DEADSOFTWARE

simple allocation counter for classes
[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 mempool,
24 e_graphics, g_playermodel, g_basic, g_textures,
25 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
26 BinEditor, g_panel;
28 const
29 KEY_LEFT = 1;
30 KEY_RIGHT = 2;
31 KEY_UP = 3;
32 KEY_DOWN = 4;
33 KEY_FIRE = 5;
34 KEY_NEXTWEAPON = 6;
35 KEY_PREVWEAPON = 7;
36 KEY_OPEN = 8;
37 KEY_JUMP = 9;
38 KEY_CHAT = 10;
40 R_ITEM_BACKPACK = 0;
41 R_KEY_RED = 1;
42 R_KEY_GREEN = 2;
43 R_KEY_BLUE = 3;
44 R_BERSERK = 4;
46 MR_SUIT = 0;
47 MR_INVUL = 1;
48 MR_INVIS = 2;
49 MR_MAX = 2;
51 A_BULLETS = 0;
52 A_SHELLS = 1;
53 A_ROCKETS = 2;
54 A_CELLS = 3;
55 A_FUEL = 4;
56 A_HIGH = 4;
58 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
59 ((200, 50, 50, 300, 100),
60 (400, 100, 100, 600, 200));
62 K_SIMPLEKILL = 0;
63 K_HARDKILL = 1;
64 K_EXTRAHARDKILL = 2;
65 K_FALLKILL = 3;
67 T_RESPAWN = 0;
68 T_SWITCH = 1;
69 T_USE = 2;
70 T_FLAGCAP = 3;
72 TEAM_NONE = 0;
73 TEAM_RED = 1;
74 TEAM_BLUE = 2;
75 TEAM_COOP = 3;
77 SHELL_BULLET = 0;
78 SHELL_SHELL = 1;
79 SHELL_DBLSHELL = 2;
81 ANGLE_NONE = Low(SmallInt);
83 CORPSE_STATE_REMOVEME = 0;
84 CORPSE_STATE_NORMAL = 1;
85 CORPSE_STATE_MESS = 2;
87 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
88 PLAYER_RECT_CX = 15+(34 div 2);
89 PLAYER_RECT_CY = 12+(52 div 2);
90 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
92 PLAYER_HP_SOFT = 100;
93 PLAYER_HP_LIMIT = 200;
94 PLAYER_AP_SOFT = 100;
95 PLAYER_AP_LIMIT = 200;
96 SUICIDE_DAMAGE = 112;
98 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
99 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
101 type
102 TPlayerStat = record
103 Ping: Word;
104 Loss: Byte;
105 Name: String;
106 Team: Byte;
107 Frags: SmallInt;
108 Deaths: SmallInt;
109 Lives: Byte;
110 Kills: Word;
111 Color: TRGB;
112 Spectator: Boolean;
113 end;
115 TPlayerStatArray = Array of TPlayerStat;
117 TPlayerSavedState = record
118 Health: Integer;
119 Armor: Integer;
120 Air: Integer;
121 JetFuel: Integer;
122 CurrWeap: Byte;
123 NextWeap: WORD;
124 NextWeapDelay: Byte;
125 Ammo: Array [A_BULLETS..A_HIGH] of Word;
126 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
127 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
128 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
129 WaitRecall: Boolean;
130 end;
132 TKeyState = record
133 Pressed: Boolean;
134 Time: Word;
135 end;
137 TPlayer = class(TPoolObject)
138 private
139 FIamBot: Boolean;
140 FUID: Word;
141 FName: String;
142 FTeam: Byte;
143 FAlive: Boolean;
144 FSpawned: Boolean;
145 FDirection: TDirection;
146 FHealth: Integer;
147 FLives: Byte;
148 FArmor: Integer;
149 FAir: Integer;
150 FPain: Integer;
151 FPickup: Integer;
152 FKills: Integer;
153 FMonsterKills: Integer;
154 FFrags: Integer;
155 FFragCombo: Byte;
156 FLastFrag: LongWord;
157 FComboEvnt: Integer;
158 FDeath: Integer;
159 FCanJetpack: Boolean;
160 FJetFuel: Integer;
161 FFlag: Byte;
162 FSecrets: Integer;
163 FCurrWeap: Byte;
164 FNextWeap: WORD;
165 FNextWeapDelay: Byte; // frames
166 FBFGFireCounter: SmallInt;
167 FLastSpawnerUID: Word;
168 FLastHit: Byte;
169 FObj: TObj;
170 FXTo, FYTo: Integer;
171 FSpectatePlayer: Integer;
172 FFirePainTime: Integer;
173 FFireAttacker: Word;
175 FSavedState: TPlayerSavedState;
177 FModel: TPlayerModel;
178 FActionPrior: Byte;
179 FActionAnim: Byte;
180 FActionForce: Boolean;
181 FActionChanged: Boolean;
182 FAngle: SmallInt;
183 FFireAngle: SmallInt;
184 FIncCam: Integer;
185 FShellTimer: Integer;
186 FShellType: Byte;
187 FSawSound: TPlayableSound;
188 FSawSoundIdle: TPlayableSound;
189 FSawSoundHit: TPlayableSound;
190 FSawSoundSelect: TPlayableSound;
191 FJetSoundOn: TPlayableSound;
192 FJetSoundOff: TPlayableSound;
193 FJetSoundFly: TPlayableSound;
194 FGodMode: Boolean;
195 FNoTarget: Boolean;
196 FNoReload: Boolean;
197 FJustTeleported: Boolean;
198 FNetTime: LongWord;
199 mEDamageType: Integer;
202 function CollideLevel(XInc, YInc: Integer): Boolean;
203 function StayOnStep(XInc, YInc: Integer): Boolean;
204 function HeadInLiquid(XInc, YInc: Integer): Boolean;
205 function BodyInLiquid(XInc, YInc: Integer): Boolean;
206 function BodyInAcid(XInc, YInc: Integer): Boolean;
207 function FullInLift(XInc, YInc: Integer): Integer;
208 {procedure CollideItem();}
209 procedure FlySmoke(Times: DWORD = 1);
210 procedure OnFireFlame(Times: DWORD = 1);
211 function GetAmmoByWeapon(Weapon: Byte): Word;
212 procedure SetAction(Action: Byte; Force: Boolean = False);
213 procedure OnDamage(Angle: SmallInt); virtual;
214 function firediry(): Integer;
216 procedure Run(Direction: TDirection);
217 procedure NextWeapon();
218 procedure PrevWeapon();
219 procedure SeeUp();
220 procedure SeeDown();
221 procedure Fire();
222 procedure Jump();
223 procedure Use();
225 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
226 procedure resetWeaponQueue ();
227 function hasAmmoForWeapon (weapon: Byte): Boolean;
229 procedure doDamage (v: Integer);
231 public
232 FDamageBuffer: Integer;
234 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
235 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
236 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
237 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
238 FBerserk: Integer;
239 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
240 FReloading: Array [WP_FIRST..WP_LAST] of Word;
241 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
242 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
243 FColor: TRGB;
244 FPreferredTeam: Byte;
245 FSpectator: Boolean;
246 FNoRespawn: Boolean;
247 FWantsInGame: Boolean;
248 FGhost: Boolean;
249 FPhysics: Boolean;
250 FJetpack: Boolean;
251 FActualModelName: string;
252 FClientID: SmallInt;
253 FPing: Word;
254 FLoss: Byte;
255 FDummy: Boolean;
256 FFireTime: Integer;
258 // debug: viewport offset
259 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
261 function isValidViewPort (): Boolean; inline;
263 constructor Create(); virtual;
264 destructor Destroy(); override;
265 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
266 function GetRespawnPoint(): Byte;
267 procedure PressKey(Key: Byte; Time: Word = 1);
268 procedure ReleaseKeys();
269 procedure SetModel(ModelName: String);
270 procedure SetColor(Color: TRGB);
271 procedure SetWeapon(W: Byte);
272 function IsKeyPressed(K: Byte): Boolean;
273 function GetKeys(): Byte;
274 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
275 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
276 function Collide(Panel: TPanel): Boolean; overload;
277 function Collide(X, Y: Integer): Boolean; overload;
278 procedure SetDirection(Direction: TDirection);
279 procedure GetSecret();
280 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
281 procedure Touch();
282 procedure Push(vx, vy: Integer);
283 procedure ChangeModel(ModelName: String);
284 procedure SwitchTeam;
285 procedure ChangeTeam(Team: Byte);
286 procedure BFGHit();
287 function GetFlag(Flag: Byte): Boolean;
288 procedure SetFlag(Flag: Byte);
289 function DropFlag(): Boolean;
290 procedure AllRulez(Health: Boolean);
291 procedure RestoreHealthArmor();
292 procedure FragCombo();
293 procedure GiveItem(ItemType: Byte);
294 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
295 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
296 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
297 procedure MakeBloodSimple(Count: Word);
298 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
299 procedure Reset(Force: Boolean);
300 procedure Spectate(NoMove: Boolean = False);
301 procedure SwitchNoClip;
302 procedure SoftReset();
303 procedure Draw(); virtual;
304 procedure DrawPain();
305 procedure DrawPickup();
306 procedure DrawRulez();
307 procedure DrawAim();
308 procedure DrawBubble();
309 procedure DrawGUI();
310 procedure Update(); virtual;
311 procedure RememberState();
312 procedure RecallState();
313 procedure SaveState(var Mem: TBinMemoryWriter); virtual;
314 procedure LoadState(var Mem: TBinMemoryReader); virtual;
315 procedure PauseSounds(Enable: Boolean);
316 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
317 procedure DoLerp(Level: Integer = 2);
318 procedure SetLerp(XTo, YTo: Integer);
319 procedure QueueWeaponSwitch(Weapon: Byte);
320 procedure RealizeCurrentWeapon();
321 procedure JetpackOn;
322 procedure JetpackOff;
323 procedure CatchFire(Attacker: Word);
325 //WARNING! this does nothing for now, but still call it!
326 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
328 procedure getMapBox (out x, y, w, h: Integer); inline;
329 procedure moveBy (dx, dy: Integer); inline;
331 public
332 property Vel: TPoint2i read FObj.Vel;
333 property Obj: TObj read FObj;
335 property Name: String read FName write FName;
336 property Model: TPlayerModel read FModel;
337 property Health: Integer read FHealth write FHealth;
338 property Lives: Byte read FLives write FLives;
339 property Armor: Integer read FArmor write FArmor;
340 property Air: Integer read FAir write FAir;
341 property JetFuel: Integer read FJetFuel write FJetFuel;
342 property Frags: Integer read FFrags write FFrags;
343 property Death: Integer read FDeath write FDeath;
344 property Kills: Integer read FKills write FKills;
345 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
346 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
347 property Secrets: Integer read FSecrets;
348 property GodMode: Boolean read FGodMode write FGodMode;
349 property NoTarget: Boolean read FNoTarget write FNoTarget;
350 property NoReload: Boolean read FNoReload write FNoReload;
351 property alive: Boolean read FAlive write FAlive;
352 property Flag: Byte read FFlag;
353 property Team: Byte read FTeam write FTeam;
354 property Direction: TDirection read FDirection;
355 property GameX: Integer read FObj.X write FObj.X;
356 property GameY: Integer read FObj.Y write FObj.Y;
357 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
358 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
359 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
360 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
361 property IncCam: Integer read FIncCam write FIncCam;
362 property UID: Word read FUID write FUID;
363 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
364 property NetTime: LongWord read FNetTime write FNetTime;
366 published
367 property eName: String read FName write FName;
368 property eHealth: Integer read FHealth write FHealth;
369 property eLives: Byte read FLives write FLives;
370 property eArmor: Integer read FArmor write FArmor;
371 property eAir: Integer read FAir write FAir;
372 property eJetFuel: Integer read FJetFuel write FJetFuel;
373 property eFrags: Integer read FFrags write FFrags;
374 property eDeath: Integer read FDeath write FDeath;
375 property eKills: Integer read FKills write FKills;
376 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
377 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
378 property eSecrets: Integer read FSecrets write FSecrets;
379 property eGodMode: Boolean read FGodMode write FGodMode;
380 property eNoTarget: Boolean read FNoTarget write FNoTarget;
381 property eNoReload: Boolean read FNoReload write FNoReload;
382 property eAlive: Boolean read FAlive write FAlive;
383 property eFlag: Byte read FFlag;
384 property eTeam: Byte read FTeam write FTeam;
385 property eDirection: TDirection read FDirection;
386 property eGameX: Integer read FObj.X write FObj.X;
387 property eGameY: Integer read FObj.Y write FObj.Y;
388 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
389 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
390 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
391 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
392 property eIncCam: Integer read FIncCam write FIncCam;
393 property eUID: Word read FUID;
394 property eJustTeleported: Boolean read FJustTeleported;
395 property eNetTime: LongWord read FNetTime;
397 // set this before assigning something to `eDamage`
398 property eDamageType: Integer read mEDamageType write mEDamageType;
399 property eDamage: Integer write doDamage;
400 end;
402 TDifficult = record
403 DiagFire: Byte;
404 InvisFire: Byte;
405 DiagPrecision: Byte;
406 FlyPrecision: Byte;
407 Cover: Byte;
408 CloseJump: Byte;
409 WeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
410 CloseWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
411 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
412 end;
414 TAIFlag = record
415 Name: String;
416 Value: String;
417 end;
419 TBot = class(TPlayer)
420 private
421 FSelectedWeapon: Byte;
422 FTargetUID: Word;
423 FLastVisible: DWORD;
424 FAIFlags: Array of TAIFlag;
425 FDifficult: TDifficult;
427 function GetRnd(a: Byte): Boolean;
428 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
429 function RunDirection(): TDirection;
430 function FullInStep(XInc, YInc: Integer): Boolean;
431 //function NeedItem(Item: Byte): Byte;
432 procedure SelectWeapon(Dist: Integer);
433 procedure SetAIFlag(aName, fValue: String20);
434 function GetAIFlag(aName: String20): String20;
435 procedure RemoveAIFlag(aName: String20);
436 function Healthy(): Byte;
437 procedure UpdateMove();
438 procedure UpdateCombat();
439 function KeyPressed(Key: Word): Boolean;
440 procedure ReleaseKey(Key: Byte);
441 function TargetOnScreen(TX, TY: Integer): Boolean;
442 procedure OnDamage(Angle: SmallInt); override;
444 public
445 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
446 constructor Create(); override;
447 destructor Destroy(); override;
448 procedure Draw(); override;
449 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
450 function Heal(value: Word; Soft: Boolean): Boolean; override;
451 procedure Update(); override;
452 procedure SaveState(var Mem: TBinMemoryWriter); override;
453 procedure LoadState(var Mem: TBinMemoryReader); override;
454 end;
456 PGib = ^TGib;
457 TGib = record
458 alive: Boolean;
459 ID: DWORD;
460 MaskID: DWORD;
461 RAngle: Integer;
462 Color: TRGB;
463 Obj: TObj;
465 procedure getMapBox (out x, y, w, h: Integer); inline;
466 procedure moveBy (dx, dy: Integer); inline;
468 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
469 end;
472 PShell = ^TShell;
473 TShell = record
474 SpriteID: DWORD;
475 alive: Boolean;
476 SType: Byte;
477 RAngle: Integer;
478 Timeout: Cardinal;
479 CX, CY: Integer;
480 Obj: TObj;
482 procedure getMapBox (out x, y, w, h: Integer); inline;
483 procedure moveBy (dx, dy: Integer); inline;
485 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
486 end;
488 TCorpse = class(TPoolObject)
489 private
490 FModelName: String;
491 FMess: Boolean;
492 FState: Byte;
493 FDamage: Byte;
494 FColor: TRGB;
495 FObj: TObj;
496 FAnimation: TAnimation;
497 FAnimationMask: TAnimation;
499 public
500 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
501 destructor Destroy(); override;
502 procedure Damage(Value: Word; vx, vy: Integer);
503 procedure Update();
504 procedure Draw();
505 procedure SaveState(var Mem: TBinMemoryWriter);
506 procedure LoadState(var Mem: TBinMemoryReader);
508 procedure getMapBox (out x, y, w, h: Integer); inline;
509 procedure moveBy (dx, dy: Integer); inline;
511 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
513 function ObjPtr (): PObj; inline;
515 property Obj: TObj read FObj; // copies object
516 property State: Byte read FState;
517 property Mess: Boolean read FMess;
518 end;
520 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
521 record
522 Goals: SmallInt;
523 end;
525 var
526 gPlayers: Array of TPlayer;
527 gCorpses: Array of TCorpse;
528 gGibs: Array of TGib;
529 gShells: Array of TShell;
530 gTeamStat: TTeamStat;
531 gFly: Boolean = False;
532 gAimLine: Boolean = False;
533 gChatBubble: Byte = 0;
534 gNumBots: Word = 0;
535 gLMSPID1: Word = 0;
536 gLMSPID2: Word = 0;
537 MAX_RUNVEL: Integer = 8;
538 VEL_JUMP: Integer = 10;
539 SHELL_TIMEOUT: Cardinal = 60000;
541 function Lerp(X, Y, Factor: Integer): Integer;
543 procedure g_Gibs_SetMax(Count: Word);
544 function g_Gibs_GetMax(): Word;
545 procedure g_Corpses_SetMax(Count: Word);
546 function g_Corpses_GetMax(): Word;
547 procedure g_Shells_SetMax(Count: Word);
548 function g_Shells_GetMax(): Word;
550 procedure g_Player_Init();
551 procedure g_Player_Free();
552 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
553 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
554 procedure g_Player_Remove(UID: Word);
555 procedure g_Player_ResetTeams();
556 procedure g_Player_UpdateAll();
557 procedure g_Player_DrawAll();
558 procedure g_Player_DrawDebug(p: TPlayer);
559 procedure g_Player_DrawHealth();
560 procedure g_Player_RememberAll();
561 procedure g_Player_ResetAll(Force, Silent: Boolean);
562 function g_Player_Get(UID: Word): TPlayer;
563 function g_Player_GetCount(): Byte;
564 function g_Player_GetStats(): TPlayerStatArray;
565 function g_Player_ValidName(Name: String): Boolean;
566 procedure g_Player_CreateCorpse(Player: TPlayer);
567 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
568 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
569 procedure g_Player_UpdatePhysicalObjects();
570 procedure g_Player_DrawCorpses();
571 procedure g_Player_DrawShells();
572 procedure g_Player_RemoveAllCorpses();
573 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
574 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
575 procedure g_Bot_Add(Team, Difficult: Byte);
576 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
577 procedure g_Bot_MixNames();
578 procedure g_Bot_RemoveAll();
580 implementation
582 uses
583 e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math,
584 g_options, g_triggers, g_menu, g_game, g_grid,
585 wadreader, g_main, g_monsters, CONFIG, g_language,
586 g_net, g_netmsg, g_window, GL, g_holmes;
588 type
589 TBotProfile = record
590 name: ShortString;
591 model: ShortString;
592 team: Byte;
593 color: TRGB;
594 diag_fire: Byte;
595 invis_fire: Byte;
596 diag_precision: Byte;
597 fly_precision: Byte;
598 cover: Byte;
599 close_jump: Byte;
600 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
601 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
602 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
603 end;
605 const
606 TIME_RESPAWN1 = 1500;
607 TIME_RESPAWN2 = 2000;
608 TIME_RESPAWN3 = 3000;
609 AIR_DEF = 360;
610 AIR_MAX = 1091;
611 JET_MAX = 540; // ~30 sec
612 PLAYER_SUIT_TIME = 30000;
613 PLAYER_INVUL_TIME = 30000;
614 PLAYER_INVIS_TIME = 35000;
615 FRAG_COMBO_TIME = 3000;
616 VEL_SW = 4;
617 VEL_FLY = 6;
618 ANGLE_RIGHTUP = 55;
619 ANGLE_RIGHTDOWN = -35;
620 ANGLE_LEFTUP = 125;
621 ANGLE_LEFTDOWN = -145;
622 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
623 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
624 BOT_MAXJUMP = 84;
625 BOT_LONGDIST = 300;
626 BOT_UNSAFEDIST = 128;
627 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
628 (R:0; G:0; B:255));
629 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
630 FlyPrecision: 32; Cover: 32; CloseJump: 32;
631 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
632 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
633 FlyPrecision: 127; Cover: 127; CloseJump: 127;
634 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
635 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
636 FlyPrecision: 255; Cover: 255; CloseJump: 255;
637 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
638 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
639 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
640 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
641 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
642 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
643 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
644 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
645 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
646 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
647 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
648 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
649 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
650 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
651 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
652 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
653 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
654 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
656 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
657 CORPSE_SIGNATURE = $50524F43; // 'CORP'
659 BOTNAMES_FILENAME = 'botnames.txt';
660 BOTLIST_FILENAME = 'botlist.txt';
662 var
663 MaxGibs: Word = 150;
664 MaxCorpses: Word = 20;
665 MaxShells: Word = 300;
666 CurrentGib: Integer = 0;
667 CurrentShell: Integer = 0;
668 BotNames: Array of String;
669 BotList: Array of TBotProfile;
672 function Lerp(X, Y, Factor: Integer): Integer;
673 begin
674 Result := X + ((Y - X) div Factor);
675 end;
677 function SameTeam(UID1, UID2: Word): Boolean;
678 begin
679 Result := False;
681 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
682 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
684 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
686 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
687 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
689 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
690 end;
692 procedure g_Gibs_SetMax(Count: Word);
693 begin
694 MaxGibs := Count;
695 SetLength(gGibs, Count);
697 if CurrentGib >= Count then
698 CurrentGib := 0;
699 end;
701 function g_Gibs_GetMax(): Word;
702 begin
703 Result := MaxGibs;
704 end;
706 procedure g_Shells_SetMax(Count: Word);
707 begin
708 MaxShells := Count;
709 SetLength(gShells, Count);
711 if CurrentShell >= Count then
712 CurrentShell := 0;
713 end;
715 function g_Shells_GetMax(): Word;
716 begin
717 Result := MaxShells;
718 end;
721 procedure g_Corpses_SetMax(Count: Word);
722 begin
723 MaxCorpses := Count;
724 SetLength(gCorpses, Count);
725 end;
727 function g_Corpses_GetMax(): Word;
728 begin
729 Result := MaxCorpses;
730 end;
732 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
733 var
734 a: Integer;
735 ok: Boolean;
736 begin
737 Result := 0;
739 ok := False;
740 a := 0;
742 // Åñòü ëè ìåñòî â gPlayers:
743 if gPlayers <> nil then
744 for a := 0 to High(gPlayers) do
745 if gPlayers[a] = nil then
746 begin
747 ok := True;
748 Break;
749 end;
751 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
752 if not ok then
753 begin
754 SetLength(gPlayers, Length(gPlayers)+1);
755 a := High(gPlayers);
756 end;
758 // Ñîçäàåì îáúåêò èãðîêà:
759 if Bot then
760 gPlayers[a] := TBot.Create()
761 else
762 gPlayers[a] := TPlayer.Create();
765 gPlayers[a].FActualModelName := ModelName;
766 gPlayers[a].SetModel(ModelName);
768 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
769 if gPlayers[a].FModel = nil then
770 begin
771 gPlayers[a].Free();
772 gPlayers[a] := nil;
773 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
774 Exit;
775 end;
777 if not (Team in [TEAM_RED, TEAM_BLUE]) then
778 if Random(2) = 0 then
779 Team := TEAM_RED
780 else
781 Team := TEAM_BLUE;
782 gPlayers[a].FPreferredTeam := Team;
784 case gGameSettings.GameMode of
785 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
786 GM_TDM,
787 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
788 GM_SINGLE,
789 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
790 end;
792 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
793 gPlayers[a].FColor := Color;
794 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
795 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
796 else
797 gPlayers[a].FModel.Color := Color;
799 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
800 gPlayers[a].FAlive := False;
802 Result := gPlayers[a].FUID;
803 end;
805 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
806 var
807 a, i: Integer;
808 ok, Bot: Boolean;
809 sig: DWORD;
810 b: Byte;
811 begin
812 Result := 0;
813 if Mem = nil then
814 Exit;
816 // Ñèãíàòóðà èãðîêà:
817 Mem.ReadDWORD(sig);
818 if sig <> PLAYER_SIGNATURE then // 'PLYR'
819 begin
820 raise EBinSizeError.Create('g_Player_CreateFromState: Wrong Player Signature');
821 end;
823 // Áîò èëè ÷åëîâåê:
824 Mem.ReadBoolean(Bot);
826 ok := False;
827 a := 0;
829 // Åñòü ëè ìåñòî â gPlayers:
830 if gPlayers <> nil then
831 for a := 0 to High(gPlayers) do
832 if gPlayers[a] = nil then
833 begin
834 ok := True;
835 Break;
836 end;
838 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
839 if not ok then
840 begin
841 SetLength(gPlayers, Length(gPlayers)+1);
842 a := High(gPlayers);
843 end;
845 // Ñîçäàåì îáúåêò èãðîêà:
846 if Bot then
847 gPlayers[a] := TBot.Create()
848 else
849 gPlayers[a] := TPlayer.Create();
850 gPlayers[a].FIamBot := Bot;
851 gPlayers[a].FPhysics := True;
853 // UID èãðîêà:
854 Mem.ReadWord(gPlayers[a].FUID);
855 // Èìÿ èãðîêà:
856 Mem.ReadString(gPlayers[a].FName);
857 // Êîìàíäà:
858 Mem.ReadByte(gPlayers[a].FTeam);
859 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
860 // Æèâ ëè:
861 Mem.ReadBoolean(gPlayers[a].FAlive);
862 // Èçðàñõîäîâàë ëè âñå æèçíè:
863 Mem.ReadBoolean(gPlayers[a].FNoRespawn);
864 // Íàïðàâëåíèå:
865 Mem.ReadByte(b);
866 if b = 1 then
867 gPlayers[a].FDirection := D_LEFT
868 else // b = 2
869 gPlayers[a].FDirection := D_RIGHT;
870 // Çäîðîâüå:
871 Mem.ReadInt(gPlayers[a].FHealth);
872 // Æèçíè:
873 Mem.ReadByte(gPlayers[a].FLives);
874 // Áðîíÿ:
875 Mem.ReadInt(gPlayers[a].FArmor);
876 // Çàïàñ âîçäóõà:
877 Mem.ReadInt(gPlayers[a].FAir);
878 // Çàïàñ ãîðþ÷åãî:
879 Mem.ReadInt(gPlayers[a].FJetFuel);
880 // Áîëü:
881 Mem.ReadInt(gPlayers[a].FPain);
882 // Óáèë:
883 Mem.ReadInt(gPlayers[a].FKills);
884 // Óáèë ìîíñòðîâ:
885 Mem.ReadInt(gPlayers[a].FMonsterKills);
886 // Ôðàãîâ:
887 Mem.ReadInt(gPlayers[a].FFrags);
888 // Ôðàãîâ ïîäðÿä:
889 Mem.ReadByte(gPlayers[a].FFragCombo);
890 // Âðåìÿ ïîñëåäíåãî ôðàãà:
891 Mem.ReadDWORD(gPlayers[a].FLastFrag);
892 // Ñìåðòåé:
893 Mem.ReadInt(gPlayers[a].FDeath);
894 // Êàêîé ôëàã íåñåò:
895 Mem.ReadByte(gPlayers[a].FFlag);
896 // Íàøåë ñåêðåòîâ:
897 Mem.ReadInt(gPlayers[a].FSecrets);
898 // Òåêóùåå îðóæèå:
899 Mem.ReadByte(gPlayers[a].FCurrWeap);
900 // Ñëåäóþùåå æåëàåìîå îðóæèå:
901 Mem.ReadWord(gPlayers[a].FNextWeap);
902 // ...è ïàóçà:
903 Mem.ReadByte(gPlayers[a].FNextWeapDelay);
904 // Âðåìÿ çàðÿäêè BFG:
905 Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
906 // Áóôåð óðîíà:
907 Mem.ReadInt(gPlayers[a].FDamageBuffer);
908 // Ïîñëåäíèé óäàðèâøèé:
909 Mem.ReadWord(gPlayers[a].FLastSpawnerUID);
910 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
911 Mem.ReadByte(gPlayers[a].FLastHit);
912 // Îáúåêò èãðîêà:
913 Obj_LoadState(@gPlayers[a].FObj, Mem);
914 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
915 for i := A_BULLETS to A_HIGH do
916 Mem.ReadWord(gPlayers[a].FAmmo[i]);
917 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
918 for i := A_BULLETS to A_HIGH do
919 Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
920 // Íàëè÷èå îðóæèÿ:
921 for i := WP_FIRST to WP_LAST do
922 Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
923 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
924 for i := WP_FIRST to WP_LAST do
925 Mem.ReadWord(gPlayers[a].FReloading[i]);
926 // Íàëè÷èå ðþêçàêà:
927 Mem.ReadByte(b);
928 if b = 1 then
929 Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
930 // Íàëè÷èå êðàñíîãî êëþ÷à:
931 Mem.ReadByte(b);
932 if b = 1 then
933 Include(gPlayers[a].FRulez, R_KEY_RED);
934 // Íàëè÷èå çåëåíîãî êëþ÷à:
935 Mem.ReadByte(b);
936 if b = 1 then
937 Include(gPlayers[a].FRulez, R_KEY_GREEN);
938 // Íàëè÷èå ñèíåãî êëþ÷à:
939 Mem.ReadByte(b);
940 if b = 1 then
941 Include(gPlayers[a].FRulez, R_KEY_BLUE);
942 // Íàëè÷èå áåðñåðêà:
943 Mem.ReadByte(b);
944 if b = 1 then
945 Include(gPlayers[a].FRulez, R_BERSERK);
946 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
947 for i := MR_SUIT to MR_MAX do
948 Mem.ReadDWORD(gPlayers[a].FMegaRulez[i]);
949 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
950 for i := T_RESPAWN to T_FLAGCAP do
951 Mem.ReadDWORD(gPlayers[a].FTime[i]);
953 // Íàçâàíèå ìîäåëè:
954 Mem.ReadString(gPlayers[a].FActualModelName);
955 // Öâåò ìîäåëè:
956 Mem.ReadByte(gPlayers[a].FColor.R);
957 Mem.ReadByte(gPlayers[a].FColor.G);
958 Mem.ReadByte(gPlayers[a].FColor.B);
959 // Îáíîâëÿåì ìîäåëü èãðîêà:
960 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
962 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
963 if gPlayers[a].FModel = nil then
964 begin
965 gPlayers[a].Free();
966 gPlayers[a] := nil;
967 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
968 Exit;
969 end;
971 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
972 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
973 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
974 else
975 gPlayers[a].FModel.Color := gPlayers[a].FColor;
977 Result := gPlayers[a].FUID;
978 end;
980 procedure g_Player_ResetTeams();
981 var
982 a: Integer;
983 begin
984 if g_Game_IsClient then
985 Exit;
986 if gPlayers = nil then
987 Exit;
988 for a := Low(gPlayers) to High(gPlayers) do
989 if gPlayers[a] <> nil then
990 case gGameSettings.GameMode of
991 GM_DM:
992 gPlayers[a].ChangeTeam(TEAM_NONE);
993 GM_TDM, GM_CTF:
994 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
995 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
996 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
997 else
998 if a mod 2 = 0 then
999 gPlayers[a].ChangeTeam(TEAM_RED)
1000 else
1001 gPlayers[a].ChangeTeam(TEAM_BLUE);
1002 GM_SINGLE,
1003 GM_COOP:
1004 gPlayers[a].ChangeTeam(TEAM_COOP);
1005 end;
1006 end;
1008 procedure g_Bot_Add(Team, Difficult: Byte);
1009 var
1010 m: SArray;
1011 _name, _model: String;
1012 a, tr, tb: Integer;
1013 begin
1014 if not g_Game_IsServer then Exit;
1016 // Ñïèñîê íàçâàíèé ìîäåëåé:
1017 m := g_PlayerModel_GetNames();
1018 if m = nil then
1019 Exit;
1021 // Êîìàíäà:
1022 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1023 Team := TEAM_COOP // COOP
1024 else
1025 if gGameSettings.GameMode = GM_DM then
1026 Team := TEAM_NONE // DM
1027 else
1028 if Team = TEAM_NONE then // CTF / TDM
1029 begin
1030 // Àâòîáàëàíñ êîìàíä:
1031 tr := 0;
1032 tb := 0;
1034 for a := 0 to High(gPlayers) do
1035 if gPlayers[a] <> nil then
1036 begin
1037 if gPlayers[a].Team = TEAM_RED then
1038 Inc(tr)
1039 else
1040 if gPlayers[a].Team = TEAM_BLUE then
1041 Inc(tb);
1042 end;
1044 if tr > tb then
1045 Team := TEAM_BLUE
1046 else
1047 if tb > tr then
1048 Team := TEAM_RED
1049 else // tr = tb
1050 if Random(2) = 0 then
1051 Team := TEAM_RED
1052 else
1053 Team := TEAM_BLUE;
1054 end;
1056 // Âûáèðàåì áîòó èìÿ:
1057 _name := '';
1058 if BotNames <> nil then
1059 for a := 0 to High(BotNames) do
1060 if g_Player_ValidName(BotNames[a]) then
1061 begin
1062 _name := BotNames[a];
1063 Break;
1064 end;
1066 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1067 if _name = '' then
1068 repeat
1069 _name := Format('DFBOT%.2d', [Random(100)]);
1070 until g_Player_ValidName(_name);
1072 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1073 _model := m[Random(Length(m))];
1075 // Ñîçäàåì áîòà:
1076 with g_Player_Get(g_Player_Create(_model,
1077 _RGB(Min(Random(9)*32, 255),
1078 Min(Random(9)*32, 255),
1079 Min(Random(9)*32, 255)),
1080 Team, True)) as TBot do
1081 begin
1082 Name := _name;
1084 case Difficult of
1085 1: FDifficult := DIFFICULT_EASY;
1086 2: FDifficult := DIFFICULT_MEDIUM;
1087 else FDifficult := DIFFICULT_HARD;
1088 end;
1090 for a := WP_FIRST to WP_LAST do
1091 begin
1092 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1093 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1094 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1095 end;
1097 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1099 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1100 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1101 Spectate();
1102 end;
1103 end;
1105 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1106 var
1107 m: SArray;
1108 _name, _model: String;
1109 a: Integer;
1110 begin
1111 if not g_Game_IsServer then Exit;
1113 // Ñïèñîê íàçâàíèé ìîäåëåé:
1114 m := g_PlayerModel_GetNames();
1115 if m = nil then
1116 Exit;
1118 // Êîìàíäà:
1119 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1120 Team := TEAM_COOP // COOP
1121 else
1122 if gGameSettings.GameMode = GM_DM then
1123 Team := TEAM_NONE // DM
1124 else
1125 if Team = TEAM_NONE then
1126 Team := BotList[num].team; // CTF / TDM
1128 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1129 lName := AnsiLowerCase(lName);
1130 if (num < 0) or (num > Length(BotList)-1) then
1131 num := -1;
1132 if (num = -1) and (lName <> '') and (BotList <> nil) then
1133 for a := 0 to High(BotList) do
1134 if AnsiLowerCase(BotList[a].name) = lName then
1135 begin
1136 num := a;
1137 Break;
1138 end;
1139 if num = -1 then
1140 Exit;
1142 // Èìÿ áîòà:
1143 _name := BotList[num].name;
1144 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1145 if not g_Player_ValidName(_name) then
1146 repeat
1147 _name := Format('DFBOT%.2d', [Random(100)]);
1148 until g_Player_ValidName(_name);
1150 // Ìîäåëü:
1151 _model := BotList[num].model;
1152 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1153 if not InSArray(_model, m) then
1154 _model := m[Random(Length(m))];
1156 // Ñîçäàåì áîòà:
1157 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1158 begin
1159 Name := _name;
1161 FDifficult.DiagFire := BotList[num].diag_fire;
1162 FDifficult.InvisFire := BotList[num].invis_fire;
1163 FDifficult.DiagPrecision := BotList[num].diag_precision;
1164 FDifficult.FlyPrecision := BotList[num].fly_precision;
1165 FDifficult.Cover := BotList[num].cover;
1166 FDifficult.CloseJump := BotList[num].close_jump;
1168 for a := WP_FIRST to WP_LAST do
1169 begin
1170 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1171 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1172 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1173 end;
1175 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1177 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1178 end;
1179 end;
1181 procedure g_Bot_RemoveAll();
1182 var
1183 a: Integer;
1184 begin
1185 if not g_Game_IsServer then Exit;
1186 if gPlayers = nil then Exit;
1188 for a := 0 to High(gPlayers) do
1189 if gPlayers[a] <> nil then
1190 if gPlayers[a] is TBot then
1191 begin
1192 gPlayers[a].Lives := 0;
1193 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1194 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1195 g_Player_Remove(gPlayers[a].FUID);
1196 end;
1198 g_Bot_MixNames();
1199 end;
1201 procedure g_Bot_MixNames();
1202 var
1203 s: String;
1204 a, b: Integer;
1205 begin
1206 if BotNames <> nil then
1207 for a := 0 to High(BotNames) do
1208 begin
1209 b := Random(Length(BotNames));
1210 s := BotNames[a];
1211 Botnames[a] := BotNames[b];
1212 BotNames[b] := s;
1213 end;
1214 end;
1216 procedure g_Player_Remove(UID: Word);
1217 var
1218 i: Integer;
1219 begin
1220 if gPlayers = nil then Exit;
1222 if g_Game_IsServer and g_Game_IsNet then
1223 MH_SEND_PlayerDelete(UID);
1225 for i := 0 to High(gPlayers) do
1226 if gPlayers[i] <> nil then
1227 if gPlayers[i].FUID = UID then
1228 begin
1229 if gPlayers[i] is TPlayer then
1230 TPlayer(gPlayers[i]).Free()
1231 else
1232 TBot(gPlayers[i]).Free();
1233 gPlayers[i] := nil;
1234 Exit;
1235 end;
1236 end;
1238 procedure g_Player_Init();
1239 var
1240 F: TextFile;
1241 s: String;
1242 a, b: Integer;
1243 config: TConfig;
1244 sa: SArray;
1245 begin
1246 BotNames := nil;
1248 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1249 Exit;
1251 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1252 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1253 Reset(F);
1255 while not EOF(F) do
1256 begin
1257 ReadLn(F, s);
1259 s := Trim(s);
1260 if s = '' then
1261 Continue;
1263 SetLength(BotNames, Length(BotNames)+1);
1264 BotNames[High(BotNames)] := s;
1265 end;
1267 CloseFile(F);
1269 // Ïåðåìåøèâàåì èõ:
1270 g_Bot_MixNames();
1272 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1273 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1274 BotList := nil;
1275 a := 0;
1277 while config.SectionExists(IntToStr(a)) do
1278 begin
1279 SetLength(BotList, Length(BotList)+1);
1281 with BotList[High(BotList)] do
1282 begin
1283 // Èìÿ áîòà:
1284 name := config.ReadStr(IntToStr(a), 'name', '');
1285 // Ìîäåëü:
1286 model := config.ReadStr(IntToStr(a), 'model', '');
1287 // Êîìàíäà:
1288 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1289 team := TEAM_RED
1290 else
1291 team := TEAM_BLUE;
1292 // Öâåò ìîäåëè:
1293 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1294 color.R := StrToIntDef(sa[0], 0);
1295 color.G := StrToIntDef(sa[1], 0);
1296 color.B := StrToIntDef(sa[2], 0);
1297 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1298 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1299 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1300 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1301 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1302 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1303 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1304 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1305 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1306 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1307 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1308 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1309 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1310 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1311 if Length(sa) = 10 then
1312 for b := 0 to 9 do
1313 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1314 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1315 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1316 if Length(sa) = 10 then
1317 for b := 0 to 9 do
1318 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1320 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1321 if Length(sa) = 10 then
1322 for b := 0 to 9 do
1323 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1324 end;
1326 a := a + 1;
1327 end;
1329 config.Free();
1330 end;
1332 procedure g_Player_Free();
1333 var
1334 i: Integer;
1335 begin
1336 if gPlayers <> nil then
1337 begin
1338 for i := 0 to High(gPlayers) do
1339 if gPlayers[i] <> nil then
1340 begin
1341 if gPlayers[i] is TPlayer then
1342 TPlayer(gPlayers[i]).Free()
1343 else
1344 TBot(gPlayers[i]).Free();
1345 gPlayers[i] := nil;
1346 end;
1348 gPlayers := nil;
1349 end;
1351 gPlayer1 := nil;
1352 gPlayer2 := nil;
1353 end;
1355 procedure g_Player_UpdateAll();
1356 var
1357 i: Integer;
1358 begin
1359 if gPlayers = nil then Exit;
1361 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1362 for i := 0 to High(gPlayers) do
1363 begin
1364 if gPlayers[i] <> nil then
1365 begin
1366 if gPlayers[i] is TPlayer then
1367 begin
1368 gPlayers[i].Update();
1369 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1370 end
1371 else
1372 begin
1373 // bot updates weapons in `UpdateCombat()`
1374 TBot(gPlayers[i]).Update();
1375 end;
1376 end;
1377 end;
1378 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1379 end;
1381 procedure g_Player_DrawAll();
1382 var
1383 i: Integer;
1384 begin
1385 if gPlayers = nil then Exit;
1387 for i := 0 to High(gPlayers) do
1388 if gPlayers[i] <> nil then
1389 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1390 else TBot(gPlayers[i]).Draw();
1391 end;
1393 procedure g_Player_DrawDebug(p: TPlayer);
1394 var
1395 fW, fH: Byte;
1396 begin
1397 if p = nil then Exit;
1398 if (@p.FObj) = nil then Exit;
1400 e_TextureFontGetSize(gStdFont, fW, fH);
1402 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1403 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1404 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1405 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1406 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1407 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1408 end;
1410 procedure g_Player_DrawHealth();
1411 var
1412 i: Integer;
1413 fW, fH: Byte;
1414 begin
1415 if gPlayers = nil then Exit;
1416 e_TextureFontGetSize(gStdFont, fW, fH);
1418 for i := 0 to High(gPlayers) do
1419 if gPlayers[i] <> nil then
1420 begin
1421 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1422 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1423 IntToStr(gPlayers[i].FHealth), gStdFont);
1424 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1425 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1426 IntToStr(gPlayers[i].FArmor), gStdFont);
1427 end;
1428 end;
1430 function g_Player_Get(UID: Word): TPlayer;
1431 var
1432 a: Integer;
1433 begin
1434 Result := nil;
1436 if gPlayers = nil then
1437 Exit;
1439 for a := 0 to High(gPlayers) do
1440 if gPlayers[a] <> nil then
1441 if gPlayers[a].FUID = UID then
1442 begin
1443 Result := gPlayers[a];
1444 Exit;
1445 end;
1446 end;
1448 function g_Player_GetCount(): Byte;
1449 var
1450 a: Integer;
1451 begin
1452 Result := 0;
1454 if gPlayers = nil then
1455 Exit;
1457 for a := 0 to High(gPlayers) do
1458 if gPlayers[a] <> nil then
1459 Result := Result + 1;
1460 end;
1462 function g_Player_GetStats(): TPlayerStatArray;
1463 var
1464 a: Integer;
1465 begin
1466 Result := nil;
1468 if gPlayers = nil then Exit;
1470 for a := 0 to High(gPlayers) do
1471 if gPlayers[a] <> nil then
1472 begin
1473 SetLength(Result, Length(Result)+1);
1474 with Result[High(Result)] do
1475 begin
1476 Ping := gPlayers[a].FPing;
1477 Loss := gPlayers[a].FLoss;
1478 Name := gPlayers[a].FName;
1479 Team := gPlayers[a].FTeam;
1480 Frags := gPlayers[a].FFrags;
1481 Deaths := gPlayers[a].FDeath;
1482 Kills := gPlayers[a].FKills;
1483 Color := gPlayers[a].FModel.Color;
1484 Lives := gPlayers[a].FLives;
1485 Spectator := gPlayers[a].FSpectator;
1486 end;
1487 end;
1488 end;
1490 procedure g_Player_RememberAll;
1491 var
1492 i: Integer;
1493 begin
1494 for i := Low(gPlayers) to High(gPlayers) do
1495 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1496 gPlayers[i].RememberState;
1497 end;
1499 procedure g_Player_ResetAll(Force, Silent: Boolean);
1500 var
1501 i: Integer;
1502 begin
1503 gTeamStat[TEAM_RED].Goals := 0;
1504 gTeamStat[TEAM_BLUE].Goals := 0;
1506 if gPlayers <> nil then
1507 for i := 0 to High(gPlayers) do
1508 if gPlayers[i] <> nil then
1509 begin
1510 gPlayers[i].Reset(Force);
1512 if gPlayers[i] is TPlayer then
1513 begin
1514 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1515 gPlayers[i].Respawn(Silent)
1516 else
1517 gPlayers[i].Spectate();
1518 end
1519 else
1520 TBot(gPlayers[i]).Respawn(Silent);
1521 end;
1522 end;
1524 procedure g_Player_CreateCorpse(Player: TPlayer);
1525 var
1526 find_id: DWORD;
1527 ok: Boolean;
1528 begin
1529 if Player.alive then
1530 Exit;
1531 if Player.FObj.Y >= gMapInfo.Height+128 then
1532 Exit;
1534 with Player do
1535 begin
1536 if (FHealth >= -50) or (gGibsCount = 0) then
1537 begin
1538 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1539 Exit;
1541 ok := False;
1542 for find_id := 0 to High(gCorpses) do
1543 if gCorpses[find_id] = nil then
1544 begin
1545 ok := True;
1546 Break;
1547 end;
1549 if not ok then
1550 find_id := Random(Length(gCorpses));
1552 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1553 gCorpses[find_id].FColor := FModel.Color;
1554 gCorpses[find_id].FObj.Vel := FObj.Vel;
1555 gCorpses[find_id].FObj.Accel := FObj.Accel;
1556 end
1557 else
1558 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1559 FObj.Y + PLAYER_RECT_CY,
1560 FModel.Name, FModel.Color);
1561 end;
1562 end;
1564 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1565 var
1566 SID: DWORD;
1567 begin
1568 if (gShells = nil) or (Length(gShells) = 0) then
1569 Exit;
1571 with gShells[CurrentShell] do
1572 begin
1573 SpriteID := 0;
1574 g_Obj_Init(@Obj);
1575 Obj.Rect.X := 0;
1576 Obj.Rect.Y := 0;
1577 if T = SHELL_BULLET then
1578 begin
1579 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1580 SpriteID := SID;
1581 CX := 2;
1582 CY := 1;
1583 Obj.Rect.Width := 4;
1584 Obj.Rect.Height := 2;
1585 end
1586 else
1587 begin
1588 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1589 SpriteID := SID;
1590 CX := 4;
1591 CY := 2;
1592 Obj.Rect.Width := 7;
1593 Obj.Rect.Height := 3;
1594 end;
1595 SType := T;
1596 alive := True;
1597 Obj.X := fX;
1598 Obj.Y := fY;
1599 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1600 positionChanged(); // this updates spatial accelerators
1601 RAngle := Random(360);
1602 Timeout := gTime + SHELL_TIMEOUT;
1604 if CurrentShell >= High(gShells) then
1605 CurrentShell := 0
1606 else
1607 Inc(CurrentShell);
1608 end;
1609 end;
1611 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1612 var
1613 a: Integer;
1614 GibsArray: TGibsArray;
1615 begin
1616 if (gGibs = nil) or (Length(gGibs) = 0) then
1617 Exit;
1618 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1619 Exit;
1621 for a := 0 to High(GibsArray) do
1622 with gGibs[CurrentGib] do
1623 begin
1624 Color := fColor;
1625 ID := GibsArray[a].ID;
1626 MaskID := GibsArray[a].MaskID;
1627 alive := True;
1628 g_Obj_Init(@Obj);
1629 Obj.Rect := GibsArray[a].Rect;
1630 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1631 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1632 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1633 positionChanged(); // this updates spatial accelerators
1634 RAngle := Random(360);
1636 if gBloodCount > 0 then
1637 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1638 Random(48), Random(48), 150, 0, 0);
1640 if CurrentGib >= High(gGibs) then
1641 CurrentGib := 0
1642 else
1643 Inc(CurrentGib);
1644 end;
1645 end;
1647 procedure g_Player_UpdatePhysicalObjects();
1648 var
1649 i: Integer;
1650 vel: TPoint2i;
1651 mr: Word;
1653 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1654 var
1655 k: Integer;
1656 begin
1657 k := 1 + Random(2);
1658 if T = SHELL_BULLET then
1659 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1660 else
1661 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1662 end;
1664 begin
1665 // Êóñêè ìÿñà:
1666 if gGibs <> nil then
1667 for i := 0 to High(gGibs) do
1668 if gGibs[i].alive then
1669 with gGibs[i] do
1670 begin
1671 vel := Obj.Vel;
1672 mr := g_Obj_Move(@Obj, True, False, True);
1673 positionChanged(); // this updates spatial accelerators
1675 if WordBool(mr and MOVE_FALLOUT) then
1676 begin
1677 alive := False;
1678 Continue;
1679 end;
1681 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1682 if WordBool(mr and MOVE_HITWALL) then
1683 Obj.Vel.X := -(vel.X div 2);
1684 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1685 Obj.Vel.Y := -(vel.Y div 2);
1687 if (Obj.Vel.X >= 0) then
1688 begin // Clockwise
1689 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1690 if RAngle >= 360 then
1691 RAngle := RAngle mod 360;
1692 end else begin // Counter-clockwise
1693 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1694 if RAngle < 0 then
1695 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1696 end;
1698 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1699 if gTime mod (GAME_TICK*3) = 0 then
1700 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1701 end;
1703 // Òðóïû:
1704 if gCorpses <> nil then
1705 for i := 0 to High(gCorpses) do
1706 if gCorpses[i] <> nil then
1707 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1708 begin
1709 gCorpses[i].Free();
1710 gCorpses[i] := nil;
1711 end
1712 else
1713 gCorpses[i].Update();
1715 // Ãèëüçû:
1716 if gShells <> nil then
1717 for i := 0 to High(gShells) do
1718 if gShells[i].alive then
1719 with gShells[i] do
1720 begin
1721 vel := Obj.Vel;
1722 mr := g_Obj_Move(@Obj, True, False, True);
1723 positionChanged(); // this updates spatial accelerators
1725 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1726 begin
1727 alive := False;
1728 Continue;
1729 end;
1731 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1732 if WordBool(mr and MOVE_HITWALL) then
1733 begin
1734 Obj.Vel.X := -(vel.X div 2);
1735 if not WordBool(mr and MOVE_INWATER) then
1736 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1737 end;
1738 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1739 begin
1740 Obj.Vel.Y := -(vel.Y div 2);
1741 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1742 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1743 begin
1744 if RAngle mod 90 <> 0 then
1745 RAngle := (RAngle div 90) * 90;
1746 end
1747 else if not WordBool(mr and MOVE_INWATER) then
1748 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1749 end;
1751 if (Obj.Vel.X >= 0) then
1752 begin // Clockwise
1753 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1754 if RAngle >= 360 then
1755 RAngle := RAngle mod 360;
1756 end else begin // Counter-clockwise
1757 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1758 if RAngle < 0 then
1759 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1760 end;
1761 end;
1762 end;
1765 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1766 begin
1767 x := Obj.X+Obj.Rect.X;
1768 y := Obj.Y+Obj.Rect.Y;
1769 w := Obj.Rect.Width;
1770 h := Obj.Rect.Height;
1771 end;
1773 procedure TGib.moveBy (dx, dy: Integer); inline;
1774 begin
1775 if (dx <> 0) or (dy <> 0) then
1776 begin
1777 Obj.X += dx;
1778 Obj.Y += dy;
1779 positionChanged();
1780 end;
1781 end;
1784 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1785 begin
1786 x := Obj.X;
1787 y := Obj.Y;
1788 w := Obj.Rect.Width;
1789 h := Obj.Rect.Height;
1790 end;
1792 procedure TShell.moveBy (dx, dy: Integer); inline;
1793 begin
1794 if (dx <> 0) or (dy <> 0) then
1795 begin
1796 Obj.X += dx;
1797 Obj.Y += dy;
1798 positionChanged();
1799 end;
1800 end;
1803 procedure TGib.positionChanged (); inline; begin end;
1804 procedure TShell.positionChanged (); inline; begin end;
1807 procedure g_Player_DrawCorpses();
1808 var
1809 i: Integer;
1810 a: TDFPoint;
1811 begin
1812 if gGibs <> nil then
1813 for i := 0 to High(gGibs) do
1814 if gGibs[i].alive then
1815 with gGibs[i] do
1816 begin
1817 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1818 Continue;
1820 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1821 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1823 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1825 e_Colors := Color;
1826 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1827 e_Colors.R := 255;
1828 e_Colors.G := 255;
1829 e_Colors.B := 255;
1830 end;
1832 if gCorpses <> nil then
1833 for i := 0 to High(gCorpses) do
1834 if gCorpses[i] <> nil then
1835 gCorpses[i].Draw();
1836 end;
1838 procedure g_Player_DrawShells();
1839 var
1840 i: Integer;
1841 a: TDFPoint;
1842 begin
1843 if gShells <> nil then
1844 for i := 0 to High(gShells) do
1845 if gShells[i].alive then
1846 with gShells[i] do
1847 begin
1848 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1849 Continue;
1851 a.X := CX;
1852 a.Y := CY;
1854 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1855 end;
1856 end;
1858 procedure g_Player_RemoveAllCorpses();
1859 var
1860 i: Integer;
1861 begin
1862 gGibs := nil;
1863 gShells := nil;
1864 SetLength(gGibs, MaxGibs);
1865 SetLength(gShells, MaxGibs);
1866 CurrentGib := 0;
1867 CurrentShell := 0;
1869 if gCorpses <> nil then
1870 for i := 0 to High(gCorpses) do
1871 gCorpses[i].Free();
1873 gCorpses := nil;
1874 SetLength(gCorpses, MaxCorpses);
1875 end;
1877 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
1878 var
1879 count, i: Integer;
1880 b: Boolean;
1881 begin
1882 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1883 count := 0;
1884 if gCorpses <> nil then
1885 for i := 0 to High(gCorpses) do
1886 if gCorpses[i] <> nil then
1887 count := count + 1;
1889 Mem := TBinMemoryWriter.Create((count+1) * 128);
1891 // Êîëè÷åñòâî òðóïîâ:
1892 Mem.WriteInt(count);
1894 if count = 0 then
1895 Exit;
1897 // Ñîõðàíÿåì òðóïû:
1898 for i := 0 to High(gCorpses) do
1899 if gCorpses[i] <> nil then
1900 begin
1901 // Íàçâàíèå ìîäåëè:
1902 Mem.WriteString(gCorpses[i].FModelName);
1903 // Òèï ñìåðòè:
1904 b := gCorpses[i].Mess;
1905 Mem.WriteBoolean(b);
1906 // Ñîõðàíÿåì äàííûå òðóïà:
1907 gCorpses[i].SaveState(Mem);
1908 end;
1909 end;
1911 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
1912 var
1913 count, i: Integer;
1914 str: String;
1915 b: Boolean;
1916 begin
1917 if Mem = nil then
1918 Exit;
1920 g_Player_RemoveAllCorpses();
1922 // Êîëè÷åñòâî òðóïîâ:
1923 Mem.ReadInt(count);
1925 if count > Length(gCorpses) then
1926 begin
1927 raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1928 end;
1930 if count = 0 then
1931 Exit;
1933 // Çàãðóæàåì òðóïû:
1934 for i := 0 to count-1 do
1935 begin
1936 // Íàçâàíèå ìîäåëè:
1937 Mem.ReadString(str);
1938 // Òèï ñìåðòè:
1939 Mem.ReadBoolean(b);
1940 // Ñîçäàåì òðóï:
1941 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1942 // Çàãðóæàåì äàííûå òðóïà:
1943 gCorpses[i].LoadState(Mem);
1944 end;
1945 end;
1947 { T P l a y e r : }
1949 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1951 procedure TPlayer.BFGHit();
1952 begin
1953 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1954 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1955 if g_Game_IsServer and g_Game_IsNet then
1956 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1957 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1958 0, NET_GFX_BFGHIT);
1959 end;
1961 procedure TPlayer.ChangeModel(ModelName: string);
1962 var
1963 locModel: TPlayerModel;
1964 begin
1965 locModel := g_PlayerModel_Get(ModelName);
1966 if locModel = nil then Exit;
1968 FModel.Free();
1969 FModel := locModel;
1970 end;
1972 procedure TPlayer.SetModel(ModelName: string);
1973 var
1974 m: TPlayerModel;
1975 begin
1976 m := g_PlayerModel_Get(ModelName);
1977 if m = nil then
1978 begin
1979 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1980 m := g_PlayerModel_Get('doomer');
1981 if m = nil then
1982 begin
1983 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1984 Exit;
1985 end;
1986 end;
1988 if FModel <> nil then
1989 FModel.Free();
1991 FModel := m;
1993 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1994 FModel.Color := FColor
1995 else
1996 FModel.Color := TEAMCOLOR[FTeam];
1997 FModel.SetWeapon(FCurrWeap);
1998 FModel.SetFlag(FFlag);
1999 SetDirection(FDirection);
2000 end;
2002 procedure TPlayer.SetColor(Color: TRGB);
2003 begin
2004 FColor := Color;
2005 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2006 if FModel <> nil then FModel.Color := Color;
2007 end;
2009 procedure TPlayer.SwitchTeam;
2010 begin
2011 if g_Game_IsClient then
2012 Exit;
2013 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2015 if gGameOn and FAlive then
2016 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2018 if FTeam = TEAM_RED then
2019 begin
2020 ChangeTeam(TEAM_BLUE);
2021 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2022 if g_Game_IsNet then
2023 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2024 end
2025 else
2026 begin
2027 ChangeTeam(TEAM_RED);
2028 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2029 if g_Game_IsNet then
2030 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2031 end;
2032 FPreferredTeam := FTeam;
2033 end;
2035 procedure TPlayer.ChangeTeam(Team: Byte);
2036 var
2037 OldTeam: Byte;
2038 begin
2039 OldTeam := FTeam;
2040 FTeam := Team;
2041 case Team of
2042 TEAM_RED, TEAM_BLUE:
2043 FModel.Color := TEAMCOLOR[Team];
2044 else
2045 FModel.Color := FColor;
2046 end;
2047 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2048 MH_SEND_PlayerStats(FUID);
2049 end;
2052 procedure TPlayer.CollideItem();
2053 var
2054 i: Integer;
2055 r: Boolean;
2056 begin
2057 if gItems = nil then Exit;
2058 if not FAlive then Exit;
2060 for i := 0 to High(gItems) do
2061 with gItems[i] do
2062 begin
2063 if (ItemType <> ITEM_NONE) and alive then
2064 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2065 PLAYER_RECT.Height, @Obj) then
2066 begin
2067 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2069 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2070 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2071 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2072 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2073 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2075 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2076 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2077 (gGameSettings.GameType = GT_SINGLE) and
2078 (g_Player_GetCount() > 1)) then
2079 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2080 end;
2081 end;
2082 end;
2085 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2086 begin
2087 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2088 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2089 False);
2090 end;
2092 constructor TPlayer.Create();
2093 begin
2094 viewPortX := 0;
2095 viewPortY := 0;
2096 viewPortW := 0;
2097 viewPortH := 0;
2098 mEDamageType := HIT_SOME;
2100 FIamBot := False;
2101 FDummy := False;
2102 FSpawned := False;
2104 FSawSound := TPlayableSound.Create();
2105 FSawSoundIdle := TPlayableSound.Create();
2106 FSawSoundHit := TPlayableSound.Create();
2107 FSawSoundSelect := TPlayableSound.Create();
2108 FJetSoundFly := TPlayableSound.Create();
2109 FJetSoundOn := TPlayableSound.Create();
2110 FJetSoundOff := TPlayableSound.Create();
2112 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2113 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2114 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2115 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2116 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2117 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2118 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2120 FSpectatePlayer := -1;
2121 FClientID := -1;
2122 FPing := 0;
2123 FLoss := 0;
2124 FSavedState.WaitRecall := False;
2125 FShellTimer := -1;
2126 FFireTime := 0;
2127 FFirePainTime := 0;
2128 FFireAttacker := 0;
2130 FActualModelName := 'doomer';
2132 g_Obj_Init(@FObj);
2133 FObj.Rect := PLAYER_RECT;
2135 FBFGFireCounter := -1;
2136 FJustTeleported := False;
2137 FNetTime := 0;
2139 resetWeaponQueue();
2140 end;
2142 procedure TPlayer.positionChanged (); inline;
2143 begin
2144 end;
2146 procedure TPlayer.doDamage (v: Integer);
2147 begin
2148 if (v <= 0) then exit;
2149 if (v > 32767) then v := 32767;
2150 Damage(v, 0, 0, 0, mEDamageType);
2151 end;
2153 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2154 var
2155 c: Word;
2156 begin
2157 if (not g_Game_IsClient) and (not FAlive) then
2158 Exit;
2160 FLastHit := t;
2162 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2163 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2164 begin
2165 if not g_Game_IsClient then
2166 begin
2167 FArmor := 0;
2168 if t = HIT_TRAP then
2169 begin
2170 // Ëîâóøêà óáèâàåò ñðàçó:
2171 FHealth := -100;
2172 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2173 end;
2174 if t = HIT_SELF then
2175 begin
2176 // Ñàìîóáèéñòâî:
2177 FHealth := 0;
2178 Kill(K_SIMPLEKILL, SpawnerUID, t);
2179 end;
2180 end;
2181 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2182 FMegaRulez[MR_SUIT] := 0;
2183 FMegaRulez[MR_INVUL] := 0;
2184 FMegaRulez[MR_INVIS] := 0;
2185 FBerserk := 0;
2186 end;
2188 // Íî îò îñòàëüíîãî ñïàñàåò:
2189 if FMegaRulez[MR_INVUL] >= gTime then
2190 Exit;
2192 // ×èò-êîä "ÃÎÐÅÖ":
2193 if FGodMode then
2194 Exit;
2196 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2197 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2198 (SpawnerUID = FUID) or
2199 (not SameTeam(FUID, SpawnerUID)) then
2200 begin
2201 FLastSpawnerUID := SpawnerUID;
2203 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2204 if gBloodCount > 0 then
2205 begin
2206 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2207 if value div 4 <= c then
2208 c := c - (value div 4)
2209 else
2210 c := 0;
2212 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2213 MakeBloodSimple(c)
2214 else
2215 case t of
2216 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2217 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2218 end;
2220 if t = HIT_WATER then
2221 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2222 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2223 end;
2225 // Áóôåð óðîíà:
2226 if FAlive then
2227 Inc(FDamageBuffer, value);
2229 // Âñïûøêà áîëè:
2230 if gFlash <> 0 then
2231 FPain := FPain + value;
2232 end;
2234 if g_Game_IsServer and g_Game_IsNet then
2235 begin
2236 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2237 MH_SEND_PlayerStats(FUID);
2238 MH_SEND_PlayerPos(False, FUID);
2239 end;
2240 end;
2242 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2243 begin
2244 Result := False;
2245 if g_Game_IsClient then
2246 Exit;
2247 if not FAlive then
2248 Exit;
2250 if Soft and (FHealth < PLAYER_HP_SOFT) then
2251 begin
2252 IncMax(FHealth, value, PLAYER_HP_SOFT);
2253 Result := True;
2254 end;
2255 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2256 begin
2257 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2258 Result := True;
2259 end;
2261 if Result and g_Game_IsServer and g_Game_IsNet then
2262 MH_SEND_PlayerStats(FUID);
2263 end;
2265 destructor TPlayer.Destroy();
2266 begin
2267 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2268 gPlayer1 := nil;
2269 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2270 gPlayer2 := nil;
2272 FSawSound.Free();
2273 FSawSoundIdle.Free();
2274 FSawSoundHit.Free();
2275 FJetSoundFly.Free();
2276 FJetSoundOn.Free();
2277 FJetSoundOff.Free();
2278 FModel.Free();
2280 inherited;
2281 end;
2283 procedure TPlayer.DrawBubble();
2284 var
2285 bubX, bubY: Integer;
2286 ID: LongWord;
2287 Rb, Gb, Bb,
2288 Rw, Gw, Bw: SmallInt;
2289 Dot: Byte;
2290 begin
2291 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18);
2292 bubY := FObj.Y+FObj.Rect.Y - 18;
2293 Rb := 64;
2294 Gb := 64;
2295 Bb := 64;
2296 Rw := 240;
2297 Gw := 240;
2298 Bw := 240;
2299 case gChatBubble of
2300 1: // simple textual non-bubble
2301 begin
2302 bubX := FObj.X+FObj.Rect.X - 11;
2303 bubY := FObj.Y+FObj.Rect.Y - 17;
2304 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2305 Exit;
2306 end;
2307 2: // advanced pixel-perfect bubble
2308 begin
2309 if FTeam = TEAM_RED then
2310 Rb := 255
2311 else
2312 if FTeam = TEAM_BLUE then
2313 Bb := 255;
2314 end;
2315 3: // colored bubble
2316 begin
2317 Rb := FModel.Color.R;
2318 Gb := FModel.Color.G;
2319 Bb := FModel.Color.B;
2320 Rw := Min(Rb * 2 + 64, 255);
2321 Gw := Min(Gb * 2 + 64, 255);
2322 Bw := Min(Bb * 2 + 64, 255);
2323 if (Abs(Rw - Rb) < 32)
2324 or (Abs(Gw - Gb) < 32)
2325 or (Abs(Bw - Bb) < 32) then
2326 begin
2327 Rb := Max(Rw div 2 - 16, 0);
2328 Gb := Max(Gw div 2 - 16, 0);
2329 Bb := Max(Bw div 2 - 16, 0);
2330 end;
2331 end;
2332 4: // custom textured bubble
2333 begin
2334 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2335 if FDirection = D_RIGHT then
2336 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2337 else
2338 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
2339 Exit;
2340 end;
2341 end;
2343 // Outer borders
2344 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2345 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2346 // Inner box
2347 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2349 // Tail
2350 Dot := IfThen(FDirection = D_LEFT, 14, 5);
2351 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2352 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);
2353 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);
2354 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);
2355 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);
2357 // Dots
2358 Dot := 6;
2359 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2360 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2361 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2362 end;
2364 procedure TPlayer.Draw();
2365 var
2366 ID: DWORD;
2367 w, h: Word;
2368 dr: Boolean;
2369 begin
2370 if FAlive then
2371 begin
2372 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2373 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2374 begin
2375 e_GetTextureSize(ID, @w, @h);
2376 if FDirection = D_LEFT then
2377 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2378 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2379 else
2380 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2381 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2382 end;
2384 if FMegaRulez[MR_INVIS] > gTime then
2385 begin
2386 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2387 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2388 begin
2389 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2390 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2391 else
2392 dr := True;
2393 if dr then
2394 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2395 else
2396 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2397 end
2398 else
2399 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2400 end
2401 else
2402 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2403 end;
2405 if g_debug_Frames then
2406 begin
2407 e_DrawQuad(FObj.X+FObj.Rect.X,
2408 FObj.Y+FObj.Rect.Y,
2409 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2410 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2411 0, 255, 0);
2412 end;
2414 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2415 DrawBubble();
2416 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2417 if gAimLine and alive and
2418 ((Self = gPlayer1) or (Self = gPlayer2)) then
2419 DrawAim();
2420 end;
2423 procedure TPlayer.DrawAim();
2424 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2425 var
2426 ex, ey: Integer;
2427 begin
2428 if isValidViewPort and (self = gPlayer1) then
2429 begin
2430 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2431 end;
2433 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2434 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2435 begin
2436 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2437 end
2438 else
2439 begin
2440 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2441 end;
2442 end;
2444 var
2445 wx, wy, xx, yy: Integer;
2446 angle: SmallInt;
2447 sz, len: Word;
2448 begin
2449 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
2450 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2451 angle := FAngle;
2452 len := 1024;
2453 sz := 2;
2454 case FCurrWeap of
2455 0: begin // Punch
2456 len := 12;
2457 sz := 4;
2458 end;
2459 1: begin // Chainsaw
2460 len := 24;
2461 sz := 6;
2462 end;
2463 2: begin // Pistol
2464 len := 1024;
2465 sz := 2;
2466 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2467 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2468 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2469 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2470 end;
2471 3: begin // Shotgun
2472 len := 1024;
2473 sz := 3;
2474 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2475 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2476 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2477 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2478 end;
2479 4: begin // Double Shotgun
2480 len := 1024;
2481 sz := 4;
2482 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2483 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2484 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2485 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2486 end;
2487 5: begin // Chaingun
2488 len := 1024;
2489 sz := 3;
2490 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2491 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2492 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2493 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2494 end;
2495 6: begin // Rocket Launcher
2496 len := 1024;
2497 sz := 7;
2498 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2499 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2500 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2501 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2502 end;
2503 7: begin // Plasmagun
2504 len := 1024;
2505 sz := 5;
2506 if angle = ANGLE_RIGHTUP then Inc(angle);
2507 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2508 if angle = ANGLE_LEFTUP then Dec(angle);
2509 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2510 end;
2511 8: begin // BFG
2512 len := 1024;
2513 sz := 12;
2514 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2515 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2516 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2517 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2518 end;
2519 9: begin // Super Chaingun
2520 len := 1024;
2521 sz := 4;
2522 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2523 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2524 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2525 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2526 end;
2527 end;
2528 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2529 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2530 {$IF DEFINED(D2F_DEBUG)}
2531 drawCast(sz, wx, wy, xx, yy);
2532 {$ELSE}
2533 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2534 {$ENDIF}
2535 end;
2537 procedure TPlayer.DrawGUI();
2538 var
2539 ID: DWORD;
2540 X, Y, SY, a, p, m: Integer;
2541 tw, th: Word;
2542 cw, ch: Byte;
2543 s: string;
2544 stat: TPlayerStatArray;
2545 begin
2546 X := gPlayerScreenSize.X;
2547 SY := gPlayerScreenSize.Y;
2548 Y := 0;
2550 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2551 begin
2552 if gGameSettings.GameMode = GM_CTF then
2553 a := 32 + 8
2554 else
2555 a := 0;
2556 if gGameSettings.GameMode = GM_CTF then
2557 begin
2558 s := 'TEXTURE_PLAYER_REDFLAG';
2559 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2560 s := 'TEXTURE_PLAYER_REDFLAG_S';
2561 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2562 s := 'TEXTURE_PLAYER_REDFLAG_D';
2563 if g_Texture_Get(s, ID) then
2564 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2565 end;
2567 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2568 e_CharFont_GetSize(gMenuFont, s, tw, th);
2569 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2571 if gGameSettings.GameMode = GM_CTF then
2572 begin
2573 s := 'TEXTURE_PLAYER_BLUEFLAG';
2574 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2575 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2576 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2577 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2578 if g_Texture_Get(s, ID) then
2579 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2580 end;
2582 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2583 e_CharFont_GetSize(gMenuFont, s, tw, th);
2584 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2585 end;
2587 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2588 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2589 0, False, False);
2591 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2592 e_Draw(ID, X+2, Y, 0, True, False);
2594 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2595 begin
2596 if gShowStat then
2597 begin
2598 s := IntToStr(Frags);
2599 e_CharFont_GetSize(gMenuFont, s, tw, th);
2600 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2602 s := '';
2603 p := 1;
2604 m := 0;
2605 stat := g_Player_GetStats();
2606 if stat <> nil then
2607 begin
2608 p := 1;
2610 for a := 0 to High(stat) do
2611 if stat[a].Name <> Name then
2612 begin
2613 if stat[a].Frags > m then m := stat[a].Frags;
2614 if stat[a].Frags > Frags then p := p+1;
2615 end;
2616 end;
2618 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2619 if Frags >= m then s := s+'+' else s := s+'-';
2620 s := s+IntToStr(Abs(Frags-m));
2622 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2623 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2624 end;
2626 if gShowLives and (gGameSettings.MaxLives > 0) then
2627 begin
2628 s := IntToStr(Lives);
2629 e_CharFont_GetSize(gMenuFont, s, tw, th);
2630 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2631 end;
2632 end;
2634 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2635 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2637 if R_BERSERK in FRulez then
2638 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2639 else
2640 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2642 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2643 e_Draw(ID, X+36, Y+77, 0, True, False);
2645 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2646 e_CharFont_GetSize(gMenuFont, s, tw, th);
2647 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2649 s := IntToStr(FArmor);
2650 e_CharFont_GetSize(gMenuFont, s, tw, th);
2651 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2653 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2655 case FCurrWeap of
2656 WEAPON_KASTET:
2657 begin
2658 s := '--';
2659 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2660 end;
2661 WEAPON_SAW:
2662 begin
2663 s := '--';
2664 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2665 end;
2666 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2667 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2668 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2669 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2670 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2671 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2672 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2673 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2674 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2675 end;
2677 e_CharFont_GetSize(gMenuFont, s, tw, th);
2678 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2679 e_Draw(ID, X+20, Y+160, 0, True, False);
2681 if R_KEY_RED in FRulez then
2682 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2684 if R_KEY_GREEN in FRulez then
2685 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2687 if R_KEY_BLUE in FRulez then
2688 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2690 if FJetFuel > 0 then
2691 begin
2692 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2693 e_Draw(ID, X+2, Y+116, 0, True, False);
2694 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2695 e_Draw(ID, X+2, Y+126, 0, True, False);
2696 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2697 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2698 end
2699 else
2700 begin
2701 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2702 e_Draw(ID, X+2, Y+124, 0, True, False);
2703 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2704 end;
2706 if gShowPing and g_Game_IsClient then
2707 begin
2708 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2709 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2710 Y := Y + 16;
2711 end;
2713 if FSpectator then
2714 begin
2715 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2716 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2717 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2718 if FNoRespawn then
2719 begin
2720 e_TextureFontGetSize(gStdFont, cw, ch);
2721 s := _lc[I_PLAYER_SPECT4];
2722 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2723 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2724 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2725 end;
2727 end;
2728 end;
2730 procedure TPlayer.DrawRulez();
2731 var
2732 dr: Boolean;
2733 begin
2734 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2735 if FMegaRulez[MR_INVUL] >= gTime then
2736 begin
2737 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2738 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2739 else
2740 dr := True;
2742 if dr then
2743 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2744 191, 191, 191, 0, B_INVERT);
2745 end;
2747 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2748 if FMegaRulez[MR_SUIT] >= gTime then
2749 begin
2750 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2751 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2752 else
2753 dr := True;
2755 if dr then
2756 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2757 0, 96, 0, 200, B_NONE);
2758 end;
2760 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2761 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2762 begin
2763 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2764 255, 0, 0, 200, B_NONE);
2765 end;
2766 end;
2768 procedure TPlayer.DrawPain();
2769 var
2770 a, h: Integer;
2771 begin
2772 if FPain = 0 then Exit;
2774 a := FPain;
2776 if a < 15 then h := 0
2777 else if a < 35 then h := 1
2778 else if a < 55 then h := 2
2779 else if a < 75 then h := 3
2780 else if a < 95 then h := 4
2781 else h := 5;
2783 //if a > 255 then a := 255;
2785 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2786 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2787 end;
2789 procedure TPlayer.DrawPickup();
2790 var
2791 a, h: Integer;
2792 begin
2793 if FPickup = 0 then Exit;
2795 a := FPickup;
2797 if a < 15 then h := 1
2798 else if a < 35 then h := 2
2799 else if a < 55 then h := 3
2800 else if a < 75 then h := 4
2801 else h := 5;
2803 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2804 end;
2806 procedure TPlayer.Fire();
2807 var
2808 f, DidFire: Boolean;
2809 wx, wy, xd, yd: Integer;
2810 locobj: TObj;
2811 begin
2812 if g_Game_IsClient then Exit;
2813 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2814 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2816 if FSpectator then
2817 begin
2818 Respawn(False);
2819 Exit;
2820 end;
2822 if FReloading[FCurrWeap] <> 0 then Exit;
2824 DidFire := False;
2826 f := False;
2827 wx := FObj.X+WEAPONPOINT[FDirection].X;
2828 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2829 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
2830 yd := wy+firediry();
2832 case FCurrWeap of
2833 WEAPON_KASTET:
2834 begin
2835 if R_BERSERK in FRulez then
2836 begin
2837 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2838 locobj.X := FObj.X+FObj.Rect.X;
2839 locobj.Y := FObj.Y+FObj.Rect.Y;
2840 locobj.rect.X := 0;
2841 locobj.rect.Y := 0;
2842 locobj.rect.Width := 39;
2843 locobj.rect.Height := 52;
2844 locobj.Vel.X := (xd-wx) div 2;
2845 locobj.Vel.Y := (yd-wy) div 2;
2846 locobj.Accel.X := xd-wx;
2847 locobj.Accel.y := yd-wy;
2849 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2850 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2851 else
2852 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2854 if gFlash = 1 then
2855 if FPain < 50 then
2856 FPain := min(FPain + 25, 50);
2857 end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2859 DidFire := True;
2860 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2861 end;
2863 WEAPON_SAW:
2864 begin
2865 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2866 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2867 begin
2868 FSawSoundSelect.Stop();
2869 FSawSound.Stop();
2870 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2871 end
2872 else if not FSawSoundHit.IsPlaying() then
2873 begin
2874 FSawSoundSelect.Stop();
2875 FSawSound.PlayAt(FObj.X, FObj.Y);
2876 end;
2878 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2879 DidFire := True;
2880 f := True;
2881 end;
2883 WEAPON_PISTOL:
2884 if FAmmo[A_BULLETS] > 0 then
2885 begin
2886 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2887 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2888 Dec(FAmmo[A_BULLETS]);
2889 FFireAngle := FAngle;
2890 f := True;
2891 DidFire := True;
2892 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2893 GameVelX, GameVelY-2, SHELL_BULLET);
2894 end;
2896 WEAPON_SHOTGUN1:
2897 if FAmmo[A_SHELLS] > 0 then
2898 begin
2899 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2900 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2901 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2902 Dec(FAmmo[A_SHELLS]);
2903 FFireAngle := FAngle;
2904 f := True;
2905 DidFire := True;
2906 FShellTimer := 10;
2907 FShellType := SHELL_SHELL;
2908 end;
2910 WEAPON_SHOTGUN2:
2911 if FAmmo[A_SHELLS] >= 2 then
2912 begin
2913 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2914 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2915 Dec(FAmmo[A_SHELLS], 2);
2916 FFireAngle := FAngle;
2917 f := True;
2918 DidFire := True;
2919 FShellTimer := 13;
2920 FShellType := SHELL_DBLSHELL;
2921 end;
2923 WEAPON_CHAINGUN:
2924 if FAmmo[A_BULLETS] > 0 then
2925 begin
2926 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2927 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2928 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2929 Dec(FAmmo[A_BULLETS]);
2930 FFireAngle := FAngle;
2931 f := True;
2932 DidFire := True;
2933 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2934 GameVelX, GameVelY-2, SHELL_BULLET);
2935 end;
2937 WEAPON_ROCKETLAUNCHER:
2938 if FAmmo[A_ROCKETS] > 0 then
2939 begin
2940 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2941 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2942 Dec(FAmmo[A_ROCKETS]);
2943 FFireAngle := FAngle;
2944 f := True;
2945 DidFire := True;
2946 end;
2948 WEAPON_PLASMA:
2949 if FAmmo[A_CELLS] > 0 then
2950 begin
2951 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2952 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2953 Dec(FAmmo[A_CELLS]);
2954 FFireAngle := FAngle;
2955 f := True;
2956 DidFire := True;
2957 end;
2959 WEAPON_BFG:
2960 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2961 begin
2962 FBFGFireCounter := 17;
2963 if not FNoReload then
2964 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2965 Dec(FAmmo[A_CELLS], 40);
2966 DidFire := True;
2967 end;
2969 WEAPON_SUPERPULEMET:
2970 if FAmmo[A_SHELLS] > 0 then
2971 begin
2972 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2973 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2974 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2975 Dec(FAmmo[A_SHELLS]);
2976 FFireAngle := FAngle;
2977 f := True;
2978 DidFire := True;
2979 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2980 GameVelX, GameVelY-2, SHELL_SHELL);
2981 end;
2983 WEAPON_FLAMETHROWER:
2984 if FAmmo[A_FUEL] > 0 then
2985 begin
2986 g_Weapon_flame(wx, wy, xd, yd, FUID);
2987 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2988 Dec(FAmmo[A_FUEL]);
2989 FFireAngle := FAngle;
2990 f := True;
2991 DidFire := True;
2992 end;
2993 end;
2995 if g_Game_IsNet then
2996 begin
2997 if DidFire then
2998 begin
2999 if FCurrWeap <> WEAPON_BFG then
3000 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3001 else
3002 if not FNoReload then
3003 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3004 end;
3006 MH_SEND_PlayerStats(FUID);
3007 end;
3009 if not f then Exit;
3011 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3012 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3013 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3014 end;
3016 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3017 begin
3018 case Weapon of
3019 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3020 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3021 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3022 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3023 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3024 else Result := 0;
3025 end;
3026 end;
3028 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3029 begin
3030 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3031 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3032 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3033 end;
3035 procedure TPlayer.JetpackOn;
3036 begin
3037 FJetSoundFly.Stop;
3038 FJetSoundOff.Stop;
3039 FJetSoundOn.SetPosition(0);
3040 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3041 FlySmoke(8);
3042 end;
3044 procedure TPlayer.JetpackOff;
3045 begin
3046 FJetSoundFly.Stop;
3047 FJetSoundOn.Stop;
3048 FJetSoundOff.SetPosition(0);
3049 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3050 end;
3052 procedure TPlayer.CatchFire(Attacker: Word);
3053 begin
3054 FFireTime := 100;
3055 FFireAttacker := Attacker;
3056 if g_Game_IsNet and g_Game_IsServer then
3057 MH_SEND_PlayerStats(FUID);
3058 end;
3060 procedure TPlayer.Jump();
3061 begin
3062 if gFly or FJetpack then
3063 begin
3064 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3065 if FObj.Vel.Y > -VEL_FLY then
3066 FObj.Vel.Y := FObj.Vel.Y - 3;
3067 if FJetpack then
3068 begin
3069 if FJetFuel > 0 then
3070 Dec(FJetFuel);
3071 if (FJetFuel < 1) and g_Game_IsServer then
3072 begin
3073 FJetpack := False;
3074 JetpackOff;
3075 if g_Game_IsNet then
3076 MH_SEND_PlayerStats(FUID);
3077 end;
3078 end;
3079 Exit;
3080 end;
3082 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3083 if FGhost then
3084 FCanJetpack := False;
3086 // Ïðûãàåì èëè âñïëûâàåì:
3087 if (CollideLevel(0, 1) or
3088 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3089 PLAYER_RECT.Height-33, PANEL_STEP, False)
3090 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3091 begin
3092 FObj.Vel.Y := -VEL_JUMP;
3093 FCanJetpack := False;
3094 end
3095 else
3096 begin
3097 if BodyInLiquid(0, 0) then
3098 FObj.Vel.Y := -VEL_SW
3099 else if (FJetFuel > 0) and FCanJetpack and
3100 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3101 begin
3102 FJetpack := True;
3103 JetpackOn;
3104 if g_Game_IsNet then
3105 MH_SEND_PlayerStats(FUID);
3106 end;
3107 end;
3108 end;
3110 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3111 var
3112 a, i, k, ab, ar: Byte;
3113 s: String;
3114 mon: TMonster;
3115 plr: TPlayer;
3116 srv, netsrv: Boolean;
3117 DoFrags: Boolean;
3118 OldLR: Byte;
3119 KP: TPlayer;
3120 it: PItem;
3122 procedure PushItem(t: Byte);
3123 var
3124 id: DWORD;
3125 begin
3126 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3127 it := g_Items_ByIdx(id);
3128 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3129 begin
3130 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3131 (FObj.Vel.Y div 2)-Random(9));
3132 it.positionChanged(); // this updates spatial accelerators
3133 end
3134 else
3135 begin
3136 if KillType = K_HARDKILL then // -5..+5; -5..0
3137 begin
3138 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3139 (FObj.Vel.Y div 2)-Random(6));
3140 end
3141 else // -3..+3; -3..0
3142 begin
3143 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3144 (FObj.Vel.Y div 2)-Random(4));
3145 end;
3146 it.positionChanged(); // this updates spatial accelerators
3147 end;
3149 if g_Game_IsNet and g_Game_IsServer then
3150 MH_SEND_ItemSpawn(True, id);
3151 end;
3153 begin
3154 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3155 Srv := g_Game_IsServer;
3156 Netsrv := g_Game_IsServer and g_Game_IsNet;
3157 if Srv then FDeath := FDeath + 1;
3158 if FAlive then
3159 begin
3160 if FGhost then
3161 FGhost := False;
3162 if not FPhysics then
3163 FPhysics := True;
3164 FAlive := False;
3165 end;
3166 FShellTimer := -1;
3168 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3169 begin
3170 if FLives > 0 then FLives := FLives - 1;
3171 if FLives = 0 then FNoRespawn := True;
3172 end;
3174 // Íîìåð òèïà ñìåðòè:
3175 a := 1;
3176 case KillType of
3177 K_SIMPLEKILL: a := 1;
3178 K_HARDKILL: a := 2;
3179 K_EXTRAHARDKILL: a := 3;
3180 K_FALLKILL: a := 4;
3181 end;
3183 // Çâóê ñìåðòè:
3184 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3185 for i := 1 to 3 do
3186 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3187 Break;
3189 // Âðåìÿ ðåñïàóíà:
3190 if Srv then
3191 case KillType of
3192 K_SIMPLEKILL:
3193 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3194 K_HARDKILL:
3195 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3196 K_EXTRAHARDKILL, K_FALLKILL:
3197 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3198 end;
3200 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3201 case KillType of
3202 K_SIMPLEKILL:
3203 SetAction(A_DIE1);
3204 K_HARDKILL, K_EXTRAHARDKILL:
3205 SetAction(A_DIE2);
3206 end;
3208 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3209 if (KillType <> K_FALLKILL) and (Srv) then
3210 g_Monsters_killedp();
3212 if SpawnerUID = FUID then
3213 begin // Ñàìîóáèëñÿ
3214 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3215 begin
3216 Dec(FFrags);
3217 FLastFrag := 0;
3218 end;
3219 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3220 end
3221 else
3222 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3223 begin // Óáèò äðóãèì èãðîêîì
3224 KP := g_Player_Get(SpawnerUID);
3225 if (KP <> nil) and Srv then
3226 begin
3227 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3228 if SameTeam(FUID, SpawnerUID) then
3229 begin
3230 Dec(KP.FFrags);
3231 KP.FLastFrag := 0;
3232 end else
3233 begin
3234 Inc(KP.FFrags);
3235 KP.FragCombo();
3236 end;
3238 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3239 Inc(gTeamStat[KP.Team].Goals,
3240 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3242 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3243 end;
3245 plr := g_Player_Get(SpawnerUID);
3246 if plr = nil then
3247 s := '?'
3248 else
3249 s := plr.FName;
3251 case KillType of
3252 K_HARDKILL:
3253 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3254 [FName, s]),
3255 gShowKillMsg);
3256 K_EXTRAHARDKILL:
3257 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3258 [FName, s]),
3259 gShowKillMsg);
3260 else
3261 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3262 [FName, s]),
3263 gShowKillMsg);
3264 end;
3265 end
3266 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3267 begin // Óáèò ìîíñòðîì
3268 mon := g_Monsters_ByUID(SpawnerUID);
3269 if mon = nil then
3270 s := '?'
3271 else
3272 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3274 case KillType of
3275 K_HARDKILL:
3276 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3277 [FName, s]),
3278 gShowKillMsg);
3279 K_EXTRAHARDKILL:
3280 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3281 [FName, s]),
3282 gShowKillMsg);
3283 else
3284 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3285 [FName, s]),
3286 gShowKillMsg);
3287 end;
3288 end
3289 else // Îñîáûå òèïû ñìåðòè
3290 case t of
3291 HIT_DISCON: ;
3292 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3293 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3294 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3295 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3296 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3297 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3298 end;
3300 if Srv then
3301 begin
3302 // Âûáðîñ îðóæèÿ:
3303 for a := WP_FIRST to WP_LAST do
3304 if FWeapon[a] then
3305 begin
3306 case a of
3307 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3308 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3309 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3310 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3311 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3312 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3313 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3314 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3315 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3316 else i := 0;
3317 end;
3319 if i <> 0 then
3320 PushItem(i);
3321 end;
3323 // Âûáðîñ ðþêçàêà:
3324 if R_ITEM_BACKPACK in FRulez then
3325 PushItem(ITEM_AMMO_BACKPACK);
3327 // Âûáðîñ ðàêåòíîãî ðàíöà:
3328 if FJetFuel > 0 then
3329 PushItem(ITEM_JETPACK);
3331 // Âûáðîñ êëþ÷åé:
3332 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3333 begin
3334 if R_KEY_RED in FRulez then
3335 PushItem(ITEM_KEY_RED);
3337 if R_KEY_GREEN in FRulez then
3338 PushItem(ITEM_KEY_GREEN);
3340 if R_KEY_BLUE in FRulez then
3341 PushItem(ITEM_KEY_BLUE);
3342 end;
3344 // Âûáðîñ ôëàãà:
3345 DropFlag();
3346 end;
3348 g_Player_CreateCorpse(Self);
3350 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3351 (gLMSRespawn = LMS_RESPAWN_NONE) then
3352 begin
3353 a := 0;
3354 k := 0;
3355 ar := 0;
3356 ab := 0;
3357 for i := Low(gPlayers) to High(gPlayers) do
3358 begin
3359 if gPlayers[i] = nil then continue;
3360 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3361 begin
3362 Inc(a);
3363 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3364 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3365 k := i;
3366 end;
3367 end;
3369 OldLR := gLMSRespawn;
3370 if (gGameSettings.GameMode = GM_COOP) then
3371 begin
3372 if (a = 0) then
3373 begin
3374 // everyone is dead, restart the map
3375 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3376 if Netsrv then
3377 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3378 gLMSRespawn := LMS_RESPAWN_FINAL;
3379 gLMSRespawnTime := gTime + 5000;
3380 end
3381 else if (a = 1) then
3382 begin
3383 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3384 if (gPlayers[k] = gPlayer1) or
3385 (gPlayers[k] = gPlayer2) then
3386 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3387 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3388 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3389 end;
3390 end
3391 else if (gGameSettings.GameMode = GM_TDM) then
3392 begin
3393 if (ab = 0) and (ar <> 0) then
3394 begin
3395 // blu team ded
3396 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3397 if Netsrv then
3398 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3399 Inc(gTeamStat[TEAM_RED].Goals);
3400 gLMSRespawn := LMS_RESPAWN_FINAL;
3401 gLMSRespawnTime := gTime + 5000;
3402 end
3403 else if (ar = 0) and (ab <> 0) then
3404 begin
3405 // red team ded
3406 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3407 if Netsrv then
3408 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3409 Inc(gTeamStat[TEAM_BLUE].Goals);
3410 gLMSRespawn := LMS_RESPAWN_FINAL;
3411 gLMSRespawnTime := gTime + 5000;
3412 end
3413 else if (ar = 0) and (ab = 0) then
3414 begin
3415 // everyone ded
3416 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3417 if Netsrv then
3418 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3419 gLMSRespawn := LMS_RESPAWN_FINAL;
3420 gLMSRespawnTime := gTime + 5000;
3421 end;
3422 end
3423 else if (gGameSettings.GameMode = GM_DM) then
3424 begin
3425 if (a = 1) then
3426 begin
3427 if gPlayers[k] <> nil then
3428 with gPlayers[k] do
3429 begin
3430 // survivor is the winner
3431 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3432 if Netsrv then
3433 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3434 Inc(FFrags);
3435 end;
3436 gLMSRespawn := LMS_RESPAWN_FINAL;
3437 gLMSRespawnTime := gTime + 5000;
3438 end
3439 else if (a = 0) then
3440 begin
3441 // everyone is dead, restart the map
3442 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3443 if Netsrv then
3444 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3445 gLMSRespawn := LMS_RESPAWN_FINAL;
3446 gLMSRespawnTime := gTime + 5000;
3447 end;
3448 end;
3449 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3450 begin
3451 if NetMode = NET_SERVER then
3452 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3453 else
3454 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3455 end;
3456 end;
3458 if Netsrv then
3459 begin
3460 MH_SEND_PlayerStats(FUID);
3461 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3462 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3463 end;
3465 if srv and FNoRespawn then Spectate(True);
3466 FWantsInGame := True;
3467 end;
3469 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3470 begin
3471 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3472 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3473 end;
3475 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3476 begin
3477 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3478 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3479 end;
3481 procedure TPlayer.MakeBloodSimple(Count: Word);
3482 begin
3483 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3484 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3485 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3486 150, 0, 0);
3487 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3488 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3489 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3490 150, 0, 0);
3491 end;
3493 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3494 begin
3495 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3496 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3497 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3498 150, 0, 0);
3499 end;
3501 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3502 begin
3503 if g_Game_IsClient then Exit;
3504 if Weapon > High(FWeapon) then Exit;
3505 FNextWeap := FNextWeap or (1 shl Weapon);
3506 end;
3508 procedure TPlayer.resetWeaponQueue ();
3509 begin
3510 FNextWeap := 0;
3511 FNextWeapDelay := 0;
3512 end;
3514 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3515 begin
3516 result := false;
3517 case weapon of
3518 WEAPON_KASTET, WEAPON_SAW: result := true;
3519 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3520 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3521 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3522 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3523 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3524 else result := (weapon < length(FWeapon));
3525 end;
3526 end;
3528 // return 255 for "no switch"
3529 function TPlayer.getNextWeaponIndex (): Byte;
3530 var
3531 i: Word;
3532 wantThisWeapon: array[0..64] of Boolean;
3533 wwc: Integer = 0; //HACK!
3534 dir, cwi: Integer;
3535 begin
3536 result := 255; // default result: "no switch"
3537 // had weapon cycling on previous frame? remove that flag
3538 if (FNextWeap and $2000) <> 0 then
3539 begin
3540 FNextWeap := FNextWeap and $1FFF;
3541 FNextWeapDelay := 0;
3542 end;
3543 // cycling has priority
3544 if (FNextWeap and $C000) <> 0 then
3545 begin
3546 if (FNextWeap and $8000) <> 0 then
3547 dir := 1
3548 else
3549 dir := -1;
3550 FNextWeap := FNextWeap or $2000; // we need this
3551 if FNextWeapDelay > 0 then
3552 exit; // cooldown time
3553 cwi := FCurrWeap;
3554 for i := 0 to High(FWeapon) do
3555 begin
3556 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3557 if FWeapon[cwi] then
3558 begin
3559 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3560 result := Byte(cwi);
3561 FNextWeapDelay := 10;
3562 exit;
3563 end;
3564 end;
3565 resetWeaponQueue();
3566 exit;
3567 end;
3568 // no cycling
3569 for i := 0 to High(wantThisWeapon) do
3570 wantThisWeapon[i] := false;
3571 for i := 0 to High(FWeapon) do
3572 if (FNextWeap and (1 shl i)) <> 0 then
3573 begin
3574 wantThisWeapon[i] := true;
3575 Inc(wwc);
3576 end;
3577 // exclude currently selected weapon from the set
3578 wantThisWeapon[FCurrWeap] := false;
3579 // slow down alterations a little
3580 if wwc > 1 then
3581 begin
3582 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3583 // more than one weapon requested, assume "alteration" and check alteration delay
3584 if FNextWeapDelay > 0 then
3585 begin
3586 FNextWeap := 0;
3587 exit;
3588 end; // yeah
3589 end;
3590 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3591 // but clear all counters if no weapon should be switched
3592 if wwc < 1 then
3593 begin
3594 resetWeaponQueue();
3595 exit;
3596 end;
3597 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3598 // try weapons in descending order
3599 for i := High(FWeapon) downto 0 do
3600 begin
3601 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3602 begin
3603 // i found her!
3604 result := Byte(i);
3605 resetWeaponQueue();
3606 FNextWeapDelay := 10; // anyway, 'cause why not
3607 exit;
3608 end;
3609 end;
3610 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3611 resetWeaponQueue();
3612 end;
3614 procedure TPlayer.RealizeCurrentWeapon();
3615 function switchAllowed (): Boolean;
3616 var
3617 i: Byte;
3618 begin
3619 result := false;
3620 if FBFGFireCounter <> -1 then
3621 exit;
3622 if FTime[T_SWITCH] > gTime then
3623 exit;
3624 for i := WP_FIRST to WP_LAST do
3625 if FReloading[i] > 0 then
3626 exit;
3627 result := true;
3628 end;
3630 var
3631 nw: Byte;
3632 begin
3633 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3634 //FNextWeap := FNextWeap and $1FFF;
3635 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3637 if not switchAllowed then
3638 begin
3639 //HACK for weapon cycling
3640 if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
3641 exit;
3642 end;
3644 nw := getNextWeaponIndex();
3645 if nw = 255 then exit; // don't reset anything here
3646 if nw > High(FWeapon) then
3647 begin
3648 // don't forget to reset queue here!
3649 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3650 resetWeaponQueue();
3651 exit;
3652 end;
3654 if FWeapon[nw] then
3655 begin
3656 FCurrWeap := nw;
3657 FTime[T_SWITCH] := gTime+156;
3658 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3659 FModel.SetWeapon(FCurrWeap);
3660 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3661 end;
3662 end;
3664 procedure TPlayer.NextWeapon();
3665 begin
3666 if g_Game_IsClient then Exit;
3667 FNextWeap := $8000;
3668 end;
3670 procedure TPlayer.PrevWeapon();
3671 begin
3672 if g_Game_IsClient then Exit;
3673 FNextWeap := $4000;
3674 end;
3676 procedure TPlayer.SetWeapon(W: Byte);
3677 begin
3678 if FCurrWeap <> W then
3679 if W = WEAPON_SAW then
3680 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3682 FCurrWeap := W;
3683 FModel.SetWeapon(CurrWeap);
3684 resetWeaponQueue();
3685 end;
3687 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3689 function allowBerserkSwitching (): Boolean;
3690 begin
3691 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3692 result := true;
3693 if gBerserkAutoswitch then exit;
3694 if not (gDebugMode or gCheats) then exit;
3695 result := false;
3696 end;
3698 var
3699 a: Boolean;
3700 begin
3701 Result := False;
3702 if g_Game_IsClient then Exit;
3704 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3705 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3706 remove := not a;
3708 case ItemType of
3709 ITEM_MEDKIT_SMALL:
3710 if FHealth < PLAYER_HP_SOFT then
3711 begin
3712 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3713 Result := True;
3714 remove := True;
3715 FFireTime := 0;
3716 if gFlash = 2 then Inc(FPickup, 5);
3717 end;
3719 ITEM_MEDKIT_LARGE:
3720 if FHealth < PLAYER_HP_SOFT then
3721 begin
3722 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3723 Result := True;
3724 remove := True;
3725 FFireTime := 0;
3726 if gFlash = 2 then Inc(FPickup, 5);
3727 end;
3729 ITEM_ARMOR_GREEN:
3730 if FArmor < PLAYER_AP_SOFT then
3731 begin
3732 FArmor := PLAYER_AP_SOFT;
3733 Result := True;
3734 remove := True;
3735 if gFlash = 2 then Inc(FPickup, 5);
3736 end;
3738 ITEM_ARMOR_BLUE:
3739 if FArmor < PLAYER_AP_LIMIT then
3740 begin
3741 FArmor := PLAYER_AP_LIMIT;
3742 Result := True;
3743 remove := True;
3744 if gFlash = 2 then Inc(FPickup, 5);
3745 end;
3747 ITEM_SPHERE_BLUE:
3748 if FHealth < PLAYER_HP_LIMIT then
3749 begin
3750 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3751 Result := True;
3752 remove := True;
3753 FFireTime := 0;
3754 if gFlash = 2 then Inc(FPickup, 5);
3755 end;
3757 ITEM_SPHERE_WHITE:
3758 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3759 begin
3760 if FHealth < PLAYER_HP_LIMIT then
3761 FHealth := PLAYER_HP_LIMIT;
3762 if FArmor < PLAYER_AP_LIMIT then
3763 FArmor := PLAYER_AP_LIMIT;
3764 Result := True;
3765 remove := True;
3766 FFireTime := 0;
3767 if gFlash = 2 then Inc(FPickup, 5);
3768 end;
3770 ITEM_WEAPON_SAW:
3771 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3772 begin
3773 FWeapon[WEAPON_SAW] := True;
3774 Result := True;
3775 if gFlash = 2 then Inc(FPickup, 5);
3776 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3777 end;
3779 ITEM_WEAPON_SHOTGUN1:
3780 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3781 begin
3782 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3783 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3785 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3786 FWeapon[WEAPON_SHOTGUN1] := True;
3787 Result := True;
3788 if gFlash = 2 then Inc(FPickup, 5);
3789 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3790 end;
3792 ITEM_WEAPON_SHOTGUN2:
3793 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3794 begin
3795 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3797 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3798 FWeapon[WEAPON_SHOTGUN2] := True;
3799 Result := True;
3800 if gFlash = 2 then Inc(FPickup, 5);
3801 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3802 end;
3804 ITEM_WEAPON_CHAINGUN:
3805 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3806 begin
3807 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3809 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3810 FWeapon[WEAPON_CHAINGUN] := True;
3811 Result := True;
3812 if gFlash = 2 then Inc(FPickup, 5);
3813 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3814 end;
3816 ITEM_WEAPON_ROCKETLAUNCHER:
3817 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3818 begin
3819 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3821 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3822 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3823 Result := True;
3824 if gFlash = 2 then Inc(FPickup, 5);
3825 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3826 end;
3828 ITEM_WEAPON_PLASMA:
3829 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3830 begin
3831 if a and FWeapon[WEAPON_PLASMA] then Exit;
3833 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3834 FWeapon[WEAPON_PLASMA] := True;
3835 Result := True;
3836 if gFlash = 2 then Inc(FPickup, 5);
3837 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3838 end;
3840 ITEM_WEAPON_BFG:
3841 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3842 begin
3843 if a and FWeapon[WEAPON_BFG] then Exit;
3845 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3846 FWeapon[WEAPON_BFG] := True;
3847 Result := True;
3848 if gFlash = 2 then Inc(FPickup, 5);
3849 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3850 end;
3852 ITEM_WEAPON_SUPERPULEMET:
3853 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3854 begin
3855 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3857 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3858 FWeapon[WEAPON_SUPERPULEMET] := True;
3859 Result := True;
3860 if gFlash = 2 then Inc(FPickup, 5);
3861 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3862 end;
3864 ITEM_WEAPON_FLAMETHROWER:
3865 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3866 begin
3867 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3869 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3870 FWeapon[WEAPON_FLAMETHROWER] := True;
3871 Result := True;
3872 if gFlash = 2 then Inc(FPickup, 5);
3873 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3874 end;
3876 ITEM_AMMO_BULLETS:
3877 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3878 begin
3879 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3880 Result := True;
3881 remove := True;
3882 if gFlash = 2 then Inc(FPickup, 5);
3883 end;
3885 ITEM_AMMO_BULLETS_BOX:
3886 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3887 begin
3888 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3889 Result := True;
3890 remove := True;
3891 if gFlash = 2 then Inc(FPickup, 5);
3892 end;
3894 ITEM_AMMO_SHELLS:
3895 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3896 begin
3897 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3898 Result := True;
3899 remove := True;
3900 if gFlash = 2 then Inc(FPickup, 5);
3901 end;
3903 ITEM_AMMO_SHELLS_BOX:
3904 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3905 begin
3906 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3907 Result := True;
3908 remove := True;
3909 if gFlash = 2 then Inc(FPickup, 5);
3910 end;
3912 ITEM_AMMO_ROCKET:
3913 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3914 begin
3915 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3916 Result := True;
3917 remove := True;
3918 if gFlash = 2 then Inc(FPickup, 5);
3919 end;
3921 ITEM_AMMO_ROCKET_BOX:
3922 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3923 begin
3924 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3925 Result := True;
3926 remove := True;
3927 if gFlash = 2 then Inc(FPickup, 5);
3928 end;
3930 ITEM_AMMO_CELL:
3931 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3932 begin
3933 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3934 Result := True;
3935 remove := True;
3936 if gFlash = 2 then Inc(FPickup, 5);
3937 end;
3939 ITEM_AMMO_CELL_BIG:
3940 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3941 begin
3942 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3943 Result := True;
3944 remove := True;
3945 if gFlash = 2 then Inc(FPickup, 5);
3946 end;
3948 ITEM_AMMO_FUELCAN:
3949 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
3950 begin
3951 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3952 Result := True;
3953 remove := True;
3954 if gFlash = 2 then Inc(FPickup, 5);
3955 end;
3957 ITEM_AMMO_BACKPACK:
3958 if not(R_ITEM_BACKPACK in FRulez) or
3959 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3960 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3961 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3962 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
3963 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
3964 begin
3965 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
3966 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
3967 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
3968 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
3969 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
3971 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3972 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3973 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3974 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3975 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3976 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3977 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3978 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3980 FRulez := FRulez + [R_ITEM_BACKPACK];
3981 Result := True;
3982 remove := True;
3983 if gFlash = 2 then Inc(FPickup, 5);
3984 end;
3986 ITEM_KEY_RED:
3987 if not(R_KEY_RED in FRulez) then
3988 begin
3989 Include(FRulez, R_KEY_RED);
3990 Result := True;
3991 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3992 if gFlash = 2 then Inc(FPickup, 5);
3993 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3994 end;
3996 ITEM_KEY_GREEN:
3997 if not(R_KEY_GREEN in FRulez) then
3998 begin
3999 Include(FRulez, R_KEY_GREEN);
4000 Result := True;
4001 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4002 if gFlash = 2 then Inc(FPickup, 5);
4003 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4004 end;
4006 ITEM_KEY_BLUE:
4007 if not(R_KEY_BLUE in FRulez) then
4008 begin
4009 Include(FRulez, R_KEY_BLUE);
4010 Result := True;
4011 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4012 if gFlash = 2 then Inc(FPickup, 5);
4013 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4014 end;
4016 ITEM_SUIT:
4017 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4018 begin
4019 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4020 Result := True;
4021 remove := True;
4022 FFireTime := 0;
4023 if gFlash = 2 then Inc(FPickup, 5);
4024 end;
4026 ITEM_OXYGEN:
4027 if FAir < AIR_MAX then
4028 begin
4029 FAir := AIR_MAX;
4030 Result := True;
4031 remove := True;
4032 if gFlash = 2 then Inc(FPickup, 5);
4033 end;
4035 ITEM_MEDKIT_BLACK:
4036 begin
4037 if not (R_BERSERK in FRulez) then
4038 begin
4039 Include(FRulez, R_BERSERK);
4040 if allowBerserkSwitching then
4041 begin
4042 FCurrWeap := WEAPON_KASTET;
4043 resetWeaponQueue();
4044 FModel.SetWeapon(WEAPON_KASTET);
4045 end;
4046 if gFlash <> 0 then
4047 begin
4048 Inc(FPain, 100);
4049 if gFlash = 2 then Inc(FPickup, 5);
4050 end;
4051 FBerserk := gTime+30000;
4052 Result := True;
4053 remove := True;
4054 FFireTime := 0;
4055 end;
4056 if FHealth < PLAYER_HP_SOFT then
4057 begin
4058 FHealth := PLAYER_HP_SOFT;
4059 FBerserk := gTime+30000;
4060 Result := True;
4061 remove := True;
4062 FFireTime := 0;
4063 end;
4064 end;
4066 ITEM_INVUL:
4067 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4068 begin
4069 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4070 Result := True;
4071 remove := True;
4072 if gFlash = 2 then Inc(FPickup, 5);
4073 end;
4075 ITEM_BOTTLE:
4076 if FHealth < PLAYER_HP_LIMIT then
4077 begin
4078 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4079 Result := True;
4080 remove := True;
4081 FFireTime := 0;
4082 if gFlash = 2 then Inc(FPickup, 5);
4083 end;
4085 ITEM_HELMET:
4086 if FArmor < PLAYER_AP_LIMIT then
4087 begin
4088 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4089 Result := True;
4090 remove := True;
4091 if gFlash = 2 then Inc(FPickup, 5);
4092 end;
4094 ITEM_JETPACK:
4095 if FJetFuel < JET_MAX then
4096 begin
4097 FJetFuel := JET_MAX;
4098 Result := True;
4099 remove := True;
4100 if gFlash = 2 then Inc(FPickup, 5);
4101 end;
4103 ITEM_INVIS:
4104 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4105 begin
4106 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4107 Result := True;
4108 remove := True;
4109 if gFlash = 2 then Inc(FPickup, 5);
4110 end;
4111 end;
4112 end;
4114 procedure TPlayer.Touch();
4115 begin
4116 if not FAlive then
4117 Exit;
4118 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4119 if FIamBot then
4120 begin
4121 // Áðîñèòü ôëàã òîâàðèùó:
4122 if gGameSettings.GameMode = GM_CTF then
4123 DropFlag();
4124 end;
4125 end;
4127 procedure TPlayer.Push(vx, vy: Integer);
4128 begin
4129 if (not FPhysics) and FGhost then
4130 Exit;
4131 FObj.Accel.X := FObj.Accel.X + vx;
4132 FObj.Accel.Y := FObj.Accel.Y + vy;
4133 if g_Game_IsNet and g_Game_IsServer then
4134 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4135 end;
4137 procedure TPlayer.Reset(Force: Boolean);
4138 begin
4139 if Force then
4140 FAlive := False;
4142 FSpawned := False;
4143 FTime[T_RESPAWN] := 0;
4144 FTime[T_FLAGCAP] := 0;
4145 FGodMode := False;
4146 FNoTarget := False;
4147 FNoReload := False;
4148 FFrags := 0;
4149 FLastFrag := 0;
4150 FComboEvnt := -1;
4151 FKills := 0;
4152 FMonsterKills := 0;
4153 FDeath := 0;
4154 FSecrets := 0;
4155 if FNoRespawn then
4156 begin
4157 FSpectator := False;
4158 FGhost := False;
4159 FPhysics := True;
4160 FSpectatePlayer := -1;
4161 FNoRespawn := False;
4162 end;
4163 FLives := gGameSettings.MaxLives;
4165 SetFlag(FLAG_NONE);
4166 end;
4168 procedure TPlayer.SoftReset();
4169 begin
4170 ReleaseKeys();
4172 FDamageBuffer := 0;
4173 FIncCam := 0;
4174 FBFGFireCounter := -1;
4175 FShellTimer := -1;
4176 FPain := 0;
4177 FLastHit := 0;
4178 FLastFrag := 0;
4179 FComboEvnt := -1;
4181 SetFlag(FLAG_NONE);
4182 SetAction(A_STAND, True);
4183 end;
4185 function TPlayer.GetRespawnPoint(): Byte;
4186 var
4187 c: Byte;
4188 begin
4189 Result := 255;
4190 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4192 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4193 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4194 begin
4195 if (Self = gPlayer1) or (Self = gPlayer2) then
4196 begin
4197 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4198 if Self = gPlayer1 then
4199 c := RESPAWNPOINT_PLAYER1
4200 else
4201 c := RESPAWNPOINT_PLAYER2;
4202 if g_Map_GetPointCount(c) > 0 then
4203 begin
4204 Result := c;
4205 Exit;
4206 end;
4208 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4209 if Self = gPlayer1 then
4210 c := RESPAWNPOINT_PLAYER2
4211 else
4212 c := RESPAWNPOINT_PLAYER1;
4213 if g_Map_GetPointCount(c) > 0 then
4214 begin
4215 Result := c;
4216 Exit;
4217 end;
4218 end else
4219 begin
4220 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4221 if Random(2) = 0 then
4222 c := RESPAWNPOINT_PLAYER1
4223 else
4224 c := RESPAWNPOINT_PLAYER2;
4225 if g_Map_GetPointCount(c) > 0 then
4226 begin
4227 Result := c;
4228 Exit;
4229 end;
4230 end;
4232 // Òî÷êà ëþáîé èç êîìàíä
4233 if Random(2) = 0 then
4234 c := RESPAWNPOINT_RED
4235 else
4236 c := RESPAWNPOINT_BLUE;
4237 if g_Map_GetPointCount(c) > 0 then
4238 begin
4239 Result := c;
4240 Exit;
4241 end;
4243 // Òî÷êà DM
4244 c := RESPAWNPOINT_DM;
4245 if g_Map_GetPointCount(c) > 0 then
4246 begin
4247 Result := c;
4248 Exit;
4249 end;
4250 end;
4252 // Ìÿñîïîâàë
4253 if gGameSettings.GameMode = GM_DM then
4254 begin
4255 // Òî÷êà DM
4256 c := RESPAWNPOINT_DM;
4257 if g_Map_GetPointCount(c) > 0 then
4258 begin
4259 Result := c;
4260 Exit;
4261 end;
4263 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4264 if Random(2) = 0 then
4265 c := RESPAWNPOINT_PLAYER1
4266 else
4267 c := RESPAWNPOINT_PLAYER2;
4268 if g_Map_GetPointCount(c) > 0 then
4269 begin
4270 Result := c;
4271 Exit;
4272 end;
4274 // Òî÷êà ëþáîé èç êîìàíä
4275 if Random(2) = 0 then
4276 c := RESPAWNPOINT_RED
4277 else
4278 c := RESPAWNPOINT_BLUE;
4279 if g_Map_GetPointCount(c) > 0 then
4280 begin
4281 Result := c;
4282 Exit;
4283 end;
4284 end;
4286 // Êîìàíäíûå
4287 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4288 begin
4289 // Òî÷êà ñâîåé êîìàíäû
4290 c := RESPAWNPOINT_DM;
4291 if FTeam = TEAM_RED then
4292 c := RESPAWNPOINT_RED;
4293 if FTeam = TEAM_BLUE then
4294 c := RESPAWNPOINT_BLUE;
4295 if g_Map_GetPointCount(c) > 0 then
4296 begin
4297 Result := c;
4298 Exit;
4299 end;
4301 // Òî÷êà DM
4302 c := RESPAWNPOINT_DM;
4303 if g_Map_GetPointCount(c) > 0 then
4304 begin
4305 Result := c;
4306 Exit;
4307 end;
4309 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4310 if Random(2) = 0 then
4311 c := RESPAWNPOINT_PLAYER1
4312 else
4313 c := RESPAWNPOINT_PLAYER2;
4314 if g_Map_GetPointCount(c) > 0 then
4315 begin
4316 Result := c;
4317 Exit;
4318 end;
4320 // Òî÷êà äðóãîé êîìàíäû
4321 c := RESPAWNPOINT_DM;
4322 if FTeam = TEAM_RED then
4323 c := RESPAWNPOINT_BLUE;
4324 if FTeam = TEAM_BLUE then
4325 c := RESPAWNPOINT_RED;
4326 if g_Map_GetPointCount(c) > 0 then
4327 begin
4328 Result := c;
4329 Exit;
4330 end;
4331 end;
4332 end;
4334 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4335 var
4336 RespawnPoint: TRespawnPoint;
4337 a, b, c: Byte;
4338 Anim: TAnimation;
4339 ID: DWORD;
4340 begin
4341 if not g_Game_IsServer then
4342 Exit;
4343 if FDummy then
4344 Exit;
4345 FWantsInGame := True;
4346 FJustTeleported := True;
4347 if Force then
4348 begin
4349 FTime[T_RESPAWN] := 0;
4350 FAlive := False;
4351 end;
4352 FNetTime := 0;
4353 // if server changes MaxLives we gotta be ready
4354 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4356 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4357 if FTime[T_RESPAWN] > gTime then
4358 Exit;
4360 // Ïðîñðàë âñå æèçíè:
4361 if FNoRespawn then
4362 begin
4363 if not FSpectator then Spectate(True);
4364 FWantsInGame := True;
4365 Exit;
4366 end;
4368 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4369 begin // "Ñâîÿ èãðà"
4370 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4371 FRulez := FRulez-[R_BERSERK];
4372 end
4373 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4374 begin
4375 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4376 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4377 end;
4379 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4380 c := GetRespawnPoint();
4382 ReleaseKeys();
4383 SetFlag(FLAG_NONE);
4385 // Âîñêðåøåíèå áåç îðóæèÿ:
4386 if not FAlive then
4387 begin
4388 FHealth := PLAYER_HP_SOFT;
4389 FArmor := 0;
4390 FAlive := True;
4391 FAir := AIR_DEF;
4392 FJetFuel := 0;
4394 for a := WP_FIRST to WP_LAST do
4395 begin
4396 FWeapon[a] := False;
4397 FReloading[a] := 0;
4398 end;
4400 FWeapon[WEAPON_PISTOL] := True;
4401 FWeapon[WEAPON_KASTET] := True;
4402 FCurrWeap := WEAPON_PISTOL;
4403 resetWeaponQueue();
4405 FModel.SetWeapon(FCurrWeap);
4407 for b := A_BULLETS to A_HIGH do
4408 FAmmo[b] := 0;
4410 FAmmo[A_BULLETS] := 50;
4412 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4413 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4414 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4415 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4416 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4418 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4419 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4420 else
4421 FRulez := [];
4422 end;
4424 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4425 if not g_Map_GetPoint(c, RespawnPoint) then
4426 begin
4427 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4428 Exit;
4429 end;
4431 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4432 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4433 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4434 FObj.Vel.X := 0;
4435 FObj.Vel.Y := 0;
4436 FObj.Accel.X := 0;
4437 FObj.Accel.Y := 0;
4439 FDirection := RespawnPoint.Direction;
4440 if FDirection = D_LEFT then
4441 FAngle := 180
4442 else
4443 FAngle := 0;
4445 FIncCam := 0;
4446 FBFGFireCounter := -1;
4447 FShellTimer := -1;
4448 FPain := 0;
4449 FLastHit := 0;
4451 SetAction(A_STAND, True);
4452 FModel.Direction := FDirection;
4454 for a := Low(FTime) to High(FTime) do
4455 FTime[a] := 0;
4457 for a := Low(FMegaRulez) to High(FMegaRulez) do
4458 FMegaRulez[a] := 0;
4460 FDamageBuffer := 0;
4461 FJetpack := False;
4462 FCanJetpack := False;
4463 FFireTime := 0;
4464 FFirePainTime := 0;
4465 FFireAttacker := 0;
4467 // Àíèìàöèÿ âîçðîæäåíèÿ:
4468 if (not gLoadGameMode) and (not Silent) then
4469 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4470 begin
4471 Anim := TAnimation.Create(ID, False, 3);
4472 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4473 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4474 Anim.Free();
4475 end;
4477 FSpectator := False;
4478 FGhost := False;
4479 FPhysics := True;
4480 FSpectatePlayer := -1;
4481 FSpawned := True;
4483 if g_Game_IsNet then
4484 begin
4485 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4486 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4487 if not Silent then
4488 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4489 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4490 0, NET_GFX_TELE);
4491 end;
4492 end;
4494 procedure TPlayer.Spectate(NoMove: Boolean = False);
4495 begin
4496 if FAlive then
4497 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4498 else if (not NoMove) then
4499 begin
4500 GameX := gMapInfo.Width div 2;
4501 GameY := gMapInfo.Height div 2;
4502 end;
4503 FXTo := GameX;
4504 FYTo := GameY;
4506 FAlive := False;
4507 FSpectator := True;
4508 FGhost := True;
4509 FPhysics := False;
4510 FWantsInGame := False;
4511 FSpawned := False;
4513 if FNoRespawn then
4514 begin
4515 if Self = gPlayer1 then
4516 begin
4517 gLMSPID1 := FUID;
4518 gPlayer1 := nil;
4519 end;
4520 if Self = gPlayer2 then
4521 begin
4522 gLMSPID2 := FUID;
4523 gPlayer2 := nil;
4524 end;
4525 end;
4527 if g_Game_IsNet then
4528 MH_SEND_PlayerStats(FUID);
4529 end;
4531 procedure TPlayer.SwitchNoClip;
4532 begin
4533 if not FAlive then
4534 Exit;
4535 FGhost := not FGhost;
4536 FPhysics := not FGhost;
4537 if FGhost then
4538 begin
4539 FXTo := FObj.X;
4540 FYTo := FObj.Y;
4541 end else
4542 begin
4543 FObj.Accel.X := 0;
4544 FObj.Accel.Y := 0;
4545 end;
4546 end;
4548 procedure TPlayer.Run(Direction: TDirection);
4549 var
4550 a, b: Integer;
4551 begin
4552 if MAX_RUNVEL > 8 then
4553 FlySmoke();
4555 // Áåæèì:
4556 if Direction = D_LEFT then
4557 begin
4558 if FObj.Vel.X > -MAX_RUNVEL then
4559 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4560 end
4561 else
4562 if FObj.Vel.X < MAX_RUNVEL then
4563 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4565 // Âîçìîæíî, ïèíàåì êóñêè:
4566 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4567 begin
4568 b := Abs(FObj.Vel.X);
4569 if b > 1 then b := b * (Random(8 div b) + 1);
4570 for a := 0 to High(gGibs) do
4571 begin
4572 if gGibs[a].alive and
4573 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4574 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4575 begin
4576 // Ïèíàåì êóñêè
4577 if FObj.Vel.X < 0 then
4578 begin
4579 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4580 end
4581 else
4582 begin
4583 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4584 end;
4585 gGibs[a].positionChanged(); // this updates spatial accelerators
4586 end;
4587 end;
4588 end;
4590 SetAction(A_WALK);
4591 end;
4593 procedure TPlayer.SeeDown();
4594 begin
4595 SetAction(A_SEEDOWN);
4597 if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4599 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4600 end;
4602 procedure TPlayer.SeeUp();
4603 begin
4604 SetAction(A_SEEUP);
4606 if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4608 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4609 end;
4611 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4612 var
4613 Prior: Byte;
4614 begin
4615 case Action of
4616 A_WALK: Prior := 3;
4617 A_DIE1: Prior := 5;
4618 A_DIE2: Prior := 5;
4619 A_ATTACK: Prior := 2;
4620 A_SEEUP: Prior := 1;
4621 A_SEEDOWN: Prior := 1;
4622 A_ATTACKUP: Prior := 2;
4623 A_ATTACKDOWN: Prior := 2;
4624 A_PAIN: Prior := 4;
4625 else Prior := 0;
4626 end;
4628 if (Prior > FActionPrior) or Force then
4629 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4630 begin
4631 FActionPrior := Prior;
4632 FActionAnim := Action;
4633 FActionForce := Force;
4634 FActionChanged := True;
4635 end;
4637 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4638 end;
4640 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4641 begin
4642 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4643 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4644 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4645 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4646 end;
4648 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4649 var
4650 Anim: TAnimation;
4651 ID: DWORD;
4652 begin
4653 Result := False;
4655 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4656 begin
4657 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4658 if g_Game_IsServer and g_Game_IsNet then
4659 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4660 Exit;
4661 end;
4663 FJustTeleported := True;
4665 Anim := nil;
4666 if not silent then
4667 begin
4668 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4669 begin
4670 Anim := TAnimation.Create(ID, False, 3);
4671 end;
4673 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4674 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4675 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4676 if g_Game_IsServer and g_Game_IsNet then
4677 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4678 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4679 NET_GFX_TELE);
4680 end;
4682 FObj.X := X-PLAYER_RECT.X;
4683 FObj.Y := Y-PLAYER_RECT.Y;
4684 if FAlive and FGhost then
4685 begin
4686 FXTo := FObj.X;
4687 FYTo := FObj.Y;
4688 end;
4690 if not g_Game_IsNet then
4691 begin
4692 if dir = 1 then
4693 begin
4694 SetDirection(D_LEFT);
4695 FAngle := 180;
4696 end
4697 else
4698 if dir = 2 then
4699 begin
4700 SetDirection(D_RIGHT);
4701 FAngle := 0;
4702 end
4703 else
4704 if dir = 3 then
4705 begin // îáðàòíîå
4706 if FDirection = D_RIGHT then
4707 begin
4708 SetDirection(D_LEFT);
4709 FAngle := 180;
4710 end
4711 else
4712 begin
4713 SetDirection(D_RIGHT);
4714 FAngle := 0;
4715 end;
4716 end;
4717 end;
4719 if not silent and (Anim <> nil) then
4720 begin
4721 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4722 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4723 Anim.Free();
4725 if g_Game_IsServer and g_Game_IsNet then
4726 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4727 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4728 NET_GFX_TELE);
4729 end;
4731 Result := True;
4732 end;
4734 function nonz(a: Single): Single;
4735 begin
4736 if a <> 0 then
4737 Result := a
4738 else
4739 Result := 1;
4740 end;
4742 procedure TPlayer.Update();
4743 var
4744 b: Byte;
4745 i, ii, wx, wy, xd, yd, k: Integer;
4746 blockmon, headwater, dospawn: Boolean;
4747 NetServer: Boolean;
4748 AnyServer: Boolean;
4749 SetSpect: Boolean;
4750 begin
4751 NetServer := g_Game_IsNet and g_Game_IsServer;
4752 AnyServer := g_Game_IsServer;
4754 if g_Game_IsClient and (NetInterpLevel > 0) then
4755 DoLerp(NetInterpLevel + 1)
4756 else
4757 if FGhost then
4758 DoLerp(4);
4760 if NetServer then
4761 if FClientID >= 0 then
4762 begin
4763 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4764 if NetClients[FClientID].Peer^.packetsSent > 0 then
4765 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4766 else
4767 FLoss := 0;
4768 end else
4769 begin
4770 FPing := 0;
4771 FLoss := 0;
4772 end;
4774 if FAlive and (gFly or FJetpack) then
4775 FlySmoke();
4777 if FDirection = D_LEFT then
4778 FAngle := 180
4779 else
4780 FAngle := 0;
4782 if FAlive and (not FGhost) then
4783 begin
4784 if FKeys[KEY_UP].Pressed then
4785 SeeUp();
4786 if FKeys[KEY_DOWN].Pressed then
4787 SeeDown();
4788 end;
4790 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4791 (FIncCam <> 0) then
4792 begin
4793 i := g_basic.Sign(FIncCam);
4794 FIncCam := Abs(FIncCam);
4795 DecMin(FIncCam, 5, 0);
4796 FIncCam := FIncCam*i;
4797 end;
4799 // no need to do that each second frame, weapon queue will take care of it
4800 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4801 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4803 if gTime mod (GAME_TICK*2) <> 0 then
4804 begin
4805 if (FObj.Vel.X = 0) and FAlive then
4806 begin
4807 if FKeys[KEY_LEFT].Pressed then
4808 Run(D_LEFT);
4809 if FKeys[KEY_RIGHT].Pressed then
4810 Run(D_RIGHT);
4811 end;
4813 if FPhysics then
4814 begin
4815 g_Obj_Move(@FObj, True, True, True);
4816 positionChanged(); // this updates spatial accelerators
4817 end;
4819 Exit;
4820 end;
4822 FActionChanged := False;
4824 if FAlive then
4825 begin
4826 // Let alive player do some actions
4827 if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
4828 if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
4829 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4830 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4831 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4832 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4833 if FKeys[KEY_JUMP].Pressed then Jump()
4834 else
4835 begin
4836 if AnyServer and FJetpack then
4837 begin
4838 FJetpack := False;
4839 JetpackOff;
4840 if NetServer then MH_SEND_PlayerStats(FUID);
4841 end;
4842 FCanJetpack := True;
4843 end;
4844 end
4845 else // Dead
4846 begin
4847 dospawn := False;
4848 if not FGhost then
4849 for k := Low(FKeys) to KEY_CHAT-1 do
4850 begin
4851 if FKeys[k].Pressed then
4852 begin
4853 dospawn := True;
4854 break;
4855 end;
4856 end;
4857 if dospawn then
4858 begin
4859 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4860 Respawn(False)
4861 else // Single
4862 if (FTime[T_RESPAWN] <= gTime) and
4863 gGameOn and (not FAlive) then
4864 begin
4865 if (g_Player_GetCount() > 1) then
4866 Respawn(False)
4867 else
4868 begin
4869 gExit := EXIT_RESTART;
4870 Exit;
4871 end;
4872 end;
4873 end;
4874 // Dead spectator actions
4875 if FGhost then
4876 begin
4877 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4878 if FKeys[KEY_FIRE].Pressed and AnyServer then
4879 begin
4880 if FSpectator then
4881 begin
4882 if (FSpectatePlayer >= High(gPlayers)) then
4883 FSpectatePlayer := -1
4884 else
4885 begin
4886 SetSpect := False;
4887 for I := FSpectatePlayer + 1 to High(gPlayers) do
4888 if gPlayers[I] <> nil then
4889 if gPlayers[I].alive then
4890 if gPlayers[I].UID <> FUID then
4891 begin
4892 FSpectatePlayer := I;
4893 SetSpect := True;
4894 break;
4895 end;
4897 if not SetSpect then FSpectatePlayer := -1;
4898 end;
4900 ReleaseKeys;
4901 end;
4902 end;
4903 end;
4904 end;
4905 // No clipping
4906 if FGhost then
4907 begin
4908 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4909 begin
4910 FYTo := FObj.Y - 32;
4911 FSpectatePlayer := -1;
4912 end;
4913 if FKeys[KEY_DOWN].Pressed then
4914 begin
4915 FYTo := FObj.Y + 32;
4916 FSpectatePlayer := -1;
4917 end;
4918 if FKeys[KEY_LEFT].Pressed then
4919 begin
4920 FXTo := FObj.X - 32;
4921 FSpectatePlayer := -1;
4922 end;
4923 if FKeys[KEY_RIGHT].Pressed then
4924 begin
4925 FXTo := FObj.X + 32;
4926 FSpectatePlayer := -1;
4927 end;
4929 if (FXTo < -64) then
4930 FXTo := -64
4931 else if (FXTo > gMapInfo.Width + 32) then
4932 FXTo := gMapInfo.Width + 32;
4933 if (FYTo < -72) then
4934 FYTo := -72
4935 else if (FYTo > gMapInfo.Height + 32) then
4936 FYTo := gMapInfo.Height + 32;
4937 end;
4939 if FPhysics then
4940 begin
4941 g_Obj_Move(@FObj, True, True, True);
4942 positionChanged(); // this updates spatial accelerators
4943 end
4944 else
4945 begin
4946 FObj.Vel.X := 0;
4947 FObj.Vel.Y := 0;
4948 if FSpectator then
4949 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4950 if gPlayers[FSpectatePlayer] <> nil then
4951 if gPlayers[FSpectatePlayer].alive then
4952 begin
4953 FXTo := gPlayers[FSpectatePlayer].GameX;
4954 FYTo := gPlayers[FSpectatePlayer].GameY;
4955 end;
4956 end;
4958 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4959 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4960 PANEL_BLOCKMON, True);
4961 headwater := HeadInLiquid(0, 0);
4963 // Ñîïðîòèâëåíèå âîçäóõà:
4964 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4965 if FObj.Vel.X <> 0 then
4966 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4968 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4969 DecMin(FPain, 5, 0);
4970 DecMin(FPickup, 1, 0);
4972 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
4973 begin
4974 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4975 FMegaRulez[MR_SUIT] := 0;
4976 FMegaRulez[MR_INVUL] := 0;
4977 FMegaRulez[MR_INVIS] := 0;
4978 Kill(K_FALLKILL, 0, HIT_FALL);
4979 end;
4981 i := 9;
4983 if FAlive then
4984 begin
4985 if FCurrWeap = WEAPON_SAW then
4986 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4987 FSawSoundSelect.IsPlaying()) then
4988 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4990 if FJetpack then
4991 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4992 (not FJetSoundOff.IsPlaying()) then
4993 begin
4994 FJetSoundFly.SetPosition(0);
4995 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4996 end;
4998 for b := WP_FIRST to WP_LAST do
4999 if FReloading[b] > 0 then
5000 if FNoReload then
5001 FReloading[b] := 0
5002 else
5003 Dec(FReloading[b]);
5005 if FShellTimer > -1 then
5006 if FShellTimer = 0 then
5007 begin
5008 if FShellType = SHELL_SHELL then
5009 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5010 GameVelX, GameVelY-2, SHELL_SHELL)
5011 else if FShellType = SHELL_DBLSHELL then
5012 begin
5013 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5014 GameVelX+1, GameVelY-2, SHELL_SHELL);
5015 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5016 GameVelX-1, GameVelY-2, SHELL_SHELL);
5017 end;
5018 FShellTimer := -1;
5019 end else Dec(FShellTimer);
5021 if (FBFGFireCounter > -1) then
5022 if FBFGFireCounter = 0 then
5023 begin
5024 if AnyServer then
5025 begin
5026 wx := FObj.X+WEAPONPOINT[FDirection].X;
5027 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5028 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
5029 yd := wy+firediry();
5030 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5031 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5032 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5033 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5034 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5035 end;
5037 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5038 FBFGFireCounter := -1;
5039 end else
5040 if FNoReload then
5041 FBFGFireCounter := 0
5042 else
5043 Dec(FBFGFireCounter);
5045 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5046 begin
5047 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5049 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5050 end;
5052 if (headwater or blockmon) then
5053 begin
5054 Dec(FAir);
5056 if FAir < -9 then
5057 begin
5058 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5059 FAir := 0;
5060 end
5061 else if (FAir mod 31 = 0) and not blockmon then
5062 begin
5063 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5064 if Random(2) = 0 then
5065 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5066 else
5067 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5068 end;
5069 end else if FAir < AIR_DEF then
5070 FAir := AIR_DEF;
5072 if FFireTime > 0 then
5073 begin
5074 if BodyInLiquid(0, 0) then
5075 begin
5076 FFireTime := 0;
5077 FFirePainTime := 0;
5078 end
5079 else if FMegaRulez[MR_SUIT] >= gTime then
5080 begin
5081 if FMegaRulez[MR_SUIT] = gTime then
5082 FFireTime := 1;
5083 FFirePainTime := 0;
5084 end
5085 else
5086 begin
5087 OnFireFlame(1);
5088 if FFirePainTime <= 0 then
5089 begin
5090 if g_Game_IsServer then
5091 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5092 FFirePainTime := 18;
5093 end;
5094 FFirePainTime := FFirePainTime - 1;
5095 FFireTime := FFireTime - 1;
5096 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5097 MH_SEND_PlayerStats(FUID);
5098 end;
5099 end;
5101 if FDamageBuffer > 0 then
5102 begin
5103 if FDamageBuffer >= 9 then
5104 begin
5105 SetAction(A_PAIN);
5107 if FDamageBuffer < 30 then i := 9
5108 else if FDamageBuffer < 100 then i := 18
5109 else i := 27;
5110 end;
5112 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5113 FArmor := FArmor-(FDamageBuffer-ii);
5114 FHealth := FHealth-ii;
5115 if FArmor < 0 then
5116 begin
5117 FHealth := FHealth+FArmor;
5118 FArmor := 0;
5119 end;
5121 if AnyServer then
5122 if FHealth <= 0 then
5123 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5124 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5125 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5127 if FAlive then
5128 begin
5129 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5130 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5131 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5132 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5133 end;
5135 FDamageBuffer := 0;
5136 end;
5138 {CollideItem();}
5139 end; // if FAlive then ...
5141 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5142 begin
5143 FModel.ChangeAnimation(FActionAnim, FActionForce);
5144 FModel.GetCurrentAnimation.MinLength := i;
5145 FModel.GetCurrentAnimationMask.MinLength := i;
5146 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5148 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5149 then SetAction(A_STAND, True);
5151 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5153 for b := Low(FKeys) to High(FKeys) do
5154 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5155 end;
5158 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5159 begin
5160 x := FObj.X+PLAYER_RECT.X;
5161 y := FObj.Y+PLAYER_RECT.Y;
5162 w := PLAYER_RECT.Width;
5163 h := PLAYER_RECT.Height;
5164 end;
5167 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5168 begin
5169 if (dx <> 0) or (dy <> 0) then
5170 begin
5171 FObj.X += dx;
5172 FObj.Y += dy;
5173 positionChanged();
5174 end;
5175 end;
5178 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5179 begin
5180 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5181 FObj.Y+PLAYER_RECT.Y,
5182 PLAYER_RECT.Width,
5183 PLAYER_RECT.Height,
5184 X, Y,
5185 Width, Height);
5186 end;
5188 function TPlayer.Collide(Panel: TPanel): Boolean;
5189 begin
5190 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5191 FObj.Y+PLAYER_RECT.Y,
5192 PLAYER_RECT.Width,
5193 PLAYER_RECT.Height,
5194 Panel.X, Panel.Y,
5195 Panel.Width, Panel.Height);
5196 end;
5198 function TPlayer.Collide(X, Y: Integer): Boolean;
5199 begin
5200 X := X-FObj.X-PLAYER_RECT.X;
5201 Y := Y-FObj.Y-PLAYER_RECT.Y;
5202 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5203 (y >= 0) and (y <= PLAYER_RECT.Height);
5204 end;
5206 function g_Player_ValidName(Name: string): Boolean;
5207 var
5208 a: Integer;
5209 begin
5210 Result := True;
5212 if gPlayers = nil then Exit;
5214 for a := 0 to High(gPlayers) do
5215 if gPlayers[a] <> nil then
5216 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5217 begin
5218 Result := False;
5219 Exit;
5220 end;
5221 end;
5223 procedure TPlayer.SetDirection(Direction: TDirection);
5224 var
5225 d: TDirection;
5226 begin
5227 d := FModel.Direction;
5229 FModel.Direction := Direction;
5230 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5232 FDirection := Direction;
5233 end;
5235 function TPlayer.GetKeys(): Byte;
5236 begin
5237 Result := 0;
5239 if R_KEY_RED in FRulez then Result := KEY_RED;
5240 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5241 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5243 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5244 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5245 end;
5247 procedure TPlayer.Use();
5248 var
5249 a: Integer;
5250 begin
5251 if FTime[T_USE] > gTime then Exit;
5253 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5254 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5256 for a := 0 to High(gPlayers) do
5257 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5258 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5259 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5260 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5261 begin
5262 gPlayers[a].Touch();
5263 if g_Game_IsNet and g_Game_IsServer then
5264 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5265 end;
5267 FTime[T_USE] := gTime+120;
5268 end;
5270 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5271 var
5272 locObj: TObj;
5273 F: Boolean;
5274 WX, WY, XD, YD: Integer;
5275 begin
5276 F := False;
5277 WX := X;
5278 WY := Y;
5279 XD := AX;
5280 YD := AY;
5282 case FCurrWeap of
5283 WEAPON_KASTET:
5284 begin
5285 if R_BERSERK in FRulez then
5286 begin
5287 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5288 locobj.X := FObj.X+FObj.Rect.X;
5289 locobj.Y := FObj.Y+FObj.Rect.Y;
5290 locobj.rect.X := 0;
5291 locobj.rect.Y := 0;
5292 locobj.rect.Width := 39;
5293 locobj.rect.Height := 52;
5294 locobj.Vel.X := (xd-wx) div 2;
5295 locobj.Vel.Y := (yd-wy) div 2;
5296 locobj.Accel.X := xd-wx;
5297 locobj.Accel.y := yd-wy;
5299 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5300 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5301 else
5302 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5304 if gFlash = 1 then
5305 if FPain < 50 then
5306 FPain := min(FPain + 25, 50);
5307 end else
5308 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5309 end;
5311 WEAPON_SAW:
5312 begin
5313 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5314 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5315 begin
5316 FSawSoundSelect.Stop();
5317 FSawSound.Stop();
5318 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5319 end
5320 else if not FSawSoundHit.IsPlaying() then
5321 begin
5322 FSawSoundSelect.Stop();
5323 FSawSound.PlayAt(FObj.X, FObj.Y);
5324 end;
5325 f := True;
5326 end;
5328 WEAPON_PISTOL:
5329 begin
5330 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5331 FFireAngle := FAngle;
5332 f := True;
5333 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5334 GameVelX, GameVelY-2, SHELL_BULLET);
5335 end;
5337 WEAPON_SHOTGUN1:
5338 begin
5339 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5340 FFireAngle := FAngle;
5341 f := True;
5342 FShellTimer := 10;
5343 FShellType := SHELL_SHELL;
5344 end;
5346 WEAPON_SHOTGUN2:
5347 begin
5348 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5349 FFireAngle := FAngle;
5350 f := True;
5351 FShellTimer := 13;
5352 FShellType := SHELL_DBLSHELL;
5353 end;
5355 WEAPON_CHAINGUN:
5356 begin
5357 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5358 FFireAngle := FAngle;
5359 f := True;
5360 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5361 GameVelX, GameVelY-2, SHELL_BULLET);
5362 end;
5364 WEAPON_ROCKETLAUNCHER:
5365 begin
5366 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5367 FFireAngle := FAngle;
5368 f := True;
5369 end;
5371 WEAPON_PLASMA:
5372 begin
5373 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5374 FFireAngle := FAngle;
5375 f := True;
5376 end;
5378 WEAPON_BFG:
5379 begin
5380 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5381 FFireAngle := FAngle;
5382 f := True;
5383 end;
5385 WEAPON_SUPERPULEMET:
5386 begin
5387 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5388 FFireAngle := FAngle;
5389 f := True;
5390 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5391 GameVelX, GameVelY-2, SHELL_SHELL);
5392 end;
5394 WEAPON_FLAMETHROWER:
5395 begin
5396 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5397 FFireAngle := FAngle;
5398 f := True;
5399 end;
5400 end;
5402 if not f then Exit;
5404 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5405 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5406 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5407 end;
5409 procedure TPlayer.DoLerp(Level: Integer = 2);
5410 begin
5411 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5412 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5413 end;
5415 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5416 var
5417 AX, AY: Integer;
5418 begin
5419 if NetInterpLevel < 1 then
5420 begin
5421 FObj.X := XTo;
5422 FObj.Y := YTo;
5423 end
5424 else
5425 begin
5426 FXTo := XTo;
5427 FYTo := YTo;
5429 AX := Abs(FXTo - FObj.X);
5430 AY := Abs(FYTo - FObj.Y);
5431 if (AX > 32) or (AX <= NetInterpLevel) then
5432 FObj.X := FXTo;
5433 if (AY > 32) or (AY <= NetInterpLevel) then
5434 FObj.Y := FYTo;
5435 end;
5436 end;
5438 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5439 begin
5440 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5441 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5442 PANEL_LIFTUP, False) then Result := -1
5443 else
5444 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5445 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5446 PANEL_LIFTDOWN, False) then Result := 1
5447 else Result := 0;
5448 end;
5450 function TPlayer.GetFlag(Flag: Byte): Boolean;
5451 var
5452 s, ts: String;
5453 evtype: Byte;
5454 begin
5455 Result := False;
5457 if Flag = FLAG_NONE then
5458 Exit;
5460 if not g_Game_IsServer then Exit;
5462 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5463 if (Flag = FTeam) and
5464 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5465 (FFlag <> FLAG_NONE) then
5466 begin
5467 if FFlag = FLAG_RED then
5468 s := _lc[I_PLAYER_FLAG_RED]
5469 else
5470 s := _lc[I_PLAYER_FLAG_BLUE];
5472 evtype := FLAG_STATE_SCORED;
5474 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5475 Insert('.', ts, Length(ts) + 1 - 3);
5476 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5478 g_Map_ResetFlag(FFlag);
5479 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5481 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5483 Result := True;
5484 if g_Game_IsNet then
5485 begin
5486 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5487 MH_SEND_GameStats;
5488 end;
5490 gFlags[FFlag].CaptureTime := 0;
5491 SetFlag(FLAG_NONE);
5492 Exit;
5493 end;
5495 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5496 if (Flag = FTeam) and
5497 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5498 begin
5499 if Flag = FLAG_RED then
5500 s := _lc[I_PLAYER_FLAG_RED]
5501 else
5502 s := _lc[I_PLAYER_FLAG_BLUE];
5504 evtype := FLAG_STATE_RETURNED;
5505 gFlags[Flag].CaptureTime := 0;
5507 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5509 g_Map_ResetFlag(Flag);
5510 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5512 Result := True;
5513 if g_Game_IsNet then
5514 begin
5515 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5516 MH_SEND_GameStats;
5517 end;
5518 Exit;
5519 end;
5521 // Ïîäîáðàë ÷óæîé ôëàã:
5522 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5523 begin
5524 SetFlag(Flag);
5526 if Flag = FLAG_RED then
5527 s := _lc[I_PLAYER_FLAG_RED]
5528 else
5529 s := _lc[I_PLAYER_FLAG_BLUE];
5531 evtype := FLAG_STATE_CAPTURED;
5533 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5535 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5537 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5539 Result := True;
5540 if g_Game_IsNet then
5541 begin
5542 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5543 MH_SEND_GameStats;
5544 end;
5545 end;
5546 end;
5548 procedure TPlayer.SetFlag(Flag: Byte);
5549 begin
5550 FFlag := Flag;
5551 if FModel <> nil then
5552 FModel.SetFlag(FFlag);
5553 end;
5555 function TPlayer.DropFlag(): Boolean;
5556 var
5557 s: String;
5558 begin
5559 Result := False;
5560 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5561 Exit;
5562 FTime[T_FLAGCAP] := gTime + 2000;
5563 with gFlags[FFlag] do
5564 begin
5565 Obj.X := FObj.X;
5566 Obj.Y := FObj.Y;
5567 Direction := FDirection;
5568 State := FLAG_STATE_DROPPED;
5569 Count := FLAG_TIME;
5570 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5571 (FObj.Vel.Y div 2)-2+Random(5));
5572 positionChanged(); // this updates spatial accelerators
5574 if FFlag = FLAG_RED then
5575 s := _lc[I_PLAYER_FLAG_RED]
5576 else
5577 s := _lc[I_PLAYER_FLAG_BLUE];
5579 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5580 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5582 if g_Game_IsNet then
5583 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5584 end;
5585 SetFlag(FLAG_NONE);
5586 Result := True;
5587 end;
5589 procedure TPlayer.GetSecret();
5590 begin
5591 Inc(FSecrets);
5592 end;
5594 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5595 begin
5596 Assert(Key <= High(FKeys));
5598 FKeys[Key].Pressed := True;
5599 FKeys[Key].Time := Time;
5600 end;
5602 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5603 begin
5604 Result := FKeys[K].Pressed;
5605 end;
5607 procedure TPlayer.ReleaseKeys();
5608 var
5609 a: Integer;
5610 begin
5611 for a := Low(FKeys) to High(FKeys) do
5612 begin
5613 FKeys[a].Pressed := False;
5614 FKeys[a].Time := 0;
5615 end;
5616 end;
5618 procedure TPlayer.OnDamage(Angle: SmallInt);
5619 begin
5620 end;
5622 function TPlayer.firediry(): Integer;
5623 begin
5624 if FKeys[KEY_UP].Pressed then Result := -42
5625 else if FKeys[KEY_DOWN].Pressed then Result := 19
5626 else Result := 0;
5627 end;
5629 procedure TPlayer.RememberState();
5630 var
5631 i: Integer;
5632 begin
5633 FSavedState.Health := FHealth;
5634 FSavedState.Armor := FArmor;
5635 FSavedState.Air := FAir;
5636 FSavedState.JetFuel := FJetFuel;
5637 FSavedState.CurrWeap := FCurrWeap;
5638 FSavedState.NextWeap := FNextWeap;
5639 FSavedState.NextWeapDelay := FNextWeapDelay;
5641 for i := 0 to 3 do
5642 FSavedState.Ammo[i] := FAmmo[i];
5643 for i := 0 to 3 do
5644 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5646 FSavedState.Rulez := FRulez;
5647 FSavedState.WaitRecall := True;
5648 end;
5650 procedure TPlayer.RecallState();
5651 var
5652 i: Integer;
5653 begin
5654 if not FSavedState.WaitRecall then Exit;
5656 FHealth := FSavedState.Health;
5657 FArmor := FSavedState.Armor;
5658 FAir := FSavedState.Air;
5659 FJetFuel := FSavedState.JetFuel;
5660 FCurrWeap := FSavedState.CurrWeap;
5661 FNextWeap := FSavedState.NextWeap;
5662 FNextWeapDelay := FSavedState.NextWeapDelay;
5664 for i := 0 to 3 do
5665 FAmmo[i] := FSavedState.Ammo[i];
5666 for i := 0 to 3 do
5667 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5669 FRulez := FSavedState.Rulez;
5670 FSavedState.WaitRecall := False;
5672 if gGameSettings.GameType = GT_SERVER then
5673 MH_SEND_PlayerStats(FUID);
5674 end;
5676 procedure TPlayer.SaveState(var Mem: TBinMemoryWriter);
5677 var
5678 i: Integer;
5679 sig: DWORD;
5680 str: String;
5681 b: Byte;
5682 begin
5683 if FIamBot then
5684 i := 512
5685 else
5686 i := 256;
5688 Mem := TBinMemoryWriter.Create(i);
5690 // Ñèãíàòóðà èãðîêà:
5691 sig := PLAYER_SIGNATURE; // 'PLYR'
5692 Mem.WriteDWORD(sig);
5693 // Áîò èëè ÷åëîâåê:
5694 Mem.WriteBoolean(FIamBot);
5695 // UID èãðîêà:
5696 Mem.WriteWord(FUID);
5697 // Èìÿ èãðîêà:
5698 Mem.WriteString(FName, 32);
5699 // Êîìàíäà:
5700 Mem.WriteByte(FTeam);
5701 // Æèâ ëè:
5702 Mem.WriteBoolean(FAlive);
5703 // Èçðàñõîäîâàë ëè âñå æèçíè:
5704 Mem.WriteBoolean(FNoRespawn);
5705 // Íàïðàâëåíèå:
5706 if FDirection = D_LEFT then
5707 b := 1
5708 else // D_RIGHT
5709 b := 2;
5710 Mem.WriteByte(b);
5711 // Çäîðîâüå:
5712 Mem.WriteInt(FHealth);
5713 // Æèçíè:
5714 Mem.WriteByte(FLives);
5715 // Áðîíÿ:
5716 Mem.WriteInt(FArmor);
5717 // Çàïàñ âîçäóõà:
5718 Mem.WriteInt(FAir);
5719 // Çàïàñ ãîðþ÷åãî:
5720 Mem.WriteInt(FJetFuel);
5721 // Áîëü:
5722 Mem.WriteInt(FPain);
5723 // Óáèë:
5724 Mem.WriteInt(FKills);
5725 // Óáèë ìîíñòðîâ:
5726 Mem.WriteInt(FMonsterKills);
5727 // Ôðàãîâ:
5728 Mem.WriteInt(FFrags);
5729 // Ôðàãîâ ïîäðÿä:
5730 Mem.WriteByte(FFragCombo);
5731 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5732 Mem.WriteDWORD(FLastFrag);
5733 // Ñìåðòåé:
5734 Mem.WriteInt(FDeath);
5735 // Êàêîé ôëàã íåñåò:
5736 Mem.WriteByte(FFlag);
5737 // Íàøåë ñåêðåòîâ:
5738 Mem.WriteInt(FSecrets);
5739 // Òåêóùåå îðóæèå:
5740 Mem.WriteByte(FCurrWeap);
5741 // Æåëàåìîå îðóæèå:
5742 Mem.WriteWord(FNextWeap);
5743 // ...è ïàóçà
5744 Mem.WriteByte(FNextWeapDelay);
5745 // Âðåìÿ çàðÿäêè BFG:
5746 Mem.WriteSmallInt(FBFGFireCounter);
5747 // Áóôåð óðîíà:
5748 Mem.WriteInt(FDamageBuffer);
5749 // Ïîñëåäíèé óäàðèâøèé:
5750 Mem.WriteWord(FLastSpawnerUID);
5751 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5752 Mem.WriteByte(FLastHit);
5753 // Îáúåêò èãðîêà:
5754 Obj_SaveState(@FObj, Mem);
5755 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5756 for i := A_BULLETS to A_HIGH do
5757 Mem.WriteWord(FAmmo[i]);
5758 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5759 for i := A_BULLETS to A_HIGH do
5760 Mem.WriteWord(FMaxAmmo[i]);
5761 // Íàëè÷èå îðóæèÿ:
5762 for i := WP_FIRST to WP_LAST do
5763 Mem.WriteBoolean(FWeapon[i]);
5764 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5765 for i := WP_FIRST to WP_LAST do
5766 Mem.WriteWord(FReloading[i]);
5767 // Íàëè÷èå ðþêçàêà:
5768 if R_ITEM_BACKPACK in FRulez then
5769 b := 1
5770 else
5771 b := 0;
5772 Mem.WriteByte(b);
5773 // Íàëè÷èå êðàñíîãî êëþ÷à:
5774 if R_KEY_RED in FRulez then
5775 b := 1
5776 else
5777 b := 0;
5778 Mem.WriteByte(b);
5779 // Íàëè÷èå çåëåíîãî êëþ÷à:
5780 if R_KEY_GREEN in FRulez then
5781 b := 1
5782 else
5783 b := 0;
5784 Mem.WriteByte(b);
5785 // Íàëè÷èå ñèíåãî êëþ÷à:
5786 if R_KEY_BLUE in FRulez then
5787 b := 1
5788 else
5789 b := 0;
5790 Mem.WriteByte(b);
5791 // Íàëè÷èå áåðñåðêà:
5792 if R_BERSERK in FRulez then
5793 b := 1
5794 else
5795 b := 0;
5796 Mem.WriteByte(b);
5797 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5798 for i := MR_SUIT to MR_MAX do
5799 Mem.WriteDWORD(FMegaRulez[i]);
5800 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5801 for i := T_RESPAWN to T_FLAGCAP do
5802 Mem.WriteDWORD(FTime[i]);
5803 // Íàçâàíèå ìîäåëè:
5804 str := FModel.Name;
5805 Mem.WriteString(str);
5806 // Öâåò ìîäåëè:
5807 b := FColor.R;
5808 Mem.WriteByte(b);
5809 b := FColor.G;
5810 Mem.WriteByte(b);
5811 b := FColor.B;
5812 Mem.WriteByte(b);
5813 end;
5815 procedure TPlayer.LoadState(var Mem: TBinMemoryReader);
5816 var
5817 i: Integer;
5818 sig: DWORD;
5819 str: String;
5820 b: Byte;
5821 begin
5822 if Mem = nil then
5823 Exit;
5825 // Ñèãíàòóðà èãðîêà:
5826 Mem.ReadDWORD(sig);
5827 if sig <> PLAYER_SIGNATURE then // 'PLYR'
5828 begin
5829 raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature');
5830 end;
5831 // Áîò èëè ÷åëîâåê:
5832 Mem.ReadBoolean(FIamBot);
5833 // UID èãðîêà:
5834 Mem.ReadWord(FUID);
5835 // Èìÿ èãðîêà:
5836 Mem.ReadString(str);
5837 if (Self <> gPlayer1) and (Self <> gPlayer2) then
5838 FName := str;
5839 // Êîìàíäà:
5840 Mem.ReadByte(FTeam);
5841 // Æèâ ëè:
5842 Mem.ReadBoolean(FAlive);
5843 // Èçðàñõîäîâàë ëè âñå æèçíè:
5844 Mem.ReadBoolean(FNoRespawn);
5845 // Íàïðàâëåíèå:
5846 Mem.ReadByte(b);
5847 if b = 1 then
5848 FDirection := D_LEFT
5849 else // b = 2
5850 FDirection := D_RIGHT;
5851 // Çäîðîâüå:
5852 Mem.ReadInt(FHealth);
5853 // Æèçíè:
5854 Mem.ReadByte(FLives);
5855 // Áðîíÿ:
5856 Mem.ReadInt(FArmor);
5857 // Çàïàñ âîçäóõà:
5858 Mem.ReadInt(FAir);
5859 // Çàïàñ ãîðþ÷åãî:
5860 Mem.ReadInt(FJetFuel);
5861 // Áîëü:
5862 Mem.ReadInt(FPain);
5863 // Óáèë:
5864 Mem.ReadInt(FKills);
5865 // Óáèë ìîíñòðîâ:
5866 Mem.ReadInt(FMonsterKills);
5867 // Ôðàãîâ:
5868 Mem.ReadInt(FFrags);
5869 // Ôðàãîâ ïîäðÿä:
5870 Mem.ReadByte(FFragCombo);
5871 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5872 Mem.ReadDWORD(FLastFrag);
5873 // Ñìåðòåé:
5874 Mem.ReadInt(FDeath);
5875 // Êàêîé ôëàã íåñåò:
5876 Mem.ReadByte(FFlag);
5877 // Íàøåë ñåêðåòîâ:
5878 Mem.ReadInt(FSecrets);
5879 // Òåêóùåå îðóæèå:
5880 Mem.ReadByte(FCurrWeap);
5881 // Æåëàåìîå îðóæèå:
5882 Mem.ReadWord(FNextWeap);
5883 // ...è ïàóçà
5884 Mem.ReadByte(FNextWeapDelay);
5885 // Âðåìÿ çàðÿäêè BFG:
5886 Mem.ReadSmallInt(FBFGFireCounter);
5887 // Áóôåð óðîíà:
5888 Mem.ReadInt(FDamageBuffer);
5889 // Ïîñëåäíèé óäàðèâøèé:
5890 Mem.ReadWord(FLastSpawnerUID);
5891 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5892 Mem.ReadByte(FLastHit);
5893 // Îáúåêò èãðîêà:
5894 Obj_LoadState(@FObj, Mem);
5895 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5896 for i := A_BULLETS to A_HIGH do
5897 Mem.ReadWord(FAmmo[i]);
5898 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5899 for i := A_BULLETS to A_HIGH do
5900 Mem.ReadWord(FMaxAmmo[i]);
5901 // Íàëè÷èå îðóæèÿ:
5902 for i := WP_FIRST to WP_LAST do
5903 Mem.ReadBoolean(FWeapon[i]);
5904 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5905 for i := WP_FIRST to WP_LAST do
5906 Mem.ReadWord(FReloading[i]);
5907 // Íàëè÷èå ðþêçàêà:
5908 Mem.ReadByte(b);
5909 if b = 1 then
5910 Include(FRulez, R_ITEM_BACKPACK);
5911 // Íàëè÷èå êðàñíîãî êëþ÷à:
5912 Mem.ReadByte(b);
5913 if b = 1 then
5914 Include(FRulez, R_KEY_RED);
5915 // Íàëè÷èå çåëåíîãî êëþ÷à:
5916 Mem.ReadByte(b);
5917 if b = 1 then
5918 Include(FRulez, R_KEY_GREEN);
5919 // Íàëè÷èå ñèíåãî êëþ÷à:
5920 Mem.ReadByte(b);
5921 if b = 1 then
5922 Include(FRulez, R_KEY_BLUE);
5923 // Íàëè÷èå áåðñåðêà:
5924 Mem.ReadByte(b);
5925 if b = 1 then
5926 Include(FRulez, R_BERSERK);
5927 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5928 for i := MR_SUIT to MR_MAX do
5929 Mem.ReadDWORD(FMegaRulez[i]);
5930 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5931 for i := T_RESPAWN to T_FLAGCAP do
5932 Mem.ReadDWORD(FTime[i]);
5933 // Íàçâàíèå ìîäåëè:
5934 Mem.ReadString(str);
5935 // Öâåò ìîäåëè:
5936 Mem.ReadByte(FColor.R);
5937 Mem.ReadByte(FColor.G);
5938 Mem.ReadByte(FColor.B);
5939 if Self = gPlayer1 then
5940 begin
5941 str := gPlayer1Settings.Model;
5942 FColor := gPlayer1Settings.Color;
5943 end;
5944 if Self = gPlayer2 then
5945 begin
5946 str := gPlayer2Settings.Model;
5947 FColor := gPlayer2Settings.Color;
5948 end;
5949 // Îáíîâëÿåì ìîäåëü èãðîêà:
5950 SetModel(str);
5951 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5952 FModel.Color := TEAMCOLOR[FTeam]
5953 else
5954 FModel.Color := FColor;
5955 end;
5957 procedure TPlayer.AllRulez(Health: Boolean);
5958 var
5959 a: Integer;
5960 begin
5961 if Health then
5962 begin
5963 FHealth := PLAYER_HP_LIMIT;
5964 FArmor := PLAYER_AP_LIMIT;
5965 Exit;
5966 end;
5968 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
5969 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
5970 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5971 end;
5973 procedure TPlayer.RestoreHealthArmor();
5974 begin
5975 FHealth := PLAYER_HP_LIMIT;
5976 FArmor := PLAYER_AP_LIMIT;
5977 end;
5979 procedure TPlayer.FragCombo();
5980 var
5981 Param: Integer;
5982 begin
5983 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5984 Exit;
5985 if gTime - FLastFrag < FRAG_COMBO_TIME then
5986 begin
5987 if FFragCombo < 5 then
5988 Inc(FFragCombo);
5989 Param := FUID or (FFragCombo shl 16);
5990 if (FComboEvnt >= Low(gDelayedEvents)) and
5991 (FComboEvnt <= High(gDelayedEvents)) and
5992 gDelayedEvents[FComboEvnt].Pending and
5993 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5994 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5995 begin
5996 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5997 gDelayedEvents[FComboEvnt].DENum := Param;
5998 end
5999 else
6000 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6001 end
6002 else
6003 FFragCombo := 1;
6005 FLastFrag := gTime;
6006 end;
6008 procedure TPlayer.GiveItem(ItemType: Byte);
6009 begin
6010 case ItemType of
6011 ITEM_SUIT:
6012 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6013 begin
6014 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6015 end;
6017 ITEM_OXYGEN:
6018 if FAir < AIR_MAX then
6019 begin
6020 FAir := AIR_MAX;
6021 end;
6023 ITEM_MEDKIT_BLACK:
6024 begin
6025 if not (R_BERSERK in FRulez) then
6026 begin
6027 Include(FRulez, R_BERSERK);
6028 if FBFGFireCounter < 1 then
6029 begin
6030 FCurrWeap := WEAPON_KASTET;
6031 resetWeaponQueue();
6032 FModel.SetWeapon(WEAPON_KASTET);
6033 end;
6034 if gFlash <> 0 then
6035 Inc(FPain, 100);
6036 FBerserk := gTime+30000;
6037 end;
6038 if FHealth < PLAYER_HP_SOFT then
6039 begin
6040 FHealth := PLAYER_HP_SOFT;
6041 FBerserk := gTime+30000;
6042 end;
6043 end;
6045 ITEM_INVUL:
6046 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6047 begin
6048 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6049 end;
6051 ITEM_INVIS:
6052 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6053 begin
6054 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6055 end;
6057 ITEM_JETPACK:
6058 if FJetFuel < JET_MAX then
6059 begin
6060 FJetFuel := JET_MAX;
6061 end;
6063 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6064 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6066 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6067 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6069 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6070 ITEM_SPHERE_WHITE:
6071 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6072 begin
6073 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6074 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6075 end;
6077 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6078 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6079 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6080 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6081 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6082 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6083 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6084 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6085 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6087 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6088 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6089 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6090 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6091 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6092 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6093 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6094 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6095 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6097 ITEM_AMMO_BACKPACK:
6098 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6099 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6100 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6101 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6102 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6103 begin
6104 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6105 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6106 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6107 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6108 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6110 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6111 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6112 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6113 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6115 FRulez := FRulez + [R_ITEM_BACKPACK];
6116 end;
6118 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6119 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6120 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6122 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6123 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6125 else
6126 Exit;
6127 end;
6128 if g_Game_IsNet and g_Game_IsServer then
6129 MH_SEND_PlayerStats(FUID);
6130 end;
6132 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6133 var
6134 id, i: DWORD;
6135 Anim: TAnimation;
6136 begin
6137 if (Random(5) = 1) and (Times = 1) then
6138 Exit;
6140 if BodyInLiquid(0, 0) then
6141 begin
6142 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6143 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6144 if Random(2) = 0 then
6145 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6146 else
6147 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6148 Exit;
6149 end;
6151 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6152 begin
6153 for i := 1 to Times do
6154 begin
6155 Anim := TAnimation.Create(id, False, 3);
6156 Anim.Alpha := 150;
6157 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6158 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6159 Anim.Free();
6160 end;
6161 end;
6162 end;
6164 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6165 var
6166 id, i: DWORD;
6167 Anim: TAnimation;
6168 begin
6169 if (Random(10) = 1) and (Times = 1) then
6170 Exit;
6172 if g_Frames_Get(id, 'FRAMES_FLAME') then
6173 begin
6174 for i := 1 to Times do
6175 begin
6176 Anim := TAnimation.Create(id, False, 3);
6177 Anim.Alpha := 0;
6178 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6179 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6180 Anim.Free();
6181 end;
6182 end;
6183 end;
6185 procedure TPlayer.PauseSounds(Enable: Boolean);
6186 begin
6187 FSawSound.Pause(Enable);
6188 FSawSoundIdle.Pause(Enable);
6189 FSawSoundHit.Pause(Enable);
6190 FSawSoundSelect.Pause(Enable);
6191 end;
6193 { T C o r p s e : }
6195 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6196 begin
6197 g_Obj_Init(@FObj);
6198 FObj.X := X;
6199 FObj.Y := Y;
6200 FObj.Rect := PLAYER_CORPSERECT;
6201 FModelName := ModelName;
6202 FMess := aMess;
6204 if FMess then
6205 begin
6206 FState := CORPSE_STATE_MESS;
6207 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6208 end
6209 else
6210 begin
6211 FState := CORPSE_STATE_NORMAL;
6212 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6213 end;
6214 end;
6216 destructor TCorpse.Destroy();
6217 begin
6218 FAnimation.Free();
6220 inherited;
6221 end;
6223 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6225 procedure TCorpse.positionChanged (); inline; begin end;
6227 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6228 begin
6229 if (dx <> 0) or (dy <> 0) then
6230 begin
6231 FObj.X += dx;
6232 FObj.Y += dy;
6233 positionChanged();
6234 end;
6235 end;
6238 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6239 begin
6240 x := FObj.X+PLAYER_CORPSERECT.X;
6241 y := FObj.Y+PLAYER_CORPSERECT.Y;
6242 w := PLAYER_CORPSERECT.Width;
6243 h := PLAYER_CORPSERECT.Height;
6244 end;
6247 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6248 var
6249 pm: TPlayerModel;
6250 begin
6251 if FState = CORPSE_STATE_REMOVEME then
6252 Exit;
6254 FDamage := FDamage + Value;
6256 if FDamage > 150 then
6257 begin
6258 if FAnimation <> nil then
6259 begin
6260 FAnimation.Free();
6261 FAnimation := nil;
6263 FState := CORPSE_STATE_REMOVEME;
6265 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6266 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6267 FModelName, FColor);
6268 // Çâóê ìÿñà îò òðóïà:
6269 pm := g_PlayerModel_Get(FModelName);
6270 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6271 pm.Free;
6272 end;
6273 end
6274 else
6275 begin
6276 FObj.Vel.X := FObj.Vel.X + vx;
6277 FObj.Vel.Y := FObj.Vel.Y + vy;
6278 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6279 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6280 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6281 150, 0, 0);
6282 end;
6283 end;
6285 procedure TCorpse.Draw();
6286 begin
6287 if FState = CORPSE_STATE_REMOVEME then
6288 Exit;
6290 if FAnimation <> nil then
6291 FAnimation.Draw(FObj.X, FObj.Y, M_NONE);
6293 if FAnimationMask <> nil then
6294 begin
6295 e_Colors := FColor;
6296 FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE);
6297 e_Colors.R := 255;
6298 e_Colors.G := 255;
6299 e_Colors.B := 255;
6300 end;
6301 end;
6303 procedure TCorpse.Update();
6304 var
6305 st: Word;
6306 begin
6307 if FState = CORPSE_STATE_REMOVEME then
6308 Exit;
6310 if gTime mod (GAME_TICK*2) <> 0 then
6311 begin
6312 g_Obj_Move(@FObj, True, True, True);
6313 positionChanged(); // this updates spatial accelerators
6314 Exit;
6315 end;
6317 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6318 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6320 st := g_Obj_Move(@FObj, True, True, True);
6321 positionChanged(); // this updates spatial accelerators
6323 if WordBool(st and MOVE_FALLOUT) then
6324 begin
6325 FState := CORPSE_STATE_REMOVEME;
6326 Exit;
6327 end;
6329 if FAnimation <> nil then
6330 FAnimation.Update();
6331 if FAnimationMask <> nil then
6332 FAnimationMask.Update();
6333 end;
6335 procedure TCorpse.SaveState(var Mem: TBinMemoryWriter);
6336 var
6337 sig: DWORD;
6338 anim: Boolean;
6339 begin
6340 if Mem = nil then
6341 Exit;
6343 // Ñèãíàòóðà òðóïà:
6344 sig := CORPSE_SIGNATURE; // 'CORP'
6345 Mem.WriteDWORD(sig);
6346 // Ñîñòîÿíèå:
6347 Mem.WriteByte(FState);
6348 // Íàêîïëåííûé óðîí:
6349 Mem.WriteByte(FDamage);
6350 // Öâåò:
6351 Mem.WriteByte(FColor.R);
6352 Mem.WriteByte(FColor.G);
6353 Mem.WriteByte(FColor.B);
6354 // Îáúåêò òðóïà:
6355 Obj_SaveState(@FObj, Mem);
6356 // Åñòü ëè àíèìàöèÿ:
6357 anim := FAnimation <> nil;
6358 Mem.WriteBoolean(anim);
6359 // Åñëè åñòü - ñîõðàíÿåì:
6360 if anim then
6361 FAnimation.SaveState(Mem);
6362 // Åñòü ëè ìàñêà àíèìàöèè:
6363 anim := FAnimationMask <> nil;
6364 Mem.WriteBoolean(anim);
6365 // Åñëè åñòü - ñîõðàíÿåì:
6366 if anim then
6367 FAnimationMask.SaveState(Mem);
6368 end;
6370 procedure TCorpse.LoadState(var Mem: TBinMemoryReader);
6371 var
6372 sig: DWORD;
6373 anim: Boolean;
6374 begin
6375 if Mem = nil then
6376 Exit;
6378 // Ñèãíàòóðà òðóïà:
6379 Mem.ReadDWORD(sig);
6380 if sig <> CORPSE_SIGNATURE then // 'CORP'
6381 begin
6382 raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature');
6383 end;
6384 // Ñîñòîÿíèå:
6385 Mem.ReadByte(FState);
6386 // Íàêîïëåííûé óðîí:
6387 Mem.ReadByte(FDamage);
6388 // Öâåò:
6389 Mem.ReadByte(FColor.R);
6390 Mem.ReadByte(FColor.G);
6391 Mem.ReadByte(FColor.B);
6392 // Îáúåêò òðóïà:
6393 Obj_LoadState(@FObj, Mem);
6394 // Åñòü ëè àíèìàöèÿ:
6395 Mem.ReadBoolean(anim);
6396 // Åñëè åñòü - çàãðóæàåì:
6397 if anim then
6398 begin
6399 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6400 FAnimation.LoadState(Mem);
6401 end;
6402 // Åñòü ëè ìàñêà àíèìàöèè:
6403 Mem.ReadBoolean(anim);
6404 // Åñëè åñòü - çàãðóæàåì:
6405 if anim then
6406 begin
6407 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6408 FAnimationMask.LoadState(Mem);
6409 end;
6410 end;
6412 { T B o t : }
6414 constructor TBot.Create();
6415 var
6416 a: Integer;
6417 begin
6418 inherited Create();
6420 FPhysics := True;
6421 FSpectator := False;
6422 FGhost := False;
6424 FIamBot := True;
6426 Inc(gNumBots);
6428 for a := WP_FIRST to WP_LAST do
6429 begin
6430 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6431 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6432 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6433 end;
6434 end;
6436 destructor TBot.Destroy();
6437 begin
6438 Dec(gNumBots);
6439 inherited Destroy();
6440 end;
6442 procedure TBot.Draw();
6443 begin
6444 inherited Draw();
6446 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6447 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6448 end;
6450 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6451 begin
6452 inherited Respawn(Silent, Force);
6454 FAIFlags := nil;
6455 FSelectedWeapon := FCurrWeap;
6456 resetWeaponQueue();
6457 FTargetUID := 0;
6458 end;
6460 procedure TBot.UpdateCombat();
6461 type
6462 TTarget = record
6463 UID: Word;
6464 X, Y: Integer;
6465 Rect: TRectWH;
6466 cX, cY: Integer;
6467 Dist: Word;
6468 Line: Boolean;
6469 Visible: Boolean;
6470 IsPlayer: Boolean;
6471 end;
6473 TTargetRecord = array of TTarget;
6475 function Compare(a, b: TTarget): Integer;
6476 begin
6477 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6478 Result := -1
6479 else
6480 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6481 Result := 1
6482 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6483 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6484 begin
6485 if a.Dist > b.Dist then // B áëèæå
6486 Result := 1
6487 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6488 Result := -1;
6489 end
6490 else // Ñòðàííî -> A
6491 Result := -1;
6492 end;
6494 var
6495 a, x1, y1, x2, y2: Integer;
6496 targets: TTargetRecord;
6497 ammo: Word;
6498 Target, BestTarget: TTarget;
6499 firew, fireh: Integer;
6500 angle: SmallInt;
6501 mon: TMonster;
6502 pla, tpla: TPlayer;
6503 vsPlayer, vsMonster, ok: Boolean;
6506 function monsUpdate (mon: TMonster): Boolean;
6507 begin
6508 result := false; // don't stop
6509 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6510 begin
6511 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6513 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6514 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6516 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6517 if g_TraceVector(x1, y1, x2, y2) then
6518 begin
6519 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6520 SetLength(targets, Length(targets)+1);
6521 with targets[High(targets)] do
6522 begin
6523 UID := mon.UID;
6524 X := mon.Obj.X;
6525 Y := mon.Obj.Y;
6526 cX := x2;
6527 cY := y2;
6528 Rect := mon.Obj.Rect;
6529 Dist := g_PatchLength(x1, y1, x2, y2);
6530 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6531 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6532 Visible := True;
6533 IsPlayer := False;
6534 end;
6535 end;
6536 end;
6537 end;
6539 begin
6540 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6541 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6543 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6544 if FCurrWeap <> FSelectedWeapon then
6545 NextWeapon();
6547 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6548 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6549 begin
6550 RemoveAIFlag('NEEDFIRE');
6552 case FCurrWeap of
6553 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6554 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6555 else PressKey(KEY_FIRE);
6556 end;
6557 end;
6559 // Êîîðäèíàòû ñòâîëà:
6560 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6561 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6563 Target.UID := FTargetUID;
6565 ok := False;
6566 if Target.UID <> 0 then
6567 begin // Öåëü åñòü - íàñòðàèâàåì
6568 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6569 vsPlayer then
6570 begin // Èãðîê
6571 tpla := g_Player_Get(Target.UID);
6572 if tpla <> nil then
6573 with tpla do
6574 begin
6575 if (@FObj) <> nil then
6576 begin
6577 Target.X := FObj.X;
6578 Target.Y := FObj.Y;
6579 end;
6580 end;
6582 Target.cX := Target.X + PLAYER_RECT_CX;
6583 Target.cY := Target.Y + PLAYER_RECT_CY;
6584 Target.Rect := PLAYER_RECT;
6585 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6586 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6587 (y1-4 > Target.Y+PLAYER_RECT.Y);
6588 Target.IsPlayer := True;
6589 ok := True;
6590 end
6591 else
6592 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6593 vsMonster then
6594 begin // Ìîíñòð
6595 mon := g_Monsters_ByUID(Target.UID);
6596 if mon <> nil then
6597 begin
6598 Target.X := mon.Obj.X;
6599 Target.Y := mon.Obj.Y;
6601 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6602 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6603 Target.Rect := mon.Obj.Rect;
6604 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6605 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6606 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6607 Target.IsPlayer := False;
6608 ok := True;
6609 end;
6610 end;
6611 end;
6613 if not ok then
6614 begin // Öåëè íåò - îáíóëÿåì
6615 Target.X := 0;
6616 Target.Y := 0;
6617 Target.cX := 0;
6618 Target.cY := 0;
6619 Target.Visible := False;
6620 Target.Line := False;
6621 Target.IsPlayer := False;
6622 end;
6624 targets := nil;
6626 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6627 if (not Target.Line) or (not Target.Visible) then
6628 begin
6629 // Èãðîêè:
6630 if vsPlayer then
6631 for a := 0 to High(gPlayers) do
6632 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6633 (gPlayers[a].FUID <> FUID) and
6634 (not SameTeam(FUID, gPlayers[a].FUID)) and
6635 (not gPlayers[a].NoTarget) and
6636 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6637 begin
6638 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6639 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6640 Continue;
6642 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6643 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6645 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6646 if g_TraceVector(x1, y1, x2, y2) then
6647 begin
6648 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6649 SetLength(targets, Length(targets)+1);
6650 with targets[High(targets)] do
6651 begin
6652 UID := gPlayers[a].FUID;
6653 X := gPlayers[a].FObj.X;
6654 Y := gPlayers[a].FObj.Y;
6655 cX := x2;
6656 cY := y2;
6657 Rect := PLAYER_RECT;
6658 Dist := g_PatchLength(x1, y1, x2, y2);
6659 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6660 (y1-4 > Target.Y+PLAYER_RECT.Y);
6661 Visible := True;
6662 IsPlayer := True;
6663 end;
6664 end;
6665 end;
6667 // Ìîíñòðû:
6668 if vsMonster then g_Mons_ForEach(monsUpdate);
6669 end;
6671 // Åñëè åñòü âîçìîæíûå öåëè:
6672 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6673 if targets <> nil then
6674 begin
6675 // Âûáèðàåì íàèëó÷øóþ öåëü:
6676 BestTarget := targets[0];
6677 if Length(targets) > 1 then
6678 for a := 1 to High(targets) do
6679 if Compare(BestTarget, targets[a]) = 1 then
6680 BestTarget := targets[a];
6682 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6683 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6684 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6685 begin
6686 Target := BestTarget;
6688 if (Healthy() = 3) or ((Healthy() = 2)) then
6689 begin // Åñëè çäîðîâû - äîãîíÿåì
6690 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6691 SetAIFlag('GORIGHT', '1');
6692 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6693 SetAIFlag('GOLEFT', '1');
6694 end
6695 else
6696 begin // Åñëè ïîáèòû - óáåãàåì
6697 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6698 SetAIFlag('GORIGHT', '1');
6699 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6700 SetAIFlag('GOLEFT', '1');
6701 end;
6703 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6704 SelectWeapon(Abs(x1-Target.cX));
6705 end;
6706 end;
6708 // Åñëè åñòü öåëü:
6709 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6710 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6711 if Target.UID <> 0 then
6712 begin
6713 if not TargetOnScreen(Target.X + Target.Rect.X,
6714 Target.Y + Target.Rect.Y) then
6715 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6716 if (Healthy() = 3) or ((Healthy() = 2)) then
6717 begin // Åñëè çäîðîâû - äîãîíÿåì
6718 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6719 SetAIFlag('GORIGHT', '1');
6720 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6721 SetAIFlag('GOLEFT', '1');
6722 end
6723 else
6724 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6725 Target.UID := 0;
6726 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6727 SetAIFlag('GORIGHT', '1');
6728 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6729 SetAIFlag('GOLEFT', '1');
6730 end;
6731 end
6732 else
6733 begin // Öåëü ïîêà íà "ýêðàíå"
6734 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6735 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6736 FLastVisible := gTime;
6737 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6738 if (Abs(FObj.Y-Target.Y) <= 128) then
6739 begin
6740 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6741 SetAIFlag('GORIGHT', '1');
6742 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6743 SetAIFlag('GOLEFT', '1');
6744 end;
6745 end;
6747 // Âûáèðàåì óãîë ââåðõ:
6748 if FDirection = D_LEFT then
6749 angle := ANGLE_LEFTUP
6750 else
6751 angle := ANGLE_RIGHTUP;
6753 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6754 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6756 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6757 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6758 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6759 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6760 Target.Rect.Width, Target.Rect.Height) and
6761 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6762 begin // òî íóæíî ñòðåëÿòü ââåðõ
6763 SetAIFlag('NEEDFIRE', '1');
6764 SetAIFlag('NEEDSEEUP', '1');
6765 end;
6767 // Âûáèðàåì óãîë âíèç:
6768 if FDirection = D_LEFT then
6769 angle := ANGLE_LEFTDOWN
6770 else
6771 angle := ANGLE_RIGHTDOWN;
6773 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6774 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6776 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6777 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6778 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6779 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6780 Target.Rect.Width, Target.Rect.Height) and
6781 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6782 begin // òî íóæíî ñòðåëÿòü âíèç
6783 SetAIFlag('NEEDFIRE', '1');
6784 SetAIFlag('NEEDSEEDOWN', '1');
6785 end;
6787 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6788 if Target.Visible and
6789 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6790 (y1-4 > Target.Y+Target.Rect.Y) then
6791 begin
6792 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6793 if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
6794 ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
6795 begin // òî íóæíî ñòðåëÿòü âïåðåä
6796 SetAIFlag('NEEDFIRE', '1');
6797 SetAIFlag('NEEDSEEDOWN', '');
6798 SetAIFlag('NEEDSEEUP', '');
6799 end;
6800 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6801 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6802 if GetRnd(FDifficult.CloseJump) then
6803 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6804 if Abs(FObj.X-Target.X) < 128 then
6805 a := 4
6806 else
6807 a := 30;
6808 if Random(a) = 0 then
6809 SetAIFlag('NEEDJUMP', '1');
6810 end;
6811 end;
6813 // Åñëè öåëü âñå åùå åñòü:
6814 if Target.UID <> 0 then
6815 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6816 Target.UID := 0 // òî çàáûòü öåëü
6817 else // Åñëè âèäåëè íåäàâíî
6818 begin // íî öåëü óáèëè
6819 if Target.IsPlayer then
6820 begin // Öåëü - èãðîê
6821 pla := g_Player_Get(Target.UID);
6822 if (pla = nil) or (not pla.alive) or pla.NoTarget or
6823 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6824 Target.UID := 0; // òî çàáûòü öåëü
6825 end
6826 else
6827 begin // Öåëü - ìîíñòð
6828 mon := g_Monsters_ByUID(Target.UID);
6829 if (mon = nil) or (not mon.alive) then
6830 Target.UID := 0; // òî çàáûòü öåëü
6831 end;
6832 end;
6833 end; // if Target.UID <> 0
6835 FTargetUID := Target.UID;
6837 // Åñëè âîçìîæíûõ öåëåé íåò:
6838 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6839 if targets = nil then
6840 if GetAIFlag('ATTACKLEFT') <> '' then
6841 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6842 RemoveAIFlag('ATTACKLEFT');
6844 SetAIFlag('NEEDJUMP', '1');
6846 if RunDirection() = D_RIGHT then
6847 begin // Èäåì íå â òó ñòîðîíó
6848 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6849 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6850 SetAIFlag('NEEDFIRE', '1');
6851 SetAIFlag('GOLEFT', '1');
6852 end;
6853 end
6854 else
6855 begin // Èäåì â íóæíóþ ñòîðîíó
6856 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6857 SetAIFlag('NEEDFIRE', '1');
6858 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6859 SetAIFlag('GORIGHT', '1');
6860 end;
6861 end
6862 else
6863 if GetAIFlag('ATTACKRIGHT') <> '' then
6864 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6865 RemoveAIFlag('ATTACKRIGHT');
6867 SetAIFlag('NEEDJUMP', '1');
6869 if RunDirection() = D_LEFT then
6870 begin // Èäåì íå â òó ñòîðîíó
6871 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6872 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6873 SetAIFlag('NEEDFIRE', '1');
6874 SetAIFlag('GORIGHT', '1');
6875 end;
6876 end
6877 else
6878 begin
6879 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6880 SetAIFlag('NEEDFIRE', '1');
6881 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6882 SetAIFlag('GOLEFT', '1');
6883 end;
6884 end;
6886 //HACK! (does it belongs there?)
6887 RealizeCurrentWeapon();
6889 // Åñëè åñòü âîçìîæíûå öåëè:
6890 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6891 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6892 for a := 0 to High(targets) do
6893 begin
6894 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6895 if GetRnd(FDifficult.DiagFire) then
6896 begin
6897 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6898 if FDirection = D_LEFT then
6899 angle := ANGLE_LEFTUP
6900 else
6901 angle := ANGLE_RIGHTUP;
6903 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6904 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6906 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6907 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6908 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6909 targets[a].Rect.Width, targets[a].Rect.Height) and
6910 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6911 begin
6912 SetAIFlag('NEEDFIRE', '1');
6913 SetAIFlag('NEEDSEEUP', '1');
6914 end;
6916 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6917 if FDirection = D_LEFT then
6918 angle := ANGLE_LEFTDOWN
6919 else
6920 angle := ANGLE_RIGHTDOWN;
6922 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6923 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6925 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6926 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6927 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6928 targets[a].Rect.Width, targets[a].Rect.Height) and
6929 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6930 begin
6931 SetAIFlag('NEEDFIRE', '1');
6932 SetAIFlag('NEEDSEEDOWN', '1');
6933 end;
6934 end;
6936 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6937 if targets[a].Line and targets[a].Visible and
6938 (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
6939 ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
6940 begin
6941 SetAIFlag('NEEDFIRE', '1');
6942 Break;
6943 end;
6944 end;
6946 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6947 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6948 PLAYER_RECT.Width, PLAYER_RECT.Height,
6949 40+GetInterval(FDifficult.Cover, 40)) then
6950 SetAIFlag('NEEDJUMP', '1');
6952 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6953 ammo := GetAmmoByWeapon(FCurrWeap);
6954 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6955 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6956 (ammo = 0) then
6957 SetAIFlag('SELECTWEAPON', '1');
6959 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6960 if GetAIFlag('SELECTWEAPON') = '1' then
6961 begin
6962 SelectWeapon(-1);
6963 RemoveAIFlag('SELECTWEAPON');
6964 end;
6965 end;
6967 procedure TBot.Update();
6968 var
6969 EnableAI: Boolean;
6970 begin
6971 if not FAlive then
6972 begin // Respawn
6973 ReleaseKeys();
6974 PressKey(KEY_UP);
6975 end
6976 else
6977 begin
6978 EnableAI := True;
6980 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6981 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6982 EnableAI := False;
6983 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6984 EnableAI := False;
6985 if g_debug_BotAIOff = 3 then
6986 EnableAI := False;
6988 if EnableAI then
6989 begin
6990 UpdateMove();
6991 UpdateCombat();
6992 end
6993 else
6994 begin
6995 RealizeCurrentWeapon();
6996 end;
6997 end;
6999 inherited Update();
7000 end;
7002 procedure TBot.ReleaseKey(Key: Byte);
7003 begin
7004 with FKeys[Key] do
7005 begin
7006 Pressed := False;
7007 Time := 0;
7008 end;
7009 end;
7011 function TBot.KeyPressed(Key: Word): Boolean;
7012 begin
7013 Result := FKeys[Key].Pressed;
7014 end;
7016 function TBot.GetAIFlag(aName: String20): String20;
7017 var
7018 a: Integer;
7019 begin
7020 Result := '';
7022 aName := LowerCase(aName);
7024 if FAIFlags <> nil then
7025 for a := 0 to High(FAIFlags) do
7026 if LowerCase(FAIFlags[a].Name) = aName then
7027 begin
7028 Result := FAIFlags[a].Value;
7029 Break;
7030 end;
7031 end;
7033 procedure TBot.RemoveAIFlag(aName: String20);
7034 var
7035 a, b: Integer;
7036 begin
7037 if FAIFlags = nil then Exit;
7039 aName := LowerCase(aName);
7041 for a := 0 to High(FAIFlags) do
7042 if LowerCase(FAIFlags[a].Name) = aName then
7043 begin
7044 if a <> High(FAIFlags) then
7045 for b := a to High(FAIFlags)-1 do
7046 FAIFlags[b] := FAIFlags[b+1];
7048 SetLength(FAIFlags, Length(FAIFlags)-1);
7049 Break;
7050 end;
7051 end;
7053 procedure TBot.SetAIFlag(aName, fValue: String20);
7054 var
7055 a: Integer;
7056 ok: Boolean;
7057 begin
7058 a := 0;
7059 ok := False;
7061 aName := LowerCase(aName);
7063 if FAIFlags <> nil then
7064 for a := 0 to High(FAIFlags) do
7065 if LowerCase(FAIFlags[a].Name) = aName then
7066 begin
7067 ok := True;
7068 Break;
7069 end;
7071 if ok then FAIFlags[a].Value := fValue
7072 else
7073 begin
7074 SetLength(FAIFlags, Length(FAIFlags)+1);
7075 with FAIFlags[High(FAIFlags)] do
7076 begin
7077 Name := aName;
7078 Value := fValue;
7079 end;
7080 end;
7081 end;
7083 procedure TBot.UpdateMove;
7085 procedure GoLeft(Time: Word = 1);
7086 begin
7087 ReleaseKey(KEY_LEFT);
7088 ReleaseKey(KEY_RIGHT);
7089 PressKey(KEY_LEFT, Time);
7090 SetDirection(D_LEFT);
7091 end;
7093 procedure GoRight(Time: Word = 1);
7094 begin
7095 ReleaseKey(KEY_LEFT);
7096 ReleaseKey(KEY_RIGHT);
7097 PressKey(KEY_RIGHT, Time);
7098 SetDirection(D_RIGHT);
7099 end;
7101 function Rnd(a: Word): Boolean;
7102 begin
7103 Result := Random(a) = 0;
7104 end;
7106 procedure Turn(Time: Word = 1200);
7107 begin
7108 if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
7109 end;
7111 procedure Stop();
7112 begin
7113 ReleaseKey(KEY_LEFT);
7114 ReleaseKey(KEY_RIGHT);
7115 end;
7117 function CanRunLeft(): Boolean;
7118 begin
7119 Result := not CollideLevel(-1, 0);
7120 end;
7122 function CanRunRight(): Boolean;
7123 begin
7124 Result := not CollideLevel(1, 0);
7125 end;
7127 function CanRun(): Boolean;
7128 begin
7129 if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7130 end;
7132 procedure Jump(Time: Word = 30);
7133 begin
7134 PressKey(KEY_JUMP, Time);
7135 end;
7137 function NearHole(): Boolean;
7138 var
7139 x, sx: Integer;
7140 begin
7141 { TODO 5 : Ëåñòíèöû }
7142 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7143 for x := 1 to PLAYER_RECT.Width do
7144 if (not StayOnStep(x*sx, 0)) and
7145 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7146 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7147 begin
7148 Result := True;
7149 Exit;
7150 end;
7152 Result := False;
7153 end;
7155 function BorderHole(): Boolean;
7156 var
7157 x, sx, xx: Integer;
7158 begin
7159 { TODO 5 : Ëåñòíèöû }
7160 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7161 for x := 1 to PLAYER_RECT.Width do
7162 if (not StayOnStep(x*sx, 0)) and
7163 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7164 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7165 begin
7166 for xx := x to x+32 do
7167 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7168 begin
7169 Result := True;
7170 Exit;
7171 end;
7172 end;
7174 Result := False;
7175 end;
7177 function NearDeepHole(): Boolean;
7178 var
7179 x, sx, y: Integer;
7180 begin
7181 Result := False;
7183 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7184 y := 3;
7186 for x := 1 to PLAYER_RECT.Width do
7187 if (not StayOnStep(x*sx, 0)) and
7188 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7189 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7190 begin
7191 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7192 begin
7193 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7194 y := y+1;
7195 end;
7197 Result := True;
7198 end else Result := False;
7199 end;
7201 function OverDeepHole(): Boolean;
7202 var
7203 y: Integer;
7204 begin
7205 Result := False;
7207 y := 1;
7208 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7209 begin
7210 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7211 y := y+1;
7212 end;
7214 Result := True;
7215 end;
7217 function OnGround(): Boolean;
7218 begin
7219 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7220 end;
7222 function OnLadder(): Boolean;
7223 begin
7224 Result := FullInStep(0, 0);
7225 end;
7227 function BelowLadder(): Boolean;
7228 begin
7229 Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7230 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7231 (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7232 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7233 end;
7235 function BelowLiftUp(): Boolean;
7236 begin
7237 Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7238 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7239 ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7240 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7241 end;
7243 function OnTopLift(): Boolean;
7244 begin
7245 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7246 end;
7248 function CanJumpOver(): Boolean;
7249 var
7250 sx, y: Integer;
7251 begin
7252 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7254 Result := False;
7256 if not CollideLevel(sx, 0) then Exit;
7258 for y := 1 to BOT_MAXJUMP do
7259 if CollideLevel(0, -y) then Exit else
7260 if not CollideLevel(sx, -y) then
7261 begin
7262 Result := True;
7263 Exit;
7264 end;
7265 end;
7267 function CanJumpUp(Dist: ShortInt): Boolean;
7268 var
7269 y, yy: Integer;
7270 c: Boolean;
7271 begin
7272 Result := False;
7274 if CollideLevel(Dist, 0) then Exit;
7276 c := False;
7277 for y := 0 to BOT_MAXJUMP do
7278 if CollideLevel(Dist, -y) then
7279 begin
7280 c := True;
7281 Break;
7282 end;
7284 if not c then Exit;
7286 c := False;
7287 for yy := y+1 to BOT_MAXJUMP do
7288 if not CollideLevel(Dist, -yy) then
7289 begin
7290 c := True;
7291 Break;
7292 end;
7294 if not c then Exit;
7296 c := False;
7297 for y := 0 to BOT_MAXJUMP do
7298 if CollideLevel(0, -y) then
7299 begin
7300 c := True;
7301 Break;
7302 end;
7304 if c then Exit;
7306 if y < yy then Exit;
7308 Result := True;
7309 end;
7311 function IsSafeTrigger(): Boolean;
7312 var
7313 a: Integer;
7314 begin
7315 Result := True;
7316 if gTriggers = nil then
7317 Exit;
7318 for a := 0 to High(gTriggers) do
7319 if Collide(gTriggers[a].X,
7320 gTriggers[a].Y,
7321 gTriggers[a].Width,
7322 gTriggers[a].Height) and
7323 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7324 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7325 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7326 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7327 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7328 Result := False;
7329 end;
7331 begin
7332 // Âîçìîæíî, íàæèìàåì êíîïêó:
7333 if Rnd(16) and IsSafeTrigger() then
7334 PressKey(KEY_OPEN);
7336 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7337 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7338 begin
7339 ReleaseKey(KEY_LEFT);
7340 ReleaseKey(KEY_RIGHT);
7341 Jump();
7342 end;
7344 // Èäåì âëåâî, åñëè íàäî áûëî:
7345 if GetAIFlag('GOLEFT') <> '' then
7346 begin
7347 RemoveAIFlag('GOLEFT');
7348 if CanRunLeft() then
7349 GoLeft(360);
7350 end;
7352 // Èäåì âïðàâî, åñëè íàäî áûëî:
7353 if GetAIFlag('GORIGHT') <> '' then
7354 begin
7355 RemoveAIFlag('GORIGHT');
7356 if CanRunRight() then
7357 GoRight(360);
7358 end;
7360 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7361 if FObj.X < -32 then
7362 GoRight(360)
7363 else
7364 if FObj.X+32 > gMapInfo.Width then
7365 GoLeft(360);
7367 // Ïðûãàåì, åñëè íàäî áûëî:
7368 if GetAIFlag('NEEDJUMP') <> '' then
7369 begin
7370 Jump(0);
7371 RemoveAIFlag('NEEDJUMP');
7372 end;
7374 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7375 if GetAIFlag('NEEDSEEUP') <> '' then
7376 begin
7377 ReleaseKey(KEY_UP);
7378 ReleaseKey(KEY_DOWN);
7379 PressKey(KEY_UP, 20);
7380 RemoveAIFlag('NEEDSEEUP');
7381 end;
7383 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7384 if GetAIFlag('NEEDSEEDOWN') <> '' then
7385 begin
7386 ReleaseKey(KEY_UP);
7387 ReleaseKey(KEY_DOWN);
7388 PressKey(KEY_DOWN, 20);
7389 RemoveAIFlag('NEEDSEEDOWN');
7390 end;
7392 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7393 if GetAIFlag('GOINHOLE') <> '' then
7394 if not OnGround() then
7395 begin
7396 ReleaseKey(KEY_LEFT);
7397 ReleaseKey(KEY_RIGHT);
7398 RemoveAIFlag('GOINHOLE');
7399 SetAIFlag('FALLINHOLE', '1');
7400 end;
7402 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7403 if GetAIFlag('FALLINHOLE') <> '' then
7404 if OnGround() then
7405 RemoveAIFlag('FALLINHOLE');
7407 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7408 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7409 if GetAIFlag('FALLINHOLE') = '' then
7410 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7411 if Rnd(2) then
7412 GoLeft(360)
7413 else
7414 GoRight(360);
7416 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7417 if OnGround() and
7418 CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
7419 Rnd(8) then
7420 Jump();
7422 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7423 if OnGround() and NearHole() then
7424 if NearDeepHole() then // Åñëè ýòî áåçäíà
7425 case Random(6) of
7426 0..3: Turn(); // Áåæèì îáðàòíî
7427 4: Jump(); // Ïðûãàåì
7428 5: begin // Ïðûãàåì îáðàòíî
7429 Turn();
7430 Jump();
7431 end;
7432 end
7433 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7434 if GetAIFlag('GOINHOLE') = '' then
7435 case Random(6) of
7436 0: Turn(); // Íå íóæíî òóäà
7437 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7438 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7439 if BorderHole() then
7440 SetAIFlag('GOINHOLE', '1');
7441 end;
7443 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7444 if (not CanRun()) and OnGround() then
7445 begin
7446 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7447 if CanJumpOver() or OnLadder() then
7448 Jump()
7449 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7450 if Random(2) = 0 then
7451 begin
7452 if IsSafeTrigger() then
7453 PressKey(KEY_OPEN);
7454 end else
7455 Turn();
7456 end;
7458 // Îñòàëîñü ìàëî âîçäóõà:
7459 if FAir < 36 * 2 then
7460 Jump(20);
7462 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7463 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7464 if BodyInAcid(0, 0) then
7465 Jump();
7466 end;
7468 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7469 begin
7470 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7471 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7472 end;
7474 {function TBot.NeedItem(Item: Byte): Byte;
7475 begin
7476 Result := 4;
7477 end;}
7479 procedure TBot.SelectWeapon(Dist: Integer);
7480 var
7481 a: Integer;
7483 function HaveAmmo(weapon: Byte): Boolean;
7484 begin
7485 case weapon of
7486 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7487 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7488 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7489 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7490 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7491 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7492 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7493 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7494 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7495 else Result := True;
7496 end;
7497 end;
7499 begin
7500 if Dist = -1 then Dist := BOT_LONGDIST;
7502 if Dist > BOT_LONGDIST then
7503 begin // Äàëüíèé áîé
7504 for a := 0 to 9 do
7505 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7506 begin
7507 FSelectedWeapon := FDifficult.WeaponPrior[a];
7508 Break;
7509 end;
7510 end
7511 else //if Dist > BOT_UNSAFEDIST then
7512 begin // Áëèæíèé áîé
7513 for a := 0 to 9 do
7514 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7515 begin
7516 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7517 Break;
7518 end;
7519 end;
7520 { else
7521 begin
7522 for a := 0 to 9 do
7523 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7524 begin
7525 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7526 Break;
7527 end;
7528 end;}
7529 end;
7531 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7532 begin
7533 Result := inherited PickItem(ItemType, force, remove);
7535 if Result then SetAIFlag('SELECTWEAPON', '1');
7536 end;
7538 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7539 begin
7540 Result := inherited Heal(value, Soft);
7541 end;
7543 function TBot.Healthy(): Byte;
7544 begin
7545 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7546 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7547 else if (FHealth > 50) then Result := 2
7548 else if (FHealth > 20) then Result := 1
7549 else Result := 0;
7550 end;
7552 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7553 begin
7554 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7555 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7556 end;
7558 procedure TBot.OnDamage(Angle: SmallInt);
7559 var
7560 pla: TPlayer;
7561 mon: TMonster;
7562 ok: Boolean;
7563 begin
7564 inherited;
7566 if (Angle = 0) or (Angle = 180) then
7567 begin
7568 ok := False;
7569 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7570 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7571 begin // Èãðîê
7572 pla := g_Player_Get(FLastSpawnerUID);
7573 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7574 pla.FObj.Y + PLAYER_RECT.Y);
7575 end
7576 else
7577 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7578 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7579 begin // Ìîíñòð
7580 mon := g_Monsters_ByUID(FLastSpawnerUID);
7581 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7582 mon.Obj.Y + mon.Obj.Rect.Y);
7583 end;
7585 if ok then
7586 if Angle = 0 then
7587 SetAIFlag('ATTACKLEFT', '1')
7588 else
7589 SetAIFlag('ATTACKRIGHT', '1');
7590 end;
7591 end;
7593 function TBot.RunDirection(): TDirection;
7594 begin
7595 if Abs(Vel.X) >= 1 then
7596 begin
7597 if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT;
7598 end else
7599 Result := FDirection;
7600 end;
7602 function TBot.GetRnd(a: Byte): Boolean;
7603 begin
7604 if a = 0 then Result := False
7605 else if a = 255 then Result := True
7606 else Result := Random(256) > 255-a;
7607 end;
7609 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7610 begin
7611 Result := Round((255-a)/255*radius*(Random(2)-1));
7612 end;
7614 procedure TBot.SaveState(var Mem: TBinMemoryWriter);
7615 var
7616 i: Integer;
7617 dw: DWORD;
7618 p: Pointer;
7619 begin
7620 inherited SaveState(Mem);
7622 // Âûáðàííîå îðóæèå:
7623 Mem.WriteByte(FSelectedWeapon);
7624 // UID öåëè:
7625 Mem.WriteWord(FTargetUID);
7626 // Âðåìÿ ïîòåðè öåëè:
7627 Mem.WriteDWORD(FLastVisible);
7628 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7629 dw := Length(FAIFlags);
7630 Mem.WriteDWORD(dw);
7631 // Ôëàãè ÈÈ:
7632 for i := 0 to Integer(dw)-1 do
7633 begin
7634 Mem.WriteString(FAIFlags[i].Name, 20);
7635 Mem.WriteString(FAIFlags[i].Value, 20);
7636 end;
7637 // Íàñòðîéêè ñëîæíîñòè:
7638 p := @FDifficult;
7639 Mem.WriteMemory(p, SizeOf(TDifficult));
7640 end;
7642 procedure TBot.LoadState(var Mem: TBinMemoryReader);
7643 var
7644 i: Integer;
7645 dw: DWORD;
7646 p: Pointer;
7647 begin
7648 inherited LoadState(Mem);
7650 // Âûáðàííîå îðóæèå:
7651 Mem.ReadByte(FSelectedWeapon);
7652 // UID öåëè:
7653 Mem.ReadWord(FTargetUID);
7654 // Âðåìÿ ïîòåðè öåëè:
7655 Mem.ReadDWORD(FLastVisible);
7656 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7657 Mem.ReadDWORD(dw);
7658 SetLength(FAIFlags, dw);
7659 // Ôëàãè ÈÈ:
7660 for i := 0 to Integer(dw)-1 do
7661 begin
7662 Mem.ReadString(FAIFlags[i].Name);
7663 Mem.ReadString(FAIFlags[i].Value);
7664 end;
7665 // Íàñòðîéêè ñëîæíîñòè:
7666 Mem.ReadMemory(p, dw);
7667 if dw <> SizeOf(TDifficult) then
7668 begin
7669 raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size');
7670 end;
7671 FDifficult := TDifficult(p^);
7672 end;
7675 begin
7676 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7677 end.