DEADSOFTWARE

more debug code in grid and holmes
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) DooM 2D:Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 unit g_player;
19 interface
21 uses
22 e_graphics, g_playermodel, g_basic, g_textures,
23 g_weapons, g_phys, g_sound, g_saveload, MAPSTRUCT,
24 BinEditor, g_panel;
26 const
27 KEY_LEFT = 1;
28 KEY_RIGHT = 2;
29 KEY_UP = 3;
30 KEY_DOWN = 4;
31 KEY_FIRE = 5;
32 KEY_NEXTWEAPON = 6;
33 KEY_PREVWEAPON = 7;
34 KEY_OPEN = 8;
35 KEY_JUMP = 9;
36 KEY_CHAT = 10;
38 R_ITEM_BACKPACK = 0;
39 R_KEY_RED = 1;
40 R_KEY_GREEN = 2;
41 R_KEY_BLUE = 3;
42 R_BERSERK = 4;
44 MR_SUIT = 0;
45 MR_INVUL = 1;
46 MR_INVIS = 2;
47 MR_MAX = 2;
49 A_BULLETS = 0;
50 A_SHELLS = 1;
51 A_ROCKETS = 2;
52 A_CELLS = 3;
53 A_FUEL = 4;
54 A_HIGH = 4;
56 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
57 ((200, 50, 50, 300, 100),
58 (400, 100, 100, 600, 200));
60 K_SIMPLEKILL = 0;
61 K_HARDKILL = 1;
62 K_EXTRAHARDKILL = 2;
63 K_FALLKILL = 3;
65 T_RESPAWN = 0;
66 T_SWITCH = 1;
67 T_USE = 2;
68 T_FLAGCAP = 3;
70 TEAM_NONE = 0;
71 TEAM_RED = 1;
72 TEAM_BLUE = 2;
73 TEAM_COOP = 3;
75 SHELL_BULLET = 0;
76 SHELL_SHELL = 1;
77 SHELL_DBLSHELL = 2;
79 ANGLE_NONE = Low(SmallInt);
81 CORPSE_STATE_REMOVEME = 0;
82 CORPSE_STATE_NORMAL = 1;
83 CORPSE_STATE_MESS = 2;
85 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
86 PLAYER_RECT_CX = 15+(34 div 2);
87 PLAYER_RECT_CY = 12+(52 div 2);
88 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
90 PLAYER_HP_SOFT = 100;
91 PLAYER_HP_LIMIT = 200;
92 PLAYER_AP_SOFT = 100;
93 PLAYER_AP_LIMIT = 200;
94 SUICIDE_DAMAGE = 112;
96 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
97 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
99 type
100 TPlayerStat = record
101 Ping: Word;
102 Loss: Byte;
103 Name: String;
104 Team: Byte;
105 Frags: SmallInt;
106 Deaths: SmallInt;
107 Lives: Byte;
108 Kills: Word;
109 Color: TRGB;
110 Spectator: Boolean;
111 end;
113 TPlayerStatArray = Array of TPlayerStat;
115 TPlayerSavedState = record
116 Health: Integer;
117 Armor: Integer;
118 Air: Integer;
119 JetFuel: Integer;
120 CurrWeap: Byte;
121 NextWeap: WORD;
122 NextWeapDelay: Byte;
123 Ammo: Array [A_BULLETS..A_HIGH] of Word;
124 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
125 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
126 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
127 WaitRecall: Boolean;
128 end;
130 TKeyState = record
131 Pressed: Boolean;
132 Time: Word;
133 end;
135 TPlayer = class (TObject)
136 private
137 FIamBot: Boolean;
138 FUID: Word;
139 FName: String;
140 FTeam: Byte;
141 FLive: Boolean;
142 FSpawned: Boolean;
143 FDirection: TDirection;
144 FHealth: Integer;
145 FLives: Byte;
146 FArmor: Integer;
147 FAir: Integer;
148 FPain: Integer;
149 FPickup: Integer;
150 FKills: Integer;
151 FMonsterKills: Integer;
152 FFrags: Integer;
153 FFragCombo: Byte;
154 FLastFrag: LongWord;
155 FComboEvnt: Integer;
156 FDeath: Integer;
157 FCanJetpack: Boolean;
158 FJetFuel: Integer;
159 FFlag: Byte;
160 FSecrets: Integer;
161 FCurrWeap: Byte;
162 FNextWeap: WORD;
163 FNextWeapDelay: Byte; // frames
164 FBFGFireCounter: SmallInt;
165 FLastSpawnerUID: Word;
166 FLastHit: Byte;
167 FObj: TObj;
168 FXTo, FYTo: Integer;
169 FSpectatePlayer: Integer;
170 FFirePainTime: Integer;
171 FFireAttacker: Word;
173 FSavedState: TPlayerSavedState;
175 FModel: TPlayerModel;
176 FActionPrior: Byte;
177 FActionAnim: Byte;
178 FActionForce: Boolean;
179 FActionChanged: Boolean;
180 FAngle: SmallInt;
181 FFireAngle: SmallInt;
182 FIncCam: Integer;
183 FShellTimer: Integer;
184 FShellType: Byte;
185 FSawSound: TPlayableSound;
186 FSawSoundIdle: TPlayableSound;
187 FSawSoundHit: TPlayableSound;
188 FSawSoundSelect: TPlayableSound;
189 FJetSoundOn: TPlayableSound;
190 FJetSoundOff: TPlayableSound;
191 FJetSoundFly: TPlayableSound;
192 FGodMode: Boolean;
193 FNoTarget: Boolean;
194 FNoReload: Boolean;
195 FJustTeleported: Boolean;
196 FNetTime: LongWord;
198 function CollideLevel(XInc, YInc: Integer): Boolean;
199 function StayOnStep(XInc, YInc: Integer): Boolean;
200 function HeadInLiquid(XInc, YInc: Integer): Boolean;
201 function BodyInLiquid(XInc, YInc: Integer): Boolean;
202 function BodyInAcid(XInc, YInc: Integer): Boolean;
203 function FullInLift(XInc, YInc: Integer): Integer;
204 {procedure CollideItem();}
205 procedure FlySmoke(Times: DWORD = 1);
206 procedure OnFireFlame(Times: DWORD = 1);
207 function GetAmmoByWeapon(Weapon: Byte): Word;
208 procedure SetAction(Action: Byte; Force: Boolean = False);
209 procedure OnDamage(Angle: SmallInt); virtual;
210 function firediry(): Integer;
212 procedure Run(Direction: TDirection);
213 procedure NextWeapon();
214 procedure PrevWeapon();
215 procedure SeeUp();
216 procedure SeeDown();
217 procedure Fire();
218 procedure Jump();
219 procedure Use();
221 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
222 procedure resetWeaponQueue ();
223 function hasAmmoForWeapon (weapon: Byte): Boolean;
225 public
226 FDamageBuffer: Integer;
228 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
229 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
230 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
231 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
232 FBerserk: Integer;
233 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
234 FReloading: Array [WP_FIRST..WP_LAST] of Word;
235 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
236 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
237 FColor: TRGB;
238 FPreferredTeam: Byte;
239 FSpectator: Boolean;
240 FNoRespawn: Boolean;
241 FWantsInGame: Boolean;
242 FGhost: Boolean;
243 FPhysics: Boolean;
244 FJetpack: Boolean;
245 FActualModelName: string;
246 FClientID: SmallInt;
247 FPing: Word;
248 FLoss: Byte;
249 FDummy: Boolean;
250 FFireTime: Integer;
252 // debug: viewport offset
253 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
255 function isValidViewPort (): Boolean; inline;
257 constructor Create(); virtual;
258 destructor Destroy(); override;
259 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
260 function GetRespawnPoint(): Byte;
261 procedure PressKey(Key: Byte; Time: Word = 1);
262 procedure ReleaseKeys();
263 procedure SetModel(ModelName: String);
264 procedure SetColor(Color: TRGB);
265 procedure SetWeapon(W: Byte);
266 function IsKeyPressed(K: Byte): Boolean;
267 function GetKeys(): Byte;
268 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
269 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
270 function Collide(Panel: TPanel): Boolean; overload;
271 function Collide(X, Y: Integer): Boolean; overload;
272 procedure SetDirection(Direction: TDirection);
273 procedure GetSecret();
274 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
275 procedure Touch();
276 procedure Push(vx, vy: Integer);
277 procedure ChangeModel(ModelName: String);
278 procedure SwitchTeam;
279 procedure ChangeTeam(Team: Byte);
280 procedure BFGHit();
281 function GetFlag(Flag: Byte): Boolean;
282 procedure SetFlag(Flag: Byte);
283 function DropFlag(): Boolean;
284 procedure AllRulez(Health: Boolean);
285 procedure RestoreHealthArmor();
286 procedure FragCombo();
287 procedure GiveItem(ItemType: Byte);
288 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
289 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
290 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
291 procedure MakeBloodSimple(Count: Word);
292 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
293 procedure Reset(Force: Boolean);
294 procedure Spectate(NoMove: Boolean = False);
295 procedure SwitchNoClip;
296 procedure SoftReset();
297 procedure Draw(); virtual;
298 procedure DrawPain();
299 procedure DrawPickup();
300 procedure DrawRulez();
301 procedure DrawAim();
302 procedure DrawBubble();
303 procedure DrawGUI();
304 procedure Update(); virtual;
305 procedure RememberState();
306 procedure RecallState();
307 procedure SaveState(var Mem: TBinMemoryWriter); virtual;
308 procedure LoadState(var Mem: TBinMemoryReader); virtual;
309 procedure PauseSounds(Enable: Boolean);
310 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
311 procedure DoLerp(Level: Integer = 2);
312 procedure SetLerp(XTo, YTo: Integer);
313 procedure QueueWeaponSwitch(Weapon: Byte);
314 procedure RealizeCurrentWeapon();
315 procedure JetpackOn;
316 procedure JetpackOff;
317 procedure CatchFire(Attacker: Word);
319 //WARNING! this does nothing for now, but still call it!
320 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
322 procedure getMapBox (out x, y, w, h: Integer); inline;
324 property Name: String read FName write FName;
325 property Model: TPlayerModel read FModel;
326 property Health: Integer read FHealth write FHealth;
327 property Lives: Byte read FLives write FLives;
328 property Armor: Integer read FArmor write FArmor;
329 property Air: Integer read FAir write FAir;
330 property JetFuel: Integer read FJetFuel write FJetFuel;
331 property Frags: Integer read FFrags write FFrags;
332 property Death: Integer read FDeath write FDeath;
333 property Kills: Integer read FKills write FKills;
334 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
335 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
336 property Secrets: Integer read FSecrets;
337 property GodMode: Boolean read FGodMode write FGodMode;
338 property NoTarget: Boolean read FNoTarget write FNoTarget;
339 property NoReload: Boolean read FNoReload write FNoReload;
340 property Live: Boolean read FLive write FLive;
341 property Flag: Byte read FFlag;
342 property Team: Byte read FTeam write FTeam;
343 property Direction: TDirection read FDirection;
344 property GameX: Integer read FObj.X write FObj.X;
345 property GameY: Integer read FObj.Y write FObj.Y;
346 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
347 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
348 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
349 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
350 property Vel: TPoint2i read FObj.Vel;
351 property Obj: TObj read FObj;
352 property IncCam: Integer read FIncCam write FIncCam;
353 property UID: Word read FUID write FUID;
354 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
355 property NetTime: LongWord read FNetTime write FNetTime;
356 end;
358 TDifficult = record
359 DiagFire: Byte;
360 InvisFire: Byte;
361 DiagPrecision: Byte;
362 FlyPrecision: Byte;
363 Cover: Byte;
364 CloseJump: Byte;
365 WeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
366 CloseWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
367 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
368 end;
370 TAIFlag = record
371 Name: String;
372 Value: String;
373 end;
375 TBot = class (TPlayer)
376 private
377 FSelectedWeapon: Byte;
378 FTargetUID: Word;
379 FLastVisible: DWORD;
380 FAIFlags: Array of TAIFlag;
381 FDifficult: TDifficult;
383 function GetRnd(a: Byte): Boolean;
384 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
385 function RunDirection(): TDirection;
386 function FullInStep(XInc, YInc: Integer): Boolean;
387 //function NeedItem(Item: Byte): Byte;
388 procedure SelectWeapon(Dist: Integer);
389 procedure SetAIFlag(aName, fValue: String20);
390 function GetAIFlag(aName: String20): String20;
391 procedure RemoveAIFlag(aName: String20);
392 function Healthy(): Byte;
393 procedure UpdateMove();
394 procedure UpdateCombat();
395 function KeyPressed(Key: Word): Boolean;
396 procedure ReleaseKey(Key: Byte);
397 function TargetOnScreen(TX, TY: Integer): Boolean;
398 procedure OnDamage(Angle: SmallInt); override;
400 public
401 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
402 constructor Create(); override;
403 destructor Destroy(); override;
404 procedure Draw(); override;
405 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
406 function Heal(value: Word; Soft: Boolean): Boolean; override;
407 procedure Update(); override;
408 procedure SaveState(var Mem: TBinMemoryWriter); override;
409 procedure LoadState(var Mem: TBinMemoryReader); override;
410 end;
412 TGib = record
413 Live: Boolean;
414 ID: DWORD;
415 MaskID: DWORD;
416 RAngle: Integer;
417 Color: TRGB;
418 Obj: TObj;
420 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
421 end;
424 TShell = record
425 SpriteID: DWORD;
426 Live: Boolean;
427 SType: Byte;
428 RAngle: Integer;
429 Timeout: Cardinal;
430 CX, CY: Integer;
431 Obj: TObj;
433 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
434 end;
436 TCorpse = class (TObject)
437 private
438 FModelName: String;
439 FMess: Boolean;
440 FState: Byte;
441 FDamage: Byte;
442 FColor: TRGB;
443 FObj: TObj;
444 FAnimation: TAnimation;
445 FAnimationMask: TAnimation;
447 public
448 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
449 destructor Destroy(); override;
450 procedure Damage(Value: Word; vx, vy: Integer);
451 procedure Update();
452 procedure Draw();
453 procedure SaveState(var Mem: TBinMemoryWriter);
454 procedure LoadState(var Mem: TBinMemoryReader);
456 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
458 property Obj: TObj read FObj;
459 property State: Byte read FState;
460 property Mess: Boolean read FMess;
461 end;
463 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
464 record
465 Goals: SmallInt;
466 end;
468 var
469 gPlayers: Array of TPlayer;
470 gCorpses: Array of TCorpse;
471 gGibs: Array of TGib;
472 gShells: Array of TShell;
473 gTeamStat: TTeamStat;
474 gFly: Boolean = False;
475 gAimLine: Boolean = False;
476 gChatBubble: Byte = 0;
477 gNumBots: Word = 0;
478 gLMSPID1: Word = 0;
479 gLMSPID2: Word = 0;
480 MAX_RUNVEL: Integer = 8;
481 VEL_JUMP: Integer = 10;
482 SHELL_TIMEOUT: Cardinal = 60000;
484 function Lerp(X, Y, Factor: Integer): Integer;
486 procedure g_Gibs_SetMax(Count: Word);
487 function g_Gibs_GetMax(): Word;
488 procedure g_Corpses_SetMax(Count: Word);
489 function g_Corpses_GetMax(): Word;
490 procedure g_Shells_SetMax(Count: Word);
491 function g_Shells_GetMax(): Word;
493 procedure g_Player_Init();
494 procedure g_Player_Free();
495 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
496 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
497 procedure g_Player_Remove(UID: Word);
498 procedure g_Player_ResetTeams();
499 procedure g_Player_UpdateAll();
500 procedure g_Player_DrawAll();
501 procedure g_Player_DrawDebug(p: TPlayer);
502 procedure g_Player_DrawHealth();
503 procedure g_Player_RememberAll();
504 procedure g_Player_ResetAll(Force, Silent: Boolean);
505 function g_Player_Get(UID: Word): TPlayer;
506 function g_Player_GetCount(): Byte;
507 function g_Player_GetStats(): TPlayerStatArray;
508 function g_Player_ValidName(Name: String): Boolean;
509 procedure g_Player_CreateCorpse(Player: TPlayer);
510 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
511 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
512 procedure g_Player_UpdatePhysicalObjects();
513 procedure g_Player_DrawCorpses();
514 procedure g_Player_DrawShells();
515 procedure g_Player_RemoveAllCorpses();
516 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
517 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
518 procedure g_Bot_Add(Team, Difficult: Byte);
519 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
520 procedure g_Bot_MixNames();
521 procedure g_Bot_RemoveAll();
523 implementation
525 uses
526 e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math,
527 g_options, g_triggers, g_menu, MAPDEF, g_game, g_grid,
528 wadreader, g_main, g_monsters, CONFIG, g_language,
529 g_net, g_netmsg, g_window, GL, g_holmes;
531 type
532 TBotProfile = record
533 name: ShortString;
534 model: ShortString;
535 team: Byte;
536 color: TRGB;
537 diag_fire: Byte;
538 invis_fire: Byte;
539 diag_precision: Byte;
540 fly_precision: Byte;
541 cover: Byte;
542 close_jump: Byte;
543 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
544 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
545 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
546 end;
548 const
549 TIME_RESPAWN1 = 1500;
550 TIME_RESPAWN2 = 2000;
551 TIME_RESPAWN3 = 3000;
552 AIR_DEF = 360;
553 AIR_MAX = 1091;
554 JET_MAX = 540; // ~30 sec
555 PLAYER_SUIT_TIME = 30000;
556 PLAYER_INVUL_TIME = 30000;
557 PLAYER_INVIS_TIME = 35000;
558 FRAG_COMBO_TIME = 3000;
559 VEL_SW = 4;
560 VEL_FLY = 6;
561 ANGLE_RIGHTUP = 55;
562 ANGLE_RIGHTDOWN = -35;
563 ANGLE_LEFTUP = 125;
564 ANGLE_LEFTDOWN = -145;
565 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
566 WEAPONPOINT: Array [TDirection] of TPoint = ((X:16; Y:32), (X:47; Y:32));
567 BOT_MAXJUMP = 84;
568 BOT_LONGDIST = 300;
569 BOT_UNSAFEDIST = 128;
570 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
571 (R:0; G:0; B:255));
572 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
573 FlyPrecision: 32; Cover: 32; CloseJump: 32;
574 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
575 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
576 FlyPrecision: 127; Cover: 127; CloseJump: 127;
577 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
578 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
579 FlyPrecision: 255; Cover: 255; CloseJump: 255;
580 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
581 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
582 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
583 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
584 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
585 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
586 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
587 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
588 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
589 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
590 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
591 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
592 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
593 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
594 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
595 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
596 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
597 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
599 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
600 CORPSE_SIGNATURE = $50524F43; // 'CORP'
602 BOTNAMES_FILENAME = 'botnames.txt';
603 BOTLIST_FILENAME = 'botlist.txt';
605 var
606 MaxGibs: Word = 150;
607 MaxCorpses: Word = 20;
608 MaxShells: Word = 300;
609 CurrentGib: Integer = 0;
610 CurrentShell: Integer = 0;
611 BotNames: Array of String;
612 BotList: Array of TBotProfile;
615 procedure TGib.positionChanged (); begin end;
616 procedure TShell.positionChanged (); begin end;
619 function Lerp(X, Y, Factor: Integer): Integer;
620 begin
621 Result := X + ((Y - X) div Factor);
622 end;
624 function SameTeam(UID1, UID2: Word): Boolean;
625 begin
626 Result := False;
628 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
629 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
631 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
633 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
634 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
636 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
637 end;
639 procedure g_Gibs_SetMax(Count: Word);
640 begin
641 MaxGibs := Count;
642 SetLength(gGibs, Count);
644 if CurrentGib >= Count then
645 CurrentGib := 0;
646 end;
648 function g_Gibs_GetMax(): Word;
649 begin
650 Result := MaxGibs;
651 end;
653 procedure g_Shells_SetMax(Count: Word);
654 begin
655 MaxShells := Count;
656 SetLength(gShells, Count);
658 if CurrentShell >= Count then
659 CurrentShell := 0;
660 end;
662 function g_Shells_GetMax(): Word;
663 begin
664 Result := MaxShells;
665 end;
668 procedure g_Corpses_SetMax(Count: Word);
669 begin
670 MaxCorpses := Count;
671 SetLength(gCorpses, Count);
672 end;
674 function g_Corpses_GetMax(): Word;
675 begin
676 Result := MaxCorpses;
677 end;
679 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
680 var
681 a: Integer;
682 ok: Boolean;
683 begin
684 Result := 0;
686 ok := False;
687 a := 0;
689 // Åñòü ëè ìåñòî â gPlayers:
690 if gPlayers <> nil then
691 for a := 0 to High(gPlayers) do
692 if gPlayers[a] = nil then
693 begin
694 ok := True;
695 Break;
696 end;
698 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
699 if not ok then
700 begin
701 SetLength(gPlayers, Length(gPlayers)+1);
702 a := High(gPlayers);
703 end;
705 // Ñîçäàåì îáúåêò èãðîêà:
706 if Bot then
707 gPlayers[a] := TBot.Create()
708 else
709 gPlayers[a] := TPlayer.Create();
712 gPlayers[a].FActualModelName := ModelName;
713 gPlayers[a].SetModel(ModelName);
715 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
716 if gPlayers[a].FModel = nil then
717 begin
718 gPlayers[a].Free();
719 gPlayers[a] := nil;
720 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
721 Exit;
722 end;
724 if not (Team in [TEAM_RED, TEAM_BLUE]) then
725 if Random(2) = 0 then
726 Team := TEAM_RED
727 else
728 Team := TEAM_BLUE;
729 gPlayers[a].FPreferredTeam := Team;
731 case gGameSettings.GameMode of
732 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
733 GM_TDM,
734 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
735 GM_SINGLE,
736 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
737 end;
739 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
740 gPlayers[a].FColor := Color;
741 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
742 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
743 else
744 gPlayers[a].FModel.Color := Color;
746 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
747 gPlayers[a].FLive := False;
749 Result := gPlayers[a].FUID;
750 end;
752 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
753 var
754 a, i: Integer;
755 ok, Bot: Boolean;
756 sig: DWORD;
757 b: Byte;
758 begin
759 Result := 0;
760 if Mem = nil then
761 Exit;
763 // Ñèãíàòóðà èãðîêà:
764 Mem.ReadDWORD(sig);
765 if sig <> PLAYER_SIGNATURE then // 'PLYR'
766 begin
767 raise EBinSizeError.Create('g_Player_CreateFromState: Wrong Player Signature');
768 end;
770 // Áîò èëè ÷åëîâåê:
771 Mem.ReadBoolean(Bot);
773 ok := False;
774 a := 0;
776 // Åñòü ëè ìåñòî â gPlayers:
777 if gPlayers <> nil then
778 for a := 0 to High(gPlayers) do
779 if gPlayers[a] = nil then
780 begin
781 ok := True;
782 Break;
783 end;
785 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
786 if not ok then
787 begin
788 SetLength(gPlayers, Length(gPlayers)+1);
789 a := High(gPlayers);
790 end;
792 // Ñîçäàåì îáúåêò èãðîêà:
793 if Bot then
794 gPlayers[a] := TBot.Create()
795 else
796 gPlayers[a] := TPlayer.Create();
797 gPlayers[a].FIamBot := Bot;
798 gPlayers[a].FPhysics := True;
800 // UID èãðîêà:
801 Mem.ReadWord(gPlayers[a].FUID);
802 // Èìÿ èãðîêà:
803 Mem.ReadString(gPlayers[a].FName);
804 // Êîìàíäà:
805 Mem.ReadByte(gPlayers[a].FTeam);
806 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
807 // Æèâ ëè:
808 Mem.ReadBoolean(gPlayers[a].FLive);
809 // Èçðàñõîäîâàë ëè âñå æèçíè:
810 Mem.ReadBoolean(gPlayers[a].FNoRespawn);
811 // Íàïðàâëåíèå:
812 Mem.ReadByte(b);
813 if b = 1 then
814 gPlayers[a].FDirection := D_LEFT
815 else // b = 2
816 gPlayers[a].FDirection := D_RIGHT;
817 // Çäîðîâüå:
818 Mem.ReadInt(gPlayers[a].FHealth);
819 // Æèçíè:
820 Mem.ReadByte(gPlayers[a].FLives);
821 // Áðîíÿ:
822 Mem.ReadInt(gPlayers[a].FArmor);
823 // Çàïàñ âîçäóõà:
824 Mem.ReadInt(gPlayers[a].FAir);
825 // Çàïàñ ãîðþ÷åãî:
826 Mem.ReadInt(gPlayers[a].FJetFuel);
827 // Áîëü:
828 Mem.ReadInt(gPlayers[a].FPain);
829 // Óáèë:
830 Mem.ReadInt(gPlayers[a].FKills);
831 // Óáèë ìîíñòðîâ:
832 Mem.ReadInt(gPlayers[a].FMonsterKills);
833 // Ôðàãîâ:
834 Mem.ReadInt(gPlayers[a].FFrags);
835 // Ôðàãîâ ïîäðÿä:
836 Mem.ReadByte(gPlayers[a].FFragCombo);
837 // Âðåìÿ ïîñëåäíåãî ôðàãà:
838 Mem.ReadDWORD(gPlayers[a].FLastFrag);
839 // Ñìåðòåé:
840 Mem.ReadInt(gPlayers[a].FDeath);
841 // Êàêîé ôëàã íåñåò:
842 Mem.ReadByte(gPlayers[a].FFlag);
843 // Íàøåë ñåêðåòîâ:
844 Mem.ReadInt(gPlayers[a].FSecrets);
845 // Òåêóùåå îðóæèå:
846 Mem.ReadByte(gPlayers[a].FCurrWeap);
847 // Ñëåäóþùåå æåëàåìîå îðóæèå:
848 Mem.ReadWord(gPlayers[a].FNextWeap);
849 // ...è ïàóçà:
850 Mem.ReadByte(gPlayers[a].FNextWeapDelay);
851 // Âðåìÿ çàðÿäêè BFG:
852 Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
853 // Áóôåð óðîíà:
854 Mem.ReadInt(gPlayers[a].FDamageBuffer);
855 // Ïîñëåäíèé óäàðèâøèé:
856 Mem.ReadWord(gPlayers[a].FLastSpawnerUID);
857 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
858 Mem.ReadByte(gPlayers[a].FLastHit);
859 // Îáúåêò èãðîêà:
860 Obj_LoadState(@gPlayers[a].FObj, Mem);
861 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
862 for i := A_BULLETS to A_HIGH do
863 Mem.ReadWord(gPlayers[a].FAmmo[i]);
864 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
865 for i := A_BULLETS to A_HIGH do
866 Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
867 // Íàëè÷èå îðóæèÿ:
868 for i := WP_FIRST to WP_LAST do
869 Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
870 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
871 for i := WP_FIRST to WP_LAST do
872 Mem.ReadWord(gPlayers[a].FReloading[i]);
873 // Íàëè÷èå ðþêçàêà:
874 Mem.ReadByte(b);
875 if b = 1 then
876 Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
877 // Íàëè÷èå êðàñíîãî êëþ÷à:
878 Mem.ReadByte(b);
879 if b = 1 then
880 Include(gPlayers[a].FRulez, R_KEY_RED);
881 // Íàëè÷èå çåëåíîãî êëþ÷à:
882 Mem.ReadByte(b);
883 if b = 1 then
884 Include(gPlayers[a].FRulez, R_KEY_GREEN);
885 // Íàëè÷èå ñèíåãî êëþ÷à:
886 Mem.ReadByte(b);
887 if b = 1 then
888 Include(gPlayers[a].FRulez, R_KEY_BLUE);
889 // Íàëè÷èå áåðñåðêà:
890 Mem.ReadByte(b);
891 if b = 1 then
892 Include(gPlayers[a].FRulez, R_BERSERK);
893 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
894 for i := MR_SUIT to MR_MAX do
895 Mem.ReadDWORD(gPlayers[a].FMegaRulez[i]);
896 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
897 for i := T_RESPAWN to T_FLAGCAP do
898 Mem.ReadDWORD(gPlayers[a].FTime[i]);
900 // Íàçâàíèå ìîäåëè:
901 Mem.ReadString(gPlayers[a].FActualModelName);
902 // Öâåò ìîäåëè:
903 Mem.ReadByte(gPlayers[a].FColor.R);
904 Mem.ReadByte(gPlayers[a].FColor.G);
905 Mem.ReadByte(gPlayers[a].FColor.B);
906 // Îáíîâëÿåì ìîäåëü èãðîêà:
907 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
909 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
910 if gPlayers[a].FModel = nil then
911 begin
912 gPlayers[a].Free();
913 gPlayers[a] := nil;
914 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
915 Exit;
916 end;
918 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
919 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
920 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
921 else
922 gPlayers[a].FModel.Color := gPlayers[a].FColor;
924 Result := gPlayers[a].FUID;
925 end;
927 procedure g_Player_ResetTeams();
928 var
929 a: Integer;
930 begin
931 if g_Game_IsClient then
932 Exit;
933 if gPlayers = nil then
934 Exit;
935 for a := Low(gPlayers) to High(gPlayers) do
936 if gPlayers[a] <> nil then
937 case gGameSettings.GameMode of
938 GM_DM:
939 gPlayers[a].ChangeTeam(TEAM_NONE);
940 GM_TDM, GM_CTF:
941 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
942 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
943 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
944 else
945 if a mod 2 = 0 then
946 gPlayers[a].ChangeTeam(TEAM_RED)
947 else
948 gPlayers[a].ChangeTeam(TEAM_BLUE);
949 GM_SINGLE,
950 GM_COOP:
951 gPlayers[a].ChangeTeam(TEAM_COOP);
952 end;
953 end;
955 procedure g_Bot_Add(Team, Difficult: Byte);
956 var
957 m: SArray;
958 _name, _model: String;
959 a, tr, tb: Integer;
960 begin
961 if not g_Game_IsServer then Exit;
963 // Ñïèñîê íàçâàíèé ìîäåëåé:
964 m := g_PlayerModel_GetNames();
965 if m = nil then
966 Exit;
968 // Êîìàíäà:
969 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
970 Team := TEAM_COOP // COOP
971 else
972 if gGameSettings.GameMode = GM_DM then
973 Team := TEAM_NONE // DM
974 else
975 if Team = TEAM_NONE then // CTF / TDM
976 begin
977 // Àâòîáàëàíñ êîìàíä:
978 tr := 0;
979 tb := 0;
981 for a := 0 to High(gPlayers) do
982 if gPlayers[a] <> nil then
983 begin
984 if gPlayers[a].Team = TEAM_RED then
985 Inc(tr)
986 else
987 if gPlayers[a].Team = TEAM_BLUE then
988 Inc(tb);
989 end;
991 if tr > tb then
992 Team := TEAM_BLUE
993 else
994 if tb > tr then
995 Team := TEAM_RED
996 else // tr = tb
997 if Random(2) = 0 then
998 Team := TEAM_RED
999 else
1000 Team := TEAM_BLUE;
1001 end;
1003 // Âûáèðàåì áîòó èìÿ:
1004 _name := '';
1005 if BotNames <> nil then
1006 for a := 0 to High(BotNames) do
1007 if g_Player_ValidName(BotNames[a]) then
1008 begin
1009 _name := BotNames[a];
1010 Break;
1011 end;
1013 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1014 if _name = '' then
1015 repeat
1016 _name := Format('DFBOT%.2d', [Random(100)]);
1017 until g_Player_ValidName(_name);
1019 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1020 _model := m[Random(Length(m))];
1022 // Ñîçäàåì áîòà:
1023 with g_Player_Get(g_Player_Create(_model,
1024 _RGB(Min(Random(9)*32, 255),
1025 Min(Random(9)*32, 255),
1026 Min(Random(9)*32, 255)),
1027 Team, True)) as TBot do
1028 begin
1029 Name := _name;
1031 case Difficult of
1032 1: FDifficult := DIFFICULT_EASY;
1033 2: FDifficult := DIFFICULT_MEDIUM;
1034 else FDifficult := DIFFICULT_HARD;
1035 end;
1037 for a := WP_FIRST to WP_LAST do
1038 begin
1039 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1040 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1041 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1042 end;
1044 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1046 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1047 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1048 Spectate();
1049 end;
1050 end;
1052 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1053 var
1054 m: SArray;
1055 _name, _model: String;
1056 a: Integer;
1057 begin
1058 if not g_Game_IsServer then Exit;
1060 // Ñïèñîê íàçâàíèé ìîäåëåé:
1061 m := g_PlayerModel_GetNames();
1062 if m = nil then
1063 Exit;
1065 // Êîìàíäà:
1066 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1067 Team := TEAM_COOP // COOP
1068 else
1069 if gGameSettings.GameMode = GM_DM then
1070 Team := TEAM_NONE // DM
1071 else
1072 if Team = TEAM_NONE then
1073 Team := BotList[num].team; // CTF / TDM
1075 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1076 lName := AnsiLowerCase(lName);
1077 if (num < 0) or (num > Length(BotList)-1) then
1078 num := -1;
1079 if (num = -1) and (lName <> '') and (BotList <> nil) then
1080 for a := 0 to High(BotList) do
1081 if AnsiLowerCase(BotList[a].name) = lName then
1082 begin
1083 num := a;
1084 Break;
1085 end;
1086 if num = -1 then
1087 Exit;
1089 // Èìÿ áîòà:
1090 _name := BotList[num].name;
1091 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1092 if not g_Player_ValidName(_name) then
1093 repeat
1094 _name := Format('DFBOT%.2d', [Random(100)]);
1095 until g_Player_ValidName(_name);
1097 // Ìîäåëü:
1098 _model := BotList[num].model;
1099 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1100 if not InSArray(_model, m) then
1101 _model := m[Random(Length(m))];
1103 // Ñîçäàåì áîòà:
1104 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1105 begin
1106 Name := _name;
1108 FDifficult.DiagFire := BotList[num].diag_fire;
1109 FDifficult.InvisFire := BotList[num].invis_fire;
1110 FDifficult.DiagPrecision := BotList[num].diag_precision;
1111 FDifficult.FlyPrecision := BotList[num].fly_precision;
1112 FDifficult.Cover := BotList[num].cover;
1113 FDifficult.CloseJump := BotList[num].close_jump;
1115 for a := WP_FIRST to WP_LAST do
1116 begin
1117 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1118 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1119 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1120 end;
1122 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1124 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1125 end;
1126 end;
1128 procedure g_Bot_RemoveAll();
1129 var
1130 a: Integer;
1131 begin
1132 if not g_Game_IsServer then Exit;
1133 if gPlayers = nil then Exit;
1135 for a := 0 to High(gPlayers) do
1136 if gPlayers[a] <> nil then
1137 if gPlayers[a] is TBot then
1138 begin
1139 gPlayers[a].Lives := 0;
1140 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1141 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1142 g_Player_Remove(gPlayers[a].FUID);
1143 end;
1145 g_Bot_MixNames();
1146 end;
1148 procedure g_Bot_MixNames();
1149 var
1150 s: String;
1151 a, b: Integer;
1152 begin
1153 if BotNames <> nil then
1154 for a := 0 to High(BotNames) do
1155 begin
1156 b := Random(Length(BotNames));
1157 s := BotNames[a];
1158 Botnames[a] := BotNames[b];
1159 BotNames[b] := s;
1160 end;
1161 end;
1163 procedure g_Player_Remove(UID: Word);
1164 var
1165 i: Integer;
1166 begin
1167 if gPlayers = nil then Exit;
1169 if g_Game_IsServer and g_Game_IsNet then
1170 MH_SEND_PlayerDelete(UID);
1172 for i := 0 to High(gPlayers) do
1173 if gPlayers[i] <> nil then
1174 if gPlayers[i].FUID = UID then
1175 begin
1176 if gPlayers[i] is TPlayer then
1177 TPlayer(gPlayers[i]).Free()
1178 else
1179 TBot(gPlayers[i]).Free();
1180 gPlayers[i] := nil;
1181 Exit;
1182 end;
1183 end;
1185 procedure g_Player_Init();
1186 var
1187 F: TextFile;
1188 s: String;
1189 a, b: Integer;
1190 config: TConfig;
1191 sa: SArray;
1192 begin
1193 BotNames := nil;
1195 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1196 Exit;
1198 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1199 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1200 Reset(F);
1202 while not EOF(F) do
1203 begin
1204 ReadLn(F, s);
1206 s := Trim(s);
1207 if s = '' then
1208 Continue;
1210 SetLength(BotNames, Length(BotNames)+1);
1211 BotNames[High(BotNames)] := s;
1212 end;
1214 CloseFile(F);
1216 // Ïåðåìåøèâàåì èõ:
1217 g_Bot_MixNames();
1219 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1220 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1221 BotList := nil;
1222 a := 0;
1224 while config.SectionExists(IntToStr(a)) do
1225 begin
1226 SetLength(BotList, Length(BotList)+1);
1228 with BotList[High(BotList)] do
1229 begin
1230 // Èìÿ áîòà:
1231 name := config.ReadStr(IntToStr(a), 'name', '');
1232 // Ìîäåëü:
1233 model := config.ReadStr(IntToStr(a), 'model', '');
1234 // Êîìàíäà:
1235 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1236 team := TEAM_RED
1237 else
1238 team := TEAM_BLUE;
1239 // Öâåò ìîäåëè:
1240 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1241 color.R := StrToIntDef(sa[0], 0);
1242 color.G := StrToIntDef(sa[1], 0);
1243 color.B := StrToIntDef(sa[2], 0);
1244 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1245 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1246 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1247 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1248 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1249 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1250 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1251 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1252 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1253 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1254 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1255 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1256 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1257 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1258 if Length(sa) = 10 then
1259 for b := 0 to 9 do
1260 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1261 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1262 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1263 if Length(sa) = 10 then
1264 for b := 0 to 9 do
1265 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1267 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1268 if Length(sa) = 10 then
1269 for b := 0 to 9 do
1270 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1271 end;
1273 a := a + 1;
1274 end;
1276 config.Free();
1277 end;
1279 procedure g_Player_Free();
1280 var
1281 i: Integer;
1282 begin
1283 if gPlayers <> nil then
1284 begin
1285 for i := 0 to High(gPlayers) do
1286 if gPlayers[i] <> nil then
1287 begin
1288 if gPlayers[i] is TPlayer then
1289 TPlayer(gPlayers[i]).Free()
1290 else
1291 TBot(gPlayers[i]).Free();
1292 gPlayers[i] := nil;
1293 end;
1295 gPlayers := nil;
1296 end;
1298 gPlayer1 := nil;
1299 gPlayer2 := nil;
1300 end;
1302 procedure g_Player_UpdateAll();
1303 var
1304 i: Integer;
1305 begin
1306 if gPlayers = nil then Exit;
1308 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1309 for i := 0 to High(gPlayers) do
1310 begin
1311 if gPlayers[i] <> nil then
1312 begin
1313 if gPlayers[i] is TPlayer then
1314 begin
1315 gPlayers[i].Update();
1316 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1317 end
1318 else
1319 begin
1320 // bot updates weapons in `UpdateCombat()`
1321 TBot(gPlayers[i]).Update();
1322 end;
1323 end;
1324 end;
1325 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1326 end;
1328 procedure g_Player_DrawAll();
1329 var
1330 i: Integer;
1331 begin
1332 if gPlayers = nil then Exit;
1334 for i := 0 to High(gPlayers) do
1335 if gPlayers[i] <> nil then
1336 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1337 else TBot(gPlayers[i]).Draw();
1338 end;
1340 procedure g_Player_DrawDebug(p: TPlayer);
1341 var
1342 fW, fH: Byte;
1343 begin
1344 if p = nil then Exit;
1345 if (@p.FObj) = nil then Exit;
1347 e_TextureFontGetSize(gStdFont, fW, fH);
1349 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1350 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1351 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1352 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1353 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1354 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1355 end;
1357 procedure g_Player_DrawHealth();
1358 var
1359 i: Integer;
1360 fW, fH: Byte;
1361 begin
1362 if gPlayers = nil then Exit;
1363 e_TextureFontGetSize(gStdFont, fW, fH);
1365 for i := 0 to High(gPlayers) do
1366 if gPlayers[i] <> nil then
1367 begin
1368 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1369 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1370 IntToStr(gPlayers[i].FHealth), gStdFont);
1371 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1372 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1373 IntToStr(gPlayers[i].FArmor), gStdFont);
1374 end;
1375 end;
1377 function g_Player_Get(UID: Word): TPlayer;
1378 var
1379 a: Integer;
1380 begin
1381 Result := nil;
1383 if gPlayers = nil then
1384 Exit;
1386 for a := 0 to High(gPlayers) do
1387 if gPlayers[a] <> nil then
1388 if gPlayers[a].FUID = UID then
1389 begin
1390 Result := gPlayers[a];
1391 Exit;
1392 end;
1393 end;
1395 function g_Player_GetCount(): Byte;
1396 var
1397 a: Integer;
1398 begin
1399 Result := 0;
1401 if gPlayers = nil then
1402 Exit;
1404 for a := 0 to High(gPlayers) do
1405 if gPlayers[a] <> nil then
1406 Result := Result + 1;
1407 end;
1409 function g_Player_GetStats(): TPlayerStatArray;
1410 var
1411 a: Integer;
1412 begin
1413 Result := nil;
1415 if gPlayers = nil then Exit;
1417 for a := 0 to High(gPlayers) do
1418 if gPlayers[a] <> nil then
1419 begin
1420 SetLength(Result, Length(Result)+1);
1421 with Result[High(Result)] do
1422 begin
1423 Ping := gPlayers[a].FPing;
1424 Loss := gPlayers[a].FLoss;
1425 Name := gPlayers[a].FName;
1426 Team := gPlayers[a].FTeam;
1427 Frags := gPlayers[a].FFrags;
1428 Deaths := gPlayers[a].FDeath;
1429 Kills := gPlayers[a].FKills;
1430 Color := gPlayers[a].FModel.Color;
1431 Lives := gPlayers[a].FLives;
1432 Spectator := gPlayers[a].FSpectator;
1433 end;
1434 end;
1435 end;
1437 procedure g_Player_RememberAll;
1438 var
1439 i: Integer;
1440 begin
1441 for i := Low(gPlayers) to High(gPlayers) do
1442 if (gPlayers[i] <> nil) and gPlayers[i].Live then
1443 gPlayers[i].RememberState;
1444 end;
1446 procedure g_Player_ResetAll(Force, Silent: Boolean);
1447 var
1448 i: Integer;
1449 begin
1450 gTeamStat[TEAM_RED].Goals := 0;
1451 gTeamStat[TEAM_BLUE].Goals := 0;
1453 if gPlayers <> nil then
1454 for i := 0 to High(gPlayers) do
1455 if gPlayers[i] <> nil then
1456 begin
1457 gPlayers[i].Reset(Force);
1459 if gPlayers[i] is TPlayer then
1460 begin
1461 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1462 gPlayers[i].Respawn(Silent)
1463 else
1464 gPlayers[i].Spectate();
1465 end
1466 else
1467 TBot(gPlayers[i]).Respawn(Silent);
1468 end;
1469 end;
1471 procedure g_Player_CreateCorpse(Player: TPlayer);
1472 var
1473 find_id: DWORD;
1474 ok: Boolean;
1475 begin
1476 if Player.Live then
1477 Exit;
1478 if Player.FObj.Y >= gMapInfo.Height+128 then
1479 Exit;
1481 with Player do
1482 begin
1483 if (FHealth >= -50) or (gGibsCount = 0) then
1484 begin
1485 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1486 Exit;
1488 ok := False;
1489 for find_id := 0 to High(gCorpses) do
1490 if gCorpses[find_id] = nil then
1491 begin
1492 ok := True;
1493 Break;
1494 end;
1496 if not ok then
1497 find_id := Random(Length(gCorpses));
1499 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1500 gCorpses[find_id].FColor := FModel.Color;
1501 gCorpses[find_id].FObj.Vel := FObj.Vel;
1502 gCorpses[find_id].FObj.Accel := FObj.Accel;
1503 end
1504 else
1505 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1506 FObj.Y + PLAYER_RECT_CY,
1507 FModel.Name, FModel.Color);
1508 end;
1509 end;
1511 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1512 var
1513 SID: DWORD;
1514 begin
1515 if (gShells = nil) or (Length(gShells) = 0) then
1516 Exit;
1518 with gShells[CurrentShell] do
1519 begin
1520 SpriteID := 0;
1521 g_Obj_Init(@Obj);
1522 Obj.Rect.X := 0;
1523 Obj.Rect.Y := 0;
1524 if T = SHELL_BULLET then
1525 begin
1526 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1527 SpriteID := SID;
1528 CX := 2;
1529 CY := 1;
1530 Obj.Rect.Width := 4;
1531 Obj.Rect.Height := 2;
1532 end
1533 else
1534 begin
1535 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1536 SpriteID := SID;
1537 CX := 4;
1538 CY := 2;
1539 Obj.Rect.Width := 7;
1540 Obj.Rect.Height := 3;
1541 end;
1542 SType := T;
1543 Live := True;
1544 Obj.X := fX;
1545 Obj.Y := fY;
1546 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1547 positionChanged(); // this updates spatial accelerators
1548 RAngle := Random(360);
1549 Timeout := gTime + SHELL_TIMEOUT;
1551 if CurrentShell >= High(gShells) then
1552 CurrentShell := 0
1553 else
1554 Inc(CurrentShell);
1555 end;
1556 end;
1558 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1559 var
1560 a: Integer;
1561 GibsArray: TGibsArray;
1562 begin
1563 if (gGibs = nil) or (Length(gGibs) = 0) then
1564 Exit;
1565 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1566 Exit;
1568 for a := 0 to High(GibsArray) do
1569 with gGibs[CurrentGib] do
1570 begin
1571 Color := fColor;
1572 ID := GibsArray[a].ID;
1573 MaskID := GibsArray[a].MaskID;
1574 Live := True;
1575 g_Obj_Init(@Obj);
1576 Obj.Rect := GibsArray[a].Rect;
1577 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1578 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1579 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1580 positionChanged(); // this updates spatial accelerators
1581 RAngle := Random(360);
1583 if gBloodCount > 0 then
1584 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1585 Random(48), Random(48), 150, 0, 0);
1587 if CurrentGib >= High(gGibs) then
1588 CurrentGib := 0
1589 else
1590 Inc(CurrentGib);
1591 end;
1592 end;
1594 procedure g_Player_UpdatePhysicalObjects();
1595 var
1596 i: Integer;
1597 vel: TPoint2i;
1598 mr: Word;
1600 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1601 var
1602 k: Integer;
1603 begin
1604 k := 1 + Random(2);
1605 if T = SHELL_BULLET then
1606 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1607 else
1608 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1609 end;
1611 begin
1612 // Êóñêè ìÿñà:
1613 if gGibs <> nil then
1614 for i := 0 to High(gGibs) do
1615 if gGibs[i].Live then
1616 with gGibs[i] do
1617 begin
1618 vel := Obj.Vel;
1619 mr := g_Obj_Move(@Obj, True, False, True);
1620 positionChanged(); // this updates spatial accelerators
1622 if WordBool(mr and MOVE_FALLOUT) then
1623 begin
1624 Live := False;
1625 Continue;
1626 end;
1628 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1629 if WordBool(mr and MOVE_HITWALL) then
1630 Obj.Vel.X := -(vel.X div 2);
1631 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1632 Obj.Vel.Y := -(vel.Y div 2);
1634 if (Obj.Vel.X >= 0) then
1635 begin // Clockwise
1636 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1637 if RAngle >= 360 then
1638 RAngle := RAngle mod 360;
1639 end else begin // Counter-clockwise
1640 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1641 if RAngle < 0 then
1642 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1643 end;
1645 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1646 if gTime mod (GAME_TICK*3) = 0 then
1647 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1648 end;
1650 // Òðóïû:
1651 if gCorpses <> nil then
1652 for i := 0 to High(gCorpses) do
1653 if gCorpses[i] <> nil then
1654 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1655 begin
1656 gCorpses[i].Free();
1657 gCorpses[i] := nil;
1658 end
1659 else
1660 gCorpses[i].Update();
1662 // Ãèëüçû:
1663 if gShells <> nil then
1664 for i := 0 to High(gShells) do
1665 if gShells[i].Live then
1666 with gShells[i] do
1667 begin
1668 vel := Obj.Vel;
1669 mr := g_Obj_Move(@Obj, True, False, True);
1670 positionChanged(); // this updates spatial accelerators
1672 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1673 begin
1674 Live := False;
1675 Continue;
1676 end;
1678 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1679 if WordBool(mr and MOVE_HITWALL) then
1680 begin
1681 Obj.Vel.X := -(vel.X div 2);
1682 if not WordBool(mr and MOVE_INWATER) then
1683 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1684 end;
1685 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1686 begin
1687 Obj.Vel.Y := -(vel.Y div 2);
1688 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1689 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1690 begin
1691 if RAngle mod 90 <> 0 then
1692 RAngle := (RAngle div 90) * 90;
1693 end
1694 else if not WordBool(mr and MOVE_INWATER) then
1695 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1696 end;
1698 if (Obj.Vel.X >= 0) then
1699 begin // Clockwise
1700 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1701 if RAngle >= 360 then
1702 RAngle := RAngle mod 360;
1703 end else begin // Counter-clockwise
1704 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1705 if RAngle < 0 then
1706 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1707 end;
1708 end;
1709 end;
1711 procedure g_Player_DrawCorpses();
1712 var
1713 i: Integer;
1714 a: TPoint;
1715 begin
1716 if gGibs <> nil then
1717 for i := 0 to High(gGibs) do
1718 if gGibs[i].Live then
1719 with gGibs[i] do
1720 begin
1721 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1722 Continue;
1724 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1725 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1727 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1729 e_Colors := Color;
1730 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1731 e_Colors.R := 255;
1732 e_Colors.G := 255;
1733 e_Colors.B := 255;
1734 end;
1736 if gCorpses <> nil then
1737 for i := 0 to High(gCorpses) do
1738 if gCorpses[i] <> nil then
1739 gCorpses[i].Draw();
1740 end;
1742 procedure g_Player_DrawShells();
1743 var
1744 i: Integer;
1745 a: TPoint;
1746 begin
1747 if gShells <> nil then
1748 for i := 0 to High(gShells) do
1749 if gShells[i].Live then
1750 with gShells[i] do
1751 begin
1752 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1753 Continue;
1755 a.X := CX;
1756 a.Y := CY;
1758 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1759 end;
1760 end;
1762 procedure g_Player_RemoveAllCorpses();
1763 var
1764 i: Integer;
1765 begin
1766 gGibs := nil;
1767 gShells := nil;
1768 SetLength(gGibs, MaxGibs);
1769 SetLength(gShells, MaxGibs);
1770 CurrentGib := 0;
1771 CurrentShell := 0;
1773 if gCorpses <> nil then
1774 for i := 0 to High(gCorpses) do
1775 gCorpses[i].Free();
1777 gCorpses := nil;
1778 SetLength(gCorpses, MaxCorpses);
1779 end;
1781 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
1782 var
1783 count, i: Integer;
1784 b: Boolean;
1785 begin
1786 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1787 count := 0;
1788 if gCorpses <> nil then
1789 for i := 0 to High(gCorpses) do
1790 if gCorpses[i] <> nil then
1791 count := count + 1;
1793 Mem := TBinMemoryWriter.Create((count+1) * 128);
1795 // Êîëè÷åñòâî òðóïîâ:
1796 Mem.WriteInt(count);
1798 if count = 0 then
1799 Exit;
1801 // Ñîõðàíÿåì òðóïû:
1802 for i := 0 to High(gCorpses) do
1803 if gCorpses[i] <> nil then
1804 begin
1805 // Íàçâàíèå ìîäåëè:
1806 Mem.WriteString(gCorpses[i].FModelName);
1807 // Òèï ñìåðòè:
1808 b := gCorpses[i].Mess;
1809 Mem.WriteBoolean(b);
1810 // Ñîõðàíÿåì äàííûå òðóïà:
1811 gCorpses[i].SaveState(Mem);
1812 end;
1813 end;
1815 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
1816 var
1817 count, i: Integer;
1818 str: String;
1819 b: Boolean;
1820 begin
1821 if Mem = nil then
1822 Exit;
1824 g_Player_RemoveAllCorpses();
1826 // Êîëè÷åñòâî òðóïîâ:
1827 Mem.ReadInt(count);
1829 if count > Length(gCorpses) then
1830 begin
1831 raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1832 end;
1834 if count = 0 then
1835 Exit;
1837 // Çàãðóæàåì òðóïû:
1838 for i := 0 to count-1 do
1839 begin
1840 // Íàçâàíèå ìîäåëè:
1841 Mem.ReadString(str);
1842 // Òèï ñìåðòè:
1843 Mem.ReadBoolean(b);
1844 // Ñîçäàåì òðóï:
1845 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1846 // Çàãðóæàåì äàííûå òðóïà:
1847 gCorpses[i].LoadState(Mem);
1848 end;
1849 end;
1851 { T P l a y e r : }
1853 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1855 procedure TPlayer.BFGHit();
1856 begin
1857 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1858 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1859 if g_Game_IsServer and g_Game_IsNet then
1860 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1861 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1862 0, NET_GFX_BFGHIT);
1863 end;
1865 procedure TPlayer.ChangeModel(ModelName: string);
1866 var
1867 locModel: TPlayerModel;
1868 begin
1869 locModel := g_PlayerModel_Get(ModelName);
1870 if locModel = nil then Exit;
1872 FModel.Free();
1873 FModel := locModel;
1874 end;
1876 procedure TPlayer.SetModel(ModelName: string);
1877 var
1878 m: TPlayerModel;
1879 begin
1880 m := g_PlayerModel_Get(ModelName);
1881 if m = nil then
1882 begin
1883 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1884 m := g_PlayerModel_Get('doomer');
1885 if m = nil then
1886 begin
1887 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1888 Exit;
1889 end;
1890 end;
1892 if FModel <> nil then
1893 FModel.Free();
1895 FModel := m;
1897 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1898 FModel.Color := FColor
1899 else
1900 FModel.Color := TEAMCOLOR[FTeam];
1901 FModel.SetWeapon(FCurrWeap);
1902 FModel.SetFlag(FFlag);
1903 SetDirection(FDirection);
1904 end;
1906 procedure TPlayer.SetColor(Color: TRGB);
1907 begin
1908 FColor := Color;
1909 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1910 if FModel <> nil then FModel.Color := Color;
1911 end;
1913 procedure TPlayer.SwitchTeam;
1914 begin
1915 if g_Game_IsClient then
1916 Exit;
1917 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1919 if gGameOn and FLive then
1920 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1922 if FTeam = TEAM_RED then
1923 begin
1924 ChangeTeam(TEAM_BLUE);
1925 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1926 if g_Game_IsNet then
1927 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1928 end
1929 else
1930 begin
1931 ChangeTeam(TEAM_RED);
1932 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
1933 if g_Game_IsNet then
1934 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
1935 end;
1936 FPreferredTeam := FTeam;
1937 end;
1939 procedure TPlayer.ChangeTeam(Team: Byte);
1940 var
1941 OldTeam: Byte;
1942 begin
1943 OldTeam := FTeam;
1944 FTeam := Team;
1945 case Team of
1946 TEAM_RED, TEAM_BLUE:
1947 FModel.Color := TEAMCOLOR[Team];
1948 else
1949 FModel.Color := FColor;
1950 end;
1951 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
1952 MH_SEND_PlayerStats(FUID);
1953 end;
1956 procedure TPlayer.CollideItem();
1957 var
1958 i: Integer;
1959 r: Boolean;
1960 begin
1961 if gItems = nil then Exit;
1962 if not FLive then Exit;
1964 for i := 0 to High(gItems) do
1965 with gItems[i] do
1966 begin
1967 if (ItemType <> ITEM_NONE) and Live then
1968 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
1969 PLAYER_RECT.Height, @Obj) then
1970 begin
1971 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
1973 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
1974 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
1975 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
1976 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
1977 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
1979 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
1980 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
1981 (gGameSettings.GameType = GT_SINGLE) and
1982 (g_Player_GetCount() > 1)) then
1983 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
1984 end;
1985 end;
1986 end;
1989 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
1990 begin
1991 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
1992 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
1993 False);
1994 end;
1996 constructor TPlayer.Create();
1997 begin
1998 viewPortX := 0;
1999 viewPortY := 0;
2000 viewPortW := 0;
2001 viewPortH := 0;
2003 FIamBot := False;
2004 FDummy := False;
2005 FSpawned := False;
2007 FSawSound := TPlayableSound.Create();
2008 FSawSoundIdle := TPlayableSound.Create();
2009 FSawSoundHit := TPlayableSound.Create();
2010 FSawSoundSelect := TPlayableSound.Create();
2011 FJetSoundFly := TPlayableSound.Create();
2012 FJetSoundOn := TPlayableSound.Create();
2013 FJetSoundOff := TPlayableSound.Create();
2015 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2016 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2017 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2018 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2019 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2020 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2021 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2023 FSpectatePlayer := -1;
2024 FClientID := -1;
2025 FPing := 0;
2026 FLoss := 0;
2027 FSavedState.WaitRecall := False;
2028 FShellTimer := -1;
2029 FFireTime := 0;
2030 FFirePainTime := 0;
2031 FFireAttacker := 0;
2033 FActualModelName := 'doomer';
2035 g_Obj_Init(@FObj);
2036 FObj.Rect := PLAYER_RECT;
2038 FBFGFireCounter := -1;
2039 FJustTeleported := False;
2040 FNetTime := 0;
2042 resetWeaponQueue();
2043 end;
2045 procedure TPlayer.positionChanged ();
2046 begin
2047 end;
2049 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2050 var
2051 c: Word;
2052 begin
2053 if (not g_Game_IsClient) and (not FLive) then
2054 Exit;
2056 FLastHit := t;
2058 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2059 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2060 begin
2061 if not g_Game_IsClient then
2062 begin
2063 FArmor := 0;
2064 if t = HIT_TRAP then
2065 begin
2066 // Ëîâóøêà óáèâàåò ñðàçó:
2067 FHealth := -100;
2068 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2069 end;
2070 if t = HIT_SELF then
2071 begin
2072 // Ñàìîóáèéñòâî:
2073 FHealth := 0;
2074 Kill(K_SIMPLEKILL, SpawnerUID, t);
2075 end;
2076 end;
2077 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2078 FMegaRulez[MR_SUIT] := 0;
2079 FMegaRulez[MR_INVUL] := 0;
2080 FMegaRulez[MR_INVIS] := 0;
2081 FBerserk := 0;
2082 end;
2084 // Íî îò îñòàëüíîãî ñïàñàåò:
2085 if FMegaRulez[MR_INVUL] >= gTime then
2086 Exit;
2088 // ×èò-êîä "ÃÎÐÅÖ":
2089 if FGodMode then
2090 Exit;
2092 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2093 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2094 (SpawnerUID = FUID) or
2095 (not SameTeam(FUID, SpawnerUID)) then
2096 begin
2097 FLastSpawnerUID := SpawnerUID;
2099 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2100 if gBloodCount > 0 then
2101 begin
2102 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2103 if value div 4 <= c then
2104 c := c - (value div 4)
2105 else
2106 c := 0;
2108 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2109 MakeBloodSimple(c)
2110 else
2111 case t of
2112 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2113 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2114 end;
2116 if t = HIT_WATER then
2117 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2118 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2119 end;
2121 // Áóôåð óðîíà:
2122 if FLive then
2123 Inc(FDamageBuffer, value);
2125 // Âñïûøêà áîëè:
2126 if gFlash <> 0 then
2127 FPain := FPain + value;
2128 end;
2130 if g_Game_IsServer and g_Game_IsNet then
2131 begin
2132 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2133 MH_SEND_PlayerStats(FUID);
2134 MH_SEND_PlayerPos(False, FUID);
2135 end;
2136 end;
2138 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2139 begin
2140 Result := False;
2141 if g_Game_IsClient then
2142 Exit;
2143 if not FLive then
2144 Exit;
2146 if Soft and (FHealth < PLAYER_HP_SOFT) then
2147 begin
2148 IncMax(FHealth, value, PLAYER_HP_SOFT);
2149 Result := True;
2150 end;
2151 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2152 begin
2153 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2154 Result := True;
2155 end;
2157 if Result and g_Game_IsServer and g_Game_IsNet then
2158 MH_SEND_PlayerStats(FUID);
2159 end;
2161 destructor TPlayer.Destroy();
2162 begin
2163 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2164 gPlayer1 := nil;
2165 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2166 gPlayer2 := nil;
2168 FSawSound.Free();
2169 FSawSoundIdle.Free();
2170 FSawSoundHit.Free();
2171 FJetSoundFly.Free();
2172 FJetSoundOn.Free();
2173 FJetSoundOff.Free();
2174 FModel.Free();
2176 inherited;
2177 end;
2179 procedure TPlayer.DrawBubble();
2180 var
2181 bubX, bubY: Integer;
2182 ID: LongWord;
2183 Rb, Gb, Bb,
2184 Rw, Gw, Bw: SmallInt;
2185 Dot: Byte;
2186 begin
2187 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18);
2188 bubY := FObj.Y+FObj.Rect.Y - 18;
2189 Rb := 64;
2190 Gb := 64;
2191 Bb := 64;
2192 Rw := 240;
2193 Gw := 240;
2194 Bw := 240;
2195 case gChatBubble of
2196 1: // simple textual non-bubble
2197 begin
2198 bubX := FObj.X+FObj.Rect.X - 11;
2199 bubY := FObj.Y+FObj.Rect.Y - 17;
2200 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2201 Exit;
2202 end;
2203 2: // advanced pixel-perfect bubble
2204 begin
2205 if FTeam = TEAM_RED then
2206 Rb := 255
2207 else
2208 if FTeam = TEAM_BLUE then
2209 Bb := 255;
2210 end;
2211 3: // colored bubble
2212 begin
2213 Rb := FModel.Color.R;
2214 Gb := FModel.Color.G;
2215 Bb := FModel.Color.B;
2216 Rw := Min(Rb * 2 + 64, 255);
2217 Gw := Min(Gb * 2 + 64, 255);
2218 Bw := Min(Bb * 2 + 64, 255);
2219 if (Abs(Rw - Rb) < 32)
2220 or (Abs(Gw - Gb) < 32)
2221 or (Abs(Bw - Bb) < 32) then
2222 begin
2223 Rb := Max(Rw div 2 - 16, 0);
2224 Gb := Max(Gw div 2 - 16, 0);
2225 Bb := Max(Bw div 2 - 16, 0);
2226 end;
2227 end;
2228 4: // custom textured bubble
2229 begin
2230 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2231 if FDirection = D_RIGHT then
2232 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2233 else
2234 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
2235 Exit;
2236 end;
2237 end;
2239 // Outer borders
2240 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2241 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2242 // Inner box
2243 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2245 // Tail
2246 Dot := IfThen(FDirection = D_LEFT, 14, 5);
2247 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2248 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2249 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2250 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2251 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2253 // Dots
2254 Dot := 6;
2255 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2256 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2257 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2258 end;
2260 procedure TPlayer.Draw();
2261 var
2262 ID: DWORD;
2263 w, h: Word;
2264 dr: Boolean;
2265 begin
2266 if FLive then
2267 begin
2268 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2269 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2270 begin
2271 e_GetTextureSize(ID, @w, @h);
2272 if FDirection = D_LEFT then
2273 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2274 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False)
2275 else
2276 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2277 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False);
2278 end;
2280 if FMegaRulez[MR_INVIS] > gTime then
2281 begin
2282 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2283 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2284 begin
2285 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2286 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2287 else
2288 dr := True;
2289 if dr then
2290 FModel.Draw(FObj.X, FObj.Y, 200)
2291 else
2292 FModel.Draw(FObj.X, FObj.Y);
2293 end
2294 else
2295 FModel.Draw(FObj.X, FObj.Y, 254);
2296 end
2297 else
2298 FModel.Draw(FObj.X, FObj.Y);
2299 end;
2301 if g_debug_Frames then
2302 begin
2303 e_DrawQuad(FObj.X+FObj.Rect.X,
2304 FObj.Y+FObj.Rect.Y,
2305 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2306 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2307 0, 255, 0);
2308 end;
2310 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2311 DrawBubble();
2312 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2313 if gAimLine and Live and
2314 ((Self = gPlayer1) or (Self = gPlayer2)) then
2315 DrawAim();
2316 end;
2319 procedure TPlayer.DrawAim();
2320 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2323 procedure drawTileGrid ();
2324 var
2325 x, y: Integer;
2326 begin
2327 y := mapGrid.gridY0;
2328 while (y < mapGrid.gridY0+mapGrid.gridHeight) do
2329 begin
2330 x := mapGrid.gridX0;
2331 while (x < mapGrid.gridX0+mapGrid.gridWidth) do
2332 begin
2333 if (x+mapGrid.tileSize > viewPortX) and (y+mapGrid.tileSize > viewPortY) and
2334 (x < viewPortX+viewPortW) and (y < viewPortY+viewPortH) then
2335 begin
2336 e_DrawQuad(x, y, x+mapGrid.tileSize-1, y+mapGrid.tileSize-1, 96, 96, 96, 96);
2337 end;
2338 Inc(x, mapGrid.tileSize);
2339 end;
2340 Inc(y, mapGrid.tileSize);
2341 end;
2342 end;
2345 var
2346 ex, ey: Integer;
2347 begin
2348 if isValidViewPort and (self = gPlayer1) then
2349 begin
2350 g_Holmes_plrView(viewPortX, viewPortY, viewPortW, viewPortH);
2351 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2352 end;
2354 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2355 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2356 begin
2357 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2358 end
2359 else
2360 begin
2361 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2362 end;
2364 //drawTileGrid();
2365 end;
2367 var
2368 wx, wy, xx, yy: Integer;
2369 angle: SmallInt;
2370 sz, len: Word;
2371 begin
2372 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
2373 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2374 angle := FAngle;
2375 len := 1024;
2376 sz := 2;
2377 case FCurrWeap of
2378 0: begin // Punch
2379 len := 12;
2380 sz := 4;
2381 end;
2382 1: begin // Chainsaw
2383 len := 24;
2384 sz := 6;
2385 end;
2386 2: begin // Pistol
2387 len := 1024;
2388 sz := 2;
2389 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2390 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2391 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2392 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2393 end;
2394 3: begin // Shotgun
2395 len := 1024;
2396 sz := 3;
2397 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2398 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2399 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2400 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2401 end;
2402 4: begin // Double Shotgun
2403 len := 1024;
2404 sz := 4;
2405 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2406 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2407 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2408 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2409 end;
2410 5: begin // Chaingun
2411 len := 1024;
2412 sz := 3;
2413 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2414 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2415 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2416 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2417 end;
2418 6: begin // Rocket Launcher
2419 len := 1024;
2420 sz := 7;
2421 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2422 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2423 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2424 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2425 end;
2426 7: begin // Plasmagun
2427 len := 1024;
2428 sz := 5;
2429 if angle = ANGLE_RIGHTUP then Inc(angle);
2430 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2431 if angle = ANGLE_LEFTUP then Dec(angle);
2432 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2433 end;
2434 8: begin // BFG
2435 len := 1024;
2436 sz := 12;
2437 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2438 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2439 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2440 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2441 end;
2442 9: begin // Super Chaingun
2443 len := 1024;
2444 sz := 4;
2445 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2446 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2447 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2448 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2449 end;
2450 end;
2451 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2452 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2453 {$IF DEFINED(D2F_DEBUG)}
2454 drawCast(sz, wx, wy, xx, yy);
2455 {$ELSE}
2456 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2457 {$ENDIF}
2458 end;
2460 procedure TPlayer.DrawGUI();
2461 var
2462 ID: DWORD;
2463 X, Y, SY, a, p, m: Integer;
2464 tw, th: Word;
2465 cw, ch: Byte;
2466 s: string;
2467 stat: TPlayerStatArray;
2468 begin
2469 X := gPlayerScreenSize.X;
2470 SY := gPlayerScreenSize.Y;
2471 Y := 0;
2473 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2474 begin
2475 if gGameSettings.GameMode = GM_CTF then
2476 a := 32 + 8
2477 else
2478 a := 0;
2479 if gGameSettings.GameMode = GM_CTF then
2480 begin
2481 s := 'TEXTURE_PLAYER_REDFLAG';
2482 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2483 s := 'TEXTURE_PLAYER_REDFLAG_S';
2484 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2485 s := 'TEXTURE_PLAYER_REDFLAG_D';
2486 if g_Texture_Get(s, ID) then
2487 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2488 end;
2490 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2491 e_CharFont_GetSize(gMenuFont, s, tw, th);
2492 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2494 if gGameSettings.GameMode = GM_CTF then
2495 begin
2496 s := 'TEXTURE_PLAYER_BLUEFLAG';
2497 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2498 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2499 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2500 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2501 if g_Texture_Get(s, ID) then
2502 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2503 end;
2505 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2506 e_CharFont_GetSize(gMenuFont, s, tw, th);
2507 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2508 end;
2510 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2511 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2512 0, False, False);
2514 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2515 e_Draw(ID, X+2, Y, 0, True, False);
2517 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2518 begin
2519 if gShowStat then
2520 begin
2521 s := IntToStr(Frags);
2522 e_CharFont_GetSize(gMenuFont, s, tw, th);
2523 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2525 s := '';
2526 p := 1;
2527 m := 0;
2528 stat := g_Player_GetStats();
2529 if stat <> nil then
2530 begin
2531 p := 1;
2533 for a := 0 to High(stat) do
2534 if stat[a].Name <> Name then
2535 begin
2536 if stat[a].Frags > m then m := stat[a].Frags;
2537 if stat[a].Frags > Frags then p := p+1;
2538 end;
2539 end;
2541 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2542 if Frags >= m then s := s+'+' else s := s+'-';
2543 s := s+IntToStr(Abs(Frags-m));
2545 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2546 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2547 end;
2549 if gShowLives and (gGameSettings.MaxLives > 0) then
2550 begin
2551 s := IntToStr(Lives);
2552 e_CharFont_GetSize(gMenuFont, s, tw, th);
2553 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2554 end;
2555 end;
2557 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2558 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2560 if R_BERSERK in FRulez then
2561 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2562 else
2563 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2565 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2566 e_Draw(ID, X+36, Y+77, 0, True, False);
2568 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2569 e_CharFont_GetSize(gMenuFont, s, tw, th);
2570 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2572 s := IntToStr(FArmor);
2573 e_CharFont_GetSize(gMenuFont, s, tw, th);
2574 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2576 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2578 case FCurrWeap of
2579 WEAPON_KASTET:
2580 begin
2581 s := '--';
2582 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2583 end;
2584 WEAPON_SAW:
2585 begin
2586 s := '--';
2587 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2588 end;
2589 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2590 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2591 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2592 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2593 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2594 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2595 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2596 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2597 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2598 end;
2600 e_CharFont_GetSize(gMenuFont, s, tw, th);
2601 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2602 e_Draw(ID, X+20, Y+160, 0, True, False);
2604 if R_KEY_RED in FRulez then
2605 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2607 if R_KEY_GREEN in FRulez then
2608 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2610 if R_KEY_BLUE in FRulez then
2611 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2613 if FJetFuel > 0 then
2614 begin
2615 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2616 e_Draw(ID, X+2, Y+116, 0, True, False);
2617 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2618 e_Draw(ID, X+2, Y+126, 0, True, False);
2619 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2620 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2621 end
2622 else
2623 begin
2624 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2625 e_Draw(ID, X+2, Y+124, 0, True, False);
2626 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2627 end;
2629 if gShowPing and g_Game_IsClient then
2630 begin
2631 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2632 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2633 Y := Y + 16;
2634 end;
2636 if FSpectator then
2637 begin
2638 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2639 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2640 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2641 if FNoRespawn then
2642 begin
2643 e_TextureFontGetSize(gStdFont, cw, ch);
2644 s := _lc[I_PLAYER_SPECT4];
2645 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2646 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2647 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2648 end;
2650 end;
2651 end;
2653 procedure TPlayer.DrawRulez();
2654 var
2655 dr: Boolean;
2656 begin
2657 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2658 if FMegaRulez[MR_INVUL] >= gTime then
2659 begin
2660 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2661 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2662 else
2663 dr := True;
2665 if dr then
2666 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2667 191, 191, 191, 0, B_INVERT);
2668 end;
2670 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2671 if FMegaRulez[MR_SUIT] >= gTime then
2672 begin
2673 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2674 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2675 else
2676 dr := True;
2678 if dr then
2679 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2680 0, 96, 0, 200, B_NONE);
2681 end;
2683 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2684 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2685 begin
2686 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2687 255, 0, 0, 200, B_NONE);
2688 end;
2689 end;
2691 procedure TPlayer.DrawPain();
2692 var
2693 a, h: Integer;
2694 begin
2695 if FPain = 0 then Exit;
2697 a := FPain;
2699 if a < 15 then h := 0
2700 else if a < 35 then h := 1
2701 else if a < 55 then h := 2
2702 else if a < 75 then h := 3
2703 else if a < 95 then h := 4
2704 else h := 5;
2706 //if a > 255 then a := 255;
2708 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2709 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2710 end;
2712 procedure TPlayer.DrawPickup();
2713 var
2714 a, h: Integer;
2715 begin
2716 if FPickup = 0 then Exit;
2718 a := FPickup;
2720 if a < 15 then h := 1
2721 else if a < 35 then h := 2
2722 else if a < 55 then h := 3
2723 else if a < 75 then h := 4
2724 else h := 5;
2726 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2727 end;
2729 procedure TPlayer.Fire();
2730 var
2731 f, DidFire: Boolean;
2732 wx, wy, xd, yd: Integer;
2733 locobj: TObj;
2734 begin
2735 if g_Game_IsClient then Exit;
2736 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2737 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2739 if FSpectator then
2740 begin
2741 Respawn(False);
2742 Exit;
2743 end;
2745 if FReloading[FCurrWeap] <> 0 then Exit;
2747 DidFire := False;
2749 f := False;
2750 wx := FObj.X+WEAPONPOINT[FDirection].X;
2751 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2752 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
2753 yd := wy+firediry();
2755 case FCurrWeap of
2756 WEAPON_KASTET:
2757 begin
2758 if R_BERSERK in FRulez then
2759 begin
2760 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2761 locobj.X := FObj.X+FObj.Rect.X;
2762 locobj.Y := FObj.Y+FObj.Rect.Y;
2763 locobj.rect.X := 0;
2764 locobj.rect.Y := 0;
2765 locobj.rect.Width := 39;
2766 locobj.rect.Height := 52;
2767 locobj.Vel.X := (xd-wx) div 2;
2768 locobj.Vel.Y := (yd-wy) div 2;
2769 locobj.Accel.X := xd-wx;
2770 locobj.Accel.y := yd-wy;
2772 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2773 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2774 else
2775 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2777 if gFlash = 1 then
2778 if FPain < 50 then
2779 FPain := min(FPain + 25, 50);
2780 end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2782 DidFire := True;
2783 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2784 end;
2786 WEAPON_SAW:
2787 begin
2788 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2789 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2790 begin
2791 FSawSoundSelect.Stop();
2792 FSawSound.Stop();
2793 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2794 end
2795 else if not FSawSoundHit.IsPlaying() then
2796 begin
2797 FSawSoundSelect.Stop();
2798 FSawSound.PlayAt(FObj.X, FObj.Y);
2799 end;
2801 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2802 DidFire := True;
2803 f := True;
2804 end;
2806 WEAPON_PISTOL:
2807 if FAmmo[A_BULLETS] > 0 then
2808 begin
2809 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2810 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2811 Dec(FAmmo[A_BULLETS]);
2812 FFireAngle := FAngle;
2813 f := True;
2814 DidFire := True;
2815 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2816 GameVelX, GameVelY-2, SHELL_BULLET);
2817 end;
2819 WEAPON_SHOTGUN1:
2820 if FAmmo[A_SHELLS] > 0 then
2821 begin
2822 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2823 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2824 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2825 Dec(FAmmo[A_SHELLS]);
2826 FFireAngle := FAngle;
2827 f := True;
2828 DidFire := True;
2829 FShellTimer := 10;
2830 FShellType := SHELL_SHELL;
2831 end;
2833 WEAPON_SHOTGUN2:
2834 if FAmmo[A_SHELLS] >= 2 then
2835 begin
2836 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2837 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2838 Dec(FAmmo[A_SHELLS], 2);
2839 FFireAngle := FAngle;
2840 f := True;
2841 DidFire := True;
2842 FShellTimer := 13;
2843 FShellType := SHELL_DBLSHELL;
2844 end;
2846 WEAPON_CHAINGUN:
2847 if FAmmo[A_BULLETS] > 0 then
2848 begin
2849 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2850 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2851 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2852 Dec(FAmmo[A_BULLETS]);
2853 FFireAngle := FAngle;
2854 f := True;
2855 DidFire := True;
2856 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2857 GameVelX, GameVelY-2, SHELL_BULLET);
2858 end;
2860 WEAPON_ROCKETLAUNCHER:
2861 if FAmmo[A_ROCKETS] > 0 then
2862 begin
2863 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2864 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2865 Dec(FAmmo[A_ROCKETS]);
2866 FFireAngle := FAngle;
2867 f := True;
2868 DidFire := True;
2869 end;
2871 WEAPON_PLASMA:
2872 if FAmmo[A_CELLS] > 0 then
2873 begin
2874 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2875 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2876 Dec(FAmmo[A_CELLS]);
2877 FFireAngle := FAngle;
2878 f := True;
2879 DidFire := True;
2880 end;
2882 WEAPON_BFG:
2883 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2884 begin
2885 FBFGFireCounter := 17;
2886 if not FNoReload then
2887 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2888 Dec(FAmmo[A_CELLS], 40);
2889 DidFire := True;
2890 end;
2892 WEAPON_SUPERPULEMET:
2893 if FAmmo[A_SHELLS] > 0 then
2894 begin
2895 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2896 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2897 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2898 Dec(FAmmo[A_SHELLS]);
2899 FFireAngle := FAngle;
2900 f := True;
2901 DidFire := True;
2902 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2903 GameVelX, GameVelY-2, SHELL_SHELL);
2904 end;
2906 WEAPON_FLAMETHROWER:
2907 if FAmmo[A_FUEL] > 0 then
2908 begin
2909 g_Weapon_flame(wx, wy, xd, yd, FUID);
2910 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2911 Dec(FAmmo[A_FUEL]);
2912 FFireAngle := FAngle;
2913 f := True;
2914 DidFire := True;
2915 end;
2916 end;
2918 if g_Game_IsNet then
2919 begin
2920 if DidFire then
2921 begin
2922 if FCurrWeap <> WEAPON_BFG then
2923 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
2924 else
2925 if not FNoReload then
2926 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
2927 end;
2929 MH_SEND_PlayerStats(FUID);
2930 end;
2932 if not f then Exit;
2934 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
2935 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
2936 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
2937 end;
2939 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
2940 begin
2941 case Weapon of
2942 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
2943 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
2944 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
2945 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
2946 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
2947 else Result := 0;
2948 end;
2949 end;
2951 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
2952 begin
2953 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
2954 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
2955 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
2956 end;
2958 procedure TPlayer.JetpackOn;
2959 begin
2960 FJetSoundFly.Stop;
2961 FJetSoundOff.Stop;
2962 FJetSoundOn.SetPosition(0);
2963 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
2964 FlySmoke(8);
2965 end;
2967 procedure TPlayer.JetpackOff;
2968 begin
2969 FJetSoundFly.Stop;
2970 FJetSoundOn.Stop;
2971 FJetSoundOff.SetPosition(0);
2972 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
2973 end;
2975 procedure TPlayer.CatchFire(Attacker: Word);
2976 begin
2977 FFireTime := 100;
2978 FFireAttacker := Attacker;
2979 if g_Game_IsNet and g_Game_IsServer then
2980 MH_SEND_PlayerStats(FUID);
2981 end;
2983 procedure TPlayer.Jump();
2984 begin
2985 if gFly or FJetpack then
2986 begin
2987 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
2988 if FObj.Vel.Y > -VEL_FLY then
2989 FObj.Vel.Y := FObj.Vel.Y - 3;
2990 if FJetpack then
2991 begin
2992 if FJetFuel > 0 then
2993 Dec(FJetFuel);
2994 if (FJetFuel < 1) and g_Game_IsServer then
2995 begin
2996 FJetpack := False;
2997 JetpackOff;
2998 if g_Game_IsNet then
2999 MH_SEND_PlayerStats(FUID);
3000 end;
3001 end;
3002 Exit;
3003 end;
3005 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3006 if FGhost then
3007 FCanJetpack := False;
3009 // Ïðûãàåì èëè âñïëûâàåì:
3010 if (CollideLevel(0, 1) or
3011 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3012 PLAYER_RECT.Height-33, PANEL_STEP, False)
3013 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3014 begin
3015 FObj.Vel.Y := -VEL_JUMP;
3016 FCanJetpack := False;
3017 end
3018 else
3019 begin
3020 if BodyInLiquid(0, 0) then
3021 FObj.Vel.Y := -VEL_SW
3022 else if (FJetFuel > 0) and FCanJetpack and
3023 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3024 begin
3025 FJetpack := True;
3026 JetpackOn;
3027 if g_Game_IsNet then
3028 MH_SEND_PlayerStats(FUID);
3029 end;
3030 end;
3031 end;
3033 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3034 var
3035 a, i, k, ab, ar: Byte;
3036 s: String;
3037 mon: TMonster;
3038 plr: TPlayer;
3039 srv, netsrv: Boolean;
3040 DoFrags: Boolean;
3041 OldLR: Byte;
3042 KP: TPlayer;
3043 it: PItem;
3045 procedure PushItem(t: Byte);
3046 var
3047 id: DWORD;
3048 begin
3049 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3050 it := g_Items_ByIdx(id);
3051 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3052 begin
3053 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3054 (FObj.Vel.Y div 2)-Random(9));
3055 it.positionChanged(); // this updates spatial accelerators
3056 end
3057 else
3058 begin
3059 if KillType = K_HARDKILL then // -5..+5; -5..0
3060 begin
3061 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3062 (FObj.Vel.Y div 2)-Random(6));
3063 end
3064 else // -3..+3; -3..0
3065 begin
3066 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3067 (FObj.Vel.Y div 2)-Random(4));
3068 end;
3069 it.positionChanged(); // this updates spatial accelerators
3070 end;
3072 if g_Game_IsNet and g_Game_IsServer then
3073 MH_SEND_ItemSpawn(True, id);
3074 end;
3076 begin
3077 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3078 Srv := g_Game_IsServer;
3079 Netsrv := g_Game_IsServer and g_Game_IsNet;
3080 if Srv then FDeath := FDeath + 1;
3081 if FLive then
3082 begin
3083 if FGhost then
3084 FGhost := False;
3085 if not FPhysics then
3086 FPhysics := True;
3087 FLive := False;
3088 end;
3089 FShellTimer := -1;
3091 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3092 begin
3093 if FLives > 0 then FLives := FLives - 1;
3094 if FLives = 0 then FNoRespawn := True;
3095 end;
3097 // Íîìåð òèïà ñìåðòè:
3098 a := 1;
3099 case KillType of
3100 K_SIMPLEKILL: a := 1;
3101 K_HARDKILL: a := 2;
3102 K_EXTRAHARDKILL: a := 3;
3103 K_FALLKILL: a := 4;
3104 end;
3106 // Çâóê ñìåðòè:
3107 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3108 for i := 1 to 3 do
3109 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3110 Break;
3112 // Âðåìÿ ðåñïàóíà:
3113 if Srv then
3114 case KillType of
3115 K_SIMPLEKILL:
3116 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3117 K_HARDKILL:
3118 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3119 K_EXTRAHARDKILL, K_FALLKILL:
3120 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3121 end;
3123 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3124 case KillType of
3125 K_SIMPLEKILL:
3126 SetAction(A_DIE1);
3127 K_HARDKILL, K_EXTRAHARDKILL:
3128 SetAction(A_DIE2);
3129 end;
3131 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3132 if (KillType <> K_FALLKILL) and (Srv) then
3133 g_Monsters_killedp();
3135 if SpawnerUID = FUID then
3136 begin // Ñàìîóáèëñÿ
3137 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3138 begin
3139 Dec(FFrags);
3140 FLastFrag := 0;
3141 end;
3142 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3143 end
3144 else
3145 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3146 begin // Óáèò äðóãèì èãðîêîì
3147 KP := g_Player_Get(SpawnerUID);
3148 if (KP <> nil) and Srv then
3149 begin
3150 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3151 if SameTeam(FUID, SpawnerUID) then
3152 begin
3153 Dec(KP.FFrags);
3154 KP.FLastFrag := 0;
3155 end else
3156 begin
3157 Inc(KP.FFrags);
3158 KP.FragCombo();
3159 end;
3161 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3162 Inc(gTeamStat[KP.Team].Goals,
3163 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3165 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3166 end;
3168 plr := g_Player_Get(SpawnerUID);
3169 if plr = nil then
3170 s := '?'
3171 else
3172 s := plr.FName;
3174 case KillType of
3175 K_HARDKILL:
3176 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3177 [FName, s]),
3178 gShowKillMsg);
3179 K_EXTRAHARDKILL:
3180 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3181 [FName, s]),
3182 gShowKillMsg);
3183 else
3184 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3185 [FName, s]),
3186 gShowKillMsg);
3187 end;
3188 end
3189 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3190 begin // Óáèò ìîíñòðîì
3191 mon := g_Monsters_ByUID(SpawnerUID);
3192 if mon = nil then
3193 s := '?'
3194 else
3195 s := g_Monsters_GetKilledBy(mon.MonsterType);
3197 case KillType of
3198 K_HARDKILL:
3199 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3200 [FName, s]),
3201 gShowKillMsg);
3202 K_EXTRAHARDKILL:
3203 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3204 [FName, s]),
3205 gShowKillMsg);
3206 else
3207 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3208 [FName, s]),
3209 gShowKillMsg);
3210 end;
3211 end
3212 else // Îñîáûå òèïû ñìåðòè
3213 case t of
3214 HIT_DISCON: ;
3215 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3216 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3217 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3218 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3219 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3220 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3221 end;
3223 if Srv then
3224 begin
3225 // Âûáðîñ îðóæèÿ:
3226 for a := WP_FIRST to WP_LAST do
3227 if FWeapon[a] then
3228 begin
3229 case a of
3230 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3231 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3232 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3233 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3234 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3235 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3236 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3237 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3238 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3239 else i := 0;
3240 end;
3242 if i <> 0 then
3243 PushItem(i);
3244 end;
3246 // Âûáðîñ ðþêçàêà:
3247 if R_ITEM_BACKPACK in FRulez then
3248 PushItem(ITEM_AMMO_BACKPACK);
3250 // Âûáðîñ ðàêåòíîãî ðàíöà:
3251 if FJetFuel > 0 then
3252 PushItem(ITEM_JETPACK);
3254 // Âûáðîñ êëþ÷åé:
3255 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3256 begin
3257 if R_KEY_RED in FRulez then
3258 PushItem(ITEM_KEY_RED);
3260 if R_KEY_GREEN in FRulez then
3261 PushItem(ITEM_KEY_GREEN);
3263 if R_KEY_BLUE in FRulez then
3264 PushItem(ITEM_KEY_BLUE);
3265 end;
3267 // Âûáðîñ ôëàãà:
3268 DropFlag();
3269 end;
3271 g_Player_CreateCorpse(Self);
3273 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3274 (gLMSRespawn = LMS_RESPAWN_NONE) then
3275 begin
3276 a := 0;
3277 k := 0;
3278 ar := 0;
3279 ab := 0;
3280 for i := Low(gPlayers) to High(gPlayers) do
3281 begin
3282 if gPlayers[i] = nil then continue;
3283 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3284 begin
3285 Inc(a);
3286 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3287 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3288 k := i;
3289 end;
3290 end;
3292 OldLR := gLMSRespawn;
3293 if (gGameSettings.GameMode = GM_COOP) then
3294 begin
3295 if (a = 0) then
3296 begin
3297 // everyone is dead, restart the map
3298 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3299 if Netsrv then
3300 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3301 gLMSRespawn := LMS_RESPAWN_FINAL;
3302 gLMSRespawnTime := gTime + 5000;
3303 end
3304 else if (a = 1) then
3305 begin
3306 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3307 if (gPlayers[k] = gPlayer1) or
3308 (gPlayers[k] = gPlayer2) then
3309 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3310 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3311 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3312 end;
3313 end
3314 else if (gGameSettings.GameMode = GM_TDM) then
3315 begin
3316 if (ab = 0) and (ar <> 0) then
3317 begin
3318 // blu team ded
3319 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3320 if Netsrv then
3321 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3322 Inc(gTeamStat[TEAM_RED].Goals);
3323 gLMSRespawn := LMS_RESPAWN_FINAL;
3324 gLMSRespawnTime := gTime + 5000;
3325 end
3326 else if (ar = 0) and (ab <> 0) then
3327 begin
3328 // red team ded
3329 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3330 if Netsrv then
3331 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3332 Inc(gTeamStat[TEAM_BLUE].Goals);
3333 gLMSRespawn := LMS_RESPAWN_FINAL;
3334 gLMSRespawnTime := gTime + 5000;
3335 end
3336 else if (ar = 0) and (ab = 0) then
3337 begin
3338 // everyone ded
3339 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3340 if Netsrv then
3341 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3342 gLMSRespawn := LMS_RESPAWN_FINAL;
3343 gLMSRespawnTime := gTime + 5000;
3344 end;
3345 end
3346 else if (gGameSettings.GameMode = GM_DM) then
3347 begin
3348 if (a = 1) then
3349 begin
3350 if gPlayers[k] <> nil then
3351 with gPlayers[k] do
3352 begin
3353 // survivor is the winner
3354 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3355 if Netsrv then
3356 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3357 Inc(FFrags);
3358 end;
3359 gLMSRespawn := LMS_RESPAWN_FINAL;
3360 gLMSRespawnTime := gTime + 5000;
3361 end
3362 else if (a = 0) then
3363 begin
3364 // everyone is dead, restart the map
3365 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3366 if Netsrv then
3367 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3368 gLMSRespawn := LMS_RESPAWN_FINAL;
3369 gLMSRespawnTime := gTime + 5000;
3370 end;
3371 end;
3372 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3373 begin
3374 if NetMode = NET_SERVER then
3375 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3376 else
3377 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3378 end;
3379 end;
3381 if Netsrv then
3382 begin
3383 MH_SEND_PlayerStats(FUID);
3384 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3385 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3386 end;
3388 if srv and FNoRespawn then Spectate(True);
3389 FWantsInGame := True;
3390 end;
3392 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3393 begin
3394 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3395 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3396 end;
3398 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3399 begin
3400 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3401 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3402 end;
3404 procedure TPlayer.MakeBloodSimple(Count: Word);
3405 begin
3406 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3407 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3408 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3409 150, 0, 0);
3410 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3411 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3412 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3413 150, 0, 0);
3414 end;
3416 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3417 begin
3418 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3419 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3420 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3421 150, 0, 0);
3422 end;
3424 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3425 begin
3426 if g_Game_IsClient then Exit;
3427 if Weapon > High(FWeapon) then Exit;
3428 FNextWeap := FNextWeap or (1 shl Weapon);
3429 end;
3431 procedure TPlayer.resetWeaponQueue ();
3432 begin
3433 FNextWeap := 0;
3434 FNextWeapDelay := 0;
3435 end;
3437 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3438 begin
3439 result := false;
3440 case weapon of
3441 WEAPON_KASTET, WEAPON_SAW: result := true;
3442 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3443 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3444 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3445 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3446 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3447 else result := (weapon < length(FWeapon));
3448 end;
3449 end;
3451 // return 255 for "no switch"
3452 function TPlayer.getNextWeaponIndex (): Byte;
3453 var
3454 i: Word;
3455 wantThisWeapon: array[0..64] of Boolean;
3456 wwc: Integer = 0; //HACK!
3457 dir, cwi: Integer;
3458 begin
3459 result := 255; // default result: "no switch"
3460 // had weapon cycling on previous frame? remove that flag
3461 if (FNextWeap and $2000) <> 0 then
3462 begin
3463 FNextWeap := FNextWeap and $1FFF;
3464 FNextWeapDelay := 0;
3465 end;
3466 // cycling has priority
3467 if (FNextWeap and $C000) <> 0 then
3468 begin
3469 if (FNextWeap and $8000) <> 0 then
3470 dir := 1
3471 else
3472 dir := -1;
3473 FNextWeap := FNextWeap or $2000; // we need this
3474 if FNextWeapDelay > 0 then
3475 exit; // cooldown time
3476 cwi := FCurrWeap;
3477 for i := 0 to High(FWeapon) do
3478 begin
3479 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3480 if FWeapon[cwi] then
3481 begin
3482 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3483 result := Byte(cwi);
3484 FNextWeapDelay := 10;
3485 exit;
3486 end;
3487 end;
3488 resetWeaponQueue();
3489 exit;
3490 end;
3491 // no cycling
3492 for i := 0 to High(wantThisWeapon) do
3493 wantThisWeapon[i] := false;
3494 for i := 0 to High(FWeapon) do
3495 if (FNextWeap and (1 shl i)) <> 0 then
3496 begin
3497 wantThisWeapon[i] := true;
3498 Inc(wwc);
3499 end;
3500 // exclude currently selected weapon from the set
3501 wantThisWeapon[FCurrWeap] := false;
3502 // slow down alterations a little
3503 if wwc > 1 then
3504 begin
3505 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3506 // more than one weapon requested, assume "alteration" and check alteration delay
3507 if FNextWeapDelay > 0 then
3508 begin
3509 FNextWeap := 0;
3510 exit;
3511 end; // yeah
3512 end;
3513 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3514 // but clear all counters if no weapon should be switched
3515 if wwc < 1 then
3516 begin
3517 resetWeaponQueue();
3518 exit;
3519 end;
3520 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3521 // try weapons in descending order
3522 for i := High(FWeapon) downto 0 do
3523 begin
3524 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3525 begin
3526 // i found her!
3527 result := Byte(i);
3528 resetWeaponQueue();
3529 FNextWeapDelay := 10; // anyway, 'cause why not
3530 exit;
3531 end;
3532 end;
3533 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3534 resetWeaponQueue();
3535 end;
3537 procedure TPlayer.RealizeCurrentWeapon();
3538 function switchAllowed (): Boolean;
3539 var
3540 i: Byte;
3541 begin
3542 result := false;
3543 if FBFGFireCounter <> -1 then
3544 exit;
3545 if FTime[T_SWITCH] > gTime then
3546 exit;
3547 for i := WP_FIRST to WP_LAST do
3548 if FReloading[i] > 0 then
3549 exit;
3550 result := true;
3551 end;
3553 var
3554 nw: Byte;
3555 begin
3556 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3557 //FNextWeap := FNextWeap and $1FFF;
3558 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3560 if not switchAllowed then
3561 begin
3562 //HACK for weapon cycling
3563 if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
3564 exit;
3565 end;
3567 nw := getNextWeaponIndex();
3568 if nw = 255 then exit; // don't reset anything here
3569 if nw > High(FWeapon) then
3570 begin
3571 // don't forget to reset queue here!
3572 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3573 resetWeaponQueue();
3574 exit;
3575 end;
3577 if FWeapon[nw] then
3578 begin
3579 FCurrWeap := nw;
3580 FTime[T_SWITCH] := gTime+156;
3581 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3582 FModel.SetWeapon(FCurrWeap);
3583 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3584 end;
3585 end;
3587 procedure TPlayer.NextWeapon();
3588 begin
3589 if g_Game_IsClient then Exit;
3590 FNextWeap := $8000;
3591 end;
3593 procedure TPlayer.PrevWeapon();
3594 begin
3595 if g_Game_IsClient then Exit;
3596 FNextWeap := $4000;
3597 end;
3599 procedure TPlayer.SetWeapon(W: Byte);
3600 begin
3601 if FCurrWeap <> W then
3602 if W = WEAPON_SAW then
3603 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3605 FCurrWeap := W;
3606 FModel.SetWeapon(CurrWeap);
3607 resetWeaponQueue();
3608 end;
3610 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3611 var
3612 a: Boolean;
3613 begin
3614 Result := False;
3615 if g_Game_IsClient then Exit;
3617 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3618 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3619 remove := not a;
3621 case ItemType of
3622 ITEM_MEDKIT_SMALL:
3623 if FHealth < PLAYER_HP_SOFT then
3624 begin
3625 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3626 Result := True;
3627 remove := True;
3628 FFireTime := 0;
3629 if gFlash = 2 then Inc(FPickup, 5);
3630 end;
3632 ITEM_MEDKIT_LARGE:
3633 if FHealth < PLAYER_HP_SOFT then
3634 begin
3635 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3636 Result := True;
3637 remove := True;
3638 FFireTime := 0;
3639 if gFlash = 2 then Inc(FPickup, 5);
3640 end;
3642 ITEM_ARMOR_GREEN:
3643 if FArmor < PLAYER_AP_SOFT then
3644 begin
3645 FArmor := PLAYER_AP_SOFT;
3646 Result := True;
3647 remove := True;
3648 if gFlash = 2 then Inc(FPickup, 5);
3649 end;
3651 ITEM_ARMOR_BLUE:
3652 if FArmor < PLAYER_AP_LIMIT then
3653 begin
3654 FArmor := PLAYER_AP_LIMIT;
3655 Result := True;
3656 remove := True;
3657 if gFlash = 2 then Inc(FPickup, 5);
3658 end;
3660 ITEM_SPHERE_BLUE:
3661 if FHealth < PLAYER_HP_LIMIT then
3662 begin
3663 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3664 Result := True;
3665 remove := True;
3666 FFireTime := 0;
3667 if gFlash = 2 then Inc(FPickup, 5);
3668 end;
3670 ITEM_SPHERE_WHITE:
3671 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3672 begin
3673 if FHealth < PLAYER_HP_LIMIT then
3674 FHealth := PLAYER_HP_LIMIT;
3675 if FArmor < PLAYER_AP_LIMIT then
3676 FArmor := PLAYER_AP_LIMIT;
3677 Result := True;
3678 remove := True;
3679 FFireTime := 0;
3680 if gFlash = 2 then Inc(FPickup, 5);
3681 end;
3683 ITEM_WEAPON_SAW:
3684 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3685 begin
3686 FWeapon[WEAPON_SAW] := True;
3687 Result := True;
3688 if gFlash = 2 then Inc(FPickup, 5);
3689 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3690 end;
3692 ITEM_WEAPON_SHOTGUN1:
3693 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3694 begin
3695 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3696 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3698 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3699 FWeapon[WEAPON_SHOTGUN1] := True;
3700 Result := True;
3701 if gFlash = 2 then Inc(FPickup, 5);
3702 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3703 end;
3705 ITEM_WEAPON_SHOTGUN2:
3706 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3707 begin
3708 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3710 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3711 FWeapon[WEAPON_SHOTGUN2] := True;
3712 Result := True;
3713 if gFlash = 2 then Inc(FPickup, 5);
3714 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3715 end;
3717 ITEM_WEAPON_CHAINGUN:
3718 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3719 begin
3720 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3722 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3723 FWeapon[WEAPON_CHAINGUN] := True;
3724 Result := True;
3725 if gFlash = 2 then Inc(FPickup, 5);
3726 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3727 end;
3729 ITEM_WEAPON_ROCKETLAUNCHER:
3730 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3731 begin
3732 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3734 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3735 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3736 Result := True;
3737 if gFlash = 2 then Inc(FPickup, 5);
3738 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3739 end;
3741 ITEM_WEAPON_PLASMA:
3742 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3743 begin
3744 if a and FWeapon[WEAPON_PLASMA] then Exit;
3746 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3747 FWeapon[WEAPON_PLASMA] := True;
3748 Result := True;
3749 if gFlash = 2 then Inc(FPickup, 5);
3750 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3751 end;
3753 ITEM_WEAPON_BFG:
3754 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3755 begin
3756 if a and FWeapon[WEAPON_BFG] then Exit;
3758 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3759 FWeapon[WEAPON_BFG] := True;
3760 Result := True;
3761 if gFlash = 2 then Inc(FPickup, 5);
3762 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3763 end;
3765 ITEM_WEAPON_SUPERPULEMET:
3766 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3767 begin
3768 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3770 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3771 FWeapon[WEAPON_SUPERPULEMET] := True;
3772 Result := True;
3773 if gFlash = 2 then Inc(FPickup, 5);
3774 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3775 end;
3777 ITEM_WEAPON_FLAMETHROWER:
3778 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3779 begin
3780 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3782 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3783 FWeapon[WEAPON_FLAMETHROWER] := True;
3784 Result := True;
3785 if gFlash = 2 then Inc(FPickup, 5);
3786 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3787 end;
3789 ITEM_AMMO_BULLETS:
3790 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3791 begin
3792 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3793 Result := True;
3794 remove := True;
3795 if gFlash = 2 then Inc(FPickup, 5);
3796 end;
3798 ITEM_AMMO_BULLETS_BOX:
3799 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3800 begin
3801 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3802 Result := True;
3803 remove := True;
3804 if gFlash = 2 then Inc(FPickup, 5);
3805 end;
3807 ITEM_AMMO_SHELLS:
3808 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3809 begin
3810 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3811 Result := True;
3812 remove := True;
3813 if gFlash = 2 then Inc(FPickup, 5);
3814 end;
3816 ITEM_AMMO_SHELLS_BOX:
3817 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3818 begin
3819 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3820 Result := True;
3821 remove := True;
3822 if gFlash = 2 then Inc(FPickup, 5);
3823 end;
3825 ITEM_AMMO_ROCKET:
3826 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3827 begin
3828 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3829 Result := True;
3830 remove := True;
3831 if gFlash = 2 then Inc(FPickup, 5);
3832 end;
3834 ITEM_AMMO_ROCKET_BOX:
3835 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3836 begin
3837 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3838 Result := True;
3839 remove := True;
3840 if gFlash = 2 then Inc(FPickup, 5);
3841 end;
3843 ITEM_AMMO_CELL:
3844 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3845 begin
3846 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3847 Result := True;
3848 remove := True;
3849 if gFlash = 2 then Inc(FPickup, 5);
3850 end;
3852 ITEM_AMMO_CELL_BIG:
3853 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3854 begin
3855 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3856 Result := True;
3857 remove := True;
3858 if gFlash = 2 then Inc(FPickup, 5);
3859 end;
3861 ITEM_AMMO_FUELCAN:
3862 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
3863 begin
3864 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3865 Result := True;
3866 remove := True;
3867 if gFlash = 2 then Inc(FPickup, 5);
3868 end;
3870 ITEM_AMMO_BACKPACK:
3871 if not(R_ITEM_BACKPACK in FRulez) or
3872 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3873 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3874 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3875 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
3876 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
3877 begin
3878 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
3879 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
3880 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
3881 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
3882 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
3884 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3885 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3886 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3887 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3888 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3889 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3890 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3891 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3893 FRulez := FRulez + [R_ITEM_BACKPACK];
3894 Result := True;
3895 remove := True;
3896 if gFlash = 2 then Inc(FPickup, 5);
3897 end;
3899 ITEM_KEY_RED:
3900 if not(R_KEY_RED in FRulez) then
3901 begin
3902 Include(FRulez, R_KEY_RED);
3903 Result := True;
3904 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3905 if gFlash = 2 then Inc(FPickup, 5);
3906 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3907 end;
3909 ITEM_KEY_GREEN:
3910 if not(R_KEY_GREEN in FRulez) then
3911 begin
3912 Include(FRulez, R_KEY_GREEN);
3913 Result := True;
3914 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3915 if gFlash = 2 then Inc(FPickup, 5);
3916 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3917 end;
3919 ITEM_KEY_BLUE:
3920 if not(R_KEY_BLUE in FRulez) then
3921 begin
3922 Include(FRulez, R_KEY_BLUE);
3923 Result := True;
3924 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3925 if gFlash = 2 then Inc(FPickup, 5);
3926 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3927 end;
3929 ITEM_SUIT:
3930 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
3931 begin
3932 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
3933 Result := True;
3934 remove := True;
3935 FFireTime := 0;
3936 if gFlash = 2 then Inc(FPickup, 5);
3937 end;
3939 ITEM_OXYGEN:
3940 if FAir < AIR_MAX then
3941 begin
3942 FAir := AIR_MAX;
3943 Result := True;
3944 remove := True;
3945 if gFlash = 2 then Inc(FPickup, 5);
3946 end;
3948 ITEM_MEDKIT_BLACK:
3949 begin
3950 if not (R_BERSERK in FRulez) then
3951 begin
3952 Include(FRulez, R_BERSERK);
3953 if FBFGFireCounter = -1 then
3954 begin
3955 FCurrWeap := WEAPON_KASTET;
3956 resetWeaponQueue();
3957 FModel.SetWeapon(WEAPON_KASTET);
3958 end;
3959 if gFlash <> 0 then
3960 Inc(FPain, 100);
3961 if gFlash = 2 then Inc(FPickup, 5);
3962 FBerserk := gTime+30000;
3963 Result := True;
3964 remove := True;
3965 FFireTime := 0;
3966 end;
3967 if FHealth < PLAYER_HP_SOFT then
3968 begin
3969 FHealth := PLAYER_HP_SOFT;
3970 FBerserk := gTime+30000;
3971 Result := True;
3972 remove := True;
3973 FFireTime := 0;
3974 end;
3975 end;
3977 ITEM_INVUL:
3978 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
3979 begin
3980 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
3981 Result := True;
3982 remove := True;
3983 if gFlash = 2 then Inc(FPickup, 5);
3984 end;
3986 ITEM_BOTTLE:
3987 if FHealth < PLAYER_HP_LIMIT then
3988 begin
3989 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
3990 Result := True;
3991 remove := True;
3992 FFireTime := 0;
3993 if gFlash = 2 then Inc(FPickup, 5);
3994 end;
3996 ITEM_HELMET:
3997 if FArmor < PLAYER_AP_LIMIT then
3998 begin
3999 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4000 Result := True;
4001 remove := True;
4002 if gFlash = 2 then Inc(FPickup, 5);
4003 end;
4005 ITEM_JETPACK:
4006 if FJetFuel < JET_MAX then
4007 begin
4008 FJetFuel := JET_MAX;
4009 Result := True;
4010 remove := True;
4011 if gFlash = 2 then Inc(FPickup, 5);
4012 end;
4014 ITEM_INVIS:
4015 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4016 begin
4017 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4018 Result := True;
4019 remove := True;
4020 if gFlash = 2 then Inc(FPickup, 5);
4021 end;
4022 end;
4023 end;
4025 procedure TPlayer.Touch();
4026 begin
4027 if not FLive then
4028 Exit;
4029 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4030 if FIamBot then
4031 begin
4032 // Áðîñèòü ôëàã òîâàðèùó:
4033 if gGameSettings.GameMode = GM_CTF then
4034 DropFlag();
4035 end;
4036 end;
4038 procedure TPlayer.Push(vx, vy: Integer);
4039 begin
4040 if (not FPhysics) and FGhost then
4041 Exit;
4042 FObj.Accel.X := FObj.Accel.X + vx;
4043 FObj.Accel.Y := FObj.Accel.Y + vy;
4044 if g_Game_IsNet and g_Game_IsServer then
4045 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4046 end;
4048 procedure TPlayer.Reset(Force: Boolean);
4049 begin
4050 if Force then
4051 FLive := False;
4053 FSpawned := False;
4054 FTime[T_RESPAWN] := 0;
4055 FTime[T_FLAGCAP] := 0;
4056 FGodMode := False;
4057 FNoTarget := False;
4058 FNoReload := False;
4059 FFrags := 0;
4060 FLastFrag := 0;
4061 FComboEvnt := -1;
4062 FKills := 0;
4063 FMonsterKills := 0;
4064 FDeath := 0;
4065 FSecrets := 0;
4066 if FNoRespawn then
4067 begin
4068 FSpectator := False;
4069 FGhost := False;
4070 FPhysics := True;
4071 FSpectatePlayer := -1;
4072 FNoRespawn := False;
4073 end;
4074 FLives := gGameSettings.MaxLives;
4076 SetFlag(FLAG_NONE);
4077 end;
4079 procedure TPlayer.SoftReset();
4080 begin
4081 ReleaseKeys();
4083 FDamageBuffer := 0;
4084 FIncCam := 0;
4085 FBFGFireCounter := -1;
4086 FShellTimer := -1;
4087 FPain := 0;
4088 FLastHit := 0;
4089 FLastFrag := 0;
4090 FComboEvnt := -1;
4092 SetFlag(FLAG_NONE);
4093 SetAction(A_STAND, True);
4094 end;
4096 function TPlayer.GetRespawnPoint(): Byte;
4097 var
4098 c: Byte;
4099 begin
4100 Result := 255;
4101 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4103 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4104 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4105 begin
4106 if (Self = gPlayer1) or (Self = gPlayer2) then
4107 begin
4108 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4109 if Self = gPlayer1 then
4110 c := RESPAWNPOINT_PLAYER1
4111 else
4112 c := RESPAWNPOINT_PLAYER2;
4113 if g_Map_GetPointCount(c) > 0 then
4114 begin
4115 Result := c;
4116 Exit;
4117 end;
4119 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4120 if Self = gPlayer1 then
4121 c := RESPAWNPOINT_PLAYER2
4122 else
4123 c := RESPAWNPOINT_PLAYER1;
4124 if g_Map_GetPointCount(c) > 0 then
4125 begin
4126 Result := c;
4127 Exit;
4128 end;
4129 end else
4130 begin
4131 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4132 if Random(2) = 0 then
4133 c := RESPAWNPOINT_PLAYER1
4134 else
4135 c := RESPAWNPOINT_PLAYER2;
4136 if g_Map_GetPointCount(c) > 0 then
4137 begin
4138 Result := c;
4139 Exit;
4140 end;
4141 end;
4143 // Òî÷êà ëþáîé èç êîìàíä
4144 if Random(2) = 0 then
4145 c := RESPAWNPOINT_RED
4146 else
4147 c := RESPAWNPOINT_BLUE;
4148 if g_Map_GetPointCount(c) > 0 then
4149 begin
4150 Result := c;
4151 Exit;
4152 end;
4154 // Òî÷êà DM
4155 c := RESPAWNPOINT_DM;
4156 if g_Map_GetPointCount(c) > 0 then
4157 begin
4158 Result := c;
4159 Exit;
4160 end;
4161 end;
4163 // Ìÿñîïîâàë
4164 if gGameSettings.GameMode = GM_DM then
4165 begin
4166 // Òî÷êà DM
4167 c := RESPAWNPOINT_DM;
4168 if g_Map_GetPointCount(c) > 0 then
4169 begin
4170 Result := c;
4171 Exit;
4172 end;
4174 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4175 if Random(2) = 0 then
4176 c := RESPAWNPOINT_PLAYER1
4177 else
4178 c := RESPAWNPOINT_PLAYER2;
4179 if g_Map_GetPointCount(c) > 0 then
4180 begin
4181 Result := c;
4182 Exit;
4183 end;
4185 // Òî÷êà ëþáîé èç êîìàíä
4186 if Random(2) = 0 then
4187 c := RESPAWNPOINT_RED
4188 else
4189 c := RESPAWNPOINT_BLUE;
4190 if g_Map_GetPointCount(c) > 0 then
4191 begin
4192 Result := c;
4193 Exit;
4194 end;
4195 end;
4197 // Êîìàíäíûå
4198 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4199 begin
4200 // Òî÷êà ñâîåé êîìàíäû
4201 c := RESPAWNPOINT_DM;
4202 if FTeam = TEAM_RED then
4203 c := RESPAWNPOINT_RED;
4204 if FTeam = TEAM_BLUE then
4205 c := RESPAWNPOINT_BLUE;
4206 if g_Map_GetPointCount(c) > 0 then
4207 begin
4208 Result := c;
4209 Exit;
4210 end;
4212 // Òî÷êà DM
4213 c := RESPAWNPOINT_DM;
4214 if g_Map_GetPointCount(c) > 0 then
4215 begin
4216 Result := c;
4217 Exit;
4218 end;
4220 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4221 if Random(2) = 0 then
4222 c := RESPAWNPOINT_PLAYER1
4223 else
4224 c := RESPAWNPOINT_PLAYER2;
4225 if g_Map_GetPointCount(c) > 0 then
4226 begin
4227 Result := c;
4228 Exit;
4229 end;
4231 // Òî÷êà äðóãîé êîìàíäû
4232 c := RESPAWNPOINT_DM;
4233 if FTeam = TEAM_RED then
4234 c := RESPAWNPOINT_BLUE;
4235 if FTeam = TEAM_BLUE then
4236 c := RESPAWNPOINT_RED;
4237 if g_Map_GetPointCount(c) > 0 then
4238 begin
4239 Result := c;
4240 Exit;
4241 end;
4242 end;
4243 end;
4245 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4246 var
4247 RespawnPoint: TRespawnPoint;
4248 a, b, c: Byte;
4249 Anim: TAnimation;
4250 ID: DWORD;
4251 begin
4252 if not g_Game_IsServer then
4253 Exit;
4254 if FDummy then
4255 Exit;
4256 FWantsInGame := True;
4257 FJustTeleported := True;
4258 if Force then
4259 begin
4260 FTime[T_RESPAWN] := 0;
4261 FLive := False;
4262 end;
4263 FNetTime := 0;
4264 // if server changes MaxLives we gotta be ready
4265 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4267 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4268 if FTime[T_RESPAWN] > gTime then
4269 Exit;
4271 // Ïðîñðàë âñå æèçíè:
4272 if FNoRespawn then
4273 begin
4274 if not FSpectator then Spectate(True);
4275 FWantsInGame := True;
4276 Exit;
4277 end;
4279 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4280 begin // "Ñâîÿ èãðà"
4281 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4282 FRulez := FRulez-[R_BERSERK];
4283 end
4284 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4285 begin
4286 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4287 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4288 end;
4290 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4291 c := GetRespawnPoint();
4293 ReleaseKeys();
4294 SetFlag(FLAG_NONE);
4296 // Âîñêðåøåíèå áåç îðóæèÿ:
4297 if not FLive then
4298 begin
4299 FHealth := PLAYER_HP_SOFT;
4300 FArmor := 0;
4301 FLive := True;
4302 FAir := AIR_DEF;
4303 FJetFuel := 0;
4305 for a := WP_FIRST to WP_LAST do
4306 begin
4307 FWeapon[a] := False;
4308 FReloading[a] := 0;
4309 end;
4311 FWeapon[WEAPON_PISTOL] := True;
4312 FWeapon[WEAPON_KASTET] := True;
4313 FCurrWeap := WEAPON_PISTOL;
4314 resetWeaponQueue();
4316 FModel.SetWeapon(FCurrWeap);
4318 for b := A_BULLETS to A_HIGH do
4319 FAmmo[b] := 0;
4321 FAmmo[A_BULLETS] := 50;
4323 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4324 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4325 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4326 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4327 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4329 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4330 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4331 else
4332 FRulez := [];
4333 end;
4335 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4336 if not g_Map_GetPoint(c, RespawnPoint) then
4337 begin
4338 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4339 Exit;
4340 end;
4342 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4343 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4344 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4345 FObj.Vel.X := 0;
4346 FObj.Vel.Y := 0;
4347 FObj.Accel.X := 0;
4348 FObj.Accel.Y := 0;
4350 FDirection := RespawnPoint.Direction;
4351 if FDirection = D_LEFT then
4352 FAngle := 180
4353 else
4354 FAngle := 0;
4356 FIncCam := 0;
4357 FBFGFireCounter := -1;
4358 FShellTimer := -1;
4359 FPain := 0;
4360 FLastHit := 0;
4362 SetAction(A_STAND, True);
4363 FModel.Direction := FDirection;
4365 for a := Low(FTime) to High(FTime) do
4366 FTime[a] := 0;
4368 for a := Low(FMegaRulez) to High(FMegaRulez) do
4369 FMegaRulez[a] := 0;
4371 FDamageBuffer := 0;
4372 FJetpack := False;
4373 FCanJetpack := False;
4374 FFireTime := 0;
4375 FFirePainTime := 0;
4376 FFireAttacker := 0;
4378 // Àíèìàöèÿ âîçðîæäåíèÿ:
4379 if (not gLoadGameMode) and (not Silent) then
4380 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4381 begin
4382 Anim := TAnimation.Create(ID, False, 3);
4383 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4384 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4385 Anim.Free();
4386 end;
4388 FSpectator := False;
4389 FGhost := False;
4390 FPhysics := True;
4391 FSpectatePlayer := -1;
4392 FSpawned := True;
4394 if g_Game_IsNet then
4395 begin
4396 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4397 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4398 if not Silent then
4399 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4400 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4401 0, NET_GFX_TELE);
4402 end;
4403 end;
4405 procedure TPlayer.Spectate(NoMove: Boolean = False);
4406 begin
4407 if FLive then
4408 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4409 else if (not NoMove) then
4410 begin
4411 GameX := gMapInfo.Width div 2;
4412 GameY := gMapInfo.Height div 2;
4413 end;
4414 FXTo := GameX;
4415 FYTo := GameY;
4417 FLive := False;
4418 FSpectator := True;
4419 FGhost := True;
4420 FPhysics := False;
4421 FWantsInGame := False;
4422 FSpawned := False;
4424 if FNoRespawn then
4425 begin
4426 if Self = gPlayer1 then
4427 begin
4428 gLMSPID1 := FUID;
4429 gPlayer1 := nil;
4430 end;
4431 if Self = gPlayer2 then
4432 begin
4433 gLMSPID2 := FUID;
4434 gPlayer2 := nil;
4435 end;
4436 end;
4438 if g_Game_IsNet then
4439 MH_SEND_PlayerStats(FUID);
4440 end;
4442 procedure TPlayer.SwitchNoClip;
4443 begin
4444 if not FLive then
4445 Exit;
4446 FGhost := not FGhost;
4447 FPhysics := not FGhost;
4448 if FGhost then
4449 begin
4450 FXTo := FObj.X;
4451 FYTo := FObj.Y;
4452 end else
4453 begin
4454 FObj.Accel.X := 0;
4455 FObj.Accel.Y := 0;
4456 end;
4457 end;
4459 procedure TPlayer.Run(Direction: TDirection);
4460 var
4461 a, b: Integer;
4462 begin
4463 if MAX_RUNVEL > 8 then
4464 FlySmoke();
4466 // Áåæèì:
4467 if Direction = D_LEFT then
4468 begin
4469 if FObj.Vel.X > -MAX_RUNVEL then
4470 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4471 end
4472 else
4473 if FObj.Vel.X < MAX_RUNVEL then
4474 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4476 // Âîçìîæíî, ïèíàåì êóñêè:
4477 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4478 begin
4479 b := Abs(FObj.Vel.X);
4480 if b > 1 then b := b * (Random(8 div b) + 1);
4481 for a := 0 to High(gGibs) do
4482 begin
4483 if gGibs[a].Live and
4484 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4485 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4486 begin
4487 // Ïèíàåì êóñêè
4488 if FObj.Vel.X < 0 then
4489 begin
4490 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4491 end
4492 else
4493 begin
4494 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4495 end;
4496 gGibs[a].positionChanged(); // this updates spatial accelerators
4497 end;
4498 end;
4499 end;
4501 SetAction(A_WALK);
4502 end;
4504 procedure TPlayer.SeeDown();
4505 begin
4506 SetAction(A_SEEDOWN);
4508 if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4510 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4511 end;
4513 procedure TPlayer.SeeUp();
4514 begin
4515 SetAction(A_SEEUP);
4517 if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4519 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4520 end;
4522 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4523 var
4524 Prior: Byte;
4525 begin
4526 case Action of
4527 A_WALK: Prior := 3;
4528 A_DIE1: Prior := 5;
4529 A_DIE2: Prior := 5;
4530 A_ATTACK: Prior := 2;
4531 A_SEEUP: Prior := 1;
4532 A_SEEDOWN: Prior := 1;
4533 A_ATTACKUP: Prior := 2;
4534 A_ATTACKDOWN: Prior := 2;
4535 A_PAIN: Prior := 4;
4536 else Prior := 0;
4537 end;
4539 if (Prior > FActionPrior) or Force then
4540 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4541 begin
4542 FActionPrior := Prior;
4543 FActionAnim := Action;
4544 FActionForce := Force;
4545 FActionChanged := True;
4546 end;
4548 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4549 end;
4551 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4552 begin
4553 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4554 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4555 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4556 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4557 end;
4559 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4560 var
4561 Anim: TAnimation;
4562 ID: DWORD;
4563 begin
4564 Result := False;
4566 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4567 begin
4568 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4569 if g_Game_IsServer and g_Game_IsNet then
4570 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4571 Exit;
4572 end;
4574 FJustTeleported := True;
4576 Anim := nil;
4577 if not silent then
4578 begin
4579 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4580 begin
4581 Anim := TAnimation.Create(ID, False, 3);
4582 end;
4584 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4585 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4586 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4587 if g_Game_IsServer and g_Game_IsNet then
4588 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4589 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4590 NET_GFX_TELE);
4591 end;
4593 FObj.X := X-PLAYER_RECT.X;
4594 FObj.Y := Y-PLAYER_RECT.Y;
4595 if FLive and FGhost then
4596 begin
4597 FXTo := FObj.X;
4598 FYTo := FObj.Y;
4599 end;
4601 if not g_Game_IsNet then
4602 begin
4603 if dir = 1 then
4604 begin
4605 SetDirection(D_LEFT);
4606 FAngle := 180;
4607 end
4608 else
4609 if dir = 2 then
4610 begin
4611 SetDirection(D_RIGHT);
4612 FAngle := 0;
4613 end
4614 else
4615 if dir = 3 then
4616 begin // îáðàòíîå
4617 if FDirection = D_RIGHT then
4618 begin
4619 SetDirection(D_LEFT);
4620 FAngle := 180;
4621 end
4622 else
4623 begin
4624 SetDirection(D_RIGHT);
4625 FAngle := 0;
4626 end;
4627 end;
4628 end;
4630 if not silent and (Anim <> nil) then
4631 begin
4632 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4633 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4634 Anim.Free();
4636 if g_Game_IsServer and g_Game_IsNet then
4637 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4638 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4639 NET_GFX_TELE);
4640 end;
4642 Result := True;
4643 end;
4645 function nonz(a: Single): Single;
4646 begin
4647 if a <> 0 then
4648 Result := a
4649 else
4650 Result := 1;
4651 end;
4653 procedure TPlayer.Update();
4654 var
4655 b: Byte;
4656 i, ii, wx, wy, xd, yd, k: Integer;
4657 blockmon, headwater, dospawn: Boolean;
4658 NetServer: Boolean;
4659 AnyServer: Boolean;
4660 SetSpect: Boolean;
4661 begin
4662 NetServer := g_Game_IsNet and g_Game_IsServer;
4663 AnyServer := g_Game_IsServer;
4665 if g_Game_IsClient and (NetInterpLevel > 0) then
4666 DoLerp(NetInterpLevel + 1)
4667 else
4668 if FGhost then
4669 DoLerp(4);
4671 if NetServer then
4672 if FClientID >= 0 then
4673 begin
4674 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4675 if NetClients[FClientID].Peer^.packetsSent > 0 then
4676 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4677 else
4678 FLoss := 0;
4679 end else
4680 begin
4681 FPing := 0;
4682 FLoss := 0;
4683 end;
4685 if FLive and (gFly or FJetpack) then
4686 FlySmoke();
4688 if FDirection = D_LEFT then
4689 FAngle := 180
4690 else
4691 FAngle := 0;
4693 if FLive and (not FGhost) then
4694 begin
4695 if FKeys[KEY_UP].Pressed then
4696 SeeUp();
4697 if FKeys[KEY_DOWN].Pressed then
4698 SeeDown();
4699 end;
4701 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4702 (FIncCam <> 0) then
4703 begin
4704 i := g_basic.Sign(FIncCam);
4705 FIncCam := Abs(FIncCam);
4706 DecMin(FIncCam, 5, 0);
4707 FIncCam := FIncCam*i;
4708 end;
4710 // no need to do that each second frame, weapon queue will take care of it
4711 if FLive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4712 if FLive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4714 if gTime mod (GAME_TICK*2) <> 0 then
4715 begin
4716 if (FObj.Vel.X = 0) and FLive then
4717 begin
4718 if FKeys[KEY_LEFT].Pressed then
4719 Run(D_LEFT);
4720 if FKeys[KEY_RIGHT].Pressed then
4721 Run(D_RIGHT);
4722 end;
4724 if FPhysics then
4725 begin
4726 g_Obj_Move(@FObj, True, True, True);
4727 positionChanged(); // this updates spatial accelerators
4728 end;
4730 Exit;
4731 end;
4733 FActionChanged := False;
4735 if FLive then
4736 begin
4737 // Let alive player do some actions
4738 if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
4739 if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
4740 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4741 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4742 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4743 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4744 if FKeys[KEY_JUMP].Pressed then Jump()
4745 else
4746 begin
4747 if AnyServer and FJetpack then
4748 begin
4749 FJetpack := False;
4750 JetpackOff;
4751 if NetServer then MH_SEND_PlayerStats(FUID);
4752 end;
4753 FCanJetpack := True;
4754 end;
4755 end
4756 else // Dead
4757 begin
4758 dospawn := False;
4759 if not FGhost then
4760 for k := Low(FKeys) to KEY_CHAT-1 do
4761 begin
4762 if FKeys[k].Pressed then
4763 begin
4764 dospawn := True;
4765 break;
4766 end;
4767 end;
4768 if dospawn then
4769 begin
4770 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4771 Respawn(False)
4772 else // Single
4773 if (FTime[T_RESPAWN] <= gTime) and
4774 gGameOn and (not FLive) then
4775 begin
4776 if (g_Player_GetCount() > 1) then
4777 Respawn(False)
4778 else
4779 begin
4780 gExit := EXIT_RESTART;
4781 Exit;
4782 end;
4783 end;
4784 end;
4785 // Dead spectator actions
4786 if FGhost then
4787 begin
4788 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4789 if FKeys[KEY_FIRE].Pressed and AnyServer then
4790 begin
4791 if FSpectator then
4792 begin
4793 if (FSpectatePlayer >= High(gPlayers)) then
4794 FSpectatePlayer := -1
4795 else
4796 begin
4797 SetSpect := False;
4798 for I := FSpectatePlayer + 1 to High(gPlayers) do
4799 if gPlayers[I] <> nil then
4800 if gPlayers[I].Live then
4801 if gPlayers[I].UID <> FUID then
4802 begin
4803 FSpectatePlayer := I;
4804 SetSpect := True;
4805 break;
4806 end;
4808 if not SetSpect then FSpectatePlayer := -1;
4809 end;
4811 ReleaseKeys;
4812 end;
4813 end;
4814 end;
4815 end;
4816 // No clipping
4817 if FGhost then
4818 begin
4819 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4820 begin
4821 FYTo := FObj.Y - 32;
4822 FSpectatePlayer := -1;
4823 end;
4824 if FKeys[KEY_DOWN].Pressed then
4825 begin
4826 FYTo := FObj.Y + 32;
4827 FSpectatePlayer := -1;
4828 end;
4829 if FKeys[KEY_LEFT].Pressed then
4830 begin
4831 FXTo := FObj.X - 32;
4832 FSpectatePlayer := -1;
4833 end;
4834 if FKeys[KEY_RIGHT].Pressed then
4835 begin
4836 FXTo := FObj.X + 32;
4837 FSpectatePlayer := -1;
4838 end;
4840 if (FXTo < -64) then
4841 FXTo := -64
4842 else if (FXTo > gMapInfo.Width + 32) then
4843 FXTo := gMapInfo.Width + 32;
4844 if (FYTo < -72) then
4845 FYTo := -72
4846 else if (FYTo > gMapInfo.Height + 32) then
4847 FYTo := gMapInfo.Height + 32;
4848 end;
4850 if FPhysics then
4851 begin
4852 g_Obj_Move(@FObj, True, True, True);
4853 positionChanged(); // this updates spatial accelerators
4854 end
4855 else
4856 begin
4857 FObj.Vel.X := 0;
4858 FObj.Vel.Y := 0;
4859 if FSpectator then
4860 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4861 if gPlayers[FSpectatePlayer] <> nil then
4862 if gPlayers[FSpectatePlayer].Live then
4863 begin
4864 FXTo := gPlayers[FSpectatePlayer].GameX;
4865 FYTo := gPlayers[FSpectatePlayer].GameY;
4866 end;
4867 end;
4869 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4870 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4871 PANEL_BLOCKMON, True);
4872 headwater := HeadInLiquid(0, 0);
4874 // Ñîïðîòèâëåíèå âîçäóõà:
4875 if (not FLive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4876 if FObj.Vel.X <> 0 then
4877 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4879 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4880 DecMin(FPain, 5, 0);
4881 DecMin(FPickup, 1, 0);
4883 if FLive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
4884 begin
4885 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4886 FMegaRulez[MR_SUIT] := 0;
4887 FMegaRulez[MR_INVUL] := 0;
4888 FMegaRulez[MR_INVIS] := 0;
4889 Kill(K_FALLKILL, 0, HIT_FALL);
4890 end;
4892 i := 9;
4894 if FLive then
4895 begin
4896 if FCurrWeap = WEAPON_SAW then
4897 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4898 FSawSoundSelect.IsPlaying()) then
4899 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4901 if FJetpack then
4902 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4903 (not FJetSoundOff.IsPlaying()) then
4904 begin
4905 FJetSoundFly.SetPosition(0);
4906 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4907 end;
4909 for b := WP_FIRST to WP_LAST do
4910 if FReloading[b] > 0 then
4911 if FNoReload then
4912 FReloading[b] := 0
4913 else
4914 Dec(FReloading[b]);
4916 if FShellTimer > -1 then
4917 if FShellTimer = 0 then
4918 begin
4919 if FShellType = SHELL_SHELL then
4920 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4921 GameVelX, GameVelY-2, SHELL_SHELL)
4922 else if FShellType = SHELL_DBLSHELL then
4923 begin
4924 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4925 GameVelX+1, GameVelY-2, SHELL_SHELL);
4926 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4927 GameVelX-1, GameVelY-2, SHELL_SHELL);
4928 end;
4929 FShellTimer := -1;
4930 end else Dec(FShellTimer);
4932 if (FBFGFireCounter > -1) then
4933 if FBFGFireCounter = 0 then
4934 begin
4935 if AnyServer then
4936 begin
4937 wx := FObj.X+WEAPONPOINT[FDirection].X;
4938 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
4939 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
4940 yd := wy+firediry();
4941 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
4942 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
4943 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4944 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4945 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4946 end;
4948 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
4949 FBFGFireCounter := -1;
4950 end else
4951 if FNoReload then
4952 FBFGFireCounter := 0
4953 else
4954 Dec(FBFGFireCounter);
4956 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
4957 begin
4958 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
4960 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
4961 end;
4963 if (headwater or blockmon) then
4964 begin
4965 Dec(FAir);
4967 if FAir < -9 then
4968 begin
4969 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
4970 FAir := 0;
4971 end
4972 else if (FAir mod 31 = 0) and not blockmon then
4973 begin
4974 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
4975 if Random(2) = 0 then
4976 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
4977 else
4978 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
4979 end;
4980 end else if FAir < AIR_DEF then
4981 FAir := AIR_DEF;
4983 if FFireTime > 0 then
4984 begin
4985 if BodyInLiquid(0, 0) then
4986 begin
4987 FFireTime := 0;
4988 FFirePainTime := 0;
4989 end
4990 else if FMegaRulez[MR_SUIT] >= gTime then
4991 begin
4992 if FMegaRulez[MR_SUIT] = gTime then
4993 FFireTime := 1;
4994 FFirePainTime := 0;
4995 end
4996 else
4997 begin
4998 OnFireFlame(1);
4999 if FFirePainTime <= 0 then
5000 begin
5001 if g_Game_IsServer then
5002 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5003 FFirePainTime := 18;
5004 end;
5005 FFirePainTime := FFirePainTime - 1;
5006 FFireTime := FFireTime - 1;
5007 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5008 MH_SEND_PlayerStats(FUID);
5009 end;
5010 end;
5012 if FDamageBuffer > 0 then
5013 begin
5014 if FDamageBuffer >= 9 then
5015 begin
5016 SetAction(A_PAIN);
5018 if FDamageBuffer < 30 then i := 9
5019 else if FDamageBuffer < 100 then i := 18
5020 else i := 27;
5021 end;
5023 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5024 FArmor := FArmor-(FDamageBuffer-ii);
5025 FHealth := FHealth-ii;
5026 if FArmor < 0 then
5027 begin
5028 FHealth := FHealth+FArmor;
5029 FArmor := 0;
5030 end;
5032 if AnyServer then
5033 if FHealth <= 0 then
5034 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5035 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5036 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5038 if FLive then
5039 begin
5040 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5041 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5042 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5043 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5044 end;
5046 FDamageBuffer := 0;
5047 end;
5049 {CollideItem();}
5050 end; // if FLive then ...
5052 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5053 begin
5054 FModel.ChangeAnimation(FActionAnim, FActionForce);
5055 FModel.GetCurrentAnimation.MinLength := i;
5056 FModel.GetCurrentAnimationMask.MinLength := i;
5057 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5059 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5060 then SetAction(A_STAND, True);
5062 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5064 for b := Low(FKeys) to High(FKeys) do
5065 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5066 end;
5068 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5069 begin
5070 x := FObj.X+PLAYER_RECT.X;
5071 y := FObj.Y+PLAYER_RECT.Y;
5072 w := PLAYER_RECT.Width;
5073 h := PLAYER_RECT.Height;
5074 end;
5076 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5077 begin
5078 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5079 FObj.Y+PLAYER_RECT.Y,
5080 PLAYER_RECT.Width,
5081 PLAYER_RECT.Height,
5082 X, Y,
5083 Width, Height);
5084 end;
5086 function TPlayer.Collide(Panel: TPanel): Boolean;
5087 begin
5088 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5089 FObj.Y+PLAYER_RECT.Y,
5090 PLAYER_RECT.Width,
5091 PLAYER_RECT.Height,
5092 Panel.X, Panel.Y,
5093 Panel.Width, Panel.Height);
5094 end;
5096 function TPlayer.Collide(X, Y: Integer): Boolean;
5097 begin
5098 X := X-FObj.X-PLAYER_RECT.X;
5099 Y := Y-FObj.Y-PLAYER_RECT.Y;
5100 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5101 (y >= 0) and (y <= PLAYER_RECT.Height);
5102 end;
5104 function g_Player_ValidName(Name: string): Boolean;
5105 var
5106 a: Integer;
5107 begin
5108 Result := True;
5110 if gPlayers = nil then Exit;
5112 for a := 0 to High(gPlayers) do
5113 if gPlayers[a] <> nil then
5114 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5115 begin
5116 Result := False;
5117 Exit;
5118 end;
5119 end;
5121 procedure TPlayer.SetDirection(Direction: TDirection);
5122 var
5123 d: TDirection;
5124 begin
5125 d := FModel.Direction;
5127 FModel.Direction := Direction;
5128 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5130 FDirection := Direction;
5131 end;
5133 function TPlayer.GetKeys(): Byte;
5134 begin
5135 Result := 0;
5137 if R_KEY_RED in FRulez then Result := KEY_RED;
5138 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5139 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5141 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5142 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5143 end;
5145 procedure TPlayer.Use();
5146 var
5147 a: Integer;
5148 begin
5149 if FTime[T_USE] > gTime then Exit;
5151 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5152 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5154 for a := 0 to High(gPlayers) do
5155 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5156 gPlayers[a].Live and SameTeam(FUID, gPlayers[a].FUID) and
5157 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5158 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5159 begin
5160 gPlayers[a].Touch();
5161 if g_Game_IsNet and g_Game_IsServer then
5162 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5163 end;
5165 FTime[T_USE] := gTime+120;
5166 end;
5168 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5169 var
5170 locObj: TObj;
5171 F: Boolean;
5172 WX, WY, XD, YD: Integer;
5173 begin
5174 F := False;
5175 WX := X;
5176 WY := Y;
5177 XD := AX;
5178 YD := AY;
5180 case FCurrWeap of
5181 WEAPON_KASTET:
5182 begin
5183 if R_BERSERK in FRulez then
5184 begin
5185 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5186 locobj.X := FObj.X+FObj.Rect.X;
5187 locobj.Y := FObj.Y+FObj.Rect.Y;
5188 locobj.rect.X := 0;
5189 locobj.rect.Y := 0;
5190 locobj.rect.Width := 39;
5191 locobj.rect.Height := 52;
5192 locobj.Vel.X := (xd-wx) div 2;
5193 locobj.Vel.Y := (yd-wy) div 2;
5194 locobj.Accel.X := xd-wx;
5195 locobj.Accel.y := yd-wy;
5197 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5198 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5199 else
5200 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5202 if gFlash = 1 then
5203 if FPain < 50 then
5204 FPain := min(FPain + 25, 50);
5205 end else
5206 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5207 end;
5209 WEAPON_SAW:
5210 begin
5211 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5212 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5213 begin
5214 FSawSoundSelect.Stop();
5215 FSawSound.Stop();
5216 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5217 end
5218 else if not FSawSoundHit.IsPlaying() then
5219 begin
5220 FSawSoundSelect.Stop();
5221 FSawSound.PlayAt(FObj.X, FObj.Y);
5222 end;
5223 f := True;
5224 end;
5226 WEAPON_PISTOL:
5227 begin
5228 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5229 FFireAngle := FAngle;
5230 f := True;
5231 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5232 GameVelX, GameVelY-2, SHELL_BULLET);
5233 end;
5235 WEAPON_SHOTGUN1:
5236 begin
5237 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5238 FFireAngle := FAngle;
5239 f := True;
5240 FShellTimer := 10;
5241 FShellType := SHELL_SHELL;
5242 end;
5244 WEAPON_SHOTGUN2:
5245 begin
5246 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5247 FFireAngle := FAngle;
5248 f := True;
5249 FShellTimer := 13;
5250 FShellType := SHELL_DBLSHELL;
5251 end;
5253 WEAPON_CHAINGUN:
5254 begin
5255 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5256 FFireAngle := FAngle;
5257 f := True;
5258 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5259 GameVelX, GameVelY-2, SHELL_BULLET);
5260 end;
5262 WEAPON_ROCKETLAUNCHER:
5263 begin
5264 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5265 FFireAngle := FAngle;
5266 f := True;
5267 end;
5269 WEAPON_PLASMA:
5270 begin
5271 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5272 FFireAngle := FAngle;
5273 f := True;
5274 end;
5276 WEAPON_BFG:
5277 begin
5278 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5279 FFireAngle := FAngle;
5280 f := True;
5281 end;
5283 WEAPON_SUPERPULEMET:
5284 begin
5285 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5286 FFireAngle := FAngle;
5287 f := True;
5288 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5289 GameVelX, GameVelY-2, SHELL_SHELL);
5290 end;
5292 WEAPON_FLAMETHROWER:
5293 begin
5294 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5295 FFireAngle := FAngle;
5296 f := True;
5297 end;
5298 end;
5300 if not f then Exit;
5302 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5303 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5304 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5305 end;
5307 procedure TPlayer.DoLerp(Level: Integer = 2);
5308 begin
5309 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5310 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5311 end;
5313 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5314 var
5315 AX, AY: Integer;
5316 begin
5317 if NetInterpLevel < 1 then
5318 begin
5319 FObj.X := XTo;
5320 FObj.Y := YTo;
5321 end
5322 else
5323 begin
5324 FXTo := XTo;
5325 FYTo := YTo;
5327 AX := Abs(FXTo - FObj.X);
5328 AY := Abs(FYTo - FObj.Y);
5329 if (AX > 32) or (AX <= NetInterpLevel) then
5330 FObj.X := FXTo;
5331 if (AY > 32) or (AY <= NetInterpLevel) then
5332 FObj.Y := FYTo;
5333 end;
5334 end;
5336 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5337 begin
5338 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5339 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5340 PANEL_LIFTUP, False) then Result := -1
5341 else
5342 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5343 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5344 PANEL_LIFTDOWN, False) then Result := 1
5345 else Result := 0;
5346 end;
5348 function TPlayer.GetFlag(Flag: Byte): Boolean;
5349 var
5350 s, ts: String;
5351 evtype: Byte;
5352 begin
5353 Result := False;
5355 if Flag = FLAG_NONE then
5356 Exit;
5358 if not g_Game_IsServer then Exit;
5360 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5361 if (Flag = FTeam) and
5362 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5363 (FFlag <> FLAG_NONE) then
5364 begin
5365 if FFlag = FLAG_RED then
5366 s := _lc[I_PLAYER_FLAG_RED]
5367 else
5368 s := _lc[I_PLAYER_FLAG_BLUE];
5370 evtype := FLAG_STATE_SCORED;
5372 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5373 Insert('.', ts, Length(ts) + 1 - 3);
5374 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5376 g_Map_ResetFlag(FFlag);
5377 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5379 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5381 Result := True;
5382 if g_Game_IsNet then
5383 begin
5384 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5385 MH_SEND_GameStats;
5386 end;
5388 gFlags[FFlag].CaptureTime := 0;
5389 SetFlag(FLAG_NONE);
5390 Exit;
5391 end;
5393 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5394 if (Flag = FTeam) and
5395 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5396 begin
5397 if Flag = FLAG_RED then
5398 s := _lc[I_PLAYER_FLAG_RED]
5399 else
5400 s := _lc[I_PLAYER_FLAG_BLUE];
5402 evtype := FLAG_STATE_RETURNED;
5403 gFlags[Flag].CaptureTime := 0;
5405 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5407 g_Map_ResetFlag(Flag);
5408 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5410 Result := True;
5411 if g_Game_IsNet then
5412 begin
5413 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5414 MH_SEND_GameStats;
5415 end;
5416 Exit;
5417 end;
5419 // Ïîäîáðàë ÷óæîé ôëàã:
5420 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5421 begin
5422 SetFlag(Flag);
5424 if Flag = FLAG_RED then
5425 s := _lc[I_PLAYER_FLAG_RED]
5426 else
5427 s := _lc[I_PLAYER_FLAG_BLUE];
5429 evtype := FLAG_STATE_CAPTURED;
5431 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5433 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5435 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5437 Result := True;
5438 if g_Game_IsNet then
5439 begin
5440 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5441 MH_SEND_GameStats;
5442 end;
5443 end;
5444 end;
5446 procedure TPlayer.SetFlag(Flag: Byte);
5447 begin
5448 FFlag := Flag;
5449 if FModel <> nil then
5450 FModel.SetFlag(FFlag);
5451 end;
5453 function TPlayer.DropFlag(): Boolean;
5454 var
5455 s: String;
5456 begin
5457 Result := False;
5458 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5459 Exit;
5460 FTime[T_FLAGCAP] := gTime + 2000;
5461 with gFlags[FFlag] do
5462 begin
5463 Obj.X := FObj.X;
5464 Obj.Y := FObj.Y;
5465 Direction := FDirection;
5466 State := FLAG_STATE_DROPPED;
5467 Count := FLAG_TIME;
5468 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5469 (FObj.Vel.Y div 2)-2+Random(5));
5470 positionChanged(); // this updates spatial accelerators
5472 if FFlag = FLAG_RED then
5473 s := _lc[I_PLAYER_FLAG_RED]
5474 else
5475 s := _lc[I_PLAYER_FLAG_BLUE];
5477 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5478 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5480 if g_Game_IsNet then
5481 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5482 end;
5483 SetFlag(FLAG_NONE);
5484 Result := True;
5485 end;
5487 procedure TPlayer.GetSecret();
5488 begin
5489 Inc(FSecrets);
5490 end;
5492 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5493 begin
5494 Assert(Key <= High(FKeys));
5496 FKeys[Key].Pressed := True;
5497 FKeys[Key].Time := Time;
5498 end;
5500 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5501 begin
5502 Result := FKeys[K].Pressed;
5503 end;
5505 procedure TPlayer.ReleaseKeys();
5506 var
5507 a: Integer;
5508 begin
5509 for a := Low(FKeys) to High(FKeys) do
5510 begin
5511 FKeys[a].Pressed := False;
5512 FKeys[a].Time := 0;
5513 end;
5514 end;
5516 procedure TPlayer.OnDamage(Angle: SmallInt);
5517 begin
5518 end;
5520 function TPlayer.firediry(): Integer;
5521 begin
5522 if FKeys[KEY_UP].Pressed then Result := -42
5523 else if FKeys[KEY_DOWN].Pressed then Result := 19
5524 else Result := 0;
5525 end;
5527 procedure TPlayer.RememberState();
5528 var
5529 i: Integer;
5530 begin
5531 FSavedState.Health := FHealth;
5532 FSavedState.Armor := FArmor;
5533 FSavedState.Air := FAir;
5534 FSavedState.JetFuel := FJetFuel;
5535 FSavedState.CurrWeap := FCurrWeap;
5536 FSavedState.NextWeap := FNextWeap;
5537 FSavedState.NextWeapDelay := FNextWeapDelay;
5539 for i := 0 to 3 do
5540 FSavedState.Ammo[i] := FAmmo[i];
5541 for i := 0 to 3 do
5542 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5544 FSavedState.Rulez := FRulez;
5545 FSavedState.WaitRecall := True;
5546 end;
5548 procedure TPlayer.RecallState();
5549 var
5550 i: Integer;
5551 begin
5552 if not FSavedState.WaitRecall then Exit;
5554 FHealth := FSavedState.Health;
5555 FArmor := FSavedState.Armor;
5556 FAir := FSavedState.Air;
5557 FJetFuel := FSavedState.JetFuel;
5558 FCurrWeap := FSavedState.CurrWeap;
5559 FNextWeap := FSavedState.NextWeap;
5560 FNextWeapDelay := FSavedState.NextWeapDelay;
5562 for i := 0 to 3 do
5563 FAmmo[i] := FSavedState.Ammo[i];
5564 for i := 0 to 3 do
5565 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5567 FRulez := FSavedState.Rulez;
5568 FSavedState.WaitRecall := False;
5570 if gGameSettings.GameType = GT_SERVER then
5571 MH_SEND_PlayerStats(FUID);
5572 end;
5574 procedure TPlayer.SaveState(var Mem: TBinMemoryWriter);
5575 var
5576 i: Integer;
5577 sig: DWORD;
5578 str: String;
5579 b: Byte;
5580 begin
5581 if FIamBot then
5582 i := 512
5583 else
5584 i := 256;
5586 Mem := TBinMemoryWriter.Create(i);
5588 // Ñèãíàòóðà èãðîêà:
5589 sig := PLAYER_SIGNATURE; // 'PLYR'
5590 Mem.WriteDWORD(sig);
5591 // Áîò èëè ÷åëîâåê:
5592 Mem.WriteBoolean(FIamBot);
5593 // UID èãðîêà:
5594 Mem.WriteWord(FUID);
5595 // Èìÿ èãðîêà:
5596 Mem.WriteString(FName, 32);
5597 // Êîìàíäà:
5598 Mem.WriteByte(FTeam);
5599 // Æèâ ëè:
5600 Mem.WriteBoolean(FLive);
5601 // Èçðàñõîäîâàë ëè âñå æèçíè:
5602 Mem.WriteBoolean(FNoRespawn);
5603 // Íàïðàâëåíèå:
5604 if FDirection = D_LEFT then
5605 b := 1
5606 else // D_RIGHT
5607 b := 2;
5608 Mem.WriteByte(b);
5609 // Çäîðîâüå:
5610 Mem.WriteInt(FHealth);
5611 // Æèçíè:
5612 Mem.WriteByte(FLives);
5613 // Áðîíÿ:
5614 Mem.WriteInt(FArmor);
5615 // Çàïàñ âîçäóõà:
5616 Mem.WriteInt(FAir);
5617 // Çàïàñ ãîðþ÷åãî:
5618 Mem.WriteInt(FJetFuel);
5619 // Áîëü:
5620 Mem.WriteInt(FPain);
5621 // Óáèë:
5622 Mem.WriteInt(FKills);
5623 // Óáèë ìîíñòðîâ:
5624 Mem.WriteInt(FMonsterKills);
5625 // Ôðàãîâ:
5626 Mem.WriteInt(FFrags);
5627 // Ôðàãîâ ïîäðÿä:
5628 Mem.WriteByte(FFragCombo);
5629 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5630 Mem.WriteDWORD(FLastFrag);
5631 // Ñìåðòåé:
5632 Mem.WriteInt(FDeath);
5633 // Êàêîé ôëàã íåñåò:
5634 Mem.WriteByte(FFlag);
5635 // Íàøåë ñåêðåòîâ:
5636 Mem.WriteInt(FSecrets);
5637 // Òåêóùåå îðóæèå:
5638 Mem.WriteByte(FCurrWeap);
5639 // Æåëàåìîå îðóæèå:
5640 Mem.WriteWord(FNextWeap);
5641 // ...è ïàóçà
5642 Mem.WriteByte(FNextWeapDelay);
5643 // Âðåìÿ çàðÿäêè BFG:
5644 Mem.WriteSmallInt(FBFGFireCounter);
5645 // Áóôåð óðîíà:
5646 Mem.WriteInt(FDamageBuffer);
5647 // Ïîñëåäíèé óäàðèâøèé:
5648 Mem.WriteWord(FLastSpawnerUID);
5649 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5650 Mem.WriteByte(FLastHit);
5651 // Îáúåêò èãðîêà:
5652 Obj_SaveState(@FObj, Mem);
5653 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5654 for i := A_BULLETS to A_HIGH do
5655 Mem.WriteWord(FAmmo[i]);
5656 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5657 for i := A_BULLETS to A_HIGH do
5658 Mem.WriteWord(FMaxAmmo[i]);
5659 // Íàëè÷èå îðóæèÿ:
5660 for i := WP_FIRST to WP_LAST do
5661 Mem.WriteBoolean(FWeapon[i]);
5662 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5663 for i := WP_FIRST to WP_LAST do
5664 Mem.WriteWord(FReloading[i]);
5665 // Íàëè÷èå ðþêçàêà:
5666 if R_ITEM_BACKPACK in FRulez then
5667 b := 1
5668 else
5669 b := 0;
5670 Mem.WriteByte(b);
5671 // Íàëè÷èå êðàñíîãî êëþ÷à:
5672 if R_KEY_RED in FRulez then
5673 b := 1
5674 else
5675 b := 0;
5676 Mem.WriteByte(b);
5677 // Íàëè÷èå çåëåíîãî êëþ÷à:
5678 if R_KEY_GREEN in FRulez then
5679 b := 1
5680 else
5681 b := 0;
5682 Mem.WriteByte(b);
5683 // Íàëè÷èå ñèíåãî êëþ÷à:
5684 if R_KEY_BLUE in FRulez then
5685 b := 1
5686 else
5687 b := 0;
5688 Mem.WriteByte(b);
5689 // Íàëè÷èå áåðñåðêà:
5690 if R_BERSERK in FRulez then
5691 b := 1
5692 else
5693 b := 0;
5694 Mem.WriteByte(b);
5695 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5696 for i := MR_SUIT to MR_MAX do
5697 Mem.WriteDWORD(FMegaRulez[i]);
5698 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5699 for i := T_RESPAWN to T_FLAGCAP do
5700 Mem.WriteDWORD(FTime[i]);
5701 // Íàçâàíèå ìîäåëè:
5702 str := FModel.Name;
5703 Mem.WriteString(str);
5704 // Öâåò ìîäåëè:
5705 b := FColor.R;
5706 Mem.WriteByte(b);
5707 b := FColor.G;
5708 Mem.WriteByte(b);
5709 b := FColor.B;
5710 Mem.WriteByte(b);
5711 end;
5713 procedure TPlayer.LoadState(var Mem: TBinMemoryReader);
5714 var
5715 i: Integer;
5716 sig: DWORD;
5717 str: String;
5718 b: Byte;
5719 begin
5720 if Mem = nil then
5721 Exit;
5723 // Ñèãíàòóðà èãðîêà:
5724 Mem.ReadDWORD(sig);
5725 if sig <> PLAYER_SIGNATURE then // 'PLYR'
5726 begin
5727 raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature');
5728 end;
5729 // Áîò èëè ÷åëîâåê:
5730 Mem.ReadBoolean(FIamBot);
5731 // UID èãðîêà:
5732 Mem.ReadWord(FUID);
5733 // Èìÿ èãðîêà:
5734 Mem.ReadString(str);
5735 if (Self <> gPlayer1) and (Self <> gPlayer2) then
5736 FName := str;
5737 // Êîìàíäà:
5738 Mem.ReadByte(FTeam);
5739 // Æèâ ëè:
5740 Mem.ReadBoolean(FLive);
5741 // Èçðàñõîäîâàë ëè âñå æèçíè:
5742 Mem.ReadBoolean(FNoRespawn);
5743 // Íàïðàâëåíèå:
5744 Mem.ReadByte(b);
5745 if b = 1 then
5746 FDirection := D_LEFT
5747 else // b = 2
5748 FDirection := D_RIGHT;
5749 // Çäîðîâüå:
5750 Mem.ReadInt(FHealth);
5751 // Æèçíè:
5752 Mem.ReadByte(FLives);
5753 // Áðîíÿ:
5754 Mem.ReadInt(FArmor);
5755 // Çàïàñ âîçäóõà:
5756 Mem.ReadInt(FAir);
5757 // Çàïàñ ãîðþ÷åãî:
5758 Mem.ReadInt(FJetFuel);
5759 // Áîëü:
5760 Mem.ReadInt(FPain);
5761 // Óáèë:
5762 Mem.ReadInt(FKills);
5763 // Óáèë ìîíñòðîâ:
5764 Mem.ReadInt(FMonsterKills);
5765 // Ôðàãîâ:
5766 Mem.ReadInt(FFrags);
5767 // Ôðàãîâ ïîäðÿä:
5768 Mem.ReadByte(FFragCombo);
5769 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5770 Mem.ReadDWORD(FLastFrag);
5771 // Ñìåðòåé:
5772 Mem.ReadInt(FDeath);
5773 // Êàêîé ôëàã íåñåò:
5774 Mem.ReadByte(FFlag);
5775 // Íàøåë ñåêðåòîâ:
5776 Mem.ReadInt(FSecrets);
5777 // Òåêóùåå îðóæèå:
5778 Mem.ReadByte(FCurrWeap);
5779 // Æåëàåìîå îðóæèå:
5780 Mem.ReadWord(FNextWeap);
5781 // ...è ïàóçà
5782 Mem.ReadByte(FNextWeapDelay);
5783 // Âðåìÿ çàðÿäêè BFG:
5784 Mem.ReadSmallInt(FBFGFireCounter);
5785 // Áóôåð óðîíà:
5786 Mem.ReadInt(FDamageBuffer);
5787 // Ïîñëåäíèé óäàðèâøèé:
5788 Mem.ReadWord(FLastSpawnerUID);
5789 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5790 Mem.ReadByte(FLastHit);
5791 // Îáúåêò èãðîêà:
5792 Obj_LoadState(@FObj, Mem);
5793 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5794 for i := A_BULLETS to A_HIGH do
5795 Mem.ReadWord(FAmmo[i]);
5796 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5797 for i := A_BULLETS to A_HIGH do
5798 Mem.ReadWord(FMaxAmmo[i]);
5799 // Íàëè÷èå îðóæèÿ:
5800 for i := WP_FIRST to WP_LAST do
5801 Mem.ReadBoolean(FWeapon[i]);
5802 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5803 for i := WP_FIRST to WP_LAST do
5804 Mem.ReadWord(FReloading[i]);
5805 // Íàëè÷èå ðþêçàêà:
5806 Mem.ReadByte(b);
5807 if b = 1 then
5808 Include(FRulez, R_ITEM_BACKPACK);
5809 // Íàëè÷èå êðàñíîãî êëþ÷à:
5810 Mem.ReadByte(b);
5811 if b = 1 then
5812 Include(FRulez, R_KEY_RED);
5813 // Íàëè÷èå çåëåíîãî êëþ÷à:
5814 Mem.ReadByte(b);
5815 if b = 1 then
5816 Include(FRulez, R_KEY_GREEN);
5817 // Íàëè÷èå ñèíåãî êëþ÷à:
5818 Mem.ReadByte(b);
5819 if b = 1 then
5820 Include(FRulez, R_KEY_BLUE);
5821 // Íàëè÷èå áåðñåðêà:
5822 Mem.ReadByte(b);
5823 if b = 1 then
5824 Include(FRulez, R_BERSERK);
5825 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5826 for i := MR_SUIT to MR_MAX do
5827 Mem.ReadDWORD(FMegaRulez[i]);
5828 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5829 for i := T_RESPAWN to T_FLAGCAP do
5830 Mem.ReadDWORD(FTime[i]);
5831 // Íàçâàíèå ìîäåëè:
5832 Mem.ReadString(str);
5833 // Öâåò ìîäåëè:
5834 Mem.ReadByte(FColor.R);
5835 Mem.ReadByte(FColor.G);
5836 Mem.ReadByte(FColor.B);
5837 if Self = gPlayer1 then
5838 begin
5839 str := gPlayer1Settings.Model;
5840 FColor := gPlayer1Settings.Color;
5841 end;
5842 if Self = gPlayer2 then
5843 begin
5844 str := gPlayer2Settings.Model;
5845 FColor := gPlayer2Settings.Color;
5846 end;
5847 // Îáíîâëÿåì ìîäåëü èãðîêà:
5848 SetModel(str);
5849 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5850 FModel.Color := TEAMCOLOR[FTeam]
5851 else
5852 FModel.Color := FColor;
5853 end;
5855 procedure TPlayer.AllRulez(Health: Boolean);
5856 var
5857 a: Integer;
5858 begin
5859 if Health then
5860 begin
5861 FHealth := PLAYER_HP_LIMIT;
5862 FArmor := PLAYER_AP_LIMIT;
5863 Exit;
5864 end;
5866 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
5867 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
5868 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5869 end;
5871 procedure TPlayer.RestoreHealthArmor();
5872 begin
5873 FHealth := PLAYER_HP_LIMIT;
5874 FArmor := PLAYER_AP_LIMIT;
5875 end;
5877 procedure TPlayer.FragCombo();
5878 var
5879 Param: Integer;
5880 begin
5881 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5882 Exit;
5883 if gTime - FLastFrag < FRAG_COMBO_TIME then
5884 begin
5885 if FFragCombo < 5 then
5886 Inc(FFragCombo);
5887 Param := FUID or (FFragCombo shl 16);
5888 if (FComboEvnt >= Low(gDelayedEvents)) and
5889 (FComboEvnt <= High(gDelayedEvents)) and
5890 gDelayedEvents[FComboEvnt].Pending and
5891 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5892 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5893 begin
5894 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5895 gDelayedEvents[FComboEvnt].DENum := Param;
5896 end
5897 else
5898 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5899 end
5900 else
5901 FFragCombo := 1;
5903 FLastFrag := gTime;
5904 end;
5906 procedure TPlayer.GiveItem(ItemType: Byte);
5907 begin
5908 case ItemType of
5909 ITEM_SUIT:
5910 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5911 begin
5912 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5913 end;
5915 ITEM_OXYGEN:
5916 if FAir < AIR_MAX then
5917 begin
5918 FAir := AIR_MAX;
5919 end;
5921 ITEM_MEDKIT_BLACK:
5922 begin
5923 if not (R_BERSERK in FRulez) then
5924 begin
5925 Include(FRulez, R_BERSERK);
5926 if FBFGFireCounter < 1 then
5927 begin
5928 FCurrWeap := WEAPON_KASTET;
5929 resetWeaponQueue();
5930 FModel.SetWeapon(WEAPON_KASTET);
5931 end;
5932 if gFlash <> 0 then
5933 Inc(FPain, 100);
5934 FBerserk := gTime+30000;
5935 end;
5936 if FHealth < PLAYER_HP_SOFT then
5937 begin
5938 FHealth := PLAYER_HP_SOFT;
5939 FBerserk := gTime+30000;
5940 end;
5941 end;
5943 ITEM_INVUL:
5944 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5945 begin
5946 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5947 end;
5949 ITEM_INVIS:
5950 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
5951 begin
5952 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
5953 end;
5955 ITEM_JETPACK:
5956 if FJetFuel < JET_MAX then
5957 begin
5958 FJetFuel := JET_MAX;
5959 end;
5961 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
5962 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
5964 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
5965 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5967 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
5968 ITEM_SPHERE_WHITE:
5969 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
5970 begin
5971 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
5972 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5973 end;
5975 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
5976 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
5977 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
5978 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
5979 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
5980 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
5981 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
5982 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
5983 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
5985 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5986 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
5987 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5988 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
5989 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5990 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
5991 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5992 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
5993 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
5995 ITEM_AMMO_BACKPACK:
5996 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
5997 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
5998 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
5999 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6000 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6001 begin
6002 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6003 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6004 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6005 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6006 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6008 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6009 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6010 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6011 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6013 FRulez := FRulez + [R_ITEM_BACKPACK];
6014 end;
6016 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6017 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6018 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6020 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6021 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6023 else
6024 Exit;
6025 end;
6026 if g_Game_IsNet and g_Game_IsServer then
6027 MH_SEND_PlayerStats(FUID);
6028 end;
6030 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6031 var
6032 id, i: DWORD;
6033 Anim: TAnimation;
6034 begin
6035 if (Random(5) = 1) and (Times = 1) then
6036 Exit;
6038 if BodyInLiquid(0, 0) then
6039 begin
6040 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6041 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6042 if Random(2) = 0 then
6043 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6044 else
6045 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6046 Exit;
6047 end;
6049 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6050 begin
6051 for i := 1 to Times do
6052 begin
6053 Anim := TAnimation.Create(id, False, 3);
6054 Anim.Alpha := 150;
6055 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6056 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6057 Anim.Free();
6058 end;
6059 end;
6060 end;
6062 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6063 var
6064 id, i: DWORD;
6065 Anim: TAnimation;
6066 begin
6067 if (Random(10) = 1) and (Times = 1) then
6068 Exit;
6070 if g_Frames_Get(id, 'FRAMES_FLAME') then
6071 begin
6072 for i := 1 to Times do
6073 begin
6074 Anim := TAnimation.Create(id, False, 3);
6075 Anim.Alpha := 0;
6076 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6077 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6078 Anim.Free();
6079 end;
6080 end;
6081 end;
6083 procedure TPlayer.PauseSounds(Enable: Boolean);
6084 begin
6085 FSawSound.Pause(Enable);
6086 FSawSoundIdle.Pause(Enable);
6087 FSawSoundHit.Pause(Enable);
6088 FSawSoundSelect.Pause(Enable);
6089 end;
6091 { T C o r p s e : }
6093 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6094 begin
6095 g_Obj_Init(@FObj);
6096 FObj.X := X;
6097 FObj.Y := Y;
6098 FObj.Rect := PLAYER_CORPSERECT;
6099 FModelName := ModelName;
6100 FMess := aMess;
6102 if FMess then
6103 begin
6104 FState := CORPSE_STATE_MESS;
6105 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6106 end
6107 else
6108 begin
6109 FState := CORPSE_STATE_NORMAL;
6110 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6111 end;
6112 end;
6114 destructor TCorpse.Destroy();
6115 begin
6116 FAnimation.Free();
6118 inherited;
6119 end;
6121 procedure TCorpse.positionChanged (); begin end;
6123 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6124 var
6125 pm: TPlayerModel;
6126 begin
6127 if FState = CORPSE_STATE_REMOVEME then
6128 Exit;
6130 FDamage := FDamage + Value;
6132 if FDamage > 150 then
6133 begin
6134 if FAnimation <> nil then
6135 begin
6136 FAnimation.Free();
6137 FAnimation := nil;
6139 FState := CORPSE_STATE_REMOVEME;
6141 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6142 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6143 FModelName, FColor);
6144 // Çâóê ìÿñà îò òðóïà:
6145 pm := g_PlayerModel_Get(FModelName);
6146 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6147 pm.Free;
6148 end;
6149 end
6150 else
6151 begin
6152 FObj.Vel.X := FObj.Vel.X + vx;
6153 FObj.Vel.Y := FObj.Vel.Y + vy;
6154 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6155 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6156 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6157 150, 0, 0);
6158 end;
6159 end;
6161 procedure TCorpse.Draw();
6162 begin
6163 if FState = CORPSE_STATE_REMOVEME then
6164 Exit;
6166 if FAnimation <> nil then
6167 FAnimation.Draw(FObj.X, FObj.Y, M_NONE);
6169 if FAnimationMask <> nil then
6170 begin
6171 e_Colors := FColor;
6172 FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE);
6173 e_Colors.R := 255;
6174 e_Colors.G := 255;
6175 e_Colors.B := 255;
6176 end;
6177 end;
6179 procedure TCorpse.Update();
6180 var
6181 st: Word;
6182 begin
6183 if FState = CORPSE_STATE_REMOVEME then
6184 Exit;
6186 if gTime mod (GAME_TICK*2) <> 0 then
6187 begin
6188 g_Obj_Move(@FObj, True, True, True);
6189 positionChanged(); // this updates spatial accelerators
6190 Exit;
6191 end;
6193 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6194 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6196 st := g_Obj_Move(@FObj, True, True, True);
6197 positionChanged(); // this updates spatial accelerators
6199 if WordBool(st and MOVE_FALLOUT) then
6200 begin
6201 FState := CORPSE_STATE_REMOVEME;
6202 Exit;
6203 end;
6205 if FAnimation <> nil then
6206 FAnimation.Update();
6207 if FAnimationMask <> nil then
6208 FAnimationMask.Update();
6209 end;
6211 procedure TCorpse.SaveState(var Mem: TBinMemoryWriter);
6212 var
6213 sig: DWORD;
6214 anim: Boolean;
6215 begin
6216 if Mem = nil then
6217 Exit;
6219 // Ñèãíàòóðà òðóïà:
6220 sig := CORPSE_SIGNATURE; // 'CORP'
6221 Mem.WriteDWORD(sig);
6222 // Ñîñòîÿíèå:
6223 Mem.WriteByte(FState);
6224 // Íàêîïëåííûé óðîí:
6225 Mem.WriteByte(FDamage);
6226 // Öâåò:
6227 Mem.WriteByte(FColor.R);
6228 Mem.WriteByte(FColor.G);
6229 Mem.WriteByte(FColor.B);
6230 // Îáúåêò òðóïà:
6231 Obj_SaveState(@FObj, Mem);
6232 // Åñòü ëè àíèìàöèÿ:
6233 anim := FAnimation <> nil;
6234 Mem.WriteBoolean(anim);
6235 // Åñëè åñòü - ñîõðàíÿåì:
6236 if anim then
6237 FAnimation.SaveState(Mem);
6238 // Åñòü ëè ìàñêà àíèìàöèè:
6239 anim := FAnimationMask <> nil;
6240 Mem.WriteBoolean(anim);
6241 // Åñëè åñòü - ñîõðàíÿåì:
6242 if anim then
6243 FAnimationMask.SaveState(Mem);
6244 end;
6246 procedure TCorpse.LoadState(var Mem: TBinMemoryReader);
6247 var
6248 sig: DWORD;
6249 anim: Boolean;
6250 begin
6251 if Mem = nil then
6252 Exit;
6254 // Ñèãíàòóðà òðóïà:
6255 Mem.ReadDWORD(sig);
6256 if sig <> CORPSE_SIGNATURE then // 'CORP'
6257 begin
6258 raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature');
6259 end;
6260 // Ñîñòîÿíèå:
6261 Mem.ReadByte(FState);
6262 // Íàêîïëåííûé óðîí:
6263 Mem.ReadByte(FDamage);
6264 // Öâåò:
6265 Mem.ReadByte(FColor.R);
6266 Mem.ReadByte(FColor.G);
6267 Mem.ReadByte(FColor.B);
6268 // Îáúåêò òðóïà:
6269 Obj_LoadState(@FObj, Mem);
6270 // Åñòü ëè àíèìàöèÿ:
6271 Mem.ReadBoolean(anim);
6272 // Åñëè åñòü - çàãðóæàåì:
6273 if anim then
6274 begin
6275 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6276 FAnimation.LoadState(Mem);
6277 end;
6278 // Åñòü ëè ìàñêà àíèìàöèè:
6279 Mem.ReadBoolean(anim);
6280 // Åñëè åñòü - çàãðóæàåì:
6281 if anim then
6282 begin
6283 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6284 FAnimationMask.LoadState(Mem);
6285 end;
6286 end;
6288 { T B o t : }
6290 constructor TBot.Create();
6291 var
6292 a: Integer;
6293 begin
6294 inherited Create();
6296 FPhysics := True;
6297 FSpectator := False;
6298 FGhost := False;
6300 FIamBot := True;
6302 Inc(gNumBots);
6304 for a := WP_FIRST to WP_LAST do
6305 begin
6306 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6307 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6308 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6309 end;
6310 end;
6312 destructor TBot.Destroy();
6313 begin
6314 Dec(gNumBots);
6315 inherited Destroy();
6316 end;
6318 procedure TBot.Draw();
6319 begin
6320 inherited Draw();
6322 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6323 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6324 end;
6326 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6327 begin
6328 inherited Respawn(Silent, Force);
6330 FAIFlags := nil;
6331 FSelectedWeapon := FCurrWeap;
6332 resetWeaponQueue();
6333 FTargetUID := 0;
6334 end;
6336 procedure TBot.UpdateCombat();
6337 type
6338 TTarget = record
6339 UID: Word;
6340 X, Y: Integer;
6341 Rect: TRectWH;
6342 cX, cY: Integer;
6343 Dist: Word;
6344 Line: Boolean;
6345 Visible: Boolean;
6346 IsPlayer: Boolean;
6347 end;
6349 TTargetRecord = array of TTarget;
6351 function Compare(a, b: TTarget): Integer;
6352 begin
6353 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6354 Result := -1
6355 else
6356 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6357 Result := 1
6358 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6359 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6360 begin
6361 if a.Dist > b.Dist then // B áëèæå
6362 Result := 1
6363 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6364 Result := -1;
6365 end
6366 else // Ñòðàííî -> A
6367 Result := -1;
6368 end;
6370 var
6371 a, x1, y1, x2, y2: Integer;
6372 targets: TTargetRecord;
6373 ammo: Word;
6374 Target, BestTarget: TTarget;
6375 firew, fireh: Integer;
6376 angle: SmallInt;
6377 mon: TMonster;
6378 pla, tpla: TPlayer;
6379 vsPlayer, vsMonster, ok: Boolean;
6382 function monsUpdate (mon: TMonster): Boolean;
6383 begin
6384 result := false; // don't stop
6385 if mon.Live and (mon.MonsterType <> MONSTER_BARREL) then
6386 begin
6387 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6389 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6390 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6392 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6393 if g_TraceVector(x1, y1, x2, y2) then
6394 begin
6395 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6396 SetLength(targets, Length(targets)+1);
6397 with targets[High(targets)] do
6398 begin
6399 UID := mon.UID;
6400 X := mon.Obj.X;
6401 Y := mon.Obj.Y;
6402 cX := x2;
6403 cY := y2;
6404 Rect := mon.Obj.Rect;
6405 Dist := g_PatchLength(x1, y1, x2, y2);
6406 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6407 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6408 Visible := True;
6409 IsPlayer := False;
6410 end;
6411 end;
6412 end;
6413 end;
6415 begin
6416 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6417 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6419 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6420 if FCurrWeap <> FSelectedWeapon then
6421 NextWeapon();
6423 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6424 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6425 begin
6426 RemoveAIFlag('NEEDFIRE');
6428 case FCurrWeap of
6429 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6430 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6431 else PressKey(KEY_FIRE);
6432 end;
6433 end;
6435 // Êîîðäèíàòû ñòâîëà:
6436 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6437 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6439 Target.UID := FTargetUID;
6441 ok := False;
6442 if Target.UID <> 0 then
6443 begin // Öåëü åñòü - íàñòðàèâàåì
6444 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6445 vsPlayer then
6446 begin // Èãðîê
6447 tpla := g_Player_Get(Target.UID);
6448 if tpla <> nil then
6449 with tpla do
6450 begin
6451 if (@FObj) <> nil then
6452 begin
6453 Target.X := FObj.X;
6454 Target.Y := FObj.Y;
6455 end;
6456 end;
6458 Target.cX := Target.X + PLAYER_RECT_CX;
6459 Target.cY := Target.Y + PLAYER_RECT_CY;
6460 Target.Rect := PLAYER_RECT;
6461 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6462 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6463 (y1-4 > Target.Y+PLAYER_RECT.Y);
6464 Target.IsPlayer := True;
6465 ok := True;
6466 end
6467 else
6468 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6469 vsMonster then
6470 begin // Ìîíñòð
6471 mon := g_Monsters_ByUID(Target.UID);
6472 if mon <> nil then
6473 begin
6474 Target.X := mon.Obj.X;
6475 Target.Y := mon.Obj.Y;
6477 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6478 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6479 Target.Rect := mon.Obj.Rect;
6480 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6481 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6482 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6483 Target.IsPlayer := False;
6484 ok := True;
6485 end;
6486 end;
6487 end;
6489 if not ok then
6490 begin // Öåëè íåò - îáíóëÿåì
6491 Target.X := 0;
6492 Target.Y := 0;
6493 Target.cX := 0;
6494 Target.cY := 0;
6495 Target.Visible := False;
6496 Target.Line := False;
6497 Target.IsPlayer := False;
6498 end;
6500 targets := nil;
6502 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6503 if (not Target.Line) or (not Target.Visible) then
6504 begin
6505 // Èãðîêè:
6506 if vsPlayer then
6507 for a := 0 to High(gPlayers) do
6508 if (gPlayers[a] <> nil) and (gPlayers[a].Live) and
6509 (gPlayers[a].FUID <> FUID) and
6510 (not SameTeam(FUID, gPlayers[a].FUID)) and
6511 (not gPlayers[a].NoTarget) and
6512 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6513 begin
6514 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6515 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6516 Continue;
6518 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6519 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6521 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6522 if g_TraceVector(x1, y1, x2, y2) then
6523 begin
6524 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6525 SetLength(targets, Length(targets)+1);
6526 with targets[High(targets)] do
6527 begin
6528 UID := gPlayers[a].FUID;
6529 X := gPlayers[a].FObj.X;
6530 Y := gPlayers[a].FObj.Y;
6531 cX := x2;
6532 cY := y2;
6533 Rect := PLAYER_RECT;
6534 Dist := g_PatchLength(x1, y1, x2, y2);
6535 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6536 (y1-4 > Target.Y+PLAYER_RECT.Y);
6537 Visible := True;
6538 IsPlayer := True;
6539 end;
6540 end;
6541 end;
6543 // Ìîíñòðû:
6544 if vsMonster then g_Mons_ForEach(monsUpdate);
6545 end;
6547 // Åñëè åñòü âîçìîæíûå öåëè:
6548 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6549 if targets <> nil then
6550 begin
6551 // Âûáèðàåì íàèëó÷øóþ öåëü:
6552 BestTarget := targets[0];
6553 if Length(targets) > 1 then
6554 for a := 1 to High(targets) do
6555 if Compare(BestTarget, targets[a]) = 1 then
6556 BestTarget := targets[a];
6558 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6559 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6560 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6561 begin
6562 Target := BestTarget;
6564 if (Healthy() = 3) or ((Healthy() = 2)) then
6565 begin // Åñëè çäîðîâû - äîãîíÿåì
6566 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6567 SetAIFlag('GORIGHT', '1');
6568 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6569 SetAIFlag('GOLEFT', '1');
6570 end
6571 else
6572 begin // Åñëè ïîáèòû - óáåãàåì
6573 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6574 SetAIFlag('GORIGHT', '1');
6575 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6576 SetAIFlag('GOLEFT', '1');
6577 end;
6579 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6580 SelectWeapon(Abs(x1-Target.cX));
6581 end;
6582 end;
6584 // Åñëè åñòü öåëü:
6585 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6586 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6587 if Target.UID <> 0 then
6588 begin
6589 if not TargetOnScreen(Target.X + Target.Rect.X,
6590 Target.Y + Target.Rect.Y) then
6591 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6592 if (Healthy() = 3) or ((Healthy() = 2)) then
6593 begin // Åñëè çäîðîâû - äîãîíÿåì
6594 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6595 SetAIFlag('GORIGHT', '1');
6596 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6597 SetAIFlag('GOLEFT', '1');
6598 end
6599 else
6600 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6601 Target.UID := 0;
6602 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6603 SetAIFlag('GORIGHT', '1');
6604 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6605 SetAIFlag('GOLEFT', '1');
6606 end;
6607 end
6608 else
6609 begin // Öåëü ïîêà íà "ýêðàíå"
6610 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6611 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6612 FLastVisible := gTime;
6613 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6614 if (Abs(FObj.Y-Target.Y) <= 128) then
6615 begin
6616 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6617 SetAIFlag('GORIGHT', '1');
6618 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6619 SetAIFlag('GOLEFT', '1');
6620 end;
6621 end;
6623 // Âûáèðàåì óãîë ââåðõ:
6624 if FDirection = D_LEFT then
6625 angle := ANGLE_LEFTUP
6626 else
6627 angle := ANGLE_RIGHTUP;
6629 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6630 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6632 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6633 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6634 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6635 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6636 Target.Rect.Width, Target.Rect.Height) and
6637 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6638 begin // òî íóæíî ñòðåëÿòü ââåðõ
6639 SetAIFlag('NEEDFIRE', '1');
6640 SetAIFlag('NEEDSEEUP', '1');
6641 end;
6643 // Âûáèðàåì óãîë âíèç:
6644 if FDirection = D_LEFT then
6645 angle := ANGLE_LEFTDOWN
6646 else
6647 angle := ANGLE_RIGHTDOWN;
6649 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6650 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6652 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6653 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6654 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6655 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6656 Target.Rect.Width, Target.Rect.Height) and
6657 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6658 begin // òî íóæíî ñòðåëÿòü âíèç
6659 SetAIFlag('NEEDFIRE', '1');
6660 SetAIFlag('NEEDSEEDOWN', '1');
6661 end;
6663 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6664 if Target.Visible and
6665 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6666 (y1-4 > Target.Y+Target.Rect.Y) then
6667 begin
6668 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6669 if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
6670 ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
6671 begin // òî íóæíî ñòðåëÿòü âïåðåä
6672 SetAIFlag('NEEDFIRE', '1');
6673 SetAIFlag('NEEDSEEDOWN', '');
6674 SetAIFlag('NEEDSEEUP', '');
6675 end;
6676 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6677 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6678 if GetRnd(FDifficult.CloseJump) then
6679 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6680 if Abs(FObj.X-Target.X) < 128 then
6681 a := 4
6682 else
6683 a := 30;
6684 if Random(a) = 0 then
6685 SetAIFlag('NEEDJUMP', '1');
6686 end;
6687 end;
6689 // Åñëè öåëü âñå åùå åñòü:
6690 if Target.UID <> 0 then
6691 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6692 Target.UID := 0 // òî çàáûòü öåëü
6693 else // Åñëè âèäåëè íåäàâíî
6694 begin // íî öåëü óáèëè
6695 if Target.IsPlayer then
6696 begin // Öåëü - èãðîê
6697 pla := g_Player_Get(Target.UID);
6698 if (pla = nil) or (not pla.Live) or pla.NoTarget or
6699 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6700 Target.UID := 0; // òî çàáûòü öåëü
6701 end
6702 else
6703 begin // Öåëü - ìîíñòð
6704 mon := g_Monsters_ByUID(Target.UID);
6705 if (mon = nil) or (not mon.Live) then
6706 Target.UID := 0; // òî çàáûòü öåëü
6707 end;
6708 end;
6709 end; // if Target.UID <> 0
6711 FTargetUID := Target.UID;
6713 // Åñëè âîçìîæíûõ öåëåé íåò:
6714 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6715 if targets = nil then
6716 if GetAIFlag('ATTACKLEFT') <> '' then
6717 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6718 RemoveAIFlag('ATTACKLEFT');
6720 SetAIFlag('NEEDJUMP', '1');
6722 if RunDirection() = D_RIGHT then
6723 begin // Èäåì íå â òó ñòîðîíó
6724 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6725 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6726 SetAIFlag('NEEDFIRE', '1');
6727 SetAIFlag('GOLEFT', '1');
6728 end;
6729 end
6730 else
6731 begin // Èäåì â íóæíóþ ñòîðîíó
6732 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6733 SetAIFlag('NEEDFIRE', '1');
6734 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6735 SetAIFlag('GORIGHT', '1');
6736 end;
6737 end
6738 else
6739 if GetAIFlag('ATTACKRIGHT') <> '' then
6740 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6741 RemoveAIFlag('ATTACKRIGHT');
6743 SetAIFlag('NEEDJUMP', '1');
6745 if RunDirection() = D_LEFT then
6746 begin // Èäåì íå â òó ñòîðîíó
6747 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6748 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6749 SetAIFlag('NEEDFIRE', '1');
6750 SetAIFlag('GORIGHT', '1');
6751 end;
6752 end
6753 else
6754 begin
6755 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6756 SetAIFlag('NEEDFIRE', '1');
6757 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6758 SetAIFlag('GOLEFT', '1');
6759 end;
6760 end;
6762 //HACK! (does it belongs there?)
6763 RealizeCurrentWeapon();
6765 // Åñëè åñòü âîçìîæíûå öåëè:
6766 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6767 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6768 for a := 0 to High(targets) do
6769 begin
6770 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6771 if GetRnd(FDifficult.DiagFire) then
6772 begin
6773 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6774 if FDirection = D_LEFT then
6775 angle := ANGLE_LEFTUP
6776 else
6777 angle := ANGLE_RIGHTUP;
6779 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6780 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6782 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6783 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6784 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6785 targets[a].Rect.Width, targets[a].Rect.Height) and
6786 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6787 begin
6788 SetAIFlag('NEEDFIRE', '1');
6789 SetAIFlag('NEEDSEEUP', '1');
6790 end;
6792 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6793 if FDirection = D_LEFT then
6794 angle := ANGLE_LEFTDOWN
6795 else
6796 angle := ANGLE_RIGHTDOWN;
6798 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6799 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6801 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6802 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6803 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6804 targets[a].Rect.Width, targets[a].Rect.Height) and
6805 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6806 begin
6807 SetAIFlag('NEEDFIRE', '1');
6808 SetAIFlag('NEEDSEEDOWN', '1');
6809 end;
6810 end;
6812 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6813 if targets[a].Line and targets[a].Visible and
6814 (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
6815 ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
6816 begin
6817 SetAIFlag('NEEDFIRE', '1');
6818 Break;
6819 end;
6820 end;
6822 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6823 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6824 PLAYER_RECT.Width, PLAYER_RECT.Height,
6825 40+GetInterval(FDifficult.Cover, 40)) then
6826 SetAIFlag('NEEDJUMP', '1');
6828 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6829 ammo := GetAmmoByWeapon(FCurrWeap);
6830 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6831 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6832 (ammo = 0) then
6833 SetAIFlag('SELECTWEAPON', '1');
6835 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6836 if GetAIFlag('SELECTWEAPON') = '1' then
6837 begin
6838 SelectWeapon(-1);
6839 RemoveAIFlag('SELECTWEAPON');
6840 end;
6841 end;
6843 procedure TBot.Update();
6844 var
6845 EnableAI: Boolean;
6846 begin
6847 if not FLive then
6848 begin // Respawn
6849 ReleaseKeys();
6850 PressKey(KEY_UP);
6851 end
6852 else
6853 begin
6854 EnableAI := True;
6856 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6857 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6858 EnableAI := False;
6859 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6860 EnableAI := False;
6861 if g_debug_BotAIOff = 3 then
6862 EnableAI := False;
6864 if EnableAI then
6865 begin
6866 UpdateMove();
6867 UpdateCombat();
6868 end
6869 else
6870 begin
6871 RealizeCurrentWeapon();
6872 end;
6873 end;
6875 inherited Update();
6876 end;
6878 procedure TBot.ReleaseKey(Key: Byte);
6879 begin
6880 with FKeys[Key] do
6881 begin
6882 Pressed := False;
6883 Time := 0;
6884 end;
6885 end;
6887 function TBot.KeyPressed(Key: Word): Boolean;
6888 begin
6889 Result := FKeys[Key].Pressed;
6890 end;
6892 function TBot.GetAIFlag(aName: String20): String20;
6893 var
6894 a: Integer;
6895 begin
6896 Result := '';
6898 aName := LowerCase(aName);
6900 if FAIFlags <> nil then
6901 for a := 0 to High(FAIFlags) do
6902 if LowerCase(FAIFlags[a].Name) = aName then
6903 begin
6904 Result := FAIFlags[a].Value;
6905 Break;
6906 end;
6907 end;
6909 procedure TBot.RemoveAIFlag(aName: String20);
6910 var
6911 a, b: Integer;
6912 begin
6913 if FAIFlags = nil then Exit;
6915 aName := LowerCase(aName);
6917 for a := 0 to High(FAIFlags) do
6918 if LowerCase(FAIFlags[a].Name) = aName then
6919 begin
6920 if a <> High(FAIFlags) then
6921 for b := a to High(FAIFlags)-1 do
6922 FAIFlags[b] := FAIFlags[b+1];
6924 SetLength(FAIFlags, Length(FAIFlags)-1);
6925 Break;
6926 end;
6927 end;
6929 procedure TBot.SetAIFlag(aName, fValue: String20);
6930 var
6931 a: Integer;
6932 ok: Boolean;
6933 begin
6934 a := 0;
6935 ok := False;
6937 aName := LowerCase(aName);
6939 if FAIFlags <> nil then
6940 for a := 0 to High(FAIFlags) do
6941 if LowerCase(FAIFlags[a].Name) = aName then
6942 begin
6943 ok := True;
6944 Break;
6945 end;
6947 if ok then FAIFlags[a].Value := fValue
6948 else
6949 begin
6950 SetLength(FAIFlags, Length(FAIFlags)+1);
6951 with FAIFlags[High(FAIFlags)] do
6952 begin
6953 Name := aName;
6954 Value := fValue;
6955 end;
6956 end;
6957 end;
6959 procedure TBot.UpdateMove;
6961 procedure GoLeft(Time: Word = 1);
6962 begin
6963 ReleaseKey(KEY_LEFT);
6964 ReleaseKey(KEY_RIGHT);
6965 PressKey(KEY_LEFT, Time);
6966 SetDirection(D_LEFT);
6967 end;
6969 procedure GoRight(Time: Word = 1);
6970 begin
6971 ReleaseKey(KEY_LEFT);
6972 ReleaseKey(KEY_RIGHT);
6973 PressKey(KEY_RIGHT, Time);
6974 SetDirection(D_RIGHT);
6975 end;
6977 function Rnd(a: Word): Boolean;
6978 begin
6979 Result := Random(a) = 0;
6980 end;
6982 procedure Turn(Time: Word = 1200);
6983 begin
6984 if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
6985 end;
6987 procedure Stop();
6988 begin
6989 ReleaseKey(KEY_LEFT);
6990 ReleaseKey(KEY_RIGHT);
6991 end;
6993 function CanRunLeft(): Boolean;
6994 begin
6995 Result := not CollideLevel(-1, 0);
6996 end;
6998 function CanRunRight(): Boolean;
6999 begin
7000 Result := not CollideLevel(1, 0);
7001 end;
7003 function CanRun(): Boolean;
7004 begin
7005 if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7006 end;
7008 procedure Jump(Time: Word = 30);
7009 begin
7010 PressKey(KEY_JUMP, Time);
7011 end;
7013 function NearHole(): Boolean;
7014 var
7015 x, sx: Integer;
7016 begin
7017 { TODO 5 : Ëåñòíèöû }
7018 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7019 for x := 1 to PLAYER_RECT.Width do
7020 if (not StayOnStep(x*sx, 0)) and
7021 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7022 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7023 begin
7024 Result := True;
7025 Exit;
7026 end;
7028 Result := False;
7029 end;
7031 function BorderHole(): Boolean;
7032 var
7033 x, sx, xx: Integer;
7034 begin
7035 { TODO 5 : Ëåñòíèöû }
7036 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7037 for x := 1 to PLAYER_RECT.Width do
7038 if (not StayOnStep(x*sx, 0)) and
7039 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7040 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7041 begin
7042 for xx := x to x+32 do
7043 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7044 begin
7045 Result := True;
7046 Exit;
7047 end;
7048 end;
7050 Result := False;
7051 end;
7053 function NearDeepHole(): Boolean;
7054 var
7055 x, sx, y: Integer;
7056 begin
7057 Result := False;
7059 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7060 y := 3;
7062 for x := 1 to PLAYER_RECT.Width do
7063 if (not StayOnStep(x*sx, 0)) and
7064 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7065 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7066 begin
7067 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7068 begin
7069 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7070 y := y+1;
7071 end;
7073 Result := True;
7074 end else Result := False;
7075 end;
7077 function OverDeepHole(): Boolean;
7078 var
7079 y: Integer;
7080 begin
7081 Result := False;
7083 y := 1;
7084 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7085 begin
7086 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7087 y := y+1;
7088 end;
7090 Result := True;
7091 end;
7093 function OnGround(): Boolean;
7094 begin
7095 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7096 end;
7098 function OnLadder(): Boolean;
7099 begin
7100 Result := FullInStep(0, 0);
7101 end;
7103 function BelowLadder(): Boolean;
7104 begin
7105 Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7106 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7107 (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7108 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7109 end;
7111 function BelowLiftUp(): Boolean;
7112 begin
7113 Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7114 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7115 ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7116 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7117 end;
7119 function OnTopLift(): Boolean;
7120 begin
7121 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7122 end;
7124 function CanJumpOver(): Boolean;
7125 var
7126 sx, y: Integer;
7127 begin
7128 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7130 Result := False;
7132 if not CollideLevel(sx, 0) then Exit;
7134 for y := 1 to BOT_MAXJUMP do
7135 if CollideLevel(0, -y) then Exit else
7136 if not CollideLevel(sx, -y) then
7137 begin
7138 Result := True;
7139 Exit;
7140 end;
7141 end;
7143 function CanJumpUp(Dist: ShortInt): Boolean;
7144 var
7145 y, yy: Integer;
7146 c: Boolean;
7147 begin
7148 Result := False;
7150 if CollideLevel(Dist, 0) then Exit;
7152 c := False;
7153 for y := 0 to BOT_MAXJUMP do
7154 if CollideLevel(Dist, -y) then
7155 begin
7156 c := True;
7157 Break;
7158 end;
7160 if not c then Exit;
7162 c := False;
7163 for yy := y+1 to BOT_MAXJUMP do
7164 if not CollideLevel(Dist, -yy) then
7165 begin
7166 c := True;
7167 Break;
7168 end;
7170 if not c then Exit;
7172 c := False;
7173 for y := 0 to BOT_MAXJUMP do
7174 if CollideLevel(0, -y) then
7175 begin
7176 c := True;
7177 Break;
7178 end;
7180 if c then Exit;
7182 if y < yy then Exit;
7184 Result := True;
7185 end;
7187 function IsSafeTrigger(): Boolean;
7188 var
7189 a: Integer;
7190 begin
7191 Result := True;
7192 if gTriggers = nil then
7193 Exit;
7194 for a := 0 to High(gTriggers) do
7195 if Collide(gTriggers[a].X,
7196 gTriggers[a].Y,
7197 gTriggers[a].Width,
7198 gTriggers[a].Height) and
7199 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7200 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7201 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7202 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7203 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7204 Result := False;
7205 end;
7207 begin
7208 // Âîçìîæíî, íàæèìàåì êíîïêó:
7209 if Rnd(16) and IsSafeTrigger() then
7210 PressKey(KEY_OPEN);
7212 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7213 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7214 begin
7215 ReleaseKey(KEY_LEFT);
7216 ReleaseKey(KEY_RIGHT);
7217 Jump();
7218 end;
7220 // Èäåì âëåâî, åñëè íàäî áûëî:
7221 if GetAIFlag('GOLEFT') <> '' then
7222 begin
7223 RemoveAIFlag('GOLEFT');
7224 if CanRunLeft() then
7225 GoLeft(360);
7226 end;
7228 // Èäåì âïðàâî, åñëè íàäî áûëî:
7229 if GetAIFlag('GORIGHT') <> '' then
7230 begin
7231 RemoveAIFlag('GORIGHT');
7232 if CanRunRight() then
7233 GoRight(360);
7234 end;
7236 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7237 if FObj.X < -32 then
7238 GoRight(360)
7239 else
7240 if FObj.X+32 > gMapInfo.Width then
7241 GoLeft(360);
7243 // Ïðûãàåì, åñëè íàäî áûëî:
7244 if GetAIFlag('NEEDJUMP') <> '' then
7245 begin
7246 Jump(0);
7247 RemoveAIFlag('NEEDJUMP');
7248 end;
7250 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7251 if GetAIFlag('NEEDSEEUP') <> '' then
7252 begin
7253 ReleaseKey(KEY_UP);
7254 ReleaseKey(KEY_DOWN);
7255 PressKey(KEY_UP, 20);
7256 RemoveAIFlag('NEEDSEEUP');
7257 end;
7259 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7260 if GetAIFlag('NEEDSEEDOWN') <> '' then
7261 begin
7262 ReleaseKey(KEY_UP);
7263 ReleaseKey(KEY_DOWN);
7264 PressKey(KEY_DOWN, 20);
7265 RemoveAIFlag('NEEDSEEDOWN');
7266 end;
7268 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7269 if GetAIFlag('GOINHOLE') <> '' then
7270 if not OnGround() then
7271 begin
7272 ReleaseKey(KEY_LEFT);
7273 ReleaseKey(KEY_RIGHT);
7274 RemoveAIFlag('GOINHOLE');
7275 SetAIFlag('FALLINHOLE', '1');
7276 end;
7278 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7279 if GetAIFlag('FALLINHOLE') <> '' then
7280 if OnGround() then
7281 RemoveAIFlag('FALLINHOLE');
7283 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7284 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7285 if GetAIFlag('FALLINHOLE') = '' then
7286 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7287 if Rnd(2) then
7288 GoLeft(360)
7289 else
7290 GoRight(360);
7292 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7293 if OnGround() and
7294 CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
7295 Rnd(8) then
7296 Jump();
7298 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7299 if OnGround() and NearHole() then
7300 if NearDeepHole() then // Åñëè ýòî áåçäíà
7301 case Random(6) of
7302 0..3: Turn(); // Áåæèì îáðàòíî
7303 4: Jump(); // Ïðûãàåì
7304 5: begin // Ïðûãàåì îáðàòíî
7305 Turn();
7306 Jump();
7307 end;
7308 end
7309 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7310 if GetAIFlag('GOINHOLE') = '' then
7311 case Random(6) of
7312 0: Turn(); // Íå íóæíî òóäà
7313 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7314 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7315 if BorderHole() then
7316 SetAIFlag('GOINHOLE', '1');
7317 end;
7319 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7320 if (not CanRun()) and OnGround() then
7321 begin
7322 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7323 if CanJumpOver() or OnLadder() then
7324 Jump()
7325 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7326 if Random(2) = 0 then
7327 begin
7328 if IsSafeTrigger() then
7329 PressKey(KEY_OPEN);
7330 end else
7331 Turn();
7332 end;
7334 // Îñòàëîñü ìàëî âîçäóõà:
7335 if FAir < 36 * 2 then
7336 Jump(20);
7338 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7339 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7340 if BodyInAcid(0, 0) then
7341 Jump();
7342 end;
7344 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7345 begin
7346 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7347 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7348 end;
7350 {function TBot.NeedItem(Item: Byte): Byte;
7351 begin
7352 Result := 4;
7353 end;}
7355 procedure TBot.SelectWeapon(Dist: Integer);
7356 var
7357 a: Integer;
7359 function HaveAmmo(weapon: Byte): Boolean;
7360 begin
7361 case weapon of
7362 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7363 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7364 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7365 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7366 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7367 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7368 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7369 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7370 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7371 else Result := True;
7372 end;
7373 end;
7375 begin
7376 if Dist = -1 then Dist := BOT_LONGDIST;
7378 if Dist > BOT_LONGDIST then
7379 begin // Äàëüíèé áîé
7380 for a := 0 to 9 do
7381 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7382 begin
7383 FSelectedWeapon := FDifficult.WeaponPrior[a];
7384 Break;
7385 end;
7386 end
7387 else //if Dist > BOT_UNSAFEDIST then
7388 begin // Áëèæíèé áîé
7389 for a := 0 to 9 do
7390 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7391 begin
7392 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7393 Break;
7394 end;
7395 end;
7396 { else
7397 begin
7398 for a := 0 to 9 do
7399 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7400 begin
7401 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7402 Break;
7403 end;
7404 end;}
7405 end;
7407 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7408 begin
7409 Result := inherited PickItem(ItemType, force, remove);
7411 if Result then SetAIFlag('SELECTWEAPON', '1');
7412 end;
7414 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7415 begin
7416 Result := inherited Heal(value, Soft);
7417 end;
7419 function TBot.Healthy(): Byte;
7420 begin
7421 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7422 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7423 else if (FHealth > 50) then Result := 2
7424 else if (FHealth > 20) then Result := 1
7425 else Result := 0;
7426 end;
7428 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7429 begin
7430 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7431 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7432 end;
7434 procedure TBot.OnDamage(Angle: SmallInt);
7435 var
7436 pla: TPlayer;
7437 mon: TMonster;
7438 ok: Boolean;
7439 begin
7440 inherited;
7442 if (Angle = 0) or (Angle = 180) then
7443 begin
7444 ok := False;
7445 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7446 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7447 begin // Èãðîê
7448 pla := g_Player_Get(FLastSpawnerUID);
7449 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7450 pla.FObj.Y + PLAYER_RECT.Y);
7451 end
7452 else
7453 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7454 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7455 begin // Ìîíñòð
7456 mon := g_Monsters_ByUID(FLastSpawnerUID);
7457 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7458 mon.Obj.Y + mon.Obj.Rect.Y);
7459 end;
7461 if ok then
7462 if Angle = 0 then
7463 SetAIFlag('ATTACKLEFT', '1')
7464 else
7465 SetAIFlag('ATTACKRIGHT', '1');
7466 end;
7467 end;
7469 function TBot.RunDirection(): TDirection;
7470 begin
7471 if Abs(Vel.X) >= 1 then
7472 begin
7473 if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT;
7474 end else
7475 Result := FDirection;
7476 end;
7478 function TBot.GetRnd(a: Byte): Boolean;
7479 begin
7480 if a = 0 then Result := False
7481 else if a = 255 then Result := True
7482 else Result := Random(256) > 255-a;
7483 end;
7485 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7486 begin
7487 Result := Round((255-a)/255*radius*(Random(2)-1));
7488 end;
7490 procedure TBot.SaveState(var Mem: TBinMemoryWriter);
7491 var
7492 i: Integer;
7493 dw: DWORD;
7494 p: Pointer;
7495 begin
7496 inherited SaveState(Mem);
7498 // Âûáðàííîå îðóæèå:
7499 Mem.WriteByte(FSelectedWeapon);
7500 // UID öåëè:
7501 Mem.WriteWord(FTargetUID);
7502 // Âðåìÿ ïîòåðè öåëè:
7503 Mem.WriteDWORD(FLastVisible);
7504 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7505 dw := Length(FAIFlags);
7506 Mem.WriteDWORD(dw);
7507 // Ôëàãè ÈÈ:
7508 for i := 0 to Integer(dw)-1 do
7509 begin
7510 Mem.WriteString(FAIFlags[i].Name, 20);
7511 Mem.WriteString(FAIFlags[i].Value, 20);
7512 end;
7513 // Íàñòðîéêè ñëîæíîñòè:
7514 p := @FDifficult;
7515 Mem.WriteMemory(p, SizeOf(TDifficult));
7516 end;
7518 procedure TBot.LoadState(var Mem: TBinMemoryReader);
7519 var
7520 i: Integer;
7521 dw: DWORD;
7522 p: Pointer;
7523 begin
7524 inherited LoadState(Mem);
7526 // Âûáðàííîå îðóæèå:
7527 Mem.ReadByte(FSelectedWeapon);
7528 // UID öåëè:
7529 Mem.ReadWord(FTargetUID);
7530 // Âðåìÿ ïîòåðè öåëè:
7531 Mem.ReadDWORD(FLastVisible);
7532 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7533 Mem.ReadDWORD(dw);
7534 SetLength(FAIFlags, dw);
7535 // Ôëàãè ÈÈ:
7536 for i := 0 to Integer(dw)-1 do
7537 begin
7538 Mem.ReadString(FAIFlags[i].Name);
7539 Mem.ReadString(FAIFlags[i].Value);
7540 end;
7541 // Íàñòðîéêè ñëîæíîñòè:
7542 Mem.ReadMemory(p, dw);
7543 if dw <> SizeOf(TDifficult) then
7544 begin
7545 raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size');
7546 end;
7547 FDifficult := TDifficult(p^);
7548 end;
7550 end.