DEADSOFTWARE

mempool is optional now
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) DooM 2D:Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 {$M+}
18 unit g_player;
20 interface
22 uses
23 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 then
2825 if FPain < 50 then
2826 FPain := min(FPain + 25, 50);
2827 end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2829 DidFire := True;
2830 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2831 end;
2833 WEAPON_SAW:
2834 begin
2835 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2836 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2837 begin
2838 FSawSoundSelect.Stop();
2839 FSawSound.Stop();
2840 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2841 end
2842 else if not FSawSoundHit.IsPlaying() then
2843 begin
2844 FSawSoundSelect.Stop();
2845 FSawSound.PlayAt(FObj.X, FObj.Y);
2846 end;
2848 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2849 DidFire := True;
2850 f := True;
2851 end;
2853 WEAPON_PISTOL:
2854 if FAmmo[A_BULLETS] > 0 then
2855 begin
2856 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2857 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2858 Dec(FAmmo[A_BULLETS]);
2859 FFireAngle := FAngle;
2860 f := True;
2861 DidFire := True;
2862 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2863 GameVelX, GameVelY-2, SHELL_BULLET);
2864 end;
2866 WEAPON_SHOTGUN1:
2867 if FAmmo[A_SHELLS] > 0 then
2868 begin
2869 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2870 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2871 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2872 Dec(FAmmo[A_SHELLS]);
2873 FFireAngle := FAngle;
2874 f := True;
2875 DidFire := True;
2876 FShellTimer := 10;
2877 FShellType := SHELL_SHELL;
2878 end;
2880 WEAPON_SHOTGUN2:
2881 if FAmmo[A_SHELLS] >= 2 then
2882 begin
2883 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2884 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2885 Dec(FAmmo[A_SHELLS], 2);
2886 FFireAngle := FAngle;
2887 f := True;
2888 DidFire := True;
2889 FShellTimer := 13;
2890 FShellType := SHELL_DBLSHELL;
2891 end;
2893 WEAPON_CHAINGUN:
2894 if FAmmo[A_BULLETS] > 0 then
2895 begin
2896 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2897 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2898 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2899 Dec(FAmmo[A_BULLETS]);
2900 FFireAngle := FAngle;
2901 f := True;
2902 DidFire := True;
2903 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2904 GameVelX, GameVelY-2, SHELL_BULLET);
2905 end;
2907 WEAPON_ROCKETLAUNCHER:
2908 if FAmmo[A_ROCKETS] > 0 then
2909 begin
2910 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2911 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2912 Dec(FAmmo[A_ROCKETS]);
2913 FFireAngle := FAngle;
2914 f := True;
2915 DidFire := True;
2916 end;
2918 WEAPON_PLASMA:
2919 if FAmmo[A_CELLS] > 0 then
2920 begin
2921 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2922 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2923 Dec(FAmmo[A_CELLS]);
2924 FFireAngle := FAngle;
2925 f := True;
2926 DidFire := True;
2927 end;
2929 WEAPON_BFG:
2930 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2931 begin
2932 FBFGFireCounter := 17;
2933 if not FNoReload then
2934 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2935 Dec(FAmmo[A_CELLS], 40);
2936 DidFire := True;
2937 end;
2939 WEAPON_SUPERPULEMET:
2940 if FAmmo[A_SHELLS] > 0 then
2941 begin
2942 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2943 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2944 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2945 Dec(FAmmo[A_SHELLS]);
2946 FFireAngle := FAngle;
2947 f := True;
2948 DidFire := True;
2949 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2950 GameVelX, GameVelY-2, SHELL_SHELL);
2951 end;
2953 WEAPON_FLAMETHROWER:
2954 if FAmmo[A_FUEL] > 0 then
2955 begin
2956 g_Weapon_flame(wx, wy, xd, yd, FUID);
2957 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2958 Dec(FAmmo[A_FUEL]);
2959 FFireAngle := FAngle;
2960 f := True;
2961 DidFire := True;
2962 end;
2963 end;
2965 if g_Game_IsNet then
2966 begin
2967 if DidFire then
2968 begin
2969 if FCurrWeap <> WEAPON_BFG then
2970 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
2971 else
2972 if not FNoReload then
2973 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
2974 end;
2976 MH_SEND_PlayerStats(FUID);
2977 end;
2979 if not f then Exit;
2981 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
2982 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
2983 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
2984 end;
2986 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
2987 begin
2988 case Weapon of
2989 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
2990 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
2991 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
2992 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
2993 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
2994 else Result := 0;
2995 end;
2996 end;
2998 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
2999 begin
3000 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3001 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3002 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3003 end;
3005 procedure TPlayer.JetpackOn;
3006 begin
3007 FJetSoundFly.Stop;
3008 FJetSoundOff.Stop;
3009 FJetSoundOn.SetPosition(0);
3010 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3011 FlySmoke(8);
3012 end;
3014 procedure TPlayer.JetpackOff;
3015 begin
3016 FJetSoundFly.Stop;
3017 FJetSoundOn.Stop;
3018 FJetSoundOff.SetPosition(0);
3019 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3020 end;
3022 procedure TPlayer.CatchFire(Attacker: Word);
3023 begin
3024 FFireTime := 100;
3025 FFireAttacker := Attacker;
3026 if g_Game_IsNet and g_Game_IsServer then
3027 MH_SEND_PlayerStats(FUID);
3028 end;
3030 procedure TPlayer.Jump();
3031 begin
3032 if gFly or FJetpack then
3033 begin
3034 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3035 if FObj.Vel.Y > -VEL_FLY then
3036 FObj.Vel.Y := FObj.Vel.Y - 3;
3037 if FJetpack then
3038 begin
3039 if FJetFuel > 0 then
3040 Dec(FJetFuel);
3041 if (FJetFuel < 1) and g_Game_IsServer then
3042 begin
3043 FJetpack := False;
3044 JetpackOff;
3045 if g_Game_IsNet then
3046 MH_SEND_PlayerStats(FUID);
3047 end;
3048 end;
3049 Exit;
3050 end;
3052 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3053 if FGhost then
3054 FCanJetpack := False;
3056 // Ïðûãàåì èëè âñïëûâàåì:
3057 if (CollideLevel(0, 1) or
3058 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3059 PLAYER_RECT.Height-33, PANEL_STEP, False)
3060 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3061 begin
3062 FObj.Vel.Y := -VEL_JUMP;
3063 FCanJetpack := False;
3064 end
3065 else
3066 begin
3067 if BodyInLiquid(0, 0) then
3068 FObj.Vel.Y := -VEL_SW
3069 else if (FJetFuel > 0) and FCanJetpack and
3070 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3071 begin
3072 FJetpack := True;
3073 JetpackOn;
3074 if g_Game_IsNet then
3075 MH_SEND_PlayerStats(FUID);
3076 end;
3077 end;
3078 end;
3080 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3081 var
3082 a, i, k, ab, ar: Byte;
3083 s: String;
3084 mon: TMonster;
3085 plr: TPlayer;
3086 srv, netsrv: Boolean;
3087 DoFrags: Boolean;
3088 OldLR: Byte;
3089 KP: TPlayer;
3090 it: PItem;
3092 procedure PushItem(t: Byte);
3093 var
3094 id: DWORD;
3095 begin
3096 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3097 it := g_Items_ByIdx(id);
3098 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3099 begin
3100 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3101 (FObj.Vel.Y div 2)-Random(9));
3102 it.positionChanged(); // this updates spatial accelerators
3103 end
3104 else
3105 begin
3106 if KillType = K_HARDKILL then // -5..+5; -5..0
3107 begin
3108 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3109 (FObj.Vel.Y div 2)-Random(6));
3110 end
3111 else // -3..+3; -3..0
3112 begin
3113 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3114 (FObj.Vel.Y div 2)-Random(4));
3115 end;
3116 it.positionChanged(); // this updates spatial accelerators
3117 end;
3119 if g_Game_IsNet and g_Game_IsServer then
3120 MH_SEND_ItemSpawn(True, id);
3121 end;
3123 begin
3124 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3125 Srv := g_Game_IsServer;
3126 Netsrv := g_Game_IsServer and g_Game_IsNet;
3127 if Srv then FDeath := FDeath + 1;
3128 if FAlive then
3129 begin
3130 if FGhost then
3131 FGhost := False;
3132 if not FPhysics then
3133 FPhysics := True;
3134 FAlive := False;
3135 end;
3136 FShellTimer := -1;
3138 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3139 begin
3140 if FLives > 0 then FLives := FLives - 1;
3141 if FLives = 0 then FNoRespawn := True;
3142 end;
3144 // Íîìåð òèïà ñìåðòè:
3145 a := 1;
3146 case KillType of
3147 K_SIMPLEKILL: a := 1;
3148 K_HARDKILL: a := 2;
3149 K_EXTRAHARDKILL: a := 3;
3150 K_FALLKILL: a := 4;
3151 end;
3153 // Çâóê ñìåðòè:
3154 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3155 for i := 1 to 3 do
3156 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3157 Break;
3159 // Âðåìÿ ðåñïàóíà:
3160 if Srv then
3161 case KillType of
3162 K_SIMPLEKILL:
3163 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3164 K_HARDKILL:
3165 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3166 K_EXTRAHARDKILL, K_FALLKILL:
3167 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3168 end;
3170 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3171 case KillType of
3172 K_SIMPLEKILL:
3173 SetAction(A_DIE1);
3174 K_HARDKILL, K_EXTRAHARDKILL:
3175 SetAction(A_DIE2);
3176 end;
3178 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3179 if (KillType <> K_FALLKILL) and (Srv) then
3180 g_Monsters_killedp();
3182 if SpawnerUID = FUID then
3183 begin // Ñàìîóáèëñÿ
3184 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3185 begin
3186 Dec(FFrags);
3187 FLastFrag := 0;
3188 end;
3189 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3190 end
3191 else
3192 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3193 begin // Óáèò äðóãèì èãðîêîì
3194 KP := g_Player_Get(SpawnerUID);
3195 if (KP <> nil) and Srv then
3196 begin
3197 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3198 if SameTeam(FUID, SpawnerUID) then
3199 begin
3200 Dec(KP.FFrags);
3201 KP.FLastFrag := 0;
3202 end else
3203 begin
3204 Inc(KP.FFrags);
3205 KP.FragCombo();
3206 end;
3208 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3209 Inc(gTeamStat[KP.Team].Goals,
3210 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3212 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3213 end;
3215 plr := g_Player_Get(SpawnerUID);
3216 if plr = nil then
3217 s := '?'
3218 else
3219 s := plr.FName;
3221 case KillType of
3222 K_HARDKILL:
3223 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3224 [FName, s]),
3225 gShowKillMsg);
3226 K_EXTRAHARDKILL:
3227 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3228 [FName, s]),
3229 gShowKillMsg);
3230 else
3231 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3232 [FName, s]),
3233 gShowKillMsg);
3234 end;
3235 end
3236 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3237 begin // Óáèò ìîíñòðîì
3238 mon := g_Monsters_ByUID(SpawnerUID);
3239 if mon = nil then
3240 s := '?'
3241 else
3242 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3244 case KillType of
3245 K_HARDKILL:
3246 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3247 [FName, s]),
3248 gShowKillMsg);
3249 K_EXTRAHARDKILL:
3250 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3251 [FName, s]),
3252 gShowKillMsg);
3253 else
3254 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3255 [FName, s]),
3256 gShowKillMsg);
3257 end;
3258 end
3259 else // Îñîáûå òèïû ñìåðòè
3260 case t of
3261 HIT_DISCON: ;
3262 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3263 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3264 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3265 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3266 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3267 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3268 end;
3270 if Srv then
3271 begin
3272 // Âûáðîñ îðóæèÿ:
3273 for a := WP_FIRST to WP_LAST do
3274 if FWeapon[a] then
3275 begin
3276 case a of
3277 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3278 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3279 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3280 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3281 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3282 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3283 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3284 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3285 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3286 else i := 0;
3287 end;
3289 if i <> 0 then
3290 PushItem(i);
3291 end;
3293 // Âûáðîñ ðþêçàêà:
3294 if R_ITEM_BACKPACK in FRulez then
3295 PushItem(ITEM_AMMO_BACKPACK);
3297 // Âûáðîñ ðàêåòíîãî ðàíöà:
3298 if FJetFuel > 0 then
3299 PushItem(ITEM_JETPACK);
3301 // Âûáðîñ êëþ÷åé:
3302 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3303 begin
3304 if R_KEY_RED in FRulez then
3305 PushItem(ITEM_KEY_RED);
3307 if R_KEY_GREEN in FRulez then
3308 PushItem(ITEM_KEY_GREEN);
3310 if R_KEY_BLUE in FRulez then
3311 PushItem(ITEM_KEY_BLUE);
3312 end;
3314 // Âûáðîñ ôëàãà:
3315 DropFlag();
3316 end;
3318 g_Player_CreateCorpse(Self);
3320 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3321 (gLMSRespawn = LMS_RESPAWN_NONE) then
3322 begin
3323 a := 0;
3324 k := 0;
3325 ar := 0;
3326 ab := 0;
3327 for i := Low(gPlayers) to High(gPlayers) do
3328 begin
3329 if gPlayers[i] = nil then continue;
3330 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3331 begin
3332 Inc(a);
3333 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3334 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3335 k := i;
3336 end;
3337 end;
3339 OldLR := gLMSRespawn;
3340 if (gGameSettings.GameMode = GM_COOP) then
3341 begin
3342 if (a = 0) then
3343 begin
3344 // everyone is dead, restart the map
3345 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3346 if Netsrv then
3347 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3348 gLMSRespawn := LMS_RESPAWN_FINAL;
3349 gLMSRespawnTime := gTime + 5000;
3350 end
3351 else if (a = 1) then
3352 begin
3353 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3354 if (gPlayers[k] = gPlayer1) or
3355 (gPlayers[k] = gPlayer2) then
3356 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3357 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3358 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3359 end;
3360 end
3361 else if (gGameSettings.GameMode = GM_TDM) then
3362 begin
3363 if (ab = 0) and (ar <> 0) then
3364 begin
3365 // blu team ded
3366 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3367 if Netsrv then
3368 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3369 Inc(gTeamStat[TEAM_RED].Goals);
3370 gLMSRespawn := LMS_RESPAWN_FINAL;
3371 gLMSRespawnTime := gTime + 5000;
3372 end
3373 else if (ar = 0) and (ab <> 0) then
3374 begin
3375 // red team ded
3376 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3377 if Netsrv then
3378 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3379 Inc(gTeamStat[TEAM_BLUE].Goals);
3380 gLMSRespawn := LMS_RESPAWN_FINAL;
3381 gLMSRespawnTime := gTime + 5000;
3382 end
3383 else if (ar = 0) and (ab = 0) then
3384 begin
3385 // everyone ded
3386 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3387 if Netsrv then
3388 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3389 gLMSRespawn := LMS_RESPAWN_FINAL;
3390 gLMSRespawnTime := gTime + 5000;
3391 end;
3392 end
3393 else if (gGameSettings.GameMode = GM_DM) then
3394 begin
3395 if (a = 1) then
3396 begin
3397 if gPlayers[k] <> nil then
3398 with gPlayers[k] do
3399 begin
3400 // survivor is the winner
3401 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3402 if Netsrv then
3403 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3404 Inc(FFrags);
3405 end;
3406 gLMSRespawn := LMS_RESPAWN_FINAL;
3407 gLMSRespawnTime := gTime + 5000;
3408 end
3409 else if (a = 0) then
3410 begin
3411 // everyone is dead, restart the map
3412 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3413 if Netsrv then
3414 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3415 gLMSRespawn := LMS_RESPAWN_FINAL;
3416 gLMSRespawnTime := gTime + 5000;
3417 end;
3418 end;
3419 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3420 begin
3421 if NetMode = NET_SERVER then
3422 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3423 else
3424 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3425 end;
3426 end;
3428 if Netsrv then
3429 begin
3430 MH_SEND_PlayerStats(FUID);
3431 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3432 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3433 end;
3435 if srv and FNoRespawn then Spectate(True);
3436 FWantsInGame := True;
3437 end;
3439 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3440 begin
3441 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3442 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3443 end;
3445 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3446 begin
3447 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3448 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3449 end;
3451 procedure TPlayer.MakeBloodSimple(Count: Word);
3452 begin
3453 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3454 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3455 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3456 150, 0, 0);
3457 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3458 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3459 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3460 150, 0, 0);
3461 end;
3463 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3464 begin
3465 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3466 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3467 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3468 150, 0, 0);
3469 end;
3471 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3472 begin
3473 if g_Game_IsClient then Exit;
3474 if Weapon > High(FWeapon) then Exit;
3475 FNextWeap := FNextWeap or (1 shl Weapon);
3476 end;
3478 procedure TPlayer.resetWeaponQueue ();
3479 begin
3480 FNextWeap := 0;
3481 FNextWeapDelay := 0;
3482 end;
3484 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3485 begin
3486 result := false;
3487 case weapon of
3488 WEAPON_KASTET, WEAPON_SAW: result := true;
3489 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3490 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3491 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3492 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3493 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3494 else result := (weapon < length(FWeapon));
3495 end;
3496 end;
3498 // return 255 for "no switch"
3499 function TPlayer.getNextWeaponIndex (): Byte;
3500 var
3501 i: Word;
3502 wantThisWeapon: array[0..64] of Boolean;
3503 wwc: Integer = 0; //HACK!
3504 dir, cwi: Integer;
3505 begin
3506 result := 255; // default result: "no switch"
3507 // had weapon cycling on previous frame? remove that flag
3508 if (FNextWeap and $2000) <> 0 then
3509 begin
3510 FNextWeap := FNextWeap and $1FFF;
3511 FNextWeapDelay := 0;
3512 end;
3513 // cycling has priority
3514 if (FNextWeap and $C000) <> 0 then
3515 begin
3516 if (FNextWeap and $8000) <> 0 then
3517 dir := 1
3518 else
3519 dir := -1;
3520 FNextWeap := FNextWeap or $2000; // we need this
3521 if FNextWeapDelay > 0 then
3522 exit; // cooldown time
3523 cwi := FCurrWeap;
3524 for i := 0 to High(FWeapon) do
3525 begin
3526 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3527 if FWeapon[cwi] then
3528 begin
3529 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3530 result := Byte(cwi);
3531 FNextWeapDelay := 10;
3532 exit;
3533 end;
3534 end;
3535 resetWeaponQueue();
3536 exit;
3537 end;
3538 // no cycling
3539 for i := 0 to High(wantThisWeapon) do
3540 wantThisWeapon[i] := false;
3541 for i := 0 to High(FWeapon) do
3542 if (FNextWeap and (1 shl i)) <> 0 then
3543 begin
3544 wantThisWeapon[i] := true;
3545 Inc(wwc);
3546 end;
3547 // exclude currently selected weapon from the set
3548 wantThisWeapon[FCurrWeap] := false;
3549 // slow down alterations a little
3550 if wwc > 1 then
3551 begin
3552 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3553 // more than one weapon requested, assume "alteration" and check alteration delay
3554 if FNextWeapDelay > 0 then
3555 begin
3556 FNextWeap := 0;
3557 exit;
3558 end; // yeah
3559 end;
3560 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3561 // but clear all counters if no weapon should be switched
3562 if wwc < 1 then
3563 begin
3564 resetWeaponQueue();
3565 exit;
3566 end;
3567 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3568 // try weapons in descending order
3569 for i := High(FWeapon) downto 0 do
3570 begin
3571 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3572 begin
3573 // i found her!
3574 result := Byte(i);
3575 resetWeaponQueue();
3576 FNextWeapDelay := 10; // anyway, 'cause why not
3577 exit;
3578 end;
3579 end;
3580 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3581 resetWeaponQueue();
3582 end;
3584 procedure TPlayer.RealizeCurrentWeapon();
3585 function switchAllowed (): Boolean;
3586 var
3587 i: Byte;
3588 begin
3589 result := false;
3590 if FBFGFireCounter <> -1 then
3591 exit;
3592 if FTime[T_SWITCH] > gTime then
3593 exit;
3594 for i := WP_FIRST to WP_LAST do
3595 if FReloading[i] > 0 then
3596 exit;
3597 result := true;
3598 end;
3600 var
3601 nw: Byte;
3602 begin
3603 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3604 //FNextWeap := FNextWeap and $1FFF;
3605 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3607 if not switchAllowed then
3608 begin
3609 //HACK for weapon cycling
3610 if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
3611 exit;
3612 end;
3614 nw := getNextWeaponIndex();
3615 if nw = 255 then exit; // don't reset anything here
3616 if nw > High(FWeapon) then
3617 begin
3618 // don't forget to reset queue here!
3619 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3620 resetWeaponQueue();
3621 exit;
3622 end;
3624 if FWeapon[nw] then
3625 begin
3626 FCurrWeap := nw;
3627 FTime[T_SWITCH] := gTime+156;
3628 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3629 FModel.SetWeapon(FCurrWeap);
3630 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3631 end;
3632 end;
3634 procedure TPlayer.NextWeapon();
3635 begin
3636 if g_Game_IsClient then Exit;
3637 FNextWeap := $8000;
3638 end;
3640 procedure TPlayer.PrevWeapon();
3641 begin
3642 if g_Game_IsClient then Exit;
3643 FNextWeap := $4000;
3644 end;
3646 procedure TPlayer.SetWeapon(W: Byte);
3647 begin
3648 if FCurrWeap <> W then
3649 if W = WEAPON_SAW then
3650 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3652 FCurrWeap := W;
3653 FModel.SetWeapon(CurrWeap);
3654 resetWeaponQueue();
3655 end;
3657 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3659 function allowBerserkSwitching (): Boolean;
3660 begin
3661 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3662 result := true;
3663 if gBerserkAutoswitch then exit;
3664 if not conIsCheatsEnabled then exit;
3665 result := false;
3666 end;
3668 var
3669 a: Boolean;
3670 begin
3671 Result := False;
3672 if g_Game_IsClient then Exit;
3674 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3675 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3676 remove := not a;
3678 case ItemType of
3679 ITEM_MEDKIT_SMALL:
3680 if FHealth < PLAYER_HP_SOFT then
3681 begin
3682 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3683 Result := True;
3684 remove := True;
3685 FFireTime := 0;
3686 if gFlash = 2 then Inc(FPickup, 5);
3687 end;
3689 ITEM_MEDKIT_LARGE:
3690 if FHealth < PLAYER_HP_SOFT then
3691 begin
3692 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3693 Result := True;
3694 remove := True;
3695 FFireTime := 0;
3696 if gFlash = 2 then Inc(FPickup, 5);
3697 end;
3699 ITEM_ARMOR_GREEN:
3700 if FArmor < PLAYER_AP_SOFT then
3701 begin
3702 FArmor := PLAYER_AP_SOFT;
3703 Result := True;
3704 remove := True;
3705 if gFlash = 2 then Inc(FPickup, 5);
3706 end;
3708 ITEM_ARMOR_BLUE:
3709 if FArmor < PLAYER_AP_LIMIT then
3710 begin
3711 FArmor := PLAYER_AP_LIMIT;
3712 Result := True;
3713 remove := True;
3714 if gFlash = 2 then Inc(FPickup, 5);
3715 end;
3717 ITEM_SPHERE_BLUE:
3718 if FHealth < PLAYER_HP_LIMIT then
3719 begin
3720 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3721 Result := True;
3722 remove := True;
3723 FFireTime := 0;
3724 if gFlash = 2 then Inc(FPickup, 5);
3725 end;
3727 ITEM_SPHERE_WHITE:
3728 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3729 begin
3730 if FHealth < PLAYER_HP_LIMIT then
3731 FHealth := PLAYER_HP_LIMIT;
3732 if FArmor < PLAYER_AP_LIMIT then
3733 FArmor := PLAYER_AP_LIMIT;
3734 Result := True;
3735 remove := True;
3736 FFireTime := 0;
3737 if gFlash = 2 then Inc(FPickup, 5);
3738 end;
3740 ITEM_WEAPON_SAW:
3741 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3742 begin
3743 FWeapon[WEAPON_SAW] := True;
3744 Result := True;
3745 if gFlash = 2 then Inc(FPickup, 5);
3746 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3747 end;
3749 ITEM_WEAPON_SHOTGUN1:
3750 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3751 begin
3752 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3753 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3755 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3756 FWeapon[WEAPON_SHOTGUN1] := True;
3757 Result := True;
3758 if gFlash = 2 then Inc(FPickup, 5);
3759 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3760 end;
3762 ITEM_WEAPON_SHOTGUN2:
3763 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3764 begin
3765 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3767 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3768 FWeapon[WEAPON_SHOTGUN2] := True;
3769 Result := True;
3770 if gFlash = 2 then Inc(FPickup, 5);
3771 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3772 end;
3774 ITEM_WEAPON_CHAINGUN:
3775 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3776 begin
3777 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3779 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3780 FWeapon[WEAPON_CHAINGUN] := True;
3781 Result := True;
3782 if gFlash = 2 then Inc(FPickup, 5);
3783 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3784 end;
3786 ITEM_WEAPON_ROCKETLAUNCHER:
3787 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3788 begin
3789 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3791 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3792 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3793 Result := True;
3794 if gFlash = 2 then Inc(FPickup, 5);
3795 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3796 end;
3798 ITEM_WEAPON_PLASMA:
3799 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3800 begin
3801 if a and FWeapon[WEAPON_PLASMA] then Exit;
3803 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3804 FWeapon[WEAPON_PLASMA] := True;
3805 Result := True;
3806 if gFlash = 2 then Inc(FPickup, 5);
3807 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3808 end;
3810 ITEM_WEAPON_BFG:
3811 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3812 begin
3813 if a and FWeapon[WEAPON_BFG] then Exit;
3815 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3816 FWeapon[WEAPON_BFG] := True;
3817 Result := True;
3818 if gFlash = 2 then Inc(FPickup, 5);
3819 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3820 end;
3822 ITEM_WEAPON_SUPERPULEMET:
3823 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3824 begin
3825 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3827 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3828 FWeapon[WEAPON_SUPERPULEMET] := True;
3829 Result := True;
3830 if gFlash = 2 then Inc(FPickup, 5);
3831 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3832 end;
3834 ITEM_WEAPON_FLAMETHROWER:
3835 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3836 begin
3837 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3839 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3840 FWeapon[WEAPON_FLAMETHROWER] := True;
3841 Result := True;
3842 if gFlash = 2 then Inc(FPickup, 5);
3843 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3844 end;
3846 ITEM_AMMO_BULLETS:
3847 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3848 begin
3849 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3850 Result := True;
3851 remove := True;
3852 if gFlash = 2 then Inc(FPickup, 5);
3853 end;
3855 ITEM_AMMO_BULLETS_BOX:
3856 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3857 begin
3858 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3859 Result := True;
3860 remove := True;
3861 if gFlash = 2 then Inc(FPickup, 5);
3862 end;
3864 ITEM_AMMO_SHELLS:
3865 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3866 begin
3867 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3868 Result := True;
3869 remove := True;
3870 if gFlash = 2 then Inc(FPickup, 5);
3871 end;
3873 ITEM_AMMO_SHELLS_BOX:
3874 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3875 begin
3876 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3877 Result := True;
3878 remove := True;
3879 if gFlash = 2 then Inc(FPickup, 5);
3880 end;
3882 ITEM_AMMO_ROCKET:
3883 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3884 begin
3885 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3886 Result := True;
3887 remove := True;
3888 if gFlash = 2 then Inc(FPickup, 5);
3889 end;
3891 ITEM_AMMO_ROCKET_BOX:
3892 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3893 begin
3894 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3895 Result := True;
3896 remove := True;
3897 if gFlash = 2 then Inc(FPickup, 5);
3898 end;
3900 ITEM_AMMO_CELL:
3901 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3902 begin
3903 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3904 Result := True;
3905 remove := True;
3906 if gFlash = 2 then Inc(FPickup, 5);
3907 end;
3909 ITEM_AMMO_CELL_BIG:
3910 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3911 begin
3912 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3913 Result := True;
3914 remove := True;
3915 if gFlash = 2 then Inc(FPickup, 5);
3916 end;
3918 ITEM_AMMO_FUELCAN:
3919 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
3920 begin
3921 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3922 Result := True;
3923 remove := True;
3924 if gFlash = 2 then Inc(FPickup, 5);
3925 end;
3927 ITEM_AMMO_BACKPACK:
3928 if not(R_ITEM_BACKPACK in FRulez) or
3929 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3930 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3931 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3932 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
3933 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
3934 begin
3935 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
3936 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
3937 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
3938 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
3939 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
3941 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3942 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3943 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3944 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3945 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3946 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3947 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3948 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3950 FRulez := FRulez + [R_ITEM_BACKPACK];
3951 Result := True;
3952 remove := True;
3953 if gFlash = 2 then Inc(FPickup, 5);
3954 end;
3956 ITEM_KEY_RED:
3957 if not(R_KEY_RED in FRulez) then
3958 begin
3959 Include(FRulez, R_KEY_RED);
3960 Result := True;
3961 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3962 if gFlash = 2 then Inc(FPickup, 5);
3963 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3964 end;
3966 ITEM_KEY_GREEN:
3967 if not(R_KEY_GREEN in FRulez) then
3968 begin
3969 Include(FRulez, R_KEY_GREEN);
3970 Result := True;
3971 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3972 if gFlash = 2 then Inc(FPickup, 5);
3973 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3974 end;
3976 ITEM_KEY_BLUE:
3977 if not(R_KEY_BLUE in FRulez) then
3978 begin
3979 Include(FRulez, R_KEY_BLUE);
3980 Result := True;
3981 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3982 if gFlash = 2 then Inc(FPickup, 5);
3983 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3984 end;
3986 ITEM_SUIT:
3987 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
3988 begin
3989 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
3990 Result := True;
3991 remove := True;
3992 FFireTime := 0;
3993 if gFlash = 2 then Inc(FPickup, 5);
3994 end;
3996 ITEM_OXYGEN:
3997 if FAir < AIR_MAX then
3998 begin
3999 FAir := AIR_MAX;
4000 Result := True;
4001 remove := True;
4002 if gFlash = 2 then Inc(FPickup, 5);
4003 end;
4005 ITEM_MEDKIT_BLACK:
4006 begin
4007 if not (R_BERSERK in FRulez) then
4008 begin
4009 Include(FRulez, R_BERSERK);
4010 if allowBerserkSwitching then
4011 begin
4012 FCurrWeap := WEAPON_KASTET;
4013 resetWeaponQueue();
4014 FModel.SetWeapon(WEAPON_KASTET);
4015 end;
4016 if gFlash <> 0 then
4017 begin
4018 Inc(FPain, 100);
4019 if gFlash = 2 then Inc(FPickup, 5);
4020 end;
4021 FBerserk := gTime+30000;
4022 Result := True;
4023 remove := True;
4024 FFireTime := 0;
4025 end;
4026 if FHealth < PLAYER_HP_SOFT then
4027 begin
4028 FHealth := PLAYER_HP_SOFT;
4029 FBerserk := gTime+30000;
4030 Result := True;
4031 remove := True;
4032 FFireTime := 0;
4033 end;
4034 end;
4036 ITEM_INVUL:
4037 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4038 begin
4039 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4040 Result := True;
4041 remove := True;
4042 if gFlash = 2 then Inc(FPickup, 5);
4043 end;
4045 ITEM_BOTTLE:
4046 if FHealth < PLAYER_HP_LIMIT then
4047 begin
4048 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4049 Result := True;
4050 remove := True;
4051 FFireTime := 0;
4052 if gFlash = 2 then Inc(FPickup, 5);
4053 end;
4055 ITEM_HELMET:
4056 if FArmor < PLAYER_AP_LIMIT then
4057 begin
4058 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4059 Result := True;
4060 remove := True;
4061 if gFlash = 2 then Inc(FPickup, 5);
4062 end;
4064 ITEM_JETPACK:
4065 if FJetFuel < JET_MAX then
4066 begin
4067 FJetFuel := JET_MAX;
4068 Result := True;
4069 remove := True;
4070 if gFlash = 2 then Inc(FPickup, 5);
4071 end;
4073 ITEM_INVIS:
4074 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4075 begin
4076 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4077 Result := True;
4078 remove := True;
4079 if gFlash = 2 then Inc(FPickup, 5);
4080 end;
4081 end;
4082 end;
4084 procedure TPlayer.Touch();
4085 begin
4086 if not FAlive then
4087 Exit;
4088 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4089 if FIamBot then
4090 begin
4091 // Áðîñèòü ôëàã òîâàðèùó:
4092 if gGameSettings.GameMode = GM_CTF then
4093 DropFlag();
4094 end;
4095 end;
4097 procedure TPlayer.Push(vx, vy: Integer);
4098 begin
4099 if (not FPhysics) and FGhost then
4100 Exit;
4101 FObj.Accel.X := FObj.Accel.X + vx;
4102 FObj.Accel.Y := FObj.Accel.Y + vy;
4103 if g_Game_IsNet and g_Game_IsServer then
4104 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4105 end;
4107 procedure TPlayer.Reset(Force: Boolean);
4108 begin
4109 if Force then
4110 FAlive := False;
4112 FSpawned := False;
4113 FTime[T_RESPAWN] := 0;
4114 FTime[T_FLAGCAP] := 0;
4115 FGodMode := False;
4116 FNoTarget := False;
4117 FNoReload := False;
4118 FFrags := 0;
4119 FLastFrag := 0;
4120 FComboEvnt := -1;
4121 FKills := 0;
4122 FMonsterKills := 0;
4123 FDeath := 0;
4124 FSecrets := 0;
4125 if FNoRespawn then
4126 begin
4127 FSpectator := False;
4128 FGhost := False;
4129 FPhysics := True;
4130 FSpectatePlayer := -1;
4131 FNoRespawn := False;
4132 end;
4133 FLives := gGameSettings.MaxLives;
4135 SetFlag(FLAG_NONE);
4136 end;
4138 procedure TPlayer.SoftReset();
4139 begin
4140 ReleaseKeys();
4142 FDamageBuffer := 0;
4143 FIncCam := 0;
4144 FBFGFireCounter := -1;
4145 FShellTimer := -1;
4146 FPain := 0;
4147 FLastHit := 0;
4148 FLastFrag := 0;
4149 FComboEvnt := -1;
4151 SetFlag(FLAG_NONE);
4152 SetAction(A_STAND, True);
4153 end;
4155 function TPlayer.GetRespawnPoint(): Byte;
4156 var
4157 c: Byte;
4158 begin
4159 Result := 255;
4160 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4162 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4163 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4164 begin
4165 if (Self = gPlayer1) or (Self = gPlayer2) then
4166 begin
4167 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4168 if Self = gPlayer1 then
4169 c := RESPAWNPOINT_PLAYER1
4170 else
4171 c := RESPAWNPOINT_PLAYER2;
4172 if g_Map_GetPointCount(c) > 0 then
4173 begin
4174 Result := c;
4175 Exit;
4176 end;
4178 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4179 if Self = gPlayer1 then
4180 c := RESPAWNPOINT_PLAYER2
4181 else
4182 c := RESPAWNPOINT_PLAYER1;
4183 if g_Map_GetPointCount(c) > 0 then
4184 begin
4185 Result := c;
4186 Exit;
4187 end;
4188 end else
4189 begin
4190 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4191 if Random(2) = 0 then
4192 c := RESPAWNPOINT_PLAYER1
4193 else
4194 c := RESPAWNPOINT_PLAYER2;
4195 if g_Map_GetPointCount(c) > 0 then
4196 begin
4197 Result := c;
4198 Exit;
4199 end;
4200 end;
4202 // Òî÷êà ëþáîé èç êîìàíä
4203 if Random(2) = 0 then
4204 c := RESPAWNPOINT_RED
4205 else
4206 c := RESPAWNPOINT_BLUE;
4207 if g_Map_GetPointCount(c) > 0 then
4208 begin
4209 Result := c;
4210 Exit;
4211 end;
4213 // Òî÷êà DM
4214 c := RESPAWNPOINT_DM;
4215 if g_Map_GetPointCount(c) > 0 then
4216 begin
4217 Result := c;
4218 Exit;
4219 end;
4220 end;
4222 // Ìÿñîïîâàë
4223 if gGameSettings.GameMode = GM_DM then
4224 begin
4225 // Òî÷êà DM
4226 c := RESPAWNPOINT_DM;
4227 if g_Map_GetPointCount(c) > 0 then
4228 begin
4229 Result := c;
4230 Exit;
4231 end;
4233 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4234 if Random(2) = 0 then
4235 c := RESPAWNPOINT_PLAYER1
4236 else
4237 c := RESPAWNPOINT_PLAYER2;
4238 if g_Map_GetPointCount(c) > 0 then
4239 begin
4240 Result := c;
4241 Exit;
4242 end;
4244 // Òî÷êà ëþáîé èç êîìàíä
4245 if Random(2) = 0 then
4246 c := RESPAWNPOINT_RED
4247 else
4248 c := RESPAWNPOINT_BLUE;
4249 if g_Map_GetPointCount(c) > 0 then
4250 begin
4251 Result := c;
4252 Exit;
4253 end;
4254 end;
4256 // Êîìàíäíûå
4257 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4258 begin
4259 // Òî÷êà ñâîåé êîìàíäû
4260 c := RESPAWNPOINT_DM;
4261 if FTeam = TEAM_RED then
4262 c := RESPAWNPOINT_RED;
4263 if FTeam = TEAM_BLUE then
4264 c := RESPAWNPOINT_BLUE;
4265 if g_Map_GetPointCount(c) > 0 then
4266 begin
4267 Result := c;
4268 Exit;
4269 end;
4271 // Òî÷êà DM
4272 c := RESPAWNPOINT_DM;
4273 if g_Map_GetPointCount(c) > 0 then
4274 begin
4275 Result := c;
4276 Exit;
4277 end;
4279 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4280 if Random(2) = 0 then
4281 c := RESPAWNPOINT_PLAYER1
4282 else
4283 c := RESPAWNPOINT_PLAYER2;
4284 if g_Map_GetPointCount(c) > 0 then
4285 begin
4286 Result := c;
4287 Exit;
4288 end;
4290 // Òî÷êà äðóãîé êîìàíäû
4291 c := RESPAWNPOINT_DM;
4292 if FTeam = TEAM_RED then
4293 c := RESPAWNPOINT_BLUE;
4294 if FTeam = TEAM_BLUE then
4295 c := RESPAWNPOINT_RED;
4296 if g_Map_GetPointCount(c) > 0 then
4297 begin
4298 Result := c;
4299 Exit;
4300 end;
4301 end;
4302 end;
4304 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4305 var
4306 RespawnPoint: TRespawnPoint;
4307 a, b, c: Byte;
4308 Anim: TAnimation;
4309 ID: DWORD;
4310 begin
4311 if not g_Game_IsServer then
4312 Exit;
4313 if FDummy then
4314 Exit;
4315 FWantsInGame := True;
4316 FJustTeleported := True;
4317 if Force then
4318 begin
4319 FTime[T_RESPAWN] := 0;
4320 FAlive := False;
4321 end;
4322 FNetTime := 0;
4323 // if server changes MaxLives we gotta be ready
4324 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4326 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4327 if FTime[T_RESPAWN] > gTime then
4328 Exit;
4330 // Ïðîñðàë âñå æèçíè:
4331 if FNoRespawn then
4332 begin
4333 if not FSpectator then Spectate(True);
4334 FWantsInGame := True;
4335 Exit;
4336 end;
4338 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4339 begin // "Ñâîÿ èãðà"
4340 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4341 FRulez := FRulez-[R_BERSERK];
4342 end
4343 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4344 begin
4345 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4346 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4347 end;
4349 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4350 c := GetRespawnPoint();
4352 ReleaseKeys();
4353 SetFlag(FLAG_NONE);
4355 // Âîñêðåøåíèå áåç îðóæèÿ:
4356 if not FAlive then
4357 begin
4358 FHealth := PLAYER_HP_SOFT;
4359 FArmor := 0;
4360 FAlive := True;
4361 FAir := AIR_DEF;
4362 FJetFuel := 0;
4364 for a := WP_FIRST to WP_LAST do
4365 begin
4366 FWeapon[a] := False;
4367 FReloading[a] := 0;
4368 end;
4370 FWeapon[WEAPON_PISTOL] := True;
4371 FWeapon[WEAPON_KASTET] := True;
4372 FCurrWeap := WEAPON_PISTOL;
4373 resetWeaponQueue();
4375 FModel.SetWeapon(FCurrWeap);
4377 for b := A_BULLETS to A_HIGH do
4378 FAmmo[b] := 0;
4380 FAmmo[A_BULLETS] := 50;
4382 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4383 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4384 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4385 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4386 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4388 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4389 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4390 else
4391 FRulez := [];
4392 end;
4394 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4395 if not g_Map_GetPoint(c, RespawnPoint) then
4396 begin
4397 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4398 Exit;
4399 end;
4401 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4402 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4403 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4404 FObj.Vel.X := 0;
4405 FObj.Vel.Y := 0;
4406 FObj.Accel.X := 0;
4407 FObj.Accel.Y := 0;
4409 FDirection := RespawnPoint.Direction;
4410 if FDirection = TDirection.D_LEFT then
4411 FAngle := 180
4412 else
4413 FAngle := 0;
4415 FIncCam := 0;
4416 FBFGFireCounter := -1;
4417 FShellTimer := -1;
4418 FPain := 0;
4419 FLastHit := 0;
4421 SetAction(A_STAND, True);
4422 FModel.Direction := FDirection;
4424 for a := Low(FTime) to High(FTime) do
4425 FTime[a] := 0;
4427 for a := Low(FMegaRulez) to High(FMegaRulez) do
4428 FMegaRulez[a] := 0;
4430 FDamageBuffer := 0;
4431 FJetpack := False;
4432 FCanJetpack := False;
4433 FFireTime := 0;
4434 FFirePainTime := 0;
4435 FFireAttacker := 0;
4437 // Àíèìàöèÿ âîçðîæäåíèÿ:
4438 if (not gLoadGameMode) and (not Silent) then
4439 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4440 begin
4441 Anim := TAnimation.Create(ID, False, 3);
4442 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4443 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4444 Anim.Free();
4445 end;
4447 FSpectator := False;
4448 FGhost := False;
4449 FPhysics := True;
4450 FSpectatePlayer := -1;
4451 FSpawned := True;
4453 if g_Game_IsNet then
4454 begin
4455 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4456 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4457 if not Silent then
4458 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4459 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4460 0, NET_GFX_TELE);
4461 end;
4462 end;
4464 procedure TPlayer.Spectate(NoMove: Boolean = False);
4465 begin
4466 if FAlive then
4467 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4468 else if (not NoMove) then
4469 begin
4470 GameX := gMapInfo.Width div 2;
4471 GameY := gMapInfo.Height div 2;
4472 end;
4473 FXTo := GameX;
4474 FYTo := GameY;
4476 FAlive := False;
4477 FSpectator := True;
4478 FGhost := True;
4479 FPhysics := False;
4480 FWantsInGame := False;
4481 FSpawned := False;
4483 if FNoRespawn then
4484 begin
4485 if Self = gPlayer1 then
4486 begin
4487 gLMSPID1 := FUID;
4488 gPlayer1 := nil;
4489 end;
4490 if Self = gPlayer2 then
4491 begin
4492 gLMSPID2 := FUID;
4493 gPlayer2 := nil;
4494 end;
4495 end;
4497 if g_Game_IsNet then
4498 MH_SEND_PlayerStats(FUID);
4499 end;
4501 procedure TPlayer.SwitchNoClip;
4502 begin
4503 if not FAlive then
4504 Exit;
4505 FGhost := not FGhost;
4506 FPhysics := not FGhost;
4507 if FGhost then
4508 begin
4509 FXTo := FObj.X;
4510 FYTo := FObj.Y;
4511 end else
4512 begin
4513 FObj.Accel.X := 0;
4514 FObj.Accel.Y := 0;
4515 end;
4516 end;
4518 procedure TPlayer.Run(Direction: TDirection);
4519 var
4520 a, b: Integer;
4521 begin
4522 if MAX_RUNVEL > 8 then
4523 FlySmoke();
4525 // Áåæèì:
4526 if Direction = TDirection.D_LEFT then
4527 begin
4528 if FObj.Vel.X > -MAX_RUNVEL then
4529 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4530 end
4531 else
4532 if FObj.Vel.X < MAX_RUNVEL then
4533 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4535 // Âîçìîæíî, ïèíàåì êóñêè:
4536 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4537 begin
4538 b := Abs(FObj.Vel.X);
4539 if b > 1 then b := b * (Random(8 div b) + 1);
4540 for a := 0 to High(gGibs) do
4541 begin
4542 if gGibs[a].alive and
4543 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4544 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4545 begin
4546 // Ïèíàåì êóñêè
4547 if FObj.Vel.X < 0 then
4548 begin
4549 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4550 end
4551 else
4552 begin
4553 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4554 end;
4555 gGibs[a].positionChanged(); // this updates spatial accelerators
4556 end;
4557 end;
4558 end;
4560 SetAction(A_WALK);
4561 end;
4563 procedure TPlayer.SeeDown();
4564 begin
4565 SetAction(A_SEEDOWN);
4567 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4569 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4570 end;
4572 procedure TPlayer.SeeUp();
4573 begin
4574 SetAction(A_SEEUP);
4576 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4578 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4579 end;
4581 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4582 var
4583 Prior: Byte;
4584 begin
4585 case Action of
4586 A_WALK: Prior := 3;
4587 A_DIE1: Prior := 5;
4588 A_DIE2: Prior := 5;
4589 A_ATTACK: Prior := 2;
4590 A_SEEUP: Prior := 1;
4591 A_SEEDOWN: Prior := 1;
4592 A_ATTACKUP: Prior := 2;
4593 A_ATTACKDOWN: Prior := 2;
4594 A_PAIN: Prior := 4;
4595 else Prior := 0;
4596 end;
4598 if (Prior > FActionPrior) or Force then
4599 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4600 begin
4601 FActionPrior := Prior;
4602 FActionAnim := Action;
4603 FActionForce := Force;
4604 FActionChanged := True;
4605 end;
4607 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4608 end;
4610 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4611 begin
4612 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4613 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4614 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4615 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4616 end;
4618 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4619 var
4620 Anim: TAnimation;
4621 ID: DWORD;
4622 begin
4623 Result := False;
4625 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4626 begin
4627 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4628 if g_Game_IsServer and g_Game_IsNet then
4629 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4630 Exit;
4631 end;
4633 FJustTeleported := True;
4635 Anim := nil;
4636 if not silent then
4637 begin
4638 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4639 begin
4640 Anim := TAnimation.Create(ID, False, 3);
4641 end;
4643 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4644 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4645 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4646 if g_Game_IsServer and g_Game_IsNet then
4647 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4648 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4649 NET_GFX_TELE);
4650 end;
4652 FObj.X := X-PLAYER_RECT.X;
4653 FObj.Y := Y-PLAYER_RECT.Y;
4654 if FAlive and FGhost then
4655 begin
4656 FXTo := FObj.X;
4657 FYTo := FObj.Y;
4658 end;
4660 if not g_Game_IsNet then
4661 begin
4662 if dir = 1 then
4663 begin
4664 SetDirection(TDirection.D_LEFT);
4665 FAngle := 180;
4666 end
4667 else
4668 if dir = 2 then
4669 begin
4670 SetDirection(TDirection.D_RIGHT);
4671 FAngle := 0;
4672 end
4673 else
4674 if dir = 3 then
4675 begin // îáðàòíîå
4676 if FDirection = TDirection.D_RIGHT then
4677 begin
4678 SetDirection(TDirection.D_LEFT);
4679 FAngle := 180;
4680 end
4681 else
4682 begin
4683 SetDirection(TDirection.D_RIGHT);
4684 FAngle := 0;
4685 end;
4686 end;
4687 end;
4689 if not silent and (Anim <> nil) then
4690 begin
4691 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4692 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4693 Anim.Free();
4695 if g_Game_IsServer and g_Game_IsNet then
4696 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4697 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4698 NET_GFX_TELE);
4699 end;
4701 Result := True;
4702 end;
4704 function nonz(a: Single): Single;
4705 begin
4706 if a <> 0 then
4707 Result := a
4708 else
4709 Result := 1;
4710 end;
4712 procedure TPlayer.Update();
4713 var
4714 b: Byte;
4715 i, ii, wx, wy, xd, yd, k: Integer;
4716 blockmon, headwater, dospawn: Boolean;
4717 NetServer: Boolean;
4718 AnyServer: Boolean;
4719 SetSpect: Boolean;
4720 begin
4721 NetServer := g_Game_IsNet and g_Game_IsServer;
4722 AnyServer := g_Game_IsServer;
4724 if g_Game_IsClient and (NetInterpLevel > 0) then
4725 DoLerp(NetInterpLevel + 1)
4726 else
4727 if FGhost then
4728 DoLerp(4);
4730 if NetServer then
4731 if FClientID >= 0 then
4732 begin
4733 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4734 if NetClients[FClientID].Peer^.packetsSent > 0 then
4735 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4736 else
4737 FLoss := 0;
4738 end else
4739 begin
4740 FPing := 0;
4741 FLoss := 0;
4742 end;
4744 if FAlive and (gFly or FJetpack) then
4745 FlySmoke();
4747 if FDirection = TDirection.D_LEFT then
4748 FAngle := 180
4749 else
4750 FAngle := 0;
4752 if FAlive and (not FGhost) then
4753 begin
4754 if FKeys[KEY_UP].Pressed then
4755 SeeUp();
4756 if FKeys[KEY_DOWN].Pressed then
4757 SeeDown();
4758 end;
4760 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4761 (FIncCam <> 0) then
4762 begin
4763 i := g_basic.Sign(FIncCam);
4764 FIncCam := Abs(FIncCam);
4765 DecMin(FIncCam, 5, 0);
4766 FIncCam := FIncCam*i;
4767 end;
4769 // no need to do that each second frame, weapon queue will take care of it
4770 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4771 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4773 if gTime mod (GAME_TICK*2) <> 0 then
4774 begin
4775 if (FObj.Vel.X = 0) and FAlive then
4776 begin
4777 if FKeys[KEY_LEFT].Pressed then
4778 Run(TDirection.D_LEFT);
4779 if FKeys[KEY_RIGHT].Pressed then
4780 Run(TDirection.D_RIGHT);
4781 end;
4783 if FPhysics then
4784 begin
4785 g_Obj_Move(@FObj, True, True, True);
4786 positionChanged(); // this updates spatial accelerators
4787 end;
4789 Exit;
4790 end;
4792 FActionChanged := False;
4794 if FAlive then
4795 begin
4796 // Let alive player do some actions
4797 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
4798 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
4799 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4800 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4801 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4802 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4803 if FKeys[KEY_JUMP].Pressed then Jump()
4804 else
4805 begin
4806 if AnyServer and FJetpack then
4807 begin
4808 FJetpack := False;
4809 JetpackOff;
4810 if NetServer then MH_SEND_PlayerStats(FUID);
4811 end;
4812 FCanJetpack := True;
4813 end;
4814 end
4815 else // Dead
4816 begin
4817 dospawn := False;
4818 if not FGhost then
4819 for k := Low(FKeys) to KEY_CHAT-1 do
4820 begin
4821 if FKeys[k].Pressed then
4822 begin
4823 dospawn := True;
4824 break;
4825 end;
4826 end;
4827 if dospawn then
4828 begin
4829 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4830 Respawn(False)
4831 else // Single
4832 if (FTime[T_RESPAWN] <= gTime) and
4833 gGameOn and (not FAlive) then
4834 begin
4835 if (g_Player_GetCount() > 1) then
4836 Respawn(False)
4837 else
4838 begin
4839 gExit := EXIT_RESTART;
4840 Exit;
4841 end;
4842 end;
4843 end;
4844 // Dead spectator actions
4845 if FGhost then
4846 begin
4847 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4848 if FKeys[KEY_FIRE].Pressed and AnyServer then
4849 begin
4850 if FSpectator then
4851 begin
4852 if (FSpectatePlayer >= High(gPlayers)) then
4853 FSpectatePlayer := -1
4854 else
4855 begin
4856 SetSpect := False;
4857 for I := FSpectatePlayer + 1 to High(gPlayers) do
4858 if gPlayers[I] <> nil then
4859 if gPlayers[I].alive then
4860 if gPlayers[I].UID <> FUID then
4861 begin
4862 FSpectatePlayer := I;
4863 SetSpect := True;
4864 break;
4865 end;
4867 if not SetSpect then FSpectatePlayer := -1;
4868 end;
4870 ReleaseKeys;
4871 end;
4872 end;
4873 end;
4874 end;
4875 // No clipping
4876 if FGhost then
4877 begin
4878 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4879 begin
4880 FYTo := FObj.Y - 32;
4881 FSpectatePlayer := -1;
4882 end;
4883 if FKeys[KEY_DOWN].Pressed then
4884 begin
4885 FYTo := FObj.Y + 32;
4886 FSpectatePlayer := -1;
4887 end;
4888 if FKeys[KEY_LEFT].Pressed then
4889 begin
4890 FXTo := FObj.X - 32;
4891 FSpectatePlayer := -1;
4892 end;
4893 if FKeys[KEY_RIGHT].Pressed then
4894 begin
4895 FXTo := FObj.X + 32;
4896 FSpectatePlayer := -1;
4897 end;
4899 if (FXTo < -64) then
4900 FXTo := -64
4901 else if (FXTo > gMapInfo.Width + 32) then
4902 FXTo := gMapInfo.Width + 32;
4903 if (FYTo < -72) then
4904 FYTo := -72
4905 else if (FYTo > gMapInfo.Height + 32) then
4906 FYTo := gMapInfo.Height + 32;
4907 end;
4909 if FPhysics then
4910 begin
4911 g_Obj_Move(@FObj, True, True, True);
4912 positionChanged(); // this updates spatial accelerators
4913 end
4914 else
4915 begin
4916 FObj.Vel.X := 0;
4917 FObj.Vel.Y := 0;
4918 if FSpectator then
4919 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4920 if gPlayers[FSpectatePlayer] <> nil then
4921 if gPlayers[FSpectatePlayer].alive then
4922 begin
4923 FXTo := gPlayers[FSpectatePlayer].GameX;
4924 FYTo := gPlayers[FSpectatePlayer].GameY;
4925 end;
4926 end;
4928 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4929 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4930 PANEL_BLOCKMON, True);
4931 headwater := HeadInLiquid(0, 0);
4933 // Ñîïðîòèâëåíèå âîçäóõà:
4934 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4935 if FObj.Vel.X <> 0 then
4936 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4938 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4939 DecMin(FPain, 5, 0);
4940 DecMin(FPickup, 1, 0);
4942 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
4943 begin
4944 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4945 FMegaRulez[MR_SUIT] := 0;
4946 FMegaRulez[MR_INVUL] := 0;
4947 FMegaRulez[MR_INVIS] := 0;
4948 Kill(K_FALLKILL, 0, HIT_FALL);
4949 end;
4951 i := 9;
4953 if FAlive then
4954 begin
4955 if FCurrWeap = WEAPON_SAW then
4956 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4957 FSawSoundSelect.IsPlaying()) then
4958 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4960 if FJetpack then
4961 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4962 (not FJetSoundOff.IsPlaying()) then
4963 begin
4964 FJetSoundFly.SetPosition(0);
4965 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4966 end;
4968 for b := WP_FIRST to WP_LAST do
4969 if FReloading[b] > 0 then
4970 if FNoReload then
4971 FReloading[b] := 0
4972 else
4973 Dec(FReloading[b]);
4975 if FShellTimer > -1 then
4976 if FShellTimer = 0 then
4977 begin
4978 if FShellType = SHELL_SHELL then
4979 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4980 GameVelX, GameVelY-2, SHELL_SHELL)
4981 else if FShellType = SHELL_DBLSHELL then
4982 begin
4983 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4984 GameVelX+1, GameVelY-2, SHELL_SHELL);
4985 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4986 GameVelX-1, GameVelY-2, SHELL_SHELL);
4987 end;
4988 FShellTimer := -1;
4989 end else Dec(FShellTimer);
4991 if (FBFGFireCounter > -1) then
4992 if FBFGFireCounter = 0 then
4993 begin
4994 if AnyServer then
4995 begin
4996 wx := FObj.X+WEAPONPOINT[FDirection].X;
4997 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
4998 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
4999 yd := wy+firediry();
5000 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5001 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5002 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5003 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5004 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5005 end;
5007 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5008 FBFGFireCounter := -1;
5009 end else
5010 if FNoReload then
5011 FBFGFireCounter := 0
5012 else
5013 Dec(FBFGFireCounter);
5015 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5016 begin
5017 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5019 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5020 end;
5022 if (headwater or blockmon) then
5023 begin
5024 Dec(FAir);
5026 if FAir < -9 then
5027 begin
5028 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5029 FAir := 0;
5030 end
5031 else if (FAir mod 31 = 0) and not blockmon then
5032 begin
5033 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5034 if Random(2) = 0 then
5035 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5036 else
5037 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5038 end;
5039 end else if FAir < AIR_DEF then
5040 FAir := AIR_DEF;
5042 if FFireTime > 0 then
5043 begin
5044 if BodyInLiquid(0, 0) then
5045 begin
5046 FFireTime := 0;
5047 FFirePainTime := 0;
5048 end
5049 else if FMegaRulez[MR_SUIT] >= gTime then
5050 begin
5051 if FMegaRulez[MR_SUIT] = gTime then
5052 FFireTime := 1;
5053 FFirePainTime := 0;
5054 end
5055 else
5056 begin
5057 OnFireFlame(1);
5058 if FFirePainTime <= 0 then
5059 begin
5060 if g_Game_IsServer then
5061 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5062 FFirePainTime := 18;
5063 end;
5064 FFirePainTime := FFirePainTime - 1;
5065 FFireTime := FFireTime - 1;
5066 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5067 MH_SEND_PlayerStats(FUID);
5068 end;
5069 end;
5071 if FDamageBuffer > 0 then
5072 begin
5073 if FDamageBuffer >= 9 then
5074 begin
5075 SetAction(A_PAIN);
5077 if FDamageBuffer < 30 then i := 9
5078 else if FDamageBuffer < 100 then i := 18
5079 else i := 27;
5080 end;
5082 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5083 FArmor := FArmor-(FDamageBuffer-ii);
5084 FHealth := FHealth-ii;
5085 if FArmor < 0 then
5086 begin
5087 FHealth := FHealth+FArmor;
5088 FArmor := 0;
5089 end;
5091 if AnyServer then
5092 if FHealth <= 0 then
5093 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5094 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5095 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5097 if FAlive then
5098 begin
5099 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5100 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5101 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5102 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5103 end;
5105 FDamageBuffer := 0;
5106 end;
5108 {CollideItem();}
5109 end; // if FAlive then ...
5111 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5112 begin
5113 FModel.ChangeAnimation(FActionAnim, FActionForce);
5114 FModel.GetCurrentAnimation.MinLength := i;
5115 FModel.GetCurrentAnimationMask.MinLength := i;
5116 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5118 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5119 then SetAction(A_STAND, True);
5121 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5123 for b := Low(FKeys) to High(FKeys) do
5124 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5125 end;
5128 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5129 begin
5130 x := FObj.X+PLAYER_RECT.X;
5131 y := FObj.Y+PLAYER_RECT.Y;
5132 w := PLAYER_RECT.Width;
5133 h := PLAYER_RECT.Height;
5134 end;
5137 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5138 begin
5139 if (dx <> 0) or (dy <> 0) then
5140 begin
5141 FObj.X += dx;
5142 FObj.Y += dy;
5143 positionChanged();
5144 end;
5145 end;
5148 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5149 begin
5150 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5151 FObj.Y+PLAYER_RECT.Y,
5152 PLAYER_RECT.Width,
5153 PLAYER_RECT.Height,
5154 X, Y,
5155 Width, Height);
5156 end;
5158 function TPlayer.Collide(Panel: TPanel): Boolean;
5159 begin
5160 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5161 FObj.Y+PLAYER_RECT.Y,
5162 PLAYER_RECT.Width,
5163 PLAYER_RECT.Height,
5164 Panel.X, Panel.Y,
5165 Panel.Width, Panel.Height);
5166 end;
5168 function TPlayer.Collide(X, Y: Integer): Boolean;
5169 begin
5170 X := X-FObj.X-PLAYER_RECT.X;
5171 Y := Y-FObj.Y-PLAYER_RECT.Y;
5172 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5173 (y >= 0) and (y <= PLAYER_RECT.Height);
5174 end;
5176 function g_Player_ValidName(Name: string): Boolean;
5177 var
5178 a: Integer;
5179 begin
5180 Result := True;
5182 if gPlayers = nil then Exit;
5184 for a := 0 to High(gPlayers) do
5185 if gPlayers[a] <> nil then
5186 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5187 begin
5188 Result := False;
5189 Exit;
5190 end;
5191 end;
5193 procedure TPlayer.SetDirection(Direction: TDirection);
5194 var
5195 d: TDirection;
5196 begin
5197 d := FModel.Direction;
5199 FModel.Direction := Direction;
5200 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5202 FDirection := Direction;
5203 end;
5205 function TPlayer.GetKeys(): Byte;
5206 begin
5207 Result := 0;
5209 if R_KEY_RED in FRulez then Result := KEY_RED;
5210 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5211 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5213 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5214 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5215 end;
5217 procedure TPlayer.Use();
5218 var
5219 a: Integer;
5220 begin
5221 if FTime[T_USE] > gTime then Exit;
5223 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5224 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5226 for a := 0 to High(gPlayers) do
5227 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5228 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5229 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5230 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5231 begin
5232 gPlayers[a].Touch();
5233 if g_Game_IsNet and g_Game_IsServer then
5234 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5235 end;
5237 FTime[T_USE] := gTime+120;
5238 end;
5240 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5241 var
5242 locObj: TObj;
5243 F: Boolean;
5244 WX, WY, XD, YD: Integer;
5245 begin
5246 F := False;
5247 WX := X;
5248 WY := Y;
5249 XD := AX;
5250 YD := AY;
5252 case FCurrWeap of
5253 WEAPON_KASTET:
5254 begin
5255 if R_BERSERK in FRulez then
5256 begin
5257 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5258 locobj.X := FObj.X+FObj.Rect.X;
5259 locobj.Y := FObj.Y+FObj.Rect.Y;
5260 locobj.rect.X := 0;
5261 locobj.rect.Y := 0;
5262 locobj.rect.Width := 39;
5263 locobj.rect.Height := 52;
5264 locobj.Vel.X := (xd-wx) div 2;
5265 locobj.Vel.Y := (yd-wy) div 2;
5266 locobj.Accel.X := xd-wx;
5267 locobj.Accel.y := yd-wy;
5269 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5270 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5271 else
5272 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5274 if gFlash = 1 then
5275 if FPain < 50 then
5276 FPain := min(FPain + 25, 50);
5277 end else
5278 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5279 end;
5281 WEAPON_SAW:
5282 begin
5283 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5284 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5285 begin
5286 FSawSoundSelect.Stop();
5287 FSawSound.Stop();
5288 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5289 end
5290 else if not FSawSoundHit.IsPlaying() then
5291 begin
5292 FSawSoundSelect.Stop();
5293 FSawSound.PlayAt(FObj.X, FObj.Y);
5294 end;
5295 f := True;
5296 end;
5298 WEAPON_PISTOL:
5299 begin
5300 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5301 FFireAngle := FAngle;
5302 f := True;
5303 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5304 GameVelX, GameVelY-2, SHELL_BULLET);
5305 end;
5307 WEAPON_SHOTGUN1:
5308 begin
5309 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5310 FFireAngle := FAngle;
5311 f := True;
5312 FShellTimer := 10;
5313 FShellType := SHELL_SHELL;
5314 end;
5316 WEAPON_SHOTGUN2:
5317 begin
5318 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5319 FFireAngle := FAngle;
5320 f := True;
5321 FShellTimer := 13;
5322 FShellType := SHELL_DBLSHELL;
5323 end;
5325 WEAPON_CHAINGUN:
5326 begin
5327 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5328 FFireAngle := FAngle;
5329 f := True;
5330 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5331 GameVelX, GameVelY-2, SHELL_BULLET);
5332 end;
5334 WEAPON_ROCKETLAUNCHER:
5335 begin
5336 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5337 FFireAngle := FAngle;
5338 f := True;
5339 end;
5341 WEAPON_PLASMA:
5342 begin
5343 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5344 FFireAngle := FAngle;
5345 f := True;
5346 end;
5348 WEAPON_BFG:
5349 begin
5350 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5351 FFireAngle := FAngle;
5352 f := True;
5353 end;
5355 WEAPON_SUPERPULEMET:
5356 begin
5357 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5358 FFireAngle := FAngle;
5359 f := True;
5360 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5361 GameVelX, GameVelY-2, SHELL_SHELL);
5362 end;
5364 WEAPON_FLAMETHROWER:
5365 begin
5366 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5367 FFireAngle := FAngle;
5368 f := True;
5369 end;
5370 end;
5372 if not f then Exit;
5374 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5375 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5376 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5377 end;
5379 procedure TPlayer.DoLerp(Level: Integer = 2);
5380 begin
5381 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5382 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5383 end;
5385 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5386 var
5387 AX, AY: Integer;
5388 begin
5389 if NetInterpLevel < 1 then
5390 begin
5391 FObj.X := XTo;
5392 FObj.Y := YTo;
5393 end
5394 else
5395 begin
5396 FXTo := XTo;
5397 FYTo := YTo;
5399 AX := Abs(FXTo - FObj.X);
5400 AY := Abs(FYTo - FObj.Y);
5401 if (AX > 32) or (AX <= NetInterpLevel) then
5402 FObj.X := FXTo;
5403 if (AY > 32) or (AY <= NetInterpLevel) then
5404 FObj.Y := FYTo;
5405 end;
5406 end;
5408 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5409 begin
5410 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5411 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5412 PANEL_LIFTUP, False) then Result := -1
5413 else
5414 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5415 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5416 PANEL_LIFTDOWN, False) then Result := 1
5417 else Result := 0;
5418 end;
5420 function TPlayer.GetFlag(Flag: Byte): Boolean;
5421 var
5422 s, ts: String;
5423 evtype: Byte;
5424 begin
5425 Result := False;
5427 if Flag = FLAG_NONE then
5428 Exit;
5430 if not g_Game_IsServer then Exit;
5432 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5433 if (Flag = FTeam) and
5434 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5435 (FFlag <> FLAG_NONE) then
5436 begin
5437 if FFlag = FLAG_RED then
5438 s := _lc[I_PLAYER_FLAG_RED]
5439 else
5440 s := _lc[I_PLAYER_FLAG_BLUE];
5442 evtype := FLAG_STATE_SCORED;
5444 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5445 Insert('.', ts, Length(ts) + 1 - 3);
5446 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5448 g_Map_ResetFlag(FFlag);
5449 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5451 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5453 Result := True;
5454 if g_Game_IsNet then
5455 begin
5456 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5457 MH_SEND_GameStats;
5458 end;
5460 gFlags[FFlag].CaptureTime := 0;
5461 SetFlag(FLAG_NONE);
5462 Exit;
5463 end;
5465 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5466 if (Flag = FTeam) and
5467 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5468 begin
5469 if Flag = FLAG_RED then
5470 s := _lc[I_PLAYER_FLAG_RED]
5471 else
5472 s := _lc[I_PLAYER_FLAG_BLUE];
5474 evtype := FLAG_STATE_RETURNED;
5475 gFlags[Flag].CaptureTime := 0;
5477 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5479 g_Map_ResetFlag(Flag);
5480 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5482 Result := True;
5483 if g_Game_IsNet then
5484 begin
5485 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5486 MH_SEND_GameStats;
5487 end;
5488 Exit;
5489 end;
5491 // Ïîäîáðàë ÷óæîé ôëàã:
5492 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5493 begin
5494 SetFlag(Flag);
5496 if Flag = FLAG_RED then
5497 s := _lc[I_PLAYER_FLAG_RED]
5498 else
5499 s := _lc[I_PLAYER_FLAG_BLUE];
5501 evtype := FLAG_STATE_CAPTURED;
5503 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5505 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5507 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5509 Result := True;
5510 if g_Game_IsNet then
5511 begin
5512 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5513 MH_SEND_GameStats;
5514 end;
5515 end;
5516 end;
5518 procedure TPlayer.SetFlag(Flag: Byte);
5519 begin
5520 FFlag := Flag;
5521 if FModel <> nil then
5522 FModel.SetFlag(FFlag);
5523 end;
5525 function TPlayer.DropFlag(): Boolean;
5526 var
5527 s: String;
5528 begin
5529 Result := False;
5530 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5531 Exit;
5532 FTime[T_FLAGCAP] := gTime + 2000;
5533 with gFlags[FFlag] do
5534 begin
5535 Obj.X := FObj.X;
5536 Obj.Y := FObj.Y;
5537 Direction := FDirection;
5538 State := FLAG_STATE_DROPPED;
5539 Count := FLAG_TIME;
5540 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5541 (FObj.Vel.Y div 2)-2+Random(5));
5542 positionChanged(); // this updates spatial accelerators
5544 if FFlag = FLAG_RED then
5545 s := _lc[I_PLAYER_FLAG_RED]
5546 else
5547 s := _lc[I_PLAYER_FLAG_BLUE];
5549 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5550 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5552 if g_Game_IsNet then
5553 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5554 end;
5555 SetFlag(FLAG_NONE);
5556 Result := True;
5557 end;
5559 procedure TPlayer.GetSecret();
5560 begin
5561 Inc(FSecrets);
5562 end;
5564 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5565 begin
5566 Assert(Key <= High(FKeys));
5568 FKeys[Key].Pressed := True;
5569 FKeys[Key].Time := Time;
5570 end;
5572 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5573 begin
5574 Result := FKeys[K].Pressed;
5575 end;
5577 procedure TPlayer.ReleaseKeys();
5578 var
5579 a: Integer;
5580 begin
5581 for a := Low(FKeys) to High(FKeys) do
5582 begin
5583 FKeys[a].Pressed := False;
5584 FKeys[a].Time := 0;
5585 end;
5586 end;
5588 procedure TPlayer.OnDamage(Angle: SmallInt);
5589 begin
5590 end;
5592 function TPlayer.firediry(): Integer;
5593 begin
5594 if FKeys[KEY_UP].Pressed then Result := -42
5595 else if FKeys[KEY_DOWN].Pressed then Result := 19
5596 else Result := 0;
5597 end;
5599 procedure TPlayer.RememberState();
5600 var
5601 i: Integer;
5602 begin
5603 FSavedState.Health := FHealth;
5604 FSavedState.Armor := FArmor;
5605 FSavedState.Air := FAir;
5606 FSavedState.JetFuel := FJetFuel;
5607 FSavedState.CurrWeap := FCurrWeap;
5608 FSavedState.NextWeap := FNextWeap;
5609 FSavedState.NextWeapDelay := FNextWeapDelay;
5611 for i := 0 to 3 do
5612 FSavedState.Ammo[i] := FAmmo[i];
5613 for i := 0 to 3 do
5614 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5616 FSavedState.Rulez := FRulez;
5617 FSavedState.WaitRecall := True;
5618 end;
5620 procedure TPlayer.RecallState();
5621 var
5622 i: Integer;
5623 begin
5624 if not FSavedState.WaitRecall then Exit;
5626 FHealth := FSavedState.Health;
5627 FArmor := FSavedState.Armor;
5628 FAir := FSavedState.Air;
5629 FJetFuel := FSavedState.JetFuel;
5630 FCurrWeap := FSavedState.CurrWeap;
5631 FNextWeap := FSavedState.NextWeap;
5632 FNextWeapDelay := FSavedState.NextWeapDelay;
5634 for i := 0 to 3 do
5635 FAmmo[i] := FSavedState.Ammo[i];
5636 for i := 0 to 3 do
5637 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5639 FRulez := FSavedState.Rulez;
5640 FSavedState.WaitRecall := False;
5642 if gGameSettings.GameType = GT_SERVER then
5643 MH_SEND_PlayerStats(FUID);
5644 end;
5646 procedure TPlayer.SaveState (st: TStream);
5647 var
5648 i: Integer;
5649 b: Byte;
5650 begin
5651 // Ñèãíàòóðà èãðîêà
5652 utils.writeSign(st, 'PLYR');
5653 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5654 // Áîò èëè ÷åëîâåê
5655 utils.writeBool(st, FIamBot);
5656 // UID èãðîêà
5657 utils.writeInt(st, Word(FUID));
5658 // Èìÿ èãðîêà
5659 utils.writeStr(st, FName);
5660 // Êîìàíäà
5661 utils.writeInt(st, Byte(FTeam));
5662 // Æèâ ëè
5663 utils.writeBool(st, FAlive);
5664 // Èçðàñõîäîâàë ëè âñå æèçíè
5665 utils.writeBool(st, FNoRespawn);
5666 // Íàïðàâëåíèå
5667 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
5668 utils.writeInt(st, Byte(b));
5669 // Çäîðîâüå
5670 utils.writeInt(st, LongInt(FHealth));
5671 // Æèçíè
5672 utils.writeInt(st, Byte(FLives));
5673 // Áðîíÿ
5674 utils.writeInt(st, LongInt(FArmor));
5675 // Çàïàñ âîçäóõà
5676 utils.writeInt(st, LongInt(FAir));
5677 // Çàïàñ ãîðþ÷åãî
5678 utils.writeInt(st, LongInt(FJetFuel));
5679 // Áîëü
5680 utils.writeInt(st, LongInt(FPain));
5681 // Óáèë
5682 utils.writeInt(st, LongInt(FKills));
5683 // Óáèë ìîíñòðîâ
5684 utils.writeInt(st, LongInt(FMonsterKills));
5685 // Ôðàãîâ
5686 utils.writeInt(st, LongInt(FFrags));
5687 // Ôðàãîâ ïîäðÿä
5688 utils.writeInt(st, Byte(FFragCombo));
5689 // Âðåìÿ ïîñëåäíåãî ôðàãà
5690 utils.writeInt(st, LongWord(FLastFrag));
5691 // Ñìåðòåé
5692 utils.writeInt(st, LongInt(FDeath));
5693 // Êàêîé ôëàã íåñåò
5694 utils.writeInt(st, Byte(FFlag));
5695 // Íàøåë ñåêðåòîâ
5696 utils.writeInt(st, LongInt(FSecrets));
5697 // Òåêóùåå îðóæèå
5698 utils.writeInt(st, Byte(FCurrWeap));
5699 // Æåëàåìîå îðóæèå
5700 utils.writeInt(st, Word(FNextWeap));
5701 // ...è ïàóçà
5702 utils.writeInt(st, Byte(FNextWeapDelay));
5703 // Âðåìÿ çàðÿäêè BFG
5704 utils.writeInt(st, SmallInt(FBFGFireCounter));
5705 // Áóôåð óðîíà
5706 utils.writeInt(st, LongInt(FDamageBuffer));
5707 // Ïîñëåäíèé óäàðèâøèé
5708 utils.writeInt(st, Word(FLastSpawnerUID));
5709 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5710 utils.writeInt(st, Byte(FLastHit));
5711 // Îáúåêò èãðîêà
5712 Obj_SaveState(st, @FObj);
5713 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5714 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
5715 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5716 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
5717 // Íàëè÷èå îðóæèÿ
5718 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
5719 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5720 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
5721 // Íàëè÷èå ðþêçàêà
5722 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
5723 // Íàëè÷èå êðàñíîãî êëþ÷à
5724 utils.writeBool(st, (R_KEY_RED in FRulez));
5725 // Íàëè÷èå çåëåíîãî êëþ÷à
5726 utils.writeBool(st, (R_KEY_GREEN in FRulez));
5727 // Íàëè÷èå ñèíåãî êëþ÷à
5728 utils.writeBool(st, (R_KEY_BLUE in FRulez));
5729 // Íàëè÷èå áåðñåðêà
5730 utils.writeBool(st, (R_BERSERK in FRulez));
5731 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5732 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
5733 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5734 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
5735 // Íàçâàíèå ìîäåëè
5736 utils.writeStr(st, FModel.Name);
5737 // Öâåò ìîäåëè
5738 utils.writeInt(st, Byte(FColor.R));
5739 utils.writeInt(st, Byte(FColor.G));
5740 utils.writeInt(st, Byte(FColor.B));
5741 end;
5744 procedure TPlayer.LoadState (st: TStream);
5745 var
5746 i: Integer;
5747 str: String;
5748 b: Byte;
5749 begin
5750 assert(st <> nil);
5752 // Ñèãíàòóðà èãðîêà
5753 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
5754 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
5755 // Áîò èëè ÷åëîâåê:
5756 FIamBot := utils.readBool(st);
5757 // UID èãðîêà
5758 FUID := utils.readWord(st);
5759 // Èìÿ èãðîêà
5760 str := utils.readStr(st);
5761 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
5762 // Êîìàíäà
5763 FTeam := utils.readByte(st);
5764 // Æèâ ëè
5765 FAlive := utils.readBool(st);
5766 // Èçðàñõîäîâàë ëè âñå æèçíè
5767 FNoRespawn := utils.readBool(st);
5768 // Íàïðàâëåíèå
5769 b := utils.readByte(st);
5770 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
5771 // Çäîðîâüå
5772 FHealth := utils.readLongInt(st);
5773 // Æèçíè
5774 FLives := utils.readByte(st);
5775 // Áðîíÿ
5776 FArmor := utils.readLongInt(st);
5777 // Çàïàñ âîçäóõà
5778 FAir := utils.readLongInt(st);
5779 // Çàïàñ ãîðþ÷åãî
5780 FJetFuel := utils.readLongInt(st);
5781 // Áîëü
5782 FPain := utils.readLongInt(st);
5783 // Óáèë
5784 FKills := utils.readLongInt(st);
5785 // Óáèë ìîíñòðîâ
5786 FMonsterKills := utils.readLongInt(st);
5787 // Ôðàãîâ
5788 FFrags := utils.readLongInt(st);
5789 // Ôðàãîâ ïîäðÿä
5790 FFragCombo := utils.readByte(st);
5791 // Âðåìÿ ïîñëåäíåãî ôðàãà
5792 FLastFrag := utils.readLongWord(st);
5793 // Ñìåðòåé
5794 FDeath := utils.readLongInt(st);
5795 // Êàêîé ôëàã íåñåò
5796 FFlag := utils.readByte(st);
5797 // Íàøåë ñåêðåòîâ
5798 FSecrets := utils.readLongInt(st);
5799 // Òåêóùåå îðóæèå
5800 FCurrWeap := utils.readByte(st);
5801 // Æåëàåìîå îðóæèå
5802 FNextWeap := utils.readWord(st);
5803 // ...è ïàóçà
5804 FNextWeapDelay := utils.readByte(st);
5805 // Âðåìÿ çàðÿäêè BFG
5806 FBFGFireCounter := utils.readSmallInt(st);
5807 // Áóôåð óðîíà
5808 FDamageBuffer := utils.readLongInt(st);
5809 // Ïîñëåäíèé óäàðèâøèé
5810 FLastSpawnerUID := utils.readWord(st);
5811 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5812 FLastHit := utils.readByte(st);
5813 // Îáúåêò èãðîêà
5814 Obj_LoadState(@FObj, st);
5815 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5816 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
5817 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5818 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
5819 // Íàëè÷èå îðóæèÿ
5820 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
5821 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5822 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
5823 // Íàëè÷èå ðþêçàêà
5824 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
5825 // Íàëè÷èå êðàñíîãî êëþ÷à
5826 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
5827 // Íàëè÷èå çåëåíîãî êëþ÷à
5828 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
5829 // Íàëè÷èå ñèíåãî êëþ÷à
5830 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
5831 // Íàëè÷èå áåðñåðêà
5832 if utils.readBool(st) then Include(FRulez, R_BERSERK);
5833 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5834 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
5835 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5836 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
5837 // Íàçâàíèå ìîäåëè
5838 str := utils.readStr(st);
5839 // Öâåò ìîäåëè
5840 FColor.R := utils.readByte(st);
5841 FColor.G := utils.readByte(st);
5842 FColor.B := utils.readByte(st);
5843 if (self = gPlayer1) then
5844 begin
5845 str := gPlayer1Settings.Model;
5846 FColor := gPlayer1Settings.Color;
5847 end
5848 else if (self = gPlayer2) then
5849 begin
5850 str := gPlayer2Settings.Model;
5851 FColor := gPlayer2Settings.Color;
5852 end;
5853 // Îáíîâëÿåì ìîäåëü èãðîêà
5854 SetModel(str);
5855 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5856 FModel.Color := TEAMCOLOR[FTeam]
5857 else
5858 FModel.Color := FColor;
5859 end;
5862 procedure TPlayer.AllRulez(Health: Boolean);
5863 var
5864 a: Integer;
5865 begin
5866 if Health then
5867 begin
5868 FHealth := PLAYER_HP_LIMIT;
5869 FArmor := PLAYER_AP_LIMIT;
5870 Exit;
5871 end;
5873 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
5874 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
5875 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5876 end;
5878 procedure TPlayer.RestoreHealthArmor();
5879 begin
5880 FHealth := PLAYER_HP_LIMIT;
5881 FArmor := PLAYER_AP_LIMIT;
5882 end;
5884 procedure TPlayer.FragCombo();
5885 var
5886 Param: Integer;
5887 begin
5888 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5889 Exit;
5890 if gTime - FLastFrag < FRAG_COMBO_TIME then
5891 begin
5892 if FFragCombo < 5 then
5893 Inc(FFragCombo);
5894 Param := FUID or (FFragCombo shl 16);
5895 if (FComboEvnt >= Low(gDelayedEvents)) and
5896 (FComboEvnt <= High(gDelayedEvents)) and
5897 gDelayedEvents[FComboEvnt].Pending and
5898 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5899 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5900 begin
5901 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5902 gDelayedEvents[FComboEvnt].DENum := Param;
5903 end
5904 else
5905 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5906 end
5907 else
5908 FFragCombo := 1;
5910 FLastFrag := gTime;
5911 end;
5913 procedure TPlayer.GiveItem(ItemType: Byte);
5914 begin
5915 case ItemType of
5916 ITEM_SUIT:
5917 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5918 begin
5919 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5920 end;
5922 ITEM_OXYGEN:
5923 if FAir < AIR_MAX then
5924 begin
5925 FAir := AIR_MAX;
5926 end;
5928 ITEM_MEDKIT_BLACK:
5929 begin
5930 if not (R_BERSERK in FRulez) then
5931 begin
5932 Include(FRulez, R_BERSERK);
5933 if FBFGFireCounter < 1 then
5934 begin
5935 FCurrWeap := WEAPON_KASTET;
5936 resetWeaponQueue();
5937 FModel.SetWeapon(WEAPON_KASTET);
5938 end;
5939 if gFlash <> 0 then
5940 Inc(FPain, 100);
5941 FBerserk := gTime+30000;
5942 end;
5943 if FHealth < PLAYER_HP_SOFT then
5944 begin
5945 FHealth := PLAYER_HP_SOFT;
5946 FBerserk := gTime+30000;
5947 end;
5948 end;
5950 ITEM_INVUL:
5951 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5952 begin
5953 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5954 end;
5956 ITEM_INVIS:
5957 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
5958 begin
5959 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
5960 end;
5962 ITEM_JETPACK:
5963 if FJetFuel < JET_MAX then
5964 begin
5965 FJetFuel := JET_MAX;
5966 end;
5968 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
5969 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
5971 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
5972 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5974 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
5975 ITEM_SPHERE_WHITE:
5976 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
5977 begin
5978 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
5979 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5980 end;
5982 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
5983 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
5984 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
5985 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
5986 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
5987 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
5988 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
5989 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
5990 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
5992 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5993 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
5994 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5995 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
5996 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5997 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
5998 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5999 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6000 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6002 ITEM_AMMO_BACKPACK:
6003 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6004 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6005 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6006 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6007 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6008 begin
6009 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6010 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6011 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6012 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6013 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6015 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6016 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6017 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6018 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6020 FRulez := FRulez + [R_ITEM_BACKPACK];
6021 end;
6023 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6024 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6025 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6027 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6028 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6030 else
6031 Exit;
6032 end;
6033 if g_Game_IsNet and g_Game_IsServer then
6034 MH_SEND_PlayerStats(FUID);
6035 end;
6037 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6038 var
6039 id, i: DWORD;
6040 Anim: TAnimation;
6041 begin
6042 if (Random(5) = 1) and (Times = 1) then
6043 Exit;
6045 if BodyInLiquid(0, 0) then
6046 begin
6047 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6048 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6049 if Random(2) = 0 then
6050 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6051 else
6052 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6053 Exit;
6054 end;
6056 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6057 begin
6058 for i := 1 to Times do
6059 begin
6060 Anim := TAnimation.Create(id, False, 3);
6061 Anim.Alpha := 150;
6062 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6063 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6064 Anim.Free();
6065 end;
6066 end;
6067 end;
6069 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6070 var
6071 id, i: DWORD;
6072 Anim: TAnimation;
6073 begin
6074 if (Random(10) = 1) and (Times = 1) then
6075 Exit;
6077 if g_Frames_Get(id, 'FRAMES_FLAME') then
6078 begin
6079 for i := 1 to Times do
6080 begin
6081 Anim := TAnimation.Create(id, False, 3);
6082 Anim.Alpha := 0;
6083 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6084 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6085 Anim.Free();
6086 end;
6087 end;
6088 end;
6090 procedure TPlayer.PauseSounds(Enable: Boolean);
6091 begin
6092 FSawSound.Pause(Enable);
6093 FSawSoundIdle.Pause(Enable);
6094 FSawSoundHit.Pause(Enable);
6095 FSawSoundSelect.Pause(Enable);
6096 end;
6098 { T C o r p s e : }
6100 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6101 begin
6102 g_Obj_Init(@FObj);
6103 FObj.X := X;
6104 FObj.Y := Y;
6105 FObj.Rect := PLAYER_CORPSERECT;
6106 FModelName := ModelName;
6107 FMess := aMess;
6109 if FMess then
6110 begin
6111 FState := CORPSE_STATE_MESS;
6112 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6113 end
6114 else
6115 begin
6116 FState := CORPSE_STATE_NORMAL;
6117 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6118 end;
6119 end;
6121 destructor TCorpse.Destroy();
6122 begin
6123 FAnimation.Free();
6125 inherited;
6126 end;
6128 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6130 procedure TCorpse.positionChanged (); inline; begin end;
6132 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6133 begin
6134 if (dx <> 0) or (dy <> 0) then
6135 begin
6136 FObj.X += dx;
6137 FObj.Y += dy;
6138 positionChanged();
6139 end;
6140 end;
6143 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6144 begin
6145 x := FObj.X+PLAYER_CORPSERECT.X;
6146 y := FObj.Y+PLAYER_CORPSERECT.Y;
6147 w := PLAYER_CORPSERECT.Width;
6148 h := PLAYER_CORPSERECT.Height;
6149 end;
6152 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6153 var
6154 pm: TPlayerModel;
6155 begin
6156 if FState = CORPSE_STATE_REMOVEME then
6157 Exit;
6159 FDamage := FDamage + Value;
6161 if FDamage > 150 then
6162 begin
6163 if FAnimation <> nil then
6164 begin
6165 FAnimation.Free();
6166 FAnimation := nil;
6168 FState := CORPSE_STATE_REMOVEME;
6170 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6171 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6172 FModelName, FColor);
6173 // Çâóê ìÿñà îò òðóïà:
6174 pm := g_PlayerModel_Get(FModelName);
6175 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6176 pm.Free;
6177 end;
6178 end
6179 else
6180 begin
6181 FObj.Vel.X := FObj.Vel.X + vx;
6182 FObj.Vel.Y := FObj.Vel.Y + vy;
6183 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6184 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6185 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6186 150, 0, 0);
6187 end;
6188 end;
6190 procedure TCorpse.Draw();
6191 begin
6192 if FState = CORPSE_STATE_REMOVEME then
6193 Exit;
6195 if FAnimation <> nil then
6196 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6198 if FAnimationMask <> nil then
6199 begin
6200 e_Colors := FColor;
6201 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6202 e_Colors.R := 255;
6203 e_Colors.G := 255;
6204 e_Colors.B := 255;
6205 end;
6206 end;
6208 procedure TCorpse.Update();
6209 var
6210 st: Word;
6211 begin
6212 if FState = CORPSE_STATE_REMOVEME then
6213 Exit;
6215 if gTime mod (GAME_TICK*2) <> 0 then
6216 begin
6217 g_Obj_Move(@FObj, True, True, True);
6218 positionChanged(); // this updates spatial accelerators
6219 Exit;
6220 end;
6222 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6223 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6225 st := g_Obj_Move(@FObj, True, True, True);
6226 positionChanged(); // this updates spatial accelerators
6228 if WordBool(st and MOVE_FALLOUT) then
6229 begin
6230 FState := CORPSE_STATE_REMOVEME;
6231 Exit;
6232 end;
6234 if FAnimation <> nil then
6235 FAnimation.Update();
6236 if FAnimationMask <> nil then
6237 FAnimationMask.Update();
6238 end;
6241 procedure TCorpse.SaveState (st: TStream);
6242 var
6243 anim: Boolean;
6244 begin
6245 assert(st <> nil);
6247 // Ñèãíàòóðà òðóïà
6248 utils.writeSign(st, 'CORP');
6249 utils.writeInt(st, Byte(0));
6250 // Ñîñòîÿíèå
6251 utils.writeInt(st, Byte(FState));
6252 // Íàêîïëåííûé óðîí
6253 utils.writeInt(st, Byte(FDamage));
6254 // Öâåò
6255 utils.writeInt(st, Byte(FColor.R));
6256 utils.writeInt(st, Byte(FColor.G));
6257 utils.writeInt(st, Byte(FColor.B));
6258 // Îáúåêò òðóïà
6259 Obj_SaveState(st, @FObj);
6260 // Åñòü ëè àíèìàöèÿ
6261 anim := (FAnimation <> nil);
6262 utils.writeBool(st, anim);
6263 // Åñëè åñòü - ñîõðàíÿåì
6264 if anim then FAnimation.SaveState(st);
6265 // Åñòü ëè ìàñêà àíèìàöèè
6266 anim := (FAnimationMask <> nil);
6267 utils.writeBool(st, anim);
6268 // Åñëè åñòü - ñîõðàíÿåì
6269 if anim then FAnimationMask.SaveState(st);
6270 end;
6273 procedure TCorpse.LoadState (st: TStream);
6274 var
6275 anim: Boolean;
6276 begin
6277 assert(st <> nil);
6279 // Ñèãíàòóðà òðóïà
6280 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6281 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6282 // Ñîñòîÿíèå
6283 FState := utils.readByte(st);
6284 // Íàêîïëåííûé óðîí
6285 FDamage := utils.readByte(st);
6286 // Öâåò
6287 FColor.R := utils.readByte(st);
6288 FColor.G := utils.readByte(st);
6289 FColor.B := utils.readByte(st);
6290 // Îáúåêò òðóïà
6291 Obj_LoadState(@FObj, st);
6292 // Åñòü ëè àíèìàöèÿ
6293 anim := utils.readBool(st);
6294 // Åñëè åñòü - çàãðóæàåì
6295 if anim then
6296 begin
6297 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6298 FAnimation.LoadState(st);
6299 end;
6300 // Åñòü ëè ìàñêà àíèìàöèè
6301 anim := utils.readBool(st);
6302 // Åñëè åñòü - çàãðóæàåì
6303 if anim then
6304 begin
6305 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6306 FAnimationMask.LoadState(st);
6307 end;
6308 end;
6310 { T B o t : }
6312 constructor TBot.Create();
6313 var
6314 a: Integer;
6315 begin
6316 inherited Create();
6318 FPhysics := True;
6319 FSpectator := False;
6320 FGhost := False;
6322 FIamBot := True;
6324 Inc(gNumBots);
6326 for a := WP_FIRST to WP_LAST do
6327 begin
6328 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6329 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6330 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6331 end;
6332 end;
6334 destructor TBot.Destroy();
6335 begin
6336 Dec(gNumBots);
6337 inherited Destroy();
6338 end;
6340 procedure TBot.Draw();
6341 begin
6342 inherited Draw();
6344 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6345 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6346 end;
6348 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6349 begin
6350 inherited Respawn(Silent, Force);
6352 FAIFlags := nil;
6353 FSelectedWeapon := FCurrWeap;
6354 resetWeaponQueue();
6355 FTargetUID := 0;
6356 end;
6358 procedure TBot.UpdateCombat();
6359 type
6360 TTarget = record
6361 UID: Word;
6362 X, Y: Integer;
6363 Rect: TRectWH;
6364 cX, cY: Integer;
6365 Dist: Word;
6366 Line: Boolean;
6367 Visible: Boolean;
6368 IsPlayer: Boolean;
6369 end;
6371 TTargetRecord = array of TTarget;
6373 function Compare(a, b: TTarget): Integer;
6374 begin
6375 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6376 Result := -1
6377 else
6378 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6379 Result := 1
6380 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6381 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6382 begin
6383 if a.Dist > b.Dist then // B áëèæå
6384 Result := 1
6385 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6386 Result := -1;
6387 end
6388 else // Ñòðàííî -> A
6389 Result := -1;
6390 end;
6392 var
6393 a, x1, y1, x2, y2: Integer;
6394 targets: TTargetRecord;
6395 ammo: Word;
6396 Target, BestTarget: TTarget;
6397 firew, fireh: Integer;
6398 angle: SmallInt;
6399 mon: TMonster;
6400 pla, tpla: TPlayer;
6401 vsPlayer, vsMonster, ok: Boolean;
6404 function monsUpdate (mon: TMonster): Boolean;
6405 begin
6406 result := false; // don't stop
6407 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6408 begin
6409 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6411 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6412 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6414 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6415 if g_TraceVector(x1, y1, x2, y2) then
6416 begin
6417 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6418 SetLength(targets, Length(targets)+1);
6419 with targets[High(targets)] do
6420 begin
6421 UID := mon.UID;
6422 X := mon.Obj.X;
6423 Y := mon.Obj.Y;
6424 cX := x2;
6425 cY := y2;
6426 Rect := mon.Obj.Rect;
6427 Dist := g_PatchLength(x1, y1, x2, y2);
6428 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6429 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6430 Visible := True;
6431 IsPlayer := False;
6432 end;
6433 end;
6434 end;
6435 end;
6437 begin
6438 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6439 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6441 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6442 if FCurrWeap <> FSelectedWeapon then
6443 NextWeapon();
6445 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6446 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6447 begin
6448 RemoveAIFlag('NEEDFIRE');
6450 case FCurrWeap of
6451 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6452 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6453 else PressKey(KEY_FIRE);
6454 end;
6455 end;
6457 // Êîîðäèíàòû ñòâîëà:
6458 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6459 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6461 Target.UID := FTargetUID;
6463 ok := False;
6464 if Target.UID <> 0 then
6465 begin // Öåëü åñòü - íàñòðàèâàåì
6466 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6467 vsPlayer then
6468 begin // Èãðîê
6469 tpla := g_Player_Get(Target.UID);
6470 if tpla <> nil then
6471 with tpla do
6472 begin
6473 if (@FObj) <> nil then
6474 begin
6475 Target.X := FObj.X;
6476 Target.Y := FObj.Y;
6477 end;
6478 end;
6480 Target.cX := Target.X + PLAYER_RECT_CX;
6481 Target.cY := Target.Y + PLAYER_RECT_CY;
6482 Target.Rect := PLAYER_RECT;
6483 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6484 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6485 (y1-4 > Target.Y+PLAYER_RECT.Y);
6486 Target.IsPlayer := True;
6487 ok := True;
6488 end
6489 else
6490 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6491 vsMonster then
6492 begin // Ìîíñòð
6493 mon := g_Monsters_ByUID(Target.UID);
6494 if mon <> nil then
6495 begin
6496 Target.X := mon.Obj.X;
6497 Target.Y := mon.Obj.Y;
6499 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6500 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6501 Target.Rect := mon.Obj.Rect;
6502 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6503 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6504 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6505 Target.IsPlayer := False;
6506 ok := True;
6507 end;
6508 end;
6509 end;
6511 if not ok then
6512 begin // Öåëè íåò - îáíóëÿåì
6513 Target.X := 0;
6514 Target.Y := 0;
6515 Target.cX := 0;
6516 Target.cY := 0;
6517 Target.Visible := False;
6518 Target.Line := False;
6519 Target.IsPlayer := False;
6520 end;
6522 targets := nil;
6524 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6525 if (not Target.Line) or (not Target.Visible) then
6526 begin
6527 // Èãðîêè:
6528 if vsPlayer then
6529 for a := 0 to High(gPlayers) do
6530 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6531 (gPlayers[a].FUID <> FUID) and
6532 (not SameTeam(FUID, gPlayers[a].FUID)) and
6533 (not gPlayers[a].NoTarget) and
6534 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6535 begin
6536 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6537 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6538 Continue;
6540 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6541 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6543 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6544 if g_TraceVector(x1, y1, x2, y2) then
6545 begin
6546 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6547 SetLength(targets, Length(targets)+1);
6548 with targets[High(targets)] do
6549 begin
6550 UID := gPlayers[a].FUID;
6551 X := gPlayers[a].FObj.X;
6552 Y := gPlayers[a].FObj.Y;
6553 cX := x2;
6554 cY := y2;
6555 Rect := PLAYER_RECT;
6556 Dist := g_PatchLength(x1, y1, x2, y2);
6557 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6558 (y1-4 > Target.Y+PLAYER_RECT.Y);
6559 Visible := True;
6560 IsPlayer := True;
6561 end;
6562 end;
6563 end;
6565 // Ìîíñòðû:
6566 if vsMonster then g_Mons_ForEach(monsUpdate);
6567 end;
6569 // Åñëè åñòü âîçìîæíûå öåëè:
6570 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6571 if targets <> nil then
6572 begin
6573 // Âûáèðàåì íàèëó÷øóþ öåëü:
6574 BestTarget := targets[0];
6575 if Length(targets) > 1 then
6576 for a := 1 to High(targets) do
6577 if Compare(BestTarget, targets[a]) = 1 then
6578 BestTarget := targets[a];
6580 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6581 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6582 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6583 begin
6584 Target := BestTarget;
6586 if (Healthy() = 3) or ((Healthy() = 2)) then
6587 begin // Åñëè çäîðîâû - äîãîíÿåì
6588 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6589 SetAIFlag('GORIGHT', '1');
6590 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6591 SetAIFlag('GOLEFT', '1');
6592 end
6593 else
6594 begin // Åñëè ïîáèòû - óáåãàåì
6595 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6596 SetAIFlag('GORIGHT', '1');
6597 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6598 SetAIFlag('GOLEFT', '1');
6599 end;
6601 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6602 SelectWeapon(Abs(x1-Target.cX));
6603 end;
6604 end;
6606 // Åñëè åñòü öåëü:
6607 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6608 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6609 if Target.UID <> 0 then
6610 begin
6611 if not TargetOnScreen(Target.X + Target.Rect.X,
6612 Target.Y + Target.Rect.Y) then
6613 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6614 if (Healthy() = 3) or ((Healthy() = 2)) then
6615 begin // Åñëè çäîðîâû - äîãîíÿåì
6616 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6617 SetAIFlag('GORIGHT', '1');
6618 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6619 SetAIFlag('GOLEFT', '1');
6620 end
6621 else
6622 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6623 Target.UID := 0;
6624 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6625 SetAIFlag('GORIGHT', '1');
6626 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6627 SetAIFlag('GOLEFT', '1');
6628 end;
6629 end
6630 else
6631 begin // Öåëü ïîêà íà "ýêðàíå"
6632 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6633 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6634 FLastVisible := gTime;
6635 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6636 if (Abs(FObj.Y-Target.Y) <= 128) then
6637 begin
6638 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6639 SetAIFlag('GORIGHT', '1');
6640 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6641 SetAIFlag('GOLEFT', '1');
6642 end;
6643 end;
6645 // Âûáèðàåì óãîë ââåðõ:
6646 if FDirection = TDirection.D_LEFT then
6647 angle := ANGLE_LEFTUP
6648 else
6649 angle := ANGLE_RIGHTUP;
6651 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6652 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6654 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6655 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6656 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6657 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6658 Target.Rect.Width, Target.Rect.Height) and
6659 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6660 begin // òî íóæíî ñòðåëÿòü ââåðõ
6661 SetAIFlag('NEEDFIRE', '1');
6662 SetAIFlag('NEEDSEEUP', '1');
6663 end;
6665 // Âûáèðàåì óãîë âíèç:
6666 if FDirection = TDirection.D_LEFT then
6667 angle := ANGLE_LEFTDOWN
6668 else
6669 angle := ANGLE_RIGHTDOWN;
6671 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6672 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6674 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6675 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6676 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6677 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6678 Target.Rect.Width, Target.Rect.Height) and
6679 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6680 begin // òî íóæíî ñòðåëÿòü âíèç
6681 SetAIFlag('NEEDFIRE', '1');
6682 SetAIFlag('NEEDSEEDOWN', '1');
6683 end;
6685 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6686 if Target.Visible and
6687 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6688 (y1-4 > Target.Y+Target.Rect.Y) then
6689 begin
6690 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6691 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
6692 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6693 begin // òî íóæíî ñòðåëÿòü âïåðåä
6694 SetAIFlag('NEEDFIRE', '1');
6695 SetAIFlag('NEEDSEEDOWN', '');
6696 SetAIFlag('NEEDSEEUP', '');
6697 end;
6698 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6699 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6700 if GetRnd(FDifficult.CloseJump) then
6701 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6702 if Abs(FObj.X-Target.X) < 128 then
6703 a := 4
6704 else
6705 a := 30;
6706 if Random(a) = 0 then
6707 SetAIFlag('NEEDJUMP', '1');
6708 end;
6709 end;
6711 // Åñëè öåëü âñå åùå åñòü:
6712 if Target.UID <> 0 then
6713 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6714 Target.UID := 0 // òî çàáûòü öåëü
6715 else // Åñëè âèäåëè íåäàâíî
6716 begin // íî öåëü óáèëè
6717 if Target.IsPlayer then
6718 begin // Öåëü - èãðîê
6719 pla := g_Player_Get(Target.UID);
6720 if (pla = nil) or (not pla.alive) or pla.NoTarget or
6721 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6722 Target.UID := 0; // òî çàáûòü öåëü
6723 end
6724 else
6725 begin // Öåëü - ìîíñòð
6726 mon := g_Monsters_ByUID(Target.UID);
6727 if (mon = nil) or (not mon.alive) then
6728 Target.UID := 0; // òî çàáûòü öåëü
6729 end;
6730 end;
6731 end; // if Target.UID <> 0
6733 FTargetUID := Target.UID;
6735 // Åñëè âîçìîæíûõ öåëåé íåò:
6736 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6737 if targets = nil then
6738 if GetAIFlag('ATTACKLEFT') <> '' then
6739 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6740 RemoveAIFlag('ATTACKLEFT');
6742 SetAIFlag('NEEDJUMP', '1');
6744 if RunDirection() = TDirection.D_RIGHT then
6745 begin // Èäåì íå â òó ñòîðîíó
6746 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6747 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6748 SetAIFlag('NEEDFIRE', '1');
6749 SetAIFlag('GOLEFT', '1');
6750 end;
6751 end
6752 else
6753 begin // Èäåì â íóæíóþ ñòîðîíó
6754 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6755 SetAIFlag('NEEDFIRE', '1');
6756 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6757 SetAIFlag('GORIGHT', '1');
6758 end;
6759 end
6760 else
6761 if GetAIFlag('ATTACKRIGHT') <> '' then
6762 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6763 RemoveAIFlag('ATTACKRIGHT');
6765 SetAIFlag('NEEDJUMP', '1');
6767 if RunDirection() = TDirection.D_LEFT then
6768 begin // Èäåì íå â òó ñòîðîíó
6769 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6770 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6771 SetAIFlag('NEEDFIRE', '1');
6772 SetAIFlag('GORIGHT', '1');
6773 end;
6774 end
6775 else
6776 begin
6777 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6778 SetAIFlag('NEEDFIRE', '1');
6779 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6780 SetAIFlag('GOLEFT', '1');
6781 end;
6782 end;
6784 //HACK! (does it belongs there?)
6785 RealizeCurrentWeapon();
6787 // Åñëè åñòü âîçìîæíûå öåëè:
6788 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6789 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6790 for a := 0 to High(targets) do
6791 begin
6792 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6793 if GetRnd(FDifficult.DiagFire) then
6794 begin
6795 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6796 if FDirection = TDirection.D_LEFT then
6797 angle := ANGLE_LEFTUP
6798 else
6799 angle := ANGLE_RIGHTUP;
6801 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6802 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6804 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6805 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6806 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6807 targets[a].Rect.Width, targets[a].Rect.Height) and
6808 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6809 begin
6810 SetAIFlag('NEEDFIRE', '1');
6811 SetAIFlag('NEEDSEEUP', '1');
6812 end;
6814 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6815 if FDirection = TDirection.D_LEFT then
6816 angle := ANGLE_LEFTDOWN
6817 else
6818 angle := ANGLE_RIGHTDOWN;
6820 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6821 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6823 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6824 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6825 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6826 targets[a].Rect.Width, targets[a].Rect.Height) and
6827 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6828 begin
6829 SetAIFlag('NEEDFIRE', '1');
6830 SetAIFlag('NEEDSEEDOWN', '1');
6831 end;
6832 end;
6834 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6835 if targets[a].Line and targets[a].Visible and
6836 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
6837 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
6838 begin
6839 SetAIFlag('NEEDFIRE', '1');
6840 Break;
6841 end;
6842 end;
6844 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6845 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6846 PLAYER_RECT.Width, PLAYER_RECT.Height,
6847 40+GetInterval(FDifficult.Cover, 40)) then
6848 SetAIFlag('NEEDJUMP', '1');
6850 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6851 ammo := GetAmmoByWeapon(FCurrWeap);
6852 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6853 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6854 (ammo = 0) then
6855 SetAIFlag('SELECTWEAPON', '1');
6857 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6858 if GetAIFlag('SELECTWEAPON') = '1' then
6859 begin
6860 SelectWeapon(-1);
6861 RemoveAIFlag('SELECTWEAPON');
6862 end;
6863 end;
6865 procedure TBot.Update();
6866 var
6867 EnableAI: Boolean;
6868 begin
6869 if not FAlive then
6870 begin // Respawn
6871 ReleaseKeys();
6872 PressKey(KEY_UP);
6873 end
6874 else
6875 begin
6876 EnableAI := True;
6878 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6879 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6880 EnableAI := False;
6881 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6882 EnableAI := False;
6883 if g_debug_BotAIOff = 3 then
6884 EnableAI := False;
6886 if EnableAI then
6887 begin
6888 UpdateMove();
6889 UpdateCombat();
6890 end
6891 else
6892 begin
6893 RealizeCurrentWeapon();
6894 end;
6895 end;
6897 inherited Update();
6898 end;
6900 procedure TBot.ReleaseKey(Key: Byte);
6901 begin
6902 with FKeys[Key] do
6903 begin
6904 Pressed := False;
6905 Time := 0;
6906 end;
6907 end;
6909 function TBot.KeyPressed(Key: Word): Boolean;
6910 begin
6911 Result := FKeys[Key].Pressed;
6912 end;
6914 function TBot.GetAIFlag(aName: String20): String20;
6915 var
6916 a: Integer;
6917 begin
6918 Result := '';
6920 aName := LowerCase(aName);
6922 if FAIFlags <> nil then
6923 for a := 0 to High(FAIFlags) do
6924 if LowerCase(FAIFlags[a].Name) = aName then
6925 begin
6926 Result := FAIFlags[a].Value;
6927 Break;
6928 end;
6929 end;
6931 procedure TBot.RemoveAIFlag(aName: String20);
6932 var
6933 a, b: Integer;
6934 begin
6935 if FAIFlags = nil then Exit;
6937 aName := LowerCase(aName);
6939 for a := 0 to High(FAIFlags) do
6940 if LowerCase(FAIFlags[a].Name) = aName then
6941 begin
6942 if a <> High(FAIFlags) then
6943 for b := a to High(FAIFlags)-1 do
6944 FAIFlags[b] := FAIFlags[b+1];
6946 SetLength(FAIFlags, Length(FAIFlags)-1);
6947 Break;
6948 end;
6949 end;
6951 procedure TBot.SetAIFlag(aName, fValue: String20);
6952 var
6953 a: Integer;
6954 ok: Boolean;
6955 begin
6956 a := 0;
6957 ok := False;
6959 aName := LowerCase(aName);
6961 if FAIFlags <> nil then
6962 for a := 0 to High(FAIFlags) do
6963 if LowerCase(FAIFlags[a].Name) = aName then
6964 begin
6965 ok := True;
6966 Break;
6967 end;
6969 if ok then FAIFlags[a].Value := fValue
6970 else
6971 begin
6972 SetLength(FAIFlags, Length(FAIFlags)+1);
6973 with FAIFlags[High(FAIFlags)] do
6974 begin
6975 Name := aName;
6976 Value := fValue;
6977 end;
6978 end;
6979 end;
6981 procedure TBot.UpdateMove;
6983 procedure GoLeft(Time: Word = 1);
6984 begin
6985 ReleaseKey(KEY_LEFT);
6986 ReleaseKey(KEY_RIGHT);
6987 PressKey(KEY_LEFT, Time);
6988 SetDirection(TDirection.D_LEFT);
6989 end;
6991 procedure GoRight(Time: Word = 1);
6992 begin
6993 ReleaseKey(KEY_LEFT);
6994 ReleaseKey(KEY_RIGHT);
6995 PressKey(KEY_RIGHT, Time);
6996 SetDirection(TDirection.D_RIGHT);
6997 end;
6999 function Rnd(a: Word): Boolean;
7000 begin
7001 Result := Random(a) = 0;
7002 end;
7004 procedure Turn(Time: Word = 1200);
7005 begin
7006 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7007 end;
7009 procedure Stop();
7010 begin
7011 ReleaseKey(KEY_LEFT);
7012 ReleaseKey(KEY_RIGHT);
7013 end;
7015 function CanRunLeft(): Boolean;
7016 begin
7017 Result := not CollideLevel(-1, 0);
7018 end;
7020 function CanRunRight(): Boolean;
7021 begin
7022 Result := not CollideLevel(1, 0);
7023 end;
7025 function CanRun(): Boolean;
7026 begin
7027 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7028 end;
7030 procedure Jump(Time: Word = 30);
7031 begin
7032 PressKey(KEY_JUMP, Time);
7033 end;
7035 function NearHole(): Boolean;
7036 var
7037 x, sx: Integer;
7038 begin
7039 { TODO 5 : Ëåñòíèöû }
7040 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7041 for x := 1 to PLAYER_RECT.Width do
7042 if (not StayOnStep(x*sx, 0)) and
7043 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7044 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7045 begin
7046 Result := True;
7047 Exit;
7048 end;
7050 Result := False;
7051 end;
7053 function BorderHole(): Boolean;
7054 var
7055 x, sx, xx: Integer;
7056 begin
7057 { TODO 5 : Ëåñòíèöû }
7058 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7059 for x := 1 to PLAYER_RECT.Width do
7060 if (not StayOnStep(x*sx, 0)) and
7061 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7062 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7063 begin
7064 for xx := x to x+32 do
7065 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7066 begin
7067 Result := True;
7068 Exit;
7069 end;
7070 end;
7072 Result := False;
7073 end;
7075 function NearDeepHole(): Boolean;
7076 var
7077 x, sx, y: Integer;
7078 begin
7079 Result := False;
7081 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7082 y := 3;
7084 for x := 1 to PLAYER_RECT.Width do
7085 if (not StayOnStep(x*sx, 0)) and
7086 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7087 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7088 begin
7089 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7090 begin
7091 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7092 y := y+1;
7093 end;
7095 Result := True;
7096 end else Result := False;
7097 end;
7099 function OverDeepHole(): Boolean;
7100 var
7101 y: Integer;
7102 begin
7103 Result := False;
7105 y := 1;
7106 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7107 begin
7108 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7109 y := y+1;
7110 end;
7112 Result := True;
7113 end;
7115 function OnGround(): Boolean;
7116 begin
7117 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7118 end;
7120 function OnLadder(): Boolean;
7121 begin
7122 Result := FullInStep(0, 0);
7123 end;
7125 function BelowLadder(): Boolean;
7126 begin
7127 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7128 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7129 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7130 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7131 end;
7133 function BelowLiftUp(): Boolean;
7134 begin
7135 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7136 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7137 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7138 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7139 end;
7141 function OnTopLift(): Boolean;
7142 begin
7143 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7144 end;
7146 function CanJumpOver(): Boolean;
7147 var
7148 sx, y: Integer;
7149 begin
7150 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7152 Result := False;
7154 if not CollideLevel(sx, 0) then Exit;
7156 for y := 1 to BOT_MAXJUMP do
7157 if CollideLevel(0, -y) then Exit else
7158 if not CollideLevel(sx, -y) then
7159 begin
7160 Result := True;
7161 Exit;
7162 end;
7163 end;
7165 function CanJumpUp(Dist: ShortInt): Boolean;
7166 var
7167 y, yy: Integer;
7168 c: Boolean;
7169 begin
7170 Result := False;
7172 if CollideLevel(Dist, 0) then Exit;
7174 c := False;
7175 for y := 0 to BOT_MAXJUMP do
7176 if CollideLevel(Dist, -y) then
7177 begin
7178 c := True;
7179 Break;
7180 end;
7182 if not c then Exit;
7184 c := False;
7185 for yy := y+1 to BOT_MAXJUMP do
7186 if not CollideLevel(Dist, -yy) then
7187 begin
7188 c := True;
7189 Break;
7190 end;
7192 if not c then Exit;
7194 c := False;
7195 for y := 0 to BOT_MAXJUMP do
7196 if CollideLevel(0, -y) then
7197 begin
7198 c := True;
7199 Break;
7200 end;
7202 if c then Exit;
7204 if y < yy then Exit;
7206 Result := True;
7207 end;
7209 function IsSafeTrigger(): Boolean;
7210 var
7211 a: Integer;
7212 begin
7213 Result := True;
7214 if gTriggers = nil then
7215 Exit;
7216 for a := 0 to High(gTriggers) do
7217 if Collide(gTriggers[a].X,
7218 gTriggers[a].Y,
7219 gTriggers[a].Width,
7220 gTriggers[a].Height) and
7221 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7222 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7223 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7224 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7225 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7226 Result := False;
7227 end;
7229 begin
7230 // Âîçìîæíî, íàæèìàåì êíîïêó:
7231 if Rnd(16) and IsSafeTrigger() then
7232 PressKey(KEY_OPEN);
7234 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7235 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7236 begin
7237 ReleaseKey(KEY_LEFT);
7238 ReleaseKey(KEY_RIGHT);
7239 Jump();
7240 end;
7242 // Èäåì âëåâî, åñëè íàäî áûëî:
7243 if GetAIFlag('GOLEFT') <> '' then
7244 begin
7245 RemoveAIFlag('GOLEFT');
7246 if CanRunLeft() then
7247 GoLeft(360);
7248 end;
7250 // Èäåì âïðàâî, åñëè íàäî áûëî:
7251 if GetAIFlag('GORIGHT') <> '' then
7252 begin
7253 RemoveAIFlag('GORIGHT');
7254 if CanRunRight() then
7255 GoRight(360);
7256 end;
7258 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7259 if FObj.X < -32 then
7260 GoRight(360)
7261 else
7262 if FObj.X+32 > gMapInfo.Width then
7263 GoLeft(360);
7265 // Ïðûãàåì, åñëè íàäî áûëî:
7266 if GetAIFlag('NEEDJUMP') <> '' then
7267 begin
7268 Jump(0);
7269 RemoveAIFlag('NEEDJUMP');
7270 end;
7272 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7273 if GetAIFlag('NEEDSEEUP') <> '' then
7274 begin
7275 ReleaseKey(KEY_UP);
7276 ReleaseKey(KEY_DOWN);
7277 PressKey(KEY_UP, 20);
7278 RemoveAIFlag('NEEDSEEUP');
7279 end;
7281 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7282 if GetAIFlag('NEEDSEEDOWN') <> '' then
7283 begin
7284 ReleaseKey(KEY_UP);
7285 ReleaseKey(KEY_DOWN);
7286 PressKey(KEY_DOWN, 20);
7287 RemoveAIFlag('NEEDSEEDOWN');
7288 end;
7290 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7291 if GetAIFlag('GOINHOLE') <> '' then
7292 if not OnGround() then
7293 begin
7294 ReleaseKey(KEY_LEFT);
7295 ReleaseKey(KEY_RIGHT);
7296 RemoveAIFlag('GOINHOLE');
7297 SetAIFlag('FALLINHOLE', '1');
7298 end;
7300 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7301 if GetAIFlag('FALLINHOLE') <> '' then
7302 if OnGround() then
7303 RemoveAIFlag('FALLINHOLE');
7305 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7306 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7307 if GetAIFlag('FALLINHOLE') = '' then
7308 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7309 if Rnd(2) then
7310 GoLeft(360)
7311 else
7312 GoRight(360);
7314 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7315 if OnGround() and
7316 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7317 Rnd(8) then
7318 Jump();
7320 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7321 if OnGround() and NearHole() then
7322 if NearDeepHole() then // Åñëè ýòî áåçäíà
7323 case Random(6) of
7324 0..3: Turn(); // Áåæèì îáðàòíî
7325 4: Jump(); // Ïðûãàåì
7326 5: begin // Ïðûãàåì îáðàòíî
7327 Turn();
7328 Jump();
7329 end;
7330 end
7331 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7332 if GetAIFlag('GOINHOLE') = '' then
7333 case Random(6) of
7334 0: Turn(); // Íå íóæíî òóäà
7335 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7336 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7337 if BorderHole() then
7338 SetAIFlag('GOINHOLE', '1');
7339 end;
7341 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7342 if (not CanRun()) and OnGround() then
7343 begin
7344 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7345 if CanJumpOver() or OnLadder() then
7346 Jump()
7347 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7348 if Random(2) = 0 then
7349 begin
7350 if IsSafeTrigger() then
7351 PressKey(KEY_OPEN);
7352 end else
7353 Turn();
7354 end;
7356 // Îñòàëîñü ìàëî âîçäóõà:
7357 if FAir < 36 * 2 then
7358 Jump(20);
7360 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7361 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7362 if BodyInAcid(0, 0) then
7363 Jump();
7364 end;
7366 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7367 begin
7368 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7369 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7370 end;
7372 {function TBot.NeedItem(Item: Byte): Byte;
7373 begin
7374 Result := 4;
7375 end;}
7377 procedure TBot.SelectWeapon(Dist: Integer);
7378 var
7379 a: Integer;
7381 function HaveAmmo(weapon: Byte): Boolean;
7382 begin
7383 case weapon of
7384 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7385 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7386 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7387 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7388 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7389 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7390 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7391 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7392 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7393 else Result := True;
7394 end;
7395 end;
7397 begin
7398 if Dist = -1 then Dist := BOT_LONGDIST;
7400 if Dist > BOT_LONGDIST then
7401 begin // Äàëüíèé áîé
7402 for a := 0 to 9 do
7403 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7404 begin
7405 FSelectedWeapon := FDifficult.WeaponPrior[a];
7406 Break;
7407 end;
7408 end
7409 else //if Dist > BOT_UNSAFEDIST then
7410 begin // Áëèæíèé áîé
7411 for a := 0 to 9 do
7412 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7413 begin
7414 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7415 Break;
7416 end;
7417 end;
7418 { else
7419 begin
7420 for a := 0 to 9 do
7421 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7422 begin
7423 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7424 Break;
7425 end;
7426 end;}
7427 end;
7429 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7430 begin
7431 Result := inherited PickItem(ItemType, force, remove);
7433 if Result then SetAIFlag('SELECTWEAPON', '1');
7434 end;
7436 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7437 begin
7438 Result := inherited Heal(value, Soft);
7439 end;
7441 function TBot.Healthy(): Byte;
7442 begin
7443 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7444 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7445 else if (FHealth > 50) then Result := 2
7446 else if (FHealth > 20) then Result := 1
7447 else Result := 0;
7448 end;
7450 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7451 begin
7452 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7453 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7454 end;
7456 procedure TBot.OnDamage(Angle: SmallInt);
7457 var
7458 pla: TPlayer;
7459 mon: TMonster;
7460 ok: Boolean;
7461 begin
7462 inherited;
7464 if (Angle = 0) or (Angle = 180) then
7465 begin
7466 ok := False;
7467 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7468 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7469 begin // Èãðîê
7470 pla := g_Player_Get(FLastSpawnerUID);
7471 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7472 pla.FObj.Y + PLAYER_RECT.Y);
7473 end
7474 else
7475 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7476 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7477 begin // Ìîíñòð
7478 mon := g_Monsters_ByUID(FLastSpawnerUID);
7479 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7480 mon.Obj.Y + mon.Obj.Rect.Y);
7481 end;
7483 if ok then
7484 if Angle = 0 then
7485 SetAIFlag('ATTACKLEFT', '1')
7486 else
7487 SetAIFlag('ATTACKRIGHT', '1');
7488 end;
7489 end;
7491 function TBot.RunDirection(): TDirection;
7492 begin
7493 if Abs(Vel.X) >= 1 then
7494 begin
7495 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7496 end else
7497 Result := FDirection;
7498 end;
7500 function TBot.GetRnd(a: Byte): Boolean;
7501 begin
7502 if a = 0 then Result := False
7503 else if a = 255 then Result := True
7504 else Result := Random(256) > 255-a;
7505 end;
7507 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7508 begin
7509 Result := Round((255-a)/255*radius*(Random(2)-1));
7510 end;
7513 procedure TDifficult.save (st: TStream);
7514 begin
7515 utils.writeInt(st, Byte(DiagFire));
7516 utils.writeInt(st, Byte(InvisFire));
7517 utils.writeInt(st, Byte(DiagPrecision));
7518 utils.writeInt(st, Byte(FlyPrecision));
7519 utils.writeInt(st, Byte(Cover));
7520 utils.writeInt(st, Byte(CloseJump));
7521 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7522 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7523 end;
7525 procedure TDifficult.load (st: TStream);
7526 begin
7527 DiagFire := utils.readByte(st);
7528 InvisFire := utils.readByte(st);
7529 DiagPrecision := utils.readByte(st);
7530 FlyPrecision := utils.readByte(st);
7531 Cover := utils.readByte(st);
7532 CloseJump := utils.readByte(st);
7533 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7534 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7535 end;
7538 procedure TBot.SaveState (st: TStream);
7539 var
7540 i: Integer;
7541 dw: Integer;
7542 begin
7543 inherited SaveState(st);
7544 utils.writeSign(st, 'BOT0');
7545 // Âûáðàííîå îðóæèå
7546 utils.writeInt(st, Byte(FSelectedWeapon));
7547 // UID öåëè
7548 utils.writeInt(st, Word(FTargetUID));
7549 // Âðåìÿ ïîòåðè öåëè
7550 utils.writeInt(st, LongWord(FLastVisible));
7551 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7552 dw := Length(FAIFlags);
7553 utils.writeInt(st, LongInt(dw));
7554 // Ôëàãè ÈÈ
7555 for i := 0 to dw-1 do
7556 begin
7557 utils.writeStr(st, FAIFlags[i].Name, 20);
7558 utils.writeStr(st, FAIFlags[i].Value, 20);
7559 end;
7560 // Íàñòðîéêè ñëîæíîñòè
7561 FDifficult.save(st);
7562 end;
7565 procedure TBot.LoadState (st: TStream);
7566 var
7567 i: Integer;
7568 dw: Integer;
7569 begin
7570 inherited LoadState(st);
7571 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7572 // Âûáðàííîå îðóæèå
7573 FSelectedWeapon := utils.readByte(st);
7574 // UID öåëè
7575 FTargetUID := utils.readWord(st);
7576 // Âðåìÿ ïîòåðè öåëè
7577 FLastVisible := utils.readLongWord(st);
7578 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7579 dw := utils.readLongInt(st);
7580 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7581 SetLength(FAIFlags, dw);
7582 // Ôëàãè ÈÈ
7583 for i := 0 to dw-1 do
7584 begin
7585 FAIFlags[i].Name := utils.readStr(st, 20);
7586 FAIFlags[i].Value := utils.readStr(st, 20);
7587 end;
7588 // Íàñòðîéêè ñëîæíîñòè
7589 FDifficult.load(st);
7590 end;
7593 begin
7594 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7595 end.