DEADSOFTWARE

added `.positionChanged()` to (almost) all entities; don't forget to call it after...
[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 property Name: String read FName write FName;
318 property Model: TPlayerModel read FModel;
319 property Health: Integer read FHealth write FHealth;
320 property Lives: Byte read FLives write FLives;
321 property Armor: Integer read FArmor write FArmor;
322 property Air: Integer read FAir write FAir;
323 property JetFuel: Integer read FJetFuel write FJetFuel;
324 property Frags: Integer read FFrags write FFrags;
325 property Death: Integer read FDeath write FDeath;
326 property Kills: Integer read FKills write FKills;
327 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
328 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
329 property Secrets: Integer read FSecrets;
330 property GodMode: Boolean read FGodMode write FGodMode;
331 property NoTarget: Boolean read FNoTarget write FNoTarget;
332 property NoReload: Boolean read FNoReload write FNoReload;
333 property Live: Boolean read FLive write FLive;
334 property Flag: Byte read FFlag;
335 property Team: Byte read FTeam write FTeam;
336 property Direction: TDirection read FDirection;
337 property GameX: Integer read FObj.X write FObj.X;
338 property GameY: Integer read FObj.Y write FObj.Y;
339 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
340 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
341 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
342 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
343 property Vel: TPoint2i read FObj.Vel;
344 property Obj: TObj read FObj;
345 property IncCam: Integer read FIncCam write FIncCam;
346 property UID: Word read FUID write FUID;
347 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
348 property NetTime: LongWord read FNetTime write FNetTime;
349 end;
351 TDifficult = record
352 DiagFire: Byte;
353 InvisFire: Byte;
354 DiagPrecision: Byte;
355 FlyPrecision: Byte;
356 Cover: Byte;
357 CloseJump: Byte;
358 WeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
359 CloseWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
360 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
361 end;
363 TAIFlag = record
364 Name: String;
365 Value: String;
366 end;
368 TBot = class (TPlayer)
369 private
370 FSelectedWeapon: Byte;
371 FTargetUID: Word;
372 FLastVisible: DWORD;
373 FAIFlags: Array of TAIFlag;
374 FDifficult: TDifficult;
376 function GetRnd(a: Byte): Boolean;
377 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
378 function RunDirection(): TDirection;
379 function FullInStep(XInc, YInc: Integer): Boolean;
380 //function NeedItem(Item: Byte): Byte;
381 procedure SelectWeapon(Dist: Integer);
382 procedure SetAIFlag(aName, fValue: String20);
383 function GetAIFlag(aName: String20): String20;
384 procedure RemoveAIFlag(aName: String20);
385 function Healthy(): Byte;
386 procedure UpdateMove();
387 procedure UpdateCombat();
388 function KeyPressed(Key: Word): Boolean;
389 procedure ReleaseKey(Key: Byte);
390 function TargetOnScreen(TX, TY: Integer): Boolean;
391 procedure OnDamage(Angle: SmallInt); override;
393 public
394 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
395 constructor Create(); override;
396 destructor Destroy(); override;
397 procedure Draw(); override;
398 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
399 function Heal(value: Word; Soft: Boolean): Boolean; override;
400 procedure Update(); override;
401 procedure SaveState(var Mem: TBinMemoryWriter); override;
402 procedure LoadState(var Mem: TBinMemoryReader); override;
403 end;
405 TGib = record
406 Live: Boolean;
407 ID: DWORD;
408 MaskID: DWORD;
409 RAngle: Integer;
410 Color: TRGB;
411 Obj: TObj;
413 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
414 end;
417 TShell = record
418 SpriteID: DWORD;
419 Live: Boolean;
420 SType: Byte;
421 RAngle: Integer;
422 Timeout: Cardinal;
423 CX, CY: Integer;
424 Obj: TObj;
426 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
427 end;
429 TCorpse = class (TObject)
430 private
431 FModelName: String;
432 FMess: Boolean;
433 FState: Byte;
434 FDamage: Byte;
435 FColor: TRGB;
436 FObj: TObj;
437 FAnimation: TAnimation;
438 FAnimationMask: TAnimation;
440 public
441 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
442 destructor Destroy(); override;
443 procedure Damage(Value: Word; vx, vy: Integer);
444 procedure Update();
445 procedure Draw();
446 procedure SaveState(var Mem: TBinMemoryWriter);
447 procedure LoadState(var Mem: TBinMemoryReader);
449 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
451 property Obj: TObj read FObj;
452 property State: Byte read FState;
453 property Mess: Boolean read FMess;
454 end;
456 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
457 record
458 Goals: SmallInt;
459 end;
461 var
462 gPlayers: Array of TPlayer;
463 gCorpses: Array of TCorpse;
464 gGibs: Array of TGib;
465 gShells: Array of TShell;
466 gTeamStat: TTeamStat;
467 gFly: Boolean = False;
468 gAimLine: Boolean = False;
469 gChatBubble: Byte = 0;
470 gNumBots: Word = 0;
471 gLMSPID1: Word = 0;
472 gLMSPID2: Word = 0;
473 MAX_RUNVEL: Integer = 8;
474 VEL_JUMP: Integer = 10;
475 SHELL_TIMEOUT: Cardinal = 60000;
477 function Lerp(X, Y, Factor: Integer): Integer;
479 procedure g_Gibs_SetMax(Count: Word);
480 function g_Gibs_GetMax(): Word;
481 procedure g_Corpses_SetMax(Count: Word);
482 function g_Corpses_GetMax(): Word;
483 procedure g_Shells_SetMax(Count: Word);
484 function g_Shells_GetMax(): Word;
486 procedure g_Player_Init();
487 procedure g_Player_Free();
488 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
489 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
490 procedure g_Player_Remove(UID: Word);
491 procedure g_Player_ResetTeams();
492 procedure g_Player_UpdateAll();
493 procedure g_Player_DrawAll();
494 procedure g_Player_DrawDebug(p: TPlayer);
495 procedure g_Player_DrawHealth();
496 procedure g_Player_RememberAll();
497 procedure g_Player_ResetAll(Force, Silent: Boolean);
498 function g_Player_Get(UID: Word): TPlayer;
499 function g_Player_GetCount(): Byte;
500 function g_Player_GetStats(): TPlayerStatArray;
501 function g_Player_ValidName(Name: String): Boolean;
502 procedure g_Player_CreateCorpse(Player: TPlayer);
503 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
504 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
505 procedure g_Player_UpdatePhysicalObjects();
506 procedure g_Player_DrawCorpses();
507 procedure g_Player_DrawShells();
508 procedure g_Player_RemoveAllCorpses();
509 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
510 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
511 procedure g_Bot_Add(Team, Difficult: Byte);
512 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
513 procedure g_Bot_MixNames();
514 procedure g_Bot_RemoveAll();
516 implementation
518 uses
519 e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math,
520 g_options, g_triggers, g_menu, MAPDEF, g_game,
521 wadreader, g_main, g_monsters, CONFIG, g_language, g_net, g_netmsg;
523 type
524 TBotProfile = record
525 name: ShortString;
526 model: ShortString;
527 team: Byte;
528 color: TRGB;
529 diag_fire: Byte;
530 invis_fire: Byte;
531 diag_precision: Byte;
532 fly_precision: Byte;
533 cover: Byte;
534 close_jump: Byte;
535 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
536 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
537 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
538 end;
540 const
541 TIME_RESPAWN1 = 1500;
542 TIME_RESPAWN2 = 2000;
543 TIME_RESPAWN3 = 3000;
544 AIR_DEF = 360;
545 AIR_MAX = 1091;
546 JET_MAX = 540; // ~30 sec
547 PLAYER_SUIT_TIME = 30000;
548 PLAYER_INVUL_TIME = 30000;
549 PLAYER_INVIS_TIME = 35000;
550 FRAG_COMBO_TIME = 3000;
551 VEL_SW = 4;
552 VEL_FLY = 6;
553 ANGLE_RIGHTUP = 55;
554 ANGLE_RIGHTDOWN = -35;
555 ANGLE_LEFTUP = 125;
556 ANGLE_LEFTDOWN = -145;
557 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
558 WEAPONPOINT: Array [TDirection] of TPoint = ((X:16; Y:32), (X:47; Y:32));
559 BOT_MAXJUMP = 84;
560 BOT_LONGDIST = 300;
561 BOT_UNSAFEDIST = 128;
562 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
563 (R:0; G:0; B:255));
564 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
565 FlyPrecision: 32; Cover: 32; CloseJump: 32;
566 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
567 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
568 FlyPrecision: 127; Cover: 127; CloseJump: 127;
569 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
570 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
571 FlyPrecision: 255; Cover: 255; CloseJump: 255;
572 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
573 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
574 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
575 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
576 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
577 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
578 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
579 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
580 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
581 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
582 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
583 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
584 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
585 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
586 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
587 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
588 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
589 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
591 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
592 CORPSE_SIGNATURE = $50524F43; // 'CORP'
594 BOTNAMES_FILENAME = 'botnames.txt';
595 BOTLIST_FILENAME = 'botlist.txt';
597 var
598 MaxGibs: Word = 150;
599 MaxCorpses: Word = 20;
600 MaxShells: Word = 300;
601 CurrentGib: Integer = 0;
602 CurrentShell: Integer = 0;
603 BotNames: Array of String;
604 BotList: Array of TBotProfile;
607 procedure TGib.positionChanged (); begin end;
608 procedure TShell.positionChanged (); begin end;
611 function Lerp(X, Y, Factor: Integer): Integer;
612 begin
613 Result := X + ((Y - X) div Factor);
614 end;
616 function SameTeam(UID1, UID2: Word): Boolean;
617 begin
618 Result := False;
620 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
621 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
623 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
625 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
626 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
628 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
629 end;
631 procedure g_Gibs_SetMax(Count: Word);
632 begin
633 MaxGibs := Count;
634 SetLength(gGibs, Count);
636 if CurrentGib >= Count then
637 CurrentGib := 0;
638 end;
640 function g_Gibs_GetMax(): Word;
641 begin
642 Result := MaxGibs;
643 end;
645 procedure g_Shells_SetMax(Count: Word);
646 begin
647 MaxShells := Count;
648 SetLength(gShells, Count);
650 if CurrentShell >= Count then
651 CurrentShell := 0;
652 end;
654 function g_Shells_GetMax(): Word;
655 begin
656 Result := MaxShells;
657 end;
660 procedure g_Corpses_SetMax(Count: Word);
661 begin
662 MaxCorpses := Count;
663 SetLength(gCorpses, Count);
664 end;
666 function g_Corpses_GetMax(): Word;
667 begin
668 Result := MaxCorpses;
669 end;
671 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
672 var
673 a: Integer;
674 ok: Boolean;
675 begin
676 Result := 0;
678 ok := False;
679 a := 0;
681 // Åñòü ëè ìåñòî â gPlayers:
682 if gPlayers <> nil then
683 for a := 0 to High(gPlayers) do
684 if gPlayers[a] = nil then
685 begin
686 ok := True;
687 Break;
688 end;
690 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
691 if not ok then
692 begin
693 SetLength(gPlayers, Length(gPlayers)+1);
694 a := High(gPlayers);
695 end;
697 // Ñîçäàåì îáúåêò èãðîêà:
698 if Bot then
699 gPlayers[a] := TBot.Create()
700 else
701 gPlayers[a] := TPlayer.Create();
704 gPlayers[a].FActualModelName := ModelName;
705 gPlayers[a].SetModel(ModelName);
707 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
708 if gPlayers[a].FModel = nil then
709 begin
710 gPlayers[a].Free();
711 gPlayers[a] := nil;
712 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
713 Exit;
714 end;
716 if not (Team in [TEAM_RED, TEAM_BLUE]) then
717 if Random(2) = 0 then
718 Team := TEAM_RED
719 else
720 Team := TEAM_BLUE;
721 gPlayers[a].FPreferredTeam := Team;
723 case gGameSettings.GameMode of
724 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
725 GM_TDM,
726 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
727 GM_SINGLE,
728 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
729 end;
731 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
732 gPlayers[a].FColor := Color;
733 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
734 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
735 else
736 gPlayers[a].FModel.Color := Color;
738 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
739 gPlayers[a].FLive := False;
741 Result := gPlayers[a].FUID;
742 end;
744 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
745 var
746 a, i: Integer;
747 ok, Bot: Boolean;
748 sig: DWORD;
749 b: Byte;
750 begin
751 Result := 0;
752 if Mem = nil then
753 Exit;
755 // Ñèãíàòóðà èãðîêà:
756 Mem.ReadDWORD(sig);
757 if sig <> PLAYER_SIGNATURE then // 'PLYR'
758 begin
759 raise EBinSizeError.Create('g_Player_CreateFromState: Wrong Player Signature');
760 end;
762 // Áîò èëè ÷åëîâåê:
763 Mem.ReadBoolean(Bot);
765 ok := False;
766 a := 0;
768 // Åñòü ëè ìåñòî â gPlayers:
769 if gPlayers <> nil then
770 for a := 0 to High(gPlayers) do
771 if gPlayers[a] = nil then
772 begin
773 ok := True;
774 Break;
775 end;
777 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
778 if not ok then
779 begin
780 SetLength(gPlayers, Length(gPlayers)+1);
781 a := High(gPlayers);
782 end;
784 // Ñîçäàåì îáúåêò èãðîêà:
785 if Bot then
786 gPlayers[a] := TBot.Create()
787 else
788 gPlayers[a] := TPlayer.Create();
789 gPlayers[a].FIamBot := Bot;
790 gPlayers[a].FPhysics := True;
792 // UID èãðîêà:
793 Mem.ReadWord(gPlayers[a].FUID);
794 // Èìÿ èãðîêà:
795 Mem.ReadString(gPlayers[a].FName);
796 // Êîìàíäà:
797 Mem.ReadByte(gPlayers[a].FTeam);
798 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
799 // Æèâ ëè:
800 Mem.ReadBoolean(gPlayers[a].FLive);
801 // Èçðàñõîäîâàë ëè âñå æèçíè:
802 Mem.ReadBoolean(gPlayers[a].FNoRespawn);
803 // Íàïðàâëåíèå:
804 Mem.ReadByte(b);
805 if b = 1 then
806 gPlayers[a].FDirection := D_LEFT
807 else // b = 2
808 gPlayers[a].FDirection := D_RIGHT;
809 // Çäîðîâüå:
810 Mem.ReadInt(gPlayers[a].FHealth);
811 // Æèçíè:
812 Mem.ReadByte(gPlayers[a].FLives);
813 // Áðîíÿ:
814 Mem.ReadInt(gPlayers[a].FArmor);
815 // Çàïàñ âîçäóõà:
816 Mem.ReadInt(gPlayers[a].FAir);
817 // Çàïàñ ãîðþ÷åãî:
818 Mem.ReadInt(gPlayers[a].FJetFuel);
819 // Áîëü:
820 Mem.ReadInt(gPlayers[a].FPain);
821 // Óáèë:
822 Mem.ReadInt(gPlayers[a].FKills);
823 // Óáèë ìîíñòðîâ:
824 Mem.ReadInt(gPlayers[a].FMonsterKills);
825 // Ôðàãîâ:
826 Mem.ReadInt(gPlayers[a].FFrags);
827 // Ôðàãîâ ïîäðÿä:
828 Mem.ReadByte(gPlayers[a].FFragCombo);
829 // Âðåìÿ ïîñëåäíåãî ôðàãà:
830 Mem.ReadDWORD(gPlayers[a].FLastFrag);
831 // Ñìåðòåé:
832 Mem.ReadInt(gPlayers[a].FDeath);
833 // Êàêîé ôëàã íåñåò:
834 Mem.ReadByte(gPlayers[a].FFlag);
835 // Íàøåë ñåêðåòîâ:
836 Mem.ReadInt(gPlayers[a].FSecrets);
837 // Òåêóùåå îðóæèå:
838 Mem.ReadByte(gPlayers[a].FCurrWeap);
839 // Ñëåäóþùåå æåëàåìîå îðóæèå:
840 Mem.ReadWord(gPlayers[a].FNextWeap);
841 // ...è ïàóçà:
842 Mem.ReadByte(gPlayers[a].FNextWeapDelay);
843 // Âðåìÿ çàðÿäêè BFG:
844 Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
845 // Áóôåð óðîíà:
846 Mem.ReadInt(gPlayers[a].FDamageBuffer);
847 // Ïîñëåäíèé óäàðèâøèé:
848 Mem.ReadWord(gPlayers[a].FLastSpawnerUID);
849 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
850 Mem.ReadByte(gPlayers[a].FLastHit);
851 // Îáúåêò èãðîêà:
852 Obj_LoadState(@gPlayers[a].FObj, Mem);
853 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
854 for i := A_BULLETS to A_HIGH do
855 Mem.ReadWord(gPlayers[a].FAmmo[i]);
856 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
857 for i := A_BULLETS to A_HIGH do
858 Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
859 // Íàëè÷èå îðóæèÿ:
860 for i := WP_FIRST to WP_LAST do
861 Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
862 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
863 for i := WP_FIRST to WP_LAST do
864 Mem.ReadWord(gPlayers[a].FReloading[i]);
865 // Íàëè÷èå ðþêçàêà:
866 Mem.ReadByte(b);
867 if b = 1 then
868 Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
869 // Íàëè÷èå êðàñíîãî êëþ÷à:
870 Mem.ReadByte(b);
871 if b = 1 then
872 Include(gPlayers[a].FRulez, R_KEY_RED);
873 // Íàëè÷èå çåëåíîãî êëþ÷à:
874 Mem.ReadByte(b);
875 if b = 1 then
876 Include(gPlayers[a].FRulez, R_KEY_GREEN);
877 // Íàëè÷èå ñèíåãî êëþ÷à:
878 Mem.ReadByte(b);
879 if b = 1 then
880 Include(gPlayers[a].FRulez, R_KEY_BLUE);
881 // Íàëè÷èå áåðñåðêà:
882 Mem.ReadByte(b);
883 if b = 1 then
884 Include(gPlayers[a].FRulez, R_BERSERK);
885 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
886 for i := MR_SUIT to MR_MAX do
887 Mem.ReadDWORD(gPlayers[a].FMegaRulez[i]);
888 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
889 for i := T_RESPAWN to T_FLAGCAP do
890 Mem.ReadDWORD(gPlayers[a].FTime[i]);
892 // Íàçâàíèå ìîäåëè:
893 Mem.ReadString(gPlayers[a].FActualModelName);
894 // Öâåò ìîäåëè:
895 Mem.ReadByte(gPlayers[a].FColor.R);
896 Mem.ReadByte(gPlayers[a].FColor.G);
897 Mem.ReadByte(gPlayers[a].FColor.B);
898 // Îáíîâëÿåì ìîäåëü èãðîêà:
899 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
901 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
902 if gPlayers[a].FModel = nil then
903 begin
904 gPlayers[a].Free();
905 gPlayers[a] := nil;
906 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
907 Exit;
908 end;
910 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
911 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
912 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
913 else
914 gPlayers[a].FModel.Color := gPlayers[a].FColor;
916 Result := gPlayers[a].FUID;
917 end;
919 procedure g_Player_ResetTeams();
920 var
921 a: Integer;
922 begin
923 if g_Game_IsClient then
924 Exit;
925 if gPlayers = nil then
926 Exit;
927 for a := Low(gPlayers) to High(gPlayers) do
928 if gPlayers[a] <> nil then
929 case gGameSettings.GameMode of
930 GM_DM:
931 gPlayers[a].ChangeTeam(TEAM_NONE);
932 GM_TDM, GM_CTF:
933 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
934 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
935 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
936 else
937 if a mod 2 = 0 then
938 gPlayers[a].ChangeTeam(TEAM_RED)
939 else
940 gPlayers[a].ChangeTeam(TEAM_BLUE);
941 GM_SINGLE,
942 GM_COOP:
943 gPlayers[a].ChangeTeam(TEAM_COOP);
944 end;
945 end;
947 procedure g_Bot_Add(Team, Difficult: Byte);
948 var
949 m: SArray;
950 _name, _model: String;
951 a, tr, tb: Integer;
952 begin
953 if not g_Game_IsServer then Exit;
955 // Ñïèñîê íàçâàíèé ìîäåëåé:
956 m := g_PlayerModel_GetNames();
957 if m = nil then
958 Exit;
960 // Êîìàíäà:
961 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
962 Team := TEAM_COOP // COOP
963 else
964 if gGameSettings.GameMode = GM_DM then
965 Team := TEAM_NONE // DM
966 else
967 if Team = TEAM_NONE then // CTF / TDM
968 begin
969 // Àâòîáàëàíñ êîìàíä:
970 tr := 0;
971 tb := 0;
973 for a := 0 to High(gPlayers) do
974 if gPlayers[a] <> nil then
975 begin
976 if gPlayers[a].Team = TEAM_RED then
977 Inc(tr)
978 else
979 if gPlayers[a].Team = TEAM_BLUE then
980 Inc(tb);
981 end;
983 if tr > tb then
984 Team := TEAM_BLUE
985 else
986 if tb > tr then
987 Team := TEAM_RED
988 else // tr = tb
989 if Random(2) = 0 then
990 Team := TEAM_RED
991 else
992 Team := TEAM_BLUE;
993 end;
995 // Âûáèðàåì áîòó èìÿ:
996 _name := '';
997 if BotNames <> nil then
998 for a := 0 to High(BotNames) do
999 if g_Player_ValidName(BotNames[a]) then
1000 begin
1001 _name := BotNames[a];
1002 Break;
1003 end;
1005 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1006 if _name = '' then
1007 repeat
1008 _name := Format('DFBOT%.2d', [Random(100)]);
1009 until g_Player_ValidName(_name);
1011 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1012 _model := m[Random(Length(m))];
1014 // Ñîçäàåì áîòà:
1015 with g_Player_Get(g_Player_Create(_model,
1016 _RGB(Min(Random(9)*32, 255),
1017 Min(Random(9)*32, 255),
1018 Min(Random(9)*32, 255)),
1019 Team, True)) as TBot do
1020 begin
1021 Name := _name;
1023 case Difficult of
1024 1: FDifficult := DIFFICULT_EASY;
1025 2: FDifficult := DIFFICULT_MEDIUM;
1026 else FDifficult := DIFFICULT_HARD;
1027 end;
1029 for a := WP_FIRST to WP_LAST do
1030 begin
1031 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1032 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1033 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1034 end;
1036 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1038 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1039 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1040 Spectate();
1041 end;
1042 end;
1044 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1045 var
1046 m: SArray;
1047 _name, _model: String;
1048 a: Integer;
1049 begin
1050 if not g_Game_IsServer then Exit;
1052 // Ñïèñîê íàçâàíèé ìîäåëåé:
1053 m := g_PlayerModel_GetNames();
1054 if m = nil then
1055 Exit;
1057 // Êîìàíäà:
1058 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1059 Team := TEAM_COOP // COOP
1060 else
1061 if gGameSettings.GameMode = GM_DM then
1062 Team := TEAM_NONE // DM
1063 else
1064 if Team = TEAM_NONE then
1065 Team := BotList[num].team; // CTF / TDM
1067 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1068 lName := AnsiLowerCase(lName);
1069 if (num < 0) or (num > Length(BotList)-1) then
1070 num := -1;
1071 if (num = -1) and (lName <> '') and (BotList <> nil) then
1072 for a := 0 to High(BotList) do
1073 if AnsiLowerCase(BotList[a].name) = lName then
1074 begin
1075 num := a;
1076 Break;
1077 end;
1078 if num = -1 then
1079 Exit;
1081 // Èìÿ áîòà:
1082 _name := BotList[num].name;
1083 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1084 if not g_Player_ValidName(_name) then
1085 repeat
1086 _name := Format('DFBOT%.2d', [Random(100)]);
1087 until g_Player_ValidName(_name);
1089 // Ìîäåëü:
1090 _model := BotList[num].model;
1091 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1092 if not InSArray(_model, m) then
1093 _model := m[Random(Length(m))];
1095 // Ñîçäàåì áîòà:
1096 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1097 begin
1098 Name := _name;
1100 FDifficult.DiagFire := BotList[num].diag_fire;
1101 FDifficult.InvisFire := BotList[num].invis_fire;
1102 FDifficult.DiagPrecision := BotList[num].diag_precision;
1103 FDifficult.FlyPrecision := BotList[num].fly_precision;
1104 FDifficult.Cover := BotList[num].cover;
1105 FDifficult.CloseJump := BotList[num].close_jump;
1107 for a := WP_FIRST to WP_LAST do
1108 begin
1109 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1110 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1111 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1112 end;
1114 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1116 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1117 end;
1118 end;
1120 procedure g_Bot_RemoveAll();
1121 var
1122 a: Integer;
1123 begin
1124 if not g_Game_IsServer then Exit;
1125 if gPlayers = nil then Exit;
1127 for a := 0 to High(gPlayers) do
1128 if gPlayers[a] <> nil then
1129 if gPlayers[a] is TBot then
1130 begin
1131 gPlayers[a].Lives := 0;
1132 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1133 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1134 g_Player_Remove(gPlayers[a].FUID);
1135 end;
1137 g_Bot_MixNames();
1138 end;
1140 procedure g_Bot_MixNames();
1141 var
1142 s: String;
1143 a, b: Integer;
1144 begin
1145 if BotNames <> nil then
1146 for a := 0 to High(BotNames) do
1147 begin
1148 b := Random(Length(BotNames));
1149 s := BotNames[a];
1150 Botnames[a] := BotNames[b];
1151 BotNames[b] := s;
1152 end;
1153 end;
1155 procedure g_Player_Remove(UID: Word);
1156 var
1157 i: Integer;
1158 begin
1159 if gPlayers = nil then Exit;
1161 if g_Game_IsServer and g_Game_IsNet then
1162 MH_SEND_PlayerDelete(UID);
1164 for i := 0 to High(gPlayers) do
1165 if gPlayers[i] <> nil then
1166 if gPlayers[i].FUID = UID then
1167 begin
1168 if gPlayers[i] is TPlayer then
1169 TPlayer(gPlayers[i]).Free()
1170 else
1171 TBot(gPlayers[i]).Free();
1172 gPlayers[i] := nil;
1173 Exit;
1174 end;
1175 end;
1177 procedure g_Player_Init();
1178 var
1179 F: TextFile;
1180 s: String;
1181 a, b: Integer;
1182 config: TConfig;
1183 sa: SArray;
1184 begin
1185 BotNames := nil;
1187 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1188 Exit;
1190 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1191 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1192 Reset(F);
1194 while not EOF(F) do
1195 begin
1196 ReadLn(F, s);
1198 s := Trim(s);
1199 if s = '' then
1200 Continue;
1202 SetLength(BotNames, Length(BotNames)+1);
1203 BotNames[High(BotNames)] := s;
1204 end;
1206 CloseFile(F);
1208 // Ïåðåìåøèâàåì èõ:
1209 g_Bot_MixNames();
1211 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1212 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1213 BotList := nil;
1214 a := 0;
1216 while config.SectionExists(IntToStr(a)) do
1217 begin
1218 SetLength(BotList, Length(BotList)+1);
1220 with BotList[High(BotList)] do
1221 begin
1222 // Èìÿ áîòà:
1223 name := config.ReadStr(IntToStr(a), 'name', '');
1224 // Ìîäåëü:
1225 model := config.ReadStr(IntToStr(a), 'model', '');
1226 // Êîìàíäà:
1227 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1228 team := TEAM_RED
1229 else
1230 team := TEAM_BLUE;
1231 // Öâåò ìîäåëè:
1232 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1233 color.R := StrToIntDef(sa[0], 0);
1234 color.G := StrToIntDef(sa[1], 0);
1235 color.B := StrToIntDef(sa[2], 0);
1236 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1237 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1238 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1239 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1240 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1241 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1242 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1243 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1244 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1245 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1246 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1247 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1248 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1249 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1250 if Length(sa) = 10 then
1251 for b := 0 to 9 do
1252 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1253 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1254 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1255 if Length(sa) = 10 then
1256 for b := 0 to 9 do
1257 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1259 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1260 if Length(sa) = 10 then
1261 for b := 0 to 9 do
1262 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1263 end;
1265 a := a + 1;
1266 end;
1268 config.Free();
1269 end;
1271 procedure g_Player_Free();
1272 var
1273 i: Integer;
1274 begin
1275 if gPlayers <> nil then
1276 begin
1277 for i := 0 to High(gPlayers) do
1278 if gPlayers[i] <> nil then
1279 begin
1280 if gPlayers[i] is TPlayer then
1281 TPlayer(gPlayers[i]).Free()
1282 else
1283 TBot(gPlayers[i]).Free();
1284 gPlayers[i] := nil;
1285 end;
1287 gPlayers := nil;
1288 end;
1290 gPlayer1 := nil;
1291 gPlayer2 := nil;
1292 end;
1294 procedure g_Player_UpdateAll();
1295 var
1296 i: Integer;
1297 begin
1298 if gPlayers = nil then Exit;
1300 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1301 for i := 0 to High(gPlayers) do
1302 begin
1303 if gPlayers[i] <> nil then
1304 begin
1305 if gPlayers[i] is TPlayer then
1306 begin
1307 gPlayers[i].Update();
1308 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1309 end
1310 else
1311 begin
1312 // bot updates weapons in `UpdateCombat()`
1313 TBot(gPlayers[i]).Update();
1314 end;
1315 end;
1316 end;
1317 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1318 end;
1320 procedure g_Player_DrawAll();
1321 var
1322 i: Integer;
1323 begin
1324 if gPlayers = nil then Exit;
1326 for i := 0 to High(gPlayers) do
1327 if gPlayers[i] <> nil then
1328 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1329 else TBot(gPlayers[i]).Draw();
1330 end;
1332 procedure g_Player_DrawDebug(p: TPlayer);
1333 var
1334 fW, fH: Byte;
1335 begin
1336 if p = nil then Exit;
1337 if (@p.FObj) = nil then Exit;
1339 e_TextureFontGetSize(gStdFont, fW, fH);
1341 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1342 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1343 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1344 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1345 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1346 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1347 end;
1349 procedure g_Player_DrawHealth();
1350 var
1351 i: Integer;
1352 fW, fH: Byte;
1353 begin
1354 if gPlayers = nil then Exit;
1355 e_TextureFontGetSize(gStdFont, fW, fH);
1357 for i := 0 to High(gPlayers) do
1358 if gPlayers[i] <> nil then
1359 begin
1360 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1361 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1362 IntToStr(gPlayers[i].FHealth), gStdFont);
1363 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1364 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1365 IntToStr(gPlayers[i].FArmor), gStdFont);
1366 end;
1367 end;
1369 function g_Player_Get(UID: Word): TPlayer;
1370 var
1371 a: Integer;
1372 begin
1373 Result := nil;
1375 if gPlayers = nil then
1376 Exit;
1378 for a := 0 to High(gPlayers) do
1379 if gPlayers[a] <> nil then
1380 if gPlayers[a].FUID = UID then
1381 begin
1382 Result := gPlayers[a];
1383 Exit;
1384 end;
1385 end;
1387 function g_Player_GetCount(): Byte;
1388 var
1389 a: Integer;
1390 begin
1391 Result := 0;
1393 if gPlayers = nil then
1394 Exit;
1396 for a := 0 to High(gPlayers) do
1397 if gPlayers[a] <> nil then
1398 Result := Result + 1;
1399 end;
1401 function g_Player_GetStats(): TPlayerStatArray;
1402 var
1403 a: Integer;
1404 begin
1405 Result := nil;
1407 if gPlayers = nil then Exit;
1409 for a := 0 to High(gPlayers) do
1410 if gPlayers[a] <> nil then
1411 begin
1412 SetLength(Result, Length(Result)+1);
1413 with Result[High(Result)] do
1414 begin
1415 Ping := gPlayers[a].FPing;
1416 Loss := gPlayers[a].FLoss;
1417 Name := gPlayers[a].FName;
1418 Team := gPlayers[a].FTeam;
1419 Frags := gPlayers[a].FFrags;
1420 Deaths := gPlayers[a].FDeath;
1421 Kills := gPlayers[a].FKills;
1422 Color := gPlayers[a].FModel.Color;
1423 Lives := gPlayers[a].FLives;
1424 Spectator := gPlayers[a].FSpectator;
1425 end;
1426 end;
1427 end;
1429 procedure g_Player_RememberAll;
1430 var
1431 i: Integer;
1432 begin
1433 for i := Low(gPlayers) to High(gPlayers) do
1434 if (gPlayers[i] <> nil) and gPlayers[i].Live then
1435 gPlayers[i].RememberState;
1436 end;
1438 procedure g_Player_ResetAll(Force, Silent: Boolean);
1439 var
1440 i: Integer;
1441 begin
1442 gTeamStat[TEAM_RED].Goals := 0;
1443 gTeamStat[TEAM_BLUE].Goals := 0;
1445 if gPlayers <> nil then
1446 for i := 0 to High(gPlayers) do
1447 if gPlayers[i] <> nil then
1448 begin
1449 gPlayers[i].Reset(Force);
1451 if gPlayers[i] is TPlayer then
1452 begin
1453 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1454 gPlayers[i].Respawn(Silent)
1455 else
1456 gPlayers[i].Spectate();
1457 end
1458 else
1459 TBot(gPlayers[i]).Respawn(Silent);
1460 end;
1461 end;
1463 procedure g_Player_CreateCorpse(Player: TPlayer);
1464 var
1465 find_id: DWORD;
1466 ok: Boolean;
1467 begin
1468 if Player.Live then
1469 Exit;
1470 if Player.FObj.Y >= gMapInfo.Height+128 then
1471 Exit;
1473 with Player do
1474 begin
1475 if (FHealth >= -50) or (gGibsCount = 0) then
1476 begin
1477 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1478 Exit;
1480 ok := False;
1481 for find_id := 0 to High(gCorpses) do
1482 if gCorpses[find_id] = nil then
1483 begin
1484 ok := True;
1485 Break;
1486 end;
1488 if not ok then
1489 find_id := Random(Length(gCorpses));
1491 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1492 gCorpses[find_id].FColor := FModel.Color;
1493 gCorpses[find_id].FObj.Vel := FObj.Vel;
1494 gCorpses[find_id].FObj.Accel := FObj.Accel;
1495 end
1496 else
1497 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1498 FObj.Y + PLAYER_RECT_CY,
1499 FModel.Name, FModel.Color);
1500 end;
1501 end;
1503 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1504 var
1505 SID: DWORD;
1506 begin
1507 if (gShells = nil) or (Length(gShells) = 0) then
1508 Exit;
1510 with gShells[CurrentShell] do
1511 begin
1512 SpriteID := 0;
1513 g_Obj_Init(@Obj);
1514 Obj.Rect.X := 0;
1515 Obj.Rect.Y := 0;
1516 if T = SHELL_BULLET then
1517 begin
1518 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1519 SpriteID := SID;
1520 CX := 2;
1521 CY := 1;
1522 Obj.Rect.Width := 4;
1523 Obj.Rect.Height := 2;
1524 end
1525 else
1526 begin
1527 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1528 SpriteID := SID;
1529 CX := 4;
1530 CY := 2;
1531 Obj.Rect.Width := 7;
1532 Obj.Rect.Height := 3;
1533 end;
1534 SType := T;
1535 Live := True;
1536 Obj.X := fX;
1537 Obj.Y := fY;
1538 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1539 positionChanged(); // this updates spatial accelerators
1540 RAngle := Random(360);
1541 Timeout := gTime + SHELL_TIMEOUT;
1543 if CurrentShell >= High(gShells) then
1544 CurrentShell := 0
1545 else
1546 Inc(CurrentShell);
1547 end;
1548 end;
1550 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1551 var
1552 a: Integer;
1553 GibsArray: TGibsArray;
1554 begin
1555 if (gGibs = nil) or (Length(gGibs) = 0) then
1556 Exit;
1557 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1558 Exit;
1560 for a := 0 to High(GibsArray) do
1561 with gGibs[CurrentGib] do
1562 begin
1563 Color := fColor;
1564 ID := GibsArray[a].ID;
1565 MaskID := GibsArray[a].MaskID;
1566 Live := True;
1567 g_Obj_Init(@Obj);
1568 Obj.Rect := GibsArray[a].Rect;
1569 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1570 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1571 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1572 positionChanged(); // this updates spatial accelerators
1573 RAngle := Random(360);
1575 if gBloodCount > 0 then
1576 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1577 Random(48), Random(48), 150, 0, 0);
1579 if CurrentGib >= High(gGibs) then
1580 CurrentGib := 0
1581 else
1582 Inc(CurrentGib);
1583 end;
1584 end;
1586 procedure g_Player_UpdatePhysicalObjects();
1587 var
1588 i: Integer;
1589 vel: TPoint2i;
1590 mr: Word;
1592 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1593 var
1594 k: Integer;
1595 begin
1596 k := 1 + Random(2);
1597 if T = SHELL_BULLET then
1598 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1599 else
1600 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1601 end;
1603 begin
1604 // Êóñêè ìÿñà:
1605 if gGibs <> nil then
1606 for i := 0 to High(gGibs) do
1607 if gGibs[i].Live then
1608 with gGibs[i] do
1609 begin
1610 vel := Obj.Vel;
1611 mr := g_Obj_Move(@Obj, True, False, True);
1612 positionChanged(); // this updates spatial accelerators
1614 if WordBool(mr and MOVE_FALLOUT) then
1615 begin
1616 Live := False;
1617 Continue;
1618 end;
1620 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1621 if WordBool(mr and MOVE_HITWALL) then
1622 Obj.Vel.X := -(vel.X div 2);
1623 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1624 Obj.Vel.Y := -(vel.Y div 2);
1626 if (Obj.Vel.X >= 0) then
1627 begin // Clockwise
1628 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1629 if RAngle >= 360 then
1630 RAngle := RAngle mod 360;
1631 end else begin // Counter-clockwise
1632 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1633 if RAngle < 0 then
1634 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1635 end;
1637 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1638 if gTime mod (GAME_TICK*3) = 0 then
1639 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1640 end;
1642 // Òðóïû:
1643 if gCorpses <> nil then
1644 for i := 0 to High(gCorpses) do
1645 if gCorpses[i] <> nil then
1646 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1647 begin
1648 gCorpses[i].Free();
1649 gCorpses[i] := nil;
1650 end
1651 else
1652 gCorpses[i].Update();
1654 // Ãèëüçû:
1655 if gShells <> nil then
1656 for i := 0 to High(gShells) do
1657 if gShells[i].Live then
1658 with gShells[i] do
1659 begin
1660 vel := Obj.Vel;
1661 mr := g_Obj_Move(@Obj, True, False, True);
1662 positionChanged(); // this updates spatial accelerators
1664 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1665 begin
1666 Live := False;
1667 Continue;
1668 end;
1670 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1671 if WordBool(mr and MOVE_HITWALL) then
1672 begin
1673 Obj.Vel.X := -(vel.X div 2);
1674 if not WordBool(mr and MOVE_INWATER) then
1675 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1676 end;
1677 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1678 begin
1679 Obj.Vel.Y := -(vel.Y div 2);
1680 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1681 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1682 begin
1683 if RAngle mod 90 <> 0 then
1684 RAngle := (RAngle div 90) * 90;
1685 end
1686 else if not WordBool(mr and MOVE_INWATER) then
1687 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1688 end;
1690 if (Obj.Vel.X >= 0) then
1691 begin // Clockwise
1692 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1693 if RAngle >= 360 then
1694 RAngle := RAngle mod 360;
1695 end else begin // Counter-clockwise
1696 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1697 if RAngle < 0 then
1698 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1699 end;
1700 end;
1701 end;
1703 procedure g_Player_DrawCorpses();
1704 var
1705 i: Integer;
1706 a: TPoint;
1707 begin
1708 if gGibs <> nil then
1709 for i := 0 to High(gGibs) do
1710 if gGibs[i].Live then
1711 with gGibs[i] do
1712 begin
1713 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1714 Continue;
1716 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1717 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1719 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1721 e_Colors := Color;
1722 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1723 e_Colors.R := 255;
1724 e_Colors.G := 255;
1725 e_Colors.B := 255;
1726 end;
1728 if gCorpses <> nil then
1729 for i := 0 to High(gCorpses) do
1730 if gCorpses[i] <> nil then
1731 gCorpses[i].Draw();
1732 end;
1734 procedure g_Player_DrawShells();
1735 var
1736 i: Integer;
1737 a: TPoint;
1738 begin
1739 if gShells <> nil then
1740 for i := 0 to High(gShells) do
1741 if gShells[i].Live then
1742 with gShells[i] do
1743 begin
1744 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1745 Continue;
1747 a.X := CX;
1748 a.Y := CY;
1750 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1751 end;
1752 end;
1754 procedure g_Player_RemoveAllCorpses();
1755 var
1756 i: Integer;
1757 begin
1758 gGibs := nil;
1759 gShells := nil;
1760 SetLength(gGibs, MaxGibs);
1761 SetLength(gShells, MaxGibs);
1762 CurrentGib := 0;
1763 CurrentShell := 0;
1765 if gCorpses <> nil then
1766 for i := 0 to High(gCorpses) do
1767 gCorpses[i].Free();
1769 gCorpses := nil;
1770 SetLength(gCorpses, MaxCorpses);
1771 end;
1773 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
1774 var
1775 count, i: Integer;
1776 b: Boolean;
1777 begin
1778 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1779 count := 0;
1780 if gCorpses <> nil then
1781 for i := 0 to High(gCorpses) do
1782 if gCorpses[i] <> nil then
1783 count := count + 1;
1785 Mem := TBinMemoryWriter.Create((count+1) * 128);
1787 // Êîëè÷åñòâî òðóïîâ:
1788 Mem.WriteInt(count);
1790 if count = 0 then
1791 Exit;
1793 // Ñîõðàíÿåì òðóïû:
1794 for i := 0 to High(gCorpses) do
1795 if gCorpses[i] <> nil then
1796 begin
1797 // Íàçâàíèå ìîäåëè:
1798 Mem.WriteString(gCorpses[i].FModelName);
1799 // Òèï ñìåðòè:
1800 b := gCorpses[i].Mess;
1801 Mem.WriteBoolean(b);
1802 // Ñîõðàíÿåì äàííûå òðóïà:
1803 gCorpses[i].SaveState(Mem);
1804 end;
1805 end;
1807 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
1808 var
1809 count, i: Integer;
1810 str: String;
1811 b: Boolean;
1812 begin
1813 if Mem = nil then
1814 Exit;
1816 g_Player_RemoveAllCorpses();
1818 // Êîëè÷åñòâî òðóïîâ:
1819 Mem.ReadInt(count);
1821 if count > Length(gCorpses) then
1822 begin
1823 raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1824 end;
1826 if count = 0 then
1827 Exit;
1829 // Çàãðóæàåì òðóïû:
1830 for i := 0 to count-1 do
1831 begin
1832 // Íàçâàíèå ìîäåëè:
1833 Mem.ReadString(str);
1834 // Òèï ñìåðòè:
1835 Mem.ReadBoolean(b);
1836 // Ñîçäàåì òðóï:
1837 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1838 // Çàãðóæàåì äàííûå òðóïà:
1839 gCorpses[i].LoadState(Mem);
1840 end;
1841 end;
1843 { T P l a y e r : }
1845 procedure TPlayer.BFGHit();
1846 begin
1847 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1848 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1849 if g_Game_IsServer and g_Game_IsNet then
1850 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1851 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1852 0, NET_GFX_BFGHIT);
1853 end;
1855 procedure TPlayer.ChangeModel(ModelName: string);
1856 var
1857 locModel: TPlayerModel;
1858 begin
1859 locModel := g_PlayerModel_Get(ModelName);
1860 if locModel = nil then Exit;
1862 FModel.Free();
1863 FModel := locModel;
1864 end;
1866 procedure TPlayer.SetModel(ModelName: string);
1867 var
1868 m: TPlayerModel;
1869 begin
1870 m := g_PlayerModel_Get(ModelName);
1871 if m = nil then
1872 begin
1873 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1874 m := g_PlayerModel_Get('doomer');
1875 if m = nil then
1876 begin
1877 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1878 Exit;
1879 end;
1880 end;
1882 if FModel <> nil then
1883 FModel.Free();
1885 FModel := m;
1887 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1888 FModel.Color := FColor
1889 else
1890 FModel.Color := TEAMCOLOR[FTeam];
1891 FModel.SetWeapon(FCurrWeap);
1892 FModel.SetFlag(FFlag);
1893 SetDirection(FDirection);
1894 end;
1896 procedure TPlayer.SetColor(Color: TRGB);
1897 begin
1898 FColor := Color;
1899 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1900 if FModel <> nil then FModel.Color := Color;
1901 end;
1903 procedure TPlayer.SwitchTeam;
1904 begin
1905 if g_Game_IsClient then
1906 Exit;
1907 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1909 if gGameOn and FLive then
1910 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1912 if FTeam = TEAM_RED then
1913 begin
1914 ChangeTeam(TEAM_BLUE);
1915 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1916 if g_Game_IsNet then
1917 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1918 end
1919 else
1920 begin
1921 ChangeTeam(TEAM_RED);
1922 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
1923 if g_Game_IsNet then
1924 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
1925 end;
1926 FPreferredTeam := FTeam;
1927 end;
1929 procedure TPlayer.ChangeTeam(Team: Byte);
1930 var
1931 OldTeam: Byte;
1932 begin
1933 OldTeam := FTeam;
1934 FTeam := Team;
1935 case Team of
1936 TEAM_RED, TEAM_BLUE:
1937 FModel.Color := TEAMCOLOR[Team];
1938 else
1939 FModel.Color := FColor;
1940 end;
1941 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
1942 MH_SEND_PlayerStats(FUID);
1943 end;
1946 procedure TPlayer.CollideItem();
1947 var
1948 i: Integer;
1949 r: Boolean;
1950 begin
1951 if gItems = nil then Exit;
1952 if not FLive then Exit;
1954 for i := 0 to High(gItems) do
1955 with gItems[i] do
1956 begin
1957 if (ItemType <> ITEM_NONE) and Live then
1958 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
1959 PLAYER_RECT.Height, @Obj) then
1960 begin
1961 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
1963 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
1964 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
1965 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
1966 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
1967 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
1969 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
1970 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
1971 (gGameSettings.GameType = GT_SINGLE) and
1972 (g_Player_GetCount() > 1)) then
1973 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
1974 end;
1975 end;
1976 end;
1979 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
1980 begin
1981 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
1982 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
1983 False);
1984 end;
1986 constructor TPlayer.Create();
1987 begin
1988 FIamBot := False;
1989 FDummy := False;
1990 FSpawned := False;
1992 FSawSound := TPlayableSound.Create();
1993 FSawSoundIdle := TPlayableSound.Create();
1994 FSawSoundHit := TPlayableSound.Create();
1995 FSawSoundSelect := TPlayableSound.Create();
1996 FJetSoundFly := TPlayableSound.Create();
1997 FJetSoundOn := TPlayableSound.Create();
1998 FJetSoundOff := TPlayableSound.Create();
2000 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2001 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2002 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2003 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2004 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2005 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2006 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2008 FSpectatePlayer := -1;
2009 FClientID := -1;
2010 FPing := 0;
2011 FLoss := 0;
2012 FSavedState.WaitRecall := False;
2013 FShellTimer := -1;
2014 FFireTime := 0;
2015 FFirePainTime := 0;
2016 FFireAttacker := 0;
2018 FActualModelName := 'doomer';
2020 g_Obj_Init(@FObj);
2021 FObj.Rect := PLAYER_RECT;
2023 FBFGFireCounter := -1;
2024 FJustTeleported := False;
2025 FNetTime := 0;
2027 resetWeaponQueue();
2028 end;
2030 procedure TPlayer.positionChanged ();
2031 begin
2032 end;
2034 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2035 var
2036 c: Word;
2037 begin
2038 if (not g_Game_IsClient) and (not FLive) then
2039 Exit;
2041 FLastHit := t;
2043 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2044 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2045 begin
2046 if not g_Game_IsClient then
2047 begin
2048 FArmor := 0;
2049 if t = HIT_TRAP then
2050 begin
2051 // Ëîâóøêà óáèâàåò ñðàçó:
2052 FHealth := -100;
2053 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2054 end;
2055 if t = HIT_SELF then
2056 begin
2057 // Ñàìîóáèéñòâî:
2058 FHealth := 0;
2059 Kill(K_SIMPLEKILL, SpawnerUID, t);
2060 end;
2061 end;
2062 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2063 FMegaRulez[MR_SUIT] := 0;
2064 FMegaRulez[MR_INVUL] := 0;
2065 FMegaRulez[MR_INVIS] := 0;
2066 FBerserk := 0;
2067 end;
2069 // Íî îò îñòàëüíîãî ñïàñàåò:
2070 if FMegaRulez[MR_INVUL] >= gTime then
2071 Exit;
2073 // ×èò-êîä "ÃÎÐÅÖ":
2074 if FGodMode then
2075 Exit;
2077 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2078 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2079 (SpawnerUID = FUID) or
2080 (not SameTeam(FUID, SpawnerUID)) then
2081 begin
2082 FLastSpawnerUID := SpawnerUID;
2084 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2085 if gBloodCount > 0 then
2086 begin
2087 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2088 if value div 4 <= c then
2089 c := c - (value div 4)
2090 else
2091 c := 0;
2093 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2094 MakeBloodSimple(c)
2095 else
2096 case t of
2097 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2098 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2099 end;
2101 if t = HIT_WATER then
2102 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2103 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2104 end;
2106 // Áóôåð óðîíà:
2107 if FLive then
2108 Inc(FDamageBuffer, value);
2110 // Âñïûøêà áîëè:
2111 if gFlash <> 0 then
2112 FPain := FPain + value;
2113 end;
2115 if g_Game_IsServer and g_Game_IsNet then
2116 begin
2117 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2118 MH_SEND_PlayerStats(FUID);
2119 MH_SEND_PlayerPos(False, FUID);
2120 end;
2121 end;
2123 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2124 begin
2125 Result := False;
2126 if g_Game_IsClient then
2127 Exit;
2128 if not FLive then
2129 Exit;
2131 if Soft and (FHealth < PLAYER_HP_SOFT) then
2132 begin
2133 IncMax(FHealth, value, PLAYER_HP_SOFT);
2134 Result := True;
2135 end;
2136 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2137 begin
2138 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2139 Result := True;
2140 end;
2142 if Result and g_Game_IsServer and g_Game_IsNet then
2143 MH_SEND_PlayerStats(FUID);
2144 end;
2146 destructor TPlayer.Destroy();
2147 begin
2148 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2149 gPlayer1 := nil;
2150 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2151 gPlayer2 := nil;
2153 FSawSound.Free();
2154 FSawSoundIdle.Free();
2155 FSawSoundHit.Free();
2156 FJetSoundFly.Free();
2157 FJetSoundOn.Free();
2158 FJetSoundOff.Free();
2159 FModel.Free();
2161 inherited;
2162 end;
2164 procedure TPlayer.DrawBubble();
2165 var
2166 bubX, bubY: Integer;
2167 ID: LongWord;
2168 Rb, Gb, Bb,
2169 Rw, Gw, Bw: SmallInt;
2170 Dot: Byte;
2171 begin
2172 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18);
2173 bubY := FObj.Y+FObj.Rect.Y - 18;
2174 Rb := 64;
2175 Gb := 64;
2176 Bb := 64;
2177 Rw := 240;
2178 Gw := 240;
2179 Bw := 240;
2180 case gChatBubble of
2181 1: // simple textual non-bubble
2182 begin
2183 bubX := FObj.X+FObj.Rect.X - 11;
2184 bubY := FObj.Y+FObj.Rect.Y - 17;
2185 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2186 Exit;
2187 end;
2188 2: // advanced pixel-perfect bubble
2189 begin
2190 if FTeam = TEAM_RED then
2191 Rb := 255
2192 else
2193 if FTeam = TEAM_BLUE then
2194 Bb := 255;
2195 end;
2196 3: // colored bubble
2197 begin
2198 Rb := FModel.Color.R;
2199 Gb := FModel.Color.G;
2200 Bb := FModel.Color.B;
2201 Rw := Min(Rb * 2 + 64, 255);
2202 Gw := Min(Gb * 2 + 64, 255);
2203 Bw := Min(Bb * 2 + 64, 255);
2204 if (Abs(Rw - Rb) < 32)
2205 or (Abs(Gw - Gb) < 32)
2206 or (Abs(Bw - Bb) < 32) then
2207 begin
2208 Rb := Max(Rw div 2 - 16, 0);
2209 Gb := Max(Gw div 2 - 16, 0);
2210 Bb := Max(Bw div 2 - 16, 0);
2211 end;
2212 end;
2213 4: // custom textured bubble
2214 begin
2215 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2216 if FDirection = D_RIGHT then
2217 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2218 else
2219 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
2220 Exit;
2221 end;
2222 end;
2224 // Outer borders
2225 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2226 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2227 // Inner box
2228 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2230 // Tail
2231 Dot := IfThen(FDirection = D_LEFT, 14, 5);
2232 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2233 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);
2234 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);
2235 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);
2236 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);
2238 // Dots
2239 Dot := 6;
2240 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2241 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2242 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2243 end;
2245 procedure TPlayer.Draw();
2246 var
2247 ID: DWORD;
2248 w, h: Word;
2249 dr: Boolean;
2250 begin
2251 if FLive then
2252 begin
2253 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2254 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2255 begin
2256 e_GetTextureSize(ID, @w, @h);
2257 if FDirection = D_LEFT then
2258 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2259 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False)
2260 else
2261 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2262 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False);
2263 end;
2265 if FMegaRulez[MR_INVIS] > gTime then
2266 begin
2267 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2268 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2269 begin
2270 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2271 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2272 else
2273 dr := True;
2274 if dr then
2275 FModel.Draw(FObj.X, FObj.Y, 200)
2276 else
2277 FModel.Draw(FObj.X, FObj.Y);
2278 end
2279 else
2280 FModel.Draw(FObj.X, FObj.Y, 254);
2281 end
2282 else
2283 FModel.Draw(FObj.X, FObj.Y);
2284 end;
2286 if g_debug_Frames then
2287 begin
2288 e_DrawQuad(FObj.X+FObj.Rect.X,
2289 FObj.Y+FObj.Rect.Y,
2290 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2291 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2292 0, 255, 0);
2293 end;
2295 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2296 DrawBubble();
2297 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2298 if gAimLine and Live and
2299 ((Self = gPlayer1) or (Self = gPlayer2)) then
2300 DrawAim();
2301 end;
2303 procedure TPlayer.DrawAim();
2304 var
2305 wx, wy, xx, yy: Integer;
2306 angle: SmallInt;
2307 sz, len: Word;
2308 begin
2309 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
2310 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2311 angle := FAngle;
2312 len := 1024;
2313 sz := 2;
2314 case FCurrWeap of
2315 0: begin // Punch
2316 len := 12;
2317 sz := 4;
2318 end;
2319 1: begin // Chainsaw
2320 len := 24;
2321 sz := 6;
2322 end;
2323 2: begin // Pistol
2324 len := 1024;
2325 sz := 2;
2326 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2327 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2328 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2329 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2330 end;
2331 3: begin // Shotgun
2332 len := 1024;
2333 sz := 3;
2334 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2335 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2336 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2337 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2338 end;
2339 4: begin // Double Shotgun
2340 len := 1024;
2341 sz := 4;
2342 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2343 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2344 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2345 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2346 end;
2347 5: begin // Chaingun
2348 len := 1024;
2349 sz := 3;
2350 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2351 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2352 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2353 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2354 end;
2355 6: begin // Rocket Launcher
2356 len := 1024;
2357 sz := 7;
2358 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2359 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2360 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2361 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2362 end;
2363 7: begin // Plasmagun
2364 len := 1024;
2365 sz := 5;
2366 if angle = ANGLE_RIGHTUP then Inc(angle);
2367 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2368 if angle = ANGLE_LEFTUP then Dec(angle);
2369 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2370 end;
2371 8: begin // BFG
2372 len := 1024;
2373 sz := 12;
2374 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2375 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2376 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2377 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2378 end;
2379 9: begin // Super Chaingun
2380 len := 1024;
2381 sz := 4;
2382 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2383 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2384 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2385 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2386 end;
2387 end;
2388 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2389 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2390 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2391 end;
2393 procedure TPlayer.DrawGUI();
2394 var
2395 ID: DWORD;
2396 X, Y, SY, a, p, m: Integer;
2397 tw, th: Word;
2398 cw, ch: Byte;
2399 s: string;
2400 stat: TPlayerStatArray;
2401 begin
2402 X := gPlayerScreenSize.X;
2403 SY := gPlayerScreenSize.Y;
2404 Y := 0;
2406 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2407 begin
2408 if gGameSettings.GameMode = GM_CTF then
2409 a := 32 + 8
2410 else
2411 a := 0;
2412 if gGameSettings.GameMode = GM_CTF then
2413 begin
2414 s := 'TEXTURE_PLAYER_REDFLAG';
2415 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2416 s := 'TEXTURE_PLAYER_REDFLAG_S';
2417 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2418 s := 'TEXTURE_PLAYER_REDFLAG_D';
2419 if g_Texture_Get(s, ID) then
2420 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2421 end;
2423 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2424 e_CharFont_GetSize(gMenuFont, s, tw, th);
2425 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2427 if gGameSettings.GameMode = GM_CTF then
2428 begin
2429 s := 'TEXTURE_PLAYER_BLUEFLAG';
2430 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2431 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2432 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2433 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2434 if g_Texture_Get(s, ID) then
2435 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2436 end;
2438 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2439 e_CharFont_GetSize(gMenuFont, s, tw, th);
2440 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2441 end;
2443 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2444 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2445 0, False, False);
2447 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2448 e_Draw(ID, X+2, Y, 0, True, False);
2450 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2451 begin
2452 if gShowStat then
2453 begin
2454 s := IntToStr(Frags);
2455 e_CharFont_GetSize(gMenuFont, s, tw, th);
2456 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2458 s := '';
2459 p := 1;
2460 m := 0;
2461 stat := g_Player_GetStats();
2462 if stat <> nil then
2463 begin
2464 p := 1;
2466 for a := 0 to High(stat) do
2467 if stat[a].Name <> Name then
2468 begin
2469 if stat[a].Frags > m then m := stat[a].Frags;
2470 if stat[a].Frags > Frags then p := p+1;
2471 end;
2472 end;
2474 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2475 if Frags >= m then s := s+'+' else s := s+'-';
2476 s := s+IntToStr(Abs(Frags-m));
2478 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2479 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2480 end;
2482 if gShowLives and (gGameSettings.MaxLives > 0) then
2483 begin
2484 s := IntToStr(Lives);
2485 e_CharFont_GetSize(gMenuFont, s, tw, th);
2486 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2487 end;
2488 end;
2490 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2491 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2493 if R_BERSERK in FRulez then
2494 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2495 else
2496 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2498 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2499 e_Draw(ID, X+36, Y+77, 0, True, False);
2501 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2502 e_CharFont_GetSize(gMenuFont, s, tw, th);
2503 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2505 s := IntToStr(FArmor);
2506 e_CharFont_GetSize(gMenuFont, s, tw, th);
2507 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2509 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2511 case FCurrWeap of
2512 WEAPON_KASTET:
2513 begin
2514 s := '--';
2515 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2516 end;
2517 WEAPON_SAW:
2518 begin
2519 s := '--';
2520 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2521 end;
2522 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2523 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2524 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2525 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2526 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2527 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2528 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2529 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2530 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2531 end;
2533 e_CharFont_GetSize(gMenuFont, s, tw, th);
2534 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2535 e_Draw(ID, X+20, Y+160, 0, True, False);
2537 if R_KEY_RED in FRulez then
2538 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2540 if R_KEY_GREEN in FRulez then
2541 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2543 if R_KEY_BLUE in FRulez then
2544 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2546 if FJetFuel > 0 then
2547 begin
2548 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2549 e_Draw(ID, X+2, Y+116, 0, True, False);
2550 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2551 e_Draw(ID, X+2, Y+126, 0, True, False);
2552 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2553 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2554 end
2555 else
2556 begin
2557 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2558 e_Draw(ID, X+2, Y+124, 0, True, False);
2559 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2560 end;
2562 if gShowPing and g_Game_IsClient then
2563 begin
2564 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2565 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2566 Y := Y + 16;
2567 end;
2569 if FSpectator then
2570 begin
2571 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2572 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2573 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2574 if FNoRespawn then
2575 begin
2576 e_TextureFontGetSize(gStdFont, cw, ch);
2577 s := _lc[I_PLAYER_SPECT4];
2578 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2579 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2580 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2581 end;
2583 end;
2584 end;
2586 procedure TPlayer.DrawRulez();
2587 var
2588 dr: Boolean;
2589 begin
2590 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2591 if FMegaRulez[MR_INVUL] >= gTime then
2592 begin
2593 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2594 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2595 else
2596 dr := True;
2598 if dr then
2599 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2600 191, 191, 191, 0, B_INVERT);
2601 end;
2603 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2604 if FMegaRulez[MR_SUIT] >= gTime then
2605 begin
2606 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2607 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2608 else
2609 dr := True;
2611 if dr then
2612 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2613 0, 96, 0, 200, B_NONE);
2614 end;
2616 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2617 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2618 begin
2619 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2620 255, 0, 0, 200, B_NONE);
2621 end;
2622 end;
2624 procedure TPlayer.DrawPain();
2625 var
2626 a, h: Integer;
2627 begin
2628 if FPain = 0 then Exit;
2630 a := FPain;
2632 if a < 15 then h := 0
2633 else if a < 35 then h := 1
2634 else if a < 55 then h := 2
2635 else if a < 75 then h := 3
2636 else if a < 95 then h := 4
2637 else h := 5;
2639 //if a > 255 then a := 255;
2641 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2642 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2643 end;
2645 procedure TPlayer.DrawPickup();
2646 var
2647 a, h: Integer;
2648 begin
2649 if FPickup = 0 then Exit;
2651 a := FPickup;
2653 if a < 15 then h := 1
2654 else if a < 35 then h := 2
2655 else if a < 55 then h := 3
2656 else if a < 75 then h := 4
2657 else h := 5;
2659 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2660 end;
2662 procedure TPlayer.Fire();
2663 var
2664 f, DidFire: Boolean;
2665 wx, wy, xd, yd: Integer;
2666 locobj: TObj;
2667 begin
2668 if g_Game_IsClient then Exit;
2669 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2670 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2672 if FSpectator then
2673 begin
2674 Respawn(False);
2675 Exit;
2676 end;
2678 if FReloading[FCurrWeap] <> 0 then Exit;
2680 DidFire := False;
2682 f := False;
2683 wx := FObj.X+WEAPONPOINT[FDirection].X;
2684 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2685 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
2686 yd := wy+firediry();
2688 case FCurrWeap of
2689 WEAPON_KASTET:
2690 begin
2691 if R_BERSERK in FRulez then
2692 begin
2693 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2694 locobj.X := FObj.X+FObj.Rect.X;
2695 locobj.Y := FObj.Y+FObj.Rect.Y;
2696 locobj.rect.X := 0;
2697 locobj.rect.Y := 0;
2698 locobj.rect.Width := 39;
2699 locobj.rect.Height := 52;
2700 locobj.Vel.X := (xd-wx) div 2;
2701 locobj.Vel.Y := (yd-wy) div 2;
2702 locobj.Accel.X := xd-wx;
2703 locobj.Accel.y := yd-wy;
2705 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2706 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2707 else
2708 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2710 if gFlash = 1 then
2711 if FPain < 50 then
2712 FPain := min(FPain + 25, 50);
2713 end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2715 DidFire := True;
2716 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2717 end;
2719 WEAPON_SAW:
2720 begin
2721 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2722 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2723 begin
2724 FSawSoundSelect.Stop();
2725 FSawSound.Stop();
2726 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2727 end
2728 else if not FSawSoundHit.IsPlaying() then
2729 begin
2730 FSawSoundSelect.Stop();
2731 FSawSound.PlayAt(FObj.X, FObj.Y);
2732 end;
2734 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2735 DidFire := True;
2736 f := True;
2737 end;
2739 WEAPON_PISTOL:
2740 if FAmmo[A_BULLETS] > 0 then
2741 begin
2742 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2743 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2744 Dec(FAmmo[A_BULLETS]);
2745 FFireAngle := FAngle;
2746 f := True;
2747 DidFire := True;
2748 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2749 GameVelX, GameVelY-2, SHELL_BULLET);
2750 end;
2752 WEAPON_SHOTGUN1:
2753 if FAmmo[A_SHELLS] > 0 then
2754 begin
2755 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2756 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2757 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2758 Dec(FAmmo[A_SHELLS]);
2759 FFireAngle := FAngle;
2760 f := True;
2761 DidFire := True;
2762 FShellTimer := 10;
2763 FShellType := SHELL_SHELL;
2764 end;
2766 WEAPON_SHOTGUN2:
2767 if FAmmo[A_SHELLS] >= 2 then
2768 begin
2769 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2770 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2771 Dec(FAmmo[A_SHELLS], 2);
2772 FFireAngle := FAngle;
2773 f := True;
2774 DidFire := True;
2775 FShellTimer := 13;
2776 FShellType := SHELL_DBLSHELL;
2777 end;
2779 WEAPON_CHAINGUN:
2780 if FAmmo[A_BULLETS] > 0 then
2781 begin
2782 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2783 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2784 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2785 Dec(FAmmo[A_BULLETS]);
2786 FFireAngle := FAngle;
2787 f := True;
2788 DidFire := True;
2789 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2790 GameVelX, GameVelY-2, SHELL_BULLET);
2791 end;
2793 WEAPON_ROCKETLAUNCHER:
2794 if FAmmo[A_ROCKETS] > 0 then
2795 begin
2796 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2797 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2798 Dec(FAmmo[A_ROCKETS]);
2799 FFireAngle := FAngle;
2800 f := True;
2801 DidFire := True;
2802 end;
2804 WEAPON_PLASMA:
2805 if FAmmo[A_CELLS] > 0 then
2806 begin
2807 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2808 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2809 Dec(FAmmo[A_CELLS]);
2810 FFireAngle := FAngle;
2811 f := True;
2812 DidFire := True;
2813 end;
2815 WEAPON_BFG:
2816 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2817 begin
2818 FBFGFireCounter := 17;
2819 if not FNoReload then
2820 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2821 Dec(FAmmo[A_CELLS], 40);
2822 DidFire := True;
2823 end;
2825 WEAPON_SUPERPULEMET:
2826 if FAmmo[A_SHELLS] > 0 then
2827 begin
2828 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2829 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2830 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2831 Dec(FAmmo[A_SHELLS]);
2832 FFireAngle := FAngle;
2833 f := True;
2834 DidFire := True;
2835 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2836 GameVelX, GameVelY-2, SHELL_SHELL);
2837 end;
2839 WEAPON_FLAMETHROWER:
2840 if FAmmo[A_FUEL] > 0 then
2841 begin
2842 g_Weapon_flame(wx, wy, xd, yd, FUID);
2843 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2844 Dec(FAmmo[A_FUEL]);
2845 FFireAngle := FAngle;
2846 f := True;
2847 DidFire := True;
2848 end;
2849 end;
2851 if g_Game_IsNet then
2852 begin
2853 if DidFire then
2854 begin
2855 if FCurrWeap <> WEAPON_BFG then
2856 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
2857 else
2858 if not FNoReload then
2859 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
2860 end;
2862 MH_SEND_PlayerStats(FUID);
2863 end;
2865 if not f then Exit;
2867 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
2868 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
2869 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
2870 end;
2872 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
2873 begin
2874 case Weapon of
2875 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
2876 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
2877 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
2878 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
2879 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
2880 else Result := 0;
2881 end;
2882 end;
2884 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
2885 begin
2886 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
2887 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
2888 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
2889 end;
2891 procedure TPlayer.JetpackOn;
2892 begin
2893 FJetSoundFly.Stop;
2894 FJetSoundOff.Stop;
2895 FJetSoundOn.SetPosition(0);
2896 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
2897 FlySmoke(8);
2898 end;
2900 procedure TPlayer.JetpackOff;
2901 begin
2902 FJetSoundFly.Stop;
2903 FJetSoundOn.Stop;
2904 FJetSoundOff.SetPosition(0);
2905 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
2906 end;
2908 procedure TPlayer.CatchFire(Attacker: Word);
2909 begin
2910 FFireTime := 100;
2911 FFireAttacker := Attacker;
2912 if g_Game_IsNet and g_Game_IsServer then
2913 MH_SEND_PlayerStats(FUID);
2914 end;
2916 procedure TPlayer.Jump();
2917 begin
2918 if gFly or FJetpack then
2919 begin
2920 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
2921 if FObj.Vel.Y > -VEL_FLY then
2922 FObj.Vel.Y := FObj.Vel.Y - 3;
2923 if FJetpack then
2924 begin
2925 if FJetFuel > 0 then
2926 Dec(FJetFuel);
2927 if (FJetFuel < 1) and g_Game_IsServer then
2928 begin
2929 FJetpack := False;
2930 JetpackOff;
2931 if g_Game_IsNet then
2932 MH_SEND_PlayerStats(FUID);
2933 end;
2934 end;
2935 Exit;
2936 end;
2938 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
2939 if FGhost then
2940 FCanJetpack := False;
2942 // Ïðûãàåì èëè âñïëûâàåì:
2943 if (CollideLevel(0, 1) or
2944 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
2945 PLAYER_RECT.Height-33, PANEL_STEP, False)
2946 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
2947 begin
2948 FObj.Vel.Y := -VEL_JUMP;
2949 FCanJetpack := False;
2950 end
2951 else
2952 begin
2953 if BodyInLiquid(0, 0) then
2954 FObj.Vel.Y := -VEL_SW
2955 else if (FJetFuel > 0) and FCanJetpack and
2956 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
2957 begin
2958 FJetpack := True;
2959 JetpackOn;
2960 if g_Game_IsNet then
2961 MH_SEND_PlayerStats(FUID);
2962 end;
2963 end;
2964 end;
2966 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
2967 var
2968 a, i, k, ab, ar: Byte;
2969 s: String;
2970 mon: TMonster;
2971 plr: TPlayer;
2972 srv, netsrv: Boolean;
2973 DoFrags: Boolean;
2974 OldLR: Byte;
2975 KP: TPlayer;
2977 procedure PushItem(t: Byte);
2978 var
2979 id: DWORD;
2980 begin
2981 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
2982 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
2983 begin
2984 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-7+Random(15),
2985 (FObj.Vel.Y div 2)-Random(9));
2986 gItems[id].positionChanged(); // this updates spatial accelerators
2987 end
2988 else
2989 begin
2990 if KillType = K_HARDKILL then // -5..+5; -5..0
2991 begin
2992 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-5+Random(11),
2993 (FObj.Vel.Y div 2)-Random(6));
2994 end
2995 else // -3..+3; -3..0
2996 begin
2997 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-3+Random(7),
2998 (FObj.Vel.Y div 2)-Random(4));
2999 end;
3000 gItems[id].positionChanged(); // this updates spatial accelerators
3001 end;
3003 if g_Game_IsNet and g_Game_IsServer then
3004 MH_SEND_ItemSpawn(True, id);
3005 end;
3007 begin
3008 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3009 Srv := g_Game_IsServer;
3010 Netsrv := g_Game_IsServer and g_Game_IsNet;
3011 if Srv then FDeath := FDeath + 1;
3012 if FLive then
3013 begin
3014 if FGhost then
3015 FGhost := False;
3016 if not FPhysics then
3017 FPhysics := True;
3018 FLive := False;
3019 end;
3020 FShellTimer := -1;
3022 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3023 begin
3024 if FLives > 0 then FLives := FLives - 1;
3025 if FLives = 0 then FNoRespawn := True;
3026 end;
3028 // Íîìåð òèïà ñìåðòè:
3029 a := 1;
3030 case KillType of
3031 K_SIMPLEKILL: a := 1;
3032 K_HARDKILL: a := 2;
3033 K_EXTRAHARDKILL: a := 3;
3034 K_FALLKILL: a := 4;
3035 end;
3037 // Çâóê ñìåðòè:
3038 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3039 for i := 1 to 3 do
3040 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3041 Break;
3043 // Âðåìÿ ðåñïàóíà:
3044 if Srv then
3045 case KillType of
3046 K_SIMPLEKILL:
3047 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3048 K_HARDKILL:
3049 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3050 K_EXTRAHARDKILL, K_FALLKILL:
3051 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3052 end;
3054 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3055 case KillType of
3056 K_SIMPLEKILL:
3057 SetAction(A_DIE1);
3058 K_HARDKILL, K_EXTRAHARDKILL:
3059 SetAction(A_DIE2);
3060 end;
3062 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3063 if (KillType <> K_FALLKILL) and (Srv) then
3064 g_Monsters_killedp();
3066 if SpawnerUID = FUID then
3067 begin // Ñàìîóáèëñÿ
3068 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3069 begin
3070 Dec(FFrags);
3071 FLastFrag := 0;
3072 end;
3073 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3074 end
3075 else
3076 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3077 begin // Óáèò äðóãèì èãðîêîì
3078 KP := g_Player_Get(SpawnerUID);
3079 if (KP <> nil) and Srv then
3080 begin
3081 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3082 if SameTeam(FUID, SpawnerUID) then
3083 begin
3084 Dec(KP.FFrags);
3085 KP.FLastFrag := 0;
3086 end else
3087 begin
3088 Inc(KP.FFrags);
3089 KP.FragCombo();
3090 end;
3092 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3093 Inc(gTeamStat[KP.Team].Goals,
3094 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3096 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3097 end;
3099 plr := g_Player_Get(SpawnerUID);
3100 if plr = nil then
3101 s := '?'
3102 else
3103 s := plr.FName;
3105 case KillType of
3106 K_HARDKILL:
3107 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3108 [FName, s]),
3109 gShowKillMsg);
3110 K_EXTRAHARDKILL:
3111 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3112 [FName, s]),
3113 gShowKillMsg);
3114 else
3115 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3116 [FName, s]),
3117 gShowKillMsg);
3118 end;
3119 end
3120 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3121 begin // Óáèò ìîíñòðîì
3122 mon := g_Monsters_Get(SpawnerUID);
3123 if mon = nil then
3124 s := '?'
3125 else
3126 s := g_Monsters_GetKilledBy(mon.MonsterType);
3128 case KillType of
3129 K_HARDKILL:
3130 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3131 [FName, s]),
3132 gShowKillMsg);
3133 K_EXTRAHARDKILL:
3134 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3135 [FName, s]),
3136 gShowKillMsg);
3137 else
3138 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3139 [FName, s]),
3140 gShowKillMsg);
3141 end;
3142 end
3143 else // Îñîáûå òèïû ñìåðòè
3144 case t of
3145 HIT_DISCON: ;
3146 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3147 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3148 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3149 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3150 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3151 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3152 end;
3154 if Srv then
3155 begin
3156 // Âûáðîñ îðóæèÿ:
3157 for a := WP_FIRST to WP_LAST do
3158 if FWeapon[a] then
3159 begin
3160 case a of
3161 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3162 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3163 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3164 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3165 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3166 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3167 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3168 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3169 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3170 else i := 0;
3171 end;
3173 if i <> 0 then
3174 PushItem(i);
3175 end;
3177 // Âûáðîñ ðþêçàêà:
3178 if R_ITEM_BACKPACK in FRulez then
3179 PushItem(ITEM_AMMO_BACKPACK);
3181 // Âûáðîñ ðàêåòíîãî ðàíöà:
3182 if FJetFuel > 0 then
3183 PushItem(ITEM_JETPACK);
3185 // Âûáðîñ êëþ÷åé:
3186 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3187 begin
3188 if R_KEY_RED in FRulez then
3189 PushItem(ITEM_KEY_RED);
3191 if R_KEY_GREEN in FRulez then
3192 PushItem(ITEM_KEY_GREEN);
3194 if R_KEY_BLUE in FRulez then
3195 PushItem(ITEM_KEY_BLUE);
3196 end;
3198 // Âûáðîñ ôëàãà:
3199 DropFlag();
3200 end;
3202 g_Player_CreateCorpse(Self);
3204 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3205 (gLMSRespawn = LMS_RESPAWN_NONE) then
3206 begin
3207 a := 0;
3208 k := 0;
3209 ar := 0;
3210 ab := 0;
3211 for i := Low(gPlayers) to High(gPlayers) do
3212 begin
3213 if gPlayers[i] = nil then continue;
3214 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3215 begin
3216 Inc(a);
3217 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3218 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3219 k := i;
3220 end;
3221 end;
3223 OldLR := gLMSRespawn;
3224 if (gGameSettings.GameMode = GM_COOP) then
3225 begin
3226 if (a = 0) then
3227 begin
3228 // everyone is dead, restart the map
3229 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3230 if Netsrv then
3231 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3232 gLMSRespawn := LMS_RESPAWN_FINAL;
3233 gLMSRespawnTime := gTime + 5000;
3234 end
3235 else if (a = 1) then
3236 begin
3237 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3238 if (gPlayers[k] = gPlayer1) or
3239 (gPlayers[k] = gPlayer2) then
3240 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3241 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3242 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3243 end;
3244 end
3245 else if (gGameSettings.GameMode = GM_TDM) then
3246 begin
3247 if (ab = 0) and (ar <> 0) then
3248 begin
3249 // blu team ded
3250 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3251 if Netsrv then
3252 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3253 Inc(gTeamStat[TEAM_RED].Goals);
3254 gLMSRespawn := LMS_RESPAWN_FINAL;
3255 gLMSRespawnTime := gTime + 5000;
3256 end
3257 else if (ar = 0) and (ab <> 0) then
3258 begin
3259 // red team ded
3260 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3261 if Netsrv then
3262 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3263 Inc(gTeamStat[TEAM_BLUE].Goals);
3264 gLMSRespawn := LMS_RESPAWN_FINAL;
3265 gLMSRespawnTime := gTime + 5000;
3266 end
3267 else if (ar = 0) and (ab = 0) then
3268 begin
3269 // everyone ded
3270 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3271 if Netsrv then
3272 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3273 gLMSRespawn := LMS_RESPAWN_FINAL;
3274 gLMSRespawnTime := gTime + 5000;
3275 end;
3276 end
3277 else if (gGameSettings.GameMode = GM_DM) then
3278 begin
3279 if (a = 1) then
3280 begin
3281 if gPlayers[k] <> nil then
3282 with gPlayers[k] do
3283 begin
3284 // survivor is the winner
3285 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3286 if Netsrv then
3287 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3288 Inc(FFrags);
3289 end;
3290 gLMSRespawn := LMS_RESPAWN_FINAL;
3291 gLMSRespawnTime := gTime + 5000;
3292 end
3293 else if (a = 0) then
3294 begin
3295 // everyone is dead, restart the map
3296 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3297 if Netsrv then
3298 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3299 gLMSRespawn := LMS_RESPAWN_FINAL;
3300 gLMSRespawnTime := gTime + 5000;
3301 end;
3302 end;
3303 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3304 begin
3305 if NetMode = NET_SERVER then
3306 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3307 else
3308 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3309 end;
3310 end;
3312 if Netsrv then
3313 begin
3314 MH_SEND_PlayerStats(FUID);
3315 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3316 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3317 end;
3319 if srv and FNoRespawn then Spectate(True);
3320 FWantsInGame := True;
3321 end;
3323 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3324 begin
3325 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3326 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3327 end;
3329 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3330 begin
3331 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3332 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3333 end;
3335 procedure TPlayer.MakeBloodSimple(Count: Word);
3336 begin
3337 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3338 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3339 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3340 150, 0, 0);
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 end;
3347 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3348 begin
3349 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3350 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3351 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3352 150, 0, 0);
3353 end;
3355 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3356 begin
3357 if g_Game_IsClient then Exit;
3358 if Weapon > High(FWeapon) then Exit;
3359 FNextWeap := FNextWeap or (1 shl Weapon);
3360 end;
3362 procedure TPlayer.resetWeaponQueue ();
3363 begin
3364 FNextWeap := 0;
3365 FNextWeapDelay := 0;
3366 end;
3368 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3369 begin
3370 result := false;
3371 case weapon of
3372 WEAPON_KASTET, WEAPON_SAW: result := true;
3373 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3374 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3375 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3376 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3377 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3378 else result := (weapon < length(FWeapon));
3379 end;
3380 end;
3382 // return 255 for "no switch"
3383 function TPlayer.getNextWeaponIndex (): Byte;
3384 var
3385 i: Word;
3386 wantThisWeapon: array[0..64] of Boolean;
3387 wwc: Integer = 0; //HACK!
3388 dir, cwi: Integer;
3389 begin
3390 result := 255; // default result: "no switch"
3391 // had weapon cycling on previous frame? remove that flag
3392 if (FNextWeap and $2000) <> 0 then
3393 begin
3394 FNextWeap := FNextWeap and $1FFF;
3395 FNextWeapDelay := 0;
3396 end;
3397 // cycling has priority
3398 if (FNextWeap and $C000) <> 0 then
3399 begin
3400 if (FNextWeap and $8000) <> 0 then
3401 dir := 1
3402 else
3403 dir := -1;
3404 FNextWeap := FNextWeap or $2000; // we need this
3405 if FNextWeapDelay > 0 then
3406 exit; // cooldown time
3407 cwi := FCurrWeap;
3408 for i := 0 to High(FWeapon) do
3409 begin
3410 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3411 if FWeapon[cwi] then
3412 begin
3413 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3414 result := Byte(cwi);
3415 FNextWeapDelay := 10;
3416 exit;
3417 end;
3418 end;
3419 resetWeaponQueue();
3420 exit;
3421 end;
3422 // no cycling
3423 for i := 0 to High(wantThisWeapon) do
3424 wantThisWeapon[i] := false;
3425 for i := 0 to High(FWeapon) do
3426 if (FNextWeap and (1 shl i)) <> 0 then
3427 begin
3428 wantThisWeapon[i] := true;
3429 Inc(wwc);
3430 end;
3431 // exclude currently selected weapon from the set
3432 wantThisWeapon[FCurrWeap] := false;
3433 // slow down alterations a little
3434 if wwc > 1 then
3435 begin
3436 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3437 // more than one weapon requested, assume "alteration" and check alteration delay
3438 if FNextWeapDelay > 0 then
3439 begin
3440 FNextWeap := 0;
3441 exit;
3442 end; // yeah
3443 end;
3444 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3445 // but clear all counters if no weapon should be switched
3446 if wwc < 1 then
3447 begin
3448 resetWeaponQueue();
3449 exit;
3450 end;
3451 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3452 // try weapons in descending order
3453 for i := High(FWeapon) downto 0 do
3454 begin
3455 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3456 begin
3457 // i found her!
3458 result := Byte(i);
3459 resetWeaponQueue();
3460 FNextWeapDelay := 10; // anyway, 'cause why not
3461 exit;
3462 end;
3463 end;
3464 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3465 resetWeaponQueue();
3466 end;
3468 procedure TPlayer.RealizeCurrentWeapon();
3469 function switchAllowed (): Boolean;
3470 var
3471 i: Byte;
3472 begin
3473 result := false;
3474 if FBFGFireCounter <> -1 then
3475 exit;
3476 if FTime[T_SWITCH] > gTime then
3477 exit;
3478 for i := WP_FIRST to WP_LAST do
3479 if FReloading[i] > 0 then
3480 exit;
3481 result := true;
3482 end;
3484 var
3485 nw: Byte;
3486 begin
3487 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3488 //FNextWeap := FNextWeap and $1FFF;
3489 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3491 if not switchAllowed then
3492 begin
3493 //HACK for weapon cycling
3494 if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
3495 exit;
3496 end;
3498 nw := getNextWeaponIndex();
3499 if nw = 255 then exit; // don't reset anything here
3500 if nw > High(FWeapon) then
3501 begin
3502 // don't forget to reset queue here!
3503 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3504 resetWeaponQueue();
3505 exit;
3506 end;
3508 if FWeapon[nw] then
3509 begin
3510 FCurrWeap := nw;
3511 FTime[T_SWITCH] := gTime+156;
3512 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3513 FModel.SetWeapon(FCurrWeap);
3514 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3515 end;
3516 end;
3518 procedure TPlayer.NextWeapon();
3519 begin
3520 if g_Game_IsClient then Exit;
3521 FNextWeap := $8000;
3522 end;
3524 procedure TPlayer.PrevWeapon();
3525 begin
3526 if g_Game_IsClient then Exit;
3527 FNextWeap := $4000;
3528 end;
3530 procedure TPlayer.SetWeapon(W: Byte);
3531 begin
3532 if FCurrWeap <> W then
3533 if W = WEAPON_SAW then
3534 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3536 FCurrWeap := W;
3537 FModel.SetWeapon(CurrWeap);
3538 resetWeaponQueue();
3539 end;
3541 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3542 var
3543 a: Boolean;
3544 begin
3545 Result := False;
3546 if g_Game_IsClient then Exit;
3548 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3549 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3550 remove := not a;
3552 case ItemType of
3553 ITEM_MEDKIT_SMALL:
3554 if FHealth < PLAYER_HP_SOFT then
3555 begin
3556 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3557 Result := True;
3558 remove := True;
3559 FFireTime := 0;
3560 if gFlash = 2 then Inc(FPickup, 5);
3561 end;
3563 ITEM_MEDKIT_LARGE:
3564 if FHealth < PLAYER_HP_SOFT then
3565 begin
3566 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3567 Result := True;
3568 remove := True;
3569 FFireTime := 0;
3570 if gFlash = 2 then Inc(FPickup, 5);
3571 end;
3573 ITEM_ARMOR_GREEN:
3574 if FArmor < PLAYER_AP_SOFT then
3575 begin
3576 FArmor := PLAYER_AP_SOFT;
3577 Result := True;
3578 remove := True;
3579 if gFlash = 2 then Inc(FPickup, 5);
3580 end;
3582 ITEM_ARMOR_BLUE:
3583 if FArmor < PLAYER_AP_LIMIT then
3584 begin
3585 FArmor := PLAYER_AP_LIMIT;
3586 Result := True;
3587 remove := True;
3588 if gFlash = 2 then Inc(FPickup, 5);
3589 end;
3591 ITEM_SPHERE_BLUE:
3592 if FHealth < PLAYER_HP_LIMIT then
3593 begin
3594 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3595 Result := True;
3596 remove := True;
3597 FFireTime := 0;
3598 if gFlash = 2 then Inc(FPickup, 5);
3599 end;
3601 ITEM_SPHERE_WHITE:
3602 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3603 begin
3604 if FHealth < PLAYER_HP_LIMIT then
3605 FHealth := PLAYER_HP_LIMIT;
3606 if FArmor < PLAYER_AP_LIMIT then
3607 FArmor := PLAYER_AP_LIMIT;
3608 Result := True;
3609 remove := True;
3610 FFireTime := 0;
3611 if gFlash = 2 then Inc(FPickup, 5);
3612 end;
3614 ITEM_WEAPON_SAW:
3615 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3616 begin
3617 FWeapon[WEAPON_SAW] := True;
3618 Result := True;
3619 if gFlash = 2 then Inc(FPickup, 5);
3620 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3621 end;
3623 ITEM_WEAPON_SHOTGUN1:
3624 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3625 begin
3626 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3627 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3629 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3630 FWeapon[WEAPON_SHOTGUN1] := True;
3631 Result := True;
3632 if gFlash = 2 then Inc(FPickup, 5);
3633 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3634 end;
3636 ITEM_WEAPON_SHOTGUN2:
3637 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3638 begin
3639 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3641 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3642 FWeapon[WEAPON_SHOTGUN2] := True;
3643 Result := True;
3644 if gFlash = 2 then Inc(FPickup, 5);
3645 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3646 end;
3648 ITEM_WEAPON_CHAINGUN:
3649 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3650 begin
3651 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3653 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3654 FWeapon[WEAPON_CHAINGUN] := True;
3655 Result := True;
3656 if gFlash = 2 then Inc(FPickup, 5);
3657 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3658 end;
3660 ITEM_WEAPON_ROCKETLAUNCHER:
3661 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3662 begin
3663 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3665 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3666 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3667 Result := True;
3668 if gFlash = 2 then Inc(FPickup, 5);
3669 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3670 end;
3672 ITEM_WEAPON_PLASMA:
3673 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3674 begin
3675 if a and FWeapon[WEAPON_PLASMA] then Exit;
3677 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3678 FWeapon[WEAPON_PLASMA] := True;
3679 Result := True;
3680 if gFlash = 2 then Inc(FPickup, 5);
3681 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3682 end;
3684 ITEM_WEAPON_BFG:
3685 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3686 begin
3687 if a and FWeapon[WEAPON_BFG] then Exit;
3689 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3690 FWeapon[WEAPON_BFG] := True;
3691 Result := True;
3692 if gFlash = 2 then Inc(FPickup, 5);
3693 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3694 end;
3696 ITEM_WEAPON_SUPERPULEMET:
3697 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3698 begin
3699 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3701 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3702 FWeapon[WEAPON_SUPERPULEMET] := True;
3703 Result := True;
3704 if gFlash = 2 then Inc(FPickup, 5);
3705 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3706 end;
3708 ITEM_WEAPON_FLAMETHROWER:
3709 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3710 begin
3711 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3713 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3714 FWeapon[WEAPON_FLAMETHROWER] := True;
3715 Result := True;
3716 if gFlash = 2 then Inc(FPickup, 5);
3717 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3718 end;
3720 ITEM_AMMO_BULLETS:
3721 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3722 begin
3723 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3724 Result := True;
3725 remove := True;
3726 if gFlash = 2 then Inc(FPickup, 5);
3727 end;
3729 ITEM_AMMO_BULLETS_BOX:
3730 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3731 begin
3732 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3733 Result := True;
3734 remove := True;
3735 if gFlash = 2 then Inc(FPickup, 5);
3736 end;
3738 ITEM_AMMO_SHELLS:
3739 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3740 begin
3741 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3742 Result := True;
3743 remove := True;
3744 if gFlash = 2 then Inc(FPickup, 5);
3745 end;
3747 ITEM_AMMO_SHELLS_BOX:
3748 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3749 begin
3750 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3751 Result := True;
3752 remove := True;
3753 if gFlash = 2 then Inc(FPickup, 5);
3754 end;
3756 ITEM_AMMO_ROCKET:
3757 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3758 begin
3759 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3760 Result := True;
3761 remove := True;
3762 if gFlash = 2 then Inc(FPickup, 5);
3763 end;
3765 ITEM_AMMO_ROCKET_BOX:
3766 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3767 begin
3768 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3769 Result := True;
3770 remove := True;
3771 if gFlash = 2 then Inc(FPickup, 5);
3772 end;
3774 ITEM_AMMO_CELL:
3775 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3776 begin
3777 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3778 Result := True;
3779 remove := True;
3780 if gFlash = 2 then Inc(FPickup, 5);
3781 end;
3783 ITEM_AMMO_CELL_BIG:
3784 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3785 begin
3786 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3787 Result := True;
3788 remove := True;
3789 if gFlash = 2 then Inc(FPickup, 5);
3790 end;
3792 ITEM_AMMO_FUELCAN:
3793 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
3794 begin
3795 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3796 Result := True;
3797 remove := True;
3798 if gFlash = 2 then Inc(FPickup, 5);
3799 end;
3801 ITEM_AMMO_BACKPACK:
3802 if not(R_ITEM_BACKPACK in FRulez) or
3803 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3804 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3805 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3806 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
3807 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
3808 begin
3809 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
3810 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
3811 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
3812 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
3813 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
3815 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3816 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3817 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3818 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3819 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3820 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3821 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3822 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3824 FRulez := FRulez + [R_ITEM_BACKPACK];
3825 Result := True;
3826 remove := True;
3827 if gFlash = 2 then Inc(FPickup, 5);
3828 end;
3830 ITEM_KEY_RED:
3831 if not(R_KEY_RED in FRulez) then
3832 begin
3833 Include(FRulez, R_KEY_RED);
3834 Result := True;
3835 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3836 if gFlash = 2 then Inc(FPickup, 5);
3837 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3838 end;
3840 ITEM_KEY_GREEN:
3841 if not(R_KEY_GREEN in FRulez) then
3842 begin
3843 Include(FRulez, R_KEY_GREEN);
3844 Result := True;
3845 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3846 if gFlash = 2 then Inc(FPickup, 5);
3847 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3848 end;
3850 ITEM_KEY_BLUE:
3851 if not(R_KEY_BLUE in FRulez) then
3852 begin
3853 Include(FRulez, R_KEY_BLUE);
3854 Result := True;
3855 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3856 if gFlash = 2 then Inc(FPickup, 5);
3857 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3858 end;
3860 ITEM_SUIT:
3861 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
3862 begin
3863 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
3864 Result := True;
3865 remove := True;
3866 FFireTime := 0;
3867 if gFlash = 2 then Inc(FPickup, 5);
3868 end;
3870 ITEM_OXYGEN:
3871 if FAir < AIR_MAX then
3872 begin
3873 FAir := AIR_MAX;
3874 Result := True;
3875 remove := True;
3876 if gFlash = 2 then Inc(FPickup, 5);
3877 end;
3879 ITEM_MEDKIT_BLACK:
3880 begin
3881 if not (R_BERSERK in FRulez) then
3882 begin
3883 Include(FRulez, R_BERSERK);
3884 if FBFGFireCounter = -1 then
3885 begin
3886 FCurrWeap := WEAPON_KASTET;
3887 resetWeaponQueue();
3888 FModel.SetWeapon(WEAPON_KASTET);
3889 end;
3890 if gFlash <> 0 then
3891 Inc(FPain, 100);
3892 if gFlash = 2 then Inc(FPickup, 5);
3893 FBerserk := gTime+30000;
3894 Result := True;
3895 remove := True;
3896 FFireTime := 0;
3897 end;
3898 if FHealth < PLAYER_HP_SOFT then
3899 begin
3900 FHealth := PLAYER_HP_SOFT;
3901 FBerserk := gTime+30000;
3902 Result := True;
3903 remove := True;
3904 FFireTime := 0;
3905 end;
3906 end;
3908 ITEM_INVUL:
3909 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
3910 begin
3911 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
3912 Result := True;
3913 remove := True;
3914 if gFlash = 2 then Inc(FPickup, 5);
3915 end;
3917 ITEM_BOTTLE:
3918 if FHealth < PLAYER_HP_LIMIT then
3919 begin
3920 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
3921 Result := True;
3922 remove := True;
3923 FFireTime := 0;
3924 if gFlash = 2 then Inc(FPickup, 5);
3925 end;
3927 ITEM_HELMET:
3928 if FArmor < PLAYER_AP_LIMIT then
3929 begin
3930 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
3931 Result := True;
3932 remove := True;
3933 if gFlash = 2 then Inc(FPickup, 5);
3934 end;
3936 ITEM_JETPACK:
3937 if FJetFuel < JET_MAX then
3938 begin
3939 FJetFuel := JET_MAX;
3940 Result := True;
3941 remove := True;
3942 if gFlash = 2 then Inc(FPickup, 5);
3943 end;
3945 ITEM_INVIS:
3946 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
3947 begin
3948 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
3949 Result := True;
3950 remove := True;
3951 if gFlash = 2 then Inc(FPickup, 5);
3952 end;
3953 end;
3954 end;
3956 procedure TPlayer.Touch();
3957 begin
3958 if not FLive then
3959 Exit;
3960 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
3961 if FIamBot then
3962 begin
3963 // Áðîñèòü ôëàã òîâàðèùó:
3964 if gGameSettings.GameMode = GM_CTF then
3965 DropFlag();
3966 end;
3967 end;
3969 procedure TPlayer.Push(vx, vy: Integer);
3970 begin
3971 if (not FPhysics) and FGhost then
3972 Exit;
3973 FObj.Accel.X := FObj.Accel.X + vx;
3974 FObj.Accel.Y := FObj.Accel.Y + vy;
3975 if g_Game_IsNet and g_Game_IsServer then
3976 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
3977 end;
3979 procedure TPlayer.Reset(Force: Boolean);
3980 begin
3981 if Force then
3982 FLive := False;
3984 FSpawned := False;
3985 FTime[T_RESPAWN] := 0;
3986 FTime[T_FLAGCAP] := 0;
3987 FGodMode := False;
3988 FNoTarget := False;
3989 FNoReload := False;
3990 FFrags := 0;
3991 FLastFrag := 0;
3992 FComboEvnt := -1;
3993 FKills := 0;
3994 FMonsterKills := 0;
3995 FDeath := 0;
3996 FSecrets := 0;
3997 if FNoRespawn then
3998 begin
3999 FSpectator := False;
4000 FGhost := False;
4001 FPhysics := True;
4002 FSpectatePlayer := -1;
4003 FNoRespawn := False;
4004 end;
4005 FLives := gGameSettings.MaxLives;
4007 SetFlag(FLAG_NONE);
4008 end;
4010 procedure TPlayer.SoftReset();
4011 begin
4012 ReleaseKeys();
4014 FDamageBuffer := 0;
4015 FIncCam := 0;
4016 FBFGFireCounter := -1;
4017 FShellTimer := -1;
4018 FPain := 0;
4019 FLastHit := 0;
4020 FLastFrag := 0;
4021 FComboEvnt := -1;
4023 SetFlag(FLAG_NONE);
4024 SetAction(A_STAND, True);
4025 end;
4027 function TPlayer.GetRespawnPoint(): Byte;
4028 var
4029 c: Byte;
4030 begin
4031 Result := 255;
4032 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4034 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4035 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4036 begin
4037 if (Self = gPlayer1) or (Self = gPlayer2) then
4038 begin
4039 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4040 if Self = gPlayer1 then
4041 c := RESPAWNPOINT_PLAYER1
4042 else
4043 c := RESPAWNPOINT_PLAYER2;
4044 if g_Map_GetPointCount(c) > 0 then
4045 begin
4046 Result := c;
4047 Exit;
4048 end;
4050 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4051 if Self = gPlayer1 then
4052 c := RESPAWNPOINT_PLAYER2
4053 else
4054 c := RESPAWNPOINT_PLAYER1;
4055 if g_Map_GetPointCount(c) > 0 then
4056 begin
4057 Result := c;
4058 Exit;
4059 end;
4060 end else
4061 begin
4062 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4063 if Random(2) = 0 then
4064 c := RESPAWNPOINT_PLAYER1
4065 else
4066 c := RESPAWNPOINT_PLAYER2;
4067 if g_Map_GetPointCount(c) > 0 then
4068 begin
4069 Result := c;
4070 Exit;
4071 end;
4072 end;
4074 // Òî÷êà ëþáîé èç êîìàíä
4075 if Random(2) = 0 then
4076 c := RESPAWNPOINT_RED
4077 else
4078 c := RESPAWNPOINT_BLUE;
4079 if g_Map_GetPointCount(c) > 0 then
4080 begin
4081 Result := c;
4082 Exit;
4083 end;
4085 // Òî÷êà DM
4086 c := RESPAWNPOINT_DM;
4087 if g_Map_GetPointCount(c) > 0 then
4088 begin
4089 Result := c;
4090 Exit;
4091 end;
4092 end;
4094 // Ìÿñîïîâàë
4095 if gGameSettings.GameMode = GM_DM then
4096 begin
4097 // Òî÷êà DM
4098 c := RESPAWNPOINT_DM;
4099 if g_Map_GetPointCount(c) > 0 then
4100 begin
4101 Result := c;
4102 Exit;
4103 end;
4105 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4106 if Random(2) = 0 then
4107 c := RESPAWNPOINT_PLAYER1
4108 else
4109 c := RESPAWNPOINT_PLAYER2;
4110 if g_Map_GetPointCount(c) > 0 then
4111 begin
4112 Result := c;
4113 Exit;
4114 end;
4116 // Òî÷êà ëþáîé èç êîìàíä
4117 if Random(2) = 0 then
4118 c := RESPAWNPOINT_RED
4119 else
4120 c := RESPAWNPOINT_BLUE;
4121 if g_Map_GetPointCount(c) > 0 then
4122 begin
4123 Result := c;
4124 Exit;
4125 end;
4126 end;
4128 // Êîìàíäíûå
4129 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4130 begin
4131 // Òî÷êà ñâîåé êîìàíäû
4132 c := RESPAWNPOINT_DM;
4133 if FTeam = TEAM_RED then
4134 c := RESPAWNPOINT_RED;
4135 if FTeam = TEAM_BLUE then
4136 c := RESPAWNPOINT_BLUE;
4137 if g_Map_GetPointCount(c) > 0 then
4138 begin
4139 Result := c;
4140 Exit;
4141 end;
4143 // Òî÷êà DM
4144 c := RESPAWNPOINT_DM;
4145 if g_Map_GetPointCount(c) > 0 then
4146 begin
4147 Result := c;
4148 Exit;
4149 end;
4151 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4152 if Random(2) = 0 then
4153 c := RESPAWNPOINT_PLAYER1
4154 else
4155 c := RESPAWNPOINT_PLAYER2;
4156 if g_Map_GetPointCount(c) > 0 then
4157 begin
4158 Result := c;
4159 Exit;
4160 end;
4162 // Òî÷êà äðóãîé êîìàíäû
4163 c := RESPAWNPOINT_DM;
4164 if FTeam = TEAM_RED then
4165 c := RESPAWNPOINT_BLUE;
4166 if FTeam = TEAM_BLUE then
4167 c := RESPAWNPOINT_RED;
4168 if g_Map_GetPointCount(c) > 0 then
4169 begin
4170 Result := c;
4171 Exit;
4172 end;
4173 end;
4174 end;
4176 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4177 var
4178 RespawnPoint: TRespawnPoint;
4179 a, b, c: Byte;
4180 Anim: TAnimation;
4181 ID: DWORD;
4182 begin
4183 if not g_Game_IsServer then
4184 Exit;
4185 if FDummy then
4186 Exit;
4187 FWantsInGame := True;
4188 FJustTeleported := True;
4189 if Force then
4190 begin
4191 FTime[T_RESPAWN] := 0;
4192 FLive := False;
4193 end;
4194 FNetTime := 0;
4195 // if server changes MaxLives we gotta be ready
4196 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4198 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4199 if FTime[T_RESPAWN] > gTime then
4200 Exit;
4202 // Ïðîñðàë âñå æèçíè:
4203 if FNoRespawn then
4204 begin
4205 if not FSpectator then Spectate(True);
4206 FWantsInGame := True;
4207 Exit;
4208 end;
4210 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4211 begin // "Ñâîÿ èãðà"
4212 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4213 FRulez := FRulez-[R_BERSERK];
4214 end
4215 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4216 begin
4217 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4218 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4219 end;
4221 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4222 c := GetRespawnPoint();
4224 ReleaseKeys();
4225 SetFlag(FLAG_NONE);
4227 // Âîñêðåøåíèå áåç îðóæèÿ:
4228 if not FLive then
4229 begin
4230 FHealth := PLAYER_HP_SOFT;
4231 FArmor := 0;
4232 FLive := True;
4233 FAir := AIR_DEF;
4234 FJetFuel := 0;
4236 for a := WP_FIRST to WP_LAST do
4237 begin
4238 FWeapon[a] := False;
4239 FReloading[a] := 0;
4240 end;
4242 FWeapon[WEAPON_PISTOL] := True;
4243 FWeapon[WEAPON_KASTET] := True;
4244 FCurrWeap := WEAPON_PISTOL;
4245 resetWeaponQueue();
4247 FModel.SetWeapon(FCurrWeap);
4249 for b := A_BULLETS to A_HIGH do
4250 FAmmo[b] := 0;
4252 FAmmo[A_BULLETS] := 50;
4254 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4255 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4256 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4257 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4258 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4260 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4261 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4262 else
4263 FRulez := [];
4264 end;
4266 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4267 if not g_Map_GetPoint(c, RespawnPoint) then
4268 begin
4269 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4270 Exit;
4271 end;
4273 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4274 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4275 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4276 FObj.Vel.X := 0;
4277 FObj.Vel.Y := 0;
4278 FObj.Accel.X := 0;
4279 FObj.Accel.Y := 0;
4281 FDirection := RespawnPoint.Direction;
4282 if FDirection = D_LEFT then
4283 FAngle := 180
4284 else
4285 FAngle := 0;
4287 FIncCam := 0;
4288 FBFGFireCounter := -1;
4289 FShellTimer := -1;
4290 FPain := 0;
4291 FLastHit := 0;
4293 SetAction(A_STAND, True);
4294 FModel.Direction := FDirection;
4296 for a := Low(FTime) to High(FTime) do
4297 FTime[a] := 0;
4299 for a := Low(FMegaRulez) to High(FMegaRulez) do
4300 FMegaRulez[a] := 0;
4302 FDamageBuffer := 0;
4303 FJetpack := False;
4304 FCanJetpack := False;
4305 FFireTime := 0;
4306 FFirePainTime := 0;
4307 FFireAttacker := 0;
4309 // Àíèìàöèÿ âîçðîæäåíèÿ:
4310 if (not gLoadGameMode) and (not Silent) then
4311 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4312 begin
4313 Anim := TAnimation.Create(ID, False, 3);
4314 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4315 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4316 Anim.Free();
4317 end;
4319 FSpectator := False;
4320 FGhost := False;
4321 FPhysics := True;
4322 FSpectatePlayer := -1;
4323 FSpawned := True;
4325 if g_Game_IsNet then
4326 begin
4327 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4328 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4329 if not Silent then
4330 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4331 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4332 0, NET_GFX_TELE);
4333 end;
4334 end;
4336 procedure TPlayer.Spectate(NoMove: Boolean = False);
4337 begin
4338 if FLive then
4339 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4340 else if (not NoMove) then
4341 begin
4342 GameX := gMapInfo.Width div 2;
4343 GameY := gMapInfo.Height div 2;
4344 end;
4345 FXTo := GameX;
4346 FYTo := GameY;
4348 FLive := False;
4349 FSpectator := True;
4350 FGhost := True;
4351 FPhysics := False;
4352 FWantsInGame := False;
4353 FSpawned := False;
4355 if FNoRespawn then
4356 begin
4357 if Self = gPlayer1 then
4358 begin
4359 gLMSPID1 := FUID;
4360 gPlayer1 := nil;
4361 end;
4362 if Self = gPlayer2 then
4363 begin
4364 gLMSPID2 := FUID;
4365 gPlayer2 := nil;
4366 end;
4367 end;
4369 if g_Game_IsNet then
4370 MH_SEND_PlayerStats(FUID);
4371 end;
4373 procedure TPlayer.SwitchNoClip;
4374 begin
4375 if not FLive then
4376 Exit;
4377 FGhost := not FGhost;
4378 FPhysics := not FGhost;
4379 if FGhost then
4380 begin
4381 FXTo := FObj.X;
4382 FYTo := FObj.Y;
4383 end else
4384 begin
4385 FObj.Accel.X := 0;
4386 FObj.Accel.Y := 0;
4387 end;
4388 end;
4390 procedure TPlayer.Run(Direction: TDirection);
4391 var
4392 a, b: Integer;
4393 begin
4394 if MAX_RUNVEL > 8 then
4395 FlySmoke();
4397 // Áåæèì:
4398 if Direction = D_LEFT then
4399 begin
4400 if FObj.Vel.X > -MAX_RUNVEL then
4401 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4402 end
4403 else
4404 if FObj.Vel.X < MAX_RUNVEL then
4405 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4407 // Âîçìîæíî, ïèíàåì êóñêè:
4408 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4409 begin
4410 b := Abs(FObj.Vel.X);
4411 if b > 1 then b := b * (Random(8 div b) + 1);
4412 for a := 0 to High(gGibs) do
4413 begin
4414 if gGibs[a].Live and
4415 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4416 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4417 begin
4418 // Ïèíàåì êóñêè
4419 if FObj.Vel.X < 0 then
4420 begin
4421 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4422 end
4423 else
4424 begin
4425 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4426 end;
4427 gGibs[a].positionChanged(); // this updates spatial accelerators
4428 end;
4429 end;
4430 end;
4432 SetAction(A_WALK);
4433 end;
4435 procedure TPlayer.SeeDown();
4436 begin
4437 SetAction(A_SEEDOWN);
4439 if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4441 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4442 end;
4444 procedure TPlayer.SeeUp();
4445 begin
4446 SetAction(A_SEEUP);
4448 if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4450 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4451 end;
4453 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4454 var
4455 Prior: Byte;
4456 begin
4457 case Action of
4458 A_WALK: Prior := 3;
4459 A_DIE1: Prior := 5;
4460 A_DIE2: Prior := 5;
4461 A_ATTACK: Prior := 2;
4462 A_SEEUP: Prior := 1;
4463 A_SEEDOWN: Prior := 1;
4464 A_ATTACKUP: Prior := 2;
4465 A_ATTACKDOWN: Prior := 2;
4466 A_PAIN: Prior := 4;
4467 else Prior := 0;
4468 end;
4470 if (Prior > FActionPrior) or Force then
4471 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4472 begin
4473 FActionPrior := Prior;
4474 FActionAnim := Action;
4475 FActionForce := Force;
4476 FActionChanged := True;
4477 end;
4479 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4480 end;
4482 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4483 begin
4484 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4485 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4486 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4487 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4488 end;
4490 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4491 var
4492 Anim: TAnimation;
4493 ID: DWORD;
4494 begin
4495 Result := False;
4497 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4498 begin
4499 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4500 if g_Game_IsServer and g_Game_IsNet then
4501 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4502 Exit;
4503 end;
4505 FJustTeleported := True;
4507 Anim := nil;
4508 if not silent then
4509 begin
4510 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4511 begin
4512 Anim := TAnimation.Create(ID, False, 3);
4513 end;
4515 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4516 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4517 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4518 if g_Game_IsServer and g_Game_IsNet then
4519 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4520 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4521 NET_GFX_TELE);
4522 end;
4524 FObj.X := X-PLAYER_RECT.X;
4525 FObj.Y := Y-PLAYER_RECT.Y;
4526 if FLive and FGhost then
4527 begin
4528 FXTo := FObj.X;
4529 FYTo := FObj.Y;
4530 end;
4532 if not g_Game_IsNet then
4533 begin
4534 if dir = 1 then
4535 begin
4536 SetDirection(D_LEFT);
4537 FAngle := 180;
4538 end
4539 else
4540 if dir = 2 then
4541 begin
4542 SetDirection(D_RIGHT);
4543 FAngle := 0;
4544 end
4545 else
4546 if dir = 3 then
4547 begin // îáðàòíîå
4548 if FDirection = D_RIGHT then
4549 begin
4550 SetDirection(D_LEFT);
4551 FAngle := 180;
4552 end
4553 else
4554 begin
4555 SetDirection(D_RIGHT);
4556 FAngle := 0;
4557 end;
4558 end;
4559 end;
4561 if not silent and (Anim <> nil) then
4562 begin
4563 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4564 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4565 Anim.Free();
4567 if g_Game_IsServer and g_Game_IsNet then
4568 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4569 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4570 NET_GFX_TELE);
4571 end;
4573 Result := True;
4574 end;
4576 function nonz(a: Single): Single;
4577 begin
4578 if a <> 0 then
4579 Result := a
4580 else
4581 Result := 1;
4582 end;
4584 procedure TPlayer.Update();
4585 var
4586 b: Byte;
4587 i, ii, wx, wy, xd, yd, k: Integer;
4588 blockmon, headwater, dospawn: Boolean;
4589 NetServer: Boolean;
4590 AnyServer: Boolean;
4591 SetSpect: Boolean;
4592 begin
4593 NetServer := g_Game_IsNet and g_Game_IsServer;
4594 AnyServer := g_Game_IsServer;
4596 if g_Game_IsClient and (NetInterpLevel > 0) then
4597 DoLerp(NetInterpLevel + 1)
4598 else
4599 if FGhost then
4600 DoLerp(4);
4602 if NetServer then
4603 if FClientID >= 0 then
4604 begin
4605 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4606 if NetClients[FClientID].Peer^.packetsSent > 0 then
4607 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4608 else
4609 FLoss := 0;
4610 end else
4611 begin
4612 FPing := 0;
4613 FLoss := 0;
4614 end;
4616 if FLive and (gFly or FJetpack) then
4617 FlySmoke();
4619 if FDirection = D_LEFT then
4620 FAngle := 180
4621 else
4622 FAngle := 0;
4624 if FLive and (not FGhost) then
4625 begin
4626 if FKeys[KEY_UP].Pressed then
4627 SeeUp();
4628 if FKeys[KEY_DOWN].Pressed then
4629 SeeDown();
4630 end;
4632 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4633 (FIncCam <> 0) then
4634 begin
4635 i := g_basic.Sign(FIncCam);
4636 FIncCam := Abs(FIncCam);
4637 DecMin(FIncCam, 5, 0);
4638 FIncCam := FIncCam*i;
4639 end;
4641 // no need to do that each second frame, weapon queue will take care of it
4642 if FLive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4643 if FLive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4645 if gTime mod (GAME_TICK*2) <> 0 then
4646 begin
4647 if (FObj.Vel.X = 0) and FLive then
4648 begin
4649 if FKeys[KEY_LEFT].Pressed then
4650 Run(D_LEFT);
4651 if FKeys[KEY_RIGHT].Pressed then
4652 Run(D_RIGHT);
4653 end;
4655 if FPhysics then
4656 begin
4657 g_Obj_Move(@FObj, True, True, True);
4658 positionChanged(); // this updates spatial accelerators
4659 end;
4661 Exit;
4662 end;
4664 FActionChanged := False;
4666 if FLive then
4667 begin
4668 // Let alive player do some actions
4669 if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
4670 if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
4671 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4672 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4673 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4674 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4675 if FKeys[KEY_JUMP].Pressed then Jump()
4676 else
4677 begin
4678 if AnyServer and FJetpack then
4679 begin
4680 FJetpack := False;
4681 JetpackOff;
4682 if NetServer then MH_SEND_PlayerStats(FUID);
4683 end;
4684 FCanJetpack := True;
4685 end;
4686 end
4687 else // Dead
4688 begin
4689 dospawn := False;
4690 if not FGhost then
4691 for k := Low(FKeys) to KEY_CHAT-1 do
4692 begin
4693 if FKeys[k].Pressed then
4694 begin
4695 dospawn := True;
4696 break;
4697 end;
4698 end;
4699 if dospawn then
4700 begin
4701 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4702 Respawn(False)
4703 else // Single
4704 if (FTime[T_RESPAWN] <= gTime) and
4705 gGameOn and (not FLive) then
4706 begin
4707 if (g_Player_GetCount() > 1) then
4708 Respawn(False)
4709 else
4710 begin
4711 gExit := EXIT_RESTART;
4712 Exit;
4713 end;
4714 end;
4715 end;
4716 // Dead spectator actions
4717 if FGhost then
4718 begin
4719 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4720 if FKeys[KEY_FIRE].Pressed and AnyServer then
4721 begin
4722 if FSpectator then
4723 begin
4724 if (FSpectatePlayer >= High(gPlayers)) then
4725 FSpectatePlayer := -1
4726 else
4727 begin
4728 SetSpect := False;
4729 for I := FSpectatePlayer + 1 to High(gPlayers) do
4730 if gPlayers[I] <> nil then
4731 if gPlayers[I].Live then
4732 if gPlayers[I].UID <> FUID then
4733 begin
4734 FSpectatePlayer := I;
4735 SetSpect := True;
4736 break;
4737 end;
4739 if not SetSpect then FSpectatePlayer := -1;
4740 end;
4742 ReleaseKeys;
4743 end;
4744 end;
4745 end;
4746 end;
4747 // No clipping
4748 if FGhost then
4749 begin
4750 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4751 begin
4752 FYTo := FObj.Y - 32;
4753 FSpectatePlayer := -1;
4754 end;
4755 if FKeys[KEY_DOWN].Pressed then
4756 begin
4757 FYTo := FObj.Y + 32;
4758 FSpectatePlayer := -1;
4759 end;
4760 if FKeys[KEY_LEFT].Pressed then
4761 begin
4762 FXTo := FObj.X - 32;
4763 FSpectatePlayer := -1;
4764 end;
4765 if FKeys[KEY_RIGHT].Pressed then
4766 begin
4767 FXTo := FObj.X + 32;
4768 FSpectatePlayer := -1;
4769 end;
4771 if (FXTo < -64) then
4772 FXTo := -64
4773 else if (FXTo > gMapInfo.Width + 32) then
4774 FXTo := gMapInfo.Width + 32;
4775 if (FYTo < -72) then
4776 FYTo := -72
4777 else if (FYTo > gMapInfo.Height + 32) then
4778 FYTo := gMapInfo.Height + 32;
4779 end;
4781 if FPhysics then
4782 begin
4783 g_Obj_Move(@FObj, True, True, True);
4784 positionChanged(); // this updates spatial accelerators
4785 end
4786 else
4787 begin
4788 FObj.Vel.X := 0;
4789 FObj.Vel.Y := 0;
4790 if FSpectator then
4791 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4792 if gPlayers[FSpectatePlayer] <> nil then
4793 if gPlayers[FSpectatePlayer].Live then
4794 begin
4795 FXTo := gPlayers[FSpectatePlayer].GameX;
4796 FYTo := gPlayers[FSpectatePlayer].GameY;
4797 end;
4798 end;
4800 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4801 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4802 PANEL_BLOCKMON, True);
4803 headwater := HeadInLiquid(0, 0);
4805 // Ñîïðîòèâëåíèå âîçäóõà:
4806 if (not FLive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4807 if FObj.Vel.X <> 0 then
4808 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4810 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4811 DecMin(FPain, 5, 0);
4812 DecMin(FPickup, 1, 0);
4814 if FLive and (FObj.Y > gMapInfo.Height+128) and AnyServer then
4815 begin
4816 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4817 FMegaRulez[MR_SUIT] := 0;
4818 FMegaRulez[MR_INVUL] := 0;
4819 FMegaRulez[MR_INVIS] := 0;
4820 Kill(K_FALLKILL, 0, HIT_FALL);
4821 end;
4823 i := 9;
4825 if FLive then
4826 begin
4827 if FCurrWeap = WEAPON_SAW then
4828 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4829 FSawSoundSelect.IsPlaying()) then
4830 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4832 if FJetpack then
4833 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4834 (not FJetSoundOff.IsPlaying()) then
4835 begin
4836 FJetSoundFly.SetPosition(0);
4837 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4838 end;
4840 for b := WP_FIRST to WP_LAST do
4841 if FReloading[b] > 0 then
4842 if FNoReload then
4843 FReloading[b] := 0
4844 else
4845 Dec(FReloading[b]);
4847 if FShellTimer > -1 then
4848 if FShellTimer = 0 then
4849 begin
4850 if FShellType = SHELL_SHELL then
4851 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4852 GameVelX, GameVelY-2, SHELL_SHELL)
4853 else if FShellType = SHELL_DBLSHELL then
4854 begin
4855 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4856 GameVelX+1, GameVelY-2, SHELL_SHELL);
4857 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4858 GameVelX-1, GameVelY-2, SHELL_SHELL);
4859 end;
4860 FShellTimer := -1;
4861 end else Dec(FShellTimer);
4863 if (FBFGFireCounter > -1) then
4864 if FBFGFireCounter = 0 then
4865 begin
4866 if AnyServer then
4867 begin
4868 wx := FObj.X+WEAPONPOINT[FDirection].X;
4869 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
4870 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
4871 yd := wy+firediry();
4872 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
4873 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
4874 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4875 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4876 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4877 end;
4879 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
4880 FBFGFireCounter := -1;
4881 end else
4882 if FNoReload then
4883 FBFGFireCounter := 0
4884 else
4885 Dec(FBFGFireCounter);
4887 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
4888 begin
4889 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
4891 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
4892 end;
4894 if (headwater or blockmon) then
4895 begin
4896 Dec(FAir);
4898 if FAir < -9 then
4899 begin
4900 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
4901 FAir := 0;
4902 end
4903 else if (FAir mod 31 = 0) and not blockmon then
4904 begin
4905 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
4906 if Random(2) = 0 then
4907 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
4908 else
4909 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
4910 end;
4911 end else if FAir < AIR_DEF then
4912 FAir := AIR_DEF;
4914 if FFireTime > 0 then
4915 begin
4916 if BodyInLiquid(0, 0) then
4917 begin
4918 FFireTime := 0;
4919 FFirePainTime := 0;
4920 end
4921 else if FMegaRulez[MR_SUIT] >= gTime then
4922 begin
4923 if FMegaRulez[MR_SUIT] = gTime then
4924 FFireTime := 1;
4925 FFirePainTime := 0;
4926 end
4927 else
4928 begin
4929 OnFireFlame(1);
4930 if FFirePainTime <= 0 then
4931 begin
4932 if g_Game_IsServer then
4933 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
4934 FFirePainTime := 18;
4935 end;
4936 FFirePainTime := FFirePainTime - 1;
4937 FFireTime := FFireTime - 1;
4938 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
4939 MH_SEND_PlayerStats(FUID);
4940 end;
4941 end;
4943 if FDamageBuffer > 0 then
4944 begin
4945 if FDamageBuffer >= 9 then
4946 begin
4947 SetAction(A_PAIN);
4949 if FDamageBuffer < 30 then i := 9
4950 else if FDamageBuffer < 100 then i := 18
4951 else i := 27;
4952 end;
4954 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
4955 FArmor := FArmor-(FDamageBuffer-ii);
4956 FHealth := FHealth-ii;
4957 if FArmor < 0 then
4958 begin
4959 FHealth := FHealth+FArmor;
4960 FArmor := 0;
4961 end;
4963 if AnyServer then
4964 if FHealth <= 0 then
4965 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
4966 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
4967 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
4969 if FLive then
4970 begin
4971 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
4972 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
4973 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
4974 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
4975 end;
4977 FDamageBuffer := 0;
4978 end;
4980 {CollideItem();}
4981 end; // if FLive then ...
4983 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
4984 begin
4985 FModel.ChangeAnimation(FActionAnim, FActionForce);
4986 FModel.GetCurrentAnimation.MinLength := i;
4987 FModel.GetCurrentAnimationMask.MinLength := i;
4988 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
4990 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
4991 then SetAction(A_STAND, True);
4993 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
4995 for b := Low(FKeys) to High(FKeys) do
4996 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
4997 end;
4999 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5000 begin
5001 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5002 FObj.Y+PLAYER_RECT.Y,
5003 PLAYER_RECT.Width,
5004 PLAYER_RECT.Height,
5005 X, Y,
5006 Width, Height);
5007 end;
5009 function TPlayer.Collide(Panel: TPanel): Boolean;
5010 begin
5011 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5012 FObj.Y+PLAYER_RECT.Y,
5013 PLAYER_RECT.Width,
5014 PLAYER_RECT.Height,
5015 Panel.X, Panel.Y,
5016 Panel.Width, Panel.Height);
5017 end;
5019 function TPlayer.Collide(X, Y: Integer): Boolean;
5020 begin
5021 X := X-FObj.X-PLAYER_RECT.X;
5022 Y := Y-FObj.Y-PLAYER_RECT.Y;
5023 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5024 (y >= 0) and (y <= PLAYER_RECT.Height);
5025 end;
5027 function g_Player_ValidName(Name: string): Boolean;
5028 var
5029 a: Integer;
5030 begin
5031 Result := True;
5033 if gPlayers = nil then Exit;
5035 for a := 0 to High(gPlayers) do
5036 if gPlayers[a] <> nil then
5037 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5038 begin
5039 Result := False;
5040 Exit;
5041 end;
5042 end;
5044 procedure TPlayer.SetDirection(Direction: TDirection);
5045 var
5046 d: TDirection;
5047 begin
5048 d := FModel.Direction;
5050 FModel.Direction := Direction;
5051 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5053 FDirection := Direction;
5054 end;
5056 function TPlayer.GetKeys(): Byte;
5057 begin
5058 Result := 0;
5060 if R_KEY_RED in FRulez then Result := KEY_RED;
5061 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5062 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5064 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5065 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5066 end;
5068 procedure TPlayer.Use();
5069 var
5070 a: Integer;
5071 begin
5072 if FTime[T_USE] > gTime then Exit;
5074 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5075 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5077 for a := 0 to High(gPlayers) do
5078 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5079 gPlayers[a].Live and SameTeam(FUID, gPlayers[a].FUID) and
5080 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5081 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5082 begin
5083 gPlayers[a].Touch();
5084 if g_Game_IsNet and g_Game_IsServer then
5085 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5086 end;
5088 FTime[T_USE] := gTime+120;
5089 end;
5091 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5092 var
5093 locObj: TObj;
5094 F: Boolean;
5095 WX, WY, XD, YD: Integer;
5096 begin
5097 F := False;
5098 WX := X;
5099 WY := Y;
5100 XD := AX;
5101 YD := AY;
5103 case FCurrWeap of
5104 WEAPON_KASTET:
5105 begin
5106 if R_BERSERK in FRulez then
5107 begin
5108 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5109 locobj.X := FObj.X+FObj.Rect.X;
5110 locobj.Y := FObj.Y+FObj.Rect.Y;
5111 locobj.rect.X := 0;
5112 locobj.rect.Y := 0;
5113 locobj.rect.Width := 39;
5114 locobj.rect.Height := 52;
5115 locobj.Vel.X := (xd-wx) div 2;
5116 locobj.Vel.Y := (yd-wy) div 2;
5117 locobj.Accel.X := xd-wx;
5118 locobj.Accel.y := yd-wy;
5120 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5121 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5122 else
5123 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5125 if gFlash = 1 then
5126 if FPain < 50 then
5127 FPain := min(FPain + 25, 50);
5128 end else
5129 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5130 end;
5132 WEAPON_SAW:
5133 begin
5134 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5135 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5136 begin
5137 FSawSoundSelect.Stop();
5138 FSawSound.Stop();
5139 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5140 end
5141 else if not FSawSoundHit.IsPlaying() then
5142 begin
5143 FSawSoundSelect.Stop();
5144 FSawSound.PlayAt(FObj.X, FObj.Y);
5145 end;
5146 f := True;
5147 end;
5149 WEAPON_PISTOL:
5150 begin
5151 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5152 FFireAngle := FAngle;
5153 f := True;
5154 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5155 GameVelX, GameVelY-2, SHELL_BULLET);
5156 end;
5158 WEAPON_SHOTGUN1:
5159 begin
5160 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5161 FFireAngle := FAngle;
5162 f := True;
5163 FShellTimer := 10;
5164 FShellType := SHELL_SHELL;
5165 end;
5167 WEAPON_SHOTGUN2:
5168 begin
5169 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5170 FFireAngle := FAngle;
5171 f := True;
5172 FShellTimer := 13;
5173 FShellType := SHELL_DBLSHELL;
5174 end;
5176 WEAPON_CHAINGUN:
5177 begin
5178 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5179 FFireAngle := FAngle;
5180 f := True;
5181 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5182 GameVelX, GameVelY-2, SHELL_BULLET);
5183 end;
5185 WEAPON_ROCKETLAUNCHER:
5186 begin
5187 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5188 FFireAngle := FAngle;
5189 f := True;
5190 end;
5192 WEAPON_PLASMA:
5193 begin
5194 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5195 FFireAngle := FAngle;
5196 f := True;
5197 end;
5199 WEAPON_BFG:
5200 begin
5201 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5202 FFireAngle := FAngle;
5203 f := True;
5204 end;
5206 WEAPON_SUPERPULEMET:
5207 begin
5208 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5209 FFireAngle := FAngle;
5210 f := True;
5211 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5212 GameVelX, GameVelY-2, SHELL_SHELL);
5213 end;
5215 WEAPON_FLAMETHROWER:
5216 begin
5217 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5218 FFireAngle := FAngle;
5219 f := True;
5220 end;
5221 end;
5223 if not f then Exit;
5225 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5226 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5227 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5228 end;
5230 procedure TPlayer.DoLerp(Level: Integer = 2);
5231 begin
5232 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5233 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5234 end;
5236 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5237 var
5238 AX, AY: Integer;
5239 begin
5240 if NetInterpLevel < 1 then
5241 begin
5242 FObj.X := XTo;
5243 FObj.Y := YTo;
5244 end
5245 else
5246 begin
5247 FXTo := XTo;
5248 FYTo := YTo;
5250 AX := Abs(FXTo - FObj.X);
5251 AY := Abs(FYTo - FObj.Y);
5252 if (AX > 32) or (AX <= NetInterpLevel) then
5253 FObj.X := FXTo;
5254 if (AY > 32) or (AY <= NetInterpLevel) then
5255 FObj.Y := FYTo;
5256 end;
5257 end;
5259 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5260 begin
5261 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5262 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5263 PANEL_LIFTUP, False) then Result := -1
5264 else
5265 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5266 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5267 PANEL_LIFTDOWN, False) then Result := 1
5268 else Result := 0;
5269 end;
5271 function TPlayer.GetFlag(Flag: Byte): Boolean;
5272 var
5273 s, ts: String;
5274 evtype: Byte;
5275 begin
5276 Result := False;
5278 if Flag = FLAG_NONE then
5279 Exit;
5281 if not g_Game_IsServer then Exit;
5283 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5284 if (Flag = FTeam) and
5285 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5286 (FFlag <> FLAG_NONE) then
5287 begin
5288 if FFlag = FLAG_RED then
5289 s := _lc[I_PLAYER_FLAG_RED]
5290 else
5291 s := _lc[I_PLAYER_FLAG_BLUE];
5293 evtype := FLAG_STATE_SCORED;
5295 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5296 Insert('.', ts, Length(ts) + 1 - 3);
5297 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5299 g_Map_ResetFlag(FFlag);
5300 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5302 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5304 Result := True;
5305 if g_Game_IsNet then
5306 begin
5307 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5308 MH_SEND_GameStats;
5309 end;
5311 gFlags[FFlag].CaptureTime := 0;
5312 SetFlag(FLAG_NONE);
5313 Exit;
5314 end;
5316 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5317 if (Flag = FTeam) and
5318 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5319 begin
5320 if Flag = FLAG_RED then
5321 s := _lc[I_PLAYER_FLAG_RED]
5322 else
5323 s := _lc[I_PLAYER_FLAG_BLUE];
5325 evtype := FLAG_STATE_RETURNED;
5326 gFlags[Flag].CaptureTime := 0;
5328 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5330 g_Map_ResetFlag(Flag);
5331 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5333 Result := True;
5334 if g_Game_IsNet then
5335 begin
5336 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5337 MH_SEND_GameStats;
5338 end;
5339 Exit;
5340 end;
5342 // Ïîäîáðàë ÷óæîé ôëàã:
5343 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5344 begin
5345 SetFlag(Flag);
5347 if Flag = FLAG_RED then
5348 s := _lc[I_PLAYER_FLAG_RED]
5349 else
5350 s := _lc[I_PLAYER_FLAG_BLUE];
5352 evtype := FLAG_STATE_CAPTURED;
5354 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5356 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5358 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5360 Result := True;
5361 if g_Game_IsNet then
5362 begin
5363 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5364 MH_SEND_GameStats;
5365 end;
5366 end;
5367 end;
5369 procedure TPlayer.SetFlag(Flag: Byte);
5370 begin
5371 FFlag := Flag;
5372 if FModel <> nil then
5373 FModel.SetFlag(FFlag);
5374 end;
5376 function TPlayer.DropFlag(): Boolean;
5377 var
5378 s: String;
5379 begin
5380 Result := False;
5381 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5382 Exit;
5383 FTime[T_FLAGCAP] := gTime + 2000;
5384 with gFlags[FFlag] do
5385 begin
5386 Obj.X := FObj.X;
5387 Obj.Y := FObj.Y;
5388 Direction := FDirection;
5389 State := FLAG_STATE_DROPPED;
5390 Count := FLAG_TIME;
5391 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5392 (FObj.Vel.Y div 2)-2+Random(5));
5393 positionChanged(); // this updates spatial accelerators
5395 if FFlag = FLAG_RED then
5396 s := _lc[I_PLAYER_FLAG_RED]
5397 else
5398 s := _lc[I_PLAYER_FLAG_BLUE];
5400 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5401 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5403 if g_Game_IsNet then
5404 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5405 end;
5406 SetFlag(FLAG_NONE);
5407 Result := True;
5408 end;
5410 procedure TPlayer.GetSecret();
5411 begin
5412 Inc(FSecrets);
5413 end;
5415 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5416 begin
5417 Assert(Key <= High(FKeys));
5419 FKeys[Key].Pressed := True;
5420 FKeys[Key].Time := Time;
5421 end;
5423 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5424 begin
5425 Result := FKeys[K].Pressed;
5426 end;
5428 procedure TPlayer.ReleaseKeys();
5429 var
5430 a: Integer;
5431 begin
5432 for a := Low(FKeys) to High(FKeys) do
5433 begin
5434 FKeys[a].Pressed := False;
5435 FKeys[a].Time := 0;
5436 end;
5437 end;
5439 procedure TPlayer.OnDamage(Angle: SmallInt);
5440 begin
5441 end;
5443 function TPlayer.firediry(): Integer;
5444 begin
5445 if FKeys[KEY_UP].Pressed then Result := -42
5446 else if FKeys[KEY_DOWN].Pressed then Result := 19
5447 else Result := 0;
5448 end;
5450 procedure TPlayer.RememberState();
5451 var
5452 i: Integer;
5453 begin
5454 FSavedState.Health := FHealth;
5455 FSavedState.Armor := FArmor;
5456 FSavedState.Air := FAir;
5457 FSavedState.JetFuel := FJetFuel;
5458 FSavedState.CurrWeap := FCurrWeap;
5459 FSavedState.NextWeap := FNextWeap;
5460 FSavedState.NextWeapDelay := FNextWeapDelay;
5462 for i := 0 to 3 do
5463 FSavedState.Ammo[i] := FAmmo[i];
5464 for i := 0 to 3 do
5465 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5467 FSavedState.Rulez := FRulez;
5468 FSavedState.WaitRecall := True;
5469 end;
5471 procedure TPlayer.RecallState();
5472 var
5473 i: Integer;
5474 begin
5475 if not FSavedState.WaitRecall then Exit;
5477 FHealth := FSavedState.Health;
5478 FArmor := FSavedState.Armor;
5479 FAir := FSavedState.Air;
5480 FJetFuel := FSavedState.JetFuel;
5481 FCurrWeap := FSavedState.CurrWeap;
5482 FNextWeap := FSavedState.NextWeap;
5483 FNextWeapDelay := FSavedState.NextWeapDelay;
5485 for i := 0 to 3 do
5486 FAmmo[i] := FSavedState.Ammo[i];
5487 for i := 0 to 3 do
5488 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5490 FRulez := FSavedState.Rulez;
5491 FSavedState.WaitRecall := False;
5493 if gGameSettings.GameType = GT_SERVER then
5494 MH_SEND_PlayerStats(FUID);
5495 end;
5497 procedure TPlayer.SaveState(var Mem: TBinMemoryWriter);
5498 var
5499 i: Integer;
5500 sig: DWORD;
5501 str: String;
5502 b: Byte;
5503 begin
5504 if FIamBot then
5505 i := 512
5506 else
5507 i := 256;
5509 Mem := TBinMemoryWriter.Create(i);
5511 // Ñèãíàòóðà èãðîêà:
5512 sig := PLAYER_SIGNATURE; // 'PLYR'
5513 Mem.WriteDWORD(sig);
5514 // Áîò èëè ÷åëîâåê:
5515 Mem.WriteBoolean(FIamBot);
5516 // UID èãðîêà:
5517 Mem.WriteWord(FUID);
5518 // Èìÿ èãðîêà:
5519 Mem.WriteString(FName, 32);
5520 // Êîìàíäà:
5521 Mem.WriteByte(FTeam);
5522 // Æèâ ëè:
5523 Mem.WriteBoolean(FLive);
5524 // Èçðàñõîäîâàë ëè âñå æèçíè:
5525 Mem.WriteBoolean(FNoRespawn);
5526 // Íàïðàâëåíèå:
5527 if FDirection = D_LEFT then
5528 b := 1
5529 else // D_RIGHT
5530 b := 2;
5531 Mem.WriteByte(b);
5532 // Çäîðîâüå:
5533 Mem.WriteInt(FHealth);
5534 // Æèçíè:
5535 Mem.WriteByte(FLives);
5536 // Áðîíÿ:
5537 Mem.WriteInt(FArmor);
5538 // Çàïàñ âîçäóõà:
5539 Mem.WriteInt(FAir);
5540 // Çàïàñ ãîðþ÷åãî:
5541 Mem.WriteInt(FJetFuel);
5542 // Áîëü:
5543 Mem.WriteInt(FPain);
5544 // Óáèë:
5545 Mem.WriteInt(FKills);
5546 // Óáèë ìîíñòðîâ:
5547 Mem.WriteInt(FMonsterKills);
5548 // Ôðàãîâ:
5549 Mem.WriteInt(FFrags);
5550 // Ôðàãîâ ïîäðÿä:
5551 Mem.WriteByte(FFragCombo);
5552 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5553 Mem.WriteDWORD(FLastFrag);
5554 // Ñìåðòåé:
5555 Mem.WriteInt(FDeath);
5556 // Êàêîé ôëàã íåñåò:
5557 Mem.WriteByte(FFlag);
5558 // Íàøåë ñåêðåòîâ:
5559 Mem.WriteInt(FSecrets);
5560 // Òåêóùåå îðóæèå:
5561 Mem.WriteByte(FCurrWeap);
5562 // Æåëàåìîå îðóæèå:
5563 Mem.WriteWord(FNextWeap);
5564 // ...è ïàóçà
5565 Mem.WriteByte(FNextWeapDelay);
5566 // Âðåìÿ çàðÿäêè BFG:
5567 Mem.WriteSmallInt(FBFGFireCounter);
5568 // Áóôåð óðîíà:
5569 Mem.WriteInt(FDamageBuffer);
5570 // Ïîñëåäíèé óäàðèâøèé:
5571 Mem.WriteWord(FLastSpawnerUID);
5572 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5573 Mem.WriteByte(FLastHit);
5574 // Îáúåêò èãðîêà:
5575 Obj_SaveState(@FObj, Mem);
5576 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5577 for i := A_BULLETS to A_HIGH do
5578 Mem.WriteWord(FAmmo[i]);
5579 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5580 for i := A_BULLETS to A_HIGH do
5581 Mem.WriteWord(FMaxAmmo[i]);
5582 // Íàëè÷èå îðóæèÿ:
5583 for i := WP_FIRST to WP_LAST do
5584 Mem.WriteBoolean(FWeapon[i]);
5585 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5586 for i := WP_FIRST to WP_LAST do
5587 Mem.WriteWord(FReloading[i]);
5588 // Íàëè÷èå ðþêçàêà:
5589 if R_ITEM_BACKPACK in FRulez then
5590 b := 1
5591 else
5592 b := 0;
5593 Mem.WriteByte(b);
5594 // Íàëè÷èå êðàñíîãî êëþ÷à:
5595 if R_KEY_RED in FRulez then
5596 b := 1
5597 else
5598 b := 0;
5599 Mem.WriteByte(b);
5600 // Íàëè÷èå çåëåíîãî êëþ÷à:
5601 if R_KEY_GREEN in FRulez then
5602 b := 1
5603 else
5604 b := 0;
5605 Mem.WriteByte(b);
5606 // Íàëè÷èå ñèíåãî êëþ÷à:
5607 if R_KEY_BLUE in FRulez then
5608 b := 1
5609 else
5610 b := 0;
5611 Mem.WriteByte(b);
5612 // Íàëè÷èå áåðñåðêà:
5613 if R_BERSERK in FRulez then
5614 b := 1
5615 else
5616 b := 0;
5617 Mem.WriteByte(b);
5618 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5619 for i := MR_SUIT to MR_MAX do
5620 Mem.WriteDWORD(FMegaRulez[i]);
5621 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5622 for i := T_RESPAWN to T_FLAGCAP do
5623 Mem.WriteDWORD(FTime[i]);
5624 // Íàçâàíèå ìîäåëè:
5625 str := FModel.Name;
5626 Mem.WriteString(str);
5627 // Öâåò ìîäåëè:
5628 b := FColor.R;
5629 Mem.WriteByte(b);
5630 b := FColor.G;
5631 Mem.WriteByte(b);
5632 b := FColor.B;
5633 Mem.WriteByte(b);
5634 end;
5636 procedure TPlayer.LoadState(var Mem: TBinMemoryReader);
5637 var
5638 i: Integer;
5639 sig: DWORD;
5640 str: String;
5641 b: Byte;
5642 begin
5643 if Mem = nil then
5644 Exit;
5646 // Ñèãíàòóðà èãðîêà:
5647 Mem.ReadDWORD(sig);
5648 if sig <> PLAYER_SIGNATURE then // 'PLYR'
5649 begin
5650 raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature');
5651 end;
5652 // Áîò èëè ÷åëîâåê:
5653 Mem.ReadBoolean(FIamBot);
5654 // UID èãðîêà:
5655 Mem.ReadWord(FUID);
5656 // Èìÿ èãðîêà:
5657 Mem.ReadString(str);
5658 if (Self <> gPlayer1) and (Self <> gPlayer2) then
5659 FName := str;
5660 // Êîìàíäà:
5661 Mem.ReadByte(FTeam);
5662 // Æèâ ëè:
5663 Mem.ReadBoolean(FLive);
5664 // Èçðàñõîäîâàë ëè âñå æèçíè:
5665 Mem.ReadBoolean(FNoRespawn);
5666 // Íàïðàâëåíèå:
5667 Mem.ReadByte(b);
5668 if b = 1 then
5669 FDirection := D_LEFT
5670 else // b = 2
5671 FDirection := D_RIGHT;
5672 // Çäîðîâüå:
5673 Mem.ReadInt(FHealth);
5674 // Æèçíè:
5675 Mem.ReadByte(FLives);
5676 // Áðîíÿ:
5677 Mem.ReadInt(FArmor);
5678 // Çàïàñ âîçäóõà:
5679 Mem.ReadInt(FAir);
5680 // Çàïàñ ãîðþ÷åãî:
5681 Mem.ReadInt(FJetFuel);
5682 // Áîëü:
5683 Mem.ReadInt(FPain);
5684 // Óáèë:
5685 Mem.ReadInt(FKills);
5686 // Óáèë ìîíñòðîâ:
5687 Mem.ReadInt(FMonsterKills);
5688 // Ôðàãîâ:
5689 Mem.ReadInt(FFrags);
5690 // Ôðàãîâ ïîäðÿä:
5691 Mem.ReadByte(FFragCombo);
5692 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5693 Mem.ReadDWORD(FLastFrag);
5694 // Ñìåðòåé:
5695 Mem.ReadInt(FDeath);
5696 // Êàêîé ôëàã íåñåò:
5697 Mem.ReadByte(FFlag);
5698 // Íàøåë ñåêðåòîâ:
5699 Mem.ReadInt(FSecrets);
5700 // Òåêóùåå îðóæèå:
5701 Mem.ReadByte(FCurrWeap);
5702 // Æåëàåìîå îðóæèå:
5703 Mem.ReadWord(FNextWeap);
5704 // ...è ïàóçà
5705 Mem.ReadByte(FNextWeapDelay);
5706 // Âðåìÿ çàðÿäêè BFG:
5707 Mem.ReadSmallInt(FBFGFireCounter);
5708 // Áóôåð óðîíà:
5709 Mem.ReadInt(FDamageBuffer);
5710 // Ïîñëåäíèé óäàðèâøèé:
5711 Mem.ReadWord(FLastSpawnerUID);
5712 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5713 Mem.ReadByte(FLastHit);
5714 // Îáúåêò èãðîêà:
5715 Obj_LoadState(@FObj, Mem);
5716 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5717 for i := A_BULLETS to A_HIGH do
5718 Mem.ReadWord(FAmmo[i]);
5719 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5720 for i := A_BULLETS to A_HIGH do
5721 Mem.ReadWord(FMaxAmmo[i]);
5722 // Íàëè÷èå îðóæèÿ:
5723 for i := WP_FIRST to WP_LAST do
5724 Mem.ReadBoolean(FWeapon[i]);
5725 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5726 for i := WP_FIRST to WP_LAST do
5727 Mem.ReadWord(FReloading[i]);
5728 // Íàëè÷èå ðþêçàêà:
5729 Mem.ReadByte(b);
5730 if b = 1 then
5731 Include(FRulez, R_ITEM_BACKPACK);
5732 // Íàëè÷èå êðàñíîãî êëþ÷à:
5733 Mem.ReadByte(b);
5734 if b = 1 then
5735 Include(FRulez, R_KEY_RED);
5736 // Íàëè÷èå çåëåíîãî êëþ÷à:
5737 Mem.ReadByte(b);
5738 if b = 1 then
5739 Include(FRulez, R_KEY_GREEN);
5740 // Íàëè÷èå ñèíåãî êëþ÷à:
5741 Mem.ReadByte(b);
5742 if b = 1 then
5743 Include(FRulez, R_KEY_BLUE);
5744 // Íàëè÷èå áåðñåðêà:
5745 Mem.ReadByte(b);
5746 if b = 1 then
5747 Include(FRulez, R_BERSERK);
5748 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5749 for i := MR_SUIT to MR_MAX do
5750 Mem.ReadDWORD(FMegaRulez[i]);
5751 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5752 for i := T_RESPAWN to T_FLAGCAP do
5753 Mem.ReadDWORD(FTime[i]);
5754 // Íàçâàíèå ìîäåëè:
5755 Mem.ReadString(str);
5756 // Öâåò ìîäåëè:
5757 Mem.ReadByte(FColor.R);
5758 Mem.ReadByte(FColor.G);
5759 Mem.ReadByte(FColor.B);
5760 if Self = gPlayer1 then
5761 begin
5762 str := gPlayer1Settings.Model;
5763 FColor := gPlayer1Settings.Color;
5764 end;
5765 if Self = gPlayer2 then
5766 begin
5767 str := gPlayer2Settings.Model;
5768 FColor := gPlayer2Settings.Color;
5769 end;
5770 // Îáíîâëÿåì ìîäåëü èãðîêà:
5771 SetModel(str);
5772 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5773 FModel.Color := TEAMCOLOR[FTeam]
5774 else
5775 FModel.Color := FColor;
5776 end;
5778 procedure TPlayer.AllRulez(Health: Boolean);
5779 var
5780 a: Integer;
5781 begin
5782 if Health then
5783 begin
5784 FHealth := PLAYER_HP_LIMIT;
5785 FArmor := PLAYER_AP_LIMIT;
5786 Exit;
5787 end;
5789 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
5790 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
5791 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5792 end;
5794 procedure TPlayer.RestoreHealthArmor();
5795 begin
5796 FHealth := PLAYER_HP_LIMIT;
5797 FArmor := PLAYER_AP_LIMIT;
5798 end;
5800 procedure TPlayer.FragCombo();
5801 var
5802 Param: Integer;
5803 begin
5804 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5805 Exit;
5806 if gTime - FLastFrag < FRAG_COMBO_TIME then
5807 begin
5808 if FFragCombo < 5 then
5809 Inc(FFragCombo);
5810 Param := FUID or (FFragCombo shl 16);
5811 if (FComboEvnt >= Low(gDelayedEvents)) and
5812 (FComboEvnt <= High(gDelayedEvents)) and
5813 gDelayedEvents[FComboEvnt].Pending and
5814 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5815 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5816 begin
5817 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5818 gDelayedEvents[FComboEvnt].DENum := Param;
5819 end
5820 else
5821 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5822 end
5823 else
5824 FFragCombo := 1;
5826 FLastFrag := gTime;
5827 end;
5829 procedure TPlayer.GiveItem(ItemType: Byte);
5830 begin
5831 case ItemType of
5832 ITEM_SUIT:
5833 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5834 begin
5835 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5836 end;
5838 ITEM_OXYGEN:
5839 if FAir < AIR_MAX then
5840 begin
5841 FAir := AIR_MAX;
5842 end;
5844 ITEM_MEDKIT_BLACK:
5845 begin
5846 if not (R_BERSERK in FRulez) then
5847 begin
5848 Include(FRulez, R_BERSERK);
5849 if FBFGFireCounter < 1 then
5850 begin
5851 FCurrWeap := WEAPON_KASTET;
5852 resetWeaponQueue();
5853 FModel.SetWeapon(WEAPON_KASTET);
5854 end;
5855 if gFlash <> 0 then
5856 Inc(FPain, 100);
5857 FBerserk := gTime+30000;
5858 end;
5859 if FHealth < PLAYER_HP_SOFT then
5860 begin
5861 FHealth := PLAYER_HP_SOFT;
5862 FBerserk := gTime+30000;
5863 end;
5864 end;
5866 ITEM_INVUL:
5867 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5868 begin
5869 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5870 end;
5872 ITEM_INVIS:
5873 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
5874 begin
5875 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
5876 end;
5878 ITEM_JETPACK:
5879 if FJetFuel < JET_MAX then
5880 begin
5881 FJetFuel := JET_MAX;
5882 end;
5884 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
5885 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
5887 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
5888 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5890 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
5891 ITEM_SPHERE_WHITE:
5892 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
5893 begin
5894 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
5895 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5896 end;
5898 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
5899 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
5900 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
5901 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
5902 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
5903 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
5904 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
5905 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
5906 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
5908 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5909 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
5910 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5911 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
5912 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5913 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
5914 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5915 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
5916 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
5918 ITEM_AMMO_BACKPACK:
5919 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
5920 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
5921 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
5922 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
5923 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
5924 begin
5925 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
5926 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
5927 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
5928 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
5929 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
5931 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5932 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5933 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5934 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5936 FRulez := FRulez + [R_ITEM_BACKPACK];
5937 end;
5939 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
5940 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
5941 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
5943 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
5944 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
5946 else
5947 Exit;
5948 end;
5949 if g_Game_IsNet and g_Game_IsServer then
5950 MH_SEND_PlayerStats(FUID);
5951 end;
5953 procedure TPlayer.FlySmoke(Times: DWORD = 1);
5954 var
5955 id, i: DWORD;
5956 Anim: TAnimation;
5957 begin
5958 if (Random(5) = 1) and (Times = 1) then
5959 Exit;
5961 if BodyInLiquid(0, 0) then
5962 begin
5963 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
5964 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
5965 if Random(2) = 0 then
5966 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5967 else
5968 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5969 Exit;
5970 end;
5972 if g_Frames_Get(id, 'FRAMES_SMOKE') then
5973 begin
5974 for i := 1 to Times do
5975 begin
5976 Anim := TAnimation.Create(id, False, 3);
5977 Anim.Alpha := 150;
5978 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
5979 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
5980 Anim.Free();
5981 end;
5982 end;
5983 end;
5985 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
5986 var
5987 id, i: DWORD;
5988 Anim: TAnimation;
5989 begin
5990 if (Random(10) = 1) and (Times = 1) then
5991 Exit;
5993 if g_Frames_Get(id, 'FRAMES_FLAME') then
5994 begin
5995 for i := 1 to Times do
5996 begin
5997 Anim := TAnimation.Create(id, False, 3);
5998 Anim.Alpha := 0;
5999 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6000 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6001 Anim.Free();
6002 end;
6003 end;
6004 end;
6006 procedure TPlayer.PauseSounds(Enable: Boolean);
6007 begin
6008 FSawSound.Pause(Enable);
6009 FSawSoundIdle.Pause(Enable);
6010 FSawSoundHit.Pause(Enable);
6011 FSawSoundSelect.Pause(Enable);
6012 end;
6014 { T C o r p s e : }
6016 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6017 begin
6018 g_Obj_Init(@FObj);
6019 FObj.X := X;
6020 FObj.Y := Y;
6021 FObj.Rect := PLAYER_CORPSERECT;
6022 FModelName := ModelName;
6023 FMess := aMess;
6025 if FMess then
6026 begin
6027 FState := CORPSE_STATE_MESS;
6028 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6029 end
6030 else
6031 begin
6032 FState := CORPSE_STATE_NORMAL;
6033 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6034 end;
6035 end;
6037 destructor TCorpse.Destroy();
6038 begin
6039 FAnimation.Free();
6041 inherited;
6042 end;
6044 procedure TCorpse.positionChanged (); begin end;
6046 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6047 var
6048 pm: TPlayerModel;
6049 begin
6050 if FState = CORPSE_STATE_REMOVEME then
6051 Exit;
6053 FDamage := FDamage + Value;
6055 if FDamage > 150 then
6056 begin
6057 if FAnimation <> nil then
6058 begin
6059 FAnimation.Free();
6060 FAnimation := nil;
6062 FState := CORPSE_STATE_REMOVEME;
6064 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6065 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6066 FModelName, FColor);
6067 // Çâóê ìÿñà îò òðóïà:
6068 pm := g_PlayerModel_Get(FModelName);
6069 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6070 pm.Free;
6071 end;
6072 end
6073 else
6074 begin
6075 FObj.Vel.X := FObj.Vel.X + vx;
6076 FObj.Vel.Y := FObj.Vel.Y + vy;
6077 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6078 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6079 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6080 150, 0, 0);
6081 end;
6082 end;
6084 procedure TCorpse.Draw();
6085 begin
6086 if FState = CORPSE_STATE_REMOVEME then
6087 Exit;
6089 if FAnimation <> nil then
6090 FAnimation.Draw(FObj.X, FObj.Y, M_NONE);
6092 if FAnimationMask <> nil then
6093 begin
6094 e_Colors := FColor;
6095 FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE);
6096 e_Colors.R := 255;
6097 e_Colors.G := 255;
6098 e_Colors.B := 255;
6099 end;
6100 end;
6102 procedure TCorpse.Update();
6103 var
6104 st: Word;
6105 begin
6106 if FState = CORPSE_STATE_REMOVEME then
6107 Exit;
6109 if gTime mod (GAME_TICK*2) <> 0 then
6110 begin
6111 g_Obj_Move(@FObj, True, True, True);
6112 positionChanged(); // this updates spatial accelerators
6113 Exit;
6114 end;
6116 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6117 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6119 st := g_Obj_Move(@FObj, True, True, True);
6120 positionChanged(); // this updates spatial accelerators
6122 if WordBool(st and MOVE_FALLOUT) then
6123 begin
6124 FState := CORPSE_STATE_REMOVEME;
6125 Exit;
6126 end;
6128 if FAnimation <> nil then
6129 FAnimation.Update();
6130 if FAnimationMask <> nil then
6131 FAnimationMask.Update();
6132 end;
6134 procedure TCorpse.SaveState(var Mem: TBinMemoryWriter);
6135 var
6136 sig: DWORD;
6137 anim: Boolean;
6138 begin
6139 if Mem = nil then
6140 Exit;
6142 // Ñèãíàòóðà òðóïà:
6143 sig := CORPSE_SIGNATURE; // 'CORP'
6144 Mem.WriteDWORD(sig);
6145 // Ñîñòîÿíèå:
6146 Mem.WriteByte(FState);
6147 // Íàêîïëåííûé óðîí:
6148 Mem.WriteByte(FDamage);
6149 // Öâåò:
6150 Mem.WriteByte(FColor.R);
6151 Mem.WriteByte(FColor.G);
6152 Mem.WriteByte(FColor.B);
6153 // Îáúåêò òðóïà:
6154 Obj_SaveState(@FObj, Mem);
6155 // Åñòü ëè àíèìàöèÿ:
6156 anim := FAnimation <> nil;
6157 Mem.WriteBoolean(anim);
6158 // Åñëè åñòü - ñîõðàíÿåì:
6159 if anim then
6160 FAnimation.SaveState(Mem);
6161 // Åñòü ëè ìàñêà àíèìàöèè:
6162 anim := FAnimationMask <> nil;
6163 Mem.WriteBoolean(anim);
6164 // Åñëè åñòü - ñîõðàíÿåì:
6165 if anim then
6166 FAnimationMask.SaveState(Mem);
6167 end;
6169 procedure TCorpse.LoadState(var Mem: TBinMemoryReader);
6170 var
6171 sig: DWORD;
6172 anim: Boolean;
6173 begin
6174 if Mem = nil then
6175 Exit;
6177 // Ñèãíàòóðà òðóïà:
6178 Mem.ReadDWORD(sig);
6179 if sig <> CORPSE_SIGNATURE then // 'CORP'
6180 begin
6181 raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature');
6182 end;
6183 // Ñîñòîÿíèå:
6184 Mem.ReadByte(FState);
6185 // Íàêîïëåííûé óðîí:
6186 Mem.ReadByte(FDamage);
6187 // Öâåò:
6188 Mem.ReadByte(FColor.R);
6189 Mem.ReadByte(FColor.G);
6190 Mem.ReadByte(FColor.B);
6191 // Îáúåêò òðóïà:
6192 Obj_LoadState(@FObj, Mem);
6193 // Åñòü ëè àíèìàöèÿ:
6194 Mem.ReadBoolean(anim);
6195 // Åñëè åñòü - çàãðóæàåì:
6196 if anim then
6197 begin
6198 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6199 FAnimation.LoadState(Mem);
6200 end;
6201 // Åñòü ëè ìàñêà àíèìàöèè:
6202 Mem.ReadBoolean(anim);
6203 // Åñëè åñòü - çàãðóæàåì:
6204 if anim then
6205 begin
6206 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6207 FAnimationMask.LoadState(Mem);
6208 end;
6209 end;
6211 { T B o t : }
6213 constructor TBot.Create();
6214 var
6215 a: Integer;
6216 begin
6217 inherited Create();
6219 FPhysics := True;
6220 FSpectator := False;
6221 FGhost := False;
6223 FIamBot := True;
6225 Inc(gNumBots);
6227 for a := WP_FIRST to WP_LAST do
6228 begin
6229 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6230 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6231 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6232 end;
6233 end;
6235 destructor TBot.Destroy();
6236 begin
6237 Dec(gNumBots);
6238 inherited Destroy();
6239 end;
6241 procedure TBot.Draw();
6242 begin
6243 inherited Draw();
6245 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6246 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6247 end;
6249 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6250 begin
6251 inherited Respawn(Silent, Force);
6253 FAIFlags := nil;
6254 FSelectedWeapon := FCurrWeap;
6255 resetWeaponQueue();
6256 FTargetUID := 0;
6257 end;
6259 procedure TBot.UpdateCombat();
6260 type
6261 TTarget = record
6262 UID: Word;
6263 X, Y: Integer;
6264 Rect: TRectWH;
6265 cX, cY: Integer;
6266 Dist: Word;
6267 Line: Boolean;
6268 Visible: Boolean;
6269 IsPlayer: Boolean;
6270 end;
6272 TTargetRecord = array of TTarget;
6274 function Compare(a, b: TTarget): Integer;
6275 begin
6276 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6277 Result := -1
6278 else
6279 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6280 Result := 1
6281 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6282 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6283 begin
6284 if a.Dist > b.Dist then // B áëèæå
6285 Result := 1
6286 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6287 Result := -1;
6288 end
6289 else // Ñòðàííî -> A
6290 Result := -1;
6291 end;
6293 var
6294 a, x1, y1, x2, y2: Integer;
6295 targets: TTargetRecord;
6296 ammo: Word;
6297 Target, BestTarget: TTarget;
6298 firew, fireh: Integer;
6299 angle: SmallInt;
6300 mon: TMonster;
6301 pla, tpla: TPlayer;
6302 vsPlayer, vsMonster, ok: Boolean;
6303 begin
6304 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6305 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6307 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6308 if FCurrWeap <> FSelectedWeapon then
6309 NextWeapon();
6311 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6312 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6313 begin
6314 RemoveAIFlag('NEEDFIRE');
6316 case FCurrWeap of
6317 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6318 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6319 else PressKey(KEY_FIRE);
6320 end;
6321 end;
6323 // Êîîðäèíàòû ñòâîëà:
6324 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6325 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6327 Target.UID := FTargetUID;
6329 ok := False;
6330 if Target.UID <> 0 then
6331 begin // Öåëü åñòü - íàñòðàèâàåì
6332 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6333 vsPlayer then
6334 begin // Èãðîê
6335 tpla := g_Player_Get(Target.UID);
6336 if tpla <> nil then
6337 with tpla do
6338 begin
6339 if (@FObj) <> nil then
6340 begin
6341 Target.X := FObj.X;
6342 Target.Y := FObj.Y;
6343 end;
6344 end;
6346 Target.cX := Target.X + PLAYER_RECT_CX;
6347 Target.cY := Target.Y + PLAYER_RECT_CY;
6348 Target.Rect := PLAYER_RECT;
6349 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6350 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6351 (y1-4 > Target.Y+PLAYER_RECT.Y);
6352 Target.IsPlayer := True;
6353 ok := True;
6354 end
6355 else
6356 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6357 vsMonster then
6358 begin // Ìîíñòð
6359 mon := g_Monsters_Get(Target.UID);
6360 if mon <> nil then
6361 begin
6362 Target.X := mon.Obj.X;
6363 Target.Y := mon.Obj.Y;
6365 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6366 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6367 Target.Rect := mon.Obj.Rect;
6368 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6369 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6370 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6371 Target.IsPlayer := False;
6372 ok := True;
6373 end;
6374 end;
6375 end;
6377 if not ok then
6378 begin // Öåëè íåò - îáíóëÿåì
6379 Target.X := 0;
6380 Target.Y := 0;
6381 Target.cX := 0;
6382 Target.cY := 0;
6383 Target.Visible := False;
6384 Target.Line := False;
6385 Target.IsPlayer := False;
6386 end;
6388 targets := nil;
6390 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6391 if (not Target.Line) or (not Target.Visible) then
6392 begin
6393 // Èãðîêè:
6394 if vsPlayer then
6395 for a := 0 to High(gPlayers) do
6396 if (gPlayers[a] <> nil) and (gPlayers[a].Live) and
6397 (gPlayers[a].FUID <> FUID) and
6398 (not SameTeam(FUID, gPlayers[a].FUID)) and
6399 (not gPlayers[a].NoTarget) and
6400 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6401 begin
6402 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6403 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6404 Continue;
6406 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6407 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6409 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6410 if g_TraceVector(x1, y1, x2, y2) then
6411 begin
6412 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6413 SetLength(targets, Length(targets)+1);
6414 with targets[High(targets)] do
6415 begin
6416 UID := gPlayers[a].FUID;
6417 X := gPlayers[a].FObj.X;
6418 Y := gPlayers[a].FObj.Y;
6419 cX := x2;
6420 cY := y2;
6421 Rect := PLAYER_RECT;
6422 Dist := g_PatchLength(x1, y1, x2, y2);
6423 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6424 (y1-4 > Target.Y+PLAYER_RECT.Y);
6425 Visible := True;
6426 IsPlayer := True;
6427 end;
6428 end;
6429 end;
6431 // Ìîíñòðû:
6432 if vsMonster and (gMonsters <> nil) then
6433 for a := 0 to High(gMonsters) do
6434 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
6435 (gMonsters[a].MonsterType <> MONSTER_BARREL) then
6436 begin
6437 mon := gMonsters[a];
6439 if not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
6440 mon.Obj.Y + mon.Obj.Rect.Y) then
6441 Continue;
6443 x2 := mon.Obj.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6444 y2 := mon.Obj.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6446 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6447 if g_TraceVector(x1, y1, x2, y2) then
6448 begin
6449 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6450 SetLength(targets, Length(targets)+1);
6451 with targets[High(targets)] do
6452 begin
6453 UID := mon.UID;
6454 X := mon.Obj.X;
6455 Y := mon.Obj.Y;
6456 cX := x2;
6457 cY := y2;
6458 Rect := mon.Obj.Rect;
6459 Dist := g_PatchLength(x1, y1, x2, y2);
6460 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6461 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6462 Visible := True;
6463 IsPlayer := False;
6464 end;
6465 end;
6466 end;
6467 end;
6469 // Åñëè åñòü âîçìîæíûå öåëè:
6470 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6471 if targets <> nil then
6472 begin
6473 // Âûáèðàåì íàèëó÷øóþ öåëü:
6474 BestTarget := targets[0];
6475 if Length(targets) > 1 then
6476 for a := 1 to High(targets) do
6477 if Compare(BestTarget, targets[a]) = 1 then
6478 BestTarget := targets[a];
6480 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6481 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6482 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6483 begin
6484 Target := BestTarget;
6486 if (Healthy() = 3) or ((Healthy() = 2)) then
6487 begin // Åñëè çäîðîâû - äîãîíÿåì
6488 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6489 SetAIFlag('GORIGHT', '1');
6490 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6491 SetAIFlag('GOLEFT', '1');
6492 end
6493 else
6494 begin // Åñëè ïîáèòû - óáåãàåì
6495 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6496 SetAIFlag('GORIGHT', '1');
6497 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6498 SetAIFlag('GOLEFT', '1');
6499 end;
6501 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6502 SelectWeapon(Abs(x1-Target.cX));
6503 end;
6504 end;
6506 // Åñëè åñòü öåëü:
6507 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6508 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6509 if Target.UID <> 0 then
6510 begin
6511 if not TargetOnScreen(Target.X + Target.Rect.X,
6512 Target.Y + Target.Rect.Y) then
6513 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6514 if (Healthy() = 3) or ((Healthy() = 2)) then
6515 begin // Åñëè çäîðîâû - äîãîíÿåì
6516 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6517 SetAIFlag('GORIGHT', '1');
6518 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6519 SetAIFlag('GOLEFT', '1');
6520 end
6521 else
6522 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6523 Target.UID := 0;
6524 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6525 SetAIFlag('GORIGHT', '1');
6526 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6527 SetAIFlag('GOLEFT', '1');
6528 end;
6529 end
6530 else
6531 begin // Öåëü ïîêà íà "ýêðàíå"
6532 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6533 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6534 FLastVisible := gTime;
6535 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6536 if (Abs(FObj.Y-Target.Y) <= 128) then
6537 begin
6538 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6539 SetAIFlag('GORIGHT', '1');
6540 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6541 SetAIFlag('GOLEFT', '1');
6542 end;
6543 end;
6545 // Âûáèðàåì óãîë ââåðõ:
6546 if FDirection = D_LEFT then
6547 angle := ANGLE_LEFTUP
6548 else
6549 angle := ANGLE_RIGHTUP;
6551 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6552 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6554 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6555 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6556 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6557 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6558 Target.Rect.Width, Target.Rect.Height) and
6559 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6560 begin // òî íóæíî ñòðåëÿòü ââåðõ
6561 SetAIFlag('NEEDFIRE', '1');
6562 SetAIFlag('NEEDSEEUP', '1');
6563 end;
6565 // Âûáèðàåì óãîë âíèç:
6566 if FDirection = D_LEFT then
6567 angle := ANGLE_LEFTDOWN
6568 else
6569 angle := ANGLE_RIGHTDOWN;
6571 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6572 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6574 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6575 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6576 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6577 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6578 Target.Rect.Width, Target.Rect.Height) and
6579 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6580 begin // òî íóæíî ñòðåëÿòü âíèç
6581 SetAIFlag('NEEDFIRE', '1');
6582 SetAIFlag('NEEDSEEDOWN', '1');
6583 end;
6585 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6586 if Target.Visible and
6587 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6588 (y1-4 > Target.Y+Target.Rect.Y) then
6589 begin
6590 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6591 if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
6592 ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
6593 begin // òî íóæíî ñòðåëÿòü âïåðåä
6594 SetAIFlag('NEEDFIRE', '1');
6595 SetAIFlag('NEEDSEEDOWN', '');
6596 SetAIFlag('NEEDSEEUP', '');
6597 end;
6598 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6599 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6600 if GetRnd(FDifficult.CloseJump) then
6601 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6602 if Abs(FObj.X-Target.X) < 128 then
6603 a := 4
6604 else
6605 a := 30;
6606 if Random(a) = 0 then
6607 SetAIFlag('NEEDJUMP', '1');
6608 end;
6609 end;
6611 // Åñëè öåëü âñå åùå åñòü:
6612 if Target.UID <> 0 then
6613 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6614 Target.UID := 0 // òî çàáûòü öåëü
6615 else // Åñëè âèäåëè íåäàâíî
6616 begin // íî öåëü óáèëè
6617 if Target.IsPlayer then
6618 begin // Öåëü - èãðîê
6619 pla := g_Player_Get(Target.UID);
6620 if (pla = nil) or (not pla.Live) or pla.NoTarget or
6621 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6622 Target.UID := 0; // òî çàáûòü öåëü
6623 end
6624 else
6625 begin // Öåëü - ìîíñòð
6626 mon := g_Monsters_Get(Target.UID);
6627 if (mon = nil) or (not mon.Live) then
6628 Target.UID := 0; // òî çàáûòü öåëü
6629 end;
6630 end;
6631 end; // if Target.UID <> 0
6633 FTargetUID := Target.UID;
6635 // Åñëè âîçìîæíûõ öåëåé íåò:
6636 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6637 if targets = nil then
6638 if GetAIFlag('ATTACKLEFT') <> '' then
6639 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6640 RemoveAIFlag('ATTACKLEFT');
6642 SetAIFlag('NEEDJUMP', '1');
6644 if RunDirection() = D_RIGHT then
6645 begin // Èäåì íå â òó ñòîðîíó
6646 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6647 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6648 SetAIFlag('NEEDFIRE', '1');
6649 SetAIFlag('GOLEFT', '1');
6650 end;
6651 end
6652 else
6653 begin // Èäåì â íóæíóþ ñòîðîíó
6654 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6655 SetAIFlag('NEEDFIRE', '1');
6656 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6657 SetAIFlag('GORIGHT', '1');
6658 end;
6659 end
6660 else
6661 if GetAIFlag('ATTACKRIGHT') <> '' then
6662 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6663 RemoveAIFlag('ATTACKRIGHT');
6665 SetAIFlag('NEEDJUMP', '1');
6667 if RunDirection() = D_LEFT then
6668 begin // Èäåì íå â òó ñòîðîíó
6669 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6670 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6671 SetAIFlag('NEEDFIRE', '1');
6672 SetAIFlag('GORIGHT', '1');
6673 end;
6674 end
6675 else
6676 begin
6677 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6678 SetAIFlag('NEEDFIRE', '1');
6679 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6680 SetAIFlag('GOLEFT', '1');
6681 end;
6682 end;
6684 //HACK! (does it belongs there?)
6685 RealizeCurrentWeapon();
6687 // Åñëè åñòü âîçìîæíûå öåëè:
6688 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6689 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6690 for a := 0 to High(targets) do
6691 begin
6692 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6693 if GetRnd(FDifficult.DiagFire) then
6694 begin
6695 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6696 if FDirection = D_LEFT then
6697 angle := ANGLE_LEFTUP
6698 else
6699 angle := ANGLE_RIGHTUP;
6701 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6702 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6704 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6705 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6706 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6707 targets[a].Rect.Width, targets[a].Rect.Height) and
6708 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6709 begin
6710 SetAIFlag('NEEDFIRE', '1');
6711 SetAIFlag('NEEDSEEUP', '1');
6712 end;
6714 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6715 if FDirection = D_LEFT then
6716 angle := ANGLE_LEFTDOWN
6717 else
6718 angle := ANGLE_RIGHTDOWN;
6720 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6721 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6723 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6724 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6725 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6726 targets[a].Rect.Width, targets[a].Rect.Height) and
6727 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6728 begin
6729 SetAIFlag('NEEDFIRE', '1');
6730 SetAIFlag('NEEDSEEDOWN', '1');
6731 end;
6732 end;
6734 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6735 if targets[a].Line and targets[a].Visible and
6736 (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
6737 ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
6738 begin
6739 SetAIFlag('NEEDFIRE', '1');
6740 Break;
6741 end;
6742 end;
6744 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6745 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6746 PLAYER_RECT.Width, PLAYER_RECT.Height,
6747 40+GetInterval(FDifficult.Cover, 40)) then
6748 SetAIFlag('NEEDJUMP', '1');
6750 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6751 ammo := GetAmmoByWeapon(FCurrWeap);
6752 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6753 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6754 (ammo = 0) then
6755 SetAIFlag('SELECTWEAPON', '1');
6757 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6758 if GetAIFlag('SELECTWEAPON') = '1' then
6759 begin
6760 SelectWeapon(-1);
6761 RemoveAIFlag('SELECTWEAPON');
6762 end;
6763 end;
6765 procedure TBot.Update();
6766 var
6767 EnableAI: Boolean;
6768 begin
6769 if not FLive then
6770 begin // Respawn
6771 ReleaseKeys();
6772 PressKey(KEY_UP);
6773 end
6774 else
6775 begin
6776 EnableAI := True;
6778 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6779 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6780 EnableAI := False;
6781 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6782 EnableAI := False;
6783 if g_debug_BotAIOff = 3 then
6784 EnableAI := False;
6786 if EnableAI then
6787 begin
6788 UpdateMove();
6789 UpdateCombat();
6790 end
6791 else
6792 begin
6793 RealizeCurrentWeapon();
6794 end;
6795 end;
6797 inherited Update();
6798 end;
6800 procedure TBot.ReleaseKey(Key: Byte);
6801 begin
6802 with FKeys[Key] do
6803 begin
6804 Pressed := False;
6805 Time := 0;
6806 end;
6807 end;
6809 function TBot.KeyPressed(Key: Word): Boolean;
6810 begin
6811 Result := FKeys[Key].Pressed;
6812 end;
6814 function TBot.GetAIFlag(aName: String20): String20;
6815 var
6816 a: Integer;
6817 begin
6818 Result := '';
6820 aName := LowerCase(aName);
6822 if FAIFlags <> nil then
6823 for a := 0 to High(FAIFlags) do
6824 if LowerCase(FAIFlags[a].Name) = aName then
6825 begin
6826 Result := FAIFlags[a].Value;
6827 Break;
6828 end;
6829 end;
6831 procedure TBot.RemoveAIFlag(aName: String20);
6832 var
6833 a, b: Integer;
6834 begin
6835 if FAIFlags = nil then Exit;
6837 aName := LowerCase(aName);
6839 for a := 0 to High(FAIFlags) do
6840 if LowerCase(FAIFlags[a].Name) = aName then
6841 begin
6842 if a <> High(FAIFlags) then
6843 for b := a to High(FAIFlags)-1 do
6844 FAIFlags[b] := FAIFlags[b+1];
6846 SetLength(FAIFlags, Length(FAIFlags)-1);
6847 Break;
6848 end;
6849 end;
6851 procedure TBot.SetAIFlag(aName, fValue: String20);
6852 var
6853 a: Integer;
6854 ok: Boolean;
6855 begin
6856 a := 0;
6857 ok := False;
6859 aName := LowerCase(aName);
6861 if FAIFlags <> nil then
6862 for a := 0 to High(FAIFlags) do
6863 if LowerCase(FAIFlags[a].Name) = aName then
6864 begin
6865 ok := True;
6866 Break;
6867 end;
6869 if ok then FAIFlags[a].Value := fValue
6870 else
6871 begin
6872 SetLength(FAIFlags, Length(FAIFlags)+1);
6873 with FAIFlags[High(FAIFlags)] do
6874 begin
6875 Name := aName;
6876 Value := fValue;
6877 end;
6878 end;
6879 end;
6881 procedure TBot.UpdateMove;
6883 procedure GoLeft(Time: Word = 1);
6884 begin
6885 ReleaseKey(KEY_LEFT);
6886 ReleaseKey(KEY_RIGHT);
6887 PressKey(KEY_LEFT, Time);
6888 SetDirection(D_LEFT);
6889 end;
6891 procedure GoRight(Time: Word = 1);
6892 begin
6893 ReleaseKey(KEY_LEFT);
6894 ReleaseKey(KEY_RIGHT);
6895 PressKey(KEY_RIGHT, Time);
6896 SetDirection(D_RIGHT);
6897 end;
6899 function Rnd(a: Word): Boolean;
6900 begin
6901 Result := Random(a) = 0;
6902 end;
6904 procedure Turn(Time: Word = 1200);
6905 begin
6906 if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
6907 end;
6909 procedure Stop();
6910 begin
6911 ReleaseKey(KEY_LEFT);
6912 ReleaseKey(KEY_RIGHT);
6913 end;
6915 function CanRunLeft(): Boolean;
6916 begin
6917 Result := not CollideLevel(-1, 0);
6918 end;
6920 function CanRunRight(): Boolean;
6921 begin
6922 Result := not CollideLevel(1, 0);
6923 end;
6925 function CanRun(): Boolean;
6926 begin
6927 if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
6928 end;
6930 procedure Jump(Time: Word = 30);
6931 begin
6932 PressKey(KEY_JUMP, Time);
6933 end;
6935 function NearHole(): Boolean;
6936 var
6937 x, sx: Integer;
6938 begin
6939 { TODO 5 : Ëåñòíèöû }
6940 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6941 for x := 1 to PLAYER_RECT.Width do
6942 if (not StayOnStep(x*sx, 0)) and
6943 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6944 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6945 begin
6946 Result := True;
6947 Exit;
6948 end;
6950 Result := False;
6951 end;
6953 function BorderHole(): Boolean;
6954 var
6955 x, sx, xx: Integer;
6956 begin
6957 { TODO 5 : Ëåñòíèöû }
6958 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6959 for x := 1 to PLAYER_RECT.Width do
6960 if (not StayOnStep(x*sx, 0)) and
6961 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6962 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6963 begin
6964 for xx := x to x+32 do
6965 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
6966 begin
6967 Result := True;
6968 Exit;
6969 end;
6970 end;
6972 Result := False;
6973 end;
6975 function NearDeepHole(): Boolean;
6976 var
6977 x, sx, y: Integer;
6978 begin
6979 Result := False;
6981 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6982 y := 3;
6984 for x := 1 to PLAYER_RECT.Width do
6985 if (not StayOnStep(x*sx, 0)) and
6986 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6987 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6988 begin
6989 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6990 begin
6991 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
6992 y := y+1;
6993 end;
6995 Result := True;
6996 end else Result := False;
6997 end;
6999 function OverDeepHole(): Boolean;
7000 var
7001 y: Integer;
7002 begin
7003 Result := False;
7005 y := 1;
7006 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7007 begin
7008 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7009 y := y+1;
7010 end;
7012 Result := True;
7013 end;
7015 function OnGround(): Boolean;
7016 begin
7017 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7018 end;
7020 function OnLadder(): Boolean;
7021 begin
7022 Result := FullInStep(0, 0);
7023 end;
7025 function BelowLadder(): Boolean;
7026 begin
7027 Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7028 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7029 (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7030 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7031 end;
7033 function BelowLiftUp(): Boolean;
7034 begin
7035 Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7036 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7037 ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7038 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7039 end;
7041 function OnTopLift(): Boolean;
7042 begin
7043 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7044 end;
7046 function CanJumpOver(): Boolean;
7047 var
7048 sx, y: Integer;
7049 begin
7050 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7052 Result := False;
7054 if not CollideLevel(sx, 0) then Exit;
7056 for y := 1 to BOT_MAXJUMP do
7057 if CollideLevel(0, -y) then Exit else
7058 if not CollideLevel(sx, -y) then
7059 begin
7060 Result := True;
7061 Exit;
7062 end;
7063 end;
7065 function CanJumpUp(Dist: ShortInt): Boolean;
7066 var
7067 y, yy: Integer;
7068 c: Boolean;
7069 begin
7070 Result := False;
7072 if CollideLevel(Dist, 0) then Exit;
7074 c := False;
7075 for y := 0 to BOT_MAXJUMP do
7076 if CollideLevel(Dist, -y) then
7077 begin
7078 c := True;
7079 Break;
7080 end;
7082 if not c then Exit;
7084 c := False;
7085 for yy := y+1 to BOT_MAXJUMP do
7086 if not CollideLevel(Dist, -yy) then
7087 begin
7088 c := True;
7089 Break;
7090 end;
7092 if not c then Exit;
7094 c := False;
7095 for y := 0 to BOT_MAXJUMP do
7096 if CollideLevel(0, -y) then
7097 begin
7098 c := True;
7099 Break;
7100 end;
7102 if c then Exit;
7104 if y < yy then Exit;
7106 Result := True;
7107 end;
7109 function IsSafeTrigger(): Boolean;
7110 var
7111 a: Integer;
7112 begin
7113 Result := True;
7114 if gTriggers = nil then
7115 Exit;
7116 for a := 0 to High(gTriggers) do
7117 if Collide(gTriggers[a].X,
7118 gTriggers[a].Y,
7119 gTriggers[a].Width,
7120 gTriggers[a].Height) and
7121 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7122 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7123 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7124 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7125 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7126 Result := False;
7127 end;
7129 begin
7130 // Âîçìîæíî, íàæèìàåì êíîïêó:
7131 if Rnd(16) and IsSafeTrigger() then
7132 PressKey(KEY_OPEN);
7134 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7135 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7136 begin
7137 ReleaseKey(KEY_LEFT);
7138 ReleaseKey(KEY_RIGHT);
7139 Jump();
7140 end;
7142 // Èäåì âëåâî, åñëè íàäî áûëî:
7143 if GetAIFlag('GOLEFT') <> '' then
7144 begin
7145 RemoveAIFlag('GOLEFT');
7146 if CanRunLeft() then
7147 GoLeft(360);
7148 end;
7150 // Èäåì âïðàâî, åñëè íàäî áûëî:
7151 if GetAIFlag('GORIGHT') <> '' then
7152 begin
7153 RemoveAIFlag('GORIGHT');
7154 if CanRunRight() then
7155 GoRight(360);
7156 end;
7158 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7159 if FObj.X < -32 then
7160 GoRight(360)
7161 else
7162 if FObj.X+32 > gMapInfo.Width then
7163 GoLeft(360);
7165 // Ïðûãàåì, åñëè íàäî áûëî:
7166 if GetAIFlag('NEEDJUMP') <> '' then
7167 begin
7168 Jump(0);
7169 RemoveAIFlag('NEEDJUMP');
7170 end;
7172 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7173 if GetAIFlag('NEEDSEEUP') <> '' then
7174 begin
7175 ReleaseKey(KEY_UP);
7176 ReleaseKey(KEY_DOWN);
7177 PressKey(KEY_UP, 20);
7178 RemoveAIFlag('NEEDSEEUP');
7179 end;
7181 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7182 if GetAIFlag('NEEDSEEDOWN') <> '' then
7183 begin
7184 ReleaseKey(KEY_UP);
7185 ReleaseKey(KEY_DOWN);
7186 PressKey(KEY_DOWN, 20);
7187 RemoveAIFlag('NEEDSEEDOWN');
7188 end;
7190 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7191 if GetAIFlag('GOINHOLE') <> '' then
7192 if not OnGround() then
7193 begin
7194 ReleaseKey(KEY_LEFT);
7195 ReleaseKey(KEY_RIGHT);
7196 RemoveAIFlag('GOINHOLE');
7197 SetAIFlag('FALLINHOLE', '1');
7198 end;
7200 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7201 if GetAIFlag('FALLINHOLE') <> '' then
7202 if OnGround() then
7203 RemoveAIFlag('FALLINHOLE');
7205 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7206 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7207 if GetAIFlag('FALLINHOLE') = '' then
7208 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7209 if Rnd(2) then
7210 GoLeft(360)
7211 else
7212 GoRight(360);
7214 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7215 if OnGround() and
7216 CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
7217 Rnd(8) then
7218 Jump();
7220 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7221 if OnGround() and NearHole() then
7222 if NearDeepHole() then // Åñëè ýòî áåçäíà
7223 case Random(6) of
7224 0..3: Turn(); // Áåæèì îáðàòíî
7225 4: Jump(); // Ïðûãàåì
7226 5: begin // Ïðûãàåì îáðàòíî
7227 Turn();
7228 Jump();
7229 end;
7230 end
7231 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7232 if GetAIFlag('GOINHOLE') = '' then
7233 case Random(6) of
7234 0: Turn(); // Íå íóæíî òóäà
7235 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7236 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7237 if BorderHole() then
7238 SetAIFlag('GOINHOLE', '1');
7239 end;
7241 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7242 if (not CanRun()) and OnGround() then
7243 begin
7244 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7245 if CanJumpOver() or OnLadder() then
7246 Jump()
7247 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7248 if Random(2) = 0 then
7249 begin
7250 if IsSafeTrigger() then
7251 PressKey(KEY_OPEN);
7252 end else
7253 Turn();
7254 end;
7256 // Îñòàëîñü ìàëî âîçäóõà:
7257 if FAir < 36 * 2 then
7258 Jump(20);
7260 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7261 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7262 if BodyInAcid(0, 0) then
7263 Jump();
7264 end;
7266 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7267 begin
7268 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7269 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7270 end;
7272 {function TBot.NeedItem(Item: Byte): Byte;
7273 begin
7274 Result := 4;
7275 end;}
7277 procedure TBot.SelectWeapon(Dist: Integer);
7278 var
7279 a: Integer;
7281 function HaveAmmo(weapon: Byte): Boolean;
7282 begin
7283 case weapon of
7284 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7285 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7286 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7287 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7288 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7289 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7290 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7291 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7292 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7293 else Result := True;
7294 end;
7295 end;
7297 begin
7298 if Dist = -1 then Dist := BOT_LONGDIST;
7300 if Dist > BOT_LONGDIST then
7301 begin // Äàëüíèé áîé
7302 for a := 0 to 9 do
7303 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7304 begin
7305 FSelectedWeapon := FDifficult.WeaponPrior[a];
7306 Break;
7307 end;
7308 end
7309 else //if Dist > BOT_UNSAFEDIST then
7310 begin // Áëèæíèé áîé
7311 for a := 0 to 9 do
7312 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7313 begin
7314 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7315 Break;
7316 end;
7317 end;
7318 { else
7319 begin
7320 for a := 0 to 9 do
7321 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7322 begin
7323 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7324 Break;
7325 end;
7326 end;}
7327 end;
7329 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7330 begin
7331 Result := inherited PickItem(ItemType, force, remove);
7333 if Result then SetAIFlag('SELECTWEAPON', '1');
7334 end;
7336 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7337 begin
7338 Result := inherited Heal(value, Soft);
7339 end;
7341 function TBot.Healthy(): Byte;
7342 begin
7343 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7344 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7345 else if (FHealth > 50) then Result := 2
7346 else if (FHealth > 20) then Result := 1
7347 else Result := 0;
7348 end;
7350 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7351 begin
7352 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7353 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7354 end;
7356 procedure TBot.OnDamage(Angle: SmallInt);
7357 var
7358 pla: TPlayer;
7359 mon: TMonster;
7360 ok: Boolean;
7361 begin
7362 inherited;
7364 if (Angle = 0) or (Angle = 180) then
7365 begin
7366 ok := False;
7367 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7368 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7369 begin // Èãðîê
7370 pla := g_Player_Get(FLastSpawnerUID);
7371 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7372 pla.FObj.Y + PLAYER_RECT.Y);
7373 end
7374 else
7375 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7376 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7377 begin // Ìîíñòð
7378 mon := g_Monsters_Get(FLastSpawnerUID);
7379 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7380 mon.Obj.Y + mon.Obj.Rect.Y);
7381 end;
7383 if ok then
7384 if Angle = 0 then
7385 SetAIFlag('ATTACKLEFT', '1')
7386 else
7387 SetAIFlag('ATTACKRIGHT', '1');
7388 end;
7389 end;
7391 function TBot.RunDirection(): TDirection;
7392 begin
7393 if Abs(Vel.X) >= 1 then
7394 begin
7395 if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT;
7396 end else
7397 Result := FDirection;
7398 end;
7400 function TBot.GetRnd(a: Byte): Boolean;
7401 begin
7402 if a = 0 then Result := False
7403 else if a = 255 then Result := True
7404 else Result := Random(256) > 255-a;
7405 end;
7407 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7408 begin
7409 Result := Round((255-a)/255*radius*(Random(2)-1));
7410 end;
7412 procedure TBot.SaveState(var Mem: TBinMemoryWriter);
7413 var
7414 i: Integer;
7415 dw: DWORD;
7416 p: Pointer;
7417 begin
7418 inherited SaveState(Mem);
7420 // Âûáðàííîå îðóæèå:
7421 Mem.WriteByte(FSelectedWeapon);
7422 // UID öåëè:
7423 Mem.WriteWord(FTargetUID);
7424 // Âðåìÿ ïîòåðè öåëè:
7425 Mem.WriteDWORD(FLastVisible);
7426 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7427 dw := Length(FAIFlags);
7428 Mem.WriteDWORD(dw);
7429 // Ôëàãè ÈÈ:
7430 for i := 0 to Integer(dw)-1 do
7431 begin
7432 Mem.WriteString(FAIFlags[i].Name, 20);
7433 Mem.WriteString(FAIFlags[i].Value, 20);
7434 end;
7435 // Íàñòðîéêè ñëîæíîñòè:
7436 p := @FDifficult;
7437 Mem.WriteMemory(p, SizeOf(TDifficult));
7438 end;
7440 procedure TBot.LoadState(var Mem: TBinMemoryReader);
7441 var
7442 i: Integer;
7443 dw: DWORD;
7444 p: Pointer;
7445 begin
7446 inherited LoadState(Mem);
7448 // Âûáðàííîå îðóæèå:
7449 Mem.ReadByte(FSelectedWeapon);
7450 // UID öåëè:
7451 Mem.ReadWord(FTargetUID);
7452 // Âðåìÿ ïîòåðè öåëè:
7453 Mem.ReadDWORD(FLastVisible);
7454 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7455 Mem.ReadDWORD(dw);
7456 SetLength(FAIFlags, dw);
7457 // Ôëàãè ÈÈ:
7458 for i := 0 to Integer(dw)-1 do
7459 begin
7460 Mem.ReadString(FAIFlags[i].Name);
7461 Mem.ReadString(FAIFlags[i].Value);
7462 end;
7463 // Íàñòðîéêè ñëîæíîñòè:
7464 Mem.ReadMemory(p, dw);
7465 if dw <> SizeOf(TDifficult) then
7466 begin
7467 raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size');
7468 end;
7469 FDifficult := TDifficult(p^);
7470 end;
7472 end.