DEADSOFTWARE

gibs and corpses now affected by mplats
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) DooM 2D:Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 {$M+}
18 unit g_player;
20 interface
22 uses
23 e_graphics, g_playermodel, g_basic, g_textures,
24 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
25 BinEditor, g_panel;
27 const
28 KEY_LEFT = 1;
29 KEY_RIGHT = 2;
30 KEY_UP = 3;
31 KEY_DOWN = 4;
32 KEY_FIRE = 5;
33 KEY_NEXTWEAPON = 6;
34 KEY_PREVWEAPON = 7;
35 KEY_OPEN = 8;
36 KEY_JUMP = 9;
37 KEY_CHAT = 10;
39 R_ITEM_BACKPACK = 0;
40 R_KEY_RED = 1;
41 R_KEY_GREEN = 2;
42 R_KEY_BLUE = 3;
43 R_BERSERK = 4;
45 MR_SUIT = 0;
46 MR_INVUL = 1;
47 MR_INVIS = 2;
48 MR_MAX = 2;
50 A_BULLETS = 0;
51 A_SHELLS = 1;
52 A_ROCKETS = 2;
53 A_CELLS = 3;
54 A_FUEL = 4;
55 A_HIGH = 4;
57 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
58 ((200, 50, 50, 300, 100),
59 (400, 100, 100, 600, 200));
61 K_SIMPLEKILL = 0;
62 K_HARDKILL = 1;
63 K_EXTRAHARDKILL = 2;
64 K_FALLKILL = 3;
66 T_RESPAWN = 0;
67 T_SWITCH = 1;
68 T_USE = 2;
69 T_FLAGCAP = 3;
71 TEAM_NONE = 0;
72 TEAM_RED = 1;
73 TEAM_BLUE = 2;
74 TEAM_COOP = 3;
76 SHELL_BULLET = 0;
77 SHELL_SHELL = 1;
78 SHELL_DBLSHELL = 2;
80 ANGLE_NONE = Low(SmallInt);
82 CORPSE_STATE_REMOVEME = 0;
83 CORPSE_STATE_NORMAL = 1;
84 CORPSE_STATE_MESS = 2;
86 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
87 PLAYER_RECT_CX = 15+(34 div 2);
88 PLAYER_RECT_CY = 12+(52 div 2);
89 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
91 PLAYER_HP_SOFT = 100;
92 PLAYER_HP_LIMIT = 200;
93 PLAYER_AP_SOFT = 100;
94 PLAYER_AP_LIMIT = 200;
95 SUICIDE_DAMAGE = 112;
97 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
98 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
100 type
101 TPlayerStat = record
102 Ping: Word;
103 Loss: Byte;
104 Name: String;
105 Team: Byte;
106 Frags: SmallInt;
107 Deaths: SmallInt;
108 Lives: Byte;
109 Kills: Word;
110 Color: TRGB;
111 Spectator: Boolean;
112 end;
114 TPlayerStatArray = Array of TPlayerStat;
116 TPlayerSavedState = record
117 Health: Integer;
118 Armor: Integer;
119 Air: Integer;
120 JetFuel: Integer;
121 CurrWeap: Byte;
122 NextWeap: WORD;
123 NextWeapDelay: Byte;
124 Ammo: Array [A_BULLETS..A_HIGH] of Word;
125 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
126 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
127 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
128 WaitRecall: Boolean;
129 end;
131 TKeyState = record
132 Pressed: Boolean;
133 Time: Word;
134 end;
136 TPlayer = class (TObject)
137 private
138 FIamBot: Boolean;
139 FUID: Word;
140 FName: String;
141 FTeam: Byte;
142 FAlive: Boolean;
143 FSpawned: Boolean;
144 FDirection: TDirection;
145 FHealth: Integer;
146 FLives: Byte;
147 FArmor: Integer;
148 FAir: Integer;
149 FPain: Integer;
150 FPickup: Integer;
151 FKills: Integer;
152 FMonsterKills: Integer;
153 FFrags: Integer;
154 FFragCombo: Byte;
155 FLastFrag: LongWord;
156 FComboEvnt: Integer;
157 FDeath: Integer;
158 FCanJetpack: Boolean;
159 FJetFuel: Integer;
160 FFlag: Byte;
161 FSecrets: Integer;
162 FCurrWeap: Byte;
163 FNextWeap: WORD;
164 FNextWeapDelay: Byte; // frames
165 FBFGFireCounter: SmallInt;
166 FLastSpawnerUID: Word;
167 FLastHit: Byte;
168 FObj: TObj;
169 FXTo, FYTo: Integer;
170 FSpectatePlayer: Integer;
171 FFirePainTime: Integer;
172 FFireAttacker: Word;
174 FSavedState: TPlayerSavedState;
176 FModel: TPlayerModel;
177 FActionPrior: Byte;
178 FActionAnim: Byte;
179 FActionForce: Boolean;
180 FActionChanged: Boolean;
181 FAngle: SmallInt;
182 FFireAngle: SmallInt;
183 FIncCam: Integer;
184 FShellTimer: Integer;
185 FShellType: Byte;
186 FSawSound: TPlayableSound;
187 FSawSoundIdle: TPlayableSound;
188 FSawSoundHit: TPlayableSound;
189 FSawSoundSelect: TPlayableSound;
190 FJetSoundOn: TPlayableSound;
191 FJetSoundOff: TPlayableSound;
192 FJetSoundFly: TPlayableSound;
193 FGodMode: Boolean;
194 FNoTarget: Boolean;
195 FNoReload: Boolean;
196 FJustTeleported: Boolean;
197 FNetTime: LongWord;
199 function CollideLevel(XInc, YInc: Integer): Boolean;
200 function StayOnStep(XInc, YInc: Integer): Boolean;
201 function HeadInLiquid(XInc, YInc: Integer): Boolean;
202 function BodyInLiquid(XInc, YInc: Integer): Boolean;
203 function BodyInAcid(XInc, YInc: Integer): Boolean;
204 function FullInLift(XInc, YInc: Integer): Integer;
205 {procedure CollideItem();}
206 procedure FlySmoke(Times: DWORD = 1);
207 procedure OnFireFlame(Times: DWORD = 1);
208 function GetAmmoByWeapon(Weapon: Byte): Word;
209 procedure SetAction(Action: Byte; Force: Boolean = False);
210 procedure OnDamage(Angle: SmallInt); virtual;
211 function firediry(): Integer;
213 procedure Run(Direction: TDirection);
214 procedure NextWeapon();
215 procedure PrevWeapon();
216 procedure SeeUp();
217 procedure SeeDown();
218 procedure Fire();
219 procedure Jump();
220 procedure Use();
222 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
223 procedure resetWeaponQueue ();
224 function hasAmmoForWeapon (weapon: Byte): Boolean;
226 public
227 FDamageBuffer: Integer;
229 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
230 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
231 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
232 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
233 FBerserk: Integer;
234 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
235 FReloading: Array [WP_FIRST..WP_LAST] of Word;
236 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
237 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
238 FColor: TRGB;
239 FPreferredTeam: Byte;
240 FSpectator: Boolean;
241 FNoRespawn: Boolean;
242 FWantsInGame: Boolean;
243 FGhost: Boolean;
244 FPhysics: Boolean;
245 FJetpack: Boolean;
246 FActualModelName: string;
247 FClientID: SmallInt;
248 FPing: Word;
249 FLoss: Byte;
250 FDummy: Boolean;
251 FFireTime: Integer;
253 // debug: viewport offset
254 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
256 function isValidViewPort (): Boolean; inline;
258 constructor Create(); virtual;
259 destructor Destroy(); override;
260 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
261 function GetRespawnPoint(): Byte;
262 procedure PressKey(Key: Byte; Time: Word = 1);
263 procedure ReleaseKeys();
264 procedure SetModel(ModelName: String);
265 procedure SetColor(Color: TRGB);
266 procedure SetWeapon(W: Byte);
267 function IsKeyPressed(K: Byte): Boolean;
268 function GetKeys(): Byte;
269 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
270 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
271 function Collide(Panel: TPanel): Boolean; overload;
272 function Collide(X, Y: Integer): Boolean; overload;
273 procedure SetDirection(Direction: TDirection);
274 procedure GetSecret();
275 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
276 procedure Touch();
277 procedure Push(vx, vy: Integer);
278 procedure ChangeModel(ModelName: String);
279 procedure SwitchTeam;
280 procedure ChangeTeam(Team: Byte);
281 procedure BFGHit();
282 function GetFlag(Flag: Byte): Boolean;
283 procedure SetFlag(Flag: Byte);
284 function DropFlag(): Boolean;
285 procedure AllRulez(Health: Boolean);
286 procedure RestoreHealthArmor();
287 procedure FragCombo();
288 procedure GiveItem(ItemType: Byte);
289 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
290 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
291 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
292 procedure MakeBloodSimple(Count: Word);
293 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
294 procedure Reset(Force: Boolean);
295 procedure Spectate(NoMove: Boolean = False);
296 procedure SwitchNoClip;
297 procedure SoftReset();
298 procedure Draw(); virtual;
299 procedure DrawPain();
300 procedure DrawPickup();
301 procedure DrawRulez();
302 procedure DrawAim();
303 procedure DrawBubble();
304 procedure DrawGUI();
305 procedure Update(); virtual;
306 procedure RememberState();
307 procedure RecallState();
308 procedure SaveState(var Mem: TBinMemoryWriter); virtual;
309 procedure LoadState(var Mem: TBinMemoryReader); virtual;
310 procedure PauseSounds(Enable: Boolean);
311 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
312 procedure DoLerp(Level: Integer = 2);
313 procedure SetLerp(XTo, YTo: Integer);
314 procedure QueueWeaponSwitch(Weapon: Byte);
315 procedure RealizeCurrentWeapon();
316 procedure JetpackOn;
317 procedure JetpackOff;
318 procedure CatchFire(Attacker: Word);
320 //WARNING! this does nothing for now, but still call it!
321 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
323 procedure getMapBox (out x, y, w, h: Integer); inline;
325 public
326 property Vel: TPoint2i read FObj.Vel;
327 property Obj: TObj read FObj;
329 published
330 property Name: String read FName write FName;
331 property Model: TPlayerModel read FModel;
332 property Health: Integer read FHealth write FHealth;
333 property Lives: Byte read FLives write FLives;
334 property Armor: Integer read FArmor write FArmor;
335 property Air: Integer read FAir write FAir;
336 property JetFuel: Integer read FJetFuel write FJetFuel;
337 property Frags: Integer read FFrags write FFrags;
338 property Death: Integer read FDeath write FDeath;
339 property Kills: Integer read FKills write FKills;
340 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
341 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
342 property Secrets: Integer read FSecrets;
343 property GodMode: Boolean read FGodMode write FGodMode;
344 property NoTarget: Boolean read FNoTarget write FNoTarget;
345 property NoReload: Boolean read FNoReload write FNoReload;
346 property alive: Boolean read FAlive write FAlive;
347 property Flag: Byte read FFlag;
348 property Team: Byte read FTeam write FTeam;
349 property Direction: TDirection read FDirection;
350 property GameX: Integer read FObj.X write FObj.X;
351 property GameY: Integer read FObj.Y write FObj.Y;
352 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
353 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
354 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
355 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
356 property IncCam: Integer read FIncCam write FIncCam;
357 property UID: Word read FUID write FUID;
358 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
359 property NetTime: LongWord read FNetTime write FNetTime;
360 end;
362 TDifficult = record
363 DiagFire: Byte;
364 InvisFire: Byte;
365 DiagPrecision: Byte;
366 FlyPrecision: Byte;
367 Cover: Byte;
368 CloseJump: Byte;
369 WeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
370 CloseWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
371 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
372 end;
374 TAIFlag = record
375 Name: String;
376 Value: String;
377 end;
379 TBot = class (TPlayer)
380 private
381 FSelectedWeapon: Byte;
382 FTargetUID: Word;
383 FLastVisible: DWORD;
384 FAIFlags: Array of TAIFlag;
385 FDifficult: TDifficult;
387 function GetRnd(a: Byte): Boolean;
388 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
389 function RunDirection(): TDirection;
390 function FullInStep(XInc, YInc: Integer): Boolean;
391 //function NeedItem(Item: Byte): Byte;
392 procedure SelectWeapon(Dist: Integer);
393 procedure SetAIFlag(aName, fValue: String20);
394 function GetAIFlag(aName: String20): String20;
395 procedure RemoveAIFlag(aName: String20);
396 function Healthy(): Byte;
397 procedure UpdateMove();
398 procedure UpdateCombat();
399 function KeyPressed(Key: Word): Boolean;
400 procedure ReleaseKey(Key: Byte);
401 function TargetOnScreen(TX, TY: Integer): Boolean;
402 procedure OnDamage(Angle: SmallInt); override;
404 public
405 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
406 constructor Create(); override;
407 destructor Destroy(); override;
408 procedure Draw(); override;
409 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
410 function Heal(value: Word; Soft: Boolean): Boolean; override;
411 procedure Update(); override;
412 procedure SaveState(var Mem: TBinMemoryWriter); override;
413 procedure LoadState(var Mem: TBinMemoryReader); override;
414 end;
416 PGib = ^TGib;
417 TGib = record
418 alive: Boolean;
419 ID: DWORD;
420 MaskID: DWORD;
421 RAngle: Integer;
422 Color: TRGB;
423 Obj: TObj;
425 procedure getMapBox (out x, y, w, h: Integer); inline;
427 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
428 end;
431 PShell = ^TShell;
432 TShell = record
433 SpriteID: DWORD;
434 alive: Boolean;
435 SType: Byte;
436 RAngle: Integer;
437 Timeout: Cardinal;
438 CX, CY: Integer;
439 Obj: TObj;
441 procedure getMapBox (out x, y, w, h: Integer); inline;
443 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
444 end;
446 TCorpse = class (TObject)
447 private
448 FModelName: String;
449 FMess: Boolean;
450 FState: Byte;
451 FDamage: Byte;
452 FColor: TRGB;
453 FObj: TObj;
454 FAnimation: TAnimation;
455 FAnimationMask: TAnimation;
457 public
458 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
459 destructor Destroy(); override;
460 procedure Damage(Value: Word; vx, vy: Integer);
461 procedure Update();
462 procedure Draw();
463 procedure SaveState(var Mem: TBinMemoryWriter);
464 procedure LoadState(var Mem: TBinMemoryReader);
466 procedure getMapBox (out x, y, w, h: Integer); inline;
468 procedure moveBy (dx, dy: Integer); inline;
470 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
472 property Obj: TObj read FObj;
473 property State: Byte read FState;
474 property Mess: Boolean read FMess;
475 end;
477 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
478 record
479 Goals: SmallInt;
480 end;
482 var
483 gPlayers: Array of TPlayer;
484 gCorpses: Array of TCorpse;
485 gGibs: Array of TGib;
486 gShells: Array of TShell;
487 gTeamStat: TTeamStat;
488 gFly: Boolean = False;
489 gAimLine: Boolean = False;
490 gChatBubble: Byte = 0;
491 gNumBots: Word = 0;
492 gLMSPID1: Word = 0;
493 gLMSPID2: Word = 0;
494 MAX_RUNVEL: Integer = 8;
495 VEL_JUMP: Integer = 10;
496 SHELL_TIMEOUT: Cardinal = 60000;
498 function Lerp(X, Y, Factor: Integer): Integer;
500 procedure g_Gibs_SetMax(Count: Word);
501 function g_Gibs_GetMax(): Word;
502 procedure g_Corpses_SetMax(Count: Word);
503 function g_Corpses_GetMax(): Word;
504 procedure g_Shells_SetMax(Count: Word);
505 function g_Shells_GetMax(): Word;
507 procedure g_Player_Init();
508 procedure g_Player_Free();
509 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
510 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
511 procedure g_Player_Remove(UID: Word);
512 procedure g_Player_ResetTeams();
513 procedure g_Player_UpdateAll();
514 procedure g_Player_DrawAll();
515 procedure g_Player_DrawDebug(p: TPlayer);
516 procedure g_Player_DrawHealth();
517 procedure g_Player_RememberAll();
518 procedure g_Player_ResetAll(Force, Silent: Boolean);
519 function g_Player_Get(UID: Word): TPlayer;
520 function g_Player_GetCount(): Byte;
521 function g_Player_GetStats(): TPlayerStatArray;
522 function g_Player_ValidName(Name: String): Boolean;
523 procedure g_Player_CreateCorpse(Player: TPlayer);
524 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
525 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
526 procedure g_Player_UpdatePhysicalObjects();
527 procedure g_Player_DrawCorpses();
528 procedure g_Player_DrawShells();
529 procedure g_Player_RemoveAllCorpses();
530 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
531 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
532 procedure g_Bot_Add(Team, Difficult: Byte);
533 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
534 procedure g_Bot_MixNames();
535 procedure g_Bot_RemoveAll();
537 implementation
539 uses
540 e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math,
541 g_options, g_triggers, g_menu, g_game, g_grid,
542 wadreader, g_main, g_monsters, CONFIG, g_language,
543 g_net, g_netmsg, g_window, GL, g_holmes;
545 type
546 TBotProfile = record
547 name: ShortString;
548 model: ShortString;
549 team: Byte;
550 color: TRGB;
551 diag_fire: Byte;
552 invis_fire: Byte;
553 diag_precision: Byte;
554 fly_precision: Byte;
555 cover: Byte;
556 close_jump: Byte;
557 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
558 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
559 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
560 end;
562 const
563 TIME_RESPAWN1 = 1500;
564 TIME_RESPAWN2 = 2000;
565 TIME_RESPAWN3 = 3000;
566 AIR_DEF = 360;
567 AIR_MAX = 1091;
568 JET_MAX = 540; // ~30 sec
569 PLAYER_SUIT_TIME = 30000;
570 PLAYER_INVUL_TIME = 30000;
571 PLAYER_INVIS_TIME = 35000;
572 FRAG_COMBO_TIME = 3000;
573 VEL_SW = 4;
574 VEL_FLY = 6;
575 ANGLE_RIGHTUP = 55;
576 ANGLE_RIGHTDOWN = -35;
577 ANGLE_LEFTUP = 125;
578 ANGLE_LEFTDOWN = -145;
579 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
580 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
581 BOT_MAXJUMP = 84;
582 BOT_LONGDIST = 300;
583 BOT_UNSAFEDIST = 128;
584 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
585 (R:0; G:0; B:255));
586 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
587 FlyPrecision: 32; Cover: 32; CloseJump: 32;
588 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
589 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
590 FlyPrecision: 127; Cover: 127; CloseJump: 127;
591 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
592 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
593 FlyPrecision: 255; Cover: 255; CloseJump: 255;
594 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
595 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
596 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
597 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
598 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
599 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
600 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
601 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
602 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
603 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
604 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
605 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
606 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
607 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
608 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
609 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
610 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
611 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
613 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
614 CORPSE_SIGNATURE = $50524F43; // 'CORP'
616 BOTNAMES_FILENAME = 'botnames.txt';
617 BOTLIST_FILENAME = 'botlist.txt';
619 var
620 MaxGibs: Word = 150;
621 MaxCorpses: Word = 20;
622 MaxShells: Word = 300;
623 CurrentGib: Integer = 0;
624 CurrentShell: Integer = 0;
625 BotNames: Array of String;
626 BotList: Array of TBotProfile;
629 function Lerp(X, Y, Factor: Integer): Integer;
630 begin
631 Result := X + ((Y - X) div Factor);
632 end;
634 function SameTeam(UID1, UID2: Word): Boolean;
635 begin
636 Result := False;
638 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
639 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
641 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
643 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
644 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
646 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
647 end;
649 procedure g_Gibs_SetMax(Count: Word);
650 begin
651 MaxGibs := Count;
652 SetLength(gGibs, Count);
654 if CurrentGib >= Count then
655 CurrentGib := 0;
656 end;
658 function g_Gibs_GetMax(): Word;
659 begin
660 Result := MaxGibs;
661 end;
663 procedure g_Shells_SetMax(Count: Word);
664 begin
665 MaxShells := Count;
666 SetLength(gShells, Count);
668 if CurrentShell >= Count then
669 CurrentShell := 0;
670 end;
672 function g_Shells_GetMax(): Word;
673 begin
674 Result := MaxShells;
675 end;
678 procedure g_Corpses_SetMax(Count: Word);
679 begin
680 MaxCorpses := Count;
681 SetLength(gCorpses, Count);
682 end;
684 function g_Corpses_GetMax(): Word;
685 begin
686 Result := MaxCorpses;
687 end;
689 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
690 var
691 a: Integer;
692 ok: Boolean;
693 begin
694 Result := 0;
696 ok := False;
697 a := 0;
699 // Åñòü ëè ìåñòî â gPlayers:
700 if gPlayers <> nil then
701 for a := 0 to High(gPlayers) do
702 if gPlayers[a] = nil then
703 begin
704 ok := True;
705 Break;
706 end;
708 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
709 if not ok then
710 begin
711 SetLength(gPlayers, Length(gPlayers)+1);
712 a := High(gPlayers);
713 end;
715 // Ñîçäàåì îáúåêò èãðîêà:
716 if Bot then
717 gPlayers[a] := TBot.Create()
718 else
719 gPlayers[a] := TPlayer.Create();
722 gPlayers[a].FActualModelName := ModelName;
723 gPlayers[a].SetModel(ModelName);
725 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
726 if gPlayers[a].FModel = nil then
727 begin
728 gPlayers[a].Free();
729 gPlayers[a] := nil;
730 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
731 Exit;
732 end;
734 if not (Team in [TEAM_RED, TEAM_BLUE]) then
735 if Random(2) = 0 then
736 Team := TEAM_RED
737 else
738 Team := TEAM_BLUE;
739 gPlayers[a].FPreferredTeam := Team;
741 case gGameSettings.GameMode of
742 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
743 GM_TDM,
744 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
745 GM_SINGLE,
746 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
747 end;
749 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
750 gPlayers[a].FColor := Color;
751 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
752 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
753 else
754 gPlayers[a].FModel.Color := Color;
756 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
757 gPlayers[a].FAlive := False;
759 Result := gPlayers[a].FUID;
760 end;
762 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
763 var
764 a, i: Integer;
765 ok, Bot: Boolean;
766 sig: DWORD;
767 b: Byte;
768 begin
769 Result := 0;
770 if Mem = nil then
771 Exit;
773 // Ñèãíàòóðà èãðîêà:
774 Mem.ReadDWORD(sig);
775 if sig <> PLAYER_SIGNATURE then // 'PLYR'
776 begin
777 raise EBinSizeError.Create('g_Player_CreateFromState: Wrong Player Signature');
778 end;
780 // Áîò èëè ÷åëîâåê:
781 Mem.ReadBoolean(Bot);
783 ok := False;
784 a := 0;
786 // Åñòü ëè ìåñòî â gPlayers:
787 if gPlayers <> nil then
788 for a := 0 to High(gPlayers) do
789 if gPlayers[a] = nil then
790 begin
791 ok := True;
792 Break;
793 end;
795 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
796 if not ok then
797 begin
798 SetLength(gPlayers, Length(gPlayers)+1);
799 a := High(gPlayers);
800 end;
802 // Ñîçäàåì îáúåêò èãðîêà:
803 if Bot then
804 gPlayers[a] := TBot.Create()
805 else
806 gPlayers[a] := TPlayer.Create();
807 gPlayers[a].FIamBot := Bot;
808 gPlayers[a].FPhysics := True;
810 // UID èãðîêà:
811 Mem.ReadWord(gPlayers[a].FUID);
812 // Èìÿ èãðîêà:
813 Mem.ReadString(gPlayers[a].FName);
814 // Êîìàíäà:
815 Mem.ReadByte(gPlayers[a].FTeam);
816 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
817 // Æèâ ëè:
818 Mem.ReadBoolean(gPlayers[a].FAlive);
819 // Èçðàñõîäîâàë ëè âñå æèçíè:
820 Mem.ReadBoolean(gPlayers[a].FNoRespawn);
821 // Íàïðàâëåíèå:
822 Mem.ReadByte(b);
823 if b = 1 then
824 gPlayers[a].FDirection := D_LEFT
825 else // b = 2
826 gPlayers[a].FDirection := D_RIGHT;
827 // Çäîðîâüå:
828 Mem.ReadInt(gPlayers[a].FHealth);
829 // Æèçíè:
830 Mem.ReadByte(gPlayers[a].FLives);
831 // Áðîíÿ:
832 Mem.ReadInt(gPlayers[a].FArmor);
833 // Çàïàñ âîçäóõà:
834 Mem.ReadInt(gPlayers[a].FAir);
835 // Çàïàñ ãîðþ÷åãî:
836 Mem.ReadInt(gPlayers[a].FJetFuel);
837 // Áîëü:
838 Mem.ReadInt(gPlayers[a].FPain);
839 // Óáèë:
840 Mem.ReadInt(gPlayers[a].FKills);
841 // Óáèë ìîíñòðîâ:
842 Mem.ReadInt(gPlayers[a].FMonsterKills);
843 // Ôðàãîâ:
844 Mem.ReadInt(gPlayers[a].FFrags);
845 // Ôðàãîâ ïîäðÿä:
846 Mem.ReadByte(gPlayers[a].FFragCombo);
847 // Âðåìÿ ïîñëåäíåãî ôðàãà:
848 Mem.ReadDWORD(gPlayers[a].FLastFrag);
849 // Ñìåðòåé:
850 Mem.ReadInt(gPlayers[a].FDeath);
851 // Êàêîé ôëàã íåñåò:
852 Mem.ReadByte(gPlayers[a].FFlag);
853 // Íàøåë ñåêðåòîâ:
854 Mem.ReadInt(gPlayers[a].FSecrets);
855 // Òåêóùåå îðóæèå:
856 Mem.ReadByte(gPlayers[a].FCurrWeap);
857 // Ñëåäóþùåå æåëàåìîå îðóæèå:
858 Mem.ReadWord(gPlayers[a].FNextWeap);
859 // ...è ïàóçà:
860 Mem.ReadByte(gPlayers[a].FNextWeapDelay);
861 // Âðåìÿ çàðÿäêè BFG:
862 Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
863 // Áóôåð óðîíà:
864 Mem.ReadInt(gPlayers[a].FDamageBuffer);
865 // Ïîñëåäíèé óäàðèâøèé:
866 Mem.ReadWord(gPlayers[a].FLastSpawnerUID);
867 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
868 Mem.ReadByte(gPlayers[a].FLastHit);
869 // Îáúåêò èãðîêà:
870 Obj_LoadState(@gPlayers[a].FObj, Mem);
871 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
872 for i := A_BULLETS to A_HIGH do
873 Mem.ReadWord(gPlayers[a].FAmmo[i]);
874 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
875 for i := A_BULLETS to A_HIGH do
876 Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
877 // Íàëè÷èå îðóæèÿ:
878 for i := WP_FIRST to WP_LAST do
879 Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
880 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
881 for i := WP_FIRST to WP_LAST do
882 Mem.ReadWord(gPlayers[a].FReloading[i]);
883 // Íàëè÷èå ðþêçàêà:
884 Mem.ReadByte(b);
885 if b = 1 then
886 Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
887 // Íàëè÷èå êðàñíîãî êëþ÷à:
888 Mem.ReadByte(b);
889 if b = 1 then
890 Include(gPlayers[a].FRulez, R_KEY_RED);
891 // Íàëè÷èå çåëåíîãî êëþ÷à:
892 Mem.ReadByte(b);
893 if b = 1 then
894 Include(gPlayers[a].FRulez, R_KEY_GREEN);
895 // Íàëè÷èå ñèíåãî êëþ÷à:
896 Mem.ReadByte(b);
897 if b = 1 then
898 Include(gPlayers[a].FRulez, R_KEY_BLUE);
899 // Íàëè÷èå áåðñåðêà:
900 Mem.ReadByte(b);
901 if b = 1 then
902 Include(gPlayers[a].FRulez, R_BERSERK);
903 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
904 for i := MR_SUIT to MR_MAX do
905 Mem.ReadDWORD(gPlayers[a].FMegaRulez[i]);
906 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
907 for i := T_RESPAWN to T_FLAGCAP do
908 Mem.ReadDWORD(gPlayers[a].FTime[i]);
910 // Íàçâàíèå ìîäåëè:
911 Mem.ReadString(gPlayers[a].FActualModelName);
912 // Öâåò ìîäåëè:
913 Mem.ReadByte(gPlayers[a].FColor.R);
914 Mem.ReadByte(gPlayers[a].FColor.G);
915 Mem.ReadByte(gPlayers[a].FColor.B);
916 // Îáíîâëÿåì ìîäåëü èãðîêà:
917 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
919 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
920 if gPlayers[a].FModel = nil then
921 begin
922 gPlayers[a].Free();
923 gPlayers[a] := nil;
924 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
925 Exit;
926 end;
928 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
929 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
930 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
931 else
932 gPlayers[a].FModel.Color := gPlayers[a].FColor;
934 Result := gPlayers[a].FUID;
935 end;
937 procedure g_Player_ResetTeams();
938 var
939 a: Integer;
940 begin
941 if g_Game_IsClient then
942 Exit;
943 if gPlayers = nil then
944 Exit;
945 for a := Low(gPlayers) to High(gPlayers) do
946 if gPlayers[a] <> nil then
947 case gGameSettings.GameMode of
948 GM_DM:
949 gPlayers[a].ChangeTeam(TEAM_NONE);
950 GM_TDM, GM_CTF:
951 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
952 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
953 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
954 else
955 if a mod 2 = 0 then
956 gPlayers[a].ChangeTeam(TEAM_RED)
957 else
958 gPlayers[a].ChangeTeam(TEAM_BLUE);
959 GM_SINGLE,
960 GM_COOP:
961 gPlayers[a].ChangeTeam(TEAM_COOP);
962 end;
963 end;
965 procedure g_Bot_Add(Team, Difficult: Byte);
966 var
967 m: SArray;
968 _name, _model: String;
969 a, tr, tb: Integer;
970 begin
971 if not g_Game_IsServer then Exit;
973 // Ñïèñîê íàçâàíèé ìîäåëåé:
974 m := g_PlayerModel_GetNames();
975 if m = nil then
976 Exit;
978 // Êîìàíäà:
979 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
980 Team := TEAM_COOP // COOP
981 else
982 if gGameSettings.GameMode = GM_DM then
983 Team := TEAM_NONE // DM
984 else
985 if Team = TEAM_NONE then // CTF / TDM
986 begin
987 // Àâòîáàëàíñ êîìàíä:
988 tr := 0;
989 tb := 0;
991 for a := 0 to High(gPlayers) do
992 if gPlayers[a] <> nil then
993 begin
994 if gPlayers[a].Team = TEAM_RED then
995 Inc(tr)
996 else
997 if gPlayers[a].Team = TEAM_BLUE then
998 Inc(tb);
999 end;
1001 if tr > tb then
1002 Team := TEAM_BLUE
1003 else
1004 if tb > tr then
1005 Team := TEAM_RED
1006 else // tr = tb
1007 if Random(2) = 0 then
1008 Team := TEAM_RED
1009 else
1010 Team := TEAM_BLUE;
1011 end;
1013 // Âûáèðàåì áîòó èìÿ:
1014 _name := '';
1015 if BotNames <> nil then
1016 for a := 0 to High(BotNames) do
1017 if g_Player_ValidName(BotNames[a]) then
1018 begin
1019 _name := BotNames[a];
1020 Break;
1021 end;
1023 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1024 if _name = '' then
1025 repeat
1026 _name := Format('DFBOT%.2d', [Random(100)]);
1027 until g_Player_ValidName(_name);
1029 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1030 _model := m[Random(Length(m))];
1032 // Ñîçäàåì áîòà:
1033 with g_Player_Get(g_Player_Create(_model,
1034 _RGB(Min(Random(9)*32, 255),
1035 Min(Random(9)*32, 255),
1036 Min(Random(9)*32, 255)),
1037 Team, True)) as TBot do
1038 begin
1039 Name := _name;
1041 case Difficult of
1042 1: FDifficult := DIFFICULT_EASY;
1043 2: FDifficult := DIFFICULT_MEDIUM;
1044 else FDifficult := DIFFICULT_HARD;
1045 end;
1047 for a := WP_FIRST to WP_LAST do
1048 begin
1049 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1050 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1051 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1052 end;
1054 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1056 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1057 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1058 Spectate();
1059 end;
1060 end;
1062 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1063 var
1064 m: SArray;
1065 _name, _model: String;
1066 a: Integer;
1067 begin
1068 if not g_Game_IsServer then Exit;
1070 // Ñïèñîê íàçâàíèé ìîäåëåé:
1071 m := g_PlayerModel_GetNames();
1072 if m = nil then
1073 Exit;
1075 // Êîìàíäà:
1076 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1077 Team := TEAM_COOP // COOP
1078 else
1079 if gGameSettings.GameMode = GM_DM then
1080 Team := TEAM_NONE // DM
1081 else
1082 if Team = TEAM_NONE then
1083 Team := BotList[num].team; // CTF / TDM
1085 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1086 lName := AnsiLowerCase(lName);
1087 if (num < 0) or (num > Length(BotList)-1) then
1088 num := -1;
1089 if (num = -1) and (lName <> '') and (BotList <> nil) then
1090 for a := 0 to High(BotList) do
1091 if AnsiLowerCase(BotList[a].name) = lName then
1092 begin
1093 num := a;
1094 Break;
1095 end;
1096 if num = -1 then
1097 Exit;
1099 // Èìÿ áîòà:
1100 _name := BotList[num].name;
1101 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1102 if not g_Player_ValidName(_name) then
1103 repeat
1104 _name := Format('DFBOT%.2d', [Random(100)]);
1105 until g_Player_ValidName(_name);
1107 // Ìîäåëü:
1108 _model := BotList[num].model;
1109 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1110 if not InSArray(_model, m) then
1111 _model := m[Random(Length(m))];
1113 // Ñîçäàåì áîòà:
1114 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1115 begin
1116 Name := _name;
1118 FDifficult.DiagFire := BotList[num].diag_fire;
1119 FDifficult.InvisFire := BotList[num].invis_fire;
1120 FDifficult.DiagPrecision := BotList[num].diag_precision;
1121 FDifficult.FlyPrecision := BotList[num].fly_precision;
1122 FDifficult.Cover := BotList[num].cover;
1123 FDifficult.CloseJump := BotList[num].close_jump;
1125 for a := WP_FIRST to WP_LAST do
1126 begin
1127 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1128 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1129 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1130 end;
1132 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1134 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1135 end;
1136 end;
1138 procedure g_Bot_RemoveAll();
1139 var
1140 a: Integer;
1141 begin
1142 if not g_Game_IsServer then Exit;
1143 if gPlayers = nil then Exit;
1145 for a := 0 to High(gPlayers) do
1146 if gPlayers[a] <> nil then
1147 if gPlayers[a] is TBot then
1148 begin
1149 gPlayers[a].Lives := 0;
1150 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1151 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1152 g_Player_Remove(gPlayers[a].FUID);
1153 end;
1155 g_Bot_MixNames();
1156 end;
1158 procedure g_Bot_MixNames();
1159 var
1160 s: String;
1161 a, b: Integer;
1162 begin
1163 if BotNames <> nil then
1164 for a := 0 to High(BotNames) do
1165 begin
1166 b := Random(Length(BotNames));
1167 s := BotNames[a];
1168 Botnames[a] := BotNames[b];
1169 BotNames[b] := s;
1170 end;
1171 end;
1173 procedure g_Player_Remove(UID: Word);
1174 var
1175 i: Integer;
1176 begin
1177 if gPlayers = nil then Exit;
1179 if g_Game_IsServer and g_Game_IsNet then
1180 MH_SEND_PlayerDelete(UID);
1182 for i := 0 to High(gPlayers) do
1183 if gPlayers[i] <> nil then
1184 if gPlayers[i].FUID = UID then
1185 begin
1186 if gPlayers[i] is TPlayer then
1187 TPlayer(gPlayers[i]).Free()
1188 else
1189 TBot(gPlayers[i]).Free();
1190 gPlayers[i] := nil;
1191 Exit;
1192 end;
1193 end;
1195 procedure g_Player_Init();
1196 var
1197 F: TextFile;
1198 s: String;
1199 a, b: Integer;
1200 config: TConfig;
1201 sa: SArray;
1202 begin
1203 BotNames := nil;
1205 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1206 Exit;
1208 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1209 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1210 Reset(F);
1212 while not EOF(F) do
1213 begin
1214 ReadLn(F, s);
1216 s := Trim(s);
1217 if s = '' then
1218 Continue;
1220 SetLength(BotNames, Length(BotNames)+1);
1221 BotNames[High(BotNames)] := s;
1222 end;
1224 CloseFile(F);
1226 // Ïåðåìåøèâàåì èõ:
1227 g_Bot_MixNames();
1229 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1230 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1231 BotList := nil;
1232 a := 0;
1234 while config.SectionExists(IntToStr(a)) do
1235 begin
1236 SetLength(BotList, Length(BotList)+1);
1238 with BotList[High(BotList)] do
1239 begin
1240 // Èìÿ áîòà:
1241 name := config.ReadStr(IntToStr(a), 'name', '');
1242 // Ìîäåëü:
1243 model := config.ReadStr(IntToStr(a), 'model', '');
1244 // Êîìàíäà:
1245 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1246 team := TEAM_RED
1247 else
1248 team := TEAM_BLUE;
1249 // Öâåò ìîäåëè:
1250 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1251 color.R := StrToIntDef(sa[0], 0);
1252 color.G := StrToIntDef(sa[1], 0);
1253 color.B := StrToIntDef(sa[2], 0);
1254 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1255 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1256 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1257 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1258 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1259 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1260 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1261 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1262 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1263 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1264 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1265 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1266 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1267 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1268 if Length(sa) = 10 then
1269 for b := 0 to 9 do
1270 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1271 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1272 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1273 if Length(sa) = 10 then
1274 for b := 0 to 9 do
1275 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1277 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1278 if Length(sa) = 10 then
1279 for b := 0 to 9 do
1280 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1281 end;
1283 a := a + 1;
1284 end;
1286 config.Free();
1287 end;
1289 procedure g_Player_Free();
1290 var
1291 i: Integer;
1292 begin
1293 if gPlayers <> nil then
1294 begin
1295 for i := 0 to High(gPlayers) do
1296 if gPlayers[i] <> nil then
1297 begin
1298 if gPlayers[i] is TPlayer then
1299 TPlayer(gPlayers[i]).Free()
1300 else
1301 TBot(gPlayers[i]).Free();
1302 gPlayers[i] := nil;
1303 end;
1305 gPlayers := nil;
1306 end;
1308 gPlayer1 := nil;
1309 gPlayer2 := nil;
1310 end;
1312 procedure g_Player_UpdateAll();
1313 var
1314 i: Integer;
1315 begin
1316 if gPlayers = nil then Exit;
1318 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1319 for i := 0 to High(gPlayers) do
1320 begin
1321 if gPlayers[i] <> nil then
1322 begin
1323 if gPlayers[i] is TPlayer then
1324 begin
1325 gPlayers[i].Update();
1326 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1327 end
1328 else
1329 begin
1330 // bot updates weapons in `UpdateCombat()`
1331 TBot(gPlayers[i]).Update();
1332 end;
1333 end;
1334 end;
1335 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1336 end;
1338 procedure g_Player_DrawAll();
1339 var
1340 i: Integer;
1341 begin
1342 if gPlayers = nil then Exit;
1344 for i := 0 to High(gPlayers) do
1345 if gPlayers[i] <> nil then
1346 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1347 else TBot(gPlayers[i]).Draw();
1348 end;
1350 procedure g_Player_DrawDebug(p: TPlayer);
1351 var
1352 fW, fH: Byte;
1353 begin
1354 if p = nil then Exit;
1355 if (@p.FObj) = nil then Exit;
1357 e_TextureFontGetSize(gStdFont, fW, fH);
1359 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1360 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1361 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1362 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1363 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1364 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1365 end;
1367 procedure g_Player_DrawHealth();
1368 var
1369 i: Integer;
1370 fW, fH: Byte;
1371 begin
1372 if gPlayers = nil then Exit;
1373 e_TextureFontGetSize(gStdFont, fW, fH);
1375 for i := 0 to High(gPlayers) do
1376 if gPlayers[i] <> nil then
1377 begin
1378 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1379 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1380 IntToStr(gPlayers[i].FHealth), gStdFont);
1381 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1382 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1383 IntToStr(gPlayers[i].FArmor), gStdFont);
1384 end;
1385 end;
1387 function g_Player_Get(UID: Word): TPlayer;
1388 var
1389 a: Integer;
1390 begin
1391 Result := nil;
1393 if gPlayers = nil then
1394 Exit;
1396 for a := 0 to High(gPlayers) do
1397 if gPlayers[a] <> nil then
1398 if gPlayers[a].FUID = UID then
1399 begin
1400 Result := gPlayers[a];
1401 Exit;
1402 end;
1403 end;
1405 function g_Player_GetCount(): Byte;
1406 var
1407 a: Integer;
1408 begin
1409 Result := 0;
1411 if gPlayers = nil then
1412 Exit;
1414 for a := 0 to High(gPlayers) do
1415 if gPlayers[a] <> nil then
1416 Result := Result + 1;
1417 end;
1419 function g_Player_GetStats(): TPlayerStatArray;
1420 var
1421 a: Integer;
1422 begin
1423 Result := nil;
1425 if gPlayers = nil then Exit;
1427 for a := 0 to High(gPlayers) do
1428 if gPlayers[a] <> nil then
1429 begin
1430 SetLength(Result, Length(Result)+1);
1431 with Result[High(Result)] do
1432 begin
1433 Ping := gPlayers[a].FPing;
1434 Loss := gPlayers[a].FLoss;
1435 Name := gPlayers[a].FName;
1436 Team := gPlayers[a].FTeam;
1437 Frags := gPlayers[a].FFrags;
1438 Deaths := gPlayers[a].FDeath;
1439 Kills := gPlayers[a].FKills;
1440 Color := gPlayers[a].FModel.Color;
1441 Lives := gPlayers[a].FLives;
1442 Spectator := gPlayers[a].FSpectator;
1443 end;
1444 end;
1445 end;
1447 procedure g_Player_RememberAll;
1448 var
1449 i: Integer;
1450 begin
1451 for i := Low(gPlayers) to High(gPlayers) do
1452 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1453 gPlayers[i].RememberState;
1454 end;
1456 procedure g_Player_ResetAll(Force, Silent: Boolean);
1457 var
1458 i: Integer;
1459 begin
1460 gTeamStat[TEAM_RED].Goals := 0;
1461 gTeamStat[TEAM_BLUE].Goals := 0;
1463 if gPlayers <> nil then
1464 for i := 0 to High(gPlayers) do
1465 if gPlayers[i] <> nil then
1466 begin
1467 gPlayers[i].Reset(Force);
1469 if gPlayers[i] is TPlayer then
1470 begin
1471 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1472 gPlayers[i].Respawn(Silent)
1473 else
1474 gPlayers[i].Spectate();
1475 end
1476 else
1477 TBot(gPlayers[i]).Respawn(Silent);
1478 end;
1479 end;
1481 procedure g_Player_CreateCorpse(Player: TPlayer);
1482 var
1483 find_id: DWORD;
1484 ok: Boolean;
1485 begin
1486 if Player.alive then
1487 Exit;
1488 if Player.FObj.Y >= gMapInfo.Height+128 then
1489 Exit;
1491 with Player do
1492 begin
1493 if (FHealth >= -50) or (gGibsCount = 0) then
1494 begin
1495 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1496 Exit;
1498 ok := False;
1499 for find_id := 0 to High(gCorpses) do
1500 if gCorpses[find_id] = nil then
1501 begin
1502 ok := True;
1503 Break;
1504 end;
1506 if not ok then
1507 find_id := Random(Length(gCorpses));
1509 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1510 gCorpses[find_id].FColor := FModel.Color;
1511 gCorpses[find_id].FObj.Vel := FObj.Vel;
1512 gCorpses[find_id].FObj.Accel := FObj.Accel;
1513 end
1514 else
1515 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1516 FObj.Y + PLAYER_RECT_CY,
1517 FModel.Name, FModel.Color);
1518 end;
1519 end;
1521 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1522 var
1523 SID: DWORD;
1524 begin
1525 if (gShells = nil) or (Length(gShells) = 0) then
1526 Exit;
1528 with gShells[CurrentShell] do
1529 begin
1530 SpriteID := 0;
1531 g_Obj_Init(@Obj);
1532 Obj.Rect.X := 0;
1533 Obj.Rect.Y := 0;
1534 if T = SHELL_BULLET then
1535 begin
1536 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1537 SpriteID := SID;
1538 CX := 2;
1539 CY := 1;
1540 Obj.Rect.Width := 4;
1541 Obj.Rect.Height := 2;
1542 end
1543 else
1544 begin
1545 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1546 SpriteID := SID;
1547 CX := 4;
1548 CY := 2;
1549 Obj.Rect.Width := 7;
1550 Obj.Rect.Height := 3;
1551 end;
1552 SType := T;
1553 alive := True;
1554 Obj.X := fX;
1555 Obj.Y := fY;
1556 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1557 positionChanged(); // this updates spatial accelerators
1558 RAngle := Random(360);
1559 Timeout := gTime + SHELL_TIMEOUT;
1561 if CurrentShell >= High(gShells) then
1562 CurrentShell := 0
1563 else
1564 Inc(CurrentShell);
1565 end;
1566 end;
1568 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1569 var
1570 a: Integer;
1571 GibsArray: TGibsArray;
1572 begin
1573 if (gGibs = nil) or (Length(gGibs) = 0) then
1574 Exit;
1575 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1576 Exit;
1578 for a := 0 to High(GibsArray) do
1579 with gGibs[CurrentGib] do
1580 begin
1581 Color := fColor;
1582 ID := GibsArray[a].ID;
1583 MaskID := GibsArray[a].MaskID;
1584 alive := True;
1585 g_Obj_Init(@Obj);
1586 Obj.Rect := GibsArray[a].Rect;
1587 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1588 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1589 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1590 positionChanged(); // this updates spatial accelerators
1591 RAngle := Random(360);
1593 if gBloodCount > 0 then
1594 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1595 Random(48), Random(48), 150, 0, 0);
1597 if CurrentGib >= High(gGibs) then
1598 CurrentGib := 0
1599 else
1600 Inc(CurrentGib);
1601 end;
1602 end;
1604 procedure g_Player_UpdatePhysicalObjects();
1605 var
1606 i: Integer;
1607 vel: TPoint2i;
1608 mr: Word;
1610 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1611 var
1612 k: Integer;
1613 begin
1614 k := 1 + Random(2);
1615 if T = SHELL_BULLET then
1616 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1617 else
1618 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1619 end;
1621 begin
1622 // Êóñêè ìÿñà:
1623 if gGibs <> nil then
1624 for i := 0 to High(gGibs) do
1625 if gGibs[i].alive then
1626 with gGibs[i] do
1627 begin
1628 vel := Obj.Vel;
1629 mr := g_Obj_Move(@Obj, True, False, True);
1630 positionChanged(); // this updates spatial accelerators
1632 if WordBool(mr and MOVE_FALLOUT) then
1633 begin
1634 alive := False;
1635 Continue;
1636 end;
1638 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1639 if WordBool(mr and MOVE_HITWALL) then
1640 Obj.Vel.X := -(vel.X div 2);
1641 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1642 Obj.Vel.Y := -(vel.Y div 2);
1644 if (Obj.Vel.X >= 0) then
1645 begin // Clockwise
1646 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1647 if RAngle >= 360 then
1648 RAngle := RAngle mod 360;
1649 end else begin // Counter-clockwise
1650 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1651 if RAngle < 0 then
1652 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1653 end;
1655 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1656 if gTime mod (GAME_TICK*3) = 0 then
1657 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1658 end;
1660 // Òðóïû:
1661 if gCorpses <> nil then
1662 for i := 0 to High(gCorpses) do
1663 if gCorpses[i] <> nil then
1664 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1665 begin
1666 gCorpses[i].Free();
1667 gCorpses[i] := nil;
1668 end
1669 else
1670 gCorpses[i].Update();
1672 // Ãèëüçû:
1673 if gShells <> nil then
1674 for i := 0 to High(gShells) do
1675 if gShells[i].alive then
1676 with gShells[i] do
1677 begin
1678 vel := Obj.Vel;
1679 mr := g_Obj_Move(@Obj, True, False, True);
1680 positionChanged(); // this updates spatial accelerators
1682 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1683 begin
1684 alive := False;
1685 Continue;
1686 end;
1688 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1689 if WordBool(mr and MOVE_HITWALL) then
1690 begin
1691 Obj.Vel.X := -(vel.X div 2);
1692 if not WordBool(mr and MOVE_INWATER) then
1693 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1694 end;
1695 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1696 begin
1697 Obj.Vel.Y := -(vel.Y div 2);
1698 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1699 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1700 begin
1701 if RAngle mod 90 <> 0 then
1702 RAngle := (RAngle div 90) * 90;
1703 end
1704 else if not WordBool(mr and MOVE_INWATER) then
1705 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1706 end;
1708 if (Obj.Vel.X >= 0) then
1709 begin // Clockwise
1710 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1711 if RAngle >= 360 then
1712 RAngle := RAngle mod 360;
1713 end else begin // Counter-clockwise
1714 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1715 if RAngle < 0 then
1716 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1717 end;
1718 end;
1719 end;
1722 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1723 begin
1724 x := Obj.X+Obj.Rect.X;
1725 y := Obj.Y+Obj.Rect.Y;
1726 w := Obj.Rect.Width;
1727 h := Obj.Rect.Height;
1728 end;
1730 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1731 begin
1732 x := Obj.X;
1733 y := Obj.Y;
1734 w := Obj.Rect.Width;
1735 h := Obj.Rect.Height;
1736 end;
1739 procedure TGib.positionChanged (); inline; begin end;
1740 procedure TShell.positionChanged (); inline; begin end;
1742 procedure g_Player_DrawCorpses();
1743 var
1744 i: Integer;
1745 a: TDFPoint;
1746 begin
1747 if gGibs <> nil then
1748 for i := 0 to High(gGibs) do
1749 if gGibs[i].alive then
1750 with gGibs[i] do
1751 begin
1752 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1753 Continue;
1755 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1756 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1758 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1760 e_Colors := Color;
1761 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1762 e_Colors.R := 255;
1763 e_Colors.G := 255;
1764 e_Colors.B := 255;
1765 end;
1767 if gCorpses <> nil then
1768 for i := 0 to High(gCorpses) do
1769 if gCorpses[i] <> nil then
1770 gCorpses[i].Draw();
1771 end;
1773 procedure g_Player_DrawShells();
1774 var
1775 i: Integer;
1776 a: TDFPoint;
1777 begin
1778 if gShells <> nil then
1779 for i := 0 to High(gShells) do
1780 if gShells[i].alive then
1781 with gShells[i] do
1782 begin
1783 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1784 Continue;
1786 a.X := CX;
1787 a.Y := CY;
1789 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1790 end;
1791 end;
1793 procedure g_Player_RemoveAllCorpses();
1794 var
1795 i: Integer;
1796 begin
1797 gGibs := nil;
1798 gShells := nil;
1799 SetLength(gGibs, MaxGibs);
1800 SetLength(gShells, MaxGibs);
1801 CurrentGib := 0;
1802 CurrentShell := 0;
1804 if gCorpses <> nil then
1805 for i := 0 to High(gCorpses) do
1806 gCorpses[i].Free();
1808 gCorpses := nil;
1809 SetLength(gCorpses, MaxCorpses);
1810 end;
1812 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
1813 var
1814 count, i: Integer;
1815 b: Boolean;
1816 begin
1817 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1818 count := 0;
1819 if gCorpses <> nil then
1820 for i := 0 to High(gCorpses) do
1821 if gCorpses[i] <> nil then
1822 count := count + 1;
1824 Mem := TBinMemoryWriter.Create((count+1) * 128);
1826 // Êîëè÷åñòâî òðóïîâ:
1827 Mem.WriteInt(count);
1829 if count = 0 then
1830 Exit;
1832 // Ñîõðàíÿåì òðóïû:
1833 for i := 0 to High(gCorpses) do
1834 if gCorpses[i] <> nil then
1835 begin
1836 // Íàçâàíèå ìîäåëè:
1837 Mem.WriteString(gCorpses[i].FModelName);
1838 // Òèï ñìåðòè:
1839 b := gCorpses[i].Mess;
1840 Mem.WriteBoolean(b);
1841 // Ñîõðàíÿåì äàííûå òðóïà:
1842 gCorpses[i].SaveState(Mem);
1843 end;
1844 end;
1846 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
1847 var
1848 count, i: Integer;
1849 str: String;
1850 b: Boolean;
1851 begin
1852 if Mem = nil then
1853 Exit;
1855 g_Player_RemoveAllCorpses();
1857 // Êîëè÷åñòâî òðóïîâ:
1858 Mem.ReadInt(count);
1860 if count > Length(gCorpses) then
1861 begin
1862 raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1863 end;
1865 if count = 0 then
1866 Exit;
1868 // Çàãðóæàåì òðóïû:
1869 for i := 0 to count-1 do
1870 begin
1871 // Íàçâàíèå ìîäåëè:
1872 Mem.ReadString(str);
1873 // Òèï ñìåðòè:
1874 Mem.ReadBoolean(b);
1875 // Ñîçäàåì òðóï:
1876 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1877 // Çàãðóæàåì äàííûå òðóïà:
1878 gCorpses[i].LoadState(Mem);
1879 end;
1880 end;
1882 { T P l a y e r : }
1884 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1886 procedure TPlayer.BFGHit();
1887 begin
1888 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1889 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1890 if g_Game_IsServer and g_Game_IsNet then
1891 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1892 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1893 0, NET_GFX_BFGHIT);
1894 end;
1896 procedure TPlayer.ChangeModel(ModelName: string);
1897 var
1898 locModel: TPlayerModel;
1899 begin
1900 locModel := g_PlayerModel_Get(ModelName);
1901 if locModel = nil then Exit;
1903 FModel.Free();
1904 FModel := locModel;
1905 end;
1907 procedure TPlayer.SetModel(ModelName: string);
1908 var
1909 m: TPlayerModel;
1910 begin
1911 m := g_PlayerModel_Get(ModelName);
1912 if m = nil then
1913 begin
1914 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1915 m := g_PlayerModel_Get('doomer');
1916 if m = nil then
1917 begin
1918 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1919 Exit;
1920 end;
1921 end;
1923 if FModel <> nil then
1924 FModel.Free();
1926 FModel := m;
1928 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1929 FModel.Color := FColor
1930 else
1931 FModel.Color := TEAMCOLOR[FTeam];
1932 FModel.SetWeapon(FCurrWeap);
1933 FModel.SetFlag(FFlag);
1934 SetDirection(FDirection);
1935 end;
1937 procedure TPlayer.SetColor(Color: TRGB);
1938 begin
1939 FColor := Color;
1940 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1941 if FModel <> nil then FModel.Color := Color;
1942 end;
1944 procedure TPlayer.SwitchTeam;
1945 begin
1946 if g_Game_IsClient then
1947 Exit;
1948 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1950 if gGameOn and FAlive then
1951 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1953 if FTeam = TEAM_RED then
1954 begin
1955 ChangeTeam(TEAM_BLUE);
1956 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1957 if g_Game_IsNet then
1958 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1959 end
1960 else
1961 begin
1962 ChangeTeam(TEAM_RED);
1963 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
1964 if g_Game_IsNet then
1965 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
1966 end;
1967 FPreferredTeam := FTeam;
1968 end;
1970 procedure TPlayer.ChangeTeam(Team: Byte);
1971 var
1972 OldTeam: Byte;
1973 begin
1974 OldTeam := FTeam;
1975 FTeam := Team;
1976 case Team of
1977 TEAM_RED, TEAM_BLUE:
1978 FModel.Color := TEAMCOLOR[Team];
1979 else
1980 FModel.Color := FColor;
1981 end;
1982 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
1983 MH_SEND_PlayerStats(FUID);
1984 end;
1987 procedure TPlayer.CollideItem();
1988 var
1989 i: Integer;
1990 r: Boolean;
1991 begin
1992 if gItems = nil then Exit;
1993 if not FAlive then Exit;
1995 for i := 0 to High(gItems) do
1996 with gItems[i] do
1997 begin
1998 if (ItemType <> ITEM_NONE) and alive then
1999 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2000 PLAYER_RECT.Height, @Obj) then
2001 begin
2002 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2004 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2005 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2006 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2007 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2008 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2010 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2011 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2012 (gGameSettings.GameType = GT_SINGLE) and
2013 (g_Player_GetCount() > 1)) then
2014 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2015 end;
2016 end;
2017 end;
2020 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2021 begin
2022 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2023 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2024 False);
2025 end;
2027 constructor TPlayer.Create();
2028 begin
2029 viewPortX := 0;
2030 viewPortY := 0;
2031 viewPortW := 0;
2032 viewPortH := 0;
2034 FIamBot := False;
2035 FDummy := False;
2036 FSpawned := False;
2038 FSawSound := TPlayableSound.Create();
2039 FSawSoundIdle := TPlayableSound.Create();
2040 FSawSoundHit := TPlayableSound.Create();
2041 FSawSoundSelect := TPlayableSound.Create();
2042 FJetSoundFly := TPlayableSound.Create();
2043 FJetSoundOn := TPlayableSound.Create();
2044 FJetSoundOff := TPlayableSound.Create();
2046 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2047 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2048 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2049 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2050 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2051 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2052 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2054 FSpectatePlayer := -1;
2055 FClientID := -1;
2056 FPing := 0;
2057 FLoss := 0;
2058 FSavedState.WaitRecall := False;
2059 FShellTimer := -1;
2060 FFireTime := 0;
2061 FFirePainTime := 0;
2062 FFireAttacker := 0;
2064 FActualModelName := 'doomer';
2066 g_Obj_Init(@FObj);
2067 FObj.Rect := PLAYER_RECT;
2069 FBFGFireCounter := -1;
2070 FJustTeleported := False;
2071 FNetTime := 0;
2073 resetWeaponQueue();
2074 end;
2076 procedure TPlayer.positionChanged (); inline;
2077 begin
2078 end;
2080 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2081 var
2082 c: Word;
2083 begin
2084 if (not g_Game_IsClient) and (not FAlive) then
2085 Exit;
2087 FLastHit := t;
2089 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2090 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2091 begin
2092 if not g_Game_IsClient then
2093 begin
2094 FArmor := 0;
2095 if t = HIT_TRAP then
2096 begin
2097 // Ëîâóøêà óáèâàåò ñðàçó:
2098 FHealth := -100;
2099 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2100 end;
2101 if t = HIT_SELF then
2102 begin
2103 // Ñàìîóáèéñòâî:
2104 FHealth := 0;
2105 Kill(K_SIMPLEKILL, SpawnerUID, t);
2106 end;
2107 end;
2108 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2109 FMegaRulez[MR_SUIT] := 0;
2110 FMegaRulez[MR_INVUL] := 0;
2111 FMegaRulez[MR_INVIS] := 0;
2112 FBerserk := 0;
2113 end;
2115 // Íî îò îñòàëüíîãî ñïàñàåò:
2116 if FMegaRulez[MR_INVUL] >= gTime then
2117 Exit;
2119 // ×èò-êîä "ÃÎÐÅÖ":
2120 if FGodMode then
2121 Exit;
2123 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2124 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2125 (SpawnerUID = FUID) or
2126 (not SameTeam(FUID, SpawnerUID)) then
2127 begin
2128 FLastSpawnerUID := SpawnerUID;
2130 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2131 if gBloodCount > 0 then
2132 begin
2133 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2134 if value div 4 <= c then
2135 c := c - (value div 4)
2136 else
2137 c := 0;
2139 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2140 MakeBloodSimple(c)
2141 else
2142 case t of
2143 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2144 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2145 end;
2147 if t = HIT_WATER then
2148 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2149 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2150 end;
2152 // Áóôåð óðîíà:
2153 if FAlive then
2154 Inc(FDamageBuffer, value);
2156 // Âñïûøêà áîëè:
2157 if gFlash <> 0 then
2158 FPain := FPain + value;
2159 end;
2161 if g_Game_IsServer and g_Game_IsNet then
2162 begin
2163 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2164 MH_SEND_PlayerStats(FUID);
2165 MH_SEND_PlayerPos(False, FUID);
2166 end;
2167 end;
2169 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2170 begin
2171 Result := False;
2172 if g_Game_IsClient then
2173 Exit;
2174 if not FAlive then
2175 Exit;
2177 if Soft and (FHealth < PLAYER_HP_SOFT) then
2178 begin
2179 IncMax(FHealth, value, PLAYER_HP_SOFT);
2180 Result := True;
2181 end;
2182 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2183 begin
2184 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2185 Result := True;
2186 end;
2188 if Result and g_Game_IsServer and g_Game_IsNet then
2189 MH_SEND_PlayerStats(FUID);
2190 end;
2192 destructor TPlayer.Destroy();
2193 begin
2194 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2195 gPlayer1 := nil;
2196 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2197 gPlayer2 := nil;
2199 FSawSound.Free();
2200 FSawSoundIdle.Free();
2201 FSawSoundHit.Free();
2202 FJetSoundFly.Free();
2203 FJetSoundOn.Free();
2204 FJetSoundOff.Free();
2205 FModel.Free();
2207 inherited;
2208 end;
2210 procedure TPlayer.DrawBubble();
2211 var
2212 bubX, bubY: Integer;
2213 ID: LongWord;
2214 Rb, Gb, Bb,
2215 Rw, Gw, Bw: SmallInt;
2216 Dot: Byte;
2217 begin
2218 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18);
2219 bubY := FObj.Y+FObj.Rect.Y - 18;
2220 Rb := 64;
2221 Gb := 64;
2222 Bb := 64;
2223 Rw := 240;
2224 Gw := 240;
2225 Bw := 240;
2226 case gChatBubble of
2227 1: // simple textual non-bubble
2228 begin
2229 bubX := FObj.X+FObj.Rect.X - 11;
2230 bubY := FObj.Y+FObj.Rect.Y - 17;
2231 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2232 Exit;
2233 end;
2234 2: // advanced pixel-perfect bubble
2235 begin
2236 if FTeam = TEAM_RED then
2237 Rb := 255
2238 else
2239 if FTeam = TEAM_BLUE then
2240 Bb := 255;
2241 end;
2242 3: // colored bubble
2243 begin
2244 Rb := FModel.Color.R;
2245 Gb := FModel.Color.G;
2246 Bb := FModel.Color.B;
2247 Rw := Min(Rb * 2 + 64, 255);
2248 Gw := Min(Gb * 2 + 64, 255);
2249 Bw := Min(Bb * 2 + 64, 255);
2250 if (Abs(Rw - Rb) < 32)
2251 or (Abs(Gw - Gb) < 32)
2252 or (Abs(Bw - Bb) < 32) then
2253 begin
2254 Rb := Max(Rw div 2 - 16, 0);
2255 Gb := Max(Gw div 2 - 16, 0);
2256 Bb := Max(Bw div 2 - 16, 0);
2257 end;
2258 end;
2259 4: // custom textured bubble
2260 begin
2261 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2262 if FDirection = D_RIGHT then
2263 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2264 else
2265 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
2266 Exit;
2267 end;
2268 end;
2270 // Outer borders
2271 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2272 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2273 // Inner box
2274 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2276 // Tail
2277 Dot := IfThen(FDirection = D_LEFT, 14, 5);
2278 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2279 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);
2280 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);
2281 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);
2282 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);
2284 // Dots
2285 Dot := 6;
2286 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2287 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2288 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2289 end;
2291 procedure TPlayer.Draw();
2292 var
2293 ID: DWORD;
2294 w, h: Word;
2295 dr: Boolean;
2296 begin
2297 if FAlive then
2298 begin
2299 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2300 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2301 begin
2302 e_GetTextureSize(ID, @w, @h);
2303 if FDirection = D_LEFT then
2304 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2305 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2306 else
2307 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2308 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2309 end;
2311 if FMegaRulez[MR_INVIS] > gTime then
2312 begin
2313 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2314 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2315 begin
2316 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2317 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2318 else
2319 dr := True;
2320 if dr then
2321 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2322 else
2323 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2324 end
2325 else
2326 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2327 end
2328 else
2329 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2330 end;
2332 if g_debug_Frames then
2333 begin
2334 e_DrawQuad(FObj.X+FObj.Rect.X,
2335 FObj.Y+FObj.Rect.Y,
2336 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2337 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2338 0, 255, 0);
2339 end;
2341 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2342 DrawBubble();
2343 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2344 if gAimLine and alive and
2345 ((Self = gPlayer1) or (Self = gPlayer2)) then
2346 DrawAim();
2347 end;
2350 procedure TPlayer.DrawAim();
2351 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2352 var
2353 ex, ey: Integer;
2354 begin
2355 if isValidViewPort and (self = gPlayer1) then
2356 begin
2357 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2358 end;
2360 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2361 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2362 begin
2363 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2364 end
2365 else
2366 begin
2367 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2368 end;
2369 end;
2371 var
2372 wx, wy, xx, yy: Integer;
2373 angle: SmallInt;
2374 sz, len: Word;
2375 begin
2376 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
2377 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2378 angle := FAngle;
2379 len := 1024;
2380 sz := 2;
2381 case FCurrWeap of
2382 0: begin // Punch
2383 len := 12;
2384 sz := 4;
2385 end;
2386 1: begin // Chainsaw
2387 len := 24;
2388 sz := 6;
2389 end;
2390 2: begin // Pistol
2391 len := 1024;
2392 sz := 2;
2393 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2394 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2395 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2396 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2397 end;
2398 3: begin // Shotgun
2399 len := 1024;
2400 sz := 3;
2401 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2402 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2403 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2404 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2405 end;
2406 4: begin // Double Shotgun
2407 len := 1024;
2408 sz := 4;
2409 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2410 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2411 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2412 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2413 end;
2414 5: begin // Chaingun
2415 len := 1024;
2416 sz := 3;
2417 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2418 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2419 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2420 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2421 end;
2422 6: begin // Rocket Launcher
2423 len := 1024;
2424 sz := 7;
2425 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2426 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2427 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2428 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2429 end;
2430 7: begin // Plasmagun
2431 len := 1024;
2432 sz := 5;
2433 if angle = ANGLE_RIGHTUP then Inc(angle);
2434 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2435 if angle = ANGLE_LEFTUP then Dec(angle);
2436 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2437 end;
2438 8: begin // BFG
2439 len := 1024;
2440 sz := 12;
2441 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2442 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2443 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2444 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2445 end;
2446 9: begin // Super Chaingun
2447 len := 1024;
2448 sz := 4;
2449 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2450 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2451 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2452 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2453 end;
2454 end;
2455 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2456 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2457 {$IF DEFINED(D2F_DEBUG)}
2458 drawCast(sz, wx, wy, xx, yy);
2459 {$ELSE}
2460 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2461 {$ENDIF}
2462 end;
2464 procedure TPlayer.DrawGUI();
2465 var
2466 ID: DWORD;
2467 X, Y, SY, a, p, m: Integer;
2468 tw, th: Word;
2469 cw, ch: Byte;
2470 s: string;
2471 stat: TPlayerStatArray;
2472 begin
2473 X := gPlayerScreenSize.X;
2474 SY := gPlayerScreenSize.Y;
2475 Y := 0;
2477 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2478 begin
2479 if gGameSettings.GameMode = GM_CTF then
2480 a := 32 + 8
2481 else
2482 a := 0;
2483 if gGameSettings.GameMode = GM_CTF then
2484 begin
2485 s := 'TEXTURE_PLAYER_REDFLAG';
2486 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2487 s := 'TEXTURE_PLAYER_REDFLAG_S';
2488 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2489 s := 'TEXTURE_PLAYER_REDFLAG_D';
2490 if g_Texture_Get(s, ID) then
2491 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2492 end;
2494 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2495 e_CharFont_GetSize(gMenuFont, s, tw, th);
2496 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2498 if gGameSettings.GameMode = GM_CTF then
2499 begin
2500 s := 'TEXTURE_PLAYER_BLUEFLAG';
2501 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2502 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2503 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2504 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2505 if g_Texture_Get(s, ID) then
2506 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2507 end;
2509 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2510 e_CharFont_GetSize(gMenuFont, s, tw, th);
2511 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2512 end;
2514 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2515 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2516 0, False, False);
2518 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2519 e_Draw(ID, X+2, Y, 0, True, False);
2521 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2522 begin
2523 if gShowStat then
2524 begin
2525 s := IntToStr(Frags);
2526 e_CharFont_GetSize(gMenuFont, s, tw, th);
2527 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2529 s := '';
2530 p := 1;
2531 m := 0;
2532 stat := g_Player_GetStats();
2533 if stat <> nil then
2534 begin
2535 p := 1;
2537 for a := 0 to High(stat) do
2538 if stat[a].Name <> Name then
2539 begin
2540 if stat[a].Frags > m then m := stat[a].Frags;
2541 if stat[a].Frags > Frags then p := p+1;
2542 end;
2543 end;
2545 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2546 if Frags >= m then s := s+'+' else s := s+'-';
2547 s := s+IntToStr(Abs(Frags-m));
2549 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2550 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2551 end;
2553 if gShowLives and (gGameSettings.MaxLives > 0) then
2554 begin
2555 s := IntToStr(Lives);
2556 e_CharFont_GetSize(gMenuFont, s, tw, th);
2557 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2558 end;
2559 end;
2561 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2562 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2564 if R_BERSERK in FRulez then
2565 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2566 else
2567 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2569 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2570 e_Draw(ID, X+36, Y+77, 0, True, False);
2572 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2573 e_CharFont_GetSize(gMenuFont, s, tw, th);
2574 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2576 s := IntToStr(FArmor);
2577 e_CharFont_GetSize(gMenuFont, s, tw, th);
2578 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2580 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2582 case FCurrWeap of
2583 WEAPON_KASTET:
2584 begin
2585 s := '--';
2586 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2587 end;
2588 WEAPON_SAW:
2589 begin
2590 s := '--';
2591 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2592 end;
2593 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2594 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2595 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2596 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2597 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2598 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2599 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2600 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2601 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2602 end;
2604 e_CharFont_GetSize(gMenuFont, s, tw, th);
2605 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2606 e_Draw(ID, X+20, Y+160, 0, True, False);
2608 if R_KEY_RED in FRulez then
2609 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2611 if R_KEY_GREEN in FRulez then
2612 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2614 if R_KEY_BLUE in FRulez then
2615 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2617 if FJetFuel > 0 then
2618 begin
2619 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2620 e_Draw(ID, X+2, Y+116, 0, True, False);
2621 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2622 e_Draw(ID, X+2, Y+126, 0, True, False);
2623 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2624 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2625 end
2626 else
2627 begin
2628 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2629 e_Draw(ID, X+2, Y+124, 0, True, False);
2630 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2631 end;
2633 if gShowPing and g_Game_IsClient then
2634 begin
2635 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2636 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2637 Y := Y + 16;
2638 end;
2640 if FSpectator then
2641 begin
2642 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2643 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2644 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2645 if FNoRespawn then
2646 begin
2647 e_TextureFontGetSize(gStdFont, cw, ch);
2648 s := _lc[I_PLAYER_SPECT4];
2649 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2650 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2651 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2652 end;
2654 end;
2655 end;
2657 procedure TPlayer.DrawRulez();
2658 var
2659 dr: Boolean;
2660 begin
2661 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2662 if FMegaRulez[MR_INVUL] >= gTime then
2663 begin
2664 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2665 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2666 else
2667 dr := True;
2669 if dr then
2670 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2671 191, 191, 191, 0, B_INVERT);
2672 end;
2674 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2675 if FMegaRulez[MR_SUIT] >= gTime then
2676 begin
2677 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2678 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2679 else
2680 dr := True;
2682 if dr then
2683 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2684 0, 96, 0, 200, B_NONE);
2685 end;
2687 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2688 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2689 begin
2690 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2691 255, 0, 0, 200, B_NONE);
2692 end;
2693 end;
2695 procedure TPlayer.DrawPain();
2696 var
2697 a, h: Integer;
2698 begin
2699 if FPain = 0 then Exit;
2701 a := FPain;
2703 if a < 15 then h := 0
2704 else if a < 35 then h := 1
2705 else if a < 55 then h := 2
2706 else if a < 75 then h := 3
2707 else if a < 95 then h := 4
2708 else h := 5;
2710 //if a > 255 then a := 255;
2712 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2713 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2714 end;
2716 procedure TPlayer.DrawPickup();
2717 var
2718 a, h: Integer;
2719 begin
2720 if FPickup = 0 then Exit;
2722 a := FPickup;
2724 if a < 15 then h := 1
2725 else if a < 35 then h := 2
2726 else if a < 55 then h := 3
2727 else if a < 75 then h := 4
2728 else h := 5;
2730 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2731 end;
2733 procedure TPlayer.Fire();
2734 var
2735 f, DidFire: Boolean;
2736 wx, wy, xd, yd: Integer;
2737 locobj: TObj;
2738 begin
2739 if g_Game_IsClient then Exit;
2740 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2741 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2743 if FSpectator then
2744 begin
2745 Respawn(False);
2746 Exit;
2747 end;
2749 if FReloading[FCurrWeap] <> 0 then Exit;
2751 DidFire := False;
2753 f := False;
2754 wx := FObj.X+WEAPONPOINT[FDirection].X;
2755 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2756 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
2757 yd := wy+firediry();
2759 case FCurrWeap of
2760 WEAPON_KASTET:
2761 begin
2762 if R_BERSERK in FRulez then
2763 begin
2764 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2765 locobj.X := FObj.X+FObj.Rect.X;
2766 locobj.Y := FObj.Y+FObj.Rect.Y;
2767 locobj.rect.X := 0;
2768 locobj.rect.Y := 0;
2769 locobj.rect.Width := 39;
2770 locobj.rect.Height := 52;
2771 locobj.Vel.X := (xd-wx) div 2;
2772 locobj.Vel.Y := (yd-wy) div 2;
2773 locobj.Accel.X := xd-wx;
2774 locobj.Accel.y := yd-wy;
2776 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2777 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2778 else
2779 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2781 if gFlash = 1 then
2782 if FPain < 50 then
2783 FPain := min(FPain + 25, 50);
2784 end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2786 DidFire := True;
2787 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2788 end;
2790 WEAPON_SAW:
2791 begin
2792 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2793 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2794 begin
2795 FSawSoundSelect.Stop();
2796 FSawSound.Stop();
2797 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2798 end
2799 else if not FSawSoundHit.IsPlaying() then
2800 begin
2801 FSawSoundSelect.Stop();
2802 FSawSound.PlayAt(FObj.X, FObj.Y);
2803 end;
2805 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2806 DidFire := True;
2807 f := True;
2808 end;
2810 WEAPON_PISTOL:
2811 if FAmmo[A_BULLETS] > 0 then
2812 begin
2813 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2814 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2815 Dec(FAmmo[A_BULLETS]);
2816 FFireAngle := FAngle;
2817 f := True;
2818 DidFire := True;
2819 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2820 GameVelX, GameVelY-2, SHELL_BULLET);
2821 end;
2823 WEAPON_SHOTGUN1:
2824 if FAmmo[A_SHELLS] > 0 then
2825 begin
2826 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2827 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2828 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2829 Dec(FAmmo[A_SHELLS]);
2830 FFireAngle := FAngle;
2831 f := True;
2832 DidFire := True;
2833 FShellTimer := 10;
2834 FShellType := SHELL_SHELL;
2835 end;
2837 WEAPON_SHOTGUN2:
2838 if FAmmo[A_SHELLS] >= 2 then
2839 begin
2840 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2841 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2842 Dec(FAmmo[A_SHELLS], 2);
2843 FFireAngle := FAngle;
2844 f := True;
2845 DidFire := True;
2846 FShellTimer := 13;
2847 FShellType := SHELL_DBLSHELL;
2848 end;
2850 WEAPON_CHAINGUN:
2851 if FAmmo[A_BULLETS] > 0 then
2852 begin
2853 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2854 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2855 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2856 Dec(FAmmo[A_BULLETS]);
2857 FFireAngle := FAngle;
2858 f := True;
2859 DidFire := True;
2860 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2861 GameVelX, GameVelY-2, SHELL_BULLET);
2862 end;
2864 WEAPON_ROCKETLAUNCHER:
2865 if FAmmo[A_ROCKETS] > 0 then
2866 begin
2867 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2868 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2869 Dec(FAmmo[A_ROCKETS]);
2870 FFireAngle := FAngle;
2871 f := True;
2872 DidFire := True;
2873 end;
2875 WEAPON_PLASMA:
2876 if FAmmo[A_CELLS] > 0 then
2877 begin
2878 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2879 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2880 Dec(FAmmo[A_CELLS]);
2881 FFireAngle := FAngle;
2882 f := True;
2883 DidFire := True;
2884 end;
2886 WEAPON_BFG:
2887 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2888 begin
2889 FBFGFireCounter := 17;
2890 if not FNoReload then
2891 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2892 Dec(FAmmo[A_CELLS], 40);
2893 DidFire := True;
2894 end;
2896 WEAPON_SUPERPULEMET:
2897 if FAmmo[A_SHELLS] > 0 then
2898 begin
2899 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2900 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2901 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2902 Dec(FAmmo[A_SHELLS]);
2903 FFireAngle := FAngle;
2904 f := True;
2905 DidFire := True;
2906 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2907 GameVelX, GameVelY-2, SHELL_SHELL);
2908 end;
2910 WEAPON_FLAMETHROWER:
2911 if FAmmo[A_FUEL] > 0 then
2912 begin
2913 g_Weapon_flame(wx, wy, xd, yd, FUID);
2914 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2915 Dec(FAmmo[A_FUEL]);
2916 FFireAngle := FAngle;
2917 f := True;
2918 DidFire := True;
2919 end;
2920 end;
2922 if g_Game_IsNet then
2923 begin
2924 if DidFire then
2925 begin
2926 if FCurrWeap <> WEAPON_BFG then
2927 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
2928 else
2929 if not FNoReload then
2930 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
2931 end;
2933 MH_SEND_PlayerStats(FUID);
2934 end;
2936 if not f then Exit;
2938 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
2939 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
2940 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
2941 end;
2943 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
2944 begin
2945 case Weapon of
2946 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
2947 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
2948 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
2949 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
2950 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
2951 else Result := 0;
2952 end;
2953 end;
2955 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
2956 begin
2957 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
2958 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
2959 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
2960 end;
2962 procedure TPlayer.JetpackOn;
2963 begin
2964 FJetSoundFly.Stop;
2965 FJetSoundOff.Stop;
2966 FJetSoundOn.SetPosition(0);
2967 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
2968 FlySmoke(8);
2969 end;
2971 procedure TPlayer.JetpackOff;
2972 begin
2973 FJetSoundFly.Stop;
2974 FJetSoundOn.Stop;
2975 FJetSoundOff.SetPosition(0);
2976 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
2977 end;
2979 procedure TPlayer.CatchFire(Attacker: Word);
2980 begin
2981 FFireTime := 100;
2982 FFireAttacker := Attacker;
2983 if g_Game_IsNet and g_Game_IsServer then
2984 MH_SEND_PlayerStats(FUID);
2985 end;
2987 procedure TPlayer.Jump();
2988 begin
2989 if gFly or FJetpack then
2990 begin
2991 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
2992 if FObj.Vel.Y > -VEL_FLY then
2993 FObj.Vel.Y := FObj.Vel.Y - 3;
2994 if FJetpack then
2995 begin
2996 if FJetFuel > 0 then
2997 Dec(FJetFuel);
2998 if (FJetFuel < 1) and g_Game_IsServer then
2999 begin
3000 FJetpack := False;
3001 JetpackOff;
3002 if g_Game_IsNet then
3003 MH_SEND_PlayerStats(FUID);
3004 end;
3005 end;
3006 Exit;
3007 end;
3009 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3010 if FGhost then
3011 FCanJetpack := False;
3013 // Ïðûãàåì èëè âñïëûâàåì:
3014 if (CollideLevel(0, 1) or
3015 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3016 PLAYER_RECT.Height-33, PANEL_STEP, False)
3017 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3018 begin
3019 FObj.Vel.Y := -VEL_JUMP;
3020 FCanJetpack := False;
3021 end
3022 else
3023 begin
3024 if BodyInLiquid(0, 0) then
3025 FObj.Vel.Y := -VEL_SW
3026 else if (FJetFuel > 0) and FCanJetpack and
3027 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3028 begin
3029 FJetpack := True;
3030 JetpackOn;
3031 if g_Game_IsNet then
3032 MH_SEND_PlayerStats(FUID);
3033 end;
3034 end;
3035 end;
3037 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3038 var
3039 a, i, k, ab, ar: Byte;
3040 s: String;
3041 mon: TMonster;
3042 plr: TPlayer;
3043 srv, netsrv: Boolean;
3044 DoFrags: Boolean;
3045 OldLR: Byte;
3046 KP: TPlayer;
3047 it: PItem;
3049 procedure PushItem(t: Byte);
3050 var
3051 id: DWORD;
3052 begin
3053 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3054 it := g_Items_ByIdx(id);
3055 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3056 begin
3057 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3058 (FObj.Vel.Y div 2)-Random(9));
3059 it.positionChanged(); // this updates spatial accelerators
3060 end
3061 else
3062 begin
3063 if KillType = K_HARDKILL then // -5..+5; -5..0
3064 begin
3065 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3066 (FObj.Vel.Y div 2)-Random(6));
3067 end
3068 else // -3..+3; -3..0
3069 begin
3070 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3071 (FObj.Vel.Y div 2)-Random(4));
3072 end;
3073 it.positionChanged(); // this updates spatial accelerators
3074 end;
3076 if g_Game_IsNet and g_Game_IsServer then
3077 MH_SEND_ItemSpawn(True, id);
3078 end;
3080 begin
3081 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3082 Srv := g_Game_IsServer;
3083 Netsrv := g_Game_IsServer and g_Game_IsNet;
3084 if Srv then FDeath := FDeath + 1;
3085 if FAlive then
3086 begin
3087 if FGhost then
3088 FGhost := False;
3089 if not FPhysics then
3090 FPhysics := True;
3091 FAlive := False;
3092 end;
3093 FShellTimer := -1;
3095 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3096 begin
3097 if FLives > 0 then FLives := FLives - 1;
3098 if FLives = 0 then FNoRespawn := True;
3099 end;
3101 // Íîìåð òèïà ñìåðòè:
3102 a := 1;
3103 case KillType of
3104 K_SIMPLEKILL: a := 1;
3105 K_HARDKILL: a := 2;
3106 K_EXTRAHARDKILL: a := 3;
3107 K_FALLKILL: a := 4;
3108 end;
3110 // Çâóê ñìåðòè:
3111 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3112 for i := 1 to 3 do
3113 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3114 Break;
3116 // Âðåìÿ ðåñïàóíà:
3117 if Srv then
3118 case KillType of
3119 K_SIMPLEKILL:
3120 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3121 K_HARDKILL:
3122 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3123 K_EXTRAHARDKILL, K_FALLKILL:
3124 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3125 end;
3127 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3128 case KillType of
3129 K_SIMPLEKILL:
3130 SetAction(A_DIE1);
3131 K_HARDKILL, K_EXTRAHARDKILL:
3132 SetAction(A_DIE2);
3133 end;
3135 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3136 if (KillType <> K_FALLKILL) and (Srv) then
3137 g_Monsters_killedp();
3139 if SpawnerUID = FUID then
3140 begin // Ñàìîóáèëñÿ
3141 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3142 begin
3143 Dec(FFrags);
3144 FLastFrag := 0;
3145 end;
3146 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3147 end
3148 else
3149 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3150 begin // Óáèò äðóãèì èãðîêîì
3151 KP := g_Player_Get(SpawnerUID);
3152 if (KP <> nil) and Srv then
3153 begin
3154 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3155 if SameTeam(FUID, SpawnerUID) then
3156 begin
3157 Dec(KP.FFrags);
3158 KP.FLastFrag := 0;
3159 end else
3160 begin
3161 Inc(KP.FFrags);
3162 KP.FragCombo();
3163 end;
3165 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3166 Inc(gTeamStat[KP.Team].Goals,
3167 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3169 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3170 end;
3172 plr := g_Player_Get(SpawnerUID);
3173 if plr = nil then
3174 s := '?'
3175 else
3176 s := plr.FName;
3178 case KillType of
3179 K_HARDKILL:
3180 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3181 [FName, s]),
3182 gShowKillMsg);
3183 K_EXTRAHARDKILL:
3184 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3185 [FName, s]),
3186 gShowKillMsg);
3187 else
3188 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3189 [FName, s]),
3190 gShowKillMsg);
3191 end;
3192 end
3193 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3194 begin // Óáèò ìîíñòðîì
3195 mon := g_Monsters_ByUID(SpawnerUID);
3196 if mon = nil then
3197 s := '?'
3198 else
3199 s := g_Monsters_GetKilledBy(mon.MonsterType);
3201 case KillType of
3202 K_HARDKILL:
3203 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3204 [FName, s]),
3205 gShowKillMsg);
3206 K_EXTRAHARDKILL:
3207 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3208 [FName, s]),
3209 gShowKillMsg);
3210 else
3211 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3212 [FName, s]),
3213 gShowKillMsg);
3214 end;
3215 end
3216 else // Îñîáûå òèïû ñìåðòè
3217 case t of
3218 HIT_DISCON: ;
3219 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3220 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3221 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3222 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3223 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3224 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3225 end;
3227 if Srv then
3228 begin
3229 // Âûáðîñ îðóæèÿ:
3230 for a := WP_FIRST to WP_LAST do
3231 if FWeapon[a] then
3232 begin
3233 case a of
3234 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3235 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3236 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3237 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3238 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3239 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3240 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3241 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3242 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3243 else i := 0;
3244 end;
3246 if i <> 0 then
3247 PushItem(i);
3248 end;
3250 // Âûáðîñ ðþêçàêà:
3251 if R_ITEM_BACKPACK in FRulez then
3252 PushItem(ITEM_AMMO_BACKPACK);
3254 // Âûáðîñ ðàêåòíîãî ðàíöà:
3255 if FJetFuel > 0 then
3256 PushItem(ITEM_JETPACK);
3258 // Âûáðîñ êëþ÷åé:
3259 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3260 begin
3261 if R_KEY_RED in FRulez then
3262 PushItem(ITEM_KEY_RED);
3264 if R_KEY_GREEN in FRulez then
3265 PushItem(ITEM_KEY_GREEN);
3267 if R_KEY_BLUE in FRulez then
3268 PushItem(ITEM_KEY_BLUE);
3269 end;
3271 // Âûáðîñ ôëàãà:
3272 DropFlag();
3273 end;
3275 g_Player_CreateCorpse(Self);
3277 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3278 (gLMSRespawn = LMS_RESPAWN_NONE) then
3279 begin
3280 a := 0;
3281 k := 0;
3282 ar := 0;
3283 ab := 0;
3284 for i := Low(gPlayers) to High(gPlayers) do
3285 begin
3286 if gPlayers[i] = nil then continue;
3287 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3288 begin
3289 Inc(a);
3290 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3291 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3292 k := i;
3293 end;
3294 end;
3296 OldLR := gLMSRespawn;
3297 if (gGameSettings.GameMode = GM_COOP) then
3298 begin
3299 if (a = 0) then
3300 begin
3301 // everyone is dead, restart the map
3302 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3303 if Netsrv then
3304 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3305 gLMSRespawn := LMS_RESPAWN_FINAL;
3306 gLMSRespawnTime := gTime + 5000;
3307 end
3308 else if (a = 1) then
3309 begin
3310 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3311 if (gPlayers[k] = gPlayer1) or
3312 (gPlayers[k] = gPlayer2) then
3313 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3314 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3315 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3316 end;
3317 end
3318 else if (gGameSettings.GameMode = GM_TDM) then
3319 begin
3320 if (ab = 0) and (ar <> 0) then
3321 begin
3322 // blu team ded
3323 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3324 if Netsrv then
3325 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3326 Inc(gTeamStat[TEAM_RED].Goals);
3327 gLMSRespawn := LMS_RESPAWN_FINAL;
3328 gLMSRespawnTime := gTime + 5000;
3329 end
3330 else if (ar = 0) and (ab <> 0) then
3331 begin
3332 // red team ded
3333 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3334 if Netsrv then
3335 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3336 Inc(gTeamStat[TEAM_BLUE].Goals);
3337 gLMSRespawn := LMS_RESPAWN_FINAL;
3338 gLMSRespawnTime := gTime + 5000;
3339 end
3340 else if (ar = 0) and (ab = 0) then
3341 begin
3342 // everyone ded
3343 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3344 if Netsrv then
3345 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3346 gLMSRespawn := LMS_RESPAWN_FINAL;
3347 gLMSRespawnTime := gTime + 5000;
3348 end;
3349 end
3350 else if (gGameSettings.GameMode = GM_DM) then
3351 begin
3352 if (a = 1) then
3353 begin
3354 if gPlayers[k] <> nil then
3355 with gPlayers[k] do
3356 begin
3357 // survivor is the winner
3358 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3359 if Netsrv then
3360 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3361 Inc(FFrags);
3362 end;
3363 gLMSRespawn := LMS_RESPAWN_FINAL;
3364 gLMSRespawnTime := gTime + 5000;
3365 end
3366 else if (a = 0) then
3367 begin
3368 // everyone is dead, restart the map
3369 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3370 if Netsrv then
3371 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3372 gLMSRespawn := LMS_RESPAWN_FINAL;
3373 gLMSRespawnTime := gTime + 5000;
3374 end;
3375 end;
3376 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3377 begin
3378 if NetMode = NET_SERVER then
3379 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3380 else
3381 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3382 end;
3383 end;
3385 if Netsrv then
3386 begin
3387 MH_SEND_PlayerStats(FUID);
3388 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3389 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3390 end;
3392 if srv and FNoRespawn then Spectate(True);
3393 FWantsInGame := True;
3394 end;
3396 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3397 begin
3398 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3399 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3400 end;
3402 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3403 begin
3404 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3405 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3406 end;
3408 procedure TPlayer.MakeBloodSimple(Count: Word);
3409 begin
3410 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3411 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3412 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3413 150, 0, 0);
3414 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3415 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3416 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3417 150, 0, 0);
3418 end;
3420 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3421 begin
3422 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3423 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3424 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3425 150, 0, 0);
3426 end;
3428 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3429 begin
3430 if g_Game_IsClient then Exit;
3431 if Weapon > High(FWeapon) then Exit;
3432 FNextWeap := FNextWeap or (1 shl Weapon);
3433 end;
3435 procedure TPlayer.resetWeaponQueue ();
3436 begin
3437 FNextWeap := 0;
3438 FNextWeapDelay := 0;
3439 end;
3441 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3442 begin
3443 result := false;
3444 case weapon of
3445 WEAPON_KASTET, WEAPON_SAW: result := true;
3446 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3447 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3448 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3449 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3450 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3451 else result := (weapon < length(FWeapon));
3452 end;
3453 end;
3455 // return 255 for "no switch"
3456 function TPlayer.getNextWeaponIndex (): Byte;
3457 var
3458 i: Word;
3459 wantThisWeapon: array[0..64] of Boolean;
3460 wwc: Integer = 0; //HACK!
3461 dir, cwi: Integer;
3462 begin
3463 result := 255; // default result: "no switch"
3464 // had weapon cycling on previous frame? remove that flag
3465 if (FNextWeap and $2000) <> 0 then
3466 begin
3467 FNextWeap := FNextWeap and $1FFF;
3468 FNextWeapDelay := 0;
3469 end;
3470 // cycling has priority
3471 if (FNextWeap and $C000) <> 0 then
3472 begin
3473 if (FNextWeap and $8000) <> 0 then
3474 dir := 1
3475 else
3476 dir := -1;
3477 FNextWeap := FNextWeap or $2000; // we need this
3478 if FNextWeapDelay > 0 then
3479 exit; // cooldown time
3480 cwi := FCurrWeap;
3481 for i := 0 to High(FWeapon) do
3482 begin
3483 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3484 if FWeapon[cwi] then
3485 begin
3486 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3487 result := Byte(cwi);
3488 FNextWeapDelay := 10;
3489 exit;
3490 end;
3491 end;
3492 resetWeaponQueue();
3493 exit;
3494 end;
3495 // no cycling
3496 for i := 0 to High(wantThisWeapon) do
3497 wantThisWeapon[i] := false;
3498 for i := 0 to High(FWeapon) do
3499 if (FNextWeap and (1 shl i)) <> 0 then
3500 begin
3501 wantThisWeapon[i] := true;
3502 Inc(wwc);
3503 end;
3504 // exclude currently selected weapon from the set
3505 wantThisWeapon[FCurrWeap] := false;
3506 // slow down alterations a little
3507 if wwc > 1 then
3508 begin
3509 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3510 // more than one weapon requested, assume "alteration" and check alteration delay
3511 if FNextWeapDelay > 0 then
3512 begin
3513 FNextWeap := 0;
3514 exit;
3515 end; // yeah
3516 end;
3517 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3518 // but clear all counters if no weapon should be switched
3519 if wwc < 1 then
3520 begin
3521 resetWeaponQueue();
3522 exit;
3523 end;
3524 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3525 // try weapons in descending order
3526 for i := High(FWeapon) downto 0 do
3527 begin
3528 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3529 begin
3530 // i found her!
3531 result := Byte(i);
3532 resetWeaponQueue();
3533 FNextWeapDelay := 10; // anyway, 'cause why not
3534 exit;
3535 end;
3536 end;
3537 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3538 resetWeaponQueue();
3539 end;
3541 procedure TPlayer.RealizeCurrentWeapon();
3542 function switchAllowed (): Boolean;
3543 var
3544 i: Byte;
3545 begin
3546 result := false;
3547 if FBFGFireCounter <> -1 then
3548 exit;
3549 if FTime[T_SWITCH] > gTime then
3550 exit;
3551 for i := WP_FIRST to WP_LAST do
3552 if FReloading[i] > 0 then
3553 exit;
3554 result := true;
3555 end;
3557 var
3558 nw: Byte;
3559 begin
3560 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3561 //FNextWeap := FNextWeap and $1FFF;
3562 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3564 if not switchAllowed then
3565 begin
3566 //HACK for weapon cycling
3567 if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
3568 exit;
3569 end;
3571 nw := getNextWeaponIndex();
3572 if nw = 255 then exit; // don't reset anything here
3573 if nw > High(FWeapon) then
3574 begin
3575 // don't forget to reset queue here!
3576 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3577 resetWeaponQueue();
3578 exit;
3579 end;
3581 if FWeapon[nw] then
3582 begin
3583 FCurrWeap := nw;
3584 FTime[T_SWITCH] := gTime+156;
3585 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3586 FModel.SetWeapon(FCurrWeap);
3587 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3588 end;
3589 end;
3591 procedure TPlayer.NextWeapon();
3592 begin
3593 if g_Game_IsClient then Exit;
3594 FNextWeap := $8000;
3595 end;
3597 procedure TPlayer.PrevWeapon();
3598 begin
3599 if g_Game_IsClient then Exit;
3600 FNextWeap := $4000;
3601 end;
3603 procedure TPlayer.SetWeapon(W: Byte);
3604 begin
3605 if FCurrWeap <> W then
3606 if W = WEAPON_SAW then
3607 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3609 FCurrWeap := W;
3610 FModel.SetWeapon(CurrWeap);
3611 resetWeaponQueue();
3612 end;
3614 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3615 var
3616 a: Boolean;
3617 begin
3618 Result := False;
3619 if g_Game_IsClient then Exit;
3621 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3622 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3623 remove := not a;
3625 case ItemType of
3626 ITEM_MEDKIT_SMALL:
3627 if FHealth < PLAYER_HP_SOFT then
3628 begin
3629 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3630 Result := True;
3631 remove := True;
3632 FFireTime := 0;
3633 if gFlash = 2 then Inc(FPickup, 5);
3634 end;
3636 ITEM_MEDKIT_LARGE:
3637 if FHealth < PLAYER_HP_SOFT then
3638 begin
3639 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3640 Result := True;
3641 remove := True;
3642 FFireTime := 0;
3643 if gFlash = 2 then Inc(FPickup, 5);
3644 end;
3646 ITEM_ARMOR_GREEN:
3647 if FArmor < PLAYER_AP_SOFT then
3648 begin
3649 FArmor := PLAYER_AP_SOFT;
3650 Result := True;
3651 remove := True;
3652 if gFlash = 2 then Inc(FPickup, 5);
3653 end;
3655 ITEM_ARMOR_BLUE:
3656 if FArmor < PLAYER_AP_LIMIT then
3657 begin
3658 FArmor := PLAYER_AP_LIMIT;
3659 Result := True;
3660 remove := True;
3661 if gFlash = 2 then Inc(FPickup, 5);
3662 end;
3664 ITEM_SPHERE_BLUE:
3665 if FHealth < PLAYER_HP_LIMIT then
3666 begin
3667 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3668 Result := True;
3669 remove := True;
3670 FFireTime := 0;
3671 if gFlash = 2 then Inc(FPickup, 5);
3672 end;
3674 ITEM_SPHERE_WHITE:
3675 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3676 begin
3677 if FHealth < PLAYER_HP_LIMIT then
3678 FHealth := PLAYER_HP_LIMIT;
3679 if FArmor < PLAYER_AP_LIMIT then
3680 FArmor := PLAYER_AP_LIMIT;
3681 Result := True;
3682 remove := True;
3683 FFireTime := 0;
3684 if gFlash = 2 then Inc(FPickup, 5);
3685 end;
3687 ITEM_WEAPON_SAW:
3688 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3689 begin
3690 FWeapon[WEAPON_SAW] := 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_SHOTGUN1:
3697 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3698 begin
3699 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3700 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3702 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3703 FWeapon[WEAPON_SHOTGUN1] := True;
3704 Result := True;
3705 if gFlash = 2 then Inc(FPickup, 5);
3706 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3707 end;
3709 ITEM_WEAPON_SHOTGUN2:
3710 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3711 begin
3712 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3714 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3715 FWeapon[WEAPON_SHOTGUN2] := True;
3716 Result := True;
3717 if gFlash = 2 then Inc(FPickup, 5);
3718 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3719 end;
3721 ITEM_WEAPON_CHAINGUN:
3722 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3723 begin
3724 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3726 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3727 FWeapon[WEAPON_CHAINGUN] := True;
3728 Result := True;
3729 if gFlash = 2 then Inc(FPickup, 5);
3730 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3731 end;
3733 ITEM_WEAPON_ROCKETLAUNCHER:
3734 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3735 begin
3736 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3738 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3739 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3740 Result := True;
3741 if gFlash = 2 then Inc(FPickup, 5);
3742 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3743 end;
3745 ITEM_WEAPON_PLASMA:
3746 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3747 begin
3748 if a and FWeapon[WEAPON_PLASMA] then Exit;
3750 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3751 FWeapon[WEAPON_PLASMA] := True;
3752 Result := True;
3753 if gFlash = 2 then Inc(FPickup, 5);
3754 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3755 end;
3757 ITEM_WEAPON_BFG:
3758 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3759 begin
3760 if a and FWeapon[WEAPON_BFG] then Exit;
3762 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3763 FWeapon[WEAPON_BFG] := True;
3764 Result := True;
3765 if gFlash = 2 then Inc(FPickup, 5);
3766 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3767 end;
3769 ITEM_WEAPON_SUPERPULEMET:
3770 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3771 begin
3772 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3774 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3775 FWeapon[WEAPON_SUPERPULEMET] := True;
3776 Result := True;
3777 if gFlash = 2 then Inc(FPickup, 5);
3778 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3779 end;
3781 ITEM_WEAPON_FLAMETHROWER:
3782 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3783 begin
3784 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3786 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3787 FWeapon[WEAPON_FLAMETHROWER] := True;
3788 Result := True;
3789 if gFlash = 2 then Inc(FPickup, 5);
3790 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3791 end;
3793 ITEM_AMMO_BULLETS:
3794 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3795 begin
3796 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3797 Result := True;
3798 remove := True;
3799 if gFlash = 2 then Inc(FPickup, 5);
3800 end;
3802 ITEM_AMMO_BULLETS_BOX:
3803 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3804 begin
3805 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3806 Result := True;
3807 remove := True;
3808 if gFlash = 2 then Inc(FPickup, 5);
3809 end;
3811 ITEM_AMMO_SHELLS:
3812 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3813 begin
3814 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3815 Result := True;
3816 remove := True;
3817 if gFlash = 2 then Inc(FPickup, 5);
3818 end;
3820 ITEM_AMMO_SHELLS_BOX:
3821 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3822 begin
3823 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3824 Result := True;
3825 remove := True;
3826 if gFlash = 2 then Inc(FPickup, 5);
3827 end;
3829 ITEM_AMMO_ROCKET:
3830 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3831 begin
3832 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3833 Result := True;
3834 remove := True;
3835 if gFlash = 2 then Inc(FPickup, 5);
3836 end;
3838 ITEM_AMMO_ROCKET_BOX:
3839 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3840 begin
3841 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3842 Result := True;
3843 remove := True;
3844 if gFlash = 2 then Inc(FPickup, 5);
3845 end;
3847 ITEM_AMMO_CELL:
3848 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3849 begin
3850 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3851 Result := True;
3852 remove := True;
3853 if gFlash = 2 then Inc(FPickup, 5);
3854 end;
3856 ITEM_AMMO_CELL_BIG:
3857 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3858 begin
3859 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3860 Result := True;
3861 remove := True;
3862 if gFlash = 2 then Inc(FPickup, 5);
3863 end;
3865 ITEM_AMMO_FUELCAN:
3866 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
3867 begin
3868 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3869 Result := True;
3870 remove := True;
3871 if gFlash = 2 then Inc(FPickup, 5);
3872 end;
3874 ITEM_AMMO_BACKPACK:
3875 if not(R_ITEM_BACKPACK in FRulez) or
3876 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3877 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3878 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3879 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
3880 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
3881 begin
3882 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
3883 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
3884 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
3885 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
3886 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
3888 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3889 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3890 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3891 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3892 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3893 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3894 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3895 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3897 FRulez := FRulez + [R_ITEM_BACKPACK];
3898 Result := True;
3899 remove := True;
3900 if gFlash = 2 then Inc(FPickup, 5);
3901 end;
3903 ITEM_KEY_RED:
3904 if not(R_KEY_RED in FRulez) then
3905 begin
3906 Include(FRulez, R_KEY_RED);
3907 Result := True;
3908 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3909 if gFlash = 2 then Inc(FPickup, 5);
3910 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3911 end;
3913 ITEM_KEY_GREEN:
3914 if not(R_KEY_GREEN in FRulez) then
3915 begin
3916 Include(FRulez, R_KEY_GREEN);
3917 Result := True;
3918 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3919 if gFlash = 2 then Inc(FPickup, 5);
3920 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3921 end;
3923 ITEM_KEY_BLUE:
3924 if not(R_KEY_BLUE in FRulez) then
3925 begin
3926 Include(FRulez, R_KEY_BLUE);
3927 Result := True;
3928 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3929 if gFlash = 2 then Inc(FPickup, 5);
3930 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3931 end;
3933 ITEM_SUIT:
3934 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
3935 begin
3936 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
3937 Result := True;
3938 remove := True;
3939 FFireTime := 0;
3940 if gFlash = 2 then Inc(FPickup, 5);
3941 end;
3943 ITEM_OXYGEN:
3944 if FAir < AIR_MAX then
3945 begin
3946 FAir := AIR_MAX;
3947 Result := True;
3948 remove := True;
3949 if gFlash = 2 then Inc(FPickup, 5);
3950 end;
3952 ITEM_MEDKIT_BLACK:
3953 begin
3954 if not (R_BERSERK in FRulez) then
3955 begin
3956 Include(FRulez, R_BERSERK);
3957 if FBFGFireCounter = -1 then
3958 begin
3959 FCurrWeap := WEAPON_KASTET;
3960 resetWeaponQueue();
3961 FModel.SetWeapon(WEAPON_KASTET);
3962 end;
3963 if gFlash <> 0 then
3964 Inc(FPain, 100);
3965 if gFlash = 2 then Inc(FPickup, 5);
3966 FBerserk := gTime+30000;
3967 Result := True;
3968 remove := True;
3969 FFireTime := 0;
3970 end;
3971 if FHealth < PLAYER_HP_SOFT then
3972 begin
3973 FHealth := PLAYER_HP_SOFT;
3974 FBerserk := gTime+30000;
3975 Result := True;
3976 remove := True;
3977 FFireTime := 0;
3978 end;
3979 end;
3981 ITEM_INVUL:
3982 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
3983 begin
3984 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
3985 Result := True;
3986 remove := True;
3987 if gFlash = 2 then Inc(FPickup, 5);
3988 end;
3990 ITEM_BOTTLE:
3991 if FHealth < PLAYER_HP_LIMIT then
3992 begin
3993 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
3994 Result := True;
3995 remove := True;
3996 FFireTime := 0;
3997 if gFlash = 2 then Inc(FPickup, 5);
3998 end;
4000 ITEM_HELMET:
4001 if FArmor < PLAYER_AP_LIMIT then
4002 begin
4003 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4004 Result := True;
4005 remove := True;
4006 if gFlash = 2 then Inc(FPickup, 5);
4007 end;
4009 ITEM_JETPACK:
4010 if FJetFuel < JET_MAX then
4011 begin
4012 FJetFuel := JET_MAX;
4013 Result := True;
4014 remove := True;
4015 if gFlash = 2 then Inc(FPickup, 5);
4016 end;
4018 ITEM_INVIS:
4019 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4020 begin
4021 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4022 Result := True;
4023 remove := True;
4024 if gFlash = 2 then Inc(FPickup, 5);
4025 end;
4026 end;
4027 end;
4029 procedure TPlayer.Touch();
4030 begin
4031 if not FAlive then
4032 Exit;
4033 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4034 if FIamBot then
4035 begin
4036 // Áðîñèòü ôëàã òîâàðèùó:
4037 if gGameSettings.GameMode = GM_CTF then
4038 DropFlag();
4039 end;
4040 end;
4042 procedure TPlayer.Push(vx, vy: Integer);
4043 begin
4044 if (not FPhysics) and FGhost then
4045 Exit;
4046 FObj.Accel.X := FObj.Accel.X + vx;
4047 FObj.Accel.Y := FObj.Accel.Y + vy;
4048 if g_Game_IsNet and g_Game_IsServer then
4049 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4050 end;
4052 procedure TPlayer.Reset(Force: Boolean);
4053 begin
4054 if Force then
4055 FAlive := False;
4057 FSpawned := False;
4058 FTime[T_RESPAWN] := 0;
4059 FTime[T_FLAGCAP] := 0;
4060 FGodMode := False;
4061 FNoTarget := False;
4062 FNoReload := False;
4063 FFrags := 0;
4064 FLastFrag := 0;
4065 FComboEvnt := -1;
4066 FKills := 0;
4067 FMonsterKills := 0;
4068 FDeath := 0;
4069 FSecrets := 0;
4070 if FNoRespawn then
4071 begin
4072 FSpectator := False;
4073 FGhost := False;
4074 FPhysics := True;
4075 FSpectatePlayer := -1;
4076 FNoRespawn := False;
4077 end;
4078 FLives := gGameSettings.MaxLives;
4080 SetFlag(FLAG_NONE);
4081 end;
4083 procedure TPlayer.SoftReset();
4084 begin
4085 ReleaseKeys();
4087 FDamageBuffer := 0;
4088 FIncCam := 0;
4089 FBFGFireCounter := -1;
4090 FShellTimer := -1;
4091 FPain := 0;
4092 FLastHit := 0;
4093 FLastFrag := 0;
4094 FComboEvnt := -1;
4096 SetFlag(FLAG_NONE);
4097 SetAction(A_STAND, True);
4098 end;
4100 function TPlayer.GetRespawnPoint(): Byte;
4101 var
4102 c: Byte;
4103 begin
4104 Result := 255;
4105 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4107 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4108 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4109 begin
4110 if (Self = gPlayer1) or (Self = gPlayer2) then
4111 begin
4112 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4113 if Self = gPlayer1 then
4114 c := RESPAWNPOINT_PLAYER1
4115 else
4116 c := RESPAWNPOINT_PLAYER2;
4117 if g_Map_GetPointCount(c) > 0 then
4118 begin
4119 Result := c;
4120 Exit;
4121 end;
4123 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4124 if Self = gPlayer1 then
4125 c := RESPAWNPOINT_PLAYER2
4126 else
4127 c := RESPAWNPOINT_PLAYER1;
4128 if g_Map_GetPointCount(c) > 0 then
4129 begin
4130 Result := c;
4131 Exit;
4132 end;
4133 end else
4134 begin
4135 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4136 if Random(2) = 0 then
4137 c := RESPAWNPOINT_PLAYER1
4138 else
4139 c := RESPAWNPOINT_PLAYER2;
4140 if g_Map_GetPointCount(c) > 0 then
4141 begin
4142 Result := c;
4143 Exit;
4144 end;
4145 end;
4147 // Òî÷êà ëþáîé èç êîìàíä
4148 if Random(2) = 0 then
4149 c := RESPAWNPOINT_RED
4150 else
4151 c := RESPAWNPOINT_BLUE;
4152 if g_Map_GetPointCount(c) > 0 then
4153 begin
4154 Result := c;
4155 Exit;
4156 end;
4158 // Òî÷êà DM
4159 c := RESPAWNPOINT_DM;
4160 if g_Map_GetPointCount(c) > 0 then
4161 begin
4162 Result := c;
4163 Exit;
4164 end;
4165 end;
4167 // Ìÿñîïîâàë
4168 if gGameSettings.GameMode = GM_DM then
4169 begin
4170 // Òî÷êà DM
4171 c := RESPAWNPOINT_DM;
4172 if g_Map_GetPointCount(c) > 0 then
4173 begin
4174 Result := c;
4175 Exit;
4176 end;
4178 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4179 if Random(2) = 0 then
4180 c := RESPAWNPOINT_PLAYER1
4181 else
4182 c := RESPAWNPOINT_PLAYER2;
4183 if g_Map_GetPointCount(c) > 0 then
4184 begin
4185 Result := c;
4186 Exit;
4187 end;
4189 // Òî÷êà ëþáîé èç êîìàíä
4190 if Random(2) = 0 then
4191 c := RESPAWNPOINT_RED
4192 else
4193 c := RESPAWNPOINT_BLUE;
4194 if g_Map_GetPointCount(c) > 0 then
4195 begin
4196 Result := c;
4197 Exit;
4198 end;
4199 end;
4201 // Êîìàíäíûå
4202 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4203 begin
4204 // Òî÷êà ñâîåé êîìàíäû
4205 c := RESPAWNPOINT_DM;
4206 if FTeam = TEAM_RED then
4207 c := RESPAWNPOINT_RED;
4208 if FTeam = TEAM_BLUE then
4209 c := RESPAWNPOINT_BLUE;
4210 if g_Map_GetPointCount(c) > 0 then
4211 begin
4212 Result := c;
4213 Exit;
4214 end;
4216 // Òî÷êà DM
4217 c := RESPAWNPOINT_DM;
4218 if g_Map_GetPointCount(c) > 0 then
4219 begin
4220 Result := c;
4221 Exit;
4222 end;
4224 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4225 if Random(2) = 0 then
4226 c := RESPAWNPOINT_PLAYER1
4227 else
4228 c := RESPAWNPOINT_PLAYER2;
4229 if g_Map_GetPointCount(c) > 0 then
4230 begin
4231 Result := c;
4232 Exit;
4233 end;
4235 // Òî÷êà äðóãîé êîìàíäû
4236 c := RESPAWNPOINT_DM;
4237 if FTeam = TEAM_RED then
4238 c := RESPAWNPOINT_BLUE;
4239 if FTeam = TEAM_BLUE then
4240 c := RESPAWNPOINT_RED;
4241 if g_Map_GetPointCount(c) > 0 then
4242 begin
4243 Result := c;
4244 Exit;
4245 end;
4246 end;
4247 end;
4249 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4250 var
4251 RespawnPoint: TRespawnPoint;
4252 a, b, c: Byte;
4253 Anim: TAnimation;
4254 ID: DWORD;
4255 begin
4256 if not g_Game_IsServer then
4257 Exit;
4258 if FDummy then
4259 Exit;
4260 FWantsInGame := True;
4261 FJustTeleported := True;
4262 if Force then
4263 begin
4264 FTime[T_RESPAWN] := 0;
4265 FAlive := False;
4266 end;
4267 FNetTime := 0;
4268 // if server changes MaxLives we gotta be ready
4269 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4271 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4272 if FTime[T_RESPAWN] > gTime then
4273 Exit;
4275 // Ïðîñðàë âñå æèçíè:
4276 if FNoRespawn then
4277 begin
4278 if not FSpectator then Spectate(True);
4279 FWantsInGame := True;
4280 Exit;
4281 end;
4283 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4284 begin // "Ñâîÿ èãðà"
4285 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4286 FRulez := FRulez-[R_BERSERK];
4287 end
4288 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4289 begin
4290 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4291 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4292 end;
4294 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4295 c := GetRespawnPoint();
4297 ReleaseKeys();
4298 SetFlag(FLAG_NONE);
4300 // Âîñêðåøåíèå áåç îðóæèÿ:
4301 if not FAlive then
4302 begin
4303 FHealth := PLAYER_HP_SOFT;
4304 FArmor := 0;
4305 FAlive := True;
4306 FAir := AIR_DEF;
4307 FJetFuel := 0;
4309 for a := WP_FIRST to WP_LAST do
4310 begin
4311 FWeapon[a] := False;
4312 FReloading[a] := 0;
4313 end;
4315 FWeapon[WEAPON_PISTOL] := True;
4316 FWeapon[WEAPON_KASTET] := True;
4317 FCurrWeap := WEAPON_PISTOL;
4318 resetWeaponQueue();
4320 FModel.SetWeapon(FCurrWeap);
4322 for b := A_BULLETS to A_HIGH do
4323 FAmmo[b] := 0;
4325 FAmmo[A_BULLETS] := 50;
4327 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4328 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4329 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4330 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4331 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4333 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4334 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4335 else
4336 FRulez := [];
4337 end;
4339 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4340 if not g_Map_GetPoint(c, RespawnPoint) then
4341 begin
4342 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4343 Exit;
4344 end;
4346 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4347 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4348 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4349 FObj.Vel.X := 0;
4350 FObj.Vel.Y := 0;
4351 FObj.Accel.X := 0;
4352 FObj.Accel.Y := 0;
4354 FDirection := RespawnPoint.Direction;
4355 if FDirection = D_LEFT then
4356 FAngle := 180
4357 else
4358 FAngle := 0;
4360 FIncCam := 0;
4361 FBFGFireCounter := -1;
4362 FShellTimer := -1;
4363 FPain := 0;
4364 FLastHit := 0;
4366 SetAction(A_STAND, True);
4367 FModel.Direction := FDirection;
4369 for a := Low(FTime) to High(FTime) do
4370 FTime[a] := 0;
4372 for a := Low(FMegaRulez) to High(FMegaRulez) do
4373 FMegaRulez[a] := 0;
4375 FDamageBuffer := 0;
4376 FJetpack := False;
4377 FCanJetpack := False;
4378 FFireTime := 0;
4379 FFirePainTime := 0;
4380 FFireAttacker := 0;
4382 // Àíèìàöèÿ âîçðîæäåíèÿ:
4383 if (not gLoadGameMode) and (not Silent) then
4384 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4385 begin
4386 Anim := TAnimation.Create(ID, False, 3);
4387 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4388 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4389 Anim.Free();
4390 end;
4392 FSpectator := False;
4393 FGhost := False;
4394 FPhysics := True;
4395 FSpectatePlayer := -1;
4396 FSpawned := True;
4398 if g_Game_IsNet then
4399 begin
4400 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4401 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4402 if not Silent then
4403 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4404 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4405 0, NET_GFX_TELE);
4406 end;
4407 end;
4409 procedure TPlayer.Spectate(NoMove: Boolean = False);
4410 begin
4411 if FAlive then
4412 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4413 else if (not NoMove) then
4414 begin
4415 GameX := gMapInfo.Width div 2;
4416 GameY := gMapInfo.Height div 2;
4417 end;
4418 FXTo := GameX;
4419 FYTo := GameY;
4421 FAlive := False;
4422 FSpectator := True;
4423 FGhost := True;
4424 FPhysics := False;
4425 FWantsInGame := False;
4426 FSpawned := False;
4428 if FNoRespawn then
4429 begin
4430 if Self = gPlayer1 then
4431 begin
4432 gLMSPID1 := FUID;
4433 gPlayer1 := nil;
4434 end;
4435 if Self = gPlayer2 then
4436 begin
4437 gLMSPID2 := FUID;
4438 gPlayer2 := nil;
4439 end;
4440 end;
4442 if g_Game_IsNet then
4443 MH_SEND_PlayerStats(FUID);
4444 end;
4446 procedure TPlayer.SwitchNoClip;
4447 begin
4448 if not FAlive then
4449 Exit;
4450 FGhost := not FGhost;
4451 FPhysics := not FGhost;
4452 if FGhost then
4453 begin
4454 FXTo := FObj.X;
4455 FYTo := FObj.Y;
4456 end else
4457 begin
4458 FObj.Accel.X := 0;
4459 FObj.Accel.Y := 0;
4460 end;
4461 end;
4463 procedure TPlayer.Run(Direction: TDirection);
4464 var
4465 a, b: Integer;
4466 begin
4467 if MAX_RUNVEL > 8 then
4468 FlySmoke();
4470 // Áåæèì:
4471 if Direction = D_LEFT then
4472 begin
4473 if FObj.Vel.X > -MAX_RUNVEL then
4474 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4475 end
4476 else
4477 if FObj.Vel.X < MAX_RUNVEL then
4478 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4480 // Âîçìîæíî, ïèíàåì êóñêè:
4481 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4482 begin
4483 b := Abs(FObj.Vel.X);
4484 if b > 1 then b := b * (Random(8 div b) + 1);
4485 for a := 0 to High(gGibs) do
4486 begin
4487 if gGibs[a].alive and
4488 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4489 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4490 begin
4491 // Ïèíàåì êóñêè
4492 if FObj.Vel.X < 0 then
4493 begin
4494 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4495 end
4496 else
4497 begin
4498 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4499 end;
4500 gGibs[a].positionChanged(); // this updates spatial accelerators
4501 end;
4502 end;
4503 end;
4505 SetAction(A_WALK);
4506 end;
4508 procedure TPlayer.SeeDown();
4509 begin
4510 SetAction(A_SEEDOWN);
4512 if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4514 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4515 end;
4517 procedure TPlayer.SeeUp();
4518 begin
4519 SetAction(A_SEEUP);
4521 if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4523 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4524 end;
4526 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4527 var
4528 Prior: Byte;
4529 begin
4530 case Action of
4531 A_WALK: Prior := 3;
4532 A_DIE1: Prior := 5;
4533 A_DIE2: Prior := 5;
4534 A_ATTACK: Prior := 2;
4535 A_SEEUP: Prior := 1;
4536 A_SEEDOWN: Prior := 1;
4537 A_ATTACKUP: Prior := 2;
4538 A_ATTACKDOWN: Prior := 2;
4539 A_PAIN: Prior := 4;
4540 else Prior := 0;
4541 end;
4543 if (Prior > FActionPrior) or Force then
4544 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4545 begin
4546 FActionPrior := Prior;
4547 FActionAnim := Action;
4548 FActionForce := Force;
4549 FActionChanged := True;
4550 end;
4552 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4553 end;
4555 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4556 begin
4557 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4558 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4559 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4560 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4561 end;
4563 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4564 var
4565 Anim: TAnimation;
4566 ID: DWORD;
4567 begin
4568 Result := False;
4570 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4571 begin
4572 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4573 if g_Game_IsServer and g_Game_IsNet then
4574 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4575 Exit;
4576 end;
4578 FJustTeleported := True;
4580 Anim := nil;
4581 if not silent then
4582 begin
4583 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4584 begin
4585 Anim := TAnimation.Create(ID, False, 3);
4586 end;
4588 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4589 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4590 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4591 if g_Game_IsServer and g_Game_IsNet then
4592 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4593 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4594 NET_GFX_TELE);
4595 end;
4597 FObj.X := X-PLAYER_RECT.X;
4598 FObj.Y := Y-PLAYER_RECT.Y;
4599 if FAlive and FGhost then
4600 begin
4601 FXTo := FObj.X;
4602 FYTo := FObj.Y;
4603 end;
4605 if not g_Game_IsNet then
4606 begin
4607 if dir = 1 then
4608 begin
4609 SetDirection(D_LEFT);
4610 FAngle := 180;
4611 end
4612 else
4613 if dir = 2 then
4614 begin
4615 SetDirection(D_RIGHT);
4616 FAngle := 0;
4617 end
4618 else
4619 if dir = 3 then
4620 begin // îáðàòíîå
4621 if FDirection = D_RIGHT then
4622 begin
4623 SetDirection(D_LEFT);
4624 FAngle := 180;
4625 end
4626 else
4627 begin
4628 SetDirection(D_RIGHT);
4629 FAngle := 0;
4630 end;
4631 end;
4632 end;
4634 if not silent and (Anim <> nil) then
4635 begin
4636 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4637 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4638 Anim.Free();
4640 if g_Game_IsServer and g_Game_IsNet then
4641 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4642 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4643 NET_GFX_TELE);
4644 end;
4646 Result := True;
4647 end;
4649 function nonz(a: Single): Single;
4650 begin
4651 if a <> 0 then
4652 Result := a
4653 else
4654 Result := 1;
4655 end;
4657 procedure TPlayer.Update();
4658 var
4659 b: Byte;
4660 i, ii, wx, wy, xd, yd, k: Integer;
4661 blockmon, headwater, dospawn: Boolean;
4662 NetServer: Boolean;
4663 AnyServer: Boolean;
4664 SetSpect: Boolean;
4665 begin
4666 NetServer := g_Game_IsNet and g_Game_IsServer;
4667 AnyServer := g_Game_IsServer;
4669 if g_Game_IsClient and (NetInterpLevel > 0) then
4670 DoLerp(NetInterpLevel + 1)
4671 else
4672 if FGhost then
4673 DoLerp(4);
4675 if NetServer then
4676 if FClientID >= 0 then
4677 begin
4678 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4679 if NetClients[FClientID].Peer^.packetsSent > 0 then
4680 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4681 else
4682 FLoss := 0;
4683 end else
4684 begin
4685 FPing := 0;
4686 FLoss := 0;
4687 end;
4689 if FAlive and (gFly or FJetpack) then
4690 FlySmoke();
4692 if FDirection = D_LEFT then
4693 FAngle := 180
4694 else
4695 FAngle := 0;
4697 if FAlive and (not FGhost) then
4698 begin
4699 if FKeys[KEY_UP].Pressed then
4700 SeeUp();
4701 if FKeys[KEY_DOWN].Pressed then
4702 SeeDown();
4703 end;
4705 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4706 (FIncCam <> 0) then
4707 begin
4708 i := g_basic.Sign(FIncCam);
4709 FIncCam := Abs(FIncCam);
4710 DecMin(FIncCam, 5, 0);
4711 FIncCam := FIncCam*i;
4712 end;
4714 // no need to do that each second frame, weapon queue will take care of it
4715 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4716 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4718 if gTime mod (GAME_TICK*2) <> 0 then
4719 begin
4720 if (FObj.Vel.X = 0) and FAlive then
4721 begin
4722 if FKeys[KEY_LEFT].Pressed then
4723 Run(D_LEFT);
4724 if FKeys[KEY_RIGHT].Pressed then
4725 Run(D_RIGHT);
4726 end;
4728 if FPhysics then
4729 begin
4730 g_Obj_Move(@FObj, True, True, True);
4731 positionChanged(); // this updates spatial accelerators
4732 end;
4734 Exit;
4735 end;
4737 FActionChanged := False;
4739 if FAlive then
4740 begin
4741 // Let alive player do some actions
4742 if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
4743 if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
4744 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4745 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4746 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4747 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4748 if FKeys[KEY_JUMP].Pressed then Jump()
4749 else
4750 begin
4751 if AnyServer and FJetpack then
4752 begin
4753 FJetpack := False;
4754 JetpackOff;
4755 if NetServer then MH_SEND_PlayerStats(FUID);
4756 end;
4757 FCanJetpack := True;
4758 end;
4759 end
4760 else // Dead
4761 begin
4762 dospawn := False;
4763 if not FGhost then
4764 for k := Low(FKeys) to KEY_CHAT-1 do
4765 begin
4766 if FKeys[k].Pressed then
4767 begin
4768 dospawn := True;
4769 break;
4770 end;
4771 end;
4772 if dospawn then
4773 begin
4774 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4775 Respawn(False)
4776 else // Single
4777 if (FTime[T_RESPAWN] <= gTime) and
4778 gGameOn and (not FAlive) then
4779 begin
4780 if (g_Player_GetCount() > 1) then
4781 Respawn(False)
4782 else
4783 begin
4784 gExit := EXIT_RESTART;
4785 Exit;
4786 end;
4787 end;
4788 end;
4789 // Dead spectator actions
4790 if FGhost then
4791 begin
4792 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4793 if FKeys[KEY_FIRE].Pressed and AnyServer then
4794 begin
4795 if FSpectator then
4796 begin
4797 if (FSpectatePlayer >= High(gPlayers)) then
4798 FSpectatePlayer := -1
4799 else
4800 begin
4801 SetSpect := False;
4802 for I := FSpectatePlayer + 1 to High(gPlayers) do
4803 if gPlayers[I] <> nil then
4804 if gPlayers[I].alive then
4805 if gPlayers[I].UID <> FUID then
4806 begin
4807 FSpectatePlayer := I;
4808 SetSpect := True;
4809 break;
4810 end;
4812 if not SetSpect then FSpectatePlayer := -1;
4813 end;
4815 ReleaseKeys;
4816 end;
4817 end;
4818 end;
4819 end;
4820 // No clipping
4821 if FGhost then
4822 begin
4823 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4824 begin
4825 FYTo := FObj.Y - 32;
4826 FSpectatePlayer := -1;
4827 end;
4828 if FKeys[KEY_DOWN].Pressed then
4829 begin
4830 FYTo := FObj.Y + 32;
4831 FSpectatePlayer := -1;
4832 end;
4833 if FKeys[KEY_LEFT].Pressed then
4834 begin
4835 FXTo := FObj.X - 32;
4836 FSpectatePlayer := -1;
4837 end;
4838 if FKeys[KEY_RIGHT].Pressed then
4839 begin
4840 FXTo := FObj.X + 32;
4841 FSpectatePlayer := -1;
4842 end;
4844 if (FXTo < -64) then
4845 FXTo := -64
4846 else if (FXTo > gMapInfo.Width + 32) then
4847 FXTo := gMapInfo.Width + 32;
4848 if (FYTo < -72) then
4849 FYTo := -72
4850 else if (FYTo > gMapInfo.Height + 32) then
4851 FYTo := gMapInfo.Height + 32;
4852 end;
4854 if FPhysics then
4855 begin
4856 g_Obj_Move(@FObj, True, True, True);
4857 positionChanged(); // this updates spatial accelerators
4858 end
4859 else
4860 begin
4861 FObj.Vel.X := 0;
4862 FObj.Vel.Y := 0;
4863 if FSpectator then
4864 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4865 if gPlayers[FSpectatePlayer] <> nil then
4866 if gPlayers[FSpectatePlayer].alive then
4867 begin
4868 FXTo := gPlayers[FSpectatePlayer].GameX;
4869 FYTo := gPlayers[FSpectatePlayer].GameY;
4870 end;
4871 end;
4873 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4874 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4875 PANEL_BLOCKMON, True);
4876 headwater := HeadInLiquid(0, 0);
4878 // Ñîïðîòèâëåíèå âîçäóõà:
4879 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4880 if FObj.Vel.X <> 0 then
4881 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4883 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4884 DecMin(FPain, 5, 0);
4885 DecMin(FPickup, 1, 0);
4887 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
4888 begin
4889 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4890 FMegaRulez[MR_SUIT] := 0;
4891 FMegaRulez[MR_INVUL] := 0;
4892 FMegaRulez[MR_INVIS] := 0;
4893 Kill(K_FALLKILL, 0, HIT_FALL);
4894 end;
4896 i := 9;
4898 if FAlive then
4899 begin
4900 if FCurrWeap = WEAPON_SAW then
4901 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4902 FSawSoundSelect.IsPlaying()) then
4903 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4905 if FJetpack then
4906 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4907 (not FJetSoundOff.IsPlaying()) then
4908 begin
4909 FJetSoundFly.SetPosition(0);
4910 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4911 end;
4913 for b := WP_FIRST to WP_LAST do
4914 if FReloading[b] > 0 then
4915 if FNoReload then
4916 FReloading[b] := 0
4917 else
4918 Dec(FReloading[b]);
4920 if FShellTimer > -1 then
4921 if FShellTimer = 0 then
4922 begin
4923 if FShellType = SHELL_SHELL then
4924 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4925 GameVelX, GameVelY-2, SHELL_SHELL)
4926 else if FShellType = SHELL_DBLSHELL then
4927 begin
4928 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4929 GameVelX+1, GameVelY-2, SHELL_SHELL);
4930 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4931 GameVelX-1, GameVelY-2, SHELL_SHELL);
4932 end;
4933 FShellTimer := -1;
4934 end else Dec(FShellTimer);
4936 if (FBFGFireCounter > -1) then
4937 if FBFGFireCounter = 0 then
4938 begin
4939 if AnyServer then
4940 begin
4941 wx := FObj.X+WEAPONPOINT[FDirection].X;
4942 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
4943 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
4944 yd := wy+firediry();
4945 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
4946 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
4947 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4948 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4949 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4950 end;
4952 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
4953 FBFGFireCounter := -1;
4954 end else
4955 if FNoReload then
4956 FBFGFireCounter := 0
4957 else
4958 Dec(FBFGFireCounter);
4960 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
4961 begin
4962 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
4964 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
4965 end;
4967 if (headwater or blockmon) then
4968 begin
4969 Dec(FAir);
4971 if FAir < -9 then
4972 begin
4973 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
4974 FAir := 0;
4975 end
4976 else if (FAir mod 31 = 0) and not blockmon then
4977 begin
4978 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
4979 if Random(2) = 0 then
4980 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
4981 else
4982 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
4983 end;
4984 end else if FAir < AIR_DEF then
4985 FAir := AIR_DEF;
4987 if FFireTime > 0 then
4988 begin
4989 if BodyInLiquid(0, 0) then
4990 begin
4991 FFireTime := 0;
4992 FFirePainTime := 0;
4993 end
4994 else if FMegaRulez[MR_SUIT] >= gTime then
4995 begin
4996 if FMegaRulez[MR_SUIT] = gTime then
4997 FFireTime := 1;
4998 FFirePainTime := 0;
4999 end
5000 else
5001 begin
5002 OnFireFlame(1);
5003 if FFirePainTime <= 0 then
5004 begin
5005 if g_Game_IsServer then
5006 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5007 FFirePainTime := 18;
5008 end;
5009 FFirePainTime := FFirePainTime - 1;
5010 FFireTime := FFireTime - 1;
5011 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5012 MH_SEND_PlayerStats(FUID);
5013 end;
5014 end;
5016 if FDamageBuffer > 0 then
5017 begin
5018 if FDamageBuffer >= 9 then
5019 begin
5020 SetAction(A_PAIN);
5022 if FDamageBuffer < 30 then i := 9
5023 else if FDamageBuffer < 100 then i := 18
5024 else i := 27;
5025 end;
5027 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5028 FArmor := FArmor-(FDamageBuffer-ii);
5029 FHealth := FHealth-ii;
5030 if FArmor < 0 then
5031 begin
5032 FHealth := FHealth+FArmor;
5033 FArmor := 0;
5034 end;
5036 if AnyServer then
5037 if FHealth <= 0 then
5038 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5039 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5040 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5042 if FAlive then
5043 begin
5044 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5045 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5046 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5047 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5048 end;
5050 FDamageBuffer := 0;
5051 end;
5053 {CollideItem();}
5054 end; // if FAlive then ...
5056 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5057 begin
5058 FModel.ChangeAnimation(FActionAnim, FActionForce);
5059 FModel.GetCurrentAnimation.MinLength := i;
5060 FModel.GetCurrentAnimationMask.MinLength := i;
5061 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5063 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5064 then SetAction(A_STAND, True);
5066 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5068 for b := Low(FKeys) to High(FKeys) do
5069 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5070 end;
5072 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5073 begin
5074 x := FObj.X+PLAYER_RECT.X;
5075 y := FObj.Y+PLAYER_RECT.Y;
5076 w := PLAYER_RECT.Width;
5077 h := PLAYER_RECT.Height;
5078 end;
5080 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5081 begin
5082 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5083 FObj.Y+PLAYER_RECT.Y,
5084 PLAYER_RECT.Width,
5085 PLAYER_RECT.Height,
5086 X, Y,
5087 Width, Height);
5088 end;
5090 function TPlayer.Collide(Panel: TPanel): Boolean;
5091 begin
5092 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5093 FObj.Y+PLAYER_RECT.Y,
5094 PLAYER_RECT.Width,
5095 PLAYER_RECT.Height,
5096 Panel.X, Panel.Y,
5097 Panel.Width, Panel.Height);
5098 end;
5100 function TPlayer.Collide(X, Y: Integer): Boolean;
5101 begin
5102 X := X-FObj.X-PLAYER_RECT.X;
5103 Y := Y-FObj.Y-PLAYER_RECT.Y;
5104 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5105 (y >= 0) and (y <= PLAYER_RECT.Height);
5106 end;
5108 function g_Player_ValidName(Name: string): Boolean;
5109 var
5110 a: Integer;
5111 begin
5112 Result := True;
5114 if gPlayers = nil then Exit;
5116 for a := 0 to High(gPlayers) do
5117 if gPlayers[a] <> nil then
5118 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5119 begin
5120 Result := False;
5121 Exit;
5122 end;
5123 end;
5125 procedure TPlayer.SetDirection(Direction: TDirection);
5126 var
5127 d: TDirection;
5128 begin
5129 d := FModel.Direction;
5131 FModel.Direction := Direction;
5132 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5134 FDirection := Direction;
5135 end;
5137 function TPlayer.GetKeys(): Byte;
5138 begin
5139 Result := 0;
5141 if R_KEY_RED in FRulez then Result := KEY_RED;
5142 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5143 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5145 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5146 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5147 end;
5149 procedure TPlayer.Use();
5150 var
5151 a: Integer;
5152 begin
5153 if FTime[T_USE] > gTime then Exit;
5155 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5156 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5158 for a := 0 to High(gPlayers) do
5159 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5160 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5161 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5162 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5163 begin
5164 gPlayers[a].Touch();
5165 if g_Game_IsNet and g_Game_IsServer then
5166 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5167 end;
5169 FTime[T_USE] := gTime+120;
5170 end;
5172 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5173 var
5174 locObj: TObj;
5175 F: Boolean;
5176 WX, WY, XD, YD: Integer;
5177 begin
5178 F := False;
5179 WX := X;
5180 WY := Y;
5181 XD := AX;
5182 YD := AY;
5184 case FCurrWeap of
5185 WEAPON_KASTET:
5186 begin
5187 if R_BERSERK in FRulez then
5188 begin
5189 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5190 locobj.X := FObj.X+FObj.Rect.X;
5191 locobj.Y := FObj.Y+FObj.Rect.Y;
5192 locobj.rect.X := 0;
5193 locobj.rect.Y := 0;
5194 locobj.rect.Width := 39;
5195 locobj.rect.Height := 52;
5196 locobj.Vel.X := (xd-wx) div 2;
5197 locobj.Vel.Y := (yd-wy) div 2;
5198 locobj.Accel.X := xd-wx;
5199 locobj.Accel.y := yd-wy;
5201 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5202 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5203 else
5204 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5206 if gFlash = 1 then
5207 if FPain < 50 then
5208 FPain := min(FPain + 25, 50);
5209 end else
5210 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5211 end;
5213 WEAPON_SAW:
5214 begin
5215 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5216 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5217 begin
5218 FSawSoundSelect.Stop();
5219 FSawSound.Stop();
5220 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5221 end
5222 else if not FSawSoundHit.IsPlaying() then
5223 begin
5224 FSawSoundSelect.Stop();
5225 FSawSound.PlayAt(FObj.X, FObj.Y);
5226 end;
5227 f := True;
5228 end;
5230 WEAPON_PISTOL:
5231 begin
5232 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5233 FFireAngle := FAngle;
5234 f := True;
5235 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5236 GameVelX, GameVelY-2, SHELL_BULLET);
5237 end;
5239 WEAPON_SHOTGUN1:
5240 begin
5241 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5242 FFireAngle := FAngle;
5243 f := True;
5244 FShellTimer := 10;
5245 FShellType := SHELL_SHELL;
5246 end;
5248 WEAPON_SHOTGUN2:
5249 begin
5250 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5251 FFireAngle := FAngle;
5252 f := True;
5253 FShellTimer := 13;
5254 FShellType := SHELL_DBLSHELL;
5255 end;
5257 WEAPON_CHAINGUN:
5258 begin
5259 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5260 FFireAngle := FAngle;
5261 f := True;
5262 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5263 GameVelX, GameVelY-2, SHELL_BULLET);
5264 end;
5266 WEAPON_ROCKETLAUNCHER:
5267 begin
5268 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5269 FFireAngle := FAngle;
5270 f := True;
5271 end;
5273 WEAPON_PLASMA:
5274 begin
5275 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5276 FFireAngle := FAngle;
5277 f := True;
5278 end;
5280 WEAPON_BFG:
5281 begin
5282 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5283 FFireAngle := FAngle;
5284 f := True;
5285 end;
5287 WEAPON_SUPERPULEMET:
5288 begin
5289 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5290 FFireAngle := FAngle;
5291 f := True;
5292 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5293 GameVelX, GameVelY-2, SHELL_SHELL);
5294 end;
5296 WEAPON_FLAMETHROWER:
5297 begin
5298 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5299 FFireAngle := FAngle;
5300 f := True;
5301 end;
5302 end;
5304 if not f then Exit;
5306 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5307 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5308 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5309 end;
5311 procedure TPlayer.DoLerp(Level: Integer = 2);
5312 begin
5313 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5314 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5315 end;
5317 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5318 var
5319 AX, AY: Integer;
5320 begin
5321 if NetInterpLevel < 1 then
5322 begin
5323 FObj.X := XTo;
5324 FObj.Y := YTo;
5325 end
5326 else
5327 begin
5328 FXTo := XTo;
5329 FYTo := YTo;
5331 AX := Abs(FXTo - FObj.X);
5332 AY := Abs(FYTo - FObj.Y);
5333 if (AX > 32) or (AX <= NetInterpLevel) then
5334 FObj.X := FXTo;
5335 if (AY > 32) or (AY <= NetInterpLevel) then
5336 FObj.Y := FYTo;
5337 end;
5338 end;
5340 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5341 begin
5342 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5343 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5344 PANEL_LIFTUP, False) then Result := -1
5345 else
5346 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5347 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5348 PANEL_LIFTDOWN, False) then Result := 1
5349 else Result := 0;
5350 end;
5352 function TPlayer.GetFlag(Flag: Byte): Boolean;
5353 var
5354 s, ts: String;
5355 evtype: Byte;
5356 begin
5357 Result := False;
5359 if Flag = FLAG_NONE then
5360 Exit;
5362 if not g_Game_IsServer then Exit;
5364 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5365 if (Flag = FTeam) and
5366 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5367 (FFlag <> FLAG_NONE) then
5368 begin
5369 if FFlag = FLAG_RED then
5370 s := _lc[I_PLAYER_FLAG_RED]
5371 else
5372 s := _lc[I_PLAYER_FLAG_BLUE];
5374 evtype := FLAG_STATE_SCORED;
5376 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5377 Insert('.', ts, Length(ts) + 1 - 3);
5378 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5380 g_Map_ResetFlag(FFlag);
5381 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5383 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5385 Result := True;
5386 if g_Game_IsNet then
5387 begin
5388 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5389 MH_SEND_GameStats;
5390 end;
5392 gFlags[FFlag].CaptureTime := 0;
5393 SetFlag(FLAG_NONE);
5394 Exit;
5395 end;
5397 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5398 if (Flag = FTeam) and
5399 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5400 begin
5401 if Flag = FLAG_RED then
5402 s := _lc[I_PLAYER_FLAG_RED]
5403 else
5404 s := _lc[I_PLAYER_FLAG_BLUE];
5406 evtype := FLAG_STATE_RETURNED;
5407 gFlags[Flag].CaptureTime := 0;
5409 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5411 g_Map_ResetFlag(Flag);
5412 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5414 Result := True;
5415 if g_Game_IsNet then
5416 begin
5417 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5418 MH_SEND_GameStats;
5419 end;
5420 Exit;
5421 end;
5423 // Ïîäîáðàë ÷óæîé ôëàã:
5424 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5425 begin
5426 SetFlag(Flag);
5428 if Flag = FLAG_RED then
5429 s := _lc[I_PLAYER_FLAG_RED]
5430 else
5431 s := _lc[I_PLAYER_FLAG_BLUE];
5433 evtype := FLAG_STATE_CAPTURED;
5435 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5437 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5439 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5441 Result := True;
5442 if g_Game_IsNet then
5443 begin
5444 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5445 MH_SEND_GameStats;
5446 end;
5447 end;
5448 end;
5450 procedure TPlayer.SetFlag(Flag: Byte);
5451 begin
5452 FFlag := Flag;
5453 if FModel <> nil then
5454 FModel.SetFlag(FFlag);
5455 end;
5457 function TPlayer.DropFlag(): Boolean;
5458 var
5459 s: String;
5460 begin
5461 Result := False;
5462 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5463 Exit;
5464 FTime[T_FLAGCAP] := gTime + 2000;
5465 with gFlags[FFlag] do
5466 begin
5467 Obj.X := FObj.X;
5468 Obj.Y := FObj.Y;
5469 Direction := FDirection;
5470 State := FLAG_STATE_DROPPED;
5471 Count := FLAG_TIME;
5472 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5473 (FObj.Vel.Y div 2)-2+Random(5));
5474 positionChanged(); // this updates spatial accelerators
5476 if FFlag = FLAG_RED then
5477 s := _lc[I_PLAYER_FLAG_RED]
5478 else
5479 s := _lc[I_PLAYER_FLAG_BLUE];
5481 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5482 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5484 if g_Game_IsNet then
5485 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5486 end;
5487 SetFlag(FLAG_NONE);
5488 Result := True;
5489 end;
5491 procedure TPlayer.GetSecret();
5492 begin
5493 Inc(FSecrets);
5494 end;
5496 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5497 begin
5498 Assert(Key <= High(FKeys));
5500 FKeys[Key].Pressed := True;
5501 FKeys[Key].Time := Time;
5502 end;
5504 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5505 begin
5506 Result := FKeys[K].Pressed;
5507 end;
5509 procedure TPlayer.ReleaseKeys();
5510 var
5511 a: Integer;
5512 begin
5513 for a := Low(FKeys) to High(FKeys) do
5514 begin
5515 FKeys[a].Pressed := False;
5516 FKeys[a].Time := 0;
5517 end;
5518 end;
5520 procedure TPlayer.OnDamage(Angle: SmallInt);
5521 begin
5522 end;
5524 function TPlayer.firediry(): Integer;
5525 begin
5526 if FKeys[KEY_UP].Pressed then Result := -42
5527 else if FKeys[KEY_DOWN].Pressed then Result := 19
5528 else Result := 0;
5529 end;
5531 procedure TPlayer.RememberState();
5532 var
5533 i: Integer;
5534 begin
5535 FSavedState.Health := FHealth;
5536 FSavedState.Armor := FArmor;
5537 FSavedState.Air := FAir;
5538 FSavedState.JetFuel := FJetFuel;
5539 FSavedState.CurrWeap := FCurrWeap;
5540 FSavedState.NextWeap := FNextWeap;
5541 FSavedState.NextWeapDelay := FNextWeapDelay;
5543 for i := 0 to 3 do
5544 FSavedState.Ammo[i] := FAmmo[i];
5545 for i := 0 to 3 do
5546 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5548 FSavedState.Rulez := FRulez;
5549 FSavedState.WaitRecall := True;
5550 end;
5552 procedure TPlayer.RecallState();
5553 var
5554 i: Integer;
5555 begin
5556 if not FSavedState.WaitRecall then Exit;
5558 FHealth := FSavedState.Health;
5559 FArmor := FSavedState.Armor;
5560 FAir := FSavedState.Air;
5561 FJetFuel := FSavedState.JetFuel;
5562 FCurrWeap := FSavedState.CurrWeap;
5563 FNextWeap := FSavedState.NextWeap;
5564 FNextWeapDelay := FSavedState.NextWeapDelay;
5566 for i := 0 to 3 do
5567 FAmmo[i] := FSavedState.Ammo[i];
5568 for i := 0 to 3 do
5569 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5571 FRulez := FSavedState.Rulez;
5572 FSavedState.WaitRecall := False;
5574 if gGameSettings.GameType = GT_SERVER then
5575 MH_SEND_PlayerStats(FUID);
5576 end;
5578 procedure TPlayer.SaveState(var Mem: TBinMemoryWriter);
5579 var
5580 i: Integer;
5581 sig: DWORD;
5582 str: String;
5583 b: Byte;
5584 begin
5585 if FIamBot then
5586 i := 512
5587 else
5588 i := 256;
5590 Mem := TBinMemoryWriter.Create(i);
5592 // Ñèãíàòóðà èãðîêà:
5593 sig := PLAYER_SIGNATURE; // 'PLYR'
5594 Mem.WriteDWORD(sig);
5595 // Áîò èëè ÷åëîâåê:
5596 Mem.WriteBoolean(FIamBot);
5597 // UID èãðîêà:
5598 Mem.WriteWord(FUID);
5599 // Èìÿ èãðîêà:
5600 Mem.WriteString(FName, 32);
5601 // Êîìàíäà:
5602 Mem.WriteByte(FTeam);
5603 // Æèâ ëè:
5604 Mem.WriteBoolean(FAlive);
5605 // Èçðàñõîäîâàë ëè âñå æèçíè:
5606 Mem.WriteBoolean(FNoRespawn);
5607 // Íàïðàâëåíèå:
5608 if FDirection = D_LEFT then
5609 b := 1
5610 else // D_RIGHT
5611 b := 2;
5612 Mem.WriteByte(b);
5613 // Çäîðîâüå:
5614 Mem.WriteInt(FHealth);
5615 // Æèçíè:
5616 Mem.WriteByte(FLives);
5617 // Áðîíÿ:
5618 Mem.WriteInt(FArmor);
5619 // Çàïàñ âîçäóõà:
5620 Mem.WriteInt(FAir);
5621 // Çàïàñ ãîðþ÷åãî:
5622 Mem.WriteInt(FJetFuel);
5623 // Áîëü:
5624 Mem.WriteInt(FPain);
5625 // Óáèë:
5626 Mem.WriteInt(FKills);
5627 // Óáèë ìîíñòðîâ:
5628 Mem.WriteInt(FMonsterKills);
5629 // Ôðàãîâ:
5630 Mem.WriteInt(FFrags);
5631 // Ôðàãîâ ïîäðÿä:
5632 Mem.WriteByte(FFragCombo);
5633 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5634 Mem.WriteDWORD(FLastFrag);
5635 // Ñìåðòåé:
5636 Mem.WriteInt(FDeath);
5637 // Êàêîé ôëàã íåñåò:
5638 Mem.WriteByte(FFlag);
5639 // Íàøåë ñåêðåòîâ:
5640 Mem.WriteInt(FSecrets);
5641 // Òåêóùåå îðóæèå:
5642 Mem.WriteByte(FCurrWeap);
5643 // Æåëàåìîå îðóæèå:
5644 Mem.WriteWord(FNextWeap);
5645 // ...è ïàóçà
5646 Mem.WriteByte(FNextWeapDelay);
5647 // Âðåìÿ çàðÿäêè BFG:
5648 Mem.WriteSmallInt(FBFGFireCounter);
5649 // Áóôåð óðîíà:
5650 Mem.WriteInt(FDamageBuffer);
5651 // Ïîñëåäíèé óäàðèâøèé:
5652 Mem.WriteWord(FLastSpawnerUID);
5653 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5654 Mem.WriteByte(FLastHit);
5655 // Îáúåêò èãðîêà:
5656 Obj_SaveState(@FObj, Mem);
5657 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5658 for i := A_BULLETS to A_HIGH do
5659 Mem.WriteWord(FAmmo[i]);
5660 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5661 for i := A_BULLETS to A_HIGH do
5662 Mem.WriteWord(FMaxAmmo[i]);
5663 // Íàëè÷èå îðóæèÿ:
5664 for i := WP_FIRST to WP_LAST do
5665 Mem.WriteBoolean(FWeapon[i]);
5666 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5667 for i := WP_FIRST to WP_LAST do
5668 Mem.WriteWord(FReloading[i]);
5669 // Íàëè÷èå ðþêçàêà:
5670 if R_ITEM_BACKPACK in FRulez then
5671 b := 1
5672 else
5673 b := 0;
5674 Mem.WriteByte(b);
5675 // Íàëè÷èå êðàñíîãî êëþ÷à:
5676 if R_KEY_RED in FRulez then
5677 b := 1
5678 else
5679 b := 0;
5680 Mem.WriteByte(b);
5681 // Íàëè÷èå çåëåíîãî êëþ÷à:
5682 if R_KEY_GREEN in FRulez then
5683 b := 1
5684 else
5685 b := 0;
5686 Mem.WriteByte(b);
5687 // Íàëè÷èå ñèíåãî êëþ÷à:
5688 if R_KEY_BLUE in FRulez then
5689 b := 1
5690 else
5691 b := 0;
5692 Mem.WriteByte(b);
5693 // Íàëè÷èå áåðñåðêà:
5694 if R_BERSERK in FRulez then
5695 b := 1
5696 else
5697 b := 0;
5698 Mem.WriteByte(b);
5699 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5700 for i := MR_SUIT to MR_MAX do
5701 Mem.WriteDWORD(FMegaRulez[i]);
5702 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5703 for i := T_RESPAWN to T_FLAGCAP do
5704 Mem.WriteDWORD(FTime[i]);
5705 // Íàçâàíèå ìîäåëè:
5706 str := FModel.Name;
5707 Mem.WriteString(str);
5708 // Öâåò ìîäåëè:
5709 b := FColor.R;
5710 Mem.WriteByte(b);
5711 b := FColor.G;
5712 Mem.WriteByte(b);
5713 b := FColor.B;
5714 Mem.WriteByte(b);
5715 end;
5717 procedure TPlayer.LoadState(var Mem: TBinMemoryReader);
5718 var
5719 i: Integer;
5720 sig: DWORD;
5721 str: String;
5722 b: Byte;
5723 begin
5724 if Mem = nil then
5725 Exit;
5727 // Ñèãíàòóðà èãðîêà:
5728 Mem.ReadDWORD(sig);
5729 if sig <> PLAYER_SIGNATURE then // 'PLYR'
5730 begin
5731 raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature');
5732 end;
5733 // Áîò èëè ÷åëîâåê:
5734 Mem.ReadBoolean(FIamBot);
5735 // UID èãðîêà:
5736 Mem.ReadWord(FUID);
5737 // Èìÿ èãðîêà:
5738 Mem.ReadString(str);
5739 if (Self <> gPlayer1) and (Self <> gPlayer2) then
5740 FName := str;
5741 // Êîìàíäà:
5742 Mem.ReadByte(FTeam);
5743 // Æèâ ëè:
5744 Mem.ReadBoolean(FAlive);
5745 // Èçðàñõîäîâàë ëè âñå æèçíè:
5746 Mem.ReadBoolean(FNoRespawn);
5747 // Íàïðàâëåíèå:
5748 Mem.ReadByte(b);
5749 if b = 1 then
5750 FDirection := D_LEFT
5751 else // b = 2
5752 FDirection := D_RIGHT;
5753 // Çäîðîâüå:
5754 Mem.ReadInt(FHealth);
5755 // Æèçíè:
5756 Mem.ReadByte(FLives);
5757 // Áðîíÿ:
5758 Mem.ReadInt(FArmor);
5759 // Çàïàñ âîçäóõà:
5760 Mem.ReadInt(FAir);
5761 // Çàïàñ ãîðþ÷åãî:
5762 Mem.ReadInt(FJetFuel);
5763 // Áîëü:
5764 Mem.ReadInt(FPain);
5765 // Óáèë:
5766 Mem.ReadInt(FKills);
5767 // Óáèë ìîíñòðîâ:
5768 Mem.ReadInt(FMonsterKills);
5769 // Ôðàãîâ:
5770 Mem.ReadInt(FFrags);
5771 // Ôðàãîâ ïîäðÿä:
5772 Mem.ReadByte(FFragCombo);
5773 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5774 Mem.ReadDWORD(FLastFrag);
5775 // Ñìåðòåé:
5776 Mem.ReadInt(FDeath);
5777 // Êàêîé ôëàã íåñåò:
5778 Mem.ReadByte(FFlag);
5779 // Íàøåë ñåêðåòîâ:
5780 Mem.ReadInt(FSecrets);
5781 // Òåêóùåå îðóæèå:
5782 Mem.ReadByte(FCurrWeap);
5783 // Æåëàåìîå îðóæèå:
5784 Mem.ReadWord(FNextWeap);
5785 // ...è ïàóçà
5786 Mem.ReadByte(FNextWeapDelay);
5787 // Âðåìÿ çàðÿäêè BFG:
5788 Mem.ReadSmallInt(FBFGFireCounter);
5789 // Áóôåð óðîíà:
5790 Mem.ReadInt(FDamageBuffer);
5791 // Ïîñëåäíèé óäàðèâøèé:
5792 Mem.ReadWord(FLastSpawnerUID);
5793 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5794 Mem.ReadByte(FLastHit);
5795 // Îáúåêò èãðîêà:
5796 Obj_LoadState(@FObj, Mem);
5797 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5798 for i := A_BULLETS to A_HIGH do
5799 Mem.ReadWord(FAmmo[i]);
5800 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5801 for i := A_BULLETS to A_HIGH do
5802 Mem.ReadWord(FMaxAmmo[i]);
5803 // Íàëè÷èå îðóæèÿ:
5804 for i := WP_FIRST to WP_LAST do
5805 Mem.ReadBoolean(FWeapon[i]);
5806 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5807 for i := WP_FIRST to WP_LAST do
5808 Mem.ReadWord(FReloading[i]);
5809 // Íàëè÷èå ðþêçàêà:
5810 Mem.ReadByte(b);
5811 if b = 1 then
5812 Include(FRulez, R_ITEM_BACKPACK);
5813 // Íàëè÷èå êðàñíîãî êëþ÷à:
5814 Mem.ReadByte(b);
5815 if b = 1 then
5816 Include(FRulez, R_KEY_RED);
5817 // Íàëè÷èå çåëåíîãî êëþ÷à:
5818 Mem.ReadByte(b);
5819 if b = 1 then
5820 Include(FRulez, R_KEY_GREEN);
5821 // Íàëè÷èå ñèíåãî êëþ÷à:
5822 Mem.ReadByte(b);
5823 if b = 1 then
5824 Include(FRulez, R_KEY_BLUE);
5825 // Íàëè÷èå áåðñåðêà:
5826 Mem.ReadByte(b);
5827 if b = 1 then
5828 Include(FRulez, R_BERSERK);
5829 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5830 for i := MR_SUIT to MR_MAX do
5831 Mem.ReadDWORD(FMegaRulez[i]);
5832 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5833 for i := T_RESPAWN to T_FLAGCAP do
5834 Mem.ReadDWORD(FTime[i]);
5835 // Íàçâàíèå ìîäåëè:
5836 Mem.ReadString(str);
5837 // Öâåò ìîäåëè:
5838 Mem.ReadByte(FColor.R);
5839 Mem.ReadByte(FColor.G);
5840 Mem.ReadByte(FColor.B);
5841 if Self = gPlayer1 then
5842 begin
5843 str := gPlayer1Settings.Model;
5844 FColor := gPlayer1Settings.Color;
5845 end;
5846 if Self = gPlayer2 then
5847 begin
5848 str := gPlayer2Settings.Model;
5849 FColor := gPlayer2Settings.Color;
5850 end;
5851 // Îáíîâëÿåì ìîäåëü èãðîêà:
5852 SetModel(str);
5853 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5854 FModel.Color := TEAMCOLOR[FTeam]
5855 else
5856 FModel.Color := FColor;
5857 end;
5859 procedure TPlayer.AllRulez(Health: Boolean);
5860 var
5861 a: Integer;
5862 begin
5863 if Health then
5864 begin
5865 FHealth := PLAYER_HP_LIMIT;
5866 FArmor := PLAYER_AP_LIMIT;
5867 Exit;
5868 end;
5870 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
5871 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
5872 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5873 end;
5875 procedure TPlayer.RestoreHealthArmor();
5876 begin
5877 FHealth := PLAYER_HP_LIMIT;
5878 FArmor := PLAYER_AP_LIMIT;
5879 end;
5881 procedure TPlayer.FragCombo();
5882 var
5883 Param: Integer;
5884 begin
5885 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5886 Exit;
5887 if gTime - FLastFrag < FRAG_COMBO_TIME then
5888 begin
5889 if FFragCombo < 5 then
5890 Inc(FFragCombo);
5891 Param := FUID or (FFragCombo shl 16);
5892 if (FComboEvnt >= Low(gDelayedEvents)) and
5893 (FComboEvnt <= High(gDelayedEvents)) and
5894 gDelayedEvents[FComboEvnt].Pending and
5895 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5896 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5897 begin
5898 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5899 gDelayedEvents[FComboEvnt].DENum := Param;
5900 end
5901 else
5902 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5903 end
5904 else
5905 FFragCombo := 1;
5907 FLastFrag := gTime;
5908 end;
5910 procedure TPlayer.GiveItem(ItemType: Byte);
5911 begin
5912 case ItemType of
5913 ITEM_SUIT:
5914 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5915 begin
5916 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5917 end;
5919 ITEM_OXYGEN:
5920 if FAir < AIR_MAX then
5921 begin
5922 FAir := AIR_MAX;
5923 end;
5925 ITEM_MEDKIT_BLACK:
5926 begin
5927 if not (R_BERSERK in FRulez) then
5928 begin
5929 Include(FRulez, R_BERSERK);
5930 if FBFGFireCounter < 1 then
5931 begin
5932 FCurrWeap := WEAPON_KASTET;
5933 resetWeaponQueue();
5934 FModel.SetWeapon(WEAPON_KASTET);
5935 end;
5936 if gFlash <> 0 then
5937 Inc(FPain, 100);
5938 FBerserk := gTime+30000;
5939 end;
5940 if FHealth < PLAYER_HP_SOFT then
5941 begin
5942 FHealth := PLAYER_HP_SOFT;
5943 FBerserk := gTime+30000;
5944 end;
5945 end;
5947 ITEM_INVUL:
5948 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5949 begin
5950 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5951 end;
5953 ITEM_INVIS:
5954 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
5955 begin
5956 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
5957 end;
5959 ITEM_JETPACK:
5960 if FJetFuel < JET_MAX then
5961 begin
5962 FJetFuel := JET_MAX;
5963 end;
5965 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
5966 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
5968 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
5969 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5971 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
5972 ITEM_SPHERE_WHITE:
5973 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
5974 begin
5975 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
5976 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5977 end;
5979 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
5980 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
5981 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
5982 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
5983 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
5984 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
5985 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
5986 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
5987 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
5989 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5990 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
5991 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5992 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
5993 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5994 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
5995 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5996 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
5997 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
5999 ITEM_AMMO_BACKPACK:
6000 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6001 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6002 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6003 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6004 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6005 begin
6006 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6007 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6008 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6009 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6010 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6012 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6013 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6014 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6015 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6017 FRulez := FRulez + [R_ITEM_BACKPACK];
6018 end;
6020 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6021 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6022 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6024 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6025 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6027 else
6028 Exit;
6029 end;
6030 if g_Game_IsNet and g_Game_IsServer then
6031 MH_SEND_PlayerStats(FUID);
6032 end;
6034 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6035 var
6036 id, i: DWORD;
6037 Anim: TAnimation;
6038 begin
6039 if (Random(5) = 1) and (Times = 1) then
6040 Exit;
6042 if BodyInLiquid(0, 0) then
6043 begin
6044 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6045 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6046 if Random(2) = 0 then
6047 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6048 else
6049 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6050 Exit;
6051 end;
6053 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6054 begin
6055 for i := 1 to Times do
6056 begin
6057 Anim := TAnimation.Create(id, False, 3);
6058 Anim.Alpha := 150;
6059 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6060 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6061 Anim.Free();
6062 end;
6063 end;
6064 end;
6066 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6067 var
6068 id, i: DWORD;
6069 Anim: TAnimation;
6070 begin
6071 if (Random(10) = 1) and (Times = 1) then
6072 Exit;
6074 if g_Frames_Get(id, 'FRAMES_FLAME') then
6075 begin
6076 for i := 1 to Times do
6077 begin
6078 Anim := TAnimation.Create(id, False, 3);
6079 Anim.Alpha := 0;
6080 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6081 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6082 Anim.Free();
6083 end;
6084 end;
6085 end;
6087 procedure TPlayer.PauseSounds(Enable: Boolean);
6088 begin
6089 FSawSound.Pause(Enable);
6090 FSawSoundIdle.Pause(Enable);
6091 FSawSoundHit.Pause(Enable);
6092 FSawSoundSelect.Pause(Enable);
6093 end;
6095 { T C o r p s e : }
6097 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6098 begin
6099 g_Obj_Init(@FObj);
6100 FObj.X := X;
6101 FObj.Y := Y;
6102 FObj.Rect := PLAYER_CORPSERECT;
6103 FModelName := ModelName;
6104 FMess := aMess;
6106 if FMess then
6107 begin
6108 FState := CORPSE_STATE_MESS;
6109 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6110 end
6111 else
6112 begin
6113 FState := CORPSE_STATE_NORMAL;
6114 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6115 end;
6116 end;
6118 destructor TCorpse.Destroy();
6119 begin
6120 FAnimation.Free();
6122 inherited;
6123 end;
6125 procedure TCorpse.positionChanged (); inline; begin end;
6127 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6128 begin
6129 if (dx <> 0) or (dy <> 0) then
6130 begin
6131 FObj.X += dx;
6132 FObj.Y += dy;
6133 positionChanged();
6134 end;
6135 end;
6138 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6139 begin
6140 x := FObj.X+PLAYER_CORPSERECT.X;
6141 y := FObj.Y+PLAYER_CORPSERECT.Y;
6142 w := PLAYER_CORPSERECT.Width;
6143 h := PLAYER_CORPSERECT.Height;
6144 end;
6146 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6147 var
6148 pm: TPlayerModel;
6149 begin
6150 if FState = CORPSE_STATE_REMOVEME then
6151 Exit;
6153 FDamage := FDamage + Value;
6155 if FDamage > 150 then
6156 begin
6157 if FAnimation <> nil then
6158 begin
6159 FAnimation.Free();
6160 FAnimation := nil;
6162 FState := CORPSE_STATE_REMOVEME;
6164 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6165 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6166 FModelName, FColor);
6167 // Çâóê ìÿñà îò òðóïà:
6168 pm := g_PlayerModel_Get(FModelName);
6169 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6170 pm.Free;
6171 end;
6172 end
6173 else
6174 begin
6175 FObj.Vel.X := FObj.Vel.X + vx;
6176 FObj.Vel.Y := FObj.Vel.Y + vy;
6177 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6178 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6179 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6180 150, 0, 0);
6181 end;
6182 end;
6184 procedure TCorpse.Draw();
6185 begin
6186 if FState = CORPSE_STATE_REMOVEME then
6187 Exit;
6189 if FAnimation <> nil then
6190 FAnimation.Draw(FObj.X, FObj.Y, M_NONE);
6192 if FAnimationMask <> nil then
6193 begin
6194 e_Colors := FColor;
6195 FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE);
6196 e_Colors.R := 255;
6197 e_Colors.G := 255;
6198 e_Colors.B := 255;
6199 end;
6200 end;
6202 procedure TCorpse.Update();
6203 var
6204 st: Word;
6205 begin
6206 if FState = CORPSE_STATE_REMOVEME then
6207 Exit;
6209 if gTime mod (GAME_TICK*2) <> 0 then
6210 begin
6211 g_Obj_Move(@FObj, True, True, True);
6212 positionChanged(); // this updates spatial accelerators
6213 Exit;
6214 end;
6216 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6217 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6219 st := g_Obj_Move(@FObj, True, True, True);
6220 positionChanged(); // this updates spatial accelerators
6222 if WordBool(st and MOVE_FALLOUT) then
6223 begin
6224 FState := CORPSE_STATE_REMOVEME;
6225 Exit;
6226 end;
6228 if FAnimation <> nil then
6229 FAnimation.Update();
6230 if FAnimationMask <> nil then
6231 FAnimationMask.Update();
6232 end;
6234 procedure TCorpse.SaveState(var Mem: TBinMemoryWriter);
6235 var
6236 sig: DWORD;
6237 anim: Boolean;
6238 begin
6239 if Mem = nil then
6240 Exit;
6242 // Ñèãíàòóðà òðóïà:
6243 sig := CORPSE_SIGNATURE; // 'CORP'
6244 Mem.WriteDWORD(sig);
6245 // Ñîñòîÿíèå:
6246 Mem.WriteByte(FState);
6247 // Íàêîïëåííûé óðîí:
6248 Mem.WriteByte(FDamage);
6249 // Öâåò:
6250 Mem.WriteByte(FColor.R);
6251 Mem.WriteByte(FColor.G);
6252 Mem.WriteByte(FColor.B);
6253 // Îáúåêò òðóïà:
6254 Obj_SaveState(@FObj, Mem);
6255 // Åñòü ëè àíèìàöèÿ:
6256 anim := FAnimation <> nil;
6257 Mem.WriteBoolean(anim);
6258 // Åñëè åñòü - ñîõðàíÿåì:
6259 if anim then
6260 FAnimation.SaveState(Mem);
6261 // Åñòü ëè ìàñêà àíèìàöèè:
6262 anim := FAnimationMask <> nil;
6263 Mem.WriteBoolean(anim);
6264 // Åñëè åñòü - ñîõðàíÿåì:
6265 if anim then
6266 FAnimationMask.SaveState(Mem);
6267 end;
6269 procedure TCorpse.LoadState(var Mem: TBinMemoryReader);
6270 var
6271 sig: DWORD;
6272 anim: Boolean;
6273 begin
6274 if Mem = nil then
6275 Exit;
6277 // Ñèãíàòóðà òðóïà:
6278 Mem.ReadDWORD(sig);
6279 if sig <> CORPSE_SIGNATURE then // 'CORP'
6280 begin
6281 raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature');
6282 end;
6283 // Ñîñòîÿíèå:
6284 Mem.ReadByte(FState);
6285 // Íàêîïëåííûé óðîí:
6286 Mem.ReadByte(FDamage);
6287 // Öâåò:
6288 Mem.ReadByte(FColor.R);
6289 Mem.ReadByte(FColor.G);
6290 Mem.ReadByte(FColor.B);
6291 // Îáúåêò òðóïà:
6292 Obj_LoadState(@FObj, Mem);
6293 // Åñòü ëè àíèìàöèÿ:
6294 Mem.ReadBoolean(anim);
6295 // Åñëè åñòü - çàãðóæàåì:
6296 if anim then
6297 begin
6298 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6299 FAnimation.LoadState(Mem);
6300 end;
6301 // Åñòü ëè ìàñêà àíèìàöèè:
6302 Mem.ReadBoolean(anim);
6303 // Åñëè åñòü - çàãðóæàåì:
6304 if anim then
6305 begin
6306 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6307 FAnimationMask.LoadState(Mem);
6308 end;
6309 end;
6311 { T B o t : }
6313 constructor TBot.Create();
6314 var
6315 a: Integer;
6316 begin
6317 inherited Create();
6319 FPhysics := True;
6320 FSpectator := False;
6321 FGhost := False;
6323 FIamBot := True;
6325 Inc(gNumBots);
6327 for a := WP_FIRST to WP_LAST do
6328 begin
6329 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6330 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6331 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6332 end;
6333 end;
6335 destructor TBot.Destroy();
6336 begin
6337 Dec(gNumBots);
6338 inherited Destroy();
6339 end;
6341 procedure TBot.Draw();
6342 begin
6343 inherited Draw();
6345 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6346 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6347 end;
6349 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6350 begin
6351 inherited Respawn(Silent, Force);
6353 FAIFlags := nil;
6354 FSelectedWeapon := FCurrWeap;
6355 resetWeaponQueue();
6356 FTargetUID := 0;
6357 end;
6359 procedure TBot.UpdateCombat();
6360 type
6361 TTarget = record
6362 UID: Word;
6363 X, Y: Integer;
6364 Rect: TRectWH;
6365 cX, cY: Integer;
6366 Dist: Word;
6367 Line: Boolean;
6368 Visible: Boolean;
6369 IsPlayer: Boolean;
6370 end;
6372 TTargetRecord = array of TTarget;
6374 function Compare(a, b: TTarget): Integer;
6375 begin
6376 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6377 Result := -1
6378 else
6379 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6380 Result := 1
6381 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6382 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6383 begin
6384 if a.Dist > b.Dist then // B áëèæå
6385 Result := 1
6386 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6387 Result := -1;
6388 end
6389 else // Ñòðàííî -> A
6390 Result := -1;
6391 end;
6393 var
6394 a, x1, y1, x2, y2: Integer;
6395 targets: TTargetRecord;
6396 ammo: Word;
6397 Target, BestTarget: TTarget;
6398 firew, fireh: Integer;
6399 angle: SmallInt;
6400 mon: TMonster;
6401 pla, tpla: TPlayer;
6402 vsPlayer, vsMonster, ok: Boolean;
6405 function monsUpdate (mon: TMonster): Boolean;
6406 begin
6407 result := false; // don't stop
6408 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6409 begin
6410 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6412 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6413 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6415 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6416 if g_TraceVector(x1, y1, x2, y2) then
6417 begin
6418 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6419 SetLength(targets, Length(targets)+1);
6420 with targets[High(targets)] do
6421 begin
6422 UID := mon.UID;
6423 X := mon.Obj.X;
6424 Y := mon.Obj.Y;
6425 cX := x2;
6426 cY := y2;
6427 Rect := mon.Obj.Rect;
6428 Dist := g_PatchLength(x1, y1, x2, y2);
6429 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6430 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6431 Visible := True;
6432 IsPlayer := False;
6433 end;
6434 end;
6435 end;
6436 end;
6438 begin
6439 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6440 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6442 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6443 if FCurrWeap <> FSelectedWeapon then
6444 NextWeapon();
6446 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6447 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6448 begin
6449 RemoveAIFlag('NEEDFIRE');
6451 case FCurrWeap of
6452 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6453 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6454 else PressKey(KEY_FIRE);
6455 end;
6456 end;
6458 // Êîîðäèíàòû ñòâîëà:
6459 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6460 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6462 Target.UID := FTargetUID;
6464 ok := False;
6465 if Target.UID <> 0 then
6466 begin // Öåëü åñòü - íàñòðàèâàåì
6467 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6468 vsPlayer then
6469 begin // Èãðîê
6470 tpla := g_Player_Get(Target.UID);
6471 if tpla <> nil then
6472 with tpla do
6473 begin
6474 if (@FObj) <> nil then
6475 begin
6476 Target.X := FObj.X;
6477 Target.Y := FObj.Y;
6478 end;
6479 end;
6481 Target.cX := Target.X + PLAYER_RECT_CX;
6482 Target.cY := Target.Y + PLAYER_RECT_CY;
6483 Target.Rect := PLAYER_RECT;
6484 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6485 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6486 (y1-4 > Target.Y+PLAYER_RECT.Y);
6487 Target.IsPlayer := True;
6488 ok := True;
6489 end
6490 else
6491 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6492 vsMonster then
6493 begin // Ìîíñòð
6494 mon := g_Monsters_ByUID(Target.UID);
6495 if mon <> nil then
6496 begin
6497 Target.X := mon.Obj.X;
6498 Target.Y := mon.Obj.Y;
6500 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6501 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6502 Target.Rect := mon.Obj.Rect;
6503 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6504 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6505 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6506 Target.IsPlayer := False;
6507 ok := True;
6508 end;
6509 end;
6510 end;
6512 if not ok then
6513 begin // Öåëè íåò - îáíóëÿåì
6514 Target.X := 0;
6515 Target.Y := 0;
6516 Target.cX := 0;
6517 Target.cY := 0;
6518 Target.Visible := False;
6519 Target.Line := False;
6520 Target.IsPlayer := False;
6521 end;
6523 targets := nil;
6525 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6526 if (not Target.Line) or (not Target.Visible) then
6527 begin
6528 // Èãðîêè:
6529 if vsPlayer then
6530 for a := 0 to High(gPlayers) do
6531 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6532 (gPlayers[a].FUID <> FUID) and
6533 (not SameTeam(FUID, gPlayers[a].FUID)) and
6534 (not gPlayers[a].NoTarget) and
6535 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6536 begin
6537 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6538 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6539 Continue;
6541 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6542 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6544 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6545 if g_TraceVector(x1, y1, x2, y2) then
6546 begin
6547 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6548 SetLength(targets, Length(targets)+1);
6549 with targets[High(targets)] do
6550 begin
6551 UID := gPlayers[a].FUID;
6552 X := gPlayers[a].FObj.X;
6553 Y := gPlayers[a].FObj.Y;
6554 cX := x2;
6555 cY := y2;
6556 Rect := PLAYER_RECT;
6557 Dist := g_PatchLength(x1, y1, x2, y2);
6558 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6559 (y1-4 > Target.Y+PLAYER_RECT.Y);
6560 Visible := True;
6561 IsPlayer := True;
6562 end;
6563 end;
6564 end;
6566 // Ìîíñòðû:
6567 if vsMonster then g_Mons_ForEach(monsUpdate);
6568 end;
6570 // Åñëè åñòü âîçìîæíûå öåëè:
6571 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6572 if targets <> nil then
6573 begin
6574 // Âûáèðàåì íàèëó÷øóþ öåëü:
6575 BestTarget := targets[0];
6576 if Length(targets) > 1 then
6577 for a := 1 to High(targets) do
6578 if Compare(BestTarget, targets[a]) = 1 then
6579 BestTarget := targets[a];
6581 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6582 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6583 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6584 begin
6585 Target := BestTarget;
6587 if (Healthy() = 3) or ((Healthy() = 2)) then
6588 begin // Åñëè çäîðîâû - äîãîíÿåì
6589 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6590 SetAIFlag('GORIGHT', '1');
6591 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6592 SetAIFlag('GOLEFT', '1');
6593 end
6594 else
6595 begin // Åñëè ïîáèòû - óáåãàåì
6596 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6597 SetAIFlag('GORIGHT', '1');
6598 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6599 SetAIFlag('GOLEFT', '1');
6600 end;
6602 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6603 SelectWeapon(Abs(x1-Target.cX));
6604 end;
6605 end;
6607 // Åñëè åñòü öåëü:
6608 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6609 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6610 if Target.UID <> 0 then
6611 begin
6612 if not TargetOnScreen(Target.X + Target.Rect.X,
6613 Target.Y + Target.Rect.Y) then
6614 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6615 if (Healthy() = 3) or ((Healthy() = 2)) then
6616 begin // Åñëè çäîðîâû - äîãîíÿåì
6617 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6618 SetAIFlag('GORIGHT', '1');
6619 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6620 SetAIFlag('GOLEFT', '1');
6621 end
6622 else
6623 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6624 Target.UID := 0;
6625 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6626 SetAIFlag('GORIGHT', '1');
6627 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6628 SetAIFlag('GOLEFT', '1');
6629 end;
6630 end
6631 else
6632 begin // Öåëü ïîêà íà "ýêðàíå"
6633 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6634 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6635 FLastVisible := gTime;
6636 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6637 if (Abs(FObj.Y-Target.Y) <= 128) then
6638 begin
6639 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6640 SetAIFlag('GORIGHT', '1');
6641 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6642 SetAIFlag('GOLEFT', '1');
6643 end;
6644 end;
6646 // Âûáèðàåì óãîë ââåðõ:
6647 if FDirection = D_LEFT then
6648 angle := ANGLE_LEFTUP
6649 else
6650 angle := ANGLE_RIGHTUP;
6652 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6653 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6655 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6656 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6657 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6658 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6659 Target.Rect.Width, Target.Rect.Height) and
6660 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6661 begin // òî íóæíî ñòðåëÿòü ââåðõ
6662 SetAIFlag('NEEDFIRE', '1');
6663 SetAIFlag('NEEDSEEUP', '1');
6664 end;
6666 // Âûáèðàåì óãîë âíèç:
6667 if FDirection = D_LEFT then
6668 angle := ANGLE_LEFTDOWN
6669 else
6670 angle := ANGLE_RIGHTDOWN;
6672 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6673 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6675 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6676 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6677 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6678 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6679 Target.Rect.Width, Target.Rect.Height) and
6680 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6681 begin // òî íóæíî ñòðåëÿòü âíèç
6682 SetAIFlag('NEEDFIRE', '1');
6683 SetAIFlag('NEEDSEEDOWN', '1');
6684 end;
6686 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6687 if Target.Visible and
6688 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6689 (y1-4 > Target.Y+Target.Rect.Y) then
6690 begin
6691 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6692 if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
6693 ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
6694 begin // òî íóæíî ñòðåëÿòü âïåðåä
6695 SetAIFlag('NEEDFIRE', '1');
6696 SetAIFlag('NEEDSEEDOWN', '');
6697 SetAIFlag('NEEDSEEUP', '');
6698 end;
6699 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6700 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6701 if GetRnd(FDifficult.CloseJump) then
6702 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6703 if Abs(FObj.X-Target.X) < 128 then
6704 a := 4
6705 else
6706 a := 30;
6707 if Random(a) = 0 then
6708 SetAIFlag('NEEDJUMP', '1');
6709 end;
6710 end;
6712 // Åñëè öåëü âñå åùå åñòü:
6713 if Target.UID <> 0 then
6714 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6715 Target.UID := 0 // òî çàáûòü öåëü
6716 else // Åñëè âèäåëè íåäàâíî
6717 begin // íî öåëü óáèëè
6718 if Target.IsPlayer then
6719 begin // Öåëü - èãðîê
6720 pla := g_Player_Get(Target.UID);
6721 if (pla = nil) or (not pla.alive) or pla.NoTarget or
6722 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6723 Target.UID := 0; // òî çàáûòü öåëü
6724 end
6725 else
6726 begin // Öåëü - ìîíñòð
6727 mon := g_Monsters_ByUID(Target.UID);
6728 if (mon = nil) or (not mon.alive) then
6729 Target.UID := 0; // òî çàáûòü öåëü
6730 end;
6731 end;
6732 end; // if Target.UID <> 0
6734 FTargetUID := Target.UID;
6736 // Åñëè âîçìîæíûõ öåëåé íåò:
6737 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6738 if targets = nil then
6739 if GetAIFlag('ATTACKLEFT') <> '' then
6740 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6741 RemoveAIFlag('ATTACKLEFT');
6743 SetAIFlag('NEEDJUMP', '1');
6745 if RunDirection() = D_RIGHT then
6746 begin // Èäåì íå â òó ñòîðîíó
6747 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6748 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6749 SetAIFlag('NEEDFIRE', '1');
6750 SetAIFlag('GOLEFT', '1');
6751 end;
6752 end
6753 else
6754 begin // Èäåì â íóæíóþ ñòîðîíó
6755 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6756 SetAIFlag('NEEDFIRE', '1');
6757 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6758 SetAIFlag('GORIGHT', '1');
6759 end;
6760 end
6761 else
6762 if GetAIFlag('ATTACKRIGHT') <> '' then
6763 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6764 RemoveAIFlag('ATTACKRIGHT');
6766 SetAIFlag('NEEDJUMP', '1');
6768 if RunDirection() = D_LEFT then
6769 begin // Èäåì íå â òó ñòîðîíó
6770 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6771 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6772 SetAIFlag('NEEDFIRE', '1');
6773 SetAIFlag('GORIGHT', '1');
6774 end;
6775 end
6776 else
6777 begin
6778 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6779 SetAIFlag('NEEDFIRE', '1');
6780 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6781 SetAIFlag('GOLEFT', '1');
6782 end;
6783 end;
6785 //HACK! (does it belongs there?)
6786 RealizeCurrentWeapon();
6788 // Åñëè åñòü âîçìîæíûå öåëè:
6789 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6790 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6791 for a := 0 to High(targets) do
6792 begin
6793 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6794 if GetRnd(FDifficult.DiagFire) then
6795 begin
6796 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6797 if FDirection = D_LEFT then
6798 angle := ANGLE_LEFTUP
6799 else
6800 angle := ANGLE_RIGHTUP;
6802 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6803 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6805 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6806 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6807 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6808 targets[a].Rect.Width, targets[a].Rect.Height) and
6809 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6810 begin
6811 SetAIFlag('NEEDFIRE', '1');
6812 SetAIFlag('NEEDSEEUP', '1');
6813 end;
6815 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6816 if FDirection = D_LEFT then
6817 angle := ANGLE_LEFTDOWN
6818 else
6819 angle := ANGLE_RIGHTDOWN;
6821 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6822 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6824 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6825 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6826 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6827 targets[a].Rect.Width, targets[a].Rect.Height) and
6828 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6829 begin
6830 SetAIFlag('NEEDFIRE', '1');
6831 SetAIFlag('NEEDSEEDOWN', '1');
6832 end;
6833 end;
6835 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6836 if targets[a].Line and targets[a].Visible and
6837 (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
6838 ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
6839 begin
6840 SetAIFlag('NEEDFIRE', '1');
6841 Break;
6842 end;
6843 end;
6845 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6846 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6847 PLAYER_RECT.Width, PLAYER_RECT.Height,
6848 40+GetInterval(FDifficult.Cover, 40)) then
6849 SetAIFlag('NEEDJUMP', '1');
6851 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6852 ammo := GetAmmoByWeapon(FCurrWeap);
6853 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6854 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6855 (ammo = 0) then
6856 SetAIFlag('SELECTWEAPON', '1');
6858 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6859 if GetAIFlag('SELECTWEAPON') = '1' then
6860 begin
6861 SelectWeapon(-1);
6862 RemoveAIFlag('SELECTWEAPON');
6863 end;
6864 end;
6866 procedure TBot.Update();
6867 var
6868 EnableAI: Boolean;
6869 begin
6870 if not FAlive then
6871 begin // Respawn
6872 ReleaseKeys();
6873 PressKey(KEY_UP);
6874 end
6875 else
6876 begin
6877 EnableAI := True;
6879 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6880 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6881 EnableAI := False;
6882 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6883 EnableAI := False;
6884 if g_debug_BotAIOff = 3 then
6885 EnableAI := False;
6887 if EnableAI then
6888 begin
6889 UpdateMove();
6890 UpdateCombat();
6891 end
6892 else
6893 begin
6894 RealizeCurrentWeapon();
6895 end;
6896 end;
6898 inherited Update();
6899 end;
6901 procedure TBot.ReleaseKey(Key: Byte);
6902 begin
6903 with FKeys[Key] do
6904 begin
6905 Pressed := False;
6906 Time := 0;
6907 end;
6908 end;
6910 function TBot.KeyPressed(Key: Word): Boolean;
6911 begin
6912 Result := FKeys[Key].Pressed;
6913 end;
6915 function TBot.GetAIFlag(aName: String20): String20;
6916 var
6917 a: Integer;
6918 begin
6919 Result := '';
6921 aName := LowerCase(aName);
6923 if FAIFlags <> nil then
6924 for a := 0 to High(FAIFlags) do
6925 if LowerCase(FAIFlags[a].Name) = aName then
6926 begin
6927 Result := FAIFlags[a].Value;
6928 Break;
6929 end;
6930 end;
6932 procedure TBot.RemoveAIFlag(aName: String20);
6933 var
6934 a, b: Integer;
6935 begin
6936 if FAIFlags = nil then Exit;
6938 aName := LowerCase(aName);
6940 for a := 0 to High(FAIFlags) do
6941 if LowerCase(FAIFlags[a].Name) = aName then
6942 begin
6943 if a <> High(FAIFlags) then
6944 for b := a to High(FAIFlags)-1 do
6945 FAIFlags[b] := FAIFlags[b+1];
6947 SetLength(FAIFlags, Length(FAIFlags)-1);
6948 Break;
6949 end;
6950 end;
6952 procedure TBot.SetAIFlag(aName, fValue: String20);
6953 var
6954 a: Integer;
6955 ok: Boolean;
6956 begin
6957 a := 0;
6958 ok := False;
6960 aName := LowerCase(aName);
6962 if FAIFlags <> nil then
6963 for a := 0 to High(FAIFlags) do
6964 if LowerCase(FAIFlags[a].Name) = aName then
6965 begin
6966 ok := True;
6967 Break;
6968 end;
6970 if ok then FAIFlags[a].Value := fValue
6971 else
6972 begin
6973 SetLength(FAIFlags, Length(FAIFlags)+1);
6974 with FAIFlags[High(FAIFlags)] do
6975 begin
6976 Name := aName;
6977 Value := fValue;
6978 end;
6979 end;
6980 end;
6982 procedure TBot.UpdateMove;
6984 procedure GoLeft(Time: Word = 1);
6985 begin
6986 ReleaseKey(KEY_LEFT);
6987 ReleaseKey(KEY_RIGHT);
6988 PressKey(KEY_LEFT, Time);
6989 SetDirection(D_LEFT);
6990 end;
6992 procedure GoRight(Time: Word = 1);
6993 begin
6994 ReleaseKey(KEY_LEFT);
6995 ReleaseKey(KEY_RIGHT);
6996 PressKey(KEY_RIGHT, Time);
6997 SetDirection(D_RIGHT);
6998 end;
7000 function Rnd(a: Word): Boolean;
7001 begin
7002 Result := Random(a) = 0;
7003 end;
7005 procedure Turn(Time: Word = 1200);
7006 begin
7007 if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
7008 end;
7010 procedure Stop();
7011 begin
7012 ReleaseKey(KEY_LEFT);
7013 ReleaseKey(KEY_RIGHT);
7014 end;
7016 function CanRunLeft(): Boolean;
7017 begin
7018 Result := not CollideLevel(-1, 0);
7019 end;
7021 function CanRunRight(): Boolean;
7022 begin
7023 Result := not CollideLevel(1, 0);
7024 end;
7026 function CanRun(): Boolean;
7027 begin
7028 if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7029 end;
7031 procedure Jump(Time: Word = 30);
7032 begin
7033 PressKey(KEY_JUMP, Time);
7034 end;
7036 function NearHole(): Boolean;
7037 var
7038 x, sx: Integer;
7039 begin
7040 { TODO 5 : Ëåñòíèöû }
7041 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7042 for x := 1 to PLAYER_RECT.Width do
7043 if (not StayOnStep(x*sx, 0)) and
7044 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7045 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7046 begin
7047 Result := True;
7048 Exit;
7049 end;
7051 Result := False;
7052 end;
7054 function BorderHole(): Boolean;
7055 var
7056 x, sx, xx: Integer;
7057 begin
7058 { TODO 5 : Ëåñòíèöû }
7059 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7060 for x := 1 to PLAYER_RECT.Width do
7061 if (not StayOnStep(x*sx, 0)) and
7062 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7063 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7064 begin
7065 for xx := x to x+32 do
7066 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7067 begin
7068 Result := True;
7069 Exit;
7070 end;
7071 end;
7073 Result := False;
7074 end;
7076 function NearDeepHole(): Boolean;
7077 var
7078 x, sx, y: Integer;
7079 begin
7080 Result := False;
7082 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7083 y := 3;
7085 for x := 1 to PLAYER_RECT.Width do
7086 if (not StayOnStep(x*sx, 0)) and
7087 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7088 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7089 begin
7090 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7091 begin
7092 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7093 y := y+1;
7094 end;
7096 Result := True;
7097 end else Result := False;
7098 end;
7100 function OverDeepHole(): Boolean;
7101 var
7102 y: Integer;
7103 begin
7104 Result := False;
7106 y := 1;
7107 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7108 begin
7109 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7110 y := y+1;
7111 end;
7113 Result := True;
7114 end;
7116 function OnGround(): Boolean;
7117 begin
7118 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7119 end;
7121 function OnLadder(): Boolean;
7122 begin
7123 Result := FullInStep(0, 0);
7124 end;
7126 function BelowLadder(): Boolean;
7127 begin
7128 Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7129 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7130 (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7131 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7132 end;
7134 function BelowLiftUp(): Boolean;
7135 begin
7136 Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7137 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7138 ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7139 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7140 end;
7142 function OnTopLift(): Boolean;
7143 begin
7144 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7145 end;
7147 function CanJumpOver(): Boolean;
7148 var
7149 sx, y: Integer;
7150 begin
7151 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7153 Result := False;
7155 if not CollideLevel(sx, 0) then Exit;
7157 for y := 1 to BOT_MAXJUMP do
7158 if CollideLevel(0, -y) then Exit else
7159 if not CollideLevel(sx, -y) then
7160 begin
7161 Result := True;
7162 Exit;
7163 end;
7164 end;
7166 function CanJumpUp(Dist: ShortInt): Boolean;
7167 var
7168 y, yy: Integer;
7169 c: Boolean;
7170 begin
7171 Result := False;
7173 if CollideLevel(Dist, 0) then Exit;
7175 c := False;
7176 for y := 0 to BOT_MAXJUMP do
7177 if CollideLevel(Dist, -y) then
7178 begin
7179 c := True;
7180 Break;
7181 end;
7183 if not c then Exit;
7185 c := False;
7186 for yy := y+1 to BOT_MAXJUMP do
7187 if not CollideLevel(Dist, -yy) then
7188 begin
7189 c := True;
7190 Break;
7191 end;
7193 if not c then Exit;
7195 c := False;
7196 for y := 0 to BOT_MAXJUMP do
7197 if CollideLevel(0, -y) then
7198 begin
7199 c := True;
7200 Break;
7201 end;
7203 if c then Exit;
7205 if y < yy then Exit;
7207 Result := True;
7208 end;
7210 function IsSafeTrigger(): Boolean;
7211 var
7212 a: Integer;
7213 begin
7214 Result := True;
7215 if gTriggers = nil then
7216 Exit;
7217 for a := 0 to High(gTriggers) do
7218 if Collide(gTriggers[a].X,
7219 gTriggers[a].Y,
7220 gTriggers[a].Width,
7221 gTriggers[a].Height) and
7222 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7223 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7224 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7225 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7226 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7227 Result := False;
7228 end;
7230 begin
7231 // Âîçìîæíî, íàæèìàåì êíîïêó:
7232 if Rnd(16) and IsSafeTrigger() then
7233 PressKey(KEY_OPEN);
7235 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7236 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7237 begin
7238 ReleaseKey(KEY_LEFT);
7239 ReleaseKey(KEY_RIGHT);
7240 Jump();
7241 end;
7243 // Èäåì âëåâî, åñëè íàäî áûëî:
7244 if GetAIFlag('GOLEFT') <> '' then
7245 begin
7246 RemoveAIFlag('GOLEFT');
7247 if CanRunLeft() then
7248 GoLeft(360);
7249 end;
7251 // Èäåì âïðàâî, åñëè íàäî áûëî:
7252 if GetAIFlag('GORIGHT') <> '' then
7253 begin
7254 RemoveAIFlag('GORIGHT');
7255 if CanRunRight() then
7256 GoRight(360);
7257 end;
7259 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7260 if FObj.X < -32 then
7261 GoRight(360)
7262 else
7263 if FObj.X+32 > gMapInfo.Width then
7264 GoLeft(360);
7266 // Ïðûãàåì, åñëè íàäî áûëî:
7267 if GetAIFlag('NEEDJUMP') <> '' then
7268 begin
7269 Jump(0);
7270 RemoveAIFlag('NEEDJUMP');
7271 end;
7273 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7274 if GetAIFlag('NEEDSEEUP') <> '' then
7275 begin
7276 ReleaseKey(KEY_UP);
7277 ReleaseKey(KEY_DOWN);
7278 PressKey(KEY_UP, 20);
7279 RemoveAIFlag('NEEDSEEUP');
7280 end;
7282 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7283 if GetAIFlag('NEEDSEEDOWN') <> '' then
7284 begin
7285 ReleaseKey(KEY_UP);
7286 ReleaseKey(KEY_DOWN);
7287 PressKey(KEY_DOWN, 20);
7288 RemoveAIFlag('NEEDSEEDOWN');
7289 end;
7291 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7292 if GetAIFlag('GOINHOLE') <> '' then
7293 if not OnGround() then
7294 begin
7295 ReleaseKey(KEY_LEFT);
7296 ReleaseKey(KEY_RIGHT);
7297 RemoveAIFlag('GOINHOLE');
7298 SetAIFlag('FALLINHOLE', '1');
7299 end;
7301 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7302 if GetAIFlag('FALLINHOLE') <> '' then
7303 if OnGround() then
7304 RemoveAIFlag('FALLINHOLE');
7306 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7307 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7308 if GetAIFlag('FALLINHOLE') = '' then
7309 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7310 if Rnd(2) then
7311 GoLeft(360)
7312 else
7313 GoRight(360);
7315 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7316 if OnGround() and
7317 CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
7318 Rnd(8) then
7319 Jump();
7321 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7322 if OnGround() and NearHole() then
7323 if NearDeepHole() then // Åñëè ýòî áåçäíà
7324 case Random(6) of
7325 0..3: Turn(); // Áåæèì îáðàòíî
7326 4: Jump(); // Ïðûãàåì
7327 5: begin // Ïðûãàåì îáðàòíî
7328 Turn();
7329 Jump();
7330 end;
7331 end
7332 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7333 if GetAIFlag('GOINHOLE') = '' then
7334 case Random(6) of
7335 0: Turn(); // Íå íóæíî òóäà
7336 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7337 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7338 if BorderHole() then
7339 SetAIFlag('GOINHOLE', '1');
7340 end;
7342 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7343 if (not CanRun()) and OnGround() then
7344 begin
7345 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7346 if CanJumpOver() or OnLadder() then
7347 Jump()
7348 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7349 if Random(2) = 0 then
7350 begin
7351 if IsSafeTrigger() then
7352 PressKey(KEY_OPEN);
7353 end else
7354 Turn();
7355 end;
7357 // Îñòàëîñü ìàëî âîçäóõà:
7358 if FAir < 36 * 2 then
7359 Jump(20);
7361 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7362 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7363 if BodyInAcid(0, 0) then
7364 Jump();
7365 end;
7367 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7368 begin
7369 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7370 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7371 end;
7373 {function TBot.NeedItem(Item: Byte): Byte;
7374 begin
7375 Result := 4;
7376 end;}
7378 procedure TBot.SelectWeapon(Dist: Integer);
7379 var
7380 a: Integer;
7382 function HaveAmmo(weapon: Byte): Boolean;
7383 begin
7384 case weapon of
7385 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7386 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7387 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7388 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7389 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7390 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7391 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7392 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7393 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7394 else Result := True;
7395 end;
7396 end;
7398 begin
7399 if Dist = -1 then Dist := BOT_LONGDIST;
7401 if Dist > BOT_LONGDIST then
7402 begin // Äàëüíèé áîé
7403 for a := 0 to 9 do
7404 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7405 begin
7406 FSelectedWeapon := FDifficult.WeaponPrior[a];
7407 Break;
7408 end;
7409 end
7410 else //if Dist > BOT_UNSAFEDIST then
7411 begin // Áëèæíèé áîé
7412 for a := 0 to 9 do
7413 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7414 begin
7415 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7416 Break;
7417 end;
7418 end;
7419 { else
7420 begin
7421 for a := 0 to 9 do
7422 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7423 begin
7424 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7425 Break;
7426 end;
7427 end;}
7428 end;
7430 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7431 begin
7432 Result := inherited PickItem(ItemType, force, remove);
7434 if Result then SetAIFlag('SELECTWEAPON', '1');
7435 end;
7437 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7438 begin
7439 Result := inherited Heal(value, Soft);
7440 end;
7442 function TBot.Healthy(): Byte;
7443 begin
7444 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7445 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7446 else if (FHealth > 50) then Result := 2
7447 else if (FHealth > 20) then Result := 1
7448 else Result := 0;
7449 end;
7451 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7452 begin
7453 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7454 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7455 end;
7457 procedure TBot.OnDamage(Angle: SmallInt);
7458 var
7459 pla: TPlayer;
7460 mon: TMonster;
7461 ok: Boolean;
7462 begin
7463 inherited;
7465 if (Angle = 0) or (Angle = 180) then
7466 begin
7467 ok := False;
7468 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7469 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7470 begin // Èãðîê
7471 pla := g_Player_Get(FLastSpawnerUID);
7472 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7473 pla.FObj.Y + PLAYER_RECT.Y);
7474 end
7475 else
7476 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7477 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7478 begin // Ìîíñòð
7479 mon := g_Monsters_ByUID(FLastSpawnerUID);
7480 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7481 mon.Obj.Y + mon.Obj.Rect.Y);
7482 end;
7484 if ok then
7485 if Angle = 0 then
7486 SetAIFlag('ATTACKLEFT', '1')
7487 else
7488 SetAIFlag('ATTACKRIGHT', '1');
7489 end;
7490 end;
7492 function TBot.RunDirection(): TDirection;
7493 begin
7494 if Abs(Vel.X) >= 1 then
7495 begin
7496 if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT;
7497 end else
7498 Result := FDirection;
7499 end;
7501 function TBot.GetRnd(a: Byte): Boolean;
7502 begin
7503 if a = 0 then Result := False
7504 else if a = 255 then Result := True
7505 else Result := Random(256) > 255-a;
7506 end;
7508 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7509 begin
7510 Result := Round((255-a)/255*radius*(Random(2)-1));
7511 end;
7513 procedure TBot.SaveState(var Mem: TBinMemoryWriter);
7514 var
7515 i: Integer;
7516 dw: DWORD;
7517 p: Pointer;
7518 begin
7519 inherited SaveState(Mem);
7521 // Âûáðàííîå îðóæèå:
7522 Mem.WriteByte(FSelectedWeapon);
7523 // UID öåëè:
7524 Mem.WriteWord(FTargetUID);
7525 // Âðåìÿ ïîòåðè öåëè:
7526 Mem.WriteDWORD(FLastVisible);
7527 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7528 dw := Length(FAIFlags);
7529 Mem.WriteDWORD(dw);
7530 // Ôëàãè ÈÈ:
7531 for i := 0 to Integer(dw)-1 do
7532 begin
7533 Mem.WriteString(FAIFlags[i].Name, 20);
7534 Mem.WriteString(FAIFlags[i].Value, 20);
7535 end;
7536 // Íàñòðîéêè ñëîæíîñòè:
7537 p := @FDifficult;
7538 Mem.WriteMemory(p, SizeOf(TDifficult));
7539 end;
7541 procedure TBot.LoadState(var Mem: TBinMemoryReader);
7542 var
7543 i: Integer;
7544 dw: DWORD;
7545 p: Pointer;
7546 begin
7547 inherited LoadState(Mem);
7549 // Âûáðàííîå îðóæèå:
7550 Mem.ReadByte(FSelectedWeapon);
7551 // UID öåëè:
7552 Mem.ReadWord(FTargetUID);
7553 // Âðåìÿ ïîòåðè öåëè:
7554 Mem.ReadDWORD(FLastVisible);
7555 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7556 Mem.ReadDWORD(dw);
7557 SetLength(FAIFlags, dw);
7558 // Ôëàãè ÈÈ:
7559 for i := 0 to Integer(dw)-1 do
7560 begin
7561 Mem.ReadString(FAIFlags[i].Name);
7562 Mem.ReadString(FAIFlags[i].Value);
7563 end;
7564 // Íàñòðîéêè ñëîæíîñòè:
7565 Mem.ReadMemory(p, dw);
7566 if dw <> SizeOf(TDifficult) then
7567 begin
7568 raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size');
7569 end;
7570 FDifficult := TDifficult(p^);
7571 end;
7573 end.