DEADSOFTWARE

initial commit:
[d2df-sdl.git] / src / game / g_player.pas
1 unit g_player;
3 interface
5 uses
6 e_graphics, g_playermodel, g_basic, g_textures,
7 g_weapons, g_phys, g_sound, g_saveload, MAPSTRUCT,
8 BinEditor, g_panel;
10 const
11 KEY_LEFT = 1;
12 KEY_RIGHT = 2;
13 KEY_UP = 3;
14 KEY_DOWN = 4;
15 KEY_FIRE = 5;
16 KEY_NEXTWEAPON = 6;
17 KEY_PREVWEAPON = 7;
18 KEY_OPEN = 8;
19 KEY_JUMP = 9;
20 KEY_CHAT = 10;
22 R_ITEM_BACKPACK = 0;
23 R_KEY_RED = 1;
24 R_KEY_GREEN = 2;
25 R_KEY_BLUE = 3;
26 R_BERSERK = 4;
28 MR_SUIT = 0;
29 MR_INVUL = 1;
30 MR_INVIS = 2;
31 MR_MAX = 2;
33 A_BULLETS = 0;
34 A_SHELLS = 1;
35 A_ROCKETS = 2;
36 A_CELLS = 3;
38 K_SIMPLEKILL = 0;
39 K_HARDKILL = 1;
40 K_EXTRAHARDKILL = 2;
41 K_FALLKILL = 3;
43 T_RESPAWN = 0;
44 T_SWITCH = 1;
45 T_USE = 2;
46 T_FLAGCAP = 3;
48 TEAM_NONE = 0;
49 TEAM_RED = 1;
50 TEAM_BLUE = 2;
51 TEAM_COOP = 3;
53 SHELL_BULLET = 0;
54 SHELL_SHELL = 1;
55 SHELL_DBLSHELL = 2;
57 ANGLE_NONE = Low(SmallInt);
59 CORPSE_STATE_REMOVEME = 0;
60 CORPSE_STATE_NORMAL = 1;
61 CORPSE_STATE_MESS = 2;
63 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
64 PLAYER_RECT_CX = 15+(34 div 2);
65 PLAYER_RECT_CY = 12+(52 div 2);
66 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
68 PLAYER_HP_SOFT = 100;
69 PLAYER_HP_LIMIT = 200;
70 PLAYER_AP_SOFT = 100;
71 PLAYER_AP_LIMIT = 200;
72 SUICIDE_DAMAGE = 112;
74 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
75 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
77 type
78 TPlayerStat = record
79 Ping: Word;
80 Loss: Byte;
81 Name: String;
82 Team: Byte;
83 Frags: SmallInt;
84 Deaths: SmallInt;
85 Lives: Byte;
86 Kills: Word;
87 Color: TRGB;
88 Spectator: Boolean;
89 end;
91 TPlayerStatArray = Array of TPlayerStat;
93 TPlayerSavedState = record
94 Health: Integer;
95 Armor: Integer;
96 Air: Integer;
97 JetFuel: Integer;
98 CurrWeap: Byte;
99 Ammo: Array [A_BULLETS..A_CELLS] of Word;
100 MaxAmmo: Array [A_BULLETS..A_CELLS] of Word;
101 Weapon: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Boolean;
102 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
103 WaitRecall: Boolean;
104 end;
106 TKeyState = record
107 Pressed: Boolean;
108 Time: Word;
109 end;
111 TPlayer = class (TObject)
112 private
113 FIamBot: Boolean;
114 FUID: Word;
115 FName: String;
116 FTeam: Byte;
117 FLive: Boolean;
118 FSpawned: Boolean;
119 FDirection: TDirection;
120 FHealth: Integer;
121 FLives: Byte;
122 FArmor: Integer;
123 FAir: Integer;
124 FPain: Integer;
125 FPickup: Integer;
126 FKills: Integer;
127 FMonsterKills: Integer;
128 FFrags: Integer;
129 FFragCombo: Byte;
130 FLastFrag: LongWord;
131 FComboEvnt: Integer;
132 FDeath: Integer;
133 FCanJetpack: Boolean;
134 FJetFuel: Integer;
135 FFlag: Byte;
136 FSecrets: Integer;
137 FCurrWeap: Byte;
138 FBFGFireCounter: SmallInt;
139 FLastSpawnerUID: Word;
140 FLastHit: Byte;
141 FObj: TObj;
142 FXTo, FYTo: Integer;
143 FSpectatePlayer: Integer;
145 FSavedState: TPlayerSavedState;
147 FModel: TPlayerModel;
148 FActionPrior: Byte;
149 FActionAnim: Byte;
150 FActionForce: Boolean;
151 FActionChanged: Boolean;
152 FAngle: SmallInt;
153 FFireAngle: SmallInt;
154 FIncCam: Integer;
155 FShellTimer: Integer;
156 FShellType: Byte;
157 FSawSound: TPlayableSound;
158 FSawSoundIdle: TPlayableSound;
159 FSawSoundHit: TPlayableSound;
160 FSawSoundSelect: TPlayableSound;
161 FJetSoundOn: TPlayableSound;
162 FJetSoundOff: TPlayableSound;
163 FJetSoundFly: TPlayableSound;
164 FGodMode: Boolean;
165 FNoTarget: Boolean;
166 FNoReload: Boolean;
167 FJustTeleported: Boolean;
168 FNetTime: LongWord;
170 function CollideLevel(XInc, YInc: Integer): Boolean;
171 function StayOnStep(XInc, YInc: Integer): Boolean;
172 function HeadInLiquid(XInc, YInc: Integer): Boolean;
173 function BodyInLiquid(XInc, YInc: Integer): Boolean;
174 function BodyInAcid(XInc, YInc: Integer): Boolean;
175 function FullInLift(XInc, YInc: Integer): Integer;
176 {procedure CollideItem();}
177 procedure FlySmoke(Times: DWORD = 1);
178 function GetAmmoByWeapon(Weapon: Byte): Word;
179 procedure SetAction(Action: Byte; Force: Boolean = False);
180 procedure OnDamage(Angle: SmallInt); virtual;
181 function firediry(): Integer;
183 procedure Run(Direction: TDirection);
184 procedure NextWeapon();
185 procedure PrevWeapon();
186 procedure SeeUp();
187 procedure SeeDown();
188 procedure Fire();
189 procedure Jump();
190 procedure Use();
192 public
193 FDamageBuffer: Integer;
195 FAmmo: Array [A_BULLETS..A_CELLS] of Word;
196 FMaxAmmo: Array [A_BULLETS..A_CELLS] of Word;
197 FWeapon: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Boolean;
198 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
199 FBerserk: Integer;
200 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
201 FReloading: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Word;
202 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
203 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
204 FColor: TRGB;
205 FPreferredTeam: Byte;
206 FSpectator: Boolean;
207 FNoRespawn: Boolean;
208 FWantsInGame: Boolean;
209 FGhost: Boolean;
210 FPhysics: Boolean;
211 FJetpack: Boolean;
212 FActualModelName: string;
213 FClientID: SmallInt;
214 FPing: Word;
215 FLoss: Byte;
216 FDummy: Boolean;
218 constructor Create(); virtual;
219 destructor Destroy(); override;
220 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
221 function GetRespawnPoint(): Byte;
222 procedure PressKey(Key: Byte; Time: Word = 1);
223 procedure ReleaseKeys();
224 procedure SetModel(ModelName: String);
225 procedure SetColor(Color: TRGB);
226 procedure SetWeapon(W: Byte);
227 function IsKeyPressed(K: Byte): Boolean;
228 function GetKeys(): Byte;
229 function PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean; virtual;
230 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
231 function Collide(Panel: TPanel): Boolean; overload;
232 function Collide(X, Y: Integer): Boolean; overload;
233 procedure SetDirection(Direction: TDirection);
234 procedure GetSecret();
235 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
236 procedure Touch();
237 procedure Push(vx, vy: Integer);
238 procedure ChangeModel(ModelName: String);
239 procedure SwitchTeam;
240 procedure ChangeTeam(Team: Byte);
241 procedure BFGHit();
242 function GetFlag(Flag: Byte): Boolean;
243 procedure SetFlag(Flag: Byte);
244 function DropFlag(): Boolean;
245 procedure AllRulez(Health: Boolean);
246 procedure FragCombo();
247 procedure GiveItem(ItemType: Byte);
248 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
249 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
250 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
251 procedure MakeBloodSimple(Count: Word);
252 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
253 procedure Reset(Force: Boolean);
254 procedure Spectate(NoMove: Boolean = False);
255 procedure SwitchNoClip;
256 procedure SoftReset();
257 procedure Draw(); virtual;
258 procedure DrawPain();
259 procedure DrawPickup();
260 procedure DrawRulez();
261 procedure DrawAim();
262 procedure DrawBubble();
263 procedure DrawGUI();
264 procedure Update(); virtual;
265 procedure RememberState();
266 procedure RecallState();
267 procedure SaveState(var Mem: TBinMemoryWriter); virtual;
268 procedure LoadState(var Mem: TBinMemoryReader); virtual;
269 procedure PauseSounds(Enable: Boolean);
270 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
271 procedure DoLerp(Level: Integer = 2);
272 procedure SetLerp(XTo, YTo: Integer);
273 procedure JetpackOn;
274 procedure JetpackOff;
276 property Name: String read FName write FName;
277 property Model: TPlayerModel read FModel;
278 property Health: Integer read FHealth write FHealth;
279 property Lives: Byte read FLives write FLives;
280 property Armor: Integer read FArmor write FArmor;
281 property Air: Integer read FAir write FAir;
282 property JetFuel: Integer read FJetFuel write FJetFuel;
283 property Frags: Integer read FFrags write FFrags;
284 property Death: Integer read FDeath write FDeath;
285 property Kills: Integer read FKills write FKills;
286 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
287 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
288 property Secrets: Integer read FSecrets;
289 property GodMode: Boolean read FGodMode write FGodMode;
290 property NoTarget: Boolean read FNoTarget write FNoTarget;
291 property NoReload: Boolean read FNoReload write FNoReload;
292 property Live: Boolean read FLive write FLive;
293 property Flag: Byte read FFlag;
294 property Team: Byte read FTeam write FTeam;
295 property Direction: TDirection read FDirection;
296 property GameX: Integer read FObj.X write FObj.X;
297 property GameY: Integer read FObj.Y write FObj.Y;
298 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
299 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
300 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
301 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
302 property Vel: TPoint2i read FObj.Vel;
303 property Obj: TObj read FObj;
304 property IncCam: Integer read FIncCam write FIncCam;
305 property UID: Word read FUID write FUID;
306 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
307 property NetTime: LongWord read FNetTime write FNetTime;
308 end;
310 TDifficult = record
311 DiagFire: Byte;
312 InvisFire: Byte;
313 DiagPrecision: Byte;
314 FlyPrecision: Byte;
315 Cover: Byte;
316 CloseJump: Byte;
317 WeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
318 CloseWeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
319 //SafeWeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
320 end;
322 TAIFlag = record
323 Name: String;
324 Value: String;
325 end;
327 TBot = class (TPlayer)
328 private
329 FSelectedWeapon: Byte;
330 FTargetUID: Word;
331 FLastVisible: DWORD;
332 FAIFlags: Array of TAIFlag;
333 FDifficult: TDifficult;
335 function GetRnd(a: Byte): Boolean;
336 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
337 function RunDirection(): TDirection;
338 function FullInStep(XInc, YInc: Integer): Boolean;
339 //function NeedItem(Item: Byte): Byte;
340 procedure SelectWeapon(Dist: Integer);
341 procedure SetAIFlag(fName, fValue: String20);
342 function GetAIFlag(fName: String20): String20;
343 procedure RemoveAIFlag(fName: String20);
344 function Healthy(): Byte;
345 procedure UpdateMove();
346 procedure UpdateCombat();
347 function KeyPressed(Key: Word): Boolean;
348 procedure ReleaseKey(Key: Byte);
349 function TargetOnScreen(TX, TY: Integer): Boolean;
350 procedure OnDamage(Angle: SmallInt); override;
352 public
353 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
354 constructor Create(); override;
355 destructor Destroy(); override;
356 procedure Draw(); override;
357 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
358 function Heal(value: Word; Soft: Boolean): Boolean; override;
359 procedure Update(); override;
360 procedure SaveState(var Mem: TBinMemoryWriter); override;
361 procedure LoadState(var Mem: TBinMemoryReader); override;
362 end;
364 TGib = record
365 Live: Boolean;
366 ID: DWORD;
367 MaskID: DWORD;
368 RAngle: Integer;
369 Color: TRGB;
370 Obj: TObj;
371 end;
373 TShell = record
374 SpriteID: DWORD;
375 Live: Boolean;
376 SType: Byte;
377 RAngle: Integer;
378 Timeout: Cardinal;
379 CX, CY: Integer;
380 Obj: TObj;
381 end;
383 TCorpse = class (TObject)
384 private
385 FModelName: String;
386 FMess: Boolean;
387 FState: Byte;
388 FDamage: Byte;
389 FColor: TRGB;
390 FObj: TObj;
391 FAnimation: TAnimation;
392 FAnimationMask: TAnimation;
394 public
395 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
396 destructor Destroy(); override;
397 procedure Damage(Value: Word; vx, vy: Integer);
398 procedure Update();
399 procedure Draw();
400 procedure SaveState(var Mem: TBinMemoryWriter);
401 procedure LoadState(var Mem: TBinMemoryReader);
403 property Obj: TObj read FObj;
404 property State: Byte read FState;
405 property Mess: Boolean read FMess;
406 end;
408 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
409 record
410 Goals: SmallInt;
411 end;
413 var
414 gPlayers: Array of TPlayer;
415 gCorpses: Array of TCorpse;
416 gGibs: Array of TGib;
417 gShells: Array of TShell;
418 gTeamStat: TTeamStat;
419 gFly: Boolean = False;
420 gAimLine: Boolean = False;
421 gChatBubble: Byte = 0;
422 gNumBots: Word = 0;
423 gLMSPID1: Word = 0;
424 gLMSPID2: Word = 0;
425 MAX_RUNVEL: Integer = 8;
426 VEL_JUMP: Integer = 10;
427 SHELL_TIMEOUT: Cardinal = 60000;
429 function Lerp(X, Y, Factor: Integer): Integer;
431 procedure g_Gibs_SetMax(Count: Word);
432 function g_Gibs_GetMax(): Word;
433 procedure g_Corpses_SetMax(Count: Word);
434 function g_Corpses_GetMax(): Word;
435 procedure g_Shells_SetMax(Count: Word);
436 function g_Shells_GetMax(): Word;
438 procedure g_Player_Init();
439 procedure g_Player_Free();
440 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
441 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
442 procedure g_Player_Remove(UID: Word);
443 procedure g_Player_ResetTeams();
444 procedure g_Player_UpdateAll();
445 procedure g_Player_DrawAll();
446 procedure g_Player_DrawDebug(p: TPlayer);
447 procedure g_Player_DrawHealth();
448 procedure g_Player_RememberAll();
449 procedure g_Player_ResetAll(Force, Silent: Boolean);
450 function g_Player_Get(UID: Word): TPlayer;
451 function g_Player_GetCount(): Byte;
452 function g_Player_GetStats(): TPlayerStatArray;
453 function g_Player_ValidName(Name: String): Boolean;
454 procedure g_Player_CreateCorpse(Player: TPlayer);
455 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
456 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
457 procedure g_Player_UpdatePhysicalObjects();
458 procedure g_Player_DrawCorpses();
459 procedure g_Player_DrawShells();
460 procedure g_Player_RemoveAllCorpses();
461 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
462 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
463 procedure g_Bot_Add(Team, Difficult: Byte);
464 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
465 procedure g_Bot_MixNames();
466 procedure g_Bot_RemoveAll();
468 implementation
470 uses
471 e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math,
472 g_options, g_triggers, g_menu, MAPDEF, g_game,
473 WADEDITOR, g_main, g_monsters, CONFIG, g_language, g_net, g_netmsg;
475 type
476 TBotProfile = record
477 name: ShortString;
478 model: ShortString;
479 team: Byte;
480 color: TRGB;
481 diag_fire: Byte;
482 invis_fire: Byte;
483 diag_precision: Byte;
484 fly_precision: Byte;
485 cover: Byte;
486 close_jump: Byte;
487 w_prior1: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
488 w_prior2: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
489 w_prior3: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
490 end;
492 const
493 TIME_RESPAWN1 = 1500;
494 TIME_RESPAWN2 = 2000;
495 TIME_RESPAWN3 = 3000;
496 AIR_DEF = 360;
497 AIR_MAX = 1091;
498 JET_MAX = 540; // ~30 sec
499 PLAYER_SUIT_TIME = 30000;
500 PLAYER_INVUL_TIME = 30000;
501 PLAYER_INVIS_TIME = 35000;
502 FRAG_COMBO_TIME = 3000;
503 VEL_SW = 4;
504 VEL_FLY = 6;
505 ANGLE_RIGHTUP = 55;
506 ANGLE_RIGHTDOWN = -35;
507 ANGLE_LEFTUP = 125;
508 ANGLE_LEFTDOWN = -145;
509 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
510 WEAPONPOINT: Array [TDirection] of TPoint = ((X:16; Y:32), (X:47; Y:32));
511 BOT_MAXJUMP = 84;
512 BOT_LONGDIST = 300;
513 BOT_UNSAFEDIST = 128;
514 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
515 (R:0; G:0; B:255));
516 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
517 FlyPrecision: 32; Cover: 32; CloseJump: 32);
518 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
519 FlyPrecision: 127; Cover: 127; CloseJump: 127);
520 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
521 FlyPrecision: 255; Cover: 255; CloseJump: 255);
522 WEAPON_PRIOR1: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
523 (WEAPON_SUPERPULEMET, WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
524 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
525 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
526 WEAPON_PRIOR2: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
527 (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
528 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
529 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
530 //WEAPON_PRIOR3: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
531 // (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_PLASMA,
532 // WEAPON_SHOTGUN2, WEAPON_CHAINGUN, WEAPON_SHOTGUN1,
533 // WEAPON_SAW, WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
534 WEAPON_RELOAD: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
535 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2);
537 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
538 CORPSE_SIGNATURE = $50524F43; // 'CORP'
540 BOTNAMES_FILENAME = 'botnames.txt';
541 BOTLIST_FILENAME = 'botlist.txt';
543 var
544 MaxGibs: Word = 150;
545 MaxCorpses: Word = 20;
546 MaxShells: Word = 300;
547 CurrentGib: Integer = 0;
548 CurrentShell: Integer = 0;
549 BotNames: Array of String;
550 BotList: Array of TBotProfile;
552 function Lerp(X, Y, Factor: Integer): Integer;
553 begin
554 Result := X + ((Y - X) div Factor);
555 end;
557 function SameTeam(UID1, UID2: Word): Boolean;
558 begin
559 Result := False;
561 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
562 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
564 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
566 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
567 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
569 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
570 end;
572 procedure g_Gibs_SetMax(Count: Word);
573 begin
574 MaxGibs := Count;
575 SetLength(gGibs, Count);
577 if CurrentGib >= Count then
578 CurrentGib := 0;
579 end;
581 function g_Gibs_GetMax(): Word;
582 begin
583 Result := MaxGibs;
584 end;
586 procedure g_Shells_SetMax(Count: Word);
587 begin
588 MaxShells := Count;
589 SetLength(gShells, Count);
591 if CurrentShell >= Count then
592 CurrentShell := 0;
593 end;
595 function g_Shells_GetMax(): Word;
596 begin
597 Result := MaxShells;
598 end;
601 procedure g_Corpses_SetMax(Count: Word);
602 begin
603 MaxCorpses := Count;
604 SetLength(gCorpses, Count);
605 end;
607 function g_Corpses_GetMax(): Word;
608 begin
609 Result := MaxCorpses;
610 end;
612 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
613 var
614 a: Integer;
615 ok: Boolean;
616 begin
617 Result := 0;
619 ok := False;
620 a := 0;
622 // Åñòü ëè ìåñòî â gPlayers:
623 if gPlayers <> nil then
624 for a := 0 to High(gPlayers) do
625 if gPlayers[a] = nil then
626 begin
627 ok := True;
628 Break;
629 end;
631 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
632 if not ok then
633 begin
634 SetLength(gPlayers, Length(gPlayers)+1);
635 a := High(gPlayers);
636 end;
638 // Ñîçäàåì îáúåêò èãðîêà:
639 if Bot then
640 gPlayers[a] := TBot.Create()
641 else
642 gPlayers[a] := TPlayer.Create();
645 gPlayers[a].FActualModelName := ModelName;
646 gPlayers[a].SetModel(ModelName);
648 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
649 if gPlayers[a].FModel = nil then
650 begin
651 gPlayers[a].Free();
652 gPlayers[a] := nil;
653 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
654 Exit;
655 end;
657 if not (Team in [TEAM_RED, TEAM_BLUE]) then
658 if Random(2) = 0 then
659 Team := TEAM_RED
660 else
661 Team := TEAM_BLUE;
662 gPlayers[a].FPreferredTeam := Team;
664 case gGameSettings.GameMode of
665 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
666 GM_TDM,
667 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
668 GM_SINGLE,
669 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
670 end;
672 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
673 gPlayers[a].FColor := Color;
674 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
675 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
676 else
677 gPlayers[a].FModel.Color := Color;
679 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
680 gPlayers[a].FLive := False;
682 Result := gPlayers[a].FUID;
683 end;
685 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
686 var
687 a, i: Integer;
688 ok, Bot: Boolean;
689 sig: DWORD;
690 b: Byte;
691 begin
692 Result := 0;
693 if Mem = nil then
694 Exit;
696 // Ñèãíàòóðà èãðîêà:
697 Mem.ReadDWORD(sig);
698 if sig <> PLAYER_SIGNATURE then // 'PLYR'
699 begin
700 raise EBinSizeError.Create('g_Player_CreateFromState: Wrong Player Signature');
701 end;
703 // Áîò èëè ÷åëîâåê:
704 Mem.ReadBoolean(Bot);
706 ok := False;
707 a := 0;
709 // Åñòü ëè ìåñòî â gPlayers:
710 if gPlayers <> nil then
711 for a := 0 to High(gPlayers) do
712 if gPlayers[a] = nil then
713 begin
714 ok := True;
715 Break;
716 end;
718 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
719 if not ok then
720 begin
721 SetLength(gPlayers, Length(gPlayers)+1);
722 a := High(gPlayers);
723 end;
725 // Ñîçäàåì îáúåêò èãðîêà:
726 if Bot then
727 gPlayers[a] := TBot.Create()
728 else
729 gPlayers[a] := TPlayer.Create();
730 gPlayers[a].FIamBot := Bot;
731 gPlayers[a].FPhysics := True;
733 // UID èãðîêà:
734 Mem.ReadWord(gPlayers[a].FUID);
735 // Èìÿ èãðîêà:
736 Mem.ReadString(gPlayers[a].FName);
737 // Êîìàíäà:
738 Mem.ReadByte(gPlayers[a].FTeam);
739 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
740 // Æèâ ëè:
741 Mem.ReadBoolean(gPlayers[a].FLive);
742 // Èçðàñõîäîâàë ëè âñå æèçíè:
743 Mem.ReadBoolean(gPlayers[a].FNoRespawn);
744 // Íàïðàâëåíèå:
745 Mem.ReadByte(b);
746 if b = 1 then
747 gPlayers[a].FDirection := D_LEFT
748 else // b = 2
749 gPlayers[a].FDirection := D_RIGHT;
750 // Çäîðîâüå:
751 Mem.ReadInt(gPlayers[a].FHealth);
752 // Æèçíè:
753 Mem.ReadByte(gPlayers[a].FLives);
754 // Áðîíÿ:
755 Mem.ReadInt(gPlayers[a].FArmor);
756 // Çàïàñ âîçäóõà:
757 Mem.ReadInt(gPlayers[a].FAir);
758 // Çàïàñ ãîðþ÷åãî:
759 Mem.ReadInt(gPlayers[a].FJetFuel);
760 // Áîëü:
761 Mem.ReadInt(gPlayers[a].FPain);
762 // Óáèë:
763 Mem.ReadInt(gPlayers[a].FKills);
764 // Óáèë ìîíñòðîâ:
765 Mem.ReadInt(gPlayers[a].FMonsterKills);
766 // Ôðàãîâ:
767 Mem.ReadInt(gPlayers[a].FFrags);
768 // Ôðàãîâ ïîäðÿä:
769 Mem.ReadByte(gPlayers[a].FFragCombo);
770 // Âðåìÿ ïîñëåäíåãî ôðàãà:
771 Mem.ReadDWORD(gPlayers[a].FLastFrag);
772 // Ñìåðòåé:
773 Mem.ReadInt(gPlayers[a].FDeath);
774 // Êàêîé ôëàã íåñåò:
775 Mem.ReadByte(gPlayers[a].FFlag);
776 // Íàøåë ñåêðåòîâ:
777 Mem.ReadInt(gPlayers[a].FSecrets);
778 // Òåêóùåå îðóæèå:
779 Mem.ReadByte(gPlayers[a].FCurrWeap);
780 // Âðåìÿ çàðÿäêè BFG:
781 Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
782 // Áóôåð óðîíà:
783 Mem.ReadInt(gPlayers[a].FDamageBuffer);
784 // Ïîñëåäíèé óäàðèâøèé:
785 Mem.ReadWord(gPlayers[a].FLastSpawnerUID);
786 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
787 Mem.ReadByte(gPlayers[a].FLastHit);
788 // Îáúåêò èãðîêà:
789 Obj_LoadState(@gPlayers[a].FObj, Mem);
790 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
791 for i := A_BULLETS to A_CELLS do
792 Mem.ReadWord(gPlayers[a].FAmmo[i]);
793 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
794 for i := A_BULLETS to A_CELLS do
795 Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
796 // Íàëè÷èå îðóæèÿ:
797 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
798 Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
799 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
800 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
801 Mem.ReadWord(gPlayers[a].FReloading[i]);
802 // Íàëè÷èå ðþêçàêà:
803 Mem.ReadByte(b);
804 if b = 1 then
805 Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
806 // Íàëè÷èå êðàñíîãî êëþ÷à:
807 Mem.ReadByte(b);
808 if b = 1 then
809 Include(gPlayers[a].FRulez, R_KEY_RED);
810 // Íàëè÷èå çåëåíîãî êëþ÷à:
811 Mem.ReadByte(b);
812 if b = 1 then
813 Include(gPlayers[a].FRulez, R_KEY_GREEN);
814 // Íàëè÷èå ñèíåãî êëþ÷à:
815 Mem.ReadByte(b);
816 if b = 1 then
817 Include(gPlayers[a].FRulez, R_KEY_BLUE);
818 // Íàëè÷èå áåðñåðêà:
819 Mem.ReadByte(b);
820 if b = 1 then
821 Include(gPlayers[a].FRulez, R_BERSERK);
822 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
823 for i := MR_SUIT to MR_MAX do
824 Mem.ReadDWORD(gPlayers[a].FMegaRulez[i]);
825 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
826 for i := T_RESPAWN to T_FLAGCAP do
827 Mem.ReadDWORD(gPlayers[a].FTime[i]);
829 // Íàçâàíèå ìîäåëè:
830 Mem.ReadString(gPlayers[a].FActualModelName);
831 // Öâåò ìîäåëè:
832 Mem.ReadByte(gPlayers[a].FColor.R);
833 Mem.ReadByte(gPlayers[a].FColor.G);
834 Mem.ReadByte(gPlayers[a].FColor.B);
835 // Îáíîâëÿåì ìîäåëü èãðîêà:
836 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
838 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
839 if gPlayers[a].FModel = nil then
840 begin
841 gPlayers[a].Free();
842 gPlayers[a] := nil;
843 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
844 Exit;
845 end;
847 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
848 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
849 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
850 else
851 gPlayers[a].FModel.Color := gPlayers[a].FColor;
853 Result := gPlayers[a].FUID;
854 end;
856 procedure g_Player_ResetTeams();
857 var
858 a: Integer;
859 begin
860 if g_Game_IsClient then
861 Exit;
862 if gPlayers = nil then
863 Exit;
864 for a := Low(gPlayers) to High(gPlayers) do
865 if gPlayers[a] <> nil then
866 case gGameSettings.GameMode of
867 GM_DM:
868 gPlayers[a].ChangeTeam(TEAM_NONE);
869 GM_TDM, GM_CTF:
870 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
871 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
872 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
873 else
874 if a mod 2 = 0 then
875 gPlayers[a].ChangeTeam(TEAM_RED)
876 else
877 gPlayers[a].ChangeTeam(TEAM_BLUE);
878 GM_SINGLE,
879 GM_COOP:
880 gPlayers[a].ChangeTeam(TEAM_COOP);
881 end;
882 end;
884 procedure g_Bot_Add(Team, Difficult: Byte);
885 var
886 m: SArray;
887 _name, _model: String;
888 a, tr, tb: Integer;
889 begin
890 if not g_Game_IsServer then Exit;
892 // Ñïèñîê íàçâàíèé ìîäåëåé:
893 m := g_PlayerModel_GetNames();
894 if m = nil then
895 Exit;
897 // Êîìàíäà:
898 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
899 Team := TEAM_COOP // COOP
900 else
901 if gGameSettings.GameMode = GM_DM then
902 Team := TEAM_NONE // DM
903 else
904 if Team = TEAM_NONE then // CTF / TDM
905 begin
906 // Àâòîáàëàíñ êîìàíä:
907 tr := 0;
908 tb := 0;
910 for a := 0 to High(gPlayers) do
911 if gPlayers[a] <> nil then
912 begin
913 if gPlayers[a].Team = TEAM_RED then
914 Inc(tr)
915 else
916 if gPlayers[a].Team = TEAM_BLUE then
917 Inc(tb);
918 end;
920 if tr > tb then
921 Team := TEAM_BLUE
922 else
923 if tb > tr then
924 Team := TEAM_RED
925 else // tr = tb
926 if Random(2) = 0 then
927 Team := TEAM_RED
928 else
929 Team := TEAM_BLUE;
930 end;
932 // Âûáèðàåì áîòó èìÿ:
933 _name := '';
934 if BotNames <> nil then
935 for a := 0 to High(BotNames) do
936 if g_Player_ValidName(BotNames[a]) then
937 begin
938 _name := BotNames[a];
939 Break;
940 end;
942 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
943 if _name = '' then
944 repeat
945 _name := Format('DFBOT%.2d', [Random(100)]);
946 until g_Player_ValidName(_name);
948 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
949 _model := m[Random(Length(m))];
951 // Ñîçäàåì áîòà:
952 with g_Player_Get(g_Player_Create(_model,
953 _RGB(Min(Random(9)*32, 255),
954 Min(Random(9)*32, 255),
955 Min(Random(9)*32, 255)),
956 Team, True)) as TBot do
957 begin
958 Name := _name;
960 case Difficult of
961 1: FDifficult := DIFFICULT_EASY;
962 2: FDifficult := DIFFICULT_MEDIUM;
963 else FDifficult := DIFFICULT_HARD;
964 end;
966 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
967 begin
968 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
969 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
970 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
971 end;
973 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
975 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
976 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
977 Spectate();
978 end;
979 end;
981 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
982 var
983 m: SArray;
984 _name, _model: String;
985 a: Integer;
986 begin
987 if not g_Game_IsServer then Exit;
989 // Ñïèñîê íàçâàíèé ìîäåëåé:
990 m := g_PlayerModel_GetNames();
991 if m = nil then
992 Exit;
994 // Êîìàíäà:
995 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
996 Team := TEAM_COOP // COOP
997 else
998 if gGameSettings.GameMode = GM_DM then
999 Team := TEAM_NONE // DM
1000 else
1001 if Team = TEAM_NONE then
1002 Team := BotList[num].team; // CTF / TDM
1004 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1005 lName := AnsiLowerCase(lName);
1006 if (num < 0) or (num > Length(BotList)-1) then
1007 num := -1;
1008 if (num = -1) and (lName <> '') and (BotList <> nil) then
1009 for a := 0 to High(BotList) do
1010 if AnsiLowerCase(BotList[a].name) = lName then
1011 begin
1012 num := a;
1013 Break;
1014 end;
1015 if num = -1 then
1016 Exit;
1018 // Èìÿ áîòà:
1019 _name := BotList[num].name;
1020 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1021 if not g_Player_ValidName(_name) then
1022 repeat
1023 _name := Format('DFBOT%.2d', [Random(100)]);
1024 until g_Player_ValidName(_name);
1026 // Ìîäåëü:
1027 _model := BotList[num].model;
1028 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1029 if not InSArray(_model, m) then
1030 _model := m[Random(Length(m))];
1032 // Ñîçäàåì áîòà:
1033 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1034 begin
1035 Name := _name;
1037 FDifficult.DiagFire := BotList[num].diag_fire;
1038 FDifficult.InvisFire := BotList[num].invis_fire;
1039 FDifficult.DiagPrecision := BotList[num].diag_precision;
1040 FDifficult.FlyPrecision := BotList[num].fly_precision;
1041 FDifficult.Cover := BotList[num].cover;
1042 FDifficult.CloseJump := BotList[num].close_jump;
1044 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
1045 begin
1046 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1047 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1048 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1049 end;
1051 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1053 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1054 end;
1055 end;
1057 procedure g_Bot_RemoveAll();
1058 var
1059 a: Integer;
1060 begin
1061 if not g_Game_IsServer then Exit;
1062 if gPlayers = nil then Exit;
1064 for a := 0 to High(gPlayers) do
1065 if gPlayers[a] <> nil then
1066 if gPlayers[a] is TBot then
1067 begin
1068 gPlayers[a].Lives := 0;
1069 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1070 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1071 g_Player_Remove(gPlayers[a].FUID);
1072 end;
1074 g_Bot_MixNames();
1075 end;
1077 procedure g_Bot_MixNames();
1078 var
1079 s: String;
1080 a, b: Integer;
1081 begin
1082 if BotNames <> nil then
1083 for a := 0 to High(BotNames) do
1084 begin
1085 b := Random(Length(BotNames));
1086 s := BotNames[a];
1087 Botnames[a] := BotNames[b];
1088 BotNames[b] := s;
1089 end;
1090 end;
1092 procedure g_Player_Remove(UID: Word);
1093 var
1094 i: Integer;
1095 begin
1096 if gPlayers = nil then Exit;
1098 if g_Game_IsServer and g_Game_IsNet then
1099 MH_SEND_PlayerDelete(UID);
1101 for i := 0 to High(gPlayers) do
1102 if gPlayers[i] <> nil then
1103 if gPlayers[i].FUID = UID then
1104 begin
1105 if gPlayers[i] is TPlayer then
1106 TPlayer(gPlayers[i]).Free()
1107 else
1108 TBot(gPlayers[i]).Free();
1109 gPlayers[i] := nil;
1110 Exit;
1111 end;
1112 end;
1114 procedure g_Player_Init();
1115 var
1116 F: TextFile;
1117 s: String;
1118 a, b: Integer;
1119 config: TConfig;
1120 sa: SArray;
1121 begin
1122 BotNames := nil;
1124 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1125 Exit;
1127 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1128 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1129 Reset(F);
1131 while not EOF(F) do
1132 begin
1133 ReadLn(F, s);
1135 s := Trim(s);
1136 if s = '' then
1137 Continue;
1139 SetLength(BotNames, Length(BotNames)+1);
1140 BotNames[High(BotNames)] := s;
1141 end;
1143 CloseFile(F);
1145 // Ïåðåìåøèâàåì èõ:
1146 g_Bot_MixNames();
1148 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1149 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1150 BotList := nil;
1151 a := 0;
1153 while config.SectionExists(IntToStr(a)) do
1154 begin
1155 SetLength(BotList, Length(BotList)+1);
1157 with BotList[High(BotList)] do
1158 begin
1159 // Èìÿ áîòà:
1160 name := config.ReadStr(IntToStr(a), 'name', '');
1161 // Ìîäåëü:
1162 model := config.ReadStr(IntToStr(a), 'model', '');
1163 // Êîìàíäà:
1164 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1165 team := TEAM_RED
1166 else
1167 team := TEAM_BLUE;
1168 // Öâåò ìîäåëè:
1169 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1170 color.R := StrToIntDef(sa[0], 0);
1171 color.G := StrToIntDef(sa[1], 0);
1172 color.B := StrToIntDef(sa[2], 0);
1173 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1174 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1175 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1176 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1177 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1178 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1179 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1180 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1181 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1182 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1183 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1184 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1185 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1186 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1187 if Length(sa) = 10 then
1188 for b := 0 to 9 do
1189 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1190 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1191 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1192 if Length(sa) = 10 then
1193 for b := 0 to 9 do
1194 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1196 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1197 if Length(sa) = 10 then
1198 for b := 0 to 9 do
1199 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1200 end;
1202 a := a + 1;
1203 end;
1205 config.Free();
1206 end;
1208 procedure g_Player_Free();
1209 var
1210 i: Integer;
1211 begin
1212 if gPlayers <> nil then
1213 begin
1214 for i := 0 to High(gPlayers) do
1215 if gPlayers[i] <> nil then
1216 begin
1217 if gPlayers[i] is TPlayer then
1218 TPlayer(gPlayers[i]).Free()
1219 else
1220 TBot(gPlayers[i]).Free();
1221 gPlayers[i] := nil;
1222 end;
1224 gPlayers := nil;
1225 end;
1227 gPlayer1 := nil;
1228 gPlayer2 := nil;
1229 end;
1231 procedure g_Player_UpdateAll();
1232 var
1233 i: Integer;
1234 begin
1235 if gPlayers = nil then Exit;
1237 for i := 0 to High(gPlayers) do
1238 if gPlayers[i] <> nil then
1239 if gPlayers[i] is TPlayer then gPlayers[i].Update()
1240 else TBot(gPlayers[i]).Update();
1241 end;
1243 procedure g_Player_DrawAll();
1244 var
1245 i: Integer;
1246 begin
1247 if gPlayers = nil then Exit;
1249 for i := 0 to High(gPlayers) do
1250 if gPlayers[i] <> nil then
1251 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1252 else TBot(gPlayers[i]).Draw();
1253 end;
1255 procedure g_Player_DrawDebug(p: TPlayer);
1256 var
1257 fW, fH: Byte;
1258 begin
1259 if p = nil then Exit;
1260 if (@p.FObj) = nil then Exit;
1262 e_TextureFontGetSize(gStdFont, fW, fH);
1264 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1265 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1266 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1267 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1268 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1269 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1270 end;
1272 procedure g_Player_DrawHealth();
1273 var
1274 i: Integer;
1275 fW, fH: Byte;
1276 begin
1277 if gPlayers = nil then Exit;
1278 e_TextureFontGetSize(gStdFont, fW, fH);
1280 for i := 0 to High(gPlayers) do
1281 if gPlayers[i] <> nil then
1282 begin
1283 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1284 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1285 IntToStr(gPlayers[i].FHealth), gStdFont);
1286 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1287 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1288 IntToStr(gPlayers[i].FArmor), gStdFont);
1289 end;
1290 end;
1292 function g_Player_Get(UID: Word): TPlayer;
1293 var
1294 a: Integer;
1295 begin
1296 Result := nil;
1298 if gPlayers = nil then
1299 Exit;
1301 for a := 0 to High(gPlayers) do
1302 if gPlayers[a] <> nil then
1303 if gPlayers[a].FUID = UID then
1304 begin
1305 Result := gPlayers[a];
1306 Exit;
1307 end;
1308 end;
1310 function g_Player_GetCount(): Byte;
1311 var
1312 a: Integer;
1313 begin
1314 Result := 0;
1316 if gPlayers = nil then
1317 Exit;
1319 for a := 0 to High(gPlayers) do
1320 if gPlayers[a] <> nil then
1321 Result := Result + 1;
1322 end;
1324 function g_Player_GetStats(): TPlayerStatArray;
1325 var
1326 a: Integer;
1327 begin
1328 Result := nil;
1330 if gPlayers = nil then Exit;
1332 for a := 0 to High(gPlayers) do
1333 if gPlayers[a] <> nil then
1334 begin
1335 SetLength(Result, Length(Result)+1);
1336 with Result[High(Result)] do
1337 begin
1338 Ping := gPlayers[a].FPing;
1339 Loss := gPlayers[a].FLoss;
1340 Name := gPlayers[a].FName;
1341 Team := gPlayers[a].FTeam;
1342 Frags := gPlayers[a].FFrags;
1343 Deaths := gPlayers[a].FDeath;
1344 Kills := gPlayers[a].FKills;
1345 Color := gPlayers[a].FModel.Color;
1346 Lives := gPlayers[a].FLives;
1347 Spectator := gPlayers[a].FSpectator;
1348 end;
1349 end;
1350 end;
1352 procedure g_Player_RememberAll;
1353 var
1354 i: Integer;
1355 begin
1356 for i := Low(gPlayers) to High(gPlayers) do
1357 if (gPlayers[i] <> nil) and gPlayers[i].Live then
1358 gPlayers[i].RememberState;
1359 end;
1361 procedure g_Player_ResetAll(Force, Silent: Boolean);
1362 var
1363 i: Integer;
1364 begin
1365 gTeamStat[TEAM_RED].Goals := 0;
1366 gTeamStat[TEAM_BLUE].Goals := 0;
1368 if gPlayers <> nil then
1369 for i := 0 to High(gPlayers) do
1370 if gPlayers[i] <> nil then
1371 begin
1372 gPlayers[i].Reset(Force);
1374 if gPlayers[i] is TPlayer then
1375 begin
1376 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1377 gPlayers[i].Respawn(Silent)
1378 else
1379 gPlayers[i].Spectate();
1380 end
1381 else
1382 TBot(gPlayers[i]).Respawn(Silent);
1383 end;
1384 end;
1386 procedure g_Player_CreateCorpse(Player: TPlayer);
1387 var
1388 find_id: DWORD;
1389 ok: Boolean;
1390 begin
1391 if Player.Live then
1392 Exit;
1393 if Player.FObj.Y >= gMapInfo.Height+128 then
1394 Exit;
1396 with Player do
1397 begin
1398 if (FHealth >= -50) or (gGibsCount = 0) then
1399 begin
1400 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1401 Exit;
1403 ok := False;
1404 for find_id := 0 to High(gCorpses) do
1405 if gCorpses[find_id] = nil then
1406 begin
1407 ok := True;
1408 Break;
1409 end;
1411 if not ok then
1412 find_id := Random(Length(gCorpses));
1414 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1415 gCorpses[find_id].FColor := FModel.Color;
1416 gCorpses[find_id].FObj.Vel := FObj.Vel;
1417 gCorpses[find_id].FObj.Accel := FObj.Accel;
1418 end
1419 else
1420 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1421 FObj.Y + PLAYER_RECT_CY,
1422 FModel.Name, FModel.Color);
1423 end;
1424 end;
1426 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1427 var
1428 SID: DWORD;
1429 begin
1430 if (gShells = nil) or (Length(gShells) = 0) then
1431 Exit;
1433 with gShells[CurrentShell] do
1434 begin
1435 SpriteID := 0;
1436 g_Obj_Init(@Obj);
1437 Obj.Rect.X := 0;
1438 Obj.Rect.Y := 0;
1439 if T = SHELL_BULLET then
1440 begin
1441 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1442 SpriteID := SID;
1443 CX := 2;
1444 CY := 1;
1445 Obj.Rect.Width := 4;
1446 Obj.Rect.Height := 2;
1447 end
1448 else
1449 begin
1450 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1451 SpriteID := SID;
1452 CX := 4;
1453 CY := 2;
1454 Obj.Rect.Width := 7;
1455 Obj.Rect.Height := 3;
1456 end;
1457 SType := T;
1458 Live := True;
1459 Obj.X := fX;
1460 Obj.Y := fY;
1461 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1462 RAngle := Random(360);
1463 Timeout := gTime + SHELL_TIMEOUT;
1465 if CurrentShell >= High(gShells) then
1466 CurrentShell := 0
1467 else
1468 Inc(CurrentShell);
1469 end;
1470 end;
1472 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1473 var
1474 a: Integer;
1475 GibsArray: TGibsArray;
1476 begin
1477 if (gGibs = nil) or (Length(gGibs) = 0) then
1478 Exit;
1479 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1480 Exit;
1482 for a := 0 to High(GibsArray) do
1483 with gGibs[CurrentGib] do
1484 begin
1485 Color := fColor;
1486 ID := GibsArray[a].ID;
1487 MaskID := GibsArray[a].MaskID;
1488 Live := True;
1489 g_Obj_Init(@Obj);
1490 Obj.Rect := GibsArray[a].Rect;
1491 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1492 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1493 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1494 RAngle := Random(360);
1496 if gBloodCount > 0 then
1497 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1498 Random(48), Random(48), 150, 0, 0);
1500 if CurrentGib >= High(gGibs) then
1501 CurrentGib := 0
1502 else
1503 Inc(CurrentGib);
1504 end;
1505 end;
1507 procedure g_Player_UpdatePhysicalObjects();
1508 var
1509 i: Integer;
1510 vel: TPoint2i;
1511 mr: Word;
1513 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1514 var
1515 k: Integer;
1516 begin
1517 k := 1 + Random(2);
1518 if T = SHELL_BULLET then
1519 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1520 else
1521 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1522 end;
1524 begin
1525 // Êóñêè ìÿñà:
1526 if gGibs <> nil then
1527 for i := 0 to High(gGibs) do
1528 if gGibs[i].Live then
1529 with gGibs[i] do
1530 begin
1531 vel := Obj.Vel;
1532 mr := g_Obj_Move(@Obj, True, False, True);
1534 if WordBool(mr and MOVE_FALLOUT) then
1535 begin
1536 Live := False;
1537 Continue;
1538 end;
1540 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1541 if WordBool(mr and MOVE_HITWALL) then
1542 Obj.Vel.X := -(vel.X div 2);
1543 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1544 Obj.Vel.Y := -(vel.Y div 2);
1546 if (Obj.Vel.X >= 0) then
1547 begin // Clockwise
1548 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1549 if RAngle >= 360 then
1550 RAngle := RAngle mod 360;
1551 end else begin // Counter-clockwise
1552 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1553 if RAngle < 0 then
1554 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1555 end;
1557 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1558 if gTime mod (GAME_TICK*3) = 0 then
1559 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1560 end;
1562 // Òðóïû:
1563 if gCorpses <> nil then
1564 for i := 0 to High(gCorpses) do
1565 if gCorpses[i] <> nil then
1566 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1567 begin
1568 gCorpses[i].Free();
1569 gCorpses[i] := nil;
1570 end
1571 else
1572 gCorpses[i].Update();
1574 // Ãèëüçû:
1575 if gShells <> nil then
1576 for i := 0 to High(gShells) do
1577 if gShells[i].Live then
1578 with gShells[i] do
1579 begin
1580 vel := Obj.Vel;
1581 mr := g_Obj_Move(@Obj, True, False, True);
1583 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1584 begin
1585 Live := False;
1586 Continue;
1587 end;
1589 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1590 if WordBool(mr and MOVE_HITWALL) then
1591 begin
1592 Obj.Vel.X := -(vel.X div 2);
1593 if not WordBool(mr and MOVE_INWATER) then
1594 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1595 end;
1596 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1597 begin
1598 Obj.Vel.Y := -(vel.Y div 2);
1599 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1600 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1601 begin
1602 if RAngle mod 90 <> 0 then
1603 RAngle := (RAngle div 90) * 90;
1604 end
1605 else if not WordBool(mr and MOVE_INWATER) then
1606 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1607 end;
1609 if (Obj.Vel.X >= 0) then
1610 begin // Clockwise
1611 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1612 if RAngle >= 360 then
1613 RAngle := RAngle mod 360;
1614 end else begin // Counter-clockwise
1615 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1616 if RAngle < 0 then
1617 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1618 end;
1619 end;
1620 end;
1622 procedure g_Player_DrawCorpses();
1623 var
1624 i: Integer;
1625 a: TPoint;
1626 begin
1627 if gGibs <> nil then
1628 for i := 0 to High(gGibs) do
1629 if gGibs[i].Live then
1630 with gGibs[i] do
1631 begin
1632 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1633 Continue;
1635 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1636 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1638 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1640 e_Colors := Color;
1641 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1642 e_Colors.R := 255;
1643 e_Colors.G := 255;
1644 e_Colors.B := 255;
1645 end;
1647 if gCorpses <> nil then
1648 for i := 0 to High(gCorpses) do
1649 if gCorpses[i] <> nil then
1650 gCorpses[i].Draw();
1651 end;
1653 procedure g_Player_DrawShells();
1654 var
1655 i: Integer;
1656 a: TPoint;
1657 begin
1658 if gShells <> nil then
1659 for i := 0 to High(gShells) do
1660 if gShells[i].Live then
1661 with gShells[i] do
1662 begin
1663 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1664 Continue;
1666 a.X := CX;
1667 a.Y := CY;
1669 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1670 end;
1671 end;
1673 procedure g_Player_RemoveAllCorpses();
1674 var
1675 i: Integer;
1676 begin
1677 gGibs := nil;
1678 gShells := nil;
1679 SetLength(gGibs, MaxGibs);
1680 SetLength(gShells, MaxGibs);
1681 CurrentGib := 0;
1682 CurrentShell := 0;
1684 if gCorpses <> nil then
1685 for i := 0 to High(gCorpses) do
1686 gCorpses[i].Free();
1688 gCorpses := nil;
1689 SetLength(gCorpses, MaxCorpses);
1690 end;
1692 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
1693 var
1694 count, i: Integer;
1695 b: Boolean;
1696 begin
1697 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1698 count := 0;
1699 if gCorpses <> nil then
1700 for i := 0 to High(gCorpses) do
1701 if gCorpses[i] <> nil then
1702 count := count + 1;
1704 Mem := TBinMemoryWriter.Create((count+1) * 128);
1706 // Êîëè÷åñòâî òðóïîâ:
1707 Mem.WriteInt(count);
1709 if count = 0 then
1710 Exit;
1712 // Ñîõðàíÿåì òðóïû:
1713 for i := 0 to High(gCorpses) do
1714 if gCorpses[i] <> nil then
1715 begin
1716 // Íàçâàíèå ìîäåëè:
1717 Mem.WriteString(gCorpses[i].FModelName);
1718 // Òèï ñìåðòè:
1719 b := gCorpses[i].Mess;
1720 Mem.WriteBoolean(b);
1721 // Ñîõðàíÿåì äàííûå òðóïà:
1722 gCorpses[i].SaveState(Mem);
1723 end;
1724 end;
1726 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
1727 var
1728 count, i: Integer;
1729 str: String;
1730 b: Boolean;
1731 begin
1732 if Mem = nil then
1733 Exit;
1735 g_Player_RemoveAllCorpses();
1737 // Êîëè÷åñòâî òðóïîâ:
1738 Mem.ReadInt(count);
1740 if count > Length(gCorpses) then
1741 begin
1742 raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1743 end;
1745 if count = 0 then
1746 Exit;
1748 // Çàãðóæàåì òðóïû:
1749 for i := 0 to count-1 do
1750 begin
1751 // Íàçâàíèå ìîäåëè:
1752 Mem.ReadString(str);
1753 // Òèï ñìåðòè:
1754 Mem.ReadBoolean(b);
1755 // Ñîçäàåì òðóï:
1756 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1757 // Çàãðóæàåì äàííûå òðóïà:
1758 gCorpses[i].LoadState(Mem);
1759 end;
1760 end;
1762 { T P l a y e r : }
1764 procedure TPlayer.BFGHit();
1765 begin
1766 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1767 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1768 if g_Game_IsServer and g_Game_IsNet then
1769 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1770 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1771 0, NET_GFX_BFGHIT);
1772 end;
1774 procedure TPlayer.ChangeModel(ModelName: string);
1775 var
1776 Model: TPlayerModel;
1777 begin
1778 Model := g_PlayerModel_Get(ModelName);
1779 if Model = nil then Exit;
1781 FModel.Free();
1782 FModel := Model;
1783 end;
1785 procedure TPlayer.SetModel(ModelName: string);
1786 var
1787 m: TPlayerModel;
1788 begin
1789 m := g_PlayerModel_Get(ModelName);
1790 if m = nil then
1791 begin
1792 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1793 m := g_PlayerModel_Get('doomer');
1794 if m = nil then
1795 begin
1796 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1797 Exit;
1798 end;
1799 end;
1801 if FModel <> nil then
1802 FModel.Free();
1804 FModel := m;
1806 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1807 FModel.Color := FColor
1808 else
1809 FModel.Color := TEAMCOLOR[FTeam];
1810 FModel.SetWeapon(FCurrWeap);
1811 FModel.SetFlag(FFlag);
1812 SetDirection(FDirection);
1813 end;
1815 procedure TPlayer.SetColor(Color: TRGB);
1816 begin
1817 FColor := Color;
1818 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1819 if FModel <> nil then FModel.Color := Color;
1820 end;
1822 procedure TPlayer.SwitchTeam;
1823 begin
1824 if g_Game_IsClient then
1825 Exit;
1826 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1828 if gGameOn and FLive then
1829 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1831 if FTeam = TEAM_RED then
1832 begin
1833 ChangeTeam(TEAM_BLUE);
1834 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1835 if g_Game_IsNet then
1836 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1837 end
1838 else
1839 begin
1840 ChangeTeam(TEAM_RED);
1841 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
1842 if g_Game_IsNet then
1843 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
1844 end;
1845 FPreferredTeam := FTeam;
1846 end;
1848 procedure TPlayer.ChangeTeam(Team: Byte);
1849 var
1850 OldTeam: Byte;
1851 begin
1852 OldTeam := FTeam;
1853 FTeam := Team;
1854 case Team of
1855 TEAM_RED, TEAM_BLUE:
1856 FModel.Color := TEAMCOLOR[Team];
1857 else
1858 FModel.Color := FColor;
1859 end;
1860 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
1861 MH_SEND_PlayerStats(FUID);
1862 end;
1865 procedure TPlayer.CollideItem();
1866 var
1867 i: Integer;
1868 r: Boolean;
1869 begin
1870 if gItems = nil then Exit;
1871 if not FLive then Exit;
1873 for i := 0 to High(gItems) do
1874 with gItems[i] do
1875 begin
1876 if (ItemType <> ITEM_NONE) and Live then
1877 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
1878 PLAYER_RECT.Height, @Obj) then
1879 begin
1880 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
1882 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
1883 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
1884 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
1885 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
1886 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
1888 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
1889 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
1890 (gGameSettings.GameType = GT_SINGLE) and
1891 (g_Player_GetCount() > 1)) then
1892 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
1893 end;
1894 end;
1895 end;
1898 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
1899 begin
1900 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
1901 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
1902 False);
1903 end;
1905 constructor TPlayer.Create();
1906 begin
1907 FIamBot := False;
1908 FDummy := False;
1909 FSpawned := False;
1911 FSawSound := TPlayableSound.Create();
1912 FSawSoundIdle := TPlayableSound.Create();
1913 FSawSoundHit := TPlayableSound.Create();
1914 FSawSoundSelect := TPlayableSound.Create();
1915 FJetSoundFly := TPlayableSound.Create();
1916 FJetSoundOn := TPlayableSound.Create();
1917 FJetSoundOff := TPlayableSound.Create();
1919 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
1920 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
1921 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
1922 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
1923 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
1924 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
1925 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
1927 FSpectatePlayer := -1;
1928 FClientID := -1;
1929 FPing := 0;
1930 FLoss := 0;
1931 FSavedState.WaitRecall := False;
1932 FShellTimer := -1;
1934 FActualModelName := 'doomer';
1936 g_Obj_Init(@FObj);
1937 FObj.Rect := PLAYER_RECT;
1939 FBFGFireCounter := -1;
1940 FJustTeleported := False;
1941 FNetTime := 0;
1942 end;
1944 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
1945 var
1946 c: Word;
1947 begin
1948 if (not g_Game_IsClient) and (not FLive) then
1949 Exit;
1951 FLastHit := t;
1953 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
1954 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
1955 begin
1956 if not g_Game_IsClient then
1957 begin
1958 FArmor := 0;
1959 if t = HIT_TRAP then
1960 begin
1961 // Ëîâóøêà óáèâàåò ñðàçó:
1962 FHealth := -100;
1963 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
1964 end;
1965 if t = HIT_SELF then
1966 begin
1967 // Ñàìîóáèéñòâî:
1968 FHealth := 0;
1969 Kill(K_SIMPLEKILL, SpawnerUID, t);
1970 end;
1971 end;
1972 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
1973 FMegaRulez[MR_SUIT] := 0;
1974 FMegaRulez[MR_INVUL] := 0;
1975 FMegaRulez[MR_INVIS] := 0;
1976 FBerserk := 0;
1977 end;
1979 // Íî îò îñòàëüíîãî ñïàñàåò:
1980 if FMegaRulez[MR_INVUL] >= gTime then
1981 Exit;
1983 // ×èò-êîä "ÃÎÐÅÖ":
1984 if FGodMode then
1985 Exit;
1987 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
1988 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
1989 (SpawnerUID = FUID) or
1990 (not SameTeam(FUID, SpawnerUID)) then
1991 begin
1992 FLastSpawnerUID := SpawnerUID;
1994 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
1995 if gBloodCount > 0 then
1996 begin
1997 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
1998 if value div 4 <= c then
1999 c := c - (value div 4)
2000 else
2001 c := 0;
2003 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2004 MakeBloodSimple(c)
2005 else
2006 case t of
2007 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2008 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2009 end;
2011 if t = HIT_WATER then
2012 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2013 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2014 end;
2016 // Áóôåð óðîíà:
2017 if FLive then
2018 Inc(FDamageBuffer, value);
2020 // Âñïûøêà áîëè:
2021 if gFlash <> 0 then
2022 FPain := FPain + value;
2023 end;
2025 if g_Game_IsServer and g_Game_IsNet then
2026 begin
2027 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2028 MH_SEND_PlayerStats(FUID);
2029 MH_SEND_PlayerPos(False, FUID);
2030 end;
2031 end;
2033 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2034 begin
2035 Result := False;
2036 if g_Game_IsClient then
2037 Exit;
2038 if not FLive then
2039 Exit;
2041 if Soft and (FHealth < PLAYER_HP_SOFT) then
2042 begin
2043 IncMax(FHealth, value, PLAYER_HP_SOFT);
2044 Result := True;
2045 end;
2046 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2047 begin
2048 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2049 Result := True;
2050 end;
2052 if Result and g_Game_IsServer and g_Game_IsNet then
2053 MH_SEND_PlayerStats(FUID);
2054 end;
2056 destructor TPlayer.Destroy();
2057 begin
2058 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2059 gPlayer1 := nil;
2060 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2061 gPlayer2 := nil;
2063 FSawSound.Free();
2064 FSawSoundIdle.Free();
2065 FSawSoundHit.Free();
2066 FJetSoundFly.Free();
2067 FJetSoundOn.Free();
2068 FJetSoundOff.Free();
2069 FModel.Free();
2071 inherited;
2072 end;
2074 procedure TPlayer.DrawBubble();
2075 var
2076 bubX, bubY: Integer;
2077 ID: LongWord;
2078 Rb, Gb, Bb,
2079 Rw, Gw, Bw: SmallInt;
2080 Dot: Byte;
2081 begin
2082 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18);
2083 bubY := FObj.Y+FObj.Rect.Y - 18;
2084 Rb := 64;
2085 Gb := 64;
2086 Bb := 64;
2087 Rw := 240;
2088 Gw := 240;
2089 Bw := 240;
2090 case gChatBubble of
2091 1: // simple textual non-bubble
2092 begin
2093 bubX := FObj.X+FObj.Rect.X - 11;
2094 bubY := FObj.Y+FObj.Rect.Y - 17;
2095 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2096 Exit;
2097 end;
2098 2: // advanced pixel-perfect bubble
2099 begin
2100 if FTeam = TEAM_RED then
2101 Rb := 255
2102 else
2103 if FTeam = TEAM_BLUE then
2104 Bb := 255;
2105 end;
2106 3: // colored bubble
2107 begin
2108 Rb := FModel.Color.R;
2109 Gb := FModel.Color.G;
2110 Bb := FModel.Color.B;
2111 Rw := Min(Rb * 2 + 64, 255);
2112 Gw := Min(Gb * 2 + 64, 255);
2113 Bw := Min(Bb * 2 + 64, 255);
2114 if (Abs(Rw - Rb) < 32)
2115 or (Abs(Gw - Gb) < 32)
2116 or (Abs(Bw - Bb) < 32) then
2117 begin
2118 Rb := Max(Rw div 2 - 16, 0);
2119 Gb := Max(Gw div 2 - 16, 0);
2120 Bb := Max(Bw div 2 - 16, 0);
2121 end;
2122 end;
2123 4: // custom textured bubble
2124 begin
2125 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2126 if FDirection = D_RIGHT then
2127 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2128 else
2129 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
2130 Exit;
2131 end;
2132 end;
2134 // Outer borders
2135 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2136 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2137 // Inner box
2138 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2140 // Tail
2141 Dot := IfThen(FDirection = D_LEFT, 14, 5);
2142 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2143 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);
2144 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);
2145 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);
2146 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);
2148 // Dots
2149 Dot := 6;
2150 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2151 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2152 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2153 end;
2155 procedure TPlayer.Draw();
2156 var
2157 ID: DWORD;
2158 w, h: Word;
2159 begin
2160 if FLive then
2161 begin
2162 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2163 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2164 begin
2165 e_GetTextureSize(ID, @w, @h);
2166 if FDirection = D_LEFT then
2167 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2168 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False)
2169 else
2170 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2171 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False);
2172 end;
2174 if FMegaRulez[MR_INVIS] > gTime then
2175 begin
2176 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2177 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2178 FModel.Draw(FObj.X, FObj.Y, 200)
2179 else
2180 FModel.Draw(FObj.X, FObj.Y, 254);
2181 end
2182 else
2183 FModel.Draw(FObj.X, FObj.Y);
2184 end;
2186 if g_debug_Frames then
2187 begin
2188 e_DrawQuad(FObj.X+FObj.Rect.X,
2189 FObj.Y+FObj.Rect.Y,
2190 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2191 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2192 0, 255, 0);
2193 end;
2195 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2196 DrawBubble();
2197 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2198 if gAimLine and Live and
2199 ((Self = gPlayer1) or (Self = gPlayer2)) then
2200 DrawAim();
2201 end;
2203 procedure TPlayer.DrawAim();
2204 var
2205 wx, wy, xx, yy: Integer;
2206 angle: SmallInt;
2207 sz, len: Word;
2208 begin
2209 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
2210 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2211 angle := FAngle;
2212 len := 1024;
2213 sz := 2;
2214 case FCurrWeap of
2215 0: begin // Punch
2216 len := 12;
2217 sz := 4;
2218 end;
2219 1: begin // Chainsaw
2220 len := 24;
2221 sz := 6;
2222 end;
2223 2: begin // Pistol
2224 len := 1024;
2225 sz := 2;
2226 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2227 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2228 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2229 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2230 end;
2231 3: begin // Shotgun
2232 len := 1024;
2233 sz := 3;
2234 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2235 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2236 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2237 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2238 end;
2239 4: begin // Double Shotgun
2240 len := 1024;
2241 sz := 4;
2242 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2243 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2244 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2245 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2246 end;
2247 5: begin // Chaingun
2248 len := 1024;
2249 sz := 3;
2250 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2251 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2252 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2253 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2254 end;
2255 6: begin // Rocket Launcher
2256 len := 1024;
2257 sz := 7;
2258 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2259 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2260 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2261 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2262 end;
2263 7: begin // Plasmagun
2264 len := 1024;
2265 sz := 5;
2266 if angle = ANGLE_RIGHTUP then Inc(angle);
2267 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2268 if angle = ANGLE_LEFTUP then Dec(angle);
2269 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2270 end;
2271 8: begin // BFG
2272 len := 1024;
2273 sz := 12;
2274 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2275 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2276 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2277 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2278 end;
2279 9: begin // Super Chaingun
2280 len := 1024;
2281 sz := 4;
2282 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2283 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2284 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2285 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2286 end;
2287 end;
2288 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2289 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2290 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2291 end;
2293 procedure TPlayer.DrawGUI();
2294 var
2295 ID: DWORD;
2296 X, Y, SY, a, p, m: Integer;
2297 tw, th: Word;
2298 cw, ch: Byte;
2299 s: string;
2300 stat: TPlayerStatArray;
2301 begin
2302 X := gPlayerScreenSize.X;
2303 SY := gPlayerScreenSize.Y;
2304 Y := 0;
2306 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2307 begin
2308 if gGameSettings.GameMode = GM_CTF then
2309 a := 32 + 8
2310 else
2311 a := 0;
2312 if gGameSettings.GameMode = GM_CTF then
2313 begin
2314 s := 'TEXTURE_PLAYER_REDFLAG';
2315 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2316 s := 'TEXTURE_PLAYER_REDFLAG_S';
2317 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2318 s := 'TEXTURE_PLAYER_REDFLAG_D';
2319 if g_Texture_Get(s, ID) then
2320 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2321 end;
2323 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2324 e_CharFont_GetSize(gMenuFont, s, tw, th);
2325 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2327 if gGameSettings.GameMode = GM_CTF then
2328 begin
2329 s := 'TEXTURE_PLAYER_BLUEFLAG';
2330 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2331 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2332 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2333 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2334 if g_Texture_Get(s, ID) then
2335 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2336 end;
2338 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2339 e_CharFont_GetSize(gMenuFont, s, tw, th);
2340 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2341 end;
2343 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2344 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2345 0, False, False);
2347 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2348 e_Draw(ID, X+2, Y, 0, True, False);
2350 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2351 begin
2352 if gShowStat then
2353 begin
2354 s := IntToStr(Frags);
2355 e_CharFont_GetSize(gMenuFont, s, tw, th);
2356 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2358 s := '';
2359 p := 1;
2360 m := 0;
2361 stat := g_Player_GetStats();
2362 if stat <> nil then
2363 begin
2364 p := 1;
2366 for a := 0 to High(stat) do
2367 if stat[a].Name <> Name then
2368 begin
2369 if stat[a].Frags > m then m := stat[a].Frags;
2370 if stat[a].Frags > Frags then p := p+1;
2371 end;
2372 end;
2374 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2375 if Frags >= m then s := s+'+' else s := s+'-';
2376 s := s+IntToStr(Abs(Frags-m));
2378 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2379 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2380 end;
2382 if gShowLives and (gGameSettings.MaxLives > 0) then
2383 begin
2384 s := IntToStr(Lives);
2385 e_CharFont_GetSize(gMenuFont, s, tw, th);
2386 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2387 end;
2388 end;
2390 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2391 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2393 if R_BERSERK in FRulez then
2394 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2395 else
2396 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2398 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2399 e_Draw(ID, X+36, Y+77, 0, True, False);
2401 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2402 e_CharFont_GetSize(gMenuFont, s, tw, th);
2403 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2405 s := IntToStr(FArmor);
2406 e_CharFont_GetSize(gMenuFont, s, tw, th);
2407 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2409 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2411 case FCurrWeap of
2412 WEAPON_KASTET:
2413 begin
2414 s := '--';
2415 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2416 end;
2417 WEAPON_SAW:
2418 begin
2419 s := '--';
2420 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2421 end;
2422 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2423 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2424 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2425 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2426 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2427 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2428 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2429 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2430 end;
2432 e_CharFont_GetSize(gMenuFont, s, tw, th);
2433 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2434 e_Draw(ID, X+20, Y+160, 0, True, False);
2436 if R_KEY_RED in FRulez then
2437 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2439 if R_KEY_GREEN in FRulez then
2440 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2442 if R_KEY_BLUE in FRulez then
2443 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2445 if FJetFuel > 0 then
2446 begin
2447 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2448 e_Draw(ID, X+2, Y+116, 0, True, False);
2449 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2450 e_Draw(ID, X+2, Y+126, 0, True, False);
2451 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2452 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2453 end
2454 else
2455 begin
2456 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2457 e_Draw(ID, X+2, Y+124, 0, True, False);
2458 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2459 end;
2461 if gShowPing and g_Game_IsClient then
2462 begin
2463 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2464 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2465 Y := Y + 16;
2466 end;
2468 if FSpectator then
2469 begin
2470 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2471 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2472 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2473 if FNoRespawn then
2474 begin
2475 e_TextureFontGetSize(gStdFont, cw, ch);
2476 s := _lc[I_PLAYER_SPECT4];
2477 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2478 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2479 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2480 end;
2482 end;
2483 end;
2485 procedure TPlayer.DrawRulez();
2486 var
2487 dr: Boolean;
2488 begin
2489 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2490 if FMegaRulez[MR_INVUL] >= gTime then
2491 begin
2492 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2493 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2494 else
2495 dr := True;
2497 if dr then
2498 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2499 191, 191, 191, 0, B_INVERT);
2500 end;
2502 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2503 if FMegaRulez[MR_SUIT] >= gTime then
2504 begin
2505 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2506 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2507 else
2508 dr := True;
2510 if dr then
2511 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2512 0, 96, 0, 200, B_NONE);
2513 end;
2515 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2516 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2517 begin
2518 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2519 255, 0, 0, 200, B_NONE);
2520 end;
2521 end;
2523 procedure TPlayer.DrawPain();
2524 var
2525 a, h: Integer;
2526 begin
2527 if FPain = 0 then Exit;
2529 a := FPain;
2531 if a < 15 then h := 0
2532 else if a < 35 then h := 1
2533 else if a < 55 then h := 2
2534 else if a < 75 then h := 3
2535 else if a < 95 then h := 4
2536 else h := 5;
2538 //if a > 255 then a := 255;
2540 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2541 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2542 end;
2544 procedure TPlayer.DrawPickup();
2545 var
2546 a, h: Integer;
2547 begin
2548 if FPickup = 0 then Exit;
2550 a := FPickup;
2552 if a < 15 then h := 1
2553 else if a < 35 then h := 2
2554 else if a < 55 then h := 3
2555 else if a < 75 then h := 4
2556 else h := 5;
2558 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2559 end;
2561 procedure TPlayer.Fire();
2562 var
2563 f, DidFire: Boolean;
2564 wx, wy, xd, yd: Integer;
2565 obj: TObj;
2566 begin
2567 if g_Game_IsClient then Exit;
2568 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2569 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2571 if FSpectator then
2572 begin
2573 Respawn(False);
2574 Exit;
2575 end;
2577 if FReloading[FCurrWeap] <> 0 then Exit;
2579 DidFire := False;
2581 f := False;
2582 wx := FObj.X+WEAPONPOINT[FDirection].X;
2583 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2584 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
2585 yd := wy+firediry();
2587 case FCurrWeap of
2588 WEAPON_KASTET:
2589 begin
2590 if R_BERSERK in FRulez then
2591 begin
2592 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2593 obj.X := FObj.X+FObj.Rect.X;
2594 obj.Y := FObj.Y+FObj.Rect.Y;
2595 obj.rect.X := 0;
2596 obj.rect.Y := 0;
2597 obj.rect.Width := 39;
2598 obj.rect.Height := 52;
2599 obj.Vel.X := (xd-wx) div 2;
2600 obj.Vel.Y := (yd-wy) div 2;
2601 obj.Accel.X := xd-wx;
2602 obj.Accel.y := yd-wy;
2604 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
2605 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2606 else
2607 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2609 if gFlash = 1 then
2610 if FPain < 50 then
2611 FPain := min(FPain + 25, 50);
2612 end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2614 DidFire := True;
2615 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2616 end;
2618 WEAPON_SAW:
2619 begin
2620 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2621 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2622 begin
2623 FSawSoundSelect.Stop();
2624 FSawSound.Stop();
2625 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2626 end
2627 else if not FSawSoundHit.IsPlaying() then
2628 begin
2629 FSawSoundSelect.Stop();
2630 FSawSound.PlayAt(FObj.X, FObj.Y);
2631 end;
2633 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2634 DidFire := True;
2635 f := True;
2636 end;
2638 WEAPON_PISTOL:
2639 if FAmmo[A_BULLETS] > 0 then
2640 begin
2641 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2642 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2643 Dec(FAmmo[A_BULLETS]);
2644 FFireAngle := FAngle;
2645 f := True;
2646 DidFire := True;
2647 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2648 GameVelX, GameVelY-2, SHELL_BULLET);
2649 end;
2651 WEAPON_SHOTGUN1:
2652 if FAmmo[A_SHELLS] > 0 then
2653 begin
2654 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2655 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2656 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2657 Dec(FAmmo[A_SHELLS]);
2658 FFireAngle := FAngle;
2659 f := True;
2660 DidFire := True;
2661 FShellTimer := 10;
2662 FShellType := SHELL_SHELL;
2663 end;
2665 WEAPON_SHOTGUN2:
2666 if FAmmo[A_SHELLS] >= 2 then
2667 begin
2668 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2669 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2670 Dec(FAmmo[A_SHELLS], 2);
2671 FFireAngle := FAngle;
2672 f := True;
2673 DidFire := True;
2674 FShellTimer := 13;
2675 FShellType := SHELL_DBLSHELL;
2676 end;
2678 WEAPON_CHAINGUN:
2679 if FAmmo[A_BULLETS] > 0 then
2680 begin
2681 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2682 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2683 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2684 Dec(FAmmo[A_BULLETS]);
2685 FFireAngle := FAngle;
2686 f := True;
2687 DidFire := True;
2688 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2689 GameVelX, GameVelY-2, SHELL_BULLET);
2690 end;
2692 WEAPON_ROCKETLAUNCHER:
2693 if FAmmo[A_ROCKETS] > 0 then
2694 begin
2695 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2696 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2697 Dec(FAmmo[A_ROCKETS]);
2698 FFireAngle := FAngle;
2699 f := True;
2700 DidFire := True;
2701 end;
2703 WEAPON_PLASMA:
2704 if FAmmo[A_CELLS] > 0 then
2705 begin
2706 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2707 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2708 Dec(FAmmo[A_CELLS]);
2709 FFireAngle := FAngle;
2710 f := True;
2711 DidFire := True;
2712 end;
2714 WEAPON_BFG:
2715 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2716 begin
2717 FBFGFireCounter := 17;
2718 if not FNoReload then
2719 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2720 Dec(FAmmo[A_CELLS], 40);
2721 DidFire := True;
2722 end;
2724 WEAPON_SUPERPULEMET:
2725 if FAmmo[A_SHELLS] > 0 then
2726 begin
2727 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2728 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2729 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2730 Dec(FAmmo[A_SHELLS]);
2731 FFireAngle := FAngle;
2732 f := True;
2733 DidFire := True;
2734 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2735 GameVelX, GameVelY-2, SHELL_SHELL);
2736 end;
2737 end;
2739 if g_Game_IsNet then
2740 begin
2741 if DidFire then
2742 begin
2743 if FCurrWeap <> WEAPON_BFG then
2744 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
2745 else
2746 if not FNoReload then
2747 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
2748 end;
2750 MH_SEND_PlayerStats(FUID);
2751 end;
2753 if not f then Exit;
2755 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
2756 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
2757 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
2758 end;
2760 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
2761 begin
2762 case Weapon of
2763 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
2764 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
2765 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
2766 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
2767 else Result := 0;
2768 end;
2769 end;
2771 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
2772 begin
2773 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
2774 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
2775 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
2776 end;
2778 procedure TPlayer.JetpackOn;
2779 begin
2780 FJetSoundFly.Stop;
2781 FJetSoundOff.Stop;
2782 FJetSoundOn.SetPosition(0);
2783 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
2784 FlySmoke(8);
2785 end;
2787 procedure TPlayer.JetpackOff;
2788 begin
2789 FJetSoundFly.Stop;
2790 FJetSoundOn.Stop;
2791 FJetSoundOff.SetPosition(0);
2792 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
2793 end;
2795 procedure TPlayer.Jump();
2796 begin
2797 if gFly or FJetpack then
2798 begin
2799 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
2800 if FObj.Vel.Y > -VEL_FLY then
2801 FObj.Vel.Y := FObj.Vel.Y - 3;
2802 if FJetpack then
2803 begin
2804 if FJetFuel > 0 then
2805 Dec(FJetFuel);
2806 if (FJetFuel < 1) and g_Game_IsServer then
2807 begin
2808 FJetpack := False;
2809 JetpackOff;
2810 if g_Game_IsNet then
2811 MH_SEND_PlayerStats(FUID);
2812 end;
2813 end;
2814 Exit;
2815 end;
2817 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
2818 if FGhost then
2819 FCanJetpack := False;
2821 // Ïðûãàåì èëè âñïëûâàåì:
2822 if (CollideLevel(0, 1) or
2823 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
2824 PLAYER_RECT.Height-33, PANEL_STEP, False)
2825 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
2826 begin
2827 FObj.Vel.Y := -VEL_JUMP;
2828 FCanJetpack := False;
2829 end
2830 else
2831 begin
2832 if BodyInLiquid(0, 0) then
2833 FObj.Vel.Y := -VEL_SW
2834 else if (FJetFuel > 0) and FCanJetpack and
2835 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
2836 begin
2837 FJetpack := True;
2838 JetpackOn;
2839 if g_Game_IsNet then
2840 MH_SEND_PlayerStats(FUID);
2841 end;
2842 end;
2843 end;
2845 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
2846 var
2847 a, i, k, ab, ar: Byte;
2848 s: String;
2849 mon: TMonster;
2850 plr: TPlayer;
2851 srv, netsrv: Boolean;
2852 DoFrags: Boolean;
2853 OldLR: Byte;
2854 KP: TPlayer;
2856 procedure PushItem(t: Byte);
2857 var
2858 id: DWORD;
2859 begin
2860 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
2861 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
2862 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-7+Random(15),
2863 (FObj.Vel.Y div 2)-Random(9))
2864 else
2865 if KillType = K_HARDKILL then // -5..+5; -5..0
2866 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-5+Random(11),
2867 (FObj.Vel.Y div 2)-Random(6))
2868 else // -3..+3; -3..0
2869 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-3+Random(7),
2870 (FObj.Vel.Y div 2)-Random(4));
2872 if g_Game_IsNet and g_Game_IsServer then
2873 MH_SEND_ItemSpawn(True, id);
2874 end;
2876 begin
2877 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
2878 Srv := g_Game_IsServer;
2879 Netsrv := g_Game_IsServer and g_Game_IsNet;
2880 if Srv then FDeath := FDeath + 1;
2881 if FLive then
2882 begin
2883 if FGhost then
2884 FGhost := False;
2885 if not FPhysics then
2886 FPhysics := True;
2887 FLive := False;
2888 end;
2889 FShellTimer := -1;
2891 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
2892 begin
2893 if FLives > 0 then FLives := FLives - 1;
2894 if FLives = 0 then FNoRespawn := True;
2895 end;
2897 // Íîìåð òèïà ñìåðòè:
2898 a := 1;
2899 case KillType of
2900 K_SIMPLEKILL: a := 1;
2901 K_HARDKILL: a := 2;
2902 K_EXTRAHARDKILL: a := 3;
2903 K_FALLKILL: a := 4;
2904 end;
2906 // Çâóê ñìåðòè:
2907 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
2908 for i := 1 to 3 do
2909 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
2910 Break;
2912 // Âðåìÿ ðåñïàóíà:
2913 if Srv then
2914 case KillType of
2915 K_SIMPLEKILL:
2916 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
2917 K_HARDKILL:
2918 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
2919 K_EXTRAHARDKILL, K_FALLKILL:
2920 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
2921 end;
2923 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
2924 case KillType of
2925 K_SIMPLEKILL:
2926 SetAction(A_DIE1);
2927 K_HARDKILL, K_EXTRAHARDKILL:
2928 SetAction(A_DIE2);
2929 end;
2931 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
2932 if (KillType <> K_FALLKILL) and (Srv) then
2933 g_Monsters_killedp();
2935 if SpawnerUID = FUID then
2936 begin // Ñàìîóáèëñÿ
2937 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
2938 begin
2939 Dec(FFrags);
2940 FLastFrag := 0;
2941 end;
2942 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
2943 end
2944 else
2945 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
2946 begin // Óáèò äðóãèì èãðîêîì
2947 KP := g_Player_Get(SpawnerUID);
2948 if (KP <> nil) and Srv then
2949 begin
2950 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
2951 if SameTeam(FUID, SpawnerUID) then
2952 begin
2953 Dec(KP.FFrags);
2954 KP.FLastFrag := 0;
2955 end else
2956 begin
2957 Inc(KP.FFrags);
2958 KP.FragCombo();
2959 end;
2961 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
2962 Inc(gTeamStat[KP.Team].Goals,
2963 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
2965 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
2966 end;
2968 plr := g_Player_Get(SpawnerUID);
2969 if plr = nil then
2970 s := '?'
2971 else
2972 s := plr.FName;
2974 case KillType of
2975 K_HARDKILL:
2976 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
2977 [FName, s]),
2978 gShowKillMsg);
2979 K_EXTRAHARDKILL:
2980 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
2981 [FName, s]),
2982 gShowKillMsg);
2983 else
2984 g_Console_Add(Format(_lc[I_PLAYER_KILL],
2985 [FName, s]),
2986 gShowKillMsg);
2987 end;
2988 end
2989 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
2990 begin // Óáèò ìîíñòðîì
2991 mon := g_Monsters_Get(SpawnerUID);
2992 if mon = nil then
2993 s := '?'
2994 else
2995 s := g_Monsters_GetKilledBy(mon.MonsterType);
2997 case KillType of
2998 K_HARDKILL:
2999 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3000 [FName, s]),
3001 gShowKillMsg);
3002 K_EXTRAHARDKILL:
3003 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3004 [FName, s]),
3005 gShowKillMsg);
3006 else
3007 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3008 [FName, s]),
3009 gShowKillMsg);
3010 end;
3011 end
3012 else // Îñîáûå òèïû ñìåðòè
3013 case t of
3014 HIT_DISCON: ;
3015 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3016 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3017 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3018 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3019 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3020 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3021 end;
3023 if Srv then
3024 begin
3025 // Âûáðîñ îðóæèÿ:
3026 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
3027 if FWeapon[a] then
3028 begin
3029 case a of
3030 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3031 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3032 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3033 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3034 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3035 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3036 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3037 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3038 else i := 0;
3039 end;
3041 if i <> 0 then
3042 PushItem(i);
3043 end;
3045 // Âûáðîñ ðþêçàêà:
3046 if R_ITEM_BACKPACK in FRulez then
3047 PushItem(ITEM_AMMO_BACKPACK);
3049 // Âûáðîñ ðàêåòíîãî ðàíöà:
3050 if FJetFuel > 0 then
3051 PushItem(ITEM_JETPACK);
3053 // Âûáðîñ êëþ÷åé:
3054 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3055 begin
3056 if R_KEY_RED in FRulez then
3057 PushItem(ITEM_KEY_RED);
3059 if R_KEY_GREEN in FRulez then
3060 PushItem(ITEM_KEY_GREEN);
3062 if R_KEY_BLUE in FRulez then
3063 PushItem(ITEM_KEY_BLUE);
3064 end;
3066 // Âûáðîñ ôëàãà:
3067 DropFlag();
3068 end;
3070 g_Player_CreateCorpse(Self);
3072 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3073 (gLMSRespawn = LMS_RESPAWN_NONE) then
3074 begin
3075 a := 0;
3076 k := 0;
3077 ar := 0;
3078 ab := 0;
3079 for i := Low(gPlayers) to High(gPlayers) do
3080 begin
3081 if gPlayers[i] = nil then continue;
3082 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3083 begin
3084 Inc(a);
3085 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3086 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3087 k := i;
3088 end;
3089 end;
3091 OldLR := gLMSRespawn;
3092 if (gGameSettings.GameMode = GM_COOP) then
3093 begin
3094 if (a = 0) then
3095 begin
3096 // everyone is dead, restart the map
3097 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3098 if Netsrv then
3099 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3100 gLMSRespawn := LMS_RESPAWN_FINAL;
3101 gLMSRespawnTime := gTime + 5000;
3102 end
3103 else if (a = 1) then
3104 begin
3105 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3106 if (gPlayers[k] = gPlayer1) or
3107 (gPlayers[k] = gPlayer2) then
3108 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3109 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3110 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3111 end;
3112 end
3113 else if (gGameSettings.GameMode = GM_TDM) then
3114 begin
3115 if (ab = 0) and (ar <> 0) then
3116 begin
3117 // blu team ded
3118 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3119 if Netsrv then
3120 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3121 Inc(gTeamStat[TEAM_RED].Goals);
3122 gLMSRespawn := LMS_RESPAWN_FINAL;
3123 gLMSRespawnTime := gTime + 5000;
3124 end
3125 else if (ar = 0) and (ab <> 0) then
3126 begin
3127 // red team ded
3128 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3129 if Netsrv then
3130 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3131 Inc(gTeamStat[TEAM_BLUE].Goals);
3132 gLMSRespawn := LMS_RESPAWN_FINAL;
3133 gLMSRespawnTime := gTime + 5000;
3134 end
3135 else if (ar = 0) and (ab = 0) then
3136 begin
3137 // everyone ded
3138 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3139 if Netsrv then
3140 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3141 gLMSRespawn := LMS_RESPAWN_FINAL;
3142 gLMSRespawnTime := gTime + 5000;
3143 end;
3144 end
3145 else if (gGameSettings.GameMode = GM_DM) then
3146 begin
3147 if (a = 1) then
3148 begin
3149 if gPlayers[k] <> nil then
3150 with gPlayers[k] do
3151 begin
3152 // survivor is the winner
3153 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3154 if Netsrv then
3155 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3156 Inc(FFrags);
3157 end;
3158 gLMSRespawn := LMS_RESPAWN_FINAL;
3159 gLMSRespawnTime := gTime + 5000;
3160 end
3161 else if (a = 0) then
3162 begin
3163 // everyone is dead, restart the map
3164 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3165 if Netsrv then
3166 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3167 gLMSRespawn := LMS_RESPAWN_FINAL;
3168 gLMSRespawnTime := gTime + 5000;
3169 end;
3170 end;
3171 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3172 begin
3173 if NetMode = NET_SERVER then
3174 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3175 else
3176 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3177 end;
3178 end;
3180 if Netsrv then
3181 begin
3182 MH_SEND_PlayerStats(FUID);
3183 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3184 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3185 end;
3187 if srv and FNoRespawn then Spectate(True);
3188 FWantsInGame := True;
3189 end;
3191 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3192 begin
3193 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3194 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3195 end;
3197 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3198 begin
3199 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3200 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3201 end;
3203 procedure TPlayer.MakeBloodSimple(Count: Word);
3204 begin
3205 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3206 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3207 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3208 150, 0, 0);
3209 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3210 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3211 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3212 150, 0, 0);
3213 end;
3215 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3216 begin
3217 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3218 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3219 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3220 150, 0, 0);
3221 end;
3223 procedure TPlayer.NextWeapon();
3224 var
3225 i: Byte;
3226 ok: Boolean;
3227 begin
3228 if g_Game_IsClient then Exit;
3229 if FBFGFireCounter <> -1 then Exit;
3231 if FTime[T_SWITCH] > gTime then Exit;
3233 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
3234 if FReloading[i] > 0 then Exit;
3236 ok := False;
3238 for i := FCurrWeap+1 to WEAPON_SUPERPULEMET do
3239 if FWeapon[i] then
3240 begin
3241 FCurrWeap := i;
3242 ok := True;
3243 Break;
3244 end;
3246 if not ok then
3247 for i := WEAPON_KASTET to FCurrWeap-1 do
3248 if FWeapon[i] then
3249 begin
3250 FCurrWeap := i;
3251 Break;
3252 end;
3254 FTime[T_SWITCH] := gTime+156;
3256 if FCurrWeap = WEAPON_SAW then
3257 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3259 FModel.SetWeapon(FCurrWeap);
3261 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3262 end;
3264 procedure TPlayer.PrevWeapon();
3265 var
3266 i: Byte;
3267 ok: Boolean;
3268 begin
3269 if g_Game_IsClient then Exit;
3270 if FBFGFireCounter <> -1 then Exit;
3272 if FTime[T_SWITCH] > gTime then Exit;
3274 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
3275 if FReloading[i] > 0 then Exit;
3277 ok := False;
3279 if FCurrWeap > 0 then
3280 for i := FCurrWeap-1 downto WEAPON_KASTET do
3281 if FWeapon[i] then
3282 begin
3283 FCurrWeap := i;
3284 ok := True;
3285 Break;
3286 end;
3288 if not ok then
3289 for i := WEAPON_SUPERPULEMET downto FCurrWeap+1 do
3290 if FWeapon[i] then
3291 begin
3292 FCurrWeap := i;
3293 Break;
3294 end;
3296 FTime[T_SWITCH] := gTime+156;
3298 if FCurrWeap = WEAPON_SAW then
3299 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3301 FModel.SetWeapon(FCurrWeap);
3303 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3304 end;
3306 procedure TPlayer.SetWeapon(W: Byte);
3307 begin
3308 if FCurrWeap <> W then
3309 if W = WEAPON_SAW then
3310 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3312 FCurrWeap := W;
3313 FModel.SetWeapon(CurrWeap);
3314 end;
3316 function TPlayer.PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean;
3317 var
3318 a: Boolean;
3319 begin
3320 Result := False;
3321 if g_Game_IsClient then Exit;
3323 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3324 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and respawn;
3325 remove := not a;
3327 case ItemType of
3328 ITEM_MEDKIT_SMALL:
3329 if FHealth < PLAYER_HP_SOFT then
3330 begin
3331 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3332 Result := True;
3333 remove := True;
3334 if gFlash = 2 then Inc(FPickup, 5);
3335 end;
3337 ITEM_MEDKIT_LARGE:
3338 if FHealth < PLAYER_HP_SOFT then
3339 begin
3340 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3341 Result := True;
3342 remove := True;
3343 if gFlash = 2 then Inc(FPickup, 5);
3344 end;
3346 ITEM_ARMOR_GREEN:
3347 if FArmor < PLAYER_AP_SOFT then
3348 begin
3349 FArmor := PLAYER_AP_SOFT;
3350 Result := True;
3351 remove := True;
3352 if gFlash = 2 then Inc(FPickup, 5);
3353 end;
3355 ITEM_ARMOR_BLUE:
3356 if FArmor < PLAYER_AP_LIMIT then
3357 begin
3358 FArmor := PLAYER_AP_LIMIT;
3359 Result := True;
3360 remove := True;
3361 if gFlash = 2 then Inc(FPickup, 5);
3362 end;
3364 ITEM_SPHERE_BLUE:
3365 if FHealth < PLAYER_HP_LIMIT then
3366 begin
3367 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3368 Result := True;
3369 remove := True;
3370 if gFlash = 2 then Inc(FPickup, 5);
3371 end;
3373 ITEM_SPHERE_WHITE:
3374 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3375 begin
3376 if FHealth < PLAYER_HP_LIMIT then
3377 FHealth := PLAYER_HP_LIMIT;
3378 if FArmor < PLAYER_AP_LIMIT then
3379 FArmor := PLAYER_AP_LIMIT;
3380 Result := True;
3381 remove := True;
3382 if gFlash = 2 then Inc(FPickup, 5);
3383 end;
3385 ITEM_WEAPON_SAW:
3386 if (not FWeapon[WEAPON_SAW]) or ((not respawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3387 begin
3388 FWeapon[WEAPON_SAW] := True;
3389 Result := True;
3390 if gFlash = 2 then Inc(FPickup, 5);
3391 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3392 end;
3394 ITEM_WEAPON_SHOTGUN1:
3395 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3396 begin
3397 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3398 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3400 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3401 FWeapon[WEAPON_SHOTGUN1] := True;
3402 Result := True;
3403 if gFlash = 2 then Inc(FPickup, 5);
3404 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3405 end;
3407 ITEM_WEAPON_SHOTGUN2:
3408 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3409 begin
3410 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3412 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3413 FWeapon[WEAPON_SHOTGUN2] := True;
3414 Result := True;
3415 if gFlash = 2 then Inc(FPickup, 5);
3416 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3417 end;
3419 ITEM_WEAPON_CHAINGUN:
3420 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3421 begin
3422 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3424 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3425 FWeapon[WEAPON_CHAINGUN] := True;
3426 Result := True;
3427 if gFlash = 2 then Inc(FPickup, 5);
3428 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3429 end;
3431 ITEM_WEAPON_ROCKETLAUNCHER:
3432 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3433 begin
3434 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3436 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3437 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3438 Result := True;
3439 if gFlash = 2 then Inc(FPickup, 5);
3440 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3441 end;
3443 ITEM_WEAPON_PLASMA:
3444 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3445 begin
3446 if a and FWeapon[WEAPON_PLASMA] then Exit;
3448 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3449 FWeapon[WEAPON_PLASMA] := True;
3450 Result := True;
3451 if gFlash = 2 then Inc(FPickup, 5);
3452 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3453 end;
3455 ITEM_WEAPON_BFG:
3456 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3457 begin
3458 if a and FWeapon[WEAPON_BFG] then Exit;
3460 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3461 FWeapon[WEAPON_BFG] := True;
3462 Result := True;
3463 if gFlash = 2 then Inc(FPickup, 5);
3464 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3465 end;
3467 ITEM_WEAPON_SUPERPULEMET:
3468 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3469 begin
3470 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3472 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3473 FWeapon[WEAPON_SUPERPULEMET] := True;
3474 Result := True;
3475 if gFlash = 2 then Inc(FPickup, 5);
3476 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3477 end;
3479 ITEM_AMMO_BULLETS:
3480 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3481 begin
3482 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3483 Result := True;
3484 remove := True;
3485 if gFlash = 2 then Inc(FPickup, 5);
3486 end;
3488 ITEM_AMMO_BULLETS_BOX:
3489 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3490 begin
3491 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3492 Result := True;
3493 remove := True;
3494 if gFlash = 2 then Inc(FPickup, 5);
3495 end;
3497 ITEM_AMMO_SHELLS:
3498 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3499 begin
3500 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3501 Result := True;
3502 remove := True;
3503 if gFlash = 2 then Inc(FPickup, 5);
3504 end;
3506 ITEM_AMMO_SHELLS_BOX:
3507 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3508 begin
3509 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3510 Result := True;
3511 remove := True;
3512 if gFlash = 2 then Inc(FPickup, 5);
3513 end;
3515 ITEM_AMMO_ROCKET:
3516 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3517 begin
3518 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3519 Result := True;
3520 remove := True;
3521 if gFlash = 2 then Inc(FPickup, 5);
3522 end;
3524 ITEM_AMMO_ROCKET_BOX:
3525 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3526 begin
3527 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3528 Result := True;
3529 remove := True;
3530 if gFlash = 2 then Inc(FPickup, 5);
3531 end;
3533 ITEM_AMMO_CELL:
3534 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3535 begin
3536 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3537 Result := True;
3538 remove := True;
3539 if gFlash = 2 then Inc(FPickup, 5);
3540 end;
3542 ITEM_AMMO_CELL_BIG:
3543 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3544 begin
3545 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3546 Result := True;
3547 remove := True;
3548 if gFlash = 2 then Inc(FPickup, 5);
3549 end;
3551 ITEM_AMMO_BACKPACK:
3552 if not(R_ITEM_BACKPACK in FRulez) or
3553 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3554 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3555 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3556 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) then
3557 begin
3558 FMaxAmmo[A_BULLETS] := 400;
3559 FMaxAmmo[A_SHELLS] := 100;
3560 FMaxAmmo[A_ROCKETS] := 100;
3561 FMaxAmmo[A_CELLS] := 600;
3563 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3564 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3565 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3566 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3567 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3568 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3569 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3570 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3572 FRulez := FRulez + [R_ITEM_BACKPACK];
3573 Result := True;
3574 remove := True;
3575 if gFlash = 2 then Inc(FPickup, 5);
3576 end;
3578 ITEM_KEY_RED:
3579 if not(R_KEY_RED in FRulez) then
3580 begin
3581 Include(FRulez, R_KEY_RED);
3582 Result := True;
3583 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3584 if gFlash = 2 then Inc(FPickup, 5);
3585 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3586 end;
3588 ITEM_KEY_GREEN:
3589 if not(R_KEY_GREEN in FRulez) then
3590 begin
3591 Include(FRulez, R_KEY_GREEN);
3592 Result := True;
3593 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3594 if gFlash = 2 then Inc(FPickup, 5);
3595 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3596 end;
3598 ITEM_KEY_BLUE:
3599 if not(R_KEY_BLUE in FRulez) then
3600 begin
3601 Include(FRulez, R_KEY_BLUE);
3602 Result := True;
3603 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3604 if gFlash = 2 then Inc(FPickup, 5);
3605 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3606 end;
3608 ITEM_SUIT:
3609 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
3610 begin
3611 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
3612 Result := True;
3613 remove := True;
3614 if gFlash = 2 then Inc(FPickup, 5);
3615 end;
3617 ITEM_OXYGEN:
3618 if FAir < AIR_MAX then
3619 begin
3620 FAir := AIR_MAX;
3621 Result := True;
3622 remove := True;
3623 if gFlash = 2 then Inc(FPickup, 5);
3624 end;
3626 ITEM_MEDKIT_BLACK:
3627 begin
3628 if not (R_BERSERK in FRulez) then
3629 begin
3630 Include(FRulez, R_BERSERK);
3631 if FBFGFireCounter = -1 then
3632 begin
3633 FCurrWeap := WEAPON_KASTET;
3634 FModel.SetWeapon(WEAPON_KASTET);
3635 end;
3636 if gFlash <> 0 then
3637 Inc(FPain, 100);
3638 if gFlash = 2 then Inc(FPickup, 5);
3639 FBerserk := gTime+30000;
3640 Result := True;
3641 remove := True;
3642 end;
3643 if FHealth < PLAYER_HP_SOFT then
3644 begin
3645 FHealth := PLAYER_HP_SOFT;
3646 FBerserk := gTime+30000;
3647 Result := True;
3648 remove := True;
3649 end;
3650 end;
3652 ITEM_INVUL:
3653 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
3654 begin
3655 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
3656 Result := True;
3657 remove := True;
3658 if gFlash = 2 then Inc(FPickup, 5);
3659 end;
3661 ITEM_BOTTLE:
3662 if FHealth < PLAYER_HP_LIMIT then
3663 begin
3664 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
3665 Result := True;
3666 remove := True;
3667 if gFlash = 2 then Inc(FPickup, 5);
3668 end;
3670 ITEM_HELMET:
3671 if FArmor < PLAYER_AP_LIMIT then
3672 begin
3673 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
3674 Result := True;
3675 remove := True;
3676 if gFlash = 2 then Inc(FPickup, 5);
3677 end;
3679 ITEM_JETPACK:
3680 if FJetFuel < JET_MAX then
3681 begin
3682 FJetFuel := JET_MAX;
3683 Result := True;
3684 remove := True;
3685 if gFlash = 2 then Inc(FPickup, 5);
3686 end;
3688 ITEM_INVIS:
3689 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
3690 begin
3691 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
3692 Result := True;
3693 remove := True;
3694 if gFlash = 2 then Inc(FPickup, 5);
3695 end;
3696 end;
3697 end;
3699 procedure TPlayer.Touch();
3700 begin
3701 if not FLive then
3702 Exit;
3703 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
3704 if FIamBot then
3705 begin
3706 // Áðîñèòü ôëàã òîâàðèùó:
3707 if gGameSettings.GameMode = GM_CTF then
3708 DropFlag();
3709 end;
3710 end;
3712 procedure TPlayer.Push(vx, vy: Integer);
3713 begin
3714 if (not FPhysics) and FGhost then
3715 Exit;
3716 FObj.Accel.X := FObj.Accel.X + vx;
3717 FObj.Accel.Y := FObj.Accel.Y + vy;
3718 if g_Game_IsNet and g_Game_IsServer then
3719 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
3720 end;
3722 procedure TPlayer.Reset(Force: Boolean);
3723 begin
3724 if Force then
3725 FLive := False;
3727 FSpawned := False;
3728 FTime[T_RESPAWN] := 0;
3729 FTime[T_FLAGCAP] := 0;
3730 FGodMode := False;
3731 FNoTarget := False;
3732 FNoReload := False;
3733 FFrags := 0;
3734 FLastFrag := 0;
3735 FComboEvnt := -1;
3736 FKills := 0;
3737 FMonsterKills := 0;
3738 FDeath := 0;
3739 FSecrets := 0;
3740 if FNoRespawn then
3741 begin
3742 FSpectator := False;
3743 FGhost := False;
3744 FPhysics := True;
3745 FSpectatePlayer := -1;
3746 FNoRespawn := False;
3747 end;
3748 FLives := gGameSettings.MaxLives;
3750 SetFlag(FLAG_NONE);
3751 end;
3753 procedure TPlayer.SoftReset();
3754 begin
3755 ReleaseKeys();
3757 FDamageBuffer := 0;
3758 FIncCam := 0;
3759 FBFGFireCounter := -1;
3760 FShellTimer := -1;
3761 FPain := 0;
3762 FLastHit := 0;
3763 FLastFrag := 0;
3764 FComboEvnt := -1;
3766 SetFlag(FLAG_NONE);
3767 SetAction(A_STAND, True);
3768 end;
3770 function TPlayer.GetRespawnPoint(): Byte;
3771 var
3772 c: Byte;
3773 begin
3774 Result := 255;
3775 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
3777 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
3778 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
3779 begin
3780 if (Self = gPlayer1) or (Self = gPlayer2) then
3781 begin
3782 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
3783 if Self = gPlayer1 then
3784 c := RESPAWNPOINT_PLAYER1
3785 else
3786 c := RESPAWNPOINT_PLAYER2;
3787 if g_Map_GetPointCount(c) > 0 then
3788 begin
3789 Result := c;
3790 Exit;
3791 end;
3793 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
3794 if Self = gPlayer1 then
3795 c := RESPAWNPOINT_PLAYER2
3796 else
3797 c := RESPAWNPOINT_PLAYER1;
3798 if g_Map_GetPointCount(c) > 0 then
3799 begin
3800 Result := c;
3801 Exit;
3802 end;
3803 end else
3804 begin
3805 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
3806 if Random(2) = 0 then
3807 c := RESPAWNPOINT_PLAYER1
3808 else
3809 c := RESPAWNPOINT_PLAYER2;
3810 if g_Map_GetPointCount(c) > 0 then
3811 begin
3812 Result := c;
3813 Exit;
3814 end;
3815 end;
3817 // Òî÷êà ëþáîé èç êîìàíä
3818 if Random(2) = 0 then
3819 c := RESPAWNPOINT_RED
3820 else
3821 c := RESPAWNPOINT_BLUE;
3822 if g_Map_GetPointCount(c) > 0 then
3823 begin
3824 Result := c;
3825 Exit;
3826 end;
3828 // Òî÷êà DM
3829 c := RESPAWNPOINT_DM;
3830 if g_Map_GetPointCount(c) > 0 then
3831 begin
3832 Result := c;
3833 Exit;
3834 end;
3835 end;
3837 // Ìÿñîïîâàë
3838 if gGameSettings.GameMode = GM_DM then
3839 begin
3840 // Òî÷êà DM
3841 c := RESPAWNPOINT_DM;
3842 if g_Map_GetPointCount(c) > 0 then
3843 begin
3844 Result := c;
3845 Exit;
3846 end;
3848 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
3849 if Random(2) = 0 then
3850 c := RESPAWNPOINT_PLAYER1
3851 else
3852 c := RESPAWNPOINT_PLAYER2;
3853 if g_Map_GetPointCount(c) > 0 then
3854 begin
3855 Result := c;
3856 Exit;
3857 end;
3859 // Òî÷êà ëþáîé èç êîìàíä
3860 if Random(2) = 0 then
3861 c := RESPAWNPOINT_RED
3862 else
3863 c := RESPAWNPOINT_BLUE;
3864 if g_Map_GetPointCount(c) > 0 then
3865 begin
3866 Result := c;
3867 Exit;
3868 end;
3869 end;
3871 // Êîìàíäíûå
3872 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
3873 begin
3874 // Òî÷êà ñâîåé êîìàíäû
3875 c := RESPAWNPOINT_DM;
3876 if FTeam = TEAM_RED then
3877 c := RESPAWNPOINT_RED;
3878 if FTeam = TEAM_BLUE then
3879 c := RESPAWNPOINT_BLUE;
3880 if g_Map_GetPointCount(c) > 0 then
3881 begin
3882 Result := c;
3883 Exit;
3884 end;
3886 // Òî÷êà DM
3887 c := RESPAWNPOINT_DM;
3888 if g_Map_GetPointCount(c) > 0 then
3889 begin
3890 Result := c;
3891 Exit;
3892 end;
3894 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
3895 if Random(2) = 0 then
3896 c := RESPAWNPOINT_PLAYER1
3897 else
3898 c := RESPAWNPOINT_PLAYER2;
3899 if g_Map_GetPointCount(c) > 0 then
3900 begin
3901 Result := c;
3902 Exit;
3903 end;
3905 // Òî÷êà äðóãîé êîìàíäû
3906 c := RESPAWNPOINT_DM;
3907 if FTeam = TEAM_RED then
3908 c := RESPAWNPOINT_BLUE;
3909 if FTeam = TEAM_BLUE then
3910 c := RESPAWNPOINT_RED;
3911 if g_Map_GetPointCount(c) > 0 then
3912 begin
3913 Result := c;
3914 Exit;
3915 end;
3916 end;
3917 end;
3919 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
3920 var
3921 RespawnPoint: TRespawnPoint;
3922 a, b, c: Byte;
3923 Anim: TAnimation;
3924 ID: DWORD;
3925 begin
3926 if not g_Game_IsServer then
3927 Exit;
3928 if FDummy then
3929 Exit;
3930 FWantsInGame := True;
3931 FJustTeleported := True;
3932 if Force then
3933 begin
3934 FTime[T_RESPAWN] := 0;
3935 FLive := False;
3936 end;
3937 FNetTime := 0;
3938 // if server changes MaxLives we gotta be ready
3939 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
3941 // Åùå íåëüçÿ âîçðîäèòüñÿ:
3942 if FTime[T_RESPAWN] > gTime then
3943 Exit;
3945 // Ïðîñðàë âñå æèçíè:
3946 if FNoRespawn then
3947 begin
3948 if not FSpectator then Spectate(True);
3949 FWantsInGame := True;
3950 Exit;
3951 end;
3953 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
3954 begin // "Ñâîÿ èãðà"
3955 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
3956 FRulez := FRulez-[R_BERSERK];
3957 end
3958 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
3959 begin
3960 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
3961 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
3962 end;
3964 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
3965 c := GetRespawnPoint();
3967 ReleaseKeys();
3968 SetFlag(FLAG_NONE);
3970 // Âîñêðåøåíèå áåç îðóæèÿ:
3971 if not FLive then
3972 begin
3973 FHealth := PLAYER_HP_SOFT;
3974 FArmor := 0;
3975 FLive := True;
3976 FAir := AIR_DEF;
3977 FJetFuel := 0;
3979 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
3980 begin
3981 FWeapon[a] := False;
3982 FReloading[a] := 0;
3983 end;
3985 FWeapon[WEAPON_PISTOL] := True;
3986 FWeapon[WEAPON_KASTET] := True;
3987 FCurrWeap := WEAPON_PISTOL;
3989 FModel.SetWeapon(FCurrWeap);
3991 for b := A_BULLETS to A_CELLS do
3992 FAmmo[b] := 0;
3994 FAmmo[A_BULLETS] := 50;
3996 FMaxAmmo[A_BULLETS] := 200;
3997 FMaxAmmo[A_SHELLS] := 50;
3998 FMaxAmmo[A_ROCKETS] := 50;
3999 FMaxAmmo[A_CELLS] := 300;
4001 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4002 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4003 else
4004 FRulez := [];
4005 end;
4007 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4008 if not g_Map_GetPoint(c, RespawnPoint) then
4009 begin
4010 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4011 Exit;
4012 end;
4014 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4015 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4016 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4017 FObj.Vel.X := 0;
4018 FObj.Vel.Y := 0;
4019 FObj.Accel.X := 0;
4020 FObj.Accel.Y := 0;
4022 FDirection := RespawnPoint.Direction;
4023 if FDirection = D_LEFT then
4024 FAngle := 180
4025 else
4026 FAngle := 0;
4028 FIncCam := 0;
4029 FBFGFireCounter := -1;
4030 FShellTimer := -1;
4031 FPain := 0;
4032 FLastHit := 0;
4034 SetAction(A_STAND, True);
4035 FModel.Direction := FDirection;
4037 for a := Low(FTime) to High(FTime) do
4038 FTime[a] := 0;
4040 for a := Low(FMegaRulez) to High(FMegaRulez) do
4041 FMegaRulez[a] := 0;
4043 FDamageBuffer := 0;
4044 FJetpack := False;
4045 FCanJetpack := False;
4047 // Àíèìàöèÿ âîçðîæäåíèÿ:
4048 if (not gLoadGameMode) and (not Silent) then
4049 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4050 begin
4051 Anim := TAnimation.Create(ID, False, 3);
4052 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4053 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4054 Anim.Free();
4055 end;
4057 FSpectator := False;
4058 FGhost := False;
4059 FPhysics := True;
4060 FSpectatePlayer := -1;
4061 FSpawned := True;
4063 if g_Game_IsNet then
4064 begin
4065 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4066 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4067 if not Silent then
4068 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4069 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4070 0, NET_GFX_TELE);
4071 end;
4072 end;
4074 procedure TPlayer.Spectate(NoMove: Boolean = False);
4075 begin
4076 if FLive then
4077 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4078 else if (not NoMove) then
4079 begin
4080 GameX := gMapInfo.Width div 2;
4081 GameY := gMapInfo.Height div 2;
4082 end;
4083 FXTo := GameX;
4084 FYTo := GameY;
4086 FLive := False;
4087 FSpectator := True;
4088 FGhost := True;
4089 FPhysics := False;
4090 FWantsInGame := False;
4091 FSpawned := False;
4093 if FNoRespawn then
4094 begin
4095 if Self = gPlayer1 then
4096 begin
4097 gLMSPID1 := FUID;
4098 gPlayer1 := nil;
4099 end;
4100 if Self = gPlayer2 then
4101 begin
4102 gLMSPID2 := FUID;
4103 gPlayer2 := nil;
4104 end;
4105 end;
4107 if g_Game_IsNet then
4108 MH_SEND_PlayerStats(FUID);
4109 end;
4111 procedure TPlayer.SwitchNoClip;
4112 begin
4113 if not FLive then
4114 Exit;
4115 FGhost := not FGhost;
4116 FPhysics := not FGhost;
4117 if FGhost then
4118 begin
4119 FXTo := FObj.X;
4120 FYTo := FObj.Y;
4121 end else
4122 begin
4123 FObj.Accel.X := 0;
4124 FObj.Accel.Y := 0;
4125 end;
4126 end;
4128 procedure TPlayer.Run(Direction: TDirection);
4129 var
4130 a, b: Integer;
4131 begin
4132 if MAX_RUNVEL > 8 then
4133 FlySmoke();
4135 // Áåæèì:
4136 if Direction = D_LEFT then
4137 begin
4138 if FObj.Vel.X > -MAX_RUNVEL then
4139 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4140 end
4141 else
4142 if FObj.Vel.X < MAX_RUNVEL then
4143 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4145 // Âîçìîæíî, ïèíàåì êóñêè:
4146 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4147 begin
4148 b := Abs(FObj.Vel.X);
4149 if b > 1 then b := b * (Random(8 div b) + 1);
4150 for a := 0 to High(gGibs) do
4151 if gGibs[a].Live and
4152 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4153 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4154 // Ïèíàåì êóñêè
4155 if FObj.Vel.X < 0 then
4156 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4157 else
4158 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4159 end;
4161 SetAction(A_WALK);
4162 end;
4164 procedure TPlayer.SeeDown();
4165 begin
4166 SetAction(A_SEEDOWN);
4168 if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4170 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4171 end;
4173 procedure TPlayer.SeeUp();
4174 begin
4175 SetAction(A_SEEUP);
4177 if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4179 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4180 end;
4182 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4183 var
4184 Prior: Byte;
4185 begin
4186 case Action of
4187 A_WALK: Prior := 3;
4188 A_DIE1: Prior := 5;
4189 A_DIE2: Prior := 5;
4190 A_ATTACK: Prior := 2;
4191 A_SEEUP: Prior := 1;
4192 A_SEEDOWN: Prior := 1;
4193 A_ATTACKUP: Prior := 2;
4194 A_ATTACKDOWN: Prior := 2;
4195 A_PAIN: Prior := 4;
4196 else Prior := 0;
4197 end;
4199 if (Prior > FActionPrior) or Force then
4200 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4201 begin
4202 FActionPrior := Prior;
4203 FActionAnim := Action;
4204 FActionForce := Force;
4205 FActionChanged := True;
4206 end;
4208 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4209 end;
4211 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4212 begin
4213 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4214 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4215 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4216 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4217 end;
4219 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4220 var
4221 Anim: TAnimation;
4222 ID: DWORD;
4223 begin
4224 Result := False;
4226 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4227 begin
4228 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4229 if g_Game_IsServer and g_Game_IsNet then
4230 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4231 Exit;
4232 end;
4234 FJustTeleported := True;
4236 Anim := nil;
4237 if not silent then
4238 begin
4239 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4240 begin
4241 Anim := TAnimation.Create(ID, False, 3);
4242 end;
4244 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4245 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4246 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4247 if g_Game_IsServer and g_Game_IsNet then
4248 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4249 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4250 NET_GFX_TELE);
4251 end;
4253 FObj.X := X-PLAYER_RECT.X;
4254 FObj.Y := Y-PLAYER_RECT.Y;
4255 if FLive and FGhost then
4256 begin
4257 FXTo := FObj.X;
4258 FYTo := FObj.Y;
4259 end;
4261 if not g_Game_IsNet then
4262 begin
4263 if dir = 1 then
4264 begin
4265 SetDirection(D_LEFT);
4266 FAngle := 180;
4267 end
4268 else
4269 if dir = 2 then
4270 begin
4271 SetDirection(D_RIGHT);
4272 FAngle := 0;
4273 end
4274 else
4275 if dir = 3 then
4276 begin // îáðàòíîå
4277 if FDirection = D_RIGHT then
4278 begin
4279 SetDirection(D_LEFT);
4280 FAngle := 180;
4281 end
4282 else
4283 begin
4284 SetDirection(D_RIGHT);
4285 FAngle := 0;
4286 end;
4287 end;
4288 end;
4290 if not silent and (Anim <> nil) then
4291 begin
4292 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4293 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4294 Anim.Free();
4296 if g_Game_IsServer and g_Game_IsNet then
4297 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4298 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4299 NET_GFX_TELE);
4300 end;
4302 Result := True;
4303 end;
4305 function nonz(a: Single): Single;
4306 begin
4307 if a <> 0 then
4308 Result := a
4309 else
4310 Result := 1;
4311 end;
4313 procedure TPlayer.Update();
4314 var
4315 b: Byte;
4316 i, ii, wx, wy, xd, yd, k: Integer;
4317 blockmon, headwater, dospawn: Boolean;
4318 NetServer: Boolean;
4319 AnyServer: Boolean;
4320 SetSpect: Boolean;
4321 begin
4322 NetServer := g_Game_IsNet and g_Game_IsServer;
4323 AnyServer := g_Game_IsServer;
4325 if g_Game_IsClient and (NetInterpLevel > 0) then
4326 DoLerp(NetInterpLevel + 1)
4327 else
4328 if FGhost then
4329 DoLerp(4);
4331 if NetServer then
4332 if FClientID >= 0 then
4333 begin
4334 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4335 if NetClients[FClientID].Peer^.packetsSent > 0 then
4336 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4337 else
4338 FLoss := 0;
4339 end else
4340 begin
4341 FPing := 0;
4342 FLoss := 0;
4343 end;
4345 if FLive and (gFly or FJetpack) then
4346 FlySmoke();
4348 if FDirection = D_LEFT then
4349 FAngle := 180
4350 else
4351 FAngle := 0;
4353 if FLive and (not FGhost) then
4354 begin
4355 if FKeys[KEY_UP].Pressed then
4356 SeeUp();
4357 if FKeys[KEY_DOWN].Pressed then
4358 SeeDown();
4359 end;
4361 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4362 (FIncCam <> 0) then
4363 begin
4364 i := g_basic.Sign(FIncCam);
4365 FIncCam := Abs(FIncCam);
4366 DecMin(FIncCam, 5, 0);
4367 FIncCam := FIncCam*i;
4368 end;
4370 if gTime mod (GAME_TICK*2) <> 0 then
4371 begin
4372 if (FObj.Vel.X = 0) and FLive then
4373 begin
4374 if FKeys[KEY_LEFT].Pressed then
4375 Run(D_LEFT);
4376 if FKeys[KEY_RIGHT].Pressed then
4377 Run(D_RIGHT);
4378 end;
4380 if FPhysics then
4381 g_Obj_Move(@FObj, True, True, True);
4383 Exit;
4384 end;
4386 FActionChanged := False;
4388 if FLive then
4389 begin
4390 // Let alive player do some actions
4391 if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
4392 if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
4393 if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4394 if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4395 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4396 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4397 if FKeys[KEY_JUMP].Pressed then Jump()
4398 else
4399 begin
4400 if AnyServer and FJetpack then
4401 begin
4402 FJetpack := False;
4403 JetpackOff;
4404 if NetServer then MH_SEND_PlayerStats(FUID);
4405 end;
4406 FCanJetpack := True;
4407 end;
4408 end
4409 else // Dead
4410 begin
4411 dospawn := False;
4412 if not FGhost then
4413 for k := Low(FKeys) to KEY_CHAT-1 do
4414 begin
4415 if FKeys[k].Pressed then
4416 begin
4417 dospawn := True;
4418 break;
4419 end;
4420 end;
4421 if dospawn then
4422 begin
4423 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4424 Respawn(False)
4425 else // Single
4426 if (FTime[T_RESPAWN] <= gTime) and
4427 gGameOn and (not FLive) then
4428 begin
4429 if (g_Player_GetCount() > 1) then
4430 Respawn(False)
4431 else
4432 begin
4433 gExit := EXIT_RESTART;
4434 Exit;
4435 end;
4436 end;
4437 end;
4438 // Dead spectator actions
4439 if FGhost then
4440 begin
4441 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4442 if FKeys[KEY_FIRE].Pressed and AnyServer then
4443 begin
4444 if FSpectator then
4445 begin
4446 if (FSpectatePlayer >= High(gPlayers)) then
4447 FSpectatePlayer := -1
4448 else
4449 begin
4450 SetSpect := False;
4451 for I := FSpectatePlayer + 1 to High(gPlayers) do
4452 if gPlayers[I] <> nil then
4453 if gPlayers[I].Live then
4454 if gPlayers[I].UID <> FUID then
4455 begin
4456 FSpectatePlayer := I;
4457 SetSpect := True;
4458 break;
4459 end;
4461 if not SetSpect then FSpectatePlayer := -1;
4462 end;
4464 ReleaseKeys;
4465 end;
4466 end;
4467 end;
4468 end;
4469 // No clipping
4470 if FGhost then
4471 begin
4472 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4473 begin
4474 FYTo := FObj.Y - 32;
4475 FSpectatePlayer := -1;
4476 end;
4477 if FKeys[KEY_DOWN].Pressed then
4478 begin
4479 FYTo := FObj.Y + 32;
4480 FSpectatePlayer := -1;
4481 end;
4482 if FKeys[KEY_LEFT].Pressed then
4483 begin
4484 FXTo := FObj.X - 32;
4485 FSpectatePlayer := -1;
4486 end;
4487 if FKeys[KEY_RIGHT].Pressed then
4488 begin
4489 FXTo := FObj.X + 32;
4490 FSpectatePlayer := -1;
4491 end;
4493 if (FXTo < -64) then
4494 FXTo := -64
4495 else if (FXTo > gMapInfo.Width + 32) then
4496 FXTo := gMapInfo.Width + 32;
4497 if (FYTo < -72) then
4498 FYTo := -72
4499 else if (FYTo > gMapInfo.Height + 32) then
4500 FYTo := gMapInfo.Height + 32;
4501 end;
4503 if FPhysics then
4504 g_Obj_Move(@FObj, True, True, True)
4505 else
4506 begin
4507 FObj.Vel.X := 0;
4508 FObj.Vel.Y := 0;
4509 if FSpectator then
4510 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4511 if gPlayers[FSpectatePlayer] <> nil then
4512 if gPlayers[FSpectatePlayer].Live then
4513 begin
4514 FXTo := gPlayers[FSpectatePlayer].GameX;
4515 FYTo := gPlayers[FSpectatePlayer].GameY;
4516 end;
4517 end;
4519 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4520 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4521 PANEL_BLOCKMON, True);
4522 headwater := HeadInLiquid(0, 0);
4524 // Ñîïðîòèâëåíèå âîçäóõà:
4525 if (not FLive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4526 if FObj.Vel.X <> 0 then
4527 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4529 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4530 DecMin(FPain, 5, 0);
4531 DecMin(FPickup, 1, 0);
4533 if FLive and (FObj.Y > gMapInfo.Height+128) and AnyServer then
4534 begin
4535 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4536 FMegaRulez[MR_SUIT] := 0;
4537 FMegaRulez[MR_INVUL] := 0;
4538 FMegaRulez[MR_INVIS] := 0;
4539 Kill(K_FALLKILL, 0, HIT_FALL);
4540 end;
4542 i := 9;
4544 if FLive then
4545 begin
4546 if FCurrWeap = WEAPON_SAW then
4547 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4548 FSawSoundSelect.IsPlaying()) then
4549 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4551 if FJetpack then
4552 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4553 (not FJetSoundOff.IsPlaying()) then
4554 begin
4555 FJetSoundFly.SetPosition(0);
4556 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4557 end;
4559 for b := WEAPON_KASTET to WEAPON_SUPERPULEMET do
4560 if FReloading[b] > 0 then
4561 if FNoReload then
4562 FReloading[b] := 0
4563 else
4564 Dec(FReloading[b]);
4566 if FShellTimer > -1 then
4567 if FShellTimer = 0 then
4568 begin
4569 if FShellType = SHELL_SHELL then
4570 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4571 GameVelX, GameVelY-2, SHELL_SHELL)
4572 else if FShellType = SHELL_DBLSHELL then
4573 begin
4574 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4575 GameVelX+1, GameVelY-2, SHELL_SHELL);
4576 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4577 GameVelX-1, GameVelY-2, SHELL_SHELL);
4578 end;
4579 FShellTimer := -1;
4580 end else Dec(FShellTimer);
4582 if (FBFGFireCounter > -1) then
4583 if FBFGFireCounter = 0 then
4584 begin
4585 if AnyServer then
4586 begin
4587 wx := FObj.X+WEAPONPOINT[FDirection].X;
4588 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
4589 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
4590 yd := wy+firediry();
4591 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
4592 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
4593 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4594 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4595 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4596 end;
4598 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
4599 FBFGFireCounter := -1;
4600 end else
4601 if FNoReload then
4602 FBFGFireCounter := 0
4603 else
4604 Dec(FBFGFireCounter);
4606 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
4607 begin
4608 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
4610 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
4611 end;
4613 if (headwater or blockmon) then
4614 begin
4615 Dec(FAir);
4617 if FAir < -9 then
4618 begin
4619 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
4620 FAir := 0;
4621 end
4622 else if (FAir mod 31 = 0) and not blockmon then
4623 begin
4624 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
4625 if Random(2) = 0 then
4626 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
4627 else
4628 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
4629 end;
4630 end else if FAir < AIR_DEF then
4631 FAir := AIR_DEF;
4633 if FDamageBuffer > 0 then
4634 begin
4635 if FDamageBuffer >= 9 then
4636 begin
4637 SetAction(A_PAIN);
4639 if FDamageBuffer < 30 then i := 9
4640 else if FDamageBuffer < 100 then i := 18
4641 else i := 27;
4642 end;
4644 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
4645 FArmor := FArmor-(FDamageBuffer-ii);
4646 FHealth := FHealth-ii;
4647 if FArmor < 0 then
4648 begin
4649 FHealth := FHealth+FArmor;
4650 FArmor := 0;
4651 end;
4653 if AnyServer then
4654 if FHealth <= 0 then
4655 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
4656 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
4657 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
4659 if FLive then
4660 begin
4661 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
4662 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
4663 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
4664 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
4665 end;
4667 FDamageBuffer := 0;
4668 end;
4670 {CollideItem();}
4671 end; // if FLive then ...
4673 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
4674 begin
4675 FModel.ChangeAnimation(FActionAnim, FActionForce);
4676 FModel.GetCurrentAnimation.MinLength := i;
4677 FModel.GetCurrentAnimationMask.MinLength := i;
4678 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
4680 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
4681 then SetAction(A_STAND, True);
4683 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
4685 for b := Low(FKeys) to High(FKeys) do
4686 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
4687 end;
4689 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
4690 begin
4691 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4692 FObj.Y+PLAYER_RECT.Y,
4693 PLAYER_RECT.Width,
4694 PLAYER_RECT.Height,
4695 X, Y,
4696 Width, Height);
4697 end;
4699 function TPlayer.Collide(Panel: TPanel): Boolean;
4700 begin
4701 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4702 FObj.Y+PLAYER_RECT.Y,
4703 PLAYER_RECT.Width,
4704 PLAYER_RECT.Height,
4705 Panel.X, Panel.Y,
4706 Panel.Width, Panel.Height);
4707 end;
4709 function TPlayer.Collide(X, Y: Integer): Boolean;
4710 begin
4711 X := X-FObj.X-PLAYER_RECT.X;
4712 Y := Y-FObj.Y-PLAYER_RECT.Y;
4713 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
4714 (y >= 0) and (y <= PLAYER_RECT.Height);
4715 end;
4717 function g_Player_ValidName(Name: string): Boolean;
4718 var
4719 a: Integer;
4720 begin
4721 Result := True;
4723 if gPlayers = nil then Exit;
4725 for a := 0 to High(gPlayers) do
4726 if gPlayers[a] <> nil then
4727 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
4728 begin
4729 Result := False;
4730 Exit;
4731 end;
4732 end;
4734 procedure TPlayer.SetDirection(Direction: TDirection);
4735 var
4736 d: TDirection;
4737 begin
4738 d := FModel.Direction;
4740 FModel.Direction := Direction;
4741 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
4743 FDirection := Direction;
4744 end;
4746 function TPlayer.GetKeys(): Byte;
4747 begin
4748 Result := 0;
4750 if R_KEY_RED in FRulez then Result := KEY_RED;
4751 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
4752 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
4754 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
4755 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
4756 end;
4758 procedure TPlayer.Use();
4759 var
4760 a: Integer;
4761 begin
4762 if FTime[T_USE] > gTime then Exit;
4764 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
4765 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
4767 for a := 0 to High(gPlayers) do
4768 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
4769 gPlayers[a].Live and SameTeam(FUID, gPlayers[a].FUID) and
4770 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
4771 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
4772 begin
4773 gPlayers[a].Touch();
4774 if g_Game_IsNet and g_Game_IsServer then
4775 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
4776 end;
4778 FTime[T_USE] := gTime+120;
4779 end;
4781 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
4782 var
4783 Obj: TObj;
4784 F: Boolean;
4785 WX, WY, XD, YD: Integer;
4786 begin
4787 F := False;
4788 WX := X;
4789 WY := Y;
4790 XD := AX;
4791 YD := AY;
4793 case FCurrWeap of
4794 WEAPON_KASTET:
4795 begin
4796 if R_BERSERK in FRulez then
4797 begin
4798 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
4799 obj.X := FObj.X+FObj.Rect.X;
4800 obj.Y := FObj.Y+FObj.Rect.Y;
4801 obj.rect.X := 0;
4802 obj.rect.Y := 0;
4803 obj.rect.Width := 39;
4804 obj.rect.Height := 52;
4805 obj.Vel.X := (xd-wx) div 2;
4806 obj.Vel.Y := (yd-wy) div 2;
4807 obj.Accel.X := xd-wx;
4808 obj.Accel.y := yd-wy;
4810 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
4811 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
4812 else
4813 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
4815 if gFlash = 1 then
4816 if FPain < 50 then
4817 FPain := min(FPain + 25, 50);
4818 end else
4819 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
4820 end;
4822 WEAPON_SAW:
4823 begin
4824 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
4825 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
4826 begin
4827 FSawSoundSelect.Stop();
4828 FSawSound.Stop();
4829 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
4830 end
4831 else if not FSawSoundHit.IsPlaying() then
4832 begin
4833 FSawSoundSelect.Stop();
4834 FSawSound.PlayAt(FObj.X, FObj.Y);
4835 end;
4836 f := True;
4837 end;
4839 WEAPON_PISTOL:
4840 begin
4841 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
4842 FFireAngle := FAngle;
4843 f := True;
4844 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4845 GameVelX, GameVelY-2, SHELL_BULLET);
4846 end;
4848 WEAPON_SHOTGUN1:
4849 begin
4850 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
4851 FFireAngle := FAngle;
4852 f := True;
4853 FShellTimer := 10;
4854 FShellType := SHELL_SHELL;
4855 end;
4857 WEAPON_SHOTGUN2:
4858 begin
4859 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
4860 FFireAngle := FAngle;
4861 f := True;
4862 FShellTimer := 13;
4863 FShellType := SHELL_DBLSHELL;
4864 end;
4866 WEAPON_CHAINGUN:
4867 begin
4868 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
4869 FFireAngle := FAngle;
4870 f := True;
4871 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4872 GameVelX, GameVelY-2, SHELL_BULLET);
4873 end;
4875 WEAPON_ROCKETLAUNCHER:
4876 begin
4877 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
4878 FFireAngle := FAngle;
4879 f := True;
4880 end;
4882 WEAPON_PLASMA:
4883 begin
4884 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
4885 FFireAngle := FAngle;
4886 f := True;
4887 end;
4889 WEAPON_BFG:
4890 begin
4891 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
4892 FFireAngle := FAngle;
4893 f := True;
4894 end;
4896 WEAPON_SUPERPULEMET:
4897 begin
4898 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
4899 FFireAngle := FAngle;
4900 f := True;
4901 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4902 GameVelX, GameVelY-2, SHELL_SHELL);
4903 end;
4904 end;
4906 if not f then Exit;
4908 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4909 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4910 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4911 end;
4913 procedure TPlayer.DoLerp(Level: Integer = 2);
4914 begin
4915 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
4916 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
4917 end;
4919 procedure TPlayer.SetLerp(XTo, YTo: Integer);
4920 var
4921 AX, AY: Integer;
4922 begin
4923 if NetInterpLevel < 1 then
4924 begin
4925 FObj.X := XTo;
4926 FObj.Y := YTo;
4927 end
4928 else
4929 begin
4930 FXTo := XTo;
4931 FYTo := YTo;
4933 AX := Abs(FXTo - FObj.X);
4934 AY := Abs(FYTo - FObj.Y);
4935 if (AX > 32) or (AX <= NetInterpLevel) then
4936 FObj.X := FXTo;
4937 if (AY > 32) or (AY <= NetInterpLevel) then
4938 FObj.Y := FYTo;
4939 end;
4940 end;
4942 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
4943 begin
4944 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
4945 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
4946 PANEL_LIFTUP, False) then Result := -1
4947 else
4948 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
4949 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
4950 PANEL_LIFTDOWN, False) then Result := 1
4951 else Result := 0;
4952 end;
4954 function TPlayer.GetFlag(Flag: Byte): Boolean;
4955 var
4956 s, ts: String;
4957 evtype: Byte;
4958 begin
4959 Result := False;
4961 if Flag = FLAG_NONE then
4962 Exit;
4964 if not g_Game_IsServer then Exit;
4966 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
4967 if (Flag = FTeam) and
4968 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
4969 (FFlag <> FLAG_NONE) then
4970 begin
4971 if FFlag = FLAG_RED then
4972 s := _lc[I_PLAYER_FLAG_RED]
4973 else
4974 s := _lc[I_PLAYER_FLAG_BLUE];
4976 evtype := FLAG_STATE_SCORED;
4978 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
4979 Insert('.', ts, Length(ts) + 1 - 3);
4980 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
4982 g_Map_ResetFlag(FFlag);
4983 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
4985 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
4987 Result := True;
4988 if g_Game_IsNet then
4989 begin
4990 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
4991 MH_SEND_GameStats;
4992 end;
4994 gFlags[FFlag].CaptureTime := 0;
4995 SetFlag(FLAG_NONE);
4996 Exit;
4997 end;
4999 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5000 if (Flag = FTeam) and
5001 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5002 begin
5003 if Flag = FLAG_RED then
5004 s := _lc[I_PLAYER_FLAG_RED]
5005 else
5006 s := _lc[I_PLAYER_FLAG_BLUE];
5008 evtype := FLAG_STATE_RETURNED;
5009 gFlags[Flag].CaptureTime := 0;
5011 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5013 g_Map_ResetFlag(Flag);
5014 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5016 Result := True;
5017 if g_Game_IsNet then
5018 begin
5019 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5020 MH_SEND_GameStats;
5021 end;
5022 Exit;
5023 end;
5025 // Ïîäîáðàë ÷óæîé ôëàã:
5026 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5027 begin
5028 SetFlag(Flag);
5030 if Flag = FLAG_RED then
5031 s := _lc[I_PLAYER_FLAG_RED]
5032 else
5033 s := _lc[I_PLAYER_FLAG_BLUE];
5035 evtype := FLAG_STATE_CAPTURED;
5037 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5039 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5041 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5043 Result := True;
5044 if g_Game_IsNet then
5045 begin
5046 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5047 MH_SEND_GameStats;
5048 end;
5049 end;
5050 end;
5052 procedure TPlayer.SetFlag(Flag: Byte);
5053 begin
5054 FFlag := Flag;
5055 if FModel <> nil then
5056 FModel.SetFlag(FFlag);
5057 end;
5059 function TPlayer.DropFlag(): Boolean;
5060 var
5061 s: String;
5062 begin
5063 Result := False;
5064 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5065 Exit;
5066 FTime[T_FLAGCAP] := gTime + 2000;
5067 with gFlags[FFlag] do
5068 begin
5069 Obj.X := FObj.X;
5070 Obj.Y := FObj.Y;
5071 Direction := FDirection;
5072 State := FLAG_STATE_DROPPED;
5073 Count := FLAG_TIME;
5074 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5075 (FObj.Vel.Y div 2)-2+Random(5));
5077 if FFlag = FLAG_RED then
5078 s := _lc[I_PLAYER_FLAG_RED]
5079 else
5080 s := _lc[I_PLAYER_FLAG_BLUE];
5082 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5083 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5085 if g_Game_IsNet then
5086 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5087 end;
5088 SetFlag(FLAG_NONE);
5089 Result := True;
5090 end;
5092 procedure TPlayer.GetSecret();
5093 begin
5094 Inc(FSecrets);
5095 end;
5097 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5098 begin
5099 Assert(Key <= High(FKeys));
5101 FKeys[Key].Pressed := True;
5102 FKeys[Key].Time := Time;
5103 end;
5105 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5106 begin
5107 Result := FKeys[K].Pressed;
5108 end;
5110 procedure TPlayer.ReleaseKeys();
5111 var
5112 a: Integer;
5113 begin
5114 for a := Low(FKeys) to High(FKeys) do
5115 begin
5116 FKeys[a].Pressed := False;
5117 FKeys[a].Time := 0;
5118 end;
5119 end;
5121 procedure TPlayer.OnDamage(Angle: SmallInt);
5122 begin
5123 end;
5125 function TPlayer.firediry(): Integer;
5126 begin
5127 if FKeys[KEY_UP].Pressed then Result := -42
5128 else if FKeys[KEY_DOWN].Pressed then Result := 19
5129 else Result := 0;
5130 end;
5132 procedure TPlayer.RememberState();
5133 var
5134 i: Integer;
5135 begin
5136 FSavedState.Health := FHealth;
5137 FSavedState.Armor := FArmor;
5138 FSavedState.Air := FAir;
5139 FSavedState.JetFuel := FJetFuel;
5140 FSavedState.CurrWeap := FCurrWeap;
5142 for i := 0 to 3 do
5143 FSavedState.Ammo[i] := FAmmo[i];
5144 for i := 0 to 3 do
5145 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5147 FSavedState.Rulez := FRulez;
5148 FSavedState.WaitRecall := True;
5149 end;
5151 procedure TPlayer.RecallState();
5152 var
5153 i: Integer;
5154 begin
5155 if not FSavedState.WaitRecall then Exit;
5157 FHealth := FSavedState.Health;
5158 FArmor := FSavedState.Armor;
5159 FAir := FSavedState.Air;
5160 FJetFuel := FSavedState.JetFuel;
5161 FCurrWeap := FSavedState.CurrWeap;
5163 for i := 0 to 3 do
5164 FAmmo[i] := FSavedState.Ammo[i];
5165 for i := 0 to 3 do
5166 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5168 FRulez := FSavedState.Rulez;
5169 FSavedState.WaitRecall := False;
5171 if gGameSettings.GameType = GT_SERVER then
5172 MH_SEND_PlayerStats(FUID);
5173 end;
5175 procedure TPlayer.SaveState(var Mem: TBinMemoryWriter);
5176 var
5177 i: Integer;
5178 sig: DWORD;
5179 str: String;
5180 b: Byte;
5181 begin
5182 if FIamBot then
5183 i := 512
5184 else
5185 i := 256;
5187 Mem := TBinMemoryWriter.Create(i);
5189 // Ñèãíàòóðà èãðîêà:
5190 sig := PLAYER_SIGNATURE; // 'PLYR'
5191 Mem.WriteDWORD(sig);
5192 // Áîò èëè ÷åëîâåê:
5193 Mem.WriteBoolean(FIamBot);
5194 // UID èãðîêà:
5195 Mem.WriteWord(FUID);
5196 // Èìÿ èãðîêà:
5197 Mem.WriteString(FName, 32);
5198 // Êîìàíäà:
5199 Mem.WriteByte(FTeam);
5200 // Æèâ ëè:
5201 Mem.WriteBoolean(FLive);
5202 // Èçðàñõîäîâàë ëè âñå æèçíè:
5203 Mem.WriteBoolean(FNoRespawn);
5204 // Íàïðàâëåíèå:
5205 if FDirection = D_LEFT then
5206 b := 1
5207 else // D_RIGHT
5208 b := 2;
5209 Mem.WriteByte(b);
5210 // Çäîðîâüå:
5211 Mem.WriteInt(FHealth);
5212 // Æèçíè:
5213 Mem.WriteByte(FLives);
5214 // Áðîíÿ:
5215 Mem.WriteInt(FArmor);
5216 // Çàïàñ âîçäóõà:
5217 Mem.WriteInt(FAir);
5218 // Çàïàñ ãîðþ÷åãî:
5219 Mem.WriteInt(FJetFuel);
5220 // Áîëü:
5221 Mem.WriteInt(FPain);
5222 // Óáèë:
5223 Mem.WriteInt(FKills);
5224 // Óáèë ìîíñòðîâ:
5225 Mem.WriteInt(FMonsterKills);
5226 // Ôðàãîâ:
5227 Mem.WriteInt(FFrags);
5228 // Ôðàãîâ ïîäðÿä:
5229 Mem.WriteByte(FFragCombo);
5230 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5231 Mem.WriteDWORD(FLastFrag);
5232 // Ñìåðòåé:
5233 Mem.WriteInt(FDeath);
5234 // Êàêîé ôëàã íåñåò:
5235 Mem.WriteByte(FFlag);
5236 // Íàøåë ñåêðåòîâ:
5237 Mem.WriteInt(FSecrets);
5238 // Òåêóùåå îðóæèå:
5239 Mem.WriteByte(FCurrWeap);
5240 // Âðåìÿ çàðÿäêè BFG:
5241 Mem.WriteSmallInt(FBFGFireCounter);
5242 // Áóôåð óðîíà:
5243 Mem.WriteInt(FDamageBuffer);
5244 // Ïîñëåäíèé óäàðèâøèé:
5245 Mem.WriteWord(FLastSpawnerUID);
5246 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5247 Mem.WriteByte(FLastHit);
5248 // Îáúåêò èãðîêà:
5249 Obj_SaveState(@FObj, Mem);
5250 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5251 for i := A_BULLETS to A_CELLS do
5252 Mem.WriteWord(FAmmo[i]);
5253 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5254 for i := A_BULLETS to A_CELLS do
5255 Mem.WriteWord(FMaxAmmo[i]);
5256 // Íàëè÷èå îðóæèÿ:
5257 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5258 Mem.WriteBoolean(FWeapon[i]);
5259 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5260 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5261 Mem.WriteWord(FReloading[i]);
5262 // Íàëè÷èå ðþêçàêà:
5263 if R_ITEM_BACKPACK in FRulez then
5264 b := 1
5265 else
5266 b := 0;
5267 Mem.WriteByte(b);
5268 // Íàëè÷èå êðàñíîãî êëþ÷à:
5269 if R_KEY_RED in FRulez then
5270 b := 1
5271 else
5272 b := 0;
5273 Mem.WriteByte(b);
5274 // Íàëè÷èå çåëåíîãî êëþ÷à:
5275 if R_KEY_GREEN in FRulez then
5276 b := 1
5277 else
5278 b := 0;
5279 Mem.WriteByte(b);
5280 // Íàëè÷èå ñèíåãî êëþ÷à:
5281 if R_KEY_BLUE in FRulez then
5282 b := 1
5283 else
5284 b := 0;
5285 Mem.WriteByte(b);
5286 // Íàëè÷èå áåðñåðêà:
5287 if R_BERSERK in FRulez then
5288 b := 1
5289 else
5290 b := 0;
5291 Mem.WriteByte(b);
5292 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5293 for i := MR_SUIT to MR_MAX do
5294 Mem.WriteDWORD(FMegaRulez[i]);
5295 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5296 for i := T_RESPAWN to T_FLAGCAP do
5297 Mem.WriteDWORD(FTime[i]);
5298 // Íàçâàíèå ìîäåëè:
5299 str := FModel.Name;
5300 Mem.WriteString(str);
5301 // Öâåò ìîäåëè:
5302 b := FColor.R;
5303 Mem.WriteByte(b);
5304 b := FColor.G;
5305 Mem.WriteByte(b);
5306 b := FColor.B;
5307 Mem.WriteByte(b);
5308 end;
5310 procedure TPlayer.LoadState(var Mem: TBinMemoryReader);
5311 var
5312 i: Integer;
5313 sig: DWORD;
5314 str: String;
5315 b: Byte;
5316 begin
5317 if Mem = nil then
5318 Exit;
5320 // Ñèãíàòóðà èãðîêà:
5321 Mem.ReadDWORD(sig);
5322 if sig <> PLAYER_SIGNATURE then // 'PLYR'
5323 begin
5324 raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature');
5325 end;
5326 // Áîò èëè ÷åëîâåê:
5327 Mem.ReadBoolean(FIamBot);
5328 // UID èãðîêà:
5329 Mem.ReadWord(FUID);
5330 // Èìÿ èãðîêà:
5331 Mem.ReadString(str);
5332 if (Self <> gPlayer1) and (Self <> gPlayer2) then
5333 FName := str;
5334 // Êîìàíäà:
5335 Mem.ReadByte(FTeam);
5336 // Æèâ ëè:
5337 Mem.ReadBoolean(FLive);
5338 // Èçðàñõîäîâàë ëè âñå æèçíè:
5339 Mem.ReadBoolean(FNoRespawn);
5340 // Íàïðàâëåíèå:
5341 Mem.ReadByte(b);
5342 if b = 1 then
5343 FDirection := D_LEFT
5344 else // b = 2
5345 FDirection := D_RIGHT;
5346 // Çäîðîâüå:
5347 Mem.ReadInt(FHealth);
5348 // Æèçíè:
5349 Mem.ReadByte(FLives);
5350 // Áðîíÿ:
5351 Mem.ReadInt(FArmor);
5352 // Çàïàñ âîçäóõà:
5353 Mem.ReadInt(FAir);
5354 // Çàïàñ ãîðþ÷åãî:
5355 Mem.ReadInt(FJetFuel);
5356 // Áîëü:
5357 Mem.ReadInt(FPain);
5358 // Óáèë:
5359 Mem.ReadInt(FKills);
5360 // Óáèë ìîíñòðîâ:
5361 Mem.ReadInt(FMonsterKills);
5362 // Ôðàãîâ:
5363 Mem.ReadInt(FFrags);
5364 // Ôðàãîâ ïîäðÿä:
5365 Mem.ReadByte(FFragCombo);
5366 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5367 Mem.ReadDWORD(FLastFrag);
5368 // Ñìåðòåé:
5369 Mem.ReadInt(FDeath);
5370 // Êàêîé ôëàã íåñåò:
5371 Mem.ReadByte(FFlag);
5372 // Íàøåë ñåêðåòîâ:
5373 Mem.ReadInt(FSecrets);
5374 // Òåêóùåå îðóæèå:
5375 Mem.ReadByte(FCurrWeap);
5376 // Âðåìÿ çàðÿäêè BFG:
5377 Mem.ReadSmallInt(FBFGFireCounter);
5378 // Áóôåð óðîíà:
5379 Mem.ReadInt(FDamageBuffer);
5380 // Ïîñëåäíèé óäàðèâøèé:
5381 Mem.ReadWord(FLastSpawnerUID);
5382 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5383 Mem.ReadByte(FLastHit);
5384 // Îáúåêò èãðîêà:
5385 Obj_LoadState(@FObj, Mem);
5386 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5387 for i := A_BULLETS to A_CELLS do
5388 Mem.ReadWord(FAmmo[i]);
5389 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5390 for i := A_BULLETS to A_CELLS do
5391 Mem.ReadWord(FMaxAmmo[i]);
5392 // Íàëè÷èå îðóæèÿ:
5393 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5394 Mem.ReadBoolean(FWeapon[i]);
5395 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5396 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5397 Mem.ReadWord(FReloading[i]);
5398 // Íàëè÷èå ðþêçàêà:
5399 Mem.ReadByte(b);
5400 if b = 1 then
5401 Include(FRulez, R_ITEM_BACKPACK);
5402 // Íàëè÷èå êðàñíîãî êëþ÷à:
5403 Mem.ReadByte(b);
5404 if b = 1 then
5405 Include(FRulez, R_KEY_RED);
5406 // Íàëè÷èå çåëåíîãî êëþ÷à:
5407 Mem.ReadByte(b);
5408 if b = 1 then
5409 Include(FRulez, R_KEY_GREEN);
5410 // Íàëè÷èå ñèíåãî êëþ÷à:
5411 Mem.ReadByte(b);
5412 if b = 1 then
5413 Include(FRulez, R_KEY_BLUE);
5414 // Íàëè÷èå áåðñåðêà:
5415 Mem.ReadByte(b);
5416 if b = 1 then
5417 Include(FRulez, R_BERSERK);
5418 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5419 for i := MR_SUIT to MR_MAX do
5420 Mem.ReadDWORD(FMegaRulez[i]);
5421 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5422 for i := T_RESPAWN to T_FLAGCAP do
5423 Mem.ReadDWORD(FTime[i]);
5424 // Íàçâàíèå ìîäåëè:
5425 Mem.ReadString(str);
5426 // Öâåò ìîäåëè:
5427 Mem.ReadByte(FColor.R);
5428 Mem.ReadByte(FColor.G);
5429 Mem.ReadByte(FColor.B);
5430 if Self = gPlayer1 then
5431 begin
5432 str := gPlayer1Settings.Model;
5433 FColor := gPlayer1Settings.Color;
5434 end;
5435 if Self = gPlayer2 then
5436 begin
5437 str := gPlayer2Settings.Model;
5438 FColor := gPlayer2Settings.Color;
5439 end;
5440 // Îáíîâëÿåì ìîäåëü èãðîêà:
5441 SetModel(str);
5442 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5443 FModel.Color := TEAMCOLOR[FTeam]
5444 else
5445 FModel.Color := FColor;
5446 end;
5448 procedure TPlayer.AllRulez(Health: Boolean);
5449 var
5450 a: Integer;
5451 begin
5452 if Health then
5453 begin
5454 FHealth := PLAYER_HP_LIMIT;
5455 FArmor := PLAYER_AP_LIMIT;
5456 Exit;
5457 end;
5459 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do FWeapon[a] := True;
5460 for a := A_BULLETS to A_CELLS do FAmmo[a] := 30000;
5461 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5462 end;
5464 procedure TPlayer.FragCombo();
5465 var
5466 Param: Integer;
5467 begin
5468 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5469 Exit;
5470 if gTime - FLastFrag < FRAG_COMBO_TIME then
5471 begin
5472 if FFragCombo < 5 then
5473 Inc(FFragCombo);
5474 Param := FUID or (FFragCombo shl 16);
5475 if (FComboEvnt >= Low(gDelayedEvents)) and
5476 (FComboEvnt <= High(gDelayedEvents)) and
5477 gDelayedEvents[FComboEvnt].Pending and
5478 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5479 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5480 begin
5481 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5482 gDelayedEvents[FComboEvnt].DENum := Param;
5483 end
5484 else
5485 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5486 end
5487 else
5488 FFragCombo := 1;
5490 FLastFrag := gTime;
5491 end;
5493 procedure TPlayer.GiveItem(ItemType: Byte);
5494 begin
5495 case ItemType of
5496 ITEM_SUIT:
5497 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5498 begin
5499 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5500 end;
5502 ITEM_OXYGEN:
5503 if FAir < AIR_MAX then
5504 begin
5505 FAir := AIR_MAX;
5506 end;
5508 ITEM_MEDKIT_BLACK:
5509 begin
5510 if not (R_BERSERK in FRulez) then
5511 begin
5512 Include(FRulez, R_BERSERK);
5513 if FBFGFireCounter < 1 then
5514 begin
5515 FCurrWeap := WEAPON_KASTET;
5516 FModel.SetWeapon(WEAPON_KASTET);
5517 end;
5518 if gFlash <> 0 then
5519 Inc(FPain, 100);
5520 FBerserk := gTime+30000;
5521 end;
5522 if FHealth < PLAYER_HP_SOFT then
5523 begin
5524 FHealth := PLAYER_HP_SOFT;
5525 FBerserk := gTime+30000;
5526 end;
5527 end;
5529 ITEM_INVUL:
5530 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5531 begin
5532 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5533 end;
5535 ITEM_INVIS:
5536 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
5537 begin
5538 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
5539 end;
5541 ITEM_JETPACK:
5542 if FJetFuel < JET_MAX then
5543 begin
5544 FJetFuel := JET_MAX;
5545 end;
5547 else
5548 Exit;
5549 end;
5550 if g_Game_IsNet and g_Game_IsServer then
5551 MH_SEND_PlayerStats(FUID);
5552 end;
5554 procedure TPlayer.FlySmoke(Times: DWORD = 1);
5555 var
5556 id, i: DWORD;
5557 Anim: TAnimation;
5558 begin
5559 if (Random(5) = 1) and (Times = 1) then
5560 Exit;
5562 if BodyInLiquid(0, 0) then
5563 begin
5564 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
5565 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
5566 if Random(2) = 0 then
5567 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5568 else
5569 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5570 Exit;
5571 end;
5573 if g_Frames_Get(id, 'FRAMES_SMOKE') then
5574 begin
5575 for i := 1 to Times do
5576 begin
5577 Anim := TAnimation.Create(id, False, 3);
5578 Anim.Alpha := 150;
5579 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
5580 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
5581 Anim.Free();
5582 end;
5583 end;
5584 end;
5586 procedure TPlayer.PauseSounds(Enable: Boolean);
5587 begin
5588 FSawSound.Pause(Enable);
5589 FSawSoundIdle.Pause(Enable);
5590 FSawSoundHit.Pause(Enable);
5591 FSawSoundSelect.Pause(Enable);
5592 end;
5594 { T C o r p s e : }
5596 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
5597 begin
5598 g_Obj_Init(@FObj);
5599 FObj.X := X;
5600 FObj.Y := Y;
5601 FObj.Rect := PLAYER_CORPSERECT;
5602 FModelName := ModelName;
5603 FMess := aMess;
5605 if FMess then
5606 begin
5607 FState := CORPSE_STATE_MESS;
5608 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
5609 end
5610 else
5611 begin
5612 FState := CORPSE_STATE_NORMAL;
5613 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
5614 end;
5615 end;
5617 destructor TCorpse.Destroy();
5618 begin
5619 FAnimation.Free();
5621 inherited;
5622 end;
5624 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
5625 var
5626 pm: TPlayerModel;
5627 begin
5628 if FState = CORPSE_STATE_REMOVEME then
5629 Exit;
5631 FDamage := FDamage + Value;
5633 if FDamage > 150 then
5634 begin
5635 if FAnimation <> nil then
5636 begin
5637 FAnimation.Free();
5638 FAnimation := nil;
5640 FState := CORPSE_STATE_REMOVEME;
5642 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
5643 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
5644 FModelName, FColor);
5645 pm := g_PlayerModel_Get(FModelName);
5646 pm.PlaySound(MODELSOUND_DIE, 3, FObj.X, FObj.Y);
5647 pm.Free;
5648 end;
5649 end
5650 else
5651 begin
5652 FObj.Vel.X := FObj.Vel.X + vx;
5653 FObj.Vel.Y := FObj.Vel.Y + vy;
5654 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
5655 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
5656 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
5657 150, 0, 0);
5658 end;
5659 end;
5661 procedure TCorpse.Draw();
5662 begin
5663 if FState = CORPSE_STATE_REMOVEME then
5664 Exit;
5666 if FAnimation <> nil then
5667 FAnimation.Draw(FObj.X, FObj.Y, M_NONE);
5669 if FAnimationMask <> nil then
5670 begin
5671 e_Colors := FColor;
5672 FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE);
5673 e_Colors.R := 255;
5674 e_Colors.G := 255;
5675 e_Colors.B := 255;
5676 end;
5677 end;
5679 procedure TCorpse.Update();
5680 var
5681 st: Word;
5682 begin
5683 if FState = CORPSE_STATE_REMOVEME then
5684 Exit;
5686 if gTime mod (GAME_TICK*2) <> 0 then
5687 begin
5688 g_Obj_Move(@FObj, True, True, True);
5690 Exit;
5691 end;
5693 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
5694 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5696 st := g_Obj_Move(@FObj, True, True, True);
5698 if WordBool(st and MOVE_FALLOUT) then
5699 begin
5700 FState := CORPSE_STATE_REMOVEME;
5701 Exit;
5702 end;
5704 if FAnimation <> nil then
5705 FAnimation.Update();
5706 if FAnimationMask <> nil then
5707 FAnimationMask.Update();
5708 end;
5710 procedure TCorpse.SaveState(var Mem: TBinMemoryWriter);
5711 var
5712 sig: DWORD;
5713 anim: Boolean;
5714 begin
5715 if Mem = nil then
5716 Exit;
5718 // Ñèãíàòóðà òðóïà:
5719 sig := CORPSE_SIGNATURE; // 'CORP'
5720 Mem.WriteDWORD(sig);
5721 // Ñîñòîÿíèå:
5722 Mem.WriteByte(FState);
5723 // Íàêîïëåííûé óðîí:
5724 Mem.WriteByte(FDamage);
5725 // Öâåò:
5726 Mem.WriteByte(FColor.R);
5727 Mem.WriteByte(FColor.G);
5728 Mem.WriteByte(FColor.B);
5729 // Îáúåêò òðóïà:
5730 Obj_SaveState(@FObj, Mem);
5731 // Åñòü ëè àíèìàöèÿ:
5732 anim := FAnimation <> nil;
5733 Mem.WriteBoolean(anim);
5734 // Åñëè åñòü - ñîõðàíÿåì:
5735 if anim then
5736 FAnimation.SaveState(Mem);
5737 // Åñòü ëè ìàñêà àíèìàöèè:
5738 anim := FAnimationMask <> nil;
5739 Mem.WriteBoolean(anim);
5740 // Åñëè åñòü - ñîõðàíÿåì:
5741 if anim then
5742 FAnimationMask.SaveState(Mem);
5743 end;
5745 procedure TCorpse.LoadState(var Mem: TBinMemoryReader);
5746 var
5747 sig: DWORD;
5748 anim: Boolean;
5749 begin
5750 if Mem = nil then
5751 Exit;
5753 // Ñèãíàòóðà òðóïà:
5754 Mem.ReadDWORD(sig);
5755 if sig <> CORPSE_SIGNATURE then // 'CORP'
5756 begin
5757 raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature');
5758 end;
5759 // Ñîñòîÿíèå:
5760 Mem.ReadByte(FState);
5761 // Íàêîïëåííûé óðîí:
5762 Mem.ReadByte(FDamage);
5763 // Öâåò:
5764 Mem.ReadByte(FColor.R);
5765 Mem.ReadByte(FColor.G);
5766 Mem.ReadByte(FColor.B);
5767 // Îáúåêò òðóïà:
5768 Obj_LoadState(@FObj, Mem);
5769 // Åñòü ëè àíèìàöèÿ:
5770 Mem.ReadBoolean(anim);
5771 // Åñëè åñòü - çàãðóæàåì:
5772 if anim then
5773 begin
5774 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
5775 FAnimation.LoadState(Mem);
5776 end;
5777 // Åñòü ëè ìàñêà àíèìàöèè:
5778 Mem.ReadBoolean(anim);
5779 // Åñëè åñòü - çàãðóæàåì:
5780 if anim then
5781 begin
5782 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
5783 FAnimationMask.LoadState(Mem);
5784 end;
5785 end;
5787 { T B o t : }
5789 constructor TBot.Create();
5790 var
5791 a: Integer;
5792 begin
5793 inherited Create();
5795 FPhysics := True;
5796 FSpectator := False;
5797 FGhost := False;
5799 FIamBot := True;
5801 Inc(gNumBots);
5803 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5804 begin
5805 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
5806 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
5807 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
5808 end;
5809 end;
5811 destructor TBot.Destroy();
5812 begin
5813 Dec(gNumBots);
5814 inherited Destroy();
5815 end;
5817 procedure TBot.Draw();
5818 begin
5819 inherited Draw();
5821 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
5822 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
5823 end;
5825 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
5826 begin
5827 inherited Respawn(Silent, Force);
5829 FAIFlags := nil;
5830 FSelectedWeapon := FCurrWeap;
5831 FTargetUID := 0;
5832 end;
5834 procedure TBot.UpdateCombat();
5835 type
5836 TTarget = record
5837 UID: Word;
5838 X, Y: Integer;
5839 Rect: TRectWH;
5840 cX, cY: Integer;
5841 Dist: Word;
5842 Line: Boolean;
5843 Visible: Boolean;
5844 IsPlayer: Boolean;
5845 end;
5847 TTargetRecord = array of TTarget;
5849 function Compare(a, b: TTarget): Integer;
5850 begin
5851 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
5852 Result := -1
5853 else
5854 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
5855 Result := 1
5856 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
5857 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
5858 begin
5859 if a.Dist > b.Dist then // B áëèæå
5860 Result := 1
5861 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
5862 Result := -1;
5863 end
5864 else // Ñòðàííî -> A
5865 Result := -1;
5866 end;
5868 var
5869 a, x1, y1, x2, y2: Integer;
5870 targets: TTargetRecord;
5871 ammo: Word;
5872 Target, BestTarget: TTarget;
5873 firew, fireh: Integer;
5874 angle: SmallInt;
5875 mon: TMonster;
5876 pla: TPlayer;
5877 vsPlayer, vsMonster, ok: Boolean;
5878 begin
5879 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
5880 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
5882 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
5883 if FCurrWeap <> FSelectedWeapon then
5884 NextWeapon();
5886 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
5887 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
5888 begin
5889 RemoveAIFlag('NEEDFIRE');
5891 case FCurrWeap of
5892 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
5893 WEAPON_SAW, WEAPON_KASTET, WEAPON_MEGAKASTET: PressKey(KEY_FIRE, 40);
5894 else PressKey(KEY_FIRE);
5895 end;
5896 end;
5898 // Êîîðäèíàòû ñòâîëà:
5899 x1 := FObj.X + WEAPONPOINT[FDirection].X;
5900 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
5902 Target.UID := FTargetUID;
5904 ok := False;
5905 if Target.UID <> 0 then
5906 begin // Öåëü åñòü - íàñòðàèâàåì
5907 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
5908 vsPlayer then
5909 begin // Èãðîê
5910 with g_Player_Get(Target.UID) do
5911 begin
5912 if (@FObj) <> nil then
5913 begin
5914 Target.X := FObj.X;
5915 Target.Y := FObj.Y;
5916 end;
5917 end;
5919 Target.cX := Target.X + PLAYER_RECT_CX;
5920 Target.cY := Target.Y + PLAYER_RECT_CY;
5921 Target.Rect := PLAYER_RECT;
5922 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
5923 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
5924 (y1-4 > Target.Y+PLAYER_RECT.Y);
5925 Target.IsPlayer := True;
5926 ok := True;
5927 end
5928 else
5929 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
5930 vsMonster then
5931 begin // Ìîíñòð
5932 mon := g_Monsters_Get(Target.UID);
5933 if mon <> nil then
5934 begin
5935 Target.X := mon.Obj.X;
5936 Target.Y := mon.Obj.Y;
5938 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
5939 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
5940 Target.Rect := mon.Obj.Rect;
5941 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
5942 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
5943 (y1-4 > Target.Y + mon.Obj.Rect.Y);
5944 Target.IsPlayer := False;
5945 ok := True;
5946 end;
5947 end;
5948 end;
5950 if not ok then
5951 begin // Öåëè íåò - îáíóëÿåì
5952 Target.X := 0;
5953 Target.Y := 0;
5954 Target.cX := 0;
5955 Target.cY := 0;
5956 Target.Visible := False;
5957 Target.Line := False;
5958 Target.IsPlayer := False;
5959 end;
5961 targets := nil;
5963 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
5964 if (not Target.Line) or (not Target.Visible) then
5965 begin
5966 // Èãðîêè:
5967 if vsPlayer then
5968 for a := 0 to High(gPlayers) do
5969 if (gPlayers[a] <> nil) and (gPlayers[a].Live) and
5970 (gPlayers[a].FUID <> FUID) and
5971 (not SameTeam(FUID, gPlayers[a].FUID)) and
5972 (not gPlayers[a].NoTarget) and
5973 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
5974 begin
5975 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
5976 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
5977 Continue;
5979 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
5980 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
5982 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
5983 if g_TraceVector(x1, y1, x2, y2) then
5984 begin
5985 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
5986 SetLength(targets, Length(targets)+1);
5987 with targets[High(targets)] do
5988 begin
5989 UID := gPlayers[a].FUID;
5990 X := gPlayers[a].FObj.X;
5991 Y := gPlayers[a].FObj.Y;
5992 cX := x2;
5993 cY := y2;
5994 Rect := PLAYER_RECT;
5995 Dist := g_PatchLength(x1, y1, x2, y2);
5996 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
5997 (y1-4 > Target.Y+PLAYER_RECT.Y);
5998 Visible := True;
5999 IsPlayer := True;
6000 end;
6001 end;
6002 end;
6004 // Ìîíñòðû:
6005 if vsMonster and (gMonsters <> nil) then
6006 for a := 0 to High(gMonsters) do
6007 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
6008 (gMonsters[a].MonsterType <> MONSTER_BARREL) then
6009 begin
6010 mon := gMonsters[a];
6012 if not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
6013 mon.Obj.Y + mon.Obj.Rect.Y) then
6014 Continue;
6016 x2 := mon.Obj.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6017 y2 := mon.Obj.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6019 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6020 if g_TraceVector(x1, y1, x2, y2) then
6021 begin
6022 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6023 SetLength(targets, Length(targets)+1);
6024 with targets[High(targets)] do
6025 begin
6026 UID := mon.UID;
6027 X := mon.Obj.X;
6028 Y := mon.Obj.Y;
6029 cX := x2;
6030 cY := y2;
6031 Rect := mon.Obj.Rect;
6032 Dist := g_PatchLength(x1, y1, x2, y2);
6033 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6034 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6035 Visible := True;
6036 IsPlayer := False;
6037 end;
6038 end;
6039 end;
6040 end;
6042 // Åñëè åñòü âîçìîæíûå öåëè:
6043 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6044 if targets <> nil then
6045 begin
6046 // Âûáèðàåì íàèëó÷øóþ öåëü:
6047 BestTarget := targets[0];
6048 if Length(targets) > 1 then
6049 for a := 1 to High(targets) do
6050 if Compare(BestTarget, targets[a]) = 1 then
6051 BestTarget := targets[a];
6053 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6054 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6055 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6056 begin
6057 Target := BestTarget;
6059 if (Healthy() = 3) or ((Healthy() = 2)) then
6060 begin // Åñëè çäîðîâû - äîãîíÿåì
6061 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6062 SetAIFlag('GORIGHT', '1');
6063 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6064 SetAIFlag('GOLEFT', '1');
6065 end
6066 else
6067 begin // Åñëè ïîáèòû - óáåãàåì
6068 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6069 SetAIFlag('GORIGHT', '1');
6070 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6071 SetAIFlag('GOLEFT', '1');
6072 end;
6074 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6075 SelectWeapon(Abs(x1-Target.cX));
6076 end;
6077 end;
6079 // Åñëè åñòü öåëü:
6080 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6081 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6082 if Target.UID <> 0 then
6083 begin
6084 if not TargetOnScreen(Target.X + Target.Rect.X,
6085 Target.Y + Target.Rect.Y) then
6086 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6087 if (Healthy() = 3) or ((Healthy() = 2)) then
6088 begin // Åñëè çäîðîâû - äîãîíÿåì
6089 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6090 SetAIFlag('GORIGHT', '1');
6091 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6092 SetAIFlag('GOLEFT', '1');
6093 end
6094 else
6095 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6096 Target.UID := 0;
6097 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6098 SetAIFlag('GORIGHT', '1');
6099 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6100 SetAIFlag('GOLEFT', '1');
6101 end;
6102 end
6103 else
6104 begin // Öåëü ïîêà íà "ýêðàíå"
6105 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6106 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6107 FLastVisible := gTime;
6108 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6109 if (Abs(FObj.Y-Target.Y) <= 128) then
6110 begin
6111 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6112 SetAIFlag('GORIGHT', '1');
6113 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6114 SetAIFlag('GOLEFT', '1');
6115 end;
6116 end;
6118 // Âûáèðàåì óãîë ââåðõ:
6119 if FDirection = D_LEFT then
6120 angle := ANGLE_LEFTUP
6121 else
6122 angle := ANGLE_RIGHTUP;
6124 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6125 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6127 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6128 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6129 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6130 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6131 Target.Rect.Width, Target.Rect.Height) and
6132 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6133 begin // òî íóæíî ñòðåëÿòü ââåðõ
6134 SetAIFlag('NEEDFIRE', '1');
6135 SetAIFlag('NEEDSEEUP', '1');
6136 end;
6138 // Âûáèðàåì óãîë âíèç:
6139 if FDirection = D_LEFT then
6140 angle := ANGLE_LEFTDOWN
6141 else
6142 angle := ANGLE_RIGHTDOWN;
6144 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6145 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6147 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6148 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6149 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6150 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6151 Target.Rect.Width, Target.Rect.Height) and
6152 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6153 begin // òî íóæíî ñòðåëÿòü âíèç
6154 SetAIFlag('NEEDFIRE', '1');
6155 SetAIFlag('NEEDSEEDOWN', '1');
6156 end;
6158 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6159 if Target.Visible and
6160 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6161 (y1-4 > Target.Y+Target.Rect.Y) then
6162 begin
6163 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6164 if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
6165 ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
6166 begin // òî íóæíî ñòðåëÿòü âïåðåä
6167 SetAIFlag('NEEDFIRE', '1');
6168 SetAIFlag('NEEDSEEDOWN', '');
6169 SetAIFlag('NEEDSEEUP', '');
6170 end;
6171 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6172 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6173 if GetRnd(FDifficult.CloseJump) then
6174 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6175 if Abs(FObj.X-Target.X) < 128 then
6176 a := 4
6177 else
6178 a := 30;
6179 if Random(a) = 0 then
6180 SetAIFlag('NEEDJUMP', '1');
6181 end;
6182 end;
6184 // Åñëè öåëü âñå åùå åñòü:
6185 if Target.UID <> 0 then
6186 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6187 Target.UID := 0 // òî çàáûòü öåëü
6188 else // Åñëè âèäåëè íåäàâíî
6189 begin // íî öåëü óáèëè
6190 if Target.IsPlayer then
6191 begin // Öåëü - èãðîê
6192 pla := g_Player_Get(Target.UID);
6193 if (pla = nil) or (not pla.Live) or pla.NoTarget or
6194 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6195 Target.UID := 0; // òî çàáûòü öåëü
6196 end
6197 else
6198 begin // Öåëü - ìîíñòð
6199 mon := g_Monsters_Get(Target.UID);
6200 if (mon = nil) or (not mon.Live) then
6201 Target.UID := 0; // òî çàáûòü öåëü
6202 end;
6203 end;
6204 end; // if Target.UID <> 0
6206 FTargetUID := Target.UID;
6208 // Åñëè âîçìîæíûõ öåëåé íåò:
6209 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6210 if targets = nil then
6211 if GetAIFlag('ATTACKLEFT') <> '' then
6212 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6213 RemoveAIFlag('ATTACKLEFT');
6215 SetAIFlag('NEEDJUMP', '1');
6217 if RunDirection() = D_RIGHT then
6218 begin // Èäåì íå â òó ñòîðîíó
6219 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6220 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6221 SetAIFlag('NEEDFIRE', '1');
6222 SetAIFlag('GOLEFT', '1');
6223 end;
6224 end
6225 else
6226 begin // Èäåì â íóæíóþ ñòîðîíó
6227 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6228 SetAIFlag('NEEDFIRE', '1');
6229 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6230 SetAIFlag('GORIGHT', '1');
6231 end;
6232 end
6233 else
6234 if GetAIFlag('ATTACKRIGHT') <> '' then
6235 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6236 RemoveAIFlag('ATTACKRIGHT');
6238 SetAIFlag('NEEDJUMP', '1');
6240 if RunDirection() = D_LEFT then
6241 begin // Èäåì íå â òó ñòîðîíó
6242 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6243 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6244 SetAIFlag('NEEDFIRE', '1');
6245 SetAIFlag('GORIGHT', '1');
6246 end;
6247 end
6248 else
6249 begin
6250 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6251 SetAIFlag('NEEDFIRE', '1');
6252 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6253 SetAIFlag('GOLEFT', '1');
6254 end;
6255 end;
6257 // Åñëè åñòü âîçìîæíûå öåëè:
6258 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6259 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6260 for a := 0 to High(targets) do
6261 begin
6262 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6263 if GetRnd(FDifficult.DiagFire) then
6264 begin
6265 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6266 if FDirection = D_LEFT then
6267 angle := ANGLE_LEFTUP
6268 else
6269 angle := ANGLE_RIGHTUP;
6271 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6272 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6274 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6275 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6276 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6277 targets[a].Rect.Width, targets[a].Rect.Height) and
6278 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6279 begin
6280 SetAIFlag('NEEDFIRE', '1');
6281 SetAIFlag('NEEDSEEUP', '1');
6282 end;
6284 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6285 if FDirection = D_LEFT then
6286 angle := ANGLE_LEFTDOWN
6287 else
6288 angle := ANGLE_RIGHTDOWN;
6290 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6291 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6293 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6294 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6295 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6296 targets[a].Rect.Width, targets[a].Rect.Height) and
6297 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6298 begin
6299 SetAIFlag('NEEDFIRE', '1');
6300 SetAIFlag('NEEDSEEDOWN', '1');
6301 end;
6302 end;
6304 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6305 if targets[a].Line and targets[a].Visible and
6306 (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
6307 ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
6308 begin
6309 SetAIFlag('NEEDFIRE', '1');
6310 Break;
6311 end;
6312 end;
6314 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6315 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6316 PLAYER_RECT.Width, PLAYER_RECT.Height,
6317 40+GetInterval(FDifficult.Cover, 40)) then
6318 SetAIFlag('NEEDJUMP', '1');
6320 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6321 ammo := GetAmmoByWeapon(FCurrWeap);
6322 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6323 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6324 (ammo = 0) then
6325 SetAIFlag('SELECTWEAPON', '1');
6327 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6328 if GetAIFlag('SELECTWEAPON') = '1' then
6329 begin
6330 SelectWeapon(-1);
6331 RemoveAIFlag('SELECTWEAPON');
6332 end;
6333 end;
6335 procedure TBot.Update();
6336 var
6337 EnableAI: Boolean;
6338 begin
6339 if not FLive then
6340 begin // Respawn
6341 ReleaseKeys();
6342 PressKey(KEY_UP);
6343 end
6344 else
6345 begin
6346 EnableAI := True;
6348 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6349 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6350 EnableAI := False;
6351 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6352 EnableAI := False;
6353 if g_debug_BotAIOff = 3 then
6354 EnableAI := False;
6356 if EnableAI then
6357 begin
6358 UpdateMove();
6359 UpdateCombat();
6360 end;
6361 end;
6363 inherited Update();
6364 end;
6366 procedure TBot.ReleaseKey(Key: Byte);
6367 begin
6368 with FKeys[Key] do
6369 begin
6370 Pressed := False;
6371 Time := 0;
6372 end;
6373 end;
6375 function TBot.KeyPressed(Key: Word): Boolean;
6376 begin
6377 Result := FKeys[Key].Pressed;
6378 end;
6380 function TBot.GetAIFlag(fName: String20): String20;
6381 var
6382 a: Integer;
6383 begin
6384 Result := '';
6386 fName := LowerCase(fName);
6388 if FAIFlags <> nil then
6389 for a := 0 to High(FAIFlags) do
6390 if LowerCase(FAIFlags[a].Name) = fName then
6391 begin
6392 Result := FAIFlags[a].Value;
6393 Break;
6394 end;
6395 end;
6397 procedure TBot.RemoveAIFlag(fName: String20);
6398 var
6399 a, b: Integer;
6400 begin
6401 if FAIFlags = nil then Exit;
6403 fName := LowerCase(fName);
6405 for a := 0 to High(FAIFlags) do
6406 if LowerCase(FAIFlags[a].Name) = fName then
6407 begin
6408 if a <> High(FAIFlags) then
6409 for b := a to High(FAIFlags)-1 do
6410 FAIFlags[b] := FAIFlags[b+1];
6412 SetLength(FAIFlags, Length(FAIFlags)-1);
6413 Break;
6414 end;
6415 end;
6417 procedure TBot.SetAIFlag(fName, fValue: String20);
6418 var
6419 a: Integer;
6420 ok: Boolean;
6421 begin
6422 a := 0;
6423 ok := False;
6425 fName := LowerCase(fName);
6427 if FAIFlags <> nil then
6428 for a := 0 to High(FAIFlags) do
6429 if LowerCase(FAIFlags[a].Name) = fName then
6430 begin
6431 ok := True;
6432 Break;
6433 end;
6435 if ok then FAIFlags[a].Value := fValue
6436 else
6437 begin
6438 SetLength(FAIFlags, Length(FAIFlags)+1);
6439 with FAIFlags[High(FAIFlags)] do
6440 begin
6441 Name := fName;
6442 Value := fValue;
6443 end;
6444 end;
6445 end;
6447 procedure TBot.UpdateMove;
6449 procedure GoLeft(Time: Word = 1);
6450 begin
6451 ReleaseKey(KEY_LEFT);
6452 ReleaseKey(KEY_RIGHT);
6453 PressKey(KEY_LEFT, Time);
6454 SetDirection(D_LEFT);
6455 end;
6457 procedure GoRight(Time: Word = 1);
6458 begin
6459 ReleaseKey(KEY_LEFT);
6460 ReleaseKey(KEY_RIGHT);
6461 PressKey(KEY_RIGHT, Time);
6462 SetDirection(D_RIGHT);
6463 end;
6465 function Rnd(a: Word): Boolean;
6466 begin
6467 Result := Random(a) = 0;
6468 end;
6470 procedure Turn(Time: Word = 1200);
6471 begin
6472 if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
6473 end;
6475 procedure Stop();
6476 begin
6477 ReleaseKey(KEY_LEFT);
6478 ReleaseKey(KEY_RIGHT);
6479 end;
6481 function CanRunLeft(): Boolean;
6482 begin
6483 Result := not CollideLevel(-1, 0);
6484 end;
6486 function CanRunRight(): Boolean;
6487 begin
6488 Result := not CollideLevel(1, 0);
6489 end;
6491 function CanRun(): Boolean;
6492 begin
6493 if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
6494 end;
6496 procedure Jump(Time: Word = 30);
6497 begin
6498 PressKey(KEY_JUMP, Time);
6499 end;
6501 function NearHole(): Boolean;
6502 var
6503 x, sx: Integer;
6504 begin
6505 { TODO 5 : Ëåñòíèöû }
6506 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6507 for x := 1 to PLAYER_RECT.Width do
6508 if (not StayOnStep(x*sx, 0)) and
6509 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6510 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6511 begin
6512 Result := True;
6513 Exit;
6514 end;
6516 Result := False;
6517 end;
6519 function BorderHole(): Boolean;
6520 var
6521 x, sx, xx: Integer;
6522 begin
6523 { TODO 5 : Ëåñòíèöû }
6524 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6525 for x := 1 to PLAYER_RECT.Width do
6526 if (not StayOnStep(x*sx, 0)) and
6527 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6528 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6529 begin
6530 for xx := x to x+32 do
6531 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
6532 begin
6533 Result := True;
6534 Exit;
6535 end;
6536 end;
6538 Result := False;
6539 end;
6541 function NearDeepHole(): Boolean;
6542 var
6543 x, sx, y: Integer;
6544 begin
6545 Result := False;
6547 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6548 y := 3;
6550 for x := 1 to PLAYER_RECT.Width do
6551 if (not StayOnStep(x*sx, 0)) and
6552 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6553 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6554 begin
6555 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6556 begin
6557 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
6558 y := y+1;
6559 end;
6561 Result := True;
6562 end else Result := False;
6563 end;
6565 function OverDeepHole(): Boolean;
6566 var
6567 y: Integer;
6568 begin
6569 Result := False;
6571 y := 1;
6572 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6573 begin
6574 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
6575 y := y+1;
6576 end;
6578 Result := True;
6579 end;
6581 function OnGround(): Boolean;
6582 begin
6583 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
6584 end;
6586 function OnLadder(): Boolean;
6587 begin
6588 Result := FullInStep(0, 0);
6589 end;
6591 function BelowLadder(): Boolean;
6592 begin
6593 Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
6594 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6595 (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
6596 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6597 end;
6599 function BelowLiftUp(): Boolean;
6600 begin
6601 Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
6602 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6603 ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
6604 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6605 end;
6607 function OnTopLift(): Boolean;
6608 begin
6609 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
6610 end;
6612 function CanJumpOver(): Boolean;
6613 var
6614 sx, y: Integer;
6615 begin
6616 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6618 Result := False;
6620 if not CollideLevel(sx, 0) then Exit;
6622 for y := 1 to BOT_MAXJUMP do
6623 if CollideLevel(0, -y) then Exit else
6624 if not CollideLevel(sx, -y) then
6625 begin
6626 Result := True;
6627 Exit;
6628 end;
6629 end;
6631 function CanJumpUp(Dist: ShortInt): Boolean;
6632 var
6633 y, yy: Integer;
6634 c: Boolean;
6635 begin
6636 Result := False;
6638 if CollideLevel(Dist, 0) then Exit;
6640 c := False;
6641 for y := 0 to BOT_MAXJUMP do
6642 if CollideLevel(Dist, -y) then
6643 begin
6644 c := True;
6645 Break;
6646 end;
6648 if not c then Exit;
6650 c := False;
6651 for yy := y+1 to BOT_MAXJUMP do
6652 if not CollideLevel(Dist, -yy) then
6653 begin
6654 c := True;
6655 Break;
6656 end;
6658 if not c then Exit;
6660 c := False;
6661 for y := 0 to BOT_MAXJUMP do
6662 if CollideLevel(0, -y) then
6663 begin
6664 c := True;
6665 Break;
6666 end;
6668 if c then Exit;
6670 if y < yy then Exit;
6672 Result := True;
6673 end;
6675 function IsSafeTrigger(): Boolean;
6676 var
6677 a: Integer;
6678 begin
6679 Result := True;
6680 if gTriggers = nil then
6681 Exit;
6682 for a := 0 to High(gTriggers) do
6683 if Collide(gTriggers[a].X,
6684 gTriggers[a].Y,
6685 gTriggers[a].Width,
6686 gTriggers[a].Height) and
6687 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
6688 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
6689 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
6690 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
6691 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
6692 Result := False;
6693 end;
6695 begin
6696 // Âîçìîæíî, íàæèìàåì êíîïêó:
6697 if Rnd(16) and IsSafeTrigger() then
6698 PressKey(KEY_OPEN);
6700 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
6701 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
6702 begin
6703 ReleaseKey(KEY_LEFT);
6704 ReleaseKey(KEY_RIGHT);
6705 Jump();
6706 end;
6708 // Èäåì âëåâî, åñëè íàäî áûëî:
6709 if GetAIFlag('GOLEFT') <> '' then
6710 begin
6711 RemoveAIFlag('GOLEFT');
6712 if CanRunLeft() then
6713 GoLeft(360);
6714 end;
6716 // Èäåì âïðàâî, åñëè íàäî áûëî:
6717 if GetAIFlag('GORIGHT') <> '' then
6718 begin
6719 RemoveAIFlag('GORIGHT');
6720 if CanRunRight() then
6721 GoRight(360);
6722 end;
6724 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
6725 if FObj.X < -32 then
6726 GoRight(360)
6727 else
6728 if FObj.X+32 > gMapInfo.Width then
6729 GoLeft(360);
6731 // Ïðûãàåì, åñëè íàäî áûëî:
6732 if GetAIFlag('NEEDJUMP') <> '' then
6733 begin
6734 Jump(0);
6735 RemoveAIFlag('NEEDJUMP');
6736 end;
6738 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
6739 if GetAIFlag('NEEDSEEUP') <> '' then
6740 begin
6741 ReleaseKey(KEY_UP);
6742 ReleaseKey(KEY_DOWN);
6743 PressKey(KEY_UP, 20);
6744 RemoveAIFlag('NEEDSEEUP');
6745 end;
6747 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
6748 if GetAIFlag('NEEDSEEDOWN') <> '' then
6749 begin
6750 ReleaseKey(KEY_UP);
6751 ReleaseKey(KEY_DOWN);
6752 PressKey(KEY_DOWN, 20);
6753 RemoveAIFlag('NEEDSEEDOWN');
6754 end;
6756 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
6757 if GetAIFlag('GOINHOLE') <> '' then
6758 if not OnGround() then
6759 begin
6760 ReleaseKey(KEY_LEFT);
6761 ReleaseKey(KEY_RIGHT);
6762 RemoveAIFlag('GOINHOLE');
6763 SetAIFlag('FALLINHOLE', '1');
6764 end;
6766 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
6767 if GetAIFlag('FALLINHOLE') <> '' then
6768 if OnGround() then
6769 RemoveAIFlag('FALLINHOLE');
6771 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
6772 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
6773 if GetAIFlag('FALLINHOLE') = '' then
6774 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
6775 if Rnd(2) then
6776 GoLeft(360)
6777 else
6778 GoRight(360);
6780 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
6781 if OnGround() and
6782 CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
6783 Rnd(8) then
6784 Jump();
6786 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
6787 if OnGround() and NearHole() then
6788 if NearDeepHole() then // Åñëè ýòî áåçäíà
6789 case Random(6) of
6790 0..3: Turn(); // Áåæèì îáðàòíî
6791 4: Jump(); // Ïðûãàåì
6792 5: begin // Ïðûãàåì îáðàòíî
6793 Turn();
6794 Jump();
6795 end;
6796 end
6797 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
6798 if GetAIFlag('GOINHOLE') = '' then
6799 case Random(6) of
6800 0: Turn(); // Íå íóæíî òóäà
6801 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
6802 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
6803 if BorderHole() then
6804 SetAIFlag('GOINHOLE', '1');
6805 end;
6807 // Åñëè íà çåìëå, íî íåêóäà èäòè:
6808 if (not CanRun()) and OnGround() then
6809 begin
6810 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
6811 if CanJumpOver() or OnLadder() then
6812 Jump()
6813 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
6814 if Random(2) = 0 then
6815 begin
6816 if IsSafeTrigger() then
6817 PressKey(KEY_OPEN);
6818 end else
6819 Turn();
6820 end;
6822 // Îñòàëîñü ìàëî âîçäóõà:
6823 if FAir < 36 * 2 then
6824 Jump(20);
6826 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
6827 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
6828 if BodyInAcid(0, 0) then
6829 Jump();
6830 end;
6832 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
6833 begin
6834 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
6835 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
6836 end;
6838 {function TBot.NeedItem(Item: Byte): Byte;
6839 begin
6840 Result := 4;
6841 end;}
6843 procedure TBot.SelectWeapon(Dist: Integer);
6844 var
6845 a: Integer;
6847 function HaveAmmo(weapon: Byte): Boolean;
6848 begin
6849 case weapon of
6850 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
6851 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
6852 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
6853 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
6854 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
6855 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
6856 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
6857 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
6858 else Result := True;
6859 end;
6860 end;
6862 begin
6863 if Dist = -1 then Dist := BOT_LONGDIST;
6865 if Dist > BOT_LONGDIST then
6866 begin // Äàëüíèé áîé
6867 for a := 0 to 9 do
6868 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
6869 begin
6870 FSelectedWeapon := FDifficult.WeaponPrior[a];
6871 Break;
6872 end;
6873 end
6874 else //if Dist > BOT_UNSAFEDIST then
6875 begin // Áëèæíèé áîé
6876 for a := 0 to 9 do
6877 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
6878 begin
6879 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
6880 Break;
6881 end;
6882 end;
6883 { else
6884 begin
6885 for a := 0 to 9 do
6886 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
6887 begin
6888 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
6889 Break;
6890 end;
6891 end;}
6892 end;
6894 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
6895 begin
6896 Result := inherited PickItem(ItemType, force, remove);
6898 if Result then SetAIFlag('SELECTWEAPON', '1');
6899 end;
6901 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
6902 begin
6903 Result := inherited Heal(value, Soft);
6904 end;
6906 function TBot.Healthy(): Byte;
6907 begin
6908 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
6909 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
6910 else if (FHealth > 50) then Result := 2
6911 else if (FHealth > 20) then Result := 1
6912 else Result := 0;
6913 end;
6915 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
6916 begin
6917 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
6918 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
6919 end;
6921 procedure TBot.OnDamage(Angle: SmallInt);
6922 var
6923 pla: TPlayer;
6924 mon: TMonster;
6925 ok: Boolean;
6926 begin
6927 inherited;
6929 if (Angle = 0) or (Angle = 180) then
6930 begin
6931 ok := False;
6932 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
6933 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
6934 begin // Èãðîê
6935 pla := g_Player_Get(FLastSpawnerUID);
6936 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
6937 pla.FObj.Y + PLAYER_RECT.Y);
6938 end
6939 else
6940 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
6941 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
6942 begin // Ìîíñòð
6943 mon := g_Monsters_Get(FLastSpawnerUID);
6944 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
6945 mon.Obj.Y + mon.Obj.Rect.Y);
6946 end;
6948 if ok then
6949 if Angle = 0 then
6950 SetAIFlag('ATTACKLEFT', '1')
6951 else
6952 SetAIFlag('ATTACKRIGHT', '1');
6953 end;
6954 end;
6956 function TBot.RunDirection(): TDirection;
6957 begin
6958 if Abs(Vel.X) >= 1 then
6959 begin
6960 if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT;
6961 end else
6962 Result := FDirection;
6963 end;
6965 function TBot.GetRnd(a: Byte): Boolean;
6966 begin
6967 if a = 0 then Result := False
6968 else if a = 255 then Result := True
6969 else Result := Random(256) > 255-a;
6970 end;
6972 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
6973 begin
6974 Result := Round((255-a)/255*radius*(Random(2)-1));
6975 end;
6977 procedure TBot.SaveState(var Mem: TBinMemoryWriter);
6978 var
6979 i: Integer;
6980 dw: DWORD;
6981 p: Pointer;
6982 begin
6983 inherited SaveState(Mem);
6985 // Âûáðàííîå îðóæèå:
6986 Mem.WriteByte(FSelectedWeapon);
6987 // UID öåëè:
6988 Mem.WriteWord(FTargetUID);
6989 // Âðåìÿ ïîòåðè öåëè:
6990 Mem.WriteDWORD(FLastVisible);
6991 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
6992 dw := Length(FAIFlags);
6993 Mem.WriteDWORD(dw);
6994 // Ôëàãè ÈÈ:
6995 for i := 0 to Integer(dw)-1 do
6996 begin
6997 Mem.WriteString(FAIFlags[i].Name, 20);
6998 Mem.WriteString(FAIFlags[i].Value, 20);
6999 end;
7000 // Íàñòðîéêè ñëîæíîñòè:
7001 p := @FDifficult;
7002 Mem.WriteMemory(p, SizeOf(TDifficult));
7003 end;
7005 procedure TBot.LoadState(var Mem: TBinMemoryReader);
7006 var
7007 i: Integer;
7008 dw: DWORD;
7009 p: Pointer;
7010 begin
7011 inherited LoadState(Mem);
7013 // Âûáðàííîå îðóæèå:
7014 Mem.ReadByte(FSelectedWeapon);
7015 // UID öåëè:
7016 Mem.ReadWord(FTargetUID);
7017 // Âðåìÿ ïîòåðè öåëè:
7018 Mem.ReadDWORD(FLastVisible);
7019 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7020 Mem.ReadDWORD(dw);
7021 SetLength(FAIFlags, dw);
7022 // Ôëàãè ÈÈ:
7023 for i := 0 to Integer(dw)-1 do
7024 begin
7025 Mem.ReadString(FAIFlags[i].Name);
7026 Mem.ReadString(FAIFlags[i].Value);
7027 end;
7028 // Íàñòðîéêè ñëîæíîñòè:
7029 Mem.ReadMemory(p, dw);
7030 if dw <> SizeOf(TDifficult) then
7031 begin
7032 raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size');
7033 end;
7034 FDifficult := TDifficult(p^);
7035 end;
7037 end.