DEADSOFTWARE

Cosmetic: DooM 2D:Forever -> Doom 2D: Forever
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 {$M+}
18 unit g_player;
20 interface
22 uses
23 SysUtils, Classes,
24 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
25 e_graphics, g_playermodel, g_basic, g_textures,
26 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
27 g_panel;
29 const
30 KEY_LEFT = 1;
31 KEY_RIGHT = 2;
32 KEY_UP = 3;
33 KEY_DOWN = 4;
34 KEY_FIRE = 5;
35 KEY_NEXTWEAPON = 6;
36 KEY_PREVWEAPON = 7;
37 KEY_OPEN = 8;
38 KEY_JUMP = 9;
39 KEY_CHAT = 10;
41 R_ITEM_BACKPACK = 0;
42 R_KEY_RED = 1;
43 R_KEY_GREEN = 2;
44 R_KEY_BLUE = 3;
45 R_BERSERK = 4;
47 MR_SUIT = 0;
48 MR_INVUL = 1;
49 MR_INVIS = 2;
50 MR_MAX = 2;
52 A_BULLETS = 0;
53 A_SHELLS = 1;
54 A_ROCKETS = 2;
55 A_CELLS = 3;
56 A_FUEL = 4;
57 A_HIGH = 4;
59 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
63 K_SIMPLEKILL = 0;
64 K_HARDKILL = 1;
65 K_EXTRAHARDKILL = 2;
66 K_FALLKILL = 3;
68 T_RESPAWN = 0;
69 T_SWITCH = 1;
70 T_USE = 2;
71 T_FLAGCAP = 3;
73 TEAM_NONE = 0;
74 TEAM_RED = 1;
75 TEAM_BLUE = 2;
76 TEAM_COOP = 3;
78 SHELL_BULLET = 0;
79 SHELL_SHELL = 1;
80 SHELL_DBLSHELL = 2;
82 ANGLE_NONE = Low(SmallInt);
84 CORPSE_STATE_REMOVEME = 0;
85 CORPSE_STATE_NORMAL = 1;
86 CORPSE_STATE_MESS = 2;
88 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
89 PLAYER_RECT_CX = 15+(34 div 2);
90 PLAYER_RECT_CY = 12+(52 div 2);
91 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
93 PLAYER_HP_SOFT = 100;
94 PLAYER_HP_LIMIT = 200;
95 PLAYER_AP_SOFT = 100;
96 PLAYER_AP_LIMIT = 200;
97 SUICIDE_DAMAGE = 112;
99 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
100 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
102 type
103 TPlayerStat = record
104 Ping: Word;
105 Loss: Byte;
106 Name: String;
107 Team: Byte;
108 Frags: SmallInt;
109 Deaths: SmallInt;
110 Lives: Byte;
111 Kills: Word;
112 Color: TRGB;
113 Spectator: Boolean;
114 end;
116 TPlayerStatArray = Array of TPlayerStat;
118 TPlayerSavedState = record
119 Health: Integer;
120 Armor: Integer;
121 Air: Integer;
122 JetFuel: Integer;
123 CurrWeap: Byte;
124 NextWeap: WORD;
125 NextWeapDelay: Byte;
126 Ammo: Array [A_BULLETS..A_HIGH] of Word;
127 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
128 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
129 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
130 WaitRecall: Boolean;
131 end;
133 TKeyState = record
134 Pressed: Boolean;
135 Time: Word;
136 end;
138 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
139 private
140 FIamBot: Boolean;
141 FUID: Word;
142 FName: String;
143 FTeam: Byte;
144 FAlive: Boolean;
145 FSpawned: Boolean;
146 FDirection: TDirection;
147 FHealth: Integer;
148 FLives: Byte;
149 FArmor: Integer;
150 FAir: Integer;
151 FPain: Integer;
152 FPickup: Integer;
153 FKills: Integer;
154 FMonsterKills: Integer;
155 FFrags: Integer;
156 FFragCombo: Byte;
157 FLastFrag: LongWord;
158 FComboEvnt: Integer;
159 FDeath: Integer;
160 FCanJetpack: Boolean;
161 FJetFuel: Integer;
162 FFlag: Byte;
163 FSecrets: Integer;
164 FCurrWeap: Byte;
165 FNextWeap: WORD;
166 FNextWeapDelay: Byte; // frames
167 FBFGFireCounter: SmallInt;
168 FLastSpawnerUID: Word;
169 FLastHit: Byte;
170 FObj: TObj;
171 FXTo, FYTo: Integer;
172 FSpectatePlayer: Integer;
173 FFirePainTime: Integer;
174 FFireAttacker: Word;
176 FSavedState: TPlayerSavedState;
178 FModel: TPlayerModel;
179 FActionPrior: Byte;
180 FActionAnim: Byte;
181 FActionForce: Boolean;
182 FActionChanged: Boolean;
183 FAngle: SmallInt;
184 FFireAngle: SmallInt;
185 FIncCam: Integer;
186 FShellTimer: Integer;
187 FShellType: Byte;
188 FSawSound: TPlayableSound;
189 FSawSoundIdle: TPlayableSound;
190 FSawSoundHit: TPlayableSound;
191 FSawSoundSelect: TPlayableSound;
192 FJetSoundOn: TPlayableSound;
193 FJetSoundOff: TPlayableSound;
194 FJetSoundFly: TPlayableSound;
195 FGodMode: Boolean;
196 FNoTarget: Boolean;
197 FNoReload: Boolean;
198 FJustTeleported: Boolean;
199 FNetTime: LongWord;
200 mEDamageType: Integer;
203 function CollideLevel(XInc, YInc: Integer): Boolean;
204 function StayOnStep(XInc, YInc: Integer): Boolean;
205 function HeadInLiquid(XInc, YInc: Integer): Boolean;
206 function BodyInLiquid(XInc, YInc: Integer): Boolean;
207 function BodyInAcid(XInc, YInc: Integer): Boolean;
208 function FullInLift(XInc, YInc: Integer): Integer;
209 {procedure CollideItem();}
210 procedure FlySmoke(Times: DWORD = 1);
211 procedure OnFireFlame(Times: DWORD = 1);
212 function GetAmmoByWeapon(Weapon: Byte): Word;
213 procedure SetAction(Action: Byte; Force: Boolean = False);
214 procedure OnDamage(Angle: SmallInt); virtual;
215 function firediry(): Integer;
217 procedure Run(Direction: TDirection);
218 procedure NextWeapon();
219 procedure PrevWeapon();
220 procedure SeeUp();
221 procedure SeeDown();
222 procedure Fire();
223 procedure Jump();
224 procedure Use();
226 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
227 procedure resetWeaponQueue ();
228 function hasAmmoForWeapon (weapon: Byte): Boolean;
230 procedure doDamage (v: Integer);
232 public
233 FDamageBuffer: Integer;
235 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
236 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
237 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
238 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
239 FBerserk: Integer;
240 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
241 FReloading: Array [WP_FIRST..WP_LAST] of Word;
242 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
243 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
244 FColor: TRGB;
245 FPreferredTeam: Byte;
246 FSpectator: Boolean;
247 FNoRespawn: Boolean;
248 FWantsInGame: Boolean;
249 FGhost: Boolean;
250 FPhysics: Boolean;
251 FJetpack: Boolean;
252 FActualModelName: string;
253 FClientID: SmallInt;
254 FPing: Word;
255 FLoss: Byte;
256 FDummy: Boolean;
257 FFireTime: Integer;
259 // debug: viewport offset
260 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
262 function isValidViewPort (): Boolean; inline;
264 constructor Create(); virtual;
265 destructor Destroy(); override;
266 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
267 function GetRespawnPoint(): Byte;
268 procedure PressKey(Key: Byte; Time: Word = 1);
269 procedure ReleaseKeys();
270 procedure SetModel(ModelName: String);
271 procedure SetColor(Color: TRGB);
272 procedure SetWeapon(W: Byte);
273 function IsKeyPressed(K: Byte): Boolean;
274 function GetKeys(): Byte;
275 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
276 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
277 function Collide(Panel: TPanel): Boolean; overload;
278 function Collide(X, Y: Integer): Boolean; overload;
279 procedure SetDirection(Direction: TDirection);
280 procedure GetSecret();
281 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
282 procedure Touch();
283 procedure Push(vx, vy: Integer);
284 procedure ChangeModel(ModelName: String);
285 procedure SwitchTeam;
286 procedure ChangeTeam(Team: Byte);
287 procedure BFGHit();
288 function GetFlag(Flag: Byte): Boolean;
289 procedure SetFlag(Flag: Byte);
290 function DropFlag(): Boolean;
291 procedure AllRulez(Health: Boolean);
292 procedure RestoreHealthArmor();
293 procedure FragCombo();
294 procedure GiveItem(ItemType: Byte);
295 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
296 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
297 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
298 procedure MakeBloodSimple(Count: Word);
299 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
300 procedure Reset(Force: Boolean);
301 procedure Spectate(NoMove: Boolean = False);
302 procedure SwitchNoClip;
303 procedure SoftReset();
304 procedure Draw(); virtual;
305 procedure DrawPain();
306 procedure DrawPickup();
307 procedure DrawRulez();
308 procedure DrawAim();
309 procedure DrawBubble();
310 procedure DrawGUI();
311 procedure Update(); virtual;
312 procedure RememberState();
313 procedure RecallState();
314 procedure SaveState (st: TStream); virtual;
315 procedure LoadState (st: TStream); virtual;
316 procedure PauseSounds(Enable: Boolean);
317 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
318 procedure DoLerp(Level: Integer = 2);
319 procedure SetLerp(XTo, YTo: Integer);
320 procedure QueueWeaponSwitch(Weapon: Byte);
321 procedure RealizeCurrentWeapon();
322 procedure JetpackOn;
323 procedure JetpackOff;
324 procedure CatchFire(Attacker: Word);
326 //WARNING! this does nothing for now, but still call it!
327 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
329 procedure getMapBox (out x, y, w, h: Integer); inline;
330 procedure moveBy (dx, dy: Integer); inline;
332 public
333 property Vel: TPoint2i read FObj.Vel;
334 property Obj: TObj read FObj;
336 property Name: String read FName write FName;
337 property Model: TPlayerModel read FModel;
338 property Health: Integer read FHealth write FHealth;
339 property Lives: Byte read FLives write FLives;
340 property Armor: Integer read FArmor write FArmor;
341 property Air: Integer read FAir write FAir;
342 property JetFuel: Integer read FJetFuel write FJetFuel;
343 property Frags: Integer read FFrags write FFrags;
344 property Death: Integer read FDeath write FDeath;
345 property Kills: Integer read FKills write FKills;
346 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
347 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
348 property Secrets: Integer read FSecrets;
349 property GodMode: Boolean read FGodMode write FGodMode;
350 property NoTarget: Boolean read FNoTarget write FNoTarget;
351 property NoReload: Boolean read FNoReload write FNoReload;
352 property alive: Boolean read FAlive write FAlive;
353 property Flag: Byte read FFlag;
354 property Team: Byte read FTeam write FTeam;
355 property Direction: TDirection read FDirection;
356 property GameX: Integer read FObj.X write FObj.X;
357 property GameY: Integer read FObj.Y write FObj.Y;
358 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
359 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
360 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
361 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
362 property IncCam: Integer read FIncCam write FIncCam;
363 property UID: Word read FUID write FUID;
364 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
365 property NetTime: LongWord read FNetTime write FNetTime;
367 published
368 property eName: String read FName write FName;
369 property eHealth: Integer read FHealth write FHealth;
370 property eLives: Byte read FLives write FLives;
371 property eArmor: Integer read FArmor write FArmor;
372 property eAir: Integer read FAir write FAir;
373 property eJetFuel: Integer read FJetFuel write FJetFuel;
374 property eFrags: Integer read FFrags write FFrags;
375 property eDeath: Integer read FDeath write FDeath;
376 property eKills: Integer read FKills write FKills;
377 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
378 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
379 property eSecrets: Integer read FSecrets write FSecrets;
380 property eGodMode: Boolean read FGodMode write FGodMode;
381 property eNoTarget: Boolean read FNoTarget write FNoTarget;
382 property eNoReload: Boolean read FNoReload write FNoReload;
383 property eAlive: Boolean read FAlive write FAlive;
384 property eFlag: Byte read FFlag;
385 property eTeam: Byte read FTeam write FTeam;
386 property eDirection: TDirection read FDirection;
387 property eGameX: Integer read FObj.X write FObj.X;
388 property eGameY: Integer read FObj.Y write FObj.Y;
389 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
390 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
391 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
392 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
393 property eIncCam: Integer read FIncCam write FIncCam;
394 property eUID: Word read FUID;
395 property eJustTeleported: Boolean read FJustTeleported;
396 property eNetTime: LongWord read FNetTime;
398 // set this before assigning something to `eDamage`
399 property eDamageType: Integer read mEDamageType write mEDamageType;
400 property eDamage: Integer write doDamage;
401 end;
403 TDifficult = record
404 public
405 DiagFire: Byte;
406 InvisFire: Byte;
407 DiagPrecision: Byte;
408 FlyPrecision: Byte;
409 Cover: Byte;
410 CloseJump: Byte;
411 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
412 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
413 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
415 public
416 procedure save (st: TStream);
417 procedure load (st: TStream);
418 end;
420 TAIFlag = record
421 Name: String;
422 Value: String;
423 end;
425 TBot = class(TPlayer)
426 private
427 FSelectedWeapon: Byte;
428 FTargetUID: Word;
429 FLastVisible: DWORD;
430 FAIFlags: Array of TAIFlag;
431 FDifficult: TDifficult;
433 function GetRnd(a: Byte): Boolean;
434 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
435 function RunDirection(): TDirection;
436 function FullInStep(XInc, YInc: Integer): Boolean;
437 //function NeedItem(Item: Byte): Byte;
438 procedure SelectWeapon(Dist: Integer);
439 procedure SetAIFlag(aName, fValue: String20);
440 function GetAIFlag(aName: String20): String20;
441 procedure RemoveAIFlag(aName: String20);
442 function Healthy(): Byte;
443 procedure UpdateMove();
444 procedure UpdateCombat();
445 function KeyPressed(Key: Word): Boolean;
446 procedure ReleaseKey(Key: Byte);
447 function TargetOnScreen(TX, TY: Integer): Boolean;
448 procedure OnDamage(Angle: SmallInt); override;
450 public
451 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
452 constructor Create(); override;
453 destructor Destroy(); override;
454 procedure Draw(); override;
455 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
456 function Heal(value: Word; Soft: Boolean): Boolean; override;
457 procedure Update(); override;
458 procedure SaveState (st: TStream); override;
459 procedure LoadState (st: TStream); override;
460 end;
462 PGib = ^TGib;
463 TGib = record
464 alive: Boolean;
465 ID: DWORD;
466 MaskID: DWORD;
467 RAngle: Integer;
468 Color: TRGB;
469 Obj: TObj;
471 procedure getMapBox (out x, y, w, h: Integer); inline;
472 procedure moveBy (dx, dy: Integer); inline;
474 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
475 end;
478 PShell = ^TShell;
479 TShell = record
480 SpriteID: DWORD;
481 alive: Boolean;
482 SType: Byte;
483 RAngle: Integer;
484 Timeout: Cardinal;
485 CX, CY: Integer;
486 Obj: TObj;
488 procedure getMapBox (out x, y, w, h: Integer); inline;
489 procedure moveBy (dx, dy: Integer); inline;
491 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
492 end;
494 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
495 private
496 FModelName: String;
497 FMess: Boolean;
498 FState: Byte;
499 FDamage: Byte;
500 FColor: TRGB;
501 FObj: TObj;
502 FAnimation: TAnimation;
503 FAnimationMask: TAnimation;
505 public
506 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
507 destructor Destroy(); override;
508 procedure Damage(Value: Word; vx, vy: Integer);
509 procedure Update();
510 procedure Draw();
511 procedure SaveState (st: TStream);
512 procedure LoadState (st: TStream);
514 procedure getMapBox (out x, y, w, h: Integer); inline;
515 procedure moveBy (dx, dy: Integer); inline;
517 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
519 function ObjPtr (): PObj; inline;
521 property Obj: TObj read FObj; // copies object
522 property State: Byte read FState;
523 property Mess: Boolean read FMess;
524 end;
526 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
527 record
528 Goals: SmallInt;
529 end;
531 var
532 gPlayers: Array of TPlayer;
533 gCorpses: Array of TCorpse;
534 gGibs: Array of TGib;
535 gShells: Array of TShell;
536 gTeamStat: TTeamStat;
537 gFly: Boolean = False;
538 gAimLine: Boolean = False;
539 gChatBubble: Byte = 0;
540 gNumBots: Word = 0;
541 gLMSPID1: Word = 0;
542 gLMSPID2: Word = 0;
543 MAX_RUNVEL: Integer = 8;
544 VEL_JUMP: Integer = 10;
545 SHELL_TIMEOUT: Cardinal = 60000;
547 function Lerp(X, Y, Factor: Integer): Integer;
549 procedure g_Gibs_SetMax(Count: Word);
550 function g_Gibs_GetMax(): Word;
551 procedure g_Corpses_SetMax(Count: Word);
552 function g_Corpses_GetMax(): Word;
553 procedure g_Shells_SetMax(Count: Word);
554 function g_Shells_GetMax(): Word;
556 procedure g_Player_Init();
557 procedure g_Player_Free();
558 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
559 function g_Player_CreateFromState (st: TStream): Word;
560 procedure g_Player_Remove(UID: Word);
561 procedure g_Player_ResetTeams();
562 procedure g_Player_UpdateAll();
563 procedure g_Player_DrawAll();
564 procedure g_Player_DrawDebug(p: TPlayer);
565 procedure g_Player_DrawHealth();
566 procedure g_Player_RememberAll();
567 procedure g_Player_ResetAll(Force, Silent: Boolean);
568 function g_Player_Get(UID: Word): TPlayer;
569 function g_Player_GetCount(): Byte;
570 function g_Player_GetStats(): TPlayerStatArray;
571 function g_Player_ValidName(Name: String): Boolean;
572 procedure g_Player_CreateCorpse(Player: TPlayer);
573 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
574 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
575 procedure g_Player_UpdatePhysicalObjects();
576 procedure g_Player_DrawCorpses();
577 procedure g_Player_DrawShells();
578 procedure g_Player_RemoveAllCorpses();
579 procedure g_Player_Corpses_SaveState (st: TStream);
580 procedure g_Player_Corpses_LoadState (st: TStream);
581 procedure g_Bot_Add(Team, Difficult: Byte);
582 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
583 procedure g_Bot_MixNames();
584 procedure g_Bot_RemoveAll();
586 implementation
588 uses
589 e_log, g_map, g_items, g_console, g_gfx, Math,
590 g_options, g_triggers, g_menu, g_game, g_grid,
591 wadreader, g_main, g_monsters, CONFIG, g_language,
592 g_net, g_netmsg, g_window, GL, g_holmes,
593 utils, xstreams;
595 const PLR_SAVE_VERSION = 0;
597 type
598 TBotProfile = record
599 name: ShortString;
600 model: ShortString;
601 team: Byte;
602 color: TRGB;
603 diag_fire: Byte;
604 invis_fire: Byte;
605 diag_precision: Byte;
606 fly_precision: Byte;
607 cover: Byte;
608 close_jump: Byte;
609 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
610 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
611 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
612 end;
614 const
615 TIME_RESPAWN1 = 1500;
616 TIME_RESPAWN2 = 2000;
617 TIME_RESPAWN3 = 3000;
618 AIR_DEF = 360;
619 AIR_MAX = 1091;
620 JET_MAX = 540; // ~30 sec
621 PLAYER_SUIT_TIME = 30000;
622 PLAYER_INVUL_TIME = 30000;
623 PLAYER_INVIS_TIME = 35000;
624 FRAG_COMBO_TIME = 3000;
625 VEL_SW = 4;
626 VEL_FLY = 6;
627 ANGLE_RIGHTUP = 55;
628 ANGLE_RIGHTDOWN = -35;
629 ANGLE_LEFTUP = 125;
630 ANGLE_LEFTDOWN = -145;
631 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
632 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
633 BOT_MAXJUMP = 84;
634 BOT_LONGDIST = 300;
635 BOT_UNSAFEDIST = 128;
636 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
637 (R:0; G:0; B:255));
638 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
639 FlyPrecision: 32; Cover: 32; CloseJump: 32;
640 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
641 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
642 FlyPrecision: 127; Cover: 127; CloseJump: 127;
643 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
644 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
645 FlyPrecision: 255; Cover: 255; CloseJump: 255;
646 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
647 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
648 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
649 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
650 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
651 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
652 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
653 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
654 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
655 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
656 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
657 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
658 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
659 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
660 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
661 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
662 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
663 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
665 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
666 CORPSE_SIGNATURE = $50524F43; // 'CORP'
668 BOTNAMES_FILENAME = 'botnames.txt';
669 BOTLIST_FILENAME = 'botlist.txt';
671 var
672 MaxGibs: Word = 150;
673 MaxCorpses: Word = 20;
674 MaxShells: Word = 300;
675 CurrentGib: Integer = 0;
676 CurrentShell: Integer = 0;
677 BotNames: Array of String;
678 BotList: Array of TBotProfile;
681 function Lerp(X, Y, Factor: Integer): Integer;
682 begin
683 Result := X + ((Y - X) div Factor);
684 end;
686 function SameTeam(UID1, UID2: Word): Boolean;
687 begin
688 Result := False;
690 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
691 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
693 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
695 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
696 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
698 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
699 end;
701 procedure g_Gibs_SetMax(Count: Word);
702 begin
703 MaxGibs := Count;
704 SetLength(gGibs, Count);
706 if CurrentGib >= Count then
707 CurrentGib := 0;
708 end;
710 function g_Gibs_GetMax(): Word;
711 begin
712 Result := MaxGibs;
713 end;
715 procedure g_Shells_SetMax(Count: Word);
716 begin
717 MaxShells := Count;
718 SetLength(gShells, Count);
720 if CurrentShell >= Count then
721 CurrentShell := 0;
722 end;
724 function g_Shells_GetMax(): Word;
725 begin
726 Result := MaxShells;
727 end;
730 procedure g_Corpses_SetMax(Count: Word);
731 begin
732 MaxCorpses := Count;
733 SetLength(gCorpses, Count);
734 end;
736 function g_Corpses_GetMax(): Word;
737 begin
738 Result := MaxCorpses;
739 end;
741 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
742 var
743 a: Integer;
744 ok: Boolean;
745 begin
746 Result := 0;
748 ok := False;
749 a := 0;
751 // Åñòü ëè ìåñòî â gPlayers:
752 if gPlayers <> nil then
753 for a := 0 to High(gPlayers) do
754 if gPlayers[a] = nil then
755 begin
756 ok := True;
757 Break;
758 end;
760 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
761 if not ok then
762 begin
763 SetLength(gPlayers, Length(gPlayers)+1);
764 a := High(gPlayers);
765 end;
767 // Ñîçäàåì îáúåêò èãðîêà:
768 if Bot then
769 gPlayers[a] := TBot.Create()
770 else
771 gPlayers[a] := TPlayer.Create();
774 gPlayers[a].FActualModelName := ModelName;
775 gPlayers[a].SetModel(ModelName);
777 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
778 if gPlayers[a].FModel = nil then
779 begin
780 gPlayers[a].Free();
781 gPlayers[a] := nil;
782 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
783 Exit;
784 end;
786 if not (Team in [TEAM_RED, TEAM_BLUE]) then
787 if Random(2) = 0 then
788 Team := TEAM_RED
789 else
790 Team := TEAM_BLUE;
791 gPlayers[a].FPreferredTeam := Team;
793 case gGameSettings.GameMode of
794 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
795 GM_TDM,
796 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
797 GM_SINGLE,
798 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
799 end;
801 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
802 gPlayers[a].FColor := Color;
803 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
804 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
805 else
806 gPlayers[a].FModel.Color := Color;
808 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
809 gPlayers[a].FAlive := False;
811 Result := gPlayers[a].FUID;
812 end;
814 function g_Player_CreateFromState (st: TStream): Word;
815 var
816 a, i: Integer;
817 ok, Bot: Boolean;
818 b: Byte;
819 begin
820 result := 0;
821 if (st = nil) then exit; //???
823 // Ñèãíàòóðà èãðîêà
824 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
825 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
827 // Áîò èëè ÷åëîâåê:
828 Bot := utils.readBool(st);
830 ok := false;
831 a := 0;
833 // Åñòü ëè ìåñòî â gPlayers:
834 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
836 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
837 if not ok then
838 begin
839 SetLength(gPlayers, Length(gPlayers)+1);
840 a := High(gPlayers);
841 end;
843 // Ñîçäàåì îáúåêò èãðîêà
844 if Bot then
845 gPlayers[a] := TBot.Create()
846 else
847 gPlayers[a] := TPlayer.Create();
848 gPlayers[a].FIamBot := Bot;
849 gPlayers[a].FPhysics := True;
851 // UID èãðîêà
852 gPlayers[a].FUID := utils.readWord(st);
853 // Èìÿ èãðîêà
854 gPlayers[a].FName := utils.readStr(st);
855 // Êîìàíäà
856 gPlayers[a].FTeam := utils.readByte(st);
857 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
858 // Æèâ ëè
859 gPlayers[a].FAlive := utils.readBool(st);
860 // Èçðàñõîäîâàë ëè âñå æèçíè
861 gPlayers[a].FNoRespawn := utils.readBool(st);
862 // Íàïðàâëåíèå
863 b := utils.readByte(st);
864 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
865 // Çäîðîâüå
866 gPlayers[a].FHealth := utils.readLongInt(st);
867 // Æèçíè
868 gPlayers[a].FLives := utils.readByte(st);
869 // Áðîíÿ
870 gPlayers[a].FArmor := utils.readLongInt(st);
871 // Çàïàñ âîçäóõà
872 gPlayers[a].FAir := utils.readLongInt(st);
873 // Çàïàñ ãîðþ÷åãî
874 gPlayers[a].FJetFuel := utils.readLongInt(st);
875 // Áîëü
876 gPlayers[a].FPain := utils.readLongInt(st);
877 // Óáèë
878 gPlayers[a].FKills := utils.readLongInt(st);
879 // Óáèë ìîíñòðîâ
880 gPlayers[a].FMonsterKills := utils.readLongInt(st);
881 // Ôðàãîâ
882 gPlayers[a].FFrags := utils.readLongInt(st);
883 // Ôðàãîâ ïîäðÿä
884 gPlayers[a].FFragCombo := utils.readByte(st);
885 // Âðåìÿ ïîñëåäíåãî ôðàãà
886 gPlayers[a].FLastFrag := utils.readLongWord(st);
887 // Ñìåðòåé
888 gPlayers[a].FDeath := utils.readLongInt(st);
889 // Êàêîé ôëàã íåñåò
890 gPlayers[a].FFlag := utils.readByte(st);
891 // Íàøåë ñåêðåòîâ
892 gPlayers[a].FSecrets := utils.readLongInt(st);
893 // Òåêóùåå îðóæèå
894 gPlayers[a].FCurrWeap := utils.readByte(st);
895 // Ñëåäóþùåå æåëàåìîå îðóæèå
896 gPlayers[a].FNextWeap := utils.readWord(st);
897 // ...è ïàóçà
898 gPlayers[a].FNextWeapDelay := utils.readByte(st);
899 // Âðåìÿ çàðÿäêè BFG
900 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
901 // Áóôåð óðîíà
902 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
903 // Ïîñëåäíèé óäàðèâøèé
904 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
905 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
906 gPlayers[a].FLastHit := utils.readByte(st);
907 // Îáúåêò èãðîêà:
908 Obj_LoadState(@gPlayers[a].FObj, st);
909 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
910 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
911 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
912 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
913 // Íàëè÷èå îðóæèÿ
914 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
915 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
916 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
917 // Íàëè÷èå ðþêçàêà
918 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
919 // Íàëè÷èå êðàñíîãî êëþ÷à
920 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
921 // Íàëè÷èå çåëåíîãî êëþ÷à
922 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
923 // Íàëè÷èå ñèíåãî êëþ÷à
924 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
925 // Íàëè÷èå áåðñåðêà
926 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
927 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
928 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
929 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
930 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
932 // Íàçâàíèå ìîäåëè:
933 gPlayers[a].FActualModelName := utils.readStr(st);
934 // Öâåò ìîäåëè
935 gPlayers[a].FColor.R := utils.readByte(st);
936 gPlayers[a].FColor.G := utils.readByte(st);
937 gPlayers[a].FColor.B := utils.readByte(st);
938 // Îáíîâëÿåì ìîäåëü èãðîêà
939 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
941 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
942 if (gPlayers[a].FModel = nil) then
943 begin
944 gPlayers[a].Free();
945 gPlayers[a] := nil;
946 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
947 exit;
948 end;
950 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
951 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
952 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
953 else
954 gPlayers[a].FModel.Color := gPlayers[a].FColor;
956 result := gPlayers[a].FUID;
957 end;
960 procedure g_Player_ResetTeams();
961 var
962 a: Integer;
963 begin
964 if g_Game_IsClient then
965 Exit;
966 if gPlayers = nil then
967 Exit;
968 for a := Low(gPlayers) to High(gPlayers) do
969 if gPlayers[a] <> nil then
970 case gGameSettings.GameMode of
971 GM_DM:
972 gPlayers[a].ChangeTeam(TEAM_NONE);
973 GM_TDM, GM_CTF:
974 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
975 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
976 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
977 else
978 if a mod 2 = 0 then
979 gPlayers[a].ChangeTeam(TEAM_RED)
980 else
981 gPlayers[a].ChangeTeam(TEAM_BLUE);
982 GM_SINGLE,
983 GM_COOP:
984 gPlayers[a].ChangeTeam(TEAM_COOP);
985 end;
986 end;
988 procedure g_Bot_Add(Team, Difficult: Byte);
989 var
990 m: SSArray;
991 _name, _model: String;
992 a, tr, tb: Integer;
993 begin
994 if not g_Game_IsServer then Exit;
996 // Ñïèñîê íàçâàíèé ìîäåëåé:
997 m := g_PlayerModel_GetNames();
998 if m = nil then
999 Exit;
1001 // Êîìàíäà:
1002 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1003 Team := TEAM_COOP // COOP
1004 else
1005 if gGameSettings.GameMode = GM_DM then
1006 Team := TEAM_NONE // DM
1007 else
1008 if Team = TEAM_NONE then // CTF / TDM
1009 begin
1010 // Àâòîáàëàíñ êîìàíä:
1011 tr := 0;
1012 tb := 0;
1014 for a := 0 to High(gPlayers) do
1015 if gPlayers[a] <> nil then
1016 begin
1017 if gPlayers[a].Team = TEAM_RED then
1018 Inc(tr)
1019 else
1020 if gPlayers[a].Team = TEAM_BLUE then
1021 Inc(tb);
1022 end;
1024 if tr > tb then
1025 Team := TEAM_BLUE
1026 else
1027 if tb > tr then
1028 Team := TEAM_RED
1029 else // tr = tb
1030 if Random(2) = 0 then
1031 Team := TEAM_RED
1032 else
1033 Team := TEAM_BLUE;
1034 end;
1036 // Âûáèðàåì áîòó èìÿ:
1037 _name := '';
1038 if BotNames <> nil then
1039 for a := 0 to High(BotNames) do
1040 if g_Player_ValidName(BotNames[a]) then
1041 begin
1042 _name := BotNames[a];
1043 Break;
1044 end;
1046 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1047 if _name = '' then
1048 repeat
1049 _name := Format('DFBOT%.2d', [Random(100)]);
1050 until g_Player_ValidName(_name);
1052 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1053 _model := m[Random(Length(m))];
1055 // Ñîçäàåì áîòà:
1056 with g_Player_Get(g_Player_Create(_model,
1057 _RGB(Min(Random(9)*32, 255),
1058 Min(Random(9)*32, 255),
1059 Min(Random(9)*32, 255)),
1060 Team, True)) as TBot do
1061 begin
1062 Name := _name;
1064 case Difficult of
1065 1: FDifficult := DIFFICULT_EASY;
1066 2: FDifficult := DIFFICULT_MEDIUM;
1067 else FDifficult := DIFFICULT_HARD;
1068 end;
1070 for a := WP_FIRST to WP_LAST do
1071 begin
1072 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1073 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1074 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1075 end;
1077 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1079 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1080 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1081 Spectate();
1082 end;
1083 end;
1085 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1086 var
1087 m: SSArray;
1088 _name, _model: String;
1089 a: Integer;
1090 begin
1091 if not g_Game_IsServer then Exit;
1093 // Ñïèñîê íàçâàíèé ìîäåëåé:
1094 m := g_PlayerModel_GetNames();
1095 if m = nil then
1096 Exit;
1098 // Êîìàíäà:
1099 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1100 Team := TEAM_COOP // COOP
1101 else
1102 if gGameSettings.GameMode = GM_DM then
1103 Team := TEAM_NONE // DM
1104 else
1105 if Team = TEAM_NONE then
1106 Team := BotList[num].team; // CTF / TDM
1108 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1109 lName := AnsiLowerCase(lName);
1110 if (num < 0) or (num > Length(BotList)-1) then
1111 num := -1;
1112 if (num = -1) and (lName <> '') and (BotList <> nil) then
1113 for a := 0 to High(BotList) do
1114 if AnsiLowerCase(BotList[a].name) = lName then
1115 begin
1116 num := a;
1117 Break;
1118 end;
1119 if num = -1 then
1120 Exit;
1122 // Èìÿ áîòà:
1123 _name := BotList[num].name;
1124 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1125 if not g_Player_ValidName(_name) then
1126 repeat
1127 _name := Format('DFBOT%.2d', [Random(100)]);
1128 until g_Player_ValidName(_name);
1130 // Ìîäåëü:
1131 _model := BotList[num].model;
1132 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1133 if not InSArray(_model, m) then
1134 _model := m[Random(Length(m))];
1136 // Ñîçäàåì áîòà:
1137 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1138 begin
1139 Name := _name;
1141 FDifficult.DiagFire := BotList[num].diag_fire;
1142 FDifficult.InvisFire := BotList[num].invis_fire;
1143 FDifficult.DiagPrecision := BotList[num].diag_precision;
1144 FDifficult.FlyPrecision := BotList[num].fly_precision;
1145 FDifficult.Cover := BotList[num].cover;
1146 FDifficult.CloseJump := BotList[num].close_jump;
1148 for a := WP_FIRST to WP_LAST do
1149 begin
1150 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1151 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1152 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1153 end;
1155 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1157 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1158 end;
1159 end;
1161 procedure g_Bot_RemoveAll();
1162 var
1163 a: Integer;
1164 begin
1165 if not g_Game_IsServer then Exit;
1166 if gPlayers = nil then Exit;
1168 for a := 0 to High(gPlayers) do
1169 if gPlayers[a] <> nil then
1170 if gPlayers[a] is TBot then
1171 begin
1172 gPlayers[a].Lives := 0;
1173 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1174 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1175 g_Player_Remove(gPlayers[a].FUID);
1176 end;
1178 g_Bot_MixNames();
1179 end;
1181 procedure g_Bot_MixNames();
1182 var
1183 s: String;
1184 a, b: Integer;
1185 begin
1186 if BotNames <> nil then
1187 for a := 0 to High(BotNames) do
1188 begin
1189 b := Random(Length(BotNames));
1190 s := BotNames[a];
1191 Botnames[a] := BotNames[b];
1192 BotNames[b] := s;
1193 end;
1194 end;
1196 procedure g_Player_Remove(UID: Word);
1197 var
1198 i: Integer;
1199 begin
1200 if gPlayers = nil then Exit;
1202 if g_Game_IsServer and g_Game_IsNet then
1203 MH_SEND_PlayerDelete(UID);
1205 for i := 0 to High(gPlayers) do
1206 if gPlayers[i] <> nil then
1207 if gPlayers[i].FUID = UID then
1208 begin
1209 if gPlayers[i] is TPlayer then
1210 TPlayer(gPlayers[i]).Free()
1211 else
1212 TBot(gPlayers[i]).Free();
1213 gPlayers[i] := nil;
1214 Exit;
1215 end;
1216 end;
1218 procedure g_Player_Init();
1219 var
1220 F: TextFile;
1221 s: String;
1222 a, b: Integer;
1223 config: TConfig;
1224 sa: SSArray;
1225 begin
1226 BotNames := nil;
1228 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1229 Exit;
1231 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1232 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1233 Reset(F);
1235 while not EOF(F) do
1236 begin
1237 ReadLn(F, s);
1239 s := Trim(s);
1240 if s = '' then
1241 Continue;
1243 SetLength(BotNames, Length(BotNames)+1);
1244 BotNames[High(BotNames)] := s;
1245 end;
1247 CloseFile(F);
1249 // Ïåðåìåøèâàåì èõ:
1250 g_Bot_MixNames();
1252 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1253 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1254 BotList := nil;
1255 a := 0;
1257 while config.SectionExists(IntToStr(a)) do
1258 begin
1259 SetLength(BotList, Length(BotList)+1);
1261 with BotList[High(BotList)] do
1262 begin
1263 // Èìÿ áîòà:
1264 name := config.ReadStr(IntToStr(a), 'name', '');
1265 // Ìîäåëü:
1266 model := config.ReadStr(IntToStr(a), 'model', '');
1267 // Êîìàíäà:
1268 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1269 team := TEAM_RED
1270 else
1271 team := TEAM_BLUE;
1272 // Öâåò ìîäåëè:
1273 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1274 color.R := StrToIntDef(sa[0], 0);
1275 color.G := StrToIntDef(sa[1], 0);
1276 color.B := StrToIntDef(sa[2], 0);
1277 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1278 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1279 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1280 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1281 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1282 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1283 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1284 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1285 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1286 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1287 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1288 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1289 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1290 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1291 if Length(sa) = 10 then
1292 for b := 0 to 9 do
1293 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1294 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1295 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1296 if Length(sa) = 10 then
1297 for b := 0 to 9 do
1298 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1300 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1301 if Length(sa) = 10 then
1302 for b := 0 to 9 do
1303 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1304 end;
1306 a := a + 1;
1307 end;
1309 config.Free();
1310 end;
1312 procedure g_Player_Free();
1313 var
1314 i: Integer;
1315 begin
1316 if gPlayers <> nil then
1317 begin
1318 for i := 0 to High(gPlayers) do
1319 if gPlayers[i] <> nil then
1320 begin
1321 if gPlayers[i] is TPlayer then
1322 TPlayer(gPlayers[i]).Free()
1323 else
1324 TBot(gPlayers[i]).Free();
1325 gPlayers[i] := nil;
1326 end;
1328 gPlayers := nil;
1329 end;
1331 gPlayer1 := nil;
1332 gPlayer2 := nil;
1333 end;
1335 procedure g_Player_UpdateAll();
1336 var
1337 i: Integer;
1338 begin
1339 if gPlayers = nil then Exit;
1341 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1342 for i := 0 to High(gPlayers) do
1343 begin
1344 if gPlayers[i] <> nil then
1345 begin
1346 if gPlayers[i] is TPlayer then
1347 begin
1348 gPlayers[i].Update();
1349 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1350 end
1351 else
1352 begin
1353 // bot updates weapons in `UpdateCombat()`
1354 TBot(gPlayers[i]).Update();
1355 end;
1356 end;
1357 end;
1358 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1359 end;
1361 procedure g_Player_DrawAll();
1362 var
1363 i: Integer;
1364 begin
1365 if gPlayers = nil then Exit;
1367 for i := 0 to High(gPlayers) do
1368 if gPlayers[i] <> nil then
1369 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1370 else TBot(gPlayers[i]).Draw();
1371 end;
1373 procedure g_Player_DrawDebug(p: TPlayer);
1374 var
1375 fW, fH: Byte;
1376 begin
1377 if p = nil then Exit;
1378 if (@p.FObj) = nil then Exit;
1380 e_TextureFontGetSize(gStdFont, fW, fH);
1382 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1383 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1384 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1385 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1386 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1387 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1388 end;
1390 procedure g_Player_DrawHealth();
1391 var
1392 i: Integer;
1393 fW, fH: Byte;
1394 begin
1395 if gPlayers = nil then Exit;
1396 e_TextureFontGetSize(gStdFont, fW, fH);
1398 for i := 0 to High(gPlayers) do
1399 if gPlayers[i] <> nil then
1400 begin
1401 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1402 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1403 IntToStr(gPlayers[i].FHealth), gStdFont);
1404 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1405 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1406 IntToStr(gPlayers[i].FArmor), gStdFont);
1407 end;
1408 end;
1410 function g_Player_Get(UID: Word): TPlayer;
1411 var
1412 a: Integer;
1413 begin
1414 Result := nil;
1416 if gPlayers = nil then
1417 Exit;
1419 for a := 0 to High(gPlayers) do
1420 if gPlayers[a] <> nil then
1421 if gPlayers[a].FUID = UID then
1422 begin
1423 Result := gPlayers[a];
1424 Exit;
1425 end;
1426 end;
1428 function g_Player_GetCount(): Byte;
1429 var
1430 a: Integer;
1431 begin
1432 Result := 0;
1434 if gPlayers = nil then
1435 Exit;
1437 for a := 0 to High(gPlayers) do
1438 if gPlayers[a] <> nil then
1439 Result := Result + 1;
1440 end;
1442 function g_Player_GetStats(): TPlayerStatArray;
1443 var
1444 a: Integer;
1445 begin
1446 Result := nil;
1448 if gPlayers = nil then Exit;
1450 for a := 0 to High(gPlayers) do
1451 if gPlayers[a] <> nil then
1452 begin
1453 SetLength(Result, Length(Result)+1);
1454 with Result[High(Result)] do
1455 begin
1456 Ping := gPlayers[a].FPing;
1457 Loss := gPlayers[a].FLoss;
1458 Name := gPlayers[a].FName;
1459 Team := gPlayers[a].FTeam;
1460 Frags := gPlayers[a].FFrags;
1461 Deaths := gPlayers[a].FDeath;
1462 Kills := gPlayers[a].FKills;
1463 Color := gPlayers[a].FModel.Color;
1464 Lives := gPlayers[a].FLives;
1465 Spectator := gPlayers[a].FSpectator;
1466 end;
1467 end;
1468 end;
1470 procedure g_Player_RememberAll;
1471 var
1472 i: Integer;
1473 begin
1474 for i := Low(gPlayers) to High(gPlayers) do
1475 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1476 gPlayers[i].RememberState;
1477 end;
1479 procedure g_Player_ResetAll(Force, Silent: Boolean);
1480 var
1481 i: Integer;
1482 begin
1483 gTeamStat[TEAM_RED].Goals := 0;
1484 gTeamStat[TEAM_BLUE].Goals := 0;
1486 if gPlayers <> nil then
1487 for i := 0 to High(gPlayers) do
1488 if gPlayers[i] <> nil then
1489 begin
1490 gPlayers[i].Reset(Force);
1492 if gPlayers[i] is TPlayer then
1493 begin
1494 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1495 gPlayers[i].Respawn(Silent)
1496 else
1497 gPlayers[i].Spectate();
1498 end
1499 else
1500 TBot(gPlayers[i]).Respawn(Silent);
1501 end;
1502 end;
1504 procedure g_Player_CreateCorpse(Player: TPlayer);
1505 var
1506 find_id: DWORD;
1507 ok: Boolean;
1508 begin
1509 if Player.alive then
1510 Exit;
1511 if Player.FObj.Y >= gMapInfo.Height+128 then
1512 Exit;
1514 with Player do
1515 begin
1516 if (FHealth >= -50) or (gGibsCount = 0) then
1517 begin
1518 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1519 Exit;
1521 ok := False;
1522 for find_id := 0 to High(gCorpses) do
1523 if gCorpses[find_id] = nil then
1524 begin
1525 ok := True;
1526 Break;
1527 end;
1529 if not ok then
1530 find_id := Random(Length(gCorpses));
1532 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1533 gCorpses[find_id].FColor := FModel.Color;
1534 gCorpses[find_id].FObj.Vel := FObj.Vel;
1535 gCorpses[find_id].FObj.Accel := FObj.Accel;
1536 end
1537 else
1538 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1539 FObj.Y + PLAYER_RECT_CY,
1540 FModel.Name, FModel.Color);
1541 end;
1542 end;
1544 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1545 var
1546 SID: DWORD;
1547 begin
1548 if (gShells = nil) or (Length(gShells) = 0) then
1549 Exit;
1551 with gShells[CurrentShell] do
1552 begin
1553 SpriteID := 0;
1554 g_Obj_Init(@Obj);
1555 Obj.Rect.X := 0;
1556 Obj.Rect.Y := 0;
1557 if T = SHELL_BULLET then
1558 begin
1559 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1560 SpriteID := SID;
1561 CX := 2;
1562 CY := 1;
1563 Obj.Rect.Width := 4;
1564 Obj.Rect.Height := 2;
1565 end
1566 else
1567 begin
1568 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1569 SpriteID := SID;
1570 CX := 4;
1571 CY := 2;
1572 Obj.Rect.Width := 7;
1573 Obj.Rect.Height := 3;
1574 end;
1575 SType := T;
1576 alive := True;
1577 Obj.X := fX;
1578 Obj.Y := fY;
1579 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1580 positionChanged(); // this updates spatial accelerators
1581 RAngle := Random(360);
1582 Timeout := gTime + SHELL_TIMEOUT;
1584 if CurrentShell >= High(gShells) then
1585 CurrentShell := 0
1586 else
1587 Inc(CurrentShell);
1588 end;
1589 end;
1591 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1592 var
1593 a: Integer;
1594 GibsArray: TGibsArray;
1595 begin
1596 if (gGibs = nil) or (Length(gGibs) = 0) then
1597 Exit;
1598 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1599 Exit;
1601 for a := 0 to High(GibsArray) do
1602 with gGibs[CurrentGib] do
1603 begin
1604 Color := fColor;
1605 ID := GibsArray[a].ID;
1606 MaskID := GibsArray[a].MaskID;
1607 alive := True;
1608 g_Obj_Init(@Obj);
1609 Obj.Rect := GibsArray[a].Rect;
1610 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1611 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1612 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1613 positionChanged(); // this updates spatial accelerators
1614 RAngle := Random(360);
1616 if gBloodCount > 0 then
1617 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1618 Random(48), Random(48), 150, 0, 0);
1620 if CurrentGib >= High(gGibs) then
1621 CurrentGib := 0
1622 else
1623 Inc(CurrentGib);
1624 end;
1625 end;
1627 procedure g_Player_UpdatePhysicalObjects();
1628 var
1629 i: Integer;
1630 vel: TPoint2i;
1631 mr: Word;
1633 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1634 var
1635 k: Integer;
1636 begin
1637 k := 1 + Random(2);
1638 if T = SHELL_BULLET then
1639 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1640 else
1641 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1642 end;
1644 begin
1645 // Êóñêè ìÿñà:
1646 if gGibs <> nil then
1647 for i := 0 to High(gGibs) do
1648 if gGibs[i].alive then
1649 with gGibs[i] do
1650 begin
1651 vel := Obj.Vel;
1652 mr := g_Obj_Move(@Obj, True, False, True);
1653 positionChanged(); // this updates spatial accelerators
1655 if WordBool(mr and MOVE_FALLOUT) then
1656 begin
1657 alive := False;
1658 Continue;
1659 end;
1661 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1662 if WordBool(mr and MOVE_HITWALL) then
1663 Obj.Vel.X := -(vel.X div 2);
1664 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1665 Obj.Vel.Y := -(vel.Y div 2);
1667 if (Obj.Vel.X >= 0) then
1668 begin // Clockwise
1669 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1670 if RAngle >= 360 then
1671 RAngle := RAngle mod 360;
1672 end else begin // Counter-clockwise
1673 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1674 if RAngle < 0 then
1675 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1676 end;
1678 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1679 if gTime mod (GAME_TICK*3) = 0 then
1680 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1681 end;
1683 // Òðóïû:
1684 if gCorpses <> nil then
1685 for i := 0 to High(gCorpses) do
1686 if gCorpses[i] <> nil then
1687 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1688 begin
1689 gCorpses[i].Free();
1690 gCorpses[i] := nil;
1691 end
1692 else
1693 gCorpses[i].Update();
1695 // Ãèëüçû:
1696 if gShells <> nil then
1697 for i := 0 to High(gShells) do
1698 if gShells[i].alive then
1699 with gShells[i] do
1700 begin
1701 vel := Obj.Vel;
1702 mr := g_Obj_Move(@Obj, True, False, True);
1703 positionChanged(); // this updates spatial accelerators
1705 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1706 begin
1707 alive := False;
1708 Continue;
1709 end;
1711 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1712 if WordBool(mr and MOVE_HITWALL) then
1713 begin
1714 Obj.Vel.X := -(vel.X div 2);
1715 if not WordBool(mr and MOVE_INWATER) then
1716 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1717 end;
1718 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1719 begin
1720 Obj.Vel.Y := -(vel.Y div 2);
1721 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1722 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1723 begin
1724 if RAngle mod 90 <> 0 then
1725 RAngle := (RAngle div 90) * 90;
1726 end
1727 else if not WordBool(mr and MOVE_INWATER) then
1728 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1729 end;
1731 if (Obj.Vel.X >= 0) then
1732 begin // Clockwise
1733 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1734 if RAngle >= 360 then
1735 RAngle := RAngle mod 360;
1736 end else begin // Counter-clockwise
1737 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1738 if RAngle < 0 then
1739 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1740 end;
1741 end;
1742 end;
1745 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1746 begin
1747 x := Obj.X+Obj.Rect.X;
1748 y := Obj.Y+Obj.Rect.Y;
1749 w := Obj.Rect.Width;
1750 h := Obj.Rect.Height;
1751 end;
1753 procedure TGib.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 TShell.getMapBox (out x, y, w, h: Integer); inline;
1765 begin
1766 x := Obj.X;
1767 y := Obj.Y;
1768 w := Obj.Rect.Width;
1769 h := Obj.Rect.Height;
1770 end;
1772 procedure TShell.moveBy (dx, dy: Integer); inline;
1773 begin
1774 if (dx <> 0) or (dy <> 0) then
1775 begin
1776 Obj.X += dx;
1777 Obj.Y += dy;
1778 positionChanged();
1779 end;
1780 end;
1783 procedure TGib.positionChanged (); inline; begin end;
1784 procedure TShell.positionChanged (); inline; begin end;
1787 procedure g_Player_DrawCorpses();
1788 var
1789 i: Integer;
1790 a: TDFPoint;
1791 begin
1792 if gGibs <> nil then
1793 for i := 0 to High(gGibs) do
1794 if gGibs[i].alive then
1795 with gGibs[i] do
1796 begin
1797 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1798 Continue;
1800 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1801 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1803 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1805 e_Colors := Color;
1806 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1807 e_Colors.R := 255;
1808 e_Colors.G := 255;
1809 e_Colors.B := 255;
1810 end;
1812 if gCorpses <> nil then
1813 for i := 0 to High(gCorpses) do
1814 if gCorpses[i] <> nil then
1815 gCorpses[i].Draw();
1816 end;
1818 procedure g_Player_DrawShells();
1819 var
1820 i: Integer;
1821 a: TDFPoint;
1822 begin
1823 if gShells <> nil then
1824 for i := 0 to High(gShells) do
1825 if gShells[i].alive then
1826 with gShells[i] do
1827 begin
1828 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1829 Continue;
1831 a.X := CX;
1832 a.Y := CY;
1834 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1835 end;
1836 end;
1838 procedure g_Player_RemoveAllCorpses();
1839 var
1840 i: Integer;
1841 begin
1842 gGibs := nil;
1843 gShells := nil;
1844 SetLength(gGibs, MaxGibs);
1845 SetLength(gShells, MaxGibs);
1846 CurrentGib := 0;
1847 CurrentShell := 0;
1849 if gCorpses <> nil then
1850 for i := 0 to High(gCorpses) do
1851 gCorpses[i].Free();
1853 gCorpses := nil;
1854 SetLength(gCorpses, MaxCorpses);
1855 end;
1857 procedure g_Player_Corpses_SaveState (st: TStream);
1858 var
1859 count, i: Integer;
1860 begin
1861 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1862 count := 0;
1863 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1865 // Êîëè÷åñòâî òðóïîâ
1866 utils.writeInt(st, LongInt(count));
1868 if (count = 0) then exit;
1870 // Ñîõðàíÿåì òðóïû
1871 for i := 0 to High(gCorpses) do
1872 begin
1873 if gCorpses[i] <> nil then
1874 begin
1875 // Íàçâàíèå ìîäåëè
1876 utils.writeStr(st, gCorpses[i].FModelName);
1877 // Òèï ñìåðòè
1878 utils.writeBool(st, gCorpses[i].Mess);
1879 // Ñîõðàíÿåì äàííûå òðóïà:
1880 gCorpses[i].SaveState(st);
1881 end;
1882 end;
1883 end;
1886 procedure g_Player_Corpses_LoadState (st: TStream);
1887 var
1888 count, i: Integer;
1889 str: String;
1890 b: Boolean;
1891 begin
1892 assert(st <> nil);
1894 g_Player_RemoveAllCorpses();
1896 // Êîëè÷åñòâî òðóïîâ:
1897 count := utils.readLongInt(st);
1898 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1900 if (count = 0) then exit;
1902 // Çàãðóæàåì òðóïû
1903 for i := 0 to count-1 do
1904 begin
1905 // Íàçâàíèå ìîäåëè:
1906 str := utils.readStr(st);
1907 // Òèï ñìåðòè
1908 b := utils.readBool(st);
1909 // Ñîçäàåì òðóï
1910 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1911 // Çàãðóæàåì äàííûå òðóïà
1912 gCorpses[i].LoadState(st);
1913 end;
1914 end;
1917 { T P l a y e r : }
1919 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1921 procedure TPlayer.BFGHit();
1922 begin
1923 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1924 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1925 if g_Game_IsServer and g_Game_IsNet then
1926 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1927 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1928 0, NET_GFX_BFGHIT);
1929 end;
1931 procedure TPlayer.ChangeModel(ModelName: string);
1932 var
1933 locModel: TPlayerModel;
1934 begin
1935 locModel := g_PlayerModel_Get(ModelName);
1936 if locModel = nil then Exit;
1938 FModel.Free();
1939 FModel := locModel;
1940 end;
1942 procedure TPlayer.SetModel(ModelName: string);
1943 var
1944 m: TPlayerModel;
1945 begin
1946 m := g_PlayerModel_Get(ModelName);
1947 if m = nil then
1948 begin
1949 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1950 m := g_PlayerModel_Get('doomer');
1951 if m = nil then
1952 begin
1953 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1954 Exit;
1955 end;
1956 end;
1958 if FModel <> nil then
1959 FModel.Free();
1961 FModel := m;
1963 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1964 FModel.Color := FColor
1965 else
1966 FModel.Color := TEAMCOLOR[FTeam];
1967 FModel.SetWeapon(FCurrWeap);
1968 FModel.SetFlag(FFlag);
1969 SetDirection(FDirection);
1970 end;
1972 procedure TPlayer.SetColor(Color: TRGB);
1973 begin
1974 FColor := Color;
1975 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1976 if FModel <> nil then FModel.Color := Color;
1977 end;
1979 procedure TPlayer.SwitchTeam;
1980 begin
1981 if g_Game_IsClient then
1982 Exit;
1983 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1985 if gGameOn and FAlive then
1986 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1988 if FTeam = TEAM_RED then
1989 begin
1990 ChangeTeam(TEAM_BLUE);
1991 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1992 if g_Game_IsNet then
1993 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1994 end
1995 else
1996 begin
1997 ChangeTeam(TEAM_RED);
1998 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
1999 if g_Game_IsNet then
2000 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2001 end;
2002 FPreferredTeam := FTeam;
2003 end;
2005 procedure TPlayer.ChangeTeam(Team: Byte);
2006 var
2007 OldTeam: Byte;
2008 begin
2009 OldTeam := FTeam;
2010 FTeam := Team;
2011 case Team of
2012 TEAM_RED, TEAM_BLUE:
2013 FModel.Color := TEAMCOLOR[Team];
2014 else
2015 FModel.Color := FColor;
2016 end;
2017 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2018 MH_SEND_PlayerStats(FUID);
2019 end;
2022 procedure TPlayer.CollideItem();
2023 var
2024 i: Integer;
2025 r: Boolean;
2026 begin
2027 if gItems = nil then Exit;
2028 if not FAlive then Exit;
2030 for i := 0 to High(gItems) do
2031 with gItems[i] do
2032 begin
2033 if (ItemType <> ITEM_NONE) and alive then
2034 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2035 PLAYER_RECT.Height, @Obj) then
2036 begin
2037 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2039 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2040 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2041 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2042 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2043 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2045 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2046 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2047 (gGameSettings.GameType = GT_SINGLE) and
2048 (g_Player_GetCount() > 1)) then
2049 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2050 end;
2051 end;
2052 end;
2055 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2056 begin
2057 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2058 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2059 False);
2060 end;
2062 constructor TPlayer.Create();
2063 begin
2064 viewPortX := 0;
2065 viewPortY := 0;
2066 viewPortW := 0;
2067 viewPortH := 0;
2068 mEDamageType := HIT_SOME;
2070 FIamBot := False;
2071 FDummy := False;
2072 FSpawned := False;
2074 FSawSound := TPlayableSound.Create();
2075 FSawSoundIdle := TPlayableSound.Create();
2076 FSawSoundHit := TPlayableSound.Create();
2077 FSawSoundSelect := TPlayableSound.Create();
2078 FJetSoundFly := TPlayableSound.Create();
2079 FJetSoundOn := TPlayableSound.Create();
2080 FJetSoundOff := TPlayableSound.Create();
2082 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2083 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2084 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2085 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2086 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2087 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2088 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2090 FSpectatePlayer := -1;
2091 FClientID := -1;
2092 FPing := 0;
2093 FLoss := 0;
2094 FSavedState.WaitRecall := False;
2095 FShellTimer := -1;
2096 FFireTime := 0;
2097 FFirePainTime := 0;
2098 FFireAttacker := 0;
2100 FActualModelName := 'doomer';
2102 g_Obj_Init(@FObj);
2103 FObj.Rect := PLAYER_RECT;
2105 FBFGFireCounter := -1;
2106 FJustTeleported := False;
2107 FNetTime := 0;
2109 resetWeaponQueue();
2110 end;
2112 procedure TPlayer.positionChanged (); inline;
2113 begin
2114 end;
2116 procedure TPlayer.doDamage (v: Integer);
2117 begin
2118 if (v <= 0) then exit;
2119 if (v > 32767) then v := 32767;
2120 Damage(v, 0, 0, 0, mEDamageType);
2121 end;
2123 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2124 var
2125 c: Word;
2126 begin
2127 if (not g_Game_IsClient) and (not FAlive) then
2128 Exit;
2130 FLastHit := t;
2132 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2133 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2134 begin
2135 if not g_Game_IsClient then
2136 begin
2137 FArmor := 0;
2138 if t = HIT_TRAP then
2139 begin
2140 // Ëîâóøêà óáèâàåò ñðàçó:
2141 FHealth := -100;
2142 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2143 end;
2144 if t = HIT_SELF then
2145 begin
2146 // Ñàìîóáèéñòâî:
2147 FHealth := 0;
2148 Kill(K_SIMPLEKILL, SpawnerUID, t);
2149 end;
2150 end;
2151 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2152 FMegaRulez[MR_SUIT] := 0;
2153 FMegaRulez[MR_INVUL] := 0;
2154 FMegaRulez[MR_INVIS] := 0;
2155 FBerserk := 0;
2156 end;
2158 // Íî îò îñòàëüíîãî ñïàñàåò:
2159 if FMegaRulez[MR_INVUL] >= gTime then
2160 Exit;
2162 // ×èò-êîä "ÃÎÐÅÖ":
2163 if FGodMode then
2164 Exit;
2166 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2167 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2168 (SpawnerUID = FUID) or
2169 (not SameTeam(FUID, SpawnerUID)) then
2170 begin
2171 FLastSpawnerUID := SpawnerUID;
2173 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2174 if gBloodCount > 0 then
2175 begin
2176 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2177 if value div 4 <= c then
2178 c := c - (value div 4)
2179 else
2180 c := 0;
2182 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2183 MakeBloodSimple(c)
2184 else
2185 case t of
2186 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2187 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2188 end;
2190 if t = HIT_WATER then
2191 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2192 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2193 end;
2195 // Áóôåð óðîíà:
2196 if FAlive then
2197 Inc(FDamageBuffer, value);
2199 // Âñïûøêà áîëè:
2200 if gFlash <> 0 then
2201 FPain := FPain + value;
2202 end;
2204 if g_Game_IsServer and g_Game_IsNet then
2205 begin
2206 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2207 MH_SEND_PlayerStats(FUID);
2208 MH_SEND_PlayerPos(False, FUID);
2209 end;
2210 end;
2212 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2213 begin
2214 Result := False;
2215 if g_Game_IsClient then
2216 Exit;
2217 if not FAlive then
2218 Exit;
2220 if Soft and (FHealth < PLAYER_HP_SOFT) then
2221 begin
2222 IncMax(FHealth, value, PLAYER_HP_SOFT);
2223 Result := True;
2224 end;
2225 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2226 begin
2227 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2228 Result := True;
2229 end;
2231 if Result and g_Game_IsServer and g_Game_IsNet then
2232 MH_SEND_PlayerStats(FUID);
2233 end;
2235 destructor TPlayer.Destroy();
2236 begin
2237 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2238 gPlayer1 := nil;
2239 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2240 gPlayer2 := nil;
2242 FSawSound.Free();
2243 FSawSoundIdle.Free();
2244 FSawSoundHit.Free();
2245 FJetSoundFly.Free();
2246 FJetSoundOn.Free();
2247 FJetSoundOff.Free();
2248 FModel.Free();
2250 inherited;
2251 end;
2253 procedure TPlayer.DrawBubble();
2254 var
2255 bubX, bubY: Integer;
2256 ID: LongWord;
2257 Rb, Gb, Bb,
2258 Rw, Gw, Bw: SmallInt;
2259 Dot: Byte;
2260 begin
2261 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2262 bubY := FObj.Y+FObj.Rect.Y - 18;
2263 Rb := 64;
2264 Gb := 64;
2265 Bb := 64;
2266 Rw := 240;
2267 Gw := 240;
2268 Bw := 240;
2269 case gChatBubble of
2270 1: // simple textual non-bubble
2271 begin
2272 bubX := FObj.X+FObj.Rect.X - 11;
2273 bubY := FObj.Y+FObj.Rect.Y - 17;
2274 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2275 Exit;
2276 end;
2277 2: // advanced pixel-perfect bubble
2278 begin
2279 if FTeam = TEAM_RED then
2280 Rb := 255
2281 else
2282 if FTeam = TEAM_BLUE then
2283 Bb := 255;
2284 end;
2285 3: // colored bubble
2286 begin
2287 Rb := FModel.Color.R;
2288 Gb := FModel.Color.G;
2289 Bb := FModel.Color.B;
2290 Rw := Min(Rb * 2 + 64, 255);
2291 Gw := Min(Gb * 2 + 64, 255);
2292 Bw := Min(Bb * 2 + 64, 255);
2293 if (Abs(Rw - Rb) < 32)
2294 or (Abs(Gw - Gb) < 32)
2295 or (Abs(Bw - Bb) < 32) then
2296 begin
2297 Rb := Max(Rw div 2 - 16, 0);
2298 Gb := Max(Gw div 2 - 16, 0);
2299 Bb := Max(Bw div 2 - 16, 0);
2300 end;
2301 end;
2302 4: // custom textured bubble
2303 begin
2304 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2305 if FDirection = TDirection.D_RIGHT then
2306 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2307 else
2308 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2309 Exit;
2310 end;
2311 end;
2313 // Outer borders
2314 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2315 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2316 // Inner box
2317 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2319 // Tail
2320 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2321 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2322 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2323 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2324 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2325 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2327 // Dots
2328 Dot := 6;
2329 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2330 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2331 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2332 end;
2334 procedure TPlayer.Draw();
2335 var
2336 ID: DWORD;
2337 w, h: Word;
2338 dr: Boolean;
2339 begin
2340 if FAlive then
2341 begin
2342 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2343 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2344 begin
2345 e_GetTextureSize(ID, @w, @h);
2346 if FDirection = TDirection.D_LEFT then
2347 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2348 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2349 else
2350 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2351 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2352 end;
2354 if FMegaRulez[MR_INVIS] > gTime then
2355 begin
2356 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2357 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2358 begin
2359 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2360 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2361 else
2362 dr := True;
2363 if dr then
2364 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2365 else
2366 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2367 end
2368 else
2369 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2370 end
2371 else
2372 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2373 end;
2375 if g_debug_Frames then
2376 begin
2377 e_DrawQuad(FObj.X+FObj.Rect.X,
2378 FObj.Y+FObj.Rect.Y,
2379 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2380 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2381 0, 255, 0);
2382 end;
2384 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2385 DrawBubble();
2386 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2387 if gAimLine and alive and
2388 ((Self = gPlayer1) or (Self = gPlayer2)) then
2389 DrawAim();
2390 end;
2393 procedure TPlayer.DrawAim();
2394 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2395 var
2396 ex, ey: Integer;
2397 begin
2398 if isValidViewPort and (self = gPlayer1) then
2399 begin
2400 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2401 end;
2403 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2404 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2405 begin
2406 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2407 end
2408 else
2409 begin
2410 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2411 end;
2412 end;
2414 var
2415 wx, wy, xx, yy: Integer;
2416 angle: SmallInt;
2417 sz, len: Word;
2418 begin
2419 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2420 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2421 angle := FAngle;
2422 len := 1024;
2423 sz := 2;
2424 case FCurrWeap of
2425 0: begin // Punch
2426 len := 12;
2427 sz := 4;
2428 end;
2429 1: begin // Chainsaw
2430 len := 24;
2431 sz := 6;
2432 end;
2433 2: begin // Pistol
2434 len := 1024;
2435 sz := 2;
2436 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2437 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2438 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2439 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2440 end;
2441 3: begin // Shotgun
2442 len := 1024;
2443 sz := 3;
2444 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2445 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2446 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2447 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2448 end;
2449 4: begin // Double Shotgun
2450 len := 1024;
2451 sz := 4;
2452 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2453 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2454 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2455 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2456 end;
2457 5: begin // Chaingun
2458 len := 1024;
2459 sz := 3;
2460 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2461 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2462 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2463 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2464 end;
2465 6: begin // Rocket Launcher
2466 len := 1024;
2467 sz := 7;
2468 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2469 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2470 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2471 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2472 end;
2473 7: begin // Plasmagun
2474 len := 1024;
2475 sz := 5;
2476 if angle = ANGLE_RIGHTUP then Inc(angle);
2477 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2478 if angle = ANGLE_LEFTUP then Dec(angle);
2479 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2480 end;
2481 8: begin // BFG
2482 len := 1024;
2483 sz := 12;
2484 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2485 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2486 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2487 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2488 end;
2489 9: begin // Super Chaingun
2490 len := 1024;
2491 sz := 4;
2492 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2493 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2494 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2495 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2496 end;
2497 end;
2498 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2499 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2500 {$IF DEFINED(D2F_DEBUG)}
2501 drawCast(sz, wx, wy, xx, yy);
2502 {$ELSE}
2503 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2504 {$ENDIF}
2505 end;
2507 procedure TPlayer.DrawGUI();
2508 var
2509 ID: DWORD;
2510 X, Y, SY, a, p, m: Integer;
2511 tw, th: Word;
2512 cw, ch: Byte;
2513 s: string;
2514 stat: TPlayerStatArray;
2515 begin
2516 X := gPlayerScreenSize.X;
2517 SY := gPlayerScreenSize.Y;
2518 Y := 0;
2520 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2521 begin
2522 if gGameSettings.GameMode = GM_CTF then
2523 a := 32 + 8
2524 else
2525 a := 0;
2526 if gGameSettings.GameMode = GM_CTF then
2527 begin
2528 s := 'TEXTURE_PLAYER_REDFLAG';
2529 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2530 s := 'TEXTURE_PLAYER_REDFLAG_S';
2531 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2532 s := 'TEXTURE_PLAYER_REDFLAG_D';
2533 if g_Texture_Get(s, ID) then
2534 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2535 end;
2537 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2538 e_CharFont_GetSize(gMenuFont, s, tw, th);
2539 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2541 if gGameSettings.GameMode = GM_CTF then
2542 begin
2543 s := 'TEXTURE_PLAYER_BLUEFLAG';
2544 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2545 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2546 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2547 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2548 if g_Texture_Get(s, ID) then
2549 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2550 end;
2552 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2553 e_CharFont_GetSize(gMenuFont, s, tw, th);
2554 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2555 end;
2557 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2558 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2559 0, False, False);
2561 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2562 e_Draw(ID, X+2, Y, 0, True, False);
2564 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2565 begin
2566 if gShowStat then
2567 begin
2568 s := IntToStr(Frags);
2569 e_CharFont_GetSize(gMenuFont, s, tw, th);
2570 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2572 s := '';
2573 p := 1;
2574 m := 0;
2575 stat := g_Player_GetStats();
2576 if stat <> nil then
2577 begin
2578 p := 1;
2580 for a := 0 to High(stat) do
2581 if stat[a].Name <> Name then
2582 begin
2583 if stat[a].Frags > m then m := stat[a].Frags;
2584 if stat[a].Frags > Frags then p := p+1;
2585 end;
2586 end;
2588 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2589 if Frags >= m then s := s+'+' else s := s+'-';
2590 s := s+IntToStr(Abs(Frags-m));
2592 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2593 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2594 end;
2596 if gShowLives and (gGameSettings.MaxLives > 0) then
2597 begin
2598 s := IntToStr(Lives);
2599 e_CharFont_GetSize(gMenuFont, s, tw, th);
2600 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2601 end;
2602 end;
2604 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2605 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2607 if R_BERSERK in FRulez then
2608 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2609 else
2610 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2612 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2613 e_Draw(ID, X+36, Y+77, 0, True, False);
2615 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2616 e_CharFont_GetSize(gMenuFont, s, tw, th);
2617 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2619 s := IntToStr(FArmor);
2620 e_CharFont_GetSize(gMenuFont, s, tw, th);
2621 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2623 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2625 case FCurrWeap of
2626 WEAPON_KASTET:
2627 begin
2628 s := '--';
2629 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2630 end;
2631 WEAPON_SAW:
2632 begin
2633 s := '--';
2634 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2635 end;
2636 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2637 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2638 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2639 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2640 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2641 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2642 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2643 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2644 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2645 end;
2647 e_CharFont_GetSize(gMenuFont, s, tw, th);
2648 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2649 e_Draw(ID, X+20, Y+160, 0, True, False);
2651 if R_KEY_RED in FRulez then
2652 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2654 if R_KEY_GREEN in FRulez then
2655 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2657 if R_KEY_BLUE in FRulez then
2658 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2660 if FJetFuel > 0 then
2661 begin
2662 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2663 e_Draw(ID, X+2, Y+116, 0, True, False);
2664 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2665 e_Draw(ID, X+2, Y+126, 0, True, False);
2666 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2667 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2668 end
2669 else
2670 begin
2671 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2672 e_Draw(ID, X+2, Y+124, 0, True, False);
2673 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2674 end;
2676 if gShowPing and g_Game_IsClient then
2677 begin
2678 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2679 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2680 Y := Y + 16;
2681 end;
2683 if FSpectator then
2684 begin
2685 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2686 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2687 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2688 if FNoRespawn then
2689 begin
2690 e_TextureFontGetSize(gStdFont, cw, ch);
2691 s := _lc[I_PLAYER_SPECT4];
2692 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2693 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2694 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2695 end;
2697 end;
2698 end;
2700 procedure TPlayer.DrawRulez();
2701 var
2702 dr: Boolean;
2703 begin
2704 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2705 if FMegaRulez[MR_INVUL] >= gTime then
2706 begin
2707 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2708 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2709 else
2710 dr := True;
2712 if dr then
2713 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2714 191, 191, 191, 0, TBlending.Invert);
2715 end;
2717 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2718 if FMegaRulez[MR_SUIT] >= gTime then
2719 begin
2720 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2721 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2722 else
2723 dr := True;
2725 if dr then
2726 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2727 0, 96, 0, 200, TBlending.None);
2728 end;
2730 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2731 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2732 begin
2733 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2734 255, 0, 0, 200, TBlending.None);
2735 end;
2736 end;
2738 procedure TPlayer.DrawPain();
2739 var
2740 a, h: Integer;
2741 begin
2742 if FPain = 0 then Exit;
2744 a := FPain;
2746 if a < 15 then h := 0
2747 else if a < 35 then h := 1
2748 else if a < 55 then h := 2
2749 else if a < 75 then h := 3
2750 else if a < 95 then h := 4
2751 else h := 5;
2753 //if a > 255 then a := 255;
2755 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2756 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2757 end;
2759 procedure TPlayer.DrawPickup();
2760 var
2761 a, h: Integer;
2762 begin
2763 if FPickup = 0 then Exit;
2765 a := FPickup;
2767 if a < 15 then h := 1
2768 else if a < 35 then h := 2
2769 else if a < 55 then h := 3
2770 else if a < 75 then h := 4
2771 else h := 5;
2773 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2774 end;
2776 procedure TPlayer.Fire();
2777 var
2778 f, DidFire: Boolean;
2779 wx, wy, xd, yd: Integer;
2780 locobj: TObj;
2781 begin
2782 if g_Game_IsClient then Exit;
2783 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2784 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2786 if FSpectator then
2787 begin
2788 Respawn(False);
2789 Exit;
2790 end;
2792 if FReloading[FCurrWeap] <> 0 then Exit;
2794 DidFire := False;
2796 f := False;
2797 wx := FObj.X+WEAPONPOINT[FDirection].X;
2798 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2799 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2800 yd := wy+firediry();
2802 case FCurrWeap of
2803 WEAPON_KASTET:
2804 begin
2805 if R_BERSERK in FRulez then
2806 begin
2807 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2808 locobj.X := FObj.X+FObj.Rect.X;
2809 locobj.Y := FObj.Y+FObj.Rect.Y;
2810 locobj.rect.X := 0;
2811 locobj.rect.Y := 0;
2812 locobj.rect.Width := 39;
2813 locobj.rect.Height := 52;
2814 locobj.Vel.X := (xd-wx) div 2;
2815 locobj.Vel.Y := (yd-wy) div 2;
2816 locobj.Accel.X := xd-wx;
2817 locobj.Accel.y := yd-wy;
2819 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2820 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2821 else
2822 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2824 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2825 end
2826 else
2827 begin
2828 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2829 end;
2831 DidFire := True;
2832 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2833 end;
2835 WEAPON_SAW:
2836 begin
2837 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2838 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2839 begin
2840 FSawSoundSelect.Stop();
2841 FSawSound.Stop();
2842 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2843 end
2844 else if not FSawSoundHit.IsPlaying() then
2845 begin
2846 FSawSoundSelect.Stop();
2847 FSawSound.PlayAt(FObj.X, FObj.Y);
2848 end;
2850 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2851 DidFire := True;
2852 f := True;
2853 end;
2855 WEAPON_PISTOL:
2856 if FAmmo[A_BULLETS] > 0 then
2857 begin
2858 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2859 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2860 Dec(FAmmo[A_BULLETS]);
2861 FFireAngle := FAngle;
2862 f := True;
2863 DidFire := True;
2864 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2865 GameVelX, GameVelY-2, SHELL_BULLET);
2866 end;
2868 WEAPON_SHOTGUN1:
2869 if FAmmo[A_SHELLS] > 0 then
2870 begin
2871 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2872 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2873 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2874 Dec(FAmmo[A_SHELLS]);
2875 FFireAngle := FAngle;
2876 f := True;
2877 DidFire := True;
2878 FShellTimer := 10;
2879 FShellType := SHELL_SHELL;
2880 end;
2882 WEAPON_SHOTGUN2:
2883 if FAmmo[A_SHELLS] >= 2 then
2884 begin
2885 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2886 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2887 Dec(FAmmo[A_SHELLS], 2);
2888 FFireAngle := FAngle;
2889 f := True;
2890 DidFire := True;
2891 FShellTimer := 13;
2892 FShellType := SHELL_DBLSHELL;
2893 end;
2895 WEAPON_CHAINGUN:
2896 if FAmmo[A_BULLETS] > 0 then
2897 begin
2898 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2899 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2900 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2901 Dec(FAmmo[A_BULLETS]);
2902 FFireAngle := FAngle;
2903 f := True;
2904 DidFire := True;
2905 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2906 GameVelX, GameVelY-2, SHELL_BULLET);
2907 end;
2909 WEAPON_ROCKETLAUNCHER:
2910 if FAmmo[A_ROCKETS] > 0 then
2911 begin
2912 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2913 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2914 Dec(FAmmo[A_ROCKETS]);
2915 FFireAngle := FAngle;
2916 f := True;
2917 DidFire := True;
2918 end;
2920 WEAPON_PLASMA:
2921 if FAmmo[A_CELLS] > 0 then
2922 begin
2923 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2924 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2925 Dec(FAmmo[A_CELLS]);
2926 FFireAngle := FAngle;
2927 f := True;
2928 DidFire := True;
2929 end;
2931 WEAPON_BFG:
2932 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2933 begin
2934 FBFGFireCounter := 17;
2935 if not FNoReload then
2936 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2937 Dec(FAmmo[A_CELLS], 40);
2938 DidFire := True;
2939 end;
2941 WEAPON_SUPERPULEMET:
2942 if FAmmo[A_SHELLS] > 0 then
2943 begin
2944 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2945 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2946 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2947 Dec(FAmmo[A_SHELLS]);
2948 FFireAngle := FAngle;
2949 f := True;
2950 DidFire := True;
2951 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2952 GameVelX, GameVelY-2, SHELL_SHELL);
2953 end;
2955 WEAPON_FLAMETHROWER:
2956 if FAmmo[A_FUEL] > 0 then
2957 begin
2958 g_Weapon_flame(wx, wy, xd, yd, FUID);
2959 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2960 Dec(FAmmo[A_FUEL]);
2961 FFireAngle := FAngle;
2962 f := True;
2963 DidFire := True;
2964 end;
2965 end;
2967 if g_Game_IsNet then
2968 begin
2969 if DidFire then
2970 begin
2971 if FCurrWeap <> WEAPON_BFG then
2972 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
2973 else
2974 if not FNoReload then
2975 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
2976 end;
2978 MH_SEND_PlayerStats(FUID);
2979 end;
2981 if not f then Exit;
2983 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
2984 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
2985 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
2986 end;
2988 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
2989 begin
2990 case Weapon of
2991 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
2992 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
2993 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
2994 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
2995 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
2996 else Result := 0;
2997 end;
2998 end;
3000 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3001 begin
3002 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3003 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3004 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3005 end;
3007 procedure TPlayer.JetpackOn;
3008 begin
3009 FJetSoundFly.Stop;
3010 FJetSoundOff.Stop;
3011 FJetSoundOn.SetPosition(0);
3012 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3013 FlySmoke(8);
3014 end;
3016 procedure TPlayer.JetpackOff;
3017 begin
3018 FJetSoundFly.Stop;
3019 FJetSoundOn.Stop;
3020 FJetSoundOff.SetPosition(0);
3021 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3022 end;
3024 procedure TPlayer.CatchFire(Attacker: Word);
3025 begin
3026 FFireTime := 100;
3027 FFireAttacker := Attacker;
3028 if g_Game_IsNet and g_Game_IsServer then
3029 MH_SEND_PlayerStats(FUID);
3030 end;
3032 procedure TPlayer.Jump();
3033 begin
3034 if gFly or FJetpack then
3035 begin
3036 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3037 if FObj.Vel.Y > -VEL_FLY then
3038 FObj.Vel.Y := FObj.Vel.Y - 3;
3039 if FJetpack then
3040 begin
3041 if FJetFuel > 0 then
3042 Dec(FJetFuel);
3043 if (FJetFuel < 1) and g_Game_IsServer then
3044 begin
3045 FJetpack := False;
3046 JetpackOff;
3047 if g_Game_IsNet then
3048 MH_SEND_PlayerStats(FUID);
3049 end;
3050 end;
3051 Exit;
3052 end;
3054 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3055 if FGhost then
3056 FCanJetpack := False;
3058 // Ïðûãàåì èëè âñïëûâàåì:
3059 if (CollideLevel(0, 1) or
3060 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3061 PLAYER_RECT.Height-33, PANEL_STEP, False)
3062 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3063 begin
3064 FObj.Vel.Y := -VEL_JUMP;
3065 FCanJetpack := False;
3066 end
3067 else
3068 begin
3069 if BodyInLiquid(0, 0) then
3070 FObj.Vel.Y := -VEL_SW
3071 else if (FJetFuel > 0) and FCanJetpack and
3072 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3073 begin
3074 FJetpack := True;
3075 JetpackOn;
3076 if g_Game_IsNet then
3077 MH_SEND_PlayerStats(FUID);
3078 end;
3079 end;
3080 end;
3082 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3083 var
3084 a, i, k, ab, ar: Byte;
3085 s: String;
3086 mon: TMonster;
3087 plr: TPlayer;
3088 srv, netsrv: Boolean;
3089 DoFrags: Boolean;
3090 OldLR: Byte;
3091 KP: TPlayer;
3092 it: PItem;
3094 procedure PushItem(t: Byte);
3095 var
3096 id: DWORD;
3097 begin
3098 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3099 it := g_Items_ByIdx(id);
3100 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3101 begin
3102 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3103 (FObj.Vel.Y div 2)-Random(9));
3104 it.positionChanged(); // this updates spatial accelerators
3105 end
3106 else
3107 begin
3108 if KillType = K_HARDKILL then // -5..+5; -5..0
3109 begin
3110 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3111 (FObj.Vel.Y div 2)-Random(6));
3112 end
3113 else // -3..+3; -3..0
3114 begin
3115 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3116 (FObj.Vel.Y div 2)-Random(4));
3117 end;
3118 it.positionChanged(); // this updates spatial accelerators
3119 end;
3121 if g_Game_IsNet and g_Game_IsServer then
3122 MH_SEND_ItemSpawn(True, id);
3123 end;
3125 begin
3126 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3127 Srv := g_Game_IsServer;
3128 Netsrv := g_Game_IsServer and g_Game_IsNet;
3129 if Srv then FDeath := FDeath + 1;
3130 if FAlive then
3131 begin
3132 if FGhost then
3133 FGhost := False;
3134 if not FPhysics then
3135 FPhysics := True;
3136 FAlive := False;
3137 end;
3138 FShellTimer := -1;
3140 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3141 begin
3142 if FLives > 0 then FLives := FLives - 1;
3143 if FLives = 0 then FNoRespawn := True;
3144 end;
3146 // Íîìåð òèïà ñìåðòè:
3147 a := 1;
3148 case KillType of
3149 K_SIMPLEKILL: a := 1;
3150 K_HARDKILL: a := 2;
3151 K_EXTRAHARDKILL: a := 3;
3152 K_FALLKILL: a := 4;
3153 end;
3155 // Çâóê ñìåðòè:
3156 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3157 for i := 1 to 3 do
3158 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3159 Break;
3161 // Âðåìÿ ðåñïàóíà:
3162 if Srv then
3163 case KillType of
3164 K_SIMPLEKILL:
3165 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3166 K_HARDKILL:
3167 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3168 K_EXTRAHARDKILL, K_FALLKILL:
3169 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3170 end;
3172 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3173 case KillType of
3174 K_SIMPLEKILL:
3175 SetAction(A_DIE1);
3176 K_HARDKILL, K_EXTRAHARDKILL:
3177 SetAction(A_DIE2);
3178 end;
3180 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3181 if (KillType <> K_FALLKILL) and (Srv) then
3182 g_Monsters_killedp();
3184 if SpawnerUID = FUID then
3185 begin // Ñàìîóáèëñÿ
3186 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3187 begin
3188 Dec(FFrags);
3189 FLastFrag := 0;
3190 end;
3191 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3192 end
3193 else
3194 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3195 begin // Óáèò äðóãèì èãðîêîì
3196 KP := g_Player_Get(SpawnerUID);
3197 if (KP <> nil) and Srv then
3198 begin
3199 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3200 if SameTeam(FUID, SpawnerUID) then
3201 begin
3202 Dec(KP.FFrags);
3203 KP.FLastFrag := 0;
3204 end else
3205 begin
3206 Inc(KP.FFrags);
3207 KP.FragCombo();
3208 end;
3210 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3211 Inc(gTeamStat[KP.Team].Goals,
3212 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3214 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3215 end;
3217 plr := g_Player_Get(SpawnerUID);
3218 if plr = nil then
3219 s := '?'
3220 else
3221 s := plr.FName;
3223 case KillType of
3224 K_HARDKILL:
3225 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3226 [FName, s]),
3227 gShowKillMsg);
3228 K_EXTRAHARDKILL:
3229 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3230 [FName, s]),
3231 gShowKillMsg);
3232 else
3233 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3234 [FName, s]),
3235 gShowKillMsg);
3236 end;
3237 end
3238 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3239 begin // Óáèò ìîíñòðîì
3240 mon := g_Monsters_ByUID(SpawnerUID);
3241 if mon = nil then
3242 s := '?'
3243 else
3244 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3246 case KillType of
3247 K_HARDKILL:
3248 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3249 [FName, s]),
3250 gShowKillMsg);
3251 K_EXTRAHARDKILL:
3252 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3253 [FName, s]),
3254 gShowKillMsg);
3255 else
3256 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3257 [FName, s]),
3258 gShowKillMsg);
3259 end;
3260 end
3261 else // Îñîáûå òèïû ñìåðòè
3262 case t of
3263 HIT_DISCON: ;
3264 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3265 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3266 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3267 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3268 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3269 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3270 end;
3272 if Srv then
3273 begin
3274 // Âûáðîñ îðóæèÿ:
3275 for a := WP_FIRST to WP_LAST do
3276 if FWeapon[a] then
3277 begin
3278 case a of
3279 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3280 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3281 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3282 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3283 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3284 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3285 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3286 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3287 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3288 else i := 0;
3289 end;
3291 if i <> 0 then
3292 PushItem(i);
3293 end;
3295 // Âûáðîñ ðþêçàêà:
3296 if R_ITEM_BACKPACK in FRulez then
3297 PushItem(ITEM_AMMO_BACKPACK);
3299 // Âûáðîñ ðàêåòíîãî ðàíöà:
3300 if FJetFuel > 0 then
3301 PushItem(ITEM_JETPACK);
3303 // Âûáðîñ êëþ÷åé:
3304 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3305 begin
3306 if R_KEY_RED in FRulez then
3307 PushItem(ITEM_KEY_RED);
3309 if R_KEY_GREEN in FRulez then
3310 PushItem(ITEM_KEY_GREEN);
3312 if R_KEY_BLUE in FRulez then
3313 PushItem(ITEM_KEY_BLUE);
3314 end;
3316 // Âûáðîñ ôëàãà:
3317 DropFlag();
3318 end;
3320 g_Player_CreateCorpse(Self);
3322 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3323 (gLMSRespawn = LMS_RESPAWN_NONE) then
3324 begin
3325 a := 0;
3326 k := 0;
3327 ar := 0;
3328 ab := 0;
3329 for i := Low(gPlayers) to High(gPlayers) do
3330 begin
3331 if gPlayers[i] = nil then continue;
3332 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3333 begin
3334 Inc(a);
3335 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3336 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3337 k := i;
3338 end;
3339 end;
3341 OldLR := gLMSRespawn;
3342 if (gGameSettings.GameMode = GM_COOP) then
3343 begin
3344 if (a = 0) then
3345 begin
3346 // everyone is dead, restart the map
3347 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3348 if Netsrv then
3349 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3350 gLMSRespawn := LMS_RESPAWN_FINAL;
3351 gLMSRespawnTime := gTime + 5000;
3352 end
3353 else if (a = 1) then
3354 begin
3355 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3356 if (gPlayers[k] = gPlayer1) or
3357 (gPlayers[k] = gPlayer2) then
3358 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3359 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3360 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3361 end;
3362 end
3363 else if (gGameSettings.GameMode = GM_TDM) then
3364 begin
3365 if (ab = 0) and (ar <> 0) then
3366 begin
3367 // blu team ded
3368 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3369 if Netsrv then
3370 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3371 Inc(gTeamStat[TEAM_RED].Goals);
3372 gLMSRespawn := LMS_RESPAWN_FINAL;
3373 gLMSRespawnTime := gTime + 5000;
3374 end
3375 else if (ar = 0) and (ab <> 0) then
3376 begin
3377 // red team ded
3378 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3379 if Netsrv then
3380 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3381 Inc(gTeamStat[TEAM_BLUE].Goals);
3382 gLMSRespawn := LMS_RESPAWN_FINAL;
3383 gLMSRespawnTime := gTime + 5000;
3384 end
3385 else if (ar = 0) and (ab = 0) then
3386 begin
3387 // everyone ded
3388 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3389 if Netsrv then
3390 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3391 gLMSRespawn := LMS_RESPAWN_FINAL;
3392 gLMSRespawnTime := gTime + 5000;
3393 end;
3394 end
3395 else if (gGameSettings.GameMode = GM_DM) then
3396 begin
3397 if (a = 1) then
3398 begin
3399 if gPlayers[k] <> nil then
3400 with gPlayers[k] do
3401 begin
3402 // survivor is the winner
3403 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3404 if Netsrv then
3405 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3406 Inc(FFrags);
3407 end;
3408 gLMSRespawn := LMS_RESPAWN_FINAL;
3409 gLMSRespawnTime := gTime + 5000;
3410 end
3411 else if (a = 0) then
3412 begin
3413 // everyone is dead, restart the map
3414 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3415 if Netsrv then
3416 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3417 gLMSRespawn := LMS_RESPAWN_FINAL;
3418 gLMSRespawnTime := gTime + 5000;
3419 end;
3420 end;
3421 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3422 begin
3423 if NetMode = NET_SERVER then
3424 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3425 else
3426 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3427 end;
3428 end;
3430 if Netsrv then
3431 begin
3432 MH_SEND_PlayerStats(FUID);
3433 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3434 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3435 end;
3437 if srv and FNoRespawn then Spectate(True);
3438 FWantsInGame := True;
3439 end;
3441 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3442 begin
3443 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3444 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3445 end;
3447 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3448 begin
3449 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3450 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3451 end;
3453 procedure TPlayer.MakeBloodSimple(Count: Word);
3454 begin
3455 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3456 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3457 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3458 150, 0, 0);
3459 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3460 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3461 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3462 150, 0, 0);
3463 end;
3465 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3466 begin
3467 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3468 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3469 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3470 150, 0, 0);
3471 end;
3473 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3474 begin
3475 if g_Game_IsClient then Exit;
3476 if Weapon > High(FWeapon) then Exit;
3477 FNextWeap := FNextWeap or (1 shl Weapon);
3478 end;
3480 procedure TPlayer.resetWeaponQueue ();
3481 begin
3482 FNextWeap := 0;
3483 FNextWeapDelay := 0;
3484 end;
3486 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3487 begin
3488 result := false;
3489 case weapon of
3490 WEAPON_KASTET, WEAPON_SAW: result := true;
3491 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3492 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3493 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3494 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3495 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3496 else result := (weapon < length(FWeapon));
3497 end;
3498 end;
3500 // return 255 for "no switch"
3501 function TPlayer.getNextWeaponIndex (): Byte;
3502 var
3503 i: Word;
3504 wantThisWeapon: array[0..64] of Boolean;
3505 wwc: Integer = 0; //HACK!
3506 dir, cwi: Integer;
3507 begin
3508 result := 255; // default result: "no switch"
3509 // had weapon cycling on previous frame? remove that flag
3510 if (FNextWeap and $2000) <> 0 then
3511 begin
3512 FNextWeap := FNextWeap and $1FFF;
3513 FNextWeapDelay := 0;
3514 end;
3515 // cycling has priority
3516 if (FNextWeap and $C000) <> 0 then
3517 begin
3518 if (FNextWeap and $8000) <> 0 then
3519 dir := 1
3520 else
3521 dir := -1;
3522 FNextWeap := FNextWeap or $2000; // we need this
3523 if FNextWeapDelay > 0 then
3524 exit; // cooldown time
3525 cwi := FCurrWeap;
3526 for i := 0 to High(FWeapon) do
3527 begin
3528 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3529 if FWeapon[cwi] then
3530 begin
3531 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3532 result := Byte(cwi);
3533 FNextWeapDelay := 10;
3534 exit;
3535 end;
3536 end;
3537 resetWeaponQueue();
3538 exit;
3539 end;
3540 // no cycling
3541 for i := 0 to High(wantThisWeapon) do
3542 wantThisWeapon[i] := false;
3543 for i := 0 to High(FWeapon) do
3544 if (FNextWeap and (1 shl i)) <> 0 then
3545 begin
3546 wantThisWeapon[i] := true;
3547 Inc(wwc);
3548 end;
3549 // exclude currently selected weapon from the set
3550 wantThisWeapon[FCurrWeap] := false;
3551 // slow down alterations a little
3552 if wwc > 1 then
3553 begin
3554 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3555 // more than one weapon requested, assume "alteration" and check alteration delay
3556 if FNextWeapDelay > 0 then
3557 begin
3558 FNextWeap := 0;
3559 exit;
3560 end; // yeah
3561 end;
3562 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3563 // but clear all counters if no weapon should be switched
3564 if wwc < 1 then
3565 begin
3566 resetWeaponQueue();
3567 exit;
3568 end;
3569 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3570 // try weapons in descending order
3571 for i := High(FWeapon) downto 0 do
3572 begin
3573 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3574 begin
3575 // i found her!
3576 result := Byte(i);
3577 resetWeaponQueue();
3578 FNextWeapDelay := 10; // anyway, 'cause why not
3579 exit;
3580 end;
3581 end;
3582 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3583 resetWeaponQueue();
3584 end;
3586 procedure TPlayer.RealizeCurrentWeapon();
3587 function switchAllowed (): Boolean;
3588 var
3589 i: Byte;
3590 begin
3591 result := false;
3592 if FBFGFireCounter <> -1 then
3593 exit;
3594 if FTime[T_SWITCH] > gTime then
3595 exit;
3596 for i := WP_FIRST to WP_LAST do
3597 if FReloading[i] > 0 then
3598 exit;
3599 result := true;
3600 end;
3602 var
3603 nw: Byte;
3604 begin
3605 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3606 //FNextWeap := FNextWeap and $1FFF;
3607 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3609 if not switchAllowed then
3610 begin
3611 //HACK for weapon cycling
3612 if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
3613 exit;
3614 end;
3616 nw := getNextWeaponIndex();
3617 if nw = 255 then exit; // don't reset anything here
3618 if nw > High(FWeapon) then
3619 begin
3620 // don't forget to reset queue here!
3621 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3622 resetWeaponQueue();
3623 exit;
3624 end;
3626 if FWeapon[nw] then
3627 begin
3628 FCurrWeap := nw;
3629 FTime[T_SWITCH] := gTime+156;
3630 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3631 FModel.SetWeapon(FCurrWeap);
3632 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3633 end;
3634 end;
3636 procedure TPlayer.NextWeapon();
3637 begin
3638 if g_Game_IsClient then Exit;
3639 FNextWeap := $8000;
3640 end;
3642 procedure TPlayer.PrevWeapon();
3643 begin
3644 if g_Game_IsClient then Exit;
3645 FNextWeap := $4000;
3646 end;
3648 procedure TPlayer.SetWeapon(W: Byte);
3649 begin
3650 if FCurrWeap <> W then
3651 if W = WEAPON_SAW then
3652 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3654 FCurrWeap := W;
3655 FModel.SetWeapon(CurrWeap);
3656 resetWeaponQueue();
3657 end;
3659 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3661 function allowBerserkSwitching (): Boolean;
3662 begin
3663 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3664 result := true;
3665 if gBerserkAutoswitch then exit;
3666 if not conIsCheatsEnabled then exit;
3667 result := false;
3668 end;
3670 var
3671 a: Boolean;
3672 begin
3673 Result := False;
3674 if g_Game_IsClient then Exit;
3676 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3677 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3678 remove := not a;
3680 case ItemType of
3681 ITEM_MEDKIT_SMALL:
3682 if FHealth < PLAYER_HP_SOFT then
3683 begin
3684 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3685 Result := True;
3686 remove := True;
3687 FFireTime := 0;
3688 if gFlash = 2 then Inc(FPickup, 5);
3689 end;
3691 ITEM_MEDKIT_LARGE:
3692 if FHealth < PLAYER_HP_SOFT then
3693 begin
3694 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3695 Result := True;
3696 remove := True;
3697 FFireTime := 0;
3698 if gFlash = 2 then Inc(FPickup, 5);
3699 end;
3701 ITEM_ARMOR_GREEN:
3702 if FArmor < PLAYER_AP_SOFT then
3703 begin
3704 FArmor := PLAYER_AP_SOFT;
3705 Result := True;
3706 remove := True;
3707 if gFlash = 2 then Inc(FPickup, 5);
3708 end;
3710 ITEM_ARMOR_BLUE:
3711 if FArmor < PLAYER_AP_LIMIT then
3712 begin
3713 FArmor := PLAYER_AP_LIMIT;
3714 Result := True;
3715 remove := True;
3716 if gFlash = 2 then Inc(FPickup, 5);
3717 end;
3719 ITEM_SPHERE_BLUE:
3720 if FHealth < PLAYER_HP_LIMIT then
3721 begin
3722 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3723 Result := True;
3724 remove := True;
3725 FFireTime := 0;
3726 if gFlash = 2 then Inc(FPickup, 5);
3727 end;
3729 ITEM_SPHERE_WHITE:
3730 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3731 begin
3732 if FHealth < PLAYER_HP_LIMIT then
3733 FHealth := PLAYER_HP_LIMIT;
3734 if FArmor < PLAYER_AP_LIMIT then
3735 FArmor := PLAYER_AP_LIMIT;
3736 Result := True;
3737 remove := True;
3738 FFireTime := 0;
3739 if gFlash = 2 then Inc(FPickup, 5);
3740 end;
3742 ITEM_WEAPON_SAW:
3743 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3744 begin
3745 FWeapon[WEAPON_SAW] := True;
3746 Result := True;
3747 if gFlash = 2 then Inc(FPickup, 5);
3748 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3749 end;
3751 ITEM_WEAPON_SHOTGUN1:
3752 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3753 begin
3754 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3755 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3757 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3758 FWeapon[WEAPON_SHOTGUN1] := True;
3759 Result := True;
3760 if gFlash = 2 then Inc(FPickup, 5);
3761 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3762 end;
3764 ITEM_WEAPON_SHOTGUN2:
3765 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3766 begin
3767 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3769 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3770 FWeapon[WEAPON_SHOTGUN2] := True;
3771 Result := True;
3772 if gFlash = 2 then Inc(FPickup, 5);
3773 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3774 end;
3776 ITEM_WEAPON_CHAINGUN:
3777 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3778 begin
3779 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3781 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3782 FWeapon[WEAPON_CHAINGUN] := True;
3783 Result := True;
3784 if gFlash = 2 then Inc(FPickup, 5);
3785 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3786 end;
3788 ITEM_WEAPON_ROCKETLAUNCHER:
3789 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3790 begin
3791 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3793 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3794 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3795 Result := True;
3796 if gFlash = 2 then Inc(FPickup, 5);
3797 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3798 end;
3800 ITEM_WEAPON_PLASMA:
3801 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3802 begin
3803 if a and FWeapon[WEAPON_PLASMA] then Exit;
3805 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3806 FWeapon[WEAPON_PLASMA] := True;
3807 Result := True;
3808 if gFlash = 2 then Inc(FPickup, 5);
3809 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3810 end;
3812 ITEM_WEAPON_BFG:
3813 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3814 begin
3815 if a and FWeapon[WEAPON_BFG] then Exit;
3817 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3818 FWeapon[WEAPON_BFG] := True;
3819 Result := True;
3820 if gFlash = 2 then Inc(FPickup, 5);
3821 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3822 end;
3824 ITEM_WEAPON_SUPERPULEMET:
3825 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3826 begin
3827 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3829 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3830 FWeapon[WEAPON_SUPERPULEMET] := True;
3831 Result := True;
3832 if gFlash = 2 then Inc(FPickup, 5);
3833 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3834 end;
3836 ITEM_WEAPON_FLAMETHROWER:
3837 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3838 begin
3839 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3841 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3842 FWeapon[WEAPON_FLAMETHROWER] := True;
3843 Result := True;
3844 if gFlash = 2 then Inc(FPickup, 5);
3845 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3846 end;
3848 ITEM_AMMO_BULLETS:
3849 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3850 begin
3851 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3852 Result := True;
3853 remove := True;
3854 if gFlash = 2 then Inc(FPickup, 5);
3855 end;
3857 ITEM_AMMO_BULLETS_BOX:
3858 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3859 begin
3860 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3861 Result := True;
3862 remove := True;
3863 if gFlash = 2 then Inc(FPickup, 5);
3864 end;
3866 ITEM_AMMO_SHELLS:
3867 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3868 begin
3869 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3870 Result := True;
3871 remove := True;
3872 if gFlash = 2 then Inc(FPickup, 5);
3873 end;
3875 ITEM_AMMO_SHELLS_BOX:
3876 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3877 begin
3878 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3879 Result := True;
3880 remove := True;
3881 if gFlash = 2 then Inc(FPickup, 5);
3882 end;
3884 ITEM_AMMO_ROCKET:
3885 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3886 begin
3887 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3888 Result := True;
3889 remove := True;
3890 if gFlash = 2 then Inc(FPickup, 5);
3891 end;
3893 ITEM_AMMO_ROCKET_BOX:
3894 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3895 begin
3896 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3897 Result := True;
3898 remove := True;
3899 if gFlash = 2 then Inc(FPickup, 5);
3900 end;
3902 ITEM_AMMO_CELL:
3903 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3904 begin
3905 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3906 Result := True;
3907 remove := True;
3908 if gFlash = 2 then Inc(FPickup, 5);
3909 end;
3911 ITEM_AMMO_CELL_BIG:
3912 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3913 begin
3914 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3915 Result := True;
3916 remove := True;
3917 if gFlash = 2 then Inc(FPickup, 5);
3918 end;
3920 ITEM_AMMO_FUELCAN:
3921 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
3922 begin
3923 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3924 Result := True;
3925 remove := True;
3926 if gFlash = 2 then Inc(FPickup, 5);
3927 end;
3929 ITEM_AMMO_BACKPACK:
3930 if not(R_ITEM_BACKPACK in FRulez) or
3931 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3932 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3933 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3934 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
3935 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
3936 begin
3937 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
3938 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
3939 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
3940 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
3941 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
3943 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3944 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3945 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3946 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3947 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3948 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3949 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3950 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3952 FRulez := FRulez + [R_ITEM_BACKPACK];
3953 Result := True;
3954 remove := True;
3955 if gFlash = 2 then Inc(FPickup, 5);
3956 end;
3958 ITEM_KEY_RED:
3959 if not(R_KEY_RED in FRulez) then
3960 begin
3961 Include(FRulez, R_KEY_RED);
3962 Result := True;
3963 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3964 if gFlash = 2 then Inc(FPickup, 5);
3965 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3966 end;
3968 ITEM_KEY_GREEN:
3969 if not(R_KEY_GREEN in FRulez) then
3970 begin
3971 Include(FRulez, R_KEY_GREEN);
3972 Result := True;
3973 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3974 if gFlash = 2 then Inc(FPickup, 5);
3975 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3976 end;
3978 ITEM_KEY_BLUE:
3979 if not(R_KEY_BLUE in FRulez) then
3980 begin
3981 Include(FRulez, R_KEY_BLUE);
3982 Result := True;
3983 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3984 if gFlash = 2 then Inc(FPickup, 5);
3985 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3986 end;
3988 ITEM_SUIT:
3989 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
3990 begin
3991 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
3992 Result := True;
3993 remove := True;
3994 FFireTime := 0;
3995 if gFlash = 2 then Inc(FPickup, 5);
3996 end;
3998 ITEM_OXYGEN:
3999 if FAir < AIR_MAX then
4000 begin
4001 FAir := AIR_MAX;
4002 Result := True;
4003 remove := True;
4004 if gFlash = 2 then Inc(FPickup, 5);
4005 end;
4007 ITEM_MEDKIT_BLACK:
4008 begin
4009 if not (R_BERSERK in FRulez) then
4010 begin
4011 Include(FRulez, R_BERSERK);
4012 if allowBerserkSwitching then
4013 begin
4014 FCurrWeap := WEAPON_KASTET;
4015 resetWeaponQueue();
4016 FModel.SetWeapon(WEAPON_KASTET);
4017 end;
4018 if gFlash <> 0 then
4019 begin
4020 Inc(FPain, 100);
4021 if gFlash = 2 then Inc(FPickup, 5);
4022 end;
4023 FBerserk := gTime+30000;
4024 Result := True;
4025 remove := True;
4026 FFireTime := 0;
4027 end;
4028 if FHealth < PLAYER_HP_SOFT then
4029 begin
4030 FHealth := PLAYER_HP_SOFT;
4031 FBerserk := gTime+30000;
4032 Result := True;
4033 remove := True;
4034 FFireTime := 0;
4035 end;
4036 end;
4038 ITEM_INVUL:
4039 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4040 begin
4041 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4042 Result := True;
4043 remove := True;
4044 if gFlash = 2 then Inc(FPickup, 5);
4045 end;
4047 ITEM_BOTTLE:
4048 if FHealth < PLAYER_HP_LIMIT then
4049 begin
4050 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4051 Result := True;
4052 remove := True;
4053 FFireTime := 0;
4054 if gFlash = 2 then Inc(FPickup, 5);
4055 end;
4057 ITEM_HELMET:
4058 if FArmor < PLAYER_AP_LIMIT then
4059 begin
4060 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4061 Result := True;
4062 remove := True;
4063 if gFlash = 2 then Inc(FPickup, 5);
4064 end;
4066 ITEM_JETPACK:
4067 if FJetFuel < JET_MAX then
4068 begin
4069 FJetFuel := JET_MAX;
4070 Result := True;
4071 remove := True;
4072 if gFlash = 2 then Inc(FPickup, 5);
4073 end;
4075 ITEM_INVIS:
4076 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4077 begin
4078 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4079 Result := True;
4080 remove := True;
4081 if gFlash = 2 then Inc(FPickup, 5);
4082 end;
4083 end;
4084 end;
4086 procedure TPlayer.Touch();
4087 begin
4088 if not FAlive then
4089 Exit;
4090 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4091 if FIamBot then
4092 begin
4093 // Áðîñèòü ôëàã òîâàðèùó:
4094 if gGameSettings.GameMode = GM_CTF then
4095 DropFlag();
4096 end;
4097 end;
4099 procedure TPlayer.Push(vx, vy: Integer);
4100 begin
4101 if (not FPhysics) and FGhost then
4102 Exit;
4103 FObj.Accel.X := FObj.Accel.X + vx;
4104 FObj.Accel.Y := FObj.Accel.Y + vy;
4105 if g_Game_IsNet and g_Game_IsServer then
4106 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4107 end;
4109 procedure TPlayer.Reset(Force: Boolean);
4110 begin
4111 if Force then
4112 FAlive := False;
4114 FSpawned := False;
4115 FTime[T_RESPAWN] := 0;
4116 FTime[T_FLAGCAP] := 0;
4117 FGodMode := False;
4118 FNoTarget := False;
4119 FNoReload := False;
4120 FFrags := 0;
4121 FLastFrag := 0;
4122 FComboEvnt := -1;
4123 FKills := 0;
4124 FMonsterKills := 0;
4125 FDeath := 0;
4126 FSecrets := 0;
4127 if FNoRespawn then
4128 begin
4129 FSpectator := False;
4130 FGhost := False;
4131 FPhysics := True;
4132 FSpectatePlayer := -1;
4133 FNoRespawn := False;
4134 end;
4135 FLives := gGameSettings.MaxLives;
4137 SetFlag(FLAG_NONE);
4138 end;
4140 procedure TPlayer.SoftReset();
4141 begin
4142 ReleaseKeys();
4144 FDamageBuffer := 0;
4145 FIncCam := 0;
4146 FBFGFireCounter := -1;
4147 FShellTimer := -1;
4148 FPain := 0;
4149 FLastHit := 0;
4150 FLastFrag := 0;
4151 FComboEvnt := -1;
4153 SetFlag(FLAG_NONE);
4154 SetAction(A_STAND, True);
4155 end;
4157 function TPlayer.GetRespawnPoint(): Byte;
4158 var
4159 c: Byte;
4160 begin
4161 Result := 255;
4162 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4164 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4165 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4166 begin
4167 if (Self = gPlayer1) or (Self = gPlayer2) then
4168 begin
4169 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4170 if Self = gPlayer1 then
4171 c := RESPAWNPOINT_PLAYER1
4172 else
4173 c := RESPAWNPOINT_PLAYER2;
4174 if g_Map_GetPointCount(c) > 0 then
4175 begin
4176 Result := c;
4177 Exit;
4178 end;
4180 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4181 if Self = gPlayer1 then
4182 c := RESPAWNPOINT_PLAYER2
4183 else
4184 c := RESPAWNPOINT_PLAYER1;
4185 if g_Map_GetPointCount(c) > 0 then
4186 begin
4187 Result := c;
4188 Exit;
4189 end;
4190 end else
4191 begin
4192 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4193 if Random(2) = 0 then
4194 c := RESPAWNPOINT_PLAYER1
4195 else
4196 c := RESPAWNPOINT_PLAYER2;
4197 if g_Map_GetPointCount(c) > 0 then
4198 begin
4199 Result := c;
4200 Exit;
4201 end;
4202 end;
4204 // Òî÷êà ëþáîé èç êîìàíä
4205 if Random(2) = 0 then
4206 c := RESPAWNPOINT_RED
4207 else
4208 c := RESPAWNPOINT_BLUE;
4209 if g_Map_GetPointCount(c) > 0 then
4210 begin
4211 Result := c;
4212 Exit;
4213 end;
4215 // Òî÷êà DM
4216 c := RESPAWNPOINT_DM;
4217 if g_Map_GetPointCount(c) > 0 then
4218 begin
4219 Result := c;
4220 Exit;
4221 end;
4222 end;
4224 // Ìÿñîïîâàë
4225 if gGameSettings.GameMode = GM_DM then
4226 begin
4227 // Òî÷êà DM
4228 c := RESPAWNPOINT_DM;
4229 if g_Map_GetPointCount(c) > 0 then
4230 begin
4231 Result := c;
4232 Exit;
4233 end;
4235 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4236 if Random(2) = 0 then
4237 c := RESPAWNPOINT_PLAYER1
4238 else
4239 c := RESPAWNPOINT_PLAYER2;
4240 if g_Map_GetPointCount(c) > 0 then
4241 begin
4242 Result := c;
4243 Exit;
4244 end;
4246 // Òî÷êà ëþáîé èç êîìàíä
4247 if Random(2) = 0 then
4248 c := RESPAWNPOINT_RED
4249 else
4250 c := RESPAWNPOINT_BLUE;
4251 if g_Map_GetPointCount(c) > 0 then
4252 begin
4253 Result := c;
4254 Exit;
4255 end;
4256 end;
4258 // Êîìàíäíûå
4259 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4260 begin
4261 // Òî÷êà ñâîåé êîìàíäû
4262 c := RESPAWNPOINT_DM;
4263 if FTeam = TEAM_RED then
4264 c := RESPAWNPOINT_RED;
4265 if FTeam = TEAM_BLUE then
4266 c := RESPAWNPOINT_BLUE;
4267 if g_Map_GetPointCount(c) > 0 then
4268 begin
4269 Result := c;
4270 Exit;
4271 end;
4273 // Òî÷êà DM
4274 c := RESPAWNPOINT_DM;
4275 if g_Map_GetPointCount(c) > 0 then
4276 begin
4277 Result := c;
4278 Exit;
4279 end;
4281 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4282 if Random(2) = 0 then
4283 c := RESPAWNPOINT_PLAYER1
4284 else
4285 c := RESPAWNPOINT_PLAYER2;
4286 if g_Map_GetPointCount(c) > 0 then
4287 begin
4288 Result := c;
4289 Exit;
4290 end;
4292 // Òî÷êà äðóãîé êîìàíäû
4293 c := RESPAWNPOINT_DM;
4294 if FTeam = TEAM_RED then
4295 c := RESPAWNPOINT_BLUE;
4296 if FTeam = TEAM_BLUE then
4297 c := RESPAWNPOINT_RED;
4298 if g_Map_GetPointCount(c) > 0 then
4299 begin
4300 Result := c;
4301 Exit;
4302 end;
4303 end;
4304 end;
4306 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4307 var
4308 RespawnPoint: TRespawnPoint;
4309 a, b, c: Byte;
4310 Anim: TAnimation;
4311 ID: DWORD;
4312 begin
4313 if not g_Game_IsServer then
4314 Exit;
4315 if FDummy then
4316 Exit;
4317 FWantsInGame := True;
4318 FJustTeleported := True;
4319 if Force then
4320 begin
4321 FTime[T_RESPAWN] := 0;
4322 FAlive := False;
4323 end;
4324 FNetTime := 0;
4325 // if server changes MaxLives we gotta be ready
4326 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4328 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4329 if FTime[T_RESPAWN] > gTime then
4330 Exit;
4332 // Ïðîñðàë âñå æèçíè:
4333 if FNoRespawn then
4334 begin
4335 if not FSpectator then Spectate(True);
4336 FWantsInGame := True;
4337 Exit;
4338 end;
4340 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4341 begin // "Ñâîÿ èãðà"
4342 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4343 FRulez := FRulez-[R_BERSERK];
4344 end
4345 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4346 begin
4347 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4348 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4349 end;
4351 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4352 c := GetRespawnPoint();
4354 ReleaseKeys();
4355 SetFlag(FLAG_NONE);
4357 // Âîñêðåøåíèå áåç îðóæèÿ:
4358 if not FAlive then
4359 begin
4360 FHealth := PLAYER_HP_SOFT;
4361 FArmor := 0;
4362 FAlive := True;
4363 FAir := AIR_DEF;
4364 FJetFuel := 0;
4366 for a := WP_FIRST to WP_LAST do
4367 begin
4368 FWeapon[a] := False;
4369 FReloading[a] := 0;
4370 end;
4372 FWeapon[WEAPON_PISTOL] := True;
4373 FWeapon[WEAPON_KASTET] := True;
4374 FCurrWeap := WEAPON_PISTOL;
4375 resetWeaponQueue();
4377 FModel.SetWeapon(FCurrWeap);
4379 for b := A_BULLETS to A_HIGH do
4380 FAmmo[b] := 0;
4382 FAmmo[A_BULLETS] := 50;
4384 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4385 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4386 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4387 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4388 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4390 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4391 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4392 else
4393 FRulez := [];
4394 end;
4396 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4397 if not g_Map_GetPoint(c, RespawnPoint) then
4398 begin
4399 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4400 Exit;
4401 end;
4403 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4404 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4405 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4406 FObj.Vel.X := 0;
4407 FObj.Vel.Y := 0;
4408 FObj.Accel.X := 0;
4409 FObj.Accel.Y := 0;
4411 FDirection := RespawnPoint.Direction;
4412 if FDirection = TDirection.D_LEFT then
4413 FAngle := 180
4414 else
4415 FAngle := 0;
4417 FIncCam := 0;
4418 FBFGFireCounter := -1;
4419 FShellTimer := -1;
4420 FPain := 0;
4421 FLastHit := 0;
4423 SetAction(A_STAND, True);
4424 FModel.Direction := FDirection;
4426 for a := Low(FTime) to High(FTime) do
4427 FTime[a] := 0;
4429 for a := Low(FMegaRulez) to High(FMegaRulez) do
4430 FMegaRulez[a] := 0;
4432 FDamageBuffer := 0;
4433 FJetpack := False;
4434 FCanJetpack := False;
4435 FFireTime := 0;
4436 FFirePainTime := 0;
4437 FFireAttacker := 0;
4439 // Àíèìàöèÿ âîçðîæäåíèÿ:
4440 if (not gLoadGameMode) and (not Silent) then
4441 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4442 begin
4443 Anim := TAnimation.Create(ID, False, 3);
4444 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4445 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4446 Anim.Free();
4447 end;
4449 FSpectator := False;
4450 FGhost := False;
4451 FPhysics := True;
4452 FSpectatePlayer := -1;
4453 FSpawned := True;
4455 if g_Game_IsNet then
4456 begin
4457 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4458 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4459 if not Silent then
4460 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4461 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4462 0, NET_GFX_TELE);
4463 end;
4464 end;
4466 procedure TPlayer.Spectate(NoMove: Boolean = False);
4467 begin
4468 if FAlive then
4469 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4470 else if (not NoMove) then
4471 begin
4472 GameX := gMapInfo.Width div 2;
4473 GameY := gMapInfo.Height div 2;
4474 end;
4475 FXTo := GameX;
4476 FYTo := GameY;
4478 FAlive := False;
4479 FSpectator := True;
4480 FGhost := True;
4481 FPhysics := False;
4482 FWantsInGame := False;
4483 FSpawned := False;
4485 if FNoRespawn then
4486 begin
4487 if Self = gPlayer1 then
4488 begin
4489 gLMSPID1 := FUID;
4490 gPlayer1 := nil;
4491 end;
4492 if Self = gPlayer2 then
4493 begin
4494 gLMSPID2 := FUID;
4495 gPlayer2 := nil;
4496 end;
4497 end;
4499 if g_Game_IsNet then
4500 MH_SEND_PlayerStats(FUID);
4501 end;
4503 procedure TPlayer.SwitchNoClip;
4504 begin
4505 if not FAlive then
4506 Exit;
4507 FGhost := not FGhost;
4508 FPhysics := not FGhost;
4509 if FGhost then
4510 begin
4511 FXTo := FObj.X;
4512 FYTo := FObj.Y;
4513 end else
4514 begin
4515 FObj.Accel.X := 0;
4516 FObj.Accel.Y := 0;
4517 end;
4518 end;
4520 procedure TPlayer.Run(Direction: TDirection);
4521 var
4522 a, b: Integer;
4523 begin
4524 if MAX_RUNVEL > 8 then
4525 FlySmoke();
4527 // Áåæèì:
4528 if Direction = TDirection.D_LEFT then
4529 begin
4530 if FObj.Vel.X > -MAX_RUNVEL then
4531 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4532 end
4533 else
4534 if FObj.Vel.X < MAX_RUNVEL then
4535 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4537 // Âîçìîæíî, ïèíàåì êóñêè:
4538 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4539 begin
4540 b := Abs(FObj.Vel.X);
4541 if b > 1 then b := b * (Random(8 div b) + 1);
4542 for a := 0 to High(gGibs) do
4543 begin
4544 if gGibs[a].alive and
4545 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4546 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4547 begin
4548 // Ïèíàåì êóñêè
4549 if FObj.Vel.X < 0 then
4550 begin
4551 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4552 end
4553 else
4554 begin
4555 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4556 end;
4557 gGibs[a].positionChanged(); // this updates spatial accelerators
4558 end;
4559 end;
4560 end;
4562 SetAction(A_WALK);
4563 end;
4565 procedure TPlayer.SeeDown();
4566 begin
4567 SetAction(A_SEEDOWN);
4569 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4571 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4572 end;
4574 procedure TPlayer.SeeUp();
4575 begin
4576 SetAction(A_SEEUP);
4578 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4580 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4581 end;
4583 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4584 var
4585 Prior: Byte;
4586 begin
4587 case Action of
4588 A_WALK: Prior := 3;
4589 A_DIE1: Prior := 5;
4590 A_DIE2: Prior := 5;
4591 A_ATTACK: Prior := 2;
4592 A_SEEUP: Prior := 1;
4593 A_SEEDOWN: Prior := 1;
4594 A_ATTACKUP: Prior := 2;
4595 A_ATTACKDOWN: Prior := 2;
4596 A_PAIN: Prior := 4;
4597 else Prior := 0;
4598 end;
4600 if (Prior > FActionPrior) or Force then
4601 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4602 begin
4603 FActionPrior := Prior;
4604 FActionAnim := Action;
4605 FActionForce := Force;
4606 FActionChanged := True;
4607 end;
4609 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4610 end;
4612 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4613 begin
4614 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4615 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4616 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4617 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4618 end;
4620 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4621 var
4622 Anim: TAnimation;
4623 ID: DWORD;
4624 begin
4625 Result := False;
4627 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4628 begin
4629 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4630 if g_Game_IsServer and g_Game_IsNet then
4631 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4632 Exit;
4633 end;
4635 FJustTeleported := True;
4637 Anim := nil;
4638 if not silent then
4639 begin
4640 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4641 begin
4642 Anim := TAnimation.Create(ID, False, 3);
4643 end;
4645 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4646 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4647 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4648 if g_Game_IsServer and g_Game_IsNet then
4649 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4650 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4651 NET_GFX_TELE);
4652 end;
4654 FObj.X := X-PLAYER_RECT.X;
4655 FObj.Y := Y-PLAYER_RECT.Y;
4656 if FAlive and FGhost then
4657 begin
4658 FXTo := FObj.X;
4659 FYTo := FObj.Y;
4660 end;
4662 if not g_Game_IsNet then
4663 begin
4664 if dir = 1 then
4665 begin
4666 SetDirection(TDirection.D_LEFT);
4667 FAngle := 180;
4668 end
4669 else
4670 if dir = 2 then
4671 begin
4672 SetDirection(TDirection.D_RIGHT);
4673 FAngle := 0;
4674 end
4675 else
4676 if dir = 3 then
4677 begin // îáðàòíîå
4678 if FDirection = TDirection.D_RIGHT then
4679 begin
4680 SetDirection(TDirection.D_LEFT);
4681 FAngle := 180;
4682 end
4683 else
4684 begin
4685 SetDirection(TDirection.D_RIGHT);
4686 FAngle := 0;
4687 end;
4688 end;
4689 end;
4691 if not silent and (Anim <> nil) then
4692 begin
4693 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4694 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4695 Anim.Free();
4697 if g_Game_IsServer and g_Game_IsNet then
4698 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4699 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4700 NET_GFX_TELE);
4701 end;
4703 Result := True;
4704 end;
4706 function nonz(a: Single): Single;
4707 begin
4708 if a <> 0 then
4709 Result := a
4710 else
4711 Result := 1;
4712 end;
4714 procedure TPlayer.Update();
4715 var
4716 b: Byte;
4717 i, ii, wx, wy, xd, yd, k: Integer;
4718 blockmon, headwater, dospawn: Boolean;
4719 NetServer: Boolean;
4720 AnyServer: Boolean;
4721 SetSpect: Boolean;
4722 begin
4723 NetServer := g_Game_IsNet and g_Game_IsServer;
4724 AnyServer := g_Game_IsServer;
4726 if g_Game_IsClient and (NetInterpLevel > 0) then
4727 DoLerp(NetInterpLevel + 1)
4728 else
4729 if FGhost then
4730 DoLerp(4);
4732 if NetServer then
4733 if FClientID >= 0 then
4734 begin
4735 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4736 if NetClients[FClientID].Peer^.packetsSent > 0 then
4737 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4738 else
4739 FLoss := 0;
4740 end else
4741 begin
4742 FPing := 0;
4743 FLoss := 0;
4744 end;
4746 if FAlive and (gFly or FJetpack) then
4747 FlySmoke();
4749 if FDirection = TDirection.D_LEFT then
4750 FAngle := 180
4751 else
4752 FAngle := 0;
4754 if FAlive and (not FGhost) then
4755 begin
4756 if FKeys[KEY_UP].Pressed then
4757 SeeUp();
4758 if FKeys[KEY_DOWN].Pressed then
4759 SeeDown();
4760 end;
4762 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4763 (FIncCam <> 0) then
4764 begin
4765 i := g_basic.Sign(FIncCam);
4766 FIncCam := Abs(FIncCam);
4767 DecMin(FIncCam, 5, 0);
4768 FIncCam := FIncCam*i;
4769 end;
4771 // no need to do that each second frame, weapon queue will take care of it
4772 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4773 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4775 if gTime mod (GAME_TICK*2) <> 0 then
4776 begin
4777 if (FObj.Vel.X = 0) and FAlive then
4778 begin
4779 if FKeys[KEY_LEFT].Pressed then
4780 Run(TDirection.D_LEFT);
4781 if FKeys[KEY_RIGHT].Pressed then
4782 Run(TDirection.D_RIGHT);
4783 end;
4785 if FPhysics then
4786 begin
4787 g_Obj_Move(@FObj, True, True, True);
4788 positionChanged(); // this updates spatial accelerators
4789 end;
4791 Exit;
4792 end;
4794 FActionChanged := False;
4796 if FAlive then
4797 begin
4798 // Let alive player do some actions
4799 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
4800 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
4801 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4802 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4803 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4804 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4805 if FKeys[KEY_JUMP].Pressed then Jump()
4806 else
4807 begin
4808 if AnyServer and FJetpack then
4809 begin
4810 FJetpack := False;
4811 JetpackOff;
4812 if NetServer then MH_SEND_PlayerStats(FUID);
4813 end;
4814 FCanJetpack := True;
4815 end;
4816 end
4817 else // Dead
4818 begin
4819 dospawn := False;
4820 if not FGhost then
4821 for k := Low(FKeys) to KEY_CHAT-1 do
4822 begin
4823 if FKeys[k].Pressed then
4824 begin
4825 dospawn := True;
4826 break;
4827 end;
4828 end;
4829 if dospawn then
4830 begin
4831 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4832 Respawn(False)
4833 else // Single
4834 if (FTime[T_RESPAWN] <= gTime) and
4835 gGameOn and (not FAlive) then
4836 begin
4837 if (g_Player_GetCount() > 1) then
4838 Respawn(False)
4839 else
4840 begin
4841 gExit := EXIT_RESTART;
4842 Exit;
4843 end;
4844 end;
4845 end;
4846 // Dead spectator actions
4847 if FGhost then
4848 begin
4849 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4850 if FKeys[KEY_FIRE].Pressed and AnyServer then
4851 begin
4852 if FSpectator then
4853 begin
4854 if (FSpectatePlayer >= High(gPlayers)) then
4855 FSpectatePlayer := -1
4856 else
4857 begin
4858 SetSpect := False;
4859 for I := FSpectatePlayer + 1 to High(gPlayers) do
4860 if gPlayers[I] <> nil then
4861 if gPlayers[I].alive then
4862 if gPlayers[I].UID <> FUID then
4863 begin
4864 FSpectatePlayer := I;
4865 SetSpect := True;
4866 break;
4867 end;
4869 if not SetSpect then FSpectatePlayer := -1;
4870 end;
4872 ReleaseKeys;
4873 end;
4874 end;
4875 end;
4876 end;
4877 // No clipping
4878 if FGhost then
4879 begin
4880 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4881 begin
4882 FYTo := FObj.Y - 32;
4883 FSpectatePlayer := -1;
4884 end;
4885 if FKeys[KEY_DOWN].Pressed then
4886 begin
4887 FYTo := FObj.Y + 32;
4888 FSpectatePlayer := -1;
4889 end;
4890 if FKeys[KEY_LEFT].Pressed then
4891 begin
4892 FXTo := FObj.X - 32;
4893 FSpectatePlayer := -1;
4894 end;
4895 if FKeys[KEY_RIGHT].Pressed then
4896 begin
4897 FXTo := FObj.X + 32;
4898 FSpectatePlayer := -1;
4899 end;
4901 if (FXTo < -64) then
4902 FXTo := -64
4903 else if (FXTo > gMapInfo.Width + 32) then
4904 FXTo := gMapInfo.Width + 32;
4905 if (FYTo < -72) then
4906 FYTo := -72
4907 else if (FYTo > gMapInfo.Height + 32) then
4908 FYTo := gMapInfo.Height + 32;
4909 end;
4911 if FPhysics then
4912 begin
4913 g_Obj_Move(@FObj, True, True, True);
4914 positionChanged(); // this updates spatial accelerators
4915 end
4916 else
4917 begin
4918 FObj.Vel.X := 0;
4919 FObj.Vel.Y := 0;
4920 if FSpectator then
4921 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4922 if gPlayers[FSpectatePlayer] <> nil then
4923 if gPlayers[FSpectatePlayer].alive then
4924 begin
4925 FXTo := gPlayers[FSpectatePlayer].GameX;
4926 FYTo := gPlayers[FSpectatePlayer].GameY;
4927 end;
4928 end;
4930 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4931 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4932 PANEL_BLOCKMON, True);
4933 headwater := HeadInLiquid(0, 0);
4935 // Ñîïðîòèâëåíèå âîçäóõà:
4936 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4937 if FObj.Vel.X <> 0 then
4938 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4940 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4941 DecMin(FPain, 5, 0);
4942 DecMin(FPickup, 1, 0);
4944 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
4945 begin
4946 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4947 FMegaRulez[MR_SUIT] := 0;
4948 FMegaRulez[MR_INVUL] := 0;
4949 FMegaRulez[MR_INVIS] := 0;
4950 Kill(K_FALLKILL, 0, HIT_FALL);
4951 end;
4953 i := 9;
4955 if FAlive then
4956 begin
4957 if FCurrWeap = WEAPON_SAW then
4958 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4959 FSawSoundSelect.IsPlaying()) then
4960 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4962 if FJetpack then
4963 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4964 (not FJetSoundOff.IsPlaying()) then
4965 begin
4966 FJetSoundFly.SetPosition(0);
4967 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4968 end;
4970 for b := WP_FIRST to WP_LAST do
4971 if FReloading[b] > 0 then
4972 if FNoReload then
4973 FReloading[b] := 0
4974 else
4975 Dec(FReloading[b]);
4977 if FShellTimer > -1 then
4978 if FShellTimer = 0 then
4979 begin
4980 if FShellType = SHELL_SHELL then
4981 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4982 GameVelX, GameVelY-2, SHELL_SHELL)
4983 else if FShellType = SHELL_DBLSHELL then
4984 begin
4985 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4986 GameVelX+1, GameVelY-2, SHELL_SHELL);
4987 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4988 GameVelX-1, GameVelY-2, SHELL_SHELL);
4989 end;
4990 FShellTimer := -1;
4991 end else Dec(FShellTimer);
4993 if (FBFGFireCounter > -1) then
4994 if FBFGFireCounter = 0 then
4995 begin
4996 if AnyServer then
4997 begin
4998 wx := FObj.X+WEAPONPOINT[FDirection].X;
4999 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5000 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5001 yd := wy+firediry();
5002 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5003 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5004 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5005 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5006 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5007 end;
5009 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5010 FBFGFireCounter := -1;
5011 end else
5012 if FNoReload then
5013 FBFGFireCounter := 0
5014 else
5015 Dec(FBFGFireCounter);
5017 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5018 begin
5019 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5021 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5022 end;
5024 if (headwater or blockmon) then
5025 begin
5026 Dec(FAir);
5028 if FAir < -9 then
5029 begin
5030 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5031 FAir := 0;
5032 end
5033 else if (FAir mod 31 = 0) and not blockmon then
5034 begin
5035 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5036 if Random(2) = 0 then
5037 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5038 else
5039 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5040 end;
5041 end else if FAir < AIR_DEF then
5042 FAir := AIR_DEF;
5044 if FFireTime > 0 then
5045 begin
5046 if BodyInLiquid(0, 0) then
5047 begin
5048 FFireTime := 0;
5049 FFirePainTime := 0;
5050 end
5051 else if FMegaRulez[MR_SUIT] >= gTime then
5052 begin
5053 if FMegaRulez[MR_SUIT] = gTime then
5054 FFireTime := 1;
5055 FFirePainTime := 0;
5056 end
5057 else
5058 begin
5059 OnFireFlame(1);
5060 if FFirePainTime <= 0 then
5061 begin
5062 if g_Game_IsServer then
5063 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5064 FFirePainTime := 18;
5065 end;
5066 FFirePainTime := FFirePainTime - 1;
5067 FFireTime := FFireTime - 1;
5068 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5069 MH_SEND_PlayerStats(FUID);
5070 end;
5071 end;
5073 if FDamageBuffer > 0 then
5074 begin
5075 if FDamageBuffer >= 9 then
5076 begin
5077 SetAction(A_PAIN);
5079 if FDamageBuffer < 30 then i := 9
5080 else if FDamageBuffer < 100 then i := 18
5081 else i := 27;
5082 end;
5084 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5085 FArmor := FArmor-(FDamageBuffer-ii);
5086 FHealth := FHealth-ii;
5087 if FArmor < 0 then
5088 begin
5089 FHealth := FHealth+FArmor;
5090 FArmor := 0;
5091 end;
5093 if AnyServer then
5094 if FHealth <= 0 then
5095 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5096 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5097 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5099 if FAlive then
5100 begin
5101 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5102 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5103 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5104 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5105 end;
5107 FDamageBuffer := 0;
5108 end;
5110 {CollideItem();}
5111 end; // if FAlive then ...
5113 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5114 begin
5115 FModel.ChangeAnimation(FActionAnim, FActionForce);
5116 FModel.GetCurrentAnimation.MinLength := i;
5117 FModel.GetCurrentAnimationMask.MinLength := i;
5118 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5120 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5121 then SetAction(A_STAND, True);
5123 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5125 for b := Low(FKeys) to High(FKeys) do
5126 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5127 end;
5130 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5131 begin
5132 x := FObj.X+PLAYER_RECT.X;
5133 y := FObj.Y+PLAYER_RECT.Y;
5134 w := PLAYER_RECT.Width;
5135 h := PLAYER_RECT.Height;
5136 end;
5139 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5140 begin
5141 if (dx <> 0) or (dy <> 0) then
5142 begin
5143 FObj.X += dx;
5144 FObj.Y += dy;
5145 positionChanged();
5146 end;
5147 end;
5150 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5151 begin
5152 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5153 FObj.Y+PLAYER_RECT.Y,
5154 PLAYER_RECT.Width,
5155 PLAYER_RECT.Height,
5156 X, Y,
5157 Width, Height);
5158 end;
5160 function TPlayer.Collide(Panel: TPanel): Boolean;
5161 begin
5162 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5163 FObj.Y+PLAYER_RECT.Y,
5164 PLAYER_RECT.Width,
5165 PLAYER_RECT.Height,
5166 Panel.X, Panel.Y,
5167 Panel.Width, Panel.Height);
5168 end;
5170 function TPlayer.Collide(X, Y: Integer): Boolean;
5171 begin
5172 X := X-FObj.X-PLAYER_RECT.X;
5173 Y := Y-FObj.Y-PLAYER_RECT.Y;
5174 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5175 (y >= 0) and (y <= PLAYER_RECT.Height);
5176 end;
5178 function g_Player_ValidName(Name: string): Boolean;
5179 var
5180 a: Integer;
5181 begin
5182 Result := True;
5184 if gPlayers = nil then Exit;
5186 for a := 0 to High(gPlayers) do
5187 if gPlayers[a] <> nil then
5188 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5189 begin
5190 Result := False;
5191 Exit;
5192 end;
5193 end;
5195 procedure TPlayer.SetDirection(Direction: TDirection);
5196 var
5197 d: TDirection;
5198 begin
5199 d := FModel.Direction;
5201 FModel.Direction := Direction;
5202 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5204 FDirection := Direction;
5205 end;
5207 function TPlayer.GetKeys(): Byte;
5208 begin
5209 Result := 0;
5211 if R_KEY_RED in FRulez then Result := KEY_RED;
5212 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5213 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5215 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5216 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5217 end;
5219 procedure TPlayer.Use();
5220 var
5221 a: Integer;
5222 begin
5223 if FTime[T_USE] > gTime then Exit;
5225 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5226 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5228 for a := 0 to High(gPlayers) do
5229 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5230 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5231 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5232 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5233 begin
5234 gPlayers[a].Touch();
5235 if g_Game_IsNet and g_Game_IsServer then
5236 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5237 end;
5239 FTime[T_USE] := gTime+120;
5240 end;
5242 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5243 var
5244 locObj: TObj;
5245 F: Boolean;
5246 WX, WY, XD, YD: Integer;
5247 begin
5248 F := False;
5249 WX := X;
5250 WY := Y;
5251 XD := AX;
5252 YD := AY;
5254 case FCurrWeap of
5255 WEAPON_KASTET:
5256 begin
5257 if R_BERSERK in FRulez then
5258 begin
5259 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5260 locobj.X := FObj.X+FObj.Rect.X;
5261 locobj.Y := FObj.Y+FObj.Rect.Y;
5262 locobj.rect.X := 0;
5263 locobj.rect.Y := 0;
5264 locobj.rect.Width := 39;
5265 locobj.rect.Height := 52;
5266 locobj.Vel.X := (xd-wx) div 2;
5267 locobj.Vel.Y := (yd-wy) div 2;
5268 locobj.Accel.X := xd-wx;
5269 locobj.Accel.y := yd-wy;
5271 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5272 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5273 else
5274 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5276 if gFlash = 1 then
5277 if FPain < 50 then
5278 FPain := min(FPain + 25, 50);
5279 end else
5280 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5281 end;
5283 WEAPON_SAW:
5284 begin
5285 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5286 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5287 begin
5288 FSawSoundSelect.Stop();
5289 FSawSound.Stop();
5290 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5291 end
5292 else if not FSawSoundHit.IsPlaying() then
5293 begin
5294 FSawSoundSelect.Stop();
5295 FSawSound.PlayAt(FObj.X, FObj.Y);
5296 end;
5297 f := True;
5298 end;
5300 WEAPON_PISTOL:
5301 begin
5302 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5303 FFireAngle := FAngle;
5304 f := True;
5305 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5306 GameVelX, GameVelY-2, SHELL_BULLET);
5307 end;
5309 WEAPON_SHOTGUN1:
5310 begin
5311 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5312 FFireAngle := FAngle;
5313 f := True;
5314 FShellTimer := 10;
5315 FShellType := SHELL_SHELL;
5316 end;
5318 WEAPON_SHOTGUN2:
5319 begin
5320 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5321 FFireAngle := FAngle;
5322 f := True;
5323 FShellTimer := 13;
5324 FShellType := SHELL_DBLSHELL;
5325 end;
5327 WEAPON_CHAINGUN:
5328 begin
5329 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5330 FFireAngle := FAngle;
5331 f := True;
5332 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5333 GameVelX, GameVelY-2, SHELL_BULLET);
5334 end;
5336 WEAPON_ROCKETLAUNCHER:
5337 begin
5338 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5339 FFireAngle := FAngle;
5340 f := True;
5341 end;
5343 WEAPON_PLASMA:
5344 begin
5345 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5346 FFireAngle := FAngle;
5347 f := True;
5348 end;
5350 WEAPON_BFG:
5351 begin
5352 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5353 FFireAngle := FAngle;
5354 f := True;
5355 end;
5357 WEAPON_SUPERPULEMET:
5358 begin
5359 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5360 FFireAngle := FAngle;
5361 f := True;
5362 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5363 GameVelX, GameVelY-2, SHELL_SHELL);
5364 end;
5366 WEAPON_FLAMETHROWER:
5367 begin
5368 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5369 FFireAngle := FAngle;
5370 f := True;
5371 end;
5372 end;
5374 if not f then Exit;
5376 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5377 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5378 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5379 end;
5381 procedure TPlayer.DoLerp(Level: Integer = 2);
5382 begin
5383 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5384 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5385 end;
5387 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5388 var
5389 AX, AY: Integer;
5390 begin
5391 if NetInterpLevel < 1 then
5392 begin
5393 FObj.X := XTo;
5394 FObj.Y := YTo;
5395 end
5396 else
5397 begin
5398 FXTo := XTo;
5399 FYTo := YTo;
5401 AX := Abs(FXTo - FObj.X);
5402 AY := Abs(FYTo - FObj.Y);
5403 if (AX > 32) or (AX <= NetInterpLevel) then
5404 FObj.X := FXTo;
5405 if (AY > 32) or (AY <= NetInterpLevel) then
5406 FObj.Y := FYTo;
5407 end;
5408 end;
5410 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5411 begin
5412 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5413 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5414 PANEL_LIFTUP, False) then Result := -1
5415 else
5416 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5417 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5418 PANEL_LIFTDOWN, False) then Result := 1
5419 else Result := 0;
5420 end;
5422 function TPlayer.GetFlag(Flag: Byte): Boolean;
5423 var
5424 s, ts: String;
5425 evtype: Byte;
5426 begin
5427 Result := False;
5429 if Flag = FLAG_NONE then
5430 Exit;
5432 if not g_Game_IsServer then Exit;
5434 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5435 if (Flag = FTeam) and
5436 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5437 (FFlag <> FLAG_NONE) then
5438 begin
5439 if FFlag = FLAG_RED then
5440 s := _lc[I_PLAYER_FLAG_RED]
5441 else
5442 s := _lc[I_PLAYER_FLAG_BLUE];
5444 evtype := FLAG_STATE_SCORED;
5446 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5447 Insert('.', ts, Length(ts) + 1 - 3);
5448 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5450 g_Map_ResetFlag(FFlag);
5451 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5453 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5455 Result := True;
5456 if g_Game_IsNet then
5457 begin
5458 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5459 MH_SEND_GameStats;
5460 end;
5462 gFlags[FFlag].CaptureTime := 0;
5463 SetFlag(FLAG_NONE);
5464 Exit;
5465 end;
5467 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5468 if (Flag = FTeam) and
5469 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5470 begin
5471 if Flag = FLAG_RED then
5472 s := _lc[I_PLAYER_FLAG_RED]
5473 else
5474 s := _lc[I_PLAYER_FLAG_BLUE];
5476 evtype := FLAG_STATE_RETURNED;
5477 gFlags[Flag].CaptureTime := 0;
5479 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5481 g_Map_ResetFlag(Flag);
5482 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5484 Result := True;
5485 if g_Game_IsNet then
5486 begin
5487 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5488 MH_SEND_GameStats;
5489 end;
5490 Exit;
5491 end;
5493 // Ïîäîáðàë ÷óæîé ôëàã:
5494 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5495 begin
5496 SetFlag(Flag);
5498 if Flag = FLAG_RED then
5499 s := _lc[I_PLAYER_FLAG_RED]
5500 else
5501 s := _lc[I_PLAYER_FLAG_BLUE];
5503 evtype := FLAG_STATE_CAPTURED;
5505 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5507 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5509 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5511 Result := True;
5512 if g_Game_IsNet then
5513 begin
5514 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5515 MH_SEND_GameStats;
5516 end;
5517 end;
5518 end;
5520 procedure TPlayer.SetFlag(Flag: Byte);
5521 begin
5522 FFlag := Flag;
5523 if FModel <> nil then
5524 FModel.SetFlag(FFlag);
5525 end;
5527 function TPlayer.DropFlag(): Boolean;
5528 var
5529 s: String;
5530 begin
5531 Result := False;
5532 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5533 Exit;
5534 FTime[T_FLAGCAP] := gTime + 2000;
5535 with gFlags[FFlag] do
5536 begin
5537 Obj.X := FObj.X;
5538 Obj.Y := FObj.Y;
5539 Direction := FDirection;
5540 State := FLAG_STATE_DROPPED;
5541 Count := FLAG_TIME;
5542 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5543 (FObj.Vel.Y div 2)-2+Random(5));
5544 positionChanged(); // this updates spatial accelerators
5546 if FFlag = FLAG_RED then
5547 s := _lc[I_PLAYER_FLAG_RED]
5548 else
5549 s := _lc[I_PLAYER_FLAG_BLUE];
5551 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5552 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5554 if g_Game_IsNet then
5555 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5556 end;
5557 SetFlag(FLAG_NONE);
5558 Result := True;
5559 end;
5561 procedure TPlayer.GetSecret();
5562 begin
5563 Inc(FSecrets);
5564 end;
5566 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5567 begin
5568 Assert(Key <= High(FKeys));
5570 FKeys[Key].Pressed := True;
5571 FKeys[Key].Time := Time;
5572 end;
5574 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5575 begin
5576 Result := FKeys[K].Pressed;
5577 end;
5579 procedure TPlayer.ReleaseKeys();
5580 var
5581 a: Integer;
5582 begin
5583 for a := Low(FKeys) to High(FKeys) do
5584 begin
5585 FKeys[a].Pressed := False;
5586 FKeys[a].Time := 0;
5587 end;
5588 end;
5590 procedure TPlayer.OnDamage(Angle: SmallInt);
5591 begin
5592 end;
5594 function TPlayer.firediry(): Integer;
5595 begin
5596 if FKeys[KEY_UP].Pressed then Result := -42
5597 else if FKeys[KEY_DOWN].Pressed then Result := 19
5598 else Result := 0;
5599 end;
5601 procedure TPlayer.RememberState();
5602 var
5603 i: Integer;
5604 begin
5605 FSavedState.Health := FHealth;
5606 FSavedState.Armor := FArmor;
5607 FSavedState.Air := FAir;
5608 FSavedState.JetFuel := FJetFuel;
5609 FSavedState.CurrWeap := FCurrWeap;
5610 FSavedState.NextWeap := FNextWeap;
5611 FSavedState.NextWeapDelay := FNextWeapDelay;
5613 for i := 0 to 3 do
5614 FSavedState.Ammo[i] := FAmmo[i];
5615 for i := 0 to 3 do
5616 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5618 FSavedState.Rulez := FRulez;
5619 FSavedState.WaitRecall := True;
5620 end;
5622 procedure TPlayer.RecallState();
5623 var
5624 i: Integer;
5625 begin
5626 if not FSavedState.WaitRecall then Exit;
5628 FHealth := FSavedState.Health;
5629 FArmor := FSavedState.Armor;
5630 FAir := FSavedState.Air;
5631 FJetFuel := FSavedState.JetFuel;
5632 FCurrWeap := FSavedState.CurrWeap;
5633 FNextWeap := FSavedState.NextWeap;
5634 FNextWeapDelay := FSavedState.NextWeapDelay;
5636 for i := 0 to 3 do
5637 FAmmo[i] := FSavedState.Ammo[i];
5638 for i := 0 to 3 do
5639 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5641 FRulez := FSavedState.Rulez;
5642 FSavedState.WaitRecall := False;
5644 if gGameSettings.GameType = GT_SERVER then
5645 MH_SEND_PlayerStats(FUID);
5646 end;
5648 procedure TPlayer.SaveState (st: TStream);
5649 var
5650 i: Integer;
5651 b: Byte;
5652 begin
5653 // Ñèãíàòóðà èãðîêà
5654 utils.writeSign(st, 'PLYR');
5655 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5656 // Áîò èëè ÷åëîâåê
5657 utils.writeBool(st, FIamBot);
5658 // UID èãðîêà
5659 utils.writeInt(st, Word(FUID));
5660 // Èìÿ èãðîêà
5661 utils.writeStr(st, FName);
5662 // Êîìàíäà
5663 utils.writeInt(st, Byte(FTeam));
5664 // Æèâ ëè
5665 utils.writeBool(st, FAlive);
5666 // Èçðàñõîäîâàë ëè âñå æèçíè
5667 utils.writeBool(st, FNoRespawn);
5668 // Íàïðàâëåíèå
5669 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
5670 utils.writeInt(st, Byte(b));
5671 // Çäîðîâüå
5672 utils.writeInt(st, LongInt(FHealth));
5673 // Æèçíè
5674 utils.writeInt(st, Byte(FLives));
5675 // Áðîíÿ
5676 utils.writeInt(st, LongInt(FArmor));
5677 // Çàïàñ âîçäóõà
5678 utils.writeInt(st, LongInt(FAir));
5679 // Çàïàñ ãîðþ÷åãî
5680 utils.writeInt(st, LongInt(FJetFuel));
5681 // Áîëü
5682 utils.writeInt(st, LongInt(FPain));
5683 // Óáèë
5684 utils.writeInt(st, LongInt(FKills));
5685 // Óáèë ìîíñòðîâ
5686 utils.writeInt(st, LongInt(FMonsterKills));
5687 // Ôðàãîâ
5688 utils.writeInt(st, LongInt(FFrags));
5689 // Ôðàãîâ ïîäðÿä
5690 utils.writeInt(st, Byte(FFragCombo));
5691 // Âðåìÿ ïîñëåäíåãî ôðàãà
5692 utils.writeInt(st, LongWord(FLastFrag));
5693 // Ñìåðòåé
5694 utils.writeInt(st, LongInt(FDeath));
5695 // Êàêîé ôëàã íåñåò
5696 utils.writeInt(st, Byte(FFlag));
5697 // Íàøåë ñåêðåòîâ
5698 utils.writeInt(st, LongInt(FSecrets));
5699 // Òåêóùåå îðóæèå
5700 utils.writeInt(st, Byte(FCurrWeap));
5701 // Æåëàåìîå îðóæèå
5702 utils.writeInt(st, Word(FNextWeap));
5703 // ...è ïàóçà
5704 utils.writeInt(st, Byte(FNextWeapDelay));
5705 // Âðåìÿ çàðÿäêè BFG
5706 utils.writeInt(st, SmallInt(FBFGFireCounter));
5707 // Áóôåð óðîíà
5708 utils.writeInt(st, LongInt(FDamageBuffer));
5709 // Ïîñëåäíèé óäàðèâøèé
5710 utils.writeInt(st, Word(FLastSpawnerUID));
5711 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5712 utils.writeInt(st, Byte(FLastHit));
5713 // Îáúåêò èãðîêà
5714 Obj_SaveState(st, @FObj);
5715 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5716 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
5717 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5718 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
5719 // Íàëè÷èå îðóæèÿ
5720 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
5721 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5722 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
5723 // Íàëè÷èå ðþêçàêà
5724 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
5725 // Íàëè÷èå êðàñíîãî êëþ÷à
5726 utils.writeBool(st, (R_KEY_RED in FRulez));
5727 // Íàëè÷èå çåëåíîãî êëþ÷à
5728 utils.writeBool(st, (R_KEY_GREEN in FRulez));
5729 // Íàëè÷èå ñèíåãî êëþ÷à
5730 utils.writeBool(st, (R_KEY_BLUE in FRulez));
5731 // Íàëè÷èå áåðñåðêà
5732 utils.writeBool(st, (R_BERSERK in FRulez));
5733 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5734 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
5735 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5736 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
5737 // Íàçâàíèå ìîäåëè
5738 utils.writeStr(st, FModel.Name);
5739 // Öâåò ìîäåëè
5740 utils.writeInt(st, Byte(FColor.R));
5741 utils.writeInt(st, Byte(FColor.G));
5742 utils.writeInt(st, Byte(FColor.B));
5743 end;
5746 procedure TPlayer.LoadState (st: TStream);
5747 var
5748 i: Integer;
5749 str: String;
5750 b: Byte;
5751 begin
5752 assert(st <> nil);
5754 // Ñèãíàòóðà èãðîêà
5755 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
5756 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
5757 // Áîò èëè ÷åëîâåê:
5758 FIamBot := utils.readBool(st);
5759 // UID èãðîêà
5760 FUID := utils.readWord(st);
5761 // Èìÿ èãðîêà
5762 str := utils.readStr(st);
5763 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
5764 // Êîìàíäà
5765 FTeam := utils.readByte(st);
5766 // Æèâ ëè
5767 FAlive := utils.readBool(st);
5768 // Èçðàñõîäîâàë ëè âñå æèçíè
5769 FNoRespawn := utils.readBool(st);
5770 // Íàïðàâëåíèå
5771 b := utils.readByte(st);
5772 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
5773 // Çäîðîâüå
5774 FHealth := utils.readLongInt(st);
5775 // Æèçíè
5776 FLives := utils.readByte(st);
5777 // Áðîíÿ
5778 FArmor := utils.readLongInt(st);
5779 // Çàïàñ âîçäóõà
5780 FAir := utils.readLongInt(st);
5781 // Çàïàñ ãîðþ÷åãî
5782 FJetFuel := utils.readLongInt(st);
5783 // Áîëü
5784 FPain := utils.readLongInt(st);
5785 // Óáèë
5786 FKills := utils.readLongInt(st);
5787 // Óáèë ìîíñòðîâ
5788 FMonsterKills := utils.readLongInt(st);
5789 // Ôðàãîâ
5790 FFrags := utils.readLongInt(st);
5791 // Ôðàãîâ ïîäðÿä
5792 FFragCombo := utils.readByte(st);
5793 // Âðåìÿ ïîñëåäíåãî ôðàãà
5794 FLastFrag := utils.readLongWord(st);
5795 // Ñìåðòåé
5796 FDeath := utils.readLongInt(st);
5797 // Êàêîé ôëàã íåñåò
5798 FFlag := utils.readByte(st);
5799 // Íàøåë ñåêðåòîâ
5800 FSecrets := utils.readLongInt(st);
5801 // Òåêóùåå îðóæèå
5802 FCurrWeap := utils.readByte(st);
5803 // Æåëàåìîå îðóæèå
5804 FNextWeap := utils.readWord(st);
5805 // ...è ïàóçà
5806 FNextWeapDelay := utils.readByte(st);
5807 // Âðåìÿ çàðÿäêè BFG
5808 FBFGFireCounter := utils.readSmallInt(st);
5809 // Áóôåð óðîíà
5810 FDamageBuffer := utils.readLongInt(st);
5811 // Ïîñëåäíèé óäàðèâøèé
5812 FLastSpawnerUID := utils.readWord(st);
5813 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5814 FLastHit := utils.readByte(st);
5815 // Îáúåêò èãðîêà
5816 Obj_LoadState(@FObj, st);
5817 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5818 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
5819 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5820 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
5821 // Íàëè÷èå îðóæèÿ
5822 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
5823 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5824 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
5825 // Íàëè÷èå ðþêçàêà
5826 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
5827 // Íàëè÷èå êðàñíîãî êëþ÷à
5828 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
5829 // Íàëè÷èå çåëåíîãî êëþ÷à
5830 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
5831 // Íàëè÷èå ñèíåãî êëþ÷à
5832 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
5833 // Íàëè÷èå áåðñåðêà
5834 if utils.readBool(st) then Include(FRulez, R_BERSERK);
5835 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5836 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
5837 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5838 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
5839 // Íàçâàíèå ìîäåëè
5840 str := utils.readStr(st);
5841 // Öâåò ìîäåëè
5842 FColor.R := utils.readByte(st);
5843 FColor.G := utils.readByte(st);
5844 FColor.B := utils.readByte(st);
5845 if (self = gPlayer1) then
5846 begin
5847 str := gPlayer1Settings.Model;
5848 FColor := gPlayer1Settings.Color;
5849 end
5850 else if (self = gPlayer2) then
5851 begin
5852 str := gPlayer2Settings.Model;
5853 FColor := gPlayer2Settings.Color;
5854 end;
5855 // Îáíîâëÿåì ìîäåëü èãðîêà
5856 SetModel(str);
5857 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5858 FModel.Color := TEAMCOLOR[FTeam]
5859 else
5860 FModel.Color := FColor;
5861 end;
5864 procedure TPlayer.AllRulez(Health: Boolean);
5865 var
5866 a: Integer;
5867 begin
5868 if Health then
5869 begin
5870 FHealth := PLAYER_HP_LIMIT;
5871 FArmor := PLAYER_AP_LIMIT;
5872 Exit;
5873 end;
5875 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
5876 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
5877 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5878 end;
5880 procedure TPlayer.RestoreHealthArmor();
5881 begin
5882 FHealth := PLAYER_HP_LIMIT;
5883 FArmor := PLAYER_AP_LIMIT;
5884 end;
5886 procedure TPlayer.FragCombo();
5887 var
5888 Param: Integer;
5889 begin
5890 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5891 Exit;
5892 if gTime - FLastFrag < FRAG_COMBO_TIME then
5893 begin
5894 if FFragCombo < 5 then
5895 Inc(FFragCombo);
5896 Param := FUID or (FFragCombo shl 16);
5897 if (FComboEvnt >= Low(gDelayedEvents)) and
5898 (FComboEvnt <= High(gDelayedEvents)) and
5899 gDelayedEvents[FComboEvnt].Pending and
5900 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5901 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5902 begin
5903 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5904 gDelayedEvents[FComboEvnt].DENum := Param;
5905 end
5906 else
5907 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5908 end
5909 else
5910 FFragCombo := 1;
5912 FLastFrag := gTime;
5913 end;
5915 procedure TPlayer.GiveItem(ItemType: Byte);
5916 begin
5917 case ItemType of
5918 ITEM_SUIT:
5919 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5920 begin
5921 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5922 end;
5924 ITEM_OXYGEN:
5925 if FAir < AIR_MAX then
5926 begin
5927 FAir := AIR_MAX;
5928 end;
5930 ITEM_MEDKIT_BLACK:
5931 begin
5932 if not (R_BERSERK in FRulez) then
5933 begin
5934 Include(FRulez, R_BERSERK);
5935 if FBFGFireCounter < 1 then
5936 begin
5937 FCurrWeap := WEAPON_KASTET;
5938 resetWeaponQueue();
5939 FModel.SetWeapon(WEAPON_KASTET);
5940 end;
5941 if gFlash <> 0 then
5942 Inc(FPain, 100);
5943 FBerserk := gTime+30000;
5944 end;
5945 if FHealth < PLAYER_HP_SOFT then
5946 begin
5947 FHealth := PLAYER_HP_SOFT;
5948 FBerserk := gTime+30000;
5949 end;
5950 end;
5952 ITEM_INVUL:
5953 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5954 begin
5955 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5956 end;
5958 ITEM_INVIS:
5959 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
5960 begin
5961 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
5962 end;
5964 ITEM_JETPACK:
5965 if FJetFuel < JET_MAX then
5966 begin
5967 FJetFuel := JET_MAX;
5968 end;
5970 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
5971 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
5973 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
5974 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5976 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
5977 ITEM_SPHERE_WHITE:
5978 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
5979 begin
5980 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
5981 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5982 end;
5984 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
5985 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
5986 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
5987 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
5988 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
5989 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
5990 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
5991 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
5992 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
5994 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5995 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
5996 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5997 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
5998 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5999 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6000 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6001 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6002 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6004 ITEM_AMMO_BACKPACK:
6005 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6006 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6007 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6008 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6009 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6010 begin
6011 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6012 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6013 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6014 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6015 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6017 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6018 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6019 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6020 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6022 FRulez := FRulez + [R_ITEM_BACKPACK];
6023 end;
6025 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6026 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6027 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6029 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6030 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6032 else
6033 Exit;
6034 end;
6035 if g_Game_IsNet and g_Game_IsServer then
6036 MH_SEND_PlayerStats(FUID);
6037 end;
6039 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6040 var
6041 id, i: DWORD;
6042 Anim: TAnimation;
6043 begin
6044 if (Random(5) = 1) and (Times = 1) then
6045 Exit;
6047 if BodyInLiquid(0, 0) then
6048 begin
6049 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6050 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6051 if Random(2) = 0 then
6052 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6053 else
6054 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6055 Exit;
6056 end;
6058 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6059 begin
6060 for i := 1 to Times do
6061 begin
6062 Anim := TAnimation.Create(id, False, 3);
6063 Anim.Alpha := 150;
6064 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6065 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6066 Anim.Free();
6067 end;
6068 end;
6069 end;
6071 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6072 var
6073 id, i: DWORD;
6074 Anim: TAnimation;
6075 begin
6076 if (Random(10) = 1) and (Times = 1) then
6077 Exit;
6079 if g_Frames_Get(id, 'FRAMES_FLAME') then
6080 begin
6081 for i := 1 to Times do
6082 begin
6083 Anim := TAnimation.Create(id, False, 3);
6084 Anim.Alpha := 0;
6085 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6086 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6087 Anim.Free();
6088 end;
6089 end;
6090 end;
6092 procedure TPlayer.PauseSounds(Enable: Boolean);
6093 begin
6094 FSawSound.Pause(Enable);
6095 FSawSoundIdle.Pause(Enable);
6096 FSawSoundHit.Pause(Enable);
6097 FSawSoundSelect.Pause(Enable);
6098 end;
6100 { T C o r p s e : }
6102 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6103 begin
6104 g_Obj_Init(@FObj);
6105 FObj.X := X;
6106 FObj.Y := Y;
6107 FObj.Rect := PLAYER_CORPSERECT;
6108 FModelName := ModelName;
6109 FMess := aMess;
6111 if FMess then
6112 begin
6113 FState := CORPSE_STATE_MESS;
6114 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6115 end
6116 else
6117 begin
6118 FState := CORPSE_STATE_NORMAL;
6119 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6120 end;
6121 end;
6123 destructor TCorpse.Destroy();
6124 begin
6125 FAnimation.Free();
6127 inherited;
6128 end;
6130 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6132 procedure TCorpse.positionChanged (); inline; begin end;
6134 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6135 begin
6136 if (dx <> 0) or (dy <> 0) then
6137 begin
6138 FObj.X += dx;
6139 FObj.Y += dy;
6140 positionChanged();
6141 end;
6142 end;
6145 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6146 begin
6147 x := FObj.X+PLAYER_CORPSERECT.X;
6148 y := FObj.Y+PLAYER_CORPSERECT.Y;
6149 w := PLAYER_CORPSERECT.Width;
6150 h := PLAYER_CORPSERECT.Height;
6151 end;
6154 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6155 var
6156 pm: TPlayerModel;
6157 begin
6158 if FState = CORPSE_STATE_REMOVEME then
6159 Exit;
6161 FDamage := FDamage + Value;
6163 if FDamage > 150 then
6164 begin
6165 if FAnimation <> nil then
6166 begin
6167 FAnimation.Free();
6168 FAnimation := nil;
6170 FState := CORPSE_STATE_REMOVEME;
6172 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6173 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6174 FModelName, FColor);
6175 // Çâóê ìÿñà îò òðóïà:
6176 pm := g_PlayerModel_Get(FModelName);
6177 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6178 pm.Free;
6179 end;
6180 end
6181 else
6182 begin
6183 FObj.Vel.X := FObj.Vel.X + vx;
6184 FObj.Vel.Y := FObj.Vel.Y + vy;
6185 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6186 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6187 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6188 150, 0, 0);
6189 end;
6190 end;
6192 procedure TCorpse.Draw();
6193 begin
6194 if FState = CORPSE_STATE_REMOVEME then
6195 Exit;
6197 if FAnimation <> nil then
6198 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6200 if FAnimationMask <> nil then
6201 begin
6202 e_Colors := FColor;
6203 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6204 e_Colors.R := 255;
6205 e_Colors.G := 255;
6206 e_Colors.B := 255;
6207 end;
6208 end;
6210 procedure TCorpse.Update();
6211 var
6212 st: Word;
6213 begin
6214 if FState = CORPSE_STATE_REMOVEME then
6215 Exit;
6217 if gTime mod (GAME_TICK*2) <> 0 then
6218 begin
6219 g_Obj_Move(@FObj, True, True, True);
6220 positionChanged(); // this updates spatial accelerators
6221 Exit;
6222 end;
6224 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6225 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6227 st := g_Obj_Move(@FObj, True, True, True);
6228 positionChanged(); // this updates spatial accelerators
6230 if WordBool(st and MOVE_FALLOUT) then
6231 begin
6232 FState := CORPSE_STATE_REMOVEME;
6233 Exit;
6234 end;
6236 if FAnimation <> nil then
6237 FAnimation.Update();
6238 if FAnimationMask <> nil then
6239 FAnimationMask.Update();
6240 end;
6243 procedure TCorpse.SaveState (st: TStream);
6244 var
6245 anim: Boolean;
6246 begin
6247 assert(st <> nil);
6249 // Ñèãíàòóðà òðóïà
6250 utils.writeSign(st, 'CORP');
6251 utils.writeInt(st, Byte(0));
6252 // Ñîñòîÿíèå
6253 utils.writeInt(st, Byte(FState));
6254 // Íàêîïëåííûé óðîí
6255 utils.writeInt(st, Byte(FDamage));
6256 // Öâåò
6257 utils.writeInt(st, Byte(FColor.R));
6258 utils.writeInt(st, Byte(FColor.G));
6259 utils.writeInt(st, Byte(FColor.B));
6260 // Îáúåêò òðóïà
6261 Obj_SaveState(st, @FObj);
6262 // Åñòü ëè àíèìàöèÿ
6263 anim := (FAnimation <> nil);
6264 utils.writeBool(st, anim);
6265 // Åñëè åñòü - ñîõðàíÿåì
6266 if anim then FAnimation.SaveState(st);
6267 // Åñòü ëè ìàñêà àíèìàöèè
6268 anim := (FAnimationMask <> nil);
6269 utils.writeBool(st, anim);
6270 // Åñëè åñòü - ñîõðàíÿåì
6271 if anim then FAnimationMask.SaveState(st);
6272 end;
6275 procedure TCorpse.LoadState (st: TStream);
6276 var
6277 anim: Boolean;
6278 begin
6279 assert(st <> nil);
6281 // Ñèãíàòóðà òðóïà
6282 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6283 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6284 // Ñîñòîÿíèå
6285 FState := utils.readByte(st);
6286 // Íàêîïëåííûé óðîí
6287 FDamage := utils.readByte(st);
6288 // Öâåò
6289 FColor.R := utils.readByte(st);
6290 FColor.G := utils.readByte(st);
6291 FColor.B := utils.readByte(st);
6292 // Îáúåêò òðóïà
6293 Obj_LoadState(@FObj, st);
6294 // Åñòü ëè àíèìàöèÿ
6295 anim := utils.readBool(st);
6296 // Åñëè åñòü - çàãðóæàåì
6297 if anim then
6298 begin
6299 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6300 FAnimation.LoadState(st);
6301 end;
6302 // Åñòü ëè ìàñêà àíèìàöèè
6303 anim := utils.readBool(st);
6304 // Åñëè åñòü - çàãðóæàåì
6305 if anim then
6306 begin
6307 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6308 FAnimationMask.LoadState(st);
6309 end;
6310 end;
6312 { T B o t : }
6314 constructor TBot.Create();
6315 var
6316 a: Integer;
6317 begin
6318 inherited Create();
6320 FPhysics := True;
6321 FSpectator := False;
6322 FGhost := False;
6324 FIamBot := True;
6326 Inc(gNumBots);
6328 for a := WP_FIRST to WP_LAST do
6329 begin
6330 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6331 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6332 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6333 end;
6334 end;
6336 destructor TBot.Destroy();
6337 begin
6338 Dec(gNumBots);
6339 inherited Destroy();
6340 end;
6342 procedure TBot.Draw();
6343 begin
6344 inherited Draw();
6346 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6347 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6348 end;
6350 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6351 begin
6352 inherited Respawn(Silent, Force);
6354 FAIFlags := nil;
6355 FSelectedWeapon := FCurrWeap;
6356 resetWeaponQueue();
6357 FTargetUID := 0;
6358 end;
6360 procedure TBot.UpdateCombat();
6361 type
6362 TTarget = record
6363 UID: Word;
6364 X, Y: Integer;
6365 Rect: TRectWH;
6366 cX, cY: Integer;
6367 Dist: Word;
6368 Line: Boolean;
6369 Visible: Boolean;
6370 IsPlayer: Boolean;
6371 end;
6373 TTargetRecord = array of TTarget;
6375 function Compare(a, b: TTarget): Integer;
6376 begin
6377 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6378 Result := -1
6379 else
6380 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6381 Result := 1
6382 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6383 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6384 begin
6385 if a.Dist > b.Dist then // B áëèæå
6386 Result := 1
6387 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6388 Result := -1;
6389 end
6390 else // Ñòðàííî -> A
6391 Result := -1;
6392 end;
6394 var
6395 a, x1, y1, x2, y2: Integer;
6396 targets: TTargetRecord;
6397 ammo: Word;
6398 Target, BestTarget: TTarget;
6399 firew, fireh: Integer;
6400 angle: SmallInt;
6401 mon: TMonster;
6402 pla, tpla: TPlayer;
6403 vsPlayer, vsMonster, ok: Boolean;
6406 function monsUpdate (mon: TMonster): Boolean;
6407 begin
6408 result := false; // don't stop
6409 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6410 begin
6411 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6413 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6414 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6416 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6417 if g_TraceVector(x1, y1, x2, y2) then
6418 begin
6419 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6420 SetLength(targets, Length(targets)+1);
6421 with targets[High(targets)] do
6422 begin
6423 UID := mon.UID;
6424 X := mon.Obj.X;
6425 Y := mon.Obj.Y;
6426 cX := x2;
6427 cY := y2;
6428 Rect := mon.Obj.Rect;
6429 Dist := g_PatchLength(x1, y1, x2, y2);
6430 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6431 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6432 Visible := True;
6433 IsPlayer := False;
6434 end;
6435 end;
6436 end;
6437 end;
6439 begin
6440 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6441 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6443 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6444 if FCurrWeap <> FSelectedWeapon then
6445 NextWeapon();
6447 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6448 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6449 begin
6450 RemoveAIFlag('NEEDFIRE');
6452 case FCurrWeap of
6453 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6454 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6455 else PressKey(KEY_FIRE);
6456 end;
6457 end;
6459 // Êîîðäèíàòû ñòâîëà:
6460 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6461 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6463 Target.UID := FTargetUID;
6465 ok := False;
6466 if Target.UID <> 0 then
6467 begin // Öåëü åñòü - íàñòðàèâàåì
6468 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6469 vsPlayer then
6470 begin // Èãðîê
6471 tpla := g_Player_Get(Target.UID);
6472 if tpla <> nil then
6473 with tpla do
6474 begin
6475 if (@FObj) <> nil then
6476 begin
6477 Target.X := FObj.X;
6478 Target.Y := FObj.Y;
6479 end;
6480 end;
6482 Target.cX := Target.X + PLAYER_RECT_CX;
6483 Target.cY := Target.Y + PLAYER_RECT_CY;
6484 Target.Rect := PLAYER_RECT;
6485 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6486 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6487 (y1-4 > Target.Y+PLAYER_RECT.Y);
6488 Target.IsPlayer := True;
6489 ok := True;
6490 end
6491 else
6492 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6493 vsMonster then
6494 begin // Ìîíñòð
6495 mon := g_Monsters_ByUID(Target.UID);
6496 if mon <> nil then
6497 begin
6498 Target.X := mon.Obj.X;
6499 Target.Y := mon.Obj.Y;
6501 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6502 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6503 Target.Rect := mon.Obj.Rect;
6504 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6505 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6506 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6507 Target.IsPlayer := False;
6508 ok := True;
6509 end;
6510 end;
6511 end;
6513 if not ok then
6514 begin // Öåëè íåò - îáíóëÿåì
6515 Target.X := 0;
6516 Target.Y := 0;
6517 Target.cX := 0;
6518 Target.cY := 0;
6519 Target.Visible := False;
6520 Target.Line := False;
6521 Target.IsPlayer := False;
6522 end;
6524 targets := nil;
6526 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6527 if (not Target.Line) or (not Target.Visible) then
6528 begin
6529 // Èãðîêè:
6530 if vsPlayer then
6531 for a := 0 to High(gPlayers) do
6532 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6533 (gPlayers[a].FUID <> FUID) and
6534 (not SameTeam(FUID, gPlayers[a].FUID)) and
6535 (not gPlayers[a].NoTarget) and
6536 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6537 begin
6538 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6539 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6540 Continue;
6542 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6543 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6545 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6546 if g_TraceVector(x1, y1, x2, y2) then
6547 begin
6548 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6549 SetLength(targets, Length(targets)+1);
6550 with targets[High(targets)] do
6551 begin
6552 UID := gPlayers[a].FUID;
6553 X := gPlayers[a].FObj.X;
6554 Y := gPlayers[a].FObj.Y;
6555 cX := x2;
6556 cY := y2;
6557 Rect := PLAYER_RECT;
6558 Dist := g_PatchLength(x1, y1, x2, y2);
6559 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6560 (y1-4 > Target.Y+PLAYER_RECT.Y);
6561 Visible := True;
6562 IsPlayer := True;
6563 end;
6564 end;
6565 end;
6567 // Ìîíñòðû:
6568 if vsMonster then g_Mons_ForEach(monsUpdate);
6569 end;
6571 // Åñëè åñòü âîçìîæíûå öåëè:
6572 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6573 if targets <> nil then
6574 begin
6575 // Âûáèðàåì íàèëó÷øóþ öåëü:
6576 BestTarget := targets[0];
6577 if Length(targets) > 1 then
6578 for a := 1 to High(targets) do
6579 if Compare(BestTarget, targets[a]) = 1 then
6580 BestTarget := targets[a];
6582 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6583 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6584 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6585 begin
6586 Target := BestTarget;
6588 if (Healthy() = 3) or ((Healthy() = 2)) then
6589 begin // Åñëè çäîðîâû - äîãîíÿåì
6590 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6591 SetAIFlag('GORIGHT', '1');
6592 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6593 SetAIFlag('GOLEFT', '1');
6594 end
6595 else
6596 begin // Åñëè ïîáèòû - óáåãàåì
6597 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6598 SetAIFlag('GORIGHT', '1');
6599 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6600 SetAIFlag('GOLEFT', '1');
6601 end;
6603 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6604 SelectWeapon(Abs(x1-Target.cX));
6605 end;
6606 end;
6608 // Åñëè åñòü öåëü:
6609 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6610 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6611 if Target.UID <> 0 then
6612 begin
6613 if not TargetOnScreen(Target.X + Target.Rect.X,
6614 Target.Y + Target.Rect.Y) then
6615 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6616 if (Healthy() = 3) or ((Healthy() = 2)) then
6617 begin // Åñëè çäîðîâû - äîãîíÿåì
6618 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6619 SetAIFlag('GORIGHT', '1');
6620 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6621 SetAIFlag('GOLEFT', '1');
6622 end
6623 else
6624 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6625 Target.UID := 0;
6626 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6627 SetAIFlag('GORIGHT', '1');
6628 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6629 SetAIFlag('GOLEFT', '1');
6630 end;
6631 end
6632 else
6633 begin // Öåëü ïîêà íà "ýêðàíå"
6634 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6635 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6636 FLastVisible := gTime;
6637 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6638 if (Abs(FObj.Y-Target.Y) <= 128) then
6639 begin
6640 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6641 SetAIFlag('GORIGHT', '1');
6642 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6643 SetAIFlag('GOLEFT', '1');
6644 end;
6645 end;
6647 // Âûáèðàåì óãîë ââåðõ:
6648 if FDirection = TDirection.D_LEFT then
6649 angle := ANGLE_LEFTUP
6650 else
6651 angle := ANGLE_RIGHTUP;
6653 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6654 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6656 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6657 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6658 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6659 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6660 Target.Rect.Width, Target.Rect.Height) and
6661 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6662 begin // òî íóæíî ñòðåëÿòü ââåðõ
6663 SetAIFlag('NEEDFIRE', '1');
6664 SetAIFlag('NEEDSEEUP', '1');
6665 end;
6667 // Âûáèðàåì óãîë âíèç:
6668 if FDirection = TDirection.D_LEFT then
6669 angle := ANGLE_LEFTDOWN
6670 else
6671 angle := ANGLE_RIGHTDOWN;
6673 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6674 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6676 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6677 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6678 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6679 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6680 Target.Rect.Width, Target.Rect.Height) and
6681 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6682 begin // òî íóæíî ñòðåëÿòü âíèç
6683 SetAIFlag('NEEDFIRE', '1');
6684 SetAIFlag('NEEDSEEDOWN', '1');
6685 end;
6687 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6688 if Target.Visible and
6689 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6690 (y1-4 > Target.Y+Target.Rect.Y) then
6691 begin
6692 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6693 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
6694 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6695 begin // òî íóæíî ñòðåëÿòü âïåðåä
6696 SetAIFlag('NEEDFIRE', '1');
6697 SetAIFlag('NEEDSEEDOWN', '');
6698 SetAIFlag('NEEDSEEUP', '');
6699 end;
6700 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6701 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6702 if GetRnd(FDifficult.CloseJump) then
6703 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6704 if Abs(FObj.X-Target.X) < 128 then
6705 a := 4
6706 else
6707 a := 30;
6708 if Random(a) = 0 then
6709 SetAIFlag('NEEDJUMP', '1');
6710 end;
6711 end;
6713 // Åñëè öåëü âñå åùå åñòü:
6714 if Target.UID <> 0 then
6715 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6716 Target.UID := 0 // òî çàáûòü öåëü
6717 else // Åñëè âèäåëè íåäàâíî
6718 begin // íî öåëü óáèëè
6719 if Target.IsPlayer then
6720 begin // Öåëü - èãðîê
6721 pla := g_Player_Get(Target.UID);
6722 if (pla = nil) or (not pla.alive) or pla.NoTarget or
6723 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6724 Target.UID := 0; // òî çàáûòü öåëü
6725 end
6726 else
6727 begin // Öåëü - ìîíñòð
6728 mon := g_Monsters_ByUID(Target.UID);
6729 if (mon = nil) or (not mon.alive) then
6730 Target.UID := 0; // òî çàáûòü öåëü
6731 end;
6732 end;
6733 end; // if Target.UID <> 0
6735 FTargetUID := Target.UID;
6737 // Åñëè âîçìîæíûõ öåëåé íåò:
6738 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6739 if targets = nil then
6740 if GetAIFlag('ATTACKLEFT') <> '' then
6741 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6742 RemoveAIFlag('ATTACKLEFT');
6744 SetAIFlag('NEEDJUMP', '1');
6746 if RunDirection() = TDirection.D_RIGHT then
6747 begin // Èäåì íå â òó ñòîðîíó
6748 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6749 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6750 SetAIFlag('NEEDFIRE', '1');
6751 SetAIFlag('GOLEFT', '1');
6752 end;
6753 end
6754 else
6755 begin // Èäåì â íóæíóþ ñòîðîíó
6756 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6757 SetAIFlag('NEEDFIRE', '1');
6758 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6759 SetAIFlag('GORIGHT', '1');
6760 end;
6761 end
6762 else
6763 if GetAIFlag('ATTACKRIGHT') <> '' then
6764 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6765 RemoveAIFlag('ATTACKRIGHT');
6767 SetAIFlag('NEEDJUMP', '1');
6769 if RunDirection() = TDirection.D_LEFT then
6770 begin // Èäåì íå â òó ñòîðîíó
6771 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6772 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6773 SetAIFlag('NEEDFIRE', '1');
6774 SetAIFlag('GORIGHT', '1');
6775 end;
6776 end
6777 else
6778 begin
6779 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6780 SetAIFlag('NEEDFIRE', '1');
6781 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6782 SetAIFlag('GOLEFT', '1');
6783 end;
6784 end;
6786 //HACK! (does it belongs there?)
6787 RealizeCurrentWeapon();
6789 // Åñëè åñòü âîçìîæíûå öåëè:
6790 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6791 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6792 for a := 0 to High(targets) do
6793 begin
6794 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6795 if GetRnd(FDifficult.DiagFire) then
6796 begin
6797 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6798 if FDirection = TDirection.D_LEFT then
6799 angle := ANGLE_LEFTUP
6800 else
6801 angle := ANGLE_RIGHTUP;
6803 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6804 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6806 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6807 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6808 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6809 targets[a].Rect.Width, targets[a].Rect.Height) and
6810 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6811 begin
6812 SetAIFlag('NEEDFIRE', '1');
6813 SetAIFlag('NEEDSEEUP', '1');
6814 end;
6816 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6817 if FDirection = TDirection.D_LEFT then
6818 angle := ANGLE_LEFTDOWN
6819 else
6820 angle := ANGLE_RIGHTDOWN;
6822 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6823 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6825 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6826 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6827 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6828 targets[a].Rect.Width, targets[a].Rect.Height) and
6829 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6830 begin
6831 SetAIFlag('NEEDFIRE', '1');
6832 SetAIFlag('NEEDSEEDOWN', '1');
6833 end;
6834 end;
6836 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6837 if targets[a].Line and targets[a].Visible and
6838 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
6839 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
6840 begin
6841 SetAIFlag('NEEDFIRE', '1');
6842 Break;
6843 end;
6844 end;
6846 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6847 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6848 PLAYER_RECT.Width, PLAYER_RECT.Height,
6849 40+GetInterval(FDifficult.Cover, 40)) then
6850 SetAIFlag('NEEDJUMP', '1');
6852 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6853 ammo := GetAmmoByWeapon(FCurrWeap);
6854 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6855 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6856 (ammo = 0) then
6857 SetAIFlag('SELECTWEAPON', '1');
6859 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6860 if GetAIFlag('SELECTWEAPON') = '1' then
6861 begin
6862 SelectWeapon(-1);
6863 RemoveAIFlag('SELECTWEAPON');
6864 end;
6865 end;
6867 procedure TBot.Update();
6868 var
6869 EnableAI: Boolean;
6870 begin
6871 if not FAlive then
6872 begin // Respawn
6873 ReleaseKeys();
6874 PressKey(KEY_UP);
6875 end
6876 else
6877 begin
6878 EnableAI := True;
6880 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6881 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6882 EnableAI := False;
6883 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6884 EnableAI := False;
6885 if g_debug_BotAIOff = 3 then
6886 EnableAI := False;
6888 if EnableAI then
6889 begin
6890 UpdateMove();
6891 UpdateCombat();
6892 end
6893 else
6894 begin
6895 RealizeCurrentWeapon();
6896 end;
6897 end;
6899 inherited Update();
6900 end;
6902 procedure TBot.ReleaseKey(Key: Byte);
6903 begin
6904 with FKeys[Key] do
6905 begin
6906 Pressed := False;
6907 Time := 0;
6908 end;
6909 end;
6911 function TBot.KeyPressed(Key: Word): Boolean;
6912 begin
6913 Result := FKeys[Key].Pressed;
6914 end;
6916 function TBot.GetAIFlag(aName: String20): String20;
6917 var
6918 a: Integer;
6919 begin
6920 Result := '';
6922 aName := LowerCase(aName);
6924 if FAIFlags <> nil then
6925 for a := 0 to High(FAIFlags) do
6926 if LowerCase(FAIFlags[a].Name) = aName then
6927 begin
6928 Result := FAIFlags[a].Value;
6929 Break;
6930 end;
6931 end;
6933 procedure TBot.RemoveAIFlag(aName: String20);
6934 var
6935 a, b: Integer;
6936 begin
6937 if FAIFlags = nil then Exit;
6939 aName := LowerCase(aName);
6941 for a := 0 to High(FAIFlags) do
6942 if LowerCase(FAIFlags[a].Name) = aName then
6943 begin
6944 if a <> High(FAIFlags) then
6945 for b := a to High(FAIFlags)-1 do
6946 FAIFlags[b] := FAIFlags[b+1];
6948 SetLength(FAIFlags, Length(FAIFlags)-1);
6949 Break;
6950 end;
6951 end;
6953 procedure TBot.SetAIFlag(aName, fValue: String20);
6954 var
6955 a: Integer;
6956 ok: Boolean;
6957 begin
6958 a := 0;
6959 ok := False;
6961 aName := LowerCase(aName);
6963 if FAIFlags <> nil then
6964 for a := 0 to High(FAIFlags) do
6965 if LowerCase(FAIFlags[a].Name) = aName then
6966 begin
6967 ok := True;
6968 Break;
6969 end;
6971 if ok then FAIFlags[a].Value := fValue
6972 else
6973 begin
6974 SetLength(FAIFlags, Length(FAIFlags)+1);
6975 with FAIFlags[High(FAIFlags)] do
6976 begin
6977 Name := aName;
6978 Value := fValue;
6979 end;
6980 end;
6981 end;
6983 procedure TBot.UpdateMove;
6985 procedure GoLeft(Time: Word = 1);
6986 begin
6987 ReleaseKey(KEY_LEFT);
6988 ReleaseKey(KEY_RIGHT);
6989 PressKey(KEY_LEFT, Time);
6990 SetDirection(TDirection.D_LEFT);
6991 end;
6993 procedure GoRight(Time: Word = 1);
6994 begin
6995 ReleaseKey(KEY_LEFT);
6996 ReleaseKey(KEY_RIGHT);
6997 PressKey(KEY_RIGHT, Time);
6998 SetDirection(TDirection.D_RIGHT);
6999 end;
7001 function Rnd(a: Word): Boolean;
7002 begin
7003 Result := Random(a) = 0;
7004 end;
7006 procedure Turn(Time: Word = 1200);
7007 begin
7008 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7009 end;
7011 procedure Stop();
7012 begin
7013 ReleaseKey(KEY_LEFT);
7014 ReleaseKey(KEY_RIGHT);
7015 end;
7017 function CanRunLeft(): Boolean;
7018 begin
7019 Result := not CollideLevel(-1, 0);
7020 end;
7022 function CanRunRight(): Boolean;
7023 begin
7024 Result := not CollideLevel(1, 0);
7025 end;
7027 function CanRun(): Boolean;
7028 begin
7029 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7030 end;
7032 procedure Jump(Time: Word = 30);
7033 begin
7034 PressKey(KEY_JUMP, Time);
7035 end;
7037 function NearHole(): Boolean;
7038 var
7039 x, sx: Integer;
7040 begin
7041 { TODO 5 : Ëåñòíèöû }
7042 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7043 for x := 1 to PLAYER_RECT.Width do
7044 if (not StayOnStep(x*sx, 0)) and
7045 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7046 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7047 begin
7048 Result := True;
7049 Exit;
7050 end;
7052 Result := False;
7053 end;
7055 function BorderHole(): Boolean;
7056 var
7057 x, sx, xx: Integer;
7058 begin
7059 { TODO 5 : Ëåñòíèöû }
7060 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7061 for x := 1 to PLAYER_RECT.Width do
7062 if (not StayOnStep(x*sx, 0)) and
7063 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7064 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7065 begin
7066 for xx := x to x+32 do
7067 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7068 begin
7069 Result := True;
7070 Exit;
7071 end;
7072 end;
7074 Result := False;
7075 end;
7077 function NearDeepHole(): Boolean;
7078 var
7079 x, sx, y: Integer;
7080 begin
7081 Result := False;
7083 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7084 y := 3;
7086 for x := 1 to PLAYER_RECT.Width do
7087 if (not StayOnStep(x*sx, 0)) and
7088 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7089 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7090 begin
7091 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7092 begin
7093 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7094 y := y+1;
7095 end;
7097 Result := True;
7098 end else Result := False;
7099 end;
7101 function OverDeepHole(): Boolean;
7102 var
7103 y: Integer;
7104 begin
7105 Result := False;
7107 y := 1;
7108 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7109 begin
7110 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7111 y := y+1;
7112 end;
7114 Result := True;
7115 end;
7117 function OnGround(): Boolean;
7118 begin
7119 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7120 end;
7122 function OnLadder(): Boolean;
7123 begin
7124 Result := FullInStep(0, 0);
7125 end;
7127 function BelowLadder(): Boolean;
7128 begin
7129 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7130 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7131 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7132 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7133 end;
7135 function BelowLiftUp(): Boolean;
7136 begin
7137 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7138 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7139 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7140 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7141 end;
7143 function OnTopLift(): Boolean;
7144 begin
7145 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7146 end;
7148 function CanJumpOver(): Boolean;
7149 var
7150 sx, y: Integer;
7151 begin
7152 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7154 Result := False;
7156 if not CollideLevel(sx, 0) then Exit;
7158 for y := 1 to BOT_MAXJUMP do
7159 if CollideLevel(0, -y) then Exit else
7160 if not CollideLevel(sx, -y) then
7161 begin
7162 Result := True;
7163 Exit;
7164 end;
7165 end;
7167 function CanJumpUp(Dist: ShortInt): Boolean;
7168 var
7169 y, yy: Integer;
7170 c: Boolean;
7171 begin
7172 Result := False;
7174 if CollideLevel(Dist, 0) then Exit;
7176 c := False;
7177 for y := 0 to BOT_MAXJUMP do
7178 if CollideLevel(Dist, -y) then
7179 begin
7180 c := True;
7181 Break;
7182 end;
7184 if not c then Exit;
7186 c := False;
7187 for yy := y+1 to BOT_MAXJUMP do
7188 if not CollideLevel(Dist, -yy) then
7189 begin
7190 c := True;
7191 Break;
7192 end;
7194 if not c then Exit;
7196 c := False;
7197 for y := 0 to BOT_MAXJUMP do
7198 if CollideLevel(0, -y) then
7199 begin
7200 c := True;
7201 Break;
7202 end;
7204 if c then Exit;
7206 if y < yy then Exit;
7208 Result := True;
7209 end;
7211 function IsSafeTrigger(): Boolean;
7212 var
7213 a: Integer;
7214 begin
7215 Result := True;
7216 if gTriggers = nil then
7217 Exit;
7218 for a := 0 to High(gTriggers) do
7219 if Collide(gTriggers[a].X,
7220 gTriggers[a].Y,
7221 gTriggers[a].Width,
7222 gTriggers[a].Height) and
7223 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7224 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7225 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7226 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7227 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7228 Result := False;
7229 end;
7231 begin
7232 // Âîçìîæíî, íàæèìàåì êíîïêó:
7233 if Rnd(16) and IsSafeTrigger() then
7234 PressKey(KEY_OPEN);
7236 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7237 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7238 begin
7239 ReleaseKey(KEY_LEFT);
7240 ReleaseKey(KEY_RIGHT);
7241 Jump();
7242 end;
7244 // Èäåì âëåâî, åñëè íàäî áûëî:
7245 if GetAIFlag('GOLEFT') <> '' then
7246 begin
7247 RemoveAIFlag('GOLEFT');
7248 if CanRunLeft() then
7249 GoLeft(360);
7250 end;
7252 // Èäåì âïðàâî, åñëè íàäî áûëî:
7253 if GetAIFlag('GORIGHT') <> '' then
7254 begin
7255 RemoveAIFlag('GORIGHT');
7256 if CanRunRight() then
7257 GoRight(360);
7258 end;
7260 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7261 if FObj.X < -32 then
7262 GoRight(360)
7263 else
7264 if FObj.X+32 > gMapInfo.Width then
7265 GoLeft(360);
7267 // Ïðûãàåì, åñëè íàäî áûëî:
7268 if GetAIFlag('NEEDJUMP') <> '' then
7269 begin
7270 Jump(0);
7271 RemoveAIFlag('NEEDJUMP');
7272 end;
7274 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7275 if GetAIFlag('NEEDSEEUP') <> '' then
7276 begin
7277 ReleaseKey(KEY_UP);
7278 ReleaseKey(KEY_DOWN);
7279 PressKey(KEY_UP, 20);
7280 RemoveAIFlag('NEEDSEEUP');
7281 end;
7283 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7284 if GetAIFlag('NEEDSEEDOWN') <> '' then
7285 begin
7286 ReleaseKey(KEY_UP);
7287 ReleaseKey(KEY_DOWN);
7288 PressKey(KEY_DOWN, 20);
7289 RemoveAIFlag('NEEDSEEDOWN');
7290 end;
7292 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7293 if GetAIFlag('GOINHOLE') <> '' then
7294 if not OnGround() then
7295 begin
7296 ReleaseKey(KEY_LEFT);
7297 ReleaseKey(KEY_RIGHT);
7298 RemoveAIFlag('GOINHOLE');
7299 SetAIFlag('FALLINHOLE', '1');
7300 end;
7302 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7303 if GetAIFlag('FALLINHOLE') <> '' then
7304 if OnGround() then
7305 RemoveAIFlag('FALLINHOLE');
7307 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7308 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7309 if GetAIFlag('FALLINHOLE') = '' then
7310 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7311 if Rnd(2) then
7312 GoLeft(360)
7313 else
7314 GoRight(360);
7316 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7317 if OnGround() and
7318 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7319 Rnd(8) then
7320 Jump();
7322 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7323 if OnGround() and NearHole() then
7324 if NearDeepHole() then // Åñëè ýòî áåçäíà
7325 case Random(6) of
7326 0..3: Turn(); // Áåæèì îáðàòíî
7327 4: Jump(); // Ïðûãàåì
7328 5: begin // Ïðûãàåì îáðàòíî
7329 Turn();
7330 Jump();
7331 end;
7332 end
7333 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7334 if GetAIFlag('GOINHOLE') = '' then
7335 case Random(6) of
7336 0: Turn(); // Íå íóæíî òóäà
7337 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7338 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7339 if BorderHole() then
7340 SetAIFlag('GOINHOLE', '1');
7341 end;
7343 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7344 if (not CanRun()) and OnGround() then
7345 begin
7346 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7347 if CanJumpOver() or OnLadder() then
7348 Jump()
7349 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7350 if Random(2) = 0 then
7351 begin
7352 if IsSafeTrigger() then
7353 PressKey(KEY_OPEN);
7354 end else
7355 Turn();
7356 end;
7358 // Îñòàëîñü ìàëî âîçäóõà:
7359 if FAir < 36 * 2 then
7360 Jump(20);
7362 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7363 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7364 if BodyInAcid(0, 0) then
7365 Jump();
7366 end;
7368 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7369 begin
7370 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7371 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7372 end;
7374 {function TBot.NeedItem(Item: Byte): Byte;
7375 begin
7376 Result := 4;
7377 end;}
7379 procedure TBot.SelectWeapon(Dist: Integer);
7380 var
7381 a: Integer;
7383 function HaveAmmo(weapon: Byte): Boolean;
7384 begin
7385 case weapon of
7386 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7387 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7388 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7389 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7390 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7391 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7392 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7393 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7394 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7395 else Result := True;
7396 end;
7397 end;
7399 begin
7400 if Dist = -1 then Dist := BOT_LONGDIST;
7402 if Dist > BOT_LONGDIST then
7403 begin // Äàëüíèé áîé
7404 for a := 0 to 9 do
7405 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7406 begin
7407 FSelectedWeapon := FDifficult.WeaponPrior[a];
7408 Break;
7409 end;
7410 end
7411 else //if Dist > BOT_UNSAFEDIST then
7412 begin // Áëèæíèé áîé
7413 for a := 0 to 9 do
7414 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7415 begin
7416 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7417 Break;
7418 end;
7419 end;
7420 { else
7421 begin
7422 for a := 0 to 9 do
7423 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7424 begin
7425 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7426 Break;
7427 end;
7428 end;}
7429 end;
7431 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7432 begin
7433 Result := inherited PickItem(ItemType, force, remove);
7435 if Result then SetAIFlag('SELECTWEAPON', '1');
7436 end;
7438 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7439 begin
7440 Result := inherited Heal(value, Soft);
7441 end;
7443 function TBot.Healthy(): Byte;
7444 begin
7445 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7446 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7447 else if (FHealth > 50) then Result := 2
7448 else if (FHealth > 20) then Result := 1
7449 else Result := 0;
7450 end;
7452 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7453 begin
7454 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7455 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7456 end;
7458 procedure TBot.OnDamage(Angle: SmallInt);
7459 var
7460 pla: TPlayer;
7461 mon: TMonster;
7462 ok: Boolean;
7463 begin
7464 inherited;
7466 if (Angle = 0) or (Angle = 180) then
7467 begin
7468 ok := False;
7469 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7470 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7471 begin // Èãðîê
7472 pla := g_Player_Get(FLastSpawnerUID);
7473 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7474 pla.FObj.Y + PLAYER_RECT.Y);
7475 end
7476 else
7477 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7478 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7479 begin // Ìîíñòð
7480 mon := g_Monsters_ByUID(FLastSpawnerUID);
7481 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7482 mon.Obj.Y + mon.Obj.Rect.Y);
7483 end;
7485 if ok then
7486 if Angle = 0 then
7487 SetAIFlag('ATTACKLEFT', '1')
7488 else
7489 SetAIFlag('ATTACKRIGHT', '1');
7490 end;
7491 end;
7493 function TBot.RunDirection(): TDirection;
7494 begin
7495 if Abs(Vel.X) >= 1 then
7496 begin
7497 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7498 end else
7499 Result := FDirection;
7500 end;
7502 function TBot.GetRnd(a: Byte): Boolean;
7503 begin
7504 if a = 0 then Result := False
7505 else if a = 255 then Result := True
7506 else Result := Random(256) > 255-a;
7507 end;
7509 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7510 begin
7511 Result := Round((255-a)/255*radius*(Random(2)-1));
7512 end;
7515 procedure TDifficult.save (st: TStream);
7516 begin
7517 utils.writeInt(st, Byte(DiagFire));
7518 utils.writeInt(st, Byte(InvisFire));
7519 utils.writeInt(st, Byte(DiagPrecision));
7520 utils.writeInt(st, Byte(FlyPrecision));
7521 utils.writeInt(st, Byte(Cover));
7522 utils.writeInt(st, Byte(CloseJump));
7523 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7524 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7525 end;
7527 procedure TDifficult.load (st: TStream);
7528 begin
7529 DiagFire := utils.readByte(st);
7530 InvisFire := utils.readByte(st);
7531 DiagPrecision := utils.readByte(st);
7532 FlyPrecision := utils.readByte(st);
7533 Cover := utils.readByte(st);
7534 CloseJump := utils.readByte(st);
7535 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7536 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7537 end;
7540 procedure TBot.SaveState (st: TStream);
7541 var
7542 i: Integer;
7543 dw: Integer;
7544 begin
7545 inherited SaveState(st);
7546 utils.writeSign(st, 'BOT0');
7547 // Âûáðàííîå îðóæèå
7548 utils.writeInt(st, Byte(FSelectedWeapon));
7549 // UID öåëè
7550 utils.writeInt(st, Word(FTargetUID));
7551 // Âðåìÿ ïîòåðè öåëè
7552 utils.writeInt(st, LongWord(FLastVisible));
7553 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7554 dw := Length(FAIFlags);
7555 utils.writeInt(st, LongInt(dw));
7556 // Ôëàãè ÈÈ
7557 for i := 0 to dw-1 do
7558 begin
7559 utils.writeStr(st, FAIFlags[i].Name, 20);
7560 utils.writeStr(st, FAIFlags[i].Value, 20);
7561 end;
7562 // Íàñòðîéêè ñëîæíîñòè
7563 FDifficult.save(st);
7564 end;
7567 procedure TBot.LoadState (st: TStream);
7568 var
7569 i: Integer;
7570 dw: Integer;
7571 begin
7572 inherited LoadState(st);
7573 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7574 // Âûáðàííîå îðóæèå
7575 FSelectedWeapon := utils.readByte(st);
7576 // UID öåëè
7577 FTargetUID := utils.readWord(st);
7578 // Âðåìÿ ïîòåðè öåëè
7579 FLastVisible := utils.readLongWord(st);
7580 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7581 dw := utils.readLongInt(st);
7582 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7583 SetLength(FAIFlags, dw);
7584 // Ôëàãè ÈÈ
7585 for i := 0 to dw-1 do
7586 begin
7587 FAIFlags[i].Name := utils.readStr(st, 20);
7588 FAIFlags[i].Value := utils.readStr(st, 20);
7589 end;
7590 // Íàñòðîéêè ñëîæíîñòè
7591 FDifficult.load(st);
7592 end;
7595 begin
7596 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7597 end.