DEADSOFTWARE

new tracer seems to work
[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 procedure getMapBox (out x, y, w, h: Integer); inline;
319 property Name: String read FName write FName;
320 property Model: TPlayerModel read FModel;
321 property Health: Integer read FHealth write FHealth;
322 property Lives: Byte read FLives write FLives;
323 property Armor: Integer read FArmor write FArmor;
324 property Air: Integer read FAir write FAir;
325 property JetFuel: Integer read FJetFuel write FJetFuel;
326 property Frags: Integer read FFrags write FFrags;
327 property Death: Integer read FDeath write FDeath;
328 property Kills: Integer read FKills write FKills;
329 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
330 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
331 property Secrets: Integer read FSecrets;
332 property GodMode: Boolean read FGodMode write FGodMode;
333 property NoTarget: Boolean read FNoTarget write FNoTarget;
334 property NoReload: Boolean read FNoReload write FNoReload;
335 property Live: Boolean read FLive write FLive;
336 property Flag: Byte read FFlag;
337 property Team: Byte read FTeam write FTeam;
338 property Direction: TDirection read FDirection;
339 property GameX: Integer read FObj.X write FObj.X;
340 property GameY: Integer read FObj.Y write FObj.Y;
341 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
342 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
343 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
344 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
345 property Vel: TPoint2i read FObj.Vel;
346 property Obj: TObj read FObj;
347 property IncCam: Integer read FIncCam write FIncCam;
348 property UID: Word read FUID write FUID;
349 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
350 property NetTime: LongWord read FNetTime write FNetTime;
351 end;
353 TDifficult = record
354 DiagFire: Byte;
355 InvisFire: Byte;
356 DiagPrecision: Byte;
357 FlyPrecision: Byte;
358 Cover: Byte;
359 CloseJump: Byte;
360 WeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
361 CloseWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
362 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
363 end;
365 TAIFlag = record
366 Name: String;
367 Value: String;
368 end;
370 TBot = class (TPlayer)
371 private
372 FSelectedWeapon: Byte;
373 FTargetUID: Word;
374 FLastVisible: DWORD;
375 FAIFlags: Array of TAIFlag;
376 FDifficult: TDifficult;
378 function GetRnd(a: Byte): Boolean;
379 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
380 function RunDirection(): TDirection;
381 function FullInStep(XInc, YInc: Integer): Boolean;
382 //function NeedItem(Item: Byte): Byte;
383 procedure SelectWeapon(Dist: Integer);
384 procedure SetAIFlag(aName, fValue: String20);
385 function GetAIFlag(aName: String20): String20;
386 procedure RemoveAIFlag(aName: String20);
387 function Healthy(): Byte;
388 procedure UpdateMove();
389 procedure UpdateCombat();
390 function KeyPressed(Key: Word): Boolean;
391 procedure ReleaseKey(Key: Byte);
392 function TargetOnScreen(TX, TY: Integer): Boolean;
393 procedure OnDamage(Angle: SmallInt); override;
395 public
396 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
397 constructor Create(); override;
398 destructor Destroy(); override;
399 procedure Draw(); override;
400 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
401 function Heal(value: Word; Soft: Boolean): Boolean; override;
402 procedure Update(); override;
403 procedure SaveState(var Mem: TBinMemoryWriter); override;
404 procedure LoadState(var Mem: TBinMemoryReader); override;
405 end;
407 TGib = record
408 Live: Boolean;
409 ID: DWORD;
410 MaskID: DWORD;
411 RAngle: Integer;
412 Color: TRGB;
413 Obj: TObj;
415 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
416 end;
419 TShell = record
420 SpriteID: DWORD;
421 Live: Boolean;
422 SType: Byte;
423 RAngle: Integer;
424 Timeout: Cardinal;
425 CX, CY: Integer;
426 Obj: TObj;
428 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
429 end;
431 TCorpse = class (TObject)
432 private
433 FModelName: String;
434 FMess: Boolean;
435 FState: Byte;
436 FDamage: Byte;
437 FColor: TRGB;
438 FObj: TObj;
439 FAnimation: TAnimation;
440 FAnimationMask: TAnimation;
442 public
443 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
444 destructor Destroy(); override;
445 procedure Damage(Value: Word; vx, vy: Integer);
446 procedure Update();
447 procedure Draw();
448 procedure SaveState(var Mem: TBinMemoryWriter);
449 procedure LoadState(var Mem: TBinMemoryReader);
451 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
453 property Obj: TObj read FObj;
454 property State: Byte read FState;
455 property Mess: Boolean read FMess;
456 end;
458 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
459 record
460 Goals: SmallInt;
461 end;
463 var
464 gPlayers: Array of TPlayer;
465 gCorpses: Array of TCorpse;
466 gGibs: Array of TGib;
467 gShells: Array of TShell;
468 gTeamStat: TTeamStat;
469 gFly: Boolean = False;
470 gAimLine: Boolean = False;
471 gChatBubble: Byte = 0;
472 gNumBots: Word = 0;
473 gLMSPID1: Word = 0;
474 gLMSPID2: Word = 0;
475 MAX_RUNVEL: Integer = 8;
476 VEL_JUMP: Integer = 10;
477 SHELL_TIMEOUT: Cardinal = 60000;
479 function Lerp(X, Y, Factor: Integer): Integer;
481 procedure g_Gibs_SetMax(Count: Word);
482 function g_Gibs_GetMax(): Word;
483 procedure g_Corpses_SetMax(Count: Word);
484 function g_Corpses_GetMax(): Word;
485 procedure g_Shells_SetMax(Count: Word);
486 function g_Shells_GetMax(): Word;
488 procedure g_Player_Init();
489 procedure g_Player_Free();
490 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
491 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
492 procedure g_Player_Remove(UID: Word);
493 procedure g_Player_ResetTeams();
494 procedure g_Player_UpdateAll();
495 procedure g_Player_DrawAll();
496 procedure g_Player_DrawDebug(p: TPlayer);
497 procedure g_Player_DrawHealth();
498 procedure g_Player_RememberAll();
499 procedure g_Player_ResetAll(Force, Silent: Boolean);
500 function g_Player_Get(UID: Word): TPlayer;
501 function g_Player_GetCount(): Byte;
502 function g_Player_GetStats(): TPlayerStatArray;
503 function g_Player_ValidName(Name: String): Boolean;
504 procedure g_Player_CreateCorpse(Player: TPlayer);
505 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
506 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
507 procedure g_Player_UpdatePhysicalObjects();
508 procedure g_Player_DrawCorpses();
509 procedure g_Player_DrawShells();
510 procedure g_Player_RemoveAllCorpses();
511 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
512 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
513 procedure g_Bot_Add(Team, Difficult: Byte);
514 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
515 procedure g_Bot_MixNames();
516 procedure g_Bot_RemoveAll();
518 implementation
520 uses
521 e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math,
522 g_options, g_triggers, g_menu, MAPDEF, g_game,
523 wadreader, g_main, g_monsters, CONFIG, g_language, g_net, g_netmsg;
525 type
526 TBotProfile = record
527 name: ShortString;
528 model: ShortString;
529 team: Byte;
530 color: TRGB;
531 diag_fire: Byte;
532 invis_fire: Byte;
533 diag_precision: Byte;
534 fly_precision: Byte;
535 cover: Byte;
536 close_jump: Byte;
537 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
538 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
539 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
540 end;
542 const
543 TIME_RESPAWN1 = 1500;
544 TIME_RESPAWN2 = 2000;
545 TIME_RESPAWN3 = 3000;
546 AIR_DEF = 360;
547 AIR_MAX = 1091;
548 JET_MAX = 540; // ~30 sec
549 PLAYER_SUIT_TIME = 30000;
550 PLAYER_INVUL_TIME = 30000;
551 PLAYER_INVIS_TIME = 35000;
552 FRAG_COMBO_TIME = 3000;
553 VEL_SW = 4;
554 VEL_FLY = 6;
555 ANGLE_RIGHTUP = 55;
556 ANGLE_RIGHTDOWN = -35;
557 ANGLE_LEFTUP = 125;
558 ANGLE_LEFTDOWN = -145;
559 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
560 WEAPONPOINT: Array [TDirection] of TPoint = ((X:16; Y:32), (X:47; Y:32));
561 BOT_MAXJUMP = 84;
562 BOT_LONGDIST = 300;
563 BOT_UNSAFEDIST = 128;
564 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
565 (R:0; G:0; B:255));
566 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
567 FlyPrecision: 32; Cover: 32; CloseJump: 32;
568 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
569 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
570 FlyPrecision: 127; Cover: 127; CloseJump: 127;
571 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
572 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
573 FlyPrecision: 255; Cover: 255; CloseJump: 255;
574 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
575 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
576 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
577 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
578 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
579 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
580 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
581 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
582 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
583 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
584 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
585 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
586 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
587 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
588 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
589 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
590 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
591 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
593 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
594 CORPSE_SIGNATURE = $50524F43; // 'CORP'
596 BOTNAMES_FILENAME = 'botnames.txt';
597 BOTLIST_FILENAME = 'botlist.txt';
599 var
600 MaxGibs: Word = 150;
601 MaxCorpses: Word = 20;
602 MaxShells: Word = 300;
603 CurrentGib: Integer = 0;
604 CurrentShell: Integer = 0;
605 BotNames: Array of String;
606 BotList: Array of TBotProfile;
609 procedure TGib.positionChanged (); begin end;
610 procedure TShell.positionChanged (); begin end;
613 function Lerp(X, Y, Factor: Integer): Integer;
614 begin
615 Result := X + ((Y - X) div Factor);
616 end;
618 function SameTeam(UID1, UID2: Word): Boolean;
619 begin
620 Result := False;
622 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
623 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
625 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
627 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
628 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
630 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
631 end;
633 procedure g_Gibs_SetMax(Count: Word);
634 begin
635 MaxGibs := Count;
636 SetLength(gGibs, Count);
638 if CurrentGib >= Count then
639 CurrentGib := 0;
640 end;
642 function g_Gibs_GetMax(): Word;
643 begin
644 Result := MaxGibs;
645 end;
647 procedure g_Shells_SetMax(Count: Word);
648 begin
649 MaxShells := Count;
650 SetLength(gShells, Count);
652 if CurrentShell >= Count then
653 CurrentShell := 0;
654 end;
656 function g_Shells_GetMax(): Word;
657 begin
658 Result := MaxShells;
659 end;
662 procedure g_Corpses_SetMax(Count: Word);
663 begin
664 MaxCorpses := Count;
665 SetLength(gCorpses, Count);
666 end;
668 function g_Corpses_GetMax(): Word;
669 begin
670 Result := MaxCorpses;
671 end;
673 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
674 var
675 a: Integer;
676 ok: Boolean;
677 begin
678 Result := 0;
680 ok := False;
681 a := 0;
683 // Åñòü ëè ìåñòî â gPlayers:
684 if gPlayers <> nil then
685 for a := 0 to High(gPlayers) do
686 if gPlayers[a] = nil then
687 begin
688 ok := True;
689 Break;
690 end;
692 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
693 if not ok then
694 begin
695 SetLength(gPlayers, Length(gPlayers)+1);
696 a := High(gPlayers);
697 end;
699 // Ñîçäàåì îáúåêò èãðîêà:
700 if Bot then
701 gPlayers[a] := TBot.Create()
702 else
703 gPlayers[a] := TPlayer.Create();
706 gPlayers[a].FActualModelName := ModelName;
707 gPlayers[a].SetModel(ModelName);
709 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
710 if gPlayers[a].FModel = nil then
711 begin
712 gPlayers[a].Free();
713 gPlayers[a] := nil;
714 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
715 Exit;
716 end;
718 if not (Team in [TEAM_RED, TEAM_BLUE]) then
719 if Random(2) = 0 then
720 Team := TEAM_RED
721 else
722 Team := TEAM_BLUE;
723 gPlayers[a].FPreferredTeam := Team;
725 case gGameSettings.GameMode of
726 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
727 GM_TDM,
728 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
729 GM_SINGLE,
730 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
731 end;
733 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
734 gPlayers[a].FColor := Color;
735 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
736 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
737 else
738 gPlayers[a].FModel.Color := Color;
740 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
741 gPlayers[a].FLive := False;
743 Result := gPlayers[a].FUID;
744 end;
746 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
747 var
748 a, i: Integer;
749 ok, Bot: Boolean;
750 sig: DWORD;
751 b: Byte;
752 begin
753 Result := 0;
754 if Mem = nil then
755 Exit;
757 // Ñèãíàòóðà èãðîêà:
758 Mem.ReadDWORD(sig);
759 if sig <> PLAYER_SIGNATURE then // 'PLYR'
760 begin
761 raise EBinSizeError.Create('g_Player_CreateFromState: Wrong Player Signature');
762 end;
764 // Áîò èëè ÷åëîâåê:
765 Mem.ReadBoolean(Bot);
767 ok := False;
768 a := 0;
770 // Åñòü ëè ìåñòî â gPlayers:
771 if gPlayers <> nil then
772 for a := 0 to High(gPlayers) do
773 if gPlayers[a] = nil then
774 begin
775 ok := True;
776 Break;
777 end;
779 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
780 if not ok then
781 begin
782 SetLength(gPlayers, Length(gPlayers)+1);
783 a := High(gPlayers);
784 end;
786 // Ñîçäàåì îáúåêò èãðîêà:
787 if Bot then
788 gPlayers[a] := TBot.Create()
789 else
790 gPlayers[a] := TPlayer.Create();
791 gPlayers[a].FIamBot := Bot;
792 gPlayers[a].FPhysics := True;
794 // UID èãðîêà:
795 Mem.ReadWord(gPlayers[a].FUID);
796 // Èìÿ èãðîêà:
797 Mem.ReadString(gPlayers[a].FName);
798 // Êîìàíäà:
799 Mem.ReadByte(gPlayers[a].FTeam);
800 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
801 // Æèâ ëè:
802 Mem.ReadBoolean(gPlayers[a].FLive);
803 // Èçðàñõîäîâàë ëè âñå æèçíè:
804 Mem.ReadBoolean(gPlayers[a].FNoRespawn);
805 // Íàïðàâëåíèå:
806 Mem.ReadByte(b);
807 if b = 1 then
808 gPlayers[a].FDirection := D_LEFT
809 else // b = 2
810 gPlayers[a].FDirection := D_RIGHT;
811 // Çäîðîâüå:
812 Mem.ReadInt(gPlayers[a].FHealth);
813 // Æèçíè:
814 Mem.ReadByte(gPlayers[a].FLives);
815 // Áðîíÿ:
816 Mem.ReadInt(gPlayers[a].FArmor);
817 // Çàïàñ âîçäóõà:
818 Mem.ReadInt(gPlayers[a].FAir);
819 // Çàïàñ ãîðþ÷åãî:
820 Mem.ReadInt(gPlayers[a].FJetFuel);
821 // Áîëü:
822 Mem.ReadInt(gPlayers[a].FPain);
823 // Óáèë:
824 Mem.ReadInt(gPlayers[a].FKills);
825 // Óáèë ìîíñòðîâ:
826 Mem.ReadInt(gPlayers[a].FMonsterKills);
827 // Ôðàãîâ:
828 Mem.ReadInt(gPlayers[a].FFrags);
829 // Ôðàãîâ ïîäðÿä:
830 Mem.ReadByte(gPlayers[a].FFragCombo);
831 // Âðåìÿ ïîñëåäíåãî ôðàãà:
832 Mem.ReadDWORD(gPlayers[a].FLastFrag);
833 // Ñìåðòåé:
834 Mem.ReadInt(gPlayers[a].FDeath);
835 // Êàêîé ôëàã íåñåò:
836 Mem.ReadByte(gPlayers[a].FFlag);
837 // Íàøåë ñåêðåòîâ:
838 Mem.ReadInt(gPlayers[a].FSecrets);
839 // Òåêóùåå îðóæèå:
840 Mem.ReadByte(gPlayers[a].FCurrWeap);
841 // Ñëåäóþùåå æåëàåìîå îðóæèå:
842 Mem.ReadWord(gPlayers[a].FNextWeap);
843 // ...è ïàóçà:
844 Mem.ReadByte(gPlayers[a].FNextWeapDelay);
845 // Âðåìÿ çàðÿäêè BFG:
846 Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
847 // Áóôåð óðîíà:
848 Mem.ReadInt(gPlayers[a].FDamageBuffer);
849 // Ïîñëåäíèé óäàðèâøèé:
850 Mem.ReadWord(gPlayers[a].FLastSpawnerUID);
851 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
852 Mem.ReadByte(gPlayers[a].FLastHit);
853 // Îáúåêò èãðîêà:
854 Obj_LoadState(@gPlayers[a].FObj, Mem);
855 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
856 for i := A_BULLETS to A_HIGH do
857 Mem.ReadWord(gPlayers[a].FAmmo[i]);
858 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
859 for i := A_BULLETS to A_HIGH do
860 Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
861 // Íàëè÷èå îðóæèÿ:
862 for i := WP_FIRST to WP_LAST do
863 Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
864 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
865 for i := WP_FIRST to WP_LAST do
866 Mem.ReadWord(gPlayers[a].FReloading[i]);
867 // Íàëè÷èå ðþêçàêà:
868 Mem.ReadByte(b);
869 if b = 1 then
870 Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
871 // Íàëè÷èå êðàñíîãî êëþ÷à:
872 Mem.ReadByte(b);
873 if b = 1 then
874 Include(gPlayers[a].FRulez, R_KEY_RED);
875 // Íàëè÷èå çåëåíîãî êëþ÷à:
876 Mem.ReadByte(b);
877 if b = 1 then
878 Include(gPlayers[a].FRulez, R_KEY_GREEN);
879 // Íàëè÷èå ñèíåãî êëþ÷à:
880 Mem.ReadByte(b);
881 if b = 1 then
882 Include(gPlayers[a].FRulez, R_KEY_BLUE);
883 // Íàëè÷èå áåðñåðêà:
884 Mem.ReadByte(b);
885 if b = 1 then
886 Include(gPlayers[a].FRulez, R_BERSERK);
887 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
888 for i := MR_SUIT to MR_MAX do
889 Mem.ReadDWORD(gPlayers[a].FMegaRulez[i]);
890 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
891 for i := T_RESPAWN to T_FLAGCAP do
892 Mem.ReadDWORD(gPlayers[a].FTime[i]);
894 // Íàçâàíèå ìîäåëè:
895 Mem.ReadString(gPlayers[a].FActualModelName);
896 // Öâåò ìîäåëè:
897 Mem.ReadByte(gPlayers[a].FColor.R);
898 Mem.ReadByte(gPlayers[a].FColor.G);
899 Mem.ReadByte(gPlayers[a].FColor.B);
900 // Îáíîâëÿåì ìîäåëü èãðîêà:
901 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
903 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
904 if gPlayers[a].FModel = nil then
905 begin
906 gPlayers[a].Free();
907 gPlayers[a] := nil;
908 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
909 Exit;
910 end;
912 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
913 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
914 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
915 else
916 gPlayers[a].FModel.Color := gPlayers[a].FColor;
918 Result := gPlayers[a].FUID;
919 end;
921 procedure g_Player_ResetTeams();
922 var
923 a: Integer;
924 begin
925 if g_Game_IsClient then
926 Exit;
927 if gPlayers = nil then
928 Exit;
929 for a := Low(gPlayers) to High(gPlayers) do
930 if gPlayers[a] <> nil then
931 case gGameSettings.GameMode of
932 GM_DM:
933 gPlayers[a].ChangeTeam(TEAM_NONE);
934 GM_TDM, GM_CTF:
935 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
936 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
937 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
938 else
939 if a mod 2 = 0 then
940 gPlayers[a].ChangeTeam(TEAM_RED)
941 else
942 gPlayers[a].ChangeTeam(TEAM_BLUE);
943 GM_SINGLE,
944 GM_COOP:
945 gPlayers[a].ChangeTeam(TEAM_COOP);
946 end;
947 end;
949 procedure g_Bot_Add(Team, Difficult: Byte);
950 var
951 m: SArray;
952 _name, _model: String;
953 a, tr, tb: Integer;
954 begin
955 if not g_Game_IsServer then Exit;
957 // Ñïèñîê íàçâàíèé ìîäåëåé:
958 m := g_PlayerModel_GetNames();
959 if m = nil then
960 Exit;
962 // Êîìàíäà:
963 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
964 Team := TEAM_COOP // COOP
965 else
966 if gGameSettings.GameMode = GM_DM then
967 Team := TEAM_NONE // DM
968 else
969 if Team = TEAM_NONE then // CTF / TDM
970 begin
971 // Àâòîáàëàíñ êîìàíä:
972 tr := 0;
973 tb := 0;
975 for a := 0 to High(gPlayers) do
976 if gPlayers[a] <> nil then
977 begin
978 if gPlayers[a].Team = TEAM_RED then
979 Inc(tr)
980 else
981 if gPlayers[a].Team = TEAM_BLUE then
982 Inc(tb);
983 end;
985 if tr > tb then
986 Team := TEAM_BLUE
987 else
988 if tb > tr then
989 Team := TEAM_RED
990 else // tr = tb
991 if Random(2) = 0 then
992 Team := TEAM_RED
993 else
994 Team := TEAM_BLUE;
995 end;
997 // Âûáèðàåì áîòó èìÿ:
998 _name := '';
999 if BotNames <> nil then
1000 for a := 0 to High(BotNames) do
1001 if g_Player_ValidName(BotNames[a]) then
1002 begin
1003 _name := BotNames[a];
1004 Break;
1005 end;
1007 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1008 if _name = '' then
1009 repeat
1010 _name := Format('DFBOT%.2d', [Random(100)]);
1011 until g_Player_ValidName(_name);
1013 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1014 _model := m[Random(Length(m))];
1016 // Ñîçäàåì áîòà:
1017 with g_Player_Get(g_Player_Create(_model,
1018 _RGB(Min(Random(9)*32, 255),
1019 Min(Random(9)*32, 255),
1020 Min(Random(9)*32, 255)),
1021 Team, True)) as TBot do
1022 begin
1023 Name := _name;
1025 case Difficult of
1026 1: FDifficult := DIFFICULT_EASY;
1027 2: FDifficult := DIFFICULT_MEDIUM;
1028 else FDifficult := DIFFICULT_HARD;
1029 end;
1031 for a := WP_FIRST to WP_LAST do
1032 begin
1033 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1034 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1035 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1036 end;
1038 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1040 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1041 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1042 Spectate();
1043 end;
1044 end;
1046 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1047 var
1048 m: SArray;
1049 _name, _model: String;
1050 a: Integer;
1051 begin
1052 if not g_Game_IsServer then Exit;
1054 // Ñïèñîê íàçâàíèé ìîäåëåé:
1055 m := g_PlayerModel_GetNames();
1056 if m = nil then
1057 Exit;
1059 // Êîìàíäà:
1060 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1061 Team := TEAM_COOP // COOP
1062 else
1063 if gGameSettings.GameMode = GM_DM then
1064 Team := TEAM_NONE // DM
1065 else
1066 if Team = TEAM_NONE then
1067 Team := BotList[num].team; // CTF / TDM
1069 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1070 lName := AnsiLowerCase(lName);
1071 if (num < 0) or (num > Length(BotList)-1) then
1072 num := -1;
1073 if (num = -1) and (lName <> '') and (BotList <> nil) then
1074 for a := 0 to High(BotList) do
1075 if AnsiLowerCase(BotList[a].name) = lName then
1076 begin
1077 num := a;
1078 Break;
1079 end;
1080 if num = -1 then
1081 Exit;
1083 // Èìÿ áîòà:
1084 _name := BotList[num].name;
1085 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1086 if not g_Player_ValidName(_name) then
1087 repeat
1088 _name := Format('DFBOT%.2d', [Random(100)]);
1089 until g_Player_ValidName(_name);
1091 // Ìîäåëü:
1092 _model := BotList[num].model;
1093 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1094 if not InSArray(_model, m) then
1095 _model := m[Random(Length(m))];
1097 // Ñîçäàåì áîòà:
1098 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1099 begin
1100 Name := _name;
1102 FDifficult.DiagFire := BotList[num].diag_fire;
1103 FDifficult.InvisFire := BotList[num].invis_fire;
1104 FDifficult.DiagPrecision := BotList[num].diag_precision;
1105 FDifficult.FlyPrecision := BotList[num].fly_precision;
1106 FDifficult.Cover := BotList[num].cover;
1107 FDifficult.CloseJump := BotList[num].close_jump;
1109 for a := WP_FIRST to WP_LAST do
1110 begin
1111 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1112 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1113 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1114 end;
1116 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1118 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1119 end;
1120 end;
1122 procedure g_Bot_RemoveAll();
1123 var
1124 a: Integer;
1125 begin
1126 if not g_Game_IsServer then Exit;
1127 if gPlayers = nil then Exit;
1129 for a := 0 to High(gPlayers) do
1130 if gPlayers[a] <> nil then
1131 if gPlayers[a] is TBot then
1132 begin
1133 gPlayers[a].Lives := 0;
1134 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1135 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1136 g_Player_Remove(gPlayers[a].FUID);
1137 end;
1139 g_Bot_MixNames();
1140 end;
1142 procedure g_Bot_MixNames();
1143 var
1144 s: String;
1145 a, b: Integer;
1146 begin
1147 if BotNames <> nil then
1148 for a := 0 to High(BotNames) do
1149 begin
1150 b := Random(Length(BotNames));
1151 s := BotNames[a];
1152 Botnames[a] := BotNames[b];
1153 BotNames[b] := s;
1154 end;
1155 end;
1157 procedure g_Player_Remove(UID: Word);
1158 var
1159 i: Integer;
1160 begin
1161 if gPlayers = nil then Exit;
1163 if g_Game_IsServer and g_Game_IsNet then
1164 MH_SEND_PlayerDelete(UID);
1166 for i := 0 to High(gPlayers) do
1167 if gPlayers[i] <> nil then
1168 if gPlayers[i].FUID = UID then
1169 begin
1170 if gPlayers[i] is TPlayer then
1171 TPlayer(gPlayers[i]).Free()
1172 else
1173 TBot(gPlayers[i]).Free();
1174 gPlayers[i] := nil;
1175 Exit;
1176 end;
1177 end;
1179 procedure g_Player_Init();
1180 var
1181 F: TextFile;
1182 s: String;
1183 a, b: Integer;
1184 config: TConfig;
1185 sa: SArray;
1186 begin
1187 BotNames := nil;
1189 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1190 Exit;
1192 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1193 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1194 Reset(F);
1196 while not EOF(F) do
1197 begin
1198 ReadLn(F, s);
1200 s := Trim(s);
1201 if s = '' then
1202 Continue;
1204 SetLength(BotNames, Length(BotNames)+1);
1205 BotNames[High(BotNames)] := s;
1206 end;
1208 CloseFile(F);
1210 // Ïåðåìåøèâàåì èõ:
1211 g_Bot_MixNames();
1213 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1214 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1215 BotList := nil;
1216 a := 0;
1218 while config.SectionExists(IntToStr(a)) do
1219 begin
1220 SetLength(BotList, Length(BotList)+1);
1222 with BotList[High(BotList)] do
1223 begin
1224 // Èìÿ áîòà:
1225 name := config.ReadStr(IntToStr(a), 'name', '');
1226 // Ìîäåëü:
1227 model := config.ReadStr(IntToStr(a), 'model', '');
1228 // Êîìàíäà:
1229 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1230 team := TEAM_RED
1231 else
1232 team := TEAM_BLUE;
1233 // Öâåò ìîäåëè:
1234 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1235 color.R := StrToIntDef(sa[0], 0);
1236 color.G := StrToIntDef(sa[1], 0);
1237 color.B := StrToIntDef(sa[2], 0);
1238 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1239 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1240 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1241 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1242 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1243 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1244 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1245 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1246 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1247 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1248 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1249 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1250 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1251 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1252 if Length(sa) = 10 then
1253 for b := 0 to 9 do
1254 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1255 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1256 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1257 if Length(sa) = 10 then
1258 for b := 0 to 9 do
1259 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1261 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1262 if Length(sa) = 10 then
1263 for b := 0 to 9 do
1264 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1265 end;
1267 a := a + 1;
1268 end;
1270 config.Free();
1271 end;
1273 procedure g_Player_Free();
1274 var
1275 i: Integer;
1276 begin
1277 if gPlayers <> nil then
1278 begin
1279 for i := 0 to High(gPlayers) do
1280 if gPlayers[i] <> nil then
1281 begin
1282 if gPlayers[i] is TPlayer then
1283 TPlayer(gPlayers[i]).Free()
1284 else
1285 TBot(gPlayers[i]).Free();
1286 gPlayers[i] := nil;
1287 end;
1289 gPlayers := nil;
1290 end;
1292 gPlayer1 := nil;
1293 gPlayer2 := nil;
1294 end;
1296 procedure g_Player_UpdateAll();
1297 var
1298 i: Integer;
1299 begin
1300 if gPlayers = nil then Exit;
1302 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1303 for i := 0 to High(gPlayers) do
1304 begin
1305 if gPlayers[i] <> nil then
1306 begin
1307 if gPlayers[i] is TPlayer then
1308 begin
1309 gPlayers[i].Update();
1310 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1311 end
1312 else
1313 begin
1314 // bot updates weapons in `UpdateCombat()`
1315 TBot(gPlayers[i]).Update();
1316 end;
1317 end;
1318 end;
1319 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1320 end;
1322 procedure g_Player_DrawAll();
1323 var
1324 i: Integer;
1325 begin
1326 if gPlayers = nil then Exit;
1328 for i := 0 to High(gPlayers) do
1329 if gPlayers[i] <> nil then
1330 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1331 else TBot(gPlayers[i]).Draw();
1332 end;
1334 procedure g_Player_DrawDebug(p: TPlayer);
1335 var
1336 fW, fH: Byte;
1337 begin
1338 if p = nil then Exit;
1339 if (@p.FObj) = nil then Exit;
1341 e_TextureFontGetSize(gStdFont, fW, fH);
1343 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1344 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1345 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1346 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1347 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1348 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1349 end;
1351 procedure g_Player_DrawHealth();
1352 var
1353 i: Integer;
1354 fW, fH: Byte;
1355 begin
1356 if gPlayers = nil then Exit;
1357 e_TextureFontGetSize(gStdFont, fW, fH);
1359 for i := 0 to High(gPlayers) do
1360 if gPlayers[i] <> nil then
1361 begin
1362 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1363 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1364 IntToStr(gPlayers[i].FHealth), gStdFont);
1365 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1366 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1367 IntToStr(gPlayers[i].FArmor), gStdFont);
1368 end;
1369 end;
1371 function g_Player_Get(UID: Word): TPlayer;
1372 var
1373 a: Integer;
1374 begin
1375 Result := nil;
1377 if gPlayers = nil then
1378 Exit;
1380 for a := 0 to High(gPlayers) do
1381 if gPlayers[a] <> nil then
1382 if gPlayers[a].FUID = UID then
1383 begin
1384 Result := gPlayers[a];
1385 Exit;
1386 end;
1387 end;
1389 function g_Player_GetCount(): Byte;
1390 var
1391 a: Integer;
1392 begin
1393 Result := 0;
1395 if gPlayers = nil then
1396 Exit;
1398 for a := 0 to High(gPlayers) do
1399 if gPlayers[a] <> nil then
1400 Result := Result + 1;
1401 end;
1403 function g_Player_GetStats(): TPlayerStatArray;
1404 var
1405 a: Integer;
1406 begin
1407 Result := nil;
1409 if gPlayers = nil then Exit;
1411 for a := 0 to High(gPlayers) do
1412 if gPlayers[a] <> nil then
1413 begin
1414 SetLength(Result, Length(Result)+1);
1415 with Result[High(Result)] do
1416 begin
1417 Ping := gPlayers[a].FPing;
1418 Loss := gPlayers[a].FLoss;
1419 Name := gPlayers[a].FName;
1420 Team := gPlayers[a].FTeam;
1421 Frags := gPlayers[a].FFrags;
1422 Deaths := gPlayers[a].FDeath;
1423 Kills := gPlayers[a].FKills;
1424 Color := gPlayers[a].FModel.Color;
1425 Lives := gPlayers[a].FLives;
1426 Spectator := gPlayers[a].FSpectator;
1427 end;
1428 end;
1429 end;
1431 procedure g_Player_RememberAll;
1432 var
1433 i: Integer;
1434 begin
1435 for i := Low(gPlayers) to High(gPlayers) do
1436 if (gPlayers[i] <> nil) and gPlayers[i].Live then
1437 gPlayers[i].RememberState;
1438 end;
1440 procedure g_Player_ResetAll(Force, Silent: Boolean);
1441 var
1442 i: Integer;
1443 begin
1444 gTeamStat[TEAM_RED].Goals := 0;
1445 gTeamStat[TEAM_BLUE].Goals := 0;
1447 if gPlayers <> nil then
1448 for i := 0 to High(gPlayers) do
1449 if gPlayers[i] <> nil then
1450 begin
1451 gPlayers[i].Reset(Force);
1453 if gPlayers[i] is TPlayer then
1454 begin
1455 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1456 gPlayers[i].Respawn(Silent)
1457 else
1458 gPlayers[i].Spectate();
1459 end
1460 else
1461 TBot(gPlayers[i]).Respawn(Silent);
1462 end;
1463 end;
1465 procedure g_Player_CreateCorpse(Player: TPlayer);
1466 var
1467 find_id: DWORD;
1468 ok: Boolean;
1469 begin
1470 if Player.Live then
1471 Exit;
1472 if Player.FObj.Y >= gMapInfo.Height+128 then
1473 Exit;
1475 with Player do
1476 begin
1477 if (FHealth >= -50) or (gGibsCount = 0) then
1478 begin
1479 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1480 Exit;
1482 ok := False;
1483 for find_id := 0 to High(gCorpses) do
1484 if gCorpses[find_id] = nil then
1485 begin
1486 ok := True;
1487 Break;
1488 end;
1490 if not ok then
1491 find_id := Random(Length(gCorpses));
1493 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1494 gCorpses[find_id].FColor := FModel.Color;
1495 gCorpses[find_id].FObj.Vel := FObj.Vel;
1496 gCorpses[find_id].FObj.Accel := FObj.Accel;
1497 end
1498 else
1499 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1500 FObj.Y + PLAYER_RECT_CY,
1501 FModel.Name, FModel.Color);
1502 end;
1503 end;
1505 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1506 var
1507 SID: DWORD;
1508 begin
1509 if (gShells = nil) or (Length(gShells) = 0) then
1510 Exit;
1512 with gShells[CurrentShell] do
1513 begin
1514 SpriteID := 0;
1515 g_Obj_Init(@Obj);
1516 Obj.Rect.X := 0;
1517 Obj.Rect.Y := 0;
1518 if T = SHELL_BULLET then
1519 begin
1520 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1521 SpriteID := SID;
1522 CX := 2;
1523 CY := 1;
1524 Obj.Rect.Width := 4;
1525 Obj.Rect.Height := 2;
1526 end
1527 else
1528 begin
1529 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1530 SpriteID := SID;
1531 CX := 4;
1532 CY := 2;
1533 Obj.Rect.Width := 7;
1534 Obj.Rect.Height := 3;
1535 end;
1536 SType := T;
1537 Live := True;
1538 Obj.X := fX;
1539 Obj.Y := fY;
1540 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1541 positionChanged(); // this updates spatial accelerators
1542 RAngle := Random(360);
1543 Timeout := gTime + SHELL_TIMEOUT;
1545 if CurrentShell >= High(gShells) then
1546 CurrentShell := 0
1547 else
1548 Inc(CurrentShell);
1549 end;
1550 end;
1552 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1553 var
1554 a: Integer;
1555 GibsArray: TGibsArray;
1556 begin
1557 if (gGibs = nil) or (Length(gGibs) = 0) then
1558 Exit;
1559 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1560 Exit;
1562 for a := 0 to High(GibsArray) do
1563 with gGibs[CurrentGib] do
1564 begin
1565 Color := fColor;
1566 ID := GibsArray[a].ID;
1567 MaskID := GibsArray[a].MaskID;
1568 Live := True;
1569 g_Obj_Init(@Obj);
1570 Obj.Rect := GibsArray[a].Rect;
1571 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1572 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1573 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1574 positionChanged(); // this updates spatial accelerators
1575 RAngle := Random(360);
1577 if gBloodCount > 0 then
1578 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1579 Random(48), Random(48), 150, 0, 0);
1581 if CurrentGib >= High(gGibs) then
1582 CurrentGib := 0
1583 else
1584 Inc(CurrentGib);
1585 end;
1586 end;
1588 procedure g_Player_UpdatePhysicalObjects();
1589 var
1590 i: Integer;
1591 vel: TPoint2i;
1592 mr: Word;
1594 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1595 var
1596 k: Integer;
1597 begin
1598 k := 1 + Random(2);
1599 if T = SHELL_BULLET then
1600 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1601 else
1602 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1603 end;
1605 begin
1606 // Êóñêè ìÿñà:
1607 if gGibs <> nil then
1608 for i := 0 to High(gGibs) do
1609 if gGibs[i].Live then
1610 with gGibs[i] do
1611 begin
1612 vel := Obj.Vel;
1613 mr := g_Obj_Move(@Obj, True, False, True);
1614 positionChanged(); // this updates spatial accelerators
1616 if WordBool(mr and MOVE_FALLOUT) then
1617 begin
1618 Live := False;
1619 Continue;
1620 end;
1622 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1623 if WordBool(mr and MOVE_HITWALL) then
1624 Obj.Vel.X := -(vel.X div 2);
1625 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1626 Obj.Vel.Y := -(vel.Y div 2);
1628 if (Obj.Vel.X >= 0) then
1629 begin // Clockwise
1630 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1631 if RAngle >= 360 then
1632 RAngle := RAngle mod 360;
1633 end else begin // Counter-clockwise
1634 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1635 if RAngle < 0 then
1636 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1637 end;
1639 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1640 if gTime mod (GAME_TICK*3) = 0 then
1641 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1642 end;
1644 // Òðóïû:
1645 if gCorpses <> nil then
1646 for i := 0 to High(gCorpses) do
1647 if gCorpses[i] <> nil then
1648 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1649 begin
1650 gCorpses[i].Free();
1651 gCorpses[i] := nil;
1652 end
1653 else
1654 gCorpses[i].Update();
1656 // Ãèëüçû:
1657 if gShells <> nil then
1658 for i := 0 to High(gShells) do
1659 if gShells[i].Live then
1660 with gShells[i] do
1661 begin
1662 vel := Obj.Vel;
1663 mr := g_Obj_Move(@Obj, True, False, True);
1664 positionChanged(); // this updates spatial accelerators
1666 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1667 begin
1668 Live := False;
1669 Continue;
1670 end;
1672 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1673 if WordBool(mr and MOVE_HITWALL) then
1674 begin
1675 Obj.Vel.X := -(vel.X div 2);
1676 if not WordBool(mr and MOVE_INWATER) then
1677 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1678 end;
1679 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1680 begin
1681 Obj.Vel.Y := -(vel.Y div 2);
1682 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1683 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1684 begin
1685 if RAngle mod 90 <> 0 then
1686 RAngle := (RAngle div 90) * 90;
1687 end
1688 else if not WordBool(mr and MOVE_INWATER) then
1689 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1690 end;
1692 if (Obj.Vel.X >= 0) then
1693 begin // Clockwise
1694 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1695 if RAngle >= 360 then
1696 RAngle := RAngle mod 360;
1697 end else begin // Counter-clockwise
1698 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1699 if RAngle < 0 then
1700 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1701 end;
1702 end;
1703 end;
1705 procedure g_Player_DrawCorpses();
1706 var
1707 i: Integer;
1708 a: TPoint;
1709 begin
1710 if gGibs <> nil then
1711 for i := 0 to High(gGibs) do
1712 if gGibs[i].Live then
1713 with gGibs[i] do
1714 begin
1715 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1716 Continue;
1718 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1719 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1721 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1723 e_Colors := Color;
1724 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1725 e_Colors.R := 255;
1726 e_Colors.G := 255;
1727 e_Colors.B := 255;
1728 end;
1730 if gCorpses <> nil then
1731 for i := 0 to High(gCorpses) do
1732 if gCorpses[i] <> nil then
1733 gCorpses[i].Draw();
1734 end;
1736 procedure g_Player_DrawShells();
1737 var
1738 i: Integer;
1739 a: TPoint;
1740 begin
1741 if gShells <> nil then
1742 for i := 0 to High(gShells) do
1743 if gShells[i].Live then
1744 with gShells[i] do
1745 begin
1746 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1747 Continue;
1749 a.X := CX;
1750 a.Y := CY;
1752 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1753 end;
1754 end;
1756 procedure g_Player_RemoveAllCorpses();
1757 var
1758 i: Integer;
1759 begin
1760 gGibs := nil;
1761 gShells := nil;
1762 SetLength(gGibs, MaxGibs);
1763 SetLength(gShells, MaxGibs);
1764 CurrentGib := 0;
1765 CurrentShell := 0;
1767 if gCorpses <> nil then
1768 for i := 0 to High(gCorpses) do
1769 gCorpses[i].Free();
1771 gCorpses := nil;
1772 SetLength(gCorpses, MaxCorpses);
1773 end;
1775 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
1776 var
1777 count, i: Integer;
1778 b: Boolean;
1779 begin
1780 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1781 count := 0;
1782 if gCorpses <> nil then
1783 for i := 0 to High(gCorpses) do
1784 if gCorpses[i] <> nil then
1785 count := count + 1;
1787 Mem := TBinMemoryWriter.Create((count+1) * 128);
1789 // Êîëè÷åñòâî òðóïîâ:
1790 Mem.WriteInt(count);
1792 if count = 0 then
1793 Exit;
1795 // Ñîõðàíÿåì òðóïû:
1796 for i := 0 to High(gCorpses) do
1797 if gCorpses[i] <> nil then
1798 begin
1799 // Íàçâàíèå ìîäåëè:
1800 Mem.WriteString(gCorpses[i].FModelName);
1801 // Òèï ñìåðòè:
1802 b := gCorpses[i].Mess;
1803 Mem.WriteBoolean(b);
1804 // Ñîõðàíÿåì äàííûå òðóïà:
1805 gCorpses[i].SaveState(Mem);
1806 end;
1807 end;
1809 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
1810 var
1811 count, i: Integer;
1812 str: String;
1813 b: Boolean;
1814 begin
1815 if Mem = nil then
1816 Exit;
1818 g_Player_RemoveAllCorpses();
1820 // Êîëè÷åñòâî òðóïîâ:
1821 Mem.ReadInt(count);
1823 if count > Length(gCorpses) then
1824 begin
1825 raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1826 end;
1828 if count = 0 then
1829 Exit;
1831 // Çàãðóæàåì òðóïû:
1832 for i := 0 to count-1 do
1833 begin
1834 // Íàçâàíèå ìîäåëè:
1835 Mem.ReadString(str);
1836 // Òèï ñìåðòè:
1837 Mem.ReadBoolean(b);
1838 // Ñîçäàåì òðóï:
1839 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1840 // Çàãðóæàåì äàííûå òðóïà:
1841 gCorpses[i].LoadState(Mem);
1842 end;
1843 end;
1845 { T P l a y e r : }
1847 procedure TPlayer.BFGHit();
1848 begin
1849 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1850 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1851 if g_Game_IsServer and g_Game_IsNet then
1852 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1853 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1854 0, NET_GFX_BFGHIT);
1855 end;
1857 procedure TPlayer.ChangeModel(ModelName: string);
1858 var
1859 locModel: TPlayerModel;
1860 begin
1861 locModel := g_PlayerModel_Get(ModelName);
1862 if locModel = nil then Exit;
1864 FModel.Free();
1865 FModel := locModel;
1866 end;
1868 procedure TPlayer.SetModel(ModelName: string);
1869 var
1870 m: TPlayerModel;
1871 begin
1872 m := g_PlayerModel_Get(ModelName);
1873 if m = nil then
1874 begin
1875 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1876 m := g_PlayerModel_Get('doomer');
1877 if m = nil then
1878 begin
1879 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1880 Exit;
1881 end;
1882 end;
1884 if FModel <> nil then
1885 FModel.Free();
1887 FModel := m;
1889 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1890 FModel.Color := FColor
1891 else
1892 FModel.Color := TEAMCOLOR[FTeam];
1893 FModel.SetWeapon(FCurrWeap);
1894 FModel.SetFlag(FFlag);
1895 SetDirection(FDirection);
1896 end;
1898 procedure TPlayer.SetColor(Color: TRGB);
1899 begin
1900 FColor := Color;
1901 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1902 if FModel <> nil then FModel.Color := Color;
1903 end;
1905 procedure TPlayer.SwitchTeam;
1906 begin
1907 if g_Game_IsClient then
1908 Exit;
1909 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1911 if gGameOn and FLive then
1912 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1914 if FTeam = TEAM_RED then
1915 begin
1916 ChangeTeam(TEAM_BLUE);
1917 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1918 if g_Game_IsNet then
1919 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1920 end
1921 else
1922 begin
1923 ChangeTeam(TEAM_RED);
1924 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
1925 if g_Game_IsNet then
1926 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
1927 end;
1928 FPreferredTeam := FTeam;
1929 end;
1931 procedure TPlayer.ChangeTeam(Team: Byte);
1932 var
1933 OldTeam: Byte;
1934 begin
1935 OldTeam := FTeam;
1936 FTeam := Team;
1937 case Team of
1938 TEAM_RED, TEAM_BLUE:
1939 FModel.Color := TEAMCOLOR[Team];
1940 else
1941 FModel.Color := FColor;
1942 end;
1943 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
1944 MH_SEND_PlayerStats(FUID);
1945 end;
1948 procedure TPlayer.CollideItem();
1949 var
1950 i: Integer;
1951 r: Boolean;
1952 begin
1953 if gItems = nil then Exit;
1954 if not FLive then Exit;
1956 for i := 0 to High(gItems) do
1957 with gItems[i] do
1958 begin
1959 if (ItemType <> ITEM_NONE) and Live then
1960 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
1961 PLAYER_RECT.Height, @Obj) then
1962 begin
1963 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
1965 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
1966 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
1967 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
1968 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
1969 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
1971 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
1972 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
1973 (gGameSettings.GameType = GT_SINGLE) and
1974 (g_Player_GetCount() > 1)) then
1975 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
1976 end;
1977 end;
1978 end;
1981 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
1982 begin
1983 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
1984 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
1985 False);
1986 end;
1988 constructor TPlayer.Create();
1989 begin
1990 FIamBot := False;
1991 FDummy := False;
1992 FSpawned := False;
1994 FSawSound := TPlayableSound.Create();
1995 FSawSoundIdle := TPlayableSound.Create();
1996 FSawSoundHit := TPlayableSound.Create();
1997 FSawSoundSelect := TPlayableSound.Create();
1998 FJetSoundFly := TPlayableSound.Create();
1999 FJetSoundOn := TPlayableSound.Create();
2000 FJetSoundOff := TPlayableSound.Create();
2002 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2003 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2004 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2005 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2006 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2007 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2008 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2010 FSpectatePlayer := -1;
2011 FClientID := -1;
2012 FPing := 0;
2013 FLoss := 0;
2014 FSavedState.WaitRecall := False;
2015 FShellTimer := -1;
2016 FFireTime := 0;
2017 FFirePainTime := 0;
2018 FFireAttacker := 0;
2020 FActualModelName := 'doomer';
2022 g_Obj_Init(@FObj);
2023 FObj.Rect := PLAYER_RECT;
2025 FBFGFireCounter := -1;
2026 FJustTeleported := False;
2027 FNetTime := 0;
2029 resetWeaponQueue();
2030 end;
2032 procedure TPlayer.positionChanged ();
2033 begin
2034 end;
2036 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2037 var
2038 c: Word;
2039 begin
2040 if (not g_Game_IsClient) and (not FLive) then
2041 Exit;
2043 FLastHit := t;
2045 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2046 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2047 begin
2048 if not g_Game_IsClient then
2049 begin
2050 FArmor := 0;
2051 if t = HIT_TRAP then
2052 begin
2053 // Ëîâóøêà óáèâàåò ñðàçó:
2054 FHealth := -100;
2055 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2056 end;
2057 if t = HIT_SELF then
2058 begin
2059 // Ñàìîóáèéñòâî:
2060 FHealth := 0;
2061 Kill(K_SIMPLEKILL, SpawnerUID, t);
2062 end;
2063 end;
2064 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2065 FMegaRulez[MR_SUIT] := 0;
2066 FMegaRulez[MR_INVUL] := 0;
2067 FMegaRulez[MR_INVIS] := 0;
2068 FBerserk := 0;
2069 end;
2071 // Íî îò îñòàëüíîãî ñïàñàåò:
2072 if FMegaRulez[MR_INVUL] >= gTime then
2073 Exit;
2075 // ×èò-êîä "ÃÎÐÅÖ":
2076 if FGodMode then
2077 Exit;
2079 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2080 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2081 (SpawnerUID = FUID) or
2082 (not SameTeam(FUID, SpawnerUID)) then
2083 begin
2084 FLastSpawnerUID := SpawnerUID;
2086 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2087 if gBloodCount > 0 then
2088 begin
2089 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2090 if value div 4 <= c then
2091 c := c - (value div 4)
2092 else
2093 c := 0;
2095 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2096 MakeBloodSimple(c)
2097 else
2098 case t of
2099 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2100 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2101 end;
2103 if t = HIT_WATER then
2104 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2105 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2106 end;
2108 // Áóôåð óðîíà:
2109 if FLive then
2110 Inc(FDamageBuffer, value);
2112 // Âñïûøêà áîëè:
2113 if gFlash <> 0 then
2114 FPain := FPain + value;
2115 end;
2117 if g_Game_IsServer and g_Game_IsNet then
2118 begin
2119 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2120 MH_SEND_PlayerStats(FUID);
2121 MH_SEND_PlayerPos(False, FUID);
2122 end;
2123 end;
2125 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2126 begin
2127 Result := False;
2128 if g_Game_IsClient then
2129 Exit;
2130 if not FLive then
2131 Exit;
2133 if Soft and (FHealth < PLAYER_HP_SOFT) then
2134 begin
2135 IncMax(FHealth, value, PLAYER_HP_SOFT);
2136 Result := True;
2137 end;
2138 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2139 begin
2140 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2141 Result := True;
2142 end;
2144 if Result and g_Game_IsServer and g_Game_IsNet then
2145 MH_SEND_PlayerStats(FUID);
2146 end;
2148 destructor TPlayer.Destroy();
2149 begin
2150 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2151 gPlayer1 := nil;
2152 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2153 gPlayer2 := nil;
2155 FSawSound.Free();
2156 FSawSoundIdle.Free();
2157 FSawSoundHit.Free();
2158 FJetSoundFly.Free();
2159 FJetSoundOn.Free();
2160 FJetSoundOff.Free();
2161 FModel.Free();
2163 inherited;
2164 end;
2166 procedure TPlayer.DrawBubble();
2167 var
2168 bubX, bubY: Integer;
2169 ID: LongWord;
2170 Rb, Gb, Bb,
2171 Rw, Gw, Bw: SmallInt;
2172 Dot: Byte;
2173 begin
2174 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18);
2175 bubY := FObj.Y+FObj.Rect.Y - 18;
2176 Rb := 64;
2177 Gb := 64;
2178 Bb := 64;
2179 Rw := 240;
2180 Gw := 240;
2181 Bw := 240;
2182 case gChatBubble of
2183 1: // simple textual non-bubble
2184 begin
2185 bubX := FObj.X+FObj.Rect.X - 11;
2186 bubY := FObj.Y+FObj.Rect.Y - 17;
2187 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2188 Exit;
2189 end;
2190 2: // advanced pixel-perfect bubble
2191 begin
2192 if FTeam = TEAM_RED then
2193 Rb := 255
2194 else
2195 if FTeam = TEAM_BLUE then
2196 Bb := 255;
2197 end;
2198 3: // colored bubble
2199 begin
2200 Rb := FModel.Color.R;
2201 Gb := FModel.Color.G;
2202 Bb := FModel.Color.B;
2203 Rw := Min(Rb * 2 + 64, 255);
2204 Gw := Min(Gb * 2 + 64, 255);
2205 Bw := Min(Bb * 2 + 64, 255);
2206 if (Abs(Rw - Rb) < 32)
2207 or (Abs(Gw - Gb) < 32)
2208 or (Abs(Bw - Bb) < 32) then
2209 begin
2210 Rb := Max(Rw div 2 - 16, 0);
2211 Gb := Max(Gw div 2 - 16, 0);
2212 Bb := Max(Bw div 2 - 16, 0);
2213 end;
2214 end;
2215 4: // custom textured bubble
2216 begin
2217 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2218 if FDirection = D_RIGHT then
2219 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2220 else
2221 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
2222 Exit;
2223 end;
2224 end;
2226 // Outer borders
2227 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2228 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2229 // Inner box
2230 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2232 // Tail
2233 Dot := IfThen(FDirection = D_LEFT, 14, 5);
2234 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2235 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);
2236 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);
2237 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);
2238 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);
2240 // Dots
2241 Dot := 6;
2242 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2243 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2244 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2245 end;
2247 procedure TPlayer.Draw();
2248 var
2249 ID: DWORD;
2250 w, h: Word;
2251 dr: Boolean;
2252 begin
2253 if FLive then
2254 begin
2255 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2256 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2257 begin
2258 e_GetTextureSize(ID, @w, @h);
2259 if FDirection = D_LEFT then
2260 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2261 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False)
2262 else
2263 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2264 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False);
2265 end;
2267 if FMegaRulez[MR_INVIS] > gTime then
2268 begin
2269 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2270 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2271 begin
2272 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2273 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2274 else
2275 dr := True;
2276 if dr then
2277 FModel.Draw(FObj.X, FObj.Y, 200)
2278 else
2279 FModel.Draw(FObj.X, FObj.Y);
2280 end
2281 else
2282 FModel.Draw(FObj.X, FObj.Y, 254);
2283 end
2284 else
2285 FModel.Draw(FObj.X, FObj.Y);
2286 end;
2288 if g_debug_Frames then
2289 begin
2290 e_DrawQuad(FObj.X+FObj.Rect.X,
2291 FObj.Y+FObj.Rect.Y,
2292 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2293 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2294 0, 255, 0);
2295 end;
2297 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2298 DrawBubble();
2299 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2300 if gAimLine and Live and
2301 ((Self = gPlayer1) or (Self = gPlayer2)) then
2302 DrawAim();
2303 end;
2305 procedure TPlayer.DrawAim();
2306 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2307 var
2308 ex, ey: Integer;
2309 begin
2310 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2311 if g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey, true) then
2312 begin
2313 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2314 e_DrawPoint(4, ex, ey, 255, 127, 0);
2315 end
2316 else
2317 begin
2318 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2319 end;
2320 end;
2322 var
2323 wx, wy, xx, yy: Integer;
2324 angle: SmallInt;
2325 sz, len: Word;
2326 begin
2327 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
2328 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2329 angle := FAngle;
2330 len := 1024;
2331 sz := 2;
2332 case FCurrWeap of
2333 0: begin // Punch
2334 len := 12;
2335 sz := 4;
2336 end;
2337 1: begin // Chainsaw
2338 len := 24;
2339 sz := 6;
2340 end;
2341 2: begin // Pistol
2342 len := 1024;
2343 sz := 2;
2344 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2345 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2346 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2347 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2348 end;
2349 3: begin // Shotgun
2350 len := 1024;
2351 sz := 3;
2352 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2353 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2354 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2355 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2356 end;
2357 4: begin // Double Shotgun
2358 len := 1024;
2359 sz := 4;
2360 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2361 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2362 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2363 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2364 end;
2365 5: begin // Chaingun
2366 len := 1024;
2367 sz := 3;
2368 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2369 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2370 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2371 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2372 end;
2373 6: begin // Rocket Launcher
2374 len := 1024;
2375 sz := 7;
2376 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2377 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2378 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2379 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2380 end;
2381 7: begin // Plasmagun
2382 len := 1024;
2383 sz := 5;
2384 if angle = ANGLE_RIGHTUP then Inc(angle);
2385 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2386 if angle = ANGLE_LEFTUP then Dec(angle);
2387 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2388 end;
2389 8: begin // BFG
2390 len := 1024;
2391 sz := 12;
2392 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2393 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2394 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2395 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2396 end;
2397 9: begin // Super Chaingun
2398 len := 1024;
2399 sz := 4;
2400 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2401 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2402 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2403 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2404 end;
2405 end;
2406 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2407 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2408 {$IF FALSE}
2409 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2410 {$ELSE}
2411 drawCast(sz, wx, wy, xx, yy);
2412 {$ENDIF}
2413 end;
2415 procedure TPlayer.DrawGUI();
2416 var
2417 ID: DWORD;
2418 X, Y, SY, a, p, m: Integer;
2419 tw, th: Word;
2420 cw, ch: Byte;
2421 s: string;
2422 stat: TPlayerStatArray;
2423 begin
2424 X := gPlayerScreenSize.X;
2425 SY := gPlayerScreenSize.Y;
2426 Y := 0;
2428 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2429 begin
2430 if gGameSettings.GameMode = GM_CTF then
2431 a := 32 + 8
2432 else
2433 a := 0;
2434 if gGameSettings.GameMode = GM_CTF then
2435 begin
2436 s := 'TEXTURE_PLAYER_REDFLAG';
2437 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2438 s := 'TEXTURE_PLAYER_REDFLAG_S';
2439 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2440 s := 'TEXTURE_PLAYER_REDFLAG_D';
2441 if g_Texture_Get(s, ID) then
2442 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2443 end;
2445 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2446 e_CharFont_GetSize(gMenuFont, s, tw, th);
2447 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2449 if gGameSettings.GameMode = GM_CTF then
2450 begin
2451 s := 'TEXTURE_PLAYER_BLUEFLAG';
2452 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2453 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2454 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2455 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2456 if g_Texture_Get(s, ID) then
2457 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2458 end;
2460 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2461 e_CharFont_GetSize(gMenuFont, s, tw, th);
2462 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2463 end;
2465 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2466 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2467 0, False, False);
2469 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2470 e_Draw(ID, X+2, Y, 0, True, False);
2472 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2473 begin
2474 if gShowStat then
2475 begin
2476 s := IntToStr(Frags);
2477 e_CharFont_GetSize(gMenuFont, s, tw, th);
2478 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2480 s := '';
2481 p := 1;
2482 m := 0;
2483 stat := g_Player_GetStats();
2484 if stat <> nil then
2485 begin
2486 p := 1;
2488 for a := 0 to High(stat) do
2489 if stat[a].Name <> Name then
2490 begin
2491 if stat[a].Frags > m then m := stat[a].Frags;
2492 if stat[a].Frags > Frags then p := p+1;
2493 end;
2494 end;
2496 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2497 if Frags >= m then s := s+'+' else s := s+'-';
2498 s := s+IntToStr(Abs(Frags-m));
2500 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2501 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2502 end;
2504 if gShowLives and (gGameSettings.MaxLives > 0) then
2505 begin
2506 s := IntToStr(Lives);
2507 e_CharFont_GetSize(gMenuFont, s, tw, th);
2508 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2509 end;
2510 end;
2512 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2513 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2515 if R_BERSERK in FRulez then
2516 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2517 else
2518 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2520 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2521 e_Draw(ID, X+36, Y+77, 0, True, False);
2523 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2524 e_CharFont_GetSize(gMenuFont, s, tw, th);
2525 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2527 s := IntToStr(FArmor);
2528 e_CharFont_GetSize(gMenuFont, s, tw, th);
2529 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2531 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2533 case FCurrWeap of
2534 WEAPON_KASTET:
2535 begin
2536 s := '--';
2537 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2538 end;
2539 WEAPON_SAW:
2540 begin
2541 s := '--';
2542 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2543 end;
2544 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2545 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2546 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2547 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2548 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2549 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2550 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2551 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2552 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2553 end;
2555 e_CharFont_GetSize(gMenuFont, s, tw, th);
2556 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2557 e_Draw(ID, X+20, Y+160, 0, True, False);
2559 if R_KEY_RED in FRulez then
2560 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2562 if R_KEY_GREEN in FRulez then
2563 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2565 if R_KEY_BLUE in FRulez then
2566 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2568 if FJetFuel > 0 then
2569 begin
2570 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2571 e_Draw(ID, X+2, Y+116, 0, True, False);
2572 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2573 e_Draw(ID, X+2, Y+126, 0, True, False);
2574 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2575 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2576 end
2577 else
2578 begin
2579 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2580 e_Draw(ID, X+2, Y+124, 0, True, False);
2581 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2582 end;
2584 if gShowPing and g_Game_IsClient then
2585 begin
2586 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2587 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2588 Y := Y + 16;
2589 end;
2591 if FSpectator then
2592 begin
2593 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2594 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2595 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2596 if FNoRespawn then
2597 begin
2598 e_TextureFontGetSize(gStdFont, cw, ch);
2599 s := _lc[I_PLAYER_SPECT4];
2600 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2601 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2602 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2603 end;
2605 end;
2606 end;
2608 procedure TPlayer.DrawRulez();
2609 var
2610 dr: Boolean;
2611 begin
2612 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2613 if FMegaRulez[MR_INVUL] >= gTime then
2614 begin
2615 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2616 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2617 else
2618 dr := True;
2620 if dr then
2621 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2622 191, 191, 191, 0, B_INVERT);
2623 end;
2625 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2626 if FMegaRulez[MR_SUIT] >= gTime then
2627 begin
2628 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2629 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2630 else
2631 dr := True;
2633 if dr then
2634 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2635 0, 96, 0, 200, B_NONE);
2636 end;
2638 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2639 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2640 begin
2641 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2642 255, 0, 0, 200, B_NONE);
2643 end;
2644 end;
2646 procedure TPlayer.DrawPain();
2647 var
2648 a, h: Integer;
2649 begin
2650 if FPain = 0 then Exit;
2652 a := FPain;
2654 if a < 15 then h := 0
2655 else if a < 35 then h := 1
2656 else if a < 55 then h := 2
2657 else if a < 75 then h := 3
2658 else if a < 95 then h := 4
2659 else h := 5;
2661 //if a > 255 then a := 255;
2663 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2664 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2665 end;
2667 procedure TPlayer.DrawPickup();
2668 var
2669 a, h: Integer;
2670 begin
2671 if FPickup = 0 then Exit;
2673 a := FPickup;
2675 if a < 15 then h := 1
2676 else if a < 35 then h := 2
2677 else if a < 55 then h := 3
2678 else if a < 75 then h := 4
2679 else h := 5;
2681 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2682 end;
2684 procedure TPlayer.Fire();
2685 var
2686 f, DidFire: Boolean;
2687 wx, wy, xd, yd: Integer;
2688 locobj: TObj;
2689 begin
2690 if g_Game_IsClient then Exit;
2691 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2692 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2694 if FSpectator then
2695 begin
2696 Respawn(False);
2697 Exit;
2698 end;
2700 if FReloading[FCurrWeap] <> 0 then Exit;
2702 DidFire := False;
2704 f := False;
2705 wx := FObj.X+WEAPONPOINT[FDirection].X;
2706 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2707 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
2708 yd := wy+firediry();
2710 case FCurrWeap of
2711 WEAPON_KASTET:
2712 begin
2713 if R_BERSERK in FRulez then
2714 begin
2715 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2716 locobj.X := FObj.X+FObj.Rect.X;
2717 locobj.Y := FObj.Y+FObj.Rect.Y;
2718 locobj.rect.X := 0;
2719 locobj.rect.Y := 0;
2720 locobj.rect.Width := 39;
2721 locobj.rect.Height := 52;
2722 locobj.Vel.X := (xd-wx) div 2;
2723 locobj.Vel.Y := (yd-wy) div 2;
2724 locobj.Accel.X := xd-wx;
2725 locobj.Accel.y := yd-wy;
2727 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2728 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2729 else
2730 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2732 if gFlash = 1 then
2733 if FPain < 50 then
2734 FPain := min(FPain + 25, 50);
2735 end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2737 DidFire := True;
2738 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2739 end;
2741 WEAPON_SAW:
2742 begin
2743 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2744 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2745 begin
2746 FSawSoundSelect.Stop();
2747 FSawSound.Stop();
2748 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2749 end
2750 else if not FSawSoundHit.IsPlaying() then
2751 begin
2752 FSawSoundSelect.Stop();
2753 FSawSound.PlayAt(FObj.X, FObj.Y);
2754 end;
2756 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2757 DidFire := True;
2758 f := True;
2759 end;
2761 WEAPON_PISTOL:
2762 if FAmmo[A_BULLETS] > 0 then
2763 begin
2764 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2765 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2766 Dec(FAmmo[A_BULLETS]);
2767 FFireAngle := FAngle;
2768 f := True;
2769 DidFire := True;
2770 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2771 GameVelX, GameVelY-2, SHELL_BULLET);
2772 end;
2774 WEAPON_SHOTGUN1:
2775 if FAmmo[A_SHELLS] > 0 then
2776 begin
2777 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2778 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2779 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2780 Dec(FAmmo[A_SHELLS]);
2781 FFireAngle := FAngle;
2782 f := True;
2783 DidFire := True;
2784 FShellTimer := 10;
2785 FShellType := SHELL_SHELL;
2786 end;
2788 WEAPON_SHOTGUN2:
2789 if FAmmo[A_SHELLS] >= 2 then
2790 begin
2791 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2792 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2793 Dec(FAmmo[A_SHELLS], 2);
2794 FFireAngle := FAngle;
2795 f := True;
2796 DidFire := True;
2797 FShellTimer := 13;
2798 FShellType := SHELL_DBLSHELL;
2799 end;
2801 WEAPON_CHAINGUN:
2802 if FAmmo[A_BULLETS] > 0 then
2803 begin
2804 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2805 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2806 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2807 Dec(FAmmo[A_BULLETS]);
2808 FFireAngle := FAngle;
2809 f := True;
2810 DidFire := True;
2811 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2812 GameVelX, GameVelY-2, SHELL_BULLET);
2813 end;
2815 WEAPON_ROCKETLAUNCHER:
2816 if FAmmo[A_ROCKETS] > 0 then
2817 begin
2818 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2819 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2820 Dec(FAmmo[A_ROCKETS]);
2821 FFireAngle := FAngle;
2822 f := True;
2823 DidFire := True;
2824 end;
2826 WEAPON_PLASMA:
2827 if FAmmo[A_CELLS] > 0 then
2828 begin
2829 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2830 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2831 Dec(FAmmo[A_CELLS]);
2832 FFireAngle := FAngle;
2833 f := True;
2834 DidFire := True;
2835 end;
2837 WEAPON_BFG:
2838 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2839 begin
2840 FBFGFireCounter := 17;
2841 if not FNoReload then
2842 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2843 Dec(FAmmo[A_CELLS], 40);
2844 DidFire := True;
2845 end;
2847 WEAPON_SUPERPULEMET:
2848 if FAmmo[A_SHELLS] > 0 then
2849 begin
2850 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2851 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2852 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2853 Dec(FAmmo[A_SHELLS]);
2854 FFireAngle := FAngle;
2855 f := True;
2856 DidFire := True;
2857 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2858 GameVelX, GameVelY-2, SHELL_SHELL);
2859 end;
2861 WEAPON_FLAMETHROWER:
2862 if FAmmo[A_FUEL] > 0 then
2863 begin
2864 g_Weapon_flame(wx, wy, xd, yd, FUID);
2865 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2866 Dec(FAmmo[A_FUEL]);
2867 FFireAngle := FAngle;
2868 f := True;
2869 DidFire := True;
2870 end;
2871 end;
2873 if g_Game_IsNet then
2874 begin
2875 if DidFire then
2876 begin
2877 if FCurrWeap <> WEAPON_BFG then
2878 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
2879 else
2880 if not FNoReload then
2881 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
2882 end;
2884 MH_SEND_PlayerStats(FUID);
2885 end;
2887 if not f then Exit;
2889 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
2890 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
2891 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
2892 end;
2894 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
2895 begin
2896 case Weapon of
2897 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
2898 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
2899 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
2900 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
2901 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
2902 else Result := 0;
2903 end;
2904 end;
2906 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
2907 begin
2908 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
2909 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
2910 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
2911 end;
2913 procedure TPlayer.JetpackOn;
2914 begin
2915 FJetSoundFly.Stop;
2916 FJetSoundOff.Stop;
2917 FJetSoundOn.SetPosition(0);
2918 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
2919 FlySmoke(8);
2920 end;
2922 procedure TPlayer.JetpackOff;
2923 begin
2924 FJetSoundFly.Stop;
2925 FJetSoundOn.Stop;
2926 FJetSoundOff.SetPosition(0);
2927 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
2928 end;
2930 procedure TPlayer.CatchFire(Attacker: Word);
2931 begin
2932 FFireTime := 100;
2933 FFireAttacker := Attacker;
2934 if g_Game_IsNet and g_Game_IsServer then
2935 MH_SEND_PlayerStats(FUID);
2936 end;
2938 procedure TPlayer.Jump();
2939 begin
2940 if gFly or FJetpack then
2941 begin
2942 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
2943 if FObj.Vel.Y > -VEL_FLY then
2944 FObj.Vel.Y := FObj.Vel.Y - 3;
2945 if FJetpack then
2946 begin
2947 if FJetFuel > 0 then
2948 Dec(FJetFuel);
2949 if (FJetFuel < 1) and g_Game_IsServer then
2950 begin
2951 FJetpack := False;
2952 JetpackOff;
2953 if g_Game_IsNet then
2954 MH_SEND_PlayerStats(FUID);
2955 end;
2956 end;
2957 Exit;
2958 end;
2960 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
2961 if FGhost then
2962 FCanJetpack := False;
2964 // Ïðûãàåì èëè âñïëûâàåì:
2965 if (CollideLevel(0, 1) or
2966 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
2967 PLAYER_RECT.Height-33, PANEL_STEP, False)
2968 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
2969 begin
2970 FObj.Vel.Y := -VEL_JUMP;
2971 FCanJetpack := False;
2972 end
2973 else
2974 begin
2975 if BodyInLiquid(0, 0) then
2976 FObj.Vel.Y := -VEL_SW
2977 else if (FJetFuel > 0) and FCanJetpack and
2978 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
2979 begin
2980 FJetpack := True;
2981 JetpackOn;
2982 if g_Game_IsNet then
2983 MH_SEND_PlayerStats(FUID);
2984 end;
2985 end;
2986 end;
2988 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
2989 var
2990 a, i, k, ab, ar: Byte;
2991 s: String;
2992 mon: TMonster;
2993 plr: TPlayer;
2994 srv, netsrv: Boolean;
2995 DoFrags: Boolean;
2996 OldLR: Byte;
2997 KP: TPlayer;
2998 it: PItem;
3000 procedure PushItem(t: Byte);
3001 var
3002 id: DWORD;
3003 begin
3004 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3005 it := g_Items_ByIdx(id);
3006 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3007 begin
3008 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3009 (FObj.Vel.Y div 2)-Random(9));
3010 it.positionChanged(); // this updates spatial accelerators
3011 end
3012 else
3013 begin
3014 if KillType = K_HARDKILL then // -5..+5; -5..0
3015 begin
3016 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3017 (FObj.Vel.Y div 2)-Random(6));
3018 end
3019 else // -3..+3; -3..0
3020 begin
3021 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3022 (FObj.Vel.Y div 2)-Random(4));
3023 end;
3024 it.positionChanged(); // this updates spatial accelerators
3025 end;
3027 if g_Game_IsNet and g_Game_IsServer then
3028 MH_SEND_ItemSpawn(True, id);
3029 end;
3031 begin
3032 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3033 Srv := g_Game_IsServer;
3034 Netsrv := g_Game_IsServer and g_Game_IsNet;
3035 if Srv then FDeath := FDeath + 1;
3036 if FLive then
3037 begin
3038 if FGhost then
3039 FGhost := False;
3040 if not FPhysics then
3041 FPhysics := True;
3042 FLive := False;
3043 end;
3044 FShellTimer := -1;
3046 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3047 begin
3048 if FLives > 0 then FLives := FLives - 1;
3049 if FLives = 0 then FNoRespawn := True;
3050 end;
3052 // Íîìåð òèïà ñìåðòè:
3053 a := 1;
3054 case KillType of
3055 K_SIMPLEKILL: a := 1;
3056 K_HARDKILL: a := 2;
3057 K_EXTRAHARDKILL: a := 3;
3058 K_FALLKILL: a := 4;
3059 end;
3061 // Çâóê ñìåðòè:
3062 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3063 for i := 1 to 3 do
3064 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3065 Break;
3067 // Âðåìÿ ðåñïàóíà:
3068 if Srv then
3069 case KillType of
3070 K_SIMPLEKILL:
3071 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3072 K_HARDKILL:
3073 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3074 K_EXTRAHARDKILL, K_FALLKILL:
3075 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3076 end;
3078 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3079 case KillType of
3080 K_SIMPLEKILL:
3081 SetAction(A_DIE1);
3082 K_HARDKILL, K_EXTRAHARDKILL:
3083 SetAction(A_DIE2);
3084 end;
3086 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3087 if (KillType <> K_FALLKILL) and (Srv) then
3088 g_Monsters_killedp();
3090 if SpawnerUID = FUID then
3091 begin // Ñàìîóáèëñÿ
3092 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3093 begin
3094 Dec(FFrags);
3095 FLastFrag := 0;
3096 end;
3097 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3098 end
3099 else
3100 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3101 begin // Óáèò äðóãèì èãðîêîì
3102 KP := g_Player_Get(SpawnerUID);
3103 if (KP <> nil) and Srv then
3104 begin
3105 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3106 if SameTeam(FUID, SpawnerUID) then
3107 begin
3108 Dec(KP.FFrags);
3109 KP.FLastFrag := 0;
3110 end else
3111 begin
3112 Inc(KP.FFrags);
3113 KP.FragCombo();
3114 end;
3116 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3117 Inc(gTeamStat[KP.Team].Goals,
3118 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3120 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3121 end;
3123 plr := g_Player_Get(SpawnerUID);
3124 if plr = nil then
3125 s := '?'
3126 else
3127 s := plr.FName;
3129 case KillType of
3130 K_HARDKILL:
3131 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3132 [FName, s]),
3133 gShowKillMsg);
3134 K_EXTRAHARDKILL:
3135 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3136 [FName, s]),
3137 gShowKillMsg);
3138 else
3139 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3140 [FName, s]),
3141 gShowKillMsg);
3142 end;
3143 end
3144 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3145 begin // Óáèò ìîíñòðîì
3146 mon := g_Monsters_ByUID(SpawnerUID);
3147 if mon = nil then
3148 s := '?'
3149 else
3150 s := g_Monsters_GetKilledBy(mon.MonsterType);
3152 case KillType of
3153 K_HARDKILL:
3154 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3155 [FName, s]),
3156 gShowKillMsg);
3157 K_EXTRAHARDKILL:
3158 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3159 [FName, s]),
3160 gShowKillMsg);
3161 else
3162 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3163 [FName, s]),
3164 gShowKillMsg);
3165 end;
3166 end
3167 else // Îñîáûå òèïû ñìåðòè
3168 case t of
3169 HIT_DISCON: ;
3170 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3171 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3172 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3173 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3174 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3175 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3176 end;
3178 if Srv then
3179 begin
3180 // Âûáðîñ îðóæèÿ:
3181 for a := WP_FIRST to WP_LAST do
3182 if FWeapon[a] then
3183 begin
3184 case a of
3185 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3186 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3187 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3188 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3189 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3190 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3191 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3192 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3193 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3194 else i := 0;
3195 end;
3197 if i <> 0 then
3198 PushItem(i);
3199 end;
3201 // Âûáðîñ ðþêçàêà:
3202 if R_ITEM_BACKPACK in FRulez then
3203 PushItem(ITEM_AMMO_BACKPACK);
3205 // Âûáðîñ ðàêåòíîãî ðàíöà:
3206 if FJetFuel > 0 then
3207 PushItem(ITEM_JETPACK);
3209 // Âûáðîñ êëþ÷åé:
3210 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3211 begin
3212 if R_KEY_RED in FRulez then
3213 PushItem(ITEM_KEY_RED);
3215 if R_KEY_GREEN in FRulez then
3216 PushItem(ITEM_KEY_GREEN);
3218 if R_KEY_BLUE in FRulez then
3219 PushItem(ITEM_KEY_BLUE);
3220 end;
3222 // Âûáðîñ ôëàãà:
3223 DropFlag();
3224 end;
3226 g_Player_CreateCorpse(Self);
3228 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3229 (gLMSRespawn = LMS_RESPAWN_NONE) then
3230 begin
3231 a := 0;
3232 k := 0;
3233 ar := 0;
3234 ab := 0;
3235 for i := Low(gPlayers) to High(gPlayers) do
3236 begin
3237 if gPlayers[i] = nil then continue;
3238 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3239 begin
3240 Inc(a);
3241 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3242 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3243 k := i;
3244 end;
3245 end;
3247 OldLR := gLMSRespawn;
3248 if (gGameSettings.GameMode = GM_COOP) then
3249 begin
3250 if (a = 0) then
3251 begin
3252 // everyone is dead, restart the map
3253 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3254 if Netsrv then
3255 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3256 gLMSRespawn := LMS_RESPAWN_FINAL;
3257 gLMSRespawnTime := gTime + 5000;
3258 end
3259 else if (a = 1) then
3260 begin
3261 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3262 if (gPlayers[k] = gPlayer1) or
3263 (gPlayers[k] = gPlayer2) then
3264 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3265 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3266 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3267 end;
3268 end
3269 else if (gGameSettings.GameMode = GM_TDM) then
3270 begin
3271 if (ab = 0) and (ar <> 0) then
3272 begin
3273 // blu team ded
3274 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3275 if Netsrv then
3276 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3277 Inc(gTeamStat[TEAM_RED].Goals);
3278 gLMSRespawn := LMS_RESPAWN_FINAL;
3279 gLMSRespawnTime := gTime + 5000;
3280 end
3281 else if (ar = 0) and (ab <> 0) then
3282 begin
3283 // red team ded
3284 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3285 if Netsrv then
3286 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3287 Inc(gTeamStat[TEAM_BLUE].Goals);
3288 gLMSRespawn := LMS_RESPAWN_FINAL;
3289 gLMSRespawnTime := gTime + 5000;
3290 end
3291 else if (ar = 0) and (ab = 0) then
3292 begin
3293 // everyone ded
3294 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3295 if Netsrv then
3296 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3297 gLMSRespawn := LMS_RESPAWN_FINAL;
3298 gLMSRespawnTime := gTime + 5000;
3299 end;
3300 end
3301 else if (gGameSettings.GameMode = GM_DM) then
3302 begin
3303 if (a = 1) then
3304 begin
3305 if gPlayers[k] <> nil then
3306 with gPlayers[k] do
3307 begin
3308 // survivor is the winner
3309 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3310 if Netsrv then
3311 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3312 Inc(FFrags);
3313 end;
3314 gLMSRespawn := LMS_RESPAWN_FINAL;
3315 gLMSRespawnTime := gTime + 5000;
3316 end
3317 else if (a = 0) then
3318 begin
3319 // everyone is dead, restart the map
3320 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3321 if Netsrv then
3322 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3323 gLMSRespawn := LMS_RESPAWN_FINAL;
3324 gLMSRespawnTime := gTime + 5000;
3325 end;
3326 end;
3327 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3328 begin
3329 if NetMode = NET_SERVER then
3330 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3331 else
3332 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3333 end;
3334 end;
3336 if Netsrv then
3337 begin
3338 MH_SEND_PlayerStats(FUID);
3339 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3340 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3341 end;
3343 if srv and FNoRespawn then Spectate(True);
3344 FWantsInGame := True;
3345 end;
3347 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3348 begin
3349 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3350 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3351 end;
3353 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3354 begin
3355 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3356 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3357 end;
3359 procedure TPlayer.MakeBloodSimple(Count: Word);
3360 begin
3361 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3362 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3363 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3364 150, 0, 0);
3365 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3366 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3367 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3368 150, 0, 0);
3369 end;
3371 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3372 begin
3373 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3374 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3375 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3376 150, 0, 0);
3377 end;
3379 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3380 begin
3381 if g_Game_IsClient then Exit;
3382 if Weapon > High(FWeapon) then Exit;
3383 FNextWeap := FNextWeap or (1 shl Weapon);
3384 end;
3386 procedure TPlayer.resetWeaponQueue ();
3387 begin
3388 FNextWeap := 0;
3389 FNextWeapDelay := 0;
3390 end;
3392 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3393 begin
3394 result := false;
3395 case weapon of
3396 WEAPON_KASTET, WEAPON_SAW: result := true;
3397 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3398 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3399 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3400 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3401 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3402 else result := (weapon < length(FWeapon));
3403 end;
3404 end;
3406 // return 255 for "no switch"
3407 function TPlayer.getNextWeaponIndex (): Byte;
3408 var
3409 i: Word;
3410 wantThisWeapon: array[0..64] of Boolean;
3411 wwc: Integer = 0; //HACK!
3412 dir, cwi: Integer;
3413 begin
3414 result := 255; // default result: "no switch"
3415 // had weapon cycling on previous frame? remove that flag
3416 if (FNextWeap and $2000) <> 0 then
3417 begin
3418 FNextWeap := FNextWeap and $1FFF;
3419 FNextWeapDelay := 0;
3420 end;
3421 // cycling has priority
3422 if (FNextWeap and $C000) <> 0 then
3423 begin
3424 if (FNextWeap and $8000) <> 0 then
3425 dir := 1
3426 else
3427 dir := -1;
3428 FNextWeap := FNextWeap or $2000; // we need this
3429 if FNextWeapDelay > 0 then
3430 exit; // cooldown time
3431 cwi := FCurrWeap;
3432 for i := 0 to High(FWeapon) do
3433 begin
3434 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3435 if FWeapon[cwi] then
3436 begin
3437 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3438 result := Byte(cwi);
3439 FNextWeapDelay := 10;
3440 exit;
3441 end;
3442 end;
3443 resetWeaponQueue();
3444 exit;
3445 end;
3446 // no cycling
3447 for i := 0 to High(wantThisWeapon) do
3448 wantThisWeapon[i] := false;
3449 for i := 0 to High(FWeapon) do
3450 if (FNextWeap and (1 shl i)) <> 0 then
3451 begin
3452 wantThisWeapon[i] := true;
3453 Inc(wwc);
3454 end;
3455 // exclude currently selected weapon from the set
3456 wantThisWeapon[FCurrWeap] := false;
3457 // slow down alterations a little
3458 if wwc > 1 then
3459 begin
3460 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3461 // more than one weapon requested, assume "alteration" and check alteration delay
3462 if FNextWeapDelay > 0 then
3463 begin
3464 FNextWeap := 0;
3465 exit;
3466 end; // yeah
3467 end;
3468 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3469 // but clear all counters if no weapon should be switched
3470 if wwc < 1 then
3471 begin
3472 resetWeaponQueue();
3473 exit;
3474 end;
3475 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3476 // try weapons in descending order
3477 for i := High(FWeapon) downto 0 do
3478 begin
3479 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3480 begin
3481 // i found her!
3482 result := Byte(i);
3483 resetWeaponQueue();
3484 FNextWeapDelay := 10; // anyway, 'cause why not
3485 exit;
3486 end;
3487 end;
3488 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3489 resetWeaponQueue();
3490 end;
3492 procedure TPlayer.RealizeCurrentWeapon();
3493 function switchAllowed (): Boolean;
3494 var
3495 i: Byte;
3496 begin
3497 result := false;
3498 if FBFGFireCounter <> -1 then
3499 exit;
3500 if FTime[T_SWITCH] > gTime then
3501 exit;
3502 for i := WP_FIRST to WP_LAST do
3503 if FReloading[i] > 0 then
3504 exit;
3505 result := true;
3506 end;
3508 var
3509 nw: Byte;
3510 begin
3511 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3512 //FNextWeap := FNextWeap and $1FFF;
3513 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3515 if not switchAllowed then
3516 begin
3517 //HACK for weapon cycling
3518 if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
3519 exit;
3520 end;
3522 nw := getNextWeaponIndex();
3523 if nw = 255 then exit; // don't reset anything here
3524 if nw > High(FWeapon) then
3525 begin
3526 // don't forget to reset queue here!
3527 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3528 resetWeaponQueue();
3529 exit;
3530 end;
3532 if FWeapon[nw] then
3533 begin
3534 FCurrWeap := nw;
3535 FTime[T_SWITCH] := gTime+156;
3536 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3537 FModel.SetWeapon(FCurrWeap);
3538 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3539 end;
3540 end;
3542 procedure TPlayer.NextWeapon();
3543 begin
3544 if g_Game_IsClient then Exit;
3545 FNextWeap := $8000;
3546 end;
3548 procedure TPlayer.PrevWeapon();
3549 begin
3550 if g_Game_IsClient then Exit;
3551 FNextWeap := $4000;
3552 end;
3554 procedure TPlayer.SetWeapon(W: Byte);
3555 begin
3556 if FCurrWeap <> W then
3557 if W = WEAPON_SAW then
3558 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3560 FCurrWeap := W;
3561 FModel.SetWeapon(CurrWeap);
3562 resetWeaponQueue();
3563 end;
3565 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3566 var
3567 a: Boolean;
3568 begin
3569 Result := False;
3570 if g_Game_IsClient then Exit;
3572 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3573 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3574 remove := not a;
3576 case ItemType of
3577 ITEM_MEDKIT_SMALL:
3578 if FHealth < PLAYER_HP_SOFT then
3579 begin
3580 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3581 Result := True;
3582 remove := True;
3583 FFireTime := 0;
3584 if gFlash = 2 then Inc(FPickup, 5);
3585 end;
3587 ITEM_MEDKIT_LARGE:
3588 if FHealth < PLAYER_HP_SOFT then
3589 begin
3590 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3591 Result := True;
3592 remove := True;
3593 FFireTime := 0;
3594 if gFlash = 2 then Inc(FPickup, 5);
3595 end;
3597 ITEM_ARMOR_GREEN:
3598 if FArmor < PLAYER_AP_SOFT then
3599 begin
3600 FArmor := PLAYER_AP_SOFT;
3601 Result := True;
3602 remove := True;
3603 if gFlash = 2 then Inc(FPickup, 5);
3604 end;
3606 ITEM_ARMOR_BLUE:
3607 if FArmor < PLAYER_AP_LIMIT then
3608 begin
3609 FArmor := PLAYER_AP_LIMIT;
3610 Result := True;
3611 remove := True;
3612 if gFlash = 2 then Inc(FPickup, 5);
3613 end;
3615 ITEM_SPHERE_BLUE:
3616 if FHealth < PLAYER_HP_LIMIT then
3617 begin
3618 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3619 Result := True;
3620 remove := True;
3621 FFireTime := 0;
3622 if gFlash = 2 then Inc(FPickup, 5);
3623 end;
3625 ITEM_SPHERE_WHITE:
3626 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3627 begin
3628 if FHealth < PLAYER_HP_LIMIT then
3629 FHealth := PLAYER_HP_LIMIT;
3630 if FArmor < PLAYER_AP_LIMIT then
3631 FArmor := PLAYER_AP_LIMIT;
3632 Result := True;
3633 remove := True;
3634 FFireTime := 0;
3635 if gFlash = 2 then Inc(FPickup, 5);
3636 end;
3638 ITEM_WEAPON_SAW:
3639 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3640 begin
3641 FWeapon[WEAPON_SAW] := True;
3642 Result := True;
3643 if gFlash = 2 then Inc(FPickup, 5);
3644 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3645 end;
3647 ITEM_WEAPON_SHOTGUN1:
3648 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3649 begin
3650 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3651 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3653 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3654 FWeapon[WEAPON_SHOTGUN1] := True;
3655 Result := True;
3656 if gFlash = 2 then Inc(FPickup, 5);
3657 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3658 end;
3660 ITEM_WEAPON_SHOTGUN2:
3661 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3662 begin
3663 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3665 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3666 FWeapon[WEAPON_SHOTGUN2] := True;
3667 Result := True;
3668 if gFlash = 2 then Inc(FPickup, 5);
3669 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3670 end;
3672 ITEM_WEAPON_CHAINGUN:
3673 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3674 begin
3675 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3677 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3678 FWeapon[WEAPON_CHAINGUN] := True;
3679 Result := True;
3680 if gFlash = 2 then Inc(FPickup, 5);
3681 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3682 end;
3684 ITEM_WEAPON_ROCKETLAUNCHER:
3685 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3686 begin
3687 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3689 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3690 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3691 Result := True;
3692 if gFlash = 2 then Inc(FPickup, 5);
3693 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3694 end;
3696 ITEM_WEAPON_PLASMA:
3697 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3698 begin
3699 if a and FWeapon[WEAPON_PLASMA] then Exit;
3701 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3702 FWeapon[WEAPON_PLASMA] := True;
3703 Result := True;
3704 if gFlash = 2 then Inc(FPickup, 5);
3705 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3706 end;
3708 ITEM_WEAPON_BFG:
3709 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3710 begin
3711 if a and FWeapon[WEAPON_BFG] then Exit;
3713 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3714 FWeapon[WEAPON_BFG] := True;
3715 Result := True;
3716 if gFlash = 2 then Inc(FPickup, 5);
3717 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3718 end;
3720 ITEM_WEAPON_SUPERPULEMET:
3721 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3722 begin
3723 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3725 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3726 FWeapon[WEAPON_SUPERPULEMET] := True;
3727 Result := True;
3728 if gFlash = 2 then Inc(FPickup, 5);
3729 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3730 end;
3732 ITEM_WEAPON_FLAMETHROWER:
3733 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3734 begin
3735 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3737 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3738 FWeapon[WEAPON_FLAMETHROWER] := True;
3739 Result := True;
3740 if gFlash = 2 then Inc(FPickup, 5);
3741 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3742 end;
3744 ITEM_AMMO_BULLETS:
3745 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3746 begin
3747 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3748 Result := True;
3749 remove := True;
3750 if gFlash = 2 then Inc(FPickup, 5);
3751 end;
3753 ITEM_AMMO_BULLETS_BOX:
3754 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3755 begin
3756 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3757 Result := True;
3758 remove := True;
3759 if gFlash = 2 then Inc(FPickup, 5);
3760 end;
3762 ITEM_AMMO_SHELLS:
3763 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3764 begin
3765 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3766 Result := True;
3767 remove := True;
3768 if gFlash = 2 then Inc(FPickup, 5);
3769 end;
3771 ITEM_AMMO_SHELLS_BOX:
3772 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3773 begin
3774 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3775 Result := True;
3776 remove := True;
3777 if gFlash = 2 then Inc(FPickup, 5);
3778 end;
3780 ITEM_AMMO_ROCKET:
3781 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3782 begin
3783 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3784 Result := True;
3785 remove := True;
3786 if gFlash = 2 then Inc(FPickup, 5);
3787 end;
3789 ITEM_AMMO_ROCKET_BOX:
3790 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3791 begin
3792 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3793 Result := True;
3794 remove := True;
3795 if gFlash = 2 then Inc(FPickup, 5);
3796 end;
3798 ITEM_AMMO_CELL:
3799 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3800 begin
3801 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3802 Result := True;
3803 remove := True;
3804 if gFlash = 2 then Inc(FPickup, 5);
3805 end;
3807 ITEM_AMMO_CELL_BIG:
3808 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3809 begin
3810 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3811 Result := True;
3812 remove := True;
3813 if gFlash = 2 then Inc(FPickup, 5);
3814 end;
3816 ITEM_AMMO_FUELCAN:
3817 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
3818 begin
3819 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3820 Result := True;
3821 remove := True;
3822 if gFlash = 2 then Inc(FPickup, 5);
3823 end;
3825 ITEM_AMMO_BACKPACK:
3826 if not(R_ITEM_BACKPACK in FRulez) or
3827 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3828 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3829 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3830 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
3831 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
3832 begin
3833 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
3834 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
3835 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
3836 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
3837 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
3839 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3840 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3841 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3842 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3843 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3844 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3845 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3846 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3848 FRulez := FRulez + [R_ITEM_BACKPACK];
3849 Result := True;
3850 remove := True;
3851 if gFlash = 2 then Inc(FPickup, 5);
3852 end;
3854 ITEM_KEY_RED:
3855 if not(R_KEY_RED in FRulez) then
3856 begin
3857 Include(FRulez, R_KEY_RED);
3858 Result := True;
3859 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3860 if gFlash = 2 then Inc(FPickup, 5);
3861 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3862 end;
3864 ITEM_KEY_GREEN:
3865 if not(R_KEY_GREEN in FRulez) then
3866 begin
3867 Include(FRulez, R_KEY_GREEN);
3868 Result := True;
3869 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3870 if gFlash = 2 then Inc(FPickup, 5);
3871 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3872 end;
3874 ITEM_KEY_BLUE:
3875 if not(R_KEY_BLUE in FRulez) then
3876 begin
3877 Include(FRulez, R_KEY_BLUE);
3878 Result := True;
3879 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3880 if gFlash = 2 then Inc(FPickup, 5);
3881 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3882 end;
3884 ITEM_SUIT:
3885 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
3886 begin
3887 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
3888 Result := True;
3889 remove := True;
3890 FFireTime := 0;
3891 if gFlash = 2 then Inc(FPickup, 5);
3892 end;
3894 ITEM_OXYGEN:
3895 if FAir < AIR_MAX then
3896 begin
3897 FAir := AIR_MAX;
3898 Result := True;
3899 remove := True;
3900 if gFlash = 2 then Inc(FPickup, 5);
3901 end;
3903 ITEM_MEDKIT_BLACK:
3904 begin
3905 if not (R_BERSERK in FRulez) then
3906 begin
3907 Include(FRulez, R_BERSERK);
3908 if FBFGFireCounter = -1 then
3909 begin
3910 FCurrWeap := WEAPON_KASTET;
3911 resetWeaponQueue();
3912 FModel.SetWeapon(WEAPON_KASTET);
3913 end;
3914 if gFlash <> 0 then
3915 Inc(FPain, 100);
3916 if gFlash = 2 then Inc(FPickup, 5);
3917 FBerserk := gTime+30000;
3918 Result := True;
3919 remove := True;
3920 FFireTime := 0;
3921 end;
3922 if FHealth < PLAYER_HP_SOFT then
3923 begin
3924 FHealth := PLAYER_HP_SOFT;
3925 FBerserk := gTime+30000;
3926 Result := True;
3927 remove := True;
3928 FFireTime := 0;
3929 end;
3930 end;
3932 ITEM_INVUL:
3933 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
3934 begin
3935 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
3936 Result := True;
3937 remove := True;
3938 if gFlash = 2 then Inc(FPickup, 5);
3939 end;
3941 ITEM_BOTTLE:
3942 if FHealth < PLAYER_HP_LIMIT then
3943 begin
3944 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
3945 Result := True;
3946 remove := True;
3947 FFireTime := 0;
3948 if gFlash = 2 then Inc(FPickup, 5);
3949 end;
3951 ITEM_HELMET:
3952 if FArmor < PLAYER_AP_LIMIT then
3953 begin
3954 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
3955 Result := True;
3956 remove := True;
3957 if gFlash = 2 then Inc(FPickup, 5);
3958 end;
3960 ITEM_JETPACK:
3961 if FJetFuel < JET_MAX then
3962 begin
3963 FJetFuel := JET_MAX;
3964 Result := True;
3965 remove := True;
3966 if gFlash = 2 then Inc(FPickup, 5);
3967 end;
3969 ITEM_INVIS:
3970 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
3971 begin
3972 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
3973 Result := True;
3974 remove := True;
3975 if gFlash = 2 then Inc(FPickup, 5);
3976 end;
3977 end;
3978 end;
3980 procedure TPlayer.Touch();
3981 begin
3982 if not FLive then
3983 Exit;
3984 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
3985 if FIamBot then
3986 begin
3987 // Áðîñèòü ôëàã òîâàðèùó:
3988 if gGameSettings.GameMode = GM_CTF then
3989 DropFlag();
3990 end;
3991 end;
3993 procedure TPlayer.Push(vx, vy: Integer);
3994 begin
3995 if (not FPhysics) and FGhost then
3996 Exit;
3997 FObj.Accel.X := FObj.Accel.X + vx;
3998 FObj.Accel.Y := FObj.Accel.Y + vy;
3999 if g_Game_IsNet and g_Game_IsServer then
4000 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4001 end;
4003 procedure TPlayer.Reset(Force: Boolean);
4004 begin
4005 if Force then
4006 FLive := False;
4008 FSpawned := False;
4009 FTime[T_RESPAWN] := 0;
4010 FTime[T_FLAGCAP] := 0;
4011 FGodMode := False;
4012 FNoTarget := False;
4013 FNoReload := False;
4014 FFrags := 0;
4015 FLastFrag := 0;
4016 FComboEvnt := -1;
4017 FKills := 0;
4018 FMonsterKills := 0;
4019 FDeath := 0;
4020 FSecrets := 0;
4021 if FNoRespawn then
4022 begin
4023 FSpectator := False;
4024 FGhost := False;
4025 FPhysics := True;
4026 FSpectatePlayer := -1;
4027 FNoRespawn := False;
4028 end;
4029 FLives := gGameSettings.MaxLives;
4031 SetFlag(FLAG_NONE);
4032 end;
4034 procedure TPlayer.SoftReset();
4035 begin
4036 ReleaseKeys();
4038 FDamageBuffer := 0;
4039 FIncCam := 0;
4040 FBFGFireCounter := -1;
4041 FShellTimer := -1;
4042 FPain := 0;
4043 FLastHit := 0;
4044 FLastFrag := 0;
4045 FComboEvnt := -1;
4047 SetFlag(FLAG_NONE);
4048 SetAction(A_STAND, True);
4049 end;
4051 function TPlayer.GetRespawnPoint(): Byte;
4052 var
4053 c: Byte;
4054 begin
4055 Result := 255;
4056 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4058 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4059 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4060 begin
4061 if (Self = gPlayer1) or (Self = gPlayer2) then
4062 begin
4063 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4064 if Self = gPlayer1 then
4065 c := RESPAWNPOINT_PLAYER1
4066 else
4067 c := RESPAWNPOINT_PLAYER2;
4068 if g_Map_GetPointCount(c) > 0 then
4069 begin
4070 Result := c;
4071 Exit;
4072 end;
4074 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4075 if Self = gPlayer1 then
4076 c := RESPAWNPOINT_PLAYER2
4077 else
4078 c := RESPAWNPOINT_PLAYER1;
4079 if g_Map_GetPointCount(c) > 0 then
4080 begin
4081 Result := c;
4082 Exit;
4083 end;
4084 end else
4085 begin
4086 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4087 if Random(2) = 0 then
4088 c := RESPAWNPOINT_PLAYER1
4089 else
4090 c := RESPAWNPOINT_PLAYER2;
4091 if g_Map_GetPointCount(c) > 0 then
4092 begin
4093 Result := c;
4094 Exit;
4095 end;
4096 end;
4098 // Òî÷êà ëþáîé èç êîìàíä
4099 if Random(2) = 0 then
4100 c := RESPAWNPOINT_RED
4101 else
4102 c := RESPAWNPOINT_BLUE;
4103 if g_Map_GetPointCount(c) > 0 then
4104 begin
4105 Result := c;
4106 Exit;
4107 end;
4109 // Òî÷êà DM
4110 c := RESPAWNPOINT_DM;
4111 if g_Map_GetPointCount(c) > 0 then
4112 begin
4113 Result := c;
4114 Exit;
4115 end;
4116 end;
4118 // Ìÿñîïîâàë
4119 if gGameSettings.GameMode = GM_DM then
4120 begin
4121 // Òî÷êà DM
4122 c := RESPAWNPOINT_DM;
4123 if g_Map_GetPointCount(c) > 0 then
4124 begin
4125 Result := c;
4126 Exit;
4127 end;
4129 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4130 if Random(2) = 0 then
4131 c := RESPAWNPOINT_PLAYER1
4132 else
4133 c := RESPAWNPOINT_PLAYER2;
4134 if g_Map_GetPointCount(c) > 0 then
4135 begin
4136 Result := c;
4137 Exit;
4138 end;
4140 // Òî÷êà ëþáîé èç êîìàíä
4141 if Random(2) = 0 then
4142 c := RESPAWNPOINT_RED
4143 else
4144 c := RESPAWNPOINT_BLUE;
4145 if g_Map_GetPointCount(c) > 0 then
4146 begin
4147 Result := c;
4148 Exit;
4149 end;
4150 end;
4152 // Êîìàíäíûå
4153 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4154 begin
4155 // Òî÷êà ñâîåé êîìàíäû
4156 c := RESPAWNPOINT_DM;
4157 if FTeam = TEAM_RED then
4158 c := RESPAWNPOINT_RED;
4159 if FTeam = TEAM_BLUE then
4160 c := RESPAWNPOINT_BLUE;
4161 if g_Map_GetPointCount(c) > 0 then
4162 begin
4163 Result := c;
4164 Exit;
4165 end;
4167 // Òî÷êà DM
4168 c := RESPAWNPOINT_DM;
4169 if g_Map_GetPointCount(c) > 0 then
4170 begin
4171 Result := c;
4172 Exit;
4173 end;
4175 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4176 if Random(2) = 0 then
4177 c := RESPAWNPOINT_PLAYER1
4178 else
4179 c := RESPAWNPOINT_PLAYER2;
4180 if g_Map_GetPointCount(c) > 0 then
4181 begin
4182 Result := c;
4183 Exit;
4184 end;
4186 // Òî÷êà äðóãîé êîìàíäû
4187 c := RESPAWNPOINT_DM;
4188 if FTeam = TEAM_RED then
4189 c := RESPAWNPOINT_BLUE;
4190 if FTeam = TEAM_BLUE then
4191 c := RESPAWNPOINT_RED;
4192 if g_Map_GetPointCount(c) > 0 then
4193 begin
4194 Result := c;
4195 Exit;
4196 end;
4197 end;
4198 end;
4200 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4201 var
4202 RespawnPoint: TRespawnPoint;
4203 a, b, c: Byte;
4204 Anim: TAnimation;
4205 ID: DWORD;
4206 begin
4207 if not g_Game_IsServer then
4208 Exit;
4209 if FDummy then
4210 Exit;
4211 FWantsInGame := True;
4212 FJustTeleported := True;
4213 if Force then
4214 begin
4215 FTime[T_RESPAWN] := 0;
4216 FLive := False;
4217 end;
4218 FNetTime := 0;
4219 // if server changes MaxLives we gotta be ready
4220 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4222 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4223 if FTime[T_RESPAWN] > gTime then
4224 Exit;
4226 // Ïðîñðàë âñå æèçíè:
4227 if FNoRespawn then
4228 begin
4229 if not FSpectator then Spectate(True);
4230 FWantsInGame := True;
4231 Exit;
4232 end;
4234 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4235 begin // "Ñâîÿ èãðà"
4236 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4237 FRulez := FRulez-[R_BERSERK];
4238 end
4239 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4240 begin
4241 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4242 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4243 end;
4245 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4246 c := GetRespawnPoint();
4248 ReleaseKeys();
4249 SetFlag(FLAG_NONE);
4251 // Âîñêðåøåíèå áåç îðóæèÿ:
4252 if not FLive then
4253 begin
4254 FHealth := PLAYER_HP_SOFT;
4255 FArmor := 0;
4256 FLive := True;
4257 FAir := AIR_DEF;
4258 FJetFuel := 0;
4260 for a := WP_FIRST to WP_LAST do
4261 begin
4262 FWeapon[a] := False;
4263 FReloading[a] := 0;
4264 end;
4266 FWeapon[WEAPON_PISTOL] := True;
4267 FWeapon[WEAPON_KASTET] := True;
4268 FCurrWeap := WEAPON_PISTOL;
4269 resetWeaponQueue();
4271 FModel.SetWeapon(FCurrWeap);
4273 for b := A_BULLETS to A_HIGH do
4274 FAmmo[b] := 0;
4276 FAmmo[A_BULLETS] := 50;
4278 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4279 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4280 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4281 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4282 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4284 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4285 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4286 else
4287 FRulez := [];
4288 end;
4290 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4291 if not g_Map_GetPoint(c, RespawnPoint) then
4292 begin
4293 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4294 Exit;
4295 end;
4297 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4298 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4299 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4300 FObj.Vel.X := 0;
4301 FObj.Vel.Y := 0;
4302 FObj.Accel.X := 0;
4303 FObj.Accel.Y := 0;
4305 FDirection := RespawnPoint.Direction;
4306 if FDirection = D_LEFT then
4307 FAngle := 180
4308 else
4309 FAngle := 0;
4311 FIncCam := 0;
4312 FBFGFireCounter := -1;
4313 FShellTimer := -1;
4314 FPain := 0;
4315 FLastHit := 0;
4317 SetAction(A_STAND, True);
4318 FModel.Direction := FDirection;
4320 for a := Low(FTime) to High(FTime) do
4321 FTime[a] := 0;
4323 for a := Low(FMegaRulez) to High(FMegaRulez) do
4324 FMegaRulez[a] := 0;
4326 FDamageBuffer := 0;
4327 FJetpack := False;
4328 FCanJetpack := False;
4329 FFireTime := 0;
4330 FFirePainTime := 0;
4331 FFireAttacker := 0;
4333 // Àíèìàöèÿ âîçðîæäåíèÿ:
4334 if (not gLoadGameMode) and (not Silent) then
4335 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4336 begin
4337 Anim := TAnimation.Create(ID, False, 3);
4338 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4339 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4340 Anim.Free();
4341 end;
4343 FSpectator := False;
4344 FGhost := False;
4345 FPhysics := True;
4346 FSpectatePlayer := -1;
4347 FSpawned := True;
4349 if g_Game_IsNet then
4350 begin
4351 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4352 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4353 if not Silent then
4354 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4355 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4356 0, NET_GFX_TELE);
4357 end;
4358 end;
4360 procedure TPlayer.Spectate(NoMove: Boolean = False);
4361 begin
4362 if FLive then
4363 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4364 else if (not NoMove) then
4365 begin
4366 GameX := gMapInfo.Width div 2;
4367 GameY := gMapInfo.Height div 2;
4368 end;
4369 FXTo := GameX;
4370 FYTo := GameY;
4372 FLive := False;
4373 FSpectator := True;
4374 FGhost := True;
4375 FPhysics := False;
4376 FWantsInGame := False;
4377 FSpawned := False;
4379 if FNoRespawn then
4380 begin
4381 if Self = gPlayer1 then
4382 begin
4383 gLMSPID1 := FUID;
4384 gPlayer1 := nil;
4385 end;
4386 if Self = gPlayer2 then
4387 begin
4388 gLMSPID2 := FUID;
4389 gPlayer2 := nil;
4390 end;
4391 end;
4393 if g_Game_IsNet then
4394 MH_SEND_PlayerStats(FUID);
4395 end;
4397 procedure TPlayer.SwitchNoClip;
4398 begin
4399 if not FLive then
4400 Exit;
4401 FGhost := not FGhost;
4402 FPhysics := not FGhost;
4403 if FGhost then
4404 begin
4405 FXTo := FObj.X;
4406 FYTo := FObj.Y;
4407 end else
4408 begin
4409 FObj.Accel.X := 0;
4410 FObj.Accel.Y := 0;
4411 end;
4412 end;
4414 procedure TPlayer.Run(Direction: TDirection);
4415 var
4416 a, b: Integer;
4417 begin
4418 if MAX_RUNVEL > 8 then
4419 FlySmoke();
4421 // Áåæèì:
4422 if Direction = D_LEFT then
4423 begin
4424 if FObj.Vel.X > -MAX_RUNVEL then
4425 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4426 end
4427 else
4428 if FObj.Vel.X < MAX_RUNVEL then
4429 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4431 // Âîçìîæíî, ïèíàåì êóñêè:
4432 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4433 begin
4434 b := Abs(FObj.Vel.X);
4435 if b > 1 then b := b * (Random(8 div b) + 1);
4436 for a := 0 to High(gGibs) do
4437 begin
4438 if gGibs[a].Live and
4439 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4440 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4441 begin
4442 // Ïèíàåì êóñêè
4443 if FObj.Vel.X < 0 then
4444 begin
4445 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4446 end
4447 else
4448 begin
4449 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4450 end;
4451 gGibs[a].positionChanged(); // this updates spatial accelerators
4452 end;
4453 end;
4454 end;
4456 SetAction(A_WALK);
4457 end;
4459 procedure TPlayer.SeeDown();
4460 begin
4461 SetAction(A_SEEDOWN);
4463 if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4465 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4466 end;
4468 procedure TPlayer.SeeUp();
4469 begin
4470 SetAction(A_SEEUP);
4472 if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4474 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4475 end;
4477 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4478 var
4479 Prior: Byte;
4480 begin
4481 case Action of
4482 A_WALK: Prior := 3;
4483 A_DIE1: Prior := 5;
4484 A_DIE2: Prior := 5;
4485 A_ATTACK: Prior := 2;
4486 A_SEEUP: Prior := 1;
4487 A_SEEDOWN: Prior := 1;
4488 A_ATTACKUP: Prior := 2;
4489 A_ATTACKDOWN: Prior := 2;
4490 A_PAIN: Prior := 4;
4491 else Prior := 0;
4492 end;
4494 if (Prior > FActionPrior) or Force then
4495 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4496 begin
4497 FActionPrior := Prior;
4498 FActionAnim := Action;
4499 FActionForce := Force;
4500 FActionChanged := True;
4501 end;
4503 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4504 end;
4506 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4507 begin
4508 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4509 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4510 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4511 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4512 end;
4514 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4515 var
4516 Anim: TAnimation;
4517 ID: DWORD;
4518 begin
4519 Result := False;
4521 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4522 begin
4523 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4524 if g_Game_IsServer and g_Game_IsNet then
4525 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4526 Exit;
4527 end;
4529 FJustTeleported := True;
4531 Anim := nil;
4532 if not silent then
4533 begin
4534 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4535 begin
4536 Anim := TAnimation.Create(ID, False, 3);
4537 end;
4539 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4540 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4541 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4542 if g_Game_IsServer and g_Game_IsNet then
4543 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4544 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4545 NET_GFX_TELE);
4546 end;
4548 FObj.X := X-PLAYER_RECT.X;
4549 FObj.Y := Y-PLAYER_RECT.Y;
4550 if FLive and FGhost then
4551 begin
4552 FXTo := FObj.X;
4553 FYTo := FObj.Y;
4554 end;
4556 if not g_Game_IsNet then
4557 begin
4558 if dir = 1 then
4559 begin
4560 SetDirection(D_LEFT);
4561 FAngle := 180;
4562 end
4563 else
4564 if dir = 2 then
4565 begin
4566 SetDirection(D_RIGHT);
4567 FAngle := 0;
4568 end
4569 else
4570 if dir = 3 then
4571 begin // îáðàòíîå
4572 if FDirection = D_RIGHT then
4573 begin
4574 SetDirection(D_LEFT);
4575 FAngle := 180;
4576 end
4577 else
4578 begin
4579 SetDirection(D_RIGHT);
4580 FAngle := 0;
4581 end;
4582 end;
4583 end;
4585 if not silent and (Anim <> nil) then
4586 begin
4587 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4588 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4589 Anim.Free();
4591 if g_Game_IsServer and g_Game_IsNet then
4592 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4593 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4594 NET_GFX_TELE);
4595 end;
4597 Result := True;
4598 end;
4600 function nonz(a: Single): Single;
4601 begin
4602 if a <> 0 then
4603 Result := a
4604 else
4605 Result := 1;
4606 end;
4608 procedure TPlayer.Update();
4609 var
4610 b: Byte;
4611 i, ii, wx, wy, xd, yd, k: Integer;
4612 blockmon, headwater, dospawn: Boolean;
4613 NetServer: Boolean;
4614 AnyServer: Boolean;
4615 SetSpect: Boolean;
4616 begin
4617 NetServer := g_Game_IsNet and g_Game_IsServer;
4618 AnyServer := g_Game_IsServer;
4620 if g_Game_IsClient and (NetInterpLevel > 0) then
4621 DoLerp(NetInterpLevel + 1)
4622 else
4623 if FGhost then
4624 DoLerp(4);
4626 if NetServer then
4627 if FClientID >= 0 then
4628 begin
4629 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4630 if NetClients[FClientID].Peer^.packetsSent > 0 then
4631 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4632 else
4633 FLoss := 0;
4634 end else
4635 begin
4636 FPing := 0;
4637 FLoss := 0;
4638 end;
4640 if FLive and (gFly or FJetpack) then
4641 FlySmoke();
4643 if FDirection = D_LEFT then
4644 FAngle := 180
4645 else
4646 FAngle := 0;
4648 if FLive and (not FGhost) then
4649 begin
4650 if FKeys[KEY_UP].Pressed then
4651 SeeUp();
4652 if FKeys[KEY_DOWN].Pressed then
4653 SeeDown();
4654 end;
4656 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4657 (FIncCam <> 0) then
4658 begin
4659 i := g_basic.Sign(FIncCam);
4660 FIncCam := Abs(FIncCam);
4661 DecMin(FIncCam, 5, 0);
4662 FIncCam := FIncCam*i;
4663 end;
4665 // no need to do that each second frame, weapon queue will take care of it
4666 if FLive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4667 if FLive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4669 if gTime mod (GAME_TICK*2) <> 0 then
4670 begin
4671 if (FObj.Vel.X = 0) and FLive then
4672 begin
4673 if FKeys[KEY_LEFT].Pressed then
4674 Run(D_LEFT);
4675 if FKeys[KEY_RIGHT].Pressed then
4676 Run(D_RIGHT);
4677 end;
4679 if FPhysics then
4680 begin
4681 g_Obj_Move(@FObj, True, True, True);
4682 positionChanged(); // this updates spatial accelerators
4683 end;
4685 Exit;
4686 end;
4688 FActionChanged := False;
4690 if FLive then
4691 begin
4692 // Let alive player do some actions
4693 if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
4694 if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
4695 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4696 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4697 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4698 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4699 if FKeys[KEY_JUMP].Pressed then Jump()
4700 else
4701 begin
4702 if AnyServer and FJetpack then
4703 begin
4704 FJetpack := False;
4705 JetpackOff;
4706 if NetServer then MH_SEND_PlayerStats(FUID);
4707 end;
4708 FCanJetpack := True;
4709 end;
4710 end
4711 else // Dead
4712 begin
4713 dospawn := False;
4714 if not FGhost then
4715 for k := Low(FKeys) to KEY_CHAT-1 do
4716 begin
4717 if FKeys[k].Pressed then
4718 begin
4719 dospawn := True;
4720 break;
4721 end;
4722 end;
4723 if dospawn then
4724 begin
4725 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4726 Respawn(False)
4727 else // Single
4728 if (FTime[T_RESPAWN] <= gTime) and
4729 gGameOn and (not FLive) then
4730 begin
4731 if (g_Player_GetCount() > 1) then
4732 Respawn(False)
4733 else
4734 begin
4735 gExit := EXIT_RESTART;
4736 Exit;
4737 end;
4738 end;
4739 end;
4740 // Dead spectator actions
4741 if FGhost then
4742 begin
4743 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4744 if FKeys[KEY_FIRE].Pressed and AnyServer then
4745 begin
4746 if FSpectator then
4747 begin
4748 if (FSpectatePlayer >= High(gPlayers)) then
4749 FSpectatePlayer := -1
4750 else
4751 begin
4752 SetSpect := False;
4753 for I := FSpectatePlayer + 1 to High(gPlayers) do
4754 if gPlayers[I] <> nil then
4755 if gPlayers[I].Live then
4756 if gPlayers[I].UID <> FUID then
4757 begin
4758 FSpectatePlayer := I;
4759 SetSpect := True;
4760 break;
4761 end;
4763 if not SetSpect then FSpectatePlayer := -1;
4764 end;
4766 ReleaseKeys;
4767 end;
4768 end;
4769 end;
4770 end;
4771 // No clipping
4772 if FGhost then
4773 begin
4774 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4775 begin
4776 FYTo := FObj.Y - 32;
4777 FSpectatePlayer := -1;
4778 end;
4779 if FKeys[KEY_DOWN].Pressed then
4780 begin
4781 FYTo := FObj.Y + 32;
4782 FSpectatePlayer := -1;
4783 end;
4784 if FKeys[KEY_LEFT].Pressed then
4785 begin
4786 FXTo := FObj.X - 32;
4787 FSpectatePlayer := -1;
4788 end;
4789 if FKeys[KEY_RIGHT].Pressed then
4790 begin
4791 FXTo := FObj.X + 32;
4792 FSpectatePlayer := -1;
4793 end;
4795 if (FXTo < -64) then
4796 FXTo := -64
4797 else if (FXTo > gMapInfo.Width + 32) then
4798 FXTo := gMapInfo.Width + 32;
4799 if (FYTo < -72) then
4800 FYTo := -72
4801 else if (FYTo > gMapInfo.Height + 32) then
4802 FYTo := gMapInfo.Height + 32;
4803 end;
4805 if FPhysics then
4806 begin
4807 g_Obj_Move(@FObj, True, True, True);
4808 positionChanged(); // this updates spatial accelerators
4809 end
4810 else
4811 begin
4812 FObj.Vel.X := 0;
4813 FObj.Vel.Y := 0;
4814 if FSpectator then
4815 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4816 if gPlayers[FSpectatePlayer] <> nil then
4817 if gPlayers[FSpectatePlayer].Live then
4818 begin
4819 FXTo := gPlayers[FSpectatePlayer].GameX;
4820 FYTo := gPlayers[FSpectatePlayer].GameY;
4821 end;
4822 end;
4824 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4825 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4826 PANEL_BLOCKMON, True);
4827 headwater := HeadInLiquid(0, 0);
4829 // Ñîïðîòèâëåíèå âîçäóõà:
4830 if (not FLive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4831 if FObj.Vel.X <> 0 then
4832 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4834 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4835 DecMin(FPain, 5, 0);
4836 DecMin(FPickup, 1, 0);
4838 if FLive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
4839 begin
4840 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4841 FMegaRulez[MR_SUIT] := 0;
4842 FMegaRulez[MR_INVUL] := 0;
4843 FMegaRulez[MR_INVIS] := 0;
4844 Kill(K_FALLKILL, 0, HIT_FALL);
4845 end;
4847 i := 9;
4849 if FLive then
4850 begin
4851 if FCurrWeap = WEAPON_SAW then
4852 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4853 FSawSoundSelect.IsPlaying()) then
4854 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4856 if FJetpack then
4857 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4858 (not FJetSoundOff.IsPlaying()) then
4859 begin
4860 FJetSoundFly.SetPosition(0);
4861 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4862 end;
4864 for b := WP_FIRST to WP_LAST do
4865 if FReloading[b] > 0 then
4866 if FNoReload then
4867 FReloading[b] := 0
4868 else
4869 Dec(FReloading[b]);
4871 if FShellTimer > -1 then
4872 if FShellTimer = 0 then
4873 begin
4874 if FShellType = SHELL_SHELL then
4875 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4876 GameVelX, GameVelY-2, SHELL_SHELL)
4877 else if FShellType = SHELL_DBLSHELL then
4878 begin
4879 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4880 GameVelX+1, GameVelY-2, SHELL_SHELL);
4881 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4882 GameVelX-1, GameVelY-2, SHELL_SHELL);
4883 end;
4884 FShellTimer := -1;
4885 end else Dec(FShellTimer);
4887 if (FBFGFireCounter > -1) then
4888 if FBFGFireCounter = 0 then
4889 begin
4890 if AnyServer then
4891 begin
4892 wx := FObj.X+WEAPONPOINT[FDirection].X;
4893 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
4894 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
4895 yd := wy+firediry();
4896 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
4897 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
4898 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4899 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4900 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4901 end;
4903 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
4904 FBFGFireCounter := -1;
4905 end else
4906 if FNoReload then
4907 FBFGFireCounter := 0
4908 else
4909 Dec(FBFGFireCounter);
4911 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
4912 begin
4913 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
4915 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
4916 end;
4918 if (headwater or blockmon) then
4919 begin
4920 Dec(FAir);
4922 if FAir < -9 then
4923 begin
4924 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
4925 FAir := 0;
4926 end
4927 else if (FAir mod 31 = 0) and not blockmon then
4928 begin
4929 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
4930 if Random(2) = 0 then
4931 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
4932 else
4933 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
4934 end;
4935 end else if FAir < AIR_DEF then
4936 FAir := AIR_DEF;
4938 if FFireTime > 0 then
4939 begin
4940 if BodyInLiquid(0, 0) then
4941 begin
4942 FFireTime := 0;
4943 FFirePainTime := 0;
4944 end
4945 else if FMegaRulez[MR_SUIT] >= gTime then
4946 begin
4947 if FMegaRulez[MR_SUIT] = gTime then
4948 FFireTime := 1;
4949 FFirePainTime := 0;
4950 end
4951 else
4952 begin
4953 OnFireFlame(1);
4954 if FFirePainTime <= 0 then
4955 begin
4956 if g_Game_IsServer then
4957 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
4958 FFirePainTime := 18;
4959 end;
4960 FFirePainTime := FFirePainTime - 1;
4961 FFireTime := FFireTime - 1;
4962 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
4963 MH_SEND_PlayerStats(FUID);
4964 end;
4965 end;
4967 if FDamageBuffer > 0 then
4968 begin
4969 if FDamageBuffer >= 9 then
4970 begin
4971 SetAction(A_PAIN);
4973 if FDamageBuffer < 30 then i := 9
4974 else if FDamageBuffer < 100 then i := 18
4975 else i := 27;
4976 end;
4978 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
4979 FArmor := FArmor-(FDamageBuffer-ii);
4980 FHealth := FHealth-ii;
4981 if FArmor < 0 then
4982 begin
4983 FHealth := FHealth+FArmor;
4984 FArmor := 0;
4985 end;
4987 if AnyServer then
4988 if FHealth <= 0 then
4989 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
4990 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
4991 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
4993 if FLive then
4994 begin
4995 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
4996 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
4997 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
4998 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
4999 end;
5001 FDamageBuffer := 0;
5002 end;
5004 {CollideItem();}
5005 end; // if FLive then ...
5007 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5008 begin
5009 FModel.ChangeAnimation(FActionAnim, FActionForce);
5010 FModel.GetCurrentAnimation.MinLength := i;
5011 FModel.GetCurrentAnimationMask.MinLength := i;
5012 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5014 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5015 then SetAction(A_STAND, True);
5017 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5019 for b := Low(FKeys) to High(FKeys) do
5020 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5021 end;
5023 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5024 begin
5025 x := FObj.X+PLAYER_RECT.X;
5026 y := FObj.Y+PLAYER_RECT.Y;
5027 w := PLAYER_RECT.Width;
5028 h := PLAYER_RECT.Height;
5029 end;
5031 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5032 begin
5033 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5034 FObj.Y+PLAYER_RECT.Y,
5035 PLAYER_RECT.Width,
5036 PLAYER_RECT.Height,
5037 X, Y,
5038 Width, Height);
5039 end;
5041 function TPlayer.Collide(Panel: TPanel): Boolean;
5042 begin
5043 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5044 FObj.Y+PLAYER_RECT.Y,
5045 PLAYER_RECT.Width,
5046 PLAYER_RECT.Height,
5047 Panel.X, Panel.Y,
5048 Panel.Width, Panel.Height);
5049 end;
5051 function TPlayer.Collide(X, Y: Integer): Boolean;
5052 begin
5053 X := X-FObj.X-PLAYER_RECT.X;
5054 Y := Y-FObj.Y-PLAYER_RECT.Y;
5055 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5056 (y >= 0) and (y <= PLAYER_RECT.Height);
5057 end;
5059 function g_Player_ValidName(Name: string): Boolean;
5060 var
5061 a: Integer;
5062 begin
5063 Result := True;
5065 if gPlayers = nil then Exit;
5067 for a := 0 to High(gPlayers) do
5068 if gPlayers[a] <> nil then
5069 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5070 begin
5071 Result := False;
5072 Exit;
5073 end;
5074 end;
5076 procedure TPlayer.SetDirection(Direction: TDirection);
5077 var
5078 d: TDirection;
5079 begin
5080 d := FModel.Direction;
5082 FModel.Direction := Direction;
5083 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5085 FDirection := Direction;
5086 end;
5088 function TPlayer.GetKeys(): Byte;
5089 begin
5090 Result := 0;
5092 if R_KEY_RED in FRulez then Result := KEY_RED;
5093 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5094 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5096 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5097 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5098 end;
5100 procedure TPlayer.Use();
5101 var
5102 a: Integer;
5103 begin
5104 if FTime[T_USE] > gTime then Exit;
5106 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5107 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5109 for a := 0 to High(gPlayers) do
5110 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5111 gPlayers[a].Live and SameTeam(FUID, gPlayers[a].FUID) and
5112 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5113 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5114 begin
5115 gPlayers[a].Touch();
5116 if g_Game_IsNet and g_Game_IsServer then
5117 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5118 end;
5120 FTime[T_USE] := gTime+120;
5121 end;
5123 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5124 var
5125 locObj: TObj;
5126 F: Boolean;
5127 WX, WY, XD, YD: Integer;
5128 begin
5129 F := False;
5130 WX := X;
5131 WY := Y;
5132 XD := AX;
5133 YD := AY;
5135 case FCurrWeap of
5136 WEAPON_KASTET:
5137 begin
5138 if R_BERSERK in FRulez then
5139 begin
5140 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5141 locobj.X := FObj.X+FObj.Rect.X;
5142 locobj.Y := FObj.Y+FObj.Rect.Y;
5143 locobj.rect.X := 0;
5144 locobj.rect.Y := 0;
5145 locobj.rect.Width := 39;
5146 locobj.rect.Height := 52;
5147 locobj.Vel.X := (xd-wx) div 2;
5148 locobj.Vel.Y := (yd-wy) div 2;
5149 locobj.Accel.X := xd-wx;
5150 locobj.Accel.y := yd-wy;
5152 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5153 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5154 else
5155 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5157 if gFlash = 1 then
5158 if FPain < 50 then
5159 FPain := min(FPain + 25, 50);
5160 end else
5161 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5162 end;
5164 WEAPON_SAW:
5165 begin
5166 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5167 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5168 begin
5169 FSawSoundSelect.Stop();
5170 FSawSound.Stop();
5171 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5172 end
5173 else if not FSawSoundHit.IsPlaying() then
5174 begin
5175 FSawSoundSelect.Stop();
5176 FSawSound.PlayAt(FObj.X, FObj.Y);
5177 end;
5178 f := True;
5179 end;
5181 WEAPON_PISTOL:
5182 begin
5183 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5184 FFireAngle := FAngle;
5185 f := True;
5186 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5187 GameVelX, GameVelY-2, SHELL_BULLET);
5188 end;
5190 WEAPON_SHOTGUN1:
5191 begin
5192 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5193 FFireAngle := FAngle;
5194 f := True;
5195 FShellTimer := 10;
5196 FShellType := SHELL_SHELL;
5197 end;
5199 WEAPON_SHOTGUN2:
5200 begin
5201 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5202 FFireAngle := FAngle;
5203 f := True;
5204 FShellTimer := 13;
5205 FShellType := SHELL_DBLSHELL;
5206 end;
5208 WEAPON_CHAINGUN:
5209 begin
5210 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', 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_BULLET);
5215 end;
5217 WEAPON_ROCKETLAUNCHER:
5218 begin
5219 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5220 FFireAngle := FAngle;
5221 f := True;
5222 end;
5224 WEAPON_PLASMA:
5225 begin
5226 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5227 FFireAngle := FAngle;
5228 f := True;
5229 end;
5231 WEAPON_BFG:
5232 begin
5233 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5234 FFireAngle := FAngle;
5235 f := True;
5236 end;
5238 WEAPON_SUPERPULEMET:
5239 begin
5240 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5241 FFireAngle := FAngle;
5242 f := True;
5243 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5244 GameVelX, GameVelY-2, SHELL_SHELL);
5245 end;
5247 WEAPON_FLAMETHROWER:
5248 begin
5249 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5250 FFireAngle := FAngle;
5251 f := True;
5252 end;
5253 end;
5255 if not f then Exit;
5257 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5258 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5259 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5260 end;
5262 procedure TPlayer.DoLerp(Level: Integer = 2);
5263 begin
5264 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5265 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5266 end;
5268 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5269 var
5270 AX, AY: Integer;
5271 begin
5272 if NetInterpLevel < 1 then
5273 begin
5274 FObj.X := XTo;
5275 FObj.Y := YTo;
5276 end
5277 else
5278 begin
5279 FXTo := XTo;
5280 FYTo := YTo;
5282 AX := Abs(FXTo - FObj.X);
5283 AY := Abs(FYTo - FObj.Y);
5284 if (AX > 32) or (AX <= NetInterpLevel) then
5285 FObj.X := FXTo;
5286 if (AY > 32) or (AY <= NetInterpLevel) then
5287 FObj.Y := FYTo;
5288 end;
5289 end;
5291 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5292 begin
5293 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5294 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5295 PANEL_LIFTUP, False) then Result := -1
5296 else
5297 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5298 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5299 PANEL_LIFTDOWN, False) then Result := 1
5300 else Result := 0;
5301 end;
5303 function TPlayer.GetFlag(Flag: Byte): Boolean;
5304 var
5305 s, ts: String;
5306 evtype: Byte;
5307 begin
5308 Result := False;
5310 if Flag = FLAG_NONE then
5311 Exit;
5313 if not g_Game_IsServer then Exit;
5315 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5316 if (Flag = FTeam) and
5317 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5318 (FFlag <> FLAG_NONE) then
5319 begin
5320 if FFlag = FLAG_RED then
5321 s := _lc[I_PLAYER_FLAG_RED]
5322 else
5323 s := _lc[I_PLAYER_FLAG_BLUE];
5325 evtype := FLAG_STATE_SCORED;
5327 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5328 Insert('.', ts, Length(ts) + 1 - 3);
5329 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5331 g_Map_ResetFlag(FFlag);
5332 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5334 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5336 Result := True;
5337 if g_Game_IsNet then
5338 begin
5339 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5340 MH_SEND_GameStats;
5341 end;
5343 gFlags[FFlag].CaptureTime := 0;
5344 SetFlag(FLAG_NONE);
5345 Exit;
5346 end;
5348 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5349 if (Flag = FTeam) and
5350 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5351 begin
5352 if Flag = FLAG_RED then
5353 s := _lc[I_PLAYER_FLAG_RED]
5354 else
5355 s := _lc[I_PLAYER_FLAG_BLUE];
5357 evtype := FLAG_STATE_RETURNED;
5358 gFlags[Flag].CaptureTime := 0;
5360 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5362 g_Map_ResetFlag(Flag);
5363 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5365 Result := True;
5366 if g_Game_IsNet then
5367 begin
5368 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5369 MH_SEND_GameStats;
5370 end;
5371 Exit;
5372 end;
5374 // Ïîäîáðàë ÷óæîé ôëàã:
5375 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5376 begin
5377 SetFlag(Flag);
5379 if Flag = FLAG_RED then
5380 s := _lc[I_PLAYER_FLAG_RED]
5381 else
5382 s := _lc[I_PLAYER_FLAG_BLUE];
5384 evtype := FLAG_STATE_CAPTURED;
5386 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5388 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5390 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5392 Result := True;
5393 if g_Game_IsNet then
5394 begin
5395 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5396 MH_SEND_GameStats;
5397 end;
5398 end;
5399 end;
5401 procedure TPlayer.SetFlag(Flag: Byte);
5402 begin
5403 FFlag := Flag;
5404 if FModel <> nil then
5405 FModel.SetFlag(FFlag);
5406 end;
5408 function TPlayer.DropFlag(): Boolean;
5409 var
5410 s: String;
5411 begin
5412 Result := False;
5413 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5414 Exit;
5415 FTime[T_FLAGCAP] := gTime + 2000;
5416 with gFlags[FFlag] do
5417 begin
5418 Obj.X := FObj.X;
5419 Obj.Y := FObj.Y;
5420 Direction := FDirection;
5421 State := FLAG_STATE_DROPPED;
5422 Count := FLAG_TIME;
5423 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5424 (FObj.Vel.Y div 2)-2+Random(5));
5425 positionChanged(); // this updates spatial accelerators
5427 if FFlag = FLAG_RED then
5428 s := _lc[I_PLAYER_FLAG_RED]
5429 else
5430 s := _lc[I_PLAYER_FLAG_BLUE];
5432 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5433 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5435 if g_Game_IsNet then
5436 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5437 end;
5438 SetFlag(FLAG_NONE);
5439 Result := True;
5440 end;
5442 procedure TPlayer.GetSecret();
5443 begin
5444 Inc(FSecrets);
5445 end;
5447 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5448 begin
5449 Assert(Key <= High(FKeys));
5451 FKeys[Key].Pressed := True;
5452 FKeys[Key].Time := Time;
5453 end;
5455 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5456 begin
5457 Result := FKeys[K].Pressed;
5458 end;
5460 procedure TPlayer.ReleaseKeys();
5461 var
5462 a: Integer;
5463 begin
5464 for a := Low(FKeys) to High(FKeys) do
5465 begin
5466 FKeys[a].Pressed := False;
5467 FKeys[a].Time := 0;
5468 end;
5469 end;
5471 procedure TPlayer.OnDamage(Angle: SmallInt);
5472 begin
5473 end;
5475 function TPlayer.firediry(): Integer;
5476 begin
5477 if FKeys[KEY_UP].Pressed then Result := -42
5478 else if FKeys[KEY_DOWN].Pressed then Result := 19
5479 else Result := 0;
5480 end;
5482 procedure TPlayer.RememberState();
5483 var
5484 i: Integer;
5485 begin
5486 FSavedState.Health := FHealth;
5487 FSavedState.Armor := FArmor;
5488 FSavedState.Air := FAir;
5489 FSavedState.JetFuel := FJetFuel;
5490 FSavedState.CurrWeap := FCurrWeap;
5491 FSavedState.NextWeap := FNextWeap;
5492 FSavedState.NextWeapDelay := FNextWeapDelay;
5494 for i := 0 to 3 do
5495 FSavedState.Ammo[i] := FAmmo[i];
5496 for i := 0 to 3 do
5497 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5499 FSavedState.Rulez := FRulez;
5500 FSavedState.WaitRecall := True;
5501 end;
5503 procedure TPlayer.RecallState();
5504 var
5505 i: Integer;
5506 begin
5507 if not FSavedState.WaitRecall then Exit;
5509 FHealth := FSavedState.Health;
5510 FArmor := FSavedState.Armor;
5511 FAir := FSavedState.Air;
5512 FJetFuel := FSavedState.JetFuel;
5513 FCurrWeap := FSavedState.CurrWeap;
5514 FNextWeap := FSavedState.NextWeap;
5515 FNextWeapDelay := FSavedState.NextWeapDelay;
5517 for i := 0 to 3 do
5518 FAmmo[i] := FSavedState.Ammo[i];
5519 for i := 0 to 3 do
5520 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5522 FRulez := FSavedState.Rulez;
5523 FSavedState.WaitRecall := False;
5525 if gGameSettings.GameType = GT_SERVER then
5526 MH_SEND_PlayerStats(FUID);
5527 end;
5529 procedure TPlayer.SaveState(var Mem: TBinMemoryWriter);
5530 var
5531 i: Integer;
5532 sig: DWORD;
5533 str: String;
5534 b: Byte;
5535 begin
5536 if FIamBot then
5537 i := 512
5538 else
5539 i := 256;
5541 Mem := TBinMemoryWriter.Create(i);
5543 // Ñèãíàòóðà èãðîêà:
5544 sig := PLAYER_SIGNATURE; // 'PLYR'
5545 Mem.WriteDWORD(sig);
5546 // Áîò èëè ÷åëîâåê:
5547 Mem.WriteBoolean(FIamBot);
5548 // UID èãðîêà:
5549 Mem.WriteWord(FUID);
5550 // Èìÿ èãðîêà:
5551 Mem.WriteString(FName, 32);
5552 // Êîìàíäà:
5553 Mem.WriteByte(FTeam);
5554 // Æèâ ëè:
5555 Mem.WriteBoolean(FLive);
5556 // Èçðàñõîäîâàë ëè âñå æèçíè:
5557 Mem.WriteBoolean(FNoRespawn);
5558 // Íàïðàâëåíèå:
5559 if FDirection = D_LEFT then
5560 b := 1
5561 else // D_RIGHT
5562 b := 2;
5563 Mem.WriteByte(b);
5564 // Çäîðîâüå:
5565 Mem.WriteInt(FHealth);
5566 // Æèçíè:
5567 Mem.WriteByte(FLives);
5568 // Áðîíÿ:
5569 Mem.WriteInt(FArmor);
5570 // Çàïàñ âîçäóõà:
5571 Mem.WriteInt(FAir);
5572 // Çàïàñ ãîðþ÷åãî:
5573 Mem.WriteInt(FJetFuel);
5574 // Áîëü:
5575 Mem.WriteInt(FPain);
5576 // Óáèë:
5577 Mem.WriteInt(FKills);
5578 // Óáèë ìîíñòðîâ:
5579 Mem.WriteInt(FMonsterKills);
5580 // Ôðàãîâ:
5581 Mem.WriteInt(FFrags);
5582 // Ôðàãîâ ïîäðÿä:
5583 Mem.WriteByte(FFragCombo);
5584 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5585 Mem.WriteDWORD(FLastFrag);
5586 // Ñìåðòåé:
5587 Mem.WriteInt(FDeath);
5588 // Êàêîé ôëàã íåñåò:
5589 Mem.WriteByte(FFlag);
5590 // Íàøåë ñåêðåòîâ:
5591 Mem.WriteInt(FSecrets);
5592 // Òåêóùåå îðóæèå:
5593 Mem.WriteByte(FCurrWeap);
5594 // Æåëàåìîå îðóæèå:
5595 Mem.WriteWord(FNextWeap);
5596 // ...è ïàóçà
5597 Mem.WriteByte(FNextWeapDelay);
5598 // Âðåìÿ çàðÿäêè BFG:
5599 Mem.WriteSmallInt(FBFGFireCounter);
5600 // Áóôåð óðîíà:
5601 Mem.WriteInt(FDamageBuffer);
5602 // Ïîñëåäíèé óäàðèâøèé:
5603 Mem.WriteWord(FLastSpawnerUID);
5604 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5605 Mem.WriteByte(FLastHit);
5606 // Îáúåêò èãðîêà:
5607 Obj_SaveState(@FObj, Mem);
5608 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5609 for i := A_BULLETS to A_HIGH do
5610 Mem.WriteWord(FAmmo[i]);
5611 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5612 for i := A_BULLETS to A_HIGH do
5613 Mem.WriteWord(FMaxAmmo[i]);
5614 // Íàëè÷èå îðóæèÿ:
5615 for i := WP_FIRST to WP_LAST do
5616 Mem.WriteBoolean(FWeapon[i]);
5617 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5618 for i := WP_FIRST to WP_LAST do
5619 Mem.WriteWord(FReloading[i]);
5620 // Íàëè÷èå ðþêçàêà:
5621 if R_ITEM_BACKPACK in FRulez then
5622 b := 1
5623 else
5624 b := 0;
5625 Mem.WriteByte(b);
5626 // Íàëè÷èå êðàñíîãî êëþ÷à:
5627 if R_KEY_RED in FRulez then
5628 b := 1
5629 else
5630 b := 0;
5631 Mem.WriteByte(b);
5632 // Íàëè÷èå çåëåíîãî êëþ÷à:
5633 if R_KEY_GREEN in FRulez then
5634 b := 1
5635 else
5636 b := 0;
5637 Mem.WriteByte(b);
5638 // Íàëè÷èå ñèíåãî êëþ÷à:
5639 if R_KEY_BLUE in FRulez then
5640 b := 1
5641 else
5642 b := 0;
5643 Mem.WriteByte(b);
5644 // Íàëè÷èå áåðñåðêà:
5645 if R_BERSERK in FRulez then
5646 b := 1
5647 else
5648 b := 0;
5649 Mem.WriteByte(b);
5650 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5651 for i := MR_SUIT to MR_MAX do
5652 Mem.WriteDWORD(FMegaRulez[i]);
5653 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5654 for i := T_RESPAWN to T_FLAGCAP do
5655 Mem.WriteDWORD(FTime[i]);
5656 // Íàçâàíèå ìîäåëè:
5657 str := FModel.Name;
5658 Mem.WriteString(str);
5659 // Öâåò ìîäåëè:
5660 b := FColor.R;
5661 Mem.WriteByte(b);
5662 b := FColor.G;
5663 Mem.WriteByte(b);
5664 b := FColor.B;
5665 Mem.WriteByte(b);
5666 end;
5668 procedure TPlayer.LoadState(var Mem: TBinMemoryReader);
5669 var
5670 i: Integer;
5671 sig: DWORD;
5672 str: String;
5673 b: Byte;
5674 begin
5675 if Mem = nil then
5676 Exit;
5678 // Ñèãíàòóðà èãðîêà:
5679 Mem.ReadDWORD(sig);
5680 if sig <> PLAYER_SIGNATURE then // 'PLYR'
5681 begin
5682 raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature');
5683 end;
5684 // Áîò èëè ÷åëîâåê:
5685 Mem.ReadBoolean(FIamBot);
5686 // UID èãðîêà:
5687 Mem.ReadWord(FUID);
5688 // Èìÿ èãðîêà:
5689 Mem.ReadString(str);
5690 if (Self <> gPlayer1) and (Self <> gPlayer2) then
5691 FName := str;
5692 // Êîìàíäà:
5693 Mem.ReadByte(FTeam);
5694 // Æèâ ëè:
5695 Mem.ReadBoolean(FLive);
5696 // Èçðàñõîäîâàë ëè âñå æèçíè:
5697 Mem.ReadBoolean(FNoRespawn);
5698 // Íàïðàâëåíèå:
5699 Mem.ReadByte(b);
5700 if b = 1 then
5701 FDirection := D_LEFT
5702 else // b = 2
5703 FDirection := D_RIGHT;
5704 // Çäîðîâüå:
5705 Mem.ReadInt(FHealth);
5706 // Æèçíè:
5707 Mem.ReadByte(FLives);
5708 // Áðîíÿ:
5709 Mem.ReadInt(FArmor);
5710 // Çàïàñ âîçäóõà:
5711 Mem.ReadInt(FAir);
5712 // Çàïàñ ãîðþ÷åãî:
5713 Mem.ReadInt(FJetFuel);
5714 // Áîëü:
5715 Mem.ReadInt(FPain);
5716 // Óáèë:
5717 Mem.ReadInt(FKills);
5718 // Óáèë ìîíñòðîâ:
5719 Mem.ReadInt(FMonsterKills);
5720 // Ôðàãîâ:
5721 Mem.ReadInt(FFrags);
5722 // Ôðàãîâ ïîäðÿä:
5723 Mem.ReadByte(FFragCombo);
5724 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5725 Mem.ReadDWORD(FLastFrag);
5726 // Ñìåðòåé:
5727 Mem.ReadInt(FDeath);
5728 // Êàêîé ôëàã íåñåò:
5729 Mem.ReadByte(FFlag);
5730 // Íàøåë ñåêðåòîâ:
5731 Mem.ReadInt(FSecrets);
5732 // Òåêóùåå îðóæèå:
5733 Mem.ReadByte(FCurrWeap);
5734 // Æåëàåìîå îðóæèå:
5735 Mem.ReadWord(FNextWeap);
5736 // ...è ïàóçà
5737 Mem.ReadByte(FNextWeapDelay);
5738 // Âðåìÿ çàðÿäêè BFG:
5739 Mem.ReadSmallInt(FBFGFireCounter);
5740 // Áóôåð óðîíà:
5741 Mem.ReadInt(FDamageBuffer);
5742 // Ïîñëåäíèé óäàðèâøèé:
5743 Mem.ReadWord(FLastSpawnerUID);
5744 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5745 Mem.ReadByte(FLastHit);
5746 // Îáúåêò èãðîêà:
5747 Obj_LoadState(@FObj, Mem);
5748 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5749 for i := A_BULLETS to A_HIGH do
5750 Mem.ReadWord(FAmmo[i]);
5751 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5752 for i := A_BULLETS to A_HIGH do
5753 Mem.ReadWord(FMaxAmmo[i]);
5754 // Íàëè÷èå îðóæèÿ:
5755 for i := WP_FIRST to WP_LAST do
5756 Mem.ReadBoolean(FWeapon[i]);
5757 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5758 for i := WP_FIRST to WP_LAST do
5759 Mem.ReadWord(FReloading[i]);
5760 // Íàëè÷èå ðþêçàêà:
5761 Mem.ReadByte(b);
5762 if b = 1 then
5763 Include(FRulez, R_ITEM_BACKPACK);
5764 // Íàëè÷èå êðàñíîãî êëþ÷à:
5765 Mem.ReadByte(b);
5766 if b = 1 then
5767 Include(FRulez, R_KEY_RED);
5768 // Íàëè÷èå çåëåíîãî êëþ÷à:
5769 Mem.ReadByte(b);
5770 if b = 1 then
5771 Include(FRulez, R_KEY_GREEN);
5772 // Íàëè÷èå ñèíåãî êëþ÷à:
5773 Mem.ReadByte(b);
5774 if b = 1 then
5775 Include(FRulez, R_KEY_BLUE);
5776 // Íàëè÷èå áåðñåðêà:
5777 Mem.ReadByte(b);
5778 if b = 1 then
5779 Include(FRulez, R_BERSERK);
5780 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5781 for i := MR_SUIT to MR_MAX do
5782 Mem.ReadDWORD(FMegaRulez[i]);
5783 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5784 for i := T_RESPAWN to T_FLAGCAP do
5785 Mem.ReadDWORD(FTime[i]);
5786 // Íàçâàíèå ìîäåëè:
5787 Mem.ReadString(str);
5788 // Öâåò ìîäåëè:
5789 Mem.ReadByte(FColor.R);
5790 Mem.ReadByte(FColor.G);
5791 Mem.ReadByte(FColor.B);
5792 if Self = gPlayer1 then
5793 begin
5794 str := gPlayer1Settings.Model;
5795 FColor := gPlayer1Settings.Color;
5796 end;
5797 if Self = gPlayer2 then
5798 begin
5799 str := gPlayer2Settings.Model;
5800 FColor := gPlayer2Settings.Color;
5801 end;
5802 // Îáíîâëÿåì ìîäåëü èãðîêà:
5803 SetModel(str);
5804 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5805 FModel.Color := TEAMCOLOR[FTeam]
5806 else
5807 FModel.Color := FColor;
5808 end;
5810 procedure TPlayer.AllRulez(Health: Boolean);
5811 var
5812 a: Integer;
5813 begin
5814 if Health then
5815 begin
5816 FHealth := PLAYER_HP_LIMIT;
5817 FArmor := PLAYER_AP_LIMIT;
5818 Exit;
5819 end;
5821 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
5822 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
5823 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5824 end;
5826 procedure TPlayer.RestoreHealthArmor();
5827 begin
5828 FHealth := PLAYER_HP_LIMIT;
5829 FArmor := PLAYER_AP_LIMIT;
5830 end;
5832 procedure TPlayer.FragCombo();
5833 var
5834 Param: Integer;
5835 begin
5836 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5837 Exit;
5838 if gTime - FLastFrag < FRAG_COMBO_TIME then
5839 begin
5840 if FFragCombo < 5 then
5841 Inc(FFragCombo);
5842 Param := FUID or (FFragCombo shl 16);
5843 if (FComboEvnt >= Low(gDelayedEvents)) and
5844 (FComboEvnt <= High(gDelayedEvents)) and
5845 gDelayedEvents[FComboEvnt].Pending and
5846 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5847 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5848 begin
5849 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5850 gDelayedEvents[FComboEvnt].DENum := Param;
5851 end
5852 else
5853 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5854 end
5855 else
5856 FFragCombo := 1;
5858 FLastFrag := gTime;
5859 end;
5861 procedure TPlayer.GiveItem(ItemType: Byte);
5862 begin
5863 case ItemType of
5864 ITEM_SUIT:
5865 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5866 begin
5867 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5868 end;
5870 ITEM_OXYGEN:
5871 if FAir < AIR_MAX then
5872 begin
5873 FAir := AIR_MAX;
5874 end;
5876 ITEM_MEDKIT_BLACK:
5877 begin
5878 if not (R_BERSERK in FRulez) then
5879 begin
5880 Include(FRulez, R_BERSERK);
5881 if FBFGFireCounter < 1 then
5882 begin
5883 FCurrWeap := WEAPON_KASTET;
5884 resetWeaponQueue();
5885 FModel.SetWeapon(WEAPON_KASTET);
5886 end;
5887 if gFlash <> 0 then
5888 Inc(FPain, 100);
5889 FBerserk := gTime+30000;
5890 end;
5891 if FHealth < PLAYER_HP_SOFT then
5892 begin
5893 FHealth := PLAYER_HP_SOFT;
5894 FBerserk := gTime+30000;
5895 end;
5896 end;
5898 ITEM_INVUL:
5899 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5900 begin
5901 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5902 end;
5904 ITEM_INVIS:
5905 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
5906 begin
5907 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
5908 end;
5910 ITEM_JETPACK:
5911 if FJetFuel < JET_MAX then
5912 begin
5913 FJetFuel := JET_MAX;
5914 end;
5916 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
5917 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
5919 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
5920 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5922 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
5923 ITEM_SPHERE_WHITE:
5924 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
5925 begin
5926 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
5927 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5928 end;
5930 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
5931 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
5932 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
5933 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
5934 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
5935 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
5936 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
5937 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
5938 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
5940 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5941 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
5942 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5943 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
5944 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5945 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
5946 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5947 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
5948 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
5950 ITEM_AMMO_BACKPACK:
5951 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
5952 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
5953 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
5954 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
5955 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
5956 begin
5957 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
5958 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
5959 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
5960 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
5961 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
5963 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5964 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5965 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5966 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5968 FRulez := FRulez + [R_ITEM_BACKPACK];
5969 end;
5971 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
5972 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
5973 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
5975 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
5976 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
5978 else
5979 Exit;
5980 end;
5981 if g_Game_IsNet and g_Game_IsServer then
5982 MH_SEND_PlayerStats(FUID);
5983 end;
5985 procedure TPlayer.FlySmoke(Times: DWORD = 1);
5986 var
5987 id, i: DWORD;
5988 Anim: TAnimation;
5989 begin
5990 if (Random(5) = 1) and (Times = 1) then
5991 Exit;
5993 if BodyInLiquid(0, 0) then
5994 begin
5995 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
5996 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
5997 if Random(2) = 0 then
5998 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5999 else
6000 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6001 Exit;
6002 end;
6004 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6005 begin
6006 for i := 1 to Times do
6007 begin
6008 Anim := TAnimation.Create(id, False, 3);
6009 Anim.Alpha := 150;
6010 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6011 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6012 Anim.Free();
6013 end;
6014 end;
6015 end;
6017 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6018 var
6019 id, i: DWORD;
6020 Anim: TAnimation;
6021 begin
6022 if (Random(10) = 1) and (Times = 1) then
6023 Exit;
6025 if g_Frames_Get(id, 'FRAMES_FLAME') then
6026 begin
6027 for i := 1 to Times do
6028 begin
6029 Anim := TAnimation.Create(id, False, 3);
6030 Anim.Alpha := 0;
6031 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6032 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6033 Anim.Free();
6034 end;
6035 end;
6036 end;
6038 procedure TPlayer.PauseSounds(Enable: Boolean);
6039 begin
6040 FSawSound.Pause(Enable);
6041 FSawSoundIdle.Pause(Enable);
6042 FSawSoundHit.Pause(Enable);
6043 FSawSoundSelect.Pause(Enable);
6044 end;
6046 { T C o r p s e : }
6048 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6049 begin
6050 g_Obj_Init(@FObj);
6051 FObj.X := X;
6052 FObj.Y := Y;
6053 FObj.Rect := PLAYER_CORPSERECT;
6054 FModelName := ModelName;
6055 FMess := aMess;
6057 if FMess then
6058 begin
6059 FState := CORPSE_STATE_MESS;
6060 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6061 end
6062 else
6063 begin
6064 FState := CORPSE_STATE_NORMAL;
6065 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6066 end;
6067 end;
6069 destructor TCorpse.Destroy();
6070 begin
6071 FAnimation.Free();
6073 inherited;
6074 end;
6076 procedure TCorpse.positionChanged (); begin end;
6078 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6079 var
6080 pm: TPlayerModel;
6081 begin
6082 if FState = CORPSE_STATE_REMOVEME then
6083 Exit;
6085 FDamage := FDamage + Value;
6087 if FDamage > 150 then
6088 begin
6089 if FAnimation <> nil then
6090 begin
6091 FAnimation.Free();
6092 FAnimation := nil;
6094 FState := CORPSE_STATE_REMOVEME;
6096 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6097 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6098 FModelName, FColor);
6099 // Çâóê ìÿñà îò òðóïà:
6100 pm := g_PlayerModel_Get(FModelName);
6101 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6102 pm.Free;
6103 end;
6104 end
6105 else
6106 begin
6107 FObj.Vel.X := FObj.Vel.X + vx;
6108 FObj.Vel.Y := FObj.Vel.Y + vy;
6109 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6110 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6111 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6112 150, 0, 0);
6113 end;
6114 end;
6116 procedure TCorpse.Draw();
6117 begin
6118 if FState = CORPSE_STATE_REMOVEME then
6119 Exit;
6121 if FAnimation <> nil then
6122 FAnimation.Draw(FObj.X, FObj.Y, M_NONE);
6124 if FAnimationMask <> nil then
6125 begin
6126 e_Colors := FColor;
6127 FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE);
6128 e_Colors.R := 255;
6129 e_Colors.G := 255;
6130 e_Colors.B := 255;
6131 end;
6132 end;
6134 procedure TCorpse.Update();
6135 var
6136 st: Word;
6137 begin
6138 if FState = CORPSE_STATE_REMOVEME then
6139 Exit;
6141 if gTime mod (GAME_TICK*2) <> 0 then
6142 begin
6143 g_Obj_Move(@FObj, True, True, True);
6144 positionChanged(); // this updates spatial accelerators
6145 Exit;
6146 end;
6148 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6149 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6151 st := g_Obj_Move(@FObj, True, True, True);
6152 positionChanged(); // this updates spatial accelerators
6154 if WordBool(st and MOVE_FALLOUT) then
6155 begin
6156 FState := CORPSE_STATE_REMOVEME;
6157 Exit;
6158 end;
6160 if FAnimation <> nil then
6161 FAnimation.Update();
6162 if FAnimationMask <> nil then
6163 FAnimationMask.Update();
6164 end;
6166 procedure TCorpse.SaveState(var Mem: TBinMemoryWriter);
6167 var
6168 sig: DWORD;
6169 anim: Boolean;
6170 begin
6171 if Mem = nil then
6172 Exit;
6174 // Ñèãíàòóðà òðóïà:
6175 sig := CORPSE_SIGNATURE; // 'CORP'
6176 Mem.WriteDWORD(sig);
6177 // Ñîñòîÿíèå:
6178 Mem.WriteByte(FState);
6179 // Íàêîïëåííûé óðîí:
6180 Mem.WriteByte(FDamage);
6181 // Öâåò:
6182 Mem.WriteByte(FColor.R);
6183 Mem.WriteByte(FColor.G);
6184 Mem.WriteByte(FColor.B);
6185 // Îáúåêò òðóïà:
6186 Obj_SaveState(@FObj, Mem);
6187 // Åñòü ëè àíèìàöèÿ:
6188 anim := FAnimation <> nil;
6189 Mem.WriteBoolean(anim);
6190 // Åñëè åñòü - ñîõðàíÿåì:
6191 if anim then
6192 FAnimation.SaveState(Mem);
6193 // Åñòü ëè ìàñêà àíèìàöèè:
6194 anim := FAnimationMask <> nil;
6195 Mem.WriteBoolean(anim);
6196 // Åñëè åñòü - ñîõðàíÿåì:
6197 if anim then
6198 FAnimationMask.SaveState(Mem);
6199 end;
6201 procedure TCorpse.LoadState(var Mem: TBinMemoryReader);
6202 var
6203 sig: DWORD;
6204 anim: Boolean;
6205 begin
6206 if Mem = nil then
6207 Exit;
6209 // Ñèãíàòóðà òðóïà:
6210 Mem.ReadDWORD(sig);
6211 if sig <> CORPSE_SIGNATURE then // 'CORP'
6212 begin
6213 raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature');
6214 end;
6215 // Ñîñòîÿíèå:
6216 Mem.ReadByte(FState);
6217 // Íàêîïëåííûé óðîí:
6218 Mem.ReadByte(FDamage);
6219 // Öâåò:
6220 Mem.ReadByte(FColor.R);
6221 Mem.ReadByte(FColor.G);
6222 Mem.ReadByte(FColor.B);
6223 // Îáúåêò òðóïà:
6224 Obj_LoadState(@FObj, Mem);
6225 // Åñòü ëè àíèìàöèÿ:
6226 Mem.ReadBoolean(anim);
6227 // Åñëè åñòü - çàãðóæàåì:
6228 if anim then
6229 begin
6230 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6231 FAnimation.LoadState(Mem);
6232 end;
6233 // Åñòü ëè ìàñêà àíèìàöèè:
6234 Mem.ReadBoolean(anim);
6235 // Åñëè åñòü - çàãðóæàåì:
6236 if anim then
6237 begin
6238 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6239 FAnimationMask.LoadState(Mem);
6240 end;
6241 end;
6243 { T B o t : }
6245 constructor TBot.Create();
6246 var
6247 a: Integer;
6248 begin
6249 inherited Create();
6251 FPhysics := True;
6252 FSpectator := False;
6253 FGhost := False;
6255 FIamBot := True;
6257 Inc(gNumBots);
6259 for a := WP_FIRST to WP_LAST do
6260 begin
6261 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6262 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6263 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6264 end;
6265 end;
6267 destructor TBot.Destroy();
6268 begin
6269 Dec(gNumBots);
6270 inherited Destroy();
6271 end;
6273 procedure TBot.Draw();
6274 begin
6275 inherited Draw();
6277 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6278 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6279 end;
6281 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6282 begin
6283 inherited Respawn(Silent, Force);
6285 FAIFlags := nil;
6286 FSelectedWeapon := FCurrWeap;
6287 resetWeaponQueue();
6288 FTargetUID := 0;
6289 end;
6291 procedure TBot.UpdateCombat();
6292 type
6293 TTarget = record
6294 UID: Word;
6295 X, Y: Integer;
6296 Rect: TRectWH;
6297 cX, cY: Integer;
6298 Dist: Word;
6299 Line: Boolean;
6300 Visible: Boolean;
6301 IsPlayer: Boolean;
6302 end;
6304 TTargetRecord = array of TTarget;
6306 function Compare(a, b: TTarget): Integer;
6307 begin
6308 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6309 Result := -1
6310 else
6311 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6312 Result := 1
6313 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6314 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6315 begin
6316 if a.Dist > b.Dist then // B áëèæå
6317 Result := 1
6318 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6319 Result := -1;
6320 end
6321 else // Ñòðàííî -> A
6322 Result := -1;
6323 end;
6325 var
6326 a, x1, y1, x2, y2: Integer;
6327 targets: TTargetRecord;
6328 ammo: Word;
6329 Target, BestTarget: TTarget;
6330 firew, fireh: Integer;
6331 angle: SmallInt;
6332 mon: TMonster;
6333 pla, tpla: TPlayer;
6334 vsPlayer, vsMonster, ok: Boolean;
6337 function monsUpdate (mon: TMonster): Boolean;
6338 begin
6339 result := false; // don't stop
6340 if mon.Live and (mon.MonsterType <> MONSTER_BARREL) then
6341 begin
6342 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6344 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6345 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6347 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6348 if g_TraceVector(x1, y1, x2, y2) then
6349 begin
6350 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6351 SetLength(targets, Length(targets)+1);
6352 with targets[High(targets)] do
6353 begin
6354 UID := mon.UID;
6355 X := mon.Obj.X;
6356 Y := mon.Obj.Y;
6357 cX := x2;
6358 cY := y2;
6359 Rect := mon.Obj.Rect;
6360 Dist := g_PatchLength(x1, y1, x2, y2);
6361 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6362 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6363 Visible := True;
6364 IsPlayer := False;
6365 end;
6366 end;
6367 end;
6368 end;
6370 begin
6371 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6372 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6374 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6375 if FCurrWeap <> FSelectedWeapon then
6376 NextWeapon();
6378 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6379 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6380 begin
6381 RemoveAIFlag('NEEDFIRE');
6383 case FCurrWeap of
6384 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6385 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6386 else PressKey(KEY_FIRE);
6387 end;
6388 end;
6390 // Êîîðäèíàòû ñòâîëà:
6391 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6392 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6394 Target.UID := FTargetUID;
6396 ok := False;
6397 if Target.UID <> 0 then
6398 begin // Öåëü åñòü - íàñòðàèâàåì
6399 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6400 vsPlayer then
6401 begin // Èãðîê
6402 tpla := g_Player_Get(Target.UID);
6403 if tpla <> nil then
6404 with tpla do
6405 begin
6406 if (@FObj) <> nil then
6407 begin
6408 Target.X := FObj.X;
6409 Target.Y := FObj.Y;
6410 end;
6411 end;
6413 Target.cX := Target.X + PLAYER_RECT_CX;
6414 Target.cY := Target.Y + PLAYER_RECT_CY;
6415 Target.Rect := PLAYER_RECT;
6416 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6417 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6418 (y1-4 > Target.Y+PLAYER_RECT.Y);
6419 Target.IsPlayer := True;
6420 ok := True;
6421 end
6422 else
6423 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6424 vsMonster then
6425 begin // Ìîíñòð
6426 mon := g_Monsters_ByUID(Target.UID);
6427 if mon <> nil then
6428 begin
6429 Target.X := mon.Obj.X;
6430 Target.Y := mon.Obj.Y;
6432 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6433 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6434 Target.Rect := mon.Obj.Rect;
6435 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6436 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6437 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6438 Target.IsPlayer := False;
6439 ok := True;
6440 end;
6441 end;
6442 end;
6444 if not ok then
6445 begin // Öåëè íåò - îáíóëÿåì
6446 Target.X := 0;
6447 Target.Y := 0;
6448 Target.cX := 0;
6449 Target.cY := 0;
6450 Target.Visible := False;
6451 Target.Line := False;
6452 Target.IsPlayer := False;
6453 end;
6455 targets := nil;
6457 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6458 if (not Target.Line) or (not Target.Visible) then
6459 begin
6460 // Èãðîêè:
6461 if vsPlayer then
6462 for a := 0 to High(gPlayers) do
6463 if (gPlayers[a] <> nil) and (gPlayers[a].Live) and
6464 (gPlayers[a].FUID <> FUID) and
6465 (not SameTeam(FUID, gPlayers[a].FUID)) and
6466 (not gPlayers[a].NoTarget) and
6467 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6468 begin
6469 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6470 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6471 Continue;
6473 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6474 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6476 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6477 if g_TraceVector(x1, y1, x2, y2) then
6478 begin
6479 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6480 SetLength(targets, Length(targets)+1);
6481 with targets[High(targets)] do
6482 begin
6483 UID := gPlayers[a].FUID;
6484 X := gPlayers[a].FObj.X;
6485 Y := gPlayers[a].FObj.Y;
6486 cX := x2;
6487 cY := y2;
6488 Rect := PLAYER_RECT;
6489 Dist := g_PatchLength(x1, y1, x2, y2);
6490 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6491 (y1-4 > Target.Y+PLAYER_RECT.Y);
6492 Visible := True;
6493 IsPlayer := True;
6494 end;
6495 end;
6496 end;
6498 // Ìîíñòðû:
6499 if vsMonster then g_Mons_ForEach(monsUpdate);
6500 end;
6502 // Åñëè åñòü âîçìîæíûå öåëè:
6503 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6504 if targets <> nil then
6505 begin
6506 // Âûáèðàåì íàèëó÷øóþ öåëü:
6507 BestTarget := targets[0];
6508 if Length(targets) > 1 then
6509 for a := 1 to High(targets) do
6510 if Compare(BestTarget, targets[a]) = 1 then
6511 BestTarget := targets[a];
6513 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6514 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6515 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6516 begin
6517 Target := BestTarget;
6519 if (Healthy() = 3) or ((Healthy() = 2)) then
6520 begin // Åñëè çäîðîâû - äîãîíÿåì
6521 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6522 SetAIFlag('GORIGHT', '1');
6523 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6524 SetAIFlag('GOLEFT', '1');
6525 end
6526 else
6527 begin // Åñëè ïîáèòû - óáåãàåì
6528 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6529 SetAIFlag('GORIGHT', '1');
6530 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6531 SetAIFlag('GOLEFT', '1');
6532 end;
6534 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6535 SelectWeapon(Abs(x1-Target.cX));
6536 end;
6537 end;
6539 // Åñëè åñòü öåëü:
6540 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6541 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6542 if Target.UID <> 0 then
6543 begin
6544 if not TargetOnScreen(Target.X + Target.Rect.X,
6545 Target.Y + Target.Rect.Y) then
6546 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6547 if (Healthy() = 3) or ((Healthy() = 2)) then
6548 begin // Åñëè çäîðîâû - äîãîíÿåì
6549 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6550 SetAIFlag('GORIGHT', '1');
6551 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6552 SetAIFlag('GOLEFT', '1');
6553 end
6554 else
6555 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6556 Target.UID := 0;
6557 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6558 SetAIFlag('GORIGHT', '1');
6559 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6560 SetAIFlag('GOLEFT', '1');
6561 end;
6562 end
6563 else
6564 begin // Öåëü ïîêà íà "ýêðàíå"
6565 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6566 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6567 FLastVisible := gTime;
6568 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6569 if (Abs(FObj.Y-Target.Y) <= 128) then
6570 begin
6571 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6572 SetAIFlag('GORIGHT', '1');
6573 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6574 SetAIFlag('GOLEFT', '1');
6575 end;
6576 end;
6578 // Âûáèðàåì óãîë ââåðõ:
6579 if FDirection = D_LEFT then
6580 angle := ANGLE_LEFTUP
6581 else
6582 angle := ANGLE_RIGHTUP;
6584 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6585 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6587 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6588 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6589 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6590 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6591 Target.Rect.Width, Target.Rect.Height) and
6592 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6593 begin // òî íóæíî ñòðåëÿòü ââåðõ
6594 SetAIFlag('NEEDFIRE', '1');
6595 SetAIFlag('NEEDSEEUP', '1');
6596 end;
6598 // Âûáèðàåì óãîë âíèç:
6599 if FDirection = D_LEFT then
6600 angle := ANGLE_LEFTDOWN
6601 else
6602 angle := ANGLE_RIGHTDOWN;
6604 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6605 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6607 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6608 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6609 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6610 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6611 Target.Rect.Width, Target.Rect.Height) and
6612 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6613 begin // òî íóæíî ñòðåëÿòü âíèç
6614 SetAIFlag('NEEDFIRE', '1');
6615 SetAIFlag('NEEDSEEDOWN', '1');
6616 end;
6618 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6619 if Target.Visible and
6620 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6621 (y1-4 > Target.Y+Target.Rect.Y) then
6622 begin
6623 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6624 if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
6625 ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
6626 begin // òî íóæíî ñòðåëÿòü âïåðåä
6627 SetAIFlag('NEEDFIRE', '1');
6628 SetAIFlag('NEEDSEEDOWN', '');
6629 SetAIFlag('NEEDSEEUP', '');
6630 end;
6631 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6632 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6633 if GetRnd(FDifficult.CloseJump) then
6634 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6635 if Abs(FObj.X-Target.X) < 128 then
6636 a := 4
6637 else
6638 a := 30;
6639 if Random(a) = 0 then
6640 SetAIFlag('NEEDJUMP', '1');
6641 end;
6642 end;
6644 // Åñëè öåëü âñå åùå åñòü:
6645 if Target.UID <> 0 then
6646 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6647 Target.UID := 0 // òî çàáûòü öåëü
6648 else // Åñëè âèäåëè íåäàâíî
6649 begin // íî öåëü óáèëè
6650 if Target.IsPlayer then
6651 begin // Öåëü - èãðîê
6652 pla := g_Player_Get(Target.UID);
6653 if (pla = nil) or (not pla.Live) or pla.NoTarget or
6654 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6655 Target.UID := 0; // òî çàáûòü öåëü
6656 end
6657 else
6658 begin // Öåëü - ìîíñòð
6659 mon := g_Monsters_ByUID(Target.UID);
6660 if (mon = nil) or (not mon.Live) then
6661 Target.UID := 0; // òî çàáûòü öåëü
6662 end;
6663 end;
6664 end; // if Target.UID <> 0
6666 FTargetUID := Target.UID;
6668 // Åñëè âîçìîæíûõ öåëåé íåò:
6669 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6670 if targets = nil then
6671 if GetAIFlag('ATTACKLEFT') <> '' then
6672 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6673 RemoveAIFlag('ATTACKLEFT');
6675 SetAIFlag('NEEDJUMP', '1');
6677 if RunDirection() = D_RIGHT then
6678 begin // Èäåì íå â òó ñòîðîíó
6679 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6680 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6681 SetAIFlag('NEEDFIRE', '1');
6682 SetAIFlag('GOLEFT', '1');
6683 end;
6684 end
6685 else
6686 begin // Èäåì â íóæíóþ ñòîðîíó
6687 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6688 SetAIFlag('NEEDFIRE', '1');
6689 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6690 SetAIFlag('GORIGHT', '1');
6691 end;
6692 end
6693 else
6694 if GetAIFlag('ATTACKRIGHT') <> '' then
6695 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6696 RemoveAIFlag('ATTACKRIGHT');
6698 SetAIFlag('NEEDJUMP', '1');
6700 if RunDirection() = D_LEFT then
6701 begin // Èäåì íå â òó ñòîðîíó
6702 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6703 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6704 SetAIFlag('NEEDFIRE', '1');
6705 SetAIFlag('GORIGHT', '1');
6706 end;
6707 end
6708 else
6709 begin
6710 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6711 SetAIFlag('NEEDFIRE', '1');
6712 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6713 SetAIFlag('GOLEFT', '1');
6714 end;
6715 end;
6717 //HACK! (does it belongs there?)
6718 RealizeCurrentWeapon();
6720 // Åñëè åñòü âîçìîæíûå öåëè:
6721 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6722 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6723 for a := 0 to High(targets) do
6724 begin
6725 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6726 if GetRnd(FDifficult.DiagFire) then
6727 begin
6728 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6729 if FDirection = D_LEFT then
6730 angle := ANGLE_LEFTUP
6731 else
6732 angle := ANGLE_RIGHTUP;
6734 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6735 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6737 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6738 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6739 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6740 targets[a].Rect.Width, targets[a].Rect.Height) and
6741 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6742 begin
6743 SetAIFlag('NEEDFIRE', '1');
6744 SetAIFlag('NEEDSEEUP', '1');
6745 end;
6747 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6748 if FDirection = D_LEFT then
6749 angle := ANGLE_LEFTDOWN
6750 else
6751 angle := ANGLE_RIGHTDOWN;
6753 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6754 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6756 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6757 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6758 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6759 targets[a].Rect.Width, targets[a].Rect.Height) and
6760 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6761 begin
6762 SetAIFlag('NEEDFIRE', '1');
6763 SetAIFlag('NEEDSEEDOWN', '1');
6764 end;
6765 end;
6767 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6768 if targets[a].Line and targets[a].Visible and
6769 (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
6770 ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
6771 begin
6772 SetAIFlag('NEEDFIRE', '1');
6773 Break;
6774 end;
6775 end;
6777 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6778 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6779 PLAYER_RECT.Width, PLAYER_RECT.Height,
6780 40+GetInterval(FDifficult.Cover, 40)) then
6781 SetAIFlag('NEEDJUMP', '1');
6783 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6784 ammo := GetAmmoByWeapon(FCurrWeap);
6785 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6786 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6787 (ammo = 0) then
6788 SetAIFlag('SELECTWEAPON', '1');
6790 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6791 if GetAIFlag('SELECTWEAPON') = '1' then
6792 begin
6793 SelectWeapon(-1);
6794 RemoveAIFlag('SELECTWEAPON');
6795 end;
6796 end;
6798 procedure TBot.Update();
6799 var
6800 EnableAI: Boolean;
6801 begin
6802 if not FLive then
6803 begin // Respawn
6804 ReleaseKeys();
6805 PressKey(KEY_UP);
6806 end
6807 else
6808 begin
6809 EnableAI := True;
6811 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6812 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6813 EnableAI := False;
6814 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6815 EnableAI := False;
6816 if g_debug_BotAIOff = 3 then
6817 EnableAI := False;
6819 if EnableAI then
6820 begin
6821 UpdateMove();
6822 UpdateCombat();
6823 end
6824 else
6825 begin
6826 RealizeCurrentWeapon();
6827 end;
6828 end;
6830 inherited Update();
6831 end;
6833 procedure TBot.ReleaseKey(Key: Byte);
6834 begin
6835 with FKeys[Key] do
6836 begin
6837 Pressed := False;
6838 Time := 0;
6839 end;
6840 end;
6842 function TBot.KeyPressed(Key: Word): Boolean;
6843 begin
6844 Result := FKeys[Key].Pressed;
6845 end;
6847 function TBot.GetAIFlag(aName: String20): String20;
6848 var
6849 a: Integer;
6850 begin
6851 Result := '';
6853 aName := LowerCase(aName);
6855 if FAIFlags <> nil then
6856 for a := 0 to High(FAIFlags) do
6857 if LowerCase(FAIFlags[a].Name) = aName then
6858 begin
6859 Result := FAIFlags[a].Value;
6860 Break;
6861 end;
6862 end;
6864 procedure TBot.RemoveAIFlag(aName: String20);
6865 var
6866 a, b: Integer;
6867 begin
6868 if FAIFlags = nil then Exit;
6870 aName := LowerCase(aName);
6872 for a := 0 to High(FAIFlags) do
6873 if LowerCase(FAIFlags[a].Name) = aName then
6874 begin
6875 if a <> High(FAIFlags) then
6876 for b := a to High(FAIFlags)-1 do
6877 FAIFlags[b] := FAIFlags[b+1];
6879 SetLength(FAIFlags, Length(FAIFlags)-1);
6880 Break;
6881 end;
6882 end;
6884 procedure TBot.SetAIFlag(aName, fValue: String20);
6885 var
6886 a: Integer;
6887 ok: Boolean;
6888 begin
6889 a := 0;
6890 ok := False;
6892 aName := LowerCase(aName);
6894 if FAIFlags <> nil then
6895 for a := 0 to High(FAIFlags) do
6896 if LowerCase(FAIFlags[a].Name) = aName then
6897 begin
6898 ok := True;
6899 Break;
6900 end;
6902 if ok then FAIFlags[a].Value := fValue
6903 else
6904 begin
6905 SetLength(FAIFlags, Length(FAIFlags)+1);
6906 with FAIFlags[High(FAIFlags)] do
6907 begin
6908 Name := aName;
6909 Value := fValue;
6910 end;
6911 end;
6912 end;
6914 procedure TBot.UpdateMove;
6916 procedure GoLeft(Time: Word = 1);
6917 begin
6918 ReleaseKey(KEY_LEFT);
6919 ReleaseKey(KEY_RIGHT);
6920 PressKey(KEY_LEFT, Time);
6921 SetDirection(D_LEFT);
6922 end;
6924 procedure GoRight(Time: Word = 1);
6925 begin
6926 ReleaseKey(KEY_LEFT);
6927 ReleaseKey(KEY_RIGHT);
6928 PressKey(KEY_RIGHT, Time);
6929 SetDirection(D_RIGHT);
6930 end;
6932 function Rnd(a: Word): Boolean;
6933 begin
6934 Result := Random(a) = 0;
6935 end;
6937 procedure Turn(Time: Word = 1200);
6938 begin
6939 if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
6940 end;
6942 procedure Stop();
6943 begin
6944 ReleaseKey(KEY_LEFT);
6945 ReleaseKey(KEY_RIGHT);
6946 end;
6948 function CanRunLeft(): Boolean;
6949 begin
6950 Result := not CollideLevel(-1, 0);
6951 end;
6953 function CanRunRight(): Boolean;
6954 begin
6955 Result := not CollideLevel(1, 0);
6956 end;
6958 function CanRun(): Boolean;
6959 begin
6960 if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
6961 end;
6963 procedure Jump(Time: Word = 30);
6964 begin
6965 PressKey(KEY_JUMP, Time);
6966 end;
6968 function NearHole(): Boolean;
6969 var
6970 x, sx: Integer;
6971 begin
6972 { TODO 5 : Ëåñòíèöû }
6973 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6974 for x := 1 to PLAYER_RECT.Width do
6975 if (not StayOnStep(x*sx, 0)) and
6976 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6977 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6978 begin
6979 Result := True;
6980 Exit;
6981 end;
6983 Result := False;
6984 end;
6986 function BorderHole(): Boolean;
6987 var
6988 x, sx, xx: Integer;
6989 begin
6990 { TODO 5 : Ëåñòíèöû }
6991 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6992 for x := 1 to PLAYER_RECT.Width do
6993 if (not StayOnStep(x*sx, 0)) and
6994 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6995 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6996 begin
6997 for xx := x to x+32 do
6998 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
6999 begin
7000 Result := True;
7001 Exit;
7002 end;
7003 end;
7005 Result := False;
7006 end;
7008 function NearDeepHole(): Boolean;
7009 var
7010 x, sx, y: Integer;
7011 begin
7012 Result := False;
7014 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7015 y := 3;
7017 for x := 1 to PLAYER_RECT.Width do
7018 if (not StayOnStep(x*sx, 0)) and
7019 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7020 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7021 begin
7022 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7023 begin
7024 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7025 y := y+1;
7026 end;
7028 Result := True;
7029 end else Result := False;
7030 end;
7032 function OverDeepHole(): Boolean;
7033 var
7034 y: Integer;
7035 begin
7036 Result := False;
7038 y := 1;
7039 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7040 begin
7041 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7042 y := y+1;
7043 end;
7045 Result := True;
7046 end;
7048 function OnGround(): Boolean;
7049 begin
7050 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7051 end;
7053 function OnLadder(): Boolean;
7054 begin
7055 Result := FullInStep(0, 0);
7056 end;
7058 function BelowLadder(): Boolean;
7059 begin
7060 Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7061 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7062 (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7063 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7064 end;
7066 function BelowLiftUp(): Boolean;
7067 begin
7068 Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7069 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7070 ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7071 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7072 end;
7074 function OnTopLift(): Boolean;
7075 begin
7076 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7077 end;
7079 function CanJumpOver(): Boolean;
7080 var
7081 sx, y: Integer;
7082 begin
7083 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7085 Result := False;
7087 if not CollideLevel(sx, 0) then Exit;
7089 for y := 1 to BOT_MAXJUMP do
7090 if CollideLevel(0, -y) then Exit else
7091 if not CollideLevel(sx, -y) then
7092 begin
7093 Result := True;
7094 Exit;
7095 end;
7096 end;
7098 function CanJumpUp(Dist: ShortInt): Boolean;
7099 var
7100 y, yy: Integer;
7101 c: Boolean;
7102 begin
7103 Result := False;
7105 if CollideLevel(Dist, 0) then Exit;
7107 c := False;
7108 for y := 0 to BOT_MAXJUMP do
7109 if CollideLevel(Dist, -y) then
7110 begin
7111 c := True;
7112 Break;
7113 end;
7115 if not c then Exit;
7117 c := False;
7118 for yy := y+1 to BOT_MAXJUMP do
7119 if not CollideLevel(Dist, -yy) then
7120 begin
7121 c := True;
7122 Break;
7123 end;
7125 if not c then Exit;
7127 c := False;
7128 for y := 0 to BOT_MAXJUMP do
7129 if CollideLevel(0, -y) then
7130 begin
7131 c := True;
7132 Break;
7133 end;
7135 if c then Exit;
7137 if y < yy then Exit;
7139 Result := True;
7140 end;
7142 function IsSafeTrigger(): Boolean;
7143 var
7144 a: Integer;
7145 begin
7146 Result := True;
7147 if gTriggers = nil then
7148 Exit;
7149 for a := 0 to High(gTriggers) do
7150 if Collide(gTriggers[a].X,
7151 gTriggers[a].Y,
7152 gTriggers[a].Width,
7153 gTriggers[a].Height) and
7154 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7155 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7156 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7157 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7158 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7159 Result := False;
7160 end;
7162 begin
7163 // Âîçìîæíî, íàæèìàåì êíîïêó:
7164 if Rnd(16) and IsSafeTrigger() then
7165 PressKey(KEY_OPEN);
7167 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7168 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7169 begin
7170 ReleaseKey(KEY_LEFT);
7171 ReleaseKey(KEY_RIGHT);
7172 Jump();
7173 end;
7175 // Èäåì âëåâî, åñëè íàäî áûëî:
7176 if GetAIFlag('GOLEFT') <> '' then
7177 begin
7178 RemoveAIFlag('GOLEFT');
7179 if CanRunLeft() then
7180 GoLeft(360);
7181 end;
7183 // Èäåì âïðàâî, åñëè íàäî áûëî:
7184 if GetAIFlag('GORIGHT') <> '' then
7185 begin
7186 RemoveAIFlag('GORIGHT');
7187 if CanRunRight() then
7188 GoRight(360);
7189 end;
7191 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7192 if FObj.X < -32 then
7193 GoRight(360)
7194 else
7195 if FObj.X+32 > gMapInfo.Width then
7196 GoLeft(360);
7198 // Ïðûãàåì, åñëè íàäî áûëî:
7199 if GetAIFlag('NEEDJUMP') <> '' then
7200 begin
7201 Jump(0);
7202 RemoveAIFlag('NEEDJUMP');
7203 end;
7205 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7206 if GetAIFlag('NEEDSEEUP') <> '' then
7207 begin
7208 ReleaseKey(KEY_UP);
7209 ReleaseKey(KEY_DOWN);
7210 PressKey(KEY_UP, 20);
7211 RemoveAIFlag('NEEDSEEUP');
7212 end;
7214 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7215 if GetAIFlag('NEEDSEEDOWN') <> '' then
7216 begin
7217 ReleaseKey(KEY_UP);
7218 ReleaseKey(KEY_DOWN);
7219 PressKey(KEY_DOWN, 20);
7220 RemoveAIFlag('NEEDSEEDOWN');
7221 end;
7223 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7224 if GetAIFlag('GOINHOLE') <> '' then
7225 if not OnGround() then
7226 begin
7227 ReleaseKey(KEY_LEFT);
7228 ReleaseKey(KEY_RIGHT);
7229 RemoveAIFlag('GOINHOLE');
7230 SetAIFlag('FALLINHOLE', '1');
7231 end;
7233 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7234 if GetAIFlag('FALLINHOLE') <> '' then
7235 if OnGround() then
7236 RemoveAIFlag('FALLINHOLE');
7238 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7239 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7240 if GetAIFlag('FALLINHOLE') = '' then
7241 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7242 if Rnd(2) then
7243 GoLeft(360)
7244 else
7245 GoRight(360);
7247 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7248 if OnGround() and
7249 CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
7250 Rnd(8) then
7251 Jump();
7253 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7254 if OnGround() and NearHole() then
7255 if NearDeepHole() then // Åñëè ýòî áåçäíà
7256 case Random(6) of
7257 0..3: Turn(); // Áåæèì îáðàòíî
7258 4: Jump(); // Ïðûãàåì
7259 5: begin // Ïðûãàåì îáðàòíî
7260 Turn();
7261 Jump();
7262 end;
7263 end
7264 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7265 if GetAIFlag('GOINHOLE') = '' then
7266 case Random(6) of
7267 0: Turn(); // Íå íóæíî òóäà
7268 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7269 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7270 if BorderHole() then
7271 SetAIFlag('GOINHOLE', '1');
7272 end;
7274 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7275 if (not CanRun()) and OnGround() then
7276 begin
7277 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7278 if CanJumpOver() or OnLadder() then
7279 Jump()
7280 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7281 if Random(2) = 0 then
7282 begin
7283 if IsSafeTrigger() then
7284 PressKey(KEY_OPEN);
7285 end else
7286 Turn();
7287 end;
7289 // Îñòàëîñü ìàëî âîçäóõà:
7290 if FAir < 36 * 2 then
7291 Jump(20);
7293 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7294 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7295 if BodyInAcid(0, 0) then
7296 Jump();
7297 end;
7299 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7300 begin
7301 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7302 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7303 end;
7305 {function TBot.NeedItem(Item: Byte): Byte;
7306 begin
7307 Result := 4;
7308 end;}
7310 procedure TBot.SelectWeapon(Dist: Integer);
7311 var
7312 a: Integer;
7314 function HaveAmmo(weapon: Byte): Boolean;
7315 begin
7316 case weapon of
7317 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7318 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7319 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7320 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7321 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7322 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7323 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7324 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7325 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7326 else Result := True;
7327 end;
7328 end;
7330 begin
7331 if Dist = -1 then Dist := BOT_LONGDIST;
7333 if Dist > BOT_LONGDIST then
7334 begin // Äàëüíèé áîé
7335 for a := 0 to 9 do
7336 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7337 begin
7338 FSelectedWeapon := FDifficult.WeaponPrior[a];
7339 Break;
7340 end;
7341 end
7342 else //if Dist > BOT_UNSAFEDIST then
7343 begin // Áëèæíèé áîé
7344 for a := 0 to 9 do
7345 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7346 begin
7347 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7348 Break;
7349 end;
7350 end;
7351 { else
7352 begin
7353 for a := 0 to 9 do
7354 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7355 begin
7356 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7357 Break;
7358 end;
7359 end;}
7360 end;
7362 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7363 begin
7364 Result := inherited PickItem(ItemType, force, remove);
7366 if Result then SetAIFlag('SELECTWEAPON', '1');
7367 end;
7369 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7370 begin
7371 Result := inherited Heal(value, Soft);
7372 end;
7374 function TBot.Healthy(): Byte;
7375 begin
7376 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7377 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7378 else if (FHealth > 50) then Result := 2
7379 else if (FHealth > 20) then Result := 1
7380 else Result := 0;
7381 end;
7383 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7384 begin
7385 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7386 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7387 end;
7389 procedure TBot.OnDamage(Angle: SmallInt);
7390 var
7391 pla: TPlayer;
7392 mon: TMonster;
7393 ok: Boolean;
7394 begin
7395 inherited;
7397 if (Angle = 0) or (Angle = 180) then
7398 begin
7399 ok := False;
7400 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7401 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7402 begin // Èãðîê
7403 pla := g_Player_Get(FLastSpawnerUID);
7404 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7405 pla.FObj.Y + PLAYER_RECT.Y);
7406 end
7407 else
7408 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7409 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7410 begin // Ìîíñòð
7411 mon := g_Monsters_ByUID(FLastSpawnerUID);
7412 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7413 mon.Obj.Y + mon.Obj.Rect.Y);
7414 end;
7416 if ok then
7417 if Angle = 0 then
7418 SetAIFlag('ATTACKLEFT', '1')
7419 else
7420 SetAIFlag('ATTACKRIGHT', '1');
7421 end;
7422 end;
7424 function TBot.RunDirection(): TDirection;
7425 begin
7426 if Abs(Vel.X) >= 1 then
7427 begin
7428 if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT;
7429 end else
7430 Result := FDirection;
7431 end;
7433 function TBot.GetRnd(a: Byte): Boolean;
7434 begin
7435 if a = 0 then Result := False
7436 else if a = 255 then Result := True
7437 else Result := Random(256) > 255-a;
7438 end;
7440 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7441 begin
7442 Result := Round((255-a)/255*radius*(Random(2)-1));
7443 end;
7445 procedure TBot.SaveState(var Mem: TBinMemoryWriter);
7446 var
7447 i: Integer;
7448 dw: DWORD;
7449 p: Pointer;
7450 begin
7451 inherited SaveState(Mem);
7453 // Âûáðàííîå îðóæèå:
7454 Mem.WriteByte(FSelectedWeapon);
7455 // UID öåëè:
7456 Mem.WriteWord(FTargetUID);
7457 // Âðåìÿ ïîòåðè öåëè:
7458 Mem.WriteDWORD(FLastVisible);
7459 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7460 dw := Length(FAIFlags);
7461 Mem.WriteDWORD(dw);
7462 // Ôëàãè ÈÈ:
7463 for i := 0 to Integer(dw)-1 do
7464 begin
7465 Mem.WriteString(FAIFlags[i].Name, 20);
7466 Mem.WriteString(FAIFlags[i].Value, 20);
7467 end;
7468 // Íàñòðîéêè ñëîæíîñòè:
7469 p := @FDifficult;
7470 Mem.WriteMemory(p, SizeOf(TDifficult));
7471 end;
7473 procedure TBot.LoadState(var Mem: TBinMemoryReader);
7474 var
7475 i: Integer;
7476 dw: DWORD;
7477 p: Pointer;
7478 begin
7479 inherited LoadState(Mem);
7481 // Âûáðàííîå îðóæèå:
7482 Mem.ReadByte(FSelectedWeapon);
7483 // UID öåëè:
7484 Mem.ReadWord(FTargetUID);
7485 // Âðåìÿ ïîòåðè öåëè:
7486 Mem.ReadDWORD(FLastVisible);
7487 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7488 Mem.ReadDWORD(dw);
7489 SetLength(FAIFlags, dw);
7490 // Ôëàãè ÈÈ:
7491 for i := 0 to Integer(dw)-1 do
7492 begin
7493 Mem.ReadString(FAIFlags[i].Name);
7494 Mem.ReadString(FAIFlags[i].Value);
7495 end;
7496 // Íàñòðîéêè ñëîæíîñòè:
7497 Mem.ReadMemory(p, dw);
7498 if dw <> SizeOf(TDifficult) then
7499 begin
7500 raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size');
7501 end;
7502 FDifficult := TDifficult(p^);
7503 end;
7505 end.