DEADSOFTWARE

Added textual player indicator
[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, version 3 of the License ONLY.
6 *
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
11 *
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
14 *)
15 {$INCLUDE ../shared/a_modes.inc}
16 {$M+}
17 unit g_player;
19 interface
21 uses
22 SysUtils, Classes,
23 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
24 e_graphics, g_playermodel, g_basic, g_textures,
25 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
26 g_panel;
28 const
29 KEY_LEFT = 1;
30 KEY_RIGHT = 2;
31 KEY_UP = 3;
32 KEY_DOWN = 4;
33 KEY_FIRE = 5;
34 KEY_NEXTWEAPON = 6;
35 KEY_PREVWEAPON = 7;
36 KEY_OPEN = 8;
37 KEY_JUMP = 9;
38 KEY_CHAT = 10;
40 R_ITEM_BACKPACK = 0;
41 R_KEY_RED = 1;
42 R_KEY_GREEN = 2;
43 R_KEY_BLUE = 3;
44 R_BERSERK = 4;
46 MR_SUIT = 0;
47 MR_INVUL = 1;
48 MR_INVIS = 2;
49 MR_MAX = 2;
51 A_BULLETS = 0;
52 A_SHELLS = 1;
53 A_ROCKETS = 2;
54 A_CELLS = 3;
55 A_FUEL = 4;
56 A_HIGH = 4;
58 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
59 ((200, 50, 50, 300, 100),
60 (400, 100, 100, 600, 200));
62 K_SIMPLEKILL = 0;
63 K_HARDKILL = 1;
64 K_EXTRAHARDKILL = 2;
65 K_FALLKILL = 3;
67 T_RESPAWN = 0;
68 T_SWITCH = 1;
69 T_USE = 2;
70 T_FLAGCAP = 3;
72 TEAM_NONE = 0;
73 TEAM_RED = 1;
74 TEAM_BLUE = 2;
75 TEAM_COOP = 3;
77 SHELL_BULLET = 0;
78 SHELL_SHELL = 1;
79 SHELL_DBLSHELL = 2;
81 ANGLE_NONE = Low(SmallInt);
83 CORPSE_STATE_REMOVEME = 0;
84 CORPSE_STATE_NORMAL = 1;
85 CORPSE_STATE_MESS = 2;
87 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
88 PLAYER_RECT_CX = 15+(34 div 2);
89 PLAYER_RECT_CY = 12+(52 div 2);
90 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
92 PLAYER_HP_SOFT = 100;
93 PLAYER_HP_LIMIT = 200;
94 PLAYER_AP_SOFT = 100;
95 PLAYER_AP_LIMIT = 200;
96 SUICIDE_DAMAGE = 112;
97 WEAPON_DELAY = 5;
99 PLAYER_BURN_TIME = 110;
101 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
102 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
104 type
105 TPlayerStat = record
106 Num: Integer;
107 Ping: Word;
108 Loss: Byte;
109 Name: String;
110 Team: Byte;
111 Frags: SmallInt;
112 Deaths: SmallInt;
113 Lives: Byte;
114 Kills: Word;
115 Color: TRGB;
116 Spectator: Boolean;
117 end;
119 TPlayerStatArray = Array of TPlayerStat;
121 TPlayerSavedState = record
122 Health: Integer;
123 Armor: Integer;
124 Air: Integer;
125 JetFuel: Integer;
126 CurrWeap: Byte;
127 NextWeap: WORD;
128 NextWeapDelay: Byte;
129 Ammo: Array [A_BULLETS..A_HIGH] of Word;
130 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
131 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
132 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
133 WaitRecall: Boolean;
134 end;
136 TKeyState = record
137 Pressed: Boolean;
138 Time: Word;
139 end;
141 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
142 private
143 FIamBot: Boolean;
144 FUID: Word;
145 FName: String;
146 FTeam: Byte;
147 FAlive: Boolean;
148 FSpawned: Boolean;
149 FDirection: TDirection;
150 FHealth: Integer;
151 FLives: Byte;
152 FArmor: Integer;
153 FAir: Integer;
154 FPain: Integer;
155 FPickup: Integer;
156 FKills: Integer;
157 FMonsterKills: Integer;
158 FFrags: Integer;
159 FFragCombo: Byte;
160 FLastFrag: LongWord;
161 FComboEvnt: Integer;
162 FDeath: Integer;
163 FCanJetpack: Boolean;
164 FJetFuel: Integer;
165 FFlag: Byte;
166 FSecrets: Integer;
167 FCurrWeap: Byte;
168 FNextWeap: WORD;
169 FNextWeapDelay: Byte; // frames
170 FBFGFireCounter: SmallInt;
171 FLastSpawnerUID: Word;
172 FLastHit: Byte;
173 FObj: TObj;
174 FXTo, FYTo: Integer;
175 FSpectatePlayer: Integer;
176 FFirePainTime: Integer;
177 FFireAttacker: Word;
179 FSavedState: TPlayerSavedState;
181 FModel: TPlayerModel;
182 FPunchAnim: TAnimation;
183 FActionPrior: Byte;
184 FActionAnim: Byte;
185 FActionForce: Boolean;
186 FActionChanged: Boolean;
187 FAngle: SmallInt;
188 FFireAngle: SmallInt;
189 FIncCam: Integer;
190 FShellTimer: Integer;
191 FShellType: Byte;
192 FSawSound: TPlayableSound;
193 FSawSoundIdle: TPlayableSound;
194 FSawSoundHit: TPlayableSound;
195 FSawSoundSelect: TPlayableSound;
196 FFlameSoundOn: TPlayableSound;
197 FFlameSoundOff: TPlayableSound;
198 FFlameSoundWork: TPlayableSound;
199 FJetSoundOn: TPlayableSound;
200 FJetSoundOff: TPlayableSound;
201 FJetSoundFly: TPlayableSound;
202 FGodMode: Boolean;
203 FNoTarget: Boolean;
204 FNoReload: Boolean;
205 FJustTeleported: Boolean;
206 FNetTime: LongWord;
207 mEDamageType: Integer;
210 function CollideLevel(XInc, YInc: Integer): Boolean;
211 function StayOnStep(XInc, YInc: Integer): Boolean;
212 function HeadInLiquid(XInc, YInc: Integer): Boolean;
213 function BodyInLiquid(XInc, YInc: Integer): Boolean;
214 function BodyInAcid(XInc, YInc: Integer): Boolean;
215 function FullInLift(XInc, YInc: Integer): Integer;
216 {procedure CollideItem();}
217 procedure FlySmoke(Times: DWORD = 1);
218 procedure OnFireFlame(Times: DWORD = 1);
219 function GetAmmoByWeapon(Weapon: Byte): Word;
220 procedure SetAction(Action: Byte; Force: Boolean = False);
221 procedure OnDamage(Angle: SmallInt); virtual;
222 function firediry(): Integer;
223 procedure DoPunch();
225 procedure Run(Direction: TDirection);
226 procedure NextWeapon();
227 procedure PrevWeapon();
228 procedure SeeUp();
229 procedure SeeDown();
230 procedure Fire();
231 procedure Jump();
232 procedure Use();
234 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
235 procedure resetWeaponQueue ();
236 function hasAmmoForWeapon (weapon: Byte): Boolean;
238 procedure doDamage (v: Integer);
240 function followCorpse(): Boolean;
242 public
243 FDamageBuffer: Integer;
245 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
246 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
247 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
248 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
249 FBerserk: Integer;
250 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
251 FReloading: Array [WP_FIRST..WP_LAST] of Word;
252 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
253 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
254 FColor: TRGB;
255 FPreferredTeam: Byte;
256 FSpectator: Boolean;
257 FNoRespawn: Boolean;
258 FWantsInGame: Boolean;
259 FGhost: Boolean;
260 FPhysics: Boolean;
261 FFlaming: Boolean;
262 FJetpack: Boolean;
263 FActualModelName: string;
264 FClientID: SmallInt;
265 FPing: Word;
266 FLoss: Byte;
267 FReady: Boolean;
268 FDummy: Boolean;
269 FFireTime: Integer;
270 FHandicap: Integer;
272 // debug: viewport offset
273 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
275 function isValidViewPort (): Boolean; inline;
277 constructor Create(); virtual;
278 destructor Destroy(); override;
279 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
280 function GetRespawnPoint(): Byte;
281 procedure PressKey(Key: Byte; Time: Word = 1);
282 procedure ReleaseKeys();
283 procedure SetModel(ModelName: String);
284 procedure SetColor(Color: TRGB);
285 function GetColor(): TRGB;
286 procedure SetWeapon(W: Byte);
287 function IsKeyPressed(K: Byte): Boolean;
288 function GetKeys(): Byte;
289 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
290 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
291 function Collide(Panel: TPanel): Boolean; overload;
292 function Collide(X, Y: Integer): Boolean; overload;
293 procedure SetDirection(Direction: TDirection);
294 procedure GetSecret();
295 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
296 procedure Touch();
297 procedure Push(vx, vy: Integer);
298 procedure ChangeModel(ModelName: String);
299 procedure SwitchTeam;
300 procedure ChangeTeam(Team: Byte);
301 procedure BFGHit();
302 function GetFlag(Flag: Byte): Boolean;
303 procedure SetFlag(Flag: Byte);
304 function DropFlag(Silent: Boolean = True): Boolean;
305 procedure AllRulez(Health: Boolean);
306 procedure RestoreHealthArmor();
307 procedure FragCombo();
308 procedure GiveItem(ItemType: Byte);
309 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
310 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
311 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
312 procedure MakeBloodSimple(Count: Word);
313 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
314 procedure Reset(Force: Boolean);
315 procedure Spectate(NoMove: Boolean = False);
316 procedure SwitchNoClip;
317 procedure SoftReset();
318 procedure Draw(); virtual;
319 procedure DrawPain();
320 procedure DrawPickup();
321 procedure DrawRulez();
322 procedure DrawAim();
323 procedure DrawIndicator(Color: TRGB);
324 procedure DrawBubble();
325 procedure DrawGUI();
326 procedure Update(); virtual;
327 procedure RememberState();
328 procedure RecallState();
329 procedure SaveState (st: TStream); virtual;
330 procedure LoadState (st: TStream); virtual;
331 procedure PauseSounds(Enable: Boolean);
332 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
333 procedure DoLerp(Level: Integer = 2);
334 procedure SetLerp(XTo, YTo: Integer);
335 procedure QueueWeaponSwitch(Weapon: Byte);
336 procedure RealizeCurrentWeapon();
337 procedure FlamerOn;
338 procedure FlamerOff;
339 procedure JetpackOn;
340 procedure JetpackOff;
341 procedure CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
343 //WARNING! this does nothing for now, but still call it!
344 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
346 procedure getMapBox (out x, y, w, h: Integer); inline;
347 procedure moveBy (dx, dy: Integer); inline;
349 public
350 property Vel: TPoint2i read FObj.Vel;
351 property Obj: TObj read FObj;
353 property Name: String read FName write FName;
354 property Model: TPlayerModel read FModel;
355 property Health: Integer read FHealth write FHealth;
356 property Lives: Byte read FLives write FLives;
357 property Armor: Integer read FArmor write FArmor;
358 property Air: Integer read FAir write FAir;
359 property JetFuel: Integer read FJetFuel write FJetFuel;
360 property Frags: Integer read FFrags write FFrags;
361 property Death: Integer read FDeath write FDeath;
362 property Kills: Integer read FKills write FKills;
363 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
364 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
365 property Secrets: Integer read FSecrets;
366 property GodMode: Boolean read FGodMode write FGodMode;
367 property NoTarget: Boolean read FNoTarget write FNoTarget;
368 property NoReload: Boolean read FNoReload write FNoReload;
369 property alive: Boolean read FAlive write FAlive;
370 property Flag: Byte read FFlag;
371 property Team: Byte read FTeam write FTeam;
372 property Direction: TDirection read FDirection;
373 property GameX: Integer read FObj.X write FObj.X;
374 property GameY: Integer read FObj.Y write FObj.Y;
375 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
376 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
377 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
378 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
379 property IncCam: Integer read FIncCam write FIncCam;
380 property UID: Word read FUID write FUID;
381 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
382 property NetTime: LongWord read FNetTime write FNetTime;
384 published
385 property eName: String read FName write FName;
386 property eHealth: Integer read FHealth write FHealth;
387 property eLives: Byte read FLives write FLives;
388 property eArmor: Integer read FArmor write FArmor;
389 property eAir: Integer read FAir write FAir;
390 property eJetFuel: Integer read FJetFuel write FJetFuel;
391 property eFrags: Integer read FFrags write FFrags;
392 property eDeath: Integer read FDeath write FDeath;
393 property eKills: Integer read FKills write FKills;
394 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
395 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
396 property eSecrets: Integer read FSecrets write FSecrets;
397 property eGodMode: Boolean read FGodMode write FGodMode;
398 property eNoTarget: Boolean read FNoTarget write FNoTarget;
399 property eNoReload: Boolean read FNoReload write FNoReload;
400 property eAlive: Boolean read FAlive write FAlive;
401 property eFlag: Byte read FFlag;
402 property eTeam: Byte read FTeam write FTeam;
403 property eDirection: TDirection read FDirection;
404 property eGameX: Integer read FObj.X write FObj.X;
405 property eGameY: Integer read FObj.Y write FObj.Y;
406 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
407 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
408 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
409 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
410 property eIncCam: Integer read FIncCam write FIncCam;
411 property eUID: Word read FUID;
412 property eJustTeleported: Boolean read FJustTeleported;
413 property eNetTime: LongWord read FNetTime;
415 // set this before assigning something to `eDamage`
416 property eDamageType: Integer read mEDamageType write mEDamageType;
417 property eDamage: Integer write doDamage;
418 end;
420 TDifficult = record
421 public
422 DiagFire: Byte;
423 InvisFire: Byte;
424 DiagPrecision: Byte;
425 FlyPrecision: Byte;
426 Cover: Byte;
427 CloseJump: Byte;
428 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
429 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
430 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
432 public
433 procedure save (st: TStream);
434 procedure load (st: TStream);
435 end;
437 TAIFlag = record
438 Name: String;
439 Value: String;
440 end;
442 TBot = class(TPlayer)
443 private
444 FSelectedWeapon: Byte;
445 FTargetUID: Word;
446 FLastVisible: DWORD;
447 FAIFlags: Array of TAIFlag;
448 FDifficult: TDifficult;
450 function GetRnd(a: Byte): Boolean;
451 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
452 function RunDirection(): TDirection;
453 function FullInStep(XInc, YInc: Integer): Boolean;
454 //function NeedItem(Item: Byte): Byte;
455 procedure SelectWeapon(Dist: Integer);
456 procedure SetAIFlag(aName, fValue: String20);
457 function GetAIFlag(aName: String20): String20;
458 procedure RemoveAIFlag(aName: String20);
459 function Healthy(): Byte;
460 procedure UpdateMove();
461 procedure UpdateCombat();
462 function KeyPressed(Key: Word): Boolean;
463 procedure ReleaseKey(Key: Byte);
464 function TargetOnScreen(TX, TY: Integer): Boolean;
465 procedure OnDamage(Angle: SmallInt); override;
467 public
468 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
469 constructor Create(); override;
470 destructor Destroy(); override;
471 procedure Draw(); override;
472 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
473 function Heal(value: Word; Soft: Boolean): Boolean; override;
474 procedure Update(); override;
475 procedure SaveState (st: TStream); override;
476 procedure LoadState (st: TStream); override;
477 end;
479 PGib = ^TGib;
480 TGib = record
481 alive: Boolean;
482 ID: DWORD;
483 MaskID: DWORD;
484 RAngle: Integer;
485 Color: TRGB;
486 Obj: TObj;
488 procedure getMapBox (out x, y, w, h: Integer); inline;
489 procedure moveBy (dx, dy: Integer); inline;
491 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
492 end;
495 PShell = ^TShell;
496 TShell = record
497 SpriteID: DWORD;
498 alive: Boolean;
499 SType: Byte;
500 RAngle: Integer;
501 Timeout: Cardinal;
502 CX, CY: Integer;
503 Obj: TObj;
505 procedure getMapBox (out x, y, w, h: Integer); inline;
506 procedure moveBy (dx, dy: Integer); inline;
508 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
509 end;
511 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
512 private
513 FModelName: String;
514 FMess: Boolean;
515 FState: Byte;
516 FDamage: Byte;
517 FColor: TRGB;
518 FObj: TObj;
519 FPlayerUID: Word;
520 FAnimation: TAnimation;
521 FAnimationMask: TAnimation;
523 public
524 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
525 destructor Destroy(); override;
526 procedure Damage(Value: Word; vx, vy: Integer);
527 procedure Update();
528 procedure Draw();
529 procedure SaveState (st: TStream);
530 procedure LoadState (st: TStream);
532 procedure getMapBox (out x, y, w, h: Integer); inline;
533 procedure moveBy (dx, dy: Integer); inline;
535 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
537 function ObjPtr (): PObj; inline;
539 property Obj: TObj read FObj; // copies object
540 property State: Byte read FState;
541 property Mess: Boolean read FMess;
542 end;
544 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
545 record
546 Goals: SmallInt;
547 end;
549 var
550 gPlayers: Array of TPlayer;
551 gCorpses: Array of TCorpse;
552 gGibs: Array of TGib;
553 gShells: Array of TShell;
554 gTeamStat: TTeamStat;
555 gFly: Boolean = False;
556 gAimLine: Boolean = False;
557 gChatBubble: Byte = 0;
558 gPlayerIndicator: Integer = 1;
559 gPlayerIndicatorStyle: Integer = 0;
560 gNumBots: Word = 0;
561 gLMSPID1: Word = 0;
562 gLMSPID2: Word = 0;
563 MAX_RUNVEL: Integer = 8;
564 VEL_JUMP: Integer = 10;
565 SHELL_TIMEOUT: Cardinal = 60000;
567 function Lerp(X, Y, Factor: Integer): Integer;
569 procedure g_Gibs_SetMax(Count: Word);
570 function g_Gibs_GetMax(): Word;
571 procedure g_Corpses_SetMax(Count: Word);
572 function g_Corpses_GetMax(): Word;
573 procedure g_Shells_SetMax(Count: Word);
574 function g_Shells_GetMax(): Word;
576 procedure g_Player_Init();
577 procedure g_Player_Free();
578 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
579 function g_Player_CreateFromState (st: TStream): Word;
580 procedure g_Player_Remove(UID: Word);
581 procedure g_Player_ResetTeams();
582 procedure g_Player_UpdateAll();
583 procedure g_Player_DrawAll();
584 procedure g_Player_DrawDebug(p: TPlayer);
585 procedure g_Player_DrawHealth();
586 procedure g_Player_RememberAll();
587 procedure g_Player_ResetAll(Force, Silent: Boolean);
588 function g_Player_Get(UID: Word): TPlayer;
589 function g_Player_GetCount(): Byte;
590 function g_Player_GetStats(): TPlayerStatArray;
591 function g_Player_ValidName(Name: String): Boolean;
592 procedure g_Player_CreateCorpse(Player: TPlayer);
593 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
594 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
595 procedure g_Player_UpdatePhysicalObjects();
596 procedure g_Player_DrawCorpses();
597 procedure g_Player_DrawShells();
598 procedure g_Player_RemoveAllCorpses();
599 procedure g_Player_Corpses_SaveState (st: TStream);
600 procedure g_Player_Corpses_LoadState (st: TStream);
601 procedure g_Player_ResetReady();
602 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
603 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100);
604 procedure g_Bot_MixNames();
605 procedure g_Bot_RemoveAll();
607 implementation
609 uses
610 {$INCLUDE ../nogl/noGLuses.inc}
611 {$IFDEF ENABLE_HOLMES}
612 g_holmes,
613 {$ENDIF}
614 e_log, g_map, g_items, g_console, g_gfx, Math,
615 g_options, g_triggers, g_menu, g_game, g_grid,
616 wadreader, g_main, g_monsters, CONFIG, g_language,
617 g_net, g_netmsg, g_window,
618 utils, xstreams;
620 const PLR_SAVE_VERSION = 0;
622 type
623 TBotProfile = record
624 name: ShortString;
625 model: ShortString;
626 team: Byte;
627 color: TRGB;
628 diag_fire: Byte;
629 invis_fire: Byte;
630 diag_precision: Byte;
631 fly_precision: Byte;
632 cover: Byte;
633 close_jump: Byte;
634 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
635 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
636 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
637 end;
639 const
640 TIME_RESPAWN1 = 1500;
641 TIME_RESPAWN2 = 2000;
642 TIME_RESPAWN3 = 3000;
643 AIR_DEF = 360;
644 AIR_MAX = 1091;
645 JET_MAX = 540; // ~30 sec
646 PLAYER_SUIT_TIME = 30000;
647 PLAYER_INVUL_TIME = 30000;
648 PLAYER_INVIS_TIME = 35000;
649 FRAG_COMBO_TIME = 3000;
650 VEL_SW = 4;
651 VEL_FLY = 6;
652 ANGLE_RIGHTUP = 55;
653 ANGLE_RIGHTDOWN = -35;
654 ANGLE_LEFTUP = 125;
655 ANGLE_LEFTDOWN = -145;
656 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
657 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
658 BOT_MAXJUMP = 84;
659 BOT_LONGDIST = 300;
660 BOT_UNSAFEDIST = 128;
661 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
662 (R:0; G:0; B:255));
663 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
664 FlyPrecision: 32; Cover: 32; CloseJump: 32;
665 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
666 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
667 FlyPrecision: 127; Cover: 127; CloseJump: 127;
668 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
669 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
670 FlyPrecision: 255; Cover: 255; CloseJump: 255;
671 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
672 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
673 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
674 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
675 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
676 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
677 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
678 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
679 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
680 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
681 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
682 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
683 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
684 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
685 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
686 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
687 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
688 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
690 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
691 CORPSE_SIGNATURE = $50524F43; // 'CORP'
693 BOTNAMES_FILENAME = 'botnames.txt';
694 BOTLIST_FILENAME = 'botlist.txt';
696 var
697 MaxGibs: Word = 150;
698 MaxCorpses: Word = 20;
699 MaxShells: Word = 300;
700 CurrentGib: Integer = 0;
701 CurrentShell: Integer = 0;
702 BotNames: Array of String;
703 BotList: Array of TBotProfile;
706 function Lerp(X, Y, Factor: Integer): Integer;
707 begin
708 Result := X + ((Y - X) div Factor);
709 end;
711 function SameTeam(UID1, UID2: Word): Boolean;
712 begin
713 Result := False;
715 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
716 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
718 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
720 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
721 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
723 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
724 end;
726 procedure g_Gibs_SetMax(Count: Word);
727 begin
728 MaxGibs := Count;
729 SetLength(gGibs, Count);
731 if CurrentGib >= Count then
732 CurrentGib := 0;
733 end;
735 function g_Gibs_GetMax(): Word;
736 begin
737 Result := MaxGibs;
738 end;
740 procedure g_Shells_SetMax(Count: Word);
741 begin
742 MaxShells := Count;
743 SetLength(gShells, Count);
745 if CurrentShell >= Count then
746 CurrentShell := 0;
747 end;
749 function g_Shells_GetMax(): Word;
750 begin
751 Result := MaxShells;
752 end;
755 procedure g_Corpses_SetMax(Count: Word);
756 begin
757 MaxCorpses := Count;
758 SetLength(gCorpses, Count);
759 end;
761 function g_Corpses_GetMax(): Word;
762 begin
763 Result := MaxCorpses;
764 end;
766 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
767 var
768 a: Integer;
769 ok: Boolean;
770 begin
771 Result := 0;
773 ok := False;
774 a := 0;
776 // Åñòü ëè ìåñòî â gPlayers:
777 if gPlayers <> nil then
778 for a := 0 to High(gPlayers) do
779 if gPlayers[a] = nil then
780 begin
781 ok := True;
782 Break;
783 end;
785 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
786 if not ok then
787 begin
788 SetLength(gPlayers, Length(gPlayers)+1);
789 a := High(gPlayers);
790 end;
792 // Ñîçäàåì îáúåêò èãðîêà:
793 if Bot then
794 gPlayers[a] := TBot.Create()
795 else
796 gPlayers[a] := TPlayer.Create();
799 gPlayers[a].FActualModelName := ModelName;
800 gPlayers[a].SetModel(ModelName);
802 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
803 if gPlayers[a].FModel = nil then
804 begin
805 gPlayers[a].Free();
806 gPlayers[a] := nil;
807 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
808 Exit;
809 end;
811 if not (Team in [TEAM_RED, TEAM_BLUE]) then
812 if Random(2) = 0 then
813 Team := TEAM_RED
814 else
815 Team := TEAM_BLUE;
816 gPlayers[a].FPreferredTeam := Team;
818 case gGameSettings.GameMode of
819 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
820 GM_TDM,
821 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
822 GM_SINGLE,
823 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
824 end;
826 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
827 gPlayers[a].FColor := Color;
828 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
829 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
830 else
831 gPlayers[a].FModel.Color := Color;
833 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
834 gPlayers[a].FAlive := False;
836 Result := gPlayers[a].FUID;
837 end;
839 function g_Player_CreateFromState (st: TStream): Word;
840 var
841 a, i: Integer;
842 ok, Bot: Boolean;
843 b: Byte;
844 begin
845 result := 0;
846 if (st = nil) then exit; //???
848 // Ñèãíàòóðà èãðîêà
849 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
850 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
852 // Áîò èëè ÷åëîâåê:
853 Bot := utils.readBool(st);
855 ok := false;
856 a := 0;
858 // Åñòü ëè ìåñòî â gPlayers:
859 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
861 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
862 if not ok then
863 begin
864 SetLength(gPlayers, Length(gPlayers)+1);
865 a := High(gPlayers);
866 end;
868 // Ñîçäàåì îáúåêò èãðîêà
869 if Bot then
870 gPlayers[a] := TBot.Create()
871 else
872 gPlayers[a] := TPlayer.Create();
873 gPlayers[a].FIamBot := Bot;
874 gPlayers[a].FPhysics := True;
876 // UID èãðîêà
877 gPlayers[a].FUID := utils.readWord(st);
878 // Èìÿ èãðîêà
879 gPlayers[a].FName := utils.readStr(st);
880 // Êîìàíäà
881 gPlayers[a].FTeam := utils.readByte(st);
882 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
883 // Æèâ ëè
884 gPlayers[a].FAlive := utils.readBool(st);
885 // Èçðàñõîäîâàë ëè âñå æèçíè
886 gPlayers[a].FNoRespawn := utils.readBool(st);
887 // Íàïðàâëåíèå
888 b := utils.readByte(st);
889 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
890 // Çäîðîâüå
891 gPlayers[a].FHealth := utils.readLongInt(st);
892 // Ôîðà
893 gPlayers[a].FHandicap := utils.readLongInt(st);
894 // Æèçíè
895 gPlayers[a].FLives := utils.readByte(st);
896 // Áðîíÿ
897 gPlayers[a].FArmor := utils.readLongInt(st);
898 // Çàïàñ âîçäóõà
899 gPlayers[a].FAir := utils.readLongInt(st);
900 // Çàïàñ ãîðþ÷åãî
901 gPlayers[a].FJetFuel := utils.readLongInt(st);
902 // Áîëü
903 gPlayers[a].FPain := utils.readLongInt(st);
904 // Óáèë
905 gPlayers[a].FKills := utils.readLongInt(st);
906 // Óáèë ìîíñòðîâ
907 gPlayers[a].FMonsterKills := utils.readLongInt(st);
908 // Ôðàãîâ
909 gPlayers[a].FFrags := utils.readLongInt(st);
910 // Ôðàãîâ ïîäðÿä
911 gPlayers[a].FFragCombo := utils.readByte(st);
912 // Âðåìÿ ïîñëåäíåãî ôðàãà
913 gPlayers[a].FLastFrag := utils.readLongWord(st);
914 // Ñìåðòåé
915 gPlayers[a].FDeath := utils.readLongInt(st);
916 // Êàêîé ôëàã íåñåò
917 gPlayers[a].FFlag := utils.readByte(st);
918 // Íàøåë ñåêðåòîâ
919 gPlayers[a].FSecrets := utils.readLongInt(st);
920 // Òåêóùåå îðóæèå
921 gPlayers[a].FCurrWeap := utils.readByte(st);
922 // Ñëåäóþùåå æåëàåìîå îðóæèå
923 gPlayers[a].FNextWeap := utils.readWord(st);
924 // ...è ïàóçà
925 gPlayers[a].FNextWeapDelay := utils.readByte(st);
926 // Âðåìÿ çàðÿäêè BFG
927 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
928 // Áóôåð óðîíà
929 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
930 // Ïîñëåäíèé óäàðèâøèé
931 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
932 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
933 gPlayers[a].FLastHit := utils.readByte(st);
934 // Îáúåêò èãðîêà:
935 Obj_LoadState(@gPlayers[a].FObj, st);
936 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
937 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
938 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
939 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
940 // Íàëè÷èå îðóæèÿ
941 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
942 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
943 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
944 // Íàëè÷èå ðþêçàêà
945 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
946 // Íàëè÷èå êðàñíîãî êëþ÷à
947 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
948 // Íàëè÷èå çåëåíîãî êëþ÷à
949 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
950 // Íàëè÷èå ñèíåãî êëþ÷à
951 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
952 // Íàëè÷èå áåðñåðêà
953 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
954 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
955 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
956 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
957 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
959 // Íàçâàíèå ìîäåëè:
960 gPlayers[a].FActualModelName := utils.readStr(st);
961 // Öâåò ìîäåëè
962 gPlayers[a].FColor.R := utils.readByte(st);
963 gPlayers[a].FColor.G := utils.readByte(st);
964 gPlayers[a].FColor.B := utils.readByte(st);
965 // Îáíîâëÿåì ìîäåëü èãðîêà
966 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
968 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
969 if (gPlayers[a].FModel = nil) then
970 begin
971 gPlayers[a].Free();
972 gPlayers[a] := nil;
973 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
974 exit;
975 end;
977 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
978 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
979 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
980 else
981 gPlayers[a].FModel.Color := gPlayers[a].FColor;
983 result := gPlayers[a].FUID;
984 end;
987 procedure g_Player_ResetTeams();
988 var
989 a: Integer;
990 begin
991 if g_Game_IsClient then
992 Exit;
993 if gPlayers = nil then
994 Exit;
995 for a := Low(gPlayers) to High(gPlayers) do
996 if gPlayers[a] <> nil then
997 case gGameSettings.GameMode of
998 GM_DM:
999 gPlayers[a].ChangeTeam(TEAM_NONE);
1000 GM_TDM, GM_CTF:
1001 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
1002 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
1003 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
1004 else
1005 if a mod 2 = 0 then
1006 gPlayers[a].ChangeTeam(TEAM_RED)
1007 else
1008 gPlayers[a].ChangeTeam(TEAM_BLUE);
1009 GM_SINGLE,
1010 GM_COOP:
1011 gPlayers[a].ChangeTeam(TEAM_COOP);
1012 end;
1013 end;
1015 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
1016 var
1017 m: SSArray;
1018 _name, _model: String;
1019 a, tr, tb: Integer;
1020 begin
1021 if not g_Game_IsServer then Exit;
1023 // Ñïèñîê íàçâàíèé ìîäåëåé:
1024 m := g_PlayerModel_GetNames();
1025 if m = nil then
1026 Exit;
1028 // Êîìàíäà:
1029 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1030 Team := TEAM_COOP // COOP
1031 else
1032 if gGameSettings.GameMode = GM_DM then
1033 Team := TEAM_NONE // DM
1034 else
1035 if Team = TEAM_NONE then // CTF / TDM
1036 begin
1037 // Àâòîáàëàíñ êîìàíä:
1038 tr := 0;
1039 tb := 0;
1041 for a := 0 to High(gPlayers) do
1042 if gPlayers[a] <> nil then
1043 begin
1044 if gPlayers[a].Team = TEAM_RED then
1045 Inc(tr)
1046 else
1047 if gPlayers[a].Team = TEAM_BLUE then
1048 Inc(tb);
1049 end;
1051 if tr > tb then
1052 Team := TEAM_BLUE
1053 else
1054 if tb > tr then
1055 Team := TEAM_RED
1056 else // tr = tb
1057 if Random(2) = 0 then
1058 Team := TEAM_RED
1059 else
1060 Team := TEAM_BLUE;
1061 end;
1063 // Âûáèðàåì áîòó èìÿ:
1064 _name := '';
1065 if BotNames <> nil then
1066 for a := 0 to High(BotNames) do
1067 if g_Player_ValidName(BotNames[a]) then
1068 begin
1069 _name := BotNames[a];
1070 Break;
1071 end;
1073 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1074 if _name = '' then
1075 repeat
1076 _name := Format('DFBOT%.2d', [Random(100)]);
1077 until g_Player_ValidName(_name);
1079 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1080 _model := m[Random(Length(m))];
1082 // Ñîçäàåì áîòà:
1083 with g_Player_Get(g_Player_Create(_model,
1084 _RGB(Min(Random(9)*32, 255),
1085 Min(Random(9)*32, 255),
1086 Min(Random(9)*32, 255)),
1087 Team, True)) as TBot do
1088 begin
1089 Name := _name;
1091 case Difficult of
1092 1: FDifficult := DIFFICULT_EASY;
1093 2: FDifficult := DIFFICULT_MEDIUM;
1094 else FDifficult := DIFFICULT_HARD;
1095 end;
1097 for a := WP_FIRST to WP_LAST do
1098 begin
1099 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1100 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1101 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1102 end;
1104 FHandicap := Handicap;
1106 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1108 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1109 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1110 Spectate();
1111 end;
1112 end;
1114 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1; Handicap: Integer = 100);
1115 var
1116 m: SSArray;
1117 _name, _model: String;
1118 a: Integer;
1119 begin
1120 if not g_Game_IsServer then Exit;
1122 // Ñïèñîê íàçâàíèé ìîäåëåé:
1123 m := g_PlayerModel_GetNames();
1124 if m = nil then
1125 Exit;
1127 // Êîìàíäà:
1128 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1129 Team := TEAM_COOP // COOP
1130 else
1131 if gGameSettings.GameMode = GM_DM then
1132 Team := TEAM_NONE // DM
1133 else
1134 if Team = TEAM_NONE then
1135 Team := BotList[num].team; // CTF / TDM
1137 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1138 lName := AnsiLowerCase(lName);
1139 if (num < 0) or (num > Length(BotList)-1) then
1140 num := -1;
1141 if (num = -1) and (lName <> '') and (BotList <> nil) then
1142 for a := 0 to High(BotList) do
1143 if AnsiLowerCase(BotList[a].name) = lName then
1144 begin
1145 num := a;
1146 Break;
1147 end;
1148 if num = -1 then
1149 Exit;
1151 // Èìÿ áîòà:
1152 _name := BotList[num].name;
1153 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1154 if not g_Player_ValidName(_name) then
1155 repeat
1156 _name := Format('DFBOT%.2d', [Random(100)]);
1157 until g_Player_ValidName(_name);
1159 // Ìîäåëü:
1160 _model := BotList[num].model;
1161 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1162 if not InSArray(_model, m) then
1163 _model := m[Random(Length(m))];
1165 // Ñîçäàåì áîòà:
1166 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1167 begin
1168 Name := _name;
1170 FDifficult.DiagFire := BotList[num].diag_fire;
1171 FDifficult.InvisFire := BotList[num].invis_fire;
1172 FDifficult.DiagPrecision := BotList[num].diag_precision;
1173 FDifficult.FlyPrecision := BotList[num].fly_precision;
1174 FDifficult.Cover := BotList[num].cover;
1175 FDifficult.CloseJump := BotList[num].close_jump;
1177 FHandicap := Handicap;
1179 for a := WP_FIRST to WP_LAST do
1180 begin
1181 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1182 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1183 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1184 end;
1186 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1188 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1189 end;
1190 end;
1192 procedure g_Bot_RemoveAll();
1193 var
1194 a: Integer;
1195 begin
1196 if not g_Game_IsServer then Exit;
1197 if gPlayers = nil then Exit;
1199 for a := 0 to High(gPlayers) do
1200 if gPlayers[a] <> nil then
1201 if gPlayers[a] is TBot then
1202 begin
1203 gPlayers[a].Lives := 0;
1204 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1205 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1206 g_Player_Remove(gPlayers[a].FUID);
1207 end;
1209 g_Bot_MixNames();
1210 end;
1212 procedure g_Bot_MixNames();
1213 var
1214 s: String;
1215 a, b: Integer;
1216 begin
1217 if BotNames <> nil then
1218 for a := 0 to High(BotNames) do
1219 begin
1220 b := Random(Length(BotNames));
1221 s := BotNames[a];
1222 Botnames[a] := BotNames[b];
1223 BotNames[b] := s;
1224 end;
1225 end;
1227 procedure g_Player_Remove(UID: Word);
1228 var
1229 i: Integer;
1230 begin
1231 if gPlayers = nil then Exit;
1233 if g_Game_IsServer and g_Game_IsNet then
1234 MH_SEND_PlayerDelete(UID);
1236 for i := 0 to High(gPlayers) do
1237 if gPlayers[i] <> nil then
1238 if gPlayers[i].FUID = UID then
1239 begin
1240 if gPlayers[i] is TPlayer then
1241 TPlayer(gPlayers[i]).Free()
1242 else
1243 TBot(gPlayers[i]).Free();
1244 gPlayers[i] := nil;
1245 Exit;
1246 end;
1247 end;
1249 procedure g_Player_Init();
1250 var
1251 F: TextFile;
1252 s: String;
1253 a, b: Integer;
1254 config: TConfig;
1255 sa: SSArray;
1256 begin
1257 BotNames := nil;
1259 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1260 Exit;
1262 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1263 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1264 Reset(F);
1266 while not EOF(F) do
1267 begin
1268 ReadLn(F, s);
1270 s := Trim(s);
1271 if s = '' then
1272 Continue;
1274 SetLength(BotNames, Length(BotNames)+1);
1275 BotNames[High(BotNames)] := s;
1276 end;
1278 CloseFile(F);
1280 // Ïåðåìåøèâàåì èõ:
1281 g_Bot_MixNames();
1283 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1284 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1285 BotList := nil;
1286 a := 0;
1288 while config.SectionExists(IntToStr(a)) do
1289 begin
1290 SetLength(BotList, Length(BotList)+1);
1292 with BotList[High(BotList)] do
1293 begin
1294 // Èìÿ áîòà:
1295 name := config.ReadStr(IntToStr(a), 'name', '');
1296 // Ìîäåëü:
1297 model := config.ReadStr(IntToStr(a), 'model', '');
1298 // Êîìàíäà:
1299 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1300 team := TEAM_RED
1301 else
1302 team := TEAM_BLUE;
1303 // Öâåò ìîäåëè:
1304 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1305 color.R := StrToIntDef(sa[0], 0);
1306 color.G := StrToIntDef(sa[1], 0);
1307 color.B := StrToIntDef(sa[2], 0);
1308 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1309 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1310 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1311 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1312 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1313 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1314 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1315 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1316 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1317 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1318 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1319 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1320 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1321 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1322 if Length(sa) = 10 then
1323 for b := 0 to 9 do
1324 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1325 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1326 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1327 if Length(sa) = 10 then
1328 for b := 0 to 9 do
1329 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1331 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1332 if Length(sa) = 10 then
1333 for b := 0 to 9 do
1334 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1335 end;
1337 a := a + 1;
1338 end;
1340 config.Free();
1341 end;
1343 procedure g_Player_Free();
1344 var
1345 i: Integer;
1346 begin
1347 if gPlayers <> nil then
1348 begin
1349 for i := 0 to High(gPlayers) do
1350 if gPlayers[i] <> nil then
1351 begin
1352 if gPlayers[i] is TPlayer then
1353 TPlayer(gPlayers[i]).Free()
1354 else
1355 TBot(gPlayers[i]).Free();
1356 gPlayers[i] := nil;
1357 end;
1359 gPlayers := nil;
1360 end;
1362 gPlayer1 := nil;
1363 gPlayer2 := nil;
1364 end;
1366 procedure g_Player_UpdateAll();
1367 var
1368 i: Integer;
1369 begin
1370 if gPlayers = nil then Exit;
1372 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1373 for i := 0 to High(gPlayers) do
1374 begin
1375 if gPlayers[i] <> nil then
1376 begin
1377 if gPlayers[i] is TPlayer then
1378 begin
1379 gPlayers[i].Update();
1380 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1381 end
1382 else
1383 begin
1384 // bot updates weapons in `UpdateCombat()`
1385 TBot(gPlayers[i]).Update();
1386 end;
1387 end;
1388 end;
1389 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1390 end;
1392 procedure g_Player_DrawAll();
1393 var
1394 i: Integer;
1395 begin
1396 if gPlayers = nil then Exit;
1398 for i := 0 to High(gPlayers) do
1399 if gPlayers[i] <> nil then
1400 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1401 else TBot(gPlayers[i]).Draw();
1402 end;
1404 procedure g_Player_DrawDebug(p: TPlayer);
1405 var
1406 fW, fH: Byte;
1407 begin
1408 if p = nil then Exit;
1409 if (@p.FObj) = nil then Exit;
1411 e_TextureFontGetSize(gStdFont, fW, fH);
1413 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1414 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1415 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1416 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1417 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1418 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1419 end;
1421 procedure g_Player_DrawHealth();
1422 var
1423 i: Integer;
1424 fW, fH: Byte;
1425 begin
1426 if gPlayers = nil then Exit;
1427 e_TextureFontGetSize(gStdFont, fW, fH);
1429 for i := 0 to High(gPlayers) do
1430 if gPlayers[i] <> nil then
1431 begin
1432 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1433 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1434 IntToStr(gPlayers[i].FHealth), gStdFont);
1435 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1436 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1437 IntToStr(gPlayers[i].FArmor), gStdFont);
1438 end;
1439 end;
1441 function g_Player_Get(UID: Word): TPlayer;
1442 var
1443 a: Integer;
1444 begin
1445 Result := nil;
1447 if gPlayers = nil then
1448 Exit;
1450 for a := 0 to High(gPlayers) do
1451 if gPlayers[a] <> nil then
1452 if gPlayers[a].FUID = UID then
1453 begin
1454 Result := gPlayers[a];
1455 Exit;
1456 end;
1457 end;
1459 function g_Player_GetCount(): Byte;
1460 var
1461 a: Integer;
1462 begin
1463 Result := 0;
1465 if gPlayers = nil then
1466 Exit;
1468 for a := 0 to High(gPlayers) do
1469 if gPlayers[a] <> nil then
1470 Result := Result + 1;
1471 end;
1473 function g_Player_GetStats(): TPlayerStatArray;
1474 var
1475 a: Integer;
1476 begin
1477 Result := nil;
1479 if gPlayers = nil then Exit;
1481 for a := 0 to High(gPlayers) do
1482 if gPlayers[a] <> nil then
1483 begin
1484 SetLength(Result, Length(Result)+1);
1485 with Result[High(Result)] do
1486 begin
1487 Num := a;
1488 Ping := gPlayers[a].FPing;
1489 Loss := gPlayers[a].FLoss;
1490 Name := gPlayers[a].FName;
1491 Team := gPlayers[a].FTeam;
1492 Frags := gPlayers[a].FFrags;
1493 Deaths := gPlayers[a].FDeath;
1494 Kills := gPlayers[a].FKills;
1495 Color := gPlayers[a].FModel.Color;
1496 Lives := gPlayers[a].FLives;
1497 Spectator := gPlayers[a].FSpectator;
1498 end;
1499 end;
1500 end;
1502 procedure g_Player_ResetReady();
1503 var
1504 a: Integer;
1505 begin
1506 if not g_Game_IsServer then Exit;
1507 if gPlayers = nil then Exit;
1509 for a := 0 to High(gPlayers) do
1510 if gPlayers[a] <> nil then
1511 begin
1512 gPlayers[a].FReady := False;
1513 if g_Game_IsNet then
1514 MH_SEND_GameEvent(NET_EV_INTER_READY, gPlayers[a].UID, 'N');
1515 end;
1516 end;
1518 procedure g_Player_RememberAll;
1519 var
1520 i: Integer;
1521 begin
1522 for i := Low(gPlayers) to High(gPlayers) do
1523 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1524 gPlayers[i].RememberState;
1525 end;
1527 procedure g_Player_ResetAll(Force, Silent: Boolean);
1528 var
1529 i: Integer;
1530 begin
1531 gTeamStat[TEAM_RED].Goals := 0;
1532 gTeamStat[TEAM_BLUE].Goals := 0;
1534 if gPlayers <> nil then
1535 for i := 0 to High(gPlayers) do
1536 if gPlayers[i] <> nil then
1537 begin
1538 gPlayers[i].Reset(Force);
1540 if gPlayers[i] is TPlayer then
1541 begin
1542 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1543 gPlayers[i].Respawn(Silent)
1544 else
1545 gPlayers[i].Spectate();
1546 end
1547 else
1548 TBot(gPlayers[i]).Respawn(Silent);
1549 end;
1550 end;
1552 procedure g_Player_CreateCorpse(Player: TPlayer);
1553 var
1554 i: Integer;
1555 find_id: DWORD;
1556 ok: Boolean;
1557 begin
1558 if Player.alive then
1559 Exit;
1561 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1562 if gCorpses <> nil then
1563 for i := 0 to High(gCorpses) do
1564 if gCorpses[i] <> nil then
1565 if gCorpses[i].FPlayerUID = Player.FUID then
1566 gCorpses[i].FPlayerUID := 0;
1568 if Player.FObj.Y >= gMapInfo.Height+128 then
1569 Exit;
1571 with Player do
1572 begin
1573 if (FHealth >= -50) or (gGibsCount = 0) then
1574 begin
1575 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1576 Exit;
1578 ok := False;
1579 for find_id := 0 to High(gCorpses) do
1580 if gCorpses[find_id] = nil then
1581 begin
1582 ok := True;
1583 Break;
1584 end;
1586 if not ok then
1587 find_id := Random(Length(gCorpses));
1589 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1590 gCorpses[find_id].FColor := FModel.Color;
1591 gCorpses[find_id].FObj.Vel := FObj.Vel;
1592 gCorpses[find_id].FObj.Accel := FObj.Accel;
1593 gCorpses[find_id].FPlayerUID := FUID;
1594 end
1595 else
1596 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1597 FObj.Y + PLAYER_RECT_CY,
1598 FModel.Name, FModel.Color);
1599 end;
1600 end;
1602 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1603 var
1604 SID: DWORD;
1605 begin
1606 if (gShells = nil) or (Length(gShells) = 0) then
1607 Exit;
1609 with gShells[CurrentShell] do
1610 begin
1611 SpriteID := 0;
1612 g_Obj_Init(@Obj);
1613 Obj.Rect.X := 0;
1614 Obj.Rect.Y := 0;
1615 if T = SHELL_BULLET then
1616 begin
1617 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1618 SpriteID := SID;
1619 CX := 2;
1620 CY := 1;
1621 Obj.Rect.Width := 4;
1622 Obj.Rect.Height := 2;
1623 end
1624 else
1625 begin
1626 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1627 SpriteID := SID;
1628 CX := 4;
1629 CY := 2;
1630 Obj.Rect.Width := 7;
1631 Obj.Rect.Height := 3;
1632 end;
1633 SType := T;
1634 alive := True;
1635 Obj.X := fX;
1636 Obj.Y := fY;
1637 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1638 positionChanged(); // this updates spatial accelerators
1639 RAngle := Random(360);
1640 Timeout := gTime + SHELL_TIMEOUT;
1642 if CurrentShell >= High(gShells) then
1643 CurrentShell := 0
1644 else
1645 Inc(CurrentShell);
1646 end;
1647 end;
1649 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1650 var
1651 a: Integer;
1652 GibsArray: TGibsArray;
1653 Blood: TModelBlood;
1654 begin
1655 if (gGibs = nil) or (Length(gGibs) = 0) then
1656 Exit;
1657 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1658 Exit;
1659 Blood := g_PlayerModel_GetBlood(ModelName);
1661 for a := 0 to High(GibsArray) do
1662 with gGibs[CurrentGib] do
1663 begin
1664 Color := fColor;
1665 ID := GibsArray[a].ID;
1666 MaskID := GibsArray[a].MaskID;
1667 alive := True;
1668 g_Obj_Init(@Obj);
1669 Obj.Rect := GibsArray[a].Rect;
1670 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1671 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1672 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1673 positionChanged(); // this updates spatial accelerators
1674 RAngle := Random(360);
1676 if gBloodCount > 0 then
1677 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1678 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1680 if CurrentGib >= High(gGibs) then
1681 CurrentGib := 0
1682 else
1683 Inc(CurrentGib);
1684 end;
1685 end;
1687 procedure g_Player_UpdatePhysicalObjects();
1688 var
1689 i: Integer;
1690 vel: TPoint2i;
1691 mr: Word;
1693 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1694 var
1695 k: Integer;
1696 begin
1697 k := 1 + Random(2);
1698 if T = SHELL_BULLET then
1699 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1700 else
1701 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1702 end;
1704 begin
1705 // Êóñêè ìÿñà:
1706 if gGibs <> nil then
1707 for i := 0 to High(gGibs) do
1708 if gGibs[i].alive then
1709 with gGibs[i] do
1710 begin
1711 vel := Obj.Vel;
1712 mr := g_Obj_Move(@Obj, True, False, True);
1713 positionChanged(); // this updates spatial accelerators
1715 if WordBool(mr and MOVE_FALLOUT) then
1716 begin
1717 alive := False;
1718 Continue;
1719 end;
1721 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1722 if WordBool(mr and MOVE_HITWALL) then
1723 Obj.Vel.X := -(vel.X div 2);
1724 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1725 Obj.Vel.Y := -(vel.Y div 2);
1727 if (Obj.Vel.X >= 0) then
1728 begin // Clockwise
1729 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1730 if RAngle >= 360 then
1731 RAngle := RAngle mod 360;
1732 end else begin // Counter-clockwise
1733 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1734 if RAngle < 0 then
1735 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1736 end;
1738 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1739 if gTime mod (GAME_TICK*3) = 0 then
1740 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1741 end;
1743 // Òðóïû:
1744 if gCorpses <> nil then
1745 for i := 0 to High(gCorpses) do
1746 if gCorpses[i] <> nil then
1747 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1748 begin
1749 gCorpses[i].Free();
1750 gCorpses[i] := nil;
1751 end
1752 else
1753 gCorpses[i].Update();
1755 // Ãèëüçû:
1756 if gShells <> nil then
1757 for i := 0 to High(gShells) do
1758 if gShells[i].alive then
1759 with gShells[i] do
1760 begin
1761 vel := Obj.Vel;
1762 mr := g_Obj_Move(@Obj, True, False, True);
1763 positionChanged(); // this updates spatial accelerators
1765 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1766 begin
1767 alive := False;
1768 Continue;
1769 end;
1771 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1772 if WordBool(mr and MOVE_HITWALL) then
1773 begin
1774 Obj.Vel.X := -(vel.X div 2);
1775 if not WordBool(mr and MOVE_INWATER) then
1776 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1777 end;
1778 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1779 begin
1780 Obj.Vel.Y := -(vel.Y div 2);
1781 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1782 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1783 begin
1784 if RAngle mod 90 <> 0 then
1785 RAngle := (RAngle div 90) * 90;
1786 end
1787 else if not WordBool(mr and MOVE_INWATER) then
1788 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1789 end;
1791 if (Obj.Vel.X >= 0) then
1792 begin // Clockwise
1793 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1794 if RAngle >= 360 then
1795 RAngle := RAngle mod 360;
1796 end else begin // Counter-clockwise
1797 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1798 if RAngle < 0 then
1799 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1800 end;
1801 end;
1802 end;
1805 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1806 begin
1807 x := Obj.X+Obj.Rect.X;
1808 y := Obj.Y+Obj.Rect.Y;
1809 w := Obj.Rect.Width;
1810 h := Obj.Rect.Height;
1811 end;
1813 procedure TGib.moveBy (dx, dy: Integer); inline;
1814 begin
1815 if (dx <> 0) or (dy <> 0) then
1816 begin
1817 Obj.X += dx;
1818 Obj.Y += dy;
1819 positionChanged();
1820 end;
1821 end;
1824 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1825 begin
1826 x := Obj.X;
1827 y := Obj.Y;
1828 w := Obj.Rect.Width;
1829 h := Obj.Rect.Height;
1830 end;
1832 procedure TShell.moveBy (dx, dy: Integer); inline;
1833 begin
1834 if (dx <> 0) or (dy <> 0) then
1835 begin
1836 Obj.X += dx;
1837 Obj.Y += dy;
1838 positionChanged();
1839 end;
1840 end;
1843 procedure TGib.positionChanged (); inline; begin end;
1844 procedure TShell.positionChanged (); inline; begin end;
1847 procedure g_Player_DrawCorpses();
1848 var
1849 i: Integer;
1850 a: TDFPoint;
1851 begin
1852 if gGibs <> nil then
1853 for i := 0 to High(gGibs) do
1854 if gGibs[i].alive then
1855 with gGibs[i] do
1856 begin
1857 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1858 Continue;
1860 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1861 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1863 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1865 e_Colors := Color;
1866 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1867 e_Colors.R := 255;
1868 e_Colors.G := 255;
1869 e_Colors.B := 255;
1870 end;
1872 if gCorpses <> nil then
1873 for i := 0 to High(gCorpses) do
1874 if gCorpses[i] <> nil then
1875 gCorpses[i].Draw();
1876 end;
1878 procedure g_Player_DrawShells();
1879 var
1880 i: Integer;
1881 a: TDFPoint;
1882 begin
1883 if gShells <> nil then
1884 for i := 0 to High(gShells) do
1885 if gShells[i].alive then
1886 with gShells[i] do
1887 begin
1888 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1889 Continue;
1891 a.X := CX;
1892 a.Y := CY;
1894 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1895 end;
1896 end;
1898 procedure g_Player_RemoveAllCorpses();
1899 var
1900 i: Integer;
1901 begin
1902 gGibs := nil;
1903 gShells := nil;
1904 SetLength(gGibs, MaxGibs);
1905 SetLength(gShells, MaxGibs);
1906 CurrentGib := 0;
1907 CurrentShell := 0;
1909 if gCorpses <> nil then
1910 for i := 0 to High(gCorpses) do
1911 gCorpses[i].Free();
1913 gCorpses := nil;
1914 SetLength(gCorpses, MaxCorpses);
1915 end;
1917 procedure g_Player_Corpses_SaveState (st: TStream);
1918 var
1919 count, i: Integer;
1920 begin
1921 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1922 count := 0;
1923 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1925 // Êîëè÷åñòâî òðóïîâ
1926 utils.writeInt(st, LongInt(count));
1928 if (count = 0) then exit;
1930 // Ñîõðàíÿåì òðóïû
1931 for i := 0 to High(gCorpses) do
1932 begin
1933 if gCorpses[i] <> nil then
1934 begin
1935 // Íàçâàíèå ìîäåëè
1936 utils.writeStr(st, gCorpses[i].FModelName);
1937 // Òèï ñìåðòè
1938 utils.writeBool(st, gCorpses[i].Mess);
1939 // Ñîõðàíÿåì äàííûå òðóïà:
1940 gCorpses[i].SaveState(st);
1941 end;
1942 end;
1943 end;
1946 procedure g_Player_Corpses_LoadState (st: TStream);
1947 var
1948 count, i: Integer;
1949 str: String;
1950 b: Boolean;
1951 begin
1952 assert(st <> nil);
1954 g_Player_RemoveAllCorpses();
1956 // Êîëè÷åñòâî òðóïîâ:
1957 count := utils.readLongInt(st);
1958 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1960 if (count = 0) then exit;
1962 // Çàãðóæàåì òðóïû
1963 for i := 0 to count-1 do
1964 begin
1965 // Íàçâàíèå ìîäåëè:
1966 str := utils.readStr(st);
1967 // Òèï ñìåðòè
1968 b := utils.readBool(st);
1969 // Ñîçäàåì òðóï
1970 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1971 // Çàãðóæàåì äàííûå òðóïà
1972 gCorpses[i].LoadState(st);
1973 end;
1974 end;
1977 { T P l a y e r : }
1979 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1981 procedure TPlayer.BFGHit();
1982 begin
1983 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1984 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1985 if g_Game_IsServer and g_Game_IsNet then
1986 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1987 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1988 0, NET_GFX_BFGHIT);
1989 end;
1991 procedure TPlayer.ChangeModel(ModelName: string);
1992 var
1993 locModel: TPlayerModel;
1994 begin
1995 locModel := g_PlayerModel_Get(ModelName);
1996 if locModel = nil then Exit;
1998 FModel.Free();
1999 FModel := locModel;
2000 end;
2002 procedure TPlayer.SetModel(ModelName: string);
2003 var
2004 m: TPlayerModel;
2005 begin
2006 m := g_PlayerModel_Get(ModelName);
2007 if m = nil then
2008 begin
2009 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
2010 m := g_PlayerModel_Get('doomer');
2011 if m = nil then
2012 begin
2013 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
2014 Exit;
2015 end;
2016 end;
2018 if FModel <> nil then
2019 FModel.Free();
2021 FModel := m;
2023 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2024 FModel.Color := FColor
2025 else
2026 FModel.Color := TEAMCOLOR[FTeam];
2027 FModel.SetWeapon(FCurrWeap);
2028 FModel.SetFlag(FFlag);
2029 SetDirection(FDirection);
2030 end;
2032 procedure TPlayer.SetColor(Color: TRGB);
2033 begin
2034 FColor := Color;
2035 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2036 if FModel <> nil then FModel.Color := Color;
2037 end;
2039 function TPlayer.GetColor(): TRGB;
2040 begin
2041 result := FModel.Color;
2042 end;
2044 procedure TPlayer.SwitchTeam;
2045 begin
2046 if g_Game_IsClient then
2047 Exit;
2048 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2050 if gGameOn and FAlive then
2051 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2053 if FTeam = TEAM_RED then
2054 begin
2055 ChangeTeam(TEAM_BLUE);
2056 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2057 if g_Game_IsNet then
2058 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2059 end
2060 else
2061 begin
2062 ChangeTeam(TEAM_RED);
2063 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2064 if g_Game_IsNet then
2065 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2066 end;
2067 FPreferredTeam := FTeam;
2068 end;
2070 procedure TPlayer.ChangeTeam(Team: Byte);
2071 var
2072 OldTeam: Byte;
2073 begin
2074 OldTeam := FTeam;
2075 FTeam := Team;
2076 case Team of
2077 TEAM_RED, TEAM_BLUE:
2078 FModel.Color := TEAMCOLOR[Team];
2079 else
2080 FModel.Color := FColor;
2081 end;
2082 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2083 MH_SEND_PlayerStats(FUID);
2084 end;
2087 procedure TPlayer.CollideItem();
2088 var
2089 i: Integer;
2090 r: Boolean;
2091 begin
2092 if gItems = nil then Exit;
2093 if not FAlive then Exit;
2095 for i := 0 to High(gItems) do
2096 with gItems[i] do
2097 begin
2098 if (ItemType <> ITEM_NONE) and alive then
2099 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2100 PLAYER_RECT.Height, @Obj) then
2101 begin
2102 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2104 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2105 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2106 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2107 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2108 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2110 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2111 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2112 (gGameSettings.GameType = GT_SINGLE) and
2113 (g_Player_GetCount() > 1)) then
2114 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2115 end;
2116 end;
2117 end;
2120 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2121 begin
2122 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2123 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2124 False);
2125 end;
2127 constructor TPlayer.Create();
2128 begin
2129 viewPortX := 0;
2130 viewPortY := 0;
2131 viewPortW := 0;
2132 viewPortH := 0;
2133 mEDamageType := HIT_SOME;
2135 FIamBot := False;
2136 FDummy := False;
2137 FSpawned := False;
2139 FSawSound := TPlayableSound.Create();
2140 FSawSoundIdle := TPlayableSound.Create();
2141 FSawSoundHit := TPlayableSound.Create();
2142 FSawSoundSelect := TPlayableSound.Create();
2143 FFlameSoundOn := TPlayableSound.Create();
2144 FFlameSoundOff := TPlayableSound.Create();
2145 FFlameSoundWork := TPlayableSound.Create();
2146 FJetSoundFly := TPlayableSound.Create();
2147 FJetSoundOn := TPlayableSound.Create();
2148 FJetSoundOff := TPlayableSound.Create();
2150 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2151 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2152 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2153 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2154 FFlameSoundOn.SetByName('SOUND_WEAPON_FLAMEON');
2155 FFlameSoundOff.SetByName('SOUND_WEAPON_FLAMEOFF');
2156 FFlameSoundWork.SetByName('SOUND_WEAPON_FLAMEWORK');
2157 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2158 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2159 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2161 FSpectatePlayer := -1;
2162 FClientID := -1;
2163 FPing := 0;
2164 FLoss := 0;
2165 FSavedState.WaitRecall := False;
2166 FShellTimer := -1;
2167 FFireTime := 0;
2168 FFirePainTime := 0;
2169 FFireAttacker := 0;
2170 FHandicap := 100;
2172 FActualModelName := 'doomer';
2174 g_Obj_Init(@FObj);
2175 FObj.Rect := PLAYER_RECT;
2177 FBFGFireCounter := -1;
2178 FJustTeleported := False;
2179 FNetTime := 0;
2181 resetWeaponQueue();
2182 end;
2184 procedure TPlayer.positionChanged (); inline;
2185 begin
2186 end;
2188 procedure TPlayer.doDamage (v: Integer);
2189 begin
2190 if (v <= 0) then exit;
2191 if (v > 32767) then v := 32767;
2192 Damage(v, 0, 0, 0, mEDamageType);
2193 end;
2195 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2196 var
2197 c: Word;
2198 begin
2199 if (not g_Game_IsClient) and (not FAlive) then
2200 Exit;
2202 FLastHit := t;
2204 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2205 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2206 begin
2207 if not g_Game_IsClient then
2208 begin
2209 FArmor := 0;
2210 if t = HIT_TRAP then
2211 begin
2212 // Ëîâóøêà óáèâàåò ñðàçó:
2213 FHealth := -100;
2214 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2215 end;
2216 if t = HIT_SELF then
2217 begin
2218 // Ñàìîóáèéñòâî:
2219 FHealth := 0;
2220 Kill(K_SIMPLEKILL, SpawnerUID, t);
2221 end;
2222 end;
2223 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2224 FMegaRulez[MR_SUIT] := 0;
2225 FMegaRulez[MR_INVUL] := 0;
2226 FMegaRulez[MR_INVIS] := 0;
2227 FBerserk := 0;
2228 end;
2230 // Íî îò îñòàëüíîãî ñïàñàåò:
2231 if FMegaRulez[MR_INVUL] >= gTime then
2232 Exit;
2234 // ×èò-êîä "ÃÎÐÅÖ":
2235 if FGodMode then
2236 Exit;
2238 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2239 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2240 (SpawnerUID = FUID) or
2241 (not SameTeam(FUID, SpawnerUID)) then
2242 begin
2243 FLastSpawnerUID := SpawnerUID;
2245 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2246 if gBloodCount > 0 then
2247 begin
2248 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2249 if value div 4 <= c then
2250 c := c - (value div 4)
2251 else
2252 c := 0;
2254 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2255 MakeBloodSimple(c)
2256 else
2257 case t of
2258 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2259 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2260 end;
2262 if t = HIT_WATER then
2263 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2264 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2265 end;
2267 // Áóôåð óðîíà:
2268 if FAlive then
2269 Inc(FDamageBuffer, value);
2271 // Âñïûøêà áîëè:
2272 if gFlash <> 0 then
2273 FPain := FPain + value;
2274 end;
2276 if g_Game_IsServer and g_Game_IsNet then
2277 begin
2278 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2279 MH_SEND_PlayerStats(FUID);
2280 MH_SEND_PlayerPos(False, FUID);
2281 end;
2282 end;
2284 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2285 begin
2286 Result := False;
2287 if g_Game_IsClient then
2288 Exit;
2289 if not FAlive then
2290 Exit;
2292 if Soft and (FHealth < PLAYER_HP_SOFT) then
2293 begin
2294 IncMax(FHealth, value, PLAYER_HP_SOFT);
2295 Result := True;
2296 end;
2297 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2298 begin
2299 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2300 Result := True;
2301 end;
2303 if Result and g_Game_IsServer and g_Game_IsNet then
2304 MH_SEND_PlayerStats(FUID);
2305 end;
2307 destructor TPlayer.Destroy();
2308 begin
2309 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2310 gPlayer1 := nil;
2311 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2312 gPlayer2 := nil;
2314 FSawSound.Free();
2315 FSawSoundIdle.Free();
2316 FSawSoundHit.Free();
2317 FSawSoundSelect.Free();
2318 FFlameSoundOn.Free();
2319 FFlameSoundOff.Free();
2320 FFlameSoundWork.Free();
2321 FJetSoundFly.Free();
2322 FJetSoundOn.Free();
2323 FJetSoundOff.Free();
2324 FModel.Free();
2325 if FPunchAnim <> nil then
2326 FPunchAnim.Free();
2328 inherited;
2329 end;
2331 procedure TPlayer.DrawIndicator(Color: TRGB);
2332 var
2333 indX, indY: Integer;
2334 indW, indH: Word;
2335 nW, nH: Byte;
2336 ID: DWORD;
2337 c: TRGB;
2338 begin
2339 if FAlive then
2340 case gPlayerIndicatorStyle of
2341 0:
2342 begin
2343 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2344 begin
2345 e_GetTextureSize(ID, @indW, @indH);
2346 indX := FObj.X + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2347 indY := FObj.Y - indH;
2349 c := e_Colors;
2350 e_Colors := Color;
2351 e_Draw(ID, indX, indY, 0, True, False);
2352 e_Colors := c;
2353 end;
2354 end;
2356 1:
2357 begin
2358 e_TextureFontGetSize(gStdFont, nW, nH);
2359 indX := FObj.X + FObj.Rect.X + (FObj.Rect.Width - Length(FName) * nW) div 2;
2360 indY := FObj.Y - nH;
2361 e_TextureFontPrintEx(indX, indY, FName, gStdFont, Color.R, Color.G, Color.B, 1.0, True);
2362 end;
2363 end;
2364 end;
2366 procedure TPlayer.DrawBubble();
2367 var
2368 bubX, bubY: Integer;
2369 ID: LongWord;
2370 Rb, Gb, Bb,
2371 Rw, Gw, Bw: SmallInt;
2372 Dot: Byte;
2373 begin
2374 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2375 bubY := FObj.Y+FObj.Rect.Y - 18;
2376 Rb := 64;
2377 Gb := 64;
2378 Bb := 64;
2379 Rw := 240;
2380 Gw := 240;
2381 Bw := 240;
2382 case gChatBubble of
2383 1: // simple textual non-bubble
2384 begin
2385 bubX := FObj.X+FObj.Rect.X - 11;
2386 bubY := FObj.Y+FObj.Rect.Y - 17;
2387 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2388 Exit;
2389 end;
2390 2: // advanced pixel-perfect bubble
2391 begin
2392 if FTeam = TEAM_RED then
2393 Rb := 255
2394 else
2395 if FTeam = TEAM_BLUE then
2396 Bb := 255;
2397 end;
2398 3: // colored bubble
2399 begin
2400 Rb := FModel.Color.R;
2401 Gb := FModel.Color.G;
2402 Bb := FModel.Color.B;
2403 Rw := Min(Rb * 2 + 64, 255);
2404 Gw := Min(Gb * 2 + 64, 255);
2405 Bw := Min(Bb * 2 + 64, 255);
2406 if (Abs(Rw - Rb) < 32)
2407 or (Abs(Gw - Gb) < 32)
2408 or (Abs(Bw - Bb) < 32) then
2409 begin
2410 Rb := Max(Rw div 2 - 16, 0);
2411 Gb := Max(Gw div 2 - 16, 0);
2412 Bb := Max(Bw div 2 - 16, 0);
2413 end;
2414 end;
2415 4: // custom textured bubble
2416 begin
2417 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2418 if FDirection = TDirection.D_RIGHT then
2419 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2420 else
2421 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2422 Exit;
2423 end;
2424 end;
2426 // Outer borders
2427 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2428 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2429 // Inner box
2430 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2432 // Tail
2433 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2434 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2435 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);
2436 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);
2437 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);
2438 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);
2440 // Dots
2441 Dot := 6;
2442 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2443 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2444 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2445 end;
2447 procedure TPlayer.Draw();
2448 var
2449 ID: DWORD;
2450 w, h: Word;
2451 dr: Boolean;
2452 Mirror: TMirrorType;
2453 begin
2454 if FAlive then
2455 begin
2456 if Direction = TDirection.D_RIGHT then
2457 Mirror := TMirrorType.None
2458 else
2459 Mirror := TMirrorType.Horizontal;
2461 if FPunchAnim <> nil then
2462 begin
2463 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2464 FObj.Y+FObj.Rect.Y-11, Mirror);
2465 if FPunchAnim.played then
2466 begin
2467 FPunchAnim.Free;
2468 FPunchAnim := nil;
2469 end;
2470 end;
2472 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2473 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2474 begin
2475 e_GetTextureSize(ID, @w, @h);
2476 if FDirection = TDirection.D_LEFT then
2477 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2478 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2479 else
2480 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2481 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2482 end;
2484 if FMegaRulez[MR_INVIS] > gTime then
2485 begin
2486 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2487 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2488 begin
2489 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2490 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2491 else
2492 dr := True;
2493 if dr then
2494 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2495 else
2496 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2497 end
2498 else
2499 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2500 end
2501 else
2502 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2503 end;
2505 if g_debug_Frames then
2506 begin
2507 e_DrawQuad(FObj.X+FObj.Rect.X,
2508 FObj.Y+FObj.Rect.Y,
2509 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2510 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2511 0, 255, 0);
2512 end;
2514 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2515 if (FMegaRulez[MR_INVIS] <= gTime) or ((gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2516 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM)))) then
2517 DrawBubble();
2518 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2519 if gAimLine and alive and
2520 ((Self = gPlayer1) or (Self = gPlayer2)) then
2521 DrawAim();
2522 end;
2525 procedure TPlayer.DrawAim();
2526 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2527 var
2528 ex, ey: Integer;
2529 begin
2531 {$IFDEF ENABLE_HOLMES}
2532 if isValidViewPort and (self = gPlayer1) then
2533 begin
2534 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2535 end;
2536 {$ENDIF}
2538 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2539 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2540 begin
2541 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2542 end
2543 else
2544 begin
2545 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2546 end;
2547 end;
2549 var
2550 wx, wy, xx, yy: Integer;
2551 angle: SmallInt;
2552 sz, len: Word;
2553 begin
2554 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2555 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2556 angle := FAngle;
2557 len := 1024;
2558 sz := 2;
2559 case FCurrWeap of
2560 0: begin // Punch
2561 len := 12;
2562 sz := 4;
2563 end;
2564 1: begin // Chainsaw
2565 len := 24;
2566 sz := 6;
2567 end;
2568 2: begin // Pistol
2569 len := 1024;
2570 sz := 2;
2571 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2572 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2573 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2574 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2575 end;
2576 3: begin // Shotgun
2577 len := 1024;
2578 sz := 3;
2579 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2580 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2581 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2582 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2583 end;
2584 4: begin // Double Shotgun
2585 len := 1024;
2586 sz := 4;
2587 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2588 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2589 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2590 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2591 end;
2592 5: begin // Chaingun
2593 len := 1024;
2594 sz := 3;
2595 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2596 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2597 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2598 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2599 end;
2600 6: begin // Rocket Launcher
2601 len := 1024;
2602 sz := 7;
2603 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2604 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2605 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2606 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2607 end;
2608 7: begin // Plasmagun
2609 len := 1024;
2610 sz := 5;
2611 if angle = ANGLE_RIGHTUP then Inc(angle);
2612 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2613 if angle = ANGLE_LEFTUP then Dec(angle);
2614 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2615 end;
2616 8: begin // BFG
2617 len := 1024;
2618 sz := 12;
2619 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2620 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2621 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2622 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2623 end;
2624 9: begin // Super Chaingun
2625 len := 1024;
2626 sz := 4;
2627 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2628 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2629 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2630 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2631 end;
2632 end;
2633 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2634 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2635 {$IF DEFINED(D2F_DEBUG)}
2636 drawCast(sz, wx, wy, xx, yy);
2637 {$ELSE}
2638 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2639 {$ENDIF}
2640 end;
2642 procedure TPlayer.DrawGUI();
2643 var
2644 ID: DWORD;
2645 X, Y, SY, a, p, m: Integer;
2646 tw, th: Word;
2647 cw, ch: Byte;
2648 s: string;
2649 stat: TPlayerStatArray;
2650 begin
2651 X := gPlayerScreenSize.X;
2652 SY := gPlayerScreenSize.Y;
2653 Y := 0;
2655 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2656 begin
2657 if gGameSettings.GameMode = GM_CTF then
2658 a := 32 + 8
2659 else
2660 a := 0;
2661 if gGameSettings.GameMode = GM_CTF then
2662 begin
2663 s := 'TEXTURE_PLAYER_REDFLAG';
2664 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2665 s := 'TEXTURE_PLAYER_REDFLAG_S';
2666 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2667 s := 'TEXTURE_PLAYER_REDFLAG_D';
2668 if g_Texture_Get(s, ID) then
2669 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2670 end;
2672 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2673 e_CharFont_GetSize(gMenuFont, s, tw, th);
2674 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2676 if gGameSettings.GameMode = GM_CTF then
2677 begin
2678 s := 'TEXTURE_PLAYER_BLUEFLAG';
2679 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2680 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2681 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2682 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2683 if g_Texture_Get(s, ID) then
2684 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2685 end;
2687 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2688 e_CharFont_GetSize(gMenuFont, s, tw, th);
2689 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2690 end;
2692 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2693 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2694 0, False, False);
2696 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2697 e_Draw(ID, X+2, Y, 0, True, False);
2699 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2700 begin
2701 if gShowStat then
2702 begin
2703 s := IntToStr(Frags);
2704 e_CharFont_GetSize(gMenuFont, s, tw, th);
2705 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2707 s := '';
2708 p := 1;
2709 m := 0;
2710 stat := g_Player_GetStats();
2711 if stat <> nil then
2712 begin
2713 p := 1;
2715 for a := 0 to High(stat) do
2716 if stat[a].Name <> Name then
2717 begin
2718 if stat[a].Frags > m then m := stat[a].Frags;
2719 if stat[a].Frags > Frags then p := p+1;
2720 end;
2721 end;
2723 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2724 if Frags >= m then s := s+'+' else s := s+'-';
2725 s := s+IntToStr(Abs(Frags-m));
2727 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2728 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2729 end;
2731 if gShowLives and (gGameSettings.MaxLives > 0) then
2732 begin
2733 s := IntToStr(Lives);
2734 e_CharFont_GetSize(gMenuFont, s, tw, th);
2735 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2736 end;
2737 end;
2739 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2740 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2742 if R_BERSERK in FRulez then
2743 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2744 else
2745 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2747 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2748 e_Draw(ID, X+36, Y+77, 0, True, False);
2750 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2751 e_CharFont_GetSize(gMenuFont, s, tw, th);
2752 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2754 s := IntToStr(FArmor);
2755 e_CharFont_GetSize(gMenuFont, s, tw, th);
2756 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2758 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2760 case FCurrWeap of
2761 WEAPON_KASTET:
2762 begin
2763 s := '--';
2764 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2765 end;
2766 WEAPON_SAW:
2767 begin
2768 s := '--';
2769 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2770 end;
2771 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2772 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2773 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2774 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2775 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2776 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2777 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2778 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2779 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2780 end;
2782 e_CharFont_GetSize(gMenuFont, s, tw, th);
2783 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2784 e_Draw(ID, X+20, Y+160, 0, True, False);
2786 if R_KEY_RED in FRulez then
2787 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2789 if R_KEY_GREEN in FRulez then
2790 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2792 if R_KEY_BLUE in FRulez then
2793 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2795 if FJetFuel > 0 then
2796 begin
2797 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2798 e_Draw(ID, X+2, Y+116, 0, True, False);
2799 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2800 e_Draw(ID, X+2, Y+126, 0, True, False);
2801 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2802 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2803 end
2804 else
2805 begin
2806 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2807 e_Draw(ID, X+2, Y+124, 0, True, False);
2808 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2809 end;
2811 if gShowPing and g_Game_IsClient then
2812 begin
2813 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2814 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2815 Y := Y + 16;
2816 end;
2818 if FSpectator then
2819 begin
2820 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2821 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2822 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2823 if FNoRespawn then
2824 begin
2825 e_TextureFontGetSize(gStdFont, cw, ch);
2826 s := _lc[I_PLAYER_SPECT4];
2827 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2828 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2829 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2830 end;
2832 end;
2833 end;
2835 procedure TPlayer.DrawRulez();
2836 var
2837 dr: Boolean;
2838 begin
2839 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2840 if FMegaRulez[MR_INVUL] >= gTime then
2841 begin
2842 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2843 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2844 else
2845 dr := True;
2847 if dr then
2848 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2849 191, 191, 191, 0, TBlending.Invert);
2850 end;
2852 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2853 if FMegaRulez[MR_SUIT] >= gTime then
2854 begin
2855 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2856 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2857 else
2858 dr := True;
2860 if dr then
2861 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2862 0, 96, 0, 200, TBlending.None);
2863 end;
2865 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2866 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2867 begin
2868 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2869 255, 0, 0, 200, TBlending.None);
2870 end;
2871 end;
2873 procedure TPlayer.DrawPain();
2874 var
2875 a, h: Integer;
2876 begin
2877 if FPain = 0 then Exit;
2879 a := FPain;
2881 if a < 15 then h := 0
2882 else if a < 35 then h := 1
2883 else if a < 55 then h := 2
2884 else if a < 75 then h := 3
2885 else if a < 95 then h := 4
2886 else h := 5;
2888 //if a > 255 then a := 255;
2890 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2891 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2892 end;
2894 procedure TPlayer.DrawPickup();
2895 var
2896 a, h: Integer;
2897 begin
2898 if FPickup = 0 then Exit;
2900 a := FPickup;
2902 if a < 15 then h := 1
2903 else if a < 35 then h := 2
2904 else if a < 55 then h := 3
2905 else if a < 75 then h := 4
2906 else h := 5;
2908 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2909 end;
2911 procedure TPlayer.DoPunch();
2912 var
2913 id: DWORD;
2914 st: String;
2915 begin
2916 if FPunchAnim <> nil then begin
2917 FPunchAnim.reset();
2918 FPunchAnim.Free;
2919 FPunchAnim := nil;
2920 end;
2921 st := 'FRAMES_PUNCH';
2922 if R_BERSERK in FRulez then
2923 st := st + '_BERSERK';
2924 if FKeys[KEY_UP].Pressed then
2925 st := st + '_UP'
2926 else if FKeys[KEY_DOWN].Pressed then
2927 st := st + '_DN';
2928 g_Frames_Get(id, st);
2929 FPunchAnim := TAnimation.Create(id, False, 1);
2930 end;
2932 procedure TPlayer.Fire();
2933 var
2934 f, DidFire: Boolean;
2935 wx, wy, xd, yd: Integer;
2936 locobj: TObj;
2937 begin
2938 if g_Game_IsClient then Exit;
2939 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2940 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2942 if FSpectator then
2943 begin
2944 Respawn(False);
2945 Exit;
2946 end;
2948 if FReloading[FCurrWeap] <> 0 then Exit;
2950 DidFire := False;
2952 f := False;
2953 wx := FObj.X+WEAPONPOINT[FDirection].X;
2954 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2955 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2956 yd := wy+firediry();
2958 case FCurrWeap of
2959 WEAPON_KASTET:
2960 begin
2961 DoPunch();
2962 if R_BERSERK in FRulez then
2963 begin
2964 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2965 locobj.X := FObj.X+FObj.Rect.X;
2966 locobj.Y := FObj.Y+FObj.Rect.Y;
2967 locobj.rect.X := 0;
2968 locobj.rect.Y := 0;
2969 locobj.rect.Width := 39;
2970 locobj.rect.Height := 52;
2971 locobj.Vel.X := (xd-wx) div 2;
2972 locobj.Vel.Y := (yd-wy) div 2;
2973 locobj.Accel.X := xd-wx;
2974 locobj.Accel.y := yd-wy;
2976 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2977 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2978 else
2979 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2981 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2982 end
2983 else
2984 begin
2985 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2986 end;
2988 DidFire := True;
2989 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2990 end;
2992 WEAPON_SAW:
2993 begin
2994 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2995 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2996 begin
2997 FSawSoundSelect.Stop();
2998 FSawSound.Stop();
2999 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
3000 end
3001 else if not FSawSoundHit.IsPlaying() then
3002 begin
3003 FSawSoundSelect.Stop();
3004 FSawSound.PlayAt(FObj.X, FObj.Y);
3005 end;
3007 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3008 DidFire := True;
3009 f := True;
3010 end;
3012 WEAPON_PISTOL:
3013 if FAmmo[A_BULLETS] > 0 then
3014 begin
3015 g_Weapon_pistol(wx, wy, xd, yd, FUID);
3016 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3017 Dec(FAmmo[A_BULLETS]);
3018 FFireAngle := FAngle;
3019 f := True;
3020 DidFire := True;
3021 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3022 GameVelX, GameVelY-2, SHELL_BULLET);
3023 end;
3025 WEAPON_SHOTGUN1:
3026 if FAmmo[A_SHELLS] > 0 then
3027 begin
3028 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3029 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3030 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3031 Dec(FAmmo[A_SHELLS]);
3032 FFireAngle := FAngle;
3033 f := True;
3034 DidFire := True;
3035 FShellTimer := 10;
3036 FShellType := SHELL_SHELL;
3037 end;
3039 WEAPON_SHOTGUN2:
3040 if FAmmo[A_SHELLS] >= 2 then
3041 begin
3042 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3043 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3044 Dec(FAmmo[A_SHELLS], 2);
3045 FFireAngle := FAngle;
3046 f := True;
3047 DidFire := True;
3048 FShellTimer := 13;
3049 FShellType := SHELL_DBLSHELL;
3050 end;
3052 WEAPON_CHAINGUN:
3053 if FAmmo[A_BULLETS] > 0 then
3054 begin
3055 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3056 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3057 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3058 Dec(FAmmo[A_BULLETS]);
3059 FFireAngle := FAngle;
3060 f := True;
3061 DidFire := True;
3062 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3063 GameVelX, GameVelY-2, SHELL_BULLET);
3064 end;
3066 WEAPON_ROCKETLAUNCHER:
3067 if FAmmo[A_ROCKETS] > 0 then
3068 begin
3069 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3070 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3071 Dec(FAmmo[A_ROCKETS]);
3072 FFireAngle := FAngle;
3073 f := True;
3074 DidFire := True;
3075 end;
3077 WEAPON_PLASMA:
3078 if FAmmo[A_CELLS] > 0 then
3079 begin
3080 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3081 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3082 Dec(FAmmo[A_CELLS]);
3083 FFireAngle := FAngle;
3084 f := True;
3085 DidFire := True;
3086 end;
3088 WEAPON_BFG:
3089 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3090 begin
3091 FBFGFireCounter := 17;
3092 if not FNoReload then
3093 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3094 Dec(FAmmo[A_CELLS], 40);
3095 DidFire := True;
3096 end;
3098 WEAPON_SUPERPULEMET:
3099 if FAmmo[A_SHELLS] > 0 then
3100 begin
3101 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3102 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3103 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3104 Dec(FAmmo[A_SHELLS]);
3105 FFireAngle := FAngle;
3106 f := True;
3107 DidFire := True;
3108 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3109 GameVelX, GameVelY-2, SHELL_SHELL);
3110 end;
3112 WEAPON_FLAMETHROWER:
3113 if FAmmo[A_FUEL] > 0 then
3114 begin
3115 g_Weapon_flame(wx, wy, xd, yd, FUID);
3116 FlamerOn;
3117 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3118 Dec(FAmmo[A_FUEL]);
3119 FFireAngle := FAngle;
3120 f := True;
3121 DidFire := True;
3122 end
3123 else
3124 begin
3125 FlamerOff;
3126 if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
3127 end;
3128 end;
3130 if g_Game_IsNet then
3131 begin
3132 if DidFire then
3133 begin
3134 if FCurrWeap <> WEAPON_BFG then
3135 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3136 else
3137 if not FNoReload then
3138 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3139 end;
3141 MH_SEND_PlayerStats(FUID);
3142 end;
3144 if not f then Exit;
3146 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3147 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3148 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3149 end;
3151 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3152 begin
3153 case Weapon of
3154 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3155 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3156 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3157 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3158 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3159 else Result := 0;
3160 end;
3161 end;
3163 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3164 begin
3165 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3166 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3167 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3168 end;
3170 procedure TPlayer.FlamerOn;
3171 begin
3172 FFlameSoundOff.Stop();
3173 FFlameSoundOff.SetPosition(0);
3174 if FFlaming then
3175 begin
3176 if (not FFlameSoundOn.IsPlaying()) and (not FFlameSoundWork.IsPlaying()) then
3177 FFlameSoundWork.PlayAt(FObj.X, FObj.Y);
3178 end
3179 else
3180 begin
3181 FFlameSoundOn.PlayAt(FObj.X, FObj.Y);
3182 FFlaming := True;
3183 end;
3184 end;
3186 procedure TPlayer.FlamerOff;
3187 begin
3188 if FFlaming then
3189 begin
3190 FFlameSoundOn.Stop();
3191 FFlameSoundOn.SetPosition(0);
3192 FFlameSoundWork.Stop();
3193 FFlameSoundWork.SetPosition(0);
3194 FFlameSoundOff.PlayAt(FObj.X, FObj.Y);
3195 FFlaming := False;
3196 end;
3197 end;
3199 procedure TPlayer.JetpackOn;
3200 begin
3201 FJetSoundFly.Stop;
3202 FJetSoundOff.Stop;
3203 FJetSoundOn.SetPosition(0);
3204 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3205 FlySmoke(8);
3206 end;
3208 procedure TPlayer.JetpackOff;
3209 begin
3210 FJetSoundFly.Stop;
3211 FJetSoundOn.Stop;
3212 FJetSoundOff.SetPosition(0);
3213 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3214 end;
3216 procedure TPlayer.CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
3217 begin
3218 if Timeout <= 0 then
3219 exit;
3220 if (FMegaRulez[MR_SUIT] > gTime) or (FMegaRulez[MR_INVUL] > gTime) then
3221 exit; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3222 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3223 exit; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
3224 if FFireTime <= 0 then
3225 g_Sound_PlayExAt('SOUND_IGNITE', FObj.X, FObj.Y);
3226 FFireTime := Timeout;
3227 FFireAttacker := Attacker;
3228 if g_Game_IsNet and g_Game_IsServer then
3229 MH_SEND_PlayerStats(FUID);
3230 end;
3232 procedure TPlayer.Jump();
3233 begin
3234 if gFly or FJetpack then
3235 begin
3236 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3237 if FObj.Vel.Y > -VEL_FLY then
3238 FObj.Vel.Y := FObj.Vel.Y - 3;
3239 if FJetpack then
3240 begin
3241 if FJetFuel > 0 then
3242 Dec(FJetFuel);
3243 if (FJetFuel < 1) and g_Game_IsServer then
3244 begin
3245 FJetpack := False;
3246 JetpackOff;
3247 if g_Game_IsNet then
3248 MH_SEND_PlayerStats(FUID);
3249 end;
3250 end;
3251 Exit;
3252 end;
3254 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3255 if FGhost then
3256 FCanJetpack := False;
3258 // Ïðûãàåì èëè âñïëûâàåì:
3259 if (CollideLevel(0, 1) or
3260 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3261 PLAYER_RECT.Height-33, PANEL_STEP, False)
3262 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3263 begin
3264 FObj.Vel.Y := -VEL_JUMP;
3265 FCanJetpack := False;
3266 end
3267 else
3268 begin
3269 if BodyInLiquid(0, 0) then
3270 FObj.Vel.Y := -VEL_SW
3271 else if (FJetFuel > 0) and FCanJetpack and
3272 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3273 begin
3274 FJetpack := True;
3275 JetpackOn;
3276 if g_Game_IsNet then
3277 MH_SEND_PlayerStats(FUID);
3278 end;
3279 end;
3280 end;
3282 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3283 var
3284 a, i, k, ab, ar: Byte;
3285 s: String;
3286 mon: TMonster;
3287 plr: TPlayer;
3288 srv, netsrv: Boolean;
3289 DoFrags: Boolean;
3290 OldLR: Byte;
3291 KP: TPlayer;
3292 it: PItem;
3294 procedure PushItem(t: Byte);
3295 var
3296 id: DWORD;
3297 begin
3298 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3299 it := g_Items_ByIdx(id);
3300 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3301 begin
3302 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3303 (FObj.Vel.Y div 2)-Random(9));
3304 it.positionChanged(); // this updates spatial accelerators
3305 end
3306 else
3307 begin
3308 if KillType = K_HARDKILL then // -5..+5; -5..0
3309 begin
3310 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3311 (FObj.Vel.Y div 2)-Random(6));
3312 end
3313 else // -3..+3; -3..0
3314 begin
3315 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3316 (FObj.Vel.Y div 2)-Random(4));
3317 end;
3318 it.positionChanged(); // this updates spatial accelerators
3319 end;
3321 if g_Game_IsNet and g_Game_IsServer then
3322 MH_SEND_ItemSpawn(True, id);
3323 end;
3325 begin
3326 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3327 Srv := g_Game_IsServer;
3328 Netsrv := g_Game_IsServer and g_Game_IsNet;
3329 if Srv then FDeath := FDeath + 1;
3330 if FAlive then
3331 begin
3332 if FGhost then
3333 FGhost := False;
3334 if not FPhysics then
3335 FPhysics := True;
3336 FAlive := False;
3337 end;
3338 FShellTimer := -1;
3340 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3341 begin
3342 if FLives > 0 then FLives := FLives - 1;
3343 if FLives = 0 then FNoRespawn := True;
3344 end;
3346 // Íîìåð òèïà ñìåðòè:
3347 a := 1;
3348 case KillType of
3349 K_SIMPLEKILL: a := 1;
3350 K_HARDKILL: a := 2;
3351 K_EXTRAHARDKILL: a := 3;
3352 K_FALLKILL: a := 4;
3353 end;
3355 // Çâóê ñìåðòè:
3356 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3357 for i := 1 to 3 do
3358 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3359 Break;
3361 // Âðåìÿ ðåñïàóíà:
3362 if Srv then
3363 case KillType of
3364 K_SIMPLEKILL:
3365 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3366 K_HARDKILL:
3367 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3368 K_EXTRAHARDKILL, K_FALLKILL:
3369 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3370 end;
3372 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3373 case KillType of
3374 K_SIMPLEKILL:
3375 SetAction(A_DIE1);
3376 K_HARDKILL, K_EXTRAHARDKILL:
3377 SetAction(A_DIE2);
3378 end;
3380 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3381 if (KillType <> K_FALLKILL) and (Srv) then
3382 g_Monsters_killedp();
3384 if SpawnerUID = FUID then
3385 begin // Ñàìîóáèëñÿ
3386 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3387 begin
3388 Dec(FFrags);
3389 FLastFrag := 0;
3390 end;
3391 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3392 end
3393 else
3394 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3395 begin // Óáèò äðóãèì èãðîêîì
3396 KP := g_Player_Get(SpawnerUID);
3397 if (KP <> nil) and Srv then
3398 begin
3399 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3400 if SameTeam(FUID, SpawnerUID) then
3401 begin
3402 Dec(KP.FFrags);
3403 KP.FLastFrag := 0;
3404 end else
3405 begin
3406 Inc(KP.FFrags);
3407 KP.FragCombo();
3408 end;
3410 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3411 Inc(gTeamStat[KP.Team].Goals,
3412 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3414 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3415 end;
3417 plr := g_Player_Get(SpawnerUID);
3418 if plr = nil then
3419 s := '?'
3420 else
3421 s := plr.FName;
3423 case KillType of
3424 K_HARDKILL:
3425 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3426 [FName, s]),
3427 gShowKillMsg);
3428 K_EXTRAHARDKILL:
3429 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3430 [FName, s]),
3431 gShowKillMsg);
3432 else
3433 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3434 [FName, s]),
3435 gShowKillMsg);
3436 end;
3437 end
3438 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3439 begin // Óáèò ìîíñòðîì
3440 mon := g_Monsters_ByUID(SpawnerUID);
3441 if mon = nil then
3442 s := '?'
3443 else
3444 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3446 case KillType of
3447 K_HARDKILL:
3448 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3449 [FName, s]),
3450 gShowKillMsg);
3451 K_EXTRAHARDKILL:
3452 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3453 [FName, s]),
3454 gShowKillMsg);
3455 else
3456 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3457 [FName, s]),
3458 gShowKillMsg);
3459 end;
3460 end
3461 else // Îñîáûå òèïû ñìåðòè
3462 case t of
3463 HIT_DISCON: ;
3464 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3465 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3466 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3467 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3468 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3469 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3470 end;
3472 if Srv then
3473 begin
3474 // Âûáðîñ îðóæèÿ:
3475 for a := WP_FIRST to WP_LAST do
3476 if FWeapon[a] then
3477 begin
3478 case a of
3479 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3480 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3481 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3482 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3483 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3484 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3485 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3486 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3487 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3488 else i := 0;
3489 end;
3491 if i <> 0 then
3492 PushItem(i);
3493 end;
3495 // Âûáðîñ ðþêçàêà:
3496 if R_ITEM_BACKPACK in FRulez then
3497 PushItem(ITEM_AMMO_BACKPACK);
3499 // Âûáðîñ ðàêåòíîãî ðàíöà:
3500 if FJetFuel > 0 then
3501 PushItem(ITEM_JETPACK);
3503 // Âûáðîñ êëþ÷åé:
3504 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3505 begin
3506 if R_KEY_RED in FRulez then
3507 PushItem(ITEM_KEY_RED);
3509 if R_KEY_GREEN in FRulez then
3510 PushItem(ITEM_KEY_GREEN);
3512 if R_KEY_BLUE in FRulez then
3513 PushItem(ITEM_KEY_BLUE);
3514 end;
3516 // Âûáðîñ ôëàãà:
3517 DropFlag(KillType = K_FALLKILL);
3518 end;
3520 g_Player_CreateCorpse(Self);
3522 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3523 (gLMSRespawn = LMS_RESPAWN_NONE) then
3524 begin
3525 a := 0;
3526 k := 0;
3527 ar := 0;
3528 ab := 0;
3529 for i := Low(gPlayers) to High(gPlayers) do
3530 begin
3531 if gPlayers[i] = nil then continue;
3532 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3533 begin
3534 Inc(a);
3535 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3536 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3537 k := i;
3538 end;
3539 end;
3541 OldLR := gLMSRespawn;
3542 if (gGameSettings.GameMode = GM_COOP) then
3543 begin
3544 if (a = 0) then
3545 begin
3546 // everyone is dead, restart the map
3547 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3548 if Netsrv then
3549 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3550 gLMSRespawn := LMS_RESPAWN_FINAL;
3551 gLMSRespawnTime := gTime + 5000;
3552 end
3553 else if (a = 1) then
3554 begin
3555 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3556 if (gPlayers[k] = gPlayer1) or
3557 (gPlayers[k] = gPlayer2) then
3558 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3559 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3560 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3561 end;
3562 end
3563 else if (gGameSettings.GameMode = GM_TDM) then
3564 begin
3565 if (ab = 0) and (ar <> 0) then
3566 begin
3567 // blu team ded
3568 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3569 if Netsrv then
3570 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3571 Inc(gTeamStat[TEAM_RED].Goals);
3572 gLMSRespawn := LMS_RESPAWN_FINAL;
3573 gLMSRespawnTime := gTime + 5000;
3574 end
3575 else if (ar = 0) and (ab <> 0) then
3576 begin
3577 // red team ded
3578 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3579 if Netsrv then
3580 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3581 Inc(gTeamStat[TEAM_BLUE].Goals);
3582 gLMSRespawn := LMS_RESPAWN_FINAL;
3583 gLMSRespawnTime := gTime + 5000;
3584 end
3585 else if (ar = 0) and (ab = 0) then
3586 begin
3587 // everyone ded
3588 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3589 if Netsrv then
3590 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3591 gLMSRespawn := LMS_RESPAWN_FINAL;
3592 gLMSRespawnTime := gTime + 5000;
3593 end;
3594 end
3595 else if (gGameSettings.GameMode = GM_DM) then
3596 begin
3597 if (a = 1) then
3598 begin
3599 if gPlayers[k] <> nil then
3600 with gPlayers[k] do
3601 begin
3602 // survivor is the winner
3603 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3604 if Netsrv then
3605 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3606 Inc(FFrags);
3607 end;
3608 gLMSRespawn := LMS_RESPAWN_FINAL;
3609 gLMSRespawnTime := gTime + 5000;
3610 end
3611 else if (a = 0) then
3612 begin
3613 // everyone is dead, restart the map
3614 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3615 if Netsrv then
3616 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3617 gLMSRespawn := LMS_RESPAWN_FINAL;
3618 gLMSRespawnTime := gTime + 5000;
3619 end;
3620 end;
3621 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3622 begin
3623 if NetMode = NET_SERVER then
3624 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3625 else
3626 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3627 end;
3628 end;
3630 if Netsrv then
3631 begin
3632 MH_SEND_PlayerStats(FUID);
3633 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3634 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3635 end;
3637 if srv and FNoRespawn then Spectate(True);
3638 FWantsInGame := True;
3639 end;
3641 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3642 begin
3643 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3644 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3645 end;
3647 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3648 begin
3649 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3650 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3651 end;
3653 procedure TPlayer.MakeBloodSimple(Count: Word);
3654 begin
3655 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3656 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3657 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3658 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3659 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3660 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3661 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3662 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3663 end;
3665 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3666 begin
3667 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3668 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3669 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3670 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3671 end;
3673 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3674 begin
3675 if g_Game_IsClient then Exit;
3676 if Weapon > High(FWeapon) then Exit;
3677 FNextWeap := FNextWeap or (1 shl Weapon);
3678 end;
3680 procedure TPlayer.resetWeaponQueue ();
3681 begin
3682 FNextWeap := 0;
3683 FNextWeapDelay := 0;
3684 end;
3686 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3687 begin
3688 result := false;
3689 case weapon of
3690 WEAPON_KASTET, WEAPON_SAW: result := true;
3691 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3692 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3693 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3694 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3695 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3696 else result := (weapon < length(FWeapon));
3697 end;
3698 end;
3700 // return 255 for "no switch"
3701 function TPlayer.getNextWeaponIndex (): Byte;
3702 var
3703 i: Word;
3704 wantThisWeapon: array[0..64] of Boolean;
3705 wwc: Integer = 0; //HACK!
3706 dir, cwi: Integer;
3707 begin
3708 result := 255; // default result: "no switch"
3709 // had weapon cycling on previous frame? remove that flag
3710 if (FNextWeap and $2000) <> 0 then
3711 begin
3712 FNextWeap := FNextWeap and $1FFF;
3713 FNextWeapDelay := 0;
3714 end;
3715 // cycling has priority
3716 if (FNextWeap and $C000) <> 0 then
3717 begin
3718 if (FNextWeap and $8000) <> 0 then
3719 dir := 1
3720 else
3721 dir := -1;
3722 FNextWeap := FNextWeap or $2000; // we need this
3723 if FNextWeapDelay > 0 then
3724 exit; // cooldown time
3725 cwi := FCurrWeap;
3726 for i := 0 to High(FWeapon) do
3727 begin
3728 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3729 if FWeapon[cwi] then
3730 begin
3731 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3732 result := Byte(cwi);
3733 FNextWeapDelay := WEAPON_DELAY;
3734 exit;
3735 end;
3736 end;
3737 resetWeaponQueue();
3738 exit;
3739 end;
3740 // no cycling
3741 for i := 0 to High(wantThisWeapon) do
3742 wantThisWeapon[i] := false;
3743 for i := 0 to High(FWeapon) do
3744 if (FNextWeap and (1 shl i)) <> 0 then
3745 begin
3746 wantThisWeapon[i] := true;
3747 Inc(wwc);
3748 end;
3749 // exclude currently selected weapon from the set
3750 wantThisWeapon[FCurrWeap] := false;
3751 // slow down alterations a little
3752 if wwc > 1 then
3753 begin
3754 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3755 // more than one weapon requested, assume "alteration" and check alteration delay
3756 if FNextWeapDelay > 0 then
3757 begin
3758 FNextWeap := 0;
3759 exit;
3760 end; // yeah
3761 end;
3762 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3763 // but clear all counters if no weapon should be switched
3764 if wwc < 1 then
3765 begin
3766 resetWeaponQueue();
3767 exit;
3768 end;
3769 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3770 // try weapons in descending order
3771 for i := High(FWeapon) downto 0 do
3772 begin
3773 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3774 begin
3775 // i found her!
3776 result := Byte(i);
3777 resetWeaponQueue();
3778 FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not
3779 exit;
3780 end;
3781 end;
3782 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3783 resetWeaponQueue();
3784 end;
3786 procedure TPlayer.RealizeCurrentWeapon();
3787 function switchAllowed (): Boolean;
3788 var
3789 i: Byte;
3790 begin
3791 result := false;
3792 if FBFGFireCounter <> -1 then
3793 exit;
3794 if FTime[T_SWITCH] > gTime then
3795 exit;
3796 for i := WP_FIRST to WP_LAST do
3797 if FReloading[i] > 0 then
3798 exit;
3799 result := true;
3800 end;
3802 var
3803 nw: Byte;
3804 begin
3805 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3806 //FNextWeap := FNextWeap and $1FFF;
3807 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3809 if not switchAllowed then
3810 begin
3811 //HACK for weapon cycling
3812 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3813 exit;
3814 end;
3816 nw := getNextWeaponIndex();
3817 if nw = 255 then exit; // don't reset anything here
3818 if nw > High(FWeapon) then
3819 begin
3820 // don't forget to reset queue here!
3821 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3822 resetWeaponQueue();
3823 exit;
3824 end;
3826 if FWeapon[nw] then
3827 begin
3828 FCurrWeap := nw;
3829 FTime[T_SWITCH] := gTime+156;
3830 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3831 FModel.SetWeapon(FCurrWeap);
3832 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3833 end;
3834 end;
3836 procedure TPlayer.NextWeapon();
3837 begin
3838 if g_Game_IsClient then Exit;
3839 FNextWeap := $8000;
3840 end;
3842 procedure TPlayer.PrevWeapon();
3843 begin
3844 if g_Game_IsClient then Exit;
3845 FNextWeap := $4000;
3846 end;
3848 procedure TPlayer.SetWeapon(W: Byte);
3849 begin
3850 if FCurrWeap <> W then
3851 if W = WEAPON_SAW then
3852 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3854 FCurrWeap := W;
3855 FModel.SetWeapon(CurrWeap);
3856 resetWeaponQueue();
3857 end;
3859 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3861 function allowBerserkSwitching (): Boolean;
3862 begin
3863 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3864 result := true;
3865 if gBerserkAutoswitch then exit;
3866 if not conIsCheatsEnabled then exit;
3867 result := false;
3868 end;
3870 var
3871 a: Boolean;
3872 begin
3873 Result := False;
3874 if g_Game_IsClient then Exit;
3876 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3877 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3878 remove := not a;
3880 case ItemType of
3881 ITEM_MEDKIT_SMALL:
3882 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3883 begin
3884 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
3885 Result := True;
3886 remove := True;
3887 FFireTime := 0;
3888 if gFlash = 2 then Inc(FPickup, 5);
3889 end;
3891 ITEM_MEDKIT_LARGE:
3892 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3893 begin
3894 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
3895 Result := True;
3896 remove := True;
3897 FFireTime := 0;
3898 if gFlash = 2 then Inc(FPickup, 5);
3899 end;
3901 ITEM_ARMOR_GREEN:
3902 if FArmor < PLAYER_AP_SOFT then
3903 begin
3904 FArmor := PLAYER_AP_SOFT;
3905 Result := True;
3906 remove := True;
3907 if gFlash = 2 then Inc(FPickup, 5);
3908 end;
3910 ITEM_ARMOR_BLUE:
3911 if FArmor < PLAYER_AP_LIMIT then
3912 begin
3913 FArmor := PLAYER_AP_LIMIT;
3914 Result := True;
3915 remove := True;
3916 if gFlash = 2 then Inc(FPickup, 5);
3917 end;
3919 ITEM_SPHERE_BLUE:
3920 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
3921 begin
3922 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3923 Result := True;
3924 remove := True;
3925 FFireTime := 0;
3926 if gFlash = 2 then Inc(FPickup, 5);
3927 end;
3929 ITEM_SPHERE_WHITE:
3930 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) or (FFireTime > 0) then
3931 begin
3932 if FHealth < PLAYER_HP_LIMIT then
3933 FHealth := PLAYER_HP_LIMIT;
3934 if FArmor < PLAYER_AP_LIMIT then
3935 FArmor := PLAYER_AP_LIMIT;
3936 Result := True;
3937 remove := True;
3938 FFireTime := 0;
3939 if gFlash = 2 then Inc(FPickup, 5);
3940 end;
3942 ITEM_WEAPON_SAW:
3943 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3944 begin
3945 FWeapon[WEAPON_SAW] := True;
3946 Result := True;
3947 if gFlash = 2 then Inc(FPickup, 5);
3948 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3949 end;
3951 ITEM_WEAPON_SHOTGUN1:
3952 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3953 begin
3954 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3955 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3957 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3958 FWeapon[WEAPON_SHOTGUN1] := True;
3959 Result := True;
3960 if gFlash = 2 then Inc(FPickup, 5);
3961 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3962 end;
3964 ITEM_WEAPON_SHOTGUN2:
3965 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3966 begin
3967 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3969 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3970 FWeapon[WEAPON_SHOTGUN2] := True;
3971 Result := True;
3972 if gFlash = 2 then Inc(FPickup, 5);
3973 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3974 end;
3976 ITEM_WEAPON_CHAINGUN:
3977 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3978 begin
3979 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3981 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3982 FWeapon[WEAPON_CHAINGUN] := True;
3983 Result := True;
3984 if gFlash = 2 then Inc(FPickup, 5);
3985 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3986 end;
3988 ITEM_WEAPON_ROCKETLAUNCHER:
3989 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3990 begin
3991 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3993 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3994 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3995 Result := True;
3996 if gFlash = 2 then Inc(FPickup, 5);
3997 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3998 end;
4000 ITEM_WEAPON_PLASMA:
4001 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
4002 begin
4003 if a and FWeapon[WEAPON_PLASMA] then Exit;
4005 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4006 FWeapon[WEAPON_PLASMA] := True;
4007 Result := True;
4008 if gFlash = 2 then Inc(FPickup, 5);
4009 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4010 end;
4012 ITEM_WEAPON_BFG:
4013 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4014 begin
4015 if a and FWeapon[WEAPON_BFG] then Exit;
4017 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4018 FWeapon[WEAPON_BFG] := True;
4019 Result := True;
4020 if gFlash = 2 then Inc(FPickup, 5);
4021 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4022 end;
4024 ITEM_WEAPON_SUPERPULEMET:
4025 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4026 begin
4027 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4029 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4030 FWeapon[WEAPON_SUPERPULEMET] := True;
4031 Result := True;
4032 if gFlash = 2 then Inc(FPickup, 5);
4033 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4034 end;
4036 ITEM_WEAPON_FLAMETHROWER:
4037 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4038 begin
4039 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4041 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4042 FWeapon[WEAPON_FLAMETHROWER] := True;
4043 Result := True;
4044 if gFlash = 2 then Inc(FPickup, 5);
4045 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4046 end;
4048 ITEM_AMMO_BULLETS:
4049 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4050 begin
4051 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4052 Result := True;
4053 remove := True;
4054 if gFlash = 2 then Inc(FPickup, 5);
4055 end;
4057 ITEM_AMMO_BULLETS_BOX:
4058 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4059 begin
4060 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4061 Result := True;
4062 remove := True;
4063 if gFlash = 2 then Inc(FPickup, 5);
4064 end;
4066 ITEM_AMMO_SHELLS:
4067 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4068 begin
4069 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4070 Result := True;
4071 remove := True;
4072 if gFlash = 2 then Inc(FPickup, 5);
4073 end;
4075 ITEM_AMMO_SHELLS_BOX:
4076 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4077 begin
4078 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4079 Result := True;
4080 remove := True;
4081 if gFlash = 2 then Inc(FPickup, 5);
4082 end;
4084 ITEM_AMMO_ROCKET:
4085 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4086 begin
4087 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4088 Result := True;
4089 remove := True;
4090 if gFlash = 2 then Inc(FPickup, 5);
4091 end;
4093 ITEM_AMMO_ROCKET_BOX:
4094 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4095 begin
4096 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4097 Result := True;
4098 remove := True;
4099 if gFlash = 2 then Inc(FPickup, 5);
4100 end;
4102 ITEM_AMMO_CELL:
4103 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4104 begin
4105 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4106 Result := True;
4107 remove := True;
4108 if gFlash = 2 then Inc(FPickup, 5);
4109 end;
4111 ITEM_AMMO_CELL_BIG:
4112 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4113 begin
4114 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4115 Result := True;
4116 remove := True;
4117 if gFlash = 2 then Inc(FPickup, 5);
4118 end;
4120 ITEM_AMMO_FUELCAN:
4121 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4122 begin
4123 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4124 Result := True;
4125 remove := True;
4126 if gFlash = 2 then Inc(FPickup, 5);
4127 end;
4129 ITEM_AMMO_BACKPACK:
4130 if not(R_ITEM_BACKPACK in FRulez) or
4131 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4132 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4133 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4134 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4135 (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) then
4136 begin
4137 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4138 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4139 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4140 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4141 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4143 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4144 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4145 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4146 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4147 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4148 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4149 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4150 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4151 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4152 IncMax(FAmmo[A_FUEL], 50, FMaxAmmo[A_FUEL]);
4154 FRulez := FRulez + [R_ITEM_BACKPACK];
4155 Result := True;
4156 remove := True;
4157 if gFlash = 2 then Inc(FPickup, 5);
4158 end;
4160 ITEM_KEY_RED:
4161 if not(R_KEY_RED in FRulez) then
4162 begin
4163 Include(FRulez, R_KEY_RED);
4164 Result := True;
4165 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4166 if gFlash = 2 then Inc(FPickup, 5);
4167 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4168 end;
4170 ITEM_KEY_GREEN:
4171 if not(R_KEY_GREEN in FRulez) then
4172 begin
4173 Include(FRulez, R_KEY_GREEN);
4174 Result := True;
4175 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4176 if gFlash = 2 then Inc(FPickup, 5);
4177 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4178 end;
4180 ITEM_KEY_BLUE:
4181 if not(R_KEY_BLUE in FRulez) then
4182 begin
4183 Include(FRulez, R_KEY_BLUE);
4184 Result := True;
4185 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4186 if gFlash = 2 then Inc(FPickup, 5);
4187 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4188 end;
4190 ITEM_SUIT:
4191 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4192 begin
4193 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4194 Result := True;
4195 remove := True;
4196 FFireTime := 0;
4197 if gFlash = 2 then Inc(FPickup, 5);
4198 end;
4200 ITEM_OXYGEN:
4201 if FAir < AIR_MAX then
4202 begin
4203 FAir := AIR_MAX;
4204 Result := True;
4205 remove := True;
4206 if gFlash = 2 then Inc(FPickup, 5);
4207 end;
4209 ITEM_MEDKIT_BLACK:
4210 begin
4211 if not (R_BERSERK in FRulez) then
4212 begin
4213 Include(FRulez, R_BERSERK);
4214 if allowBerserkSwitching then
4215 begin
4216 FCurrWeap := WEAPON_KASTET;
4217 resetWeaponQueue();
4218 FModel.SetWeapon(WEAPON_KASTET);
4219 end;
4220 if gFlash <> 0 then
4221 begin
4222 Inc(FPain, 100);
4223 if gFlash = 2 then Inc(FPickup, 5);
4224 end;
4225 FBerserk := gTime+30000;
4226 Result := True;
4227 remove := True;
4228 FFireTime := 0;
4229 end;
4230 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
4231 begin
4232 if FHealth < PLAYER_HP_SOFT then FHealth := PLAYER_HP_SOFT;
4233 FBerserk := gTime+30000;
4234 Result := True;
4235 remove := True;
4236 FFireTime := 0;
4237 end;
4238 end;
4240 ITEM_INVUL:
4241 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4242 begin
4243 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4244 Result := True;
4245 remove := True;
4246 if gFlash = 2 then Inc(FPickup, 5);
4247 end;
4249 ITEM_BOTTLE:
4250 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
4251 begin
4252 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4253 Result := True;
4254 remove := True;
4255 FFireTime := 0;
4256 if gFlash = 2 then Inc(FPickup, 5);
4257 end;
4259 ITEM_HELMET:
4260 if FArmor < PLAYER_AP_LIMIT then
4261 begin
4262 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4263 Result := True;
4264 remove := True;
4265 if gFlash = 2 then Inc(FPickup, 5);
4266 end;
4268 ITEM_JETPACK:
4269 if FJetFuel < JET_MAX then
4270 begin
4271 FJetFuel := JET_MAX;
4272 Result := True;
4273 remove := True;
4274 if gFlash = 2 then Inc(FPickup, 5);
4275 end;
4277 ITEM_INVIS:
4278 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4279 begin
4280 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4281 Result := True;
4282 remove := True;
4283 if gFlash = 2 then Inc(FPickup, 5);
4284 end;
4285 end;
4286 end;
4288 procedure TPlayer.Touch();
4289 begin
4290 if not FAlive then
4291 Exit;
4292 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4293 if FIamBot then
4294 begin
4295 // Áðîñèòü ôëàã òîâàðèùó:
4296 if gGameSettings.GameMode = GM_CTF then
4297 DropFlag();
4298 end;
4299 end;
4301 procedure TPlayer.Push(vx, vy: Integer);
4302 begin
4303 if (not FPhysics) and FGhost then
4304 Exit;
4305 FObj.Accel.X := FObj.Accel.X + vx;
4306 FObj.Accel.Y := FObj.Accel.Y + vy;
4307 if g_Game_IsNet and g_Game_IsServer then
4308 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4309 end;
4311 procedure TPlayer.Reset(Force: Boolean);
4312 begin
4313 if Force then
4314 FAlive := False;
4316 FSpawned := False;
4317 FTime[T_RESPAWN] := 0;
4318 FTime[T_FLAGCAP] := 0;
4319 FGodMode := False;
4320 FNoTarget := False;
4321 FNoReload := False;
4322 FFrags := 0;
4323 FLastFrag := 0;
4324 FComboEvnt := -1;
4325 FKills := 0;
4326 FMonsterKills := 0;
4327 FDeath := 0;
4328 FSecrets := 0;
4329 FReady := False;
4330 if FNoRespawn then
4331 begin
4332 FSpectator := False;
4333 FGhost := False;
4334 FPhysics := True;
4335 FSpectatePlayer := -1;
4336 FNoRespawn := False;
4337 end;
4338 FLives := gGameSettings.MaxLives;
4340 SetFlag(FLAG_NONE);
4341 end;
4343 procedure TPlayer.SoftReset();
4344 begin
4345 ReleaseKeys();
4347 FDamageBuffer := 0;
4348 FIncCam := 0;
4349 FBFGFireCounter := -1;
4350 FShellTimer := -1;
4351 FPain := 0;
4352 FLastHit := 0;
4353 FLastFrag := 0;
4354 FComboEvnt := -1;
4356 SetFlag(FLAG_NONE);
4357 SetAction(A_STAND, True);
4358 end;
4360 function TPlayer.GetRespawnPoint(): Byte;
4361 var
4362 c: Byte;
4363 begin
4364 Result := 255;
4365 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4367 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4368 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4369 begin
4370 if (Self = gPlayer1) or (Self = gPlayer2) then
4371 begin
4372 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4373 if Self = gPlayer1 then
4374 c := RESPAWNPOINT_PLAYER1
4375 else
4376 c := RESPAWNPOINT_PLAYER2;
4377 if g_Map_GetPointCount(c) > 0 then
4378 begin
4379 Result := c;
4380 Exit;
4381 end;
4383 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4384 if Self = gPlayer1 then
4385 c := RESPAWNPOINT_PLAYER2
4386 else
4387 c := RESPAWNPOINT_PLAYER1;
4388 if g_Map_GetPointCount(c) > 0 then
4389 begin
4390 Result := c;
4391 Exit;
4392 end;
4393 end else
4394 begin
4395 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4396 if Random(2) = 0 then
4397 c := RESPAWNPOINT_PLAYER1
4398 else
4399 c := RESPAWNPOINT_PLAYER2;
4400 if g_Map_GetPointCount(c) > 0 then
4401 begin
4402 Result := c;
4403 Exit;
4404 end;
4405 end;
4407 // Òî÷êà ëþáîé èç êîìàíä
4408 if Random(2) = 0 then
4409 c := RESPAWNPOINT_RED
4410 else
4411 c := RESPAWNPOINT_BLUE;
4412 if g_Map_GetPointCount(c) > 0 then
4413 begin
4414 Result := c;
4415 Exit;
4416 end;
4418 // Òî÷êà DM
4419 c := RESPAWNPOINT_DM;
4420 if g_Map_GetPointCount(c) > 0 then
4421 begin
4422 Result := c;
4423 Exit;
4424 end;
4425 end;
4427 // Ìÿñîïîâàë
4428 if gGameSettings.GameMode = GM_DM then
4429 begin
4430 // Òî÷êà DM
4431 c := RESPAWNPOINT_DM;
4432 if g_Map_GetPointCount(c) > 0 then
4433 begin
4434 Result := c;
4435 Exit;
4436 end;
4438 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4439 if Random(2) = 0 then
4440 c := RESPAWNPOINT_PLAYER1
4441 else
4442 c := RESPAWNPOINT_PLAYER2;
4443 if g_Map_GetPointCount(c) > 0 then
4444 begin
4445 Result := c;
4446 Exit;
4447 end;
4449 // Òî÷êà ëþáîé èç êîìàíä
4450 if Random(2) = 0 then
4451 c := RESPAWNPOINT_RED
4452 else
4453 c := RESPAWNPOINT_BLUE;
4454 if g_Map_GetPointCount(c) > 0 then
4455 begin
4456 Result := c;
4457 Exit;
4458 end;
4459 end;
4461 // Êîìàíäíûå
4462 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4463 begin
4464 // Òî÷êà ñâîåé êîìàíäû
4465 c := RESPAWNPOINT_DM;
4466 if FTeam = TEAM_RED then
4467 c := RESPAWNPOINT_RED;
4468 if FTeam = TEAM_BLUE then
4469 c := RESPAWNPOINT_BLUE;
4470 if g_Map_GetPointCount(c) > 0 then
4471 begin
4472 Result := c;
4473 Exit;
4474 end;
4476 // Òî÷êà DM
4477 c := RESPAWNPOINT_DM;
4478 if g_Map_GetPointCount(c) > 0 then
4479 begin
4480 Result := c;
4481 Exit;
4482 end;
4484 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4485 if Random(2) = 0 then
4486 c := RESPAWNPOINT_PLAYER1
4487 else
4488 c := RESPAWNPOINT_PLAYER2;
4489 if g_Map_GetPointCount(c) > 0 then
4490 begin
4491 Result := c;
4492 Exit;
4493 end;
4495 // Òî÷êà äðóãîé êîìàíäû
4496 c := RESPAWNPOINT_DM;
4497 if FTeam = TEAM_RED then
4498 c := RESPAWNPOINT_BLUE;
4499 if FTeam = TEAM_BLUE then
4500 c := RESPAWNPOINT_RED;
4501 if g_Map_GetPointCount(c) > 0 then
4502 begin
4503 Result := c;
4504 Exit;
4505 end;
4506 end;
4507 end;
4509 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4510 var
4511 RespawnPoint: TRespawnPoint;
4512 a, b, c: Byte;
4513 Anim: TAnimation;
4514 ID: DWORD;
4515 begin
4516 FIncCam := 0;
4517 FBFGFireCounter := -1;
4518 FShellTimer := -1;
4519 FPain := 0;
4520 FLastHit := 0;
4522 if not g_Game_IsServer then
4523 Exit;
4524 if FDummy then
4525 Exit;
4526 FWantsInGame := True;
4527 FJustTeleported := True;
4528 if Force then
4529 begin
4530 FTime[T_RESPAWN] := 0;
4531 FAlive := False;
4532 end;
4533 FNetTime := 0;
4534 // if server changes MaxLives we gotta be ready
4535 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4537 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4538 if FTime[T_RESPAWN] > gTime then
4539 Exit;
4541 // Ïðîñðàë âñå æèçíè:
4542 if FNoRespawn then
4543 begin
4544 if not FSpectator then Spectate(True);
4545 FWantsInGame := True;
4546 Exit;
4547 end;
4549 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4550 begin // "Ñâîÿ èãðà"
4551 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4552 FRulez := FRulez-[R_BERSERK];
4553 end
4554 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4555 begin
4556 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4557 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4558 end;
4560 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4561 c := GetRespawnPoint();
4563 ReleaseKeys();
4564 SetFlag(FLAG_NONE);
4566 // Âîñêðåøåíèå áåç îðóæèÿ:
4567 if not FAlive then
4568 begin
4569 FHealth := Round(PLAYER_HP_SOFT * (FHandicap / 100));
4570 FArmor := 0;
4571 FAlive := True;
4572 FAir := AIR_DEF;
4573 FJetFuel := 0;
4575 for a := WP_FIRST to WP_LAST do
4576 begin
4577 FWeapon[a] := False;
4578 FReloading[a] := 0;
4579 end;
4581 FWeapon[WEAPON_PISTOL] := True;
4582 FWeapon[WEAPON_KASTET] := True;
4583 FCurrWeap := WEAPON_PISTOL;
4584 resetWeaponQueue();
4586 FModel.SetWeapon(FCurrWeap);
4588 for b := A_BULLETS to A_HIGH do
4589 FAmmo[b] := 0;
4591 FAmmo[A_BULLETS] := 50;
4593 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4594 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4595 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4596 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4597 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4599 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4600 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4601 else
4602 FRulez := [];
4603 end;
4605 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4606 if not g_Map_GetPoint(c, RespawnPoint) then
4607 begin
4608 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4609 Exit;
4610 end;
4612 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4613 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4614 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4615 FObj.Vel.X := 0;
4616 FObj.Vel.Y := 0;
4617 FObj.Accel.X := 0;
4618 FObj.Accel.Y := 0;
4620 FDirection := RespawnPoint.Direction;
4621 if FDirection = TDirection.D_LEFT then
4622 FAngle := 180
4623 else
4624 FAngle := 0;
4626 SetAction(A_STAND, True);
4627 FModel.Direction := FDirection;
4629 for a := Low(FTime) to High(FTime) do
4630 FTime[a] := 0;
4632 for a := Low(FMegaRulez) to High(FMegaRulez) do
4633 FMegaRulez[a] := 0;
4635 FDamageBuffer := 0;
4636 FJetpack := False;
4637 FCanJetpack := False;
4638 FFlaming := False;
4639 FFireTime := 0;
4640 FFirePainTime := 0;
4641 FFireAttacker := 0;
4643 // Àíèìàöèÿ âîçðîæäåíèÿ:
4644 if (not gLoadGameMode) and (not Silent) then
4645 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4646 begin
4647 Anim := TAnimation.Create(ID, False, 3);
4648 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4649 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4650 Anim.Free();
4651 end;
4653 FSpectator := False;
4654 FGhost := False;
4655 FPhysics := True;
4656 FSpectatePlayer := -1;
4657 FSpawned := True;
4659 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4660 gPlayer1 := self;
4661 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4662 gPlayer2 := self;
4664 if g_Game_IsNet then
4665 begin
4666 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4667 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4668 if not Silent then
4669 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4670 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4671 0, NET_GFX_TELE);
4672 end;
4673 end;
4675 procedure TPlayer.Spectate(NoMove: Boolean = False);
4676 begin
4677 if FAlive then
4678 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4679 else if (not NoMove) then
4680 begin
4681 GameX := gMapInfo.Width div 2;
4682 GameY := gMapInfo.Height div 2;
4683 end;
4684 FXTo := GameX;
4685 FYTo := GameY;
4687 FAlive := False;
4688 FSpectator := True;
4689 FGhost := True;
4690 FPhysics := False;
4691 FWantsInGame := False;
4692 FSpawned := False;
4694 if FNoRespawn then
4695 begin
4696 if Self = gPlayer1 then
4697 begin
4698 gLMSPID1 := FUID;
4699 gPlayer1 := nil;
4700 end;
4701 if Self = gPlayer2 then
4702 begin
4703 gLMSPID2 := FUID;
4704 gPlayer2 := nil;
4705 end;
4706 end;
4708 if g_Game_IsNet then
4709 MH_SEND_PlayerStats(FUID);
4710 end;
4712 procedure TPlayer.SwitchNoClip;
4713 begin
4714 if not FAlive then
4715 Exit;
4716 FGhost := not FGhost;
4717 FPhysics := not FGhost;
4718 if FGhost then
4719 begin
4720 FXTo := FObj.X;
4721 FYTo := FObj.Y;
4722 end else
4723 begin
4724 FObj.Accel.X := 0;
4725 FObj.Accel.Y := 0;
4726 end;
4727 end;
4729 procedure TPlayer.Run(Direction: TDirection);
4730 var
4731 a, b: Integer;
4732 begin
4733 if MAX_RUNVEL > 8 then
4734 FlySmoke();
4736 // Áåæèì:
4737 if Direction = TDirection.D_LEFT then
4738 begin
4739 if FObj.Vel.X > -MAX_RUNVEL then
4740 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4741 end
4742 else
4743 if FObj.Vel.X < MAX_RUNVEL then
4744 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4746 // Âîçìîæíî, ïèíàåì êóñêè:
4747 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4748 begin
4749 b := Abs(FObj.Vel.X);
4750 if b > 1 then b := b * (Random(8 div b) + 1);
4751 for a := 0 to High(gGibs) do
4752 begin
4753 if gGibs[a].alive and
4754 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4755 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4756 begin
4757 // Ïèíàåì êóñêè
4758 if FObj.Vel.X < 0 then
4759 begin
4760 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4761 end
4762 else
4763 begin
4764 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4765 end;
4766 gGibs[a].positionChanged(); // this updates spatial accelerators
4767 end;
4768 end;
4769 end;
4771 SetAction(A_WALK);
4772 end;
4774 procedure TPlayer.SeeDown();
4775 begin
4776 SetAction(A_SEEDOWN);
4778 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4780 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4781 end;
4783 procedure TPlayer.SeeUp();
4784 begin
4785 SetAction(A_SEEUP);
4787 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4789 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4790 end;
4792 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4793 var
4794 Prior: Byte;
4795 begin
4796 case Action of
4797 A_WALK: Prior := 3;
4798 A_DIE1: Prior := 5;
4799 A_DIE2: Prior := 5;
4800 A_ATTACK: Prior := 2;
4801 A_SEEUP: Prior := 1;
4802 A_SEEDOWN: Prior := 1;
4803 A_ATTACKUP: Prior := 2;
4804 A_ATTACKDOWN: Prior := 2;
4805 A_PAIN: Prior := 4;
4806 else Prior := 0;
4807 end;
4809 if (Prior > FActionPrior) or Force then
4810 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4811 begin
4812 FActionPrior := Prior;
4813 FActionAnim := Action;
4814 FActionForce := Force;
4815 FActionChanged := True;
4816 end;
4818 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4819 end;
4821 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4822 begin
4823 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4824 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4825 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4826 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4827 end;
4829 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4830 var
4831 Anim: TAnimation;
4832 ID: DWORD;
4833 begin
4834 Result := False;
4836 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4837 begin
4838 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4839 if g_Game_IsServer and g_Game_IsNet then
4840 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4841 Exit;
4842 end;
4844 FJustTeleported := True;
4846 Anim := nil;
4847 if not silent then
4848 begin
4849 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4850 begin
4851 Anim := TAnimation.Create(ID, False, 3);
4852 end;
4854 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4855 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4856 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4857 if g_Game_IsServer and g_Game_IsNet then
4858 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4859 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4860 NET_GFX_TELE);
4861 end;
4863 FObj.X := X-PLAYER_RECT.X;
4864 FObj.Y := Y-PLAYER_RECT.Y;
4865 if FAlive and FGhost then
4866 begin
4867 FXTo := FObj.X;
4868 FYTo := FObj.Y;
4869 end;
4871 if not g_Game_IsNet then
4872 begin
4873 if dir = 1 then
4874 begin
4875 SetDirection(TDirection.D_LEFT);
4876 FAngle := 180;
4877 end
4878 else
4879 if dir = 2 then
4880 begin
4881 SetDirection(TDirection.D_RIGHT);
4882 FAngle := 0;
4883 end
4884 else
4885 if dir = 3 then
4886 begin // îáðàòíîå
4887 if FDirection = TDirection.D_RIGHT then
4888 begin
4889 SetDirection(TDirection.D_LEFT);
4890 FAngle := 180;
4891 end
4892 else
4893 begin
4894 SetDirection(TDirection.D_RIGHT);
4895 FAngle := 0;
4896 end;
4897 end;
4898 end;
4900 if not silent and (Anim <> nil) then
4901 begin
4902 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4903 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4904 Anim.Free();
4906 if g_Game_IsServer and g_Game_IsNet then
4907 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4908 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4909 NET_GFX_TELE);
4910 end;
4912 Result := True;
4913 end;
4915 function nonz(a: Single): Single;
4916 begin
4917 if a <> 0 then
4918 Result := a
4919 else
4920 Result := 1;
4921 end;
4923 function TPlayer.followCorpse(): Boolean;
4924 var
4925 i: Integer;
4926 begin
4927 Result := False;
4928 if FAlive or FSpectator then
4929 Exit;
4930 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4931 Exit;
4932 for i := 0 to High(gCorpses) do
4933 if gCorpses[i] <> nil then
4934 if gCorpses[i].FPlayerUID = FUID then
4935 begin
4936 Result := True;
4937 FObj.X := gCorpses[i].FObj.X;
4938 FObj.Y := gCorpses[i].FObj.Y;
4939 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
4940 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
4941 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
4942 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
4943 break;
4944 end;
4945 end;
4947 procedure TPlayer.Update();
4948 var
4949 b: Byte;
4950 i, ii, wx, wy, xd, yd, k: Integer;
4951 blockmon, headwater, dospawn: Boolean;
4952 NetServer: Boolean;
4953 AnyServer: Boolean;
4954 SetSpect: Boolean;
4955 begin
4956 NetServer := g_Game_IsNet and g_Game_IsServer;
4957 AnyServer := g_Game_IsServer;
4959 if g_Game_IsClient and (NetInterpLevel > 0) then
4960 DoLerp(NetInterpLevel + 1)
4961 else
4962 if FGhost then
4963 DoLerp(4);
4965 if NetServer then
4966 if FClientID >= 0 then
4967 begin
4968 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4969 if NetClients[FClientID].Peer^.packetsSent > 0 then
4970 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4971 else
4972 FLoss := 0;
4973 end else
4974 begin
4975 FPing := 0;
4976 FLoss := 0;
4977 end;
4979 if FAlive and (FPunchAnim <> nil) then
4980 FPunchAnim.Update();
4982 if FAlive and (gFly or FJetpack) then
4983 FlySmoke();
4985 if FDirection = TDirection.D_LEFT then
4986 FAngle := 180
4987 else
4988 FAngle := 0;
4990 if FAlive and (not FGhost) then
4991 begin
4992 if FKeys[KEY_UP].Pressed then
4993 SeeUp();
4994 if FKeys[KEY_DOWN].Pressed then
4995 SeeDown();
4996 end;
4998 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4999 (FIncCam <> 0) then
5000 begin
5001 i := g_basic.Sign(FIncCam);
5002 FIncCam := Abs(FIncCam);
5003 DecMin(FIncCam, 5, 0);
5004 FIncCam := FIncCam*i;
5005 end;
5007 // no need to do that each second frame, weapon queue will take care of it
5008 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5009 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5011 if gTime mod (GAME_TICK*2) <> 0 then
5012 begin
5013 if (FObj.Vel.X = 0) and FAlive then
5014 begin
5015 if FKeys[KEY_LEFT].Pressed then
5016 Run(TDirection.D_LEFT);
5017 if FKeys[KEY_RIGHT].Pressed then
5018 Run(TDirection.D_RIGHT);
5019 end;
5021 if FPhysics then
5022 begin
5023 if not followCorpse() then
5024 g_Obj_Move(@FObj, True, True, True);
5025 positionChanged(); // this updates spatial accelerators
5026 end;
5028 Exit;
5029 end;
5031 FActionChanged := False;
5033 if FAlive then
5034 begin
5035 // Let alive player do some actions
5036 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5037 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5038 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5039 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5040 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire()
5041 else
5042 begin
5043 if AnyServer then
5044 begin
5045 FlamerOff;
5046 if NetServer then MH_SEND_PlayerStats(FUID);
5047 end;
5048 end;
5049 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5050 if FKeys[KEY_JUMP].Pressed then Jump()
5051 else
5052 begin
5053 if AnyServer and FJetpack then
5054 begin
5055 FJetpack := False;
5056 JetpackOff;
5057 if NetServer then MH_SEND_PlayerStats(FUID);
5058 end;
5059 FCanJetpack := True;
5060 end;
5061 end
5062 else // Dead
5063 begin
5064 dospawn := False;
5065 if not FGhost then
5066 for k := Low(FKeys) to KEY_CHAT-1 do
5067 begin
5068 if FKeys[k].Pressed then
5069 begin
5070 dospawn := True;
5071 break;
5072 end;
5073 end;
5074 if dospawn then
5075 begin
5076 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5077 Respawn(False)
5078 else // Single
5079 if (FTime[T_RESPAWN] <= gTime) and
5080 gGameOn and (not FAlive) then
5081 begin
5082 if (g_Player_GetCount() > 1) then
5083 Respawn(False)
5084 else
5085 begin
5086 gExit := EXIT_RESTART;
5087 Exit;
5088 end;
5089 end;
5090 end;
5091 // Dead spectator actions
5092 if FGhost then
5093 begin
5094 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5095 if FKeys[KEY_FIRE].Pressed and AnyServer then
5096 begin
5097 if FSpectator then
5098 begin
5099 if (FSpectatePlayer >= High(gPlayers)) then
5100 FSpectatePlayer := -1
5101 else
5102 begin
5103 SetSpect := False;
5104 for I := FSpectatePlayer + 1 to High(gPlayers) do
5105 if gPlayers[I] <> nil then
5106 if gPlayers[I].alive then
5107 if gPlayers[I].UID <> FUID then
5108 begin
5109 FSpectatePlayer := I;
5110 SetSpect := True;
5111 break;
5112 end;
5114 if not SetSpect then FSpectatePlayer := -1;
5115 end;
5117 ReleaseKeys;
5118 end;
5119 end;
5120 end;
5121 end;
5122 // No clipping
5123 if FGhost then
5124 begin
5125 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5126 begin
5127 FYTo := FObj.Y - 32;
5128 FSpectatePlayer := -1;
5129 end;
5130 if FKeys[KEY_DOWN].Pressed then
5131 begin
5132 FYTo := FObj.Y + 32;
5133 FSpectatePlayer := -1;
5134 end;
5135 if FKeys[KEY_LEFT].Pressed then
5136 begin
5137 FXTo := FObj.X - 32;
5138 FSpectatePlayer := -1;
5139 end;
5140 if FKeys[KEY_RIGHT].Pressed then
5141 begin
5142 FXTo := FObj.X + 32;
5143 FSpectatePlayer := -1;
5144 end;
5146 if (FXTo < -64) then
5147 FXTo := -64
5148 else if (FXTo > gMapInfo.Width + 32) then
5149 FXTo := gMapInfo.Width + 32;
5150 if (FYTo < -72) then
5151 FYTo := -72
5152 else if (FYTo > gMapInfo.Height + 32) then
5153 FYTo := gMapInfo.Height + 32;
5154 end;
5156 if FPhysics then
5157 begin
5158 if not followCorpse() then
5159 g_Obj_Move(@FObj, True, True, True);
5160 positionChanged(); // this updates spatial accelerators
5161 end
5162 else
5163 begin
5164 FObj.Vel.X := 0;
5165 FObj.Vel.Y := 0;
5166 if FSpectator then
5167 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5168 if gPlayers[FSpectatePlayer] <> nil then
5169 if gPlayers[FSpectatePlayer].alive then
5170 begin
5171 FXTo := gPlayers[FSpectatePlayer].GameX;
5172 FYTo := gPlayers[FSpectatePlayer].GameY;
5173 end;
5174 end;
5176 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5177 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5178 PANEL_BLOCKMON, True);
5179 headwater := HeadInLiquid(0, 0);
5181 // Ñîïðîòèâëåíèå âîçäóõà:
5182 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5183 if FObj.Vel.X <> 0 then
5184 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5186 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5187 DecMin(FPain, 5, 0);
5188 DecMin(FPickup, 1, 0);
5190 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5191 begin
5192 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5193 FMegaRulez[MR_SUIT] := 0;
5194 FMegaRulez[MR_INVUL] := 0;
5195 FMegaRulez[MR_INVIS] := 0;
5196 Kill(K_FALLKILL, 0, HIT_FALL);
5197 end;
5199 i := 9;
5201 if FAlive then
5202 begin
5203 if FCurrWeap = WEAPON_SAW then
5204 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5205 FSawSoundSelect.IsPlaying()) then
5206 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5208 if FJetpack then
5209 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5210 (not FJetSoundOff.IsPlaying()) then
5211 begin
5212 FJetSoundFly.SetPosition(0);
5213 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5214 end;
5216 for b := WP_FIRST to WP_LAST do
5217 if FReloading[b] > 0 then
5218 if FNoReload then
5219 FReloading[b] := 0
5220 else
5221 Dec(FReloading[b]);
5223 if FShellTimer > -1 then
5224 if FShellTimer = 0 then
5225 begin
5226 if FShellType = SHELL_SHELL then
5227 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5228 GameVelX, GameVelY-2, SHELL_SHELL)
5229 else if FShellType = SHELL_DBLSHELL then
5230 begin
5231 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5232 GameVelX+1, GameVelY-2, SHELL_SHELL);
5233 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5234 GameVelX-1, GameVelY-2, SHELL_SHELL);
5235 end;
5236 FShellTimer := -1;
5237 end else Dec(FShellTimer);
5239 if (FBFGFireCounter > -1) then
5240 if FBFGFireCounter = 0 then
5241 begin
5242 if AnyServer then
5243 begin
5244 wx := FObj.X+WEAPONPOINT[FDirection].X;
5245 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5246 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5247 yd := wy+firediry();
5248 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5249 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5250 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5251 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5252 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5253 end;
5255 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5256 FBFGFireCounter := -1;
5257 end else
5258 if FNoReload then
5259 FBFGFireCounter := 0
5260 else
5261 Dec(FBFGFireCounter);
5263 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5264 begin
5265 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5267 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5268 end;
5270 if (headwater or blockmon) then
5271 begin
5272 Dec(FAir);
5274 if FAir < -9 then
5275 begin
5276 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5277 FAir := 0;
5278 end
5279 else if (FAir mod 31 = 0) and not blockmon then
5280 begin
5281 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5282 if Random(2) = 0 then
5283 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5284 else
5285 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5286 end;
5287 end else if FAir < AIR_DEF then
5288 FAir := AIR_DEF;
5290 if FFireTime > 0 then
5291 begin
5292 if BodyInLiquid(0, 0) then
5293 begin
5294 FFireTime := 0;
5295 FFirePainTime := 0;
5296 end
5297 else if FMegaRulez[MR_SUIT] >= gTime then
5298 begin
5299 if FMegaRulez[MR_SUIT] = gTime then
5300 FFireTime := 1;
5301 FFirePainTime := 0;
5302 end
5303 else
5304 begin
5305 OnFireFlame(1);
5306 if FFirePainTime <= 0 then
5307 begin
5308 if g_Game_IsServer then
5309 Damage(2, FFireAttacker, 0, 0, HIT_FLAME);
5310 FFirePainTime := 12 - FFireTime div 12;
5311 end;
5312 FFirePainTime := FFirePainTime - 1;
5313 FFireTime := FFireTime - 1;
5314 if ((FFireTime mod 33) = 0) and (FMegaRulez[MR_INVUL] < gTime) then
5315 FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
5316 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5317 MH_SEND_PlayerStats(FUID);
5318 end;
5319 end;
5321 if FDamageBuffer > 0 then
5322 begin
5323 if FDamageBuffer >= 9 then
5324 begin
5325 SetAction(A_PAIN);
5327 if FDamageBuffer < 30 then i := 9
5328 else if FDamageBuffer < 100 then i := 18
5329 else i := 27;
5330 end;
5332 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5333 FArmor := FArmor-(FDamageBuffer-ii);
5334 FHealth := FHealth-ii;
5335 if FArmor < 0 then
5336 begin
5337 FHealth := FHealth+FArmor;
5338 FArmor := 0;
5339 end;
5341 if AnyServer then
5342 if FHealth <= 0 then
5343 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5344 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5345 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5347 if FAlive and ((FLastHit <> HIT_FLAME) or (FFireTime <= 0)) then
5348 begin
5349 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5350 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5351 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5352 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5353 end;
5355 FDamageBuffer := 0;
5356 end;
5358 {CollideItem();}
5359 end; // if FAlive then ...
5361 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5362 begin
5363 FModel.ChangeAnimation(FActionAnim, FActionForce);
5364 FModel.GetCurrentAnimation.MinLength := i;
5365 FModel.GetCurrentAnimationMask.MinLength := i;
5366 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5368 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5369 then SetAction(A_STAND, True);
5371 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5373 for b := Low(FKeys) to High(FKeys) do
5374 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5375 end;
5378 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5379 begin
5380 x := FObj.X+PLAYER_RECT.X;
5381 y := FObj.Y+PLAYER_RECT.Y;
5382 w := PLAYER_RECT.Width;
5383 h := PLAYER_RECT.Height;
5384 end;
5387 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5388 begin
5389 if (dx <> 0) or (dy <> 0) then
5390 begin
5391 FObj.X += dx;
5392 FObj.Y += dy;
5393 positionChanged();
5394 end;
5395 end;
5398 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5399 begin
5400 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5401 FObj.Y+PLAYER_RECT.Y,
5402 PLAYER_RECT.Width,
5403 PLAYER_RECT.Height,
5404 X, Y,
5405 Width, Height);
5406 end;
5408 function TPlayer.Collide(Panel: TPanel): Boolean;
5409 begin
5410 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5411 FObj.Y+PLAYER_RECT.Y,
5412 PLAYER_RECT.Width,
5413 PLAYER_RECT.Height,
5414 Panel.X, Panel.Y,
5415 Panel.Width, Panel.Height);
5416 end;
5418 function TPlayer.Collide(X, Y: Integer): Boolean;
5419 begin
5420 X := X-FObj.X-PLAYER_RECT.X;
5421 Y := Y-FObj.Y-PLAYER_RECT.Y;
5422 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5423 (y >= 0) and (y <= PLAYER_RECT.Height);
5424 end;
5426 function g_Player_ValidName(Name: string): Boolean;
5427 var
5428 a: Integer;
5429 begin
5430 Result := True;
5432 if gPlayers = nil then Exit;
5434 for a := 0 to High(gPlayers) do
5435 if gPlayers[a] <> nil then
5436 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5437 begin
5438 Result := False;
5439 Exit;
5440 end;
5441 end;
5443 procedure TPlayer.SetDirection(Direction: TDirection);
5444 var
5445 d: TDirection;
5446 begin
5447 d := FModel.Direction;
5449 FModel.Direction := Direction;
5450 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5452 FDirection := Direction;
5453 end;
5455 function TPlayer.GetKeys(): Byte;
5456 begin
5457 Result := 0;
5459 if R_KEY_RED in FRulez then Result := KEY_RED;
5460 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5461 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5463 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5464 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5465 end;
5467 procedure TPlayer.Use();
5468 var
5469 a: Integer;
5470 begin
5471 if FTime[T_USE] > gTime then Exit;
5473 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5474 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5476 for a := 0 to High(gPlayers) do
5477 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5478 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5479 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5480 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5481 begin
5482 gPlayers[a].Touch();
5483 if g_Game_IsNet and g_Game_IsServer then
5484 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5485 end;
5487 FTime[T_USE] := gTime+120;
5488 end;
5490 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5491 var
5492 locObj: TObj;
5493 F: Boolean;
5494 WX, WY, XD, YD: Integer;
5495 begin
5496 F := False;
5497 WX := X;
5498 WY := Y;
5499 XD := AX;
5500 YD := AY;
5502 case FCurrWeap of
5503 WEAPON_KASTET:
5504 begin
5505 DoPunch();
5506 if R_BERSERK in FRulez then
5507 begin
5508 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5509 locobj.X := FObj.X+FObj.Rect.X;
5510 locobj.Y := FObj.Y+FObj.Rect.Y;
5511 locobj.rect.X := 0;
5512 locobj.rect.Y := 0;
5513 locobj.rect.Width := 39;
5514 locobj.rect.Height := 52;
5515 locobj.Vel.X := (xd-wx) div 2;
5516 locobj.Vel.Y := (yd-wy) div 2;
5517 locobj.Accel.X := xd-wx;
5518 locobj.Accel.y := yd-wy;
5520 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5521 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5522 else
5523 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5525 if gFlash = 1 then
5526 if FPain < 50 then
5527 FPain := min(FPain + 25, 50);
5528 end else
5529 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5530 end;
5532 WEAPON_SAW:
5533 begin
5534 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5535 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5536 begin
5537 FSawSoundSelect.Stop();
5538 FSawSound.Stop();
5539 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5540 end
5541 else if not FSawSoundHit.IsPlaying() then
5542 begin
5543 FSawSoundSelect.Stop();
5544 FSawSound.PlayAt(FObj.X, FObj.Y);
5545 end;
5546 f := True;
5547 end;
5549 WEAPON_PISTOL:
5550 begin
5551 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5552 FFireAngle := FAngle;
5553 f := True;
5554 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5555 GameVelX, GameVelY-2, SHELL_BULLET);
5556 end;
5558 WEAPON_SHOTGUN1:
5559 begin
5560 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5561 FFireAngle := FAngle;
5562 f := True;
5563 FShellTimer := 10;
5564 FShellType := SHELL_SHELL;
5565 end;
5567 WEAPON_SHOTGUN2:
5568 begin
5569 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5570 FFireAngle := FAngle;
5571 f := True;
5572 FShellTimer := 13;
5573 FShellType := SHELL_DBLSHELL;
5574 end;
5576 WEAPON_CHAINGUN:
5577 begin
5578 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5579 FFireAngle := FAngle;
5580 f := True;
5581 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5582 GameVelX, GameVelY-2, SHELL_BULLET);
5583 end;
5585 WEAPON_ROCKETLAUNCHER:
5586 begin
5587 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5588 FFireAngle := FAngle;
5589 f := True;
5590 end;
5592 WEAPON_PLASMA:
5593 begin
5594 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5595 FFireAngle := FAngle;
5596 f := True;
5597 end;
5599 WEAPON_BFG:
5600 begin
5601 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5602 FFireAngle := FAngle;
5603 f := True;
5604 end;
5606 WEAPON_SUPERPULEMET:
5607 begin
5608 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5609 FFireAngle := FAngle;
5610 f := True;
5611 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5612 GameVelX, GameVelY-2, SHELL_SHELL);
5613 end;
5615 WEAPON_FLAMETHROWER:
5616 begin
5617 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5618 FlamerOn;
5619 FFireAngle := FAngle;
5620 f := True;
5621 end;
5622 end;
5624 if not f then Exit;
5626 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5627 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5628 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5629 end;
5631 procedure TPlayer.DoLerp(Level: Integer = 2);
5632 begin
5633 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5634 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5635 end;
5637 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5638 var
5639 AX, AY: Integer;
5640 begin
5641 if NetInterpLevel < 1 then
5642 begin
5643 FObj.X := XTo;
5644 FObj.Y := YTo;
5645 end
5646 else
5647 begin
5648 FXTo := XTo;
5649 FYTo := YTo;
5651 AX := Abs(FXTo - FObj.X);
5652 AY := Abs(FYTo - FObj.Y);
5653 if (AX > 32) or (AX <= NetInterpLevel) then
5654 FObj.X := FXTo;
5655 if (AY > 32) or (AY <= NetInterpLevel) then
5656 FObj.Y := FYTo;
5657 end;
5658 end;
5660 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5661 begin
5662 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5663 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5664 PANEL_LIFTUP, False) then Result := -1
5665 else
5666 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5667 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5668 PANEL_LIFTDOWN, False) then Result := 1
5669 else Result := 0;
5670 end;
5672 function TPlayer.GetFlag(Flag: Byte): Boolean;
5673 var
5674 s, ts: String;
5675 evtype, a: Byte;
5676 begin
5677 Result := False;
5679 if Flag = FLAG_NONE then
5680 Exit;
5682 if not g_Game_IsServer then Exit;
5684 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5685 if (Flag = FTeam) and
5686 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5687 (FFlag <> FLAG_NONE) then
5688 begin
5689 if FFlag = FLAG_RED then
5690 s := _lc[I_PLAYER_FLAG_RED]
5691 else
5692 s := _lc[I_PLAYER_FLAG_BLUE];
5694 evtype := FLAG_STATE_SCORED;
5696 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5697 Insert('.', ts, Length(ts) + 1 - 3);
5698 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5700 g_Map_ResetFlag(FFlag);
5701 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5703 if ((Self = gPlayer1) or (Self = gPlayer2)
5704 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5705 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5706 a := 0
5707 else
5708 a := 1;
5710 if not sound_cap_flag[a].IsPlaying() then
5711 sound_cap_flag[a].Play();
5713 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5715 Result := True;
5716 if g_Game_IsNet then
5717 begin
5718 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5719 MH_SEND_GameStats;
5720 end;
5722 gFlags[FFlag].CaptureTime := 0;
5723 SetFlag(FLAG_NONE);
5724 Exit;
5725 end;
5727 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5728 if (Flag = FTeam) and
5729 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5730 begin
5731 if Flag = FLAG_RED then
5732 s := _lc[I_PLAYER_FLAG_RED]
5733 else
5734 s := _lc[I_PLAYER_FLAG_BLUE];
5736 evtype := FLAG_STATE_RETURNED;
5737 gFlags[Flag].CaptureTime := 0;
5739 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5741 g_Map_ResetFlag(Flag);
5742 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5744 if ((Self = gPlayer1) or (Self = gPlayer2)
5745 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5746 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5747 a := 0
5748 else
5749 a := 1;
5751 if not sound_ret_flag[a].IsPlaying() then
5752 sound_ret_flag[a].Play();
5754 Result := True;
5755 if g_Game_IsNet then
5756 begin
5757 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5758 MH_SEND_GameStats;
5759 end;
5760 Exit;
5761 end;
5763 // Ïîäîáðàë ÷óæîé ôëàã:
5764 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5765 begin
5766 SetFlag(Flag);
5768 if Flag = FLAG_RED then
5769 s := _lc[I_PLAYER_FLAG_RED]
5770 else
5771 s := _lc[I_PLAYER_FLAG_BLUE];
5773 evtype := FLAG_STATE_CAPTURED;
5775 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5777 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5779 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5781 if ((Self = gPlayer1) or (Self = gPlayer2)
5782 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5783 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5784 a := 0
5785 else
5786 a := 1;
5788 if not sound_get_flag[a].IsPlaying() then
5789 sound_get_flag[a].Play();
5791 Result := True;
5792 if g_Game_IsNet then
5793 begin
5794 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5795 MH_SEND_GameStats;
5796 end;
5797 end;
5798 end;
5800 procedure TPlayer.SetFlag(Flag: Byte);
5801 begin
5802 FFlag := Flag;
5803 if FModel <> nil then
5804 FModel.SetFlag(FFlag);
5805 end;
5807 function TPlayer.DropFlag(Silent: Boolean = True): Boolean;
5808 var
5809 s: String;
5810 a: Byte;
5811 begin
5812 Result := False;
5813 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5814 Exit;
5815 FTime[T_FLAGCAP] := gTime + 2000;
5816 with gFlags[FFlag] do
5817 begin
5818 Obj.X := FObj.X;
5819 Obj.Y := FObj.Y;
5820 Direction := FDirection;
5821 State := FLAG_STATE_DROPPED;
5822 Count := FLAG_TIME;
5823 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5824 (FObj.Vel.Y div 2)-2+Random(5));
5825 positionChanged(); // this updates spatial accelerators
5827 if FFlag = FLAG_RED then
5828 s := _lc[I_PLAYER_FLAG_RED]
5829 else
5830 s := _lc[I_PLAYER_FLAG_BLUE];
5832 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5833 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5835 if ((Self = gPlayer1) or (Self = gPlayer2)
5836 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5837 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5838 a := 0
5839 else
5840 a := 1;
5842 if (not Silent) and (not sound_lost_flag[a].IsPlaying()) then
5843 sound_lost_flag[a].Play();
5845 if g_Game_IsNet then
5846 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5847 end;
5848 SetFlag(FLAG_NONE);
5849 Result := True;
5850 end;
5852 procedure TPlayer.GetSecret();
5853 begin
5854 if (self = gPlayer1) or (self = gPlayer2) then
5855 begin
5856 g_Console_Add(Format(_lc[I_PLAYER_SECRET], [FName]), True);
5857 g_Sound_PlayEx('SOUND_GAME_SECRET');
5858 end;
5859 Inc(FSecrets);
5860 end;
5862 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5863 begin
5864 Assert(Key <= High(FKeys));
5866 FKeys[Key].Pressed := True;
5867 FKeys[Key].Time := Time;
5868 end;
5870 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5871 begin
5872 Result := FKeys[K].Pressed;
5873 end;
5875 procedure TPlayer.ReleaseKeys();
5876 var
5877 a: Integer;
5878 begin
5879 for a := Low(FKeys) to High(FKeys) do
5880 begin
5881 FKeys[a].Pressed := False;
5882 FKeys[a].Time := 0;
5883 end;
5884 end;
5886 procedure TPlayer.OnDamage(Angle: SmallInt);
5887 begin
5888 end;
5890 function TPlayer.firediry(): Integer;
5891 begin
5892 if FKeys[KEY_UP].Pressed then Result := -42
5893 else if FKeys[KEY_DOWN].Pressed then Result := 19
5894 else Result := 0;
5895 end;
5897 procedure TPlayer.RememberState();
5898 var
5899 i: Integer;
5900 begin
5901 FSavedState.Health := FHealth;
5902 FSavedState.Armor := FArmor;
5903 FSavedState.Air := FAir;
5904 FSavedState.JetFuel := FJetFuel;
5905 FSavedState.CurrWeap := FCurrWeap;
5906 FSavedState.NextWeap := FNextWeap;
5907 FSavedState.NextWeapDelay := FNextWeapDelay;
5909 for i := 0 to 3 do
5910 FSavedState.Ammo[i] := FAmmo[i];
5911 for i := 0 to 3 do
5912 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5914 FSavedState.Rulez := FRulez;
5915 FSavedState.WaitRecall := True;
5916 end;
5918 procedure TPlayer.RecallState();
5919 var
5920 i: Integer;
5921 begin
5922 if not FSavedState.WaitRecall then Exit;
5924 FHealth := FSavedState.Health;
5925 FArmor := FSavedState.Armor;
5926 FAir := FSavedState.Air;
5927 FJetFuel := FSavedState.JetFuel;
5928 FCurrWeap := FSavedState.CurrWeap;
5929 FNextWeap := FSavedState.NextWeap;
5930 FNextWeapDelay := FSavedState.NextWeapDelay;
5932 for i := 0 to 3 do
5933 FAmmo[i] := FSavedState.Ammo[i];
5934 for i := 0 to 3 do
5935 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5937 FRulez := FSavedState.Rulez;
5938 FSavedState.WaitRecall := False;
5940 if gGameSettings.GameType = GT_SERVER then
5941 MH_SEND_PlayerStats(FUID);
5942 end;
5944 procedure TPlayer.SaveState (st: TStream);
5945 var
5946 i: Integer;
5947 b: Byte;
5948 begin
5949 // Ñèãíàòóðà èãðîêà
5950 utils.writeSign(st, 'PLYR');
5951 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5952 // Áîò èëè ÷åëîâåê
5953 utils.writeBool(st, FIamBot);
5954 // UID èãðîêà
5955 utils.writeInt(st, Word(FUID));
5956 // Èìÿ èãðîêà
5957 utils.writeStr(st, FName);
5958 // Êîìàíäà
5959 utils.writeInt(st, Byte(FTeam));
5960 // Æèâ ëè
5961 utils.writeBool(st, FAlive);
5962 // Èçðàñõîäîâàë ëè âñå æèçíè
5963 utils.writeBool(st, FNoRespawn);
5964 // Íàïðàâëåíèå
5965 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
5966 utils.writeInt(st, Byte(b));
5967 // Çäîðîâüå
5968 utils.writeInt(st, LongInt(FHealth));
5969 // Êîýôôèöèåíò èíâàëèäíîñòè
5970 utils.writeInt(st, LongInt(FHandicap));
5971 // Æèçíè
5972 utils.writeInt(st, Byte(FLives));
5973 // Áðîíÿ
5974 utils.writeInt(st, LongInt(FArmor));
5975 // Çàïàñ âîçäóõà
5976 utils.writeInt(st, LongInt(FAir));
5977 // Çàïàñ ãîðþ÷åãî
5978 utils.writeInt(st, LongInt(FJetFuel));
5979 // Áîëü
5980 utils.writeInt(st, LongInt(FPain));
5981 // Óáèë
5982 utils.writeInt(st, LongInt(FKills));
5983 // Óáèë ìîíñòðîâ
5984 utils.writeInt(st, LongInt(FMonsterKills));
5985 // Ôðàãîâ
5986 utils.writeInt(st, LongInt(FFrags));
5987 // Ôðàãîâ ïîäðÿä
5988 utils.writeInt(st, Byte(FFragCombo));
5989 // Âðåìÿ ïîñëåäíåãî ôðàãà
5990 utils.writeInt(st, LongWord(FLastFrag));
5991 // Ñìåðòåé
5992 utils.writeInt(st, LongInt(FDeath));
5993 // Êàêîé ôëàã íåñåò
5994 utils.writeInt(st, Byte(FFlag));
5995 // Íàøåë ñåêðåòîâ
5996 utils.writeInt(st, LongInt(FSecrets));
5997 // Òåêóùåå îðóæèå
5998 utils.writeInt(st, Byte(FCurrWeap));
5999 // Æåëàåìîå îðóæèå
6000 utils.writeInt(st, Word(FNextWeap));
6001 // ...è ïàóçà
6002 utils.writeInt(st, Byte(FNextWeapDelay));
6003 // Âðåìÿ çàðÿäêè BFG
6004 utils.writeInt(st, SmallInt(FBFGFireCounter));
6005 // Áóôåð óðîíà
6006 utils.writeInt(st, LongInt(FDamageBuffer));
6007 // Ïîñëåäíèé óäàðèâøèé
6008 utils.writeInt(st, Word(FLastSpawnerUID));
6009 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6010 utils.writeInt(st, Byte(FLastHit));
6011 // Îáúåêò èãðîêà
6012 Obj_SaveState(st, @FObj);
6013 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6014 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
6015 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6016 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
6017 // Íàëè÷èå îðóæèÿ
6018 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
6019 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6020 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
6021 // Íàëè÷èå ðþêçàêà
6022 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
6023 // Íàëè÷èå êðàñíîãî êëþ÷à
6024 utils.writeBool(st, (R_KEY_RED in FRulez));
6025 // Íàëè÷èå çåëåíîãî êëþ÷à
6026 utils.writeBool(st, (R_KEY_GREEN in FRulez));
6027 // Íàëè÷èå ñèíåãî êëþ÷à
6028 utils.writeBool(st, (R_KEY_BLUE in FRulez));
6029 // Íàëè÷èå áåðñåðêà
6030 utils.writeBool(st, (R_BERSERK in FRulez));
6031 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6032 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
6033 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6034 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
6035 // Íàçâàíèå ìîäåëè
6036 utils.writeStr(st, FModel.Name);
6037 // Öâåò ìîäåëè
6038 utils.writeInt(st, Byte(FColor.R));
6039 utils.writeInt(st, Byte(FColor.G));
6040 utils.writeInt(st, Byte(FColor.B));
6041 end;
6044 procedure TPlayer.LoadState (st: TStream);
6045 var
6046 i: Integer;
6047 str: String;
6048 b: Byte;
6049 begin
6050 assert(st <> nil);
6052 // Ñèãíàòóðà èãðîêà
6053 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
6054 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
6055 // Áîò èëè ÷åëîâåê:
6056 FIamBot := utils.readBool(st);
6057 // UID èãðîêà
6058 FUID := utils.readWord(st);
6059 // Èìÿ èãðîêà
6060 str := utils.readStr(st);
6061 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6062 // Êîìàíäà
6063 FTeam := utils.readByte(st);
6064 // Æèâ ëè
6065 FAlive := utils.readBool(st);
6066 // Èçðàñõîäîâàë ëè âñå æèçíè
6067 FNoRespawn := utils.readBool(st);
6068 // Íàïðàâëåíèå
6069 b := utils.readByte(st);
6070 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6071 // Çäîðîâüå
6072 FHealth := utils.readLongInt(st);
6073 // Êîýôôèöèåíò èíâàëèäíîñòè
6074 FHandicap := utils.readLongInt(st);
6075 // Æèçíè
6076 FLives := utils.readByte(st);
6077 // Áðîíÿ
6078 FArmor := utils.readLongInt(st);
6079 // Çàïàñ âîçäóõà
6080 FAir := utils.readLongInt(st);
6081 // Çàïàñ ãîðþ÷åãî
6082 FJetFuel := utils.readLongInt(st);
6083 // Áîëü
6084 FPain := utils.readLongInt(st);
6085 // Óáèë
6086 FKills := utils.readLongInt(st);
6087 // Óáèë ìîíñòðîâ
6088 FMonsterKills := utils.readLongInt(st);
6089 // Ôðàãîâ
6090 FFrags := utils.readLongInt(st);
6091 // Ôðàãîâ ïîäðÿä
6092 FFragCombo := utils.readByte(st);
6093 // Âðåìÿ ïîñëåäíåãî ôðàãà
6094 FLastFrag := utils.readLongWord(st);
6095 // Ñìåðòåé
6096 FDeath := utils.readLongInt(st);
6097 // Êàêîé ôëàã íåñåò
6098 FFlag := utils.readByte(st);
6099 // Íàøåë ñåêðåòîâ
6100 FSecrets := utils.readLongInt(st);
6101 // Òåêóùåå îðóæèå
6102 FCurrWeap := utils.readByte(st);
6103 // Æåëàåìîå îðóæèå
6104 FNextWeap := utils.readWord(st);
6105 // ...è ïàóçà
6106 FNextWeapDelay := utils.readByte(st);
6107 // Âðåìÿ çàðÿäêè BFG
6108 FBFGFireCounter := utils.readSmallInt(st);
6109 // Áóôåð óðîíà
6110 FDamageBuffer := utils.readLongInt(st);
6111 // Ïîñëåäíèé óäàðèâøèé
6112 FLastSpawnerUID := utils.readWord(st);
6113 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6114 FLastHit := utils.readByte(st);
6115 // Îáúåêò èãðîêà
6116 Obj_LoadState(@FObj, st);
6117 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6118 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6119 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6120 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6121 // Íàëè÷èå îðóæèÿ
6122 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6123 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6124 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6125 // Íàëè÷èå ðþêçàêà
6126 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6127 // Íàëè÷èå êðàñíîãî êëþ÷à
6128 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6129 // Íàëè÷èå çåëåíîãî êëþ÷à
6130 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6131 // Íàëè÷èå ñèíåãî êëþ÷à
6132 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6133 // Íàëè÷èå áåðñåðêà
6134 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6135 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6136 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6137 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6138 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6139 // Íàçâàíèå ìîäåëè
6140 str := utils.readStr(st);
6141 // Öâåò ìîäåëè
6142 FColor.R := utils.readByte(st);
6143 FColor.G := utils.readByte(st);
6144 FColor.B := utils.readByte(st);
6145 if (self = gPlayer1) then
6146 begin
6147 str := gPlayer1Settings.Model;
6148 FColor := gPlayer1Settings.Color;
6149 end
6150 else if (self = gPlayer2) then
6151 begin
6152 str := gPlayer2Settings.Model;
6153 FColor := gPlayer2Settings.Color;
6154 end;
6155 // Îáíîâëÿåì ìîäåëü èãðîêà
6156 SetModel(str);
6157 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6158 FModel.Color := TEAMCOLOR[FTeam]
6159 else
6160 FModel.Color := FColor;
6161 end;
6164 procedure TPlayer.AllRulez(Health: Boolean);
6165 var
6166 a: Integer;
6167 begin
6168 if Health then
6169 begin
6170 FHealth := PLAYER_HP_LIMIT;
6171 FArmor := PLAYER_AP_LIMIT;
6172 Exit;
6173 end;
6175 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6176 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6177 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6178 end;
6180 procedure TPlayer.RestoreHealthArmor();
6181 begin
6182 FHealth := PLAYER_HP_LIMIT;
6183 FArmor := PLAYER_AP_LIMIT;
6184 end;
6186 procedure TPlayer.FragCombo();
6187 var
6188 Param: Integer;
6189 begin
6190 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6191 Exit;
6192 if gTime - FLastFrag < FRAG_COMBO_TIME then
6193 begin
6194 if FFragCombo < 5 then
6195 Inc(FFragCombo);
6196 Param := FUID or (FFragCombo shl 16);
6197 if (FComboEvnt >= Low(gDelayedEvents)) and
6198 (FComboEvnt <= High(gDelayedEvents)) and
6199 gDelayedEvents[FComboEvnt].Pending and
6200 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6201 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6202 begin
6203 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6204 gDelayedEvents[FComboEvnt].DENum := Param;
6205 end
6206 else
6207 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6208 end
6209 else
6210 FFragCombo := 1;
6212 FLastFrag := gTime;
6213 end;
6215 procedure TPlayer.GiveItem(ItemType: Byte);
6216 begin
6217 case ItemType of
6218 ITEM_SUIT:
6219 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6220 begin
6221 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6222 end;
6224 ITEM_OXYGEN:
6225 if FAir < AIR_MAX then
6226 begin
6227 FAir := AIR_MAX;
6228 end;
6230 ITEM_MEDKIT_BLACK:
6231 begin
6232 if not (R_BERSERK in FRulez) then
6233 begin
6234 Include(FRulez, R_BERSERK);
6235 if FBFGFireCounter < 1 then
6236 begin
6237 FCurrWeap := WEAPON_KASTET;
6238 resetWeaponQueue();
6239 FModel.SetWeapon(WEAPON_KASTET);
6240 end;
6241 if gFlash <> 0 then
6242 Inc(FPain, 100);
6243 FBerserk := gTime+30000;
6244 end;
6245 if FHealth < PLAYER_HP_SOFT then
6246 begin
6247 FHealth := PLAYER_HP_SOFT;
6248 FBerserk := gTime+30000;
6249 end;
6250 end;
6252 ITEM_INVUL:
6253 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6254 begin
6255 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6256 end;
6258 ITEM_INVIS:
6259 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6260 begin
6261 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6262 end;
6264 ITEM_JETPACK:
6265 if FJetFuel < JET_MAX then
6266 begin
6267 FJetFuel := JET_MAX;
6268 end;
6270 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6271 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6273 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6274 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6276 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6277 ITEM_SPHERE_WHITE:
6278 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6279 begin
6280 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6281 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6282 end;
6284 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6285 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6286 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6287 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6288 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6289 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6290 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6291 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6292 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6294 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6295 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6296 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6297 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6298 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6299 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6300 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6301 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6302 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6304 ITEM_AMMO_BACKPACK:
6305 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6306 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6307 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6308 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6309 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6310 begin
6311 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6312 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6313 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6314 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6315 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6317 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6318 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6319 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6320 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6322 FRulez := FRulez + [R_ITEM_BACKPACK];
6323 end;
6325 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6326 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6327 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6329 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6330 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6332 else
6333 Exit;
6334 end;
6335 if g_Game_IsNet and g_Game_IsServer then
6336 MH_SEND_PlayerStats(FUID);
6337 end;
6339 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6340 var
6341 id, i: DWORD;
6342 Anim: TAnimation;
6343 begin
6344 if (Random(5) = 1) and (Times = 1) then
6345 Exit;
6347 if BodyInLiquid(0, 0) then
6348 begin
6349 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6350 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6351 if Random(2) = 0 then
6352 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6353 else
6354 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6355 Exit;
6356 end;
6358 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6359 begin
6360 for i := 1 to Times do
6361 begin
6362 Anim := TAnimation.Create(id, False, 3);
6363 Anim.Alpha := 150;
6364 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6365 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6366 Anim.Free();
6367 end;
6368 end;
6369 end;
6371 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6372 var
6373 id, i: DWORD;
6374 Anim: TAnimation;
6375 begin
6376 if (Random(10) = 1) and (Times = 1) then
6377 Exit;
6379 if g_Frames_Get(id, 'FRAMES_FLAME') then
6380 begin
6381 for i := 1 to Times do
6382 begin
6383 Anim := TAnimation.Create(id, False, 3);
6384 Anim.Alpha := 0;
6385 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6386 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6387 Anim.Free();
6388 end;
6389 end;
6390 end;
6392 procedure TPlayer.PauseSounds(Enable: Boolean);
6393 begin
6394 FSawSound.Pause(Enable);
6395 FSawSoundIdle.Pause(Enable);
6396 FSawSoundHit.Pause(Enable);
6397 FSawSoundSelect.Pause(Enable);
6398 FFlameSoundOn.Pause(Enable);
6399 FFlameSoundOff.Pause(Enable);
6400 FFlameSoundWork.Pause(Enable);
6401 FJetSoundFly.Pause(Enable);
6402 FJetSoundOn.Pause(Enable);
6403 FJetSoundOff.Pause(Enable);
6404 end;
6406 { T C o r p s e : }
6408 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6409 begin
6410 g_Obj_Init(@FObj);
6411 FObj.X := X;
6412 FObj.Y := Y;
6413 FObj.Rect := PLAYER_CORPSERECT;
6414 FModelName := ModelName;
6415 FMess := aMess;
6417 if FMess then
6418 begin
6419 FState := CORPSE_STATE_MESS;
6420 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6421 end
6422 else
6423 begin
6424 FState := CORPSE_STATE_NORMAL;
6425 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6426 end;
6427 end;
6429 destructor TCorpse.Destroy();
6430 begin
6431 FAnimation.Free();
6433 inherited;
6434 end;
6436 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6438 procedure TCorpse.positionChanged (); inline; begin end;
6440 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6441 begin
6442 if (dx <> 0) or (dy <> 0) then
6443 begin
6444 FObj.X += dx;
6445 FObj.Y += dy;
6446 positionChanged();
6447 end;
6448 end;
6451 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6452 begin
6453 x := FObj.X+PLAYER_CORPSERECT.X;
6454 y := FObj.Y+PLAYER_CORPSERECT.Y;
6455 w := PLAYER_CORPSERECT.Width;
6456 h := PLAYER_CORPSERECT.Height;
6457 end;
6460 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6461 var
6462 pm: TPlayerModel;
6463 Blood: TModelBlood;
6464 begin
6465 if FState = CORPSE_STATE_REMOVEME then
6466 Exit;
6468 FDamage := FDamage + Value;
6470 if FDamage > 150 then
6471 begin
6472 if FAnimation <> nil then
6473 begin
6474 FAnimation.Free();
6475 FAnimation := nil;
6477 FState := CORPSE_STATE_REMOVEME;
6479 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6480 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6481 FModelName, FColor);
6482 // Çâóê ìÿñà îò òðóïà:
6483 pm := g_PlayerModel_Get(FModelName);
6484 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6485 pm.Free;
6487 // Çëîâåùèé ñìåõ:
6488 if (gBodyKillEvent <> -1)
6489 and gDelayedEvents[gBodyKillEvent].Pending then
6490 gDelayedEvents[gBodyKillEvent].Pending := False;
6491 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6492 end;
6493 end
6494 else
6495 begin
6496 Blood := g_PlayerModel_GetBlood(FModelName);
6497 FObj.Vel.X := FObj.Vel.X + vx;
6498 FObj.Vel.Y := FObj.Vel.Y + vy;
6499 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6500 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6501 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6502 Blood.R, Blood.G, Blood.B, Blood.Kind);
6503 end;
6504 end;
6506 procedure TCorpse.Draw();
6507 begin
6508 if FState = CORPSE_STATE_REMOVEME then
6509 Exit;
6511 if FAnimation <> nil then
6512 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6514 if FAnimationMask <> nil then
6515 begin
6516 e_Colors := FColor;
6517 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6518 e_Colors.R := 255;
6519 e_Colors.G := 255;
6520 e_Colors.B := 255;
6521 end;
6522 end;
6524 procedure TCorpse.Update();
6525 var
6526 st: Word;
6527 begin
6528 if FState = CORPSE_STATE_REMOVEME then
6529 Exit;
6531 if gTime mod (GAME_TICK*2) <> 0 then
6532 begin
6533 g_Obj_Move(@FObj, True, True, True);
6534 positionChanged(); // this updates spatial accelerators
6535 Exit;
6536 end;
6538 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6539 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6541 st := g_Obj_Move(@FObj, True, True, True);
6542 positionChanged(); // this updates spatial accelerators
6544 if WordBool(st and MOVE_FALLOUT) then
6545 begin
6546 FState := CORPSE_STATE_REMOVEME;
6547 Exit;
6548 end;
6550 if FAnimation <> nil then
6551 FAnimation.Update();
6552 if FAnimationMask <> nil then
6553 FAnimationMask.Update();
6554 end;
6557 procedure TCorpse.SaveState (st: TStream);
6558 var
6559 anim: Boolean;
6560 begin
6561 assert(st <> nil);
6563 // Ñèãíàòóðà òðóïà
6564 utils.writeSign(st, 'CORP');
6565 utils.writeInt(st, Byte(0));
6566 // Ñîñòîÿíèå
6567 utils.writeInt(st, Byte(FState));
6568 // Íàêîïëåííûé óðîí
6569 utils.writeInt(st, Byte(FDamage));
6570 // Öâåò
6571 utils.writeInt(st, Byte(FColor.R));
6572 utils.writeInt(st, Byte(FColor.G));
6573 utils.writeInt(st, Byte(FColor.B));
6574 // Îáúåêò òðóïà
6575 Obj_SaveState(st, @FObj);
6576 utils.writeInt(st, Word(FPlayerUID));
6577 // Åñòü ëè àíèìàöèÿ
6578 anim := (FAnimation <> nil);
6579 utils.writeBool(st, anim);
6580 // Åñëè åñòü - ñîõðàíÿåì
6581 if anim then FAnimation.SaveState(st);
6582 // Åñòü ëè ìàñêà àíèìàöèè
6583 anim := (FAnimationMask <> nil);
6584 utils.writeBool(st, anim);
6585 // Åñëè åñòü - ñîõðàíÿåì
6586 if anim then FAnimationMask.SaveState(st);
6587 end;
6590 procedure TCorpse.LoadState (st: TStream);
6591 var
6592 anim: Boolean;
6593 begin
6594 assert(st <> nil);
6596 // Ñèãíàòóðà òðóïà
6597 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6598 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6599 // Ñîñòîÿíèå
6600 FState := utils.readByte(st);
6601 // Íàêîïëåííûé óðîí
6602 FDamage := utils.readByte(st);
6603 // Öâåò
6604 FColor.R := utils.readByte(st);
6605 FColor.G := utils.readByte(st);
6606 FColor.B := utils.readByte(st);
6607 // Îáúåêò òðóïà
6608 Obj_LoadState(@FObj, st);
6609 FPlayerUID := utils.readWord(st);
6610 // Åñòü ëè àíèìàöèÿ
6611 anim := utils.readBool(st);
6612 // Åñëè åñòü - çàãðóæàåì
6613 if anim then
6614 begin
6615 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6616 FAnimation.LoadState(st);
6617 end;
6618 // Åñòü ëè ìàñêà àíèìàöèè
6619 anim := utils.readBool(st);
6620 // Åñëè åñòü - çàãðóæàåì
6621 if anim then
6622 begin
6623 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6624 FAnimationMask.LoadState(st);
6625 end;
6626 end;
6628 { T B o t : }
6630 constructor TBot.Create();
6631 var
6632 a: Integer;
6633 begin
6634 inherited Create();
6636 FPhysics := True;
6637 FSpectator := False;
6638 FGhost := False;
6640 FIamBot := True;
6642 Inc(gNumBots);
6644 for a := WP_FIRST to WP_LAST do
6645 begin
6646 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6647 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6648 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6649 end;
6650 end;
6652 destructor TBot.Destroy();
6653 begin
6654 Dec(gNumBots);
6655 inherited Destroy();
6656 end;
6658 procedure TBot.Draw();
6659 begin
6660 inherited Draw();
6662 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6663 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6664 end;
6666 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6667 begin
6668 inherited Respawn(Silent, Force);
6670 FAIFlags := nil;
6671 FSelectedWeapon := FCurrWeap;
6672 resetWeaponQueue();
6673 FTargetUID := 0;
6674 end;
6676 procedure TBot.UpdateCombat();
6677 type
6678 TTarget = record
6679 UID: Word;
6680 X, Y: Integer;
6681 Rect: TRectWH;
6682 cX, cY: Integer;
6683 Dist: Word;
6684 Line: Boolean;
6685 Visible: Boolean;
6686 IsPlayer: Boolean;
6687 end;
6689 TTargetRecord = array of TTarget;
6691 function Compare(a, b: TTarget): Integer;
6692 begin
6693 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6694 Result := -1
6695 else
6696 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6697 Result := 1
6698 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6699 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6700 begin
6701 if a.Dist > b.Dist then // B áëèæå
6702 Result := 1
6703 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6704 Result := -1;
6705 end
6706 else // Ñòðàííî -> A
6707 Result := -1;
6708 end;
6710 var
6711 a, x1, y1, x2, y2: Integer;
6712 targets: TTargetRecord;
6713 ammo: Word;
6714 Target, BestTarget: TTarget;
6715 firew, fireh: Integer;
6716 angle: SmallInt;
6717 mon: TMonster;
6718 pla, tpla: TPlayer;
6719 vsPlayer, vsMonster, ok: Boolean;
6722 function monsUpdate (mon: TMonster): Boolean;
6723 begin
6724 result := false; // don't stop
6725 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6726 begin
6727 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6729 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6730 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6732 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6733 if g_TraceVector(x1, y1, x2, y2) then
6734 begin
6735 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6736 SetLength(targets, Length(targets)+1);
6737 with targets[High(targets)] do
6738 begin
6739 UID := mon.UID;
6740 X := mon.Obj.X;
6741 Y := mon.Obj.Y;
6742 cX := x2;
6743 cY := y2;
6744 Rect := mon.Obj.Rect;
6745 Dist := g_PatchLength(x1, y1, x2, y2);
6746 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6747 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6748 Visible := True;
6749 IsPlayer := False;
6750 end;
6751 end;
6752 end;
6753 end;
6755 begin
6756 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6757 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6759 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6760 if FCurrWeap <> FSelectedWeapon then
6761 NextWeapon();
6763 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6764 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6765 begin
6766 RemoveAIFlag('NEEDFIRE');
6768 case FCurrWeap of
6769 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6770 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6771 else PressKey(KEY_FIRE);
6772 end;
6773 end;
6775 // Êîîðäèíàòû ñòâîëà:
6776 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6777 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6779 Target.UID := FTargetUID;
6781 ok := False;
6782 if Target.UID <> 0 then
6783 begin // Öåëü åñòü - íàñòðàèâàåì
6784 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6785 vsPlayer then
6786 begin // Èãðîê
6787 tpla := g_Player_Get(Target.UID);
6788 if tpla <> nil then
6789 with tpla do
6790 begin
6791 if (@FObj) <> nil then
6792 begin
6793 Target.X := FObj.X;
6794 Target.Y := FObj.Y;
6795 end;
6796 end;
6798 Target.cX := Target.X + PLAYER_RECT_CX;
6799 Target.cY := Target.Y + PLAYER_RECT_CY;
6800 Target.Rect := PLAYER_RECT;
6801 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6802 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6803 (y1-4 > Target.Y+PLAYER_RECT.Y);
6804 Target.IsPlayer := True;
6805 ok := True;
6806 end
6807 else
6808 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6809 vsMonster then
6810 begin // Ìîíñòð
6811 mon := g_Monsters_ByUID(Target.UID);
6812 if mon <> nil then
6813 begin
6814 Target.X := mon.Obj.X;
6815 Target.Y := mon.Obj.Y;
6817 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6818 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6819 Target.Rect := mon.Obj.Rect;
6820 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6821 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6822 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6823 Target.IsPlayer := False;
6824 ok := True;
6825 end;
6826 end;
6827 end;
6829 if not ok then
6830 begin // Öåëè íåò - îáíóëÿåì
6831 Target.X := 0;
6832 Target.Y := 0;
6833 Target.cX := 0;
6834 Target.cY := 0;
6835 Target.Visible := False;
6836 Target.Line := False;
6837 Target.IsPlayer := False;
6838 end;
6840 targets := nil;
6842 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6843 if (not Target.Line) or (not Target.Visible) then
6844 begin
6845 // Èãðîêè:
6846 if vsPlayer then
6847 for a := 0 to High(gPlayers) do
6848 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6849 (gPlayers[a].FUID <> FUID) and
6850 (not SameTeam(FUID, gPlayers[a].FUID)) and
6851 (not gPlayers[a].NoTarget) and
6852 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6853 begin
6854 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6855 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6856 Continue;
6858 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6859 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6861 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6862 if g_TraceVector(x1, y1, x2, y2) then
6863 begin
6864 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6865 SetLength(targets, Length(targets)+1);
6866 with targets[High(targets)] do
6867 begin
6868 UID := gPlayers[a].FUID;
6869 X := gPlayers[a].FObj.X;
6870 Y := gPlayers[a].FObj.Y;
6871 cX := x2;
6872 cY := y2;
6873 Rect := PLAYER_RECT;
6874 Dist := g_PatchLength(x1, y1, x2, y2);
6875 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6876 (y1-4 > Target.Y+PLAYER_RECT.Y);
6877 Visible := True;
6878 IsPlayer := True;
6879 end;
6880 end;
6881 end;
6883 // Ìîíñòðû:
6884 if vsMonster then g_Mons_ForEach(monsUpdate);
6885 end;
6887 // Åñëè åñòü âîçìîæíûå öåëè:
6888 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6889 if targets <> nil then
6890 begin
6891 // Âûáèðàåì íàèëó÷øóþ öåëü:
6892 BestTarget := targets[0];
6893 if Length(targets) > 1 then
6894 for a := 1 to High(targets) do
6895 if Compare(BestTarget, targets[a]) = 1 then
6896 BestTarget := targets[a];
6898 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6899 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6900 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6901 begin
6902 Target := BestTarget;
6904 if (Healthy() = 3) or ((Healthy() = 2)) then
6905 begin // Åñëè çäîðîâû - äîãîíÿåì
6906 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6907 SetAIFlag('GORIGHT', '1');
6908 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6909 SetAIFlag('GOLEFT', '1');
6910 end
6911 else
6912 begin // Åñëè ïîáèòû - óáåãàåì
6913 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6914 SetAIFlag('GORIGHT', '1');
6915 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6916 SetAIFlag('GOLEFT', '1');
6917 end;
6919 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6920 SelectWeapon(Abs(x1-Target.cX));
6921 end;
6922 end;
6924 // Åñëè åñòü öåëü:
6925 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6926 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6927 if Target.UID <> 0 then
6928 begin
6929 if not TargetOnScreen(Target.X + Target.Rect.X,
6930 Target.Y + Target.Rect.Y) then
6931 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6932 if (Healthy() = 3) or ((Healthy() = 2)) then
6933 begin // Åñëè çäîðîâû - äîãîíÿåì
6934 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6935 SetAIFlag('GORIGHT', '1');
6936 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6937 SetAIFlag('GOLEFT', '1');
6938 end
6939 else
6940 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6941 Target.UID := 0;
6942 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6943 SetAIFlag('GORIGHT', '1');
6944 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6945 SetAIFlag('GOLEFT', '1');
6946 end;
6947 end
6948 else
6949 begin // Öåëü ïîêà íà "ýêðàíå"
6950 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6951 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6952 FLastVisible := gTime;
6953 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6954 if (Abs(FObj.Y-Target.Y) <= 128) then
6955 begin
6956 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6957 SetAIFlag('GORIGHT', '1');
6958 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6959 SetAIFlag('GOLEFT', '1');
6960 end;
6961 end;
6963 // Âûáèðàåì óãîë ââåðõ:
6964 if FDirection = TDirection.D_LEFT then
6965 angle := ANGLE_LEFTUP
6966 else
6967 angle := ANGLE_RIGHTUP;
6969 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6970 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6972 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6973 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6974 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6975 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6976 Target.Rect.Width, Target.Rect.Height) and
6977 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6978 begin // òî íóæíî ñòðåëÿòü ââåðõ
6979 SetAIFlag('NEEDFIRE', '1');
6980 SetAIFlag('NEEDSEEUP', '1');
6981 end;
6983 // Âûáèðàåì óãîë âíèç:
6984 if FDirection = TDirection.D_LEFT then
6985 angle := ANGLE_LEFTDOWN
6986 else
6987 angle := ANGLE_RIGHTDOWN;
6989 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6990 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6992 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6993 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6994 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6995 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6996 Target.Rect.Width, Target.Rect.Height) and
6997 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6998 begin // òî íóæíî ñòðåëÿòü âíèç
6999 SetAIFlag('NEEDFIRE', '1');
7000 SetAIFlag('NEEDSEEDOWN', '1');
7001 end;
7003 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7004 if Target.Visible and
7005 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
7006 (y1-4 > Target.Y+Target.Rect.Y) then
7007 begin
7008 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7009 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
7010 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7011 begin // òî íóæíî ñòðåëÿòü âïåðåä
7012 SetAIFlag('NEEDFIRE', '1');
7013 SetAIFlag('NEEDSEEDOWN', '');
7014 SetAIFlag('NEEDSEEUP', '');
7015 end;
7016 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7017 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
7018 if GetRnd(FDifficult.CloseJump) then
7019 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7020 if Abs(FObj.X-Target.X) < 128 then
7021 a := 4
7022 else
7023 a := 30;
7024 if Random(a) = 0 then
7025 SetAIFlag('NEEDJUMP', '1');
7026 end;
7027 end;
7029 // Åñëè öåëü âñå åùå åñòü:
7030 if Target.UID <> 0 then
7031 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
7032 Target.UID := 0 // òî çàáûòü öåëü
7033 else // Åñëè âèäåëè íåäàâíî
7034 begin // íî öåëü óáèëè
7035 if Target.IsPlayer then
7036 begin // Öåëü - èãðîê
7037 pla := g_Player_Get(Target.UID);
7038 if (pla = nil) or (not pla.alive) or pla.NoTarget or
7039 (pla.FMegaRulez[MR_INVIS] >= gTime) then
7040 Target.UID := 0; // òî çàáûòü öåëü
7041 end
7042 else
7043 begin // Öåëü - ìîíñòð
7044 mon := g_Monsters_ByUID(Target.UID);
7045 if (mon = nil) or (not mon.alive) then
7046 Target.UID := 0; // òî çàáûòü öåëü
7047 end;
7048 end;
7049 end; // if Target.UID <> 0
7051 FTargetUID := Target.UID;
7053 // Åñëè âîçìîæíûõ öåëåé íåò:
7054 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7055 if targets = nil then
7056 if GetAIFlag('ATTACKLEFT') <> '' then
7057 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7058 RemoveAIFlag('ATTACKLEFT');
7060 SetAIFlag('NEEDJUMP', '1');
7062 if RunDirection() = TDirection.D_RIGHT then
7063 begin // Èäåì íå â òó ñòîðîíó
7064 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7065 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7066 SetAIFlag('NEEDFIRE', '1');
7067 SetAIFlag('GOLEFT', '1');
7068 end;
7069 end
7070 else
7071 begin // Èäåì â íóæíóþ ñòîðîíó
7072 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7073 SetAIFlag('NEEDFIRE', '1');
7074 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7075 SetAIFlag('GORIGHT', '1');
7076 end;
7077 end
7078 else
7079 if GetAIFlag('ATTACKRIGHT') <> '' then
7080 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7081 RemoveAIFlag('ATTACKRIGHT');
7083 SetAIFlag('NEEDJUMP', '1');
7085 if RunDirection() = TDirection.D_LEFT then
7086 begin // Èäåì íå â òó ñòîðîíó
7087 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7088 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7089 SetAIFlag('NEEDFIRE', '1');
7090 SetAIFlag('GORIGHT', '1');
7091 end;
7092 end
7093 else
7094 begin
7095 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7096 SetAIFlag('NEEDFIRE', '1');
7097 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7098 SetAIFlag('GOLEFT', '1');
7099 end;
7100 end;
7102 //HACK! (does it belongs there?)
7103 RealizeCurrentWeapon();
7105 // Åñëè åñòü âîçìîæíûå öåëè:
7106 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7107 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7108 for a := 0 to High(targets) do
7109 begin
7110 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7111 if GetRnd(FDifficult.DiagFire) then
7112 begin
7113 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7114 if FDirection = TDirection.D_LEFT then
7115 angle := ANGLE_LEFTUP
7116 else
7117 angle := ANGLE_RIGHTUP;
7119 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7120 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7122 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7123 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7124 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7125 targets[a].Rect.Width, targets[a].Rect.Height) and
7126 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7127 begin
7128 SetAIFlag('NEEDFIRE', '1');
7129 SetAIFlag('NEEDSEEUP', '1');
7130 end;
7132 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7133 if FDirection = TDirection.D_LEFT then
7134 angle := ANGLE_LEFTDOWN
7135 else
7136 angle := ANGLE_RIGHTDOWN;
7138 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7139 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7141 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7142 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7143 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7144 targets[a].Rect.Width, targets[a].Rect.Height) and
7145 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7146 begin
7147 SetAIFlag('NEEDFIRE', '1');
7148 SetAIFlag('NEEDSEEDOWN', '1');
7149 end;
7150 end;
7152 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7153 if targets[a].Line and targets[a].Visible and
7154 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7155 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7156 begin
7157 SetAIFlag('NEEDFIRE', '1');
7158 Break;
7159 end;
7160 end;
7162 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7163 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7164 PLAYER_RECT.Width, PLAYER_RECT.Height,
7165 40+GetInterval(FDifficult.Cover, 40)) then
7166 SetAIFlag('NEEDJUMP', '1');
7168 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7169 ammo := GetAmmoByWeapon(FCurrWeap);
7170 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7171 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7172 (ammo = 0) then
7173 SetAIFlag('SELECTWEAPON', '1');
7175 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7176 if GetAIFlag('SELECTWEAPON') = '1' then
7177 begin
7178 SelectWeapon(-1);
7179 RemoveAIFlag('SELECTWEAPON');
7180 end;
7181 end;
7183 procedure TBot.Update();
7184 var
7185 EnableAI: Boolean;
7186 begin
7187 if not FAlive then
7188 begin // Respawn
7189 ReleaseKeys();
7190 PressKey(KEY_UP);
7191 end
7192 else
7193 begin
7194 EnableAI := True;
7196 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7197 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7198 EnableAI := False;
7199 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7200 EnableAI := False;
7201 if g_debug_BotAIOff = 3 then
7202 EnableAI := False;
7204 if EnableAI then
7205 begin
7206 UpdateMove();
7207 UpdateCombat();
7208 end
7209 else
7210 begin
7211 RealizeCurrentWeapon();
7212 end;
7213 end;
7215 inherited Update();
7216 end;
7218 procedure TBot.ReleaseKey(Key: Byte);
7219 begin
7220 with FKeys[Key] do
7221 begin
7222 Pressed := False;
7223 Time := 0;
7224 end;
7225 end;
7227 function TBot.KeyPressed(Key: Word): Boolean;
7228 begin
7229 Result := FKeys[Key].Pressed;
7230 end;
7232 function TBot.GetAIFlag(aName: String20): String20;
7233 var
7234 a: Integer;
7235 begin
7236 Result := '';
7238 aName := LowerCase(aName);
7240 if FAIFlags <> nil then
7241 for a := 0 to High(FAIFlags) do
7242 if LowerCase(FAIFlags[a].Name) = aName then
7243 begin
7244 Result := FAIFlags[a].Value;
7245 Break;
7246 end;
7247 end;
7249 procedure TBot.RemoveAIFlag(aName: String20);
7250 var
7251 a, b: Integer;
7252 begin
7253 if FAIFlags = nil then Exit;
7255 aName := LowerCase(aName);
7257 for a := 0 to High(FAIFlags) do
7258 if LowerCase(FAIFlags[a].Name) = aName then
7259 begin
7260 if a <> High(FAIFlags) then
7261 for b := a to High(FAIFlags)-1 do
7262 FAIFlags[b] := FAIFlags[b+1];
7264 SetLength(FAIFlags, Length(FAIFlags)-1);
7265 Break;
7266 end;
7267 end;
7269 procedure TBot.SetAIFlag(aName, fValue: String20);
7270 var
7271 a: Integer;
7272 ok: Boolean;
7273 begin
7274 a := 0;
7275 ok := False;
7277 aName := LowerCase(aName);
7279 if FAIFlags <> nil then
7280 for a := 0 to High(FAIFlags) do
7281 if LowerCase(FAIFlags[a].Name) = aName then
7282 begin
7283 ok := True;
7284 Break;
7285 end;
7287 if ok then FAIFlags[a].Value := fValue
7288 else
7289 begin
7290 SetLength(FAIFlags, Length(FAIFlags)+1);
7291 with FAIFlags[High(FAIFlags)] do
7292 begin
7293 Name := aName;
7294 Value := fValue;
7295 end;
7296 end;
7297 end;
7299 procedure TBot.UpdateMove;
7301 procedure GoLeft(Time: Word = 1);
7302 begin
7303 ReleaseKey(KEY_LEFT);
7304 ReleaseKey(KEY_RIGHT);
7305 PressKey(KEY_LEFT, Time);
7306 SetDirection(TDirection.D_LEFT);
7307 end;
7309 procedure GoRight(Time: Word = 1);
7310 begin
7311 ReleaseKey(KEY_LEFT);
7312 ReleaseKey(KEY_RIGHT);
7313 PressKey(KEY_RIGHT, Time);
7314 SetDirection(TDirection.D_RIGHT);
7315 end;
7317 function Rnd(a: Word): Boolean;
7318 begin
7319 Result := Random(a) = 0;
7320 end;
7322 procedure Turn(Time: Word = 1200);
7323 begin
7324 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7325 end;
7327 procedure Stop();
7328 begin
7329 ReleaseKey(KEY_LEFT);
7330 ReleaseKey(KEY_RIGHT);
7331 end;
7333 function CanRunLeft(): Boolean;
7334 begin
7335 Result := not CollideLevel(-1, 0);
7336 end;
7338 function CanRunRight(): Boolean;
7339 begin
7340 Result := not CollideLevel(1, 0);
7341 end;
7343 function CanRun(): Boolean;
7344 begin
7345 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7346 end;
7348 procedure Jump(Time: Word = 30);
7349 begin
7350 PressKey(KEY_JUMP, Time);
7351 end;
7353 function NearHole(): Boolean;
7354 var
7355 x, sx: Integer;
7356 begin
7357 { TODO 5 : Ëåñòíèöû }
7358 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7359 for x := 1 to PLAYER_RECT.Width do
7360 if (not StayOnStep(x*sx, 0)) and
7361 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7362 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7363 begin
7364 Result := True;
7365 Exit;
7366 end;
7368 Result := False;
7369 end;
7371 function BorderHole(): Boolean;
7372 var
7373 x, sx, xx: Integer;
7374 begin
7375 { TODO 5 : Ëåñòíèöû }
7376 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7377 for x := 1 to PLAYER_RECT.Width do
7378 if (not StayOnStep(x*sx, 0)) and
7379 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7380 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7381 begin
7382 for xx := x to x+32 do
7383 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7384 begin
7385 Result := True;
7386 Exit;
7387 end;
7388 end;
7390 Result := False;
7391 end;
7393 function NearDeepHole(): Boolean;
7394 var
7395 x, sx, y: Integer;
7396 begin
7397 Result := False;
7399 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7400 y := 3;
7402 for x := 1 to PLAYER_RECT.Width do
7403 if (not StayOnStep(x*sx, 0)) and
7404 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7405 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7406 begin
7407 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7408 begin
7409 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7410 y := y+1;
7411 end;
7413 Result := True;
7414 end else Result := False;
7415 end;
7417 function OverDeepHole(): Boolean;
7418 var
7419 y: Integer;
7420 begin
7421 Result := False;
7423 y := 1;
7424 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7425 begin
7426 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7427 y := y+1;
7428 end;
7430 Result := True;
7431 end;
7433 function OnGround(): Boolean;
7434 begin
7435 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7436 end;
7438 function OnLadder(): Boolean;
7439 begin
7440 Result := FullInStep(0, 0);
7441 end;
7443 function BelowLadder(): Boolean;
7444 begin
7445 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7446 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7447 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7448 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7449 end;
7451 function BelowLiftUp(): Boolean;
7452 begin
7453 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7454 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7455 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7456 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7457 end;
7459 function OnTopLift(): Boolean;
7460 begin
7461 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7462 end;
7464 function CanJumpOver(): Boolean;
7465 var
7466 sx, y: Integer;
7467 begin
7468 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7470 Result := False;
7472 if not CollideLevel(sx, 0) then Exit;
7474 for y := 1 to BOT_MAXJUMP do
7475 if CollideLevel(0, -y) then Exit else
7476 if not CollideLevel(sx, -y) then
7477 begin
7478 Result := True;
7479 Exit;
7480 end;
7481 end;
7483 function CanJumpUp(Dist: ShortInt): Boolean;
7484 var
7485 y, yy: Integer;
7486 c: Boolean;
7487 begin
7488 Result := False;
7490 if CollideLevel(Dist, 0) then Exit;
7492 c := False;
7493 for y := 0 to BOT_MAXJUMP do
7494 if CollideLevel(Dist, -y) then
7495 begin
7496 c := True;
7497 Break;
7498 end;
7500 if not c then Exit;
7502 c := False;
7503 for yy := y+1 to BOT_MAXJUMP do
7504 if not CollideLevel(Dist, -yy) then
7505 begin
7506 c := True;
7507 Break;
7508 end;
7510 if not c then Exit;
7512 c := False;
7513 for y := 0 to BOT_MAXJUMP do
7514 if CollideLevel(0, -y) then
7515 begin
7516 c := True;
7517 Break;
7518 end;
7520 if c then Exit;
7522 if y < yy then Exit;
7524 Result := True;
7525 end;
7527 function IsSafeTrigger(): Boolean;
7528 var
7529 a: Integer;
7530 begin
7531 Result := True;
7532 if gTriggers = nil then
7533 Exit;
7534 for a := 0 to High(gTriggers) do
7535 if Collide(gTriggers[a].X,
7536 gTriggers[a].Y,
7537 gTriggers[a].Width,
7538 gTriggers[a].Height) and
7539 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7540 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7541 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7542 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7543 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7544 Result := False;
7545 end;
7547 begin
7548 // Âîçìîæíî, íàæèìàåì êíîïêó:
7549 if Rnd(16) and IsSafeTrigger() then
7550 PressKey(KEY_OPEN);
7552 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7553 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7554 begin
7555 ReleaseKey(KEY_LEFT);
7556 ReleaseKey(KEY_RIGHT);
7557 Jump();
7558 end;
7560 // Èäåì âëåâî, åñëè íàäî áûëî:
7561 if GetAIFlag('GOLEFT') <> '' then
7562 begin
7563 RemoveAIFlag('GOLEFT');
7564 if CanRunLeft() then
7565 GoLeft(360);
7566 end;
7568 // Èäåì âïðàâî, åñëè íàäî áûëî:
7569 if GetAIFlag('GORIGHT') <> '' then
7570 begin
7571 RemoveAIFlag('GORIGHT');
7572 if CanRunRight() then
7573 GoRight(360);
7574 end;
7576 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7577 if FObj.X < -32 then
7578 GoRight(360)
7579 else
7580 if FObj.X+32 > gMapInfo.Width then
7581 GoLeft(360);
7583 // Ïðûãàåì, åñëè íàäî áûëî:
7584 if GetAIFlag('NEEDJUMP') <> '' then
7585 begin
7586 Jump(0);
7587 RemoveAIFlag('NEEDJUMP');
7588 end;
7590 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7591 if GetAIFlag('NEEDSEEUP') <> '' then
7592 begin
7593 ReleaseKey(KEY_UP);
7594 ReleaseKey(KEY_DOWN);
7595 PressKey(KEY_UP, 20);
7596 RemoveAIFlag('NEEDSEEUP');
7597 end;
7599 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7600 if GetAIFlag('NEEDSEEDOWN') <> '' then
7601 begin
7602 ReleaseKey(KEY_UP);
7603 ReleaseKey(KEY_DOWN);
7604 PressKey(KEY_DOWN, 20);
7605 RemoveAIFlag('NEEDSEEDOWN');
7606 end;
7608 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7609 if GetAIFlag('GOINHOLE') <> '' then
7610 if not OnGround() then
7611 begin
7612 ReleaseKey(KEY_LEFT);
7613 ReleaseKey(KEY_RIGHT);
7614 RemoveAIFlag('GOINHOLE');
7615 SetAIFlag('FALLINHOLE', '1');
7616 end;
7618 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7619 if GetAIFlag('FALLINHOLE') <> '' then
7620 if OnGround() then
7621 RemoveAIFlag('FALLINHOLE');
7623 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7624 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7625 if GetAIFlag('FALLINHOLE') = '' then
7626 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7627 if Rnd(2) then
7628 GoLeft(360)
7629 else
7630 GoRight(360);
7632 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7633 if OnGround() and
7634 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7635 Rnd(8) then
7636 Jump();
7638 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7639 if OnGround() and NearHole() then
7640 if NearDeepHole() then // Åñëè ýòî áåçäíà
7641 case Random(6) of
7642 0..3: Turn(); // Áåæèì îáðàòíî
7643 4: Jump(); // Ïðûãàåì
7644 5: begin // Ïðûãàåì îáðàòíî
7645 Turn();
7646 Jump();
7647 end;
7648 end
7649 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7650 if GetAIFlag('GOINHOLE') = '' then
7651 case Random(6) of
7652 0: Turn(); // Íå íóæíî òóäà
7653 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7654 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7655 if BorderHole() then
7656 SetAIFlag('GOINHOLE', '1');
7657 end;
7659 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7660 if (not CanRun()) and OnGround() then
7661 begin
7662 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7663 if CanJumpOver() or OnLadder() then
7664 Jump()
7665 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7666 if Random(2) = 0 then
7667 begin
7668 if IsSafeTrigger() then
7669 PressKey(KEY_OPEN);
7670 end else
7671 Turn();
7672 end;
7674 // Îñòàëîñü ìàëî âîçäóõà:
7675 if FAir < 36 * 2 then
7676 Jump(20);
7678 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7679 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7680 if BodyInAcid(0, 0) then
7681 Jump();
7682 end;
7684 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7685 begin
7686 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7687 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7688 end;
7690 {function TBot.NeedItem(Item: Byte): Byte;
7691 begin
7692 Result := 4;
7693 end;}
7695 procedure TBot.SelectWeapon(Dist: Integer);
7696 var
7697 a: Integer;
7699 function HaveAmmo(weapon: Byte): Boolean;
7700 begin
7701 case weapon of
7702 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7703 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7704 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7705 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7706 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7707 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7708 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7709 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7710 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7711 else Result := True;
7712 end;
7713 end;
7715 begin
7716 if Dist = -1 then Dist := BOT_LONGDIST;
7718 if Dist > BOT_LONGDIST then
7719 begin // Äàëüíèé áîé
7720 for a := 0 to 9 do
7721 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7722 begin
7723 FSelectedWeapon := FDifficult.WeaponPrior[a];
7724 Break;
7725 end;
7726 end
7727 else //if Dist > BOT_UNSAFEDIST then
7728 begin // Áëèæíèé áîé
7729 for a := 0 to 9 do
7730 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7731 begin
7732 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7733 Break;
7734 end;
7735 end;
7736 { else
7737 begin
7738 for a := 0 to 9 do
7739 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7740 begin
7741 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7742 Break;
7743 end;
7744 end;}
7745 end;
7747 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7748 begin
7749 Result := inherited PickItem(ItemType, force, remove);
7751 if Result then SetAIFlag('SELECTWEAPON', '1');
7752 end;
7754 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7755 begin
7756 Result := inherited Heal(value, Soft);
7757 end;
7759 function TBot.Healthy(): Byte;
7760 begin
7761 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7762 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7763 else if (FHealth > 50) then Result := 2
7764 else if (FHealth > 20) then Result := 1
7765 else Result := 0;
7766 end;
7768 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7769 begin
7770 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7771 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7772 end;
7774 procedure TBot.OnDamage(Angle: SmallInt);
7775 var
7776 pla: TPlayer;
7777 mon: TMonster;
7778 ok: Boolean;
7779 begin
7780 inherited;
7782 if (Angle = 0) or (Angle = 180) then
7783 begin
7784 ok := False;
7785 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7786 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7787 begin // Èãðîê
7788 pla := g_Player_Get(FLastSpawnerUID);
7789 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7790 pla.FObj.Y + PLAYER_RECT.Y);
7791 end
7792 else
7793 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7794 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7795 begin // Ìîíñòð
7796 mon := g_Monsters_ByUID(FLastSpawnerUID);
7797 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7798 mon.Obj.Y + mon.Obj.Rect.Y);
7799 end;
7801 if ok then
7802 if Angle = 0 then
7803 SetAIFlag('ATTACKLEFT', '1')
7804 else
7805 SetAIFlag('ATTACKRIGHT', '1');
7806 end;
7807 end;
7809 function TBot.RunDirection(): TDirection;
7810 begin
7811 if Abs(Vel.X) >= 1 then
7812 begin
7813 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7814 end else
7815 Result := FDirection;
7816 end;
7818 function TBot.GetRnd(a: Byte): Boolean;
7819 begin
7820 if a = 0 then Result := False
7821 else if a = 255 then Result := True
7822 else Result := Random(256) > 255-a;
7823 end;
7825 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7826 begin
7827 Result := Round((255-a)/255*radius*(Random(2)-1));
7828 end;
7831 procedure TDifficult.save (st: TStream);
7832 begin
7833 utils.writeInt(st, Byte(DiagFire));
7834 utils.writeInt(st, Byte(InvisFire));
7835 utils.writeInt(st, Byte(DiagPrecision));
7836 utils.writeInt(st, Byte(FlyPrecision));
7837 utils.writeInt(st, Byte(Cover));
7838 utils.writeInt(st, Byte(CloseJump));
7839 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7840 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7841 end;
7843 procedure TDifficult.load (st: TStream);
7844 begin
7845 DiagFire := utils.readByte(st);
7846 InvisFire := utils.readByte(st);
7847 DiagPrecision := utils.readByte(st);
7848 FlyPrecision := utils.readByte(st);
7849 Cover := utils.readByte(st);
7850 CloseJump := utils.readByte(st);
7851 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7852 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7853 end;
7856 procedure TBot.SaveState (st: TStream);
7857 var
7858 i: Integer;
7859 dw: Integer;
7860 begin
7861 inherited SaveState(st);
7862 utils.writeSign(st, 'BOT0');
7863 // Âûáðàííîå îðóæèå
7864 utils.writeInt(st, Byte(FSelectedWeapon));
7865 // UID öåëè
7866 utils.writeInt(st, Word(FTargetUID));
7867 // Âðåìÿ ïîòåðè öåëè
7868 utils.writeInt(st, LongWord(FLastVisible));
7869 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7870 dw := Length(FAIFlags);
7871 utils.writeInt(st, LongInt(dw));
7872 // Ôëàãè ÈÈ
7873 for i := 0 to dw-1 do
7874 begin
7875 utils.writeStr(st, FAIFlags[i].Name, 20);
7876 utils.writeStr(st, FAIFlags[i].Value, 20);
7877 end;
7878 // Íàñòðîéêè ñëîæíîñòè
7879 FDifficult.save(st);
7880 end;
7883 procedure TBot.LoadState (st: TStream);
7884 var
7885 i: Integer;
7886 dw: Integer;
7887 begin
7888 inherited LoadState(st);
7889 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7890 // Âûáðàííîå îðóæèå
7891 FSelectedWeapon := utils.readByte(st);
7892 // UID öåëè
7893 FTargetUID := utils.readWord(st);
7894 // Âðåìÿ ïîòåðè öåëè
7895 FLastVisible := utils.readLongWord(st);
7896 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7897 dw := utils.readLongInt(st);
7898 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7899 SetLength(FAIFlags, dw);
7900 // Ôëàãè ÈÈ
7901 for i := 0 to dw-1 do
7902 begin
7903 FAIFlags[i].Name := utils.readStr(st, 20);
7904 FAIFlags[i].Value := utils.readStr(st, 20);
7905 end;
7906 // Íàñòðîéêè ñëîæíîñòè
7907 FDifficult.load(st);
7908 end;
7911 begin
7912 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7913 conRegVar('player_indicator', @gPlayerIndicator, 'Draw indicator only for current player, also for teammates, or not at all', 'Draw indicator only for current player, also for teammates, or not at all');
7914 conRegVar('player_indicator_style', @gPlayerIndicatorStyle, 'Visual appearance of indicator', 'Visual appearance of indicator');
7915 end.