DEADSOFTWARE

moved debug inspector to g_holmes.pas
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) DooM 2D:Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 unit g_player;
19 interface
21 uses
22 e_graphics, g_playermodel, g_basic, g_textures,
23 g_weapons, g_phys, g_sound, g_saveload, MAPSTRUCT,
24 BinEditor, g_panel;
26 const
27 KEY_LEFT = 1;
28 KEY_RIGHT = 2;
29 KEY_UP = 3;
30 KEY_DOWN = 4;
31 KEY_FIRE = 5;
32 KEY_NEXTWEAPON = 6;
33 KEY_PREVWEAPON = 7;
34 KEY_OPEN = 8;
35 KEY_JUMP = 9;
36 KEY_CHAT = 10;
38 R_ITEM_BACKPACK = 0;
39 R_KEY_RED = 1;
40 R_KEY_GREEN = 2;
41 R_KEY_BLUE = 3;
42 R_BERSERK = 4;
44 MR_SUIT = 0;
45 MR_INVUL = 1;
46 MR_INVIS = 2;
47 MR_MAX = 2;
49 A_BULLETS = 0;
50 A_SHELLS = 1;
51 A_ROCKETS = 2;
52 A_CELLS = 3;
53 A_FUEL = 4;
54 A_HIGH = 4;
56 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
57 ((200, 50, 50, 300, 100),
58 (400, 100, 100, 600, 200));
60 K_SIMPLEKILL = 0;
61 K_HARDKILL = 1;
62 K_EXTRAHARDKILL = 2;
63 K_FALLKILL = 3;
65 T_RESPAWN = 0;
66 T_SWITCH = 1;
67 T_USE = 2;
68 T_FLAGCAP = 3;
70 TEAM_NONE = 0;
71 TEAM_RED = 1;
72 TEAM_BLUE = 2;
73 TEAM_COOP = 3;
75 SHELL_BULLET = 0;
76 SHELL_SHELL = 1;
77 SHELL_DBLSHELL = 2;
79 ANGLE_NONE = Low(SmallInt);
81 CORPSE_STATE_REMOVEME = 0;
82 CORPSE_STATE_NORMAL = 1;
83 CORPSE_STATE_MESS = 2;
85 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
86 PLAYER_RECT_CX = 15+(34 div 2);
87 PLAYER_RECT_CY = 12+(52 div 2);
88 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
90 PLAYER_HP_SOFT = 100;
91 PLAYER_HP_LIMIT = 200;
92 PLAYER_AP_SOFT = 100;
93 PLAYER_AP_LIMIT = 200;
94 SUICIDE_DAMAGE = 112;
96 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
97 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
99 type
100 TPlayerStat = record
101 Ping: Word;
102 Loss: Byte;
103 Name: String;
104 Team: Byte;
105 Frags: SmallInt;
106 Deaths: SmallInt;
107 Lives: Byte;
108 Kills: Word;
109 Color: TRGB;
110 Spectator: Boolean;
111 end;
113 TPlayerStatArray = Array of TPlayerStat;
115 TPlayerSavedState = record
116 Health: Integer;
117 Armor: Integer;
118 Air: Integer;
119 JetFuel: Integer;
120 CurrWeap: Byte;
121 NextWeap: WORD;
122 NextWeapDelay: Byte;
123 Ammo: Array [A_BULLETS..A_HIGH] of Word;
124 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
125 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
126 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
127 WaitRecall: Boolean;
128 end;
130 TKeyState = record
131 Pressed: Boolean;
132 Time: Word;
133 end;
135 TPlayer = class (TObject)
136 private
137 FIamBot: Boolean;
138 FUID: Word;
139 FName: String;
140 FTeam: Byte;
141 FLive: Boolean;
142 FSpawned: Boolean;
143 FDirection: TDirection;
144 FHealth: Integer;
145 FLives: Byte;
146 FArmor: Integer;
147 FAir: Integer;
148 FPain: Integer;
149 FPickup: Integer;
150 FKills: Integer;
151 FMonsterKills: Integer;
152 FFrags: Integer;
153 FFragCombo: Byte;
154 FLastFrag: LongWord;
155 FComboEvnt: Integer;
156 FDeath: Integer;
157 FCanJetpack: Boolean;
158 FJetFuel: Integer;
159 FFlag: Byte;
160 FSecrets: Integer;
161 FCurrWeap: Byte;
162 FNextWeap: WORD;
163 FNextWeapDelay: Byte; // frames
164 FBFGFireCounter: SmallInt;
165 FLastSpawnerUID: Word;
166 FLastHit: Byte;
167 FObj: TObj;
168 FXTo, FYTo: Integer;
169 FSpectatePlayer: Integer;
170 FFirePainTime: Integer;
171 FFireAttacker: Word;
173 FSavedState: TPlayerSavedState;
175 FModel: TPlayerModel;
176 FActionPrior: Byte;
177 FActionAnim: Byte;
178 FActionForce: Boolean;
179 FActionChanged: Boolean;
180 FAngle: SmallInt;
181 FFireAngle: SmallInt;
182 FIncCam: Integer;
183 FShellTimer: Integer;
184 FShellType: Byte;
185 FSawSound: TPlayableSound;
186 FSawSoundIdle: TPlayableSound;
187 FSawSoundHit: TPlayableSound;
188 FSawSoundSelect: TPlayableSound;
189 FJetSoundOn: TPlayableSound;
190 FJetSoundOff: TPlayableSound;
191 FJetSoundFly: TPlayableSound;
192 FGodMode: Boolean;
193 FNoTarget: Boolean;
194 FNoReload: Boolean;
195 FJustTeleported: Boolean;
196 FNetTime: LongWord;
198 function CollideLevel(XInc, YInc: Integer): Boolean;
199 function StayOnStep(XInc, YInc: Integer): Boolean;
200 function HeadInLiquid(XInc, YInc: Integer): Boolean;
201 function BodyInLiquid(XInc, YInc: Integer): Boolean;
202 function BodyInAcid(XInc, YInc: Integer): Boolean;
203 function FullInLift(XInc, YInc: Integer): Integer;
204 {procedure CollideItem();}
205 procedure FlySmoke(Times: DWORD = 1);
206 procedure OnFireFlame(Times: DWORD = 1);
207 function GetAmmoByWeapon(Weapon: Byte): Word;
208 procedure SetAction(Action: Byte; Force: Boolean = False);
209 procedure OnDamage(Angle: SmallInt); virtual;
210 function firediry(): Integer;
212 procedure Run(Direction: TDirection);
213 procedure NextWeapon();
214 procedure PrevWeapon();
215 procedure SeeUp();
216 procedure SeeDown();
217 procedure Fire();
218 procedure Jump();
219 procedure Use();
221 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
222 procedure resetWeaponQueue ();
223 function hasAmmoForWeapon (weapon: Byte): Boolean;
225 public
226 FDamageBuffer: Integer;
228 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
229 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
230 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
231 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
232 FBerserk: Integer;
233 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
234 FReloading: Array [WP_FIRST..WP_LAST] of Word;
235 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
236 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
237 FColor: TRGB;
238 FPreferredTeam: Byte;
239 FSpectator: Boolean;
240 FNoRespawn: Boolean;
241 FWantsInGame: Boolean;
242 FGhost: Boolean;
243 FPhysics: Boolean;
244 FJetpack: Boolean;
245 FActualModelName: string;
246 FClientID: SmallInt;
247 FPing: Word;
248 FLoss: Byte;
249 FDummy: Boolean;
250 FFireTime: Integer;
252 // debug: viewport offset
253 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
255 function isValidViewPort (): Boolean; inline;
257 constructor Create(); virtual;
258 destructor Destroy(); override;
259 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
260 function GetRespawnPoint(): Byte;
261 procedure PressKey(Key: Byte; Time: Word = 1);
262 procedure ReleaseKeys();
263 procedure SetModel(ModelName: String);
264 procedure SetColor(Color: TRGB);
265 procedure SetWeapon(W: Byte);
266 function IsKeyPressed(K: Byte): Boolean;
267 function GetKeys(): Byte;
268 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
269 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
270 function Collide(Panel: TPanel): Boolean; overload;
271 function Collide(X, Y: Integer): Boolean; overload;
272 procedure SetDirection(Direction: TDirection);
273 procedure GetSecret();
274 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
275 procedure Touch();
276 procedure Push(vx, vy: Integer);
277 procedure ChangeModel(ModelName: String);
278 procedure SwitchTeam;
279 procedure ChangeTeam(Team: Byte);
280 procedure BFGHit();
281 function GetFlag(Flag: Byte): Boolean;
282 procedure SetFlag(Flag: Byte);
283 function DropFlag(): Boolean;
284 procedure AllRulez(Health: Boolean);
285 procedure RestoreHealthArmor();
286 procedure FragCombo();
287 procedure GiveItem(ItemType: Byte);
288 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
289 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
290 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
291 procedure MakeBloodSimple(Count: Word);
292 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
293 procedure Reset(Force: Boolean);
294 procedure Spectate(NoMove: Boolean = False);
295 procedure SwitchNoClip;
296 procedure SoftReset();
297 procedure Draw(); virtual;
298 procedure DrawPain();
299 procedure DrawPickup();
300 procedure DrawRulez();
301 procedure DrawAim();
302 procedure DrawBubble();
303 procedure DrawGUI();
304 procedure Update(); virtual;
305 procedure RememberState();
306 procedure RecallState();
307 procedure SaveState(var Mem: TBinMemoryWriter); virtual;
308 procedure LoadState(var Mem: TBinMemoryReader); virtual;
309 procedure PauseSounds(Enable: Boolean);
310 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
311 procedure DoLerp(Level: Integer = 2);
312 procedure SetLerp(XTo, YTo: Integer);
313 procedure QueueWeaponSwitch(Weapon: Byte);
314 procedure RealizeCurrentWeapon();
315 procedure JetpackOn;
316 procedure JetpackOff;
317 procedure CatchFire(Attacker: Word);
319 //WARNING! this does nothing for now, but still call it!
320 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
322 procedure getMapBox (out x, y, w, h: Integer); inline;
324 property Name: String read FName write FName;
325 property Model: TPlayerModel read FModel;
326 property Health: Integer read FHealth write FHealth;
327 property Lives: Byte read FLives write FLives;
328 property Armor: Integer read FArmor write FArmor;
329 property Air: Integer read FAir write FAir;
330 property JetFuel: Integer read FJetFuel write FJetFuel;
331 property Frags: Integer read FFrags write FFrags;
332 property Death: Integer read FDeath write FDeath;
333 property Kills: Integer read FKills write FKills;
334 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
335 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
336 property Secrets: Integer read FSecrets;
337 property GodMode: Boolean read FGodMode write FGodMode;
338 property NoTarget: Boolean read FNoTarget write FNoTarget;
339 property NoReload: Boolean read FNoReload write FNoReload;
340 property Live: Boolean read FLive write FLive;
341 property Flag: Byte read FFlag;
342 property Team: Byte read FTeam write FTeam;
343 property Direction: TDirection read FDirection;
344 property GameX: Integer read FObj.X write FObj.X;
345 property GameY: Integer read FObj.Y write FObj.Y;
346 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
347 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
348 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
349 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
350 property Vel: TPoint2i read FObj.Vel;
351 property Obj: TObj read FObj;
352 property IncCam: Integer read FIncCam write FIncCam;
353 property UID: Word read FUID write FUID;
354 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
355 property NetTime: LongWord read FNetTime write FNetTime;
356 end;
358 TDifficult = record
359 DiagFire: Byte;
360 InvisFire: Byte;
361 DiagPrecision: Byte;
362 FlyPrecision: Byte;
363 Cover: Byte;
364 CloseJump: Byte;
365 WeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
366 CloseWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
367 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
368 end;
370 TAIFlag = record
371 Name: String;
372 Value: String;
373 end;
375 TBot = class (TPlayer)
376 private
377 FSelectedWeapon: Byte;
378 FTargetUID: Word;
379 FLastVisible: DWORD;
380 FAIFlags: Array of TAIFlag;
381 FDifficult: TDifficult;
383 function GetRnd(a: Byte): Boolean;
384 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
385 function RunDirection(): TDirection;
386 function FullInStep(XInc, YInc: Integer): Boolean;
387 //function NeedItem(Item: Byte): Byte;
388 procedure SelectWeapon(Dist: Integer);
389 procedure SetAIFlag(aName, fValue: String20);
390 function GetAIFlag(aName: String20): String20;
391 procedure RemoveAIFlag(aName: String20);
392 function Healthy(): Byte;
393 procedure UpdateMove();
394 procedure UpdateCombat();
395 function KeyPressed(Key: Word): Boolean;
396 procedure ReleaseKey(Key: Byte);
397 function TargetOnScreen(TX, TY: Integer): Boolean;
398 procedure OnDamage(Angle: SmallInt); override;
400 public
401 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
402 constructor Create(); override;
403 destructor Destroy(); override;
404 procedure Draw(); override;
405 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
406 function Heal(value: Word; Soft: Boolean): Boolean; override;
407 procedure Update(); override;
408 procedure SaveState(var Mem: TBinMemoryWriter); override;
409 procedure LoadState(var Mem: TBinMemoryReader); override;
410 end;
412 TGib = record
413 Live: Boolean;
414 ID: DWORD;
415 MaskID: DWORD;
416 RAngle: Integer;
417 Color: TRGB;
418 Obj: TObj;
420 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
421 end;
424 TShell = record
425 SpriteID: DWORD;
426 Live: Boolean;
427 SType: Byte;
428 RAngle: Integer;
429 Timeout: Cardinal;
430 CX, CY: Integer;
431 Obj: TObj;
433 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
434 end;
436 TCorpse = class (TObject)
437 private
438 FModelName: String;
439 FMess: Boolean;
440 FState: Byte;
441 FDamage: Byte;
442 FColor: TRGB;
443 FObj: TObj;
444 FAnimation: TAnimation;
445 FAnimationMask: TAnimation;
447 public
448 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
449 destructor Destroy(); override;
450 procedure Damage(Value: Word; vx, vy: Integer);
451 procedure Update();
452 procedure Draw();
453 procedure SaveState(var Mem: TBinMemoryWriter);
454 procedure LoadState(var Mem: TBinMemoryReader);
456 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
458 property Obj: TObj read FObj;
459 property State: Byte read FState;
460 property Mess: Boolean read FMess;
461 end;
463 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
464 record
465 Goals: SmallInt;
466 end;
468 var
469 gPlayers: Array of TPlayer;
470 gCorpses: Array of TCorpse;
471 gGibs: Array of TGib;
472 gShells: Array of TShell;
473 gTeamStat: TTeamStat;
474 gFly: Boolean = False;
475 gAimLine: Boolean = False;
476 gChatBubble: Byte = 0;
477 gNumBots: Word = 0;
478 gLMSPID1: Word = 0;
479 gLMSPID2: Word = 0;
480 MAX_RUNVEL: Integer = 8;
481 VEL_JUMP: Integer = 10;
482 SHELL_TIMEOUT: Cardinal = 60000;
484 function Lerp(X, Y, Factor: Integer): Integer;
486 procedure g_Gibs_SetMax(Count: Word);
487 function g_Gibs_GetMax(): Word;
488 procedure g_Corpses_SetMax(Count: Word);
489 function g_Corpses_GetMax(): Word;
490 procedure g_Shells_SetMax(Count: Word);
491 function g_Shells_GetMax(): Word;
493 procedure g_Player_Init();
494 procedure g_Player_Free();
495 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
496 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
497 procedure g_Player_Remove(UID: Word);
498 procedure g_Player_ResetTeams();
499 procedure g_Player_UpdateAll();
500 procedure g_Player_DrawAll();
501 procedure g_Player_DrawDebug(p: TPlayer);
502 procedure g_Player_DrawHealth();
503 procedure g_Player_RememberAll();
504 procedure g_Player_ResetAll(Force, Silent: Boolean);
505 function g_Player_Get(UID: Word): TPlayer;
506 function g_Player_GetCount(): Byte;
507 function g_Player_GetStats(): TPlayerStatArray;
508 function g_Player_ValidName(Name: String): Boolean;
509 procedure g_Player_CreateCorpse(Player: TPlayer);
510 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
511 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
512 procedure g_Player_UpdatePhysicalObjects();
513 procedure g_Player_DrawCorpses();
514 procedure g_Player_DrawShells();
515 procedure g_Player_RemoveAllCorpses();
516 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
517 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
518 procedure g_Bot_Add(Team, Difficult: Byte);
519 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
520 procedure g_Bot_MixNames();
521 procedure g_Bot_RemoveAll();
523 implementation
525 uses
526 e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math,
527 g_options, g_triggers, g_menu, MAPDEF, g_game, g_grid,
528 wadreader, g_main, g_monsters, CONFIG, g_language,
529 g_net, g_netmsg, g_window, GL, g_holmes;
531 type
532 TBotProfile = record
533 name: ShortString;
534 model: ShortString;
535 team: Byte;
536 color: TRGB;
537 diag_fire: Byte;
538 invis_fire: Byte;
539 diag_precision: Byte;
540 fly_precision: Byte;
541 cover: Byte;
542 close_jump: Byte;
543 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
544 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
545 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
546 end;
548 const
549 TIME_RESPAWN1 = 1500;
550 TIME_RESPAWN2 = 2000;
551 TIME_RESPAWN3 = 3000;
552 AIR_DEF = 360;
553 AIR_MAX = 1091;
554 JET_MAX = 540; // ~30 sec
555 PLAYER_SUIT_TIME = 30000;
556 PLAYER_INVUL_TIME = 30000;
557 PLAYER_INVIS_TIME = 35000;
558 FRAG_COMBO_TIME = 3000;
559 VEL_SW = 4;
560 VEL_FLY = 6;
561 ANGLE_RIGHTUP = 55;
562 ANGLE_RIGHTDOWN = -35;
563 ANGLE_LEFTUP = 125;
564 ANGLE_LEFTDOWN = -145;
565 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
566 WEAPONPOINT: Array [TDirection] of TPoint = ((X:16; Y:32), (X:47; Y:32));
567 BOT_MAXJUMP = 84;
568 BOT_LONGDIST = 300;
569 BOT_UNSAFEDIST = 128;
570 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
571 (R:0; G:0; B:255));
572 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
573 FlyPrecision: 32; Cover: 32; CloseJump: 32;
574 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
575 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
576 FlyPrecision: 127; Cover: 127; CloseJump: 127;
577 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
578 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
579 FlyPrecision: 255; Cover: 255; CloseJump: 255;
580 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
581 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
582 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
583 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
584 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
585 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
586 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
587 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
588 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
589 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
590 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
591 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
592 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
593 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
594 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
595 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
596 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
597 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
599 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
600 CORPSE_SIGNATURE = $50524F43; // 'CORP'
602 BOTNAMES_FILENAME = 'botnames.txt';
603 BOTLIST_FILENAME = 'botlist.txt';
605 var
606 MaxGibs: Word = 150;
607 MaxCorpses: Word = 20;
608 MaxShells: Word = 300;
609 CurrentGib: Integer = 0;
610 CurrentShell: Integer = 0;
611 BotNames: Array of String;
612 BotList: Array of TBotProfile;
615 procedure TGib.positionChanged (); begin end;
616 procedure TShell.positionChanged (); begin end;
619 function Lerp(X, Y, Factor: Integer): Integer;
620 begin
621 Result := X + ((Y - X) div Factor);
622 end;
624 function SameTeam(UID1, UID2: Word): Boolean;
625 begin
626 Result := False;
628 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
629 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
631 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
633 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
634 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
636 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
637 end;
639 procedure g_Gibs_SetMax(Count: Word);
640 begin
641 MaxGibs := Count;
642 SetLength(gGibs, Count);
644 if CurrentGib >= Count then
645 CurrentGib := 0;
646 end;
648 function g_Gibs_GetMax(): Word;
649 begin
650 Result := MaxGibs;
651 end;
653 procedure g_Shells_SetMax(Count: Word);
654 begin
655 MaxShells := Count;
656 SetLength(gShells, Count);
658 if CurrentShell >= Count then
659 CurrentShell := 0;
660 end;
662 function g_Shells_GetMax(): Word;
663 begin
664 Result := MaxShells;
665 end;
668 procedure g_Corpses_SetMax(Count: Word);
669 begin
670 MaxCorpses := Count;
671 SetLength(gCorpses, Count);
672 end;
674 function g_Corpses_GetMax(): Word;
675 begin
676 Result := MaxCorpses;
677 end;
679 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
680 var
681 a: Integer;
682 ok: Boolean;
683 begin
684 Result := 0;
686 ok := False;
687 a := 0;
689 // Åñòü ëè ìåñòî â gPlayers:
690 if gPlayers <> nil then
691 for a := 0 to High(gPlayers) do
692 if gPlayers[a] = nil then
693 begin
694 ok := True;
695 Break;
696 end;
698 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
699 if not ok then
700 begin
701 SetLength(gPlayers, Length(gPlayers)+1);
702 a := High(gPlayers);
703 end;
705 // Ñîçäàåì îáúåêò èãðîêà:
706 if Bot then
707 gPlayers[a] := TBot.Create()
708 else
709 gPlayers[a] := TPlayer.Create();
712 gPlayers[a].FActualModelName := ModelName;
713 gPlayers[a].SetModel(ModelName);
715 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
716 if gPlayers[a].FModel = nil then
717 begin
718 gPlayers[a].Free();
719 gPlayers[a] := nil;
720 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
721 Exit;
722 end;
724 if not (Team in [TEAM_RED, TEAM_BLUE]) then
725 if Random(2) = 0 then
726 Team := TEAM_RED
727 else
728 Team := TEAM_BLUE;
729 gPlayers[a].FPreferredTeam := Team;
731 case gGameSettings.GameMode of
732 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
733 GM_TDM,
734 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
735 GM_SINGLE,
736 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
737 end;
739 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
740 gPlayers[a].FColor := Color;
741 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
742 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
743 else
744 gPlayers[a].FModel.Color := Color;
746 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
747 gPlayers[a].FLive := False;
749 Result := gPlayers[a].FUID;
750 end;
752 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
753 var
754 a, i: Integer;
755 ok, Bot: Boolean;
756 sig: DWORD;
757 b: Byte;
758 begin
759 Result := 0;
760 if Mem = nil then
761 Exit;
763 // Ñèãíàòóðà èãðîêà:
764 Mem.ReadDWORD(sig);
765 if sig <> PLAYER_SIGNATURE then // 'PLYR'
766 begin
767 raise EBinSizeError.Create('g_Player_CreateFromState: Wrong Player Signature');
768 end;
770 // Áîò èëè ÷åëîâåê:
771 Mem.ReadBoolean(Bot);
773 ok := False;
774 a := 0;
776 // Åñòü ëè ìåñòî â gPlayers:
777 if gPlayers <> nil then
778 for a := 0 to High(gPlayers) do
779 if gPlayers[a] = nil then
780 begin
781 ok := True;
782 Break;
783 end;
785 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
786 if not ok then
787 begin
788 SetLength(gPlayers, Length(gPlayers)+1);
789 a := High(gPlayers);
790 end;
792 // Ñîçäàåì îáúåêò èãðîêà:
793 if Bot then
794 gPlayers[a] := TBot.Create()
795 else
796 gPlayers[a] := TPlayer.Create();
797 gPlayers[a].FIamBot := Bot;
798 gPlayers[a].FPhysics := True;
800 // UID èãðîêà:
801 Mem.ReadWord(gPlayers[a].FUID);
802 // Èìÿ èãðîêà:
803 Mem.ReadString(gPlayers[a].FName);
804 // Êîìàíäà:
805 Mem.ReadByte(gPlayers[a].FTeam);
806 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
807 // Æèâ ëè:
808 Mem.ReadBoolean(gPlayers[a].FLive);
809 // Èçðàñõîäîâàë ëè âñå æèçíè:
810 Mem.ReadBoolean(gPlayers[a].FNoRespawn);
811 // Íàïðàâëåíèå:
812 Mem.ReadByte(b);
813 if b = 1 then
814 gPlayers[a].FDirection := D_LEFT
815 else // b = 2
816 gPlayers[a].FDirection := D_RIGHT;
817 // Çäîðîâüå:
818 Mem.ReadInt(gPlayers[a].FHealth);
819 // Æèçíè:
820 Mem.ReadByte(gPlayers[a].FLives);
821 // Áðîíÿ:
822 Mem.ReadInt(gPlayers[a].FArmor);
823 // Çàïàñ âîçäóõà:
824 Mem.ReadInt(gPlayers[a].FAir);
825 // Çàïàñ ãîðþ÷åãî:
826 Mem.ReadInt(gPlayers[a].FJetFuel);
827 // Áîëü:
828 Mem.ReadInt(gPlayers[a].FPain);
829 // Óáèë:
830 Mem.ReadInt(gPlayers[a].FKills);
831 // Óáèë ìîíñòðîâ:
832 Mem.ReadInt(gPlayers[a].FMonsterKills);
833 // Ôðàãîâ:
834 Mem.ReadInt(gPlayers[a].FFrags);
835 // Ôðàãîâ ïîäðÿä:
836 Mem.ReadByte(gPlayers[a].FFragCombo);
837 // Âðåìÿ ïîñëåäíåãî ôðàãà:
838 Mem.ReadDWORD(gPlayers[a].FLastFrag);
839 // Ñìåðòåé:
840 Mem.ReadInt(gPlayers[a].FDeath);
841 // Êàêîé ôëàã íåñåò:
842 Mem.ReadByte(gPlayers[a].FFlag);
843 // Íàøåë ñåêðåòîâ:
844 Mem.ReadInt(gPlayers[a].FSecrets);
845 // Òåêóùåå îðóæèå:
846 Mem.ReadByte(gPlayers[a].FCurrWeap);
847 // Ñëåäóþùåå æåëàåìîå îðóæèå:
848 Mem.ReadWord(gPlayers[a].FNextWeap);
849 // ...è ïàóçà:
850 Mem.ReadByte(gPlayers[a].FNextWeapDelay);
851 // Âðåìÿ çàðÿäêè BFG:
852 Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
853 // Áóôåð óðîíà:
854 Mem.ReadInt(gPlayers[a].FDamageBuffer);
855 // Ïîñëåäíèé óäàðèâøèé:
856 Mem.ReadWord(gPlayers[a].FLastSpawnerUID);
857 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
858 Mem.ReadByte(gPlayers[a].FLastHit);
859 // Îáúåêò èãðîêà:
860 Obj_LoadState(@gPlayers[a].FObj, Mem);
861 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
862 for i := A_BULLETS to A_HIGH do
863 Mem.ReadWord(gPlayers[a].FAmmo[i]);
864 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
865 for i := A_BULLETS to A_HIGH do
866 Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
867 // Íàëè÷èå îðóæèÿ:
868 for i := WP_FIRST to WP_LAST do
869 Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
870 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
871 for i := WP_FIRST to WP_LAST do
872 Mem.ReadWord(gPlayers[a].FReloading[i]);
873 // Íàëè÷èå ðþêçàêà:
874 Mem.ReadByte(b);
875 if b = 1 then
876 Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
877 // Íàëè÷èå êðàñíîãî êëþ÷à:
878 Mem.ReadByte(b);
879 if b = 1 then
880 Include(gPlayers[a].FRulez, R_KEY_RED);
881 // Íàëè÷èå çåëåíîãî êëþ÷à:
882 Mem.ReadByte(b);
883 if b = 1 then
884 Include(gPlayers[a].FRulez, R_KEY_GREEN);
885 // Íàëè÷èå ñèíåãî êëþ÷à:
886 Mem.ReadByte(b);
887 if b = 1 then
888 Include(gPlayers[a].FRulez, R_KEY_BLUE);
889 // Íàëè÷èå áåðñåðêà:
890 Mem.ReadByte(b);
891 if b = 1 then
892 Include(gPlayers[a].FRulez, R_BERSERK);
893 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
894 for i := MR_SUIT to MR_MAX do
895 Mem.ReadDWORD(gPlayers[a].FMegaRulez[i]);
896 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
897 for i := T_RESPAWN to T_FLAGCAP do
898 Mem.ReadDWORD(gPlayers[a].FTime[i]);
900 // Íàçâàíèå ìîäåëè:
901 Mem.ReadString(gPlayers[a].FActualModelName);
902 // Öâåò ìîäåëè:
903 Mem.ReadByte(gPlayers[a].FColor.R);
904 Mem.ReadByte(gPlayers[a].FColor.G);
905 Mem.ReadByte(gPlayers[a].FColor.B);
906 // Îáíîâëÿåì ìîäåëü èãðîêà:
907 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
909 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
910 if gPlayers[a].FModel = nil then
911 begin
912 gPlayers[a].Free();
913 gPlayers[a] := nil;
914 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
915 Exit;
916 end;
918 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
919 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
920 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
921 else
922 gPlayers[a].FModel.Color := gPlayers[a].FColor;
924 Result := gPlayers[a].FUID;
925 end;
927 procedure g_Player_ResetTeams();
928 var
929 a: Integer;
930 begin
931 if g_Game_IsClient then
932 Exit;
933 if gPlayers = nil then
934 Exit;
935 for a := Low(gPlayers) to High(gPlayers) do
936 if gPlayers[a] <> nil then
937 case gGameSettings.GameMode of
938 GM_DM:
939 gPlayers[a].ChangeTeam(TEAM_NONE);
940 GM_TDM, GM_CTF:
941 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
942 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
943 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
944 else
945 if a mod 2 = 0 then
946 gPlayers[a].ChangeTeam(TEAM_RED)
947 else
948 gPlayers[a].ChangeTeam(TEAM_BLUE);
949 GM_SINGLE,
950 GM_COOP:
951 gPlayers[a].ChangeTeam(TEAM_COOP);
952 end;
953 end;
955 procedure g_Bot_Add(Team, Difficult: Byte);
956 var
957 m: SArray;
958 _name, _model: String;
959 a, tr, tb: Integer;
960 begin
961 if not g_Game_IsServer then Exit;
963 // Ñïèñîê íàçâàíèé ìîäåëåé:
964 m := g_PlayerModel_GetNames();
965 if m = nil then
966 Exit;
968 // Êîìàíäà:
969 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
970 Team := TEAM_COOP // COOP
971 else
972 if gGameSettings.GameMode = GM_DM then
973 Team := TEAM_NONE // DM
974 else
975 if Team = TEAM_NONE then // CTF / TDM
976 begin
977 // Àâòîáàëàíñ êîìàíä:
978 tr := 0;
979 tb := 0;
981 for a := 0 to High(gPlayers) do
982 if gPlayers[a] <> nil then
983 begin
984 if gPlayers[a].Team = TEAM_RED then
985 Inc(tr)
986 else
987 if gPlayers[a].Team = TEAM_BLUE then
988 Inc(tb);
989 end;
991 if tr > tb then
992 Team := TEAM_BLUE
993 else
994 if tb > tr then
995 Team := TEAM_RED
996 else // tr = tb
997 if Random(2) = 0 then
998 Team := TEAM_RED
999 else
1000 Team := TEAM_BLUE;
1001 end;
1003 // Âûáèðàåì áîòó èìÿ:
1004 _name := '';
1005 if BotNames <> nil then
1006 for a := 0 to High(BotNames) do
1007 if g_Player_ValidName(BotNames[a]) then
1008 begin
1009 _name := BotNames[a];
1010 Break;
1011 end;
1013 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1014 if _name = '' then
1015 repeat
1016 _name := Format('DFBOT%.2d', [Random(100)]);
1017 until g_Player_ValidName(_name);
1019 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1020 _model := m[Random(Length(m))];
1022 // Ñîçäàåì áîòà:
1023 with g_Player_Get(g_Player_Create(_model,
1024 _RGB(Min(Random(9)*32, 255),
1025 Min(Random(9)*32, 255),
1026 Min(Random(9)*32, 255)),
1027 Team, True)) as TBot do
1028 begin
1029 Name := _name;
1031 case Difficult of
1032 1: FDifficult := DIFFICULT_EASY;
1033 2: FDifficult := DIFFICULT_MEDIUM;
1034 else FDifficult := DIFFICULT_HARD;
1035 end;
1037 for a := WP_FIRST to WP_LAST do
1038 begin
1039 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1040 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1041 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1042 end;
1044 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1046 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1047 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1048 Spectate();
1049 end;
1050 end;
1052 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1053 var
1054 m: SArray;
1055 _name, _model: String;
1056 a: Integer;
1057 begin
1058 if not g_Game_IsServer then Exit;
1060 // Ñïèñîê íàçâàíèé ìîäåëåé:
1061 m := g_PlayerModel_GetNames();
1062 if m = nil then
1063 Exit;
1065 // Êîìàíäà:
1066 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1067 Team := TEAM_COOP // COOP
1068 else
1069 if gGameSettings.GameMode = GM_DM then
1070 Team := TEAM_NONE // DM
1071 else
1072 if Team = TEAM_NONE then
1073 Team := BotList[num].team; // CTF / TDM
1075 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1076 lName := AnsiLowerCase(lName);
1077 if (num < 0) or (num > Length(BotList)-1) then
1078 num := -1;
1079 if (num = -1) and (lName <> '') and (BotList <> nil) then
1080 for a := 0 to High(BotList) do
1081 if AnsiLowerCase(BotList[a].name) = lName then
1082 begin
1083 num := a;
1084 Break;
1085 end;
1086 if num = -1 then
1087 Exit;
1089 // Èìÿ áîòà:
1090 _name := BotList[num].name;
1091 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1092 if not g_Player_ValidName(_name) then
1093 repeat
1094 _name := Format('DFBOT%.2d', [Random(100)]);
1095 until g_Player_ValidName(_name);
1097 // Ìîäåëü:
1098 _model := BotList[num].model;
1099 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1100 if not InSArray(_model, m) then
1101 _model := m[Random(Length(m))];
1103 // Ñîçäàåì áîòà:
1104 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1105 begin
1106 Name := _name;
1108 FDifficult.DiagFire := BotList[num].diag_fire;
1109 FDifficult.InvisFire := BotList[num].invis_fire;
1110 FDifficult.DiagPrecision := BotList[num].diag_precision;
1111 FDifficult.FlyPrecision := BotList[num].fly_precision;
1112 FDifficult.Cover := BotList[num].cover;
1113 FDifficult.CloseJump := BotList[num].close_jump;
1115 for a := WP_FIRST to WP_LAST do
1116 begin
1117 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1118 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1119 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1120 end;
1122 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1124 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1125 end;
1126 end;
1128 procedure g_Bot_RemoveAll();
1129 var
1130 a: Integer;
1131 begin
1132 if not g_Game_IsServer then Exit;
1133 if gPlayers = nil then Exit;
1135 for a := 0 to High(gPlayers) do
1136 if gPlayers[a] <> nil then
1137 if gPlayers[a] is TBot then
1138 begin
1139 gPlayers[a].Lives := 0;
1140 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1141 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1142 g_Player_Remove(gPlayers[a].FUID);
1143 end;
1145 g_Bot_MixNames();
1146 end;
1148 procedure g_Bot_MixNames();
1149 var
1150 s: String;
1151 a, b: Integer;
1152 begin
1153 if BotNames <> nil then
1154 for a := 0 to High(BotNames) do
1155 begin
1156 b := Random(Length(BotNames));
1157 s := BotNames[a];
1158 Botnames[a] := BotNames[b];
1159 BotNames[b] := s;
1160 end;
1161 end;
1163 procedure g_Player_Remove(UID: Word);
1164 var
1165 i: Integer;
1166 begin
1167 if gPlayers = nil then Exit;
1169 if g_Game_IsServer and g_Game_IsNet then
1170 MH_SEND_PlayerDelete(UID);
1172 for i := 0 to High(gPlayers) do
1173 if gPlayers[i] <> nil then
1174 if gPlayers[i].FUID = UID then
1175 begin
1176 if gPlayers[i] is TPlayer then
1177 TPlayer(gPlayers[i]).Free()
1178 else
1179 TBot(gPlayers[i]).Free();
1180 gPlayers[i] := nil;
1181 Exit;
1182 end;
1183 end;
1185 procedure g_Player_Init();
1186 var
1187 F: TextFile;
1188 s: String;
1189 a, b: Integer;
1190 config: TConfig;
1191 sa: SArray;
1192 begin
1193 BotNames := nil;
1195 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1196 Exit;
1198 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1199 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1200 Reset(F);
1202 while not EOF(F) do
1203 begin
1204 ReadLn(F, s);
1206 s := Trim(s);
1207 if s = '' then
1208 Continue;
1210 SetLength(BotNames, Length(BotNames)+1);
1211 BotNames[High(BotNames)] := s;
1212 end;
1214 CloseFile(F);
1216 // Ïåðåìåøèâàåì èõ:
1217 g_Bot_MixNames();
1219 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1220 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1221 BotList := nil;
1222 a := 0;
1224 while config.SectionExists(IntToStr(a)) do
1225 begin
1226 SetLength(BotList, Length(BotList)+1);
1228 with BotList[High(BotList)] do
1229 begin
1230 // Èìÿ áîòà:
1231 name := config.ReadStr(IntToStr(a), 'name', '');
1232 // Ìîäåëü:
1233 model := config.ReadStr(IntToStr(a), 'model', '');
1234 // Êîìàíäà:
1235 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1236 team := TEAM_RED
1237 else
1238 team := TEAM_BLUE;
1239 // Öâåò ìîäåëè:
1240 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1241 color.R := StrToIntDef(sa[0], 0);
1242 color.G := StrToIntDef(sa[1], 0);
1243 color.B := StrToIntDef(sa[2], 0);
1244 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1245 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1246 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1247 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1248 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1249 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1250 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1251 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1252 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1253 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1254 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1255 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1256 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1257 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1258 if Length(sa) = 10 then
1259 for b := 0 to 9 do
1260 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1261 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1262 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1263 if Length(sa) = 10 then
1264 for b := 0 to 9 do
1265 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1267 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1268 if Length(sa) = 10 then
1269 for b := 0 to 9 do
1270 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1271 end;
1273 a := a + 1;
1274 end;
1276 config.Free();
1277 end;
1279 procedure g_Player_Free();
1280 var
1281 i: Integer;
1282 begin
1283 if gPlayers <> nil then
1284 begin
1285 for i := 0 to High(gPlayers) do
1286 if gPlayers[i] <> nil then
1287 begin
1288 if gPlayers[i] is TPlayer then
1289 TPlayer(gPlayers[i]).Free()
1290 else
1291 TBot(gPlayers[i]).Free();
1292 gPlayers[i] := nil;
1293 end;
1295 gPlayers := nil;
1296 end;
1298 gPlayer1 := nil;
1299 gPlayer2 := nil;
1300 end;
1302 procedure g_Player_UpdateAll();
1303 var
1304 i: Integer;
1305 begin
1306 if gPlayers = nil then Exit;
1308 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1309 for i := 0 to High(gPlayers) do
1310 begin
1311 if gPlayers[i] <> nil then
1312 begin
1313 if gPlayers[i] is TPlayer then
1314 begin
1315 gPlayers[i].Update();
1316 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1317 end
1318 else
1319 begin
1320 // bot updates weapons in `UpdateCombat()`
1321 TBot(gPlayers[i]).Update();
1322 end;
1323 end;
1324 end;
1325 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1326 end;
1328 procedure g_Player_DrawAll();
1329 var
1330 i: Integer;
1331 begin
1332 if gPlayers = nil then Exit;
1334 for i := 0 to High(gPlayers) do
1335 if gPlayers[i] <> nil then
1336 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1337 else TBot(gPlayers[i]).Draw();
1338 end;
1340 procedure g_Player_DrawDebug(p: TPlayer);
1341 var
1342 fW, fH: Byte;
1343 begin
1344 if p = nil then Exit;
1345 if (@p.FObj) = nil then Exit;
1347 e_TextureFontGetSize(gStdFont, fW, fH);
1349 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1350 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1351 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1352 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1353 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1354 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1355 end;
1357 procedure g_Player_DrawHealth();
1358 var
1359 i: Integer;
1360 fW, fH: Byte;
1361 begin
1362 if gPlayers = nil then Exit;
1363 e_TextureFontGetSize(gStdFont, fW, fH);
1365 for i := 0 to High(gPlayers) do
1366 if gPlayers[i] <> nil then
1367 begin
1368 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1369 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1370 IntToStr(gPlayers[i].FHealth), gStdFont);
1371 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1372 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1373 IntToStr(gPlayers[i].FArmor), gStdFont);
1374 end;
1375 end;
1377 function g_Player_Get(UID: Word): TPlayer;
1378 var
1379 a: Integer;
1380 begin
1381 Result := nil;
1383 if gPlayers = nil then
1384 Exit;
1386 for a := 0 to High(gPlayers) do
1387 if gPlayers[a] <> nil then
1388 if gPlayers[a].FUID = UID then
1389 begin
1390 Result := gPlayers[a];
1391 Exit;
1392 end;
1393 end;
1395 function g_Player_GetCount(): Byte;
1396 var
1397 a: Integer;
1398 begin
1399 Result := 0;
1401 if gPlayers = nil then
1402 Exit;
1404 for a := 0 to High(gPlayers) do
1405 if gPlayers[a] <> nil then
1406 Result := Result + 1;
1407 end;
1409 function g_Player_GetStats(): TPlayerStatArray;
1410 var
1411 a: Integer;
1412 begin
1413 Result := nil;
1415 if gPlayers = nil then Exit;
1417 for a := 0 to High(gPlayers) do
1418 if gPlayers[a] <> nil then
1419 begin
1420 SetLength(Result, Length(Result)+1);
1421 with Result[High(Result)] do
1422 begin
1423 Ping := gPlayers[a].FPing;
1424 Loss := gPlayers[a].FLoss;
1425 Name := gPlayers[a].FName;
1426 Team := gPlayers[a].FTeam;
1427 Frags := gPlayers[a].FFrags;
1428 Deaths := gPlayers[a].FDeath;
1429 Kills := gPlayers[a].FKills;
1430 Color := gPlayers[a].FModel.Color;
1431 Lives := gPlayers[a].FLives;
1432 Spectator := gPlayers[a].FSpectator;
1433 end;
1434 end;
1435 end;
1437 procedure g_Player_RememberAll;
1438 var
1439 i: Integer;
1440 begin
1441 for i := Low(gPlayers) to High(gPlayers) do
1442 if (gPlayers[i] <> nil) and gPlayers[i].Live then
1443 gPlayers[i].RememberState;
1444 end;
1446 procedure g_Player_ResetAll(Force, Silent: Boolean);
1447 var
1448 i: Integer;
1449 begin
1450 gTeamStat[TEAM_RED].Goals := 0;
1451 gTeamStat[TEAM_BLUE].Goals := 0;
1453 if gPlayers <> nil then
1454 for i := 0 to High(gPlayers) do
1455 if gPlayers[i] <> nil then
1456 begin
1457 gPlayers[i].Reset(Force);
1459 if gPlayers[i] is TPlayer then
1460 begin
1461 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1462 gPlayers[i].Respawn(Silent)
1463 else
1464 gPlayers[i].Spectate();
1465 end
1466 else
1467 TBot(gPlayers[i]).Respawn(Silent);
1468 end;
1469 end;
1471 procedure g_Player_CreateCorpse(Player: TPlayer);
1472 var
1473 find_id: DWORD;
1474 ok: Boolean;
1475 begin
1476 if Player.Live then
1477 Exit;
1478 if Player.FObj.Y >= gMapInfo.Height+128 then
1479 Exit;
1481 with Player do
1482 begin
1483 if (FHealth >= -50) or (gGibsCount = 0) then
1484 begin
1485 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1486 Exit;
1488 ok := False;
1489 for find_id := 0 to High(gCorpses) do
1490 if gCorpses[find_id] = nil then
1491 begin
1492 ok := True;
1493 Break;
1494 end;
1496 if not ok then
1497 find_id := Random(Length(gCorpses));
1499 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1500 gCorpses[find_id].FColor := FModel.Color;
1501 gCorpses[find_id].FObj.Vel := FObj.Vel;
1502 gCorpses[find_id].FObj.Accel := FObj.Accel;
1503 end
1504 else
1505 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1506 FObj.Y + PLAYER_RECT_CY,
1507 FModel.Name, FModel.Color);
1508 end;
1509 end;
1511 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1512 var
1513 SID: DWORD;
1514 begin
1515 if (gShells = nil) or (Length(gShells) = 0) then
1516 Exit;
1518 with gShells[CurrentShell] do
1519 begin
1520 SpriteID := 0;
1521 g_Obj_Init(@Obj);
1522 Obj.Rect.X := 0;
1523 Obj.Rect.Y := 0;
1524 if T = SHELL_BULLET then
1525 begin
1526 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1527 SpriteID := SID;
1528 CX := 2;
1529 CY := 1;
1530 Obj.Rect.Width := 4;
1531 Obj.Rect.Height := 2;
1532 end
1533 else
1534 begin
1535 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1536 SpriteID := SID;
1537 CX := 4;
1538 CY := 2;
1539 Obj.Rect.Width := 7;
1540 Obj.Rect.Height := 3;
1541 end;
1542 SType := T;
1543 Live := True;
1544 Obj.X := fX;
1545 Obj.Y := fY;
1546 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1547 positionChanged(); // this updates spatial accelerators
1548 RAngle := Random(360);
1549 Timeout := gTime + SHELL_TIMEOUT;
1551 if CurrentShell >= High(gShells) then
1552 CurrentShell := 0
1553 else
1554 Inc(CurrentShell);
1555 end;
1556 end;
1558 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1559 var
1560 a: Integer;
1561 GibsArray: TGibsArray;
1562 begin
1563 if (gGibs = nil) or (Length(gGibs) = 0) then
1564 Exit;
1565 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1566 Exit;
1568 for a := 0 to High(GibsArray) do
1569 with gGibs[CurrentGib] do
1570 begin
1571 Color := fColor;
1572 ID := GibsArray[a].ID;
1573 MaskID := GibsArray[a].MaskID;
1574 Live := True;
1575 g_Obj_Init(@Obj);
1576 Obj.Rect := GibsArray[a].Rect;
1577 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1578 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1579 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1580 positionChanged(); // this updates spatial accelerators
1581 RAngle := Random(360);
1583 if gBloodCount > 0 then
1584 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1585 Random(48), Random(48), 150, 0, 0);
1587 if CurrentGib >= High(gGibs) then
1588 CurrentGib := 0
1589 else
1590 Inc(CurrentGib);
1591 end;
1592 end;
1594 procedure g_Player_UpdatePhysicalObjects();
1595 var
1596 i: Integer;
1597 vel: TPoint2i;
1598 mr: Word;
1600 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1601 var
1602 k: Integer;
1603 begin
1604 k := 1 + Random(2);
1605 if T = SHELL_BULLET then
1606 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1607 else
1608 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1609 end;
1611 begin
1612 // Êóñêè ìÿñà:
1613 if gGibs <> nil then
1614 for i := 0 to High(gGibs) do
1615 if gGibs[i].Live then
1616 with gGibs[i] do
1617 begin
1618 vel := Obj.Vel;
1619 mr := g_Obj_Move(@Obj, True, False, True);
1620 positionChanged(); // this updates spatial accelerators
1622 if WordBool(mr and MOVE_FALLOUT) then
1623 begin
1624 Live := False;
1625 Continue;
1626 end;
1628 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1629 if WordBool(mr and MOVE_HITWALL) then
1630 Obj.Vel.X := -(vel.X div 2);
1631 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1632 Obj.Vel.Y := -(vel.Y div 2);
1634 if (Obj.Vel.X >= 0) then
1635 begin // Clockwise
1636 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1637 if RAngle >= 360 then
1638 RAngle := RAngle mod 360;
1639 end else begin // Counter-clockwise
1640 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1641 if RAngle < 0 then
1642 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1643 end;
1645 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1646 if gTime mod (GAME_TICK*3) = 0 then
1647 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1648 end;
1650 // Òðóïû:
1651 if gCorpses <> nil then
1652 for i := 0 to High(gCorpses) do
1653 if gCorpses[i] <> nil then
1654 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1655 begin
1656 gCorpses[i].Free();
1657 gCorpses[i] := nil;
1658 end
1659 else
1660 gCorpses[i].Update();
1662 // Ãèëüçû:
1663 if gShells <> nil then
1664 for i := 0 to High(gShells) do
1665 if gShells[i].Live then
1666 with gShells[i] do
1667 begin
1668 vel := Obj.Vel;
1669 mr := g_Obj_Move(@Obj, True, False, True);
1670 positionChanged(); // this updates spatial accelerators
1672 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1673 begin
1674 Live := False;
1675 Continue;
1676 end;
1678 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1679 if WordBool(mr and MOVE_HITWALL) then
1680 begin
1681 Obj.Vel.X := -(vel.X div 2);
1682 if not WordBool(mr and MOVE_INWATER) then
1683 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1684 end;
1685 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1686 begin
1687 Obj.Vel.Y := -(vel.Y div 2);
1688 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1689 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1690 begin
1691 if RAngle mod 90 <> 0 then
1692 RAngle := (RAngle div 90) * 90;
1693 end
1694 else if not WordBool(mr and MOVE_INWATER) then
1695 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1696 end;
1698 if (Obj.Vel.X >= 0) then
1699 begin // Clockwise
1700 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1701 if RAngle >= 360 then
1702 RAngle := RAngle mod 360;
1703 end else begin // Counter-clockwise
1704 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1705 if RAngle < 0 then
1706 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1707 end;
1708 end;
1709 end;
1711 procedure g_Player_DrawCorpses();
1712 var
1713 i: Integer;
1714 a: TPoint;
1715 begin
1716 if gGibs <> nil then
1717 for i := 0 to High(gGibs) do
1718 if gGibs[i].Live then
1719 with gGibs[i] do
1720 begin
1721 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1722 Continue;
1724 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1725 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1727 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1729 e_Colors := Color;
1730 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1731 e_Colors.R := 255;
1732 e_Colors.G := 255;
1733 e_Colors.B := 255;
1734 end;
1736 if gCorpses <> nil then
1737 for i := 0 to High(gCorpses) do
1738 if gCorpses[i] <> nil then
1739 gCorpses[i].Draw();
1740 end;
1742 procedure g_Player_DrawShells();
1743 var
1744 i: Integer;
1745 a: TPoint;
1746 begin
1747 if gShells <> nil then
1748 for i := 0 to High(gShells) do
1749 if gShells[i].Live then
1750 with gShells[i] do
1751 begin
1752 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1753 Continue;
1755 a.X := CX;
1756 a.Y := CY;
1758 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1759 end;
1760 end;
1762 procedure g_Player_RemoveAllCorpses();
1763 var
1764 i: Integer;
1765 begin
1766 gGibs := nil;
1767 gShells := nil;
1768 SetLength(gGibs, MaxGibs);
1769 SetLength(gShells, MaxGibs);
1770 CurrentGib := 0;
1771 CurrentShell := 0;
1773 if gCorpses <> nil then
1774 for i := 0 to High(gCorpses) do
1775 gCorpses[i].Free();
1777 gCorpses := nil;
1778 SetLength(gCorpses, MaxCorpses);
1779 end;
1781 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
1782 var
1783 count, i: Integer;
1784 b: Boolean;
1785 begin
1786 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1787 count := 0;
1788 if gCorpses <> nil then
1789 for i := 0 to High(gCorpses) do
1790 if gCorpses[i] <> nil then
1791 count := count + 1;
1793 Mem := TBinMemoryWriter.Create((count+1) * 128);
1795 // Êîëè÷åñòâî òðóïîâ:
1796 Mem.WriteInt(count);
1798 if count = 0 then
1799 Exit;
1801 // Ñîõðàíÿåì òðóïû:
1802 for i := 0 to High(gCorpses) do
1803 if gCorpses[i] <> nil then
1804 begin
1805 // Íàçâàíèå ìîäåëè:
1806 Mem.WriteString(gCorpses[i].FModelName);
1807 // Òèï ñìåðòè:
1808 b := gCorpses[i].Mess;
1809 Mem.WriteBoolean(b);
1810 // Ñîõðàíÿåì äàííûå òðóïà:
1811 gCorpses[i].SaveState(Mem);
1812 end;
1813 end;
1815 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
1816 var
1817 count, i: Integer;
1818 str: String;
1819 b: Boolean;
1820 begin
1821 if Mem = nil then
1822 Exit;
1824 g_Player_RemoveAllCorpses();
1826 // Êîëè÷åñòâî òðóïîâ:
1827 Mem.ReadInt(count);
1829 if count > Length(gCorpses) then
1830 begin
1831 raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1832 end;
1834 if count = 0 then
1835 Exit;
1837 // Çàãðóæàåì òðóïû:
1838 for i := 0 to count-1 do
1839 begin
1840 // Íàçâàíèå ìîäåëè:
1841 Mem.ReadString(str);
1842 // Òèï ñìåðòè:
1843 Mem.ReadBoolean(b);
1844 // Ñîçäàåì òðóï:
1845 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1846 // Çàãðóæàåì äàííûå òðóïà:
1847 gCorpses[i].LoadState(Mem);
1848 end;
1849 end;
1851 { T P l a y e r : }
1853 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1855 procedure TPlayer.BFGHit();
1856 begin
1857 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1858 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1859 if g_Game_IsServer and g_Game_IsNet then
1860 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1861 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1862 0, NET_GFX_BFGHIT);
1863 end;
1865 procedure TPlayer.ChangeModel(ModelName: string);
1866 var
1867 locModel: TPlayerModel;
1868 begin
1869 locModel := g_PlayerModel_Get(ModelName);
1870 if locModel = nil then Exit;
1872 FModel.Free();
1873 FModel := locModel;
1874 end;
1876 procedure TPlayer.SetModel(ModelName: string);
1877 var
1878 m: TPlayerModel;
1879 begin
1880 m := g_PlayerModel_Get(ModelName);
1881 if m = nil then
1882 begin
1883 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1884 m := g_PlayerModel_Get('doomer');
1885 if m = nil then
1886 begin
1887 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1888 Exit;
1889 end;
1890 end;
1892 if FModel <> nil then
1893 FModel.Free();
1895 FModel := m;
1897 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1898 FModel.Color := FColor
1899 else
1900 FModel.Color := TEAMCOLOR[FTeam];
1901 FModel.SetWeapon(FCurrWeap);
1902 FModel.SetFlag(FFlag);
1903 SetDirection(FDirection);
1904 end;
1906 procedure TPlayer.SetColor(Color: TRGB);
1907 begin
1908 FColor := Color;
1909 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1910 if FModel <> nil then FModel.Color := Color;
1911 end;
1913 procedure TPlayer.SwitchTeam;
1914 begin
1915 if g_Game_IsClient then
1916 Exit;
1917 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1919 if gGameOn and FLive then
1920 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1922 if FTeam = TEAM_RED then
1923 begin
1924 ChangeTeam(TEAM_BLUE);
1925 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1926 if g_Game_IsNet then
1927 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1928 end
1929 else
1930 begin
1931 ChangeTeam(TEAM_RED);
1932 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
1933 if g_Game_IsNet then
1934 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
1935 end;
1936 FPreferredTeam := FTeam;
1937 end;
1939 procedure TPlayer.ChangeTeam(Team: Byte);
1940 var
1941 OldTeam: Byte;
1942 begin
1943 OldTeam := FTeam;
1944 FTeam := Team;
1945 case Team of
1946 TEAM_RED, TEAM_BLUE:
1947 FModel.Color := TEAMCOLOR[Team];
1948 else
1949 FModel.Color := FColor;
1950 end;
1951 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
1952 MH_SEND_PlayerStats(FUID);
1953 end;
1956 procedure TPlayer.CollideItem();
1957 var
1958 i: Integer;
1959 r: Boolean;
1960 begin
1961 if gItems = nil then Exit;
1962 if not FLive then Exit;
1964 for i := 0 to High(gItems) do
1965 with gItems[i] do
1966 begin
1967 if (ItemType <> ITEM_NONE) and Live then
1968 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
1969 PLAYER_RECT.Height, @Obj) then
1970 begin
1971 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
1973 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
1974 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
1975 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
1976 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
1977 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
1979 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
1980 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
1981 (gGameSettings.GameType = GT_SINGLE) and
1982 (g_Player_GetCount() > 1)) then
1983 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
1984 end;
1985 end;
1986 end;
1989 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
1990 begin
1991 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
1992 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
1993 False);
1994 end;
1996 constructor TPlayer.Create();
1997 begin
1998 viewPortX := 0;
1999 viewPortY := 0;
2000 viewPortW := 0;
2001 viewPortH := 0;
2003 FIamBot := False;
2004 FDummy := False;
2005 FSpawned := False;
2007 FSawSound := TPlayableSound.Create();
2008 FSawSoundIdle := TPlayableSound.Create();
2009 FSawSoundHit := TPlayableSound.Create();
2010 FSawSoundSelect := TPlayableSound.Create();
2011 FJetSoundFly := TPlayableSound.Create();
2012 FJetSoundOn := TPlayableSound.Create();
2013 FJetSoundOff := TPlayableSound.Create();
2015 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2016 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2017 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2018 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2019 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2020 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2021 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2023 FSpectatePlayer := -1;
2024 FClientID := -1;
2025 FPing := 0;
2026 FLoss := 0;
2027 FSavedState.WaitRecall := False;
2028 FShellTimer := -1;
2029 FFireTime := 0;
2030 FFirePainTime := 0;
2031 FFireAttacker := 0;
2033 FActualModelName := 'doomer';
2035 g_Obj_Init(@FObj);
2036 FObj.Rect := PLAYER_RECT;
2038 FBFGFireCounter := -1;
2039 FJustTeleported := False;
2040 FNetTime := 0;
2042 resetWeaponQueue();
2043 end;
2045 procedure TPlayer.positionChanged ();
2046 begin
2047 end;
2049 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2050 var
2051 c: Word;
2052 begin
2053 if (not g_Game_IsClient) and (not FLive) then
2054 Exit;
2056 FLastHit := t;
2058 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2059 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2060 begin
2061 if not g_Game_IsClient then
2062 begin
2063 FArmor := 0;
2064 if t = HIT_TRAP then
2065 begin
2066 // Ëîâóøêà óáèâàåò ñðàçó:
2067 FHealth := -100;
2068 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2069 end;
2070 if t = HIT_SELF then
2071 begin
2072 // Ñàìîóáèéñòâî:
2073 FHealth := 0;
2074 Kill(K_SIMPLEKILL, SpawnerUID, t);
2075 end;
2076 end;
2077 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2078 FMegaRulez[MR_SUIT] := 0;
2079 FMegaRulez[MR_INVUL] := 0;
2080 FMegaRulez[MR_INVIS] := 0;
2081 FBerserk := 0;
2082 end;
2084 // Íî îò îñòàëüíîãî ñïàñàåò:
2085 if FMegaRulez[MR_INVUL] >= gTime then
2086 Exit;
2088 // ×èò-êîä "ÃÎÐÅÖ":
2089 if FGodMode then
2090 Exit;
2092 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2093 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2094 (SpawnerUID = FUID) or
2095 (not SameTeam(FUID, SpawnerUID)) then
2096 begin
2097 FLastSpawnerUID := SpawnerUID;
2099 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2100 if gBloodCount > 0 then
2101 begin
2102 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2103 if value div 4 <= c then
2104 c := c - (value div 4)
2105 else
2106 c := 0;
2108 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2109 MakeBloodSimple(c)
2110 else
2111 case t of
2112 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2113 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2114 end;
2116 if t = HIT_WATER then
2117 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2118 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2119 end;
2121 // Áóôåð óðîíà:
2122 if FLive then
2123 Inc(FDamageBuffer, value);
2125 // Âñïûøêà áîëè:
2126 if gFlash <> 0 then
2127 FPain := FPain + value;
2128 end;
2130 if g_Game_IsServer and g_Game_IsNet then
2131 begin
2132 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2133 MH_SEND_PlayerStats(FUID);
2134 MH_SEND_PlayerPos(False, FUID);
2135 end;
2136 end;
2138 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2139 begin
2140 Result := False;
2141 if g_Game_IsClient then
2142 Exit;
2143 if not FLive then
2144 Exit;
2146 if Soft and (FHealth < PLAYER_HP_SOFT) then
2147 begin
2148 IncMax(FHealth, value, PLAYER_HP_SOFT);
2149 Result := True;
2150 end;
2151 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2152 begin
2153 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2154 Result := True;
2155 end;
2157 if Result and g_Game_IsServer and g_Game_IsNet then
2158 MH_SEND_PlayerStats(FUID);
2159 end;
2161 destructor TPlayer.Destroy();
2162 begin
2163 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2164 gPlayer1 := nil;
2165 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2166 gPlayer2 := nil;
2168 FSawSound.Free();
2169 FSawSoundIdle.Free();
2170 FSawSoundHit.Free();
2171 FJetSoundFly.Free();
2172 FJetSoundOn.Free();
2173 FJetSoundOff.Free();
2174 FModel.Free();
2176 inherited;
2177 end;
2179 procedure TPlayer.DrawBubble();
2180 var
2181 bubX, bubY: Integer;
2182 ID: LongWord;
2183 Rb, Gb, Bb,
2184 Rw, Gw, Bw: SmallInt;
2185 Dot: Byte;
2186 begin
2187 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18);
2188 bubY := FObj.Y+FObj.Rect.Y - 18;
2189 Rb := 64;
2190 Gb := 64;
2191 Bb := 64;
2192 Rw := 240;
2193 Gw := 240;
2194 Bw := 240;
2195 case gChatBubble of
2196 1: // simple textual non-bubble
2197 begin
2198 bubX := FObj.X+FObj.Rect.X - 11;
2199 bubY := FObj.Y+FObj.Rect.Y - 17;
2200 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2201 Exit;
2202 end;
2203 2: // advanced pixel-perfect bubble
2204 begin
2205 if FTeam = TEAM_RED then
2206 Rb := 255
2207 else
2208 if FTeam = TEAM_BLUE then
2209 Bb := 255;
2210 end;
2211 3: // colored bubble
2212 begin
2213 Rb := FModel.Color.R;
2214 Gb := FModel.Color.G;
2215 Bb := FModel.Color.B;
2216 Rw := Min(Rb * 2 + 64, 255);
2217 Gw := Min(Gb * 2 + 64, 255);
2218 Bw := Min(Bb * 2 + 64, 255);
2219 if (Abs(Rw - Rb) < 32)
2220 or (Abs(Gw - Gb) < 32)
2221 or (Abs(Bw - Bb) < 32) then
2222 begin
2223 Rb := Max(Rw div 2 - 16, 0);
2224 Gb := Max(Gw div 2 - 16, 0);
2225 Bb := Max(Bw div 2 - 16, 0);
2226 end;
2227 end;
2228 4: // custom textured bubble
2229 begin
2230 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2231 if FDirection = D_RIGHT then
2232 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2233 else
2234 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
2235 Exit;
2236 end;
2237 end;
2239 // Outer borders
2240 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2241 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2242 // Inner box
2243 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2245 // Tail
2246 Dot := IfThen(FDirection = D_LEFT, 14, 5);
2247 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2248 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2249 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2250 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2251 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2253 // Dots
2254 Dot := 6;
2255 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2256 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2257 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2258 end;
2260 procedure TPlayer.Draw();
2261 var
2262 ID: DWORD;
2263 w, h: Word;
2264 dr: Boolean;
2265 begin
2266 if FLive then
2267 begin
2268 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2269 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2270 begin
2271 e_GetTextureSize(ID, @w, @h);
2272 if FDirection = D_LEFT then
2273 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2274 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False)
2275 else
2276 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2277 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False);
2278 end;
2280 if FMegaRulez[MR_INVIS] > gTime then
2281 begin
2282 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2283 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2284 begin
2285 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2286 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2287 else
2288 dr := True;
2289 if dr then
2290 FModel.Draw(FObj.X, FObj.Y, 200)
2291 else
2292 FModel.Draw(FObj.X, FObj.Y);
2293 end
2294 else
2295 FModel.Draw(FObj.X, FObj.Y, 254);
2296 end
2297 else
2298 FModel.Draw(FObj.X, FObj.Y);
2299 end;
2301 if g_debug_Frames then
2302 begin
2303 e_DrawQuad(FObj.X+FObj.Rect.X,
2304 FObj.Y+FObj.Rect.Y,
2305 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2306 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2307 0, 255, 0);
2308 end;
2310 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2311 DrawBubble();
2312 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2313 if gAimLine and Live and
2314 ((Self = gPlayer1) or (Self = gPlayer2)) then
2315 DrawAim();
2316 end;
2319 procedure TPlayer.DrawAim();
2320 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2322 procedure drawTileGrid ();
2323 var
2324 x, y: Integer;
2325 begin
2326 y := mapGrid.gridY0;
2327 while (y < mapGrid.gridY0+mapGrid.gridHeight) do
2328 begin
2329 x := mapGrid.gridX0;
2330 while (x < mapGrid.gridX0+mapGrid.gridWidth) do
2331 begin
2332 if (x+mapGrid.tileSize > viewPortX) and (y+mapGrid.tileSize > viewPortY) and
2333 (x < viewPortX+viewPortW) and (y < viewPortY+viewPortH) then
2334 begin
2335 e_DrawQuad(x, y, x+mapGrid.tileSize-1, y+mapGrid.tileSize-1, 96, 96, 96, 96);
2336 end;
2337 Inc(x, mapGrid.tileSize);
2338 end;
2339 Inc(y, mapGrid.tileSize);
2340 end;
2341 end;
2343 var
2344 ex, ey: Integer;
2345 begin
2346 if isValidViewPort and (self = gPlayer1) then
2347 begin
2348 g_Holmes_plrView(viewPortX, viewPortY, viewPortW, viewPortH);
2349 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2350 end;
2352 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2353 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2354 begin
2355 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2356 end
2357 else
2358 begin
2359 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2360 end;
2362 drawTileGrid();
2363 end;
2365 var
2366 wx, wy, xx, yy: Integer;
2367 angle: SmallInt;
2368 sz, len: Word;
2369 begin
2370 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
2371 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2372 angle := FAngle;
2373 len := 1024;
2374 sz := 2;
2375 case FCurrWeap of
2376 0: begin // Punch
2377 len := 12;
2378 sz := 4;
2379 end;
2380 1: begin // Chainsaw
2381 len := 24;
2382 sz := 6;
2383 end;
2384 2: begin // Pistol
2385 len := 1024;
2386 sz := 2;
2387 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2388 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2389 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2390 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2391 end;
2392 3: begin // Shotgun
2393 len := 1024;
2394 sz := 3;
2395 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2396 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2397 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2398 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2399 end;
2400 4: begin // Double Shotgun
2401 len := 1024;
2402 sz := 4;
2403 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2404 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2405 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2406 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2407 end;
2408 5: begin // Chaingun
2409 len := 1024;
2410 sz := 3;
2411 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2412 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2413 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2414 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2415 end;
2416 6: begin // Rocket Launcher
2417 len := 1024;
2418 sz := 7;
2419 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2420 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2421 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2422 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2423 end;
2424 7: begin // Plasmagun
2425 len := 1024;
2426 sz := 5;
2427 if angle = ANGLE_RIGHTUP then Inc(angle);
2428 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2429 if angle = ANGLE_LEFTUP then Dec(angle);
2430 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2431 end;
2432 8: begin // BFG
2433 len := 1024;
2434 sz := 12;
2435 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2436 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2437 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2438 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2439 end;
2440 9: begin // Super Chaingun
2441 len := 1024;
2442 sz := 4;
2443 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2444 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2445 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2446 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2447 end;
2448 end;
2449 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2450 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2451 {$IF DEFINED(D2F_DEBUG)}
2452 drawCast(sz, wx, wy, xx, yy);
2453 {$ELSE}
2454 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2455 {$ENDIF}
2456 end;
2458 procedure TPlayer.DrawGUI();
2459 var
2460 ID: DWORD;
2461 X, Y, SY, a, p, m: Integer;
2462 tw, th: Word;
2463 cw, ch: Byte;
2464 s: string;
2465 stat: TPlayerStatArray;
2466 begin
2467 X := gPlayerScreenSize.X;
2468 SY := gPlayerScreenSize.Y;
2469 Y := 0;
2471 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2472 begin
2473 if gGameSettings.GameMode = GM_CTF then
2474 a := 32 + 8
2475 else
2476 a := 0;
2477 if gGameSettings.GameMode = GM_CTF then
2478 begin
2479 s := 'TEXTURE_PLAYER_REDFLAG';
2480 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2481 s := 'TEXTURE_PLAYER_REDFLAG_S';
2482 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2483 s := 'TEXTURE_PLAYER_REDFLAG_D';
2484 if g_Texture_Get(s, ID) then
2485 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2486 end;
2488 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2489 e_CharFont_GetSize(gMenuFont, s, tw, th);
2490 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2492 if gGameSettings.GameMode = GM_CTF then
2493 begin
2494 s := 'TEXTURE_PLAYER_BLUEFLAG';
2495 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2496 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2497 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2498 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2499 if g_Texture_Get(s, ID) then
2500 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2501 end;
2503 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2504 e_CharFont_GetSize(gMenuFont, s, tw, th);
2505 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2506 end;
2508 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2509 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2510 0, False, False);
2512 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2513 e_Draw(ID, X+2, Y, 0, True, False);
2515 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2516 begin
2517 if gShowStat then
2518 begin
2519 s := IntToStr(Frags);
2520 e_CharFont_GetSize(gMenuFont, s, tw, th);
2521 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2523 s := '';
2524 p := 1;
2525 m := 0;
2526 stat := g_Player_GetStats();
2527 if stat <> nil then
2528 begin
2529 p := 1;
2531 for a := 0 to High(stat) do
2532 if stat[a].Name <> Name then
2533 begin
2534 if stat[a].Frags > m then m := stat[a].Frags;
2535 if stat[a].Frags > Frags then p := p+1;
2536 end;
2537 end;
2539 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2540 if Frags >= m then s := s+'+' else s := s+'-';
2541 s := s+IntToStr(Abs(Frags-m));
2543 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2544 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2545 end;
2547 if gShowLives and (gGameSettings.MaxLives > 0) then
2548 begin
2549 s := IntToStr(Lives);
2550 e_CharFont_GetSize(gMenuFont, s, tw, th);
2551 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2552 end;
2553 end;
2555 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2556 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2558 if R_BERSERK in FRulez then
2559 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2560 else
2561 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2563 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2564 e_Draw(ID, X+36, Y+77, 0, True, False);
2566 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2567 e_CharFont_GetSize(gMenuFont, s, tw, th);
2568 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2570 s := IntToStr(FArmor);
2571 e_CharFont_GetSize(gMenuFont, s, tw, th);
2572 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2574 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2576 case FCurrWeap of
2577 WEAPON_KASTET:
2578 begin
2579 s := '--';
2580 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2581 end;
2582 WEAPON_SAW:
2583 begin
2584 s := '--';
2585 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2586 end;
2587 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2588 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2589 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2590 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2591 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2592 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2593 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2594 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2595 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2596 end;
2598 e_CharFont_GetSize(gMenuFont, s, tw, th);
2599 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2600 e_Draw(ID, X+20, Y+160, 0, True, False);
2602 if R_KEY_RED in FRulez then
2603 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2605 if R_KEY_GREEN in FRulez then
2606 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2608 if R_KEY_BLUE in FRulez then
2609 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2611 if FJetFuel > 0 then
2612 begin
2613 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2614 e_Draw(ID, X+2, Y+116, 0, True, False);
2615 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2616 e_Draw(ID, X+2, Y+126, 0, True, False);
2617 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2618 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2619 end
2620 else
2621 begin
2622 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2623 e_Draw(ID, X+2, Y+124, 0, True, False);
2624 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2625 end;
2627 if gShowPing and g_Game_IsClient then
2628 begin
2629 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2630 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2631 Y := Y + 16;
2632 end;
2634 if FSpectator then
2635 begin
2636 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2637 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2638 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2639 if FNoRespawn then
2640 begin
2641 e_TextureFontGetSize(gStdFont, cw, ch);
2642 s := _lc[I_PLAYER_SPECT4];
2643 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2644 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2645 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2646 end;
2648 end;
2649 end;
2651 procedure TPlayer.DrawRulez();
2652 var
2653 dr: Boolean;
2654 begin
2655 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2656 if FMegaRulez[MR_INVUL] >= gTime then
2657 begin
2658 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2659 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2660 else
2661 dr := True;
2663 if dr then
2664 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2665 191, 191, 191, 0, B_INVERT);
2666 end;
2668 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2669 if FMegaRulez[MR_SUIT] >= gTime then
2670 begin
2671 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2672 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2673 else
2674 dr := True;
2676 if dr then
2677 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2678 0, 96, 0, 200, B_NONE);
2679 end;
2681 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2682 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2683 begin
2684 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2685 255, 0, 0, 200, B_NONE);
2686 end;
2687 end;
2689 procedure TPlayer.DrawPain();
2690 var
2691 a, h: Integer;
2692 begin
2693 if FPain = 0 then Exit;
2695 a := FPain;
2697 if a < 15 then h := 0
2698 else if a < 35 then h := 1
2699 else if a < 55 then h := 2
2700 else if a < 75 then h := 3
2701 else if a < 95 then h := 4
2702 else h := 5;
2704 //if a > 255 then a := 255;
2706 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2707 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2708 end;
2710 procedure TPlayer.DrawPickup();
2711 var
2712 a, h: Integer;
2713 begin
2714 if FPickup = 0 then Exit;
2716 a := FPickup;
2718 if a < 15 then h := 1
2719 else if a < 35 then h := 2
2720 else if a < 55 then h := 3
2721 else if a < 75 then h := 4
2722 else h := 5;
2724 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2725 end;
2727 procedure TPlayer.Fire();
2728 var
2729 f, DidFire: Boolean;
2730 wx, wy, xd, yd: Integer;
2731 locobj: TObj;
2732 begin
2733 if g_Game_IsClient then Exit;
2734 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2735 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2737 if FSpectator then
2738 begin
2739 Respawn(False);
2740 Exit;
2741 end;
2743 if FReloading[FCurrWeap] <> 0 then Exit;
2745 DidFire := False;
2747 f := False;
2748 wx := FObj.X+WEAPONPOINT[FDirection].X;
2749 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2750 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
2751 yd := wy+firediry();
2753 case FCurrWeap of
2754 WEAPON_KASTET:
2755 begin
2756 if R_BERSERK in FRulez then
2757 begin
2758 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2759 locobj.X := FObj.X+FObj.Rect.X;
2760 locobj.Y := FObj.Y+FObj.Rect.Y;
2761 locobj.rect.X := 0;
2762 locobj.rect.Y := 0;
2763 locobj.rect.Width := 39;
2764 locobj.rect.Height := 52;
2765 locobj.Vel.X := (xd-wx) div 2;
2766 locobj.Vel.Y := (yd-wy) div 2;
2767 locobj.Accel.X := xd-wx;
2768 locobj.Accel.y := yd-wy;
2770 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2771 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2772 else
2773 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2775 if gFlash = 1 then
2776 if FPain < 50 then
2777 FPain := min(FPain + 25, 50);
2778 end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2780 DidFire := True;
2781 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2782 end;
2784 WEAPON_SAW:
2785 begin
2786 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2787 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2788 begin
2789 FSawSoundSelect.Stop();
2790 FSawSound.Stop();
2791 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2792 end
2793 else if not FSawSoundHit.IsPlaying() then
2794 begin
2795 FSawSoundSelect.Stop();
2796 FSawSound.PlayAt(FObj.X, FObj.Y);
2797 end;
2799 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2800 DidFire := True;
2801 f := True;
2802 end;
2804 WEAPON_PISTOL:
2805 if FAmmo[A_BULLETS] > 0 then
2806 begin
2807 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2808 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2809 Dec(FAmmo[A_BULLETS]);
2810 FFireAngle := FAngle;
2811 f := True;
2812 DidFire := True;
2813 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2814 GameVelX, GameVelY-2, SHELL_BULLET);
2815 end;
2817 WEAPON_SHOTGUN1:
2818 if FAmmo[A_SHELLS] > 0 then
2819 begin
2820 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2821 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2822 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2823 Dec(FAmmo[A_SHELLS]);
2824 FFireAngle := FAngle;
2825 f := True;
2826 DidFire := True;
2827 FShellTimer := 10;
2828 FShellType := SHELL_SHELL;
2829 end;
2831 WEAPON_SHOTGUN2:
2832 if FAmmo[A_SHELLS] >= 2 then
2833 begin
2834 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2835 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2836 Dec(FAmmo[A_SHELLS], 2);
2837 FFireAngle := FAngle;
2838 f := True;
2839 DidFire := True;
2840 FShellTimer := 13;
2841 FShellType := SHELL_DBLSHELL;
2842 end;
2844 WEAPON_CHAINGUN:
2845 if FAmmo[A_BULLETS] > 0 then
2846 begin
2847 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2848 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2849 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2850 Dec(FAmmo[A_BULLETS]);
2851 FFireAngle := FAngle;
2852 f := True;
2853 DidFire := True;
2854 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2855 GameVelX, GameVelY-2, SHELL_BULLET);
2856 end;
2858 WEAPON_ROCKETLAUNCHER:
2859 if FAmmo[A_ROCKETS] > 0 then
2860 begin
2861 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2862 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2863 Dec(FAmmo[A_ROCKETS]);
2864 FFireAngle := FAngle;
2865 f := True;
2866 DidFire := True;
2867 end;
2869 WEAPON_PLASMA:
2870 if FAmmo[A_CELLS] > 0 then
2871 begin
2872 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2873 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2874 Dec(FAmmo[A_CELLS]);
2875 FFireAngle := FAngle;
2876 f := True;
2877 DidFire := True;
2878 end;
2880 WEAPON_BFG:
2881 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2882 begin
2883 FBFGFireCounter := 17;
2884 if not FNoReload then
2885 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2886 Dec(FAmmo[A_CELLS], 40);
2887 DidFire := True;
2888 end;
2890 WEAPON_SUPERPULEMET:
2891 if FAmmo[A_SHELLS] > 0 then
2892 begin
2893 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2894 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2895 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2896 Dec(FAmmo[A_SHELLS]);
2897 FFireAngle := FAngle;
2898 f := True;
2899 DidFire := True;
2900 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2901 GameVelX, GameVelY-2, SHELL_SHELL);
2902 end;
2904 WEAPON_FLAMETHROWER:
2905 if FAmmo[A_FUEL] > 0 then
2906 begin
2907 g_Weapon_flame(wx, wy, xd, yd, FUID);
2908 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2909 Dec(FAmmo[A_FUEL]);
2910 FFireAngle := FAngle;
2911 f := True;
2912 DidFire := True;
2913 end;
2914 end;
2916 if g_Game_IsNet then
2917 begin
2918 if DidFire then
2919 begin
2920 if FCurrWeap <> WEAPON_BFG then
2921 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
2922 else
2923 if not FNoReload then
2924 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
2925 end;
2927 MH_SEND_PlayerStats(FUID);
2928 end;
2930 if not f then Exit;
2932 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
2933 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
2934 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
2935 end;
2937 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
2938 begin
2939 case Weapon of
2940 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
2941 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
2942 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
2943 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
2944 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
2945 else Result := 0;
2946 end;
2947 end;
2949 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
2950 begin
2951 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
2952 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
2953 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
2954 end;
2956 procedure TPlayer.JetpackOn;
2957 begin
2958 FJetSoundFly.Stop;
2959 FJetSoundOff.Stop;
2960 FJetSoundOn.SetPosition(0);
2961 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
2962 FlySmoke(8);
2963 end;
2965 procedure TPlayer.JetpackOff;
2966 begin
2967 FJetSoundFly.Stop;
2968 FJetSoundOn.Stop;
2969 FJetSoundOff.SetPosition(0);
2970 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
2971 end;
2973 procedure TPlayer.CatchFire(Attacker: Word);
2974 begin
2975 FFireTime := 100;
2976 FFireAttacker := Attacker;
2977 if g_Game_IsNet and g_Game_IsServer then
2978 MH_SEND_PlayerStats(FUID);
2979 end;
2981 procedure TPlayer.Jump();
2982 begin
2983 if gFly or FJetpack then
2984 begin
2985 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
2986 if FObj.Vel.Y > -VEL_FLY then
2987 FObj.Vel.Y := FObj.Vel.Y - 3;
2988 if FJetpack then
2989 begin
2990 if FJetFuel > 0 then
2991 Dec(FJetFuel);
2992 if (FJetFuel < 1) and g_Game_IsServer then
2993 begin
2994 FJetpack := False;
2995 JetpackOff;
2996 if g_Game_IsNet then
2997 MH_SEND_PlayerStats(FUID);
2998 end;
2999 end;
3000 Exit;
3001 end;
3003 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3004 if FGhost then
3005 FCanJetpack := False;
3007 // Ïðûãàåì èëè âñïëûâàåì:
3008 if (CollideLevel(0, 1) or
3009 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3010 PLAYER_RECT.Height-33, PANEL_STEP, False)
3011 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3012 begin
3013 FObj.Vel.Y := -VEL_JUMP;
3014 FCanJetpack := False;
3015 end
3016 else
3017 begin
3018 if BodyInLiquid(0, 0) then
3019 FObj.Vel.Y := -VEL_SW
3020 else if (FJetFuel > 0) and FCanJetpack and
3021 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3022 begin
3023 FJetpack := True;
3024 JetpackOn;
3025 if g_Game_IsNet then
3026 MH_SEND_PlayerStats(FUID);
3027 end;
3028 end;
3029 end;
3031 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3032 var
3033 a, i, k, ab, ar: Byte;
3034 s: String;
3035 mon: TMonster;
3036 plr: TPlayer;
3037 srv, netsrv: Boolean;
3038 DoFrags: Boolean;
3039 OldLR: Byte;
3040 KP: TPlayer;
3041 it: PItem;
3043 procedure PushItem(t: Byte);
3044 var
3045 id: DWORD;
3046 begin
3047 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3048 it := g_Items_ByIdx(id);
3049 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3050 begin
3051 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3052 (FObj.Vel.Y div 2)-Random(9));
3053 it.positionChanged(); // this updates spatial accelerators
3054 end
3055 else
3056 begin
3057 if KillType = K_HARDKILL then // -5..+5; -5..0
3058 begin
3059 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3060 (FObj.Vel.Y div 2)-Random(6));
3061 end
3062 else // -3..+3; -3..0
3063 begin
3064 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3065 (FObj.Vel.Y div 2)-Random(4));
3066 end;
3067 it.positionChanged(); // this updates spatial accelerators
3068 end;
3070 if g_Game_IsNet and g_Game_IsServer then
3071 MH_SEND_ItemSpawn(True, id);
3072 end;
3074 begin
3075 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3076 Srv := g_Game_IsServer;
3077 Netsrv := g_Game_IsServer and g_Game_IsNet;
3078 if Srv then FDeath := FDeath + 1;
3079 if FLive then
3080 begin
3081 if FGhost then
3082 FGhost := False;
3083 if not FPhysics then
3084 FPhysics := True;
3085 FLive := False;
3086 end;
3087 FShellTimer := -1;
3089 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3090 begin
3091 if FLives > 0 then FLives := FLives - 1;
3092 if FLives = 0 then FNoRespawn := True;
3093 end;
3095 // Íîìåð òèïà ñìåðòè:
3096 a := 1;
3097 case KillType of
3098 K_SIMPLEKILL: a := 1;
3099 K_HARDKILL: a := 2;
3100 K_EXTRAHARDKILL: a := 3;
3101 K_FALLKILL: a := 4;
3102 end;
3104 // Çâóê ñìåðòè:
3105 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3106 for i := 1 to 3 do
3107 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3108 Break;
3110 // Âðåìÿ ðåñïàóíà:
3111 if Srv then
3112 case KillType of
3113 K_SIMPLEKILL:
3114 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3115 K_HARDKILL:
3116 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3117 K_EXTRAHARDKILL, K_FALLKILL:
3118 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3119 end;
3121 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3122 case KillType of
3123 K_SIMPLEKILL:
3124 SetAction(A_DIE1);
3125 K_HARDKILL, K_EXTRAHARDKILL:
3126 SetAction(A_DIE2);
3127 end;
3129 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3130 if (KillType <> K_FALLKILL) and (Srv) then
3131 g_Monsters_killedp();
3133 if SpawnerUID = FUID then
3134 begin // Ñàìîóáèëñÿ
3135 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3136 begin
3137 Dec(FFrags);
3138 FLastFrag := 0;
3139 end;
3140 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3141 end
3142 else
3143 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3144 begin // Óáèò äðóãèì èãðîêîì
3145 KP := g_Player_Get(SpawnerUID);
3146 if (KP <> nil) and Srv then
3147 begin
3148 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3149 if SameTeam(FUID, SpawnerUID) then
3150 begin
3151 Dec(KP.FFrags);
3152 KP.FLastFrag := 0;
3153 end else
3154 begin
3155 Inc(KP.FFrags);
3156 KP.FragCombo();
3157 end;
3159 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3160 Inc(gTeamStat[KP.Team].Goals,
3161 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3163 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3164 end;
3166 plr := g_Player_Get(SpawnerUID);
3167 if plr = nil then
3168 s := '?'
3169 else
3170 s := plr.FName;
3172 case KillType of
3173 K_HARDKILL:
3174 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3175 [FName, s]),
3176 gShowKillMsg);
3177 K_EXTRAHARDKILL:
3178 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3179 [FName, s]),
3180 gShowKillMsg);
3181 else
3182 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3183 [FName, s]),
3184 gShowKillMsg);
3185 end;
3186 end
3187 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3188 begin // Óáèò ìîíñòðîì
3189 mon := g_Monsters_ByUID(SpawnerUID);
3190 if mon = nil then
3191 s := '?'
3192 else
3193 s := g_Monsters_GetKilledBy(mon.MonsterType);
3195 case KillType of
3196 K_HARDKILL:
3197 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3198 [FName, s]),
3199 gShowKillMsg);
3200 K_EXTRAHARDKILL:
3201 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3202 [FName, s]),
3203 gShowKillMsg);
3204 else
3205 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3206 [FName, s]),
3207 gShowKillMsg);
3208 end;
3209 end
3210 else // Îñîáûå òèïû ñìåðòè
3211 case t of
3212 HIT_DISCON: ;
3213 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3214 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3215 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3216 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3217 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3218 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3219 end;
3221 if Srv then
3222 begin
3223 // Âûáðîñ îðóæèÿ:
3224 for a := WP_FIRST to WP_LAST do
3225 if FWeapon[a] then
3226 begin
3227 case a of
3228 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3229 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3230 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3231 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3232 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3233 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3234 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3235 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3236 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3237 else i := 0;
3238 end;
3240 if i <> 0 then
3241 PushItem(i);
3242 end;
3244 // Âûáðîñ ðþêçàêà:
3245 if R_ITEM_BACKPACK in FRulez then
3246 PushItem(ITEM_AMMO_BACKPACK);
3248 // Âûáðîñ ðàêåòíîãî ðàíöà:
3249 if FJetFuel > 0 then
3250 PushItem(ITEM_JETPACK);
3252 // Âûáðîñ êëþ÷åé:
3253 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3254 begin
3255 if R_KEY_RED in FRulez then
3256 PushItem(ITEM_KEY_RED);
3258 if R_KEY_GREEN in FRulez then
3259 PushItem(ITEM_KEY_GREEN);
3261 if R_KEY_BLUE in FRulez then
3262 PushItem(ITEM_KEY_BLUE);
3263 end;
3265 // Âûáðîñ ôëàãà:
3266 DropFlag();
3267 end;
3269 g_Player_CreateCorpse(Self);
3271 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3272 (gLMSRespawn = LMS_RESPAWN_NONE) then
3273 begin
3274 a := 0;
3275 k := 0;
3276 ar := 0;
3277 ab := 0;
3278 for i := Low(gPlayers) to High(gPlayers) do
3279 begin
3280 if gPlayers[i] = nil then continue;
3281 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3282 begin
3283 Inc(a);
3284 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3285 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3286 k := i;
3287 end;
3288 end;
3290 OldLR := gLMSRespawn;
3291 if (gGameSettings.GameMode = GM_COOP) then
3292 begin
3293 if (a = 0) then
3294 begin
3295 // everyone is dead, restart the map
3296 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3297 if Netsrv then
3298 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3299 gLMSRespawn := LMS_RESPAWN_FINAL;
3300 gLMSRespawnTime := gTime + 5000;
3301 end
3302 else if (a = 1) then
3303 begin
3304 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3305 if (gPlayers[k] = gPlayer1) or
3306 (gPlayers[k] = gPlayer2) then
3307 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3308 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3309 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3310 end;
3311 end
3312 else if (gGameSettings.GameMode = GM_TDM) then
3313 begin
3314 if (ab = 0) and (ar <> 0) then
3315 begin
3316 // blu team ded
3317 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3318 if Netsrv then
3319 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3320 Inc(gTeamStat[TEAM_RED].Goals);
3321 gLMSRespawn := LMS_RESPAWN_FINAL;
3322 gLMSRespawnTime := gTime + 5000;
3323 end
3324 else if (ar = 0) and (ab <> 0) then
3325 begin
3326 // red team ded
3327 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3328 if Netsrv then
3329 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3330 Inc(gTeamStat[TEAM_BLUE].Goals);
3331 gLMSRespawn := LMS_RESPAWN_FINAL;
3332 gLMSRespawnTime := gTime + 5000;
3333 end
3334 else if (ar = 0) and (ab = 0) then
3335 begin
3336 // everyone ded
3337 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3338 if Netsrv then
3339 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3340 gLMSRespawn := LMS_RESPAWN_FINAL;
3341 gLMSRespawnTime := gTime + 5000;
3342 end;
3343 end
3344 else if (gGameSettings.GameMode = GM_DM) then
3345 begin
3346 if (a = 1) then
3347 begin
3348 if gPlayers[k] <> nil then
3349 with gPlayers[k] do
3350 begin
3351 // survivor is the winner
3352 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3353 if Netsrv then
3354 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3355 Inc(FFrags);
3356 end;
3357 gLMSRespawn := LMS_RESPAWN_FINAL;
3358 gLMSRespawnTime := gTime + 5000;
3359 end
3360 else if (a = 0) then
3361 begin
3362 // everyone is dead, restart the map
3363 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3364 if Netsrv then
3365 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3366 gLMSRespawn := LMS_RESPAWN_FINAL;
3367 gLMSRespawnTime := gTime + 5000;
3368 end;
3369 end;
3370 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3371 begin
3372 if NetMode = NET_SERVER then
3373 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3374 else
3375 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3376 end;
3377 end;
3379 if Netsrv then
3380 begin
3381 MH_SEND_PlayerStats(FUID);
3382 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3383 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3384 end;
3386 if srv and FNoRespawn then Spectate(True);
3387 FWantsInGame := True;
3388 end;
3390 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3391 begin
3392 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3393 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3394 end;
3396 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3397 begin
3398 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3399 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3400 end;
3402 procedure TPlayer.MakeBloodSimple(Count: Word);
3403 begin
3404 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3405 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3406 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3407 150, 0, 0);
3408 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3409 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3410 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3411 150, 0, 0);
3412 end;
3414 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3415 begin
3416 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3417 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3418 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3419 150, 0, 0);
3420 end;
3422 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3423 begin
3424 if g_Game_IsClient then Exit;
3425 if Weapon > High(FWeapon) then Exit;
3426 FNextWeap := FNextWeap or (1 shl Weapon);
3427 end;
3429 procedure TPlayer.resetWeaponQueue ();
3430 begin
3431 FNextWeap := 0;
3432 FNextWeapDelay := 0;
3433 end;
3435 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3436 begin
3437 result := false;
3438 case weapon of
3439 WEAPON_KASTET, WEAPON_SAW: result := true;
3440 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3441 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3442 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3443 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3444 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3445 else result := (weapon < length(FWeapon));
3446 end;
3447 end;
3449 // return 255 for "no switch"
3450 function TPlayer.getNextWeaponIndex (): Byte;
3451 var
3452 i: Word;
3453 wantThisWeapon: array[0..64] of Boolean;
3454 wwc: Integer = 0; //HACK!
3455 dir, cwi: Integer;
3456 begin
3457 result := 255; // default result: "no switch"
3458 // had weapon cycling on previous frame? remove that flag
3459 if (FNextWeap and $2000) <> 0 then
3460 begin
3461 FNextWeap := FNextWeap and $1FFF;
3462 FNextWeapDelay := 0;
3463 end;
3464 // cycling has priority
3465 if (FNextWeap and $C000) <> 0 then
3466 begin
3467 if (FNextWeap and $8000) <> 0 then
3468 dir := 1
3469 else
3470 dir := -1;
3471 FNextWeap := FNextWeap or $2000; // we need this
3472 if FNextWeapDelay > 0 then
3473 exit; // cooldown time
3474 cwi := FCurrWeap;
3475 for i := 0 to High(FWeapon) do
3476 begin
3477 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3478 if FWeapon[cwi] then
3479 begin
3480 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3481 result := Byte(cwi);
3482 FNextWeapDelay := 10;
3483 exit;
3484 end;
3485 end;
3486 resetWeaponQueue();
3487 exit;
3488 end;
3489 // no cycling
3490 for i := 0 to High(wantThisWeapon) do
3491 wantThisWeapon[i] := false;
3492 for i := 0 to High(FWeapon) do
3493 if (FNextWeap and (1 shl i)) <> 0 then
3494 begin
3495 wantThisWeapon[i] := true;
3496 Inc(wwc);
3497 end;
3498 // exclude currently selected weapon from the set
3499 wantThisWeapon[FCurrWeap] := false;
3500 // slow down alterations a little
3501 if wwc > 1 then
3502 begin
3503 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3504 // more than one weapon requested, assume "alteration" and check alteration delay
3505 if FNextWeapDelay > 0 then
3506 begin
3507 FNextWeap := 0;
3508 exit;
3509 end; // yeah
3510 end;
3511 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3512 // but clear all counters if no weapon should be switched
3513 if wwc < 1 then
3514 begin
3515 resetWeaponQueue();
3516 exit;
3517 end;
3518 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3519 // try weapons in descending order
3520 for i := High(FWeapon) downto 0 do
3521 begin
3522 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3523 begin
3524 // i found her!
3525 result := Byte(i);
3526 resetWeaponQueue();
3527 FNextWeapDelay := 10; // anyway, 'cause why not
3528 exit;
3529 end;
3530 end;
3531 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3532 resetWeaponQueue();
3533 end;
3535 procedure TPlayer.RealizeCurrentWeapon();
3536 function switchAllowed (): Boolean;
3537 var
3538 i: Byte;
3539 begin
3540 result := false;
3541 if FBFGFireCounter <> -1 then
3542 exit;
3543 if FTime[T_SWITCH] > gTime then
3544 exit;
3545 for i := WP_FIRST to WP_LAST do
3546 if FReloading[i] > 0 then
3547 exit;
3548 result := true;
3549 end;
3551 var
3552 nw: Byte;
3553 begin
3554 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3555 //FNextWeap := FNextWeap and $1FFF;
3556 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3558 if not switchAllowed then
3559 begin
3560 //HACK for weapon cycling
3561 if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
3562 exit;
3563 end;
3565 nw := getNextWeaponIndex();
3566 if nw = 255 then exit; // don't reset anything here
3567 if nw > High(FWeapon) then
3568 begin
3569 // don't forget to reset queue here!
3570 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3571 resetWeaponQueue();
3572 exit;
3573 end;
3575 if FWeapon[nw] then
3576 begin
3577 FCurrWeap := nw;
3578 FTime[T_SWITCH] := gTime+156;
3579 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3580 FModel.SetWeapon(FCurrWeap);
3581 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3582 end;
3583 end;
3585 procedure TPlayer.NextWeapon();
3586 begin
3587 if g_Game_IsClient then Exit;
3588 FNextWeap := $8000;
3589 end;
3591 procedure TPlayer.PrevWeapon();
3592 begin
3593 if g_Game_IsClient then Exit;
3594 FNextWeap := $4000;
3595 end;
3597 procedure TPlayer.SetWeapon(W: Byte);
3598 begin
3599 if FCurrWeap <> W then
3600 if W = WEAPON_SAW then
3601 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3603 FCurrWeap := W;
3604 FModel.SetWeapon(CurrWeap);
3605 resetWeaponQueue();
3606 end;
3608 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3609 var
3610 a: Boolean;
3611 begin
3612 Result := False;
3613 if g_Game_IsClient then Exit;
3615 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3616 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3617 remove := not a;
3619 case ItemType of
3620 ITEM_MEDKIT_SMALL:
3621 if FHealth < PLAYER_HP_SOFT then
3622 begin
3623 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3624 Result := True;
3625 remove := True;
3626 FFireTime := 0;
3627 if gFlash = 2 then Inc(FPickup, 5);
3628 end;
3630 ITEM_MEDKIT_LARGE:
3631 if FHealth < PLAYER_HP_SOFT then
3632 begin
3633 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3634 Result := True;
3635 remove := True;
3636 FFireTime := 0;
3637 if gFlash = 2 then Inc(FPickup, 5);
3638 end;
3640 ITEM_ARMOR_GREEN:
3641 if FArmor < PLAYER_AP_SOFT then
3642 begin
3643 FArmor := PLAYER_AP_SOFT;
3644 Result := True;
3645 remove := True;
3646 if gFlash = 2 then Inc(FPickup, 5);
3647 end;
3649 ITEM_ARMOR_BLUE:
3650 if FArmor < PLAYER_AP_LIMIT then
3651 begin
3652 FArmor := PLAYER_AP_LIMIT;
3653 Result := True;
3654 remove := True;
3655 if gFlash = 2 then Inc(FPickup, 5);
3656 end;
3658 ITEM_SPHERE_BLUE:
3659 if FHealth < PLAYER_HP_LIMIT then
3660 begin
3661 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3662 Result := True;
3663 remove := True;
3664 FFireTime := 0;
3665 if gFlash = 2 then Inc(FPickup, 5);
3666 end;
3668 ITEM_SPHERE_WHITE:
3669 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3670 begin
3671 if FHealth < PLAYER_HP_LIMIT then
3672 FHealth := PLAYER_HP_LIMIT;
3673 if FArmor < PLAYER_AP_LIMIT then
3674 FArmor := PLAYER_AP_LIMIT;
3675 Result := True;
3676 remove := True;
3677 FFireTime := 0;
3678 if gFlash = 2 then Inc(FPickup, 5);
3679 end;
3681 ITEM_WEAPON_SAW:
3682 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3683 begin
3684 FWeapon[WEAPON_SAW] := True;
3685 Result := True;
3686 if gFlash = 2 then Inc(FPickup, 5);
3687 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3688 end;
3690 ITEM_WEAPON_SHOTGUN1:
3691 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3692 begin
3693 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3694 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3696 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3697 FWeapon[WEAPON_SHOTGUN1] := True;
3698 Result := True;
3699 if gFlash = 2 then Inc(FPickup, 5);
3700 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3701 end;
3703 ITEM_WEAPON_SHOTGUN2:
3704 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3705 begin
3706 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3708 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3709 FWeapon[WEAPON_SHOTGUN2] := True;
3710 Result := True;
3711 if gFlash = 2 then Inc(FPickup, 5);
3712 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3713 end;
3715 ITEM_WEAPON_CHAINGUN:
3716 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3717 begin
3718 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3720 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3721 FWeapon[WEAPON_CHAINGUN] := True;
3722 Result := True;
3723 if gFlash = 2 then Inc(FPickup, 5);
3724 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3725 end;
3727 ITEM_WEAPON_ROCKETLAUNCHER:
3728 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3729 begin
3730 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3732 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3733 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3734 Result := True;
3735 if gFlash = 2 then Inc(FPickup, 5);
3736 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3737 end;
3739 ITEM_WEAPON_PLASMA:
3740 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3741 begin
3742 if a and FWeapon[WEAPON_PLASMA] then Exit;
3744 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3745 FWeapon[WEAPON_PLASMA] := True;
3746 Result := True;
3747 if gFlash = 2 then Inc(FPickup, 5);
3748 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3749 end;
3751 ITEM_WEAPON_BFG:
3752 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3753 begin
3754 if a and FWeapon[WEAPON_BFG] then Exit;
3756 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3757 FWeapon[WEAPON_BFG] := True;
3758 Result := True;
3759 if gFlash = 2 then Inc(FPickup, 5);
3760 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3761 end;
3763 ITEM_WEAPON_SUPERPULEMET:
3764 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3765 begin
3766 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3768 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3769 FWeapon[WEAPON_SUPERPULEMET] := True;
3770 Result := True;
3771 if gFlash = 2 then Inc(FPickup, 5);
3772 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3773 end;
3775 ITEM_WEAPON_FLAMETHROWER:
3776 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3777 begin
3778 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3780 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3781 FWeapon[WEAPON_FLAMETHROWER] := True;
3782 Result := True;
3783 if gFlash = 2 then Inc(FPickup, 5);
3784 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3785 end;
3787 ITEM_AMMO_BULLETS:
3788 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3789 begin
3790 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3791 Result := True;
3792 remove := True;
3793 if gFlash = 2 then Inc(FPickup, 5);
3794 end;
3796 ITEM_AMMO_BULLETS_BOX:
3797 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3798 begin
3799 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3800 Result := True;
3801 remove := True;
3802 if gFlash = 2 then Inc(FPickup, 5);
3803 end;
3805 ITEM_AMMO_SHELLS:
3806 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3807 begin
3808 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3809 Result := True;
3810 remove := True;
3811 if gFlash = 2 then Inc(FPickup, 5);
3812 end;
3814 ITEM_AMMO_SHELLS_BOX:
3815 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3816 begin
3817 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3818 Result := True;
3819 remove := True;
3820 if gFlash = 2 then Inc(FPickup, 5);
3821 end;
3823 ITEM_AMMO_ROCKET:
3824 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3825 begin
3826 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3827 Result := True;
3828 remove := True;
3829 if gFlash = 2 then Inc(FPickup, 5);
3830 end;
3832 ITEM_AMMO_ROCKET_BOX:
3833 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3834 begin
3835 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3836 Result := True;
3837 remove := True;
3838 if gFlash = 2 then Inc(FPickup, 5);
3839 end;
3841 ITEM_AMMO_CELL:
3842 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3843 begin
3844 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3845 Result := True;
3846 remove := True;
3847 if gFlash = 2 then Inc(FPickup, 5);
3848 end;
3850 ITEM_AMMO_CELL_BIG:
3851 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3852 begin
3853 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3854 Result := True;
3855 remove := True;
3856 if gFlash = 2 then Inc(FPickup, 5);
3857 end;
3859 ITEM_AMMO_FUELCAN:
3860 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
3861 begin
3862 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3863 Result := True;
3864 remove := True;
3865 if gFlash = 2 then Inc(FPickup, 5);
3866 end;
3868 ITEM_AMMO_BACKPACK:
3869 if not(R_ITEM_BACKPACK in FRulez) or
3870 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3871 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3872 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3873 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
3874 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
3875 begin
3876 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
3877 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
3878 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
3879 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
3880 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
3882 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3883 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3884 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3885 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3886 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3887 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3888 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3889 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3891 FRulez := FRulez + [R_ITEM_BACKPACK];
3892 Result := True;
3893 remove := True;
3894 if gFlash = 2 then Inc(FPickup, 5);
3895 end;
3897 ITEM_KEY_RED:
3898 if not(R_KEY_RED in FRulez) then
3899 begin
3900 Include(FRulez, R_KEY_RED);
3901 Result := True;
3902 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3903 if gFlash = 2 then Inc(FPickup, 5);
3904 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3905 end;
3907 ITEM_KEY_GREEN:
3908 if not(R_KEY_GREEN in FRulez) then
3909 begin
3910 Include(FRulez, R_KEY_GREEN);
3911 Result := True;
3912 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3913 if gFlash = 2 then Inc(FPickup, 5);
3914 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3915 end;
3917 ITEM_KEY_BLUE:
3918 if not(R_KEY_BLUE in FRulez) then
3919 begin
3920 Include(FRulez, R_KEY_BLUE);
3921 Result := True;
3922 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3923 if gFlash = 2 then Inc(FPickup, 5);
3924 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3925 end;
3927 ITEM_SUIT:
3928 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
3929 begin
3930 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
3931 Result := True;
3932 remove := True;
3933 FFireTime := 0;
3934 if gFlash = 2 then Inc(FPickup, 5);
3935 end;
3937 ITEM_OXYGEN:
3938 if FAir < AIR_MAX then
3939 begin
3940 FAir := AIR_MAX;
3941 Result := True;
3942 remove := True;
3943 if gFlash = 2 then Inc(FPickup, 5);
3944 end;
3946 ITEM_MEDKIT_BLACK:
3947 begin
3948 if not (R_BERSERK in FRulez) then
3949 begin
3950 Include(FRulez, R_BERSERK);
3951 if FBFGFireCounter = -1 then
3952 begin
3953 FCurrWeap := WEAPON_KASTET;
3954 resetWeaponQueue();
3955 FModel.SetWeapon(WEAPON_KASTET);
3956 end;
3957 if gFlash <> 0 then
3958 Inc(FPain, 100);
3959 if gFlash = 2 then Inc(FPickup, 5);
3960 FBerserk := gTime+30000;
3961 Result := True;
3962 remove := True;
3963 FFireTime := 0;
3964 end;
3965 if FHealth < PLAYER_HP_SOFT then
3966 begin
3967 FHealth := PLAYER_HP_SOFT;
3968 FBerserk := gTime+30000;
3969 Result := True;
3970 remove := True;
3971 FFireTime := 0;
3972 end;
3973 end;
3975 ITEM_INVUL:
3976 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
3977 begin
3978 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
3979 Result := True;
3980 remove := True;
3981 if gFlash = 2 then Inc(FPickup, 5);
3982 end;
3984 ITEM_BOTTLE:
3985 if FHealth < PLAYER_HP_LIMIT then
3986 begin
3987 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
3988 Result := True;
3989 remove := True;
3990 FFireTime := 0;
3991 if gFlash = 2 then Inc(FPickup, 5);
3992 end;
3994 ITEM_HELMET:
3995 if FArmor < PLAYER_AP_LIMIT then
3996 begin
3997 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
3998 Result := True;
3999 remove := True;
4000 if gFlash = 2 then Inc(FPickup, 5);
4001 end;
4003 ITEM_JETPACK:
4004 if FJetFuel < JET_MAX then
4005 begin
4006 FJetFuel := JET_MAX;
4007 Result := True;
4008 remove := True;
4009 if gFlash = 2 then Inc(FPickup, 5);
4010 end;
4012 ITEM_INVIS:
4013 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4014 begin
4015 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4016 Result := True;
4017 remove := True;
4018 if gFlash = 2 then Inc(FPickup, 5);
4019 end;
4020 end;
4021 end;
4023 procedure TPlayer.Touch();
4024 begin
4025 if not FLive then
4026 Exit;
4027 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4028 if FIamBot then
4029 begin
4030 // Áðîñèòü ôëàã òîâàðèùó:
4031 if gGameSettings.GameMode = GM_CTF then
4032 DropFlag();
4033 end;
4034 end;
4036 procedure TPlayer.Push(vx, vy: Integer);
4037 begin
4038 if (not FPhysics) and FGhost then
4039 Exit;
4040 FObj.Accel.X := FObj.Accel.X + vx;
4041 FObj.Accel.Y := FObj.Accel.Y + vy;
4042 if g_Game_IsNet and g_Game_IsServer then
4043 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4044 end;
4046 procedure TPlayer.Reset(Force: Boolean);
4047 begin
4048 if Force then
4049 FLive := False;
4051 FSpawned := False;
4052 FTime[T_RESPAWN] := 0;
4053 FTime[T_FLAGCAP] := 0;
4054 FGodMode := False;
4055 FNoTarget := False;
4056 FNoReload := False;
4057 FFrags := 0;
4058 FLastFrag := 0;
4059 FComboEvnt := -1;
4060 FKills := 0;
4061 FMonsterKills := 0;
4062 FDeath := 0;
4063 FSecrets := 0;
4064 if FNoRespawn then
4065 begin
4066 FSpectator := False;
4067 FGhost := False;
4068 FPhysics := True;
4069 FSpectatePlayer := -1;
4070 FNoRespawn := False;
4071 end;
4072 FLives := gGameSettings.MaxLives;
4074 SetFlag(FLAG_NONE);
4075 end;
4077 procedure TPlayer.SoftReset();
4078 begin
4079 ReleaseKeys();
4081 FDamageBuffer := 0;
4082 FIncCam := 0;
4083 FBFGFireCounter := -1;
4084 FShellTimer := -1;
4085 FPain := 0;
4086 FLastHit := 0;
4087 FLastFrag := 0;
4088 FComboEvnt := -1;
4090 SetFlag(FLAG_NONE);
4091 SetAction(A_STAND, True);
4092 end;
4094 function TPlayer.GetRespawnPoint(): Byte;
4095 var
4096 c: Byte;
4097 begin
4098 Result := 255;
4099 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4101 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4102 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4103 begin
4104 if (Self = gPlayer1) or (Self = gPlayer2) then
4105 begin
4106 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4107 if Self = gPlayer1 then
4108 c := RESPAWNPOINT_PLAYER1
4109 else
4110 c := RESPAWNPOINT_PLAYER2;
4111 if g_Map_GetPointCount(c) > 0 then
4112 begin
4113 Result := c;
4114 Exit;
4115 end;
4117 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4118 if Self = gPlayer1 then
4119 c := RESPAWNPOINT_PLAYER2
4120 else
4121 c := RESPAWNPOINT_PLAYER1;
4122 if g_Map_GetPointCount(c) > 0 then
4123 begin
4124 Result := c;
4125 Exit;
4126 end;
4127 end else
4128 begin
4129 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4130 if Random(2) = 0 then
4131 c := RESPAWNPOINT_PLAYER1
4132 else
4133 c := RESPAWNPOINT_PLAYER2;
4134 if g_Map_GetPointCount(c) > 0 then
4135 begin
4136 Result := c;
4137 Exit;
4138 end;
4139 end;
4141 // Òî÷êà ëþáîé èç êîìàíä
4142 if Random(2) = 0 then
4143 c := RESPAWNPOINT_RED
4144 else
4145 c := RESPAWNPOINT_BLUE;
4146 if g_Map_GetPointCount(c) > 0 then
4147 begin
4148 Result := c;
4149 Exit;
4150 end;
4152 // Òî÷êà DM
4153 c := RESPAWNPOINT_DM;
4154 if g_Map_GetPointCount(c) > 0 then
4155 begin
4156 Result := c;
4157 Exit;
4158 end;
4159 end;
4161 // Ìÿñîïîâàë
4162 if gGameSettings.GameMode = GM_DM then
4163 begin
4164 // Òî÷êà DM
4165 c := RESPAWNPOINT_DM;
4166 if g_Map_GetPointCount(c) > 0 then
4167 begin
4168 Result := c;
4169 Exit;
4170 end;
4172 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4173 if Random(2) = 0 then
4174 c := RESPAWNPOINT_PLAYER1
4175 else
4176 c := RESPAWNPOINT_PLAYER2;
4177 if g_Map_GetPointCount(c) > 0 then
4178 begin
4179 Result := c;
4180 Exit;
4181 end;
4183 // Òî÷êà ëþáîé èç êîìàíä
4184 if Random(2) = 0 then
4185 c := RESPAWNPOINT_RED
4186 else
4187 c := RESPAWNPOINT_BLUE;
4188 if g_Map_GetPointCount(c) > 0 then
4189 begin
4190 Result := c;
4191 Exit;
4192 end;
4193 end;
4195 // Êîìàíäíûå
4196 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4197 begin
4198 // Òî÷êà ñâîåé êîìàíäû
4199 c := RESPAWNPOINT_DM;
4200 if FTeam = TEAM_RED then
4201 c := RESPAWNPOINT_RED;
4202 if FTeam = TEAM_BLUE then
4203 c := RESPAWNPOINT_BLUE;
4204 if g_Map_GetPointCount(c) > 0 then
4205 begin
4206 Result := c;
4207 Exit;
4208 end;
4210 // Òî÷êà DM
4211 c := RESPAWNPOINT_DM;
4212 if g_Map_GetPointCount(c) > 0 then
4213 begin
4214 Result := c;
4215 Exit;
4216 end;
4218 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4219 if Random(2) = 0 then
4220 c := RESPAWNPOINT_PLAYER1
4221 else
4222 c := RESPAWNPOINT_PLAYER2;
4223 if g_Map_GetPointCount(c) > 0 then
4224 begin
4225 Result := c;
4226 Exit;
4227 end;
4229 // Òî÷êà äðóãîé êîìàíäû
4230 c := RESPAWNPOINT_DM;
4231 if FTeam = TEAM_RED then
4232 c := RESPAWNPOINT_BLUE;
4233 if FTeam = TEAM_BLUE then
4234 c := RESPAWNPOINT_RED;
4235 if g_Map_GetPointCount(c) > 0 then
4236 begin
4237 Result := c;
4238 Exit;
4239 end;
4240 end;
4241 end;
4243 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4244 var
4245 RespawnPoint: TRespawnPoint;
4246 a, b, c: Byte;
4247 Anim: TAnimation;
4248 ID: DWORD;
4249 begin
4250 if not g_Game_IsServer then
4251 Exit;
4252 if FDummy then
4253 Exit;
4254 FWantsInGame := True;
4255 FJustTeleported := True;
4256 if Force then
4257 begin
4258 FTime[T_RESPAWN] := 0;
4259 FLive := False;
4260 end;
4261 FNetTime := 0;
4262 // if server changes MaxLives we gotta be ready
4263 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4265 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4266 if FTime[T_RESPAWN] > gTime then
4267 Exit;
4269 // Ïðîñðàë âñå æèçíè:
4270 if FNoRespawn then
4271 begin
4272 if not FSpectator then Spectate(True);
4273 FWantsInGame := True;
4274 Exit;
4275 end;
4277 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4278 begin // "Ñâîÿ èãðà"
4279 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4280 FRulez := FRulez-[R_BERSERK];
4281 end
4282 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4283 begin
4284 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4285 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4286 end;
4288 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4289 c := GetRespawnPoint();
4291 ReleaseKeys();
4292 SetFlag(FLAG_NONE);
4294 // Âîñêðåøåíèå áåç îðóæèÿ:
4295 if not FLive then
4296 begin
4297 FHealth := PLAYER_HP_SOFT;
4298 FArmor := 0;
4299 FLive := True;
4300 FAir := AIR_DEF;
4301 FJetFuel := 0;
4303 for a := WP_FIRST to WP_LAST do
4304 begin
4305 FWeapon[a] := False;
4306 FReloading[a] := 0;
4307 end;
4309 FWeapon[WEAPON_PISTOL] := True;
4310 FWeapon[WEAPON_KASTET] := True;
4311 FCurrWeap := WEAPON_PISTOL;
4312 resetWeaponQueue();
4314 FModel.SetWeapon(FCurrWeap);
4316 for b := A_BULLETS to A_HIGH do
4317 FAmmo[b] := 0;
4319 FAmmo[A_BULLETS] := 50;
4321 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4322 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4323 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4324 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4325 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4327 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4328 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4329 else
4330 FRulez := [];
4331 end;
4333 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4334 if not g_Map_GetPoint(c, RespawnPoint) then
4335 begin
4336 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4337 Exit;
4338 end;
4340 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4341 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4342 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4343 FObj.Vel.X := 0;
4344 FObj.Vel.Y := 0;
4345 FObj.Accel.X := 0;
4346 FObj.Accel.Y := 0;
4348 FDirection := RespawnPoint.Direction;
4349 if FDirection = D_LEFT then
4350 FAngle := 180
4351 else
4352 FAngle := 0;
4354 FIncCam := 0;
4355 FBFGFireCounter := -1;
4356 FShellTimer := -1;
4357 FPain := 0;
4358 FLastHit := 0;
4360 SetAction(A_STAND, True);
4361 FModel.Direction := FDirection;
4363 for a := Low(FTime) to High(FTime) do
4364 FTime[a] := 0;
4366 for a := Low(FMegaRulez) to High(FMegaRulez) do
4367 FMegaRulez[a] := 0;
4369 FDamageBuffer := 0;
4370 FJetpack := False;
4371 FCanJetpack := False;
4372 FFireTime := 0;
4373 FFirePainTime := 0;
4374 FFireAttacker := 0;
4376 // Àíèìàöèÿ âîçðîæäåíèÿ:
4377 if (not gLoadGameMode) and (not Silent) then
4378 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4379 begin
4380 Anim := TAnimation.Create(ID, False, 3);
4381 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4382 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4383 Anim.Free();
4384 end;
4386 FSpectator := False;
4387 FGhost := False;
4388 FPhysics := True;
4389 FSpectatePlayer := -1;
4390 FSpawned := True;
4392 if g_Game_IsNet then
4393 begin
4394 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4395 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4396 if not Silent then
4397 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4398 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4399 0, NET_GFX_TELE);
4400 end;
4401 end;
4403 procedure TPlayer.Spectate(NoMove: Boolean = False);
4404 begin
4405 if FLive then
4406 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4407 else if (not NoMove) then
4408 begin
4409 GameX := gMapInfo.Width div 2;
4410 GameY := gMapInfo.Height div 2;
4411 end;
4412 FXTo := GameX;
4413 FYTo := GameY;
4415 FLive := False;
4416 FSpectator := True;
4417 FGhost := True;
4418 FPhysics := False;
4419 FWantsInGame := False;
4420 FSpawned := False;
4422 if FNoRespawn then
4423 begin
4424 if Self = gPlayer1 then
4425 begin
4426 gLMSPID1 := FUID;
4427 gPlayer1 := nil;
4428 end;
4429 if Self = gPlayer2 then
4430 begin
4431 gLMSPID2 := FUID;
4432 gPlayer2 := nil;
4433 end;
4434 end;
4436 if g_Game_IsNet then
4437 MH_SEND_PlayerStats(FUID);
4438 end;
4440 procedure TPlayer.SwitchNoClip;
4441 begin
4442 if not FLive then
4443 Exit;
4444 FGhost := not FGhost;
4445 FPhysics := not FGhost;
4446 if FGhost then
4447 begin
4448 FXTo := FObj.X;
4449 FYTo := FObj.Y;
4450 end else
4451 begin
4452 FObj.Accel.X := 0;
4453 FObj.Accel.Y := 0;
4454 end;
4455 end;
4457 procedure TPlayer.Run(Direction: TDirection);
4458 var
4459 a, b: Integer;
4460 begin
4461 if MAX_RUNVEL > 8 then
4462 FlySmoke();
4464 // Áåæèì:
4465 if Direction = D_LEFT then
4466 begin
4467 if FObj.Vel.X > -MAX_RUNVEL then
4468 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4469 end
4470 else
4471 if FObj.Vel.X < MAX_RUNVEL then
4472 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4474 // Âîçìîæíî, ïèíàåì êóñêè:
4475 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4476 begin
4477 b := Abs(FObj.Vel.X);
4478 if b > 1 then b := b * (Random(8 div b) + 1);
4479 for a := 0 to High(gGibs) do
4480 begin
4481 if gGibs[a].Live and
4482 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4483 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4484 begin
4485 // Ïèíàåì êóñêè
4486 if FObj.Vel.X < 0 then
4487 begin
4488 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4489 end
4490 else
4491 begin
4492 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4493 end;
4494 gGibs[a].positionChanged(); // this updates spatial accelerators
4495 end;
4496 end;
4497 end;
4499 SetAction(A_WALK);
4500 end;
4502 procedure TPlayer.SeeDown();
4503 begin
4504 SetAction(A_SEEDOWN);
4506 if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4508 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4509 end;
4511 procedure TPlayer.SeeUp();
4512 begin
4513 SetAction(A_SEEUP);
4515 if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4517 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4518 end;
4520 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4521 var
4522 Prior: Byte;
4523 begin
4524 case Action of
4525 A_WALK: Prior := 3;
4526 A_DIE1: Prior := 5;
4527 A_DIE2: Prior := 5;
4528 A_ATTACK: Prior := 2;
4529 A_SEEUP: Prior := 1;
4530 A_SEEDOWN: Prior := 1;
4531 A_ATTACKUP: Prior := 2;
4532 A_ATTACKDOWN: Prior := 2;
4533 A_PAIN: Prior := 4;
4534 else Prior := 0;
4535 end;
4537 if (Prior > FActionPrior) or Force then
4538 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4539 begin
4540 FActionPrior := Prior;
4541 FActionAnim := Action;
4542 FActionForce := Force;
4543 FActionChanged := True;
4544 end;
4546 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4547 end;
4549 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4550 begin
4551 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4552 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4553 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4554 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4555 end;
4557 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4558 var
4559 Anim: TAnimation;
4560 ID: DWORD;
4561 begin
4562 Result := False;
4564 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4565 begin
4566 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4567 if g_Game_IsServer and g_Game_IsNet then
4568 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4569 Exit;
4570 end;
4572 FJustTeleported := True;
4574 Anim := nil;
4575 if not silent then
4576 begin
4577 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4578 begin
4579 Anim := TAnimation.Create(ID, False, 3);
4580 end;
4582 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4583 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4584 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4585 if g_Game_IsServer and g_Game_IsNet then
4586 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4587 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4588 NET_GFX_TELE);
4589 end;
4591 FObj.X := X-PLAYER_RECT.X;
4592 FObj.Y := Y-PLAYER_RECT.Y;
4593 if FLive and FGhost then
4594 begin
4595 FXTo := FObj.X;
4596 FYTo := FObj.Y;
4597 end;
4599 if not g_Game_IsNet then
4600 begin
4601 if dir = 1 then
4602 begin
4603 SetDirection(D_LEFT);
4604 FAngle := 180;
4605 end
4606 else
4607 if dir = 2 then
4608 begin
4609 SetDirection(D_RIGHT);
4610 FAngle := 0;
4611 end
4612 else
4613 if dir = 3 then
4614 begin // îáðàòíîå
4615 if FDirection = D_RIGHT then
4616 begin
4617 SetDirection(D_LEFT);
4618 FAngle := 180;
4619 end
4620 else
4621 begin
4622 SetDirection(D_RIGHT);
4623 FAngle := 0;
4624 end;
4625 end;
4626 end;
4628 if not silent and (Anim <> nil) then
4629 begin
4630 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4631 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4632 Anim.Free();
4634 if g_Game_IsServer and g_Game_IsNet then
4635 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4636 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4637 NET_GFX_TELE);
4638 end;
4640 Result := True;
4641 end;
4643 function nonz(a: Single): Single;
4644 begin
4645 if a <> 0 then
4646 Result := a
4647 else
4648 Result := 1;
4649 end;
4651 procedure TPlayer.Update();
4652 var
4653 b: Byte;
4654 i, ii, wx, wy, xd, yd, k: Integer;
4655 blockmon, headwater, dospawn: Boolean;
4656 NetServer: Boolean;
4657 AnyServer: Boolean;
4658 SetSpect: Boolean;
4659 begin
4660 NetServer := g_Game_IsNet and g_Game_IsServer;
4661 AnyServer := g_Game_IsServer;
4663 if g_Game_IsClient and (NetInterpLevel > 0) then
4664 DoLerp(NetInterpLevel + 1)
4665 else
4666 if FGhost then
4667 DoLerp(4);
4669 if NetServer then
4670 if FClientID >= 0 then
4671 begin
4672 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4673 if NetClients[FClientID].Peer^.packetsSent > 0 then
4674 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4675 else
4676 FLoss := 0;
4677 end else
4678 begin
4679 FPing := 0;
4680 FLoss := 0;
4681 end;
4683 if FLive and (gFly or FJetpack) then
4684 FlySmoke();
4686 if FDirection = D_LEFT then
4687 FAngle := 180
4688 else
4689 FAngle := 0;
4691 if FLive and (not FGhost) then
4692 begin
4693 if FKeys[KEY_UP].Pressed then
4694 SeeUp();
4695 if FKeys[KEY_DOWN].Pressed then
4696 SeeDown();
4697 end;
4699 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4700 (FIncCam <> 0) then
4701 begin
4702 i := g_basic.Sign(FIncCam);
4703 FIncCam := Abs(FIncCam);
4704 DecMin(FIncCam, 5, 0);
4705 FIncCam := FIncCam*i;
4706 end;
4708 // no need to do that each second frame, weapon queue will take care of it
4709 if FLive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4710 if FLive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4712 if gTime mod (GAME_TICK*2) <> 0 then
4713 begin
4714 if (FObj.Vel.X = 0) and FLive then
4715 begin
4716 if FKeys[KEY_LEFT].Pressed then
4717 Run(D_LEFT);
4718 if FKeys[KEY_RIGHT].Pressed then
4719 Run(D_RIGHT);
4720 end;
4722 if FPhysics then
4723 begin
4724 g_Obj_Move(@FObj, True, True, True);
4725 positionChanged(); // this updates spatial accelerators
4726 end;
4728 Exit;
4729 end;
4731 FActionChanged := False;
4733 if FLive then
4734 begin
4735 // Let alive player do some actions
4736 if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
4737 if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
4738 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4739 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4740 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4741 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4742 if FKeys[KEY_JUMP].Pressed then Jump()
4743 else
4744 begin
4745 if AnyServer and FJetpack then
4746 begin
4747 FJetpack := False;
4748 JetpackOff;
4749 if NetServer then MH_SEND_PlayerStats(FUID);
4750 end;
4751 FCanJetpack := True;
4752 end;
4753 end
4754 else // Dead
4755 begin
4756 dospawn := False;
4757 if not FGhost then
4758 for k := Low(FKeys) to KEY_CHAT-1 do
4759 begin
4760 if FKeys[k].Pressed then
4761 begin
4762 dospawn := True;
4763 break;
4764 end;
4765 end;
4766 if dospawn then
4767 begin
4768 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4769 Respawn(False)
4770 else // Single
4771 if (FTime[T_RESPAWN] <= gTime) and
4772 gGameOn and (not FLive) then
4773 begin
4774 if (g_Player_GetCount() > 1) then
4775 Respawn(False)
4776 else
4777 begin
4778 gExit := EXIT_RESTART;
4779 Exit;
4780 end;
4781 end;
4782 end;
4783 // Dead spectator actions
4784 if FGhost then
4785 begin
4786 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4787 if FKeys[KEY_FIRE].Pressed and AnyServer then
4788 begin
4789 if FSpectator then
4790 begin
4791 if (FSpectatePlayer >= High(gPlayers)) then
4792 FSpectatePlayer := -1
4793 else
4794 begin
4795 SetSpect := False;
4796 for I := FSpectatePlayer + 1 to High(gPlayers) do
4797 if gPlayers[I] <> nil then
4798 if gPlayers[I].Live then
4799 if gPlayers[I].UID <> FUID then
4800 begin
4801 FSpectatePlayer := I;
4802 SetSpect := True;
4803 break;
4804 end;
4806 if not SetSpect then FSpectatePlayer := -1;
4807 end;
4809 ReleaseKeys;
4810 end;
4811 end;
4812 end;
4813 end;
4814 // No clipping
4815 if FGhost then
4816 begin
4817 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4818 begin
4819 FYTo := FObj.Y - 32;
4820 FSpectatePlayer := -1;
4821 end;
4822 if FKeys[KEY_DOWN].Pressed then
4823 begin
4824 FYTo := FObj.Y + 32;
4825 FSpectatePlayer := -1;
4826 end;
4827 if FKeys[KEY_LEFT].Pressed then
4828 begin
4829 FXTo := FObj.X - 32;
4830 FSpectatePlayer := -1;
4831 end;
4832 if FKeys[KEY_RIGHT].Pressed then
4833 begin
4834 FXTo := FObj.X + 32;
4835 FSpectatePlayer := -1;
4836 end;
4838 if (FXTo < -64) then
4839 FXTo := -64
4840 else if (FXTo > gMapInfo.Width + 32) then
4841 FXTo := gMapInfo.Width + 32;
4842 if (FYTo < -72) then
4843 FYTo := -72
4844 else if (FYTo > gMapInfo.Height + 32) then
4845 FYTo := gMapInfo.Height + 32;
4846 end;
4848 if FPhysics then
4849 begin
4850 g_Obj_Move(@FObj, True, True, True);
4851 positionChanged(); // this updates spatial accelerators
4852 end
4853 else
4854 begin
4855 FObj.Vel.X := 0;
4856 FObj.Vel.Y := 0;
4857 if FSpectator then
4858 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4859 if gPlayers[FSpectatePlayer] <> nil then
4860 if gPlayers[FSpectatePlayer].Live then
4861 begin
4862 FXTo := gPlayers[FSpectatePlayer].GameX;
4863 FYTo := gPlayers[FSpectatePlayer].GameY;
4864 end;
4865 end;
4867 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4868 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4869 PANEL_BLOCKMON, True);
4870 headwater := HeadInLiquid(0, 0);
4872 // Ñîïðîòèâëåíèå âîçäóõà:
4873 if (not FLive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4874 if FObj.Vel.X <> 0 then
4875 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4877 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4878 DecMin(FPain, 5, 0);
4879 DecMin(FPickup, 1, 0);
4881 if FLive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
4882 begin
4883 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4884 FMegaRulez[MR_SUIT] := 0;
4885 FMegaRulez[MR_INVUL] := 0;
4886 FMegaRulez[MR_INVIS] := 0;
4887 Kill(K_FALLKILL, 0, HIT_FALL);
4888 end;
4890 i := 9;
4892 if FLive then
4893 begin
4894 if FCurrWeap = WEAPON_SAW then
4895 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4896 FSawSoundSelect.IsPlaying()) then
4897 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4899 if FJetpack then
4900 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4901 (not FJetSoundOff.IsPlaying()) then
4902 begin
4903 FJetSoundFly.SetPosition(0);
4904 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4905 end;
4907 for b := WP_FIRST to WP_LAST do
4908 if FReloading[b] > 0 then
4909 if FNoReload then
4910 FReloading[b] := 0
4911 else
4912 Dec(FReloading[b]);
4914 if FShellTimer > -1 then
4915 if FShellTimer = 0 then
4916 begin
4917 if FShellType = SHELL_SHELL then
4918 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4919 GameVelX, GameVelY-2, SHELL_SHELL)
4920 else if FShellType = SHELL_DBLSHELL then
4921 begin
4922 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4923 GameVelX+1, GameVelY-2, SHELL_SHELL);
4924 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4925 GameVelX-1, GameVelY-2, SHELL_SHELL);
4926 end;
4927 FShellTimer := -1;
4928 end else Dec(FShellTimer);
4930 if (FBFGFireCounter > -1) then
4931 if FBFGFireCounter = 0 then
4932 begin
4933 if AnyServer then
4934 begin
4935 wx := FObj.X+WEAPONPOINT[FDirection].X;
4936 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
4937 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
4938 yd := wy+firediry();
4939 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
4940 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
4941 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4942 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4943 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4944 end;
4946 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
4947 FBFGFireCounter := -1;
4948 end else
4949 if FNoReload then
4950 FBFGFireCounter := 0
4951 else
4952 Dec(FBFGFireCounter);
4954 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
4955 begin
4956 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
4958 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
4959 end;
4961 if (headwater or blockmon) then
4962 begin
4963 Dec(FAir);
4965 if FAir < -9 then
4966 begin
4967 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
4968 FAir := 0;
4969 end
4970 else if (FAir mod 31 = 0) and not blockmon then
4971 begin
4972 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
4973 if Random(2) = 0 then
4974 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
4975 else
4976 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
4977 end;
4978 end else if FAir < AIR_DEF then
4979 FAir := AIR_DEF;
4981 if FFireTime > 0 then
4982 begin
4983 if BodyInLiquid(0, 0) then
4984 begin
4985 FFireTime := 0;
4986 FFirePainTime := 0;
4987 end
4988 else if FMegaRulez[MR_SUIT] >= gTime then
4989 begin
4990 if FMegaRulez[MR_SUIT] = gTime then
4991 FFireTime := 1;
4992 FFirePainTime := 0;
4993 end
4994 else
4995 begin
4996 OnFireFlame(1);
4997 if FFirePainTime <= 0 then
4998 begin
4999 if g_Game_IsServer then
5000 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5001 FFirePainTime := 18;
5002 end;
5003 FFirePainTime := FFirePainTime - 1;
5004 FFireTime := FFireTime - 1;
5005 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5006 MH_SEND_PlayerStats(FUID);
5007 end;
5008 end;
5010 if FDamageBuffer > 0 then
5011 begin
5012 if FDamageBuffer >= 9 then
5013 begin
5014 SetAction(A_PAIN);
5016 if FDamageBuffer < 30 then i := 9
5017 else if FDamageBuffer < 100 then i := 18
5018 else i := 27;
5019 end;
5021 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5022 FArmor := FArmor-(FDamageBuffer-ii);
5023 FHealth := FHealth-ii;
5024 if FArmor < 0 then
5025 begin
5026 FHealth := FHealth+FArmor;
5027 FArmor := 0;
5028 end;
5030 if AnyServer then
5031 if FHealth <= 0 then
5032 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5033 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5034 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5036 if FLive then
5037 begin
5038 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5039 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5040 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5041 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5042 end;
5044 FDamageBuffer := 0;
5045 end;
5047 {CollideItem();}
5048 end; // if FLive then ...
5050 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5051 begin
5052 FModel.ChangeAnimation(FActionAnim, FActionForce);
5053 FModel.GetCurrentAnimation.MinLength := i;
5054 FModel.GetCurrentAnimationMask.MinLength := i;
5055 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5057 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5058 then SetAction(A_STAND, True);
5060 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5062 for b := Low(FKeys) to High(FKeys) do
5063 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5064 end;
5066 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5067 begin
5068 x := FObj.X+PLAYER_RECT.X;
5069 y := FObj.Y+PLAYER_RECT.Y;
5070 w := PLAYER_RECT.Width;
5071 h := PLAYER_RECT.Height;
5072 end;
5074 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5075 begin
5076 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5077 FObj.Y+PLAYER_RECT.Y,
5078 PLAYER_RECT.Width,
5079 PLAYER_RECT.Height,
5080 X, Y,
5081 Width, Height);
5082 end;
5084 function TPlayer.Collide(Panel: TPanel): Boolean;
5085 begin
5086 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5087 FObj.Y+PLAYER_RECT.Y,
5088 PLAYER_RECT.Width,
5089 PLAYER_RECT.Height,
5090 Panel.X, Panel.Y,
5091 Panel.Width, Panel.Height);
5092 end;
5094 function TPlayer.Collide(X, Y: Integer): Boolean;
5095 begin
5096 X := X-FObj.X-PLAYER_RECT.X;
5097 Y := Y-FObj.Y-PLAYER_RECT.Y;
5098 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5099 (y >= 0) and (y <= PLAYER_RECT.Height);
5100 end;
5102 function g_Player_ValidName(Name: string): Boolean;
5103 var
5104 a: Integer;
5105 begin
5106 Result := True;
5108 if gPlayers = nil then Exit;
5110 for a := 0 to High(gPlayers) do
5111 if gPlayers[a] <> nil then
5112 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5113 begin
5114 Result := False;
5115 Exit;
5116 end;
5117 end;
5119 procedure TPlayer.SetDirection(Direction: TDirection);
5120 var
5121 d: TDirection;
5122 begin
5123 d := FModel.Direction;
5125 FModel.Direction := Direction;
5126 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5128 FDirection := Direction;
5129 end;
5131 function TPlayer.GetKeys(): Byte;
5132 begin
5133 Result := 0;
5135 if R_KEY_RED in FRulez then Result := KEY_RED;
5136 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5137 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5139 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5140 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5141 end;
5143 procedure TPlayer.Use();
5144 var
5145 a: Integer;
5146 begin
5147 if FTime[T_USE] > gTime then Exit;
5149 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5150 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5152 for a := 0 to High(gPlayers) do
5153 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5154 gPlayers[a].Live and SameTeam(FUID, gPlayers[a].FUID) and
5155 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5156 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5157 begin
5158 gPlayers[a].Touch();
5159 if g_Game_IsNet and g_Game_IsServer then
5160 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5161 end;
5163 FTime[T_USE] := gTime+120;
5164 end;
5166 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5167 var
5168 locObj: TObj;
5169 F: Boolean;
5170 WX, WY, XD, YD: Integer;
5171 begin
5172 F := False;
5173 WX := X;
5174 WY := Y;
5175 XD := AX;
5176 YD := AY;
5178 case FCurrWeap of
5179 WEAPON_KASTET:
5180 begin
5181 if R_BERSERK in FRulez then
5182 begin
5183 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5184 locobj.X := FObj.X+FObj.Rect.X;
5185 locobj.Y := FObj.Y+FObj.Rect.Y;
5186 locobj.rect.X := 0;
5187 locobj.rect.Y := 0;
5188 locobj.rect.Width := 39;
5189 locobj.rect.Height := 52;
5190 locobj.Vel.X := (xd-wx) div 2;
5191 locobj.Vel.Y := (yd-wy) div 2;
5192 locobj.Accel.X := xd-wx;
5193 locobj.Accel.y := yd-wy;
5195 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5196 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5197 else
5198 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5200 if gFlash = 1 then
5201 if FPain < 50 then
5202 FPain := min(FPain + 25, 50);
5203 end else
5204 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5205 end;
5207 WEAPON_SAW:
5208 begin
5209 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5210 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5211 begin
5212 FSawSoundSelect.Stop();
5213 FSawSound.Stop();
5214 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5215 end
5216 else if not FSawSoundHit.IsPlaying() then
5217 begin
5218 FSawSoundSelect.Stop();
5219 FSawSound.PlayAt(FObj.X, FObj.Y);
5220 end;
5221 f := True;
5222 end;
5224 WEAPON_PISTOL:
5225 begin
5226 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5227 FFireAngle := FAngle;
5228 f := True;
5229 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5230 GameVelX, GameVelY-2, SHELL_BULLET);
5231 end;
5233 WEAPON_SHOTGUN1:
5234 begin
5235 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5236 FFireAngle := FAngle;
5237 f := True;
5238 FShellTimer := 10;
5239 FShellType := SHELL_SHELL;
5240 end;
5242 WEAPON_SHOTGUN2:
5243 begin
5244 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5245 FFireAngle := FAngle;
5246 f := True;
5247 FShellTimer := 13;
5248 FShellType := SHELL_DBLSHELL;
5249 end;
5251 WEAPON_CHAINGUN:
5252 begin
5253 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5254 FFireAngle := FAngle;
5255 f := True;
5256 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5257 GameVelX, GameVelY-2, SHELL_BULLET);
5258 end;
5260 WEAPON_ROCKETLAUNCHER:
5261 begin
5262 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5263 FFireAngle := FAngle;
5264 f := True;
5265 end;
5267 WEAPON_PLASMA:
5268 begin
5269 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5270 FFireAngle := FAngle;
5271 f := True;
5272 end;
5274 WEAPON_BFG:
5275 begin
5276 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5277 FFireAngle := FAngle;
5278 f := True;
5279 end;
5281 WEAPON_SUPERPULEMET:
5282 begin
5283 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5284 FFireAngle := FAngle;
5285 f := True;
5286 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5287 GameVelX, GameVelY-2, SHELL_SHELL);
5288 end;
5290 WEAPON_FLAMETHROWER:
5291 begin
5292 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5293 FFireAngle := FAngle;
5294 f := True;
5295 end;
5296 end;
5298 if not f then Exit;
5300 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5301 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5302 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5303 end;
5305 procedure TPlayer.DoLerp(Level: Integer = 2);
5306 begin
5307 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5308 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5309 end;
5311 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5312 var
5313 AX, AY: Integer;
5314 begin
5315 if NetInterpLevel < 1 then
5316 begin
5317 FObj.X := XTo;
5318 FObj.Y := YTo;
5319 end
5320 else
5321 begin
5322 FXTo := XTo;
5323 FYTo := YTo;
5325 AX := Abs(FXTo - FObj.X);
5326 AY := Abs(FYTo - FObj.Y);
5327 if (AX > 32) or (AX <= NetInterpLevel) then
5328 FObj.X := FXTo;
5329 if (AY > 32) or (AY <= NetInterpLevel) then
5330 FObj.Y := FYTo;
5331 end;
5332 end;
5334 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5335 begin
5336 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5337 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5338 PANEL_LIFTUP, False) then Result := -1
5339 else
5340 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5341 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5342 PANEL_LIFTDOWN, False) then Result := 1
5343 else Result := 0;
5344 end;
5346 function TPlayer.GetFlag(Flag: Byte): Boolean;
5347 var
5348 s, ts: String;
5349 evtype: Byte;
5350 begin
5351 Result := False;
5353 if Flag = FLAG_NONE then
5354 Exit;
5356 if not g_Game_IsServer then Exit;
5358 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5359 if (Flag = FTeam) and
5360 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5361 (FFlag <> FLAG_NONE) then
5362 begin
5363 if FFlag = FLAG_RED then
5364 s := _lc[I_PLAYER_FLAG_RED]
5365 else
5366 s := _lc[I_PLAYER_FLAG_BLUE];
5368 evtype := FLAG_STATE_SCORED;
5370 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5371 Insert('.', ts, Length(ts) + 1 - 3);
5372 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5374 g_Map_ResetFlag(FFlag);
5375 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5377 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5379 Result := True;
5380 if g_Game_IsNet then
5381 begin
5382 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5383 MH_SEND_GameStats;
5384 end;
5386 gFlags[FFlag].CaptureTime := 0;
5387 SetFlag(FLAG_NONE);
5388 Exit;
5389 end;
5391 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5392 if (Flag = FTeam) and
5393 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5394 begin
5395 if Flag = FLAG_RED then
5396 s := _lc[I_PLAYER_FLAG_RED]
5397 else
5398 s := _lc[I_PLAYER_FLAG_BLUE];
5400 evtype := FLAG_STATE_RETURNED;
5401 gFlags[Flag].CaptureTime := 0;
5403 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5405 g_Map_ResetFlag(Flag);
5406 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5408 Result := True;
5409 if g_Game_IsNet then
5410 begin
5411 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5412 MH_SEND_GameStats;
5413 end;
5414 Exit;
5415 end;
5417 // Ïîäîáðàë ÷óæîé ôëàã:
5418 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5419 begin
5420 SetFlag(Flag);
5422 if Flag = FLAG_RED then
5423 s := _lc[I_PLAYER_FLAG_RED]
5424 else
5425 s := _lc[I_PLAYER_FLAG_BLUE];
5427 evtype := FLAG_STATE_CAPTURED;
5429 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5431 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5433 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5435 Result := True;
5436 if g_Game_IsNet then
5437 begin
5438 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5439 MH_SEND_GameStats;
5440 end;
5441 end;
5442 end;
5444 procedure TPlayer.SetFlag(Flag: Byte);
5445 begin
5446 FFlag := Flag;
5447 if FModel <> nil then
5448 FModel.SetFlag(FFlag);
5449 end;
5451 function TPlayer.DropFlag(): Boolean;
5452 var
5453 s: String;
5454 begin
5455 Result := False;
5456 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5457 Exit;
5458 FTime[T_FLAGCAP] := gTime + 2000;
5459 with gFlags[FFlag] do
5460 begin
5461 Obj.X := FObj.X;
5462 Obj.Y := FObj.Y;
5463 Direction := FDirection;
5464 State := FLAG_STATE_DROPPED;
5465 Count := FLAG_TIME;
5466 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5467 (FObj.Vel.Y div 2)-2+Random(5));
5468 positionChanged(); // this updates spatial accelerators
5470 if FFlag = FLAG_RED then
5471 s := _lc[I_PLAYER_FLAG_RED]
5472 else
5473 s := _lc[I_PLAYER_FLAG_BLUE];
5475 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5476 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5478 if g_Game_IsNet then
5479 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5480 end;
5481 SetFlag(FLAG_NONE);
5482 Result := True;
5483 end;
5485 procedure TPlayer.GetSecret();
5486 begin
5487 Inc(FSecrets);
5488 end;
5490 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5491 begin
5492 Assert(Key <= High(FKeys));
5494 FKeys[Key].Pressed := True;
5495 FKeys[Key].Time := Time;
5496 end;
5498 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5499 begin
5500 Result := FKeys[K].Pressed;
5501 end;
5503 procedure TPlayer.ReleaseKeys();
5504 var
5505 a: Integer;
5506 begin
5507 for a := Low(FKeys) to High(FKeys) do
5508 begin
5509 FKeys[a].Pressed := False;
5510 FKeys[a].Time := 0;
5511 end;
5512 end;
5514 procedure TPlayer.OnDamage(Angle: SmallInt);
5515 begin
5516 end;
5518 function TPlayer.firediry(): Integer;
5519 begin
5520 if FKeys[KEY_UP].Pressed then Result := -42
5521 else if FKeys[KEY_DOWN].Pressed then Result := 19
5522 else Result := 0;
5523 end;
5525 procedure TPlayer.RememberState();
5526 var
5527 i: Integer;
5528 begin
5529 FSavedState.Health := FHealth;
5530 FSavedState.Armor := FArmor;
5531 FSavedState.Air := FAir;
5532 FSavedState.JetFuel := FJetFuel;
5533 FSavedState.CurrWeap := FCurrWeap;
5534 FSavedState.NextWeap := FNextWeap;
5535 FSavedState.NextWeapDelay := FNextWeapDelay;
5537 for i := 0 to 3 do
5538 FSavedState.Ammo[i] := FAmmo[i];
5539 for i := 0 to 3 do
5540 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5542 FSavedState.Rulez := FRulez;
5543 FSavedState.WaitRecall := True;
5544 end;
5546 procedure TPlayer.RecallState();
5547 var
5548 i: Integer;
5549 begin
5550 if not FSavedState.WaitRecall then Exit;
5552 FHealth := FSavedState.Health;
5553 FArmor := FSavedState.Armor;
5554 FAir := FSavedState.Air;
5555 FJetFuel := FSavedState.JetFuel;
5556 FCurrWeap := FSavedState.CurrWeap;
5557 FNextWeap := FSavedState.NextWeap;
5558 FNextWeapDelay := FSavedState.NextWeapDelay;
5560 for i := 0 to 3 do
5561 FAmmo[i] := FSavedState.Ammo[i];
5562 for i := 0 to 3 do
5563 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5565 FRulez := FSavedState.Rulez;
5566 FSavedState.WaitRecall := False;
5568 if gGameSettings.GameType = GT_SERVER then
5569 MH_SEND_PlayerStats(FUID);
5570 end;
5572 procedure TPlayer.SaveState(var Mem: TBinMemoryWriter);
5573 var
5574 i: Integer;
5575 sig: DWORD;
5576 str: String;
5577 b: Byte;
5578 begin
5579 if FIamBot then
5580 i := 512
5581 else
5582 i := 256;
5584 Mem := TBinMemoryWriter.Create(i);
5586 // Ñèãíàòóðà èãðîêà:
5587 sig := PLAYER_SIGNATURE; // 'PLYR'
5588 Mem.WriteDWORD(sig);
5589 // Áîò èëè ÷åëîâåê:
5590 Mem.WriteBoolean(FIamBot);
5591 // UID èãðîêà:
5592 Mem.WriteWord(FUID);
5593 // Èìÿ èãðîêà:
5594 Mem.WriteString(FName, 32);
5595 // Êîìàíäà:
5596 Mem.WriteByte(FTeam);
5597 // Æèâ ëè:
5598 Mem.WriteBoolean(FLive);
5599 // Èçðàñõîäîâàë ëè âñå æèçíè:
5600 Mem.WriteBoolean(FNoRespawn);
5601 // Íàïðàâëåíèå:
5602 if FDirection = D_LEFT then
5603 b := 1
5604 else // D_RIGHT
5605 b := 2;
5606 Mem.WriteByte(b);
5607 // Çäîðîâüå:
5608 Mem.WriteInt(FHealth);
5609 // Æèçíè:
5610 Mem.WriteByte(FLives);
5611 // Áðîíÿ:
5612 Mem.WriteInt(FArmor);
5613 // Çàïàñ âîçäóõà:
5614 Mem.WriteInt(FAir);
5615 // Çàïàñ ãîðþ÷åãî:
5616 Mem.WriteInt(FJetFuel);
5617 // Áîëü:
5618 Mem.WriteInt(FPain);
5619 // Óáèë:
5620 Mem.WriteInt(FKills);
5621 // Óáèë ìîíñòðîâ:
5622 Mem.WriteInt(FMonsterKills);
5623 // Ôðàãîâ:
5624 Mem.WriteInt(FFrags);
5625 // Ôðàãîâ ïîäðÿä:
5626 Mem.WriteByte(FFragCombo);
5627 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5628 Mem.WriteDWORD(FLastFrag);
5629 // Ñìåðòåé:
5630 Mem.WriteInt(FDeath);
5631 // Êàêîé ôëàã íåñåò:
5632 Mem.WriteByte(FFlag);
5633 // Íàøåë ñåêðåòîâ:
5634 Mem.WriteInt(FSecrets);
5635 // Òåêóùåå îðóæèå:
5636 Mem.WriteByte(FCurrWeap);
5637 // Æåëàåìîå îðóæèå:
5638 Mem.WriteWord(FNextWeap);
5639 // ...è ïàóçà
5640 Mem.WriteByte(FNextWeapDelay);
5641 // Âðåìÿ çàðÿäêè BFG:
5642 Mem.WriteSmallInt(FBFGFireCounter);
5643 // Áóôåð óðîíà:
5644 Mem.WriteInt(FDamageBuffer);
5645 // Ïîñëåäíèé óäàðèâøèé:
5646 Mem.WriteWord(FLastSpawnerUID);
5647 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5648 Mem.WriteByte(FLastHit);
5649 // Îáúåêò èãðîêà:
5650 Obj_SaveState(@FObj, Mem);
5651 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5652 for i := A_BULLETS to A_HIGH do
5653 Mem.WriteWord(FAmmo[i]);
5654 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5655 for i := A_BULLETS to A_HIGH do
5656 Mem.WriteWord(FMaxAmmo[i]);
5657 // Íàëè÷èå îðóæèÿ:
5658 for i := WP_FIRST to WP_LAST do
5659 Mem.WriteBoolean(FWeapon[i]);
5660 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5661 for i := WP_FIRST to WP_LAST do
5662 Mem.WriteWord(FReloading[i]);
5663 // Íàëè÷èå ðþêçàêà:
5664 if R_ITEM_BACKPACK in FRulez then
5665 b := 1
5666 else
5667 b := 0;
5668 Mem.WriteByte(b);
5669 // Íàëè÷èå êðàñíîãî êëþ÷à:
5670 if R_KEY_RED in FRulez then
5671 b := 1
5672 else
5673 b := 0;
5674 Mem.WriteByte(b);
5675 // Íàëè÷èå çåëåíîãî êëþ÷à:
5676 if R_KEY_GREEN in FRulez then
5677 b := 1
5678 else
5679 b := 0;
5680 Mem.WriteByte(b);
5681 // Íàëè÷èå ñèíåãî êëþ÷à:
5682 if R_KEY_BLUE in FRulez then
5683 b := 1
5684 else
5685 b := 0;
5686 Mem.WriteByte(b);
5687 // Íàëè÷èå áåðñåðêà:
5688 if R_BERSERK in FRulez then
5689 b := 1
5690 else
5691 b := 0;
5692 Mem.WriteByte(b);
5693 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5694 for i := MR_SUIT to MR_MAX do
5695 Mem.WriteDWORD(FMegaRulez[i]);
5696 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5697 for i := T_RESPAWN to T_FLAGCAP do
5698 Mem.WriteDWORD(FTime[i]);
5699 // Íàçâàíèå ìîäåëè:
5700 str := FModel.Name;
5701 Mem.WriteString(str);
5702 // Öâåò ìîäåëè:
5703 b := FColor.R;
5704 Mem.WriteByte(b);
5705 b := FColor.G;
5706 Mem.WriteByte(b);
5707 b := FColor.B;
5708 Mem.WriteByte(b);
5709 end;
5711 procedure TPlayer.LoadState(var Mem: TBinMemoryReader);
5712 var
5713 i: Integer;
5714 sig: DWORD;
5715 str: String;
5716 b: Byte;
5717 begin
5718 if Mem = nil then
5719 Exit;
5721 // Ñèãíàòóðà èãðîêà:
5722 Mem.ReadDWORD(sig);
5723 if sig <> PLAYER_SIGNATURE then // 'PLYR'
5724 begin
5725 raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature');
5726 end;
5727 // Áîò èëè ÷åëîâåê:
5728 Mem.ReadBoolean(FIamBot);
5729 // UID èãðîêà:
5730 Mem.ReadWord(FUID);
5731 // Èìÿ èãðîêà:
5732 Mem.ReadString(str);
5733 if (Self <> gPlayer1) and (Self <> gPlayer2) then
5734 FName := str;
5735 // Êîìàíäà:
5736 Mem.ReadByte(FTeam);
5737 // Æèâ ëè:
5738 Mem.ReadBoolean(FLive);
5739 // Èçðàñõîäîâàë ëè âñå æèçíè:
5740 Mem.ReadBoolean(FNoRespawn);
5741 // Íàïðàâëåíèå:
5742 Mem.ReadByte(b);
5743 if b = 1 then
5744 FDirection := D_LEFT
5745 else // b = 2
5746 FDirection := D_RIGHT;
5747 // Çäîðîâüå:
5748 Mem.ReadInt(FHealth);
5749 // Æèçíè:
5750 Mem.ReadByte(FLives);
5751 // Áðîíÿ:
5752 Mem.ReadInt(FArmor);
5753 // Çàïàñ âîçäóõà:
5754 Mem.ReadInt(FAir);
5755 // Çàïàñ ãîðþ÷åãî:
5756 Mem.ReadInt(FJetFuel);
5757 // Áîëü:
5758 Mem.ReadInt(FPain);
5759 // Óáèë:
5760 Mem.ReadInt(FKills);
5761 // Óáèë ìîíñòðîâ:
5762 Mem.ReadInt(FMonsterKills);
5763 // Ôðàãîâ:
5764 Mem.ReadInt(FFrags);
5765 // Ôðàãîâ ïîäðÿä:
5766 Mem.ReadByte(FFragCombo);
5767 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5768 Mem.ReadDWORD(FLastFrag);
5769 // Ñìåðòåé:
5770 Mem.ReadInt(FDeath);
5771 // Êàêîé ôëàã íåñåò:
5772 Mem.ReadByte(FFlag);
5773 // Íàøåë ñåêðåòîâ:
5774 Mem.ReadInt(FSecrets);
5775 // Òåêóùåå îðóæèå:
5776 Mem.ReadByte(FCurrWeap);
5777 // Æåëàåìîå îðóæèå:
5778 Mem.ReadWord(FNextWeap);
5779 // ...è ïàóçà
5780 Mem.ReadByte(FNextWeapDelay);
5781 // Âðåìÿ çàðÿäêè BFG:
5782 Mem.ReadSmallInt(FBFGFireCounter);
5783 // Áóôåð óðîíà:
5784 Mem.ReadInt(FDamageBuffer);
5785 // Ïîñëåäíèé óäàðèâøèé:
5786 Mem.ReadWord(FLastSpawnerUID);
5787 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5788 Mem.ReadByte(FLastHit);
5789 // Îáúåêò èãðîêà:
5790 Obj_LoadState(@FObj, Mem);
5791 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5792 for i := A_BULLETS to A_HIGH do
5793 Mem.ReadWord(FAmmo[i]);
5794 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5795 for i := A_BULLETS to A_HIGH do
5796 Mem.ReadWord(FMaxAmmo[i]);
5797 // Íàëè÷èå îðóæèÿ:
5798 for i := WP_FIRST to WP_LAST do
5799 Mem.ReadBoolean(FWeapon[i]);
5800 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5801 for i := WP_FIRST to WP_LAST do
5802 Mem.ReadWord(FReloading[i]);
5803 // Íàëè÷èå ðþêçàêà:
5804 Mem.ReadByte(b);
5805 if b = 1 then
5806 Include(FRulez, R_ITEM_BACKPACK);
5807 // Íàëè÷èå êðàñíîãî êëþ÷à:
5808 Mem.ReadByte(b);
5809 if b = 1 then
5810 Include(FRulez, R_KEY_RED);
5811 // Íàëè÷èå çåëåíîãî êëþ÷à:
5812 Mem.ReadByte(b);
5813 if b = 1 then
5814 Include(FRulez, R_KEY_GREEN);
5815 // Íàëè÷èå ñèíåãî êëþ÷à:
5816 Mem.ReadByte(b);
5817 if b = 1 then
5818 Include(FRulez, R_KEY_BLUE);
5819 // Íàëè÷èå áåðñåðêà:
5820 Mem.ReadByte(b);
5821 if b = 1 then
5822 Include(FRulez, R_BERSERK);
5823 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5824 for i := MR_SUIT to MR_MAX do
5825 Mem.ReadDWORD(FMegaRulez[i]);
5826 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5827 for i := T_RESPAWN to T_FLAGCAP do
5828 Mem.ReadDWORD(FTime[i]);
5829 // Íàçâàíèå ìîäåëè:
5830 Mem.ReadString(str);
5831 // Öâåò ìîäåëè:
5832 Mem.ReadByte(FColor.R);
5833 Mem.ReadByte(FColor.G);
5834 Mem.ReadByte(FColor.B);
5835 if Self = gPlayer1 then
5836 begin
5837 str := gPlayer1Settings.Model;
5838 FColor := gPlayer1Settings.Color;
5839 end;
5840 if Self = gPlayer2 then
5841 begin
5842 str := gPlayer2Settings.Model;
5843 FColor := gPlayer2Settings.Color;
5844 end;
5845 // Îáíîâëÿåì ìîäåëü èãðîêà:
5846 SetModel(str);
5847 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5848 FModel.Color := TEAMCOLOR[FTeam]
5849 else
5850 FModel.Color := FColor;
5851 end;
5853 procedure TPlayer.AllRulez(Health: Boolean);
5854 var
5855 a: Integer;
5856 begin
5857 if Health then
5858 begin
5859 FHealth := PLAYER_HP_LIMIT;
5860 FArmor := PLAYER_AP_LIMIT;
5861 Exit;
5862 end;
5864 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
5865 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
5866 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5867 end;
5869 procedure TPlayer.RestoreHealthArmor();
5870 begin
5871 FHealth := PLAYER_HP_LIMIT;
5872 FArmor := PLAYER_AP_LIMIT;
5873 end;
5875 procedure TPlayer.FragCombo();
5876 var
5877 Param: Integer;
5878 begin
5879 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5880 Exit;
5881 if gTime - FLastFrag < FRAG_COMBO_TIME then
5882 begin
5883 if FFragCombo < 5 then
5884 Inc(FFragCombo);
5885 Param := FUID or (FFragCombo shl 16);
5886 if (FComboEvnt >= Low(gDelayedEvents)) and
5887 (FComboEvnt <= High(gDelayedEvents)) and
5888 gDelayedEvents[FComboEvnt].Pending and
5889 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5890 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5891 begin
5892 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5893 gDelayedEvents[FComboEvnt].DENum := Param;
5894 end
5895 else
5896 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5897 end
5898 else
5899 FFragCombo := 1;
5901 FLastFrag := gTime;
5902 end;
5904 procedure TPlayer.GiveItem(ItemType: Byte);
5905 begin
5906 case ItemType of
5907 ITEM_SUIT:
5908 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5909 begin
5910 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5911 end;
5913 ITEM_OXYGEN:
5914 if FAir < AIR_MAX then
5915 begin
5916 FAir := AIR_MAX;
5917 end;
5919 ITEM_MEDKIT_BLACK:
5920 begin
5921 if not (R_BERSERK in FRulez) then
5922 begin
5923 Include(FRulez, R_BERSERK);
5924 if FBFGFireCounter < 1 then
5925 begin
5926 FCurrWeap := WEAPON_KASTET;
5927 resetWeaponQueue();
5928 FModel.SetWeapon(WEAPON_KASTET);
5929 end;
5930 if gFlash <> 0 then
5931 Inc(FPain, 100);
5932 FBerserk := gTime+30000;
5933 end;
5934 if FHealth < PLAYER_HP_SOFT then
5935 begin
5936 FHealth := PLAYER_HP_SOFT;
5937 FBerserk := gTime+30000;
5938 end;
5939 end;
5941 ITEM_INVUL:
5942 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5943 begin
5944 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5945 end;
5947 ITEM_INVIS:
5948 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
5949 begin
5950 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
5951 end;
5953 ITEM_JETPACK:
5954 if FJetFuel < JET_MAX then
5955 begin
5956 FJetFuel := JET_MAX;
5957 end;
5959 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
5960 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
5962 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
5963 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5965 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
5966 ITEM_SPHERE_WHITE:
5967 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
5968 begin
5969 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
5970 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5971 end;
5973 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
5974 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
5975 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
5976 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
5977 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
5978 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
5979 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
5980 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
5981 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
5983 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5984 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
5985 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5986 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
5987 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5988 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
5989 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5990 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
5991 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
5993 ITEM_AMMO_BACKPACK:
5994 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
5995 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
5996 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
5997 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
5998 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
5999 begin
6000 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6001 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6002 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6003 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6004 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6006 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6007 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6008 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6009 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6011 FRulez := FRulez + [R_ITEM_BACKPACK];
6012 end;
6014 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6015 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6016 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6018 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6019 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6021 else
6022 Exit;
6023 end;
6024 if g_Game_IsNet and g_Game_IsServer then
6025 MH_SEND_PlayerStats(FUID);
6026 end;
6028 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6029 var
6030 id, i: DWORD;
6031 Anim: TAnimation;
6032 begin
6033 if (Random(5) = 1) and (Times = 1) then
6034 Exit;
6036 if BodyInLiquid(0, 0) then
6037 begin
6038 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6039 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6040 if Random(2) = 0 then
6041 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6042 else
6043 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6044 Exit;
6045 end;
6047 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6048 begin
6049 for i := 1 to Times do
6050 begin
6051 Anim := TAnimation.Create(id, False, 3);
6052 Anim.Alpha := 150;
6053 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6054 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6055 Anim.Free();
6056 end;
6057 end;
6058 end;
6060 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6061 var
6062 id, i: DWORD;
6063 Anim: TAnimation;
6064 begin
6065 if (Random(10) = 1) and (Times = 1) then
6066 Exit;
6068 if g_Frames_Get(id, 'FRAMES_FLAME') then
6069 begin
6070 for i := 1 to Times do
6071 begin
6072 Anim := TAnimation.Create(id, False, 3);
6073 Anim.Alpha := 0;
6074 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6075 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6076 Anim.Free();
6077 end;
6078 end;
6079 end;
6081 procedure TPlayer.PauseSounds(Enable: Boolean);
6082 begin
6083 FSawSound.Pause(Enable);
6084 FSawSoundIdle.Pause(Enable);
6085 FSawSoundHit.Pause(Enable);
6086 FSawSoundSelect.Pause(Enable);
6087 end;
6089 { T C o r p s e : }
6091 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6092 begin
6093 g_Obj_Init(@FObj);
6094 FObj.X := X;
6095 FObj.Y := Y;
6096 FObj.Rect := PLAYER_CORPSERECT;
6097 FModelName := ModelName;
6098 FMess := aMess;
6100 if FMess then
6101 begin
6102 FState := CORPSE_STATE_MESS;
6103 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6104 end
6105 else
6106 begin
6107 FState := CORPSE_STATE_NORMAL;
6108 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6109 end;
6110 end;
6112 destructor TCorpse.Destroy();
6113 begin
6114 FAnimation.Free();
6116 inherited;
6117 end;
6119 procedure TCorpse.positionChanged (); begin end;
6121 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6122 var
6123 pm: TPlayerModel;
6124 begin
6125 if FState = CORPSE_STATE_REMOVEME then
6126 Exit;
6128 FDamage := FDamage + Value;
6130 if FDamage > 150 then
6131 begin
6132 if FAnimation <> nil then
6133 begin
6134 FAnimation.Free();
6135 FAnimation := nil;
6137 FState := CORPSE_STATE_REMOVEME;
6139 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6140 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6141 FModelName, FColor);
6142 // Çâóê ìÿñà îò òðóïà:
6143 pm := g_PlayerModel_Get(FModelName);
6144 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6145 pm.Free;
6146 end;
6147 end
6148 else
6149 begin
6150 FObj.Vel.X := FObj.Vel.X + vx;
6151 FObj.Vel.Y := FObj.Vel.Y + vy;
6152 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6153 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6154 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6155 150, 0, 0);
6156 end;
6157 end;
6159 procedure TCorpse.Draw();
6160 begin
6161 if FState = CORPSE_STATE_REMOVEME then
6162 Exit;
6164 if FAnimation <> nil then
6165 FAnimation.Draw(FObj.X, FObj.Y, M_NONE);
6167 if FAnimationMask <> nil then
6168 begin
6169 e_Colors := FColor;
6170 FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE);
6171 e_Colors.R := 255;
6172 e_Colors.G := 255;
6173 e_Colors.B := 255;
6174 end;
6175 end;
6177 procedure TCorpse.Update();
6178 var
6179 st: Word;
6180 begin
6181 if FState = CORPSE_STATE_REMOVEME then
6182 Exit;
6184 if gTime mod (GAME_TICK*2) <> 0 then
6185 begin
6186 g_Obj_Move(@FObj, True, True, True);
6187 positionChanged(); // this updates spatial accelerators
6188 Exit;
6189 end;
6191 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6192 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6194 st := g_Obj_Move(@FObj, True, True, True);
6195 positionChanged(); // this updates spatial accelerators
6197 if WordBool(st and MOVE_FALLOUT) then
6198 begin
6199 FState := CORPSE_STATE_REMOVEME;
6200 Exit;
6201 end;
6203 if FAnimation <> nil then
6204 FAnimation.Update();
6205 if FAnimationMask <> nil then
6206 FAnimationMask.Update();
6207 end;
6209 procedure TCorpse.SaveState(var Mem: TBinMemoryWriter);
6210 var
6211 sig: DWORD;
6212 anim: Boolean;
6213 begin
6214 if Mem = nil then
6215 Exit;
6217 // Ñèãíàòóðà òðóïà:
6218 sig := CORPSE_SIGNATURE; // 'CORP'
6219 Mem.WriteDWORD(sig);
6220 // Ñîñòîÿíèå:
6221 Mem.WriteByte(FState);
6222 // Íàêîïëåííûé óðîí:
6223 Mem.WriteByte(FDamage);
6224 // Öâåò:
6225 Mem.WriteByte(FColor.R);
6226 Mem.WriteByte(FColor.G);
6227 Mem.WriteByte(FColor.B);
6228 // Îáúåêò òðóïà:
6229 Obj_SaveState(@FObj, Mem);
6230 // Åñòü ëè àíèìàöèÿ:
6231 anim := FAnimation <> nil;
6232 Mem.WriteBoolean(anim);
6233 // Åñëè åñòü - ñîõðàíÿåì:
6234 if anim then
6235 FAnimation.SaveState(Mem);
6236 // Åñòü ëè ìàñêà àíèìàöèè:
6237 anim := FAnimationMask <> nil;
6238 Mem.WriteBoolean(anim);
6239 // Åñëè åñòü - ñîõðàíÿåì:
6240 if anim then
6241 FAnimationMask.SaveState(Mem);
6242 end;
6244 procedure TCorpse.LoadState(var Mem: TBinMemoryReader);
6245 var
6246 sig: DWORD;
6247 anim: Boolean;
6248 begin
6249 if Mem = nil then
6250 Exit;
6252 // Ñèãíàòóðà òðóïà:
6253 Mem.ReadDWORD(sig);
6254 if sig <> CORPSE_SIGNATURE then // 'CORP'
6255 begin
6256 raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature');
6257 end;
6258 // Ñîñòîÿíèå:
6259 Mem.ReadByte(FState);
6260 // Íàêîïëåííûé óðîí:
6261 Mem.ReadByte(FDamage);
6262 // Öâåò:
6263 Mem.ReadByte(FColor.R);
6264 Mem.ReadByte(FColor.G);
6265 Mem.ReadByte(FColor.B);
6266 // Îáúåêò òðóïà:
6267 Obj_LoadState(@FObj, Mem);
6268 // Åñòü ëè àíèìàöèÿ:
6269 Mem.ReadBoolean(anim);
6270 // Åñëè åñòü - çàãðóæàåì:
6271 if anim then
6272 begin
6273 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6274 FAnimation.LoadState(Mem);
6275 end;
6276 // Åñòü ëè ìàñêà àíèìàöèè:
6277 Mem.ReadBoolean(anim);
6278 // Åñëè åñòü - çàãðóæàåì:
6279 if anim then
6280 begin
6281 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6282 FAnimationMask.LoadState(Mem);
6283 end;
6284 end;
6286 { T B o t : }
6288 constructor TBot.Create();
6289 var
6290 a: Integer;
6291 begin
6292 inherited Create();
6294 FPhysics := True;
6295 FSpectator := False;
6296 FGhost := False;
6298 FIamBot := True;
6300 Inc(gNumBots);
6302 for a := WP_FIRST to WP_LAST do
6303 begin
6304 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6305 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6306 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6307 end;
6308 end;
6310 destructor TBot.Destroy();
6311 begin
6312 Dec(gNumBots);
6313 inherited Destroy();
6314 end;
6316 procedure TBot.Draw();
6317 begin
6318 inherited Draw();
6320 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6321 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6322 end;
6324 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6325 begin
6326 inherited Respawn(Silent, Force);
6328 FAIFlags := nil;
6329 FSelectedWeapon := FCurrWeap;
6330 resetWeaponQueue();
6331 FTargetUID := 0;
6332 end;
6334 procedure TBot.UpdateCombat();
6335 type
6336 TTarget = record
6337 UID: Word;
6338 X, Y: Integer;
6339 Rect: TRectWH;
6340 cX, cY: Integer;
6341 Dist: Word;
6342 Line: Boolean;
6343 Visible: Boolean;
6344 IsPlayer: Boolean;
6345 end;
6347 TTargetRecord = array of TTarget;
6349 function Compare(a, b: TTarget): Integer;
6350 begin
6351 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6352 Result := -1
6353 else
6354 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6355 Result := 1
6356 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6357 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6358 begin
6359 if a.Dist > b.Dist then // B áëèæå
6360 Result := 1
6361 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6362 Result := -1;
6363 end
6364 else // Ñòðàííî -> A
6365 Result := -1;
6366 end;
6368 var
6369 a, x1, y1, x2, y2: Integer;
6370 targets: TTargetRecord;
6371 ammo: Word;
6372 Target, BestTarget: TTarget;
6373 firew, fireh: Integer;
6374 angle: SmallInt;
6375 mon: TMonster;
6376 pla, tpla: TPlayer;
6377 vsPlayer, vsMonster, ok: Boolean;
6380 function monsUpdate (mon: TMonster): Boolean;
6381 begin
6382 result := false; // don't stop
6383 if mon.Live and (mon.MonsterType <> MONSTER_BARREL) then
6384 begin
6385 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6387 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6388 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6390 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6391 if g_TraceVector(x1, y1, x2, y2) then
6392 begin
6393 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6394 SetLength(targets, Length(targets)+1);
6395 with targets[High(targets)] do
6396 begin
6397 UID := mon.UID;
6398 X := mon.Obj.X;
6399 Y := mon.Obj.Y;
6400 cX := x2;
6401 cY := y2;
6402 Rect := mon.Obj.Rect;
6403 Dist := g_PatchLength(x1, y1, x2, y2);
6404 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6405 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6406 Visible := True;
6407 IsPlayer := False;
6408 end;
6409 end;
6410 end;
6411 end;
6413 begin
6414 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6415 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6417 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6418 if FCurrWeap <> FSelectedWeapon then
6419 NextWeapon();
6421 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6422 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6423 begin
6424 RemoveAIFlag('NEEDFIRE');
6426 case FCurrWeap of
6427 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6428 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6429 else PressKey(KEY_FIRE);
6430 end;
6431 end;
6433 // Êîîðäèíàòû ñòâîëà:
6434 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6435 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6437 Target.UID := FTargetUID;
6439 ok := False;
6440 if Target.UID <> 0 then
6441 begin // Öåëü åñòü - íàñòðàèâàåì
6442 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6443 vsPlayer then
6444 begin // Èãðîê
6445 tpla := g_Player_Get(Target.UID);
6446 if tpla <> nil then
6447 with tpla do
6448 begin
6449 if (@FObj) <> nil then
6450 begin
6451 Target.X := FObj.X;
6452 Target.Y := FObj.Y;
6453 end;
6454 end;
6456 Target.cX := Target.X + PLAYER_RECT_CX;
6457 Target.cY := Target.Y + PLAYER_RECT_CY;
6458 Target.Rect := PLAYER_RECT;
6459 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6460 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6461 (y1-4 > Target.Y+PLAYER_RECT.Y);
6462 Target.IsPlayer := True;
6463 ok := True;
6464 end
6465 else
6466 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6467 vsMonster then
6468 begin // Ìîíñòð
6469 mon := g_Monsters_ByUID(Target.UID);
6470 if mon <> nil then
6471 begin
6472 Target.X := mon.Obj.X;
6473 Target.Y := mon.Obj.Y;
6475 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6476 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6477 Target.Rect := mon.Obj.Rect;
6478 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6479 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6480 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6481 Target.IsPlayer := False;
6482 ok := True;
6483 end;
6484 end;
6485 end;
6487 if not ok then
6488 begin // Öåëè íåò - îáíóëÿåì
6489 Target.X := 0;
6490 Target.Y := 0;
6491 Target.cX := 0;
6492 Target.cY := 0;
6493 Target.Visible := False;
6494 Target.Line := False;
6495 Target.IsPlayer := False;
6496 end;
6498 targets := nil;
6500 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6501 if (not Target.Line) or (not Target.Visible) then
6502 begin
6503 // Èãðîêè:
6504 if vsPlayer then
6505 for a := 0 to High(gPlayers) do
6506 if (gPlayers[a] <> nil) and (gPlayers[a].Live) and
6507 (gPlayers[a].FUID <> FUID) and
6508 (not SameTeam(FUID, gPlayers[a].FUID)) and
6509 (not gPlayers[a].NoTarget) and
6510 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6511 begin
6512 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6513 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6514 Continue;
6516 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6517 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6519 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6520 if g_TraceVector(x1, y1, x2, y2) then
6521 begin
6522 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6523 SetLength(targets, Length(targets)+1);
6524 with targets[High(targets)] do
6525 begin
6526 UID := gPlayers[a].FUID;
6527 X := gPlayers[a].FObj.X;
6528 Y := gPlayers[a].FObj.Y;
6529 cX := x2;
6530 cY := y2;
6531 Rect := PLAYER_RECT;
6532 Dist := g_PatchLength(x1, y1, x2, y2);
6533 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6534 (y1-4 > Target.Y+PLAYER_RECT.Y);
6535 Visible := True;
6536 IsPlayer := True;
6537 end;
6538 end;
6539 end;
6541 // Ìîíñòðû:
6542 if vsMonster then g_Mons_ForEach(monsUpdate);
6543 end;
6545 // Åñëè åñòü âîçìîæíûå öåëè:
6546 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6547 if targets <> nil then
6548 begin
6549 // Âûáèðàåì íàèëó÷øóþ öåëü:
6550 BestTarget := targets[0];
6551 if Length(targets) > 1 then
6552 for a := 1 to High(targets) do
6553 if Compare(BestTarget, targets[a]) = 1 then
6554 BestTarget := targets[a];
6556 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6557 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6558 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6559 begin
6560 Target := BestTarget;
6562 if (Healthy() = 3) or ((Healthy() = 2)) then
6563 begin // Åñëè çäîðîâû - äîãîíÿåì
6564 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6565 SetAIFlag('GORIGHT', '1');
6566 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6567 SetAIFlag('GOLEFT', '1');
6568 end
6569 else
6570 begin // Åñëè ïîáèòû - óáåãàåì
6571 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6572 SetAIFlag('GORIGHT', '1');
6573 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6574 SetAIFlag('GOLEFT', '1');
6575 end;
6577 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6578 SelectWeapon(Abs(x1-Target.cX));
6579 end;
6580 end;
6582 // Åñëè åñòü öåëü:
6583 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6584 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6585 if Target.UID <> 0 then
6586 begin
6587 if not TargetOnScreen(Target.X + Target.Rect.X,
6588 Target.Y + Target.Rect.Y) then
6589 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6590 if (Healthy() = 3) or ((Healthy() = 2)) then
6591 begin // Åñëè çäîðîâû - äîãîíÿåì
6592 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6593 SetAIFlag('GORIGHT', '1');
6594 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6595 SetAIFlag('GOLEFT', '1');
6596 end
6597 else
6598 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6599 Target.UID := 0;
6600 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6601 SetAIFlag('GORIGHT', '1');
6602 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6603 SetAIFlag('GOLEFT', '1');
6604 end;
6605 end
6606 else
6607 begin // Öåëü ïîêà íà "ýêðàíå"
6608 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6609 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6610 FLastVisible := gTime;
6611 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6612 if (Abs(FObj.Y-Target.Y) <= 128) then
6613 begin
6614 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6615 SetAIFlag('GORIGHT', '1');
6616 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6617 SetAIFlag('GOLEFT', '1');
6618 end;
6619 end;
6621 // Âûáèðàåì óãîë ââåðõ:
6622 if FDirection = D_LEFT then
6623 angle := ANGLE_LEFTUP
6624 else
6625 angle := ANGLE_RIGHTUP;
6627 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6628 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6630 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6631 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6632 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6633 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6634 Target.Rect.Width, Target.Rect.Height) and
6635 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6636 begin // òî íóæíî ñòðåëÿòü ââåðõ
6637 SetAIFlag('NEEDFIRE', '1');
6638 SetAIFlag('NEEDSEEUP', '1');
6639 end;
6641 // Âûáèðàåì óãîë âíèç:
6642 if FDirection = D_LEFT then
6643 angle := ANGLE_LEFTDOWN
6644 else
6645 angle := ANGLE_RIGHTDOWN;
6647 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6648 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6650 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6651 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6652 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6653 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6654 Target.Rect.Width, Target.Rect.Height) and
6655 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6656 begin // òî íóæíî ñòðåëÿòü âíèç
6657 SetAIFlag('NEEDFIRE', '1');
6658 SetAIFlag('NEEDSEEDOWN', '1');
6659 end;
6661 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6662 if Target.Visible and
6663 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6664 (y1-4 > Target.Y+Target.Rect.Y) then
6665 begin
6666 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6667 if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
6668 ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
6669 begin // òî íóæíî ñòðåëÿòü âïåðåä
6670 SetAIFlag('NEEDFIRE', '1');
6671 SetAIFlag('NEEDSEEDOWN', '');
6672 SetAIFlag('NEEDSEEUP', '');
6673 end;
6674 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6675 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6676 if GetRnd(FDifficult.CloseJump) then
6677 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6678 if Abs(FObj.X-Target.X) < 128 then
6679 a := 4
6680 else
6681 a := 30;
6682 if Random(a) = 0 then
6683 SetAIFlag('NEEDJUMP', '1');
6684 end;
6685 end;
6687 // Åñëè öåëü âñå åùå åñòü:
6688 if Target.UID <> 0 then
6689 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6690 Target.UID := 0 // òî çàáûòü öåëü
6691 else // Åñëè âèäåëè íåäàâíî
6692 begin // íî öåëü óáèëè
6693 if Target.IsPlayer then
6694 begin // Öåëü - èãðîê
6695 pla := g_Player_Get(Target.UID);
6696 if (pla = nil) or (not pla.Live) or pla.NoTarget or
6697 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6698 Target.UID := 0; // òî çàáûòü öåëü
6699 end
6700 else
6701 begin // Öåëü - ìîíñòð
6702 mon := g_Monsters_ByUID(Target.UID);
6703 if (mon = nil) or (not mon.Live) then
6704 Target.UID := 0; // òî çàáûòü öåëü
6705 end;
6706 end;
6707 end; // if Target.UID <> 0
6709 FTargetUID := Target.UID;
6711 // Åñëè âîçìîæíûõ öåëåé íåò:
6712 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6713 if targets = nil then
6714 if GetAIFlag('ATTACKLEFT') <> '' then
6715 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6716 RemoveAIFlag('ATTACKLEFT');
6718 SetAIFlag('NEEDJUMP', '1');
6720 if RunDirection() = D_RIGHT then
6721 begin // Èäåì íå â òó ñòîðîíó
6722 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6723 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6724 SetAIFlag('NEEDFIRE', '1');
6725 SetAIFlag('GOLEFT', '1');
6726 end;
6727 end
6728 else
6729 begin // Èäåì â íóæíóþ ñòîðîíó
6730 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6731 SetAIFlag('NEEDFIRE', '1');
6732 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6733 SetAIFlag('GORIGHT', '1');
6734 end;
6735 end
6736 else
6737 if GetAIFlag('ATTACKRIGHT') <> '' then
6738 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6739 RemoveAIFlag('ATTACKRIGHT');
6741 SetAIFlag('NEEDJUMP', '1');
6743 if RunDirection() = D_LEFT then
6744 begin // Èäåì íå â òó ñòîðîíó
6745 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6746 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6747 SetAIFlag('NEEDFIRE', '1');
6748 SetAIFlag('GORIGHT', '1');
6749 end;
6750 end
6751 else
6752 begin
6753 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6754 SetAIFlag('NEEDFIRE', '1');
6755 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6756 SetAIFlag('GOLEFT', '1');
6757 end;
6758 end;
6760 //HACK! (does it belongs there?)
6761 RealizeCurrentWeapon();
6763 // Åñëè åñòü âîçìîæíûå öåëè:
6764 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6765 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6766 for a := 0 to High(targets) do
6767 begin
6768 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6769 if GetRnd(FDifficult.DiagFire) then
6770 begin
6771 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6772 if FDirection = D_LEFT then
6773 angle := ANGLE_LEFTUP
6774 else
6775 angle := ANGLE_RIGHTUP;
6777 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6778 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6780 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6781 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6782 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6783 targets[a].Rect.Width, targets[a].Rect.Height) and
6784 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6785 begin
6786 SetAIFlag('NEEDFIRE', '1');
6787 SetAIFlag('NEEDSEEUP', '1');
6788 end;
6790 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6791 if FDirection = D_LEFT then
6792 angle := ANGLE_LEFTDOWN
6793 else
6794 angle := ANGLE_RIGHTDOWN;
6796 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6797 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6799 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6800 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6801 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6802 targets[a].Rect.Width, targets[a].Rect.Height) and
6803 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6804 begin
6805 SetAIFlag('NEEDFIRE', '1');
6806 SetAIFlag('NEEDSEEDOWN', '1');
6807 end;
6808 end;
6810 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6811 if targets[a].Line and targets[a].Visible and
6812 (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
6813 ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
6814 begin
6815 SetAIFlag('NEEDFIRE', '1');
6816 Break;
6817 end;
6818 end;
6820 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6821 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6822 PLAYER_RECT.Width, PLAYER_RECT.Height,
6823 40+GetInterval(FDifficult.Cover, 40)) then
6824 SetAIFlag('NEEDJUMP', '1');
6826 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6827 ammo := GetAmmoByWeapon(FCurrWeap);
6828 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6829 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6830 (ammo = 0) then
6831 SetAIFlag('SELECTWEAPON', '1');
6833 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6834 if GetAIFlag('SELECTWEAPON') = '1' then
6835 begin
6836 SelectWeapon(-1);
6837 RemoveAIFlag('SELECTWEAPON');
6838 end;
6839 end;
6841 procedure TBot.Update();
6842 var
6843 EnableAI: Boolean;
6844 begin
6845 if not FLive then
6846 begin // Respawn
6847 ReleaseKeys();
6848 PressKey(KEY_UP);
6849 end
6850 else
6851 begin
6852 EnableAI := True;
6854 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6855 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6856 EnableAI := False;
6857 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6858 EnableAI := False;
6859 if g_debug_BotAIOff = 3 then
6860 EnableAI := False;
6862 if EnableAI then
6863 begin
6864 UpdateMove();
6865 UpdateCombat();
6866 end
6867 else
6868 begin
6869 RealizeCurrentWeapon();
6870 end;
6871 end;
6873 inherited Update();
6874 end;
6876 procedure TBot.ReleaseKey(Key: Byte);
6877 begin
6878 with FKeys[Key] do
6879 begin
6880 Pressed := False;
6881 Time := 0;
6882 end;
6883 end;
6885 function TBot.KeyPressed(Key: Word): Boolean;
6886 begin
6887 Result := FKeys[Key].Pressed;
6888 end;
6890 function TBot.GetAIFlag(aName: String20): String20;
6891 var
6892 a: Integer;
6893 begin
6894 Result := '';
6896 aName := LowerCase(aName);
6898 if FAIFlags <> nil then
6899 for a := 0 to High(FAIFlags) do
6900 if LowerCase(FAIFlags[a].Name) = aName then
6901 begin
6902 Result := FAIFlags[a].Value;
6903 Break;
6904 end;
6905 end;
6907 procedure TBot.RemoveAIFlag(aName: String20);
6908 var
6909 a, b: Integer;
6910 begin
6911 if FAIFlags = nil then Exit;
6913 aName := LowerCase(aName);
6915 for a := 0 to High(FAIFlags) do
6916 if LowerCase(FAIFlags[a].Name) = aName then
6917 begin
6918 if a <> High(FAIFlags) then
6919 for b := a to High(FAIFlags)-1 do
6920 FAIFlags[b] := FAIFlags[b+1];
6922 SetLength(FAIFlags, Length(FAIFlags)-1);
6923 Break;
6924 end;
6925 end;
6927 procedure TBot.SetAIFlag(aName, fValue: String20);
6928 var
6929 a: Integer;
6930 ok: Boolean;
6931 begin
6932 a := 0;
6933 ok := False;
6935 aName := LowerCase(aName);
6937 if FAIFlags <> nil then
6938 for a := 0 to High(FAIFlags) do
6939 if LowerCase(FAIFlags[a].Name) = aName then
6940 begin
6941 ok := True;
6942 Break;
6943 end;
6945 if ok then FAIFlags[a].Value := fValue
6946 else
6947 begin
6948 SetLength(FAIFlags, Length(FAIFlags)+1);
6949 with FAIFlags[High(FAIFlags)] do
6950 begin
6951 Name := aName;
6952 Value := fValue;
6953 end;
6954 end;
6955 end;
6957 procedure TBot.UpdateMove;
6959 procedure GoLeft(Time: Word = 1);
6960 begin
6961 ReleaseKey(KEY_LEFT);
6962 ReleaseKey(KEY_RIGHT);
6963 PressKey(KEY_LEFT, Time);
6964 SetDirection(D_LEFT);
6965 end;
6967 procedure GoRight(Time: Word = 1);
6968 begin
6969 ReleaseKey(KEY_LEFT);
6970 ReleaseKey(KEY_RIGHT);
6971 PressKey(KEY_RIGHT, Time);
6972 SetDirection(D_RIGHT);
6973 end;
6975 function Rnd(a: Word): Boolean;
6976 begin
6977 Result := Random(a) = 0;
6978 end;
6980 procedure Turn(Time: Word = 1200);
6981 begin
6982 if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
6983 end;
6985 procedure Stop();
6986 begin
6987 ReleaseKey(KEY_LEFT);
6988 ReleaseKey(KEY_RIGHT);
6989 end;
6991 function CanRunLeft(): Boolean;
6992 begin
6993 Result := not CollideLevel(-1, 0);
6994 end;
6996 function CanRunRight(): Boolean;
6997 begin
6998 Result := not CollideLevel(1, 0);
6999 end;
7001 function CanRun(): Boolean;
7002 begin
7003 if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7004 end;
7006 procedure Jump(Time: Word = 30);
7007 begin
7008 PressKey(KEY_JUMP, Time);
7009 end;
7011 function NearHole(): Boolean;
7012 var
7013 x, sx: Integer;
7014 begin
7015 { TODO 5 : Ëåñòíèöû }
7016 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7017 for x := 1 to PLAYER_RECT.Width do
7018 if (not StayOnStep(x*sx, 0)) and
7019 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7020 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7021 begin
7022 Result := True;
7023 Exit;
7024 end;
7026 Result := False;
7027 end;
7029 function BorderHole(): Boolean;
7030 var
7031 x, sx, xx: Integer;
7032 begin
7033 { TODO 5 : Ëåñòíèöû }
7034 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7035 for x := 1 to PLAYER_RECT.Width do
7036 if (not StayOnStep(x*sx, 0)) and
7037 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7038 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7039 begin
7040 for xx := x to x+32 do
7041 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7042 begin
7043 Result := True;
7044 Exit;
7045 end;
7046 end;
7048 Result := False;
7049 end;
7051 function NearDeepHole(): Boolean;
7052 var
7053 x, sx, y: Integer;
7054 begin
7055 Result := False;
7057 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7058 y := 3;
7060 for x := 1 to PLAYER_RECT.Width do
7061 if (not StayOnStep(x*sx, 0)) and
7062 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7063 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7064 begin
7065 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7066 begin
7067 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7068 y := y+1;
7069 end;
7071 Result := True;
7072 end else Result := False;
7073 end;
7075 function OverDeepHole(): Boolean;
7076 var
7077 y: Integer;
7078 begin
7079 Result := False;
7081 y := 1;
7082 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7083 begin
7084 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7085 y := y+1;
7086 end;
7088 Result := True;
7089 end;
7091 function OnGround(): Boolean;
7092 begin
7093 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7094 end;
7096 function OnLadder(): Boolean;
7097 begin
7098 Result := FullInStep(0, 0);
7099 end;
7101 function BelowLadder(): Boolean;
7102 begin
7103 Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7104 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7105 (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7106 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7107 end;
7109 function BelowLiftUp(): Boolean;
7110 begin
7111 Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7112 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7113 ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7114 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7115 end;
7117 function OnTopLift(): Boolean;
7118 begin
7119 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7120 end;
7122 function CanJumpOver(): Boolean;
7123 var
7124 sx, y: Integer;
7125 begin
7126 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7128 Result := False;
7130 if not CollideLevel(sx, 0) then Exit;
7132 for y := 1 to BOT_MAXJUMP do
7133 if CollideLevel(0, -y) then Exit else
7134 if not CollideLevel(sx, -y) then
7135 begin
7136 Result := True;
7137 Exit;
7138 end;
7139 end;
7141 function CanJumpUp(Dist: ShortInt): Boolean;
7142 var
7143 y, yy: Integer;
7144 c: Boolean;
7145 begin
7146 Result := False;
7148 if CollideLevel(Dist, 0) then Exit;
7150 c := False;
7151 for y := 0 to BOT_MAXJUMP do
7152 if CollideLevel(Dist, -y) then
7153 begin
7154 c := True;
7155 Break;
7156 end;
7158 if not c then Exit;
7160 c := False;
7161 for yy := y+1 to BOT_MAXJUMP do
7162 if not CollideLevel(Dist, -yy) then
7163 begin
7164 c := True;
7165 Break;
7166 end;
7168 if not c then Exit;
7170 c := False;
7171 for y := 0 to BOT_MAXJUMP do
7172 if CollideLevel(0, -y) then
7173 begin
7174 c := True;
7175 Break;
7176 end;
7178 if c then Exit;
7180 if y < yy then Exit;
7182 Result := True;
7183 end;
7185 function IsSafeTrigger(): Boolean;
7186 var
7187 a: Integer;
7188 begin
7189 Result := True;
7190 if gTriggers = nil then
7191 Exit;
7192 for a := 0 to High(gTriggers) do
7193 if Collide(gTriggers[a].X,
7194 gTriggers[a].Y,
7195 gTriggers[a].Width,
7196 gTriggers[a].Height) and
7197 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7198 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7199 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7200 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7201 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7202 Result := False;
7203 end;
7205 begin
7206 // Âîçìîæíî, íàæèìàåì êíîïêó:
7207 if Rnd(16) and IsSafeTrigger() then
7208 PressKey(KEY_OPEN);
7210 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7211 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7212 begin
7213 ReleaseKey(KEY_LEFT);
7214 ReleaseKey(KEY_RIGHT);
7215 Jump();
7216 end;
7218 // Èäåì âëåâî, åñëè íàäî áûëî:
7219 if GetAIFlag('GOLEFT') <> '' then
7220 begin
7221 RemoveAIFlag('GOLEFT');
7222 if CanRunLeft() then
7223 GoLeft(360);
7224 end;
7226 // Èäåì âïðàâî, åñëè íàäî áûëî:
7227 if GetAIFlag('GORIGHT') <> '' then
7228 begin
7229 RemoveAIFlag('GORIGHT');
7230 if CanRunRight() then
7231 GoRight(360);
7232 end;
7234 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7235 if FObj.X < -32 then
7236 GoRight(360)
7237 else
7238 if FObj.X+32 > gMapInfo.Width then
7239 GoLeft(360);
7241 // Ïðûãàåì, åñëè íàäî áûëî:
7242 if GetAIFlag('NEEDJUMP') <> '' then
7243 begin
7244 Jump(0);
7245 RemoveAIFlag('NEEDJUMP');
7246 end;
7248 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7249 if GetAIFlag('NEEDSEEUP') <> '' then
7250 begin
7251 ReleaseKey(KEY_UP);
7252 ReleaseKey(KEY_DOWN);
7253 PressKey(KEY_UP, 20);
7254 RemoveAIFlag('NEEDSEEUP');
7255 end;
7257 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7258 if GetAIFlag('NEEDSEEDOWN') <> '' then
7259 begin
7260 ReleaseKey(KEY_UP);
7261 ReleaseKey(KEY_DOWN);
7262 PressKey(KEY_DOWN, 20);
7263 RemoveAIFlag('NEEDSEEDOWN');
7264 end;
7266 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7267 if GetAIFlag('GOINHOLE') <> '' then
7268 if not OnGround() then
7269 begin
7270 ReleaseKey(KEY_LEFT);
7271 ReleaseKey(KEY_RIGHT);
7272 RemoveAIFlag('GOINHOLE');
7273 SetAIFlag('FALLINHOLE', '1');
7274 end;
7276 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7277 if GetAIFlag('FALLINHOLE') <> '' then
7278 if OnGround() then
7279 RemoveAIFlag('FALLINHOLE');
7281 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7282 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7283 if GetAIFlag('FALLINHOLE') = '' then
7284 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7285 if Rnd(2) then
7286 GoLeft(360)
7287 else
7288 GoRight(360);
7290 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7291 if OnGround() and
7292 CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
7293 Rnd(8) then
7294 Jump();
7296 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7297 if OnGround() and NearHole() then
7298 if NearDeepHole() then // Åñëè ýòî áåçäíà
7299 case Random(6) of
7300 0..3: Turn(); // Áåæèì îáðàòíî
7301 4: Jump(); // Ïðûãàåì
7302 5: begin // Ïðûãàåì îáðàòíî
7303 Turn();
7304 Jump();
7305 end;
7306 end
7307 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7308 if GetAIFlag('GOINHOLE') = '' then
7309 case Random(6) of
7310 0: Turn(); // Íå íóæíî òóäà
7311 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7312 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7313 if BorderHole() then
7314 SetAIFlag('GOINHOLE', '1');
7315 end;
7317 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7318 if (not CanRun()) and OnGround() then
7319 begin
7320 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7321 if CanJumpOver() or OnLadder() then
7322 Jump()
7323 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7324 if Random(2) = 0 then
7325 begin
7326 if IsSafeTrigger() then
7327 PressKey(KEY_OPEN);
7328 end else
7329 Turn();
7330 end;
7332 // Îñòàëîñü ìàëî âîçäóõà:
7333 if FAir < 36 * 2 then
7334 Jump(20);
7336 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7337 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7338 if BodyInAcid(0, 0) then
7339 Jump();
7340 end;
7342 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7343 begin
7344 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7345 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7346 end;
7348 {function TBot.NeedItem(Item: Byte): Byte;
7349 begin
7350 Result := 4;
7351 end;}
7353 procedure TBot.SelectWeapon(Dist: Integer);
7354 var
7355 a: Integer;
7357 function HaveAmmo(weapon: Byte): Boolean;
7358 begin
7359 case weapon of
7360 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7361 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7362 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7363 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7364 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7365 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7366 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7367 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7368 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7369 else Result := True;
7370 end;
7371 end;
7373 begin
7374 if Dist = -1 then Dist := BOT_LONGDIST;
7376 if Dist > BOT_LONGDIST then
7377 begin // Äàëüíèé áîé
7378 for a := 0 to 9 do
7379 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7380 begin
7381 FSelectedWeapon := FDifficult.WeaponPrior[a];
7382 Break;
7383 end;
7384 end
7385 else //if Dist > BOT_UNSAFEDIST then
7386 begin // Áëèæíèé áîé
7387 for a := 0 to 9 do
7388 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7389 begin
7390 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7391 Break;
7392 end;
7393 end;
7394 { else
7395 begin
7396 for a := 0 to 9 do
7397 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7398 begin
7399 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7400 Break;
7401 end;
7402 end;}
7403 end;
7405 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7406 begin
7407 Result := inherited PickItem(ItemType, force, remove);
7409 if Result then SetAIFlag('SELECTWEAPON', '1');
7410 end;
7412 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7413 begin
7414 Result := inherited Heal(value, Soft);
7415 end;
7417 function TBot.Healthy(): Byte;
7418 begin
7419 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7420 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7421 else if (FHealth > 50) then Result := 2
7422 else if (FHealth > 20) then Result := 1
7423 else Result := 0;
7424 end;
7426 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7427 begin
7428 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7429 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7430 end;
7432 procedure TBot.OnDamage(Angle: SmallInt);
7433 var
7434 pla: TPlayer;
7435 mon: TMonster;
7436 ok: Boolean;
7437 begin
7438 inherited;
7440 if (Angle = 0) or (Angle = 180) then
7441 begin
7442 ok := False;
7443 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7444 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7445 begin // Èãðîê
7446 pla := g_Player_Get(FLastSpawnerUID);
7447 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7448 pla.FObj.Y + PLAYER_RECT.Y);
7449 end
7450 else
7451 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7452 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7453 begin // Ìîíñòð
7454 mon := g_Monsters_ByUID(FLastSpawnerUID);
7455 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7456 mon.Obj.Y + mon.Obj.Rect.Y);
7457 end;
7459 if ok then
7460 if Angle = 0 then
7461 SetAIFlag('ATTACKLEFT', '1')
7462 else
7463 SetAIFlag('ATTACKRIGHT', '1');
7464 end;
7465 end;
7467 function TBot.RunDirection(): TDirection;
7468 begin
7469 if Abs(Vel.X) >= 1 then
7470 begin
7471 if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT;
7472 end else
7473 Result := FDirection;
7474 end;
7476 function TBot.GetRnd(a: Byte): Boolean;
7477 begin
7478 if a = 0 then Result := False
7479 else if a = 255 then Result := True
7480 else Result := Random(256) > 255-a;
7481 end;
7483 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7484 begin
7485 Result := Round((255-a)/255*radius*(Random(2)-1));
7486 end;
7488 procedure TBot.SaveState(var Mem: TBinMemoryWriter);
7489 var
7490 i: Integer;
7491 dw: DWORD;
7492 p: Pointer;
7493 begin
7494 inherited SaveState(Mem);
7496 // Âûáðàííîå îðóæèå:
7497 Mem.WriteByte(FSelectedWeapon);
7498 // UID öåëè:
7499 Mem.WriteWord(FTargetUID);
7500 // Âðåìÿ ïîòåðè öåëè:
7501 Mem.WriteDWORD(FLastVisible);
7502 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7503 dw := Length(FAIFlags);
7504 Mem.WriteDWORD(dw);
7505 // Ôëàãè ÈÈ:
7506 for i := 0 to Integer(dw)-1 do
7507 begin
7508 Mem.WriteString(FAIFlags[i].Name, 20);
7509 Mem.WriteString(FAIFlags[i].Value, 20);
7510 end;
7511 // Íàñòðîéêè ñëîæíîñòè:
7512 p := @FDifficult;
7513 Mem.WriteMemory(p, SizeOf(TDifficult));
7514 end;
7516 procedure TBot.LoadState(var Mem: TBinMemoryReader);
7517 var
7518 i: Integer;
7519 dw: DWORD;
7520 p: Pointer;
7521 begin
7522 inherited LoadState(Mem);
7524 // Âûáðàííîå îðóæèå:
7525 Mem.ReadByte(FSelectedWeapon);
7526 // UID öåëè:
7527 Mem.ReadWord(FTargetUID);
7528 // Âðåìÿ ïîòåðè öåëè:
7529 Mem.ReadDWORD(FLastVisible);
7530 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7531 Mem.ReadDWORD(dw);
7532 SetLength(FAIFlags, dw);
7533 // Ôëàãè ÈÈ:
7534 for i := 0 to Integer(dw)-1 do
7535 begin
7536 Mem.ReadString(FAIFlags[i].Name);
7537 Mem.ReadString(FAIFlags[i].Value);
7538 end;
7539 // Íàñòðîéêè ñëîæíîñòè:
7540 Mem.ReadMemory(p, dw);
7541 if dw <> SizeOf(TDifficult) then
7542 begin
7543 raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size');
7544 end;
7545 FDifficult := TDifficult(p^);
7546 end;
7548 end.