DEADSOFTWARE

Player: Always display punch animation
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 {$M+}
18 unit g_player;
20 interface
22 uses
23 SysUtils, Classes,
24 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
25 e_graphics, g_playermodel, g_basic, g_textures,
26 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
27 g_panel;
29 const
30 KEY_LEFT = 1;
31 KEY_RIGHT = 2;
32 KEY_UP = 3;
33 KEY_DOWN = 4;
34 KEY_FIRE = 5;
35 KEY_NEXTWEAPON = 6;
36 KEY_PREVWEAPON = 7;
37 KEY_OPEN = 8;
38 KEY_JUMP = 9;
39 KEY_CHAT = 10;
41 R_ITEM_BACKPACK = 0;
42 R_KEY_RED = 1;
43 R_KEY_GREEN = 2;
44 R_KEY_BLUE = 3;
45 R_BERSERK = 4;
47 MR_SUIT = 0;
48 MR_INVUL = 1;
49 MR_INVIS = 2;
50 MR_MAX = 2;
52 A_BULLETS = 0;
53 A_SHELLS = 1;
54 A_ROCKETS = 2;
55 A_CELLS = 3;
56 A_FUEL = 4;
57 A_HIGH = 4;
59 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
63 K_SIMPLEKILL = 0;
64 K_HARDKILL = 1;
65 K_EXTRAHARDKILL = 2;
66 K_FALLKILL = 3;
68 T_RESPAWN = 0;
69 T_SWITCH = 1;
70 T_USE = 2;
71 T_FLAGCAP = 3;
73 TEAM_NONE = 0;
74 TEAM_RED = 1;
75 TEAM_BLUE = 2;
76 TEAM_COOP = 3;
78 SHELL_BULLET = 0;
79 SHELL_SHELL = 1;
80 SHELL_DBLSHELL = 2;
82 ANGLE_NONE = Low(SmallInt);
84 CORPSE_STATE_REMOVEME = 0;
85 CORPSE_STATE_NORMAL = 1;
86 CORPSE_STATE_MESS = 2;
88 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
89 PLAYER_RECT_CX = 15+(34 div 2);
90 PLAYER_RECT_CY = 12+(52 div 2);
91 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
93 PLAYER_HP_SOFT = 100;
94 PLAYER_HP_LIMIT = 200;
95 PLAYER_AP_SOFT = 100;
96 PLAYER_AP_LIMIT = 200;
97 SUICIDE_DAMAGE = 112;
99 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
100 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
102 type
103 TPlayerStat = record
104 Ping: Word;
105 Loss: Byte;
106 Name: String;
107 Team: Byte;
108 Frags: SmallInt;
109 Deaths: SmallInt;
110 Lives: Byte;
111 Kills: Word;
112 Color: TRGB;
113 Spectator: Boolean;
114 end;
116 TPlayerStatArray = Array of TPlayerStat;
118 TPlayerSavedState = record
119 Health: Integer;
120 Armor: Integer;
121 Air: Integer;
122 JetFuel: Integer;
123 CurrWeap: Byte;
124 NextWeap: WORD;
125 NextWeapDelay: Byte;
126 Ammo: Array [A_BULLETS..A_HIGH] of Word;
127 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
128 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
129 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
130 WaitRecall: Boolean;
131 end;
133 TKeyState = record
134 Pressed: Boolean;
135 Time: Word;
136 end;
138 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
139 private
140 FIamBot: Boolean;
141 FUID: Word;
142 FName: String;
143 FTeam: Byte;
144 FAlive: Boolean;
145 FSpawned: Boolean;
146 FDirection: TDirection;
147 FHealth: Integer;
148 FLives: Byte;
149 FArmor: Integer;
150 FAir: Integer;
151 FPain: Integer;
152 FPickup: Integer;
153 FKills: Integer;
154 FMonsterKills: Integer;
155 FFrags: Integer;
156 FFragCombo: Byte;
157 FLastFrag: LongWord;
158 FComboEvnt: Integer;
159 FDeath: Integer;
160 FCanJetpack: Boolean;
161 FJetFuel: Integer;
162 FFlag: Byte;
163 FSecrets: Integer;
164 FCurrWeap: Byte;
165 FNextWeap: WORD;
166 FNextWeapDelay: Byte; // frames
167 FBFGFireCounter: SmallInt;
168 FLastSpawnerUID: Word;
169 FLastHit: Byte;
170 FObj: TObj;
171 FXTo, FYTo: Integer;
172 FSpectatePlayer: Integer;
173 FFirePainTime: Integer;
174 FFireAttacker: Word;
176 FSavedState: TPlayerSavedState;
178 FModel: TPlayerModel;
179 FPunchAnim: TAnimation;
180 FActionPrior: Byte;
181 FActionAnim: Byte;
182 FActionForce: Boolean;
183 FActionChanged: Boolean;
184 FAngle: SmallInt;
185 FFireAngle: SmallInt;
186 FIncCam: Integer;
187 FShellTimer: Integer;
188 FShellType: Byte;
189 FSawSound: TPlayableSound;
190 FSawSoundIdle: TPlayableSound;
191 FSawSoundHit: TPlayableSound;
192 FSawSoundSelect: TPlayableSound;
193 FJetSoundOn: TPlayableSound;
194 FJetSoundOff: TPlayableSound;
195 FJetSoundFly: TPlayableSound;
196 FGodMode: Boolean;
197 FNoTarget: Boolean;
198 FNoReload: Boolean;
199 FJustTeleported: Boolean;
200 FNetTime: LongWord;
201 mEDamageType: Integer;
204 function CollideLevel(XInc, YInc: Integer): Boolean;
205 function StayOnStep(XInc, YInc: Integer): Boolean;
206 function HeadInLiquid(XInc, YInc: Integer): Boolean;
207 function BodyInLiquid(XInc, YInc: Integer): Boolean;
208 function BodyInAcid(XInc, YInc: Integer): Boolean;
209 function FullInLift(XInc, YInc: Integer): Integer;
210 {procedure CollideItem();}
211 procedure FlySmoke(Times: DWORD = 1);
212 procedure OnFireFlame(Times: DWORD = 1);
213 function GetAmmoByWeapon(Weapon: Byte): Word;
214 procedure SetAction(Action: Byte; Force: Boolean = False);
215 procedure OnDamage(Angle: SmallInt); virtual;
216 function firediry(): Integer;
217 procedure DoPunch();
219 procedure Run(Direction: TDirection);
220 procedure NextWeapon();
221 procedure PrevWeapon();
222 procedure SeeUp();
223 procedure SeeDown();
224 procedure Fire();
225 procedure Jump();
226 procedure Use();
228 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
229 procedure resetWeaponQueue ();
230 function hasAmmoForWeapon (weapon: Byte): Boolean;
232 procedure doDamage (v: Integer);
234 public
235 FDamageBuffer: Integer;
237 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
238 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
239 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
240 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
241 FBerserk: Integer;
242 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
243 FReloading: Array [WP_FIRST..WP_LAST] of Word;
244 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
245 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
246 FColor: TRGB;
247 FPreferredTeam: Byte;
248 FSpectator: Boolean;
249 FNoRespawn: Boolean;
250 FWantsInGame: Boolean;
251 FGhost: Boolean;
252 FPhysics: Boolean;
253 FJetpack: Boolean;
254 FActualModelName: string;
255 FClientID: SmallInt;
256 FPing: Word;
257 FLoss: Byte;
258 FDummy: Boolean;
259 FFireTime: Integer;
261 // debug: viewport offset
262 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
264 function isValidViewPort (): Boolean; inline;
266 constructor Create(); virtual;
267 destructor Destroy(); override;
268 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
269 function GetRespawnPoint(): Byte;
270 procedure PressKey(Key: Byte; Time: Word = 1);
271 procedure ReleaseKeys();
272 procedure SetModel(ModelName: String);
273 procedure SetColor(Color: TRGB);
274 procedure SetWeapon(W: Byte);
275 function IsKeyPressed(K: Byte): Boolean;
276 function GetKeys(): Byte;
277 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
278 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
279 function Collide(Panel: TPanel): Boolean; overload;
280 function Collide(X, Y: Integer): Boolean; overload;
281 procedure SetDirection(Direction: TDirection);
282 procedure GetSecret();
283 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
284 procedure Touch();
285 procedure Push(vx, vy: Integer);
286 procedure ChangeModel(ModelName: String);
287 procedure SwitchTeam;
288 procedure ChangeTeam(Team: Byte);
289 procedure BFGHit();
290 function GetFlag(Flag: Byte): Boolean;
291 procedure SetFlag(Flag: Byte);
292 function DropFlag(): Boolean;
293 procedure AllRulez(Health: Boolean);
294 procedure RestoreHealthArmor();
295 procedure FragCombo();
296 procedure GiveItem(ItemType: Byte);
297 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
298 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
299 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
300 procedure MakeBloodSimple(Count: Word);
301 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
302 procedure Reset(Force: Boolean);
303 procedure Spectate(NoMove: Boolean = False);
304 procedure SwitchNoClip;
305 procedure SoftReset();
306 procedure Draw(); virtual;
307 procedure DrawPain();
308 procedure DrawPickup();
309 procedure DrawRulez();
310 procedure DrawAim();
311 procedure DrawBubble();
312 procedure DrawGUI();
313 procedure Update(); virtual;
314 procedure RememberState();
315 procedure RecallState();
316 procedure SaveState (st: TStream); virtual;
317 procedure LoadState (st: TStream); virtual;
318 procedure PauseSounds(Enable: Boolean);
319 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
320 procedure DoLerp(Level: Integer = 2);
321 procedure SetLerp(XTo, YTo: Integer);
322 procedure QueueWeaponSwitch(Weapon: Byte);
323 procedure RealizeCurrentWeapon();
324 procedure JetpackOn;
325 procedure JetpackOff;
326 procedure CatchFire(Attacker: Word);
328 //WARNING! this does nothing for now, but still call it!
329 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
331 procedure getMapBox (out x, y, w, h: Integer); inline;
332 procedure moveBy (dx, dy: Integer); inline;
334 public
335 property Vel: TPoint2i read FObj.Vel;
336 property Obj: TObj read FObj;
338 property Name: String read FName write FName;
339 property Model: TPlayerModel read FModel;
340 property Health: Integer read FHealth write FHealth;
341 property Lives: Byte read FLives write FLives;
342 property Armor: Integer read FArmor write FArmor;
343 property Air: Integer read FAir write FAir;
344 property JetFuel: Integer read FJetFuel write FJetFuel;
345 property Frags: Integer read FFrags write FFrags;
346 property Death: Integer read FDeath write FDeath;
347 property Kills: Integer read FKills write FKills;
348 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
349 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
350 property Secrets: Integer read FSecrets;
351 property GodMode: Boolean read FGodMode write FGodMode;
352 property NoTarget: Boolean read FNoTarget write FNoTarget;
353 property NoReload: Boolean read FNoReload write FNoReload;
354 property alive: Boolean read FAlive write FAlive;
355 property Flag: Byte read FFlag;
356 property Team: Byte read FTeam write FTeam;
357 property Direction: TDirection read FDirection;
358 property GameX: Integer read FObj.X write FObj.X;
359 property GameY: Integer read FObj.Y write FObj.Y;
360 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
361 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
362 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
363 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
364 property IncCam: Integer read FIncCam write FIncCam;
365 property UID: Word read FUID write FUID;
366 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
367 property NetTime: LongWord read FNetTime write FNetTime;
369 published
370 property eName: String read FName write FName;
371 property eHealth: Integer read FHealth write FHealth;
372 property eLives: Byte read FLives write FLives;
373 property eArmor: Integer read FArmor write FArmor;
374 property eAir: Integer read FAir write FAir;
375 property eJetFuel: Integer read FJetFuel write FJetFuel;
376 property eFrags: Integer read FFrags write FFrags;
377 property eDeath: Integer read FDeath write FDeath;
378 property eKills: Integer read FKills write FKills;
379 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
380 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
381 property eSecrets: Integer read FSecrets write FSecrets;
382 property eGodMode: Boolean read FGodMode write FGodMode;
383 property eNoTarget: Boolean read FNoTarget write FNoTarget;
384 property eNoReload: Boolean read FNoReload write FNoReload;
385 property eAlive: Boolean read FAlive write FAlive;
386 property eFlag: Byte read FFlag;
387 property eTeam: Byte read FTeam write FTeam;
388 property eDirection: TDirection read FDirection;
389 property eGameX: Integer read FObj.X write FObj.X;
390 property eGameY: Integer read FObj.Y write FObj.Y;
391 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
392 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
393 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
394 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
395 property eIncCam: Integer read FIncCam write FIncCam;
396 property eUID: Word read FUID;
397 property eJustTeleported: Boolean read FJustTeleported;
398 property eNetTime: LongWord read FNetTime;
400 // set this before assigning something to `eDamage`
401 property eDamageType: Integer read mEDamageType write mEDamageType;
402 property eDamage: Integer write doDamage;
403 end;
405 TDifficult = record
406 public
407 DiagFire: Byte;
408 InvisFire: Byte;
409 DiagPrecision: Byte;
410 FlyPrecision: Byte;
411 Cover: Byte;
412 CloseJump: Byte;
413 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
414 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
415 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
417 public
418 procedure save (st: TStream);
419 procedure load (st: TStream);
420 end;
422 TAIFlag = record
423 Name: String;
424 Value: String;
425 end;
427 TBot = class(TPlayer)
428 private
429 FSelectedWeapon: Byte;
430 FTargetUID: Word;
431 FLastVisible: DWORD;
432 FAIFlags: Array of TAIFlag;
433 FDifficult: TDifficult;
435 function GetRnd(a: Byte): Boolean;
436 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
437 function RunDirection(): TDirection;
438 function FullInStep(XInc, YInc: Integer): Boolean;
439 //function NeedItem(Item: Byte): Byte;
440 procedure SelectWeapon(Dist: Integer);
441 procedure SetAIFlag(aName, fValue: String20);
442 function GetAIFlag(aName: String20): String20;
443 procedure RemoveAIFlag(aName: String20);
444 function Healthy(): Byte;
445 procedure UpdateMove();
446 procedure UpdateCombat();
447 function KeyPressed(Key: Word): Boolean;
448 procedure ReleaseKey(Key: Byte);
449 function TargetOnScreen(TX, TY: Integer): Boolean;
450 procedure OnDamage(Angle: SmallInt); override;
452 public
453 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
454 constructor Create(); override;
455 destructor Destroy(); override;
456 procedure Draw(); override;
457 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
458 function Heal(value: Word; Soft: Boolean): Boolean; override;
459 procedure Update(); override;
460 procedure SaveState (st: TStream); override;
461 procedure LoadState (st: TStream); override;
462 end;
464 PGib = ^TGib;
465 TGib = record
466 alive: Boolean;
467 ID: DWORD;
468 MaskID: DWORD;
469 RAngle: Integer;
470 Color: TRGB;
471 Obj: TObj;
473 procedure getMapBox (out x, y, w, h: Integer); inline;
474 procedure moveBy (dx, dy: Integer); inline;
476 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
477 end;
480 PShell = ^TShell;
481 TShell = record
482 SpriteID: DWORD;
483 alive: Boolean;
484 SType: Byte;
485 RAngle: Integer;
486 Timeout: Cardinal;
487 CX, CY: Integer;
488 Obj: TObj;
490 procedure getMapBox (out x, y, w, h: Integer); inline;
491 procedure moveBy (dx, dy: Integer); inline;
493 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
494 end;
496 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
497 private
498 FModelName: String;
499 FMess: Boolean;
500 FState: Byte;
501 FDamage: Byte;
502 FColor: TRGB;
503 FObj: TObj;
504 FAnimation: TAnimation;
505 FAnimationMask: TAnimation;
507 public
508 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
509 destructor Destroy(); override;
510 procedure Damage(Value: Word; vx, vy: Integer);
511 procedure Update();
512 procedure Draw();
513 procedure SaveState (st: TStream);
514 procedure LoadState (st: TStream);
516 procedure getMapBox (out x, y, w, h: Integer); inline;
517 procedure moveBy (dx, dy: Integer); inline;
519 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
521 function ObjPtr (): PObj; inline;
523 property Obj: TObj read FObj; // copies object
524 property State: Byte read FState;
525 property Mess: Boolean read FMess;
526 end;
528 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
529 record
530 Goals: SmallInt;
531 end;
533 var
534 gPlayers: Array of TPlayer;
535 gCorpses: Array of TCorpse;
536 gGibs: Array of TGib;
537 gShells: Array of TShell;
538 gTeamStat: TTeamStat;
539 gFly: Boolean = False;
540 gAimLine: Boolean = False;
541 gChatBubble: Byte = 0;
542 gNumBots: Word = 0;
543 gLMSPID1: Word = 0;
544 gLMSPID2: Word = 0;
545 MAX_RUNVEL: Integer = 8;
546 VEL_JUMP: Integer = 10;
547 SHELL_TIMEOUT: Cardinal = 60000;
549 function Lerp(X, Y, Factor: Integer): Integer;
551 procedure g_Gibs_SetMax(Count: Word);
552 function g_Gibs_GetMax(): Word;
553 procedure g_Corpses_SetMax(Count: Word);
554 function g_Corpses_GetMax(): Word;
555 procedure g_Shells_SetMax(Count: Word);
556 function g_Shells_GetMax(): Word;
558 procedure g_Player_Init();
559 procedure g_Player_Free();
560 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
561 function g_Player_CreateFromState (st: TStream): Word;
562 procedure g_Player_Remove(UID: Word);
563 procedure g_Player_ResetTeams();
564 procedure g_Player_UpdateAll();
565 procedure g_Player_DrawAll();
566 procedure g_Player_DrawDebug(p: TPlayer);
567 procedure g_Player_DrawHealth();
568 procedure g_Player_RememberAll();
569 procedure g_Player_ResetAll(Force, Silent: Boolean);
570 function g_Player_Get(UID: Word): TPlayer;
571 function g_Player_GetCount(): Byte;
572 function g_Player_GetStats(): TPlayerStatArray;
573 function g_Player_ValidName(Name: String): Boolean;
574 procedure g_Player_CreateCorpse(Player: TPlayer);
575 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
576 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
577 procedure g_Player_UpdatePhysicalObjects();
578 procedure g_Player_DrawCorpses();
579 procedure g_Player_DrawShells();
580 procedure g_Player_RemoveAllCorpses();
581 procedure g_Player_Corpses_SaveState (st: TStream);
582 procedure g_Player_Corpses_LoadState (st: TStream);
583 procedure g_Bot_Add(Team, Difficult: Byte);
584 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
585 procedure g_Bot_MixNames();
586 procedure g_Bot_RemoveAll();
588 implementation
590 uses
591 {$INCLUDE ../nogl/noGLuses.inc}
592 {$IFDEF ENABLE_HOLMES}
593 g_holmes,
594 {$ENDIF}
595 e_log, g_map, g_items, g_console, g_gfx, Math,
596 g_options, g_triggers, g_menu, g_game, g_grid,
597 wadreader, g_main, g_monsters, CONFIG, g_language,
598 g_net, g_netmsg, g_window,
599 utils, xstreams;
601 const PLR_SAVE_VERSION = 0;
603 type
604 TBotProfile = record
605 name: ShortString;
606 model: ShortString;
607 team: Byte;
608 color: TRGB;
609 diag_fire: Byte;
610 invis_fire: Byte;
611 diag_precision: Byte;
612 fly_precision: Byte;
613 cover: Byte;
614 close_jump: Byte;
615 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
616 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
617 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
618 end;
620 const
621 TIME_RESPAWN1 = 1500;
622 TIME_RESPAWN2 = 2000;
623 TIME_RESPAWN3 = 3000;
624 AIR_DEF = 360;
625 AIR_MAX = 1091;
626 JET_MAX = 540; // ~30 sec
627 PLAYER_SUIT_TIME = 30000;
628 PLAYER_INVUL_TIME = 30000;
629 PLAYER_INVIS_TIME = 35000;
630 FRAG_COMBO_TIME = 3000;
631 VEL_SW = 4;
632 VEL_FLY = 6;
633 ANGLE_RIGHTUP = 55;
634 ANGLE_RIGHTDOWN = -35;
635 ANGLE_LEFTUP = 125;
636 ANGLE_LEFTDOWN = -145;
637 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
638 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
639 BOT_MAXJUMP = 84;
640 BOT_LONGDIST = 300;
641 BOT_UNSAFEDIST = 128;
642 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
643 (R:0; G:0; B:255));
644 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
645 FlyPrecision: 32; Cover: 32; CloseJump: 32;
646 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
647 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
648 FlyPrecision: 127; Cover: 127; CloseJump: 127;
649 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
650 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
651 FlyPrecision: 255; Cover: 255; CloseJump: 255;
652 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
653 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
654 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
655 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
656 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
657 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
658 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
659 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
660 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
661 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
662 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
663 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
664 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
665 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
666 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
667 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
668 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
669 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
671 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
672 CORPSE_SIGNATURE = $50524F43; // 'CORP'
674 BOTNAMES_FILENAME = 'botnames.txt';
675 BOTLIST_FILENAME = 'botlist.txt';
677 var
678 MaxGibs: Word = 150;
679 MaxCorpses: Word = 20;
680 MaxShells: Word = 300;
681 CurrentGib: Integer = 0;
682 CurrentShell: Integer = 0;
683 BotNames: Array of String;
684 BotList: Array of TBotProfile;
687 function Lerp(X, Y, Factor: Integer): Integer;
688 begin
689 Result := X + ((Y - X) div Factor);
690 end;
692 function SameTeam(UID1, UID2: Word): Boolean;
693 begin
694 Result := False;
696 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
697 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
699 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
701 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
702 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
704 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
705 end;
707 procedure g_Gibs_SetMax(Count: Word);
708 begin
709 MaxGibs := Count;
710 SetLength(gGibs, Count);
712 if CurrentGib >= Count then
713 CurrentGib := 0;
714 end;
716 function g_Gibs_GetMax(): Word;
717 begin
718 Result := MaxGibs;
719 end;
721 procedure g_Shells_SetMax(Count: Word);
722 begin
723 MaxShells := Count;
724 SetLength(gShells, Count);
726 if CurrentShell >= Count then
727 CurrentShell := 0;
728 end;
730 function g_Shells_GetMax(): Word;
731 begin
732 Result := MaxShells;
733 end;
736 procedure g_Corpses_SetMax(Count: Word);
737 begin
738 MaxCorpses := Count;
739 SetLength(gCorpses, Count);
740 end;
742 function g_Corpses_GetMax(): Word;
743 begin
744 Result := MaxCorpses;
745 end;
747 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
748 var
749 a: Integer;
750 ok: Boolean;
751 begin
752 Result := 0;
754 ok := False;
755 a := 0;
757 // Åñòü ëè ìåñòî â gPlayers:
758 if gPlayers <> nil then
759 for a := 0 to High(gPlayers) do
760 if gPlayers[a] = nil then
761 begin
762 ok := True;
763 Break;
764 end;
766 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
767 if not ok then
768 begin
769 SetLength(gPlayers, Length(gPlayers)+1);
770 a := High(gPlayers);
771 end;
773 // Ñîçäàåì îáúåêò èãðîêà:
774 if Bot then
775 gPlayers[a] := TBot.Create()
776 else
777 gPlayers[a] := TPlayer.Create();
780 gPlayers[a].FActualModelName := ModelName;
781 gPlayers[a].SetModel(ModelName);
783 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
784 if gPlayers[a].FModel = nil then
785 begin
786 gPlayers[a].Free();
787 gPlayers[a] := nil;
788 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
789 Exit;
790 end;
792 if not (Team in [TEAM_RED, TEAM_BLUE]) then
793 if Random(2) = 0 then
794 Team := TEAM_RED
795 else
796 Team := TEAM_BLUE;
797 gPlayers[a].FPreferredTeam := Team;
799 case gGameSettings.GameMode of
800 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
801 GM_TDM,
802 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
803 GM_SINGLE,
804 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
805 end;
807 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
808 gPlayers[a].FColor := Color;
809 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
810 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
811 else
812 gPlayers[a].FModel.Color := Color;
814 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
815 gPlayers[a].FAlive := False;
817 Result := gPlayers[a].FUID;
818 end;
820 function g_Player_CreateFromState (st: TStream): Word;
821 var
822 a, i: Integer;
823 ok, Bot: Boolean;
824 b: Byte;
825 begin
826 result := 0;
827 if (st = nil) then exit; //???
829 // Ñèãíàòóðà èãðîêà
830 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
831 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
833 // Áîò èëè ÷åëîâåê:
834 Bot := utils.readBool(st);
836 ok := false;
837 a := 0;
839 // Åñòü ëè ìåñòî â gPlayers:
840 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
842 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
843 if not ok then
844 begin
845 SetLength(gPlayers, Length(gPlayers)+1);
846 a := High(gPlayers);
847 end;
849 // Ñîçäàåì îáúåêò èãðîêà
850 if Bot then
851 gPlayers[a] := TBot.Create()
852 else
853 gPlayers[a] := TPlayer.Create();
854 gPlayers[a].FIamBot := Bot;
855 gPlayers[a].FPhysics := True;
857 // UID èãðîêà
858 gPlayers[a].FUID := utils.readWord(st);
859 // Èìÿ èãðîêà
860 gPlayers[a].FName := utils.readStr(st);
861 // Êîìàíäà
862 gPlayers[a].FTeam := utils.readByte(st);
863 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
864 // Æèâ ëè
865 gPlayers[a].FAlive := utils.readBool(st);
866 // Èçðàñõîäîâàë ëè âñå æèçíè
867 gPlayers[a].FNoRespawn := utils.readBool(st);
868 // Íàïðàâëåíèå
869 b := utils.readByte(st);
870 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
871 // Çäîðîâüå
872 gPlayers[a].FHealth := utils.readLongInt(st);
873 // Æèçíè
874 gPlayers[a].FLives := utils.readByte(st);
875 // Áðîíÿ
876 gPlayers[a].FArmor := utils.readLongInt(st);
877 // Çàïàñ âîçäóõà
878 gPlayers[a].FAir := utils.readLongInt(st);
879 // Çàïàñ ãîðþ÷åãî
880 gPlayers[a].FJetFuel := utils.readLongInt(st);
881 // Áîëü
882 gPlayers[a].FPain := utils.readLongInt(st);
883 // Óáèë
884 gPlayers[a].FKills := utils.readLongInt(st);
885 // Óáèë ìîíñòðîâ
886 gPlayers[a].FMonsterKills := utils.readLongInt(st);
887 // Ôðàãîâ
888 gPlayers[a].FFrags := utils.readLongInt(st);
889 // Ôðàãîâ ïîäðÿä
890 gPlayers[a].FFragCombo := utils.readByte(st);
891 // Âðåìÿ ïîñëåäíåãî ôðàãà
892 gPlayers[a].FLastFrag := utils.readLongWord(st);
893 // Ñìåðòåé
894 gPlayers[a].FDeath := utils.readLongInt(st);
895 // Êàêîé ôëàã íåñåò
896 gPlayers[a].FFlag := utils.readByte(st);
897 // Íàøåë ñåêðåòîâ
898 gPlayers[a].FSecrets := utils.readLongInt(st);
899 // Òåêóùåå îðóæèå
900 gPlayers[a].FCurrWeap := utils.readByte(st);
901 // Ñëåäóþùåå æåëàåìîå îðóæèå
902 gPlayers[a].FNextWeap := utils.readWord(st);
903 // ...è ïàóçà
904 gPlayers[a].FNextWeapDelay := utils.readByte(st);
905 // Âðåìÿ çàðÿäêè BFG
906 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
907 // Áóôåð óðîíà
908 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
909 // Ïîñëåäíèé óäàðèâøèé
910 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
911 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
912 gPlayers[a].FLastHit := utils.readByte(st);
913 // Îáúåêò èãðîêà:
914 Obj_LoadState(@gPlayers[a].FObj, st);
915 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
916 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
917 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
918 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
919 // Íàëè÷èå îðóæèÿ
920 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
921 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
922 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
923 // Íàëè÷èå ðþêçàêà
924 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
925 // Íàëè÷èå êðàñíîãî êëþ÷à
926 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
927 // Íàëè÷èå çåëåíîãî êëþ÷à
928 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
929 // Íàëè÷èå ñèíåãî êëþ÷à
930 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
931 // Íàëè÷èå áåðñåðêà
932 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
933 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
934 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
935 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
936 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
938 // Íàçâàíèå ìîäåëè:
939 gPlayers[a].FActualModelName := utils.readStr(st);
940 // Öâåò ìîäåëè
941 gPlayers[a].FColor.R := utils.readByte(st);
942 gPlayers[a].FColor.G := utils.readByte(st);
943 gPlayers[a].FColor.B := utils.readByte(st);
944 // Îáíîâëÿåì ìîäåëü èãðîêà
945 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
947 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
948 if (gPlayers[a].FModel = nil) then
949 begin
950 gPlayers[a].Free();
951 gPlayers[a] := nil;
952 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
953 exit;
954 end;
956 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
957 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
958 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
959 else
960 gPlayers[a].FModel.Color := gPlayers[a].FColor;
962 result := gPlayers[a].FUID;
963 end;
966 procedure g_Player_ResetTeams();
967 var
968 a: Integer;
969 begin
970 if g_Game_IsClient then
971 Exit;
972 if gPlayers = nil then
973 Exit;
974 for a := Low(gPlayers) to High(gPlayers) do
975 if gPlayers[a] <> nil then
976 case gGameSettings.GameMode of
977 GM_DM:
978 gPlayers[a].ChangeTeam(TEAM_NONE);
979 GM_TDM, GM_CTF:
980 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
981 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
982 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
983 else
984 if a mod 2 = 0 then
985 gPlayers[a].ChangeTeam(TEAM_RED)
986 else
987 gPlayers[a].ChangeTeam(TEAM_BLUE);
988 GM_SINGLE,
989 GM_COOP:
990 gPlayers[a].ChangeTeam(TEAM_COOP);
991 end;
992 end;
994 procedure g_Bot_Add(Team, Difficult: Byte);
995 var
996 m: SSArray;
997 _name, _model: String;
998 a, tr, tb: Integer;
999 begin
1000 if not g_Game_IsServer then Exit;
1002 // Ñïèñîê íàçâàíèé ìîäåëåé:
1003 m := g_PlayerModel_GetNames();
1004 if m = nil then
1005 Exit;
1007 // Êîìàíäà:
1008 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1009 Team := TEAM_COOP // COOP
1010 else
1011 if gGameSettings.GameMode = GM_DM then
1012 Team := TEAM_NONE // DM
1013 else
1014 if Team = TEAM_NONE then // CTF / TDM
1015 begin
1016 // Àâòîáàëàíñ êîìàíä:
1017 tr := 0;
1018 tb := 0;
1020 for a := 0 to High(gPlayers) do
1021 if gPlayers[a] <> nil then
1022 begin
1023 if gPlayers[a].Team = TEAM_RED then
1024 Inc(tr)
1025 else
1026 if gPlayers[a].Team = TEAM_BLUE then
1027 Inc(tb);
1028 end;
1030 if tr > tb then
1031 Team := TEAM_BLUE
1032 else
1033 if tb > tr then
1034 Team := TEAM_RED
1035 else // tr = tb
1036 if Random(2) = 0 then
1037 Team := TEAM_RED
1038 else
1039 Team := TEAM_BLUE;
1040 end;
1042 // Âûáèðàåì áîòó èìÿ:
1043 _name := '';
1044 if BotNames <> nil then
1045 for a := 0 to High(BotNames) do
1046 if g_Player_ValidName(BotNames[a]) then
1047 begin
1048 _name := BotNames[a];
1049 Break;
1050 end;
1052 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1053 if _name = '' then
1054 repeat
1055 _name := Format('DFBOT%.2d', [Random(100)]);
1056 until g_Player_ValidName(_name);
1058 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1059 _model := m[Random(Length(m))];
1061 // Ñîçäàåì áîòà:
1062 with g_Player_Get(g_Player_Create(_model,
1063 _RGB(Min(Random(9)*32, 255),
1064 Min(Random(9)*32, 255),
1065 Min(Random(9)*32, 255)),
1066 Team, True)) as TBot do
1067 begin
1068 Name := _name;
1070 case Difficult of
1071 1: FDifficult := DIFFICULT_EASY;
1072 2: FDifficult := DIFFICULT_MEDIUM;
1073 else FDifficult := DIFFICULT_HARD;
1074 end;
1076 for a := WP_FIRST to WP_LAST do
1077 begin
1078 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1079 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1080 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1081 end;
1083 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1085 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1086 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1087 Spectate();
1088 end;
1089 end;
1091 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1092 var
1093 m: SSArray;
1094 _name, _model: String;
1095 a: Integer;
1096 begin
1097 if not g_Game_IsServer then Exit;
1099 // Ñïèñîê íàçâàíèé ìîäåëåé:
1100 m := g_PlayerModel_GetNames();
1101 if m = nil then
1102 Exit;
1104 // Êîìàíäà:
1105 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1106 Team := TEAM_COOP // COOP
1107 else
1108 if gGameSettings.GameMode = GM_DM then
1109 Team := TEAM_NONE // DM
1110 else
1111 if Team = TEAM_NONE then
1112 Team := BotList[num].team; // CTF / TDM
1114 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1115 lName := AnsiLowerCase(lName);
1116 if (num < 0) or (num > Length(BotList)-1) then
1117 num := -1;
1118 if (num = -1) and (lName <> '') and (BotList <> nil) then
1119 for a := 0 to High(BotList) do
1120 if AnsiLowerCase(BotList[a].name) = lName then
1121 begin
1122 num := a;
1123 Break;
1124 end;
1125 if num = -1 then
1126 Exit;
1128 // Èìÿ áîòà:
1129 _name := BotList[num].name;
1130 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1131 if not g_Player_ValidName(_name) then
1132 repeat
1133 _name := Format('DFBOT%.2d', [Random(100)]);
1134 until g_Player_ValidName(_name);
1136 // Ìîäåëü:
1137 _model := BotList[num].model;
1138 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1139 if not InSArray(_model, m) then
1140 _model := m[Random(Length(m))];
1142 // Ñîçäàåì áîòà:
1143 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1144 begin
1145 Name := _name;
1147 FDifficult.DiagFire := BotList[num].diag_fire;
1148 FDifficult.InvisFire := BotList[num].invis_fire;
1149 FDifficult.DiagPrecision := BotList[num].diag_precision;
1150 FDifficult.FlyPrecision := BotList[num].fly_precision;
1151 FDifficult.Cover := BotList[num].cover;
1152 FDifficult.CloseJump := BotList[num].close_jump;
1154 for a := WP_FIRST to WP_LAST do
1155 begin
1156 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1157 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1158 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1159 end;
1161 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1163 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1164 end;
1165 end;
1167 procedure g_Bot_RemoveAll();
1168 var
1169 a: Integer;
1170 begin
1171 if not g_Game_IsServer then Exit;
1172 if gPlayers = nil then Exit;
1174 for a := 0 to High(gPlayers) do
1175 if gPlayers[a] <> nil then
1176 if gPlayers[a] is TBot then
1177 begin
1178 gPlayers[a].Lives := 0;
1179 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1180 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1181 g_Player_Remove(gPlayers[a].FUID);
1182 end;
1184 g_Bot_MixNames();
1185 end;
1187 procedure g_Bot_MixNames();
1188 var
1189 s: String;
1190 a, b: Integer;
1191 begin
1192 if BotNames <> nil then
1193 for a := 0 to High(BotNames) do
1194 begin
1195 b := Random(Length(BotNames));
1196 s := BotNames[a];
1197 Botnames[a] := BotNames[b];
1198 BotNames[b] := s;
1199 end;
1200 end;
1202 procedure g_Player_Remove(UID: Word);
1203 var
1204 i: Integer;
1205 begin
1206 if gPlayers = nil then Exit;
1208 if g_Game_IsServer and g_Game_IsNet then
1209 MH_SEND_PlayerDelete(UID);
1211 for i := 0 to High(gPlayers) do
1212 if gPlayers[i] <> nil then
1213 if gPlayers[i].FUID = UID then
1214 begin
1215 if gPlayers[i] is TPlayer then
1216 TPlayer(gPlayers[i]).Free()
1217 else
1218 TBot(gPlayers[i]).Free();
1219 gPlayers[i] := nil;
1220 Exit;
1221 end;
1222 end;
1224 procedure g_Player_Init();
1225 var
1226 F: TextFile;
1227 s: String;
1228 a, b: Integer;
1229 config: TConfig;
1230 sa: SSArray;
1231 begin
1232 BotNames := nil;
1234 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1235 Exit;
1237 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1238 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1239 Reset(F);
1241 while not EOF(F) do
1242 begin
1243 ReadLn(F, s);
1245 s := Trim(s);
1246 if s = '' then
1247 Continue;
1249 SetLength(BotNames, Length(BotNames)+1);
1250 BotNames[High(BotNames)] := s;
1251 end;
1253 CloseFile(F);
1255 // Ïåðåìåøèâàåì èõ:
1256 g_Bot_MixNames();
1258 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1259 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1260 BotList := nil;
1261 a := 0;
1263 while config.SectionExists(IntToStr(a)) do
1264 begin
1265 SetLength(BotList, Length(BotList)+1);
1267 with BotList[High(BotList)] do
1268 begin
1269 // Èìÿ áîòà:
1270 name := config.ReadStr(IntToStr(a), 'name', '');
1271 // Ìîäåëü:
1272 model := config.ReadStr(IntToStr(a), 'model', '');
1273 // Êîìàíäà:
1274 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1275 team := TEAM_RED
1276 else
1277 team := TEAM_BLUE;
1278 // Öâåò ìîäåëè:
1279 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1280 color.R := StrToIntDef(sa[0], 0);
1281 color.G := StrToIntDef(sa[1], 0);
1282 color.B := StrToIntDef(sa[2], 0);
1283 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1284 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1285 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1286 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1287 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1288 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1289 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1290 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1291 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1292 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1293 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1294 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1295 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1296 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1297 if Length(sa) = 10 then
1298 for b := 0 to 9 do
1299 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1300 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1301 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1302 if Length(sa) = 10 then
1303 for b := 0 to 9 do
1304 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1306 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1307 if Length(sa) = 10 then
1308 for b := 0 to 9 do
1309 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1310 end;
1312 a := a + 1;
1313 end;
1315 config.Free();
1316 end;
1318 procedure g_Player_Free();
1319 var
1320 i: Integer;
1321 begin
1322 if gPlayers <> nil then
1323 begin
1324 for i := 0 to High(gPlayers) do
1325 if gPlayers[i] <> nil then
1326 begin
1327 if gPlayers[i] is TPlayer then
1328 TPlayer(gPlayers[i]).Free()
1329 else
1330 TBot(gPlayers[i]).Free();
1331 gPlayers[i] := nil;
1332 end;
1334 gPlayers := nil;
1335 end;
1337 gPlayer1 := nil;
1338 gPlayer2 := nil;
1339 end;
1341 procedure g_Player_UpdateAll();
1342 var
1343 i: Integer;
1344 begin
1345 if gPlayers = nil then Exit;
1347 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1348 for i := 0 to High(gPlayers) do
1349 begin
1350 if gPlayers[i] <> nil then
1351 begin
1352 if gPlayers[i] is TPlayer then
1353 begin
1354 gPlayers[i].Update();
1355 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1356 end
1357 else
1358 begin
1359 // bot updates weapons in `UpdateCombat()`
1360 TBot(gPlayers[i]).Update();
1361 end;
1362 end;
1363 end;
1364 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1365 end;
1367 procedure g_Player_DrawAll();
1368 var
1369 i: Integer;
1370 begin
1371 if gPlayers = nil then Exit;
1373 for i := 0 to High(gPlayers) do
1374 if gPlayers[i] <> nil then
1375 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1376 else TBot(gPlayers[i]).Draw();
1377 end;
1379 procedure g_Player_DrawDebug(p: TPlayer);
1380 var
1381 fW, fH: Byte;
1382 begin
1383 if p = nil then Exit;
1384 if (@p.FObj) = nil then Exit;
1386 e_TextureFontGetSize(gStdFont, fW, fH);
1388 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1389 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1390 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1391 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1392 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1393 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1394 end;
1396 procedure g_Player_DrawHealth();
1397 var
1398 i: Integer;
1399 fW, fH: Byte;
1400 begin
1401 if gPlayers = nil then Exit;
1402 e_TextureFontGetSize(gStdFont, fW, fH);
1404 for i := 0 to High(gPlayers) do
1405 if gPlayers[i] <> nil then
1406 begin
1407 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1408 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1409 IntToStr(gPlayers[i].FHealth), gStdFont);
1410 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1411 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1412 IntToStr(gPlayers[i].FArmor), gStdFont);
1413 end;
1414 end;
1416 function g_Player_Get(UID: Word): TPlayer;
1417 var
1418 a: Integer;
1419 begin
1420 Result := nil;
1422 if gPlayers = nil then
1423 Exit;
1425 for a := 0 to High(gPlayers) do
1426 if gPlayers[a] <> nil then
1427 if gPlayers[a].FUID = UID then
1428 begin
1429 Result := gPlayers[a];
1430 Exit;
1431 end;
1432 end;
1434 function g_Player_GetCount(): Byte;
1435 var
1436 a: Integer;
1437 begin
1438 Result := 0;
1440 if gPlayers = nil then
1441 Exit;
1443 for a := 0 to High(gPlayers) do
1444 if gPlayers[a] <> nil then
1445 Result := Result + 1;
1446 end;
1448 function g_Player_GetStats(): TPlayerStatArray;
1449 var
1450 a: Integer;
1451 begin
1452 Result := nil;
1454 if gPlayers = nil then Exit;
1456 for a := 0 to High(gPlayers) do
1457 if gPlayers[a] <> nil then
1458 begin
1459 SetLength(Result, Length(Result)+1);
1460 with Result[High(Result)] do
1461 begin
1462 Ping := gPlayers[a].FPing;
1463 Loss := gPlayers[a].FLoss;
1464 Name := gPlayers[a].FName;
1465 Team := gPlayers[a].FTeam;
1466 Frags := gPlayers[a].FFrags;
1467 Deaths := gPlayers[a].FDeath;
1468 Kills := gPlayers[a].FKills;
1469 Color := gPlayers[a].FModel.Color;
1470 Lives := gPlayers[a].FLives;
1471 Spectator := gPlayers[a].FSpectator;
1472 end;
1473 end;
1474 end;
1476 procedure g_Player_RememberAll;
1477 var
1478 i: Integer;
1479 begin
1480 for i := Low(gPlayers) to High(gPlayers) do
1481 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1482 gPlayers[i].RememberState;
1483 end;
1485 procedure g_Player_ResetAll(Force, Silent: Boolean);
1486 var
1487 i: Integer;
1488 begin
1489 gTeamStat[TEAM_RED].Goals := 0;
1490 gTeamStat[TEAM_BLUE].Goals := 0;
1492 if gPlayers <> nil then
1493 for i := 0 to High(gPlayers) do
1494 if gPlayers[i] <> nil then
1495 begin
1496 gPlayers[i].Reset(Force);
1498 if gPlayers[i] is TPlayer then
1499 begin
1500 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1501 gPlayers[i].Respawn(Silent)
1502 else
1503 gPlayers[i].Spectate();
1504 end
1505 else
1506 TBot(gPlayers[i]).Respawn(Silent);
1507 end;
1508 end;
1510 procedure g_Player_CreateCorpse(Player: TPlayer);
1511 var
1512 find_id: DWORD;
1513 ok: Boolean;
1514 begin
1515 if Player.alive then
1516 Exit;
1517 if Player.FObj.Y >= gMapInfo.Height+128 then
1518 Exit;
1520 with Player do
1521 begin
1522 if (FHealth >= -50) or (gGibsCount = 0) then
1523 begin
1524 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1525 Exit;
1527 ok := False;
1528 for find_id := 0 to High(gCorpses) do
1529 if gCorpses[find_id] = nil then
1530 begin
1531 ok := True;
1532 Break;
1533 end;
1535 if not ok then
1536 find_id := Random(Length(gCorpses));
1538 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1539 gCorpses[find_id].FColor := FModel.Color;
1540 gCorpses[find_id].FObj.Vel := FObj.Vel;
1541 gCorpses[find_id].FObj.Accel := FObj.Accel;
1542 end
1543 else
1544 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1545 FObj.Y + PLAYER_RECT_CY,
1546 FModel.Name, FModel.Color);
1547 end;
1548 end;
1550 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1551 var
1552 SID: DWORD;
1553 begin
1554 if (gShells = nil) or (Length(gShells) = 0) then
1555 Exit;
1557 with gShells[CurrentShell] do
1558 begin
1559 SpriteID := 0;
1560 g_Obj_Init(@Obj);
1561 Obj.Rect.X := 0;
1562 Obj.Rect.Y := 0;
1563 if T = SHELL_BULLET then
1564 begin
1565 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1566 SpriteID := SID;
1567 CX := 2;
1568 CY := 1;
1569 Obj.Rect.Width := 4;
1570 Obj.Rect.Height := 2;
1571 end
1572 else
1573 begin
1574 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1575 SpriteID := SID;
1576 CX := 4;
1577 CY := 2;
1578 Obj.Rect.Width := 7;
1579 Obj.Rect.Height := 3;
1580 end;
1581 SType := T;
1582 alive := True;
1583 Obj.X := fX;
1584 Obj.Y := fY;
1585 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1586 positionChanged(); // this updates spatial accelerators
1587 RAngle := Random(360);
1588 Timeout := gTime + SHELL_TIMEOUT;
1590 if CurrentShell >= High(gShells) then
1591 CurrentShell := 0
1592 else
1593 Inc(CurrentShell);
1594 end;
1595 end;
1597 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1598 var
1599 a: Integer;
1600 GibsArray: TGibsArray;
1601 begin
1602 if (gGibs = nil) or (Length(gGibs) = 0) then
1603 Exit;
1604 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1605 Exit;
1607 for a := 0 to High(GibsArray) do
1608 with gGibs[CurrentGib] do
1609 begin
1610 Color := fColor;
1611 ID := GibsArray[a].ID;
1612 MaskID := GibsArray[a].MaskID;
1613 alive := True;
1614 g_Obj_Init(@Obj);
1615 Obj.Rect := GibsArray[a].Rect;
1616 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1617 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1618 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1619 positionChanged(); // this updates spatial accelerators
1620 RAngle := Random(360);
1622 if gBloodCount > 0 then
1623 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1624 Random(48), Random(48), 150, 0, 0);
1626 if CurrentGib >= High(gGibs) then
1627 CurrentGib := 0
1628 else
1629 Inc(CurrentGib);
1630 end;
1631 end;
1633 procedure g_Player_UpdatePhysicalObjects();
1634 var
1635 i: Integer;
1636 vel: TPoint2i;
1637 mr: Word;
1639 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1640 var
1641 k: Integer;
1642 begin
1643 k := 1 + Random(2);
1644 if T = SHELL_BULLET then
1645 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1646 else
1647 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1648 end;
1650 begin
1651 // Êóñêè ìÿñà:
1652 if gGibs <> nil then
1653 for i := 0 to High(gGibs) do
1654 if gGibs[i].alive then
1655 with gGibs[i] do
1656 begin
1657 vel := Obj.Vel;
1658 mr := g_Obj_Move(@Obj, True, False, True);
1659 positionChanged(); // this updates spatial accelerators
1661 if WordBool(mr and MOVE_FALLOUT) then
1662 begin
1663 alive := False;
1664 Continue;
1665 end;
1667 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1668 if WordBool(mr and MOVE_HITWALL) then
1669 Obj.Vel.X := -(vel.X div 2);
1670 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1671 Obj.Vel.Y := -(vel.Y div 2);
1673 if (Obj.Vel.X >= 0) then
1674 begin // Clockwise
1675 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1676 if RAngle >= 360 then
1677 RAngle := RAngle mod 360;
1678 end else begin // Counter-clockwise
1679 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1680 if RAngle < 0 then
1681 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1682 end;
1684 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1685 if gTime mod (GAME_TICK*3) = 0 then
1686 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1687 end;
1689 // Òðóïû:
1690 if gCorpses <> nil then
1691 for i := 0 to High(gCorpses) do
1692 if gCorpses[i] <> nil then
1693 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1694 begin
1695 gCorpses[i].Free();
1696 gCorpses[i] := nil;
1697 end
1698 else
1699 gCorpses[i].Update();
1701 // Ãèëüçû:
1702 if gShells <> nil then
1703 for i := 0 to High(gShells) do
1704 if gShells[i].alive then
1705 with gShells[i] do
1706 begin
1707 vel := Obj.Vel;
1708 mr := g_Obj_Move(@Obj, True, False, True);
1709 positionChanged(); // this updates spatial accelerators
1711 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1712 begin
1713 alive := False;
1714 Continue;
1715 end;
1717 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1718 if WordBool(mr and MOVE_HITWALL) then
1719 begin
1720 Obj.Vel.X := -(vel.X div 2);
1721 if not WordBool(mr and MOVE_INWATER) then
1722 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1723 end;
1724 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1725 begin
1726 Obj.Vel.Y := -(vel.Y div 2);
1727 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1728 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1729 begin
1730 if RAngle mod 90 <> 0 then
1731 RAngle := (RAngle div 90) * 90;
1732 end
1733 else if not WordBool(mr and MOVE_INWATER) then
1734 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1735 end;
1737 if (Obj.Vel.X >= 0) then
1738 begin // Clockwise
1739 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1740 if RAngle >= 360 then
1741 RAngle := RAngle mod 360;
1742 end else begin // Counter-clockwise
1743 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1744 if RAngle < 0 then
1745 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1746 end;
1747 end;
1748 end;
1751 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1752 begin
1753 x := Obj.X+Obj.Rect.X;
1754 y := Obj.Y+Obj.Rect.Y;
1755 w := Obj.Rect.Width;
1756 h := Obj.Rect.Height;
1757 end;
1759 procedure TGib.moveBy (dx, dy: Integer); inline;
1760 begin
1761 if (dx <> 0) or (dy <> 0) then
1762 begin
1763 Obj.X += dx;
1764 Obj.Y += dy;
1765 positionChanged();
1766 end;
1767 end;
1770 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1771 begin
1772 x := Obj.X;
1773 y := Obj.Y;
1774 w := Obj.Rect.Width;
1775 h := Obj.Rect.Height;
1776 end;
1778 procedure TShell.moveBy (dx, dy: Integer); inline;
1779 begin
1780 if (dx <> 0) or (dy <> 0) then
1781 begin
1782 Obj.X += dx;
1783 Obj.Y += dy;
1784 positionChanged();
1785 end;
1786 end;
1789 procedure TGib.positionChanged (); inline; begin end;
1790 procedure TShell.positionChanged (); inline; begin end;
1793 procedure g_Player_DrawCorpses();
1794 var
1795 i: Integer;
1796 a: TDFPoint;
1797 begin
1798 if gGibs <> nil then
1799 for i := 0 to High(gGibs) do
1800 if gGibs[i].alive then
1801 with gGibs[i] do
1802 begin
1803 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1804 Continue;
1806 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1807 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1809 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1811 e_Colors := Color;
1812 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1813 e_Colors.R := 255;
1814 e_Colors.G := 255;
1815 e_Colors.B := 255;
1816 end;
1818 if gCorpses <> nil then
1819 for i := 0 to High(gCorpses) do
1820 if gCorpses[i] <> nil then
1821 gCorpses[i].Draw();
1822 end;
1824 procedure g_Player_DrawShells();
1825 var
1826 i: Integer;
1827 a: TDFPoint;
1828 begin
1829 if gShells <> nil then
1830 for i := 0 to High(gShells) do
1831 if gShells[i].alive then
1832 with gShells[i] do
1833 begin
1834 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1835 Continue;
1837 a.X := CX;
1838 a.Y := CY;
1840 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1841 end;
1842 end;
1844 procedure g_Player_RemoveAllCorpses();
1845 var
1846 i: Integer;
1847 begin
1848 gGibs := nil;
1849 gShells := nil;
1850 SetLength(gGibs, MaxGibs);
1851 SetLength(gShells, MaxGibs);
1852 CurrentGib := 0;
1853 CurrentShell := 0;
1855 if gCorpses <> nil then
1856 for i := 0 to High(gCorpses) do
1857 gCorpses[i].Free();
1859 gCorpses := nil;
1860 SetLength(gCorpses, MaxCorpses);
1861 end;
1863 procedure g_Player_Corpses_SaveState (st: TStream);
1864 var
1865 count, i: Integer;
1866 begin
1867 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1868 count := 0;
1869 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1871 // Êîëè÷åñòâî òðóïîâ
1872 utils.writeInt(st, LongInt(count));
1874 if (count = 0) then exit;
1876 // Ñîõðàíÿåì òðóïû
1877 for i := 0 to High(gCorpses) do
1878 begin
1879 if gCorpses[i] <> nil then
1880 begin
1881 // Íàçâàíèå ìîäåëè
1882 utils.writeStr(st, gCorpses[i].FModelName);
1883 // Òèï ñìåðòè
1884 utils.writeBool(st, gCorpses[i].Mess);
1885 // Ñîõðàíÿåì äàííûå òðóïà:
1886 gCorpses[i].SaveState(st);
1887 end;
1888 end;
1889 end;
1892 procedure g_Player_Corpses_LoadState (st: TStream);
1893 var
1894 count, i: Integer;
1895 str: String;
1896 b: Boolean;
1897 begin
1898 assert(st <> nil);
1900 g_Player_RemoveAllCorpses();
1902 // Êîëè÷åñòâî òðóïîâ:
1903 count := utils.readLongInt(st);
1904 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1906 if (count = 0) then exit;
1908 // Çàãðóæàåì òðóïû
1909 for i := 0 to count-1 do
1910 begin
1911 // Íàçâàíèå ìîäåëè:
1912 str := utils.readStr(st);
1913 // Òèï ñìåðòè
1914 b := utils.readBool(st);
1915 // Ñîçäàåì òðóï
1916 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1917 // Çàãðóæàåì äàííûå òðóïà
1918 gCorpses[i].LoadState(st);
1919 end;
1920 end;
1923 { T P l a y e r : }
1925 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1927 procedure TPlayer.BFGHit();
1928 begin
1929 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1930 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1931 if g_Game_IsServer and g_Game_IsNet then
1932 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1933 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1934 0, NET_GFX_BFGHIT);
1935 end;
1937 procedure TPlayer.ChangeModel(ModelName: string);
1938 var
1939 locModel: TPlayerModel;
1940 begin
1941 locModel := g_PlayerModel_Get(ModelName);
1942 if locModel = nil then Exit;
1944 FModel.Free();
1945 FModel := locModel;
1946 end;
1948 procedure TPlayer.SetModel(ModelName: string);
1949 var
1950 m: TPlayerModel;
1951 begin
1952 m := g_PlayerModel_Get(ModelName);
1953 if m = nil then
1954 begin
1955 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1956 m := g_PlayerModel_Get('doomer');
1957 if m = nil then
1958 begin
1959 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1960 Exit;
1961 end;
1962 end;
1964 if FModel <> nil then
1965 FModel.Free();
1967 FModel := m;
1969 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1970 FModel.Color := FColor
1971 else
1972 FModel.Color := TEAMCOLOR[FTeam];
1973 FModel.SetWeapon(FCurrWeap);
1974 FModel.SetFlag(FFlag);
1975 SetDirection(FDirection);
1976 end;
1978 procedure TPlayer.SetColor(Color: TRGB);
1979 begin
1980 FColor := Color;
1981 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1982 if FModel <> nil then FModel.Color := Color;
1983 end;
1985 procedure TPlayer.SwitchTeam;
1986 begin
1987 if g_Game_IsClient then
1988 Exit;
1989 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1991 if gGameOn and FAlive then
1992 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1994 if FTeam = TEAM_RED then
1995 begin
1996 ChangeTeam(TEAM_BLUE);
1997 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1998 if g_Game_IsNet then
1999 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2000 end
2001 else
2002 begin
2003 ChangeTeam(TEAM_RED);
2004 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2005 if g_Game_IsNet then
2006 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2007 end;
2008 FPreferredTeam := FTeam;
2009 end;
2011 procedure TPlayer.ChangeTeam(Team: Byte);
2012 var
2013 OldTeam: Byte;
2014 begin
2015 OldTeam := FTeam;
2016 FTeam := Team;
2017 case Team of
2018 TEAM_RED, TEAM_BLUE:
2019 FModel.Color := TEAMCOLOR[Team];
2020 else
2021 FModel.Color := FColor;
2022 end;
2023 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2024 MH_SEND_PlayerStats(FUID);
2025 end;
2028 procedure TPlayer.CollideItem();
2029 var
2030 i: Integer;
2031 r: Boolean;
2032 begin
2033 if gItems = nil then Exit;
2034 if not FAlive then Exit;
2036 for i := 0 to High(gItems) do
2037 with gItems[i] do
2038 begin
2039 if (ItemType <> ITEM_NONE) and alive then
2040 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2041 PLAYER_RECT.Height, @Obj) then
2042 begin
2043 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2045 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2046 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2047 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2048 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2049 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2051 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2052 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2053 (gGameSettings.GameType = GT_SINGLE) and
2054 (g_Player_GetCount() > 1)) then
2055 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2056 end;
2057 end;
2058 end;
2061 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2062 begin
2063 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2064 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2065 False);
2066 end;
2068 constructor TPlayer.Create();
2069 begin
2070 viewPortX := 0;
2071 viewPortY := 0;
2072 viewPortW := 0;
2073 viewPortH := 0;
2074 mEDamageType := HIT_SOME;
2076 FIamBot := False;
2077 FDummy := False;
2078 FSpawned := False;
2080 FSawSound := TPlayableSound.Create();
2081 FSawSoundIdle := TPlayableSound.Create();
2082 FSawSoundHit := TPlayableSound.Create();
2083 FSawSoundSelect := TPlayableSound.Create();
2084 FJetSoundFly := TPlayableSound.Create();
2085 FJetSoundOn := TPlayableSound.Create();
2086 FJetSoundOff := TPlayableSound.Create();
2088 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2089 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2090 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2091 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2092 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2093 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2094 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2096 FSpectatePlayer := -1;
2097 FClientID := -1;
2098 FPing := 0;
2099 FLoss := 0;
2100 FSavedState.WaitRecall := False;
2101 FShellTimer := -1;
2102 FFireTime := 0;
2103 FFirePainTime := 0;
2104 FFireAttacker := 0;
2106 FActualModelName := 'doomer';
2108 g_Obj_Init(@FObj);
2109 FObj.Rect := PLAYER_RECT;
2111 FBFGFireCounter := -1;
2112 FJustTeleported := False;
2113 FNetTime := 0;
2115 resetWeaponQueue();
2116 end;
2118 procedure TPlayer.positionChanged (); inline;
2119 begin
2120 end;
2122 procedure TPlayer.doDamage (v: Integer);
2123 begin
2124 if (v <= 0) then exit;
2125 if (v > 32767) then v := 32767;
2126 Damage(v, 0, 0, 0, mEDamageType);
2127 end;
2129 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2130 var
2131 c: Word;
2132 begin
2133 if (not g_Game_IsClient) and (not FAlive) then
2134 Exit;
2136 FLastHit := t;
2138 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2139 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2140 begin
2141 if not g_Game_IsClient then
2142 begin
2143 FArmor := 0;
2144 if t = HIT_TRAP then
2145 begin
2146 // Ëîâóøêà óáèâàåò ñðàçó:
2147 FHealth := -100;
2148 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2149 end;
2150 if t = HIT_SELF then
2151 begin
2152 // Ñàìîóáèéñòâî:
2153 FHealth := 0;
2154 Kill(K_SIMPLEKILL, SpawnerUID, t);
2155 end;
2156 end;
2157 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2158 FMegaRulez[MR_SUIT] := 0;
2159 FMegaRulez[MR_INVUL] := 0;
2160 FMegaRulez[MR_INVIS] := 0;
2161 FBerserk := 0;
2162 end;
2164 // Íî îò îñòàëüíîãî ñïàñàåò:
2165 if FMegaRulez[MR_INVUL] >= gTime then
2166 Exit;
2168 // ×èò-êîä "ÃÎÐÅÖ":
2169 if FGodMode then
2170 Exit;
2172 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2173 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2174 (SpawnerUID = FUID) or
2175 (not SameTeam(FUID, SpawnerUID)) then
2176 begin
2177 FLastSpawnerUID := SpawnerUID;
2179 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2180 if gBloodCount > 0 then
2181 begin
2182 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2183 if value div 4 <= c then
2184 c := c - (value div 4)
2185 else
2186 c := 0;
2188 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2189 MakeBloodSimple(c)
2190 else
2191 case t of
2192 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2193 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2194 end;
2196 if t = HIT_WATER then
2197 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2198 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2199 end;
2201 // Áóôåð óðîíà:
2202 if FAlive then
2203 Inc(FDamageBuffer, value);
2205 // Âñïûøêà áîëè:
2206 if gFlash <> 0 then
2207 FPain := FPain + value;
2208 end;
2210 if g_Game_IsServer and g_Game_IsNet then
2211 begin
2212 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2213 MH_SEND_PlayerStats(FUID);
2214 MH_SEND_PlayerPos(False, FUID);
2215 end;
2216 end;
2218 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2219 begin
2220 Result := False;
2221 if g_Game_IsClient then
2222 Exit;
2223 if not FAlive then
2224 Exit;
2226 if Soft and (FHealth < PLAYER_HP_SOFT) then
2227 begin
2228 IncMax(FHealth, value, PLAYER_HP_SOFT);
2229 Result := True;
2230 end;
2231 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2232 begin
2233 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2234 Result := True;
2235 end;
2237 if Result and g_Game_IsServer and g_Game_IsNet then
2238 MH_SEND_PlayerStats(FUID);
2239 end;
2241 destructor TPlayer.Destroy();
2242 begin
2243 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2244 gPlayer1 := nil;
2245 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2246 gPlayer2 := nil;
2248 FSawSound.Free();
2249 FSawSoundIdle.Free();
2250 FSawSoundHit.Free();
2251 FJetSoundFly.Free();
2252 FJetSoundOn.Free();
2253 FJetSoundOff.Free();
2254 FModel.Free();
2255 if FPunchAnim <> nil then
2256 FPunchAnim.Free();
2258 inherited;
2259 end;
2261 procedure TPlayer.DrawBubble();
2262 var
2263 bubX, bubY: Integer;
2264 ID: LongWord;
2265 Rb, Gb, Bb,
2266 Rw, Gw, Bw: SmallInt;
2267 Dot: Byte;
2268 begin
2269 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2270 bubY := FObj.Y+FObj.Rect.Y - 18;
2271 Rb := 64;
2272 Gb := 64;
2273 Bb := 64;
2274 Rw := 240;
2275 Gw := 240;
2276 Bw := 240;
2277 case gChatBubble of
2278 1: // simple textual non-bubble
2279 begin
2280 bubX := FObj.X+FObj.Rect.X - 11;
2281 bubY := FObj.Y+FObj.Rect.Y - 17;
2282 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2283 Exit;
2284 end;
2285 2: // advanced pixel-perfect bubble
2286 begin
2287 if FTeam = TEAM_RED then
2288 Rb := 255
2289 else
2290 if FTeam = TEAM_BLUE then
2291 Bb := 255;
2292 end;
2293 3: // colored bubble
2294 begin
2295 Rb := FModel.Color.R;
2296 Gb := FModel.Color.G;
2297 Bb := FModel.Color.B;
2298 Rw := Min(Rb * 2 + 64, 255);
2299 Gw := Min(Gb * 2 + 64, 255);
2300 Bw := Min(Bb * 2 + 64, 255);
2301 if (Abs(Rw - Rb) < 32)
2302 or (Abs(Gw - Gb) < 32)
2303 or (Abs(Bw - Bb) < 32) then
2304 begin
2305 Rb := Max(Rw div 2 - 16, 0);
2306 Gb := Max(Gw div 2 - 16, 0);
2307 Bb := Max(Bw div 2 - 16, 0);
2308 end;
2309 end;
2310 4: // custom textured bubble
2311 begin
2312 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2313 if FDirection = TDirection.D_RIGHT then
2314 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2315 else
2316 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2317 Exit;
2318 end;
2319 end;
2321 // Outer borders
2322 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2323 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2324 // Inner box
2325 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2327 // Tail
2328 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2329 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2330 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2331 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2332 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2333 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2335 // Dots
2336 Dot := 6;
2337 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2338 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2339 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2340 end;
2342 procedure TPlayer.Draw();
2343 var
2344 ID: DWORD;
2345 w, h: Word;
2346 dr: Boolean;
2347 Mirror: TMirrorType;
2348 begin
2349 if FAlive then
2350 begin
2351 if Direction = TDirection.D_RIGHT then
2352 Mirror := TMirrorType.None
2353 else
2354 Mirror := TMirrorType.Horizontal;
2356 if FPunchAnim <> nil then
2357 begin
2358 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2359 FObj.Y+FObj.Rect.Y-11, Mirror);
2360 if FPunchAnim.played then
2361 begin
2362 FPunchAnim.Free;
2363 FPunchAnim := nil;
2364 end;
2365 end;
2367 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2368 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2369 begin
2370 e_GetTextureSize(ID, @w, @h);
2371 if FDirection = TDirection.D_LEFT then
2372 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2373 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2374 else
2375 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2376 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2377 end;
2379 if FMegaRulez[MR_INVIS] > gTime then
2380 begin
2381 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2382 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2383 begin
2384 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2385 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2386 else
2387 dr := True;
2388 if dr then
2389 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2390 else
2391 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2392 end
2393 else
2394 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2395 end
2396 else
2397 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2398 end;
2400 if g_debug_Frames then
2401 begin
2402 e_DrawQuad(FObj.X+FObj.Rect.X,
2403 FObj.Y+FObj.Rect.Y,
2404 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2405 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2406 0, 255, 0);
2407 end;
2409 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2410 DrawBubble();
2411 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2412 if gAimLine and alive and
2413 ((Self = gPlayer1) or (Self = gPlayer2)) then
2414 DrawAim();
2415 end;
2418 procedure TPlayer.DrawAim();
2419 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2420 var
2421 ex, ey: Integer;
2422 begin
2424 {$IFDEF ENABLE_HOLMES}
2425 if isValidViewPort and (self = gPlayer1) then
2426 begin
2427 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2428 end;
2429 {$ENDIF}
2431 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2432 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2433 begin
2434 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2435 end
2436 else
2437 begin
2438 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2439 end;
2440 end;
2442 var
2443 wx, wy, xx, yy: Integer;
2444 angle: SmallInt;
2445 sz, len: Word;
2446 begin
2447 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2448 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2449 angle := FAngle;
2450 len := 1024;
2451 sz := 2;
2452 case FCurrWeap of
2453 0: begin // Punch
2454 len := 12;
2455 sz := 4;
2456 end;
2457 1: begin // Chainsaw
2458 len := 24;
2459 sz := 6;
2460 end;
2461 2: begin // Pistol
2462 len := 1024;
2463 sz := 2;
2464 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2465 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2466 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2467 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2468 end;
2469 3: begin // Shotgun
2470 len := 1024;
2471 sz := 3;
2472 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2473 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2474 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2475 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2476 end;
2477 4: begin // Double Shotgun
2478 len := 1024;
2479 sz := 4;
2480 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2481 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2482 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2483 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2484 end;
2485 5: begin // Chaingun
2486 len := 1024;
2487 sz := 3;
2488 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2489 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2490 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2491 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2492 end;
2493 6: begin // Rocket Launcher
2494 len := 1024;
2495 sz := 7;
2496 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2497 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2498 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2499 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2500 end;
2501 7: begin // Plasmagun
2502 len := 1024;
2503 sz := 5;
2504 if angle = ANGLE_RIGHTUP then Inc(angle);
2505 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2506 if angle = ANGLE_LEFTUP then Dec(angle);
2507 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2508 end;
2509 8: begin // BFG
2510 len := 1024;
2511 sz := 12;
2512 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2513 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2514 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2515 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2516 end;
2517 9: begin // Super Chaingun
2518 len := 1024;
2519 sz := 4;
2520 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2521 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2522 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2523 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2524 end;
2525 end;
2526 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2527 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2528 {$IF DEFINED(D2F_DEBUG)}
2529 drawCast(sz, wx, wy, xx, yy);
2530 {$ELSE}
2531 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2532 {$ENDIF}
2533 end;
2535 procedure TPlayer.DrawGUI();
2536 var
2537 ID: DWORD;
2538 X, Y, SY, a, p, m: Integer;
2539 tw, th: Word;
2540 cw, ch: Byte;
2541 s: string;
2542 stat: TPlayerStatArray;
2543 begin
2544 X := gPlayerScreenSize.X;
2545 SY := gPlayerScreenSize.Y;
2546 Y := 0;
2548 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2549 begin
2550 if gGameSettings.GameMode = GM_CTF then
2551 a := 32 + 8
2552 else
2553 a := 0;
2554 if gGameSettings.GameMode = GM_CTF then
2555 begin
2556 s := 'TEXTURE_PLAYER_REDFLAG';
2557 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2558 s := 'TEXTURE_PLAYER_REDFLAG_S';
2559 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2560 s := 'TEXTURE_PLAYER_REDFLAG_D';
2561 if g_Texture_Get(s, ID) then
2562 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2563 end;
2565 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2566 e_CharFont_GetSize(gMenuFont, s, tw, th);
2567 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2569 if gGameSettings.GameMode = GM_CTF then
2570 begin
2571 s := 'TEXTURE_PLAYER_BLUEFLAG';
2572 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2573 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2574 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2575 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2576 if g_Texture_Get(s, ID) then
2577 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2578 end;
2580 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2581 e_CharFont_GetSize(gMenuFont, s, tw, th);
2582 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2583 end;
2585 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2586 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2587 0, False, False);
2589 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2590 e_Draw(ID, X+2, Y, 0, True, False);
2592 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2593 begin
2594 if gShowStat then
2595 begin
2596 s := IntToStr(Frags);
2597 e_CharFont_GetSize(gMenuFont, s, tw, th);
2598 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2600 s := '';
2601 p := 1;
2602 m := 0;
2603 stat := g_Player_GetStats();
2604 if stat <> nil then
2605 begin
2606 p := 1;
2608 for a := 0 to High(stat) do
2609 if stat[a].Name <> Name then
2610 begin
2611 if stat[a].Frags > m then m := stat[a].Frags;
2612 if stat[a].Frags > Frags then p := p+1;
2613 end;
2614 end;
2616 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2617 if Frags >= m then s := s+'+' else s := s+'-';
2618 s := s+IntToStr(Abs(Frags-m));
2620 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2621 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2622 end;
2624 if gShowLives and (gGameSettings.MaxLives > 0) then
2625 begin
2626 s := IntToStr(Lives);
2627 e_CharFont_GetSize(gMenuFont, s, tw, th);
2628 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2629 end;
2630 end;
2632 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2633 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2635 if R_BERSERK in FRulez then
2636 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2637 else
2638 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2640 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2641 e_Draw(ID, X+36, Y+77, 0, True, False);
2643 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2644 e_CharFont_GetSize(gMenuFont, s, tw, th);
2645 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2647 s := IntToStr(FArmor);
2648 e_CharFont_GetSize(gMenuFont, s, tw, th);
2649 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2651 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2653 case FCurrWeap of
2654 WEAPON_KASTET:
2655 begin
2656 s := '--';
2657 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2658 end;
2659 WEAPON_SAW:
2660 begin
2661 s := '--';
2662 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2663 end;
2664 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2665 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2666 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2667 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2668 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2669 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2670 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2671 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2672 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2673 end;
2675 e_CharFont_GetSize(gMenuFont, s, tw, th);
2676 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2677 e_Draw(ID, X+20, Y+160, 0, True, False);
2679 if R_KEY_RED in FRulez then
2680 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2682 if R_KEY_GREEN in FRulez then
2683 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2685 if R_KEY_BLUE in FRulez then
2686 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2688 if FJetFuel > 0 then
2689 begin
2690 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2691 e_Draw(ID, X+2, Y+116, 0, True, False);
2692 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2693 e_Draw(ID, X+2, Y+126, 0, True, False);
2694 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2695 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2696 end
2697 else
2698 begin
2699 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2700 e_Draw(ID, X+2, Y+124, 0, True, False);
2701 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2702 end;
2704 if gShowPing and g_Game_IsClient then
2705 begin
2706 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2707 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2708 Y := Y + 16;
2709 end;
2711 if FSpectator then
2712 begin
2713 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2714 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2715 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2716 if FNoRespawn then
2717 begin
2718 e_TextureFontGetSize(gStdFont, cw, ch);
2719 s := _lc[I_PLAYER_SPECT4];
2720 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2721 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2722 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2723 end;
2725 end;
2726 end;
2728 procedure TPlayer.DrawRulez();
2729 var
2730 dr: Boolean;
2731 begin
2732 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2733 if FMegaRulez[MR_INVUL] >= gTime then
2734 begin
2735 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2736 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2737 else
2738 dr := True;
2740 if dr then
2741 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2742 191, 191, 191, 0, TBlending.Invert);
2743 end;
2745 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2746 if FMegaRulez[MR_SUIT] >= gTime then
2747 begin
2748 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2749 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2750 else
2751 dr := True;
2753 if dr then
2754 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2755 0, 96, 0, 200, TBlending.None);
2756 end;
2758 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2759 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2760 begin
2761 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2762 255, 0, 0, 200, TBlending.None);
2763 end;
2764 end;
2766 procedure TPlayer.DrawPain();
2767 var
2768 a, h: Integer;
2769 begin
2770 if FPain = 0 then Exit;
2772 a := FPain;
2774 if a < 15 then h := 0
2775 else if a < 35 then h := 1
2776 else if a < 55 then h := 2
2777 else if a < 75 then h := 3
2778 else if a < 95 then h := 4
2779 else h := 5;
2781 //if a > 255 then a := 255;
2783 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2784 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2785 end;
2787 procedure TPlayer.DrawPickup();
2788 var
2789 a, h: Integer;
2790 begin
2791 if FPickup = 0 then Exit;
2793 a := FPickup;
2795 if a < 15 then h := 1
2796 else if a < 35 then h := 2
2797 else if a < 55 then h := 3
2798 else if a < 75 then h := 4
2799 else h := 5;
2801 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2802 end;
2804 procedure TPlayer.DoPunch();
2805 var
2806 id: DWORD;
2807 st: String;
2808 begin
2809 if FPunchAnim <> nil then begin
2810 FPunchAnim.reset();
2811 FPunchAnim.Free;
2812 FPunchAnim := nil;
2813 end;
2814 st := 'FRAMES_PUNCH';
2815 if R_BERSERK in FRulez then
2816 st := st + '_BERSERK';
2817 if FKeys[KEY_UP].Pressed then
2818 st := st + '_UP'
2819 else if FKeys[KEY_DOWN].Pressed then
2820 st := st + '_DN';
2821 g_Frames_Get(id, st);
2822 FPunchAnim := TAnimation.Create(id, False, 1);
2823 end;
2825 procedure TPlayer.Fire();
2826 var
2827 f, DidFire: Boolean;
2828 wx, wy, xd, yd: Integer;
2829 locobj: TObj;
2830 begin
2831 if g_Game_IsClient then Exit;
2832 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2833 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2835 if FSpectator then
2836 begin
2837 Respawn(False);
2838 Exit;
2839 end;
2841 if FReloading[FCurrWeap] <> 0 then Exit;
2843 DidFire := False;
2845 f := False;
2846 wx := FObj.X+WEAPONPOINT[FDirection].X;
2847 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2848 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2849 yd := wy+firediry();
2851 case FCurrWeap of
2852 WEAPON_KASTET:
2853 begin
2854 DoPunch();
2855 if R_BERSERK in FRulez then
2856 begin
2857 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2858 locobj.X := FObj.X+FObj.Rect.X;
2859 locobj.Y := FObj.Y+FObj.Rect.Y;
2860 locobj.rect.X := 0;
2861 locobj.rect.Y := 0;
2862 locobj.rect.Width := 39;
2863 locobj.rect.Height := 52;
2864 locobj.Vel.X := (xd-wx) div 2;
2865 locobj.Vel.Y := (yd-wy) div 2;
2866 locobj.Accel.X := xd-wx;
2867 locobj.Accel.y := yd-wy;
2869 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2870 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2871 else
2872 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2874 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2875 end
2876 else
2877 begin
2878 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2879 end;
2881 DidFire := True;
2882 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2883 end;
2885 WEAPON_SAW:
2886 begin
2887 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2888 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2889 begin
2890 FSawSoundSelect.Stop();
2891 FSawSound.Stop();
2892 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2893 end
2894 else if not FSawSoundHit.IsPlaying() then
2895 begin
2896 FSawSoundSelect.Stop();
2897 FSawSound.PlayAt(FObj.X, FObj.Y);
2898 end;
2900 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2901 DidFire := True;
2902 f := True;
2903 end;
2905 WEAPON_PISTOL:
2906 if FAmmo[A_BULLETS] > 0 then
2907 begin
2908 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2909 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2910 Dec(FAmmo[A_BULLETS]);
2911 FFireAngle := FAngle;
2912 f := True;
2913 DidFire := True;
2914 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2915 GameVelX, GameVelY-2, SHELL_BULLET);
2916 end;
2918 WEAPON_SHOTGUN1:
2919 if FAmmo[A_SHELLS] > 0 then
2920 begin
2921 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2922 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2923 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2924 Dec(FAmmo[A_SHELLS]);
2925 FFireAngle := FAngle;
2926 f := True;
2927 DidFire := True;
2928 FShellTimer := 10;
2929 FShellType := SHELL_SHELL;
2930 end;
2932 WEAPON_SHOTGUN2:
2933 if FAmmo[A_SHELLS] >= 2 then
2934 begin
2935 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2936 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2937 Dec(FAmmo[A_SHELLS], 2);
2938 FFireAngle := FAngle;
2939 f := True;
2940 DidFire := True;
2941 FShellTimer := 13;
2942 FShellType := SHELL_DBLSHELL;
2943 end;
2945 WEAPON_CHAINGUN:
2946 if FAmmo[A_BULLETS] > 0 then
2947 begin
2948 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2949 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2950 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2951 Dec(FAmmo[A_BULLETS]);
2952 FFireAngle := FAngle;
2953 f := True;
2954 DidFire := True;
2955 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2956 GameVelX, GameVelY-2, SHELL_BULLET);
2957 end;
2959 WEAPON_ROCKETLAUNCHER:
2960 if FAmmo[A_ROCKETS] > 0 then
2961 begin
2962 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2963 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2964 Dec(FAmmo[A_ROCKETS]);
2965 FFireAngle := FAngle;
2966 f := True;
2967 DidFire := True;
2968 end;
2970 WEAPON_PLASMA:
2971 if FAmmo[A_CELLS] > 0 then
2972 begin
2973 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2974 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2975 Dec(FAmmo[A_CELLS]);
2976 FFireAngle := FAngle;
2977 f := True;
2978 DidFire := True;
2979 end;
2981 WEAPON_BFG:
2982 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2983 begin
2984 FBFGFireCounter := 17;
2985 if not FNoReload then
2986 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2987 Dec(FAmmo[A_CELLS], 40);
2988 DidFire := True;
2989 end;
2991 WEAPON_SUPERPULEMET:
2992 if FAmmo[A_SHELLS] > 0 then
2993 begin
2994 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2995 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2996 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2997 Dec(FAmmo[A_SHELLS]);
2998 FFireAngle := FAngle;
2999 f := True;
3000 DidFire := True;
3001 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3002 GameVelX, GameVelY-2, SHELL_SHELL);
3003 end;
3005 WEAPON_FLAMETHROWER:
3006 if FAmmo[A_FUEL] > 0 then
3007 begin
3008 g_Weapon_flame(wx, wy, xd, yd, FUID);
3009 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3010 Dec(FAmmo[A_FUEL]);
3011 FFireAngle := FAngle;
3012 f := True;
3013 DidFire := True;
3014 end;
3015 end;
3017 if g_Game_IsNet then
3018 begin
3019 if DidFire then
3020 begin
3021 if FCurrWeap <> WEAPON_BFG then
3022 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3023 else
3024 if not FNoReload then
3025 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3026 end;
3028 MH_SEND_PlayerStats(FUID);
3029 end;
3031 if not f then Exit;
3033 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3034 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3035 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3036 end;
3038 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3039 begin
3040 case Weapon of
3041 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3042 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3043 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3044 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3045 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3046 else Result := 0;
3047 end;
3048 end;
3050 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3051 begin
3052 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3053 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3054 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3055 end;
3057 procedure TPlayer.JetpackOn;
3058 begin
3059 FJetSoundFly.Stop;
3060 FJetSoundOff.Stop;
3061 FJetSoundOn.SetPosition(0);
3062 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3063 FlySmoke(8);
3064 end;
3066 procedure TPlayer.JetpackOff;
3067 begin
3068 FJetSoundFly.Stop;
3069 FJetSoundOn.Stop;
3070 FJetSoundOff.SetPosition(0);
3071 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3072 end;
3074 procedure TPlayer.CatchFire(Attacker: Word);
3075 begin
3076 FFireTime := 100;
3077 FFireAttacker := Attacker;
3078 if g_Game_IsNet and g_Game_IsServer then
3079 MH_SEND_PlayerStats(FUID);
3080 end;
3082 procedure TPlayer.Jump();
3083 begin
3084 if gFly or FJetpack then
3085 begin
3086 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3087 if FObj.Vel.Y > -VEL_FLY then
3088 FObj.Vel.Y := FObj.Vel.Y - 3;
3089 if FJetpack then
3090 begin
3091 if FJetFuel > 0 then
3092 Dec(FJetFuel);
3093 if (FJetFuel < 1) and g_Game_IsServer then
3094 begin
3095 FJetpack := False;
3096 JetpackOff;
3097 if g_Game_IsNet then
3098 MH_SEND_PlayerStats(FUID);
3099 end;
3100 end;
3101 Exit;
3102 end;
3104 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3105 if FGhost then
3106 FCanJetpack := False;
3108 // Ïðûãàåì èëè âñïëûâàåì:
3109 if (CollideLevel(0, 1) or
3110 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3111 PLAYER_RECT.Height-33, PANEL_STEP, False)
3112 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3113 begin
3114 FObj.Vel.Y := -VEL_JUMP;
3115 FCanJetpack := False;
3116 end
3117 else
3118 begin
3119 if BodyInLiquid(0, 0) then
3120 FObj.Vel.Y := -VEL_SW
3121 else if (FJetFuel > 0) and FCanJetpack and
3122 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3123 begin
3124 FJetpack := True;
3125 JetpackOn;
3126 if g_Game_IsNet then
3127 MH_SEND_PlayerStats(FUID);
3128 end;
3129 end;
3130 end;
3132 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3133 var
3134 a, i, k, ab, ar: Byte;
3135 s: String;
3136 mon: TMonster;
3137 plr: TPlayer;
3138 srv, netsrv: Boolean;
3139 DoFrags: Boolean;
3140 OldLR: Byte;
3141 KP: TPlayer;
3142 it: PItem;
3144 procedure PushItem(t: Byte);
3145 var
3146 id: DWORD;
3147 begin
3148 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3149 it := g_Items_ByIdx(id);
3150 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3151 begin
3152 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3153 (FObj.Vel.Y div 2)-Random(9));
3154 it.positionChanged(); // this updates spatial accelerators
3155 end
3156 else
3157 begin
3158 if KillType = K_HARDKILL then // -5..+5; -5..0
3159 begin
3160 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3161 (FObj.Vel.Y div 2)-Random(6));
3162 end
3163 else // -3..+3; -3..0
3164 begin
3165 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3166 (FObj.Vel.Y div 2)-Random(4));
3167 end;
3168 it.positionChanged(); // this updates spatial accelerators
3169 end;
3171 if g_Game_IsNet and g_Game_IsServer then
3172 MH_SEND_ItemSpawn(True, id);
3173 end;
3175 begin
3176 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3177 Srv := g_Game_IsServer;
3178 Netsrv := g_Game_IsServer and g_Game_IsNet;
3179 if Srv then FDeath := FDeath + 1;
3180 if FAlive then
3181 begin
3182 if FGhost then
3183 FGhost := False;
3184 if not FPhysics then
3185 FPhysics := True;
3186 FAlive := False;
3187 end;
3188 FShellTimer := -1;
3190 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3191 begin
3192 if FLives > 0 then FLives := FLives - 1;
3193 if FLives = 0 then FNoRespawn := True;
3194 end;
3196 // Íîìåð òèïà ñìåðòè:
3197 a := 1;
3198 case KillType of
3199 K_SIMPLEKILL: a := 1;
3200 K_HARDKILL: a := 2;
3201 K_EXTRAHARDKILL: a := 3;
3202 K_FALLKILL: a := 4;
3203 end;
3205 // Çâóê ñìåðòè:
3206 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3207 for i := 1 to 3 do
3208 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3209 Break;
3211 // Âðåìÿ ðåñïàóíà:
3212 if Srv then
3213 case KillType of
3214 K_SIMPLEKILL:
3215 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3216 K_HARDKILL:
3217 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3218 K_EXTRAHARDKILL, K_FALLKILL:
3219 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3220 end;
3222 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3223 case KillType of
3224 K_SIMPLEKILL:
3225 SetAction(A_DIE1);
3226 K_HARDKILL, K_EXTRAHARDKILL:
3227 SetAction(A_DIE2);
3228 end;
3230 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3231 if (KillType <> K_FALLKILL) and (Srv) then
3232 g_Monsters_killedp();
3234 if SpawnerUID = FUID then
3235 begin // Ñàìîóáèëñÿ
3236 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3237 begin
3238 Dec(FFrags);
3239 FLastFrag := 0;
3240 end;
3241 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3242 end
3243 else
3244 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3245 begin // Óáèò äðóãèì èãðîêîì
3246 KP := g_Player_Get(SpawnerUID);
3247 if (KP <> nil) and Srv then
3248 begin
3249 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3250 if SameTeam(FUID, SpawnerUID) then
3251 begin
3252 Dec(KP.FFrags);
3253 KP.FLastFrag := 0;
3254 end else
3255 begin
3256 Inc(KP.FFrags);
3257 KP.FragCombo();
3258 end;
3260 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3261 Inc(gTeamStat[KP.Team].Goals,
3262 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3264 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3265 end;
3267 plr := g_Player_Get(SpawnerUID);
3268 if plr = nil then
3269 s := '?'
3270 else
3271 s := plr.FName;
3273 case KillType of
3274 K_HARDKILL:
3275 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3276 [FName, s]),
3277 gShowKillMsg);
3278 K_EXTRAHARDKILL:
3279 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3280 [FName, s]),
3281 gShowKillMsg);
3282 else
3283 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3284 [FName, s]),
3285 gShowKillMsg);
3286 end;
3287 end
3288 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3289 begin // Óáèò ìîíñòðîì
3290 mon := g_Monsters_ByUID(SpawnerUID);
3291 if mon = nil then
3292 s := '?'
3293 else
3294 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3296 case KillType of
3297 K_HARDKILL:
3298 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3299 [FName, s]),
3300 gShowKillMsg);
3301 K_EXTRAHARDKILL:
3302 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3303 [FName, s]),
3304 gShowKillMsg);
3305 else
3306 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3307 [FName, s]),
3308 gShowKillMsg);
3309 end;
3310 end
3311 else // Îñîáûå òèïû ñìåðòè
3312 case t of
3313 HIT_DISCON: ;
3314 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3315 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3316 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3317 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3318 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3319 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3320 end;
3322 if Srv then
3323 begin
3324 // Âûáðîñ îðóæèÿ:
3325 for a := WP_FIRST to WP_LAST do
3326 if FWeapon[a] then
3327 begin
3328 case a of
3329 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3330 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3331 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3332 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3333 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3334 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3335 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3336 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3337 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3338 else i := 0;
3339 end;
3341 if i <> 0 then
3342 PushItem(i);
3343 end;
3345 // Âûáðîñ ðþêçàêà:
3346 if R_ITEM_BACKPACK in FRulez then
3347 PushItem(ITEM_AMMO_BACKPACK);
3349 // Âûáðîñ ðàêåòíîãî ðàíöà:
3350 if FJetFuel > 0 then
3351 PushItem(ITEM_JETPACK);
3353 // Âûáðîñ êëþ÷åé:
3354 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3355 begin
3356 if R_KEY_RED in FRulez then
3357 PushItem(ITEM_KEY_RED);
3359 if R_KEY_GREEN in FRulez then
3360 PushItem(ITEM_KEY_GREEN);
3362 if R_KEY_BLUE in FRulez then
3363 PushItem(ITEM_KEY_BLUE);
3364 end;
3366 // Âûáðîñ ôëàãà:
3367 DropFlag();
3368 end;
3370 g_Player_CreateCorpse(Self);
3372 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3373 (gLMSRespawn = LMS_RESPAWN_NONE) then
3374 begin
3375 a := 0;
3376 k := 0;
3377 ar := 0;
3378 ab := 0;
3379 for i := Low(gPlayers) to High(gPlayers) do
3380 begin
3381 if gPlayers[i] = nil then continue;
3382 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3383 begin
3384 Inc(a);
3385 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3386 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3387 k := i;
3388 end;
3389 end;
3391 OldLR := gLMSRespawn;
3392 if (gGameSettings.GameMode = GM_COOP) then
3393 begin
3394 if (a = 0) then
3395 begin
3396 // everyone is dead, restart the map
3397 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3398 if Netsrv then
3399 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3400 gLMSRespawn := LMS_RESPAWN_FINAL;
3401 gLMSRespawnTime := gTime + 5000;
3402 end
3403 else if (a = 1) then
3404 begin
3405 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3406 if (gPlayers[k] = gPlayer1) or
3407 (gPlayers[k] = gPlayer2) then
3408 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3409 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3410 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3411 end;
3412 end
3413 else if (gGameSettings.GameMode = GM_TDM) then
3414 begin
3415 if (ab = 0) and (ar <> 0) then
3416 begin
3417 // blu team ded
3418 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3419 if Netsrv then
3420 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3421 Inc(gTeamStat[TEAM_RED].Goals);
3422 gLMSRespawn := LMS_RESPAWN_FINAL;
3423 gLMSRespawnTime := gTime + 5000;
3424 end
3425 else if (ar = 0) and (ab <> 0) then
3426 begin
3427 // red team ded
3428 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3429 if Netsrv then
3430 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3431 Inc(gTeamStat[TEAM_BLUE].Goals);
3432 gLMSRespawn := LMS_RESPAWN_FINAL;
3433 gLMSRespawnTime := gTime + 5000;
3434 end
3435 else if (ar = 0) and (ab = 0) then
3436 begin
3437 // everyone ded
3438 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3439 if Netsrv then
3440 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3441 gLMSRespawn := LMS_RESPAWN_FINAL;
3442 gLMSRespawnTime := gTime + 5000;
3443 end;
3444 end
3445 else if (gGameSettings.GameMode = GM_DM) then
3446 begin
3447 if (a = 1) then
3448 begin
3449 if gPlayers[k] <> nil then
3450 with gPlayers[k] do
3451 begin
3452 // survivor is the winner
3453 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3454 if Netsrv then
3455 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3456 Inc(FFrags);
3457 end;
3458 gLMSRespawn := LMS_RESPAWN_FINAL;
3459 gLMSRespawnTime := gTime + 5000;
3460 end
3461 else if (a = 0) then
3462 begin
3463 // everyone is dead, restart the map
3464 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3465 if Netsrv then
3466 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3467 gLMSRespawn := LMS_RESPAWN_FINAL;
3468 gLMSRespawnTime := gTime + 5000;
3469 end;
3470 end;
3471 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3472 begin
3473 if NetMode = NET_SERVER then
3474 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3475 else
3476 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3477 end;
3478 end;
3480 if Netsrv then
3481 begin
3482 MH_SEND_PlayerStats(FUID);
3483 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3484 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3485 end;
3487 if srv and FNoRespawn then Spectate(True);
3488 FWantsInGame := True;
3489 end;
3491 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3492 begin
3493 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3494 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3495 end;
3497 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3498 begin
3499 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3500 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3501 end;
3503 procedure TPlayer.MakeBloodSimple(Count: Word);
3504 begin
3505 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3506 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3507 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3508 150, 0, 0);
3509 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3510 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3511 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3512 150, 0, 0);
3513 end;
3515 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3516 begin
3517 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3518 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3519 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3520 150, 0, 0);
3521 end;
3523 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3524 begin
3525 if g_Game_IsClient then Exit;
3526 if Weapon > High(FWeapon) then Exit;
3527 FNextWeap := FNextWeap or (1 shl Weapon);
3528 end;
3530 procedure TPlayer.resetWeaponQueue ();
3531 begin
3532 FNextWeap := 0;
3533 FNextWeapDelay := 0;
3534 end;
3536 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3537 begin
3538 result := false;
3539 case weapon of
3540 WEAPON_KASTET, WEAPON_SAW: result := true;
3541 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3542 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3543 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3544 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3545 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3546 else result := (weapon < length(FWeapon));
3547 end;
3548 end;
3550 // return 255 for "no switch"
3551 function TPlayer.getNextWeaponIndex (): Byte;
3552 var
3553 i: Word;
3554 wantThisWeapon: array[0..64] of Boolean;
3555 wwc: Integer = 0; //HACK!
3556 dir, cwi: Integer;
3557 begin
3558 result := 255; // default result: "no switch"
3559 // had weapon cycling on previous frame? remove that flag
3560 if (FNextWeap and $2000) <> 0 then
3561 begin
3562 FNextWeap := FNextWeap and $1FFF;
3563 FNextWeapDelay := 0;
3564 end;
3565 // cycling has priority
3566 if (FNextWeap and $C000) <> 0 then
3567 begin
3568 if (FNextWeap and $8000) <> 0 then
3569 dir := 1
3570 else
3571 dir := -1;
3572 FNextWeap := FNextWeap or $2000; // we need this
3573 if FNextWeapDelay > 0 then
3574 exit; // cooldown time
3575 cwi := FCurrWeap;
3576 for i := 0 to High(FWeapon) do
3577 begin
3578 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3579 if FWeapon[cwi] then
3580 begin
3581 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3582 result := Byte(cwi);
3583 FNextWeapDelay := 10;
3584 exit;
3585 end;
3586 end;
3587 resetWeaponQueue();
3588 exit;
3589 end;
3590 // no cycling
3591 for i := 0 to High(wantThisWeapon) do
3592 wantThisWeapon[i] := false;
3593 for i := 0 to High(FWeapon) do
3594 if (FNextWeap and (1 shl i)) <> 0 then
3595 begin
3596 wantThisWeapon[i] := true;
3597 Inc(wwc);
3598 end;
3599 // exclude currently selected weapon from the set
3600 wantThisWeapon[FCurrWeap] := false;
3601 // slow down alterations a little
3602 if wwc > 1 then
3603 begin
3604 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3605 // more than one weapon requested, assume "alteration" and check alteration delay
3606 if FNextWeapDelay > 0 then
3607 begin
3608 FNextWeap := 0;
3609 exit;
3610 end; // yeah
3611 end;
3612 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3613 // but clear all counters if no weapon should be switched
3614 if wwc < 1 then
3615 begin
3616 resetWeaponQueue();
3617 exit;
3618 end;
3619 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3620 // try weapons in descending order
3621 for i := High(FWeapon) downto 0 do
3622 begin
3623 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3624 begin
3625 // i found her!
3626 result := Byte(i);
3627 resetWeaponQueue();
3628 FNextWeapDelay := 10; // anyway, 'cause why not
3629 exit;
3630 end;
3631 end;
3632 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3633 resetWeaponQueue();
3634 end;
3636 procedure TPlayer.RealizeCurrentWeapon();
3637 function switchAllowed (): Boolean;
3638 var
3639 i: Byte;
3640 begin
3641 result := false;
3642 if FBFGFireCounter <> -1 then
3643 exit;
3644 if FTime[T_SWITCH] > gTime then
3645 exit;
3646 for i := WP_FIRST to WP_LAST do
3647 if FReloading[i] > 0 then
3648 exit;
3649 result := true;
3650 end;
3652 var
3653 nw: Byte;
3654 begin
3655 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3656 //FNextWeap := FNextWeap and $1FFF;
3657 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3659 if not switchAllowed then
3660 begin
3661 //HACK for weapon cycling
3662 if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
3663 exit;
3664 end;
3666 nw := getNextWeaponIndex();
3667 if nw = 255 then exit; // don't reset anything here
3668 if nw > High(FWeapon) then
3669 begin
3670 // don't forget to reset queue here!
3671 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3672 resetWeaponQueue();
3673 exit;
3674 end;
3676 if FWeapon[nw] then
3677 begin
3678 FCurrWeap := nw;
3679 FTime[T_SWITCH] := gTime+156;
3680 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3681 FModel.SetWeapon(FCurrWeap);
3682 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3683 end;
3684 end;
3686 procedure TPlayer.NextWeapon();
3687 begin
3688 if g_Game_IsClient then Exit;
3689 FNextWeap := $8000;
3690 end;
3692 procedure TPlayer.PrevWeapon();
3693 begin
3694 if g_Game_IsClient then Exit;
3695 FNextWeap := $4000;
3696 end;
3698 procedure TPlayer.SetWeapon(W: Byte);
3699 begin
3700 if FCurrWeap <> W then
3701 if W = WEAPON_SAW then
3702 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3704 FCurrWeap := W;
3705 FModel.SetWeapon(CurrWeap);
3706 resetWeaponQueue();
3707 end;
3709 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3711 function allowBerserkSwitching (): Boolean;
3712 begin
3713 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3714 result := true;
3715 if gBerserkAutoswitch then exit;
3716 if not conIsCheatsEnabled then exit;
3717 result := false;
3718 end;
3720 var
3721 a: Boolean;
3722 begin
3723 Result := False;
3724 if g_Game_IsClient then Exit;
3726 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3727 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3728 remove := not a;
3730 case ItemType of
3731 ITEM_MEDKIT_SMALL:
3732 if FHealth < PLAYER_HP_SOFT then
3733 begin
3734 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3735 Result := True;
3736 remove := True;
3737 FFireTime := 0;
3738 if gFlash = 2 then Inc(FPickup, 5);
3739 end;
3741 ITEM_MEDKIT_LARGE:
3742 if FHealth < PLAYER_HP_SOFT then
3743 begin
3744 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3745 Result := True;
3746 remove := True;
3747 FFireTime := 0;
3748 if gFlash = 2 then Inc(FPickup, 5);
3749 end;
3751 ITEM_ARMOR_GREEN:
3752 if FArmor < PLAYER_AP_SOFT then
3753 begin
3754 FArmor := PLAYER_AP_SOFT;
3755 Result := True;
3756 remove := True;
3757 if gFlash = 2 then Inc(FPickup, 5);
3758 end;
3760 ITEM_ARMOR_BLUE:
3761 if FArmor < PLAYER_AP_LIMIT then
3762 begin
3763 FArmor := PLAYER_AP_LIMIT;
3764 Result := True;
3765 remove := True;
3766 if gFlash = 2 then Inc(FPickup, 5);
3767 end;
3769 ITEM_SPHERE_BLUE:
3770 if FHealth < PLAYER_HP_LIMIT then
3771 begin
3772 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3773 Result := True;
3774 remove := True;
3775 FFireTime := 0;
3776 if gFlash = 2 then Inc(FPickup, 5);
3777 end;
3779 ITEM_SPHERE_WHITE:
3780 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3781 begin
3782 if FHealth < PLAYER_HP_LIMIT then
3783 FHealth := PLAYER_HP_LIMIT;
3784 if FArmor < PLAYER_AP_LIMIT then
3785 FArmor := PLAYER_AP_LIMIT;
3786 Result := True;
3787 remove := True;
3788 FFireTime := 0;
3789 if gFlash = 2 then Inc(FPickup, 5);
3790 end;
3792 ITEM_WEAPON_SAW:
3793 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3794 begin
3795 FWeapon[WEAPON_SAW] := True;
3796 Result := True;
3797 if gFlash = 2 then Inc(FPickup, 5);
3798 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3799 end;
3801 ITEM_WEAPON_SHOTGUN1:
3802 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3803 begin
3804 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3805 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3807 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3808 FWeapon[WEAPON_SHOTGUN1] := True;
3809 Result := True;
3810 if gFlash = 2 then Inc(FPickup, 5);
3811 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3812 end;
3814 ITEM_WEAPON_SHOTGUN2:
3815 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3816 begin
3817 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3819 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3820 FWeapon[WEAPON_SHOTGUN2] := True;
3821 Result := True;
3822 if gFlash = 2 then Inc(FPickup, 5);
3823 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3824 end;
3826 ITEM_WEAPON_CHAINGUN:
3827 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3828 begin
3829 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3831 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3832 FWeapon[WEAPON_CHAINGUN] := True;
3833 Result := True;
3834 if gFlash = 2 then Inc(FPickup, 5);
3835 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3836 end;
3838 ITEM_WEAPON_ROCKETLAUNCHER:
3839 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3840 begin
3841 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3843 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3844 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3845 Result := True;
3846 if gFlash = 2 then Inc(FPickup, 5);
3847 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3848 end;
3850 ITEM_WEAPON_PLASMA:
3851 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3852 begin
3853 if a and FWeapon[WEAPON_PLASMA] then Exit;
3855 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3856 FWeapon[WEAPON_PLASMA] := True;
3857 Result := True;
3858 if gFlash = 2 then Inc(FPickup, 5);
3859 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3860 end;
3862 ITEM_WEAPON_BFG:
3863 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3864 begin
3865 if a and FWeapon[WEAPON_BFG] then Exit;
3867 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3868 FWeapon[WEAPON_BFG] := True;
3869 Result := True;
3870 if gFlash = 2 then Inc(FPickup, 5);
3871 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3872 end;
3874 ITEM_WEAPON_SUPERPULEMET:
3875 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3876 begin
3877 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3879 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3880 FWeapon[WEAPON_SUPERPULEMET] := True;
3881 Result := True;
3882 if gFlash = 2 then Inc(FPickup, 5);
3883 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3884 end;
3886 ITEM_WEAPON_FLAMETHROWER:
3887 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3888 begin
3889 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3891 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3892 FWeapon[WEAPON_FLAMETHROWER] := True;
3893 Result := True;
3894 if gFlash = 2 then Inc(FPickup, 5);
3895 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3896 end;
3898 ITEM_AMMO_BULLETS:
3899 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3900 begin
3901 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3902 Result := True;
3903 remove := True;
3904 if gFlash = 2 then Inc(FPickup, 5);
3905 end;
3907 ITEM_AMMO_BULLETS_BOX:
3908 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3909 begin
3910 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3911 Result := True;
3912 remove := True;
3913 if gFlash = 2 then Inc(FPickup, 5);
3914 end;
3916 ITEM_AMMO_SHELLS:
3917 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3918 begin
3919 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3920 Result := True;
3921 remove := True;
3922 if gFlash = 2 then Inc(FPickup, 5);
3923 end;
3925 ITEM_AMMO_SHELLS_BOX:
3926 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3927 begin
3928 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3929 Result := True;
3930 remove := True;
3931 if gFlash = 2 then Inc(FPickup, 5);
3932 end;
3934 ITEM_AMMO_ROCKET:
3935 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3936 begin
3937 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3938 Result := True;
3939 remove := True;
3940 if gFlash = 2 then Inc(FPickup, 5);
3941 end;
3943 ITEM_AMMO_ROCKET_BOX:
3944 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3945 begin
3946 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3947 Result := True;
3948 remove := True;
3949 if gFlash = 2 then Inc(FPickup, 5);
3950 end;
3952 ITEM_AMMO_CELL:
3953 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3954 begin
3955 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3956 Result := True;
3957 remove := True;
3958 if gFlash = 2 then Inc(FPickup, 5);
3959 end;
3961 ITEM_AMMO_CELL_BIG:
3962 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3963 begin
3964 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3965 Result := True;
3966 remove := True;
3967 if gFlash = 2 then Inc(FPickup, 5);
3968 end;
3970 ITEM_AMMO_FUELCAN:
3971 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
3972 begin
3973 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3974 Result := True;
3975 remove := True;
3976 if gFlash = 2 then Inc(FPickup, 5);
3977 end;
3979 ITEM_AMMO_BACKPACK:
3980 if not(R_ITEM_BACKPACK in FRulez) or
3981 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3982 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3983 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3984 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
3985 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
3986 begin
3987 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
3988 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
3989 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
3990 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
3991 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
3993 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3994 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3995 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3996 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3997 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3998 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3999 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4000 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4002 FRulez := FRulez + [R_ITEM_BACKPACK];
4003 Result := True;
4004 remove := True;
4005 if gFlash = 2 then Inc(FPickup, 5);
4006 end;
4008 ITEM_KEY_RED:
4009 if not(R_KEY_RED in FRulez) then
4010 begin
4011 Include(FRulez, R_KEY_RED);
4012 Result := True;
4013 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4014 if gFlash = 2 then Inc(FPickup, 5);
4015 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4016 end;
4018 ITEM_KEY_GREEN:
4019 if not(R_KEY_GREEN in FRulez) then
4020 begin
4021 Include(FRulez, R_KEY_GREEN);
4022 Result := True;
4023 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4024 if gFlash = 2 then Inc(FPickup, 5);
4025 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4026 end;
4028 ITEM_KEY_BLUE:
4029 if not(R_KEY_BLUE in FRulez) then
4030 begin
4031 Include(FRulez, R_KEY_BLUE);
4032 Result := True;
4033 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4034 if gFlash = 2 then Inc(FPickup, 5);
4035 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4036 end;
4038 ITEM_SUIT:
4039 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4040 begin
4041 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4042 Result := True;
4043 remove := True;
4044 FFireTime := 0;
4045 if gFlash = 2 then Inc(FPickup, 5);
4046 end;
4048 ITEM_OXYGEN:
4049 if FAir < AIR_MAX then
4050 begin
4051 FAir := AIR_MAX;
4052 Result := True;
4053 remove := True;
4054 if gFlash = 2 then Inc(FPickup, 5);
4055 end;
4057 ITEM_MEDKIT_BLACK:
4058 begin
4059 if not (R_BERSERK in FRulez) then
4060 begin
4061 Include(FRulez, R_BERSERK);
4062 if allowBerserkSwitching then
4063 begin
4064 FCurrWeap := WEAPON_KASTET;
4065 resetWeaponQueue();
4066 FModel.SetWeapon(WEAPON_KASTET);
4067 end;
4068 if gFlash <> 0 then
4069 begin
4070 Inc(FPain, 100);
4071 if gFlash = 2 then Inc(FPickup, 5);
4072 end;
4073 FBerserk := gTime+30000;
4074 Result := True;
4075 remove := True;
4076 FFireTime := 0;
4077 end;
4078 if FHealth < PLAYER_HP_SOFT then
4079 begin
4080 FHealth := PLAYER_HP_SOFT;
4081 FBerserk := gTime+30000;
4082 Result := True;
4083 remove := True;
4084 FFireTime := 0;
4085 end;
4086 end;
4088 ITEM_INVUL:
4089 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4090 begin
4091 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4092 Result := True;
4093 remove := True;
4094 if gFlash = 2 then Inc(FPickup, 5);
4095 end;
4097 ITEM_BOTTLE:
4098 if FHealth < PLAYER_HP_LIMIT then
4099 begin
4100 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4101 Result := True;
4102 remove := True;
4103 FFireTime := 0;
4104 if gFlash = 2 then Inc(FPickup, 5);
4105 end;
4107 ITEM_HELMET:
4108 if FArmor < PLAYER_AP_LIMIT then
4109 begin
4110 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4111 Result := True;
4112 remove := True;
4113 if gFlash = 2 then Inc(FPickup, 5);
4114 end;
4116 ITEM_JETPACK:
4117 if FJetFuel < JET_MAX then
4118 begin
4119 FJetFuel := JET_MAX;
4120 Result := True;
4121 remove := True;
4122 if gFlash = 2 then Inc(FPickup, 5);
4123 end;
4125 ITEM_INVIS:
4126 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4127 begin
4128 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4129 Result := True;
4130 remove := True;
4131 if gFlash = 2 then Inc(FPickup, 5);
4132 end;
4133 end;
4134 end;
4136 procedure TPlayer.Touch();
4137 begin
4138 if not FAlive then
4139 Exit;
4140 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4141 if FIamBot then
4142 begin
4143 // Áðîñèòü ôëàã òîâàðèùó:
4144 if gGameSettings.GameMode = GM_CTF then
4145 DropFlag();
4146 end;
4147 end;
4149 procedure TPlayer.Push(vx, vy: Integer);
4150 begin
4151 if (not FPhysics) and FGhost then
4152 Exit;
4153 FObj.Accel.X := FObj.Accel.X + vx;
4154 FObj.Accel.Y := FObj.Accel.Y + vy;
4155 if g_Game_IsNet and g_Game_IsServer then
4156 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4157 end;
4159 procedure TPlayer.Reset(Force: Boolean);
4160 begin
4161 if Force then
4162 FAlive := False;
4164 FSpawned := False;
4165 FTime[T_RESPAWN] := 0;
4166 FTime[T_FLAGCAP] := 0;
4167 FGodMode := False;
4168 FNoTarget := False;
4169 FNoReload := False;
4170 FFrags := 0;
4171 FLastFrag := 0;
4172 FComboEvnt := -1;
4173 FKills := 0;
4174 FMonsterKills := 0;
4175 FDeath := 0;
4176 FSecrets := 0;
4177 if FNoRespawn then
4178 begin
4179 FSpectator := False;
4180 FGhost := False;
4181 FPhysics := True;
4182 FSpectatePlayer := -1;
4183 FNoRespawn := False;
4184 end;
4185 FLives := gGameSettings.MaxLives;
4187 SetFlag(FLAG_NONE);
4188 end;
4190 procedure TPlayer.SoftReset();
4191 begin
4192 ReleaseKeys();
4194 FDamageBuffer := 0;
4195 FIncCam := 0;
4196 FBFGFireCounter := -1;
4197 FShellTimer := -1;
4198 FPain := 0;
4199 FLastHit := 0;
4200 FLastFrag := 0;
4201 FComboEvnt := -1;
4203 SetFlag(FLAG_NONE);
4204 SetAction(A_STAND, True);
4205 end;
4207 function TPlayer.GetRespawnPoint(): Byte;
4208 var
4209 c: Byte;
4210 begin
4211 Result := 255;
4212 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4214 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4215 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4216 begin
4217 if (Self = gPlayer1) or (Self = gPlayer2) then
4218 begin
4219 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4220 if Self = gPlayer1 then
4221 c := RESPAWNPOINT_PLAYER1
4222 else
4223 c := RESPAWNPOINT_PLAYER2;
4224 if g_Map_GetPointCount(c) > 0 then
4225 begin
4226 Result := c;
4227 Exit;
4228 end;
4230 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4231 if Self = gPlayer1 then
4232 c := RESPAWNPOINT_PLAYER2
4233 else
4234 c := RESPAWNPOINT_PLAYER1;
4235 if g_Map_GetPointCount(c) > 0 then
4236 begin
4237 Result := c;
4238 Exit;
4239 end;
4240 end else
4241 begin
4242 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4243 if Random(2) = 0 then
4244 c := RESPAWNPOINT_PLAYER1
4245 else
4246 c := RESPAWNPOINT_PLAYER2;
4247 if g_Map_GetPointCount(c) > 0 then
4248 begin
4249 Result := c;
4250 Exit;
4251 end;
4252 end;
4254 // Òî÷êà ëþáîé èç êîìàíä
4255 if Random(2) = 0 then
4256 c := RESPAWNPOINT_RED
4257 else
4258 c := RESPAWNPOINT_BLUE;
4259 if g_Map_GetPointCount(c) > 0 then
4260 begin
4261 Result := c;
4262 Exit;
4263 end;
4265 // Òî÷êà DM
4266 c := RESPAWNPOINT_DM;
4267 if g_Map_GetPointCount(c) > 0 then
4268 begin
4269 Result := c;
4270 Exit;
4271 end;
4272 end;
4274 // Ìÿñîïîâàë
4275 if gGameSettings.GameMode = GM_DM then
4276 begin
4277 // Òî÷êà DM
4278 c := RESPAWNPOINT_DM;
4279 if g_Map_GetPointCount(c) > 0 then
4280 begin
4281 Result := c;
4282 Exit;
4283 end;
4285 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4286 if Random(2) = 0 then
4287 c := RESPAWNPOINT_PLAYER1
4288 else
4289 c := RESPAWNPOINT_PLAYER2;
4290 if g_Map_GetPointCount(c) > 0 then
4291 begin
4292 Result := c;
4293 Exit;
4294 end;
4296 // Òî÷êà ëþáîé èç êîìàíä
4297 if Random(2) = 0 then
4298 c := RESPAWNPOINT_RED
4299 else
4300 c := RESPAWNPOINT_BLUE;
4301 if g_Map_GetPointCount(c) > 0 then
4302 begin
4303 Result := c;
4304 Exit;
4305 end;
4306 end;
4308 // Êîìàíäíûå
4309 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4310 begin
4311 // Òî÷êà ñâîåé êîìàíäû
4312 c := RESPAWNPOINT_DM;
4313 if FTeam = TEAM_RED then
4314 c := RESPAWNPOINT_RED;
4315 if FTeam = TEAM_BLUE then
4316 c := RESPAWNPOINT_BLUE;
4317 if g_Map_GetPointCount(c) > 0 then
4318 begin
4319 Result := c;
4320 Exit;
4321 end;
4323 // Òî÷êà DM
4324 c := RESPAWNPOINT_DM;
4325 if g_Map_GetPointCount(c) > 0 then
4326 begin
4327 Result := c;
4328 Exit;
4329 end;
4331 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4332 if Random(2) = 0 then
4333 c := RESPAWNPOINT_PLAYER1
4334 else
4335 c := RESPAWNPOINT_PLAYER2;
4336 if g_Map_GetPointCount(c) > 0 then
4337 begin
4338 Result := c;
4339 Exit;
4340 end;
4342 // Òî÷êà äðóãîé êîìàíäû
4343 c := RESPAWNPOINT_DM;
4344 if FTeam = TEAM_RED then
4345 c := RESPAWNPOINT_BLUE;
4346 if FTeam = TEAM_BLUE then
4347 c := RESPAWNPOINT_RED;
4348 if g_Map_GetPointCount(c) > 0 then
4349 begin
4350 Result := c;
4351 Exit;
4352 end;
4353 end;
4354 end;
4356 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4357 var
4358 RespawnPoint: TRespawnPoint;
4359 a, b, c: Byte;
4360 Anim: TAnimation;
4361 ID: DWORD;
4362 begin
4363 FIncCam := 0;
4364 FBFGFireCounter := -1;
4365 FShellTimer := -1;
4366 FPain := 0;
4367 FLastHit := 0;
4369 if not g_Game_IsServer then
4370 Exit;
4371 if FDummy then
4372 Exit;
4373 FWantsInGame := True;
4374 FJustTeleported := True;
4375 if Force then
4376 begin
4377 FTime[T_RESPAWN] := 0;
4378 FAlive := False;
4379 end;
4380 FNetTime := 0;
4381 // if server changes MaxLives we gotta be ready
4382 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4384 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4385 if FTime[T_RESPAWN] > gTime then
4386 Exit;
4388 // Ïðîñðàë âñå æèçíè:
4389 if FNoRespawn then
4390 begin
4391 if not FSpectator then Spectate(True);
4392 FWantsInGame := True;
4393 Exit;
4394 end;
4396 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4397 begin // "Ñâîÿ èãðà"
4398 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4399 FRulez := FRulez-[R_BERSERK];
4400 end
4401 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4402 begin
4403 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4404 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4405 end;
4407 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4408 c := GetRespawnPoint();
4410 ReleaseKeys();
4411 SetFlag(FLAG_NONE);
4413 // Âîñêðåøåíèå áåç îðóæèÿ:
4414 if not FAlive then
4415 begin
4416 FHealth := PLAYER_HP_SOFT;
4417 FArmor := 0;
4418 FAlive := True;
4419 FAir := AIR_DEF;
4420 FJetFuel := 0;
4422 for a := WP_FIRST to WP_LAST do
4423 begin
4424 FWeapon[a] := False;
4425 FReloading[a] := 0;
4426 end;
4428 FWeapon[WEAPON_PISTOL] := True;
4429 FWeapon[WEAPON_KASTET] := True;
4430 FCurrWeap := WEAPON_PISTOL;
4431 resetWeaponQueue();
4433 FModel.SetWeapon(FCurrWeap);
4435 for b := A_BULLETS to A_HIGH do
4436 FAmmo[b] := 0;
4438 FAmmo[A_BULLETS] := 50;
4440 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4441 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4442 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4443 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4444 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4446 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4447 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4448 else
4449 FRulez := [];
4450 end;
4452 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4453 if not g_Map_GetPoint(c, RespawnPoint) then
4454 begin
4455 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4456 Exit;
4457 end;
4459 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4460 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4461 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4462 FObj.Vel.X := 0;
4463 FObj.Vel.Y := 0;
4464 FObj.Accel.X := 0;
4465 FObj.Accel.Y := 0;
4467 FDirection := RespawnPoint.Direction;
4468 if FDirection = TDirection.D_LEFT then
4469 FAngle := 180
4470 else
4471 FAngle := 0;
4473 SetAction(A_STAND, True);
4474 FModel.Direction := FDirection;
4476 for a := Low(FTime) to High(FTime) do
4477 FTime[a] := 0;
4479 for a := Low(FMegaRulez) to High(FMegaRulez) do
4480 FMegaRulez[a] := 0;
4482 FDamageBuffer := 0;
4483 FJetpack := False;
4484 FCanJetpack := False;
4485 FFireTime := 0;
4486 FFirePainTime := 0;
4487 FFireAttacker := 0;
4489 // Àíèìàöèÿ âîçðîæäåíèÿ:
4490 if (not gLoadGameMode) and (not Silent) then
4491 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4492 begin
4493 Anim := TAnimation.Create(ID, False, 3);
4494 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4495 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4496 Anim.Free();
4497 end;
4499 FSpectator := False;
4500 FGhost := False;
4501 FPhysics := True;
4502 FSpectatePlayer := -1;
4503 FSpawned := True;
4505 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4506 gPlayer1 := self;
4507 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4508 gPlayer2 := self;
4510 if g_Game_IsNet then
4511 begin
4512 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4513 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4514 if not Silent then
4515 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4516 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4517 0, NET_GFX_TELE);
4518 end;
4519 end;
4521 procedure TPlayer.Spectate(NoMove: Boolean = False);
4522 begin
4523 if FAlive then
4524 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4525 else if (not NoMove) then
4526 begin
4527 GameX := gMapInfo.Width div 2;
4528 GameY := gMapInfo.Height div 2;
4529 end;
4530 FXTo := GameX;
4531 FYTo := GameY;
4533 FAlive := False;
4534 FSpectator := True;
4535 FGhost := True;
4536 FPhysics := False;
4537 FWantsInGame := False;
4538 FSpawned := False;
4540 if FNoRespawn then
4541 begin
4542 if Self = gPlayer1 then
4543 begin
4544 gLMSPID1 := FUID;
4545 gPlayer1 := nil;
4546 end;
4547 if Self = gPlayer2 then
4548 begin
4549 gLMSPID2 := FUID;
4550 gPlayer2 := nil;
4551 end;
4552 end;
4554 if g_Game_IsNet then
4555 MH_SEND_PlayerStats(FUID);
4556 end;
4558 procedure TPlayer.SwitchNoClip;
4559 begin
4560 if not FAlive then
4561 Exit;
4562 FGhost := not FGhost;
4563 FPhysics := not FGhost;
4564 if FGhost then
4565 begin
4566 FXTo := FObj.X;
4567 FYTo := FObj.Y;
4568 end else
4569 begin
4570 FObj.Accel.X := 0;
4571 FObj.Accel.Y := 0;
4572 end;
4573 end;
4575 procedure TPlayer.Run(Direction: TDirection);
4576 var
4577 a, b: Integer;
4578 begin
4579 if MAX_RUNVEL > 8 then
4580 FlySmoke();
4582 // Áåæèì:
4583 if Direction = TDirection.D_LEFT then
4584 begin
4585 if FObj.Vel.X > -MAX_RUNVEL then
4586 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4587 end
4588 else
4589 if FObj.Vel.X < MAX_RUNVEL then
4590 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4592 // Âîçìîæíî, ïèíàåì êóñêè:
4593 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4594 begin
4595 b := Abs(FObj.Vel.X);
4596 if b > 1 then b := b * (Random(8 div b) + 1);
4597 for a := 0 to High(gGibs) do
4598 begin
4599 if gGibs[a].alive and
4600 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4601 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4602 begin
4603 // Ïèíàåì êóñêè
4604 if FObj.Vel.X < 0 then
4605 begin
4606 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4607 end
4608 else
4609 begin
4610 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4611 end;
4612 gGibs[a].positionChanged(); // this updates spatial accelerators
4613 end;
4614 end;
4615 end;
4617 SetAction(A_WALK);
4618 end;
4620 procedure TPlayer.SeeDown();
4621 begin
4622 SetAction(A_SEEDOWN);
4624 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4626 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4627 end;
4629 procedure TPlayer.SeeUp();
4630 begin
4631 SetAction(A_SEEUP);
4633 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4635 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4636 end;
4638 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4639 var
4640 Prior: Byte;
4641 begin
4642 case Action of
4643 A_WALK: Prior := 3;
4644 A_DIE1: Prior := 5;
4645 A_DIE2: Prior := 5;
4646 A_ATTACK: Prior := 2;
4647 A_SEEUP: Prior := 1;
4648 A_SEEDOWN: Prior := 1;
4649 A_ATTACKUP: Prior := 2;
4650 A_ATTACKDOWN: Prior := 2;
4651 A_PAIN: Prior := 4;
4652 else Prior := 0;
4653 end;
4655 if (Prior > FActionPrior) or Force then
4656 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4657 begin
4658 FActionPrior := Prior;
4659 FActionAnim := Action;
4660 FActionForce := Force;
4661 FActionChanged := True;
4662 end;
4664 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4665 end;
4667 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4668 begin
4669 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4670 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4671 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4672 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4673 end;
4675 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4676 var
4677 Anim: TAnimation;
4678 ID: DWORD;
4679 begin
4680 Result := False;
4682 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4683 begin
4684 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4685 if g_Game_IsServer and g_Game_IsNet then
4686 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4687 Exit;
4688 end;
4690 FJustTeleported := True;
4692 Anim := nil;
4693 if not silent then
4694 begin
4695 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4696 begin
4697 Anim := TAnimation.Create(ID, False, 3);
4698 end;
4700 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4701 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4702 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4703 if g_Game_IsServer and g_Game_IsNet then
4704 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4705 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4706 NET_GFX_TELE);
4707 end;
4709 FObj.X := X-PLAYER_RECT.X;
4710 FObj.Y := Y-PLAYER_RECT.Y;
4711 if FAlive and FGhost then
4712 begin
4713 FXTo := FObj.X;
4714 FYTo := FObj.Y;
4715 end;
4717 if not g_Game_IsNet then
4718 begin
4719 if dir = 1 then
4720 begin
4721 SetDirection(TDirection.D_LEFT);
4722 FAngle := 180;
4723 end
4724 else
4725 if dir = 2 then
4726 begin
4727 SetDirection(TDirection.D_RIGHT);
4728 FAngle := 0;
4729 end
4730 else
4731 if dir = 3 then
4732 begin // îáðàòíîå
4733 if FDirection = TDirection.D_RIGHT then
4734 begin
4735 SetDirection(TDirection.D_LEFT);
4736 FAngle := 180;
4737 end
4738 else
4739 begin
4740 SetDirection(TDirection.D_RIGHT);
4741 FAngle := 0;
4742 end;
4743 end;
4744 end;
4746 if not silent and (Anim <> nil) then
4747 begin
4748 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4749 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4750 Anim.Free();
4752 if g_Game_IsServer and g_Game_IsNet then
4753 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4754 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4755 NET_GFX_TELE);
4756 end;
4758 Result := True;
4759 end;
4761 function nonz(a: Single): Single;
4762 begin
4763 if a <> 0 then
4764 Result := a
4765 else
4766 Result := 1;
4767 end;
4769 procedure TPlayer.Update();
4770 var
4771 b: Byte;
4772 i, ii, wx, wy, xd, yd, k: Integer;
4773 blockmon, headwater, dospawn: Boolean;
4774 NetServer: Boolean;
4775 AnyServer: Boolean;
4776 SetSpect: Boolean;
4777 begin
4778 NetServer := g_Game_IsNet and g_Game_IsServer;
4779 AnyServer := g_Game_IsServer;
4781 if g_Game_IsClient and (NetInterpLevel > 0) then
4782 DoLerp(NetInterpLevel + 1)
4783 else
4784 if FGhost then
4785 DoLerp(4);
4787 if NetServer then
4788 if FClientID >= 0 then
4789 begin
4790 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4791 if NetClients[FClientID].Peer^.packetsSent > 0 then
4792 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4793 else
4794 FLoss := 0;
4795 end else
4796 begin
4797 FPing := 0;
4798 FLoss := 0;
4799 end;
4801 if FAlive and (FPunchAnim <> nil) then
4802 FPunchAnim.Update();
4804 if FAlive and (gFly or FJetpack) then
4805 FlySmoke();
4807 if FDirection = TDirection.D_LEFT then
4808 FAngle := 180
4809 else
4810 FAngle := 0;
4812 if FAlive and (not FGhost) then
4813 begin
4814 if FKeys[KEY_UP].Pressed then
4815 SeeUp();
4816 if FKeys[KEY_DOWN].Pressed then
4817 SeeDown();
4818 end;
4820 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4821 (FIncCam <> 0) then
4822 begin
4823 i := g_basic.Sign(FIncCam);
4824 FIncCam := Abs(FIncCam);
4825 DecMin(FIncCam, 5, 0);
4826 FIncCam := FIncCam*i;
4827 end;
4829 // no need to do that each second frame, weapon queue will take care of it
4830 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4831 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4833 if gTime mod (GAME_TICK*2) <> 0 then
4834 begin
4835 if (FObj.Vel.X = 0) and FAlive then
4836 begin
4837 if FKeys[KEY_LEFT].Pressed then
4838 Run(TDirection.D_LEFT);
4839 if FKeys[KEY_RIGHT].Pressed then
4840 Run(TDirection.D_RIGHT);
4841 end;
4843 if FPhysics then
4844 begin
4845 g_Obj_Move(@FObj, True, True, True);
4846 positionChanged(); // this updates spatial accelerators
4847 end;
4849 Exit;
4850 end;
4852 FActionChanged := False;
4854 if FAlive then
4855 begin
4856 // Let alive player do some actions
4857 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
4858 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
4859 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4860 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4861 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4862 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4863 if FKeys[KEY_JUMP].Pressed then Jump()
4864 else
4865 begin
4866 if AnyServer and FJetpack then
4867 begin
4868 FJetpack := False;
4869 JetpackOff;
4870 if NetServer then MH_SEND_PlayerStats(FUID);
4871 end;
4872 FCanJetpack := True;
4873 end;
4874 end
4875 else // Dead
4876 begin
4877 dospawn := False;
4878 if not FGhost then
4879 for k := Low(FKeys) to KEY_CHAT-1 do
4880 begin
4881 if FKeys[k].Pressed then
4882 begin
4883 dospawn := True;
4884 break;
4885 end;
4886 end;
4887 if dospawn then
4888 begin
4889 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4890 Respawn(False)
4891 else // Single
4892 if (FTime[T_RESPAWN] <= gTime) and
4893 gGameOn and (not FAlive) then
4894 begin
4895 if (g_Player_GetCount() > 1) then
4896 Respawn(False)
4897 else
4898 begin
4899 gExit := EXIT_RESTART;
4900 Exit;
4901 end;
4902 end;
4903 end;
4904 // Dead spectator actions
4905 if FGhost then
4906 begin
4907 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4908 if FKeys[KEY_FIRE].Pressed and AnyServer then
4909 begin
4910 if FSpectator then
4911 begin
4912 if (FSpectatePlayer >= High(gPlayers)) then
4913 FSpectatePlayer := -1
4914 else
4915 begin
4916 SetSpect := False;
4917 for I := FSpectatePlayer + 1 to High(gPlayers) do
4918 if gPlayers[I] <> nil then
4919 if gPlayers[I].alive then
4920 if gPlayers[I].UID <> FUID then
4921 begin
4922 FSpectatePlayer := I;
4923 SetSpect := True;
4924 break;
4925 end;
4927 if not SetSpect then FSpectatePlayer := -1;
4928 end;
4930 ReleaseKeys;
4931 end;
4932 end;
4933 end;
4934 end;
4935 // No clipping
4936 if FGhost then
4937 begin
4938 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4939 begin
4940 FYTo := FObj.Y - 32;
4941 FSpectatePlayer := -1;
4942 end;
4943 if FKeys[KEY_DOWN].Pressed then
4944 begin
4945 FYTo := FObj.Y + 32;
4946 FSpectatePlayer := -1;
4947 end;
4948 if FKeys[KEY_LEFT].Pressed then
4949 begin
4950 FXTo := FObj.X - 32;
4951 FSpectatePlayer := -1;
4952 end;
4953 if FKeys[KEY_RIGHT].Pressed then
4954 begin
4955 FXTo := FObj.X + 32;
4956 FSpectatePlayer := -1;
4957 end;
4959 if (FXTo < -64) then
4960 FXTo := -64
4961 else if (FXTo > gMapInfo.Width + 32) then
4962 FXTo := gMapInfo.Width + 32;
4963 if (FYTo < -72) then
4964 FYTo := -72
4965 else if (FYTo > gMapInfo.Height + 32) then
4966 FYTo := gMapInfo.Height + 32;
4967 end;
4969 if FPhysics then
4970 begin
4971 g_Obj_Move(@FObj, True, True, True);
4972 positionChanged(); // this updates spatial accelerators
4973 end
4974 else
4975 begin
4976 FObj.Vel.X := 0;
4977 FObj.Vel.Y := 0;
4978 if FSpectator then
4979 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4980 if gPlayers[FSpectatePlayer] <> nil then
4981 if gPlayers[FSpectatePlayer].alive then
4982 begin
4983 FXTo := gPlayers[FSpectatePlayer].GameX;
4984 FYTo := gPlayers[FSpectatePlayer].GameY;
4985 end;
4986 end;
4988 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4989 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4990 PANEL_BLOCKMON, True);
4991 headwater := HeadInLiquid(0, 0);
4993 // Ñîïðîòèâëåíèå âîçäóõà:
4994 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4995 if FObj.Vel.X <> 0 then
4996 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4998 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4999 DecMin(FPain, 5, 0);
5000 DecMin(FPickup, 1, 0);
5002 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5003 begin
5004 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5005 FMegaRulez[MR_SUIT] := 0;
5006 FMegaRulez[MR_INVUL] := 0;
5007 FMegaRulez[MR_INVIS] := 0;
5008 Kill(K_FALLKILL, 0, HIT_FALL);
5009 end;
5011 i := 9;
5013 if FAlive then
5014 begin
5015 if FCurrWeap = WEAPON_SAW then
5016 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5017 FSawSoundSelect.IsPlaying()) then
5018 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5020 if FJetpack then
5021 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5022 (not FJetSoundOff.IsPlaying()) then
5023 begin
5024 FJetSoundFly.SetPosition(0);
5025 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5026 end;
5028 for b := WP_FIRST to WP_LAST do
5029 if FReloading[b] > 0 then
5030 if FNoReload then
5031 FReloading[b] := 0
5032 else
5033 Dec(FReloading[b]);
5035 if FShellTimer > -1 then
5036 if FShellTimer = 0 then
5037 begin
5038 if FShellType = SHELL_SHELL then
5039 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5040 GameVelX, GameVelY-2, SHELL_SHELL)
5041 else if FShellType = SHELL_DBLSHELL then
5042 begin
5043 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5044 GameVelX+1, GameVelY-2, SHELL_SHELL);
5045 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5046 GameVelX-1, GameVelY-2, SHELL_SHELL);
5047 end;
5048 FShellTimer := -1;
5049 end else Dec(FShellTimer);
5051 if (FBFGFireCounter > -1) then
5052 if FBFGFireCounter = 0 then
5053 begin
5054 if AnyServer then
5055 begin
5056 wx := FObj.X+WEAPONPOINT[FDirection].X;
5057 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5058 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5059 yd := wy+firediry();
5060 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5061 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5062 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5063 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5064 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5065 end;
5067 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5068 FBFGFireCounter := -1;
5069 end else
5070 if FNoReload then
5071 FBFGFireCounter := 0
5072 else
5073 Dec(FBFGFireCounter);
5075 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5076 begin
5077 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5079 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5080 end;
5082 if (headwater or blockmon) then
5083 begin
5084 Dec(FAir);
5086 if FAir < -9 then
5087 begin
5088 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5089 FAir := 0;
5090 end
5091 else if (FAir mod 31 = 0) and not blockmon then
5092 begin
5093 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5094 if Random(2) = 0 then
5095 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5096 else
5097 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5098 end;
5099 end else if FAir < AIR_DEF then
5100 FAir := AIR_DEF;
5102 if FFireTime > 0 then
5103 begin
5104 if BodyInLiquid(0, 0) then
5105 begin
5106 FFireTime := 0;
5107 FFirePainTime := 0;
5108 end
5109 else if FMegaRulez[MR_SUIT] >= gTime then
5110 begin
5111 if FMegaRulez[MR_SUIT] = gTime then
5112 FFireTime := 1;
5113 FFirePainTime := 0;
5114 end
5115 else
5116 begin
5117 OnFireFlame(1);
5118 if FFirePainTime <= 0 then
5119 begin
5120 if g_Game_IsServer then
5121 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5122 FFirePainTime := 18;
5123 end;
5124 FFirePainTime := FFirePainTime - 1;
5125 FFireTime := FFireTime - 1;
5126 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5127 MH_SEND_PlayerStats(FUID);
5128 end;
5129 end;
5131 if FDamageBuffer > 0 then
5132 begin
5133 if FDamageBuffer >= 9 then
5134 begin
5135 SetAction(A_PAIN);
5137 if FDamageBuffer < 30 then i := 9
5138 else if FDamageBuffer < 100 then i := 18
5139 else i := 27;
5140 end;
5142 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5143 FArmor := FArmor-(FDamageBuffer-ii);
5144 FHealth := FHealth-ii;
5145 if FArmor < 0 then
5146 begin
5147 FHealth := FHealth+FArmor;
5148 FArmor := 0;
5149 end;
5151 if AnyServer then
5152 if FHealth <= 0 then
5153 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5154 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5155 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5157 if FAlive then
5158 begin
5159 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5160 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5161 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5162 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5163 end;
5165 FDamageBuffer := 0;
5166 end;
5168 {CollideItem();}
5169 end; // if FAlive then ...
5171 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5172 begin
5173 FModel.ChangeAnimation(FActionAnim, FActionForce);
5174 FModel.GetCurrentAnimation.MinLength := i;
5175 FModel.GetCurrentAnimationMask.MinLength := i;
5176 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5178 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5179 then SetAction(A_STAND, True);
5181 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5183 for b := Low(FKeys) to High(FKeys) do
5184 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5185 end;
5188 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5189 begin
5190 x := FObj.X+PLAYER_RECT.X;
5191 y := FObj.Y+PLAYER_RECT.Y;
5192 w := PLAYER_RECT.Width;
5193 h := PLAYER_RECT.Height;
5194 end;
5197 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5198 begin
5199 if (dx <> 0) or (dy <> 0) then
5200 begin
5201 FObj.X += dx;
5202 FObj.Y += dy;
5203 positionChanged();
5204 end;
5205 end;
5208 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5209 begin
5210 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5211 FObj.Y+PLAYER_RECT.Y,
5212 PLAYER_RECT.Width,
5213 PLAYER_RECT.Height,
5214 X, Y,
5215 Width, Height);
5216 end;
5218 function TPlayer.Collide(Panel: TPanel): Boolean;
5219 begin
5220 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5221 FObj.Y+PLAYER_RECT.Y,
5222 PLAYER_RECT.Width,
5223 PLAYER_RECT.Height,
5224 Panel.X, Panel.Y,
5225 Panel.Width, Panel.Height);
5226 end;
5228 function TPlayer.Collide(X, Y: Integer): Boolean;
5229 begin
5230 X := X-FObj.X-PLAYER_RECT.X;
5231 Y := Y-FObj.Y-PLAYER_RECT.Y;
5232 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5233 (y >= 0) and (y <= PLAYER_RECT.Height);
5234 end;
5236 function g_Player_ValidName(Name: string): Boolean;
5237 var
5238 a: Integer;
5239 begin
5240 Result := True;
5242 if gPlayers = nil then Exit;
5244 for a := 0 to High(gPlayers) do
5245 if gPlayers[a] <> nil then
5246 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5247 begin
5248 Result := False;
5249 Exit;
5250 end;
5251 end;
5253 procedure TPlayer.SetDirection(Direction: TDirection);
5254 var
5255 d: TDirection;
5256 begin
5257 d := FModel.Direction;
5259 FModel.Direction := Direction;
5260 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5262 FDirection := Direction;
5263 end;
5265 function TPlayer.GetKeys(): Byte;
5266 begin
5267 Result := 0;
5269 if R_KEY_RED in FRulez then Result := KEY_RED;
5270 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5271 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5273 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5274 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5275 end;
5277 procedure TPlayer.Use();
5278 var
5279 a: Integer;
5280 begin
5281 if FTime[T_USE] > gTime then Exit;
5283 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5284 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5286 for a := 0 to High(gPlayers) do
5287 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5288 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5289 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5290 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5291 begin
5292 gPlayers[a].Touch();
5293 if g_Game_IsNet and g_Game_IsServer then
5294 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5295 end;
5297 FTime[T_USE] := gTime+120;
5298 end;
5300 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5301 var
5302 locObj: TObj;
5303 F: Boolean;
5304 WX, WY, XD, YD: Integer;
5305 begin
5306 F := False;
5307 WX := X;
5308 WY := Y;
5309 XD := AX;
5310 YD := AY;
5312 case FCurrWeap of
5313 WEAPON_KASTET:
5314 begin
5315 DoPunch();
5316 if R_BERSERK in FRulez then
5317 begin
5318 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5319 locobj.X := FObj.X+FObj.Rect.X;
5320 locobj.Y := FObj.Y+FObj.Rect.Y;
5321 locobj.rect.X := 0;
5322 locobj.rect.Y := 0;
5323 locobj.rect.Width := 39;
5324 locobj.rect.Height := 52;
5325 locobj.Vel.X := (xd-wx) div 2;
5326 locobj.Vel.Y := (yd-wy) div 2;
5327 locobj.Accel.X := xd-wx;
5328 locobj.Accel.y := yd-wy;
5330 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5331 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5332 else
5333 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5335 if gFlash = 1 then
5336 if FPain < 50 then
5337 FPain := min(FPain + 25, 50);
5338 end else
5339 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5340 end;
5342 WEAPON_SAW:
5343 begin
5344 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5345 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5346 begin
5347 FSawSoundSelect.Stop();
5348 FSawSound.Stop();
5349 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5350 end
5351 else if not FSawSoundHit.IsPlaying() then
5352 begin
5353 FSawSoundSelect.Stop();
5354 FSawSound.PlayAt(FObj.X, FObj.Y);
5355 end;
5356 f := True;
5357 end;
5359 WEAPON_PISTOL:
5360 begin
5361 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5362 FFireAngle := FAngle;
5363 f := True;
5364 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5365 GameVelX, GameVelY-2, SHELL_BULLET);
5366 end;
5368 WEAPON_SHOTGUN1:
5369 begin
5370 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5371 FFireAngle := FAngle;
5372 f := True;
5373 FShellTimer := 10;
5374 FShellType := SHELL_SHELL;
5375 end;
5377 WEAPON_SHOTGUN2:
5378 begin
5379 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5380 FFireAngle := FAngle;
5381 f := True;
5382 FShellTimer := 13;
5383 FShellType := SHELL_DBLSHELL;
5384 end;
5386 WEAPON_CHAINGUN:
5387 begin
5388 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5389 FFireAngle := FAngle;
5390 f := True;
5391 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5392 GameVelX, GameVelY-2, SHELL_BULLET);
5393 end;
5395 WEAPON_ROCKETLAUNCHER:
5396 begin
5397 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5398 FFireAngle := FAngle;
5399 f := True;
5400 end;
5402 WEAPON_PLASMA:
5403 begin
5404 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5405 FFireAngle := FAngle;
5406 f := True;
5407 end;
5409 WEAPON_BFG:
5410 begin
5411 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5412 FFireAngle := FAngle;
5413 f := True;
5414 end;
5416 WEAPON_SUPERPULEMET:
5417 begin
5418 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5419 FFireAngle := FAngle;
5420 f := True;
5421 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5422 GameVelX, GameVelY-2, SHELL_SHELL);
5423 end;
5425 WEAPON_FLAMETHROWER:
5426 begin
5427 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5428 FFireAngle := FAngle;
5429 f := True;
5430 end;
5431 end;
5433 if not f then Exit;
5435 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5436 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5437 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5438 end;
5440 procedure TPlayer.DoLerp(Level: Integer = 2);
5441 begin
5442 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5443 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5444 end;
5446 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5447 var
5448 AX, AY: Integer;
5449 begin
5450 if NetInterpLevel < 1 then
5451 begin
5452 FObj.X := XTo;
5453 FObj.Y := YTo;
5454 end
5455 else
5456 begin
5457 FXTo := XTo;
5458 FYTo := YTo;
5460 AX := Abs(FXTo - FObj.X);
5461 AY := Abs(FYTo - FObj.Y);
5462 if (AX > 32) or (AX <= NetInterpLevel) then
5463 FObj.X := FXTo;
5464 if (AY > 32) or (AY <= NetInterpLevel) then
5465 FObj.Y := FYTo;
5466 end;
5467 end;
5469 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5470 begin
5471 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5472 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5473 PANEL_LIFTUP, False) then Result := -1
5474 else
5475 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5476 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5477 PANEL_LIFTDOWN, False) then Result := 1
5478 else Result := 0;
5479 end;
5481 function TPlayer.GetFlag(Flag: Byte): Boolean;
5482 var
5483 s, ts: String;
5484 evtype: Byte;
5485 begin
5486 Result := False;
5488 if Flag = FLAG_NONE then
5489 Exit;
5491 if not g_Game_IsServer then Exit;
5493 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5494 if (Flag = FTeam) and
5495 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5496 (FFlag <> FLAG_NONE) then
5497 begin
5498 if FFlag = FLAG_RED then
5499 s := _lc[I_PLAYER_FLAG_RED]
5500 else
5501 s := _lc[I_PLAYER_FLAG_BLUE];
5503 evtype := FLAG_STATE_SCORED;
5505 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5506 Insert('.', ts, Length(ts) + 1 - 3);
5507 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5509 g_Map_ResetFlag(FFlag);
5510 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5512 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5514 Result := True;
5515 if g_Game_IsNet then
5516 begin
5517 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5518 MH_SEND_GameStats;
5519 end;
5521 gFlags[FFlag].CaptureTime := 0;
5522 SetFlag(FLAG_NONE);
5523 Exit;
5524 end;
5526 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5527 if (Flag = FTeam) and
5528 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5529 begin
5530 if Flag = FLAG_RED then
5531 s := _lc[I_PLAYER_FLAG_RED]
5532 else
5533 s := _lc[I_PLAYER_FLAG_BLUE];
5535 evtype := FLAG_STATE_RETURNED;
5536 gFlags[Flag].CaptureTime := 0;
5538 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5540 g_Map_ResetFlag(Flag);
5541 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5543 Result := True;
5544 if g_Game_IsNet then
5545 begin
5546 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5547 MH_SEND_GameStats;
5548 end;
5549 Exit;
5550 end;
5552 // Ïîäîáðàë ÷óæîé ôëàã:
5553 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5554 begin
5555 SetFlag(Flag);
5557 if Flag = FLAG_RED then
5558 s := _lc[I_PLAYER_FLAG_RED]
5559 else
5560 s := _lc[I_PLAYER_FLAG_BLUE];
5562 evtype := FLAG_STATE_CAPTURED;
5564 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5566 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5568 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5570 Result := True;
5571 if g_Game_IsNet then
5572 begin
5573 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5574 MH_SEND_GameStats;
5575 end;
5576 end;
5577 end;
5579 procedure TPlayer.SetFlag(Flag: Byte);
5580 begin
5581 FFlag := Flag;
5582 if FModel <> nil then
5583 FModel.SetFlag(FFlag);
5584 end;
5586 function TPlayer.DropFlag(): Boolean;
5587 var
5588 s: String;
5589 begin
5590 Result := False;
5591 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5592 Exit;
5593 FTime[T_FLAGCAP] := gTime + 2000;
5594 with gFlags[FFlag] do
5595 begin
5596 Obj.X := FObj.X;
5597 Obj.Y := FObj.Y;
5598 Direction := FDirection;
5599 State := FLAG_STATE_DROPPED;
5600 Count := FLAG_TIME;
5601 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5602 (FObj.Vel.Y div 2)-2+Random(5));
5603 positionChanged(); // this updates spatial accelerators
5605 if FFlag = FLAG_RED then
5606 s := _lc[I_PLAYER_FLAG_RED]
5607 else
5608 s := _lc[I_PLAYER_FLAG_BLUE];
5610 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5611 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5613 if g_Game_IsNet then
5614 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5615 end;
5616 SetFlag(FLAG_NONE);
5617 Result := True;
5618 end;
5620 procedure TPlayer.GetSecret();
5621 begin
5622 Inc(FSecrets);
5623 end;
5625 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5626 begin
5627 Assert(Key <= High(FKeys));
5629 FKeys[Key].Pressed := True;
5630 FKeys[Key].Time := Time;
5631 end;
5633 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5634 begin
5635 Result := FKeys[K].Pressed;
5636 end;
5638 procedure TPlayer.ReleaseKeys();
5639 var
5640 a: Integer;
5641 begin
5642 for a := Low(FKeys) to High(FKeys) do
5643 begin
5644 FKeys[a].Pressed := False;
5645 FKeys[a].Time := 0;
5646 end;
5647 end;
5649 procedure TPlayer.OnDamage(Angle: SmallInt);
5650 begin
5651 end;
5653 function TPlayer.firediry(): Integer;
5654 begin
5655 if FKeys[KEY_UP].Pressed then Result := -42
5656 else if FKeys[KEY_DOWN].Pressed then Result := 19
5657 else Result := 0;
5658 end;
5660 procedure TPlayer.RememberState();
5661 var
5662 i: Integer;
5663 begin
5664 FSavedState.Health := FHealth;
5665 FSavedState.Armor := FArmor;
5666 FSavedState.Air := FAir;
5667 FSavedState.JetFuel := FJetFuel;
5668 FSavedState.CurrWeap := FCurrWeap;
5669 FSavedState.NextWeap := FNextWeap;
5670 FSavedState.NextWeapDelay := FNextWeapDelay;
5672 for i := 0 to 3 do
5673 FSavedState.Ammo[i] := FAmmo[i];
5674 for i := 0 to 3 do
5675 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5677 FSavedState.Rulez := FRulez;
5678 FSavedState.WaitRecall := True;
5679 end;
5681 procedure TPlayer.RecallState();
5682 var
5683 i: Integer;
5684 begin
5685 if not FSavedState.WaitRecall then Exit;
5687 FHealth := FSavedState.Health;
5688 FArmor := FSavedState.Armor;
5689 FAir := FSavedState.Air;
5690 FJetFuel := FSavedState.JetFuel;
5691 FCurrWeap := FSavedState.CurrWeap;
5692 FNextWeap := FSavedState.NextWeap;
5693 FNextWeapDelay := FSavedState.NextWeapDelay;
5695 for i := 0 to 3 do
5696 FAmmo[i] := FSavedState.Ammo[i];
5697 for i := 0 to 3 do
5698 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5700 FRulez := FSavedState.Rulez;
5701 FSavedState.WaitRecall := False;
5703 if gGameSettings.GameType = GT_SERVER then
5704 MH_SEND_PlayerStats(FUID);
5705 end;
5707 procedure TPlayer.SaveState (st: TStream);
5708 var
5709 i: Integer;
5710 b: Byte;
5711 begin
5712 // Ñèãíàòóðà èãðîêà
5713 utils.writeSign(st, 'PLYR');
5714 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5715 // Áîò èëè ÷åëîâåê
5716 utils.writeBool(st, FIamBot);
5717 // UID èãðîêà
5718 utils.writeInt(st, Word(FUID));
5719 // Èìÿ èãðîêà
5720 utils.writeStr(st, FName);
5721 // Êîìàíäà
5722 utils.writeInt(st, Byte(FTeam));
5723 // Æèâ ëè
5724 utils.writeBool(st, FAlive);
5725 // Èçðàñõîäîâàë ëè âñå æèçíè
5726 utils.writeBool(st, FNoRespawn);
5727 // Íàïðàâëåíèå
5728 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
5729 utils.writeInt(st, Byte(b));
5730 // Çäîðîâüå
5731 utils.writeInt(st, LongInt(FHealth));
5732 // Æèçíè
5733 utils.writeInt(st, Byte(FLives));
5734 // Áðîíÿ
5735 utils.writeInt(st, LongInt(FArmor));
5736 // Çàïàñ âîçäóõà
5737 utils.writeInt(st, LongInt(FAir));
5738 // Çàïàñ ãîðþ÷åãî
5739 utils.writeInt(st, LongInt(FJetFuel));
5740 // Áîëü
5741 utils.writeInt(st, LongInt(FPain));
5742 // Óáèë
5743 utils.writeInt(st, LongInt(FKills));
5744 // Óáèë ìîíñòðîâ
5745 utils.writeInt(st, LongInt(FMonsterKills));
5746 // Ôðàãîâ
5747 utils.writeInt(st, LongInt(FFrags));
5748 // Ôðàãîâ ïîäðÿä
5749 utils.writeInt(st, Byte(FFragCombo));
5750 // Âðåìÿ ïîñëåäíåãî ôðàãà
5751 utils.writeInt(st, LongWord(FLastFrag));
5752 // Ñìåðòåé
5753 utils.writeInt(st, LongInt(FDeath));
5754 // Êàêîé ôëàã íåñåò
5755 utils.writeInt(st, Byte(FFlag));
5756 // Íàøåë ñåêðåòîâ
5757 utils.writeInt(st, LongInt(FSecrets));
5758 // Òåêóùåå îðóæèå
5759 utils.writeInt(st, Byte(FCurrWeap));
5760 // Æåëàåìîå îðóæèå
5761 utils.writeInt(st, Word(FNextWeap));
5762 // ...è ïàóçà
5763 utils.writeInt(st, Byte(FNextWeapDelay));
5764 // Âðåìÿ çàðÿäêè BFG
5765 utils.writeInt(st, SmallInt(FBFGFireCounter));
5766 // Áóôåð óðîíà
5767 utils.writeInt(st, LongInt(FDamageBuffer));
5768 // Ïîñëåäíèé óäàðèâøèé
5769 utils.writeInt(st, Word(FLastSpawnerUID));
5770 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5771 utils.writeInt(st, Byte(FLastHit));
5772 // Îáúåêò èãðîêà
5773 Obj_SaveState(st, @FObj);
5774 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5775 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
5776 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5777 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
5778 // Íàëè÷èå îðóæèÿ
5779 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
5780 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5781 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
5782 // Íàëè÷èå ðþêçàêà
5783 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
5784 // Íàëè÷èå êðàñíîãî êëþ÷à
5785 utils.writeBool(st, (R_KEY_RED in FRulez));
5786 // Íàëè÷èå çåëåíîãî êëþ÷à
5787 utils.writeBool(st, (R_KEY_GREEN in FRulez));
5788 // Íàëè÷èå ñèíåãî êëþ÷à
5789 utils.writeBool(st, (R_KEY_BLUE in FRulez));
5790 // Íàëè÷èå áåðñåðêà
5791 utils.writeBool(st, (R_BERSERK in FRulez));
5792 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5793 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
5794 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5795 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
5796 // Íàçâàíèå ìîäåëè
5797 utils.writeStr(st, FModel.Name);
5798 // Öâåò ìîäåëè
5799 utils.writeInt(st, Byte(FColor.R));
5800 utils.writeInt(st, Byte(FColor.G));
5801 utils.writeInt(st, Byte(FColor.B));
5802 end;
5805 procedure TPlayer.LoadState (st: TStream);
5806 var
5807 i: Integer;
5808 str: String;
5809 b: Byte;
5810 begin
5811 assert(st <> nil);
5813 // Ñèãíàòóðà èãðîêà
5814 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
5815 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
5816 // Áîò èëè ÷åëîâåê:
5817 FIamBot := utils.readBool(st);
5818 // UID èãðîêà
5819 FUID := utils.readWord(st);
5820 // Èìÿ èãðîêà
5821 str := utils.readStr(st);
5822 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
5823 // Êîìàíäà
5824 FTeam := utils.readByte(st);
5825 // Æèâ ëè
5826 FAlive := utils.readBool(st);
5827 // Èçðàñõîäîâàë ëè âñå æèçíè
5828 FNoRespawn := utils.readBool(st);
5829 // Íàïðàâëåíèå
5830 b := utils.readByte(st);
5831 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
5832 // Çäîðîâüå
5833 FHealth := utils.readLongInt(st);
5834 // Æèçíè
5835 FLives := utils.readByte(st);
5836 // Áðîíÿ
5837 FArmor := utils.readLongInt(st);
5838 // Çàïàñ âîçäóõà
5839 FAir := utils.readLongInt(st);
5840 // Çàïàñ ãîðþ÷åãî
5841 FJetFuel := utils.readLongInt(st);
5842 // Áîëü
5843 FPain := utils.readLongInt(st);
5844 // Óáèë
5845 FKills := utils.readLongInt(st);
5846 // Óáèë ìîíñòðîâ
5847 FMonsterKills := utils.readLongInt(st);
5848 // Ôðàãîâ
5849 FFrags := utils.readLongInt(st);
5850 // Ôðàãîâ ïîäðÿä
5851 FFragCombo := utils.readByte(st);
5852 // Âðåìÿ ïîñëåäíåãî ôðàãà
5853 FLastFrag := utils.readLongWord(st);
5854 // Ñìåðòåé
5855 FDeath := utils.readLongInt(st);
5856 // Êàêîé ôëàã íåñåò
5857 FFlag := utils.readByte(st);
5858 // Íàøåë ñåêðåòîâ
5859 FSecrets := utils.readLongInt(st);
5860 // Òåêóùåå îðóæèå
5861 FCurrWeap := utils.readByte(st);
5862 // Æåëàåìîå îðóæèå
5863 FNextWeap := utils.readWord(st);
5864 // ...è ïàóçà
5865 FNextWeapDelay := utils.readByte(st);
5866 // Âðåìÿ çàðÿäêè BFG
5867 FBFGFireCounter := utils.readSmallInt(st);
5868 // Áóôåð óðîíà
5869 FDamageBuffer := utils.readLongInt(st);
5870 // Ïîñëåäíèé óäàðèâøèé
5871 FLastSpawnerUID := utils.readWord(st);
5872 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5873 FLastHit := utils.readByte(st);
5874 // Îáúåêò èãðîêà
5875 Obj_LoadState(@FObj, st);
5876 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5877 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
5878 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5879 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
5880 // Íàëè÷èå îðóæèÿ
5881 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
5882 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5883 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
5884 // Íàëè÷èå ðþêçàêà
5885 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
5886 // Íàëè÷èå êðàñíîãî êëþ÷à
5887 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
5888 // Íàëè÷èå çåëåíîãî êëþ÷à
5889 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
5890 // Íàëè÷èå ñèíåãî êëþ÷à
5891 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
5892 // Íàëè÷èå áåðñåðêà
5893 if utils.readBool(st) then Include(FRulez, R_BERSERK);
5894 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5895 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
5896 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5897 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
5898 // Íàçâàíèå ìîäåëè
5899 str := utils.readStr(st);
5900 // Öâåò ìîäåëè
5901 FColor.R := utils.readByte(st);
5902 FColor.G := utils.readByte(st);
5903 FColor.B := utils.readByte(st);
5904 if (self = gPlayer1) then
5905 begin
5906 str := gPlayer1Settings.Model;
5907 FColor := gPlayer1Settings.Color;
5908 end
5909 else if (self = gPlayer2) then
5910 begin
5911 str := gPlayer2Settings.Model;
5912 FColor := gPlayer2Settings.Color;
5913 end;
5914 // Îáíîâëÿåì ìîäåëü èãðîêà
5915 SetModel(str);
5916 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5917 FModel.Color := TEAMCOLOR[FTeam]
5918 else
5919 FModel.Color := FColor;
5920 end;
5923 procedure TPlayer.AllRulez(Health: Boolean);
5924 var
5925 a: Integer;
5926 begin
5927 if Health then
5928 begin
5929 FHealth := PLAYER_HP_LIMIT;
5930 FArmor := PLAYER_AP_LIMIT;
5931 Exit;
5932 end;
5934 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
5935 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
5936 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5937 end;
5939 procedure TPlayer.RestoreHealthArmor();
5940 begin
5941 FHealth := PLAYER_HP_LIMIT;
5942 FArmor := PLAYER_AP_LIMIT;
5943 end;
5945 procedure TPlayer.FragCombo();
5946 var
5947 Param: Integer;
5948 begin
5949 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5950 Exit;
5951 if gTime - FLastFrag < FRAG_COMBO_TIME then
5952 begin
5953 if FFragCombo < 5 then
5954 Inc(FFragCombo);
5955 Param := FUID or (FFragCombo shl 16);
5956 if (FComboEvnt >= Low(gDelayedEvents)) and
5957 (FComboEvnt <= High(gDelayedEvents)) and
5958 gDelayedEvents[FComboEvnt].Pending and
5959 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5960 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5961 begin
5962 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5963 gDelayedEvents[FComboEvnt].DENum := Param;
5964 end
5965 else
5966 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5967 end
5968 else
5969 FFragCombo := 1;
5971 FLastFrag := gTime;
5972 end;
5974 procedure TPlayer.GiveItem(ItemType: Byte);
5975 begin
5976 case ItemType of
5977 ITEM_SUIT:
5978 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5979 begin
5980 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5981 end;
5983 ITEM_OXYGEN:
5984 if FAir < AIR_MAX then
5985 begin
5986 FAir := AIR_MAX;
5987 end;
5989 ITEM_MEDKIT_BLACK:
5990 begin
5991 if not (R_BERSERK in FRulez) then
5992 begin
5993 Include(FRulez, R_BERSERK);
5994 if FBFGFireCounter < 1 then
5995 begin
5996 FCurrWeap := WEAPON_KASTET;
5997 resetWeaponQueue();
5998 FModel.SetWeapon(WEAPON_KASTET);
5999 end;
6000 if gFlash <> 0 then
6001 Inc(FPain, 100);
6002 FBerserk := gTime+30000;
6003 end;
6004 if FHealth < PLAYER_HP_SOFT then
6005 begin
6006 FHealth := PLAYER_HP_SOFT;
6007 FBerserk := gTime+30000;
6008 end;
6009 end;
6011 ITEM_INVUL:
6012 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6013 begin
6014 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6015 end;
6017 ITEM_INVIS:
6018 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6019 begin
6020 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6021 end;
6023 ITEM_JETPACK:
6024 if FJetFuel < JET_MAX then
6025 begin
6026 FJetFuel := JET_MAX;
6027 end;
6029 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6030 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6032 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6033 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6035 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6036 ITEM_SPHERE_WHITE:
6037 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6038 begin
6039 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6040 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6041 end;
6043 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6044 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6045 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6046 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6047 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6048 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6049 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6050 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6051 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6053 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6054 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6055 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6056 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6057 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6058 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6059 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6060 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6061 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6063 ITEM_AMMO_BACKPACK:
6064 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6065 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6066 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6067 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6068 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6069 begin
6070 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6071 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6072 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6073 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6074 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6076 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6077 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6078 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6079 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6081 FRulez := FRulez + [R_ITEM_BACKPACK];
6082 end;
6084 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6085 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6086 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6088 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6089 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6091 else
6092 Exit;
6093 end;
6094 if g_Game_IsNet and g_Game_IsServer then
6095 MH_SEND_PlayerStats(FUID);
6096 end;
6098 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6099 var
6100 id, i: DWORD;
6101 Anim: TAnimation;
6102 begin
6103 if (Random(5) = 1) and (Times = 1) then
6104 Exit;
6106 if BodyInLiquid(0, 0) then
6107 begin
6108 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6109 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6110 if Random(2) = 0 then
6111 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6112 else
6113 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6114 Exit;
6115 end;
6117 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6118 begin
6119 for i := 1 to Times do
6120 begin
6121 Anim := TAnimation.Create(id, False, 3);
6122 Anim.Alpha := 150;
6123 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6124 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6125 Anim.Free();
6126 end;
6127 end;
6128 end;
6130 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6131 var
6132 id, i: DWORD;
6133 Anim: TAnimation;
6134 begin
6135 if (Random(10) = 1) and (Times = 1) then
6136 Exit;
6138 if g_Frames_Get(id, 'FRAMES_FLAME') then
6139 begin
6140 for i := 1 to Times do
6141 begin
6142 Anim := TAnimation.Create(id, False, 3);
6143 Anim.Alpha := 0;
6144 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6145 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6146 Anim.Free();
6147 end;
6148 end;
6149 end;
6151 procedure TPlayer.PauseSounds(Enable: Boolean);
6152 begin
6153 FSawSound.Pause(Enable);
6154 FSawSoundIdle.Pause(Enable);
6155 FSawSoundHit.Pause(Enable);
6156 FSawSoundSelect.Pause(Enable);
6157 end;
6159 { T C o r p s e : }
6161 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6162 begin
6163 g_Obj_Init(@FObj);
6164 FObj.X := X;
6165 FObj.Y := Y;
6166 FObj.Rect := PLAYER_CORPSERECT;
6167 FModelName := ModelName;
6168 FMess := aMess;
6170 if FMess then
6171 begin
6172 FState := CORPSE_STATE_MESS;
6173 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6174 end
6175 else
6176 begin
6177 FState := CORPSE_STATE_NORMAL;
6178 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6179 end;
6180 end;
6182 destructor TCorpse.Destroy();
6183 begin
6184 FAnimation.Free();
6186 inherited;
6187 end;
6189 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6191 procedure TCorpse.positionChanged (); inline; begin end;
6193 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6194 begin
6195 if (dx <> 0) or (dy <> 0) then
6196 begin
6197 FObj.X += dx;
6198 FObj.Y += dy;
6199 positionChanged();
6200 end;
6201 end;
6204 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6205 begin
6206 x := FObj.X+PLAYER_CORPSERECT.X;
6207 y := FObj.Y+PLAYER_CORPSERECT.Y;
6208 w := PLAYER_CORPSERECT.Width;
6209 h := PLAYER_CORPSERECT.Height;
6210 end;
6213 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6214 var
6215 pm: TPlayerModel;
6216 begin
6217 if FState = CORPSE_STATE_REMOVEME then
6218 Exit;
6220 FDamage := FDamage + Value;
6222 if FDamage > 150 then
6223 begin
6224 if FAnimation <> nil then
6225 begin
6226 FAnimation.Free();
6227 FAnimation := nil;
6229 FState := CORPSE_STATE_REMOVEME;
6231 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6232 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6233 FModelName, FColor);
6234 // Çâóê ìÿñà îò òðóïà:
6235 pm := g_PlayerModel_Get(FModelName);
6236 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6237 pm.Free;
6238 end;
6239 end
6240 else
6241 begin
6242 FObj.Vel.X := FObj.Vel.X + vx;
6243 FObj.Vel.Y := FObj.Vel.Y + vy;
6244 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6245 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6246 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6247 150, 0, 0);
6248 end;
6249 end;
6251 procedure TCorpse.Draw();
6252 begin
6253 if FState = CORPSE_STATE_REMOVEME then
6254 Exit;
6256 if FAnimation <> nil then
6257 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6259 if FAnimationMask <> nil then
6260 begin
6261 e_Colors := FColor;
6262 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6263 e_Colors.R := 255;
6264 e_Colors.G := 255;
6265 e_Colors.B := 255;
6266 end;
6267 end;
6269 procedure TCorpse.Update();
6270 var
6271 st: Word;
6272 begin
6273 if FState = CORPSE_STATE_REMOVEME then
6274 Exit;
6276 if gTime mod (GAME_TICK*2) <> 0 then
6277 begin
6278 g_Obj_Move(@FObj, True, True, True);
6279 positionChanged(); // this updates spatial accelerators
6280 Exit;
6281 end;
6283 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6284 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6286 st := g_Obj_Move(@FObj, True, True, True);
6287 positionChanged(); // this updates spatial accelerators
6289 if WordBool(st and MOVE_FALLOUT) then
6290 begin
6291 FState := CORPSE_STATE_REMOVEME;
6292 Exit;
6293 end;
6295 if FAnimation <> nil then
6296 FAnimation.Update();
6297 if FAnimationMask <> nil then
6298 FAnimationMask.Update();
6299 end;
6302 procedure TCorpse.SaveState (st: TStream);
6303 var
6304 anim: Boolean;
6305 begin
6306 assert(st <> nil);
6308 // Ñèãíàòóðà òðóïà
6309 utils.writeSign(st, 'CORP');
6310 utils.writeInt(st, Byte(0));
6311 // Ñîñòîÿíèå
6312 utils.writeInt(st, Byte(FState));
6313 // Íàêîïëåííûé óðîí
6314 utils.writeInt(st, Byte(FDamage));
6315 // Öâåò
6316 utils.writeInt(st, Byte(FColor.R));
6317 utils.writeInt(st, Byte(FColor.G));
6318 utils.writeInt(st, Byte(FColor.B));
6319 // Îáúåêò òðóïà
6320 Obj_SaveState(st, @FObj);
6321 // Åñòü ëè àíèìàöèÿ
6322 anim := (FAnimation <> nil);
6323 utils.writeBool(st, anim);
6324 // Åñëè åñòü - ñîõðàíÿåì
6325 if anim then FAnimation.SaveState(st);
6326 // Åñòü ëè ìàñêà àíèìàöèè
6327 anim := (FAnimationMask <> nil);
6328 utils.writeBool(st, anim);
6329 // Åñëè åñòü - ñîõðàíÿåì
6330 if anim then FAnimationMask.SaveState(st);
6331 end;
6334 procedure TCorpse.LoadState (st: TStream);
6335 var
6336 anim: Boolean;
6337 begin
6338 assert(st <> nil);
6340 // Ñèãíàòóðà òðóïà
6341 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6342 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6343 // Ñîñòîÿíèå
6344 FState := utils.readByte(st);
6345 // Íàêîïëåííûé óðîí
6346 FDamage := utils.readByte(st);
6347 // Öâåò
6348 FColor.R := utils.readByte(st);
6349 FColor.G := utils.readByte(st);
6350 FColor.B := utils.readByte(st);
6351 // Îáúåêò òðóïà
6352 Obj_LoadState(@FObj, st);
6353 // Åñòü ëè àíèìàöèÿ
6354 anim := utils.readBool(st);
6355 // Åñëè åñòü - çàãðóæàåì
6356 if anim then
6357 begin
6358 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6359 FAnimation.LoadState(st);
6360 end;
6361 // Åñòü ëè ìàñêà àíèìàöèè
6362 anim := utils.readBool(st);
6363 // Åñëè åñòü - çàãðóæàåì
6364 if anim then
6365 begin
6366 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6367 FAnimationMask.LoadState(st);
6368 end;
6369 end;
6371 { T B o t : }
6373 constructor TBot.Create();
6374 var
6375 a: Integer;
6376 begin
6377 inherited Create();
6379 FPhysics := True;
6380 FSpectator := False;
6381 FGhost := False;
6383 FIamBot := True;
6385 Inc(gNumBots);
6387 for a := WP_FIRST to WP_LAST do
6388 begin
6389 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6390 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6391 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6392 end;
6393 end;
6395 destructor TBot.Destroy();
6396 begin
6397 Dec(gNumBots);
6398 inherited Destroy();
6399 end;
6401 procedure TBot.Draw();
6402 begin
6403 inherited Draw();
6405 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6406 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6407 end;
6409 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6410 begin
6411 inherited Respawn(Silent, Force);
6413 FAIFlags := nil;
6414 FSelectedWeapon := FCurrWeap;
6415 resetWeaponQueue();
6416 FTargetUID := 0;
6417 end;
6419 procedure TBot.UpdateCombat();
6420 type
6421 TTarget = record
6422 UID: Word;
6423 X, Y: Integer;
6424 Rect: TRectWH;
6425 cX, cY: Integer;
6426 Dist: Word;
6427 Line: Boolean;
6428 Visible: Boolean;
6429 IsPlayer: Boolean;
6430 end;
6432 TTargetRecord = array of TTarget;
6434 function Compare(a, b: TTarget): Integer;
6435 begin
6436 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6437 Result := -1
6438 else
6439 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6440 Result := 1
6441 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6442 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6443 begin
6444 if a.Dist > b.Dist then // B áëèæå
6445 Result := 1
6446 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6447 Result := -1;
6448 end
6449 else // Ñòðàííî -> A
6450 Result := -1;
6451 end;
6453 var
6454 a, x1, y1, x2, y2: Integer;
6455 targets: TTargetRecord;
6456 ammo: Word;
6457 Target, BestTarget: TTarget;
6458 firew, fireh: Integer;
6459 angle: SmallInt;
6460 mon: TMonster;
6461 pla, tpla: TPlayer;
6462 vsPlayer, vsMonster, ok: Boolean;
6465 function monsUpdate (mon: TMonster): Boolean;
6466 begin
6467 result := false; // don't stop
6468 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6469 begin
6470 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6472 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6473 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6475 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6476 if g_TraceVector(x1, y1, x2, y2) then
6477 begin
6478 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6479 SetLength(targets, Length(targets)+1);
6480 with targets[High(targets)] do
6481 begin
6482 UID := mon.UID;
6483 X := mon.Obj.X;
6484 Y := mon.Obj.Y;
6485 cX := x2;
6486 cY := y2;
6487 Rect := mon.Obj.Rect;
6488 Dist := g_PatchLength(x1, y1, x2, y2);
6489 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6490 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6491 Visible := True;
6492 IsPlayer := False;
6493 end;
6494 end;
6495 end;
6496 end;
6498 begin
6499 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6500 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6502 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6503 if FCurrWeap <> FSelectedWeapon then
6504 NextWeapon();
6506 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6507 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6508 begin
6509 RemoveAIFlag('NEEDFIRE');
6511 case FCurrWeap of
6512 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6513 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6514 else PressKey(KEY_FIRE);
6515 end;
6516 end;
6518 // Êîîðäèíàòû ñòâîëà:
6519 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6520 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6522 Target.UID := FTargetUID;
6524 ok := False;
6525 if Target.UID <> 0 then
6526 begin // Öåëü åñòü - íàñòðàèâàåì
6527 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6528 vsPlayer then
6529 begin // Èãðîê
6530 tpla := g_Player_Get(Target.UID);
6531 if tpla <> nil then
6532 with tpla do
6533 begin
6534 if (@FObj) <> nil then
6535 begin
6536 Target.X := FObj.X;
6537 Target.Y := FObj.Y;
6538 end;
6539 end;
6541 Target.cX := Target.X + PLAYER_RECT_CX;
6542 Target.cY := Target.Y + PLAYER_RECT_CY;
6543 Target.Rect := PLAYER_RECT;
6544 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6545 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6546 (y1-4 > Target.Y+PLAYER_RECT.Y);
6547 Target.IsPlayer := True;
6548 ok := True;
6549 end
6550 else
6551 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6552 vsMonster then
6553 begin // Ìîíñòð
6554 mon := g_Monsters_ByUID(Target.UID);
6555 if mon <> nil then
6556 begin
6557 Target.X := mon.Obj.X;
6558 Target.Y := mon.Obj.Y;
6560 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6561 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6562 Target.Rect := mon.Obj.Rect;
6563 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6564 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6565 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6566 Target.IsPlayer := False;
6567 ok := True;
6568 end;
6569 end;
6570 end;
6572 if not ok then
6573 begin // Öåëè íåò - îáíóëÿåì
6574 Target.X := 0;
6575 Target.Y := 0;
6576 Target.cX := 0;
6577 Target.cY := 0;
6578 Target.Visible := False;
6579 Target.Line := False;
6580 Target.IsPlayer := False;
6581 end;
6583 targets := nil;
6585 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6586 if (not Target.Line) or (not Target.Visible) then
6587 begin
6588 // Èãðîêè:
6589 if vsPlayer then
6590 for a := 0 to High(gPlayers) do
6591 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6592 (gPlayers[a].FUID <> FUID) and
6593 (not SameTeam(FUID, gPlayers[a].FUID)) and
6594 (not gPlayers[a].NoTarget) and
6595 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6596 begin
6597 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6598 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6599 Continue;
6601 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6602 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6604 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6605 if g_TraceVector(x1, y1, x2, y2) then
6606 begin
6607 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6608 SetLength(targets, Length(targets)+1);
6609 with targets[High(targets)] do
6610 begin
6611 UID := gPlayers[a].FUID;
6612 X := gPlayers[a].FObj.X;
6613 Y := gPlayers[a].FObj.Y;
6614 cX := x2;
6615 cY := y2;
6616 Rect := PLAYER_RECT;
6617 Dist := g_PatchLength(x1, y1, x2, y2);
6618 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6619 (y1-4 > Target.Y+PLAYER_RECT.Y);
6620 Visible := True;
6621 IsPlayer := True;
6622 end;
6623 end;
6624 end;
6626 // Ìîíñòðû:
6627 if vsMonster then g_Mons_ForEach(monsUpdate);
6628 end;
6630 // Åñëè åñòü âîçìîæíûå öåëè:
6631 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6632 if targets <> nil then
6633 begin
6634 // Âûáèðàåì íàèëó÷øóþ öåëü:
6635 BestTarget := targets[0];
6636 if Length(targets) > 1 then
6637 for a := 1 to High(targets) do
6638 if Compare(BestTarget, targets[a]) = 1 then
6639 BestTarget := targets[a];
6641 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6642 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6643 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6644 begin
6645 Target := BestTarget;
6647 if (Healthy() = 3) or ((Healthy() = 2)) then
6648 begin // Åñëè çäîðîâû - äîãîíÿåì
6649 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6650 SetAIFlag('GORIGHT', '1');
6651 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6652 SetAIFlag('GOLEFT', '1');
6653 end
6654 else
6655 begin // Åñëè ïîáèòû - óáåãàåì
6656 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6657 SetAIFlag('GORIGHT', '1');
6658 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6659 SetAIFlag('GOLEFT', '1');
6660 end;
6662 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6663 SelectWeapon(Abs(x1-Target.cX));
6664 end;
6665 end;
6667 // Åñëè åñòü öåëü:
6668 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6669 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6670 if Target.UID <> 0 then
6671 begin
6672 if not TargetOnScreen(Target.X + Target.Rect.X,
6673 Target.Y + Target.Rect.Y) then
6674 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6675 if (Healthy() = 3) or ((Healthy() = 2)) then
6676 begin // Åñëè çäîðîâû - äîãîíÿåì
6677 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6678 SetAIFlag('GORIGHT', '1');
6679 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6680 SetAIFlag('GOLEFT', '1');
6681 end
6682 else
6683 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6684 Target.UID := 0;
6685 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6686 SetAIFlag('GORIGHT', '1');
6687 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6688 SetAIFlag('GOLEFT', '1');
6689 end;
6690 end
6691 else
6692 begin // Öåëü ïîêà íà "ýêðàíå"
6693 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6694 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6695 FLastVisible := gTime;
6696 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6697 if (Abs(FObj.Y-Target.Y) <= 128) then
6698 begin
6699 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6700 SetAIFlag('GORIGHT', '1');
6701 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6702 SetAIFlag('GOLEFT', '1');
6703 end;
6704 end;
6706 // Âûáèðàåì óãîë ââåðõ:
6707 if FDirection = TDirection.D_LEFT then
6708 angle := ANGLE_LEFTUP
6709 else
6710 angle := ANGLE_RIGHTUP;
6712 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6713 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6715 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6716 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6717 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6718 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6719 Target.Rect.Width, Target.Rect.Height) and
6720 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6721 begin // òî íóæíî ñòðåëÿòü ââåðõ
6722 SetAIFlag('NEEDFIRE', '1');
6723 SetAIFlag('NEEDSEEUP', '1');
6724 end;
6726 // Âûáèðàåì óãîë âíèç:
6727 if FDirection = TDirection.D_LEFT then
6728 angle := ANGLE_LEFTDOWN
6729 else
6730 angle := ANGLE_RIGHTDOWN;
6732 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6733 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6735 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6736 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6737 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6738 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6739 Target.Rect.Width, Target.Rect.Height) and
6740 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6741 begin // òî íóæíî ñòðåëÿòü âíèç
6742 SetAIFlag('NEEDFIRE', '1');
6743 SetAIFlag('NEEDSEEDOWN', '1');
6744 end;
6746 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6747 if Target.Visible and
6748 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6749 (y1-4 > Target.Y+Target.Rect.Y) then
6750 begin
6751 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6752 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
6753 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6754 begin // òî íóæíî ñòðåëÿòü âïåðåä
6755 SetAIFlag('NEEDFIRE', '1');
6756 SetAIFlag('NEEDSEEDOWN', '');
6757 SetAIFlag('NEEDSEEUP', '');
6758 end;
6759 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6760 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6761 if GetRnd(FDifficult.CloseJump) then
6762 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6763 if Abs(FObj.X-Target.X) < 128 then
6764 a := 4
6765 else
6766 a := 30;
6767 if Random(a) = 0 then
6768 SetAIFlag('NEEDJUMP', '1');
6769 end;
6770 end;
6772 // Åñëè öåëü âñå åùå åñòü:
6773 if Target.UID <> 0 then
6774 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6775 Target.UID := 0 // òî çàáûòü öåëü
6776 else // Åñëè âèäåëè íåäàâíî
6777 begin // íî öåëü óáèëè
6778 if Target.IsPlayer then
6779 begin // Öåëü - èãðîê
6780 pla := g_Player_Get(Target.UID);
6781 if (pla = nil) or (not pla.alive) or pla.NoTarget or
6782 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6783 Target.UID := 0; // òî çàáûòü öåëü
6784 end
6785 else
6786 begin // Öåëü - ìîíñòð
6787 mon := g_Monsters_ByUID(Target.UID);
6788 if (mon = nil) or (not mon.alive) then
6789 Target.UID := 0; // òî çàáûòü öåëü
6790 end;
6791 end;
6792 end; // if Target.UID <> 0
6794 FTargetUID := Target.UID;
6796 // Åñëè âîçìîæíûõ öåëåé íåò:
6797 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6798 if targets = nil then
6799 if GetAIFlag('ATTACKLEFT') <> '' then
6800 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6801 RemoveAIFlag('ATTACKLEFT');
6803 SetAIFlag('NEEDJUMP', '1');
6805 if RunDirection() = TDirection.D_RIGHT then
6806 begin // Èäåì íå â òó ñòîðîíó
6807 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6808 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6809 SetAIFlag('NEEDFIRE', '1');
6810 SetAIFlag('GOLEFT', '1');
6811 end;
6812 end
6813 else
6814 begin // Èäåì â íóæíóþ ñòîðîíó
6815 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6816 SetAIFlag('NEEDFIRE', '1');
6817 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6818 SetAIFlag('GORIGHT', '1');
6819 end;
6820 end
6821 else
6822 if GetAIFlag('ATTACKRIGHT') <> '' then
6823 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6824 RemoveAIFlag('ATTACKRIGHT');
6826 SetAIFlag('NEEDJUMP', '1');
6828 if RunDirection() = TDirection.D_LEFT then
6829 begin // Èäåì íå â òó ñòîðîíó
6830 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6831 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6832 SetAIFlag('NEEDFIRE', '1');
6833 SetAIFlag('GORIGHT', '1');
6834 end;
6835 end
6836 else
6837 begin
6838 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6839 SetAIFlag('NEEDFIRE', '1');
6840 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6841 SetAIFlag('GOLEFT', '1');
6842 end;
6843 end;
6845 //HACK! (does it belongs there?)
6846 RealizeCurrentWeapon();
6848 // Åñëè åñòü âîçìîæíûå öåëè:
6849 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6850 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6851 for a := 0 to High(targets) do
6852 begin
6853 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6854 if GetRnd(FDifficult.DiagFire) then
6855 begin
6856 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6857 if FDirection = TDirection.D_LEFT then
6858 angle := ANGLE_LEFTUP
6859 else
6860 angle := ANGLE_RIGHTUP;
6862 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6863 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6865 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6866 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6867 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6868 targets[a].Rect.Width, targets[a].Rect.Height) and
6869 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6870 begin
6871 SetAIFlag('NEEDFIRE', '1');
6872 SetAIFlag('NEEDSEEUP', '1');
6873 end;
6875 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6876 if FDirection = TDirection.D_LEFT then
6877 angle := ANGLE_LEFTDOWN
6878 else
6879 angle := ANGLE_RIGHTDOWN;
6881 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6882 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6884 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6885 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6886 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6887 targets[a].Rect.Width, targets[a].Rect.Height) and
6888 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6889 begin
6890 SetAIFlag('NEEDFIRE', '1');
6891 SetAIFlag('NEEDSEEDOWN', '1');
6892 end;
6893 end;
6895 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6896 if targets[a].Line and targets[a].Visible and
6897 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
6898 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
6899 begin
6900 SetAIFlag('NEEDFIRE', '1');
6901 Break;
6902 end;
6903 end;
6905 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6906 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6907 PLAYER_RECT.Width, PLAYER_RECT.Height,
6908 40+GetInterval(FDifficult.Cover, 40)) then
6909 SetAIFlag('NEEDJUMP', '1');
6911 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6912 ammo := GetAmmoByWeapon(FCurrWeap);
6913 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6914 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6915 (ammo = 0) then
6916 SetAIFlag('SELECTWEAPON', '1');
6918 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6919 if GetAIFlag('SELECTWEAPON') = '1' then
6920 begin
6921 SelectWeapon(-1);
6922 RemoveAIFlag('SELECTWEAPON');
6923 end;
6924 end;
6926 procedure TBot.Update();
6927 var
6928 EnableAI: Boolean;
6929 begin
6930 if not FAlive then
6931 begin // Respawn
6932 ReleaseKeys();
6933 PressKey(KEY_UP);
6934 end
6935 else
6936 begin
6937 EnableAI := True;
6939 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6940 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6941 EnableAI := False;
6942 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6943 EnableAI := False;
6944 if g_debug_BotAIOff = 3 then
6945 EnableAI := False;
6947 if EnableAI then
6948 begin
6949 UpdateMove();
6950 UpdateCombat();
6951 end
6952 else
6953 begin
6954 RealizeCurrentWeapon();
6955 end;
6956 end;
6958 inherited Update();
6959 end;
6961 procedure TBot.ReleaseKey(Key: Byte);
6962 begin
6963 with FKeys[Key] do
6964 begin
6965 Pressed := False;
6966 Time := 0;
6967 end;
6968 end;
6970 function TBot.KeyPressed(Key: Word): Boolean;
6971 begin
6972 Result := FKeys[Key].Pressed;
6973 end;
6975 function TBot.GetAIFlag(aName: String20): String20;
6976 var
6977 a: Integer;
6978 begin
6979 Result := '';
6981 aName := LowerCase(aName);
6983 if FAIFlags <> nil then
6984 for a := 0 to High(FAIFlags) do
6985 if LowerCase(FAIFlags[a].Name) = aName then
6986 begin
6987 Result := FAIFlags[a].Value;
6988 Break;
6989 end;
6990 end;
6992 procedure TBot.RemoveAIFlag(aName: String20);
6993 var
6994 a, b: Integer;
6995 begin
6996 if FAIFlags = nil then Exit;
6998 aName := LowerCase(aName);
7000 for a := 0 to High(FAIFlags) do
7001 if LowerCase(FAIFlags[a].Name) = aName then
7002 begin
7003 if a <> High(FAIFlags) then
7004 for b := a to High(FAIFlags)-1 do
7005 FAIFlags[b] := FAIFlags[b+1];
7007 SetLength(FAIFlags, Length(FAIFlags)-1);
7008 Break;
7009 end;
7010 end;
7012 procedure TBot.SetAIFlag(aName, fValue: String20);
7013 var
7014 a: Integer;
7015 ok: Boolean;
7016 begin
7017 a := 0;
7018 ok := False;
7020 aName := LowerCase(aName);
7022 if FAIFlags <> nil then
7023 for a := 0 to High(FAIFlags) do
7024 if LowerCase(FAIFlags[a].Name) = aName then
7025 begin
7026 ok := True;
7027 Break;
7028 end;
7030 if ok then FAIFlags[a].Value := fValue
7031 else
7032 begin
7033 SetLength(FAIFlags, Length(FAIFlags)+1);
7034 with FAIFlags[High(FAIFlags)] do
7035 begin
7036 Name := aName;
7037 Value := fValue;
7038 end;
7039 end;
7040 end;
7042 procedure TBot.UpdateMove;
7044 procedure GoLeft(Time: Word = 1);
7045 begin
7046 ReleaseKey(KEY_LEFT);
7047 ReleaseKey(KEY_RIGHT);
7048 PressKey(KEY_LEFT, Time);
7049 SetDirection(TDirection.D_LEFT);
7050 end;
7052 procedure GoRight(Time: Word = 1);
7053 begin
7054 ReleaseKey(KEY_LEFT);
7055 ReleaseKey(KEY_RIGHT);
7056 PressKey(KEY_RIGHT, Time);
7057 SetDirection(TDirection.D_RIGHT);
7058 end;
7060 function Rnd(a: Word): Boolean;
7061 begin
7062 Result := Random(a) = 0;
7063 end;
7065 procedure Turn(Time: Word = 1200);
7066 begin
7067 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7068 end;
7070 procedure Stop();
7071 begin
7072 ReleaseKey(KEY_LEFT);
7073 ReleaseKey(KEY_RIGHT);
7074 end;
7076 function CanRunLeft(): Boolean;
7077 begin
7078 Result := not CollideLevel(-1, 0);
7079 end;
7081 function CanRunRight(): Boolean;
7082 begin
7083 Result := not CollideLevel(1, 0);
7084 end;
7086 function CanRun(): Boolean;
7087 begin
7088 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7089 end;
7091 procedure Jump(Time: Word = 30);
7092 begin
7093 PressKey(KEY_JUMP, Time);
7094 end;
7096 function NearHole(): Boolean;
7097 var
7098 x, sx: Integer;
7099 begin
7100 { TODO 5 : Ëåñòíèöû }
7101 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7102 for x := 1 to PLAYER_RECT.Width do
7103 if (not StayOnStep(x*sx, 0)) and
7104 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7105 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7106 begin
7107 Result := True;
7108 Exit;
7109 end;
7111 Result := False;
7112 end;
7114 function BorderHole(): Boolean;
7115 var
7116 x, sx, xx: Integer;
7117 begin
7118 { TODO 5 : Ëåñòíèöû }
7119 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7120 for x := 1 to PLAYER_RECT.Width do
7121 if (not StayOnStep(x*sx, 0)) and
7122 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7123 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7124 begin
7125 for xx := x to x+32 do
7126 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7127 begin
7128 Result := True;
7129 Exit;
7130 end;
7131 end;
7133 Result := False;
7134 end;
7136 function NearDeepHole(): Boolean;
7137 var
7138 x, sx, y: Integer;
7139 begin
7140 Result := False;
7142 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7143 y := 3;
7145 for x := 1 to PLAYER_RECT.Width do
7146 if (not StayOnStep(x*sx, 0)) and
7147 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7148 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7149 begin
7150 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7151 begin
7152 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7153 y := y+1;
7154 end;
7156 Result := True;
7157 end else Result := False;
7158 end;
7160 function OverDeepHole(): Boolean;
7161 var
7162 y: Integer;
7163 begin
7164 Result := False;
7166 y := 1;
7167 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7168 begin
7169 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7170 y := y+1;
7171 end;
7173 Result := True;
7174 end;
7176 function OnGround(): Boolean;
7177 begin
7178 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7179 end;
7181 function OnLadder(): Boolean;
7182 begin
7183 Result := FullInStep(0, 0);
7184 end;
7186 function BelowLadder(): Boolean;
7187 begin
7188 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7189 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7190 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7191 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7192 end;
7194 function BelowLiftUp(): Boolean;
7195 begin
7196 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7197 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7198 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7199 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7200 end;
7202 function OnTopLift(): Boolean;
7203 begin
7204 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7205 end;
7207 function CanJumpOver(): Boolean;
7208 var
7209 sx, y: Integer;
7210 begin
7211 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7213 Result := False;
7215 if not CollideLevel(sx, 0) then Exit;
7217 for y := 1 to BOT_MAXJUMP do
7218 if CollideLevel(0, -y) then Exit else
7219 if not CollideLevel(sx, -y) then
7220 begin
7221 Result := True;
7222 Exit;
7223 end;
7224 end;
7226 function CanJumpUp(Dist: ShortInt): Boolean;
7227 var
7228 y, yy: Integer;
7229 c: Boolean;
7230 begin
7231 Result := False;
7233 if CollideLevel(Dist, 0) then Exit;
7235 c := False;
7236 for y := 0 to BOT_MAXJUMP do
7237 if CollideLevel(Dist, -y) then
7238 begin
7239 c := True;
7240 Break;
7241 end;
7243 if not c then Exit;
7245 c := False;
7246 for yy := y+1 to BOT_MAXJUMP do
7247 if not CollideLevel(Dist, -yy) then
7248 begin
7249 c := True;
7250 Break;
7251 end;
7253 if not c then Exit;
7255 c := False;
7256 for y := 0 to BOT_MAXJUMP do
7257 if CollideLevel(0, -y) then
7258 begin
7259 c := True;
7260 Break;
7261 end;
7263 if c then Exit;
7265 if y < yy then Exit;
7267 Result := True;
7268 end;
7270 function IsSafeTrigger(): Boolean;
7271 var
7272 a: Integer;
7273 begin
7274 Result := True;
7275 if gTriggers = nil then
7276 Exit;
7277 for a := 0 to High(gTriggers) do
7278 if Collide(gTriggers[a].X,
7279 gTriggers[a].Y,
7280 gTriggers[a].Width,
7281 gTriggers[a].Height) and
7282 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7283 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7284 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7285 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7286 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7287 Result := False;
7288 end;
7290 begin
7291 // Âîçìîæíî, íàæèìàåì êíîïêó:
7292 if Rnd(16) and IsSafeTrigger() then
7293 PressKey(KEY_OPEN);
7295 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7296 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7297 begin
7298 ReleaseKey(KEY_LEFT);
7299 ReleaseKey(KEY_RIGHT);
7300 Jump();
7301 end;
7303 // Èäåì âëåâî, åñëè íàäî áûëî:
7304 if GetAIFlag('GOLEFT') <> '' then
7305 begin
7306 RemoveAIFlag('GOLEFT');
7307 if CanRunLeft() then
7308 GoLeft(360);
7309 end;
7311 // Èäåì âïðàâî, åñëè íàäî áûëî:
7312 if GetAIFlag('GORIGHT') <> '' then
7313 begin
7314 RemoveAIFlag('GORIGHT');
7315 if CanRunRight() then
7316 GoRight(360);
7317 end;
7319 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7320 if FObj.X < -32 then
7321 GoRight(360)
7322 else
7323 if FObj.X+32 > gMapInfo.Width then
7324 GoLeft(360);
7326 // Ïðûãàåì, åñëè íàäî áûëî:
7327 if GetAIFlag('NEEDJUMP') <> '' then
7328 begin
7329 Jump(0);
7330 RemoveAIFlag('NEEDJUMP');
7331 end;
7333 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7334 if GetAIFlag('NEEDSEEUP') <> '' then
7335 begin
7336 ReleaseKey(KEY_UP);
7337 ReleaseKey(KEY_DOWN);
7338 PressKey(KEY_UP, 20);
7339 RemoveAIFlag('NEEDSEEUP');
7340 end;
7342 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7343 if GetAIFlag('NEEDSEEDOWN') <> '' then
7344 begin
7345 ReleaseKey(KEY_UP);
7346 ReleaseKey(KEY_DOWN);
7347 PressKey(KEY_DOWN, 20);
7348 RemoveAIFlag('NEEDSEEDOWN');
7349 end;
7351 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7352 if GetAIFlag('GOINHOLE') <> '' then
7353 if not OnGround() then
7354 begin
7355 ReleaseKey(KEY_LEFT);
7356 ReleaseKey(KEY_RIGHT);
7357 RemoveAIFlag('GOINHOLE');
7358 SetAIFlag('FALLINHOLE', '1');
7359 end;
7361 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7362 if GetAIFlag('FALLINHOLE') <> '' then
7363 if OnGround() then
7364 RemoveAIFlag('FALLINHOLE');
7366 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7367 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7368 if GetAIFlag('FALLINHOLE') = '' then
7369 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7370 if Rnd(2) then
7371 GoLeft(360)
7372 else
7373 GoRight(360);
7375 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7376 if OnGround() and
7377 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7378 Rnd(8) then
7379 Jump();
7381 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7382 if OnGround() and NearHole() then
7383 if NearDeepHole() then // Åñëè ýòî áåçäíà
7384 case Random(6) of
7385 0..3: Turn(); // Áåæèì îáðàòíî
7386 4: Jump(); // Ïðûãàåì
7387 5: begin // Ïðûãàåì îáðàòíî
7388 Turn();
7389 Jump();
7390 end;
7391 end
7392 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7393 if GetAIFlag('GOINHOLE') = '' then
7394 case Random(6) of
7395 0: Turn(); // Íå íóæíî òóäà
7396 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7397 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7398 if BorderHole() then
7399 SetAIFlag('GOINHOLE', '1');
7400 end;
7402 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7403 if (not CanRun()) and OnGround() then
7404 begin
7405 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7406 if CanJumpOver() or OnLadder() then
7407 Jump()
7408 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7409 if Random(2) = 0 then
7410 begin
7411 if IsSafeTrigger() then
7412 PressKey(KEY_OPEN);
7413 end else
7414 Turn();
7415 end;
7417 // Îñòàëîñü ìàëî âîçäóõà:
7418 if FAir < 36 * 2 then
7419 Jump(20);
7421 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7422 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7423 if BodyInAcid(0, 0) then
7424 Jump();
7425 end;
7427 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7428 begin
7429 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7430 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7431 end;
7433 {function TBot.NeedItem(Item: Byte): Byte;
7434 begin
7435 Result := 4;
7436 end;}
7438 procedure TBot.SelectWeapon(Dist: Integer);
7439 var
7440 a: Integer;
7442 function HaveAmmo(weapon: Byte): Boolean;
7443 begin
7444 case weapon of
7445 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7446 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7447 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7448 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7449 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7450 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7451 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7452 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7453 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7454 else Result := True;
7455 end;
7456 end;
7458 begin
7459 if Dist = -1 then Dist := BOT_LONGDIST;
7461 if Dist > BOT_LONGDIST then
7462 begin // Äàëüíèé áîé
7463 for a := 0 to 9 do
7464 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7465 begin
7466 FSelectedWeapon := FDifficult.WeaponPrior[a];
7467 Break;
7468 end;
7469 end
7470 else //if Dist > BOT_UNSAFEDIST then
7471 begin // Áëèæíèé áîé
7472 for a := 0 to 9 do
7473 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7474 begin
7475 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7476 Break;
7477 end;
7478 end;
7479 { else
7480 begin
7481 for a := 0 to 9 do
7482 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7483 begin
7484 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7485 Break;
7486 end;
7487 end;}
7488 end;
7490 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7491 begin
7492 Result := inherited PickItem(ItemType, force, remove);
7494 if Result then SetAIFlag('SELECTWEAPON', '1');
7495 end;
7497 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7498 begin
7499 Result := inherited Heal(value, Soft);
7500 end;
7502 function TBot.Healthy(): Byte;
7503 begin
7504 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7505 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7506 else if (FHealth > 50) then Result := 2
7507 else if (FHealth > 20) then Result := 1
7508 else Result := 0;
7509 end;
7511 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7512 begin
7513 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7514 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7515 end;
7517 procedure TBot.OnDamage(Angle: SmallInt);
7518 var
7519 pla: TPlayer;
7520 mon: TMonster;
7521 ok: Boolean;
7522 begin
7523 inherited;
7525 if (Angle = 0) or (Angle = 180) then
7526 begin
7527 ok := False;
7528 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7529 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7530 begin // Èãðîê
7531 pla := g_Player_Get(FLastSpawnerUID);
7532 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7533 pla.FObj.Y + PLAYER_RECT.Y);
7534 end
7535 else
7536 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7537 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7538 begin // Ìîíñòð
7539 mon := g_Monsters_ByUID(FLastSpawnerUID);
7540 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7541 mon.Obj.Y + mon.Obj.Rect.Y);
7542 end;
7544 if ok then
7545 if Angle = 0 then
7546 SetAIFlag('ATTACKLEFT', '1')
7547 else
7548 SetAIFlag('ATTACKRIGHT', '1');
7549 end;
7550 end;
7552 function TBot.RunDirection(): TDirection;
7553 begin
7554 if Abs(Vel.X) >= 1 then
7555 begin
7556 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7557 end else
7558 Result := FDirection;
7559 end;
7561 function TBot.GetRnd(a: Byte): Boolean;
7562 begin
7563 if a = 0 then Result := False
7564 else if a = 255 then Result := True
7565 else Result := Random(256) > 255-a;
7566 end;
7568 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7569 begin
7570 Result := Round((255-a)/255*radius*(Random(2)-1));
7571 end;
7574 procedure TDifficult.save (st: TStream);
7575 begin
7576 utils.writeInt(st, Byte(DiagFire));
7577 utils.writeInt(st, Byte(InvisFire));
7578 utils.writeInt(st, Byte(DiagPrecision));
7579 utils.writeInt(st, Byte(FlyPrecision));
7580 utils.writeInt(st, Byte(Cover));
7581 utils.writeInt(st, Byte(CloseJump));
7582 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7583 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7584 end;
7586 procedure TDifficult.load (st: TStream);
7587 begin
7588 DiagFire := utils.readByte(st);
7589 InvisFire := utils.readByte(st);
7590 DiagPrecision := utils.readByte(st);
7591 FlyPrecision := utils.readByte(st);
7592 Cover := utils.readByte(st);
7593 CloseJump := utils.readByte(st);
7594 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7595 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7596 end;
7599 procedure TBot.SaveState (st: TStream);
7600 var
7601 i: Integer;
7602 dw: Integer;
7603 begin
7604 inherited SaveState(st);
7605 utils.writeSign(st, 'BOT0');
7606 // Âûáðàííîå îðóæèå
7607 utils.writeInt(st, Byte(FSelectedWeapon));
7608 // UID öåëè
7609 utils.writeInt(st, Word(FTargetUID));
7610 // Âðåìÿ ïîòåðè öåëè
7611 utils.writeInt(st, LongWord(FLastVisible));
7612 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7613 dw := Length(FAIFlags);
7614 utils.writeInt(st, LongInt(dw));
7615 // Ôëàãè ÈÈ
7616 for i := 0 to dw-1 do
7617 begin
7618 utils.writeStr(st, FAIFlags[i].Name, 20);
7619 utils.writeStr(st, FAIFlags[i].Value, 20);
7620 end;
7621 // Íàñòðîéêè ñëîæíîñòè
7622 FDifficult.save(st);
7623 end;
7626 procedure TBot.LoadState (st: TStream);
7627 var
7628 i: Integer;
7629 dw: Integer;
7630 begin
7631 inherited LoadState(st);
7632 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7633 // Âûáðàííîå îðóæèå
7634 FSelectedWeapon := utils.readByte(st);
7635 // UID öåëè
7636 FTargetUID := utils.readWord(st);
7637 // Âðåìÿ ïîòåðè öåëè
7638 FLastVisible := utils.readLongWord(st);
7639 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7640 dw := utils.readLongInt(st);
7641 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7642 SetLength(FAIFlags, dw);
7643 // Ôëàãè ÈÈ
7644 for i := 0 to dw-1 do
7645 begin
7646 FAIFlags[i].Name := utils.readStr(st, 20);
7647 FAIFlags[i].Value := utils.readStr(st, 20);
7648 end;
7649 // Íàñòðîéêè ñëîæíîñòè
7650 FDifficult.load(st);
7651 end;
7654 begin
7655 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7656 end.