DEADSOFTWARE

berserk autoswitch is cheat now
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) DooM 2D:Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 {$M+}
18 unit g_player;
20 interface
22 uses
23 e_graphics, g_playermodel, g_basic, g_textures,
24 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
25 BinEditor, g_panel;
27 const
28 KEY_LEFT = 1;
29 KEY_RIGHT = 2;
30 KEY_UP = 3;
31 KEY_DOWN = 4;
32 KEY_FIRE = 5;
33 KEY_NEXTWEAPON = 6;
34 KEY_PREVWEAPON = 7;
35 KEY_OPEN = 8;
36 KEY_JUMP = 9;
37 KEY_CHAT = 10;
39 R_ITEM_BACKPACK = 0;
40 R_KEY_RED = 1;
41 R_KEY_GREEN = 2;
42 R_KEY_BLUE = 3;
43 R_BERSERK = 4;
45 MR_SUIT = 0;
46 MR_INVUL = 1;
47 MR_INVIS = 2;
48 MR_MAX = 2;
50 A_BULLETS = 0;
51 A_SHELLS = 1;
52 A_ROCKETS = 2;
53 A_CELLS = 3;
54 A_FUEL = 4;
55 A_HIGH = 4;
57 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
58 ((200, 50, 50, 300, 100),
59 (400, 100, 100, 600, 200));
61 K_SIMPLEKILL = 0;
62 K_HARDKILL = 1;
63 K_EXTRAHARDKILL = 2;
64 K_FALLKILL = 3;
66 T_RESPAWN = 0;
67 T_SWITCH = 1;
68 T_USE = 2;
69 T_FLAGCAP = 3;
71 TEAM_NONE = 0;
72 TEAM_RED = 1;
73 TEAM_BLUE = 2;
74 TEAM_COOP = 3;
76 SHELL_BULLET = 0;
77 SHELL_SHELL = 1;
78 SHELL_DBLSHELL = 2;
80 ANGLE_NONE = Low(SmallInt);
82 CORPSE_STATE_REMOVEME = 0;
83 CORPSE_STATE_NORMAL = 1;
84 CORPSE_STATE_MESS = 2;
86 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
87 PLAYER_RECT_CX = 15+(34 div 2);
88 PLAYER_RECT_CY = 12+(52 div 2);
89 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
91 PLAYER_HP_SOFT = 100;
92 PLAYER_HP_LIMIT = 200;
93 PLAYER_AP_SOFT = 100;
94 PLAYER_AP_LIMIT = 200;
95 SUICIDE_DAMAGE = 112;
97 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
98 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
100 type
101 TPlayerStat = record
102 Ping: Word;
103 Loss: Byte;
104 Name: String;
105 Team: Byte;
106 Frags: SmallInt;
107 Deaths: SmallInt;
108 Lives: Byte;
109 Kills: Word;
110 Color: TRGB;
111 Spectator: Boolean;
112 end;
114 TPlayerStatArray = Array of TPlayerStat;
116 TPlayerSavedState = record
117 Health: Integer;
118 Armor: Integer;
119 Air: Integer;
120 JetFuel: Integer;
121 CurrWeap: Byte;
122 NextWeap: WORD;
123 NextWeapDelay: Byte;
124 Ammo: Array [A_BULLETS..A_HIGH] of Word;
125 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
126 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
127 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
128 WaitRecall: Boolean;
129 end;
131 TKeyState = record
132 Pressed: Boolean;
133 Time: Word;
134 end;
136 TPlayer = class (TObject)
137 private
138 FIamBot: Boolean;
139 FUID: Word;
140 FName: String;
141 FTeam: Byte;
142 FAlive: Boolean;
143 FSpawned: Boolean;
144 FDirection: TDirection;
145 FHealth: Integer;
146 FLives: Byte;
147 FArmor: Integer;
148 FAir: Integer;
149 FPain: Integer;
150 FPickup: Integer;
151 FKills: Integer;
152 FMonsterKills: Integer;
153 FFrags: Integer;
154 FFragCombo: Byte;
155 FLastFrag: LongWord;
156 FComboEvnt: Integer;
157 FDeath: Integer;
158 FCanJetpack: Boolean;
159 FJetFuel: Integer;
160 FFlag: Byte;
161 FSecrets: Integer;
162 FCurrWeap: Byte;
163 FNextWeap: WORD;
164 FNextWeapDelay: Byte; // frames
165 FBFGFireCounter: SmallInt;
166 FLastSpawnerUID: Word;
167 FLastHit: Byte;
168 FObj: TObj;
169 FXTo, FYTo: Integer;
170 FSpectatePlayer: Integer;
171 FFirePainTime: Integer;
172 FFireAttacker: Word;
174 FSavedState: TPlayerSavedState;
176 FModel: TPlayerModel;
177 FActionPrior: Byte;
178 FActionAnim: Byte;
179 FActionForce: Boolean;
180 FActionChanged: Boolean;
181 FAngle: SmallInt;
182 FFireAngle: SmallInt;
183 FIncCam: Integer;
184 FShellTimer: Integer;
185 FShellType: Byte;
186 FSawSound: TPlayableSound;
187 FSawSoundIdle: TPlayableSound;
188 FSawSoundHit: TPlayableSound;
189 FSawSoundSelect: TPlayableSound;
190 FJetSoundOn: TPlayableSound;
191 FJetSoundOff: TPlayableSound;
192 FJetSoundFly: TPlayableSound;
193 FGodMode: Boolean;
194 FNoTarget: Boolean;
195 FNoReload: Boolean;
196 FJustTeleported: Boolean;
197 FNetTime: LongWord;
199 function CollideLevel(XInc, YInc: Integer): Boolean;
200 function StayOnStep(XInc, YInc: Integer): Boolean;
201 function HeadInLiquid(XInc, YInc: Integer): Boolean;
202 function BodyInLiquid(XInc, YInc: Integer): Boolean;
203 function BodyInAcid(XInc, YInc: Integer): Boolean;
204 function FullInLift(XInc, YInc: Integer): Integer;
205 {procedure CollideItem();}
206 procedure FlySmoke(Times: DWORD = 1);
207 procedure OnFireFlame(Times: DWORD = 1);
208 function GetAmmoByWeapon(Weapon: Byte): Word;
209 procedure SetAction(Action: Byte; Force: Boolean = False);
210 procedure OnDamage(Angle: SmallInt); virtual;
211 function firediry(): Integer;
213 procedure Run(Direction: TDirection);
214 procedure NextWeapon();
215 procedure PrevWeapon();
216 procedure SeeUp();
217 procedure SeeDown();
218 procedure Fire();
219 procedure Jump();
220 procedure Use();
222 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
223 procedure resetWeaponQueue ();
224 function hasAmmoForWeapon (weapon: Byte): Boolean;
226 public
227 FDamageBuffer: Integer;
229 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
230 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
231 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
232 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
233 FBerserk: Integer;
234 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
235 FReloading: Array [WP_FIRST..WP_LAST] of Word;
236 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
237 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
238 FColor: TRGB;
239 FPreferredTeam: Byte;
240 FSpectator: Boolean;
241 FNoRespawn: Boolean;
242 FWantsInGame: Boolean;
243 FGhost: Boolean;
244 FPhysics: Boolean;
245 FJetpack: Boolean;
246 FActualModelName: string;
247 FClientID: SmallInt;
248 FPing: Word;
249 FLoss: Byte;
250 FDummy: Boolean;
251 FFireTime: Integer;
253 // debug: viewport offset
254 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
256 function isValidViewPort (): Boolean; inline;
258 constructor Create(); virtual;
259 destructor Destroy(); override;
260 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
261 function GetRespawnPoint(): Byte;
262 procedure PressKey(Key: Byte; Time: Word = 1);
263 procedure ReleaseKeys();
264 procedure SetModel(ModelName: String);
265 procedure SetColor(Color: TRGB);
266 procedure SetWeapon(W: Byte);
267 function IsKeyPressed(K: Byte): Boolean;
268 function GetKeys(): Byte;
269 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
270 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
271 function Collide(Panel: TPanel): Boolean; overload;
272 function Collide(X, Y: Integer): Boolean; overload;
273 procedure SetDirection(Direction: TDirection);
274 procedure GetSecret();
275 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
276 procedure Touch();
277 procedure Push(vx, vy: Integer);
278 procedure ChangeModel(ModelName: String);
279 procedure SwitchTeam;
280 procedure ChangeTeam(Team: Byte);
281 procedure BFGHit();
282 function GetFlag(Flag: Byte): Boolean;
283 procedure SetFlag(Flag: Byte);
284 function DropFlag(): Boolean;
285 procedure AllRulez(Health: Boolean);
286 procedure RestoreHealthArmor();
287 procedure FragCombo();
288 procedure GiveItem(ItemType: Byte);
289 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
290 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
291 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
292 procedure MakeBloodSimple(Count: Word);
293 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
294 procedure Reset(Force: Boolean);
295 procedure Spectate(NoMove: Boolean = False);
296 procedure SwitchNoClip;
297 procedure SoftReset();
298 procedure Draw(); virtual;
299 procedure DrawPain();
300 procedure DrawPickup();
301 procedure DrawRulez();
302 procedure DrawAim();
303 procedure DrawBubble();
304 procedure DrawGUI();
305 procedure Update(); virtual;
306 procedure RememberState();
307 procedure RecallState();
308 procedure SaveState(var Mem: TBinMemoryWriter); virtual;
309 procedure LoadState(var Mem: TBinMemoryReader); virtual;
310 procedure PauseSounds(Enable: Boolean);
311 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
312 procedure DoLerp(Level: Integer = 2);
313 procedure SetLerp(XTo, YTo: Integer);
314 procedure QueueWeaponSwitch(Weapon: Byte);
315 procedure RealizeCurrentWeapon();
316 procedure JetpackOn;
317 procedure JetpackOff;
318 procedure CatchFire(Attacker: Word);
320 //WARNING! this does nothing for now, but still call it!
321 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
323 procedure getMapBox (out x, y, w, h: Integer); inline;
324 procedure moveBy (dx, dy: Integer); inline;
326 public
327 property Vel: TPoint2i read FObj.Vel;
328 property Obj: TObj read FObj;
330 published
331 property Name: String read FName write FName;
332 property Model: TPlayerModel read FModel;
333 property Health: Integer read FHealth write FHealth;
334 property Lives: Byte read FLives write FLives;
335 property Armor: Integer read FArmor write FArmor;
336 property Air: Integer read FAir write FAir;
337 property JetFuel: Integer read FJetFuel write FJetFuel;
338 property Frags: Integer read FFrags write FFrags;
339 property Death: Integer read FDeath write FDeath;
340 property Kills: Integer read FKills write FKills;
341 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
342 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
343 property Secrets: Integer read FSecrets;
344 property GodMode: Boolean read FGodMode write FGodMode;
345 property NoTarget: Boolean read FNoTarget write FNoTarget;
346 property NoReload: Boolean read FNoReload write FNoReload;
347 property alive: Boolean read FAlive write FAlive;
348 property Flag: Byte read FFlag;
349 property Team: Byte read FTeam write FTeam;
350 property Direction: TDirection read FDirection;
351 property GameX: Integer read FObj.X write FObj.X;
352 property GameY: Integer read FObj.Y write FObj.Y;
353 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
354 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
355 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
356 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
357 property IncCam: Integer read FIncCam write FIncCam;
358 property UID: Word read FUID write FUID;
359 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
360 property NetTime: LongWord read FNetTime write FNetTime;
361 end;
363 TDifficult = record
364 DiagFire: Byte;
365 InvisFire: Byte;
366 DiagPrecision: Byte;
367 FlyPrecision: Byte;
368 Cover: Byte;
369 CloseJump: Byte;
370 WeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
371 CloseWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
372 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
373 end;
375 TAIFlag = record
376 Name: String;
377 Value: String;
378 end;
380 TBot = class (TPlayer)
381 private
382 FSelectedWeapon: Byte;
383 FTargetUID: Word;
384 FLastVisible: DWORD;
385 FAIFlags: Array of TAIFlag;
386 FDifficult: TDifficult;
388 function GetRnd(a: Byte): Boolean;
389 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
390 function RunDirection(): TDirection;
391 function FullInStep(XInc, YInc: Integer): Boolean;
392 //function NeedItem(Item: Byte): Byte;
393 procedure SelectWeapon(Dist: Integer);
394 procedure SetAIFlag(aName, fValue: String20);
395 function GetAIFlag(aName: String20): String20;
396 procedure RemoveAIFlag(aName: String20);
397 function Healthy(): Byte;
398 procedure UpdateMove();
399 procedure UpdateCombat();
400 function KeyPressed(Key: Word): Boolean;
401 procedure ReleaseKey(Key: Byte);
402 function TargetOnScreen(TX, TY: Integer): Boolean;
403 procedure OnDamage(Angle: SmallInt); override;
405 public
406 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
407 constructor Create(); override;
408 destructor Destroy(); override;
409 procedure Draw(); override;
410 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
411 function Heal(value: Word; Soft: Boolean): Boolean; override;
412 procedure Update(); override;
413 procedure SaveState(var Mem: TBinMemoryWriter); override;
414 procedure LoadState(var Mem: TBinMemoryReader); override;
415 end;
417 PGib = ^TGib;
418 TGib = record
419 alive: Boolean;
420 ID: DWORD;
421 MaskID: DWORD;
422 RAngle: Integer;
423 Color: TRGB;
424 Obj: TObj;
426 procedure getMapBox (out x, y, w, h: Integer); inline;
427 procedure moveBy (dx, dy: Integer); inline;
429 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
430 end;
433 PShell = ^TShell;
434 TShell = record
435 SpriteID: DWORD;
436 alive: Boolean;
437 SType: Byte;
438 RAngle: Integer;
439 Timeout: Cardinal;
440 CX, CY: Integer;
441 Obj: TObj;
443 procedure getMapBox (out x, y, w, h: Integer); inline;
444 procedure moveBy (dx, dy: Integer); inline;
446 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
447 end;
449 TCorpse = class (TObject)
450 private
451 FModelName: String;
452 FMess: Boolean;
453 FState: Byte;
454 FDamage: Byte;
455 FColor: TRGB;
456 FObj: TObj;
457 FAnimation: TAnimation;
458 FAnimationMask: TAnimation;
460 public
461 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
462 destructor Destroy(); override;
463 procedure Damage(Value: Word; vx, vy: Integer);
464 procedure Update();
465 procedure Draw();
466 procedure SaveState(var Mem: TBinMemoryWriter);
467 procedure LoadState(var Mem: TBinMemoryReader);
469 procedure getMapBox (out x, y, w, h: Integer); inline;
470 procedure moveBy (dx, dy: Integer); inline;
472 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
474 function ObjPtr (): PObj; inline;
476 property Obj: TObj read FObj; // copies object
477 property State: Byte read FState;
478 property Mess: Boolean read FMess;
479 end;
481 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
482 record
483 Goals: SmallInt;
484 end;
486 var
487 gPlayers: Array of TPlayer;
488 gCorpses: Array of TCorpse;
489 gGibs: Array of TGib;
490 gShells: Array of TShell;
491 gTeamStat: TTeamStat;
492 gFly: Boolean = False;
493 gAimLine: Boolean = False;
494 gChatBubble: Byte = 0;
495 gNumBots: Word = 0;
496 gLMSPID1: Word = 0;
497 gLMSPID2: Word = 0;
498 MAX_RUNVEL: Integer = 8;
499 VEL_JUMP: Integer = 10;
500 SHELL_TIMEOUT: Cardinal = 60000;
502 function Lerp(X, Y, Factor: Integer): Integer;
504 procedure g_Gibs_SetMax(Count: Word);
505 function g_Gibs_GetMax(): Word;
506 procedure g_Corpses_SetMax(Count: Word);
507 function g_Corpses_GetMax(): Word;
508 procedure g_Shells_SetMax(Count: Word);
509 function g_Shells_GetMax(): Word;
511 procedure g_Player_Init();
512 procedure g_Player_Free();
513 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
514 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
515 procedure g_Player_Remove(UID: Word);
516 procedure g_Player_ResetTeams();
517 procedure g_Player_UpdateAll();
518 procedure g_Player_DrawAll();
519 procedure g_Player_DrawDebug(p: TPlayer);
520 procedure g_Player_DrawHealth();
521 procedure g_Player_RememberAll();
522 procedure g_Player_ResetAll(Force, Silent: Boolean);
523 function g_Player_Get(UID: Word): TPlayer;
524 function g_Player_GetCount(): Byte;
525 function g_Player_GetStats(): TPlayerStatArray;
526 function g_Player_ValidName(Name: String): Boolean;
527 procedure g_Player_CreateCorpse(Player: TPlayer);
528 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
529 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
530 procedure g_Player_UpdatePhysicalObjects();
531 procedure g_Player_DrawCorpses();
532 procedure g_Player_DrawShells();
533 procedure g_Player_RemoveAllCorpses();
534 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
535 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
536 procedure g_Bot_Add(Team, Difficult: Byte);
537 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
538 procedure g_Bot_MixNames();
539 procedure g_Bot_RemoveAll();
541 implementation
543 uses
544 e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math,
545 g_options, g_triggers, g_menu, g_game, g_grid,
546 wadreader, g_main, g_monsters, CONFIG, g_language,
547 g_net, g_netmsg, g_window, GL, g_holmes;
549 type
550 TBotProfile = record
551 name: ShortString;
552 model: ShortString;
553 team: Byte;
554 color: TRGB;
555 diag_fire: Byte;
556 invis_fire: Byte;
557 diag_precision: Byte;
558 fly_precision: Byte;
559 cover: Byte;
560 close_jump: Byte;
561 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
562 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
563 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
564 end;
566 const
567 TIME_RESPAWN1 = 1500;
568 TIME_RESPAWN2 = 2000;
569 TIME_RESPAWN3 = 3000;
570 AIR_DEF = 360;
571 AIR_MAX = 1091;
572 JET_MAX = 540; // ~30 sec
573 PLAYER_SUIT_TIME = 30000;
574 PLAYER_INVUL_TIME = 30000;
575 PLAYER_INVIS_TIME = 35000;
576 FRAG_COMBO_TIME = 3000;
577 VEL_SW = 4;
578 VEL_FLY = 6;
579 ANGLE_RIGHTUP = 55;
580 ANGLE_RIGHTDOWN = -35;
581 ANGLE_LEFTUP = 125;
582 ANGLE_LEFTDOWN = -145;
583 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
584 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
585 BOT_MAXJUMP = 84;
586 BOT_LONGDIST = 300;
587 BOT_UNSAFEDIST = 128;
588 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
589 (R:0; G:0; B:255));
590 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
591 FlyPrecision: 32; Cover: 32; CloseJump: 32;
592 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
593 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
594 FlyPrecision: 127; Cover: 127; CloseJump: 127;
595 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
596 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
597 FlyPrecision: 255; Cover: 255; CloseJump: 255;
598 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
599 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
600 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
601 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
602 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
603 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
604 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
605 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
606 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
607 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
608 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
609 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
610 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
611 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
612 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
613 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
614 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
615 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
617 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
618 CORPSE_SIGNATURE = $50524F43; // 'CORP'
620 BOTNAMES_FILENAME = 'botnames.txt';
621 BOTLIST_FILENAME = 'botlist.txt';
623 var
624 MaxGibs: Word = 150;
625 MaxCorpses: Word = 20;
626 MaxShells: Word = 300;
627 CurrentGib: Integer = 0;
628 CurrentShell: Integer = 0;
629 BotNames: Array of String;
630 BotList: Array of TBotProfile;
633 function Lerp(X, Y, Factor: Integer): Integer;
634 begin
635 Result := X + ((Y - X) div Factor);
636 end;
638 function SameTeam(UID1, UID2: Word): Boolean;
639 begin
640 Result := False;
642 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
643 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
645 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
647 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
648 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
650 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
651 end;
653 procedure g_Gibs_SetMax(Count: Word);
654 begin
655 MaxGibs := Count;
656 SetLength(gGibs, Count);
658 if CurrentGib >= Count then
659 CurrentGib := 0;
660 end;
662 function g_Gibs_GetMax(): Word;
663 begin
664 Result := MaxGibs;
665 end;
667 procedure g_Shells_SetMax(Count: Word);
668 begin
669 MaxShells := Count;
670 SetLength(gShells, Count);
672 if CurrentShell >= Count then
673 CurrentShell := 0;
674 end;
676 function g_Shells_GetMax(): Word;
677 begin
678 Result := MaxShells;
679 end;
682 procedure g_Corpses_SetMax(Count: Word);
683 begin
684 MaxCorpses := Count;
685 SetLength(gCorpses, Count);
686 end;
688 function g_Corpses_GetMax(): Word;
689 begin
690 Result := MaxCorpses;
691 end;
693 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
694 var
695 a: Integer;
696 ok: Boolean;
697 begin
698 Result := 0;
700 ok := False;
701 a := 0;
703 // Åñòü ëè ìåñòî â gPlayers:
704 if gPlayers <> nil then
705 for a := 0 to High(gPlayers) do
706 if gPlayers[a] = nil then
707 begin
708 ok := True;
709 Break;
710 end;
712 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
713 if not ok then
714 begin
715 SetLength(gPlayers, Length(gPlayers)+1);
716 a := High(gPlayers);
717 end;
719 // Ñîçäàåì îáúåêò èãðîêà:
720 if Bot then
721 gPlayers[a] := TBot.Create()
722 else
723 gPlayers[a] := TPlayer.Create();
726 gPlayers[a].FActualModelName := ModelName;
727 gPlayers[a].SetModel(ModelName);
729 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
730 if gPlayers[a].FModel = nil then
731 begin
732 gPlayers[a].Free();
733 gPlayers[a] := nil;
734 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
735 Exit;
736 end;
738 if not (Team in [TEAM_RED, TEAM_BLUE]) then
739 if Random(2) = 0 then
740 Team := TEAM_RED
741 else
742 Team := TEAM_BLUE;
743 gPlayers[a].FPreferredTeam := Team;
745 case gGameSettings.GameMode of
746 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
747 GM_TDM,
748 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
749 GM_SINGLE,
750 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
751 end;
753 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
754 gPlayers[a].FColor := Color;
755 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
756 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
757 else
758 gPlayers[a].FModel.Color := Color;
760 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
761 gPlayers[a].FAlive := False;
763 Result := gPlayers[a].FUID;
764 end;
766 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
767 var
768 a, i: Integer;
769 ok, Bot: Boolean;
770 sig: DWORD;
771 b: Byte;
772 begin
773 Result := 0;
774 if Mem = nil then
775 Exit;
777 // Ñèãíàòóðà èãðîêà:
778 Mem.ReadDWORD(sig);
779 if sig <> PLAYER_SIGNATURE then // 'PLYR'
780 begin
781 raise EBinSizeError.Create('g_Player_CreateFromState: Wrong Player Signature');
782 end;
784 // Áîò èëè ÷åëîâåê:
785 Mem.ReadBoolean(Bot);
787 ok := False;
788 a := 0;
790 // Åñòü ëè ìåñòî â gPlayers:
791 if gPlayers <> nil then
792 for a := 0 to High(gPlayers) do
793 if gPlayers[a] = nil then
794 begin
795 ok := True;
796 Break;
797 end;
799 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
800 if not ok then
801 begin
802 SetLength(gPlayers, Length(gPlayers)+1);
803 a := High(gPlayers);
804 end;
806 // Ñîçäàåì îáúåêò èãðîêà:
807 if Bot then
808 gPlayers[a] := TBot.Create()
809 else
810 gPlayers[a] := TPlayer.Create();
811 gPlayers[a].FIamBot := Bot;
812 gPlayers[a].FPhysics := True;
814 // UID èãðîêà:
815 Mem.ReadWord(gPlayers[a].FUID);
816 // Èìÿ èãðîêà:
817 Mem.ReadString(gPlayers[a].FName);
818 // Êîìàíäà:
819 Mem.ReadByte(gPlayers[a].FTeam);
820 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
821 // Æèâ ëè:
822 Mem.ReadBoolean(gPlayers[a].FAlive);
823 // Èçðàñõîäîâàë ëè âñå æèçíè:
824 Mem.ReadBoolean(gPlayers[a].FNoRespawn);
825 // Íàïðàâëåíèå:
826 Mem.ReadByte(b);
827 if b = 1 then
828 gPlayers[a].FDirection := D_LEFT
829 else // b = 2
830 gPlayers[a].FDirection := D_RIGHT;
831 // Çäîðîâüå:
832 Mem.ReadInt(gPlayers[a].FHealth);
833 // Æèçíè:
834 Mem.ReadByte(gPlayers[a].FLives);
835 // Áðîíÿ:
836 Mem.ReadInt(gPlayers[a].FArmor);
837 // Çàïàñ âîçäóõà:
838 Mem.ReadInt(gPlayers[a].FAir);
839 // Çàïàñ ãîðþ÷åãî:
840 Mem.ReadInt(gPlayers[a].FJetFuel);
841 // Áîëü:
842 Mem.ReadInt(gPlayers[a].FPain);
843 // Óáèë:
844 Mem.ReadInt(gPlayers[a].FKills);
845 // Óáèë ìîíñòðîâ:
846 Mem.ReadInt(gPlayers[a].FMonsterKills);
847 // Ôðàãîâ:
848 Mem.ReadInt(gPlayers[a].FFrags);
849 // Ôðàãîâ ïîäðÿä:
850 Mem.ReadByte(gPlayers[a].FFragCombo);
851 // Âðåìÿ ïîñëåäíåãî ôðàãà:
852 Mem.ReadDWORD(gPlayers[a].FLastFrag);
853 // Ñìåðòåé:
854 Mem.ReadInt(gPlayers[a].FDeath);
855 // Êàêîé ôëàã íåñåò:
856 Mem.ReadByte(gPlayers[a].FFlag);
857 // Íàøåë ñåêðåòîâ:
858 Mem.ReadInt(gPlayers[a].FSecrets);
859 // Òåêóùåå îðóæèå:
860 Mem.ReadByte(gPlayers[a].FCurrWeap);
861 // Ñëåäóþùåå æåëàåìîå îðóæèå:
862 Mem.ReadWord(gPlayers[a].FNextWeap);
863 // ...è ïàóçà:
864 Mem.ReadByte(gPlayers[a].FNextWeapDelay);
865 // Âðåìÿ çàðÿäêè BFG:
866 Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
867 // Áóôåð óðîíà:
868 Mem.ReadInt(gPlayers[a].FDamageBuffer);
869 // Ïîñëåäíèé óäàðèâøèé:
870 Mem.ReadWord(gPlayers[a].FLastSpawnerUID);
871 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
872 Mem.ReadByte(gPlayers[a].FLastHit);
873 // Îáúåêò èãðîêà:
874 Obj_LoadState(@gPlayers[a].FObj, Mem);
875 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
876 for i := A_BULLETS to A_HIGH do
877 Mem.ReadWord(gPlayers[a].FAmmo[i]);
878 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
879 for i := A_BULLETS to A_HIGH do
880 Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
881 // Íàëè÷èå îðóæèÿ:
882 for i := WP_FIRST to WP_LAST do
883 Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
884 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
885 for i := WP_FIRST to WP_LAST do
886 Mem.ReadWord(gPlayers[a].FReloading[i]);
887 // Íàëè÷èå ðþêçàêà:
888 Mem.ReadByte(b);
889 if b = 1 then
890 Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
891 // Íàëè÷èå êðàñíîãî êëþ÷à:
892 Mem.ReadByte(b);
893 if b = 1 then
894 Include(gPlayers[a].FRulez, R_KEY_RED);
895 // Íàëè÷èå çåëåíîãî êëþ÷à:
896 Mem.ReadByte(b);
897 if b = 1 then
898 Include(gPlayers[a].FRulez, R_KEY_GREEN);
899 // Íàëè÷èå ñèíåãî êëþ÷à:
900 Mem.ReadByte(b);
901 if b = 1 then
902 Include(gPlayers[a].FRulez, R_KEY_BLUE);
903 // Íàëè÷èå áåðñåðêà:
904 Mem.ReadByte(b);
905 if b = 1 then
906 Include(gPlayers[a].FRulez, R_BERSERK);
907 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
908 for i := MR_SUIT to MR_MAX do
909 Mem.ReadDWORD(gPlayers[a].FMegaRulez[i]);
910 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
911 for i := T_RESPAWN to T_FLAGCAP do
912 Mem.ReadDWORD(gPlayers[a].FTime[i]);
914 // Íàçâàíèå ìîäåëè:
915 Mem.ReadString(gPlayers[a].FActualModelName);
916 // Öâåò ìîäåëè:
917 Mem.ReadByte(gPlayers[a].FColor.R);
918 Mem.ReadByte(gPlayers[a].FColor.G);
919 Mem.ReadByte(gPlayers[a].FColor.B);
920 // Îáíîâëÿåì ìîäåëü èãðîêà:
921 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
923 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
924 if gPlayers[a].FModel = nil then
925 begin
926 gPlayers[a].Free();
927 gPlayers[a] := nil;
928 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
929 Exit;
930 end;
932 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
933 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
934 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
935 else
936 gPlayers[a].FModel.Color := gPlayers[a].FColor;
938 Result := gPlayers[a].FUID;
939 end;
941 procedure g_Player_ResetTeams();
942 var
943 a: Integer;
944 begin
945 if g_Game_IsClient then
946 Exit;
947 if gPlayers = nil then
948 Exit;
949 for a := Low(gPlayers) to High(gPlayers) do
950 if gPlayers[a] <> nil then
951 case gGameSettings.GameMode of
952 GM_DM:
953 gPlayers[a].ChangeTeam(TEAM_NONE);
954 GM_TDM, GM_CTF:
955 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
956 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
957 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
958 else
959 if a mod 2 = 0 then
960 gPlayers[a].ChangeTeam(TEAM_RED)
961 else
962 gPlayers[a].ChangeTeam(TEAM_BLUE);
963 GM_SINGLE,
964 GM_COOP:
965 gPlayers[a].ChangeTeam(TEAM_COOP);
966 end;
967 end;
969 procedure g_Bot_Add(Team, Difficult: Byte);
970 var
971 m: SArray;
972 _name, _model: String;
973 a, tr, tb: Integer;
974 begin
975 if not g_Game_IsServer then Exit;
977 // Ñïèñîê íàçâàíèé ìîäåëåé:
978 m := g_PlayerModel_GetNames();
979 if m = nil then
980 Exit;
982 // Êîìàíäà:
983 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
984 Team := TEAM_COOP // COOP
985 else
986 if gGameSettings.GameMode = GM_DM then
987 Team := TEAM_NONE // DM
988 else
989 if Team = TEAM_NONE then // CTF / TDM
990 begin
991 // Àâòîáàëàíñ êîìàíä:
992 tr := 0;
993 tb := 0;
995 for a := 0 to High(gPlayers) do
996 if gPlayers[a] <> nil then
997 begin
998 if gPlayers[a].Team = TEAM_RED then
999 Inc(tr)
1000 else
1001 if gPlayers[a].Team = TEAM_BLUE then
1002 Inc(tb);
1003 end;
1005 if tr > tb then
1006 Team := TEAM_BLUE
1007 else
1008 if tb > tr then
1009 Team := TEAM_RED
1010 else // tr = tb
1011 if Random(2) = 0 then
1012 Team := TEAM_RED
1013 else
1014 Team := TEAM_BLUE;
1015 end;
1017 // Âûáèðàåì áîòó èìÿ:
1018 _name := '';
1019 if BotNames <> nil then
1020 for a := 0 to High(BotNames) do
1021 if g_Player_ValidName(BotNames[a]) then
1022 begin
1023 _name := BotNames[a];
1024 Break;
1025 end;
1027 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1028 if _name = '' then
1029 repeat
1030 _name := Format('DFBOT%.2d', [Random(100)]);
1031 until g_Player_ValidName(_name);
1033 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1034 _model := m[Random(Length(m))];
1036 // Ñîçäàåì áîòà:
1037 with g_Player_Get(g_Player_Create(_model,
1038 _RGB(Min(Random(9)*32, 255),
1039 Min(Random(9)*32, 255),
1040 Min(Random(9)*32, 255)),
1041 Team, True)) as TBot do
1042 begin
1043 Name := _name;
1045 case Difficult of
1046 1: FDifficult := DIFFICULT_EASY;
1047 2: FDifficult := DIFFICULT_MEDIUM;
1048 else FDifficult := DIFFICULT_HARD;
1049 end;
1051 for a := WP_FIRST to WP_LAST do
1052 begin
1053 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1054 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1055 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1056 end;
1058 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1060 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1061 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1062 Spectate();
1063 end;
1064 end;
1066 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1067 var
1068 m: SArray;
1069 _name, _model: String;
1070 a: Integer;
1071 begin
1072 if not g_Game_IsServer then Exit;
1074 // Ñïèñîê íàçâàíèé ìîäåëåé:
1075 m := g_PlayerModel_GetNames();
1076 if m = nil then
1077 Exit;
1079 // Êîìàíäà:
1080 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1081 Team := TEAM_COOP // COOP
1082 else
1083 if gGameSettings.GameMode = GM_DM then
1084 Team := TEAM_NONE // DM
1085 else
1086 if Team = TEAM_NONE then
1087 Team := BotList[num].team; // CTF / TDM
1089 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1090 lName := AnsiLowerCase(lName);
1091 if (num < 0) or (num > Length(BotList)-1) then
1092 num := -1;
1093 if (num = -1) and (lName <> '') and (BotList <> nil) then
1094 for a := 0 to High(BotList) do
1095 if AnsiLowerCase(BotList[a].name) = lName then
1096 begin
1097 num := a;
1098 Break;
1099 end;
1100 if num = -1 then
1101 Exit;
1103 // Èìÿ áîòà:
1104 _name := BotList[num].name;
1105 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1106 if not g_Player_ValidName(_name) then
1107 repeat
1108 _name := Format('DFBOT%.2d', [Random(100)]);
1109 until g_Player_ValidName(_name);
1111 // Ìîäåëü:
1112 _model := BotList[num].model;
1113 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1114 if not InSArray(_model, m) then
1115 _model := m[Random(Length(m))];
1117 // Ñîçäàåì áîòà:
1118 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1119 begin
1120 Name := _name;
1122 FDifficult.DiagFire := BotList[num].diag_fire;
1123 FDifficult.InvisFire := BotList[num].invis_fire;
1124 FDifficult.DiagPrecision := BotList[num].diag_precision;
1125 FDifficult.FlyPrecision := BotList[num].fly_precision;
1126 FDifficult.Cover := BotList[num].cover;
1127 FDifficult.CloseJump := BotList[num].close_jump;
1129 for a := WP_FIRST to WP_LAST do
1130 begin
1131 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1132 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1133 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1134 end;
1136 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1138 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1139 end;
1140 end;
1142 procedure g_Bot_RemoveAll();
1143 var
1144 a: Integer;
1145 begin
1146 if not g_Game_IsServer then Exit;
1147 if gPlayers = nil then Exit;
1149 for a := 0 to High(gPlayers) do
1150 if gPlayers[a] <> nil then
1151 if gPlayers[a] is TBot then
1152 begin
1153 gPlayers[a].Lives := 0;
1154 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1155 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1156 g_Player_Remove(gPlayers[a].FUID);
1157 end;
1159 g_Bot_MixNames();
1160 end;
1162 procedure g_Bot_MixNames();
1163 var
1164 s: String;
1165 a, b: Integer;
1166 begin
1167 if BotNames <> nil then
1168 for a := 0 to High(BotNames) do
1169 begin
1170 b := Random(Length(BotNames));
1171 s := BotNames[a];
1172 Botnames[a] := BotNames[b];
1173 BotNames[b] := s;
1174 end;
1175 end;
1177 procedure g_Player_Remove(UID: Word);
1178 var
1179 i: Integer;
1180 begin
1181 if gPlayers = nil then Exit;
1183 if g_Game_IsServer and g_Game_IsNet then
1184 MH_SEND_PlayerDelete(UID);
1186 for i := 0 to High(gPlayers) do
1187 if gPlayers[i] <> nil then
1188 if gPlayers[i].FUID = UID then
1189 begin
1190 if gPlayers[i] is TPlayer then
1191 TPlayer(gPlayers[i]).Free()
1192 else
1193 TBot(gPlayers[i]).Free();
1194 gPlayers[i] := nil;
1195 Exit;
1196 end;
1197 end;
1199 procedure g_Player_Init();
1200 var
1201 F: TextFile;
1202 s: String;
1203 a, b: Integer;
1204 config: TConfig;
1205 sa: SArray;
1206 begin
1207 BotNames := nil;
1209 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1210 Exit;
1212 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1213 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1214 Reset(F);
1216 while not EOF(F) do
1217 begin
1218 ReadLn(F, s);
1220 s := Trim(s);
1221 if s = '' then
1222 Continue;
1224 SetLength(BotNames, Length(BotNames)+1);
1225 BotNames[High(BotNames)] := s;
1226 end;
1228 CloseFile(F);
1230 // Ïåðåìåøèâàåì èõ:
1231 g_Bot_MixNames();
1233 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1234 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1235 BotList := nil;
1236 a := 0;
1238 while config.SectionExists(IntToStr(a)) do
1239 begin
1240 SetLength(BotList, Length(BotList)+1);
1242 with BotList[High(BotList)] do
1243 begin
1244 // Èìÿ áîòà:
1245 name := config.ReadStr(IntToStr(a), 'name', '');
1246 // Ìîäåëü:
1247 model := config.ReadStr(IntToStr(a), 'model', '');
1248 // Êîìàíäà:
1249 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1250 team := TEAM_RED
1251 else
1252 team := TEAM_BLUE;
1253 // Öâåò ìîäåëè:
1254 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1255 color.R := StrToIntDef(sa[0], 0);
1256 color.G := StrToIntDef(sa[1], 0);
1257 color.B := StrToIntDef(sa[2], 0);
1258 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1259 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1260 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1261 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1262 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1263 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1264 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1265 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1266 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1267 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1268 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1269 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1270 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1271 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1272 if Length(sa) = 10 then
1273 for b := 0 to 9 do
1274 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1275 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1276 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1277 if Length(sa) = 10 then
1278 for b := 0 to 9 do
1279 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1281 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1282 if Length(sa) = 10 then
1283 for b := 0 to 9 do
1284 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1285 end;
1287 a := a + 1;
1288 end;
1290 config.Free();
1291 end;
1293 procedure g_Player_Free();
1294 var
1295 i: Integer;
1296 begin
1297 if gPlayers <> nil then
1298 begin
1299 for i := 0 to High(gPlayers) do
1300 if gPlayers[i] <> nil then
1301 begin
1302 if gPlayers[i] is TPlayer then
1303 TPlayer(gPlayers[i]).Free()
1304 else
1305 TBot(gPlayers[i]).Free();
1306 gPlayers[i] := nil;
1307 end;
1309 gPlayers := nil;
1310 end;
1312 gPlayer1 := nil;
1313 gPlayer2 := nil;
1314 end;
1316 procedure g_Player_UpdateAll();
1317 var
1318 i: Integer;
1319 begin
1320 if gPlayers = nil then Exit;
1322 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1323 for i := 0 to High(gPlayers) do
1324 begin
1325 if gPlayers[i] <> nil then
1326 begin
1327 if gPlayers[i] is TPlayer then
1328 begin
1329 gPlayers[i].Update();
1330 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1331 end
1332 else
1333 begin
1334 // bot updates weapons in `UpdateCombat()`
1335 TBot(gPlayers[i]).Update();
1336 end;
1337 end;
1338 end;
1339 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1340 end;
1342 procedure g_Player_DrawAll();
1343 var
1344 i: Integer;
1345 begin
1346 if gPlayers = nil then Exit;
1348 for i := 0 to High(gPlayers) do
1349 if gPlayers[i] <> nil then
1350 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1351 else TBot(gPlayers[i]).Draw();
1352 end;
1354 procedure g_Player_DrawDebug(p: TPlayer);
1355 var
1356 fW, fH: Byte;
1357 begin
1358 if p = nil then Exit;
1359 if (@p.FObj) = nil then Exit;
1361 e_TextureFontGetSize(gStdFont, fW, fH);
1363 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1364 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1365 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1366 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1367 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1368 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1369 end;
1371 procedure g_Player_DrawHealth();
1372 var
1373 i: Integer;
1374 fW, fH: Byte;
1375 begin
1376 if gPlayers = nil then Exit;
1377 e_TextureFontGetSize(gStdFont, fW, fH);
1379 for i := 0 to High(gPlayers) do
1380 if gPlayers[i] <> nil then
1381 begin
1382 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1383 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1384 IntToStr(gPlayers[i].FHealth), gStdFont);
1385 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1386 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1387 IntToStr(gPlayers[i].FArmor), gStdFont);
1388 end;
1389 end;
1391 function g_Player_Get(UID: Word): TPlayer;
1392 var
1393 a: Integer;
1394 begin
1395 Result := nil;
1397 if gPlayers = nil then
1398 Exit;
1400 for a := 0 to High(gPlayers) do
1401 if gPlayers[a] <> nil then
1402 if gPlayers[a].FUID = UID then
1403 begin
1404 Result := gPlayers[a];
1405 Exit;
1406 end;
1407 end;
1409 function g_Player_GetCount(): Byte;
1410 var
1411 a: Integer;
1412 begin
1413 Result := 0;
1415 if gPlayers = nil then
1416 Exit;
1418 for a := 0 to High(gPlayers) do
1419 if gPlayers[a] <> nil then
1420 Result := Result + 1;
1421 end;
1423 function g_Player_GetStats(): TPlayerStatArray;
1424 var
1425 a: Integer;
1426 begin
1427 Result := nil;
1429 if gPlayers = nil then Exit;
1431 for a := 0 to High(gPlayers) do
1432 if gPlayers[a] <> nil then
1433 begin
1434 SetLength(Result, Length(Result)+1);
1435 with Result[High(Result)] do
1436 begin
1437 Ping := gPlayers[a].FPing;
1438 Loss := gPlayers[a].FLoss;
1439 Name := gPlayers[a].FName;
1440 Team := gPlayers[a].FTeam;
1441 Frags := gPlayers[a].FFrags;
1442 Deaths := gPlayers[a].FDeath;
1443 Kills := gPlayers[a].FKills;
1444 Color := gPlayers[a].FModel.Color;
1445 Lives := gPlayers[a].FLives;
1446 Spectator := gPlayers[a].FSpectator;
1447 end;
1448 end;
1449 end;
1451 procedure g_Player_RememberAll;
1452 var
1453 i: Integer;
1454 begin
1455 for i := Low(gPlayers) to High(gPlayers) do
1456 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1457 gPlayers[i].RememberState;
1458 end;
1460 procedure g_Player_ResetAll(Force, Silent: Boolean);
1461 var
1462 i: Integer;
1463 begin
1464 gTeamStat[TEAM_RED].Goals := 0;
1465 gTeamStat[TEAM_BLUE].Goals := 0;
1467 if gPlayers <> nil then
1468 for i := 0 to High(gPlayers) do
1469 if gPlayers[i] <> nil then
1470 begin
1471 gPlayers[i].Reset(Force);
1473 if gPlayers[i] is TPlayer then
1474 begin
1475 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1476 gPlayers[i].Respawn(Silent)
1477 else
1478 gPlayers[i].Spectate();
1479 end
1480 else
1481 TBot(gPlayers[i]).Respawn(Silent);
1482 end;
1483 end;
1485 procedure g_Player_CreateCorpse(Player: TPlayer);
1486 var
1487 find_id: DWORD;
1488 ok: Boolean;
1489 begin
1490 if Player.alive then
1491 Exit;
1492 if Player.FObj.Y >= gMapInfo.Height+128 then
1493 Exit;
1495 with Player do
1496 begin
1497 if (FHealth >= -50) or (gGibsCount = 0) then
1498 begin
1499 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1500 Exit;
1502 ok := False;
1503 for find_id := 0 to High(gCorpses) do
1504 if gCorpses[find_id] = nil then
1505 begin
1506 ok := True;
1507 Break;
1508 end;
1510 if not ok then
1511 find_id := Random(Length(gCorpses));
1513 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1514 gCorpses[find_id].FColor := FModel.Color;
1515 gCorpses[find_id].FObj.Vel := FObj.Vel;
1516 gCorpses[find_id].FObj.Accel := FObj.Accel;
1517 end
1518 else
1519 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1520 FObj.Y + PLAYER_RECT_CY,
1521 FModel.Name, FModel.Color);
1522 end;
1523 end;
1525 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1526 var
1527 SID: DWORD;
1528 begin
1529 if (gShells = nil) or (Length(gShells) = 0) then
1530 Exit;
1532 with gShells[CurrentShell] do
1533 begin
1534 SpriteID := 0;
1535 g_Obj_Init(@Obj);
1536 Obj.Rect.X := 0;
1537 Obj.Rect.Y := 0;
1538 if T = SHELL_BULLET then
1539 begin
1540 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1541 SpriteID := SID;
1542 CX := 2;
1543 CY := 1;
1544 Obj.Rect.Width := 4;
1545 Obj.Rect.Height := 2;
1546 end
1547 else
1548 begin
1549 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1550 SpriteID := SID;
1551 CX := 4;
1552 CY := 2;
1553 Obj.Rect.Width := 7;
1554 Obj.Rect.Height := 3;
1555 end;
1556 SType := T;
1557 alive := True;
1558 Obj.X := fX;
1559 Obj.Y := fY;
1560 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1561 positionChanged(); // this updates spatial accelerators
1562 RAngle := Random(360);
1563 Timeout := gTime + SHELL_TIMEOUT;
1565 if CurrentShell >= High(gShells) then
1566 CurrentShell := 0
1567 else
1568 Inc(CurrentShell);
1569 end;
1570 end;
1572 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1573 var
1574 a: Integer;
1575 GibsArray: TGibsArray;
1576 begin
1577 if (gGibs = nil) or (Length(gGibs) = 0) then
1578 Exit;
1579 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1580 Exit;
1582 for a := 0 to High(GibsArray) do
1583 with gGibs[CurrentGib] do
1584 begin
1585 Color := fColor;
1586 ID := GibsArray[a].ID;
1587 MaskID := GibsArray[a].MaskID;
1588 alive := True;
1589 g_Obj_Init(@Obj);
1590 Obj.Rect := GibsArray[a].Rect;
1591 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1592 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1593 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1594 positionChanged(); // this updates spatial accelerators
1595 RAngle := Random(360);
1597 if gBloodCount > 0 then
1598 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1599 Random(48), Random(48), 150, 0, 0);
1601 if CurrentGib >= High(gGibs) then
1602 CurrentGib := 0
1603 else
1604 Inc(CurrentGib);
1605 end;
1606 end;
1608 procedure g_Player_UpdatePhysicalObjects();
1609 var
1610 i: Integer;
1611 vel: TPoint2i;
1612 mr: Word;
1614 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1615 var
1616 k: Integer;
1617 begin
1618 k := 1 + Random(2);
1619 if T = SHELL_BULLET then
1620 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1621 else
1622 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1623 end;
1625 begin
1626 // Êóñêè ìÿñà:
1627 if gGibs <> nil then
1628 for i := 0 to High(gGibs) do
1629 if gGibs[i].alive then
1630 with gGibs[i] do
1631 begin
1632 vel := Obj.Vel;
1633 mr := g_Obj_Move(@Obj, True, False, True);
1634 positionChanged(); // this updates spatial accelerators
1636 if WordBool(mr and MOVE_FALLOUT) then
1637 begin
1638 alive := False;
1639 Continue;
1640 end;
1642 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1643 if WordBool(mr and MOVE_HITWALL) then
1644 Obj.Vel.X := -(vel.X div 2);
1645 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1646 Obj.Vel.Y := -(vel.Y div 2);
1648 if (Obj.Vel.X >= 0) then
1649 begin // Clockwise
1650 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1651 if RAngle >= 360 then
1652 RAngle := RAngle mod 360;
1653 end else begin // Counter-clockwise
1654 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1655 if RAngle < 0 then
1656 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1657 end;
1659 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1660 if gTime mod (GAME_TICK*3) = 0 then
1661 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1662 end;
1664 // Òðóïû:
1665 if gCorpses <> nil then
1666 for i := 0 to High(gCorpses) do
1667 if gCorpses[i] <> nil then
1668 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1669 begin
1670 gCorpses[i].Free();
1671 gCorpses[i] := nil;
1672 end
1673 else
1674 gCorpses[i].Update();
1676 // Ãèëüçû:
1677 if gShells <> nil then
1678 for i := 0 to High(gShells) do
1679 if gShells[i].alive then
1680 with gShells[i] do
1681 begin
1682 vel := Obj.Vel;
1683 mr := g_Obj_Move(@Obj, True, False, True);
1684 positionChanged(); // this updates spatial accelerators
1686 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1687 begin
1688 alive := False;
1689 Continue;
1690 end;
1692 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1693 if WordBool(mr and MOVE_HITWALL) then
1694 begin
1695 Obj.Vel.X := -(vel.X div 2);
1696 if not WordBool(mr and MOVE_INWATER) then
1697 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1698 end;
1699 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1700 begin
1701 Obj.Vel.Y := -(vel.Y div 2);
1702 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1703 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1704 begin
1705 if RAngle mod 90 <> 0 then
1706 RAngle := (RAngle div 90) * 90;
1707 end
1708 else if not WordBool(mr and MOVE_INWATER) then
1709 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1710 end;
1712 if (Obj.Vel.X >= 0) then
1713 begin // Clockwise
1714 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1715 if RAngle >= 360 then
1716 RAngle := RAngle mod 360;
1717 end else begin // Counter-clockwise
1718 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1719 if RAngle < 0 then
1720 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1721 end;
1722 end;
1723 end;
1726 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1727 begin
1728 x := Obj.X+Obj.Rect.X;
1729 y := Obj.Y+Obj.Rect.Y;
1730 w := Obj.Rect.Width;
1731 h := Obj.Rect.Height;
1732 end;
1734 procedure TGib.moveBy (dx, dy: Integer); inline;
1735 begin
1736 if (dx <> 0) or (dy <> 0) then
1737 begin
1738 Obj.X += dx;
1739 Obj.Y += dy;
1740 positionChanged();
1741 end;
1742 end;
1745 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1746 begin
1747 x := Obj.X;
1748 y := Obj.Y;
1749 w := Obj.Rect.Width;
1750 h := Obj.Rect.Height;
1751 end;
1753 procedure TShell.moveBy (dx, dy: Integer); inline;
1754 begin
1755 if (dx <> 0) or (dy <> 0) then
1756 begin
1757 Obj.X += dx;
1758 Obj.Y += dy;
1759 positionChanged();
1760 end;
1761 end;
1764 procedure TGib.positionChanged (); inline; begin end;
1765 procedure TShell.positionChanged (); inline; begin end;
1768 procedure g_Player_DrawCorpses();
1769 var
1770 i: Integer;
1771 a: TDFPoint;
1772 begin
1773 if gGibs <> nil then
1774 for i := 0 to High(gGibs) do
1775 if gGibs[i].alive then
1776 with gGibs[i] do
1777 begin
1778 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1779 Continue;
1781 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1782 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1784 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1786 e_Colors := Color;
1787 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1788 e_Colors.R := 255;
1789 e_Colors.G := 255;
1790 e_Colors.B := 255;
1791 end;
1793 if gCorpses <> nil then
1794 for i := 0 to High(gCorpses) do
1795 if gCorpses[i] <> nil then
1796 gCorpses[i].Draw();
1797 end;
1799 procedure g_Player_DrawShells();
1800 var
1801 i: Integer;
1802 a: TDFPoint;
1803 begin
1804 if gShells <> nil then
1805 for i := 0 to High(gShells) do
1806 if gShells[i].alive then
1807 with gShells[i] do
1808 begin
1809 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1810 Continue;
1812 a.X := CX;
1813 a.Y := CY;
1815 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1816 end;
1817 end;
1819 procedure g_Player_RemoveAllCorpses();
1820 var
1821 i: Integer;
1822 begin
1823 gGibs := nil;
1824 gShells := nil;
1825 SetLength(gGibs, MaxGibs);
1826 SetLength(gShells, MaxGibs);
1827 CurrentGib := 0;
1828 CurrentShell := 0;
1830 if gCorpses <> nil then
1831 for i := 0 to High(gCorpses) do
1832 gCorpses[i].Free();
1834 gCorpses := nil;
1835 SetLength(gCorpses, MaxCorpses);
1836 end;
1838 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
1839 var
1840 count, i: Integer;
1841 b: Boolean;
1842 begin
1843 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1844 count := 0;
1845 if gCorpses <> nil then
1846 for i := 0 to High(gCorpses) do
1847 if gCorpses[i] <> nil then
1848 count := count + 1;
1850 Mem := TBinMemoryWriter.Create((count+1) * 128);
1852 // Êîëè÷åñòâî òðóïîâ:
1853 Mem.WriteInt(count);
1855 if count = 0 then
1856 Exit;
1858 // Ñîõðàíÿåì òðóïû:
1859 for i := 0 to High(gCorpses) do
1860 if gCorpses[i] <> nil then
1861 begin
1862 // Íàçâàíèå ìîäåëè:
1863 Mem.WriteString(gCorpses[i].FModelName);
1864 // Òèï ñìåðòè:
1865 b := gCorpses[i].Mess;
1866 Mem.WriteBoolean(b);
1867 // Ñîõðàíÿåì äàííûå òðóïà:
1868 gCorpses[i].SaveState(Mem);
1869 end;
1870 end;
1872 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
1873 var
1874 count, i: Integer;
1875 str: String;
1876 b: Boolean;
1877 begin
1878 if Mem = nil then
1879 Exit;
1881 g_Player_RemoveAllCorpses();
1883 // Êîëè÷åñòâî òðóïîâ:
1884 Mem.ReadInt(count);
1886 if count > Length(gCorpses) then
1887 begin
1888 raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1889 end;
1891 if count = 0 then
1892 Exit;
1894 // Çàãðóæàåì òðóïû:
1895 for i := 0 to count-1 do
1896 begin
1897 // Íàçâàíèå ìîäåëè:
1898 Mem.ReadString(str);
1899 // Òèï ñìåðòè:
1900 Mem.ReadBoolean(b);
1901 // Ñîçäàåì òðóï:
1902 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1903 // Çàãðóæàåì äàííûå òðóïà:
1904 gCorpses[i].LoadState(Mem);
1905 end;
1906 end;
1908 { T P l a y e r : }
1910 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1912 procedure TPlayer.BFGHit();
1913 begin
1914 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1915 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1916 if g_Game_IsServer and g_Game_IsNet then
1917 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1918 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1919 0, NET_GFX_BFGHIT);
1920 end;
1922 procedure TPlayer.ChangeModel(ModelName: string);
1923 var
1924 locModel: TPlayerModel;
1925 begin
1926 locModel := g_PlayerModel_Get(ModelName);
1927 if locModel = nil then Exit;
1929 FModel.Free();
1930 FModel := locModel;
1931 end;
1933 procedure TPlayer.SetModel(ModelName: string);
1934 var
1935 m: TPlayerModel;
1936 begin
1937 m := g_PlayerModel_Get(ModelName);
1938 if m = nil then
1939 begin
1940 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1941 m := g_PlayerModel_Get('doomer');
1942 if m = nil then
1943 begin
1944 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1945 Exit;
1946 end;
1947 end;
1949 if FModel <> nil then
1950 FModel.Free();
1952 FModel := m;
1954 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1955 FModel.Color := FColor
1956 else
1957 FModel.Color := TEAMCOLOR[FTeam];
1958 FModel.SetWeapon(FCurrWeap);
1959 FModel.SetFlag(FFlag);
1960 SetDirection(FDirection);
1961 end;
1963 procedure TPlayer.SetColor(Color: TRGB);
1964 begin
1965 FColor := Color;
1966 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1967 if FModel <> nil then FModel.Color := Color;
1968 end;
1970 procedure TPlayer.SwitchTeam;
1971 begin
1972 if g_Game_IsClient then
1973 Exit;
1974 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1976 if gGameOn and FAlive then
1977 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1979 if FTeam = TEAM_RED then
1980 begin
1981 ChangeTeam(TEAM_BLUE);
1982 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1983 if g_Game_IsNet then
1984 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1985 end
1986 else
1987 begin
1988 ChangeTeam(TEAM_RED);
1989 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
1990 if g_Game_IsNet then
1991 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
1992 end;
1993 FPreferredTeam := FTeam;
1994 end;
1996 procedure TPlayer.ChangeTeam(Team: Byte);
1997 var
1998 OldTeam: Byte;
1999 begin
2000 OldTeam := FTeam;
2001 FTeam := Team;
2002 case Team of
2003 TEAM_RED, TEAM_BLUE:
2004 FModel.Color := TEAMCOLOR[Team];
2005 else
2006 FModel.Color := FColor;
2007 end;
2008 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2009 MH_SEND_PlayerStats(FUID);
2010 end;
2013 procedure TPlayer.CollideItem();
2014 var
2015 i: Integer;
2016 r: Boolean;
2017 begin
2018 if gItems = nil then Exit;
2019 if not FAlive then Exit;
2021 for i := 0 to High(gItems) do
2022 with gItems[i] do
2023 begin
2024 if (ItemType <> ITEM_NONE) and alive then
2025 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2026 PLAYER_RECT.Height, @Obj) then
2027 begin
2028 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2030 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2031 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2032 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2033 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2034 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2036 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2037 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2038 (gGameSettings.GameType = GT_SINGLE) and
2039 (g_Player_GetCount() > 1)) then
2040 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2041 end;
2042 end;
2043 end;
2046 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2047 begin
2048 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2049 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2050 False);
2051 end;
2053 constructor TPlayer.Create();
2054 begin
2055 viewPortX := 0;
2056 viewPortY := 0;
2057 viewPortW := 0;
2058 viewPortH := 0;
2060 FIamBot := False;
2061 FDummy := False;
2062 FSpawned := False;
2064 FSawSound := TPlayableSound.Create();
2065 FSawSoundIdle := TPlayableSound.Create();
2066 FSawSoundHit := TPlayableSound.Create();
2067 FSawSoundSelect := TPlayableSound.Create();
2068 FJetSoundFly := TPlayableSound.Create();
2069 FJetSoundOn := TPlayableSound.Create();
2070 FJetSoundOff := TPlayableSound.Create();
2072 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2073 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2074 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2075 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2076 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2077 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2078 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2080 FSpectatePlayer := -1;
2081 FClientID := -1;
2082 FPing := 0;
2083 FLoss := 0;
2084 FSavedState.WaitRecall := False;
2085 FShellTimer := -1;
2086 FFireTime := 0;
2087 FFirePainTime := 0;
2088 FFireAttacker := 0;
2090 FActualModelName := 'doomer';
2092 g_Obj_Init(@FObj);
2093 FObj.Rect := PLAYER_RECT;
2095 FBFGFireCounter := -1;
2096 FJustTeleported := False;
2097 FNetTime := 0;
2099 resetWeaponQueue();
2100 end;
2102 procedure TPlayer.positionChanged (); inline;
2103 begin
2104 end;
2106 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2107 var
2108 c: Word;
2109 begin
2110 if (not g_Game_IsClient) and (not FAlive) then
2111 Exit;
2113 FLastHit := t;
2115 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2116 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2117 begin
2118 if not g_Game_IsClient then
2119 begin
2120 FArmor := 0;
2121 if t = HIT_TRAP then
2122 begin
2123 // Ëîâóøêà óáèâàåò ñðàçó:
2124 FHealth := -100;
2125 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2126 end;
2127 if t = HIT_SELF then
2128 begin
2129 // Ñàìîóáèéñòâî:
2130 FHealth := 0;
2131 Kill(K_SIMPLEKILL, SpawnerUID, t);
2132 end;
2133 end;
2134 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2135 FMegaRulez[MR_SUIT] := 0;
2136 FMegaRulez[MR_INVUL] := 0;
2137 FMegaRulez[MR_INVIS] := 0;
2138 FBerserk := 0;
2139 end;
2141 // Íî îò îñòàëüíîãî ñïàñàåò:
2142 if FMegaRulez[MR_INVUL] >= gTime then
2143 Exit;
2145 // ×èò-êîä "ÃÎÐÅÖ":
2146 if FGodMode then
2147 Exit;
2149 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2150 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2151 (SpawnerUID = FUID) or
2152 (not SameTeam(FUID, SpawnerUID)) then
2153 begin
2154 FLastSpawnerUID := SpawnerUID;
2156 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2157 if gBloodCount > 0 then
2158 begin
2159 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2160 if value div 4 <= c then
2161 c := c - (value div 4)
2162 else
2163 c := 0;
2165 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2166 MakeBloodSimple(c)
2167 else
2168 case t of
2169 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2170 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2171 end;
2173 if t = HIT_WATER then
2174 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2175 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2176 end;
2178 // Áóôåð óðîíà:
2179 if FAlive then
2180 Inc(FDamageBuffer, value);
2182 // Âñïûøêà áîëè:
2183 if gFlash <> 0 then
2184 FPain := FPain + value;
2185 end;
2187 if g_Game_IsServer and g_Game_IsNet then
2188 begin
2189 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2190 MH_SEND_PlayerStats(FUID);
2191 MH_SEND_PlayerPos(False, FUID);
2192 end;
2193 end;
2195 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2196 begin
2197 Result := False;
2198 if g_Game_IsClient then
2199 Exit;
2200 if not FAlive then
2201 Exit;
2203 if Soft and (FHealth < PLAYER_HP_SOFT) then
2204 begin
2205 IncMax(FHealth, value, PLAYER_HP_SOFT);
2206 Result := True;
2207 end;
2208 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2209 begin
2210 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2211 Result := True;
2212 end;
2214 if Result and g_Game_IsServer and g_Game_IsNet then
2215 MH_SEND_PlayerStats(FUID);
2216 end;
2218 destructor TPlayer.Destroy();
2219 begin
2220 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2221 gPlayer1 := nil;
2222 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2223 gPlayer2 := nil;
2225 FSawSound.Free();
2226 FSawSoundIdle.Free();
2227 FSawSoundHit.Free();
2228 FJetSoundFly.Free();
2229 FJetSoundOn.Free();
2230 FJetSoundOff.Free();
2231 FModel.Free();
2233 inherited;
2234 end;
2236 procedure TPlayer.DrawBubble();
2237 var
2238 bubX, bubY: Integer;
2239 ID: LongWord;
2240 Rb, Gb, Bb,
2241 Rw, Gw, Bw: SmallInt;
2242 Dot: Byte;
2243 begin
2244 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18);
2245 bubY := FObj.Y+FObj.Rect.Y - 18;
2246 Rb := 64;
2247 Gb := 64;
2248 Bb := 64;
2249 Rw := 240;
2250 Gw := 240;
2251 Bw := 240;
2252 case gChatBubble of
2253 1: // simple textual non-bubble
2254 begin
2255 bubX := FObj.X+FObj.Rect.X - 11;
2256 bubY := FObj.Y+FObj.Rect.Y - 17;
2257 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2258 Exit;
2259 end;
2260 2: // advanced pixel-perfect bubble
2261 begin
2262 if FTeam = TEAM_RED then
2263 Rb := 255
2264 else
2265 if FTeam = TEAM_BLUE then
2266 Bb := 255;
2267 end;
2268 3: // colored bubble
2269 begin
2270 Rb := FModel.Color.R;
2271 Gb := FModel.Color.G;
2272 Bb := FModel.Color.B;
2273 Rw := Min(Rb * 2 + 64, 255);
2274 Gw := Min(Gb * 2 + 64, 255);
2275 Bw := Min(Bb * 2 + 64, 255);
2276 if (Abs(Rw - Rb) < 32)
2277 or (Abs(Gw - Gb) < 32)
2278 or (Abs(Bw - Bb) < 32) then
2279 begin
2280 Rb := Max(Rw div 2 - 16, 0);
2281 Gb := Max(Gw div 2 - 16, 0);
2282 Bb := Max(Bw div 2 - 16, 0);
2283 end;
2284 end;
2285 4: // custom textured bubble
2286 begin
2287 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2288 if FDirection = D_RIGHT then
2289 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2290 else
2291 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
2292 Exit;
2293 end;
2294 end;
2296 // Outer borders
2297 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2298 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2299 // Inner box
2300 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2302 // Tail
2303 Dot := IfThen(FDirection = D_LEFT, 14, 5);
2304 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2305 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2306 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2307 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2308 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2310 // Dots
2311 Dot := 6;
2312 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2313 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2314 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2315 end;
2317 procedure TPlayer.Draw();
2318 var
2319 ID: DWORD;
2320 w, h: Word;
2321 dr: Boolean;
2322 begin
2323 if FAlive then
2324 begin
2325 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2326 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2327 begin
2328 e_GetTextureSize(ID, @w, @h);
2329 if FDirection = D_LEFT then
2330 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2331 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2332 else
2333 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2334 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2335 end;
2337 if FMegaRulez[MR_INVIS] > gTime then
2338 begin
2339 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2340 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2341 begin
2342 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2343 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2344 else
2345 dr := True;
2346 if dr then
2347 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2348 else
2349 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2350 end
2351 else
2352 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2353 end
2354 else
2355 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2356 end;
2358 if g_debug_Frames then
2359 begin
2360 e_DrawQuad(FObj.X+FObj.Rect.X,
2361 FObj.Y+FObj.Rect.Y,
2362 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2363 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2364 0, 255, 0);
2365 end;
2367 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2368 DrawBubble();
2369 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2370 if gAimLine and alive and
2371 ((Self = gPlayer1) or (Self = gPlayer2)) then
2372 DrawAim();
2373 end;
2376 procedure TPlayer.DrawAim();
2377 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2378 var
2379 ex, ey: Integer;
2380 begin
2381 if isValidViewPort and (self = gPlayer1) then
2382 begin
2383 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2384 end;
2386 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2387 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2388 begin
2389 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2390 end
2391 else
2392 begin
2393 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2394 end;
2395 end;
2397 var
2398 wx, wy, xx, yy: Integer;
2399 angle: SmallInt;
2400 sz, len: Word;
2401 begin
2402 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
2403 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2404 angle := FAngle;
2405 len := 1024;
2406 sz := 2;
2407 case FCurrWeap of
2408 0: begin // Punch
2409 len := 12;
2410 sz := 4;
2411 end;
2412 1: begin // Chainsaw
2413 len := 24;
2414 sz := 6;
2415 end;
2416 2: begin // Pistol
2417 len := 1024;
2418 sz := 2;
2419 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2420 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2421 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2422 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2423 end;
2424 3: begin // Shotgun
2425 len := 1024;
2426 sz := 3;
2427 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2428 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2429 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2430 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2431 end;
2432 4: begin // Double Shotgun
2433 len := 1024;
2434 sz := 4;
2435 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2436 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2437 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2438 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2439 end;
2440 5: begin // Chaingun
2441 len := 1024;
2442 sz := 3;
2443 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2444 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2445 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2446 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2447 end;
2448 6: begin // Rocket Launcher
2449 len := 1024;
2450 sz := 7;
2451 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2452 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2453 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2454 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2455 end;
2456 7: begin // Plasmagun
2457 len := 1024;
2458 sz := 5;
2459 if angle = ANGLE_RIGHTUP then Inc(angle);
2460 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2461 if angle = ANGLE_LEFTUP then Dec(angle);
2462 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2463 end;
2464 8: begin // BFG
2465 len := 1024;
2466 sz := 12;
2467 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2468 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2469 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2470 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2471 end;
2472 9: begin // Super Chaingun
2473 len := 1024;
2474 sz := 4;
2475 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2476 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2477 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2478 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2479 end;
2480 end;
2481 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2482 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2483 {$IF DEFINED(D2F_DEBUG)}
2484 drawCast(sz, wx, wy, xx, yy);
2485 {$ELSE}
2486 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2487 {$ENDIF}
2488 end;
2490 procedure TPlayer.DrawGUI();
2491 var
2492 ID: DWORD;
2493 X, Y, SY, a, p, m: Integer;
2494 tw, th: Word;
2495 cw, ch: Byte;
2496 s: string;
2497 stat: TPlayerStatArray;
2498 begin
2499 X := gPlayerScreenSize.X;
2500 SY := gPlayerScreenSize.Y;
2501 Y := 0;
2503 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2504 begin
2505 if gGameSettings.GameMode = GM_CTF then
2506 a := 32 + 8
2507 else
2508 a := 0;
2509 if gGameSettings.GameMode = GM_CTF then
2510 begin
2511 s := 'TEXTURE_PLAYER_REDFLAG';
2512 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2513 s := 'TEXTURE_PLAYER_REDFLAG_S';
2514 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2515 s := 'TEXTURE_PLAYER_REDFLAG_D';
2516 if g_Texture_Get(s, ID) then
2517 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2518 end;
2520 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2521 e_CharFont_GetSize(gMenuFont, s, tw, th);
2522 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2524 if gGameSettings.GameMode = GM_CTF then
2525 begin
2526 s := 'TEXTURE_PLAYER_BLUEFLAG';
2527 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2528 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2529 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2530 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2531 if g_Texture_Get(s, ID) then
2532 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2533 end;
2535 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2536 e_CharFont_GetSize(gMenuFont, s, tw, th);
2537 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2538 end;
2540 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2541 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2542 0, False, False);
2544 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2545 e_Draw(ID, X+2, Y, 0, True, False);
2547 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2548 begin
2549 if gShowStat then
2550 begin
2551 s := IntToStr(Frags);
2552 e_CharFont_GetSize(gMenuFont, s, tw, th);
2553 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2555 s := '';
2556 p := 1;
2557 m := 0;
2558 stat := g_Player_GetStats();
2559 if stat <> nil then
2560 begin
2561 p := 1;
2563 for a := 0 to High(stat) do
2564 if stat[a].Name <> Name then
2565 begin
2566 if stat[a].Frags > m then m := stat[a].Frags;
2567 if stat[a].Frags > Frags then p := p+1;
2568 end;
2569 end;
2571 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2572 if Frags >= m then s := s+'+' else s := s+'-';
2573 s := s+IntToStr(Abs(Frags-m));
2575 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2576 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2577 end;
2579 if gShowLives and (gGameSettings.MaxLives > 0) then
2580 begin
2581 s := IntToStr(Lives);
2582 e_CharFont_GetSize(gMenuFont, s, tw, th);
2583 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2584 end;
2585 end;
2587 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2588 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2590 if R_BERSERK in FRulez then
2591 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2592 else
2593 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2595 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2596 e_Draw(ID, X+36, Y+77, 0, True, False);
2598 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2599 e_CharFont_GetSize(gMenuFont, s, tw, th);
2600 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2602 s := IntToStr(FArmor);
2603 e_CharFont_GetSize(gMenuFont, s, tw, th);
2604 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2606 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2608 case FCurrWeap of
2609 WEAPON_KASTET:
2610 begin
2611 s := '--';
2612 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2613 end;
2614 WEAPON_SAW:
2615 begin
2616 s := '--';
2617 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2618 end;
2619 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2620 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2621 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2622 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2623 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2624 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2625 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2626 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2627 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2628 end;
2630 e_CharFont_GetSize(gMenuFont, s, tw, th);
2631 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2632 e_Draw(ID, X+20, Y+160, 0, True, False);
2634 if R_KEY_RED in FRulez then
2635 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2637 if R_KEY_GREEN in FRulez then
2638 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2640 if R_KEY_BLUE in FRulez then
2641 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2643 if FJetFuel > 0 then
2644 begin
2645 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2646 e_Draw(ID, X+2, Y+116, 0, True, False);
2647 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2648 e_Draw(ID, X+2, Y+126, 0, True, False);
2649 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2650 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2651 end
2652 else
2653 begin
2654 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2655 e_Draw(ID, X+2, Y+124, 0, True, False);
2656 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2657 end;
2659 if gShowPing and g_Game_IsClient then
2660 begin
2661 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2662 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2663 Y := Y + 16;
2664 end;
2666 if FSpectator then
2667 begin
2668 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2669 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2670 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2671 if FNoRespawn then
2672 begin
2673 e_TextureFontGetSize(gStdFont, cw, ch);
2674 s := _lc[I_PLAYER_SPECT4];
2675 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2676 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2677 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2678 end;
2680 end;
2681 end;
2683 procedure TPlayer.DrawRulez();
2684 var
2685 dr: Boolean;
2686 begin
2687 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2688 if FMegaRulez[MR_INVUL] >= gTime then
2689 begin
2690 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2691 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2692 else
2693 dr := True;
2695 if dr then
2696 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2697 191, 191, 191, 0, B_INVERT);
2698 end;
2700 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2701 if FMegaRulez[MR_SUIT] >= gTime then
2702 begin
2703 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2704 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2705 else
2706 dr := True;
2708 if dr then
2709 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2710 0, 96, 0, 200, B_NONE);
2711 end;
2713 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2714 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2715 begin
2716 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2717 255, 0, 0, 200, B_NONE);
2718 end;
2719 end;
2721 procedure TPlayer.DrawPain();
2722 var
2723 a, h: Integer;
2724 begin
2725 if FPain = 0 then Exit;
2727 a := FPain;
2729 if a < 15 then h := 0
2730 else if a < 35 then h := 1
2731 else if a < 55 then h := 2
2732 else if a < 75 then h := 3
2733 else if a < 95 then h := 4
2734 else h := 5;
2736 //if a > 255 then a := 255;
2738 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2739 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2740 end;
2742 procedure TPlayer.DrawPickup();
2743 var
2744 a, h: Integer;
2745 begin
2746 if FPickup = 0 then Exit;
2748 a := FPickup;
2750 if a < 15 then h := 1
2751 else if a < 35 then h := 2
2752 else if a < 55 then h := 3
2753 else if a < 75 then h := 4
2754 else h := 5;
2756 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2757 end;
2759 procedure TPlayer.Fire();
2760 var
2761 f, DidFire: Boolean;
2762 wx, wy, xd, yd: Integer;
2763 locobj: TObj;
2764 begin
2765 if g_Game_IsClient then Exit;
2766 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2767 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2769 if FSpectator then
2770 begin
2771 Respawn(False);
2772 Exit;
2773 end;
2775 if FReloading[FCurrWeap] <> 0 then Exit;
2777 DidFire := False;
2779 f := False;
2780 wx := FObj.X+WEAPONPOINT[FDirection].X;
2781 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2782 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
2783 yd := wy+firediry();
2785 case FCurrWeap of
2786 WEAPON_KASTET:
2787 begin
2788 if R_BERSERK in FRulez then
2789 begin
2790 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2791 locobj.X := FObj.X+FObj.Rect.X;
2792 locobj.Y := FObj.Y+FObj.Rect.Y;
2793 locobj.rect.X := 0;
2794 locobj.rect.Y := 0;
2795 locobj.rect.Width := 39;
2796 locobj.rect.Height := 52;
2797 locobj.Vel.X := (xd-wx) div 2;
2798 locobj.Vel.Y := (yd-wy) div 2;
2799 locobj.Accel.X := xd-wx;
2800 locobj.Accel.y := yd-wy;
2802 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2803 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2804 else
2805 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2807 if gFlash = 1 then
2808 if FPain < 50 then
2809 FPain := min(FPain + 25, 50);
2810 end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2812 DidFire := True;
2813 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2814 end;
2816 WEAPON_SAW:
2817 begin
2818 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2819 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2820 begin
2821 FSawSoundSelect.Stop();
2822 FSawSound.Stop();
2823 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2824 end
2825 else if not FSawSoundHit.IsPlaying() then
2826 begin
2827 FSawSoundSelect.Stop();
2828 FSawSound.PlayAt(FObj.X, FObj.Y);
2829 end;
2831 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2832 DidFire := True;
2833 f := True;
2834 end;
2836 WEAPON_PISTOL:
2837 if FAmmo[A_BULLETS] > 0 then
2838 begin
2839 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2840 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2841 Dec(FAmmo[A_BULLETS]);
2842 FFireAngle := FAngle;
2843 f := True;
2844 DidFire := True;
2845 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2846 GameVelX, GameVelY-2, SHELL_BULLET);
2847 end;
2849 WEAPON_SHOTGUN1:
2850 if FAmmo[A_SHELLS] > 0 then
2851 begin
2852 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2853 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2854 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2855 Dec(FAmmo[A_SHELLS]);
2856 FFireAngle := FAngle;
2857 f := True;
2858 DidFire := True;
2859 FShellTimer := 10;
2860 FShellType := SHELL_SHELL;
2861 end;
2863 WEAPON_SHOTGUN2:
2864 if FAmmo[A_SHELLS] >= 2 then
2865 begin
2866 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2867 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2868 Dec(FAmmo[A_SHELLS], 2);
2869 FFireAngle := FAngle;
2870 f := True;
2871 DidFire := True;
2872 FShellTimer := 13;
2873 FShellType := SHELL_DBLSHELL;
2874 end;
2876 WEAPON_CHAINGUN:
2877 if FAmmo[A_BULLETS] > 0 then
2878 begin
2879 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2880 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2881 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2882 Dec(FAmmo[A_BULLETS]);
2883 FFireAngle := FAngle;
2884 f := True;
2885 DidFire := True;
2886 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2887 GameVelX, GameVelY-2, SHELL_BULLET);
2888 end;
2890 WEAPON_ROCKETLAUNCHER:
2891 if FAmmo[A_ROCKETS] > 0 then
2892 begin
2893 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2894 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2895 Dec(FAmmo[A_ROCKETS]);
2896 FFireAngle := FAngle;
2897 f := True;
2898 DidFire := True;
2899 end;
2901 WEAPON_PLASMA:
2902 if FAmmo[A_CELLS] > 0 then
2903 begin
2904 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2905 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2906 Dec(FAmmo[A_CELLS]);
2907 FFireAngle := FAngle;
2908 f := True;
2909 DidFire := True;
2910 end;
2912 WEAPON_BFG:
2913 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2914 begin
2915 FBFGFireCounter := 17;
2916 if not FNoReload then
2917 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2918 Dec(FAmmo[A_CELLS], 40);
2919 DidFire := True;
2920 end;
2922 WEAPON_SUPERPULEMET:
2923 if FAmmo[A_SHELLS] > 0 then
2924 begin
2925 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2926 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2927 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2928 Dec(FAmmo[A_SHELLS]);
2929 FFireAngle := FAngle;
2930 f := True;
2931 DidFire := True;
2932 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2933 GameVelX, GameVelY-2, SHELL_SHELL);
2934 end;
2936 WEAPON_FLAMETHROWER:
2937 if FAmmo[A_FUEL] > 0 then
2938 begin
2939 g_Weapon_flame(wx, wy, xd, yd, FUID);
2940 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2941 Dec(FAmmo[A_FUEL]);
2942 FFireAngle := FAngle;
2943 f := True;
2944 DidFire := True;
2945 end;
2946 end;
2948 if g_Game_IsNet then
2949 begin
2950 if DidFire then
2951 begin
2952 if FCurrWeap <> WEAPON_BFG then
2953 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
2954 else
2955 if not FNoReload then
2956 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
2957 end;
2959 MH_SEND_PlayerStats(FUID);
2960 end;
2962 if not f then Exit;
2964 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
2965 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
2966 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
2967 end;
2969 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
2970 begin
2971 case Weapon of
2972 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
2973 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
2974 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
2975 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
2976 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
2977 else Result := 0;
2978 end;
2979 end;
2981 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
2982 begin
2983 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
2984 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
2985 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
2986 end;
2988 procedure TPlayer.JetpackOn;
2989 begin
2990 FJetSoundFly.Stop;
2991 FJetSoundOff.Stop;
2992 FJetSoundOn.SetPosition(0);
2993 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
2994 FlySmoke(8);
2995 end;
2997 procedure TPlayer.JetpackOff;
2998 begin
2999 FJetSoundFly.Stop;
3000 FJetSoundOn.Stop;
3001 FJetSoundOff.SetPosition(0);
3002 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3003 end;
3005 procedure TPlayer.CatchFire(Attacker: Word);
3006 begin
3007 FFireTime := 100;
3008 FFireAttacker := Attacker;
3009 if g_Game_IsNet and g_Game_IsServer then
3010 MH_SEND_PlayerStats(FUID);
3011 end;
3013 procedure TPlayer.Jump();
3014 begin
3015 if gFly or FJetpack then
3016 begin
3017 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3018 if FObj.Vel.Y > -VEL_FLY then
3019 FObj.Vel.Y := FObj.Vel.Y - 3;
3020 if FJetpack then
3021 begin
3022 if FJetFuel > 0 then
3023 Dec(FJetFuel);
3024 if (FJetFuel < 1) and g_Game_IsServer then
3025 begin
3026 FJetpack := False;
3027 JetpackOff;
3028 if g_Game_IsNet then
3029 MH_SEND_PlayerStats(FUID);
3030 end;
3031 end;
3032 Exit;
3033 end;
3035 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3036 if FGhost then
3037 FCanJetpack := False;
3039 // Ïðûãàåì èëè âñïëûâàåì:
3040 if (CollideLevel(0, 1) or
3041 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3042 PLAYER_RECT.Height-33, PANEL_STEP, False)
3043 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3044 begin
3045 FObj.Vel.Y := -VEL_JUMP;
3046 FCanJetpack := False;
3047 end
3048 else
3049 begin
3050 if BodyInLiquid(0, 0) then
3051 FObj.Vel.Y := -VEL_SW
3052 else if (FJetFuel > 0) and FCanJetpack and
3053 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3054 begin
3055 FJetpack := True;
3056 JetpackOn;
3057 if g_Game_IsNet then
3058 MH_SEND_PlayerStats(FUID);
3059 end;
3060 end;
3061 end;
3063 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3064 var
3065 a, i, k, ab, ar: Byte;
3066 s: String;
3067 mon: TMonster;
3068 plr: TPlayer;
3069 srv, netsrv: Boolean;
3070 DoFrags: Boolean;
3071 OldLR: Byte;
3072 KP: TPlayer;
3073 it: PItem;
3075 procedure PushItem(t: Byte);
3076 var
3077 id: DWORD;
3078 begin
3079 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3080 it := g_Items_ByIdx(id);
3081 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3082 begin
3083 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3084 (FObj.Vel.Y div 2)-Random(9));
3085 it.positionChanged(); // this updates spatial accelerators
3086 end
3087 else
3088 begin
3089 if KillType = K_HARDKILL then // -5..+5; -5..0
3090 begin
3091 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3092 (FObj.Vel.Y div 2)-Random(6));
3093 end
3094 else // -3..+3; -3..0
3095 begin
3096 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3097 (FObj.Vel.Y div 2)-Random(4));
3098 end;
3099 it.positionChanged(); // this updates spatial accelerators
3100 end;
3102 if g_Game_IsNet and g_Game_IsServer then
3103 MH_SEND_ItemSpawn(True, id);
3104 end;
3106 begin
3107 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3108 Srv := g_Game_IsServer;
3109 Netsrv := g_Game_IsServer and g_Game_IsNet;
3110 if Srv then FDeath := FDeath + 1;
3111 if FAlive then
3112 begin
3113 if FGhost then
3114 FGhost := False;
3115 if not FPhysics then
3116 FPhysics := True;
3117 FAlive := False;
3118 end;
3119 FShellTimer := -1;
3121 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3122 begin
3123 if FLives > 0 then FLives := FLives - 1;
3124 if FLives = 0 then FNoRespawn := True;
3125 end;
3127 // Íîìåð òèïà ñìåðòè:
3128 a := 1;
3129 case KillType of
3130 K_SIMPLEKILL: a := 1;
3131 K_HARDKILL: a := 2;
3132 K_EXTRAHARDKILL: a := 3;
3133 K_FALLKILL: a := 4;
3134 end;
3136 // Çâóê ñìåðòè:
3137 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3138 for i := 1 to 3 do
3139 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3140 Break;
3142 // Âðåìÿ ðåñïàóíà:
3143 if Srv then
3144 case KillType of
3145 K_SIMPLEKILL:
3146 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3147 K_HARDKILL:
3148 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3149 K_EXTRAHARDKILL, K_FALLKILL:
3150 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3151 end;
3153 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3154 case KillType of
3155 K_SIMPLEKILL:
3156 SetAction(A_DIE1);
3157 K_HARDKILL, K_EXTRAHARDKILL:
3158 SetAction(A_DIE2);
3159 end;
3161 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3162 if (KillType <> K_FALLKILL) and (Srv) then
3163 g_Monsters_killedp();
3165 if SpawnerUID = FUID then
3166 begin // Ñàìîóáèëñÿ
3167 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3168 begin
3169 Dec(FFrags);
3170 FLastFrag := 0;
3171 end;
3172 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3173 end
3174 else
3175 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3176 begin // Óáèò äðóãèì èãðîêîì
3177 KP := g_Player_Get(SpawnerUID);
3178 if (KP <> nil) and Srv then
3179 begin
3180 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3181 if SameTeam(FUID, SpawnerUID) then
3182 begin
3183 Dec(KP.FFrags);
3184 KP.FLastFrag := 0;
3185 end else
3186 begin
3187 Inc(KP.FFrags);
3188 KP.FragCombo();
3189 end;
3191 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3192 Inc(gTeamStat[KP.Team].Goals,
3193 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3195 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3196 end;
3198 plr := g_Player_Get(SpawnerUID);
3199 if plr = nil then
3200 s := '?'
3201 else
3202 s := plr.FName;
3204 case KillType of
3205 K_HARDKILL:
3206 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3207 [FName, s]),
3208 gShowKillMsg);
3209 K_EXTRAHARDKILL:
3210 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3211 [FName, s]),
3212 gShowKillMsg);
3213 else
3214 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3215 [FName, s]),
3216 gShowKillMsg);
3217 end;
3218 end
3219 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3220 begin // Óáèò ìîíñòðîì
3221 mon := g_Monsters_ByUID(SpawnerUID);
3222 if mon = nil then
3223 s := '?'
3224 else
3225 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3227 case KillType of
3228 K_HARDKILL:
3229 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3230 [FName, s]),
3231 gShowKillMsg);
3232 K_EXTRAHARDKILL:
3233 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3234 [FName, s]),
3235 gShowKillMsg);
3236 else
3237 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3238 [FName, s]),
3239 gShowKillMsg);
3240 end;
3241 end
3242 else // Îñîáûå òèïû ñìåðòè
3243 case t of
3244 HIT_DISCON: ;
3245 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3246 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3247 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3248 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3249 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3250 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3251 end;
3253 if Srv then
3254 begin
3255 // Âûáðîñ îðóæèÿ:
3256 for a := WP_FIRST to WP_LAST do
3257 if FWeapon[a] then
3258 begin
3259 case a of
3260 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3261 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3262 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3263 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3264 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3265 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3266 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3267 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3268 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3269 else i := 0;
3270 end;
3272 if i <> 0 then
3273 PushItem(i);
3274 end;
3276 // Âûáðîñ ðþêçàêà:
3277 if R_ITEM_BACKPACK in FRulez then
3278 PushItem(ITEM_AMMO_BACKPACK);
3280 // Âûáðîñ ðàêåòíîãî ðàíöà:
3281 if FJetFuel > 0 then
3282 PushItem(ITEM_JETPACK);
3284 // Âûáðîñ êëþ÷åé:
3285 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3286 begin
3287 if R_KEY_RED in FRulez then
3288 PushItem(ITEM_KEY_RED);
3290 if R_KEY_GREEN in FRulez then
3291 PushItem(ITEM_KEY_GREEN);
3293 if R_KEY_BLUE in FRulez then
3294 PushItem(ITEM_KEY_BLUE);
3295 end;
3297 // Âûáðîñ ôëàãà:
3298 DropFlag();
3299 end;
3301 g_Player_CreateCorpse(Self);
3303 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3304 (gLMSRespawn = LMS_RESPAWN_NONE) then
3305 begin
3306 a := 0;
3307 k := 0;
3308 ar := 0;
3309 ab := 0;
3310 for i := Low(gPlayers) to High(gPlayers) do
3311 begin
3312 if gPlayers[i] = nil then continue;
3313 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3314 begin
3315 Inc(a);
3316 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3317 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3318 k := i;
3319 end;
3320 end;
3322 OldLR := gLMSRespawn;
3323 if (gGameSettings.GameMode = GM_COOP) then
3324 begin
3325 if (a = 0) then
3326 begin
3327 // everyone is dead, restart the map
3328 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3329 if Netsrv then
3330 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3331 gLMSRespawn := LMS_RESPAWN_FINAL;
3332 gLMSRespawnTime := gTime + 5000;
3333 end
3334 else if (a = 1) then
3335 begin
3336 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3337 if (gPlayers[k] = gPlayer1) or
3338 (gPlayers[k] = gPlayer2) then
3339 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3340 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3341 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3342 end;
3343 end
3344 else if (gGameSettings.GameMode = GM_TDM) then
3345 begin
3346 if (ab = 0) and (ar <> 0) then
3347 begin
3348 // blu team ded
3349 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3350 if Netsrv then
3351 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3352 Inc(gTeamStat[TEAM_RED].Goals);
3353 gLMSRespawn := LMS_RESPAWN_FINAL;
3354 gLMSRespawnTime := gTime + 5000;
3355 end
3356 else if (ar = 0) and (ab <> 0) then
3357 begin
3358 // red team ded
3359 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3360 if Netsrv then
3361 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3362 Inc(gTeamStat[TEAM_BLUE].Goals);
3363 gLMSRespawn := LMS_RESPAWN_FINAL;
3364 gLMSRespawnTime := gTime + 5000;
3365 end
3366 else if (ar = 0) and (ab = 0) then
3367 begin
3368 // everyone ded
3369 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3370 if Netsrv then
3371 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3372 gLMSRespawn := LMS_RESPAWN_FINAL;
3373 gLMSRespawnTime := gTime + 5000;
3374 end;
3375 end
3376 else if (gGameSettings.GameMode = GM_DM) then
3377 begin
3378 if (a = 1) then
3379 begin
3380 if gPlayers[k] <> nil then
3381 with gPlayers[k] do
3382 begin
3383 // survivor is the winner
3384 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3385 if Netsrv then
3386 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3387 Inc(FFrags);
3388 end;
3389 gLMSRespawn := LMS_RESPAWN_FINAL;
3390 gLMSRespawnTime := gTime + 5000;
3391 end
3392 else if (a = 0) then
3393 begin
3394 // everyone is dead, restart the map
3395 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3396 if Netsrv then
3397 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3398 gLMSRespawn := LMS_RESPAWN_FINAL;
3399 gLMSRespawnTime := gTime + 5000;
3400 end;
3401 end;
3402 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3403 begin
3404 if NetMode = NET_SERVER then
3405 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3406 else
3407 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3408 end;
3409 end;
3411 if Netsrv then
3412 begin
3413 MH_SEND_PlayerStats(FUID);
3414 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3415 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3416 end;
3418 if srv and FNoRespawn then Spectate(True);
3419 FWantsInGame := True;
3420 end;
3422 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3423 begin
3424 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3425 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3426 end;
3428 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3429 begin
3430 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3431 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3432 end;
3434 procedure TPlayer.MakeBloodSimple(Count: Word);
3435 begin
3436 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3437 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3438 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3439 150, 0, 0);
3440 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3441 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3442 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3443 150, 0, 0);
3444 end;
3446 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3447 begin
3448 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3449 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3450 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3451 150, 0, 0);
3452 end;
3454 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3455 begin
3456 if g_Game_IsClient then Exit;
3457 if Weapon > High(FWeapon) then Exit;
3458 FNextWeap := FNextWeap or (1 shl Weapon);
3459 end;
3461 procedure TPlayer.resetWeaponQueue ();
3462 begin
3463 FNextWeap := 0;
3464 FNextWeapDelay := 0;
3465 end;
3467 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3468 begin
3469 result := false;
3470 case weapon of
3471 WEAPON_KASTET, WEAPON_SAW: result := true;
3472 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3473 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3474 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3475 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3476 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3477 else result := (weapon < length(FWeapon));
3478 end;
3479 end;
3481 // return 255 for "no switch"
3482 function TPlayer.getNextWeaponIndex (): Byte;
3483 var
3484 i: Word;
3485 wantThisWeapon: array[0..64] of Boolean;
3486 wwc: Integer = 0; //HACK!
3487 dir, cwi: Integer;
3488 begin
3489 result := 255; // default result: "no switch"
3490 // had weapon cycling on previous frame? remove that flag
3491 if (FNextWeap and $2000) <> 0 then
3492 begin
3493 FNextWeap := FNextWeap and $1FFF;
3494 FNextWeapDelay := 0;
3495 end;
3496 // cycling has priority
3497 if (FNextWeap and $C000) <> 0 then
3498 begin
3499 if (FNextWeap and $8000) <> 0 then
3500 dir := 1
3501 else
3502 dir := -1;
3503 FNextWeap := FNextWeap or $2000; // we need this
3504 if FNextWeapDelay > 0 then
3505 exit; // cooldown time
3506 cwi := FCurrWeap;
3507 for i := 0 to High(FWeapon) do
3508 begin
3509 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3510 if FWeapon[cwi] then
3511 begin
3512 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3513 result := Byte(cwi);
3514 FNextWeapDelay := 10;
3515 exit;
3516 end;
3517 end;
3518 resetWeaponQueue();
3519 exit;
3520 end;
3521 // no cycling
3522 for i := 0 to High(wantThisWeapon) do
3523 wantThisWeapon[i] := false;
3524 for i := 0 to High(FWeapon) do
3525 if (FNextWeap and (1 shl i)) <> 0 then
3526 begin
3527 wantThisWeapon[i] := true;
3528 Inc(wwc);
3529 end;
3530 // exclude currently selected weapon from the set
3531 wantThisWeapon[FCurrWeap] := false;
3532 // slow down alterations a little
3533 if wwc > 1 then
3534 begin
3535 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3536 // more than one weapon requested, assume "alteration" and check alteration delay
3537 if FNextWeapDelay > 0 then
3538 begin
3539 FNextWeap := 0;
3540 exit;
3541 end; // yeah
3542 end;
3543 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3544 // but clear all counters if no weapon should be switched
3545 if wwc < 1 then
3546 begin
3547 resetWeaponQueue();
3548 exit;
3549 end;
3550 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3551 // try weapons in descending order
3552 for i := High(FWeapon) downto 0 do
3553 begin
3554 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3555 begin
3556 // i found her!
3557 result := Byte(i);
3558 resetWeaponQueue();
3559 FNextWeapDelay := 10; // anyway, 'cause why not
3560 exit;
3561 end;
3562 end;
3563 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3564 resetWeaponQueue();
3565 end;
3567 procedure TPlayer.RealizeCurrentWeapon();
3568 function switchAllowed (): Boolean;
3569 var
3570 i: Byte;
3571 begin
3572 result := false;
3573 if FBFGFireCounter <> -1 then
3574 exit;
3575 if FTime[T_SWITCH] > gTime then
3576 exit;
3577 for i := WP_FIRST to WP_LAST do
3578 if FReloading[i] > 0 then
3579 exit;
3580 result := true;
3581 end;
3583 var
3584 nw: Byte;
3585 begin
3586 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3587 //FNextWeap := FNextWeap and $1FFF;
3588 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3590 if not switchAllowed then
3591 begin
3592 //HACK for weapon cycling
3593 if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
3594 exit;
3595 end;
3597 nw := getNextWeaponIndex();
3598 if nw = 255 then exit; // don't reset anything here
3599 if nw > High(FWeapon) then
3600 begin
3601 // don't forget to reset queue here!
3602 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3603 resetWeaponQueue();
3604 exit;
3605 end;
3607 if FWeapon[nw] then
3608 begin
3609 FCurrWeap := nw;
3610 FTime[T_SWITCH] := gTime+156;
3611 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3612 FModel.SetWeapon(FCurrWeap);
3613 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3614 end;
3615 end;
3617 procedure TPlayer.NextWeapon();
3618 begin
3619 if g_Game_IsClient then Exit;
3620 FNextWeap := $8000;
3621 end;
3623 procedure TPlayer.PrevWeapon();
3624 begin
3625 if g_Game_IsClient then Exit;
3626 FNextWeap := $4000;
3627 end;
3629 procedure TPlayer.SetWeapon(W: Byte);
3630 begin
3631 if FCurrWeap <> W then
3632 if W = WEAPON_SAW then
3633 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3635 FCurrWeap := W;
3636 FModel.SetWeapon(CurrWeap);
3637 resetWeaponQueue();
3638 end;
3640 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3642 function allowBerserkSwitching (): Boolean;
3643 begin
3644 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3645 result := true;
3646 if gBerserkAutoswitch then exit;
3647 if not (gDebugMode or gCheats) then exit;
3648 result := false;
3649 end;
3651 var
3652 a: Boolean;
3653 begin
3654 Result := False;
3655 if g_Game_IsClient then Exit;
3657 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3658 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3659 remove := not a;
3661 case ItemType of
3662 ITEM_MEDKIT_SMALL:
3663 if FHealth < PLAYER_HP_SOFT then
3664 begin
3665 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3666 Result := True;
3667 remove := True;
3668 FFireTime := 0;
3669 if gFlash = 2 then Inc(FPickup, 5);
3670 end;
3672 ITEM_MEDKIT_LARGE:
3673 if FHealth < PLAYER_HP_SOFT then
3674 begin
3675 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3676 Result := True;
3677 remove := True;
3678 FFireTime := 0;
3679 if gFlash = 2 then Inc(FPickup, 5);
3680 end;
3682 ITEM_ARMOR_GREEN:
3683 if FArmor < PLAYER_AP_SOFT then
3684 begin
3685 FArmor := PLAYER_AP_SOFT;
3686 Result := True;
3687 remove := True;
3688 if gFlash = 2 then Inc(FPickup, 5);
3689 end;
3691 ITEM_ARMOR_BLUE:
3692 if FArmor < PLAYER_AP_LIMIT then
3693 begin
3694 FArmor := PLAYER_AP_LIMIT;
3695 Result := True;
3696 remove := True;
3697 if gFlash = 2 then Inc(FPickup, 5);
3698 end;
3700 ITEM_SPHERE_BLUE:
3701 if FHealth < PLAYER_HP_LIMIT then
3702 begin
3703 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3704 Result := True;
3705 remove := True;
3706 FFireTime := 0;
3707 if gFlash = 2 then Inc(FPickup, 5);
3708 end;
3710 ITEM_SPHERE_WHITE:
3711 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3712 begin
3713 if FHealth < PLAYER_HP_LIMIT then
3714 FHealth := PLAYER_HP_LIMIT;
3715 if FArmor < PLAYER_AP_LIMIT then
3716 FArmor := PLAYER_AP_LIMIT;
3717 Result := True;
3718 remove := True;
3719 FFireTime := 0;
3720 if gFlash = 2 then Inc(FPickup, 5);
3721 end;
3723 ITEM_WEAPON_SAW:
3724 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3725 begin
3726 FWeapon[WEAPON_SAW] := True;
3727 Result := True;
3728 if gFlash = 2 then Inc(FPickup, 5);
3729 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3730 end;
3732 ITEM_WEAPON_SHOTGUN1:
3733 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3734 begin
3735 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3736 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3738 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3739 FWeapon[WEAPON_SHOTGUN1] := True;
3740 Result := True;
3741 if gFlash = 2 then Inc(FPickup, 5);
3742 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3743 end;
3745 ITEM_WEAPON_SHOTGUN2:
3746 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3747 begin
3748 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3750 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3751 FWeapon[WEAPON_SHOTGUN2] := True;
3752 Result := True;
3753 if gFlash = 2 then Inc(FPickup, 5);
3754 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3755 end;
3757 ITEM_WEAPON_CHAINGUN:
3758 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3759 begin
3760 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3762 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3763 FWeapon[WEAPON_CHAINGUN] := True;
3764 Result := True;
3765 if gFlash = 2 then Inc(FPickup, 5);
3766 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3767 end;
3769 ITEM_WEAPON_ROCKETLAUNCHER:
3770 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3771 begin
3772 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3774 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3775 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3776 Result := True;
3777 if gFlash = 2 then Inc(FPickup, 5);
3778 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3779 end;
3781 ITEM_WEAPON_PLASMA:
3782 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3783 begin
3784 if a and FWeapon[WEAPON_PLASMA] then Exit;
3786 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3787 FWeapon[WEAPON_PLASMA] := True;
3788 Result := True;
3789 if gFlash = 2 then Inc(FPickup, 5);
3790 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3791 end;
3793 ITEM_WEAPON_BFG:
3794 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3795 begin
3796 if a and FWeapon[WEAPON_BFG] then Exit;
3798 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3799 FWeapon[WEAPON_BFG] := True;
3800 Result := True;
3801 if gFlash = 2 then Inc(FPickup, 5);
3802 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3803 end;
3805 ITEM_WEAPON_SUPERPULEMET:
3806 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3807 begin
3808 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3810 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3811 FWeapon[WEAPON_SUPERPULEMET] := True;
3812 Result := True;
3813 if gFlash = 2 then Inc(FPickup, 5);
3814 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3815 end;
3817 ITEM_WEAPON_FLAMETHROWER:
3818 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3819 begin
3820 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3822 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3823 FWeapon[WEAPON_FLAMETHROWER] := True;
3824 Result := True;
3825 if gFlash = 2 then Inc(FPickup, 5);
3826 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3827 end;
3829 ITEM_AMMO_BULLETS:
3830 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3831 begin
3832 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3833 Result := True;
3834 remove := True;
3835 if gFlash = 2 then Inc(FPickup, 5);
3836 end;
3838 ITEM_AMMO_BULLETS_BOX:
3839 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3840 begin
3841 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3842 Result := True;
3843 remove := True;
3844 if gFlash = 2 then Inc(FPickup, 5);
3845 end;
3847 ITEM_AMMO_SHELLS:
3848 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3849 begin
3850 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3851 Result := True;
3852 remove := True;
3853 if gFlash = 2 then Inc(FPickup, 5);
3854 end;
3856 ITEM_AMMO_SHELLS_BOX:
3857 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3858 begin
3859 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3860 Result := True;
3861 remove := True;
3862 if gFlash = 2 then Inc(FPickup, 5);
3863 end;
3865 ITEM_AMMO_ROCKET:
3866 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3867 begin
3868 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3869 Result := True;
3870 remove := True;
3871 if gFlash = 2 then Inc(FPickup, 5);
3872 end;
3874 ITEM_AMMO_ROCKET_BOX:
3875 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3876 begin
3877 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3878 Result := True;
3879 remove := True;
3880 if gFlash = 2 then Inc(FPickup, 5);
3881 end;
3883 ITEM_AMMO_CELL:
3884 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3885 begin
3886 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3887 Result := True;
3888 remove := True;
3889 if gFlash = 2 then Inc(FPickup, 5);
3890 end;
3892 ITEM_AMMO_CELL_BIG:
3893 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3894 begin
3895 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3896 Result := True;
3897 remove := True;
3898 if gFlash = 2 then Inc(FPickup, 5);
3899 end;
3901 ITEM_AMMO_FUELCAN:
3902 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
3903 begin
3904 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3905 Result := True;
3906 remove := True;
3907 if gFlash = 2 then Inc(FPickup, 5);
3908 end;
3910 ITEM_AMMO_BACKPACK:
3911 if not(R_ITEM_BACKPACK in FRulez) or
3912 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3913 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3914 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3915 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
3916 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
3917 begin
3918 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
3919 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
3920 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
3921 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
3922 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
3924 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3925 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3926 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3927 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3928 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3929 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3930 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3931 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3933 FRulez := FRulez + [R_ITEM_BACKPACK];
3934 Result := True;
3935 remove := True;
3936 if gFlash = 2 then Inc(FPickup, 5);
3937 end;
3939 ITEM_KEY_RED:
3940 if not(R_KEY_RED in FRulez) then
3941 begin
3942 Include(FRulez, R_KEY_RED);
3943 Result := True;
3944 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3945 if gFlash = 2 then Inc(FPickup, 5);
3946 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3947 end;
3949 ITEM_KEY_GREEN:
3950 if not(R_KEY_GREEN in FRulez) then
3951 begin
3952 Include(FRulez, R_KEY_GREEN);
3953 Result := True;
3954 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3955 if gFlash = 2 then Inc(FPickup, 5);
3956 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3957 end;
3959 ITEM_KEY_BLUE:
3960 if not(R_KEY_BLUE in FRulez) then
3961 begin
3962 Include(FRulez, R_KEY_BLUE);
3963 Result := True;
3964 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3965 if gFlash = 2 then Inc(FPickup, 5);
3966 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3967 end;
3969 ITEM_SUIT:
3970 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
3971 begin
3972 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
3973 Result := True;
3974 remove := True;
3975 FFireTime := 0;
3976 if gFlash = 2 then Inc(FPickup, 5);
3977 end;
3979 ITEM_OXYGEN:
3980 if FAir < AIR_MAX then
3981 begin
3982 FAir := AIR_MAX;
3983 Result := True;
3984 remove := True;
3985 if gFlash = 2 then Inc(FPickup, 5);
3986 end;
3988 ITEM_MEDKIT_BLACK:
3989 begin
3990 if not (R_BERSERK in FRulez) then
3991 begin
3992 Include(FRulez, R_BERSERK);
3993 if allowBerserkSwitching then
3994 begin
3995 FCurrWeap := WEAPON_KASTET;
3996 resetWeaponQueue();
3997 FModel.SetWeapon(WEAPON_KASTET);
3998 end;
3999 if gFlash <> 0 then
4000 begin
4001 Inc(FPain, 100);
4002 if gFlash = 2 then Inc(FPickup, 5);
4003 end;
4004 FBerserk := gTime+30000;
4005 Result := True;
4006 remove := True;
4007 FFireTime := 0;
4008 end;
4009 if FHealth < PLAYER_HP_SOFT then
4010 begin
4011 FHealth := PLAYER_HP_SOFT;
4012 FBerserk := gTime+30000;
4013 Result := True;
4014 remove := True;
4015 FFireTime := 0;
4016 end;
4017 end;
4019 ITEM_INVUL:
4020 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4021 begin
4022 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4023 Result := True;
4024 remove := True;
4025 if gFlash = 2 then Inc(FPickup, 5);
4026 end;
4028 ITEM_BOTTLE:
4029 if FHealth < PLAYER_HP_LIMIT then
4030 begin
4031 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4032 Result := True;
4033 remove := True;
4034 FFireTime := 0;
4035 if gFlash = 2 then Inc(FPickup, 5);
4036 end;
4038 ITEM_HELMET:
4039 if FArmor < PLAYER_AP_LIMIT then
4040 begin
4041 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4042 Result := True;
4043 remove := True;
4044 if gFlash = 2 then Inc(FPickup, 5);
4045 end;
4047 ITEM_JETPACK:
4048 if FJetFuel < JET_MAX then
4049 begin
4050 FJetFuel := JET_MAX;
4051 Result := True;
4052 remove := True;
4053 if gFlash = 2 then Inc(FPickup, 5);
4054 end;
4056 ITEM_INVIS:
4057 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4058 begin
4059 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4060 Result := True;
4061 remove := True;
4062 if gFlash = 2 then Inc(FPickup, 5);
4063 end;
4064 end;
4065 end;
4067 procedure TPlayer.Touch();
4068 begin
4069 if not FAlive then
4070 Exit;
4071 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4072 if FIamBot then
4073 begin
4074 // Áðîñèòü ôëàã òîâàðèùó:
4075 if gGameSettings.GameMode = GM_CTF then
4076 DropFlag();
4077 end;
4078 end;
4080 procedure TPlayer.Push(vx, vy: Integer);
4081 begin
4082 if (not FPhysics) and FGhost then
4083 Exit;
4084 FObj.Accel.X := FObj.Accel.X + vx;
4085 FObj.Accel.Y := FObj.Accel.Y + vy;
4086 if g_Game_IsNet and g_Game_IsServer then
4087 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4088 end;
4090 procedure TPlayer.Reset(Force: Boolean);
4091 begin
4092 if Force then
4093 FAlive := False;
4095 FSpawned := False;
4096 FTime[T_RESPAWN] := 0;
4097 FTime[T_FLAGCAP] := 0;
4098 FGodMode := False;
4099 FNoTarget := False;
4100 FNoReload := False;
4101 FFrags := 0;
4102 FLastFrag := 0;
4103 FComboEvnt := -1;
4104 FKills := 0;
4105 FMonsterKills := 0;
4106 FDeath := 0;
4107 FSecrets := 0;
4108 if FNoRespawn then
4109 begin
4110 FSpectator := False;
4111 FGhost := False;
4112 FPhysics := True;
4113 FSpectatePlayer := -1;
4114 FNoRespawn := False;
4115 end;
4116 FLives := gGameSettings.MaxLives;
4118 SetFlag(FLAG_NONE);
4119 end;
4121 procedure TPlayer.SoftReset();
4122 begin
4123 ReleaseKeys();
4125 FDamageBuffer := 0;
4126 FIncCam := 0;
4127 FBFGFireCounter := -1;
4128 FShellTimer := -1;
4129 FPain := 0;
4130 FLastHit := 0;
4131 FLastFrag := 0;
4132 FComboEvnt := -1;
4134 SetFlag(FLAG_NONE);
4135 SetAction(A_STAND, True);
4136 end;
4138 function TPlayer.GetRespawnPoint(): Byte;
4139 var
4140 c: Byte;
4141 begin
4142 Result := 255;
4143 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4145 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4146 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4147 begin
4148 if (Self = gPlayer1) or (Self = gPlayer2) then
4149 begin
4150 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4151 if Self = gPlayer1 then
4152 c := RESPAWNPOINT_PLAYER1
4153 else
4154 c := RESPAWNPOINT_PLAYER2;
4155 if g_Map_GetPointCount(c) > 0 then
4156 begin
4157 Result := c;
4158 Exit;
4159 end;
4161 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4162 if Self = gPlayer1 then
4163 c := RESPAWNPOINT_PLAYER2
4164 else
4165 c := RESPAWNPOINT_PLAYER1;
4166 if g_Map_GetPointCount(c) > 0 then
4167 begin
4168 Result := c;
4169 Exit;
4170 end;
4171 end else
4172 begin
4173 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4174 if Random(2) = 0 then
4175 c := RESPAWNPOINT_PLAYER1
4176 else
4177 c := RESPAWNPOINT_PLAYER2;
4178 if g_Map_GetPointCount(c) > 0 then
4179 begin
4180 Result := c;
4181 Exit;
4182 end;
4183 end;
4185 // Òî÷êà ëþáîé èç êîìàíä
4186 if Random(2) = 0 then
4187 c := RESPAWNPOINT_RED
4188 else
4189 c := RESPAWNPOINT_BLUE;
4190 if g_Map_GetPointCount(c) > 0 then
4191 begin
4192 Result := c;
4193 Exit;
4194 end;
4196 // Òî÷êà DM
4197 c := RESPAWNPOINT_DM;
4198 if g_Map_GetPointCount(c) > 0 then
4199 begin
4200 Result := c;
4201 Exit;
4202 end;
4203 end;
4205 // Ìÿñîïîâàë
4206 if gGameSettings.GameMode = GM_DM then
4207 begin
4208 // Òî÷êà DM
4209 c := RESPAWNPOINT_DM;
4210 if g_Map_GetPointCount(c) > 0 then
4211 begin
4212 Result := c;
4213 Exit;
4214 end;
4216 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4217 if Random(2) = 0 then
4218 c := RESPAWNPOINT_PLAYER1
4219 else
4220 c := RESPAWNPOINT_PLAYER2;
4221 if g_Map_GetPointCount(c) > 0 then
4222 begin
4223 Result := c;
4224 Exit;
4225 end;
4227 // Òî÷êà ëþáîé èç êîìàíä
4228 if Random(2) = 0 then
4229 c := RESPAWNPOINT_RED
4230 else
4231 c := RESPAWNPOINT_BLUE;
4232 if g_Map_GetPointCount(c) > 0 then
4233 begin
4234 Result := c;
4235 Exit;
4236 end;
4237 end;
4239 // Êîìàíäíûå
4240 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4241 begin
4242 // Òî÷êà ñâîåé êîìàíäû
4243 c := RESPAWNPOINT_DM;
4244 if FTeam = TEAM_RED then
4245 c := RESPAWNPOINT_RED;
4246 if FTeam = TEAM_BLUE then
4247 c := RESPAWNPOINT_BLUE;
4248 if g_Map_GetPointCount(c) > 0 then
4249 begin
4250 Result := c;
4251 Exit;
4252 end;
4254 // Òî÷êà DM
4255 c := RESPAWNPOINT_DM;
4256 if g_Map_GetPointCount(c) > 0 then
4257 begin
4258 Result := c;
4259 Exit;
4260 end;
4262 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4263 if Random(2) = 0 then
4264 c := RESPAWNPOINT_PLAYER1
4265 else
4266 c := RESPAWNPOINT_PLAYER2;
4267 if g_Map_GetPointCount(c) > 0 then
4268 begin
4269 Result := c;
4270 Exit;
4271 end;
4273 // Òî÷êà äðóãîé êîìàíäû
4274 c := RESPAWNPOINT_DM;
4275 if FTeam = TEAM_RED then
4276 c := RESPAWNPOINT_BLUE;
4277 if FTeam = TEAM_BLUE then
4278 c := RESPAWNPOINT_RED;
4279 if g_Map_GetPointCount(c) > 0 then
4280 begin
4281 Result := c;
4282 Exit;
4283 end;
4284 end;
4285 end;
4287 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4288 var
4289 RespawnPoint: TRespawnPoint;
4290 a, b, c: Byte;
4291 Anim: TAnimation;
4292 ID: DWORD;
4293 begin
4294 if not g_Game_IsServer then
4295 Exit;
4296 if FDummy then
4297 Exit;
4298 FWantsInGame := True;
4299 FJustTeleported := True;
4300 if Force then
4301 begin
4302 FTime[T_RESPAWN] := 0;
4303 FAlive := False;
4304 end;
4305 FNetTime := 0;
4306 // if server changes MaxLives we gotta be ready
4307 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4309 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4310 if FTime[T_RESPAWN] > gTime then
4311 Exit;
4313 // Ïðîñðàë âñå æèçíè:
4314 if FNoRespawn then
4315 begin
4316 if not FSpectator then Spectate(True);
4317 FWantsInGame := True;
4318 Exit;
4319 end;
4321 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4322 begin // "Ñâîÿ èãðà"
4323 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4324 FRulez := FRulez-[R_BERSERK];
4325 end
4326 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4327 begin
4328 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4329 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4330 end;
4332 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4333 c := GetRespawnPoint();
4335 ReleaseKeys();
4336 SetFlag(FLAG_NONE);
4338 // Âîñêðåøåíèå áåç îðóæèÿ:
4339 if not FAlive then
4340 begin
4341 FHealth := PLAYER_HP_SOFT;
4342 FArmor := 0;
4343 FAlive := True;
4344 FAir := AIR_DEF;
4345 FJetFuel := 0;
4347 for a := WP_FIRST to WP_LAST do
4348 begin
4349 FWeapon[a] := False;
4350 FReloading[a] := 0;
4351 end;
4353 FWeapon[WEAPON_PISTOL] := True;
4354 FWeapon[WEAPON_KASTET] := True;
4355 FCurrWeap := WEAPON_PISTOL;
4356 resetWeaponQueue();
4358 FModel.SetWeapon(FCurrWeap);
4360 for b := A_BULLETS to A_HIGH do
4361 FAmmo[b] := 0;
4363 FAmmo[A_BULLETS] := 50;
4365 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4366 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4367 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4368 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4369 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4371 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4372 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4373 else
4374 FRulez := [];
4375 end;
4377 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4378 if not g_Map_GetPoint(c, RespawnPoint) then
4379 begin
4380 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4381 Exit;
4382 end;
4384 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4385 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4386 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4387 FObj.Vel.X := 0;
4388 FObj.Vel.Y := 0;
4389 FObj.Accel.X := 0;
4390 FObj.Accel.Y := 0;
4392 FDirection := RespawnPoint.Direction;
4393 if FDirection = D_LEFT then
4394 FAngle := 180
4395 else
4396 FAngle := 0;
4398 FIncCam := 0;
4399 FBFGFireCounter := -1;
4400 FShellTimer := -1;
4401 FPain := 0;
4402 FLastHit := 0;
4404 SetAction(A_STAND, True);
4405 FModel.Direction := FDirection;
4407 for a := Low(FTime) to High(FTime) do
4408 FTime[a] := 0;
4410 for a := Low(FMegaRulez) to High(FMegaRulez) do
4411 FMegaRulez[a] := 0;
4413 FDamageBuffer := 0;
4414 FJetpack := False;
4415 FCanJetpack := False;
4416 FFireTime := 0;
4417 FFirePainTime := 0;
4418 FFireAttacker := 0;
4420 // Àíèìàöèÿ âîçðîæäåíèÿ:
4421 if (not gLoadGameMode) and (not Silent) then
4422 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4423 begin
4424 Anim := TAnimation.Create(ID, False, 3);
4425 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4426 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4427 Anim.Free();
4428 end;
4430 FSpectator := False;
4431 FGhost := False;
4432 FPhysics := True;
4433 FSpectatePlayer := -1;
4434 FSpawned := True;
4436 if g_Game_IsNet then
4437 begin
4438 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4439 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4440 if not Silent then
4441 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4442 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4443 0, NET_GFX_TELE);
4444 end;
4445 end;
4447 procedure TPlayer.Spectate(NoMove: Boolean = False);
4448 begin
4449 if FAlive then
4450 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4451 else if (not NoMove) then
4452 begin
4453 GameX := gMapInfo.Width div 2;
4454 GameY := gMapInfo.Height div 2;
4455 end;
4456 FXTo := GameX;
4457 FYTo := GameY;
4459 FAlive := False;
4460 FSpectator := True;
4461 FGhost := True;
4462 FPhysics := False;
4463 FWantsInGame := False;
4464 FSpawned := False;
4466 if FNoRespawn then
4467 begin
4468 if Self = gPlayer1 then
4469 begin
4470 gLMSPID1 := FUID;
4471 gPlayer1 := nil;
4472 end;
4473 if Self = gPlayer2 then
4474 begin
4475 gLMSPID2 := FUID;
4476 gPlayer2 := nil;
4477 end;
4478 end;
4480 if g_Game_IsNet then
4481 MH_SEND_PlayerStats(FUID);
4482 end;
4484 procedure TPlayer.SwitchNoClip;
4485 begin
4486 if not FAlive then
4487 Exit;
4488 FGhost := not FGhost;
4489 FPhysics := not FGhost;
4490 if FGhost then
4491 begin
4492 FXTo := FObj.X;
4493 FYTo := FObj.Y;
4494 end else
4495 begin
4496 FObj.Accel.X := 0;
4497 FObj.Accel.Y := 0;
4498 end;
4499 end;
4501 procedure TPlayer.Run(Direction: TDirection);
4502 var
4503 a, b: Integer;
4504 begin
4505 if MAX_RUNVEL > 8 then
4506 FlySmoke();
4508 // Áåæèì:
4509 if Direction = D_LEFT then
4510 begin
4511 if FObj.Vel.X > -MAX_RUNVEL then
4512 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4513 end
4514 else
4515 if FObj.Vel.X < MAX_RUNVEL then
4516 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4518 // Âîçìîæíî, ïèíàåì êóñêè:
4519 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4520 begin
4521 b := Abs(FObj.Vel.X);
4522 if b > 1 then b := b * (Random(8 div b) + 1);
4523 for a := 0 to High(gGibs) do
4524 begin
4525 if gGibs[a].alive and
4526 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4527 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4528 begin
4529 // Ïèíàåì êóñêè
4530 if FObj.Vel.X < 0 then
4531 begin
4532 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4533 end
4534 else
4535 begin
4536 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4537 end;
4538 gGibs[a].positionChanged(); // this updates spatial accelerators
4539 end;
4540 end;
4541 end;
4543 SetAction(A_WALK);
4544 end;
4546 procedure TPlayer.SeeDown();
4547 begin
4548 SetAction(A_SEEDOWN);
4550 if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4552 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4553 end;
4555 procedure TPlayer.SeeUp();
4556 begin
4557 SetAction(A_SEEUP);
4559 if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4561 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4562 end;
4564 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4565 var
4566 Prior: Byte;
4567 begin
4568 case Action of
4569 A_WALK: Prior := 3;
4570 A_DIE1: Prior := 5;
4571 A_DIE2: Prior := 5;
4572 A_ATTACK: Prior := 2;
4573 A_SEEUP: Prior := 1;
4574 A_SEEDOWN: Prior := 1;
4575 A_ATTACKUP: Prior := 2;
4576 A_ATTACKDOWN: Prior := 2;
4577 A_PAIN: Prior := 4;
4578 else Prior := 0;
4579 end;
4581 if (Prior > FActionPrior) or Force then
4582 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4583 begin
4584 FActionPrior := Prior;
4585 FActionAnim := Action;
4586 FActionForce := Force;
4587 FActionChanged := True;
4588 end;
4590 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4591 end;
4593 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4594 begin
4595 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4596 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4597 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4598 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4599 end;
4601 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4602 var
4603 Anim: TAnimation;
4604 ID: DWORD;
4605 begin
4606 Result := False;
4608 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4609 begin
4610 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4611 if g_Game_IsServer and g_Game_IsNet then
4612 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4613 Exit;
4614 end;
4616 FJustTeleported := True;
4618 Anim := nil;
4619 if not silent then
4620 begin
4621 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4622 begin
4623 Anim := TAnimation.Create(ID, False, 3);
4624 end;
4626 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4627 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4628 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4629 if g_Game_IsServer and g_Game_IsNet then
4630 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4631 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4632 NET_GFX_TELE);
4633 end;
4635 FObj.X := X-PLAYER_RECT.X;
4636 FObj.Y := Y-PLAYER_RECT.Y;
4637 if FAlive and FGhost then
4638 begin
4639 FXTo := FObj.X;
4640 FYTo := FObj.Y;
4641 end;
4643 if not g_Game_IsNet then
4644 begin
4645 if dir = 1 then
4646 begin
4647 SetDirection(D_LEFT);
4648 FAngle := 180;
4649 end
4650 else
4651 if dir = 2 then
4652 begin
4653 SetDirection(D_RIGHT);
4654 FAngle := 0;
4655 end
4656 else
4657 if dir = 3 then
4658 begin // îáðàòíîå
4659 if FDirection = D_RIGHT then
4660 begin
4661 SetDirection(D_LEFT);
4662 FAngle := 180;
4663 end
4664 else
4665 begin
4666 SetDirection(D_RIGHT);
4667 FAngle := 0;
4668 end;
4669 end;
4670 end;
4672 if not silent and (Anim <> nil) then
4673 begin
4674 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4675 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4676 Anim.Free();
4678 if g_Game_IsServer and g_Game_IsNet then
4679 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4680 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4681 NET_GFX_TELE);
4682 end;
4684 Result := True;
4685 end;
4687 function nonz(a: Single): Single;
4688 begin
4689 if a <> 0 then
4690 Result := a
4691 else
4692 Result := 1;
4693 end;
4695 procedure TPlayer.Update();
4696 var
4697 b: Byte;
4698 i, ii, wx, wy, xd, yd, k: Integer;
4699 blockmon, headwater, dospawn: Boolean;
4700 NetServer: Boolean;
4701 AnyServer: Boolean;
4702 SetSpect: Boolean;
4703 begin
4704 NetServer := g_Game_IsNet and g_Game_IsServer;
4705 AnyServer := g_Game_IsServer;
4707 if g_Game_IsClient and (NetInterpLevel > 0) then
4708 DoLerp(NetInterpLevel + 1)
4709 else
4710 if FGhost then
4711 DoLerp(4);
4713 if NetServer then
4714 if FClientID >= 0 then
4715 begin
4716 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4717 if NetClients[FClientID].Peer^.packetsSent > 0 then
4718 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4719 else
4720 FLoss := 0;
4721 end else
4722 begin
4723 FPing := 0;
4724 FLoss := 0;
4725 end;
4727 if FAlive and (gFly or FJetpack) then
4728 FlySmoke();
4730 if FDirection = D_LEFT then
4731 FAngle := 180
4732 else
4733 FAngle := 0;
4735 if FAlive and (not FGhost) then
4736 begin
4737 if FKeys[KEY_UP].Pressed then
4738 SeeUp();
4739 if FKeys[KEY_DOWN].Pressed then
4740 SeeDown();
4741 end;
4743 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4744 (FIncCam <> 0) then
4745 begin
4746 i := g_basic.Sign(FIncCam);
4747 FIncCam := Abs(FIncCam);
4748 DecMin(FIncCam, 5, 0);
4749 FIncCam := FIncCam*i;
4750 end;
4752 // no need to do that each second frame, weapon queue will take care of it
4753 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4754 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4756 if gTime mod (GAME_TICK*2) <> 0 then
4757 begin
4758 if (FObj.Vel.X = 0) and FAlive then
4759 begin
4760 if FKeys[KEY_LEFT].Pressed then
4761 Run(D_LEFT);
4762 if FKeys[KEY_RIGHT].Pressed then
4763 Run(D_RIGHT);
4764 end;
4766 if FPhysics then
4767 begin
4768 g_Obj_Move(@FObj, True, True, True);
4769 positionChanged(); // this updates spatial accelerators
4770 end;
4772 Exit;
4773 end;
4775 FActionChanged := False;
4777 if FAlive then
4778 begin
4779 // Let alive player do some actions
4780 if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
4781 if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
4782 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4783 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4784 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4785 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4786 if FKeys[KEY_JUMP].Pressed then Jump()
4787 else
4788 begin
4789 if AnyServer and FJetpack then
4790 begin
4791 FJetpack := False;
4792 JetpackOff;
4793 if NetServer then MH_SEND_PlayerStats(FUID);
4794 end;
4795 FCanJetpack := True;
4796 end;
4797 end
4798 else // Dead
4799 begin
4800 dospawn := False;
4801 if not FGhost then
4802 for k := Low(FKeys) to KEY_CHAT-1 do
4803 begin
4804 if FKeys[k].Pressed then
4805 begin
4806 dospawn := True;
4807 break;
4808 end;
4809 end;
4810 if dospawn then
4811 begin
4812 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4813 Respawn(False)
4814 else // Single
4815 if (FTime[T_RESPAWN] <= gTime) and
4816 gGameOn and (not FAlive) then
4817 begin
4818 if (g_Player_GetCount() > 1) then
4819 Respawn(False)
4820 else
4821 begin
4822 gExit := EXIT_RESTART;
4823 Exit;
4824 end;
4825 end;
4826 end;
4827 // Dead spectator actions
4828 if FGhost then
4829 begin
4830 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4831 if FKeys[KEY_FIRE].Pressed and AnyServer then
4832 begin
4833 if FSpectator then
4834 begin
4835 if (FSpectatePlayer >= High(gPlayers)) then
4836 FSpectatePlayer := -1
4837 else
4838 begin
4839 SetSpect := False;
4840 for I := FSpectatePlayer + 1 to High(gPlayers) do
4841 if gPlayers[I] <> nil then
4842 if gPlayers[I].alive then
4843 if gPlayers[I].UID <> FUID then
4844 begin
4845 FSpectatePlayer := I;
4846 SetSpect := True;
4847 break;
4848 end;
4850 if not SetSpect then FSpectatePlayer := -1;
4851 end;
4853 ReleaseKeys;
4854 end;
4855 end;
4856 end;
4857 end;
4858 // No clipping
4859 if FGhost then
4860 begin
4861 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4862 begin
4863 FYTo := FObj.Y - 32;
4864 FSpectatePlayer := -1;
4865 end;
4866 if FKeys[KEY_DOWN].Pressed then
4867 begin
4868 FYTo := FObj.Y + 32;
4869 FSpectatePlayer := -1;
4870 end;
4871 if FKeys[KEY_LEFT].Pressed then
4872 begin
4873 FXTo := FObj.X - 32;
4874 FSpectatePlayer := -1;
4875 end;
4876 if FKeys[KEY_RIGHT].Pressed then
4877 begin
4878 FXTo := FObj.X + 32;
4879 FSpectatePlayer := -1;
4880 end;
4882 if (FXTo < -64) then
4883 FXTo := -64
4884 else if (FXTo > gMapInfo.Width + 32) then
4885 FXTo := gMapInfo.Width + 32;
4886 if (FYTo < -72) then
4887 FYTo := -72
4888 else if (FYTo > gMapInfo.Height + 32) then
4889 FYTo := gMapInfo.Height + 32;
4890 end;
4892 if FPhysics then
4893 begin
4894 g_Obj_Move(@FObj, True, True, True);
4895 positionChanged(); // this updates spatial accelerators
4896 end
4897 else
4898 begin
4899 FObj.Vel.X := 0;
4900 FObj.Vel.Y := 0;
4901 if FSpectator then
4902 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4903 if gPlayers[FSpectatePlayer] <> nil then
4904 if gPlayers[FSpectatePlayer].alive then
4905 begin
4906 FXTo := gPlayers[FSpectatePlayer].GameX;
4907 FYTo := gPlayers[FSpectatePlayer].GameY;
4908 end;
4909 end;
4911 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4912 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4913 PANEL_BLOCKMON, True);
4914 headwater := HeadInLiquid(0, 0);
4916 // Ñîïðîòèâëåíèå âîçäóõà:
4917 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4918 if FObj.Vel.X <> 0 then
4919 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4921 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4922 DecMin(FPain, 5, 0);
4923 DecMin(FPickup, 1, 0);
4925 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
4926 begin
4927 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4928 FMegaRulez[MR_SUIT] := 0;
4929 FMegaRulez[MR_INVUL] := 0;
4930 FMegaRulez[MR_INVIS] := 0;
4931 Kill(K_FALLKILL, 0, HIT_FALL);
4932 end;
4934 i := 9;
4936 if FAlive then
4937 begin
4938 if FCurrWeap = WEAPON_SAW then
4939 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4940 FSawSoundSelect.IsPlaying()) then
4941 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4943 if FJetpack then
4944 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4945 (not FJetSoundOff.IsPlaying()) then
4946 begin
4947 FJetSoundFly.SetPosition(0);
4948 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4949 end;
4951 for b := WP_FIRST to WP_LAST do
4952 if FReloading[b] > 0 then
4953 if FNoReload then
4954 FReloading[b] := 0
4955 else
4956 Dec(FReloading[b]);
4958 if FShellTimer > -1 then
4959 if FShellTimer = 0 then
4960 begin
4961 if FShellType = SHELL_SHELL then
4962 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4963 GameVelX, GameVelY-2, SHELL_SHELL)
4964 else if FShellType = SHELL_DBLSHELL then
4965 begin
4966 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4967 GameVelX+1, GameVelY-2, SHELL_SHELL);
4968 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4969 GameVelX-1, GameVelY-2, SHELL_SHELL);
4970 end;
4971 FShellTimer := -1;
4972 end else Dec(FShellTimer);
4974 if (FBFGFireCounter > -1) then
4975 if FBFGFireCounter = 0 then
4976 begin
4977 if AnyServer then
4978 begin
4979 wx := FObj.X+WEAPONPOINT[FDirection].X;
4980 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
4981 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
4982 yd := wy+firediry();
4983 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
4984 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
4985 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4986 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4987 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4988 end;
4990 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
4991 FBFGFireCounter := -1;
4992 end else
4993 if FNoReload then
4994 FBFGFireCounter := 0
4995 else
4996 Dec(FBFGFireCounter);
4998 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
4999 begin
5000 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5002 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5003 end;
5005 if (headwater or blockmon) then
5006 begin
5007 Dec(FAir);
5009 if FAir < -9 then
5010 begin
5011 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5012 FAir := 0;
5013 end
5014 else if (FAir mod 31 = 0) and not blockmon then
5015 begin
5016 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5017 if Random(2) = 0 then
5018 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5019 else
5020 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5021 end;
5022 end else if FAir < AIR_DEF then
5023 FAir := AIR_DEF;
5025 if FFireTime > 0 then
5026 begin
5027 if BodyInLiquid(0, 0) then
5028 begin
5029 FFireTime := 0;
5030 FFirePainTime := 0;
5031 end
5032 else if FMegaRulez[MR_SUIT] >= gTime then
5033 begin
5034 if FMegaRulez[MR_SUIT] = gTime then
5035 FFireTime := 1;
5036 FFirePainTime := 0;
5037 end
5038 else
5039 begin
5040 OnFireFlame(1);
5041 if FFirePainTime <= 0 then
5042 begin
5043 if g_Game_IsServer then
5044 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5045 FFirePainTime := 18;
5046 end;
5047 FFirePainTime := FFirePainTime - 1;
5048 FFireTime := FFireTime - 1;
5049 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5050 MH_SEND_PlayerStats(FUID);
5051 end;
5052 end;
5054 if FDamageBuffer > 0 then
5055 begin
5056 if FDamageBuffer >= 9 then
5057 begin
5058 SetAction(A_PAIN);
5060 if FDamageBuffer < 30 then i := 9
5061 else if FDamageBuffer < 100 then i := 18
5062 else i := 27;
5063 end;
5065 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5066 FArmor := FArmor-(FDamageBuffer-ii);
5067 FHealth := FHealth-ii;
5068 if FArmor < 0 then
5069 begin
5070 FHealth := FHealth+FArmor;
5071 FArmor := 0;
5072 end;
5074 if AnyServer then
5075 if FHealth <= 0 then
5076 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5077 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5078 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5080 if FAlive then
5081 begin
5082 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5083 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5084 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5085 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5086 end;
5088 FDamageBuffer := 0;
5089 end;
5091 {CollideItem();}
5092 end; // if FAlive then ...
5094 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5095 begin
5096 FModel.ChangeAnimation(FActionAnim, FActionForce);
5097 FModel.GetCurrentAnimation.MinLength := i;
5098 FModel.GetCurrentAnimationMask.MinLength := i;
5099 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5101 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5102 then SetAction(A_STAND, True);
5104 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5106 for b := Low(FKeys) to High(FKeys) do
5107 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5108 end;
5111 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5112 begin
5113 x := FObj.X+PLAYER_RECT.X;
5114 y := FObj.Y+PLAYER_RECT.Y;
5115 w := PLAYER_RECT.Width;
5116 h := PLAYER_RECT.Height;
5117 end;
5120 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5121 begin
5122 if (dx <> 0) or (dy <> 0) then
5123 begin
5124 FObj.X += dx;
5125 FObj.Y += dy;
5126 positionChanged();
5127 end;
5128 end;
5131 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5132 begin
5133 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5134 FObj.Y+PLAYER_RECT.Y,
5135 PLAYER_RECT.Width,
5136 PLAYER_RECT.Height,
5137 X, Y,
5138 Width, Height);
5139 end;
5141 function TPlayer.Collide(Panel: TPanel): Boolean;
5142 begin
5143 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5144 FObj.Y+PLAYER_RECT.Y,
5145 PLAYER_RECT.Width,
5146 PLAYER_RECT.Height,
5147 Panel.X, Panel.Y,
5148 Panel.Width, Panel.Height);
5149 end;
5151 function TPlayer.Collide(X, Y: Integer): Boolean;
5152 begin
5153 X := X-FObj.X-PLAYER_RECT.X;
5154 Y := Y-FObj.Y-PLAYER_RECT.Y;
5155 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5156 (y >= 0) and (y <= PLAYER_RECT.Height);
5157 end;
5159 function g_Player_ValidName(Name: string): Boolean;
5160 var
5161 a: Integer;
5162 begin
5163 Result := True;
5165 if gPlayers = nil then Exit;
5167 for a := 0 to High(gPlayers) do
5168 if gPlayers[a] <> nil then
5169 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5170 begin
5171 Result := False;
5172 Exit;
5173 end;
5174 end;
5176 procedure TPlayer.SetDirection(Direction: TDirection);
5177 var
5178 d: TDirection;
5179 begin
5180 d := FModel.Direction;
5182 FModel.Direction := Direction;
5183 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5185 FDirection := Direction;
5186 end;
5188 function TPlayer.GetKeys(): Byte;
5189 begin
5190 Result := 0;
5192 if R_KEY_RED in FRulez then Result := KEY_RED;
5193 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5194 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5196 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5197 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5198 end;
5200 procedure TPlayer.Use();
5201 var
5202 a: Integer;
5203 begin
5204 if FTime[T_USE] > gTime then Exit;
5206 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5207 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5209 for a := 0 to High(gPlayers) do
5210 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5211 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5212 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5213 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5214 begin
5215 gPlayers[a].Touch();
5216 if g_Game_IsNet and g_Game_IsServer then
5217 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5218 end;
5220 FTime[T_USE] := gTime+120;
5221 end;
5223 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5224 var
5225 locObj: TObj;
5226 F: Boolean;
5227 WX, WY, XD, YD: Integer;
5228 begin
5229 F := False;
5230 WX := X;
5231 WY := Y;
5232 XD := AX;
5233 YD := AY;
5235 case FCurrWeap of
5236 WEAPON_KASTET:
5237 begin
5238 if R_BERSERK in FRulez then
5239 begin
5240 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5241 locobj.X := FObj.X+FObj.Rect.X;
5242 locobj.Y := FObj.Y+FObj.Rect.Y;
5243 locobj.rect.X := 0;
5244 locobj.rect.Y := 0;
5245 locobj.rect.Width := 39;
5246 locobj.rect.Height := 52;
5247 locobj.Vel.X := (xd-wx) div 2;
5248 locobj.Vel.Y := (yd-wy) div 2;
5249 locobj.Accel.X := xd-wx;
5250 locobj.Accel.y := yd-wy;
5252 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5253 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5254 else
5255 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5257 if gFlash = 1 then
5258 if FPain < 50 then
5259 FPain := min(FPain + 25, 50);
5260 end else
5261 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5262 end;
5264 WEAPON_SAW:
5265 begin
5266 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5267 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5268 begin
5269 FSawSoundSelect.Stop();
5270 FSawSound.Stop();
5271 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5272 end
5273 else if not FSawSoundHit.IsPlaying() then
5274 begin
5275 FSawSoundSelect.Stop();
5276 FSawSound.PlayAt(FObj.X, FObj.Y);
5277 end;
5278 f := True;
5279 end;
5281 WEAPON_PISTOL:
5282 begin
5283 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5284 FFireAngle := FAngle;
5285 f := True;
5286 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5287 GameVelX, GameVelY-2, SHELL_BULLET);
5288 end;
5290 WEAPON_SHOTGUN1:
5291 begin
5292 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5293 FFireAngle := FAngle;
5294 f := True;
5295 FShellTimer := 10;
5296 FShellType := SHELL_SHELL;
5297 end;
5299 WEAPON_SHOTGUN2:
5300 begin
5301 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5302 FFireAngle := FAngle;
5303 f := True;
5304 FShellTimer := 13;
5305 FShellType := SHELL_DBLSHELL;
5306 end;
5308 WEAPON_CHAINGUN:
5309 begin
5310 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5311 FFireAngle := FAngle;
5312 f := True;
5313 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5314 GameVelX, GameVelY-2, SHELL_BULLET);
5315 end;
5317 WEAPON_ROCKETLAUNCHER:
5318 begin
5319 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5320 FFireAngle := FAngle;
5321 f := True;
5322 end;
5324 WEAPON_PLASMA:
5325 begin
5326 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5327 FFireAngle := FAngle;
5328 f := True;
5329 end;
5331 WEAPON_BFG:
5332 begin
5333 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5334 FFireAngle := FAngle;
5335 f := True;
5336 end;
5338 WEAPON_SUPERPULEMET:
5339 begin
5340 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5341 FFireAngle := FAngle;
5342 f := True;
5343 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5344 GameVelX, GameVelY-2, SHELL_SHELL);
5345 end;
5347 WEAPON_FLAMETHROWER:
5348 begin
5349 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5350 FFireAngle := FAngle;
5351 f := True;
5352 end;
5353 end;
5355 if not f then Exit;
5357 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5358 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5359 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5360 end;
5362 procedure TPlayer.DoLerp(Level: Integer = 2);
5363 begin
5364 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5365 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5366 end;
5368 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5369 var
5370 AX, AY: Integer;
5371 begin
5372 if NetInterpLevel < 1 then
5373 begin
5374 FObj.X := XTo;
5375 FObj.Y := YTo;
5376 end
5377 else
5378 begin
5379 FXTo := XTo;
5380 FYTo := YTo;
5382 AX := Abs(FXTo - FObj.X);
5383 AY := Abs(FYTo - FObj.Y);
5384 if (AX > 32) or (AX <= NetInterpLevel) then
5385 FObj.X := FXTo;
5386 if (AY > 32) or (AY <= NetInterpLevel) then
5387 FObj.Y := FYTo;
5388 end;
5389 end;
5391 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5392 begin
5393 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5394 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5395 PANEL_LIFTUP, False) then Result := -1
5396 else
5397 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5398 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5399 PANEL_LIFTDOWN, False) then Result := 1
5400 else Result := 0;
5401 end;
5403 function TPlayer.GetFlag(Flag: Byte): Boolean;
5404 var
5405 s, ts: String;
5406 evtype: Byte;
5407 begin
5408 Result := False;
5410 if Flag = FLAG_NONE then
5411 Exit;
5413 if not g_Game_IsServer then Exit;
5415 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5416 if (Flag = FTeam) and
5417 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5418 (FFlag <> FLAG_NONE) then
5419 begin
5420 if FFlag = FLAG_RED then
5421 s := _lc[I_PLAYER_FLAG_RED]
5422 else
5423 s := _lc[I_PLAYER_FLAG_BLUE];
5425 evtype := FLAG_STATE_SCORED;
5427 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5428 Insert('.', ts, Length(ts) + 1 - 3);
5429 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5431 g_Map_ResetFlag(FFlag);
5432 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5434 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5436 Result := True;
5437 if g_Game_IsNet then
5438 begin
5439 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5440 MH_SEND_GameStats;
5441 end;
5443 gFlags[FFlag].CaptureTime := 0;
5444 SetFlag(FLAG_NONE);
5445 Exit;
5446 end;
5448 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5449 if (Flag = FTeam) and
5450 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5451 begin
5452 if Flag = FLAG_RED then
5453 s := _lc[I_PLAYER_FLAG_RED]
5454 else
5455 s := _lc[I_PLAYER_FLAG_BLUE];
5457 evtype := FLAG_STATE_RETURNED;
5458 gFlags[Flag].CaptureTime := 0;
5460 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5462 g_Map_ResetFlag(Flag);
5463 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5465 Result := True;
5466 if g_Game_IsNet then
5467 begin
5468 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5469 MH_SEND_GameStats;
5470 end;
5471 Exit;
5472 end;
5474 // Ïîäîáðàë ÷óæîé ôëàã:
5475 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5476 begin
5477 SetFlag(Flag);
5479 if Flag = FLAG_RED then
5480 s := _lc[I_PLAYER_FLAG_RED]
5481 else
5482 s := _lc[I_PLAYER_FLAG_BLUE];
5484 evtype := FLAG_STATE_CAPTURED;
5486 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5488 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5490 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5492 Result := True;
5493 if g_Game_IsNet then
5494 begin
5495 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5496 MH_SEND_GameStats;
5497 end;
5498 end;
5499 end;
5501 procedure TPlayer.SetFlag(Flag: Byte);
5502 begin
5503 FFlag := Flag;
5504 if FModel <> nil then
5505 FModel.SetFlag(FFlag);
5506 end;
5508 function TPlayer.DropFlag(): Boolean;
5509 var
5510 s: String;
5511 begin
5512 Result := False;
5513 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5514 Exit;
5515 FTime[T_FLAGCAP] := gTime + 2000;
5516 with gFlags[FFlag] do
5517 begin
5518 Obj.X := FObj.X;
5519 Obj.Y := FObj.Y;
5520 Direction := FDirection;
5521 State := FLAG_STATE_DROPPED;
5522 Count := FLAG_TIME;
5523 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5524 (FObj.Vel.Y div 2)-2+Random(5));
5525 positionChanged(); // this updates spatial accelerators
5527 if FFlag = FLAG_RED then
5528 s := _lc[I_PLAYER_FLAG_RED]
5529 else
5530 s := _lc[I_PLAYER_FLAG_BLUE];
5532 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5533 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5535 if g_Game_IsNet then
5536 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5537 end;
5538 SetFlag(FLAG_NONE);
5539 Result := True;
5540 end;
5542 procedure TPlayer.GetSecret();
5543 begin
5544 Inc(FSecrets);
5545 end;
5547 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5548 begin
5549 Assert(Key <= High(FKeys));
5551 FKeys[Key].Pressed := True;
5552 FKeys[Key].Time := Time;
5553 end;
5555 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5556 begin
5557 Result := FKeys[K].Pressed;
5558 end;
5560 procedure TPlayer.ReleaseKeys();
5561 var
5562 a: Integer;
5563 begin
5564 for a := Low(FKeys) to High(FKeys) do
5565 begin
5566 FKeys[a].Pressed := False;
5567 FKeys[a].Time := 0;
5568 end;
5569 end;
5571 procedure TPlayer.OnDamage(Angle: SmallInt);
5572 begin
5573 end;
5575 function TPlayer.firediry(): Integer;
5576 begin
5577 if FKeys[KEY_UP].Pressed then Result := -42
5578 else if FKeys[KEY_DOWN].Pressed then Result := 19
5579 else Result := 0;
5580 end;
5582 procedure TPlayer.RememberState();
5583 var
5584 i: Integer;
5585 begin
5586 FSavedState.Health := FHealth;
5587 FSavedState.Armor := FArmor;
5588 FSavedState.Air := FAir;
5589 FSavedState.JetFuel := FJetFuel;
5590 FSavedState.CurrWeap := FCurrWeap;
5591 FSavedState.NextWeap := FNextWeap;
5592 FSavedState.NextWeapDelay := FNextWeapDelay;
5594 for i := 0 to 3 do
5595 FSavedState.Ammo[i] := FAmmo[i];
5596 for i := 0 to 3 do
5597 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5599 FSavedState.Rulez := FRulez;
5600 FSavedState.WaitRecall := True;
5601 end;
5603 procedure TPlayer.RecallState();
5604 var
5605 i: Integer;
5606 begin
5607 if not FSavedState.WaitRecall then Exit;
5609 FHealth := FSavedState.Health;
5610 FArmor := FSavedState.Armor;
5611 FAir := FSavedState.Air;
5612 FJetFuel := FSavedState.JetFuel;
5613 FCurrWeap := FSavedState.CurrWeap;
5614 FNextWeap := FSavedState.NextWeap;
5615 FNextWeapDelay := FSavedState.NextWeapDelay;
5617 for i := 0 to 3 do
5618 FAmmo[i] := FSavedState.Ammo[i];
5619 for i := 0 to 3 do
5620 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5622 FRulez := FSavedState.Rulez;
5623 FSavedState.WaitRecall := False;
5625 if gGameSettings.GameType = GT_SERVER then
5626 MH_SEND_PlayerStats(FUID);
5627 end;
5629 procedure TPlayer.SaveState(var Mem: TBinMemoryWriter);
5630 var
5631 i: Integer;
5632 sig: DWORD;
5633 str: String;
5634 b: Byte;
5635 begin
5636 if FIamBot then
5637 i := 512
5638 else
5639 i := 256;
5641 Mem := TBinMemoryWriter.Create(i);
5643 // Ñèãíàòóðà èãðîêà:
5644 sig := PLAYER_SIGNATURE; // 'PLYR'
5645 Mem.WriteDWORD(sig);
5646 // Áîò èëè ÷åëîâåê:
5647 Mem.WriteBoolean(FIamBot);
5648 // UID èãðîêà:
5649 Mem.WriteWord(FUID);
5650 // Èìÿ èãðîêà:
5651 Mem.WriteString(FName, 32);
5652 // Êîìàíäà:
5653 Mem.WriteByte(FTeam);
5654 // Æèâ ëè:
5655 Mem.WriteBoolean(FAlive);
5656 // Èçðàñõîäîâàë ëè âñå æèçíè:
5657 Mem.WriteBoolean(FNoRespawn);
5658 // Íàïðàâëåíèå:
5659 if FDirection = D_LEFT then
5660 b := 1
5661 else // D_RIGHT
5662 b := 2;
5663 Mem.WriteByte(b);
5664 // Çäîðîâüå:
5665 Mem.WriteInt(FHealth);
5666 // Æèçíè:
5667 Mem.WriteByte(FLives);
5668 // Áðîíÿ:
5669 Mem.WriteInt(FArmor);
5670 // Çàïàñ âîçäóõà:
5671 Mem.WriteInt(FAir);
5672 // Çàïàñ ãîðþ÷åãî:
5673 Mem.WriteInt(FJetFuel);
5674 // Áîëü:
5675 Mem.WriteInt(FPain);
5676 // Óáèë:
5677 Mem.WriteInt(FKills);
5678 // Óáèë ìîíñòðîâ:
5679 Mem.WriteInt(FMonsterKills);
5680 // Ôðàãîâ:
5681 Mem.WriteInt(FFrags);
5682 // Ôðàãîâ ïîäðÿä:
5683 Mem.WriteByte(FFragCombo);
5684 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5685 Mem.WriteDWORD(FLastFrag);
5686 // Ñìåðòåé:
5687 Mem.WriteInt(FDeath);
5688 // Êàêîé ôëàã íåñåò:
5689 Mem.WriteByte(FFlag);
5690 // Íàøåë ñåêðåòîâ:
5691 Mem.WriteInt(FSecrets);
5692 // Òåêóùåå îðóæèå:
5693 Mem.WriteByte(FCurrWeap);
5694 // Æåëàåìîå îðóæèå:
5695 Mem.WriteWord(FNextWeap);
5696 // ...è ïàóçà
5697 Mem.WriteByte(FNextWeapDelay);
5698 // Âðåìÿ çàðÿäêè BFG:
5699 Mem.WriteSmallInt(FBFGFireCounter);
5700 // Áóôåð óðîíà:
5701 Mem.WriteInt(FDamageBuffer);
5702 // Ïîñëåäíèé óäàðèâøèé:
5703 Mem.WriteWord(FLastSpawnerUID);
5704 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5705 Mem.WriteByte(FLastHit);
5706 // Îáúåêò èãðîêà:
5707 Obj_SaveState(@FObj, Mem);
5708 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5709 for i := A_BULLETS to A_HIGH do
5710 Mem.WriteWord(FAmmo[i]);
5711 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5712 for i := A_BULLETS to A_HIGH do
5713 Mem.WriteWord(FMaxAmmo[i]);
5714 // Íàëè÷èå îðóæèÿ:
5715 for i := WP_FIRST to WP_LAST do
5716 Mem.WriteBoolean(FWeapon[i]);
5717 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5718 for i := WP_FIRST to WP_LAST do
5719 Mem.WriteWord(FReloading[i]);
5720 // Íàëè÷èå ðþêçàêà:
5721 if R_ITEM_BACKPACK in FRulez then
5722 b := 1
5723 else
5724 b := 0;
5725 Mem.WriteByte(b);
5726 // Íàëè÷èå êðàñíîãî êëþ÷à:
5727 if R_KEY_RED in FRulez then
5728 b := 1
5729 else
5730 b := 0;
5731 Mem.WriteByte(b);
5732 // Íàëè÷èå çåëåíîãî êëþ÷à:
5733 if R_KEY_GREEN in FRulez then
5734 b := 1
5735 else
5736 b := 0;
5737 Mem.WriteByte(b);
5738 // Íàëè÷èå ñèíåãî êëþ÷à:
5739 if R_KEY_BLUE in FRulez then
5740 b := 1
5741 else
5742 b := 0;
5743 Mem.WriteByte(b);
5744 // Íàëè÷èå áåðñåðêà:
5745 if R_BERSERK in FRulez then
5746 b := 1
5747 else
5748 b := 0;
5749 Mem.WriteByte(b);
5750 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5751 for i := MR_SUIT to MR_MAX do
5752 Mem.WriteDWORD(FMegaRulez[i]);
5753 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5754 for i := T_RESPAWN to T_FLAGCAP do
5755 Mem.WriteDWORD(FTime[i]);
5756 // Íàçâàíèå ìîäåëè:
5757 str := FModel.Name;
5758 Mem.WriteString(str);
5759 // Öâåò ìîäåëè:
5760 b := FColor.R;
5761 Mem.WriteByte(b);
5762 b := FColor.G;
5763 Mem.WriteByte(b);
5764 b := FColor.B;
5765 Mem.WriteByte(b);
5766 end;
5768 procedure TPlayer.LoadState(var Mem: TBinMemoryReader);
5769 var
5770 i: Integer;
5771 sig: DWORD;
5772 str: String;
5773 b: Byte;
5774 begin
5775 if Mem = nil then
5776 Exit;
5778 // Ñèãíàòóðà èãðîêà:
5779 Mem.ReadDWORD(sig);
5780 if sig <> PLAYER_SIGNATURE then // 'PLYR'
5781 begin
5782 raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature');
5783 end;
5784 // Áîò èëè ÷åëîâåê:
5785 Mem.ReadBoolean(FIamBot);
5786 // UID èãðîêà:
5787 Mem.ReadWord(FUID);
5788 // Èìÿ èãðîêà:
5789 Mem.ReadString(str);
5790 if (Self <> gPlayer1) and (Self <> gPlayer2) then
5791 FName := str;
5792 // Êîìàíäà:
5793 Mem.ReadByte(FTeam);
5794 // Æèâ ëè:
5795 Mem.ReadBoolean(FAlive);
5796 // Èçðàñõîäîâàë ëè âñå æèçíè:
5797 Mem.ReadBoolean(FNoRespawn);
5798 // Íàïðàâëåíèå:
5799 Mem.ReadByte(b);
5800 if b = 1 then
5801 FDirection := D_LEFT
5802 else // b = 2
5803 FDirection := D_RIGHT;
5804 // Çäîðîâüå:
5805 Mem.ReadInt(FHealth);
5806 // Æèçíè:
5807 Mem.ReadByte(FLives);
5808 // Áðîíÿ:
5809 Mem.ReadInt(FArmor);
5810 // Çàïàñ âîçäóõà:
5811 Mem.ReadInt(FAir);
5812 // Çàïàñ ãîðþ÷åãî:
5813 Mem.ReadInt(FJetFuel);
5814 // Áîëü:
5815 Mem.ReadInt(FPain);
5816 // Óáèë:
5817 Mem.ReadInt(FKills);
5818 // Óáèë ìîíñòðîâ:
5819 Mem.ReadInt(FMonsterKills);
5820 // Ôðàãîâ:
5821 Mem.ReadInt(FFrags);
5822 // Ôðàãîâ ïîäðÿä:
5823 Mem.ReadByte(FFragCombo);
5824 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5825 Mem.ReadDWORD(FLastFrag);
5826 // Ñìåðòåé:
5827 Mem.ReadInt(FDeath);
5828 // Êàêîé ôëàã íåñåò:
5829 Mem.ReadByte(FFlag);
5830 // Íàøåë ñåêðåòîâ:
5831 Mem.ReadInt(FSecrets);
5832 // Òåêóùåå îðóæèå:
5833 Mem.ReadByte(FCurrWeap);
5834 // Æåëàåìîå îðóæèå:
5835 Mem.ReadWord(FNextWeap);
5836 // ...è ïàóçà
5837 Mem.ReadByte(FNextWeapDelay);
5838 // Âðåìÿ çàðÿäêè BFG:
5839 Mem.ReadSmallInt(FBFGFireCounter);
5840 // Áóôåð óðîíà:
5841 Mem.ReadInt(FDamageBuffer);
5842 // Ïîñëåäíèé óäàðèâøèé:
5843 Mem.ReadWord(FLastSpawnerUID);
5844 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5845 Mem.ReadByte(FLastHit);
5846 // Îáúåêò èãðîêà:
5847 Obj_LoadState(@FObj, Mem);
5848 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5849 for i := A_BULLETS to A_HIGH do
5850 Mem.ReadWord(FAmmo[i]);
5851 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5852 for i := A_BULLETS to A_HIGH do
5853 Mem.ReadWord(FMaxAmmo[i]);
5854 // Íàëè÷èå îðóæèÿ:
5855 for i := WP_FIRST to WP_LAST do
5856 Mem.ReadBoolean(FWeapon[i]);
5857 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5858 for i := WP_FIRST to WP_LAST do
5859 Mem.ReadWord(FReloading[i]);
5860 // Íàëè÷èå ðþêçàêà:
5861 Mem.ReadByte(b);
5862 if b = 1 then
5863 Include(FRulez, R_ITEM_BACKPACK);
5864 // Íàëè÷èå êðàñíîãî êëþ÷à:
5865 Mem.ReadByte(b);
5866 if b = 1 then
5867 Include(FRulez, R_KEY_RED);
5868 // Íàëè÷èå çåëåíîãî êëþ÷à:
5869 Mem.ReadByte(b);
5870 if b = 1 then
5871 Include(FRulez, R_KEY_GREEN);
5872 // Íàëè÷èå ñèíåãî êëþ÷à:
5873 Mem.ReadByte(b);
5874 if b = 1 then
5875 Include(FRulez, R_KEY_BLUE);
5876 // Íàëè÷èå áåðñåðêà:
5877 Mem.ReadByte(b);
5878 if b = 1 then
5879 Include(FRulez, R_BERSERK);
5880 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5881 for i := MR_SUIT to MR_MAX do
5882 Mem.ReadDWORD(FMegaRulez[i]);
5883 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5884 for i := T_RESPAWN to T_FLAGCAP do
5885 Mem.ReadDWORD(FTime[i]);
5886 // Íàçâàíèå ìîäåëè:
5887 Mem.ReadString(str);
5888 // Öâåò ìîäåëè:
5889 Mem.ReadByte(FColor.R);
5890 Mem.ReadByte(FColor.G);
5891 Mem.ReadByte(FColor.B);
5892 if Self = gPlayer1 then
5893 begin
5894 str := gPlayer1Settings.Model;
5895 FColor := gPlayer1Settings.Color;
5896 end;
5897 if Self = gPlayer2 then
5898 begin
5899 str := gPlayer2Settings.Model;
5900 FColor := gPlayer2Settings.Color;
5901 end;
5902 // Îáíîâëÿåì ìîäåëü èãðîêà:
5903 SetModel(str);
5904 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5905 FModel.Color := TEAMCOLOR[FTeam]
5906 else
5907 FModel.Color := FColor;
5908 end;
5910 procedure TPlayer.AllRulez(Health: Boolean);
5911 var
5912 a: Integer;
5913 begin
5914 if Health then
5915 begin
5916 FHealth := PLAYER_HP_LIMIT;
5917 FArmor := PLAYER_AP_LIMIT;
5918 Exit;
5919 end;
5921 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
5922 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
5923 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5924 end;
5926 procedure TPlayer.RestoreHealthArmor();
5927 begin
5928 FHealth := PLAYER_HP_LIMIT;
5929 FArmor := PLAYER_AP_LIMIT;
5930 end;
5932 procedure TPlayer.FragCombo();
5933 var
5934 Param: Integer;
5935 begin
5936 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5937 Exit;
5938 if gTime - FLastFrag < FRAG_COMBO_TIME then
5939 begin
5940 if FFragCombo < 5 then
5941 Inc(FFragCombo);
5942 Param := FUID or (FFragCombo shl 16);
5943 if (FComboEvnt >= Low(gDelayedEvents)) and
5944 (FComboEvnt <= High(gDelayedEvents)) and
5945 gDelayedEvents[FComboEvnt].Pending and
5946 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5947 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5948 begin
5949 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5950 gDelayedEvents[FComboEvnt].DENum := Param;
5951 end
5952 else
5953 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5954 end
5955 else
5956 FFragCombo := 1;
5958 FLastFrag := gTime;
5959 end;
5961 procedure TPlayer.GiveItem(ItemType: Byte);
5962 begin
5963 case ItemType of
5964 ITEM_SUIT:
5965 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5966 begin
5967 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5968 end;
5970 ITEM_OXYGEN:
5971 if FAir < AIR_MAX then
5972 begin
5973 FAir := AIR_MAX;
5974 end;
5976 ITEM_MEDKIT_BLACK:
5977 begin
5978 if not (R_BERSERK in FRulez) then
5979 begin
5980 Include(FRulez, R_BERSERK);
5981 if FBFGFireCounter < 1 then
5982 begin
5983 FCurrWeap := WEAPON_KASTET;
5984 resetWeaponQueue();
5985 FModel.SetWeapon(WEAPON_KASTET);
5986 end;
5987 if gFlash <> 0 then
5988 Inc(FPain, 100);
5989 FBerserk := gTime+30000;
5990 end;
5991 if FHealth < PLAYER_HP_SOFT then
5992 begin
5993 FHealth := PLAYER_HP_SOFT;
5994 FBerserk := gTime+30000;
5995 end;
5996 end;
5998 ITEM_INVUL:
5999 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6000 begin
6001 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6002 end;
6004 ITEM_INVIS:
6005 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6006 begin
6007 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6008 end;
6010 ITEM_JETPACK:
6011 if FJetFuel < JET_MAX then
6012 begin
6013 FJetFuel := JET_MAX;
6014 end;
6016 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6017 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6019 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6020 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6022 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6023 ITEM_SPHERE_WHITE:
6024 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6025 begin
6026 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6027 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6028 end;
6030 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6031 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6032 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6033 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6034 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6035 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6036 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6037 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6038 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6040 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6041 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6042 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6043 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6044 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6045 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6046 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6047 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6048 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6050 ITEM_AMMO_BACKPACK:
6051 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6052 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6053 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6054 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6055 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6056 begin
6057 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6058 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6059 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6060 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6061 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6063 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6064 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6065 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6066 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6068 FRulez := FRulez + [R_ITEM_BACKPACK];
6069 end;
6071 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6072 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6073 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6075 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6076 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6078 else
6079 Exit;
6080 end;
6081 if g_Game_IsNet and g_Game_IsServer then
6082 MH_SEND_PlayerStats(FUID);
6083 end;
6085 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6086 var
6087 id, i: DWORD;
6088 Anim: TAnimation;
6089 begin
6090 if (Random(5) = 1) and (Times = 1) then
6091 Exit;
6093 if BodyInLiquid(0, 0) then
6094 begin
6095 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6096 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6097 if Random(2) = 0 then
6098 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6099 else
6100 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6101 Exit;
6102 end;
6104 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6105 begin
6106 for i := 1 to Times do
6107 begin
6108 Anim := TAnimation.Create(id, False, 3);
6109 Anim.Alpha := 150;
6110 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6111 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6112 Anim.Free();
6113 end;
6114 end;
6115 end;
6117 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6118 var
6119 id, i: DWORD;
6120 Anim: TAnimation;
6121 begin
6122 if (Random(10) = 1) and (Times = 1) then
6123 Exit;
6125 if g_Frames_Get(id, 'FRAMES_FLAME') then
6126 begin
6127 for i := 1 to Times do
6128 begin
6129 Anim := TAnimation.Create(id, False, 3);
6130 Anim.Alpha := 0;
6131 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6132 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6133 Anim.Free();
6134 end;
6135 end;
6136 end;
6138 procedure TPlayer.PauseSounds(Enable: Boolean);
6139 begin
6140 FSawSound.Pause(Enable);
6141 FSawSoundIdle.Pause(Enable);
6142 FSawSoundHit.Pause(Enable);
6143 FSawSoundSelect.Pause(Enable);
6144 end;
6146 { T C o r p s e : }
6148 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6149 begin
6150 g_Obj_Init(@FObj);
6151 FObj.X := X;
6152 FObj.Y := Y;
6153 FObj.Rect := PLAYER_CORPSERECT;
6154 FModelName := ModelName;
6155 FMess := aMess;
6157 if FMess then
6158 begin
6159 FState := CORPSE_STATE_MESS;
6160 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6161 end
6162 else
6163 begin
6164 FState := CORPSE_STATE_NORMAL;
6165 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6166 end;
6167 end;
6169 destructor TCorpse.Destroy();
6170 begin
6171 FAnimation.Free();
6173 inherited;
6174 end;
6176 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6178 procedure TCorpse.positionChanged (); inline; begin end;
6180 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6181 begin
6182 if (dx <> 0) or (dy <> 0) then
6183 begin
6184 FObj.X += dx;
6185 FObj.Y += dy;
6186 positionChanged();
6187 end;
6188 end;
6191 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6192 begin
6193 x := FObj.X+PLAYER_CORPSERECT.X;
6194 y := FObj.Y+PLAYER_CORPSERECT.Y;
6195 w := PLAYER_CORPSERECT.Width;
6196 h := PLAYER_CORPSERECT.Height;
6197 end;
6200 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6201 var
6202 pm: TPlayerModel;
6203 begin
6204 if FState = CORPSE_STATE_REMOVEME then
6205 Exit;
6207 FDamage := FDamage + Value;
6209 if FDamage > 150 then
6210 begin
6211 if FAnimation <> nil then
6212 begin
6213 FAnimation.Free();
6214 FAnimation := nil;
6216 FState := CORPSE_STATE_REMOVEME;
6218 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6219 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6220 FModelName, FColor);
6221 // Çâóê ìÿñà îò òðóïà:
6222 pm := g_PlayerModel_Get(FModelName);
6223 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6224 pm.Free;
6225 end;
6226 end
6227 else
6228 begin
6229 FObj.Vel.X := FObj.Vel.X + vx;
6230 FObj.Vel.Y := FObj.Vel.Y + vy;
6231 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6232 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6233 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6234 150, 0, 0);
6235 end;
6236 end;
6238 procedure TCorpse.Draw();
6239 begin
6240 if FState = CORPSE_STATE_REMOVEME then
6241 Exit;
6243 if FAnimation <> nil then
6244 FAnimation.Draw(FObj.X, FObj.Y, M_NONE);
6246 if FAnimationMask <> nil then
6247 begin
6248 e_Colors := FColor;
6249 FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE);
6250 e_Colors.R := 255;
6251 e_Colors.G := 255;
6252 e_Colors.B := 255;
6253 end;
6254 end;
6256 procedure TCorpse.Update();
6257 var
6258 st: Word;
6259 begin
6260 if FState = CORPSE_STATE_REMOVEME then
6261 Exit;
6263 if gTime mod (GAME_TICK*2) <> 0 then
6264 begin
6265 g_Obj_Move(@FObj, True, True, True);
6266 positionChanged(); // this updates spatial accelerators
6267 Exit;
6268 end;
6270 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6271 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6273 st := g_Obj_Move(@FObj, True, True, True);
6274 positionChanged(); // this updates spatial accelerators
6276 if WordBool(st and MOVE_FALLOUT) then
6277 begin
6278 FState := CORPSE_STATE_REMOVEME;
6279 Exit;
6280 end;
6282 if FAnimation <> nil then
6283 FAnimation.Update();
6284 if FAnimationMask <> nil then
6285 FAnimationMask.Update();
6286 end;
6288 procedure TCorpse.SaveState(var Mem: TBinMemoryWriter);
6289 var
6290 sig: DWORD;
6291 anim: Boolean;
6292 begin
6293 if Mem = nil then
6294 Exit;
6296 // Ñèãíàòóðà òðóïà:
6297 sig := CORPSE_SIGNATURE; // 'CORP'
6298 Mem.WriteDWORD(sig);
6299 // Ñîñòîÿíèå:
6300 Mem.WriteByte(FState);
6301 // Íàêîïëåííûé óðîí:
6302 Mem.WriteByte(FDamage);
6303 // Öâåò:
6304 Mem.WriteByte(FColor.R);
6305 Mem.WriteByte(FColor.G);
6306 Mem.WriteByte(FColor.B);
6307 // Îáúåêò òðóïà:
6308 Obj_SaveState(@FObj, Mem);
6309 // Åñòü ëè àíèìàöèÿ:
6310 anim := FAnimation <> nil;
6311 Mem.WriteBoolean(anim);
6312 // Åñëè åñòü - ñîõðàíÿåì:
6313 if anim then
6314 FAnimation.SaveState(Mem);
6315 // Åñòü ëè ìàñêà àíèìàöèè:
6316 anim := FAnimationMask <> nil;
6317 Mem.WriteBoolean(anim);
6318 // Åñëè åñòü - ñîõðàíÿåì:
6319 if anim then
6320 FAnimationMask.SaveState(Mem);
6321 end;
6323 procedure TCorpse.LoadState(var Mem: TBinMemoryReader);
6324 var
6325 sig: DWORD;
6326 anim: Boolean;
6327 begin
6328 if Mem = nil then
6329 Exit;
6331 // Ñèãíàòóðà òðóïà:
6332 Mem.ReadDWORD(sig);
6333 if sig <> CORPSE_SIGNATURE then // 'CORP'
6334 begin
6335 raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature');
6336 end;
6337 // Ñîñòîÿíèå:
6338 Mem.ReadByte(FState);
6339 // Íàêîïëåííûé óðîí:
6340 Mem.ReadByte(FDamage);
6341 // Öâåò:
6342 Mem.ReadByte(FColor.R);
6343 Mem.ReadByte(FColor.G);
6344 Mem.ReadByte(FColor.B);
6345 // Îáúåêò òðóïà:
6346 Obj_LoadState(@FObj, Mem);
6347 // Åñòü ëè àíèìàöèÿ:
6348 Mem.ReadBoolean(anim);
6349 // Åñëè åñòü - çàãðóæàåì:
6350 if anim then
6351 begin
6352 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6353 FAnimation.LoadState(Mem);
6354 end;
6355 // Åñòü ëè ìàñêà àíèìàöèè:
6356 Mem.ReadBoolean(anim);
6357 // Åñëè åñòü - çàãðóæàåì:
6358 if anim then
6359 begin
6360 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6361 FAnimationMask.LoadState(Mem);
6362 end;
6363 end;
6365 { T B o t : }
6367 constructor TBot.Create();
6368 var
6369 a: Integer;
6370 begin
6371 inherited Create();
6373 FPhysics := True;
6374 FSpectator := False;
6375 FGhost := False;
6377 FIamBot := True;
6379 Inc(gNumBots);
6381 for a := WP_FIRST to WP_LAST do
6382 begin
6383 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6384 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6385 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6386 end;
6387 end;
6389 destructor TBot.Destroy();
6390 begin
6391 Dec(gNumBots);
6392 inherited Destroy();
6393 end;
6395 procedure TBot.Draw();
6396 begin
6397 inherited Draw();
6399 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6400 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6401 end;
6403 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6404 begin
6405 inherited Respawn(Silent, Force);
6407 FAIFlags := nil;
6408 FSelectedWeapon := FCurrWeap;
6409 resetWeaponQueue();
6410 FTargetUID := 0;
6411 end;
6413 procedure TBot.UpdateCombat();
6414 type
6415 TTarget = record
6416 UID: Word;
6417 X, Y: Integer;
6418 Rect: TRectWH;
6419 cX, cY: Integer;
6420 Dist: Word;
6421 Line: Boolean;
6422 Visible: Boolean;
6423 IsPlayer: Boolean;
6424 end;
6426 TTargetRecord = array of TTarget;
6428 function Compare(a, b: TTarget): Integer;
6429 begin
6430 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6431 Result := -1
6432 else
6433 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6434 Result := 1
6435 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6436 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6437 begin
6438 if a.Dist > b.Dist then // B áëèæå
6439 Result := 1
6440 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6441 Result := -1;
6442 end
6443 else // Ñòðàííî -> A
6444 Result := -1;
6445 end;
6447 var
6448 a, x1, y1, x2, y2: Integer;
6449 targets: TTargetRecord;
6450 ammo: Word;
6451 Target, BestTarget: TTarget;
6452 firew, fireh: Integer;
6453 angle: SmallInt;
6454 mon: TMonster;
6455 pla, tpla: TPlayer;
6456 vsPlayer, vsMonster, ok: Boolean;
6459 function monsUpdate (mon: TMonster): Boolean;
6460 begin
6461 result := false; // don't stop
6462 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6463 begin
6464 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6466 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6467 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6469 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6470 if g_TraceVector(x1, y1, x2, y2) then
6471 begin
6472 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6473 SetLength(targets, Length(targets)+1);
6474 with targets[High(targets)] do
6475 begin
6476 UID := mon.UID;
6477 X := mon.Obj.X;
6478 Y := mon.Obj.Y;
6479 cX := x2;
6480 cY := y2;
6481 Rect := mon.Obj.Rect;
6482 Dist := g_PatchLength(x1, y1, x2, y2);
6483 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6484 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6485 Visible := True;
6486 IsPlayer := False;
6487 end;
6488 end;
6489 end;
6490 end;
6492 begin
6493 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6494 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6496 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6497 if FCurrWeap <> FSelectedWeapon then
6498 NextWeapon();
6500 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6501 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6502 begin
6503 RemoveAIFlag('NEEDFIRE');
6505 case FCurrWeap of
6506 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6507 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6508 else PressKey(KEY_FIRE);
6509 end;
6510 end;
6512 // Êîîðäèíàòû ñòâîëà:
6513 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6514 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6516 Target.UID := FTargetUID;
6518 ok := False;
6519 if Target.UID <> 0 then
6520 begin // Öåëü åñòü - íàñòðàèâàåì
6521 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6522 vsPlayer then
6523 begin // Èãðîê
6524 tpla := g_Player_Get(Target.UID);
6525 if tpla <> nil then
6526 with tpla do
6527 begin
6528 if (@FObj) <> nil then
6529 begin
6530 Target.X := FObj.X;
6531 Target.Y := FObj.Y;
6532 end;
6533 end;
6535 Target.cX := Target.X + PLAYER_RECT_CX;
6536 Target.cY := Target.Y + PLAYER_RECT_CY;
6537 Target.Rect := PLAYER_RECT;
6538 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6539 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6540 (y1-4 > Target.Y+PLAYER_RECT.Y);
6541 Target.IsPlayer := True;
6542 ok := True;
6543 end
6544 else
6545 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6546 vsMonster then
6547 begin // Ìîíñòð
6548 mon := g_Monsters_ByUID(Target.UID);
6549 if mon <> nil then
6550 begin
6551 Target.X := mon.Obj.X;
6552 Target.Y := mon.Obj.Y;
6554 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6555 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6556 Target.Rect := mon.Obj.Rect;
6557 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6558 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6559 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6560 Target.IsPlayer := False;
6561 ok := True;
6562 end;
6563 end;
6564 end;
6566 if not ok then
6567 begin // Öåëè íåò - îáíóëÿåì
6568 Target.X := 0;
6569 Target.Y := 0;
6570 Target.cX := 0;
6571 Target.cY := 0;
6572 Target.Visible := False;
6573 Target.Line := False;
6574 Target.IsPlayer := False;
6575 end;
6577 targets := nil;
6579 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6580 if (not Target.Line) or (not Target.Visible) then
6581 begin
6582 // Èãðîêè:
6583 if vsPlayer then
6584 for a := 0 to High(gPlayers) do
6585 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6586 (gPlayers[a].FUID <> FUID) and
6587 (not SameTeam(FUID, gPlayers[a].FUID)) and
6588 (not gPlayers[a].NoTarget) and
6589 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6590 begin
6591 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6592 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6593 Continue;
6595 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6596 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6598 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6599 if g_TraceVector(x1, y1, x2, y2) then
6600 begin
6601 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6602 SetLength(targets, Length(targets)+1);
6603 with targets[High(targets)] do
6604 begin
6605 UID := gPlayers[a].FUID;
6606 X := gPlayers[a].FObj.X;
6607 Y := gPlayers[a].FObj.Y;
6608 cX := x2;
6609 cY := y2;
6610 Rect := PLAYER_RECT;
6611 Dist := g_PatchLength(x1, y1, x2, y2);
6612 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6613 (y1-4 > Target.Y+PLAYER_RECT.Y);
6614 Visible := True;
6615 IsPlayer := True;
6616 end;
6617 end;
6618 end;
6620 // Ìîíñòðû:
6621 if vsMonster then g_Mons_ForEach(monsUpdate);
6622 end;
6624 // Åñëè åñòü âîçìîæíûå öåëè:
6625 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6626 if targets <> nil then
6627 begin
6628 // Âûáèðàåì íàèëó÷øóþ öåëü:
6629 BestTarget := targets[0];
6630 if Length(targets) > 1 then
6631 for a := 1 to High(targets) do
6632 if Compare(BestTarget, targets[a]) = 1 then
6633 BestTarget := targets[a];
6635 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6636 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6637 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6638 begin
6639 Target := BestTarget;
6641 if (Healthy() = 3) or ((Healthy() = 2)) then
6642 begin // Åñëè çäîðîâû - äîãîíÿåì
6643 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6644 SetAIFlag('GORIGHT', '1');
6645 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6646 SetAIFlag('GOLEFT', '1');
6647 end
6648 else
6649 begin // Åñëè ïîáèòû - óáåãàåì
6650 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6651 SetAIFlag('GORIGHT', '1');
6652 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6653 SetAIFlag('GOLEFT', '1');
6654 end;
6656 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6657 SelectWeapon(Abs(x1-Target.cX));
6658 end;
6659 end;
6661 // Åñëè åñòü öåëü:
6662 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6663 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6664 if Target.UID <> 0 then
6665 begin
6666 if not TargetOnScreen(Target.X + Target.Rect.X,
6667 Target.Y + Target.Rect.Y) then
6668 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6669 if (Healthy() = 3) or ((Healthy() = 2)) then
6670 begin // Åñëè çäîðîâû - äîãîíÿåì
6671 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6672 SetAIFlag('GORIGHT', '1');
6673 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6674 SetAIFlag('GOLEFT', '1');
6675 end
6676 else
6677 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6678 Target.UID := 0;
6679 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6680 SetAIFlag('GORIGHT', '1');
6681 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6682 SetAIFlag('GOLEFT', '1');
6683 end;
6684 end
6685 else
6686 begin // Öåëü ïîêà íà "ýêðàíå"
6687 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6688 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6689 FLastVisible := gTime;
6690 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6691 if (Abs(FObj.Y-Target.Y) <= 128) then
6692 begin
6693 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6694 SetAIFlag('GORIGHT', '1');
6695 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6696 SetAIFlag('GOLEFT', '1');
6697 end;
6698 end;
6700 // Âûáèðàåì óãîë ââåðõ:
6701 if FDirection = D_LEFT then
6702 angle := ANGLE_LEFTUP
6703 else
6704 angle := ANGLE_RIGHTUP;
6706 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6707 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6709 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6710 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6711 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6712 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6713 Target.Rect.Width, Target.Rect.Height) and
6714 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6715 begin // òî íóæíî ñòðåëÿòü ââåðõ
6716 SetAIFlag('NEEDFIRE', '1');
6717 SetAIFlag('NEEDSEEUP', '1');
6718 end;
6720 // Âûáèðàåì óãîë âíèç:
6721 if FDirection = D_LEFT then
6722 angle := ANGLE_LEFTDOWN
6723 else
6724 angle := ANGLE_RIGHTDOWN;
6726 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6727 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6729 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6730 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6731 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6732 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6733 Target.Rect.Width, Target.Rect.Height) and
6734 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6735 begin // òî íóæíî ñòðåëÿòü âíèç
6736 SetAIFlag('NEEDFIRE', '1');
6737 SetAIFlag('NEEDSEEDOWN', '1');
6738 end;
6740 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6741 if Target.Visible and
6742 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6743 (y1-4 > Target.Y+Target.Rect.Y) then
6744 begin
6745 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6746 if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
6747 ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
6748 begin // òî íóæíî ñòðåëÿòü âïåðåä
6749 SetAIFlag('NEEDFIRE', '1');
6750 SetAIFlag('NEEDSEEDOWN', '');
6751 SetAIFlag('NEEDSEEUP', '');
6752 end;
6753 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6754 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6755 if GetRnd(FDifficult.CloseJump) then
6756 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6757 if Abs(FObj.X-Target.X) < 128 then
6758 a := 4
6759 else
6760 a := 30;
6761 if Random(a) = 0 then
6762 SetAIFlag('NEEDJUMP', '1');
6763 end;
6764 end;
6766 // Åñëè öåëü âñå åùå åñòü:
6767 if Target.UID <> 0 then
6768 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6769 Target.UID := 0 // òî çàáûòü öåëü
6770 else // Åñëè âèäåëè íåäàâíî
6771 begin // íî öåëü óáèëè
6772 if Target.IsPlayer then
6773 begin // Öåëü - èãðîê
6774 pla := g_Player_Get(Target.UID);
6775 if (pla = nil) or (not pla.alive) or pla.NoTarget or
6776 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6777 Target.UID := 0; // òî çàáûòü öåëü
6778 end
6779 else
6780 begin // Öåëü - ìîíñòð
6781 mon := g_Monsters_ByUID(Target.UID);
6782 if (mon = nil) or (not mon.alive) then
6783 Target.UID := 0; // òî çàáûòü öåëü
6784 end;
6785 end;
6786 end; // if Target.UID <> 0
6788 FTargetUID := Target.UID;
6790 // Åñëè âîçìîæíûõ öåëåé íåò:
6791 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6792 if targets = nil then
6793 if GetAIFlag('ATTACKLEFT') <> '' then
6794 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6795 RemoveAIFlag('ATTACKLEFT');
6797 SetAIFlag('NEEDJUMP', '1');
6799 if RunDirection() = D_RIGHT then
6800 begin // Èäåì íå â òó ñòîðîíó
6801 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6802 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6803 SetAIFlag('NEEDFIRE', '1');
6804 SetAIFlag('GOLEFT', '1');
6805 end;
6806 end
6807 else
6808 begin // Èäåì â íóæíóþ ñòîðîíó
6809 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6810 SetAIFlag('NEEDFIRE', '1');
6811 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6812 SetAIFlag('GORIGHT', '1');
6813 end;
6814 end
6815 else
6816 if GetAIFlag('ATTACKRIGHT') <> '' then
6817 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6818 RemoveAIFlag('ATTACKRIGHT');
6820 SetAIFlag('NEEDJUMP', '1');
6822 if RunDirection() = D_LEFT then
6823 begin // Èäåì íå â òó ñòîðîíó
6824 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6825 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6826 SetAIFlag('NEEDFIRE', '1');
6827 SetAIFlag('GORIGHT', '1');
6828 end;
6829 end
6830 else
6831 begin
6832 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6833 SetAIFlag('NEEDFIRE', '1');
6834 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6835 SetAIFlag('GOLEFT', '1');
6836 end;
6837 end;
6839 //HACK! (does it belongs there?)
6840 RealizeCurrentWeapon();
6842 // Åñëè åñòü âîçìîæíûå öåëè:
6843 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6844 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6845 for a := 0 to High(targets) do
6846 begin
6847 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6848 if GetRnd(FDifficult.DiagFire) then
6849 begin
6850 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6851 if FDirection = D_LEFT then
6852 angle := ANGLE_LEFTUP
6853 else
6854 angle := ANGLE_RIGHTUP;
6856 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6857 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6859 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6860 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6861 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6862 targets[a].Rect.Width, targets[a].Rect.Height) and
6863 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6864 begin
6865 SetAIFlag('NEEDFIRE', '1');
6866 SetAIFlag('NEEDSEEUP', '1');
6867 end;
6869 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6870 if FDirection = D_LEFT then
6871 angle := ANGLE_LEFTDOWN
6872 else
6873 angle := ANGLE_RIGHTDOWN;
6875 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6876 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6878 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6879 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6880 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6881 targets[a].Rect.Width, targets[a].Rect.Height) and
6882 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6883 begin
6884 SetAIFlag('NEEDFIRE', '1');
6885 SetAIFlag('NEEDSEEDOWN', '1');
6886 end;
6887 end;
6889 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6890 if targets[a].Line and targets[a].Visible and
6891 (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
6892 ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
6893 begin
6894 SetAIFlag('NEEDFIRE', '1');
6895 Break;
6896 end;
6897 end;
6899 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6900 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6901 PLAYER_RECT.Width, PLAYER_RECT.Height,
6902 40+GetInterval(FDifficult.Cover, 40)) then
6903 SetAIFlag('NEEDJUMP', '1');
6905 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6906 ammo := GetAmmoByWeapon(FCurrWeap);
6907 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6908 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6909 (ammo = 0) then
6910 SetAIFlag('SELECTWEAPON', '1');
6912 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6913 if GetAIFlag('SELECTWEAPON') = '1' then
6914 begin
6915 SelectWeapon(-1);
6916 RemoveAIFlag('SELECTWEAPON');
6917 end;
6918 end;
6920 procedure TBot.Update();
6921 var
6922 EnableAI: Boolean;
6923 begin
6924 if not FAlive then
6925 begin // Respawn
6926 ReleaseKeys();
6927 PressKey(KEY_UP);
6928 end
6929 else
6930 begin
6931 EnableAI := True;
6933 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6934 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6935 EnableAI := False;
6936 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6937 EnableAI := False;
6938 if g_debug_BotAIOff = 3 then
6939 EnableAI := False;
6941 if EnableAI then
6942 begin
6943 UpdateMove();
6944 UpdateCombat();
6945 end
6946 else
6947 begin
6948 RealizeCurrentWeapon();
6949 end;
6950 end;
6952 inherited Update();
6953 end;
6955 procedure TBot.ReleaseKey(Key: Byte);
6956 begin
6957 with FKeys[Key] do
6958 begin
6959 Pressed := False;
6960 Time := 0;
6961 end;
6962 end;
6964 function TBot.KeyPressed(Key: Word): Boolean;
6965 begin
6966 Result := FKeys[Key].Pressed;
6967 end;
6969 function TBot.GetAIFlag(aName: String20): String20;
6970 var
6971 a: Integer;
6972 begin
6973 Result := '';
6975 aName := LowerCase(aName);
6977 if FAIFlags <> nil then
6978 for a := 0 to High(FAIFlags) do
6979 if LowerCase(FAIFlags[a].Name) = aName then
6980 begin
6981 Result := FAIFlags[a].Value;
6982 Break;
6983 end;
6984 end;
6986 procedure TBot.RemoveAIFlag(aName: String20);
6987 var
6988 a, b: Integer;
6989 begin
6990 if FAIFlags = nil then Exit;
6992 aName := LowerCase(aName);
6994 for a := 0 to High(FAIFlags) do
6995 if LowerCase(FAIFlags[a].Name) = aName then
6996 begin
6997 if a <> High(FAIFlags) then
6998 for b := a to High(FAIFlags)-1 do
6999 FAIFlags[b] := FAIFlags[b+1];
7001 SetLength(FAIFlags, Length(FAIFlags)-1);
7002 Break;
7003 end;
7004 end;
7006 procedure TBot.SetAIFlag(aName, fValue: String20);
7007 var
7008 a: Integer;
7009 ok: Boolean;
7010 begin
7011 a := 0;
7012 ok := False;
7014 aName := LowerCase(aName);
7016 if FAIFlags <> nil then
7017 for a := 0 to High(FAIFlags) do
7018 if LowerCase(FAIFlags[a].Name) = aName then
7019 begin
7020 ok := True;
7021 Break;
7022 end;
7024 if ok then FAIFlags[a].Value := fValue
7025 else
7026 begin
7027 SetLength(FAIFlags, Length(FAIFlags)+1);
7028 with FAIFlags[High(FAIFlags)] do
7029 begin
7030 Name := aName;
7031 Value := fValue;
7032 end;
7033 end;
7034 end;
7036 procedure TBot.UpdateMove;
7038 procedure GoLeft(Time: Word = 1);
7039 begin
7040 ReleaseKey(KEY_LEFT);
7041 ReleaseKey(KEY_RIGHT);
7042 PressKey(KEY_LEFT, Time);
7043 SetDirection(D_LEFT);
7044 end;
7046 procedure GoRight(Time: Word = 1);
7047 begin
7048 ReleaseKey(KEY_LEFT);
7049 ReleaseKey(KEY_RIGHT);
7050 PressKey(KEY_RIGHT, Time);
7051 SetDirection(D_RIGHT);
7052 end;
7054 function Rnd(a: Word): Boolean;
7055 begin
7056 Result := Random(a) = 0;
7057 end;
7059 procedure Turn(Time: Word = 1200);
7060 begin
7061 if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
7062 end;
7064 procedure Stop();
7065 begin
7066 ReleaseKey(KEY_LEFT);
7067 ReleaseKey(KEY_RIGHT);
7068 end;
7070 function CanRunLeft(): Boolean;
7071 begin
7072 Result := not CollideLevel(-1, 0);
7073 end;
7075 function CanRunRight(): Boolean;
7076 begin
7077 Result := not CollideLevel(1, 0);
7078 end;
7080 function CanRun(): Boolean;
7081 begin
7082 if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7083 end;
7085 procedure Jump(Time: Word = 30);
7086 begin
7087 PressKey(KEY_JUMP, Time);
7088 end;
7090 function NearHole(): Boolean;
7091 var
7092 x, sx: Integer;
7093 begin
7094 { TODO 5 : Ëåñòíèöû }
7095 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7096 for x := 1 to PLAYER_RECT.Width do
7097 if (not StayOnStep(x*sx, 0)) and
7098 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7099 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7100 begin
7101 Result := True;
7102 Exit;
7103 end;
7105 Result := False;
7106 end;
7108 function BorderHole(): Boolean;
7109 var
7110 x, sx, xx: Integer;
7111 begin
7112 { TODO 5 : Ëåñòíèöû }
7113 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7114 for x := 1 to PLAYER_RECT.Width do
7115 if (not StayOnStep(x*sx, 0)) and
7116 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7117 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7118 begin
7119 for xx := x to x+32 do
7120 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7121 begin
7122 Result := True;
7123 Exit;
7124 end;
7125 end;
7127 Result := False;
7128 end;
7130 function NearDeepHole(): Boolean;
7131 var
7132 x, sx, y: Integer;
7133 begin
7134 Result := False;
7136 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7137 y := 3;
7139 for x := 1 to PLAYER_RECT.Width do
7140 if (not StayOnStep(x*sx, 0)) and
7141 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7142 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7143 begin
7144 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7145 begin
7146 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7147 y := y+1;
7148 end;
7150 Result := True;
7151 end else Result := False;
7152 end;
7154 function OverDeepHole(): Boolean;
7155 var
7156 y: Integer;
7157 begin
7158 Result := False;
7160 y := 1;
7161 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7162 begin
7163 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7164 y := y+1;
7165 end;
7167 Result := True;
7168 end;
7170 function OnGround(): Boolean;
7171 begin
7172 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7173 end;
7175 function OnLadder(): Boolean;
7176 begin
7177 Result := FullInStep(0, 0);
7178 end;
7180 function BelowLadder(): Boolean;
7181 begin
7182 Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7183 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7184 (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7185 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7186 end;
7188 function BelowLiftUp(): Boolean;
7189 begin
7190 Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7191 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7192 ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7193 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7194 end;
7196 function OnTopLift(): Boolean;
7197 begin
7198 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7199 end;
7201 function CanJumpOver(): Boolean;
7202 var
7203 sx, y: Integer;
7204 begin
7205 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7207 Result := False;
7209 if not CollideLevel(sx, 0) then Exit;
7211 for y := 1 to BOT_MAXJUMP do
7212 if CollideLevel(0, -y) then Exit else
7213 if not CollideLevel(sx, -y) then
7214 begin
7215 Result := True;
7216 Exit;
7217 end;
7218 end;
7220 function CanJumpUp(Dist: ShortInt): Boolean;
7221 var
7222 y, yy: Integer;
7223 c: Boolean;
7224 begin
7225 Result := False;
7227 if CollideLevel(Dist, 0) then Exit;
7229 c := False;
7230 for y := 0 to BOT_MAXJUMP do
7231 if CollideLevel(Dist, -y) then
7232 begin
7233 c := True;
7234 Break;
7235 end;
7237 if not c then Exit;
7239 c := False;
7240 for yy := y+1 to BOT_MAXJUMP do
7241 if not CollideLevel(Dist, -yy) then
7242 begin
7243 c := True;
7244 Break;
7245 end;
7247 if not c then Exit;
7249 c := False;
7250 for y := 0 to BOT_MAXJUMP do
7251 if CollideLevel(0, -y) then
7252 begin
7253 c := True;
7254 Break;
7255 end;
7257 if c then Exit;
7259 if y < yy then Exit;
7261 Result := True;
7262 end;
7264 function IsSafeTrigger(): Boolean;
7265 var
7266 a: Integer;
7267 begin
7268 Result := True;
7269 if gTriggers = nil then
7270 Exit;
7271 for a := 0 to High(gTriggers) do
7272 if Collide(gTriggers[a].X,
7273 gTriggers[a].Y,
7274 gTriggers[a].Width,
7275 gTriggers[a].Height) and
7276 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7277 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7278 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7279 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7280 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7281 Result := False;
7282 end;
7284 begin
7285 // Âîçìîæíî, íàæèìàåì êíîïêó:
7286 if Rnd(16) and IsSafeTrigger() then
7287 PressKey(KEY_OPEN);
7289 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7290 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7291 begin
7292 ReleaseKey(KEY_LEFT);
7293 ReleaseKey(KEY_RIGHT);
7294 Jump();
7295 end;
7297 // Èäåì âëåâî, åñëè íàäî áûëî:
7298 if GetAIFlag('GOLEFT') <> '' then
7299 begin
7300 RemoveAIFlag('GOLEFT');
7301 if CanRunLeft() then
7302 GoLeft(360);
7303 end;
7305 // Èäåì âïðàâî, åñëè íàäî áûëî:
7306 if GetAIFlag('GORIGHT') <> '' then
7307 begin
7308 RemoveAIFlag('GORIGHT');
7309 if CanRunRight() then
7310 GoRight(360);
7311 end;
7313 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7314 if FObj.X < -32 then
7315 GoRight(360)
7316 else
7317 if FObj.X+32 > gMapInfo.Width then
7318 GoLeft(360);
7320 // Ïðûãàåì, åñëè íàäî áûëî:
7321 if GetAIFlag('NEEDJUMP') <> '' then
7322 begin
7323 Jump(0);
7324 RemoveAIFlag('NEEDJUMP');
7325 end;
7327 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7328 if GetAIFlag('NEEDSEEUP') <> '' then
7329 begin
7330 ReleaseKey(KEY_UP);
7331 ReleaseKey(KEY_DOWN);
7332 PressKey(KEY_UP, 20);
7333 RemoveAIFlag('NEEDSEEUP');
7334 end;
7336 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7337 if GetAIFlag('NEEDSEEDOWN') <> '' then
7338 begin
7339 ReleaseKey(KEY_UP);
7340 ReleaseKey(KEY_DOWN);
7341 PressKey(KEY_DOWN, 20);
7342 RemoveAIFlag('NEEDSEEDOWN');
7343 end;
7345 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7346 if GetAIFlag('GOINHOLE') <> '' then
7347 if not OnGround() then
7348 begin
7349 ReleaseKey(KEY_LEFT);
7350 ReleaseKey(KEY_RIGHT);
7351 RemoveAIFlag('GOINHOLE');
7352 SetAIFlag('FALLINHOLE', '1');
7353 end;
7355 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7356 if GetAIFlag('FALLINHOLE') <> '' then
7357 if OnGround() then
7358 RemoveAIFlag('FALLINHOLE');
7360 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7361 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7362 if GetAIFlag('FALLINHOLE') = '' then
7363 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7364 if Rnd(2) then
7365 GoLeft(360)
7366 else
7367 GoRight(360);
7369 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7370 if OnGround() and
7371 CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
7372 Rnd(8) then
7373 Jump();
7375 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7376 if OnGround() and NearHole() then
7377 if NearDeepHole() then // Åñëè ýòî áåçäíà
7378 case Random(6) of
7379 0..3: Turn(); // Áåæèì îáðàòíî
7380 4: Jump(); // Ïðûãàåì
7381 5: begin // Ïðûãàåì îáðàòíî
7382 Turn();
7383 Jump();
7384 end;
7385 end
7386 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7387 if GetAIFlag('GOINHOLE') = '' then
7388 case Random(6) of
7389 0: Turn(); // Íå íóæíî òóäà
7390 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7391 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7392 if BorderHole() then
7393 SetAIFlag('GOINHOLE', '1');
7394 end;
7396 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7397 if (not CanRun()) and OnGround() then
7398 begin
7399 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7400 if CanJumpOver() or OnLadder() then
7401 Jump()
7402 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7403 if Random(2) = 0 then
7404 begin
7405 if IsSafeTrigger() then
7406 PressKey(KEY_OPEN);
7407 end else
7408 Turn();
7409 end;
7411 // Îñòàëîñü ìàëî âîçäóõà:
7412 if FAir < 36 * 2 then
7413 Jump(20);
7415 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7416 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7417 if BodyInAcid(0, 0) then
7418 Jump();
7419 end;
7421 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7422 begin
7423 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7424 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7425 end;
7427 {function TBot.NeedItem(Item: Byte): Byte;
7428 begin
7429 Result := 4;
7430 end;}
7432 procedure TBot.SelectWeapon(Dist: Integer);
7433 var
7434 a: Integer;
7436 function HaveAmmo(weapon: Byte): Boolean;
7437 begin
7438 case weapon of
7439 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7440 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7441 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7442 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7443 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7444 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7445 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7446 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7447 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7448 else Result := True;
7449 end;
7450 end;
7452 begin
7453 if Dist = -1 then Dist := BOT_LONGDIST;
7455 if Dist > BOT_LONGDIST then
7456 begin // Äàëüíèé áîé
7457 for a := 0 to 9 do
7458 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7459 begin
7460 FSelectedWeapon := FDifficult.WeaponPrior[a];
7461 Break;
7462 end;
7463 end
7464 else //if Dist > BOT_UNSAFEDIST then
7465 begin // Áëèæíèé áîé
7466 for a := 0 to 9 do
7467 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7468 begin
7469 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7470 Break;
7471 end;
7472 end;
7473 { else
7474 begin
7475 for a := 0 to 9 do
7476 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7477 begin
7478 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7479 Break;
7480 end;
7481 end;}
7482 end;
7484 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7485 begin
7486 Result := inherited PickItem(ItemType, force, remove);
7488 if Result then SetAIFlag('SELECTWEAPON', '1');
7489 end;
7491 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7492 begin
7493 Result := inherited Heal(value, Soft);
7494 end;
7496 function TBot.Healthy(): Byte;
7497 begin
7498 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7499 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7500 else if (FHealth > 50) then Result := 2
7501 else if (FHealth > 20) then Result := 1
7502 else Result := 0;
7503 end;
7505 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7506 begin
7507 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7508 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7509 end;
7511 procedure TBot.OnDamage(Angle: SmallInt);
7512 var
7513 pla: TPlayer;
7514 mon: TMonster;
7515 ok: Boolean;
7516 begin
7517 inherited;
7519 if (Angle = 0) or (Angle = 180) then
7520 begin
7521 ok := False;
7522 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7523 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7524 begin // Èãðîê
7525 pla := g_Player_Get(FLastSpawnerUID);
7526 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7527 pla.FObj.Y + PLAYER_RECT.Y);
7528 end
7529 else
7530 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7531 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7532 begin // Ìîíñòð
7533 mon := g_Monsters_ByUID(FLastSpawnerUID);
7534 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7535 mon.Obj.Y + mon.Obj.Rect.Y);
7536 end;
7538 if ok then
7539 if Angle = 0 then
7540 SetAIFlag('ATTACKLEFT', '1')
7541 else
7542 SetAIFlag('ATTACKRIGHT', '1');
7543 end;
7544 end;
7546 function TBot.RunDirection(): TDirection;
7547 begin
7548 if Abs(Vel.X) >= 1 then
7549 begin
7550 if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT;
7551 end else
7552 Result := FDirection;
7553 end;
7555 function TBot.GetRnd(a: Byte): Boolean;
7556 begin
7557 if a = 0 then Result := False
7558 else if a = 255 then Result := True
7559 else Result := Random(256) > 255-a;
7560 end;
7562 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7563 begin
7564 Result := Round((255-a)/255*radius*(Random(2)-1));
7565 end;
7567 procedure TBot.SaveState(var Mem: TBinMemoryWriter);
7568 var
7569 i: Integer;
7570 dw: DWORD;
7571 p: Pointer;
7572 begin
7573 inherited SaveState(Mem);
7575 // Âûáðàííîå îðóæèå:
7576 Mem.WriteByte(FSelectedWeapon);
7577 // UID öåëè:
7578 Mem.WriteWord(FTargetUID);
7579 // Âðåìÿ ïîòåðè öåëè:
7580 Mem.WriteDWORD(FLastVisible);
7581 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7582 dw := Length(FAIFlags);
7583 Mem.WriteDWORD(dw);
7584 // Ôëàãè ÈÈ:
7585 for i := 0 to Integer(dw)-1 do
7586 begin
7587 Mem.WriteString(FAIFlags[i].Name, 20);
7588 Mem.WriteString(FAIFlags[i].Value, 20);
7589 end;
7590 // Íàñòðîéêè ñëîæíîñòè:
7591 p := @FDifficult;
7592 Mem.WriteMemory(p, SizeOf(TDifficult));
7593 end;
7595 procedure TBot.LoadState(var Mem: TBinMemoryReader);
7596 var
7597 i: Integer;
7598 dw: DWORD;
7599 p: Pointer;
7600 begin
7601 inherited LoadState(Mem);
7603 // Âûáðàííîå îðóæèå:
7604 Mem.ReadByte(FSelectedWeapon);
7605 // UID öåëè:
7606 Mem.ReadWord(FTargetUID);
7607 // Âðåìÿ ïîòåðè öåëè:
7608 Mem.ReadDWORD(FLastVisible);
7609 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7610 Mem.ReadDWORD(dw);
7611 SetLength(FAIFlags, dw);
7612 // Ôëàãè ÈÈ:
7613 for i := 0 to Integer(dw)-1 do
7614 begin
7615 Mem.ReadString(FAIFlags[i].Name);
7616 Mem.ReadString(FAIFlags[i].Value);
7617 end;
7618 // Íàñòðîéêè ñëîæíîñòè:
7619 Mem.ReadMemory(p, dw);
7620 if dw <> SizeOf(TDifficult) then
7621 begin
7622 raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size');
7623 end;
7624 FDifficult := TDifficult(p^);
7625 end;
7628 begin
7629 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7630 end.