DEADSOFTWARE

some more exoma code
[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;
198 mEDamageType: Integer;
201 function CollideLevel(XInc, YInc: Integer): Boolean;
202 function StayOnStep(XInc, YInc: Integer): Boolean;
203 function HeadInLiquid(XInc, YInc: Integer): Boolean;
204 function BodyInLiquid(XInc, YInc: Integer): Boolean;
205 function BodyInAcid(XInc, YInc: Integer): Boolean;
206 function FullInLift(XInc, YInc: Integer): Integer;
207 {procedure CollideItem();}
208 procedure FlySmoke(Times: DWORD = 1);
209 procedure OnFireFlame(Times: DWORD = 1);
210 function GetAmmoByWeapon(Weapon: Byte): Word;
211 procedure SetAction(Action: Byte; Force: Boolean = False);
212 procedure OnDamage(Angle: SmallInt); virtual;
213 function firediry(): Integer;
215 procedure Run(Direction: TDirection);
216 procedure NextWeapon();
217 procedure PrevWeapon();
218 procedure SeeUp();
219 procedure SeeDown();
220 procedure Fire();
221 procedure Jump();
222 procedure Use();
224 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
225 procedure resetWeaponQueue ();
226 function hasAmmoForWeapon (weapon: Byte): Boolean;
228 procedure doDamage (v: Integer);
230 public
231 FDamageBuffer: Integer;
233 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
234 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
235 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
236 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
237 FBerserk: Integer;
238 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
239 FReloading: Array [WP_FIRST..WP_LAST] of Word;
240 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
241 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
242 FColor: TRGB;
243 FPreferredTeam: Byte;
244 FSpectator: Boolean;
245 FNoRespawn: Boolean;
246 FWantsInGame: Boolean;
247 FGhost: Boolean;
248 FPhysics: Boolean;
249 FJetpack: Boolean;
250 FActualModelName: string;
251 FClientID: SmallInt;
252 FPing: Word;
253 FLoss: Byte;
254 FDummy: Boolean;
255 FFireTime: Integer;
257 // debug: viewport offset
258 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
260 function isValidViewPort (): Boolean; inline;
262 constructor Create(); virtual;
263 destructor Destroy(); override;
264 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
265 function GetRespawnPoint(): Byte;
266 procedure PressKey(Key: Byte; Time: Word = 1);
267 procedure ReleaseKeys();
268 procedure SetModel(ModelName: String);
269 procedure SetColor(Color: TRGB);
270 procedure SetWeapon(W: Byte);
271 function IsKeyPressed(K: Byte): Boolean;
272 function GetKeys(): Byte;
273 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
274 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
275 function Collide(Panel: TPanel): Boolean; overload;
276 function Collide(X, Y: Integer): Boolean; overload;
277 procedure SetDirection(Direction: TDirection);
278 procedure GetSecret();
279 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
280 procedure Touch();
281 procedure Push(vx, vy: Integer);
282 procedure ChangeModel(ModelName: String);
283 procedure SwitchTeam;
284 procedure ChangeTeam(Team: Byte);
285 procedure BFGHit();
286 function GetFlag(Flag: Byte): Boolean;
287 procedure SetFlag(Flag: Byte);
288 function DropFlag(): Boolean;
289 procedure AllRulez(Health: Boolean);
290 procedure RestoreHealthArmor();
291 procedure FragCombo();
292 procedure GiveItem(ItemType: Byte);
293 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
294 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
295 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
296 procedure MakeBloodSimple(Count: Word);
297 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
298 procedure Reset(Force: Boolean);
299 procedure Spectate(NoMove: Boolean = False);
300 procedure SwitchNoClip;
301 procedure SoftReset();
302 procedure Draw(); virtual;
303 procedure DrawPain();
304 procedure DrawPickup();
305 procedure DrawRulez();
306 procedure DrawAim();
307 procedure DrawBubble();
308 procedure DrawGUI();
309 procedure Update(); virtual;
310 procedure RememberState();
311 procedure RecallState();
312 procedure SaveState(var Mem: TBinMemoryWriter); virtual;
313 procedure LoadState(var Mem: TBinMemoryReader); virtual;
314 procedure PauseSounds(Enable: Boolean);
315 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
316 procedure DoLerp(Level: Integer = 2);
317 procedure SetLerp(XTo, YTo: Integer);
318 procedure QueueWeaponSwitch(Weapon: Byte);
319 procedure RealizeCurrentWeapon();
320 procedure JetpackOn;
321 procedure JetpackOff;
322 procedure CatchFire(Attacker: Word);
324 //WARNING! this does nothing for now, but still call it!
325 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
327 procedure getMapBox (out x, y, w, h: Integer); inline;
328 procedure moveBy (dx, dy: Integer); inline;
330 public
331 property Vel: TPoint2i read FObj.Vel;
332 property Obj: TObj read FObj;
334 property Name: String read FName write FName;
335 property Model: TPlayerModel read FModel;
336 property Health: Integer read FHealth write FHealth;
337 property Lives: Byte read FLives write FLives;
338 property Armor: Integer read FArmor write FArmor;
339 property Air: Integer read FAir write FAir;
340 property JetFuel: Integer read FJetFuel write FJetFuel;
341 property Frags: Integer read FFrags write FFrags;
342 property Death: Integer read FDeath write FDeath;
343 property Kills: Integer read FKills write FKills;
344 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
345 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
346 property Secrets: Integer read FSecrets;
347 property GodMode: Boolean read FGodMode write FGodMode;
348 property NoTarget: Boolean read FNoTarget write FNoTarget;
349 property NoReload: Boolean read FNoReload write FNoReload;
350 property alive: Boolean read FAlive write FAlive;
351 property Flag: Byte read FFlag;
352 property Team: Byte read FTeam write FTeam;
353 property Direction: TDirection read FDirection;
354 property GameX: Integer read FObj.X write FObj.X;
355 property GameY: Integer read FObj.Y write FObj.Y;
356 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
357 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
358 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
359 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
360 property IncCam: Integer read FIncCam write FIncCam;
361 property UID: Word read FUID write FUID;
362 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
363 property NetTime: LongWord read FNetTime write FNetTime;
365 published
366 property eName: String read FName write FName;
367 property eHealth: Integer read FHealth write FHealth;
368 property eLives: Byte read FLives write FLives;
369 property eArmor: Integer read FArmor write FArmor;
370 property eAir: Integer read FAir write FAir;
371 property eJetFuel: Integer read FJetFuel write FJetFuel;
372 property eFrags: Integer read FFrags write FFrags;
373 property eDeath: Integer read FDeath write FDeath;
374 property eKills: Integer read FKills write FKills;
375 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
376 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
377 property eSecrets: Integer read FSecrets write FSecrets;
378 property eGodMode: Boolean read FGodMode write FGodMode;
379 property eNoTarget: Boolean read FNoTarget write FNoTarget;
380 property eNoReload: Boolean read FNoReload write FNoReload;
381 property eAlive: Boolean read FAlive write FAlive;
382 property eFlag: Byte read FFlag;
383 property eTeam: Byte read FTeam write FTeam;
384 property eDirection: TDirection read FDirection;
385 property eGameX: Integer read FObj.X write FObj.X;
386 property eGameY: Integer read FObj.Y write FObj.Y;
387 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
388 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
389 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
390 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
391 property eIncCam: Integer read FIncCam write FIncCam;
392 property eUID: Word read FUID;
393 property eJustTeleported: Boolean read FJustTeleported;
394 property eNetTime: LongWord read FNetTime;
396 // set this before assigning something to `eDamage`
397 property eDamageType: Integer read mEDamageType write mEDamageType;
398 property eDamage: Integer write doDamage;
399 end;
401 TDifficult = record
402 DiagFire: Byte;
403 InvisFire: Byte;
404 DiagPrecision: Byte;
405 FlyPrecision: Byte;
406 Cover: Byte;
407 CloseJump: Byte;
408 WeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
409 CloseWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
410 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
411 end;
413 TAIFlag = record
414 Name: String;
415 Value: String;
416 end;
418 TBot = class (TPlayer)
419 private
420 FSelectedWeapon: Byte;
421 FTargetUID: Word;
422 FLastVisible: DWORD;
423 FAIFlags: Array of TAIFlag;
424 FDifficult: TDifficult;
426 function GetRnd(a: Byte): Boolean;
427 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
428 function RunDirection(): TDirection;
429 function FullInStep(XInc, YInc: Integer): Boolean;
430 //function NeedItem(Item: Byte): Byte;
431 procedure SelectWeapon(Dist: Integer);
432 procedure SetAIFlag(aName, fValue: String20);
433 function GetAIFlag(aName: String20): String20;
434 procedure RemoveAIFlag(aName: String20);
435 function Healthy(): Byte;
436 procedure UpdateMove();
437 procedure UpdateCombat();
438 function KeyPressed(Key: Word): Boolean;
439 procedure ReleaseKey(Key: Byte);
440 function TargetOnScreen(TX, TY: Integer): Boolean;
441 procedure OnDamage(Angle: SmallInt); override;
443 public
444 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
445 constructor Create(); override;
446 destructor Destroy(); override;
447 procedure Draw(); override;
448 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
449 function Heal(value: Word; Soft: Boolean): Boolean; override;
450 procedure Update(); override;
451 procedure SaveState(var Mem: TBinMemoryWriter); override;
452 procedure LoadState(var Mem: TBinMemoryReader); override;
453 end;
455 PGib = ^TGib;
456 TGib = record
457 alive: Boolean;
458 ID: DWORD;
459 MaskID: DWORD;
460 RAngle: Integer;
461 Color: TRGB;
462 Obj: TObj;
464 procedure getMapBox (out x, y, w, h: Integer); inline;
465 procedure moveBy (dx, dy: Integer); inline;
467 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
468 end;
471 PShell = ^TShell;
472 TShell = record
473 SpriteID: DWORD;
474 alive: Boolean;
475 SType: Byte;
476 RAngle: Integer;
477 Timeout: Cardinal;
478 CX, CY: Integer;
479 Obj: TObj;
481 procedure getMapBox (out x, y, w, h: Integer); inline;
482 procedure moveBy (dx, dy: Integer); inline;
484 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
485 end;
487 TCorpse = class (TObject)
488 private
489 FModelName: String;
490 FMess: Boolean;
491 FState: Byte;
492 FDamage: Byte;
493 FColor: TRGB;
494 FObj: TObj;
495 FAnimation: TAnimation;
496 FAnimationMask: TAnimation;
498 public
499 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
500 destructor Destroy(); override;
501 procedure Damage(Value: Word; vx, vy: Integer);
502 procedure Update();
503 procedure Draw();
504 procedure SaveState(var Mem: TBinMemoryWriter);
505 procedure LoadState(var Mem: TBinMemoryReader);
507 procedure getMapBox (out x, y, w, h: Integer); inline;
508 procedure moveBy (dx, dy: Integer); inline;
510 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
512 function ObjPtr (): PObj; inline;
514 property Obj: TObj read FObj; // copies object
515 property State: Byte read FState;
516 property Mess: Boolean read FMess;
517 end;
519 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
520 record
521 Goals: SmallInt;
522 end;
524 var
525 gPlayers: Array of TPlayer;
526 gCorpses: Array of TCorpse;
527 gGibs: Array of TGib;
528 gShells: Array of TShell;
529 gTeamStat: TTeamStat;
530 gFly: Boolean = False;
531 gAimLine: Boolean = False;
532 gChatBubble: Byte = 0;
533 gNumBots: Word = 0;
534 gLMSPID1: Word = 0;
535 gLMSPID2: Word = 0;
536 MAX_RUNVEL: Integer = 8;
537 VEL_JUMP: Integer = 10;
538 SHELL_TIMEOUT: Cardinal = 60000;
540 function Lerp(X, Y, Factor: Integer): Integer;
542 procedure g_Gibs_SetMax(Count: Word);
543 function g_Gibs_GetMax(): Word;
544 procedure g_Corpses_SetMax(Count: Word);
545 function g_Corpses_GetMax(): Word;
546 procedure g_Shells_SetMax(Count: Word);
547 function g_Shells_GetMax(): Word;
549 procedure g_Player_Init();
550 procedure g_Player_Free();
551 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
552 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
553 procedure g_Player_Remove(UID: Word);
554 procedure g_Player_ResetTeams();
555 procedure g_Player_UpdateAll();
556 procedure g_Player_DrawAll();
557 procedure g_Player_DrawDebug(p: TPlayer);
558 procedure g_Player_DrawHealth();
559 procedure g_Player_RememberAll();
560 procedure g_Player_ResetAll(Force, Silent: Boolean);
561 function g_Player_Get(UID: Word): TPlayer;
562 function g_Player_GetCount(): Byte;
563 function g_Player_GetStats(): TPlayerStatArray;
564 function g_Player_ValidName(Name: String): Boolean;
565 procedure g_Player_CreateCorpse(Player: TPlayer);
566 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
567 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
568 procedure g_Player_UpdatePhysicalObjects();
569 procedure g_Player_DrawCorpses();
570 procedure g_Player_DrawShells();
571 procedure g_Player_RemoveAllCorpses();
572 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
573 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
574 procedure g_Bot_Add(Team, Difficult: Byte);
575 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
576 procedure g_Bot_MixNames();
577 procedure g_Bot_RemoveAll();
579 implementation
581 uses
582 e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math,
583 g_options, g_triggers, g_menu, g_game, g_grid,
584 wadreader, g_main, g_monsters, CONFIG, g_language,
585 g_net, g_netmsg, g_window, GL, g_holmes;
587 type
588 TBotProfile = record
589 name: ShortString;
590 model: ShortString;
591 team: Byte;
592 color: TRGB;
593 diag_fire: Byte;
594 invis_fire: Byte;
595 diag_precision: Byte;
596 fly_precision: Byte;
597 cover: Byte;
598 close_jump: Byte;
599 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
600 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
601 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
602 end;
604 const
605 TIME_RESPAWN1 = 1500;
606 TIME_RESPAWN2 = 2000;
607 TIME_RESPAWN3 = 3000;
608 AIR_DEF = 360;
609 AIR_MAX = 1091;
610 JET_MAX = 540; // ~30 sec
611 PLAYER_SUIT_TIME = 30000;
612 PLAYER_INVUL_TIME = 30000;
613 PLAYER_INVIS_TIME = 35000;
614 FRAG_COMBO_TIME = 3000;
615 VEL_SW = 4;
616 VEL_FLY = 6;
617 ANGLE_RIGHTUP = 55;
618 ANGLE_RIGHTDOWN = -35;
619 ANGLE_LEFTUP = 125;
620 ANGLE_LEFTDOWN = -145;
621 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
622 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
623 BOT_MAXJUMP = 84;
624 BOT_LONGDIST = 300;
625 BOT_UNSAFEDIST = 128;
626 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
627 (R:0; G:0; B:255));
628 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
629 FlyPrecision: 32; Cover: 32; CloseJump: 32;
630 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
631 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
632 FlyPrecision: 127; Cover: 127; CloseJump: 127;
633 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
634 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
635 FlyPrecision: 255; Cover: 255; CloseJump: 255;
636 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
637 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
638 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
639 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
640 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
641 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
642 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
643 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
644 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
645 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
646 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
647 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
648 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
649 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
650 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
651 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
652 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
653 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
655 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
656 CORPSE_SIGNATURE = $50524F43; // 'CORP'
658 BOTNAMES_FILENAME = 'botnames.txt';
659 BOTLIST_FILENAME = 'botlist.txt';
661 var
662 MaxGibs: Word = 150;
663 MaxCorpses: Word = 20;
664 MaxShells: Word = 300;
665 CurrentGib: Integer = 0;
666 CurrentShell: Integer = 0;
667 BotNames: Array of String;
668 BotList: Array of TBotProfile;
671 function Lerp(X, Y, Factor: Integer): Integer;
672 begin
673 Result := X + ((Y - X) div Factor);
674 end;
676 function SameTeam(UID1, UID2: Word): Boolean;
677 begin
678 Result := False;
680 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
681 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
683 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
685 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
686 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
688 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
689 end;
691 procedure g_Gibs_SetMax(Count: Word);
692 begin
693 MaxGibs := Count;
694 SetLength(gGibs, Count);
696 if CurrentGib >= Count then
697 CurrentGib := 0;
698 end;
700 function g_Gibs_GetMax(): Word;
701 begin
702 Result := MaxGibs;
703 end;
705 procedure g_Shells_SetMax(Count: Word);
706 begin
707 MaxShells := Count;
708 SetLength(gShells, Count);
710 if CurrentShell >= Count then
711 CurrentShell := 0;
712 end;
714 function g_Shells_GetMax(): Word;
715 begin
716 Result := MaxShells;
717 end;
720 procedure g_Corpses_SetMax(Count: Word);
721 begin
722 MaxCorpses := Count;
723 SetLength(gCorpses, Count);
724 end;
726 function g_Corpses_GetMax(): Word;
727 begin
728 Result := MaxCorpses;
729 end;
731 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
732 var
733 a: Integer;
734 ok: Boolean;
735 begin
736 Result := 0;
738 ok := False;
739 a := 0;
741 // Åñòü ëè ìåñòî â gPlayers:
742 if gPlayers <> nil then
743 for a := 0 to High(gPlayers) do
744 if gPlayers[a] = nil then
745 begin
746 ok := True;
747 Break;
748 end;
750 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
751 if not ok then
752 begin
753 SetLength(gPlayers, Length(gPlayers)+1);
754 a := High(gPlayers);
755 end;
757 // Ñîçäàåì îáúåêò èãðîêà:
758 if Bot then
759 gPlayers[a] := TBot.Create()
760 else
761 gPlayers[a] := TPlayer.Create();
764 gPlayers[a].FActualModelName := ModelName;
765 gPlayers[a].SetModel(ModelName);
767 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
768 if gPlayers[a].FModel = nil then
769 begin
770 gPlayers[a].Free();
771 gPlayers[a] := nil;
772 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
773 Exit;
774 end;
776 if not (Team in [TEAM_RED, TEAM_BLUE]) then
777 if Random(2) = 0 then
778 Team := TEAM_RED
779 else
780 Team := TEAM_BLUE;
781 gPlayers[a].FPreferredTeam := Team;
783 case gGameSettings.GameMode of
784 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
785 GM_TDM,
786 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
787 GM_SINGLE,
788 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
789 end;
791 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
792 gPlayers[a].FColor := Color;
793 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
794 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
795 else
796 gPlayers[a].FModel.Color := Color;
798 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
799 gPlayers[a].FAlive := False;
801 Result := gPlayers[a].FUID;
802 end;
804 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
805 var
806 a, i: Integer;
807 ok, Bot: Boolean;
808 sig: DWORD;
809 b: Byte;
810 begin
811 Result := 0;
812 if Mem = nil then
813 Exit;
815 // Ñèãíàòóðà èãðîêà:
816 Mem.ReadDWORD(sig);
817 if sig <> PLAYER_SIGNATURE then // 'PLYR'
818 begin
819 raise EBinSizeError.Create('g_Player_CreateFromState: Wrong Player Signature');
820 end;
822 // Áîò èëè ÷åëîâåê:
823 Mem.ReadBoolean(Bot);
825 ok := False;
826 a := 0;
828 // Åñòü ëè ìåñòî â gPlayers:
829 if gPlayers <> nil then
830 for a := 0 to High(gPlayers) do
831 if gPlayers[a] = nil then
832 begin
833 ok := True;
834 Break;
835 end;
837 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
838 if not ok then
839 begin
840 SetLength(gPlayers, Length(gPlayers)+1);
841 a := High(gPlayers);
842 end;
844 // Ñîçäàåì îáúåêò èãðîêà:
845 if Bot then
846 gPlayers[a] := TBot.Create()
847 else
848 gPlayers[a] := TPlayer.Create();
849 gPlayers[a].FIamBot := Bot;
850 gPlayers[a].FPhysics := True;
852 // UID èãðîêà:
853 Mem.ReadWord(gPlayers[a].FUID);
854 // Èìÿ èãðîêà:
855 Mem.ReadString(gPlayers[a].FName);
856 // Êîìàíäà:
857 Mem.ReadByte(gPlayers[a].FTeam);
858 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
859 // Æèâ ëè:
860 Mem.ReadBoolean(gPlayers[a].FAlive);
861 // Èçðàñõîäîâàë ëè âñå æèçíè:
862 Mem.ReadBoolean(gPlayers[a].FNoRespawn);
863 // Íàïðàâëåíèå:
864 Mem.ReadByte(b);
865 if b = 1 then
866 gPlayers[a].FDirection := D_LEFT
867 else // b = 2
868 gPlayers[a].FDirection := D_RIGHT;
869 // Çäîðîâüå:
870 Mem.ReadInt(gPlayers[a].FHealth);
871 // Æèçíè:
872 Mem.ReadByte(gPlayers[a].FLives);
873 // Áðîíÿ:
874 Mem.ReadInt(gPlayers[a].FArmor);
875 // Çàïàñ âîçäóõà:
876 Mem.ReadInt(gPlayers[a].FAir);
877 // Çàïàñ ãîðþ÷åãî:
878 Mem.ReadInt(gPlayers[a].FJetFuel);
879 // Áîëü:
880 Mem.ReadInt(gPlayers[a].FPain);
881 // Óáèë:
882 Mem.ReadInt(gPlayers[a].FKills);
883 // Óáèë ìîíñòðîâ:
884 Mem.ReadInt(gPlayers[a].FMonsterKills);
885 // Ôðàãîâ:
886 Mem.ReadInt(gPlayers[a].FFrags);
887 // Ôðàãîâ ïîäðÿä:
888 Mem.ReadByte(gPlayers[a].FFragCombo);
889 // Âðåìÿ ïîñëåäíåãî ôðàãà:
890 Mem.ReadDWORD(gPlayers[a].FLastFrag);
891 // Ñìåðòåé:
892 Mem.ReadInt(gPlayers[a].FDeath);
893 // Êàêîé ôëàã íåñåò:
894 Mem.ReadByte(gPlayers[a].FFlag);
895 // Íàøåë ñåêðåòîâ:
896 Mem.ReadInt(gPlayers[a].FSecrets);
897 // Òåêóùåå îðóæèå:
898 Mem.ReadByte(gPlayers[a].FCurrWeap);
899 // Ñëåäóþùåå æåëàåìîå îðóæèå:
900 Mem.ReadWord(gPlayers[a].FNextWeap);
901 // ...è ïàóçà:
902 Mem.ReadByte(gPlayers[a].FNextWeapDelay);
903 // Âðåìÿ çàðÿäêè BFG:
904 Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
905 // Áóôåð óðîíà:
906 Mem.ReadInt(gPlayers[a].FDamageBuffer);
907 // Ïîñëåäíèé óäàðèâøèé:
908 Mem.ReadWord(gPlayers[a].FLastSpawnerUID);
909 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
910 Mem.ReadByte(gPlayers[a].FLastHit);
911 // Îáúåêò èãðîêà:
912 Obj_LoadState(@gPlayers[a].FObj, Mem);
913 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
914 for i := A_BULLETS to A_HIGH do
915 Mem.ReadWord(gPlayers[a].FAmmo[i]);
916 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
917 for i := A_BULLETS to A_HIGH do
918 Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
919 // Íàëè÷èå îðóæèÿ:
920 for i := WP_FIRST to WP_LAST do
921 Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
922 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
923 for i := WP_FIRST to WP_LAST do
924 Mem.ReadWord(gPlayers[a].FReloading[i]);
925 // Íàëè÷èå ðþêçàêà:
926 Mem.ReadByte(b);
927 if b = 1 then
928 Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
929 // Íàëè÷èå êðàñíîãî êëþ÷à:
930 Mem.ReadByte(b);
931 if b = 1 then
932 Include(gPlayers[a].FRulez, R_KEY_RED);
933 // Íàëè÷èå çåëåíîãî êëþ÷à:
934 Mem.ReadByte(b);
935 if b = 1 then
936 Include(gPlayers[a].FRulez, R_KEY_GREEN);
937 // Íàëè÷èå ñèíåãî êëþ÷à:
938 Mem.ReadByte(b);
939 if b = 1 then
940 Include(gPlayers[a].FRulez, R_KEY_BLUE);
941 // Íàëè÷èå áåðñåðêà:
942 Mem.ReadByte(b);
943 if b = 1 then
944 Include(gPlayers[a].FRulez, R_BERSERK);
945 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
946 for i := MR_SUIT to MR_MAX do
947 Mem.ReadDWORD(gPlayers[a].FMegaRulez[i]);
948 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
949 for i := T_RESPAWN to T_FLAGCAP do
950 Mem.ReadDWORD(gPlayers[a].FTime[i]);
952 // Íàçâàíèå ìîäåëè:
953 Mem.ReadString(gPlayers[a].FActualModelName);
954 // Öâåò ìîäåëè:
955 Mem.ReadByte(gPlayers[a].FColor.R);
956 Mem.ReadByte(gPlayers[a].FColor.G);
957 Mem.ReadByte(gPlayers[a].FColor.B);
958 // Îáíîâëÿåì ìîäåëü èãðîêà:
959 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
961 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
962 if gPlayers[a].FModel = nil then
963 begin
964 gPlayers[a].Free();
965 gPlayers[a] := nil;
966 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
967 Exit;
968 end;
970 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
971 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
972 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
973 else
974 gPlayers[a].FModel.Color := gPlayers[a].FColor;
976 Result := gPlayers[a].FUID;
977 end;
979 procedure g_Player_ResetTeams();
980 var
981 a: Integer;
982 begin
983 if g_Game_IsClient then
984 Exit;
985 if gPlayers = nil then
986 Exit;
987 for a := Low(gPlayers) to High(gPlayers) do
988 if gPlayers[a] <> nil then
989 case gGameSettings.GameMode of
990 GM_DM:
991 gPlayers[a].ChangeTeam(TEAM_NONE);
992 GM_TDM, GM_CTF:
993 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
994 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
995 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
996 else
997 if a mod 2 = 0 then
998 gPlayers[a].ChangeTeam(TEAM_RED)
999 else
1000 gPlayers[a].ChangeTeam(TEAM_BLUE);
1001 GM_SINGLE,
1002 GM_COOP:
1003 gPlayers[a].ChangeTeam(TEAM_COOP);
1004 end;
1005 end;
1007 procedure g_Bot_Add(Team, Difficult: Byte);
1008 var
1009 m: SArray;
1010 _name, _model: String;
1011 a, tr, tb: Integer;
1012 begin
1013 if not g_Game_IsServer then Exit;
1015 // Ñïèñîê íàçâàíèé ìîäåëåé:
1016 m := g_PlayerModel_GetNames();
1017 if m = nil then
1018 Exit;
1020 // Êîìàíäà:
1021 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1022 Team := TEAM_COOP // COOP
1023 else
1024 if gGameSettings.GameMode = GM_DM then
1025 Team := TEAM_NONE // DM
1026 else
1027 if Team = TEAM_NONE then // CTF / TDM
1028 begin
1029 // Àâòîáàëàíñ êîìàíä:
1030 tr := 0;
1031 tb := 0;
1033 for a := 0 to High(gPlayers) do
1034 if gPlayers[a] <> nil then
1035 begin
1036 if gPlayers[a].Team = TEAM_RED then
1037 Inc(tr)
1038 else
1039 if gPlayers[a].Team = TEAM_BLUE then
1040 Inc(tb);
1041 end;
1043 if tr > tb then
1044 Team := TEAM_BLUE
1045 else
1046 if tb > tr then
1047 Team := TEAM_RED
1048 else // tr = tb
1049 if Random(2) = 0 then
1050 Team := TEAM_RED
1051 else
1052 Team := TEAM_BLUE;
1053 end;
1055 // Âûáèðàåì áîòó èìÿ:
1056 _name := '';
1057 if BotNames <> nil then
1058 for a := 0 to High(BotNames) do
1059 if g_Player_ValidName(BotNames[a]) then
1060 begin
1061 _name := BotNames[a];
1062 Break;
1063 end;
1065 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1066 if _name = '' then
1067 repeat
1068 _name := Format('DFBOT%.2d', [Random(100)]);
1069 until g_Player_ValidName(_name);
1071 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1072 _model := m[Random(Length(m))];
1074 // Ñîçäàåì áîòà:
1075 with g_Player_Get(g_Player_Create(_model,
1076 _RGB(Min(Random(9)*32, 255),
1077 Min(Random(9)*32, 255),
1078 Min(Random(9)*32, 255)),
1079 Team, True)) as TBot do
1080 begin
1081 Name := _name;
1083 case Difficult of
1084 1: FDifficult := DIFFICULT_EASY;
1085 2: FDifficult := DIFFICULT_MEDIUM;
1086 else FDifficult := DIFFICULT_HARD;
1087 end;
1089 for a := WP_FIRST to WP_LAST do
1090 begin
1091 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1092 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1093 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1094 end;
1096 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1098 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1099 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1100 Spectate();
1101 end;
1102 end;
1104 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1105 var
1106 m: SArray;
1107 _name, _model: String;
1108 a: Integer;
1109 begin
1110 if not g_Game_IsServer then Exit;
1112 // Ñïèñîê íàçâàíèé ìîäåëåé:
1113 m := g_PlayerModel_GetNames();
1114 if m = nil then
1115 Exit;
1117 // Êîìàíäà:
1118 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1119 Team := TEAM_COOP // COOP
1120 else
1121 if gGameSettings.GameMode = GM_DM then
1122 Team := TEAM_NONE // DM
1123 else
1124 if Team = TEAM_NONE then
1125 Team := BotList[num].team; // CTF / TDM
1127 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1128 lName := AnsiLowerCase(lName);
1129 if (num < 0) or (num > Length(BotList)-1) then
1130 num := -1;
1131 if (num = -1) and (lName <> '') and (BotList <> nil) then
1132 for a := 0 to High(BotList) do
1133 if AnsiLowerCase(BotList[a].name) = lName then
1134 begin
1135 num := a;
1136 Break;
1137 end;
1138 if num = -1 then
1139 Exit;
1141 // Èìÿ áîòà:
1142 _name := BotList[num].name;
1143 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1144 if not g_Player_ValidName(_name) then
1145 repeat
1146 _name := Format('DFBOT%.2d', [Random(100)]);
1147 until g_Player_ValidName(_name);
1149 // Ìîäåëü:
1150 _model := BotList[num].model;
1151 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1152 if not InSArray(_model, m) then
1153 _model := m[Random(Length(m))];
1155 // Ñîçäàåì áîòà:
1156 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1157 begin
1158 Name := _name;
1160 FDifficult.DiagFire := BotList[num].diag_fire;
1161 FDifficult.InvisFire := BotList[num].invis_fire;
1162 FDifficult.DiagPrecision := BotList[num].diag_precision;
1163 FDifficult.FlyPrecision := BotList[num].fly_precision;
1164 FDifficult.Cover := BotList[num].cover;
1165 FDifficult.CloseJump := BotList[num].close_jump;
1167 for a := WP_FIRST to WP_LAST do
1168 begin
1169 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1170 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1171 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1172 end;
1174 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1176 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1177 end;
1178 end;
1180 procedure g_Bot_RemoveAll();
1181 var
1182 a: Integer;
1183 begin
1184 if not g_Game_IsServer then Exit;
1185 if gPlayers = nil then Exit;
1187 for a := 0 to High(gPlayers) do
1188 if gPlayers[a] <> nil then
1189 if gPlayers[a] is TBot then
1190 begin
1191 gPlayers[a].Lives := 0;
1192 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1193 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1194 g_Player_Remove(gPlayers[a].FUID);
1195 end;
1197 g_Bot_MixNames();
1198 end;
1200 procedure g_Bot_MixNames();
1201 var
1202 s: String;
1203 a, b: Integer;
1204 begin
1205 if BotNames <> nil then
1206 for a := 0 to High(BotNames) do
1207 begin
1208 b := Random(Length(BotNames));
1209 s := BotNames[a];
1210 Botnames[a] := BotNames[b];
1211 BotNames[b] := s;
1212 end;
1213 end;
1215 procedure g_Player_Remove(UID: Word);
1216 var
1217 i: Integer;
1218 begin
1219 if gPlayers = nil then Exit;
1221 if g_Game_IsServer and g_Game_IsNet then
1222 MH_SEND_PlayerDelete(UID);
1224 for i := 0 to High(gPlayers) do
1225 if gPlayers[i] <> nil then
1226 if gPlayers[i].FUID = UID then
1227 begin
1228 if gPlayers[i] is TPlayer then
1229 TPlayer(gPlayers[i]).Free()
1230 else
1231 TBot(gPlayers[i]).Free();
1232 gPlayers[i] := nil;
1233 Exit;
1234 end;
1235 end;
1237 procedure g_Player_Init();
1238 var
1239 F: TextFile;
1240 s: String;
1241 a, b: Integer;
1242 config: TConfig;
1243 sa: SArray;
1244 begin
1245 BotNames := nil;
1247 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1248 Exit;
1250 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1251 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1252 Reset(F);
1254 while not EOF(F) do
1255 begin
1256 ReadLn(F, s);
1258 s := Trim(s);
1259 if s = '' then
1260 Continue;
1262 SetLength(BotNames, Length(BotNames)+1);
1263 BotNames[High(BotNames)] := s;
1264 end;
1266 CloseFile(F);
1268 // Ïåðåìåøèâàåì èõ:
1269 g_Bot_MixNames();
1271 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1272 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1273 BotList := nil;
1274 a := 0;
1276 while config.SectionExists(IntToStr(a)) do
1277 begin
1278 SetLength(BotList, Length(BotList)+1);
1280 with BotList[High(BotList)] do
1281 begin
1282 // Èìÿ áîòà:
1283 name := config.ReadStr(IntToStr(a), 'name', '');
1284 // Ìîäåëü:
1285 model := config.ReadStr(IntToStr(a), 'model', '');
1286 // Êîìàíäà:
1287 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1288 team := TEAM_RED
1289 else
1290 team := TEAM_BLUE;
1291 // Öâåò ìîäåëè:
1292 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1293 color.R := StrToIntDef(sa[0], 0);
1294 color.G := StrToIntDef(sa[1], 0);
1295 color.B := StrToIntDef(sa[2], 0);
1296 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1297 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1298 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1299 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1300 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1301 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1302 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1303 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1304 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1305 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1306 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1307 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1308 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1309 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1310 if Length(sa) = 10 then
1311 for b := 0 to 9 do
1312 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1313 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1314 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1315 if Length(sa) = 10 then
1316 for b := 0 to 9 do
1317 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1319 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1320 if Length(sa) = 10 then
1321 for b := 0 to 9 do
1322 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1323 end;
1325 a := a + 1;
1326 end;
1328 config.Free();
1329 end;
1331 procedure g_Player_Free();
1332 var
1333 i: Integer;
1334 begin
1335 if gPlayers <> nil then
1336 begin
1337 for i := 0 to High(gPlayers) do
1338 if gPlayers[i] <> nil then
1339 begin
1340 if gPlayers[i] is TPlayer then
1341 TPlayer(gPlayers[i]).Free()
1342 else
1343 TBot(gPlayers[i]).Free();
1344 gPlayers[i] := nil;
1345 end;
1347 gPlayers := nil;
1348 end;
1350 gPlayer1 := nil;
1351 gPlayer2 := nil;
1352 end;
1354 procedure g_Player_UpdateAll();
1355 var
1356 i: Integer;
1357 begin
1358 if gPlayers = nil then Exit;
1360 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1361 for i := 0 to High(gPlayers) do
1362 begin
1363 if gPlayers[i] <> nil then
1364 begin
1365 if gPlayers[i] is TPlayer then
1366 begin
1367 gPlayers[i].Update();
1368 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1369 end
1370 else
1371 begin
1372 // bot updates weapons in `UpdateCombat()`
1373 TBot(gPlayers[i]).Update();
1374 end;
1375 end;
1376 end;
1377 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1378 end;
1380 procedure g_Player_DrawAll();
1381 var
1382 i: Integer;
1383 begin
1384 if gPlayers = nil then Exit;
1386 for i := 0 to High(gPlayers) do
1387 if gPlayers[i] <> nil then
1388 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1389 else TBot(gPlayers[i]).Draw();
1390 end;
1392 procedure g_Player_DrawDebug(p: TPlayer);
1393 var
1394 fW, fH: Byte;
1395 begin
1396 if p = nil then Exit;
1397 if (@p.FObj) = nil then Exit;
1399 e_TextureFontGetSize(gStdFont, fW, fH);
1401 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1402 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1403 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1404 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1405 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1406 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1407 end;
1409 procedure g_Player_DrawHealth();
1410 var
1411 i: Integer;
1412 fW, fH: Byte;
1413 begin
1414 if gPlayers = nil then Exit;
1415 e_TextureFontGetSize(gStdFont, fW, fH);
1417 for i := 0 to High(gPlayers) do
1418 if gPlayers[i] <> nil then
1419 begin
1420 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1421 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1422 IntToStr(gPlayers[i].FHealth), gStdFont);
1423 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1424 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1425 IntToStr(gPlayers[i].FArmor), gStdFont);
1426 end;
1427 end;
1429 function g_Player_Get(UID: Word): TPlayer;
1430 var
1431 a: Integer;
1432 begin
1433 Result := nil;
1435 if gPlayers = nil then
1436 Exit;
1438 for a := 0 to High(gPlayers) do
1439 if gPlayers[a] <> nil then
1440 if gPlayers[a].FUID = UID then
1441 begin
1442 Result := gPlayers[a];
1443 Exit;
1444 end;
1445 end;
1447 function g_Player_GetCount(): Byte;
1448 var
1449 a: Integer;
1450 begin
1451 Result := 0;
1453 if gPlayers = nil then
1454 Exit;
1456 for a := 0 to High(gPlayers) do
1457 if gPlayers[a] <> nil then
1458 Result := Result + 1;
1459 end;
1461 function g_Player_GetStats(): TPlayerStatArray;
1462 var
1463 a: Integer;
1464 begin
1465 Result := nil;
1467 if gPlayers = nil then Exit;
1469 for a := 0 to High(gPlayers) do
1470 if gPlayers[a] <> nil then
1471 begin
1472 SetLength(Result, Length(Result)+1);
1473 with Result[High(Result)] do
1474 begin
1475 Ping := gPlayers[a].FPing;
1476 Loss := gPlayers[a].FLoss;
1477 Name := gPlayers[a].FName;
1478 Team := gPlayers[a].FTeam;
1479 Frags := gPlayers[a].FFrags;
1480 Deaths := gPlayers[a].FDeath;
1481 Kills := gPlayers[a].FKills;
1482 Color := gPlayers[a].FModel.Color;
1483 Lives := gPlayers[a].FLives;
1484 Spectator := gPlayers[a].FSpectator;
1485 end;
1486 end;
1487 end;
1489 procedure g_Player_RememberAll;
1490 var
1491 i: Integer;
1492 begin
1493 for i := Low(gPlayers) to High(gPlayers) do
1494 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1495 gPlayers[i].RememberState;
1496 end;
1498 procedure g_Player_ResetAll(Force, Silent: Boolean);
1499 var
1500 i: Integer;
1501 begin
1502 gTeamStat[TEAM_RED].Goals := 0;
1503 gTeamStat[TEAM_BLUE].Goals := 0;
1505 if gPlayers <> nil then
1506 for i := 0 to High(gPlayers) do
1507 if gPlayers[i] <> nil then
1508 begin
1509 gPlayers[i].Reset(Force);
1511 if gPlayers[i] is TPlayer then
1512 begin
1513 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1514 gPlayers[i].Respawn(Silent)
1515 else
1516 gPlayers[i].Spectate();
1517 end
1518 else
1519 TBot(gPlayers[i]).Respawn(Silent);
1520 end;
1521 end;
1523 procedure g_Player_CreateCorpse(Player: TPlayer);
1524 var
1525 find_id: DWORD;
1526 ok: Boolean;
1527 begin
1528 if Player.alive then
1529 Exit;
1530 if Player.FObj.Y >= gMapInfo.Height+128 then
1531 Exit;
1533 with Player do
1534 begin
1535 if (FHealth >= -50) or (gGibsCount = 0) then
1536 begin
1537 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1538 Exit;
1540 ok := False;
1541 for find_id := 0 to High(gCorpses) do
1542 if gCorpses[find_id] = nil then
1543 begin
1544 ok := True;
1545 Break;
1546 end;
1548 if not ok then
1549 find_id := Random(Length(gCorpses));
1551 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1552 gCorpses[find_id].FColor := FModel.Color;
1553 gCorpses[find_id].FObj.Vel := FObj.Vel;
1554 gCorpses[find_id].FObj.Accel := FObj.Accel;
1555 end
1556 else
1557 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1558 FObj.Y + PLAYER_RECT_CY,
1559 FModel.Name, FModel.Color);
1560 end;
1561 end;
1563 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1564 var
1565 SID: DWORD;
1566 begin
1567 if (gShells = nil) or (Length(gShells) = 0) then
1568 Exit;
1570 with gShells[CurrentShell] do
1571 begin
1572 SpriteID := 0;
1573 g_Obj_Init(@Obj);
1574 Obj.Rect.X := 0;
1575 Obj.Rect.Y := 0;
1576 if T = SHELL_BULLET then
1577 begin
1578 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1579 SpriteID := SID;
1580 CX := 2;
1581 CY := 1;
1582 Obj.Rect.Width := 4;
1583 Obj.Rect.Height := 2;
1584 end
1585 else
1586 begin
1587 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1588 SpriteID := SID;
1589 CX := 4;
1590 CY := 2;
1591 Obj.Rect.Width := 7;
1592 Obj.Rect.Height := 3;
1593 end;
1594 SType := T;
1595 alive := True;
1596 Obj.X := fX;
1597 Obj.Y := fY;
1598 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1599 positionChanged(); // this updates spatial accelerators
1600 RAngle := Random(360);
1601 Timeout := gTime + SHELL_TIMEOUT;
1603 if CurrentShell >= High(gShells) then
1604 CurrentShell := 0
1605 else
1606 Inc(CurrentShell);
1607 end;
1608 end;
1610 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1611 var
1612 a: Integer;
1613 GibsArray: TGibsArray;
1614 begin
1615 if (gGibs = nil) or (Length(gGibs) = 0) then
1616 Exit;
1617 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1618 Exit;
1620 for a := 0 to High(GibsArray) do
1621 with gGibs[CurrentGib] do
1622 begin
1623 Color := fColor;
1624 ID := GibsArray[a].ID;
1625 MaskID := GibsArray[a].MaskID;
1626 alive := True;
1627 g_Obj_Init(@Obj);
1628 Obj.Rect := GibsArray[a].Rect;
1629 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1630 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1631 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1632 positionChanged(); // this updates spatial accelerators
1633 RAngle := Random(360);
1635 if gBloodCount > 0 then
1636 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1637 Random(48), Random(48), 150, 0, 0);
1639 if CurrentGib >= High(gGibs) then
1640 CurrentGib := 0
1641 else
1642 Inc(CurrentGib);
1643 end;
1644 end;
1646 procedure g_Player_UpdatePhysicalObjects();
1647 var
1648 i: Integer;
1649 vel: TPoint2i;
1650 mr: Word;
1652 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1653 var
1654 k: Integer;
1655 begin
1656 k := 1 + Random(2);
1657 if T = SHELL_BULLET then
1658 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1659 else
1660 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1661 end;
1663 begin
1664 // Êóñêè ìÿñà:
1665 if gGibs <> nil then
1666 for i := 0 to High(gGibs) do
1667 if gGibs[i].alive then
1668 with gGibs[i] do
1669 begin
1670 vel := Obj.Vel;
1671 mr := g_Obj_Move(@Obj, True, False, True);
1672 positionChanged(); // this updates spatial accelerators
1674 if WordBool(mr and MOVE_FALLOUT) then
1675 begin
1676 alive := False;
1677 Continue;
1678 end;
1680 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1681 if WordBool(mr and MOVE_HITWALL) then
1682 Obj.Vel.X := -(vel.X div 2);
1683 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1684 Obj.Vel.Y := -(vel.Y div 2);
1686 if (Obj.Vel.X >= 0) then
1687 begin // Clockwise
1688 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1689 if RAngle >= 360 then
1690 RAngle := RAngle mod 360;
1691 end else begin // Counter-clockwise
1692 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1693 if RAngle < 0 then
1694 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1695 end;
1697 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1698 if gTime mod (GAME_TICK*3) = 0 then
1699 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1700 end;
1702 // Òðóïû:
1703 if gCorpses <> nil then
1704 for i := 0 to High(gCorpses) do
1705 if gCorpses[i] <> nil then
1706 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1707 begin
1708 gCorpses[i].Free();
1709 gCorpses[i] := nil;
1710 end
1711 else
1712 gCorpses[i].Update();
1714 // Ãèëüçû:
1715 if gShells <> nil then
1716 for i := 0 to High(gShells) do
1717 if gShells[i].alive then
1718 with gShells[i] do
1719 begin
1720 vel := Obj.Vel;
1721 mr := g_Obj_Move(@Obj, True, False, True);
1722 positionChanged(); // this updates spatial accelerators
1724 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1725 begin
1726 alive := False;
1727 Continue;
1728 end;
1730 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1731 if WordBool(mr and MOVE_HITWALL) then
1732 begin
1733 Obj.Vel.X := -(vel.X div 2);
1734 if not WordBool(mr and MOVE_INWATER) then
1735 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1736 end;
1737 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1738 begin
1739 Obj.Vel.Y := -(vel.Y div 2);
1740 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1741 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1742 begin
1743 if RAngle mod 90 <> 0 then
1744 RAngle := (RAngle div 90) * 90;
1745 end
1746 else if not WordBool(mr and MOVE_INWATER) then
1747 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1748 end;
1750 if (Obj.Vel.X >= 0) then
1751 begin // Clockwise
1752 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1753 if RAngle >= 360 then
1754 RAngle := RAngle mod 360;
1755 end else begin // Counter-clockwise
1756 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1757 if RAngle < 0 then
1758 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1759 end;
1760 end;
1761 end;
1764 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1765 begin
1766 x := Obj.X+Obj.Rect.X;
1767 y := Obj.Y+Obj.Rect.Y;
1768 w := Obj.Rect.Width;
1769 h := Obj.Rect.Height;
1770 end;
1772 procedure TGib.moveBy (dx, dy: Integer); inline;
1773 begin
1774 if (dx <> 0) or (dy <> 0) then
1775 begin
1776 Obj.X += dx;
1777 Obj.Y += dy;
1778 positionChanged();
1779 end;
1780 end;
1783 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1784 begin
1785 x := Obj.X;
1786 y := Obj.Y;
1787 w := Obj.Rect.Width;
1788 h := Obj.Rect.Height;
1789 end;
1791 procedure TShell.moveBy (dx, dy: Integer); inline;
1792 begin
1793 if (dx <> 0) or (dy <> 0) then
1794 begin
1795 Obj.X += dx;
1796 Obj.Y += dy;
1797 positionChanged();
1798 end;
1799 end;
1802 procedure TGib.positionChanged (); inline; begin end;
1803 procedure TShell.positionChanged (); inline; begin end;
1806 procedure g_Player_DrawCorpses();
1807 var
1808 i: Integer;
1809 a: TDFPoint;
1810 begin
1811 if gGibs <> nil then
1812 for i := 0 to High(gGibs) do
1813 if gGibs[i].alive then
1814 with gGibs[i] do
1815 begin
1816 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1817 Continue;
1819 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1820 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1822 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1824 e_Colors := Color;
1825 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1826 e_Colors.R := 255;
1827 e_Colors.G := 255;
1828 e_Colors.B := 255;
1829 end;
1831 if gCorpses <> nil then
1832 for i := 0 to High(gCorpses) do
1833 if gCorpses[i] <> nil then
1834 gCorpses[i].Draw();
1835 end;
1837 procedure g_Player_DrawShells();
1838 var
1839 i: Integer;
1840 a: TDFPoint;
1841 begin
1842 if gShells <> nil then
1843 for i := 0 to High(gShells) do
1844 if gShells[i].alive then
1845 with gShells[i] do
1846 begin
1847 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1848 Continue;
1850 a.X := CX;
1851 a.Y := CY;
1853 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1854 end;
1855 end;
1857 procedure g_Player_RemoveAllCorpses();
1858 var
1859 i: Integer;
1860 begin
1861 gGibs := nil;
1862 gShells := nil;
1863 SetLength(gGibs, MaxGibs);
1864 SetLength(gShells, MaxGibs);
1865 CurrentGib := 0;
1866 CurrentShell := 0;
1868 if gCorpses <> nil then
1869 for i := 0 to High(gCorpses) do
1870 gCorpses[i].Free();
1872 gCorpses := nil;
1873 SetLength(gCorpses, MaxCorpses);
1874 end;
1876 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
1877 var
1878 count, i: Integer;
1879 b: Boolean;
1880 begin
1881 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1882 count := 0;
1883 if gCorpses <> nil then
1884 for i := 0 to High(gCorpses) do
1885 if gCorpses[i] <> nil then
1886 count := count + 1;
1888 Mem := TBinMemoryWriter.Create((count+1) * 128);
1890 // Êîëè÷åñòâî òðóïîâ:
1891 Mem.WriteInt(count);
1893 if count = 0 then
1894 Exit;
1896 // Ñîõðàíÿåì òðóïû:
1897 for i := 0 to High(gCorpses) do
1898 if gCorpses[i] <> nil then
1899 begin
1900 // Íàçâàíèå ìîäåëè:
1901 Mem.WriteString(gCorpses[i].FModelName);
1902 // Òèï ñìåðòè:
1903 b := gCorpses[i].Mess;
1904 Mem.WriteBoolean(b);
1905 // Ñîõðàíÿåì äàííûå òðóïà:
1906 gCorpses[i].SaveState(Mem);
1907 end;
1908 end;
1910 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
1911 var
1912 count, i: Integer;
1913 str: String;
1914 b: Boolean;
1915 begin
1916 if Mem = nil then
1917 Exit;
1919 g_Player_RemoveAllCorpses();
1921 // Êîëè÷åñòâî òðóïîâ:
1922 Mem.ReadInt(count);
1924 if count > Length(gCorpses) then
1925 begin
1926 raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1927 end;
1929 if count = 0 then
1930 Exit;
1932 // Çàãðóæàåì òðóïû:
1933 for i := 0 to count-1 do
1934 begin
1935 // Íàçâàíèå ìîäåëè:
1936 Mem.ReadString(str);
1937 // Òèï ñìåðòè:
1938 Mem.ReadBoolean(b);
1939 // Ñîçäàåì òðóï:
1940 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1941 // Çàãðóæàåì äàííûå òðóïà:
1942 gCorpses[i].LoadState(Mem);
1943 end;
1944 end;
1946 { T P l a y e r : }
1948 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1950 procedure TPlayer.BFGHit();
1951 begin
1952 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1953 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1954 if g_Game_IsServer and g_Game_IsNet then
1955 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1956 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1957 0, NET_GFX_BFGHIT);
1958 end;
1960 procedure TPlayer.ChangeModel(ModelName: string);
1961 var
1962 locModel: TPlayerModel;
1963 begin
1964 locModel := g_PlayerModel_Get(ModelName);
1965 if locModel = nil then Exit;
1967 FModel.Free();
1968 FModel := locModel;
1969 end;
1971 procedure TPlayer.SetModel(ModelName: string);
1972 var
1973 m: TPlayerModel;
1974 begin
1975 m := g_PlayerModel_Get(ModelName);
1976 if m = nil then
1977 begin
1978 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1979 m := g_PlayerModel_Get('doomer');
1980 if m = nil then
1981 begin
1982 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1983 Exit;
1984 end;
1985 end;
1987 if FModel <> nil then
1988 FModel.Free();
1990 FModel := m;
1992 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1993 FModel.Color := FColor
1994 else
1995 FModel.Color := TEAMCOLOR[FTeam];
1996 FModel.SetWeapon(FCurrWeap);
1997 FModel.SetFlag(FFlag);
1998 SetDirection(FDirection);
1999 end;
2001 procedure TPlayer.SetColor(Color: TRGB);
2002 begin
2003 FColor := Color;
2004 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2005 if FModel <> nil then FModel.Color := Color;
2006 end;
2008 procedure TPlayer.SwitchTeam;
2009 begin
2010 if g_Game_IsClient then
2011 Exit;
2012 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2014 if gGameOn and FAlive then
2015 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2017 if FTeam = TEAM_RED then
2018 begin
2019 ChangeTeam(TEAM_BLUE);
2020 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2021 if g_Game_IsNet then
2022 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2023 end
2024 else
2025 begin
2026 ChangeTeam(TEAM_RED);
2027 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2028 if g_Game_IsNet then
2029 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2030 end;
2031 FPreferredTeam := FTeam;
2032 end;
2034 procedure TPlayer.ChangeTeam(Team: Byte);
2035 var
2036 OldTeam: Byte;
2037 begin
2038 OldTeam := FTeam;
2039 FTeam := Team;
2040 case Team of
2041 TEAM_RED, TEAM_BLUE:
2042 FModel.Color := TEAMCOLOR[Team];
2043 else
2044 FModel.Color := FColor;
2045 end;
2046 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2047 MH_SEND_PlayerStats(FUID);
2048 end;
2051 procedure TPlayer.CollideItem();
2052 var
2053 i: Integer;
2054 r: Boolean;
2055 begin
2056 if gItems = nil then Exit;
2057 if not FAlive then Exit;
2059 for i := 0 to High(gItems) do
2060 with gItems[i] do
2061 begin
2062 if (ItemType <> ITEM_NONE) and alive then
2063 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2064 PLAYER_RECT.Height, @Obj) then
2065 begin
2066 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2068 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2069 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2070 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2071 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2072 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2074 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2075 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2076 (gGameSettings.GameType = GT_SINGLE) and
2077 (g_Player_GetCount() > 1)) then
2078 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2079 end;
2080 end;
2081 end;
2084 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2085 begin
2086 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2087 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2088 False);
2089 end;
2091 constructor TPlayer.Create();
2092 begin
2093 viewPortX := 0;
2094 viewPortY := 0;
2095 viewPortW := 0;
2096 viewPortH := 0;
2097 mEDamageType := HIT_SOME;
2099 FIamBot := False;
2100 FDummy := False;
2101 FSpawned := False;
2103 FSawSound := TPlayableSound.Create();
2104 FSawSoundIdle := TPlayableSound.Create();
2105 FSawSoundHit := TPlayableSound.Create();
2106 FSawSoundSelect := TPlayableSound.Create();
2107 FJetSoundFly := TPlayableSound.Create();
2108 FJetSoundOn := TPlayableSound.Create();
2109 FJetSoundOff := TPlayableSound.Create();
2111 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2112 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2113 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2114 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2115 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2116 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2117 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2119 FSpectatePlayer := -1;
2120 FClientID := -1;
2121 FPing := 0;
2122 FLoss := 0;
2123 FSavedState.WaitRecall := False;
2124 FShellTimer := -1;
2125 FFireTime := 0;
2126 FFirePainTime := 0;
2127 FFireAttacker := 0;
2129 FActualModelName := 'doomer';
2131 g_Obj_Init(@FObj);
2132 FObj.Rect := PLAYER_RECT;
2134 FBFGFireCounter := -1;
2135 FJustTeleported := False;
2136 FNetTime := 0;
2138 resetWeaponQueue();
2139 end;
2141 procedure TPlayer.positionChanged (); inline;
2142 begin
2143 end;
2145 procedure TPlayer.doDamage (v: Integer);
2146 begin
2147 if (v <= 0) then exit;
2148 if (v > 32767) then v := 32767;
2149 Damage(v, 0, 0, 0, mEDamageType);
2150 end;
2152 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2153 var
2154 c: Word;
2155 begin
2156 if (not g_Game_IsClient) and (not FAlive) then
2157 Exit;
2159 FLastHit := t;
2161 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2162 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2163 begin
2164 if not g_Game_IsClient then
2165 begin
2166 FArmor := 0;
2167 if t = HIT_TRAP then
2168 begin
2169 // Ëîâóøêà óáèâàåò ñðàçó:
2170 FHealth := -100;
2171 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2172 end;
2173 if t = HIT_SELF then
2174 begin
2175 // Ñàìîóáèéñòâî:
2176 FHealth := 0;
2177 Kill(K_SIMPLEKILL, SpawnerUID, t);
2178 end;
2179 end;
2180 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2181 FMegaRulez[MR_SUIT] := 0;
2182 FMegaRulez[MR_INVUL] := 0;
2183 FMegaRulez[MR_INVIS] := 0;
2184 FBerserk := 0;
2185 end;
2187 // Íî îò îñòàëüíîãî ñïàñàåò:
2188 if FMegaRulez[MR_INVUL] >= gTime then
2189 Exit;
2191 // ×èò-êîä "ÃÎÐÅÖ":
2192 if FGodMode then
2193 Exit;
2195 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2196 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2197 (SpawnerUID = FUID) or
2198 (not SameTeam(FUID, SpawnerUID)) then
2199 begin
2200 FLastSpawnerUID := SpawnerUID;
2202 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2203 if gBloodCount > 0 then
2204 begin
2205 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2206 if value div 4 <= c then
2207 c := c - (value div 4)
2208 else
2209 c := 0;
2211 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2212 MakeBloodSimple(c)
2213 else
2214 case t of
2215 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2216 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2217 end;
2219 if t = HIT_WATER then
2220 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2221 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2222 end;
2224 // Áóôåð óðîíà:
2225 if FAlive then
2226 Inc(FDamageBuffer, value);
2228 // Âñïûøêà áîëè:
2229 if gFlash <> 0 then
2230 FPain := FPain + value;
2231 end;
2233 if g_Game_IsServer and g_Game_IsNet then
2234 begin
2235 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2236 MH_SEND_PlayerStats(FUID);
2237 MH_SEND_PlayerPos(False, FUID);
2238 end;
2239 end;
2241 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2242 begin
2243 Result := False;
2244 if g_Game_IsClient then
2245 Exit;
2246 if not FAlive then
2247 Exit;
2249 if Soft and (FHealth < PLAYER_HP_SOFT) then
2250 begin
2251 IncMax(FHealth, value, PLAYER_HP_SOFT);
2252 Result := True;
2253 end;
2254 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2255 begin
2256 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2257 Result := True;
2258 end;
2260 if Result and g_Game_IsServer and g_Game_IsNet then
2261 MH_SEND_PlayerStats(FUID);
2262 end;
2264 destructor TPlayer.Destroy();
2265 begin
2266 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2267 gPlayer1 := nil;
2268 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2269 gPlayer2 := nil;
2271 FSawSound.Free();
2272 FSawSoundIdle.Free();
2273 FSawSoundHit.Free();
2274 FJetSoundFly.Free();
2275 FJetSoundOn.Free();
2276 FJetSoundOff.Free();
2277 FModel.Free();
2279 inherited;
2280 end;
2282 procedure TPlayer.DrawBubble();
2283 var
2284 bubX, bubY: Integer;
2285 ID: LongWord;
2286 Rb, Gb, Bb,
2287 Rw, Gw, Bw: SmallInt;
2288 Dot: Byte;
2289 begin
2290 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18);
2291 bubY := FObj.Y+FObj.Rect.Y - 18;
2292 Rb := 64;
2293 Gb := 64;
2294 Bb := 64;
2295 Rw := 240;
2296 Gw := 240;
2297 Bw := 240;
2298 case gChatBubble of
2299 1: // simple textual non-bubble
2300 begin
2301 bubX := FObj.X+FObj.Rect.X - 11;
2302 bubY := FObj.Y+FObj.Rect.Y - 17;
2303 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2304 Exit;
2305 end;
2306 2: // advanced pixel-perfect bubble
2307 begin
2308 if FTeam = TEAM_RED then
2309 Rb := 255
2310 else
2311 if FTeam = TEAM_BLUE then
2312 Bb := 255;
2313 end;
2314 3: // colored bubble
2315 begin
2316 Rb := FModel.Color.R;
2317 Gb := FModel.Color.G;
2318 Bb := FModel.Color.B;
2319 Rw := Min(Rb * 2 + 64, 255);
2320 Gw := Min(Gb * 2 + 64, 255);
2321 Bw := Min(Bb * 2 + 64, 255);
2322 if (Abs(Rw - Rb) < 32)
2323 or (Abs(Gw - Gb) < 32)
2324 or (Abs(Bw - Bb) < 32) then
2325 begin
2326 Rb := Max(Rw div 2 - 16, 0);
2327 Gb := Max(Gw div 2 - 16, 0);
2328 Bb := Max(Bw div 2 - 16, 0);
2329 end;
2330 end;
2331 4: // custom textured bubble
2332 begin
2333 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2334 if FDirection = D_RIGHT then
2335 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2336 else
2337 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
2338 Exit;
2339 end;
2340 end;
2342 // Outer borders
2343 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2344 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2345 // Inner box
2346 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2348 // Tail
2349 Dot := IfThen(FDirection = D_LEFT, 14, 5);
2350 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2351 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);
2352 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);
2353 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);
2354 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);
2356 // Dots
2357 Dot := 6;
2358 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2359 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2360 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2361 end;
2363 procedure TPlayer.Draw();
2364 var
2365 ID: DWORD;
2366 w, h: Word;
2367 dr: Boolean;
2368 begin
2369 if FAlive then
2370 begin
2371 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2372 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2373 begin
2374 e_GetTextureSize(ID, @w, @h);
2375 if FDirection = D_LEFT then
2376 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2377 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2378 else
2379 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2380 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2381 end;
2383 if FMegaRulez[MR_INVIS] > gTime then
2384 begin
2385 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2386 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2387 begin
2388 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2389 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2390 else
2391 dr := True;
2392 if dr then
2393 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2394 else
2395 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2396 end
2397 else
2398 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2399 end
2400 else
2401 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2402 end;
2404 if g_debug_Frames then
2405 begin
2406 e_DrawQuad(FObj.X+FObj.Rect.X,
2407 FObj.Y+FObj.Rect.Y,
2408 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2409 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2410 0, 255, 0);
2411 end;
2413 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2414 DrawBubble();
2415 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2416 if gAimLine and alive and
2417 ((Self = gPlayer1) or (Self = gPlayer2)) then
2418 DrawAim();
2419 end;
2422 procedure TPlayer.DrawAim();
2423 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2424 var
2425 ex, ey: Integer;
2426 begin
2427 if isValidViewPort and (self = gPlayer1) then
2428 begin
2429 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2430 end;
2432 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2433 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2434 begin
2435 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2436 end
2437 else
2438 begin
2439 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2440 end;
2441 end;
2443 var
2444 wx, wy, xx, yy: Integer;
2445 angle: SmallInt;
2446 sz, len: Word;
2447 begin
2448 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
2449 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2450 angle := FAngle;
2451 len := 1024;
2452 sz := 2;
2453 case FCurrWeap of
2454 0: begin // Punch
2455 len := 12;
2456 sz := 4;
2457 end;
2458 1: begin // Chainsaw
2459 len := 24;
2460 sz := 6;
2461 end;
2462 2: begin // Pistol
2463 len := 1024;
2464 sz := 2;
2465 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2466 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2467 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2468 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2469 end;
2470 3: begin // Shotgun
2471 len := 1024;
2472 sz := 3;
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 4: begin // Double Shotgun
2479 len := 1024;
2480 sz := 4;
2481 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2482 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2483 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2484 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2485 end;
2486 5: begin // Chaingun
2487 len := 1024;
2488 sz := 3;
2489 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2490 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2491 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2492 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2493 end;
2494 6: begin // Rocket Launcher
2495 len := 1024;
2496 sz := 7;
2497 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2498 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2499 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2500 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2501 end;
2502 7: begin // Plasmagun
2503 len := 1024;
2504 sz := 5;
2505 if angle = ANGLE_RIGHTUP then Inc(angle);
2506 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2507 if angle = ANGLE_LEFTUP then Dec(angle);
2508 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2509 end;
2510 8: begin // BFG
2511 len := 1024;
2512 sz := 12;
2513 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2514 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2515 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2516 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2517 end;
2518 9: begin // Super Chaingun
2519 len := 1024;
2520 sz := 4;
2521 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2522 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2523 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2524 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2525 end;
2526 end;
2527 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2528 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2529 {$IF DEFINED(D2F_DEBUG)}
2530 drawCast(sz, wx, wy, xx, yy);
2531 {$ELSE}
2532 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2533 {$ENDIF}
2534 end;
2536 procedure TPlayer.DrawGUI();
2537 var
2538 ID: DWORD;
2539 X, Y, SY, a, p, m: Integer;
2540 tw, th: Word;
2541 cw, ch: Byte;
2542 s: string;
2543 stat: TPlayerStatArray;
2544 begin
2545 X := gPlayerScreenSize.X;
2546 SY := gPlayerScreenSize.Y;
2547 Y := 0;
2549 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2550 begin
2551 if gGameSettings.GameMode = GM_CTF then
2552 a := 32 + 8
2553 else
2554 a := 0;
2555 if gGameSettings.GameMode = GM_CTF then
2556 begin
2557 s := 'TEXTURE_PLAYER_REDFLAG';
2558 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2559 s := 'TEXTURE_PLAYER_REDFLAG_S';
2560 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2561 s := 'TEXTURE_PLAYER_REDFLAG_D';
2562 if g_Texture_Get(s, ID) then
2563 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2564 end;
2566 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2567 e_CharFont_GetSize(gMenuFont, s, tw, th);
2568 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2570 if gGameSettings.GameMode = GM_CTF then
2571 begin
2572 s := 'TEXTURE_PLAYER_BLUEFLAG';
2573 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2574 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2575 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2576 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2577 if g_Texture_Get(s, ID) then
2578 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2579 end;
2581 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2582 e_CharFont_GetSize(gMenuFont, s, tw, th);
2583 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2584 end;
2586 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2587 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2588 0, False, False);
2590 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2591 e_Draw(ID, X+2, Y, 0, True, False);
2593 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2594 begin
2595 if gShowStat then
2596 begin
2597 s := IntToStr(Frags);
2598 e_CharFont_GetSize(gMenuFont, s, tw, th);
2599 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2601 s := '';
2602 p := 1;
2603 m := 0;
2604 stat := g_Player_GetStats();
2605 if stat <> nil then
2606 begin
2607 p := 1;
2609 for a := 0 to High(stat) do
2610 if stat[a].Name <> Name then
2611 begin
2612 if stat[a].Frags > m then m := stat[a].Frags;
2613 if stat[a].Frags > Frags then p := p+1;
2614 end;
2615 end;
2617 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2618 if Frags >= m then s := s+'+' else s := s+'-';
2619 s := s+IntToStr(Abs(Frags-m));
2621 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2622 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2623 end;
2625 if gShowLives and (gGameSettings.MaxLives > 0) then
2626 begin
2627 s := IntToStr(Lives);
2628 e_CharFont_GetSize(gMenuFont, s, tw, th);
2629 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2630 end;
2631 end;
2633 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2634 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2636 if R_BERSERK in FRulez then
2637 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2638 else
2639 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2641 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2642 e_Draw(ID, X+36, Y+77, 0, True, False);
2644 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2645 e_CharFont_GetSize(gMenuFont, s, tw, th);
2646 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2648 s := IntToStr(FArmor);
2649 e_CharFont_GetSize(gMenuFont, s, tw, th);
2650 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2652 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2654 case FCurrWeap of
2655 WEAPON_KASTET:
2656 begin
2657 s := '--';
2658 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2659 end;
2660 WEAPON_SAW:
2661 begin
2662 s := '--';
2663 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2664 end;
2665 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2666 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2667 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2668 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2669 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2670 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2671 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2672 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2673 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2674 end;
2676 e_CharFont_GetSize(gMenuFont, s, tw, th);
2677 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2678 e_Draw(ID, X+20, Y+160, 0, True, False);
2680 if R_KEY_RED in FRulez then
2681 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2683 if R_KEY_GREEN in FRulez then
2684 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2686 if R_KEY_BLUE in FRulez then
2687 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2689 if FJetFuel > 0 then
2690 begin
2691 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2692 e_Draw(ID, X+2, Y+116, 0, True, False);
2693 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2694 e_Draw(ID, X+2, Y+126, 0, True, False);
2695 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2696 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2697 end
2698 else
2699 begin
2700 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2701 e_Draw(ID, X+2, Y+124, 0, True, False);
2702 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2703 end;
2705 if gShowPing and g_Game_IsClient then
2706 begin
2707 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2708 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2709 Y := Y + 16;
2710 end;
2712 if FSpectator then
2713 begin
2714 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2715 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2716 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2717 if FNoRespawn then
2718 begin
2719 e_TextureFontGetSize(gStdFont, cw, ch);
2720 s := _lc[I_PLAYER_SPECT4];
2721 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2722 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2723 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2724 end;
2726 end;
2727 end;
2729 procedure TPlayer.DrawRulez();
2730 var
2731 dr: Boolean;
2732 begin
2733 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2734 if FMegaRulez[MR_INVUL] >= gTime then
2735 begin
2736 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2737 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2738 else
2739 dr := True;
2741 if dr then
2742 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2743 191, 191, 191, 0, B_INVERT);
2744 end;
2746 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2747 if FMegaRulez[MR_SUIT] >= gTime then
2748 begin
2749 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2750 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2751 else
2752 dr := True;
2754 if dr then
2755 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2756 0, 96, 0, 200, B_NONE);
2757 end;
2759 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2760 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2761 begin
2762 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2763 255, 0, 0, 200, B_NONE);
2764 end;
2765 end;
2767 procedure TPlayer.DrawPain();
2768 var
2769 a, h: Integer;
2770 begin
2771 if FPain = 0 then Exit;
2773 a := FPain;
2775 if a < 15 then h := 0
2776 else if a < 35 then h := 1
2777 else if a < 55 then h := 2
2778 else if a < 75 then h := 3
2779 else if a < 95 then h := 4
2780 else h := 5;
2782 //if a > 255 then a := 255;
2784 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2785 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2786 end;
2788 procedure TPlayer.DrawPickup();
2789 var
2790 a, h: Integer;
2791 begin
2792 if FPickup = 0 then Exit;
2794 a := FPickup;
2796 if a < 15 then h := 1
2797 else if a < 35 then h := 2
2798 else if a < 55 then h := 3
2799 else if a < 75 then h := 4
2800 else h := 5;
2802 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2803 end;
2805 procedure TPlayer.Fire();
2806 var
2807 f, DidFire: Boolean;
2808 wx, wy, xd, yd: Integer;
2809 locobj: TObj;
2810 begin
2811 if g_Game_IsClient then Exit;
2812 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2813 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2815 if FSpectator then
2816 begin
2817 Respawn(False);
2818 Exit;
2819 end;
2821 if FReloading[FCurrWeap] <> 0 then Exit;
2823 DidFire := False;
2825 f := False;
2826 wx := FObj.X+WEAPONPOINT[FDirection].X;
2827 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2828 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
2829 yd := wy+firediry();
2831 case FCurrWeap of
2832 WEAPON_KASTET:
2833 begin
2834 if R_BERSERK in FRulez then
2835 begin
2836 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2837 locobj.X := FObj.X+FObj.Rect.X;
2838 locobj.Y := FObj.Y+FObj.Rect.Y;
2839 locobj.rect.X := 0;
2840 locobj.rect.Y := 0;
2841 locobj.rect.Width := 39;
2842 locobj.rect.Height := 52;
2843 locobj.Vel.X := (xd-wx) div 2;
2844 locobj.Vel.Y := (yd-wy) div 2;
2845 locobj.Accel.X := xd-wx;
2846 locobj.Accel.y := yd-wy;
2848 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2849 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2850 else
2851 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2853 if gFlash = 1 then
2854 if FPain < 50 then
2855 FPain := min(FPain + 25, 50);
2856 end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2858 DidFire := True;
2859 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2860 end;
2862 WEAPON_SAW:
2863 begin
2864 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2865 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2866 begin
2867 FSawSoundSelect.Stop();
2868 FSawSound.Stop();
2869 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2870 end
2871 else if not FSawSoundHit.IsPlaying() then
2872 begin
2873 FSawSoundSelect.Stop();
2874 FSawSound.PlayAt(FObj.X, FObj.Y);
2875 end;
2877 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2878 DidFire := True;
2879 f := True;
2880 end;
2882 WEAPON_PISTOL:
2883 if FAmmo[A_BULLETS] > 0 then
2884 begin
2885 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2886 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2887 Dec(FAmmo[A_BULLETS]);
2888 FFireAngle := FAngle;
2889 f := True;
2890 DidFire := True;
2891 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2892 GameVelX, GameVelY-2, SHELL_BULLET);
2893 end;
2895 WEAPON_SHOTGUN1:
2896 if FAmmo[A_SHELLS] > 0 then
2897 begin
2898 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2899 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2900 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2901 Dec(FAmmo[A_SHELLS]);
2902 FFireAngle := FAngle;
2903 f := True;
2904 DidFire := True;
2905 FShellTimer := 10;
2906 FShellType := SHELL_SHELL;
2907 end;
2909 WEAPON_SHOTGUN2:
2910 if FAmmo[A_SHELLS] >= 2 then
2911 begin
2912 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2913 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2914 Dec(FAmmo[A_SHELLS], 2);
2915 FFireAngle := FAngle;
2916 f := True;
2917 DidFire := True;
2918 FShellTimer := 13;
2919 FShellType := SHELL_DBLSHELL;
2920 end;
2922 WEAPON_CHAINGUN:
2923 if FAmmo[A_BULLETS] > 0 then
2924 begin
2925 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2926 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2927 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2928 Dec(FAmmo[A_BULLETS]);
2929 FFireAngle := FAngle;
2930 f := True;
2931 DidFire := True;
2932 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2933 GameVelX, GameVelY-2, SHELL_BULLET);
2934 end;
2936 WEAPON_ROCKETLAUNCHER:
2937 if FAmmo[A_ROCKETS] > 0 then
2938 begin
2939 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2940 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2941 Dec(FAmmo[A_ROCKETS]);
2942 FFireAngle := FAngle;
2943 f := True;
2944 DidFire := True;
2945 end;
2947 WEAPON_PLASMA:
2948 if FAmmo[A_CELLS] > 0 then
2949 begin
2950 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2951 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2952 Dec(FAmmo[A_CELLS]);
2953 FFireAngle := FAngle;
2954 f := True;
2955 DidFire := True;
2956 end;
2958 WEAPON_BFG:
2959 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2960 begin
2961 FBFGFireCounter := 17;
2962 if not FNoReload then
2963 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2964 Dec(FAmmo[A_CELLS], 40);
2965 DidFire := True;
2966 end;
2968 WEAPON_SUPERPULEMET:
2969 if FAmmo[A_SHELLS] > 0 then
2970 begin
2971 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2972 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2973 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2974 Dec(FAmmo[A_SHELLS]);
2975 FFireAngle := FAngle;
2976 f := True;
2977 DidFire := True;
2978 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2979 GameVelX, GameVelY-2, SHELL_SHELL);
2980 end;
2982 WEAPON_FLAMETHROWER:
2983 if FAmmo[A_FUEL] > 0 then
2984 begin
2985 g_Weapon_flame(wx, wy, xd, yd, FUID);
2986 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2987 Dec(FAmmo[A_FUEL]);
2988 FFireAngle := FAngle;
2989 f := True;
2990 DidFire := True;
2991 end;
2992 end;
2994 if g_Game_IsNet then
2995 begin
2996 if DidFire then
2997 begin
2998 if FCurrWeap <> WEAPON_BFG then
2999 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3000 else
3001 if not FNoReload then
3002 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3003 end;
3005 MH_SEND_PlayerStats(FUID);
3006 end;
3008 if not f then Exit;
3010 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3011 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3012 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3013 end;
3015 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3016 begin
3017 case Weapon of
3018 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3019 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3020 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3021 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3022 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3023 else Result := 0;
3024 end;
3025 end;
3027 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3028 begin
3029 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3030 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3031 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3032 end;
3034 procedure TPlayer.JetpackOn;
3035 begin
3036 FJetSoundFly.Stop;
3037 FJetSoundOff.Stop;
3038 FJetSoundOn.SetPosition(0);
3039 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3040 FlySmoke(8);
3041 end;
3043 procedure TPlayer.JetpackOff;
3044 begin
3045 FJetSoundFly.Stop;
3046 FJetSoundOn.Stop;
3047 FJetSoundOff.SetPosition(0);
3048 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3049 end;
3051 procedure TPlayer.CatchFire(Attacker: Word);
3052 begin
3053 FFireTime := 100;
3054 FFireAttacker := Attacker;
3055 if g_Game_IsNet and g_Game_IsServer then
3056 MH_SEND_PlayerStats(FUID);
3057 end;
3059 procedure TPlayer.Jump();
3060 begin
3061 if gFly or FJetpack then
3062 begin
3063 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3064 if FObj.Vel.Y > -VEL_FLY then
3065 FObj.Vel.Y := FObj.Vel.Y - 3;
3066 if FJetpack then
3067 begin
3068 if FJetFuel > 0 then
3069 Dec(FJetFuel);
3070 if (FJetFuel < 1) and g_Game_IsServer then
3071 begin
3072 FJetpack := False;
3073 JetpackOff;
3074 if g_Game_IsNet then
3075 MH_SEND_PlayerStats(FUID);
3076 end;
3077 end;
3078 Exit;
3079 end;
3081 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3082 if FGhost then
3083 FCanJetpack := False;
3085 // Ïðûãàåì èëè âñïëûâàåì:
3086 if (CollideLevel(0, 1) or
3087 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3088 PLAYER_RECT.Height-33, PANEL_STEP, False)
3089 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3090 begin
3091 FObj.Vel.Y := -VEL_JUMP;
3092 FCanJetpack := False;
3093 end
3094 else
3095 begin
3096 if BodyInLiquid(0, 0) then
3097 FObj.Vel.Y := -VEL_SW
3098 else if (FJetFuel > 0) and FCanJetpack and
3099 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3100 begin
3101 FJetpack := True;
3102 JetpackOn;
3103 if g_Game_IsNet then
3104 MH_SEND_PlayerStats(FUID);
3105 end;
3106 end;
3107 end;
3109 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3110 var
3111 a, i, k, ab, ar: Byte;
3112 s: String;
3113 mon: TMonster;
3114 plr: TPlayer;
3115 srv, netsrv: Boolean;
3116 DoFrags: Boolean;
3117 OldLR: Byte;
3118 KP: TPlayer;
3119 it: PItem;
3121 procedure PushItem(t: Byte);
3122 var
3123 id: DWORD;
3124 begin
3125 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3126 it := g_Items_ByIdx(id);
3127 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3128 begin
3129 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3130 (FObj.Vel.Y div 2)-Random(9));
3131 it.positionChanged(); // this updates spatial accelerators
3132 end
3133 else
3134 begin
3135 if KillType = K_HARDKILL then // -5..+5; -5..0
3136 begin
3137 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3138 (FObj.Vel.Y div 2)-Random(6));
3139 end
3140 else // -3..+3; -3..0
3141 begin
3142 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3143 (FObj.Vel.Y div 2)-Random(4));
3144 end;
3145 it.positionChanged(); // this updates spatial accelerators
3146 end;
3148 if g_Game_IsNet and g_Game_IsServer then
3149 MH_SEND_ItemSpawn(True, id);
3150 end;
3152 begin
3153 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3154 Srv := g_Game_IsServer;
3155 Netsrv := g_Game_IsServer and g_Game_IsNet;
3156 if Srv then FDeath := FDeath + 1;
3157 if FAlive then
3158 begin
3159 if FGhost then
3160 FGhost := False;
3161 if not FPhysics then
3162 FPhysics := True;
3163 FAlive := False;
3164 end;
3165 FShellTimer := -1;
3167 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3168 begin
3169 if FLives > 0 then FLives := FLives - 1;
3170 if FLives = 0 then FNoRespawn := True;
3171 end;
3173 // Íîìåð òèïà ñìåðòè:
3174 a := 1;
3175 case KillType of
3176 K_SIMPLEKILL: a := 1;
3177 K_HARDKILL: a := 2;
3178 K_EXTRAHARDKILL: a := 3;
3179 K_FALLKILL: a := 4;
3180 end;
3182 // Çâóê ñìåðòè:
3183 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3184 for i := 1 to 3 do
3185 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3186 Break;
3188 // Âðåìÿ ðåñïàóíà:
3189 if Srv then
3190 case KillType of
3191 K_SIMPLEKILL:
3192 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3193 K_HARDKILL:
3194 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3195 K_EXTRAHARDKILL, K_FALLKILL:
3196 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3197 end;
3199 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3200 case KillType of
3201 K_SIMPLEKILL:
3202 SetAction(A_DIE1);
3203 K_HARDKILL, K_EXTRAHARDKILL:
3204 SetAction(A_DIE2);
3205 end;
3207 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3208 if (KillType <> K_FALLKILL) and (Srv) then
3209 g_Monsters_killedp();
3211 if SpawnerUID = FUID then
3212 begin // Ñàìîóáèëñÿ
3213 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3214 begin
3215 Dec(FFrags);
3216 FLastFrag := 0;
3217 end;
3218 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3219 end
3220 else
3221 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3222 begin // Óáèò äðóãèì èãðîêîì
3223 KP := g_Player_Get(SpawnerUID);
3224 if (KP <> nil) and Srv then
3225 begin
3226 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3227 if SameTeam(FUID, SpawnerUID) then
3228 begin
3229 Dec(KP.FFrags);
3230 KP.FLastFrag := 0;
3231 end else
3232 begin
3233 Inc(KP.FFrags);
3234 KP.FragCombo();
3235 end;
3237 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3238 Inc(gTeamStat[KP.Team].Goals,
3239 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3241 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3242 end;
3244 plr := g_Player_Get(SpawnerUID);
3245 if plr = nil then
3246 s := '?'
3247 else
3248 s := plr.FName;
3250 case KillType of
3251 K_HARDKILL:
3252 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3253 [FName, s]),
3254 gShowKillMsg);
3255 K_EXTRAHARDKILL:
3256 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3257 [FName, s]),
3258 gShowKillMsg);
3259 else
3260 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3261 [FName, s]),
3262 gShowKillMsg);
3263 end;
3264 end
3265 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3266 begin // Óáèò ìîíñòðîì
3267 mon := g_Monsters_ByUID(SpawnerUID);
3268 if mon = nil then
3269 s := '?'
3270 else
3271 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3273 case KillType of
3274 K_HARDKILL:
3275 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3276 [FName, s]),
3277 gShowKillMsg);
3278 K_EXTRAHARDKILL:
3279 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3280 [FName, s]),
3281 gShowKillMsg);
3282 else
3283 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3284 [FName, s]),
3285 gShowKillMsg);
3286 end;
3287 end
3288 else // Îñîáûå òèïû ñìåðòè
3289 case t of
3290 HIT_DISCON: ;
3291 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3292 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3293 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3294 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3295 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3296 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3297 end;
3299 if Srv then
3300 begin
3301 // Âûáðîñ îðóæèÿ:
3302 for a := WP_FIRST to WP_LAST do
3303 if FWeapon[a] then
3304 begin
3305 case a of
3306 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3307 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3308 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3309 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3310 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3311 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3312 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3313 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3314 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3315 else i := 0;
3316 end;
3318 if i <> 0 then
3319 PushItem(i);
3320 end;
3322 // Âûáðîñ ðþêçàêà:
3323 if R_ITEM_BACKPACK in FRulez then
3324 PushItem(ITEM_AMMO_BACKPACK);
3326 // Âûáðîñ ðàêåòíîãî ðàíöà:
3327 if FJetFuel > 0 then
3328 PushItem(ITEM_JETPACK);
3330 // Âûáðîñ êëþ÷åé:
3331 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3332 begin
3333 if R_KEY_RED in FRulez then
3334 PushItem(ITEM_KEY_RED);
3336 if R_KEY_GREEN in FRulez then
3337 PushItem(ITEM_KEY_GREEN);
3339 if R_KEY_BLUE in FRulez then
3340 PushItem(ITEM_KEY_BLUE);
3341 end;
3343 // Âûáðîñ ôëàãà:
3344 DropFlag();
3345 end;
3347 g_Player_CreateCorpse(Self);
3349 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3350 (gLMSRespawn = LMS_RESPAWN_NONE) then
3351 begin
3352 a := 0;
3353 k := 0;
3354 ar := 0;
3355 ab := 0;
3356 for i := Low(gPlayers) to High(gPlayers) do
3357 begin
3358 if gPlayers[i] = nil then continue;
3359 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3360 begin
3361 Inc(a);
3362 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3363 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3364 k := i;
3365 end;
3366 end;
3368 OldLR := gLMSRespawn;
3369 if (gGameSettings.GameMode = GM_COOP) then
3370 begin
3371 if (a = 0) then
3372 begin
3373 // everyone is dead, restart the map
3374 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3375 if Netsrv then
3376 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3377 gLMSRespawn := LMS_RESPAWN_FINAL;
3378 gLMSRespawnTime := gTime + 5000;
3379 end
3380 else if (a = 1) then
3381 begin
3382 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3383 if (gPlayers[k] = gPlayer1) or
3384 (gPlayers[k] = gPlayer2) then
3385 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3386 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3387 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3388 end;
3389 end
3390 else if (gGameSettings.GameMode = GM_TDM) then
3391 begin
3392 if (ab = 0) and (ar <> 0) then
3393 begin
3394 // blu team ded
3395 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3396 if Netsrv then
3397 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3398 Inc(gTeamStat[TEAM_RED].Goals);
3399 gLMSRespawn := LMS_RESPAWN_FINAL;
3400 gLMSRespawnTime := gTime + 5000;
3401 end
3402 else if (ar = 0) and (ab <> 0) then
3403 begin
3404 // red team ded
3405 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3406 if Netsrv then
3407 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3408 Inc(gTeamStat[TEAM_BLUE].Goals);
3409 gLMSRespawn := LMS_RESPAWN_FINAL;
3410 gLMSRespawnTime := gTime + 5000;
3411 end
3412 else if (ar = 0) and (ab = 0) then
3413 begin
3414 // everyone ded
3415 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3416 if Netsrv then
3417 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3418 gLMSRespawn := LMS_RESPAWN_FINAL;
3419 gLMSRespawnTime := gTime + 5000;
3420 end;
3421 end
3422 else if (gGameSettings.GameMode = GM_DM) then
3423 begin
3424 if (a = 1) then
3425 begin
3426 if gPlayers[k] <> nil then
3427 with gPlayers[k] do
3428 begin
3429 // survivor is the winner
3430 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3431 if Netsrv then
3432 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3433 Inc(FFrags);
3434 end;
3435 gLMSRespawn := LMS_RESPAWN_FINAL;
3436 gLMSRespawnTime := gTime + 5000;
3437 end
3438 else if (a = 0) then
3439 begin
3440 // everyone is dead, restart the map
3441 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3442 if Netsrv then
3443 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3444 gLMSRespawn := LMS_RESPAWN_FINAL;
3445 gLMSRespawnTime := gTime + 5000;
3446 end;
3447 end;
3448 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3449 begin
3450 if NetMode = NET_SERVER then
3451 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3452 else
3453 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3454 end;
3455 end;
3457 if Netsrv then
3458 begin
3459 MH_SEND_PlayerStats(FUID);
3460 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3461 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3462 end;
3464 if srv and FNoRespawn then Spectate(True);
3465 FWantsInGame := True;
3466 end;
3468 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3469 begin
3470 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3471 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3472 end;
3474 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3475 begin
3476 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3477 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3478 end;
3480 procedure TPlayer.MakeBloodSimple(Count: Word);
3481 begin
3482 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3483 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3484 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3485 150, 0, 0);
3486 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3487 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3488 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3489 150, 0, 0);
3490 end;
3492 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3493 begin
3494 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3495 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3496 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3497 150, 0, 0);
3498 end;
3500 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3501 begin
3502 if g_Game_IsClient then Exit;
3503 if Weapon > High(FWeapon) then Exit;
3504 FNextWeap := FNextWeap or (1 shl Weapon);
3505 end;
3507 procedure TPlayer.resetWeaponQueue ();
3508 begin
3509 FNextWeap := 0;
3510 FNextWeapDelay := 0;
3511 end;
3513 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3514 begin
3515 result := false;
3516 case weapon of
3517 WEAPON_KASTET, WEAPON_SAW: result := true;
3518 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3519 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3520 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3521 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3522 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3523 else result := (weapon < length(FWeapon));
3524 end;
3525 end;
3527 // return 255 for "no switch"
3528 function TPlayer.getNextWeaponIndex (): Byte;
3529 var
3530 i: Word;
3531 wantThisWeapon: array[0..64] of Boolean;
3532 wwc: Integer = 0; //HACK!
3533 dir, cwi: Integer;
3534 begin
3535 result := 255; // default result: "no switch"
3536 // had weapon cycling on previous frame? remove that flag
3537 if (FNextWeap and $2000) <> 0 then
3538 begin
3539 FNextWeap := FNextWeap and $1FFF;
3540 FNextWeapDelay := 0;
3541 end;
3542 // cycling has priority
3543 if (FNextWeap and $C000) <> 0 then
3544 begin
3545 if (FNextWeap and $8000) <> 0 then
3546 dir := 1
3547 else
3548 dir := -1;
3549 FNextWeap := FNextWeap or $2000; // we need this
3550 if FNextWeapDelay > 0 then
3551 exit; // cooldown time
3552 cwi := FCurrWeap;
3553 for i := 0 to High(FWeapon) do
3554 begin
3555 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3556 if FWeapon[cwi] then
3557 begin
3558 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3559 result := Byte(cwi);
3560 FNextWeapDelay := 10;
3561 exit;
3562 end;
3563 end;
3564 resetWeaponQueue();
3565 exit;
3566 end;
3567 // no cycling
3568 for i := 0 to High(wantThisWeapon) do
3569 wantThisWeapon[i] := false;
3570 for i := 0 to High(FWeapon) do
3571 if (FNextWeap and (1 shl i)) <> 0 then
3572 begin
3573 wantThisWeapon[i] := true;
3574 Inc(wwc);
3575 end;
3576 // exclude currently selected weapon from the set
3577 wantThisWeapon[FCurrWeap] := false;
3578 // slow down alterations a little
3579 if wwc > 1 then
3580 begin
3581 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3582 // more than one weapon requested, assume "alteration" and check alteration delay
3583 if FNextWeapDelay > 0 then
3584 begin
3585 FNextWeap := 0;
3586 exit;
3587 end; // yeah
3588 end;
3589 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3590 // but clear all counters if no weapon should be switched
3591 if wwc < 1 then
3592 begin
3593 resetWeaponQueue();
3594 exit;
3595 end;
3596 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3597 // try weapons in descending order
3598 for i := High(FWeapon) downto 0 do
3599 begin
3600 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3601 begin
3602 // i found her!
3603 result := Byte(i);
3604 resetWeaponQueue();
3605 FNextWeapDelay := 10; // anyway, 'cause why not
3606 exit;
3607 end;
3608 end;
3609 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3610 resetWeaponQueue();
3611 end;
3613 procedure TPlayer.RealizeCurrentWeapon();
3614 function switchAllowed (): Boolean;
3615 var
3616 i: Byte;
3617 begin
3618 result := false;
3619 if FBFGFireCounter <> -1 then
3620 exit;
3621 if FTime[T_SWITCH] > gTime then
3622 exit;
3623 for i := WP_FIRST to WP_LAST do
3624 if FReloading[i] > 0 then
3625 exit;
3626 result := true;
3627 end;
3629 var
3630 nw: Byte;
3631 begin
3632 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3633 //FNextWeap := FNextWeap and $1FFF;
3634 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3636 if not switchAllowed then
3637 begin
3638 //HACK for weapon cycling
3639 if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
3640 exit;
3641 end;
3643 nw := getNextWeaponIndex();
3644 if nw = 255 then exit; // don't reset anything here
3645 if nw > High(FWeapon) then
3646 begin
3647 // don't forget to reset queue here!
3648 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3649 resetWeaponQueue();
3650 exit;
3651 end;
3653 if FWeapon[nw] then
3654 begin
3655 FCurrWeap := nw;
3656 FTime[T_SWITCH] := gTime+156;
3657 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3658 FModel.SetWeapon(FCurrWeap);
3659 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3660 end;
3661 end;
3663 procedure TPlayer.NextWeapon();
3664 begin
3665 if g_Game_IsClient then Exit;
3666 FNextWeap := $8000;
3667 end;
3669 procedure TPlayer.PrevWeapon();
3670 begin
3671 if g_Game_IsClient then Exit;
3672 FNextWeap := $4000;
3673 end;
3675 procedure TPlayer.SetWeapon(W: Byte);
3676 begin
3677 if FCurrWeap <> W then
3678 if W = WEAPON_SAW then
3679 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3681 FCurrWeap := W;
3682 FModel.SetWeapon(CurrWeap);
3683 resetWeaponQueue();
3684 end;
3686 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3688 function allowBerserkSwitching (): Boolean;
3689 begin
3690 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3691 result := true;
3692 if gBerserkAutoswitch then exit;
3693 if not (gDebugMode or gCheats) then exit;
3694 result := false;
3695 end;
3697 var
3698 a: Boolean;
3699 begin
3700 Result := False;
3701 if g_Game_IsClient then Exit;
3703 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3704 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3705 remove := not a;
3707 case ItemType of
3708 ITEM_MEDKIT_SMALL:
3709 if FHealth < PLAYER_HP_SOFT then
3710 begin
3711 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3712 Result := True;
3713 remove := True;
3714 FFireTime := 0;
3715 if gFlash = 2 then Inc(FPickup, 5);
3716 end;
3718 ITEM_MEDKIT_LARGE:
3719 if FHealth < PLAYER_HP_SOFT then
3720 begin
3721 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3722 Result := True;
3723 remove := True;
3724 FFireTime := 0;
3725 if gFlash = 2 then Inc(FPickup, 5);
3726 end;
3728 ITEM_ARMOR_GREEN:
3729 if FArmor < PLAYER_AP_SOFT then
3730 begin
3731 FArmor := PLAYER_AP_SOFT;
3732 Result := True;
3733 remove := True;
3734 if gFlash = 2 then Inc(FPickup, 5);
3735 end;
3737 ITEM_ARMOR_BLUE:
3738 if FArmor < PLAYER_AP_LIMIT then
3739 begin
3740 FArmor := PLAYER_AP_LIMIT;
3741 Result := True;
3742 remove := True;
3743 if gFlash = 2 then Inc(FPickup, 5);
3744 end;
3746 ITEM_SPHERE_BLUE:
3747 if FHealth < PLAYER_HP_LIMIT then
3748 begin
3749 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3750 Result := True;
3751 remove := True;
3752 FFireTime := 0;
3753 if gFlash = 2 then Inc(FPickup, 5);
3754 end;
3756 ITEM_SPHERE_WHITE:
3757 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3758 begin
3759 if FHealth < PLAYER_HP_LIMIT then
3760 FHealth := PLAYER_HP_LIMIT;
3761 if FArmor < PLAYER_AP_LIMIT then
3762 FArmor := PLAYER_AP_LIMIT;
3763 Result := True;
3764 remove := True;
3765 FFireTime := 0;
3766 if gFlash = 2 then Inc(FPickup, 5);
3767 end;
3769 ITEM_WEAPON_SAW:
3770 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3771 begin
3772 FWeapon[WEAPON_SAW] := True;
3773 Result := True;
3774 if gFlash = 2 then Inc(FPickup, 5);
3775 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3776 end;
3778 ITEM_WEAPON_SHOTGUN1:
3779 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3780 begin
3781 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3782 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3784 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3785 FWeapon[WEAPON_SHOTGUN1] := True;
3786 Result := True;
3787 if gFlash = 2 then Inc(FPickup, 5);
3788 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3789 end;
3791 ITEM_WEAPON_SHOTGUN2:
3792 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3793 begin
3794 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3796 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3797 FWeapon[WEAPON_SHOTGUN2] := True;
3798 Result := True;
3799 if gFlash = 2 then Inc(FPickup, 5);
3800 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3801 end;
3803 ITEM_WEAPON_CHAINGUN:
3804 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3805 begin
3806 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3808 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3809 FWeapon[WEAPON_CHAINGUN] := True;
3810 Result := True;
3811 if gFlash = 2 then Inc(FPickup, 5);
3812 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3813 end;
3815 ITEM_WEAPON_ROCKETLAUNCHER:
3816 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3817 begin
3818 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3820 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3821 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3822 Result := True;
3823 if gFlash = 2 then Inc(FPickup, 5);
3824 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3825 end;
3827 ITEM_WEAPON_PLASMA:
3828 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3829 begin
3830 if a and FWeapon[WEAPON_PLASMA] then Exit;
3832 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3833 FWeapon[WEAPON_PLASMA] := True;
3834 Result := True;
3835 if gFlash = 2 then Inc(FPickup, 5);
3836 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3837 end;
3839 ITEM_WEAPON_BFG:
3840 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3841 begin
3842 if a and FWeapon[WEAPON_BFG] then Exit;
3844 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3845 FWeapon[WEAPON_BFG] := True;
3846 Result := True;
3847 if gFlash = 2 then Inc(FPickup, 5);
3848 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3849 end;
3851 ITEM_WEAPON_SUPERPULEMET:
3852 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3853 begin
3854 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3856 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3857 FWeapon[WEAPON_SUPERPULEMET] := True;
3858 Result := True;
3859 if gFlash = 2 then Inc(FPickup, 5);
3860 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3861 end;
3863 ITEM_WEAPON_FLAMETHROWER:
3864 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3865 begin
3866 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3868 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3869 FWeapon[WEAPON_FLAMETHROWER] := True;
3870 Result := True;
3871 if gFlash = 2 then Inc(FPickup, 5);
3872 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3873 end;
3875 ITEM_AMMO_BULLETS:
3876 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3877 begin
3878 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3879 Result := True;
3880 remove := True;
3881 if gFlash = 2 then Inc(FPickup, 5);
3882 end;
3884 ITEM_AMMO_BULLETS_BOX:
3885 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3886 begin
3887 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3888 Result := True;
3889 remove := True;
3890 if gFlash = 2 then Inc(FPickup, 5);
3891 end;
3893 ITEM_AMMO_SHELLS:
3894 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3895 begin
3896 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3897 Result := True;
3898 remove := True;
3899 if gFlash = 2 then Inc(FPickup, 5);
3900 end;
3902 ITEM_AMMO_SHELLS_BOX:
3903 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3904 begin
3905 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3906 Result := True;
3907 remove := True;
3908 if gFlash = 2 then Inc(FPickup, 5);
3909 end;
3911 ITEM_AMMO_ROCKET:
3912 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3913 begin
3914 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3915 Result := True;
3916 remove := True;
3917 if gFlash = 2 then Inc(FPickup, 5);
3918 end;
3920 ITEM_AMMO_ROCKET_BOX:
3921 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3922 begin
3923 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3924 Result := True;
3925 remove := True;
3926 if gFlash = 2 then Inc(FPickup, 5);
3927 end;
3929 ITEM_AMMO_CELL:
3930 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3931 begin
3932 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3933 Result := True;
3934 remove := True;
3935 if gFlash = 2 then Inc(FPickup, 5);
3936 end;
3938 ITEM_AMMO_CELL_BIG:
3939 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3940 begin
3941 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3942 Result := True;
3943 remove := True;
3944 if gFlash = 2 then Inc(FPickup, 5);
3945 end;
3947 ITEM_AMMO_FUELCAN:
3948 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
3949 begin
3950 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3951 Result := True;
3952 remove := True;
3953 if gFlash = 2 then Inc(FPickup, 5);
3954 end;
3956 ITEM_AMMO_BACKPACK:
3957 if not(R_ITEM_BACKPACK in FRulez) or
3958 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3959 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3960 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3961 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
3962 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
3963 begin
3964 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
3965 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
3966 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
3967 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
3968 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
3970 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3971 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3972 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3973 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3974 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3975 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3976 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3977 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3979 FRulez := FRulez + [R_ITEM_BACKPACK];
3980 Result := True;
3981 remove := True;
3982 if gFlash = 2 then Inc(FPickup, 5);
3983 end;
3985 ITEM_KEY_RED:
3986 if not(R_KEY_RED in FRulez) then
3987 begin
3988 Include(FRulez, R_KEY_RED);
3989 Result := True;
3990 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3991 if gFlash = 2 then Inc(FPickup, 5);
3992 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3993 end;
3995 ITEM_KEY_GREEN:
3996 if not(R_KEY_GREEN in FRulez) then
3997 begin
3998 Include(FRulez, R_KEY_GREEN);
3999 Result := True;
4000 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4001 if gFlash = 2 then Inc(FPickup, 5);
4002 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4003 end;
4005 ITEM_KEY_BLUE:
4006 if not(R_KEY_BLUE in FRulez) then
4007 begin
4008 Include(FRulez, R_KEY_BLUE);
4009 Result := True;
4010 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4011 if gFlash = 2 then Inc(FPickup, 5);
4012 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4013 end;
4015 ITEM_SUIT:
4016 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4017 begin
4018 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4019 Result := True;
4020 remove := True;
4021 FFireTime := 0;
4022 if gFlash = 2 then Inc(FPickup, 5);
4023 end;
4025 ITEM_OXYGEN:
4026 if FAir < AIR_MAX then
4027 begin
4028 FAir := AIR_MAX;
4029 Result := True;
4030 remove := True;
4031 if gFlash = 2 then Inc(FPickup, 5);
4032 end;
4034 ITEM_MEDKIT_BLACK:
4035 begin
4036 if not (R_BERSERK in FRulez) then
4037 begin
4038 Include(FRulez, R_BERSERK);
4039 if allowBerserkSwitching then
4040 begin
4041 FCurrWeap := WEAPON_KASTET;
4042 resetWeaponQueue();
4043 FModel.SetWeapon(WEAPON_KASTET);
4044 end;
4045 if gFlash <> 0 then
4046 begin
4047 Inc(FPain, 100);
4048 if gFlash = 2 then Inc(FPickup, 5);
4049 end;
4050 FBerserk := gTime+30000;
4051 Result := True;
4052 remove := True;
4053 FFireTime := 0;
4054 end;
4055 if FHealth < PLAYER_HP_SOFT then
4056 begin
4057 FHealth := PLAYER_HP_SOFT;
4058 FBerserk := gTime+30000;
4059 Result := True;
4060 remove := True;
4061 FFireTime := 0;
4062 end;
4063 end;
4065 ITEM_INVUL:
4066 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4067 begin
4068 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4069 Result := True;
4070 remove := True;
4071 if gFlash = 2 then Inc(FPickup, 5);
4072 end;
4074 ITEM_BOTTLE:
4075 if FHealth < PLAYER_HP_LIMIT then
4076 begin
4077 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4078 Result := True;
4079 remove := True;
4080 FFireTime := 0;
4081 if gFlash = 2 then Inc(FPickup, 5);
4082 end;
4084 ITEM_HELMET:
4085 if FArmor < PLAYER_AP_LIMIT then
4086 begin
4087 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4088 Result := True;
4089 remove := True;
4090 if gFlash = 2 then Inc(FPickup, 5);
4091 end;
4093 ITEM_JETPACK:
4094 if FJetFuel < JET_MAX then
4095 begin
4096 FJetFuel := JET_MAX;
4097 Result := True;
4098 remove := True;
4099 if gFlash = 2 then Inc(FPickup, 5);
4100 end;
4102 ITEM_INVIS:
4103 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4104 begin
4105 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4106 Result := True;
4107 remove := True;
4108 if gFlash = 2 then Inc(FPickup, 5);
4109 end;
4110 end;
4111 end;
4113 procedure TPlayer.Touch();
4114 begin
4115 if not FAlive then
4116 Exit;
4117 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4118 if FIamBot then
4119 begin
4120 // Áðîñèòü ôëàã òîâàðèùó:
4121 if gGameSettings.GameMode = GM_CTF then
4122 DropFlag();
4123 end;
4124 end;
4126 procedure TPlayer.Push(vx, vy: Integer);
4127 begin
4128 if (not FPhysics) and FGhost then
4129 Exit;
4130 FObj.Accel.X := FObj.Accel.X + vx;
4131 FObj.Accel.Y := FObj.Accel.Y + vy;
4132 if g_Game_IsNet and g_Game_IsServer then
4133 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4134 end;
4136 procedure TPlayer.Reset(Force: Boolean);
4137 begin
4138 if Force then
4139 FAlive := False;
4141 FSpawned := False;
4142 FTime[T_RESPAWN] := 0;
4143 FTime[T_FLAGCAP] := 0;
4144 FGodMode := False;
4145 FNoTarget := False;
4146 FNoReload := False;
4147 FFrags := 0;
4148 FLastFrag := 0;
4149 FComboEvnt := -1;
4150 FKills := 0;
4151 FMonsterKills := 0;
4152 FDeath := 0;
4153 FSecrets := 0;
4154 if FNoRespawn then
4155 begin
4156 FSpectator := False;
4157 FGhost := False;
4158 FPhysics := True;
4159 FSpectatePlayer := -1;
4160 FNoRespawn := False;
4161 end;
4162 FLives := gGameSettings.MaxLives;
4164 SetFlag(FLAG_NONE);
4165 end;
4167 procedure TPlayer.SoftReset();
4168 begin
4169 ReleaseKeys();
4171 FDamageBuffer := 0;
4172 FIncCam := 0;
4173 FBFGFireCounter := -1;
4174 FShellTimer := -1;
4175 FPain := 0;
4176 FLastHit := 0;
4177 FLastFrag := 0;
4178 FComboEvnt := -1;
4180 SetFlag(FLAG_NONE);
4181 SetAction(A_STAND, True);
4182 end;
4184 function TPlayer.GetRespawnPoint(): Byte;
4185 var
4186 c: Byte;
4187 begin
4188 Result := 255;
4189 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4191 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4192 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4193 begin
4194 if (Self = gPlayer1) or (Self = gPlayer2) then
4195 begin
4196 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4197 if Self = gPlayer1 then
4198 c := RESPAWNPOINT_PLAYER1
4199 else
4200 c := RESPAWNPOINT_PLAYER2;
4201 if g_Map_GetPointCount(c) > 0 then
4202 begin
4203 Result := c;
4204 Exit;
4205 end;
4207 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4208 if Self = gPlayer1 then
4209 c := RESPAWNPOINT_PLAYER2
4210 else
4211 c := RESPAWNPOINT_PLAYER1;
4212 if g_Map_GetPointCount(c) > 0 then
4213 begin
4214 Result := c;
4215 Exit;
4216 end;
4217 end else
4218 begin
4219 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4220 if Random(2) = 0 then
4221 c := RESPAWNPOINT_PLAYER1
4222 else
4223 c := RESPAWNPOINT_PLAYER2;
4224 if g_Map_GetPointCount(c) > 0 then
4225 begin
4226 Result := c;
4227 Exit;
4228 end;
4229 end;
4231 // Òî÷êà ëþáîé èç êîìàíä
4232 if Random(2) = 0 then
4233 c := RESPAWNPOINT_RED
4234 else
4235 c := RESPAWNPOINT_BLUE;
4236 if g_Map_GetPointCount(c) > 0 then
4237 begin
4238 Result := c;
4239 Exit;
4240 end;
4242 // Òî÷êà DM
4243 c := RESPAWNPOINT_DM;
4244 if g_Map_GetPointCount(c) > 0 then
4245 begin
4246 Result := c;
4247 Exit;
4248 end;
4249 end;
4251 // Ìÿñîïîâàë
4252 if gGameSettings.GameMode = GM_DM then
4253 begin
4254 // Òî÷êà DM
4255 c := RESPAWNPOINT_DM;
4256 if g_Map_GetPointCount(c) > 0 then
4257 begin
4258 Result := c;
4259 Exit;
4260 end;
4262 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4263 if Random(2) = 0 then
4264 c := RESPAWNPOINT_PLAYER1
4265 else
4266 c := RESPAWNPOINT_PLAYER2;
4267 if g_Map_GetPointCount(c) > 0 then
4268 begin
4269 Result := c;
4270 Exit;
4271 end;
4273 // Òî÷êà ëþáîé èç êîìàíä
4274 if Random(2) = 0 then
4275 c := RESPAWNPOINT_RED
4276 else
4277 c := RESPAWNPOINT_BLUE;
4278 if g_Map_GetPointCount(c) > 0 then
4279 begin
4280 Result := c;
4281 Exit;
4282 end;
4283 end;
4285 // Êîìàíäíûå
4286 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4287 begin
4288 // Òî÷êà ñâîåé êîìàíäû
4289 c := RESPAWNPOINT_DM;
4290 if FTeam = TEAM_RED then
4291 c := RESPAWNPOINT_RED;
4292 if FTeam = TEAM_BLUE then
4293 c := RESPAWNPOINT_BLUE;
4294 if g_Map_GetPointCount(c) > 0 then
4295 begin
4296 Result := c;
4297 Exit;
4298 end;
4300 // Òî÷êà DM
4301 c := RESPAWNPOINT_DM;
4302 if g_Map_GetPointCount(c) > 0 then
4303 begin
4304 Result := c;
4305 Exit;
4306 end;
4308 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4309 if Random(2) = 0 then
4310 c := RESPAWNPOINT_PLAYER1
4311 else
4312 c := RESPAWNPOINT_PLAYER2;
4313 if g_Map_GetPointCount(c) > 0 then
4314 begin
4315 Result := c;
4316 Exit;
4317 end;
4319 // Òî÷êà äðóãîé êîìàíäû
4320 c := RESPAWNPOINT_DM;
4321 if FTeam = TEAM_RED then
4322 c := RESPAWNPOINT_BLUE;
4323 if FTeam = TEAM_BLUE then
4324 c := RESPAWNPOINT_RED;
4325 if g_Map_GetPointCount(c) > 0 then
4326 begin
4327 Result := c;
4328 Exit;
4329 end;
4330 end;
4331 end;
4333 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4334 var
4335 RespawnPoint: TRespawnPoint;
4336 a, b, c: Byte;
4337 Anim: TAnimation;
4338 ID: DWORD;
4339 begin
4340 if not g_Game_IsServer then
4341 Exit;
4342 if FDummy then
4343 Exit;
4344 FWantsInGame := True;
4345 FJustTeleported := True;
4346 if Force then
4347 begin
4348 FTime[T_RESPAWN] := 0;
4349 FAlive := False;
4350 end;
4351 FNetTime := 0;
4352 // if server changes MaxLives we gotta be ready
4353 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4355 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4356 if FTime[T_RESPAWN] > gTime then
4357 Exit;
4359 // Ïðîñðàë âñå æèçíè:
4360 if FNoRespawn then
4361 begin
4362 if not FSpectator then Spectate(True);
4363 FWantsInGame := True;
4364 Exit;
4365 end;
4367 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4368 begin // "Ñâîÿ èãðà"
4369 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4370 FRulez := FRulez-[R_BERSERK];
4371 end
4372 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4373 begin
4374 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4375 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4376 end;
4378 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4379 c := GetRespawnPoint();
4381 ReleaseKeys();
4382 SetFlag(FLAG_NONE);
4384 // Âîñêðåøåíèå áåç îðóæèÿ:
4385 if not FAlive then
4386 begin
4387 FHealth := PLAYER_HP_SOFT;
4388 FArmor := 0;
4389 FAlive := True;
4390 FAir := AIR_DEF;
4391 FJetFuel := 0;
4393 for a := WP_FIRST to WP_LAST do
4394 begin
4395 FWeapon[a] := False;
4396 FReloading[a] := 0;
4397 end;
4399 FWeapon[WEAPON_PISTOL] := True;
4400 FWeapon[WEAPON_KASTET] := True;
4401 FCurrWeap := WEAPON_PISTOL;
4402 resetWeaponQueue();
4404 FModel.SetWeapon(FCurrWeap);
4406 for b := A_BULLETS to A_HIGH do
4407 FAmmo[b] := 0;
4409 FAmmo[A_BULLETS] := 50;
4411 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4412 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4413 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4414 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4415 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4417 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4418 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4419 else
4420 FRulez := [];
4421 end;
4423 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4424 if not g_Map_GetPoint(c, RespawnPoint) then
4425 begin
4426 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4427 Exit;
4428 end;
4430 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4431 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4432 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4433 FObj.Vel.X := 0;
4434 FObj.Vel.Y := 0;
4435 FObj.Accel.X := 0;
4436 FObj.Accel.Y := 0;
4438 FDirection := RespawnPoint.Direction;
4439 if FDirection = D_LEFT then
4440 FAngle := 180
4441 else
4442 FAngle := 0;
4444 FIncCam := 0;
4445 FBFGFireCounter := -1;
4446 FShellTimer := -1;
4447 FPain := 0;
4448 FLastHit := 0;
4450 SetAction(A_STAND, True);
4451 FModel.Direction := FDirection;
4453 for a := Low(FTime) to High(FTime) do
4454 FTime[a] := 0;
4456 for a := Low(FMegaRulez) to High(FMegaRulez) do
4457 FMegaRulez[a] := 0;
4459 FDamageBuffer := 0;
4460 FJetpack := False;
4461 FCanJetpack := False;
4462 FFireTime := 0;
4463 FFirePainTime := 0;
4464 FFireAttacker := 0;
4466 // Àíèìàöèÿ âîçðîæäåíèÿ:
4467 if (not gLoadGameMode) and (not Silent) then
4468 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4469 begin
4470 Anim := TAnimation.Create(ID, False, 3);
4471 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4472 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4473 Anim.Free();
4474 end;
4476 FSpectator := False;
4477 FGhost := False;
4478 FPhysics := True;
4479 FSpectatePlayer := -1;
4480 FSpawned := True;
4482 if g_Game_IsNet then
4483 begin
4484 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4485 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4486 if not Silent then
4487 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4488 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4489 0, NET_GFX_TELE);
4490 end;
4491 end;
4493 procedure TPlayer.Spectate(NoMove: Boolean = False);
4494 begin
4495 if FAlive then
4496 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4497 else if (not NoMove) then
4498 begin
4499 GameX := gMapInfo.Width div 2;
4500 GameY := gMapInfo.Height div 2;
4501 end;
4502 FXTo := GameX;
4503 FYTo := GameY;
4505 FAlive := False;
4506 FSpectator := True;
4507 FGhost := True;
4508 FPhysics := False;
4509 FWantsInGame := False;
4510 FSpawned := False;
4512 if FNoRespawn then
4513 begin
4514 if Self = gPlayer1 then
4515 begin
4516 gLMSPID1 := FUID;
4517 gPlayer1 := nil;
4518 end;
4519 if Self = gPlayer2 then
4520 begin
4521 gLMSPID2 := FUID;
4522 gPlayer2 := nil;
4523 end;
4524 end;
4526 if g_Game_IsNet then
4527 MH_SEND_PlayerStats(FUID);
4528 end;
4530 procedure TPlayer.SwitchNoClip;
4531 begin
4532 if not FAlive then
4533 Exit;
4534 FGhost := not FGhost;
4535 FPhysics := not FGhost;
4536 if FGhost then
4537 begin
4538 FXTo := FObj.X;
4539 FYTo := FObj.Y;
4540 end else
4541 begin
4542 FObj.Accel.X := 0;
4543 FObj.Accel.Y := 0;
4544 end;
4545 end;
4547 procedure TPlayer.Run(Direction: TDirection);
4548 var
4549 a, b: Integer;
4550 begin
4551 if MAX_RUNVEL > 8 then
4552 FlySmoke();
4554 // Áåæèì:
4555 if Direction = D_LEFT then
4556 begin
4557 if FObj.Vel.X > -MAX_RUNVEL then
4558 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4559 end
4560 else
4561 if FObj.Vel.X < MAX_RUNVEL then
4562 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4564 // Âîçìîæíî, ïèíàåì êóñêè:
4565 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4566 begin
4567 b := Abs(FObj.Vel.X);
4568 if b > 1 then b := b * (Random(8 div b) + 1);
4569 for a := 0 to High(gGibs) do
4570 begin
4571 if gGibs[a].alive and
4572 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4573 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4574 begin
4575 // Ïèíàåì êóñêè
4576 if FObj.Vel.X < 0 then
4577 begin
4578 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4579 end
4580 else
4581 begin
4582 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4583 end;
4584 gGibs[a].positionChanged(); // this updates spatial accelerators
4585 end;
4586 end;
4587 end;
4589 SetAction(A_WALK);
4590 end;
4592 procedure TPlayer.SeeDown();
4593 begin
4594 SetAction(A_SEEDOWN);
4596 if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4598 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4599 end;
4601 procedure TPlayer.SeeUp();
4602 begin
4603 SetAction(A_SEEUP);
4605 if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4607 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4608 end;
4610 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4611 var
4612 Prior: Byte;
4613 begin
4614 case Action of
4615 A_WALK: Prior := 3;
4616 A_DIE1: Prior := 5;
4617 A_DIE2: Prior := 5;
4618 A_ATTACK: Prior := 2;
4619 A_SEEUP: Prior := 1;
4620 A_SEEDOWN: Prior := 1;
4621 A_ATTACKUP: Prior := 2;
4622 A_ATTACKDOWN: Prior := 2;
4623 A_PAIN: Prior := 4;
4624 else Prior := 0;
4625 end;
4627 if (Prior > FActionPrior) or Force then
4628 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4629 begin
4630 FActionPrior := Prior;
4631 FActionAnim := Action;
4632 FActionForce := Force;
4633 FActionChanged := True;
4634 end;
4636 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4637 end;
4639 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4640 begin
4641 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4642 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4643 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4644 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4645 end;
4647 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4648 var
4649 Anim: TAnimation;
4650 ID: DWORD;
4651 begin
4652 Result := False;
4654 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4655 begin
4656 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4657 if g_Game_IsServer and g_Game_IsNet then
4658 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4659 Exit;
4660 end;
4662 FJustTeleported := True;
4664 Anim := nil;
4665 if not silent then
4666 begin
4667 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4668 begin
4669 Anim := TAnimation.Create(ID, False, 3);
4670 end;
4672 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4673 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4674 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4675 if g_Game_IsServer and g_Game_IsNet then
4676 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4677 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4678 NET_GFX_TELE);
4679 end;
4681 FObj.X := X-PLAYER_RECT.X;
4682 FObj.Y := Y-PLAYER_RECT.Y;
4683 if FAlive and FGhost then
4684 begin
4685 FXTo := FObj.X;
4686 FYTo := FObj.Y;
4687 end;
4689 if not g_Game_IsNet then
4690 begin
4691 if dir = 1 then
4692 begin
4693 SetDirection(D_LEFT);
4694 FAngle := 180;
4695 end
4696 else
4697 if dir = 2 then
4698 begin
4699 SetDirection(D_RIGHT);
4700 FAngle := 0;
4701 end
4702 else
4703 if dir = 3 then
4704 begin // îáðàòíîå
4705 if FDirection = D_RIGHT then
4706 begin
4707 SetDirection(D_LEFT);
4708 FAngle := 180;
4709 end
4710 else
4711 begin
4712 SetDirection(D_RIGHT);
4713 FAngle := 0;
4714 end;
4715 end;
4716 end;
4718 if not silent and (Anim <> nil) then
4719 begin
4720 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4721 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4722 Anim.Free();
4724 if g_Game_IsServer and g_Game_IsNet then
4725 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4726 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4727 NET_GFX_TELE);
4728 end;
4730 Result := True;
4731 end;
4733 function nonz(a: Single): Single;
4734 begin
4735 if a <> 0 then
4736 Result := a
4737 else
4738 Result := 1;
4739 end;
4741 procedure TPlayer.Update();
4742 var
4743 b: Byte;
4744 i, ii, wx, wy, xd, yd, k: Integer;
4745 blockmon, headwater, dospawn: Boolean;
4746 NetServer: Boolean;
4747 AnyServer: Boolean;
4748 SetSpect: Boolean;
4749 begin
4750 NetServer := g_Game_IsNet and g_Game_IsServer;
4751 AnyServer := g_Game_IsServer;
4753 if g_Game_IsClient and (NetInterpLevel > 0) then
4754 DoLerp(NetInterpLevel + 1)
4755 else
4756 if FGhost then
4757 DoLerp(4);
4759 if NetServer then
4760 if FClientID >= 0 then
4761 begin
4762 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4763 if NetClients[FClientID].Peer^.packetsSent > 0 then
4764 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4765 else
4766 FLoss := 0;
4767 end else
4768 begin
4769 FPing := 0;
4770 FLoss := 0;
4771 end;
4773 if FAlive and (gFly or FJetpack) then
4774 FlySmoke();
4776 if FDirection = D_LEFT then
4777 FAngle := 180
4778 else
4779 FAngle := 0;
4781 if FAlive and (not FGhost) then
4782 begin
4783 if FKeys[KEY_UP].Pressed then
4784 SeeUp();
4785 if FKeys[KEY_DOWN].Pressed then
4786 SeeDown();
4787 end;
4789 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4790 (FIncCam <> 0) then
4791 begin
4792 i := g_basic.Sign(FIncCam);
4793 FIncCam := Abs(FIncCam);
4794 DecMin(FIncCam, 5, 0);
4795 FIncCam := FIncCam*i;
4796 end;
4798 // no need to do that each second frame, weapon queue will take care of it
4799 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4800 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4802 if gTime mod (GAME_TICK*2) <> 0 then
4803 begin
4804 if (FObj.Vel.X = 0) and FAlive then
4805 begin
4806 if FKeys[KEY_LEFT].Pressed then
4807 Run(D_LEFT);
4808 if FKeys[KEY_RIGHT].Pressed then
4809 Run(D_RIGHT);
4810 end;
4812 if FPhysics then
4813 begin
4814 g_Obj_Move(@FObj, True, True, True);
4815 positionChanged(); // this updates spatial accelerators
4816 end;
4818 Exit;
4819 end;
4821 FActionChanged := False;
4823 if FAlive then
4824 begin
4825 // Let alive player do some actions
4826 if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
4827 if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
4828 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4829 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4830 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4831 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4832 if FKeys[KEY_JUMP].Pressed then Jump()
4833 else
4834 begin
4835 if AnyServer and FJetpack then
4836 begin
4837 FJetpack := False;
4838 JetpackOff;
4839 if NetServer then MH_SEND_PlayerStats(FUID);
4840 end;
4841 FCanJetpack := True;
4842 end;
4843 end
4844 else // Dead
4845 begin
4846 dospawn := False;
4847 if not FGhost then
4848 for k := Low(FKeys) to KEY_CHAT-1 do
4849 begin
4850 if FKeys[k].Pressed then
4851 begin
4852 dospawn := True;
4853 break;
4854 end;
4855 end;
4856 if dospawn then
4857 begin
4858 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4859 Respawn(False)
4860 else // Single
4861 if (FTime[T_RESPAWN] <= gTime) and
4862 gGameOn and (not FAlive) then
4863 begin
4864 if (g_Player_GetCount() > 1) then
4865 Respawn(False)
4866 else
4867 begin
4868 gExit := EXIT_RESTART;
4869 Exit;
4870 end;
4871 end;
4872 end;
4873 // Dead spectator actions
4874 if FGhost then
4875 begin
4876 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4877 if FKeys[KEY_FIRE].Pressed and AnyServer then
4878 begin
4879 if FSpectator then
4880 begin
4881 if (FSpectatePlayer >= High(gPlayers)) then
4882 FSpectatePlayer := -1
4883 else
4884 begin
4885 SetSpect := False;
4886 for I := FSpectatePlayer + 1 to High(gPlayers) do
4887 if gPlayers[I] <> nil then
4888 if gPlayers[I].alive then
4889 if gPlayers[I].UID <> FUID then
4890 begin
4891 FSpectatePlayer := I;
4892 SetSpect := True;
4893 break;
4894 end;
4896 if not SetSpect then FSpectatePlayer := -1;
4897 end;
4899 ReleaseKeys;
4900 end;
4901 end;
4902 end;
4903 end;
4904 // No clipping
4905 if FGhost then
4906 begin
4907 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4908 begin
4909 FYTo := FObj.Y - 32;
4910 FSpectatePlayer := -1;
4911 end;
4912 if FKeys[KEY_DOWN].Pressed then
4913 begin
4914 FYTo := FObj.Y + 32;
4915 FSpectatePlayer := -1;
4916 end;
4917 if FKeys[KEY_LEFT].Pressed then
4918 begin
4919 FXTo := FObj.X - 32;
4920 FSpectatePlayer := -1;
4921 end;
4922 if FKeys[KEY_RIGHT].Pressed then
4923 begin
4924 FXTo := FObj.X + 32;
4925 FSpectatePlayer := -1;
4926 end;
4928 if (FXTo < -64) then
4929 FXTo := -64
4930 else if (FXTo > gMapInfo.Width + 32) then
4931 FXTo := gMapInfo.Width + 32;
4932 if (FYTo < -72) then
4933 FYTo := -72
4934 else if (FYTo > gMapInfo.Height + 32) then
4935 FYTo := gMapInfo.Height + 32;
4936 end;
4938 if FPhysics then
4939 begin
4940 g_Obj_Move(@FObj, True, True, True);
4941 positionChanged(); // this updates spatial accelerators
4942 end
4943 else
4944 begin
4945 FObj.Vel.X := 0;
4946 FObj.Vel.Y := 0;
4947 if FSpectator then
4948 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4949 if gPlayers[FSpectatePlayer] <> nil then
4950 if gPlayers[FSpectatePlayer].alive then
4951 begin
4952 FXTo := gPlayers[FSpectatePlayer].GameX;
4953 FYTo := gPlayers[FSpectatePlayer].GameY;
4954 end;
4955 end;
4957 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4958 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4959 PANEL_BLOCKMON, True);
4960 headwater := HeadInLiquid(0, 0);
4962 // Ñîïðîòèâëåíèå âîçäóõà:
4963 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4964 if FObj.Vel.X <> 0 then
4965 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4967 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4968 DecMin(FPain, 5, 0);
4969 DecMin(FPickup, 1, 0);
4971 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
4972 begin
4973 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4974 FMegaRulez[MR_SUIT] := 0;
4975 FMegaRulez[MR_INVUL] := 0;
4976 FMegaRulez[MR_INVIS] := 0;
4977 Kill(K_FALLKILL, 0, HIT_FALL);
4978 end;
4980 i := 9;
4982 if FAlive then
4983 begin
4984 if FCurrWeap = WEAPON_SAW then
4985 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4986 FSawSoundSelect.IsPlaying()) then
4987 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4989 if FJetpack then
4990 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4991 (not FJetSoundOff.IsPlaying()) then
4992 begin
4993 FJetSoundFly.SetPosition(0);
4994 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4995 end;
4997 for b := WP_FIRST to WP_LAST do
4998 if FReloading[b] > 0 then
4999 if FNoReload then
5000 FReloading[b] := 0
5001 else
5002 Dec(FReloading[b]);
5004 if FShellTimer > -1 then
5005 if FShellTimer = 0 then
5006 begin
5007 if FShellType = SHELL_SHELL then
5008 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5009 GameVelX, GameVelY-2, SHELL_SHELL)
5010 else if FShellType = SHELL_DBLSHELL then
5011 begin
5012 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5013 GameVelX+1, GameVelY-2, SHELL_SHELL);
5014 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5015 GameVelX-1, GameVelY-2, SHELL_SHELL);
5016 end;
5017 FShellTimer := -1;
5018 end else Dec(FShellTimer);
5020 if (FBFGFireCounter > -1) then
5021 if FBFGFireCounter = 0 then
5022 begin
5023 if AnyServer then
5024 begin
5025 wx := FObj.X+WEAPONPOINT[FDirection].X;
5026 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5027 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
5028 yd := wy+firediry();
5029 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5030 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5031 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5032 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5033 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5034 end;
5036 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5037 FBFGFireCounter := -1;
5038 end else
5039 if FNoReload then
5040 FBFGFireCounter := 0
5041 else
5042 Dec(FBFGFireCounter);
5044 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5045 begin
5046 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5048 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5049 end;
5051 if (headwater or blockmon) then
5052 begin
5053 Dec(FAir);
5055 if FAir < -9 then
5056 begin
5057 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5058 FAir := 0;
5059 end
5060 else if (FAir mod 31 = 0) and not blockmon then
5061 begin
5062 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5063 if Random(2) = 0 then
5064 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5065 else
5066 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5067 end;
5068 end else if FAir < AIR_DEF then
5069 FAir := AIR_DEF;
5071 if FFireTime > 0 then
5072 begin
5073 if BodyInLiquid(0, 0) then
5074 begin
5075 FFireTime := 0;
5076 FFirePainTime := 0;
5077 end
5078 else if FMegaRulez[MR_SUIT] >= gTime then
5079 begin
5080 if FMegaRulez[MR_SUIT] = gTime then
5081 FFireTime := 1;
5082 FFirePainTime := 0;
5083 end
5084 else
5085 begin
5086 OnFireFlame(1);
5087 if FFirePainTime <= 0 then
5088 begin
5089 if g_Game_IsServer then
5090 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5091 FFirePainTime := 18;
5092 end;
5093 FFirePainTime := FFirePainTime - 1;
5094 FFireTime := FFireTime - 1;
5095 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5096 MH_SEND_PlayerStats(FUID);
5097 end;
5098 end;
5100 if FDamageBuffer > 0 then
5101 begin
5102 if FDamageBuffer >= 9 then
5103 begin
5104 SetAction(A_PAIN);
5106 if FDamageBuffer < 30 then i := 9
5107 else if FDamageBuffer < 100 then i := 18
5108 else i := 27;
5109 end;
5111 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5112 FArmor := FArmor-(FDamageBuffer-ii);
5113 FHealth := FHealth-ii;
5114 if FArmor < 0 then
5115 begin
5116 FHealth := FHealth+FArmor;
5117 FArmor := 0;
5118 end;
5120 if AnyServer then
5121 if FHealth <= 0 then
5122 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5123 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5124 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5126 if FAlive then
5127 begin
5128 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5129 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5130 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5131 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5132 end;
5134 FDamageBuffer := 0;
5135 end;
5137 {CollideItem();}
5138 end; // if FAlive then ...
5140 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5141 begin
5142 FModel.ChangeAnimation(FActionAnim, FActionForce);
5143 FModel.GetCurrentAnimation.MinLength := i;
5144 FModel.GetCurrentAnimationMask.MinLength := i;
5145 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5147 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5148 then SetAction(A_STAND, True);
5150 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5152 for b := Low(FKeys) to High(FKeys) do
5153 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5154 end;
5157 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5158 begin
5159 x := FObj.X+PLAYER_RECT.X;
5160 y := FObj.Y+PLAYER_RECT.Y;
5161 w := PLAYER_RECT.Width;
5162 h := PLAYER_RECT.Height;
5163 end;
5166 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5167 begin
5168 if (dx <> 0) or (dy <> 0) then
5169 begin
5170 FObj.X += dx;
5171 FObj.Y += dy;
5172 positionChanged();
5173 end;
5174 end;
5177 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5178 begin
5179 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5180 FObj.Y+PLAYER_RECT.Y,
5181 PLAYER_RECT.Width,
5182 PLAYER_RECT.Height,
5183 X, Y,
5184 Width, Height);
5185 end;
5187 function TPlayer.Collide(Panel: TPanel): Boolean;
5188 begin
5189 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5190 FObj.Y+PLAYER_RECT.Y,
5191 PLAYER_RECT.Width,
5192 PLAYER_RECT.Height,
5193 Panel.X, Panel.Y,
5194 Panel.Width, Panel.Height);
5195 end;
5197 function TPlayer.Collide(X, Y: Integer): Boolean;
5198 begin
5199 X := X-FObj.X-PLAYER_RECT.X;
5200 Y := Y-FObj.Y-PLAYER_RECT.Y;
5201 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5202 (y >= 0) and (y <= PLAYER_RECT.Height);
5203 end;
5205 function g_Player_ValidName(Name: string): Boolean;
5206 var
5207 a: Integer;
5208 begin
5209 Result := True;
5211 if gPlayers = nil then Exit;
5213 for a := 0 to High(gPlayers) do
5214 if gPlayers[a] <> nil then
5215 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5216 begin
5217 Result := False;
5218 Exit;
5219 end;
5220 end;
5222 procedure TPlayer.SetDirection(Direction: TDirection);
5223 var
5224 d: TDirection;
5225 begin
5226 d := FModel.Direction;
5228 FModel.Direction := Direction;
5229 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5231 FDirection := Direction;
5232 end;
5234 function TPlayer.GetKeys(): Byte;
5235 begin
5236 Result := 0;
5238 if R_KEY_RED in FRulez then Result := KEY_RED;
5239 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5240 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5242 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5243 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5244 end;
5246 procedure TPlayer.Use();
5247 var
5248 a: Integer;
5249 begin
5250 if FTime[T_USE] > gTime then Exit;
5252 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5253 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5255 for a := 0 to High(gPlayers) do
5256 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5257 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5258 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5259 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5260 begin
5261 gPlayers[a].Touch();
5262 if g_Game_IsNet and g_Game_IsServer then
5263 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5264 end;
5266 FTime[T_USE] := gTime+120;
5267 end;
5269 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5270 var
5271 locObj: TObj;
5272 F: Boolean;
5273 WX, WY, XD, YD: Integer;
5274 begin
5275 F := False;
5276 WX := X;
5277 WY := Y;
5278 XD := AX;
5279 YD := AY;
5281 case FCurrWeap of
5282 WEAPON_KASTET:
5283 begin
5284 if R_BERSERK in FRulez then
5285 begin
5286 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5287 locobj.X := FObj.X+FObj.Rect.X;
5288 locobj.Y := FObj.Y+FObj.Rect.Y;
5289 locobj.rect.X := 0;
5290 locobj.rect.Y := 0;
5291 locobj.rect.Width := 39;
5292 locobj.rect.Height := 52;
5293 locobj.Vel.X := (xd-wx) div 2;
5294 locobj.Vel.Y := (yd-wy) div 2;
5295 locobj.Accel.X := xd-wx;
5296 locobj.Accel.y := yd-wy;
5298 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5299 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5300 else
5301 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5303 if gFlash = 1 then
5304 if FPain < 50 then
5305 FPain := min(FPain + 25, 50);
5306 end else
5307 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5308 end;
5310 WEAPON_SAW:
5311 begin
5312 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5313 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5314 begin
5315 FSawSoundSelect.Stop();
5316 FSawSound.Stop();
5317 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5318 end
5319 else if not FSawSoundHit.IsPlaying() then
5320 begin
5321 FSawSoundSelect.Stop();
5322 FSawSound.PlayAt(FObj.X, FObj.Y);
5323 end;
5324 f := True;
5325 end;
5327 WEAPON_PISTOL:
5328 begin
5329 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5330 FFireAngle := FAngle;
5331 f := True;
5332 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5333 GameVelX, GameVelY-2, SHELL_BULLET);
5334 end;
5336 WEAPON_SHOTGUN1:
5337 begin
5338 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5339 FFireAngle := FAngle;
5340 f := True;
5341 FShellTimer := 10;
5342 FShellType := SHELL_SHELL;
5343 end;
5345 WEAPON_SHOTGUN2:
5346 begin
5347 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5348 FFireAngle := FAngle;
5349 f := True;
5350 FShellTimer := 13;
5351 FShellType := SHELL_DBLSHELL;
5352 end;
5354 WEAPON_CHAINGUN:
5355 begin
5356 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5357 FFireAngle := FAngle;
5358 f := True;
5359 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5360 GameVelX, GameVelY-2, SHELL_BULLET);
5361 end;
5363 WEAPON_ROCKETLAUNCHER:
5364 begin
5365 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5366 FFireAngle := FAngle;
5367 f := True;
5368 end;
5370 WEAPON_PLASMA:
5371 begin
5372 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5373 FFireAngle := FAngle;
5374 f := True;
5375 end;
5377 WEAPON_BFG:
5378 begin
5379 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5380 FFireAngle := FAngle;
5381 f := True;
5382 end;
5384 WEAPON_SUPERPULEMET:
5385 begin
5386 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5387 FFireAngle := FAngle;
5388 f := True;
5389 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5390 GameVelX, GameVelY-2, SHELL_SHELL);
5391 end;
5393 WEAPON_FLAMETHROWER:
5394 begin
5395 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5396 FFireAngle := FAngle;
5397 f := True;
5398 end;
5399 end;
5401 if not f then Exit;
5403 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5404 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5405 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5406 end;
5408 procedure TPlayer.DoLerp(Level: Integer = 2);
5409 begin
5410 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5411 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5412 end;
5414 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5415 var
5416 AX, AY: Integer;
5417 begin
5418 if NetInterpLevel < 1 then
5419 begin
5420 FObj.X := XTo;
5421 FObj.Y := YTo;
5422 end
5423 else
5424 begin
5425 FXTo := XTo;
5426 FYTo := YTo;
5428 AX := Abs(FXTo - FObj.X);
5429 AY := Abs(FYTo - FObj.Y);
5430 if (AX > 32) or (AX <= NetInterpLevel) then
5431 FObj.X := FXTo;
5432 if (AY > 32) or (AY <= NetInterpLevel) then
5433 FObj.Y := FYTo;
5434 end;
5435 end;
5437 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5438 begin
5439 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5440 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5441 PANEL_LIFTUP, False) then Result := -1
5442 else
5443 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5444 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5445 PANEL_LIFTDOWN, False) then Result := 1
5446 else Result := 0;
5447 end;
5449 function TPlayer.GetFlag(Flag: Byte): Boolean;
5450 var
5451 s, ts: String;
5452 evtype: Byte;
5453 begin
5454 Result := False;
5456 if Flag = FLAG_NONE then
5457 Exit;
5459 if not g_Game_IsServer then Exit;
5461 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5462 if (Flag = FTeam) and
5463 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5464 (FFlag <> FLAG_NONE) then
5465 begin
5466 if FFlag = FLAG_RED then
5467 s := _lc[I_PLAYER_FLAG_RED]
5468 else
5469 s := _lc[I_PLAYER_FLAG_BLUE];
5471 evtype := FLAG_STATE_SCORED;
5473 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5474 Insert('.', ts, Length(ts) + 1 - 3);
5475 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5477 g_Map_ResetFlag(FFlag);
5478 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5480 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5482 Result := True;
5483 if g_Game_IsNet then
5484 begin
5485 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5486 MH_SEND_GameStats;
5487 end;
5489 gFlags[FFlag].CaptureTime := 0;
5490 SetFlag(FLAG_NONE);
5491 Exit;
5492 end;
5494 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5495 if (Flag = FTeam) and
5496 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5497 begin
5498 if Flag = FLAG_RED then
5499 s := _lc[I_PLAYER_FLAG_RED]
5500 else
5501 s := _lc[I_PLAYER_FLAG_BLUE];
5503 evtype := FLAG_STATE_RETURNED;
5504 gFlags[Flag].CaptureTime := 0;
5506 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5508 g_Map_ResetFlag(Flag);
5509 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5511 Result := True;
5512 if g_Game_IsNet then
5513 begin
5514 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5515 MH_SEND_GameStats;
5516 end;
5517 Exit;
5518 end;
5520 // Ïîäîáðàë ÷óæîé ôëàã:
5521 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5522 begin
5523 SetFlag(Flag);
5525 if Flag = FLAG_RED then
5526 s := _lc[I_PLAYER_FLAG_RED]
5527 else
5528 s := _lc[I_PLAYER_FLAG_BLUE];
5530 evtype := FLAG_STATE_CAPTURED;
5532 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5534 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5536 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5538 Result := True;
5539 if g_Game_IsNet then
5540 begin
5541 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5542 MH_SEND_GameStats;
5543 end;
5544 end;
5545 end;
5547 procedure TPlayer.SetFlag(Flag: Byte);
5548 begin
5549 FFlag := Flag;
5550 if FModel <> nil then
5551 FModel.SetFlag(FFlag);
5552 end;
5554 function TPlayer.DropFlag(): Boolean;
5555 var
5556 s: String;
5557 begin
5558 Result := False;
5559 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5560 Exit;
5561 FTime[T_FLAGCAP] := gTime + 2000;
5562 with gFlags[FFlag] do
5563 begin
5564 Obj.X := FObj.X;
5565 Obj.Y := FObj.Y;
5566 Direction := FDirection;
5567 State := FLAG_STATE_DROPPED;
5568 Count := FLAG_TIME;
5569 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5570 (FObj.Vel.Y div 2)-2+Random(5));
5571 positionChanged(); // this updates spatial accelerators
5573 if FFlag = FLAG_RED then
5574 s := _lc[I_PLAYER_FLAG_RED]
5575 else
5576 s := _lc[I_PLAYER_FLAG_BLUE];
5578 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5579 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5581 if g_Game_IsNet then
5582 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5583 end;
5584 SetFlag(FLAG_NONE);
5585 Result := True;
5586 end;
5588 procedure TPlayer.GetSecret();
5589 begin
5590 Inc(FSecrets);
5591 end;
5593 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5594 begin
5595 Assert(Key <= High(FKeys));
5597 FKeys[Key].Pressed := True;
5598 FKeys[Key].Time := Time;
5599 end;
5601 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5602 begin
5603 Result := FKeys[K].Pressed;
5604 end;
5606 procedure TPlayer.ReleaseKeys();
5607 var
5608 a: Integer;
5609 begin
5610 for a := Low(FKeys) to High(FKeys) do
5611 begin
5612 FKeys[a].Pressed := False;
5613 FKeys[a].Time := 0;
5614 end;
5615 end;
5617 procedure TPlayer.OnDamage(Angle: SmallInt);
5618 begin
5619 end;
5621 function TPlayer.firediry(): Integer;
5622 begin
5623 if FKeys[KEY_UP].Pressed then Result := -42
5624 else if FKeys[KEY_DOWN].Pressed then Result := 19
5625 else Result := 0;
5626 end;
5628 procedure TPlayer.RememberState();
5629 var
5630 i: Integer;
5631 begin
5632 FSavedState.Health := FHealth;
5633 FSavedState.Armor := FArmor;
5634 FSavedState.Air := FAir;
5635 FSavedState.JetFuel := FJetFuel;
5636 FSavedState.CurrWeap := FCurrWeap;
5637 FSavedState.NextWeap := FNextWeap;
5638 FSavedState.NextWeapDelay := FNextWeapDelay;
5640 for i := 0 to 3 do
5641 FSavedState.Ammo[i] := FAmmo[i];
5642 for i := 0 to 3 do
5643 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5645 FSavedState.Rulez := FRulez;
5646 FSavedState.WaitRecall := True;
5647 end;
5649 procedure TPlayer.RecallState();
5650 var
5651 i: Integer;
5652 begin
5653 if not FSavedState.WaitRecall then Exit;
5655 FHealth := FSavedState.Health;
5656 FArmor := FSavedState.Armor;
5657 FAir := FSavedState.Air;
5658 FJetFuel := FSavedState.JetFuel;
5659 FCurrWeap := FSavedState.CurrWeap;
5660 FNextWeap := FSavedState.NextWeap;
5661 FNextWeapDelay := FSavedState.NextWeapDelay;
5663 for i := 0 to 3 do
5664 FAmmo[i] := FSavedState.Ammo[i];
5665 for i := 0 to 3 do
5666 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5668 FRulez := FSavedState.Rulez;
5669 FSavedState.WaitRecall := False;
5671 if gGameSettings.GameType = GT_SERVER then
5672 MH_SEND_PlayerStats(FUID);
5673 end;
5675 procedure TPlayer.SaveState(var Mem: TBinMemoryWriter);
5676 var
5677 i: Integer;
5678 sig: DWORD;
5679 str: String;
5680 b: Byte;
5681 begin
5682 if FIamBot then
5683 i := 512
5684 else
5685 i := 256;
5687 Mem := TBinMemoryWriter.Create(i);
5689 // Ñèãíàòóðà èãðîêà:
5690 sig := PLAYER_SIGNATURE; // 'PLYR'
5691 Mem.WriteDWORD(sig);
5692 // Áîò èëè ÷åëîâåê:
5693 Mem.WriteBoolean(FIamBot);
5694 // UID èãðîêà:
5695 Mem.WriteWord(FUID);
5696 // Èìÿ èãðîêà:
5697 Mem.WriteString(FName, 32);
5698 // Êîìàíäà:
5699 Mem.WriteByte(FTeam);
5700 // Æèâ ëè:
5701 Mem.WriteBoolean(FAlive);
5702 // Èçðàñõîäîâàë ëè âñå æèçíè:
5703 Mem.WriteBoolean(FNoRespawn);
5704 // Íàïðàâëåíèå:
5705 if FDirection = D_LEFT then
5706 b := 1
5707 else // D_RIGHT
5708 b := 2;
5709 Mem.WriteByte(b);
5710 // Çäîðîâüå:
5711 Mem.WriteInt(FHealth);
5712 // Æèçíè:
5713 Mem.WriteByte(FLives);
5714 // Áðîíÿ:
5715 Mem.WriteInt(FArmor);
5716 // Çàïàñ âîçäóõà:
5717 Mem.WriteInt(FAir);
5718 // Çàïàñ ãîðþ÷åãî:
5719 Mem.WriteInt(FJetFuel);
5720 // Áîëü:
5721 Mem.WriteInt(FPain);
5722 // Óáèë:
5723 Mem.WriteInt(FKills);
5724 // Óáèë ìîíñòðîâ:
5725 Mem.WriteInt(FMonsterKills);
5726 // Ôðàãîâ:
5727 Mem.WriteInt(FFrags);
5728 // Ôðàãîâ ïîäðÿä:
5729 Mem.WriteByte(FFragCombo);
5730 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5731 Mem.WriteDWORD(FLastFrag);
5732 // Ñìåðòåé:
5733 Mem.WriteInt(FDeath);
5734 // Êàêîé ôëàã íåñåò:
5735 Mem.WriteByte(FFlag);
5736 // Íàøåë ñåêðåòîâ:
5737 Mem.WriteInt(FSecrets);
5738 // Òåêóùåå îðóæèå:
5739 Mem.WriteByte(FCurrWeap);
5740 // Æåëàåìîå îðóæèå:
5741 Mem.WriteWord(FNextWeap);
5742 // ...è ïàóçà
5743 Mem.WriteByte(FNextWeapDelay);
5744 // Âðåìÿ çàðÿäêè BFG:
5745 Mem.WriteSmallInt(FBFGFireCounter);
5746 // Áóôåð óðîíà:
5747 Mem.WriteInt(FDamageBuffer);
5748 // Ïîñëåäíèé óäàðèâøèé:
5749 Mem.WriteWord(FLastSpawnerUID);
5750 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5751 Mem.WriteByte(FLastHit);
5752 // Îáúåêò èãðîêà:
5753 Obj_SaveState(@FObj, Mem);
5754 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5755 for i := A_BULLETS to A_HIGH do
5756 Mem.WriteWord(FAmmo[i]);
5757 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5758 for i := A_BULLETS to A_HIGH do
5759 Mem.WriteWord(FMaxAmmo[i]);
5760 // Íàëè÷èå îðóæèÿ:
5761 for i := WP_FIRST to WP_LAST do
5762 Mem.WriteBoolean(FWeapon[i]);
5763 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5764 for i := WP_FIRST to WP_LAST do
5765 Mem.WriteWord(FReloading[i]);
5766 // Íàëè÷èå ðþêçàêà:
5767 if R_ITEM_BACKPACK in FRulez then
5768 b := 1
5769 else
5770 b := 0;
5771 Mem.WriteByte(b);
5772 // Íàëè÷èå êðàñíîãî êëþ÷à:
5773 if R_KEY_RED in FRulez then
5774 b := 1
5775 else
5776 b := 0;
5777 Mem.WriteByte(b);
5778 // Íàëè÷èå çåëåíîãî êëþ÷à:
5779 if R_KEY_GREEN in FRulez then
5780 b := 1
5781 else
5782 b := 0;
5783 Mem.WriteByte(b);
5784 // Íàëè÷èå ñèíåãî êëþ÷à:
5785 if R_KEY_BLUE in FRulez then
5786 b := 1
5787 else
5788 b := 0;
5789 Mem.WriteByte(b);
5790 // Íàëè÷èå áåðñåðêà:
5791 if R_BERSERK in FRulez then
5792 b := 1
5793 else
5794 b := 0;
5795 Mem.WriteByte(b);
5796 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5797 for i := MR_SUIT to MR_MAX do
5798 Mem.WriteDWORD(FMegaRulez[i]);
5799 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5800 for i := T_RESPAWN to T_FLAGCAP do
5801 Mem.WriteDWORD(FTime[i]);
5802 // Íàçâàíèå ìîäåëè:
5803 str := FModel.Name;
5804 Mem.WriteString(str);
5805 // Öâåò ìîäåëè:
5806 b := FColor.R;
5807 Mem.WriteByte(b);
5808 b := FColor.G;
5809 Mem.WriteByte(b);
5810 b := FColor.B;
5811 Mem.WriteByte(b);
5812 end;
5814 procedure TPlayer.LoadState(var Mem: TBinMemoryReader);
5815 var
5816 i: Integer;
5817 sig: DWORD;
5818 str: String;
5819 b: Byte;
5820 begin
5821 if Mem = nil then
5822 Exit;
5824 // Ñèãíàòóðà èãðîêà:
5825 Mem.ReadDWORD(sig);
5826 if sig <> PLAYER_SIGNATURE then // 'PLYR'
5827 begin
5828 raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature');
5829 end;
5830 // Áîò èëè ÷åëîâåê:
5831 Mem.ReadBoolean(FIamBot);
5832 // UID èãðîêà:
5833 Mem.ReadWord(FUID);
5834 // Èìÿ èãðîêà:
5835 Mem.ReadString(str);
5836 if (Self <> gPlayer1) and (Self <> gPlayer2) then
5837 FName := str;
5838 // Êîìàíäà:
5839 Mem.ReadByte(FTeam);
5840 // Æèâ ëè:
5841 Mem.ReadBoolean(FAlive);
5842 // Èçðàñõîäîâàë ëè âñå æèçíè:
5843 Mem.ReadBoolean(FNoRespawn);
5844 // Íàïðàâëåíèå:
5845 Mem.ReadByte(b);
5846 if b = 1 then
5847 FDirection := D_LEFT
5848 else // b = 2
5849 FDirection := D_RIGHT;
5850 // Çäîðîâüå:
5851 Mem.ReadInt(FHealth);
5852 // Æèçíè:
5853 Mem.ReadByte(FLives);
5854 // Áðîíÿ:
5855 Mem.ReadInt(FArmor);
5856 // Çàïàñ âîçäóõà:
5857 Mem.ReadInt(FAir);
5858 // Çàïàñ ãîðþ÷åãî:
5859 Mem.ReadInt(FJetFuel);
5860 // Áîëü:
5861 Mem.ReadInt(FPain);
5862 // Óáèë:
5863 Mem.ReadInt(FKills);
5864 // Óáèë ìîíñòðîâ:
5865 Mem.ReadInt(FMonsterKills);
5866 // Ôðàãîâ:
5867 Mem.ReadInt(FFrags);
5868 // Ôðàãîâ ïîäðÿä:
5869 Mem.ReadByte(FFragCombo);
5870 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5871 Mem.ReadDWORD(FLastFrag);
5872 // Ñìåðòåé:
5873 Mem.ReadInt(FDeath);
5874 // Êàêîé ôëàã íåñåò:
5875 Mem.ReadByte(FFlag);
5876 // Íàøåë ñåêðåòîâ:
5877 Mem.ReadInt(FSecrets);
5878 // Òåêóùåå îðóæèå:
5879 Mem.ReadByte(FCurrWeap);
5880 // Æåëàåìîå îðóæèå:
5881 Mem.ReadWord(FNextWeap);
5882 // ...è ïàóçà
5883 Mem.ReadByte(FNextWeapDelay);
5884 // Âðåìÿ çàðÿäêè BFG:
5885 Mem.ReadSmallInt(FBFGFireCounter);
5886 // Áóôåð óðîíà:
5887 Mem.ReadInt(FDamageBuffer);
5888 // Ïîñëåäíèé óäàðèâøèé:
5889 Mem.ReadWord(FLastSpawnerUID);
5890 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5891 Mem.ReadByte(FLastHit);
5892 // Îáúåêò èãðîêà:
5893 Obj_LoadState(@FObj, Mem);
5894 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5895 for i := A_BULLETS to A_HIGH do
5896 Mem.ReadWord(FAmmo[i]);
5897 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5898 for i := A_BULLETS to A_HIGH do
5899 Mem.ReadWord(FMaxAmmo[i]);
5900 // Íàëè÷èå îðóæèÿ:
5901 for i := WP_FIRST to WP_LAST do
5902 Mem.ReadBoolean(FWeapon[i]);
5903 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5904 for i := WP_FIRST to WP_LAST do
5905 Mem.ReadWord(FReloading[i]);
5906 // Íàëè÷èå ðþêçàêà:
5907 Mem.ReadByte(b);
5908 if b = 1 then
5909 Include(FRulez, R_ITEM_BACKPACK);
5910 // Íàëè÷èå êðàñíîãî êëþ÷à:
5911 Mem.ReadByte(b);
5912 if b = 1 then
5913 Include(FRulez, R_KEY_RED);
5914 // Íàëè÷èå çåëåíîãî êëþ÷à:
5915 Mem.ReadByte(b);
5916 if b = 1 then
5917 Include(FRulez, R_KEY_GREEN);
5918 // Íàëè÷èå ñèíåãî êëþ÷à:
5919 Mem.ReadByte(b);
5920 if b = 1 then
5921 Include(FRulez, R_KEY_BLUE);
5922 // Íàëè÷èå áåðñåðêà:
5923 Mem.ReadByte(b);
5924 if b = 1 then
5925 Include(FRulez, R_BERSERK);
5926 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5927 for i := MR_SUIT to MR_MAX do
5928 Mem.ReadDWORD(FMegaRulez[i]);
5929 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5930 for i := T_RESPAWN to T_FLAGCAP do
5931 Mem.ReadDWORD(FTime[i]);
5932 // Íàçâàíèå ìîäåëè:
5933 Mem.ReadString(str);
5934 // Öâåò ìîäåëè:
5935 Mem.ReadByte(FColor.R);
5936 Mem.ReadByte(FColor.G);
5937 Mem.ReadByte(FColor.B);
5938 if Self = gPlayer1 then
5939 begin
5940 str := gPlayer1Settings.Model;
5941 FColor := gPlayer1Settings.Color;
5942 end;
5943 if Self = gPlayer2 then
5944 begin
5945 str := gPlayer2Settings.Model;
5946 FColor := gPlayer2Settings.Color;
5947 end;
5948 // Îáíîâëÿåì ìîäåëü èãðîêà:
5949 SetModel(str);
5950 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5951 FModel.Color := TEAMCOLOR[FTeam]
5952 else
5953 FModel.Color := FColor;
5954 end;
5956 procedure TPlayer.AllRulez(Health: Boolean);
5957 var
5958 a: Integer;
5959 begin
5960 if Health then
5961 begin
5962 FHealth := PLAYER_HP_LIMIT;
5963 FArmor := PLAYER_AP_LIMIT;
5964 Exit;
5965 end;
5967 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
5968 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
5969 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5970 end;
5972 procedure TPlayer.RestoreHealthArmor();
5973 begin
5974 FHealth := PLAYER_HP_LIMIT;
5975 FArmor := PLAYER_AP_LIMIT;
5976 end;
5978 procedure TPlayer.FragCombo();
5979 var
5980 Param: Integer;
5981 begin
5982 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5983 Exit;
5984 if gTime - FLastFrag < FRAG_COMBO_TIME then
5985 begin
5986 if FFragCombo < 5 then
5987 Inc(FFragCombo);
5988 Param := FUID or (FFragCombo shl 16);
5989 if (FComboEvnt >= Low(gDelayedEvents)) and
5990 (FComboEvnt <= High(gDelayedEvents)) and
5991 gDelayedEvents[FComboEvnt].Pending and
5992 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5993 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5994 begin
5995 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5996 gDelayedEvents[FComboEvnt].DENum := Param;
5997 end
5998 else
5999 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6000 end
6001 else
6002 FFragCombo := 1;
6004 FLastFrag := gTime;
6005 end;
6007 procedure TPlayer.GiveItem(ItemType: Byte);
6008 begin
6009 case ItemType of
6010 ITEM_SUIT:
6011 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6012 begin
6013 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6014 end;
6016 ITEM_OXYGEN:
6017 if FAir < AIR_MAX then
6018 begin
6019 FAir := AIR_MAX;
6020 end;
6022 ITEM_MEDKIT_BLACK:
6023 begin
6024 if not (R_BERSERK in FRulez) then
6025 begin
6026 Include(FRulez, R_BERSERK);
6027 if FBFGFireCounter < 1 then
6028 begin
6029 FCurrWeap := WEAPON_KASTET;
6030 resetWeaponQueue();
6031 FModel.SetWeapon(WEAPON_KASTET);
6032 end;
6033 if gFlash <> 0 then
6034 Inc(FPain, 100);
6035 FBerserk := gTime+30000;
6036 end;
6037 if FHealth < PLAYER_HP_SOFT then
6038 begin
6039 FHealth := PLAYER_HP_SOFT;
6040 FBerserk := gTime+30000;
6041 end;
6042 end;
6044 ITEM_INVUL:
6045 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6046 begin
6047 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6048 end;
6050 ITEM_INVIS:
6051 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6052 begin
6053 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6054 end;
6056 ITEM_JETPACK:
6057 if FJetFuel < JET_MAX then
6058 begin
6059 FJetFuel := JET_MAX;
6060 end;
6062 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6063 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6065 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6066 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6068 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6069 ITEM_SPHERE_WHITE:
6070 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6071 begin
6072 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6073 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6074 end;
6076 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6077 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6078 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6079 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6080 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6081 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6082 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6083 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6084 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6086 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6087 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6088 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6089 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6090 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6091 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6092 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6093 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6094 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6096 ITEM_AMMO_BACKPACK:
6097 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6098 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6099 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6100 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6101 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6102 begin
6103 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6104 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6105 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6106 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6107 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6109 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6110 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6111 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6112 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6114 FRulez := FRulez + [R_ITEM_BACKPACK];
6115 end;
6117 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6118 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6119 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6121 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6122 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6124 else
6125 Exit;
6126 end;
6127 if g_Game_IsNet and g_Game_IsServer then
6128 MH_SEND_PlayerStats(FUID);
6129 end;
6131 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6132 var
6133 id, i: DWORD;
6134 Anim: TAnimation;
6135 begin
6136 if (Random(5) = 1) and (Times = 1) then
6137 Exit;
6139 if BodyInLiquid(0, 0) then
6140 begin
6141 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6142 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6143 if Random(2) = 0 then
6144 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6145 else
6146 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6147 Exit;
6148 end;
6150 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6151 begin
6152 for i := 1 to Times do
6153 begin
6154 Anim := TAnimation.Create(id, False, 3);
6155 Anim.Alpha := 150;
6156 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6157 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6158 Anim.Free();
6159 end;
6160 end;
6161 end;
6163 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6164 var
6165 id, i: DWORD;
6166 Anim: TAnimation;
6167 begin
6168 if (Random(10) = 1) and (Times = 1) then
6169 Exit;
6171 if g_Frames_Get(id, 'FRAMES_FLAME') then
6172 begin
6173 for i := 1 to Times do
6174 begin
6175 Anim := TAnimation.Create(id, False, 3);
6176 Anim.Alpha := 0;
6177 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6178 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6179 Anim.Free();
6180 end;
6181 end;
6182 end;
6184 procedure TPlayer.PauseSounds(Enable: Boolean);
6185 begin
6186 FSawSound.Pause(Enable);
6187 FSawSoundIdle.Pause(Enable);
6188 FSawSoundHit.Pause(Enable);
6189 FSawSoundSelect.Pause(Enable);
6190 end;
6192 { T C o r p s e : }
6194 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6195 begin
6196 g_Obj_Init(@FObj);
6197 FObj.X := X;
6198 FObj.Y := Y;
6199 FObj.Rect := PLAYER_CORPSERECT;
6200 FModelName := ModelName;
6201 FMess := aMess;
6203 if FMess then
6204 begin
6205 FState := CORPSE_STATE_MESS;
6206 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6207 end
6208 else
6209 begin
6210 FState := CORPSE_STATE_NORMAL;
6211 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6212 end;
6213 end;
6215 destructor TCorpse.Destroy();
6216 begin
6217 FAnimation.Free();
6219 inherited;
6220 end;
6222 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6224 procedure TCorpse.positionChanged (); inline; begin end;
6226 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6227 begin
6228 if (dx <> 0) or (dy <> 0) then
6229 begin
6230 FObj.X += dx;
6231 FObj.Y += dy;
6232 positionChanged();
6233 end;
6234 end;
6237 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6238 begin
6239 x := FObj.X+PLAYER_CORPSERECT.X;
6240 y := FObj.Y+PLAYER_CORPSERECT.Y;
6241 w := PLAYER_CORPSERECT.Width;
6242 h := PLAYER_CORPSERECT.Height;
6243 end;
6246 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6247 var
6248 pm: TPlayerModel;
6249 begin
6250 if FState = CORPSE_STATE_REMOVEME then
6251 Exit;
6253 FDamage := FDamage + Value;
6255 if FDamage > 150 then
6256 begin
6257 if FAnimation <> nil then
6258 begin
6259 FAnimation.Free();
6260 FAnimation := nil;
6262 FState := CORPSE_STATE_REMOVEME;
6264 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6265 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6266 FModelName, FColor);
6267 // Çâóê ìÿñà îò òðóïà:
6268 pm := g_PlayerModel_Get(FModelName);
6269 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6270 pm.Free;
6271 end;
6272 end
6273 else
6274 begin
6275 FObj.Vel.X := FObj.Vel.X + vx;
6276 FObj.Vel.Y := FObj.Vel.Y + vy;
6277 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6278 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6279 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6280 150, 0, 0);
6281 end;
6282 end;
6284 procedure TCorpse.Draw();
6285 begin
6286 if FState = CORPSE_STATE_REMOVEME then
6287 Exit;
6289 if FAnimation <> nil then
6290 FAnimation.Draw(FObj.X, FObj.Y, M_NONE);
6292 if FAnimationMask <> nil then
6293 begin
6294 e_Colors := FColor;
6295 FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE);
6296 e_Colors.R := 255;
6297 e_Colors.G := 255;
6298 e_Colors.B := 255;
6299 end;
6300 end;
6302 procedure TCorpse.Update();
6303 var
6304 st: Word;
6305 begin
6306 if FState = CORPSE_STATE_REMOVEME then
6307 Exit;
6309 if gTime mod (GAME_TICK*2) <> 0 then
6310 begin
6311 g_Obj_Move(@FObj, True, True, True);
6312 positionChanged(); // this updates spatial accelerators
6313 Exit;
6314 end;
6316 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6317 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6319 st := g_Obj_Move(@FObj, True, True, True);
6320 positionChanged(); // this updates spatial accelerators
6322 if WordBool(st and MOVE_FALLOUT) then
6323 begin
6324 FState := CORPSE_STATE_REMOVEME;
6325 Exit;
6326 end;
6328 if FAnimation <> nil then
6329 FAnimation.Update();
6330 if FAnimationMask <> nil then
6331 FAnimationMask.Update();
6332 end;
6334 procedure TCorpse.SaveState(var Mem: TBinMemoryWriter);
6335 var
6336 sig: DWORD;
6337 anim: Boolean;
6338 begin
6339 if Mem = nil then
6340 Exit;
6342 // Ñèãíàòóðà òðóïà:
6343 sig := CORPSE_SIGNATURE; // 'CORP'
6344 Mem.WriteDWORD(sig);
6345 // Ñîñòîÿíèå:
6346 Mem.WriteByte(FState);
6347 // Íàêîïëåííûé óðîí:
6348 Mem.WriteByte(FDamage);
6349 // Öâåò:
6350 Mem.WriteByte(FColor.R);
6351 Mem.WriteByte(FColor.G);
6352 Mem.WriteByte(FColor.B);
6353 // Îáúåêò òðóïà:
6354 Obj_SaveState(@FObj, Mem);
6355 // Åñòü ëè àíèìàöèÿ:
6356 anim := FAnimation <> nil;
6357 Mem.WriteBoolean(anim);
6358 // Åñëè åñòü - ñîõðàíÿåì:
6359 if anim then
6360 FAnimation.SaveState(Mem);
6361 // Åñòü ëè ìàñêà àíèìàöèè:
6362 anim := FAnimationMask <> nil;
6363 Mem.WriteBoolean(anim);
6364 // Åñëè åñòü - ñîõðàíÿåì:
6365 if anim then
6366 FAnimationMask.SaveState(Mem);
6367 end;
6369 procedure TCorpse.LoadState(var Mem: TBinMemoryReader);
6370 var
6371 sig: DWORD;
6372 anim: Boolean;
6373 begin
6374 if Mem = nil then
6375 Exit;
6377 // Ñèãíàòóðà òðóïà:
6378 Mem.ReadDWORD(sig);
6379 if sig <> CORPSE_SIGNATURE then // 'CORP'
6380 begin
6381 raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature');
6382 end;
6383 // Ñîñòîÿíèå:
6384 Mem.ReadByte(FState);
6385 // Íàêîïëåííûé óðîí:
6386 Mem.ReadByte(FDamage);
6387 // Öâåò:
6388 Mem.ReadByte(FColor.R);
6389 Mem.ReadByte(FColor.G);
6390 Mem.ReadByte(FColor.B);
6391 // Îáúåêò òðóïà:
6392 Obj_LoadState(@FObj, Mem);
6393 // Åñòü ëè àíèìàöèÿ:
6394 Mem.ReadBoolean(anim);
6395 // Åñëè åñòü - çàãðóæàåì:
6396 if anim then
6397 begin
6398 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6399 FAnimation.LoadState(Mem);
6400 end;
6401 // Åñòü ëè ìàñêà àíèìàöèè:
6402 Mem.ReadBoolean(anim);
6403 // Åñëè åñòü - çàãðóæàåì:
6404 if anim then
6405 begin
6406 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6407 FAnimationMask.LoadState(Mem);
6408 end;
6409 end;
6411 { T B o t : }
6413 constructor TBot.Create();
6414 var
6415 a: Integer;
6416 begin
6417 inherited Create();
6419 FPhysics := True;
6420 FSpectator := False;
6421 FGhost := False;
6423 FIamBot := True;
6425 Inc(gNumBots);
6427 for a := WP_FIRST to WP_LAST do
6428 begin
6429 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6430 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6431 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6432 end;
6433 end;
6435 destructor TBot.Destroy();
6436 begin
6437 Dec(gNumBots);
6438 inherited Destroy();
6439 end;
6441 procedure TBot.Draw();
6442 begin
6443 inherited Draw();
6445 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6446 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6447 end;
6449 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6450 begin
6451 inherited Respawn(Silent, Force);
6453 FAIFlags := nil;
6454 FSelectedWeapon := FCurrWeap;
6455 resetWeaponQueue();
6456 FTargetUID := 0;
6457 end;
6459 procedure TBot.UpdateCombat();
6460 type
6461 TTarget = record
6462 UID: Word;
6463 X, Y: Integer;
6464 Rect: TRectWH;
6465 cX, cY: Integer;
6466 Dist: Word;
6467 Line: Boolean;
6468 Visible: Boolean;
6469 IsPlayer: Boolean;
6470 end;
6472 TTargetRecord = array of TTarget;
6474 function Compare(a, b: TTarget): Integer;
6475 begin
6476 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6477 Result := -1
6478 else
6479 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6480 Result := 1
6481 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6482 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6483 begin
6484 if a.Dist > b.Dist then // B áëèæå
6485 Result := 1
6486 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6487 Result := -1;
6488 end
6489 else // Ñòðàííî -> A
6490 Result := -1;
6491 end;
6493 var
6494 a, x1, y1, x2, y2: Integer;
6495 targets: TTargetRecord;
6496 ammo: Word;
6497 Target, BestTarget: TTarget;
6498 firew, fireh: Integer;
6499 angle: SmallInt;
6500 mon: TMonster;
6501 pla, tpla: TPlayer;
6502 vsPlayer, vsMonster, ok: Boolean;
6505 function monsUpdate (mon: TMonster): Boolean;
6506 begin
6507 result := false; // don't stop
6508 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6509 begin
6510 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6512 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6513 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6515 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6516 if g_TraceVector(x1, y1, x2, y2) then
6517 begin
6518 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6519 SetLength(targets, Length(targets)+1);
6520 with targets[High(targets)] do
6521 begin
6522 UID := mon.UID;
6523 X := mon.Obj.X;
6524 Y := mon.Obj.Y;
6525 cX := x2;
6526 cY := y2;
6527 Rect := mon.Obj.Rect;
6528 Dist := g_PatchLength(x1, y1, x2, y2);
6529 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6530 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6531 Visible := True;
6532 IsPlayer := False;
6533 end;
6534 end;
6535 end;
6536 end;
6538 begin
6539 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6540 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6542 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6543 if FCurrWeap <> FSelectedWeapon then
6544 NextWeapon();
6546 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6547 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6548 begin
6549 RemoveAIFlag('NEEDFIRE');
6551 case FCurrWeap of
6552 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6553 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6554 else PressKey(KEY_FIRE);
6555 end;
6556 end;
6558 // Êîîðäèíàòû ñòâîëà:
6559 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6560 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6562 Target.UID := FTargetUID;
6564 ok := False;
6565 if Target.UID <> 0 then
6566 begin // Öåëü åñòü - íàñòðàèâàåì
6567 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6568 vsPlayer then
6569 begin // Èãðîê
6570 tpla := g_Player_Get(Target.UID);
6571 if tpla <> nil then
6572 with tpla do
6573 begin
6574 if (@FObj) <> nil then
6575 begin
6576 Target.X := FObj.X;
6577 Target.Y := FObj.Y;
6578 end;
6579 end;
6581 Target.cX := Target.X + PLAYER_RECT_CX;
6582 Target.cY := Target.Y + PLAYER_RECT_CY;
6583 Target.Rect := PLAYER_RECT;
6584 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6585 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6586 (y1-4 > Target.Y+PLAYER_RECT.Y);
6587 Target.IsPlayer := True;
6588 ok := True;
6589 end
6590 else
6591 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6592 vsMonster then
6593 begin // Ìîíñòð
6594 mon := g_Monsters_ByUID(Target.UID);
6595 if mon <> nil then
6596 begin
6597 Target.X := mon.Obj.X;
6598 Target.Y := mon.Obj.Y;
6600 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6601 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6602 Target.Rect := mon.Obj.Rect;
6603 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6604 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6605 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6606 Target.IsPlayer := False;
6607 ok := True;
6608 end;
6609 end;
6610 end;
6612 if not ok then
6613 begin // Öåëè íåò - îáíóëÿåì
6614 Target.X := 0;
6615 Target.Y := 0;
6616 Target.cX := 0;
6617 Target.cY := 0;
6618 Target.Visible := False;
6619 Target.Line := False;
6620 Target.IsPlayer := False;
6621 end;
6623 targets := nil;
6625 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6626 if (not Target.Line) or (not Target.Visible) then
6627 begin
6628 // Èãðîêè:
6629 if vsPlayer then
6630 for a := 0 to High(gPlayers) do
6631 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6632 (gPlayers[a].FUID <> FUID) and
6633 (not SameTeam(FUID, gPlayers[a].FUID)) and
6634 (not gPlayers[a].NoTarget) and
6635 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6636 begin
6637 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6638 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6639 Continue;
6641 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6642 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6644 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6645 if g_TraceVector(x1, y1, x2, y2) then
6646 begin
6647 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6648 SetLength(targets, Length(targets)+1);
6649 with targets[High(targets)] do
6650 begin
6651 UID := gPlayers[a].FUID;
6652 X := gPlayers[a].FObj.X;
6653 Y := gPlayers[a].FObj.Y;
6654 cX := x2;
6655 cY := y2;
6656 Rect := PLAYER_RECT;
6657 Dist := g_PatchLength(x1, y1, x2, y2);
6658 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6659 (y1-4 > Target.Y+PLAYER_RECT.Y);
6660 Visible := True;
6661 IsPlayer := True;
6662 end;
6663 end;
6664 end;
6666 // Ìîíñòðû:
6667 if vsMonster then g_Mons_ForEach(monsUpdate);
6668 end;
6670 // Åñëè åñòü âîçìîæíûå öåëè:
6671 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6672 if targets <> nil then
6673 begin
6674 // Âûáèðàåì íàèëó÷øóþ öåëü:
6675 BestTarget := targets[0];
6676 if Length(targets) > 1 then
6677 for a := 1 to High(targets) do
6678 if Compare(BestTarget, targets[a]) = 1 then
6679 BestTarget := targets[a];
6681 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6682 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6683 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6684 begin
6685 Target := BestTarget;
6687 if (Healthy() = 3) or ((Healthy() = 2)) then
6688 begin // Åñëè çäîðîâû - äîãîíÿåì
6689 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6690 SetAIFlag('GORIGHT', '1');
6691 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6692 SetAIFlag('GOLEFT', '1');
6693 end
6694 else
6695 begin // Åñëè ïîáèòû - óáåãàåì
6696 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6697 SetAIFlag('GORIGHT', '1');
6698 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6699 SetAIFlag('GOLEFT', '1');
6700 end;
6702 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6703 SelectWeapon(Abs(x1-Target.cX));
6704 end;
6705 end;
6707 // Åñëè åñòü öåëü:
6708 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6709 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6710 if Target.UID <> 0 then
6711 begin
6712 if not TargetOnScreen(Target.X + Target.Rect.X,
6713 Target.Y + Target.Rect.Y) then
6714 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6715 if (Healthy() = 3) or ((Healthy() = 2)) then
6716 begin // Åñëè çäîðîâû - äîãîíÿåì
6717 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6718 SetAIFlag('GORIGHT', '1');
6719 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6720 SetAIFlag('GOLEFT', '1');
6721 end
6722 else
6723 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6724 Target.UID := 0;
6725 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6726 SetAIFlag('GORIGHT', '1');
6727 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6728 SetAIFlag('GOLEFT', '1');
6729 end;
6730 end
6731 else
6732 begin // Öåëü ïîêà íà "ýêðàíå"
6733 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6734 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6735 FLastVisible := gTime;
6736 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6737 if (Abs(FObj.Y-Target.Y) <= 128) then
6738 begin
6739 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6740 SetAIFlag('GORIGHT', '1');
6741 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6742 SetAIFlag('GOLEFT', '1');
6743 end;
6744 end;
6746 // Âûáèðàåì óãîë ââåðõ:
6747 if FDirection = D_LEFT then
6748 angle := ANGLE_LEFTUP
6749 else
6750 angle := ANGLE_RIGHTUP;
6752 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6753 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6755 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6756 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6757 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6758 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6759 Target.Rect.Width, Target.Rect.Height) and
6760 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6761 begin // òî íóæíî ñòðåëÿòü ââåðõ
6762 SetAIFlag('NEEDFIRE', '1');
6763 SetAIFlag('NEEDSEEUP', '1');
6764 end;
6766 // Âûáèðàåì óãîë âíèç:
6767 if FDirection = D_LEFT then
6768 angle := ANGLE_LEFTDOWN
6769 else
6770 angle := ANGLE_RIGHTDOWN;
6772 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6773 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6775 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6776 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6777 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6778 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6779 Target.Rect.Width, Target.Rect.Height) and
6780 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6781 begin // òî íóæíî ñòðåëÿòü âíèç
6782 SetAIFlag('NEEDFIRE', '1');
6783 SetAIFlag('NEEDSEEDOWN', '1');
6784 end;
6786 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6787 if Target.Visible and
6788 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6789 (y1-4 > Target.Y+Target.Rect.Y) then
6790 begin
6791 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6792 if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
6793 ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
6794 begin // òî íóæíî ñòðåëÿòü âïåðåä
6795 SetAIFlag('NEEDFIRE', '1');
6796 SetAIFlag('NEEDSEEDOWN', '');
6797 SetAIFlag('NEEDSEEUP', '');
6798 end;
6799 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6800 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6801 if GetRnd(FDifficult.CloseJump) then
6802 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6803 if Abs(FObj.X-Target.X) < 128 then
6804 a := 4
6805 else
6806 a := 30;
6807 if Random(a) = 0 then
6808 SetAIFlag('NEEDJUMP', '1');
6809 end;
6810 end;
6812 // Åñëè öåëü âñå åùå åñòü:
6813 if Target.UID <> 0 then
6814 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6815 Target.UID := 0 // òî çàáûòü öåëü
6816 else // Åñëè âèäåëè íåäàâíî
6817 begin // íî öåëü óáèëè
6818 if Target.IsPlayer then
6819 begin // Öåëü - èãðîê
6820 pla := g_Player_Get(Target.UID);
6821 if (pla = nil) or (not pla.alive) or pla.NoTarget or
6822 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6823 Target.UID := 0; // òî çàáûòü öåëü
6824 end
6825 else
6826 begin // Öåëü - ìîíñòð
6827 mon := g_Monsters_ByUID(Target.UID);
6828 if (mon = nil) or (not mon.alive) then
6829 Target.UID := 0; // òî çàáûòü öåëü
6830 end;
6831 end;
6832 end; // if Target.UID <> 0
6834 FTargetUID := Target.UID;
6836 // Åñëè âîçìîæíûõ öåëåé íåò:
6837 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6838 if targets = nil then
6839 if GetAIFlag('ATTACKLEFT') <> '' then
6840 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6841 RemoveAIFlag('ATTACKLEFT');
6843 SetAIFlag('NEEDJUMP', '1');
6845 if RunDirection() = D_RIGHT then
6846 begin // Èäåì íå â òó ñòîðîíó
6847 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6848 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6849 SetAIFlag('NEEDFIRE', '1');
6850 SetAIFlag('GOLEFT', '1');
6851 end;
6852 end
6853 else
6854 begin // Èäåì â íóæíóþ ñòîðîíó
6855 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6856 SetAIFlag('NEEDFIRE', '1');
6857 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6858 SetAIFlag('GORIGHT', '1');
6859 end;
6860 end
6861 else
6862 if GetAIFlag('ATTACKRIGHT') <> '' then
6863 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6864 RemoveAIFlag('ATTACKRIGHT');
6866 SetAIFlag('NEEDJUMP', '1');
6868 if RunDirection() = D_LEFT then
6869 begin // Èäåì íå â òó ñòîðîíó
6870 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6871 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6872 SetAIFlag('NEEDFIRE', '1');
6873 SetAIFlag('GORIGHT', '1');
6874 end;
6875 end
6876 else
6877 begin
6878 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6879 SetAIFlag('NEEDFIRE', '1');
6880 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6881 SetAIFlag('GOLEFT', '1');
6882 end;
6883 end;
6885 //HACK! (does it belongs there?)
6886 RealizeCurrentWeapon();
6888 // Åñëè åñòü âîçìîæíûå öåëè:
6889 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6890 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6891 for a := 0 to High(targets) do
6892 begin
6893 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6894 if GetRnd(FDifficult.DiagFire) then
6895 begin
6896 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6897 if FDirection = D_LEFT then
6898 angle := ANGLE_LEFTUP
6899 else
6900 angle := ANGLE_RIGHTUP;
6902 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6903 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6905 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6906 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6907 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6908 targets[a].Rect.Width, targets[a].Rect.Height) and
6909 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6910 begin
6911 SetAIFlag('NEEDFIRE', '1');
6912 SetAIFlag('NEEDSEEUP', '1');
6913 end;
6915 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6916 if FDirection = D_LEFT then
6917 angle := ANGLE_LEFTDOWN
6918 else
6919 angle := ANGLE_RIGHTDOWN;
6921 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6922 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6924 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6925 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6926 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6927 targets[a].Rect.Width, targets[a].Rect.Height) and
6928 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6929 begin
6930 SetAIFlag('NEEDFIRE', '1');
6931 SetAIFlag('NEEDSEEDOWN', '1');
6932 end;
6933 end;
6935 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6936 if targets[a].Line and targets[a].Visible and
6937 (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
6938 ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
6939 begin
6940 SetAIFlag('NEEDFIRE', '1');
6941 Break;
6942 end;
6943 end;
6945 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6946 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6947 PLAYER_RECT.Width, PLAYER_RECT.Height,
6948 40+GetInterval(FDifficult.Cover, 40)) then
6949 SetAIFlag('NEEDJUMP', '1');
6951 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6952 ammo := GetAmmoByWeapon(FCurrWeap);
6953 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6954 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6955 (ammo = 0) then
6956 SetAIFlag('SELECTWEAPON', '1');
6958 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6959 if GetAIFlag('SELECTWEAPON') = '1' then
6960 begin
6961 SelectWeapon(-1);
6962 RemoveAIFlag('SELECTWEAPON');
6963 end;
6964 end;
6966 procedure TBot.Update();
6967 var
6968 EnableAI: Boolean;
6969 begin
6970 if not FAlive then
6971 begin // Respawn
6972 ReleaseKeys();
6973 PressKey(KEY_UP);
6974 end
6975 else
6976 begin
6977 EnableAI := True;
6979 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6980 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6981 EnableAI := False;
6982 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6983 EnableAI := False;
6984 if g_debug_BotAIOff = 3 then
6985 EnableAI := False;
6987 if EnableAI then
6988 begin
6989 UpdateMove();
6990 UpdateCombat();
6991 end
6992 else
6993 begin
6994 RealizeCurrentWeapon();
6995 end;
6996 end;
6998 inherited Update();
6999 end;
7001 procedure TBot.ReleaseKey(Key: Byte);
7002 begin
7003 with FKeys[Key] do
7004 begin
7005 Pressed := False;
7006 Time := 0;
7007 end;
7008 end;
7010 function TBot.KeyPressed(Key: Word): Boolean;
7011 begin
7012 Result := FKeys[Key].Pressed;
7013 end;
7015 function TBot.GetAIFlag(aName: String20): String20;
7016 var
7017 a: Integer;
7018 begin
7019 Result := '';
7021 aName := LowerCase(aName);
7023 if FAIFlags <> nil then
7024 for a := 0 to High(FAIFlags) do
7025 if LowerCase(FAIFlags[a].Name) = aName then
7026 begin
7027 Result := FAIFlags[a].Value;
7028 Break;
7029 end;
7030 end;
7032 procedure TBot.RemoveAIFlag(aName: String20);
7033 var
7034 a, b: Integer;
7035 begin
7036 if FAIFlags = nil then Exit;
7038 aName := LowerCase(aName);
7040 for a := 0 to High(FAIFlags) do
7041 if LowerCase(FAIFlags[a].Name) = aName then
7042 begin
7043 if a <> High(FAIFlags) then
7044 for b := a to High(FAIFlags)-1 do
7045 FAIFlags[b] := FAIFlags[b+1];
7047 SetLength(FAIFlags, Length(FAIFlags)-1);
7048 Break;
7049 end;
7050 end;
7052 procedure TBot.SetAIFlag(aName, fValue: String20);
7053 var
7054 a: Integer;
7055 ok: Boolean;
7056 begin
7057 a := 0;
7058 ok := False;
7060 aName := LowerCase(aName);
7062 if FAIFlags <> nil then
7063 for a := 0 to High(FAIFlags) do
7064 if LowerCase(FAIFlags[a].Name) = aName then
7065 begin
7066 ok := True;
7067 Break;
7068 end;
7070 if ok then FAIFlags[a].Value := fValue
7071 else
7072 begin
7073 SetLength(FAIFlags, Length(FAIFlags)+1);
7074 with FAIFlags[High(FAIFlags)] do
7075 begin
7076 Name := aName;
7077 Value := fValue;
7078 end;
7079 end;
7080 end;
7082 procedure TBot.UpdateMove;
7084 procedure GoLeft(Time: Word = 1);
7085 begin
7086 ReleaseKey(KEY_LEFT);
7087 ReleaseKey(KEY_RIGHT);
7088 PressKey(KEY_LEFT, Time);
7089 SetDirection(D_LEFT);
7090 end;
7092 procedure GoRight(Time: Word = 1);
7093 begin
7094 ReleaseKey(KEY_LEFT);
7095 ReleaseKey(KEY_RIGHT);
7096 PressKey(KEY_RIGHT, Time);
7097 SetDirection(D_RIGHT);
7098 end;
7100 function Rnd(a: Word): Boolean;
7101 begin
7102 Result := Random(a) = 0;
7103 end;
7105 procedure Turn(Time: Word = 1200);
7106 begin
7107 if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
7108 end;
7110 procedure Stop();
7111 begin
7112 ReleaseKey(KEY_LEFT);
7113 ReleaseKey(KEY_RIGHT);
7114 end;
7116 function CanRunLeft(): Boolean;
7117 begin
7118 Result := not CollideLevel(-1, 0);
7119 end;
7121 function CanRunRight(): Boolean;
7122 begin
7123 Result := not CollideLevel(1, 0);
7124 end;
7126 function CanRun(): Boolean;
7127 begin
7128 if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7129 end;
7131 procedure Jump(Time: Word = 30);
7132 begin
7133 PressKey(KEY_JUMP, Time);
7134 end;
7136 function NearHole(): Boolean;
7137 var
7138 x, sx: Integer;
7139 begin
7140 { TODO 5 : Ëåñòíèöû }
7141 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7142 for x := 1 to PLAYER_RECT.Width do
7143 if (not StayOnStep(x*sx, 0)) and
7144 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7145 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7146 begin
7147 Result := True;
7148 Exit;
7149 end;
7151 Result := False;
7152 end;
7154 function BorderHole(): Boolean;
7155 var
7156 x, sx, xx: Integer;
7157 begin
7158 { TODO 5 : Ëåñòíèöû }
7159 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7160 for x := 1 to PLAYER_RECT.Width do
7161 if (not StayOnStep(x*sx, 0)) and
7162 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7163 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7164 begin
7165 for xx := x to x+32 do
7166 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7167 begin
7168 Result := True;
7169 Exit;
7170 end;
7171 end;
7173 Result := False;
7174 end;
7176 function NearDeepHole(): Boolean;
7177 var
7178 x, sx, y: Integer;
7179 begin
7180 Result := False;
7182 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7183 y := 3;
7185 for x := 1 to PLAYER_RECT.Width do
7186 if (not StayOnStep(x*sx, 0)) and
7187 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7188 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7189 begin
7190 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7191 begin
7192 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7193 y := y+1;
7194 end;
7196 Result := True;
7197 end else Result := False;
7198 end;
7200 function OverDeepHole(): Boolean;
7201 var
7202 y: Integer;
7203 begin
7204 Result := False;
7206 y := 1;
7207 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7208 begin
7209 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7210 y := y+1;
7211 end;
7213 Result := True;
7214 end;
7216 function OnGround(): Boolean;
7217 begin
7218 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7219 end;
7221 function OnLadder(): Boolean;
7222 begin
7223 Result := FullInStep(0, 0);
7224 end;
7226 function BelowLadder(): Boolean;
7227 begin
7228 Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7229 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7230 (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7231 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7232 end;
7234 function BelowLiftUp(): Boolean;
7235 begin
7236 Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7237 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7238 ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7239 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7240 end;
7242 function OnTopLift(): Boolean;
7243 begin
7244 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7245 end;
7247 function CanJumpOver(): Boolean;
7248 var
7249 sx, y: Integer;
7250 begin
7251 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7253 Result := False;
7255 if not CollideLevel(sx, 0) then Exit;
7257 for y := 1 to BOT_MAXJUMP do
7258 if CollideLevel(0, -y) then Exit else
7259 if not CollideLevel(sx, -y) then
7260 begin
7261 Result := True;
7262 Exit;
7263 end;
7264 end;
7266 function CanJumpUp(Dist: ShortInt): Boolean;
7267 var
7268 y, yy: Integer;
7269 c: Boolean;
7270 begin
7271 Result := False;
7273 if CollideLevel(Dist, 0) then Exit;
7275 c := False;
7276 for y := 0 to BOT_MAXJUMP do
7277 if CollideLevel(Dist, -y) then
7278 begin
7279 c := True;
7280 Break;
7281 end;
7283 if not c then Exit;
7285 c := False;
7286 for yy := y+1 to BOT_MAXJUMP do
7287 if not CollideLevel(Dist, -yy) then
7288 begin
7289 c := True;
7290 Break;
7291 end;
7293 if not c then Exit;
7295 c := False;
7296 for y := 0 to BOT_MAXJUMP do
7297 if CollideLevel(0, -y) then
7298 begin
7299 c := True;
7300 Break;
7301 end;
7303 if c then Exit;
7305 if y < yy then Exit;
7307 Result := True;
7308 end;
7310 function IsSafeTrigger(): Boolean;
7311 var
7312 a: Integer;
7313 begin
7314 Result := True;
7315 if gTriggers = nil then
7316 Exit;
7317 for a := 0 to High(gTriggers) do
7318 if Collide(gTriggers[a].X,
7319 gTriggers[a].Y,
7320 gTriggers[a].Width,
7321 gTriggers[a].Height) and
7322 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7323 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7324 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7325 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7326 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7327 Result := False;
7328 end;
7330 begin
7331 // Âîçìîæíî, íàæèìàåì êíîïêó:
7332 if Rnd(16) and IsSafeTrigger() then
7333 PressKey(KEY_OPEN);
7335 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7336 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7337 begin
7338 ReleaseKey(KEY_LEFT);
7339 ReleaseKey(KEY_RIGHT);
7340 Jump();
7341 end;
7343 // Èäåì âëåâî, åñëè íàäî áûëî:
7344 if GetAIFlag('GOLEFT') <> '' then
7345 begin
7346 RemoveAIFlag('GOLEFT');
7347 if CanRunLeft() then
7348 GoLeft(360);
7349 end;
7351 // Èäåì âïðàâî, åñëè íàäî áûëî:
7352 if GetAIFlag('GORIGHT') <> '' then
7353 begin
7354 RemoveAIFlag('GORIGHT');
7355 if CanRunRight() then
7356 GoRight(360);
7357 end;
7359 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7360 if FObj.X < -32 then
7361 GoRight(360)
7362 else
7363 if FObj.X+32 > gMapInfo.Width then
7364 GoLeft(360);
7366 // Ïðûãàåì, åñëè íàäî áûëî:
7367 if GetAIFlag('NEEDJUMP') <> '' then
7368 begin
7369 Jump(0);
7370 RemoveAIFlag('NEEDJUMP');
7371 end;
7373 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7374 if GetAIFlag('NEEDSEEUP') <> '' then
7375 begin
7376 ReleaseKey(KEY_UP);
7377 ReleaseKey(KEY_DOWN);
7378 PressKey(KEY_UP, 20);
7379 RemoveAIFlag('NEEDSEEUP');
7380 end;
7382 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7383 if GetAIFlag('NEEDSEEDOWN') <> '' then
7384 begin
7385 ReleaseKey(KEY_UP);
7386 ReleaseKey(KEY_DOWN);
7387 PressKey(KEY_DOWN, 20);
7388 RemoveAIFlag('NEEDSEEDOWN');
7389 end;
7391 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7392 if GetAIFlag('GOINHOLE') <> '' then
7393 if not OnGround() then
7394 begin
7395 ReleaseKey(KEY_LEFT);
7396 ReleaseKey(KEY_RIGHT);
7397 RemoveAIFlag('GOINHOLE');
7398 SetAIFlag('FALLINHOLE', '1');
7399 end;
7401 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7402 if GetAIFlag('FALLINHOLE') <> '' then
7403 if OnGround() then
7404 RemoveAIFlag('FALLINHOLE');
7406 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7407 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7408 if GetAIFlag('FALLINHOLE') = '' then
7409 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7410 if Rnd(2) then
7411 GoLeft(360)
7412 else
7413 GoRight(360);
7415 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7416 if OnGround() and
7417 CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
7418 Rnd(8) then
7419 Jump();
7421 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7422 if OnGround() and NearHole() then
7423 if NearDeepHole() then // Åñëè ýòî áåçäíà
7424 case Random(6) of
7425 0..3: Turn(); // Áåæèì îáðàòíî
7426 4: Jump(); // Ïðûãàåì
7427 5: begin // Ïðûãàåì îáðàòíî
7428 Turn();
7429 Jump();
7430 end;
7431 end
7432 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7433 if GetAIFlag('GOINHOLE') = '' then
7434 case Random(6) of
7435 0: Turn(); // Íå íóæíî òóäà
7436 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7437 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7438 if BorderHole() then
7439 SetAIFlag('GOINHOLE', '1');
7440 end;
7442 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7443 if (not CanRun()) and OnGround() then
7444 begin
7445 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7446 if CanJumpOver() or OnLadder() then
7447 Jump()
7448 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7449 if Random(2) = 0 then
7450 begin
7451 if IsSafeTrigger() then
7452 PressKey(KEY_OPEN);
7453 end else
7454 Turn();
7455 end;
7457 // Îñòàëîñü ìàëî âîçäóõà:
7458 if FAir < 36 * 2 then
7459 Jump(20);
7461 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7462 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7463 if BodyInAcid(0, 0) then
7464 Jump();
7465 end;
7467 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7468 begin
7469 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7470 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7471 end;
7473 {function TBot.NeedItem(Item: Byte): Byte;
7474 begin
7475 Result := 4;
7476 end;}
7478 procedure TBot.SelectWeapon(Dist: Integer);
7479 var
7480 a: Integer;
7482 function HaveAmmo(weapon: Byte): Boolean;
7483 begin
7484 case weapon of
7485 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7486 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7487 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7488 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7489 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7490 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7491 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7492 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7493 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7494 else Result := True;
7495 end;
7496 end;
7498 begin
7499 if Dist = -1 then Dist := BOT_LONGDIST;
7501 if Dist > BOT_LONGDIST then
7502 begin // Äàëüíèé áîé
7503 for a := 0 to 9 do
7504 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7505 begin
7506 FSelectedWeapon := FDifficult.WeaponPrior[a];
7507 Break;
7508 end;
7509 end
7510 else //if Dist > BOT_UNSAFEDIST then
7511 begin // Áëèæíèé áîé
7512 for a := 0 to 9 do
7513 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7514 begin
7515 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7516 Break;
7517 end;
7518 end;
7519 { else
7520 begin
7521 for a := 0 to 9 do
7522 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7523 begin
7524 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7525 Break;
7526 end;
7527 end;}
7528 end;
7530 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7531 begin
7532 Result := inherited PickItem(ItemType, force, remove);
7534 if Result then SetAIFlag('SELECTWEAPON', '1');
7535 end;
7537 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7538 begin
7539 Result := inherited Heal(value, Soft);
7540 end;
7542 function TBot.Healthy(): Byte;
7543 begin
7544 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7545 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7546 else if (FHealth > 50) then Result := 2
7547 else if (FHealth > 20) then Result := 1
7548 else Result := 0;
7549 end;
7551 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7552 begin
7553 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7554 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7555 end;
7557 procedure TBot.OnDamage(Angle: SmallInt);
7558 var
7559 pla: TPlayer;
7560 mon: TMonster;
7561 ok: Boolean;
7562 begin
7563 inherited;
7565 if (Angle = 0) or (Angle = 180) then
7566 begin
7567 ok := False;
7568 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7569 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7570 begin // Èãðîê
7571 pla := g_Player_Get(FLastSpawnerUID);
7572 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7573 pla.FObj.Y + PLAYER_RECT.Y);
7574 end
7575 else
7576 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7577 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7578 begin // Ìîíñòð
7579 mon := g_Monsters_ByUID(FLastSpawnerUID);
7580 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7581 mon.Obj.Y + mon.Obj.Rect.Y);
7582 end;
7584 if ok then
7585 if Angle = 0 then
7586 SetAIFlag('ATTACKLEFT', '1')
7587 else
7588 SetAIFlag('ATTACKRIGHT', '1');
7589 end;
7590 end;
7592 function TBot.RunDirection(): TDirection;
7593 begin
7594 if Abs(Vel.X) >= 1 then
7595 begin
7596 if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT;
7597 end else
7598 Result := FDirection;
7599 end;
7601 function TBot.GetRnd(a: Byte): Boolean;
7602 begin
7603 if a = 0 then Result := False
7604 else if a = 255 then Result := True
7605 else Result := Random(256) > 255-a;
7606 end;
7608 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7609 begin
7610 Result := Round((255-a)/255*radius*(Random(2)-1));
7611 end;
7613 procedure TBot.SaveState(var Mem: TBinMemoryWriter);
7614 var
7615 i: Integer;
7616 dw: DWORD;
7617 p: Pointer;
7618 begin
7619 inherited SaveState(Mem);
7621 // Âûáðàííîå îðóæèå:
7622 Mem.WriteByte(FSelectedWeapon);
7623 // UID öåëè:
7624 Mem.WriteWord(FTargetUID);
7625 // Âðåìÿ ïîòåðè öåëè:
7626 Mem.WriteDWORD(FLastVisible);
7627 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7628 dw := Length(FAIFlags);
7629 Mem.WriteDWORD(dw);
7630 // Ôëàãè ÈÈ:
7631 for i := 0 to Integer(dw)-1 do
7632 begin
7633 Mem.WriteString(FAIFlags[i].Name, 20);
7634 Mem.WriteString(FAIFlags[i].Value, 20);
7635 end;
7636 // Íàñòðîéêè ñëîæíîñòè:
7637 p := @FDifficult;
7638 Mem.WriteMemory(p, SizeOf(TDifficult));
7639 end;
7641 procedure TBot.LoadState(var Mem: TBinMemoryReader);
7642 var
7643 i: Integer;
7644 dw: DWORD;
7645 p: Pointer;
7646 begin
7647 inherited LoadState(Mem);
7649 // Âûáðàííîå îðóæèå:
7650 Mem.ReadByte(FSelectedWeapon);
7651 // UID öåëè:
7652 Mem.ReadWord(FTargetUID);
7653 // Âðåìÿ ïîòåðè öåëè:
7654 Mem.ReadDWORD(FLastVisible);
7655 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7656 Mem.ReadDWORD(dw);
7657 SetLength(FAIFlags, dw);
7658 // Ôëàãè ÈÈ:
7659 for i := 0 to Integer(dw)-1 do
7660 begin
7661 Mem.ReadString(FAIFlags[i].Name);
7662 Mem.ReadString(FAIFlags[i].Value);
7663 end;
7664 // Íàñòðîéêè ñëîæíîñòè:
7665 Mem.ReadMemory(p, dw);
7666 if dw <> SizeOf(TDifficult) then
7667 begin
7668 raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size');
7669 end;
7670 FDifficult := TDifficult(p^);
7671 end;
7674 begin
7675 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7676 end.