DEADSOFTWARE

some tree code for monsters
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) DooM 2D:Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 unit g_player;
19 interface
21 uses
22 e_graphics, g_playermodel, g_basic, g_textures,
23 g_weapons, g_phys, g_sound, g_saveload, MAPSTRUCT,
24 BinEditor, g_panel;
26 const
27 KEY_LEFT = 1;
28 KEY_RIGHT = 2;
29 KEY_UP = 3;
30 KEY_DOWN = 4;
31 KEY_FIRE = 5;
32 KEY_NEXTWEAPON = 6;
33 KEY_PREVWEAPON = 7;
34 KEY_OPEN = 8;
35 KEY_JUMP = 9;
36 KEY_CHAT = 10;
38 R_ITEM_BACKPACK = 0;
39 R_KEY_RED = 1;
40 R_KEY_GREEN = 2;
41 R_KEY_BLUE = 3;
42 R_BERSERK = 4;
44 MR_SUIT = 0;
45 MR_INVUL = 1;
46 MR_INVIS = 2;
47 MR_MAX = 2;
49 A_BULLETS = 0;
50 A_SHELLS = 1;
51 A_ROCKETS = 2;
52 A_CELLS = 3;
53 A_FUEL = 4;
54 A_HIGH = 4;
56 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
57 ((200, 50, 50, 300, 100),
58 (400, 100, 100, 600, 200));
60 K_SIMPLEKILL = 0;
61 K_HARDKILL = 1;
62 K_EXTRAHARDKILL = 2;
63 K_FALLKILL = 3;
65 T_RESPAWN = 0;
66 T_SWITCH = 1;
67 T_USE = 2;
68 T_FLAGCAP = 3;
70 TEAM_NONE = 0;
71 TEAM_RED = 1;
72 TEAM_BLUE = 2;
73 TEAM_COOP = 3;
75 SHELL_BULLET = 0;
76 SHELL_SHELL = 1;
77 SHELL_DBLSHELL = 2;
79 ANGLE_NONE = Low(SmallInt);
81 CORPSE_STATE_REMOVEME = 0;
82 CORPSE_STATE_NORMAL = 1;
83 CORPSE_STATE_MESS = 2;
85 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
86 PLAYER_RECT_CX = 15+(34 div 2);
87 PLAYER_RECT_CY = 12+(52 div 2);
88 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
90 PLAYER_HP_SOFT = 100;
91 PLAYER_HP_LIMIT = 200;
92 PLAYER_AP_SOFT = 100;
93 PLAYER_AP_LIMIT = 200;
94 SUICIDE_DAMAGE = 112;
96 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
97 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
99 type
100 TPlayerStat = record
101 Ping: Word;
102 Loss: Byte;
103 Name: String;
104 Team: Byte;
105 Frags: SmallInt;
106 Deaths: SmallInt;
107 Lives: Byte;
108 Kills: Word;
109 Color: TRGB;
110 Spectator: Boolean;
111 end;
113 TPlayerStatArray = Array of TPlayerStat;
115 TPlayerSavedState = record
116 Health: Integer;
117 Armor: Integer;
118 Air: Integer;
119 JetFuel: Integer;
120 CurrWeap: Byte;
121 NextWeap: WORD;
122 NextWeapDelay: Byte;
123 Ammo: Array [A_BULLETS..A_HIGH] of Word;
124 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
125 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
126 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
127 WaitRecall: Boolean;
128 end;
130 TKeyState = record
131 Pressed: Boolean;
132 Time: Word;
133 end;
135 TPlayer = class (TObject)
136 private
137 FIamBot: Boolean;
138 FUID: Word;
139 FName: String;
140 FTeam: Byte;
141 FLive: Boolean;
142 FSpawned: Boolean;
143 FDirection: TDirection;
144 FHealth: Integer;
145 FLives: Byte;
146 FArmor: Integer;
147 FAir: Integer;
148 FPain: Integer;
149 FPickup: Integer;
150 FKills: Integer;
151 FMonsterKills: Integer;
152 FFrags: Integer;
153 FFragCombo: Byte;
154 FLastFrag: LongWord;
155 FComboEvnt: Integer;
156 FDeath: Integer;
157 FCanJetpack: Boolean;
158 FJetFuel: Integer;
159 FFlag: Byte;
160 FSecrets: Integer;
161 FCurrWeap: Byte;
162 FNextWeap: WORD;
163 FNextWeapDelay: Byte; // frames
164 FBFGFireCounter: SmallInt;
165 FLastSpawnerUID: Word;
166 FLastHit: Byte;
167 FObj: TObj;
168 FXTo, FYTo: Integer;
169 FSpectatePlayer: Integer;
170 FFirePainTime: Integer;
171 FFireAttacker: Word;
173 FSavedState: TPlayerSavedState;
175 FModel: TPlayerModel;
176 FActionPrior: Byte;
177 FActionAnim: Byte;
178 FActionForce: Boolean;
179 FActionChanged: Boolean;
180 FAngle: SmallInt;
181 FFireAngle: SmallInt;
182 FIncCam: Integer;
183 FShellTimer: Integer;
184 FShellType: Byte;
185 FSawSound: TPlayableSound;
186 FSawSoundIdle: TPlayableSound;
187 FSawSoundHit: TPlayableSound;
188 FSawSoundSelect: TPlayableSound;
189 FJetSoundOn: TPlayableSound;
190 FJetSoundOff: TPlayableSound;
191 FJetSoundFly: TPlayableSound;
192 FGodMode: Boolean;
193 FNoTarget: Boolean;
194 FNoReload: Boolean;
195 FJustTeleported: Boolean;
196 FNetTime: LongWord;
198 function CollideLevel(XInc, YInc: Integer): Boolean;
199 function StayOnStep(XInc, YInc: Integer): Boolean;
200 function HeadInLiquid(XInc, YInc: Integer): Boolean;
201 function BodyInLiquid(XInc, YInc: Integer): Boolean;
202 function BodyInAcid(XInc, YInc: Integer): Boolean;
203 function FullInLift(XInc, YInc: Integer): Integer;
204 {procedure CollideItem();}
205 procedure FlySmoke(Times: DWORD = 1);
206 procedure OnFireFlame(Times: DWORD = 1);
207 function GetAmmoByWeapon(Weapon: Byte): Word;
208 procedure SetAction(Action: Byte; Force: Boolean = False);
209 procedure OnDamage(Angle: SmallInt); virtual;
210 function firediry(): Integer;
212 procedure Run(Direction: TDirection);
213 procedure NextWeapon();
214 procedure PrevWeapon();
215 procedure SeeUp();
216 procedure SeeDown();
217 procedure Fire();
218 procedure Jump();
219 procedure Use();
221 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
222 procedure resetWeaponQueue ();
223 function hasAmmoForWeapon (weapon: Byte): Boolean;
225 public
226 FDamageBuffer: Integer;
228 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
229 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
230 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
231 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
232 FBerserk: Integer;
233 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
234 FReloading: Array [WP_FIRST..WP_LAST] of Word;
235 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
236 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
237 FColor: TRGB;
238 FPreferredTeam: Byte;
239 FSpectator: Boolean;
240 FNoRespawn: Boolean;
241 FWantsInGame: Boolean;
242 FGhost: Boolean;
243 FPhysics: Boolean;
244 FJetpack: Boolean;
245 FActualModelName: string;
246 FClientID: SmallInt;
247 FPing: Word;
248 FLoss: Byte;
249 FDummy: Boolean;
250 FFireTime: Integer;
252 constructor Create(); virtual;
253 destructor Destroy(); override;
254 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
255 function GetRespawnPoint(): Byte;
256 procedure PressKey(Key: Byte; Time: Word = 1);
257 procedure ReleaseKeys();
258 procedure SetModel(ModelName: String);
259 procedure SetColor(Color: TRGB);
260 procedure SetWeapon(W: Byte);
261 function IsKeyPressed(K: Byte): Boolean;
262 function GetKeys(): Byte;
263 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
264 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
265 function Collide(Panel: TPanel): Boolean; overload;
266 function Collide(X, Y: Integer): Boolean; overload;
267 procedure SetDirection(Direction: TDirection);
268 procedure GetSecret();
269 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
270 procedure Touch();
271 procedure Push(vx, vy: Integer);
272 procedure ChangeModel(ModelName: String);
273 procedure SwitchTeam;
274 procedure ChangeTeam(Team: Byte);
275 procedure BFGHit();
276 function GetFlag(Flag: Byte): Boolean;
277 procedure SetFlag(Flag: Byte);
278 function DropFlag(): Boolean;
279 procedure AllRulez(Health: Boolean);
280 procedure RestoreHealthArmor();
281 procedure FragCombo();
282 procedure GiveItem(ItemType: Byte);
283 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
284 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
285 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
286 procedure MakeBloodSimple(Count: Word);
287 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
288 procedure Reset(Force: Boolean);
289 procedure Spectate(NoMove: Boolean = False);
290 procedure SwitchNoClip;
291 procedure SoftReset();
292 procedure Draw(); virtual;
293 procedure DrawPain();
294 procedure DrawPickup();
295 procedure DrawRulez();
296 procedure DrawAim();
297 procedure DrawBubble();
298 procedure DrawGUI();
299 procedure Update(); virtual;
300 procedure RememberState();
301 procedure RecallState();
302 procedure SaveState(var Mem: TBinMemoryWriter); virtual;
303 procedure LoadState(var Mem: TBinMemoryReader); virtual;
304 procedure PauseSounds(Enable: Boolean);
305 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
306 procedure DoLerp(Level: Integer = 2);
307 procedure SetLerp(XTo, YTo: Integer);
308 procedure QueueWeaponSwitch(Weapon: Byte);
309 procedure RealizeCurrentWeapon();
310 procedure JetpackOn;
311 procedure JetpackOff;
312 procedure CatchFire(Attacker: Word);
314 //WARNING! this does nothing for now, but still call it!
315 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
317 property Name: String read FName write FName;
318 property Model: TPlayerModel read FModel;
319 property Health: Integer read FHealth write FHealth;
320 property Lives: Byte read FLives write FLives;
321 property Armor: Integer read FArmor write FArmor;
322 property Air: Integer read FAir write FAir;
323 property JetFuel: Integer read FJetFuel write FJetFuel;
324 property Frags: Integer read FFrags write FFrags;
325 property Death: Integer read FDeath write FDeath;
326 property Kills: Integer read FKills write FKills;
327 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
328 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
329 property Secrets: Integer read FSecrets;
330 property GodMode: Boolean read FGodMode write FGodMode;
331 property NoTarget: Boolean read FNoTarget write FNoTarget;
332 property NoReload: Boolean read FNoReload write FNoReload;
333 property Live: Boolean read FLive write FLive;
334 property Flag: Byte read FFlag;
335 property Team: Byte read FTeam write FTeam;
336 property Direction: TDirection read FDirection;
337 property GameX: Integer read FObj.X write FObj.X;
338 property GameY: Integer read FObj.Y write FObj.Y;
339 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
340 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
341 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
342 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
343 property Vel: TPoint2i read FObj.Vel;
344 property Obj: TObj read FObj;
345 property IncCam: Integer read FIncCam write FIncCam;
346 property UID: Word read FUID write FUID;
347 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
348 property NetTime: LongWord read FNetTime write FNetTime;
349 end;
351 TDifficult = record
352 DiagFire: Byte;
353 InvisFire: Byte;
354 DiagPrecision: Byte;
355 FlyPrecision: Byte;
356 Cover: Byte;
357 CloseJump: Byte;
358 WeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
359 CloseWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
360 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
361 end;
363 TAIFlag = record
364 Name: String;
365 Value: String;
366 end;
368 TBot = class (TPlayer)
369 private
370 FSelectedWeapon: Byte;
371 FTargetUID: Word;
372 FLastVisible: DWORD;
373 FAIFlags: Array of TAIFlag;
374 FDifficult: TDifficult;
376 function GetRnd(a: Byte): Boolean;
377 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
378 function RunDirection(): TDirection;
379 function FullInStep(XInc, YInc: Integer): Boolean;
380 //function NeedItem(Item: Byte): Byte;
381 procedure SelectWeapon(Dist: Integer);
382 procedure SetAIFlag(aName, fValue: String20);
383 function GetAIFlag(aName: String20): String20;
384 procedure RemoveAIFlag(aName: String20);
385 function Healthy(): Byte;
386 procedure UpdateMove();
387 procedure UpdateCombat();
388 function KeyPressed(Key: Word): Boolean;
389 procedure ReleaseKey(Key: Byte);
390 function TargetOnScreen(TX, TY: Integer): Boolean;
391 procedure OnDamage(Angle: SmallInt); override;
393 public
394 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
395 constructor Create(); override;
396 destructor Destroy(); override;
397 procedure Draw(); override;
398 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
399 function Heal(value: Word; Soft: Boolean): Boolean; override;
400 procedure Update(); override;
401 procedure SaveState(var Mem: TBinMemoryWriter); override;
402 procedure LoadState(var Mem: TBinMemoryReader); override;
403 end;
405 TGib = record
406 Live: Boolean;
407 ID: DWORD;
408 MaskID: DWORD;
409 RAngle: Integer;
410 Color: TRGB;
411 Obj: TObj;
413 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
414 end;
417 TShell = record
418 SpriteID: DWORD;
419 Live: Boolean;
420 SType: Byte;
421 RAngle: Integer;
422 Timeout: Cardinal;
423 CX, CY: Integer;
424 Obj: TObj;
426 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
427 end;
429 TCorpse = class (TObject)
430 private
431 FModelName: String;
432 FMess: Boolean;
433 FState: Byte;
434 FDamage: Byte;
435 FColor: TRGB;
436 FObj: TObj;
437 FAnimation: TAnimation;
438 FAnimationMask: TAnimation;
440 public
441 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
442 destructor Destroy(); override;
443 procedure Damage(Value: Word; vx, vy: Integer);
444 procedure Update();
445 procedure Draw();
446 procedure SaveState(var Mem: TBinMemoryWriter);
447 procedure LoadState(var Mem: TBinMemoryReader);
449 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
451 property Obj: TObj read FObj;
452 property State: Byte read FState;
453 property Mess: Boolean read FMess;
454 end;
456 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
457 record
458 Goals: SmallInt;
459 end;
461 var
462 gPlayers: Array of TPlayer;
463 gCorpses: Array of TCorpse;
464 gGibs: Array of TGib;
465 gShells: Array of TShell;
466 gTeamStat: TTeamStat;
467 gFly: Boolean = False;
468 gAimLine: Boolean = False;
469 gChatBubble: Byte = 0;
470 gNumBots: Word = 0;
471 gLMSPID1: Word = 0;
472 gLMSPID2: Word = 0;
473 MAX_RUNVEL: Integer = 8;
474 VEL_JUMP: Integer = 10;
475 SHELL_TIMEOUT: Cardinal = 60000;
477 function Lerp(X, Y, Factor: Integer): Integer;
479 procedure g_Gibs_SetMax(Count: Word);
480 function g_Gibs_GetMax(): Word;
481 procedure g_Corpses_SetMax(Count: Word);
482 function g_Corpses_GetMax(): Word;
483 procedure g_Shells_SetMax(Count: Word);
484 function g_Shells_GetMax(): Word;
486 procedure g_Player_Init();
487 procedure g_Player_Free();
488 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
489 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
490 procedure g_Player_Remove(UID: Word);
491 procedure g_Player_ResetTeams();
492 procedure g_Player_UpdateAll();
493 procedure g_Player_DrawAll();
494 procedure g_Player_DrawDebug(p: TPlayer);
495 procedure g_Player_DrawHealth();
496 procedure g_Player_RememberAll();
497 procedure g_Player_ResetAll(Force, Silent: Boolean);
498 function g_Player_Get(UID: Word): TPlayer;
499 function g_Player_GetCount(): Byte;
500 function g_Player_GetStats(): TPlayerStatArray;
501 function g_Player_ValidName(Name: String): Boolean;
502 procedure g_Player_CreateCorpse(Player: TPlayer);
503 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
504 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
505 procedure g_Player_UpdatePhysicalObjects();
506 procedure g_Player_DrawCorpses();
507 procedure g_Player_DrawShells();
508 procedure g_Player_RemoveAllCorpses();
509 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
510 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
511 procedure g_Bot_Add(Team, Difficult: Byte);
512 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
513 procedure g_Bot_MixNames();
514 procedure g_Bot_RemoveAll();
516 implementation
518 uses
519 e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math,
520 g_options, g_triggers, g_menu, MAPDEF, g_game,
521 wadreader, g_main, g_monsters, CONFIG, g_language, g_net, g_netmsg;
523 type
524 TBotProfile = record
525 name: ShortString;
526 model: ShortString;
527 team: Byte;
528 color: TRGB;
529 diag_fire: Byte;
530 invis_fire: Byte;
531 diag_precision: Byte;
532 fly_precision: Byte;
533 cover: Byte;
534 close_jump: Byte;
535 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
536 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
537 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
538 end;
540 const
541 TIME_RESPAWN1 = 1500;
542 TIME_RESPAWN2 = 2000;
543 TIME_RESPAWN3 = 3000;
544 AIR_DEF = 360;
545 AIR_MAX = 1091;
546 JET_MAX = 540; // ~30 sec
547 PLAYER_SUIT_TIME = 30000;
548 PLAYER_INVUL_TIME = 30000;
549 PLAYER_INVIS_TIME = 35000;
550 FRAG_COMBO_TIME = 3000;
551 VEL_SW = 4;
552 VEL_FLY = 6;
553 ANGLE_RIGHTUP = 55;
554 ANGLE_RIGHTDOWN = -35;
555 ANGLE_LEFTUP = 125;
556 ANGLE_LEFTDOWN = -145;
557 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
558 WEAPONPOINT: Array [TDirection] of TPoint = ((X:16; Y:32), (X:47; Y:32));
559 BOT_MAXJUMP = 84;
560 BOT_LONGDIST = 300;
561 BOT_UNSAFEDIST = 128;
562 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
563 (R:0; G:0; B:255));
564 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
565 FlyPrecision: 32; Cover: 32; CloseJump: 32;
566 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
567 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
568 FlyPrecision: 127; Cover: 127; CloseJump: 127;
569 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
570 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
571 FlyPrecision: 255; Cover: 255; CloseJump: 255;
572 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
573 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
574 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
575 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
576 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
577 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
578 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
579 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
580 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
581 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
582 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
583 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
584 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
585 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
586 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
587 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
588 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
589 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
591 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
592 CORPSE_SIGNATURE = $50524F43; // 'CORP'
594 BOTNAMES_FILENAME = 'botnames.txt';
595 BOTLIST_FILENAME = 'botlist.txt';
597 var
598 MaxGibs: Word = 150;
599 MaxCorpses: Word = 20;
600 MaxShells: Word = 300;
601 CurrentGib: Integer = 0;
602 CurrentShell: Integer = 0;
603 BotNames: Array of String;
604 BotList: Array of TBotProfile;
607 procedure TGib.positionChanged (); begin end;
608 procedure TShell.positionChanged (); begin end;
611 function Lerp(X, Y, Factor: Integer): Integer;
612 begin
613 Result := X + ((Y - X) div Factor);
614 end;
616 function SameTeam(UID1, UID2: Word): Boolean;
617 begin
618 Result := False;
620 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
621 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
623 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
625 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
626 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
628 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
629 end;
631 procedure g_Gibs_SetMax(Count: Word);
632 begin
633 MaxGibs := Count;
634 SetLength(gGibs, Count);
636 if CurrentGib >= Count then
637 CurrentGib := 0;
638 end;
640 function g_Gibs_GetMax(): Word;
641 begin
642 Result := MaxGibs;
643 end;
645 procedure g_Shells_SetMax(Count: Word);
646 begin
647 MaxShells := Count;
648 SetLength(gShells, Count);
650 if CurrentShell >= Count then
651 CurrentShell := 0;
652 end;
654 function g_Shells_GetMax(): Word;
655 begin
656 Result := MaxShells;
657 end;
660 procedure g_Corpses_SetMax(Count: Word);
661 begin
662 MaxCorpses := Count;
663 SetLength(gCorpses, Count);
664 end;
666 function g_Corpses_GetMax(): Word;
667 begin
668 Result := MaxCorpses;
669 end;
671 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
672 var
673 a: Integer;
674 ok: Boolean;
675 begin
676 Result := 0;
678 ok := False;
679 a := 0;
681 // Åñòü ëè ìåñòî â gPlayers:
682 if gPlayers <> nil then
683 for a := 0 to High(gPlayers) do
684 if gPlayers[a] = nil then
685 begin
686 ok := True;
687 Break;
688 end;
690 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
691 if not ok then
692 begin
693 SetLength(gPlayers, Length(gPlayers)+1);
694 a := High(gPlayers);
695 end;
697 // Ñîçäàåì îáúåêò èãðîêà:
698 if Bot then
699 gPlayers[a] := TBot.Create()
700 else
701 gPlayers[a] := TPlayer.Create();
704 gPlayers[a].FActualModelName := ModelName;
705 gPlayers[a].SetModel(ModelName);
707 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
708 if gPlayers[a].FModel = nil then
709 begin
710 gPlayers[a].Free();
711 gPlayers[a] := nil;
712 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
713 Exit;
714 end;
716 if not (Team in [TEAM_RED, TEAM_BLUE]) then
717 if Random(2) = 0 then
718 Team := TEAM_RED
719 else
720 Team := TEAM_BLUE;
721 gPlayers[a].FPreferredTeam := Team;
723 case gGameSettings.GameMode of
724 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
725 GM_TDM,
726 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
727 GM_SINGLE,
728 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
729 end;
731 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
732 gPlayers[a].FColor := Color;
733 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
734 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
735 else
736 gPlayers[a].FModel.Color := Color;
738 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
739 gPlayers[a].FLive := False;
741 Result := gPlayers[a].FUID;
742 end;
744 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
745 var
746 a, i: Integer;
747 ok, Bot: Boolean;
748 sig: DWORD;
749 b: Byte;
750 begin
751 Result := 0;
752 if Mem = nil then
753 Exit;
755 // Ñèãíàòóðà èãðîêà:
756 Mem.ReadDWORD(sig);
757 if sig <> PLAYER_SIGNATURE then // 'PLYR'
758 begin
759 raise EBinSizeError.Create('g_Player_CreateFromState: Wrong Player Signature');
760 end;
762 // Áîò èëè ÷åëîâåê:
763 Mem.ReadBoolean(Bot);
765 ok := False;
766 a := 0;
768 // Åñòü ëè ìåñòî â gPlayers:
769 if gPlayers <> nil then
770 for a := 0 to High(gPlayers) do
771 if gPlayers[a] = nil then
772 begin
773 ok := True;
774 Break;
775 end;
777 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
778 if not ok then
779 begin
780 SetLength(gPlayers, Length(gPlayers)+1);
781 a := High(gPlayers);
782 end;
784 // Ñîçäàåì îáúåêò èãðîêà:
785 if Bot then
786 gPlayers[a] := TBot.Create()
787 else
788 gPlayers[a] := TPlayer.Create();
789 gPlayers[a].FIamBot := Bot;
790 gPlayers[a].FPhysics := True;
792 // UID èãðîêà:
793 Mem.ReadWord(gPlayers[a].FUID);
794 // Èìÿ èãðîêà:
795 Mem.ReadString(gPlayers[a].FName);
796 // Êîìàíäà:
797 Mem.ReadByte(gPlayers[a].FTeam);
798 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
799 // Æèâ ëè:
800 Mem.ReadBoolean(gPlayers[a].FLive);
801 // Èçðàñõîäîâàë ëè âñå æèçíè:
802 Mem.ReadBoolean(gPlayers[a].FNoRespawn);
803 // Íàïðàâëåíèå:
804 Mem.ReadByte(b);
805 if b = 1 then
806 gPlayers[a].FDirection := D_LEFT
807 else // b = 2
808 gPlayers[a].FDirection := D_RIGHT;
809 // Çäîðîâüå:
810 Mem.ReadInt(gPlayers[a].FHealth);
811 // Æèçíè:
812 Mem.ReadByte(gPlayers[a].FLives);
813 // Áðîíÿ:
814 Mem.ReadInt(gPlayers[a].FArmor);
815 // Çàïàñ âîçäóõà:
816 Mem.ReadInt(gPlayers[a].FAir);
817 // Çàïàñ ãîðþ÷åãî:
818 Mem.ReadInt(gPlayers[a].FJetFuel);
819 // Áîëü:
820 Mem.ReadInt(gPlayers[a].FPain);
821 // Óáèë:
822 Mem.ReadInt(gPlayers[a].FKills);
823 // Óáèë ìîíñòðîâ:
824 Mem.ReadInt(gPlayers[a].FMonsterKills);
825 // Ôðàãîâ:
826 Mem.ReadInt(gPlayers[a].FFrags);
827 // Ôðàãîâ ïîäðÿä:
828 Mem.ReadByte(gPlayers[a].FFragCombo);
829 // Âðåìÿ ïîñëåäíåãî ôðàãà:
830 Mem.ReadDWORD(gPlayers[a].FLastFrag);
831 // Ñìåðòåé:
832 Mem.ReadInt(gPlayers[a].FDeath);
833 // Êàêîé ôëàã íåñåò:
834 Mem.ReadByte(gPlayers[a].FFlag);
835 // Íàøåë ñåêðåòîâ:
836 Mem.ReadInt(gPlayers[a].FSecrets);
837 // Òåêóùåå îðóæèå:
838 Mem.ReadByte(gPlayers[a].FCurrWeap);
839 // Ñëåäóþùåå æåëàåìîå îðóæèå:
840 Mem.ReadWord(gPlayers[a].FNextWeap);
841 // ...è ïàóçà:
842 Mem.ReadByte(gPlayers[a].FNextWeapDelay);
843 // Âðåìÿ çàðÿäêè BFG:
844 Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
845 // Áóôåð óðîíà:
846 Mem.ReadInt(gPlayers[a].FDamageBuffer);
847 // Ïîñëåäíèé óäàðèâøèé:
848 Mem.ReadWord(gPlayers[a].FLastSpawnerUID);
849 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
850 Mem.ReadByte(gPlayers[a].FLastHit);
851 // Îáúåêò èãðîêà:
852 Obj_LoadState(@gPlayers[a].FObj, Mem);
853 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
854 for i := A_BULLETS to A_HIGH do
855 Mem.ReadWord(gPlayers[a].FAmmo[i]);
856 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
857 for i := A_BULLETS to A_HIGH do
858 Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
859 // Íàëè÷èå îðóæèÿ:
860 for i := WP_FIRST to WP_LAST do
861 Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
862 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
863 for i := WP_FIRST to WP_LAST do
864 Mem.ReadWord(gPlayers[a].FReloading[i]);
865 // Íàëè÷èå ðþêçàêà:
866 Mem.ReadByte(b);
867 if b = 1 then
868 Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
869 // Íàëè÷èå êðàñíîãî êëþ÷à:
870 Mem.ReadByte(b);
871 if b = 1 then
872 Include(gPlayers[a].FRulez, R_KEY_RED);
873 // Íàëè÷èå çåëåíîãî êëþ÷à:
874 Mem.ReadByte(b);
875 if b = 1 then
876 Include(gPlayers[a].FRulez, R_KEY_GREEN);
877 // Íàëè÷èå ñèíåãî êëþ÷à:
878 Mem.ReadByte(b);
879 if b = 1 then
880 Include(gPlayers[a].FRulez, R_KEY_BLUE);
881 // Íàëè÷èå áåðñåðêà:
882 Mem.ReadByte(b);
883 if b = 1 then
884 Include(gPlayers[a].FRulez, R_BERSERK);
885 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
886 for i := MR_SUIT to MR_MAX do
887 Mem.ReadDWORD(gPlayers[a].FMegaRulez[i]);
888 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
889 for i := T_RESPAWN to T_FLAGCAP do
890 Mem.ReadDWORD(gPlayers[a].FTime[i]);
892 // Íàçâàíèå ìîäåëè:
893 Mem.ReadString(gPlayers[a].FActualModelName);
894 // Öâåò ìîäåëè:
895 Mem.ReadByte(gPlayers[a].FColor.R);
896 Mem.ReadByte(gPlayers[a].FColor.G);
897 Mem.ReadByte(gPlayers[a].FColor.B);
898 // Îáíîâëÿåì ìîäåëü èãðîêà:
899 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
901 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
902 if gPlayers[a].FModel = nil then
903 begin
904 gPlayers[a].Free();
905 gPlayers[a] := nil;
906 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
907 Exit;
908 end;
910 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
911 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
912 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
913 else
914 gPlayers[a].FModel.Color := gPlayers[a].FColor;
916 Result := gPlayers[a].FUID;
917 end;
919 procedure g_Player_ResetTeams();
920 var
921 a: Integer;
922 begin
923 if g_Game_IsClient then
924 Exit;
925 if gPlayers = nil then
926 Exit;
927 for a := Low(gPlayers) to High(gPlayers) do
928 if gPlayers[a] <> nil then
929 case gGameSettings.GameMode of
930 GM_DM:
931 gPlayers[a].ChangeTeam(TEAM_NONE);
932 GM_TDM, GM_CTF:
933 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
934 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
935 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
936 else
937 if a mod 2 = 0 then
938 gPlayers[a].ChangeTeam(TEAM_RED)
939 else
940 gPlayers[a].ChangeTeam(TEAM_BLUE);
941 GM_SINGLE,
942 GM_COOP:
943 gPlayers[a].ChangeTeam(TEAM_COOP);
944 end;
945 end;
947 procedure g_Bot_Add(Team, Difficult: Byte);
948 var
949 m: SArray;
950 _name, _model: String;
951 a, tr, tb: Integer;
952 begin
953 if not g_Game_IsServer then Exit;
955 // Ñïèñîê íàçâàíèé ìîäåëåé:
956 m := g_PlayerModel_GetNames();
957 if m = nil then
958 Exit;
960 // Êîìàíäà:
961 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
962 Team := TEAM_COOP // COOP
963 else
964 if gGameSettings.GameMode = GM_DM then
965 Team := TEAM_NONE // DM
966 else
967 if Team = TEAM_NONE then // CTF / TDM
968 begin
969 // Àâòîáàëàíñ êîìàíä:
970 tr := 0;
971 tb := 0;
973 for a := 0 to High(gPlayers) do
974 if gPlayers[a] <> nil then
975 begin
976 if gPlayers[a].Team = TEAM_RED then
977 Inc(tr)
978 else
979 if gPlayers[a].Team = TEAM_BLUE then
980 Inc(tb);
981 end;
983 if tr > tb then
984 Team := TEAM_BLUE
985 else
986 if tb > tr then
987 Team := TEAM_RED
988 else // tr = tb
989 if Random(2) = 0 then
990 Team := TEAM_RED
991 else
992 Team := TEAM_BLUE;
993 end;
995 // Âûáèðàåì áîòó èìÿ:
996 _name := '';
997 if BotNames <> nil then
998 for a := 0 to High(BotNames) do
999 if g_Player_ValidName(BotNames[a]) then
1000 begin
1001 _name := BotNames[a];
1002 Break;
1003 end;
1005 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1006 if _name = '' then
1007 repeat
1008 _name := Format('DFBOT%.2d', [Random(100)]);
1009 until g_Player_ValidName(_name);
1011 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1012 _model := m[Random(Length(m))];
1014 // Ñîçäàåì áîòà:
1015 with g_Player_Get(g_Player_Create(_model,
1016 _RGB(Min(Random(9)*32, 255),
1017 Min(Random(9)*32, 255),
1018 Min(Random(9)*32, 255)),
1019 Team, True)) as TBot do
1020 begin
1021 Name := _name;
1023 case Difficult of
1024 1: FDifficult := DIFFICULT_EASY;
1025 2: FDifficult := DIFFICULT_MEDIUM;
1026 else FDifficult := DIFFICULT_HARD;
1027 end;
1029 for a := WP_FIRST to WP_LAST do
1030 begin
1031 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1032 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1033 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1034 end;
1036 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1038 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1039 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1040 Spectate();
1041 end;
1042 end;
1044 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1045 var
1046 m: SArray;
1047 _name, _model: String;
1048 a: Integer;
1049 begin
1050 if not g_Game_IsServer then Exit;
1052 // Ñïèñîê íàçâàíèé ìîäåëåé:
1053 m := g_PlayerModel_GetNames();
1054 if m = nil then
1055 Exit;
1057 // Êîìàíäà:
1058 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1059 Team := TEAM_COOP // COOP
1060 else
1061 if gGameSettings.GameMode = GM_DM then
1062 Team := TEAM_NONE // DM
1063 else
1064 if Team = TEAM_NONE then
1065 Team := BotList[num].team; // CTF / TDM
1067 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1068 lName := AnsiLowerCase(lName);
1069 if (num < 0) or (num > Length(BotList)-1) then
1070 num := -1;
1071 if (num = -1) and (lName <> '') and (BotList <> nil) then
1072 for a := 0 to High(BotList) do
1073 if AnsiLowerCase(BotList[a].name) = lName then
1074 begin
1075 num := a;
1076 Break;
1077 end;
1078 if num = -1 then
1079 Exit;
1081 // Èìÿ áîòà:
1082 _name := BotList[num].name;
1083 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1084 if not g_Player_ValidName(_name) then
1085 repeat
1086 _name := Format('DFBOT%.2d', [Random(100)]);
1087 until g_Player_ValidName(_name);
1089 // Ìîäåëü:
1090 _model := BotList[num].model;
1091 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1092 if not InSArray(_model, m) then
1093 _model := m[Random(Length(m))];
1095 // Ñîçäàåì áîòà:
1096 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1097 begin
1098 Name := _name;
1100 FDifficult.DiagFire := BotList[num].diag_fire;
1101 FDifficult.InvisFire := BotList[num].invis_fire;
1102 FDifficult.DiagPrecision := BotList[num].diag_precision;
1103 FDifficult.FlyPrecision := BotList[num].fly_precision;
1104 FDifficult.Cover := BotList[num].cover;
1105 FDifficult.CloseJump := BotList[num].close_jump;
1107 for a := WP_FIRST to WP_LAST do
1108 begin
1109 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1110 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1111 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1112 end;
1114 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1116 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1117 end;
1118 end;
1120 procedure g_Bot_RemoveAll();
1121 var
1122 a: Integer;
1123 begin
1124 if not g_Game_IsServer then Exit;
1125 if gPlayers = nil then Exit;
1127 for a := 0 to High(gPlayers) do
1128 if gPlayers[a] <> nil then
1129 if gPlayers[a] is TBot then
1130 begin
1131 gPlayers[a].Lives := 0;
1132 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1133 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1134 g_Player_Remove(gPlayers[a].FUID);
1135 end;
1137 g_Bot_MixNames();
1138 end;
1140 procedure g_Bot_MixNames();
1141 var
1142 s: String;
1143 a, b: Integer;
1144 begin
1145 if BotNames <> nil then
1146 for a := 0 to High(BotNames) do
1147 begin
1148 b := Random(Length(BotNames));
1149 s := BotNames[a];
1150 Botnames[a] := BotNames[b];
1151 BotNames[b] := s;
1152 end;
1153 end;
1155 procedure g_Player_Remove(UID: Word);
1156 var
1157 i: Integer;
1158 begin
1159 if gPlayers = nil then Exit;
1161 if g_Game_IsServer and g_Game_IsNet then
1162 MH_SEND_PlayerDelete(UID);
1164 for i := 0 to High(gPlayers) do
1165 if gPlayers[i] <> nil then
1166 if gPlayers[i].FUID = UID then
1167 begin
1168 if gPlayers[i] is TPlayer then
1169 TPlayer(gPlayers[i]).Free()
1170 else
1171 TBot(gPlayers[i]).Free();
1172 gPlayers[i] := nil;
1173 Exit;
1174 end;
1175 end;
1177 procedure g_Player_Init();
1178 var
1179 F: TextFile;
1180 s: String;
1181 a, b: Integer;
1182 config: TConfig;
1183 sa: SArray;
1184 begin
1185 BotNames := nil;
1187 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1188 Exit;
1190 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1191 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1192 Reset(F);
1194 while not EOF(F) do
1195 begin
1196 ReadLn(F, s);
1198 s := Trim(s);
1199 if s = '' then
1200 Continue;
1202 SetLength(BotNames, Length(BotNames)+1);
1203 BotNames[High(BotNames)] := s;
1204 end;
1206 CloseFile(F);
1208 // Ïåðåìåøèâàåì èõ:
1209 g_Bot_MixNames();
1211 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1212 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1213 BotList := nil;
1214 a := 0;
1216 while config.SectionExists(IntToStr(a)) do
1217 begin
1218 SetLength(BotList, Length(BotList)+1);
1220 with BotList[High(BotList)] do
1221 begin
1222 // Èìÿ áîòà:
1223 name := config.ReadStr(IntToStr(a), 'name', '');
1224 // Ìîäåëü:
1225 model := config.ReadStr(IntToStr(a), 'model', '');
1226 // Êîìàíäà:
1227 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1228 team := TEAM_RED
1229 else
1230 team := TEAM_BLUE;
1231 // Öâåò ìîäåëè:
1232 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1233 color.R := StrToIntDef(sa[0], 0);
1234 color.G := StrToIntDef(sa[1], 0);
1235 color.B := StrToIntDef(sa[2], 0);
1236 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1237 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1238 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1239 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1240 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1241 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1242 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1243 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1244 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1245 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1246 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1247 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1248 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1249 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1250 if Length(sa) = 10 then
1251 for b := 0 to 9 do
1252 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1253 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1254 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1255 if Length(sa) = 10 then
1256 for b := 0 to 9 do
1257 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1259 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1260 if Length(sa) = 10 then
1261 for b := 0 to 9 do
1262 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1263 end;
1265 a := a + 1;
1266 end;
1268 config.Free();
1269 end;
1271 procedure g_Player_Free();
1272 var
1273 i: Integer;
1274 begin
1275 if gPlayers <> nil then
1276 begin
1277 for i := 0 to High(gPlayers) do
1278 if gPlayers[i] <> nil then
1279 begin
1280 if gPlayers[i] is TPlayer then
1281 TPlayer(gPlayers[i]).Free()
1282 else
1283 TBot(gPlayers[i]).Free();
1284 gPlayers[i] := nil;
1285 end;
1287 gPlayers := nil;
1288 end;
1290 gPlayer1 := nil;
1291 gPlayer2 := nil;
1292 end;
1294 procedure g_Player_UpdateAll();
1295 var
1296 i: Integer;
1297 begin
1298 if gPlayers = nil then Exit;
1300 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1301 for i := 0 to High(gPlayers) do
1302 begin
1303 if gPlayers[i] <> nil then
1304 begin
1305 if gPlayers[i] is TPlayer then
1306 begin
1307 gPlayers[i].Update();
1308 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1309 end
1310 else
1311 begin
1312 // bot updates weapons in `UpdateCombat()`
1313 TBot(gPlayers[i]).Update();
1314 end;
1315 end;
1316 end;
1317 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1318 end;
1320 procedure g_Player_DrawAll();
1321 var
1322 i: Integer;
1323 begin
1324 if gPlayers = nil then Exit;
1326 for i := 0 to High(gPlayers) do
1327 if gPlayers[i] <> nil then
1328 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1329 else TBot(gPlayers[i]).Draw();
1330 end;
1332 procedure g_Player_DrawDebug(p: TPlayer);
1333 var
1334 fW, fH: Byte;
1335 begin
1336 if p = nil then Exit;
1337 if (@p.FObj) = nil then Exit;
1339 e_TextureFontGetSize(gStdFont, fW, fH);
1341 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1342 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1343 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1344 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1345 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1346 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1347 end;
1349 procedure g_Player_DrawHealth();
1350 var
1351 i: Integer;
1352 fW, fH: Byte;
1353 begin
1354 if gPlayers = nil then Exit;
1355 e_TextureFontGetSize(gStdFont, fW, fH);
1357 for i := 0 to High(gPlayers) do
1358 if gPlayers[i] <> nil then
1359 begin
1360 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1361 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1362 IntToStr(gPlayers[i].FHealth), gStdFont);
1363 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1364 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1365 IntToStr(gPlayers[i].FArmor), gStdFont);
1366 end;
1367 end;
1369 function g_Player_Get(UID: Word): TPlayer;
1370 var
1371 a: Integer;
1372 begin
1373 Result := nil;
1375 if gPlayers = nil then
1376 Exit;
1378 for a := 0 to High(gPlayers) do
1379 if gPlayers[a] <> nil then
1380 if gPlayers[a].FUID = UID then
1381 begin
1382 Result := gPlayers[a];
1383 Exit;
1384 end;
1385 end;
1387 function g_Player_GetCount(): Byte;
1388 var
1389 a: Integer;
1390 begin
1391 Result := 0;
1393 if gPlayers = nil then
1394 Exit;
1396 for a := 0 to High(gPlayers) do
1397 if gPlayers[a] <> nil then
1398 Result := Result + 1;
1399 end;
1401 function g_Player_GetStats(): TPlayerStatArray;
1402 var
1403 a: Integer;
1404 begin
1405 Result := nil;
1407 if gPlayers = nil then Exit;
1409 for a := 0 to High(gPlayers) do
1410 if gPlayers[a] <> nil then
1411 begin
1412 SetLength(Result, Length(Result)+1);
1413 with Result[High(Result)] do
1414 begin
1415 Ping := gPlayers[a].FPing;
1416 Loss := gPlayers[a].FLoss;
1417 Name := gPlayers[a].FName;
1418 Team := gPlayers[a].FTeam;
1419 Frags := gPlayers[a].FFrags;
1420 Deaths := gPlayers[a].FDeath;
1421 Kills := gPlayers[a].FKills;
1422 Color := gPlayers[a].FModel.Color;
1423 Lives := gPlayers[a].FLives;
1424 Spectator := gPlayers[a].FSpectator;
1425 end;
1426 end;
1427 end;
1429 procedure g_Player_RememberAll;
1430 var
1431 i: Integer;
1432 begin
1433 for i := Low(gPlayers) to High(gPlayers) do
1434 if (gPlayers[i] <> nil) and gPlayers[i].Live then
1435 gPlayers[i].RememberState;
1436 end;
1438 procedure g_Player_ResetAll(Force, Silent: Boolean);
1439 var
1440 i: Integer;
1441 begin
1442 gTeamStat[TEAM_RED].Goals := 0;
1443 gTeamStat[TEAM_BLUE].Goals := 0;
1445 if gPlayers <> nil then
1446 for i := 0 to High(gPlayers) do
1447 if gPlayers[i] <> nil then
1448 begin
1449 gPlayers[i].Reset(Force);
1451 if gPlayers[i] is TPlayer then
1452 begin
1453 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1454 gPlayers[i].Respawn(Silent)
1455 else
1456 gPlayers[i].Spectate();
1457 end
1458 else
1459 TBot(gPlayers[i]).Respawn(Silent);
1460 end;
1461 end;
1463 procedure g_Player_CreateCorpse(Player: TPlayer);
1464 var
1465 find_id: DWORD;
1466 ok: Boolean;
1467 begin
1468 if Player.Live then
1469 Exit;
1470 if Player.FObj.Y >= gMapInfo.Height+128 then
1471 Exit;
1473 with Player do
1474 begin
1475 if (FHealth >= -50) or (gGibsCount = 0) then
1476 begin
1477 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1478 Exit;
1480 ok := False;
1481 for find_id := 0 to High(gCorpses) do
1482 if gCorpses[find_id] = nil then
1483 begin
1484 ok := True;
1485 Break;
1486 end;
1488 if not ok then
1489 find_id := Random(Length(gCorpses));
1491 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1492 gCorpses[find_id].FColor := FModel.Color;
1493 gCorpses[find_id].FObj.Vel := FObj.Vel;
1494 gCorpses[find_id].FObj.Accel := FObj.Accel;
1495 end
1496 else
1497 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1498 FObj.Y + PLAYER_RECT_CY,
1499 FModel.Name, FModel.Color);
1500 end;
1501 end;
1503 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1504 var
1505 SID: DWORD;
1506 begin
1507 if (gShells = nil) or (Length(gShells) = 0) then
1508 Exit;
1510 with gShells[CurrentShell] do
1511 begin
1512 SpriteID := 0;
1513 g_Obj_Init(@Obj);
1514 Obj.Rect.X := 0;
1515 Obj.Rect.Y := 0;
1516 if T = SHELL_BULLET then
1517 begin
1518 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1519 SpriteID := SID;
1520 CX := 2;
1521 CY := 1;
1522 Obj.Rect.Width := 4;
1523 Obj.Rect.Height := 2;
1524 end
1525 else
1526 begin
1527 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1528 SpriteID := SID;
1529 CX := 4;
1530 CY := 2;
1531 Obj.Rect.Width := 7;
1532 Obj.Rect.Height := 3;
1533 end;
1534 SType := T;
1535 Live := True;
1536 Obj.X := fX;
1537 Obj.Y := fY;
1538 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1539 positionChanged(); // this updates spatial accelerators
1540 RAngle := Random(360);
1541 Timeout := gTime + SHELL_TIMEOUT;
1543 if CurrentShell >= High(gShells) then
1544 CurrentShell := 0
1545 else
1546 Inc(CurrentShell);
1547 end;
1548 end;
1550 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1551 var
1552 a: Integer;
1553 GibsArray: TGibsArray;
1554 begin
1555 if (gGibs = nil) or (Length(gGibs) = 0) then
1556 Exit;
1557 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1558 Exit;
1560 for a := 0 to High(GibsArray) do
1561 with gGibs[CurrentGib] do
1562 begin
1563 Color := fColor;
1564 ID := GibsArray[a].ID;
1565 MaskID := GibsArray[a].MaskID;
1566 Live := True;
1567 g_Obj_Init(@Obj);
1568 Obj.Rect := GibsArray[a].Rect;
1569 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1570 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1571 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1572 positionChanged(); // this updates spatial accelerators
1573 RAngle := Random(360);
1575 if gBloodCount > 0 then
1576 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1577 Random(48), Random(48), 150, 0, 0);
1579 if CurrentGib >= High(gGibs) then
1580 CurrentGib := 0
1581 else
1582 Inc(CurrentGib);
1583 end;
1584 end;
1586 procedure g_Player_UpdatePhysicalObjects();
1587 var
1588 i: Integer;
1589 vel: TPoint2i;
1590 mr: Word;
1592 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1593 var
1594 k: Integer;
1595 begin
1596 k := 1 + Random(2);
1597 if T = SHELL_BULLET then
1598 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1599 else
1600 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1601 end;
1603 begin
1604 // Êóñêè ìÿñà:
1605 if gGibs <> nil then
1606 for i := 0 to High(gGibs) do
1607 if gGibs[i].Live then
1608 with gGibs[i] do
1609 begin
1610 vel := Obj.Vel;
1611 mr := g_Obj_Move(@Obj, True, False, True);
1612 positionChanged(); // this updates spatial accelerators
1614 if WordBool(mr and MOVE_FALLOUT) then
1615 begin
1616 Live := False;
1617 Continue;
1618 end;
1620 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1621 if WordBool(mr and MOVE_HITWALL) then
1622 Obj.Vel.X := -(vel.X div 2);
1623 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1624 Obj.Vel.Y := -(vel.Y div 2);
1626 if (Obj.Vel.X >= 0) then
1627 begin // Clockwise
1628 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1629 if RAngle >= 360 then
1630 RAngle := RAngle mod 360;
1631 end else begin // Counter-clockwise
1632 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1633 if RAngle < 0 then
1634 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1635 end;
1637 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1638 if gTime mod (GAME_TICK*3) = 0 then
1639 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1640 end;
1642 // Òðóïû:
1643 if gCorpses <> nil then
1644 for i := 0 to High(gCorpses) do
1645 if gCorpses[i] <> nil then
1646 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1647 begin
1648 gCorpses[i].Free();
1649 gCorpses[i] := nil;
1650 end
1651 else
1652 gCorpses[i].Update();
1654 // Ãèëüçû:
1655 if gShells <> nil then
1656 for i := 0 to High(gShells) do
1657 if gShells[i].Live then
1658 with gShells[i] do
1659 begin
1660 vel := Obj.Vel;
1661 mr := g_Obj_Move(@Obj, True, False, True);
1662 positionChanged(); // this updates spatial accelerators
1664 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1665 begin
1666 Live := False;
1667 Continue;
1668 end;
1670 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1671 if WordBool(mr and MOVE_HITWALL) then
1672 begin
1673 Obj.Vel.X := -(vel.X div 2);
1674 if not WordBool(mr and MOVE_INWATER) then
1675 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1676 end;
1677 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1678 begin
1679 Obj.Vel.Y := -(vel.Y div 2);
1680 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1681 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1682 begin
1683 if RAngle mod 90 <> 0 then
1684 RAngle := (RAngle div 90) * 90;
1685 end
1686 else if not WordBool(mr and MOVE_INWATER) then
1687 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1688 end;
1690 if (Obj.Vel.X >= 0) then
1691 begin // Clockwise
1692 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1693 if RAngle >= 360 then
1694 RAngle := RAngle mod 360;
1695 end else begin // Counter-clockwise
1696 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1697 if RAngle < 0 then
1698 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1699 end;
1700 end;
1701 end;
1703 procedure g_Player_DrawCorpses();
1704 var
1705 i: Integer;
1706 a: TPoint;
1707 begin
1708 if gGibs <> nil then
1709 for i := 0 to High(gGibs) do
1710 if gGibs[i].Live then
1711 with gGibs[i] do
1712 begin
1713 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1714 Continue;
1716 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1717 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1719 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1721 e_Colors := Color;
1722 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1723 e_Colors.R := 255;
1724 e_Colors.G := 255;
1725 e_Colors.B := 255;
1726 end;
1728 if gCorpses <> nil then
1729 for i := 0 to High(gCorpses) do
1730 if gCorpses[i] <> nil then
1731 gCorpses[i].Draw();
1732 end;
1734 procedure g_Player_DrawShells();
1735 var
1736 i: Integer;
1737 a: TPoint;
1738 begin
1739 if gShells <> nil then
1740 for i := 0 to High(gShells) do
1741 if gShells[i].Live then
1742 with gShells[i] do
1743 begin
1744 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1745 Continue;
1747 a.X := CX;
1748 a.Y := CY;
1750 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1751 end;
1752 end;
1754 procedure g_Player_RemoveAllCorpses();
1755 var
1756 i: Integer;
1757 begin
1758 gGibs := nil;
1759 gShells := nil;
1760 SetLength(gGibs, MaxGibs);
1761 SetLength(gShells, MaxGibs);
1762 CurrentGib := 0;
1763 CurrentShell := 0;
1765 if gCorpses <> nil then
1766 for i := 0 to High(gCorpses) do
1767 gCorpses[i].Free();
1769 gCorpses := nil;
1770 SetLength(gCorpses, MaxCorpses);
1771 end;
1773 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
1774 var
1775 count, i: Integer;
1776 b: Boolean;
1777 begin
1778 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1779 count := 0;
1780 if gCorpses <> nil then
1781 for i := 0 to High(gCorpses) do
1782 if gCorpses[i] <> nil then
1783 count := count + 1;
1785 Mem := TBinMemoryWriter.Create((count+1) * 128);
1787 // Êîëè÷åñòâî òðóïîâ:
1788 Mem.WriteInt(count);
1790 if count = 0 then
1791 Exit;
1793 // Ñîõðàíÿåì òðóïû:
1794 for i := 0 to High(gCorpses) do
1795 if gCorpses[i] <> nil then
1796 begin
1797 // Íàçâàíèå ìîäåëè:
1798 Mem.WriteString(gCorpses[i].FModelName);
1799 // Òèï ñìåðòè:
1800 b := gCorpses[i].Mess;
1801 Mem.WriteBoolean(b);
1802 // Ñîõðàíÿåì äàííûå òðóïà:
1803 gCorpses[i].SaveState(Mem);
1804 end;
1805 end;
1807 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
1808 var
1809 count, i: Integer;
1810 str: String;
1811 b: Boolean;
1812 begin
1813 if Mem = nil then
1814 Exit;
1816 g_Player_RemoveAllCorpses();
1818 // Êîëè÷åñòâî òðóïîâ:
1819 Mem.ReadInt(count);
1821 if count > Length(gCorpses) then
1822 begin
1823 raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1824 end;
1826 if count = 0 then
1827 Exit;
1829 // Çàãðóæàåì òðóïû:
1830 for i := 0 to count-1 do
1831 begin
1832 // Íàçâàíèå ìîäåëè:
1833 Mem.ReadString(str);
1834 // Òèï ñìåðòè:
1835 Mem.ReadBoolean(b);
1836 // Ñîçäàåì òðóï:
1837 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1838 // Çàãðóæàåì äàííûå òðóïà:
1839 gCorpses[i].LoadState(Mem);
1840 end;
1841 end;
1843 { T P l a y e r : }
1845 procedure TPlayer.BFGHit();
1846 begin
1847 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1848 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1849 if g_Game_IsServer and g_Game_IsNet then
1850 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1851 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1852 0, NET_GFX_BFGHIT);
1853 end;
1855 procedure TPlayer.ChangeModel(ModelName: string);
1856 var
1857 locModel: TPlayerModel;
1858 begin
1859 locModel := g_PlayerModel_Get(ModelName);
1860 if locModel = nil then Exit;
1862 FModel.Free();
1863 FModel := locModel;
1864 end;
1866 procedure TPlayer.SetModel(ModelName: string);
1867 var
1868 m: TPlayerModel;
1869 begin
1870 m := g_PlayerModel_Get(ModelName);
1871 if m = nil then
1872 begin
1873 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1874 m := g_PlayerModel_Get('doomer');
1875 if m = nil then
1876 begin
1877 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1878 Exit;
1879 end;
1880 end;
1882 if FModel <> nil then
1883 FModel.Free();
1885 FModel := m;
1887 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1888 FModel.Color := FColor
1889 else
1890 FModel.Color := TEAMCOLOR[FTeam];
1891 FModel.SetWeapon(FCurrWeap);
1892 FModel.SetFlag(FFlag);
1893 SetDirection(FDirection);
1894 end;
1896 procedure TPlayer.SetColor(Color: TRGB);
1897 begin
1898 FColor := Color;
1899 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1900 if FModel <> nil then FModel.Color := Color;
1901 end;
1903 procedure TPlayer.SwitchTeam;
1904 begin
1905 if g_Game_IsClient then
1906 Exit;
1907 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1909 if gGameOn and FLive then
1910 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1912 if FTeam = TEAM_RED then
1913 begin
1914 ChangeTeam(TEAM_BLUE);
1915 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1916 if g_Game_IsNet then
1917 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1918 end
1919 else
1920 begin
1921 ChangeTeam(TEAM_RED);
1922 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
1923 if g_Game_IsNet then
1924 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
1925 end;
1926 FPreferredTeam := FTeam;
1927 end;
1929 procedure TPlayer.ChangeTeam(Team: Byte);
1930 var
1931 OldTeam: Byte;
1932 begin
1933 OldTeam := FTeam;
1934 FTeam := Team;
1935 case Team of
1936 TEAM_RED, TEAM_BLUE:
1937 FModel.Color := TEAMCOLOR[Team];
1938 else
1939 FModel.Color := FColor;
1940 end;
1941 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
1942 MH_SEND_PlayerStats(FUID);
1943 end;
1946 procedure TPlayer.CollideItem();
1947 var
1948 i: Integer;
1949 r: Boolean;
1950 begin
1951 if gItems = nil then Exit;
1952 if not FLive then Exit;
1954 for i := 0 to High(gItems) do
1955 with gItems[i] do
1956 begin
1957 if (ItemType <> ITEM_NONE) and Live then
1958 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
1959 PLAYER_RECT.Height, @Obj) then
1960 begin
1961 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
1963 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
1964 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
1965 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
1966 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
1967 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
1969 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
1970 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
1971 (gGameSettings.GameType = GT_SINGLE) and
1972 (g_Player_GetCount() > 1)) then
1973 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
1974 end;
1975 end;
1976 end;
1979 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
1980 begin
1981 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
1982 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
1983 False);
1984 end;
1986 constructor TPlayer.Create();
1987 begin
1988 FIamBot := False;
1989 FDummy := False;
1990 FSpawned := False;
1992 FSawSound := TPlayableSound.Create();
1993 FSawSoundIdle := TPlayableSound.Create();
1994 FSawSoundHit := TPlayableSound.Create();
1995 FSawSoundSelect := TPlayableSound.Create();
1996 FJetSoundFly := TPlayableSound.Create();
1997 FJetSoundOn := TPlayableSound.Create();
1998 FJetSoundOff := TPlayableSound.Create();
2000 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2001 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2002 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2003 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2004 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2005 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2006 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2008 FSpectatePlayer := -1;
2009 FClientID := -1;
2010 FPing := 0;
2011 FLoss := 0;
2012 FSavedState.WaitRecall := False;
2013 FShellTimer := -1;
2014 FFireTime := 0;
2015 FFirePainTime := 0;
2016 FFireAttacker := 0;
2018 FActualModelName := 'doomer';
2020 g_Obj_Init(@FObj);
2021 FObj.Rect := PLAYER_RECT;
2023 FBFGFireCounter := -1;
2024 FJustTeleported := False;
2025 FNetTime := 0;
2027 resetWeaponQueue();
2028 end;
2030 procedure TPlayer.positionChanged ();
2031 begin
2032 end;
2034 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2035 var
2036 c: Word;
2037 begin
2038 if (not g_Game_IsClient) and (not FLive) then
2039 Exit;
2041 FLastHit := t;
2043 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2044 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2045 begin
2046 if not g_Game_IsClient then
2047 begin
2048 FArmor := 0;
2049 if t = HIT_TRAP then
2050 begin
2051 // Ëîâóøêà óáèâàåò ñðàçó:
2052 FHealth := -100;
2053 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2054 end;
2055 if t = HIT_SELF then
2056 begin
2057 // Ñàìîóáèéñòâî:
2058 FHealth := 0;
2059 Kill(K_SIMPLEKILL, SpawnerUID, t);
2060 end;
2061 end;
2062 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2063 FMegaRulez[MR_SUIT] := 0;
2064 FMegaRulez[MR_INVUL] := 0;
2065 FMegaRulez[MR_INVIS] := 0;
2066 FBerserk := 0;
2067 end;
2069 // Íî îò îñòàëüíîãî ñïàñàåò:
2070 if FMegaRulez[MR_INVUL] >= gTime then
2071 Exit;
2073 // ×èò-êîä "ÃÎÐÅÖ":
2074 if FGodMode then
2075 Exit;
2077 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2078 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2079 (SpawnerUID = FUID) or
2080 (not SameTeam(FUID, SpawnerUID)) then
2081 begin
2082 FLastSpawnerUID := SpawnerUID;
2084 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2085 if gBloodCount > 0 then
2086 begin
2087 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2088 if value div 4 <= c then
2089 c := c - (value div 4)
2090 else
2091 c := 0;
2093 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2094 MakeBloodSimple(c)
2095 else
2096 case t of
2097 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2098 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2099 end;
2101 if t = HIT_WATER then
2102 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2103 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2104 end;
2106 // Áóôåð óðîíà:
2107 if FLive then
2108 Inc(FDamageBuffer, value);
2110 // Âñïûøêà áîëè:
2111 if gFlash <> 0 then
2112 FPain := FPain + value;
2113 end;
2115 if g_Game_IsServer and g_Game_IsNet then
2116 begin
2117 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2118 MH_SEND_PlayerStats(FUID);
2119 MH_SEND_PlayerPos(False, FUID);
2120 end;
2121 end;
2123 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2124 begin
2125 Result := False;
2126 if g_Game_IsClient then
2127 Exit;
2128 if not FLive then
2129 Exit;
2131 if Soft and (FHealth < PLAYER_HP_SOFT) then
2132 begin
2133 IncMax(FHealth, value, PLAYER_HP_SOFT);
2134 Result := True;
2135 end;
2136 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2137 begin
2138 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2139 Result := True;
2140 end;
2142 if Result and g_Game_IsServer and g_Game_IsNet then
2143 MH_SEND_PlayerStats(FUID);
2144 end;
2146 destructor TPlayer.Destroy();
2147 begin
2148 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2149 gPlayer1 := nil;
2150 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2151 gPlayer2 := nil;
2153 FSawSound.Free();
2154 FSawSoundIdle.Free();
2155 FSawSoundHit.Free();
2156 FJetSoundFly.Free();
2157 FJetSoundOn.Free();
2158 FJetSoundOff.Free();
2159 FModel.Free();
2161 inherited;
2162 end;
2164 procedure TPlayer.DrawBubble();
2165 var
2166 bubX, bubY: Integer;
2167 ID: LongWord;
2168 Rb, Gb, Bb,
2169 Rw, Gw, Bw: SmallInt;
2170 Dot: Byte;
2171 begin
2172 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18);
2173 bubY := FObj.Y+FObj.Rect.Y - 18;
2174 Rb := 64;
2175 Gb := 64;
2176 Bb := 64;
2177 Rw := 240;
2178 Gw := 240;
2179 Bw := 240;
2180 case gChatBubble of
2181 1: // simple textual non-bubble
2182 begin
2183 bubX := FObj.X+FObj.Rect.X - 11;
2184 bubY := FObj.Y+FObj.Rect.Y - 17;
2185 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2186 Exit;
2187 end;
2188 2: // advanced pixel-perfect bubble
2189 begin
2190 if FTeam = TEAM_RED then
2191 Rb := 255
2192 else
2193 if FTeam = TEAM_BLUE then
2194 Bb := 255;
2195 end;
2196 3: // colored bubble
2197 begin
2198 Rb := FModel.Color.R;
2199 Gb := FModel.Color.G;
2200 Bb := FModel.Color.B;
2201 Rw := Min(Rb * 2 + 64, 255);
2202 Gw := Min(Gb * 2 + 64, 255);
2203 Bw := Min(Bb * 2 + 64, 255);
2204 if (Abs(Rw - Rb) < 32)
2205 or (Abs(Gw - Gb) < 32)
2206 or (Abs(Bw - Bb) < 32) then
2207 begin
2208 Rb := Max(Rw div 2 - 16, 0);
2209 Gb := Max(Gw div 2 - 16, 0);
2210 Bb := Max(Bw div 2 - 16, 0);
2211 end;
2212 end;
2213 4: // custom textured bubble
2214 begin
2215 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2216 if FDirection = D_RIGHT then
2217 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2218 else
2219 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
2220 Exit;
2221 end;
2222 end;
2224 // Outer borders
2225 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2226 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2227 // Inner box
2228 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2230 // Tail
2231 Dot := IfThen(FDirection = D_LEFT, 14, 5);
2232 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2233 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2234 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2235 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2236 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2238 // Dots
2239 Dot := 6;
2240 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2241 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2242 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2243 end;
2245 procedure TPlayer.Draw();
2246 var
2247 ID: DWORD;
2248 w, h: Word;
2249 dr: Boolean;
2250 begin
2251 if FLive then
2252 begin
2253 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2254 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2255 begin
2256 e_GetTextureSize(ID, @w, @h);
2257 if FDirection = D_LEFT then
2258 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2259 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False)
2260 else
2261 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2262 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False);
2263 end;
2265 if FMegaRulez[MR_INVIS] > gTime then
2266 begin
2267 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2268 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2269 begin
2270 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2271 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2272 else
2273 dr := True;
2274 if dr then
2275 FModel.Draw(FObj.X, FObj.Y, 200)
2276 else
2277 FModel.Draw(FObj.X, FObj.Y);
2278 end
2279 else
2280 FModel.Draw(FObj.X, FObj.Y, 254);
2281 end
2282 else
2283 FModel.Draw(FObj.X, FObj.Y);
2284 end;
2286 if g_debug_Frames then
2287 begin
2288 e_DrawQuad(FObj.X+FObj.Rect.X,
2289 FObj.Y+FObj.Rect.Y,
2290 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2291 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2292 0, 255, 0);
2293 end;
2295 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2296 DrawBubble();
2297 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2298 if gAimLine and Live and
2299 ((Self = gPlayer1) or (Self = gPlayer2)) then
2300 DrawAim();
2301 end;
2303 procedure TPlayer.DrawAim();
2304 var
2305 wx, wy, xx, yy: Integer;
2306 angle: SmallInt;
2307 sz, len: Word;
2308 begin
2309 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
2310 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2311 angle := FAngle;
2312 len := 1024;
2313 sz := 2;
2314 case FCurrWeap of
2315 0: begin // Punch
2316 len := 12;
2317 sz := 4;
2318 end;
2319 1: begin // Chainsaw
2320 len := 24;
2321 sz := 6;
2322 end;
2323 2: begin // Pistol
2324 len := 1024;
2325 sz := 2;
2326 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2327 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2328 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2329 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2330 end;
2331 3: begin // Shotgun
2332 len := 1024;
2333 sz := 3;
2334 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2335 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2336 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2337 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2338 end;
2339 4: begin // Double Shotgun
2340 len := 1024;
2341 sz := 4;
2342 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2343 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2344 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2345 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2346 end;
2347 5: begin // Chaingun
2348 len := 1024;
2349 sz := 3;
2350 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2351 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2352 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2353 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2354 end;
2355 6: begin // Rocket Launcher
2356 len := 1024;
2357 sz := 7;
2358 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2359 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2360 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2361 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2362 end;
2363 7: begin // Plasmagun
2364 len := 1024;
2365 sz := 5;
2366 if angle = ANGLE_RIGHTUP then Inc(angle);
2367 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2368 if angle = ANGLE_LEFTUP then Dec(angle);
2369 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2370 end;
2371 8: begin // BFG
2372 len := 1024;
2373 sz := 12;
2374 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2375 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2376 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2377 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2378 end;
2379 9: begin // Super Chaingun
2380 len := 1024;
2381 sz := 4;
2382 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2383 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2384 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2385 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2386 end;
2387 end;
2388 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2389 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2390 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2391 end;
2393 procedure TPlayer.DrawGUI();
2394 var
2395 ID: DWORD;
2396 X, Y, SY, a, p, m: Integer;
2397 tw, th: Word;
2398 cw, ch: Byte;
2399 s: string;
2400 stat: TPlayerStatArray;
2401 begin
2402 X := gPlayerScreenSize.X;
2403 SY := gPlayerScreenSize.Y;
2404 Y := 0;
2406 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2407 begin
2408 if gGameSettings.GameMode = GM_CTF then
2409 a := 32 + 8
2410 else
2411 a := 0;
2412 if gGameSettings.GameMode = GM_CTF then
2413 begin
2414 s := 'TEXTURE_PLAYER_REDFLAG';
2415 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2416 s := 'TEXTURE_PLAYER_REDFLAG_S';
2417 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2418 s := 'TEXTURE_PLAYER_REDFLAG_D';
2419 if g_Texture_Get(s, ID) then
2420 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2421 end;
2423 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2424 e_CharFont_GetSize(gMenuFont, s, tw, th);
2425 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2427 if gGameSettings.GameMode = GM_CTF then
2428 begin
2429 s := 'TEXTURE_PLAYER_BLUEFLAG';
2430 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2431 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2432 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2433 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2434 if g_Texture_Get(s, ID) then
2435 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2436 end;
2438 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2439 e_CharFont_GetSize(gMenuFont, s, tw, th);
2440 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2441 end;
2443 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2444 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2445 0, False, False);
2447 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2448 e_Draw(ID, X+2, Y, 0, True, False);
2450 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2451 begin
2452 if gShowStat then
2453 begin
2454 s := IntToStr(Frags);
2455 e_CharFont_GetSize(gMenuFont, s, tw, th);
2456 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2458 s := '';
2459 p := 1;
2460 m := 0;
2461 stat := g_Player_GetStats();
2462 if stat <> nil then
2463 begin
2464 p := 1;
2466 for a := 0 to High(stat) do
2467 if stat[a].Name <> Name then
2468 begin
2469 if stat[a].Frags > m then m := stat[a].Frags;
2470 if stat[a].Frags > Frags then p := p+1;
2471 end;
2472 end;
2474 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2475 if Frags >= m then s := s+'+' else s := s+'-';
2476 s := s+IntToStr(Abs(Frags-m));
2478 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2479 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2480 end;
2482 if gShowLives and (gGameSettings.MaxLives > 0) then
2483 begin
2484 s := IntToStr(Lives);
2485 e_CharFont_GetSize(gMenuFont, s, tw, th);
2486 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2487 end;
2488 end;
2490 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2491 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2493 if R_BERSERK in FRulez then
2494 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2495 else
2496 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2498 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2499 e_Draw(ID, X+36, Y+77, 0, True, False);
2501 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2502 e_CharFont_GetSize(gMenuFont, s, tw, th);
2503 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2505 s := IntToStr(FArmor);
2506 e_CharFont_GetSize(gMenuFont, s, tw, th);
2507 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2509 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2511 case FCurrWeap of
2512 WEAPON_KASTET:
2513 begin
2514 s := '--';
2515 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2516 end;
2517 WEAPON_SAW:
2518 begin
2519 s := '--';
2520 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2521 end;
2522 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2523 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2524 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2525 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2526 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2527 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2528 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2529 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2530 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2531 end;
2533 e_CharFont_GetSize(gMenuFont, s, tw, th);
2534 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2535 e_Draw(ID, X+20, Y+160, 0, True, False);
2537 if R_KEY_RED in FRulez then
2538 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2540 if R_KEY_GREEN in FRulez then
2541 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2543 if R_KEY_BLUE in FRulez then
2544 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2546 if FJetFuel > 0 then
2547 begin
2548 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2549 e_Draw(ID, X+2, Y+116, 0, True, False);
2550 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2551 e_Draw(ID, X+2, Y+126, 0, True, False);
2552 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2553 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2554 end
2555 else
2556 begin
2557 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2558 e_Draw(ID, X+2, Y+124, 0, True, False);
2559 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2560 end;
2562 if gShowPing and g_Game_IsClient then
2563 begin
2564 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2565 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2566 Y := Y + 16;
2567 end;
2569 if FSpectator then
2570 begin
2571 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2572 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2573 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2574 if FNoRespawn then
2575 begin
2576 e_TextureFontGetSize(gStdFont, cw, ch);
2577 s := _lc[I_PLAYER_SPECT4];
2578 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2579 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2580 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2581 end;
2583 end;
2584 end;
2586 procedure TPlayer.DrawRulez();
2587 var
2588 dr: Boolean;
2589 begin
2590 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2591 if FMegaRulez[MR_INVUL] >= gTime then
2592 begin
2593 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2594 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2595 else
2596 dr := True;
2598 if dr then
2599 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2600 191, 191, 191, 0, B_INVERT);
2601 end;
2603 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2604 if FMegaRulez[MR_SUIT] >= gTime then
2605 begin
2606 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2607 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2608 else
2609 dr := True;
2611 if dr then
2612 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2613 0, 96, 0, 200, B_NONE);
2614 end;
2616 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2617 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2618 begin
2619 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2620 255, 0, 0, 200, B_NONE);
2621 end;
2622 end;
2624 procedure TPlayer.DrawPain();
2625 var
2626 a, h: Integer;
2627 begin
2628 if FPain = 0 then Exit;
2630 a := FPain;
2632 if a < 15 then h := 0
2633 else if a < 35 then h := 1
2634 else if a < 55 then h := 2
2635 else if a < 75 then h := 3
2636 else if a < 95 then h := 4
2637 else h := 5;
2639 //if a > 255 then a := 255;
2641 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2642 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2643 end;
2645 procedure TPlayer.DrawPickup();
2646 var
2647 a, h: Integer;
2648 begin
2649 if FPickup = 0 then Exit;
2651 a := FPickup;
2653 if a < 15 then h := 1
2654 else if a < 35 then h := 2
2655 else if a < 55 then h := 3
2656 else if a < 75 then h := 4
2657 else h := 5;
2659 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2660 end;
2662 procedure TPlayer.Fire();
2663 var
2664 f, DidFire: Boolean;
2665 wx, wy, xd, yd: Integer;
2666 locobj: TObj;
2667 begin
2668 if g_Game_IsClient then Exit;
2669 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2670 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2672 if FSpectator then
2673 begin
2674 Respawn(False);
2675 Exit;
2676 end;
2678 if FReloading[FCurrWeap] <> 0 then Exit;
2680 DidFire := False;
2682 f := False;
2683 wx := FObj.X+WEAPONPOINT[FDirection].X;
2684 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2685 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
2686 yd := wy+firediry();
2688 case FCurrWeap of
2689 WEAPON_KASTET:
2690 begin
2691 if R_BERSERK in FRulez then
2692 begin
2693 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2694 locobj.X := FObj.X+FObj.Rect.X;
2695 locobj.Y := FObj.Y+FObj.Rect.Y;
2696 locobj.rect.X := 0;
2697 locobj.rect.Y := 0;
2698 locobj.rect.Width := 39;
2699 locobj.rect.Height := 52;
2700 locobj.Vel.X := (xd-wx) div 2;
2701 locobj.Vel.Y := (yd-wy) div 2;
2702 locobj.Accel.X := xd-wx;
2703 locobj.Accel.y := yd-wy;
2705 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2706 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2707 else
2708 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2710 if gFlash = 1 then
2711 if FPain < 50 then
2712 FPain := min(FPain + 25, 50);
2713 end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2715 DidFire := True;
2716 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2717 end;
2719 WEAPON_SAW:
2720 begin
2721 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2722 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2723 begin
2724 FSawSoundSelect.Stop();
2725 FSawSound.Stop();
2726 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2727 end
2728 else if not FSawSoundHit.IsPlaying() then
2729 begin
2730 FSawSoundSelect.Stop();
2731 FSawSound.PlayAt(FObj.X, FObj.Y);
2732 end;
2734 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2735 DidFire := True;
2736 f := True;
2737 end;
2739 WEAPON_PISTOL:
2740 if FAmmo[A_BULLETS] > 0 then
2741 begin
2742 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2743 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2744 Dec(FAmmo[A_BULLETS]);
2745 FFireAngle := FAngle;
2746 f := True;
2747 DidFire := True;
2748 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2749 GameVelX, GameVelY-2, SHELL_BULLET);
2750 end;
2752 WEAPON_SHOTGUN1:
2753 if FAmmo[A_SHELLS] > 0 then
2754 begin
2755 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2756 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2757 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2758 Dec(FAmmo[A_SHELLS]);
2759 FFireAngle := FAngle;
2760 f := True;
2761 DidFire := True;
2762 FShellTimer := 10;
2763 FShellType := SHELL_SHELL;
2764 end;
2766 WEAPON_SHOTGUN2:
2767 if FAmmo[A_SHELLS] >= 2 then
2768 begin
2769 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2770 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2771 Dec(FAmmo[A_SHELLS], 2);
2772 FFireAngle := FAngle;
2773 f := True;
2774 DidFire := True;
2775 FShellTimer := 13;
2776 FShellType := SHELL_DBLSHELL;
2777 end;
2779 WEAPON_CHAINGUN:
2780 if FAmmo[A_BULLETS] > 0 then
2781 begin
2782 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2783 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2784 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2785 Dec(FAmmo[A_BULLETS]);
2786 FFireAngle := FAngle;
2787 f := True;
2788 DidFire := True;
2789 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2790 GameVelX, GameVelY-2, SHELL_BULLET);
2791 end;
2793 WEAPON_ROCKETLAUNCHER:
2794 if FAmmo[A_ROCKETS] > 0 then
2795 begin
2796 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2797 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2798 Dec(FAmmo[A_ROCKETS]);
2799 FFireAngle := FAngle;
2800 f := True;
2801 DidFire := True;
2802 end;
2804 WEAPON_PLASMA:
2805 if FAmmo[A_CELLS] > 0 then
2806 begin
2807 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2808 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2809 Dec(FAmmo[A_CELLS]);
2810 FFireAngle := FAngle;
2811 f := True;
2812 DidFire := True;
2813 end;
2815 WEAPON_BFG:
2816 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2817 begin
2818 FBFGFireCounter := 17;
2819 if not FNoReload then
2820 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2821 Dec(FAmmo[A_CELLS], 40);
2822 DidFire := True;
2823 end;
2825 WEAPON_SUPERPULEMET:
2826 if FAmmo[A_SHELLS] > 0 then
2827 begin
2828 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2829 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2830 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2831 Dec(FAmmo[A_SHELLS]);
2832 FFireAngle := FAngle;
2833 f := True;
2834 DidFire := True;
2835 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2836 GameVelX, GameVelY-2, SHELL_SHELL);
2837 end;
2839 WEAPON_FLAMETHROWER:
2840 if FAmmo[A_FUEL] > 0 then
2841 begin
2842 g_Weapon_flame(wx, wy, xd, yd, FUID);
2843 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2844 Dec(FAmmo[A_FUEL]);
2845 FFireAngle := FAngle;
2846 f := True;
2847 DidFire := True;
2848 end;
2849 end;
2851 if g_Game_IsNet then
2852 begin
2853 if DidFire then
2854 begin
2855 if FCurrWeap <> WEAPON_BFG then
2856 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
2857 else
2858 if not FNoReload then
2859 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
2860 end;
2862 MH_SEND_PlayerStats(FUID);
2863 end;
2865 if not f then Exit;
2867 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
2868 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
2869 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
2870 end;
2872 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
2873 begin
2874 case Weapon of
2875 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
2876 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
2877 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
2878 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
2879 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
2880 else Result := 0;
2881 end;
2882 end;
2884 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
2885 begin
2886 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
2887 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
2888 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
2889 end;
2891 procedure TPlayer.JetpackOn;
2892 begin
2893 FJetSoundFly.Stop;
2894 FJetSoundOff.Stop;
2895 FJetSoundOn.SetPosition(0);
2896 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
2897 FlySmoke(8);
2898 end;
2900 procedure TPlayer.JetpackOff;
2901 begin
2902 FJetSoundFly.Stop;
2903 FJetSoundOn.Stop;
2904 FJetSoundOff.SetPosition(0);
2905 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
2906 end;
2908 procedure TPlayer.CatchFire(Attacker: Word);
2909 begin
2910 FFireTime := 100;
2911 FFireAttacker := Attacker;
2912 if g_Game_IsNet and g_Game_IsServer then
2913 MH_SEND_PlayerStats(FUID);
2914 end;
2916 procedure TPlayer.Jump();
2917 begin
2918 if gFly or FJetpack then
2919 begin
2920 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
2921 if FObj.Vel.Y > -VEL_FLY then
2922 FObj.Vel.Y := FObj.Vel.Y - 3;
2923 if FJetpack then
2924 begin
2925 if FJetFuel > 0 then
2926 Dec(FJetFuel);
2927 if (FJetFuel < 1) and g_Game_IsServer then
2928 begin
2929 FJetpack := False;
2930 JetpackOff;
2931 if g_Game_IsNet then
2932 MH_SEND_PlayerStats(FUID);
2933 end;
2934 end;
2935 Exit;
2936 end;
2938 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
2939 if FGhost then
2940 FCanJetpack := False;
2942 // Ïðûãàåì èëè âñïëûâàåì:
2943 if (CollideLevel(0, 1) or
2944 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
2945 PLAYER_RECT.Height-33, PANEL_STEP, False)
2946 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
2947 begin
2948 FObj.Vel.Y := -VEL_JUMP;
2949 FCanJetpack := False;
2950 end
2951 else
2952 begin
2953 if BodyInLiquid(0, 0) then
2954 FObj.Vel.Y := -VEL_SW
2955 else if (FJetFuel > 0) and FCanJetpack and
2956 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
2957 begin
2958 FJetpack := True;
2959 JetpackOn;
2960 if g_Game_IsNet then
2961 MH_SEND_PlayerStats(FUID);
2962 end;
2963 end;
2964 end;
2966 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
2967 var
2968 a, i, k, ab, ar: Byte;
2969 s: String;
2970 mon: TMonster;
2971 plr: TPlayer;
2972 srv, netsrv: Boolean;
2973 DoFrags: Boolean;
2974 OldLR: Byte;
2975 KP: TPlayer;
2976 it: PItem;
2978 procedure PushItem(t: Byte);
2979 var
2980 id: DWORD;
2981 begin
2982 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
2983 it := g_Items_ByIdx(id);
2984 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
2985 begin
2986 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
2987 (FObj.Vel.Y div 2)-Random(9));
2988 it.positionChanged(); // this updates spatial accelerators
2989 end
2990 else
2991 begin
2992 if KillType = K_HARDKILL then // -5..+5; -5..0
2993 begin
2994 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
2995 (FObj.Vel.Y div 2)-Random(6));
2996 end
2997 else // -3..+3; -3..0
2998 begin
2999 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3000 (FObj.Vel.Y div 2)-Random(4));
3001 end;
3002 it.positionChanged(); // this updates spatial accelerators
3003 end;
3005 if g_Game_IsNet and g_Game_IsServer then
3006 MH_SEND_ItemSpawn(True, id);
3007 end;
3009 begin
3010 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3011 Srv := g_Game_IsServer;
3012 Netsrv := g_Game_IsServer and g_Game_IsNet;
3013 if Srv then FDeath := FDeath + 1;
3014 if FLive then
3015 begin
3016 if FGhost then
3017 FGhost := False;
3018 if not FPhysics then
3019 FPhysics := True;
3020 FLive := False;
3021 end;
3022 FShellTimer := -1;
3024 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3025 begin
3026 if FLives > 0 then FLives := FLives - 1;
3027 if FLives = 0 then FNoRespawn := True;
3028 end;
3030 // Íîìåð òèïà ñìåðòè:
3031 a := 1;
3032 case KillType of
3033 K_SIMPLEKILL: a := 1;
3034 K_HARDKILL: a := 2;
3035 K_EXTRAHARDKILL: a := 3;
3036 K_FALLKILL: a := 4;
3037 end;
3039 // Çâóê ñìåðòè:
3040 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3041 for i := 1 to 3 do
3042 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3043 Break;
3045 // Âðåìÿ ðåñïàóíà:
3046 if Srv then
3047 case KillType of
3048 K_SIMPLEKILL:
3049 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3050 K_HARDKILL:
3051 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3052 K_EXTRAHARDKILL, K_FALLKILL:
3053 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3054 end;
3056 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3057 case KillType of
3058 K_SIMPLEKILL:
3059 SetAction(A_DIE1);
3060 K_HARDKILL, K_EXTRAHARDKILL:
3061 SetAction(A_DIE2);
3062 end;
3064 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3065 if (KillType <> K_FALLKILL) and (Srv) then
3066 g_Monsters_killedp();
3068 if SpawnerUID = FUID then
3069 begin // Ñàìîóáèëñÿ
3070 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3071 begin
3072 Dec(FFrags);
3073 FLastFrag := 0;
3074 end;
3075 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3076 end
3077 else
3078 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3079 begin // Óáèò äðóãèì èãðîêîì
3080 KP := g_Player_Get(SpawnerUID);
3081 if (KP <> nil) and Srv then
3082 begin
3083 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3084 if SameTeam(FUID, SpawnerUID) then
3085 begin
3086 Dec(KP.FFrags);
3087 KP.FLastFrag := 0;
3088 end else
3089 begin
3090 Inc(KP.FFrags);
3091 KP.FragCombo();
3092 end;
3094 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3095 Inc(gTeamStat[KP.Team].Goals,
3096 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3098 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3099 end;
3101 plr := g_Player_Get(SpawnerUID);
3102 if plr = nil then
3103 s := '?'
3104 else
3105 s := plr.FName;
3107 case KillType of
3108 K_HARDKILL:
3109 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3110 [FName, s]),
3111 gShowKillMsg);
3112 K_EXTRAHARDKILL:
3113 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3114 [FName, s]),
3115 gShowKillMsg);
3116 else
3117 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3118 [FName, s]),
3119 gShowKillMsg);
3120 end;
3121 end
3122 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3123 begin // Óáèò ìîíñòðîì
3124 mon := g_Monsters_Get(SpawnerUID);
3125 if mon = nil then
3126 s := '?'
3127 else
3128 s := g_Monsters_GetKilledBy(mon.MonsterType);
3130 case KillType of
3131 K_HARDKILL:
3132 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3133 [FName, s]),
3134 gShowKillMsg);
3135 K_EXTRAHARDKILL:
3136 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3137 [FName, s]),
3138 gShowKillMsg);
3139 else
3140 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3141 [FName, s]),
3142 gShowKillMsg);
3143 end;
3144 end
3145 else // Îñîáûå òèïû ñìåðòè
3146 case t of
3147 HIT_DISCON: ;
3148 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3149 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3150 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3151 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3152 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3153 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3154 end;
3156 if Srv then
3157 begin
3158 // Âûáðîñ îðóæèÿ:
3159 for a := WP_FIRST to WP_LAST do
3160 if FWeapon[a] then
3161 begin
3162 case a of
3163 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3164 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3165 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3166 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3167 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3168 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3169 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3170 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3171 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3172 else i := 0;
3173 end;
3175 if i <> 0 then
3176 PushItem(i);
3177 end;
3179 // Âûáðîñ ðþêçàêà:
3180 if R_ITEM_BACKPACK in FRulez then
3181 PushItem(ITEM_AMMO_BACKPACK);
3183 // Âûáðîñ ðàêåòíîãî ðàíöà:
3184 if FJetFuel > 0 then
3185 PushItem(ITEM_JETPACK);
3187 // Âûáðîñ êëþ÷åé:
3188 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3189 begin
3190 if R_KEY_RED in FRulez then
3191 PushItem(ITEM_KEY_RED);
3193 if R_KEY_GREEN in FRulez then
3194 PushItem(ITEM_KEY_GREEN);
3196 if R_KEY_BLUE in FRulez then
3197 PushItem(ITEM_KEY_BLUE);
3198 end;
3200 // Âûáðîñ ôëàãà:
3201 DropFlag();
3202 end;
3204 g_Player_CreateCorpse(Self);
3206 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3207 (gLMSRespawn = LMS_RESPAWN_NONE) then
3208 begin
3209 a := 0;
3210 k := 0;
3211 ar := 0;
3212 ab := 0;
3213 for i := Low(gPlayers) to High(gPlayers) do
3214 begin
3215 if gPlayers[i] = nil then continue;
3216 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3217 begin
3218 Inc(a);
3219 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3220 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3221 k := i;
3222 end;
3223 end;
3225 OldLR := gLMSRespawn;
3226 if (gGameSettings.GameMode = GM_COOP) then
3227 begin
3228 if (a = 0) then
3229 begin
3230 // everyone is dead, restart the map
3231 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3232 if Netsrv then
3233 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3234 gLMSRespawn := LMS_RESPAWN_FINAL;
3235 gLMSRespawnTime := gTime + 5000;
3236 end
3237 else if (a = 1) then
3238 begin
3239 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3240 if (gPlayers[k] = gPlayer1) or
3241 (gPlayers[k] = gPlayer2) then
3242 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3243 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3244 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3245 end;
3246 end
3247 else if (gGameSettings.GameMode = GM_TDM) then
3248 begin
3249 if (ab = 0) and (ar <> 0) then
3250 begin
3251 // blu team ded
3252 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3253 if Netsrv then
3254 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3255 Inc(gTeamStat[TEAM_RED].Goals);
3256 gLMSRespawn := LMS_RESPAWN_FINAL;
3257 gLMSRespawnTime := gTime + 5000;
3258 end
3259 else if (ar = 0) and (ab <> 0) then
3260 begin
3261 // red team ded
3262 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3263 if Netsrv then
3264 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3265 Inc(gTeamStat[TEAM_BLUE].Goals);
3266 gLMSRespawn := LMS_RESPAWN_FINAL;
3267 gLMSRespawnTime := gTime + 5000;
3268 end
3269 else if (ar = 0) and (ab = 0) then
3270 begin
3271 // everyone ded
3272 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3273 if Netsrv then
3274 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3275 gLMSRespawn := LMS_RESPAWN_FINAL;
3276 gLMSRespawnTime := gTime + 5000;
3277 end;
3278 end
3279 else if (gGameSettings.GameMode = GM_DM) then
3280 begin
3281 if (a = 1) then
3282 begin
3283 if gPlayers[k] <> nil then
3284 with gPlayers[k] do
3285 begin
3286 // survivor is the winner
3287 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3288 if Netsrv then
3289 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3290 Inc(FFrags);
3291 end;
3292 gLMSRespawn := LMS_RESPAWN_FINAL;
3293 gLMSRespawnTime := gTime + 5000;
3294 end
3295 else if (a = 0) then
3296 begin
3297 // everyone is dead, restart the map
3298 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3299 if Netsrv then
3300 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3301 gLMSRespawn := LMS_RESPAWN_FINAL;
3302 gLMSRespawnTime := gTime + 5000;
3303 end;
3304 end;
3305 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3306 begin
3307 if NetMode = NET_SERVER then
3308 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3309 else
3310 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3311 end;
3312 end;
3314 if Netsrv then
3315 begin
3316 MH_SEND_PlayerStats(FUID);
3317 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3318 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3319 end;
3321 if srv and FNoRespawn then Spectate(True);
3322 FWantsInGame := True;
3323 end;
3325 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3326 begin
3327 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3328 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3329 end;
3331 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3332 begin
3333 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3334 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3335 end;
3337 procedure TPlayer.MakeBloodSimple(Count: Word);
3338 begin
3339 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3340 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3341 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3342 150, 0, 0);
3343 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3344 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3345 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3346 150, 0, 0);
3347 end;
3349 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3350 begin
3351 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3352 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3353 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3354 150, 0, 0);
3355 end;
3357 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3358 begin
3359 if g_Game_IsClient then Exit;
3360 if Weapon > High(FWeapon) then Exit;
3361 FNextWeap := FNextWeap or (1 shl Weapon);
3362 end;
3364 procedure TPlayer.resetWeaponQueue ();
3365 begin
3366 FNextWeap := 0;
3367 FNextWeapDelay := 0;
3368 end;
3370 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3371 begin
3372 result := false;
3373 case weapon of
3374 WEAPON_KASTET, WEAPON_SAW: result := true;
3375 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3376 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3377 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3378 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3379 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3380 else result := (weapon < length(FWeapon));
3381 end;
3382 end;
3384 // return 255 for "no switch"
3385 function TPlayer.getNextWeaponIndex (): Byte;
3386 var
3387 i: Word;
3388 wantThisWeapon: array[0..64] of Boolean;
3389 wwc: Integer = 0; //HACK!
3390 dir, cwi: Integer;
3391 begin
3392 result := 255; // default result: "no switch"
3393 // had weapon cycling on previous frame? remove that flag
3394 if (FNextWeap and $2000) <> 0 then
3395 begin
3396 FNextWeap := FNextWeap and $1FFF;
3397 FNextWeapDelay := 0;
3398 end;
3399 // cycling has priority
3400 if (FNextWeap and $C000) <> 0 then
3401 begin
3402 if (FNextWeap and $8000) <> 0 then
3403 dir := 1
3404 else
3405 dir := -1;
3406 FNextWeap := FNextWeap or $2000; // we need this
3407 if FNextWeapDelay > 0 then
3408 exit; // cooldown time
3409 cwi := FCurrWeap;
3410 for i := 0 to High(FWeapon) do
3411 begin
3412 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3413 if FWeapon[cwi] then
3414 begin
3415 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3416 result := Byte(cwi);
3417 FNextWeapDelay := 10;
3418 exit;
3419 end;
3420 end;
3421 resetWeaponQueue();
3422 exit;
3423 end;
3424 // no cycling
3425 for i := 0 to High(wantThisWeapon) do
3426 wantThisWeapon[i] := false;
3427 for i := 0 to High(FWeapon) do
3428 if (FNextWeap and (1 shl i)) <> 0 then
3429 begin
3430 wantThisWeapon[i] := true;
3431 Inc(wwc);
3432 end;
3433 // exclude currently selected weapon from the set
3434 wantThisWeapon[FCurrWeap] := false;
3435 // slow down alterations a little
3436 if wwc > 1 then
3437 begin
3438 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3439 // more than one weapon requested, assume "alteration" and check alteration delay
3440 if FNextWeapDelay > 0 then
3441 begin
3442 FNextWeap := 0;
3443 exit;
3444 end; // yeah
3445 end;
3446 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3447 // but clear all counters if no weapon should be switched
3448 if wwc < 1 then
3449 begin
3450 resetWeaponQueue();
3451 exit;
3452 end;
3453 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3454 // try weapons in descending order
3455 for i := High(FWeapon) downto 0 do
3456 begin
3457 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3458 begin
3459 // i found her!
3460 result := Byte(i);
3461 resetWeaponQueue();
3462 FNextWeapDelay := 10; // anyway, 'cause why not
3463 exit;
3464 end;
3465 end;
3466 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3467 resetWeaponQueue();
3468 end;
3470 procedure TPlayer.RealizeCurrentWeapon();
3471 function switchAllowed (): Boolean;
3472 var
3473 i: Byte;
3474 begin
3475 result := false;
3476 if FBFGFireCounter <> -1 then
3477 exit;
3478 if FTime[T_SWITCH] > gTime then
3479 exit;
3480 for i := WP_FIRST to WP_LAST do
3481 if FReloading[i] > 0 then
3482 exit;
3483 result := true;
3484 end;
3486 var
3487 nw: Byte;
3488 begin
3489 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3490 //FNextWeap := FNextWeap and $1FFF;
3491 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3493 if not switchAllowed then
3494 begin
3495 //HACK for weapon cycling
3496 if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
3497 exit;
3498 end;
3500 nw := getNextWeaponIndex();
3501 if nw = 255 then exit; // don't reset anything here
3502 if nw > High(FWeapon) then
3503 begin
3504 // don't forget to reset queue here!
3505 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3506 resetWeaponQueue();
3507 exit;
3508 end;
3510 if FWeapon[nw] then
3511 begin
3512 FCurrWeap := nw;
3513 FTime[T_SWITCH] := gTime+156;
3514 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3515 FModel.SetWeapon(FCurrWeap);
3516 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3517 end;
3518 end;
3520 procedure TPlayer.NextWeapon();
3521 begin
3522 if g_Game_IsClient then Exit;
3523 FNextWeap := $8000;
3524 end;
3526 procedure TPlayer.PrevWeapon();
3527 begin
3528 if g_Game_IsClient then Exit;
3529 FNextWeap := $4000;
3530 end;
3532 procedure TPlayer.SetWeapon(W: Byte);
3533 begin
3534 if FCurrWeap <> W then
3535 if W = WEAPON_SAW then
3536 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3538 FCurrWeap := W;
3539 FModel.SetWeapon(CurrWeap);
3540 resetWeaponQueue();
3541 end;
3543 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3544 var
3545 a: Boolean;
3546 begin
3547 Result := False;
3548 if g_Game_IsClient then Exit;
3550 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3551 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3552 remove := not a;
3554 case ItemType of
3555 ITEM_MEDKIT_SMALL:
3556 if FHealth < PLAYER_HP_SOFT then
3557 begin
3558 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3559 Result := True;
3560 remove := True;
3561 FFireTime := 0;
3562 if gFlash = 2 then Inc(FPickup, 5);
3563 end;
3565 ITEM_MEDKIT_LARGE:
3566 if FHealth < PLAYER_HP_SOFT then
3567 begin
3568 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3569 Result := True;
3570 remove := True;
3571 FFireTime := 0;
3572 if gFlash = 2 then Inc(FPickup, 5);
3573 end;
3575 ITEM_ARMOR_GREEN:
3576 if FArmor < PLAYER_AP_SOFT then
3577 begin
3578 FArmor := PLAYER_AP_SOFT;
3579 Result := True;
3580 remove := True;
3581 if gFlash = 2 then Inc(FPickup, 5);
3582 end;
3584 ITEM_ARMOR_BLUE:
3585 if FArmor < PLAYER_AP_LIMIT then
3586 begin
3587 FArmor := PLAYER_AP_LIMIT;
3588 Result := True;
3589 remove := True;
3590 if gFlash = 2 then Inc(FPickup, 5);
3591 end;
3593 ITEM_SPHERE_BLUE:
3594 if FHealth < PLAYER_HP_LIMIT then
3595 begin
3596 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3597 Result := True;
3598 remove := True;
3599 FFireTime := 0;
3600 if gFlash = 2 then Inc(FPickup, 5);
3601 end;
3603 ITEM_SPHERE_WHITE:
3604 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3605 begin
3606 if FHealth < PLAYER_HP_LIMIT then
3607 FHealth := PLAYER_HP_LIMIT;
3608 if FArmor < PLAYER_AP_LIMIT then
3609 FArmor := PLAYER_AP_LIMIT;
3610 Result := True;
3611 remove := True;
3612 FFireTime := 0;
3613 if gFlash = 2 then Inc(FPickup, 5);
3614 end;
3616 ITEM_WEAPON_SAW:
3617 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3618 begin
3619 FWeapon[WEAPON_SAW] := True;
3620 Result := True;
3621 if gFlash = 2 then Inc(FPickup, 5);
3622 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3623 end;
3625 ITEM_WEAPON_SHOTGUN1:
3626 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3627 begin
3628 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3629 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3631 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3632 FWeapon[WEAPON_SHOTGUN1] := True;
3633 Result := True;
3634 if gFlash = 2 then Inc(FPickup, 5);
3635 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3636 end;
3638 ITEM_WEAPON_SHOTGUN2:
3639 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3640 begin
3641 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3643 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3644 FWeapon[WEAPON_SHOTGUN2] := True;
3645 Result := True;
3646 if gFlash = 2 then Inc(FPickup, 5);
3647 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3648 end;
3650 ITEM_WEAPON_CHAINGUN:
3651 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3652 begin
3653 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3655 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3656 FWeapon[WEAPON_CHAINGUN] := True;
3657 Result := True;
3658 if gFlash = 2 then Inc(FPickup, 5);
3659 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3660 end;
3662 ITEM_WEAPON_ROCKETLAUNCHER:
3663 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3664 begin
3665 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3667 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3668 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3669 Result := True;
3670 if gFlash = 2 then Inc(FPickup, 5);
3671 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3672 end;
3674 ITEM_WEAPON_PLASMA:
3675 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3676 begin
3677 if a and FWeapon[WEAPON_PLASMA] then Exit;
3679 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3680 FWeapon[WEAPON_PLASMA] := True;
3681 Result := True;
3682 if gFlash = 2 then Inc(FPickup, 5);
3683 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3684 end;
3686 ITEM_WEAPON_BFG:
3687 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3688 begin
3689 if a and FWeapon[WEAPON_BFG] then Exit;
3691 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3692 FWeapon[WEAPON_BFG] := True;
3693 Result := True;
3694 if gFlash = 2 then Inc(FPickup, 5);
3695 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3696 end;
3698 ITEM_WEAPON_SUPERPULEMET:
3699 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3700 begin
3701 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3703 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3704 FWeapon[WEAPON_SUPERPULEMET] := True;
3705 Result := True;
3706 if gFlash = 2 then Inc(FPickup, 5);
3707 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3708 end;
3710 ITEM_WEAPON_FLAMETHROWER:
3711 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3712 begin
3713 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3715 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3716 FWeapon[WEAPON_FLAMETHROWER] := True;
3717 Result := True;
3718 if gFlash = 2 then Inc(FPickup, 5);
3719 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3720 end;
3722 ITEM_AMMO_BULLETS:
3723 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3724 begin
3725 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3726 Result := True;
3727 remove := True;
3728 if gFlash = 2 then Inc(FPickup, 5);
3729 end;
3731 ITEM_AMMO_BULLETS_BOX:
3732 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3733 begin
3734 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3735 Result := True;
3736 remove := True;
3737 if gFlash = 2 then Inc(FPickup, 5);
3738 end;
3740 ITEM_AMMO_SHELLS:
3741 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3742 begin
3743 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3744 Result := True;
3745 remove := True;
3746 if gFlash = 2 then Inc(FPickup, 5);
3747 end;
3749 ITEM_AMMO_SHELLS_BOX:
3750 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3751 begin
3752 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3753 Result := True;
3754 remove := True;
3755 if gFlash = 2 then Inc(FPickup, 5);
3756 end;
3758 ITEM_AMMO_ROCKET:
3759 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3760 begin
3761 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3762 Result := True;
3763 remove := True;
3764 if gFlash = 2 then Inc(FPickup, 5);
3765 end;
3767 ITEM_AMMO_ROCKET_BOX:
3768 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3769 begin
3770 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3771 Result := True;
3772 remove := True;
3773 if gFlash = 2 then Inc(FPickup, 5);
3774 end;
3776 ITEM_AMMO_CELL:
3777 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3778 begin
3779 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3780 Result := True;
3781 remove := True;
3782 if gFlash = 2 then Inc(FPickup, 5);
3783 end;
3785 ITEM_AMMO_CELL_BIG:
3786 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3787 begin
3788 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3789 Result := True;
3790 remove := True;
3791 if gFlash = 2 then Inc(FPickup, 5);
3792 end;
3794 ITEM_AMMO_FUELCAN:
3795 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
3796 begin
3797 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3798 Result := True;
3799 remove := True;
3800 if gFlash = 2 then Inc(FPickup, 5);
3801 end;
3803 ITEM_AMMO_BACKPACK:
3804 if not(R_ITEM_BACKPACK in FRulez) or
3805 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3806 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3807 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3808 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
3809 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
3810 begin
3811 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
3812 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
3813 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
3814 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
3815 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
3817 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3818 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3819 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3820 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3821 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3822 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3823 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3824 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3826 FRulez := FRulez + [R_ITEM_BACKPACK];
3827 Result := True;
3828 remove := True;
3829 if gFlash = 2 then Inc(FPickup, 5);
3830 end;
3832 ITEM_KEY_RED:
3833 if not(R_KEY_RED in FRulez) then
3834 begin
3835 Include(FRulez, R_KEY_RED);
3836 Result := True;
3837 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3838 if gFlash = 2 then Inc(FPickup, 5);
3839 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3840 end;
3842 ITEM_KEY_GREEN:
3843 if not(R_KEY_GREEN in FRulez) then
3844 begin
3845 Include(FRulez, R_KEY_GREEN);
3846 Result := True;
3847 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3848 if gFlash = 2 then Inc(FPickup, 5);
3849 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3850 end;
3852 ITEM_KEY_BLUE:
3853 if not(R_KEY_BLUE in FRulez) then
3854 begin
3855 Include(FRulez, R_KEY_BLUE);
3856 Result := True;
3857 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3858 if gFlash = 2 then Inc(FPickup, 5);
3859 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3860 end;
3862 ITEM_SUIT:
3863 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
3864 begin
3865 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
3866 Result := True;
3867 remove := True;
3868 FFireTime := 0;
3869 if gFlash = 2 then Inc(FPickup, 5);
3870 end;
3872 ITEM_OXYGEN:
3873 if FAir < AIR_MAX then
3874 begin
3875 FAir := AIR_MAX;
3876 Result := True;
3877 remove := True;
3878 if gFlash = 2 then Inc(FPickup, 5);
3879 end;
3881 ITEM_MEDKIT_BLACK:
3882 begin
3883 if not (R_BERSERK in FRulez) then
3884 begin
3885 Include(FRulez, R_BERSERK);
3886 if FBFGFireCounter = -1 then
3887 begin
3888 FCurrWeap := WEAPON_KASTET;
3889 resetWeaponQueue();
3890 FModel.SetWeapon(WEAPON_KASTET);
3891 end;
3892 if gFlash <> 0 then
3893 Inc(FPain, 100);
3894 if gFlash = 2 then Inc(FPickup, 5);
3895 FBerserk := gTime+30000;
3896 Result := True;
3897 remove := True;
3898 FFireTime := 0;
3899 end;
3900 if FHealth < PLAYER_HP_SOFT then
3901 begin
3902 FHealth := PLAYER_HP_SOFT;
3903 FBerserk := gTime+30000;
3904 Result := True;
3905 remove := True;
3906 FFireTime := 0;
3907 end;
3908 end;
3910 ITEM_INVUL:
3911 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
3912 begin
3913 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
3914 Result := True;
3915 remove := True;
3916 if gFlash = 2 then Inc(FPickup, 5);
3917 end;
3919 ITEM_BOTTLE:
3920 if FHealth < PLAYER_HP_LIMIT then
3921 begin
3922 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
3923 Result := True;
3924 remove := True;
3925 FFireTime := 0;
3926 if gFlash = 2 then Inc(FPickup, 5);
3927 end;
3929 ITEM_HELMET:
3930 if FArmor < PLAYER_AP_LIMIT then
3931 begin
3932 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
3933 Result := True;
3934 remove := True;
3935 if gFlash = 2 then Inc(FPickup, 5);
3936 end;
3938 ITEM_JETPACK:
3939 if FJetFuel < JET_MAX then
3940 begin
3941 FJetFuel := JET_MAX;
3942 Result := True;
3943 remove := True;
3944 if gFlash = 2 then Inc(FPickup, 5);
3945 end;
3947 ITEM_INVIS:
3948 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
3949 begin
3950 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
3951 Result := True;
3952 remove := True;
3953 if gFlash = 2 then Inc(FPickup, 5);
3954 end;
3955 end;
3956 end;
3958 procedure TPlayer.Touch();
3959 begin
3960 if not FLive then
3961 Exit;
3962 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
3963 if FIamBot then
3964 begin
3965 // Áðîñèòü ôëàã òîâàðèùó:
3966 if gGameSettings.GameMode = GM_CTF then
3967 DropFlag();
3968 end;
3969 end;
3971 procedure TPlayer.Push(vx, vy: Integer);
3972 begin
3973 if (not FPhysics) and FGhost then
3974 Exit;
3975 FObj.Accel.X := FObj.Accel.X + vx;
3976 FObj.Accel.Y := FObj.Accel.Y + vy;
3977 if g_Game_IsNet and g_Game_IsServer then
3978 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
3979 end;
3981 procedure TPlayer.Reset(Force: Boolean);
3982 begin
3983 if Force then
3984 FLive := False;
3986 FSpawned := False;
3987 FTime[T_RESPAWN] := 0;
3988 FTime[T_FLAGCAP] := 0;
3989 FGodMode := False;
3990 FNoTarget := False;
3991 FNoReload := False;
3992 FFrags := 0;
3993 FLastFrag := 0;
3994 FComboEvnt := -1;
3995 FKills := 0;
3996 FMonsterKills := 0;
3997 FDeath := 0;
3998 FSecrets := 0;
3999 if FNoRespawn then
4000 begin
4001 FSpectator := False;
4002 FGhost := False;
4003 FPhysics := True;
4004 FSpectatePlayer := -1;
4005 FNoRespawn := False;
4006 end;
4007 FLives := gGameSettings.MaxLives;
4009 SetFlag(FLAG_NONE);
4010 end;
4012 procedure TPlayer.SoftReset();
4013 begin
4014 ReleaseKeys();
4016 FDamageBuffer := 0;
4017 FIncCam := 0;
4018 FBFGFireCounter := -1;
4019 FShellTimer := -1;
4020 FPain := 0;
4021 FLastHit := 0;
4022 FLastFrag := 0;
4023 FComboEvnt := -1;
4025 SetFlag(FLAG_NONE);
4026 SetAction(A_STAND, True);
4027 end;
4029 function TPlayer.GetRespawnPoint(): Byte;
4030 var
4031 c: Byte;
4032 begin
4033 Result := 255;
4034 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4036 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4037 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4038 begin
4039 if (Self = gPlayer1) or (Self = gPlayer2) then
4040 begin
4041 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4042 if Self = gPlayer1 then
4043 c := RESPAWNPOINT_PLAYER1
4044 else
4045 c := RESPAWNPOINT_PLAYER2;
4046 if g_Map_GetPointCount(c) > 0 then
4047 begin
4048 Result := c;
4049 Exit;
4050 end;
4052 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4053 if Self = gPlayer1 then
4054 c := RESPAWNPOINT_PLAYER2
4055 else
4056 c := RESPAWNPOINT_PLAYER1;
4057 if g_Map_GetPointCount(c) > 0 then
4058 begin
4059 Result := c;
4060 Exit;
4061 end;
4062 end else
4063 begin
4064 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4065 if Random(2) = 0 then
4066 c := RESPAWNPOINT_PLAYER1
4067 else
4068 c := RESPAWNPOINT_PLAYER2;
4069 if g_Map_GetPointCount(c) > 0 then
4070 begin
4071 Result := c;
4072 Exit;
4073 end;
4074 end;
4076 // Òî÷êà ëþáîé èç êîìàíä
4077 if Random(2) = 0 then
4078 c := RESPAWNPOINT_RED
4079 else
4080 c := RESPAWNPOINT_BLUE;
4081 if g_Map_GetPointCount(c) > 0 then
4082 begin
4083 Result := c;
4084 Exit;
4085 end;
4087 // Òî÷êà DM
4088 c := RESPAWNPOINT_DM;
4089 if g_Map_GetPointCount(c) > 0 then
4090 begin
4091 Result := c;
4092 Exit;
4093 end;
4094 end;
4096 // Ìÿñîïîâàë
4097 if gGameSettings.GameMode = GM_DM then
4098 begin
4099 // Òî÷êà DM
4100 c := RESPAWNPOINT_DM;
4101 if g_Map_GetPointCount(c) > 0 then
4102 begin
4103 Result := c;
4104 Exit;
4105 end;
4107 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4108 if Random(2) = 0 then
4109 c := RESPAWNPOINT_PLAYER1
4110 else
4111 c := RESPAWNPOINT_PLAYER2;
4112 if g_Map_GetPointCount(c) > 0 then
4113 begin
4114 Result := c;
4115 Exit;
4116 end;
4118 // Òî÷êà ëþáîé èç êîìàíä
4119 if Random(2) = 0 then
4120 c := RESPAWNPOINT_RED
4121 else
4122 c := RESPAWNPOINT_BLUE;
4123 if g_Map_GetPointCount(c) > 0 then
4124 begin
4125 Result := c;
4126 Exit;
4127 end;
4128 end;
4130 // Êîìàíäíûå
4131 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4132 begin
4133 // Òî÷êà ñâîåé êîìàíäû
4134 c := RESPAWNPOINT_DM;
4135 if FTeam = TEAM_RED then
4136 c := RESPAWNPOINT_RED;
4137 if FTeam = TEAM_BLUE then
4138 c := RESPAWNPOINT_BLUE;
4139 if g_Map_GetPointCount(c) > 0 then
4140 begin
4141 Result := c;
4142 Exit;
4143 end;
4145 // Òî÷êà DM
4146 c := RESPAWNPOINT_DM;
4147 if g_Map_GetPointCount(c) > 0 then
4148 begin
4149 Result := c;
4150 Exit;
4151 end;
4153 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4154 if Random(2) = 0 then
4155 c := RESPAWNPOINT_PLAYER1
4156 else
4157 c := RESPAWNPOINT_PLAYER2;
4158 if g_Map_GetPointCount(c) > 0 then
4159 begin
4160 Result := c;
4161 Exit;
4162 end;
4164 // Òî÷êà äðóãîé êîìàíäû
4165 c := RESPAWNPOINT_DM;
4166 if FTeam = TEAM_RED then
4167 c := RESPAWNPOINT_BLUE;
4168 if FTeam = TEAM_BLUE then
4169 c := RESPAWNPOINT_RED;
4170 if g_Map_GetPointCount(c) > 0 then
4171 begin
4172 Result := c;
4173 Exit;
4174 end;
4175 end;
4176 end;
4178 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4179 var
4180 RespawnPoint: TRespawnPoint;
4181 a, b, c: Byte;
4182 Anim: TAnimation;
4183 ID: DWORD;
4184 begin
4185 if not g_Game_IsServer then
4186 Exit;
4187 if FDummy then
4188 Exit;
4189 FWantsInGame := True;
4190 FJustTeleported := True;
4191 if Force then
4192 begin
4193 FTime[T_RESPAWN] := 0;
4194 FLive := False;
4195 end;
4196 FNetTime := 0;
4197 // if server changes MaxLives we gotta be ready
4198 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4200 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4201 if FTime[T_RESPAWN] > gTime then
4202 Exit;
4204 // Ïðîñðàë âñå æèçíè:
4205 if FNoRespawn then
4206 begin
4207 if not FSpectator then Spectate(True);
4208 FWantsInGame := True;
4209 Exit;
4210 end;
4212 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4213 begin // "Ñâîÿ èãðà"
4214 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4215 FRulez := FRulez-[R_BERSERK];
4216 end
4217 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4218 begin
4219 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4220 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4221 end;
4223 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4224 c := GetRespawnPoint();
4226 ReleaseKeys();
4227 SetFlag(FLAG_NONE);
4229 // Âîñêðåøåíèå áåç îðóæèÿ:
4230 if not FLive then
4231 begin
4232 FHealth := PLAYER_HP_SOFT;
4233 FArmor := 0;
4234 FLive := True;
4235 FAir := AIR_DEF;
4236 FJetFuel := 0;
4238 for a := WP_FIRST to WP_LAST do
4239 begin
4240 FWeapon[a] := False;
4241 FReloading[a] := 0;
4242 end;
4244 FWeapon[WEAPON_PISTOL] := True;
4245 FWeapon[WEAPON_KASTET] := True;
4246 FCurrWeap := WEAPON_PISTOL;
4247 resetWeaponQueue();
4249 FModel.SetWeapon(FCurrWeap);
4251 for b := A_BULLETS to A_HIGH do
4252 FAmmo[b] := 0;
4254 FAmmo[A_BULLETS] := 50;
4256 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4257 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4258 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4259 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4260 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4262 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4263 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4264 else
4265 FRulez := [];
4266 end;
4268 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4269 if not g_Map_GetPoint(c, RespawnPoint) then
4270 begin
4271 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4272 Exit;
4273 end;
4275 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4276 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4277 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4278 FObj.Vel.X := 0;
4279 FObj.Vel.Y := 0;
4280 FObj.Accel.X := 0;
4281 FObj.Accel.Y := 0;
4283 FDirection := RespawnPoint.Direction;
4284 if FDirection = D_LEFT then
4285 FAngle := 180
4286 else
4287 FAngle := 0;
4289 FIncCam := 0;
4290 FBFGFireCounter := -1;
4291 FShellTimer := -1;
4292 FPain := 0;
4293 FLastHit := 0;
4295 SetAction(A_STAND, True);
4296 FModel.Direction := FDirection;
4298 for a := Low(FTime) to High(FTime) do
4299 FTime[a] := 0;
4301 for a := Low(FMegaRulez) to High(FMegaRulez) do
4302 FMegaRulez[a] := 0;
4304 FDamageBuffer := 0;
4305 FJetpack := False;
4306 FCanJetpack := False;
4307 FFireTime := 0;
4308 FFirePainTime := 0;
4309 FFireAttacker := 0;
4311 // Àíèìàöèÿ âîçðîæäåíèÿ:
4312 if (not gLoadGameMode) and (not Silent) then
4313 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4314 begin
4315 Anim := TAnimation.Create(ID, False, 3);
4316 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4317 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4318 Anim.Free();
4319 end;
4321 FSpectator := False;
4322 FGhost := False;
4323 FPhysics := True;
4324 FSpectatePlayer := -1;
4325 FSpawned := True;
4327 if g_Game_IsNet then
4328 begin
4329 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4330 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4331 if not Silent then
4332 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4333 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4334 0, NET_GFX_TELE);
4335 end;
4336 end;
4338 procedure TPlayer.Spectate(NoMove: Boolean = False);
4339 begin
4340 if FLive then
4341 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4342 else if (not NoMove) then
4343 begin
4344 GameX := gMapInfo.Width div 2;
4345 GameY := gMapInfo.Height div 2;
4346 end;
4347 FXTo := GameX;
4348 FYTo := GameY;
4350 FLive := False;
4351 FSpectator := True;
4352 FGhost := True;
4353 FPhysics := False;
4354 FWantsInGame := False;
4355 FSpawned := False;
4357 if FNoRespawn then
4358 begin
4359 if Self = gPlayer1 then
4360 begin
4361 gLMSPID1 := FUID;
4362 gPlayer1 := nil;
4363 end;
4364 if Self = gPlayer2 then
4365 begin
4366 gLMSPID2 := FUID;
4367 gPlayer2 := nil;
4368 end;
4369 end;
4371 if g_Game_IsNet then
4372 MH_SEND_PlayerStats(FUID);
4373 end;
4375 procedure TPlayer.SwitchNoClip;
4376 begin
4377 if not FLive then
4378 Exit;
4379 FGhost := not FGhost;
4380 FPhysics := not FGhost;
4381 if FGhost then
4382 begin
4383 FXTo := FObj.X;
4384 FYTo := FObj.Y;
4385 end else
4386 begin
4387 FObj.Accel.X := 0;
4388 FObj.Accel.Y := 0;
4389 end;
4390 end;
4392 procedure TPlayer.Run(Direction: TDirection);
4393 var
4394 a, b: Integer;
4395 begin
4396 if MAX_RUNVEL > 8 then
4397 FlySmoke();
4399 // Áåæèì:
4400 if Direction = D_LEFT then
4401 begin
4402 if FObj.Vel.X > -MAX_RUNVEL then
4403 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4404 end
4405 else
4406 if FObj.Vel.X < MAX_RUNVEL then
4407 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4409 // Âîçìîæíî, ïèíàåì êóñêè:
4410 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4411 begin
4412 b := Abs(FObj.Vel.X);
4413 if b > 1 then b := b * (Random(8 div b) + 1);
4414 for a := 0 to High(gGibs) do
4415 begin
4416 if gGibs[a].Live and
4417 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4418 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4419 begin
4420 // Ïèíàåì êóñêè
4421 if FObj.Vel.X < 0 then
4422 begin
4423 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4424 end
4425 else
4426 begin
4427 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4428 end;
4429 gGibs[a].positionChanged(); // this updates spatial accelerators
4430 end;
4431 end;
4432 end;
4434 SetAction(A_WALK);
4435 end;
4437 procedure TPlayer.SeeDown();
4438 begin
4439 SetAction(A_SEEDOWN);
4441 if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4443 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4444 end;
4446 procedure TPlayer.SeeUp();
4447 begin
4448 SetAction(A_SEEUP);
4450 if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4452 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4453 end;
4455 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4456 var
4457 Prior: Byte;
4458 begin
4459 case Action of
4460 A_WALK: Prior := 3;
4461 A_DIE1: Prior := 5;
4462 A_DIE2: Prior := 5;
4463 A_ATTACK: Prior := 2;
4464 A_SEEUP: Prior := 1;
4465 A_SEEDOWN: Prior := 1;
4466 A_ATTACKUP: Prior := 2;
4467 A_ATTACKDOWN: Prior := 2;
4468 A_PAIN: Prior := 4;
4469 else Prior := 0;
4470 end;
4472 if (Prior > FActionPrior) or Force then
4473 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4474 begin
4475 FActionPrior := Prior;
4476 FActionAnim := Action;
4477 FActionForce := Force;
4478 FActionChanged := True;
4479 end;
4481 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4482 end;
4484 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4485 begin
4486 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4487 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4488 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4489 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4490 end;
4492 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4493 var
4494 Anim: TAnimation;
4495 ID: DWORD;
4496 begin
4497 Result := False;
4499 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4500 begin
4501 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4502 if g_Game_IsServer and g_Game_IsNet then
4503 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4504 Exit;
4505 end;
4507 FJustTeleported := True;
4509 Anim := nil;
4510 if not silent then
4511 begin
4512 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4513 begin
4514 Anim := TAnimation.Create(ID, False, 3);
4515 end;
4517 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4518 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4519 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4520 if g_Game_IsServer and g_Game_IsNet then
4521 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4522 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4523 NET_GFX_TELE);
4524 end;
4526 FObj.X := X-PLAYER_RECT.X;
4527 FObj.Y := Y-PLAYER_RECT.Y;
4528 if FLive and FGhost then
4529 begin
4530 FXTo := FObj.X;
4531 FYTo := FObj.Y;
4532 end;
4534 if not g_Game_IsNet then
4535 begin
4536 if dir = 1 then
4537 begin
4538 SetDirection(D_LEFT);
4539 FAngle := 180;
4540 end
4541 else
4542 if dir = 2 then
4543 begin
4544 SetDirection(D_RIGHT);
4545 FAngle := 0;
4546 end
4547 else
4548 if dir = 3 then
4549 begin // îáðàòíîå
4550 if FDirection = D_RIGHT then
4551 begin
4552 SetDirection(D_LEFT);
4553 FAngle := 180;
4554 end
4555 else
4556 begin
4557 SetDirection(D_RIGHT);
4558 FAngle := 0;
4559 end;
4560 end;
4561 end;
4563 if not silent and (Anim <> nil) then
4564 begin
4565 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4566 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4567 Anim.Free();
4569 if g_Game_IsServer and g_Game_IsNet then
4570 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4571 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4572 NET_GFX_TELE);
4573 end;
4575 Result := True;
4576 end;
4578 function nonz(a: Single): Single;
4579 begin
4580 if a <> 0 then
4581 Result := a
4582 else
4583 Result := 1;
4584 end;
4586 procedure TPlayer.Update();
4587 var
4588 b: Byte;
4589 i, ii, wx, wy, xd, yd, k: Integer;
4590 blockmon, headwater, dospawn: Boolean;
4591 NetServer: Boolean;
4592 AnyServer: Boolean;
4593 SetSpect: Boolean;
4594 begin
4595 NetServer := g_Game_IsNet and g_Game_IsServer;
4596 AnyServer := g_Game_IsServer;
4598 if g_Game_IsClient and (NetInterpLevel > 0) then
4599 DoLerp(NetInterpLevel + 1)
4600 else
4601 if FGhost then
4602 DoLerp(4);
4604 if NetServer then
4605 if FClientID >= 0 then
4606 begin
4607 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4608 if NetClients[FClientID].Peer^.packetsSent > 0 then
4609 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4610 else
4611 FLoss := 0;
4612 end else
4613 begin
4614 FPing := 0;
4615 FLoss := 0;
4616 end;
4618 if FLive and (gFly or FJetpack) then
4619 FlySmoke();
4621 if FDirection = D_LEFT then
4622 FAngle := 180
4623 else
4624 FAngle := 0;
4626 if FLive and (not FGhost) then
4627 begin
4628 if FKeys[KEY_UP].Pressed then
4629 SeeUp();
4630 if FKeys[KEY_DOWN].Pressed then
4631 SeeDown();
4632 end;
4634 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4635 (FIncCam <> 0) then
4636 begin
4637 i := g_basic.Sign(FIncCam);
4638 FIncCam := Abs(FIncCam);
4639 DecMin(FIncCam, 5, 0);
4640 FIncCam := FIncCam*i;
4641 end;
4643 // no need to do that each second frame, weapon queue will take care of it
4644 if FLive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4645 if FLive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4647 if gTime mod (GAME_TICK*2) <> 0 then
4648 begin
4649 if (FObj.Vel.X = 0) and FLive then
4650 begin
4651 if FKeys[KEY_LEFT].Pressed then
4652 Run(D_LEFT);
4653 if FKeys[KEY_RIGHT].Pressed then
4654 Run(D_RIGHT);
4655 end;
4657 if FPhysics then
4658 begin
4659 g_Obj_Move(@FObj, True, True, True);
4660 positionChanged(); // this updates spatial accelerators
4661 end;
4663 Exit;
4664 end;
4666 FActionChanged := False;
4668 if FLive then
4669 begin
4670 // Let alive player do some actions
4671 if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
4672 if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
4673 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4674 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4675 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4676 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4677 if FKeys[KEY_JUMP].Pressed then Jump()
4678 else
4679 begin
4680 if AnyServer and FJetpack then
4681 begin
4682 FJetpack := False;
4683 JetpackOff;
4684 if NetServer then MH_SEND_PlayerStats(FUID);
4685 end;
4686 FCanJetpack := True;
4687 end;
4688 end
4689 else // Dead
4690 begin
4691 dospawn := False;
4692 if not FGhost then
4693 for k := Low(FKeys) to KEY_CHAT-1 do
4694 begin
4695 if FKeys[k].Pressed then
4696 begin
4697 dospawn := True;
4698 break;
4699 end;
4700 end;
4701 if dospawn then
4702 begin
4703 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4704 Respawn(False)
4705 else // Single
4706 if (FTime[T_RESPAWN] <= gTime) and
4707 gGameOn and (not FLive) then
4708 begin
4709 if (g_Player_GetCount() > 1) then
4710 Respawn(False)
4711 else
4712 begin
4713 gExit := EXIT_RESTART;
4714 Exit;
4715 end;
4716 end;
4717 end;
4718 // Dead spectator actions
4719 if FGhost then
4720 begin
4721 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4722 if FKeys[KEY_FIRE].Pressed and AnyServer then
4723 begin
4724 if FSpectator then
4725 begin
4726 if (FSpectatePlayer >= High(gPlayers)) then
4727 FSpectatePlayer := -1
4728 else
4729 begin
4730 SetSpect := False;
4731 for I := FSpectatePlayer + 1 to High(gPlayers) do
4732 if gPlayers[I] <> nil then
4733 if gPlayers[I].Live then
4734 if gPlayers[I].UID <> FUID then
4735 begin
4736 FSpectatePlayer := I;
4737 SetSpect := True;
4738 break;
4739 end;
4741 if not SetSpect then FSpectatePlayer := -1;
4742 end;
4744 ReleaseKeys;
4745 end;
4746 end;
4747 end;
4748 end;
4749 // No clipping
4750 if FGhost then
4751 begin
4752 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4753 begin
4754 FYTo := FObj.Y - 32;
4755 FSpectatePlayer := -1;
4756 end;
4757 if FKeys[KEY_DOWN].Pressed then
4758 begin
4759 FYTo := FObj.Y + 32;
4760 FSpectatePlayer := -1;
4761 end;
4762 if FKeys[KEY_LEFT].Pressed then
4763 begin
4764 FXTo := FObj.X - 32;
4765 FSpectatePlayer := -1;
4766 end;
4767 if FKeys[KEY_RIGHT].Pressed then
4768 begin
4769 FXTo := FObj.X + 32;
4770 FSpectatePlayer := -1;
4771 end;
4773 if (FXTo < -64) then
4774 FXTo := -64
4775 else if (FXTo > gMapInfo.Width + 32) then
4776 FXTo := gMapInfo.Width + 32;
4777 if (FYTo < -72) then
4778 FYTo := -72
4779 else if (FYTo > gMapInfo.Height + 32) then
4780 FYTo := gMapInfo.Height + 32;
4781 end;
4783 if FPhysics then
4784 begin
4785 g_Obj_Move(@FObj, True, True, True);
4786 positionChanged(); // this updates spatial accelerators
4787 end
4788 else
4789 begin
4790 FObj.Vel.X := 0;
4791 FObj.Vel.Y := 0;
4792 if FSpectator then
4793 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4794 if gPlayers[FSpectatePlayer] <> nil then
4795 if gPlayers[FSpectatePlayer].Live then
4796 begin
4797 FXTo := gPlayers[FSpectatePlayer].GameX;
4798 FYTo := gPlayers[FSpectatePlayer].GameY;
4799 end;
4800 end;
4802 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4803 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4804 PANEL_BLOCKMON, True);
4805 headwater := HeadInLiquid(0, 0);
4807 // Ñîïðîòèâëåíèå âîçäóõà:
4808 if (not FLive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4809 if FObj.Vel.X <> 0 then
4810 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4812 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4813 DecMin(FPain, 5, 0);
4814 DecMin(FPickup, 1, 0);
4816 if FLive and (FObj.Y > gMapInfo.Height+128) and AnyServer then
4817 begin
4818 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4819 FMegaRulez[MR_SUIT] := 0;
4820 FMegaRulez[MR_INVUL] := 0;
4821 FMegaRulez[MR_INVIS] := 0;
4822 Kill(K_FALLKILL, 0, HIT_FALL);
4823 end;
4825 i := 9;
4827 if FLive then
4828 begin
4829 if FCurrWeap = WEAPON_SAW then
4830 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4831 FSawSoundSelect.IsPlaying()) then
4832 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4834 if FJetpack then
4835 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4836 (not FJetSoundOff.IsPlaying()) then
4837 begin
4838 FJetSoundFly.SetPosition(0);
4839 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4840 end;
4842 for b := WP_FIRST to WP_LAST do
4843 if FReloading[b] > 0 then
4844 if FNoReload then
4845 FReloading[b] := 0
4846 else
4847 Dec(FReloading[b]);
4849 if FShellTimer > -1 then
4850 if FShellTimer = 0 then
4851 begin
4852 if FShellType = SHELL_SHELL then
4853 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4854 GameVelX, GameVelY-2, SHELL_SHELL)
4855 else if FShellType = SHELL_DBLSHELL then
4856 begin
4857 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4858 GameVelX+1, GameVelY-2, SHELL_SHELL);
4859 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4860 GameVelX-1, GameVelY-2, SHELL_SHELL);
4861 end;
4862 FShellTimer := -1;
4863 end else Dec(FShellTimer);
4865 if (FBFGFireCounter > -1) then
4866 if FBFGFireCounter = 0 then
4867 begin
4868 if AnyServer then
4869 begin
4870 wx := FObj.X+WEAPONPOINT[FDirection].X;
4871 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
4872 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
4873 yd := wy+firediry();
4874 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
4875 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
4876 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4877 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4878 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4879 end;
4881 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
4882 FBFGFireCounter := -1;
4883 end else
4884 if FNoReload then
4885 FBFGFireCounter := 0
4886 else
4887 Dec(FBFGFireCounter);
4889 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
4890 begin
4891 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
4893 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
4894 end;
4896 if (headwater or blockmon) then
4897 begin
4898 Dec(FAir);
4900 if FAir < -9 then
4901 begin
4902 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
4903 FAir := 0;
4904 end
4905 else if (FAir mod 31 = 0) and not blockmon then
4906 begin
4907 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
4908 if Random(2) = 0 then
4909 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
4910 else
4911 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
4912 end;
4913 end else if FAir < AIR_DEF then
4914 FAir := AIR_DEF;
4916 if FFireTime > 0 then
4917 begin
4918 if BodyInLiquid(0, 0) then
4919 begin
4920 FFireTime := 0;
4921 FFirePainTime := 0;
4922 end
4923 else if FMegaRulez[MR_SUIT] >= gTime then
4924 begin
4925 if FMegaRulez[MR_SUIT] = gTime then
4926 FFireTime := 1;
4927 FFirePainTime := 0;
4928 end
4929 else
4930 begin
4931 OnFireFlame(1);
4932 if FFirePainTime <= 0 then
4933 begin
4934 if g_Game_IsServer then
4935 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
4936 FFirePainTime := 18;
4937 end;
4938 FFirePainTime := FFirePainTime - 1;
4939 FFireTime := FFireTime - 1;
4940 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
4941 MH_SEND_PlayerStats(FUID);
4942 end;
4943 end;
4945 if FDamageBuffer > 0 then
4946 begin
4947 if FDamageBuffer >= 9 then
4948 begin
4949 SetAction(A_PAIN);
4951 if FDamageBuffer < 30 then i := 9
4952 else if FDamageBuffer < 100 then i := 18
4953 else i := 27;
4954 end;
4956 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
4957 FArmor := FArmor-(FDamageBuffer-ii);
4958 FHealth := FHealth-ii;
4959 if FArmor < 0 then
4960 begin
4961 FHealth := FHealth+FArmor;
4962 FArmor := 0;
4963 end;
4965 if AnyServer then
4966 if FHealth <= 0 then
4967 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
4968 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
4969 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
4971 if FLive then
4972 begin
4973 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
4974 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
4975 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
4976 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
4977 end;
4979 FDamageBuffer := 0;
4980 end;
4982 {CollideItem();}
4983 end; // if FLive then ...
4985 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
4986 begin
4987 FModel.ChangeAnimation(FActionAnim, FActionForce);
4988 FModel.GetCurrentAnimation.MinLength := i;
4989 FModel.GetCurrentAnimationMask.MinLength := i;
4990 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
4992 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
4993 then SetAction(A_STAND, True);
4995 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
4997 for b := Low(FKeys) to High(FKeys) do
4998 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
4999 end;
5001 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5002 begin
5003 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5004 FObj.Y+PLAYER_RECT.Y,
5005 PLAYER_RECT.Width,
5006 PLAYER_RECT.Height,
5007 X, Y,
5008 Width, Height);
5009 end;
5011 function TPlayer.Collide(Panel: TPanel): Boolean;
5012 begin
5013 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5014 FObj.Y+PLAYER_RECT.Y,
5015 PLAYER_RECT.Width,
5016 PLAYER_RECT.Height,
5017 Panel.X, Panel.Y,
5018 Panel.Width, Panel.Height);
5019 end;
5021 function TPlayer.Collide(X, Y: Integer): Boolean;
5022 begin
5023 X := X-FObj.X-PLAYER_RECT.X;
5024 Y := Y-FObj.Y-PLAYER_RECT.Y;
5025 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5026 (y >= 0) and (y <= PLAYER_RECT.Height);
5027 end;
5029 function g_Player_ValidName(Name: string): Boolean;
5030 var
5031 a: Integer;
5032 begin
5033 Result := True;
5035 if gPlayers = nil then Exit;
5037 for a := 0 to High(gPlayers) do
5038 if gPlayers[a] <> nil then
5039 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5040 begin
5041 Result := False;
5042 Exit;
5043 end;
5044 end;
5046 procedure TPlayer.SetDirection(Direction: TDirection);
5047 var
5048 d: TDirection;
5049 begin
5050 d := FModel.Direction;
5052 FModel.Direction := Direction;
5053 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5055 FDirection := Direction;
5056 end;
5058 function TPlayer.GetKeys(): Byte;
5059 begin
5060 Result := 0;
5062 if R_KEY_RED in FRulez then Result := KEY_RED;
5063 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5064 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5066 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5067 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5068 end;
5070 procedure TPlayer.Use();
5071 var
5072 a: Integer;
5073 begin
5074 if FTime[T_USE] > gTime then Exit;
5076 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5077 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5079 for a := 0 to High(gPlayers) do
5080 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5081 gPlayers[a].Live and SameTeam(FUID, gPlayers[a].FUID) and
5082 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5083 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5084 begin
5085 gPlayers[a].Touch();
5086 if g_Game_IsNet and g_Game_IsServer then
5087 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5088 end;
5090 FTime[T_USE] := gTime+120;
5091 end;
5093 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5094 var
5095 locObj: TObj;
5096 F: Boolean;
5097 WX, WY, XD, YD: Integer;
5098 begin
5099 F := False;
5100 WX := X;
5101 WY := Y;
5102 XD := AX;
5103 YD := AY;
5105 case FCurrWeap of
5106 WEAPON_KASTET:
5107 begin
5108 if R_BERSERK in FRulez then
5109 begin
5110 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5111 locobj.X := FObj.X+FObj.Rect.X;
5112 locobj.Y := FObj.Y+FObj.Rect.Y;
5113 locobj.rect.X := 0;
5114 locobj.rect.Y := 0;
5115 locobj.rect.Width := 39;
5116 locobj.rect.Height := 52;
5117 locobj.Vel.X := (xd-wx) div 2;
5118 locobj.Vel.Y := (yd-wy) div 2;
5119 locobj.Accel.X := xd-wx;
5120 locobj.Accel.y := yd-wy;
5122 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5123 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5124 else
5125 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5127 if gFlash = 1 then
5128 if FPain < 50 then
5129 FPain := min(FPain + 25, 50);
5130 end else
5131 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5132 end;
5134 WEAPON_SAW:
5135 begin
5136 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5137 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5138 begin
5139 FSawSoundSelect.Stop();
5140 FSawSound.Stop();
5141 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5142 end
5143 else if not FSawSoundHit.IsPlaying() then
5144 begin
5145 FSawSoundSelect.Stop();
5146 FSawSound.PlayAt(FObj.X, FObj.Y);
5147 end;
5148 f := True;
5149 end;
5151 WEAPON_PISTOL:
5152 begin
5153 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5154 FFireAngle := FAngle;
5155 f := True;
5156 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5157 GameVelX, GameVelY-2, SHELL_BULLET);
5158 end;
5160 WEAPON_SHOTGUN1:
5161 begin
5162 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5163 FFireAngle := FAngle;
5164 f := True;
5165 FShellTimer := 10;
5166 FShellType := SHELL_SHELL;
5167 end;
5169 WEAPON_SHOTGUN2:
5170 begin
5171 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5172 FFireAngle := FAngle;
5173 f := True;
5174 FShellTimer := 13;
5175 FShellType := SHELL_DBLSHELL;
5176 end;
5178 WEAPON_CHAINGUN:
5179 begin
5180 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5181 FFireAngle := FAngle;
5182 f := True;
5183 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5184 GameVelX, GameVelY-2, SHELL_BULLET);
5185 end;
5187 WEAPON_ROCKETLAUNCHER:
5188 begin
5189 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5190 FFireAngle := FAngle;
5191 f := True;
5192 end;
5194 WEAPON_PLASMA:
5195 begin
5196 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5197 FFireAngle := FAngle;
5198 f := True;
5199 end;
5201 WEAPON_BFG:
5202 begin
5203 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5204 FFireAngle := FAngle;
5205 f := True;
5206 end;
5208 WEAPON_SUPERPULEMET:
5209 begin
5210 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5211 FFireAngle := FAngle;
5212 f := True;
5213 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5214 GameVelX, GameVelY-2, SHELL_SHELL);
5215 end;
5217 WEAPON_FLAMETHROWER:
5218 begin
5219 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5220 FFireAngle := FAngle;
5221 f := True;
5222 end;
5223 end;
5225 if not f then Exit;
5227 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5228 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5229 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5230 end;
5232 procedure TPlayer.DoLerp(Level: Integer = 2);
5233 begin
5234 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5235 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5236 end;
5238 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5239 var
5240 AX, AY: Integer;
5241 begin
5242 if NetInterpLevel < 1 then
5243 begin
5244 FObj.X := XTo;
5245 FObj.Y := YTo;
5246 end
5247 else
5248 begin
5249 FXTo := XTo;
5250 FYTo := YTo;
5252 AX := Abs(FXTo - FObj.X);
5253 AY := Abs(FYTo - FObj.Y);
5254 if (AX > 32) or (AX <= NetInterpLevel) then
5255 FObj.X := FXTo;
5256 if (AY > 32) or (AY <= NetInterpLevel) then
5257 FObj.Y := FYTo;
5258 end;
5259 end;
5261 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5262 begin
5263 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5264 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5265 PANEL_LIFTUP, False) then Result := -1
5266 else
5267 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5268 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5269 PANEL_LIFTDOWN, False) then Result := 1
5270 else Result := 0;
5271 end;
5273 function TPlayer.GetFlag(Flag: Byte): Boolean;
5274 var
5275 s, ts: String;
5276 evtype: Byte;
5277 begin
5278 Result := False;
5280 if Flag = FLAG_NONE then
5281 Exit;
5283 if not g_Game_IsServer then Exit;
5285 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5286 if (Flag = FTeam) and
5287 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5288 (FFlag <> FLAG_NONE) then
5289 begin
5290 if FFlag = FLAG_RED then
5291 s := _lc[I_PLAYER_FLAG_RED]
5292 else
5293 s := _lc[I_PLAYER_FLAG_BLUE];
5295 evtype := FLAG_STATE_SCORED;
5297 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5298 Insert('.', ts, Length(ts) + 1 - 3);
5299 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5301 g_Map_ResetFlag(FFlag);
5302 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5304 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5306 Result := True;
5307 if g_Game_IsNet then
5308 begin
5309 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5310 MH_SEND_GameStats;
5311 end;
5313 gFlags[FFlag].CaptureTime := 0;
5314 SetFlag(FLAG_NONE);
5315 Exit;
5316 end;
5318 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5319 if (Flag = FTeam) and
5320 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5321 begin
5322 if Flag = FLAG_RED then
5323 s := _lc[I_PLAYER_FLAG_RED]
5324 else
5325 s := _lc[I_PLAYER_FLAG_BLUE];
5327 evtype := FLAG_STATE_RETURNED;
5328 gFlags[Flag].CaptureTime := 0;
5330 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5332 g_Map_ResetFlag(Flag);
5333 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5335 Result := True;
5336 if g_Game_IsNet then
5337 begin
5338 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5339 MH_SEND_GameStats;
5340 end;
5341 Exit;
5342 end;
5344 // Ïîäîáðàë ÷óæîé ôëàã:
5345 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5346 begin
5347 SetFlag(Flag);
5349 if Flag = FLAG_RED then
5350 s := _lc[I_PLAYER_FLAG_RED]
5351 else
5352 s := _lc[I_PLAYER_FLAG_BLUE];
5354 evtype := FLAG_STATE_CAPTURED;
5356 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5358 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5360 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5362 Result := True;
5363 if g_Game_IsNet then
5364 begin
5365 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5366 MH_SEND_GameStats;
5367 end;
5368 end;
5369 end;
5371 procedure TPlayer.SetFlag(Flag: Byte);
5372 begin
5373 FFlag := Flag;
5374 if FModel <> nil then
5375 FModel.SetFlag(FFlag);
5376 end;
5378 function TPlayer.DropFlag(): Boolean;
5379 var
5380 s: String;
5381 begin
5382 Result := False;
5383 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5384 Exit;
5385 FTime[T_FLAGCAP] := gTime + 2000;
5386 with gFlags[FFlag] do
5387 begin
5388 Obj.X := FObj.X;
5389 Obj.Y := FObj.Y;
5390 Direction := FDirection;
5391 State := FLAG_STATE_DROPPED;
5392 Count := FLAG_TIME;
5393 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5394 (FObj.Vel.Y div 2)-2+Random(5));
5395 positionChanged(); // this updates spatial accelerators
5397 if FFlag = FLAG_RED then
5398 s := _lc[I_PLAYER_FLAG_RED]
5399 else
5400 s := _lc[I_PLAYER_FLAG_BLUE];
5402 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5403 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5405 if g_Game_IsNet then
5406 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5407 end;
5408 SetFlag(FLAG_NONE);
5409 Result := True;
5410 end;
5412 procedure TPlayer.GetSecret();
5413 begin
5414 Inc(FSecrets);
5415 end;
5417 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5418 begin
5419 Assert(Key <= High(FKeys));
5421 FKeys[Key].Pressed := True;
5422 FKeys[Key].Time := Time;
5423 end;
5425 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5426 begin
5427 Result := FKeys[K].Pressed;
5428 end;
5430 procedure TPlayer.ReleaseKeys();
5431 var
5432 a: Integer;
5433 begin
5434 for a := Low(FKeys) to High(FKeys) do
5435 begin
5436 FKeys[a].Pressed := False;
5437 FKeys[a].Time := 0;
5438 end;
5439 end;
5441 procedure TPlayer.OnDamage(Angle: SmallInt);
5442 begin
5443 end;
5445 function TPlayer.firediry(): Integer;
5446 begin
5447 if FKeys[KEY_UP].Pressed then Result := -42
5448 else if FKeys[KEY_DOWN].Pressed then Result := 19
5449 else Result := 0;
5450 end;
5452 procedure TPlayer.RememberState();
5453 var
5454 i: Integer;
5455 begin
5456 FSavedState.Health := FHealth;
5457 FSavedState.Armor := FArmor;
5458 FSavedState.Air := FAir;
5459 FSavedState.JetFuel := FJetFuel;
5460 FSavedState.CurrWeap := FCurrWeap;
5461 FSavedState.NextWeap := FNextWeap;
5462 FSavedState.NextWeapDelay := FNextWeapDelay;
5464 for i := 0 to 3 do
5465 FSavedState.Ammo[i] := FAmmo[i];
5466 for i := 0 to 3 do
5467 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5469 FSavedState.Rulez := FRulez;
5470 FSavedState.WaitRecall := True;
5471 end;
5473 procedure TPlayer.RecallState();
5474 var
5475 i: Integer;
5476 begin
5477 if not FSavedState.WaitRecall then Exit;
5479 FHealth := FSavedState.Health;
5480 FArmor := FSavedState.Armor;
5481 FAir := FSavedState.Air;
5482 FJetFuel := FSavedState.JetFuel;
5483 FCurrWeap := FSavedState.CurrWeap;
5484 FNextWeap := FSavedState.NextWeap;
5485 FNextWeapDelay := FSavedState.NextWeapDelay;
5487 for i := 0 to 3 do
5488 FAmmo[i] := FSavedState.Ammo[i];
5489 for i := 0 to 3 do
5490 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5492 FRulez := FSavedState.Rulez;
5493 FSavedState.WaitRecall := False;
5495 if gGameSettings.GameType = GT_SERVER then
5496 MH_SEND_PlayerStats(FUID);
5497 end;
5499 procedure TPlayer.SaveState(var Mem: TBinMemoryWriter);
5500 var
5501 i: Integer;
5502 sig: DWORD;
5503 str: String;
5504 b: Byte;
5505 begin
5506 if FIamBot then
5507 i := 512
5508 else
5509 i := 256;
5511 Mem := TBinMemoryWriter.Create(i);
5513 // Ñèãíàòóðà èãðîêà:
5514 sig := PLAYER_SIGNATURE; // 'PLYR'
5515 Mem.WriteDWORD(sig);
5516 // Áîò èëè ÷åëîâåê:
5517 Mem.WriteBoolean(FIamBot);
5518 // UID èãðîêà:
5519 Mem.WriteWord(FUID);
5520 // Èìÿ èãðîêà:
5521 Mem.WriteString(FName, 32);
5522 // Êîìàíäà:
5523 Mem.WriteByte(FTeam);
5524 // Æèâ ëè:
5525 Mem.WriteBoolean(FLive);
5526 // Èçðàñõîäîâàë ëè âñå æèçíè:
5527 Mem.WriteBoolean(FNoRespawn);
5528 // Íàïðàâëåíèå:
5529 if FDirection = D_LEFT then
5530 b := 1
5531 else // D_RIGHT
5532 b := 2;
5533 Mem.WriteByte(b);
5534 // Çäîðîâüå:
5535 Mem.WriteInt(FHealth);
5536 // Æèçíè:
5537 Mem.WriteByte(FLives);
5538 // Áðîíÿ:
5539 Mem.WriteInt(FArmor);
5540 // Çàïàñ âîçäóõà:
5541 Mem.WriteInt(FAir);
5542 // Çàïàñ ãîðþ÷åãî:
5543 Mem.WriteInt(FJetFuel);
5544 // Áîëü:
5545 Mem.WriteInt(FPain);
5546 // Óáèë:
5547 Mem.WriteInt(FKills);
5548 // Óáèë ìîíñòðîâ:
5549 Mem.WriteInt(FMonsterKills);
5550 // Ôðàãîâ:
5551 Mem.WriteInt(FFrags);
5552 // Ôðàãîâ ïîäðÿä:
5553 Mem.WriteByte(FFragCombo);
5554 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5555 Mem.WriteDWORD(FLastFrag);
5556 // Ñìåðòåé:
5557 Mem.WriteInt(FDeath);
5558 // Êàêîé ôëàã íåñåò:
5559 Mem.WriteByte(FFlag);
5560 // Íàøåë ñåêðåòîâ:
5561 Mem.WriteInt(FSecrets);
5562 // Òåêóùåå îðóæèå:
5563 Mem.WriteByte(FCurrWeap);
5564 // Æåëàåìîå îðóæèå:
5565 Mem.WriteWord(FNextWeap);
5566 // ...è ïàóçà
5567 Mem.WriteByte(FNextWeapDelay);
5568 // Âðåìÿ çàðÿäêè BFG:
5569 Mem.WriteSmallInt(FBFGFireCounter);
5570 // Áóôåð óðîíà:
5571 Mem.WriteInt(FDamageBuffer);
5572 // Ïîñëåäíèé óäàðèâøèé:
5573 Mem.WriteWord(FLastSpawnerUID);
5574 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5575 Mem.WriteByte(FLastHit);
5576 // Îáúåêò èãðîêà:
5577 Obj_SaveState(@FObj, Mem);
5578 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5579 for i := A_BULLETS to A_HIGH do
5580 Mem.WriteWord(FAmmo[i]);
5581 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5582 for i := A_BULLETS to A_HIGH do
5583 Mem.WriteWord(FMaxAmmo[i]);
5584 // Íàëè÷èå îðóæèÿ:
5585 for i := WP_FIRST to WP_LAST do
5586 Mem.WriteBoolean(FWeapon[i]);
5587 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5588 for i := WP_FIRST to WP_LAST do
5589 Mem.WriteWord(FReloading[i]);
5590 // Íàëè÷èå ðþêçàêà:
5591 if R_ITEM_BACKPACK in FRulez then
5592 b := 1
5593 else
5594 b := 0;
5595 Mem.WriteByte(b);
5596 // Íàëè÷èå êðàñíîãî êëþ÷à:
5597 if R_KEY_RED in FRulez then
5598 b := 1
5599 else
5600 b := 0;
5601 Mem.WriteByte(b);
5602 // Íàëè÷èå çåëåíîãî êëþ÷à:
5603 if R_KEY_GREEN in FRulez then
5604 b := 1
5605 else
5606 b := 0;
5607 Mem.WriteByte(b);
5608 // Íàëè÷èå ñèíåãî êëþ÷à:
5609 if R_KEY_BLUE in FRulez then
5610 b := 1
5611 else
5612 b := 0;
5613 Mem.WriteByte(b);
5614 // Íàëè÷èå áåðñåðêà:
5615 if R_BERSERK in FRulez then
5616 b := 1
5617 else
5618 b := 0;
5619 Mem.WriteByte(b);
5620 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5621 for i := MR_SUIT to MR_MAX do
5622 Mem.WriteDWORD(FMegaRulez[i]);
5623 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5624 for i := T_RESPAWN to T_FLAGCAP do
5625 Mem.WriteDWORD(FTime[i]);
5626 // Íàçâàíèå ìîäåëè:
5627 str := FModel.Name;
5628 Mem.WriteString(str);
5629 // Öâåò ìîäåëè:
5630 b := FColor.R;
5631 Mem.WriteByte(b);
5632 b := FColor.G;
5633 Mem.WriteByte(b);
5634 b := FColor.B;
5635 Mem.WriteByte(b);
5636 end;
5638 procedure TPlayer.LoadState(var Mem: TBinMemoryReader);
5639 var
5640 i: Integer;
5641 sig: DWORD;
5642 str: String;
5643 b: Byte;
5644 begin
5645 if Mem = nil then
5646 Exit;
5648 // Ñèãíàòóðà èãðîêà:
5649 Mem.ReadDWORD(sig);
5650 if sig <> PLAYER_SIGNATURE then // 'PLYR'
5651 begin
5652 raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature');
5653 end;
5654 // Áîò èëè ÷åëîâåê:
5655 Mem.ReadBoolean(FIamBot);
5656 // UID èãðîêà:
5657 Mem.ReadWord(FUID);
5658 // Èìÿ èãðîêà:
5659 Mem.ReadString(str);
5660 if (Self <> gPlayer1) and (Self <> gPlayer2) then
5661 FName := str;
5662 // Êîìàíäà:
5663 Mem.ReadByte(FTeam);
5664 // Æèâ ëè:
5665 Mem.ReadBoolean(FLive);
5666 // Èçðàñõîäîâàë ëè âñå æèçíè:
5667 Mem.ReadBoolean(FNoRespawn);
5668 // Íàïðàâëåíèå:
5669 Mem.ReadByte(b);
5670 if b = 1 then
5671 FDirection := D_LEFT
5672 else // b = 2
5673 FDirection := D_RIGHT;
5674 // Çäîðîâüå:
5675 Mem.ReadInt(FHealth);
5676 // Æèçíè:
5677 Mem.ReadByte(FLives);
5678 // Áðîíÿ:
5679 Mem.ReadInt(FArmor);
5680 // Çàïàñ âîçäóõà:
5681 Mem.ReadInt(FAir);
5682 // Çàïàñ ãîðþ÷åãî:
5683 Mem.ReadInt(FJetFuel);
5684 // Áîëü:
5685 Mem.ReadInt(FPain);
5686 // Óáèë:
5687 Mem.ReadInt(FKills);
5688 // Óáèë ìîíñòðîâ:
5689 Mem.ReadInt(FMonsterKills);
5690 // Ôðàãîâ:
5691 Mem.ReadInt(FFrags);
5692 // Ôðàãîâ ïîäðÿä:
5693 Mem.ReadByte(FFragCombo);
5694 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5695 Mem.ReadDWORD(FLastFrag);
5696 // Ñìåðòåé:
5697 Mem.ReadInt(FDeath);
5698 // Êàêîé ôëàã íåñåò:
5699 Mem.ReadByte(FFlag);
5700 // Íàøåë ñåêðåòîâ:
5701 Mem.ReadInt(FSecrets);
5702 // Òåêóùåå îðóæèå:
5703 Mem.ReadByte(FCurrWeap);
5704 // Æåëàåìîå îðóæèå:
5705 Mem.ReadWord(FNextWeap);
5706 // ...è ïàóçà
5707 Mem.ReadByte(FNextWeapDelay);
5708 // Âðåìÿ çàðÿäêè BFG:
5709 Mem.ReadSmallInt(FBFGFireCounter);
5710 // Áóôåð óðîíà:
5711 Mem.ReadInt(FDamageBuffer);
5712 // Ïîñëåäíèé óäàðèâøèé:
5713 Mem.ReadWord(FLastSpawnerUID);
5714 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5715 Mem.ReadByte(FLastHit);
5716 // Îáúåêò èãðîêà:
5717 Obj_LoadState(@FObj, Mem);
5718 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5719 for i := A_BULLETS to A_HIGH do
5720 Mem.ReadWord(FAmmo[i]);
5721 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5722 for i := A_BULLETS to A_HIGH do
5723 Mem.ReadWord(FMaxAmmo[i]);
5724 // Íàëè÷èå îðóæèÿ:
5725 for i := WP_FIRST to WP_LAST do
5726 Mem.ReadBoolean(FWeapon[i]);
5727 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5728 for i := WP_FIRST to WP_LAST do
5729 Mem.ReadWord(FReloading[i]);
5730 // Íàëè÷èå ðþêçàêà:
5731 Mem.ReadByte(b);
5732 if b = 1 then
5733 Include(FRulez, R_ITEM_BACKPACK);
5734 // Íàëè÷èå êðàñíîãî êëþ÷à:
5735 Mem.ReadByte(b);
5736 if b = 1 then
5737 Include(FRulez, R_KEY_RED);
5738 // Íàëè÷èå çåëåíîãî êëþ÷à:
5739 Mem.ReadByte(b);
5740 if b = 1 then
5741 Include(FRulez, R_KEY_GREEN);
5742 // Íàëè÷èå ñèíåãî êëþ÷à:
5743 Mem.ReadByte(b);
5744 if b = 1 then
5745 Include(FRulez, R_KEY_BLUE);
5746 // Íàëè÷èå áåðñåðêà:
5747 Mem.ReadByte(b);
5748 if b = 1 then
5749 Include(FRulez, R_BERSERK);
5750 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5751 for i := MR_SUIT to MR_MAX do
5752 Mem.ReadDWORD(FMegaRulez[i]);
5753 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5754 for i := T_RESPAWN to T_FLAGCAP do
5755 Mem.ReadDWORD(FTime[i]);
5756 // Íàçâàíèå ìîäåëè:
5757 Mem.ReadString(str);
5758 // Öâåò ìîäåëè:
5759 Mem.ReadByte(FColor.R);
5760 Mem.ReadByte(FColor.G);
5761 Mem.ReadByte(FColor.B);
5762 if Self = gPlayer1 then
5763 begin
5764 str := gPlayer1Settings.Model;
5765 FColor := gPlayer1Settings.Color;
5766 end;
5767 if Self = gPlayer2 then
5768 begin
5769 str := gPlayer2Settings.Model;
5770 FColor := gPlayer2Settings.Color;
5771 end;
5772 // Îáíîâëÿåì ìîäåëü èãðîêà:
5773 SetModel(str);
5774 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5775 FModel.Color := TEAMCOLOR[FTeam]
5776 else
5777 FModel.Color := FColor;
5778 end;
5780 procedure TPlayer.AllRulez(Health: Boolean);
5781 var
5782 a: Integer;
5783 begin
5784 if Health then
5785 begin
5786 FHealth := PLAYER_HP_LIMIT;
5787 FArmor := PLAYER_AP_LIMIT;
5788 Exit;
5789 end;
5791 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
5792 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
5793 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5794 end;
5796 procedure TPlayer.RestoreHealthArmor();
5797 begin
5798 FHealth := PLAYER_HP_LIMIT;
5799 FArmor := PLAYER_AP_LIMIT;
5800 end;
5802 procedure TPlayer.FragCombo();
5803 var
5804 Param: Integer;
5805 begin
5806 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5807 Exit;
5808 if gTime - FLastFrag < FRAG_COMBO_TIME then
5809 begin
5810 if FFragCombo < 5 then
5811 Inc(FFragCombo);
5812 Param := FUID or (FFragCombo shl 16);
5813 if (FComboEvnt >= Low(gDelayedEvents)) and
5814 (FComboEvnt <= High(gDelayedEvents)) and
5815 gDelayedEvents[FComboEvnt].Pending and
5816 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5817 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5818 begin
5819 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5820 gDelayedEvents[FComboEvnt].DENum := Param;
5821 end
5822 else
5823 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5824 end
5825 else
5826 FFragCombo := 1;
5828 FLastFrag := gTime;
5829 end;
5831 procedure TPlayer.GiveItem(ItemType: Byte);
5832 begin
5833 case ItemType of
5834 ITEM_SUIT:
5835 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5836 begin
5837 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5838 end;
5840 ITEM_OXYGEN:
5841 if FAir < AIR_MAX then
5842 begin
5843 FAir := AIR_MAX;
5844 end;
5846 ITEM_MEDKIT_BLACK:
5847 begin
5848 if not (R_BERSERK in FRulez) then
5849 begin
5850 Include(FRulez, R_BERSERK);
5851 if FBFGFireCounter < 1 then
5852 begin
5853 FCurrWeap := WEAPON_KASTET;
5854 resetWeaponQueue();
5855 FModel.SetWeapon(WEAPON_KASTET);
5856 end;
5857 if gFlash <> 0 then
5858 Inc(FPain, 100);
5859 FBerserk := gTime+30000;
5860 end;
5861 if FHealth < PLAYER_HP_SOFT then
5862 begin
5863 FHealth := PLAYER_HP_SOFT;
5864 FBerserk := gTime+30000;
5865 end;
5866 end;
5868 ITEM_INVUL:
5869 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5870 begin
5871 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5872 end;
5874 ITEM_INVIS:
5875 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
5876 begin
5877 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
5878 end;
5880 ITEM_JETPACK:
5881 if FJetFuel < JET_MAX then
5882 begin
5883 FJetFuel := JET_MAX;
5884 end;
5886 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
5887 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
5889 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
5890 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5892 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
5893 ITEM_SPHERE_WHITE:
5894 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
5895 begin
5896 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
5897 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5898 end;
5900 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
5901 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
5902 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
5903 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
5904 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
5905 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
5906 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
5907 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
5908 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
5910 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5911 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
5912 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5913 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
5914 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5915 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
5916 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5917 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
5918 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
5920 ITEM_AMMO_BACKPACK:
5921 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
5922 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
5923 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
5924 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
5925 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
5926 begin
5927 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
5928 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
5929 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
5930 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
5931 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
5933 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5934 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5935 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5936 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5938 FRulez := FRulez + [R_ITEM_BACKPACK];
5939 end;
5941 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
5942 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
5943 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
5945 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
5946 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
5948 else
5949 Exit;
5950 end;
5951 if g_Game_IsNet and g_Game_IsServer then
5952 MH_SEND_PlayerStats(FUID);
5953 end;
5955 procedure TPlayer.FlySmoke(Times: DWORD = 1);
5956 var
5957 id, i: DWORD;
5958 Anim: TAnimation;
5959 begin
5960 if (Random(5) = 1) and (Times = 1) then
5961 Exit;
5963 if BodyInLiquid(0, 0) then
5964 begin
5965 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
5966 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
5967 if Random(2) = 0 then
5968 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5969 else
5970 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5971 Exit;
5972 end;
5974 if g_Frames_Get(id, 'FRAMES_SMOKE') then
5975 begin
5976 for i := 1 to Times do
5977 begin
5978 Anim := TAnimation.Create(id, False, 3);
5979 Anim.Alpha := 150;
5980 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
5981 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
5982 Anim.Free();
5983 end;
5984 end;
5985 end;
5987 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
5988 var
5989 id, i: DWORD;
5990 Anim: TAnimation;
5991 begin
5992 if (Random(10) = 1) and (Times = 1) then
5993 Exit;
5995 if g_Frames_Get(id, 'FRAMES_FLAME') then
5996 begin
5997 for i := 1 to Times do
5998 begin
5999 Anim := TAnimation.Create(id, False, 3);
6000 Anim.Alpha := 0;
6001 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6002 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6003 Anim.Free();
6004 end;
6005 end;
6006 end;
6008 procedure TPlayer.PauseSounds(Enable: Boolean);
6009 begin
6010 FSawSound.Pause(Enable);
6011 FSawSoundIdle.Pause(Enable);
6012 FSawSoundHit.Pause(Enable);
6013 FSawSoundSelect.Pause(Enable);
6014 end;
6016 { T C o r p s e : }
6018 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6019 begin
6020 g_Obj_Init(@FObj);
6021 FObj.X := X;
6022 FObj.Y := Y;
6023 FObj.Rect := PLAYER_CORPSERECT;
6024 FModelName := ModelName;
6025 FMess := aMess;
6027 if FMess then
6028 begin
6029 FState := CORPSE_STATE_MESS;
6030 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6031 end
6032 else
6033 begin
6034 FState := CORPSE_STATE_NORMAL;
6035 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6036 end;
6037 end;
6039 destructor TCorpse.Destroy();
6040 begin
6041 FAnimation.Free();
6043 inherited;
6044 end;
6046 procedure TCorpse.positionChanged (); begin end;
6048 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6049 var
6050 pm: TPlayerModel;
6051 begin
6052 if FState = CORPSE_STATE_REMOVEME then
6053 Exit;
6055 FDamage := FDamage + Value;
6057 if FDamage > 150 then
6058 begin
6059 if FAnimation <> nil then
6060 begin
6061 FAnimation.Free();
6062 FAnimation := nil;
6064 FState := CORPSE_STATE_REMOVEME;
6066 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6067 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6068 FModelName, FColor);
6069 // Çâóê ìÿñà îò òðóïà:
6070 pm := g_PlayerModel_Get(FModelName);
6071 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6072 pm.Free;
6073 end;
6074 end
6075 else
6076 begin
6077 FObj.Vel.X := FObj.Vel.X + vx;
6078 FObj.Vel.Y := FObj.Vel.Y + vy;
6079 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6080 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6081 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6082 150, 0, 0);
6083 end;
6084 end;
6086 procedure TCorpse.Draw();
6087 begin
6088 if FState = CORPSE_STATE_REMOVEME then
6089 Exit;
6091 if FAnimation <> nil then
6092 FAnimation.Draw(FObj.X, FObj.Y, M_NONE);
6094 if FAnimationMask <> nil then
6095 begin
6096 e_Colors := FColor;
6097 FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE);
6098 e_Colors.R := 255;
6099 e_Colors.G := 255;
6100 e_Colors.B := 255;
6101 end;
6102 end;
6104 procedure TCorpse.Update();
6105 var
6106 st: Word;
6107 begin
6108 if FState = CORPSE_STATE_REMOVEME then
6109 Exit;
6111 if gTime mod (GAME_TICK*2) <> 0 then
6112 begin
6113 g_Obj_Move(@FObj, True, True, True);
6114 positionChanged(); // this updates spatial accelerators
6115 Exit;
6116 end;
6118 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6119 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6121 st := g_Obj_Move(@FObj, True, True, True);
6122 positionChanged(); // this updates spatial accelerators
6124 if WordBool(st and MOVE_FALLOUT) then
6125 begin
6126 FState := CORPSE_STATE_REMOVEME;
6127 Exit;
6128 end;
6130 if FAnimation <> nil then
6131 FAnimation.Update();
6132 if FAnimationMask <> nil then
6133 FAnimationMask.Update();
6134 end;
6136 procedure TCorpse.SaveState(var Mem: TBinMemoryWriter);
6137 var
6138 sig: DWORD;
6139 anim: Boolean;
6140 begin
6141 if Mem = nil then
6142 Exit;
6144 // Ñèãíàòóðà òðóïà:
6145 sig := CORPSE_SIGNATURE; // 'CORP'
6146 Mem.WriteDWORD(sig);
6147 // Ñîñòîÿíèå:
6148 Mem.WriteByte(FState);
6149 // Íàêîïëåííûé óðîí:
6150 Mem.WriteByte(FDamage);
6151 // Öâåò:
6152 Mem.WriteByte(FColor.R);
6153 Mem.WriteByte(FColor.G);
6154 Mem.WriteByte(FColor.B);
6155 // Îáúåêò òðóïà:
6156 Obj_SaveState(@FObj, Mem);
6157 // Åñòü ëè àíèìàöèÿ:
6158 anim := FAnimation <> nil;
6159 Mem.WriteBoolean(anim);
6160 // Åñëè åñòü - ñîõðàíÿåì:
6161 if anim then
6162 FAnimation.SaveState(Mem);
6163 // Åñòü ëè ìàñêà àíèìàöèè:
6164 anim := FAnimationMask <> nil;
6165 Mem.WriteBoolean(anim);
6166 // Åñëè åñòü - ñîõðàíÿåì:
6167 if anim then
6168 FAnimationMask.SaveState(Mem);
6169 end;
6171 procedure TCorpse.LoadState(var Mem: TBinMemoryReader);
6172 var
6173 sig: DWORD;
6174 anim: Boolean;
6175 begin
6176 if Mem = nil then
6177 Exit;
6179 // Ñèãíàòóðà òðóïà:
6180 Mem.ReadDWORD(sig);
6181 if sig <> CORPSE_SIGNATURE then // 'CORP'
6182 begin
6183 raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature');
6184 end;
6185 // Ñîñòîÿíèå:
6186 Mem.ReadByte(FState);
6187 // Íàêîïëåííûé óðîí:
6188 Mem.ReadByte(FDamage);
6189 // Öâåò:
6190 Mem.ReadByte(FColor.R);
6191 Mem.ReadByte(FColor.G);
6192 Mem.ReadByte(FColor.B);
6193 // Îáúåêò òðóïà:
6194 Obj_LoadState(@FObj, Mem);
6195 // Åñòü ëè àíèìàöèÿ:
6196 Mem.ReadBoolean(anim);
6197 // Åñëè åñòü - çàãðóæàåì:
6198 if anim then
6199 begin
6200 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6201 FAnimation.LoadState(Mem);
6202 end;
6203 // Åñòü ëè ìàñêà àíèìàöèè:
6204 Mem.ReadBoolean(anim);
6205 // Åñëè åñòü - çàãðóæàåì:
6206 if anim then
6207 begin
6208 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6209 FAnimationMask.LoadState(Mem);
6210 end;
6211 end;
6213 { T B o t : }
6215 constructor TBot.Create();
6216 var
6217 a: Integer;
6218 begin
6219 inherited Create();
6221 FPhysics := True;
6222 FSpectator := False;
6223 FGhost := False;
6225 FIamBot := True;
6227 Inc(gNumBots);
6229 for a := WP_FIRST to WP_LAST do
6230 begin
6231 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6232 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6233 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6234 end;
6235 end;
6237 destructor TBot.Destroy();
6238 begin
6239 Dec(gNumBots);
6240 inherited Destroy();
6241 end;
6243 procedure TBot.Draw();
6244 begin
6245 inherited Draw();
6247 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6248 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6249 end;
6251 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6252 begin
6253 inherited Respawn(Silent, Force);
6255 FAIFlags := nil;
6256 FSelectedWeapon := FCurrWeap;
6257 resetWeaponQueue();
6258 FTargetUID := 0;
6259 end;
6261 procedure TBot.UpdateCombat();
6262 type
6263 TTarget = record
6264 UID: Word;
6265 X, Y: Integer;
6266 Rect: TRectWH;
6267 cX, cY: Integer;
6268 Dist: Word;
6269 Line: Boolean;
6270 Visible: Boolean;
6271 IsPlayer: Boolean;
6272 end;
6274 TTargetRecord = array of TTarget;
6276 function Compare(a, b: TTarget): Integer;
6277 begin
6278 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6279 Result := -1
6280 else
6281 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6282 Result := 1
6283 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6284 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6285 begin
6286 if a.Dist > b.Dist then // B áëèæå
6287 Result := 1
6288 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6289 Result := -1;
6290 end
6291 else // Ñòðàííî -> A
6292 Result := -1;
6293 end;
6295 var
6296 a, x1, y1, x2, y2: Integer;
6297 targets: TTargetRecord;
6298 ammo: Word;
6299 Target, BestTarget: TTarget;
6300 firew, fireh: Integer;
6301 angle: SmallInt;
6302 mon: TMonster;
6303 pla, tpla: TPlayer;
6304 vsPlayer, vsMonster, ok: Boolean;
6307 function monsUpdate (monidx: Integer; mon: TMonster): Boolean;
6308 begin
6309 result := false; // don't stop
6310 if (mon <> nil) and (mon.Live) and (mon.MonsterType <> MONSTER_BARREL) then
6311 begin
6312 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6314 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6315 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6317 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6318 if g_TraceVector(x1, y1, x2, y2) then
6319 begin
6320 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6321 SetLength(targets, Length(targets)+1);
6322 with targets[High(targets)] do
6323 begin
6324 UID := mon.UID;
6325 X := mon.Obj.X;
6326 Y := mon.Obj.Y;
6327 cX := x2;
6328 cY := y2;
6329 Rect := mon.Obj.Rect;
6330 Dist := g_PatchLength(x1, y1, x2, y2);
6331 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6332 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6333 Visible := True;
6334 IsPlayer := False;
6335 end;
6336 end;
6337 end;
6338 end;
6340 begin
6341 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6342 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6344 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6345 if FCurrWeap <> FSelectedWeapon then
6346 NextWeapon();
6348 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6349 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6350 begin
6351 RemoveAIFlag('NEEDFIRE');
6353 case FCurrWeap of
6354 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6355 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6356 else PressKey(KEY_FIRE);
6357 end;
6358 end;
6360 // Êîîðäèíàòû ñòâîëà:
6361 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6362 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6364 Target.UID := FTargetUID;
6366 ok := False;
6367 if Target.UID <> 0 then
6368 begin // Öåëü åñòü - íàñòðàèâàåì
6369 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6370 vsPlayer then
6371 begin // Èãðîê
6372 tpla := g_Player_Get(Target.UID);
6373 if tpla <> nil then
6374 with tpla do
6375 begin
6376 if (@FObj) <> nil then
6377 begin
6378 Target.X := FObj.X;
6379 Target.Y := FObj.Y;
6380 end;
6381 end;
6383 Target.cX := Target.X + PLAYER_RECT_CX;
6384 Target.cY := Target.Y + PLAYER_RECT_CY;
6385 Target.Rect := PLAYER_RECT;
6386 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6387 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6388 (y1-4 > Target.Y+PLAYER_RECT.Y);
6389 Target.IsPlayer := True;
6390 ok := True;
6391 end
6392 else
6393 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6394 vsMonster then
6395 begin // Ìîíñòð
6396 mon := g_Monsters_Get(Target.UID);
6397 if mon <> nil then
6398 begin
6399 Target.X := mon.Obj.X;
6400 Target.Y := mon.Obj.Y;
6402 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6403 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6404 Target.Rect := mon.Obj.Rect;
6405 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6406 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6407 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6408 Target.IsPlayer := False;
6409 ok := True;
6410 end;
6411 end;
6412 end;
6414 if not ok then
6415 begin // Öåëè íåò - îáíóëÿåì
6416 Target.X := 0;
6417 Target.Y := 0;
6418 Target.cX := 0;
6419 Target.cY := 0;
6420 Target.Visible := False;
6421 Target.Line := False;
6422 Target.IsPlayer := False;
6423 end;
6425 targets := nil;
6427 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6428 if (not Target.Line) or (not Target.Visible) then
6429 begin
6430 // Èãðîêè:
6431 if vsPlayer then
6432 for a := 0 to High(gPlayers) do
6433 if (gPlayers[a] <> nil) and (gPlayers[a].Live) and
6434 (gPlayers[a].FUID <> FUID) and
6435 (not SameTeam(FUID, gPlayers[a].FUID)) and
6436 (not gPlayers[a].NoTarget) and
6437 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6438 begin
6439 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6440 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6441 Continue;
6443 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6444 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6446 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6447 if g_TraceVector(x1, y1, x2, y2) then
6448 begin
6449 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6450 SetLength(targets, Length(targets)+1);
6451 with targets[High(targets)] do
6452 begin
6453 UID := gPlayers[a].FUID;
6454 X := gPlayers[a].FObj.X;
6455 Y := gPlayers[a].FObj.Y;
6456 cX := x2;
6457 cY := y2;
6458 Rect := PLAYER_RECT;
6459 Dist := g_PatchLength(x1, y1, x2, y2);
6460 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6461 (y1-4 > Target.Y+PLAYER_RECT.Y);
6462 Visible := True;
6463 IsPlayer := True;
6464 end;
6465 end;
6466 end;
6468 // Ìîíñòðû:
6469 if vsMonster then g_Mons_ForEach(monsUpdate);
6470 end;
6472 // Åñëè åñòü âîçìîæíûå öåëè:
6473 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6474 if targets <> nil then
6475 begin
6476 // Âûáèðàåì íàèëó÷øóþ öåëü:
6477 BestTarget := targets[0];
6478 if Length(targets) > 1 then
6479 for a := 1 to High(targets) do
6480 if Compare(BestTarget, targets[a]) = 1 then
6481 BestTarget := targets[a];
6483 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6484 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6485 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6486 begin
6487 Target := BestTarget;
6489 if (Healthy() = 3) or ((Healthy() = 2)) then
6490 begin // Åñëè çäîðîâû - äîãîíÿåì
6491 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6492 SetAIFlag('GORIGHT', '1');
6493 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6494 SetAIFlag('GOLEFT', '1');
6495 end
6496 else
6497 begin // Åñëè ïîáèòû - óáåãàåì
6498 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6499 SetAIFlag('GORIGHT', '1');
6500 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6501 SetAIFlag('GOLEFT', '1');
6502 end;
6504 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6505 SelectWeapon(Abs(x1-Target.cX));
6506 end;
6507 end;
6509 // Åñëè åñòü öåëü:
6510 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6511 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6512 if Target.UID <> 0 then
6513 begin
6514 if not TargetOnScreen(Target.X + Target.Rect.X,
6515 Target.Y + Target.Rect.Y) then
6516 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6517 if (Healthy() = 3) or ((Healthy() = 2)) then
6518 begin // Åñëè çäîðîâû - äîãîíÿåì
6519 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6520 SetAIFlag('GORIGHT', '1');
6521 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6522 SetAIFlag('GOLEFT', '1');
6523 end
6524 else
6525 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6526 Target.UID := 0;
6527 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6528 SetAIFlag('GORIGHT', '1');
6529 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6530 SetAIFlag('GOLEFT', '1');
6531 end;
6532 end
6533 else
6534 begin // Öåëü ïîêà íà "ýêðàíå"
6535 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6536 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6537 FLastVisible := gTime;
6538 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6539 if (Abs(FObj.Y-Target.Y) <= 128) then
6540 begin
6541 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6542 SetAIFlag('GORIGHT', '1');
6543 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6544 SetAIFlag('GOLEFT', '1');
6545 end;
6546 end;
6548 // Âûáèðàåì óãîë ââåðõ:
6549 if FDirection = D_LEFT then
6550 angle := ANGLE_LEFTUP
6551 else
6552 angle := ANGLE_RIGHTUP;
6554 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6555 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6557 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6558 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6559 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6560 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6561 Target.Rect.Width, Target.Rect.Height) and
6562 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6563 begin // òî íóæíî ñòðåëÿòü ââåðõ
6564 SetAIFlag('NEEDFIRE', '1');
6565 SetAIFlag('NEEDSEEUP', '1');
6566 end;
6568 // Âûáèðàåì óãîë âíèç:
6569 if FDirection = D_LEFT then
6570 angle := ANGLE_LEFTDOWN
6571 else
6572 angle := ANGLE_RIGHTDOWN;
6574 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6575 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6577 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6578 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6579 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6580 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6581 Target.Rect.Width, Target.Rect.Height) and
6582 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6583 begin // òî íóæíî ñòðåëÿòü âíèç
6584 SetAIFlag('NEEDFIRE', '1');
6585 SetAIFlag('NEEDSEEDOWN', '1');
6586 end;
6588 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6589 if Target.Visible and
6590 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6591 (y1-4 > Target.Y+Target.Rect.Y) then
6592 begin
6593 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6594 if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
6595 ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
6596 begin // òî íóæíî ñòðåëÿòü âïåðåä
6597 SetAIFlag('NEEDFIRE', '1');
6598 SetAIFlag('NEEDSEEDOWN', '');
6599 SetAIFlag('NEEDSEEUP', '');
6600 end;
6601 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6602 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6603 if GetRnd(FDifficult.CloseJump) then
6604 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6605 if Abs(FObj.X-Target.X) < 128 then
6606 a := 4
6607 else
6608 a := 30;
6609 if Random(a) = 0 then
6610 SetAIFlag('NEEDJUMP', '1');
6611 end;
6612 end;
6614 // Åñëè öåëü âñå åùå åñòü:
6615 if Target.UID <> 0 then
6616 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6617 Target.UID := 0 // òî çàáûòü öåëü
6618 else // Åñëè âèäåëè íåäàâíî
6619 begin // íî öåëü óáèëè
6620 if Target.IsPlayer then
6621 begin // Öåëü - èãðîê
6622 pla := g_Player_Get(Target.UID);
6623 if (pla = nil) or (not pla.Live) or pla.NoTarget or
6624 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6625 Target.UID := 0; // òî çàáûòü öåëü
6626 end
6627 else
6628 begin // Öåëü - ìîíñòð
6629 mon := g_Monsters_Get(Target.UID);
6630 if (mon = nil) or (not mon.Live) then
6631 Target.UID := 0; // òî çàáûòü öåëü
6632 end;
6633 end;
6634 end; // if Target.UID <> 0
6636 FTargetUID := Target.UID;
6638 // Åñëè âîçìîæíûõ öåëåé íåò:
6639 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6640 if targets = nil then
6641 if GetAIFlag('ATTACKLEFT') <> '' then
6642 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6643 RemoveAIFlag('ATTACKLEFT');
6645 SetAIFlag('NEEDJUMP', '1');
6647 if RunDirection() = D_RIGHT then
6648 begin // Èäåì íå â òó ñòîðîíó
6649 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6650 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6651 SetAIFlag('NEEDFIRE', '1');
6652 SetAIFlag('GOLEFT', '1');
6653 end;
6654 end
6655 else
6656 begin // Èäåì â íóæíóþ ñòîðîíó
6657 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6658 SetAIFlag('NEEDFIRE', '1');
6659 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6660 SetAIFlag('GORIGHT', '1');
6661 end;
6662 end
6663 else
6664 if GetAIFlag('ATTACKRIGHT') <> '' then
6665 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6666 RemoveAIFlag('ATTACKRIGHT');
6668 SetAIFlag('NEEDJUMP', '1');
6670 if RunDirection() = D_LEFT then
6671 begin // Èäåì íå â òó ñòîðîíó
6672 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6673 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6674 SetAIFlag('NEEDFIRE', '1');
6675 SetAIFlag('GORIGHT', '1');
6676 end;
6677 end
6678 else
6679 begin
6680 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6681 SetAIFlag('NEEDFIRE', '1');
6682 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6683 SetAIFlag('GOLEFT', '1');
6684 end;
6685 end;
6687 //HACK! (does it belongs there?)
6688 RealizeCurrentWeapon();
6690 // Åñëè åñòü âîçìîæíûå öåëè:
6691 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6692 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6693 for a := 0 to High(targets) do
6694 begin
6695 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6696 if GetRnd(FDifficult.DiagFire) then
6697 begin
6698 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6699 if FDirection = D_LEFT then
6700 angle := ANGLE_LEFTUP
6701 else
6702 angle := ANGLE_RIGHTUP;
6704 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6705 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6707 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6708 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6709 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6710 targets[a].Rect.Width, targets[a].Rect.Height) and
6711 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6712 begin
6713 SetAIFlag('NEEDFIRE', '1');
6714 SetAIFlag('NEEDSEEUP', '1');
6715 end;
6717 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6718 if FDirection = D_LEFT then
6719 angle := ANGLE_LEFTDOWN
6720 else
6721 angle := ANGLE_RIGHTDOWN;
6723 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6724 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6726 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6727 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6728 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6729 targets[a].Rect.Width, targets[a].Rect.Height) and
6730 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6731 begin
6732 SetAIFlag('NEEDFIRE', '1');
6733 SetAIFlag('NEEDSEEDOWN', '1');
6734 end;
6735 end;
6737 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6738 if targets[a].Line and targets[a].Visible and
6739 (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
6740 ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
6741 begin
6742 SetAIFlag('NEEDFIRE', '1');
6743 Break;
6744 end;
6745 end;
6747 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6748 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6749 PLAYER_RECT.Width, PLAYER_RECT.Height,
6750 40+GetInterval(FDifficult.Cover, 40)) then
6751 SetAIFlag('NEEDJUMP', '1');
6753 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6754 ammo := GetAmmoByWeapon(FCurrWeap);
6755 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6756 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6757 (ammo = 0) then
6758 SetAIFlag('SELECTWEAPON', '1');
6760 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6761 if GetAIFlag('SELECTWEAPON') = '1' then
6762 begin
6763 SelectWeapon(-1);
6764 RemoveAIFlag('SELECTWEAPON');
6765 end;
6766 end;
6768 procedure TBot.Update();
6769 var
6770 EnableAI: Boolean;
6771 begin
6772 if not FLive then
6773 begin // Respawn
6774 ReleaseKeys();
6775 PressKey(KEY_UP);
6776 end
6777 else
6778 begin
6779 EnableAI := True;
6781 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6782 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6783 EnableAI := False;
6784 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6785 EnableAI := False;
6786 if g_debug_BotAIOff = 3 then
6787 EnableAI := False;
6789 if EnableAI then
6790 begin
6791 UpdateMove();
6792 UpdateCombat();
6793 end
6794 else
6795 begin
6796 RealizeCurrentWeapon();
6797 end;
6798 end;
6800 inherited Update();
6801 end;
6803 procedure TBot.ReleaseKey(Key: Byte);
6804 begin
6805 with FKeys[Key] do
6806 begin
6807 Pressed := False;
6808 Time := 0;
6809 end;
6810 end;
6812 function TBot.KeyPressed(Key: Word): Boolean;
6813 begin
6814 Result := FKeys[Key].Pressed;
6815 end;
6817 function TBot.GetAIFlag(aName: String20): String20;
6818 var
6819 a: Integer;
6820 begin
6821 Result := '';
6823 aName := LowerCase(aName);
6825 if FAIFlags <> nil then
6826 for a := 0 to High(FAIFlags) do
6827 if LowerCase(FAIFlags[a].Name) = aName then
6828 begin
6829 Result := FAIFlags[a].Value;
6830 Break;
6831 end;
6832 end;
6834 procedure TBot.RemoveAIFlag(aName: String20);
6835 var
6836 a, b: Integer;
6837 begin
6838 if FAIFlags = nil then Exit;
6840 aName := LowerCase(aName);
6842 for a := 0 to High(FAIFlags) do
6843 if LowerCase(FAIFlags[a].Name) = aName then
6844 begin
6845 if a <> High(FAIFlags) then
6846 for b := a to High(FAIFlags)-1 do
6847 FAIFlags[b] := FAIFlags[b+1];
6849 SetLength(FAIFlags, Length(FAIFlags)-1);
6850 Break;
6851 end;
6852 end;
6854 procedure TBot.SetAIFlag(aName, fValue: String20);
6855 var
6856 a: Integer;
6857 ok: Boolean;
6858 begin
6859 a := 0;
6860 ok := False;
6862 aName := LowerCase(aName);
6864 if FAIFlags <> nil then
6865 for a := 0 to High(FAIFlags) do
6866 if LowerCase(FAIFlags[a].Name) = aName then
6867 begin
6868 ok := True;
6869 Break;
6870 end;
6872 if ok then FAIFlags[a].Value := fValue
6873 else
6874 begin
6875 SetLength(FAIFlags, Length(FAIFlags)+1);
6876 with FAIFlags[High(FAIFlags)] do
6877 begin
6878 Name := aName;
6879 Value := fValue;
6880 end;
6881 end;
6882 end;
6884 procedure TBot.UpdateMove;
6886 procedure GoLeft(Time: Word = 1);
6887 begin
6888 ReleaseKey(KEY_LEFT);
6889 ReleaseKey(KEY_RIGHT);
6890 PressKey(KEY_LEFT, Time);
6891 SetDirection(D_LEFT);
6892 end;
6894 procedure GoRight(Time: Word = 1);
6895 begin
6896 ReleaseKey(KEY_LEFT);
6897 ReleaseKey(KEY_RIGHT);
6898 PressKey(KEY_RIGHT, Time);
6899 SetDirection(D_RIGHT);
6900 end;
6902 function Rnd(a: Word): Boolean;
6903 begin
6904 Result := Random(a) = 0;
6905 end;
6907 procedure Turn(Time: Word = 1200);
6908 begin
6909 if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
6910 end;
6912 procedure Stop();
6913 begin
6914 ReleaseKey(KEY_LEFT);
6915 ReleaseKey(KEY_RIGHT);
6916 end;
6918 function CanRunLeft(): Boolean;
6919 begin
6920 Result := not CollideLevel(-1, 0);
6921 end;
6923 function CanRunRight(): Boolean;
6924 begin
6925 Result := not CollideLevel(1, 0);
6926 end;
6928 function CanRun(): Boolean;
6929 begin
6930 if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
6931 end;
6933 procedure Jump(Time: Word = 30);
6934 begin
6935 PressKey(KEY_JUMP, Time);
6936 end;
6938 function NearHole(): Boolean;
6939 var
6940 x, sx: Integer;
6941 begin
6942 { TODO 5 : Ëåñòíèöû }
6943 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6944 for x := 1 to PLAYER_RECT.Width do
6945 if (not StayOnStep(x*sx, 0)) and
6946 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6947 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6948 begin
6949 Result := True;
6950 Exit;
6951 end;
6953 Result := False;
6954 end;
6956 function BorderHole(): Boolean;
6957 var
6958 x, sx, xx: Integer;
6959 begin
6960 { TODO 5 : Ëåñòíèöû }
6961 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6962 for x := 1 to PLAYER_RECT.Width do
6963 if (not StayOnStep(x*sx, 0)) and
6964 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6965 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6966 begin
6967 for xx := x to x+32 do
6968 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
6969 begin
6970 Result := True;
6971 Exit;
6972 end;
6973 end;
6975 Result := False;
6976 end;
6978 function NearDeepHole(): Boolean;
6979 var
6980 x, sx, y: Integer;
6981 begin
6982 Result := False;
6984 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6985 y := 3;
6987 for x := 1 to PLAYER_RECT.Width do
6988 if (not StayOnStep(x*sx, 0)) and
6989 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6990 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6991 begin
6992 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6993 begin
6994 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
6995 y := y+1;
6996 end;
6998 Result := True;
6999 end else Result := False;
7000 end;
7002 function OverDeepHole(): Boolean;
7003 var
7004 y: Integer;
7005 begin
7006 Result := False;
7008 y := 1;
7009 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7010 begin
7011 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7012 y := y+1;
7013 end;
7015 Result := True;
7016 end;
7018 function OnGround(): Boolean;
7019 begin
7020 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7021 end;
7023 function OnLadder(): Boolean;
7024 begin
7025 Result := FullInStep(0, 0);
7026 end;
7028 function BelowLadder(): Boolean;
7029 begin
7030 Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7031 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7032 (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7033 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7034 end;
7036 function BelowLiftUp(): Boolean;
7037 begin
7038 Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7039 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7040 ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7041 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7042 end;
7044 function OnTopLift(): Boolean;
7045 begin
7046 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7047 end;
7049 function CanJumpOver(): Boolean;
7050 var
7051 sx, y: Integer;
7052 begin
7053 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7055 Result := False;
7057 if not CollideLevel(sx, 0) then Exit;
7059 for y := 1 to BOT_MAXJUMP do
7060 if CollideLevel(0, -y) then Exit else
7061 if not CollideLevel(sx, -y) then
7062 begin
7063 Result := True;
7064 Exit;
7065 end;
7066 end;
7068 function CanJumpUp(Dist: ShortInt): Boolean;
7069 var
7070 y, yy: Integer;
7071 c: Boolean;
7072 begin
7073 Result := False;
7075 if CollideLevel(Dist, 0) then Exit;
7077 c := False;
7078 for y := 0 to BOT_MAXJUMP do
7079 if CollideLevel(Dist, -y) then
7080 begin
7081 c := True;
7082 Break;
7083 end;
7085 if not c then Exit;
7087 c := False;
7088 for yy := y+1 to BOT_MAXJUMP do
7089 if not CollideLevel(Dist, -yy) then
7090 begin
7091 c := True;
7092 Break;
7093 end;
7095 if not c then Exit;
7097 c := False;
7098 for y := 0 to BOT_MAXJUMP do
7099 if CollideLevel(0, -y) then
7100 begin
7101 c := True;
7102 Break;
7103 end;
7105 if c then Exit;
7107 if y < yy then Exit;
7109 Result := True;
7110 end;
7112 function IsSafeTrigger(): Boolean;
7113 var
7114 a: Integer;
7115 begin
7116 Result := True;
7117 if gTriggers = nil then
7118 Exit;
7119 for a := 0 to High(gTriggers) do
7120 if Collide(gTriggers[a].X,
7121 gTriggers[a].Y,
7122 gTriggers[a].Width,
7123 gTriggers[a].Height) and
7124 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7125 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7126 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7127 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7128 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7129 Result := False;
7130 end;
7132 begin
7133 // Âîçìîæíî, íàæèìàåì êíîïêó:
7134 if Rnd(16) and IsSafeTrigger() then
7135 PressKey(KEY_OPEN);
7137 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7138 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7139 begin
7140 ReleaseKey(KEY_LEFT);
7141 ReleaseKey(KEY_RIGHT);
7142 Jump();
7143 end;
7145 // Èäåì âëåâî, åñëè íàäî áûëî:
7146 if GetAIFlag('GOLEFT') <> '' then
7147 begin
7148 RemoveAIFlag('GOLEFT');
7149 if CanRunLeft() then
7150 GoLeft(360);
7151 end;
7153 // Èäåì âïðàâî, åñëè íàäî áûëî:
7154 if GetAIFlag('GORIGHT') <> '' then
7155 begin
7156 RemoveAIFlag('GORIGHT');
7157 if CanRunRight() then
7158 GoRight(360);
7159 end;
7161 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7162 if FObj.X < -32 then
7163 GoRight(360)
7164 else
7165 if FObj.X+32 > gMapInfo.Width then
7166 GoLeft(360);
7168 // Ïðûãàåì, åñëè íàäî áûëî:
7169 if GetAIFlag('NEEDJUMP') <> '' then
7170 begin
7171 Jump(0);
7172 RemoveAIFlag('NEEDJUMP');
7173 end;
7175 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7176 if GetAIFlag('NEEDSEEUP') <> '' then
7177 begin
7178 ReleaseKey(KEY_UP);
7179 ReleaseKey(KEY_DOWN);
7180 PressKey(KEY_UP, 20);
7181 RemoveAIFlag('NEEDSEEUP');
7182 end;
7184 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7185 if GetAIFlag('NEEDSEEDOWN') <> '' then
7186 begin
7187 ReleaseKey(KEY_UP);
7188 ReleaseKey(KEY_DOWN);
7189 PressKey(KEY_DOWN, 20);
7190 RemoveAIFlag('NEEDSEEDOWN');
7191 end;
7193 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7194 if GetAIFlag('GOINHOLE') <> '' then
7195 if not OnGround() then
7196 begin
7197 ReleaseKey(KEY_LEFT);
7198 ReleaseKey(KEY_RIGHT);
7199 RemoveAIFlag('GOINHOLE');
7200 SetAIFlag('FALLINHOLE', '1');
7201 end;
7203 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7204 if GetAIFlag('FALLINHOLE') <> '' then
7205 if OnGround() then
7206 RemoveAIFlag('FALLINHOLE');
7208 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7209 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7210 if GetAIFlag('FALLINHOLE') = '' then
7211 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7212 if Rnd(2) then
7213 GoLeft(360)
7214 else
7215 GoRight(360);
7217 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7218 if OnGround() and
7219 CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
7220 Rnd(8) then
7221 Jump();
7223 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7224 if OnGround() and NearHole() then
7225 if NearDeepHole() then // Åñëè ýòî áåçäíà
7226 case Random(6) of
7227 0..3: Turn(); // Áåæèì îáðàòíî
7228 4: Jump(); // Ïðûãàåì
7229 5: begin // Ïðûãàåì îáðàòíî
7230 Turn();
7231 Jump();
7232 end;
7233 end
7234 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7235 if GetAIFlag('GOINHOLE') = '' then
7236 case Random(6) of
7237 0: Turn(); // Íå íóæíî òóäà
7238 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7239 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7240 if BorderHole() then
7241 SetAIFlag('GOINHOLE', '1');
7242 end;
7244 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7245 if (not CanRun()) and OnGround() then
7246 begin
7247 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7248 if CanJumpOver() or OnLadder() then
7249 Jump()
7250 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7251 if Random(2) = 0 then
7252 begin
7253 if IsSafeTrigger() then
7254 PressKey(KEY_OPEN);
7255 end else
7256 Turn();
7257 end;
7259 // Îñòàëîñü ìàëî âîçäóõà:
7260 if FAir < 36 * 2 then
7261 Jump(20);
7263 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7264 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7265 if BodyInAcid(0, 0) then
7266 Jump();
7267 end;
7269 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7270 begin
7271 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7272 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7273 end;
7275 {function TBot.NeedItem(Item: Byte): Byte;
7276 begin
7277 Result := 4;
7278 end;}
7280 procedure TBot.SelectWeapon(Dist: Integer);
7281 var
7282 a: Integer;
7284 function HaveAmmo(weapon: Byte): Boolean;
7285 begin
7286 case weapon of
7287 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7288 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7289 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7290 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7291 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7292 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7293 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7294 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7295 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7296 else Result := True;
7297 end;
7298 end;
7300 begin
7301 if Dist = -1 then Dist := BOT_LONGDIST;
7303 if Dist > BOT_LONGDIST then
7304 begin // Äàëüíèé áîé
7305 for a := 0 to 9 do
7306 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7307 begin
7308 FSelectedWeapon := FDifficult.WeaponPrior[a];
7309 Break;
7310 end;
7311 end
7312 else //if Dist > BOT_UNSAFEDIST then
7313 begin // Áëèæíèé áîé
7314 for a := 0 to 9 do
7315 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7316 begin
7317 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7318 Break;
7319 end;
7320 end;
7321 { else
7322 begin
7323 for a := 0 to 9 do
7324 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7325 begin
7326 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7327 Break;
7328 end;
7329 end;}
7330 end;
7332 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7333 begin
7334 Result := inherited PickItem(ItemType, force, remove);
7336 if Result then SetAIFlag('SELECTWEAPON', '1');
7337 end;
7339 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7340 begin
7341 Result := inherited Heal(value, Soft);
7342 end;
7344 function TBot.Healthy(): Byte;
7345 begin
7346 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7347 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7348 else if (FHealth > 50) then Result := 2
7349 else if (FHealth > 20) then Result := 1
7350 else Result := 0;
7351 end;
7353 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7354 begin
7355 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7356 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7357 end;
7359 procedure TBot.OnDamage(Angle: SmallInt);
7360 var
7361 pla: TPlayer;
7362 mon: TMonster;
7363 ok: Boolean;
7364 begin
7365 inherited;
7367 if (Angle = 0) or (Angle = 180) then
7368 begin
7369 ok := False;
7370 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7371 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7372 begin // Èãðîê
7373 pla := g_Player_Get(FLastSpawnerUID);
7374 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7375 pla.FObj.Y + PLAYER_RECT.Y);
7376 end
7377 else
7378 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7379 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7380 begin // Ìîíñòð
7381 mon := g_Monsters_Get(FLastSpawnerUID);
7382 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7383 mon.Obj.Y + mon.Obj.Rect.Y);
7384 end;
7386 if ok then
7387 if Angle = 0 then
7388 SetAIFlag('ATTACKLEFT', '1')
7389 else
7390 SetAIFlag('ATTACKRIGHT', '1');
7391 end;
7392 end;
7394 function TBot.RunDirection(): TDirection;
7395 begin
7396 if Abs(Vel.X) >= 1 then
7397 begin
7398 if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT;
7399 end else
7400 Result := FDirection;
7401 end;
7403 function TBot.GetRnd(a: Byte): Boolean;
7404 begin
7405 if a = 0 then Result := False
7406 else if a = 255 then Result := True
7407 else Result := Random(256) > 255-a;
7408 end;
7410 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7411 begin
7412 Result := Round((255-a)/255*radius*(Random(2)-1));
7413 end;
7415 procedure TBot.SaveState(var Mem: TBinMemoryWriter);
7416 var
7417 i: Integer;
7418 dw: DWORD;
7419 p: Pointer;
7420 begin
7421 inherited SaveState(Mem);
7423 // Âûáðàííîå îðóæèå:
7424 Mem.WriteByte(FSelectedWeapon);
7425 // UID öåëè:
7426 Mem.WriteWord(FTargetUID);
7427 // Âðåìÿ ïîòåðè öåëè:
7428 Mem.WriteDWORD(FLastVisible);
7429 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7430 dw := Length(FAIFlags);
7431 Mem.WriteDWORD(dw);
7432 // Ôëàãè ÈÈ:
7433 for i := 0 to Integer(dw)-1 do
7434 begin
7435 Mem.WriteString(FAIFlags[i].Name, 20);
7436 Mem.WriteString(FAIFlags[i].Value, 20);
7437 end;
7438 // Íàñòðîéêè ñëîæíîñòè:
7439 p := @FDifficult;
7440 Mem.WriteMemory(p, SizeOf(TDifficult));
7441 end;
7443 procedure TBot.LoadState(var Mem: TBinMemoryReader);
7444 var
7445 i: Integer;
7446 dw: DWORD;
7447 p: Pointer;
7448 begin
7449 inherited LoadState(Mem);
7451 // Âûáðàííîå îðóæèå:
7452 Mem.ReadByte(FSelectedWeapon);
7453 // UID öåëè:
7454 Mem.ReadWord(FTargetUID);
7455 // Âðåìÿ ïîòåðè öåëè:
7456 Mem.ReadDWORD(FLastVisible);
7457 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7458 Mem.ReadDWORD(dw);
7459 SetLength(FAIFlags, dw);
7460 // Ôëàãè ÈÈ:
7461 for i := 0 to Integer(dw)-1 do
7462 begin
7463 Mem.ReadString(FAIFlags[i].Name);
7464 Mem.ReadString(FAIFlags[i].Value);
7465 end;
7466 // Íàñòðîéêè ñëîæíîñòè:
7467 Mem.ReadMemory(p, dw);
7468 if dw <> SizeOf(TDifficult) then
7469 begin
7470 raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size');
7471 end;
7472 FDifficult := TDifficult(p^);
7473 end;
7475 end.