DEADSOFTWARE

some new code for moving platforms: only for players yet
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) DooM 2D:Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 {$M+}
18 unit g_player;
20 interface
22 uses
23 e_graphics, g_playermodel, g_basic, g_textures,
24 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
25 BinEditor, g_panel;
27 const
28 KEY_LEFT = 1;
29 KEY_RIGHT = 2;
30 KEY_UP = 3;
31 KEY_DOWN = 4;
32 KEY_FIRE = 5;
33 KEY_NEXTWEAPON = 6;
34 KEY_PREVWEAPON = 7;
35 KEY_OPEN = 8;
36 KEY_JUMP = 9;
37 KEY_CHAT = 10;
39 R_ITEM_BACKPACK = 0;
40 R_KEY_RED = 1;
41 R_KEY_GREEN = 2;
42 R_KEY_BLUE = 3;
43 R_BERSERK = 4;
45 MR_SUIT = 0;
46 MR_INVUL = 1;
47 MR_INVIS = 2;
48 MR_MAX = 2;
50 A_BULLETS = 0;
51 A_SHELLS = 1;
52 A_ROCKETS = 2;
53 A_CELLS = 3;
54 A_FUEL = 4;
55 A_HIGH = 4;
57 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
58 ((200, 50, 50, 300, 100),
59 (400, 100, 100, 600, 200));
61 K_SIMPLEKILL = 0;
62 K_HARDKILL = 1;
63 K_EXTRAHARDKILL = 2;
64 K_FALLKILL = 3;
66 T_RESPAWN = 0;
67 T_SWITCH = 1;
68 T_USE = 2;
69 T_FLAGCAP = 3;
71 TEAM_NONE = 0;
72 TEAM_RED = 1;
73 TEAM_BLUE = 2;
74 TEAM_COOP = 3;
76 SHELL_BULLET = 0;
77 SHELL_SHELL = 1;
78 SHELL_DBLSHELL = 2;
80 ANGLE_NONE = Low(SmallInt);
82 CORPSE_STATE_REMOVEME = 0;
83 CORPSE_STATE_NORMAL = 1;
84 CORPSE_STATE_MESS = 2;
86 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
87 PLAYER_RECT_CX = 15+(34 div 2);
88 PLAYER_RECT_CY = 12+(52 div 2);
89 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
91 PLAYER_HP_SOFT = 100;
92 PLAYER_HP_LIMIT = 200;
93 PLAYER_AP_SOFT = 100;
94 PLAYER_AP_LIMIT = 200;
95 SUICIDE_DAMAGE = 112;
97 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
98 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
100 type
101 TPlayerStat = record
102 Ping: Word;
103 Loss: Byte;
104 Name: String;
105 Team: Byte;
106 Frags: SmallInt;
107 Deaths: SmallInt;
108 Lives: Byte;
109 Kills: Word;
110 Color: TRGB;
111 Spectator: Boolean;
112 end;
114 TPlayerStatArray = Array of TPlayerStat;
116 TPlayerSavedState = record
117 Health: Integer;
118 Armor: Integer;
119 Air: Integer;
120 JetFuel: Integer;
121 CurrWeap: Byte;
122 NextWeap: WORD;
123 NextWeapDelay: Byte;
124 Ammo: Array [A_BULLETS..A_HIGH] of Word;
125 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
126 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
127 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
128 WaitRecall: Boolean;
129 end;
131 TKeyState = record
132 Pressed: Boolean;
133 Time: Word;
134 end;
136 TPlayer = class (TObject)
137 private
138 FIamBot: Boolean;
139 FUID: Word;
140 FName: String;
141 FTeam: Byte;
142 FAlive: Boolean;
143 FSpawned: Boolean;
144 FDirection: TDirection;
145 FHealth: Integer;
146 FLives: Byte;
147 FArmor: Integer;
148 FAir: Integer;
149 FPain: Integer;
150 FPickup: Integer;
151 FKills: Integer;
152 FMonsterKills: Integer;
153 FFrags: Integer;
154 FFragCombo: Byte;
155 FLastFrag: LongWord;
156 FComboEvnt: Integer;
157 FDeath: Integer;
158 FCanJetpack: Boolean;
159 FJetFuel: Integer;
160 FFlag: Byte;
161 FSecrets: Integer;
162 FCurrWeap: Byte;
163 FNextWeap: WORD;
164 FNextWeapDelay: Byte; // frames
165 FBFGFireCounter: SmallInt;
166 FLastSpawnerUID: Word;
167 FLastHit: Byte;
168 FObj: TObj;
169 FXTo, FYTo: Integer;
170 FSpectatePlayer: Integer;
171 FFirePainTime: Integer;
172 FFireAttacker: Word;
174 FSavedState: TPlayerSavedState;
176 FModel: TPlayerModel;
177 FActionPrior: Byte;
178 FActionAnim: Byte;
179 FActionForce: Boolean;
180 FActionChanged: Boolean;
181 FAngle: SmallInt;
182 FFireAngle: SmallInt;
183 FIncCam: Integer;
184 FShellTimer: Integer;
185 FShellType: Byte;
186 FSawSound: TPlayableSound;
187 FSawSoundIdle: TPlayableSound;
188 FSawSoundHit: TPlayableSound;
189 FSawSoundSelect: TPlayableSound;
190 FJetSoundOn: TPlayableSound;
191 FJetSoundOff: TPlayableSound;
192 FJetSoundFly: TPlayableSound;
193 FGodMode: Boolean;
194 FNoTarget: Boolean;
195 FNoReload: Boolean;
196 FJustTeleported: Boolean;
197 FNetTime: LongWord;
199 function CollideLevel(XInc, YInc: Integer): Boolean;
200 function StayOnStep(XInc, YInc: Integer): Boolean;
201 function HeadInLiquid(XInc, YInc: Integer): Boolean;
202 function BodyInLiquid(XInc, YInc: Integer): Boolean;
203 function BodyInAcid(XInc, YInc: Integer): Boolean;
204 function FullInLift(XInc, YInc: Integer): Integer;
205 {procedure CollideItem();}
206 procedure FlySmoke(Times: DWORD = 1);
207 procedure OnFireFlame(Times: DWORD = 1);
208 function GetAmmoByWeapon(Weapon: Byte): Word;
209 procedure SetAction(Action: Byte; Force: Boolean = False);
210 procedure OnDamage(Angle: SmallInt); virtual;
211 function firediry(): Integer;
213 procedure Run(Direction: TDirection);
214 procedure NextWeapon();
215 procedure PrevWeapon();
216 procedure SeeUp();
217 procedure SeeDown();
218 procedure Fire();
219 procedure Jump();
220 procedure Use();
222 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
223 procedure resetWeaponQueue ();
224 function hasAmmoForWeapon (weapon: Byte): Boolean;
226 public
227 FDamageBuffer: Integer;
229 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
230 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
231 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
232 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
233 FBerserk: Integer;
234 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
235 FReloading: Array [WP_FIRST..WP_LAST] of Word;
236 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
237 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
238 FColor: TRGB;
239 FPreferredTeam: Byte;
240 FSpectator: Boolean;
241 FNoRespawn: Boolean;
242 FWantsInGame: Boolean;
243 FGhost: Boolean;
244 FPhysics: Boolean;
245 FJetpack: Boolean;
246 FActualModelName: string;
247 FClientID: SmallInt;
248 FPing: Word;
249 FLoss: Byte;
250 FDummy: Boolean;
251 FFireTime: Integer;
253 // debug: viewport offset
254 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
256 function isValidViewPort (): Boolean; inline;
258 constructor Create(); virtual;
259 destructor Destroy(); override;
260 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
261 function GetRespawnPoint(): Byte;
262 procedure PressKey(Key: Byte; Time: Word = 1);
263 procedure ReleaseKeys();
264 procedure SetModel(ModelName: String);
265 procedure SetColor(Color: TRGB);
266 procedure SetWeapon(W: Byte);
267 function IsKeyPressed(K: Byte): Boolean;
268 function GetKeys(): Byte;
269 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
270 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
271 function Collide(Panel: TPanel): Boolean; overload;
272 function Collide(X, Y: Integer): Boolean; overload;
273 procedure SetDirection(Direction: TDirection);
274 procedure GetSecret();
275 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
276 procedure Touch();
277 procedure Push(vx, vy: Integer);
278 procedure ChangeModel(ModelName: String);
279 procedure SwitchTeam;
280 procedure ChangeTeam(Team: Byte);
281 procedure BFGHit();
282 function GetFlag(Flag: Byte): Boolean;
283 procedure SetFlag(Flag: Byte);
284 function DropFlag(): Boolean;
285 procedure AllRulez(Health: Boolean);
286 procedure RestoreHealthArmor();
287 procedure FragCombo();
288 procedure GiveItem(ItemType: Byte);
289 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
290 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
291 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
292 procedure MakeBloodSimple(Count: Word);
293 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
294 procedure Reset(Force: Boolean);
295 procedure Spectate(NoMove: Boolean = False);
296 procedure SwitchNoClip;
297 procedure SoftReset();
298 procedure Draw(); virtual;
299 procedure DrawPain();
300 procedure DrawPickup();
301 procedure DrawRulez();
302 procedure DrawAim();
303 procedure DrawBubble();
304 procedure DrawGUI();
305 procedure Update(); virtual;
306 procedure RememberState();
307 procedure RecallState();
308 procedure SaveState(var Mem: TBinMemoryWriter); virtual;
309 procedure LoadState(var Mem: TBinMemoryReader); virtual;
310 procedure PauseSounds(Enable: Boolean);
311 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
312 procedure DoLerp(Level: Integer = 2);
313 procedure SetLerp(XTo, YTo: Integer);
314 procedure QueueWeaponSwitch(Weapon: Byte);
315 procedure RealizeCurrentWeapon();
316 procedure JetpackOn;
317 procedure JetpackOff;
318 procedure CatchFire(Attacker: Word);
320 //WARNING! this does nothing for now, but still call it!
321 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
323 procedure getMapBox (out x, y, w, h: Integer); inline;
324 procedure moveBy (dx, dy: Integer); inline;
326 public
327 property Vel: TPoint2i read FObj.Vel;
328 property Obj: TObj read FObj;
330 published
331 property Name: String read FName write FName;
332 property Model: TPlayerModel read FModel;
333 property Health: Integer read FHealth write FHealth;
334 property Lives: Byte read FLives write FLives;
335 property Armor: Integer read FArmor write FArmor;
336 property Air: Integer read FAir write FAir;
337 property JetFuel: Integer read FJetFuel write FJetFuel;
338 property Frags: Integer read FFrags write FFrags;
339 property Death: Integer read FDeath write FDeath;
340 property Kills: Integer read FKills write FKills;
341 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
342 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
343 property Secrets: Integer read FSecrets;
344 property GodMode: Boolean read FGodMode write FGodMode;
345 property NoTarget: Boolean read FNoTarget write FNoTarget;
346 property NoReload: Boolean read FNoReload write FNoReload;
347 property alive: Boolean read FAlive write FAlive;
348 property Flag: Byte read FFlag;
349 property Team: Byte read FTeam write FTeam;
350 property Direction: TDirection read FDirection;
351 property GameX: Integer read FObj.X write FObj.X;
352 property GameY: Integer read FObj.Y write FObj.Y;
353 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
354 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
355 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
356 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
357 property IncCam: Integer read FIncCam write FIncCam;
358 property UID: Word read FUID write FUID;
359 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
360 property NetTime: LongWord read FNetTime write FNetTime;
361 end;
363 TDifficult = record
364 DiagFire: Byte;
365 InvisFire: Byte;
366 DiagPrecision: Byte;
367 FlyPrecision: Byte;
368 Cover: Byte;
369 CloseJump: Byte;
370 WeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
371 CloseWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
372 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
373 end;
375 TAIFlag = record
376 Name: String;
377 Value: String;
378 end;
380 TBot = class (TPlayer)
381 private
382 FSelectedWeapon: Byte;
383 FTargetUID: Word;
384 FLastVisible: DWORD;
385 FAIFlags: Array of TAIFlag;
386 FDifficult: TDifficult;
388 function GetRnd(a: Byte): Boolean;
389 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
390 function RunDirection(): TDirection;
391 function FullInStep(XInc, YInc: Integer): Boolean;
392 //function NeedItem(Item: Byte): Byte;
393 procedure SelectWeapon(Dist: Integer);
394 procedure SetAIFlag(aName, fValue: String20);
395 function GetAIFlag(aName: String20): String20;
396 procedure RemoveAIFlag(aName: String20);
397 function Healthy(): Byte;
398 procedure UpdateMove();
399 procedure UpdateCombat();
400 function KeyPressed(Key: Word): Boolean;
401 procedure ReleaseKey(Key: Byte);
402 function TargetOnScreen(TX, TY: Integer): Boolean;
403 procedure OnDamage(Angle: SmallInt); override;
405 public
406 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
407 constructor Create(); override;
408 destructor Destroy(); override;
409 procedure Draw(); override;
410 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
411 function Heal(value: Word; Soft: Boolean): Boolean; override;
412 procedure Update(); override;
413 procedure SaveState(var Mem: TBinMemoryWriter); override;
414 procedure LoadState(var Mem: TBinMemoryReader); override;
415 end;
417 PGib = ^TGib;
418 TGib = record
419 alive: Boolean;
420 ID: DWORD;
421 MaskID: DWORD;
422 RAngle: Integer;
423 Color: TRGB;
424 Obj: TObj;
426 procedure getMapBox (out x, y, w, h: Integer); inline;
427 procedure moveBy (dx, dy: Integer); inline;
429 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
430 end;
433 PShell = ^TShell;
434 TShell = record
435 SpriteID: DWORD;
436 alive: Boolean;
437 SType: Byte;
438 RAngle: Integer;
439 Timeout: Cardinal;
440 CX, CY: Integer;
441 Obj: TObj;
443 procedure getMapBox (out x, y, w, h: Integer); inline;
444 procedure moveBy (dx, dy: Integer); inline;
446 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
447 end;
449 TCorpse = class (TObject)
450 private
451 FModelName: String;
452 FMess: Boolean;
453 FState: Byte;
454 FDamage: Byte;
455 FColor: TRGB;
456 FObj: TObj;
457 FAnimation: TAnimation;
458 FAnimationMask: TAnimation;
460 public
461 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
462 destructor Destroy(); override;
463 procedure Damage(Value: Word; vx, vy: Integer);
464 procedure Update();
465 procedure Draw();
466 procedure SaveState(var Mem: TBinMemoryWriter);
467 procedure LoadState(var Mem: TBinMemoryReader);
469 procedure getMapBox (out x, y, w, h: Integer); inline;
470 procedure moveBy (dx, dy: Integer); inline;
472 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
474 property Obj: TObj read FObj;
475 property State: Byte read FState;
476 property Mess: Boolean read FMess;
477 end;
479 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
480 record
481 Goals: SmallInt;
482 end;
484 var
485 gPlayers: Array of TPlayer;
486 gCorpses: Array of TCorpse;
487 gGibs: Array of TGib;
488 gShells: Array of TShell;
489 gTeamStat: TTeamStat;
490 gFly: Boolean = False;
491 gAimLine: Boolean = False;
492 gChatBubble: Byte = 0;
493 gNumBots: Word = 0;
494 gLMSPID1: Word = 0;
495 gLMSPID2: Word = 0;
496 MAX_RUNVEL: Integer = 8;
497 VEL_JUMP: Integer = 10;
498 SHELL_TIMEOUT: Cardinal = 60000;
500 function Lerp(X, Y, Factor: Integer): Integer;
502 procedure g_Gibs_SetMax(Count: Word);
503 function g_Gibs_GetMax(): Word;
504 procedure g_Corpses_SetMax(Count: Word);
505 function g_Corpses_GetMax(): Word;
506 procedure g_Shells_SetMax(Count: Word);
507 function g_Shells_GetMax(): Word;
509 procedure g_Player_Init();
510 procedure g_Player_Free();
511 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
512 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
513 procedure g_Player_Remove(UID: Word);
514 procedure g_Player_ResetTeams();
515 procedure g_Player_UpdateAll();
516 procedure g_Player_DrawAll();
517 procedure g_Player_DrawDebug(p: TPlayer);
518 procedure g_Player_DrawHealth();
519 procedure g_Player_RememberAll();
520 procedure g_Player_ResetAll(Force, Silent: Boolean);
521 function g_Player_Get(UID: Word): TPlayer;
522 function g_Player_GetCount(): Byte;
523 function g_Player_GetStats(): TPlayerStatArray;
524 function g_Player_ValidName(Name: String): Boolean;
525 procedure g_Player_CreateCorpse(Player: TPlayer);
526 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
527 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
528 procedure g_Player_UpdatePhysicalObjects();
529 procedure g_Player_DrawCorpses();
530 procedure g_Player_DrawShells();
531 procedure g_Player_RemoveAllCorpses();
532 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
533 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
534 procedure g_Bot_Add(Team, Difficult: Byte);
535 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
536 procedure g_Bot_MixNames();
537 procedure g_Bot_RemoveAll();
539 implementation
541 uses
542 e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math,
543 g_options, g_triggers, g_menu, g_game, g_grid,
544 wadreader, g_main, g_monsters, CONFIG, g_language,
545 g_net, g_netmsg, g_window, GL, g_holmes;
547 type
548 TBotProfile = record
549 name: ShortString;
550 model: ShortString;
551 team: Byte;
552 color: TRGB;
553 diag_fire: Byte;
554 invis_fire: Byte;
555 diag_precision: Byte;
556 fly_precision: Byte;
557 cover: Byte;
558 close_jump: Byte;
559 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
560 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
561 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
562 end;
564 const
565 TIME_RESPAWN1 = 1500;
566 TIME_RESPAWN2 = 2000;
567 TIME_RESPAWN3 = 3000;
568 AIR_DEF = 360;
569 AIR_MAX = 1091;
570 JET_MAX = 540; // ~30 sec
571 PLAYER_SUIT_TIME = 30000;
572 PLAYER_INVUL_TIME = 30000;
573 PLAYER_INVIS_TIME = 35000;
574 FRAG_COMBO_TIME = 3000;
575 VEL_SW = 4;
576 VEL_FLY = 6;
577 ANGLE_RIGHTUP = 55;
578 ANGLE_RIGHTDOWN = -35;
579 ANGLE_LEFTUP = 125;
580 ANGLE_LEFTDOWN = -145;
581 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
582 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
583 BOT_MAXJUMP = 84;
584 BOT_LONGDIST = 300;
585 BOT_UNSAFEDIST = 128;
586 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
587 (R:0; G:0; B:255));
588 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
589 FlyPrecision: 32; Cover: 32; CloseJump: 32;
590 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
591 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
592 FlyPrecision: 127; Cover: 127; CloseJump: 127;
593 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
594 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
595 FlyPrecision: 255; Cover: 255; CloseJump: 255;
596 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
597 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
598 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
599 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
600 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
601 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
602 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
603 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
604 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
605 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
606 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
607 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
608 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
609 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
610 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
611 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
612 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
613 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
615 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
616 CORPSE_SIGNATURE = $50524F43; // 'CORP'
618 BOTNAMES_FILENAME = 'botnames.txt';
619 BOTLIST_FILENAME = 'botlist.txt';
621 var
622 MaxGibs: Word = 150;
623 MaxCorpses: Word = 20;
624 MaxShells: Word = 300;
625 CurrentGib: Integer = 0;
626 CurrentShell: Integer = 0;
627 BotNames: Array of String;
628 BotList: Array of TBotProfile;
631 function Lerp(X, Y, Factor: Integer): Integer;
632 begin
633 Result := X + ((Y - X) div Factor);
634 end;
636 function SameTeam(UID1, UID2: Word): Boolean;
637 begin
638 Result := False;
640 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
641 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
643 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
645 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
646 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
648 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
649 end;
651 procedure g_Gibs_SetMax(Count: Word);
652 begin
653 MaxGibs := Count;
654 SetLength(gGibs, Count);
656 if CurrentGib >= Count then
657 CurrentGib := 0;
658 end;
660 function g_Gibs_GetMax(): Word;
661 begin
662 Result := MaxGibs;
663 end;
665 procedure g_Shells_SetMax(Count: Word);
666 begin
667 MaxShells := Count;
668 SetLength(gShells, Count);
670 if CurrentShell >= Count then
671 CurrentShell := 0;
672 end;
674 function g_Shells_GetMax(): Word;
675 begin
676 Result := MaxShells;
677 end;
680 procedure g_Corpses_SetMax(Count: Word);
681 begin
682 MaxCorpses := Count;
683 SetLength(gCorpses, Count);
684 end;
686 function g_Corpses_GetMax(): Word;
687 begin
688 Result := MaxCorpses;
689 end;
691 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
692 var
693 a: Integer;
694 ok: Boolean;
695 begin
696 Result := 0;
698 ok := False;
699 a := 0;
701 // Åñòü ëè ìåñòî â gPlayers:
702 if gPlayers <> nil then
703 for a := 0 to High(gPlayers) do
704 if gPlayers[a] = nil then
705 begin
706 ok := True;
707 Break;
708 end;
710 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
711 if not ok then
712 begin
713 SetLength(gPlayers, Length(gPlayers)+1);
714 a := High(gPlayers);
715 end;
717 // Ñîçäàåì îáúåêò èãðîêà:
718 if Bot then
719 gPlayers[a] := TBot.Create()
720 else
721 gPlayers[a] := TPlayer.Create();
724 gPlayers[a].FActualModelName := ModelName;
725 gPlayers[a].SetModel(ModelName);
727 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
728 if gPlayers[a].FModel = nil then
729 begin
730 gPlayers[a].Free();
731 gPlayers[a] := nil;
732 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
733 Exit;
734 end;
736 if not (Team in [TEAM_RED, TEAM_BLUE]) then
737 if Random(2) = 0 then
738 Team := TEAM_RED
739 else
740 Team := TEAM_BLUE;
741 gPlayers[a].FPreferredTeam := Team;
743 case gGameSettings.GameMode of
744 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
745 GM_TDM,
746 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
747 GM_SINGLE,
748 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
749 end;
751 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
752 gPlayers[a].FColor := Color;
753 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
754 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
755 else
756 gPlayers[a].FModel.Color := Color;
758 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
759 gPlayers[a].FAlive := False;
761 Result := gPlayers[a].FUID;
762 end;
764 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
765 var
766 a, i: Integer;
767 ok, Bot: Boolean;
768 sig: DWORD;
769 b: Byte;
770 begin
771 Result := 0;
772 if Mem = nil then
773 Exit;
775 // Ñèãíàòóðà èãðîêà:
776 Mem.ReadDWORD(sig);
777 if sig <> PLAYER_SIGNATURE then // 'PLYR'
778 begin
779 raise EBinSizeError.Create('g_Player_CreateFromState: Wrong Player Signature');
780 end;
782 // Áîò èëè ÷åëîâåê:
783 Mem.ReadBoolean(Bot);
785 ok := False;
786 a := 0;
788 // Åñòü ëè ìåñòî â gPlayers:
789 if gPlayers <> nil then
790 for a := 0 to High(gPlayers) do
791 if gPlayers[a] = nil then
792 begin
793 ok := True;
794 Break;
795 end;
797 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
798 if not ok then
799 begin
800 SetLength(gPlayers, Length(gPlayers)+1);
801 a := High(gPlayers);
802 end;
804 // Ñîçäàåì îáúåêò èãðîêà:
805 if Bot then
806 gPlayers[a] := TBot.Create()
807 else
808 gPlayers[a] := TPlayer.Create();
809 gPlayers[a].FIamBot := Bot;
810 gPlayers[a].FPhysics := True;
812 // UID èãðîêà:
813 Mem.ReadWord(gPlayers[a].FUID);
814 // Èìÿ èãðîêà:
815 Mem.ReadString(gPlayers[a].FName);
816 // Êîìàíäà:
817 Mem.ReadByte(gPlayers[a].FTeam);
818 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
819 // Æèâ ëè:
820 Mem.ReadBoolean(gPlayers[a].FAlive);
821 // Èçðàñõîäîâàë ëè âñå æèçíè:
822 Mem.ReadBoolean(gPlayers[a].FNoRespawn);
823 // Íàïðàâëåíèå:
824 Mem.ReadByte(b);
825 if b = 1 then
826 gPlayers[a].FDirection := D_LEFT
827 else // b = 2
828 gPlayers[a].FDirection := D_RIGHT;
829 // Çäîðîâüå:
830 Mem.ReadInt(gPlayers[a].FHealth);
831 // Æèçíè:
832 Mem.ReadByte(gPlayers[a].FLives);
833 // Áðîíÿ:
834 Mem.ReadInt(gPlayers[a].FArmor);
835 // Çàïàñ âîçäóõà:
836 Mem.ReadInt(gPlayers[a].FAir);
837 // Çàïàñ ãîðþ÷åãî:
838 Mem.ReadInt(gPlayers[a].FJetFuel);
839 // Áîëü:
840 Mem.ReadInt(gPlayers[a].FPain);
841 // Óáèë:
842 Mem.ReadInt(gPlayers[a].FKills);
843 // Óáèë ìîíñòðîâ:
844 Mem.ReadInt(gPlayers[a].FMonsterKills);
845 // Ôðàãîâ:
846 Mem.ReadInt(gPlayers[a].FFrags);
847 // Ôðàãîâ ïîäðÿä:
848 Mem.ReadByte(gPlayers[a].FFragCombo);
849 // Âðåìÿ ïîñëåäíåãî ôðàãà:
850 Mem.ReadDWORD(gPlayers[a].FLastFrag);
851 // Ñìåðòåé:
852 Mem.ReadInt(gPlayers[a].FDeath);
853 // Êàêîé ôëàã íåñåò:
854 Mem.ReadByte(gPlayers[a].FFlag);
855 // Íàøåë ñåêðåòîâ:
856 Mem.ReadInt(gPlayers[a].FSecrets);
857 // Òåêóùåå îðóæèå:
858 Mem.ReadByte(gPlayers[a].FCurrWeap);
859 // Ñëåäóþùåå æåëàåìîå îðóæèå:
860 Mem.ReadWord(gPlayers[a].FNextWeap);
861 // ...è ïàóçà:
862 Mem.ReadByte(gPlayers[a].FNextWeapDelay);
863 // Âðåìÿ çàðÿäêè BFG:
864 Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
865 // Áóôåð óðîíà:
866 Mem.ReadInt(gPlayers[a].FDamageBuffer);
867 // Ïîñëåäíèé óäàðèâøèé:
868 Mem.ReadWord(gPlayers[a].FLastSpawnerUID);
869 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
870 Mem.ReadByte(gPlayers[a].FLastHit);
871 // Îáúåêò èãðîêà:
872 Obj_LoadState(@gPlayers[a].FObj, Mem);
873 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
874 for i := A_BULLETS to A_HIGH do
875 Mem.ReadWord(gPlayers[a].FAmmo[i]);
876 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
877 for i := A_BULLETS to A_HIGH do
878 Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
879 // Íàëè÷èå îðóæèÿ:
880 for i := WP_FIRST to WP_LAST do
881 Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
882 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
883 for i := WP_FIRST to WP_LAST do
884 Mem.ReadWord(gPlayers[a].FReloading[i]);
885 // Íàëè÷èå ðþêçàêà:
886 Mem.ReadByte(b);
887 if b = 1 then
888 Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
889 // Íàëè÷èå êðàñíîãî êëþ÷à:
890 Mem.ReadByte(b);
891 if b = 1 then
892 Include(gPlayers[a].FRulez, R_KEY_RED);
893 // Íàëè÷èå çåëåíîãî êëþ÷à:
894 Mem.ReadByte(b);
895 if b = 1 then
896 Include(gPlayers[a].FRulez, R_KEY_GREEN);
897 // Íàëè÷èå ñèíåãî êëþ÷à:
898 Mem.ReadByte(b);
899 if b = 1 then
900 Include(gPlayers[a].FRulez, R_KEY_BLUE);
901 // Íàëè÷èå áåðñåðêà:
902 Mem.ReadByte(b);
903 if b = 1 then
904 Include(gPlayers[a].FRulez, R_BERSERK);
905 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
906 for i := MR_SUIT to MR_MAX do
907 Mem.ReadDWORD(gPlayers[a].FMegaRulez[i]);
908 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
909 for i := T_RESPAWN to T_FLAGCAP do
910 Mem.ReadDWORD(gPlayers[a].FTime[i]);
912 // Íàçâàíèå ìîäåëè:
913 Mem.ReadString(gPlayers[a].FActualModelName);
914 // Öâåò ìîäåëè:
915 Mem.ReadByte(gPlayers[a].FColor.R);
916 Mem.ReadByte(gPlayers[a].FColor.G);
917 Mem.ReadByte(gPlayers[a].FColor.B);
918 // Îáíîâëÿåì ìîäåëü èãðîêà:
919 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
921 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
922 if gPlayers[a].FModel = nil then
923 begin
924 gPlayers[a].Free();
925 gPlayers[a] := nil;
926 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
927 Exit;
928 end;
930 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
931 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
932 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
933 else
934 gPlayers[a].FModel.Color := gPlayers[a].FColor;
936 Result := gPlayers[a].FUID;
937 end;
939 procedure g_Player_ResetTeams();
940 var
941 a: Integer;
942 begin
943 if g_Game_IsClient then
944 Exit;
945 if gPlayers = nil then
946 Exit;
947 for a := Low(gPlayers) to High(gPlayers) do
948 if gPlayers[a] <> nil then
949 case gGameSettings.GameMode of
950 GM_DM:
951 gPlayers[a].ChangeTeam(TEAM_NONE);
952 GM_TDM, GM_CTF:
953 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
954 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
955 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
956 else
957 if a mod 2 = 0 then
958 gPlayers[a].ChangeTeam(TEAM_RED)
959 else
960 gPlayers[a].ChangeTeam(TEAM_BLUE);
961 GM_SINGLE,
962 GM_COOP:
963 gPlayers[a].ChangeTeam(TEAM_COOP);
964 end;
965 end;
967 procedure g_Bot_Add(Team, Difficult: Byte);
968 var
969 m: SArray;
970 _name, _model: String;
971 a, tr, tb: Integer;
972 begin
973 if not g_Game_IsServer then Exit;
975 // Ñïèñîê íàçâàíèé ìîäåëåé:
976 m := g_PlayerModel_GetNames();
977 if m = nil then
978 Exit;
980 // Êîìàíäà:
981 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
982 Team := TEAM_COOP // COOP
983 else
984 if gGameSettings.GameMode = GM_DM then
985 Team := TEAM_NONE // DM
986 else
987 if Team = TEAM_NONE then // CTF / TDM
988 begin
989 // Àâòîáàëàíñ êîìàíä:
990 tr := 0;
991 tb := 0;
993 for a := 0 to High(gPlayers) do
994 if gPlayers[a] <> nil then
995 begin
996 if gPlayers[a].Team = TEAM_RED then
997 Inc(tr)
998 else
999 if gPlayers[a].Team = TEAM_BLUE then
1000 Inc(tb);
1001 end;
1003 if tr > tb then
1004 Team := TEAM_BLUE
1005 else
1006 if tb > tr then
1007 Team := TEAM_RED
1008 else // tr = tb
1009 if Random(2) = 0 then
1010 Team := TEAM_RED
1011 else
1012 Team := TEAM_BLUE;
1013 end;
1015 // Âûáèðàåì áîòó èìÿ:
1016 _name := '';
1017 if BotNames <> nil then
1018 for a := 0 to High(BotNames) do
1019 if g_Player_ValidName(BotNames[a]) then
1020 begin
1021 _name := BotNames[a];
1022 Break;
1023 end;
1025 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1026 if _name = '' then
1027 repeat
1028 _name := Format('DFBOT%.2d', [Random(100)]);
1029 until g_Player_ValidName(_name);
1031 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1032 _model := m[Random(Length(m))];
1034 // Ñîçäàåì áîòà:
1035 with g_Player_Get(g_Player_Create(_model,
1036 _RGB(Min(Random(9)*32, 255),
1037 Min(Random(9)*32, 255),
1038 Min(Random(9)*32, 255)),
1039 Team, True)) as TBot do
1040 begin
1041 Name := _name;
1043 case Difficult of
1044 1: FDifficult := DIFFICULT_EASY;
1045 2: FDifficult := DIFFICULT_MEDIUM;
1046 else FDifficult := DIFFICULT_HARD;
1047 end;
1049 for a := WP_FIRST to WP_LAST do
1050 begin
1051 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1052 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1053 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1054 end;
1056 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1058 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1059 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1060 Spectate();
1061 end;
1062 end;
1064 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1065 var
1066 m: SArray;
1067 _name, _model: String;
1068 a: Integer;
1069 begin
1070 if not g_Game_IsServer then Exit;
1072 // Ñïèñîê íàçâàíèé ìîäåëåé:
1073 m := g_PlayerModel_GetNames();
1074 if m = nil then
1075 Exit;
1077 // Êîìàíäà:
1078 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1079 Team := TEAM_COOP // COOP
1080 else
1081 if gGameSettings.GameMode = GM_DM then
1082 Team := TEAM_NONE // DM
1083 else
1084 if Team = TEAM_NONE then
1085 Team := BotList[num].team; // CTF / TDM
1087 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1088 lName := AnsiLowerCase(lName);
1089 if (num < 0) or (num > Length(BotList)-1) then
1090 num := -1;
1091 if (num = -1) and (lName <> '') and (BotList <> nil) then
1092 for a := 0 to High(BotList) do
1093 if AnsiLowerCase(BotList[a].name) = lName then
1094 begin
1095 num := a;
1096 Break;
1097 end;
1098 if num = -1 then
1099 Exit;
1101 // Èìÿ áîòà:
1102 _name := BotList[num].name;
1103 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1104 if not g_Player_ValidName(_name) then
1105 repeat
1106 _name := Format('DFBOT%.2d', [Random(100)]);
1107 until g_Player_ValidName(_name);
1109 // Ìîäåëü:
1110 _model := BotList[num].model;
1111 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1112 if not InSArray(_model, m) then
1113 _model := m[Random(Length(m))];
1115 // Ñîçäàåì áîòà:
1116 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1117 begin
1118 Name := _name;
1120 FDifficult.DiagFire := BotList[num].diag_fire;
1121 FDifficult.InvisFire := BotList[num].invis_fire;
1122 FDifficult.DiagPrecision := BotList[num].diag_precision;
1123 FDifficult.FlyPrecision := BotList[num].fly_precision;
1124 FDifficult.Cover := BotList[num].cover;
1125 FDifficult.CloseJump := BotList[num].close_jump;
1127 for a := WP_FIRST to WP_LAST do
1128 begin
1129 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1130 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1131 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1132 end;
1134 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1136 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1137 end;
1138 end;
1140 procedure g_Bot_RemoveAll();
1141 var
1142 a: Integer;
1143 begin
1144 if not g_Game_IsServer then Exit;
1145 if gPlayers = nil then Exit;
1147 for a := 0 to High(gPlayers) do
1148 if gPlayers[a] <> nil then
1149 if gPlayers[a] is TBot then
1150 begin
1151 gPlayers[a].Lives := 0;
1152 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1153 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1154 g_Player_Remove(gPlayers[a].FUID);
1155 end;
1157 g_Bot_MixNames();
1158 end;
1160 procedure g_Bot_MixNames();
1161 var
1162 s: String;
1163 a, b: Integer;
1164 begin
1165 if BotNames <> nil then
1166 for a := 0 to High(BotNames) do
1167 begin
1168 b := Random(Length(BotNames));
1169 s := BotNames[a];
1170 Botnames[a] := BotNames[b];
1171 BotNames[b] := s;
1172 end;
1173 end;
1175 procedure g_Player_Remove(UID: Word);
1176 var
1177 i: Integer;
1178 begin
1179 if gPlayers = nil then Exit;
1181 if g_Game_IsServer and g_Game_IsNet then
1182 MH_SEND_PlayerDelete(UID);
1184 for i := 0 to High(gPlayers) do
1185 if gPlayers[i] <> nil then
1186 if gPlayers[i].FUID = UID then
1187 begin
1188 if gPlayers[i] is TPlayer then
1189 TPlayer(gPlayers[i]).Free()
1190 else
1191 TBot(gPlayers[i]).Free();
1192 gPlayers[i] := nil;
1193 Exit;
1194 end;
1195 end;
1197 procedure g_Player_Init();
1198 var
1199 F: TextFile;
1200 s: String;
1201 a, b: Integer;
1202 config: TConfig;
1203 sa: SArray;
1204 begin
1205 BotNames := nil;
1207 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1208 Exit;
1210 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1211 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1212 Reset(F);
1214 while not EOF(F) do
1215 begin
1216 ReadLn(F, s);
1218 s := Trim(s);
1219 if s = '' then
1220 Continue;
1222 SetLength(BotNames, Length(BotNames)+1);
1223 BotNames[High(BotNames)] := s;
1224 end;
1226 CloseFile(F);
1228 // Ïåðåìåøèâàåì èõ:
1229 g_Bot_MixNames();
1231 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1232 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1233 BotList := nil;
1234 a := 0;
1236 while config.SectionExists(IntToStr(a)) do
1237 begin
1238 SetLength(BotList, Length(BotList)+1);
1240 with BotList[High(BotList)] do
1241 begin
1242 // Èìÿ áîòà:
1243 name := config.ReadStr(IntToStr(a), 'name', '');
1244 // Ìîäåëü:
1245 model := config.ReadStr(IntToStr(a), 'model', '');
1246 // Êîìàíäà:
1247 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1248 team := TEAM_RED
1249 else
1250 team := TEAM_BLUE;
1251 // Öâåò ìîäåëè:
1252 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1253 color.R := StrToIntDef(sa[0], 0);
1254 color.G := StrToIntDef(sa[1], 0);
1255 color.B := StrToIntDef(sa[2], 0);
1256 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1257 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1258 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1259 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1260 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1261 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1262 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1263 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1264 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1265 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1266 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1267 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1268 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1269 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1270 if Length(sa) = 10 then
1271 for b := 0 to 9 do
1272 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1273 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1274 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1275 if Length(sa) = 10 then
1276 for b := 0 to 9 do
1277 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1279 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1280 if Length(sa) = 10 then
1281 for b := 0 to 9 do
1282 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1283 end;
1285 a := a + 1;
1286 end;
1288 config.Free();
1289 end;
1291 procedure g_Player_Free();
1292 var
1293 i: Integer;
1294 begin
1295 if gPlayers <> nil then
1296 begin
1297 for i := 0 to High(gPlayers) do
1298 if gPlayers[i] <> nil then
1299 begin
1300 if gPlayers[i] is TPlayer then
1301 TPlayer(gPlayers[i]).Free()
1302 else
1303 TBot(gPlayers[i]).Free();
1304 gPlayers[i] := nil;
1305 end;
1307 gPlayers := nil;
1308 end;
1310 gPlayer1 := nil;
1311 gPlayer2 := nil;
1312 end;
1314 procedure g_Player_UpdateAll();
1315 var
1316 i: Integer;
1317 begin
1318 if gPlayers = nil then Exit;
1320 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1321 for i := 0 to High(gPlayers) do
1322 begin
1323 if gPlayers[i] <> nil then
1324 begin
1325 if gPlayers[i] is TPlayer then
1326 begin
1327 gPlayers[i].Update();
1328 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1329 end
1330 else
1331 begin
1332 // bot updates weapons in `UpdateCombat()`
1333 TBot(gPlayers[i]).Update();
1334 end;
1335 end;
1336 end;
1337 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1338 end;
1340 procedure g_Player_DrawAll();
1341 var
1342 i: Integer;
1343 begin
1344 if gPlayers = nil then Exit;
1346 for i := 0 to High(gPlayers) do
1347 if gPlayers[i] <> nil then
1348 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1349 else TBot(gPlayers[i]).Draw();
1350 end;
1352 procedure g_Player_DrawDebug(p: TPlayer);
1353 var
1354 fW, fH: Byte;
1355 begin
1356 if p = nil then Exit;
1357 if (@p.FObj) = nil then Exit;
1359 e_TextureFontGetSize(gStdFont, fW, fH);
1361 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1362 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1363 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1364 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1365 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1366 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1367 end;
1369 procedure g_Player_DrawHealth();
1370 var
1371 i: Integer;
1372 fW, fH: Byte;
1373 begin
1374 if gPlayers = nil then Exit;
1375 e_TextureFontGetSize(gStdFont, fW, fH);
1377 for i := 0 to High(gPlayers) do
1378 if gPlayers[i] <> nil then
1379 begin
1380 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1381 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1382 IntToStr(gPlayers[i].FHealth), gStdFont);
1383 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1384 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1385 IntToStr(gPlayers[i].FArmor), gStdFont);
1386 end;
1387 end;
1389 function g_Player_Get(UID: Word): TPlayer;
1390 var
1391 a: Integer;
1392 begin
1393 Result := nil;
1395 if gPlayers = nil then
1396 Exit;
1398 for a := 0 to High(gPlayers) do
1399 if gPlayers[a] <> nil then
1400 if gPlayers[a].FUID = UID then
1401 begin
1402 Result := gPlayers[a];
1403 Exit;
1404 end;
1405 end;
1407 function g_Player_GetCount(): Byte;
1408 var
1409 a: Integer;
1410 begin
1411 Result := 0;
1413 if gPlayers = nil then
1414 Exit;
1416 for a := 0 to High(gPlayers) do
1417 if gPlayers[a] <> nil then
1418 Result := Result + 1;
1419 end;
1421 function g_Player_GetStats(): TPlayerStatArray;
1422 var
1423 a: Integer;
1424 begin
1425 Result := nil;
1427 if gPlayers = nil then Exit;
1429 for a := 0 to High(gPlayers) do
1430 if gPlayers[a] <> nil then
1431 begin
1432 SetLength(Result, Length(Result)+1);
1433 with Result[High(Result)] do
1434 begin
1435 Ping := gPlayers[a].FPing;
1436 Loss := gPlayers[a].FLoss;
1437 Name := gPlayers[a].FName;
1438 Team := gPlayers[a].FTeam;
1439 Frags := gPlayers[a].FFrags;
1440 Deaths := gPlayers[a].FDeath;
1441 Kills := gPlayers[a].FKills;
1442 Color := gPlayers[a].FModel.Color;
1443 Lives := gPlayers[a].FLives;
1444 Spectator := gPlayers[a].FSpectator;
1445 end;
1446 end;
1447 end;
1449 procedure g_Player_RememberAll;
1450 var
1451 i: Integer;
1452 begin
1453 for i := Low(gPlayers) to High(gPlayers) do
1454 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1455 gPlayers[i].RememberState;
1456 end;
1458 procedure g_Player_ResetAll(Force, Silent: Boolean);
1459 var
1460 i: Integer;
1461 begin
1462 gTeamStat[TEAM_RED].Goals := 0;
1463 gTeamStat[TEAM_BLUE].Goals := 0;
1465 if gPlayers <> nil then
1466 for i := 0 to High(gPlayers) do
1467 if gPlayers[i] <> nil then
1468 begin
1469 gPlayers[i].Reset(Force);
1471 if gPlayers[i] is TPlayer then
1472 begin
1473 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1474 gPlayers[i].Respawn(Silent)
1475 else
1476 gPlayers[i].Spectate();
1477 end
1478 else
1479 TBot(gPlayers[i]).Respawn(Silent);
1480 end;
1481 end;
1483 procedure g_Player_CreateCorpse(Player: TPlayer);
1484 var
1485 find_id: DWORD;
1486 ok: Boolean;
1487 begin
1488 if Player.alive then
1489 Exit;
1490 if Player.FObj.Y >= gMapInfo.Height+128 then
1491 Exit;
1493 with Player do
1494 begin
1495 if (FHealth >= -50) or (gGibsCount = 0) then
1496 begin
1497 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1498 Exit;
1500 ok := False;
1501 for find_id := 0 to High(gCorpses) do
1502 if gCorpses[find_id] = nil then
1503 begin
1504 ok := True;
1505 Break;
1506 end;
1508 if not ok then
1509 find_id := Random(Length(gCorpses));
1511 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1512 gCorpses[find_id].FColor := FModel.Color;
1513 gCorpses[find_id].FObj.Vel := FObj.Vel;
1514 gCorpses[find_id].FObj.Accel := FObj.Accel;
1515 end
1516 else
1517 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1518 FObj.Y + PLAYER_RECT_CY,
1519 FModel.Name, FModel.Color);
1520 end;
1521 end;
1523 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1524 var
1525 SID: DWORD;
1526 begin
1527 if (gShells = nil) or (Length(gShells) = 0) then
1528 Exit;
1530 with gShells[CurrentShell] do
1531 begin
1532 SpriteID := 0;
1533 g_Obj_Init(@Obj);
1534 Obj.Rect.X := 0;
1535 Obj.Rect.Y := 0;
1536 if T = SHELL_BULLET then
1537 begin
1538 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1539 SpriteID := SID;
1540 CX := 2;
1541 CY := 1;
1542 Obj.Rect.Width := 4;
1543 Obj.Rect.Height := 2;
1544 end
1545 else
1546 begin
1547 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1548 SpriteID := SID;
1549 CX := 4;
1550 CY := 2;
1551 Obj.Rect.Width := 7;
1552 Obj.Rect.Height := 3;
1553 end;
1554 SType := T;
1555 alive := True;
1556 Obj.X := fX;
1557 Obj.Y := fY;
1558 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1559 positionChanged(); // this updates spatial accelerators
1560 RAngle := Random(360);
1561 Timeout := gTime + SHELL_TIMEOUT;
1563 if CurrentShell >= High(gShells) then
1564 CurrentShell := 0
1565 else
1566 Inc(CurrentShell);
1567 end;
1568 end;
1570 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1571 var
1572 a: Integer;
1573 GibsArray: TGibsArray;
1574 begin
1575 if (gGibs = nil) or (Length(gGibs) = 0) then
1576 Exit;
1577 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1578 Exit;
1580 for a := 0 to High(GibsArray) do
1581 with gGibs[CurrentGib] do
1582 begin
1583 Color := fColor;
1584 ID := GibsArray[a].ID;
1585 MaskID := GibsArray[a].MaskID;
1586 alive := True;
1587 g_Obj_Init(@Obj);
1588 Obj.Rect := GibsArray[a].Rect;
1589 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1590 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1591 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1592 positionChanged(); // this updates spatial accelerators
1593 RAngle := Random(360);
1595 if gBloodCount > 0 then
1596 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1597 Random(48), Random(48), 150, 0, 0);
1599 if CurrentGib >= High(gGibs) then
1600 CurrentGib := 0
1601 else
1602 Inc(CurrentGib);
1603 end;
1604 end;
1606 procedure g_Player_UpdatePhysicalObjects();
1607 var
1608 i: Integer;
1609 vel: TPoint2i;
1610 mr: Word;
1612 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1613 var
1614 k: Integer;
1615 begin
1616 k := 1 + Random(2);
1617 if T = SHELL_BULLET then
1618 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1619 else
1620 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1621 end;
1623 begin
1624 // Êóñêè ìÿñà:
1625 if gGibs <> nil then
1626 for i := 0 to High(gGibs) do
1627 if gGibs[i].alive then
1628 with gGibs[i] do
1629 begin
1630 vel := Obj.Vel;
1631 mr := g_Obj_Move(@Obj, True, False, True);
1632 positionChanged(); // this updates spatial accelerators
1634 if WordBool(mr and MOVE_FALLOUT) then
1635 begin
1636 alive := False;
1637 Continue;
1638 end;
1640 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1641 if WordBool(mr and MOVE_HITWALL) then
1642 Obj.Vel.X := -(vel.X div 2);
1643 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1644 Obj.Vel.Y := -(vel.Y div 2);
1646 if (Obj.Vel.X >= 0) then
1647 begin // Clockwise
1648 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1649 if RAngle >= 360 then
1650 RAngle := RAngle mod 360;
1651 end else begin // Counter-clockwise
1652 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1653 if RAngle < 0 then
1654 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1655 end;
1657 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1658 if gTime mod (GAME_TICK*3) = 0 then
1659 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1660 end;
1662 // Òðóïû:
1663 if gCorpses <> nil then
1664 for i := 0 to High(gCorpses) do
1665 if gCorpses[i] <> nil then
1666 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1667 begin
1668 gCorpses[i].Free();
1669 gCorpses[i] := nil;
1670 end
1671 else
1672 gCorpses[i].Update();
1674 // Ãèëüçû:
1675 if gShells <> nil then
1676 for i := 0 to High(gShells) do
1677 if gShells[i].alive then
1678 with gShells[i] do
1679 begin
1680 vel := Obj.Vel;
1681 mr := g_Obj_Move(@Obj, True, False, True);
1682 positionChanged(); // this updates spatial accelerators
1684 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1685 begin
1686 alive := False;
1687 Continue;
1688 end;
1690 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1691 if WordBool(mr and MOVE_HITWALL) then
1692 begin
1693 Obj.Vel.X := -(vel.X div 2);
1694 if not WordBool(mr and MOVE_INWATER) then
1695 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1696 end;
1697 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1698 begin
1699 Obj.Vel.Y := -(vel.Y div 2);
1700 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1701 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1702 begin
1703 if RAngle mod 90 <> 0 then
1704 RAngle := (RAngle div 90) * 90;
1705 end
1706 else if not WordBool(mr and MOVE_INWATER) then
1707 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1708 end;
1710 if (Obj.Vel.X >= 0) then
1711 begin // Clockwise
1712 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1713 if RAngle >= 360 then
1714 RAngle := RAngle mod 360;
1715 end else begin // Counter-clockwise
1716 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1717 if RAngle < 0 then
1718 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1719 end;
1720 end;
1721 end;
1724 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1725 begin
1726 x := Obj.X+Obj.Rect.X;
1727 y := Obj.Y+Obj.Rect.Y;
1728 w := Obj.Rect.Width;
1729 h := Obj.Rect.Height;
1730 end;
1732 procedure TGib.moveBy (dx, dy: Integer); inline;
1733 begin
1734 if (dx <> 0) or (dy <> 0) then
1735 begin
1736 Obj.X += dx;
1737 Obj.Y += dy;
1738 positionChanged();
1739 end;
1740 end;
1743 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1744 begin
1745 x := Obj.X;
1746 y := Obj.Y;
1747 w := Obj.Rect.Width;
1748 h := Obj.Rect.Height;
1749 end;
1751 procedure TShell.moveBy (dx, dy: Integer); inline;
1752 begin
1753 if (dx <> 0) or (dy <> 0) then
1754 begin
1755 Obj.X += dx;
1756 Obj.Y += dy;
1757 positionChanged();
1758 end;
1759 end;
1762 procedure TGib.positionChanged (); inline; begin end;
1763 procedure TShell.positionChanged (); inline; begin end;
1766 procedure g_Player_DrawCorpses();
1767 var
1768 i: Integer;
1769 a: TDFPoint;
1770 begin
1771 if gGibs <> nil then
1772 for i := 0 to High(gGibs) do
1773 if gGibs[i].alive then
1774 with gGibs[i] do
1775 begin
1776 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1777 Continue;
1779 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1780 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1782 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1784 e_Colors := Color;
1785 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1786 e_Colors.R := 255;
1787 e_Colors.G := 255;
1788 e_Colors.B := 255;
1789 end;
1791 if gCorpses <> nil then
1792 for i := 0 to High(gCorpses) do
1793 if gCorpses[i] <> nil then
1794 gCorpses[i].Draw();
1795 end;
1797 procedure g_Player_DrawShells();
1798 var
1799 i: Integer;
1800 a: TDFPoint;
1801 begin
1802 if gShells <> nil then
1803 for i := 0 to High(gShells) do
1804 if gShells[i].alive then
1805 with gShells[i] do
1806 begin
1807 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1808 Continue;
1810 a.X := CX;
1811 a.Y := CY;
1813 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1814 end;
1815 end;
1817 procedure g_Player_RemoveAllCorpses();
1818 var
1819 i: Integer;
1820 begin
1821 gGibs := nil;
1822 gShells := nil;
1823 SetLength(gGibs, MaxGibs);
1824 SetLength(gShells, MaxGibs);
1825 CurrentGib := 0;
1826 CurrentShell := 0;
1828 if gCorpses <> nil then
1829 for i := 0 to High(gCorpses) do
1830 gCorpses[i].Free();
1832 gCorpses := nil;
1833 SetLength(gCorpses, MaxCorpses);
1834 end;
1836 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
1837 var
1838 count, i: Integer;
1839 b: Boolean;
1840 begin
1841 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1842 count := 0;
1843 if gCorpses <> nil then
1844 for i := 0 to High(gCorpses) do
1845 if gCorpses[i] <> nil then
1846 count := count + 1;
1848 Mem := TBinMemoryWriter.Create((count+1) * 128);
1850 // Êîëè÷åñòâî òðóïîâ:
1851 Mem.WriteInt(count);
1853 if count = 0 then
1854 Exit;
1856 // Ñîõðàíÿåì òðóïû:
1857 for i := 0 to High(gCorpses) do
1858 if gCorpses[i] <> nil then
1859 begin
1860 // Íàçâàíèå ìîäåëè:
1861 Mem.WriteString(gCorpses[i].FModelName);
1862 // Òèï ñìåðòè:
1863 b := gCorpses[i].Mess;
1864 Mem.WriteBoolean(b);
1865 // Ñîõðàíÿåì äàííûå òðóïà:
1866 gCorpses[i].SaveState(Mem);
1867 end;
1868 end;
1870 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
1871 var
1872 count, i: Integer;
1873 str: String;
1874 b: Boolean;
1875 begin
1876 if Mem = nil then
1877 Exit;
1879 g_Player_RemoveAllCorpses();
1881 // Êîëè÷åñòâî òðóïîâ:
1882 Mem.ReadInt(count);
1884 if count > Length(gCorpses) then
1885 begin
1886 raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1887 end;
1889 if count = 0 then
1890 Exit;
1892 // Çàãðóæàåì òðóïû:
1893 for i := 0 to count-1 do
1894 begin
1895 // Íàçâàíèå ìîäåëè:
1896 Mem.ReadString(str);
1897 // Òèï ñìåðòè:
1898 Mem.ReadBoolean(b);
1899 // Ñîçäàåì òðóï:
1900 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1901 // Çàãðóæàåì äàííûå òðóïà:
1902 gCorpses[i].LoadState(Mem);
1903 end;
1904 end;
1906 { T P l a y e r : }
1908 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1910 procedure TPlayer.BFGHit();
1911 begin
1912 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1913 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1914 if g_Game_IsServer and g_Game_IsNet then
1915 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1916 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1917 0, NET_GFX_BFGHIT);
1918 end;
1920 procedure TPlayer.ChangeModel(ModelName: string);
1921 var
1922 locModel: TPlayerModel;
1923 begin
1924 locModel := g_PlayerModel_Get(ModelName);
1925 if locModel = nil then Exit;
1927 FModel.Free();
1928 FModel := locModel;
1929 end;
1931 procedure TPlayer.SetModel(ModelName: string);
1932 var
1933 m: TPlayerModel;
1934 begin
1935 m := g_PlayerModel_Get(ModelName);
1936 if m = nil then
1937 begin
1938 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1939 m := g_PlayerModel_Get('doomer');
1940 if m = nil then
1941 begin
1942 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1943 Exit;
1944 end;
1945 end;
1947 if FModel <> nil then
1948 FModel.Free();
1950 FModel := m;
1952 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1953 FModel.Color := FColor
1954 else
1955 FModel.Color := TEAMCOLOR[FTeam];
1956 FModel.SetWeapon(FCurrWeap);
1957 FModel.SetFlag(FFlag);
1958 SetDirection(FDirection);
1959 end;
1961 procedure TPlayer.SetColor(Color: TRGB);
1962 begin
1963 FColor := Color;
1964 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1965 if FModel <> nil then FModel.Color := Color;
1966 end;
1968 procedure TPlayer.SwitchTeam;
1969 begin
1970 if g_Game_IsClient then
1971 Exit;
1972 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1974 if gGameOn and FAlive then
1975 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1977 if FTeam = TEAM_RED then
1978 begin
1979 ChangeTeam(TEAM_BLUE);
1980 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1981 if g_Game_IsNet then
1982 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1983 end
1984 else
1985 begin
1986 ChangeTeam(TEAM_RED);
1987 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
1988 if g_Game_IsNet then
1989 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
1990 end;
1991 FPreferredTeam := FTeam;
1992 end;
1994 procedure TPlayer.ChangeTeam(Team: Byte);
1995 var
1996 OldTeam: Byte;
1997 begin
1998 OldTeam := FTeam;
1999 FTeam := Team;
2000 case Team of
2001 TEAM_RED, TEAM_BLUE:
2002 FModel.Color := TEAMCOLOR[Team];
2003 else
2004 FModel.Color := FColor;
2005 end;
2006 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2007 MH_SEND_PlayerStats(FUID);
2008 end;
2011 procedure TPlayer.CollideItem();
2012 var
2013 i: Integer;
2014 r: Boolean;
2015 begin
2016 if gItems = nil then Exit;
2017 if not FAlive then Exit;
2019 for i := 0 to High(gItems) do
2020 with gItems[i] do
2021 begin
2022 if (ItemType <> ITEM_NONE) and alive then
2023 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2024 PLAYER_RECT.Height, @Obj) then
2025 begin
2026 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2028 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2029 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2030 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2031 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2032 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2034 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2035 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2036 (gGameSettings.GameType = GT_SINGLE) and
2037 (g_Player_GetCount() > 1)) then
2038 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2039 end;
2040 end;
2041 end;
2044 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2045 begin
2046 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2047 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2048 False);
2049 end;
2051 constructor TPlayer.Create();
2052 begin
2053 viewPortX := 0;
2054 viewPortY := 0;
2055 viewPortW := 0;
2056 viewPortH := 0;
2058 FIamBot := False;
2059 FDummy := False;
2060 FSpawned := False;
2062 FSawSound := TPlayableSound.Create();
2063 FSawSoundIdle := TPlayableSound.Create();
2064 FSawSoundHit := TPlayableSound.Create();
2065 FSawSoundSelect := TPlayableSound.Create();
2066 FJetSoundFly := TPlayableSound.Create();
2067 FJetSoundOn := TPlayableSound.Create();
2068 FJetSoundOff := TPlayableSound.Create();
2070 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2071 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2072 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2073 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2074 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2075 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2076 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2078 FSpectatePlayer := -1;
2079 FClientID := -1;
2080 FPing := 0;
2081 FLoss := 0;
2082 FSavedState.WaitRecall := False;
2083 FShellTimer := -1;
2084 FFireTime := 0;
2085 FFirePainTime := 0;
2086 FFireAttacker := 0;
2088 FActualModelName := 'doomer';
2090 g_Obj_Init(@FObj);
2091 FObj.Rect := PLAYER_RECT;
2093 FBFGFireCounter := -1;
2094 FJustTeleported := False;
2095 FNetTime := 0;
2097 resetWeaponQueue();
2098 end;
2100 procedure TPlayer.positionChanged (); inline;
2101 begin
2102 end;
2104 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2105 var
2106 c: Word;
2107 begin
2108 if (not g_Game_IsClient) and (not FAlive) then
2109 Exit;
2111 FLastHit := t;
2113 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2114 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2115 begin
2116 if not g_Game_IsClient then
2117 begin
2118 FArmor := 0;
2119 if t = HIT_TRAP then
2120 begin
2121 // Ëîâóøêà óáèâàåò ñðàçó:
2122 FHealth := -100;
2123 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2124 end;
2125 if t = HIT_SELF then
2126 begin
2127 // Ñàìîóáèéñòâî:
2128 FHealth := 0;
2129 Kill(K_SIMPLEKILL, SpawnerUID, t);
2130 end;
2131 end;
2132 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2133 FMegaRulez[MR_SUIT] := 0;
2134 FMegaRulez[MR_INVUL] := 0;
2135 FMegaRulez[MR_INVIS] := 0;
2136 FBerserk := 0;
2137 end;
2139 // Íî îò îñòàëüíîãî ñïàñàåò:
2140 if FMegaRulez[MR_INVUL] >= gTime then
2141 Exit;
2143 // ×èò-êîä "ÃÎÐÅÖ":
2144 if FGodMode then
2145 Exit;
2147 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2148 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2149 (SpawnerUID = FUID) or
2150 (not SameTeam(FUID, SpawnerUID)) then
2151 begin
2152 FLastSpawnerUID := SpawnerUID;
2154 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2155 if gBloodCount > 0 then
2156 begin
2157 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2158 if value div 4 <= c then
2159 c := c - (value div 4)
2160 else
2161 c := 0;
2163 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2164 MakeBloodSimple(c)
2165 else
2166 case t of
2167 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2168 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2169 end;
2171 if t = HIT_WATER then
2172 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2173 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2174 end;
2176 // Áóôåð óðîíà:
2177 if FAlive then
2178 Inc(FDamageBuffer, value);
2180 // Âñïûøêà áîëè:
2181 if gFlash <> 0 then
2182 FPain := FPain + value;
2183 end;
2185 if g_Game_IsServer and g_Game_IsNet then
2186 begin
2187 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2188 MH_SEND_PlayerStats(FUID);
2189 MH_SEND_PlayerPos(False, FUID);
2190 end;
2191 end;
2193 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2194 begin
2195 Result := False;
2196 if g_Game_IsClient then
2197 Exit;
2198 if not FAlive then
2199 Exit;
2201 if Soft and (FHealth < PLAYER_HP_SOFT) then
2202 begin
2203 IncMax(FHealth, value, PLAYER_HP_SOFT);
2204 Result := True;
2205 end;
2206 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2207 begin
2208 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2209 Result := True;
2210 end;
2212 if Result and g_Game_IsServer and g_Game_IsNet then
2213 MH_SEND_PlayerStats(FUID);
2214 end;
2216 destructor TPlayer.Destroy();
2217 begin
2218 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2219 gPlayer1 := nil;
2220 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2221 gPlayer2 := nil;
2223 FSawSound.Free();
2224 FSawSoundIdle.Free();
2225 FSawSoundHit.Free();
2226 FJetSoundFly.Free();
2227 FJetSoundOn.Free();
2228 FJetSoundOff.Free();
2229 FModel.Free();
2231 inherited;
2232 end;
2234 procedure TPlayer.DrawBubble();
2235 var
2236 bubX, bubY: Integer;
2237 ID: LongWord;
2238 Rb, Gb, Bb,
2239 Rw, Gw, Bw: SmallInt;
2240 Dot: Byte;
2241 begin
2242 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18);
2243 bubY := FObj.Y+FObj.Rect.Y - 18;
2244 Rb := 64;
2245 Gb := 64;
2246 Bb := 64;
2247 Rw := 240;
2248 Gw := 240;
2249 Bw := 240;
2250 case gChatBubble of
2251 1: // simple textual non-bubble
2252 begin
2253 bubX := FObj.X+FObj.Rect.X - 11;
2254 bubY := FObj.Y+FObj.Rect.Y - 17;
2255 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2256 Exit;
2257 end;
2258 2: // advanced pixel-perfect bubble
2259 begin
2260 if FTeam = TEAM_RED then
2261 Rb := 255
2262 else
2263 if FTeam = TEAM_BLUE then
2264 Bb := 255;
2265 end;
2266 3: // colored bubble
2267 begin
2268 Rb := FModel.Color.R;
2269 Gb := FModel.Color.G;
2270 Bb := FModel.Color.B;
2271 Rw := Min(Rb * 2 + 64, 255);
2272 Gw := Min(Gb * 2 + 64, 255);
2273 Bw := Min(Bb * 2 + 64, 255);
2274 if (Abs(Rw - Rb) < 32)
2275 or (Abs(Gw - Gb) < 32)
2276 or (Abs(Bw - Bb) < 32) then
2277 begin
2278 Rb := Max(Rw div 2 - 16, 0);
2279 Gb := Max(Gw div 2 - 16, 0);
2280 Bb := Max(Bw div 2 - 16, 0);
2281 end;
2282 end;
2283 4: // custom textured bubble
2284 begin
2285 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2286 if FDirection = D_RIGHT then
2287 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2288 else
2289 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
2290 Exit;
2291 end;
2292 end;
2294 // Outer borders
2295 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2296 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2297 // Inner box
2298 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2300 // Tail
2301 Dot := IfThen(FDirection = D_LEFT, 14, 5);
2302 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2303 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);
2304 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);
2305 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);
2306 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);
2308 // Dots
2309 Dot := 6;
2310 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2311 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2312 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2313 end;
2315 procedure TPlayer.Draw();
2316 var
2317 ID: DWORD;
2318 w, h: Word;
2319 dr: Boolean;
2320 begin
2321 if FAlive then
2322 begin
2323 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2324 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2325 begin
2326 e_GetTextureSize(ID, @w, @h);
2327 if FDirection = D_LEFT then
2328 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2329 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2330 else
2331 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2332 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2333 end;
2335 if FMegaRulez[MR_INVIS] > gTime then
2336 begin
2337 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2338 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2339 begin
2340 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2341 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2342 else
2343 dr := True;
2344 if dr then
2345 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2346 else
2347 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2348 end
2349 else
2350 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2351 end
2352 else
2353 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2354 end;
2356 if g_debug_Frames then
2357 begin
2358 e_DrawQuad(FObj.X+FObj.Rect.X,
2359 FObj.Y+FObj.Rect.Y,
2360 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2361 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2362 0, 255, 0);
2363 end;
2365 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2366 DrawBubble();
2367 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2368 if gAimLine and alive and
2369 ((Self = gPlayer1) or (Self = gPlayer2)) then
2370 DrawAim();
2371 end;
2374 procedure TPlayer.DrawAim();
2375 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2376 var
2377 ex, ey: Integer;
2378 begin
2379 if isValidViewPort and (self = gPlayer1) then
2380 begin
2381 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2382 end;
2384 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2385 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2386 begin
2387 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2388 end
2389 else
2390 begin
2391 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2392 end;
2393 end;
2395 var
2396 wx, wy, xx, yy: Integer;
2397 angle: SmallInt;
2398 sz, len: Word;
2399 begin
2400 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
2401 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2402 angle := FAngle;
2403 len := 1024;
2404 sz := 2;
2405 case FCurrWeap of
2406 0: begin // Punch
2407 len := 12;
2408 sz := 4;
2409 end;
2410 1: begin // Chainsaw
2411 len := 24;
2412 sz := 6;
2413 end;
2414 2: begin // Pistol
2415 len := 1024;
2416 sz := 2;
2417 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2418 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2419 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2420 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2421 end;
2422 3: begin // Shotgun
2423 len := 1024;
2424 sz := 3;
2425 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2426 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2427 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2428 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2429 end;
2430 4: begin // Double Shotgun
2431 len := 1024;
2432 sz := 4;
2433 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2434 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2435 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2436 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2437 end;
2438 5: begin // Chaingun
2439 len := 1024;
2440 sz := 3;
2441 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2442 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2443 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2444 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2445 end;
2446 6: begin // Rocket Launcher
2447 len := 1024;
2448 sz := 7;
2449 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2450 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2451 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2452 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2453 end;
2454 7: begin // Plasmagun
2455 len := 1024;
2456 sz := 5;
2457 if angle = ANGLE_RIGHTUP then Inc(angle);
2458 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2459 if angle = ANGLE_LEFTUP then Dec(angle);
2460 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2461 end;
2462 8: begin // BFG
2463 len := 1024;
2464 sz := 12;
2465 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2466 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2467 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2468 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2469 end;
2470 9: begin // Super Chaingun
2471 len := 1024;
2472 sz := 4;
2473 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2474 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2475 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2476 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2477 end;
2478 end;
2479 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2480 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2481 {$IF DEFINED(D2F_DEBUG)}
2482 drawCast(sz, wx, wy, xx, yy);
2483 {$ELSE}
2484 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2485 {$ENDIF}
2486 end;
2488 procedure TPlayer.DrawGUI();
2489 var
2490 ID: DWORD;
2491 X, Y, SY, a, p, m: Integer;
2492 tw, th: Word;
2493 cw, ch: Byte;
2494 s: string;
2495 stat: TPlayerStatArray;
2496 begin
2497 X := gPlayerScreenSize.X;
2498 SY := gPlayerScreenSize.Y;
2499 Y := 0;
2501 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2502 begin
2503 if gGameSettings.GameMode = GM_CTF then
2504 a := 32 + 8
2505 else
2506 a := 0;
2507 if gGameSettings.GameMode = GM_CTF then
2508 begin
2509 s := 'TEXTURE_PLAYER_REDFLAG';
2510 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2511 s := 'TEXTURE_PLAYER_REDFLAG_S';
2512 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2513 s := 'TEXTURE_PLAYER_REDFLAG_D';
2514 if g_Texture_Get(s, ID) then
2515 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2516 end;
2518 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2519 e_CharFont_GetSize(gMenuFont, s, tw, th);
2520 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2522 if gGameSettings.GameMode = GM_CTF then
2523 begin
2524 s := 'TEXTURE_PLAYER_BLUEFLAG';
2525 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2526 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2527 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2528 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2529 if g_Texture_Get(s, ID) then
2530 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2531 end;
2533 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2534 e_CharFont_GetSize(gMenuFont, s, tw, th);
2535 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2536 end;
2538 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2539 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2540 0, False, False);
2542 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2543 e_Draw(ID, X+2, Y, 0, True, False);
2545 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2546 begin
2547 if gShowStat then
2548 begin
2549 s := IntToStr(Frags);
2550 e_CharFont_GetSize(gMenuFont, s, tw, th);
2551 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2553 s := '';
2554 p := 1;
2555 m := 0;
2556 stat := g_Player_GetStats();
2557 if stat <> nil then
2558 begin
2559 p := 1;
2561 for a := 0 to High(stat) do
2562 if stat[a].Name <> Name then
2563 begin
2564 if stat[a].Frags > m then m := stat[a].Frags;
2565 if stat[a].Frags > Frags then p := p+1;
2566 end;
2567 end;
2569 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2570 if Frags >= m then s := s+'+' else s := s+'-';
2571 s := s+IntToStr(Abs(Frags-m));
2573 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2574 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2575 end;
2577 if gShowLives and (gGameSettings.MaxLives > 0) then
2578 begin
2579 s := IntToStr(Lives);
2580 e_CharFont_GetSize(gMenuFont, s, tw, th);
2581 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2582 end;
2583 end;
2585 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2586 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2588 if R_BERSERK in FRulez then
2589 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2590 else
2591 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2593 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2594 e_Draw(ID, X+36, Y+77, 0, True, False);
2596 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2597 e_CharFont_GetSize(gMenuFont, s, tw, th);
2598 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2600 s := IntToStr(FArmor);
2601 e_CharFont_GetSize(gMenuFont, s, tw, th);
2602 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2604 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2606 case FCurrWeap of
2607 WEAPON_KASTET:
2608 begin
2609 s := '--';
2610 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2611 end;
2612 WEAPON_SAW:
2613 begin
2614 s := '--';
2615 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2616 end;
2617 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2618 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2619 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2620 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2621 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2622 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2623 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2624 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2625 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2626 end;
2628 e_CharFont_GetSize(gMenuFont, s, tw, th);
2629 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2630 e_Draw(ID, X+20, Y+160, 0, True, False);
2632 if R_KEY_RED in FRulez then
2633 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2635 if R_KEY_GREEN in FRulez then
2636 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2638 if R_KEY_BLUE in FRulez then
2639 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2641 if FJetFuel > 0 then
2642 begin
2643 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2644 e_Draw(ID, X+2, Y+116, 0, True, False);
2645 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2646 e_Draw(ID, X+2, Y+126, 0, True, False);
2647 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2648 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2649 end
2650 else
2651 begin
2652 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2653 e_Draw(ID, X+2, Y+124, 0, True, False);
2654 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2655 end;
2657 if gShowPing and g_Game_IsClient then
2658 begin
2659 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2660 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2661 Y := Y + 16;
2662 end;
2664 if FSpectator then
2665 begin
2666 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2667 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2668 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2669 if FNoRespawn then
2670 begin
2671 e_TextureFontGetSize(gStdFont, cw, ch);
2672 s := _lc[I_PLAYER_SPECT4];
2673 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2674 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2675 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2676 end;
2678 end;
2679 end;
2681 procedure TPlayer.DrawRulez();
2682 var
2683 dr: Boolean;
2684 begin
2685 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2686 if FMegaRulez[MR_INVUL] >= gTime then
2687 begin
2688 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2689 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2690 else
2691 dr := True;
2693 if dr then
2694 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2695 191, 191, 191, 0, B_INVERT);
2696 end;
2698 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2699 if FMegaRulez[MR_SUIT] >= gTime then
2700 begin
2701 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2702 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2703 else
2704 dr := True;
2706 if dr then
2707 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2708 0, 96, 0, 200, B_NONE);
2709 end;
2711 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2712 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2713 begin
2714 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2715 255, 0, 0, 200, B_NONE);
2716 end;
2717 end;
2719 procedure TPlayer.DrawPain();
2720 var
2721 a, h: Integer;
2722 begin
2723 if FPain = 0 then Exit;
2725 a := FPain;
2727 if a < 15 then h := 0
2728 else if a < 35 then h := 1
2729 else if a < 55 then h := 2
2730 else if a < 75 then h := 3
2731 else if a < 95 then h := 4
2732 else h := 5;
2734 //if a > 255 then a := 255;
2736 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2737 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2738 end;
2740 procedure TPlayer.DrawPickup();
2741 var
2742 a, h: Integer;
2743 begin
2744 if FPickup = 0 then Exit;
2746 a := FPickup;
2748 if a < 15 then h := 1
2749 else if a < 35 then h := 2
2750 else if a < 55 then h := 3
2751 else if a < 75 then h := 4
2752 else h := 5;
2754 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2755 end;
2757 procedure TPlayer.Fire();
2758 var
2759 f, DidFire: Boolean;
2760 wx, wy, xd, yd: Integer;
2761 locobj: TObj;
2762 begin
2763 if g_Game_IsClient then Exit;
2764 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2765 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2767 if FSpectator then
2768 begin
2769 Respawn(False);
2770 Exit;
2771 end;
2773 if FReloading[FCurrWeap] <> 0 then Exit;
2775 DidFire := False;
2777 f := False;
2778 wx := FObj.X+WEAPONPOINT[FDirection].X;
2779 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2780 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
2781 yd := wy+firediry();
2783 case FCurrWeap of
2784 WEAPON_KASTET:
2785 begin
2786 if R_BERSERK in FRulez then
2787 begin
2788 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2789 locobj.X := FObj.X+FObj.Rect.X;
2790 locobj.Y := FObj.Y+FObj.Rect.Y;
2791 locobj.rect.X := 0;
2792 locobj.rect.Y := 0;
2793 locobj.rect.Width := 39;
2794 locobj.rect.Height := 52;
2795 locobj.Vel.X := (xd-wx) div 2;
2796 locobj.Vel.Y := (yd-wy) div 2;
2797 locobj.Accel.X := xd-wx;
2798 locobj.Accel.y := yd-wy;
2800 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2801 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2802 else
2803 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2805 if gFlash = 1 then
2806 if FPain < 50 then
2807 FPain := min(FPain + 25, 50);
2808 end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2810 DidFire := True;
2811 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2812 end;
2814 WEAPON_SAW:
2815 begin
2816 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2817 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2818 begin
2819 FSawSoundSelect.Stop();
2820 FSawSound.Stop();
2821 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2822 end
2823 else if not FSawSoundHit.IsPlaying() then
2824 begin
2825 FSawSoundSelect.Stop();
2826 FSawSound.PlayAt(FObj.X, FObj.Y);
2827 end;
2829 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2830 DidFire := True;
2831 f := True;
2832 end;
2834 WEAPON_PISTOL:
2835 if FAmmo[A_BULLETS] > 0 then
2836 begin
2837 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2838 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2839 Dec(FAmmo[A_BULLETS]);
2840 FFireAngle := FAngle;
2841 f := True;
2842 DidFire := True;
2843 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2844 GameVelX, GameVelY-2, SHELL_BULLET);
2845 end;
2847 WEAPON_SHOTGUN1:
2848 if FAmmo[A_SHELLS] > 0 then
2849 begin
2850 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2851 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2852 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2853 Dec(FAmmo[A_SHELLS]);
2854 FFireAngle := FAngle;
2855 f := True;
2856 DidFire := True;
2857 FShellTimer := 10;
2858 FShellType := SHELL_SHELL;
2859 end;
2861 WEAPON_SHOTGUN2:
2862 if FAmmo[A_SHELLS] >= 2 then
2863 begin
2864 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2865 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2866 Dec(FAmmo[A_SHELLS], 2);
2867 FFireAngle := FAngle;
2868 f := True;
2869 DidFire := True;
2870 FShellTimer := 13;
2871 FShellType := SHELL_DBLSHELL;
2872 end;
2874 WEAPON_CHAINGUN:
2875 if FAmmo[A_BULLETS] > 0 then
2876 begin
2877 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2878 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2879 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2880 Dec(FAmmo[A_BULLETS]);
2881 FFireAngle := FAngle;
2882 f := True;
2883 DidFire := True;
2884 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2885 GameVelX, GameVelY-2, SHELL_BULLET);
2886 end;
2888 WEAPON_ROCKETLAUNCHER:
2889 if FAmmo[A_ROCKETS] > 0 then
2890 begin
2891 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2892 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2893 Dec(FAmmo[A_ROCKETS]);
2894 FFireAngle := FAngle;
2895 f := True;
2896 DidFire := True;
2897 end;
2899 WEAPON_PLASMA:
2900 if FAmmo[A_CELLS] > 0 then
2901 begin
2902 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2903 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2904 Dec(FAmmo[A_CELLS]);
2905 FFireAngle := FAngle;
2906 f := True;
2907 DidFire := True;
2908 end;
2910 WEAPON_BFG:
2911 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2912 begin
2913 FBFGFireCounter := 17;
2914 if not FNoReload then
2915 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2916 Dec(FAmmo[A_CELLS], 40);
2917 DidFire := True;
2918 end;
2920 WEAPON_SUPERPULEMET:
2921 if FAmmo[A_SHELLS] > 0 then
2922 begin
2923 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2924 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2925 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2926 Dec(FAmmo[A_SHELLS]);
2927 FFireAngle := FAngle;
2928 f := True;
2929 DidFire := True;
2930 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2931 GameVelX, GameVelY-2, SHELL_SHELL);
2932 end;
2934 WEAPON_FLAMETHROWER:
2935 if FAmmo[A_FUEL] > 0 then
2936 begin
2937 g_Weapon_flame(wx, wy, xd, yd, FUID);
2938 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2939 Dec(FAmmo[A_FUEL]);
2940 FFireAngle := FAngle;
2941 f := True;
2942 DidFire := True;
2943 end;
2944 end;
2946 if g_Game_IsNet then
2947 begin
2948 if DidFire then
2949 begin
2950 if FCurrWeap <> WEAPON_BFG then
2951 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
2952 else
2953 if not FNoReload then
2954 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
2955 end;
2957 MH_SEND_PlayerStats(FUID);
2958 end;
2960 if not f then Exit;
2962 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
2963 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
2964 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
2965 end;
2967 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
2968 begin
2969 case Weapon of
2970 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
2971 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
2972 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
2973 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
2974 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
2975 else Result := 0;
2976 end;
2977 end;
2979 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
2980 begin
2981 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
2982 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
2983 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
2984 end;
2986 procedure TPlayer.JetpackOn;
2987 begin
2988 FJetSoundFly.Stop;
2989 FJetSoundOff.Stop;
2990 FJetSoundOn.SetPosition(0);
2991 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
2992 FlySmoke(8);
2993 end;
2995 procedure TPlayer.JetpackOff;
2996 begin
2997 FJetSoundFly.Stop;
2998 FJetSoundOn.Stop;
2999 FJetSoundOff.SetPosition(0);
3000 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3001 end;
3003 procedure TPlayer.CatchFire(Attacker: Word);
3004 begin
3005 FFireTime := 100;
3006 FFireAttacker := Attacker;
3007 if g_Game_IsNet and g_Game_IsServer then
3008 MH_SEND_PlayerStats(FUID);
3009 end;
3011 procedure TPlayer.Jump();
3012 begin
3013 if gFly or FJetpack then
3014 begin
3015 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3016 if FObj.Vel.Y > -VEL_FLY then
3017 FObj.Vel.Y := FObj.Vel.Y - 3;
3018 if FJetpack then
3019 begin
3020 if FJetFuel > 0 then
3021 Dec(FJetFuel);
3022 if (FJetFuel < 1) and g_Game_IsServer then
3023 begin
3024 FJetpack := False;
3025 JetpackOff;
3026 if g_Game_IsNet then
3027 MH_SEND_PlayerStats(FUID);
3028 end;
3029 end;
3030 Exit;
3031 end;
3033 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3034 if FGhost then
3035 FCanJetpack := False;
3037 // Ïðûãàåì èëè âñïëûâàåì:
3038 if (CollideLevel(0, 1) or
3039 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3040 PLAYER_RECT.Height-33, PANEL_STEP, False)
3041 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3042 begin
3043 FObj.Vel.Y := -VEL_JUMP;
3044 FCanJetpack := False;
3045 end
3046 else
3047 begin
3048 if BodyInLiquid(0, 0) then
3049 FObj.Vel.Y := -VEL_SW
3050 else if (FJetFuel > 0) and FCanJetpack and
3051 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3052 begin
3053 FJetpack := True;
3054 JetpackOn;
3055 if g_Game_IsNet then
3056 MH_SEND_PlayerStats(FUID);
3057 end;
3058 end;
3059 end;
3061 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3062 var
3063 a, i, k, ab, ar: Byte;
3064 s: String;
3065 mon: TMonster;
3066 plr: TPlayer;
3067 srv, netsrv: Boolean;
3068 DoFrags: Boolean;
3069 OldLR: Byte;
3070 KP: TPlayer;
3071 it: PItem;
3073 procedure PushItem(t: Byte);
3074 var
3075 id: DWORD;
3076 begin
3077 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3078 it := g_Items_ByIdx(id);
3079 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3080 begin
3081 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3082 (FObj.Vel.Y div 2)-Random(9));
3083 it.positionChanged(); // this updates spatial accelerators
3084 end
3085 else
3086 begin
3087 if KillType = K_HARDKILL then // -5..+5; -5..0
3088 begin
3089 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3090 (FObj.Vel.Y div 2)-Random(6));
3091 end
3092 else // -3..+3; -3..0
3093 begin
3094 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3095 (FObj.Vel.Y div 2)-Random(4));
3096 end;
3097 it.positionChanged(); // this updates spatial accelerators
3098 end;
3100 if g_Game_IsNet and g_Game_IsServer then
3101 MH_SEND_ItemSpawn(True, id);
3102 end;
3104 begin
3105 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3106 Srv := g_Game_IsServer;
3107 Netsrv := g_Game_IsServer and g_Game_IsNet;
3108 if Srv then FDeath := FDeath + 1;
3109 if FAlive then
3110 begin
3111 if FGhost then
3112 FGhost := False;
3113 if not FPhysics then
3114 FPhysics := True;
3115 FAlive := False;
3116 end;
3117 FShellTimer := -1;
3119 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3120 begin
3121 if FLives > 0 then FLives := FLives - 1;
3122 if FLives = 0 then FNoRespawn := True;
3123 end;
3125 // Íîìåð òèïà ñìåðòè:
3126 a := 1;
3127 case KillType of
3128 K_SIMPLEKILL: a := 1;
3129 K_HARDKILL: a := 2;
3130 K_EXTRAHARDKILL: a := 3;
3131 K_FALLKILL: a := 4;
3132 end;
3134 // Çâóê ñìåðòè:
3135 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3136 for i := 1 to 3 do
3137 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3138 Break;
3140 // Âðåìÿ ðåñïàóíà:
3141 if Srv then
3142 case KillType of
3143 K_SIMPLEKILL:
3144 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3145 K_HARDKILL:
3146 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3147 K_EXTRAHARDKILL, K_FALLKILL:
3148 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3149 end;
3151 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3152 case KillType of
3153 K_SIMPLEKILL:
3154 SetAction(A_DIE1);
3155 K_HARDKILL, K_EXTRAHARDKILL:
3156 SetAction(A_DIE2);
3157 end;
3159 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3160 if (KillType <> K_FALLKILL) and (Srv) then
3161 g_Monsters_killedp();
3163 if SpawnerUID = FUID then
3164 begin // Ñàìîóáèëñÿ
3165 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3166 begin
3167 Dec(FFrags);
3168 FLastFrag := 0;
3169 end;
3170 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3171 end
3172 else
3173 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3174 begin // Óáèò äðóãèì èãðîêîì
3175 KP := g_Player_Get(SpawnerUID);
3176 if (KP <> nil) and Srv then
3177 begin
3178 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3179 if SameTeam(FUID, SpawnerUID) then
3180 begin
3181 Dec(KP.FFrags);
3182 KP.FLastFrag := 0;
3183 end else
3184 begin
3185 Inc(KP.FFrags);
3186 KP.FragCombo();
3187 end;
3189 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3190 Inc(gTeamStat[KP.Team].Goals,
3191 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3193 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3194 end;
3196 plr := g_Player_Get(SpawnerUID);
3197 if plr = nil then
3198 s := '?'
3199 else
3200 s := plr.FName;
3202 case KillType of
3203 K_HARDKILL:
3204 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3205 [FName, s]),
3206 gShowKillMsg);
3207 K_EXTRAHARDKILL:
3208 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3209 [FName, s]),
3210 gShowKillMsg);
3211 else
3212 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3213 [FName, s]),
3214 gShowKillMsg);
3215 end;
3216 end
3217 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3218 begin // Óáèò ìîíñòðîì
3219 mon := g_Monsters_ByUID(SpawnerUID);
3220 if mon = nil then
3221 s := '?'
3222 else
3223 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3225 case KillType of
3226 K_HARDKILL:
3227 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3228 [FName, s]),
3229 gShowKillMsg);
3230 K_EXTRAHARDKILL:
3231 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3232 [FName, s]),
3233 gShowKillMsg);
3234 else
3235 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3236 [FName, s]),
3237 gShowKillMsg);
3238 end;
3239 end
3240 else // Îñîáûå òèïû ñìåðòè
3241 case t of
3242 HIT_DISCON: ;
3243 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3244 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3245 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3246 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3247 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3248 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3249 end;
3251 if Srv then
3252 begin
3253 // Âûáðîñ îðóæèÿ:
3254 for a := WP_FIRST to WP_LAST do
3255 if FWeapon[a] then
3256 begin
3257 case a of
3258 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3259 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3260 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3261 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3262 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3263 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3264 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3265 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3266 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3267 else i := 0;
3268 end;
3270 if i <> 0 then
3271 PushItem(i);
3272 end;
3274 // Âûáðîñ ðþêçàêà:
3275 if R_ITEM_BACKPACK in FRulez then
3276 PushItem(ITEM_AMMO_BACKPACK);
3278 // Âûáðîñ ðàêåòíîãî ðàíöà:
3279 if FJetFuel > 0 then
3280 PushItem(ITEM_JETPACK);
3282 // Âûáðîñ êëþ÷åé:
3283 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3284 begin
3285 if R_KEY_RED in FRulez then
3286 PushItem(ITEM_KEY_RED);
3288 if R_KEY_GREEN in FRulez then
3289 PushItem(ITEM_KEY_GREEN);
3291 if R_KEY_BLUE in FRulez then
3292 PushItem(ITEM_KEY_BLUE);
3293 end;
3295 // Âûáðîñ ôëàãà:
3296 DropFlag();
3297 end;
3299 g_Player_CreateCorpse(Self);
3301 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3302 (gLMSRespawn = LMS_RESPAWN_NONE) then
3303 begin
3304 a := 0;
3305 k := 0;
3306 ar := 0;
3307 ab := 0;
3308 for i := Low(gPlayers) to High(gPlayers) do
3309 begin
3310 if gPlayers[i] = nil then continue;
3311 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3312 begin
3313 Inc(a);
3314 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3315 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3316 k := i;
3317 end;
3318 end;
3320 OldLR := gLMSRespawn;
3321 if (gGameSettings.GameMode = GM_COOP) then
3322 begin
3323 if (a = 0) then
3324 begin
3325 // everyone is dead, restart the map
3326 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3327 if Netsrv then
3328 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3329 gLMSRespawn := LMS_RESPAWN_FINAL;
3330 gLMSRespawnTime := gTime + 5000;
3331 end
3332 else if (a = 1) then
3333 begin
3334 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3335 if (gPlayers[k] = gPlayer1) or
3336 (gPlayers[k] = gPlayer2) then
3337 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3338 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3339 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3340 end;
3341 end
3342 else if (gGameSettings.GameMode = GM_TDM) then
3343 begin
3344 if (ab = 0) and (ar <> 0) then
3345 begin
3346 // blu team ded
3347 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3348 if Netsrv then
3349 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3350 Inc(gTeamStat[TEAM_RED].Goals);
3351 gLMSRespawn := LMS_RESPAWN_FINAL;
3352 gLMSRespawnTime := gTime + 5000;
3353 end
3354 else if (ar = 0) and (ab <> 0) then
3355 begin
3356 // red team ded
3357 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3358 if Netsrv then
3359 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3360 Inc(gTeamStat[TEAM_BLUE].Goals);
3361 gLMSRespawn := LMS_RESPAWN_FINAL;
3362 gLMSRespawnTime := gTime + 5000;
3363 end
3364 else if (ar = 0) and (ab = 0) then
3365 begin
3366 // everyone ded
3367 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3368 if Netsrv then
3369 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3370 gLMSRespawn := LMS_RESPAWN_FINAL;
3371 gLMSRespawnTime := gTime + 5000;
3372 end;
3373 end
3374 else if (gGameSettings.GameMode = GM_DM) then
3375 begin
3376 if (a = 1) then
3377 begin
3378 if gPlayers[k] <> nil then
3379 with gPlayers[k] do
3380 begin
3381 // survivor is the winner
3382 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3383 if Netsrv then
3384 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3385 Inc(FFrags);
3386 end;
3387 gLMSRespawn := LMS_RESPAWN_FINAL;
3388 gLMSRespawnTime := gTime + 5000;
3389 end
3390 else if (a = 0) then
3391 begin
3392 // everyone is dead, restart the map
3393 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3394 if Netsrv then
3395 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3396 gLMSRespawn := LMS_RESPAWN_FINAL;
3397 gLMSRespawnTime := gTime + 5000;
3398 end;
3399 end;
3400 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3401 begin
3402 if NetMode = NET_SERVER then
3403 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3404 else
3405 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3406 end;
3407 end;
3409 if Netsrv then
3410 begin
3411 MH_SEND_PlayerStats(FUID);
3412 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3413 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3414 end;
3416 if srv and FNoRespawn then Spectate(True);
3417 FWantsInGame := True;
3418 end;
3420 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3421 begin
3422 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3423 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3424 end;
3426 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3427 begin
3428 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3429 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3430 end;
3432 procedure TPlayer.MakeBloodSimple(Count: Word);
3433 begin
3434 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3435 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3436 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3437 150, 0, 0);
3438 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3439 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3440 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3441 150, 0, 0);
3442 end;
3444 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3445 begin
3446 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3447 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3448 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3449 150, 0, 0);
3450 end;
3452 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3453 begin
3454 if g_Game_IsClient then Exit;
3455 if Weapon > High(FWeapon) then Exit;
3456 FNextWeap := FNextWeap or (1 shl Weapon);
3457 end;
3459 procedure TPlayer.resetWeaponQueue ();
3460 begin
3461 FNextWeap := 0;
3462 FNextWeapDelay := 0;
3463 end;
3465 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3466 begin
3467 result := false;
3468 case weapon of
3469 WEAPON_KASTET, WEAPON_SAW: result := true;
3470 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3471 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3472 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3473 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3474 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3475 else result := (weapon < length(FWeapon));
3476 end;
3477 end;
3479 // return 255 for "no switch"
3480 function TPlayer.getNextWeaponIndex (): Byte;
3481 var
3482 i: Word;
3483 wantThisWeapon: array[0..64] of Boolean;
3484 wwc: Integer = 0; //HACK!
3485 dir, cwi: Integer;
3486 begin
3487 result := 255; // default result: "no switch"
3488 // had weapon cycling on previous frame? remove that flag
3489 if (FNextWeap and $2000) <> 0 then
3490 begin
3491 FNextWeap := FNextWeap and $1FFF;
3492 FNextWeapDelay := 0;
3493 end;
3494 // cycling has priority
3495 if (FNextWeap and $C000) <> 0 then
3496 begin
3497 if (FNextWeap and $8000) <> 0 then
3498 dir := 1
3499 else
3500 dir := -1;
3501 FNextWeap := FNextWeap or $2000; // we need this
3502 if FNextWeapDelay > 0 then
3503 exit; // cooldown time
3504 cwi := FCurrWeap;
3505 for i := 0 to High(FWeapon) do
3506 begin
3507 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3508 if FWeapon[cwi] then
3509 begin
3510 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3511 result := Byte(cwi);
3512 FNextWeapDelay := 10;
3513 exit;
3514 end;
3515 end;
3516 resetWeaponQueue();
3517 exit;
3518 end;
3519 // no cycling
3520 for i := 0 to High(wantThisWeapon) do
3521 wantThisWeapon[i] := false;
3522 for i := 0 to High(FWeapon) do
3523 if (FNextWeap and (1 shl i)) <> 0 then
3524 begin
3525 wantThisWeapon[i] := true;
3526 Inc(wwc);
3527 end;
3528 // exclude currently selected weapon from the set
3529 wantThisWeapon[FCurrWeap] := false;
3530 // slow down alterations a little
3531 if wwc > 1 then
3532 begin
3533 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3534 // more than one weapon requested, assume "alteration" and check alteration delay
3535 if FNextWeapDelay > 0 then
3536 begin
3537 FNextWeap := 0;
3538 exit;
3539 end; // yeah
3540 end;
3541 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3542 // but clear all counters if no weapon should be switched
3543 if wwc < 1 then
3544 begin
3545 resetWeaponQueue();
3546 exit;
3547 end;
3548 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3549 // try weapons in descending order
3550 for i := High(FWeapon) downto 0 do
3551 begin
3552 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3553 begin
3554 // i found her!
3555 result := Byte(i);
3556 resetWeaponQueue();
3557 FNextWeapDelay := 10; // anyway, 'cause why not
3558 exit;
3559 end;
3560 end;
3561 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3562 resetWeaponQueue();
3563 end;
3565 procedure TPlayer.RealizeCurrentWeapon();
3566 function switchAllowed (): Boolean;
3567 var
3568 i: Byte;
3569 begin
3570 result := false;
3571 if FBFGFireCounter <> -1 then
3572 exit;
3573 if FTime[T_SWITCH] > gTime then
3574 exit;
3575 for i := WP_FIRST to WP_LAST do
3576 if FReloading[i] > 0 then
3577 exit;
3578 result := true;
3579 end;
3581 var
3582 nw: Byte;
3583 begin
3584 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3585 //FNextWeap := FNextWeap and $1FFF;
3586 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3588 if not switchAllowed then
3589 begin
3590 //HACK for weapon cycling
3591 if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
3592 exit;
3593 end;
3595 nw := getNextWeaponIndex();
3596 if nw = 255 then exit; // don't reset anything here
3597 if nw > High(FWeapon) then
3598 begin
3599 // don't forget to reset queue here!
3600 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3601 resetWeaponQueue();
3602 exit;
3603 end;
3605 if FWeapon[nw] then
3606 begin
3607 FCurrWeap := nw;
3608 FTime[T_SWITCH] := gTime+156;
3609 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3610 FModel.SetWeapon(FCurrWeap);
3611 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3612 end;
3613 end;
3615 procedure TPlayer.NextWeapon();
3616 begin
3617 if g_Game_IsClient then Exit;
3618 FNextWeap := $8000;
3619 end;
3621 procedure TPlayer.PrevWeapon();
3622 begin
3623 if g_Game_IsClient then Exit;
3624 FNextWeap := $4000;
3625 end;
3627 procedure TPlayer.SetWeapon(W: Byte);
3628 begin
3629 if FCurrWeap <> W then
3630 if W = WEAPON_SAW then
3631 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3633 FCurrWeap := W;
3634 FModel.SetWeapon(CurrWeap);
3635 resetWeaponQueue();
3636 end;
3638 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3639 var
3640 a: Boolean;
3641 begin
3642 Result := False;
3643 if g_Game_IsClient then Exit;
3645 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3646 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3647 remove := not a;
3649 case ItemType of
3650 ITEM_MEDKIT_SMALL:
3651 if FHealth < PLAYER_HP_SOFT then
3652 begin
3653 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3654 Result := True;
3655 remove := True;
3656 FFireTime := 0;
3657 if gFlash = 2 then Inc(FPickup, 5);
3658 end;
3660 ITEM_MEDKIT_LARGE:
3661 if FHealth < PLAYER_HP_SOFT then
3662 begin
3663 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3664 Result := True;
3665 remove := True;
3666 FFireTime := 0;
3667 if gFlash = 2 then Inc(FPickup, 5);
3668 end;
3670 ITEM_ARMOR_GREEN:
3671 if FArmor < PLAYER_AP_SOFT then
3672 begin
3673 FArmor := PLAYER_AP_SOFT;
3674 Result := True;
3675 remove := True;
3676 if gFlash = 2 then Inc(FPickup, 5);
3677 end;
3679 ITEM_ARMOR_BLUE:
3680 if FArmor < PLAYER_AP_LIMIT then
3681 begin
3682 FArmor := PLAYER_AP_LIMIT;
3683 Result := True;
3684 remove := True;
3685 if gFlash = 2 then Inc(FPickup, 5);
3686 end;
3688 ITEM_SPHERE_BLUE:
3689 if FHealth < PLAYER_HP_LIMIT then
3690 begin
3691 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3692 Result := True;
3693 remove := True;
3694 FFireTime := 0;
3695 if gFlash = 2 then Inc(FPickup, 5);
3696 end;
3698 ITEM_SPHERE_WHITE:
3699 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3700 begin
3701 if FHealth < PLAYER_HP_LIMIT then
3702 FHealth := PLAYER_HP_LIMIT;
3703 if FArmor < PLAYER_AP_LIMIT then
3704 FArmor := PLAYER_AP_LIMIT;
3705 Result := True;
3706 remove := True;
3707 FFireTime := 0;
3708 if gFlash = 2 then Inc(FPickup, 5);
3709 end;
3711 ITEM_WEAPON_SAW:
3712 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3713 begin
3714 FWeapon[WEAPON_SAW] := True;
3715 Result := True;
3716 if gFlash = 2 then Inc(FPickup, 5);
3717 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3718 end;
3720 ITEM_WEAPON_SHOTGUN1:
3721 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3722 begin
3723 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3724 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3726 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3727 FWeapon[WEAPON_SHOTGUN1] := True;
3728 Result := True;
3729 if gFlash = 2 then Inc(FPickup, 5);
3730 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3731 end;
3733 ITEM_WEAPON_SHOTGUN2:
3734 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3735 begin
3736 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3738 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3739 FWeapon[WEAPON_SHOTGUN2] := True;
3740 Result := True;
3741 if gFlash = 2 then Inc(FPickup, 5);
3742 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3743 end;
3745 ITEM_WEAPON_CHAINGUN:
3746 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3747 begin
3748 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3750 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3751 FWeapon[WEAPON_CHAINGUN] := True;
3752 Result := True;
3753 if gFlash = 2 then Inc(FPickup, 5);
3754 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3755 end;
3757 ITEM_WEAPON_ROCKETLAUNCHER:
3758 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3759 begin
3760 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3762 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3763 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3764 Result := True;
3765 if gFlash = 2 then Inc(FPickup, 5);
3766 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3767 end;
3769 ITEM_WEAPON_PLASMA:
3770 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3771 begin
3772 if a and FWeapon[WEAPON_PLASMA] then Exit;
3774 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3775 FWeapon[WEAPON_PLASMA] := True;
3776 Result := True;
3777 if gFlash = 2 then Inc(FPickup, 5);
3778 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3779 end;
3781 ITEM_WEAPON_BFG:
3782 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3783 begin
3784 if a and FWeapon[WEAPON_BFG] then Exit;
3786 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3787 FWeapon[WEAPON_BFG] := True;
3788 Result := True;
3789 if gFlash = 2 then Inc(FPickup, 5);
3790 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3791 end;
3793 ITEM_WEAPON_SUPERPULEMET:
3794 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3795 begin
3796 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3798 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3799 FWeapon[WEAPON_SUPERPULEMET] := True;
3800 Result := True;
3801 if gFlash = 2 then Inc(FPickup, 5);
3802 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3803 end;
3805 ITEM_WEAPON_FLAMETHROWER:
3806 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3807 begin
3808 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3810 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3811 FWeapon[WEAPON_FLAMETHROWER] := True;
3812 Result := True;
3813 if gFlash = 2 then Inc(FPickup, 5);
3814 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3815 end;
3817 ITEM_AMMO_BULLETS:
3818 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3819 begin
3820 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3821 Result := True;
3822 remove := True;
3823 if gFlash = 2 then Inc(FPickup, 5);
3824 end;
3826 ITEM_AMMO_BULLETS_BOX:
3827 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3828 begin
3829 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3830 Result := True;
3831 remove := True;
3832 if gFlash = 2 then Inc(FPickup, 5);
3833 end;
3835 ITEM_AMMO_SHELLS:
3836 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3837 begin
3838 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3839 Result := True;
3840 remove := True;
3841 if gFlash = 2 then Inc(FPickup, 5);
3842 end;
3844 ITEM_AMMO_SHELLS_BOX:
3845 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3846 begin
3847 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3848 Result := True;
3849 remove := True;
3850 if gFlash = 2 then Inc(FPickup, 5);
3851 end;
3853 ITEM_AMMO_ROCKET:
3854 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3855 begin
3856 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3857 Result := True;
3858 remove := True;
3859 if gFlash = 2 then Inc(FPickup, 5);
3860 end;
3862 ITEM_AMMO_ROCKET_BOX:
3863 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3864 begin
3865 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3866 Result := True;
3867 remove := True;
3868 if gFlash = 2 then Inc(FPickup, 5);
3869 end;
3871 ITEM_AMMO_CELL:
3872 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3873 begin
3874 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3875 Result := True;
3876 remove := True;
3877 if gFlash = 2 then Inc(FPickup, 5);
3878 end;
3880 ITEM_AMMO_CELL_BIG:
3881 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3882 begin
3883 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3884 Result := True;
3885 remove := True;
3886 if gFlash = 2 then Inc(FPickup, 5);
3887 end;
3889 ITEM_AMMO_FUELCAN:
3890 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
3891 begin
3892 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3893 Result := True;
3894 remove := True;
3895 if gFlash = 2 then Inc(FPickup, 5);
3896 end;
3898 ITEM_AMMO_BACKPACK:
3899 if not(R_ITEM_BACKPACK in FRulez) or
3900 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3901 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3902 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3903 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
3904 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
3905 begin
3906 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
3907 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
3908 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
3909 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
3910 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
3912 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3913 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3914 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3915 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3916 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3917 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3918 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3919 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3921 FRulez := FRulez + [R_ITEM_BACKPACK];
3922 Result := True;
3923 remove := True;
3924 if gFlash = 2 then Inc(FPickup, 5);
3925 end;
3927 ITEM_KEY_RED:
3928 if not(R_KEY_RED in FRulez) then
3929 begin
3930 Include(FRulez, R_KEY_RED);
3931 Result := True;
3932 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3933 if gFlash = 2 then Inc(FPickup, 5);
3934 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3935 end;
3937 ITEM_KEY_GREEN:
3938 if not(R_KEY_GREEN in FRulez) then
3939 begin
3940 Include(FRulez, R_KEY_GREEN);
3941 Result := True;
3942 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3943 if gFlash = 2 then Inc(FPickup, 5);
3944 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3945 end;
3947 ITEM_KEY_BLUE:
3948 if not(R_KEY_BLUE in FRulez) then
3949 begin
3950 Include(FRulez, R_KEY_BLUE);
3951 Result := True;
3952 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3953 if gFlash = 2 then Inc(FPickup, 5);
3954 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3955 end;
3957 ITEM_SUIT:
3958 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
3959 begin
3960 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
3961 Result := True;
3962 remove := True;
3963 FFireTime := 0;
3964 if gFlash = 2 then Inc(FPickup, 5);
3965 end;
3967 ITEM_OXYGEN:
3968 if FAir < AIR_MAX then
3969 begin
3970 FAir := AIR_MAX;
3971 Result := True;
3972 remove := True;
3973 if gFlash = 2 then Inc(FPickup, 5);
3974 end;
3976 ITEM_MEDKIT_BLACK:
3977 begin
3978 if not (R_BERSERK in FRulez) then
3979 begin
3980 Include(FRulez, R_BERSERK);
3981 if FBFGFireCounter = -1 then
3982 begin
3983 FCurrWeap := WEAPON_KASTET;
3984 resetWeaponQueue();
3985 FModel.SetWeapon(WEAPON_KASTET);
3986 end;
3987 if gFlash <> 0 then
3988 Inc(FPain, 100);
3989 if gFlash = 2 then Inc(FPickup, 5);
3990 FBerserk := gTime+30000;
3991 Result := True;
3992 remove := True;
3993 FFireTime := 0;
3994 end;
3995 if FHealth < PLAYER_HP_SOFT then
3996 begin
3997 FHealth := PLAYER_HP_SOFT;
3998 FBerserk := gTime+30000;
3999 Result := True;
4000 remove := True;
4001 FFireTime := 0;
4002 end;
4003 end;
4005 ITEM_INVUL:
4006 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4007 begin
4008 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4009 Result := True;
4010 remove := True;
4011 if gFlash = 2 then Inc(FPickup, 5);
4012 end;
4014 ITEM_BOTTLE:
4015 if FHealth < PLAYER_HP_LIMIT then
4016 begin
4017 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4018 Result := True;
4019 remove := True;
4020 FFireTime := 0;
4021 if gFlash = 2 then Inc(FPickup, 5);
4022 end;
4024 ITEM_HELMET:
4025 if FArmor < PLAYER_AP_LIMIT then
4026 begin
4027 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4028 Result := True;
4029 remove := True;
4030 if gFlash = 2 then Inc(FPickup, 5);
4031 end;
4033 ITEM_JETPACK:
4034 if FJetFuel < JET_MAX then
4035 begin
4036 FJetFuel := JET_MAX;
4037 Result := True;
4038 remove := True;
4039 if gFlash = 2 then Inc(FPickup, 5);
4040 end;
4042 ITEM_INVIS:
4043 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4044 begin
4045 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4046 Result := True;
4047 remove := True;
4048 if gFlash = 2 then Inc(FPickup, 5);
4049 end;
4050 end;
4051 end;
4053 procedure TPlayer.Touch();
4054 begin
4055 if not FAlive then
4056 Exit;
4057 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4058 if FIamBot then
4059 begin
4060 // Áðîñèòü ôëàã òîâàðèùó:
4061 if gGameSettings.GameMode = GM_CTF then
4062 DropFlag();
4063 end;
4064 end;
4066 procedure TPlayer.Push(vx, vy: Integer);
4067 begin
4068 if (not FPhysics) and FGhost then
4069 Exit;
4070 FObj.Accel.X := FObj.Accel.X + vx;
4071 FObj.Accel.Y := FObj.Accel.Y + vy;
4072 if g_Game_IsNet and g_Game_IsServer then
4073 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4074 end;
4076 procedure TPlayer.Reset(Force: Boolean);
4077 begin
4078 if Force then
4079 FAlive := False;
4081 FSpawned := False;
4082 FTime[T_RESPAWN] := 0;
4083 FTime[T_FLAGCAP] := 0;
4084 FGodMode := False;
4085 FNoTarget := False;
4086 FNoReload := False;
4087 FFrags := 0;
4088 FLastFrag := 0;
4089 FComboEvnt := -1;
4090 FKills := 0;
4091 FMonsterKills := 0;
4092 FDeath := 0;
4093 FSecrets := 0;
4094 if FNoRespawn then
4095 begin
4096 FSpectator := False;
4097 FGhost := False;
4098 FPhysics := True;
4099 FSpectatePlayer := -1;
4100 FNoRespawn := False;
4101 end;
4102 FLives := gGameSettings.MaxLives;
4104 SetFlag(FLAG_NONE);
4105 end;
4107 procedure TPlayer.SoftReset();
4108 begin
4109 ReleaseKeys();
4111 FDamageBuffer := 0;
4112 FIncCam := 0;
4113 FBFGFireCounter := -1;
4114 FShellTimer := -1;
4115 FPain := 0;
4116 FLastHit := 0;
4117 FLastFrag := 0;
4118 FComboEvnt := -1;
4120 SetFlag(FLAG_NONE);
4121 SetAction(A_STAND, True);
4122 end;
4124 function TPlayer.GetRespawnPoint(): Byte;
4125 var
4126 c: Byte;
4127 begin
4128 Result := 255;
4129 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4131 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4132 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4133 begin
4134 if (Self = gPlayer1) or (Self = gPlayer2) then
4135 begin
4136 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4137 if Self = gPlayer1 then
4138 c := RESPAWNPOINT_PLAYER1
4139 else
4140 c := RESPAWNPOINT_PLAYER2;
4141 if g_Map_GetPointCount(c) > 0 then
4142 begin
4143 Result := c;
4144 Exit;
4145 end;
4147 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4148 if Self = gPlayer1 then
4149 c := RESPAWNPOINT_PLAYER2
4150 else
4151 c := RESPAWNPOINT_PLAYER1;
4152 if g_Map_GetPointCount(c) > 0 then
4153 begin
4154 Result := c;
4155 Exit;
4156 end;
4157 end else
4158 begin
4159 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4160 if Random(2) = 0 then
4161 c := RESPAWNPOINT_PLAYER1
4162 else
4163 c := RESPAWNPOINT_PLAYER2;
4164 if g_Map_GetPointCount(c) > 0 then
4165 begin
4166 Result := c;
4167 Exit;
4168 end;
4169 end;
4171 // Òî÷êà ëþáîé èç êîìàíä
4172 if Random(2) = 0 then
4173 c := RESPAWNPOINT_RED
4174 else
4175 c := RESPAWNPOINT_BLUE;
4176 if g_Map_GetPointCount(c) > 0 then
4177 begin
4178 Result := c;
4179 Exit;
4180 end;
4182 // Òî÷êà DM
4183 c := RESPAWNPOINT_DM;
4184 if g_Map_GetPointCount(c) > 0 then
4185 begin
4186 Result := c;
4187 Exit;
4188 end;
4189 end;
4191 // Ìÿñîïîâàë
4192 if gGameSettings.GameMode = GM_DM then
4193 begin
4194 // Òî÷êà DM
4195 c := RESPAWNPOINT_DM;
4196 if g_Map_GetPointCount(c) > 0 then
4197 begin
4198 Result := c;
4199 Exit;
4200 end;
4202 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4203 if Random(2) = 0 then
4204 c := RESPAWNPOINT_PLAYER1
4205 else
4206 c := RESPAWNPOINT_PLAYER2;
4207 if g_Map_GetPointCount(c) > 0 then
4208 begin
4209 Result := c;
4210 Exit;
4211 end;
4213 // Òî÷êà ëþáîé èç êîìàíä
4214 if Random(2) = 0 then
4215 c := RESPAWNPOINT_RED
4216 else
4217 c := RESPAWNPOINT_BLUE;
4218 if g_Map_GetPointCount(c) > 0 then
4219 begin
4220 Result := c;
4221 Exit;
4222 end;
4223 end;
4225 // Êîìàíäíûå
4226 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4227 begin
4228 // Òî÷êà ñâîåé êîìàíäû
4229 c := RESPAWNPOINT_DM;
4230 if FTeam = TEAM_RED then
4231 c := RESPAWNPOINT_RED;
4232 if FTeam = TEAM_BLUE then
4233 c := RESPAWNPOINT_BLUE;
4234 if g_Map_GetPointCount(c) > 0 then
4235 begin
4236 Result := c;
4237 Exit;
4238 end;
4240 // Òî÷êà DM
4241 c := RESPAWNPOINT_DM;
4242 if g_Map_GetPointCount(c) > 0 then
4243 begin
4244 Result := c;
4245 Exit;
4246 end;
4248 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4249 if Random(2) = 0 then
4250 c := RESPAWNPOINT_PLAYER1
4251 else
4252 c := RESPAWNPOINT_PLAYER2;
4253 if g_Map_GetPointCount(c) > 0 then
4254 begin
4255 Result := c;
4256 Exit;
4257 end;
4259 // Òî÷êà äðóãîé êîìàíäû
4260 c := RESPAWNPOINT_DM;
4261 if FTeam = TEAM_RED then
4262 c := RESPAWNPOINT_BLUE;
4263 if FTeam = TEAM_BLUE then
4264 c := RESPAWNPOINT_RED;
4265 if g_Map_GetPointCount(c) > 0 then
4266 begin
4267 Result := c;
4268 Exit;
4269 end;
4270 end;
4271 end;
4273 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4274 var
4275 RespawnPoint: TRespawnPoint;
4276 a, b, c: Byte;
4277 Anim: TAnimation;
4278 ID: DWORD;
4279 begin
4280 if not g_Game_IsServer then
4281 Exit;
4282 if FDummy then
4283 Exit;
4284 FWantsInGame := True;
4285 FJustTeleported := True;
4286 if Force then
4287 begin
4288 FTime[T_RESPAWN] := 0;
4289 FAlive := False;
4290 end;
4291 FNetTime := 0;
4292 // if server changes MaxLives we gotta be ready
4293 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4295 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4296 if FTime[T_RESPAWN] > gTime then
4297 Exit;
4299 // Ïðîñðàë âñå æèçíè:
4300 if FNoRespawn then
4301 begin
4302 if not FSpectator then Spectate(True);
4303 FWantsInGame := True;
4304 Exit;
4305 end;
4307 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4308 begin // "Ñâîÿ èãðà"
4309 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4310 FRulez := FRulez-[R_BERSERK];
4311 end
4312 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4313 begin
4314 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4315 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4316 end;
4318 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4319 c := GetRespawnPoint();
4321 ReleaseKeys();
4322 SetFlag(FLAG_NONE);
4324 // Âîñêðåøåíèå áåç îðóæèÿ:
4325 if not FAlive then
4326 begin
4327 FHealth := PLAYER_HP_SOFT;
4328 FArmor := 0;
4329 FAlive := True;
4330 FAir := AIR_DEF;
4331 FJetFuel := 0;
4333 for a := WP_FIRST to WP_LAST do
4334 begin
4335 FWeapon[a] := False;
4336 FReloading[a] := 0;
4337 end;
4339 FWeapon[WEAPON_PISTOL] := True;
4340 FWeapon[WEAPON_KASTET] := True;
4341 FCurrWeap := WEAPON_PISTOL;
4342 resetWeaponQueue();
4344 FModel.SetWeapon(FCurrWeap);
4346 for b := A_BULLETS to A_HIGH do
4347 FAmmo[b] := 0;
4349 FAmmo[A_BULLETS] := 50;
4351 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4352 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4353 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4354 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4355 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4357 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4358 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4359 else
4360 FRulez := [];
4361 end;
4363 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4364 if not g_Map_GetPoint(c, RespawnPoint) then
4365 begin
4366 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4367 Exit;
4368 end;
4370 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4371 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4372 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4373 FObj.Vel.X := 0;
4374 FObj.Vel.Y := 0;
4375 FObj.Accel.X := 0;
4376 FObj.Accel.Y := 0;
4378 FDirection := RespawnPoint.Direction;
4379 if FDirection = D_LEFT then
4380 FAngle := 180
4381 else
4382 FAngle := 0;
4384 FIncCam := 0;
4385 FBFGFireCounter := -1;
4386 FShellTimer := -1;
4387 FPain := 0;
4388 FLastHit := 0;
4390 SetAction(A_STAND, True);
4391 FModel.Direction := FDirection;
4393 for a := Low(FTime) to High(FTime) do
4394 FTime[a] := 0;
4396 for a := Low(FMegaRulez) to High(FMegaRulez) do
4397 FMegaRulez[a] := 0;
4399 FDamageBuffer := 0;
4400 FJetpack := False;
4401 FCanJetpack := False;
4402 FFireTime := 0;
4403 FFirePainTime := 0;
4404 FFireAttacker := 0;
4406 // Àíèìàöèÿ âîçðîæäåíèÿ:
4407 if (not gLoadGameMode) and (not Silent) then
4408 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4409 begin
4410 Anim := TAnimation.Create(ID, False, 3);
4411 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4412 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4413 Anim.Free();
4414 end;
4416 FSpectator := False;
4417 FGhost := False;
4418 FPhysics := True;
4419 FSpectatePlayer := -1;
4420 FSpawned := True;
4422 if g_Game_IsNet then
4423 begin
4424 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4425 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4426 if not Silent then
4427 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4428 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4429 0, NET_GFX_TELE);
4430 end;
4431 end;
4433 procedure TPlayer.Spectate(NoMove: Boolean = False);
4434 begin
4435 if FAlive then
4436 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4437 else if (not NoMove) then
4438 begin
4439 GameX := gMapInfo.Width div 2;
4440 GameY := gMapInfo.Height div 2;
4441 end;
4442 FXTo := GameX;
4443 FYTo := GameY;
4445 FAlive := False;
4446 FSpectator := True;
4447 FGhost := True;
4448 FPhysics := False;
4449 FWantsInGame := False;
4450 FSpawned := False;
4452 if FNoRespawn then
4453 begin
4454 if Self = gPlayer1 then
4455 begin
4456 gLMSPID1 := FUID;
4457 gPlayer1 := nil;
4458 end;
4459 if Self = gPlayer2 then
4460 begin
4461 gLMSPID2 := FUID;
4462 gPlayer2 := nil;
4463 end;
4464 end;
4466 if g_Game_IsNet then
4467 MH_SEND_PlayerStats(FUID);
4468 end;
4470 procedure TPlayer.SwitchNoClip;
4471 begin
4472 if not FAlive then
4473 Exit;
4474 FGhost := not FGhost;
4475 FPhysics := not FGhost;
4476 if FGhost then
4477 begin
4478 FXTo := FObj.X;
4479 FYTo := FObj.Y;
4480 end else
4481 begin
4482 FObj.Accel.X := 0;
4483 FObj.Accel.Y := 0;
4484 end;
4485 end;
4487 procedure TPlayer.Run(Direction: TDirection);
4488 var
4489 a, b: Integer;
4490 begin
4491 if MAX_RUNVEL > 8 then
4492 FlySmoke();
4494 // Áåæèì:
4495 if Direction = D_LEFT then
4496 begin
4497 if FObj.Vel.X > -MAX_RUNVEL then
4498 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4499 end
4500 else
4501 if FObj.Vel.X < MAX_RUNVEL then
4502 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4504 // Âîçìîæíî, ïèíàåì êóñêè:
4505 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4506 begin
4507 b := Abs(FObj.Vel.X);
4508 if b > 1 then b := b * (Random(8 div b) + 1);
4509 for a := 0 to High(gGibs) do
4510 begin
4511 if gGibs[a].alive and
4512 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4513 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4514 begin
4515 // Ïèíàåì êóñêè
4516 if FObj.Vel.X < 0 then
4517 begin
4518 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4519 end
4520 else
4521 begin
4522 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4523 end;
4524 gGibs[a].positionChanged(); // this updates spatial accelerators
4525 end;
4526 end;
4527 end;
4529 SetAction(A_WALK);
4530 end;
4532 procedure TPlayer.SeeDown();
4533 begin
4534 SetAction(A_SEEDOWN);
4536 if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4538 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4539 end;
4541 procedure TPlayer.SeeUp();
4542 begin
4543 SetAction(A_SEEUP);
4545 if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4547 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4548 end;
4550 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4551 var
4552 Prior: Byte;
4553 begin
4554 case Action of
4555 A_WALK: Prior := 3;
4556 A_DIE1: Prior := 5;
4557 A_DIE2: Prior := 5;
4558 A_ATTACK: Prior := 2;
4559 A_SEEUP: Prior := 1;
4560 A_SEEDOWN: Prior := 1;
4561 A_ATTACKUP: Prior := 2;
4562 A_ATTACKDOWN: Prior := 2;
4563 A_PAIN: Prior := 4;
4564 else Prior := 0;
4565 end;
4567 if (Prior > FActionPrior) or Force then
4568 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4569 begin
4570 FActionPrior := Prior;
4571 FActionAnim := Action;
4572 FActionForce := Force;
4573 FActionChanged := True;
4574 end;
4576 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4577 end;
4579 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4580 begin
4581 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4582 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4583 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4584 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4585 end;
4587 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4588 var
4589 Anim: TAnimation;
4590 ID: DWORD;
4591 begin
4592 Result := False;
4594 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4595 begin
4596 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4597 if g_Game_IsServer and g_Game_IsNet then
4598 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4599 Exit;
4600 end;
4602 FJustTeleported := True;
4604 Anim := nil;
4605 if not silent then
4606 begin
4607 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4608 begin
4609 Anim := TAnimation.Create(ID, False, 3);
4610 end;
4612 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4613 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4614 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4615 if g_Game_IsServer and g_Game_IsNet then
4616 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4617 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4618 NET_GFX_TELE);
4619 end;
4621 FObj.X := X-PLAYER_RECT.X;
4622 FObj.Y := Y-PLAYER_RECT.Y;
4623 if FAlive and FGhost then
4624 begin
4625 FXTo := FObj.X;
4626 FYTo := FObj.Y;
4627 end;
4629 if not g_Game_IsNet then
4630 begin
4631 if dir = 1 then
4632 begin
4633 SetDirection(D_LEFT);
4634 FAngle := 180;
4635 end
4636 else
4637 if dir = 2 then
4638 begin
4639 SetDirection(D_RIGHT);
4640 FAngle := 0;
4641 end
4642 else
4643 if dir = 3 then
4644 begin // îáðàòíîå
4645 if FDirection = D_RIGHT then
4646 begin
4647 SetDirection(D_LEFT);
4648 FAngle := 180;
4649 end
4650 else
4651 begin
4652 SetDirection(D_RIGHT);
4653 FAngle := 0;
4654 end;
4655 end;
4656 end;
4658 if not silent and (Anim <> nil) then
4659 begin
4660 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4661 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4662 Anim.Free();
4664 if g_Game_IsServer and g_Game_IsNet then
4665 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4666 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4667 NET_GFX_TELE);
4668 end;
4670 Result := True;
4671 end;
4673 function nonz(a: Single): Single;
4674 begin
4675 if a <> 0 then
4676 Result := a
4677 else
4678 Result := 1;
4679 end;
4681 procedure TPlayer.Update();
4682 var
4683 b: Byte;
4684 i, ii, wx, wy, xd, yd, k: Integer;
4685 blockmon, headwater, dospawn: Boolean;
4686 NetServer: Boolean;
4687 AnyServer: Boolean;
4688 SetSpect: Boolean;
4689 begin
4690 NetServer := g_Game_IsNet and g_Game_IsServer;
4691 AnyServer := g_Game_IsServer;
4693 if g_Game_IsClient and (NetInterpLevel > 0) then
4694 DoLerp(NetInterpLevel + 1)
4695 else
4696 if FGhost then
4697 DoLerp(4);
4699 if NetServer then
4700 if FClientID >= 0 then
4701 begin
4702 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4703 if NetClients[FClientID].Peer^.packetsSent > 0 then
4704 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4705 else
4706 FLoss := 0;
4707 end else
4708 begin
4709 FPing := 0;
4710 FLoss := 0;
4711 end;
4713 if FAlive and (gFly or FJetpack) then
4714 FlySmoke();
4716 if FDirection = D_LEFT then
4717 FAngle := 180
4718 else
4719 FAngle := 0;
4721 if FAlive and (not FGhost) then
4722 begin
4723 if FKeys[KEY_UP].Pressed then
4724 SeeUp();
4725 if FKeys[KEY_DOWN].Pressed then
4726 SeeDown();
4727 end;
4729 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4730 (FIncCam <> 0) then
4731 begin
4732 i := g_basic.Sign(FIncCam);
4733 FIncCam := Abs(FIncCam);
4734 DecMin(FIncCam, 5, 0);
4735 FIncCam := FIncCam*i;
4736 end;
4738 // no need to do that each second frame, weapon queue will take care of it
4739 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4740 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4742 if gTime mod (GAME_TICK*2) <> 0 then
4743 begin
4744 if (FObj.Vel.X = 0) and FAlive then
4745 begin
4746 if FKeys[KEY_LEFT].Pressed then
4747 Run(D_LEFT);
4748 if FKeys[KEY_RIGHT].Pressed then
4749 Run(D_RIGHT);
4750 end;
4752 if FPhysics then
4753 begin
4754 g_Obj_Move(@FObj, True, True, True);
4755 positionChanged(); // this updates spatial accelerators
4756 end;
4758 Exit;
4759 end;
4761 FActionChanged := False;
4763 if FAlive then
4764 begin
4765 // Let alive player do some actions
4766 if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
4767 if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
4768 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4769 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4770 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4771 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4772 if FKeys[KEY_JUMP].Pressed then Jump()
4773 else
4774 begin
4775 if AnyServer and FJetpack then
4776 begin
4777 FJetpack := False;
4778 JetpackOff;
4779 if NetServer then MH_SEND_PlayerStats(FUID);
4780 end;
4781 FCanJetpack := True;
4782 end;
4783 end
4784 else // Dead
4785 begin
4786 dospawn := False;
4787 if not FGhost then
4788 for k := Low(FKeys) to KEY_CHAT-1 do
4789 begin
4790 if FKeys[k].Pressed then
4791 begin
4792 dospawn := True;
4793 break;
4794 end;
4795 end;
4796 if dospawn then
4797 begin
4798 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4799 Respawn(False)
4800 else // Single
4801 if (FTime[T_RESPAWN] <= gTime) and
4802 gGameOn and (not FAlive) then
4803 begin
4804 if (g_Player_GetCount() > 1) then
4805 Respawn(False)
4806 else
4807 begin
4808 gExit := EXIT_RESTART;
4809 Exit;
4810 end;
4811 end;
4812 end;
4813 // Dead spectator actions
4814 if FGhost then
4815 begin
4816 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4817 if FKeys[KEY_FIRE].Pressed and AnyServer then
4818 begin
4819 if FSpectator then
4820 begin
4821 if (FSpectatePlayer >= High(gPlayers)) then
4822 FSpectatePlayer := -1
4823 else
4824 begin
4825 SetSpect := False;
4826 for I := FSpectatePlayer + 1 to High(gPlayers) do
4827 if gPlayers[I] <> nil then
4828 if gPlayers[I].alive then
4829 if gPlayers[I].UID <> FUID then
4830 begin
4831 FSpectatePlayer := I;
4832 SetSpect := True;
4833 break;
4834 end;
4836 if not SetSpect then FSpectatePlayer := -1;
4837 end;
4839 ReleaseKeys;
4840 end;
4841 end;
4842 end;
4843 end;
4844 // No clipping
4845 if FGhost then
4846 begin
4847 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4848 begin
4849 FYTo := FObj.Y - 32;
4850 FSpectatePlayer := -1;
4851 end;
4852 if FKeys[KEY_DOWN].Pressed then
4853 begin
4854 FYTo := FObj.Y + 32;
4855 FSpectatePlayer := -1;
4856 end;
4857 if FKeys[KEY_LEFT].Pressed then
4858 begin
4859 FXTo := FObj.X - 32;
4860 FSpectatePlayer := -1;
4861 end;
4862 if FKeys[KEY_RIGHT].Pressed then
4863 begin
4864 FXTo := FObj.X + 32;
4865 FSpectatePlayer := -1;
4866 end;
4868 if (FXTo < -64) then
4869 FXTo := -64
4870 else if (FXTo > gMapInfo.Width + 32) then
4871 FXTo := gMapInfo.Width + 32;
4872 if (FYTo < -72) then
4873 FYTo := -72
4874 else if (FYTo > gMapInfo.Height + 32) then
4875 FYTo := gMapInfo.Height + 32;
4876 end;
4878 if FPhysics then
4879 begin
4880 g_Obj_Move(@FObj, True, True, True);
4881 positionChanged(); // this updates spatial accelerators
4882 end
4883 else
4884 begin
4885 FObj.Vel.X := 0;
4886 FObj.Vel.Y := 0;
4887 if FSpectator then
4888 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4889 if gPlayers[FSpectatePlayer] <> nil then
4890 if gPlayers[FSpectatePlayer].alive then
4891 begin
4892 FXTo := gPlayers[FSpectatePlayer].GameX;
4893 FYTo := gPlayers[FSpectatePlayer].GameY;
4894 end;
4895 end;
4897 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4898 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4899 PANEL_BLOCKMON, True);
4900 headwater := HeadInLiquid(0, 0);
4902 // Ñîïðîòèâëåíèå âîçäóõà:
4903 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4904 if FObj.Vel.X <> 0 then
4905 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4907 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4908 DecMin(FPain, 5, 0);
4909 DecMin(FPickup, 1, 0);
4911 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
4912 begin
4913 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4914 FMegaRulez[MR_SUIT] := 0;
4915 FMegaRulez[MR_INVUL] := 0;
4916 FMegaRulez[MR_INVIS] := 0;
4917 Kill(K_FALLKILL, 0, HIT_FALL);
4918 end;
4920 i := 9;
4922 if FAlive then
4923 begin
4924 if FCurrWeap = WEAPON_SAW then
4925 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4926 FSawSoundSelect.IsPlaying()) then
4927 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4929 if FJetpack then
4930 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4931 (not FJetSoundOff.IsPlaying()) then
4932 begin
4933 FJetSoundFly.SetPosition(0);
4934 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4935 end;
4937 for b := WP_FIRST to WP_LAST do
4938 if FReloading[b] > 0 then
4939 if FNoReload then
4940 FReloading[b] := 0
4941 else
4942 Dec(FReloading[b]);
4944 if FShellTimer > -1 then
4945 if FShellTimer = 0 then
4946 begin
4947 if FShellType = SHELL_SHELL then
4948 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4949 GameVelX, GameVelY-2, SHELL_SHELL)
4950 else if FShellType = SHELL_DBLSHELL then
4951 begin
4952 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4953 GameVelX+1, GameVelY-2, SHELL_SHELL);
4954 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4955 GameVelX-1, GameVelY-2, SHELL_SHELL);
4956 end;
4957 FShellTimer := -1;
4958 end else Dec(FShellTimer);
4960 if (FBFGFireCounter > -1) then
4961 if FBFGFireCounter = 0 then
4962 begin
4963 if AnyServer then
4964 begin
4965 wx := FObj.X+WEAPONPOINT[FDirection].X;
4966 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
4967 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
4968 yd := wy+firediry();
4969 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
4970 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
4971 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4972 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4973 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4974 end;
4976 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
4977 FBFGFireCounter := -1;
4978 end else
4979 if FNoReload then
4980 FBFGFireCounter := 0
4981 else
4982 Dec(FBFGFireCounter);
4984 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
4985 begin
4986 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
4988 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
4989 end;
4991 if (headwater or blockmon) then
4992 begin
4993 Dec(FAir);
4995 if FAir < -9 then
4996 begin
4997 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
4998 FAir := 0;
4999 end
5000 else if (FAir mod 31 = 0) and not blockmon then
5001 begin
5002 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5003 if Random(2) = 0 then
5004 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5005 else
5006 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5007 end;
5008 end else if FAir < AIR_DEF then
5009 FAir := AIR_DEF;
5011 if FFireTime > 0 then
5012 begin
5013 if BodyInLiquid(0, 0) then
5014 begin
5015 FFireTime := 0;
5016 FFirePainTime := 0;
5017 end
5018 else if FMegaRulez[MR_SUIT] >= gTime then
5019 begin
5020 if FMegaRulez[MR_SUIT] = gTime then
5021 FFireTime := 1;
5022 FFirePainTime := 0;
5023 end
5024 else
5025 begin
5026 OnFireFlame(1);
5027 if FFirePainTime <= 0 then
5028 begin
5029 if g_Game_IsServer then
5030 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5031 FFirePainTime := 18;
5032 end;
5033 FFirePainTime := FFirePainTime - 1;
5034 FFireTime := FFireTime - 1;
5035 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5036 MH_SEND_PlayerStats(FUID);
5037 end;
5038 end;
5040 if FDamageBuffer > 0 then
5041 begin
5042 if FDamageBuffer >= 9 then
5043 begin
5044 SetAction(A_PAIN);
5046 if FDamageBuffer < 30 then i := 9
5047 else if FDamageBuffer < 100 then i := 18
5048 else i := 27;
5049 end;
5051 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5052 FArmor := FArmor-(FDamageBuffer-ii);
5053 FHealth := FHealth-ii;
5054 if FArmor < 0 then
5055 begin
5056 FHealth := FHealth+FArmor;
5057 FArmor := 0;
5058 end;
5060 if AnyServer then
5061 if FHealth <= 0 then
5062 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5063 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5064 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5066 if FAlive then
5067 begin
5068 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5069 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5070 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5071 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5072 end;
5074 FDamageBuffer := 0;
5075 end;
5077 {CollideItem();}
5078 end; // if FAlive then ...
5080 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5081 begin
5082 FModel.ChangeAnimation(FActionAnim, FActionForce);
5083 FModel.GetCurrentAnimation.MinLength := i;
5084 FModel.GetCurrentAnimationMask.MinLength := i;
5085 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5087 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5088 then SetAction(A_STAND, True);
5090 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5092 for b := Low(FKeys) to High(FKeys) do
5093 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5094 end;
5097 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5098 begin
5099 x := FObj.X+PLAYER_RECT.X;
5100 y := FObj.Y+PLAYER_RECT.Y;
5101 w := PLAYER_RECT.Width;
5102 h := PLAYER_RECT.Height;
5103 end;
5106 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5107 begin
5108 if (dx <> 0) or (dy <> 0) then
5109 begin
5110 FObj.X += dx;
5111 FObj.Y += dy;
5112 positionChanged();
5113 end;
5114 end;
5117 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5118 begin
5119 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5120 FObj.Y+PLAYER_RECT.Y,
5121 PLAYER_RECT.Width,
5122 PLAYER_RECT.Height,
5123 X, Y,
5124 Width, Height);
5125 end;
5127 function TPlayer.Collide(Panel: TPanel): Boolean;
5128 begin
5129 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5130 FObj.Y+PLAYER_RECT.Y,
5131 PLAYER_RECT.Width,
5132 PLAYER_RECT.Height,
5133 Panel.X, Panel.Y,
5134 Panel.Width, Panel.Height);
5135 end;
5137 function TPlayer.Collide(X, Y: Integer): Boolean;
5138 begin
5139 X := X-FObj.X-PLAYER_RECT.X;
5140 Y := Y-FObj.Y-PLAYER_RECT.Y;
5141 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5142 (y >= 0) and (y <= PLAYER_RECT.Height);
5143 end;
5145 function g_Player_ValidName(Name: string): Boolean;
5146 var
5147 a: Integer;
5148 begin
5149 Result := True;
5151 if gPlayers = nil then Exit;
5153 for a := 0 to High(gPlayers) do
5154 if gPlayers[a] <> nil then
5155 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5156 begin
5157 Result := False;
5158 Exit;
5159 end;
5160 end;
5162 procedure TPlayer.SetDirection(Direction: TDirection);
5163 var
5164 d: TDirection;
5165 begin
5166 d := FModel.Direction;
5168 FModel.Direction := Direction;
5169 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5171 FDirection := Direction;
5172 end;
5174 function TPlayer.GetKeys(): Byte;
5175 begin
5176 Result := 0;
5178 if R_KEY_RED in FRulez then Result := KEY_RED;
5179 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5180 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5182 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5183 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5184 end;
5186 procedure TPlayer.Use();
5187 var
5188 a: Integer;
5189 begin
5190 if FTime[T_USE] > gTime then Exit;
5192 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5193 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5195 for a := 0 to High(gPlayers) do
5196 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5197 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5198 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5199 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5200 begin
5201 gPlayers[a].Touch();
5202 if g_Game_IsNet and g_Game_IsServer then
5203 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5204 end;
5206 FTime[T_USE] := gTime+120;
5207 end;
5209 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5210 var
5211 locObj: TObj;
5212 F: Boolean;
5213 WX, WY, XD, YD: Integer;
5214 begin
5215 F := False;
5216 WX := X;
5217 WY := Y;
5218 XD := AX;
5219 YD := AY;
5221 case FCurrWeap of
5222 WEAPON_KASTET:
5223 begin
5224 if R_BERSERK in FRulez then
5225 begin
5226 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5227 locobj.X := FObj.X+FObj.Rect.X;
5228 locobj.Y := FObj.Y+FObj.Rect.Y;
5229 locobj.rect.X := 0;
5230 locobj.rect.Y := 0;
5231 locobj.rect.Width := 39;
5232 locobj.rect.Height := 52;
5233 locobj.Vel.X := (xd-wx) div 2;
5234 locobj.Vel.Y := (yd-wy) div 2;
5235 locobj.Accel.X := xd-wx;
5236 locobj.Accel.y := yd-wy;
5238 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5239 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5240 else
5241 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5243 if gFlash = 1 then
5244 if FPain < 50 then
5245 FPain := min(FPain + 25, 50);
5246 end else
5247 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5248 end;
5250 WEAPON_SAW:
5251 begin
5252 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5253 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5254 begin
5255 FSawSoundSelect.Stop();
5256 FSawSound.Stop();
5257 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5258 end
5259 else if not FSawSoundHit.IsPlaying() then
5260 begin
5261 FSawSoundSelect.Stop();
5262 FSawSound.PlayAt(FObj.X, FObj.Y);
5263 end;
5264 f := True;
5265 end;
5267 WEAPON_PISTOL:
5268 begin
5269 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5270 FFireAngle := FAngle;
5271 f := True;
5272 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5273 GameVelX, GameVelY-2, SHELL_BULLET);
5274 end;
5276 WEAPON_SHOTGUN1:
5277 begin
5278 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5279 FFireAngle := FAngle;
5280 f := True;
5281 FShellTimer := 10;
5282 FShellType := SHELL_SHELL;
5283 end;
5285 WEAPON_SHOTGUN2:
5286 begin
5287 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5288 FFireAngle := FAngle;
5289 f := True;
5290 FShellTimer := 13;
5291 FShellType := SHELL_DBLSHELL;
5292 end;
5294 WEAPON_CHAINGUN:
5295 begin
5296 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5297 FFireAngle := FAngle;
5298 f := True;
5299 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5300 GameVelX, GameVelY-2, SHELL_BULLET);
5301 end;
5303 WEAPON_ROCKETLAUNCHER:
5304 begin
5305 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5306 FFireAngle := FAngle;
5307 f := True;
5308 end;
5310 WEAPON_PLASMA:
5311 begin
5312 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5313 FFireAngle := FAngle;
5314 f := True;
5315 end;
5317 WEAPON_BFG:
5318 begin
5319 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5320 FFireAngle := FAngle;
5321 f := True;
5322 end;
5324 WEAPON_SUPERPULEMET:
5325 begin
5326 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5327 FFireAngle := FAngle;
5328 f := True;
5329 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5330 GameVelX, GameVelY-2, SHELL_SHELL);
5331 end;
5333 WEAPON_FLAMETHROWER:
5334 begin
5335 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5336 FFireAngle := FAngle;
5337 f := True;
5338 end;
5339 end;
5341 if not f then Exit;
5343 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5344 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5345 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5346 end;
5348 procedure TPlayer.DoLerp(Level: Integer = 2);
5349 begin
5350 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5351 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5352 end;
5354 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5355 var
5356 AX, AY: Integer;
5357 begin
5358 if NetInterpLevel < 1 then
5359 begin
5360 FObj.X := XTo;
5361 FObj.Y := YTo;
5362 end
5363 else
5364 begin
5365 FXTo := XTo;
5366 FYTo := YTo;
5368 AX := Abs(FXTo - FObj.X);
5369 AY := Abs(FYTo - FObj.Y);
5370 if (AX > 32) or (AX <= NetInterpLevel) then
5371 FObj.X := FXTo;
5372 if (AY > 32) or (AY <= NetInterpLevel) then
5373 FObj.Y := FYTo;
5374 end;
5375 end;
5377 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5378 begin
5379 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5380 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5381 PANEL_LIFTUP, False) then Result := -1
5382 else
5383 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5384 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5385 PANEL_LIFTDOWN, False) then Result := 1
5386 else Result := 0;
5387 end;
5389 function TPlayer.GetFlag(Flag: Byte): Boolean;
5390 var
5391 s, ts: String;
5392 evtype: Byte;
5393 begin
5394 Result := False;
5396 if Flag = FLAG_NONE then
5397 Exit;
5399 if not g_Game_IsServer then Exit;
5401 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5402 if (Flag = FTeam) and
5403 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5404 (FFlag <> FLAG_NONE) then
5405 begin
5406 if FFlag = FLAG_RED then
5407 s := _lc[I_PLAYER_FLAG_RED]
5408 else
5409 s := _lc[I_PLAYER_FLAG_BLUE];
5411 evtype := FLAG_STATE_SCORED;
5413 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5414 Insert('.', ts, Length(ts) + 1 - 3);
5415 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5417 g_Map_ResetFlag(FFlag);
5418 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5420 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5422 Result := True;
5423 if g_Game_IsNet then
5424 begin
5425 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5426 MH_SEND_GameStats;
5427 end;
5429 gFlags[FFlag].CaptureTime := 0;
5430 SetFlag(FLAG_NONE);
5431 Exit;
5432 end;
5434 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5435 if (Flag = FTeam) and
5436 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5437 begin
5438 if Flag = FLAG_RED then
5439 s := _lc[I_PLAYER_FLAG_RED]
5440 else
5441 s := _lc[I_PLAYER_FLAG_BLUE];
5443 evtype := FLAG_STATE_RETURNED;
5444 gFlags[Flag].CaptureTime := 0;
5446 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5448 g_Map_ResetFlag(Flag);
5449 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5451 Result := True;
5452 if g_Game_IsNet then
5453 begin
5454 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5455 MH_SEND_GameStats;
5456 end;
5457 Exit;
5458 end;
5460 // Ïîäîáðàë ÷óæîé ôëàã:
5461 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5462 begin
5463 SetFlag(Flag);
5465 if Flag = FLAG_RED then
5466 s := _lc[I_PLAYER_FLAG_RED]
5467 else
5468 s := _lc[I_PLAYER_FLAG_BLUE];
5470 evtype := FLAG_STATE_CAPTURED;
5472 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5474 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5476 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5478 Result := True;
5479 if g_Game_IsNet then
5480 begin
5481 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5482 MH_SEND_GameStats;
5483 end;
5484 end;
5485 end;
5487 procedure TPlayer.SetFlag(Flag: Byte);
5488 begin
5489 FFlag := Flag;
5490 if FModel <> nil then
5491 FModel.SetFlag(FFlag);
5492 end;
5494 function TPlayer.DropFlag(): Boolean;
5495 var
5496 s: String;
5497 begin
5498 Result := False;
5499 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5500 Exit;
5501 FTime[T_FLAGCAP] := gTime + 2000;
5502 with gFlags[FFlag] do
5503 begin
5504 Obj.X := FObj.X;
5505 Obj.Y := FObj.Y;
5506 Direction := FDirection;
5507 State := FLAG_STATE_DROPPED;
5508 Count := FLAG_TIME;
5509 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5510 (FObj.Vel.Y div 2)-2+Random(5));
5511 positionChanged(); // this updates spatial accelerators
5513 if FFlag = FLAG_RED then
5514 s := _lc[I_PLAYER_FLAG_RED]
5515 else
5516 s := _lc[I_PLAYER_FLAG_BLUE];
5518 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5519 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5521 if g_Game_IsNet then
5522 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5523 end;
5524 SetFlag(FLAG_NONE);
5525 Result := True;
5526 end;
5528 procedure TPlayer.GetSecret();
5529 begin
5530 Inc(FSecrets);
5531 end;
5533 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5534 begin
5535 Assert(Key <= High(FKeys));
5537 FKeys[Key].Pressed := True;
5538 FKeys[Key].Time := Time;
5539 end;
5541 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5542 begin
5543 Result := FKeys[K].Pressed;
5544 end;
5546 procedure TPlayer.ReleaseKeys();
5547 var
5548 a: Integer;
5549 begin
5550 for a := Low(FKeys) to High(FKeys) do
5551 begin
5552 FKeys[a].Pressed := False;
5553 FKeys[a].Time := 0;
5554 end;
5555 end;
5557 procedure TPlayer.OnDamage(Angle: SmallInt);
5558 begin
5559 end;
5561 function TPlayer.firediry(): Integer;
5562 begin
5563 if FKeys[KEY_UP].Pressed then Result := -42
5564 else if FKeys[KEY_DOWN].Pressed then Result := 19
5565 else Result := 0;
5566 end;
5568 procedure TPlayer.RememberState();
5569 var
5570 i: Integer;
5571 begin
5572 FSavedState.Health := FHealth;
5573 FSavedState.Armor := FArmor;
5574 FSavedState.Air := FAir;
5575 FSavedState.JetFuel := FJetFuel;
5576 FSavedState.CurrWeap := FCurrWeap;
5577 FSavedState.NextWeap := FNextWeap;
5578 FSavedState.NextWeapDelay := FNextWeapDelay;
5580 for i := 0 to 3 do
5581 FSavedState.Ammo[i] := FAmmo[i];
5582 for i := 0 to 3 do
5583 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5585 FSavedState.Rulez := FRulez;
5586 FSavedState.WaitRecall := True;
5587 end;
5589 procedure TPlayer.RecallState();
5590 var
5591 i: Integer;
5592 begin
5593 if not FSavedState.WaitRecall then Exit;
5595 FHealth := FSavedState.Health;
5596 FArmor := FSavedState.Armor;
5597 FAir := FSavedState.Air;
5598 FJetFuel := FSavedState.JetFuel;
5599 FCurrWeap := FSavedState.CurrWeap;
5600 FNextWeap := FSavedState.NextWeap;
5601 FNextWeapDelay := FSavedState.NextWeapDelay;
5603 for i := 0 to 3 do
5604 FAmmo[i] := FSavedState.Ammo[i];
5605 for i := 0 to 3 do
5606 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5608 FRulez := FSavedState.Rulez;
5609 FSavedState.WaitRecall := False;
5611 if gGameSettings.GameType = GT_SERVER then
5612 MH_SEND_PlayerStats(FUID);
5613 end;
5615 procedure TPlayer.SaveState(var Mem: TBinMemoryWriter);
5616 var
5617 i: Integer;
5618 sig: DWORD;
5619 str: String;
5620 b: Byte;
5621 begin
5622 if FIamBot then
5623 i := 512
5624 else
5625 i := 256;
5627 Mem := TBinMemoryWriter.Create(i);
5629 // Ñèãíàòóðà èãðîêà:
5630 sig := PLAYER_SIGNATURE; // 'PLYR'
5631 Mem.WriteDWORD(sig);
5632 // Áîò èëè ÷åëîâåê:
5633 Mem.WriteBoolean(FIamBot);
5634 // UID èãðîêà:
5635 Mem.WriteWord(FUID);
5636 // Èìÿ èãðîêà:
5637 Mem.WriteString(FName, 32);
5638 // Êîìàíäà:
5639 Mem.WriteByte(FTeam);
5640 // Æèâ ëè:
5641 Mem.WriteBoolean(FAlive);
5642 // Èçðàñõîäîâàë ëè âñå æèçíè:
5643 Mem.WriteBoolean(FNoRespawn);
5644 // Íàïðàâëåíèå:
5645 if FDirection = D_LEFT then
5646 b := 1
5647 else // D_RIGHT
5648 b := 2;
5649 Mem.WriteByte(b);
5650 // Çäîðîâüå:
5651 Mem.WriteInt(FHealth);
5652 // Æèçíè:
5653 Mem.WriteByte(FLives);
5654 // Áðîíÿ:
5655 Mem.WriteInt(FArmor);
5656 // Çàïàñ âîçäóõà:
5657 Mem.WriteInt(FAir);
5658 // Çàïàñ ãîðþ÷åãî:
5659 Mem.WriteInt(FJetFuel);
5660 // Áîëü:
5661 Mem.WriteInt(FPain);
5662 // Óáèë:
5663 Mem.WriteInt(FKills);
5664 // Óáèë ìîíñòðîâ:
5665 Mem.WriteInt(FMonsterKills);
5666 // Ôðàãîâ:
5667 Mem.WriteInt(FFrags);
5668 // Ôðàãîâ ïîäðÿä:
5669 Mem.WriteByte(FFragCombo);
5670 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5671 Mem.WriteDWORD(FLastFrag);
5672 // Ñìåðòåé:
5673 Mem.WriteInt(FDeath);
5674 // Êàêîé ôëàã íåñåò:
5675 Mem.WriteByte(FFlag);
5676 // Íàøåë ñåêðåòîâ:
5677 Mem.WriteInt(FSecrets);
5678 // Òåêóùåå îðóæèå:
5679 Mem.WriteByte(FCurrWeap);
5680 // Æåëàåìîå îðóæèå:
5681 Mem.WriteWord(FNextWeap);
5682 // ...è ïàóçà
5683 Mem.WriteByte(FNextWeapDelay);
5684 // Âðåìÿ çàðÿäêè BFG:
5685 Mem.WriteSmallInt(FBFGFireCounter);
5686 // Áóôåð óðîíà:
5687 Mem.WriteInt(FDamageBuffer);
5688 // Ïîñëåäíèé óäàðèâøèé:
5689 Mem.WriteWord(FLastSpawnerUID);
5690 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5691 Mem.WriteByte(FLastHit);
5692 // Îáúåêò èãðîêà:
5693 Obj_SaveState(@FObj, Mem);
5694 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5695 for i := A_BULLETS to A_HIGH do
5696 Mem.WriteWord(FAmmo[i]);
5697 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5698 for i := A_BULLETS to A_HIGH do
5699 Mem.WriteWord(FMaxAmmo[i]);
5700 // Íàëè÷èå îðóæèÿ:
5701 for i := WP_FIRST to WP_LAST do
5702 Mem.WriteBoolean(FWeapon[i]);
5703 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5704 for i := WP_FIRST to WP_LAST do
5705 Mem.WriteWord(FReloading[i]);
5706 // Íàëè÷èå ðþêçàêà:
5707 if R_ITEM_BACKPACK in FRulez then
5708 b := 1
5709 else
5710 b := 0;
5711 Mem.WriteByte(b);
5712 // Íàëè÷èå êðàñíîãî êëþ÷à:
5713 if R_KEY_RED in FRulez then
5714 b := 1
5715 else
5716 b := 0;
5717 Mem.WriteByte(b);
5718 // Íàëè÷èå çåëåíîãî êëþ÷à:
5719 if R_KEY_GREEN in FRulez then
5720 b := 1
5721 else
5722 b := 0;
5723 Mem.WriteByte(b);
5724 // Íàëè÷èå ñèíåãî êëþ÷à:
5725 if R_KEY_BLUE in FRulez then
5726 b := 1
5727 else
5728 b := 0;
5729 Mem.WriteByte(b);
5730 // Íàëè÷èå áåðñåðêà:
5731 if R_BERSERK in FRulez then
5732 b := 1
5733 else
5734 b := 0;
5735 Mem.WriteByte(b);
5736 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5737 for i := MR_SUIT to MR_MAX do
5738 Mem.WriteDWORD(FMegaRulez[i]);
5739 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5740 for i := T_RESPAWN to T_FLAGCAP do
5741 Mem.WriteDWORD(FTime[i]);
5742 // Íàçâàíèå ìîäåëè:
5743 str := FModel.Name;
5744 Mem.WriteString(str);
5745 // Öâåò ìîäåëè:
5746 b := FColor.R;
5747 Mem.WriteByte(b);
5748 b := FColor.G;
5749 Mem.WriteByte(b);
5750 b := FColor.B;
5751 Mem.WriteByte(b);
5752 end;
5754 procedure TPlayer.LoadState(var Mem: TBinMemoryReader);
5755 var
5756 i: Integer;
5757 sig: DWORD;
5758 str: String;
5759 b: Byte;
5760 begin
5761 if Mem = nil then
5762 Exit;
5764 // Ñèãíàòóðà èãðîêà:
5765 Mem.ReadDWORD(sig);
5766 if sig <> PLAYER_SIGNATURE then // 'PLYR'
5767 begin
5768 raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature');
5769 end;
5770 // Áîò èëè ÷åëîâåê:
5771 Mem.ReadBoolean(FIamBot);
5772 // UID èãðîêà:
5773 Mem.ReadWord(FUID);
5774 // Èìÿ èãðîêà:
5775 Mem.ReadString(str);
5776 if (Self <> gPlayer1) and (Self <> gPlayer2) then
5777 FName := str;
5778 // Êîìàíäà:
5779 Mem.ReadByte(FTeam);
5780 // Æèâ ëè:
5781 Mem.ReadBoolean(FAlive);
5782 // Èçðàñõîäîâàë ëè âñå æèçíè:
5783 Mem.ReadBoolean(FNoRespawn);
5784 // Íàïðàâëåíèå:
5785 Mem.ReadByte(b);
5786 if b = 1 then
5787 FDirection := D_LEFT
5788 else // b = 2
5789 FDirection := D_RIGHT;
5790 // Çäîðîâüå:
5791 Mem.ReadInt(FHealth);
5792 // Æèçíè:
5793 Mem.ReadByte(FLives);
5794 // Áðîíÿ:
5795 Mem.ReadInt(FArmor);
5796 // Çàïàñ âîçäóõà:
5797 Mem.ReadInt(FAir);
5798 // Çàïàñ ãîðþ÷åãî:
5799 Mem.ReadInt(FJetFuel);
5800 // Áîëü:
5801 Mem.ReadInt(FPain);
5802 // Óáèë:
5803 Mem.ReadInt(FKills);
5804 // Óáèë ìîíñòðîâ:
5805 Mem.ReadInt(FMonsterKills);
5806 // Ôðàãîâ:
5807 Mem.ReadInt(FFrags);
5808 // Ôðàãîâ ïîäðÿä:
5809 Mem.ReadByte(FFragCombo);
5810 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5811 Mem.ReadDWORD(FLastFrag);
5812 // Ñìåðòåé:
5813 Mem.ReadInt(FDeath);
5814 // Êàêîé ôëàã íåñåò:
5815 Mem.ReadByte(FFlag);
5816 // Íàøåë ñåêðåòîâ:
5817 Mem.ReadInt(FSecrets);
5818 // Òåêóùåå îðóæèå:
5819 Mem.ReadByte(FCurrWeap);
5820 // Æåëàåìîå îðóæèå:
5821 Mem.ReadWord(FNextWeap);
5822 // ...è ïàóçà
5823 Mem.ReadByte(FNextWeapDelay);
5824 // Âðåìÿ çàðÿäêè BFG:
5825 Mem.ReadSmallInt(FBFGFireCounter);
5826 // Áóôåð óðîíà:
5827 Mem.ReadInt(FDamageBuffer);
5828 // Ïîñëåäíèé óäàðèâøèé:
5829 Mem.ReadWord(FLastSpawnerUID);
5830 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5831 Mem.ReadByte(FLastHit);
5832 // Îáúåêò èãðîêà:
5833 Obj_LoadState(@FObj, Mem);
5834 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5835 for i := A_BULLETS to A_HIGH do
5836 Mem.ReadWord(FAmmo[i]);
5837 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5838 for i := A_BULLETS to A_HIGH do
5839 Mem.ReadWord(FMaxAmmo[i]);
5840 // Íàëè÷èå îðóæèÿ:
5841 for i := WP_FIRST to WP_LAST do
5842 Mem.ReadBoolean(FWeapon[i]);
5843 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5844 for i := WP_FIRST to WP_LAST do
5845 Mem.ReadWord(FReloading[i]);
5846 // Íàëè÷èå ðþêçàêà:
5847 Mem.ReadByte(b);
5848 if b = 1 then
5849 Include(FRulez, R_ITEM_BACKPACK);
5850 // Íàëè÷èå êðàñíîãî êëþ÷à:
5851 Mem.ReadByte(b);
5852 if b = 1 then
5853 Include(FRulez, R_KEY_RED);
5854 // Íàëè÷èå çåëåíîãî êëþ÷à:
5855 Mem.ReadByte(b);
5856 if b = 1 then
5857 Include(FRulez, R_KEY_GREEN);
5858 // Íàëè÷èå ñèíåãî êëþ÷à:
5859 Mem.ReadByte(b);
5860 if b = 1 then
5861 Include(FRulez, R_KEY_BLUE);
5862 // Íàëè÷èå áåðñåðêà:
5863 Mem.ReadByte(b);
5864 if b = 1 then
5865 Include(FRulez, R_BERSERK);
5866 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5867 for i := MR_SUIT to MR_MAX do
5868 Mem.ReadDWORD(FMegaRulez[i]);
5869 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5870 for i := T_RESPAWN to T_FLAGCAP do
5871 Mem.ReadDWORD(FTime[i]);
5872 // Íàçâàíèå ìîäåëè:
5873 Mem.ReadString(str);
5874 // Öâåò ìîäåëè:
5875 Mem.ReadByte(FColor.R);
5876 Mem.ReadByte(FColor.G);
5877 Mem.ReadByte(FColor.B);
5878 if Self = gPlayer1 then
5879 begin
5880 str := gPlayer1Settings.Model;
5881 FColor := gPlayer1Settings.Color;
5882 end;
5883 if Self = gPlayer2 then
5884 begin
5885 str := gPlayer2Settings.Model;
5886 FColor := gPlayer2Settings.Color;
5887 end;
5888 // Îáíîâëÿåì ìîäåëü èãðîêà:
5889 SetModel(str);
5890 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5891 FModel.Color := TEAMCOLOR[FTeam]
5892 else
5893 FModel.Color := FColor;
5894 end;
5896 procedure TPlayer.AllRulez(Health: Boolean);
5897 var
5898 a: Integer;
5899 begin
5900 if Health then
5901 begin
5902 FHealth := PLAYER_HP_LIMIT;
5903 FArmor := PLAYER_AP_LIMIT;
5904 Exit;
5905 end;
5907 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
5908 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
5909 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5910 end;
5912 procedure TPlayer.RestoreHealthArmor();
5913 begin
5914 FHealth := PLAYER_HP_LIMIT;
5915 FArmor := PLAYER_AP_LIMIT;
5916 end;
5918 procedure TPlayer.FragCombo();
5919 var
5920 Param: Integer;
5921 begin
5922 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5923 Exit;
5924 if gTime - FLastFrag < FRAG_COMBO_TIME then
5925 begin
5926 if FFragCombo < 5 then
5927 Inc(FFragCombo);
5928 Param := FUID or (FFragCombo shl 16);
5929 if (FComboEvnt >= Low(gDelayedEvents)) and
5930 (FComboEvnt <= High(gDelayedEvents)) and
5931 gDelayedEvents[FComboEvnt].Pending and
5932 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5933 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5934 begin
5935 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5936 gDelayedEvents[FComboEvnt].DENum := Param;
5937 end
5938 else
5939 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5940 end
5941 else
5942 FFragCombo := 1;
5944 FLastFrag := gTime;
5945 end;
5947 procedure TPlayer.GiveItem(ItemType: Byte);
5948 begin
5949 case ItemType of
5950 ITEM_SUIT:
5951 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5952 begin
5953 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5954 end;
5956 ITEM_OXYGEN:
5957 if FAir < AIR_MAX then
5958 begin
5959 FAir := AIR_MAX;
5960 end;
5962 ITEM_MEDKIT_BLACK:
5963 begin
5964 if not (R_BERSERK in FRulez) then
5965 begin
5966 Include(FRulez, R_BERSERK);
5967 if FBFGFireCounter < 1 then
5968 begin
5969 FCurrWeap := WEAPON_KASTET;
5970 resetWeaponQueue();
5971 FModel.SetWeapon(WEAPON_KASTET);
5972 end;
5973 if gFlash <> 0 then
5974 Inc(FPain, 100);
5975 FBerserk := gTime+30000;
5976 end;
5977 if FHealth < PLAYER_HP_SOFT then
5978 begin
5979 FHealth := PLAYER_HP_SOFT;
5980 FBerserk := gTime+30000;
5981 end;
5982 end;
5984 ITEM_INVUL:
5985 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5986 begin
5987 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5988 end;
5990 ITEM_INVIS:
5991 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
5992 begin
5993 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
5994 end;
5996 ITEM_JETPACK:
5997 if FJetFuel < JET_MAX then
5998 begin
5999 FJetFuel := JET_MAX;
6000 end;
6002 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6003 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6005 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6006 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6008 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6009 ITEM_SPHERE_WHITE:
6010 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6011 begin
6012 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6013 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6014 end;
6016 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6017 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6018 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6019 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6020 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6021 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6022 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6023 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6024 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6026 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6027 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6028 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6029 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6030 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6031 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6032 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6033 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6034 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6036 ITEM_AMMO_BACKPACK:
6037 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6038 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6039 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6040 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6041 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6042 begin
6043 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6044 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6045 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6046 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6047 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6049 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6050 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6051 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6052 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6054 FRulez := FRulez + [R_ITEM_BACKPACK];
6055 end;
6057 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6058 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6059 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6061 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6062 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6064 else
6065 Exit;
6066 end;
6067 if g_Game_IsNet and g_Game_IsServer then
6068 MH_SEND_PlayerStats(FUID);
6069 end;
6071 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6072 var
6073 id, i: DWORD;
6074 Anim: TAnimation;
6075 begin
6076 if (Random(5) = 1) and (Times = 1) then
6077 Exit;
6079 if BodyInLiquid(0, 0) then
6080 begin
6081 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6082 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6083 if Random(2) = 0 then
6084 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6085 else
6086 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6087 Exit;
6088 end;
6090 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6091 begin
6092 for i := 1 to Times do
6093 begin
6094 Anim := TAnimation.Create(id, False, 3);
6095 Anim.Alpha := 150;
6096 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6097 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6098 Anim.Free();
6099 end;
6100 end;
6101 end;
6103 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6104 var
6105 id, i: DWORD;
6106 Anim: TAnimation;
6107 begin
6108 if (Random(10) = 1) and (Times = 1) then
6109 Exit;
6111 if g_Frames_Get(id, 'FRAMES_FLAME') then
6112 begin
6113 for i := 1 to Times do
6114 begin
6115 Anim := TAnimation.Create(id, False, 3);
6116 Anim.Alpha := 0;
6117 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6118 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6119 Anim.Free();
6120 end;
6121 end;
6122 end;
6124 procedure TPlayer.PauseSounds(Enable: Boolean);
6125 begin
6126 FSawSound.Pause(Enable);
6127 FSawSoundIdle.Pause(Enable);
6128 FSawSoundHit.Pause(Enable);
6129 FSawSoundSelect.Pause(Enable);
6130 end;
6132 { T C o r p s e : }
6134 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6135 begin
6136 g_Obj_Init(@FObj);
6137 FObj.X := X;
6138 FObj.Y := Y;
6139 FObj.Rect := PLAYER_CORPSERECT;
6140 FModelName := ModelName;
6141 FMess := aMess;
6143 if FMess then
6144 begin
6145 FState := CORPSE_STATE_MESS;
6146 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6147 end
6148 else
6149 begin
6150 FState := CORPSE_STATE_NORMAL;
6151 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6152 end;
6153 end;
6155 destructor TCorpse.Destroy();
6156 begin
6157 FAnimation.Free();
6159 inherited;
6160 end;
6162 procedure TCorpse.positionChanged (); inline; begin end;
6164 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6165 begin
6166 if (dx <> 0) or (dy <> 0) then
6167 begin
6168 FObj.X += dx;
6169 FObj.Y += dy;
6170 positionChanged();
6171 end;
6172 end;
6175 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6176 begin
6177 x := FObj.X+PLAYER_CORPSERECT.X;
6178 y := FObj.Y+PLAYER_CORPSERECT.Y;
6179 w := PLAYER_CORPSERECT.Width;
6180 h := PLAYER_CORPSERECT.Height;
6181 end;
6184 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6185 var
6186 pm: TPlayerModel;
6187 begin
6188 if FState = CORPSE_STATE_REMOVEME then
6189 Exit;
6191 FDamage := FDamage + Value;
6193 if FDamage > 150 then
6194 begin
6195 if FAnimation <> nil then
6196 begin
6197 FAnimation.Free();
6198 FAnimation := nil;
6200 FState := CORPSE_STATE_REMOVEME;
6202 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6203 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6204 FModelName, FColor);
6205 // Çâóê ìÿñà îò òðóïà:
6206 pm := g_PlayerModel_Get(FModelName);
6207 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6208 pm.Free;
6209 end;
6210 end
6211 else
6212 begin
6213 FObj.Vel.X := FObj.Vel.X + vx;
6214 FObj.Vel.Y := FObj.Vel.Y + vy;
6215 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6216 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6217 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6218 150, 0, 0);
6219 end;
6220 end;
6222 procedure TCorpse.Draw();
6223 begin
6224 if FState = CORPSE_STATE_REMOVEME then
6225 Exit;
6227 if FAnimation <> nil then
6228 FAnimation.Draw(FObj.X, FObj.Y, M_NONE);
6230 if FAnimationMask <> nil then
6231 begin
6232 e_Colors := FColor;
6233 FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE);
6234 e_Colors.R := 255;
6235 e_Colors.G := 255;
6236 e_Colors.B := 255;
6237 end;
6238 end;
6240 procedure TCorpse.Update();
6241 var
6242 st: Word;
6243 begin
6244 if FState = CORPSE_STATE_REMOVEME then
6245 Exit;
6247 if gTime mod (GAME_TICK*2) <> 0 then
6248 begin
6249 g_Obj_Move(@FObj, True, True, True);
6250 positionChanged(); // this updates spatial accelerators
6251 Exit;
6252 end;
6254 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6255 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6257 st := g_Obj_Move(@FObj, True, True, True);
6258 positionChanged(); // this updates spatial accelerators
6260 if WordBool(st and MOVE_FALLOUT) then
6261 begin
6262 FState := CORPSE_STATE_REMOVEME;
6263 Exit;
6264 end;
6266 if FAnimation <> nil then
6267 FAnimation.Update();
6268 if FAnimationMask <> nil then
6269 FAnimationMask.Update();
6270 end;
6272 procedure TCorpse.SaveState(var Mem: TBinMemoryWriter);
6273 var
6274 sig: DWORD;
6275 anim: Boolean;
6276 begin
6277 if Mem = nil then
6278 Exit;
6280 // Ñèãíàòóðà òðóïà:
6281 sig := CORPSE_SIGNATURE; // 'CORP'
6282 Mem.WriteDWORD(sig);
6283 // Ñîñòîÿíèå:
6284 Mem.WriteByte(FState);
6285 // Íàêîïëåííûé óðîí:
6286 Mem.WriteByte(FDamage);
6287 // Öâåò:
6288 Mem.WriteByte(FColor.R);
6289 Mem.WriteByte(FColor.G);
6290 Mem.WriteByte(FColor.B);
6291 // Îáúåêò òðóïà:
6292 Obj_SaveState(@FObj, Mem);
6293 // Åñòü ëè àíèìàöèÿ:
6294 anim := FAnimation <> nil;
6295 Mem.WriteBoolean(anim);
6296 // Åñëè åñòü - ñîõðàíÿåì:
6297 if anim then
6298 FAnimation.SaveState(Mem);
6299 // Åñòü ëè ìàñêà àíèìàöèè:
6300 anim := FAnimationMask <> nil;
6301 Mem.WriteBoolean(anim);
6302 // Åñëè åñòü - ñîõðàíÿåì:
6303 if anim then
6304 FAnimationMask.SaveState(Mem);
6305 end;
6307 procedure TCorpse.LoadState(var Mem: TBinMemoryReader);
6308 var
6309 sig: DWORD;
6310 anim: Boolean;
6311 begin
6312 if Mem = nil then
6313 Exit;
6315 // Ñèãíàòóðà òðóïà:
6316 Mem.ReadDWORD(sig);
6317 if sig <> CORPSE_SIGNATURE then // 'CORP'
6318 begin
6319 raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature');
6320 end;
6321 // Ñîñòîÿíèå:
6322 Mem.ReadByte(FState);
6323 // Íàêîïëåííûé óðîí:
6324 Mem.ReadByte(FDamage);
6325 // Öâåò:
6326 Mem.ReadByte(FColor.R);
6327 Mem.ReadByte(FColor.G);
6328 Mem.ReadByte(FColor.B);
6329 // Îáúåêò òðóïà:
6330 Obj_LoadState(@FObj, Mem);
6331 // Åñòü ëè àíèìàöèÿ:
6332 Mem.ReadBoolean(anim);
6333 // Åñëè åñòü - çàãðóæàåì:
6334 if anim then
6335 begin
6336 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6337 FAnimation.LoadState(Mem);
6338 end;
6339 // Åñòü ëè ìàñêà àíèìàöèè:
6340 Mem.ReadBoolean(anim);
6341 // Åñëè åñòü - çàãðóæàåì:
6342 if anim then
6343 begin
6344 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6345 FAnimationMask.LoadState(Mem);
6346 end;
6347 end;
6349 { T B o t : }
6351 constructor TBot.Create();
6352 var
6353 a: Integer;
6354 begin
6355 inherited Create();
6357 FPhysics := True;
6358 FSpectator := False;
6359 FGhost := False;
6361 FIamBot := True;
6363 Inc(gNumBots);
6365 for a := WP_FIRST to WP_LAST do
6366 begin
6367 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6368 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6369 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6370 end;
6371 end;
6373 destructor TBot.Destroy();
6374 begin
6375 Dec(gNumBots);
6376 inherited Destroy();
6377 end;
6379 procedure TBot.Draw();
6380 begin
6381 inherited Draw();
6383 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6384 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6385 end;
6387 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6388 begin
6389 inherited Respawn(Silent, Force);
6391 FAIFlags := nil;
6392 FSelectedWeapon := FCurrWeap;
6393 resetWeaponQueue();
6394 FTargetUID := 0;
6395 end;
6397 procedure TBot.UpdateCombat();
6398 type
6399 TTarget = record
6400 UID: Word;
6401 X, Y: Integer;
6402 Rect: TRectWH;
6403 cX, cY: Integer;
6404 Dist: Word;
6405 Line: Boolean;
6406 Visible: Boolean;
6407 IsPlayer: Boolean;
6408 end;
6410 TTargetRecord = array of TTarget;
6412 function Compare(a, b: TTarget): Integer;
6413 begin
6414 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6415 Result := -1
6416 else
6417 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6418 Result := 1
6419 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6420 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6421 begin
6422 if a.Dist > b.Dist then // B áëèæå
6423 Result := 1
6424 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6425 Result := -1;
6426 end
6427 else // Ñòðàííî -> A
6428 Result := -1;
6429 end;
6431 var
6432 a, x1, y1, x2, y2: Integer;
6433 targets: TTargetRecord;
6434 ammo: Word;
6435 Target, BestTarget: TTarget;
6436 firew, fireh: Integer;
6437 angle: SmallInt;
6438 mon: TMonster;
6439 pla, tpla: TPlayer;
6440 vsPlayer, vsMonster, ok: Boolean;
6443 function monsUpdate (mon: TMonster): Boolean;
6444 begin
6445 result := false; // don't stop
6446 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6447 begin
6448 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6450 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6451 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6453 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6454 if g_TraceVector(x1, y1, x2, y2) then
6455 begin
6456 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6457 SetLength(targets, Length(targets)+1);
6458 with targets[High(targets)] do
6459 begin
6460 UID := mon.UID;
6461 X := mon.Obj.X;
6462 Y := mon.Obj.Y;
6463 cX := x2;
6464 cY := y2;
6465 Rect := mon.Obj.Rect;
6466 Dist := g_PatchLength(x1, y1, x2, y2);
6467 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6468 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6469 Visible := True;
6470 IsPlayer := False;
6471 end;
6472 end;
6473 end;
6474 end;
6476 begin
6477 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6478 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6480 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6481 if FCurrWeap <> FSelectedWeapon then
6482 NextWeapon();
6484 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6485 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6486 begin
6487 RemoveAIFlag('NEEDFIRE');
6489 case FCurrWeap of
6490 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6491 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6492 else PressKey(KEY_FIRE);
6493 end;
6494 end;
6496 // Êîîðäèíàòû ñòâîëà:
6497 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6498 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6500 Target.UID := FTargetUID;
6502 ok := False;
6503 if Target.UID <> 0 then
6504 begin // Öåëü åñòü - íàñòðàèâàåì
6505 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6506 vsPlayer then
6507 begin // Èãðîê
6508 tpla := g_Player_Get(Target.UID);
6509 if tpla <> nil then
6510 with tpla do
6511 begin
6512 if (@FObj) <> nil then
6513 begin
6514 Target.X := FObj.X;
6515 Target.Y := FObj.Y;
6516 end;
6517 end;
6519 Target.cX := Target.X + PLAYER_RECT_CX;
6520 Target.cY := Target.Y + PLAYER_RECT_CY;
6521 Target.Rect := PLAYER_RECT;
6522 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6523 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6524 (y1-4 > Target.Y+PLAYER_RECT.Y);
6525 Target.IsPlayer := True;
6526 ok := True;
6527 end
6528 else
6529 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6530 vsMonster then
6531 begin // Ìîíñòð
6532 mon := g_Monsters_ByUID(Target.UID);
6533 if mon <> nil then
6534 begin
6535 Target.X := mon.Obj.X;
6536 Target.Y := mon.Obj.Y;
6538 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6539 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6540 Target.Rect := mon.Obj.Rect;
6541 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6542 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6543 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6544 Target.IsPlayer := False;
6545 ok := True;
6546 end;
6547 end;
6548 end;
6550 if not ok then
6551 begin // Öåëè íåò - îáíóëÿåì
6552 Target.X := 0;
6553 Target.Y := 0;
6554 Target.cX := 0;
6555 Target.cY := 0;
6556 Target.Visible := False;
6557 Target.Line := False;
6558 Target.IsPlayer := False;
6559 end;
6561 targets := nil;
6563 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6564 if (not Target.Line) or (not Target.Visible) then
6565 begin
6566 // Èãðîêè:
6567 if vsPlayer then
6568 for a := 0 to High(gPlayers) do
6569 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6570 (gPlayers[a].FUID <> FUID) and
6571 (not SameTeam(FUID, gPlayers[a].FUID)) and
6572 (not gPlayers[a].NoTarget) and
6573 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6574 begin
6575 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6576 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6577 Continue;
6579 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6580 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6582 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6583 if g_TraceVector(x1, y1, x2, y2) then
6584 begin
6585 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6586 SetLength(targets, Length(targets)+1);
6587 with targets[High(targets)] do
6588 begin
6589 UID := gPlayers[a].FUID;
6590 X := gPlayers[a].FObj.X;
6591 Y := gPlayers[a].FObj.Y;
6592 cX := x2;
6593 cY := y2;
6594 Rect := PLAYER_RECT;
6595 Dist := g_PatchLength(x1, y1, x2, y2);
6596 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6597 (y1-4 > Target.Y+PLAYER_RECT.Y);
6598 Visible := True;
6599 IsPlayer := True;
6600 end;
6601 end;
6602 end;
6604 // Ìîíñòðû:
6605 if vsMonster then g_Mons_ForEach(monsUpdate);
6606 end;
6608 // Åñëè åñòü âîçìîæíûå öåëè:
6609 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6610 if targets <> nil then
6611 begin
6612 // Âûáèðàåì íàèëó÷øóþ öåëü:
6613 BestTarget := targets[0];
6614 if Length(targets) > 1 then
6615 for a := 1 to High(targets) do
6616 if Compare(BestTarget, targets[a]) = 1 then
6617 BestTarget := targets[a];
6619 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6620 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6621 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6622 begin
6623 Target := BestTarget;
6625 if (Healthy() = 3) or ((Healthy() = 2)) then
6626 begin // Åñëè çäîðîâû - äîãîíÿåì
6627 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6628 SetAIFlag('GORIGHT', '1');
6629 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6630 SetAIFlag('GOLEFT', '1');
6631 end
6632 else
6633 begin // Åñëè ïîáèòû - óáåãàåì
6634 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6635 SetAIFlag('GORIGHT', '1');
6636 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6637 SetAIFlag('GOLEFT', '1');
6638 end;
6640 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6641 SelectWeapon(Abs(x1-Target.cX));
6642 end;
6643 end;
6645 // Åñëè åñòü öåëü:
6646 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6647 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6648 if Target.UID <> 0 then
6649 begin
6650 if not TargetOnScreen(Target.X + Target.Rect.X,
6651 Target.Y + Target.Rect.Y) then
6652 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6653 if (Healthy() = 3) or ((Healthy() = 2)) then
6654 begin // Åñëè çäîðîâû - äîãîíÿåì
6655 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6656 SetAIFlag('GORIGHT', '1');
6657 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6658 SetAIFlag('GOLEFT', '1');
6659 end
6660 else
6661 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6662 Target.UID := 0;
6663 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6664 SetAIFlag('GORIGHT', '1');
6665 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6666 SetAIFlag('GOLEFT', '1');
6667 end;
6668 end
6669 else
6670 begin // Öåëü ïîêà íà "ýêðàíå"
6671 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6672 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6673 FLastVisible := gTime;
6674 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6675 if (Abs(FObj.Y-Target.Y) <= 128) then
6676 begin
6677 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6678 SetAIFlag('GORIGHT', '1');
6679 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6680 SetAIFlag('GOLEFT', '1');
6681 end;
6682 end;
6684 // Âûáèðàåì óãîë ââåðõ:
6685 if FDirection = D_LEFT then
6686 angle := ANGLE_LEFTUP
6687 else
6688 angle := ANGLE_RIGHTUP;
6690 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6691 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6693 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6694 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6695 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6696 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6697 Target.Rect.Width, Target.Rect.Height) and
6698 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6699 begin // òî íóæíî ñòðåëÿòü ââåðõ
6700 SetAIFlag('NEEDFIRE', '1');
6701 SetAIFlag('NEEDSEEUP', '1');
6702 end;
6704 // Âûáèðàåì óãîë âíèç:
6705 if FDirection = D_LEFT then
6706 angle := ANGLE_LEFTDOWN
6707 else
6708 angle := ANGLE_RIGHTDOWN;
6710 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6711 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6713 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6714 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6715 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6716 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6717 Target.Rect.Width, Target.Rect.Height) and
6718 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6719 begin // òî íóæíî ñòðåëÿòü âíèç
6720 SetAIFlag('NEEDFIRE', '1');
6721 SetAIFlag('NEEDSEEDOWN', '1');
6722 end;
6724 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6725 if Target.Visible and
6726 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6727 (y1-4 > Target.Y+Target.Rect.Y) then
6728 begin
6729 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6730 if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
6731 ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
6732 begin // òî íóæíî ñòðåëÿòü âïåðåä
6733 SetAIFlag('NEEDFIRE', '1');
6734 SetAIFlag('NEEDSEEDOWN', '');
6735 SetAIFlag('NEEDSEEUP', '');
6736 end;
6737 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6738 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6739 if GetRnd(FDifficult.CloseJump) then
6740 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6741 if Abs(FObj.X-Target.X) < 128 then
6742 a := 4
6743 else
6744 a := 30;
6745 if Random(a) = 0 then
6746 SetAIFlag('NEEDJUMP', '1');
6747 end;
6748 end;
6750 // Åñëè öåëü âñå åùå åñòü:
6751 if Target.UID <> 0 then
6752 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6753 Target.UID := 0 // òî çàáûòü öåëü
6754 else // Åñëè âèäåëè íåäàâíî
6755 begin // íî öåëü óáèëè
6756 if Target.IsPlayer then
6757 begin // Öåëü - èãðîê
6758 pla := g_Player_Get(Target.UID);
6759 if (pla = nil) or (not pla.alive) or pla.NoTarget or
6760 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6761 Target.UID := 0; // òî çàáûòü öåëü
6762 end
6763 else
6764 begin // Öåëü - ìîíñòð
6765 mon := g_Monsters_ByUID(Target.UID);
6766 if (mon = nil) or (not mon.alive) then
6767 Target.UID := 0; // òî çàáûòü öåëü
6768 end;
6769 end;
6770 end; // if Target.UID <> 0
6772 FTargetUID := Target.UID;
6774 // Åñëè âîçìîæíûõ öåëåé íåò:
6775 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6776 if targets = nil then
6777 if GetAIFlag('ATTACKLEFT') <> '' then
6778 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6779 RemoveAIFlag('ATTACKLEFT');
6781 SetAIFlag('NEEDJUMP', '1');
6783 if RunDirection() = D_RIGHT then
6784 begin // Èäåì íå â òó ñòîðîíó
6785 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6786 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6787 SetAIFlag('NEEDFIRE', '1');
6788 SetAIFlag('GOLEFT', '1');
6789 end;
6790 end
6791 else
6792 begin // Èäåì â íóæíóþ ñòîðîíó
6793 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6794 SetAIFlag('NEEDFIRE', '1');
6795 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6796 SetAIFlag('GORIGHT', '1');
6797 end;
6798 end
6799 else
6800 if GetAIFlag('ATTACKRIGHT') <> '' then
6801 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6802 RemoveAIFlag('ATTACKRIGHT');
6804 SetAIFlag('NEEDJUMP', '1');
6806 if RunDirection() = D_LEFT then
6807 begin // Èäåì íå â òó ñòîðîíó
6808 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6809 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6810 SetAIFlag('NEEDFIRE', '1');
6811 SetAIFlag('GORIGHT', '1');
6812 end;
6813 end
6814 else
6815 begin
6816 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6817 SetAIFlag('NEEDFIRE', '1');
6818 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6819 SetAIFlag('GOLEFT', '1');
6820 end;
6821 end;
6823 //HACK! (does it belongs there?)
6824 RealizeCurrentWeapon();
6826 // Åñëè åñòü âîçìîæíûå öåëè:
6827 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6828 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6829 for a := 0 to High(targets) do
6830 begin
6831 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6832 if GetRnd(FDifficult.DiagFire) then
6833 begin
6834 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6835 if FDirection = D_LEFT then
6836 angle := ANGLE_LEFTUP
6837 else
6838 angle := ANGLE_RIGHTUP;
6840 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6841 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6843 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6844 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6845 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6846 targets[a].Rect.Width, targets[a].Rect.Height) and
6847 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6848 begin
6849 SetAIFlag('NEEDFIRE', '1');
6850 SetAIFlag('NEEDSEEUP', '1');
6851 end;
6853 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6854 if FDirection = D_LEFT then
6855 angle := ANGLE_LEFTDOWN
6856 else
6857 angle := ANGLE_RIGHTDOWN;
6859 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6860 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6862 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6863 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6864 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6865 targets[a].Rect.Width, targets[a].Rect.Height) and
6866 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6867 begin
6868 SetAIFlag('NEEDFIRE', '1');
6869 SetAIFlag('NEEDSEEDOWN', '1');
6870 end;
6871 end;
6873 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6874 if targets[a].Line and targets[a].Visible and
6875 (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
6876 ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
6877 begin
6878 SetAIFlag('NEEDFIRE', '1');
6879 Break;
6880 end;
6881 end;
6883 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6884 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6885 PLAYER_RECT.Width, PLAYER_RECT.Height,
6886 40+GetInterval(FDifficult.Cover, 40)) then
6887 SetAIFlag('NEEDJUMP', '1');
6889 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6890 ammo := GetAmmoByWeapon(FCurrWeap);
6891 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6892 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6893 (ammo = 0) then
6894 SetAIFlag('SELECTWEAPON', '1');
6896 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6897 if GetAIFlag('SELECTWEAPON') = '1' then
6898 begin
6899 SelectWeapon(-1);
6900 RemoveAIFlag('SELECTWEAPON');
6901 end;
6902 end;
6904 procedure TBot.Update();
6905 var
6906 EnableAI: Boolean;
6907 begin
6908 if not FAlive then
6909 begin // Respawn
6910 ReleaseKeys();
6911 PressKey(KEY_UP);
6912 end
6913 else
6914 begin
6915 EnableAI := True;
6917 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6918 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6919 EnableAI := False;
6920 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6921 EnableAI := False;
6922 if g_debug_BotAIOff = 3 then
6923 EnableAI := False;
6925 if EnableAI then
6926 begin
6927 UpdateMove();
6928 UpdateCombat();
6929 end
6930 else
6931 begin
6932 RealizeCurrentWeapon();
6933 end;
6934 end;
6936 inherited Update();
6937 end;
6939 procedure TBot.ReleaseKey(Key: Byte);
6940 begin
6941 with FKeys[Key] do
6942 begin
6943 Pressed := False;
6944 Time := 0;
6945 end;
6946 end;
6948 function TBot.KeyPressed(Key: Word): Boolean;
6949 begin
6950 Result := FKeys[Key].Pressed;
6951 end;
6953 function TBot.GetAIFlag(aName: String20): String20;
6954 var
6955 a: Integer;
6956 begin
6957 Result := '';
6959 aName := LowerCase(aName);
6961 if FAIFlags <> nil then
6962 for a := 0 to High(FAIFlags) do
6963 if LowerCase(FAIFlags[a].Name) = aName then
6964 begin
6965 Result := FAIFlags[a].Value;
6966 Break;
6967 end;
6968 end;
6970 procedure TBot.RemoveAIFlag(aName: String20);
6971 var
6972 a, b: Integer;
6973 begin
6974 if FAIFlags = nil then Exit;
6976 aName := LowerCase(aName);
6978 for a := 0 to High(FAIFlags) do
6979 if LowerCase(FAIFlags[a].Name) = aName then
6980 begin
6981 if a <> High(FAIFlags) then
6982 for b := a to High(FAIFlags)-1 do
6983 FAIFlags[b] := FAIFlags[b+1];
6985 SetLength(FAIFlags, Length(FAIFlags)-1);
6986 Break;
6987 end;
6988 end;
6990 procedure TBot.SetAIFlag(aName, fValue: String20);
6991 var
6992 a: Integer;
6993 ok: Boolean;
6994 begin
6995 a := 0;
6996 ok := False;
6998 aName := LowerCase(aName);
7000 if FAIFlags <> nil then
7001 for a := 0 to High(FAIFlags) do
7002 if LowerCase(FAIFlags[a].Name) = aName then
7003 begin
7004 ok := True;
7005 Break;
7006 end;
7008 if ok then FAIFlags[a].Value := fValue
7009 else
7010 begin
7011 SetLength(FAIFlags, Length(FAIFlags)+1);
7012 with FAIFlags[High(FAIFlags)] do
7013 begin
7014 Name := aName;
7015 Value := fValue;
7016 end;
7017 end;
7018 end;
7020 procedure TBot.UpdateMove;
7022 procedure GoLeft(Time: Word = 1);
7023 begin
7024 ReleaseKey(KEY_LEFT);
7025 ReleaseKey(KEY_RIGHT);
7026 PressKey(KEY_LEFT, Time);
7027 SetDirection(D_LEFT);
7028 end;
7030 procedure GoRight(Time: Word = 1);
7031 begin
7032 ReleaseKey(KEY_LEFT);
7033 ReleaseKey(KEY_RIGHT);
7034 PressKey(KEY_RIGHT, Time);
7035 SetDirection(D_RIGHT);
7036 end;
7038 function Rnd(a: Word): Boolean;
7039 begin
7040 Result := Random(a) = 0;
7041 end;
7043 procedure Turn(Time: Word = 1200);
7044 begin
7045 if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
7046 end;
7048 procedure Stop();
7049 begin
7050 ReleaseKey(KEY_LEFT);
7051 ReleaseKey(KEY_RIGHT);
7052 end;
7054 function CanRunLeft(): Boolean;
7055 begin
7056 Result := not CollideLevel(-1, 0);
7057 end;
7059 function CanRunRight(): Boolean;
7060 begin
7061 Result := not CollideLevel(1, 0);
7062 end;
7064 function CanRun(): Boolean;
7065 begin
7066 if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7067 end;
7069 procedure Jump(Time: Word = 30);
7070 begin
7071 PressKey(KEY_JUMP, Time);
7072 end;
7074 function NearHole(): Boolean;
7075 var
7076 x, sx: Integer;
7077 begin
7078 { TODO 5 : Ëåñòíèöû }
7079 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7080 for x := 1 to PLAYER_RECT.Width do
7081 if (not StayOnStep(x*sx, 0)) and
7082 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7083 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7084 begin
7085 Result := True;
7086 Exit;
7087 end;
7089 Result := False;
7090 end;
7092 function BorderHole(): Boolean;
7093 var
7094 x, sx, xx: Integer;
7095 begin
7096 { TODO 5 : Ëåñòíèöû }
7097 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7098 for x := 1 to PLAYER_RECT.Width do
7099 if (not StayOnStep(x*sx, 0)) and
7100 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7101 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7102 begin
7103 for xx := x to x+32 do
7104 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7105 begin
7106 Result := True;
7107 Exit;
7108 end;
7109 end;
7111 Result := False;
7112 end;
7114 function NearDeepHole(): Boolean;
7115 var
7116 x, sx, y: Integer;
7117 begin
7118 Result := False;
7120 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7121 y := 3;
7123 for x := 1 to PLAYER_RECT.Width do
7124 if (not StayOnStep(x*sx, 0)) and
7125 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7126 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7127 begin
7128 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7129 begin
7130 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7131 y := y+1;
7132 end;
7134 Result := True;
7135 end else Result := False;
7136 end;
7138 function OverDeepHole(): Boolean;
7139 var
7140 y: Integer;
7141 begin
7142 Result := False;
7144 y := 1;
7145 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7146 begin
7147 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7148 y := y+1;
7149 end;
7151 Result := True;
7152 end;
7154 function OnGround(): Boolean;
7155 begin
7156 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7157 end;
7159 function OnLadder(): Boolean;
7160 begin
7161 Result := FullInStep(0, 0);
7162 end;
7164 function BelowLadder(): Boolean;
7165 begin
7166 Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7167 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7168 (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7169 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7170 end;
7172 function BelowLiftUp(): Boolean;
7173 begin
7174 Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7175 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7176 ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7177 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7178 end;
7180 function OnTopLift(): Boolean;
7181 begin
7182 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7183 end;
7185 function CanJumpOver(): Boolean;
7186 var
7187 sx, y: Integer;
7188 begin
7189 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7191 Result := False;
7193 if not CollideLevel(sx, 0) then Exit;
7195 for y := 1 to BOT_MAXJUMP do
7196 if CollideLevel(0, -y) then Exit else
7197 if not CollideLevel(sx, -y) then
7198 begin
7199 Result := True;
7200 Exit;
7201 end;
7202 end;
7204 function CanJumpUp(Dist: ShortInt): Boolean;
7205 var
7206 y, yy: Integer;
7207 c: Boolean;
7208 begin
7209 Result := False;
7211 if CollideLevel(Dist, 0) then Exit;
7213 c := False;
7214 for y := 0 to BOT_MAXJUMP do
7215 if CollideLevel(Dist, -y) then
7216 begin
7217 c := True;
7218 Break;
7219 end;
7221 if not c then Exit;
7223 c := False;
7224 for yy := y+1 to BOT_MAXJUMP do
7225 if not CollideLevel(Dist, -yy) then
7226 begin
7227 c := True;
7228 Break;
7229 end;
7231 if not c then Exit;
7233 c := False;
7234 for y := 0 to BOT_MAXJUMP do
7235 if CollideLevel(0, -y) then
7236 begin
7237 c := True;
7238 Break;
7239 end;
7241 if c then Exit;
7243 if y < yy then Exit;
7245 Result := True;
7246 end;
7248 function IsSafeTrigger(): Boolean;
7249 var
7250 a: Integer;
7251 begin
7252 Result := True;
7253 if gTriggers = nil then
7254 Exit;
7255 for a := 0 to High(gTriggers) do
7256 if Collide(gTriggers[a].X,
7257 gTriggers[a].Y,
7258 gTriggers[a].Width,
7259 gTriggers[a].Height) and
7260 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7261 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7262 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7263 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7264 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7265 Result := False;
7266 end;
7268 begin
7269 // Âîçìîæíî, íàæèìàåì êíîïêó:
7270 if Rnd(16) and IsSafeTrigger() then
7271 PressKey(KEY_OPEN);
7273 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7274 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7275 begin
7276 ReleaseKey(KEY_LEFT);
7277 ReleaseKey(KEY_RIGHT);
7278 Jump();
7279 end;
7281 // Èäåì âëåâî, åñëè íàäî áûëî:
7282 if GetAIFlag('GOLEFT') <> '' then
7283 begin
7284 RemoveAIFlag('GOLEFT');
7285 if CanRunLeft() then
7286 GoLeft(360);
7287 end;
7289 // Èäåì âïðàâî, åñëè íàäî áûëî:
7290 if GetAIFlag('GORIGHT') <> '' then
7291 begin
7292 RemoveAIFlag('GORIGHT');
7293 if CanRunRight() then
7294 GoRight(360);
7295 end;
7297 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7298 if FObj.X < -32 then
7299 GoRight(360)
7300 else
7301 if FObj.X+32 > gMapInfo.Width then
7302 GoLeft(360);
7304 // Ïðûãàåì, åñëè íàäî áûëî:
7305 if GetAIFlag('NEEDJUMP') <> '' then
7306 begin
7307 Jump(0);
7308 RemoveAIFlag('NEEDJUMP');
7309 end;
7311 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7312 if GetAIFlag('NEEDSEEUP') <> '' then
7313 begin
7314 ReleaseKey(KEY_UP);
7315 ReleaseKey(KEY_DOWN);
7316 PressKey(KEY_UP, 20);
7317 RemoveAIFlag('NEEDSEEUP');
7318 end;
7320 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7321 if GetAIFlag('NEEDSEEDOWN') <> '' then
7322 begin
7323 ReleaseKey(KEY_UP);
7324 ReleaseKey(KEY_DOWN);
7325 PressKey(KEY_DOWN, 20);
7326 RemoveAIFlag('NEEDSEEDOWN');
7327 end;
7329 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7330 if GetAIFlag('GOINHOLE') <> '' then
7331 if not OnGround() then
7332 begin
7333 ReleaseKey(KEY_LEFT);
7334 ReleaseKey(KEY_RIGHT);
7335 RemoveAIFlag('GOINHOLE');
7336 SetAIFlag('FALLINHOLE', '1');
7337 end;
7339 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7340 if GetAIFlag('FALLINHOLE') <> '' then
7341 if OnGround() then
7342 RemoveAIFlag('FALLINHOLE');
7344 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7345 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7346 if GetAIFlag('FALLINHOLE') = '' then
7347 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7348 if Rnd(2) then
7349 GoLeft(360)
7350 else
7351 GoRight(360);
7353 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7354 if OnGround() and
7355 CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
7356 Rnd(8) then
7357 Jump();
7359 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7360 if OnGround() and NearHole() then
7361 if NearDeepHole() then // Åñëè ýòî áåçäíà
7362 case Random(6) of
7363 0..3: Turn(); // Áåæèì îáðàòíî
7364 4: Jump(); // Ïðûãàåì
7365 5: begin // Ïðûãàåì îáðàòíî
7366 Turn();
7367 Jump();
7368 end;
7369 end
7370 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7371 if GetAIFlag('GOINHOLE') = '' then
7372 case Random(6) of
7373 0: Turn(); // Íå íóæíî òóäà
7374 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7375 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7376 if BorderHole() then
7377 SetAIFlag('GOINHOLE', '1');
7378 end;
7380 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7381 if (not CanRun()) and OnGround() then
7382 begin
7383 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7384 if CanJumpOver() or OnLadder() then
7385 Jump()
7386 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7387 if Random(2) = 0 then
7388 begin
7389 if IsSafeTrigger() then
7390 PressKey(KEY_OPEN);
7391 end else
7392 Turn();
7393 end;
7395 // Îñòàëîñü ìàëî âîçäóõà:
7396 if FAir < 36 * 2 then
7397 Jump(20);
7399 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7400 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7401 if BodyInAcid(0, 0) then
7402 Jump();
7403 end;
7405 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7406 begin
7407 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7408 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7409 end;
7411 {function TBot.NeedItem(Item: Byte): Byte;
7412 begin
7413 Result := 4;
7414 end;}
7416 procedure TBot.SelectWeapon(Dist: Integer);
7417 var
7418 a: Integer;
7420 function HaveAmmo(weapon: Byte): Boolean;
7421 begin
7422 case weapon of
7423 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7424 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7425 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7426 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7427 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7428 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7429 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7430 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7431 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7432 else Result := True;
7433 end;
7434 end;
7436 begin
7437 if Dist = -1 then Dist := BOT_LONGDIST;
7439 if Dist > BOT_LONGDIST then
7440 begin // Äàëüíèé áîé
7441 for a := 0 to 9 do
7442 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7443 begin
7444 FSelectedWeapon := FDifficult.WeaponPrior[a];
7445 Break;
7446 end;
7447 end
7448 else //if Dist > BOT_UNSAFEDIST then
7449 begin // Áëèæíèé áîé
7450 for a := 0 to 9 do
7451 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7452 begin
7453 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7454 Break;
7455 end;
7456 end;
7457 { else
7458 begin
7459 for a := 0 to 9 do
7460 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7461 begin
7462 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7463 Break;
7464 end;
7465 end;}
7466 end;
7468 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7469 begin
7470 Result := inherited PickItem(ItemType, force, remove);
7472 if Result then SetAIFlag('SELECTWEAPON', '1');
7473 end;
7475 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7476 begin
7477 Result := inherited Heal(value, Soft);
7478 end;
7480 function TBot.Healthy(): Byte;
7481 begin
7482 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7483 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7484 else if (FHealth > 50) then Result := 2
7485 else if (FHealth > 20) then Result := 1
7486 else Result := 0;
7487 end;
7489 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7490 begin
7491 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7492 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7493 end;
7495 procedure TBot.OnDamage(Angle: SmallInt);
7496 var
7497 pla: TPlayer;
7498 mon: TMonster;
7499 ok: Boolean;
7500 begin
7501 inherited;
7503 if (Angle = 0) or (Angle = 180) then
7504 begin
7505 ok := False;
7506 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7507 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7508 begin // Èãðîê
7509 pla := g_Player_Get(FLastSpawnerUID);
7510 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7511 pla.FObj.Y + PLAYER_RECT.Y);
7512 end
7513 else
7514 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7515 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7516 begin // Ìîíñòð
7517 mon := g_Monsters_ByUID(FLastSpawnerUID);
7518 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7519 mon.Obj.Y + mon.Obj.Rect.Y);
7520 end;
7522 if ok then
7523 if Angle = 0 then
7524 SetAIFlag('ATTACKLEFT', '1')
7525 else
7526 SetAIFlag('ATTACKRIGHT', '1');
7527 end;
7528 end;
7530 function TBot.RunDirection(): TDirection;
7531 begin
7532 if Abs(Vel.X) >= 1 then
7533 begin
7534 if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT;
7535 end else
7536 Result := FDirection;
7537 end;
7539 function TBot.GetRnd(a: Byte): Boolean;
7540 begin
7541 if a = 0 then Result := False
7542 else if a = 255 then Result := True
7543 else Result := Random(256) > 255-a;
7544 end;
7546 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7547 begin
7548 Result := Round((255-a)/255*radius*(Random(2)-1));
7549 end;
7551 procedure TBot.SaveState(var Mem: TBinMemoryWriter);
7552 var
7553 i: Integer;
7554 dw: DWORD;
7555 p: Pointer;
7556 begin
7557 inherited SaveState(Mem);
7559 // Âûáðàííîå îðóæèå:
7560 Mem.WriteByte(FSelectedWeapon);
7561 // UID öåëè:
7562 Mem.WriteWord(FTargetUID);
7563 // Âðåìÿ ïîòåðè öåëè:
7564 Mem.WriteDWORD(FLastVisible);
7565 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7566 dw := Length(FAIFlags);
7567 Mem.WriteDWORD(dw);
7568 // Ôëàãè ÈÈ:
7569 for i := 0 to Integer(dw)-1 do
7570 begin
7571 Mem.WriteString(FAIFlags[i].Name, 20);
7572 Mem.WriteString(FAIFlags[i].Value, 20);
7573 end;
7574 // Íàñòðîéêè ñëîæíîñòè:
7575 p := @FDifficult;
7576 Mem.WriteMemory(p, SizeOf(TDifficult));
7577 end;
7579 procedure TBot.LoadState(var Mem: TBinMemoryReader);
7580 var
7581 i: Integer;
7582 dw: DWORD;
7583 p: Pointer;
7584 begin
7585 inherited LoadState(Mem);
7587 // Âûáðàííîå îðóæèå:
7588 Mem.ReadByte(FSelectedWeapon);
7589 // UID öåëè:
7590 Mem.ReadWord(FTargetUID);
7591 // Âðåìÿ ïîòåðè öåëè:
7592 Mem.ReadDWORD(FLastVisible);
7593 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7594 Mem.ReadDWORD(dw);
7595 SetLength(FAIFlags, dw);
7596 // Ôëàãè ÈÈ:
7597 for i := 0 to Integer(dw)-1 do
7598 begin
7599 Mem.ReadString(FAIFlags[i].Name);
7600 Mem.ReadString(FAIFlags[i].Value);
7601 end;
7602 // Íàñòðîéêè ñëîæíîñòè:
7603 Mem.ReadMemory(p, dw);
7604 if dw <> SizeOf(TDifficult) then
7605 begin
7606 raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size');
7607 end;
7608 FDifficult := TDifficult(p^);
7609 end;
7611 end.