DEADSOFTWARE

Player: Fix follow corpses at client side
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 {$M+}
18 unit g_player;
20 interface
22 uses
23 SysUtils, Classes,
24 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
25 e_graphics, g_playermodel, g_basic, g_textures,
26 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
27 g_panel;
29 const
30 KEY_LEFT = 1;
31 KEY_RIGHT = 2;
32 KEY_UP = 3;
33 KEY_DOWN = 4;
34 KEY_FIRE = 5;
35 KEY_NEXTWEAPON = 6;
36 KEY_PREVWEAPON = 7;
37 KEY_OPEN = 8;
38 KEY_JUMP = 9;
39 KEY_CHAT = 10;
41 R_ITEM_BACKPACK = 0;
42 R_KEY_RED = 1;
43 R_KEY_GREEN = 2;
44 R_KEY_BLUE = 3;
45 R_BERSERK = 4;
47 MR_SUIT = 0;
48 MR_INVUL = 1;
49 MR_INVIS = 2;
50 MR_MAX = 2;
52 A_BULLETS = 0;
53 A_SHELLS = 1;
54 A_ROCKETS = 2;
55 A_CELLS = 3;
56 A_FUEL = 4;
57 A_HIGH = 4;
59 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
63 K_SIMPLEKILL = 0;
64 K_HARDKILL = 1;
65 K_EXTRAHARDKILL = 2;
66 K_FALLKILL = 3;
68 T_RESPAWN = 0;
69 T_SWITCH = 1;
70 T_USE = 2;
71 T_FLAGCAP = 3;
73 TEAM_NONE = 0;
74 TEAM_RED = 1;
75 TEAM_BLUE = 2;
76 TEAM_COOP = 3;
78 SHELL_BULLET = 0;
79 SHELL_SHELL = 1;
80 SHELL_DBLSHELL = 2;
82 ANGLE_NONE = Low(SmallInt);
84 CORPSE_STATE_REMOVEME = 0;
85 CORPSE_STATE_NORMAL = 1;
86 CORPSE_STATE_MESS = 2;
88 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
89 PLAYER_RECT_CX = 15+(34 div 2);
90 PLAYER_RECT_CY = 12+(52 div 2);
91 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
93 PLAYER_HP_SOFT = 100;
94 PLAYER_HP_LIMIT = 200;
95 PLAYER_AP_SOFT = 100;
96 PLAYER_AP_LIMIT = 200;
97 SUICIDE_DAMAGE = 112;
99 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
100 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
102 type
103 TPlayerStat = record
104 Ping: Word;
105 Loss: Byte;
106 Name: String;
107 Team: Byte;
108 Frags: SmallInt;
109 Deaths: SmallInt;
110 Lives: Byte;
111 Kills: Word;
112 Color: TRGB;
113 Spectator: Boolean;
114 end;
116 TPlayerStatArray = Array of TPlayerStat;
118 TPlayerSavedState = record
119 Health: Integer;
120 Armor: Integer;
121 Air: Integer;
122 JetFuel: Integer;
123 CurrWeap: Byte;
124 NextWeap: WORD;
125 NextWeapDelay: Byte;
126 Ammo: Array [A_BULLETS..A_HIGH] of Word;
127 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
128 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
129 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
130 WaitRecall: Boolean;
131 end;
133 TKeyState = record
134 Pressed: Boolean;
135 Time: Word;
136 end;
138 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
139 private
140 FIamBot: Boolean;
141 FUID: Word;
142 FName: String;
143 FTeam: Byte;
144 FAlive: Boolean;
145 FSpawned: Boolean;
146 FDirection: TDirection;
147 FHealth: Integer;
148 FLives: Byte;
149 FArmor: Integer;
150 FAir: Integer;
151 FPain: Integer;
152 FPickup: Integer;
153 FKills: Integer;
154 FMonsterKills: Integer;
155 FFrags: Integer;
156 FFragCombo: Byte;
157 FLastFrag: LongWord;
158 FComboEvnt: Integer;
159 FDeath: Integer;
160 FCanJetpack: Boolean;
161 FJetFuel: Integer;
162 FFlag: Byte;
163 FSecrets: Integer;
164 FCurrWeap: Byte;
165 FNextWeap: WORD;
166 FNextWeapDelay: Byte; // frames
167 FBFGFireCounter: SmallInt;
168 FLastSpawnerUID: Word;
169 FLastHit: Byte;
170 FObj: TObj;
171 FXTo, FYTo: Integer;
172 FSpectatePlayer: Integer;
173 FFirePainTime: Integer;
174 FFireAttacker: Word;
176 FSavedState: TPlayerSavedState;
178 FModel: TPlayerModel;
179 FPunchAnim: TAnimation;
180 FActionPrior: Byte;
181 FActionAnim: Byte;
182 FActionForce: Boolean;
183 FActionChanged: Boolean;
184 FAngle: SmallInt;
185 FFireAngle: SmallInt;
186 FIncCam: Integer;
187 FShellTimer: Integer;
188 FShellType: Byte;
189 FSawSound: TPlayableSound;
190 FSawSoundIdle: TPlayableSound;
191 FSawSoundHit: TPlayableSound;
192 FSawSoundSelect: TPlayableSound;
193 FJetSoundOn: TPlayableSound;
194 FJetSoundOff: TPlayableSound;
195 FJetSoundFly: TPlayableSound;
196 FGodMode: Boolean;
197 FNoTarget: Boolean;
198 FNoReload: Boolean;
199 FJustTeleported: Boolean;
200 FNetTime: LongWord;
201 mEDamageType: Integer;
204 function CollideLevel(XInc, YInc: Integer): Boolean;
205 function StayOnStep(XInc, YInc: Integer): Boolean;
206 function HeadInLiquid(XInc, YInc: Integer): Boolean;
207 function BodyInLiquid(XInc, YInc: Integer): Boolean;
208 function BodyInAcid(XInc, YInc: Integer): Boolean;
209 function FullInLift(XInc, YInc: Integer): Integer;
210 {procedure CollideItem();}
211 procedure FlySmoke(Times: DWORD = 1);
212 procedure OnFireFlame(Times: DWORD = 1);
213 function GetAmmoByWeapon(Weapon: Byte): Word;
214 procedure SetAction(Action: Byte; Force: Boolean = False);
215 procedure OnDamage(Angle: SmallInt); virtual;
216 function firediry(): Integer;
217 procedure DoPunch();
219 procedure Run(Direction: TDirection);
220 procedure NextWeapon();
221 procedure PrevWeapon();
222 procedure SeeUp();
223 procedure SeeDown();
224 procedure Fire();
225 procedure Jump();
226 procedure Use();
228 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
229 procedure resetWeaponQueue ();
230 function hasAmmoForWeapon (weapon: Byte): Boolean;
232 procedure doDamage (v: Integer);
234 function followCorpse(): Boolean;
236 public
237 FDamageBuffer: Integer;
239 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
240 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
241 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
242 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
243 FBerserk: Integer;
244 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
245 FReloading: Array [WP_FIRST..WP_LAST] of Word;
246 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
247 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
248 FColor: TRGB;
249 FPreferredTeam: Byte;
250 FSpectator: Boolean;
251 FNoRespawn: Boolean;
252 FWantsInGame: Boolean;
253 FGhost: Boolean;
254 FPhysics: Boolean;
255 FJetpack: Boolean;
256 FActualModelName: string;
257 FClientID: SmallInt;
258 FPing: Word;
259 FLoss: Byte;
260 FDummy: Boolean;
261 FFireTime: Integer;
263 // debug: viewport offset
264 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
266 function isValidViewPort (): Boolean; inline;
268 constructor Create(); virtual;
269 destructor Destroy(); override;
270 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
271 function GetRespawnPoint(): Byte;
272 procedure PressKey(Key: Byte; Time: Word = 1);
273 procedure ReleaseKeys();
274 procedure SetModel(ModelName: String);
275 procedure SetColor(Color: TRGB);
276 procedure SetWeapon(W: Byte);
277 function IsKeyPressed(K: Byte): Boolean;
278 function GetKeys(): Byte;
279 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
280 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
281 function Collide(Panel: TPanel): Boolean; overload;
282 function Collide(X, Y: Integer): Boolean; overload;
283 procedure SetDirection(Direction: TDirection);
284 procedure GetSecret();
285 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
286 procedure Touch();
287 procedure Push(vx, vy: Integer);
288 procedure ChangeModel(ModelName: String);
289 procedure SwitchTeam;
290 procedure ChangeTeam(Team: Byte);
291 procedure BFGHit();
292 function GetFlag(Flag: Byte): Boolean;
293 procedure SetFlag(Flag: Byte);
294 function DropFlag(): Boolean;
295 procedure AllRulez(Health: Boolean);
296 procedure RestoreHealthArmor();
297 procedure FragCombo();
298 procedure GiveItem(ItemType: Byte);
299 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
300 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
301 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
302 procedure MakeBloodSimple(Count: Word);
303 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
304 procedure Reset(Force: Boolean);
305 procedure Spectate(NoMove: Boolean = False);
306 procedure SwitchNoClip;
307 procedure SoftReset();
308 procedure Draw(); virtual;
309 procedure DrawPain();
310 procedure DrawPickup();
311 procedure DrawRulez();
312 procedure DrawAim();
313 procedure DrawBubble();
314 procedure DrawGUI();
315 procedure Update(); virtual;
316 procedure RememberState();
317 procedure RecallState();
318 procedure SaveState (st: TStream); virtual;
319 procedure LoadState (st: TStream); virtual;
320 procedure PauseSounds(Enable: Boolean);
321 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
322 procedure DoLerp(Level: Integer = 2);
323 procedure SetLerp(XTo, YTo: Integer);
324 procedure QueueWeaponSwitch(Weapon: Byte);
325 procedure RealizeCurrentWeapon();
326 procedure JetpackOn;
327 procedure JetpackOff;
328 procedure CatchFire(Attacker: Word);
330 //WARNING! this does nothing for now, but still call it!
331 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
333 procedure getMapBox (out x, y, w, h: Integer); inline;
334 procedure moveBy (dx, dy: Integer); inline;
336 public
337 property Vel: TPoint2i read FObj.Vel;
338 property Obj: TObj read FObj;
340 property Name: String read FName write FName;
341 property Model: TPlayerModel read FModel;
342 property Health: Integer read FHealth write FHealth;
343 property Lives: Byte read FLives write FLives;
344 property Armor: Integer read FArmor write FArmor;
345 property Air: Integer read FAir write FAir;
346 property JetFuel: Integer read FJetFuel write FJetFuel;
347 property Frags: Integer read FFrags write FFrags;
348 property Death: Integer read FDeath write FDeath;
349 property Kills: Integer read FKills write FKills;
350 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
351 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
352 property Secrets: Integer read FSecrets;
353 property GodMode: Boolean read FGodMode write FGodMode;
354 property NoTarget: Boolean read FNoTarget write FNoTarget;
355 property NoReload: Boolean read FNoReload write FNoReload;
356 property alive: Boolean read FAlive write FAlive;
357 property Flag: Byte read FFlag;
358 property Team: Byte read FTeam write FTeam;
359 property Direction: TDirection read FDirection;
360 property GameX: Integer read FObj.X write FObj.X;
361 property GameY: Integer read FObj.Y write FObj.Y;
362 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
363 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
364 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
365 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
366 property IncCam: Integer read FIncCam write FIncCam;
367 property UID: Word read FUID write FUID;
368 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
369 property NetTime: LongWord read FNetTime write FNetTime;
371 published
372 property eName: String read FName write FName;
373 property eHealth: Integer read FHealth write FHealth;
374 property eLives: Byte read FLives write FLives;
375 property eArmor: Integer read FArmor write FArmor;
376 property eAir: Integer read FAir write FAir;
377 property eJetFuel: Integer read FJetFuel write FJetFuel;
378 property eFrags: Integer read FFrags write FFrags;
379 property eDeath: Integer read FDeath write FDeath;
380 property eKills: Integer read FKills write FKills;
381 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
382 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
383 property eSecrets: Integer read FSecrets write FSecrets;
384 property eGodMode: Boolean read FGodMode write FGodMode;
385 property eNoTarget: Boolean read FNoTarget write FNoTarget;
386 property eNoReload: Boolean read FNoReload write FNoReload;
387 property eAlive: Boolean read FAlive write FAlive;
388 property eFlag: Byte read FFlag;
389 property eTeam: Byte read FTeam write FTeam;
390 property eDirection: TDirection read FDirection;
391 property eGameX: Integer read FObj.X write FObj.X;
392 property eGameY: Integer read FObj.Y write FObj.Y;
393 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
394 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
395 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
396 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
397 property eIncCam: Integer read FIncCam write FIncCam;
398 property eUID: Word read FUID;
399 property eJustTeleported: Boolean read FJustTeleported;
400 property eNetTime: LongWord read FNetTime;
402 // set this before assigning something to `eDamage`
403 property eDamageType: Integer read mEDamageType write mEDamageType;
404 property eDamage: Integer write doDamage;
405 end;
407 TDifficult = record
408 public
409 DiagFire: Byte;
410 InvisFire: Byte;
411 DiagPrecision: Byte;
412 FlyPrecision: Byte;
413 Cover: Byte;
414 CloseJump: Byte;
415 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
416 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
417 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
419 public
420 procedure save (st: TStream);
421 procedure load (st: TStream);
422 end;
424 TAIFlag = record
425 Name: String;
426 Value: String;
427 end;
429 TBot = class(TPlayer)
430 private
431 FSelectedWeapon: Byte;
432 FTargetUID: Word;
433 FLastVisible: DWORD;
434 FAIFlags: Array of TAIFlag;
435 FDifficult: TDifficult;
437 function GetRnd(a: Byte): Boolean;
438 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
439 function RunDirection(): TDirection;
440 function FullInStep(XInc, YInc: Integer): Boolean;
441 //function NeedItem(Item: Byte): Byte;
442 procedure SelectWeapon(Dist: Integer);
443 procedure SetAIFlag(aName, fValue: String20);
444 function GetAIFlag(aName: String20): String20;
445 procedure RemoveAIFlag(aName: String20);
446 function Healthy(): Byte;
447 procedure UpdateMove();
448 procedure UpdateCombat();
449 function KeyPressed(Key: Word): Boolean;
450 procedure ReleaseKey(Key: Byte);
451 function TargetOnScreen(TX, TY: Integer): Boolean;
452 procedure OnDamage(Angle: SmallInt); override;
454 public
455 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
456 constructor Create(); override;
457 destructor Destroy(); override;
458 procedure Draw(); override;
459 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
460 function Heal(value: Word; Soft: Boolean): Boolean; override;
461 procedure Update(); override;
462 procedure SaveState (st: TStream); override;
463 procedure LoadState (st: TStream); override;
464 end;
466 PGib = ^TGib;
467 TGib = record
468 alive: Boolean;
469 ID: DWORD;
470 MaskID: DWORD;
471 RAngle: Integer;
472 Color: TRGB;
473 Obj: TObj;
475 procedure getMapBox (out x, y, w, h: Integer); inline;
476 procedure moveBy (dx, dy: Integer); inline;
478 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
479 end;
482 PShell = ^TShell;
483 TShell = record
484 SpriteID: DWORD;
485 alive: Boolean;
486 SType: Byte;
487 RAngle: Integer;
488 Timeout: Cardinal;
489 CX, CY: Integer;
490 Obj: TObj;
492 procedure getMapBox (out x, y, w, h: Integer); inline;
493 procedure moveBy (dx, dy: Integer); inline;
495 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
496 end;
498 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
499 private
500 FModelName: String;
501 FMess: Boolean;
502 FState: Byte;
503 FDamage: Byte;
504 FColor: TRGB;
505 FObj: TObj;
506 FPlayerUID: Word;
507 FAnimation: TAnimation;
508 FAnimationMask: TAnimation;
510 public
511 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
512 destructor Destroy(); override;
513 procedure Damage(Value: Word; vx, vy: Integer);
514 procedure Update();
515 procedure Draw();
516 procedure SaveState (st: TStream);
517 procedure LoadState (st: TStream);
519 procedure getMapBox (out x, y, w, h: Integer); inline;
520 procedure moveBy (dx, dy: Integer); inline;
522 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
524 function ObjPtr (): PObj; inline;
526 property Obj: TObj read FObj; // copies object
527 property State: Byte read FState;
528 property Mess: Boolean read FMess;
529 end;
531 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
532 record
533 Goals: SmallInt;
534 end;
536 var
537 gPlayers: Array of TPlayer;
538 gCorpses: Array of TCorpse;
539 gGibs: Array of TGib;
540 gShells: Array of TShell;
541 gTeamStat: TTeamStat;
542 gFly: Boolean = False;
543 gAimLine: Boolean = False;
544 gChatBubble: Byte = 0;
545 gNumBots: Word = 0;
546 gLMSPID1: Word = 0;
547 gLMSPID2: Word = 0;
548 MAX_RUNVEL: Integer = 8;
549 VEL_JUMP: Integer = 10;
550 SHELL_TIMEOUT: Cardinal = 60000;
552 function Lerp(X, Y, Factor: Integer): Integer;
554 procedure g_Gibs_SetMax(Count: Word);
555 function g_Gibs_GetMax(): Word;
556 procedure g_Corpses_SetMax(Count: Word);
557 function g_Corpses_GetMax(): Word;
558 procedure g_Shells_SetMax(Count: Word);
559 function g_Shells_GetMax(): Word;
561 procedure g_Player_Init();
562 procedure g_Player_Free();
563 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
564 function g_Player_CreateFromState (st: TStream): Word;
565 procedure g_Player_Remove(UID: Word);
566 procedure g_Player_ResetTeams();
567 procedure g_Player_UpdateAll();
568 procedure g_Player_DrawAll();
569 procedure g_Player_DrawDebug(p: TPlayer);
570 procedure g_Player_DrawHealth();
571 procedure g_Player_RememberAll();
572 procedure g_Player_ResetAll(Force, Silent: Boolean);
573 function g_Player_Get(UID: Word): TPlayer;
574 function g_Player_GetCount(): Byte;
575 function g_Player_GetStats(): TPlayerStatArray;
576 function g_Player_ValidName(Name: String): Boolean;
577 procedure g_Player_CreateCorpse(Player: TPlayer);
578 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
579 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
580 procedure g_Player_UpdatePhysicalObjects();
581 procedure g_Player_DrawCorpses();
582 procedure g_Player_DrawShells();
583 procedure g_Player_RemoveAllCorpses();
584 procedure g_Player_Corpses_SaveState (st: TStream);
585 procedure g_Player_Corpses_LoadState (st: TStream);
586 procedure g_Bot_Add(Team, Difficult: Byte);
587 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
588 procedure g_Bot_MixNames();
589 procedure g_Bot_RemoveAll();
591 implementation
593 uses
594 {$INCLUDE ../nogl/noGLuses.inc}
595 {$IFDEF ENABLE_HOLMES}
596 g_holmes,
597 {$ENDIF}
598 e_log, g_map, g_items, g_console, g_gfx, Math,
599 g_options, g_triggers, g_menu, g_game, g_grid,
600 wadreader, g_main, g_monsters, CONFIG, g_language,
601 g_net, g_netmsg, g_window,
602 utils, xstreams;
604 const PLR_SAVE_VERSION = 0;
606 type
607 TBotProfile = record
608 name: ShortString;
609 model: ShortString;
610 team: Byte;
611 color: TRGB;
612 diag_fire: Byte;
613 invis_fire: Byte;
614 diag_precision: Byte;
615 fly_precision: Byte;
616 cover: Byte;
617 close_jump: Byte;
618 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
619 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
620 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
621 end;
623 const
624 TIME_RESPAWN1 = 1500;
625 TIME_RESPAWN2 = 2000;
626 TIME_RESPAWN3 = 3000;
627 AIR_DEF = 360;
628 AIR_MAX = 1091;
629 JET_MAX = 540; // ~30 sec
630 PLAYER_SUIT_TIME = 30000;
631 PLAYER_INVUL_TIME = 30000;
632 PLAYER_INVIS_TIME = 35000;
633 FRAG_COMBO_TIME = 3000;
634 VEL_SW = 4;
635 VEL_FLY = 6;
636 ANGLE_RIGHTUP = 55;
637 ANGLE_RIGHTDOWN = -35;
638 ANGLE_LEFTUP = 125;
639 ANGLE_LEFTDOWN = -145;
640 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
641 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
642 BOT_MAXJUMP = 84;
643 BOT_LONGDIST = 300;
644 BOT_UNSAFEDIST = 128;
645 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
646 (R:0; G:0; B:255));
647 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
648 FlyPrecision: 32; Cover: 32; CloseJump: 32;
649 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
650 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
651 FlyPrecision: 127; Cover: 127; CloseJump: 127;
652 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
653 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
654 FlyPrecision: 255; Cover: 255; CloseJump: 255;
655 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
656 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
657 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
658 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
659 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
660 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
661 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
662 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
663 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
664 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
665 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
666 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
667 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
668 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
669 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
670 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
671 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
672 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
674 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
675 CORPSE_SIGNATURE = $50524F43; // 'CORP'
677 BOTNAMES_FILENAME = 'botnames.txt';
678 BOTLIST_FILENAME = 'botlist.txt';
680 var
681 MaxGibs: Word = 150;
682 MaxCorpses: Word = 20;
683 MaxShells: Word = 300;
684 CurrentGib: Integer = 0;
685 CurrentShell: Integer = 0;
686 BotNames: Array of String;
687 BotList: Array of TBotProfile;
690 function Lerp(X, Y, Factor: Integer): Integer;
691 begin
692 Result := X + ((Y - X) div Factor);
693 end;
695 function SameTeam(UID1, UID2: Word): Boolean;
696 begin
697 Result := False;
699 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
700 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
702 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
704 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
705 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
707 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
708 end;
710 procedure g_Gibs_SetMax(Count: Word);
711 begin
712 MaxGibs := Count;
713 SetLength(gGibs, Count);
715 if CurrentGib >= Count then
716 CurrentGib := 0;
717 end;
719 function g_Gibs_GetMax(): Word;
720 begin
721 Result := MaxGibs;
722 end;
724 procedure g_Shells_SetMax(Count: Word);
725 begin
726 MaxShells := Count;
727 SetLength(gShells, Count);
729 if CurrentShell >= Count then
730 CurrentShell := 0;
731 end;
733 function g_Shells_GetMax(): Word;
734 begin
735 Result := MaxShells;
736 end;
739 procedure g_Corpses_SetMax(Count: Word);
740 begin
741 MaxCorpses := Count;
742 SetLength(gCorpses, Count);
743 end;
745 function g_Corpses_GetMax(): Word;
746 begin
747 Result := MaxCorpses;
748 end;
750 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
751 var
752 a: Integer;
753 ok: Boolean;
754 begin
755 Result := 0;
757 ok := False;
758 a := 0;
760 // Åñòü ëè ìåñòî â gPlayers:
761 if gPlayers <> nil then
762 for a := 0 to High(gPlayers) do
763 if gPlayers[a] = nil then
764 begin
765 ok := True;
766 Break;
767 end;
769 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
770 if not ok then
771 begin
772 SetLength(gPlayers, Length(gPlayers)+1);
773 a := High(gPlayers);
774 end;
776 // Ñîçäàåì îáúåêò èãðîêà:
777 if Bot then
778 gPlayers[a] := TBot.Create()
779 else
780 gPlayers[a] := TPlayer.Create();
783 gPlayers[a].FActualModelName := ModelName;
784 gPlayers[a].SetModel(ModelName);
786 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
787 if gPlayers[a].FModel = nil then
788 begin
789 gPlayers[a].Free();
790 gPlayers[a] := nil;
791 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
792 Exit;
793 end;
795 if not (Team in [TEAM_RED, TEAM_BLUE]) then
796 if Random(2) = 0 then
797 Team := TEAM_RED
798 else
799 Team := TEAM_BLUE;
800 gPlayers[a].FPreferredTeam := Team;
802 case gGameSettings.GameMode of
803 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
804 GM_TDM,
805 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
806 GM_SINGLE,
807 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
808 end;
810 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
811 gPlayers[a].FColor := Color;
812 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
813 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
814 else
815 gPlayers[a].FModel.Color := Color;
817 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
818 gPlayers[a].FAlive := False;
820 Result := gPlayers[a].FUID;
821 end;
823 function g_Player_CreateFromState (st: TStream): Word;
824 var
825 a, i: Integer;
826 ok, Bot: Boolean;
827 b: Byte;
828 begin
829 result := 0;
830 if (st = nil) then exit; //???
832 // Ñèãíàòóðà èãðîêà
833 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
834 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
836 // Áîò èëè ÷åëîâåê:
837 Bot := utils.readBool(st);
839 ok := false;
840 a := 0;
842 // Åñòü ëè ìåñòî â gPlayers:
843 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
845 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
846 if not ok then
847 begin
848 SetLength(gPlayers, Length(gPlayers)+1);
849 a := High(gPlayers);
850 end;
852 // Ñîçäàåì îáúåêò èãðîêà
853 if Bot then
854 gPlayers[a] := TBot.Create()
855 else
856 gPlayers[a] := TPlayer.Create();
857 gPlayers[a].FIamBot := Bot;
858 gPlayers[a].FPhysics := True;
860 // UID èãðîêà
861 gPlayers[a].FUID := utils.readWord(st);
862 // Èìÿ èãðîêà
863 gPlayers[a].FName := utils.readStr(st);
864 // Êîìàíäà
865 gPlayers[a].FTeam := utils.readByte(st);
866 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
867 // Æèâ ëè
868 gPlayers[a].FAlive := utils.readBool(st);
869 // Èçðàñõîäîâàë ëè âñå æèçíè
870 gPlayers[a].FNoRespawn := utils.readBool(st);
871 // Íàïðàâëåíèå
872 b := utils.readByte(st);
873 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
874 // Çäîðîâüå
875 gPlayers[a].FHealth := utils.readLongInt(st);
876 // Æèçíè
877 gPlayers[a].FLives := utils.readByte(st);
878 // Áðîíÿ
879 gPlayers[a].FArmor := utils.readLongInt(st);
880 // Çàïàñ âîçäóõà
881 gPlayers[a].FAir := utils.readLongInt(st);
882 // Çàïàñ ãîðþ÷åãî
883 gPlayers[a].FJetFuel := utils.readLongInt(st);
884 // Áîëü
885 gPlayers[a].FPain := utils.readLongInt(st);
886 // Óáèë
887 gPlayers[a].FKills := utils.readLongInt(st);
888 // Óáèë ìîíñòðîâ
889 gPlayers[a].FMonsterKills := utils.readLongInt(st);
890 // Ôðàãîâ
891 gPlayers[a].FFrags := utils.readLongInt(st);
892 // Ôðàãîâ ïîäðÿä
893 gPlayers[a].FFragCombo := utils.readByte(st);
894 // Âðåìÿ ïîñëåäíåãî ôðàãà
895 gPlayers[a].FLastFrag := utils.readLongWord(st);
896 // Ñìåðòåé
897 gPlayers[a].FDeath := utils.readLongInt(st);
898 // Êàêîé ôëàã íåñåò
899 gPlayers[a].FFlag := utils.readByte(st);
900 // Íàøåë ñåêðåòîâ
901 gPlayers[a].FSecrets := utils.readLongInt(st);
902 // Òåêóùåå îðóæèå
903 gPlayers[a].FCurrWeap := utils.readByte(st);
904 // Ñëåäóþùåå æåëàåìîå îðóæèå
905 gPlayers[a].FNextWeap := utils.readWord(st);
906 // ...è ïàóçà
907 gPlayers[a].FNextWeapDelay := utils.readByte(st);
908 // Âðåìÿ çàðÿäêè BFG
909 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
910 // Áóôåð óðîíà
911 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
912 // Ïîñëåäíèé óäàðèâøèé
913 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
914 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
915 gPlayers[a].FLastHit := utils.readByte(st);
916 // Îáúåêò èãðîêà:
917 Obj_LoadState(@gPlayers[a].FObj, st);
918 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
919 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
920 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
921 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
922 // Íàëè÷èå îðóæèÿ
923 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
924 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
925 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
926 // Íàëè÷èå ðþêçàêà
927 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
928 // Íàëè÷èå êðàñíîãî êëþ÷à
929 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
930 // Íàëè÷èå çåëåíîãî êëþ÷à
931 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
932 // Íàëè÷èå ñèíåãî êëþ÷à
933 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
934 // Íàëè÷èå áåðñåðêà
935 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
936 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
937 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
938 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
939 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
941 // Íàçâàíèå ìîäåëè:
942 gPlayers[a].FActualModelName := utils.readStr(st);
943 // Öâåò ìîäåëè
944 gPlayers[a].FColor.R := utils.readByte(st);
945 gPlayers[a].FColor.G := utils.readByte(st);
946 gPlayers[a].FColor.B := utils.readByte(st);
947 // Îáíîâëÿåì ìîäåëü èãðîêà
948 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
950 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
951 if (gPlayers[a].FModel = nil) then
952 begin
953 gPlayers[a].Free();
954 gPlayers[a] := nil;
955 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
956 exit;
957 end;
959 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
960 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
961 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
962 else
963 gPlayers[a].FModel.Color := gPlayers[a].FColor;
965 result := gPlayers[a].FUID;
966 end;
969 procedure g_Player_ResetTeams();
970 var
971 a: Integer;
972 begin
973 if g_Game_IsClient then
974 Exit;
975 if gPlayers = nil then
976 Exit;
977 for a := Low(gPlayers) to High(gPlayers) do
978 if gPlayers[a] <> nil then
979 case gGameSettings.GameMode of
980 GM_DM:
981 gPlayers[a].ChangeTeam(TEAM_NONE);
982 GM_TDM, GM_CTF:
983 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
984 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
985 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
986 else
987 if a mod 2 = 0 then
988 gPlayers[a].ChangeTeam(TEAM_RED)
989 else
990 gPlayers[a].ChangeTeam(TEAM_BLUE);
991 GM_SINGLE,
992 GM_COOP:
993 gPlayers[a].ChangeTeam(TEAM_COOP);
994 end;
995 end;
997 procedure g_Bot_Add(Team, Difficult: Byte);
998 var
999 m: SSArray;
1000 _name, _model: String;
1001 a, tr, tb: Integer;
1002 begin
1003 if not g_Game_IsServer then Exit;
1005 // Ñïèñîê íàçâàíèé ìîäåëåé:
1006 m := g_PlayerModel_GetNames();
1007 if m = nil then
1008 Exit;
1010 // Êîìàíäà:
1011 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1012 Team := TEAM_COOP // COOP
1013 else
1014 if gGameSettings.GameMode = GM_DM then
1015 Team := TEAM_NONE // DM
1016 else
1017 if Team = TEAM_NONE then // CTF / TDM
1018 begin
1019 // Àâòîáàëàíñ êîìàíä:
1020 tr := 0;
1021 tb := 0;
1023 for a := 0 to High(gPlayers) do
1024 if gPlayers[a] <> nil then
1025 begin
1026 if gPlayers[a].Team = TEAM_RED then
1027 Inc(tr)
1028 else
1029 if gPlayers[a].Team = TEAM_BLUE then
1030 Inc(tb);
1031 end;
1033 if tr > tb then
1034 Team := TEAM_BLUE
1035 else
1036 if tb > tr then
1037 Team := TEAM_RED
1038 else // tr = tb
1039 if Random(2) = 0 then
1040 Team := TEAM_RED
1041 else
1042 Team := TEAM_BLUE;
1043 end;
1045 // Âûáèðàåì áîòó èìÿ:
1046 _name := '';
1047 if BotNames <> nil then
1048 for a := 0 to High(BotNames) do
1049 if g_Player_ValidName(BotNames[a]) then
1050 begin
1051 _name := BotNames[a];
1052 Break;
1053 end;
1055 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1056 if _name = '' then
1057 repeat
1058 _name := Format('DFBOT%.2d', [Random(100)]);
1059 until g_Player_ValidName(_name);
1061 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1062 _model := m[Random(Length(m))];
1064 // Ñîçäàåì áîòà:
1065 with g_Player_Get(g_Player_Create(_model,
1066 _RGB(Min(Random(9)*32, 255),
1067 Min(Random(9)*32, 255),
1068 Min(Random(9)*32, 255)),
1069 Team, True)) as TBot do
1070 begin
1071 Name := _name;
1073 case Difficult of
1074 1: FDifficult := DIFFICULT_EASY;
1075 2: FDifficult := DIFFICULT_MEDIUM;
1076 else FDifficult := DIFFICULT_HARD;
1077 end;
1079 for a := WP_FIRST to WP_LAST do
1080 begin
1081 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1082 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1083 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1084 end;
1086 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1088 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1089 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1090 Spectate();
1091 end;
1092 end;
1094 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1095 var
1096 m: SSArray;
1097 _name, _model: String;
1098 a: Integer;
1099 begin
1100 if not g_Game_IsServer then Exit;
1102 // Ñïèñîê íàçâàíèé ìîäåëåé:
1103 m := g_PlayerModel_GetNames();
1104 if m = nil then
1105 Exit;
1107 // Êîìàíäà:
1108 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1109 Team := TEAM_COOP // COOP
1110 else
1111 if gGameSettings.GameMode = GM_DM then
1112 Team := TEAM_NONE // DM
1113 else
1114 if Team = TEAM_NONE then
1115 Team := BotList[num].team; // CTF / TDM
1117 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1118 lName := AnsiLowerCase(lName);
1119 if (num < 0) or (num > Length(BotList)-1) then
1120 num := -1;
1121 if (num = -1) and (lName <> '') and (BotList <> nil) then
1122 for a := 0 to High(BotList) do
1123 if AnsiLowerCase(BotList[a].name) = lName then
1124 begin
1125 num := a;
1126 Break;
1127 end;
1128 if num = -1 then
1129 Exit;
1131 // Èìÿ áîòà:
1132 _name := BotList[num].name;
1133 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1134 if not g_Player_ValidName(_name) then
1135 repeat
1136 _name := Format('DFBOT%.2d', [Random(100)]);
1137 until g_Player_ValidName(_name);
1139 // Ìîäåëü:
1140 _model := BotList[num].model;
1141 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1142 if not InSArray(_model, m) then
1143 _model := m[Random(Length(m))];
1145 // Ñîçäàåì áîòà:
1146 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1147 begin
1148 Name := _name;
1150 FDifficult.DiagFire := BotList[num].diag_fire;
1151 FDifficult.InvisFire := BotList[num].invis_fire;
1152 FDifficult.DiagPrecision := BotList[num].diag_precision;
1153 FDifficult.FlyPrecision := BotList[num].fly_precision;
1154 FDifficult.Cover := BotList[num].cover;
1155 FDifficult.CloseJump := BotList[num].close_jump;
1157 for a := WP_FIRST to WP_LAST do
1158 begin
1159 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1160 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1161 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1162 end;
1164 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1166 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1167 end;
1168 end;
1170 procedure g_Bot_RemoveAll();
1171 var
1172 a: Integer;
1173 begin
1174 if not g_Game_IsServer then Exit;
1175 if gPlayers = nil then Exit;
1177 for a := 0 to High(gPlayers) do
1178 if gPlayers[a] <> nil then
1179 if gPlayers[a] is TBot then
1180 begin
1181 gPlayers[a].Lives := 0;
1182 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1183 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1184 g_Player_Remove(gPlayers[a].FUID);
1185 end;
1187 g_Bot_MixNames();
1188 end;
1190 procedure g_Bot_MixNames();
1191 var
1192 s: String;
1193 a, b: Integer;
1194 begin
1195 if BotNames <> nil then
1196 for a := 0 to High(BotNames) do
1197 begin
1198 b := Random(Length(BotNames));
1199 s := BotNames[a];
1200 Botnames[a] := BotNames[b];
1201 BotNames[b] := s;
1202 end;
1203 end;
1205 procedure g_Player_Remove(UID: Word);
1206 var
1207 i: Integer;
1208 begin
1209 if gPlayers = nil then Exit;
1211 if g_Game_IsServer and g_Game_IsNet then
1212 MH_SEND_PlayerDelete(UID);
1214 for i := 0 to High(gPlayers) do
1215 if gPlayers[i] <> nil then
1216 if gPlayers[i].FUID = UID then
1217 begin
1218 if gPlayers[i] is TPlayer then
1219 TPlayer(gPlayers[i]).Free()
1220 else
1221 TBot(gPlayers[i]).Free();
1222 gPlayers[i] := nil;
1223 Exit;
1224 end;
1225 end;
1227 procedure g_Player_Init();
1228 var
1229 F: TextFile;
1230 s: String;
1231 a, b: Integer;
1232 config: TConfig;
1233 sa: SSArray;
1234 begin
1235 BotNames := nil;
1237 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1238 Exit;
1240 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1241 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1242 Reset(F);
1244 while not EOF(F) do
1245 begin
1246 ReadLn(F, s);
1248 s := Trim(s);
1249 if s = '' then
1250 Continue;
1252 SetLength(BotNames, Length(BotNames)+1);
1253 BotNames[High(BotNames)] := s;
1254 end;
1256 CloseFile(F);
1258 // Ïåðåìåøèâàåì èõ:
1259 g_Bot_MixNames();
1261 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1262 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1263 BotList := nil;
1264 a := 0;
1266 while config.SectionExists(IntToStr(a)) do
1267 begin
1268 SetLength(BotList, Length(BotList)+1);
1270 with BotList[High(BotList)] do
1271 begin
1272 // Èìÿ áîòà:
1273 name := config.ReadStr(IntToStr(a), 'name', '');
1274 // Ìîäåëü:
1275 model := config.ReadStr(IntToStr(a), 'model', '');
1276 // Êîìàíäà:
1277 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1278 team := TEAM_RED
1279 else
1280 team := TEAM_BLUE;
1281 // Öâåò ìîäåëè:
1282 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1283 color.R := StrToIntDef(sa[0], 0);
1284 color.G := StrToIntDef(sa[1], 0);
1285 color.B := StrToIntDef(sa[2], 0);
1286 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1287 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1288 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1289 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1290 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1291 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1292 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1293 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1294 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1295 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1296 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1297 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1298 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1299 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1300 if Length(sa) = 10 then
1301 for b := 0 to 9 do
1302 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1303 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1304 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1305 if Length(sa) = 10 then
1306 for b := 0 to 9 do
1307 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1309 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1310 if Length(sa) = 10 then
1311 for b := 0 to 9 do
1312 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1313 end;
1315 a := a + 1;
1316 end;
1318 config.Free();
1319 end;
1321 procedure g_Player_Free();
1322 var
1323 i: Integer;
1324 begin
1325 if gPlayers <> nil then
1326 begin
1327 for i := 0 to High(gPlayers) do
1328 if gPlayers[i] <> nil then
1329 begin
1330 if gPlayers[i] is TPlayer then
1331 TPlayer(gPlayers[i]).Free()
1332 else
1333 TBot(gPlayers[i]).Free();
1334 gPlayers[i] := nil;
1335 end;
1337 gPlayers := nil;
1338 end;
1340 gPlayer1 := nil;
1341 gPlayer2 := nil;
1342 end;
1344 procedure g_Player_UpdateAll();
1345 var
1346 i: Integer;
1347 begin
1348 if gPlayers = nil then Exit;
1350 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1351 for i := 0 to High(gPlayers) do
1352 begin
1353 if gPlayers[i] <> nil then
1354 begin
1355 if gPlayers[i] is TPlayer then
1356 begin
1357 gPlayers[i].Update();
1358 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1359 end
1360 else
1361 begin
1362 // bot updates weapons in `UpdateCombat()`
1363 TBot(gPlayers[i]).Update();
1364 end;
1365 end;
1366 end;
1367 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1368 end;
1370 procedure g_Player_DrawAll();
1371 var
1372 i: Integer;
1373 begin
1374 if gPlayers = nil then Exit;
1376 for i := 0 to High(gPlayers) do
1377 if gPlayers[i] <> nil then
1378 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1379 else TBot(gPlayers[i]).Draw();
1380 end;
1382 procedure g_Player_DrawDebug(p: TPlayer);
1383 var
1384 fW, fH: Byte;
1385 begin
1386 if p = nil then Exit;
1387 if (@p.FObj) = nil then Exit;
1389 e_TextureFontGetSize(gStdFont, fW, fH);
1391 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1392 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1393 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1394 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1395 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1396 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1397 end;
1399 procedure g_Player_DrawHealth();
1400 var
1401 i: Integer;
1402 fW, fH: Byte;
1403 begin
1404 if gPlayers = nil then Exit;
1405 e_TextureFontGetSize(gStdFont, fW, fH);
1407 for i := 0 to High(gPlayers) do
1408 if gPlayers[i] <> nil then
1409 begin
1410 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1411 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1412 IntToStr(gPlayers[i].FHealth), gStdFont);
1413 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1414 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1415 IntToStr(gPlayers[i].FArmor), gStdFont);
1416 end;
1417 end;
1419 function g_Player_Get(UID: Word): TPlayer;
1420 var
1421 a: Integer;
1422 begin
1423 Result := nil;
1425 if gPlayers = nil then
1426 Exit;
1428 for a := 0 to High(gPlayers) do
1429 if gPlayers[a] <> nil then
1430 if gPlayers[a].FUID = UID then
1431 begin
1432 Result := gPlayers[a];
1433 Exit;
1434 end;
1435 end;
1437 function g_Player_GetCount(): Byte;
1438 var
1439 a: Integer;
1440 begin
1441 Result := 0;
1443 if gPlayers = nil then
1444 Exit;
1446 for a := 0 to High(gPlayers) do
1447 if gPlayers[a] <> nil then
1448 Result := Result + 1;
1449 end;
1451 function g_Player_GetStats(): TPlayerStatArray;
1452 var
1453 a: Integer;
1454 begin
1455 Result := nil;
1457 if gPlayers = nil then Exit;
1459 for a := 0 to High(gPlayers) do
1460 if gPlayers[a] <> nil then
1461 begin
1462 SetLength(Result, Length(Result)+1);
1463 with Result[High(Result)] do
1464 begin
1465 Ping := gPlayers[a].FPing;
1466 Loss := gPlayers[a].FLoss;
1467 Name := gPlayers[a].FName;
1468 Team := gPlayers[a].FTeam;
1469 Frags := gPlayers[a].FFrags;
1470 Deaths := gPlayers[a].FDeath;
1471 Kills := gPlayers[a].FKills;
1472 Color := gPlayers[a].FModel.Color;
1473 Lives := gPlayers[a].FLives;
1474 Spectator := gPlayers[a].FSpectator;
1475 end;
1476 end;
1477 end;
1479 procedure g_Player_RememberAll;
1480 var
1481 i: Integer;
1482 begin
1483 for i := Low(gPlayers) to High(gPlayers) do
1484 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1485 gPlayers[i].RememberState;
1486 end;
1488 procedure g_Player_ResetAll(Force, Silent: Boolean);
1489 var
1490 i: Integer;
1491 begin
1492 gTeamStat[TEAM_RED].Goals := 0;
1493 gTeamStat[TEAM_BLUE].Goals := 0;
1495 if gPlayers <> nil then
1496 for i := 0 to High(gPlayers) do
1497 if gPlayers[i] <> nil then
1498 begin
1499 gPlayers[i].Reset(Force);
1501 if gPlayers[i] is TPlayer then
1502 begin
1503 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1504 gPlayers[i].Respawn(Silent)
1505 else
1506 gPlayers[i].Spectate();
1507 end
1508 else
1509 TBot(gPlayers[i]).Respawn(Silent);
1510 end;
1511 end;
1513 procedure g_Player_CreateCorpse(Player: TPlayer);
1514 var
1515 i: Integer;
1516 find_id: DWORD;
1517 ok: Boolean;
1518 begin
1519 if Player.alive then
1520 Exit;
1522 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1523 if gCorpses <> nil then
1524 for i := 0 to High(gCorpses) do
1525 if gCorpses[i] <> nil then
1526 if gCorpses[i].FPlayerUID = Player.FUID then
1527 gCorpses[i].FPlayerUID := 0;
1529 if Player.FObj.Y >= gMapInfo.Height+128 then
1530 Exit;
1532 with Player do
1533 begin
1534 if (FHealth >= -50) or (gGibsCount = 0) then
1535 begin
1536 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1537 Exit;
1539 ok := False;
1540 for find_id := 0 to High(gCorpses) do
1541 if gCorpses[find_id] = nil then
1542 begin
1543 ok := True;
1544 Break;
1545 end;
1547 if not ok then
1548 find_id := Random(Length(gCorpses));
1550 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1551 gCorpses[find_id].FColor := FModel.Color;
1552 gCorpses[find_id].FObj.Vel := FObj.Vel;
1553 gCorpses[find_id].FObj.Accel := FObj.Accel;
1554 gCorpses[find_id].FPlayerUID := FUID;
1555 end
1556 else
1557 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1558 FObj.Y + PLAYER_RECT_CY,
1559 FModel.Name, FModel.Color);
1560 end;
1561 end;
1563 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1564 var
1565 SID: DWORD;
1566 begin
1567 if (gShells = nil) or (Length(gShells) = 0) then
1568 Exit;
1570 with gShells[CurrentShell] do
1571 begin
1572 SpriteID := 0;
1573 g_Obj_Init(@Obj);
1574 Obj.Rect.X := 0;
1575 Obj.Rect.Y := 0;
1576 if T = SHELL_BULLET then
1577 begin
1578 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1579 SpriteID := SID;
1580 CX := 2;
1581 CY := 1;
1582 Obj.Rect.Width := 4;
1583 Obj.Rect.Height := 2;
1584 end
1585 else
1586 begin
1587 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1588 SpriteID := SID;
1589 CX := 4;
1590 CY := 2;
1591 Obj.Rect.Width := 7;
1592 Obj.Rect.Height := 3;
1593 end;
1594 SType := T;
1595 alive := True;
1596 Obj.X := fX;
1597 Obj.Y := fY;
1598 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1599 positionChanged(); // this updates spatial accelerators
1600 RAngle := Random(360);
1601 Timeout := gTime + SHELL_TIMEOUT;
1603 if CurrentShell >= High(gShells) then
1604 CurrentShell := 0
1605 else
1606 Inc(CurrentShell);
1607 end;
1608 end;
1610 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1611 var
1612 a: Integer;
1613 GibsArray: TGibsArray;
1614 begin
1615 if (gGibs = nil) or (Length(gGibs) = 0) then
1616 Exit;
1617 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1618 Exit;
1620 for a := 0 to High(GibsArray) do
1621 with gGibs[CurrentGib] do
1622 begin
1623 Color := fColor;
1624 ID := GibsArray[a].ID;
1625 MaskID := GibsArray[a].MaskID;
1626 alive := True;
1627 g_Obj_Init(@Obj);
1628 Obj.Rect := GibsArray[a].Rect;
1629 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1630 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1631 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1632 positionChanged(); // this updates spatial accelerators
1633 RAngle := Random(360);
1635 if gBloodCount > 0 then
1636 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1637 Random(48), Random(48), 150, 0, 0);
1639 if CurrentGib >= High(gGibs) then
1640 CurrentGib := 0
1641 else
1642 Inc(CurrentGib);
1643 end;
1644 end;
1646 procedure g_Player_UpdatePhysicalObjects();
1647 var
1648 i: Integer;
1649 vel: TPoint2i;
1650 mr: Word;
1652 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1653 var
1654 k: Integer;
1655 begin
1656 k := 1 + Random(2);
1657 if T = SHELL_BULLET then
1658 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1659 else
1660 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1661 end;
1663 begin
1664 // Êóñêè ìÿñà:
1665 if gGibs <> nil then
1666 for i := 0 to High(gGibs) do
1667 if gGibs[i].alive then
1668 with gGibs[i] do
1669 begin
1670 vel := Obj.Vel;
1671 mr := g_Obj_Move(@Obj, True, False, True);
1672 positionChanged(); // this updates spatial accelerators
1674 if WordBool(mr and MOVE_FALLOUT) then
1675 begin
1676 alive := False;
1677 Continue;
1678 end;
1680 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1681 if WordBool(mr and MOVE_HITWALL) then
1682 Obj.Vel.X := -(vel.X div 2);
1683 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1684 Obj.Vel.Y := -(vel.Y div 2);
1686 if (Obj.Vel.X >= 0) then
1687 begin // Clockwise
1688 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1689 if RAngle >= 360 then
1690 RAngle := RAngle mod 360;
1691 end else begin // Counter-clockwise
1692 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1693 if RAngle < 0 then
1694 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1695 end;
1697 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1698 if gTime mod (GAME_TICK*3) = 0 then
1699 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1700 end;
1702 // Òðóïû:
1703 if gCorpses <> nil then
1704 for i := 0 to High(gCorpses) do
1705 if gCorpses[i] <> nil then
1706 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1707 begin
1708 gCorpses[i].Free();
1709 gCorpses[i] := nil;
1710 end
1711 else
1712 gCorpses[i].Update();
1714 // Ãèëüçû:
1715 if gShells <> nil then
1716 for i := 0 to High(gShells) do
1717 if gShells[i].alive then
1718 with gShells[i] do
1719 begin
1720 vel := Obj.Vel;
1721 mr := g_Obj_Move(@Obj, True, False, True);
1722 positionChanged(); // this updates spatial accelerators
1724 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1725 begin
1726 alive := False;
1727 Continue;
1728 end;
1730 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1731 if WordBool(mr and MOVE_HITWALL) then
1732 begin
1733 Obj.Vel.X := -(vel.X div 2);
1734 if not WordBool(mr and MOVE_INWATER) then
1735 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1736 end;
1737 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1738 begin
1739 Obj.Vel.Y := -(vel.Y div 2);
1740 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1741 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1742 begin
1743 if RAngle mod 90 <> 0 then
1744 RAngle := (RAngle div 90) * 90;
1745 end
1746 else if not WordBool(mr and MOVE_INWATER) then
1747 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1748 end;
1750 if (Obj.Vel.X >= 0) then
1751 begin // Clockwise
1752 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1753 if RAngle >= 360 then
1754 RAngle := RAngle mod 360;
1755 end else begin // Counter-clockwise
1756 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1757 if RAngle < 0 then
1758 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1759 end;
1760 end;
1761 end;
1764 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1765 begin
1766 x := Obj.X+Obj.Rect.X;
1767 y := Obj.Y+Obj.Rect.Y;
1768 w := Obj.Rect.Width;
1769 h := Obj.Rect.Height;
1770 end;
1772 procedure TGib.moveBy (dx, dy: Integer); inline;
1773 begin
1774 if (dx <> 0) or (dy <> 0) then
1775 begin
1776 Obj.X += dx;
1777 Obj.Y += dy;
1778 positionChanged();
1779 end;
1780 end;
1783 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1784 begin
1785 x := Obj.X;
1786 y := Obj.Y;
1787 w := Obj.Rect.Width;
1788 h := Obj.Rect.Height;
1789 end;
1791 procedure TShell.moveBy (dx, dy: Integer); inline;
1792 begin
1793 if (dx <> 0) or (dy <> 0) then
1794 begin
1795 Obj.X += dx;
1796 Obj.Y += dy;
1797 positionChanged();
1798 end;
1799 end;
1802 procedure TGib.positionChanged (); inline; begin end;
1803 procedure TShell.positionChanged (); inline; begin end;
1806 procedure g_Player_DrawCorpses();
1807 var
1808 i: Integer;
1809 a: TDFPoint;
1810 begin
1811 if gGibs <> nil then
1812 for i := 0 to High(gGibs) do
1813 if gGibs[i].alive then
1814 with gGibs[i] do
1815 begin
1816 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1817 Continue;
1819 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1820 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1822 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1824 e_Colors := Color;
1825 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1826 e_Colors.R := 255;
1827 e_Colors.G := 255;
1828 e_Colors.B := 255;
1829 end;
1831 if gCorpses <> nil then
1832 for i := 0 to High(gCorpses) do
1833 if gCorpses[i] <> nil then
1834 gCorpses[i].Draw();
1835 end;
1837 procedure g_Player_DrawShells();
1838 var
1839 i: Integer;
1840 a: TDFPoint;
1841 begin
1842 if gShells <> nil then
1843 for i := 0 to High(gShells) do
1844 if gShells[i].alive then
1845 with gShells[i] do
1846 begin
1847 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1848 Continue;
1850 a.X := CX;
1851 a.Y := CY;
1853 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1854 end;
1855 end;
1857 procedure g_Player_RemoveAllCorpses();
1858 var
1859 i: Integer;
1860 begin
1861 gGibs := nil;
1862 gShells := nil;
1863 SetLength(gGibs, MaxGibs);
1864 SetLength(gShells, MaxGibs);
1865 CurrentGib := 0;
1866 CurrentShell := 0;
1868 if gCorpses <> nil then
1869 for i := 0 to High(gCorpses) do
1870 gCorpses[i].Free();
1872 gCorpses := nil;
1873 SetLength(gCorpses, MaxCorpses);
1874 end;
1876 procedure g_Player_Corpses_SaveState (st: TStream);
1877 var
1878 count, i: Integer;
1879 begin
1880 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1881 count := 0;
1882 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1884 // Êîëè÷åñòâî òðóïîâ
1885 utils.writeInt(st, LongInt(count));
1887 if (count = 0) then exit;
1889 // Ñîõðàíÿåì òðóïû
1890 for i := 0 to High(gCorpses) do
1891 begin
1892 if gCorpses[i] <> nil then
1893 begin
1894 // Íàçâàíèå ìîäåëè
1895 utils.writeStr(st, gCorpses[i].FModelName);
1896 // Òèï ñìåðòè
1897 utils.writeBool(st, gCorpses[i].Mess);
1898 // Ñîõðàíÿåì äàííûå òðóïà:
1899 gCorpses[i].SaveState(st);
1900 end;
1901 end;
1902 end;
1905 procedure g_Player_Corpses_LoadState (st: TStream);
1906 var
1907 count, i: Integer;
1908 str: String;
1909 b: Boolean;
1910 begin
1911 assert(st <> nil);
1913 g_Player_RemoveAllCorpses();
1915 // Êîëè÷åñòâî òðóïîâ:
1916 count := utils.readLongInt(st);
1917 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1919 if (count = 0) then exit;
1921 // Çàãðóæàåì òðóïû
1922 for i := 0 to count-1 do
1923 begin
1924 // Íàçâàíèå ìîäåëè:
1925 str := utils.readStr(st);
1926 // Òèï ñìåðòè
1927 b := utils.readBool(st);
1928 // Ñîçäàåì òðóï
1929 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1930 // Çàãðóæàåì äàííûå òðóïà
1931 gCorpses[i].LoadState(st);
1932 end;
1933 end;
1936 { T P l a y e r : }
1938 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1940 procedure TPlayer.BFGHit();
1941 begin
1942 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1943 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1944 if g_Game_IsServer and g_Game_IsNet then
1945 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1946 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1947 0, NET_GFX_BFGHIT);
1948 end;
1950 procedure TPlayer.ChangeModel(ModelName: string);
1951 var
1952 locModel: TPlayerModel;
1953 begin
1954 locModel := g_PlayerModel_Get(ModelName);
1955 if locModel = nil then Exit;
1957 FModel.Free();
1958 FModel := locModel;
1959 end;
1961 procedure TPlayer.SetModel(ModelName: string);
1962 var
1963 m: TPlayerModel;
1964 begin
1965 m := g_PlayerModel_Get(ModelName);
1966 if m = nil then
1967 begin
1968 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1969 m := g_PlayerModel_Get('doomer');
1970 if m = nil then
1971 begin
1972 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1973 Exit;
1974 end;
1975 end;
1977 if FModel <> nil then
1978 FModel.Free();
1980 FModel := m;
1982 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1983 FModel.Color := FColor
1984 else
1985 FModel.Color := TEAMCOLOR[FTeam];
1986 FModel.SetWeapon(FCurrWeap);
1987 FModel.SetFlag(FFlag);
1988 SetDirection(FDirection);
1989 end;
1991 procedure TPlayer.SetColor(Color: TRGB);
1992 begin
1993 FColor := Color;
1994 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1995 if FModel <> nil then FModel.Color := Color;
1996 end;
1998 procedure TPlayer.SwitchTeam;
1999 begin
2000 if g_Game_IsClient then
2001 Exit;
2002 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2004 if gGameOn and FAlive then
2005 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2007 if FTeam = TEAM_RED then
2008 begin
2009 ChangeTeam(TEAM_BLUE);
2010 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2011 if g_Game_IsNet then
2012 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2013 end
2014 else
2015 begin
2016 ChangeTeam(TEAM_RED);
2017 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2018 if g_Game_IsNet then
2019 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2020 end;
2021 FPreferredTeam := FTeam;
2022 end;
2024 procedure TPlayer.ChangeTeam(Team: Byte);
2025 var
2026 OldTeam: Byte;
2027 begin
2028 OldTeam := FTeam;
2029 FTeam := Team;
2030 case Team of
2031 TEAM_RED, TEAM_BLUE:
2032 FModel.Color := TEAMCOLOR[Team];
2033 else
2034 FModel.Color := FColor;
2035 end;
2036 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2037 MH_SEND_PlayerStats(FUID);
2038 end;
2041 procedure TPlayer.CollideItem();
2042 var
2043 i: Integer;
2044 r: Boolean;
2045 begin
2046 if gItems = nil then Exit;
2047 if not FAlive then Exit;
2049 for i := 0 to High(gItems) do
2050 with gItems[i] do
2051 begin
2052 if (ItemType <> ITEM_NONE) and alive then
2053 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2054 PLAYER_RECT.Height, @Obj) then
2055 begin
2056 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2058 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2059 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2060 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2061 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2062 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2064 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2065 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2066 (gGameSettings.GameType = GT_SINGLE) and
2067 (g_Player_GetCount() > 1)) then
2068 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2069 end;
2070 end;
2071 end;
2074 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2075 begin
2076 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2077 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2078 False);
2079 end;
2081 constructor TPlayer.Create();
2082 begin
2083 viewPortX := 0;
2084 viewPortY := 0;
2085 viewPortW := 0;
2086 viewPortH := 0;
2087 mEDamageType := HIT_SOME;
2089 FIamBot := False;
2090 FDummy := False;
2091 FSpawned := False;
2093 FSawSound := TPlayableSound.Create();
2094 FSawSoundIdle := TPlayableSound.Create();
2095 FSawSoundHit := TPlayableSound.Create();
2096 FSawSoundSelect := TPlayableSound.Create();
2097 FJetSoundFly := TPlayableSound.Create();
2098 FJetSoundOn := TPlayableSound.Create();
2099 FJetSoundOff := TPlayableSound.Create();
2101 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2102 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2103 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2104 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2105 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2106 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2107 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2109 FSpectatePlayer := -1;
2110 FClientID := -1;
2111 FPing := 0;
2112 FLoss := 0;
2113 FSavedState.WaitRecall := False;
2114 FShellTimer := -1;
2115 FFireTime := 0;
2116 FFirePainTime := 0;
2117 FFireAttacker := 0;
2119 FActualModelName := 'doomer';
2121 g_Obj_Init(@FObj);
2122 FObj.Rect := PLAYER_RECT;
2124 FBFGFireCounter := -1;
2125 FJustTeleported := False;
2126 FNetTime := 0;
2128 resetWeaponQueue();
2129 end;
2131 procedure TPlayer.positionChanged (); inline;
2132 begin
2133 end;
2135 procedure TPlayer.doDamage (v: Integer);
2136 begin
2137 if (v <= 0) then exit;
2138 if (v > 32767) then v := 32767;
2139 Damage(v, 0, 0, 0, mEDamageType);
2140 end;
2142 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2143 var
2144 c: Word;
2145 begin
2146 if (not g_Game_IsClient) and (not FAlive) then
2147 Exit;
2149 FLastHit := t;
2151 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2152 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2153 begin
2154 if not g_Game_IsClient then
2155 begin
2156 FArmor := 0;
2157 if t = HIT_TRAP then
2158 begin
2159 // Ëîâóøêà óáèâàåò ñðàçó:
2160 FHealth := -100;
2161 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2162 end;
2163 if t = HIT_SELF then
2164 begin
2165 // Ñàìîóáèéñòâî:
2166 FHealth := 0;
2167 Kill(K_SIMPLEKILL, SpawnerUID, t);
2168 end;
2169 end;
2170 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2171 FMegaRulez[MR_SUIT] := 0;
2172 FMegaRulez[MR_INVUL] := 0;
2173 FMegaRulez[MR_INVIS] := 0;
2174 FBerserk := 0;
2175 end;
2177 // Íî îò îñòàëüíîãî ñïàñàåò:
2178 if FMegaRulez[MR_INVUL] >= gTime then
2179 Exit;
2181 // ×èò-êîä "ÃÎÐÅÖ":
2182 if FGodMode then
2183 Exit;
2185 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2186 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2187 (SpawnerUID = FUID) or
2188 (not SameTeam(FUID, SpawnerUID)) then
2189 begin
2190 FLastSpawnerUID := SpawnerUID;
2192 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2193 if gBloodCount > 0 then
2194 begin
2195 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2196 if value div 4 <= c then
2197 c := c - (value div 4)
2198 else
2199 c := 0;
2201 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2202 MakeBloodSimple(c)
2203 else
2204 case t of
2205 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2206 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2207 end;
2209 if t = HIT_WATER then
2210 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2211 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2212 end;
2214 // Áóôåð óðîíà:
2215 if FAlive then
2216 Inc(FDamageBuffer, value);
2218 // Âñïûøêà áîëè:
2219 if gFlash <> 0 then
2220 FPain := FPain + value;
2221 end;
2223 if g_Game_IsServer and g_Game_IsNet then
2224 begin
2225 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2226 MH_SEND_PlayerStats(FUID);
2227 MH_SEND_PlayerPos(False, FUID);
2228 end;
2229 end;
2231 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2232 begin
2233 Result := False;
2234 if g_Game_IsClient then
2235 Exit;
2236 if not FAlive then
2237 Exit;
2239 if Soft and (FHealth < PLAYER_HP_SOFT) then
2240 begin
2241 IncMax(FHealth, value, PLAYER_HP_SOFT);
2242 Result := True;
2243 end;
2244 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2245 begin
2246 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2247 Result := True;
2248 end;
2250 if Result and g_Game_IsServer and g_Game_IsNet then
2251 MH_SEND_PlayerStats(FUID);
2252 end;
2254 destructor TPlayer.Destroy();
2255 begin
2256 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2257 gPlayer1 := nil;
2258 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2259 gPlayer2 := nil;
2261 FSawSound.Free();
2262 FSawSoundIdle.Free();
2263 FSawSoundHit.Free();
2264 FJetSoundFly.Free();
2265 FJetSoundOn.Free();
2266 FJetSoundOff.Free();
2267 FModel.Free();
2268 if FPunchAnim <> nil then
2269 FPunchAnim.Free();
2271 inherited;
2272 end;
2274 procedure TPlayer.DrawBubble();
2275 var
2276 bubX, bubY: Integer;
2277 ID: LongWord;
2278 Rb, Gb, Bb,
2279 Rw, Gw, Bw: SmallInt;
2280 Dot: Byte;
2281 begin
2282 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2283 bubY := FObj.Y+FObj.Rect.Y - 18;
2284 Rb := 64;
2285 Gb := 64;
2286 Bb := 64;
2287 Rw := 240;
2288 Gw := 240;
2289 Bw := 240;
2290 case gChatBubble of
2291 1: // simple textual non-bubble
2292 begin
2293 bubX := FObj.X+FObj.Rect.X - 11;
2294 bubY := FObj.Y+FObj.Rect.Y - 17;
2295 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2296 Exit;
2297 end;
2298 2: // advanced pixel-perfect bubble
2299 begin
2300 if FTeam = TEAM_RED then
2301 Rb := 255
2302 else
2303 if FTeam = TEAM_BLUE then
2304 Bb := 255;
2305 end;
2306 3: // colored bubble
2307 begin
2308 Rb := FModel.Color.R;
2309 Gb := FModel.Color.G;
2310 Bb := FModel.Color.B;
2311 Rw := Min(Rb * 2 + 64, 255);
2312 Gw := Min(Gb * 2 + 64, 255);
2313 Bw := Min(Bb * 2 + 64, 255);
2314 if (Abs(Rw - Rb) < 32)
2315 or (Abs(Gw - Gb) < 32)
2316 or (Abs(Bw - Bb) < 32) then
2317 begin
2318 Rb := Max(Rw div 2 - 16, 0);
2319 Gb := Max(Gw div 2 - 16, 0);
2320 Bb := Max(Bw div 2 - 16, 0);
2321 end;
2322 end;
2323 4: // custom textured bubble
2324 begin
2325 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2326 if FDirection = TDirection.D_RIGHT then
2327 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2328 else
2329 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2330 Exit;
2331 end;
2332 end;
2334 // Outer borders
2335 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2336 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2337 // Inner box
2338 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2340 // Tail
2341 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2342 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2343 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2344 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2345 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2346 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2348 // Dots
2349 Dot := 6;
2350 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2351 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2352 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2353 end;
2355 procedure TPlayer.Draw();
2356 var
2357 ID: DWORD;
2358 w, h: Word;
2359 dr: Boolean;
2360 Mirror: TMirrorType;
2361 begin
2362 if FAlive then
2363 begin
2364 if Direction = TDirection.D_RIGHT then
2365 Mirror := TMirrorType.None
2366 else
2367 Mirror := TMirrorType.Horizontal;
2369 if FPunchAnim <> nil then
2370 begin
2371 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2372 FObj.Y+FObj.Rect.Y-11, Mirror);
2373 if FPunchAnim.played then
2374 begin
2375 FPunchAnim.Free;
2376 FPunchAnim := nil;
2377 end;
2378 end;
2380 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2381 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2382 begin
2383 e_GetTextureSize(ID, @w, @h);
2384 if FDirection = TDirection.D_LEFT then
2385 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2386 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2387 else
2388 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2389 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2390 end;
2392 if FMegaRulez[MR_INVIS] > gTime then
2393 begin
2394 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2395 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2396 begin
2397 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2398 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2399 else
2400 dr := True;
2401 if dr then
2402 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2403 else
2404 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2405 end
2406 else
2407 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2408 end
2409 else
2410 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2411 end;
2413 if g_debug_Frames then
2414 begin
2415 e_DrawQuad(FObj.X+FObj.Rect.X,
2416 FObj.Y+FObj.Rect.Y,
2417 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2418 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2419 0, 255, 0);
2420 end;
2422 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2423 DrawBubble();
2424 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2425 if gAimLine and alive and
2426 ((Self = gPlayer1) or (Self = gPlayer2)) then
2427 DrawAim();
2428 end;
2431 procedure TPlayer.DrawAim();
2432 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2433 var
2434 ex, ey: Integer;
2435 begin
2437 {$IFDEF ENABLE_HOLMES}
2438 if isValidViewPort and (self = gPlayer1) then
2439 begin
2440 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2441 end;
2442 {$ENDIF}
2444 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2445 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2446 begin
2447 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2448 end
2449 else
2450 begin
2451 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2452 end;
2453 end;
2455 var
2456 wx, wy, xx, yy: Integer;
2457 angle: SmallInt;
2458 sz, len: Word;
2459 begin
2460 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2461 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2462 angle := FAngle;
2463 len := 1024;
2464 sz := 2;
2465 case FCurrWeap of
2466 0: begin // Punch
2467 len := 12;
2468 sz := 4;
2469 end;
2470 1: begin // Chainsaw
2471 len := 24;
2472 sz := 6;
2473 end;
2474 2: begin // Pistol
2475 len := 1024;
2476 sz := 2;
2477 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2478 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2479 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2480 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2481 end;
2482 3: begin // Shotgun
2483 len := 1024;
2484 sz := 3;
2485 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2486 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2487 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2488 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2489 end;
2490 4: begin // Double Shotgun
2491 len := 1024;
2492 sz := 4;
2493 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2494 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2495 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2496 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2497 end;
2498 5: begin // Chaingun
2499 len := 1024;
2500 sz := 3;
2501 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2502 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2503 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2504 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2505 end;
2506 6: begin // Rocket Launcher
2507 len := 1024;
2508 sz := 7;
2509 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2510 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2511 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2512 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2513 end;
2514 7: begin // Plasmagun
2515 len := 1024;
2516 sz := 5;
2517 if angle = ANGLE_RIGHTUP then Inc(angle);
2518 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2519 if angle = ANGLE_LEFTUP then Dec(angle);
2520 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2521 end;
2522 8: begin // BFG
2523 len := 1024;
2524 sz := 12;
2525 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2526 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2527 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2528 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2529 end;
2530 9: begin // Super Chaingun
2531 len := 1024;
2532 sz := 4;
2533 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2534 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2535 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2536 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2537 end;
2538 end;
2539 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2540 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2541 {$IF DEFINED(D2F_DEBUG)}
2542 drawCast(sz, wx, wy, xx, yy);
2543 {$ELSE}
2544 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2545 {$ENDIF}
2546 end;
2548 procedure TPlayer.DrawGUI();
2549 var
2550 ID: DWORD;
2551 X, Y, SY, a, p, m: Integer;
2552 tw, th: Word;
2553 cw, ch: Byte;
2554 s: string;
2555 stat: TPlayerStatArray;
2556 begin
2557 X := gPlayerScreenSize.X;
2558 SY := gPlayerScreenSize.Y;
2559 Y := 0;
2561 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2562 begin
2563 if gGameSettings.GameMode = GM_CTF then
2564 a := 32 + 8
2565 else
2566 a := 0;
2567 if gGameSettings.GameMode = GM_CTF then
2568 begin
2569 s := 'TEXTURE_PLAYER_REDFLAG';
2570 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2571 s := 'TEXTURE_PLAYER_REDFLAG_S';
2572 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2573 s := 'TEXTURE_PLAYER_REDFLAG_D';
2574 if g_Texture_Get(s, ID) then
2575 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2576 end;
2578 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2579 e_CharFont_GetSize(gMenuFont, s, tw, th);
2580 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2582 if gGameSettings.GameMode = GM_CTF then
2583 begin
2584 s := 'TEXTURE_PLAYER_BLUEFLAG';
2585 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2586 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2587 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2588 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2589 if g_Texture_Get(s, ID) then
2590 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2591 end;
2593 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2594 e_CharFont_GetSize(gMenuFont, s, tw, th);
2595 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2596 end;
2598 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2599 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2600 0, False, False);
2602 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2603 e_Draw(ID, X+2, Y, 0, True, False);
2605 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2606 begin
2607 if gShowStat then
2608 begin
2609 s := IntToStr(Frags);
2610 e_CharFont_GetSize(gMenuFont, s, tw, th);
2611 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2613 s := '';
2614 p := 1;
2615 m := 0;
2616 stat := g_Player_GetStats();
2617 if stat <> nil then
2618 begin
2619 p := 1;
2621 for a := 0 to High(stat) do
2622 if stat[a].Name <> Name then
2623 begin
2624 if stat[a].Frags > m then m := stat[a].Frags;
2625 if stat[a].Frags > Frags then p := p+1;
2626 end;
2627 end;
2629 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2630 if Frags >= m then s := s+'+' else s := s+'-';
2631 s := s+IntToStr(Abs(Frags-m));
2633 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2634 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2635 end;
2637 if gShowLives and (gGameSettings.MaxLives > 0) then
2638 begin
2639 s := IntToStr(Lives);
2640 e_CharFont_GetSize(gMenuFont, s, tw, th);
2641 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2642 end;
2643 end;
2645 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2646 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2648 if R_BERSERK in FRulez then
2649 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2650 else
2651 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2653 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2654 e_Draw(ID, X+36, Y+77, 0, True, False);
2656 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2657 e_CharFont_GetSize(gMenuFont, s, tw, th);
2658 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2660 s := IntToStr(FArmor);
2661 e_CharFont_GetSize(gMenuFont, s, tw, th);
2662 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2664 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2666 case FCurrWeap of
2667 WEAPON_KASTET:
2668 begin
2669 s := '--';
2670 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2671 end;
2672 WEAPON_SAW:
2673 begin
2674 s := '--';
2675 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2676 end;
2677 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2678 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2679 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2680 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2681 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2682 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2683 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2684 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2685 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2686 end;
2688 e_CharFont_GetSize(gMenuFont, s, tw, th);
2689 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2690 e_Draw(ID, X+20, Y+160, 0, True, False);
2692 if R_KEY_RED in FRulez then
2693 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2695 if R_KEY_GREEN in FRulez then
2696 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2698 if R_KEY_BLUE in FRulez then
2699 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2701 if FJetFuel > 0 then
2702 begin
2703 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2704 e_Draw(ID, X+2, Y+116, 0, True, False);
2705 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2706 e_Draw(ID, X+2, Y+126, 0, True, False);
2707 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2708 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2709 end
2710 else
2711 begin
2712 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2713 e_Draw(ID, X+2, Y+124, 0, True, False);
2714 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2715 end;
2717 if gShowPing and g_Game_IsClient then
2718 begin
2719 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2720 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2721 Y := Y + 16;
2722 end;
2724 if FSpectator then
2725 begin
2726 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2727 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2728 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2729 if FNoRespawn then
2730 begin
2731 e_TextureFontGetSize(gStdFont, cw, ch);
2732 s := _lc[I_PLAYER_SPECT4];
2733 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2734 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2735 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2736 end;
2738 end;
2739 end;
2741 procedure TPlayer.DrawRulez();
2742 var
2743 dr: Boolean;
2744 begin
2745 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2746 if FMegaRulez[MR_INVUL] >= gTime then
2747 begin
2748 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2749 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2750 else
2751 dr := True;
2753 if dr then
2754 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2755 191, 191, 191, 0, TBlending.Invert);
2756 end;
2758 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2759 if FMegaRulez[MR_SUIT] >= gTime then
2760 begin
2761 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2762 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2763 else
2764 dr := True;
2766 if dr then
2767 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2768 0, 96, 0, 200, TBlending.None);
2769 end;
2771 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2772 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2773 begin
2774 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2775 255, 0, 0, 200, TBlending.None);
2776 end;
2777 end;
2779 procedure TPlayer.DrawPain();
2780 var
2781 a, h: Integer;
2782 begin
2783 if FPain = 0 then Exit;
2785 a := FPain;
2787 if a < 15 then h := 0
2788 else if a < 35 then h := 1
2789 else if a < 55 then h := 2
2790 else if a < 75 then h := 3
2791 else if a < 95 then h := 4
2792 else h := 5;
2794 //if a > 255 then a := 255;
2796 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2797 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2798 end;
2800 procedure TPlayer.DrawPickup();
2801 var
2802 a, h: Integer;
2803 begin
2804 if FPickup = 0 then Exit;
2806 a := FPickup;
2808 if a < 15 then h := 1
2809 else if a < 35 then h := 2
2810 else if a < 55 then h := 3
2811 else if a < 75 then h := 4
2812 else h := 5;
2814 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2815 end;
2817 procedure TPlayer.DoPunch();
2818 var
2819 id: DWORD;
2820 st: String;
2821 begin
2822 if FPunchAnim <> nil then begin
2823 FPunchAnim.reset();
2824 FPunchAnim.Free;
2825 FPunchAnim := nil;
2826 end;
2827 st := 'FRAMES_PUNCH';
2828 if R_BERSERK in FRulez then
2829 st := st + '_BERSERK';
2830 if FKeys[KEY_UP].Pressed then
2831 st := st + '_UP'
2832 else if FKeys[KEY_DOWN].Pressed then
2833 st := st + '_DN';
2834 g_Frames_Get(id, st);
2835 FPunchAnim := TAnimation.Create(id, False, 1);
2836 end;
2838 procedure TPlayer.Fire();
2839 var
2840 f, DidFire: Boolean;
2841 wx, wy, xd, yd: Integer;
2842 locobj: TObj;
2843 begin
2844 if g_Game_IsClient then Exit;
2845 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2846 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2848 if FSpectator then
2849 begin
2850 Respawn(False);
2851 Exit;
2852 end;
2854 if FReloading[FCurrWeap] <> 0 then Exit;
2856 DidFire := False;
2858 f := False;
2859 wx := FObj.X+WEAPONPOINT[FDirection].X;
2860 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2861 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2862 yd := wy+firediry();
2864 case FCurrWeap of
2865 WEAPON_KASTET:
2866 begin
2867 DoPunch();
2868 if R_BERSERK in FRulez then
2869 begin
2870 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2871 locobj.X := FObj.X+FObj.Rect.X;
2872 locobj.Y := FObj.Y+FObj.Rect.Y;
2873 locobj.rect.X := 0;
2874 locobj.rect.Y := 0;
2875 locobj.rect.Width := 39;
2876 locobj.rect.Height := 52;
2877 locobj.Vel.X := (xd-wx) div 2;
2878 locobj.Vel.Y := (yd-wy) div 2;
2879 locobj.Accel.X := xd-wx;
2880 locobj.Accel.y := yd-wy;
2882 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2883 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2884 else
2885 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2887 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2888 end
2889 else
2890 begin
2891 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2892 end;
2894 DidFire := True;
2895 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2896 end;
2898 WEAPON_SAW:
2899 begin
2900 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2901 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2902 begin
2903 FSawSoundSelect.Stop();
2904 FSawSound.Stop();
2905 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2906 end
2907 else if not FSawSoundHit.IsPlaying() then
2908 begin
2909 FSawSoundSelect.Stop();
2910 FSawSound.PlayAt(FObj.X, FObj.Y);
2911 end;
2913 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2914 DidFire := True;
2915 f := True;
2916 end;
2918 WEAPON_PISTOL:
2919 if FAmmo[A_BULLETS] > 0 then
2920 begin
2921 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2922 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2923 Dec(FAmmo[A_BULLETS]);
2924 FFireAngle := FAngle;
2925 f := True;
2926 DidFire := True;
2927 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2928 GameVelX, GameVelY-2, SHELL_BULLET);
2929 end;
2931 WEAPON_SHOTGUN1:
2932 if FAmmo[A_SHELLS] > 0 then
2933 begin
2934 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2935 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2936 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2937 Dec(FAmmo[A_SHELLS]);
2938 FFireAngle := FAngle;
2939 f := True;
2940 DidFire := True;
2941 FShellTimer := 10;
2942 FShellType := SHELL_SHELL;
2943 end;
2945 WEAPON_SHOTGUN2:
2946 if FAmmo[A_SHELLS] >= 2 then
2947 begin
2948 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2949 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2950 Dec(FAmmo[A_SHELLS], 2);
2951 FFireAngle := FAngle;
2952 f := True;
2953 DidFire := True;
2954 FShellTimer := 13;
2955 FShellType := SHELL_DBLSHELL;
2956 end;
2958 WEAPON_CHAINGUN:
2959 if FAmmo[A_BULLETS] > 0 then
2960 begin
2961 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2962 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2963 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2964 Dec(FAmmo[A_BULLETS]);
2965 FFireAngle := FAngle;
2966 f := True;
2967 DidFire := True;
2968 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2969 GameVelX, GameVelY-2, SHELL_BULLET);
2970 end;
2972 WEAPON_ROCKETLAUNCHER:
2973 if FAmmo[A_ROCKETS] > 0 then
2974 begin
2975 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2976 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2977 Dec(FAmmo[A_ROCKETS]);
2978 FFireAngle := FAngle;
2979 f := True;
2980 DidFire := True;
2981 end;
2983 WEAPON_PLASMA:
2984 if FAmmo[A_CELLS] > 0 then
2985 begin
2986 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2987 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2988 Dec(FAmmo[A_CELLS]);
2989 FFireAngle := FAngle;
2990 f := True;
2991 DidFire := True;
2992 end;
2994 WEAPON_BFG:
2995 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2996 begin
2997 FBFGFireCounter := 17;
2998 if not FNoReload then
2999 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3000 Dec(FAmmo[A_CELLS], 40);
3001 DidFire := True;
3002 end;
3004 WEAPON_SUPERPULEMET:
3005 if FAmmo[A_SHELLS] > 0 then
3006 begin
3007 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3008 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3009 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3010 Dec(FAmmo[A_SHELLS]);
3011 FFireAngle := FAngle;
3012 f := True;
3013 DidFire := True;
3014 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3015 GameVelX, GameVelY-2, SHELL_SHELL);
3016 end;
3018 WEAPON_FLAMETHROWER:
3019 if FAmmo[A_FUEL] > 0 then
3020 begin
3021 g_Weapon_flame(wx, wy, xd, yd, FUID);
3022 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3023 Dec(FAmmo[A_FUEL]);
3024 FFireAngle := FAngle;
3025 f := True;
3026 DidFire := True;
3027 end;
3028 end;
3030 if g_Game_IsNet then
3031 begin
3032 if DidFire then
3033 begin
3034 if FCurrWeap <> WEAPON_BFG then
3035 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3036 else
3037 if not FNoReload then
3038 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3039 end;
3041 MH_SEND_PlayerStats(FUID);
3042 end;
3044 if not f then Exit;
3046 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3047 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3048 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3049 end;
3051 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3052 begin
3053 case Weapon of
3054 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3055 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3056 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3057 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3058 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3059 else Result := 0;
3060 end;
3061 end;
3063 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3064 begin
3065 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3066 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3067 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3068 end;
3070 procedure TPlayer.JetpackOn;
3071 begin
3072 FJetSoundFly.Stop;
3073 FJetSoundOff.Stop;
3074 FJetSoundOn.SetPosition(0);
3075 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3076 FlySmoke(8);
3077 end;
3079 procedure TPlayer.JetpackOff;
3080 begin
3081 FJetSoundFly.Stop;
3082 FJetSoundOn.Stop;
3083 FJetSoundOff.SetPosition(0);
3084 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3085 end;
3087 procedure TPlayer.CatchFire(Attacker: Word);
3088 begin
3089 FFireTime := 100;
3090 FFireAttacker := Attacker;
3091 if g_Game_IsNet and g_Game_IsServer then
3092 MH_SEND_PlayerStats(FUID);
3093 end;
3095 procedure TPlayer.Jump();
3096 begin
3097 if gFly or FJetpack then
3098 begin
3099 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3100 if FObj.Vel.Y > -VEL_FLY then
3101 FObj.Vel.Y := FObj.Vel.Y - 3;
3102 if FJetpack then
3103 begin
3104 if FJetFuel > 0 then
3105 Dec(FJetFuel);
3106 if (FJetFuel < 1) and g_Game_IsServer then
3107 begin
3108 FJetpack := False;
3109 JetpackOff;
3110 if g_Game_IsNet then
3111 MH_SEND_PlayerStats(FUID);
3112 end;
3113 end;
3114 Exit;
3115 end;
3117 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3118 if FGhost then
3119 FCanJetpack := False;
3121 // Ïðûãàåì èëè âñïëûâàåì:
3122 if (CollideLevel(0, 1) or
3123 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3124 PLAYER_RECT.Height-33, PANEL_STEP, False)
3125 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3126 begin
3127 FObj.Vel.Y := -VEL_JUMP;
3128 FCanJetpack := False;
3129 end
3130 else
3131 begin
3132 if BodyInLiquid(0, 0) then
3133 FObj.Vel.Y := -VEL_SW
3134 else if (FJetFuel > 0) and FCanJetpack and
3135 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3136 begin
3137 FJetpack := True;
3138 JetpackOn;
3139 if g_Game_IsNet then
3140 MH_SEND_PlayerStats(FUID);
3141 end;
3142 end;
3143 end;
3145 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3146 var
3147 a, i, k, ab, ar: Byte;
3148 s: String;
3149 mon: TMonster;
3150 plr: TPlayer;
3151 srv, netsrv: Boolean;
3152 DoFrags: Boolean;
3153 OldLR: Byte;
3154 KP: TPlayer;
3155 it: PItem;
3157 procedure PushItem(t: Byte);
3158 var
3159 id: DWORD;
3160 begin
3161 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3162 it := g_Items_ByIdx(id);
3163 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3164 begin
3165 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3166 (FObj.Vel.Y div 2)-Random(9));
3167 it.positionChanged(); // this updates spatial accelerators
3168 end
3169 else
3170 begin
3171 if KillType = K_HARDKILL then // -5..+5; -5..0
3172 begin
3173 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3174 (FObj.Vel.Y div 2)-Random(6));
3175 end
3176 else // -3..+3; -3..0
3177 begin
3178 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3179 (FObj.Vel.Y div 2)-Random(4));
3180 end;
3181 it.positionChanged(); // this updates spatial accelerators
3182 end;
3184 if g_Game_IsNet and g_Game_IsServer then
3185 MH_SEND_ItemSpawn(True, id);
3186 end;
3188 begin
3189 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3190 Srv := g_Game_IsServer;
3191 Netsrv := g_Game_IsServer and g_Game_IsNet;
3192 if Srv then FDeath := FDeath + 1;
3193 if FAlive then
3194 begin
3195 if FGhost then
3196 FGhost := False;
3197 if not FPhysics then
3198 FPhysics := True;
3199 FAlive := False;
3200 end;
3201 FShellTimer := -1;
3203 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3204 begin
3205 if FLives > 0 then FLives := FLives - 1;
3206 if FLives = 0 then FNoRespawn := True;
3207 end;
3209 // Íîìåð òèïà ñìåðòè:
3210 a := 1;
3211 case KillType of
3212 K_SIMPLEKILL: a := 1;
3213 K_HARDKILL: a := 2;
3214 K_EXTRAHARDKILL: a := 3;
3215 K_FALLKILL: a := 4;
3216 end;
3218 // Çâóê ñìåðòè:
3219 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3220 for i := 1 to 3 do
3221 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3222 Break;
3224 // Âðåìÿ ðåñïàóíà:
3225 if Srv then
3226 case KillType of
3227 K_SIMPLEKILL:
3228 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3229 K_HARDKILL:
3230 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3231 K_EXTRAHARDKILL, K_FALLKILL:
3232 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3233 end;
3235 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3236 case KillType of
3237 K_SIMPLEKILL:
3238 SetAction(A_DIE1);
3239 K_HARDKILL, K_EXTRAHARDKILL:
3240 SetAction(A_DIE2);
3241 end;
3243 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3244 if (KillType <> K_FALLKILL) and (Srv) then
3245 g_Monsters_killedp();
3247 if SpawnerUID = FUID then
3248 begin // Ñàìîóáèëñÿ
3249 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3250 begin
3251 Dec(FFrags);
3252 FLastFrag := 0;
3253 end;
3254 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3255 end
3256 else
3257 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3258 begin // Óáèò äðóãèì èãðîêîì
3259 KP := g_Player_Get(SpawnerUID);
3260 if (KP <> nil) and Srv then
3261 begin
3262 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3263 if SameTeam(FUID, SpawnerUID) then
3264 begin
3265 Dec(KP.FFrags);
3266 KP.FLastFrag := 0;
3267 end else
3268 begin
3269 Inc(KP.FFrags);
3270 KP.FragCombo();
3271 end;
3273 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3274 Inc(gTeamStat[KP.Team].Goals,
3275 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3277 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3278 end;
3280 plr := g_Player_Get(SpawnerUID);
3281 if plr = nil then
3282 s := '?'
3283 else
3284 s := plr.FName;
3286 case KillType of
3287 K_HARDKILL:
3288 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3289 [FName, s]),
3290 gShowKillMsg);
3291 K_EXTRAHARDKILL:
3292 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3293 [FName, s]),
3294 gShowKillMsg);
3295 else
3296 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3297 [FName, s]),
3298 gShowKillMsg);
3299 end;
3300 end
3301 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3302 begin // Óáèò ìîíñòðîì
3303 mon := g_Monsters_ByUID(SpawnerUID);
3304 if mon = nil then
3305 s := '?'
3306 else
3307 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3309 case KillType of
3310 K_HARDKILL:
3311 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3312 [FName, s]),
3313 gShowKillMsg);
3314 K_EXTRAHARDKILL:
3315 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3316 [FName, s]),
3317 gShowKillMsg);
3318 else
3319 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3320 [FName, s]),
3321 gShowKillMsg);
3322 end;
3323 end
3324 else // Îñîáûå òèïû ñìåðòè
3325 case t of
3326 HIT_DISCON: ;
3327 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3328 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3329 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3330 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3331 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3332 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3333 end;
3335 if Srv then
3336 begin
3337 // Âûáðîñ îðóæèÿ:
3338 for a := WP_FIRST to WP_LAST do
3339 if FWeapon[a] then
3340 begin
3341 case a of
3342 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3343 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3344 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3345 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3346 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3347 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3348 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3349 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3350 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3351 else i := 0;
3352 end;
3354 if i <> 0 then
3355 PushItem(i);
3356 end;
3358 // Âûáðîñ ðþêçàêà:
3359 if R_ITEM_BACKPACK in FRulez then
3360 PushItem(ITEM_AMMO_BACKPACK);
3362 // Âûáðîñ ðàêåòíîãî ðàíöà:
3363 if FJetFuel > 0 then
3364 PushItem(ITEM_JETPACK);
3366 // Âûáðîñ êëþ÷åé:
3367 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3368 begin
3369 if R_KEY_RED in FRulez then
3370 PushItem(ITEM_KEY_RED);
3372 if R_KEY_GREEN in FRulez then
3373 PushItem(ITEM_KEY_GREEN);
3375 if R_KEY_BLUE in FRulez then
3376 PushItem(ITEM_KEY_BLUE);
3377 end;
3379 // Âûáðîñ ôëàãà:
3380 DropFlag();
3381 end;
3383 g_Player_CreateCorpse(Self);
3385 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3386 (gLMSRespawn = LMS_RESPAWN_NONE) then
3387 begin
3388 a := 0;
3389 k := 0;
3390 ar := 0;
3391 ab := 0;
3392 for i := Low(gPlayers) to High(gPlayers) do
3393 begin
3394 if gPlayers[i] = nil then continue;
3395 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3396 begin
3397 Inc(a);
3398 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3399 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3400 k := i;
3401 end;
3402 end;
3404 OldLR := gLMSRespawn;
3405 if (gGameSettings.GameMode = GM_COOP) then
3406 begin
3407 if (a = 0) then
3408 begin
3409 // everyone is dead, restart the map
3410 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3411 if Netsrv then
3412 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3413 gLMSRespawn := LMS_RESPAWN_FINAL;
3414 gLMSRespawnTime := gTime + 5000;
3415 end
3416 else if (a = 1) then
3417 begin
3418 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3419 if (gPlayers[k] = gPlayer1) or
3420 (gPlayers[k] = gPlayer2) then
3421 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3422 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3423 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3424 end;
3425 end
3426 else if (gGameSettings.GameMode = GM_TDM) then
3427 begin
3428 if (ab = 0) and (ar <> 0) then
3429 begin
3430 // blu team ded
3431 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3432 if Netsrv then
3433 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3434 Inc(gTeamStat[TEAM_RED].Goals);
3435 gLMSRespawn := LMS_RESPAWN_FINAL;
3436 gLMSRespawnTime := gTime + 5000;
3437 end
3438 else if (ar = 0) and (ab <> 0) then
3439 begin
3440 // red team ded
3441 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3442 if Netsrv then
3443 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3444 Inc(gTeamStat[TEAM_BLUE].Goals);
3445 gLMSRespawn := LMS_RESPAWN_FINAL;
3446 gLMSRespawnTime := gTime + 5000;
3447 end
3448 else if (ar = 0) and (ab = 0) then
3449 begin
3450 // everyone ded
3451 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3452 if Netsrv then
3453 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3454 gLMSRespawn := LMS_RESPAWN_FINAL;
3455 gLMSRespawnTime := gTime + 5000;
3456 end;
3457 end
3458 else if (gGameSettings.GameMode = GM_DM) then
3459 begin
3460 if (a = 1) then
3461 begin
3462 if gPlayers[k] <> nil then
3463 with gPlayers[k] do
3464 begin
3465 // survivor is the winner
3466 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3467 if Netsrv then
3468 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3469 Inc(FFrags);
3470 end;
3471 gLMSRespawn := LMS_RESPAWN_FINAL;
3472 gLMSRespawnTime := gTime + 5000;
3473 end
3474 else if (a = 0) then
3475 begin
3476 // everyone is dead, restart the map
3477 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3478 if Netsrv then
3479 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3480 gLMSRespawn := LMS_RESPAWN_FINAL;
3481 gLMSRespawnTime := gTime + 5000;
3482 end;
3483 end;
3484 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3485 begin
3486 if NetMode = NET_SERVER then
3487 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3488 else
3489 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3490 end;
3491 end;
3493 if Netsrv then
3494 begin
3495 MH_SEND_PlayerStats(FUID);
3496 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3497 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3498 end;
3500 if srv and FNoRespawn then Spectate(True);
3501 FWantsInGame := True;
3502 end;
3504 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3505 begin
3506 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3507 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3508 end;
3510 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3511 begin
3512 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3513 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3514 end;
3516 procedure TPlayer.MakeBloodSimple(Count: Word);
3517 begin
3518 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3519 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3520 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3521 150, 0, 0);
3522 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3523 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3524 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3525 150, 0, 0);
3526 end;
3528 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3529 begin
3530 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3531 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3532 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3533 150, 0, 0);
3534 end;
3536 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3537 begin
3538 if g_Game_IsClient then Exit;
3539 if Weapon > High(FWeapon) then Exit;
3540 FNextWeap := FNextWeap or (1 shl Weapon);
3541 end;
3543 procedure TPlayer.resetWeaponQueue ();
3544 begin
3545 FNextWeap := 0;
3546 FNextWeapDelay := 0;
3547 end;
3549 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3550 begin
3551 result := false;
3552 case weapon of
3553 WEAPON_KASTET, WEAPON_SAW: result := true;
3554 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3555 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3556 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3557 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3558 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3559 else result := (weapon < length(FWeapon));
3560 end;
3561 end;
3563 // return 255 for "no switch"
3564 function TPlayer.getNextWeaponIndex (): Byte;
3565 var
3566 i: Word;
3567 wantThisWeapon: array[0..64] of Boolean;
3568 weaponOrder: array[0..64] of Integer; // value: index in `FWeapon`
3569 wwc: Integer = 0; //HACK!
3570 dir, cwi, rwidx, curlidx: Integer;
3572 function real2log (ridx: Integer): Integer;
3573 var
3574 f: Integer;
3575 begin
3576 if (ridx >= 0) then
3577 begin
3578 for f := 0 to 10 do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
3579 end;
3580 result := -1;
3581 end;
3583 begin
3584 result := 255; // default result: "no switch"
3586 // had weapon cycling on previous frame? remove that flag
3587 if (FNextWeap and $2000) <> 0 then
3588 begin
3589 FNextWeap := FNextWeap and $1FFF;
3590 FNextWeapDelay := 0;
3591 end;
3593 // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
3594 // priorities:
3595 // bfg, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
3596 weaponOrder[0] := WEAPON_BFG;
3597 weaponOrder[1] := WEAPON_PLASMA;
3598 weaponOrder[2] := WEAPON_FLAMETHROWER;
3599 weaponOrder[3] := WEAPON_SHOTGUN2;
3600 weaponOrder[4] := WEAPON_CHAINGUN;
3601 weaponOrder[5] := WEAPON_SHOTGUN1;
3602 weaponOrder[6] := WEAPON_PISTOL;
3603 weaponOrder[7] := WEAPON_KASTET;
3604 weaponOrder[8] := WEAPON_SAW;
3605 weaponOrder[9] := WEAPON_KASTET;
3606 weaponOrder[10] := WEAPON_SUPERPULEMET;
3608 if (R_BERSERK in FRulez) then weaponOrder[9] := -1 else weaponOrder[7] := -1;
3610 (*
3611 WEAPON_KASTET = 0;
3612 WEAPON_SAW = 1;
3613 WEAPON_PISTOL = 2;
3614 WEAPON_SHOTGUN1 = 3;
3615 WEAPON_SHOTGUN2 = 4;
3616 WEAPON_CHAINGUN = 5;
3617 WEAPON_ROCKETLAUNCHER = 6;
3618 WEAPON_PLASMA = 7;
3619 WEAPON_BFG = 8;
3620 WEAPON_SUPERPULEMET = 9;
3621 WEAPON_FLAMETHROWER = 10;
3622 *)
3624 // cycling has priority
3625 if (FNextWeap and $C000) <> 0 then
3626 begin
3627 if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; // should be reversed if we want "priority-driven cycling"
3628 FNextWeap := FNextWeap or $2000; // we need this
3629 if FNextWeapDelay > 0 then exit; // cooldown time
3630 //cwi := real2log(FCurrWeap);
3631 //if (cwi < 0) then cwi := 0;
3632 cwi := FCurrWeap;
3633 for i := 0 to High(FWeapon) do
3634 begin
3635 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3636 //rwidx := weaponOrder[cwi];
3637 rwidx := cwi; // sorry
3638 if (rwidx < 0) then continue;
3639 if FWeapon[rwidx] then
3640 begin
3641 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
3642 result := Byte(rwidx);
3643 FNextWeapDelay := 10;
3644 exit;
3645 end;
3646 end;
3647 resetWeaponQueue();
3648 exit;
3649 end;
3651 // no cycling
3652 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3653 for i := 0 to High(FWeapon) do
3654 begin
3655 if (FNextWeap and (1 shl i)) <> 0 then
3656 begin
3657 cwi := real2log(i);
3658 if (cwi >= 0) then wantThisWeapon[cwi] := true;
3659 Inc(wwc);
3660 end;
3661 end;
3663 // slow down alterations a little
3664 if (wwc > 1) then
3665 begin
3666 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3667 // more than one weapon requested, assume "alteration", and check alteration delay
3668 if FNextWeapDelay > 0 then
3669 begin
3670 FNextWeap := 0;
3671 exit;
3672 end; // yeah
3673 end;
3675 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3676 // but clear all counters if no weapon should be switched
3677 if (wwc < 1) then
3678 begin
3679 resetWeaponQueue();
3680 exit;
3681 end;
3682 //e_WriteLog(Format('wwc=%d', [wwc]), TMsgType.Warning);
3684 // exclude currently selected weapon from the set
3685 curlidx := real2log(FCurrWeap);
3686 //e_WriteLog(Format('FCurrWeap=%d; curlidx=%d', [FCurrWeap, curlidx]), TMsgType.Warning);
3687 //if (curlidx >= 0) then wantThisWeapon[curlidx] := false;
3688 //if (wwc = 2) then begin Dec(wwc); end; // easy case: switch between two weapons
3690 // find next weapon to switch onto
3691 cwi := curlidx;
3692 for i := 0 to High(FWeapon) do
3693 begin
3694 cwi := (cwi+length(FWeapon)+1) mod length(FWeapon);
3695 if (cwi = curlidx) then continue; // skip current weapon
3696 if not wantThisWeapon[cwi] then continue;
3697 rwidx := weaponOrder[cwi];
3698 if (rwidx < 0) then continue;
3699 //e_WriteLog(Format(' trying logical %d (real %d)', [cwi, rwidx]), TMsgType.Warning);
3700 if FWeapon[cwi] and ((wwc = 1) or hasAmmoForWeapon(cwi)) then
3701 begin
3702 // i found her!
3703 result := Byte(rwidx);
3704 resetWeaponQueue();
3705 FNextWeapDelay := 10; // anyway, 'cause why not
3706 exit;
3707 end;
3708 end;
3710 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3711 resetWeaponQueue();
3712 end;
3714 procedure TPlayer.RealizeCurrentWeapon();
3715 function switchAllowed (): Boolean;
3716 var
3717 i: Byte;
3718 begin
3719 result := false;
3720 if FBFGFireCounter <> -1 then
3721 exit;
3722 if FTime[T_SWITCH] > gTime then
3723 exit;
3724 for i := WP_FIRST to WP_LAST do
3725 if FReloading[i] > 0 then
3726 exit;
3727 result := true;
3728 end;
3730 var
3731 nw: Byte;
3732 begin
3733 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3734 //FNextWeap := FNextWeap and $1FFF;
3735 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3737 if not switchAllowed then
3738 begin
3739 //HACK for weapon cycling
3740 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3741 exit;
3742 end;
3744 nw := getNextWeaponIndex();
3745 if nw = 255 then exit; // don't reset anything here
3746 if nw > High(FWeapon) then
3747 begin
3748 // don't forget to reset queue here!
3749 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3750 resetWeaponQueue();
3751 exit;
3752 end;
3754 if FWeapon[nw] then
3755 begin
3756 FCurrWeap := nw;
3757 FTime[T_SWITCH] := gTime+156;
3758 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3759 FModel.SetWeapon(FCurrWeap);
3760 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3761 end;
3762 end;
3764 procedure TPlayer.NextWeapon();
3765 begin
3766 if g_Game_IsClient then Exit;
3767 FNextWeap := $8000;
3768 end;
3770 procedure TPlayer.PrevWeapon();
3771 begin
3772 if g_Game_IsClient then Exit;
3773 FNextWeap := $4000;
3774 end;
3776 procedure TPlayer.SetWeapon(W: Byte);
3777 begin
3778 if FCurrWeap <> W then
3779 if W = WEAPON_SAW then
3780 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3782 FCurrWeap := W;
3783 FModel.SetWeapon(CurrWeap);
3784 resetWeaponQueue();
3785 end;
3787 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3789 function allowBerserkSwitching (): Boolean;
3790 begin
3791 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3792 result := true;
3793 if gBerserkAutoswitch then exit;
3794 if not conIsCheatsEnabled then exit;
3795 result := false;
3796 end;
3798 var
3799 a: Boolean;
3800 begin
3801 Result := False;
3802 if g_Game_IsClient then Exit;
3804 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3805 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3806 remove := not a;
3808 case ItemType of
3809 ITEM_MEDKIT_SMALL:
3810 if FHealth < PLAYER_HP_SOFT then
3811 begin
3812 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3813 Result := True;
3814 remove := True;
3815 FFireTime := 0;
3816 if gFlash = 2 then Inc(FPickup, 5);
3817 end;
3819 ITEM_MEDKIT_LARGE:
3820 if FHealth < PLAYER_HP_SOFT then
3821 begin
3822 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3823 Result := True;
3824 remove := True;
3825 FFireTime := 0;
3826 if gFlash = 2 then Inc(FPickup, 5);
3827 end;
3829 ITEM_ARMOR_GREEN:
3830 if FArmor < PLAYER_AP_SOFT then
3831 begin
3832 FArmor := PLAYER_AP_SOFT;
3833 Result := True;
3834 remove := True;
3835 if gFlash = 2 then Inc(FPickup, 5);
3836 end;
3838 ITEM_ARMOR_BLUE:
3839 if FArmor < PLAYER_AP_LIMIT then
3840 begin
3841 FArmor := PLAYER_AP_LIMIT;
3842 Result := True;
3843 remove := True;
3844 if gFlash = 2 then Inc(FPickup, 5);
3845 end;
3847 ITEM_SPHERE_BLUE:
3848 if FHealth < PLAYER_HP_LIMIT then
3849 begin
3850 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3851 Result := True;
3852 remove := True;
3853 FFireTime := 0;
3854 if gFlash = 2 then Inc(FPickup, 5);
3855 end;
3857 ITEM_SPHERE_WHITE:
3858 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3859 begin
3860 if FHealth < PLAYER_HP_LIMIT then
3861 FHealth := PLAYER_HP_LIMIT;
3862 if FArmor < PLAYER_AP_LIMIT then
3863 FArmor := PLAYER_AP_LIMIT;
3864 Result := True;
3865 remove := True;
3866 FFireTime := 0;
3867 if gFlash = 2 then Inc(FPickup, 5);
3868 end;
3870 ITEM_WEAPON_SAW:
3871 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3872 begin
3873 FWeapon[WEAPON_SAW] := True;
3874 Result := True;
3875 if gFlash = 2 then Inc(FPickup, 5);
3876 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3877 end;
3879 ITEM_WEAPON_SHOTGUN1:
3880 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3881 begin
3882 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3883 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3885 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3886 FWeapon[WEAPON_SHOTGUN1] := True;
3887 Result := True;
3888 if gFlash = 2 then Inc(FPickup, 5);
3889 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3890 end;
3892 ITEM_WEAPON_SHOTGUN2:
3893 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3894 begin
3895 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3897 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3898 FWeapon[WEAPON_SHOTGUN2] := True;
3899 Result := True;
3900 if gFlash = 2 then Inc(FPickup, 5);
3901 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3902 end;
3904 ITEM_WEAPON_CHAINGUN:
3905 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3906 begin
3907 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3909 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3910 FWeapon[WEAPON_CHAINGUN] := True;
3911 Result := True;
3912 if gFlash = 2 then Inc(FPickup, 5);
3913 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3914 end;
3916 ITEM_WEAPON_ROCKETLAUNCHER:
3917 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3918 begin
3919 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3921 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3922 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3923 Result := True;
3924 if gFlash = 2 then Inc(FPickup, 5);
3925 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3926 end;
3928 ITEM_WEAPON_PLASMA:
3929 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3930 begin
3931 if a and FWeapon[WEAPON_PLASMA] then Exit;
3933 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3934 FWeapon[WEAPON_PLASMA] := True;
3935 Result := True;
3936 if gFlash = 2 then Inc(FPickup, 5);
3937 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3938 end;
3940 ITEM_WEAPON_BFG:
3941 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3942 begin
3943 if a and FWeapon[WEAPON_BFG] then Exit;
3945 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3946 FWeapon[WEAPON_BFG] := True;
3947 Result := True;
3948 if gFlash = 2 then Inc(FPickup, 5);
3949 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3950 end;
3952 ITEM_WEAPON_SUPERPULEMET:
3953 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3954 begin
3955 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3957 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3958 FWeapon[WEAPON_SUPERPULEMET] := True;
3959 Result := True;
3960 if gFlash = 2 then Inc(FPickup, 5);
3961 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3962 end;
3964 ITEM_WEAPON_FLAMETHROWER:
3965 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3966 begin
3967 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3969 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3970 FWeapon[WEAPON_FLAMETHROWER] := True;
3971 Result := True;
3972 if gFlash = 2 then Inc(FPickup, 5);
3973 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3974 end;
3976 ITEM_AMMO_BULLETS:
3977 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3978 begin
3979 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3980 Result := True;
3981 remove := True;
3982 if gFlash = 2 then Inc(FPickup, 5);
3983 end;
3985 ITEM_AMMO_BULLETS_BOX:
3986 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3987 begin
3988 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3989 Result := True;
3990 remove := True;
3991 if gFlash = 2 then Inc(FPickup, 5);
3992 end;
3994 ITEM_AMMO_SHELLS:
3995 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3996 begin
3997 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3998 Result := True;
3999 remove := True;
4000 if gFlash = 2 then Inc(FPickup, 5);
4001 end;
4003 ITEM_AMMO_SHELLS_BOX:
4004 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4005 begin
4006 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4007 Result := True;
4008 remove := True;
4009 if gFlash = 2 then Inc(FPickup, 5);
4010 end;
4012 ITEM_AMMO_ROCKET:
4013 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4014 begin
4015 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4016 Result := True;
4017 remove := True;
4018 if gFlash = 2 then Inc(FPickup, 5);
4019 end;
4021 ITEM_AMMO_ROCKET_BOX:
4022 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4023 begin
4024 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4025 Result := True;
4026 remove := True;
4027 if gFlash = 2 then Inc(FPickup, 5);
4028 end;
4030 ITEM_AMMO_CELL:
4031 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4032 begin
4033 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4034 Result := True;
4035 remove := True;
4036 if gFlash = 2 then Inc(FPickup, 5);
4037 end;
4039 ITEM_AMMO_CELL_BIG:
4040 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4041 begin
4042 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4043 Result := True;
4044 remove := True;
4045 if gFlash = 2 then Inc(FPickup, 5);
4046 end;
4048 ITEM_AMMO_FUELCAN:
4049 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4050 begin
4051 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4052 Result := True;
4053 remove := True;
4054 if gFlash = 2 then Inc(FPickup, 5);
4055 end;
4057 ITEM_AMMO_BACKPACK:
4058 if not(R_ITEM_BACKPACK in FRulez) or
4059 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4060 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4061 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4062 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4063 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
4064 begin
4065 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4066 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4067 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4068 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4069 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4071 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4072 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4073 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4074 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4075 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4076 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4077 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4078 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4080 FRulez := FRulez + [R_ITEM_BACKPACK];
4081 Result := True;
4082 remove := True;
4083 if gFlash = 2 then Inc(FPickup, 5);
4084 end;
4086 ITEM_KEY_RED:
4087 if not(R_KEY_RED in FRulez) then
4088 begin
4089 Include(FRulez, R_KEY_RED);
4090 Result := True;
4091 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4092 if gFlash = 2 then Inc(FPickup, 5);
4093 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4094 end;
4096 ITEM_KEY_GREEN:
4097 if not(R_KEY_GREEN in FRulez) then
4098 begin
4099 Include(FRulez, R_KEY_GREEN);
4100 Result := True;
4101 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4102 if gFlash = 2 then Inc(FPickup, 5);
4103 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4104 end;
4106 ITEM_KEY_BLUE:
4107 if not(R_KEY_BLUE in FRulez) then
4108 begin
4109 Include(FRulez, R_KEY_BLUE);
4110 Result := True;
4111 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4112 if gFlash = 2 then Inc(FPickup, 5);
4113 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4114 end;
4116 ITEM_SUIT:
4117 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4118 begin
4119 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4120 Result := True;
4121 remove := True;
4122 FFireTime := 0;
4123 if gFlash = 2 then Inc(FPickup, 5);
4124 end;
4126 ITEM_OXYGEN:
4127 if FAir < AIR_MAX then
4128 begin
4129 FAir := AIR_MAX;
4130 Result := True;
4131 remove := True;
4132 if gFlash = 2 then Inc(FPickup, 5);
4133 end;
4135 ITEM_MEDKIT_BLACK:
4136 begin
4137 if not (R_BERSERK in FRulez) then
4138 begin
4139 Include(FRulez, R_BERSERK);
4140 if allowBerserkSwitching then
4141 begin
4142 FCurrWeap := WEAPON_KASTET;
4143 resetWeaponQueue();
4144 FModel.SetWeapon(WEAPON_KASTET);
4145 end;
4146 if gFlash <> 0 then
4147 begin
4148 Inc(FPain, 100);
4149 if gFlash = 2 then Inc(FPickup, 5);
4150 end;
4151 FBerserk := gTime+30000;
4152 Result := True;
4153 remove := True;
4154 FFireTime := 0;
4155 end;
4156 if FHealth < PLAYER_HP_SOFT then
4157 begin
4158 FHealth := PLAYER_HP_SOFT;
4159 FBerserk := gTime+30000;
4160 Result := True;
4161 remove := True;
4162 FFireTime := 0;
4163 end;
4164 end;
4166 ITEM_INVUL:
4167 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4168 begin
4169 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4170 Result := True;
4171 remove := True;
4172 if gFlash = 2 then Inc(FPickup, 5);
4173 end;
4175 ITEM_BOTTLE:
4176 if FHealth < PLAYER_HP_LIMIT then
4177 begin
4178 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4179 Result := True;
4180 remove := True;
4181 FFireTime := 0;
4182 if gFlash = 2 then Inc(FPickup, 5);
4183 end;
4185 ITEM_HELMET:
4186 if FArmor < PLAYER_AP_LIMIT then
4187 begin
4188 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4189 Result := True;
4190 remove := True;
4191 if gFlash = 2 then Inc(FPickup, 5);
4192 end;
4194 ITEM_JETPACK:
4195 if FJetFuel < JET_MAX then
4196 begin
4197 FJetFuel := JET_MAX;
4198 Result := True;
4199 remove := True;
4200 if gFlash = 2 then Inc(FPickup, 5);
4201 end;
4203 ITEM_INVIS:
4204 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4205 begin
4206 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4207 Result := True;
4208 remove := True;
4209 if gFlash = 2 then Inc(FPickup, 5);
4210 end;
4211 end;
4212 end;
4214 procedure TPlayer.Touch();
4215 begin
4216 if not FAlive then
4217 Exit;
4218 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4219 if FIamBot then
4220 begin
4221 // Áðîñèòü ôëàã òîâàðèùó:
4222 if gGameSettings.GameMode = GM_CTF then
4223 DropFlag();
4224 end;
4225 end;
4227 procedure TPlayer.Push(vx, vy: Integer);
4228 begin
4229 if (not FPhysics) and FGhost then
4230 Exit;
4231 FObj.Accel.X := FObj.Accel.X + vx;
4232 FObj.Accel.Y := FObj.Accel.Y + vy;
4233 if g_Game_IsNet and g_Game_IsServer then
4234 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4235 end;
4237 procedure TPlayer.Reset(Force: Boolean);
4238 begin
4239 if Force then
4240 FAlive := False;
4242 FSpawned := False;
4243 FTime[T_RESPAWN] := 0;
4244 FTime[T_FLAGCAP] := 0;
4245 FGodMode := False;
4246 FNoTarget := False;
4247 FNoReload := False;
4248 FFrags := 0;
4249 FLastFrag := 0;
4250 FComboEvnt := -1;
4251 FKills := 0;
4252 FMonsterKills := 0;
4253 FDeath := 0;
4254 FSecrets := 0;
4255 if FNoRespawn then
4256 begin
4257 FSpectator := False;
4258 FGhost := False;
4259 FPhysics := True;
4260 FSpectatePlayer := -1;
4261 FNoRespawn := False;
4262 end;
4263 FLives := gGameSettings.MaxLives;
4265 SetFlag(FLAG_NONE);
4266 end;
4268 procedure TPlayer.SoftReset();
4269 begin
4270 ReleaseKeys();
4272 FDamageBuffer := 0;
4273 FIncCam := 0;
4274 FBFGFireCounter := -1;
4275 FShellTimer := -1;
4276 FPain := 0;
4277 FLastHit := 0;
4278 FLastFrag := 0;
4279 FComboEvnt := -1;
4281 SetFlag(FLAG_NONE);
4282 SetAction(A_STAND, True);
4283 end;
4285 function TPlayer.GetRespawnPoint(): Byte;
4286 var
4287 c: Byte;
4288 begin
4289 Result := 255;
4290 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4292 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4293 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4294 begin
4295 if (Self = gPlayer1) or (Self = gPlayer2) then
4296 begin
4297 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4298 if Self = gPlayer1 then
4299 c := RESPAWNPOINT_PLAYER1
4300 else
4301 c := RESPAWNPOINT_PLAYER2;
4302 if g_Map_GetPointCount(c) > 0 then
4303 begin
4304 Result := c;
4305 Exit;
4306 end;
4308 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4309 if Self = gPlayer1 then
4310 c := RESPAWNPOINT_PLAYER2
4311 else
4312 c := RESPAWNPOINT_PLAYER1;
4313 if g_Map_GetPointCount(c) > 0 then
4314 begin
4315 Result := c;
4316 Exit;
4317 end;
4318 end else
4319 begin
4320 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4321 if Random(2) = 0 then
4322 c := RESPAWNPOINT_PLAYER1
4323 else
4324 c := RESPAWNPOINT_PLAYER2;
4325 if g_Map_GetPointCount(c) > 0 then
4326 begin
4327 Result := c;
4328 Exit;
4329 end;
4330 end;
4332 // Òî÷êà ëþáîé èç êîìàíä
4333 if Random(2) = 0 then
4334 c := RESPAWNPOINT_RED
4335 else
4336 c := RESPAWNPOINT_BLUE;
4337 if g_Map_GetPointCount(c) > 0 then
4338 begin
4339 Result := c;
4340 Exit;
4341 end;
4343 // Òî÷êà DM
4344 c := RESPAWNPOINT_DM;
4345 if g_Map_GetPointCount(c) > 0 then
4346 begin
4347 Result := c;
4348 Exit;
4349 end;
4350 end;
4352 // Ìÿñîïîâàë
4353 if gGameSettings.GameMode = GM_DM then
4354 begin
4355 // Òî÷êà DM
4356 c := RESPAWNPOINT_DM;
4357 if g_Map_GetPointCount(c) > 0 then
4358 begin
4359 Result := c;
4360 Exit;
4361 end;
4363 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4364 if Random(2) = 0 then
4365 c := RESPAWNPOINT_PLAYER1
4366 else
4367 c := RESPAWNPOINT_PLAYER2;
4368 if g_Map_GetPointCount(c) > 0 then
4369 begin
4370 Result := c;
4371 Exit;
4372 end;
4374 // Òî÷êà ëþáîé èç êîìàíä
4375 if Random(2) = 0 then
4376 c := RESPAWNPOINT_RED
4377 else
4378 c := RESPAWNPOINT_BLUE;
4379 if g_Map_GetPointCount(c) > 0 then
4380 begin
4381 Result := c;
4382 Exit;
4383 end;
4384 end;
4386 // Êîìàíäíûå
4387 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4388 begin
4389 // Òî÷êà ñâîåé êîìàíäû
4390 c := RESPAWNPOINT_DM;
4391 if FTeam = TEAM_RED then
4392 c := RESPAWNPOINT_RED;
4393 if FTeam = TEAM_BLUE then
4394 c := RESPAWNPOINT_BLUE;
4395 if g_Map_GetPointCount(c) > 0 then
4396 begin
4397 Result := c;
4398 Exit;
4399 end;
4401 // Òî÷êà DM
4402 c := RESPAWNPOINT_DM;
4403 if g_Map_GetPointCount(c) > 0 then
4404 begin
4405 Result := c;
4406 Exit;
4407 end;
4409 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4410 if Random(2) = 0 then
4411 c := RESPAWNPOINT_PLAYER1
4412 else
4413 c := RESPAWNPOINT_PLAYER2;
4414 if g_Map_GetPointCount(c) > 0 then
4415 begin
4416 Result := c;
4417 Exit;
4418 end;
4420 // Òî÷êà äðóãîé êîìàíäû
4421 c := RESPAWNPOINT_DM;
4422 if FTeam = TEAM_RED then
4423 c := RESPAWNPOINT_BLUE;
4424 if FTeam = TEAM_BLUE then
4425 c := RESPAWNPOINT_RED;
4426 if g_Map_GetPointCount(c) > 0 then
4427 begin
4428 Result := c;
4429 Exit;
4430 end;
4431 end;
4432 end;
4434 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4435 var
4436 RespawnPoint: TRespawnPoint;
4437 a, b, c: Byte;
4438 Anim: TAnimation;
4439 ID: DWORD;
4440 begin
4441 FIncCam := 0;
4442 FBFGFireCounter := -1;
4443 FShellTimer := -1;
4444 FPain := 0;
4445 FLastHit := 0;
4447 if not g_Game_IsServer then
4448 Exit;
4449 if FDummy then
4450 Exit;
4451 FWantsInGame := True;
4452 FJustTeleported := True;
4453 if Force then
4454 begin
4455 FTime[T_RESPAWN] := 0;
4456 FAlive := False;
4457 end;
4458 FNetTime := 0;
4459 // if server changes MaxLives we gotta be ready
4460 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4462 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4463 if FTime[T_RESPAWN] > gTime then
4464 Exit;
4466 // Ïðîñðàë âñå æèçíè:
4467 if FNoRespawn then
4468 begin
4469 if not FSpectator then Spectate(True);
4470 FWantsInGame := True;
4471 Exit;
4472 end;
4474 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4475 begin // "Ñâîÿ èãðà"
4476 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4477 FRulez := FRulez-[R_BERSERK];
4478 end
4479 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4480 begin
4481 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4482 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4483 end;
4485 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4486 c := GetRespawnPoint();
4488 ReleaseKeys();
4489 SetFlag(FLAG_NONE);
4491 // Âîñêðåøåíèå áåç îðóæèÿ:
4492 if not FAlive then
4493 begin
4494 FHealth := PLAYER_HP_SOFT;
4495 FArmor := 0;
4496 FAlive := True;
4497 FAir := AIR_DEF;
4498 FJetFuel := 0;
4500 for a := WP_FIRST to WP_LAST do
4501 begin
4502 FWeapon[a] := False;
4503 FReloading[a] := 0;
4504 end;
4506 FWeapon[WEAPON_PISTOL] := True;
4507 FWeapon[WEAPON_KASTET] := True;
4508 FCurrWeap := WEAPON_PISTOL;
4509 resetWeaponQueue();
4511 FModel.SetWeapon(FCurrWeap);
4513 for b := A_BULLETS to A_HIGH do
4514 FAmmo[b] := 0;
4516 FAmmo[A_BULLETS] := 50;
4518 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4519 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4520 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4521 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4522 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4524 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4525 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4526 else
4527 FRulez := [];
4528 end;
4530 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4531 if not g_Map_GetPoint(c, RespawnPoint) then
4532 begin
4533 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4534 Exit;
4535 end;
4537 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4538 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4539 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4540 FObj.Vel.X := 0;
4541 FObj.Vel.Y := 0;
4542 FObj.Accel.X := 0;
4543 FObj.Accel.Y := 0;
4545 FDirection := RespawnPoint.Direction;
4546 if FDirection = TDirection.D_LEFT then
4547 FAngle := 180
4548 else
4549 FAngle := 0;
4551 SetAction(A_STAND, True);
4552 FModel.Direction := FDirection;
4554 for a := Low(FTime) to High(FTime) do
4555 FTime[a] := 0;
4557 for a := Low(FMegaRulez) to High(FMegaRulez) do
4558 FMegaRulez[a] := 0;
4560 FDamageBuffer := 0;
4561 FJetpack := False;
4562 FCanJetpack := False;
4563 FFireTime := 0;
4564 FFirePainTime := 0;
4565 FFireAttacker := 0;
4567 // Àíèìàöèÿ âîçðîæäåíèÿ:
4568 if (not gLoadGameMode) and (not Silent) then
4569 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4570 begin
4571 Anim := TAnimation.Create(ID, False, 3);
4572 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4573 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4574 Anim.Free();
4575 end;
4577 FSpectator := False;
4578 FGhost := False;
4579 FPhysics := True;
4580 FSpectatePlayer := -1;
4581 FSpawned := True;
4583 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4584 gPlayer1 := self;
4585 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4586 gPlayer2 := self;
4588 if g_Game_IsNet then
4589 begin
4590 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4591 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4592 if not Silent then
4593 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4594 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4595 0, NET_GFX_TELE);
4596 end;
4597 end;
4599 procedure TPlayer.Spectate(NoMove: Boolean = False);
4600 begin
4601 if FAlive then
4602 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4603 else if (not NoMove) then
4604 begin
4605 GameX := gMapInfo.Width div 2;
4606 GameY := gMapInfo.Height div 2;
4607 end;
4608 FXTo := GameX;
4609 FYTo := GameY;
4611 FAlive := False;
4612 FSpectator := True;
4613 FGhost := True;
4614 FPhysics := False;
4615 FWantsInGame := False;
4616 FSpawned := False;
4618 if FNoRespawn then
4619 begin
4620 if Self = gPlayer1 then
4621 begin
4622 gLMSPID1 := FUID;
4623 gPlayer1 := nil;
4624 end;
4625 if Self = gPlayer2 then
4626 begin
4627 gLMSPID2 := FUID;
4628 gPlayer2 := nil;
4629 end;
4630 end;
4632 if g_Game_IsNet then
4633 MH_SEND_PlayerStats(FUID);
4634 end;
4636 procedure TPlayer.SwitchNoClip;
4637 begin
4638 if not FAlive then
4639 Exit;
4640 FGhost := not FGhost;
4641 FPhysics := not FGhost;
4642 if FGhost then
4643 begin
4644 FXTo := FObj.X;
4645 FYTo := FObj.Y;
4646 end else
4647 begin
4648 FObj.Accel.X := 0;
4649 FObj.Accel.Y := 0;
4650 end;
4651 end;
4653 procedure TPlayer.Run(Direction: TDirection);
4654 var
4655 a, b: Integer;
4656 begin
4657 if MAX_RUNVEL > 8 then
4658 FlySmoke();
4660 // Áåæèì:
4661 if Direction = TDirection.D_LEFT then
4662 begin
4663 if FObj.Vel.X > -MAX_RUNVEL then
4664 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4665 end
4666 else
4667 if FObj.Vel.X < MAX_RUNVEL then
4668 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4670 // Âîçìîæíî, ïèíàåì êóñêè:
4671 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4672 begin
4673 b := Abs(FObj.Vel.X);
4674 if b > 1 then b := b * (Random(8 div b) + 1);
4675 for a := 0 to High(gGibs) do
4676 begin
4677 if gGibs[a].alive and
4678 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4679 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4680 begin
4681 // Ïèíàåì êóñêè
4682 if FObj.Vel.X < 0 then
4683 begin
4684 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4685 end
4686 else
4687 begin
4688 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4689 end;
4690 gGibs[a].positionChanged(); // this updates spatial accelerators
4691 end;
4692 end;
4693 end;
4695 SetAction(A_WALK);
4696 end;
4698 procedure TPlayer.SeeDown();
4699 begin
4700 SetAction(A_SEEDOWN);
4702 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4704 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4705 end;
4707 procedure TPlayer.SeeUp();
4708 begin
4709 SetAction(A_SEEUP);
4711 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4713 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4714 end;
4716 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4717 var
4718 Prior: Byte;
4719 begin
4720 case Action of
4721 A_WALK: Prior := 3;
4722 A_DIE1: Prior := 5;
4723 A_DIE2: Prior := 5;
4724 A_ATTACK: Prior := 2;
4725 A_SEEUP: Prior := 1;
4726 A_SEEDOWN: Prior := 1;
4727 A_ATTACKUP: Prior := 2;
4728 A_ATTACKDOWN: Prior := 2;
4729 A_PAIN: Prior := 4;
4730 else Prior := 0;
4731 end;
4733 if (Prior > FActionPrior) or Force then
4734 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4735 begin
4736 FActionPrior := Prior;
4737 FActionAnim := Action;
4738 FActionForce := Force;
4739 FActionChanged := True;
4740 end;
4742 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4743 end;
4745 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4746 begin
4747 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4748 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4749 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4750 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4751 end;
4753 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4754 var
4755 Anim: TAnimation;
4756 ID: DWORD;
4757 begin
4758 Result := False;
4760 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4761 begin
4762 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4763 if g_Game_IsServer and g_Game_IsNet then
4764 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4765 Exit;
4766 end;
4768 FJustTeleported := True;
4770 Anim := nil;
4771 if not silent then
4772 begin
4773 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4774 begin
4775 Anim := TAnimation.Create(ID, False, 3);
4776 end;
4778 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4779 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4780 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4781 if g_Game_IsServer and g_Game_IsNet then
4782 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4783 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4784 NET_GFX_TELE);
4785 end;
4787 FObj.X := X-PLAYER_RECT.X;
4788 FObj.Y := Y-PLAYER_RECT.Y;
4789 if FAlive and FGhost then
4790 begin
4791 FXTo := FObj.X;
4792 FYTo := FObj.Y;
4793 end;
4795 if not g_Game_IsNet then
4796 begin
4797 if dir = 1 then
4798 begin
4799 SetDirection(TDirection.D_LEFT);
4800 FAngle := 180;
4801 end
4802 else
4803 if dir = 2 then
4804 begin
4805 SetDirection(TDirection.D_RIGHT);
4806 FAngle := 0;
4807 end
4808 else
4809 if dir = 3 then
4810 begin // îáðàòíîå
4811 if FDirection = TDirection.D_RIGHT then
4812 begin
4813 SetDirection(TDirection.D_LEFT);
4814 FAngle := 180;
4815 end
4816 else
4817 begin
4818 SetDirection(TDirection.D_RIGHT);
4819 FAngle := 0;
4820 end;
4821 end;
4822 end;
4824 if not silent and (Anim <> nil) then
4825 begin
4826 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4827 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4828 Anim.Free();
4830 if g_Game_IsServer and g_Game_IsNet then
4831 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4832 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4833 NET_GFX_TELE);
4834 end;
4836 Result := True;
4837 end;
4839 function nonz(a: Single): Single;
4840 begin
4841 if a <> 0 then
4842 Result := a
4843 else
4844 Result := 1;
4845 end;
4847 function TPlayer.followCorpse(): Boolean;
4848 var
4849 i: Integer;
4850 begin
4851 Result := False;
4852 if FAlive or FSpectator then
4853 Exit;
4854 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4855 Exit;
4856 for i := 0 to High(gCorpses) do
4857 if gCorpses[i] <> nil then
4858 if gCorpses[i].FPlayerUID = FUID then
4859 begin
4860 Result := True;
4861 FObj.X := gCorpses[i].FObj.X;
4862 FObj.Y := gCorpses[i].FObj.Y;
4863 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
4864 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
4865 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
4866 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
4867 break;
4868 end;
4869 end;
4871 procedure TPlayer.Update();
4872 var
4873 b: Byte;
4874 i, ii, wx, wy, xd, yd, k: Integer;
4875 blockmon, headwater, dospawn: Boolean;
4876 NetServer: Boolean;
4877 AnyServer: Boolean;
4878 SetSpect: Boolean;
4879 begin
4880 NetServer := g_Game_IsNet and g_Game_IsServer;
4881 AnyServer := g_Game_IsServer;
4883 if g_Game_IsClient and (NetInterpLevel > 0) then
4884 DoLerp(NetInterpLevel + 1)
4885 else
4886 if FGhost then
4887 DoLerp(4);
4889 if NetServer then
4890 if FClientID >= 0 then
4891 begin
4892 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4893 if NetClients[FClientID].Peer^.packetsSent > 0 then
4894 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4895 else
4896 FLoss := 0;
4897 end else
4898 begin
4899 FPing := 0;
4900 FLoss := 0;
4901 end;
4903 if FAlive and (FPunchAnim <> nil) then
4904 FPunchAnim.Update();
4906 if FAlive and (gFly or FJetpack) then
4907 FlySmoke();
4909 if FDirection = TDirection.D_LEFT then
4910 FAngle := 180
4911 else
4912 FAngle := 0;
4914 if FAlive and (not FGhost) then
4915 begin
4916 if FKeys[KEY_UP].Pressed then
4917 SeeUp();
4918 if FKeys[KEY_DOWN].Pressed then
4919 SeeDown();
4920 end;
4922 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4923 (FIncCam <> 0) then
4924 begin
4925 i := g_basic.Sign(FIncCam);
4926 FIncCam := Abs(FIncCam);
4927 DecMin(FIncCam, 5, 0);
4928 FIncCam := FIncCam*i;
4929 end;
4931 // no need to do that each second frame, weapon queue will take care of it
4932 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4933 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4935 if gTime mod (GAME_TICK*2) <> 0 then
4936 begin
4937 if (FObj.Vel.X = 0) and FAlive then
4938 begin
4939 if FKeys[KEY_LEFT].Pressed then
4940 Run(TDirection.D_LEFT);
4941 if FKeys[KEY_RIGHT].Pressed then
4942 Run(TDirection.D_RIGHT);
4943 end;
4945 if FPhysics then
4946 begin
4947 if not followCorpse() then
4948 g_Obj_Move(@FObj, True, True, True);
4949 positionChanged(); // this updates spatial accelerators
4950 end;
4952 Exit;
4953 end;
4955 FActionChanged := False;
4957 if FAlive then
4958 begin
4959 // Let alive player do some actions
4960 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
4961 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
4962 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4963 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4964 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4965 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4966 if FKeys[KEY_JUMP].Pressed then Jump()
4967 else
4968 begin
4969 if AnyServer and FJetpack then
4970 begin
4971 FJetpack := False;
4972 JetpackOff;
4973 if NetServer then MH_SEND_PlayerStats(FUID);
4974 end;
4975 FCanJetpack := True;
4976 end;
4977 end
4978 else // Dead
4979 begin
4980 dospawn := False;
4981 if not FGhost then
4982 for k := Low(FKeys) to KEY_CHAT-1 do
4983 begin
4984 if FKeys[k].Pressed then
4985 begin
4986 dospawn := True;
4987 break;
4988 end;
4989 end;
4990 if dospawn then
4991 begin
4992 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4993 Respawn(False)
4994 else // Single
4995 if (FTime[T_RESPAWN] <= gTime) and
4996 gGameOn and (not FAlive) then
4997 begin
4998 if (g_Player_GetCount() > 1) then
4999 Respawn(False)
5000 else
5001 begin
5002 gExit := EXIT_RESTART;
5003 Exit;
5004 end;
5005 end;
5006 end;
5007 // Dead spectator actions
5008 if FGhost then
5009 begin
5010 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5011 if FKeys[KEY_FIRE].Pressed and AnyServer then
5012 begin
5013 if FSpectator then
5014 begin
5015 if (FSpectatePlayer >= High(gPlayers)) then
5016 FSpectatePlayer := -1
5017 else
5018 begin
5019 SetSpect := False;
5020 for I := FSpectatePlayer + 1 to High(gPlayers) do
5021 if gPlayers[I] <> nil then
5022 if gPlayers[I].alive then
5023 if gPlayers[I].UID <> FUID then
5024 begin
5025 FSpectatePlayer := I;
5026 SetSpect := True;
5027 break;
5028 end;
5030 if not SetSpect then FSpectatePlayer := -1;
5031 end;
5033 ReleaseKeys;
5034 end;
5035 end;
5036 end;
5037 end;
5038 // No clipping
5039 if FGhost then
5040 begin
5041 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5042 begin
5043 FYTo := FObj.Y - 32;
5044 FSpectatePlayer := -1;
5045 end;
5046 if FKeys[KEY_DOWN].Pressed then
5047 begin
5048 FYTo := FObj.Y + 32;
5049 FSpectatePlayer := -1;
5050 end;
5051 if FKeys[KEY_LEFT].Pressed then
5052 begin
5053 FXTo := FObj.X - 32;
5054 FSpectatePlayer := -1;
5055 end;
5056 if FKeys[KEY_RIGHT].Pressed then
5057 begin
5058 FXTo := FObj.X + 32;
5059 FSpectatePlayer := -1;
5060 end;
5062 if (FXTo < -64) then
5063 FXTo := -64
5064 else if (FXTo > gMapInfo.Width + 32) then
5065 FXTo := gMapInfo.Width + 32;
5066 if (FYTo < -72) then
5067 FYTo := -72
5068 else if (FYTo > gMapInfo.Height + 32) then
5069 FYTo := gMapInfo.Height + 32;
5070 end;
5072 if FPhysics then
5073 begin
5074 if not followCorpse() then
5075 g_Obj_Move(@FObj, True, True, True);
5076 positionChanged(); // this updates spatial accelerators
5077 end
5078 else
5079 begin
5080 FObj.Vel.X := 0;
5081 FObj.Vel.Y := 0;
5082 if FSpectator then
5083 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5084 if gPlayers[FSpectatePlayer] <> nil then
5085 if gPlayers[FSpectatePlayer].alive then
5086 begin
5087 FXTo := gPlayers[FSpectatePlayer].GameX;
5088 FYTo := gPlayers[FSpectatePlayer].GameY;
5089 end;
5090 end;
5092 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5093 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5094 PANEL_BLOCKMON, True);
5095 headwater := HeadInLiquid(0, 0);
5097 // Ñîïðîòèâëåíèå âîçäóõà:
5098 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5099 if FObj.Vel.X <> 0 then
5100 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5102 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5103 DecMin(FPain, 5, 0);
5104 DecMin(FPickup, 1, 0);
5106 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5107 begin
5108 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5109 FMegaRulez[MR_SUIT] := 0;
5110 FMegaRulez[MR_INVUL] := 0;
5111 FMegaRulez[MR_INVIS] := 0;
5112 Kill(K_FALLKILL, 0, HIT_FALL);
5113 end;
5115 i := 9;
5117 if FAlive then
5118 begin
5119 if FCurrWeap = WEAPON_SAW then
5120 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5121 FSawSoundSelect.IsPlaying()) then
5122 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5124 if FJetpack then
5125 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5126 (not FJetSoundOff.IsPlaying()) then
5127 begin
5128 FJetSoundFly.SetPosition(0);
5129 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5130 end;
5132 for b := WP_FIRST to WP_LAST do
5133 if FReloading[b] > 0 then
5134 if FNoReload then
5135 FReloading[b] := 0
5136 else
5137 Dec(FReloading[b]);
5139 if FShellTimer > -1 then
5140 if FShellTimer = 0 then
5141 begin
5142 if FShellType = SHELL_SHELL then
5143 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5144 GameVelX, GameVelY-2, SHELL_SHELL)
5145 else if FShellType = SHELL_DBLSHELL then
5146 begin
5147 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5148 GameVelX+1, GameVelY-2, SHELL_SHELL);
5149 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5150 GameVelX-1, GameVelY-2, SHELL_SHELL);
5151 end;
5152 FShellTimer := -1;
5153 end else Dec(FShellTimer);
5155 if (FBFGFireCounter > -1) then
5156 if FBFGFireCounter = 0 then
5157 begin
5158 if AnyServer then
5159 begin
5160 wx := FObj.X+WEAPONPOINT[FDirection].X;
5161 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5162 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5163 yd := wy+firediry();
5164 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5165 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5166 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5167 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5168 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5169 end;
5171 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5172 FBFGFireCounter := -1;
5173 end else
5174 if FNoReload then
5175 FBFGFireCounter := 0
5176 else
5177 Dec(FBFGFireCounter);
5179 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5180 begin
5181 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5183 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5184 end;
5186 if (headwater or blockmon) then
5187 begin
5188 Dec(FAir);
5190 if FAir < -9 then
5191 begin
5192 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5193 FAir := 0;
5194 end
5195 else if (FAir mod 31 = 0) and not blockmon then
5196 begin
5197 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5198 if Random(2) = 0 then
5199 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5200 else
5201 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5202 end;
5203 end else if FAir < AIR_DEF then
5204 FAir := AIR_DEF;
5206 if FFireTime > 0 then
5207 begin
5208 if BodyInLiquid(0, 0) then
5209 begin
5210 FFireTime := 0;
5211 FFirePainTime := 0;
5212 end
5213 else if FMegaRulez[MR_SUIT] >= gTime then
5214 begin
5215 if FMegaRulez[MR_SUIT] = gTime then
5216 FFireTime := 1;
5217 FFirePainTime := 0;
5218 end
5219 else
5220 begin
5221 OnFireFlame(1);
5222 if FFirePainTime <= 0 then
5223 begin
5224 if g_Game_IsServer then
5225 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5226 FFirePainTime := 18;
5227 end;
5228 FFirePainTime := FFirePainTime - 1;
5229 FFireTime := FFireTime - 1;
5230 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5231 MH_SEND_PlayerStats(FUID);
5232 end;
5233 end;
5235 if FDamageBuffer > 0 then
5236 begin
5237 if FDamageBuffer >= 9 then
5238 begin
5239 SetAction(A_PAIN);
5241 if FDamageBuffer < 30 then i := 9
5242 else if FDamageBuffer < 100 then i := 18
5243 else i := 27;
5244 end;
5246 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5247 FArmor := FArmor-(FDamageBuffer-ii);
5248 FHealth := FHealth-ii;
5249 if FArmor < 0 then
5250 begin
5251 FHealth := FHealth+FArmor;
5252 FArmor := 0;
5253 end;
5255 if AnyServer then
5256 if FHealth <= 0 then
5257 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5258 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5259 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5261 if FAlive then
5262 begin
5263 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5264 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5265 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5266 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5267 end;
5269 FDamageBuffer := 0;
5270 end;
5272 {CollideItem();}
5273 end; // if FAlive then ...
5275 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5276 begin
5277 FModel.ChangeAnimation(FActionAnim, FActionForce);
5278 FModel.GetCurrentAnimation.MinLength := i;
5279 FModel.GetCurrentAnimationMask.MinLength := i;
5280 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5282 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5283 then SetAction(A_STAND, True);
5285 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5287 for b := Low(FKeys) to High(FKeys) do
5288 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5289 end;
5292 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5293 begin
5294 x := FObj.X+PLAYER_RECT.X;
5295 y := FObj.Y+PLAYER_RECT.Y;
5296 w := PLAYER_RECT.Width;
5297 h := PLAYER_RECT.Height;
5298 end;
5301 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5302 begin
5303 if (dx <> 0) or (dy <> 0) then
5304 begin
5305 FObj.X += dx;
5306 FObj.Y += dy;
5307 positionChanged();
5308 end;
5309 end;
5312 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5313 begin
5314 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5315 FObj.Y+PLAYER_RECT.Y,
5316 PLAYER_RECT.Width,
5317 PLAYER_RECT.Height,
5318 X, Y,
5319 Width, Height);
5320 end;
5322 function TPlayer.Collide(Panel: TPanel): Boolean;
5323 begin
5324 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5325 FObj.Y+PLAYER_RECT.Y,
5326 PLAYER_RECT.Width,
5327 PLAYER_RECT.Height,
5328 Panel.X, Panel.Y,
5329 Panel.Width, Panel.Height);
5330 end;
5332 function TPlayer.Collide(X, Y: Integer): Boolean;
5333 begin
5334 X := X-FObj.X-PLAYER_RECT.X;
5335 Y := Y-FObj.Y-PLAYER_RECT.Y;
5336 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5337 (y >= 0) and (y <= PLAYER_RECT.Height);
5338 end;
5340 function g_Player_ValidName(Name: string): Boolean;
5341 var
5342 a: Integer;
5343 begin
5344 Result := True;
5346 if gPlayers = nil then Exit;
5348 for a := 0 to High(gPlayers) do
5349 if gPlayers[a] <> nil then
5350 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5351 begin
5352 Result := False;
5353 Exit;
5354 end;
5355 end;
5357 procedure TPlayer.SetDirection(Direction: TDirection);
5358 var
5359 d: TDirection;
5360 begin
5361 d := FModel.Direction;
5363 FModel.Direction := Direction;
5364 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5366 FDirection := Direction;
5367 end;
5369 function TPlayer.GetKeys(): Byte;
5370 begin
5371 Result := 0;
5373 if R_KEY_RED in FRulez then Result := KEY_RED;
5374 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5375 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5377 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5378 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5379 end;
5381 procedure TPlayer.Use();
5382 var
5383 a: Integer;
5384 begin
5385 if FTime[T_USE] > gTime then Exit;
5387 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5388 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5390 for a := 0 to High(gPlayers) do
5391 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5392 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5393 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5394 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5395 begin
5396 gPlayers[a].Touch();
5397 if g_Game_IsNet and g_Game_IsServer then
5398 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5399 end;
5401 FTime[T_USE] := gTime+120;
5402 end;
5404 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5405 var
5406 locObj: TObj;
5407 F: Boolean;
5408 WX, WY, XD, YD: Integer;
5409 begin
5410 F := False;
5411 WX := X;
5412 WY := Y;
5413 XD := AX;
5414 YD := AY;
5416 case FCurrWeap of
5417 WEAPON_KASTET:
5418 begin
5419 DoPunch();
5420 if R_BERSERK in FRulez then
5421 begin
5422 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5423 locobj.X := FObj.X+FObj.Rect.X;
5424 locobj.Y := FObj.Y+FObj.Rect.Y;
5425 locobj.rect.X := 0;
5426 locobj.rect.Y := 0;
5427 locobj.rect.Width := 39;
5428 locobj.rect.Height := 52;
5429 locobj.Vel.X := (xd-wx) div 2;
5430 locobj.Vel.Y := (yd-wy) div 2;
5431 locobj.Accel.X := xd-wx;
5432 locobj.Accel.y := yd-wy;
5434 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5435 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5436 else
5437 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5439 if gFlash = 1 then
5440 if FPain < 50 then
5441 FPain := min(FPain + 25, 50);
5442 end else
5443 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5444 end;
5446 WEAPON_SAW:
5447 begin
5448 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5449 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5450 begin
5451 FSawSoundSelect.Stop();
5452 FSawSound.Stop();
5453 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5454 end
5455 else if not FSawSoundHit.IsPlaying() then
5456 begin
5457 FSawSoundSelect.Stop();
5458 FSawSound.PlayAt(FObj.X, FObj.Y);
5459 end;
5460 f := True;
5461 end;
5463 WEAPON_PISTOL:
5464 begin
5465 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5466 FFireAngle := FAngle;
5467 f := True;
5468 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5469 GameVelX, GameVelY-2, SHELL_BULLET);
5470 end;
5472 WEAPON_SHOTGUN1:
5473 begin
5474 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5475 FFireAngle := FAngle;
5476 f := True;
5477 FShellTimer := 10;
5478 FShellType := SHELL_SHELL;
5479 end;
5481 WEAPON_SHOTGUN2:
5482 begin
5483 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5484 FFireAngle := FAngle;
5485 f := True;
5486 FShellTimer := 13;
5487 FShellType := SHELL_DBLSHELL;
5488 end;
5490 WEAPON_CHAINGUN:
5491 begin
5492 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5493 FFireAngle := FAngle;
5494 f := True;
5495 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5496 GameVelX, GameVelY-2, SHELL_BULLET);
5497 end;
5499 WEAPON_ROCKETLAUNCHER:
5500 begin
5501 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5502 FFireAngle := FAngle;
5503 f := True;
5504 end;
5506 WEAPON_PLASMA:
5507 begin
5508 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5509 FFireAngle := FAngle;
5510 f := True;
5511 end;
5513 WEAPON_BFG:
5514 begin
5515 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5516 FFireAngle := FAngle;
5517 f := True;
5518 end;
5520 WEAPON_SUPERPULEMET:
5521 begin
5522 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5523 FFireAngle := FAngle;
5524 f := True;
5525 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5526 GameVelX, GameVelY-2, SHELL_SHELL);
5527 end;
5529 WEAPON_FLAMETHROWER:
5530 begin
5531 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5532 FFireAngle := FAngle;
5533 f := True;
5534 end;
5535 end;
5537 if not f then Exit;
5539 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5540 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5541 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5542 end;
5544 procedure TPlayer.DoLerp(Level: Integer = 2);
5545 begin
5546 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5547 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5548 end;
5550 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5551 var
5552 AX, AY: Integer;
5553 begin
5554 if NetInterpLevel < 1 then
5555 begin
5556 FObj.X := XTo;
5557 FObj.Y := YTo;
5558 end
5559 else
5560 begin
5561 FXTo := XTo;
5562 FYTo := YTo;
5564 AX := Abs(FXTo - FObj.X);
5565 AY := Abs(FYTo - FObj.Y);
5566 if (AX > 32) or (AX <= NetInterpLevel) then
5567 FObj.X := FXTo;
5568 if (AY > 32) or (AY <= NetInterpLevel) then
5569 FObj.Y := FYTo;
5570 end;
5571 end;
5573 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5574 begin
5575 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5576 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5577 PANEL_LIFTUP, False) then Result := -1
5578 else
5579 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5580 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5581 PANEL_LIFTDOWN, False) then Result := 1
5582 else Result := 0;
5583 end;
5585 function TPlayer.GetFlag(Flag: Byte): Boolean;
5586 var
5587 s, ts: String;
5588 evtype: Byte;
5589 begin
5590 Result := False;
5592 if Flag = FLAG_NONE then
5593 Exit;
5595 if not g_Game_IsServer then Exit;
5597 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5598 if (Flag = FTeam) and
5599 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5600 (FFlag <> FLAG_NONE) then
5601 begin
5602 if FFlag = FLAG_RED then
5603 s := _lc[I_PLAYER_FLAG_RED]
5604 else
5605 s := _lc[I_PLAYER_FLAG_BLUE];
5607 evtype := FLAG_STATE_SCORED;
5609 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5610 Insert('.', ts, Length(ts) + 1 - 3);
5611 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5613 g_Map_ResetFlag(FFlag);
5614 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5616 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5618 Result := True;
5619 if g_Game_IsNet then
5620 begin
5621 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5622 MH_SEND_GameStats;
5623 end;
5625 gFlags[FFlag].CaptureTime := 0;
5626 SetFlag(FLAG_NONE);
5627 Exit;
5628 end;
5630 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5631 if (Flag = FTeam) and
5632 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5633 begin
5634 if Flag = FLAG_RED then
5635 s := _lc[I_PLAYER_FLAG_RED]
5636 else
5637 s := _lc[I_PLAYER_FLAG_BLUE];
5639 evtype := FLAG_STATE_RETURNED;
5640 gFlags[Flag].CaptureTime := 0;
5642 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5644 g_Map_ResetFlag(Flag);
5645 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5647 Result := True;
5648 if g_Game_IsNet then
5649 begin
5650 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5651 MH_SEND_GameStats;
5652 end;
5653 Exit;
5654 end;
5656 // Ïîäîáðàë ÷óæîé ôëàã:
5657 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5658 begin
5659 SetFlag(Flag);
5661 if Flag = FLAG_RED then
5662 s := _lc[I_PLAYER_FLAG_RED]
5663 else
5664 s := _lc[I_PLAYER_FLAG_BLUE];
5666 evtype := FLAG_STATE_CAPTURED;
5668 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5670 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5672 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5674 Result := True;
5675 if g_Game_IsNet then
5676 begin
5677 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5678 MH_SEND_GameStats;
5679 end;
5680 end;
5681 end;
5683 procedure TPlayer.SetFlag(Flag: Byte);
5684 begin
5685 FFlag := Flag;
5686 if FModel <> nil then
5687 FModel.SetFlag(FFlag);
5688 end;
5690 function TPlayer.DropFlag(): Boolean;
5691 var
5692 s: String;
5693 begin
5694 Result := False;
5695 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5696 Exit;
5697 FTime[T_FLAGCAP] := gTime + 2000;
5698 with gFlags[FFlag] do
5699 begin
5700 Obj.X := FObj.X;
5701 Obj.Y := FObj.Y;
5702 Direction := FDirection;
5703 State := FLAG_STATE_DROPPED;
5704 Count := FLAG_TIME;
5705 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5706 (FObj.Vel.Y div 2)-2+Random(5));
5707 positionChanged(); // this updates spatial accelerators
5709 if FFlag = FLAG_RED then
5710 s := _lc[I_PLAYER_FLAG_RED]
5711 else
5712 s := _lc[I_PLAYER_FLAG_BLUE];
5714 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5715 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5717 if g_Game_IsNet then
5718 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5719 end;
5720 SetFlag(FLAG_NONE);
5721 Result := True;
5722 end;
5724 procedure TPlayer.GetSecret();
5725 begin
5726 Inc(FSecrets);
5727 end;
5729 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5730 begin
5731 Assert(Key <= High(FKeys));
5733 FKeys[Key].Pressed := True;
5734 FKeys[Key].Time := Time;
5735 end;
5737 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5738 begin
5739 Result := FKeys[K].Pressed;
5740 end;
5742 procedure TPlayer.ReleaseKeys();
5743 var
5744 a: Integer;
5745 begin
5746 for a := Low(FKeys) to High(FKeys) do
5747 begin
5748 FKeys[a].Pressed := False;
5749 FKeys[a].Time := 0;
5750 end;
5751 end;
5753 procedure TPlayer.OnDamage(Angle: SmallInt);
5754 begin
5755 end;
5757 function TPlayer.firediry(): Integer;
5758 begin
5759 if FKeys[KEY_UP].Pressed then Result := -42
5760 else if FKeys[KEY_DOWN].Pressed then Result := 19
5761 else Result := 0;
5762 end;
5764 procedure TPlayer.RememberState();
5765 var
5766 i: Integer;
5767 begin
5768 FSavedState.Health := FHealth;
5769 FSavedState.Armor := FArmor;
5770 FSavedState.Air := FAir;
5771 FSavedState.JetFuel := FJetFuel;
5772 FSavedState.CurrWeap := FCurrWeap;
5773 FSavedState.NextWeap := FNextWeap;
5774 FSavedState.NextWeapDelay := FNextWeapDelay;
5776 for i := 0 to 3 do
5777 FSavedState.Ammo[i] := FAmmo[i];
5778 for i := 0 to 3 do
5779 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5781 FSavedState.Rulez := FRulez;
5782 FSavedState.WaitRecall := True;
5783 end;
5785 procedure TPlayer.RecallState();
5786 var
5787 i: Integer;
5788 begin
5789 if not FSavedState.WaitRecall then Exit;
5791 FHealth := FSavedState.Health;
5792 FArmor := FSavedState.Armor;
5793 FAir := FSavedState.Air;
5794 FJetFuel := FSavedState.JetFuel;
5795 FCurrWeap := FSavedState.CurrWeap;
5796 FNextWeap := FSavedState.NextWeap;
5797 FNextWeapDelay := FSavedState.NextWeapDelay;
5799 for i := 0 to 3 do
5800 FAmmo[i] := FSavedState.Ammo[i];
5801 for i := 0 to 3 do
5802 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5804 FRulez := FSavedState.Rulez;
5805 FSavedState.WaitRecall := False;
5807 if gGameSettings.GameType = GT_SERVER then
5808 MH_SEND_PlayerStats(FUID);
5809 end;
5811 procedure TPlayer.SaveState (st: TStream);
5812 var
5813 i: Integer;
5814 b: Byte;
5815 begin
5816 // Ñèãíàòóðà èãðîêà
5817 utils.writeSign(st, 'PLYR');
5818 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5819 // Áîò èëè ÷åëîâåê
5820 utils.writeBool(st, FIamBot);
5821 // UID èãðîêà
5822 utils.writeInt(st, Word(FUID));
5823 // Èìÿ èãðîêà
5824 utils.writeStr(st, FName);
5825 // Êîìàíäà
5826 utils.writeInt(st, Byte(FTeam));
5827 // Æèâ ëè
5828 utils.writeBool(st, FAlive);
5829 // Èçðàñõîäîâàë ëè âñå æèçíè
5830 utils.writeBool(st, FNoRespawn);
5831 // Íàïðàâëåíèå
5832 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
5833 utils.writeInt(st, Byte(b));
5834 // Çäîðîâüå
5835 utils.writeInt(st, LongInt(FHealth));
5836 // Æèçíè
5837 utils.writeInt(st, Byte(FLives));
5838 // Áðîíÿ
5839 utils.writeInt(st, LongInt(FArmor));
5840 // Çàïàñ âîçäóõà
5841 utils.writeInt(st, LongInt(FAir));
5842 // Çàïàñ ãîðþ÷åãî
5843 utils.writeInt(st, LongInt(FJetFuel));
5844 // Áîëü
5845 utils.writeInt(st, LongInt(FPain));
5846 // Óáèë
5847 utils.writeInt(st, LongInt(FKills));
5848 // Óáèë ìîíñòðîâ
5849 utils.writeInt(st, LongInt(FMonsterKills));
5850 // Ôðàãîâ
5851 utils.writeInt(st, LongInt(FFrags));
5852 // Ôðàãîâ ïîäðÿä
5853 utils.writeInt(st, Byte(FFragCombo));
5854 // Âðåìÿ ïîñëåäíåãî ôðàãà
5855 utils.writeInt(st, LongWord(FLastFrag));
5856 // Ñìåðòåé
5857 utils.writeInt(st, LongInt(FDeath));
5858 // Êàêîé ôëàã íåñåò
5859 utils.writeInt(st, Byte(FFlag));
5860 // Íàøåë ñåêðåòîâ
5861 utils.writeInt(st, LongInt(FSecrets));
5862 // Òåêóùåå îðóæèå
5863 utils.writeInt(st, Byte(FCurrWeap));
5864 // Æåëàåìîå îðóæèå
5865 utils.writeInt(st, Word(FNextWeap));
5866 // ...è ïàóçà
5867 utils.writeInt(st, Byte(FNextWeapDelay));
5868 // Âðåìÿ çàðÿäêè BFG
5869 utils.writeInt(st, SmallInt(FBFGFireCounter));
5870 // Áóôåð óðîíà
5871 utils.writeInt(st, LongInt(FDamageBuffer));
5872 // Ïîñëåäíèé óäàðèâøèé
5873 utils.writeInt(st, Word(FLastSpawnerUID));
5874 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5875 utils.writeInt(st, Byte(FLastHit));
5876 // Îáúåêò èãðîêà
5877 Obj_SaveState(st, @FObj);
5878 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5879 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
5880 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5881 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
5882 // Íàëè÷èå îðóæèÿ
5883 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
5884 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5885 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
5886 // Íàëè÷èå ðþêçàêà
5887 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
5888 // Íàëè÷èå êðàñíîãî êëþ÷à
5889 utils.writeBool(st, (R_KEY_RED in FRulez));
5890 // Íàëè÷èå çåëåíîãî êëþ÷à
5891 utils.writeBool(st, (R_KEY_GREEN in FRulez));
5892 // Íàëè÷èå ñèíåãî êëþ÷à
5893 utils.writeBool(st, (R_KEY_BLUE in FRulez));
5894 // Íàëè÷èå áåðñåðêà
5895 utils.writeBool(st, (R_BERSERK in FRulez));
5896 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5897 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
5898 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5899 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
5900 // Íàçâàíèå ìîäåëè
5901 utils.writeStr(st, FModel.Name);
5902 // Öâåò ìîäåëè
5903 utils.writeInt(st, Byte(FColor.R));
5904 utils.writeInt(st, Byte(FColor.G));
5905 utils.writeInt(st, Byte(FColor.B));
5906 end;
5909 procedure TPlayer.LoadState (st: TStream);
5910 var
5911 i: Integer;
5912 str: String;
5913 b: Byte;
5914 begin
5915 assert(st <> nil);
5917 // Ñèãíàòóðà èãðîêà
5918 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
5919 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
5920 // Áîò èëè ÷åëîâåê:
5921 FIamBot := utils.readBool(st);
5922 // UID èãðîêà
5923 FUID := utils.readWord(st);
5924 // Èìÿ èãðîêà
5925 str := utils.readStr(st);
5926 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
5927 // Êîìàíäà
5928 FTeam := utils.readByte(st);
5929 // Æèâ ëè
5930 FAlive := utils.readBool(st);
5931 // Èçðàñõîäîâàë ëè âñå æèçíè
5932 FNoRespawn := utils.readBool(st);
5933 // Íàïðàâëåíèå
5934 b := utils.readByte(st);
5935 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
5936 // Çäîðîâüå
5937 FHealth := utils.readLongInt(st);
5938 // Æèçíè
5939 FLives := utils.readByte(st);
5940 // Áðîíÿ
5941 FArmor := utils.readLongInt(st);
5942 // Çàïàñ âîçäóõà
5943 FAir := utils.readLongInt(st);
5944 // Çàïàñ ãîðþ÷åãî
5945 FJetFuel := utils.readLongInt(st);
5946 // Áîëü
5947 FPain := utils.readLongInt(st);
5948 // Óáèë
5949 FKills := utils.readLongInt(st);
5950 // Óáèë ìîíñòðîâ
5951 FMonsterKills := utils.readLongInt(st);
5952 // Ôðàãîâ
5953 FFrags := utils.readLongInt(st);
5954 // Ôðàãîâ ïîäðÿä
5955 FFragCombo := utils.readByte(st);
5956 // Âðåìÿ ïîñëåäíåãî ôðàãà
5957 FLastFrag := utils.readLongWord(st);
5958 // Ñìåðòåé
5959 FDeath := utils.readLongInt(st);
5960 // Êàêîé ôëàã íåñåò
5961 FFlag := utils.readByte(st);
5962 // Íàøåë ñåêðåòîâ
5963 FSecrets := utils.readLongInt(st);
5964 // Òåêóùåå îðóæèå
5965 FCurrWeap := utils.readByte(st);
5966 // Æåëàåìîå îðóæèå
5967 FNextWeap := utils.readWord(st);
5968 // ...è ïàóçà
5969 FNextWeapDelay := utils.readByte(st);
5970 // Âðåìÿ çàðÿäêè BFG
5971 FBFGFireCounter := utils.readSmallInt(st);
5972 // Áóôåð óðîíà
5973 FDamageBuffer := utils.readLongInt(st);
5974 // Ïîñëåäíèé óäàðèâøèé
5975 FLastSpawnerUID := utils.readWord(st);
5976 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5977 FLastHit := utils.readByte(st);
5978 // Îáúåêò èãðîêà
5979 Obj_LoadState(@FObj, st);
5980 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5981 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
5982 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5983 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
5984 // Íàëè÷èå îðóæèÿ
5985 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
5986 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5987 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
5988 // Íàëè÷èå ðþêçàêà
5989 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
5990 // Íàëè÷èå êðàñíîãî êëþ÷à
5991 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
5992 // Íàëè÷èå çåëåíîãî êëþ÷à
5993 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
5994 // Íàëè÷èå ñèíåãî êëþ÷à
5995 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
5996 // Íàëè÷èå áåðñåðêà
5997 if utils.readBool(st) then Include(FRulez, R_BERSERK);
5998 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5999 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6000 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6001 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6002 // Íàçâàíèå ìîäåëè
6003 str := utils.readStr(st);
6004 // Öâåò ìîäåëè
6005 FColor.R := utils.readByte(st);
6006 FColor.G := utils.readByte(st);
6007 FColor.B := utils.readByte(st);
6008 if (self = gPlayer1) then
6009 begin
6010 str := gPlayer1Settings.Model;
6011 FColor := gPlayer1Settings.Color;
6012 end
6013 else if (self = gPlayer2) then
6014 begin
6015 str := gPlayer2Settings.Model;
6016 FColor := gPlayer2Settings.Color;
6017 end;
6018 // Îáíîâëÿåì ìîäåëü èãðîêà
6019 SetModel(str);
6020 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6021 FModel.Color := TEAMCOLOR[FTeam]
6022 else
6023 FModel.Color := FColor;
6024 end;
6027 procedure TPlayer.AllRulez(Health: Boolean);
6028 var
6029 a: Integer;
6030 begin
6031 if Health then
6032 begin
6033 FHealth := PLAYER_HP_LIMIT;
6034 FArmor := PLAYER_AP_LIMIT;
6035 Exit;
6036 end;
6038 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6039 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6040 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6041 end;
6043 procedure TPlayer.RestoreHealthArmor();
6044 begin
6045 FHealth := PLAYER_HP_LIMIT;
6046 FArmor := PLAYER_AP_LIMIT;
6047 end;
6049 procedure TPlayer.FragCombo();
6050 var
6051 Param: Integer;
6052 begin
6053 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6054 Exit;
6055 if gTime - FLastFrag < FRAG_COMBO_TIME then
6056 begin
6057 if FFragCombo < 5 then
6058 Inc(FFragCombo);
6059 Param := FUID or (FFragCombo shl 16);
6060 if (FComboEvnt >= Low(gDelayedEvents)) and
6061 (FComboEvnt <= High(gDelayedEvents)) and
6062 gDelayedEvents[FComboEvnt].Pending and
6063 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6064 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6065 begin
6066 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6067 gDelayedEvents[FComboEvnt].DENum := Param;
6068 end
6069 else
6070 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6071 end
6072 else
6073 FFragCombo := 1;
6075 FLastFrag := gTime;
6076 end;
6078 procedure TPlayer.GiveItem(ItemType: Byte);
6079 begin
6080 case ItemType of
6081 ITEM_SUIT:
6082 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6083 begin
6084 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6085 end;
6087 ITEM_OXYGEN:
6088 if FAir < AIR_MAX then
6089 begin
6090 FAir := AIR_MAX;
6091 end;
6093 ITEM_MEDKIT_BLACK:
6094 begin
6095 if not (R_BERSERK in FRulez) then
6096 begin
6097 Include(FRulez, R_BERSERK);
6098 if FBFGFireCounter < 1 then
6099 begin
6100 FCurrWeap := WEAPON_KASTET;
6101 resetWeaponQueue();
6102 FModel.SetWeapon(WEAPON_KASTET);
6103 end;
6104 if gFlash <> 0 then
6105 Inc(FPain, 100);
6106 FBerserk := gTime+30000;
6107 end;
6108 if FHealth < PLAYER_HP_SOFT then
6109 begin
6110 FHealth := PLAYER_HP_SOFT;
6111 FBerserk := gTime+30000;
6112 end;
6113 end;
6115 ITEM_INVUL:
6116 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6117 begin
6118 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6119 end;
6121 ITEM_INVIS:
6122 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6123 begin
6124 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6125 end;
6127 ITEM_JETPACK:
6128 if FJetFuel < JET_MAX then
6129 begin
6130 FJetFuel := JET_MAX;
6131 end;
6133 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6134 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6136 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6137 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6139 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6140 ITEM_SPHERE_WHITE:
6141 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6142 begin
6143 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6144 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6145 end;
6147 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6148 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6149 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6150 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6151 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6152 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6153 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6154 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6155 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6157 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6158 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6159 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6160 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6161 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6162 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6163 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6164 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6165 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6167 ITEM_AMMO_BACKPACK:
6168 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6169 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6170 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6171 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6172 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6173 begin
6174 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6175 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6176 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6177 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6178 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6180 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6181 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6182 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6183 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6185 FRulez := FRulez + [R_ITEM_BACKPACK];
6186 end;
6188 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6189 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6190 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6192 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6193 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6195 else
6196 Exit;
6197 end;
6198 if g_Game_IsNet and g_Game_IsServer then
6199 MH_SEND_PlayerStats(FUID);
6200 end;
6202 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6203 var
6204 id, i: DWORD;
6205 Anim: TAnimation;
6206 begin
6207 if (Random(5) = 1) and (Times = 1) then
6208 Exit;
6210 if BodyInLiquid(0, 0) then
6211 begin
6212 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6213 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6214 if Random(2) = 0 then
6215 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6216 else
6217 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6218 Exit;
6219 end;
6221 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6222 begin
6223 for i := 1 to Times do
6224 begin
6225 Anim := TAnimation.Create(id, False, 3);
6226 Anim.Alpha := 150;
6227 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6228 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6229 Anim.Free();
6230 end;
6231 end;
6232 end;
6234 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6235 var
6236 id, i: DWORD;
6237 Anim: TAnimation;
6238 begin
6239 if (Random(10) = 1) and (Times = 1) then
6240 Exit;
6242 if g_Frames_Get(id, 'FRAMES_FLAME') then
6243 begin
6244 for i := 1 to Times do
6245 begin
6246 Anim := TAnimation.Create(id, False, 3);
6247 Anim.Alpha := 0;
6248 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6249 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6250 Anim.Free();
6251 end;
6252 end;
6253 end;
6255 procedure TPlayer.PauseSounds(Enable: Boolean);
6256 begin
6257 FSawSound.Pause(Enable);
6258 FSawSoundIdle.Pause(Enable);
6259 FSawSoundHit.Pause(Enable);
6260 FSawSoundSelect.Pause(Enable);
6261 end;
6263 { T C o r p s e : }
6265 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6266 begin
6267 g_Obj_Init(@FObj);
6268 FObj.X := X;
6269 FObj.Y := Y;
6270 FObj.Rect := PLAYER_CORPSERECT;
6271 FModelName := ModelName;
6272 FMess := aMess;
6274 if FMess then
6275 begin
6276 FState := CORPSE_STATE_MESS;
6277 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6278 end
6279 else
6280 begin
6281 FState := CORPSE_STATE_NORMAL;
6282 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6283 end;
6284 end;
6286 destructor TCorpse.Destroy();
6287 begin
6288 FAnimation.Free();
6290 inherited;
6291 end;
6293 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6295 procedure TCorpse.positionChanged (); inline; begin end;
6297 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6298 begin
6299 if (dx <> 0) or (dy <> 0) then
6300 begin
6301 FObj.X += dx;
6302 FObj.Y += dy;
6303 positionChanged();
6304 end;
6305 end;
6308 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6309 begin
6310 x := FObj.X+PLAYER_CORPSERECT.X;
6311 y := FObj.Y+PLAYER_CORPSERECT.Y;
6312 w := PLAYER_CORPSERECT.Width;
6313 h := PLAYER_CORPSERECT.Height;
6314 end;
6317 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6318 var
6319 pm: TPlayerModel;
6320 begin
6321 if FState = CORPSE_STATE_REMOVEME then
6322 Exit;
6324 FDamage := FDamage + Value;
6326 if FDamage > 150 then
6327 begin
6328 if FAnimation <> nil then
6329 begin
6330 FAnimation.Free();
6331 FAnimation := nil;
6333 FState := CORPSE_STATE_REMOVEME;
6335 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6336 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6337 FModelName, FColor);
6338 // Çâóê ìÿñà îò òðóïà:
6339 pm := g_PlayerModel_Get(FModelName);
6340 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6341 pm.Free;
6343 // Çëîâåùèé ñìåõ:
6344 if (gBodyKillEvent <> -1)
6345 and gDelayedEvents[gBodyKillEvent].Pending then
6346 gDelayedEvents[gBodyKillEvent].Pending := False;
6347 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6348 end;
6349 end
6350 else
6351 begin
6352 FObj.Vel.X := FObj.Vel.X + vx;
6353 FObj.Vel.Y := FObj.Vel.Y + vy;
6354 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6355 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6356 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6357 150, 0, 0);
6358 end;
6359 end;
6361 procedure TCorpse.Draw();
6362 begin
6363 if FState = CORPSE_STATE_REMOVEME then
6364 Exit;
6366 if FAnimation <> nil then
6367 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6369 if FAnimationMask <> nil then
6370 begin
6371 e_Colors := FColor;
6372 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6373 e_Colors.R := 255;
6374 e_Colors.G := 255;
6375 e_Colors.B := 255;
6376 end;
6377 end;
6379 procedure TCorpse.Update();
6380 var
6381 st: Word;
6382 begin
6383 if FState = CORPSE_STATE_REMOVEME then
6384 Exit;
6386 if gTime mod (GAME_TICK*2) <> 0 then
6387 begin
6388 g_Obj_Move(@FObj, True, True, True);
6389 positionChanged(); // this updates spatial accelerators
6390 Exit;
6391 end;
6393 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6394 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6396 st := g_Obj_Move(@FObj, True, True, True);
6397 positionChanged(); // this updates spatial accelerators
6399 if WordBool(st and MOVE_FALLOUT) then
6400 begin
6401 FState := CORPSE_STATE_REMOVEME;
6402 Exit;
6403 end;
6405 if FAnimation <> nil then
6406 FAnimation.Update();
6407 if FAnimationMask <> nil then
6408 FAnimationMask.Update();
6409 end;
6412 procedure TCorpse.SaveState (st: TStream);
6413 var
6414 anim: Boolean;
6415 begin
6416 assert(st <> nil);
6418 // Ñèãíàòóðà òðóïà
6419 utils.writeSign(st, 'CORP');
6420 utils.writeInt(st, Byte(0));
6421 // Ñîñòîÿíèå
6422 utils.writeInt(st, Byte(FState));
6423 // Íàêîïëåííûé óðîí
6424 utils.writeInt(st, Byte(FDamage));
6425 // Öâåò
6426 utils.writeInt(st, Byte(FColor.R));
6427 utils.writeInt(st, Byte(FColor.G));
6428 utils.writeInt(st, Byte(FColor.B));
6429 // Îáúåêò òðóïà
6430 Obj_SaveState(st, @FObj);
6431 utils.writeInt(st, Word(FPlayerUID));
6432 // Åñòü ëè àíèìàöèÿ
6433 anim := (FAnimation <> nil);
6434 utils.writeBool(st, anim);
6435 // Åñëè åñòü - ñîõðàíÿåì
6436 if anim then FAnimation.SaveState(st);
6437 // Åñòü ëè ìàñêà àíèìàöèè
6438 anim := (FAnimationMask <> nil);
6439 utils.writeBool(st, anim);
6440 // Åñëè åñòü - ñîõðàíÿåì
6441 if anim then FAnimationMask.SaveState(st);
6442 end;
6445 procedure TCorpse.LoadState (st: TStream);
6446 var
6447 anim: Boolean;
6448 begin
6449 assert(st <> nil);
6451 // Ñèãíàòóðà òðóïà
6452 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6453 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6454 // Ñîñòîÿíèå
6455 FState := utils.readByte(st);
6456 // Íàêîïëåííûé óðîí
6457 FDamage := utils.readByte(st);
6458 // Öâåò
6459 FColor.R := utils.readByte(st);
6460 FColor.G := utils.readByte(st);
6461 FColor.B := utils.readByte(st);
6462 // Îáúåêò òðóïà
6463 Obj_LoadState(@FObj, st);
6464 FPlayerUID := utils.readWord(st);
6465 // Åñòü ëè àíèìàöèÿ
6466 anim := utils.readBool(st);
6467 // Åñëè åñòü - çàãðóæàåì
6468 if anim then
6469 begin
6470 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6471 FAnimation.LoadState(st);
6472 end;
6473 // Åñòü ëè ìàñêà àíèìàöèè
6474 anim := utils.readBool(st);
6475 // Åñëè åñòü - çàãðóæàåì
6476 if anim then
6477 begin
6478 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6479 FAnimationMask.LoadState(st);
6480 end;
6481 end;
6483 { T B o t : }
6485 constructor TBot.Create();
6486 var
6487 a: Integer;
6488 begin
6489 inherited Create();
6491 FPhysics := True;
6492 FSpectator := False;
6493 FGhost := False;
6495 FIamBot := True;
6497 Inc(gNumBots);
6499 for a := WP_FIRST to WP_LAST do
6500 begin
6501 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6502 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6503 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6504 end;
6505 end;
6507 destructor TBot.Destroy();
6508 begin
6509 Dec(gNumBots);
6510 inherited Destroy();
6511 end;
6513 procedure TBot.Draw();
6514 begin
6515 inherited Draw();
6517 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6518 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6519 end;
6521 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6522 begin
6523 inherited Respawn(Silent, Force);
6525 FAIFlags := nil;
6526 FSelectedWeapon := FCurrWeap;
6527 resetWeaponQueue();
6528 FTargetUID := 0;
6529 end;
6531 procedure TBot.UpdateCombat();
6532 type
6533 TTarget = record
6534 UID: Word;
6535 X, Y: Integer;
6536 Rect: TRectWH;
6537 cX, cY: Integer;
6538 Dist: Word;
6539 Line: Boolean;
6540 Visible: Boolean;
6541 IsPlayer: Boolean;
6542 end;
6544 TTargetRecord = array of TTarget;
6546 function Compare(a, b: TTarget): Integer;
6547 begin
6548 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6549 Result := -1
6550 else
6551 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6552 Result := 1
6553 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6554 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6555 begin
6556 if a.Dist > b.Dist then // B áëèæå
6557 Result := 1
6558 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6559 Result := -1;
6560 end
6561 else // Ñòðàííî -> A
6562 Result := -1;
6563 end;
6565 var
6566 a, x1, y1, x2, y2: Integer;
6567 targets: TTargetRecord;
6568 ammo: Word;
6569 Target, BestTarget: TTarget;
6570 firew, fireh: Integer;
6571 angle: SmallInt;
6572 mon: TMonster;
6573 pla, tpla: TPlayer;
6574 vsPlayer, vsMonster, ok: Boolean;
6577 function monsUpdate (mon: TMonster): Boolean;
6578 begin
6579 result := false; // don't stop
6580 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6581 begin
6582 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6584 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6585 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6587 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6588 if g_TraceVector(x1, y1, x2, y2) then
6589 begin
6590 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6591 SetLength(targets, Length(targets)+1);
6592 with targets[High(targets)] do
6593 begin
6594 UID := mon.UID;
6595 X := mon.Obj.X;
6596 Y := mon.Obj.Y;
6597 cX := x2;
6598 cY := y2;
6599 Rect := mon.Obj.Rect;
6600 Dist := g_PatchLength(x1, y1, x2, y2);
6601 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6602 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6603 Visible := True;
6604 IsPlayer := False;
6605 end;
6606 end;
6607 end;
6608 end;
6610 begin
6611 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6612 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6614 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6615 if FCurrWeap <> FSelectedWeapon then
6616 NextWeapon();
6618 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6619 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6620 begin
6621 RemoveAIFlag('NEEDFIRE');
6623 case FCurrWeap of
6624 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6625 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6626 else PressKey(KEY_FIRE);
6627 end;
6628 end;
6630 // Êîîðäèíàòû ñòâîëà:
6631 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6632 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6634 Target.UID := FTargetUID;
6636 ok := False;
6637 if Target.UID <> 0 then
6638 begin // Öåëü åñòü - íàñòðàèâàåì
6639 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6640 vsPlayer then
6641 begin // Èãðîê
6642 tpla := g_Player_Get(Target.UID);
6643 if tpla <> nil then
6644 with tpla do
6645 begin
6646 if (@FObj) <> nil then
6647 begin
6648 Target.X := FObj.X;
6649 Target.Y := FObj.Y;
6650 end;
6651 end;
6653 Target.cX := Target.X + PLAYER_RECT_CX;
6654 Target.cY := Target.Y + PLAYER_RECT_CY;
6655 Target.Rect := PLAYER_RECT;
6656 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6657 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6658 (y1-4 > Target.Y+PLAYER_RECT.Y);
6659 Target.IsPlayer := True;
6660 ok := True;
6661 end
6662 else
6663 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6664 vsMonster then
6665 begin // Ìîíñòð
6666 mon := g_Monsters_ByUID(Target.UID);
6667 if mon <> nil then
6668 begin
6669 Target.X := mon.Obj.X;
6670 Target.Y := mon.Obj.Y;
6672 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6673 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6674 Target.Rect := mon.Obj.Rect;
6675 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6676 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6677 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6678 Target.IsPlayer := False;
6679 ok := True;
6680 end;
6681 end;
6682 end;
6684 if not ok then
6685 begin // Öåëè íåò - îáíóëÿåì
6686 Target.X := 0;
6687 Target.Y := 0;
6688 Target.cX := 0;
6689 Target.cY := 0;
6690 Target.Visible := False;
6691 Target.Line := False;
6692 Target.IsPlayer := False;
6693 end;
6695 targets := nil;
6697 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6698 if (not Target.Line) or (not Target.Visible) then
6699 begin
6700 // Èãðîêè:
6701 if vsPlayer then
6702 for a := 0 to High(gPlayers) do
6703 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6704 (gPlayers[a].FUID <> FUID) and
6705 (not SameTeam(FUID, gPlayers[a].FUID)) and
6706 (not gPlayers[a].NoTarget) and
6707 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6708 begin
6709 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6710 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6711 Continue;
6713 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6714 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6716 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6717 if g_TraceVector(x1, y1, x2, y2) then
6718 begin
6719 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6720 SetLength(targets, Length(targets)+1);
6721 with targets[High(targets)] do
6722 begin
6723 UID := gPlayers[a].FUID;
6724 X := gPlayers[a].FObj.X;
6725 Y := gPlayers[a].FObj.Y;
6726 cX := x2;
6727 cY := y2;
6728 Rect := PLAYER_RECT;
6729 Dist := g_PatchLength(x1, y1, x2, y2);
6730 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6731 (y1-4 > Target.Y+PLAYER_RECT.Y);
6732 Visible := True;
6733 IsPlayer := True;
6734 end;
6735 end;
6736 end;
6738 // Ìîíñòðû:
6739 if vsMonster then g_Mons_ForEach(monsUpdate);
6740 end;
6742 // Åñëè åñòü âîçìîæíûå öåëè:
6743 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6744 if targets <> nil then
6745 begin
6746 // Âûáèðàåì íàèëó÷øóþ öåëü:
6747 BestTarget := targets[0];
6748 if Length(targets) > 1 then
6749 for a := 1 to High(targets) do
6750 if Compare(BestTarget, targets[a]) = 1 then
6751 BestTarget := targets[a];
6753 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6754 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6755 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6756 begin
6757 Target := BestTarget;
6759 if (Healthy() = 3) or ((Healthy() = 2)) then
6760 begin // Åñëè çäîðîâû - äîãîíÿåì
6761 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6762 SetAIFlag('GORIGHT', '1');
6763 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6764 SetAIFlag('GOLEFT', '1');
6765 end
6766 else
6767 begin // Åñëè ïîáèòû - óáåãàåì
6768 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6769 SetAIFlag('GORIGHT', '1');
6770 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6771 SetAIFlag('GOLEFT', '1');
6772 end;
6774 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6775 SelectWeapon(Abs(x1-Target.cX));
6776 end;
6777 end;
6779 // Åñëè åñòü öåëü:
6780 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6781 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6782 if Target.UID <> 0 then
6783 begin
6784 if not TargetOnScreen(Target.X + Target.Rect.X,
6785 Target.Y + Target.Rect.Y) then
6786 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6787 if (Healthy() = 3) or ((Healthy() = 2)) then
6788 begin // Åñëè çäîðîâû - äîãîíÿåì
6789 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6790 SetAIFlag('GORIGHT', '1');
6791 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6792 SetAIFlag('GOLEFT', '1');
6793 end
6794 else
6795 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6796 Target.UID := 0;
6797 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6798 SetAIFlag('GORIGHT', '1');
6799 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6800 SetAIFlag('GOLEFT', '1');
6801 end;
6802 end
6803 else
6804 begin // Öåëü ïîêà íà "ýêðàíå"
6805 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6806 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6807 FLastVisible := gTime;
6808 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6809 if (Abs(FObj.Y-Target.Y) <= 128) then
6810 begin
6811 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6812 SetAIFlag('GORIGHT', '1');
6813 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6814 SetAIFlag('GOLEFT', '1');
6815 end;
6816 end;
6818 // Âûáèðàåì óãîë ââåðõ:
6819 if FDirection = TDirection.D_LEFT then
6820 angle := ANGLE_LEFTUP
6821 else
6822 angle := ANGLE_RIGHTUP;
6824 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6825 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6827 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6828 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6829 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6830 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6831 Target.Rect.Width, Target.Rect.Height) and
6832 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6833 begin // òî íóæíî ñòðåëÿòü ââåðõ
6834 SetAIFlag('NEEDFIRE', '1');
6835 SetAIFlag('NEEDSEEUP', '1');
6836 end;
6838 // Âûáèðàåì óãîë âíèç:
6839 if FDirection = TDirection.D_LEFT then
6840 angle := ANGLE_LEFTDOWN
6841 else
6842 angle := ANGLE_RIGHTDOWN;
6844 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6845 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6847 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6848 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6849 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6850 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6851 Target.Rect.Width, Target.Rect.Height) and
6852 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6853 begin // òî íóæíî ñòðåëÿòü âíèç
6854 SetAIFlag('NEEDFIRE', '1');
6855 SetAIFlag('NEEDSEEDOWN', '1');
6856 end;
6858 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6859 if Target.Visible and
6860 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6861 (y1-4 > Target.Y+Target.Rect.Y) then
6862 begin
6863 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6864 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
6865 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6866 begin // òî íóæíî ñòðåëÿòü âïåðåä
6867 SetAIFlag('NEEDFIRE', '1');
6868 SetAIFlag('NEEDSEEDOWN', '');
6869 SetAIFlag('NEEDSEEUP', '');
6870 end;
6871 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6872 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6873 if GetRnd(FDifficult.CloseJump) then
6874 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6875 if Abs(FObj.X-Target.X) < 128 then
6876 a := 4
6877 else
6878 a := 30;
6879 if Random(a) = 0 then
6880 SetAIFlag('NEEDJUMP', '1');
6881 end;
6882 end;
6884 // Åñëè öåëü âñå åùå åñòü:
6885 if Target.UID <> 0 then
6886 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6887 Target.UID := 0 // òî çàáûòü öåëü
6888 else // Åñëè âèäåëè íåäàâíî
6889 begin // íî öåëü óáèëè
6890 if Target.IsPlayer then
6891 begin // Öåëü - èãðîê
6892 pla := g_Player_Get(Target.UID);
6893 if (pla = nil) or (not pla.alive) or pla.NoTarget or
6894 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6895 Target.UID := 0; // òî çàáûòü öåëü
6896 end
6897 else
6898 begin // Öåëü - ìîíñòð
6899 mon := g_Monsters_ByUID(Target.UID);
6900 if (mon = nil) or (not mon.alive) then
6901 Target.UID := 0; // òî çàáûòü öåëü
6902 end;
6903 end;
6904 end; // if Target.UID <> 0
6906 FTargetUID := Target.UID;
6908 // Åñëè âîçìîæíûõ öåëåé íåò:
6909 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6910 if targets = nil then
6911 if GetAIFlag('ATTACKLEFT') <> '' then
6912 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6913 RemoveAIFlag('ATTACKLEFT');
6915 SetAIFlag('NEEDJUMP', '1');
6917 if RunDirection() = TDirection.D_RIGHT then
6918 begin // Èäåì íå â òó ñòîðîíó
6919 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6920 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6921 SetAIFlag('NEEDFIRE', '1');
6922 SetAIFlag('GOLEFT', '1');
6923 end;
6924 end
6925 else
6926 begin // Èäåì â íóæíóþ ñòîðîíó
6927 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6928 SetAIFlag('NEEDFIRE', '1');
6929 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6930 SetAIFlag('GORIGHT', '1');
6931 end;
6932 end
6933 else
6934 if GetAIFlag('ATTACKRIGHT') <> '' then
6935 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6936 RemoveAIFlag('ATTACKRIGHT');
6938 SetAIFlag('NEEDJUMP', '1');
6940 if RunDirection() = TDirection.D_LEFT then
6941 begin // Èäåì íå â òó ñòîðîíó
6942 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6943 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6944 SetAIFlag('NEEDFIRE', '1');
6945 SetAIFlag('GORIGHT', '1');
6946 end;
6947 end
6948 else
6949 begin
6950 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6951 SetAIFlag('NEEDFIRE', '1');
6952 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6953 SetAIFlag('GOLEFT', '1');
6954 end;
6955 end;
6957 //HACK! (does it belongs there?)
6958 RealizeCurrentWeapon();
6960 // Åñëè åñòü âîçìîæíûå öåëè:
6961 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6962 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6963 for a := 0 to High(targets) do
6964 begin
6965 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6966 if GetRnd(FDifficult.DiagFire) then
6967 begin
6968 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6969 if FDirection = TDirection.D_LEFT then
6970 angle := ANGLE_LEFTUP
6971 else
6972 angle := ANGLE_RIGHTUP;
6974 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6975 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6977 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6978 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6979 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6980 targets[a].Rect.Width, targets[a].Rect.Height) and
6981 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6982 begin
6983 SetAIFlag('NEEDFIRE', '1');
6984 SetAIFlag('NEEDSEEUP', '1');
6985 end;
6987 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6988 if FDirection = TDirection.D_LEFT then
6989 angle := ANGLE_LEFTDOWN
6990 else
6991 angle := ANGLE_RIGHTDOWN;
6993 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6994 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6996 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6997 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6998 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6999 targets[a].Rect.Width, targets[a].Rect.Height) and
7000 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7001 begin
7002 SetAIFlag('NEEDFIRE', '1');
7003 SetAIFlag('NEEDSEEDOWN', '1');
7004 end;
7005 end;
7007 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7008 if targets[a].Line and targets[a].Visible and
7009 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7010 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7011 begin
7012 SetAIFlag('NEEDFIRE', '1');
7013 Break;
7014 end;
7015 end;
7017 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7018 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7019 PLAYER_RECT.Width, PLAYER_RECT.Height,
7020 40+GetInterval(FDifficult.Cover, 40)) then
7021 SetAIFlag('NEEDJUMP', '1');
7023 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7024 ammo := GetAmmoByWeapon(FCurrWeap);
7025 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7026 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7027 (ammo = 0) then
7028 SetAIFlag('SELECTWEAPON', '1');
7030 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7031 if GetAIFlag('SELECTWEAPON') = '1' then
7032 begin
7033 SelectWeapon(-1);
7034 RemoveAIFlag('SELECTWEAPON');
7035 end;
7036 end;
7038 procedure TBot.Update();
7039 var
7040 EnableAI: Boolean;
7041 begin
7042 if not FAlive then
7043 begin // Respawn
7044 ReleaseKeys();
7045 PressKey(KEY_UP);
7046 end
7047 else
7048 begin
7049 EnableAI := True;
7051 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7052 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7053 EnableAI := False;
7054 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7055 EnableAI := False;
7056 if g_debug_BotAIOff = 3 then
7057 EnableAI := False;
7059 if EnableAI then
7060 begin
7061 UpdateMove();
7062 UpdateCombat();
7063 end
7064 else
7065 begin
7066 RealizeCurrentWeapon();
7067 end;
7068 end;
7070 inherited Update();
7071 end;
7073 procedure TBot.ReleaseKey(Key: Byte);
7074 begin
7075 with FKeys[Key] do
7076 begin
7077 Pressed := False;
7078 Time := 0;
7079 end;
7080 end;
7082 function TBot.KeyPressed(Key: Word): Boolean;
7083 begin
7084 Result := FKeys[Key].Pressed;
7085 end;
7087 function TBot.GetAIFlag(aName: String20): String20;
7088 var
7089 a: Integer;
7090 begin
7091 Result := '';
7093 aName := LowerCase(aName);
7095 if FAIFlags <> nil then
7096 for a := 0 to High(FAIFlags) do
7097 if LowerCase(FAIFlags[a].Name) = aName then
7098 begin
7099 Result := FAIFlags[a].Value;
7100 Break;
7101 end;
7102 end;
7104 procedure TBot.RemoveAIFlag(aName: String20);
7105 var
7106 a, b: Integer;
7107 begin
7108 if FAIFlags = nil then Exit;
7110 aName := LowerCase(aName);
7112 for a := 0 to High(FAIFlags) do
7113 if LowerCase(FAIFlags[a].Name) = aName then
7114 begin
7115 if a <> High(FAIFlags) then
7116 for b := a to High(FAIFlags)-1 do
7117 FAIFlags[b] := FAIFlags[b+1];
7119 SetLength(FAIFlags, Length(FAIFlags)-1);
7120 Break;
7121 end;
7122 end;
7124 procedure TBot.SetAIFlag(aName, fValue: String20);
7125 var
7126 a: Integer;
7127 ok: Boolean;
7128 begin
7129 a := 0;
7130 ok := False;
7132 aName := LowerCase(aName);
7134 if FAIFlags <> nil then
7135 for a := 0 to High(FAIFlags) do
7136 if LowerCase(FAIFlags[a].Name) = aName then
7137 begin
7138 ok := True;
7139 Break;
7140 end;
7142 if ok then FAIFlags[a].Value := fValue
7143 else
7144 begin
7145 SetLength(FAIFlags, Length(FAIFlags)+1);
7146 with FAIFlags[High(FAIFlags)] do
7147 begin
7148 Name := aName;
7149 Value := fValue;
7150 end;
7151 end;
7152 end;
7154 procedure TBot.UpdateMove;
7156 procedure GoLeft(Time: Word = 1);
7157 begin
7158 ReleaseKey(KEY_LEFT);
7159 ReleaseKey(KEY_RIGHT);
7160 PressKey(KEY_LEFT, Time);
7161 SetDirection(TDirection.D_LEFT);
7162 end;
7164 procedure GoRight(Time: Word = 1);
7165 begin
7166 ReleaseKey(KEY_LEFT);
7167 ReleaseKey(KEY_RIGHT);
7168 PressKey(KEY_RIGHT, Time);
7169 SetDirection(TDirection.D_RIGHT);
7170 end;
7172 function Rnd(a: Word): Boolean;
7173 begin
7174 Result := Random(a) = 0;
7175 end;
7177 procedure Turn(Time: Word = 1200);
7178 begin
7179 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7180 end;
7182 procedure Stop();
7183 begin
7184 ReleaseKey(KEY_LEFT);
7185 ReleaseKey(KEY_RIGHT);
7186 end;
7188 function CanRunLeft(): Boolean;
7189 begin
7190 Result := not CollideLevel(-1, 0);
7191 end;
7193 function CanRunRight(): Boolean;
7194 begin
7195 Result := not CollideLevel(1, 0);
7196 end;
7198 function CanRun(): Boolean;
7199 begin
7200 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7201 end;
7203 procedure Jump(Time: Word = 30);
7204 begin
7205 PressKey(KEY_JUMP, Time);
7206 end;
7208 function NearHole(): Boolean;
7209 var
7210 x, sx: Integer;
7211 begin
7212 { TODO 5 : Ëåñòíèöû }
7213 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7214 for x := 1 to PLAYER_RECT.Width do
7215 if (not StayOnStep(x*sx, 0)) and
7216 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7217 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7218 begin
7219 Result := True;
7220 Exit;
7221 end;
7223 Result := False;
7224 end;
7226 function BorderHole(): Boolean;
7227 var
7228 x, sx, xx: Integer;
7229 begin
7230 { TODO 5 : Ëåñòíèöû }
7231 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7232 for x := 1 to PLAYER_RECT.Width do
7233 if (not StayOnStep(x*sx, 0)) and
7234 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7235 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7236 begin
7237 for xx := x to x+32 do
7238 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7239 begin
7240 Result := True;
7241 Exit;
7242 end;
7243 end;
7245 Result := False;
7246 end;
7248 function NearDeepHole(): Boolean;
7249 var
7250 x, sx, y: Integer;
7251 begin
7252 Result := False;
7254 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7255 y := 3;
7257 for x := 1 to PLAYER_RECT.Width do
7258 if (not StayOnStep(x*sx, 0)) and
7259 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7260 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7261 begin
7262 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7263 begin
7264 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7265 y := y+1;
7266 end;
7268 Result := True;
7269 end else Result := False;
7270 end;
7272 function OverDeepHole(): Boolean;
7273 var
7274 y: Integer;
7275 begin
7276 Result := False;
7278 y := 1;
7279 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7280 begin
7281 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7282 y := y+1;
7283 end;
7285 Result := True;
7286 end;
7288 function OnGround(): Boolean;
7289 begin
7290 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7291 end;
7293 function OnLadder(): Boolean;
7294 begin
7295 Result := FullInStep(0, 0);
7296 end;
7298 function BelowLadder(): Boolean;
7299 begin
7300 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7301 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7302 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7303 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7304 end;
7306 function BelowLiftUp(): Boolean;
7307 begin
7308 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7309 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7310 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7311 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7312 end;
7314 function OnTopLift(): Boolean;
7315 begin
7316 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7317 end;
7319 function CanJumpOver(): Boolean;
7320 var
7321 sx, y: Integer;
7322 begin
7323 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7325 Result := False;
7327 if not CollideLevel(sx, 0) then Exit;
7329 for y := 1 to BOT_MAXJUMP do
7330 if CollideLevel(0, -y) then Exit else
7331 if not CollideLevel(sx, -y) then
7332 begin
7333 Result := True;
7334 Exit;
7335 end;
7336 end;
7338 function CanJumpUp(Dist: ShortInt): Boolean;
7339 var
7340 y, yy: Integer;
7341 c: Boolean;
7342 begin
7343 Result := False;
7345 if CollideLevel(Dist, 0) then Exit;
7347 c := False;
7348 for y := 0 to BOT_MAXJUMP do
7349 if CollideLevel(Dist, -y) then
7350 begin
7351 c := True;
7352 Break;
7353 end;
7355 if not c then Exit;
7357 c := False;
7358 for yy := y+1 to BOT_MAXJUMP do
7359 if not CollideLevel(Dist, -yy) then
7360 begin
7361 c := True;
7362 Break;
7363 end;
7365 if not c then Exit;
7367 c := False;
7368 for y := 0 to BOT_MAXJUMP do
7369 if CollideLevel(0, -y) then
7370 begin
7371 c := True;
7372 Break;
7373 end;
7375 if c then Exit;
7377 if y < yy then Exit;
7379 Result := True;
7380 end;
7382 function IsSafeTrigger(): Boolean;
7383 var
7384 a: Integer;
7385 begin
7386 Result := True;
7387 if gTriggers = nil then
7388 Exit;
7389 for a := 0 to High(gTriggers) do
7390 if Collide(gTriggers[a].X,
7391 gTriggers[a].Y,
7392 gTriggers[a].Width,
7393 gTriggers[a].Height) and
7394 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7395 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7396 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7397 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7398 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7399 Result := False;
7400 end;
7402 begin
7403 // Âîçìîæíî, íàæèìàåì êíîïêó:
7404 if Rnd(16) and IsSafeTrigger() then
7405 PressKey(KEY_OPEN);
7407 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7408 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7409 begin
7410 ReleaseKey(KEY_LEFT);
7411 ReleaseKey(KEY_RIGHT);
7412 Jump();
7413 end;
7415 // Èäåì âëåâî, åñëè íàäî áûëî:
7416 if GetAIFlag('GOLEFT') <> '' then
7417 begin
7418 RemoveAIFlag('GOLEFT');
7419 if CanRunLeft() then
7420 GoLeft(360);
7421 end;
7423 // Èäåì âïðàâî, åñëè íàäî áûëî:
7424 if GetAIFlag('GORIGHT') <> '' then
7425 begin
7426 RemoveAIFlag('GORIGHT');
7427 if CanRunRight() then
7428 GoRight(360);
7429 end;
7431 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7432 if FObj.X < -32 then
7433 GoRight(360)
7434 else
7435 if FObj.X+32 > gMapInfo.Width then
7436 GoLeft(360);
7438 // Ïðûãàåì, åñëè íàäî áûëî:
7439 if GetAIFlag('NEEDJUMP') <> '' then
7440 begin
7441 Jump(0);
7442 RemoveAIFlag('NEEDJUMP');
7443 end;
7445 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7446 if GetAIFlag('NEEDSEEUP') <> '' then
7447 begin
7448 ReleaseKey(KEY_UP);
7449 ReleaseKey(KEY_DOWN);
7450 PressKey(KEY_UP, 20);
7451 RemoveAIFlag('NEEDSEEUP');
7452 end;
7454 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7455 if GetAIFlag('NEEDSEEDOWN') <> '' then
7456 begin
7457 ReleaseKey(KEY_UP);
7458 ReleaseKey(KEY_DOWN);
7459 PressKey(KEY_DOWN, 20);
7460 RemoveAIFlag('NEEDSEEDOWN');
7461 end;
7463 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7464 if GetAIFlag('GOINHOLE') <> '' then
7465 if not OnGround() then
7466 begin
7467 ReleaseKey(KEY_LEFT);
7468 ReleaseKey(KEY_RIGHT);
7469 RemoveAIFlag('GOINHOLE');
7470 SetAIFlag('FALLINHOLE', '1');
7471 end;
7473 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7474 if GetAIFlag('FALLINHOLE') <> '' then
7475 if OnGround() then
7476 RemoveAIFlag('FALLINHOLE');
7478 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7479 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7480 if GetAIFlag('FALLINHOLE') = '' then
7481 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7482 if Rnd(2) then
7483 GoLeft(360)
7484 else
7485 GoRight(360);
7487 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7488 if OnGround() and
7489 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7490 Rnd(8) then
7491 Jump();
7493 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7494 if OnGround() and NearHole() then
7495 if NearDeepHole() then // Åñëè ýòî áåçäíà
7496 case Random(6) of
7497 0..3: Turn(); // Áåæèì îáðàòíî
7498 4: Jump(); // Ïðûãàåì
7499 5: begin // Ïðûãàåì îáðàòíî
7500 Turn();
7501 Jump();
7502 end;
7503 end
7504 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7505 if GetAIFlag('GOINHOLE') = '' then
7506 case Random(6) of
7507 0: Turn(); // Íå íóæíî òóäà
7508 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7509 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7510 if BorderHole() then
7511 SetAIFlag('GOINHOLE', '1');
7512 end;
7514 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7515 if (not CanRun()) and OnGround() then
7516 begin
7517 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7518 if CanJumpOver() or OnLadder() then
7519 Jump()
7520 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7521 if Random(2) = 0 then
7522 begin
7523 if IsSafeTrigger() then
7524 PressKey(KEY_OPEN);
7525 end else
7526 Turn();
7527 end;
7529 // Îñòàëîñü ìàëî âîçäóõà:
7530 if FAir < 36 * 2 then
7531 Jump(20);
7533 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7534 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7535 if BodyInAcid(0, 0) then
7536 Jump();
7537 end;
7539 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7540 begin
7541 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7542 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7543 end;
7545 {function TBot.NeedItem(Item: Byte): Byte;
7546 begin
7547 Result := 4;
7548 end;}
7550 procedure TBot.SelectWeapon(Dist: Integer);
7551 var
7552 a: Integer;
7554 function HaveAmmo(weapon: Byte): Boolean;
7555 begin
7556 case weapon of
7557 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7558 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7559 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7560 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7561 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7562 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7563 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7564 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7565 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7566 else Result := True;
7567 end;
7568 end;
7570 begin
7571 if Dist = -1 then Dist := BOT_LONGDIST;
7573 if Dist > BOT_LONGDIST then
7574 begin // Äàëüíèé áîé
7575 for a := 0 to 9 do
7576 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7577 begin
7578 FSelectedWeapon := FDifficult.WeaponPrior[a];
7579 Break;
7580 end;
7581 end
7582 else //if Dist > BOT_UNSAFEDIST then
7583 begin // Áëèæíèé áîé
7584 for a := 0 to 9 do
7585 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7586 begin
7587 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7588 Break;
7589 end;
7590 end;
7591 { else
7592 begin
7593 for a := 0 to 9 do
7594 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7595 begin
7596 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7597 Break;
7598 end;
7599 end;}
7600 end;
7602 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7603 begin
7604 Result := inherited PickItem(ItemType, force, remove);
7606 if Result then SetAIFlag('SELECTWEAPON', '1');
7607 end;
7609 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7610 begin
7611 Result := inherited Heal(value, Soft);
7612 end;
7614 function TBot.Healthy(): Byte;
7615 begin
7616 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7617 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7618 else if (FHealth > 50) then Result := 2
7619 else if (FHealth > 20) then Result := 1
7620 else Result := 0;
7621 end;
7623 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7624 begin
7625 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7626 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7627 end;
7629 procedure TBot.OnDamage(Angle: SmallInt);
7630 var
7631 pla: TPlayer;
7632 mon: TMonster;
7633 ok: Boolean;
7634 begin
7635 inherited;
7637 if (Angle = 0) or (Angle = 180) then
7638 begin
7639 ok := False;
7640 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7641 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7642 begin // Èãðîê
7643 pla := g_Player_Get(FLastSpawnerUID);
7644 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7645 pla.FObj.Y + PLAYER_RECT.Y);
7646 end
7647 else
7648 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7649 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7650 begin // Ìîíñòð
7651 mon := g_Monsters_ByUID(FLastSpawnerUID);
7652 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7653 mon.Obj.Y + mon.Obj.Rect.Y);
7654 end;
7656 if ok then
7657 if Angle = 0 then
7658 SetAIFlag('ATTACKLEFT', '1')
7659 else
7660 SetAIFlag('ATTACKRIGHT', '1');
7661 end;
7662 end;
7664 function TBot.RunDirection(): TDirection;
7665 begin
7666 if Abs(Vel.X) >= 1 then
7667 begin
7668 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7669 end else
7670 Result := FDirection;
7671 end;
7673 function TBot.GetRnd(a: Byte): Boolean;
7674 begin
7675 if a = 0 then Result := False
7676 else if a = 255 then Result := True
7677 else Result := Random(256) > 255-a;
7678 end;
7680 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7681 begin
7682 Result := Round((255-a)/255*radius*(Random(2)-1));
7683 end;
7686 procedure TDifficult.save (st: TStream);
7687 begin
7688 utils.writeInt(st, Byte(DiagFire));
7689 utils.writeInt(st, Byte(InvisFire));
7690 utils.writeInt(st, Byte(DiagPrecision));
7691 utils.writeInt(st, Byte(FlyPrecision));
7692 utils.writeInt(st, Byte(Cover));
7693 utils.writeInt(st, Byte(CloseJump));
7694 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7695 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7696 end;
7698 procedure TDifficult.load (st: TStream);
7699 begin
7700 DiagFire := utils.readByte(st);
7701 InvisFire := utils.readByte(st);
7702 DiagPrecision := utils.readByte(st);
7703 FlyPrecision := utils.readByte(st);
7704 Cover := utils.readByte(st);
7705 CloseJump := utils.readByte(st);
7706 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7707 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7708 end;
7711 procedure TBot.SaveState (st: TStream);
7712 var
7713 i: Integer;
7714 dw: Integer;
7715 begin
7716 inherited SaveState(st);
7717 utils.writeSign(st, 'BOT0');
7718 // Âûáðàííîå îðóæèå
7719 utils.writeInt(st, Byte(FSelectedWeapon));
7720 // UID öåëè
7721 utils.writeInt(st, Word(FTargetUID));
7722 // Âðåìÿ ïîòåðè öåëè
7723 utils.writeInt(st, LongWord(FLastVisible));
7724 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7725 dw := Length(FAIFlags);
7726 utils.writeInt(st, LongInt(dw));
7727 // Ôëàãè ÈÈ
7728 for i := 0 to dw-1 do
7729 begin
7730 utils.writeStr(st, FAIFlags[i].Name, 20);
7731 utils.writeStr(st, FAIFlags[i].Value, 20);
7732 end;
7733 // Íàñòðîéêè ñëîæíîñòè
7734 FDifficult.save(st);
7735 end;
7738 procedure TBot.LoadState (st: TStream);
7739 var
7740 i: Integer;
7741 dw: Integer;
7742 begin
7743 inherited LoadState(st);
7744 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7745 // Âûáðàííîå îðóæèå
7746 FSelectedWeapon := utils.readByte(st);
7747 // UID öåëè
7748 FTargetUID := utils.readWord(st);
7749 // Âðåìÿ ïîòåðè öåëè
7750 FLastVisible := utils.readLongWord(st);
7751 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7752 dw := utils.readLongInt(st);
7753 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7754 SetLength(FAIFlags, dw);
7755 // Ôëàãè ÈÈ
7756 for i := 0 to dw-1 do
7757 begin
7758 FAIFlags[i].Name := utils.readStr(st, 20);
7759 FAIFlags[i].Value := utils.readStr(st, 20);
7760 end;
7761 // Íàñòðîéêè ñëîæíîñòè
7762 FDifficult.load(st);
7763 end;
7766 begin
7767 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7768 end.