 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4805 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4806 PANEL_BLOCKMON, True);
4807 headwater := HeadInLiquid(0, 0);
4809 // Ñîïðîòèâëåíèå âîçäóõà:
4810 if (not FLive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4811 if FObj.Vel.X <> 0 then
4812 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4814 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4815 DecMin(FPain, 5, 0);
4816 DecMin(FPickup, 1, 0);
4818 if FLive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
4819 begin
4820 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4821 FMegaRulez[MR_SUIT] := 0;
4822 FMegaRulez[MR_INVUL] := 0;
4823 FMegaRulez[MR_INVIS] := 0;
4824 Kill(K_FALLKILL, 0, HIT_FALL);
4825 end;
4827 i := 9;
4829 if FLive then
4830 begin
4831 if FCurrWeap = WEAPON_SAW then
4832 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4833 FSawSoundSelect.IsPlaying()) then
4834 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4836 if FJetpack then
4837 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4838 (not FJetSoundOff.IsPlaying()) then
4839 begin
4840 FJetSoundFly.SetPosition(0);
4841 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4842 end;
4844 for b := WP_FIRST to WP_LAST do
4845 if FReloading[b] > 0 then
4846 if FNoReload then
4847 FReloading[b] := 0
4848 else
4849 Dec(FReloading[b]);
4851 if FShellTimer > -1 then
4852 if FShellTimer = 0 then
4853 begin
4854 if FShellType = SHELL_SHELL then
4855 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4856 GameVelX, GameVelY-2, SHELL_SHELL)
4857 else if FShellType = SHELL_DBLSHELL then
4858 begin
4859 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4860 GameVelX+1, GameVelY-2, SHELL_SHELL);
4861 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4862 GameVelX-1, GameVelY-2, SHELL_SHELL);
4863 end;
4864 FShellTimer := -1;
4865 end else Dec(FShellTimer);
4867 if (FBFGFireCounter > -1) then
4868 if FBFGFireCounter = 0 then
4869 begin
4870 if AnyServer then
4871 begin
4872 wx := FObj.X+WEAPONPOINT[FDirection].X;
4873 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
4874 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
4875 yd := wy+firediry();
4876 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
4877 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
4878 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4879 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4880 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4881 end;
4883 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
4884 FBFGFireCounter := -1;
4885 end else
4886 if FNoReload then
4887 FBFGFireCounter := 0
4888 else
4889 Dec(FBFGFireCounter);
4891 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
4892 begin
4893 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
4895 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
4896 end;
4898 if (headwater or blockmon) then
4899 begin
4900 Dec(FAir);
4902 if FAir < -9 then
4903 begin
4904 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
4905 FAir := 0;
4906 end
4907 else if (FAir mod 31 = 0) and not blockmon then
4908 begin
4909 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
4910 if Random(2) = 0 then
4911 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
4912 else
4913 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
4914 end;
4915 end else if FAir < AIR_DEF then
4916 FAir := AIR_DEF;
4918 if FFireTime > 0 then
4919 begin
4920 if BodyInLiquid(0, 0) then
4921 begin
4922 FFireTime := 0;
4923 FFirePainTime := 0;
4924 end
4925 else if FMegaRulez[MR_SUIT] >= gTime then
4926 begin
4927 if FMegaRulez[MR_SUIT] = gTime then
4928 FFireTime := 1;
4929 FFirePainTime := 0;
4930 end
4931 else
4932 begin
4933 OnFireFlame(1);
4934 if FFirePainTime <= 0 then
4935 begin
4936 if g_Game_IsServer then
4937 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
4938 FFirePainTime := 18;
4939 end;
4940 FFirePainTime := FFirePainTime - 1;
4941 FFireTime := FFireTime - 1;
4942 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
4943 MH_SEND_PlayerStats(FUID);
4944 end;
4945 end;
4947 if FDamageBuffer > 0 then
4948 begin
4949 if FDamageBuffer >= 9 then
4950 begin
4951 SetAction(A_PAIN);
4953 if FDamageBuffer < 30 then i := 9
4954 else if FDamageBuffer < 100 then i := 18
4955 else i := 27;
4956 end;
4958 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
4959 FArmor := FArmor-(FDamageBuffer-ii);
4960 FHealth := FHealth-ii;
4961 if FArmor < 0 then
4962 begin
4963 FHealth := FHealth+FArmor;
4964 FArmor := 0;
4965 end;
4967 if AnyServer then
4968 if FHealth <= 0 then
4969 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
4970 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
4971 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
4973 if FLive then
4974 begin
4975 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
4976 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
4977 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
4978 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
4979 end;
4981 FDamageBuffer := 0;
4982 end;
4984 {CollideItem();}
4985 end; // if FLive then ...
4987 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
4988 begin
4989 FModel.ChangeAnimation(FActionAnim, FActionForce);
4990 FModel.GetCurrentAnimation.MinLength := i;
4991 FModel.GetCurrentAnimationMask.MinLength := i;
4992 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
4994 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
4995 then SetAction(A_STAND, True);
4997 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
4999 for b := Low(FKeys) to High(FKeys) do
5000 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5001 end;
5003 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5004 begin
5005 x := FObj.X+PLAYER_RECT.X;
5006 y := FObj.Y+PLAYER_RECT.Y;
5007 w := PLAYER_RECT.Width;
5008 h := PLAYER_RECT.Height;
5009 end;
5011 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5012 begin
5013 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5014 FObj.Y+PLAYER_RECT.Y,
5015 PLAYER_RECT.Width,
5016 PLAYER_RECT.Height,
5017 X, Y,
5018 Width, Height);
5019 end;
5021 function TPlayer.Collide(Panel: TPanel): Boolean;
5022 begin
5023 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5024 FObj.Y+PLAYER_RECT.Y,
5025 PLAYER_RECT.Width,
5026 PLAYER_RECT.Height,
5027 Panel.X, Panel.Y,
5028 Panel.Width, Panel.Height);
5029 end;
5031 function TPlayer.Collide(X, Y: Integer): Boolean;
5032 begin
5033 X := X-FObj.X-PLAYER_RECT.X;
5034 Y := Y-FObj.Y-PLAYER_RECT.Y;
5035 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5036 (y >= 0) and (y <= PLAYER_RECT.Height);
5037 end;
5039 function g_Player_ValidName(Name: string): Boolean;
5040 var
5041 a: Integer;
5042 begin
5043 Result := True;
5045 if gPlayers = nil then Exit;
5047 for a := 0 to High(gPlayers) do
5048 if gPlayers[a] <> nil then
5049 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5050 begin
5051 Result := False;
5052 Exit;
5053 end;
5054 end;
5056 procedure TPlayer.SetDirection(Direction: TDirection);
5057 var
5058 d: TDirection;
5059 begin
5060 d := FModel.Direction;
5062 FModel.Direction := Direction;
5063 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5065 FDirection := Direction;
5066 end;
5068 function TPlayer.GetKeys(): Byte;
5069 begin
5070 Result := 0;
5072 if R_KEY_RED in FRulez then Result := KEY_RED;
5073 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5074 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5076 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5077 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5078 end;
5080 procedure TPlayer.Use();
5081 var
5082 a: Integer;
5083 begin
5084 if FTime[T_USE] > gTime then Exit;
5086 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5087 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5089 for a := 0 to High(gPlayers) do
5090 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5091 gPlayers[a].Live and SameTeam(FUID, gPlayers[a].FUID) and
5092 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5093 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5094 begin
5095 gPlayers[a].Touch();
5096 if g_Game_IsNet and g_Game_IsServer then
5097 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5098 end;
5100 FTime[T_USE] := gTime+120;
5101 end;
5103 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5104 var
5105 locObj: TObj;
5106 F: Boolean;
5107 WX, WY, XD, YD: Integer;
5108 begin
5109 F := False;
5110 WX := X;
5111 WY := Y;
5112 XD := AX;
5113 YD := AY;
5115 case FCurrWeap of
5116 WEAPON_KASTET:
5117 begin
5118 if R_BERSERK in FRulez then
5119 begin
5120 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5121 locobj.X := FObj.X+FObj.Rect.X;
5122 locobj.Y := FObj.Y+FObj.Rect.Y;
5123 locobj.rect.X := 0;
5124 locobj.rect.Y := 0;
5125 locobj.rect.Width := 39;
5126 locobj.rect.Height := 52;
5127 locobj.Vel.X := (xd-wx) div 2;
5128 locobj.Vel.Y := (yd-wy) div 2;
5129 locobj.Accel.X := xd-wx;
5130 locobj.Accel.y := yd-wy;
5132 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5133 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5134 else
5135 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5137 if gFlash = 1 then
5138 if FPain < 50 then
5139 FPain := min(FPain + 25, 50);
5140 end else
5141 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5142 end;
5144 WEAPON_SAW:
5145 begin
5146 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5147 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5148 begin
5149 FSawSoundSelect.Stop();
5150 FSawSound.Stop();
5151 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5152 end
5153 else if not FSawSoundHit.IsPlaying() then
5154 begin
5155 FSawSoundSelect.Stop();
5156 FSawSound.PlayAt(FObj.X, FObj.Y);
5157 end;
5158 f := True;
5159 end;
5161 WEAPON_PISTOL:
5162 begin
5163 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5164 FFireAngle := FAngle;
5165 f := True;
5166 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5167 GameVelX, GameVelY-2, SHELL_BULLET);
5168 end;
5170 WEAPON_SHOTGUN1:
5171 begin
5172 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5173 FFireAngle := FAngle;
5174 f := True;
5175 FShellTimer := 10;
5176 FShellType := SHELL_SHELL;
5177 end;
5179 WEAPON_SHOTGUN2:
5180 begin
5181 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5182 FFireAngle := FAngle;
5183 f := True;
5184 FShellTimer := 13;
5185 FShellType := SHELL_DBLSHELL;
5186 end;
5188 WEAPON_CHAINGUN:
5189 begin
5190 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5191 FFireAngle := FAngle;
5192 f := True;
5193 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5194 GameVelX, GameVelY-2, SHELL_BULLET);
5195 end;
5197 WEAPON_ROCKETLAUNCHER:
5198 begin
5199 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5200 FFireAngle := FAngle;
5201 f := True;
5202 end;
5204 WEAPON_PLASMA:
5205 begin
5206 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5207 FFireAngle := FAngle;
5208 f := True;
5209 end;
5211 WEAPON_BFG:
5212 begin
5213 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5214 FFireAngle := FAngle;
5215 f := True;
5216 end;
5218 WEAPON_SUPERPULEMET:
5219 begin
5220 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5221 FFireAngle := FAngle;
5222 f := True;
5223 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5224 GameVelX, GameVelY-2, SHELL_SHELL);
5225 end;
5227 WEAPON_FLAMETHROWER:
5228 begin
5229 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5230 FFireAngle := FAngle;
5231 f := True;
5232 end;
5233 end;
5235 if not f then Exit;
5237 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5238 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5239 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5240 end;
5242 procedure TPlayer.DoLerp(Level: Integer = 2);
5243 begin
5244 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5245 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5246 end;
5248 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5249 var
5250 AX, AY: Integer;
5251 begin
5252 if NetInterpLevel < 1 then
5253 begin
5254 FObj.X := XTo;
5255 FObj.Y := YTo;
5256 end
5257 else
5258 begin
5259 FXTo := XTo;
5260 FYTo := YTo;
5262 AX := Abs(FXTo - FObj.X);
5263 AY := Abs(FYTo - FObj.Y);
5264 if (AX > 32) or (AX <= NetInterpLevel) then
5265 FObj.X := FXTo;
5266 if (AY > 32) or (AY <= NetInterpLevel) then
5267 FObj.Y := FYTo;
5268 end;
5269 end;
5271 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5272 begin
5273 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5274 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5275 PANEL_LIFTUP, False) then Result := -1
5276 else
5277 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5278 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5279 PANEL_LIFTDOWN, False) then Result := 1
5280 else Result := 0;
5281 end;
5283 function TPlayer.GetFlag(Flag: Byte): Boolean;
5284 var
5285 s, ts: String;
5286 evtype: Byte;
5287 begin
5288 Result := False;
5290 if Flag = FLAG_NONE then
5291 Exit;
5293 if not g_Game_IsServer then Exit;
5295 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5296 if (Flag = FTeam) and
5297 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5298 (FFlag <> FLAG_NONE) then
5299 begin
5300 if FFlag = FLAG_RED then
5301 s := _lc[I_PLAYER_FLAG_RED]
5302 else
5303 s := _lc[I_PLAYER_FLAG_BLUE];
5305 evtype := FLAG_STATE_SCORED;
5307 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5308 Insert('.', ts, Length(ts) + 1 - 3);
5309 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5311 g_Map_ResetFlag(FFlag);
5312 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5314 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5316 Result := True;
5317 if g_Game_IsNet then
5318 begin
5319 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5320 MH_SEND_GameStats;
5321 end;
5323 gFlags[FFlag].CaptureTime := 0;
5324 SetFlag(FLAG_NONE);
5325 Exit;
5326 end;
5328 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5329 if (Flag = FTeam) and
5330 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5331 begin
5332 if Flag = FLAG_RED then
5333 s := _lc[I_PLAYER_FLAG_RED]
5334 else
5335 s := _lc[I_PLAYER_FLAG_BLUE];
5337 evtype := FLAG_STATE_RETURNED;
5338 gFlags[Flag].CaptureTime := 0;
5340 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5342 g_Map_ResetFlag(Flag);
5343 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5345 Result := True;
5346 if g_Game_IsNet then
5347 begin
5348 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5349 MH_SEND_GameStats;
5350 end;
5351 Exit;
5352 end;
5354 // Ïîäîáðàë ÷óæîé ôëàã:
5355 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5356 begin
5357 SetFlag(Flag);
5359 if Flag = FLAG_RED then
5360 s := _lc[I_PLAYER_FLAG_RED]
5361 else
5362 s := _lc[I_PLAYER_FLAG_BLUE];
5364 evtype := FLAG_STATE_CAPTURED;
5366 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5368 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5370 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5372 Result := True;
5373 if g_Game_IsNet then
5374 begin
5375 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5376 MH_SEND_GameStats;
5377 end;
5378 end;
5379 end;
5381 procedure TPlayer.SetFlag(Flag: Byte);
5382 begin
5383 FFlag := Flag;
5384 if FModel <> nil then
5385 FModel.SetFlag(FFlag);
5386 end;
5388 function TPlayer.DropFlag(): Boolean;
5389 var
5390 s: String;
5391 begin
5392 Result := False;
5393 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5394 Exit;
5395 FTime[T_FLAGCAP] := gTime + 2000;
5396 with gFlags[FFlag] do
5397 begin
5398 Obj.X := FObj.X;
5399 Obj.Y := FObj.Y;
5400 Direction := FDirection;
5401 State := FLAG_STATE_DROPPED;
5402 Count := FLAG_TIME;
5403 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5404 (FObj.Vel.Y div 2)-2+Random(5));
5405 positionChanged(); // this updates spatial accelerators
5407 if FFlag = FLAG_RED then
5408 s := _lc[I_PLAYER_FLAG_RED]
5409 else
5410 s := _lc[I_PLAYER_FLAG_BLUE];
5412 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5413 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5415 if g_Game_IsNet then
5416 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5417 end;
5418 SetFlag(FLAG_NONE);
5419 Result := True;
5420 end;
5422 procedure TPlayer.GetSecret();
5423 begin
5424 Inc(FSecrets);
5425 end;
5427 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5428 begin
5429 Assert(Key <= High(FKeys));
5431 FKeys[Key].Pressed := True;
5432 FKeys[Key].Time := Time;
5433 end;
5435 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5436 begin
5437 Result := FKeys[K].Pressed;
5438 end;
5440 procedure TPlayer.ReleaseKeys();
5441 var
5442 a: Integer;
5443 begin
5444 for a := Low(FKeys) to High(FKeys) do
5445 begin
5446 FKeys[a].Pressed := False;
5447 FKeys[a].Time := 0;
5448 end;
5449 end;
5451 procedure TPlayer.OnDamage(Angle: SmallInt);
5452 begin
5453 end;
5455 function TPlayer.firediry(): Integer;
5456 begin
5457 if FKeys[KEY_UP].Pressed then Result := -42
5458 else if FKeys[KEY_DOWN].Pressed then Result := 19
5459 else Result := 0;
5460 end;
5462 procedure TPlayer.RememberState();
5463 var
5464 i: Integer;
5465 begin
5466 FSavedState.Health := FHealth;
5467 FSavedState.Armor := FArmor;
5468 FSavedState.Air := FAir;
5469 FSavedState.JetFuel := FJetFuel;
5470 FSavedState.CurrWeap := FCurrWeap;
5471 FSavedState.NextWeap := FNextWeap;
5472 FSavedState.NextWeapDelay := FNextWeapDelay;
5474 for i := 0 to 3 do
5475 FSavedState.Ammo[i] := FAmmo[i];
5476 for i := 0 to 3 do
5477 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5479 FSavedState.Rulez := FRulez;
5480 FSavedState.WaitRecall := True;
5481 end;
5483 procedure TPlayer.RecallState();
5484 var
5485 i: Integer;
5486 begin
5487 if not FSavedState.WaitRecall then Exit;
5489 FHealth := FSavedState.Health;
5490 FArmor := FSavedState.Armor;
5491 FAir := FSavedState.Air;
5492 FJetFuel := FSavedState.JetFuel;
5493 FCurrWeap := FSavedState.CurrWeap;
5494 FNextWeap := FSavedState.NextWeap;
5495 FNextWeapDelay := FSavedState.NextWeapDelay;
5497 for i := 0 to 3 do
5498 FAmmo[i] := FSavedState.Ammo[i];
5499 for i := 0 to 3 do
5500 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5502 FRulez := FSavedState.Rulez;
5503 FSavedState.WaitRecall := False;
5505 if gGameSettings.GameType = GT_SERVER then
5506 MH_SEND_PlayerStats(FUID);
5507 end;
5509 procedure TPlayer.SaveState(var Mem: TBinMemoryWriter);
5510 var
5511 i: Integer;
5512 sig: DWORD;
5513 str: String;
5514 b: Byte;
5515 begin
5516 if FIamBot then
5517 i := 512
5518 else
5519 i := 256;
5521 Mem := TBinMemoryWriter.Create(i);
5523 // Ñèãíàòóðà èãðîêà:
5524 sig := PLAYER_SIGNATURE; // 'PLYR'
5525 Mem.WriteDWORD(sig);
5526 // Áîò èëè ÷åëîâåê:
5527 Mem.WriteBoolean(FIamBot);
5528 // UID èãðîêà:
5529 Mem.WriteWord(FUID);
5530 // Èìÿ èãðîêà:
5531 Mem.WriteString(FName, 32);
5532 // Êîìàíäà:
5533 Mem.WriteByte(FTeam);
5534 // Æèâ ëè:
5535 Mem.WriteBoolean(FLive);
5536 // Èçðàñõîäîâàë ëè âñå æèçíè:
5537 Mem.WriteBoolean(FNoRespawn);
5538 // Íàïðàâëåíèå:
5539 if FDirection = D_LEFT then
5540 b := 1
5541 else // D_RIGHT
5542 b := 2;
5543 Mem.WriteByte(b);
5544 // Çäîðîâüå:
5545 Mem.WriteInt(FHealth);
5546 // Æèçíè:
5547 Mem.WriteByte(FLives);
5548 // Áðîíÿ:
5549 Mem.WriteInt(FArmor);
5550 // Çàïàñ âîçäóõà:
5551 Mem.WriteInt(FAir);
5552 // Çàïàñ ãîðþ÷åãî:
5553 Mem.WriteInt(FJetFuel);
5554 // Áîëü:
5555 Mem.WriteInt(FPain);
5556 // Óáèë:
5557 Mem.WriteInt(FKills);
5558 // Óáèë ìîíñòðîâ:
5559 Mem.WriteInt(FMonsterKills);
5560 // Ôðàãîâ:
5561 Mem.WriteInt(FFrags);
5562 // Ôðàãîâ ïîäðÿä:
5563 Mem.WriteByte(FFragCombo);
5564 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5565 Mem.WriteDWORD(FLastFrag);
5566 // Ñìåðòåé:
5567 Mem.WriteInt(FDeath);
5568 // Êàêîé ôëàã íåñåò:
5569 Mem.WriteByte(FFlag);
5570 // Íàøåë ñåêðåòîâ:
5571 Mem.WriteInt(FSecrets);
5572 // Òåêóùåå îðóæèå:
5573 Mem.WriteByte(FCurrWeap);
5574 // Æåëàåìîå îðóæèå:
5575 Mem.WriteWord(FNextWeap);
5576 // ...è ïàóçà
5577 Mem.WriteByte(FNextWeapDelay);
5578 // Âðåìÿ çàðÿäêè BFG:
5579 Mem.WriteSmallInt(FBFGFireCounter);
5580 // Áóôåð óðîíà:
5581 Mem.WriteInt(FDamageBuffer);
5582 // Ïîñëåäíèé óäàðèâøèé:
5583 Mem.WriteWord(FLastSpawnerUID);
5584 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5585 Mem.WriteByte(FLastHit);
5586 // Îáúåêò èãðîêà:
5587 Obj_SaveState(@FObj, Mem);
5588 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5589 for i := A_BULLETS to A_HIGH do
5590 Mem.WriteWord(FAmmo[i]);
5591 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5592 for i := A_BULLETS to A_HIGH do
5593 Mem.WriteWord(FMaxAmmo[i]);
5594 // Íàëè÷èå îðóæèÿ:
5595 for i := WP_FIRST to WP_LAST do
5596 Mem.WriteBoolean(FWeapon[i]);
5597 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5598 for i := WP_FIRST to WP_LAST do
5599 Mem.WriteWord(FReloading[i]);
5600 // Íàëè÷èå ðþêçàêà:
5601 if R_ITEM_BACKPACK in FRulez then
5602 b := 1
5603 else
5604 b := 0;
5605 Mem.WriteByte(b);
5606 // Íàëè÷èå êðàñíîãî êëþ÷à:
5607 if R_KEY_RED in FRulez then
5608 b := 1
5609 else
5610 b := 0;
5611 Mem.WriteByte(b);
5612 // Íàëè÷èå çåëåíîãî êëþ÷à:
5613 if R_KEY_GREEN in FRulez then
5614 b := 1
5615 else
5616 b := 0;
5617 Mem.WriteByte(b);
5618 // Íàëè÷èå ñèíåãî êëþ÷à:
5619 if R_KEY_BLUE in FRulez then
5620 b := 1
5621 else
5622 b := 0;
5623 Mem.WriteByte(b);
5624 // Íàëè÷èå áåðñåðêà:
5625 if R_BERSERK in FRulez then
5626 b := 1
5627 else
5628 b := 0;
5629 Mem.WriteByte(b);
5630 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5631 for i := MR_SUIT to MR_MAX do
5632 Mem.WriteDWORD(FMegaRulez[i]);
5633 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5634 for i := T_RESPAWN to T_FLAGCAP do
5635 Mem.WriteDWORD(FTime[i]);
5636 // Íàçâàíèå ìîäåëè:
5637 str := FModel.Name;
5638 Mem.WriteString(str);
5639 // Öâåò ìîäåëè:
5640 b := FColor.R;
5641 Mem.WriteByte(b);
5642 b := FColor.G;
5643 Mem.WriteByte(b);
5644 b := FColor.B;
5645 Mem.WriteByte(b);
5646 end;
5648 procedure TPlayer.LoadState(var Mem: TBinMemoryReader);
5649 var
5650 i: Integer;
5651 sig: DWORD;
5652 str: String;
5653 b: Byte;
5654 begin
5655 if Mem = nil then
5656 Exit;
5658 // Ñèãíàòóðà èãðîêà:
5659 Mem.ReadDWORD(sig);
5660 if sig <> PLAYER_SIGNATURE then // 'PLYR'
5661 begin
5662 raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature');
5663 end;
5664 // Áîò èëè ÷åëîâåê:
5665 Mem.ReadBoolean(FIamBot);
5666 // UID èãðîêà:
5667 Mem.ReadWord(FUID);
5668 // Èìÿ èãðîêà:
5669 Mem.ReadString(str);
5670 if (Self <> gPlayer1) and (Self <> gPlayer2) then
5671 FName := str;
5672 // Êîìàíäà:
5673 Mem.ReadByte(FTeam);
5674 // Æèâ ëè:
5675 Mem.ReadBoolean(FLive);
5676 // Èçðàñõîäîâàë ëè âñå æèçíè:
5677 Mem.ReadBoolean(FNoRespawn);
5678 // Íàïðàâëåíèå:
5679 Mem.ReadByte(b);
5680 if b = 1 then
5681 FDirection := D_LEFT
5682 else // b = 2
5683 FDirection := D_RIGHT;
5684 // Çäîðîâüå:
5685 Mem.ReadInt(FHealth);
5686 // Æèçíè:
5687 Mem.ReadByte(FLives);
5688 // Áðîíÿ:
5689 Mem.ReadInt(FArmor);
5690 // Çàïàñ âîçäóõà:
5691 Mem.ReadInt(FAir);
5692 // Çàïàñ ãîðþ÷åãî:
5693 Mem.ReadInt(FJetFuel);
5694 // Áîëü:
5695 Mem.ReadInt(FPain);
5696 // Óáèë:
5697 Mem.ReadInt(FKills);
5698 // Óáèë ìîíñòðîâ:
5699 Mem.ReadInt(FMonsterKills);
5700 // Ôðàãîâ:
5701 Mem.ReadInt(FFrags);
5702 // Ôðàãîâ ïîäðÿä:
5703 Mem.ReadByte(FFragCombo);
5704 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5705 Mem.ReadDWORD(FLastFrag);
5706 // Ñìåðòåé:
5707 Mem.ReadInt(FDeath);
5708 // Êàêîé ôëàã íåñåò:
5709 Mem.ReadByte(FFlag);
5710 // Íàøåë ñåêðåòîâ:
5711 Mem.ReadInt(FSecrets);
5712 // Òåêóùåå îðóæèå:
5713 Mem.ReadByte(FCurrWeap);
5714 // Æåëàåìîå îðóæèå:
5715 Mem.ReadWord(FNextWeap);
5716 // ...è ïàóçà
5717 Mem.ReadByte(FNextWeapDelay);
5718 // Âðåìÿ çàðÿäêè BFG:
5719 Mem.ReadSmallInt(FBFGFireCounter);
5720 // Áóôåð óðîíà:
5721 Mem.ReadInt(FDamageBuffer);
5722 // Ïîñëåäíèé óäàðèâøèé:
5723 Mem.ReadWord(FLastSpawnerUID);
5724 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5725 Mem.ReadByte(FLastHit);
5726 // Îáúåêò èãðîêà:
5727 Obj_LoadState(@FObj, Mem);
5728 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5729 for i := A_BULLETS to A_HIGH do
5730 Mem.ReadWord(FAmmo[i]);
5731 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5732 for i := A_BULLETS to A_HIGH do
5733 Mem.ReadWord(FMaxAmmo[i]);
5734 // Íàëè÷èå îðóæèÿ:
5735 for i := WP_FIRST to WP_LAST do
5736 Mem.ReadBoolean(FWeapon[i]);
5737 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5738 for i := WP_FIRST to WP_LAST do
5739 Mem.ReadWord(FReloading[i]);
5740 // Íàëè÷èå ðþêçàêà:
5741 Mem.ReadByte(b);
5742 if b = 1 then
5743 Include(FRulez, R_ITEM_BACKPACK);
5744 // Íàëè÷èå êðàñíîãî êëþ÷à:
5745 Mem.ReadByte(b);
5746 if b = 1 then
5747 Include(FRulez, R_KEY_RED);
5748 // Íàëè÷èå çåëåíîãî êëþ÷à:
5749 Mem.ReadByte(b);
5750 if b = 1 then
5751 Include(FRulez, R_KEY_GREEN);
5752 // Íàëè÷èå ñèíåãî êëþ÷à:
5753 Mem.ReadByte(b);
5754 if b = 1 then
5755 Include(FRulez, R_KEY_BLUE);
5756 // Íàëè÷èå áåðñåðêà:
5757 Mem.ReadByte(b);
5758 if b = 1 then
5759 Include(FRulez, R_BERSERK);
5760 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5761 for i := MR_SUIT to MR_MAX do
5762 Mem.ReadDWORD(FMegaRulez[i]);
5763 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5764 for i := T_RESPAWN to T_FLAGCAP do
5765 Mem.ReadDWORD(FTime[i]);
5766 // Íàçâàíèå ìîäåëè:
5767 Mem.ReadString(str);
5768 // Öâåò ìîäåëè:
5769 Mem.ReadByte(FColor.R);
5770 Mem.ReadByte(FColor.G);
5771 Mem.ReadByte(FColor.B);
5772 if Self = gPlayer1 then
5773 begin
5774 str := gPlayer1Settings.Model;
5775 FColor := gPlayer1Settings.Color;
5776 end;
5777 if Self = gPlayer2 then
5778 begin
5779 str := gPlayer2Settings.Model;
5780 FColor := gPlayer2Settings.Color;
5781 end;
5782 // Îáíîâëÿåì ìîäåëü èãðîêà:
5783 SetModel(str);
5784 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5785 FModel.Color := TEAMCOLOR[FTeam]
5786 else
5787 FModel.Color := FColor;
5788 end;
5790 procedure TPlayer.AllRulez(Health: Boolean);
5791 var
5792 a: Integer;
5793 begin
5794 if Health then
5795 begin
5796 FHealth := PLAYER_HP_LIMIT;
5797 FArmor := PLAYER_AP_LIMIT;
5798 Exit;
5799 end;
5801 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
5802 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
5803 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5804 end;
5806 procedure TPlayer.RestoreHealthArmor();
5807 begin
5808 FHealth := PLAYER_HP_LIMIT;
5809 FArmor := PLAYER_AP_LIMIT;
5810 end;
5812 procedure TPlayer.FragCombo();
5813 var
5814 Param: Integer;
5815 begin
5816 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5817 Exit;
5818 if gTime - FLastFrag < FRAG_COMBO_TIME then
5819 begin
5820 if FFragCombo < 5 then
5821 Inc(FFragCombo);
5822 Param := FUID or (FFragCombo shl 16);
5823 if (FComboEvnt >= Low(gDelayedEvents)) and
5824 (FComboEvnt <= High(gDelayedEvents)) and
5825 gDelayedEvents[FComboEvnt].Pending and
5826 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5827 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5828 begin
5829 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5830 gDelayedEvents[FComboEvnt].DENum := Param;
5831 end
5832 else
5833 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5834 end
5835 else
5836 FFragCombo := 1;
5838 FLastFrag := gTime;
5839 end;
5841 procedure TPlayer.GiveItem(ItemType: Byte);
5842 begin
5843 case ItemType of
5844 ITEM_SUIT:
5845 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5846 begin
5847 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5848 end;
5850 ITEM_OXYGEN:
5851 if FAir < AIR_MAX then
5852 begin
5853 FAir := AIR_MAX;
5854 end;
5856 ITEM_MEDKIT_BLACK:
5857 begin
5858 if not (R_BERSERK in FRulez) then
5859 begin
5860 Include(FRulez, R_BERSERK);
5861 if FBFGFireCounter < 1 then
5862 begin
5863 FCurrWeap := WEAPON_KASTET;
5864 resetWeaponQueue();
5865 FModel.SetWeapon(WEAPON_KASTET);
5866 end;
5867 if gFlash <> 0 then
5868 Inc(FPain, 100);
5869 FBerserk := gTime+30000;
5870 end;
5871 if FHealth < PLAYER_HP_SOFT then
5872 begin
5873 FHealth := PLAYER_HP_SOFT;
5874 FBerserk := gTime+30000;
5875 end;
5876 end;
5878 ITEM_INVUL:
5879 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5880 begin
5881 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5882 end;
5884 ITEM_INVIS:
5885 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
5886 begin
5887 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
5888 end;
5890 ITEM_JETPACK:
5891 if FJetFuel < JET_MAX then
5892 begin
5893 FJetFuel := JET_MAX;
5894 end;
5896 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
5897 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
5899 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
5900 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5902 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
5903 ITEM_SPHERE_WHITE:
5904 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
5905 begin
5906 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
5907 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5908 end;
5910 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
5911 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
5912 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
5913 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
5914 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
5915 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
5916 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
5917 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
5918 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
5920 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5921 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
5922 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5923 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
5924 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5925 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
5926 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5927 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
5928 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
5930 ITEM_AMMO_BACKPACK:
5931 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
5932 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
5933 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
5934 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
5935 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
5936 begin
5937 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
5938 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
5939 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
5940 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
5941 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
5943 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5944 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5945 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5946 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5948 FRulez := FRulez + [R_ITEM_BACKPACK];
5949 end;
5951 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
5952 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
5953 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
5955 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
5956 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
5958 else
5959 Exit;
5960 end;
5961 if g_Game_IsNet and g_Game_IsServer then
5962 MH_SEND_PlayerStats(FUID);
5963 end;
5965 procedure TPlayer.FlySmoke(Times: DWORD = 1);
5966 var
5967 id, i: DWORD;
5968 Anim: TAnimation;
5969 begin
5970 if (Random(5) = 1) and (Times = 1) then
5971 Exit;
5973 if BodyInLiquid(0, 0) then
5974 begin
5975 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
5976 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
5977 if Random(2) = 0 then
5978 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5979 else
5980 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5981 Exit;
5982 end;
5984 if g_Frames_Get(id, 'FRAMES_SMOKE') then
5985 begin
5986 for i := 1 to Times do
5987 begin
5988 Anim := TAnimation.Create(id, False, 3);
5989 Anim.Alpha := 150;
5990 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
5991 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
5992 Anim.Free();
5993 end;
5994 end;
5995 end;
5997 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
5998 var
5999 id, i: DWORD;
6000 Anim: TAnimation;
6001 begin
6002 if (Random(10) = 1) and (Times = 1) then
6003 Exit;
6005 if g_Frames_Get(id, 'FRAMES_FLAME') then
6006 begin
6007 for i := 1 to Times do
6008 begin
6009 Anim := TAnimation.Create(id, False, 3);
6010 Anim.Alpha := 0;
6011 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6012 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6013 Anim.Free();
6014 end;
6015 end;
6016 end;
6018 procedure TPlayer.PauseSounds(Enable: Boolean);
6019 begin
6020 FSawSound.Pause(Enable);
6021 FSawSoundIdle.Pause(Enable);
6022 FSawSoundHit.Pause(Enable);
6023 FSawSoundSelect.Pause(Enable);
6024 end;
6026 { T C o r p s e : }
6028 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6029 begin
6030 g_Obj_Init(@FObj);
6031 FObj.X := X;
6032 FObj.Y := Y;
6033 FObj.Rect := PLAYER_CORPSERECT;
6034 FModelName := ModelName;
6035 FMess := aMess;
6037 if FMess then
6038 begin
6039 FState := CORPSE_STATE_MESS;
6040 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6041 end
6042 else
6043 begin
6044 FState := CORPSE_STATE_NORMAL;
6045 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6046 end;
6047 end;
6049 destructor TCorpse.Destroy();
6050 begin
6051 FAnimation.Free();
6053 inherited;
6054 end;
6056 procedure TCorpse.positionChanged (); begin end;
6058 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6059 var
6060 pm: TPlayerModel;
6061 begin
6062 if FState = CORPSE_STATE_REMOVEME then
6063 Exit;
6065 FDamage := FDamage + Value;
6067 if FDamage > 150 then
6068 begin
6069 if FAnimation <> nil then
6070 begin
6071 FAnimation.Free();
6072 FAnimation := nil;
6074 FState := CORPSE_STATE_REMOVEME;
6076 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6077 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6078 FModelName, FColor);
6079 // Çâóê ìÿñà îò òðóïà:
6080 pm := g_PlayerModel_Get(FModelName);
6081 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6082 pm.Free;
6083 end;
6084 end
6085 else
6086 begin
6087 FObj.Vel.X := FObj.Vel.X + vx;
6088 FObj.Vel.Y := FObj.Vel.Y + vy;
6089 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6090 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6091 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6092 150, 0, 0);
6093 end;
6094 end;
6096 procedure TCorpse.Draw();
6097 begin
6098 if FState = CORPSE_STATE_REMOVEME then
6099 Exit;
6101 if FAnimation <> nil then
6102 FAnimation.Draw(FObj.X, FObj.Y, M_NONE);
6104 if FAnimationMask <> nil then
6105 begin
6106 e_Colors := FColor;
6107 FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE);
6108 e_Colors.R := 255;
6109 e_Colors.G := 255;
6110 e_Colors.B := 255;
6111 end;
6112 end;
6114 procedure TCorpse.Update();
6115 var
6116 st: Word;
6117 begin
6118 if FState = CORPSE_STATE_REMOVEME then
6119 Exit;
6121 if gTime mod (GAME_TICK*2) <> 0 then
6122 begin
6123 g_Obj_Move(@FObj, True, True, True);
6124 positionChanged(); // this updates spatial accelerators
6125 Exit;
6126 end;
6128 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6129 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6131 st := g_Obj_Move(@FObj, True, True, True);
6132 positionChanged(); // this updates spatial accelerators
6134 if WordBool(st and MOVE_FALLOUT) then
6135 begin
6136 FState := CORPSE_STATE_REMOVEME;
6137 Exit;
6138 end;
6140 if FAnimation <> nil then
6141 FAnimation.Update();
6142 if FAnimationMask <> nil then
6143 FAnimationMask.Update();
6144 end;
6146 procedure TCorpse.SaveState(var Mem: TBinMemoryWriter);
6147 var
6148 sig: DWORD;
6149 anim: Boolean;
6150 begin
6151 if Mem = nil then
6152 Exit;
6154 // Ñèãíàòóðà òðóïà:
6155 sig := CORPSE_SIGNATURE; // 'CORP'
6156 Mem.WriteDWORD(sig);
6157 // Ñîñòîÿíèå:
6158 Mem.WriteByte(FState);
6159 // Íàêîïëåííûé óðîí:
6160 Mem.WriteByte(FDamage);
6161 // Öâåò:
6162 Mem.WriteByte(FColor.R);
6163 Mem.WriteByte(FColor.G);
6164 Mem.WriteByte(FColor.B);
6165 // Îáúåêò òðóïà:
6166 Obj_SaveState(@FObj, Mem);
6167 // Åñòü ëè àíèìàöèÿ:
6168 anim := FAnimation <> nil;
6169 Mem.WriteBoolean(anim);
6170 // Åñëè åñòü - ñîõðàíÿåì:
6171 if anim then
6172 FAnimation.SaveState(Mem);
6173 // Åñòü ëè ìàñêà àíèìàöèè:
6174 anim := FAnimationMask <> nil;
6175 Mem.WriteBoolean(anim);
6176 // Åñëè åñòü - ñîõðàíÿåì:
6177 if anim then
6178 FAnimationMask.SaveState(Mem);
6179 end;
6181 procedure TCorpse.LoadState(var Mem: TBinMemoryReader);
6182 var
6183 sig: DWORD;
6184 anim: Boolean;
6185 begin
6186 if Mem = nil then
6187 Exit;
6189 // Ñèãíàòóðà òðóïà:
6190 Mem.ReadDWORD(sig);
6191 if sig <> CORPSE_SIGNATURE then // 'CORP'
6192 begin
6193 raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature');
6194 end;
6195 // Ñîñòîÿíèå:
6196 Mem.ReadByte(FState);
6197 // Íàêîïëåííûé óðîí:
6198 Mem.ReadByte(FDamage);
6199 // Öâåò:
6200 Mem.ReadByte(FColor.R);
6201 Mem.ReadByte(FColor.G);
6202 Mem.ReadByte(FColor.B);
6203 // Îáúåêò òðóïà:
6204 Obj_LoadState(@FObj, Mem);
6205 // Åñòü ëè àíèìàöèÿ:
6206 Mem.ReadBoolean(anim);
6207 // Åñëè åñòü - çàãðóæàåì:
6208 if anim then
6209 begin
6210 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6211 FAnimation.LoadState(Mem);
6212 end;
6213 // Åñòü ëè ìàñêà àíèìàöèè:
6214 Mem.ReadBoolean(anim);
6215 // Åñëè åñòü - çàãðóæàåì:
6216 if anim then
6217 begin
6218 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6219 FAnimationMask.LoadState(Mem);
6220 end;
6221 end;
6223 { T B o t : }
6225 constructor TBot.Create();
6226 var
6227 a: Integer;
6228 begin
6229 inherited Create();
6231 FPhysics := True;
6232 FSpectator := False;
6233 FGhost := False;
6235 FIamBot := True;
6237 Inc(gNumBots);
6239 for a := WP_FIRST to WP_LAST do
6240 begin
6241 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6242 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6243 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6244 end;
6245 end;
6247 destructor TBot.Destroy();
6248 begin
6249 Dec(gNumBots);
6250 inherited Destroy();
6251 end;
6253 procedure TBot.Draw();
6254 begin
6255 inherited Draw();
6257 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6258 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6259 end;
6261 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6262 begin
6263 inherited Respawn(Silent, Force);
6265 FAIFlags := nil;
6266 FSelectedWeapon := FCurrWeap;
6267 resetWeaponQueue();
6268 FTargetUID := 0;
6269 end;
6271 procedure TBot.UpdateCombat();
6272 type
6273 TTarget = record
6274 UID: Word;
6275 X, Y: Integer;
6276 Rect: TRectWH;
6277 cX, cY: Integer;
6278 Dist: Word;
6279 Line: Boolean;
6280 Visible: Boolean;
6281 IsPlayer: Boolean;
6282 end;
6284 TTargetRecord = array of TTarget;
6286 function Compare(a, b: TTarget): Integer;
6287 begin
6288 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6289 Result := -1
6290 else
6291 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6292 Result := 1
6293 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6294 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6295 begin
6296 if a.Dist > b.Dist then // B áëèæå
6297 Result := 1
6298 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6299 Result := -1;
6300 end
6301 else // Ñòðàííî -> A
6302 Result := -1;
6303 end;
6305 var
6306 a, x1, y1, x2, y2: Integer;
6307 targets: TTargetRecord;
6308 ammo: Word;
6309 Target, BestTarget: TTarget;
6310 firew, fireh: Integer;
6311 angle: SmallInt;
6312 mon: TMonster;
6313 pla, tpla: TPlayer;
6314 vsPlayer, vsMonster, ok: Boolean;
6317 function monsUpdate (mon: TMonster): Boolean;
6318 begin
6319 result := false; // don't stop
6320 if mon.Live and (mon.MonsterType <> MONSTER_BARREL) then
6321 begin
6322 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6324 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6325 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6327 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6328 if g_TraceVector(x1, y1, x2, y2) then
6329 begin
6330 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6331 SetLength(targets, Length(targets)+1);
6332 with targets[High(targets)] do
6333 begin
6334 UID := mon.UID;
6335 X := mon.Obj.X;
6336 Y := mon.Obj.Y;
6337 cX := x2;
6338 cY := y2;
6339 Rect := mon.Obj.Rect;
6340 Dist := g_PatchLength(x1, y1, x2, y2);
6341 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6342 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6343 Visible := True;
6344 IsPlayer := False;
6345 end;
6346 end;
6347 end;
6348 end;
6350 begin
6351 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6352 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6354 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6355 if FCurrWeap <> FSelectedWeapon then
6356 NextWeapon();
6358 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6359 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6360 begin
6361 RemoveAIFlag('NEEDFIRE');
6363 case FCurrWeap of
6364 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6365 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6366 else PressKey(KEY_FIRE);
6367 end;
6368 end;
6370 // Êîîðäèíàòû ñòâîëà:
6371 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6372 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6374 Target.UID := FTargetUID;
6376 ok := False;
6377 if Target.UID <> 0 then
6378 begin // Öåëü åñòü - íàñòðàèâàåì
6379 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6380 vsPlayer then
6381 begin // Èãðîê
6382 tpla := g_Player_Get(Target.UID);
6383 if tpla <> nil then
6384 with tpla do
6385 begin
6386 if (@FObj) <> nil then
6387 begin
6388 Target.X := FObj.X;
6389 Target.Y := FObj.Y;
6390 end;
6391 end;
6393 Target.cX := Target.X + PLAYER_RECT_CX;
6394 Target.cY := Target.Y + PLAYER_RECT_CY;
6395 Target.Rect := PLAYER_RECT;
6396 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6397 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6398 (y1-4 > Target.Y+PLAYER_RECT.Y);
6399 Target.IsPlayer := True;
6400 ok := True;
6401 end
6402 else
6403 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6404 vsMonster then
6405 begin // Ìîíñòð
6406 mon := g_Monsters_ByUID(Target.UID);
6407 if mon <> nil then
6408 begin
6409 Target.X := mon.Obj.X;
6410 Target.Y := mon.Obj.Y;
6412 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6413 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6414 Target.Rect := mon.Obj.Rect;
6415 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6416 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6417 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6418 Target.IsPlayer := False;
6419 ok := True;
6420 end;
6421 end;
6422 end;
6424 if not ok then
6425 begin // Öåëè íåò - îáíóëÿåì
6426 Target.X := 0;
6427 Target.Y := 0;
6428 Target.cX := 0;
6429 Target.cY := 0;
6430 Target.Visible := False;
6431 Target.Line := False;
6432 Target.IsPlayer := False;
6433 end;
6435 targets := nil;
6437 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6438 if (not Target.Line) or (not Target.Visible) then
6439 begin
6440 // Èãðîêè:
6441 if vsPlayer then
6442 for a := 0 to High(gPlayers) do
6443 if (gPlayers[a] <> nil) and (gPlayers[a].Live) and
6444 (gPlayers[a].FUID <> FUID) and
6445 (not SameTeam(FUID, gPlayers[a].FUID)) and
6446 (not gPlayers[a].NoTarget) and
6447 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6448 begin
6449 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6450 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6451 Continue;
6453 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6454 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6456 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6457 if g_TraceVector(x1, y1, x2, y2) then
6458 begin
6459 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6460 SetLength(targets, Length(targets)+1);
6461 with targets[High(targets)] do
6462 begin
6463 UID := gPlayers[a].FUID;
6464 X := gPlayers[a].FObj.X;
6465 Y := gPlayers[a].FObj.Y;
6466 cX := x2;
6467 cY := y2;
6468 Rect := PLAYER_RECT;
6469 Dist := g_PatchLength(x1, y1, x2, y2);
6470 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6471 (y1-4 > Target.Y+PLAYER_RECT.Y);
6472 Visible := True;
6473 IsPlayer := True;
6474 end;
6475 end;
6476 end;
6478 // Ìîíñòðû:
6479 if vsMonster then g_Mons_ForEach(monsUpdate);
6480 end;
6482 // Åñëè åñòü âîçìîæíûå öåëè:
6483 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6484 if targets <> nil then
6485 begin
6486 // Âûáèðàåì íàèëó÷øóþ öåëü:
6487 BestTarget := targets[0];
6488 if Length(targets) > 1 then
6489 for a := 1 to High(targets) do
6490 if Compare(BestTarget, targets[a]) = 1 then
6491 BestTarget := targets[a];
6493 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6494 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6495 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6496 begin
6497 Target := BestTarget;
6499 if (Healthy() = 3) or ((Healthy() = 2)) then
6500 begin // Åñëè çäîðîâû - äîãîíÿåì
6501 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6502 SetAIFlag('GORIGHT', '1');
6503 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6504 SetAIFlag('GOLEFT', '1');
6505 end
6506 else
6507 begin // Åñëè ïîáèòû - óáåãàåì
6508 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6509 SetAIFlag('GORIGHT', '1');
6510 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6511 SetAIFlag('GOLEFT', '1');
6512 end;
6514 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6515 SelectWeapon(Abs(x1-Target.cX));
6516 end;
6517 end;
6519 // Åñëè åñòü öåëü:
6520 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6521 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6522 if Target.UID <> 0 then
6523 begin
6524 if not TargetOnScreen(Target.X + Target.Rect.X,
6525 Target.Y + Target.Rect.Y) then
6526 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6527 if (Healthy() = 3) or ((Healthy() = 2)) then
6528 begin // Åñëè çäîðîâû - äîãîíÿåì
6529 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6530 SetAIFlag('GORIGHT', '1');
6531 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6532 SetAIFlag('GOLEFT', '1');
6533 end
6534 else
6535 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6536 Target.UID := 0;
6537 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6538 SetAIFlag('GORIGHT', '1');
6539 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6540 SetAIFlag('GOLEFT', '1');
6541 end;
6542 end
6543 else
6544 begin // Öåëü ïîêà íà "ýêðàíå"
6545 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6546 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6547 FLastVisible := gTime;
6548 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6549 if (Abs(FObj.Y-Target.Y) <= 128) then
6550 begin
6551 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6552 SetAIFlag('GORIGHT', '1');
6553 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6554 SetAIFlag('GOLEFT', '1');
6555 end;
6556 end;
6558 // Âûáèðàåì óãîë ââåðõ:
6559 if FDirection = D_LEFT then
6560 angle := ANGLE_LEFTUP
6561 else
6562 angle := ANGLE_RIGHTUP;
6564 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6565 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6567 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6568 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6569 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6570 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6571 Target.Rect.Width, Target.Rect.Height) and
6572 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6573 begin // òî íóæíî ñòðåëÿòü ââåðõ
6574 SetAIFlag('NEEDFIRE', '1');
6575 SetAIFlag('NEEDSEEUP', '1');
6576 end;
6578 // Âûáèðàåì óãîë âíèç:
6579 if FDirection = D_LEFT then
6580 angle := ANGLE_LEFTDOWN
6581 else
6582 angle := ANGLE_RIGHTDOWN;
6584 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6585 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6587 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6588 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6589 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6590 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6591 Target.Rect.Width, Target.Rect.Height) and
6592 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6593 begin // òî íóæíî ñòðåëÿòü âíèç
6594 SetAIFlag('NEEDFIRE', '1');
6595 SetAIFlag('NEEDSEEDOWN', '1');
6596 end;
6598 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6599 if Target.Visible and
6600 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6601 (y1-4 > Target.Y+Target.Rect.Y) then
6602 begin
6603 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6604 if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
6605 ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
6606 begin // òî íóæíî ñòðåëÿòü âïåðåä
6607 SetAIFlag('NEEDFIRE', '1');
6608 SetAIFlag('NEEDSEEDOWN', '');
6609 SetAIFlag('NEEDSEEUP', '');
6610 end;
6611 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6612 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6613 if GetRnd(FDifficult.CloseJump) then
6614 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6615 if Abs(FObj.X-Target.X) < 128 then
6616 a := 4
6617 else
6618 a := 30;
6619 if Random(a) = 0 then
6620 SetAIFlag('NEEDJUMP', '1');
6621 end;
6622 end;
6624 // Åñëè öåëü âñå åùå åñòü:
6625 if Target.UID <> 0 then
6626 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6627 Target.UID := 0 // òî çàáûòü öåëü
6628 else // Åñëè âèäåëè íåäàâíî
6629 begin // íî öåëü óáèëè
6630 if Target.IsPlayer then
6631 begin // Öåëü - èãðîê
6632 pla := g_Player_Get(Target.UID);
6633 if (pla = nil) or (not pla.Live) or pla.NoTarget or
6634 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6635 Target.UID := 0; // òî çàáûòü öåëü
6636 end
6637 else
6638 begin // Öåëü - ìîíñòð
6639 mon := g_Monsters_ByUID(Target.UID);
6640 if (mon = nil) or (not mon.Live) then
6641 Target.UID := 0; // òî çàáûòü öåëü
6642 end;
6643 end;
6644 end; // if Target.UID <> 0
6646 FTargetUID := Target.UID;
6648 // Åñëè âîçìîæíûõ öåëåé íåò:
6649 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6650 if targets = nil then
6651 if GetAIFlag('ATTACKLEFT') <> '' then
6652 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6653 RemoveAIFlag('ATTACKLEFT');
6655 SetAIFlag('NEEDJUMP', '1');
6657 if RunDirection() = D_RIGHT then
6658 begin // Èäåì íå â òó ñòîðîíó
6659 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6660 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6661 SetAIFlag('NEEDFIRE', '1');
6662 SetAIFlag('GOLEFT', '1');
6663 end;
6664 end
6665 else
6666 begin // Èäåì â íóæíóþ ñòîðîíó
6667 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6668 SetAIFlag('NEEDFIRE', '1');
6669 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6670 SetAIFlag('GORIGHT', '1');
6671 end;
6672 end
6673 else
6674 if GetAIFlag('ATTACKRIGHT') <> '' then
6675 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6676 RemoveAIFlag('ATTACKRIGHT');
6678 SetAIFlag('NEEDJUMP', '1');
6680 if RunDirection() = D_LEFT then
6681 begin // Èäåì íå â òó ñòîðîíó
6682 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6683 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6684 SetAIFlag('NEEDFIRE', '1');
6685 SetAIFlag('GORIGHT', '1');
6686 end;
6687 end
6688 else
6689 begin
6690 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6691 SetAIFlag('NEEDFIRE', '1');
6692 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6693 SetAIFlag('GOLEFT', '1');
6694 end;
6695 end;
6697 //HACK! (does it belongs there?)
6698 RealizeCurrentWeapon();
6700 // Åñëè åñòü âîçìîæíûå öåëè:
6701 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6702 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6703 for a := 0 to High(targets) do
6704 begin
6705 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6706 if GetRnd(FDifficult.DiagFire) then
6707 begin
6708 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6709 if FDirection = D_LEFT then
6710 angle := ANGLE_LEFTUP
6711 else
6712 angle := ANGLE_RIGHTUP;
6714 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6715 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6717 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6718 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6719 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6720 targets[a].Rect.Width, targets[a].Rect.Height) and
6721 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6722 begin
6723 SetAIFlag('NEEDFIRE', '1');
6724 SetAIFlag('NEEDSEEUP', '1');
6725 end;
6727 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6728 if FDirection = D_LEFT then
6729 angle := ANGLE_LEFTDOWN
6730 else
6731 angle := ANGLE_RIGHTDOWN;
6733 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6734 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6736 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6737 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6738 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6739 targets[a].Rect.Width, targets[a].Rect.Height) and
6740 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6741 begin
6742 SetAIFlag('NEEDFIRE', '1');
6743 SetAIFlag('NEEDSEEDOWN', '1');
6744 end;
6745 end;
6747 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6748 if targets[a].Line and targets[a].Visible and
6749 (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
6750 ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
6751 begin
6752 SetAIFlag('NEEDFIRE', '1');
6753 Break;
6754 end;
6755 end;
6757 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6758 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6759 PLAYER_RECT.Width, PLAYER_RECT.Height,
6760 40+GetInterval(FDifficult.Cover, 40)) then
6761 SetAIFlag('NEEDJUMP', '1');
6763 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6764 ammo := GetAmmoByWeapon(FCurrWeap);
6765 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6766 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6767 (ammo = 0) then
6768 SetAIFlag('SELECTWEAPON', '1');
6770 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6771 if GetAIFlag('SELECTWEAPON') = '1' then
6772 begin
6773 SelectWeapon(-1);
6774 RemoveAIFlag('SELECTWEAPON');
6775 end;
6776 end;
6778 procedure TBot.Update();
6779 var
6780 EnableAI: Boolean;
6781 begin
6782 if not FLive then
6783 begin // Respawn
6784 ReleaseKeys();
6785 PressKey(KEY_UP);
6786 end
6787 else
6788 begin
6789 EnableAI := True;
6791 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6792 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6793 EnableAI := False;
6794 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6795 EnableAI := False;
6796 if g_debug_BotAIOff = 3 then
6797 EnableAI := False;
6799 if EnableAI then
6800 begin
6801 UpdateMove();
6802 UpdateCombat();
6803 end
6804 else
6805 begin
6806 RealizeCurrentWeapon();
6807 end;
6808 end;
6810 inherited Update();
6811 end;
6813 procedure TBot.ReleaseKey(Key: Byte);
6814 begin
6815 with FKeys[Key] do
6816 begin
6817 Pressed := False;
6818 Time := 0;
6819 end;
6820 end;
6822 function TBot.KeyPressed(Key: Word): Boolean;
6823 begin
6824 Result := FKeys[Key].Pressed;
6825 end;
6827 function TBot.GetAIFlag(aName: String20): String20;
6828 var
6829 a: Integer;
6830 begin
6831 Result := '';
6833 aName := LowerCase(aName);
6835 if FAIFlags <> nil then
6836 for a := 0 to High(FAIFlags) do
6837 if LowerCase(FAIFlags[a].Name) = aName then
6838 begin
6839 Result := FAIFlags[a].Value;
6840 Break;
6841 end;
6842 end;
6844 procedure TBot.RemoveAIFlag(aName: String20);
6845 var
6846 a, b: Integer;
6847 begin
6848 if FAIFlags = nil then Exit;
6850 aName := LowerCase(aName);
6852 for a := 0 to High(FAIFlags) do
6853 if LowerCase(FAIFlags[a].Name) = aName then
6854 begin
6855 if a <> High(FAIFlags) then
6856 for b := a to High(FAIFlags)-1 do
6857 FAIFlags[b] := FAIFlags[b+1];
6859 SetLength(FAIFlags, Length(FAIFlags)-1);
6860 Break;
6861 end;
6862 end;
6864 procedure TBot.SetAIFlag(aName, fValue: String20);
6865 var
6866 a: Integer;
6867 ok: Boolean;
6868 begin
6869 a := 0;
6870 ok := False;
6872 aName := LowerCase(aName);
6874 if FAIFlags <> nil then
6875 for a := 0 to High(FAIFlags) do
6876 if LowerCase(FAIFlags[a].Name) = aName then
6877 begin
6878 ok := True;
6879 Break;
6880 end;
6882 if ok then FAIFlags[a].Value := fValue
6883 else
6884 begin
6885 SetLength(FAIFlags, Length(FAIFlags)+1);
6886 with FAIFlags[High(FAIFlags)] do
6887 begin
6888 Name := aName;
6889 Value := fValue;
6890 end;
6891 end;
6892 end;
6894 procedure TBot.UpdateMove;
6896 procedure GoLeft(Time: Word = 1);
6897 begin
6898 ReleaseKey(KEY_LEFT);
6899 ReleaseKey(KEY_RIGHT);
6900 PressKey(KEY_LEFT, Time);
6901 SetDirection(D_LEFT);
6902 end;
6904 procedure GoRight(Time: Word = 1);
6905 begin
6906 ReleaseKey(KEY_LEFT);
6907 ReleaseKey(KEY_RIGHT);
6908 PressKey(KEY_RIGHT, Time);
6909 SetDirection(D_RIGHT);
6910 end;
6912 function Rnd(a: Word): Boolean;
6913 begin
6914 Result := Random(a) = 0;
6915 end;
6917 procedure Turn(Time: Word = 1200);
6918 begin
6919 if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
6920 end;
6922 procedure Stop();
6923 begin
6924 ReleaseKey(KEY_LEFT);
6925 ReleaseKey(KEY_RIGHT);
6926 end;
6928 function CanRunLeft(): Boolean;
6929 begin
6930 Result := not CollideLevel(-1, 0);
6931 end;
6933 function CanRunRight(): Boolean;
6934 begin
6935 Result := not CollideLevel(1, 0);
6936 end;
6938 function CanRun(): Boolean;
6939 begin
6940 if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
6941 end;
6943 procedure Jump(Time: Word = 30);
6944 begin
6945 PressKey(KEY_JUMP, Time);
6946 end;
6948 function NearHole(): Boolean;
6949 var
6950 x, sx: Integer;
6951 begin
6952 { TODO 5 : Ëåñòíèöû }
6953 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6954 for x := 1 to PLAYER_RECT.Width do
6955 if (not StayOnStep(x*sx, 0)) and
6956 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6957 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6958 begin
6959 Result := True;
6960 Exit;
6961 end;
6963 Result := False;
6964 end;
6966 function BorderHole(): Boolean;
6967 var
6968 x, sx, xx: Integer;
6969 begin
6970 { TODO 5 : Ëåñòíèöû }
6971 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6972 for x := 1 to PLAYER_RECT.Width do
6973 if (not StayOnStep(x*sx, 0)) and
6974 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6975 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6976 begin
6977 for xx := x to x+32 do
6978 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
6979 begin
6980 Result := True;
6981 Exit;
6982 end;
6983 end;
6985 Result := False;
6986 end;
6988 function NearDeepHole(): Boolean;
6989 var
6990 x, sx, y: Integer;
6991 begin
6992 Result := False;
6994 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6995 y := 3;
6997 for x := 1 to PLAYER_RECT.Width do
6998 if (not StayOnStep(x*sx, 0)) and
6999 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7000 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7001 begin
7002 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7003 begin
7004 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7005 y := y+1;
7006 end;
7008 Result := True;
7009 end else Result := False;
7010 end;
7012 function OverDeepHole(): Boolean;
7013 var
7014 y: Integer;
7015 begin
7016 Result := False;
7018 y := 1;
7019 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7020 begin
7021 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7022 y := y+1;
7023 end;
7025 Result := True;
7026 end;
7028 function OnGround(): Boolean;
7029 begin
7030 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7031 end;
7033 function OnLadder(): Boolean;
7034 begin
7035 Result := FullInStep(0, 0);
7036 end;
7038 function BelowLadder(): Boolean;
7039 begin
7040 Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7041 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7042 (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7043 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7044 end;
7046 function BelowLiftUp(): Boolean;
7047 begin
7048 Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7049 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7050 ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7051 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7052 end;
7054 function OnTopLift(): Boolean;
7055 begin
7056 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7057 end;
7059 function CanJumpOver(): Boolean;
7060 var
7061 sx, y: Integer;
7062 begin
7063 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7065 Result := False;
7067 if not CollideLevel(sx, 0) then Exit;
7069 for y := 1 to BOT_MAXJUMP do
7070 if CollideLevel(0, -y) then Exit else
7071 if not CollideLevel(sx, -y) then
7072 begin
7073 Result := True;
7074 Exit;
7075 end;
7076 end;
7078 function CanJumpUp(Dist: ShortInt): Boolean;
7079 var
7080 y, yy: Integer;
7081 c: Boolean;
7082 begin
7083 Result := False;
7085 if CollideLevel(Dist, 0) then Exit;
7087 c := False;
7088 for y := 0 to BOT_MAXJUMP do
7089 if CollideLevel(Dist, -y) then
7090 begin
7091 c := True;
7092 Break;
7093 end;
7095 if not c then Exit;
7097 c := False;
7098 for yy := y+1 to BOT_MAXJUMP do
7099 if not CollideLevel(Dist, -yy) then
7100 begin
7101 c := True;
7102 Break;
7103 end;
7105 if not c then Exit;
7107 c := False;
7108 for y := 0 to BOT_MAXJUMP do
7109 if CollideLevel(0, -y) then
7110 begin
7111 c := True;
7112 Break;
7113 end;
7115 if c then Exit;
7117 if y < yy then Exit;
7119 Result := True;
7120 end;
7122 function IsSafeTrigger(): Boolean;
7123 var
7124 a: Integer;
7125 begin
7126 Result := True;
7127 if gTriggers = nil then
7128 Exit;
7129 for a := 0 to High(gTriggers) do
7130 if Collide(gTriggers[a].X,
7131 gTriggers[a].Y,
7132 gTriggers[a].Width,
7133 gTriggers[a].Height) and
7134 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7135 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7136 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7137 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7138 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7139 Result := False;
7140 end;
7142 begin
7143 // Âîçìîæíî, íàæèìàåì êíîïêó:
7144 if Rnd(16) and IsSafeTrigger() then
7145 PressKey(KEY_OPEN);
7147 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7148 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7149 begin
7150 ReleaseKey(KEY_LEFT);
7151 ReleaseKey(KEY_RIGHT);
7152 Jump();
7153 end;
7155 // Èäåì âëåâî, åñëè íàäî áûëî:
7156 if GetAIFlag('GOLEFT') <> '' then
7157 begin
7158 RemoveAIFlag('GOLEFT');
7159 if CanRunLeft() then
7160 GoLeft(360);
7161 end;
7163 // Èäåì âïðàâî, åñëè íàäî áûëî:
7164 if GetAIFlag('GORIGHT') <> '' then
7165 begin
7166 RemoveAIFlag('GORIGHT');
7167 if CanRunRight() then
7168 GoRight(360);
7169 end;
7171 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7172 if FObj.X < -32 then
7173 GoRight(360)
7174 else
7175 if FObj.X+32 > gMapInfo.Width then
7176 GoLeft(360);
7178 // Ïðûãàåì, åñëè íàäî áûëî:
7179 if GetAIFlag('NEEDJUMP') <> '' then
7180 begin
7181 Jump(0);
7182 RemoveAIFlag('NEEDJUMP');
7183 end;
7185 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7186 if GetAIFlag('NEEDSEEUP') <> '' then
7187 begin
7188 ReleaseKey(KEY_UP);
7189 ReleaseKey(KEY_DOWN);
7190 PressKey(KEY_UP, 20);
7191 RemoveAIFlag('NEEDSEEUP');
7192 end;
7194 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7195 if GetAIFlag('NEEDSEEDOWN') <> '' then
7196 begin
7197 ReleaseKey(KEY_UP);
7198 ReleaseKey(KEY_DOWN);
7199 PressKey(KEY_DOWN, 20);
7200 RemoveAIFlag('NEEDSEEDOWN');
7201 end;
7203 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7204 if GetAIFlag('GOINHOLE') <> '' then
7205 if not OnGround() then
7206 begin
7207 ReleaseKey(KEY_LEFT);
7208 ReleaseKey(KEY_RIGHT);
7209 RemoveAIFlag('GOINHOLE');
7210 SetAIFlag('FALLINHOLE', '1');
7211 end;
7213 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7214 if GetAIFlag('FALLINHOLE') <> '' then
7215 if OnGround() then
7216 RemoveAIFlag('FALLINHOLE');
7218 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7219 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7220 if GetAIFlag('FALLINHOLE') = '' then
7221 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7222 if Rnd(2) then
7223 GoLeft(360)
7224 else
7225 GoRight(360);
7227 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7228 if OnGround() and
7229 CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
7230 Rnd(8) then
7231 Jump();
7233 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7234 if OnGround() and NearHole() then
7235 if NearDeepHole() then // Åñëè ýòî áåçäíà
7236 case Random(6) of
7237 0..3: Turn(); // Áåæèì îáðàòíî
7238 4: Jump(); // Ïðûãàåì
7239 5: begin // Ïðûãàåì îáðàòíî
7240 Turn();
7241 Jump();
7242 end;
7243 end
7244 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7245 if GetAIFlag('GOINHOLE') = '' then
7246 case Random(6) of
7247 0: Turn(); // Íå íóæíî òóäà
7248 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7249 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7250 if BorderHole() then
7251 SetAIFlag('GOINHOLE', '1');
7252 end;
7254 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7255 if (not CanRun()) and OnGround() then
7256 begin
7257 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7258 if CanJumpOver() or OnLadder() then
7259 Jump()
7260 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7261 if Random(2) = 0 then
7262 begin
7263 if IsSafeTrigger() then
7264 PressKey(KEY_OPEN);
7265 end else
7266 Turn();
7267 end;
7269 // Îñòàëîñü ìàëî âîçäóõà:
7270 if FAir < 36 * 2 then
7271 Jump(20);
7273 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7274 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7275 if BodyInAcid(0, 0) then
7276 Jump();
7277 end;
7279 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7280 begin
7281 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7282 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7283 end;
7285 {function TBot.NeedItem(Item: Byte): Byte;
7286 begin
7287 Result := 4;
7288 end;}
7290 procedure TBot.SelectWeapon(Dist: Integer);
7291 var
7292 a: Integer;
7294 function HaveAmmo(weapon: Byte): Boolean;
7295 begin
7296 case weapon of
7297 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7298 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7299 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7300 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7301 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7302 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7303 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7304 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7305 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7306 else Result := True;
7307 end;
7308 end;
7310 begin
7311 if Dist = -1 then Dist := BOT_LONGDIST;
7313 if Dist > BOT_LONGDIST then
7314 begin // Äàëüíèé áîé
7315 for a := 0 to 9 do
7316 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7317 begin
7318 FSelectedWeapon := FDifficult.WeaponPrior[a];
7319 Break;
7320 end;
7321 end
7322 else //if Dist > BOT_UNSAFEDIST then
7323 begin // Áëèæíèé áîé
7324 for a := 0 to 9 do
7325 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7326 begin
7327 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7328 Break;
7329 end;
7330 end;
7331 { else
7332 begin
7333 for a := 0 to 9 do
7334 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7335 begin
7336 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7337 Break;
7338 end;
7339 end;}
7340 end;
7342 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7343 begin
7344 Result := inherited PickItem(ItemType, force, remove);
7346 if Result then SetAIFlag('SELECTWEAPON', '1');
7347 end;
7349 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7350 begin
7351 Result := inherited Heal(value, Soft);
7352 end;
7354 function TBot.Healthy(): Byte;
7355 begin
7356 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7357 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7358 else if (FHealth > 50) then Result := 2
7359 else if (FHealth > 20) then Result := 1
7360 else Result := 0;
7361 end;
7363 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7364 begin
7365 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7366 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7367 end;
7369 procedure TBot.OnDamage(Angle: SmallInt);
7370 var
7371 pla: TPlayer;
7372 mon: TMonster;
7373 ok: Boolean;
7374 begin
7375 inherited;
7377 if (Angle = 0) or (Angle = 180) then
7378 begin
7379 ok := False;
7380 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7381 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7382 begin // Èãðîê
7383 pla := g_Player_Get(FLastSpawnerUID);
7384 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7385 pla.FObj.Y + PLAYER_RECT.Y);
7386 end
7387 else
7388 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7389 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7390 begin // Ìîíñòð
7391 mon := g_Monsters_ByUID(FLastSpawnerUID);
7392 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7393 mon.Obj.Y + mon.Obj.Rect.Y);
7394 end;
7396 if ok then
7397 if Angle = 0 then
7398 SetAIFlag('ATTACKLEFT', '1')
7399 else
7400 SetAIFlag('ATTACKRIGHT', '1');
7401 end;
7402 end;
7404 function TBot.RunDirection(): TDirection;
7405 begin
7406 if Abs(Vel.X) >= 1 then
7407 begin
7408 if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT;
7409 end else
7410 Result := FDirection;
7411 end;
7413 function TBot.GetRnd(a: Byte): Boolean;
7414 begin
7415 if a = 0 then Result := False
7416 else if a = 255 then Result := True
7417 else Result := Random(256) > 255-a;
7418 end;
7420 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7421 begin
7422 Result := Round((255-a)/255*radius*(Random(2)-1));
7423 end;
7425 procedure TBot.SaveState(var Mem: TBinMemoryWriter);
7426 var
7427 i: Integer;
7428 dw: DWORD;
7429 p: Pointer;
7430 begin
7431 inherited SaveState(Mem);
7433 // Âûáðàííîå îðóæèå:
7434 Mem.WriteByte(FSelectedWeapon);
7435 // UID öåëè:
7436 Mem.WriteWord(FTargetUID);
7437 // Âðåìÿ ïîòåðè öåëè:
7438 Mem.WriteDWORD(FLastVisible);
7439 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7440 dw := Length(FAIFlags);
7441 Mem.WriteDWORD(dw);
7442 // Ôëàãè ÈÈ:
7443 for i := 0 to Integer(dw)-1 do
7444 begin
7445 Mem.WriteString(FAIFlags[i].Name, 20);
7446 Mem.WriteString(FAIFlags[i].Value, 20);
7447 end;
7448 // Íàñòðîéêè ñëîæíîñòè:
7449 p := @FDifficult;
7450 Mem.WriteMemory(p, SizeOf(TDifficult));
7451 end;
7453 procedure TBot.LoadState(var Mem: TBinMemoryReader);
7454 var
7455 i: Integer;
7456 dw: DWORD;
7457 p: Pointer;
7458 begin
7459 inherited LoadState(Mem);
7461 // Âûáðàííîå îðóæèå:
7462 Mem.ReadByte(FSelectedWeapon);
7463 // UID öåëè:
7464 Mem.ReadWord(FTargetUID);
7465 // Âðåìÿ ïîòåðè öåëè:
7466 Mem.ReadDWORD(FLastVisible);
7467 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7468 Mem.ReadDWORD(dw);
7469 SetLength(FAIFlags, dw);
7470 // Ôëàãè ÈÈ:
7471 for i := 0 to Integer(dw)-1 do
7472 begin
7473 Mem.ReadString(FAIFlags[i].Name);
7474 Mem.ReadString(FAIFlags[i].Value);
7475 end;
7476 // Íàñòðîéêè ñëîæíîñòè:
7477 Mem.ReadMemory(p, dw);
7478 if dw <> SizeOf(TDifficult) then
7479 begin
7480 raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size');
7481 end;
7482 FDifficult := TDifficult(p^);
7483 end;
7485 end.