DEADSOFTWARE

some cosmetic cleanup
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) DooM 2D:Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 unit g_player;
19 interface
21 uses
22 e_graphics, g_playermodel, g_basic, g_textures,
23 g_weapons, g_phys, g_sound, g_saveload, MAPSTRUCT,
24 BinEditor, g_panel;
26 const
27 KEY_LEFT = 1;
28 KEY_RIGHT = 2;
29 KEY_UP = 3;
30 KEY_DOWN = 4;
31 KEY_FIRE = 5;
32 KEY_NEXTWEAPON = 6;
33 KEY_PREVWEAPON = 7;
34 KEY_OPEN = 8;
35 KEY_JUMP = 9;
36 KEY_CHAT = 10;
38 R_ITEM_BACKPACK = 0;
39 R_KEY_RED = 1;
40 R_KEY_GREEN = 2;
41 R_KEY_BLUE = 3;
42 R_BERSERK = 4;
44 MR_SUIT = 0;
45 MR_INVUL = 1;
46 MR_INVIS = 2;
47 MR_MAX = 2;
49 A_BULLETS = 0;
50 A_SHELLS = 1;
51 A_ROCKETS = 2;
52 A_CELLS = 3;
53 A_FUEL = 4;
54 A_HIGH = 4;
56 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
57 ((200, 50, 50, 300, 100),
58 (400, 100, 100, 600, 200));
60 K_SIMPLEKILL = 0;
61 K_HARDKILL = 1;
62 K_EXTRAHARDKILL = 2;
63 K_FALLKILL = 3;
65 T_RESPAWN = 0;
66 T_SWITCH = 1;
67 T_USE = 2;
68 T_FLAGCAP = 3;
70 TEAM_NONE = 0;
71 TEAM_RED = 1;
72 TEAM_BLUE = 2;
73 TEAM_COOP = 3;
75 SHELL_BULLET = 0;
76 SHELL_SHELL = 1;
77 SHELL_DBLSHELL = 2;
79 ANGLE_NONE = Low(SmallInt);
81 CORPSE_STATE_REMOVEME = 0;
82 CORPSE_STATE_NORMAL = 1;
83 CORPSE_STATE_MESS = 2;
85 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
86 PLAYER_RECT_CX = 15+(34 div 2);
87 PLAYER_RECT_CY = 12+(52 div 2);
88 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
90 PLAYER_HP_SOFT = 100;
91 PLAYER_HP_LIMIT = 200;
92 PLAYER_AP_SOFT = 100;
93 PLAYER_AP_LIMIT = 200;
94 SUICIDE_DAMAGE = 112;
96 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
97 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
99 type
100 TPlayerStat = record
101 Ping: Word;
102 Loss: Byte;
103 Name: String;
104 Team: Byte;
105 Frags: SmallInt;
106 Deaths: SmallInt;
107 Lives: Byte;
108 Kills: Word;
109 Color: TRGB;
110 Spectator: Boolean;
111 end;
113 TPlayerStatArray = Array of TPlayerStat;
115 TPlayerSavedState = record
116 Health: Integer;
117 Armor: Integer;
118 Air: Integer;
119 JetFuel: Integer;
120 CurrWeap: Byte;
121 NextWeap: WORD;
122 NextWeapDelay: Byte;
123 Ammo: Array [A_BULLETS..A_HIGH] of Word;
124 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
125 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
126 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
127 WaitRecall: Boolean;
128 end;
130 TKeyState = record
131 Pressed: Boolean;
132 Time: Word;
133 end;
135 TPlayer = class (TObject)
136 private
137 FIamBot: Boolean;
138 FUID: Word;
139 FName: String;
140 FTeam: Byte;
141 FLive: Boolean;
142 FSpawned: Boolean;
143 FDirection: TDirection;
144 FHealth: Integer;
145 FLives: Byte;
146 FArmor: Integer;
147 FAir: Integer;
148 FPain: Integer;
149 FPickup: Integer;
150 FKills: Integer;
151 FMonsterKills: Integer;
152 FFrags: Integer;
153 FFragCombo: Byte;
154 FLastFrag: LongWord;
155 FComboEvnt: Integer;
156 FDeath: Integer;
157 FCanJetpack: Boolean;
158 FJetFuel: Integer;
159 FFlag: Byte;
160 FSecrets: Integer;
161 FCurrWeap: Byte;
162 FNextWeap: WORD;
163 FNextWeapDelay: Byte; // frames
164 FBFGFireCounter: SmallInt;
165 FLastSpawnerUID: Word;
166 FLastHit: Byte;
167 FObj: TObj;
168 FXTo, FYTo: Integer;
169 FSpectatePlayer: Integer;
170 FFirePainTime: Integer;
171 FFireAttacker: Word;
173 FSavedState: TPlayerSavedState;
175 FModel: TPlayerModel;
176 FActionPrior: Byte;
177 FActionAnim: Byte;
178 FActionForce: Boolean;
179 FActionChanged: Boolean;
180 FAngle: SmallInt;
181 FFireAngle: SmallInt;
182 FIncCam: Integer;
183 FShellTimer: Integer;
184 FShellType: Byte;
185 FSawSound: TPlayableSound;
186 FSawSoundIdle: TPlayableSound;
187 FSawSoundHit: TPlayableSound;
188 FSawSoundSelect: TPlayableSound;
189 FJetSoundOn: TPlayableSound;
190 FJetSoundOff: TPlayableSound;
191 FJetSoundFly: TPlayableSound;
192 FGodMode: Boolean;
193 FNoTarget: Boolean;
194 FNoReload: Boolean;
195 FJustTeleported: Boolean;
196 FNetTime: LongWord;
198 function CollideLevel(XInc, YInc: Integer): Boolean;
199 function StayOnStep(XInc, YInc: Integer): Boolean;
200 function HeadInLiquid(XInc, YInc: Integer): Boolean;
201 function BodyInLiquid(XInc, YInc: Integer): Boolean;
202 function BodyInAcid(XInc, YInc: Integer): Boolean;
203 function FullInLift(XInc, YInc: Integer): Integer;
204 {procedure CollideItem();}
205 procedure FlySmoke(Times: DWORD = 1);
206 procedure OnFireFlame(Times: DWORD = 1);
207 function GetAmmoByWeapon(Weapon: Byte): Word;
208 procedure SetAction(Action: Byte; Force: Boolean = False);
209 procedure OnDamage(Angle: SmallInt); virtual;
210 function firediry(): Integer;
212 procedure Run(Direction: TDirection);
213 procedure NextWeapon();
214 procedure PrevWeapon();
215 procedure SeeUp();
216 procedure SeeDown();
217 procedure Fire();
218 procedure Jump();
219 procedure Use();
221 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
222 procedure resetWeaponQueue ();
223 function hasAmmoForWeapon (weapon: Byte): Boolean;
225 public
226 FDamageBuffer: Integer;
228 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
229 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
230 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
231 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
232 FBerserk: Integer;
233 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
234 FReloading: Array [WP_FIRST..WP_LAST] of Word;
235 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
236 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
237 FColor: TRGB;
238 FPreferredTeam: Byte;
239 FSpectator: Boolean;
240 FNoRespawn: Boolean;
241 FWantsInGame: Boolean;
242 FGhost: Boolean;
243 FPhysics: Boolean;
244 FJetpack: Boolean;
245 FActualModelName: string;
246 FClientID: SmallInt;
247 FPing: Word;
248 FLoss: Byte;
249 FDummy: Boolean;
250 FFireTime: Integer;
252 constructor Create(); virtual;
253 destructor Destroy(); override;
254 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
255 function GetRespawnPoint(): Byte;
256 procedure PressKey(Key: Byte; Time: Word = 1);
257 procedure ReleaseKeys();
258 procedure SetModel(ModelName: String);
259 procedure SetColor(Color: TRGB);
260 procedure SetWeapon(W: Byte);
261 function IsKeyPressed(K: Byte): Boolean;
262 function GetKeys(): Byte;
263 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
264 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
265 function Collide(Panel: TPanel): Boolean; overload;
266 function Collide(X, Y: Integer): Boolean; overload;
267 procedure SetDirection(Direction: TDirection);
268 procedure GetSecret();
269 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
270 procedure Touch();
271 procedure Push(vx, vy: Integer);
272 procedure ChangeModel(ModelName: String);
273 procedure SwitchTeam;
274 procedure ChangeTeam(Team: Byte);
275 procedure BFGHit();
276 function GetFlag(Flag: Byte): Boolean;
277 procedure SetFlag(Flag: Byte);
278 function DropFlag(): Boolean;
279 procedure AllRulez(Health: Boolean);
280 procedure RestoreHealthArmor();
281 procedure FragCombo();
282 procedure GiveItem(ItemType: Byte);
283 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
284 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
285 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
286 procedure MakeBloodSimple(Count: Word);
287 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
288 procedure Reset(Force: Boolean);
289 procedure Spectate(NoMove: Boolean = False);
290 procedure SwitchNoClip;
291 procedure SoftReset();
292 procedure Draw(); virtual;
293 procedure DrawPain();
294 procedure DrawPickup();
295 procedure DrawRulez();
296 procedure DrawAim();
297 procedure DrawBubble();
298 procedure DrawGUI();
299 procedure Update(); virtual;
300 procedure RememberState();
301 procedure RecallState();
302 procedure SaveState(var Mem: TBinMemoryWriter); virtual;
303 procedure LoadState(var Mem: TBinMemoryReader); virtual;
304 procedure PauseSounds(Enable: Boolean);
305 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
306 procedure DoLerp(Level: Integer = 2);
307 procedure SetLerp(XTo, YTo: Integer);
308 procedure QueueWeaponSwitch(Weapon: Byte);
309 procedure RealizeCurrentWeapon();
310 procedure JetpackOn;
311 procedure JetpackOff;
312 procedure CatchFire(Attacker: Word);
314 //WARNING! this does nothing for now, but still call it!
315 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
317 procedure getMapBox (out x, y, w, h: Integer); inline;
319 property Name: String read FName write FName;
320 property Model: TPlayerModel read FModel;
321 property Health: Integer read FHealth write FHealth;
322 property Lives: Byte read FLives write FLives;
323 property Armor: Integer read FArmor write FArmor;
324 property Air: Integer read FAir write FAir;
325 property JetFuel: Integer read FJetFuel write FJetFuel;
326 property Frags: Integer read FFrags write FFrags;
327 property Death: Integer read FDeath write FDeath;
328 property Kills: Integer read FKills write FKills;
329 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
330 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
331 property Secrets: Integer read FSecrets;
332 property GodMode: Boolean read FGodMode write FGodMode;
333 property NoTarget: Boolean read FNoTarget write FNoTarget;
334 property NoReload: Boolean read FNoReload write FNoReload;
335 property Live: Boolean read FLive write FLive;
336 property Flag: Byte read FFlag;
337 property Team: Byte read FTeam write FTeam;
338 property Direction: TDirection read FDirection;
339 property GameX: Integer read FObj.X write FObj.X;
340 property GameY: Integer read FObj.Y write FObj.Y;
341 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
342 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
343 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
344 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
345 property Vel: TPoint2i read FObj.Vel;
346 property Obj: TObj read FObj;
347 property IncCam: Integer read FIncCam write FIncCam;
348 property UID: Word read FUID write FUID;
349 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
350 property NetTime: LongWord read FNetTime write FNetTime;
351 end;
353 TDifficult = record
354 DiagFire: Byte;
355 InvisFire: Byte;
356 DiagPrecision: Byte;
357 FlyPrecision: Byte;
358 Cover: Byte;
359 CloseJump: Byte;
360 WeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
361 CloseWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
362 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
363 end;
365 TAIFlag = record
366 Name: String;
367 Value: String;
368 end;
370 TBot = class (TPlayer)
371 private
372 FSelectedWeapon: Byte;
373 FTargetUID: Word;
374 FLastVisible: DWORD;
375 FAIFlags: Array of TAIFlag;
376 FDifficult: TDifficult;
378 function GetRnd(a: Byte): Boolean;
379 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
380 function RunDirection(): TDirection;
381 function FullInStep(XInc, YInc: Integer): Boolean;
382 //function NeedItem(Item: Byte): Byte;
383 procedure SelectWeapon(Dist: Integer);
384 procedure SetAIFlag(aName, fValue: String20);
385 function GetAIFlag(aName: String20): String20;
386 procedure RemoveAIFlag(aName: String20);
387 function Healthy(): Byte;
388 procedure UpdateMove();
389 procedure UpdateCombat();
390 function KeyPressed(Key: Word): Boolean;
391 procedure ReleaseKey(Key: Byte);
392 function TargetOnScreen(TX, TY: Integer): Boolean;
393 procedure OnDamage(Angle: SmallInt); override;
395 public
396 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
397 constructor Create(); override;
398 destructor Destroy(); override;
399 procedure Draw(); override;
400 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
401 function Heal(value: Word; Soft: Boolean): Boolean; override;
402 procedure Update(); override;
403 procedure SaveState(var Mem: TBinMemoryWriter); override;
404 procedure LoadState(var Mem: TBinMemoryReader); override;
405 end;
407 TGib = record
408 Live: Boolean;
409 ID: DWORD;
410 MaskID: DWORD;
411 RAngle: Integer;
412 Color: TRGB;
413 Obj: TObj;
415 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
416 end;
419 TShell = record
420 SpriteID: DWORD;
421 Live: Boolean;
422 SType: Byte;
423 RAngle: Integer;
424 Timeout: Cardinal;
425 CX, CY: Integer;
426 Obj: TObj;
428 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
429 end;
431 TCorpse = class (TObject)
432 private
433 FModelName: String;
434 FMess: Boolean;
435 FState: Byte;
436 FDamage: Byte;
437 FColor: TRGB;
438 FObj: TObj;
439 FAnimation: TAnimation;
440 FAnimationMask: TAnimation;
442 public
443 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
444 destructor Destroy(); override;
445 procedure Damage(Value: Word; vx, vy: Integer);
446 procedure Update();
447 procedure Draw();
448 procedure SaveState(var Mem: TBinMemoryWriter);
449 procedure LoadState(var Mem: TBinMemoryReader);
451 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
453 property Obj: TObj read FObj;
454 property State: Byte read FState;
455 property Mess: Boolean read FMess;
456 end;
458 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
459 record
460 Goals: SmallInt;
461 end;
463 var
464 gPlayers: Array of TPlayer;
465 gCorpses: Array of TCorpse;
466 gGibs: Array of TGib;
467 gShells: Array of TShell;
468 gTeamStat: TTeamStat;
469 gFly: Boolean = False;
470 gAimLine: Boolean = False;
471 gChatBubble: Byte = 0;
472 gNumBots: Word = 0;
473 gLMSPID1: Word = 0;
474 gLMSPID2: Word = 0;
475 MAX_RUNVEL: Integer = 8;
476 VEL_JUMP: Integer = 10;
477 SHELL_TIMEOUT: Cardinal = 60000;
479 function Lerp(X, Y, Factor: Integer): Integer;
481 procedure g_Gibs_SetMax(Count: Word);
482 function g_Gibs_GetMax(): Word;
483 procedure g_Corpses_SetMax(Count: Word);
484 function g_Corpses_GetMax(): Word;
485 procedure g_Shells_SetMax(Count: Word);
486 function g_Shells_GetMax(): Word;
488 procedure g_Player_Init();
489 procedure g_Player_Free();
490 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
491 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
492 procedure g_Player_Remove(UID: Word);
493 procedure g_Player_ResetTeams();
494 procedure g_Player_UpdateAll();
495 procedure g_Player_DrawAll();
496 procedure g_Player_DrawDebug(p: TPlayer);
497 procedure g_Player_DrawHealth();
498 procedure g_Player_RememberAll();
499 procedure g_Player_ResetAll(Force, Silent: Boolean);
500 function g_Player_Get(UID: Word): TPlayer;
501 function g_Player_GetCount(): Byte;
502 function g_Player_GetStats(): TPlayerStatArray;
503 function g_Player_ValidName(Name: String): Boolean;
504 procedure g_Player_CreateCorpse(Player: TPlayer);
505 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
506 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
507 procedure g_Player_UpdatePhysicalObjects();
508 procedure g_Player_DrawCorpses();
509 procedure g_Player_DrawShells();
510 procedure g_Player_RemoveAllCorpses();
511 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
512 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
513 procedure g_Bot_Add(Team, Difficult: Byte);
514 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
515 procedure g_Bot_MixNames();
516 procedure g_Bot_RemoveAll();
518 implementation
520 uses
521 e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math,
522 g_options, g_triggers, g_menu, MAPDEF, g_game, g_grid,
523 wadreader, g_main, g_monsters, CONFIG, g_language,
524 g_net, g_netmsg;
526 type
527 TBotProfile = record
528 name: ShortString;
529 model: ShortString;
530 team: Byte;
531 color: TRGB;
532 diag_fire: Byte;
533 invis_fire: Byte;
534 diag_precision: Byte;
535 fly_precision: Byte;
536 cover: Byte;
537 close_jump: Byte;
538 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
539 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
540 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
541 end;
543 const
544 TIME_RESPAWN1 = 1500;
545 TIME_RESPAWN2 = 2000;
546 TIME_RESPAWN3 = 3000;
547 AIR_DEF = 360;
548 AIR_MAX = 1091;
549 JET_MAX = 540; // ~30 sec
550 PLAYER_SUIT_TIME = 30000;
551 PLAYER_INVUL_TIME = 30000;
552 PLAYER_INVIS_TIME = 35000;
553 FRAG_COMBO_TIME = 3000;
554 VEL_SW = 4;
555 VEL_FLY = 6;
556 ANGLE_RIGHTUP = 55;
557 ANGLE_RIGHTDOWN = -35;
558 ANGLE_LEFTUP = 125;
559 ANGLE_LEFTDOWN = -145;
560 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
561 WEAPONPOINT: Array [TDirection] of TPoint = ((X:16; Y:32), (X:47; Y:32));
562 BOT_MAXJUMP = 84;
563 BOT_LONGDIST = 300;
564 BOT_UNSAFEDIST = 128;
565 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
566 (R:0; G:0; B:255));
567 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
568 FlyPrecision: 32; Cover: 32; CloseJump: 32;
569 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
570 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
571 FlyPrecision: 127; Cover: 127; CloseJump: 127;
572 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
573 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
574 FlyPrecision: 255; Cover: 255; CloseJump: 255;
575 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
576 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
577 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
578 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
579 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
580 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
581 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
582 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
583 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
584 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
585 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
586 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
587 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
588 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
589 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
590 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
591 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
592 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
594 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
595 CORPSE_SIGNATURE = $50524F43; // 'CORP'
597 BOTNAMES_FILENAME = 'botnames.txt';
598 BOTLIST_FILENAME = 'botlist.txt';
600 var
601 MaxGibs: Word = 150;
602 MaxCorpses: Word = 20;
603 MaxShells: Word = 300;
604 CurrentGib: Integer = 0;
605 CurrentShell: Integer = 0;
606 BotNames: Array of String;
607 BotList: Array of TBotProfile;
610 procedure TGib.positionChanged (); begin end;
611 procedure TShell.positionChanged (); begin end;
614 function Lerp(X, Y, Factor: Integer): Integer;
615 begin
616 Result := X + ((Y - X) div Factor);
617 end;
619 function SameTeam(UID1, UID2: Word): Boolean;
620 begin
621 Result := False;
623 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
624 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
626 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
628 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
629 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
631 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
632 end;
634 procedure g_Gibs_SetMax(Count: Word);
635 begin
636 MaxGibs := Count;
637 SetLength(gGibs, Count);
639 if CurrentGib >= Count then
640 CurrentGib := 0;
641 end;
643 function g_Gibs_GetMax(): Word;
644 begin
645 Result := MaxGibs;
646 end;
648 procedure g_Shells_SetMax(Count: Word);
649 begin
650 MaxShells := Count;
651 SetLength(gShells, Count);
653 if CurrentShell >= Count then
654 CurrentShell := 0;
655 end;
657 function g_Shells_GetMax(): Word;
658 begin
659 Result := MaxShells;
660 end;
663 procedure g_Corpses_SetMax(Count: Word);
664 begin
665 MaxCorpses := Count;
666 SetLength(gCorpses, Count);
667 end;
669 function g_Corpses_GetMax(): Word;
670 begin
671 Result := MaxCorpses;
672 end;
674 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
675 var
676 a: Integer;
677 ok: Boolean;
678 begin
679 Result := 0;
681 ok := False;
682 a := 0;
684 // Åñòü ëè ìåñòî â gPlayers:
685 if gPlayers <> nil then
686 for a := 0 to High(gPlayers) do
687 if gPlayers[a] = nil then
688 begin
689 ok := True;
690 Break;
691 end;
693 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
694 if not ok then
695 begin
696 SetLength(gPlayers, Length(gPlayers)+1);
697 a := High(gPlayers);
698 end;
700 // Ñîçäàåì îáúåêò èãðîêà:
701 if Bot then
702 gPlayers[a] := TBot.Create()
703 else
704 gPlayers[a] := TPlayer.Create();
707 gPlayers[a].FActualModelName := ModelName;
708 gPlayers[a].SetModel(ModelName);
710 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
711 if gPlayers[a].FModel = nil then
712 begin
713 gPlayers[a].Free();
714 gPlayers[a] := nil;
715 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
716 Exit;
717 end;
719 if not (Team in [TEAM_RED, TEAM_BLUE]) then
720 if Random(2) = 0 then
721 Team := TEAM_RED
722 else
723 Team := TEAM_BLUE;
724 gPlayers[a].FPreferredTeam := Team;
726 case gGameSettings.GameMode of
727 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
728 GM_TDM,
729 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
730 GM_SINGLE,
731 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
732 end;
734 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
735 gPlayers[a].FColor := Color;
736 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
737 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
738 else
739 gPlayers[a].FModel.Color := Color;
741 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
742 gPlayers[a].FLive := False;
744 Result := gPlayers[a].FUID;
745 end;
747 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
748 var
749 a, i: Integer;
750 ok, Bot: Boolean;
751 sig: DWORD;
752 b: Byte;
753 begin
754 Result := 0;
755 if Mem = nil then
756 Exit;
758 // Ñèãíàòóðà èãðîêà:
759 Mem.ReadDWORD(sig);
760 if sig <> PLAYER_SIGNATURE then // 'PLYR'
761 begin
762 raise EBinSizeError.Create('g_Player_CreateFromState: Wrong Player Signature');
763 end;
765 // Áîò èëè ÷åëîâåê:
766 Mem.ReadBoolean(Bot);
768 ok := False;
769 a := 0;
771 // Åñòü ëè ìåñòî â gPlayers:
772 if gPlayers <> nil then
773 for a := 0 to High(gPlayers) do
774 if gPlayers[a] = nil then
775 begin
776 ok := True;
777 Break;
778 end;
780 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
781 if not ok then
782 begin
783 SetLength(gPlayers, Length(gPlayers)+1);
784 a := High(gPlayers);
785 end;
787 // Ñîçäàåì îáúåêò èãðîêà:
788 if Bot then
789 gPlayers[a] := TBot.Create()
790 else
791 gPlayers[a] := TPlayer.Create();
792 gPlayers[a].FIamBot := Bot;
793 gPlayers[a].FPhysics := True;
795 // UID èãðîêà:
796 Mem.ReadWord(gPlayers[a].FUID);
797 // Èìÿ èãðîêà:
798 Mem.ReadString(gPlayers[a].FName);
799 // Êîìàíäà:
800 Mem.ReadByte(gPlayers[a].FTeam);
801 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
802 // Æèâ ëè:
803 Mem.ReadBoolean(gPlayers[a].FLive);
804 // Èçðàñõîäîâàë ëè âñå æèçíè:
805 Mem.ReadBoolean(gPlayers[a].FNoRespawn);
806 // Íàïðàâëåíèå:
807 Mem.ReadByte(b);
808 if b = 1 then
809 gPlayers[a].FDirection := D_LEFT
810 else // b = 2
811 gPlayers[a].FDirection := D_RIGHT;
812 // Çäîðîâüå:
813 Mem.ReadInt(gPlayers[a].FHealth);
814 // Æèçíè:
815 Mem.ReadByte(gPlayers[a].FLives);
816 // Áðîíÿ:
817 Mem.ReadInt(gPlayers[a].FArmor);
818 // Çàïàñ âîçäóõà:
819 Mem.ReadInt(gPlayers[a].FAir);
820 // Çàïàñ ãîðþ÷åãî:
821 Mem.ReadInt(gPlayers[a].FJetFuel);
822 // Áîëü:
823 Mem.ReadInt(gPlayers[a].FPain);
824 // Óáèë:
825 Mem.ReadInt(gPlayers[a].FKills);
826 // Óáèë ìîíñòðîâ:
827 Mem.ReadInt(gPlayers[a].FMonsterKills);
828 // Ôðàãîâ:
829 Mem.ReadInt(gPlayers[a].FFrags);
830 // Ôðàãîâ ïîäðÿä:
831 Mem.ReadByte(gPlayers[a].FFragCombo);
832 // Âðåìÿ ïîñëåäíåãî ôðàãà:
833 Mem.ReadDWORD(gPlayers[a].FLastFrag);
834 // Ñìåðòåé:
835 Mem.ReadInt(gPlayers[a].FDeath);
836 // Êàêîé ôëàã íåñåò:
837 Mem.ReadByte(gPlayers[a].FFlag);
838 // Íàøåë ñåêðåòîâ:
839 Mem.ReadInt(gPlayers[a].FSecrets);
840 // Òåêóùåå îðóæèå:
841 Mem.ReadByte(gPlayers[a].FCurrWeap);
842 // Ñëåäóþùåå æåëàåìîå îðóæèå:
843 Mem.ReadWord(gPlayers[a].FNextWeap);
844 // ...è ïàóçà:
845 Mem.ReadByte(gPlayers[a].FNextWeapDelay);
846 // Âðåìÿ çàðÿäêè BFG:
847 Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
848 // Áóôåð óðîíà:
849 Mem.ReadInt(gPlayers[a].FDamageBuffer);
850 // Ïîñëåäíèé óäàðèâøèé:
851 Mem.ReadWord(gPlayers[a].FLastSpawnerUID);
852 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
853 Mem.ReadByte(gPlayers[a].FLastHit);
854 // Îáúåêò èãðîêà:
855 Obj_LoadState(@gPlayers[a].FObj, Mem);
856 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
857 for i := A_BULLETS to A_HIGH do
858 Mem.ReadWord(gPlayers[a].FAmmo[i]);
859 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
860 for i := A_BULLETS to A_HIGH do
861 Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
862 // Íàëè÷èå îðóæèÿ:
863 for i := WP_FIRST to WP_LAST do
864 Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
865 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
866 for i := WP_FIRST to WP_LAST do
867 Mem.ReadWord(gPlayers[a].FReloading[i]);
868 // Íàëè÷èå ðþêçàêà:
869 Mem.ReadByte(b);
870 if b = 1 then
871 Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
872 // Íàëè÷èå êðàñíîãî êëþ÷à:
873 Mem.ReadByte(b);
874 if b = 1 then
875 Include(gPlayers[a].FRulez, R_KEY_RED);
876 // Íàëè÷èå çåëåíîãî êëþ÷à:
877 Mem.ReadByte(b);
878 if b = 1 then
879 Include(gPlayers[a].FRulez, R_KEY_GREEN);
880 // Íàëè÷èå ñèíåãî êëþ÷à:
881 Mem.ReadByte(b);
882 if b = 1 then
883 Include(gPlayers[a].FRulez, R_KEY_BLUE);
884 // Íàëè÷èå áåðñåðêà:
885 Mem.ReadByte(b);
886 if b = 1 then
887 Include(gPlayers[a].FRulez, R_BERSERK);
888 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
889 for i := MR_SUIT to MR_MAX do
890 Mem.ReadDWORD(gPlayers[a].FMegaRulez[i]);
891 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
892 for i := T_RESPAWN to T_FLAGCAP do
893 Mem.ReadDWORD(gPlayers[a].FTime[i]);
895 // Íàçâàíèå ìîäåëè:
896 Mem.ReadString(gPlayers[a].FActualModelName);
897 // Öâåò ìîäåëè:
898 Mem.ReadByte(gPlayers[a].FColor.R);
899 Mem.ReadByte(gPlayers[a].FColor.G);
900 Mem.ReadByte(gPlayers[a].FColor.B);
901 // Îáíîâëÿåì ìîäåëü èãðîêà:
902 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
904 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
905 if gPlayers[a].FModel = nil then
906 begin
907 gPlayers[a].Free();
908 gPlayers[a] := nil;
909 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
910 Exit;
911 end;
913 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
914 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
915 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
916 else
917 gPlayers[a].FModel.Color := gPlayers[a].FColor;
919 Result := gPlayers[a].FUID;
920 end;
922 procedure g_Player_ResetTeams();
923 var
924 a: Integer;
925 begin
926 if g_Game_IsClient then
927 Exit;
928 if gPlayers = nil then
929 Exit;
930 for a := Low(gPlayers) to High(gPlayers) do
931 if gPlayers[a] <> nil then
932 case gGameSettings.GameMode of
933 GM_DM:
934 gPlayers[a].ChangeTeam(TEAM_NONE);
935 GM_TDM, GM_CTF:
936 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
937 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
938 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
939 else
940 if a mod 2 = 0 then
941 gPlayers[a].ChangeTeam(TEAM_RED)
942 else
943 gPlayers[a].ChangeTeam(TEAM_BLUE);
944 GM_SINGLE,
945 GM_COOP:
946 gPlayers[a].ChangeTeam(TEAM_COOP);
947 end;
948 end;
950 procedure g_Bot_Add(Team, Difficult: Byte);
951 var
952 m: SArray;
953 _name, _model: String;
954 a, tr, tb: Integer;
955 begin
956 if not g_Game_IsServer then Exit;
958 // Ñïèñîê íàçâàíèé ìîäåëåé:
959 m := g_PlayerModel_GetNames();
960 if m = nil then
961 Exit;
963 // Êîìàíäà:
964 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
965 Team := TEAM_COOP // COOP
966 else
967 if gGameSettings.GameMode = GM_DM then
968 Team := TEAM_NONE // DM
969 else
970 if Team = TEAM_NONE then // CTF / TDM
971 begin
972 // Àâòîáàëàíñ êîìàíä:
973 tr := 0;
974 tb := 0;
976 for a := 0 to High(gPlayers) do
977 if gPlayers[a] <> nil then
978 begin
979 if gPlayers[a].Team = TEAM_RED then
980 Inc(tr)
981 else
982 if gPlayers[a].Team = TEAM_BLUE then
983 Inc(tb);
984 end;
986 if tr > tb then
987 Team := TEAM_BLUE
988 else
989 if tb > tr then
990 Team := TEAM_RED
991 else // tr = tb
992 if Random(2) = 0 then
993 Team := TEAM_RED
994 else
995 Team := TEAM_BLUE;
996 end;
998 // Âûáèðàåì áîòó èìÿ:
999 _name := '';
1000 if BotNames <> nil then
1001 for a := 0 to High(BotNames) do
1002 if g_Player_ValidName(BotNames[a]) then
1003 begin
1004 _name := BotNames[a];
1005 Break;
1006 end;
1008 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1009 if _name = '' then
1010 repeat
1011 _name := Format('DFBOT%.2d', [Random(100)]);
1012 until g_Player_ValidName(_name);
1014 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1015 _model := m[Random(Length(m))];
1017 // Ñîçäàåì áîòà:
1018 with g_Player_Get(g_Player_Create(_model,
1019 _RGB(Min(Random(9)*32, 255),
1020 Min(Random(9)*32, 255),
1021 Min(Random(9)*32, 255)),
1022 Team, True)) as TBot do
1023 begin
1024 Name := _name;
1026 case Difficult of
1027 1: FDifficult := DIFFICULT_EASY;
1028 2: FDifficult := DIFFICULT_MEDIUM;
1029 else FDifficult := DIFFICULT_HARD;
1030 end;
1032 for a := WP_FIRST to WP_LAST do
1033 begin
1034 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1035 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1036 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1037 end;
1039 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1041 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1042 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1043 Spectate();
1044 end;
1045 end;
1047 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1048 var
1049 m: SArray;
1050 _name, _model: String;
1051 a: Integer;
1052 begin
1053 if not g_Game_IsServer then Exit;
1055 // Ñïèñîê íàçâàíèé ìîäåëåé:
1056 m := g_PlayerModel_GetNames();
1057 if m = nil then
1058 Exit;
1060 // Êîìàíäà:
1061 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1062 Team := TEAM_COOP // COOP
1063 else
1064 if gGameSettings.GameMode = GM_DM then
1065 Team := TEAM_NONE // DM
1066 else
1067 if Team = TEAM_NONE then
1068 Team := BotList[num].team; // CTF / TDM
1070 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1071 lName := AnsiLowerCase(lName);
1072 if (num < 0) or (num > Length(BotList)-1) then
1073 num := -1;
1074 if (num = -1) and (lName <> '') and (BotList <> nil) then
1075 for a := 0 to High(BotList) do
1076 if AnsiLowerCase(BotList[a].name) = lName then
1077 begin
1078 num := a;
1079 Break;
1080 end;
1081 if num = -1 then
1082 Exit;
1084 // Èìÿ áîòà:
1085 _name := BotList[num].name;
1086 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1087 if not g_Player_ValidName(_name) then
1088 repeat
1089 _name := Format('DFBOT%.2d', [Random(100)]);
1090 until g_Player_ValidName(_name);
1092 // Ìîäåëü:
1093 _model := BotList[num].model;
1094 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1095 if not InSArray(_model, m) then
1096 _model := m[Random(Length(m))];
1098 // Ñîçäàåì áîòà:
1099 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1100 begin
1101 Name := _name;
1103 FDifficult.DiagFire := BotList[num].diag_fire;
1104 FDifficult.InvisFire := BotList[num].invis_fire;
1105 FDifficult.DiagPrecision := BotList[num].diag_precision;
1106 FDifficult.FlyPrecision := BotList[num].fly_precision;
1107 FDifficult.Cover := BotList[num].cover;
1108 FDifficult.CloseJump := BotList[num].close_jump;
1110 for a := WP_FIRST to WP_LAST do
1111 begin
1112 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1113 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1114 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1115 end;
1117 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1119 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1120 end;
1121 end;
1123 procedure g_Bot_RemoveAll();
1124 var
1125 a: Integer;
1126 begin
1127 if not g_Game_IsServer then Exit;
1128 if gPlayers = nil then Exit;
1130 for a := 0 to High(gPlayers) do
1131 if gPlayers[a] <> nil then
1132 if gPlayers[a] is TBot then
1133 begin
1134 gPlayers[a].Lives := 0;
1135 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1136 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1137 g_Player_Remove(gPlayers[a].FUID);
1138 end;
1140 g_Bot_MixNames();
1141 end;
1143 procedure g_Bot_MixNames();
1144 var
1145 s: String;
1146 a, b: Integer;
1147 begin
1148 if BotNames <> nil then
1149 for a := 0 to High(BotNames) do
1150 begin
1151 b := Random(Length(BotNames));
1152 s := BotNames[a];
1153 Botnames[a] := BotNames[b];
1154 BotNames[b] := s;
1155 end;
1156 end;
1158 procedure g_Player_Remove(UID: Word);
1159 var
1160 i: Integer;
1161 begin
1162 if gPlayers = nil then Exit;
1164 if g_Game_IsServer and g_Game_IsNet then
1165 MH_SEND_PlayerDelete(UID);
1167 for i := 0 to High(gPlayers) do
1168 if gPlayers[i] <> nil then
1169 if gPlayers[i].FUID = UID then
1170 begin
1171 if gPlayers[i] is TPlayer then
1172 TPlayer(gPlayers[i]).Free()
1173 else
1174 TBot(gPlayers[i]).Free();
1175 gPlayers[i] := nil;
1176 Exit;
1177 end;
1178 end;
1180 procedure g_Player_Init();
1181 var
1182 F: TextFile;
1183 s: String;
1184 a, b: Integer;
1185 config: TConfig;
1186 sa: SArray;
1187 begin
1188 BotNames := nil;
1190 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1191 Exit;
1193 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1194 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1195 Reset(F);
1197 while not EOF(F) do
1198 begin
1199 ReadLn(F, s);
1201 s := Trim(s);
1202 if s = '' then
1203 Continue;
1205 SetLength(BotNames, Length(BotNames)+1);
1206 BotNames[High(BotNames)] := s;
1207 end;
1209 CloseFile(F);
1211 // Ïåðåìåøèâàåì èõ:
1212 g_Bot_MixNames();
1214 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1215 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1216 BotList := nil;
1217 a := 0;
1219 while config.SectionExists(IntToStr(a)) do
1220 begin
1221 SetLength(BotList, Length(BotList)+1);
1223 with BotList[High(BotList)] do
1224 begin
1225 // Èìÿ áîòà:
1226 name := config.ReadStr(IntToStr(a), 'name', '');
1227 // Ìîäåëü:
1228 model := config.ReadStr(IntToStr(a), 'model', '');
1229 // Êîìàíäà:
1230 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1231 team := TEAM_RED
1232 else
1233 team := TEAM_BLUE;
1234 // Öâåò ìîäåëè:
1235 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1236 color.R := StrToIntDef(sa[0], 0);
1237 color.G := StrToIntDef(sa[1], 0);
1238 color.B := StrToIntDef(sa[2], 0);
1239 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1240 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1241 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1242 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1243 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1244 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1245 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1246 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1247 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1248 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1249 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1250 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1251 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1252 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1253 if Length(sa) = 10 then
1254 for b := 0 to 9 do
1255 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1256 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1257 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1258 if Length(sa) = 10 then
1259 for b := 0 to 9 do
1260 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1262 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1263 if Length(sa) = 10 then
1264 for b := 0 to 9 do
1265 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1266 end;
1268 a := a + 1;
1269 end;
1271 config.Free();
1272 end;
1274 procedure g_Player_Free();
1275 var
1276 i: Integer;
1277 begin
1278 if gPlayers <> nil then
1279 begin
1280 for i := 0 to High(gPlayers) do
1281 if gPlayers[i] <> nil then
1282 begin
1283 if gPlayers[i] is TPlayer then
1284 TPlayer(gPlayers[i]).Free()
1285 else
1286 TBot(gPlayers[i]).Free();
1287 gPlayers[i] := nil;
1288 end;
1290 gPlayers := nil;
1291 end;
1293 gPlayer1 := nil;
1294 gPlayer2 := nil;
1295 end;
1297 procedure g_Player_UpdateAll();
1298 var
1299 i: Integer;
1300 begin
1301 if gPlayers = nil then Exit;
1303 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1304 for i := 0 to High(gPlayers) do
1305 begin
1306 if gPlayers[i] <> nil then
1307 begin
1308 if gPlayers[i] is TPlayer then
1309 begin
1310 gPlayers[i].Update();
1311 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1312 end
1313 else
1314 begin
1315 // bot updates weapons in `UpdateCombat()`
1316 TBot(gPlayers[i]).Update();
1317 end;
1318 end;
1319 end;
1320 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1321 end;
1323 procedure g_Player_DrawAll();
1324 var
1325 i: Integer;
1326 begin
1327 if gPlayers = nil then Exit;
1329 for i := 0 to High(gPlayers) do
1330 if gPlayers[i] <> nil then
1331 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1332 else TBot(gPlayers[i]).Draw();
1333 end;
1335 procedure g_Player_DrawDebug(p: TPlayer);
1336 var
1337 fW, fH: Byte;
1338 begin
1339 if p = nil then Exit;
1340 if (@p.FObj) = nil then Exit;
1342 e_TextureFontGetSize(gStdFont, fW, fH);
1344 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1345 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1346 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1347 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1348 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1349 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1350 end;
1352 procedure g_Player_DrawHealth();
1353 var
1354 i: Integer;
1355 fW, fH: Byte;
1356 begin
1357 if gPlayers = nil then Exit;
1358 e_TextureFontGetSize(gStdFont, fW, fH);
1360 for i := 0 to High(gPlayers) do
1361 if gPlayers[i] <> nil then
1362 begin
1363 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1364 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1365 IntToStr(gPlayers[i].FHealth), gStdFont);
1366 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1367 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1368 IntToStr(gPlayers[i].FArmor), gStdFont);
1369 end;
1370 end;
1372 function g_Player_Get(UID: Word): TPlayer;
1373 var
1374 a: Integer;
1375 begin
1376 Result := nil;
1378 if gPlayers = nil then
1379 Exit;
1381 for a := 0 to High(gPlayers) do
1382 if gPlayers[a] <> nil then
1383 if gPlayers[a].FUID = UID then
1384 begin
1385 Result := gPlayers[a];
1386 Exit;
1387 end;
1388 end;
1390 function g_Player_GetCount(): Byte;
1391 var
1392 a: Integer;
1393 begin
1394 Result := 0;
1396 if gPlayers = nil then
1397 Exit;
1399 for a := 0 to High(gPlayers) do
1400 if gPlayers[a] <> nil then
1401 Result := Result + 1;
1402 end;
1404 function g_Player_GetStats(): TPlayerStatArray;
1405 var
1406 a: Integer;
1407 begin
1408 Result := nil;
1410 if gPlayers = nil then Exit;
1412 for a := 0 to High(gPlayers) do
1413 if gPlayers[a] <> nil then
1414 begin
1415 SetLength(Result, Length(Result)+1);
1416 with Result[High(Result)] do
1417 begin
1418 Ping := gPlayers[a].FPing;
1419 Loss := gPlayers[a].FLoss;
1420 Name := gPlayers[a].FName;
1421 Team := gPlayers[a].FTeam;
1422 Frags := gPlayers[a].FFrags;
1423 Deaths := gPlayers[a].FDeath;
1424 Kills := gPlayers[a].FKills;
1425 Color := gPlayers[a].FModel.Color;
1426 Lives := gPlayers[a].FLives;
1427 Spectator := gPlayers[a].FSpectator;
1428 end;
1429 end;
1430 end;
1432 procedure g_Player_RememberAll;
1433 var
1434 i: Integer;
1435 begin
1436 for i := Low(gPlayers) to High(gPlayers) do
1437 if (gPlayers[i] <> nil) and gPlayers[i].Live then
1438 gPlayers[i].RememberState;
1439 end;
1441 procedure g_Player_ResetAll(Force, Silent: Boolean);
1442 var
1443 i: Integer;
1444 begin
1445 gTeamStat[TEAM_RED].Goals := 0;
1446 gTeamStat[TEAM_BLUE].Goals := 0;
1448 if gPlayers <> nil then
1449 for i := 0 to High(gPlayers) do
1450 if gPlayers[i] <> nil then
1451 begin
1452 gPlayers[i].Reset(Force);
1454 if gPlayers[i] is TPlayer then
1455 begin
1456 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1457 gPlayers[i].Respawn(Silent)
1458 else
1459 gPlayers[i].Spectate();
1460 end
1461 else
1462 TBot(gPlayers[i]).Respawn(Silent);
1463 end;
1464 end;
1466 procedure g_Player_CreateCorpse(Player: TPlayer);
1467 var
1468 find_id: DWORD;
1469 ok: Boolean;
1470 begin
1471 if Player.Live then
1472 Exit;
1473 if Player.FObj.Y >= gMapInfo.Height+128 then
1474 Exit;
1476 with Player do
1477 begin
1478 if (FHealth >= -50) or (gGibsCount = 0) then
1479 begin
1480 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1481 Exit;
1483 ok := False;
1484 for find_id := 0 to High(gCorpses) do
1485 if gCorpses[find_id] = nil then
1486 begin
1487 ok := True;
1488 Break;
1489 end;
1491 if not ok then
1492 find_id := Random(Length(gCorpses));
1494 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1495 gCorpses[find_id].FColor := FModel.Color;
1496 gCorpses[find_id].FObj.Vel := FObj.Vel;
1497 gCorpses[find_id].FObj.Accel := FObj.Accel;
1498 end
1499 else
1500 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1501 FObj.Y + PLAYER_RECT_CY,
1502 FModel.Name, FModel.Color);
1503 end;
1504 end;
1506 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1507 var
1508 SID: DWORD;
1509 begin
1510 if (gShells = nil) or (Length(gShells) = 0) then
1511 Exit;
1513 with gShells[CurrentShell] do
1514 begin
1515 SpriteID := 0;
1516 g_Obj_Init(@Obj);
1517 Obj.Rect.X := 0;
1518 Obj.Rect.Y := 0;
1519 if T = SHELL_BULLET then
1520 begin
1521 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1522 SpriteID := SID;
1523 CX := 2;
1524 CY := 1;
1525 Obj.Rect.Width := 4;
1526 Obj.Rect.Height := 2;
1527 end
1528 else
1529 begin
1530 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1531 SpriteID := SID;
1532 CX := 4;
1533 CY := 2;
1534 Obj.Rect.Width := 7;
1535 Obj.Rect.Height := 3;
1536 end;
1537 SType := T;
1538 Live := True;
1539 Obj.X := fX;
1540 Obj.Y := fY;
1541 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1542 positionChanged(); // this updates spatial accelerators
1543 RAngle := Random(360);
1544 Timeout := gTime + SHELL_TIMEOUT;
1546 if CurrentShell >= High(gShells) then
1547 CurrentShell := 0
1548 else
1549 Inc(CurrentShell);
1550 end;
1551 end;
1553 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1554 var
1555 a: Integer;
1556 GibsArray: TGibsArray;
1557 begin
1558 if (gGibs = nil) or (Length(gGibs) = 0) then
1559 Exit;
1560 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1561 Exit;
1563 for a := 0 to High(GibsArray) do
1564 with gGibs[CurrentGib] do
1565 begin
1566 Color := fColor;
1567 ID := GibsArray[a].ID;
1568 MaskID := GibsArray[a].MaskID;
1569 Live := True;
1570 g_Obj_Init(@Obj);
1571 Obj.Rect := GibsArray[a].Rect;
1572 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1573 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1574 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1575 positionChanged(); // this updates spatial accelerators
1576 RAngle := Random(360);
1578 if gBloodCount > 0 then
1579 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1580 Random(48), Random(48), 150, 0, 0);
1582 if CurrentGib >= High(gGibs) then
1583 CurrentGib := 0
1584 else
1585 Inc(CurrentGib);
1586 end;
1587 end;
1589 procedure g_Player_UpdatePhysicalObjects();
1590 var
1591 i: Integer;
1592 vel: TPoint2i;
1593 mr: Word;
1595 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1596 var
1597 k: Integer;
1598 begin
1599 k := 1 + Random(2);
1600 if T = SHELL_BULLET then
1601 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1602 else
1603 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1604 end;
1606 begin
1607 // Êóñêè ìÿñà:
1608 if gGibs <> nil then
1609 for i := 0 to High(gGibs) do
1610 if gGibs[i].Live then
1611 with gGibs[i] do
1612 begin
1613 vel := Obj.Vel;
1614 mr := g_Obj_Move(@Obj, True, False, True);
1615 positionChanged(); // this updates spatial accelerators
1617 if WordBool(mr and MOVE_FALLOUT) then
1618 begin
1619 Live := False;
1620 Continue;
1621 end;
1623 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1624 if WordBool(mr and MOVE_HITWALL) then
1625 Obj.Vel.X := -(vel.X div 2);
1626 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1627 Obj.Vel.Y := -(vel.Y div 2);
1629 if (Obj.Vel.X >= 0) then
1630 begin // Clockwise
1631 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1632 if RAngle >= 360 then
1633 RAngle := RAngle mod 360;
1634 end else begin // Counter-clockwise
1635 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1636 if RAngle < 0 then
1637 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1638 end;
1640 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1641 if gTime mod (GAME_TICK*3) = 0 then
1642 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1643 end;
1645 // Òðóïû:
1646 if gCorpses <> nil then
1647 for i := 0 to High(gCorpses) do
1648 if gCorpses[i] <> nil then
1649 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1650 begin
1651 gCorpses[i].Free();
1652 gCorpses[i] := nil;
1653 end
1654 else
1655 gCorpses[i].Update();
1657 // Ãèëüçû:
1658 if gShells <> nil then
1659 for i := 0 to High(gShells) do
1660 if gShells[i].Live then
1661 with gShells[i] do
1662 begin
1663 vel := Obj.Vel;
1664 mr := g_Obj_Move(@Obj, True, False, True);
1665 positionChanged(); // this updates spatial accelerators
1667 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1668 begin
1669 Live := False;
1670 Continue;
1671 end;
1673 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1674 if WordBool(mr and MOVE_HITWALL) then
1675 begin
1676 Obj.Vel.X := -(vel.X div 2);
1677 if not WordBool(mr and MOVE_INWATER) then
1678 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1679 end;
1680 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1681 begin
1682 Obj.Vel.Y := -(vel.Y div 2);
1683 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1684 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1685 begin
1686 if RAngle mod 90 <> 0 then
1687 RAngle := (RAngle div 90) * 90;
1688 end
1689 else if not WordBool(mr and MOVE_INWATER) then
1690 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1691 end;
1693 if (Obj.Vel.X >= 0) then
1694 begin // Clockwise
1695 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1696 if RAngle >= 360 then
1697 RAngle := RAngle mod 360;
1698 end else begin // Counter-clockwise
1699 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1700 if RAngle < 0 then
1701 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1702 end;
1703 end;
1704 end;
1706 procedure g_Player_DrawCorpses();
1707 var
1708 i: Integer;
1709 a: TPoint;
1710 begin
1711 if gGibs <> nil then
1712 for i := 0 to High(gGibs) do
1713 if gGibs[i].Live then
1714 with gGibs[i] do
1715 begin
1716 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1717 Continue;
1719 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1720 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1722 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1724 e_Colors := Color;
1725 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1726 e_Colors.R := 255;
1727 e_Colors.G := 255;
1728 e_Colors.B := 255;
1729 end;
1731 if gCorpses <> nil then
1732 for i := 0 to High(gCorpses) do
1733 if gCorpses[i] <> nil then
1734 gCorpses[i].Draw();
1735 end;
1737 procedure g_Player_DrawShells();
1738 var
1739 i: Integer;
1740 a: TPoint;
1741 begin
1742 if gShells <> nil then
1743 for i := 0 to High(gShells) do
1744 if gShells[i].Live then
1745 with gShells[i] do
1746 begin
1747 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1748 Continue;
1750 a.X := CX;
1751 a.Y := CY;
1753 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1754 end;
1755 end;
1757 procedure g_Player_RemoveAllCorpses();
1758 var
1759 i: Integer;
1760 begin
1761 gGibs := nil;
1762 gShells := nil;
1763 SetLength(gGibs, MaxGibs);
1764 SetLength(gShells, MaxGibs);
1765 CurrentGib := 0;
1766 CurrentShell := 0;
1768 if gCorpses <> nil then
1769 for i := 0 to High(gCorpses) do
1770 gCorpses[i].Free();
1772 gCorpses := nil;
1773 SetLength(gCorpses, MaxCorpses);
1774 end;
1776 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
1777 var
1778 count, i: Integer;
1779 b: Boolean;
1780 begin
1781 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1782 count := 0;
1783 if gCorpses <> nil then
1784 for i := 0 to High(gCorpses) do
1785 if gCorpses[i] <> nil then
1786 count := count + 1;
1788 Mem := TBinMemoryWriter.Create((count+1) * 128);
1790 // Êîëè÷åñòâî òðóïîâ:
1791 Mem.WriteInt(count);
1793 if count = 0 then
1794 Exit;
1796 // Ñîõðàíÿåì òðóïû:
1797 for i := 0 to High(gCorpses) do
1798 if gCorpses[i] <> nil then
1799 begin
1800 // Íàçâàíèå ìîäåëè:
1801 Mem.WriteString(gCorpses[i].FModelName);
1802 // Òèï ñìåðòè:
1803 b := gCorpses[i].Mess;
1804 Mem.WriteBoolean(b);
1805 // Ñîõðàíÿåì äàííûå òðóïà:
1806 gCorpses[i].SaveState(Mem);
1807 end;
1808 end;
1810 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
1811 var
1812 count, i: Integer;
1813 str: String;
1814 b: Boolean;
1815 begin
1816 if Mem = nil then
1817 Exit;
1819 g_Player_RemoveAllCorpses();
1821 // Êîëè÷åñòâî òðóïîâ:
1822 Mem.ReadInt(count);
1824 if count > Length(gCorpses) then
1825 begin
1826 raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1827 end;
1829 if count = 0 then
1830 Exit;
1832 // Çàãðóæàåì òðóïû:
1833 for i := 0 to count-1 do
1834 begin
1835 // Íàçâàíèå ìîäåëè:
1836 Mem.ReadString(str);
1837 // Òèï ñìåðòè:
1838 Mem.ReadBoolean(b);
1839 // Ñîçäàåì òðóï:
1840 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1841 // Çàãðóæàåì äàííûå òðóïà:
1842 gCorpses[i].LoadState(Mem);
1843 end;
1844 end;
1846 { T P l a y e r : }
1848 procedure TPlayer.BFGHit();
1849 begin
1850 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1851 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1852 if g_Game_IsServer and g_Game_IsNet then
1853 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1854 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1855 0, NET_GFX_BFGHIT);
1856 end;
1858 procedure TPlayer.ChangeModel(ModelName: string);
1859 var
1860 locModel: TPlayerModel;
1861 begin
1862 locModel := g_PlayerModel_Get(ModelName);
1863 if locModel = nil then Exit;
1865 FModel.Free();
1866 FModel := locModel;
1867 end;
1869 procedure TPlayer.SetModel(ModelName: string);
1870 var
1871 m: TPlayerModel;
1872 begin
1873 m := g_PlayerModel_Get(ModelName);
1874 if m = nil then
1875 begin
1876 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1877 m := g_PlayerModel_Get('doomer');
1878 if m = nil then
1879 begin
1880 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1881 Exit;
1882 end;
1883 end;
1885 if FModel <> nil then
1886 FModel.Free();
1888 FModel := m;
1890 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1891 FModel.Color := FColor
1892 else
1893 FModel.Color := TEAMCOLOR[FTeam];
1894 FModel.SetWeapon(FCurrWeap);
1895 FModel.SetFlag(FFlag);
1896 SetDirection(FDirection);
1897 end;
1899 procedure TPlayer.SetColor(Color: TRGB);
1900 begin
1901 FColor := Color;
1902 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1903 if FModel <> nil then FModel.Color := Color;
1904 end;
1906 procedure TPlayer.SwitchTeam;
1907 begin
1908 if g_Game_IsClient then
1909 Exit;
1910 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1912 if gGameOn and FLive then
1913 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1915 if FTeam = TEAM_RED then
1916 begin
1917 ChangeTeam(TEAM_BLUE);
1918 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1919 if g_Game_IsNet then
1920 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1921 end
1922 else
1923 begin
1924 ChangeTeam(TEAM_RED);
1925 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
1926 if g_Game_IsNet then
1927 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
1928 end;
1929 FPreferredTeam := FTeam;
1930 end;
1932 procedure TPlayer.ChangeTeam(Team: Byte);
1933 var
1934 OldTeam: Byte;
1935 begin
1936 OldTeam := FTeam;
1937 FTeam := Team;
1938 case Team of
1939 TEAM_RED, TEAM_BLUE:
1940 FModel.Color := TEAMCOLOR[Team];
1941 else
1942 FModel.Color := FColor;
1943 end;
1944 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
1945 MH_SEND_PlayerStats(FUID);
1946 end;
1949 procedure TPlayer.CollideItem();
1950 var
1951 i: Integer;
1952 r: Boolean;
1953 begin
1954 if gItems = nil then Exit;
1955 if not FLive then Exit;
1957 for i := 0 to High(gItems) do
1958 with gItems[i] do
1959 begin
1960 if (ItemType <> ITEM_NONE) and Live then
1961 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
1962 PLAYER_RECT.Height, @Obj) then
1963 begin
1964 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
1966 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
1967 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
1968 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
1969 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
1970 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
1972 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
1973 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
1974 (gGameSettings.GameType = GT_SINGLE) and
1975 (g_Player_GetCount() > 1)) then
1976 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
1977 end;
1978 end;
1979 end;
1982 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
1983 begin
1984 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
1985 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
1986 False);
1987 end;
1989 constructor TPlayer.Create();
1990 begin
1991 FIamBot := False;
1992 FDummy := False;
1993 FSpawned := False;
1995 FSawSound := TPlayableSound.Create();
1996 FSawSoundIdle := TPlayableSound.Create();
1997 FSawSoundHit := TPlayableSound.Create();
1998 FSawSoundSelect := TPlayableSound.Create();
1999 FJetSoundFly := TPlayableSound.Create();
2000 FJetSoundOn := TPlayableSound.Create();
2001 FJetSoundOff := TPlayableSound.Create();
2003 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2004 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2005 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2006 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2007 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2008 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2009 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2011 FSpectatePlayer := -1;
2012 FClientID := -1;
2013 FPing := 0;
2014 FLoss := 0;
2015 FSavedState.WaitRecall := False;
2016 FShellTimer := -1;
2017 FFireTime := 0;
2018 FFirePainTime := 0;
2019 FFireAttacker := 0;
2021 FActualModelName := 'doomer';
2023 g_Obj_Init(@FObj);
2024 FObj.Rect := PLAYER_RECT;
2026 FBFGFireCounter := -1;
2027 FJustTeleported := False;
2028 FNetTime := 0;
2030 resetWeaponQueue();
2031 end;
2033 procedure TPlayer.positionChanged ();
2034 begin
2035 end;
2037 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2038 var
2039 c: Word;
2040 begin
2041 if (not g_Game_IsClient) and (not FLive) then
2042 Exit;
2044 FLastHit := t;
2046 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2047 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2048 begin
2049 if not g_Game_IsClient then
2050 begin
2051 FArmor := 0;
2052 if t = HIT_TRAP then
2053 begin
2054 // Ëîâóøêà óáèâàåò ñðàçó:
2055 FHealth := -100;
2056 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2057 end;
2058 if t = HIT_SELF then
2059 begin
2060 // Ñàìîóáèéñòâî:
2061 FHealth := 0;
2062 Kill(K_SIMPLEKILL, SpawnerUID, t);
2063 end;
2064 end;
2065 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2066 FMegaRulez[MR_SUIT] := 0;
2067 FMegaRulez[MR_INVUL] := 0;
2068 FMegaRulez[MR_INVIS] := 0;
2069 FBerserk := 0;
2070 end;
2072 // Íî îò îñòàëüíîãî ñïàñàåò:
2073 if FMegaRulez[MR_INVUL] >= gTime then
2074 Exit;
2076 // ×èò-êîä "ÃÎÐÅÖ":
2077 if FGodMode then
2078 Exit;
2080 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2081 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2082 (SpawnerUID = FUID) or
2083 (not SameTeam(FUID, SpawnerUID)) then
2084 begin
2085 FLastSpawnerUID := SpawnerUID;
2087 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2088 if gBloodCount > 0 then
2089 begin
2090 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2091 if value div 4 <= c then
2092 c := c - (value div 4)
2093 else
2094 c := 0;
2096 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2097 MakeBloodSimple(c)
2098 else
2099 case t of
2100 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2101 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2102 end;
2104 if t = HIT_WATER then
2105 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2106 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2107 end;
2109 // Áóôåð óðîíà:
2110 if FLive then
2111 Inc(FDamageBuffer, value);
2113 // Âñïûøêà áîëè:
2114 if gFlash <> 0 then
2115 FPain := FPain + value;
2116 end;
2118 if g_Game_IsServer and g_Game_IsNet then
2119 begin
2120 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2121 MH_SEND_PlayerStats(FUID);
2122 MH_SEND_PlayerPos(False, FUID);
2123 end;
2124 end;
2126 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2127 begin
2128 Result := False;
2129 if g_Game_IsClient then
2130 Exit;
2131 if not FLive then
2132 Exit;
2134 if Soft and (FHealth < PLAYER_HP_SOFT) then
2135 begin
2136 IncMax(FHealth, value, PLAYER_HP_SOFT);
2137 Result := True;
2138 end;
2139 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2140 begin
2141 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2142 Result := True;
2143 end;
2145 if Result and g_Game_IsServer and g_Game_IsNet then
2146 MH_SEND_PlayerStats(FUID);
2147 end;
2149 destructor TPlayer.Destroy();
2150 begin
2151 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2152 gPlayer1 := nil;
2153 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2154 gPlayer2 := nil;
2156 FSawSound.Free();
2157 FSawSoundIdle.Free();
2158 FSawSoundHit.Free();
2159 FJetSoundFly.Free();
2160 FJetSoundOn.Free();
2161 FJetSoundOff.Free();
2162 FModel.Free();
2164 inherited;
2165 end;
2167 procedure TPlayer.DrawBubble();
2168 var
2169 bubX, bubY: Integer;
2170 ID: LongWord;
2171 Rb, Gb, Bb,
2172 Rw, Gw, Bw: SmallInt;
2173 Dot: Byte;
2174 begin
2175 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18);
2176 bubY := FObj.Y+FObj.Rect.Y - 18;
2177 Rb := 64;
2178 Gb := 64;
2179 Bb := 64;
2180 Rw := 240;
2181 Gw := 240;
2182 Bw := 240;
2183 case gChatBubble of
2184 1: // simple textual non-bubble
2185 begin
2186 bubX := FObj.X+FObj.Rect.X - 11;
2187 bubY := FObj.Y+FObj.Rect.Y - 17;
2188 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2189 Exit;
2190 end;
2191 2: // advanced pixel-perfect bubble
2192 begin
2193 if FTeam = TEAM_RED then
2194 Rb := 255
2195 else
2196 if FTeam = TEAM_BLUE then
2197 Bb := 255;
2198 end;
2199 3: // colored bubble
2200 begin
2201 Rb := FModel.Color.R;
2202 Gb := FModel.Color.G;
2203 Bb := FModel.Color.B;
2204 Rw := Min(Rb * 2 + 64, 255);
2205 Gw := Min(Gb * 2 + 64, 255);
2206 Bw := Min(Bb * 2 + 64, 255);
2207 if (Abs(Rw - Rb) < 32)
2208 or (Abs(Gw - Gb) < 32)
2209 or (Abs(Bw - Bb) < 32) then
2210 begin
2211 Rb := Max(Rw div 2 - 16, 0);
2212 Gb := Max(Gw div 2 - 16, 0);
2213 Bb := Max(Bw div 2 - 16, 0);
2214 end;
2215 end;
2216 4: // custom textured bubble
2217 begin
2218 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2219 if FDirection = D_RIGHT then
2220 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2221 else
2222 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
2223 Exit;
2224 end;
2225 end;
2227 // Outer borders
2228 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2229 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2230 // Inner box
2231 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2233 // Tail
2234 Dot := IfThen(FDirection = D_LEFT, 14, 5);
2235 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2236 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);
2237 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);
2238 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);
2239 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);
2241 // Dots
2242 Dot := 6;
2243 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2244 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2245 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2246 end;
2248 procedure TPlayer.Draw();
2249 var
2250 ID: DWORD;
2251 w, h: Word;
2252 dr: Boolean;
2253 begin
2254 if FLive then
2255 begin
2256 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2257 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2258 begin
2259 e_GetTextureSize(ID, @w, @h);
2260 if FDirection = D_LEFT then
2261 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2262 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False)
2263 else
2264 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2265 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False);
2266 end;
2268 if FMegaRulez[MR_INVIS] > gTime then
2269 begin
2270 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2271 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2272 begin
2273 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2274 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2275 else
2276 dr := True;
2277 if dr then
2278 FModel.Draw(FObj.X, FObj.Y, 200)
2279 else
2280 FModel.Draw(FObj.X, FObj.Y);
2281 end
2282 else
2283 FModel.Draw(FObj.X, FObj.Y, 254);
2284 end
2285 else
2286 FModel.Draw(FObj.X, FObj.Y);
2287 end;
2289 if g_debug_Frames then
2290 begin
2291 e_DrawQuad(FObj.X+FObj.Rect.X,
2292 FObj.Y+FObj.Rect.Y,
2293 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2294 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2295 0, 255, 0);
2296 end;
2298 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2299 DrawBubble();
2300 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2301 if gAimLine and Live and
2302 ((Self = gPlayer1) or (Self = gPlayer2)) then
2303 DrawAim();
2304 end;
2306 procedure TPlayer.DrawAim();
2307 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2309 function monsCollector (mon: TMonster; tag: Integer): Boolean;
2310 var
2311 ex, ey: Integer;
2312 mx, my, mw, mh: Integer;
2313 begin
2314 result := false;
2315 mon.getMapBox(mx, my, mw, mh);
2316 e_DrawQuad(mx, my, mx+mw-1, my+mh-1, 255, 255, 0, 96);
2317 if lineAABBIntersects(ax0, ay0, ax1, ay1, mx, my, mw, mh, ex, ey) then
2318 begin
2319 e_DrawPoint(8, ex, ey, 0, 255, 0);
2320 end;
2321 end;
2323 var
2324 ex, ey: Integer;
2325 //mon: TMonster;
2326 //mx, my, mw, mh: Integer;
2327 begin
2328 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2329 if g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) then
2330 begin
2331 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2332 e_DrawPoint(4, ex, ey, 255, 127, 0);
2333 end
2334 else
2335 begin
2336 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2337 end;
2340 mon := g_Mons_ByIdx(0);
2341 mon.getMapBox(mx, my, mw, mh);
2342 ax1 := mx+mw div 2;
2343 ay1 := my+mh div 2;
2344 e_DrawLine(2, ax0, ay0, ax1, ay1, 0, 96, 96, 96);
2346 if lineAABBIntersects(ax0, ay0, ax1, ay1, mx, my, mw, mh, ex, ey) then
2347 begin
2348 e_DrawLine(2, ax0, ay0, ex, ey, 255, 255, 0, 96);
2349 end
2350 else
2351 begin
2352 e_DrawLine(2, ax0, ay0, ex, ey, 255, 127, 0, 96);
2353 end;
2356 g_Mons_alongLine(ax0, ay0, ax1, ay1, monsCollector);
2357 end;
2359 var
2360 wx, wy, xx, yy: Integer;
2361 angle: SmallInt;
2362 sz, len: Word;
2363 begin
2364 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
2365 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2366 angle := FAngle;
2367 len := 1024;
2368 sz := 2;
2369 case FCurrWeap of
2370 0: begin // Punch
2371 len := 12;
2372 sz := 4;
2373 end;
2374 1: begin // Chainsaw
2375 len := 24;
2376 sz := 6;
2377 end;
2378 2: begin // Pistol
2379 len := 1024;
2380 sz := 2;
2381 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2382 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2383 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2384 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2385 end;
2386 3: begin // Shotgun
2387 len := 1024;
2388 sz := 3;
2389 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2390 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2391 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2392 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2393 end;
2394 4: begin // Double Shotgun
2395 len := 1024;
2396 sz := 4;
2397 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2398 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2399 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2400 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2401 end;
2402 5: begin // Chaingun
2403 len := 1024;
2404 sz := 3;
2405 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2406 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2407 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2408 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2409 end;
2410 6: begin // Rocket Launcher
2411 len := 1024;
2412 sz := 7;
2413 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2414 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2415 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2416 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2417 end;
2418 7: begin // Plasmagun
2419 len := 1024;
2420 sz := 5;
2421 if angle = ANGLE_RIGHTUP then Inc(angle);
2422 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2423 if angle = ANGLE_LEFTUP then Dec(angle);
2424 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2425 end;
2426 8: begin // BFG
2427 len := 1024;
2428 sz := 12;
2429 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2430 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2431 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2432 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2433 end;
2434 9: begin // Super Chaingun
2435 len := 1024;
2436 sz := 4;
2437 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2438 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2439 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2440 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2441 end;
2442 end;
2443 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2444 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2445 {$IF FALSE}
2446 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2447 {$ELSE}
2448 drawCast(sz, wx, wy, xx, yy);
2449 {$ENDIF}
2450 end;
2452 procedure TPlayer.DrawGUI();
2453 var
2454 ID: DWORD;
2455 X, Y, SY, a, p, m: Integer;
2456 tw, th: Word;
2457 cw, ch: Byte;
2458 s: string;
2459 stat: TPlayerStatArray;
2460 begin
2461 X := gPlayerScreenSize.X;
2462 SY := gPlayerScreenSize.Y;
2463 Y := 0;
2465 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2466 begin
2467 if gGameSettings.GameMode = GM_CTF then
2468 a := 32 + 8
2469 else
2470 a := 0;
2471 if gGameSettings.GameMode = GM_CTF then
2472 begin
2473 s := 'TEXTURE_PLAYER_REDFLAG';
2474 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2475 s := 'TEXTURE_PLAYER_REDFLAG_S';
2476 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2477 s := 'TEXTURE_PLAYER_REDFLAG_D';
2478 if g_Texture_Get(s, ID) then
2479 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2480 end;
2482 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2483 e_CharFont_GetSize(gMenuFont, s, tw, th);
2484 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2486 if gGameSettings.GameMode = GM_CTF then
2487 begin
2488 s := 'TEXTURE_PLAYER_BLUEFLAG';
2489 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2490 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2491 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2492 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2493 if g_Texture_Get(s, ID) then
2494 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2495 end;
2497 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2498 e_CharFont_GetSize(gMenuFont, s, tw, th);
2499 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2500 end;
2502 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2503 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2504 0, False, False);
2506 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2507 e_Draw(ID, X+2, Y, 0, True, False);
2509 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2510 begin
2511 if gShowStat then
2512 begin
2513 s := IntToStr(Frags);
2514 e_CharFont_GetSize(gMenuFont, s, tw, th);
2515 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2517 s := '';
2518 p := 1;
2519 m := 0;
2520 stat := g_Player_GetStats();
2521 if stat <> nil then
2522 begin
2523 p := 1;
2525 for a := 0 to High(stat) do
2526 if stat[a].Name <> Name then
2527 begin
2528 if stat[a].Frags > m then m := stat[a].Frags;
2529 if stat[a].Frags > Frags then p := p+1;
2530 end;
2531 end;
2533 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2534 if Frags >= m then s := s+'+' else s := s+'-';
2535 s := s+IntToStr(Abs(Frags-m));
2537 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2538 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2539 end;
2541 if gShowLives and (gGameSettings.MaxLives > 0) then
2542 begin
2543 s := IntToStr(Lives);
2544 e_CharFont_GetSize(gMenuFont, s, tw, th);
2545 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2546 end;
2547 end;
2549 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2550 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2552 if R_BERSERK in FRulez then
2553 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2554 else
2555 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2557 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2558 e_Draw(ID, X+36, Y+77, 0, True, False);
2560 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2561 e_CharFont_GetSize(gMenuFont, s, tw, th);
2562 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2564 s := IntToStr(FArmor);
2565 e_CharFont_GetSize(gMenuFont, s, tw, th);
2566 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2568 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2570 case FCurrWeap of
2571 WEAPON_KASTET:
2572 begin
2573 s := '--';
2574 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2575 end;
2576 WEAPON_SAW:
2577 begin
2578 s := '--';
2579 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2580 end;
2581 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2582 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2583 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2584 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2585 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2586 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2587 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2588 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2589 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2590 end;
2592 e_CharFont_GetSize(gMenuFont, s, tw, th);
2593 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2594 e_Draw(ID, X+20, Y+160, 0, True, False);
2596 if R_KEY_RED in FRulez then
2597 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2599 if R_KEY_GREEN in FRulez then
2600 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2602 if R_KEY_BLUE in FRulez then
2603 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2605 if FJetFuel > 0 then
2606 begin
2607 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2608 e_Draw(ID, X+2, Y+116, 0, True, False);
2609 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2610 e_Draw(ID, X+2, Y+126, 0, True, False);
2611 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2612 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2613 end
2614 else
2615 begin
2616 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2617 e_Draw(ID, X+2, Y+124, 0, True, False);
2618 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2619 end;
2621 if gShowPing and g_Game_IsClient then
2622 begin
2623 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2624 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2625 Y := Y + 16;
2626 end;
2628 if FSpectator then
2629 begin
2630 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2631 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2632 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2633 if FNoRespawn then
2634 begin
2635 e_TextureFontGetSize(gStdFont, cw, ch);
2636 s := _lc[I_PLAYER_SPECT4];
2637 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2638 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2639 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2640 end;
2642 end;
2643 end;
2645 procedure TPlayer.DrawRulez();
2646 var
2647 dr: Boolean;
2648 begin
2649 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2650 if FMegaRulez[MR_INVUL] >= gTime then
2651 begin
2652 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2653 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2654 else
2655 dr := True;
2657 if dr then
2658 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2659 191, 191, 191, 0, B_INVERT);
2660 end;
2662 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2663 if FMegaRulez[MR_SUIT] >= gTime then
2664 begin
2665 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2666 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2667 else
2668 dr := True;
2670 if dr then
2671 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2672 0, 96, 0, 200, B_NONE);
2673 end;
2675 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2676 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2677 begin
2678 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2679 255, 0, 0, 200, B_NONE);
2680 end;
2681 end;
2683 procedure TPlayer.DrawPain();
2684 var
2685 a, h: Integer;
2686 begin
2687 if FPain = 0 then Exit;
2689 a := FPain;
2691 if a < 15 then h := 0
2692 else if a < 35 then h := 1
2693 else if a < 55 then h := 2
2694 else if a < 75 then h := 3
2695 else if a < 95 then h := 4
2696 else h := 5;
2698 //if a > 255 then a := 255;
2700 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2701 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2702 end;
2704 procedure TPlayer.DrawPickup();
2705 var
2706 a, h: Integer;
2707 begin
2708 if FPickup = 0 then Exit;
2710 a := FPickup;
2712 if a < 15 then h := 1
2713 else if a < 35 then h := 2
2714 else if a < 55 then h := 3
2715 else if a < 75 then h := 4
2716 else h := 5;
2718 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2719 end;
2721 procedure TPlayer.Fire();
2722 var
2723 f, DidFire: Boolean;
2724 wx, wy, xd, yd: Integer;
2725 locobj: TObj;
2726 begin
2727 if g_Game_IsClient then Exit;
2728 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2729 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2731 if FSpectator then
2732 begin
2733 Respawn(False);
2734 Exit;
2735 end;
2737 if FReloading[FCurrWeap] <> 0 then Exit;
2739 DidFire := False;
2741 f := False;
2742 wx := FObj.X+WEAPONPOINT[FDirection].X;
2743 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2744 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
2745 yd := wy+firediry();
2747 case FCurrWeap of
2748 WEAPON_KASTET:
2749 begin
2750 if R_BERSERK in FRulez then
2751 begin
2752 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2753 locobj.X := FObj.X+FObj.Rect.X;
2754 locobj.Y := FObj.Y+FObj.Rect.Y;
2755 locobj.rect.X := 0;
2756 locobj.rect.Y := 0;
2757 locobj.rect.Width := 39;
2758 locobj.rect.Height := 52;
2759 locobj.Vel.X := (xd-wx) div 2;
2760 locobj.Vel.Y := (yd-wy) div 2;
2761 locobj.Accel.X := xd-wx;
2762 locobj.Accel.y := yd-wy;
2764 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2765 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2766 else
2767 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2769 if gFlash = 1 then
2770 if FPain < 50 then
2771 FPain := min(FPain + 25, 50);
2772 end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2774 DidFire := True;
2775 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2776 end;
2778 WEAPON_SAW:
2779 begin
2780 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2781 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2782 begin
2783 FSawSoundSelect.Stop();
2784 FSawSound.Stop();
2785 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2786 end
2787 else if not FSawSoundHit.IsPlaying() then
2788 begin
2789 FSawSoundSelect.Stop();
2790 FSawSound.PlayAt(FObj.X, FObj.Y);
2791 end;
2793 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2794 DidFire := True;
2795 f := True;
2796 end;
2798 WEAPON_PISTOL:
2799 if FAmmo[A_BULLETS] > 0 then
2800 begin
2801 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2802 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2803 Dec(FAmmo[A_BULLETS]);
2804 FFireAngle := FAngle;
2805 f := True;
2806 DidFire := True;
2807 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2808 GameVelX, GameVelY-2, SHELL_BULLET);
2809 end;
2811 WEAPON_SHOTGUN1:
2812 if FAmmo[A_SHELLS] > 0 then
2813 begin
2814 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2815 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2816 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2817 Dec(FAmmo[A_SHELLS]);
2818 FFireAngle := FAngle;
2819 f := True;
2820 DidFire := True;
2821 FShellTimer := 10;
2822 FShellType := SHELL_SHELL;
2823 end;
2825 WEAPON_SHOTGUN2:
2826 if FAmmo[A_SHELLS] >= 2 then
2827 begin
2828 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2829 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2830 Dec(FAmmo[A_SHELLS], 2);
2831 FFireAngle := FAngle;
2832 f := True;
2833 DidFire := True;
2834 FShellTimer := 13;
2835 FShellType := SHELL_DBLSHELL;
2836 end;
2838 WEAPON_CHAINGUN:
2839 if FAmmo[A_BULLETS] > 0 then
2840 begin
2841 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2842 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2843 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2844 Dec(FAmmo[A_BULLETS]);
2845 FFireAngle := FAngle;
2846 f := True;
2847 DidFire := True;
2848 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2849 GameVelX, GameVelY-2, SHELL_BULLET);
2850 end;
2852 WEAPON_ROCKETLAUNCHER:
2853 if FAmmo[A_ROCKETS] > 0 then
2854 begin
2855 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2856 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2857 Dec(FAmmo[A_ROCKETS]);
2858 FFireAngle := FAngle;
2859 f := True;
2860 DidFire := True;
2861 end;
2863 WEAPON_PLASMA:
2864 if FAmmo[A_CELLS] > 0 then
2865 begin
2866 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2867 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2868 Dec(FAmmo[A_CELLS]);
2869 FFireAngle := FAngle;
2870 f := True;
2871 DidFire := True;
2872 end;
2874 WEAPON_BFG:
2875 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2876 begin
2877 FBFGFireCounter := 17;
2878 if not FNoReload then
2879 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2880 Dec(FAmmo[A_CELLS], 40);
2881 DidFire := True;
2882 end;
2884 WEAPON_SUPERPULEMET:
2885 if FAmmo[A_SHELLS] > 0 then
2886 begin
2887 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2888 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2889 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2890 Dec(FAmmo[A_SHELLS]);
2891 FFireAngle := FAngle;
2892 f := True;
2893 DidFire := True;
2894 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2895 GameVelX, GameVelY-2, SHELL_SHELL);
2896 end;
2898 WEAPON_FLAMETHROWER:
2899 if FAmmo[A_FUEL] > 0 then
2900 begin
2901 g_Weapon_flame(wx, wy, xd, yd, FUID);
2902 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2903 Dec(FAmmo[A_FUEL]);
2904 FFireAngle := FAngle;
2905 f := True;
2906 DidFire := True;
2907 end;
2908 end;
2910 if g_Game_IsNet then
2911 begin
2912 if DidFire then
2913 begin
2914 if FCurrWeap <> WEAPON_BFG then
2915 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
2916 else
2917 if not FNoReload then
2918 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
2919 end;
2921 MH_SEND_PlayerStats(FUID);
2922 end;
2924 if not f then Exit;
2926 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
2927 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
2928 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
2929 end;
2931 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
2932 begin
2933 case Weapon of
2934 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
2935 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
2936 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
2937 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
2938 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
2939 else Result := 0;
2940 end;
2941 end;
2943 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
2944 begin
2945 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
2946 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
2947 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
2948 end;
2950 procedure TPlayer.JetpackOn;
2951 begin
2952 FJetSoundFly.Stop;
2953 FJetSoundOff.Stop;
2954 FJetSoundOn.SetPosition(0);
2955 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
2956 FlySmoke(8);
2957 end;
2959 procedure TPlayer.JetpackOff;
2960 begin
2961 FJetSoundFly.Stop;
2962 FJetSoundOn.Stop;
2963 FJetSoundOff.SetPosition(0);
2964 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
2965 end;
2967 procedure TPlayer.CatchFire(Attacker: Word);
2968 begin
2969 FFireTime := 100;
2970 FFireAttacker := Attacker;
2971 if g_Game_IsNet and g_Game_IsServer then
2972 MH_SEND_PlayerStats(FUID);
2973 end;
2975 procedure TPlayer.Jump();
2976 begin
2977 if gFly or FJetpack then
2978 begin
2979 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
2980 if FObj.Vel.Y > -VEL_FLY then
2981 FObj.Vel.Y := FObj.Vel.Y - 3;
2982 if FJetpack then
2983 begin
2984 if FJetFuel > 0 then
2985 Dec(FJetFuel);
2986 if (FJetFuel < 1) and g_Game_IsServer then
2987 begin
2988 FJetpack := False;
2989 JetpackOff;
2990 if g_Game_IsNet then
2991 MH_SEND_PlayerStats(FUID);
2992 end;
2993 end;
2994 Exit;
2995 end;
2997 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
2998 if FGhost then
2999 FCanJetpack := False;
3001 // Ïðûãàåì èëè âñïëûâàåì:
3002 if (CollideLevel(0, 1) or
3003 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3004 PLAYER_RECT.Height-33, PANEL_STEP, False)
3005 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3006 begin
3007 FObj.Vel.Y := -VEL_JUMP;
3008 FCanJetpack := False;
3009 end
3010 else
3011 begin
3012 if BodyInLiquid(0, 0) then
3013 FObj.Vel.Y := -VEL_SW
3014 else if (FJetFuel > 0) and FCanJetpack and
3015 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3016 begin
3017 FJetpack := True;
3018 JetpackOn;
3019 if g_Game_IsNet then
3020 MH_SEND_PlayerStats(FUID);
3021 end;
3022 end;
3023 end;
3025 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3026 var
3027 a, i, k, ab, ar: Byte;
3028 s: String;
3029 mon: TMonster;
3030 plr: TPlayer;
3031 srv, netsrv: Boolean;
3032 DoFrags: Boolean;
3033 OldLR: Byte;
3034 KP: TPlayer;
3035 it: PItem;
3037 procedure PushItem(t: Byte);
3038 var
3039 id: DWORD;
3040 begin
3041 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3042 it := g_Items_ByIdx(id);
3043 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3044 begin
3045 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3046 (FObj.Vel.Y div 2)-Random(9));
3047 it.positionChanged(); // this updates spatial accelerators
3048 end
3049 else
3050 begin
3051 if KillType = K_HARDKILL then // -5..+5; -5..0
3052 begin
3053 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3054 (FObj.Vel.Y div 2)-Random(6));
3055 end
3056 else // -3..+3; -3..0
3057 begin
3058 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3059 (FObj.Vel.Y div 2)-Random(4));
3060 end;
3061 it.positionChanged(); // this updates spatial accelerators
3062 end;
3064 if g_Game_IsNet and g_Game_IsServer then
3065 MH_SEND_ItemSpawn(True, id);
3066 end;
3068 begin
3069 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3070 Srv := g_Game_IsServer;
3071 Netsrv := g_Game_IsServer and g_Game_IsNet;
3072 if Srv then FDeath := FDeath + 1;
3073 if FLive then
3074 begin
3075 if FGhost then
3076 FGhost := False;
3077 if not FPhysics then
3078 FPhysics := True;
3079 FLive := False;
3080 end;
3081 FShellTimer := -1;
3083 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3084 begin
3085 if FLives > 0 then FLives := FLives - 1;
3086 if FLives = 0 then FNoRespawn := True;
3087 end;
3089 // Íîìåð òèïà ñìåðòè:
3090 a := 1;
3091 case KillType of
3092 K_SIMPLEKILL: a := 1;
3093 K_HARDKILL: a := 2;
3094 K_EXTRAHARDKILL: a := 3;
3095 K_FALLKILL: a := 4;
3096 end;
3098 // Çâóê ñìåðòè:
3099 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3100 for i := 1 to 3 do
3101 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3102 Break;
3104 // Âðåìÿ ðåñïàóíà:
3105 if Srv then
3106 case KillType of
3107 K_SIMPLEKILL:
3108 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3109 K_HARDKILL:
3110 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3111 K_EXTRAHARDKILL, K_FALLKILL:
3112 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3113 end;
3115 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3116 case KillType of
3117 K_SIMPLEKILL:
3118 SetAction(A_DIE1);
3119 K_HARDKILL, K_EXTRAHARDKILL:
3120 SetAction(A_DIE2);
3121 end;
3123 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3124 if (KillType <> K_FALLKILL) and (Srv) then
3125 g_Monsters_killedp();
3127 if SpawnerUID = FUID then
3128 begin // Ñàìîóáèëñÿ
3129 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3130 begin
3131 Dec(FFrags);
3132 FLastFrag := 0;
3133 end;
3134 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3135 end
3136 else
3137 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3138 begin // Óáèò äðóãèì èãðîêîì
3139 KP := g_Player_Get(SpawnerUID);
3140 if (KP <> nil) and Srv then
3141 begin
3142 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3143 if SameTeam(FUID, SpawnerUID) then
3144 begin
3145 Dec(KP.FFrags);
3146 KP.FLastFrag := 0;
3147 end else
3148 begin
3149 Inc(KP.FFrags);
3150 KP.FragCombo();
3151 end;
3153 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3154 Inc(gTeamStat[KP.Team].Goals,
3155 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3157 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3158 end;
3160 plr := g_Player_Get(SpawnerUID);
3161 if plr = nil then
3162 s := '?'
3163 else
3164 s := plr.FName;
3166 case KillType of
3167 K_HARDKILL:
3168 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3169 [FName, s]),
3170 gShowKillMsg);
3171 K_EXTRAHARDKILL:
3172 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3173 [FName, s]),
3174 gShowKillMsg);
3175 else
3176 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3177 [FName, s]),
3178 gShowKillMsg);
3179 end;
3180 end
3181 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3182 begin // Óáèò ìîíñòðîì
3183 mon := g_Monsters_ByUID(SpawnerUID);
3184 if mon = nil then
3185 s := '?'
3186 else
3187 s := g_Monsters_GetKilledBy(mon.MonsterType);
3189 case KillType of
3190 K_HARDKILL:
3191 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3192 [FName, s]),
3193 gShowKillMsg);
3194 K_EXTRAHARDKILL:
3195 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3196 [FName, s]),
3197 gShowKillMsg);
3198 else
3199 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3200 [FName, s]),
3201 gShowKillMsg);
3202 end;
3203 end
3204 else // Îñîáûå òèïû ñìåðòè
3205 case t of
3206 HIT_DISCON: ;
3207 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3208 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3209 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3210 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3211 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3212 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3213 end;
3215 if Srv then
3216 begin
3217 // Âûáðîñ îðóæèÿ:
3218 for a := WP_FIRST to WP_LAST do
3219 if FWeapon[a] then
3220 begin
3221 case a of
3222 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3223 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3224 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3225 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3226 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3227 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3228 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3229 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3230 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3231 else i := 0;
3232 end;
3234 if i <> 0 then
3235 PushItem(i);
3236 end;
3238 // Âûáðîñ ðþêçàêà:
3239 if R_ITEM_BACKPACK in FRulez then
3240 PushItem(ITEM_AMMO_BACKPACK);
3242 // Âûáðîñ ðàêåòíîãî ðàíöà:
3243 if FJetFuel > 0 then
3244 PushItem(ITEM_JETPACK);
3246 // Âûáðîñ êëþ÷åé:
3247 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3248 begin
3249 if R_KEY_RED in FRulez then
3250 PushItem(ITEM_KEY_RED);
3252 if R_KEY_GREEN in FRulez then
3253 PushItem(ITEM_KEY_GREEN);
3255 if R_KEY_BLUE in FRulez then
3256 PushItem(ITEM_KEY_BLUE);
3257 end;
3259 // Âûáðîñ ôëàãà:
3260 DropFlag();
3261 end;
3263 g_Player_CreateCorpse(Self);
3265 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3266 (gLMSRespawn = LMS_RESPAWN_NONE) then
3267 begin
3268 a := 0;
3269 k := 0;
3270 ar := 0;
3271 ab := 0;
3272 for i := Low(gPlayers) to High(gPlayers) do
3273 begin
3274 if gPlayers[i] = nil then continue;
3275 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3276 begin
3277 Inc(a);
3278 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3279 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3280 k := i;
3281 end;
3282 end;
3284 OldLR := gLMSRespawn;
3285 if (gGameSettings.GameMode = GM_COOP) then
3286 begin
3287 if (a = 0) then
3288 begin
3289 // everyone is dead, restart the map
3290 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3291 if Netsrv then
3292 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3293 gLMSRespawn := LMS_RESPAWN_FINAL;
3294 gLMSRespawnTime := gTime + 5000;
3295 end
3296 else if (a = 1) then
3297 begin
3298 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3299 if (gPlayers[k] = gPlayer1) or
3300 (gPlayers[k] = gPlayer2) then
3301 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3302 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3303 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3304 end;
3305 end
3306 else if (gGameSettings.GameMode = GM_TDM) then
3307 begin
3308 if (ab = 0) and (ar <> 0) then
3309 begin
3310 // blu team ded
3311 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3312 if Netsrv then
3313 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3314 Inc(gTeamStat[TEAM_RED].Goals);
3315 gLMSRespawn := LMS_RESPAWN_FINAL;
3316 gLMSRespawnTime := gTime + 5000;
3317 end
3318 else if (ar = 0) and (ab <> 0) then
3319 begin
3320 // red team ded
3321 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3322 if Netsrv then
3323 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3324 Inc(gTeamStat[TEAM_BLUE].Goals);
3325 gLMSRespawn := LMS_RESPAWN_FINAL;
3326 gLMSRespawnTime := gTime + 5000;
3327 end
3328 else if (ar = 0) and (ab = 0) then
3329 begin
3330 // everyone ded
3331 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3332 if Netsrv then
3333 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3334 gLMSRespawn := LMS_RESPAWN_FINAL;
3335 gLMSRespawnTime := gTime + 5000;
3336 end;
3337 end
3338 else if (gGameSettings.GameMode = GM_DM) then
3339 begin
3340 if (a = 1) then
3341 begin
3342 if gPlayers[k] <> nil then
3343 with gPlayers[k] do
3344 begin
3345 // survivor is the winner
3346 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3347 if Netsrv then
3348 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3349 Inc(FFrags);
3350 end;
3351 gLMSRespawn := LMS_RESPAWN_FINAL;
3352 gLMSRespawnTime := gTime + 5000;
3353 end
3354 else if (a = 0) then
3355 begin
3356 // everyone is dead, restart the map
3357 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3358 if Netsrv then
3359 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3360 gLMSRespawn := LMS_RESPAWN_FINAL;
3361 gLMSRespawnTime := gTime + 5000;
3362 end;
3363 end;
3364 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3365 begin
3366 if NetMode = NET_SERVER then
3367 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3368 else
3369 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3370 end;
3371 end;
3373 if Netsrv then
3374 begin
3375 MH_SEND_PlayerStats(FUID);
3376 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3377 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3378 end;
3380 if srv and FNoRespawn then Spectate(True);
3381 FWantsInGame := True;
3382 end;
3384 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3385 begin
3386 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3387 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3388 end;
3390 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3391 begin
3392 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3393 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3394 end;
3396 procedure TPlayer.MakeBloodSimple(Count: Word);
3397 begin
3398 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3399 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3400 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3401 150, 0, 0);
3402 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3403 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3404 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3405 150, 0, 0);
3406 end;
3408 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3409 begin
3410 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3411 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3412 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3413 150, 0, 0);
3414 end;
3416 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3417 begin
3418 if g_Game_IsClient then Exit;
3419 if Weapon > High(FWeapon) then Exit;
3420 FNextWeap := FNextWeap or (1 shl Weapon);
3421 end;
3423 procedure TPlayer.resetWeaponQueue ();
3424 begin
3425 FNextWeap := 0;
3426 FNextWeapDelay := 0;
3427 end;
3429 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3430 begin
3431 result := false;
3432 case weapon of
3433 WEAPON_KASTET, WEAPON_SAW: result := true;
3434 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3435 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3436 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3437 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3438 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3439 else result := (weapon < length(FWeapon));
3440 end;
3441 end;
3443 // return 255 for "no switch"
3444 function TPlayer.getNextWeaponIndex (): Byte;
3445 var
3446 i: Word;
3447 wantThisWeapon: array[0..64] of Boolean;
3448 wwc: Integer = 0; //HACK!
3449 dir, cwi: Integer;
3450 begin
3451 result := 255; // default result: "no switch"
3452 // had weapon cycling on previous frame? remove that flag
3453 if (FNextWeap and $2000) <> 0 then
3454 begin
3455 FNextWeap := FNextWeap and $1FFF;
3456 FNextWeapDelay := 0;
3457 end;
3458 // cycling has priority
3459 if (FNextWeap and $C000) <> 0 then
3460 begin
3461 if (FNextWeap and $8000) <> 0 then
3462 dir := 1
3463 else
3464 dir := -1;
3465 FNextWeap := FNextWeap or $2000; // we need this
3466 if FNextWeapDelay > 0 then
3467 exit; // cooldown time
3468 cwi := FCurrWeap;
3469 for i := 0 to High(FWeapon) do
3470 begin
3471 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3472 if FWeapon[cwi] then
3473 begin
3474 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3475 result := Byte(cwi);
3476 FNextWeapDelay := 10;
3477 exit;
3478 end;
3479 end;
3480 resetWeaponQueue();
3481 exit;
3482 end;
3483 // no cycling
3484 for i := 0 to High(wantThisWeapon) do
3485 wantThisWeapon[i] := false;
3486 for i := 0 to High(FWeapon) do
3487 if (FNextWeap and (1 shl i)) <> 0 then
3488 begin
3489 wantThisWeapon[i] := true;
3490 Inc(wwc);
3491 end;
3492 // exclude currently selected weapon from the set
3493 wantThisWeapon[FCurrWeap] := false;
3494 // slow down alterations a little
3495 if wwc > 1 then
3496 begin
3497 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3498 // more than one weapon requested, assume "alteration" and check alteration delay
3499 if FNextWeapDelay > 0 then
3500 begin
3501 FNextWeap := 0;
3502 exit;
3503 end; // yeah
3504 end;
3505 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3506 // but clear all counters if no weapon should be switched
3507 if wwc < 1 then
3508 begin
3509 resetWeaponQueue();
3510 exit;
3511 end;
3512 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3513 // try weapons in descending order
3514 for i := High(FWeapon) downto 0 do
3515 begin
3516 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3517 begin
3518 // i found her!
3519 result := Byte(i);
3520 resetWeaponQueue();
3521 FNextWeapDelay := 10; // anyway, 'cause why not
3522 exit;
3523 end;
3524 end;
3525 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3526 resetWeaponQueue();
3527 end;
3529 procedure TPlayer.RealizeCurrentWeapon();
3530 function switchAllowed (): Boolean;
3531 var
3532 i: Byte;
3533 begin
3534 result := false;
3535 if FBFGFireCounter <> -1 then
3536 exit;
3537 if FTime[T_SWITCH] > gTime then
3538 exit;
3539 for i := WP_FIRST to WP_LAST do
3540 if FReloading[i] > 0 then
3541 exit;
3542 result := true;
3543 end;
3545 var
3546 nw: Byte;
3547 begin
3548 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3549 //FNextWeap := FNextWeap and $1FFF;
3550 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3552 if not switchAllowed then
3553 begin
3554 //HACK for weapon cycling
3555 if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
3556 exit;
3557 end;
3559 nw := getNextWeaponIndex();
3560 if nw = 255 then exit; // don't reset anything here
3561 if nw > High(FWeapon) then
3562 begin
3563 // don't forget to reset queue here!
3564 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3565 resetWeaponQueue();
3566 exit;
3567 end;
3569 if FWeapon[nw] then
3570 begin
3571 FCurrWeap := nw;
3572 FTime[T_SWITCH] := gTime+156;
3573 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3574 FModel.SetWeapon(FCurrWeap);
3575 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3576 end;
3577 end;
3579 procedure TPlayer.NextWeapon();
3580 begin
3581 if g_Game_IsClient then Exit;
3582 FNextWeap := $8000;
3583 end;
3585 procedure TPlayer.PrevWeapon();
3586 begin
3587 if g_Game_IsClient then Exit;
3588 FNextWeap := $4000;
3589 end;
3591 procedure TPlayer.SetWeapon(W: Byte);
3592 begin
3593 if FCurrWeap <> W then
3594 if W = WEAPON_SAW then
3595 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3597 FCurrWeap := W;
3598 FModel.SetWeapon(CurrWeap);
3599 resetWeaponQueue();
3600 end;
3602 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3603 var
3604 a: Boolean;
3605 begin
3606 Result := False;
3607 if g_Game_IsClient then Exit;
3609 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3610 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3611 remove := not a;
3613 case ItemType of
3614 ITEM_MEDKIT_SMALL:
3615 if FHealth < PLAYER_HP_SOFT then
3616 begin
3617 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3618 Result := True;
3619 remove := True;
3620 FFireTime := 0;
3621 if gFlash = 2 then Inc(FPickup, 5);
3622 end;
3624 ITEM_MEDKIT_LARGE:
3625 if FHealth < PLAYER_HP_SOFT then
3626 begin
3627 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3628 Result := True;
3629 remove := True;
3630 FFireTime := 0;
3631 if gFlash = 2 then Inc(FPickup, 5);
3632 end;
3634 ITEM_ARMOR_GREEN:
3635 if FArmor < PLAYER_AP_SOFT then
3636 begin
3637 FArmor := PLAYER_AP_SOFT;
3638 Result := True;
3639 remove := True;
3640 if gFlash = 2 then Inc(FPickup, 5);
3641 end;
3643 ITEM_ARMOR_BLUE:
3644 if FArmor < PLAYER_AP_LIMIT then
3645 begin
3646 FArmor := PLAYER_AP_LIMIT;
3647 Result := True;
3648 remove := True;
3649 if gFlash = 2 then Inc(FPickup, 5);
3650 end;
3652 ITEM_SPHERE_BLUE:
3653 if FHealth < PLAYER_HP_LIMIT then
3654 begin
3655 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3656 Result := True;
3657 remove := True;
3658 FFireTime := 0;
3659 if gFlash = 2 then Inc(FPickup, 5);
3660 end;
3662 ITEM_SPHERE_WHITE:
3663 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3664 begin
3665 if FHealth < PLAYER_HP_LIMIT then
3666 FHealth := PLAYER_HP_LIMIT;
3667 if FArmor < PLAYER_AP_LIMIT then
3668 FArmor := PLAYER_AP_LIMIT;
3669 Result := True;
3670 remove := True;
3671 FFireTime := 0;
3672 if gFlash = 2 then Inc(FPickup, 5);
3673 end;
3675 ITEM_WEAPON_SAW:
3676 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3677 begin
3678 FWeapon[WEAPON_SAW] := True;
3679 Result := True;
3680 if gFlash = 2 then Inc(FPickup, 5);
3681 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3682 end;
3684 ITEM_WEAPON_SHOTGUN1:
3685 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3686 begin
3687 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3688 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3690 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3691 FWeapon[WEAPON_SHOTGUN1] := True;
3692 Result := True;
3693 if gFlash = 2 then Inc(FPickup, 5);
3694 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3695 end;
3697 ITEM_WEAPON_SHOTGUN2:
3698 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3699 begin
3700 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3702 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3703 FWeapon[WEAPON_SHOTGUN2] := True;
3704 Result := True;
3705 if gFlash = 2 then Inc(FPickup, 5);
3706 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3707 end;
3709 ITEM_WEAPON_CHAINGUN:
3710 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3711 begin
3712 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3714 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3715 FWeapon[WEAPON_CHAINGUN] := True;
3716 Result := True;
3717 if gFlash = 2 then Inc(FPickup, 5);
3718 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3719 end;
3721 ITEM_WEAPON_ROCKETLAUNCHER:
3722 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3723 begin
3724 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3726 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3727 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3728 Result := True;
3729 if gFlash = 2 then Inc(FPickup, 5);
3730 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3731 end;
3733 ITEM_WEAPON_PLASMA:
3734 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3735 begin
3736 if a and FWeapon[WEAPON_PLASMA] then Exit;
3738 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3739 FWeapon[WEAPON_PLASMA] := True;
3740 Result := True;
3741 if gFlash = 2 then Inc(FPickup, 5);
3742 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3743 end;
3745 ITEM_WEAPON_BFG:
3746 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3747 begin
3748 if a and FWeapon[WEAPON_BFG] then Exit;
3750 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3751 FWeapon[WEAPON_BFG] := True;
3752 Result := True;
3753 if gFlash = 2 then Inc(FPickup, 5);
3754 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3755 end;
3757 ITEM_WEAPON_SUPERPULEMET:
3758 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3759 begin
3760 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3762 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3763 FWeapon[WEAPON_SUPERPULEMET] := True;
3764 Result := True;
3765 if gFlash = 2 then Inc(FPickup, 5);
3766 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3767 end;
3769 ITEM_WEAPON_FLAMETHROWER:
3770 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3771 begin
3772 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3774 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3775 FWeapon[WEAPON_FLAMETHROWER] := True;
3776 Result := True;
3777 if gFlash = 2 then Inc(FPickup, 5);
3778 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3779 end;
3781 ITEM_AMMO_BULLETS:
3782 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3783 begin
3784 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3785 Result := True;
3786 remove := True;
3787 if gFlash = 2 then Inc(FPickup, 5);
3788 end;
3790 ITEM_AMMO_BULLETS_BOX:
3791 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3792 begin
3793 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3794 Result := True;
3795 remove := True;
3796 if gFlash = 2 then Inc(FPickup, 5);
3797 end;
3799 ITEM_AMMO_SHELLS:
3800 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3801 begin
3802 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3803 Result := True;
3804 remove := True;
3805 if gFlash = 2 then Inc(FPickup, 5);
3806 end;
3808 ITEM_AMMO_SHELLS_BOX:
3809 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3810 begin
3811 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3812 Result := True;
3813 remove := True;
3814 if gFlash = 2 then Inc(FPickup, 5);
3815 end;
3817 ITEM_AMMO_ROCKET:
3818 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3819 begin
3820 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3821 Result := True;
3822 remove := True;
3823 if gFlash = 2 then Inc(FPickup, 5);
3824 end;
3826 ITEM_AMMO_ROCKET_BOX:
3827 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3828 begin
3829 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3830 Result := True;
3831 remove := True;
3832 if gFlash = 2 then Inc(FPickup, 5);
3833 end;
3835 ITEM_AMMO_CELL:
3836 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3837 begin
3838 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3839 Result := True;
3840 remove := True;
3841 if gFlash = 2 then Inc(FPickup, 5);
3842 end;
3844 ITEM_AMMO_CELL_BIG:
3845 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3846 begin
3847 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3848 Result := True;
3849 remove := True;
3850 if gFlash = 2 then Inc(FPickup, 5);
3851 end;
3853 ITEM_AMMO_FUELCAN:
3854 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
3855 begin
3856 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3857 Result := True;
3858 remove := True;
3859 if gFlash = 2 then Inc(FPickup, 5);
3860 end;
3862 ITEM_AMMO_BACKPACK:
3863 if not(R_ITEM_BACKPACK in FRulez) or
3864 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3865 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3866 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3867 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
3868 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
3869 begin
3870 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
3871 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
3872 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
3873 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
3874 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
3876 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3877 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3878 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3879 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3880 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3881 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3882 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3883 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3885 FRulez := FRulez + [R_ITEM_BACKPACK];
3886 Result := True;
3887 remove := True;
3888 if gFlash = 2 then Inc(FPickup, 5);
3889 end;
3891 ITEM_KEY_RED:
3892 if not(R_KEY_RED in FRulez) then
3893 begin
3894 Include(FRulez, R_KEY_RED);
3895 Result := True;
3896 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3897 if gFlash = 2 then Inc(FPickup, 5);
3898 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3899 end;
3901 ITEM_KEY_GREEN:
3902 if not(R_KEY_GREEN in FRulez) then
3903 begin
3904 Include(FRulez, R_KEY_GREEN);
3905 Result := True;
3906 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3907 if gFlash = 2 then Inc(FPickup, 5);
3908 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3909 end;
3911 ITEM_KEY_BLUE:
3912 if not(R_KEY_BLUE in FRulez) then
3913 begin
3914 Include(FRulez, R_KEY_BLUE);
3915 Result := True;
3916 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3917 if gFlash = 2 then Inc(FPickup, 5);
3918 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3919 end;
3921 ITEM_SUIT:
3922 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
3923 begin
3924 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
3925 Result := True;
3926 remove := True;
3927 FFireTime := 0;
3928 if gFlash = 2 then Inc(FPickup, 5);
3929 end;
3931 ITEM_OXYGEN:
3932 if FAir < AIR_MAX then
3933 begin
3934 FAir := AIR_MAX;
3935 Result := True;
3936 remove := True;
3937 if gFlash = 2 then Inc(FPickup, 5);
3938 end;
3940 ITEM_MEDKIT_BLACK:
3941 begin
3942 if not (R_BERSERK in FRulez) then
3943 begin
3944 Include(FRulez, R_BERSERK);
3945 if FBFGFireCounter = -1 then
3946 begin
3947 FCurrWeap := WEAPON_KASTET;
3948 resetWeaponQueue();
3949 FModel.SetWeapon(WEAPON_KASTET);
3950 end;
3951 if gFlash <> 0 then
3952 Inc(FPain, 100);
3953 if gFlash = 2 then Inc(FPickup, 5);
3954 FBerserk := gTime+30000;
3955 Result := True;
3956 remove := True;
3957 FFireTime := 0;
3958 end;
3959 if FHealth < PLAYER_HP_SOFT then
3960 begin
3961 FHealth := PLAYER_HP_SOFT;
3962 FBerserk := gTime+30000;
3963 Result := True;
3964 remove := True;
3965 FFireTime := 0;
3966 end;
3967 end;
3969 ITEM_INVUL:
3970 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
3971 begin
3972 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
3973 Result := True;
3974 remove := True;
3975 if gFlash = 2 then Inc(FPickup, 5);
3976 end;
3978 ITEM_BOTTLE:
3979 if FHealth < PLAYER_HP_LIMIT then
3980 begin
3981 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
3982 Result := True;
3983 remove := True;
3984 FFireTime := 0;
3985 if gFlash = 2 then Inc(FPickup, 5);
3986 end;
3988 ITEM_HELMET:
3989 if FArmor < PLAYER_AP_LIMIT then
3990 begin
3991 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
3992 Result := True;
3993 remove := True;
3994 if gFlash = 2 then Inc(FPickup, 5);
3995 end;
3997 ITEM_JETPACK:
3998 if FJetFuel < JET_MAX then
3999 begin
4000 FJetFuel := JET_MAX;
4001 Result := True;
4002 remove := True;
4003 if gFlash = 2 then Inc(FPickup, 5);
4004 end;
4006 ITEM_INVIS:
4007 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4008 begin
4009 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4010 Result := True;
4011 remove := True;
4012 if gFlash = 2 then Inc(FPickup, 5);
4013 end;
4014 end;
4015 end;
4017 procedure TPlayer.Touch();
4018 begin
4019 if not FLive then
4020 Exit;
4021 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4022 if FIamBot then
4023 begin
4024 // Áðîñèòü ôëàã òîâàðèùó:
4025 if gGameSettings.GameMode = GM_CTF then
4026 DropFlag();
4027 end;
4028 end;
4030 procedure TPlayer.Push(vx, vy: Integer);
4031 begin
4032 if (not FPhysics) and FGhost then
4033 Exit;
4034 FObj.Accel.X := FObj.Accel.X + vx;
4035 FObj.Accel.Y := FObj.Accel.Y + vy;
4036 if g_Game_IsNet and g_Game_IsServer then
4037 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4038 end;
4040 procedure TPlayer.Reset(Force: Boolean);
4041 begin
4042 if Force then
4043 FLive := False;
4045 FSpawned := False;
4046 FTime[T_RESPAWN] := 0;
4047 FTime[T_FLAGCAP] := 0;
4048 FGodMode := False;
4049 FNoTarget := False;
4050 FNoReload := False;
4051 FFrags := 0;
4052 FLastFrag := 0;
4053 FComboEvnt := -1;
4054 FKills := 0;
4055 FMonsterKills := 0;
4056 FDeath := 0;
4057 FSecrets := 0;
4058 if FNoRespawn then
4059 begin
4060 FSpectator := False;
4061 FGhost := False;
4062 FPhysics := True;
4063 FSpectatePlayer := -1;
4064 FNoRespawn := False;
4065 end;
4066 FLives := gGameSettings.MaxLives;
4068 SetFlag(FLAG_NONE);
4069 end;
4071 procedure TPlayer.SoftReset();
4072 begin
4073 ReleaseKeys();
4075 FDamageBuffer := 0;
4076 FIncCam := 0;
4077 FBFGFireCounter := -1;
4078 FShellTimer := -1;
4079 FPain := 0;
4080 FLastHit := 0;
4081 FLastFrag := 0;
4082 FComboEvnt := -1;
4084 SetFlag(FLAG_NONE);
4085 SetAction(A_STAND, True);
4086 end;
4088 function TPlayer.GetRespawnPoint(): Byte;
4089 var
4090 c: Byte;
4091 begin
4092 Result := 255;
4093 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4095 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4096 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4097 begin
4098 if (Self = gPlayer1) or (Self = gPlayer2) then
4099 begin
4100 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4101 if Self = gPlayer1 then
4102 c := RESPAWNPOINT_PLAYER1
4103 else
4104 c := RESPAWNPOINT_PLAYER2;
4105 if g_Map_GetPointCount(c) > 0 then
4106 begin
4107 Result := c;
4108 Exit;
4109 end;
4111 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4112 if Self = gPlayer1 then
4113 c := RESPAWNPOINT_PLAYER2
4114 else
4115 c := RESPAWNPOINT_PLAYER1;
4116 if g_Map_GetPointCount(c) > 0 then
4117 begin
4118 Result := c;
4119 Exit;
4120 end;
4121 end else
4122 begin
4123 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4124 if Random(2) = 0 then
4125 c := RESPAWNPOINT_PLAYER1
4126 else
4127 c := RESPAWNPOINT_PLAYER2;
4128 if g_Map_GetPointCount(c) > 0 then
4129 begin
4130 Result := c;
4131 Exit;
4132 end;
4133 end;
4135 // Òî÷êà ëþáîé èç êîìàíä
4136 if Random(2) = 0 then
4137 c := RESPAWNPOINT_RED
4138 else
4139 c := RESPAWNPOINT_BLUE;
4140 if g_Map_GetPointCount(c) > 0 then
4141 begin
4142 Result := c;
4143 Exit;
4144 end;
4146 // Òî÷êà DM
4147 c := RESPAWNPOINT_DM;
4148 if g_Map_GetPointCount(c) > 0 then
4149 begin
4150 Result := c;
4151 Exit;
4152 end;
4153 end;
4155 // Ìÿñîïîâàë
4156 if gGameSettings.GameMode = GM_DM then
4157 begin
4158 // Òî÷êà DM
4159 c := RESPAWNPOINT_DM;
4160 if g_Map_GetPointCount(c) > 0 then
4161 begin
4162 Result := c;
4163 Exit;
4164 end;
4166 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4167 if Random(2) = 0 then
4168 c := RESPAWNPOINT_PLAYER1
4169 else
4170 c := RESPAWNPOINT_PLAYER2;
4171 if g_Map_GetPointCount(c) > 0 then
4172 begin
4173 Result := c;
4174 Exit;
4175 end;
4177 // Òî÷êà ëþáîé èç êîìàíä
4178 if Random(2) = 0 then
4179 c := RESPAWNPOINT_RED
4180 else
4181 c := RESPAWNPOINT_BLUE;
4182 if g_Map_GetPointCount(c) > 0 then
4183 begin
4184 Result := c;
4185 Exit;
4186 end;
4187 end;
4189 // Êîìàíäíûå
4190 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4191 begin
4192 // Òî÷êà ñâîåé êîìàíäû
4193 c := RESPAWNPOINT_DM;
4194 if FTeam = TEAM_RED then
4195 c := RESPAWNPOINT_RED;
4196 if FTeam = TEAM_BLUE then
4197 c := RESPAWNPOINT_BLUE;
4198 if g_Map_GetPointCount(c) > 0 then
4199 begin
4200 Result := c;
4201 Exit;
4202 end;
4204 // Òî÷êà DM
4205 c := RESPAWNPOINT_DM;
4206 if g_Map_GetPointCount(c) > 0 then
4207 begin
4208 Result := c;
4209 Exit;
4210 end;
4212 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4213 if Random(2) = 0 then
4214 c := RESPAWNPOINT_PLAYER1
4215 else
4216 c := RESPAWNPOINT_PLAYER2;
4217 if g_Map_GetPointCount(c) > 0 then
4218 begin
4219 Result := c;
4220 Exit;
4221 end;
4223 // Òî÷êà äðóãîé êîìàíäû
4224 c := RESPAWNPOINT_DM;
4225 if FTeam = TEAM_RED then
4226 c := RESPAWNPOINT_BLUE;
4227 if FTeam = TEAM_BLUE then
4228 c := RESPAWNPOINT_RED;
4229 if g_Map_GetPointCount(c) > 0 then
4230 begin
4231 Result := c;
4232 Exit;
4233 end;
4234 end;
4235 end;
4237 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4238 var
4239 RespawnPoint: TRespawnPoint;
4240 a, b, c: Byte;
4241 Anim: TAnimation;
4242 ID: DWORD;
4243 begin
4244 if not g_Game_IsServer then
4245 Exit;
4246 if FDummy then
4247 Exit;
4248 FWantsInGame := True;
4249 FJustTeleported := True;
4250 if Force then
4251 begin
4252 FTime[T_RESPAWN] := 0;
4253 FLive := False;
4254 end;
4255 FNetTime := 0;
4256 // if server changes MaxLives we gotta be ready
4257 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4259 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4260 if FTime[T_RESPAWN] > gTime then
4261 Exit;
4263 // Ïðîñðàë âñå æèçíè:
4264 if FNoRespawn then
4265 begin
4266 if not FSpectator then Spectate(True);
4267 FWantsInGame := True;
4268 Exit;
4269 end;
4271 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4272 begin // "Ñâîÿ èãðà"
4273 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4274 FRulez := FRulez-[R_BERSERK];
4275 end
4276 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4277 begin
4278 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4279 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4280 end;
4282 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4283 c := GetRespawnPoint();
4285 ReleaseKeys();
4286 SetFlag(FLAG_NONE);
4288 // Âîñêðåøåíèå áåç îðóæèÿ:
4289 if not FLive then
4290 begin
4291 FHealth := PLAYER_HP_SOFT;
4292 FArmor := 0;
4293 FLive := True;
4294 FAir := AIR_DEF;
4295 FJetFuel := 0;
4297 for a := WP_FIRST to WP_LAST do
4298 begin
4299 FWeapon[a] := False;
4300 FReloading[a] := 0;
4301 end;
4303 FWeapon[WEAPON_PISTOL] := True;
4304 FWeapon[WEAPON_KASTET] := True;
4305 FCurrWeap := WEAPON_PISTOL;
4306 resetWeaponQueue();
4308 FModel.SetWeapon(FCurrWeap);
4310 for b := A_BULLETS to A_HIGH do
4311 FAmmo[b] := 0;
4313 FAmmo[A_BULLETS] := 50;
4315 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4316 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4317 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4318 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4319 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4321 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4322 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4323 else
4324 FRulez := [];
4325 end;
4327 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4328 if not g_Map_GetPoint(c, RespawnPoint) then
4329 begin
4330 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4331 Exit;
4332 end;
4334 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4335 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4336 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4337 FObj.Vel.X := 0;
4338 FObj.Vel.Y := 0;
4339 FObj.Accel.X := 0;
4340 FObj.Accel.Y := 0;
4342 FDirection := RespawnPoint.Direction;
4343 if FDirection = D_LEFT then
4344 FAngle := 180
4345 else
4346 FAngle := 0;
4348 FIncCam := 0;
4349 FBFGFireCounter := -1;
4350 FShellTimer := -1;
4351 FPain := 0;
4352 FLastHit := 0;
4354 SetAction(A_STAND, True);
4355 FModel.Direction := FDirection;
4357 for a := Low(FTime) to High(FTime) do
4358 FTime[a] := 0;
4360 for a := Low(FMegaRulez) to High(FMegaRulez) do
4361 FMegaRulez[a] := 0;
4363 FDamageBuffer := 0;
4364 FJetpack := False;
4365 FCanJetpack := False;
4366 FFireTime := 0;
4367 FFirePainTime := 0;
4368 FFireAttacker := 0;
4370 // Àíèìàöèÿ âîçðîæäåíèÿ:
4371 if (not gLoadGameMode) and (not Silent) then
4372 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4373 begin
4374 Anim := TAnimation.Create(ID, False, 3);
4375 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4376 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4377 Anim.Free();
4378 end;
4380 FSpectator := False;
4381 FGhost := False;
4382 FPhysics := True;
4383 FSpectatePlayer := -1;
4384 FSpawned := True;
4386 if g_Game_IsNet then
4387 begin
4388 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4389 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4390 if not Silent then
4391 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4392 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4393 0, NET_GFX_TELE);
4394 end;
4395 end;
4397 procedure TPlayer.Spectate(NoMove: Boolean = False);
4398 begin
4399 if FLive then
4400 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4401 else if (not NoMove) then
4402 begin
4403 GameX := gMapInfo.Width div 2;
4404 GameY := gMapInfo.Height div 2;
4405 end;
4406 FXTo := GameX;
4407 FYTo := GameY;
4409 FLive := False;
4410 FSpectator := True;
4411 FGhost := True;
4412 FPhysics := False;
4413 FWantsInGame := False;
4414 FSpawned := False;
4416 if FNoRespawn then
4417 begin
4418 if Self = gPlayer1 then
4419 begin
4420 gLMSPID1 := FUID;
4421 gPlayer1 := nil;
4422 end;
4423 if Self = gPlayer2 then
4424 begin
4425 gLMSPID2 := FUID;
4426 gPlayer2 := nil;
4427 end;
4428 end;
4430 if g_Game_IsNet then
4431 MH_SEND_PlayerStats(FUID);
4432 end;
4434 procedure TPlayer.SwitchNoClip;
4435 begin
4436 if not FLive then
4437 Exit;
4438 FGhost := not FGhost;
4439 FPhysics := not FGhost;
4440 if FGhost then
4441 begin
4442 FXTo := FObj.X;
4443 FYTo := FObj.Y;
4444 end else
4445 begin
4446 FObj.Accel.X := 0;
4447 FObj.Accel.Y := 0;
4448 end;
4449 end;
4451 procedure TPlayer.Run(Direction: TDirection);
4452 var
4453 a, b: Integer;
4454 begin
4455 if MAX_RUNVEL > 8 then
4456 FlySmoke();
4458 // Áåæèì:
4459 if Direction = D_LEFT then
4460 begin
4461 if FObj.Vel.X > -MAX_RUNVEL then
4462 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4463 end
4464 else
4465 if FObj.Vel.X < MAX_RUNVEL then
4466 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4468 // Âîçìîæíî, ïèíàåì êóñêè:
4469 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4470 begin
4471 b := Abs(FObj.Vel.X);
4472 if b > 1 then b := b * (Random(8 div b) + 1);
4473 for a := 0 to High(gGibs) do
4474 begin
4475 if gGibs[a].Live and
4476 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4477 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4478 begin
4479 // Ïèíàåì êóñêè
4480 if FObj.Vel.X < 0 then
4481 begin
4482 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4483 end
4484 else
4485 begin
4486 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4487 end;
4488 gGibs[a].positionChanged(); // this updates spatial accelerators
4489 end;
4490 end;
4491 end;
4493 SetAction(A_WALK);
4494 end;
4496 procedure TPlayer.SeeDown();
4497 begin
4498 SetAction(A_SEEDOWN);
4500 if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4502 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4503 end;
4505 procedure TPlayer.SeeUp();
4506 begin
4507 SetAction(A_SEEUP);
4509 if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4511 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4512 end;
4514 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4515 var
4516 Prior: Byte;
4517 begin
4518 case Action of
4519 A_WALK: Prior := 3;
4520 A_DIE1: Prior := 5;
4521 A_DIE2: Prior := 5;
4522 A_ATTACK: Prior := 2;
4523 A_SEEUP: Prior := 1;
4524 A_SEEDOWN: Prior := 1;
4525 A_ATTACKUP: Prior := 2;
4526 A_ATTACKDOWN: Prior := 2;
4527 A_PAIN: Prior := 4;
4528 else Prior := 0;
4529 end;
4531 if (Prior > FActionPrior) or Force then
4532 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4533 begin
4534 FActionPrior := Prior;
4535 FActionAnim := Action;
4536 FActionForce := Force;
4537 FActionChanged := True;
4538 end;
4540 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4541 end;
4543 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4544 begin
4545 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4546 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4547 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4548 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4549 end;
4551 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4552 var
4553 Anim: TAnimation;
4554 ID: DWORD;
4555 begin
4556 Result := False;
4558 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4559 begin
4560 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4561 if g_Game_IsServer and g_Game_IsNet then
4562 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4563 Exit;
4564 end;
4566 FJustTeleported := True;
4568 Anim := nil;
4569 if not silent then
4570 begin
4571 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4572 begin
4573 Anim := TAnimation.Create(ID, False, 3);
4574 end;
4576 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4577 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4578 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4579 if g_Game_IsServer and g_Game_IsNet then
4580 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4581 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4582 NET_GFX_TELE);
4583 end;
4585 FObj.X := X-PLAYER_RECT.X;
4586 FObj.Y := Y-PLAYER_RECT.Y;
4587 if FLive and FGhost then
4588 begin
4589 FXTo := FObj.X;
4590 FYTo := FObj.Y;
4591 end;
4593 if not g_Game_IsNet then
4594 begin
4595 if dir = 1 then
4596 begin
4597 SetDirection(D_LEFT);
4598 FAngle := 180;
4599 end
4600 else
4601 if dir = 2 then
4602 begin
4603 SetDirection(D_RIGHT);
4604 FAngle := 0;
4605 end
4606 else
4607 if dir = 3 then
4608 begin // îáðàòíîå
4609 if FDirection = D_RIGHT then
4610 begin
4611 SetDirection(D_LEFT);
4612 FAngle := 180;
4613 end
4614 else
4615 begin
4616 SetDirection(D_RIGHT);
4617 FAngle := 0;
4618 end;
4619 end;
4620 end;
4622 if not silent and (Anim <> nil) then
4623 begin
4624 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4625 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4626 Anim.Free();
4628 if g_Game_IsServer and g_Game_IsNet then
4629 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4630 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4631 NET_GFX_TELE);
4632 end;
4634 Result := True;
4635 end;
4637 function nonz(a: Single): Single;
4638 begin
4639 if a <> 0 then
4640 Result := a
4641 else
4642 Result := 1;
4643 end;
4645 procedure TPlayer.Update();
4646 var
4647 b: Byte;
4648 i, ii, wx, wy, xd, yd, k: Integer;
4649 blockmon, headwater, dospawn: Boolean;
4650 NetServer: Boolean;
4651 AnyServer: Boolean;
4652 SetSpect: Boolean;
4653 begin
4654 NetServer := g_Game_IsNet and g_Game_IsServer;
4655 AnyServer := g_Game_IsServer;
4657 if g_Game_IsClient and (NetInterpLevel > 0) then
4658 DoLerp(NetInterpLevel + 1)
4659 else
4660 if FGhost then
4661 DoLerp(4);
4663 if NetServer then
4664 if FClientID >= 0 then
4665 begin
4666 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4667 if NetClients[FClientID].Peer^.packetsSent > 0 then
4668 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4669 else
4670 FLoss := 0;
4671 end else
4672 begin
4673 FPing := 0;
4674 FLoss := 0;
4675 end;
4677 if FLive and (gFly or FJetpack) then
4678 FlySmoke();
4680 if FDirection = D_LEFT then
4681 FAngle := 180
4682 else
4683 FAngle := 0;
4685 if FLive and (not FGhost) then
4686 begin
4687 if FKeys[KEY_UP].Pressed then
4688 SeeUp();
4689 if FKeys[KEY_DOWN].Pressed then
4690 SeeDown();
4691 end;
4693 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4694 (FIncCam <> 0) then
4695 begin
4696 i := g_basic.Sign(FIncCam);
4697 FIncCam := Abs(FIncCam);
4698 DecMin(FIncCam, 5, 0);
4699 FIncCam := FIncCam*i;
4700 end;
4702 // no need to do that each second frame, weapon queue will take care of it
4703 if FLive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4704 if FLive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4706 if gTime mod (GAME_TICK*2) <> 0 then
4707 begin
4708 if (FObj.Vel.X = 0) and FLive then
4709 begin
4710 if FKeys[KEY_LEFT].Pressed then
4711 Run(D_LEFT);
4712 if FKeys[KEY_RIGHT].Pressed then
4713 Run(D_RIGHT);
4714 end;
4716 if FPhysics then
4717 begin
4718 g_Obj_Move(@FObj, True, True, True);
4719 positionChanged(); // this updates spatial accelerators
4720 end;
4722 Exit;
4723 end;
4725 FActionChanged := False;
4727 if FLive then
4728 begin
4729 // Let alive player do some actions
4730 if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
4731 if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
4732 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4733 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4734 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4735 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4736 if FKeys[KEY_JUMP].Pressed then Jump()
4737 else
4738 begin
4739 if AnyServer and FJetpack then
4740 begin
4741 FJetpack := False;
4742 JetpackOff;
4743 if NetServer then MH_SEND_PlayerStats(FUID);
4744 end;
4745 FCanJetpack := True;
4746 end;
4747 end
4748 else // Dead
4749 begin
4750 dospawn := False;
4751 if not FGhost then
4752 for k := Low(FKeys) to KEY_CHAT-1 do
4753 begin
4754 if FKeys[k].Pressed then
4755 begin
4756 dospawn := True;
4757 break;
4758 end;
4759 end;
4760 if dospawn then
4761 begin
4762 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4763 Respawn(False)
4764 else // Single
4765 if (FTime[T_RESPAWN] <= gTime) and
4766 gGameOn and (not FLive) then
4767 begin
4768 if (g_Player_GetCount() > 1) then
4769 Respawn(False)
4770 else
4771 begin
4772 gExit := EXIT_RESTART;
4773 Exit;
4774 end;
4775 end;
4776 end;
4777 // Dead spectator actions
4778 if FGhost then
4779 begin
4780 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4781 if FKeys[KEY_FIRE].Pressed and AnyServer then
4782 begin
4783 if FSpectator then
4784 begin
4785 if (FSpectatePlayer >= High(gPlayers)) then
4786 FSpectatePlayer := -1
4787 else
4788 begin
4789 SetSpect := False;
4790 for I := FSpectatePlayer + 1 to High(gPlayers) do
4791 if gPlayers[I] <> nil then
4792 if gPlayers[I].Live then
4793 if gPlayers[I].UID <> FUID then
4794 begin
4795 FSpectatePlayer := I;
4796 SetSpect := True;
4797 break;
4798 end;
4800 if not SetSpect then FSpectatePlayer := -1;
4801 end;
4803 ReleaseKeys;
4804 end;
4805 end;
4806 end;
4807 end;
4808 // No clipping
4809 if FGhost then
4810 begin
4811 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4812 begin
4813 FYTo := FObj.Y - 32;
4814 FSpectatePlayer := -1;
4815 end;
4816 if FKeys[KEY_DOWN].Pressed then
4817 begin
4818 FYTo := FObj.Y + 32;
4819 FSpectatePlayer := -1;
4820 end;
4821 if FKeys[KEY_LEFT].Pressed then
4822 begin
4823 FXTo := FObj.X - 32;
4824 FSpectatePlayer := -1;
4825 end;
4826 if FKeys[KEY_RIGHT].Pressed then
4827 begin
4828 FXTo := FObj.X + 32;
4829 FSpectatePlayer := -1;
4830 end;
4832 if (FXTo < -64) then
4833 FXTo := -64
4834 else if (FXTo > gMapInfo.Width + 32) then
4835 FXTo := gMapInfo.Width + 32;
4836 if (FYTo < -72) then
4837 FYTo := -72
4838 else if (FYTo > gMapInfo.Height + 32) then
4839 FYTo := gMapInfo.Height + 32;
4840 end;
4842 if FPhysics then
4843 begin
4844 g_Obj_Move(@FObj, True, True, True);
4845 positionChanged(); // this updates spatial accelerators
4846 end
4847 else
4848 begin
4849 FObj.Vel.X := 0;
4850 FObj.Vel.Y := 0;
4851 if FSpectator then
4852 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4853 if gPlayers[FSpectatePlayer] <> nil then
4854 if gPlayers[FSpectatePlayer].Live then
4855 begin
4856 FXTo := gPlayers[FSpectatePlayer].GameX;
4857 FYTo := gPlayers[FSpectatePlayer].GameY;
4858 end;
4859 end;
4861 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4862 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4863 PANEL_BLOCKMON, True);
4864 headwater := HeadInLiquid(0, 0);
4866 // Ñîïðîòèâëåíèå âîçäóõà:
4867 if (not FLive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4868 if FObj.Vel.X <> 0 then
4869 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4871 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4872 DecMin(FPain, 5, 0);
4873 DecMin(FPickup, 1, 0);
4875 if FLive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
4876 begin
4877 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4878 FMegaRulez[MR_SUIT] := 0;
4879 FMegaRulez[MR_INVUL] := 0;
4880 FMegaRulez[MR_INVIS] := 0;
4881 Kill(K_FALLKILL, 0, HIT_FALL);
4882 end;
4884 i := 9;
4886 if FLive then
4887 begin
4888 if FCurrWeap = WEAPON_SAW then
4889 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4890 FSawSoundSelect.IsPlaying()) then
4891 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4893 if FJetpack then
4894 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4895 (not FJetSoundOff.IsPlaying()) then
4896 begin
4897 FJetSoundFly.SetPosition(0);
4898 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4899 end;
4901 for b := WP_FIRST to WP_LAST do
4902 if FReloading[b] > 0 then
4903 if FNoReload then
4904 FReloading[b] := 0
4905 else
4906 Dec(FReloading[b]);
4908 if FShellTimer > -1 then
4909 if FShellTimer = 0 then
4910 begin
4911 if FShellType = SHELL_SHELL then
4912 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4913 GameVelX, GameVelY-2, SHELL_SHELL)
4914 else if FShellType = SHELL_DBLSHELL then
4915 begin
4916 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4917 GameVelX+1, GameVelY-2, SHELL_SHELL);
4918 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4919 GameVelX-1, GameVelY-2, SHELL_SHELL);
4920 end;
4921 FShellTimer := -1;
4922 end else Dec(FShellTimer);
4924 if (FBFGFireCounter > -1) then
4925 if FBFGFireCounter = 0 then
4926 begin
4927 if AnyServer then
4928 begin
4929 wx := FObj.X+WEAPONPOINT[FDirection].X;
4930 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
4931 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
4932 yd := wy+firediry();
4933 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
4934 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
4935 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4936 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4937 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4938 end;
4940 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
4941 FBFGFireCounter := -1;
4942 end else
4943 if FNoReload then
4944 FBFGFireCounter := 0
4945 else
4946 Dec(FBFGFireCounter);
4948 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
4949 begin
4950 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
4952 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
4953 end;
4955 if (headwater or blockmon) then
4956 begin
4957 Dec(FAir);
4959 if FAir < -9 then
4960 begin
4961 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
4962 FAir := 0;
4963 end
4964 else if (FAir mod 31 = 0) and not blockmon then
4965 begin
4966 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
4967 if Random(2) = 0 then
4968 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
4969 else
4970 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
4971 end;
4972 end else if FAir < AIR_DEF then
4973 FAir := AIR_DEF;
4975 if FFireTime > 0 then
4976 begin
4977 if BodyInLiquid(0, 0) then
4978 begin
4979 FFireTime := 0;
4980 FFirePainTime := 0;
4981 end
4982 else if FMegaRulez[MR_SUIT] >= gTime then
4983 begin
4984 if FMegaRulez[MR_SUIT] = gTime then
4985 FFireTime := 1;
4986 FFirePainTime := 0;
4987 end
4988 else
4989 begin
4990 OnFireFlame(1);
4991 if FFirePainTime <= 0 then
4992 begin
4993 if g_Game_IsServer then
4994 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
4995 FFirePainTime := 18;
4996 end;
4997 FFirePainTime := FFirePainTime - 1;
4998 FFireTime := FFireTime - 1;
4999 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5000 MH_SEND_PlayerStats(FUID);
5001 end;
5002 end;
5004 if FDamageBuffer > 0 then
5005 begin
5006 if FDamageBuffer >= 9 then
5007 begin
5008 SetAction(A_PAIN);
5010 if FDamageBuffer < 30 then i := 9
5011 else if FDamageBuffer < 100 then i := 18
5012 else i := 27;
5013 end;
5015 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5016 FArmor := FArmor-(FDamageBuffer-ii);
5017 FHealth := FHealth-ii;
5018 if FArmor < 0 then
5019 begin
5020 FHealth := FHealth+FArmor;
5021 FArmor := 0;
5022 end;
5024 if AnyServer then
5025 if FHealth <= 0 then
5026 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5027 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5028 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5030 if FLive then
5031 begin
5032 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5033 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5034 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5035 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5036 end;
5038 FDamageBuffer := 0;
5039 end;
5041 {CollideItem();}
5042 end; // if FLive then ...
5044 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5045 begin
5046 FModel.ChangeAnimation(FActionAnim, FActionForce);
5047 FModel.GetCurrentAnimation.MinLength := i;
5048 FModel.GetCurrentAnimationMask.MinLength := i;
5049 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5051 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5052 then SetAction(A_STAND, True);
5054 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5056 for b := Low(FKeys) to High(FKeys) do
5057 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5058 end;
5060 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5061 begin
5062 x := FObj.X+PLAYER_RECT.X;
5063 y := FObj.Y+PLAYER_RECT.Y;
5064 w := PLAYER_RECT.Width;
5065 h := PLAYER_RECT.Height;
5066 end;
5068 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5069 begin
5070 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5071 FObj.Y+PLAYER_RECT.Y,
5072 PLAYER_RECT.Width,
5073 PLAYER_RECT.Height,
5074 X, Y,
5075 Width, Height);
5076 end;
5078 function TPlayer.Collide(Panel: TPanel): Boolean;
5079 begin
5080 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5081 FObj.Y+PLAYER_RECT.Y,
5082 PLAYER_RECT.Width,
5083 PLAYER_RECT.Height,
5084 Panel.X, Panel.Y,
5085 Panel.Width, Panel.Height);
5086 end;
5088 function TPlayer.Collide(X, Y: Integer): Boolean;
5089 begin
5090 X := X-FObj.X-PLAYER_RECT.X;
5091 Y := Y-FObj.Y-PLAYER_RECT.Y;
5092 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5093 (y >= 0) and (y <= PLAYER_RECT.Height);
5094 end;
5096 function g_Player_ValidName(Name: string): Boolean;
5097 var
5098 a: Integer;
5099 begin
5100 Result := True;
5102 if gPlayers = nil then Exit;
5104 for a := 0 to High(gPlayers) do
5105 if gPlayers[a] <> nil then
5106 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5107 begin
5108 Result := False;
5109 Exit;
5110 end;
5111 end;
5113 procedure TPlayer.SetDirection(Direction: TDirection);
5114 var
5115 d: TDirection;
5116 begin
5117 d := FModel.Direction;
5119 FModel.Direction := Direction;
5120 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5122 FDirection := Direction;
5123 end;
5125 function TPlayer.GetKeys(): Byte;
5126 begin
5127 Result := 0;
5129 if R_KEY_RED in FRulez then Result := KEY_RED;
5130 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5131 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5133 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5134 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5135 end;
5137 procedure TPlayer.Use();
5138 var
5139 a: Integer;
5140 begin
5141 if FTime[T_USE] > gTime then Exit;
5143 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5144 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5146 for a := 0 to High(gPlayers) do
5147 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5148 gPlayers[a].Live and SameTeam(FUID, gPlayers[a].FUID) and
5149 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5150 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5151 begin
5152 gPlayers[a].Touch();
5153 if g_Game_IsNet and g_Game_IsServer then
5154 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5155 end;
5157 FTime[T_USE] := gTime+120;
5158 end;
5160 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5161 var
5162 locObj: TObj;
5163 F: Boolean;
5164 WX, WY, XD, YD: Integer;
5165 begin
5166 F := False;
5167 WX := X;
5168 WY := Y;
5169 XD := AX;
5170 YD := AY;
5172 case FCurrWeap of
5173 WEAPON_KASTET:
5174 begin
5175 if R_BERSERK in FRulez then
5176 begin
5177 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5178 locobj.X := FObj.X+FObj.Rect.X;
5179 locobj.Y := FObj.Y+FObj.Rect.Y;
5180 locobj.rect.X := 0;
5181 locobj.rect.Y := 0;
5182 locobj.rect.Width := 39;
5183 locobj.rect.Height := 52;
5184 locobj.Vel.X := (xd-wx) div 2;
5185 locobj.Vel.Y := (yd-wy) div 2;
5186 locobj.Accel.X := xd-wx;
5187 locobj.Accel.y := yd-wy;
5189 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5190 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5191 else
5192 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5194 if gFlash = 1 then
5195 if FPain < 50 then
5196 FPain := min(FPain + 25, 50);
5197 end else
5198 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5199 end;
5201 WEAPON_SAW:
5202 begin
5203 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5204 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5205 begin
5206 FSawSoundSelect.Stop();
5207 FSawSound.Stop();
5208 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5209 end
5210 else if not FSawSoundHit.IsPlaying() then
5211 begin
5212 FSawSoundSelect.Stop();
5213 FSawSound.PlayAt(FObj.X, FObj.Y);
5214 end;
5215 f := True;
5216 end;
5218 WEAPON_PISTOL:
5219 begin
5220 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5221 FFireAngle := FAngle;
5222 f := True;
5223 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5224 GameVelX, GameVelY-2, SHELL_BULLET);
5225 end;
5227 WEAPON_SHOTGUN1:
5228 begin
5229 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5230 FFireAngle := FAngle;
5231 f := True;
5232 FShellTimer := 10;
5233 FShellType := SHELL_SHELL;
5234 end;
5236 WEAPON_SHOTGUN2:
5237 begin
5238 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5239 FFireAngle := FAngle;
5240 f := True;
5241 FShellTimer := 13;
5242 FShellType := SHELL_DBLSHELL;
5243 end;
5245 WEAPON_CHAINGUN:
5246 begin
5247 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5248 FFireAngle := FAngle;
5249 f := True;
5250 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5251 GameVelX, GameVelY-2, SHELL_BULLET);
5252 end;
5254 WEAPON_ROCKETLAUNCHER:
5255 begin
5256 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5257 FFireAngle := FAngle;
5258 f := True;
5259 end;
5261 WEAPON_PLASMA:
5262 begin
5263 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5264 FFireAngle := FAngle;
5265 f := True;
5266 end;
5268 WEAPON_BFG:
5269 begin
5270 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5271 FFireAngle := FAngle;
5272 f := True;
5273 end;
5275 WEAPON_SUPERPULEMET:
5276 begin
5277 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5278 FFireAngle := FAngle;
5279 f := True;
5280 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5281 GameVelX, GameVelY-2, SHELL_SHELL);
5282 end;
5284 WEAPON_FLAMETHROWER:
5285 begin
5286 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5287 FFireAngle := FAngle;
5288 f := True;
5289 end;
5290 end;
5292 if not f then Exit;
5294 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5295 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5296 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5297 end;
5299 procedure TPlayer.DoLerp(Level: Integer = 2);
5300 begin
5301 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5302 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5303 end;
5305 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5306 var
5307 AX, AY: Integer;
5308 begin
5309 if NetInterpLevel < 1 then
5310 begin
5311 FObj.X := XTo;
5312 FObj.Y := YTo;
5313 end
5314 else
5315 begin
5316 FXTo := XTo;
5317 FYTo := YTo;
5319 AX := Abs(FXTo - FObj.X);
5320 AY := Abs(FYTo - FObj.Y);
5321 if (AX > 32) or (AX <= NetInterpLevel) then
5322 FObj.X := FXTo;
5323 if (AY > 32) or (AY <= NetInterpLevel) then
5324 FObj.Y := FYTo;
5325 end;
5326 end;
5328 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5329 begin
5330 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5331 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5332 PANEL_LIFTUP, False) then Result := -1
5333 else
5334 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5335 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5336 PANEL_LIFTDOWN, False) then Result := 1
5337 else Result := 0;
5338 end;
5340 function TPlayer.GetFlag(Flag: Byte): Boolean;
5341 var
5342 s, ts: String;
5343 evtype: Byte;
5344 begin
5345 Result := False;
5347 if Flag = FLAG_NONE then
5348 Exit;
5350 if not g_Game_IsServer then Exit;
5352 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5353 if (Flag = FTeam) and
5354 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5355 (FFlag <> FLAG_NONE) then
5356 begin
5357 if FFlag = FLAG_RED then
5358 s := _lc[I_PLAYER_FLAG_RED]
5359 else
5360 s := _lc[I_PLAYER_FLAG_BLUE];
5362 evtype := FLAG_STATE_SCORED;
5364 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5365 Insert('.', ts, Length(ts) + 1 - 3);
5366 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5368 g_Map_ResetFlag(FFlag);
5369 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5371 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5373 Result := True;
5374 if g_Game_IsNet then
5375 begin
5376 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5377 MH_SEND_GameStats;
5378 end;
5380 gFlags[FFlag].CaptureTime := 0;
5381 SetFlag(FLAG_NONE);
5382 Exit;
5383 end;
5385 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5386 if (Flag = FTeam) and
5387 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5388 begin
5389 if Flag = FLAG_RED then
5390 s := _lc[I_PLAYER_FLAG_RED]
5391 else
5392 s := _lc[I_PLAYER_FLAG_BLUE];
5394 evtype := FLAG_STATE_RETURNED;
5395 gFlags[Flag].CaptureTime := 0;
5397 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5399 g_Map_ResetFlag(Flag);
5400 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5402 Result := True;
5403 if g_Game_IsNet then
5404 begin
5405 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5406 MH_SEND_GameStats;
5407 end;
5408 Exit;
5409 end;
5411 // Ïîäîáðàë ÷óæîé ôëàã:
5412 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5413 begin
5414 SetFlag(Flag);
5416 if Flag = FLAG_RED then
5417 s := _lc[I_PLAYER_FLAG_RED]
5418 else
5419 s := _lc[I_PLAYER_FLAG_BLUE];
5421 evtype := FLAG_STATE_CAPTURED;
5423 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5425 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5427 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5429 Result := True;
5430 if g_Game_IsNet then
5431 begin
5432 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5433 MH_SEND_GameStats;
5434 end;
5435 end;
5436 end;
5438 procedure TPlayer.SetFlag(Flag: Byte);
5439 begin
5440 FFlag := Flag;
5441 if FModel <> nil then
5442 FModel.SetFlag(FFlag);
5443 end;
5445 function TPlayer.DropFlag(): Boolean;
5446 var
5447 s: String;
5448 begin
5449 Result := False;
5450 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5451 Exit;
5452 FTime[T_FLAGCAP] := gTime + 2000;
5453 with gFlags[FFlag] do
5454 begin
5455 Obj.X := FObj.X;
5456 Obj.Y := FObj.Y;
5457 Direction := FDirection;
5458 State := FLAG_STATE_DROPPED;
5459 Count := FLAG_TIME;
5460 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5461 (FObj.Vel.Y div 2)-2+Random(5));
5462 positionChanged(); // this updates spatial accelerators
5464 if FFlag = FLAG_RED then
5465 s := _lc[I_PLAYER_FLAG_RED]
5466 else
5467 s := _lc[I_PLAYER_FLAG_BLUE];
5469 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5470 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5472 if g_Game_IsNet then
5473 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5474 end;
5475 SetFlag(FLAG_NONE);
5476 Result := True;
5477 end;
5479 procedure TPlayer.GetSecret();
5480 begin
5481 Inc(FSecrets);
5482 end;
5484 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5485 begin
5486 Assert(Key <= High(FKeys));
5488 FKeys[Key].Pressed := True;
5489 FKeys[Key].Time := Time;
5490 end;
5492 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5493 begin
5494 Result := FKeys[K].Pressed;
5495 end;
5497 procedure TPlayer.ReleaseKeys();
5498 var
5499 a: Integer;
5500 begin
5501 for a := Low(FKeys) to High(FKeys) do
5502 begin
5503 FKeys[a].Pressed := False;
5504 FKeys[a].Time := 0;
5505 end;
5506 end;
5508 procedure TPlayer.OnDamage(Angle: SmallInt);
5509 begin
5510 end;
5512 function TPlayer.firediry(): Integer;
5513 begin
5514 if FKeys[KEY_UP].Pressed then Result := -42
5515 else if FKeys[KEY_DOWN].Pressed then Result := 19
5516 else Result := 0;
5517 end;
5519 procedure TPlayer.RememberState();
5520 var
5521 i: Integer;
5522 begin
5523 FSavedState.Health := FHealth;
5524 FSavedState.Armor := FArmor;
5525 FSavedState.Air := FAir;
5526 FSavedState.JetFuel := FJetFuel;
5527 FSavedState.CurrWeap := FCurrWeap;
5528 FSavedState.NextWeap := FNextWeap;
5529 FSavedState.NextWeapDelay := FNextWeapDelay;
5531 for i := 0 to 3 do
5532 FSavedState.Ammo[i] := FAmmo[i];
5533 for i := 0 to 3 do
5534 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5536 FSavedState.Rulez := FRulez;
5537 FSavedState.WaitRecall := True;
5538 end;
5540 procedure TPlayer.RecallState();
5541 var
5542 i: Integer;
5543 begin
5544 if not FSavedState.WaitRecall then Exit;
5546 FHealth := FSavedState.Health;
5547 FArmor := FSavedState.Armor;
5548 FAir := FSavedState.Air;
5549 FJetFuel := FSavedState.JetFuel;
5550 FCurrWeap := FSavedState.CurrWeap;
5551 FNextWeap := FSavedState.NextWeap;
5552 FNextWeapDelay := FSavedState.NextWeapDelay;
5554 for i := 0 to 3 do
5555 FAmmo[i] := FSavedState.Ammo[i];
5556 for i := 0 to 3 do
5557 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5559 FRulez := FSavedState.Rulez;
5560 FSavedState.WaitRecall := False;
5562 if gGameSettings.GameType = GT_SERVER then
5563 MH_SEND_PlayerStats(FUID);
5564 end;
5566 procedure TPlayer.SaveState(var Mem: TBinMemoryWriter);
5567 var
5568 i: Integer;
5569 sig: DWORD;
5570 str: String;
5571 b: Byte;
5572 begin
5573 if FIamBot then
5574 i := 512
5575 else
5576 i := 256;
5578 Mem := TBinMemoryWriter.Create(i);
5580 // Ñèãíàòóðà èãðîêà:
5581 sig := PLAYER_SIGNATURE; // 'PLYR'
5582 Mem.WriteDWORD(sig);
5583 // Áîò èëè ÷åëîâåê:
5584 Mem.WriteBoolean(FIamBot);
5585 // UID èãðîêà:
5586 Mem.WriteWord(FUID);
5587 // Èìÿ èãðîêà:
5588 Mem.WriteString(FName, 32);
5589 // Êîìàíäà:
5590 Mem.WriteByte(FTeam);
5591 // Æèâ ëè:
5592 Mem.WriteBoolean(FLive);
5593 // Èçðàñõîäîâàë ëè âñå æèçíè:
5594 Mem.WriteBoolean(FNoRespawn);
5595 // Íàïðàâëåíèå:
5596 if FDirection = D_LEFT then
5597 b := 1
5598 else // D_RIGHT
5599 b := 2;
5600 Mem.WriteByte(b);
5601 // Çäîðîâüå:
5602 Mem.WriteInt(FHealth);
5603 // Æèçíè:
5604 Mem.WriteByte(FLives);
5605 // Áðîíÿ:
5606 Mem.WriteInt(FArmor);
5607 // Çàïàñ âîçäóõà:
5608 Mem.WriteInt(FAir);
5609 // Çàïàñ ãîðþ÷åãî:
5610 Mem.WriteInt(FJetFuel);
5611 // Áîëü:
5612 Mem.WriteInt(FPain);
5613 // Óáèë:
5614 Mem.WriteInt(FKills);
5615 // Óáèë ìîíñòðîâ:
5616 Mem.WriteInt(FMonsterKills);
5617 // Ôðàãîâ:
5618 Mem.WriteInt(FFrags);
5619 // Ôðàãîâ ïîäðÿä:
5620 Mem.WriteByte(FFragCombo);
5621 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5622 Mem.WriteDWORD(FLastFrag);
5623 // Ñìåðòåé:
5624 Mem.WriteInt(FDeath);
5625 // Êàêîé ôëàã íåñåò:
5626 Mem.WriteByte(FFlag);
5627 // Íàøåë ñåêðåòîâ:
5628 Mem.WriteInt(FSecrets);
5629 // Òåêóùåå îðóæèå:
5630 Mem.WriteByte(FCurrWeap);
5631 // Æåëàåìîå îðóæèå:
5632 Mem.WriteWord(FNextWeap);
5633 // ...è ïàóçà
5634 Mem.WriteByte(FNextWeapDelay);
5635 // Âðåìÿ çàðÿäêè BFG:
5636 Mem.WriteSmallInt(FBFGFireCounter);
5637 // Áóôåð óðîíà:
5638 Mem.WriteInt(FDamageBuffer);
5639 // Ïîñëåäíèé óäàðèâøèé:
5640 Mem.WriteWord(FLastSpawnerUID);
5641 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5642 Mem.WriteByte(FLastHit);
5643 // Îáúåêò èãðîêà:
5644 Obj_SaveState(@FObj, Mem);
5645 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5646 for i := A_BULLETS to A_HIGH do
5647 Mem.WriteWord(FAmmo[i]);
5648 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5649 for i := A_BULLETS to A_HIGH do
5650 Mem.WriteWord(FMaxAmmo[i]);
5651 // Íàëè÷èå îðóæèÿ:
5652 for i := WP_FIRST to WP_LAST do
5653 Mem.WriteBoolean(FWeapon[i]);
5654 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5655 for i := WP_FIRST to WP_LAST do
5656 Mem.WriteWord(FReloading[i]);
5657 // Íàëè÷èå ðþêçàêà:
5658 if R_ITEM_BACKPACK in FRulez then
5659 b := 1
5660 else
5661 b := 0;
5662 Mem.WriteByte(b);
5663 // Íàëè÷èå êðàñíîãî êëþ÷à:
5664 if R_KEY_RED in FRulez then
5665 b := 1
5666 else
5667 b := 0;
5668 Mem.WriteByte(b);
5669 // Íàëè÷èå çåëåíîãî êëþ÷à:
5670 if R_KEY_GREEN in FRulez then
5671 b := 1
5672 else
5673 b := 0;
5674 Mem.WriteByte(b);
5675 // Íàëè÷èå ñèíåãî êëþ÷à:
5676 if R_KEY_BLUE in FRulez then
5677 b := 1
5678 else
5679 b := 0;
5680 Mem.WriteByte(b);
5681 // Íàëè÷èå áåðñåðêà:
5682 if R_BERSERK in FRulez then
5683 b := 1
5684 else
5685 b := 0;
5686 Mem.WriteByte(b);
5687 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5688 for i := MR_SUIT to MR_MAX do
5689 Mem.WriteDWORD(FMegaRulez[i]);
5690 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5691 for i := T_RESPAWN to T_FLAGCAP do
5692 Mem.WriteDWORD(FTime[i]);
5693 // Íàçâàíèå ìîäåëè:
5694 str := FModel.Name;
5695 Mem.WriteString(str);
5696 // Öâåò ìîäåëè:
5697 b := FColor.R;
5698 Mem.WriteByte(b);
5699 b := FColor.G;
5700 Mem.WriteByte(b);
5701 b := FColor.B;
5702 Mem.WriteByte(b);
5703 end;
5705 procedure TPlayer.LoadState(var Mem: TBinMemoryReader);
5706 var
5707 i: Integer;
5708 sig: DWORD;
5709 str: String;
5710 b: Byte;
5711 begin
5712 if Mem = nil then
5713 Exit;
5715 // Ñèãíàòóðà èãðîêà:
5716 Mem.ReadDWORD(sig);
5717 if sig <> PLAYER_SIGNATURE then // 'PLYR'
5718 begin
5719 raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature');
5720 end;
5721 // Áîò èëè ÷åëîâåê:
5722 Mem.ReadBoolean(FIamBot);
5723 // UID èãðîêà:
5724 Mem.ReadWord(FUID);
5725 // Èìÿ èãðîêà:
5726 Mem.ReadString(str);
5727 if (Self <> gPlayer1) and (Self <> gPlayer2) then
5728 FName := str;
5729 // Êîìàíäà:
5730 Mem.ReadByte(FTeam);
5731 // Æèâ ëè:
5732 Mem.ReadBoolean(FLive);
5733 // Èçðàñõîäîâàë ëè âñå æèçíè:
5734 Mem.ReadBoolean(FNoRespawn);
5735 // Íàïðàâëåíèå:
5736 Mem.ReadByte(b);
5737 if b = 1 then
5738 FDirection := D_LEFT
5739 else // b = 2
5740 FDirection := D_RIGHT;
5741 // Çäîðîâüå:
5742 Mem.ReadInt(FHealth);
5743 // Æèçíè:
5744 Mem.ReadByte(FLives);
5745 // Áðîíÿ:
5746 Mem.ReadInt(FArmor);
5747 // Çàïàñ âîçäóõà:
5748 Mem.ReadInt(FAir);
5749 // Çàïàñ ãîðþ÷åãî:
5750 Mem.ReadInt(FJetFuel);
5751 // Áîëü:
5752 Mem.ReadInt(FPain);
5753 // Óáèë:
5754 Mem.ReadInt(FKills);
5755 // Óáèë ìîíñòðîâ:
5756 Mem.ReadInt(FMonsterKills);
5757 // Ôðàãîâ:
5758 Mem.ReadInt(FFrags);
5759 // Ôðàãîâ ïîäðÿä:
5760 Mem.ReadByte(FFragCombo);
5761 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5762 Mem.ReadDWORD(FLastFrag);
5763 // Ñìåðòåé:
5764 Mem.ReadInt(FDeath);
5765 // Êàêîé ôëàã íåñåò:
5766 Mem.ReadByte(FFlag);
5767 // Íàøåë ñåêðåòîâ:
5768 Mem.ReadInt(FSecrets);
5769 // Òåêóùåå îðóæèå:
5770 Mem.ReadByte(FCurrWeap);
5771 // Æåëàåìîå îðóæèå:
5772 Mem.ReadWord(FNextWeap);
5773 // ...è ïàóçà
5774 Mem.ReadByte(FNextWeapDelay);
5775 // Âðåìÿ çàðÿäêè BFG:
5776 Mem.ReadSmallInt(FBFGFireCounter);
5777 // Áóôåð óðîíà:
5778 Mem.ReadInt(FDamageBuffer);
5779 // Ïîñëåäíèé óäàðèâøèé:
5780 Mem.ReadWord(FLastSpawnerUID);
5781 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5782 Mem.ReadByte(FLastHit);
5783 // Îáúåêò èãðîêà:
5784 Obj_LoadState(@FObj, Mem);
5785 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5786 for i := A_BULLETS to A_HIGH do
5787 Mem.ReadWord(FAmmo[i]);
5788 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5789 for i := A_BULLETS to A_HIGH do
5790 Mem.ReadWord(FMaxAmmo[i]);
5791 // Íàëè÷èå îðóæèÿ:
5792 for i := WP_FIRST to WP_LAST do
5793 Mem.ReadBoolean(FWeapon[i]);
5794 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5795 for i := WP_FIRST to WP_LAST do
5796 Mem.ReadWord(FReloading[i]);
5797 // Íàëè÷èå ðþêçàêà:
5798 Mem.ReadByte(b);
5799 if b = 1 then
5800 Include(FRulez, R_ITEM_BACKPACK);
5801 // Íàëè÷èå êðàñíîãî êëþ÷à:
5802 Mem.ReadByte(b);
5803 if b = 1 then
5804 Include(FRulez, R_KEY_RED);
5805 // Íàëè÷èå çåëåíîãî êëþ÷à:
5806 Mem.ReadByte(b);
5807 if b = 1 then
5808 Include(FRulez, R_KEY_GREEN);
5809 // Íàëè÷èå ñèíåãî êëþ÷à:
5810 Mem.ReadByte(b);
5811 if b = 1 then
5812 Include(FRulez, R_KEY_BLUE);
5813 // Íàëè÷èå áåðñåðêà:
5814 Mem.ReadByte(b);
5815 if b = 1 then
5816 Include(FRulez, R_BERSERK);
5817 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5818 for i := MR_SUIT to MR_MAX do
5819 Mem.ReadDWORD(FMegaRulez[i]);
5820 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5821 for i := T_RESPAWN to T_FLAGCAP do
5822 Mem.ReadDWORD(FTime[i]);
5823 // Íàçâàíèå ìîäåëè:
5824 Mem.ReadString(str);
5825 // Öâåò ìîäåëè:
5826 Mem.ReadByte(FColor.R);
5827 Mem.ReadByte(FColor.G);
5828 Mem.ReadByte(FColor.B);
5829 if Self = gPlayer1 then
5830 begin
5831 str := gPlayer1Settings.Model;
5832 FColor := gPlayer1Settings.Color;
5833 end;
5834 if Self = gPlayer2 then
5835 begin
5836 str := gPlayer2Settings.Model;
5837 FColor := gPlayer2Settings.Color;
5838 end;
5839 // Îáíîâëÿåì ìîäåëü èãðîêà:
5840 SetModel(str);
5841 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5842 FModel.Color := TEAMCOLOR[FTeam]
5843 else
5844 FModel.Color := FColor;
5845 end;
5847 procedure TPlayer.AllRulez(Health: Boolean);
5848 var
5849 a: Integer;
5850 begin
5851 if Health then
5852 begin
5853 FHealth := PLAYER_HP_LIMIT;
5854 FArmor := PLAYER_AP_LIMIT;
5855 Exit;
5856 end;
5858 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
5859 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
5860 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5861 end;
5863 procedure TPlayer.RestoreHealthArmor();
5864 begin
5865 FHealth := PLAYER_HP_LIMIT;
5866 FArmor := PLAYER_AP_LIMIT;
5867 end;
5869 procedure TPlayer.FragCombo();
5870 var
5871 Param: Integer;
5872 begin
5873 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5874 Exit;
5875 if gTime - FLastFrag < FRAG_COMBO_TIME then
5876 begin
5877 if FFragCombo < 5 then
5878 Inc(FFragCombo);
5879 Param := FUID or (FFragCombo shl 16);
5880 if (FComboEvnt >= Low(gDelayedEvents)) and
5881 (FComboEvnt <= High(gDelayedEvents)) and
5882 gDelayedEvents[FComboEvnt].Pending and
5883 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5884 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5885 begin
5886 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5887 gDelayedEvents[FComboEvnt].DENum := Param;
5888 end
5889 else
5890 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5891 end
5892 else
5893 FFragCombo := 1;
5895 FLastFrag := gTime;
5896 end;
5898 procedure TPlayer.GiveItem(ItemType: Byte);
5899 begin
5900 case ItemType of
5901 ITEM_SUIT:
5902 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5903 begin
5904 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5905 end;
5907 ITEM_OXYGEN:
5908 if FAir < AIR_MAX then
5909 begin
5910 FAir := AIR_MAX;
5911 end;
5913 ITEM_MEDKIT_BLACK:
5914 begin
5915 if not (R_BERSERK in FRulez) then
5916 begin
5917 Include(FRulez, R_BERSERK);
5918 if FBFGFireCounter < 1 then
5919 begin
5920 FCurrWeap := WEAPON_KASTET;
5921 resetWeaponQueue();
5922 FModel.SetWeapon(WEAPON_KASTET);
5923 end;
5924 if gFlash <> 0 then
5925 Inc(FPain, 100);
5926 FBerserk := gTime+30000;
5927 end;
5928 if FHealth < PLAYER_HP_SOFT then
5929 begin
5930 FHealth := PLAYER_HP_SOFT;
5931 FBerserk := gTime+30000;
5932 end;
5933 end;
5935 ITEM_INVUL:
5936 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5937 begin
5938 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5939 end;
5941 ITEM_INVIS:
5942 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
5943 begin
5944 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
5945 end;
5947 ITEM_JETPACK:
5948 if FJetFuel < JET_MAX then
5949 begin
5950 FJetFuel := JET_MAX;
5951 end;
5953 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
5954 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
5956 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
5957 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5959 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
5960 ITEM_SPHERE_WHITE:
5961 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
5962 begin
5963 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
5964 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5965 end;
5967 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
5968 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
5969 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
5970 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
5971 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
5972 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
5973 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
5974 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
5975 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
5977 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5978 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
5979 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5980 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
5981 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5982 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
5983 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5984 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
5985 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
5987 ITEM_AMMO_BACKPACK:
5988 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
5989 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
5990 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
5991 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
5992 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
5993 begin
5994 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
5995 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
5996 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
5997 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
5998 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6000 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6001 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6002 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6003 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6005 FRulez := FRulez + [R_ITEM_BACKPACK];
6006 end;
6008 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6009 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6010 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6012 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6013 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6015 else
6016 Exit;
6017 end;
6018 if g_Game_IsNet and g_Game_IsServer then
6019 MH_SEND_PlayerStats(FUID);
6020 end;
6022 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6023 var
6024 id, i: DWORD;
6025 Anim: TAnimation;
6026 begin
6027 if (Random(5) = 1) and (Times = 1) then
6028 Exit;
6030 if BodyInLiquid(0, 0) then
6031 begin
6032 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6033 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6034 if Random(2) = 0 then
6035 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6036 else
6037 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6038 Exit;
6039 end;
6041 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6042 begin
6043 for i := 1 to Times do
6044 begin
6045 Anim := TAnimation.Create(id, False, 3);
6046 Anim.Alpha := 150;
6047 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6048 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6049 Anim.Free();
6050 end;
6051 end;
6052 end;
6054 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6055 var
6056 id, i: DWORD;
6057 Anim: TAnimation;
6058 begin
6059 if (Random(10) = 1) and (Times = 1) then
6060 Exit;
6062 if g_Frames_Get(id, 'FRAMES_FLAME') then
6063 begin
6064 for i := 1 to Times do
6065 begin
6066 Anim := TAnimation.Create(id, False, 3);
6067 Anim.Alpha := 0;
6068 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6069 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6070 Anim.Free();
6071 end;
6072 end;
6073 end;
6075 procedure TPlayer.PauseSounds(Enable: Boolean);
6076 begin
6077 FSawSound.Pause(Enable);
6078 FSawSoundIdle.Pause(Enable);
6079 FSawSoundHit.Pause(Enable);
6080 FSawSoundSelect.Pause(Enable);
6081 end;
6083 { T C o r p s e : }
6085 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6086 begin
6087 g_Obj_Init(@FObj);
6088 FObj.X := X;
6089 FObj.Y := Y;
6090 FObj.Rect := PLAYER_CORPSERECT;
6091 FModelName := ModelName;
6092 FMess := aMess;
6094 if FMess then
6095 begin
6096 FState := CORPSE_STATE_MESS;
6097 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6098 end
6099 else
6100 begin
6101 FState := CORPSE_STATE_NORMAL;
6102 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6103 end;
6104 end;
6106 destructor TCorpse.Destroy();
6107 begin
6108 FAnimation.Free();
6110 inherited;
6111 end;
6113 procedure TCorpse.positionChanged (); begin end;
6115 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6116 var
6117 pm: TPlayerModel;
6118 begin
6119 if FState = CORPSE_STATE_REMOVEME then
6120 Exit;
6122 FDamage := FDamage + Value;
6124 if FDamage > 150 then
6125 begin
6126 if FAnimation <> nil then
6127 begin
6128 FAnimation.Free();
6129 FAnimation := nil;
6131 FState := CORPSE_STATE_REMOVEME;
6133 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6134 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6135 FModelName, FColor);
6136 // Çâóê ìÿñà îò òðóïà:
6137 pm := g_PlayerModel_Get(FModelName);
6138 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6139 pm.Free;
6140 end;
6141 end
6142 else
6143 begin
6144 FObj.Vel.X := FObj.Vel.X + vx;
6145 FObj.Vel.Y := FObj.Vel.Y + vy;
6146 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6147 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6148 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6149 150, 0, 0);
6150 end;
6151 end;
6153 procedure TCorpse.Draw();
6154 begin
6155 if FState = CORPSE_STATE_REMOVEME then
6156 Exit;
6158 if FAnimation <> nil then
6159 FAnimation.Draw(FObj.X, FObj.Y, M_NONE);
6161 if FAnimationMask <> nil then
6162 begin
6163 e_Colors := FColor;
6164 FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE);
6165 e_Colors.R := 255;
6166 e_Colors.G := 255;
6167 e_Colors.B := 255;
6168 end;
6169 end;
6171 procedure TCorpse.Update();
6172 var
6173 st: Word;
6174 begin
6175 if FState = CORPSE_STATE_REMOVEME then
6176 Exit;
6178 if gTime mod (GAME_TICK*2) <> 0 then
6179 begin
6180 g_Obj_Move(@FObj, True, True, True);
6181 positionChanged(); // this updates spatial accelerators
6182 Exit;
6183 end;
6185 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6186 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6188 st := g_Obj_Move(@FObj, True, True, True);
6189 positionChanged(); // this updates spatial accelerators
6191 if WordBool(st and MOVE_FALLOUT) then
6192 begin
6193 FState := CORPSE_STATE_REMOVEME;
6194 Exit;
6195 end;
6197 if FAnimation <> nil then
6198 FAnimation.Update();
6199 if FAnimationMask <> nil then
6200 FAnimationMask.Update();
6201 end;
6203 procedure TCorpse.SaveState(var Mem: TBinMemoryWriter);
6204 var
6205 sig: DWORD;
6206 anim: Boolean;
6207 begin
6208 if Mem = nil then
6209 Exit;
6211 // Ñèãíàòóðà òðóïà:
6212 sig := CORPSE_SIGNATURE; // 'CORP'
6213 Mem.WriteDWORD(sig);
6214 // Ñîñòîÿíèå:
6215 Mem.WriteByte(FState);
6216 // Íàêîïëåííûé óðîí:
6217 Mem.WriteByte(FDamage);
6218 // Öâåò:
6219 Mem.WriteByte(FColor.R);
6220 Mem.WriteByte(FColor.G);
6221 Mem.WriteByte(FColor.B);
6222 // Îáúåêò òðóïà:
6223 Obj_SaveState(@FObj, Mem);
6224 // Åñòü ëè àíèìàöèÿ:
6225 anim := FAnimation <> nil;
6226 Mem.WriteBoolean(anim);
6227 // Åñëè åñòü - ñîõðàíÿåì:
6228 if anim then
6229 FAnimation.SaveState(Mem);
6230 // Åñòü ëè ìàñêà àíèìàöèè:
6231 anim := FAnimationMask <> nil;
6232 Mem.WriteBoolean(anim);
6233 // Åñëè åñòü - ñîõðàíÿåì:
6234 if anim then
6235 FAnimationMask.SaveState(Mem);
6236 end;
6238 procedure TCorpse.LoadState(var Mem: TBinMemoryReader);
6239 var
6240 sig: DWORD;
6241 anim: Boolean;
6242 begin
6243 if Mem = nil then
6244 Exit;
6246 // Ñèãíàòóðà òðóïà:
6247 Mem.ReadDWORD(sig);
6248 if sig <> CORPSE_SIGNATURE then // 'CORP'
6249 begin
6250 raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature');
6251 end;
6252 // Ñîñòîÿíèå:
6253 Mem.ReadByte(FState);
6254 // Íàêîïëåííûé óðîí:
6255 Mem.ReadByte(FDamage);
6256 // Öâåò:
6257 Mem.ReadByte(FColor.R);
6258 Mem.ReadByte(FColor.G);
6259 Mem.ReadByte(FColor.B);
6260 // Îáúåêò òðóïà:
6261 Obj_LoadState(@FObj, Mem);
6262 // Åñòü ëè àíèìàöèÿ:
6263 Mem.ReadBoolean(anim);
6264 // Åñëè åñòü - çàãðóæàåì:
6265 if anim then
6266 begin
6267 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6268 FAnimation.LoadState(Mem);
6269 end;
6270 // Åñòü ëè ìàñêà àíèìàöèè:
6271 Mem.ReadBoolean(anim);
6272 // Åñëè åñòü - çàãðóæàåì:
6273 if anim then
6274 begin
6275 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6276 FAnimationMask.LoadState(Mem);
6277 end;
6278 end;
6280 { T B o t : }
6282 constructor TBot.Create();
6283 var
6284 a: Integer;
6285 begin
6286 inherited Create();
6288 FPhysics := True;
6289 FSpectator := False;
6290 FGhost := False;
6292 FIamBot := True;
6294 Inc(gNumBots);
6296 for a := WP_FIRST to WP_LAST do
6297 begin
6298 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6299 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6300 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6301 end;
6302 end;
6304 destructor TBot.Destroy();
6305 begin
6306 Dec(gNumBots);
6307 inherited Destroy();
6308 end;
6310 procedure TBot.Draw();
6311 begin
6312 inherited Draw();
6314 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6315 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6316 end;
6318 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6319 begin
6320 inherited Respawn(Silent, Force);
6322 FAIFlags := nil;
6323 FSelectedWeapon := FCurrWeap;
6324 resetWeaponQueue();
6325 FTargetUID := 0;
6326 end;
6328 procedure TBot.UpdateCombat();
6329 type
6330 TTarget = record
6331 UID: Word;
6332 X, Y: Integer;
6333 Rect: TRectWH;
6334 cX, cY: Integer;
6335 Dist: Word;
6336 Line: Boolean;
6337 Visible: Boolean;
6338 IsPlayer: Boolean;
6339 end;
6341 TTargetRecord = array of TTarget;
6343 function Compare(a, b: TTarget): Integer;
6344 begin
6345 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6346 Result := -1
6347 else
6348 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6349 Result := 1
6350 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6351 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6352 begin
6353 if a.Dist > b.Dist then // B áëèæå
6354 Result := 1
6355 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6356 Result := -1;
6357 end
6358 else // Ñòðàííî -> A
6359 Result := -1;
6360 end;
6362 var
6363 a, x1, y1, x2, y2: Integer;
6364 targets: TTargetRecord;
6365 ammo: Word;
6366 Target, BestTarget: TTarget;
6367 firew, fireh: Integer;
6368 angle: SmallInt;
6369 mon: TMonster;
6370 pla, tpla: TPlayer;
6371 vsPlayer, vsMonster, ok: Boolean;
6374 function monsUpdate (mon: TMonster): Boolean;
6375 begin
6376 result := false; // don't stop
6377 if mon.Live and (mon.MonsterType <> MONSTER_BARREL) then
6378 begin
6379 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6381 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6382 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6384 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6385 if g_TraceVector(x1, y1, x2, y2) then
6386 begin
6387 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6388 SetLength(targets, Length(targets)+1);
6389 with targets[High(targets)] do
6390 begin
6391 UID := mon.UID;
6392 X := mon.Obj.X;
6393 Y := mon.Obj.Y;
6394 cX := x2;
6395 cY := y2;
6396 Rect := mon.Obj.Rect;
6397 Dist := g_PatchLength(x1, y1, x2, y2);
6398 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6399 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6400 Visible := True;
6401 IsPlayer := False;
6402 end;
6403 end;
6404 end;
6405 end;
6407 begin
6408 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6409 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6411 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6412 if FCurrWeap <> FSelectedWeapon then
6413 NextWeapon();
6415 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6416 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6417 begin
6418 RemoveAIFlag('NEEDFIRE');
6420 case FCurrWeap of
6421 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6422 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6423 else PressKey(KEY_FIRE);
6424 end;
6425 end;
6427 // Êîîðäèíàòû ñòâîëà:
6428 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6429 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6431 Target.UID := FTargetUID;
6433 ok := False;
6434 if Target.UID <> 0 then
6435 begin // Öåëü åñòü - íàñòðàèâàåì
6436 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6437 vsPlayer then
6438 begin // Èãðîê
6439 tpla := g_Player_Get(Target.UID);
6440 if tpla <> nil then
6441 with tpla do
6442 begin
6443 if (@FObj) <> nil then
6444 begin
6445 Target.X := FObj.X;
6446 Target.Y := FObj.Y;
6447 end;
6448 end;
6450 Target.cX := Target.X + PLAYER_RECT_CX;
6451 Target.cY := Target.Y + PLAYER_RECT_CY;
6452 Target.Rect := PLAYER_RECT;
6453 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6454 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6455 (y1-4 > Target.Y+PLAYER_RECT.Y);
6456 Target.IsPlayer := True;
6457 ok := True;
6458 end
6459 else
6460 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6461 vsMonster then
6462 begin // Ìîíñòð
6463 mon := g_Monsters_ByUID(Target.UID);
6464 if mon <> nil then
6465 begin
6466 Target.X := mon.Obj.X;
6467 Target.Y := mon.Obj.Y;
6469 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6470 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6471 Target.Rect := mon.Obj.Rect;
6472 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6473 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6474 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6475 Target.IsPlayer := False;
6476 ok := True;
6477 end;
6478 end;
6479 end;
6481 if not ok then
6482 begin // Öåëè íåò - îáíóëÿåì
6483 Target.X := 0;
6484 Target.Y := 0;
6485 Target.cX := 0;
6486 Target.cY := 0;
6487 Target.Visible := False;
6488 Target.Line := False;
6489 Target.IsPlayer := False;
6490 end;
6492 targets := nil;
6494 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6495 if (not Target.Line) or (not Target.Visible) then
6496 begin
6497 // Èãðîêè:
6498 if vsPlayer then
6499 for a := 0 to High(gPlayers) do
6500 if (gPlayers[a] <> nil) and (gPlayers[a].Live) and
6501 (gPlayers[a].FUID <> FUID) and
6502 (not SameTeam(FUID, gPlayers[a].FUID)) and
6503 (not gPlayers[a].NoTarget) and
6504 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6505 begin
6506 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6507 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6508 Continue;
6510 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6511 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6513 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6514 if g_TraceVector(x1, y1, x2, y2) then
6515 begin
6516 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6517 SetLength(targets, Length(targets)+1);
6518 with targets[High(targets)] do
6519 begin
6520 UID := gPlayers[a].FUID;
6521 X := gPlayers[a].FObj.X;
6522 Y := gPlayers[a].FObj.Y;
6523 cX := x2;
6524 cY := y2;
6525 Rect := PLAYER_RECT;
6526 Dist := g_PatchLength(x1, y1, x2, y2);
6527 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6528 (y1-4 > Target.Y+PLAYER_RECT.Y);
6529 Visible := True;
6530 IsPlayer := True;
6531 end;
6532 end;
6533 end;
6535 // Ìîíñòðû:
6536 if vsMonster then g_Mons_ForEach(monsUpdate);
6537 end;
6539 // Åñëè åñòü âîçìîæíûå öåëè:
6540 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6541 if targets <> nil then
6542 begin
6543 // Âûáèðàåì íàèëó÷øóþ öåëü:
6544 BestTarget := targets[0];
6545 if Length(targets) > 1 then
6546 for a := 1 to High(targets) do
6547 if Compare(BestTarget, targets[a]) = 1 then
6548 BestTarget := targets[a];
6550 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6551 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6552 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6553 begin
6554 Target := BestTarget;
6556 if (Healthy() = 3) or ((Healthy() = 2)) then
6557 begin // Åñëè çäîðîâû - äîãîíÿåì
6558 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6559 SetAIFlag('GORIGHT', '1');
6560 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6561 SetAIFlag('GOLEFT', '1');
6562 end
6563 else
6564 begin // Åñëè ïîáèòû - óáåãàåì
6565 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6566 SetAIFlag('GORIGHT', '1');
6567 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6568 SetAIFlag('GOLEFT', '1');
6569 end;
6571 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6572 SelectWeapon(Abs(x1-Target.cX));
6573 end;
6574 end;
6576 // Åñëè åñòü öåëü:
6577 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6578 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6579 if Target.UID <> 0 then
6580 begin
6581 if not TargetOnScreen(Target.X + Target.Rect.X,
6582 Target.Y + Target.Rect.Y) then
6583 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6584 if (Healthy() = 3) or ((Healthy() = 2)) then
6585 begin // Åñëè çäîðîâû - äîãîíÿåì
6586 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6587 SetAIFlag('GORIGHT', '1');
6588 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6589 SetAIFlag('GOLEFT', '1');
6590 end
6591 else
6592 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6593 Target.UID := 0;
6594 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6595 SetAIFlag('GORIGHT', '1');
6596 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6597 SetAIFlag('GOLEFT', '1');
6598 end;
6599 end
6600 else
6601 begin // Öåëü ïîêà íà "ýêðàíå"
6602 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6603 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6604 FLastVisible := gTime;
6605 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6606 if (Abs(FObj.Y-Target.Y) <= 128) then
6607 begin
6608 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6609 SetAIFlag('GORIGHT', '1');
6610 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6611 SetAIFlag('GOLEFT', '1');
6612 end;
6613 end;
6615 // Âûáèðàåì óãîë ââåðõ:
6616 if FDirection = D_LEFT then
6617 angle := ANGLE_LEFTUP
6618 else
6619 angle := ANGLE_RIGHTUP;
6621 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6622 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6624 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6625 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6626 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6627 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6628 Target.Rect.Width, Target.Rect.Height) and
6629 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6630 begin // òî íóæíî ñòðåëÿòü ââåðõ
6631 SetAIFlag('NEEDFIRE', '1');
6632 SetAIFlag('NEEDSEEUP', '1');
6633 end;
6635 // Âûáèðàåì óãîë âíèç:
6636 if FDirection = D_LEFT then
6637 angle := ANGLE_LEFTDOWN
6638 else
6639 angle := ANGLE_RIGHTDOWN;
6641 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6642 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6644 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6645 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6646 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6647 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6648 Target.Rect.Width, Target.Rect.Height) and
6649 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6650 begin // òî íóæíî ñòðåëÿòü âíèç
6651 SetAIFlag('NEEDFIRE', '1');
6652 SetAIFlag('NEEDSEEDOWN', '1');
6653 end;
6655 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6656 if Target.Visible and
6657 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6658 (y1-4 > Target.Y+Target.Rect.Y) then
6659 begin
6660 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6661 if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
6662 ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
6663 begin // òî íóæíî ñòðåëÿòü âïåðåä
6664 SetAIFlag('NEEDFIRE', '1');
6665 SetAIFlag('NEEDSEEDOWN', '');
6666 SetAIFlag('NEEDSEEUP', '');
6667 end;
6668 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6669 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6670 if GetRnd(FDifficult.CloseJump) then
6671 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6672 if Abs(FObj.X-Target.X) < 128 then
6673 a := 4
6674 else
6675 a := 30;
6676 if Random(a) = 0 then
6677 SetAIFlag('NEEDJUMP', '1');
6678 end;
6679 end;
6681 // Åñëè öåëü âñå åùå åñòü:
6682 if Target.UID <> 0 then
6683 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6684 Target.UID := 0 // òî çàáûòü öåëü
6685 else // Åñëè âèäåëè íåäàâíî
6686 begin // íî öåëü óáèëè
6687 if Target.IsPlayer then
6688 begin // Öåëü - èãðîê
6689 pla := g_Player_Get(Target.UID);
6690 if (pla = nil) or (not pla.Live) or pla.NoTarget or
6691 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6692 Target.UID := 0; // òî çàáûòü öåëü
6693 end
6694 else
6695 begin // Öåëü - ìîíñòð
6696 mon := g_Monsters_ByUID(Target.UID);
6697 if (mon = nil) or (not mon.Live) then
6698 Target.UID := 0; // òî çàáûòü öåëü
6699 end;
6700 end;
6701 end; // if Target.UID <> 0
6703 FTargetUID := Target.UID;
6705 // Åñëè âîçìîæíûõ öåëåé íåò:
6706 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6707 if targets = nil then
6708 if GetAIFlag('ATTACKLEFT') <> '' then
6709 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6710 RemoveAIFlag('ATTACKLEFT');
6712 SetAIFlag('NEEDJUMP', '1');
6714 if RunDirection() = D_RIGHT then
6715 begin // Èäåì íå â òó ñòîðîíó
6716 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6717 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6718 SetAIFlag('NEEDFIRE', '1');
6719 SetAIFlag('GOLEFT', '1');
6720 end;
6721 end
6722 else
6723 begin // Èäåì â íóæíóþ ñòîðîíó
6724 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6725 SetAIFlag('NEEDFIRE', '1');
6726 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6727 SetAIFlag('GORIGHT', '1');
6728 end;
6729 end
6730 else
6731 if GetAIFlag('ATTACKRIGHT') <> '' then
6732 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6733 RemoveAIFlag('ATTACKRIGHT');
6735 SetAIFlag('NEEDJUMP', '1');
6737 if RunDirection() = D_LEFT then
6738 begin // Èäåì íå â òó ñòîðîíó
6739 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6740 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6741 SetAIFlag('NEEDFIRE', '1');
6742 SetAIFlag('GORIGHT', '1');
6743 end;
6744 end
6745 else
6746 begin
6747 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6748 SetAIFlag('NEEDFIRE', '1');
6749 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6750 SetAIFlag('GOLEFT', '1');
6751 end;
6752 end;
6754 //HACK! (does it belongs there?)
6755 RealizeCurrentWeapon();
6757 // Åñëè åñòü âîçìîæíûå öåëè:
6758 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6759 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6760 for a := 0 to High(targets) do
6761 begin
6762 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6763 if GetRnd(FDifficult.DiagFire) then
6764 begin
6765 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6766 if FDirection = D_LEFT then
6767 angle := ANGLE_LEFTUP
6768 else
6769 angle := ANGLE_RIGHTUP;
6771 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6772 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6774 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6775 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6776 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6777 targets[a].Rect.Width, targets[a].Rect.Height) and
6778 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6779 begin
6780 SetAIFlag('NEEDFIRE', '1');
6781 SetAIFlag('NEEDSEEUP', '1');
6782 end;
6784 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6785 if FDirection = D_LEFT then
6786 angle := ANGLE_LEFTDOWN
6787 else
6788 angle := ANGLE_RIGHTDOWN;
6790 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6791 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6793 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6794 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6795 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6796 targets[a].Rect.Width, targets[a].Rect.Height) and
6797 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6798 begin
6799 SetAIFlag('NEEDFIRE', '1');
6800 SetAIFlag('NEEDSEEDOWN', '1');
6801 end;
6802 end;
6804 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6805 if targets[a].Line and targets[a].Visible and
6806 (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
6807 ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
6808 begin
6809 SetAIFlag('NEEDFIRE', '1');
6810 Break;
6811 end;
6812 end;
6814 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6815 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6816 PLAYER_RECT.Width, PLAYER_RECT.Height,
6817 40+GetInterval(FDifficult.Cover, 40)) then
6818 SetAIFlag('NEEDJUMP', '1');
6820 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6821 ammo := GetAmmoByWeapon(FCurrWeap);
6822 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6823 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6824 (ammo = 0) then
6825 SetAIFlag('SELECTWEAPON', '1');
6827 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6828 if GetAIFlag('SELECTWEAPON') = '1' then
6829 begin
6830 SelectWeapon(-1);
6831 RemoveAIFlag('SELECTWEAPON');
6832 end;
6833 end;
6835 procedure TBot.Update();
6836 var
6837 EnableAI: Boolean;
6838 begin
6839 if not FLive then
6840 begin // Respawn
6841 ReleaseKeys();
6842 PressKey(KEY_UP);
6843 end
6844 else
6845 begin
6846 EnableAI := True;
6848 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6849 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6850 EnableAI := False;
6851 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6852 EnableAI := False;
6853 if g_debug_BotAIOff = 3 then
6854 EnableAI := False;
6856 if EnableAI then
6857 begin
6858 UpdateMove();
6859 UpdateCombat();
6860 end
6861 else
6862 begin
6863 RealizeCurrentWeapon();
6864 end;
6865 end;
6867 inherited Update();
6868 end;
6870 procedure TBot.ReleaseKey(Key: Byte);
6871 begin
6872 with FKeys[Key] do
6873 begin
6874 Pressed := False;
6875 Time := 0;
6876 end;
6877 end;
6879 function TBot.KeyPressed(Key: Word): Boolean;
6880 begin
6881 Result := FKeys[Key].Pressed;
6882 end;
6884 function TBot.GetAIFlag(aName: String20): String20;
6885 var
6886 a: Integer;
6887 begin
6888 Result := '';
6890 aName := LowerCase(aName);
6892 if FAIFlags <> nil then
6893 for a := 0 to High(FAIFlags) do
6894 if LowerCase(FAIFlags[a].Name) = aName then
6895 begin
6896 Result := FAIFlags[a].Value;
6897 Break;
6898 end;
6899 end;
6901 procedure TBot.RemoveAIFlag(aName: String20);
6902 var
6903 a, b: Integer;
6904 begin
6905 if FAIFlags = nil then Exit;
6907 aName := LowerCase(aName);
6909 for a := 0 to High(FAIFlags) do
6910 if LowerCase(FAIFlags[a].Name) = aName then
6911 begin
6912 if a <> High(FAIFlags) then
6913 for b := a to High(FAIFlags)-1 do
6914 FAIFlags[b] := FAIFlags[b+1];
6916 SetLength(FAIFlags, Length(FAIFlags)-1);
6917 Break;
6918 end;
6919 end;
6921 procedure TBot.SetAIFlag(aName, fValue: String20);
6922 var
6923 a: Integer;
6924 ok: Boolean;
6925 begin
6926 a := 0;
6927 ok := False;
6929 aName := LowerCase(aName);
6931 if FAIFlags <> nil then
6932 for a := 0 to High(FAIFlags) do
6933 if LowerCase(FAIFlags[a].Name) = aName then
6934 begin
6935 ok := True;
6936 Break;
6937 end;
6939 if ok then FAIFlags[a].Value := fValue
6940 else
6941 begin
6942 SetLength(FAIFlags, Length(FAIFlags)+1);
6943 with FAIFlags[High(FAIFlags)] do
6944 begin
6945 Name := aName;
6946 Value := fValue;
6947 end;
6948 end;
6949 end;
6951 procedure TBot.UpdateMove;
6953 procedure GoLeft(Time: Word = 1);
6954 begin
6955 ReleaseKey(KEY_LEFT);
6956 ReleaseKey(KEY_RIGHT);
6957 PressKey(KEY_LEFT, Time);
6958 SetDirection(D_LEFT);
6959 end;
6961 procedure GoRight(Time: Word = 1);
6962 begin
6963 ReleaseKey(KEY_LEFT);
6964 ReleaseKey(KEY_RIGHT);
6965 PressKey(KEY_RIGHT, Time);
6966 SetDirection(D_RIGHT);
6967 end;
6969 function Rnd(a: Word): Boolean;
6970 begin
6971 Result := Random(a) = 0;
6972 end;
6974 procedure Turn(Time: Word = 1200);
6975 begin
6976 if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
6977 end;
6979 procedure Stop();
6980 begin
6981 ReleaseKey(KEY_LEFT);
6982 ReleaseKey(KEY_RIGHT);
6983 end;
6985 function CanRunLeft(): Boolean;
6986 begin
6987 Result := not CollideLevel(-1, 0);
6988 end;
6990 function CanRunRight(): Boolean;
6991 begin
6992 Result := not CollideLevel(1, 0);
6993 end;
6995 function CanRun(): Boolean;
6996 begin
6997 if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
6998 end;
7000 procedure Jump(Time: Word = 30);
7001 begin
7002 PressKey(KEY_JUMP, Time);
7003 end;
7005 function NearHole(): Boolean;
7006 var
7007 x, sx: Integer;
7008 begin
7009 { TODO 5 : Ëåñòíèöû }
7010 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7011 for x := 1 to PLAYER_RECT.Width do
7012 if (not StayOnStep(x*sx, 0)) and
7013 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7014 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7015 begin
7016 Result := True;
7017 Exit;
7018 end;
7020 Result := False;
7021 end;
7023 function BorderHole(): Boolean;
7024 var
7025 x, sx, xx: Integer;
7026 begin
7027 { TODO 5 : Ëåñòíèöû }
7028 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7029 for x := 1 to PLAYER_RECT.Width do
7030 if (not StayOnStep(x*sx, 0)) and
7031 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7032 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7033 begin
7034 for xx := x to x+32 do
7035 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7036 begin
7037 Result := True;
7038 Exit;
7039 end;
7040 end;
7042 Result := False;
7043 end;
7045 function NearDeepHole(): Boolean;
7046 var
7047 x, sx, y: Integer;
7048 begin
7049 Result := False;
7051 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7052 y := 3;
7054 for x := 1 to PLAYER_RECT.Width do
7055 if (not StayOnStep(x*sx, 0)) and
7056 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7057 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7058 begin
7059 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7060 begin
7061 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7062 y := y+1;
7063 end;
7065 Result := True;
7066 end else Result := False;
7067 end;
7069 function OverDeepHole(): Boolean;
7070 var
7071 y: Integer;
7072 begin
7073 Result := False;
7075 y := 1;
7076 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7077 begin
7078 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7079 y := y+1;
7080 end;
7082 Result := True;
7083 end;
7085 function OnGround(): Boolean;
7086 begin
7087 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7088 end;
7090 function OnLadder(): Boolean;
7091 begin
7092 Result := FullInStep(0, 0);
7093 end;
7095 function BelowLadder(): Boolean;
7096 begin
7097 Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7098 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7099 (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7100 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7101 end;
7103 function BelowLiftUp(): Boolean;
7104 begin
7105 Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7106 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7107 ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7108 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7109 end;
7111 function OnTopLift(): Boolean;
7112 begin
7113 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7114 end;
7116 function CanJumpOver(): Boolean;
7117 var
7118 sx, y: Integer;
7119 begin
7120 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7122 Result := False;
7124 if not CollideLevel(sx, 0) then Exit;
7126 for y := 1 to BOT_MAXJUMP do
7127 if CollideLevel(0, -y) then Exit else
7128 if not CollideLevel(sx, -y) then
7129 begin
7130 Result := True;
7131 Exit;
7132 end;
7133 end;
7135 function CanJumpUp(Dist: ShortInt): Boolean;
7136 var
7137 y, yy: Integer;
7138 c: Boolean;
7139 begin
7140 Result := False;
7142 if CollideLevel(Dist, 0) then Exit;
7144 c := False;
7145 for y := 0 to BOT_MAXJUMP do
7146 if CollideLevel(Dist, -y) then
7147 begin
7148 c := True;
7149 Break;
7150 end;
7152 if not c then Exit;
7154 c := False;
7155 for yy := y+1 to BOT_MAXJUMP do
7156 if not CollideLevel(Dist, -yy) then
7157 begin
7158 c := True;
7159 Break;
7160 end;
7162 if not c then Exit;
7164 c := False;
7165 for y := 0 to BOT_MAXJUMP do
7166 if CollideLevel(0, -y) then
7167 begin
7168 c := True;
7169 Break;
7170 end;
7172 if c then Exit;
7174 if y < yy then Exit;
7176 Result := True;
7177 end;
7179 function IsSafeTrigger(): Boolean;
7180 var
7181 a: Integer;
7182 begin
7183 Result := True;
7184 if gTriggers = nil then
7185 Exit;
7186 for a := 0 to High(gTriggers) do
7187 if Collide(gTriggers[a].X,
7188 gTriggers[a].Y,
7189 gTriggers[a].Width,
7190 gTriggers[a].Height) and
7191 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7192 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7193 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7194 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7195 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7196 Result := False;
7197 end;
7199 begin
7200 // Âîçìîæíî, íàæèìàåì êíîïêó:
7201 if Rnd(16) and IsSafeTrigger() then
7202 PressKey(KEY_OPEN);
7204 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7205 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7206 begin
7207 ReleaseKey(KEY_LEFT);
7208 ReleaseKey(KEY_RIGHT);
7209 Jump();
7210 end;
7212 // Èäåì âëåâî, åñëè íàäî áûëî:
7213 if GetAIFlag('GOLEFT') <> '' then
7214 begin
7215 RemoveAIFlag('GOLEFT');
7216 if CanRunLeft() then
7217 GoLeft(360);
7218 end;
7220 // Èäåì âïðàâî, åñëè íàäî áûëî:
7221 if GetAIFlag('GORIGHT') <> '' then
7222 begin
7223 RemoveAIFlag('GORIGHT');
7224 if CanRunRight() then
7225 GoRight(360);
7226 end;
7228 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7229 if FObj.X < -32 then
7230 GoRight(360)
7231 else
7232 if FObj.X+32 > gMapInfo.Width then
7233 GoLeft(360);
7235 // Ïðûãàåì, åñëè íàäî áûëî:
7236 if GetAIFlag('NEEDJUMP') <> '' then
7237 begin
7238 Jump(0);
7239 RemoveAIFlag('NEEDJUMP');
7240 end;
7242 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7243 if GetAIFlag('NEEDSEEUP') <> '' then
7244 begin
7245 ReleaseKey(KEY_UP);
7246 ReleaseKey(KEY_DOWN);
7247 PressKey(KEY_UP, 20);
7248 RemoveAIFlag('NEEDSEEUP');
7249 end;
7251 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7252 if GetAIFlag('NEEDSEEDOWN') <> '' then
7253 begin
7254 ReleaseKey(KEY_UP);
7255 ReleaseKey(KEY_DOWN);
7256 PressKey(KEY_DOWN, 20);
7257 RemoveAIFlag('NEEDSEEDOWN');
7258 end;
7260 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7261 if GetAIFlag('GOINHOLE') <> '' then
7262 if not OnGround() then
7263 begin
7264 ReleaseKey(KEY_LEFT);
7265 ReleaseKey(KEY_RIGHT);
7266 RemoveAIFlag('GOINHOLE');
7267 SetAIFlag('FALLINHOLE', '1');
7268 end;
7270 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7271 if GetAIFlag('FALLINHOLE') <> '' then
7272 if OnGround() then
7273 RemoveAIFlag('FALLINHOLE');
7275 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7276 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7277 if GetAIFlag('FALLINHOLE') = '' then
7278 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7279 if Rnd(2) then
7280 GoLeft(360)
7281 else
7282 GoRight(360);
7284 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7285 if OnGround() and
7286 CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
7287 Rnd(8) then
7288 Jump();
7290 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7291 if OnGround() and NearHole() then
7292 if NearDeepHole() then // Åñëè ýòî áåçäíà
7293 case Random(6) of
7294 0..3: Turn(); // Áåæèì îáðàòíî
7295 4: Jump(); // Ïðûãàåì
7296 5: begin // Ïðûãàåì îáðàòíî
7297 Turn();
7298 Jump();
7299 end;
7300 end
7301 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7302 if GetAIFlag('GOINHOLE') = '' then
7303 case Random(6) of
7304 0: Turn(); // Íå íóæíî òóäà
7305 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7306 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7307 if BorderHole() then
7308 SetAIFlag('GOINHOLE', '1');
7309 end;
7311 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7312 if (not CanRun()) and OnGround() then
7313 begin
7314 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7315 if CanJumpOver() or OnLadder() then
7316 Jump()
7317 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7318 if Random(2) = 0 then
7319 begin
7320 if IsSafeTrigger() then
7321 PressKey(KEY_OPEN);
7322 end else
7323 Turn();
7324 end;
7326 // Îñòàëîñü ìàëî âîçäóõà:
7327 if FAir < 36 * 2 then
7328 Jump(20);
7330 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7331 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7332 if BodyInAcid(0, 0) then
7333 Jump();
7334 end;
7336 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7337 begin
7338 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7339 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7340 end;
7342 {function TBot.NeedItem(Item: Byte): Byte;
7343 begin
7344 Result := 4;
7345 end;}
7347 procedure TBot.SelectWeapon(Dist: Integer);
7348 var
7349 a: Integer;
7351 function HaveAmmo(weapon: Byte): Boolean;
7352 begin
7353 case weapon of
7354 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7355 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7356 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7357 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7358 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7359 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7360 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7361 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7362 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7363 else Result := True;
7364 end;
7365 end;
7367 begin
7368 if Dist = -1 then Dist := BOT_LONGDIST;
7370 if Dist > BOT_LONGDIST then
7371 begin // Äàëüíèé áîé
7372 for a := 0 to 9 do
7373 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7374 begin
7375 FSelectedWeapon := FDifficult.WeaponPrior[a];
7376 Break;
7377 end;
7378 end
7379 else //if Dist > BOT_UNSAFEDIST then
7380 begin // Áëèæíèé áîé
7381 for a := 0 to 9 do
7382 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7383 begin
7384 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7385 Break;
7386 end;
7387 end;
7388 { else
7389 begin
7390 for a := 0 to 9 do
7391 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7392 begin
7393 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7394 Break;
7395 end;
7396 end;}
7397 end;
7399 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7400 begin
7401 Result := inherited PickItem(ItemType, force, remove);
7403 if Result then SetAIFlag('SELECTWEAPON', '1');
7404 end;
7406 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7407 begin
7408 Result := inherited Heal(value, Soft);
7409 end;
7411 function TBot.Healthy(): Byte;
7412 begin
7413 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7414 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7415 else if (FHealth > 50) then Result := 2
7416 else if (FHealth > 20) then Result := 1
7417 else Result := 0;
7418 end;
7420 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7421 begin
7422 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7423 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7424 end;
7426 procedure TBot.OnDamage(Angle: SmallInt);
7427 var
7428 pla: TPlayer;
7429 mon: TMonster;
7430 ok: Boolean;
7431 begin
7432 inherited;
7434 if (Angle = 0) or (Angle = 180) then
7435 begin
7436 ok := False;
7437 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7438 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7439 begin // Èãðîê
7440 pla := g_Player_Get(FLastSpawnerUID);
7441 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7442 pla.FObj.Y + PLAYER_RECT.Y);
7443 end
7444 else
7445 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7446 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7447 begin // Ìîíñòð
7448 mon := g_Monsters_ByUID(FLastSpawnerUID);
7449 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7450 mon.Obj.Y + mon.Obj.Rect.Y);
7451 end;
7453 if ok then
7454 if Angle = 0 then
7455 SetAIFlag('ATTACKLEFT', '1')
7456 else
7457 SetAIFlag('ATTACKRIGHT', '1');
7458 end;
7459 end;
7461 function TBot.RunDirection(): TDirection;
7462 begin
7463 if Abs(Vel.X) >= 1 then
7464 begin
7465 if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT;
7466 end else
7467 Result := FDirection;
7468 end;
7470 function TBot.GetRnd(a: Byte): Boolean;
7471 begin
7472 if a = 0 then Result := False
7473 else if a = 255 then Result := True
7474 else Result := Random(256) > 255-a;
7475 end;
7477 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7478 begin
7479 Result := Round((255-a)/255*radius*(Random(2)-1));
7480 end;
7482 procedure TBot.SaveState(var Mem: TBinMemoryWriter);
7483 var
7484 i: Integer;
7485 dw: DWORD;
7486 p: Pointer;
7487 begin
7488 inherited SaveState(Mem);
7490 // Âûáðàííîå îðóæèå:
7491 Mem.WriteByte(FSelectedWeapon);
7492 // UID öåëè:
7493 Mem.WriteWord(FTargetUID);
7494 // Âðåìÿ ïîòåðè öåëè:
7495 Mem.WriteDWORD(FLastVisible);
7496 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7497 dw := Length(FAIFlags);
7498 Mem.WriteDWORD(dw);
7499 // Ôëàãè ÈÈ:
7500 for i := 0 to Integer(dw)-1 do
7501 begin
7502 Mem.WriteString(FAIFlags[i].Name, 20);
7503 Mem.WriteString(FAIFlags[i].Value, 20);
7504 end;
7505 // Íàñòðîéêè ñëîæíîñòè:
7506 p := @FDifficult;
7507 Mem.WriteMemory(p, SizeOf(TDifficult));
7508 end;
7510 procedure TBot.LoadState(var Mem: TBinMemoryReader);
7511 var
7512 i: Integer;
7513 dw: DWORD;
7514 p: Pointer;
7515 begin
7516 inherited LoadState(Mem);
7518 // Âûáðàííîå îðóæèå:
7519 Mem.ReadByte(FSelectedWeapon);
7520 // UID öåëè:
7521 Mem.ReadWord(FTargetUID);
7522 // Âðåìÿ ïîòåðè öåëè:
7523 Mem.ReadDWORD(FLastVisible);
7524 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7525 Mem.ReadDWORD(dw);
7526 SetLength(FAIFlags, dw);
7527 // Ôëàãè ÈÈ:
7528 for i := 0 to Integer(dw)-1 do
7529 begin
7530 Mem.ReadString(FAIFlags[i].Name);
7531 Mem.ReadString(FAIFlags[i].Value);
7532 end;
7533 // Íàñòðîéêè ñëîæíîñòè:
7534 Mem.ReadMemory(p, dw);
7535 if dw <> SizeOf(TDifficult) then
7536 begin
7537 raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size');
7538 end;
7539 FDifficult := TDifficult(p^);
7540 end;
7542 end.