DEADSOFTWARE

temp hackfix for multiple server respawns in LMS
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 {$M+}
18 unit g_player;
20 interface
22 uses
23 SysUtils, Classes,
24 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
25 e_graphics, g_playermodel, g_basic, g_textures,
26 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
27 g_panel;
29 const
30 KEY_LEFT = 1;
31 KEY_RIGHT = 2;
32 KEY_UP = 3;
33 KEY_DOWN = 4;
34 KEY_FIRE = 5;
35 KEY_NEXTWEAPON = 6;
36 KEY_PREVWEAPON = 7;
37 KEY_OPEN = 8;
38 KEY_JUMP = 9;
39 KEY_CHAT = 10;
41 R_ITEM_BACKPACK = 0;
42 R_KEY_RED = 1;
43 R_KEY_GREEN = 2;
44 R_KEY_BLUE = 3;
45 R_BERSERK = 4;
47 MR_SUIT = 0;
48 MR_INVUL = 1;
49 MR_INVIS = 2;
50 MR_MAX = 2;
52 A_BULLETS = 0;
53 A_SHELLS = 1;
54 A_ROCKETS = 2;
55 A_CELLS = 3;
56 A_FUEL = 4;
57 A_HIGH = 4;
59 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
63 K_SIMPLEKILL = 0;
64 K_HARDKILL = 1;
65 K_EXTRAHARDKILL = 2;
66 K_FALLKILL = 3;
68 T_RESPAWN = 0;
69 T_SWITCH = 1;
70 T_USE = 2;
71 T_FLAGCAP = 3;
73 TEAM_NONE = 0;
74 TEAM_RED = 1;
75 TEAM_BLUE = 2;
76 TEAM_COOP = 3;
78 SHELL_BULLET = 0;
79 SHELL_SHELL = 1;
80 SHELL_DBLSHELL = 2;
82 ANGLE_NONE = Low(SmallInt);
84 CORPSE_STATE_REMOVEME = 0;
85 CORPSE_STATE_NORMAL = 1;
86 CORPSE_STATE_MESS = 2;
88 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
89 PLAYER_RECT_CX = 15+(34 div 2);
90 PLAYER_RECT_CY = 12+(52 div 2);
91 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
93 PLAYER_HP_SOFT = 100;
94 PLAYER_HP_LIMIT = 200;
95 PLAYER_AP_SOFT = 100;
96 PLAYER_AP_LIMIT = 200;
97 SUICIDE_DAMAGE = 112;
99 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
100 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
102 type
103 TPlayerStat = record
104 Ping: Word;
105 Loss: Byte;
106 Name: String;
107 Team: Byte;
108 Frags: SmallInt;
109 Deaths: SmallInt;
110 Lives: Byte;
111 Kills: Word;
112 Color: TRGB;
113 Spectator: Boolean;
114 end;
116 TPlayerStatArray = Array of TPlayerStat;
118 TPlayerSavedState = record
119 Health: Integer;
120 Armor: Integer;
121 Air: Integer;
122 JetFuel: Integer;
123 CurrWeap: Byte;
124 NextWeap: WORD;
125 NextWeapDelay: Byte;
126 Ammo: Array [A_BULLETS..A_HIGH] of Word;
127 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
128 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
129 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
130 WaitRecall: Boolean;
131 end;
133 TKeyState = record
134 Pressed: Boolean;
135 Time: Word;
136 end;
138 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
139 private
140 FIamBot: Boolean;
141 FUID: Word;
142 FName: String;
143 FTeam: Byte;
144 FAlive: Boolean;
145 FSpawned: Boolean;
146 FDirection: TDirection;
147 FHealth: Integer;
148 FLives: Byte;
149 FArmor: Integer;
150 FAir: Integer;
151 FPain: Integer;
152 FPickup: Integer;
153 FKills: Integer;
154 FMonsterKills: Integer;
155 FFrags: Integer;
156 FFragCombo: Byte;
157 FLastFrag: LongWord;
158 FComboEvnt: Integer;
159 FDeath: Integer;
160 FCanJetpack: Boolean;
161 FJetFuel: Integer;
162 FFlag: Byte;
163 FSecrets: Integer;
164 FCurrWeap: Byte;
165 FNextWeap: WORD;
166 FNextWeapDelay: Byte; // frames
167 FBFGFireCounter: SmallInt;
168 FLastSpawnerUID: Word;
169 FLastHit: Byte;
170 FObj: TObj;
171 FXTo, FYTo: Integer;
172 FSpectatePlayer: Integer;
173 FFirePainTime: Integer;
174 FFireAttacker: Word;
176 FSavedState: TPlayerSavedState;
178 FModel: TPlayerModel;
179 FPunchAnim: TAnimation;
180 FActionPrior: Byte;
181 FActionAnim: Byte;
182 FActionForce: Boolean;
183 FActionChanged: Boolean;
184 FAngle: SmallInt;
185 FFireAngle: SmallInt;
186 FIncCam: Integer;
187 FShellTimer: Integer;
188 FShellType: Byte;
189 FSawSound: TPlayableSound;
190 FSawSoundIdle: TPlayableSound;
191 FSawSoundHit: TPlayableSound;
192 FSawSoundSelect: TPlayableSound;
193 FJetSoundOn: TPlayableSound;
194 FJetSoundOff: TPlayableSound;
195 FJetSoundFly: TPlayableSound;
196 FGodMode: Boolean;
197 FNoTarget: Boolean;
198 FNoReload: Boolean;
199 FJustTeleported: Boolean;
200 FNetTime: LongWord;
201 mEDamageType: Integer;
204 function CollideLevel(XInc, YInc: Integer): Boolean;
205 function StayOnStep(XInc, YInc: Integer): Boolean;
206 function HeadInLiquid(XInc, YInc: Integer): Boolean;
207 function BodyInLiquid(XInc, YInc: Integer): Boolean;
208 function BodyInAcid(XInc, YInc: Integer): Boolean;
209 function FullInLift(XInc, YInc: Integer): Integer;
210 {procedure CollideItem();}
211 procedure FlySmoke(Times: DWORD = 1);
212 procedure OnFireFlame(Times: DWORD = 1);
213 function GetAmmoByWeapon(Weapon: Byte): Word;
214 procedure SetAction(Action: Byte; Force: Boolean = False);
215 procedure OnDamage(Angle: SmallInt); virtual;
216 function firediry(): Integer;
217 procedure DoPunch();
219 procedure Run(Direction: TDirection);
220 procedure NextWeapon();
221 procedure PrevWeapon();
222 procedure SeeUp();
223 procedure SeeDown();
224 procedure Fire();
225 procedure Jump();
226 procedure Use();
228 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
229 procedure resetWeaponQueue ();
230 function hasAmmoForWeapon (weapon: Byte): Boolean;
232 procedure doDamage (v: Integer);
234 public
235 FDamageBuffer: Integer;
237 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
238 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
239 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
240 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
241 FBerserk: Integer;
242 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
243 FReloading: Array [WP_FIRST..WP_LAST] of Word;
244 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
245 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
246 FColor: TRGB;
247 FPreferredTeam: Byte;
248 FSpectator: Boolean;
249 FNoRespawn: Boolean;
250 FWantsInGame: Boolean;
251 FGhost: Boolean;
252 FPhysics: Boolean;
253 FJetpack: Boolean;
254 FActualModelName: string;
255 FClientID: SmallInt;
256 FPing: Word;
257 FLoss: Byte;
258 FDummy: Boolean;
259 FFireTime: Integer;
261 // debug: viewport offset
262 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
264 function isValidViewPort (): Boolean; inline;
266 constructor Create(); virtual;
267 destructor Destroy(); override;
268 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
269 function GetRespawnPoint(): Byte;
270 procedure PressKey(Key: Byte; Time: Word = 1);
271 procedure ReleaseKeys();
272 procedure SetModel(ModelName: String);
273 procedure SetColor(Color: TRGB);
274 procedure SetWeapon(W: Byte);
275 function IsKeyPressed(K: Byte): Boolean;
276 function GetKeys(): Byte;
277 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
278 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
279 function Collide(Panel: TPanel): Boolean; overload;
280 function Collide(X, Y: Integer): Boolean; overload;
281 procedure SetDirection(Direction: TDirection);
282 procedure GetSecret();
283 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
284 procedure Touch();
285 procedure Push(vx, vy: Integer);
286 procedure ChangeModel(ModelName: String);
287 procedure SwitchTeam;
288 procedure ChangeTeam(Team: Byte);
289 procedure BFGHit();
290 function GetFlag(Flag: Byte): Boolean;
291 procedure SetFlag(Flag: Byte);
292 function DropFlag(): Boolean;
293 procedure AllRulez(Health: Boolean);
294 procedure RestoreHealthArmor();
295 procedure FragCombo();
296 procedure GiveItem(ItemType: Byte);
297 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
298 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
299 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
300 procedure MakeBloodSimple(Count: Word);
301 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
302 procedure Reset(Force: Boolean);
303 procedure Spectate(NoMove: Boolean = False);
304 procedure SwitchNoClip;
305 procedure SoftReset();
306 procedure Draw(); virtual;
307 procedure DrawPain();
308 procedure DrawPickup();
309 procedure DrawRulez();
310 procedure DrawAim();
311 procedure DrawBubble();
312 procedure DrawGUI();
313 procedure Update(); virtual;
314 procedure RememberState();
315 procedure RecallState();
316 procedure SaveState (st: TStream); virtual;
317 procedure LoadState (st: TStream); virtual;
318 procedure PauseSounds(Enable: Boolean);
319 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
320 procedure DoLerp(Level: Integer = 2);
321 procedure SetLerp(XTo, YTo: Integer);
322 procedure QueueWeaponSwitch(Weapon: Byte);
323 procedure RealizeCurrentWeapon();
324 procedure JetpackOn;
325 procedure JetpackOff;
326 procedure CatchFire(Attacker: Word);
328 //WARNING! this does nothing for now, but still call it!
329 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
331 procedure getMapBox (out x, y, w, h: Integer); inline;
332 procedure moveBy (dx, dy: Integer); inline;
334 public
335 property Vel: TPoint2i read FObj.Vel;
336 property Obj: TObj read FObj;
338 property Name: String read FName write FName;
339 property Model: TPlayerModel read FModel;
340 property Health: Integer read FHealth write FHealth;
341 property Lives: Byte read FLives write FLives;
342 property Armor: Integer read FArmor write FArmor;
343 property Air: Integer read FAir write FAir;
344 property JetFuel: Integer read FJetFuel write FJetFuel;
345 property Frags: Integer read FFrags write FFrags;
346 property Death: Integer read FDeath write FDeath;
347 property Kills: Integer read FKills write FKills;
348 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
349 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
350 property Secrets: Integer read FSecrets;
351 property GodMode: Boolean read FGodMode write FGodMode;
352 property NoTarget: Boolean read FNoTarget write FNoTarget;
353 property NoReload: Boolean read FNoReload write FNoReload;
354 property alive: Boolean read FAlive write FAlive;
355 property Flag: Byte read FFlag;
356 property Team: Byte read FTeam write FTeam;
357 property Direction: TDirection read FDirection;
358 property GameX: Integer read FObj.X write FObj.X;
359 property GameY: Integer read FObj.Y write FObj.Y;
360 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
361 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
362 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
363 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
364 property IncCam: Integer read FIncCam write FIncCam;
365 property UID: Word read FUID write FUID;
366 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
367 property NetTime: LongWord read FNetTime write FNetTime;
369 published
370 property eName: String read FName write FName;
371 property eHealth: Integer read FHealth write FHealth;
372 property eLives: Byte read FLives write FLives;
373 property eArmor: Integer read FArmor write FArmor;
374 property eAir: Integer read FAir write FAir;
375 property eJetFuel: Integer read FJetFuel write FJetFuel;
376 property eFrags: Integer read FFrags write FFrags;
377 property eDeath: Integer read FDeath write FDeath;
378 property eKills: Integer read FKills write FKills;
379 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
380 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
381 property eSecrets: Integer read FSecrets write FSecrets;
382 property eGodMode: Boolean read FGodMode write FGodMode;
383 property eNoTarget: Boolean read FNoTarget write FNoTarget;
384 property eNoReload: Boolean read FNoReload write FNoReload;
385 property eAlive: Boolean read FAlive write FAlive;
386 property eFlag: Byte read FFlag;
387 property eTeam: Byte read FTeam write FTeam;
388 property eDirection: TDirection read FDirection;
389 property eGameX: Integer read FObj.X write FObj.X;
390 property eGameY: Integer read FObj.Y write FObj.Y;
391 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
392 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
393 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
394 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
395 property eIncCam: Integer read FIncCam write FIncCam;
396 property eUID: Word read FUID;
397 property eJustTeleported: Boolean read FJustTeleported;
398 property eNetTime: LongWord read FNetTime;
400 // set this before assigning something to `eDamage`
401 property eDamageType: Integer read mEDamageType write mEDamageType;
402 property eDamage: Integer write doDamage;
403 end;
405 TDifficult = record
406 public
407 DiagFire: Byte;
408 InvisFire: Byte;
409 DiagPrecision: Byte;
410 FlyPrecision: Byte;
411 Cover: Byte;
412 CloseJump: Byte;
413 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
414 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
415 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
417 public
418 procedure save (st: TStream);
419 procedure load (st: TStream);
420 end;
422 TAIFlag = record
423 Name: String;
424 Value: String;
425 end;
427 TBot = class(TPlayer)
428 private
429 FSelectedWeapon: Byte;
430 FTargetUID: Word;
431 FLastVisible: DWORD;
432 FAIFlags: Array of TAIFlag;
433 FDifficult: TDifficult;
435 function GetRnd(a: Byte): Boolean;
436 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
437 function RunDirection(): TDirection;
438 function FullInStep(XInc, YInc: Integer): Boolean;
439 //function NeedItem(Item: Byte): Byte;
440 procedure SelectWeapon(Dist: Integer);
441 procedure SetAIFlag(aName, fValue: String20);
442 function GetAIFlag(aName: String20): String20;
443 procedure RemoveAIFlag(aName: String20);
444 function Healthy(): Byte;
445 procedure UpdateMove();
446 procedure UpdateCombat();
447 function KeyPressed(Key: Word): Boolean;
448 procedure ReleaseKey(Key: Byte);
449 function TargetOnScreen(TX, TY: Integer): Boolean;
450 procedure OnDamage(Angle: SmallInt); override;
452 public
453 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
454 constructor Create(); override;
455 destructor Destroy(); override;
456 procedure Draw(); override;
457 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
458 function Heal(value: Word; Soft: Boolean): Boolean; override;
459 procedure Update(); override;
460 procedure SaveState (st: TStream); override;
461 procedure LoadState (st: TStream); override;
462 end;
464 PGib = ^TGib;
465 TGib = record
466 alive: Boolean;
467 ID: DWORD;
468 MaskID: DWORD;
469 RAngle: Integer;
470 Color: TRGB;
471 Obj: TObj;
473 procedure getMapBox (out x, y, w, h: Integer); inline;
474 procedure moveBy (dx, dy: Integer); inline;
476 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
477 end;
480 PShell = ^TShell;
481 TShell = record
482 SpriteID: DWORD;
483 alive: Boolean;
484 SType: Byte;
485 RAngle: Integer;
486 Timeout: Cardinal;
487 CX, CY: Integer;
488 Obj: TObj;
490 procedure getMapBox (out x, y, w, h: Integer); inline;
491 procedure moveBy (dx, dy: Integer); inline;
493 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
494 end;
496 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
497 private
498 FModelName: String;
499 FMess: Boolean;
500 FState: Byte;
501 FDamage: Byte;
502 FColor: TRGB;
503 FObj: TObj;
504 FAnimation: TAnimation;
505 FAnimationMask: TAnimation;
507 public
508 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
509 destructor Destroy(); override;
510 procedure Damage(Value: Word; vx, vy: Integer);
511 procedure Update();
512 procedure Draw();
513 procedure SaveState (st: TStream);
514 procedure LoadState (st: TStream);
516 procedure getMapBox (out x, y, w, h: Integer); inline;
517 procedure moveBy (dx, dy: Integer); inline;
519 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
521 function ObjPtr (): PObj; inline;
523 property Obj: TObj read FObj; // copies object
524 property State: Byte read FState;
525 property Mess: Boolean read FMess;
526 end;
528 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
529 record
530 Goals: SmallInt;
531 end;
533 var
534 gPlayers: Array of TPlayer;
535 gCorpses: Array of TCorpse;
536 gGibs: Array of TGib;
537 gShells: Array of TShell;
538 gTeamStat: TTeamStat;
539 gFly: Boolean = False;
540 gAimLine: Boolean = False;
541 gChatBubble: Byte = 0;
542 gNumBots: Word = 0;
543 gLMSPID1: Word = 0;
544 gLMSPID2: Word = 0;
545 MAX_RUNVEL: Integer = 8;
546 VEL_JUMP: Integer = 10;
547 SHELL_TIMEOUT: Cardinal = 60000;
549 function Lerp(X, Y, Factor: Integer): Integer;
551 procedure g_Gibs_SetMax(Count: Word);
552 function g_Gibs_GetMax(): Word;
553 procedure g_Corpses_SetMax(Count: Word);
554 function g_Corpses_GetMax(): Word;
555 procedure g_Shells_SetMax(Count: Word);
556 function g_Shells_GetMax(): Word;
558 procedure g_Player_Init();
559 procedure g_Player_Free();
560 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
561 function g_Player_CreateFromState (st: TStream): Word;
562 procedure g_Player_Remove(UID: Word);
563 procedure g_Player_ResetTeams();
564 procedure g_Player_UpdateAll();
565 procedure g_Player_DrawAll();
566 procedure g_Player_DrawDebug(p: TPlayer);
567 procedure g_Player_DrawHealth();
568 procedure g_Player_RememberAll();
569 procedure g_Player_ResetAll(Force, Silent: Boolean);
570 function g_Player_Get(UID: Word): TPlayer;
571 function g_Player_GetCount(): Byte;
572 function g_Player_GetStats(): TPlayerStatArray;
573 function g_Player_ValidName(Name: String): Boolean;
574 procedure g_Player_CreateCorpse(Player: TPlayer);
575 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
576 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
577 procedure g_Player_UpdatePhysicalObjects();
578 procedure g_Player_DrawCorpses();
579 procedure g_Player_DrawShells();
580 procedure g_Player_RemoveAllCorpses();
581 procedure g_Player_Corpses_SaveState (st: TStream);
582 procedure g_Player_Corpses_LoadState (st: TStream);
583 procedure g_Bot_Add(Team, Difficult: Byte);
584 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
585 procedure g_Bot_MixNames();
586 procedure g_Bot_RemoveAll();
588 implementation
590 uses
591 e_log, g_map, g_items, g_console, g_gfx, Math,
592 g_options, g_triggers, g_menu, g_game, g_grid,
593 wadreader, g_main, g_monsters, CONFIG, g_language,
594 g_net, g_netmsg, g_window, GL, g_holmes,
595 utils, xstreams;
597 const PLR_SAVE_VERSION = 0;
599 type
600 TBotProfile = record
601 name: ShortString;
602 model: ShortString;
603 team: Byte;
604 color: TRGB;
605 diag_fire: Byte;
606 invis_fire: Byte;
607 diag_precision: Byte;
608 fly_precision: Byte;
609 cover: Byte;
610 close_jump: Byte;
611 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
612 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
613 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
614 end;
616 const
617 TIME_RESPAWN1 = 1500;
618 TIME_RESPAWN2 = 2000;
619 TIME_RESPAWN3 = 3000;
620 AIR_DEF = 360;
621 AIR_MAX = 1091;
622 JET_MAX = 540; // ~30 sec
623 PLAYER_SUIT_TIME = 30000;
624 PLAYER_INVUL_TIME = 30000;
625 PLAYER_INVIS_TIME = 35000;
626 FRAG_COMBO_TIME = 3000;
627 VEL_SW = 4;
628 VEL_FLY = 6;
629 ANGLE_RIGHTUP = 55;
630 ANGLE_RIGHTDOWN = -35;
631 ANGLE_LEFTUP = 125;
632 ANGLE_LEFTDOWN = -145;
633 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
634 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
635 BOT_MAXJUMP = 84;
636 BOT_LONGDIST = 300;
637 BOT_UNSAFEDIST = 128;
638 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
639 (R:0; G:0; B:255));
640 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
641 FlyPrecision: 32; Cover: 32; CloseJump: 32;
642 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
643 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
644 FlyPrecision: 127; Cover: 127; CloseJump: 127;
645 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
646 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
647 FlyPrecision: 255; Cover: 255; CloseJump: 255;
648 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
649 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
650 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
651 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
652 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
653 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
654 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
655 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
656 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
657 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
658 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
659 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
660 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
661 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
662 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
663 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
664 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
665 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
667 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
668 CORPSE_SIGNATURE = $50524F43; // 'CORP'
670 BOTNAMES_FILENAME = 'botnames.txt';
671 BOTLIST_FILENAME = 'botlist.txt';
673 var
674 MaxGibs: Word = 150;
675 MaxCorpses: Word = 20;
676 MaxShells: Word = 300;
677 CurrentGib: Integer = 0;
678 CurrentShell: Integer = 0;
679 BotNames: Array of String;
680 BotList: Array of TBotProfile;
683 function Lerp(X, Y, Factor: Integer): Integer;
684 begin
685 Result := X + ((Y - X) div Factor);
686 end;
688 function SameTeam(UID1, UID2: Word): Boolean;
689 begin
690 Result := False;
692 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
693 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
695 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
697 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
698 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
700 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
701 end;
703 procedure g_Gibs_SetMax(Count: Word);
704 begin
705 MaxGibs := Count;
706 SetLength(gGibs, Count);
708 if CurrentGib >= Count then
709 CurrentGib := 0;
710 end;
712 function g_Gibs_GetMax(): Word;
713 begin
714 Result := MaxGibs;
715 end;
717 procedure g_Shells_SetMax(Count: Word);
718 begin
719 MaxShells := Count;
720 SetLength(gShells, Count);
722 if CurrentShell >= Count then
723 CurrentShell := 0;
724 end;
726 function g_Shells_GetMax(): Word;
727 begin
728 Result := MaxShells;
729 end;
732 procedure g_Corpses_SetMax(Count: Word);
733 begin
734 MaxCorpses := Count;
735 SetLength(gCorpses, Count);
736 end;
738 function g_Corpses_GetMax(): Word;
739 begin
740 Result := MaxCorpses;
741 end;
743 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
744 var
745 a: Integer;
746 ok: Boolean;
747 begin
748 Result := 0;
750 ok := False;
751 a := 0;
753 // Åñòü ëè ìåñòî â gPlayers:
754 if gPlayers <> nil then
755 for a := 0 to High(gPlayers) do
756 if gPlayers[a] = nil then
757 begin
758 ok := True;
759 Break;
760 end;
762 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
763 if not ok then
764 begin
765 SetLength(gPlayers, Length(gPlayers)+1);
766 a := High(gPlayers);
767 end;
769 // Ñîçäàåì îáúåêò èãðîêà:
770 if Bot then
771 gPlayers[a] := TBot.Create()
772 else
773 gPlayers[a] := TPlayer.Create();
776 gPlayers[a].FActualModelName := ModelName;
777 gPlayers[a].SetModel(ModelName);
779 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
780 if gPlayers[a].FModel = nil then
781 begin
782 gPlayers[a].Free();
783 gPlayers[a] := nil;
784 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
785 Exit;
786 end;
788 if not (Team in [TEAM_RED, TEAM_BLUE]) then
789 if Random(2) = 0 then
790 Team := TEAM_RED
791 else
792 Team := TEAM_BLUE;
793 gPlayers[a].FPreferredTeam := Team;
795 case gGameSettings.GameMode of
796 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
797 GM_TDM,
798 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
799 GM_SINGLE,
800 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
801 end;
803 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
804 gPlayers[a].FColor := Color;
805 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
806 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
807 else
808 gPlayers[a].FModel.Color := Color;
810 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
811 gPlayers[a].FAlive := False;
813 Result := gPlayers[a].FUID;
814 end;
816 function g_Player_CreateFromState (st: TStream): Word;
817 var
818 a, i: Integer;
819 ok, Bot: Boolean;
820 b: Byte;
821 begin
822 result := 0;
823 if (st = nil) then exit; //???
825 // Ñèãíàòóðà èãðîêà
826 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
827 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
829 // Áîò èëè ÷åëîâåê:
830 Bot := utils.readBool(st);
832 ok := false;
833 a := 0;
835 // Åñòü ëè ìåñòî â gPlayers:
836 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
838 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
839 if not ok then
840 begin
841 SetLength(gPlayers, Length(gPlayers)+1);
842 a := High(gPlayers);
843 end;
845 // Ñîçäàåì îáúåêò èãðîêà
846 if Bot then
847 gPlayers[a] := TBot.Create()
848 else
849 gPlayers[a] := TPlayer.Create();
850 gPlayers[a].FIamBot := Bot;
851 gPlayers[a].FPhysics := True;
853 // UID èãðîêà
854 gPlayers[a].FUID := utils.readWord(st);
855 // Èìÿ èãðîêà
856 gPlayers[a].FName := utils.readStr(st);
857 // Êîìàíäà
858 gPlayers[a].FTeam := utils.readByte(st);
859 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
860 // Æèâ ëè
861 gPlayers[a].FAlive := utils.readBool(st);
862 // Èçðàñõîäîâàë ëè âñå æèçíè
863 gPlayers[a].FNoRespawn := utils.readBool(st);
864 // Íàïðàâëåíèå
865 b := utils.readByte(st);
866 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
867 // Çäîðîâüå
868 gPlayers[a].FHealth := utils.readLongInt(st);
869 // Æèçíè
870 gPlayers[a].FLives := utils.readByte(st);
871 // Áðîíÿ
872 gPlayers[a].FArmor := utils.readLongInt(st);
873 // Çàïàñ âîçäóõà
874 gPlayers[a].FAir := utils.readLongInt(st);
875 // Çàïàñ ãîðþ÷åãî
876 gPlayers[a].FJetFuel := utils.readLongInt(st);
877 // Áîëü
878 gPlayers[a].FPain := utils.readLongInt(st);
879 // Óáèë
880 gPlayers[a].FKills := utils.readLongInt(st);
881 // Óáèë ìîíñòðîâ
882 gPlayers[a].FMonsterKills := utils.readLongInt(st);
883 // Ôðàãîâ
884 gPlayers[a].FFrags := utils.readLongInt(st);
885 // Ôðàãîâ ïîäðÿä
886 gPlayers[a].FFragCombo := utils.readByte(st);
887 // Âðåìÿ ïîñëåäíåãî ôðàãà
888 gPlayers[a].FLastFrag := utils.readLongWord(st);
889 // Ñìåðòåé
890 gPlayers[a].FDeath := utils.readLongInt(st);
891 // Êàêîé ôëàã íåñåò
892 gPlayers[a].FFlag := utils.readByte(st);
893 // Íàøåë ñåêðåòîâ
894 gPlayers[a].FSecrets := utils.readLongInt(st);
895 // Òåêóùåå îðóæèå
896 gPlayers[a].FCurrWeap := utils.readByte(st);
897 // Ñëåäóþùåå æåëàåìîå îðóæèå
898 gPlayers[a].FNextWeap := utils.readWord(st);
899 // ...è ïàóçà
900 gPlayers[a].FNextWeapDelay := utils.readByte(st);
901 // Âðåìÿ çàðÿäêè BFG
902 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
903 // Áóôåð óðîíà
904 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
905 // Ïîñëåäíèé óäàðèâøèé
906 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
907 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
908 gPlayers[a].FLastHit := utils.readByte(st);
909 // Îáúåêò èãðîêà:
910 Obj_LoadState(@gPlayers[a].FObj, st);
911 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
912 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
913 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
914 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
915 // Íàëè÷èå îðóæèÿ
916 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
917 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
918 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
919 // Íàëè÷èå ðþêçàêà
920 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
921 // Íàëè÷èå êðàñíîãî êëþ÷à
922 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
923 // Íàëè÷èå çåëåíîãî êëþ÷à
924 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
925 // Íàëè÷èå ñèíåãî êëþ÷à
926 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
927 // Íàëè÷èå áåðñåðêà
928 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
929 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
930 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
931 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
932 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
934 // Íàçâàíèå ìîäåëè:
935 gPlayers[a].FActualModelName := utils.readStr(st);
936 // Öâåò ìîäåëè
937 gPlayers[a].FColor.R := utils.readByte(st);
938 gPlayers[a].FColor.G := utils.readByte(st);
939 gPlayers[a].FColor.B := utils.readByte(st);
940 // Îáíîâëÿåì ìîäåëü èãðîêà
941 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
943 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
944 if (gPlayers[a].FModel = nil) then
945 begin
946 gPlayers[a].Free();
947 gPlayers[a] := nil;
948 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
949 exit;
950 end;
952 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
953 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
954 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
955 else
956 gPlayers[a].FModel.Color := gPlayers[a].FColor;
958 result := gPlayers[a].FUID;
959 end;
962 procedure g_Player_ResetTeams();
963 var
964 a: Integer;
965 begin
966 if g_Game_IsClient then
967 Exit;
968 if gPlayers = nil then
969 Exit;
970 for a := Low(gPlayers) to High(gPlayers) do
971 if gPlayers[a] <> nil then
972 case gGameSettings.GameMode of
973 GM_DM:
974 gPlayers[a].ChangeTeam(TEAM_NONE);
975 GM_TDM, GM_CTF:
976 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
977 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
978 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
979 else
980 if a mod 2 = 0 then
981 gPlayers[a].ChangeTeam(TEAM_RED)
982 else
983 gPlayers[a].ChangeTeam(TEAM_BLUE);
984 GM_SINGLE,
985 GM_COOP:
986 gPlayers[a].ChangeTeam(TEAM_COOP);
987 end;
988 end;
990 procedure g_Bot_Add(Team, Difficult: Byte);
991 var
992 m: SSArray;
993 _name, _model: String;
994 a, tr, tb: Integer;
995 begin
996 if not g_Game_IsServer then Exit;
998 // Ñïèñîê íàçâàíèé ìîäåëåé:
999 m := g_PlayerModel_GetNames();
1000 if m = nil then
1001 Exit;
1003 // Êîìàíäà:
1004 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1005 Team := TEAM_COOP // COOP
1006 else
1007 if gGameSettings.GameMode = GM_DM then
1008 Team := TEAM_NONE // DM
1009 else
1010 if Team = TEAM_NONE then // CTF / TDM
1011 begin
1012 // Àâòîáàëàíñ êîìàíä:
1013 tr := 0;
1014 tb := 0;
1016 for a := 0 to High(gPlayers) do
1017 if gPlayers[a] <> nil then
1018 begin
1019 if gPlayers[a].Team = TEAM_RED then
1020 Inc(tr)
1021 else
1022 if gPlayers[a].Team = TEAM_BLUE then
1023 Inc(tb);
1024 end;
1026 if tr > tb then
1027 Team := TEAM_BLUE
1028 else
1029 if tb > tr then
1030 Team := TEAM_RED
1031 else // tr = tb
1032 if Random(2) = 0 then
1033 Team := TEAM_RED
1034 else
1035 Team := TEAM_BLUE;
1036 end;
1038 // Âûáèðàåì áîòó èìÿ:
1039 _name := '';
1040 if BotNames <> nil then
1041 for a := 0 to High(BotNames) do
1042 if g_Player_ValidName(BotNames[a]) then
1043 begin
1044 _name := BotNames[a];
1045 Break;
1046 end;
1048 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1049 if _name = '' then
1050 repeat
1051 _name := Format('DFBOT%.2d', [Random(100)]);
1052 until g_Player_ValidName(_name);
1054 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1055 _model := m[Random(Length(m))];
1057 // Ñîçäàåì áîòà:
1058 with g_Player_Get(g_Player_Create(_model,
1059 _RGB(Min(Random(9)*32, 255),
1060 Min(Random(9)*32, 255),
1061 Min(Random(9)*32, 255)),
1062 Team, True)) as TBot do
1063 begin
1064 Name := _name;
1066 case Difficult of
1067 1: FDifficult := DIFFICULT_EASY;
1068 2: FDifficult := DIFFICULT_MEDIUM;
1069 else FDifficult := DIFFICULT_HARD;
1070 end;
1072 for a := WP_FIRST to WP_LAST do
1073 begin
1074 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1075 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1076 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1077 end;
1079 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1081 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1082 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1083 Spectate();
1084 end;
1085 end;
1087 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1088 var
1089 m: SSArray;
1090 _name, _model: String;
1091 a: Integer;
1092 begin
1093 if not g_Game_IsServer then Exit;
1095 // Ñïèñîê íàçâàíèé ìîäåëåé:
1096 m := g_PlayerModel_GetNames();
1097 if m = nil then
1098 Exit;
1100 // Êîìàíäà:
1101 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1102 Team := TEAM_COOP // COOP
1103 else
1104 if gGameSettings.GameMode = GM_DM then
1105 Team := TEAM_NONE // DM
1106 else
1107 if Team = TEAM_NONE then
1108 Team := BotList[num].team; // CTF / TDM
1110 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1111 lName := AnsiLowerCase(lName);
1112 if (num < 0) or (num > Length(BotList)-1) then
1113 num := -1;
1114 if (num = -1) and (lName <> '') and (BotList <> nil) then
1115 for a := 0 to High(BotList) do
1116 if AnsiLowerCase(BotList[a].name) = lName then
1117 begin
1118 num := a;
1119 Break;
1120 end;
1121 if num = -1 then
1122 Exit;
1124 // Èìÿ áîòà:
1125 _name := BotList[num].name;
1126 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1127 if not g_Player_ValidName(_name) then
1128 repeat
1129 _name := Format('DFBOT%.2d', [Random(100)]);
1130 until g_Player_ValidName(_name);
1132 // Ìîäåëü:
1133 _model := BotList[num].model;
1134 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1135 if not InSArray(_model, m) then
1136 _model := m[Random(Length(m))];
1138 // Ñîçäàåì áîòà:
1139 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1140 begin
1141 Name := _name;
1143 FDifficult.DiagFire := BotList[num].diag_fire;
1144 FDifficult.InvisFire := BotList[num].invis_fire;
1145 FDifficult.DiagPrecision := BotList[num].diag_precision;
1146 FDifficult.FlyPrecision := BotList[num].fly_precision;
1147 FDifficult.Cover := BotList[num].cover;
1148 FDifficult.CloseJump := BotList[num].close_jump;
1150 for a := WP_FIRST to WP_LAST do
1151 begin
1152 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1153 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1154 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1155 end;
1157 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1159 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1160 end;
1161 end;
1163 procedure g_Bot_RemoveAll();
1164 var
1165 a: Integer;
1166 begin
1167 if not g_Game_IsServer then Exit;
1168 if gPlayers = nil then Exit;
1170 for a := 0 to High(gPlayers) do
1171 if gPlayers[a] <> nil then
1172 if gPlayers[a] is TBot then
1173 begin
1174 gPlayers[a].Lives := 0;
1175 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1176 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1177 g_Player_Remove(gPlayers[a].FUID);
1178 end;
1180 g_Bot_MixNames();
1181 end;
1183 procedure g_Bot_MixNames();
1184 var
1185 s: String;
1186 a, b: Integer;
1187 begin
1188 if BotNames <> nil then
1189 for a := 0 to High(BotNames) do
1190 begin
1191 b := Random(Length(BotNames));
1192 s := BotNames[a];
1193 Botnames[a] := BotNames[b];
1194 BotNames[b] := s;
1195 end;
1196 end;
1198 procedure g_Player_Remove(UID: Word);
1199 var
1200 i: Integer;
1201 begin
1202 if gPlayers = nil then Exit;
1204 if g_Game_IsServer and g_Game_IsNet then
1205 MH_SEND_PlayerDelete(UID);
1207 for i := 0 to High(gPlayers) do
1208 if gPlayers[i] <> nil then
1209 if gPlayers[i].FUID = UID then
1210 begin
1211 if gPlayers[i] is TPlayer then
1212 TPlayer(gPlayers[i]).Free()
1213 else
1214 TBot(gPlayers[i]).Free();
1215 gPlayers[i] := nil;
1216 Exit;
1217 end;
1218 end;
1220 procedure g_Player_Init();
1221 var
1222 F: TextFile;
1223 s: String;
1224 a, b: Integer;
1225 config: TConfig;
1226 sa: SSArray;
1227 begin
1228 BotNames := nil;
1230 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1231 Exit;
1233 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1234 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1235 Reset(F);
1237 while not EOF(F) do
1238 begin
1239 ReadLn(F, s);
1241 s := Trim(s);
1242 if s = '' then
1243 Continue;
1245 SetLength(BotNames, Length(BotNames)+1);
1246 BotNames[High(BotNames)] := s;
1247 end;
1249 CloseFile(F);
1251 // Ïåðåìåøèâàåì èõ:
1252 g_Bot_MixNames();
1254 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1255 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1256 BotList := nil;
1257 a := 0;
1259 while config.SectionExists(IntToStr(a)) do
1260 begin
1261 SetLength(BotList, Length(BotList)+1);
1263 with BotList[High(BotList)] do
1264 begin
1265 // Èìÿ áîòà:
1266 name := config.ReadStr(IntToStr(a), 'name', '');
1267 // Ìîäåëü:
1268 model := config.ReadStr(IntToStr(a), 'model', '');
1269 // Êîìàíäà:
1270 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1271 team := TEAM_RED
1272 else
1273 team := TEAM_BLUE;
1274 // Öâåò ìîäåëè:
1275 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1276 color.R := StrToIntDef(sa[0], 0);
1277 color.G := StrToIntDef(sa[1], 0);
1278 color.B := StrToIntDef(sa[2], 0);
1279 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1280 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1281 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1282 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1283 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1284 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1285 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1286 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1287 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1288 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1289 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1290 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1291 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1292 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1293 if Length(sa) = 10 then
1294 for b := 0 to 9 do
1295 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1296 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1297 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1298 if Length(sa) = 10 then
1299 for b := 0 to 9 do
1300 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1302 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1303 if Length(sa) = 10 then
1304 for b := 0 to 9 do
1305 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1306 end;
1308 a := a + 1;
1309 end;
1311 config.Free();
1312 end;
1314 procedure g_Player_Free();
1315 var
1316 i: Integer;
1317 begin
1318 if gPlayers <> nil then
1319 begin
1320 for i := 0 to High(gPlayers) do
1321 if gPlayers[i] <> nil then
1322 begin
1323 if gPlayers[i] is TPlayer then
1324 TPlayer(gPlayers[i]).Free()
1325 else
1326 TBot(gPlayers[i]).Free();
1327 gPlayers[i] := nil;
1328 end;
1330 gPlayers := nil;
1331 end;
1333 gPlayer1 := nil;
1334 gPlayer2 := nil;
1335 end;
1337 procedure g_Player_UpdateAll();
1338 var
1339 i: Integer;
1340 begin
1341 if gPlayers = nil then Exit;
1343 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1344 for i := 0 to High(gPlayers) do
1345 begin
1346 if gPlayers[i] <> nil then
1347 begin
1348 if gPlayers[i] is TPlayer then
1349 begin
1350 gPlayers[i].Update();
1351 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1352 end
1353 else
1354 begin
1355 // bot updates weapons in `UpdateCombat()`
1356 TBot(gPlayers[i]).Update();
1357 end;
1358 end;
1359 end;
1360 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1361 end;
1363 procedure g_Player_DrawAll();
1364 var
1365 i: Integer;
1366 begin
1367 if gPlayers = nil then Exit;
1369 for i := 0 to High(gPlayers) do
1370 if gPlayers[i] <> nil then
1371 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1372 else TBot(gPlayers[i]).Draw();
1373 end;
1375 procedure g_Player_DrawDebug(p: TPlayer);
1376 var
1377 fW, fH: Byte;
1378 begin
1379 if p = nil then Exit;
1380 if (@p.FObj) = nil then Exit;
1382 e_TextureFontGetSize(gStdFont, fW, fH);
1384 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1385 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1386 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1387 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1388 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1389 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1390 end;
1392 procedure g_Player_DrawHealth();
1393 var
1394 i: Integer;
1395 fW, fH: Byte;
1396 begin
1397 if gPlayers = nil then Exit;
1398 e_TextureFontGetSize(gStdFont, fW, fH);
1400 for i := 0 to High(gPlayers) do
1401 if gPlayers[i] <> nil then
1402 begin
1403 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1404 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1405 IntToStr(gPlayers[i].FHealth), gStdFont);
1406 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1407 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1408 IntToStr(gPlayers[i].FArmor), gStdFont);
1409 end;
1410 end;
1412 function g_Player_Get(UID: Word): TPlayer;
1413 var
1414 a: Integer;
1415 begin
1416 Result := nil;
1418 if gPlayers = nil then
1419 Exit;
1421 for a := 0 to High(gPlayers) do
1422 if gPlayers[a] <> nil then
1423 if gPlayers[a].FUID = UID then
1424 begin
1425 Result := gPlayers[a];
1426 Exit;
1427 end;
1428 end;
1430 function g_Player_GetCount(): Byte;
1431 var
1432 a: Integer;
1433 begin
1434 Result := 0;
1436 if gPlayers = nil then
1437 Exit;
1439 for a := 0 to High(gPlayers) do
1440 if gPlayers[a] <> nil then
1441 Result := Result + 1;
1442 end;
1444 function g_Player_GetStats(): TPlayerStatArray;
1445 var
1446 a: Integer;
1447 begin
1448 Result := nil;
1450 if gPlayers = nil then Exit;
1452 for a := 0 to High(gPlayers) do
1453 if gPlayers[a] <> nil then
1454 begin
1455 SetLength(Result, Length(Result)+1);
1456 with Result[High(Result)] do
1457 begin
1458 Ping := gPlayers[a].FPing;
1459 Loss := gPlayers[a].FLoss;
1460 Name := gPlayers[a].FName;
1461 Team := gPlayers[a].FTeam;
1462 Frags := gPlayers[a].FFrags;
1463 Deaths := gPlayers[a].FDeath;
1464 Kills := gPlayers[a].FKills;
1465 Color := gPlayers[a].FModel.Color;
1466 Lives := gPlayers[a].FLives;
1467 Spectator := gPlayers[a].FSpectator;
1468 end;
1469 end;
1470 end;
1472 procedure g_Player_RememberAll;
1473 var
1474 i: Integer;
1475 begin
1476 for i := Low(gPlayers) to High(gPlayers) do
1477 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1478 gPlayers[i].RememberState;
1479 end;
1481 procedure g_Player_ResetAll(Force, Silent: Boolean);
1482 var
1483 i: Integer;
1484 begin
1485 gTeamStat[TEAM_RED].Goals := 0;
1486 gTeamStat[TEAM_BLUE].Goals := 0;
1488 if gPlayers <> nil then
1489 for i := 0 to High(gPlayers) do
1490 if gPlayers[i] <> nil then
1491 begin
1492 gPlayers[i].Reset(Force);
1494 if gPlayers[i] is TPlayer then
1495 begin
1496 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1497 gPlayers[i].Respawn(Silent)
1498 else
1499 gPlayers[i].Spectate();
1500 end
1501 else
1502 TBot(gPlayers[i]).Respawn(Silent);
1503 end;
1504 end;
1506 procedure g_Player_CreateCorpse(Player: TPlayer);
1507 var
1508 find_id: DWORD;
1509 ok: Boolean;
1510 begin
1511 if Player.alive then
1512 Exit;
1513 if Player.FObj.Y >= gMapInfo.Height+128 then
1514 Exit;
1516 with Player do
1517 begin
1518 if (FHealth >= -50) or (gGibsCount = 0) then
1519 begin
1520 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1521 Exit;
1523 ok := False;
1524 for find_id := 0 to High(gCorpses) do
1525 if gCorpses[find_id] = nil then
1526 begin
1527 ok := True;
1528 Break;
1529 end;
1531 if not ok then
1532 find_id := Random(Length(gCorpses));
1534 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1535 gCorpses[find_id].FColor := FModel.Color;
1536 gCorpses[find_id].FObj.Vel := FObj.Vel;
1537 gCorpses[find_id].FObj.Accel := FObj.Accel;
1538 end
1539 else
1540 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1541 FObj.Y + PLAYER_RECT_CY,
1542 FModel.Name, FModel.Color);
1543 end;
1544 end;
1546 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1547 var
1548 SID: DWORD;
1549 begin
1550 if (gShells = nil) or (Length(gShells) = 0) then
1551 Exit;
1553 with gShells[CurrentShell] do
1554 begin
1555 SpriteID := 0;
1556 g_Obj_Init(@Obj);
1557 Obj.Rect.X := 0;
1558 Obj.Rect.Y := 0;
1559 if T = SHELL_BULLET then
1560 begin
1561 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1562 SpriteID := SID;
1563 CX := 2;
1564 CY := 1;
1565 Obj.Rect.Width := 4;
1566 Obj.Rect.Height := 2;
1567 end
1568 else
1569 begin
1570 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1571 SpriteID := SID;
1572 CX := 4;
1573 CY := 2;
1574 Obj.Rect.Width := 7;
1575 Obj.Rect.Height := 3;
1576 end;
1577 SType := T;
1578 alive := True;
1579 Obj.X := fX;
1580 Obj.Y := fY;
1581 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1582 positionChanged(); // this updates spatial accelerators
1583 RAngle := Random(360);
1584 Timeout := gTime + SHELL_TIMEOUT;
1586 if CurrentShell >= High(gShells) then
1587 CurrentShell := 0
1588 else
1589 Inc(CurrentShell);
1590 end;
1591 end;
1593 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1594 var
1595 a: Integer;
1596 GibsArray: TGibsArray;
1597 begin
1598 if (gGibs = nil) or (Length(gGibs) = 0) then
1599 Exit;
1600 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1601 Exit;
1603 for a := 0 to High(GibsArray) do
1604 with gGibs[CurrentGib] do
1605 begin
1606 Color := fColor;
1607 ID := GibsArray[a].ID;
1608 MaskID := GibsArray[a].MaskID;
1609 alive := True;
1610 g_Obj_Init(@Obj);
1611 Obj.Rect := GibsArray[a].Rect;
1612 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1613 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1614 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1615 positionChanged(); // this updates spatial accelerators
1616 RAngle := Random(360);
1618 if gBloodCount > 0 then
1619 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1620 Random(48), Random(48), 150, 0, 0);
1622 if CurrentGib >= High(gGibs) then
1623 CurrentGib := 0
1624 else
1625 Inc(CurrentGib);
1626 end;
1627 end;
1629 procedure g_Player_UpdatePhysicalObjects();
1630 var
1631 i: Integer;
1632 vel: TPoint2i;
1633 mr: Word;
1635 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1636 var
1637 k: Integer;
1638 begin
1639 k := 1 + Random(2);
1640 if T = SHELL_BULLET then
1641 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1642 else
1643 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1644 end;
1646 begin
1647 // Êóñêè ìÿñà:
1648 if gGibs <> nil then
1649 for i := 0 to High(gGibs) do
1650 if gGibs[i].alive then
1651 with gGibs[i] do
1652 begin
1653 vel := Obj.Vel;
1654 mr := g_Obj_Move(@Obj, True, False, True);
1655 positionChanged(); // this updates spatial accelerators
1657 if WordBool(mr and MOVE_FALLOUT) then
1658 begin
1659 alive := False;
1660 Continue;
1661 end;
1663 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1664 if WordBool(mr and MOVE_HITWALL) then
1665 Obj.Vel.X := -(vel.X div 2);
1666 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1667 Obj.Vel.Y := -(vel.Y div 2);
1669 if (Obj.Vel.X >= 0) then
1670 begin // Clockwise
1671 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1672 if RAngle >= 360 then
1673 RAngle := RAngle mod 360;
1674 end else begin // Counter-clockwise
1675 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1676 if RAngle < 0 then
1677 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1678 end;
1680 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1681 if gTime mod (GAME_TICK*3) = 0 then
1682 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1683 end;
1685 // Òðóïû:
1686 if gCorpses <> nil then
1687 for i := 0 to High(gCorpses) do
1688 if gCorpses[i] <> nil then
1689 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1690 begin
1691 gCorpses[i].Free();
1692 gCorpses[i] := nil;
1693 end
1694 else
1695 gCorpses[i].Update();
1697 // Ãèëüçû:
1698 if gShells <> nil then
1699 for i := 0 to High(gShells) do
1700 if gShells[i].alive then
1701 with gShells[i] do
1702 begin
1703 vel := Obj.Vel;
1704 mr := g_Obj_Move(@Obj, True, False, True);
1705 positionChanged(); // this updates spatial accelerators
1707 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1708 begin
1709 alive := False;
1710 Continue;
1711 end;
1713 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1714 if WordBool(mr and MOVE_HITWALL) then
1715 begin
1716 Obj.Vel.X := -(vel.X div 2);
1717 if not WordBool(mr and MOVE_INWATER) then
1718 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1719 end;
1720 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1721 begin
1722 Obj.Vel.Y := -(vel.Y div 2);
1723 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1724 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1725 begin
1726 if RAngle mod 90 <> 0 then
1727 RAngle := (RAngle div 90) * 90;
1728 end
1729 else if not WordBool(mr and MOVE_INWATER) then
1730 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1731 end;
1733 if (Obj.Vel.X >= 0) then
1734 begin // Clockwise
1735 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1736 if RAngle >= 360 then
1737 RAngle := RAngle mod 360;
1738 end else begin // Counter-clockwise
1739 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1740 if RAngle < 0 then
1741 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1742 end;
1743 end;
1744 end;
1747 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1748 begin
1749 x := Obj.X+Obj.Rect.X;
1750 y := Obj.Y+Obj.Rect.Y;
1751 w := Obj.Rect.Width;
1752 h := Obj.Rect.Height;
1753 end;
1755 procedure TGib.moveBy (dx, dy: Integer); inline;
1756 begin
1757 if (dx <> 0) or (dy <> 0) then
1758 begin
1759 Obj.X += dx;
1760 Obj.Y += dy;
1761 positionChanged();
1762 end;
1763 end;
1766 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1767 begin
1768 x := Obj.X;
1769 y := Obj.Y;
1770 w := Obj.Rect.Width;
1771 h := Obj.Rect.Height;
1772 end;
1774 procedure TShell.moveBy (dx, dy: Integer); inline;
1775 begin
1776 if (dx <> 0) or (dy <> 0) then
1777 begin
1778 Obj.X += dx;
1779 Obj.Y += dy;
1780 positionChanged();
1781 end;
1782 end;
1785 procedure TGib.positionChanged (); inline; begin end;
1786 procedure TShell.positionChanged (); inline; begin end;
1789 procedure g_Player_DrawCorpses();
1790 var
1791 i: Integer;
1792 a: TDFPoint;
1793 begin
1794 if gGibs <> nil then
1795 for i := 0 to High(gGibs) do
1796 if gGibs[i].alive then
1797 with gGibs[i] do
1798 begin
1799 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1800 Continue;
1802 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1803 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1805 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1807 e_Colors := Color;
1808 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1809 e_Colors.R := 255;
1810 e_Colors.G := 255;
1811 e_Colors.B := 255;
1812 end;
1814 if gCorpses <> nil then
1815 for i := 0 to High(gCorpses) do
1816 if gCorpses[i] <> nil then
1817 gCorpses[i].Draw();
1818 end;
1820 procedure g_Player_DrawShells();
1821 var
1822 i: Integer;
1823 a: TDFPoint;
1824 begin
1825 if gShells <> nil then
1826 for i := 0 to High(gShells) do
1827 if gShells[i].alive then
1828 with gShells[i] do
1829 begin
1830 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1831 Continue;
1833 a.X := CX;
1834 a.Y := CY;
1836 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1837 end;
1838 end;
1840 procedure g_Player_RemoveAllCorpses();
1841 var
1842 i: Integer;
1843 begin
1844 gGibs := nil;
1845 gShells := nil;
1846 SetLength(gGibs, MaxGibs);
1847 SetLength(gShells, MaxGibs);
1848 CurrentGib := 0;
1849 CurrentShell := 0;
1851 if gCorpses <> nil then
1852 for i := 0 to High(gCorpses) do
1853 gCorpses[i].Free();
1855 gCorpses := nil;
1856 SetLength(gCorpses, MaxCorpses);
1857 end;
1859 procedure g_Player_Corpses_SaveState (st: TStream);
1860 var
1861 count, i: Integer;
1862 begin
1863 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1864 count := 0;
1865 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1867 // Êîëè÷åñòâî òðóïîâ
1868 utils.writeInt(st, LongInt(count));
1870 if (count = 0) then exit;
1872 // Ñîõðàíÿåì òðóïû
1873 for i := 0 to High(gCorpses) do
1874 begin
1875 if gCorpses[i] <> nil then
1876 begin
1877 // Íàçâàíèå ìîäåëè
1878 utils.writeStr(st, gCorpses[i].FModelName);
1879 // Òèï ñìåðòè
1880 utils.writeBool(st, gCorpses[i].Mess);
1881 // Ñîõðàíÿåì äàííûå òðóïà:
1882 gCorpses[i].SaveState(st);
1883 end;
1884 end;
1885 end;
1888 procedure g_Player_Corpses_LoadState (st: TStream);
1889 var
1890 count, i: Integer;
1891 str: String;
1892 b: Boolean;
1893 begin
1894 assert(st <> nil);
1896 g_Player_RemoveAllCorpses();
1898 // Êîëè÷åñòâî òðóïîâ:
1899 count := utils.readLongInt(st);
1900 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1902 if (count = 0) then exit;
1904 // Çàãðóæàåì òðóïû
1905 for i := 0 to count-1 do
1906 begin
1907 // Íàçâàíèå ìîäåëè:
1908 str := utils.readStr(st);
1909 // Òèï ñìåðòè
1910 b := utils.readBool(st);
1911 // Ñîçäàåì òðóï
1912 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1913 // Çàãðóæàåì äàííûå òðóïà
1914 gCorpses[i].LoadState(st);
1915 end;
1916 end;
1919 { T P l a y e r : }
1921 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1923 procedure TPlayer.BFGHit();
1924 begin
1925 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1926 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1927 if g_Game_IsServer and g_Game_IsNet then
1928 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1929 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1930 0, NET_GFX_BFGHIT);
1931 end;
1933 procedure TPlayer.ChangeModel(ModelName: string);
1934 var
1935 locModel: TPlayerModel;
1936 begin
1937 locModel := g_PlayerModel_Get(ModelName);
1938 if locModel = nil then Exit;
1940 FModel.Free();
1941 FModel := locModel;
1942 end;
1944 procedure TPlayer.SetModel(ModelName: string);
1945 var
1946 m: TPlayerModel;
1947 begin
1948 m := g_PlayerModel_Get(ModelName);
1949 if m = nil then
1950 begin
1951 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1952 m := g_PlayerModel_Get('doomer');
1953 if m = nil then
1954 begin
1955 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1956 Exit;
1957 end;
1958 end;
1960 if FModel <> nil then
1961 FModel.Free();
1963 FModel := m;
1965 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1966 FModel.Color := FColor
1967 else
1968 FModel.Color := TEAMCOLOR[FTeam];
1969 FModel.SetWeapon(FCurrWeap);
1970 FModel.SetFlag(FFlag);
1971 SetDirection(FDirection);
1972 end;
1974 procedure TPlayer.SetColor(Color: TRGB);
1975 begin
1976 FColor := Color;
1977 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1978 if FModel <> nil then FModel.Color := Color;
1979 end;
1981 procedure TPlayer.SwitchTeam;
1982 begin
1983 if g_Game_IsClient then
1984 Exit;
1985 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1987 if gGameOn and FAlive then
1988 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1990 if FTeam = TEAM_RED then
1991 begin
1992 ChangeTeam(TEAM_BLUE);
1993 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1994 if g_Game_IsNet then
1995 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1996 end
1997 else
1998 begin
1999 ChangeTeam(TEAM_RED);
2000 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2001 if g_Game_IsNet then
2002 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2003 end;
2004 FPreferredTeam := FTeam;
2005 end;
2007 procedure TPlayer.ChangeTeam(Team: Byte);
2008 var
2009 OldTeam: Byte;
2010 begin
2011 OldTeam := FTeam;
2012 FTeam := Team;
2013 case Team of
2014 TEAM_RED, TEAM_BLUE:
2015 FModel.Color := TEAMCOLOR[Team];
2016 else
2017 FModel.Color := FColor;
2018 end;
2019 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2020 MH_SEND_PlayerStats(FUID);
2021 end;
2024 procedure TPlayer.CollideItem();
2025 var
2026 i: Integer;
2027 r: Boolean;
2028 begin
2029 if gItems = nil then Exit;
2030 if not FAlive then Exit;
2032 for i := 0 to High(gItems) do
2033 with gItems[i] do
2034 begin
2035 if (ItemType <> ITEM_NONE) and alive then
2036 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2037 PLAYER_RECT.Height, @Obj) then
2038 begin
2039 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2041 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2042 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2043 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2044 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2045 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2047 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2048 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2049 (gGameSettings.GameType = GT_SINGLE) and
2050 (g_Player_GetCount() > 1)) then
2051 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2052 end;
2053 end;
2054 end;
2057 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2058 begin
2059 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2060 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2061 False);
2062 end;
2064 constructor TPlayer.Create();
2065 begin
2066 viewPortX := 0;
2067 viewPortY := 0;
2068 viewPortW := 0;
2069 viewPortH := 0;
2070 mEDamageType := HIT_SOME;
2072 FIamBot := False;
2073 FDummy := False;
2074 FSpawned := False;
2076 FSawSound := TPlayableSound.Create();
2077 FSawSoundIdle := TPlayableSound.Create();
2078 FSawSoundHit := TPlayableSound.Create();
2079 FSawSoundSelect := TPlayableSound.Create();
2080 FJetSoundFly := TPlayableSound.Create();
2081 FJetSoundOn := TPlayableSound.Create();
2082 FJetSoundOff := TPlayableSound.Create();
2084 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2085 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2086 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2087 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2088 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2089 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2090 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2092 FSpectatePlayer := -1;
2093 FClientID := -1;
2094 FPing := 0;
2095 FLoss := 0;
2096 FSavedState.WaitRecall := False;
2097 FShellTimer := -1;
2098 FFireTime := 0;
2099 FFirePainTime := 0;
2100 FFireAttacker := 0;
2102 FActualModelName := 'doomer';
2104 g_Obj_Init(@FObj);
2105 FObj.Rect := PLAYER_RECT;
2107 FBFGFireCounter := -1;
2108 FJustTeleported := False;
2109 FNetTime := 0;
2111 resetWeaponQueue();
2112 end;
2114 procedure TPlayer.positionChanged (); inline;
2115 begin
2116 end;
2118 procedure TPlayer.doDamage (v: Integer);
2119 begin
2120 if (v <= 0) then exit;
2121 if (v > 32767) then v := 32767;
2122 Damage(v, 0, 0, 0, mEDamageType);
2123 end;
2125 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2126 var
2127 c: Word;
2128 begin
2129 if (not g_Game_IsClient) and (not FAlive) then
2130 Exit;
2132 FLastHit := t;
2134 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2135 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2136 begin
2137 if not g_Game_IsClient then
2138 begin
2139 FArmor := 0;
2140 if t = HIT_TRAP then
2141 begin
2142 // Ëîâóøêà óáèâàåò ñðàçó:
2143 FHealth := -100;
2144 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2145 end;
2146 if t = HIT_SELF then
2147 begin
2148 // Ñàìîóáèéñòâî:
2149 FHealth := 0;
2150 Kill(K_SIMPLEKILL, SpawnerUID, t);
2151 end;
2152 end;
2153 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2154 FMegaRulez[MR_SUIT] := 0;
2155 FMegaRulez[MR_INVUL] := 0;
2156 FMegaRulez[MR_INVIS] := 0;
2157 FBerserk := 0;
2158 end;
2160 // Íî îò îñòàëüíîãî ñïàñàåò:
2161 if FMegaRulez[MR_INVUL] >= gTime then
2162 Exit;
2164 // ×èò-êîä "ÃÎÐÅÖ":
2165 if FGodMode then
2166 Exit;
2168 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2169 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2170 (SpawnerUID = FUID) or
2171 (not SameTeam(FUID, SpawnerUID)) then
2172 begin
2173 FLastSpawnerUID := SpawnerUID;
2175 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2176 if gBloodCount > 0 then
2177 begin
2178 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2179 if value div 4 <= c then
2180 c := c - (value div 4)
2181 else
2182 c := 0;
2184 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2185 MakeBloodSimple(c)
2186 else
2187 case t of
2188 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2189 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2190 end;
2192 if t = HIT_WATER then
2193 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2194 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2195 end;
2197 // Áóôåð óðîíà:
2198 if FAlive then
2199 Inc(FDamageBuffer, value);
2201 // Âñïûøêà áîëè:
2202 if gFlash <> 0 then
2203 FPain := FPain + value;
2204 end;
2206 if g_Game_IsServer and g_Game_IsNet then
2207 begin
2208 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2209 MH_SEND_PlayerStats(FUID);
2210 MH_SEND_PlayerPos(False, FUID);
2211 end;
2212 end;
2214 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2215 begin
2216 Result := False;
2217 if g_Game_IsClient then
2218 Exit;
2219 if not FAlive then
2220 Exit;
2222 if Soft and (FHealth < PLAYER_HP_SOFT) then
2223 begin
2224 IncMax(FHealth, value, PLAYER_HP_SOFT);
2225 Result := True;
2226 end;
2227 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2228 begin
2229 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2230 Result := True;
2231 end;
2233 if Result and g_Game_IsServer and g_Game_IsNet then
2234 MH_SEND_PlayerStats(FUID);
2235 end;
2237 destructor TPlayer.Destroy();
2238 begin
2239 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2240 gPlayer1 := nil;
2241 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2242 gPlayer2 := nil;
2244 FSawSound.Free();
2245 FSawSoundIdle.Free();
2246 FSawSoundHit.Free();
2247 FJetSoundFly.Free();
2248 FJetSoundOn.Free();
2249 FJetSoundOff.Free();
2250 FModel.Free();
2251 if FPunchAnim <> nil then
2252 FPunchAnim.Free();
2254 inherited;
2255 end;
2257 procedure TPlayer.DrawBubble();
2258 var
2259 bubX, bubY: Integer;
2260 ID: LongWord;
2261 Rb, Gb, Bb,
2262 Rw, Gw, Bw: SmallInt;
2263 Dot: Byte;
2264 begin
2265 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2266 bubY := FObj.Y+FObj.Rect.Y - 18;
2267 Rb := 64;
2268 Gb := 64;
2269 Bb := 64;
2270 Rw := 240;
2271 Gw := 240;
2272 Bw := 240;
2273 case gChatBubble of
2274 1: // simple textual non-bubble
2275 begin
2276 bubX := FObj.X+FObj.Rect.X - 11;
2277 bubY := FObj.Y+FObj.Rect.Y - 17;
2278 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2279 Exit;
2280 end;
2281 2: // advanced pixel-perfect bubble
2282 begin
2283 if FTeam = TEAM_RED then
2284 Rb := 255
2285 else
2286 if FTeam = TEAM_BLUE then
2287 Bb := 255;
2288 end;
2289 3: // colored bubble
2290 begin
2291 Rb := FModel.Color.R;
2292 Gb := FModel.Color.G;
2293 Bb := FModel.Color.B;
2294 Rw := Min(Rb * 2 + 64, 255);
2295 Gw := Min(Gb * 2 + 64, 255);
2296 Bw := Min(Bb * 2 + 64, 255);
2297 if (Abs(Rw - Rb) < 32)
2298 or (Abs(Gw - Gb) < 32)
2299 or (Abs(Bw - Bb) < 32) then
2300 begin
2301 Rb := Max(Rw div 2 - 16, 0);
2302 Gb := Max(Gw div 2 - 16, 0);
2303 Bb := Max(Bw div 2 - 16, 0);
2304 end;
2305 end;
2306 4: // custom textured bubble
2307 begin
2308 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2309 if FDirection = TDirection.D_RIGHT then
2310 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2311 else
2312 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2313 Exit;
2314 end;
2315 end;
2317 // Outer borders
2318 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2319 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2320 // Inner box
2321 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2323 // Tail
2324 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2325 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2326 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2327 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2328 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2329 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2331 // Dots
2332 Dot := 6;
2333 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2334 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2335 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2336 end;
2338 procedure TPlayer.Draw();
2339 var
2340 ID: DWORD;
2341 w, h: Word;
2342 dr: Boolean;
2343 Mirror: TMirrorType;
2344 begin
2345 if FAlive then
2346 begin
2347 if Direction = TDirection.D_RIGHT then
2348 Mirror := TMirrorType.None
2349 else
2350 Mirror := TMirrorType.Horizontal;
2352 if FPunchAnim <> nil then
2353 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2354 FObj.Y+FObj.Rect.Y-11, Mirror);
2356 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2357 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2358 begin
2359 e_GetTextureSize(ID, @w, @h);
2360 if FDirection = TDirection.D_LEFT then
2361 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2362 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2363 else
2364 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2365 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2366 end;
2368 if FMegaRulez[MR_INVIS] > gTime then
2369 begin
2370 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2371 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2372 begin
2373 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2374 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2375 else
2376 dr := True;
2377 if dr then
2378 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2379 else
2380 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2381 end
2382 else
2383 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2384 end
2385 else
2386 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2387 end;
2389 if g_debug_Frames then
2390 begin
2391 e_DrawQuad(FObj.X+FObj.Rect.X,
2392 FObj.Y+FObj.Rect.Y,
2393 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2394 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2395 0, 255, 0);
2396 end;
2398 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2399 DrawBubble();
2400 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2401 if gAimLine and alive and
2402 ((Self = gPlayer1) or (Self = gPlayer2)) then
2403 DrawAim();
2404 end;
2407 procedure TPlayer.DrawAim();
2408 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2409 var
2410 ex, ey: Integer;
2411 begin
2412 if isValidViewPort and (self = gPlayer1) then
2413 begin
2414 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2415 end;
2417 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2418 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2419 begin
2420 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2421 end
2422 else
2423 begin
2424 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2425 end;
2426 end;
2428 var
2429 wx, wy, xx, yy: Integer;
2430 angle: SmallInt;
2431 sz, len: Word;
2432 begin
2433 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2434 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2435 angle := FAngle;
2436 len := 1024;
2437 sz := 2;
2438 case FCurrWeap of
2439 0: begin // Punch
2440 len := 12;
2441 sz := 4;
2442 end;
2443 1: begin // Chainsaw
2444 len := 24;
2445 sz := 6;
2446 end;
2447 2: begin // Pistol
2448 len := 1024;
2449 sz := 2;
2450 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2451 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2452 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2453 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2454 end;
2455 3: begin // Shotgun
2456 len := 1024;
2457 sz := 3;
2458 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2459 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2460 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2461 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2462 end;
2463 4: begin // Double Shotgun
2464 len := 1024;
2465 sz := 4;
2466 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2467 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2468 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2469 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2470 end;
2471 5: begin // Chaingun
2472 len := 1024;
2473 sz := 3;
2474 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2475 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2476 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2477 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2478 end;
2479 6: begin // Rocket Launcher
2480 len := 1024;
2481 sz := 7;
2482 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2483 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2484 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2485 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2486 end;
2487 7: begin // Plasmagun
2488 len := 1024;
2489 sz := 5;
2490 if angle = ANGLE_RIGHTUP then Inc(angle);
2491 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2492 if angle = ANGLE_LEFTUP then Dec(angle);
2493 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2494 end;
2495 8: begin // BFG
2496 len := 1024;
2497 sz := 12;
2498 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2499 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2500 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2501 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2502 end;
2503 9: begin // Super Chaingun
2504 len := 1024;
2505 sz := 4;
2506 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2507 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2508 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2509 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2510 end;
2511 end;
2512 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2513 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2514 {$IF DEFINED(D2F_DEBUG)}
2515 drawCast(sz, wx, wy, xx, yy);
2516 {$ELSE}
2517 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2518 {$ENDIF}
2519 end;
2521 procedure TPlayer.DrawGUI();
2522 var
2523 ID: DWORD;
2524 X, Y, SY, a, p, m: Integer;
2525 tw, th: Word;
2526 cw, ch: Byte;
2527 s: string;
2528 stat: TPlayerStatArray;
2529 begin
2530 X := gPlayerScreenSize.X;
2531 SY := gPlayerScreenSize.Y;
2532 Y := 0;
2534 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2535 begin
2536 if gGameSettings.GameMode = GM_CTF then
2537 a := 32 + 8
2538 else
2539 a := 0;
2540 if gGameSettings.GameMode = GM_CTF then
2541 begin
2542 s := 'TEXTURE_PLAYER_REDFLAG';
2543 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2544 s := 'TEXTURE_PLAYER_REDFLAG_S';
2545 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2546 s := 'TEXTURE_PLAYER_REDFLAG_D';
2547 if g_Texture_Get(s, ID) then
2548 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2549 end;
2551 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2552 e_CharFont_GetSize(gMenuFont, s, tw, th);
2553 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2555 if gGameSettings.GameMode = GM_CTF then
2556 begin
2557 s := 'TEXTURE_PLAYER_BLUEFLAG';
2558 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2559 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2560 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2561 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2562 if g_Texture_Get(s, ID) then
2563 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2564 end;
2566 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2567 e_CharFont_GetSize(gMenuFont, s, tw, th);
2568 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2569 end;
2571 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2572 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2573 0, False, False);
2575 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2576 e_Draw(ID, X+2, Y, 0, True, False);
2578 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2579 begin
2580 if gShowStat then
2581 begin
2582 s := IntToStr(Frags);
2583 e_CharFont_GetSize(gMenuFont, s, tw, th);
2584 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2586 s := '';
2587 p := 1;
2588 m := 0;
2589 stat := g_Player_GetStats();
2590 if stat <> nil then
2591 begin
2592 p := 1;
2594 for a := 0 to High(stat) do
2595 if stat[a].Name <> Name then
2596 begin
2597 if stat[a].Frags > m then m := stat[a].Frags;
2598 if stat[a].Frags > Frags then p := p+1;
2599 end;
2600 end;
2602 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2603 if Frags >= m then s := s+'+' else s := s+'-';
2604 s := s+IntToStr(Abs(Frags-m));
2606 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2607 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2608 end;
2610 if gShowLives and (gGameSettings.MaxLives > 0) then
2611 begin
2612 s := IntToStr(Lives);
2613 e_CharFont_GetSize(gMenuFont, s, tw, th);
2614 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2615 end;
2616 end;
2618 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2619 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2621 if R_BERSERK in FRulez then
2622 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2623 else
2624 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2626 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2627 e_Draw(ID, X+36, Y+77, 0, True, False);
2629 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2630 e_CharFont_GetSize(gMenuFont, s, tw, th);
2631 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2633 s := IntToStr(FArmor);
2634 e_CharFont_GetSize(gMenuFont, s, tw, th);
2635 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2637 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2639 case FCurrWeap of
2640 WEAPON_KASTET:
2641 begin
2642 s := '--';
2643 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2644 end;
2645 WEAPON_SAW:
2646 begin
2647 s := '--';
2648 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2649 end;
2650 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2651 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2652 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2653 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2654 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2655 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2656 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2657 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2658 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2659 end;
2661 e_CharFont_GetSize(gMenuFont, s, tw, th);
2662 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2663 e_Draw(ID, X+20, Y+160, 0, True, False);
2665 if R_KEY_RED in FRulez then
2666 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2668 if R_KEY_GREEN in FRulez then
2669 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2671 if R_KEY_BLUE in FRulez then
2672 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2674 if FJetFuel > 0 then
2675 begin
2676 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2677 e_Draw(ID, X+2, Y+116, 0, True, False);
2678 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2679 e_Draw(ID, X+2, Y+126, 0, True, False);
2680 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2681 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2682 end
2683 else
2684 begin
2685 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2686 e_Draw(ID, X+2, Y+124, 0, True, False);
2687 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2688 end;
2690 if gShowPing and g_Game_IsClient then
2691 begin
2692 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2693 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2694 Y := Y + 16;
2695 end;
2697 if FSpectator then
2698 begin
2699 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2700 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2701 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2702 if FNoRespawn then
2703 begin
2704 e_TextureFontGetSize(gStdFont, cw, ch);
2705 s := _lc[I_PLAYER_SPECT4];
2706 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2707 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2708 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2709 end;
2711 end;
2712 end;
2714 procedure TPlayer.DrawRulez();
2715 var
2716 dr: Boolean;
2717 begin
2718 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2719 if FMegaRulez[MR_INVUL] >= gTime then
2720 begin
2721 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2722 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2723 else
2724 dr := True;
2726 if dr then
2727 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2728 191, 191, 191, 0, TBlending.Invert);
2729 end;
2731 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2732 if FMegaRulez[MR_SUIT] >= gTime then
2733 begin
2734 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2735 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2736 else
2737 dr := True;
2739 if dr then
2740 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2741 0, 96, 0, 200, TBlending.None);
2742 end;
2744 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2745 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2746 begin
2747 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2748 255, 0, 0, 200, TBlending.None);
2749 end;
2750 end;
2752 procedure TPlayer.DrawPain();
2753 var
2754 a, h: Integer;
2755 begin
2756 if FPain = 0 then Exit;
2758 a := FPain;
2760 if a < 15 then h := 0
2761 else if a < 35 then h := 1
2762 else if a < 55 then h := 2
2763 else if a < 75 then h := 3
2764 else if a < 95 then h := 4
2765 else h := 5;
2767 //if a > 255 then a := 255;
2769 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2770 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2771 end;
2773 procedure TPlayer.DrawPickup();
2774 var
2775 a, h: Integer;
2776 begin
2777 if FPickup = 0 then Exit;
2779 a := FPickup;
2781 if a < 15 then h := 1
2782 else if a < 35 then h := 2
2783 else if a < 55 then h := 3
2784 else if a < 75 then h := 4
2785 else h := 5;
2787 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2788 end;
2790 procedure TPlayer.DoPunch();
2791 var
2792 id: DWORD;
2793 begin
2794 if FPunchAnim = nil then begin
2795 g_Frames_Get(id, 'FRAMES_PUNCH');
2796 FPunchAnim := TAnimation.Create(id, False, 1);
2797 end else
2798 FPunchAnim.reset();
2799 end;
2801 procedure TPlayer.Fire();
2802 var
2803 f, DidFire: Boolean;
2804 wx, wy, xd, yd: Integer;
2805 locobj: TObj;
2806 begin
2807 if g_Game_IsClient then Exit;
2808 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2809 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2811 if FSpectator then
2812 begin
2813 Respawn(False);
2814 Exit;
2815 end;
2817 if FReloading[FCurrWeap] <> 0 then Exit;
2819 DidFire := False;
2821 f := False;
2822 wx := FObj.X+WEAPONPOINT[FDirection].X;
2823 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2824 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2825 yd := wy+firediry();
2827 case FCurrWeap of
2828 WEAPON_KASTET:
2829 begin
2830 if R_BERSERK in FRulez then
2831 begin
2832 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2833 locobj.X := FObj.X+FObj.Rect.X;
2834 locobj.Y := FObj.Y+FObj.Rect.Y;
2835 locobj.rect.X := 0;
2836 locobj.rect.Y := 0;
2837 locobj.rect.Width := 39;
2838 locobj.rect.Height := 52;
2839 locobj.Vel.X := (xd-wx) div 2;
2840 locobj.Vel.Y := (yd-wy) div 2;
2841 locobj.Accel.X := xd-wx;
2842 locobj.Accel.y := yd-wy;
2844 DoPunch();
2846 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2847 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2848 else
2849 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2851 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2852 end
2853 else
2854 begin
2855 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2856 end;
2858 DidFire := True;
2859 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2860 end;
2862 WEAPON_SAW:
2863 begin
2864 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2865 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2866 begin
2867 FSawSoundSelect.Stop();
2868 FSawSound.Stop();
2869 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2870 end
2871 else if not FSawSoundHit.IsPlaying() then
2872 begin
2873 FSawSoundSelect.Stop();
2874 FSawSound.PlayAt(FObj.X, FObj.Y);
2875 end;
2877 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2878 DidFire := True;
2879 f := True;
2880 end;
2882 WEAPON_PISTOL:
2883 if FAmmo[A_BULLETS] > 0 then
2884 begin
2885 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2886 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2887 Dec(FAmmo[A_BULLETS]);
2888 FFireAngle := FAngle;
2889 f := True;
2890 DidFire := True;
2891 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2892 GameVelX, GameVelY-2, SHELL_BULLET);
2893 end;
2895 WEAPON_SHOTGUN1:
2896 if FAmmo[A_SHELLS] > 0 then
2897 begin
2898 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2899 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2900 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2901 Dec(FAmmo[A_SHELLS]);
2902 FFireAngle := FAngle;
2903 f := True;
2904 DidFire := True;
2905 FShellTimer := 10;
2906 FShellType := SHELL_SHELL;
2907 end;
2909 WEAPON_SHOTGUN2:
2910 if FAmmo[A_SHELLS] >= 2 then
2911 begin
2912 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2913 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2914 Dec(FAmmo[A_SHELLS], 2);
2915 FFireAngle := FAngle;
2916 f := True;
2917 DidFire := True;
2918 FShellTimer := 13;
2919 FShellType := SHELL_DBLSHELL;
2920 end;
2922 WEAPON_CHAINGUN:
2923 if FAmmo[A_BULLETS] > 0 then
2924 begin
2925 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2926 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2927 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2928 Dec(FAmmo[A_BULLETS]);
2929 FFireAngle := FAngle;
2930 f := True;
2931 DidFire := True;
2932 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2933 GameVelX, GameVelY-2, SHELL_BULLET);
2934 end;
2936 WEAPON_ROCKETLAUNCHER:
2937 if FAmmo[A_ROCKETS] > 0 then
2938 begin
2939 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2940 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2941 Dec(FAmmo[A_ROCKETS]);
2942 FFireAngle := FAngle;
2943 f := True;
2944 DidFire := True;
2945 end;
2947 WEAPON_PLASMA:
2948 if FAmmo[A_CELLS] > 0 then
2949 begin
2950 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2951 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2952 Dec(FAmmo[A_CELLS]);
2953 FFireAngle := FAngle;
2954 f := True;
2955 DidFire := True;
2956 end;
2958 WEAPON_BFG:
2959 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2960 begin
2961 FBFGFireCounter := 17;
2962 if not FNoReload then
2963 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2964 Dec(FAmmo[A_CELLS], 40);
2965 DidFire := True;
2966 end;
2968 WEAPON_SUPERPULEMET:
2969 if FAmmo[A_SHELLS] > 0 then
2970 begin
2971 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2972 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2973 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2974 Dec(FAmmo[A_SHELLS]);
2975 FFireAngle := FAngle;
2976 f := True;
2977 DidFire := True;
2978 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2979 GameVelX, GameVelY-2, SHELL_SHELL);
2980 end;
2982 WEAPON_FLAMETHROWER:
2983 if FAmmo[A_FUEL] > 0 then
2984 begin
2985 g_Weapon_flame(wx, wy, xd, yd, FUID);
2986 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2987 Dec(FAmmo[A_FUEL]);
2988 FFireAngle := FAngle;
2989 f := True;
2990 DidFire := True;
2991 end;
2992 end;
2994 if g_Game_IsNet then
2995 begin
2996 if DidFire then
2997 begin
2998 if FCurrWeap <> WEAPON_BFG then
2999 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3000 else
3001 if not FNoReload then
3002 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3003 end;
3005 MH_SEND_PlayerStats(FUID);
3006 end;
3008 if not f then Exit;
3010 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3011 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3012 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3013 end;
3015 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3016 begin
3017 case Weapon of
3018 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3019 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3020 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3021 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3022 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3023 else Result := 0;
3024 end;
3025 end;
3027 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3028 begin
3029 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3030 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3031 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3032 end;
3034 procedure TPlayer.JetpackOn;
3035 begin
3036 FJetSoundFly.Stop;
3037 FJetSoundOff.Stop;
3038 FJetSoundOn.SetPosition(0);
3039 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3040 FlySmoke(8);
3041 end;
3043 procedure TPlayer.JetpackOff;
3044 begin
3045 FJetSoundFly.Stop;
3046 FJetSoundOn.Stop;
3047 FJetSoundOff.SetPosition(0);
3048 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3049 end;
3051 procedure TPlayer.CatchFire(Attacker: Word);
3052 begin
3053 FFireTime := 100;
3054 FFireAttacker := Attacker;
3055 if g_Game_IsNet and g_Game_IsServer then
3056 MH_SEND_PlayerStats(FUID);
3057 end;
3059 procedure TPlayer.Jump();
3060 begin
3061 if gFly or FJetpack then
3062 begin
3063 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3064 if FObj.Vel.Y > -VEL_FLY then
3065 FObj.Vel.Y := FObj.Vel.Y - 3;
3066 if FJetpack then
3067 begin
3068 if FJetFuel > 0 then
3069 Dec(FJetFuel);
3070 if (FJetFuel < 1) and g_Game_IsServer then
3071 begin
3072 FJetpack := False;
3073 JetpackOff;
3074 if g_Game_IsNet then
3075 MH_SEND_PlayerStats(FUID);
3076 end;
3077 end;
3078 Exit;
3079 end;
3081 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3082 if FGhost then
3083 FCanJetpack := False;
3085 // Ïðûãàåì èëè âñïëûâàåì:
3086 if (CollideLevel(0, 1) or
3087 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3088 PLAYER_RECT.Height-33, PANEL_STEP, False)
3089 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3090 begin
3091 FObj.Vel.Y := -VEL_JUMP;
3092 FCanJetpack := False;
3093 end
3094 else
3095 begin
3096 if BodyInLiquid(0, 0) then
3097 FObj.Vel.Y := -VEL_SW
3098 else if (FJetFuel > 0) and FCanJetpack and
3099 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3100 begin
3101 FJetpack := True;
3102 JetpackOn;
3103 if g_Game_IsNet then
3104 MH_SEND_PlayerStats(FUID);
3105 end;
3106 end;
3107 end;
3109 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3110 var
3111 a, i, k, ab, ar: Byte;
3112 s: String;
3113 mon: TMonster;
3114 plr: TPlayer;
3115 srv, netsrv: Boolean;
3116 DoFrags: Boolean;
3117 OldLR: Byte;
3118 KP: TPlayer;
3119 it: PItem;
3121 procedure PushItem(t: Byte);
3122 var
3123 id: DWORD;
3124 begin
3125 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3126 it := g_Items_ByIdx(id);
3127 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3128 begin
3129 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3130 (FObj.Vel.Y div 2)-Random(9));
3131 it.positionChanged(); // this updates spatial accelerators
3132 end
3133 else
3134 begin
3135 if KillType = K_HARDKILL then // -5..+5; -5..0
3136 begin
3137 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3138 (FObj.Vel.Y div 2)-Random(6));
3139 end
3140 else // -3..+3; -3..0
3141 begin
3142 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3143 (FObj.Vel.Y div 2)-Random(4));
3144 end;
3145 it.positionChanged(); // this updates spatial accelerators
3146 end;
3148 if g_Game_IsNet and g_Game_IsServer then
3149 MH_SEND_ItemSpawn(True, id);
3150 end;
3152 begin
3153 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3154 Srv := g_Game_IsServer;
3155 Netsrv := g_Game_IsServer and g_Game_IsNet;
3156 if Srv then FDeath := FDeath + 1;
3157 if FAlive then
3158 begin
3159 if FGhost then
3160 FGhost := False;
3161 if not FPhysics then
3162 FPhysics := True;
3163 FAlive := False;
3164 end;
3165 FShellTimer := -1;
3167 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3168 begin
3169 if FLives > 0 then FLives := FLives - 1;
3170 if FLives = 0 then FNoRespawn := True;
3171 end;
3173 // Íîìåð òèïà ñìåðòè:
3174 a := 1;
3175 case KillType of
3176 K_SIMPLEKILL: a := 1;
3177 K_HARDKILL: a := 2;
3178 K_EXTRAHARDKILL: a := 3;
3179 K_FALLKILL: a := 4;
3180 end;
3182 // Çâóê ñìåðòè:
3183 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3184 for i := 1 to 3 do
3185 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3186 Break;
3188 // Âðåìÿ ðåñïàóíà:
3189 if Srv then
3190 case KillType of
3191 K_SIMPLEKILL:
3192 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3193 K_HARDKILL:
3194 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3195 K_EXTRAHARDKILL, K_FALLKILL:
3196 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3197 end;
3199 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3200 case KillType of
3201 K_SIMPLEKILL:
3202 SetAction(A_DIE1);
3203 K_HARDKILL, K_EXTRAHARDKILL:
3204 SetAction(A_DIE2);
3205 end;
3207 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3208 if (KillType <> K_FALLKILL) and (Srv) then
3209 g_Monsters_killedp();
3211 if SpawnerUID = FUID then
3212 begin // Ñàìîóáèëñÿ
3213 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3214 begin
3215 Dec(FFrags);
3216 FLastFrag := 0;
3217 end;
3218 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3219 end
3220 else
3221 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3222 begin // Óáèò äðóãèì èãðîêîì
3223 KP := g_Player_Get(SpawnerUID);
3224 if (KP <> nil) and Srv then
3225 begin
3226 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3227 if SameTeam(FUID, SpawnerUID) then
3228 begin
3229 Dec(KP.FFrags);
3230 KP.FLastFrag := 0;
3231 end else
3232 begin
3233 Inc(KP.FFrags);
3234 KP.FragCombo();
3235 end;
3237 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3238 Inc(gTeamStat[KP.Team].Goals,
3239 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3241 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3242 end;
3244 plr := g_Player_Get(SpawnerUID);
3245 if plr = nil then
3246 s := '?'
3247 else
3248 s := plr.FName;
3250 case KillType of
3251 K_HARDKILL:
3252 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3253 [FName, s]),
3254 gShowKillMsg);
3255 K_EXTRAHARDKILL:
3256 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3257 [FName, s]),
3258 gShowKillMsg);
3259 else
3260 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3261 [FName, s]),
3262 gShowKillMsg);
3263 end;
3264 end
3265 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3266 begin // Óáèò ìîíñòðîì
3267 mon := g_Monsters_ByUID(SpawnerUID);
3268 if mon = nil then
3269 s := '?'
3270 else
3271 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3273 case KillType of
3274 K_HARDKILL:
3275 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3276 [FName, s]),
3277 gShowKillMsg);
3278 K_EXTRAHARDKILL:
3279 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3280 [FName, s]),
3281 gShowKillMsg);
3282 else
3283 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3284 [FName, s]),
3285 gShowKillMsg);
3286 end;
3287 end
3288 else // Îñîáûå òèïû ñìåðòè
3289 case t of
3290 HIT_DISCON: ;
3291 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3292 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3293 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3294 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3295 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3296 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3297 end;
3299 if Srv then
3300 begin
3301 // Âûáðîñ îðóæèÿ:
3302 for a := WP_FIRST to WP_LAST do
3303 if FWeapon[a] then
3304 begin
3305 case a of
3306 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3307 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3308 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3309 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3310 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3311 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3312 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3313 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3314 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3315 else i := 0;
3316 end;
3318 if i <> 0 then
3319 PushItem(i);
3320 end;
3322 // Âûáðîñ ðþêçàêà:
3323 if R_ITEM_BACKPACK in FRulez then
3324 PushItem(ITEM_AMMO_BACKPACK);
3326 // Âûáðîñ ðàêåòíîãî ðàíöà:
3327 if FJetFuel > 0 then
3328 PushItem(ITEM_JETPACK);
3330 // Âûáðîñ êëþ÷åé:
3331 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3332 begin
3333 if R_KEY_RED in FRulez then
3334 PushItem(ITEM_KEY_RED);
3336 if R_KEY_GREEN in FRulez then
3337 PushItem(ITEM_KEY_GREEN);
3339 if R_KEY_BLUE in FRulez then
3340 PushItem(ITEM_KEY_BLUE);
3341 end;
3343 // Âûáðîñ ôëàãà:
3344 DropFlag();
3345 end;
3347 g_Player_CreateCorpse(Self);
3349 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3350 (gLMSRespawn = LMS_RESPAWN_NONE) then
3351 begin
3352 a := 0;
3353 k := 0;
3354 ar := 0;
3355 ab := 0;
3356 for i := Low(gPlayers) to High(gPlayers) do
3357 begin
3358 if gPlayers[i] = nil then continue;
3359 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3360 begin
3361 Inc(a);
3362 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3363 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3364 k := i;
3365 end;
3366 end;
3368 OldLR := gLMSRespawn;
3369 if (gGameSettings.GameMode = GM_COOP) then
3370 begin
3371 if (a = 0) then
3372 begin
3373 // everyone is dead, restart the map
3374 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3375 if Netsrv then
3376 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3377 gLMSRespawn := LMS_RESPAWN_FINAL;
3378 gLMSRespawnTime := gTime + 5000;
3379 end
3380 else if (a = 1) then
3381 begin
3382 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3383 if (gPlayers[k] = gPlayer1) or
3384 (gPlayers[k] = gPlayer2) then
3385 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3386 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3387 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3388 end;
3389 end
3390 else if (gGameSettings.GameMode = GM_TDM) then
3391 begin
3392 if (ab = 0) and (ar <> 0) then
3393 begin
3394 // blu team ded
3395 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3396 if Netsrv then
3397 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3398 Inc(gTeamStat[TEAM_RED].Goals);
3399 gLMSRespawn := LMS_RESPAWN_FINAL;
3400 gLMSRespawnTime := gTime + 5000;
3401 end
3402 else if (ar = 0) and (ab <> 0) then
3403 begin
3404 // red team ded
3405 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3406 if Netsrv then
3407 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3408 Inc(gTeamStat[TEAM_BLUE].Goals);
3409 gLMSRespawn := LMS_RESPAWN_FINAL;
3410 gLMSRespawnTime := gTime + 5000;
3411 end
3412 else if (ar = 0) and (ab = 0) then
3413 begin
3414 // everyone ded
3415 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3416 if Netsrv then
3417 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3418 gLMSRespawn := LMS_RESPAWN_FINAL;
3419 gLMSRespawnTime := gTime + 5000;
3420 end;
3421 end
3422 else if (gGameSettings.GameMode = GM_DM) then
3423 begin
3424 if (a = 1) then
3425 begin
3426 if gPlayers[k] <> nil then
3427 with gPlayers[k] do
3428 begin
3429 // survivor is the winner
3430 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3431 if Netsrv then
3432 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3433 Inc(FFrags);
3434 end;
3435 gLMSRespawn := LMS_RESPAWN_FINAL;
3436 gLMSRespawnTime := gTime + 5000;
3437 end
3438 else if (a = 0) then
3439 begin
3440 // everyone is dead, restart the map
3441 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3442 if Netsrv then
3443 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3444 gLMSRespawn := LMS_RESPAWN_FINAL;
3445 gLMSRespawnTime := gTime + 5000;
3446 end;
3447 end;
3448 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3449 begin
3450 if NetMode = NET_SERVER then
3451 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3452 else
3453 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3454 end;
3455 end;
3457 if Netsrv then
3458 begin
3459 MH_SEND_PlayerStats(FUID);
3460 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3461 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3462 end;
3464 if srv and FNoRespawn then Spectate(True);
3465 FWantsInGame := True;
3466 end;
3468 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3469 begin
3470 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3471 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3472 end;
3474 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3475 begin
3476 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3477 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3478 end;
3480 procedure TPlayer.MakeBloodSimple(Count: Word);
3481 begin
3482 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3483 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3484 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3485 150, 0, 0);
3486 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3487 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3488 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3489 150, 0, 0);
3490 end;
3492 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3493 begin
3494 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3495 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3496 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3497 150, 0, 0);
3498 end;
3500 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3501 begin
3502 if g_Game_IsClient then Exit;
3503 if Weapon > High(FWeapon) then Exit;
3504 FNextWeap := FNextWeap or (1 shl Weapon);
3505 end;
3507 procedure TPlayer.resetWeaponQueue ();
3508 begin
3509 FNextWeap := 0;
3510 FNextWeapDelay := 0;
3511 end;
3513 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3514 begin
3515 result := false;
3516 case weapon of
3517 WEAPON_KASTET, WEAPON_SAW: result := true;
3518 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3519 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3520 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3521 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3522 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3523 else result := (weapon < length(FWeapon));
3524 end;
3525 end;
3527 // return 255 for "no switch"
3528 function TPlayer.getNextWeaponIndex (): Byte;
3529 var
3530 i: Word;
3531 wantThisWeapon: array[0..64] of Boolean;
3532 wwc: Integer = 0; //HACK!
3533 dir, cwi: Integer;
3534 begin
3535 result := 255; // default result: "no switch"
3536 // had weapon cycling on previous frame? remove that flag
3537 if (FNextWeap and $2000) <> 0 then
3538 begin
3539 FNextWeap := FNextWeap and $1FFF;
3540 FNextWeapDelay := 0;
3541 end;
3542 // cycling has priority
3543 if (FNextWeap and $C000) <> 0 then
3544 begin
3545 if (FNextWeap and $8000) <> 0 then
3546 dir := 1
3547 else
3548 dir := -1;
3549 FNextWeap := FNextWeap or $2000; // we need this
3550 if FNextWeapDelay > 0 then
3551 exit; // cooldown time
3552 cwi := FCurrWeap;
3553 for i := 0 to High(FWeapon) do
3554 begin
3555 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3556 if FWeapon[cwi] then
3557 begin
3558 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3559 result := Byte(cwi);
3560 FNextWeapDelay := 10;
3561 exit;
3562 end;
3563 end;
3564 resetWeaponQueue();
3565 exit;
3566 end;
3567 // no cycling
3568 for i := 0 to High(wantThisWeapon) do
3569 wantThisWeapon[i] := false;
3570 for i := 0 to High(FWeapon) do
3571 if (FNextWeap and (1 shl i)) <> 0 then
3572 begin
3573 wantThisWeapon[i] := true;
3574 Inc(wwc);
3575 end;
3576 // exclude currently selected weapon from the set
3577 wantThisWeapon[FCurrWeap] := false;
3578 // slow down alterations a little
3579 if wwc > 1 then
3580 begin
3581 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3582 // more than one weapon requested, assume "alteration" and check alteration delay
3583 if FNextWeapDelay > 0 then
3584 begin
3585 FNextWeap := 0;
3586 exit;
3587 end; // yeah
3588 end;
3589 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3590 // but clear all counters if no weapon should be switched
3591 if wwc < 1 then
3592 begin
3593 resetWeaponQueue();
3594 exit;
3595 end;
3596 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3597 // try weapons in descending order
3598 for i := High(FWeapon) downto 0 do
3599 begin
3600 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3601 begin
3602 // i found her!
3603 result := Byte(i);
3604 resetWeaponQueue();
3605 FNextWeapDelay := 10; // anyway, 'cause why not
3606 exit;
3607 end;
3608 end;
3609 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3610 resetWeaponQueue();
3611 end;
3613 procedure TPlayer.RealizeCurrentWeapon();
3614 function switchAllowed (): Boolean;
3615 var
3616 i: Byte;
3617 begin
3618 result := false;
3619 if FBFGFireCounter <> -1 then
3620 exit;
3621 if FTime[T_SWITCH] > gTime then
3622 exit;
3623 for i := WP_FIRST to WP_LAST do
3624 if FReloading[i] > 0 then
3625 exit;
3626 result := true;
3627 end;
3629 var
3630 nw: Byte;
3631 begin
3632 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3633 //FNextWeap := FNextWeap and $1FFF;
3634 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3636 if not switchAllowed then
3637 begin
3638 //HACK for weapon cycling
3639 if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
3640 exit;
3641 end;
3643 nw := getNextWeaponIndex();
3644 if nw = 255 then exit; // don't reset anything here
3645 if nw > High(FWeapon) then
3646 begin
3647 // don't forget to reset queue here!
3648 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3649 resetWeaponQueue();
3650 exit;
3651 end;
3653 if FWeapon[nw] then
3654 begin
3655 FCurrWeap := nw;
3656 FTime[T_SWITCH] := gTime+156;
3657 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3658 FModel.SetWeapon(FCurrWeap);
3659 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3660 end;
3661 end;
3663 procedure TPlayer.NextWeapon();
3664 begin
3665 if g_Game_IsClient then Exit;
3666 FNextWeap := $8000;
3667 end;
3669 procedure TPlayer.PrevWeapon();
3670 begin
3671 if g_Game_IsClient then Exit;
3672 FNextWeap := $4000;
3673 end;
3675 procedure TPlayer.SetWeapon(W: Byte);
3676 begin
3677 if FCurrWeap <> W then
3678 if W = WEAPON_SAW then
3679 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3681 FCurrWeap := W;
3682 FModel.SetWeapon(CurrWeap);
3683 resetWeaponQueue();
3684 end;
3686 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3688 function allowBerserkSwitching (): Boolean;
3689 begin
3690 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3691 result := true;
3692 if gBerserkAutoswitch then exit;
3693 if not conIsCheatsEnabled then exit;
3694 result := false;
3695 end;
3697 var
3698 a: Boolean;
3699 begin
3700 Result := False;
3701 if g_Game_IsClient then Exit;
3703 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3704 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3705 remove := not a;
3707 case ItemType of
3708 ITEM_MEDKIT_SMALL:
3709 if FHealth < PLAYER_HP_SOFT then
3710 begin
3711 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3712 Result := True;
3713 remove := True;
3714 FFireTime := 0;
3715 if gFlash = 2 then Inc(FPickup, 5);
3716 end;
3718 ITEM_MEDKIT_LARGE:
3719 if FHealth < PLAYER_HP_SOFT then
3720 begin
3721 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3722 Result := True;
3723 remove := True;
3724 FFireTime := 0;
3725 if gFlash = 2 then Inc(FPickup, 5);
3726 end;
3728 ITEM_ARMOR_GREEN:
3729 if FArmor < PLAYER_AP_SOFT then
3730 begin
3731 FArmor := PLAYER_AP_SOFT;
3732 Result := True;
3733 remove := True;
3734 if gFlash = 2 then Inc(FPickup, 5);
3735 end;
3737 ITEM_ARMOR_BLUE:
3738 if FArmor < PLAYER_AP_LIMIT then
3739 begin
3740 FArmor := PLAYER_AP_LIMIT;
3741 Result := True;
3742 remove := True;
3743 if gFlash = 2 then Inc(FPickup, 5);
3744 end;
3746 ITEM_SPHERE_BLUE:
3747 if FHealth < PLAYER_HP_LIMIT then
3748 begin
3749 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3750 Result := True;
3751 remove := True;
3752 FFireTime := 0;
3753 if gFlash = 2 then Inc(FPickup, 5);
3754 end;
3756 ITEM_SPHERE_WHITE:
3757 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3758 begin
3759 if FHealth < PLAYER_HP_LIMIT then
3760 FHealth := PLAYER_HP_LIMIT;
3761 if FArmor < PLAYER_AP_LIMIT then
3762 FArmor := PLAYER_AP_LIMIT;
3763 Result := True;
3764 remove := True;
3765 FFireTime := 0;
3766 if gFlash = 2 then Inc(FPickup, 5);
3767 end;
3769 ITEM_WEAPON_SAW:
3770 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3771 begin
3772 FWeapon[WEAPON_SAW] := True;
3773 Result := True;
3774 if gFlash = 2 then Inc(FPickup, 5);
3775 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3776 end;
3778 ITEM_WEAPON_SHOTGUN1:
3779 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3780 begin
3781 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3782 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3784 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3785 FWeapon[WEAPON_SHOTGUN1] := True;
3786 Result := True;
3787 if gFlash = 2 then Inc(FPickup, 5);
3788 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3789 end;
3791 ITEM_WEAPON_SHOTGUN2:
3792 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3793 begin
3794 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3796 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3797 FWeapon[WEAPON_SHOTGUN2] := True;
3798 Result := True;
3799 if gFlash = 2 then Inc(FPickup, 5);
3800 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3801 end;
3803 ITEM_WEAPON_CHAINGUN:
3804 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3805 begin
3806 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3808 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3809 FWeapon[WEAPON_CHAINGUN] := True;
3810 Result := True;
3811 if gFlash = 2 then Inc(FPickup, 5);
3812 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3813 end;
3815 ITEM_WEAPON_ROCKETLAUNCHER:
3816 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3817 begin
3818 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3820 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3821 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3822 Result := True;
3823 if gFlash = 2 then Inc(FPickup, 5);
3824 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3825 end;
3827 ITEM_WEAPON_PLASMA:
3828 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3829 begin
3830 if a and FWeapon[WEAPON_PLASMA] then Exit;
3832 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3833 FWeapon[WEAPON_PLASMA] := True;
3834 Result := True;
3835 if gFlash = 2 then Inc(FPickup, 5);
3836 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3837 end;
3839 ITEM_WEAPON_BFG:
3840 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3841 begin
3842 if a and FWeapon[WEAPON_BFG] then Exit;
3844 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3845 FWeapon[WEAPON_BFG] := True;
3846 Result := True;
3847 if gFlash = 2 then Inc(FPickup, 5);
3848 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3849 end;
3851 ITEM_WEAPON_SUPERPULEMET:
3852 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3853 begin
3854 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3856 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3857 FWeapon[WEAPON_SUPERPULEMET] := True;
3858 Result := True;
3859 if gFlash = 2 then Inc(FPickup, 5);
3860 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3861 end;
3863 ITEM_WEAPON_FLAMETHROWER:
3864 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3865 begin
3866 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3868 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3869 FWeapon[WEAPON_FLAMETHROWER] := True;
3870 Result := True;
3871 if gFlash = 2 then Inc(FPickup, 5);
3872 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3873 end;
3875 ITEM_AMMO_BULLETS:
3876 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3877 begin
3878 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3879 Result := True;
3880 remove := True;
3881 if gFlash = 2 then Inc(FPickup, 5);
3882 end;
3884 ITEM_AMMO_BULLETS_BOX:
3885 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3886 begin
3887 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3888 Result := True;
3889 remove := True;
3890 if gFlash = 2 then Inc(FPickup, 5);
3891 end;
3893 ITEM_AMMO_SHELLS:
3894 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3895 begin
3896 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3897 Result := True;
3898 remove := True;
3899 if gFlash = 2 then Inc(FPickup, 5);
3900 end;
3902 ITEM_AMMO_SHELLS_BOX:
3903 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3904 begin
3905 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3906 Result := True;
3907 remove := True;
3908 if gFlash = 2 then Inc(FPickup, 5);
3909 end;
3911 ITEM_AMMO_ROCKET:
3912 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3913 begin
3914 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3915 Result := True;
3916 remove := True;
3917 if gFlash = 2 then Inc(FPickup, 5);
3918 end;
3920 ITEM_AMMO_ROCKET_BOX:
3921 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3922 begin
3923 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3924 Result := True;
3925 remove := True;
3926 if gFlash = 2 then Inc(FPickup, 5);
3927 end;
3929 ITEM_AMMO_CELL:
3930 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3931 begin
3932 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3933 Result := True;
3934 remove := True;
3935 if gFlash = 2 then Inc(FPickup, 5);
3936 end;
3938 ITEM_AMMO_CELL_BIG:
3939 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3940 begin
3941 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3942 Result := True;
3943 remove := True;
3944 if gFlash = 2 then Inc(FPickup, 5);
3945 end;
3947 ITEM_AMMO_FUELCAN:
3948 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
3949 begin
3950 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3951 Result := True;
3952 remove := True;
3953 if gFlash = 2 then Inc(FPickup, 5);
3954 end;
3956 ITEM_AMMO_BACKPACK:
3957 if not(R_ITEM_BACKPACK in FRulez) or
3958 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3959 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3960 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3961 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
3962 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
3963 begin
3964 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
3965 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
3966 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
3967 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
3968 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
3970 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3971 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3972 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3973 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3974 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3975 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3976 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3977 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3979 FRulez := FRulez + [R_ITEM_BACKPACK];
3980 Result := True;
3981 remove := True;
3982 if gFlash = 2 then Inc(FPickup, 5);
3983 end;
3985 ITEM_KEY_RED:
3986 if not(R_KEY_RED in FRulez) then
3987 begin
3988 Include(FRulez, R_KEY_RED);
3989 Result := True;
3990 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3991 if gFlash = 2 then Inc(FPickup, 5);
3992 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3993 end;
3995 ITEM_KEY_GREEN:
3996 if not(R_KEY_GREEN in FRulez) then
3997 begin
3998 Include(FRulez, R_KEY_GREEN);
3999 Result := True;
4000 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4001 if gFlash = 2 then Inc(FPickup, 5);
4002 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4003 end;
4005 ITEM_KEY_BLUE:
4006 if not(R_KEY_BLUE in FRulez) then
4007 begin
4008 Include(FRulez, R_KEY_BLUE);
4009 Result := True;
4010 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4011 if gFlash = 2 then Inc(FPickup, 5);
4012 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4013 end;
4015 ITEM_SUIT:
4016 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4017 begin
4018 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4019 Result := True;
4020 remove := True;
4021 FFireTime := 0;
4022 if gFlash = 2 then Inc(FPickup, 5);
4023 end;
4025 ITEM_OXYGEN:
4026 if FAir < AIR_MAX then
4027 begin
4028 FAir := AIR_MAX;
4029 Result := True;
4030 remove := True;
4031 if gFlash = 2 then Inc(FPickup, 5);
4032 end;
4034 ITEM_MEDKIT_BLACK:
4035 begin
4036 if not (R_BERSERK in FRulez) then
4037 begin
4038 Include(FRulez, R_BERSERK);
4039 if allowBerserkSwitching then
4040 begin
4041 FCurrWeap := WEAPON_KASTET;
4042 resetWeaponQueue();
4043 FModel.SetWeapon(WEAPON_KASTET);
4044 end;
4045 if gFlash <> 0 then
4046 begin
4047 Inc(FPain, 100);
4048 if gFlash = 2 then Inc(FPickup, 5);
4049 end;
4050 FBerserk := gTime+30000;
4051 Result := True;
4052 remove := True;
4053 FFireTime := 0;
4054 end;
4055 if FHealth < PLAYER_HP_SOFT then
4056 begin
4057 FHealth := PLAYER_HP_SOFT;
4058 FBerserk := gTime+30000;
4059 Result := True;
4060 remove := True;
4061 FFireTime := 0;
4062 end;
4063 end;
4065 ITEM_INVUL:
4066 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4067 begin
4068 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4069 Result := True;
4070 remove := True;
4071 if gFlash = 2 then Inc(FPickup, 5);
4072 end;
4074 ITEM_BOTTLE:
4075 if FHealth < PLAYER_HP_LIMIT then
4076 begin
4077 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4078 Result := True;
4079 remove := True;
4080 FFireTime := 0;
4081 if gFlash = 2 then Inc(FPickup, 5);
4082 end;
4084 ITEM_HELMET:
4085 if FArmor < PLAYER_AP_LIMIT then
4086 begin
4087 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4088 Result := True;
4089 remove := True;
4090 if gFlash = 2 then Inc(FPickup, 5);
4091 end;
4093 ITEM_JETPACK:
4094 if FJetFuel < JET_MAX then
4095 begin
4096 FJetFuel := JET_MAX;
4097 Result := True;
4098 remove := True;
4099 if gFlash = 2 then Inc(FPickup, 5);
4100 end;
4102 ITEM_INVIS:
4103 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4104 begin
4105 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4106 Result := True;
4107 remove := True;
4108 if gFlash = 2 then Inc(FPickup, 5);
4109 end;
4110 end;
4111 end;
4113 procedure TPlayer.Touch();
4114 begin
4115 if not FAlive then
4116 Exit;
4117 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4118 if FIamBot then
4119 begin
4120 // Áðîñèòü ôëàã òîâàðèùó:
4121 if gGameSettings.GameMode = GM_CTF then
4122 DropFlag();
4123 end;
4124 end;
4126 procedure TPlayer.Push(vx, vy: Integer);
4127 begin
4128 if (not FPhysics) and FGhost then
4129 Exit;
4130 FObj.Accel.X := FObj.Accel.X + vx;
4131 FObj.Accel.Y := FObj.Accel.Y + vy;
4132 if g_Game_IsNet and g_Game_IsServer then
4133 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4134 end;
4136 procedure TPlayer.Reset(Force: Boolean);
4137 begin
4138 if Force then
4139 FAlive := False;
4141 FSpawned := False;
4142 FTime[T_RESPAWN] := 0;
4143 FTime[T_FLAGCAP] := 0;
4144 FGodMode := False;
4145 FNoTarget := False;
4146 FNoReload := False;
4147 FFrags := 0;
4148 FLastFrag := 0;
4149 FComboEvnt := -1;
4150 FKills := 0;
4151 FMonsterKills := 0;
4152 FDeath := 0;
4153 FSecrets := 0;
4154 if FNoRespawn then
4155 begin
4156 FSpectator := False;
4157 FGhost := False;
4158 FPhysics := True;
4159 FSpectatePlayer := -1;
4160 FNoRespawn := False;
4161 end;
4162 FLives := gGameSettings.MaxLives;
4164 SetFlag(FLAG_NONE);
4165 end;
4167 procedure TPlayer.SoftReset();
4168 begin
4169 ReleaseKeys();
4171 FDamageBuffer := 0;
4172 FIncCam := 0;
4173 FBFGFireCounter := -1;
4174 FShellTimer := -1;
4175 FPain := 0;
4176 FLastHit := 0;
4177 FLastFrag := 0;
4178 FComboEvnt := -1;
4180 SetFlag(FLAG_NONE);
4181 SetAction(A_STAND, True);
4182 end;
4184 function TPlayer.GetRespawnPoint(): Byte;
4185 var
4186 c: Byte;
4187 begin
4188 Result := 255;
4189 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4191 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4192 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4193 begin
4194 if (Self = gPlayer1) or (Self = gPlayer2) then
4195 begin
4196 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4197 if Self = gPlayer1 then
4198 c := RESPAWNPOINT_PLAYER1
4199 else
4200 c := RESPAWNPOINT_PLAYER2;
4201 if g_Map_GetPointCount(c) > 0 then
4202 begin
4203 Result := c;
4204 Exit;
4205 end;
4207 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4208 if Self = gPlayer1 then
4209 c := RESPAWNPOINT_PLAYER2
4210 else
4211 c := RESPAWNPOINT_PLAYER1;
4212 if g_Map_GetPointCount(c) > 0 then
4213 begin
4214 Result := c;
4215 Exit;
4216 end;
4217 end else
4218 begin
4219 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4220 if Random(2) = 0 then
4221 c := RESPAWNPOINT_PLAYER1
4222 else
4223 c := RESPAWNPOINT_PLAYER2;
4224 if g_Map_GetPointCount(c) > 0 then
4225 begin
4226 Result := c;
4227 Exit;
4228 end;
4229 end;
4231 // Òî÷êà ëþáîé èç êîìàíä
4232 if Random(2) = 0 then
4233 c := RESPAWNPOINT_RED
4234 else
4235 c := RESPAWNPOINT_BLUE;
4236 if g_Map_GetPointCount(c) > 0 then
4237 begin
4238 Result := c;
4239 Exit;
4240 end;
4242 // Òî÷êà DM
4243 c := RESPAWNPOINT_DM;
4244 if g_Map_GetPointCount(c) > 0 then
4245 begin
4246 Result := c;
4247 Exit;
4248 end;
4249 end;
4251 // Ìÿñîïîâàë
4252 if gGameSettings.GameMode = GM_DM then
4253 begin
4254 // Òî÷êà DM
4255 c := RESPAWNPOINT_DM;
4256 if g_Map_GetPointCount(c) > 0 then
4257 begin
4258 Result := c;
4259 Exit;
4260 end;
4262 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4263 if Random(2) = 0 then
4264 c := RESPAWNPOINT_PLAYER1
4265 else
4266 c := RESPAWNPOINT_PLAYER2;
4267 if g_Map_GetPointCount(c) > 0 then
4268 begin
4269 Result := c;
4270 Exit;
4271 end;
4273 // Òî÷êà ëþáîé èç êîìàíä
4274 if Random(2) = 0 then
4275 c := RESPAWNPOINT_RED
4276 else
4277 c := RESPAWNPOINT_BLUE;
4278 if g_Map_GetPointCount(c) > 0 then
4279 begin
4280 Result := c;
4281 Exit;
4282 end;
4283 end;
4285 // Êîìàíäíûå
4286 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4287 begin
4288 // Òî÷êà ñâîåé êîìàíäû
4289 c := RESPAWNPOINT_DM;
4290 if FTeam = TEAM_RED then
4291 c := RESPAWNPOINT_RED;
4292 if FTeam = TEAM_BLUE then
4293 c := RESPAWNPOINT_BLUE;
4294 if g_Map_GetPointCount(c) > 0 then
4295 begin
4296 Result := c;
4297 Exit;
4298 end;
4300 // Òî÷êà DM
4301 c := RESPAWNPOINT_DM;
4302 if g_Map_GetPointCount(c) > 0 then
4303 begin
4304 Result := c;
4305 Exit;
4306 end;
4308 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4309 if Random(2) = 0 then
4310 c := RESPAWNPOINT_PLAYER1
4311 else
4312 c := RESPAWNPOINT_PLAYER2;
4313 if g_Map_GetPointCount(c) > 0 then
4314 begin
4315 Result := c;
4316 Exit;
4317 end;
4319 // Òî÷êà äðóãîé êîìàíäû
4320 c := RESPAWNPOINT_DM;
4321 if FTeam = TEAM_RED then
4322 c := RESPAWNPOINT_BLUE;
4323 if FTeam = TEAM_BLUE then
4324 c := RESPAWNPOINT_RED;
4325 if g_Map_GetPointCount(c) > 0 then
4326 begin
4327 Result := c;
4328 Exit;
4329 end;
4330 end;
4331 end;
4333 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4334 var
4335 RespawnPoint: TRespawnPoint;
4336 a, b, c: Byte;
4337 Anim: TAnimation;
4338 ID: DWORD;
4339 begin
4340 if not g_Game_IsServer then
4341 Exit;
4342 if FDummy then
4343 Exit;
4344 FWantsInGame := True;
4345 FJustTeleported := True;
4346 if Force then
4347 begin
4348 FTime[T_RESPAWN] := 0;
4349 FAlive := False;
4350 end;
4351 FNetTime := 0;
4352 // if server changes MaxLives we gotta be ready
4353 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4355 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4356 if FTime[T_RESPAWN] > gTime then
4357 Exit;
4359 // Ïðîñðàë âñå æèçíè:
4360 if FNoRespawn then
4361 begin
4362 if not FSpectator then Spectate(True);
4363 FWantsInGame := True;
4364 Exit;
4365 end;
4367 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4368 begin // "Ñâîÿ èãðà"
4369 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4370 FRulez := FRulez-[R_BERSERK];
4371 end
4372 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4373 begin
4374 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4375 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4376 end;
4378 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4379 c := GetRespawnPoint();
4381 ReleaseKeys();
4382 SetFlag(FLAG_NONE);
4384 // Âîñêðåøåíèå áåç îðóæèÿ:
4385 if not FAlive then
4386 begin
4387 FHealth := PLAYER_HP_SOFT;
4388 FArmor := 0;
4389 FAlive := True;
4390 FAir := AIR_DEF;
4391 FJetFuel := 0;
4393 for a := WP_FIRST to WP_LAST do
4394 begin
4395 FWeapon[a] := False;
4396 FReloading[a] := 0;
4397 end;
4399 FWeapon[WEAPON_PISTOL] := True;
4400 FWeapon[WEAPON_KASTET] := True;
4401 FCurrWeap := WEAPON_PISTOL;
4402 resetWeaponQueue();
4404 FModel.SetWeapon(FCurrWeap);
4406 for b := A_BULLETS to A_HIGH do
4407 FAmmo[b] := 0;
4409 FAmmo[A_BULLETS] := 50;
4411 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4412 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4413 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4414 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4415 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4417 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4418 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4419 else
4420 FRulez := [];
4421 end;
4423 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4424 if not g_Map_GetPoint(c, RespawnPoint) then
4425 begin
4426 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4427 Exit;
4428 end;
4430 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4431 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4432 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4433 FObj.Vel.X := 0;
4434 FObj.Vel.Y := 0;
4435 FObj.Accel.X := 0;
4436 FObj.Accel.Y := 0;
4438 FDirection := RespawnPoint.Direction;
4439 if FDirection = TDirection.D_LEFT then
4440 FAngle := 180
4441 else
4442 FAngle := 0;
4444 FIncCam := 0;
4445 FBFGFireCounter := -1;
4446 FShellTimer := -1;
4447 FPain := 0;
4448 FLastHit := 0;
4450 SetAction(A_STAND, True);
4451 FModel.Direction := FDirection;
4453 for a := Low(FTime) to High(FTime) do
4454 FTime[a] := 0;
4456 for a := Low(FMegaRulez) to High(FMegaRulez) do
4457 FMegaRulez[a] := 0;
4459 FDamageBuffer := 0;
4460 FJetpack := False;
4461 FCanJetpack := False;
4462 FFireTime := 0;
4463 FFirePainTime := 0;
4464 FFireAttacker := 0;
4466 // Àíèìàöèÿ âîçðîæäåíèÿ:
4467 if (not gLoadGameMode) and (not Silent) then
4468 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4469 begin
4470 Anim := TAnimation.Create(ID, False, 3);
4471 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4472 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4473 Anim.Free();
4474 end;
4476 FSpectator := False;
4477 FGhost := False;
4478 FPhysics := True;
4479 FSpectatePlayer := -1;
4480 FSpawned := True;
4482 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4483 gPlayer1 := self;
4484 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4485 gPlayer2 := self;
4487 if g_Game_IsNet then
4488 begin
4489 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4490 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4491 if not Silent then
4492 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4493 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4494 0, NET_GFX_TELE);
4495 end;
4496 end;
4498 procedure TPlayer.Spectate(NoMove: Boolean = False);
4499 begin
4500 if FAlive then
4501 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4502 else if (not NoMove) then
4503 begin
4504 GameX := gMapInfo.Width div 2;
4505 GameY := gMapInfo.Height div 2;
4506 end;
4507 FXTo := GameX;
4508 FYTo := GameY;
4510 FAlive := False;
4511 FSpectator := True;
4512 FGhost := True;
4513 FPhysics := False;
4514 FWantsInGame := False;
4515 FSpawned := False;
4517 if FNoRespawn then
4518 begin
4519 if Self = gPlayer1 then
4520 begin
4521 gLMSPID1 := FUID;
4522 gPlayer1 := nil;
4523 end;
4524 if Self = gPlayer2 then
4525 begin
4526 gLMSPID2 := FUID;
4527 gPlayer2 := nil;
4528 end;
4529 end;
4531 if g_Game_IsNet then
4532 MH_SEND_PlayerStats(FUID);
4533 end;
4535 procedure TPlayer.SwitchNoClip;
4536 begin
4537 if not FAlive then
4538 Exit;
4539 FGhost := not FGhost;
4540 FPhysics := not FGhost;
4541 if FGhost then
4542 begin
4543 FXTo := FObj.X;
4544 FYTo := FObj.Y;
4545 end else
4546 begin
4547 FObj.Accel.X := 0;
4548 FObj.Accel.Y := 0;
4549 end;
4550 end;
4552 procedure TPlayer.Run(Direction: TDirection);
4553 var
4554 a, b: Integer;
4555 begin
4556 if MAX_RUNVEL > 8 then
4557 FlySmoke();
4559 // Áåæèì:
4560 if Direction = TDirection.D_LEFT then
4561 begin
4562 if FObj.Vel.X > -MAX_RUNVEL then
4563 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4564 end
4565 else
4566 if FObj.Vel.X < MAX_RUNVEL then
4567 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4569 // Âîçìîæíî, ïèíàåì êóñêè:
4570 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4571 begin
4572 b := Abs(FObj.Vel.X);
4573 if b > 1 then b := b * (Random(8 div b) + 1);
4574 for a := 0 to High(gGibs) do
4575 begin
4576 if gGibs[a].alive and
4577 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4578 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4579 begin
4580 // Ïèíàåì êóñêè
4581 if FObj.Vel.X < 0 then
4582 begin
4583 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4584 end
4585 else
4586 begin
4587 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4588 end;
4589 gGibs[a].positionChanged(); // this updates spatial accelerators
4590 end;
4591 end;
4592 end;
4594 SetAction(A_WALK);
4595 end;
4597 procedure TPlayer.SeeDown();
4598 begin
4599 SetAction(A_SEEDOWN);
4601 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4603 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4604 end;
4606 procedure TPlayer.SeeUp();
4607 begin
4608 SetAction(A_SEEUP);
4610 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4612 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4613 end;
4615 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4616 var
4617 Prior: Byte;
4618 begin
4619 case Action of
4620 A_WALK: Prior := 3;
4621 A_DIE1: Prior := 5;
4622 A_DIE2: Prior := 5;
4623 A_ATTACK: Prior := 2;
4624 A_SEEUP: Prior := 1;
4625 A_SEEDOWN: Prior := 1;
4626 A_ATTACKUP: Prior := 2;
4627 A_ATTACKDOWN: Prior := 2;
4628 A_PAIN: Prior := 4;
4629 else Prior := 0;
4630 end;
4632 if (Prior > FActionPrior) or Force then
4633 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4634 begin
4635 FActionPrior := Prior;
4636 FActionAnim := Action;
4637 FActionForce := Force;
4638 FActionChanged := True;
4639 end;
4641 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4642 end;
4644 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4645 begin
4646 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4647 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4648 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4649 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4650 end;
4652 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4653 var
4654 Anim: TAnimation;
4655 ID: DWORD;
4656 begin
4657 Result := False;
4659 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4660 begin
4661 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4662 if g_Game_IsServer and g_Game_IsNet then
4663 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4664 Exit;
4665 end;
4667 FJustTeleported := True;
4669 Anim := nil;
4670 if not silent then
4671 begin
4672 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4673 begin
4674 Anim := TAnimation.Create(ID, False, 3);
4675 end;
4677 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4678 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4679 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4680 if g_Game_IsServer and g_Game_IsNet then
4681 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4682 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4683 NET_GFX_TELE);
4684 end;
4686 FObj.X := X-PLAYER_RECT.X;
4687 FObj.Y := Y-PLAYER_RECT.Y;
4688 if FAlive and FGhost then
4689 begin
4690 FXTo := FObj.X;
4691 FYTo := FObj.Y;
4692 end;
4694 if not g_Game_IsNet then
4695 begin
4696 if dir = 1 then
4697 begin
4698 SetDirection(TDirection.D_LEFT);
4699 FAngle := 180;
4700 end
4701 else
4702 if dir = 2 then
4703 begin
4704 SetDirection(TDirection.D_RIGHT);
4705 FAngle := 0;
4706 end
4707 else
4708 if dir = 3 then
4709 begin // îáðàòíîå
4710 if FDirection = TDirection.D_RIGHT then
4711 begin
4712 SetDirection(TDirection.D_LEFT);
4713 FAngle := 180;
4714 end
4715 else
4716 begin
4717 SetDirection(TDirection.D_RIGHT);
4718 FAngle := 0;
4719 end;
4720 end;
4721 end;
4723 if not silent and (Anim <> nil) then
4724 begin
4725 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4726 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4727 Anim.Free();
4729 if g_Game_IsServer and g_Game_IsNet then
4730 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4731 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4732 NET_GFX_TELE);
4733 end;
4735 Result := True;
4736 end;
4738 function nonz(a: Single): Single;
4739 begin
4740 if a <> 0 then
4741 Result := a
4742 else
4743 Result := 1;
4744 end;
4746 procedure TPlayer.Update();
4747 var
4748 b: Byte;
4749 i, ii, wx, wy, xd, yd, k: Integer;
4750 blockmon, headwater, dospawn: Boolean;
4751 NetServer: Boolean;
4752 AnyServer: Boolean;
4753 SetSpect: Boolean;
4754 begin
4755 NetServer := g_Game_IsNet and g_Game_IsServer;
4756 AnyServer := g_Game_IsServer;
4758 if g_Game_IsClient and (NetInterpLevel > 0) then
4759 DoLerp(NetInterpLevel + 1)
4760 else
4761 if FGhost then
4762 DoLerp(4);
4764 if NetServer then
4765 if FClientID >= 0 then
4766 begin
4767 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4768 if NetClients[FClientID].Peer^.packetsSent > 0 then
4769 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4770 else
4771 FLoss := 0;
4772 end else
4773 begin
4774 FPing := 0;
4775 FLoss := 0;
4776 end;
4778 if FAlive and (FPunchAnim <> nil) then
4779 FPunchAnim.Update();
4781 if FAlive and (gFly or FJetpack) then
4782 FlySmoke();
4784 if FDirection = TDirection.D_LEFT then
4785 FAngle := 180
4786 else
4787 FAngle := 0;
4789 if FAlive and (not FGhost) then
4790 begin
4791 if FKeys[KEY_UP].Pressed then
4792 SeeUp();
4793 if FKeys[KEY_DOWN].Pressed then
4794 SeeDown();
4795 end;
4797 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4798 (FIncCam <> 0) then
4799 begin
4800 i := g_basic.Sign(FIncCam);
4801 FIncCam := Abs(FIncCam);
4802 DecMin(FIncCam, 5, 0);
4803 FIncCam := FIncCam*i;
4804 end;
4806 // no need to do that each second frame, weapon queue will take care of it
4807 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4808 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4810 if gTime mod (GAME_TICK*2) <> 0 then
4811 begin
4812 if (FObj.Vel.X = 0) and FAlive then
4813 begin
4814 if FKeys[KEY_LEFT].Pressed then
4815 Run(TDirection.D_LEFT);
4816 if FKeys[KEY_RIGHT].Pressed then
4817 Run(TDirection.D_RIGHT);
4818 end;
4820 if FPhysics then
4821 begin
4822 g_Obj_Move(@FObj, True, True, True);
4823 positionChanged(); // this updates spatial accelerators
4824 end;
4826 Exit;
4827 end;
4829 FActionChanged := False;
4831 if FAlive then
4832 begin
4833 // Let alive player do some actions
4834 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
4835 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
4836 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4837 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4838 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4839 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4840 if FKeys[KEY_JUMP].Pressed then Jump()
4841 else
4842 begin
4843 if AnyServer and FJetpack then
4844 begin
4845 FJetpack := False;
4846 JetpackOff;
4847 if NetServer then MH_SEND_PlayerStats(FUID);
4848 end;
4849 FCanJetpack := True;
4850 end;
4851 end
4852 else // Dead
4853 begin
4854 dospawn := False;
4855 if not FGhost then
4856 for k := Low(FKeys) to KEY_CHAT-1 do
4857 begin
4858 if FKeys[k].Pressed then
4859 begin
4860 dospawn := True;
4861 break;
4862 end;
4863 end;
4864 if dospawn then
4865 begin
4866 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4867 Respawn(False)
4868 else // Single
4869 if (FTime[T_RESPAWN] <= gTime) and
4870 gGameOn and (not FAlive) then
4871 begin
4872 if (g_Player_GetCount() > 1) then
4873 Respawn(False)
4874 else
4875 begin
4876 gExit := EXIT_RESTART;
4877 Exit;
4878 end;
4879 end;
4880 end;
4881 // Dead spectator actions
4882 if FGhost then
4883 begin
4884 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4885 if FKeys[KEY_FIRE].Pressed and AnyServer then
4886 begin
4887 if FSpectator then
4888 begin
4889 if (FSpectatePlayer >= High(gPlayers)) then
4890 FSpectatePlayer := -1
4891 else
4892 begin
4893 SetSpect := False;
4894 for I := FSpectatePlayer + 1 to High(gPlayers) do
4895 if gPlayers[I] <> nil then
4896 if gPlayers[I].alive then
4897 if gPlayers[I].UID <> FUID then
4898 begin
4899 FSpectatePlayer := I;
4900 SetSpect := True;
4901 break;
4902 end;
4904 if not SetSpect then FSpectatePlayer := -1;
4905 end;
4907 ReleaseKeys;
4908 end;
4909 end;
4910 end;
4911 end;
4912 // No clipping
4913 if FGhost then
4914 begin
4915 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4916 begin
4917 FYTo := FObj.Y - 32;
4918 FSpectatePlayer := -1;
4919 end;
4920 if FKeys[KEY_DOWN].Pressed then
4921 begin
4922 FYTo := FObj.Y + 32;
4923 FSpectatePlayer := -1;
4924 end;
4925 if FKeys[KEY_LEFT].Pressed then
4926 begin
4927 FXTo := FObj.X - 32;
4928 FSpectatePlayer := -1;
4929 end;
4930 if FKeys[KEY_RIGHT].Pressed then
4931 begin
4932 FXTo := FObj.X + 32;
4933 FSpectatePlayer := -1;
4934 end;
4936 if (FXTo < -64) then
4937 FXTo := -64
4938 else if (FXTo > gMapInfo.Width + 32) then
4939 FXTo := gMapInfo.Width + 32;
4940 if (FYTo < -72) then
4941 FYTo := -72
4942 else if (FYTo > gMapInfo.Height + 32) then
4943 FYTo := gMapInfo.Height + 32;
4944 end;
4946 if FPhysics then
4947 begin
4948 g_Obj_Move(@FObj, True, True, True);
4949 positionChanged(); // this updates spatial accelerators
4950 end
4951 else
4952 begin
4953 FObj.Vel.X := 0;
4954 FObj.Vel.Y := 0;
4955 if FSpectator then
4956 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4957 if gPlayers[FSpectatePlayer] <> nil then
4958 if gPlayers[FSpectatePlayer].alive then
4959 begin
4960 FXTo := gPlayers[FSpectatePlayer].GameX;
4961 FYTo := gPlayers[FSpectatePlayer].GameY;
4962 end;
4963 end;
4965 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4966 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4967 PANEL_BLOCKMON, True);
4968 headwater := HeadInLiquid(0, 0);
4970 // Ñîïðîòèâëåíèå âîçäóõà:
4971 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4972 if FObj.Vel.X <> 0 then
4973 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4975 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4976 DecMin(FPain, 5, 0);
4977 DecMin(FPickup, 1, 0);
4979 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
4980 begin
4981 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4982 FMegaRulez[MR_SUIT] := 0;
4983 FMegaRulez[MR_INVUL] := 0;
4984 FMegaRulez[MR_INVIS] := 0;
4985 Kill(K_FALLKILL, 0, HIT_FALL);
4986 end;
4988 i := 9;
4990 if FAlive then
4991 begin
4992 if FCurrWeap = WEAPON_SAW then
4993 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4994 FSawSoundSelect.IsPlaying()) then
4995 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4997 if FJetpack then
4998 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4999 (not FJetSoundOff.IsPlaying()) then
5000 begin
5001 FJetSoundFly.SetPosition(0);
5002 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5003 end;
5005 for b := WP_FIRST to WP_LAST do
5006 if FReloading[b] > 0 then
5007 if FNoReload then
5008 FReloading[b] := 0
5009 else
5010 Dec(FReloading[b]);
5012 if FShellTimer > -1 then
5013 if FShellTimer = 0 then
5014 begin
5015 if FShellType = SHELL_SHELL then
5016 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5017 GameVelX, GameVelY-2, SHELL_SHELL)
5018 else if FShellType = SHELL_DBLSHELL then
5019 begin
5020 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5021 GameVelX+1, GameVelY-2, SHELL_SHELL);
5022 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5023 GameVelX-1, GameVelY-2, SHELL_SHELL);
5024 end;
5025 FShellTimer := -1;
5026 end else Dec(FShellTimer);
5028 if (FBFGFireCounter > -1) then
5029 if FBFGFireCounter = 0 then
5030 begin
5031 if AnyServer then
5032 begin
5033 wx := FObj.X+WEAPONPOINT[FDirection].X;
5034 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5035 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5036 yd := wy+firediry();
5037 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5038 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5039 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5040 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5041 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5042 end;
5044 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5045 FBFGFireCounter := -1;
5046 end else
5047 if FNoReload then
5048 FBFGFireCounter := 0
5049 else
5050 Dec(FBFGFireCounter);
5052 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5053 begin
5054 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5056 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5057 end;
5059 if (headwater or blockmon) then
5060 begin
5061 Dec(FAir);
5063 if FAir < -9 then
5064 begin
5065 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5066 FAir := 0;
5067 end
5068 else if (FAir mod 31 = 0) and not blockmon then
5069 begin
5070 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5071 if Random(2) = 0 then
5072 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5073 else
5074 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5075 end;
5076 end else if FAir < AIR_DEF then
5077 FAir := AIR_DEF;
5079 if FFireTime > 0 then
5080 begin
5081 if BodyInLiquid(0, 0) then
5082 begin
5083 FFireTime := 0;
5084 FFirePainTime := 0;
5085 end
5086 else if FMegaRulez[MR_SUIT] >= gTime then
5087 begin
5088 if FMegaRulez[MR_SUIT] = gTime then
5089 FFireTime := 1;
5090 FFirePainTime := 0;
5091 end
5092 else
5093 begin
5094 OnFireFlame(1);
5095 if FFirePainTime <= 0 then
5096 begin
5097 if g_Game_IsServer then
5098 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5099 FFirePainTime := 18;
5100 end;
5101 FFirePainTime := FFirePainTime - 1;
5102 FFireTime := FFireTime - 1;
5103 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5104 MH_SEND_PlayerStats(FUID);
5105 end;
5106 end;
5108 if FDamageBuffer > 0 then
5109 begin
5110 if FDamageBuffer >= 9 then
5111 begin
5112 SetAction(A_PAIN);
5114 if FDamageBuffer < 30 then i := 9
5115 else if FDamageBuffer < 100 then i := 18
5116 else i := 27;
5117 end;
5119 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5120 FArmor := FArmor-(FDamageBuffer-ii);
5121 FHealth := FHealth-ii;
5122 if FArmor < 0 then
5123 begin
5124 FHealth := FHealth+FArmor;
5125 FArmor := 0;
5126 end;
5128 if AnyServer then
5129 if FHealth <= 0 then
5130 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5131 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5132 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5134 if FAlive then
5135 begin
5136 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5137 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5138 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5139 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5140 end;
5142 FDamageBuffer := 0;
5143 end;
5145 {CollideItem();}
5146 end; // if FAlive then ...
5148 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5149 begin
5150 FModel.ChangeAnimation(FActionAnim, FActionForce);
5151 FModel.GetCurrentAnimation.MinLength := i;
5152 FModel.GetCurrentAnimationMask.MinLength := i;
5153 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5155 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5156 then SetAction(A_STAND, True);
5158 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5160 for b := Low(FKeys) to High(FKeys) do
5161 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5162 end;
5165 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5166 begin
5167 x := FObj.X+PLAYER_RECT.X;
5168 y := FObj.Y+PLAYER_RECT.Y;
5169 w := PLAYER_RECT.Width;
5170 h := PLAYER_RECT.Height;
5171 end;
5174 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5175 begin
5176 if (dx <> 0) or (dy <> 0) then
5177 begin
5178 FObj.X += dx;
5179 FObj.Y += dy;
5180 positionChanged();
5181 end;
5182 end;
5185 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5186 begin
5187 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5188 FObj.Y+PLAYER_RECT.Y,
5189 PLAYER_RECT.Width,
5190 PLAYER_RECT.Height,
5191 X, Y,
5192 Width, Height);
5193 end;
5195 function TPlayer.Collide(Panel: TPanel): Boolean;
5196 begin
5197 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5198 FObj.Y+PLAYER_RECT.Y,
5199 PLAYER_RECT.Width,
5200 PLAYER_RECT.Height,
5201 Panel.X, Panel.Y,
5202 Panel.Width, Panel.Height);
5203 end;
5205 function TPlayer.Collide(X, Y: Integer): Boolean;
5206 begin
5207 X := X-FObj.X-PLAYER_RECT.X;
5208 Y := Y-FObj.Y-PLAYER_RECT.Y;
5209 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5210 (y >= 0) and (y <= PLAYER_RECT.Height);
5211 end;
5213 function g_Player_ValidName(Name: string): Boolean;
5214 var
5215 a: Integer;
5216 begin
5217 Result := True;
5219 if gPlayers = nil then Exit;
5221 for a := 0 to High(gPlayers) do
5222 if gPlayers[a] <> nil then
5223 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5224 begin
5225 Result := False;
5226 Exit;
5227 end;
5228 end;
5230 procedure TPlayer.SetDirection(Direction: TDirection);
5231 var
5232 d: TDirection;
5233 begin
5234 d := FModel.Direction;
5236 FModel.Direction := Direction;
5237 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5239 FDirection := Direction;
5240 end;
5242 function TPlayer.GetKeys(): Byte;
5243 begin
5244 Result := 0;
5246 if R_KEY_RED in FRulez then Result := KEY_RED;
5247 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5248 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5250 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5251 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5252 end;
5254 procedure TPlayer.Use();
5255 var
5256 a: Integer;
5257 begin
5258 if FTime[T_USE] > gTime then Exit;
5260 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5261 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5263 for a := 0 to High(gPlayers) do
5264 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5265 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5266 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5267 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5268 begin
5269 gPlayers[a].Touch();
5270 if g_Game_IsNet and g_Game_IsServer then
5271 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5272 end;
5274 FTime[T_USE] := gTime+120;
5275 end;
5277 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5278 var
5279 locObj: TObj;
5280 F: Boolean;
5281 WX, WY, XD, YD: Integer;
5282 begin
5283 F := False;
5284 WX := X;
5285 WY := Y;
5286 XD := AX;
5287 YD := AY;
5289 case FCurrWeap of
5290 WEAPON_KASTET:
5291 begin
5292 if R_BERSERK in FRulez then
5293 begin
5294 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5295 locobj.X := FObj.X+FObj.Rect.X;
5296 locobj.Y := FObj.Y+FObj.Rect.Y;
5297 locobj.rect.X := 0;
5298 locobj.rect.Y := 0;
5299 locobj.rect.Width := 39;
5300 locobj.rect.Height := 52;
5301 locobj.Vel.X := (xd-wx) div 2;
5302 locobj.Vel.Y := (yd-wy) div 2;
5303 locobj.Accel.X := xd-wx;
5304 locobj.Accel.y := yd-wy;
5306 DoPunch();
5308 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5309 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5310 else
5311 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5313 if gFlash = 1 then
5314 if FPain < 50 then
5315 FPain := min(FPain + 25, 50);
5316 end else
5317 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5318 end;
5320 WEAPON_SAW:
5321 begin
5322 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5323 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5324 begin
5325 FSawSoundSelect.Stop();
5326 FSawSound.Stop();
5327 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5328 end
5329 else if not FSawSoundHit.IsPlaying() then
5330 begin
5331 FSawSoundSelect.Stop();
5332 FSawSound.PlayAt(FObj.X, FObj.Y);
5333 end;
5334 f := True;
5335 end;
5337 WEAPON_PISTOL:
5338 begin
5339 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5340 FFireAngle := FAngle;
5341 f := True;
5342 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5343 GameVelX, GameVelY-2, SHELL_BULLET);
5344 end;
5346 WEAPON_SHOTGUN1:
5347 begin
5348 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5349 FFireAngle := FAngle;
5350 f := True;
5351 FShellTimer := 10;
5352 FShellType := SHELL_SHELL;
5353 end;
5355 WEAPON_SHOTGUN2:
5356 begin
5357 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5358 FFireAngle := FAngle;
5359 f := True;
5360 FShellTimer := 13;
5361 FShellType := SHELL_DBLSHELL;
5362 end;
5364 WEAPON_CHAINGUN:
5365 begin
5366 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5367 FFireAngle := FAngle;
5368 f := True;
5369 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5370 GameVelX, GameVelY-2, SHELL_BULLET);
5371 end;
5373 WEAPON_ROCKETLAUNCHER:
5374 begin
5375 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5376 FFireAngle := FAngle;
5377 f := True;
5378 end;
5380 WEAPON_PLASMA:
5381 begin
5382 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5383 FFireAngle := FAngle;
5384 f := True;
5385 end;
5387 WEAPON_BFG:
5388 begin
5389 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5390 FFireAngle := FAngle;
5391 f := True;
5392 end;
5394 WEAPON_SUPERPULEMET:
5395 begin
5396 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5397 FFireAngle := FAngle;
5398 f := True;
5399 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5400 GameVelX, GameVelY-2, SHELL_SHELL);
5401 end;
5403 WEAPON_FLAMETHROWER:
5404 begin
5405 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5406 FFireAngle := FAngle;
5407 f := True;
5408 end;
5409 end;
5411 if not f then Exit;
5413 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5414 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5415 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5416 end;
5418 procedure TPlayer.DoLerp(Level: Integer = 2);
5419 begin
5420 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5421 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5422 end;
5424 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5425 var
5426 AX, AY: Integer;
5427 begin
5428 if NetInterpLevel < 1 then
5429 begin
5430 FObj.X := XTo;
5431 FObj.Y := YTo;
5432 end
5433 else
5434 begin
5435 FXTo := XTo;
5436 FYTo := YTo;
5438 AX := Abs(FXTo - FObj.X);
5439 AY := Abs(FYTo - FObj.Y);
5440 if (AX > 32) or (AX <= NetInterpLevel) then
5441 FObj.X := FXTo;
5442 if (AY > 32) or (AY <= NetInterpLevel) then
5443 FObj.Y := FYTo;
5444 end;
5445 end;
5447 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5448 begin
5449 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5450 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5451 PANEL_LIFTUP, False) then Result := -1
5452 else
5453 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5454 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5455 PANEL_LIFTDOWN, False) then Result := 1
5456 else Result := 0;
5457 end;
5459 function TPlayer.GetFlag(Flag: Byte): Boolean;
5460 var
5461 s, ts: String;
5462 evtype: Byte;
5463 begin
5464 Result := False;
5466 if Flag = FLAG_NONE then
5467 Exit;
5469 if not g_Game_IsServer then Exit;
5471 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5472 if (Flag = FTeam) and
5473 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5474 (FFlag <> FLAG_NONE) then
5475 begin
5476 if FFlag = FLAG_RED then
5477 s := _lc[I_PLAYER_FLAG_RED]
5478 else
5479 s := _lc[I_PLAYER_FLAG_BLUE];
5481 evtype := FLAG_STATE_SCORED;
5483 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5484 Insert('.', ts, Length(ts) + 1 - 3);
5485 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5487 g_Map_ResetFlag(FFlag);
5488 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5490 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5492 Result := True;
5493 if g_Game_IsNet then
5494 begin
5495 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5496 MH_SEND_GameStats;
5497 end;
5499 gFlags[FFlag].CaptureTime := 0;
5500 SetFlag(FLAG_NONE);
5501 Exit;
5502 end;
5504 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5505 if (Flag = FTeam) and
5506 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5507 begin
5508 if Flag = FLAG_RED then
5509 s := _lc[I_PLAYER_FLAG_RED]
5510 else
5511 s := _lc[I_PLAYER_FLAG_BLUE];
5513 evtype := FLAG_STATE_RETURNED;
5514 gFlags[Flag].CaptureTime := 0;
5516 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5518 g_Map_ResetFlag(Flag);
5519 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5521 Result := True;
5522 if g_Game_IsNet then
5523 begin
5524 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5525 MH_SEND_GameStats;
5526 end;
5527 Exit;
5528 end;
5530 // Ïîäîáðàë ÷óæîé ôëàã:
5531 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5532 begin
5533 SetFlag(Flag);
5535 if Flag = FLAG_RED then
5536 s := _lc[I_PLAYER_FLAG_RED]
5537 else
5538 s := _lc[I_PLAYER_FLAG_BLUE];
5540 evtype := FLAG_STATE_CAPTURED;
5542 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5544 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5546 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5548 Result := True;
5549 if g_Game_IsNet then
5550 begin
5551 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5552 MH_SEND_GameStats;
5553 end;
5554 end;
5555 end;
5557 procedure TPlayer.SetFlag(Flag: Byte);
5558 begin
5559 FFlag := Flag;
5560 if FModel <> nil then
5561 FModel.SetFlag(FFlag);
5562 end;
5564 function TPlayer.DropFlag(): Boolean;
5565 var
5566 s: String;
5567 begin
5568 Result := False;
5569 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5570 Exit;
5571 FTime[T_FLAGCAP] := gTime + 2000;
5572 with gFlags[FFlag] do
5573 begin
5574 Obj.X := FObj.X;
5575 Obj.Y := FObj.Y;
5576 Direction := FDirection;
5577 State := FLAG_STATE_DROPPED;
5578 Count := FLAG_TIME;
5579 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5580 (FObj.Vel.Y div 2)-2+Random(5));
5581 positionChanged(); // this updates spatial accelerators
5583 if FFlag = FLAG_RED then
5584 s := _lc[I_PLAYER_FLAG_RED]
5585 else
5586 s := _lc[I_PLAYER_FLAG_BLUE];
5588 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5589 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5591 if g_Game_IsNet then
5592 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5593 end;
5594 SetFlag(FLAG_NONE);
5595 Result := True;
5596 end;
5598 procedure TPlayer.GetSecret();
5599 begin
5600 Inc(FSecrets);
5601 end;
5603 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5604 begin
5605 Assert(Key <= High(FKeys));
5607 FKeys[Key].Pressed := True;
5608 FKeys[Key].Time := Time;
5609 end;
5611 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5612 begin
5613 Result := FKeys[K].Pressed;
5614 end;
5616 procedure TPlayer.ReleaseKeys();
5617 var
5618 a: Integer;
5619 begin
5620 for a := Low(FKeys) to High(FKeys) do
5621 begin
5622 FKeys[a].Pressed := False;
5623 FKeys[a].Time := 0;
5624 end;
5625 end;
5627 procedure TPlayer.OnDamage(Angle: SmallInt);
5628 begin
5629 end;
5631 function TPlayer.firediry(): Integer;
5632 begin
5633 if FKeys[KEY_UP].Pressed then Result := -42
5634 else if FKeys[KEY_DOWN].Pressed then Result := 19
5635 else Result := 0;
5636 end;
5638 procedure TPlayer.RememberState();
5639 var
5640 i: Integer;
5641 begin
5642 FSavedState.Health := FHealth;
5643 FSavedState.Armor := FArmor;
5644 FSavedState.Air := FAir;
5645 FSavedState.JetFuel := FJetFuel;
5646 FSavedState.CurrWeap := FCurrWeap;
5647 FSavedState.NextWeap := FNextWeap;
5648 FSavedState.NextWeapDelay := FNextWeapDelay;
5650 for i := 0 to 3 do
5651 FSavedState.Ammo[i] := FAmmo[i];
5652 for i := 0 to 3 do
5653 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5655 FSavedState.Rulez := FRulez;
5656 FSavedState.WaitRecall := True;
5657 end;
5659 procedure TPlayer.RecallState();
5660 var
5661 i: Integer;
5662 begin
5663 if not FSavedState.WaitRecall then Exit;
5665 FHealth := FSavedState.Health;
5666 FArmor := FSavedState.Armor;
5667 FAir := FSavedState.Air;
5668 FJetFuel := FSavedState.JetFuel;
5669 FCurrWeap := FSavedState.CurrWeap;
5670 FNextWeap := FSavedState.NextWeap;
5671 FNextWeapDelay := FSavedState.NextWeapDelay;
5673 for i := 0 to 3 do
5674 FAmmo[i] := FSavedState.Ammo[i];
5675 for i := 0 to 3 do
5676 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5678 FRulez := FSavedState.Rulez;
5679 FSavedState.WaitRecall := False;
5681 if gGameSettings.GameType = GT_SERVER then
5682 MH_SEND_PlayerStats(FUID);
5683 end;
5685 procedure TPlayer.SaveState (st: TStream);
5686 var
5687 i: Integer;
5688 b: Byte;
5689 begin
5690 // Ñèãíàòóðà èãðîêà
5691 utils.writeSign(st, 'PLYR');
5692 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5693 // Áîò èëè ÷åëîâåê
5694 utils.writeBool(st, FIamBot);
5695 // UID èãðîêà
5696 utils.writeInt(st, Word(FUID));
5697 // Èìÿ èãðîêà
5698 utils.writeStr(st, FName);
5699 // Êîìàíäà
5700 utils.writeInt(st, Byte(FTeam));
5701 // Æèâ ëè
5702 utils.writeBool(st, FAlive);
5703 // Èçðàñõîäîâàë ëè âñå æèçíè
5704 utils.writeBool(st, FNoRespawn);
5705 // Íàïðàâëåíèå
5706 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
5707 utils.writeInt(st, Byte(b));
5708 // Çäîðîâüå
5709 utils.writeInt(st, LongInt(FHealth));
5710 // Æèçíè
5711 utils.writeInt(st, Byte(FLives));
5712 // Áðîíÿ
5713 utils.writeInt(st, LongInt(FArmor));
5714 // Çàïàñ âîçäóõà
5715 utils.writeInt(st, LongInt(FAir));
5716 // Çàïàñ ãîðþ÷åãî
5717 utils.writeInt(st, LongInt(FJetFuel));
5718 // Áîëü
5719 utils.writeInt(st, LongInt(FPain));
5720 // Óáèë
5721 utils.writeInt(st, LongInt(FKills));
5722 // Óáèë ìîíñòðîâ
5723 utils.writeInt(st, LongInt(FMonsterKills));
5724 // Ôðàãîâ
5725 utils.writeInt(st, LongInt(FFrags));
5726 // Ôðàãîâ ïîäðÿä
5727 utils.writeInt(st, Byte(FFragCombo));
5728 // Âðåìÿ ïîñëåäíåãî ôðàãà
5729 utils.writeInt(st, LongWord(FLastFrag));
5730 // Ñìåðòåé
5731 utils.writeInt(st, LongInt(FDeath));
5732 // Êàêîé ôëàã íåñåò
5733 utils.writeInt(st, Byte(FFlag));
5734 // Íàøåë ñåêðåòîâ
5735 utils.writeInt(st, LongInt(FSecrets));
5736 // Òåêóùåå îðóæèå
5737 utils.writeInt(st, Byte(FCurrWeap));
5738 // Æåëàåìîå îðóæèå
5739 utils.writeInt(st, Word(FNextWeap));
5740 // ...è ïàóçà
5741 utils.writeInt(st, Byte(FNextWeapDelay));
5742 // Âðåìÿ çàðÿäêè BFG
5743 utils.writeInt(st, SmallInt(FBFGFireCounter));
5744 // Áóôåð óðîíà
5745 utils.writeInt(st, LongInt(FDamageBuffer));
5746 // Ïîñëåäíèé óäàðèâøèé
5747 utils.writeInt(st, Word(FLastSpawnerUID));
5748 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5749 utils.writeInt(st, Byte(FLastHit));
5750 // Îáúåêò èãðîêà
5751 Obj_SaveState(st, @FObj);
5752 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5753 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
5754 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5755 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
5756 // Íàëè÷èå îðóæèÿ
5757 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
5758 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5759 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
5760 // Íàëè÷èå ðþêçàêà
5761 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
5762 // Íàëè÷èå êðàñíîãî êëþ÷à
5763 utils.writeBool(st, (R_KEY_RED in FRulez));
5764 // Íàëè÷èå çåëåíîãî êëþ÷à
5765 utils.writeBool(st, (R_KEY_GREEN in FRulez));
5766 // Íàëè÷èå ñèíåãî êëþ÷à
5767 utils.writeBool(st, (R_KEY_BLUE in FRulez));
5768 // Íàëè÷èå áåðñåðêà
5769 utils.writeBool(st, (R_BERSERK in FRulez));
5770 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5771 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
5772 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5773 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
5774 // Íàçâàíèå ìîäåëè
5775 utils.writeStr(st, FModel.Name);
5776 // Öâåò ìîäåëè
5777 utils.writeInt(st, Byte(FColor.R));
5778 utils.writeInt(st, Byte(FColor.G));
5779 utils.writeInt(st, Byte(FColor.B));
5780 end;
5783 procedure TPlayer.LoadState (st: TStream);
5784 var
5785 i: Integer;
5786 str: String;
5787 b: Byte;
5788 begin
5789 assert(st <> nil);
5791 // Ñèãíàòóðà èãðîêà
5792 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
5793 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
5794 // Áîò èëè ÷åëîâåê:
5795 FIamBot := utils.readBool(st);
5796 // UID èãðîêà
5797 FUID := utils.readWord(st);
5798 // Èìÿ èãðîêà
5799 str := utils.readStr(st);
5800 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
5801 // Êîìàíäà
5802 FTeam := utils.readByte(st);
5803 // Æèâ ëè
5804 FAlive := utils.readBool(st);
5805 // Èçðàñõîäîâàë ëè âñå æèçíè
5806 FNoRespawn := utils.readBool(st);
5807 // Íàïðàâëåíèå
5808 b := utils.readByte(st);
5809 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
5810 // Çäîðîâüå
5811 FHealth := utils.readLongInt(st);
5812 // Æèçíè
5813 FLives := utils.readByte(st);
5814 // Áðîíÿ
5815 FArmor := utils.readLongInt(st);
5816 // Çàïàñ âîçäóõà
5817 FAir := utils.readLongInt(st);
5818 // Çàïàñ ãîðþ÷åãî
5819 FJetFuel := utils.readLongInt(st);
5820 // Áîëü
5821 FPain := utils.readLongInt(st);
5822 // Óáèë
5823 FKills := utils.readLongInt(st);
5824 // Óáèë ìîíñòðîâ
5825 FMonsterKills := utils.readLongInt(st);
5826 // Ôðàãîâ
5827 FFrags := utils.readLongInt(st);
5828 // Ôðàãîâ ïîäðÿä
5829 FFragCombo := utils.readByte(st);
5830 // Âðåìÿ ïîñëåäíåãî ôðàãà
5831 FLastFrag := utils.readLongWord(st);
5832 // Ñìåðòåé
5833 FDeath := utils.readLongInt(st);
5834 // Êàêîé ôëàã íåñåò
5835 FFlag := utils.readByte(st);
5836 // Íàøåë ñåêðåòîâ
5837 FSecrets := utils.readLongInt(st);
5838 // Òåêóùåå îðóæèå
5839 FCurrWeap := utils.readByte(st);
5840 // Æåëàåìîå îðóæèå
5841 FNextWeap := utils.readWord(st);
5842 // ...è ïàóçà
5843 FNextWeapDelay := utils.readByte(st);
5844 // Âðåìÿ çàðÿäêè BFG
5845 FBFGFireCounter := utils.readSmallInt(st);
5846 // Áóôåð óðîíà
5847 FDamageBuffer := utils.readLongInt(st);
5848 // Ïîñëåäíèé óäàðèâøèé
5849 FLastSpawnerUID := utils.readWord(st);
5850 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5851 FLastHit := utils.readByte(st);
5852 // Îáúåêò èãðîêà
5853 Obj_LoadState(@FObj, st);
5854 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5855 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
5856 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5857 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
5858 // Íàëè÷èå îðóæèÿ
5859 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
5860 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5861 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
5862 // Íàëè÷èå ðþêçàêà
5863 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
5864 // Íàëè÷èå êðàñíîãî êëþ÷à
5865 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
5866 // Íàëè÷èå çåëåíîãî êëþ÷à
5867 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
5868 // Íàëè÷èå ñèíåãî êëþ÷à
5869 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
5870 // Íàëè÷èå áåðñåðêà
5871 if utils.readBool(st) then Include(FRulez, R_BERSERK);
5872 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5873 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
5874 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5875 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
5876 // Íàçâàíèå ìîäåëè
5877 str := utils.readStr(st);
5878 // Öâåò ìîäåëè
5879 FColor.R := utils.readByte(st);
5880 FColor.G := utils.readByte(st);
5881 FColor.B := utils.readByte(st);
5882 if (self = gPlayer1) then
5883 begin
5884 str := gPlayer1Settings.Model;
5885 FColor := gPlayer1Settings.Color;
5886 end
5887 else if (self = gPlayer2) then
5888 begin
5889 str := gPlayer2Settings.Model;
5890 FColor := gPlayer2Settings.Color;
5891 end;
5892 // Îáíîâëÿåì ìîäåëü èãðîêà
5893 SetModel(str);
5894 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5895 FModel.Color := TEAMCOLOR[FTeam]
5896 else
5897 FModel.Color := FColor;
5898 end;
5901 procedure TPlayer.AllRulez(Health: Boolean);
5902 var
5903 a: Integer;
5904 begin
5905 if Health then
5906 begin
5907 FHealth := PLAYER_HP_LIMIT;
5908 FArmor := PLAYER_AP_LIMIT;
5909 Exit;
5910 end;
5912 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
5913 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
5914 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5915 end;
5917 procedure TPlayer.RestoreHealthArmor();
5918 begin
5919 FHealth := PLAYER_HP_LIMIT;
5920 FArmor := PLAYER_AP_LIMIT;
5921 end;
5923 procedure TPlayer.FragCombo();
5924 var
5925 Param: Integer;
5926 begin
5927 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5928 Exit;
5929 if gTime - FLastFrag < FRAG_COMBO_TIME then
5930 begin
5931 if FFragCombo < 5 then
5932 Inc(FFragCombo);
5933 Param := FUID or (FFragCombo shl 16);
5934 if (FComboEvnt >= Low(gDelayedEvents)) and
5935 (FComboEvnt <= High(gDelayedEvents)) and
5936 gDelayedEvents[FComboEvnt].Pending and
5937 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5938 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5939 begin
5940 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5941 gDelayedEvents[FComboEvnt].DENum := Param;
5942 end
5943 else
5944 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5945 end
5946 else
5947 FFragCombo := 1;
5949 FLastFrag := gTime;
5950 end;
5952 procedure TPlayer.GiveItem(ItemType: Byte);
5953 begin
5954 case ItemType of
5955 ITEM_SUIT:
5956 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5957 begin
5958 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5959 end;
5961 ITEM_OXYGEN:
5962 if FAir < AIR_MAX then
5963 begin
5964 FAir := AIR_MAX;
5965 end;
5967 ITEM_MEDKIT_BLACK:
5968 begin
5969 if not (R_BERSERK in FRulez) then
5970 begin
5971 Include(FRulez, R_BERSERK);
5972 if FBFGFireCounter < 1 then
5973 begin
5974 FCurrWeap := WEAPON_KASTET;
5975 resetWeaponQueue();
5976 FModel.SetWeapon(WEAPON_KASTET);
5977 end;
5978 if gFlash <> 0 then
5979 Inc(FPain, 100);
5980 FBerserk := gTime+30000;
5981 end;
5982 if FHealth < PLAYER_HP_SOFT then
5983 begin
5984 FHealth := PLAYER_HP_SOFT;
5985 FBerserk := gTime+30000;
5986 end;
5987 end;
5989 ITEM_INVUL:
5990 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5991 begin
5992 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5993 end;
5995 ITEM_INVIS:
5996 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
5997 begin
5998 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
5999 end;
6001 ITEM_JETPACK:
6002 if FJetFuel < JET_MAX then
6003 begin
6004 FJetFuel := JET_MAX;
6005 end;
6007 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6008 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6010 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6011 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6013 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6014 ITEM_SPHERE_WHITE:
6015 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6016 begin
6017 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6018 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6019 end;
6021 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6022 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6023 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6024 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6025 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6026 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6027 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6028 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6029 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6031 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6032 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6033 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6034 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6035 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6036 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6037 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6038 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6039 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6041 ITEM_AMMO_BACKPACK:
6042 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6043 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6044 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6045 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6046 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6047 begin
6048 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6049 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6050 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6051 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6052 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6054 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6055 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6056 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6057 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6059 FRulez := FRulez + [R_ITEM_BACKPACK];
6060 end;
6062 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6063 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6064 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6066 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6067 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6069 else
6070 Exit;
6071 end;
6072 if g_Game_IsNet and g_Game_IsServer then
6073 MH_SEND_PlayerStats(FUID);
6074 end;
6076 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6077 var
6078 id, i: DWORD;
6079 Anim: TAnimation;
6080 begin
6081 if (Random(5) = 1) and (Times = 1) then
6082 Exit;
6084 if BodyInLiquid(0, 0) then
6085 begin
6086 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6087 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6088 if Random(2) = 0 then
6089 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6090 else
6091 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6092 Exit;
6093 end;
6095 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6096 begin
6097 for i := 1 to Times do
6098 begin
6099 Anim := TAnimation.Create(id, False, 3);
6100 Anim.Alpha := 150;
6101 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6102 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6103 Anim.Free();
6104 end;
6105 end;
6106 end;
6108 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6109 var
6110 id, i: DWORD;
6111 Anim: TAnimation;
6112 begin
6113 if (Random(10) = 1) and (Times = 1) then
6114 Exit;
6116 if g_Frames_Get(id, 'FRAMES_FLAME') then
6117 begin
6118 for i := 1 to Times do
6119 begin
6120 Anim := TAnimation.Create(id, False, 3);
6121 Anim.Alpha := 0;
6122 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6123 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6124 Anim.Free();
6125 end;
6126 end;
6127 end;
6129 procedure TPlayer.PauseSounds(Enable: Boolean);
6130 begin
6131 FSawSound.Pause(Enable);
6132 FSawSoundIdle.Pause(Enable);
6133 FSawSoundHit.Pause(Enable);
6134 FSawSoundSelect.Pause(Enable);
6135 end;
6137 { T C o r p s e : }
6139 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6140 begin
6141 g_Obj_Init(@FObj);
6142 FObj.X := X;
6143 FObj.Y := Y;
6144 FObj.Rect := PLAYER_CORPSERECT;
6145 FModelName := ModelName;
6146 FMess := aMess;
6148 if FMess then
6149 begin
6150 FState := CORPSE_STATE_MESS;
6151 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6152 end
6153 else
6154 begin
6155 FState := CORPSE_STATE_NORMAL;
6156 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6157 end;
6158 end;
6160 destructor TCorpse.Destroy();
6161 begin
6162 FAnimation.Free();
6164 inherited;
6165 end;
6167 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6169 procedure TCorpse.positionChanged (); inline; begin end;
6171 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6172 begin
6173 if (dx <> 0) or (dy <> 0) then
6174 begin
6175 FObj.X += dx;
6176 FObj.Y += dy;
6177 positionChanged();
6178 end;
6179 end;
6182 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6183 begin
6184 x := FObj.X+PLAYER_CORPSERECT.X;
6185 y := FObj.Y+PLAYER_CORPSERECT.Y;
6186 w := PLAYER_CORPSERECT.Width;
6187 h := PLAYER_CORPSERECT.Height;
6188 end;
6191 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6192 var
6193 pm: TPlayerModel;
6194 begin
6195 if FState = CORPSE_STATE_REMOVEME then
6196 Exit;
6198 FDamage := FDamage + Value;
6200 if FDamage > 150 then
6201 begin
6202 if FAnimation <> nil then
6203 begin
6204 FAnimation.Free();
6205 FAnimation := nil;
6207 FState := CORPSE_STATE_REMOVEME;
6209 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6210 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6211 FModelName, FColor);
6212 // Çâóê ìÿñà îò òðóïà:
6213 pm := g_PlayerModel_Get(FModelName);
6214 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6215 pm.Free;
6216 end;
6217 end
6218 else
6219 begin
6220 FObj.Vel.X := FObj.Vel.X + vx;
6221 FObj.Vel.Y := FObj.Vel.Y + vy;
6222 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6223 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6224 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6225 150, 0, 0);
6226 end;
6227 end;
6229 procedure TCorpse.Draw();
6230 begin
6231 if FState = CORPSE_STATE_REMOVEME then
6232 Exit;
6234 if FAnimation <> nil then
6235 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6237 if FAnimationMask <> nil then
6238 begin
6239 e_Colors := FColor;
6240 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6241 e_Colors.R := 255;
6242 e_Colors.G := 255;
6243 e_Colors.B := 255;
6244 end;
6245 end;
6247 procedure TCorpse.Update();
6248 var
6249 st: Word;
6250 begin
6251 if FState = CORPSE_STATE_REMOVEME then
6252 Exit;
6254 if gTime mod (GAME_TICK*2) <> 0 then
6255 begin
6256 g_Obj_Move(@FObj, True, True, True);
6257 positionChanged(); // this updates spatial accelerators
6258 Exit;
6259 end;
6261 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6262 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6264 st := g_Obj_Move(@FObj, True, True, True);
6265 positionChanged(); // this updates spatial accelerators
6267 if WordBool(st and MOVE_FALLOUT) then
6268 begin
6269 FState := CORPSE_STATE_REMOVEME;
6270 Exit;
6271 end;
6273 if FAnimation <> nil then
6274 FAnimation.Update();
6275 if FAnimationMask <> nil then
6276 FAnimationMask.Update();
6277 end;
6280 procedure TCorpse.SaveState (st: TStream);
6281 var
6282 anim: Boolean;
6283 begin
6284 assert(st <> nil);
6286 // Ñèãíàòóðà òðóïà
6287 utils.writeSign(st, 'CORP');
6288 utils.writeInt(st, Byte(0));
6289 // Ñîñòîÿíèå
6290 utils.writeInt(st, Byte(FState));
6291 // Íàêîïëåííûé óðîí
6292 utils.writeInt(st, Byte(FDamage));
6293 // Öâåò
6294 utils.writeInt(st, Byte(FColor.R));
6295 utils.writeInt(st, Byte(FColor.G));
6296 utils.writeInt(st, Byte(FColor.B));
6297 // Îáúåêò òðóïà
6298 Obj_SaveState(st, @FObj);
6299 // Åñòü ëè àíèìàöèÿ
6300 anim := (FAnimation <> nil);
6301 utils.writeBool(st, anim);
6302 // Åñëè åñòü - ñîõðàíÿåì
6303 if anim then FAnimation.SaveState(st);
6304 // Åñòü ëè ìàñêà àíèìàöèè
6305 anim := (FAnimationMask <> nil);
6306 utils.writeBool(st, anim);
6307 // Åñëè åñòü - ñîõðàíÿåì
6308 if anim then FAnimationMask.SaveState(st);
6309 end;
6312 procedure TCorpse.LoadState (st: TStream);
6313 var
6314 anim: Boolean;
6315 begin
6316 assert(st <> nil);
6318 // Ñèãíàòóðà òðóïà
6319 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6320 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6321 // Ñîñòîÿíèå
6322 FState := utils.readByte(st);
6323 // Íàêîïëåííûé óðîí
6324 FDamage := utils.readByte(st);
6325 // Öâåò
6326 FColor.R := utils.readByte(st);
6327 FColor.G := utils.readByte(st);
6328 FColor.B := utils.readByte(st);
6329 // Îáúåêò òðóïà
6330 Obj_LoadState(@FObj, st);
6331 // Åñòü ëè àíèìàöèÿ
6332 anim := utils.readBool(st);
6333 // Åñëè åñòü - çàãðóæàåì
6334 if anim then
6335 begin
6336 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6337 FAnimation.LoadState(st);
6338 end;
6339 // Åñòü ëè ìàñêà àíèìàöèè
6340 anim := utils.readBool(st);
6341 // Åñëè åñòü - çàãðóæàåì
6342 if anim then
6343 begin
6344 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6345 FAnimationMask.LoadState(st);
6346 end;
6347 end;
6349 { T B o t : }
6351 constructor TBot.Create();
6352 var
6353 a: Integer;
6354 begin
6355 inherited Create();
6357 FPhysics := True;
6358 FSpectator := False;
6359 FGhost := False;
6361 FIamBot := True;
6363 Inc(gNumBots);
6365 for a := WP_FIRST to WP_LAST do
6366 begin
6367 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6368 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6369 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6370 end;
6371 end;
6373 destructor TBot.Destroy();
6374 begin
6375 Dec(gNumBots);
6376 inherited Destroy();
6377 end;
6379 procedure TBot.Draw();
6380 begin
6381 inherited Draw();
6383 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6384 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6385 end;
6387 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6388 begin
6389 inherited Respawn(Silent, Force);
6391 FAIFlags := nil;
6392 FSelectedWeapon := FCurrWeap;
6393 resetWeaponQueue();
6394 FTargetUID := 0;
6395 end;
6397 procedure TBot.UpdateCombat();
6398 type
6399 TTarget = record
6400 UID: Word;
6401 X, Y: Integer;
6402 Rect: TRectWH;
6403 cX, cY: Integer;
6404 Dist: Word;
6405 Line: Boolean;
6406 Visible: Boolean;
6407 IsPlayer: Boolean;
6408 end;
6410 TTargetRecord = array of TTarget;
6412 function Compare(a, b: TTarget): Integer;
6413 begin
6414 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6415 Result := -1
6416 else
6417 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6418 Result := 1
6419 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6420 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6421 begin
6422 if a.Dist > b.Dist then // B áëèæå
6423 Result := 1
6424 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6425 Result := -1;
6426 end
6427 else // Ñòðàííî -> A
6428 Result := -1;
6429 end;
6431 var
6432 a, x1, y1, x2, y2: Integer;
6433 targets: TTargetRecord;
6434 ammo: Word;
6435 Target, BestTarget: TTarget;
6436 firew, fireh: Integer;
6437 angle: SmallInt;
6438 mon: TMonster;
6439 pla, tpla: TPlayer;
6440 vsPlayer, vsMonster, ok: Boolean;
6443 function monsUpdate (mon: TMonster): Boolean;
6444 begin
6445 result := false; // don't stop
6446 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6447 begin
6448 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6450 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6451 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6453 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6454 if g_TraceVector(x1, y1, x2, y2) then
6455 begin
6456 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6457 SetLength(targets, Length(targets)+1);
6458 with targets[High(targets)] do
6459 begin
6460 UID := mon.UID;
6461 X := mon.Obj.X;
6462 Y := mon.Obj.Y;
6463 cX := x2;
6464 cY := y2;
6465 Rect := mon.Obj.Rect;
6466 Dist := g_PatchLength(x1, y1, x2, y2);
6467 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6468 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6469 Visible := True;
6470 IsPlayer := False;
6471 end;
6472 end;
6473 end;
6474 end;
6476 begin
6477 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6478 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6480 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6481 if FCurrWeap <> FSelectedWeapon then
6482 NextWeapon();
6484 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6485 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6486 begin
6487 RemoveAIFlag('NEEDFIRE');
6489 case FCurrWeap of
6490 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6491 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6492 else PressKey(KEY_FIRE);
6493 end;
6494 end;
6496 // Êîîðäèíàòû ñòâîëà:
6497 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6498 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6500 Target.UID := FTargetUID;
6502 ok := False;
6503 if Target.UID <> 0 then
6504 begin // Öåëü åñòü - íàñòðàèâàåì
6505 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6506 vsPlayer then
6507 begin // Èãðîê
6508 tpla := g_Player_Get(Target.UID);
6509 if tpla <> nil then
6510 with tpla do
6511 begin
6512 if (@FObj) <> nil then
6513 begin
6514 Target.X := FObj.X;
6515 Target.Y := FObj.Y;
6516 end;
6517 end;
6519 Target.cX := Target.X + PLAYER_RECT_CX;
6520 Target.cY := Target.Y + PLAYER_RECT_CY;
6521 Target.Rect := PLAYER_RECT;
6522 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6523 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6524 (y1-4 > Target.Y+PLAYER_RECT.Y);
6525 Target.IsPlayer := True;
6526 ok := True;
6527 end
6528 else
6529 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6530 vsMonster then
6531 begin // Ìîíñòð
6532 mon := g_Monsters_ByUID(Target.UID);
6533 if mon <> nil then
6534 begin
6535 Target.X := mon.Obj.X;
6536 Target.Y := mon.Obj.Y;
6538 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6539 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6540 Target.Rect := mon.Obj.Rect;
6541 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6542 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6543 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6544 Target.IsPlayer := False;
6545 ok := True;
6546 end;
6547 end;
6548 end;
6550 if not ok then
6551 begin // Öåëè íåò - îáíóëÿåì
6552 Target.X := 0;
6553 Target.Y := 0;
6554 Target.cX := 0;
6555 Target.cY := 0;
6556 Target.Visible := False;
6557 Target.Line := False;
6558 Target.IsPlayer := False;
6559 end;
6561 targets := nil;
6563 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6564 if (not Target.Line) or (not Target.Visible) then
6565 begin
6566 // Èãðîêè:
6567 if vsPlayer then
6568 for a := 0 to High(gPlayers) do
6569 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6570 (gPlayers[a].FUID <> FUID) and
6571 (not SameTeam(FUID, gPlayers[a].FUID)) and
6572 (not gPlayers[a].NoTarget) and
6573 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6574 begin
6575 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6576 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6577 Continue;
6579 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6580 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6582 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6583 if g_TraceVector(x1, y1, x2, y2) then
6584 begin
6585 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6586 SetLength(targets, Length(targets)+1);
6587 with targets[High(targets)] do
6588 begin
6589 UID := gPlayers[a].FUID;
6590 X := gPlayers[a].FObj.X;
6591 Y := gPlayers[a].FObj.Y;
6592 cX := x2;
6593 cY := y2;
6594 Rect := PLAYER_RECT;
6595 Dist := g_PatchLength(x1, y1, x2, y2);
6596 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6597 (y1-4 > Target.Y+PLAYER_RECT.Y);
6598 Visible := True;
6599 IsPlayer := True;
6600 end;
6601 end;
6602 end;
6604 // Ìîíñòðû:
6605 if vsMonster then g_Mons_ForEach(monsUpdate);
6606 end;
6608 // Åñëè åñòü âîçìîæíûå öåëè:
6609 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6610 if targets <> nil then
6611 begin
6612 // Âûáèðàåì íàèëó÷øóþ öåëü:
6613 BestTarget := targets[0];
6614 if Length(targets) > 1 then
6615 for a := 1 to High(targets) do
6616 if Compare(BestTarget, targets[a]) = 1 then
6617 BestTarget := targets[a];
6619 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6620 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6621 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6622 begin
6623 Target := BestTarget;
6625 if (Healthy() = 3) or ((Healthy() = 2)) then
6626 begin // Åñëè çäîðîâû - äîãîíÿåì
6627 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6628 SetAIFlag('GORIGHT', '1');
6629 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6630 SetAIFlag('GOLEFT', '1');
6631 end
6632 else
6633 begin // Åñëè ïîáèòû - óáåãàåì
6634 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6635 SetAIFlag('GORIGHT', '1');
6636 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6637 SetAIFlag('GOLEFT', '1');
6638 end;
6640 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6641 SelectWeapon(Abs(x1-Target.cX));
6642 end;
6643 end;
6645 // Åñëè åñòü öåëü:
6646 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6647 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6648 if Target.UID <> 0 then
6649 begin
6650 if not TargetOnScreen(Target.X + Target.Rect.X,
6651 Target.Y + Target.Rect.Y) then
6652 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6653 if (Healthy() = 3) or ((Healthy() = 2)) then
6654 begin // Åñëè çäîðîâû - äîãîíÿåì
6655 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6656 SetAIFlag('GORIGHT', '1');
6657 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6658 SetAIFlag('GOLEFT', '1');
6659 end
6660 else
6661 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6662 Target.UID := 0;
6663 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6664 SetAIFlag('GORIGHT', '1');
6665 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6666 SetAIFlag('GOLEFT', '1');
6667 end;
6668 end
6669 else
6670 begin // Öåëü ïîêà íà "ýêðàíå"
6671 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6672 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6673 FLastVisible := gTime;
6674 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6675 if (Abs(FObj.Y-Target.Y) <= 128) then
6676 begin
6677 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6678 SetAIFlag('GORIGHT', '1');
6679 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6680 SetAIFlag('GOLEFT', '1');
6681 end;
6682 end;
6684 // Âûáèðàåì óãîë ââåðõ:
6685 if FDirection = TDirection.D_LEFT then
6686 angle := ANGLE_LEFTUP
6687 else
6688 angle := ANGLE_RIGHTUP;
6690 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6691 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6693 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6694 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6695 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6696 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6697 Target.Rect.Width, Target.Rect.Height) and
6698 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6699 begin // òî íóæíî ñòðåëÿòü ââåðõ
6700 SetAIFlag('NEEDFIRE', '1');
6701 SetAIFlag('NEEDSEEUP', '1');
6702 end;
6704 // Âûáèðàåì óãîë âíèç:
6705 if FDirection = TDirection.D_LEFT then
6706 angle := ANGLE_LEFTDOWN
6707 else
6708 angle := ANGLE_RIGHTDOWN;
6710 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6711 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6713 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6714 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6715 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6716 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6717 Target.Rect.Width, Target.Rect.Height) and
6718 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6719 begin // òî íóæíî ñòðåëÿòü âíèç
6720 SetAIFlag('NEEDFIRE', '1');
6721 SetAIFlag('NEEDSEEDOWN', '1');
6722 end;
6724 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6725 if Target.Visible and
6726 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6727 (y1-4 > Target.Y+Target.Rect.Y) then
6728 begin
6729 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6730 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
6731 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6732 begin // òî íóæíî ñòðåëÿòü âïåðåä
6733 SetAIFlag('NEEDFIRE', '1');
6734 SetAIFlag('NEEDSEEDOWN', '');
6735 SetAIFlag('NEEDSEEUP', '');
6736 end;
6737 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6738 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6739 if GetRnd(FDifficult.CloseJump) then
6740 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6741 if Abs(FObj.X-Target.X) < 128 then
6742 a := 4
6743 else
6744 a := 30;
6745 if Random(a) = 0 then
6746 SetAIFlag('NEEDJUMP', '1');
6747 end;
6748 end;
6750 // Åñëè öåëü âñå åùå åñòü:
6751 if Target.UID <> 0 then
6752 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6753 Target.UID := 0 // òî çàáûòü öåëü
6754 else // Åñëè âèäåëè íåäàâíî
6755 begin // íî öåëü óáèëè
6756 if Target.IsPlayer then
6757 begin // Öåëü - èãðîê
6758 pla := g_Player_Get(Target.UID);
6759 if (pla = nil) or (not pla.alive) or pla.NoTarget or
6760 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6761 Target.UID := 0; // òî çàáûòü öåëü
6762 end
6763 else
6764 begin // Öåëü - ìîíñòð
6765 mon := g_Monsters_ByUID(Target.UID);
6766 if (mon = nil) or (not mon.alive) then
6767 Target.UID := 0; // òî çàáûòü öåëü
6768 end;
6769 end;
6770 end; // if Target.UID <> 0
6772 FTargetUID := Target.UID;
6774 // Åñëè âîçìîæíûõ öåëåé íåò:
6775 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6776 if targets = nil then
6777 if GetAIFlag('ATTACKLEFT') <> '' then
6778 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6779 RemoveAIFlag('ATTACKLEFT');
6781 SetAIFlag('NEEDJUMP', '1');
6783 if RunDirection() = TDirection.D_RIGHT then
6784 begin // Èäåì íå â òó ñòîðîíó
6785 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6786 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6787 SetAIFlag('NEEDFIRE', '1');
6788 SetAIFlag('GOLEFT', '1');
6789 end;
6790 end
6791 else
6792 begin // Èäåì â íóæíóþ ñòîðîíó
6793 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6794 SetAIFlag('NEEDFIRE', '1');
6795 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6796 SetAIFlag('GORIGHT', '1');
6797 end;
6798 end
6799 else
6800 if GetAIFlag('ATTACKRIGHT') <> '' then
6801 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6802 RemoveAIFlag('ATTACKRIGHT');
6804 SetAIFlag('NEEDJUMP', '1');
6806 if RunDirection() = TDirection.D_LEFT then
6807 begin // Èäåì íå â òó ñòîðîíó
6808 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6809 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6810 SetAIFlag('NEEDFIRE', '1');
6811 SetAIFlag('GORIGHT', '1');
6812 end;
6813 end
6814 else
6815 begin
6816 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6817 SetAIFlag('NEEDFIRE', '1');
6818 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6819 SetAIFlag('GOLEFT', '1');
6820 end;
6821 end;
6823 //HACK! (does it belongs there?)
6824 RealizeCurrentWeapon();
6826 // Åñëè åñòü âîçìîæíûå öåëè:
6827 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6828 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6829 for a := 0 to High(targets) do
6830 begin
6831 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6832 if GetRnd(FDifficult.DiagFire) then
6833 begin
6834 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6835 if FDirection = TDirection.D_LEFT then
6836 angle := ANGLE_LEFTUP
6837 else
6838 angle := ANGLE_RIGHTUP;
6840 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6841 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6843 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6844 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6845 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6846 targets[a].Rect.Width, targets[a].Rect.Height) and
6847 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6848 begin
6849 SetAIFlag('NEEDFIRE', '1');
6850 SetAIFlag('NEEDSEEUP', '1');
6851 end;
6853 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6854 if FDirection = TDirection.D_LEFT then
6855 angle := ANGLE_LEFTDOWN
6856 else
6857 angle := ANGLE_RIGHTDOWN;
6859 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6860 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6862 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6863 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6864 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6865 targets[a].Rect.Width, targets[a].Rect.Height) and
6866 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6867 begin
6868 SetAIFlag('NEEDFIRE', '1');
6869 SetAIFlag('NEEDSEEDOWN', '1');
6870 end;
6871 end;
6873 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6874 if targets[a].Line and targets[a].Visible and
6875 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
6876 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
6877 begin
6878 SetAIFlag('NEEDFIRE', '1');
6879 Break;
6880 end;
6881 end;
6883 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6884 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6885 PLAYER_RECT.Width, PLAYER_RECT.Height,
6886 40+GetInterval(FDifficult.Cover, 40)) then
6887 SetAIFlag('NEEDJUMP', '1');
6889 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6890 ammo := GetAmmoByWeapon(FCurrWeap);
6891 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6892 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6893 (ammo = 0) then
6894 SetAIFlag('SELECTWEAPON', '1');
6896 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6897 if GetAIFlag('SELECTWEAPON') = '1' then
6898 begin
6899 SelectWeapon(-1);
6900 RemoveAIFlag('SELECTWEAPON');
6901 end;
6902 end;
6904 procedure TBot.Update();
6905 var
6906 EnableAI: Boolean;
6907 begin
6908 if not FAlive then
6909 begin // Respawn
6910 ReleaseKeys();
6911 PressKey(KEY_UP);
6912 end
6913 else
6914 begin
6915 EnableAI := True;
6917 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6918 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6919 EnableAI := False;
6920 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6921 EnableAI := False;
6922 if g_debug_BotAIOff = 3 then
6923 EnableAI := False;
6925 if EnableAI then
6926 begin
6927 UpdateMove();
6928 UpdateCombat();
6929 end
6930 else
6931 begin
6932 RealizeCurrentWeapon();
6933 end;
6934 end;
6936 inherited Update();
6937 end;
6939 procedure TBot.ReleaseKey(Key: Byte);
6940 begin
6941 with FKeys[Key] do
6942 begin
6943 Pressed := False;
6944 Time := 0;
6945 end;
6946 end;
6948 function TBot.KeyPressed(Key: Word): Boolean;
6949 begin
6950 Result := FKeys[Key].Pressed;
6951 end;
6953 function TBot.GetAIFlag(aName: String20): String20;
6954 var
6955 a: Integer;
6956 begin
6957 Result := '';
6959 aName := LowerCase(aName);
6961 if FAIFlags <> nil then
6962 for a := 0 to High(FAIFlags) do
6963 if LowerCase(FAIFlags[a].Name) = aName then
6964 begin
6965 Result := FAIFlags[a].Value;
6966 Break;
6967 end;
6968 end;
6970 procedure TBot.RemoveAIFlag(aName: String20);
6971 var
6972 a, b: Integer;
6973 begin
6974 if FAIFlags = nil then Exit;
6976 aName := LowerCase(aName);
6978 for a := 0 to High(FAIFlags) do
6979 if LowerCase(FAIFlags[a].Name) = aName then
6980 begin
6981 if a <> High(FAIFlags) then
6982 for b := a to High(FAIFlags)-1 do
6983 FAIFlags[b] := FAIFlags[b+1];
6985 SetLength(FAIFlags, Length(FAIFlags)-1);
6986 Break;
6987 end;
6988 end;
6990 procedure TBot.SetAIFlag(aName, fValue: String20);
6991 var
6992 a: Integer;
6993 ok: Boolean;
6994 begin
6995 a := 0;
6996 ok := False;
6998 aName := LowerCase(aName);
7000 if FAIFlags <> nil then
7001 for a := 0 to High(FAIFlags) do
7002 if LowerCase(FAIFlags[a].Name) = aName then
7003 begin
7004 ok := True;
7005 Break;
7006 end;
7008 if ok then FAIFlags[a].Value := fValue
7009 else
7010 begin
7011 SetLength(FAIFlags, Length(FAIFlags)+1);
7012 with FAIFlags[High(FAIFlags)] do
7013 begin
7014 Name := aName;
7015 Value := fValue;
7016 end;
7017 end;
7018 end;
7020 procedure TBot.UpdateMove;
7022 procedure GoLeft(Time: Word = 1);
7023 begin
7024 ReleaseKey(KEY_LEFT);
7025 ReleaseKey(KEY_RIGHT);
7026 PressKey(KEY_LEFT, Time);
7027 SetDirection(TDirection.D_LEFT);
7028 end;
7030 procedure GoRight(Time: Word = 1);
7031 begin
7032 ReleaseKey(KEY_LEFT);
7033 ReleaseKey(KEY_RIGHT);
7034 PressKey(KEY_RIGHT, Time);
7035 SetDirection(TDirection.D_RIGHT);
7036 end;
7038 function Rnd(a: Word): Boolean;
7039 begin
7040 Result := Random(a) = 0;
7041 end;
7043 procedure Turn(Time: Word = 1200);
7044 begin
7045 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7046 end;
7048 procedure Stop();
7049 begin
7050 ReleaseKey(KEY_LEFT);
7051 ReleaseKey(KEY_RIGHT);
7052 end;
7054 function CanRunLeft(): Boolean;
7055 begin
7056 Result := not CollideLevel(-1, 0);
7057 end;
7059 function CanRunRight(): Boolean;
7060 begin
7061 Result := not CollideLevel(1, 0);
7062 end;
7064 function CanRun(): Boolean;
7065 begin
7066 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7067 end;
7069 procedure Jump(Time: Word = 30);
7070 begin
7071 PressKey(KEY_JUMP, Time);
7072 end;
7074 function NearHole(): Boolean;
7075 var
7076 x, sx: Integer;
7077 begin
7078 { TODO 5 : Ëåñòíèöû }
7079 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7080 for x := 1 to PLAYER_RECT.Width do
7081 if (not StayOnStep(x*sx, 0)) and
7082 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7083 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7084 begin
7085 Result := True;
7086 Exit;
7087 end;
7089 Result := False;
7090 end;
7092 function BorderHole(): Boolean;
7093 var
7094 x, sx, xx: Integer;
7095 begin
7096 { TODO 5 : Ëåñòíèöû }
7097 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7098 for x := 1 to PLAYER_RECT.Width do
7099 if (not StayOnStep(x*sx, 0)) and
7100 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7101 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7102 begin
7103 for xx := x to x+32 do
7104 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7105 begin
7106 Result := True;
7107 Exit;
7108 end;
7109 end;
7111 Result := False;
7112 end;
7114 function NearDeepHole(): Boolean;
7115 var
7116 x, sx, y: Integer;
7117 begin
7118 Result := False;
7120 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7121 y := 3;
7123 for x := 1 to PLAYER_RECT.Width do
7124 if (not StayOnStep(x*sx, 0)) and
7125 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7126 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7127 begin
7128 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7129 begin
7130 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7131 y := y+1;
7132 end;
7134 Result := True;
7135 end else Result := False;
7136 end;
7138 function OverDeepHole(): Boolean;
7139 var
7140 y: Integer;
7141 begin
7142 Result := False;
7144 y := 1;
7145 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7146 begin
7147 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7148 y := y+1;
7149 end;
7151 Result := True;
7152 end;
7154 function OnGround(): Boolean;
7155 begin
7156 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7157 end;
7159 function OnLadder(): Boolean;
7160 begin
7161 Result := FullInStep(0, 0);
7162 end;
7164 function BelowLadder(): Boolean;
7165 begin
7166 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7167 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7168 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7169 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7170 end;
7172 function BelowLiftUp(): Boolean;
7173 begin
7174 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7175 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7176 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7177 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7178 end;
7180 function OnTopLift(): Boolean;
7181 begin
7182 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7183 end;
7185 function CanJumpOver(): Boolean;
7186 var
7187 sx, y: Integer;
7188 begin
7189 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7191 Result := False;
7193 if not CollideLevel(sx, 0) then Exit;
7195 for y := 1 to BOT_MAXJUMP do
7196 if CollideLevel(0, -y) then Exit else
7197 if not CollideLevel(sx, -y) then
7198 begin
7199 Result := True;
7200 Exit;
7201 end;
7202 end;
7204 function CanJumpUp(Dist: ShortInt): Boolean;
7205 var
7206 y, yy: Integer;
7207 c: Boolean;
7208 begin
7209 Result := False;
7211 if CollideLevel(Dist, 0) then Exit;
7213 c := False;
7214 for y := 0 to BOT_MAXJUMP do
7215 if CollideLevel(Dist, -y) then
7216 begin
7217 c := True;
7218 Break;
7219 end;
7221 if not c then Exit;
7223 c := False;
7224 for yy := y+1 to BOT_MAXJUMP do
7225 if not CollideLevel(Dist, -yy) then
7226 begin
7227 c := True;
7228 Break;
7229 end;
7231 if not c then Exit;
7233 c := False;
7234 for y := 0 to BOT_MAXJUMP do
7235 if CollideLevel(0, -y) then
7236 begin
7237 c := True;
7238 Break;
7239 end;
7241 if c then Exit;
7243 if y < yy then Exit;
7245 Result := True;
7246 end;
7248 function IsSafeTrigger(): Boolean;
7249 var
7250 a: Integer;
7251 begin
7252 Result := True;
7253 if gTriggers = nil then
7254 Exit;
7255 for a := 0 to High(gTriggers) do
7256 if Collide(gTriggers[a].X,
7257 gTriggers[a].Y,
7258 gTriggers[a].Width,
7259 gTriggers[a].Height) and
7260 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7261 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7262 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7263 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7264 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7265 Result := False;
7266 end;
7268 begin
7269 // Âîçìîæíî, íàæèìàåì êíîïêó:
7270 if Rnd(16) and IsSafeTrigger() then
7271 PressKey(KEY_OPEN);
7273 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7274 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7275 begin
7276 ReleaseKey(KEY_LEFT);
7277 ReleaseKey(KEY_RIGHT);
7278 Jump();
7279 end;
7281 // Èäåì âëåâî, åñëè íàäî áûëî:
7282 if GetAIFlag('GOLEFT') <> '' then
7283 begin
7284 RemoveAIFlag('GOLEFT');
7285 if CanRunLeft() then
7286 GoLeft(360);
7287 end;
7289 // Èäåì âïðàâî, åñëè íàäî áûëî:
7290 if GetAIFlag('GORIGHT') <> '' then
7291 begin
7292 RemoveAIFlag('GORIGHT');
7293 if CanRunRight() then
7294 GoRight(360);
7295 end;
7297 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7298 if FObj.X < -32 then
7299 GoRight(360)
7300 else
7301 if FObj.X+32 > gMapInfo.Width then
7302 GoLeft(360);
7304 // Ïðûãàåì, åñëè íàäî áûëî:
7305 if GetAIFlag('NEEDJUMP') <> '' then
7306 begin
7307 Jump(0);
7308 RemoveAIFlag('NEEDJUMP');
7309 end;
7311 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7312 if GetAIFlag('NEEDSEEUP') <> '' then
7313 begin
7314 ReleaseKey(KEY_UP);
7315 ReleaseKey(KEY_DOWN);
7316 PressKey(KEY_UP, 20);
7317 RemoveAIFlag('NEEDSEEUP');
7318 end;
7320 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7321 if GetAIFlag('NEEDSEEDOWN') <> '' then
7322 begin
7323 ReleaseKey(KEY_UP);
7324 ReleaseKey(KEY_DOWN);
7325 PressKey(KEY_DOWN, 20);
7326 RemoveAIFlag('NEEDSEEDOWN');
7327 end;
7329 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7330 if GetAIFlag('GOINHOLE') <> '' then
7331 if not OnGround() then
7332 begin
7333 ReleaseKey(KEY_LEFT);
7334 ReleaseKey(KEY_RIGHT);
7335 RemoveAIFlag('GOINHOLE');
7336 SetAIFlag('FALLINHOLE', '1');
7337 end;
7339 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7340 if GetAIFlag('FALLINHOLE') <> '' then
7341 if OnGround() then
7342 RemoveAIFlag('FALLINHOLE');
7344 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7345 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7346 if GetAIFlag('FALLINHOLE') = '' then
7347 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7348 if Rnd(2) then
7349 GoLeft(360)
7350 else
7351 GoRight(360);
7353 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7354 if OnGround() and
7355 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7356 Rnd(8) then
7357 Jump();
7359 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7360 if OnGround() and NearHole() then
7361 if NearDeepHole() then // Åñëè ýòî áåçäíà
7362 case Random(6) of
7363 0..3: Turn(); // Áåæèì îáðàòíî
7364 4: Jump(); // Ïðûãàåì
7365 5: begin // Ïðûãàåì îáðàòíî
7366 Turn();
7367 Jump();
7368 end;
7369 end
7370 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7371 if GetAIFlag('GOINHOLE') = '' then
7372 case Random(6) of
7373 0: Turn(); // Íå íóæíî òóäà
7374 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7375 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7376 if BorderHole() then
7377 SetAIFlag('GOINHOLE', '1');
7378 end;
7380 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7381 if (not CanRun()) and OnGround() then
7382 begin
7383 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7384 if CanJumpOver() or OnLadder() then
7385 Jump()
7386 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7387 if Random(2) = 0 then
7388 begin
7389 if IsSafeTrigger() then
7390 PressKey(KEY_OPEN);
7391 end else
7392 Turn();
7393 end;
7395 // Îñòàëîñü ìàëî âîçäóõà:
7396 if FAir < 36 * 2 then
7397 Jump(20);
7399 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7400 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7401 if BodyInAcid(0, 0) then
7402 Jump();
7403 end;
7405 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7406 begin
7407 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7408 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7409 end;
7411 {function TBot.NeedItem(Item: Byte): Byte;
7412 begin
7413 Result := 4;
7414 end;}
7416 procedure TBot.SelectWeapon(Dist: Integer);
7417 var
7418 a: Integer;
7420 function HaveAmmo(weapon: Byte): Boolean;
7421 begin
7422 case weapon of
7423 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7424 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7425 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7426 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7427 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7428 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7429 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7430 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7431 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7432 else Result := True;
7433 end;
7434 end;
7436 begin
7437 if Dist = -1 then Dist := BOT_LONGDIST;
7439 if Dist > BOT_LONGDIST then
7440 begin // Äàëüíèé áîé
7441 for a := 0 to 9 do
7442 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7443 begin
7444 FSelectedWeapon := FDifficult.WeaponPrior[a];
7445 Break;
7446 end;
7447 end
7448 else //if Dist > BOT_UNSAFEDIST then
7449 begin // Áëèæíèé áîé
7450 for a := 0 to 9 do
7451 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7452 begin
7453 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7454 Break;
7455 end;
7456 end;
7457 { else
7458 begin
7459 for a := 0 to 9 do
7460 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7461 begin
7462 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7463 Break;
7464 end;
7465 end;}
7466 end;
7468 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7469 begin
7470 Result := inherited PickItem(ItemType, force, remove);
7472 if Result then SetAIFlag('SELECTWEAPON', '1');
7473 end;
7475 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7476 begin
7477 Result := inherited Heal(value, Soft);
7478 end;
7480 function TBot.Healthy(): Byte;
7481 begin
7482 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7483 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7484 else if (FHealth > 50) then Result := 2
7485 else if (FHealth > 20) then Result := 1
7486 else Result := 0;
7487 end;
7489 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7490 begin
7491 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7492 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7493 end;
7495 procedure TBot.OnDamage(Angle: SmallInt);
7496 var
7497 pla: TPlayer;
7498 mon: TMonster;
7499 ok: Boolean;
7500 begin
7501 inherited;
7503 if (Angle = 0) or (Angle = 180) then
7504 begin
7505 ok := False;
7506 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7507 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7508 begin // Èãðîê
7509 pla := g_Player_Get(FLastSpawnerUID);
7510 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7511 pla.FObj.Y + PLAYER_RECT.Y);
7512 end
7513 else
7514 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7515 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7516 begin // Ìîíñòð
7517 mon := g_Monsters_ByUID(FLastSpawnerUID);
7518 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7519 mon.Obj.Y + mon.Obj.Rect.Y);
7520 end;
7522 if ok then
7523 if Angle = 0 then
7524 SetAIFlag('ATTACKLEFT', '1')
7525 else
7526 SetAIFlag('ATTACKRIGHT', '1');
7527 end;
7528 end;
7530 function TBot.RunDirection(): TDirection;
7531 begin
7532 if Abs(Vel.X) >= 1 then
7533 begin
7534 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7535 end else
7536 Result := FDirection;
7537 end;
7539 function TBot.GetRnd(a: Byte): Boolean;
7540 begin
7541 if a = 0 then Result := False
7542 else if a = 255 then Result := True
7543 else Result := Random(256) > 255-a;
7544 end;
7546 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7547 begin
7548 Result := Round((255-a)/255*radius*(Random(2)-1));
7549 end;
7552 procedure TDifficult.save (st: TStream);
7553 begin
7554 utils.writeInt(st, Byte(DiagFire));
7555 utils.writeInt(st, Byte(InvisFire));
7556 utils.writeInt(st, Byte(DiagPrecision));
7557 utils.writeInt(st, Byte(FlyPrecision));
7558 utils.writeInt(st, Byte(Cover));
7559 utils.writeInt(st, Byte(CloseJump));
7560 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7561 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7562 end;
7564 procedure TDifficult.load (st: TStream);
7565 begin
7566 DiagFire := utils.readByte(st);
7567 InvisFire := utils.readByte(st);
7568 DiagPrecision := utils.readByte(st);
7569 FlyPrecision := utils.readByte(st);
7570 Cover := utils.readByte(st);
7571 CloseJump := utils.readByte(st);
7572 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7573 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7574 end;
7577 procedure TBot.SaveState (st: TStream);
7578 var
7579 i: Integer;
7580 dw: Integer;
7581 begin
7582 inherited SaveState(st);
7583 utils.writeSign(st, 'BOT0');
7584 // Âûáðàííîå îðóæèå
7585 utils.writeInt(st, Byte(FSelectedWeapon));
7586 // UID öåëè
7587 utils.writeInt(st, Word(FTargetUID));
7588 // Âðåìÿ ïîòåðè öåëè
7589 utils.writeInt(st, LongWord(FLastVisible));
7590 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7591 dw := Length(FAIFlags);
7592 utils.writeInt(st, LongInt(dw));
7593 // Ôëàãè ÈÈ
7594 for i := 0 to dw-1 do
7595 begin
7596 utils.writeStr(st, FAIFlags[i].Name, 20);
7597 utils.writeStr(st, FAIFlags[i].Value, 20);
7598 end;
7599 // Íàñòðîéêè ñëîæíîñòè
7600 FDifficult.save(st);
7601 end;
7604 procedure TBot.LoadState (st: TStream);
7605 var
7606 i: Integer;
7607 dw: Integer;
7608 begin
7609 inherited LoadState(st);
7610 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7611 // Âûáðàííîå îðóæèå
7612 FSelectedWeapon := utils.readByte(st);
7613 // UID öåëè
7614 FTargetUID := utils.readWord(st);
7615 // Âðåìÿ ïîòåðè öåëè
7616 FLastVisible := utils.readLongWord(st);
7617 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7618 dw := utils.readLongInt(st);
7619 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7620 SetLength(FAIFlags, dw);
7621 // Ôëàãè ÈÈ
7622 for i := 0 to dw-1 do
7623 begin
7624 FAIFlags[i].Name := utils.readStr(st, 20);
7625 FAIFlags[i].Value := utils.readStr(st, 20);
7626 end;
7627 // Íàñòðîéêè ñëîæíîñòè
7628 FDifficult.load(st);
7629 end;
7632 begin
7633 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7634 end.