DEADSOFTWARE

Added new OpenGL ES wrapper
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 {$M+}
18 unit g_player;
20 interface
22 uses
23 SysUtils, Classes,
24 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
25 e_graphics, g_playermodel, g_basic, g_textures,
26 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
27 g_panel;
29 const
30 KEY_LEFT = 1;
31 KEY_RIGHT = 2;
32 KEY_UP = 3;
33 KEY_DOWN = 4;
34 KEY_FIRE = 5;
35 KEY_NEXTWEAPON = 6;
36 KEY_PREVWEAPON = 7;
37 KEY_OPEN = 8;
38 KEY_JUMP = 9;
39 KEY_CHAT = 10;
41 R_ITEM_BACKPACK = 0;
42 R_KEY_RED = 1;
43 R_KEY_GREEN = 2;
44 R_KEY_BLUE = 3;
45 R_BERSERK = 4;
47 MR_SUIT = 0;
48 MR_INVUL = 1;
49 MR_INVIS = 2;
50 MR_MAX = 2;
52 A_BULLETS = 0;
53 A_SHELLS = 1;
54 A_ROCKETS = 2;
55 A_CELLS = 3;
56 A_FUEL = 4;
57 A_HIGH = 4;
59 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
63 K_SIMPLEKILL = 0;
64 K_HARDKILL = 1;
65 K_EXTRAHARDKILL = 2;
66 K_FALLKILL = 3;
68 T_RESPAWN = 0;
69 T_SWITCH = 1;
70 T_USE = 2;
71 T_FLAGCAP = 3;
73 TEAM_NONE = 0;
74 TEAM_RED = 1;
75 TEAM_BLUE = 2;
76 TEAM_COOP = 3;
78 SHELL_BULLET = 0;
79 SHELL_SHELL = 1;
80 SHELL_DBLSHELL = 2;
82 ANGLE_NONE = Low(SmallInt);
84 CORPSE_STATE_REMOVEME = 0;
85 CORPSE_STATE_NORMAL = 1;
86 CORPSE_STATE_MESS = 2;
88 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
89 PLAYER_RECT_CX = 15+(34 div 2);
90 PLAYER_RECT_CY = 12+(52 div 2);
91 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
93 PLAYER_HP_SOFT = 100;
94 PLAYER_HP_LIMIT = 200;
95 PLAYER_AP_SOFT = 100;
96 PLAYER_AP_LIMIT = 200;
97 SUICIDE_DAMAGE = 112;
99 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
100 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
102 type
103 TPlayerStat = record
104 Ping: Word;
105 Loss: Byte;
106 Name: String;
107 Team: Byte;
108 Frags: SmallInt;
109 Deaths: SmallInt;
110 Lives: Byte;
111 Kills: Word;
112 Color: TRGB;
113 Spectator: Boolean;
114 end;
116 TPlayerStatArray = Array of TPlayerStat;
118 TPlayerSavedState = record
119 Health: Integer;
120 Armor: Integer;
121 Air: Integer;
122 JetFuel: Integer;
123 CurrWeap: Byte;
124 NextWeap: WORD;
125 NextWeapDelay: Byte;
126 Ammo: Array [A_BULLETS..A_HIGH] of Word;
127 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
128 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
129 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
130 WaitRecall: Boolean;
131 end;
133 TKeyState = record
134 Pressed: Boolean;
135 Time: Word;
136 end;
138 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
139 private
140 FIamBot: Boolean;
141 FUID: Word;
142 FName: String;
143 FTeam: Byte;
144 FAlive: Boolean;
145 FSpawned: Boolean;
146 FDirection: TDirection;
147 FHealth: Integer;
148 FLives: Byte;
149 FArmor: Integer;
150 FAir: Integer;
151 FPain: Integer;
152 FPickup: Integer;
153 FKills: Integer;
154 FMonsterKills: Integer;
155 FFrags: Integer;
156 FFragCombo: Byte;
157 FLastFrag: LongWord;
158 FComboEvnt: Integer;
159 FDeath: Integer;
160 FCanJetpack: Boolean;
161 FJetFuel: Integer;
162 FFlag: Byte;
163 FSecrets: Integer;
164 FCurrWeap: Byte;
165 FNextWeap: WORD;
166 FNextWeapDelay: Byte; // frames
167 FBFGFireCounter: SmallInt;
168 FLastSpawnerUID: Word;
169 FLastHit: Byte;
170 FObj: TObj;
171 FXTo, FYTo: Integer;
172 FSpectatePlayer: Integer;
173 FFirePainTime: Integer;
174 FFireAttacker: Word;
176 FSavedState: TPlayerSavedState;
178 FModel: TPlayerModel;
179 FPunchAnim: TAnimation;
180 FActionPrior: Byte;
181 FActionAnim: Byte;
182 FActionForce: Boolean;
183 FActionChanged: Boolean;
184 FAngle: SmallInt;
185 FFireAngle: SmallInt;
186 FIncCam: Integer;
187 FShellTimer: Integer;
188 FShellType: Byte;
189 FSawSound: TPlayableSound;
190 FSawSoundIdle: TPlayableSound;
191 FSawSoundHit: TPlayableSound;
192 FSawSoundSelect: TPlayableSound;
193 FJetSoundOn: TPlayableSound;
194 FJetSoundOff: TPlayableSound;
195 FJetSoundFly: TPlayableSound;
196 FGodMode: Boolean;
197 FNoTarget: Boolean;
198 FNoReload: Boolean;
199 FJustTeleported: Boolean;
200 FNetTime: LongWord;
201 mEDamageType: Integer;
204 function CollideLevel(XInc, YInc: Integer): Boolean;
205 function StayOnStep(XInc, YInc: Integer): Boolean;
206 function HeadInLiquid(XInc, YInc: Integer): Boolean;
207 function BodyInLiquid(XInc, YInc: Integer): Boolean;
208 function BodyInAcid(XInc, YInc: Integer): Boolean;
209 function FullInLift(XInc, YInc: Integer): Integer;
210 {procedure CollideItem();}
211 procedure FlySmoke(Times: DWORD = 1);
212 procedure OnFireFlame(Times: DWORD = 1);
213 function GetAmmoByWeapon(Weapon: Byte): Word;
214 procedure SetAction(Action: Byte; Force: Boolean = False);
215 procedure OnDamage(Angle: SmallInt); virtual;
216 function firediry(): Integer;
217 procedure DoPunch();
219 procedure Run(Direction: TDirection);
220 procedure NextWeapon();
221 procedure PrevWeapon();
222 procedure SeeUp();
223 procedure SeeDown();
224 procedure Fire();
225 procedure Jump();
226 procedure Use();
228 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
229 procedure resetWeaponQueue ();
230 function hasAmmoForWeapon (weapon: Byte): Boolean;
232 procedure doDamage (v: Integer);
234 public
235 FDamageBuffer: Integer;
237 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
238 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
239 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
240 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
241 FBerserk: Integer;
242 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
243 FReloading: Array [WP_FIRST..WP_LAST] of Word;
244 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
245 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
246 FColor: TRGB;
247 FPreferredTeam: Byte;
248 FSpectator: Boolean;
249 FNoRespawn: Boolean;
250 FWantsInGame: Boolean;
251 FGhost: Boolean;
252 FPhysics: Boolean;
253 FJetpack: Boolean;
254 FActualModelName: string;
255 FClientID: SmallInt;
256 FPing: Word;
257 FLoss: Byte;
258 FDummy: Boolean;
259 FFireTime: Integer;
261 // debug: viewport offset
262 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
264 function isValidViewPort (): Boolean; inline;
266 constructor Create(); virtual;
267 destructor Destroy(); override;
268 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
269 function GetRespawnPoint(): Byte;
270 procedure PressKey(Key: Byte; Time: Word = 1);
271 procedure ReleaseKeys();
272 procedure SetModel(ModelName: String);
273 procedure SetColor(Color: TRGB);
274 procedure SetWeapon(W: Byte);
275 function IsKeyPressed(K: Byte): Boolean;
276 function GetKeys(): Byte;
277 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
278 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
279 function Collide(Panel: TPanel): Boolean; overload;
280 function Collide(X, Y: Integer): Boolean; overload;
281 procedure SetDirection(Direction: TDirection);
282 procedure GetSecret();
283 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
284 procedure Touch();
285 procedure Push(vx, vy: Integer);
286 procedure ChangeModel(ModelName: String);
287 procedure SwitchTeam;
288 procedure ChangeTeam(Team: Byte);
289 procedure BFGHit();
290 function GetFlag(Flag: Byte): Boolean;
291 procedure SetFlag(Flag: Byte);
292 function DropFlag(): Boolean;
293 procedure AllRulez(Health: Boolean);
294 procedure RestoreHealthArmor();
295 procedure FragCombo();
296 procedure GiveItem(ItemType: Byte);
297 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
298 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
299 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
300 procedure MakeBloodSimple(Count: Word);
301 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
302 procedure Reset(Force: Boolean);
303 procedure Spectate(NoMove: Boolean = False);
304 procedure SwitchNoClip;
305 procedure SoftReset();
306 procedure Draw(); virtual;
307 procedure DrawPain();
308 procedure DrawPickup();
309 procedure DrawRulez();
310 procedure DrawAim();
311 procedure DrawBubble();
312 procedure DrawGUI();
313 procedure Update(); virtual;
314 procedure RememberState();
315 procedure RecallState();
316 procedure SaveState (st: TStream); virtual;
317 procedure LoadState (st: TStream); virtual;
318 procedure PauseSounds(Enable: Boolean);
319 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
320 procedure DoLerp(Level: Integer = 2);
321 procedure SetLerp(XTo, YTo: Integer);
322 procedure QueueWeaponSwitch(Weapon: Byte);
323 procedure RealizeCurrentWeapon();
324 procedure JetpackOn;
325 procedure JetpackOff;
326 procedure CatchFire(Attacker: Word);
328 //WARNING! this does nothing for now, but still call it!
329 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
331 procedure getMapBox (out x, y, w, h: Integer); inline;
332 procedure moveBy (dx, dy: Integer); inline;
334 public
335 property Vel: TPoint2i read FObj.Vel;
336 property Obj: TObj read FObj;
338 property Name: String read FName write FName;
339 property Model: TPlayerModel read FModel;
340 property Health: Integer read FHealth write FHealth;
341 property Lives: Byte read FLives write FLives;
342 property Armor: Integer read FArmor write FArmor;
343 property Air: Integer read FAir write FAir;
344 property JetFuel: Integer read FJetFuel write FJetFuel;
345 property Frags: Integer read FFrags write FFrags;
346 property Death: Integer read FDeath write FDeath;
347 property Kills: Integer read FKills write FKills;
348 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
349 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
350 property Secrets: Integer read FSecrets;
351 property GodMode: Boolean read FGodMode write FGodMode;
352 property NoTarget: Boolean read FNoTarget write FNoTarget;
353 property NoReload: Boolean read FNoReload write FNoReload;
354 property alive: Boolean read FAlive write FAlive;
355 property Flag: Byte read FFlag;
356 property Team: Byte read FTeam write FTeam;
357 property Direction: TDirection read FDirection;
358 property GameX: Integer read FObj.X write FObj.X;
359 property GameY: Integer read FObj.Y write FObj.Y;
360 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
361 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
362 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
363 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
364 property IncCam: Integer read FIncCam write FIncCam;
365 property UID: Word read FUID write FUID;
366 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
367 property NetTime: LongWord read FNetTime write FNetTime;
369 published
370 property eName: String read FName write FName;
371 property eHealth: Integer read FHealth write FHealth;
372 property eLives: Byte read FLives write FLives;
373 property eArmor: Integer read FArmor write FArmor;
374 property eAir: Integer read FAir write FAir;
375 property eJetFuel: Integer read FJetFuel write FJetFuel;
376 property eFrags: Integer read FFrags write FFrags;
377 property eDeath: Integer read FDeath write FDeath;
378 property eKills: Integer read FKills write FKills;
379 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
380 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
381 property eSecrets: Integer read FSecrets write FSecrets;
382 property eGodMode: Boolean read FGodMode write FGodMode;
383 property eNoTarget: Boolean read FNoTarget write FNoTarget;
384 property eNoReload: Boolean read FNoReload write FNoReload;
385 property eAlive: Boolean read FAlive write FAlive;
386 property eFlag: Byte read FFlag;
387 property eTeam: Byte read FTeam write FTeam;
388 property eDirection: TDirection read FDirection;
389 property eGameX: Integer read FObj.X write FObj.X;
390 property eGameY: Integer read FObj.Y write FObj.Y;
391 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
392 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
393 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
394 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
395 property eIncCam: Integer read FIncCam write FIncCam;
396 property eUID: Word read FUID;
397 property eJustTeleported: Boolean read FJustTeleported;
398 property eNetTime: LongWord read FNetTime;
400 // set this before assigning something to `eDamage`
401 property eDamageType: Integer read mEDamageType write mEDamageType;
402 property eDamage: Integer write doDamage;
403 end;
405 TDifficult = record
406 public
407 DiagFire: Byte;
408 InvisFire: Byte;
409 DiagPrecision: Byte;
410 FlyPrecision: Byte;
411 Cover: Byte;
412 CloseJump: Byte;
413 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
414 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
415 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
417 public
418 procedure save (st: TStream);
419 procedure load (st: TStream);
420 end;
422 TAIFlag = record
423 Name: String;
424 Value: String;
425 end;
427 TBot = class(TPlayer)
428 private
429 FSelectedWeapon: Byte;
430 FTargetUID: Word;
431 FLastVisible: DWORD;
432 FAIFlags: Array of TAIFlag;
433 FDifficult: TDifficult;
435 function GetRnd(a: Byte): Boolean;
436 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
437 function RunDirection(): TDirection;
438 function FullInStep(XInc, YInc: Integer): Boolean;
439 //function NeedItem(Item: Byte): Byte;
440 procedure SelectWeapon(Dist: Integer);
441 procedure SetAIFlag(aName, fValue: String20);
442 function GetAIFlag(aName: String20): String20;
443 procedure RemoveAIFlag(aName: String20);
444 function Healthy(): Byte;
445 procedure UpdateMove();
446 procedure UpdateCombat();
447 function KeyPressed(Key: Word): Boolean;
448 procedure ReleaseKey(Key: Byte);
449 function TargetOnScreen(TX, TY: Integer): Boolean;
450 procedure OnDamage(Angle: SmallInt); override;
452 public
453 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
454 constructor Create(); override;
455 destructor Destroy(); override;
456 procedure Draw(); override;
457 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
458 function Heal(value: Word; Soft: Boolean): Boolean; override;
459 procedure Update(); override;
460 procedure SaveState (st: TStream); override;
461 procedure LoadState (st: TStream); override;
462 end;
464 PGib = ^TGib;
465 TGib = record
466 alive: Boolean;
467 ID: DWORD;
468 MaskID: DWORD;
469 RAngle: Integer;
470 Color: TRGB;
471 Obj: TObj;
473 procedure getMapBox (out x, y, w, h: Integer); inline;
474 procedure moveBy (dx, dy: Integer); inline;
476 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
477 end;
480 PShell = ^TShell;
481 TShell = record
482 SpriteID: DWORD;
483 alive: Boolean;
484 SType: Byte;
485 RAngle: Integer;
486 Timeout: Cardinal;
487 CX, CY: Integer;
488 Obj: TObj;
490 procedure getMapBox (out x, y, w, h: Integer); inline;
491 procedure moveBy (dx, dy: Integer); inline;
493 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
494 end;
496 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
497 private
498 FModelName: String;
499 FMess: Boolean;
500 FState: Byte;
501 FDamage: Byte;
502 FColor: TRGB;
503 FObj: TObj;
504 FAnimation: TAnimation;
505 FAnimationMask: TAnimation;
507 public
508 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
509 destructor Destroy(); override;
510 procedure Damage(Value: Word; vx, vy: Integer);
511 procedure Update();
512 procedure Draw();
513 procedure SaveState (st: TStream);
514 procedure LoadState (st: TStream);
516 procedure getMapBox (out x, y, w, h: Integer); inline;
517 procedure moveBy (dx, dy: Integer); inline;
519 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
521 function ObjPtr (): PObj; inline;
523 property Obj: TObj read FObj; // copies object
524 property State: Byte read FState;
525 property Mess: Boolean read FMess;
526 end;
528 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
529 record
530 Goals: SmallInt;
531 end;
533 var
534 gPlayers: Array of TPlayer;
535 gCorpses: Array of TCorpse;
536 gGibs: Array of TGib;
537 gShells: Array of TShell;
538 gTeamStat: TTeamStat;
539 gFly: Boolean = False;
540 gAimLine: Boolean = False;
541 gChatBubble: Byte = 0;
542 gNumBots: Word = 0;
543 gLMSPID1: Word = 0;
544 gLMSPID2: Word = 0;
545 MAX_RUNVEL: Integer = 8;
546 VEL_JUMP: Integer = 10;
547 SHELL_TIMEOUT: Cardinal = 60000;
549 function Lerp(X, Y, Factor: Integer): Integer;
551 procedure g_Gibs_SetMax(Count: Word);
552 function g_Gibs_GetMax(): Word;
553 procedure g_Corpses_SetMax(Count: Word);
554 function g_Corpses_GetMax(): Word;
555 procedure g_Shells_SetMax(Count: Word);
556 function g_Shells_GetMax(): Word;
558 procedure g_Player_Init();
559 procedure g_Player_Free();
560 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
561 function g_Player_CreateFromState (st: TStream): Word;
562 procedure g_Player_Remove(UID: Word);
563 procedure g_Player_ResetTeams();
564 procedure g_Player_UpdateAll();
565 procedure g_Player_DrawAll();
566 procedure g_Player_DrawDebug(p: TPlayer);
567 procedure g_Player_DrawHealth();
568 procedure g_Player_RememberAll();
569 procedure g_Player_ResetAll(Force, Silent: Boolean);
570 function g_Player_Get(UID: Word): TPlayer;
571 function g_Player_GetCount(): Byte;
572 function g_Player_GetStats(): TPlayerStatArray;
573 function g_Player_ValidName(Name: String): Boolean;
574 procedure g_Player_CreateCorpse(Player: TPlayer);
575 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
576 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
577 procedure g_Player_UpdatePhysicalObjects();
578 procedure g_Player_DrawCorpses();
579 procedure g_Player_DrawShells();
580 procedure g_Player_RemoveAllCorpses();
581 procedure g_Player_Corpses_SaveState (st: TStream);
582 procedure g_Player_Corpses_LoadState (st: TStream);
583 procedure g_Bot_Add(Team, Difficult: Byte);
584 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
585 procedure g_Bot_MixNames();
586 procedure g_Bot_RemoveAll();
588 implementation
590 uses
591 {$INCLUDE ../nogl/noGLuses.inc}
592 {$IFDEF ENABLE_HOLMES}
593 g_holmes,
594 {$ENDIF}
595 e_log, g_map, g_items, g_console, g_gfx, Math,
596 g_options, g_triggers, g_menu, g_game, g_grid,
597 wadreader, g_main, g_monsters, CONFIG, g_language,
598 g_net, g_netmsg, g_window,
599 utils, xstreams;
601 const PLR_SAVE_VERSION = 0;
603 type
604 TBotProfile = record
605 name: ShortString;
606 model: ShortString;
607 team: Byte;
608 color: TRGB;
609 diag_fire: Byte;
610 invis_fire: Byte;
611 diag_precision: Byte;
612 fly_precision: Byte;
613 cover: Byte;
614 close_jump: Byte;
615 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
616 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
617 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
618 end;
620 const
621 TIME_RESPAWN1 = 1500;
622 TIME_RESPAWN2 = 2000;
623 TIME_RESPAWN3 = 3000;
624 AIR_DEF = 360;
625 AIR_MAX = 1091;
626 JET_MAX = 540; // ~30 sec
627 PLAYER_SUIT_TIME = 30000;
628 PLAYER_INVUL_TIME = 30000;
629 PLAYER_INVIS_TIME = 35000;
630 FRAG_COMBO_TIME = 3000;
631 VEL_SW = 4;
632 VEL_FLY = 6;
633 ANGLE_RIGHTUP = 55;
634 ANGLE_RIGHTDOWN = -35;
635 ANGLE_LEFTUP = 125;
636 ANGLE_LEFTDOWN = -145;
637 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
638 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
639 BOT_MAXJUMP = 84;
640 BOT_LONGDIST = 300;
641 BOT_UNSAFEDIST = 128;
642 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
643 (R:0; G:0; B:255));
644 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
645 FlyPrecision: 32; Cover: 32; CloseJump: 32;
646 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
647 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
648 FlyPrecision: 127; Cover: 127; CloseJump: 127;
649 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
650 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
651 FlyPrecision: 255; Cover: 255; CloseJump: 255;
652 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
653 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
654 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
655 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
656 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
657 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
658 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
659 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
660 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
661 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
662 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
663 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
664 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
665 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
666 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
667 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
668 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
669 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
671 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
672 CORPSE_SIGNATURE = $50524F43; // 'CORP'
674 BOTNAMES_FILENAME = 'botnames.txt';
675 BOTLIST_FILENAME = 'botlist.txt';
677 var
678 MaxGibs: Word = 150;
679 MaxCorpses: Word = 20;
680 MaxShells: Word = 300;
681 CurrentGib: Integer = 0;
682 CurrentShell: Integer = 0;
683 BotNames: Array of String;
684 BotList: Array of TBotProfile;
687 function Lerp(X, Y, Factor: Integer): Integer;
688 begin
689 Result := X + ((Y - X) div Factor);
690 end;
692 function SameTeam(UID1, UID2: Word): Boolean;
693 begin
694 Result := False;
696 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
697 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
699 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
701 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
702 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
704 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
705 end;
707 procedure g_Gibs_SetMax(Count: Word);
708 begin
709 MaxGibs := Count;
710 SetLength(gGibs, Count);
712 if CurrentGib >= Count then
713 CurrentGib := 0;
714 end;
716 function g_Gibs_GetMax(): Word;
717 begin
718 Result := MaxGibs;
719 end;
721 procedure g_Shells_SetMax(Count: Word);
722 begin
723 MaxShells := Count;
724 SetLength(gShells, Count);
726 if CurrentShell >= Count then
727 CurrentShell := 0;
728 end;
730 function g_Shells_GetMax(): Word;
731 begin
732 Result := MaxShells;
733 end;
736 procedure g_Corpses_SetMax(Count: Word);
737 begin
738 MaxCorpses := Count;
739 SetLength(gCorpses, Count);
740 end;
742 function g_Corpses_GetMax(): Word;
743 begin
744 Result := MaxCorpses;
745 end;
747 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
748 var
749 a: Integer;
750 ok: Boolean;
751 begin
752 Result := 0;
754 ok := False;
755 a := 0;
757 // Åñòü ëè ìåñòî â gPlayers:
758 if gPlayers <> nil then
759 for a := 0 to High(gPlayers) do
760 if gPlayers[a] = nil then
761 begin
762 ok := True;
763 Break;
764 end;
766 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
767 if not ok then
768 begin
769 SetLength(gPlayers, Length(gPlayers)+1);
770 a := High(gPlayers);
771 end;
773 // Ñîçäàåì îáúåêò èãðîêà:
774 if Bot then
775 gPlayers[a] := TBot.Create()
776 else
777 gPlayers[a] := TPlayer.Create();
780 gPlayers[a].FActualModelName := ModelName;
781 gPlayers[a].SetModel(ModelName);
783 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
784 if gPlayers[a].FModel = nil then
785 begin
786 gPlayers[a].Free();
787 gPlayers[a] := nil;
788 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
789 Exit;
790 end;
792 if not (Team in [TEAM_RED, TEAM_BLUE]) then
793 if Random(2) = 0 then
794 Team := TEAM_RED
795 else
796 Team := TEAM_BLUE;
797 gPlayers[a].FPreferredTeam := Team;
799 case gGameSettings.GameMode of
800 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
801 GM_TDM,
802 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
803 GM_SINGLE,
804 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
805 end;
807 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
808 gPlayers[a].FColor := Color;
809 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
810 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
811 else
812 gPlayers[a].FModel.Color := Color;
814 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
815 gPlayers[a].FAlive := False;
817 Result := gPlayers[a].FUID;
818 end;
820 function g_Player_CreateFromState (st: TStream): Word;
821 var
822 a, i: Integer;
823 ok, Bot: Boolean;
824 b: Byte;
825 begin
826 result := 0;
827 if (st = nil) then exit; //???
829 // Ñèãíàòóðà èãðîêà
830 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
831 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
833 // Áîò èëè ÷åëîâåê:
834 Bot := utils.readBool(st);
836 ok := false;
837 a := 0;
839 // Åñòü ëè ìåñòî â gPlayers:
840 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
842 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
843 if not ok then
844 begin
845 SetLength(gPlayers, Length(gPlayers)+1);
846 a := High(gPlayers);
847 end;
849 // Ñîçäàåì îáúåêò èãðîêà
850 if Bot then
851 gPlayers[a] := TBot.Create()
852 else
853 gPlayers[a] := TPlayer.Create();
854 gPlayers[a].FIamBot := Bot;
855 gPlayers[a].FPhysics := True;
857 // UID èãðîêà
858 gPlayers[a].FUID := utils.readWord(st);
859 // Èìÿ èãðîêà
860 gPlayers[a].FName := utils.readStr(st);
861 // Êîìàíäà
862 gPlayers[a].FTeam := utils.readByte(st);
863 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
864 // Æèâ ëè
865 gPlayers[a].FAlive := utils.readBool(st);
866 // Èçðàñõîäîâàë ëè âñå æèçíè
867 gPlayers[a].FNoRespawn := utils.readBool(st);
868 // Íàïðàâëåíèå
869 b := utils.readByte(st);
870 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
871 // Çäîðîâüå
872 gPlayers[a].FHealth := utils.readLongInt(st);
873 // Æèçíè
874 gPlayers[a].FLives := utils.readByte(st);
875 // Áðîíÿ
876 gPlayers[a].FArmor := utils.readLongInt(st);
877 // Çàïàñ âîçäóõà
878 gPlayers[a].FAir := utils.readLongInt(st);
879 // Çàïàñ ãîðþ÷åãî
880 gPlayers[a].FJetFuel := utils.readLongInt(st);
881 // Áîëü
882 gPlayers[a].FPain := utils.readLongInt(st);
883 // Óáèë
884 gPlayers[a].FKills := utils.readLongInt(st);
885 // Óáèë ìîíñòðîâ
886 gPlayers[a].FMonsterKills := utils.readLongInt(st);
887 // Ôðàãîâ
888 gPlayers[a].FFrags := utils.readLongInt(st);
889 // Ôðàãîâ ïîäðÿä
890 gPlayers[a].FFragCombo := utils.readByte(st);
891 // Âðåìÿ ïîñëåäíåãî ôðàãà
892 gPlayers[a].FLastFrag := utils.readLongWord(st);
893 // Ñìåðòåé
894 gPlayers[a].FDeath := utils.readLongInt(st);
895 // Êàêîé ôëàã íåñåò
896 gPlayers[a].FFlag := utils.readByte(st);
897 // Íàøåë ñåêðåòîâ
898 gPlayers[a].FSecrets := utils.readLongInt(st);
899 // Òåêóùåå îðóæèå
900 gPlayers[a].FCurrWeap := utils.readByte(st);
901 // Ñëåäóþùåå æåëàåìîå îðóæèå
902 gPlayers[a].FNextWeap := utils.readWord(st);
903 // ...è ïàóçà
904 gPlayers[a].FNextWeapDelay := utils.readByte(st);
905 // Âðåìÿ çàðÿäêè BFG
906 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
907 // Áóôåð óðîíà
908 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
909 // Ïîñëåäíèé óäàðèâøèé
910 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
911 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
912 gPlayers[a].FLastHit := utils.readByte(st);
913 // Îáúåêò èãðîêà:
914 Obj_LoadState(@gPlayers[a].FObj, st);
915 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
916 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
917 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
918 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
919 // Íàëè÷èå îðóæèÿ
920 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
921 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
922 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
923 // Íàëè÷èå ðþêçàêà
924 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
925 // Íàëè÷èå êðàñíîãî êëþ÷à
926 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
927 // Íàëè÷èå çåëåíîãî êëþ÷à
928 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
929 // Íàëè÷èå ñèíåãî êëþ÷à
930 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
931 // Íàëè÷èå áåðñåðêà
932 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
933 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
934 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
935 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
936 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
938 // Íàçâàíèå ìîäåëè:
939 gPlayers[a].FActualModelName := utils.readStr(st);
940 // Öâåò ìîäåëè
941 gPlayers[a].FColor.R := utils.readByte(st);
942 gPlayers[a].FColor.G := utils.readByte(st);
943 gPlayers[a].FColor.B := utils.readByte(st);
944 // Îáíîâëÿåì ìîäåëü èãðîêà
945 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
947 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
948 if (gPlayers[a].FModel = nil) then
949 begin
950 gPlayers[a].Free();
951 gPlayers[a] := nil;
952 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
953 exit;
954 end;
956 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
957 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
958 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
959 else
960 gPlayers[a].FModel.Color := gPlayers[a].FColor;
962 result := gPlayers[a].FUID;
963 end;
966 procedure g_Player_ResetTeams();
967 var
968 a: Integer;
969 begin
970 if g_Game_IsClient then
971 Exit;
972 if gPlayers = nil then
973 Exit;
974 for a := Low(gPlayers) to High(gPlayers) do
975 if gPlayers[a] <> nil then
976 case gGameSettings.GameMode of
977 GM_DM:
978 gPlayers[a].ChangeTeam(TEAM_NONE);
979 GM_TDM, GM_CTF:
980 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
981 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
982 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
983 else
984 if a mod 2 = 0 then
985 gPlayers[a].ChangeTeam(TEAM_RED)
986 else
987 gPlayers[a].ChangeTeam(TEAM_BLUE);
988 GM_SINGLE,
989 GM_COOP:
990 gPlayers[a].ChangeTeam(TEAM_COOP);
991 end;
992 end;
994 procedure g_Bot_Add(Team, Difficult: Byte);
995 var
996 m: SSArray;
997 _name, _model: String;
998 a, tr, tb: Integer;
999 begin
1000 if not g_Game_IsServer then Exit;
1002 // Ñïèñîê íàçâàíèé ìîäåëåé:
1003 m := g_PlayerModel_GetNames();
1004 if m = nil then
1005 Exit;
1007 // Êîìàíäà:
1008 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1009 Team := TEAM_COOP // COOP
1010 else
1011 if gGameSettings.GameMode = GM_DM then
1012 Team := TEAM_NONE // DM
1013 else
1014 if Team = TEAM_NONE then // CTF / TDM
1015 begin
1016 // Àâòîáàëàíñ êîìàíä:
1017 tr := 0;
1018 tb := 0;
1020 for a := 0 to High(gPlayers) do
1021 if gPlayers[a] <> nil then
1022 begin
1023 if gPlayers[a].Team = TEAM_RED then
1024 Inc(tr)
1025 else
1026 if gPlayers[a].Team = TEAM_BLUE then
1027 Inc(tb);
1028 end;
1030 if tr > tb then
1031 Team := TEAM_BLUE
1032 else
1033 if tb > tr then
1034 Team := TEAM_RED
1035 else // tr = tb
1036 if Random(2) = 0 then
1037 Team := TEAM_RED
1038 else
1039 Team := TEAM_BLUE;
1040 end;
1042 // Âûáèðàåì áîòó èìÿ:
1043 _name := '';
1044 if BotNames <> nil then
1045 for a := 0 to High(BotNames) do
1046 if g_Player_ValidName(BotNames[a]) then
1047 begin
1048 _name := BotNames[a];
1049 Break;
1050 end;
1052 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1053 if _name = '' then
1054 repeat
1055 _name := Format('DFBOT%.2d', [Random(100)]);
1056 until g_Player_ValidName(_name);
1058 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1059 _model := m[Random(Length(m))];
1061 // Ñîçäàåì áîòà:
1062 with g_Player_Get(g_Player_Create(_model,
1063 _RGB(Min(Random(9)*32, 255),
1064 Min(Random(9)*32, 255),
1065 Min(Random(9)*32, 255)),
1066 Team, True)) as TBot do
1067 begin
1068 Name := _name;
1070 case Difficult of
1071 1: FDifficult := DIFFICULT_EASY;
1072 2: FDifficult := DIFFICULT_MEDIUM;
1073 else FDifficult := DIFFICULT_HARD;
1074 end;
1076 for a := WP_FIRST to WP_LAST do
1077 begin
1078 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1079 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1080 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1081 end;
1083 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1085 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1086 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1087 Spectate();
1088 end;
1089 end;
1091 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1092 var
1093 m: SSArray;
1094 _name, _model: String;
1095 a: Integer;
1096 begin
1097 if not g_Game_IsServer then Exit;
1099 // Ñïèñîê íàçâàíèé ìîäåëåé:
1100 m := g_PlayerModel_GetNames();
1101 if m = nil then
1102 Exit;
1104 // Êîìàíäà:
1105 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1106 Team := TEAM_COOP // COOP
1107 else
1108 if gGameSettings.GameMode = GM_DM then
1109 Team := TEAM_NONE // DM
1110 else
1111 if Team = TEAM_NONE then
1112 Team := BotList[num].team; // CTF / TDM
1114 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1115 lName := AnsiLowerCase(lName);
1116 if (num < 0) or (num > Length(BotList)-1) then
1117 num := -1;
1118 if (num = -1) and (lName <> '') and (BotList <> nil) then
1119 for a := 0 to High(BotList) do
1120 if AnsiLowerCase(BotList[a].name) = lName then
1121 begin
1122 num := a;
1123 Break;
1124 end;
1125 if num = -1 then
1126 Exit;
1128 // Èìÿ áîòà:
1129 _name := BotList[num].name;
1130 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1131 if not g_Player_ValidName(_name) then
1132 repeat
1133 _name := Format('DFBOT%.2d', [Random(100)]);
1134 until g_Player_ValidName(_name);
1136 // Ìîäåëü:
1137 _model := BotList[num].model;
1138 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1139 if not InSArray(_model, m) then
1140 _model := m[Random(Length(m))];
1142 // Ñîçäàåì áîòà:
1143 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1144 begin
1145 Name := _name;
1147 FDifficult.DiagFire := BotList[num].diag_fire;
1148 FDifficult.InvisFire := BotList[num].invis_fire;
1149 FDifficult.DiagPrecision := BotList[num].diag_precision;
1150 FDifficult.FlyPrecision := BotList[num].fly_precision;
1151 FDifficult.Cover := BotList[num].cover;
1152 FDifficult.CloseJump := BotList[num].close_jump;
1154 for a := WP_FIRST to WP_LAST do
1155 begin
1156 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1157 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1158 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1159 end;
1161 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1163 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1164 end;
1165 end;
1167 procedure g_Bot_RemoveAll();
1168 var
1169 a: Integer;
1170 begin
1171 if not g_Game_IsServer then Exit;
1172 if gPlayers = nil then Exit;
1174 for a := 0 to High(gPlayers) do
1175 if gPlayers[a] <> nil then
1176 if gPlayers[a] is TBot then
1177 begin
1178 gPlayers[a].Lives := 0;
1179 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1180 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1181 g_Player_Remove(gPlayers[a].FUID);
1182 end;
1184 g_Bot_MixNames();
1185 end;
1187 procedure g_Bot_MixNames();
1188 var
1189 s: String;
1190 a, b: Integer;
1191 begin
1192 if BotNames <> nil then
1193 for a := 0 to High(BotNames) do
1194 begin
1195 b := Random(Length(BotNames));
1196 s := BotNames[a];
1197 Botnames[a] := BotNames[b];
1198 BotNames[b] := s;
1199 end;
1200 end;
1202 procedure g_Player_Remove(UID: Word);
1203 var
1204 i: Integer;
1205 begin
1206 if gPlayers = nil then Exit;
1208 if g_Game_IsServer and g_Game_IsNet then
1209 MH_SEND_PlayerDelete(UID);
1211 for i := 0 to High(gPlayers) do
1212 if gPlayers[i] <> nil then
1213 if gPlayers[i].FUID = UID then
1214 begin
1215 if gPlayers[i] is TPlayer then
1216 TPlayer(gPlayers[i]).Free()
1217 else
1218 TBot(gPlayers[i]).Free();
1219 gPlayers[i] := nil;
1220 Exit;
1221 end;
1222 end;
1224 procedure g_Player_Init();
1225 var
1226 F: TextFile;
1227 s: String;
1228 a, b: Integer;
1229 config: TConfig;
1230 sa: SSArray;
1231 begin
1232 BotNames := nil;
1234 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1235 Exit;
1237 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1238 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1239 Reset(F);
1241 while not EOF(F) do
1242 begin
1243 ReadLn(F, s);
1245 s := Trim(s);
1246 if s = '' then
1247 Continue;
1249 SetLength(BotNames, Length(BotNames)+1);
1250 BotNames[High(BotNames)] := s;
1251 end;
1253 CloseFile(F);
1255 // Ïåðåìåøèâàåì èõ:
1256 g_Bot_MixNames();
1258 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1259 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1260 BotList := nil;
1261 a := 0;
1263 while config.SectionExists(IntToStr(a)) do
1264 begin
1265 SetLength(BotList, Length(BotList)+1);
1267 with BotList[High(BotList)] do
1268 begin
1269 // Èìÿ áîòà:
1270 name := config.ReadStr(IntToStr(a), 'name', '');
1271 // Ìîäåëü:
1272 model := config.ReadStr(IntToStr(a), 'model', '');
1273 // Êîìàíäà:
1274 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1275 team := TEAM_RED
1276 else
1277 team := TEAM_BLUE;
1278 // Öâåò ìîäåëè:
1279 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1280 color.R := StrToIntDef(sa[0], 0);
1281 color.G := StrToIntDef(sa[1], 0);
1282 color.B := StrToIntDef(sa[2], 0);
1283 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1284 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1285 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1286 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1287 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1288 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1289 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1290 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1291 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1292 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1293 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1294 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1295 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1296 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1297 if Length(sa) = 10 then
1298 for b := 0 to 9 do
1299 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1300 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1301 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1302 if Length(sa) = 10 then
1303 for b := 0 to 9 do
1304 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1306 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1307 if Length(sa) = 10 then
1308 for b := 0 to 9 do
1309 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1310 end;
1312 a := a + 1;
1313 end;
1315 config.Free();
1316 end;
1318 procedure g_Player_Free();
1319 var
1320 i: Integer;
1321 begin
1322 if gPlayers <> nil then
1323 begin
1324 for i := 0 to High(gPlayers) do
1325 if gPlayers[i] <> nil then
1326 begin
1327 if gPlayers[i] is TPlayer then
1328 TPlayer(gPlayers[i]).Free()
1329 else
1330 TBot(gPlayers[i]).Free();
1331 gPlayers[i] := nil;
1332 end;
1334 gPlayers := nil;
1335 end;
1337 gPlayer1 := nil;
1338 gPlayer2 := nil;
1339 end;
1341 procedure g_Player_UpdateAll();
1342 var
1343 i: Integer;
1344 begin
1345 if gPlayers = nil then Exit;
1347 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1348 for i := 0 to High(gPlayers) do
1349 begin
1350 if gPlayers[i] <> nil then
1351 begin
1352 if gPlayers[i] is TPlayer then
1353 begin
1354 gPlayers[i].Update();
1355 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1356 end
1357 else
1358 begin
1359 // bot updates weapons in `UpdateCombat()`
1360 TBot(gPlayers[i]).Update();
1361 end;
1362 end;
1363 end;
1364 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1365 end;
1367 procedure g_Player_DrawAll();
1368 var
1369 i: Integer;
1370 begin
1371 if gPlayers = nil then Exit;
1373 for i := 0 to High(gPlayers) do
1374 if gPlayers[i] <> nil then
1375 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1376 else TBot(gPlayers[i]).Draw();
1377 end;
1379 procedure g_Player_DrawDebug(p: TPlayer);
1380 var
1381 fW, fH: Byte;
1382 begin
1383 if p = nil then Exit;
1384 if (@p.FObj) = nil then Exit;
1386 e_TextureFontGetSize(gStdFont, fW, fH);
1388 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1389 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1390 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1391 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1392 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1393 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1394 end;
1396 procedure g_Player_DrawHealth();
1397 var
1398 i: Integer;
1399 fW, fH: Byte;
1400 begin
1401 if gPlayers = nil then Exit;
1402 e_TextureFontGetSize(gStdFont, fW, fH);
1404 for i := 0 to High(gPlayers) do
1405 if gPlayers[i] <> nil then
1406 begin
1407 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1408 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1409 IntToStr(gPlayers[i].FHealth), gStdFont);
1410 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1411 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1412 IntToStr(gPlayers[i].FArmor), gStdFont);
1413 end;
1414 end;
1416 function g_Player_Get(UID: Word): TPlayer;
1417 var
1418 a: Integer;
1419 begin
1420 Result := nil;
1422 if gPlayers = nil then
1423 Exit;
1425 for a := 0 to High(gPlayers) do
1426 if gPlayers[a] <> nil then
1427 if gPlayers[a].FUID = UID then
1428 begin
1429 Result := gPlayers[a];
1430 Exit;
1431 end;
1432 end;
1434 function g_Player_GetCount(): Byte;
1435 var
1436 a: Integer;
1437 begin
1438 Result := 0;
1440 if gPlayers = nil then
1441 Exit;
1443 for a := 0 to High(gPlayers) do
1444 if gPlayers[a] <> nil then
1445 Result := Result + 1;
1446 end;
1448 function g_Player_GetStats(): TPlayerStatArray;
1449 var
1450 a: Integer;
1451 begin
1452 Result := nil;
1454 if gPlayers = nil then Exit;
1456 for a := 0 to High(gPlayers) do
1457 if gPlayers[a] <> nil then
1458 begin
1459 SetLength(Result, Length(Result)+1);
1460 with Result[High(Result)] do
1461 begin
1462 Ping := gPlayers[a].FPing;
1463 Loss := gPlayers[a].FLoss;
1464 Name := gPlayers[a].FName;
1465 Team := gPlayers[a].FTeam;
1466 Frags := gPlayers[a].FFrags;
1467 Deaths := gPlayers[a].FDeath;
1468 Kills := gPlayers[a].FKills;
1469 Color := gPlayers[a].FModel.Color;
1470 Lives := gPlayers[a].FLives;
1471 Spectator := gPlayers[a].FSpectator;
1472 end;
1473 end;
1474 end;
1476 procedure g_Player_RememberAll;
1477 var
1478 i: Integer;
1479 begin
1480 for i := Low(gPlayers) to High(gPlayers) do
1481 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1482 gPlayers[i].RememberState;
1483 end;
1485 procedure g_Player_ResetAll(Force, Silent: Boolean);
1486 var
1487 i: Integer;
1488 begin
1489 gTeamStat[TEAM_RED].Goals := 0;
1490 gTeamStat[TEAM_BLUE].Goals := 0;
1492 if gPlayers <> nil then
1493 for i := 0 to High(gPlayers) do
1494 if gPlayers[i] <> nil then
1495 begin
1496 gPlayers[i].Reset(Force);
1498 if gPlayers[i] is TPlayer then
1499 begin
1500 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1501 gPlayers[i].Respawn(Silent)
1502 else
1503 gPlayers[i].Spectate();
1504 end
1505 else
1506 TBot(gPlayers[i]).Respawn(Silent);
1507 end;
1508 end;
1510 procedure g_Player_CreateCorpse(Player: TPlayer);
1511 var
1512 find_id: DWORD;
1513 ok: Boolean;
1514 begin
1515 if Player.alive then
1516 Exit;
1517 if Player.FObj.Y >= gMapInfo.Height+128 then
1518 Exit;
1520 with Player do
1521 begin
1522 if (FHealth >= -50) or (gGibsCount = 0) then
1523 begin
1524 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1525 Exit;
1527 ok := False;
1528 for find_id := 0 to High(gCorpses) do
1529 if gCorpses[find_id] = nil then
1530 begin
1531 ok := True;
1532 Break;
1533 end;
1535 if not ok then
1536 find_id := Random(Length(gCorpses));
1538 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1539 gCorpses[find_id].FColor := FModel.Color;
1540 gCorpses[find_id].FObj.Vel := FObj.Vel;
1541 gCorpses[find_id].FObj.Accel := FObj.Accel;
1542 end
1543 else
1544 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1545 FObj.Y + PLAYER_RECT_CY,
1546 FModel.Name, FModel.Color);
1547 end;
1548 end;
1550 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1551 var
1552 SID: DWORD;
1553 begin
1554 if (gShells = nil) or (Length(gShells) = 0) then
1555 Exit;
1557 with gShells[CurrentShell] do
1558 begin
1559 SpriteID := 0;
1560 g_Obj_Init(@Obj);
1561 Obj.Rect.X := 0;
1562 Obj.Rect.Y := 0;
1563 if T = SHELL_BULLET then
1564 begin
1565 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1566 SpriteID := SID;
1567 CX := 2;
1568 CY := 1;
1569 Obj.Rect.Width := 4;
1570 Obj.Rect.Height := 2;
1571 end
1572 else
1573 begin
1574 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1575 SpriteID := SID;
1576 CX := 4;
1577 CY := 2;
1578 Obj.Rect.Width := 7;
1579 Obj.Rect.Height := 3;
1580 end;
1581 SType := T;
1582 alive := True;
1583 Obj.X := fX;
1584 Obj.Y := fY;
1585 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1586 positionChanged(); // this updates spatial accelerators
1587 RAngle := Random(360);
1588 Timeout := gTime + SHELL_TIMEOUT;
1590 if CurrentShell >= High(gShells) then
1591 CurrentShell := 0
1592 else
1593 Inc(CurrentShell);
1594 end;
1595 end;
1597 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1598 var
1599 a: Integer;
1600 GibsArray: TGibsArray;
1601 begin
1602 if (gGibs = nil) or (Length(gGibs) = 0) then
1603 Exit;
1604 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1605 Exit;
1607 for a := 0 to High(GibsArray) do
1608 with gGibs[CurrentGib] do
1609 begin
1610 Color := fColor;
1611 ID := GibsArray[a].ID;
1612 MaskID := GibsArray[a].MaskID;
1613 alive := True;
1614 g_Obj_Init(@Obj);
1615 Obj.Rect := GibsArray[a].Rect;
1616 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1617 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1618 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1619 positionChanged(); // this updates spatial accelerators
1620 RAngle := Random(360);
1622 if gBloodCount > 0 then
1623 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1624 Random(48), Random(48), 150, 0, 0);
1626 if CurrentGib >= High(gGibs) then
1627 CurrentGib := 0
1628 else
1629 Inc(CurrentGib);
1630 end;
1631 end;
1633 procedure g_Player_UpdatePhysicalObjects();
1634 var
1635 i: Integer;
1636 vel: TPoint2i;
1637 mr: Word;
1639 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1640 var
1641 k: Integer;
1642 begin
1643 k := 1 + Random(2);
1644 if T = SHELL_BULLET then
1645 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1646 else
1647 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1648 end;
1650 begin
1651 // Êóñêè ìÿñà:
1652 if gGibs <> nil then
1653 for i := 0 to High(gGibs) do
1654 if gGibs[i].alive then
1655 with gGibs[i] do
1656 begin
1657 vel := Obj.Vel;
1658 mr := g_Obj_Move(@Obj, True, False, True);
1659 positionChanged(); // this updates spatial accelerators
1661 if WordBool(mr and MOVE_FALLOUT) then
1662 begin
1663 alive := False;
1664 Continue;
1665 end;
1667 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1668 if WordBool(mr and MOVE_HITWALL) then
1669 Obj.Vel.X := -(vel.X div 2);
1670 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1671 Obj.Vel.Y := -(vel.Y div 2);
1673 if (Obj.Vel.X >= 0) then
1674 begin // Clockwise
1675 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1676 if RAngle >= 360 then
1677 RAngle := RAngle mod 360;
1678 end else begin // Counter-clockwise
1679 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1680 if RAngle < 0 then
1681 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1682 end;
1684 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1685 if gTime mod (GAME_TICK*3) = 0 then
1686 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1687 end;
1689 // Òðóïû:
1690 if gCorpses <> nil then
1691 for i := 0 to High(gCorpses) do
1692 if gCorpses[i] <> nil then
1693 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1694 begin
1695 gCorpses[i].Free();
1696 gCorpses[i] := nil;
1697 end
1698 else
1699 gCorpses[i].Update();
1701 // Ãèëüçû:
1702 if gShells <> nil then
1703 for i := 0 to High(gShells) do
1704 if gShells[i].alive then
1705 with gShells[i] do
1706 begin
1707 vel := Obj.Vel;
1708 mr := g_Obj_Move(@Obj, True, False, True);
1709 positionChanged(); // this updates spatial accelerators
1711 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1712 begin
1713 alive := False;
1714 Continue;
1715 end;
1717 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1718 if WordBool(mr and MOVE_HITWALL) then
1719 begin
1720 Obj.Vel.X := -(vel.X div 2);
1721 if not WordBool(mr and MOVE_INWATER) then
1722 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1723 end;
1724 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1725 begin
1726 Obj.Vel.Y := -(vel.Y div 2);
1727 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1728 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1729 begin
1730 if RAngle mod 90 <> 0 then
1731 RAngle := (RAngle div 90) * 90;
1732 end
1733 else if not WordBool(mr and MOVE_INWATER) then
1734 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1735 end;
1737 if (Obj.Vel.X >= 0) then
1738 begin // Clockwise
1739 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1740 if RAngle >= 360 then
1741 RAngle := RAngle mod 360;
1742 end else begin // Counter-clockwise
1743 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1744 if RAngle < 0 then
1745 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1746 end;
1747 end;
1748 end;
1751 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1752 begin
1753 x := Obj.X+Obj.Rect.X;
1754 y := Obj.Y+Obj.Rect.Y;
1755 w := Obj.Rect.Width;
1756 h := Obj.Rect.Height;
1757 end;
1759 procedure TGib.moveBy (dx, dy: Integer); inline;
1760 begin
1761 if (dx <> 0) or (dy <> 0) then
1762 begin
1763 Obj.X += dx;
1764 Obj.Y += dy;
1765 positionChanged();
1766 end;
1767 end;
1770 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1771 begin
1772 x := Obj.X;
1773 y := Obj.Y;
1774 w := Obj.Rect.Width;
1775 h := Obj.Rect.Height;
1776 end;
1778 procedure TShell.moveBy (dx, dy: Integer); inline;
1779 begin
1780 if (dx <> 0) or (dy <> 0) then
1781 begin
1782 Obj.X += dx;
1783 Obj.Y += dy;
1784 positionChanged();
1785 end;
1786 end;
1789 procedure TGib.positionChanged (); inline; begin end;
1790 procedure TShell.positionChanged (); inline; begin end;
1793 procedure g_Player_DrawCorpses();
1794 var
1795 i: Integer;
1796 a: TDFPoint;
1797 begin
1798 if gGibs <> nil then
1799 for i := 0 to High(gGibs) do
1800 if gGibs[i].alive then
1801 with gGibs[i] do
1802 begin
1803 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1804 Continue;
1806 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1807 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1809 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1811 e_Colors := Color;
1812 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1813 e_Colors.R := 255;
1814 e_Colors.G := 255;
1815 e_Colors.B := 255;
1816 end;
1818 if gCorpses <> nil then
1819 for i := 0 to High(gCorpses) do
1820 if gCorpses[i] <> nil then
1821 gCorpses[i].Draw();
1822 end;
1824 procedure g_Player_DrawShells();
1825 var
1826 i: Integer;
1827 a: TDFPoint;
1828 begin
1829 if gShells <> nil then
1830 for i := 0 to High(gShells) do
1831 if gShells[i].alive then
1832 with gShells[i] do
1833 begin
1834 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1835 Continue;
1837 a.X := CX;
1838 a.Y := CY;
1840 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1841 end;
1842 end;
1844 procedure g_Player_RemoveAllCorpses();
1845 var
1846 i: Integer;
1847 begin
1848 gGibs := nil;
1849 gShells := nil;
1850 SetLength(gGibs, MaxGibs);
1851 SetLength(gShells, MaxGibs);
1852 CurrentGib := 0;
1853 CurrentShell := 0;
1855 if gCorpses <> nil then
1856 for i := 0 to High(gCorpses) do
1857 gCorpses[i].Free();
1859 gCorpses := nil;
1860 SetLength(gCorpses, MaxCorpses);
1861 end;
1863 procedure g_Player_Corpses_SaveState (st: TStream);
1864 var
1865 count, i: Integer;
1866 begin
1867 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1868 count := 0;
1869 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1871 // Êîëè÷åñòâî òðóïîâ
1872 utils.writeInt(st, LongInt(count));
1874 if (count = 0) then exit;
1876 // Ñîõðàíÿåì òðóïû
1877 for i := 0 to High(gCorpses) do
1878 begin
1879 if gCorpses[i] <> nil then
1880 begin
1881 // Íàçâàíèå ìîäåëè
1882 utils.writeStr(st, gCorpses[i].FModelName);
1883 // Òèï ñìåðòè
1884 utils.writeBool(st, gCorpses[i].Mess);
1885 // Ñîõðàíÿåì äàííûå òðóïà:
1886 gCorpses[i].SaveState(st);
1887 end;
1888 end;
1889 end;
1892 procedure g_Player_Corpses_LoadState (st: TStream);
1893 var
1894 count, i: Integer;
1895 str: String;
1896 b: Boolean;
1897 begin
1898 assert(st <> nil);
1900 g_Player_RemoveAllCorpses();
1902 // Êîëè÷åñòâî òðóïîâ:
1903 count := utils.readLongInt(st);
1904 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1906 if (count = 0) then exit;
1908 // Çàãðóæàåì òðóïû
1909 for i := 0 to count-1 do
1910 begin
1911 // Íàçâàíèå ìîäåëè:
1912 str := utils.readStr(st);
1913 // Òèï ñìåðòè
1914 b := utils.readBool(st);
1915 // Ñîçäàåì òðóï
1916 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1917 // Çàãðóæàåì äàííûå òðóïà
1918 gCorpses[i].LoadState(st);
1919 end;
1920 end;
1923 { T P l a y e r : }
1925 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1927 procedure TPlayer.BFGHit();
1928 begin
1929 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1930 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1931 if g_Game_IsServer and g_Game_IsNet then
1932 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1933 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1934 0, NET_GFX_BFGHIT);
1935 end;
1937 procedure TPlayer.ChangeModel(ModelName: string);
1938 var
1939 locModel: TPlayerModel;
1940 begin
1941 locModel := g_PlayerModel_Get(ModelName);
1942 if locModel = nil then Exit;
1944 FModel.Free();
1945 FModel := locModel;
1946 end;
1948 procedure TPlayer.SetModel(ModelName: string);
1949 var
1950 m: TPlayerModel;
1951 begin
1952 m := g_PlayerModel_Get(ModelName);
1953 if m = nil then
1954 begin
1955 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1956 m := g_PlayerModel_Get('doomer');
1957 if m = nil then
1958 begin
1959 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1960 Exit;
1961 end;
1962 end;
1964 if FModel <> nil then
1965 FModel.Free();
1967 FModel := m;
1969 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1970 FModel.Color := FColor
1971 else
1972 FModel.Color := TEAMCOLOR[FTeam];
1973 FModel.SetWeapon(FCurrWeap);
1974 FModel.SetFlag(FFlag);
1975 SetDirection(FDirection);
1976 end;
1978 procedure TPlayer.SetColor(Color: TRGB);
1979 begin
1980 FColor := Color;
1981 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1982 if FModel <> nil then FModel.Color := Color;
1983 end;
1985 procedure TPlayer.SwitchTeam;
1986 begin
1987 if g_Game_IsClient then
1988 Exit;
1989 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1991 if gGameOn and FAlive then
1992 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1994 if FTeam = TEAM_RED then
1995 begin
1996 ChangeTeam(TEAM_BLUE);
1997 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1998 if g_Game_IsNet then
1999 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2000 end
2001 else
2002 begin
2003 ChangeTeam(TEAM_RED);
2004 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2005 if g_Game_IsNet then
2006 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2007 end;
2008 FPreferredTeam := FTeam;
2009 end;
2011 procedure TPlayer.ChangeTeam(Team: Byte);
2012 var
2013 OldTeam: Byte;
2014 begin
2015 OldTeam := FTeam;
2016 FTeam := Team;
2017 case Team of
2018 TEAM_RED, TEAM_BLUE:
2019 FModel.Color := TEAMCOLOR[Team];
2020 else
2021 FModel.Color := FColor;
2022 end;
2023 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2024 MH_SEND_PlayerStats(FUID);
2025 end;
2028 procedure TPlayer.CollideItem();
2029 var
2030 i: Integer;
2031 r: Boolean;
2032 begin
2033 if gItems = nil then Exit;
2034 if not FAlive then Exit;
2036 for i := 0 to High(gItems) do
2037 with gItems[i] do
2038 begin
2039 if (ItemType <> ITEM_NONE) and alive then
2040 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2041 PLAYER_RECT.Height, @Obj) then
2042 begin
2043 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2045 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2046 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2047 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2048 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2049 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2051 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2052 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2053 (gGameSettings.GameType = GT_SINGLE) and
2054 (g_Player_GetCount() > 1)) then
2055 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2056 end;
2057 end;
2058 end;
2061 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2062 begin
2063 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2064 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2065 False);
2066 end;
2068 constructor TPlayer.Create();
2069 begin
2070 viewPortX := 0;
2071 viewPortY := 0;
2072 viewPortW := 0;
2073 viewPortH := 0;
2074 mEDamageType := HIT_SOME;
2076 FIamBot := False;
2077 FDummy := False;
2078 FSpawned := False;
2080 FSawSound := TPlayableSound.Create();
2081 FSawSoundIdle := TPlayableSound.Create();
2082 FSawSoundHit := TPlayableSound.Create();
2083 FSawSoundSelect := TPlayableSound.Create();
2084 FJetSoundFly := TPlayableSound.Create();
2085 FJetSoundOn := TPlayableSound.Create();
2086 FJetSoundOff := TPlayableSound.Create();
2088 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2089 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2090 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2091 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2092 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2093 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2094 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2096 FSpectatePlayer := -1;
2097 FClientID := -1;
2098 FPing := 0;
2099 FLoss := 0;
2100 FSavedState.WaitRecall := False;
2101 FShellTimer := -1;
2102 FFireTime := 0;
2103 FFirePainTime := 0;
2104 FFireAttacker := 0;
2106 FActualModelName := 'doomer';
2108 g_Obj_Init(@FObj);
2109 FObj.Rect := PLAYER_RECT;
2111 FBFGFireCounter := -1;
2112 FJustTeleported := False;
2113 FNetTime := 0;
2115 resetWeaponQueue();
2116 end;
2118 procedure TPlayer.positionChanged (); inline;
2119 begin
2120 end;
2122 procedure TPlayer.doDamage (v: Integer);
2123 begin
2124 if (v <= 0) then exit;
2125 if (v > 32767) then v := 32767;
2126 Damage(v, 0, 0, 0, mEDamageType);
2127 end;
2129 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2130 var
2131 c: Word;
2132 begin
2133 if (not g_Game_IsClient) and (not FAlive) then
2134 Exit;
2136 FLastHit := t;
2138 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2139 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2140 begin
2141 if not g_Game_IsClient then
2142 begin
2143 FArmor := 0;
2144 if t = HIT_TRAP then
2145 begin
2146 // Ëîâóøêà óáèâàåò ñðàçó:
2147 FHealth := -100;
2148 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2149 end;
2150 if t = HIT_SELF then
2151 begin
2152 // Ñàìîóáèéñòâî:
2153 FHealth := 0;
2154 Kill(K_SIMPLEKILL, SpawnerUID, t);
2155 end;
2156 end;
2157 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2158 FMegaRulez[MR_SUIT] := 0;
2159 FMegaRulez[MR_INVUL] := 0;
2160 FMegaRulez[MR_INVIS] := 0;
2161 FBerserk := 0;
2162 end;
2164 // Íî îò îñòàëüíîãî ñïàñàåò:
2165 if FMegaRulez[MR_INVUL] >= gTime then
2166 Exit;
2168 // ×èò-êîä "ÃÎÐÅÖ":
2169 if FGodMode then
2170 Exit;
2172 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2173 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2174 (SpawnerUID = FUID) or
2175 (not SameTeam(FUID, SpawnerUID)) then
2176 begin
2177 FLastSpawnerUID := SpawnerUID;
2179 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2180 if gBloodCount > 0 then
2181 begin
2182 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2183 if value div 4 <= c then
2184 c := c - (value div 4)
2185 else
2186 c := 0;
2188 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2189 MakeBloodSimple(c)
2190 else
2191 case t of
2192 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2193 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2194 end;
2196 if t = HIT_WATER then
2197 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2198 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2199 end;
2201 // Áóôåð óðîíà:
2202 if FAlive then
2203 Inc(FDamageBuffer, value);
2205 // Âñïûøêà áîëè:
2206 if gFlash <> 0 then
2207 FPain := FPain + value;
2208 end;
2210 if g_Game_IsServer and g_Game_IsNet then
2211 begin
2212 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2213 MH_SEND_PlayerStats(FUID);
2214 MH_SEND_PlayerPos(False, FUID);
2215 end;
2216 end;
2218 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2219 begin
2220 Result := False;
2221 if g_Game_IsClient then
2222 Exit;
2223 if not FAlive then
2224 Exit;
2226 if Soft and (FHealth < PLAYER_HP_SOFT) then
2227 begin
2228 IncMax(FHealth, value, PLAYER_HP_SOFT);
2229 Result := True;
2230 end;
2231 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2232 begin
2233 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2234 Result := True;
2235 end;
2237 if Result and g_Game_IsServer and g_Game_IsNet then
2238 MH_SEND_PlayerStats(FUID);
2239 end;
2241 destructor TPlayer.Destroy();
2242 begin
2243 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2244 gPlayer1 := nil;
2245 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2246 gPlayer2 := nil;
2248 FSawSound.Free();
2249 FSawSoundIdle.Free();
2250 FSawSoundHit.Free();
2251 FJetSoundFly.Free();
2252 FJetSoundOn.Free();
2253 FJetSoundOff.Free();
2254 FModel.Free();
2255 if FPunchAnim <> nil then
2256 FPunchAnim.Free();
2258 inherited;
2259 end;
2261 procedure TPlayer.DrawBubble();
2262 var
2263 bubX, bubY: Integer;
2264 ID: LongWord;
2265 Rb, Gb, Bb,
2266 Rw, Gw, Bw: SmallInt;
2267 Dot: Byte;
2268 begin
2269 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2270 bubY := FObj.Y+FObj.Rect.Y - 18;
2271 Rb := 64;
2272 Gb := 64;
2273 Bb := 64;
2274 Rw := 240;
2275 Gw := 240;
2276 Bw := 240;
2277 case gChatBubble of
2278 1: // simple textual non-bubble
2279 begin
2280 bubX := FObj.X+FObj.Rect.X - 11;
2281 bubY := FObj.Y+FObj.Rect.Y - 17;
2282 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2283 Exit;
2284 end;
2285 2: // advanced pixel-perfect bubble
2286 begin
2287 if FTeam = TEAM_RED then
2288 Rb := 255
2289 else
2290 if FTeam = TEAM_BLUE then
2291 Bb := 255;
2292 end;
2293 3: // colored bubble
2294 begin
2295 Rb := FModel.Color.R;
2296 Gb := FModel.Color.G;
2297 Bb := FModel.Color.B;
2298 Rw := Min(Rb * 2 + 64, 255);
2299 Gw := Min(Gb * 2 + 64, 255);
2300 Bw := Min(Bb * 2 + 64, 255);
2301 if (Abs(Rw - Rb) < 32)
2302 or (Abs(Gw - Gb) < 32)
2303 or (Abs(Bw - Bb) < 32) then
2304 begin
2305 Rb := Max(Rw div 2 - 16, 0);
2306 Gb := Max(Gw div 2 - 16, 0);
2307 Bb := Max(Bw div 2 - 16, 0);
2308 end;
2309 end;
2310 4: // custom textured bubble
2311 begin
2312 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2313 if FDirection = TDirection.D_RIGHT then
2314 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2315 else
2316 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2317 Exit;
2318 end;
2319 end;
2321 // Outer borders
2322 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2323 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2324 // Inner box
2325 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2327 // Tail
2328 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2329 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2330 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2331 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2332 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2333 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2335 // Dots
2336 Dot := 6;
2337 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2338 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2339 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2340 end;
2342 procedure TPlayer.Draw();
2343 var
2344 ID: DWORD;
2345 w, h: Word;
2346 dr: Boolean;
2347 Mirror: TMirrorType;
2348 begin
2349 if FAlive then
2350 begin
2351 if Direction = TDirection.D_RIGHT then
2352 Mirror := TMirrorType.None
2353 else
2354 Mirror := TMirrorType.Horizontal;
2356 if FPunchAnim <> nil then
2357 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2358 FObj.Y+FObj.Rect.Y-11, Mirror);
2360 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2361 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2362 begin
2363 e_GetTextureSize(ID, @w, @h);
2364 if FDirection = TDirection.D_LEFT then
2365 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2366 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2367 else
2368 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2369 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2370 end;
2372 if FMegaRulez[MR_INVIS] > gTime then
2373 begin
2374 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2375 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2376 begin
2377 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2378 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2379 else
2380 dr := True;
2381 if dr then
2382 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2383 else
2384 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2385 end
2386 else
2387 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2388 end
2389 else
2390 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2391 end;
2393 if g_debug_Frames then
2394 begin
2395 e_DrawQuad(FObj.X+FObj.Rect.X,
2396 FObj.Y+FObj.Rect.Y,
2397 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2398 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2399 0, 255, 0);
2400 end;
2402 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2403 DrawBubble();
2404 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2405 if gAimLine and alive and
2406 ((Self = gPlayer1) or (Self = gPlayer2)) then
2407 DrawAim();
2408 end;
2411 procedure TPlayer.DrawAim();
2412 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2413 var
2414 ex, ey: Integer;
2415 begin
2417 {$IFDEF ENABLE_HOLMES}
2418 if isValidViewPort and (self = gPlayer1) then
2419 begin
2420 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2421 end;
2422 {$ENDIF}
2424 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2425 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2426 begin
2427 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2428 end
2429 else
2430 begin
2431 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2432 end;
2433 end;
2435 var
2436 wx, wy, xx, yy: Integer;
2437 angle: SmallInt;
2438 sz, len: Word;
2439 begin
2440 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2441 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2442 angle := FAngle;
2443 len := 1024;
2444 sz := 2;
2445 case FCurrWeap of
2446 0: begin // Punch
2447 len := 12;
2448 sz := 4;
2449 end;
2450 1: begin // Chainsaw
2451 len := 24;
2452 sz := 6;
2453 end;
2454 2: begin // Pistol
2455 len := 1024;
2456 sz := 2;
2457 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2458 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2459 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2460 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2461 end;
2462 3: begin // Shotgun
2463 len := 1024;
2464 sz := 3;
2465 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2466 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2467 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2468 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2469 end;
2470 4: begin // Double Shotgun
2471 len := 1024;
2472 sz := 4;
2473 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2474 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2475 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2476 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2477 end;
2478 5: begin // Chaingun
2479 len := 1024;
2480 sz := 3;
2481 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2482 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2483 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2484 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2485 end;
2486 6: begin // Rocket Launcher
2487 len := 1024;
2488 sz := 7;
2489 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2490 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2491 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2492 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2493 end;
2494 7: begin // Plasmagun
2495 len := 1024;
2496 sz := 5;
2497 if angle = ANGLE_RIGHTUP then Inc(angle);
2498 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2499 if angle = ANGLE_LEFTUP then Dec(angle);
2500 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2501 end;
2502 8: begin // BFG
2503 len := 1024;
2504 sz := 12;
2505 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2506 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2507 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2508 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2509 end;
2510 9: begin // Super Chaingun
2511 len := 1024;
2512 sz := 4;
2513 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2514 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2515 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2516 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2517 end;
2518 end;
2519 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2520 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2521 {$IF DEFINED(D2F_DEBUG)}
2522 drawCast(sz, wx, wy, xx, yy);
2523 {$ELSE}
2524 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2525 {$ENDIF}
2526 end;
2528 procedure TPlayer.DrawGUI();
2529 var
2530 ID: DWORD;
2531 X, Y, SY, a, p, m: Integer;
2532 tw, th: Word;
2533 cw, ch: Byte;
2534 s: string;
2535 stat: TPlayerStatArray;
2536 begin
2537 X := gPlayerScreenSize.X;
2538 SY := gPlayerScreenSize.Y;
2539 Y := 0;
2541 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2542 begin
2543 if gGameSettings.GameMode = GM_CTF then
2544 a := 32 + 8
2545 else
2546 a := 0;
2547 if gGameSettings.GameMode = GM_CTF then
2548 begin
2549 s := 'TEXTURE_PLAYER_REDFLAG';
2550 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2551 s := 'TEXTURE_PLAYER_REDFLAG_S';
2552 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2553 s := 'TEXTURE_PLAYER_REDFLAG_D';
2554 if g_Texture_Get(s, ID) then
2555 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2556 end;
2558 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2559 e_CharFont_GetSize(gMenuFont, s, tw, th);
2560 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2562 if gGameSettings.GameMode = GM_CTF then
2563 begin
2564 s := 'TEXTURE_PLAYER_BLUEFLAG';
2565 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2566 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2567 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2568 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2569 if g_Texture_Get(s, ID) then
2570 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2571 end;
2573 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2574 e_CharFont_GetSize(gMenuFont, s, tw, th);
2575 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2576 end;
2578 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2579 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2580 0, False, False);
2582 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2583 e_Draw(ID, X+2, Y, 0, True, False);
2585 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2586 begin
2587 if gShowStat then
2588 begin
2589 s := IntToStr(Frags);
2590 e_CharFont_GetSize(gMenuFont, s, tw, th);
2591 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2593 s := '';
2594 p := 1;
2595 m := 0;
2596 stat := g_Player_GetStats();
2597 if stat <> nil then
2598 begin
2599 p := 1;
2601 for a := 0 to High(stat) do
2602 if stat[a].Name <> Name then
2603 begin
2604 if stat[a].Frags > m then m := stat[a].Frags;
2605 if stat[a].Frags > Frags then p := p+1;
2606 end;
2607 end;
2609 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2610 if Frags >= m then s := s+'+' else s := s+'-';
2611 s := s+IntToStr(Abs(Frags-m));
2613 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2614 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2615 end;
2617 if gShowLives and (gGameSettings.MaxLives > 0) then
2618 begin
2619 s := IntToStr(Lives);
2620 e_CharFont_GetSize(gMenuFont, s, tw, th);
2621 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2622 end;
2623 end;
2625 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2626 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2628 if R_BERSERK in FRulez then
2629 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2630 else
2631 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2633 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2634 e_Draw(ID, X+36, Y+77, 0, True, False);
2636 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2637 e_CharFont_GetSize(gMenuFont, s, tw, th);
2638 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2640 s := IntToStr(FArmor);
2641 e_CharFont_GetSize(gMenuFont, s, tw, th);
2642 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2644 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2646 case FCurrWeap of
2647 WEAPON_KASTET:
2648 begin
2649 s := '--';
2650 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2651 end;
2652 WEAPON_SAW:
2653 begin
2654 s := '--';
2655 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2656 end;
2657 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2658 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2659 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2660 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2661 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2662 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2663 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2664 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2665 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2666 end;
2668 e_CharFont_GetSize(gMenuFont, s, tw, th);
2669 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2670 e_Draw(ID, X+20, Y+160, 0, True, False);
2672 if R_KEY_RED in FRulez then
2673 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2675 if R_KEY_GREEN in FRulez then
2676 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2678 if R_KEY_BLUE in FRulez then
2679 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2681 if FJetFuel > 0 then
2682 begin
2683 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2684 e_Draw(ID, X+2, Y+116, 0, True, False);
2685 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2686 e_Draw(ID, X+2, Y+126, 0, True, False);
2687 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2688 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2689 end
2690 else
2691 begin
2692 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2693 e_Draw(ID, X+2, Y+124, 0, True, False);
2694 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2695 end;
2697 if gShowPing and g_Game_IsClient then
2698 begin
2699 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2700 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2701 Y := Y + 16;
2702 end;
2704 if FSpectator then
2705 begin
2706 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2707 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2708 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2709 if FNoRespawn then
2710 begin
2711 e_TextureFontGetSize(gStdFont, cw, ch);
2712 s := _lc[I_PLAYER_SPECT4];
2713 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2714 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2715 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2716 end;
2718 end;
2719 end;
2721 procedure TPlayer.DrawRulez();
2722 var
2723 dr: Boolean;
2724 begin
2725 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2726 if FMegaRulez[MR_INVUL] >= gTime then
2727 begin
2728 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2729 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2730 else
2731 dr := True;
2733 if dr then
2734 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2735 191, 191, 191, 0, TBlending.Invert);
2736 end;
2738 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2739 if FMegaRulez[MR_SUIT] >= gTime then
2740 begin
2741 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2742 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2743 else
2744 dr := True;
2746 if dr then
2747 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2748 0, 96, 0, 200, TBlending.None);
2749 end;
2751 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2752 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2753 begin
2754 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2755 255, 0, 0, 200, TBlending.None);
2756 end;
2757 end;
2759 procedure TPlayer.DrawPain();
2760 var
2761 a, h: Integer;
2762 begin
2763 if FPain = 0 then Exit;
2765 a := FPain;
2767 if a < 15 then h := 0
2768 else if a < 35 then h := 1
2769 else if a < 55 then h := 2
2770 else if a < 75 then h := 3
2771 else if a < 95 then h := 4
2772 else h := 5;
2774 //if a > 255 then a := 255;
2776 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2777 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2778 end;
2780 procedure TPlayer.DrawPickup();
2781 var
2782 a, h: Integer;
2783 begin
2784 if FPickup = 0 then Exit;
2786 a := FPickup;
2788 if a < 15 then h := 1
2789 else if a < 35 then h := 2
2790 else if a < 55 then h := 3
2791 else if a < 75 then h := 4
2792 else h := 5;
2794 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2795 end;
2797 procedure TPlayer.DoPunch();
2798 var
2799 id: DWORD;
2800 begin
2801 if FPunchAnim = nil then begin
2802 g_Frames_Get(id, 'FRAMES_PUNCH');
2803 FPunchAnim := TAnimation.Create(id, False, 1);
2804 end else
2805 FPunchAnim.reset();
2806 end;
2808 procedure TPlayer.Fire();
2809 var
2810 f, DidFire: Boolean;
2811 wx, wy, xd, yd: Integer;
2812 locobj: TObj;
2813 begin
2814 if g_Game_IsClient then Exit;
2815 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2816 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2818 if FSpectator then
2819 begin
2820 Respawn(False);
2821 Exit;
2822 end;
2824 if FReloading[FCurrWeap] <> 0 then Exit;
2826 DidFire := False;
2828 f := False;
2829 wx := FObj.X+WEAPONPOINT[FDirection].X;
2830 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2831 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2832 yd := wy+firediry();
2834 case FCurrWeap of
2835 WEAPON_KASTET:
2836 begin
2837 if R_BERSERK in FRulez then
2838 begin
2839 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2840 locobj.X := FObj.X+FObj.Rect.X;
2841 locobj.Y := FObj.Y+FObj.Rect.Y;
2842 locobj.rect.X := 0;
2843 locobj.rect.Y := 0;
2844 locobj.rect.Width := 39;
2845 locobj.rect.Height := 52;
2846 locobj.Vel.X := (xd-wx) div 2;
2847 locobj.Vel.Y := (yd-wy) div 2;
2848 locobj.Accel.X := xd-wx;
2849 locobj.Accel.y := yd-wy;
2851 DoPunch();
2853 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2854 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2855 else
2856 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2858 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2859 end
2860 else
2861 begin
2862 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2863 end;
2865 DidFire := True;
2866 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2867 end;
2869 WEAPON_SAW:
2870 begin
2871 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2872 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2873 begin
2874 FSawSoundSelect.Stop();
2875 FSawSound.Stop();
2876 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2877 end
2878 else if not FSawSoundHit.IsPlaying() then
2879 begin
2880 FSawSoundSelect.Stop();
2881 FSawSound.PlayAt(FObj.X, FObj.Y);
2882 end;
2884 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2885 DidFire := True;
2886 f := True;
2887 end;
2889 WEAPON_PISTOL:
2890 if FAmmo[A_BULLETS] > 0 then
2891 begin
2892 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2893 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2894 Dec(FAmmo[A_BULLETS]);
2895 FFireAngle := FAngle;
2896 f := True;
2897 DidFire := True;
2898 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2899 GameVelX, GameVelY-2, SHELL_BULLET);
2900 end;
2902 WEAPON_SHOTGUN1:
2903 if FAmmo[A_SHELLS] > 0 then
2904 begin
2905 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2906 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2907 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2908 Dec(FAmmo[A_SHELLS]);
2909 FFireAngle := FAngle;
2910 f := True;
2911 DidFire := True;
2912 FShellTimer := 10;
2913 FShellType := SHELL_SHELL;
2914 end;
2916 WEAPON_SHOTGUN2:
2917 if FAmmo[A_SHELLS] >= 2 then
2918 begin
2919 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2920 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2921 Dec(FAmmo[A_SHELLS], 2);
2922 FFireAngle := FAngle;
2923 f := True;
2924 DidFire := True;
2925 FShellTimer := 13;
2926 FShellType := SHELL_DBLSHELL;
2927 end;
2929 WEAPON_CHAINGUN:
2930 if FAmmo[A_BULLETS] > 0 then
2931 begin
2932 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2933 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2934 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2935 Dec(FAmmo[A_BULLETS]);
2936 FFireAngle := FAngle;
2937 f := True;
2938 DidFire := True;
2939 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2940 GameVelX, GameVelY-2, SHELL_BULLET);
2941 end;
2943 WEAPON_ROCKETLAUNCHER:
2944 if FAmmo[A_ROCKETS] > 0 then
2945 begin
2946 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2947 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2948 Dec(FAmmo[A_ROCKETS]);
2949 FFireAngle := FAngle;
2950 f := True;
2951 DidFire := True;
2952 end;
2954 WEAPON_PLASMA:
2955 if FAmmo[A_CELLS] > 0 then
2956 begin
2957 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2958 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2959 Dec(FAmmo[A_CELLS]);
2960 FFireAngle := FAngle;
2961 f := True;
2962 DidFire := True;
2963 end;
2965 WEAPON_BFG:
2966 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2967 begin
2968 FBFGFireCounter := 17;
2969 if not FNoReload then
2970 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2971 Dec(FAmmo[A_CELLS], 40);
2972 DidFire := True;
2973 end;
2975 WEAPON_SUPERPULEMET:
2976 if FAmmo[A_SHELLS] > 0 then
2977 begin
2978 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2979 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2980 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2981 Dec(FAmmo[A_SHELLS]);
2982 FFireAngle := FAngle;
2983 f := True;
2984 DidFire := True;
2985 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2986 GameVelX, GameVelY-2, SHELL_SHELL);
2987 end;
2989 WEAPON_FLAMETHROWER:
2990 if FAmmo[A_FUEL] > 0 then
2991 begin
2992 g_Weapon_flame(wx, wy, xd, yd, FUID);
2993 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2994 Dec(FAmmo[A_FUEL]);
2995 FFireAngle := FAngle;
2996 f := True;
2997 DidFire := True;
2998 end;
2999 end;
3001 if g_Game_IsNet then
3002 begin
3003 if DidFire then
3004 begin
3005 if FCurrWeap <> WEAPON_BFG then
3006 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3007 else
3008 if not FNoReload then
3009 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3010 end;
3012 MH_SEND_PlayerStats(FUID);
3013 end;
3015 if not f then Exit;
3017 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3018 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3019 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3020 end;
3022 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3023 begin
3024 case Weapon of
3025 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3026 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3027 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3028 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3029 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3030 else Result := 0;
3031 end;
3032 end;
3034 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3035 begin
3036 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3037 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3038 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3039 end;
3041 procedure TPlayer.JetpackOn;
3042 begin
3043 FJetSoundFly.Stop;
3044 FJetSoundOff.Stop;
3045 FJetSoundOn.SetPosition(0);
3046 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3047 FlySmoke(8);
3048 end;
3050 procedure TPlayer.JetpackOff;
3051 begin
3052 FJetSoundFly.Stop;
3053 FJetSoundOn.Stop;
3054 FJetSoundOff.SetPosition(0);
3055 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3056 end;
3058 procedure TPlayer.CatchFire(Attacker: Word);
3059 begin
3060 FFireTime := 100;
3061 FFireAttacker := Attacker;
3062 if g_Game_IsNet and g_Game_IsServer then
3063 MH_SEND_PlayerStats(FUID);
3064 end;
3066 procedure TPlayer.Jump();
3067 begin
3068 if gFly or FJetpack then
3069 begin
3070 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3071 if FObj.Vel.Y > -VEL_FLY then
3072 FObj.Vel.Y := FObj.Vel.Y - 3;
3073 if FJetpack then
3074 begin
3075 if FJetFuel > 0 then
3076 Dec(FJetFuel);
3077 if (FJetFuel < 1) and g_Game_IsServer then
3078 begin
3079 FJetpack := False;
3080 JetpackOff;
3081 if g_Game_IsNet then
3082 MH_SEND_PlayerStats(FUID);
3083 end;
3084 end;
3085 Exit;
3086 end;
3088 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3089 if FGhost then
3090 FCanJetpack := False;
3092 // Ïðûãàåì èëè âñïëûâàåì:
3093 if (CollideLevel(0, 1) or
3094 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3095 PLAYER_RECT.Height-33, PANEL_STEP, False)
3096 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3097 begin
3098 FObj.Vel.Y := -VEL_JUMP;
3099 FCanJetpack := False;
3100 end
3101 else
3102 begin
3103 if BodyInLiquid(0, 0) then
3104 FObj.Vel.Y := -VEL_SW
3105 else if (FJetFuel > 0) and FCanJetpack and
3106 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3107 begin
3108 FJetpack := True;
3109 JetpackOn;
3110 if g_Game_IsNet then
3111 MH_SEND_PlayerStats(FUID);
3112 end;
3113 end;
3114 end;
3116 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3117 var
3118 a, i, k, ab, ar: Byte;
3119 s: String;
3120 mon: TMonster;
3121 plr: TPlayer;
3122 srv, netsrv: Boolean;
3123 DoFrags: Boolean;
3124 OldLR: Byte;
3125 KP: TPlayer;
3126 it: PItem;
3128 procedure PushItem(t: Byte);
3129 var
3130 id: DWORD;
3131 begin
3132 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3133 it := g_Items_ByIdx(id);
3134 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3135 begin
3136 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3137 (FObj.Vel.Y div 2)-Random(9));
3138 it.positionChanged(); // this updates spatial accelerators
3139 end
3140 else
3141 begin
3142 if KillType = K_HARDKILL then // -5..+5; -5..0
3143 begin
3144 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3145 (FObj.Vel.Y div 2)-Random(6));
3146 end
3147 else // -3..+3; -3..0
3148 begin
3149 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3150 (FObj.Vel.Y div 2)-Random(4));
3151 end;
3152 it.positionChanged(); // this updates spatial accelerators
3153 end;
3155 if g_Game_IsNet and g_Game_IsServer then
3156 MH_SEND_ItemSpawn(True, id);
3157 end;
3159 begin
3160 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3161 Srv := g_Game_IsServer;
3162 Netsrv := g_Game_IsServer and g_Game_IsNet;
3163 if Srv then FDeath := FDeath + 1;
3164 if FAlive then
3165 begin
3166 if FGhost then
3167 FGhost := False;
3168 if not FPhysics then
3169 FPhysics := True;
3170 FAlive := False;
3171 end;
3172 FShellTimer := -1;
3174 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3175 begin
3176 if FLives > 0 then FLives := FLives - 1;
3177 if FLives = 0 then FNoRespawn := True;
3178 end;
3180 // Íîìåð òèïà ñìåðòè:
3181 a := 1;
3182 case KillType of
3183 K_SIMPLEKILL: a := 1;
3184 K_HARDKILL: a := 2;
3185 K_EXTRAHARDKILL: a := 3;
3186 K_FALLKILL: a := 4;
3187 end;
3189 // Çâóê ñìåðòè:
3190 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3191 for i := 1 to 3 do
3192 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3193 Break;
3195 // Âðåìÿ ðåñïàóíà:
3196 if Srv then
3197 case KillType of
3198 K_SIMPLEKILL:
3199 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3200 K_HARDKILL:
3201 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3202 K_EXTRAHARDKILL, K_FALLKILL:
3203 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3204 end;
3206 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3207 case KillType of
3208 K_SIMPLEKILL:
3209 SetAction(A_DIE1);
3210 K_HARDKILL, K_EXTRAHARDKILL:
3211 SetAction(A_DIE2);
3212 end;
3214 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3215 if (KillType <> K_FALLKILL) and (Srv) then
3216 g_Monsters_killedp();
3218 if SpawnerUID = FUID then
3219 begin // Ñàìîóáèëñÿ
3220 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3221 begin
3222 Dec(FFrags);
3223 FLastFrag := 0;
3224 end;
3225 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3226 end
3227 else
3228 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3229 begin // Óáèò äðóãèì èãðîêîì
3230 KP := g_Player_Get(SpawnerUID);
3231 if (KP <> nil) and Srv then
3232 begin
3233 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3234 if SameTeam(FUID, SpawnerUID) then
3235 begin
3236 Dec(KP.FFrags);
3237 KP.FLastFrag := 0;
3238 end else
3239 begin
3240 Inc(KP.FFrags);
3241 KP.FragCombo();
3242 end;
3244 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3245 Inc(gTeamStat[KP.Team].Goals,
3246 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3248 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3249 end;
3251 plr := g_Player_Get(SpawnerUID);
3252 if plr = nil then
3253 s := '?'
3254 else
3255 s := plr.FName;
3257 case KillType of
3258 K_HARDKILL:
3259 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3260 [FName, s]),
3261 gShowKillMsg);
3262 K_EXTRAHARDKILL:
3263 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3264 [FName, s]),
3265 gShowKillMsg);
3266 else
3267 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3268 [FName, s]),
3269 gShowKillMsg);
3270 end;
3271 end
3272 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3273 begin // Óáèò ìîíñòðîì
3274 mon := g_Monsters_ByUID(SpawnerUID);
3275 if mon = nil then
3276 s := '?'
3277 else
3278 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3280 case KillType of
3281 K_HARDKILL:
3282 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3283 [FName, s]),
3284 gShowKillMsg);
3285 K_EXTRAHARDKILL:
3286 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3287 [FName, s]),
3288 gShowKillMsg);
3289 else
3290 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3291 [FName, s]),
3292 gShowKillMsg);
3293 end;
3294 end
3295 else // Îñîáûå òèïû ñìåðòè
3296 case t of
3297 HIT_DISCON: ;
3298 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3299 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3300 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3301 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3302 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3303 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3304 end;
3306 if Srv then
3307 begin
3308 // Âûáðîñ îðóæèÿ:
3309 for a := WP_FIRST to WP_LAST do
3310 if FWeapon[a] then
3311 begin
3312 case a of
3313 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3314 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3315 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3316 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3317 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3318 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3319 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3320 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3321 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3322 else i := 0;
3323 end;
3325 if i <> 0 then
3326 PushItem(i);
3327 end;
3329 // Âûáðîñ ðþêçàêà:
3330 if R_ITEM_BACKPACK in FRulez then
3331 PushItem(ITEM_AMMO_BACKPACK);
3333 // Âûáðîñ ðàêåòíîãî ðàíöà:
3334 if FJetFuel > 0 then
3335 PushItem(ITEM_JETPACK);
3337 // Âûáðîñ êëþ÷åé:
3338 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3339 begin
3340 if R_KEY_RED in FRulez then
3341 PushItem(ITEM_KEY_RED);
3343 if R_KEY_GREEN in FRulez then
3344 PushItem(ITEM_KEY_GREEN);
3346 if R_KEY_BLUE in FRulez then
3347 PushItem(ITEM_KEY_BLUE);
3348 end;
3350 // Âûáðîñ ôëàãà:
3351 DropFlag();
3352 end;
3354 g_Player_CreateCorpse(Self);
3356 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3357 (gLMSRespawn = LMS_RESPAWN_NONE) then
3358 begin
3359 a := 0;
3360 k := 0;
3361 ar := 0;
3362 ab := 0;
3363 for i := Low(gPlayers) to High(gPlayers) do
3364 begin
3365 if gPlayers[i] = nil then continue;
3366 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3367 begin
3368 Inc(a);
3369 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3370 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3371 k := i;
3372 end;
3373 end;
3375 OldLR := gLMSRespawn;
3376 if (gGameSettings.GameMode = GM_COOP) then
3377 begin
3378 if (a = 0) then
3379 begin
3380 // everyone is dead, restart the map
3381 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3382 if Netsrv then
3383 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3384 gLMSRespawn := LMS_RESPAWN_FINAL;
3385 gLMSRespawnTime := gTime + 5000;
3386 end
3387 else if (a = 1) then
3388 begin
3389 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3390 if (gPlayers[k] = gPlayer1) or
3391 (gPlayers[k] = gPlayer2) then
3392 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3393 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3394 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3395 end;
3396 end
3397 else if (gGameSettings.GameMode = GM_TDM) then
3398 begin
3399 if (ab = 0) and (ar <> 0) then
3400 begin
3401 // blu team ded
3402 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3403 if Netsrv then
3404 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3405 Inc(gTeamStat[TEAM_RED].Goals);
3406 gLMSRespawn := LMS_RESPAWN_FINAL;
3407 gLMSRespawnTime := gTime + 5000;
3408 end
3409 else if (ar = 0) and (ab <> 0) then
3410 begin
3411 // red team ded
3412 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3413 if Netsrv then
3414 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3415 Inc(gTeamStat[TEAM_BLUE].Goals);
3416 gLMSRespawn := LMS_RESPAWN_FINAL;
3417 gLMSRespawnTime := gTime + 5000;
3418 end
3419 else if (ar = 0) and (ab = 0) then
3420 begin
3421 // everyone ded
3422 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3423 if Netsrv then
3424 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3425 gLMSRespawn := LMS_RESPAWN_FINAL;
3426 gLMSRespawnTime := gTime + 5000;
3427 end;
3428 end
3429 else if (gGameSettings.GameMode = GM_DM) then
3430 begin
3431 if (a = 1) then
3432 begin
3433 if gPlayers[k] <> nil then
3434 with gPlayers[k] do
3435 begin
3436 // survivor is the winner
3437 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3438 if Netsrv then
3439 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3440 Inc(FFrags);
3441 end;
3442 gLMSRespawn := LMS_RESPAWN_FINAL;
3443 gLMSRespawnTime := gTime + 5000;
3444 end
3445 else if (a = 0) then
3446 begin
3447 // everyone is dead, restart the map
3448 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3449 if Netsrv then
3450 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3451 gLMSRespawn := LMS_RESPAWN_FINAL;
3452 gLMSRespawnTime := gTime + 5000;
3453 end;
3454 end;
3455 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3456 begin
3457 if NetMode = NET_SERVER then
3458 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3459 else
3460 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3461 end;
3462 end;
3464 if Netsrv then
3465 begin
3466 MH_SEND_PlayerStats(FUID);
3467 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3468 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3469 end;
3471 if srv and FNoRespawn then Spectate(True);
3472 FWantsInGame := True;
3473 end;
3475 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3476 begin
3477 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3478 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3479 end;
3481 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3482 begin
3483 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3484 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3485 end;
3487 procedure TPlayer.MakeBloodSimple(Count: Word);
3488 begin
3489 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3490 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3491 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3492 150, 0, 0);
3493 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3494 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3495 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3496 150, 0, 0);
3497 end;
3499 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3500 begin
3501 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3502 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3503 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3504 150, 0, 0);
3505 end;
3507 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3508 begin
3509 if g_Game_IsClient then Exit;
3510 if Weapon > High(FWeapon) then Exit;
3511 FNextWeap := FNextWeap or (1 shl Weapon);
3512 end;
3514 procedure TPlayer.resetWeaponQueue ();
3515 begin
3516 FNextWeap := 0;
3517 FNextWeapDelay := 0;
3518 end;
3520 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3521 begin
3522 result := false;
3523 case weapon of
3524 WEAPON_KASTET, WEAPON_SAW: result := true;
3525 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3526 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3527 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3528 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3529 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3530 else result := (weapon < length(FWeapon));
3531 end;
3532 end;
3534 // return 255 for "no switch"
3535 function TPlayer.getNextWeaponIndex (): Byte;
3536 var
3537 i: Word;
3538 wantThisWeapon: array[0..64] of Boolean;
3539 wwc: Integer = 0; //HACK!
3540 dir, cwi: Integer;
3541 begin
3542 result := 255; // default result: "no switch"
3543 // had weapon cycling on previous frame? remove that flag
3544 if (FNextWeap and $2000) <> 0 then
3545 begin
3546 FNextWeap := FNextWeap and $1FFF;
3547 FNextWeapDelay := 0;
3548 end;
3549 // cycling has priority
3550 if (FNextWeap and $C000) <> 0 then
3551 begin
3552 if (FNextWeap and $8000) <> 0 then
3553 dir := 1
3554 else
3555 dir := -1;
3556 FNextWeap := FNextWeap or $2000; // we need this
3557 if FNextWeapDelay > 0 then
3558 exit; // cooldown time
3559 cwi := FCurrWeap;
3560 for i := 0 to High(FWeapon) do
3561 begin
3562 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3563 if FWeapon[cwi] then
3564 begin
3565 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3566 result := Byte(cwi);
3567 FNextWeapDelay := 10;
3568 exit;
3569 end;
3570 end;
3571 resetWeaponQueue();
3572 exit;
3573 end;
3574 // no cycling
3575 for i := 0 to High(wantThisWeapon) do
3576 wantThisWeapon[i] := false;
3577 for i := 0 to High(FWeapon) do
3578 if (FNextWeap and (1 shl i)) <> 0 then
3579 begin
3580 wantThisWeapon[i] := true;
3581 Inc(wwc);
3582 end;
3583 // exclude currently selected weapon from the set
3584 wantThisWeapon[FCurrWeap] := false;
3585 // slow down alterations a little
3586 if wwc > 1 then
3587 begin
3588 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3589 // more than one weapon requested, assume "alteration" and check alteration delay
3590 if FNextWeapDelay > 0 then
3591 begin
3592 FNextWeap := 0;
3593 exit;
3594 end; // yeah
3595 end;
3596 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3597 // but clear all counters if no weapon should be switched
3598 if wwc < 1 then
3599 begin
3600 resetWeaponQueue();
3601 exit;
3602 end;
3603 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3604 // try weapons in descending order
3605 for i := High(FWeapon) downto 0 do
3606 begin
3607 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3608 begin
3609 // i found her!
3610 result := Byte(i);
3611 resetWeaponQueue();
3612 FNextWeapDelay := 10; // anyway, 'cause why not
3613 exit;
3614 end;
3615 end;
3616 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3617 resetWeaponQueue();
3618 end;
3620 procedure TPlayer.RealizeCurrentWeapon();
3621 function switchAllowed (): Boolean;
3622 var
3623 i: Byte;
3624 begin
3625 result := false;
3626 if FBFGFireCounter <> -1 then
3627 exit;
3628 if FTime[T_SWITCH] > gTime then
3629 exit;
3630 for i := WP_FIRST to WP_LAST do
3631 if FReloading[i] > 0 then
3632 exit;
3633 result := true;
3634 end;
3636 var
3637 nw: Byte;
3638 begin
3639 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3640 //FNextWeap := FNextWeap and $1FFF;
3641 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3643 if not switchAllowed then
3644 begin
3645 //HACK for weapon cycling
3646 if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
3647 exit;
3648 end;
3650 nw := getNextWeaponIndex();
3651 if nw = 255 then exit; // don't reset anything here
3652 if nw > High(FWeapon) then
3653 begin
3654 // don't forget to reset queue here!
3655 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3656 resetWeaponQueue();
3657 exit;
3658 end;
3660 if FWeapon[nw] then
3661 begin
3662 FCurrWeap := nw;
3663 FTime[T_SWITCH] := gTime+156;
3664 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3665 FModel.SetWeapon(FCurrWeap);
3666 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3667 end;
3668 end;
3670 procedure TPlayer.NextWeapon();
3671 begin
3672 if g_Game_IsClient then Exit;
3673 FNextWeap := $8000;
3674 end;
3676 procedure TPlayer.PrevWeapon();
3677 begin
3678 if g_Game_IsClient then Exit;
3679 FNextWeap := $4000;
3680 end;
3682 procedure TPlayer.SetWeapon(W: Byte);
3683 begin
3684 if FCurrWeap <> W then
3685 if W = WEAPON_SAW then
3686 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3688 FCurrWeap := W;
3689 FModel.SetWeapon(CurrWeap);
3690 resetWeaponQueue();
3691 end;
3693 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3695 function allowBerserkSwitching (): Boolean;
3696 begin
3697 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3698 result := true;
3699 if gBerserkAutoswitch then exit;
3700 if not conIsCheatsEnabled then exit;
3701 result := false;
3702 end;
3704 var
3705 a: Boolean;
3706 begin
3707 Result := False;
3708 if g_Game_IsClient then Exit;
3710 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3711 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3712 remove := not a;
3714 case ItemType of
3715 ITEM_MEDKIT_SMALL:
3716 if FHealth < PLAYER_HP_SOFT then
3717 begin
3718 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3719 Result := True;
3720 remove := True;
3721 FFireTime := 0;
3722 if gFlash = 2 then Inc(FPickup, 5);
3723 end;
3725 ITEM_MEDKIT_LARGE:
3726 if FHealth < PLAYER_HP_SOFT then
3727 begin
3728 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3729 Result := True;
3730 remove := True;
3731 FFireTime := 0;
3732 if gFlash = 2 then Inc(FPickup, 5);
3733 end;
3735 ITEM_ARMOR_GREEN:
3736 if FArmor < PLAYER_AP_SOFT then
3737 begin
3738 FArmor := PLAYER_AP_SOFT;
3739 Result := True;
3740 remove := True;
3741 if gFlash = 2 then Inc(FPickup, 5);
3742 end;
3744 ITEM_ARMOR_BLUE:
3745 if FArmor < PLAYER_AP_LIMIT then
3746 begin
3747 FArmor := PLAYER_AP_LIMIT;
3748 Result := True;
3749 remove := True;
3750 if gFlash = 2 then Inc(FPickup, 5);
3751 end;
3753 ITEM_SPHERE_BLUE:
3754 if FHealth < PLAYER_HP_LIMIT then
3755 begin
3756 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3757 Result := True;
3758 remove := True;
3759 FFireTime := 0;
3760 if gFlash = 2 then Inc(FPickup, 5);
3761 end;
3763 ITEM_SPHERE_WHITE:
3764 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3765 begin
3766 if FHealth < PLAYER_HP_LIMIT then
3767 FHealth := PLAYER_HP_LIMIT;
3768 if FArmor < PLAYER_AP_LIMIT then
3769 FArmor := PLAYER_AP_LIMIT;
3770 Result := True;
3771 remove := True;
3772 FFireTime := 0;
3773 if gFlash = 2 then Inc(FPickup, 5);
3774 end;
3776 ITEM_WEAPON_SAW:
3777 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3778 begin
3779 FWeapon[WEAPON_SAW] := True;
3780 Result := True;
3781 if gFlash = 2 then Inc(FPickup, 5);
3782 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3783 end;
3785 ITEM_WEAPON_SHOTGUN1:
3786 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3787 begin
3788 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3789 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3791 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3792 FWeapon[WEAPON_SHOTGUN1] := True;
3793 Result := True;
3794 if gFlash = 2 then Inc(FPickup, 5);
3795 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3796 end;
3798 ITEM_WEAPON_SHOTGUN2:
3799 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3800 begin
3801 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3803 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3804 FWeapon[WEAPON_SHOTGUN2] := True;
3805 Result := True;
3806 if gFlash = 2 then Inc(FPickup, 5);
3807 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3808 end;
3810 ITEM_WEAPON_CHAINGUN:
3811 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3812 begin
3813 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3815 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3816 FWeapon[WEAPON_CHAINGUN] := True;
3817 Result := True;
3818 if gFlash = 2 then Inc(FPickup, 5);
3819 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3820 end;
3822 ITEM_WEAPON_ROCKETLAUNCHER:
3823 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3824 begin
3825 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3827 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3828 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3829 Result := True;
3830 if gFlash = 2 then Inc(FPickup, 5);
3831 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3832 end;
3834 ITEM_WEAPON_PLASMA:
3835 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3836 begin
3837 if a and FWeapon[WEAPON_PLASMA] then Exit;
3839 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3840 FWeapon[WEAPON_PLASMA] := True;
3841 Result := True;
3842 if gFlash = 2 then Inc(FPickup, 5);
3843 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3844 end;
3846 ITEM_WEAPON_BFG:
3847 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3848 begin
3849 if a and FWeapon[WEAPON_BFG] then Exit;
3851 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3852 FWeapon[WEAPON_BFG] := True;
3853 Result := True;
3854 if gFlash = 2 then Inc(FPickup, 5);
3855 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3856 end;
3858 ITEM_WEAPON_SUPERPULEMET:
3859 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3860 begin
3861 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3863 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3864 FWeapon[WEAPON_SUPERPULEMET] := True;
3865 Result := True;
3866 if gFlash = 2 then Inc(FPickup, 5);
3867 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3868 end;
3870 ITEM_WEAPON_FLAMETHROWER:
3871 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3872 begin
3873 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3875 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3876 FWeapon[WEAPON_FLAMETHROWER] := True;
3877 Result := True;
3878 if gFlash = 2 then Inc(FPickup, 5);
3879 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3880 end;
3882 ITEM_AMMO_BULLETS:
3883 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3884 begin
3885 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3886 Result := True;
3887 remove := True;
3888 if gFlash = 2 then Inc(FPickup, 5);
3889 end;
3891 ITEM_AMMO_BULLETS_BOX:
3892 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3893 begin
3894 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3895 Result := True;
3896 remove := True;
3897 if gFlash = 2 then Inc(FPickup, 5);
3898 end;
3900 ITEM_AMMO_SHELLS:
3901 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3902 begin
3903 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3904 Result := True;
3905 remove := True;
3906 if gFlash = 2 then Inc(FPickup, 5);
3907 end;
3909 ITEM_AMMO_SHELLS_BOX:
3910 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3911 begin
3912 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3913 Result := True;
3914 remove := True;
3915 if gFlash = 2 then Inc(FPickup, 5);
3916 end;
3918 ITEM_AMMO_ROCKET:
3919 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3920 begin
3921 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3922 Result := True;
3923 remove := True;
3924 if gFlash = 2 then Inc(FPickup, 5);
3925 end;
3927 ITEM_AMMO_ROCKET_BOX:
3928 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3929 begin
3930 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3931 Result := True;
3932 remove := True;
3933 if gFlash = 2 then Inc(FPickup, 5);
3934 end;
3936 ITEM_AMMO_CELL:
3937 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3938 begin
3939 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3940 Result := True;
3941 remove := True;
3942 if gFlash = 2 then Inc(FPickup, 5);
3943 end;
3945 ITEM_AMMO_CELL_BIG:
3946 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3947 begin
3948 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3949 Result := True;
3950 remove := True;
3951 if gFlash = 2 then Inc(FPickup, 5);
3952 end;
3954 ITEM_AMMO_FUELCAN:
3955 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
3956 begin
3957 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3958 Result := True;
3959 remove := True;
3960 if gFlash = 2 then Inc(FPickup, 5);
3961 end;
3963 ITEM_AMMO_BACKPACK:
3964 if not(R_ITEM_BACKPACK in FRulez) or
3965 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3966 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3967 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3968 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
3969 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
3970 begin
3971 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
3972 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
3973 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
3974 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
3975 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
3977 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3978 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3979 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3980 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3981 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3982 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3983 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3984 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3986 FRulez := FRulez + [R_ITEM_BACKPACK];
3987 Result := True;
3988 remove := True;
3989 if gFlash = 2 then Inc(FPickup, 5);
3990 end;
3992 ITEM_KEY_RED:
3993 if not(R_KEY_RED in FRulez) then
3994 begin
3995 Include(FRulez, R_KEY_RED);
3996 Result := True;
3997 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3998 if gFlash = 2 then Inc(FPickup, 5);
3999 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4000 end;
4002 ITEM_KEY_GREEN:
4003 if not(R_KEY_GREEN in FRulez) then
4004 begin
4005 Include(FRulez, R_KEY_GREEN);
4006 Result := True;
4007 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4008 if gFlash = 2 then Inc(FPickup, 5);
4009 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4010 end;
4012 ITEM_KEY_BLUE:
4013 if not(R_KEY_BLUE in FRulez) then
4014 begin
4015 Include(FRulez, R_KEY_BLUE);
4016 Result := True;
4017 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4018 if gFlash = 2 then Inc(FPickup, 5);
4019 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4020 end;
4022 ITEM_SUIT:
4023 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4024 begin
4025 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4026 Result := True;
4027 remove := True;
4028 FFireTime := 0;
4029 if gFlash = 2 then Inc(FPickup, 5);
4030 end;
4032 ITEM_OXYGEN:
4033 if FAir < AIR_MAX then
4034 begin
4035 FAir := AIR_MAX;
4036 Result := True;
4037 remove := True;
4038 if gFlash = 2 then Inc(FPickup, 5);
4039 end;
4041 ITEM_MEDKIT_BLACK:
4042 begin
4043 if not (R_BERSERK in FRulez) then
4044 begin
4045 Include(FRulez, R_BERSERK);
4046 if allowBerserkSwitching then
4047 begin
4048 FCurrWeap := WEAPON_KASTET;
4049 resetWeaponQueue();
4050 FModel.SetWeapon(WEAPON_KASTET);
4051 end;
4052 if gFlash <> 0 then
4053 begin
4054 Inc(FPain, 100);
4055 if gFlash = 2 then Inc(FPickup, 5);
4056 end;
4057 FBerserk := gTime+30000;
4058 Result := True;
4059 remove := True;
4060 FFireTime := 0;
4061 end;
4062 if FHealth < PLAYER_HP_SOFT then
4063 begin
4064 FHealth := PLAYER_HP_SOFT;
4065 FBerserk := gTime+30000;
4066 Result := True;
4067 remove := True;
4068 FFireTime := 0;
4069 end;
4070 end;
4072 ITEM_INVUL:
4073 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4074 begin
4075 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4076 Result := True;
4077 remove := True;
4078 if gFlash = 2 then Inc(FPickup, 5);
4079 end;
4081 ITEM_BOTTLE:
4082 if FHealth < PLAYER_HP_LIMIT then
4083 begin
4084 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4085 Result := True;
4086 remove := True;
4087 FFireTime := 0;
4088 if gFlash = 2 then Inc(FPickup, 5);
4089 end;
4091 ITEM_HELMET:
4092 if FArmor < PLAYER_AP_LIMIT then
4093 begin
4094 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4095 Result := True;
4096 remove := True;
4097 if gFlash = 2 then Inc(FPickup, 5);
4098 end;
4100 ITEM_JETPACK:
4101 if FJetFuel < JET_MAX then
4102 begin
4103 FJetFuel := JET_MAX;
4104 Result := True;
4105 remove := True;
4106 if gFlash = 2 then Inc(FPickup, 5);
4107 end;
4109 ITEM_INVIS:
4110 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4111 begin
4112 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4113 Result := True;
4114 remove := True;
4115 if gFlash = 2 then Inc(FPickup, 5);
4116 end;
4117 end;
4118 end;
4120 procedure TPlayer.Touch();
4121 begin
4122 if not FAlive then
4123 Exit;
4124 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4125 if FIamBot then
4126 begin
4127 // Áðîñèòü ôëàã òîâàðèùó:
4128 if gGameSettings.GameMode = GM_CTF then
4129 DropFlag();
4130 end;
4131 end;
4133 procedure TPlayer.Push(vx, vy: Integer);
4134 begin
4135 if (not FPhysics) and FGhost then
4136 Exit;
4137 FObj.Accel.X := FObj.Accel.X + vx;
4138 FObj.Accel.Y := FObj.Accel.Y + vy;
4139 if g_Game_IsNet and g_Game_IsServer then
4140 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4141 end;
4143 procedure TPlayer.Reset(Force: Boolean);
4144 begin
4145 if Force then
4146 FAlive := False;
4148 FSpawned := False;
4149 FTime[T_RESPAWN] := 0;
4150 FTime[T_FLAGCAP] := 0;
4151 FGodMode := False;
4152 FNoTarget := False;
4153 FNoReload := False;
4154 FFrags := 0;
4155 FLastFrag := 0;
4156 FComboEvnt := -1;
4157 FKills := 0;
4158 FMonsterKills := 0;
4159 FDeath := 0;
4160 FSecrets := 0;
4161 if FNoRespawn then
4162 begin
4163 FSpectator := False;
4164 FGhost := False;
4165 FPhysics := True;
4166 FSpectatePlayer := -1;
4167 FNoRespawn := False;
4168 end;
4169 FLives := gGameSettings.MaxLives;
4171 SetFlag(FLAG_NONE);
4172 end;
4174 procedure TPlayer.SoftReset();
4175 begin
4176 ReleaseKeys();
4178 FDamageBuffer := 0;
4179 FIncCam := 0;
4180 FBFGFireCounter := -1;
4181 FShellTimer := -1;
4182 FPain := 0;
4183 FLastHit := 0;
4184 FLastFrag := 0;
4185 FComboEvnt := -1;
4187 SetFlag(FLAG_NONE);
4188 SetAction(A_STAND, True);
4189 end;
4191 function TPlayer.GetRespawnPoint(): Byte;
4192 var
4193 c: Byte;
4194 begin
4195 Result := 255;
4196 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4198 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4199 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4200 begin
4201 if (Self = gPlayer1) or (Self = gPlayer2) then
4202 begin
4203 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4204 if Self = gPlayer1 then
4205 c := RESPAWNPOINT_PLAYER1
4206 else
4207 c := RESPAWNPOINT_PLAYER2;
4208 if g_Map_GetPointCount(c) > 0 then
4209 begin
4210 Result := c;
4211 Exit;
4212 end;
4214 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4215 if Self = gPlayer1 then
4216 c := RESPAWNPOINT_PLAYER2
4217 else
4218 c := RESPAWNPOINT_PLAYER1;
4219 if g_Map_GetPointCount(c) > 0 then
4220 begin
4221 Result := c;
4222 Exit;
4223 end;
4224 end else
4225 begin
4226 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4227 if Random(2) = 0 then
4228 c := RESPAWNPOINT_PLAYER1
4229 else
4230 c := RESPAWNPOINT_PLAYER2;
4231 if g_Map_GetPointCount(c) > 0 then
4232 begin
4233 Result := c;
4234 Exit;
4235 end;
4236 end;
4238 // Òî÷êà ëþáîé èç êîìàíä
4239 if Random(2) = 0 then
4240 c := RESPAWNPOINT_RED
4241 else
4242 c := RESPAWNPOINT_BLUE;
4243 if g_Map_GetPointCount(c) > 0 then
4244 begin
4245 Result := c;
4246 Exit;
4247 end;
4249 // Òî÷êà DM
4250 c := RESPAWNPOINT_DM;
4251 if g_Map_GetPointCount(c) > 0 then
4252 begin
4253 Result := c;
4254 Exit;
4255 end;
4256 end;
4258 // Ìÿñîïîâàë
4259 if gGameSettings.GameMode = GM_DM then
4260 begin
4261 // Òî÷êà DM
4262 c := RESPAWNPOINT_DM;
4263 if g_Map_GetPointCount(c) > 0 then
4264 begin
4265 Result := c;
4266 Exit;
4267 end;
4269 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4270 if Random(2) = 0 then
4271 c := RESPAWNPOINT_PLAYER1
4272 else
4273 c := RESPAWNPOINT_PLAYER2;
4274 if g_Map_GetPointCount(c) > 0 then
4275 begin
4276 Result := c;
4277 Exit;
4278 end;
4280 // Òî÷êà ëþáîé èç êîìàíä
4281 if Random(2) = 0 then
4282 c := RESPAWNPOINT_RED
4283 else
4284 c := RESPAWNPOINT_BLUE;
4285 if g_Map_GetPointCount(c) > 0 then
4286 begin
4287 Result := c;
4288 Exit;
4289 end;
4290 end;
4292 // Êîìàíäíûå
4293 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4294 begin
4295 // Òî÷êà ñâîåé êîìàíäû
4296 c := RESPAWNPOINT_DM;
4297 if FTeam = TEAM_RED then
4298 c := RESPAWNPOINT_RED;
4299 if FTeam = TEAM_BLUE then
4300 c := RESPAWNPOINT_BLUE;
4301 if g_Map_GetPointCount(c) > 0 then
4302 begin
4303 Result := c;
4304 Exit;
4305 end;
4307 // Òî÷êà DM
4308 c := RESPAWNPOINT_DM;
4309 if g_Map_GetPointCount(c) > 0 then
4310 begin
4311 Result := c;
4312 Exit;
4313 end;
4315 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4316 if Random(2) = 0 then
4317 c := RESPAWNPOINT_PLAYER1
4318 else
4319 c := RESPAWNPOINT_PLAYER2;
4320 if g_Map_GetPointCount(c) > 0 then
4321 begin
4322 Result := c;
4323 Exit;
4324 end;
4326 // Òî÷êà äðóãîé êîìàíäû
4327 c := RESPAWNPOINT_DM;
4328 if FTeam = TEAM_RED then
4329 c := RESPAWNPOINT_BLUE;
4330 if FTeam = TEAM_BLUE then
4331 c := RESPAWNPOINT_RED;
4332 if g_Map_GetPointCount(c) > 0 then
4333 begin
4334 Result := c;
4335 Exit;
4336 end;
4337 end;
4338 end;
4340 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4341 var
4342 RespawnPoint: TRespawnPoint;
4343 a, b, c: Byte;
4344 Anim: TAnimation;
4345 ID: DWORD;
4346 begin
4347 FIncCam := 0;
4348 FBFGFireCounter := -1;
4349 FShellTimer := -1;
4350 FPain := 0;
4351 FLastHit := 0;
4353 if not g_Game_IsServer then
4354 Exit;
4355 if FDummy then
4356 Exit;
4357 FWantsInGame := True;
4358 FJustTeleported := True;
4359 if Force then
4360 begin
4361 FTime[T_RESPAWN] := 0;
4362 FAlive := False;
4363 end;
4364 FNetTime := 0;
4365 // if server changes MaxLives we gotta be ready
4366 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4368 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4369 if FTime[T_RESPAWN] > gTime then
4370 Exit;
4372 // Ïðîñðàë âñå æèçíè:
4373 if FNoRespawn then
4374 begin
4375 if not FSpectator then Spectate(True);
4376 FWantsInGame := True;
4377 Exit;
4378 end;
4380 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4381 begin // "Ñâîÿ èãðà"
4382 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4383 FRulez := FRulez-[R_BERSERK];
4384 end
4385 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4386 begin
4387 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4388 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4389 end;
4391 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4392 c := GetRespawnPoint();
4394 ReleaseKeys();
4395 SetFlag(FLAG_NONE);
4397 // Âîñêðåøåíèå áåç îðóæèÿ:
4398 if not FAlive then
4399 begin
4400 FHealth := PLAYER_HP_SOFT;
4401 FArmor := 0;
4402 FAlive := True;
4403 FAir := AIR_DEF;
4404 FJetFuel := 0;
4406 for a := WP_FIRST to WP_LAST do
4407 begin
4408 FWeapon[a] := False;
4409 FReloading[a] := 0;
4410 end;
4412 FWeapon[WEAPON_PISTOL] := True;
4413 FWeapon[WEAPON_KASTET] := True;
4414 FCurrWeap := WEAPON_PISTOL;
4415 resetWeaponQueue();
4417 FModel.SetWeapon(FCurrWeap);
4419 for b := A_BULLETS to A_HIGH do
4420 FAmmo[b] := 0;
4422 FAmmo[A_BULLETS] := 50;
4424 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4425 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4426 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4427 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4428 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4430 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4431 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4432 else
4433 FRulez := [];
4434 end;
4436 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4437 if not g_Map_GetPoint(c, RespawnPoint) then
4438 begin
4439 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4440 Exit;
4441 end;
4443 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4444 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4445 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4446 FObj.Vel.X := 0;
4447 FObj.Vel.Y := 0;
4448 FObj.Accel.X := 0;
4449 FObj.Accel.Y := 0;
4451 FDirection := RespawnPoint.Direction;
4452 if FDirection = TDirection.D_LEFT then
4453 FAngle := 180
4454 else
4455 FAngle := 0;
4457 SetAction(A_STAND, True);
4458 FModel.Direction := FDirection;
4460 for a := Low(FTime) to High(FTime) do
4461 FTime[a] := 0;
4463 for a := Low(FMegaRulez) to High(FMegaRulez) do
4464 FMegaRulez[a] := 0;
4466 FDamageBuffer := 0;
4467 FJetpack := False;
4468 FCanJetpack := False;
4469 FFireTime := 0;
4470 FFirePainTime := 0;
4471 FFireAttacker := 0;
4473 // Àíèìàöèÿ âîçðîæäåíèÿ:
4474 if (not gLoadGameMode) and (not Silent) then
4475 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4476 begin
4477 Anim := TAnimation.Create(ID, False, 3);
4478 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4479 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4480 Anim.Free();
4481 end;
4483 FSpectator := False;
4484 FGhost := False;
4485 FPhysics := True;
4486 FSpectatePlayer := -1;
4487 FSpawned := True;
4489 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4490 gPlayer1 := self;
4491 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4492 gPlayer2 := self;
4494 if g_Game_IsNet then
4495 begin
4496 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4497 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4498 if not Silent then
4499 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4500 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4501 0, NET_GFX_TELE);
4502 end;
4503 end;
4505 procedure TPlayer.Spectate(NoMove: Boolean = False);
4506 begin
4507 if FAlive then
4508 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4509 else if (not NoMove) then
4510 begin
4511 GameX := gMapInfo.Width div 2;
4512 GameY := gMapInfo.Height div 2;
4513 end;
4514 FXTo := GameX;
4515 FYTo := GameY;
4517 FAlive := False;
4518 FSpectator := True;
4519 FGhost := True;
4520 FPhysics := False;
4521 FWantsInGame := False;
4522 FSpawned := False;
4524 if FNoRespawn then
4525 begin
4526 if Self = gPlayer1 then
4527 begin
4528 gLMSPID1 := FUID;
4529 gPlayer1 := nil;
4530 end;
4531 if Self = gPlayer2 then
4532 begin
4533 gLMSPID2 := FUID;
4534 gPlayer2 := nil;
4535 end;
4536 end;
4538 if g_Game_IsNet then
4539 MH_SEND_PlayerStats(FUID);
4540 end;
4542 procedure TPlayer.SwitchNoClip;
4543 begin
4544 if not FAlive then
4545 Exit;
4546 FGhost := not FGhost;
4547 FPhysics := not FGhost;
4548 if FGhost then
4549 begin
4550 FXTo := FObj.X;
4551 FYTo := FObj.Y;
4552 end else
4553 begin
4554 FObj.Accel.X := 0;
4555 FObj.Accel.Y := 0;
4556 end;
4557 end;
4559 procedure TPlayer.Run(Direction: TDirection);
4560 var
4561 a, b: Integer;
4562 begin
4563 if MAX_RUNVEL > 8 then
4564 FlySmoke();
4566 // Áåæèì:
4567 if Direction = TDirection.D_LEFT then
4568 begin
4569 if FObj.Vel.X > -MAX_RUNVEL then
4570 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4571 end
4572 else
4573 if FObj.Vel.X < MAX_RUNVEL then
4574 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4576 // Âîçìîæíî, ïèíàåì êóñêè:
4577 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4578 begin
4579 b := Abs(FObj.Vel.X);
4580 if b > 1 then b := b * (Random(8 div b) + 1);
4581 for a := 0 to High(gGibs) do
4582 begin
4583 if gGibs[a].alive and
4584 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4585 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4586 begin
4587 // Ïèíàåì êóñêè
4588 if FObj.Vel.X < 0 then
4589 begin
4590 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4591 end
4592 else
4593 begin
4594 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4595 end;
4596 gGibs[a].positionChanged(); // this updates spatial accelerators
4597 end;
4598 end;
4599 end;
4601 SetAction(A_WALK);
4602 end;
4604 procedure TPlayer.SeeDown();
4605 begin
4606 SetAction(A_SEEDOWN);
4608 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4610 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4611 end;
4613 procedure TPlayer.SeeUp();
4614 begin
4615 SetAction(A_SEEUP);
4617 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4619 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4620 end;
4622 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4623 var
4624 Prior: Byte;
4625 begin
4626 case Action of
4627 A_WALK: Prior := 3;
4628 A_DIE1: Prior := 5;
4629 A_DIE2: Prior := 5;
4630 A_ATTACK: Prior := 2;
4631 A_SEEUP: Prior := 1;
4632 A_SEEDOWN: Prior := 1;
4633 A_ATTACKUP: Prior := 2;
4634 A_ATTACKDOWN: Prior := 2;
4635 A_PAIN: Prior := 4;
4636 else Prior := 0;
4637 end;
4639 if (Prior > FActionPrior) or Force then
4640 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4641 begin
4642 FActionPrior := Prior;
4643 FActionAnim := Action;
4644 FActionForce := Force;
4645 FActionChanged := True;
4646 end;
4648 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4649 end;
4651 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4652 begin
4653 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4654 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4655 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4656 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4657 end;
4659 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4660 var
4661 Anim: TAnimation;
4662 ID: DWORD;
4663 begin
4664 Result := False;
4666 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4667 begin
4668 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4669 if g_Game_IsServer and g_Game_IsNet then
4670 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4671 Exit;
4672 end;
4674 FJustTeleported := True;
4676 Anim := nil;
4677 if not silent then
4678 begin
4679 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4680 begin
4681 Anim := TAnimation.Create(ID, False, 3);
4682 end;
4684 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4685 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4686 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4687 if g_Game_IsServer and g_Game_IsNet then
4688 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4689 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4690 NET_GFX_TELE);
4691 end;
4693 FObj.X := X-PLAYER_RECT.X;
4694 FObj.Y := Y-PLAYER_RECT.Y;
4695 if FAlive and FGhost then
4696 begin
4697 FXTo := FObj.X;
4698 FYTo := FObj.Y;
4699 end;
4701 if not g_Game_IsNet then
4702 begin
4703 if dir = 1 then
4704 begin
4705 SetDirection(TDirection.D_LEFT);
4706 FAngle := 180;
4707 end
4708 else
4709 if dir = 2 then
4710 begin
4711 SetDirection(TDirection.D_RIGHT);
4712 FAngle := 0;
4713 end
4714 else
4715 if dir = 3 then
4716 begin // îáðàòíîå
4717 if FDirection = TDirection.D_RIGHT then
4718 begin
4719 SetDirection(TDirection.D_LEFT);
4720 FAngle := 180;
4721 end
4722 else
4723 begin
4724 SetDirection(TDirection.D_RIGHT);
4725 FAngle := 0;
4726 end;
4727 end;
4728 end;
4730 if not silent and (Anim <> nil) then
4731 begin
4732 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4733 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4734 Anim.Free();
4736 if g_Game_IsServer and g_Game_IsNet then
4737 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4738 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4739 NET_GFX_TELE);
4740 end;
4742 Result := True;
4743 end;
4745 function nonz(a: Single): Single;
4746 begin
4747 if a <> 0 then
4748 Result := a
4749 else
4750 Result := 1;
4751 end;
4753 procedure TPlayer.Update();
4754 var
4755 b: Byte;
4756 i, ii, wx, wy, xd, yd, k: Integer;
4757 blockmon, headwater, dospawn: Boolean;
4758 NetServer: Boolean;
4759 AnyServer: Boolean;
4760 SetSpect: Boolean;
4761 begin
4762 NetServer := g_Game_IsNet and g_Game_IsServer;
4763 AnyServer := g_Game_IsServer;
4765 if g_Game_IsClient and (NetInterpLevel > 0) then
4766 DoLerp(NetInterpLevel + 1)
4767 else
4768 if FGhost then
4769 DoLerp(4);
4771 if NetServer then
4772 if FClientID >= 0 then
4773 begin
4774 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4775 if NetClients[FClientID].Peer^.packetsSent > 0 then
4776 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4777 else
4778 FLoss := 0;
4779 end else
4780 begin
4781 FPing := 0;
4782 FLoss := 0;
4783 end;
4785 if FAlive and (FPunchAnim <> nil) then
4786 FPunchAnim.Update();
4788 if FAlive and (gFly or FJetpack) then
4789 FlySmoke();
4791 if FDirection = TDirection.D_LEFT then
4792 FAngle := 180
4793 else
4794 FAngle := 0;
4796 if FAlive and (not FGhost) then
4797 begin
4798 if FKeys[KEY_UP].Pressed then
4799 SeeUp();
4800 if FKeys[KEY_DOWN].Pressed then
4801 SeeDown();
4802 end;
4804 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4805 (FIncCam <> 0) then
4806 begin
4807 i := g_basic.Sign(FIncCam);
4808 FIncCam := Abs(FIncCam);
4809 DecMin(FIncCam, 5, 0);
4810 FIncCam := FIncCam*i;
4811 end;
4813 // no need to do that each second frame, weapon queue will take care of it
4814 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4815 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4817 if gTime mod (GAME_TICK*2) <> 0 then
4818 begin
4819 if (FObj.Vel.X = 0) and FAlive then
4820 begin
4821 if FKeys[KEY_LEFT].Pressed then
4822 Run(TDirection.D_LEFT);
4823 if FKeys[KEY_RIGHT].Pressed then
4824 Run(TDirection.D_RIGHT);
4825 end;
4827 if FPhysics then
4828 begin
4829 g_Obj_Move(@FObj, True, True, True);
4830 positionChanged(); // this updates spatial accelerators
4831 end;
4833 Exit;
4834 end;
4836 FActionChanged := False;
4838 if FAlive then
4839 begin
4840 // Let alive player do some actions
4841 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
4842 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
4843 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4844 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4845 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4846 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4847 if FKeys[KEY_JUMP].Pressed then Jump()
4848 else
4849 begin
4850 if AnyServer and FJetpack then
4851 begin
4852 FJetpack := False;
4853 JetpackOff;
4854 if NetServer then MH_SEND_PlayerStats(FUID);
4855 end;
4856 FCanJetpack := True;
4857 end;
4858 end
4859 else // Dead
4860 begin
4861 dospawn := False;
4862 if not FGhost then
4863 for k := Low(FKeys) to KEY_CHAT-1 do
4864 begin
4865 if FKeys[k].Pressed then
4866 begin
4867 dospawn := True;
4868 break;
4869 end;
4870 end;
4871 if dospawn then
4872 begin
4873 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4874 Respawn(False)
4875 else // Single
4876 if (FTime[T_RESPAWN] <= gTime) and
4877 gGameOn and (not FAlive) then
4878 begin
4879 if (g_Player_GetCount() > 1) then
4880 Respawn(False)
4881 else
4882 begin
4883 gExit := EXIT_RESTART;
4884 Exit;
4885 end;
4886 end;
4887 end;
4888 // Dead spectator actions
4889 if FGhost then
4890 begin
4891 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4892 if FKeys[KEY_FIRE].Pressed and AnyServer then
4893 begin
4894 if FSpectator then
4895 begin
4896 if (FSpectatePlayer >= High(gPlayers)) then
4897 FSpectatePlayer := -1
4898 else
4899 begin
4900 SetSpect := False;
4901 for I := FSpectatePlayer + 1 to High(gPlayers) do
4902 if gPlayers[I] <> nil then
4903 if gPlayers[I].alive then
4904 if gPlayers[I].UID <> FUID then
4905 begin
4906 FSpectatePlayer := I;
4907 SetSpect := True;
4908 break;
4909 end;
4911 if not SetSpect then FSpectatePlayer := -1;
4912 end;
4914 ReleaseKeys;
4915 end;
4916 end;
4917 end;
4918 end;
4919 // No clipping
4920 if FGhost then
4921 begin
4922 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4923 begin
4924 FYTo := FObj.Y - 32;
4925 FSpectatePlayer := -1;
4926 end;
4927 if FKeys[KEY_DOWN].Pressed then
4928 begin
4929 FYTo := FObj.Y + 32;
4930 FSpectatePlayer := -1;
4931 end;
4932 if FKeys[KEY_LEFT].Pressed then
4933 begin
4934 FXTo := FObj.X - 32;
4935 FSpectatePlayer := -1;
4936 end;
4937 if FKeys[KEY_RIGHT].Pressed then
4938 begin
4939 FXTo := FObj.X + 32;
4940 FSpectatePlayer := -1;
4941 end;
4943 if (FXTo < -64) then
4944 FXTo := -64
4945 else if (FXTo > gMapInfo.Width + 32) then
4946 FXTo := gMapInfo.Width + 32;
4947 if (FYTo < -72) then
4948 FYTo := -72
4949 else if (FYTo > gMapInfo.Height + 32) then
4950 FYTo := gMapInfo.Height + 32;
4951 end;
4953 if FPhysics then
4954 begin
4955 g_Obj_Move(@FObj, True, True, True);
4956 positionChanged(); // this updates spatial accelerators
4957 end
4958 else
4959 begin
4960 FObj.Vel.X := 0;
4961 FObj.Vel.Y := 0;
4962 if FSpectator then
4963 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4964 if gPlayers[FSpectatePlayer] <> nil then
4965 if gPlayers[FSpectatePlayer].alive then
4966 begin
4967 FXTo := gPlayers[FSpectatePlayer].GameX;
4968 FYTo := gPlayers[FSpectatePlayer].GameY;
4969 end;
4970 end;
4972 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4973 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4974 PANEL_BLOCKMON, True);
4975 headwater := HeadInLiquid(0, 0);
4977 // Ñîïðîòèâëåíèå âîçäóõà:
4978 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4979 if FObj.Vel.X <> 0 then
4980 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4982 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4983 DecMin(FPain, 5, 0);
4984 DecMin(FPickup, 1, 0);
4986 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
4987 begin
4988 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4989 FMegaRulez[MR_SUIT] := 0;
4990 FMegaRulez[MR_INVUL] := 0;
4991 FMegaRulez[MR_INVIS] := 0;
4992 Kill(K_FALLKILL, 0, HIT_FALL);
4993 end;
4995 i := 9;
4997 if FAlive then
4998 begin
4999 if FCurrWeap = WEAPON_SAW then
5000 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5001 FSawSoundSelect.IsPlaying()) then
5002 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5004 if FJetpack then
5005 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5006 (not FJetSoundOff.IsPlaying()) then
5007 begin
5008 FJetSoundFly.SetPosition(0);
5009 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5010 end;
5012 for b := WP_FIRST to WP_LAST do
5013 if FReloading[b] > 0 then
5014 if FNoReload then
5015 FReloading[b] := 0
5016 else
5017 Dec(FReloading[b]);
5019 if FShellTimer > -1 then
5020 if FShellTimer = 0 then
5021 begin
5022 if FShellType = SHELL_SHELL then
5023 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5024 GameVelX, GameVelY-2, SHELL_SHELL)
5025 else if FShellType = SHELL_DBLSHELL then
5026 begin
5027 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5028 GameVelX+1, GameVelY-2, SHELL_SHELL);
5029 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5030 GameVelX-1, GameVelY-2, SHELL_SHELL);
5031 end;
5032 FShellTimer := -1;
5033 end else Dec(FShellTimer);
5035 if (FBFGFireCounter > -1) then
5036 if FBFGFireCounter = 0 then
5037 begin
5038 if AnyServer then
5039 begin
5040 wx := FObj.X+WEAPONPOINT[FDirection].X;
5041 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5042 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5043 yd := wy+firediry();
5044 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5045 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5046 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5047 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5048 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5049 end;
5051 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5052 FBFGFireCounter := -1;
5053 end else
5054 if FNoReload then
5055 FBFGFireCounter := 0
5056 else
5057 Dec(FBFGFireCounter);
5059 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5060 begin
5061 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5063 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5064 end;
5066 if (headwater or blockmon) then
5067 begin
5068 Dec(FAir);
5070 if FAir < -9 then
5071 begin
5072 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5073 FAir := 0;
5074 end
5075 else if (FAir mod 31 = 0) and not blockmon then
5076 begin
5077 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5078 if Random(2) = 0 then
5079 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5080 else
5081 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5082 end;
5083 end else if FAir < AIR_DEF then
5084 FAir := AIR_DEF;
5086 if FFireTime > 0 then
5087 begin
5088 if BodyInLiquid(0, 0) then
5089 begin
5090 FFireTime := 0;
5091 FFirePainTime := 0;
5092 end
5093 else if FMegaRulez[MR_SUIT] >= gTime then
5094 begin
5095 if FMegaRulez[MR_SUIT] = gTime then
5096 FFireTime := 1;
5097 FFirePainTime := 0;
5098 end
5099 else
5100 begin
5101 OnFireFlame(1);
5102 if FFirePainTime <= 0 then
5103 begin
5104 if g_Game_IsServer then
5105 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5106 FFirePainTime := 18;
5107 end;
5108 FFirePainTime := FFirePainTime - 1;
5109 FFireTime := FFireTime - 1;
5110 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5111 MH_SEND_PlayerStats(FUID);
5112 end;
5113 end;
5115 if FDamageBuffer > 0 then
5116 begin
5117 if FDamageBuffer >= 9 then
5118 begin
5119 SetAction(A_PAIN);
5121 if FDamageBuffer < 30 then i := 9
5122 else if FDamageBuffer < 100 then i := 18
5123 else i := 27;
5124 end;
5126 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5127 FArmor := FArmor-(FDamageBuffer-ii);
5128 FHealth := FHealth-ii;
5129 if FArmor < 0 then
5130 begin
5131 FHealth := FHealth+FArmor;
5132 FArmor := 0;
5133 end;
5135 if AnyServer then
5136 if FHealth <= 0 then
5137 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5138 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5139 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5141 if FAlive then
5142 begin
5143 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5144 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5145 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5146 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5147 end;
5149 FDamageBuffer := 0;
5150 end;
5152 {CollideItem();}
5153 end; // if FAlive then ...
5155 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5156 begin
5157 FModel.ChangeAnimation(FActionAnim, FActionForce);
5158 FModel.GetCurrentAnimation.MinLength := i;
5159 FModel.GetCurrentAnimationMask.MinLength := i;
5160 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5162 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5163 then SetAction(A_STAND, True);
5165 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5167 for b := Low(FKeys) to High(FKeys) do
5168 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5169 end;
5172 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5173 begin
5174 x := FObj.X+PLAYER_RECT.X;
5175 y := FObj.Y+PLAYER_RECT.Y;
5176 w := PLAYER_RECT.Width;
5177 h := PLAYER_RECT.Height;
5178 end;
5181 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5182 begin
5183 if (dx <> 0) or (dy <> 0) then
5184 begin
5185 FObj.X += dx;
5186 FObj.Y += dy;
5187 positionChanged();
5188 end;
5189 end;
5192 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5193 begin
5194 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5195 FObj.Y+PLAYER_RECT.Y,
5196 PLAYER_RECT.Width,
5197 PLAYER_RECT.Height,
5198 X, Y,
5199 Width, Height);
5200 end;
5202 function TPlayer.Collide(Panel: TPanel): Boolean;
5203 begin
5204 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5205 FObj.Y+PLAYER_RECT.Y,
5206 PLAYER_RECT.Width,
5207 PLAYER_RECT.Height,
5208 Panel.X, Panel.Y,
5209 Panel.Width, Panel.Height);
5210 end;
5212 function TPlayer.Collide(X, Y: Integer): Boolean;
5213 begin
5214 X := X-FObj.X-PLAYER_RECT.X;
5215 Y := Y-FObj.Y-PLAYER_RECT.Y;
5216 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5217 (y >= 0) and (y <= PLAYER_RECT.Height);
5218 end;
5220 function g_Player_ValidName(Name: string): Boolean;
5221 var
5222 a: Integer;
5223 begin
5224 Result := True;
5226 if gPlayers = nil then Exit;
5228 for a := 0 to High(gPlayers) do
5229 if gPlayers[a] <> nil then
5230 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5231 begin
5232 Result := False;
5233 Exit;
5234 end;
5235 end;
5237 procedure TPlayer.SetDirection(Direction: TDirection);
5238 var
5239 d: TDirection;
5240 begin
5241 d := FModel.Direction;
5243 FModel.Direction := Direction;
5244 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5246 FDirection := Direction;
5247 end;
5249 function TPlayer.GetKeys(): Byte;
5250 begin
5251 Result := 0;
5253 if R_KEY_RED in FRulez then Result := KEY_RED;
5254 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5255 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5257 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5258 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5259 end;
5261 procedure TPlayer.Use();
5262 var
5263 a: Integer;
5264 begin
5265 if FTime[T_USE] > gTime then Exit;
5267 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5268 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5270 for a := 0 to High(gPlayers) do
5271 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5272 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5273 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5274 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5275 begin
5276 gPlayers[a].Touch();
5277 if g_Game_IsNet and g_Game_IsServer then
5278 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5279 end;
5281 FTime[T_USE] := gTime+120;
5282 end;
5284 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5285 var
5286 locObj: TObj;
5287 F: Boolean;
5288 WX, WY, XD, YD: Integer;
5289 begin
5290 F := False;
5291 WX := X;
5292 WY := Y;
5293 XD := AX;
5294 YD := AY;
5296 case FCurrWeap of
5297 WEAPON_KASTET:
5298 begin
5299 if R_BERSERK in FRulez then
5300 begin
5301 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5302 locobj.X := FObj.X+FObj.Rect.X;
5303 locobj.Y := FObj.Y+FObj.Rect.Y;
5304 locobj.rect.X := 0;
5305 locobj.rect.Y := 0;
5306 locobj.rect.Width := 39;
5307 locobj.rect.Height := 52;
5308 locobj.Vel.X := (xd-wx) div 2;
5309 locobj.Vel.Y := (yd-wy) div 2;
5310 locobj.Accel.X := xd-wx;
5311 locobj.Accel.y := yd-wy;
5313 DoPunch();
5315 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5316 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5317 else
5318 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5320 if gFlash = 1 then
5321 if FPain < 50 then
5322 FPain := min(FPain + 25, 50);
5323 end else
5324 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5325 end;
5327 WEAPON_SAW:
5328 begin
5329 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5330 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5331 begin
5332 FSawSoundSelect.Stop();
5333 FSawSound.Stop();
5334 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5335 end
5336 else if not FSawSoundHit.IsPlaying() then
5337 begin
5338 FSawSoundSelect.Stop();
5339 FSawSound.PlayAt(FObj.X, FObj.Y);
5340 end;
5341 f := True;
5342 end;
5344 WEAPON_PISTOL:
5345 begin
5346 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5347 FFireAngle := FAngle;
5348 f := True;
5349 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5350 GameVelX, GameVelY-2, SHELL_BULLET);
5351 end;
5353 WEAPON_SHOTGUN1:
5354 begin
5355 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5356 FFireAngle := FAngle;
5357 f := True;
5358 FShellTimer := 10;
5359 FShellType := SHELL_SHELL;
5360 end;
5362 WEAPON_SHOTGUN2:
5363 begin
5364 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5365 FFireAngle := FAngle;
5366 f := True;
5367 FShellTimer := 13;
5368 FShellType := SHELL_DBLSHELL;
5369 end;
5371 WEAPON_CHAINGUN:
5372 begin
5373 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5374 FFireAngle := FAngle;
5375 f := True;
5376 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5377 GameVelX, GameVelY-2, SHELL_BULLET);
5378 end;
5380 WEAPON_ROCKETLAUNCHER:
5381 begin
5382 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5383 FFireAngle := FAngle;
5384 f := True;
5385 end;
5387 WEAPON_PLASMA:
5388 begin
5389 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5390 FFireAngle := FAngle;
5391 f := True;
5392 end;
5394 WEAPON_BFG:
5395 begin
5396 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5397 FFireAngle := FAngle;
5398 f := True;
5399 end;
5401 WEAPON_SUPERPULEMET:
5402 begin
5403 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5404 FFireAngle := FAngle;
5405 f := True;
5406 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5407 GameVelX, GameVelY-2, SHELL_SHELL);
5408 end;
5410 WEAPON_FLAMETHROWER:
5411 begin
5412 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5413 FFireAngle := FAngle;
5414 f := True;
5415 end;
5416 end;
5418 if not f then Exit;
5420 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5421 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5422 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5423 end;
5425 procedure TPlayer.DoLerp(Level: Integer = 2);
5426 begin
5427 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5428 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5429 end;
5431 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5432 var
5433 AX, AY: Integer;
5434 begin
5435 if NetInterpLevel < 1 then
5436 begin
5437 FObj.X := XTo;
5438 FObj.Y := YTo;
5439 end
5440 else
5441 begin
5442 FXTo := XTo;
5443 FYTo := YTo;
5445 AX := Abs(FXTo - FObj.X);
5446 AY := Abs(FYTo - FObj.Y);
5447 if (AX > 32) or (AX <= NetInterpLevel) then
5448 FObj.X := FXTo;
5449 if (AY > 32) or (AY <= NetInterpLevel) then
5450 FObj.Y := FYTo;
5451 end;
5452 end;
5454 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5455 begin
5456 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5457 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5458 PANEL_LIFTUP, False) then Result := -1
5459 else
5460 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5461 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5462 PANEL_LIFTDOWN, False) then Result := 1
5463 else Result := 0;
5464 end;
5466 function TPlayer.GetFlag(Flag: Byte): Boolean;
5467 var
5468 s, ts: String;
5469 evtype: Byte;
5470 begin
5471 Result := False;
5473 if Flag = FLAG_NONE then
5474 Exit;
5476 if not g_Game_IsServer then Exit;
5478 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5479 if (Flag = FTeam) and
5480 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5481 (FFlag <> FLAG_NONE) then
5482 begin
5483 if FFlag = FLAG_RED then
5484 s := _lc[I_PLAYER_FLAG_RED]
5485 else
5486 s := _lc[I_PLAYER_FLAG_BLUE];
5488 evtype := FLAG_STATE_SCORED;
5490 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5491 Insert('.', ts, Length(ts) + 1 - 3);
5492 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5494 g_Map_ResetFlag(FFlag);
5495 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5497 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5499 Result := True;
5500 if g_Game_IsNet then
5501 begin
5502 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5503 MH_SEND_GameStats;
5504 end;
5506 gFlags[FFlag].CaptureTime := 0;
5507 SetFlag(FLAG_NONE);
5508 Exit;
5509 end;
5511 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5512 if (Flag = FTeam) and
5513 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5514 begin
5515 if Flag = FLAG_RED then
5516 s := _lc[I_PLAYER_FLAG_RED]
5517 else
5518 s := _lc[I_PLAYER_FLAG_BLUE];
5520 evtype := FLAG_STATE_RETURNED;
5521 gFlags[Flag].CaptureTime := 0;
5523 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5525 g_Map_ResetFlag(Flag);
5526 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5528 Result := True;
5529 if g_Game_IsNet then
5530 begin
5531 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5532 MH_SEND_GameStats;
5533 end;
5534 Exit;
5535 end;
5537 // Ïîäîáðàë ÷óæîé ôëàã:
5538 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5539 begin
5540 SetFlag(Flag);
5542 if Flag = FLAG_RED then
5543 s := _lc[I_PLAYER_FLAG_RED]
5544 else
5545 s := _lc[I_PLAYER_FLAG_BLUE];
5547 evtype := FLAG_STATE_CAPTURED;
5549 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5551 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5553 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5555 Result := True;
5556 if g_Game_IsNet then
5557 begin
5558 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5559 MH_SEND_GameStats;
5560 end;
5561 end;
5562 end;
5564 procedure TPlayer.SetFlag(Flag: Byte);
5565 begin
5566 FFlag := Flag;
5567 if FModel <> nil then
5568 FModel.SetFlag(FFlag);
5569 end;
5571 function TPlayer.DropFlag(): Boolean;
5572 var
5573 s: String;
5574 begin
5575 Result := False;
5576 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5577 Exit;
5578 FTime[T_FLAGCAP] := gTime + 2000;
5579 with gFlags[FFlag] do
5580 begin
5581 Obj.X := FObj.X;
5582 Obj.Y := FObj.Y;
5583 Direction := FDirection;
5584 State := FLAG_STATE_DROPPED;
5585 Count := FLAG_TIME;
5586 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5587 (FObj.Vel.Y div 2)-2+Random(5));
5588 positionChanged(); // this updates spatial accelerators
5590 if FFlag = FLAG_RED then
5591 s := _lc[I_PLAYER_FLAG_RED]
5592 else
5593 s := _lc[I_PLAYER_FLAG_BLUE];
5595 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5596 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5598 if g_Game_IsNet then
5599 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5600 end;
5601 SetFlag(FLAG_NONE);
5602 Result := True;
5603 end;
5605 procedure TPlayer.GetSecret();
5606 begin
5607 Inc(FSecrets);
5608 end;
5610 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5611 begin
5612 Assert(Key <= High(FKeys));
5614 FKeys[Key].Pressed := True;
5615 FKeys[Key].Time := Time;
5616 end;
5618 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5619 begin
5620 Result := FKeys[K].Pressed;
5621 end;
5623 procedure TPlayer.ReleaseKeys();
5624 var
5625 a: Integer;
5626 begin
5627 for a := Low(FKeys) to High(FKeys) do
5628 begin
5629 FKeys[a].Pressed := False;
5630 FKeys[a].Time := 0;
5631 end;
5632 end;
5634 procedure TPlayer.OnDamage(Angle: SmallInt);
5635 begin
5636 end;
5638 function TPlayer.firediry(): Integer;
5639 begin
5640 if FKeys[KEY_UP].Pressed then Result := -42
5641 else if FKeys[KEY_DOWN].Pressed then Result := 19
5642 else Result := 0;
5643 end;
5645 procedure TPlayer.RememberState();
5646 var
5647 i: Integer;
5648 begin
5649 FSavedState.Health := FHealth;
5650 FSavedState.Armor := FArmor;
5651 FSavedState.Air := FAir;
5652 FSavedState.JetFuel := FJetFuel;
5653 FSavedState.CurrWeap := FCurrWeap;
5654 FSavedState.NextWeap := FNextWeap;
5655 FSavedState.NextWeapDelay := FNextWeapDelay;
5657 for i := 0 to 3 do
5658 FSavedState.Ammo[i] := FAmmo[i];
5659 for i := 0 to 3 do
5660 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5662 FSavedState.Rulez := FRulez;
5663 FSavedState.WaitRecall := True;
5664 end;
5666 procedure TPlayer.RecallState();
5667 var
5668 i: Integer;
5669 begin
5670 if not FSavedState.WaitRecall then Exit;
5672 FHealth := FSavedState.Health;
5673 FArmor := FSavedState.Armor;
5674 FAir := FSavedState.Air;
5675 FJetFuel := FSavedState.JetFuel;
5676 FCurrWeap := FSavedState.CurrWeap;
5677 FNextWeap := FSavedState.NextWeap;
5678 FNextWeapDelay := FSavedState.NextWeapDelay;
5680 for i := 0 to 3 do
5681 FAmmo[i] := FSavedState.Ammo[i];
5682 for i := 0 to 3 do
5683 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5685 FRulez := FSavedState.Rulez;
5686 FSavedState.WaitRecall := False;
5688 if gGameSettings.GameType = GT_SERVER then
5689 MH_SEND_PlayerStats(FUID);
5690 end;
5692 procedure TPlayer.SaveState (st: TStream);
5693 var
5694 i: Integer;
5695 b: Byte;
5696 begin
5697 // Ñèãíàòóðà èãðîêà
5698 utils.writeSign(st, 'PLYR');
5699 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5700 // Áîò èëè ÷åëîâåê
5701 utils.writeBool(st, FIamBot);
5702 // UID èãðîêà
5703 utils.writeInt(st, Word(FUID));
5704 // Èìÿ èãðîêà
5705 utils.writeStr(st, FName);
5706 // Êîìàíäà
5707 utils.writeInt(st, Byte(FTeam));
5708 // Æèâ ëè
5709 utils.writeBool(st, FAlive);
5710 // Èçðàñõîäîâàë ëè âñå æèçíè
5711 utils.writeBool(st, FNoRespawn);
5712 // Íàïðàâëåíèå
5713 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
5714 utils.writeInt(st, Byte(b));
5715 // Çäîðîâüå
5716 utils.writeInt(st, LongInt(FHealth));
5717 // Æèçíè
5718 utils.writeInt(st, Byte(FLives));
5719 // Áðîíÿ
5720 utils.writeInt(st, LongInt(FArmor));
5721 // Çàïàñ âîçäóõà
5722 utils.writeInt(st, LongInt(FAir));
5723 // Çàïàñ ãîðþ÷åãî
5724 utils.writeInt(st, LongInt(FJetFuel));
5725 // Áîëü
5726 utils.writeInt(st, LongInt(FPain));
5727 // Óáèë
5728 utils.writeInt(st, LongInt(FKills));
5729 // Óáèë ìîíñòðîâ
5730 utils.writeInt(st, LongInt(FMonsterKills));
5731 // Ôðàãîâ
5732 utils.writeInt(st, LongInt(FFrags));
5733 // Ôðàãîâ ïîäðÿä
5734 utils.writeInt(st, Byte(FFragCombo));
5735 // Âðåìÿ ïîñëåäíåãî ôðàãà
5736 utils.writeInt(st, LongWord(FLastFrag));
5737 // Ñìåðòåé
5738 utils.writeInt(st, LongInt(FDeath));
5739 // Êàêîé ôëàã íåñåò
5740 utils.writeInt(st, Byte(FFlag));
5741 // Íàøåë ñåêðåòîâ
5742 utils.writeInt(st, LongInt(FSecrets));
5743 // Òåêóùåå îðóæèå
5744 utils.writeInt(st, Byte(FCurrWeap));
5745 // Æåëàåìîå îðóæèå
5746 utils.writeInt(st, Word(FNextWeap));
5747 // ...è ïàóçà
5748 utils.writeInt(st, Byte(FNextWeapDelay));
5749 // Âðåìÿ çàðÿäêè BFG
5750 utils.writeInt(st, SmallInt(FBFGFireCounter));
5751 // Áóôåð óðîíà
5752 utils.writeInt(st, LongInt(FDamageBuffer));
5753 // Ïîñëåäíèé óäàðèâøèé
5754 utils.writeInt(st, Word(FLastSpawnerUID));
5755 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5756 utils.writeInt(st, Byte(FLastHit));
5757 // Îáúåêò èãðîêà
5758 Obj_SaveState(st, @FObj);
5759 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5760 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
5761 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5762 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
5763 // Íàëè÷èå îðóæèÿ
5764 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
5765 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5766 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
5767 // Íàëè÷èå ðþêçàêà
5768 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
5769 // Íàëè÷èå êðàñíîãî êëþ÷à
5770 utils.writeBool(st, (R_KEY_RED in FRulez));
5771 // Íàëè÷èå çåëåíîãî êëþ÷à
5772 utils.writeBool(st, (R_KEY_GREEN in FRulez));
5773 // Íàëè÷èå ñèíåãî êëþ÷à
5774 utils.writeBool(st, (R_KEY_BLUE in FRulez));
5775 // Íàëè÷èå áåðñåðêà
5776 utils.writeBool(st, (R_BERSERK in FRulez));
5777 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5778 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
5779 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5780 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
5781 // Íàçâàíèå ìîäåëè
5782 utils.writeStr(st, FModel.Name);
5783 // Öâåò ìîäåëè
5784 utils.writeInt(st, Byte(FColor.R));
5785 utils.writeInt(st, Byte(FColor.G));
5786 utils.writeInt(st, Byte(FColor.B));
5787 end;
5790 procedure TPlayer.LoadState (st: TStream);
5791 var
5792 i: Integer;
5793 str: String;
5794 b: Byte;
5795 begin
5796 assert(st <> nil);
5798 // Ñèãíàòóðà èãðîêà
5799 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
5800 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
5801 // Áîò èëè ÷åëîâåê:
5802 FIamBot := utils.readBool(st);
5803 // UID èãðîêà
5804 FUID := utils.readWord(st);
5805 // Èìÿ èãðîêà
5806 str := utils.readStr(st);
5807 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
5808 // Êîìàíäà
5809 FTeam := utils.readByte(st);
5810 // Æèâ ëè
5811 FAlive := utils.readBool(st);
5812 // Èçðàñõîäîâàë ëè âñå æèçíè
5813 FNoRespawn := utils.readBool(st);
5814 // Íàïðàâëåíèå
5815 b := utils.readByte(st);
5816 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
5817 // Çäîðîâüå
5818 FHealth := utils.readLongInt(st);
5819 // Æèçíè
5820 FLives := utils.readByte(st);
5821 // Áðîíÿ
5822 FArmor := utils.readLongInt(st);
5823 // Çàïàñ âîçäóõà
5824 FAir := utils.readLongInt(st);
5825 // Çàïàñ ãîðþ÷åãî
5826 FJetFuel := utils.readLongInt(st);
5827 // Áîëü
5828 FPain := utils.readLongInt(st);
5829 // Óáèë
5830 FKills := utils.readLongInt(st);
5831 // Óáèë ìîíñòðîâ
5832 FMonsterKills := utils.readLongInt(st);
5833 // Ôðàãîâ
5834 FFrags := utils.readLongInt(st);
5835 // Ôðàãîâ ïîäðÿä
5836 FFragCombo := utils.readByte(st);
5837 // Âðåìÿ ïîñëåäíåãî ôðàãà
5838 FLastFrag := utils.readLongWord(st);
5839 // Ñìåðòåé
5840 FDeath := utils.readLongInt(st);
5841 // Êàêîé ôëàã íåñåò
5842 FFlag := utils.readByte(st);
5843 // Íàøåë ñåêðåòîâ
5844 FSecrets := utils.readLongInt(st);
5845 // Òåêóùåå îðóæèå
5846 FCurrWeap := utils.readByte(st);
5847 // Æåëàåìîå îðóæèå
5848 FNextWeap := utils.readWord(st);
5849 // ...è ïàóçà
5850 FNextWeapDelay := utils.readByte(st);
5851 // Âðåìÿ çàðÿäêè BFG
5852 FBFGFireCounter := utils.readSmallInt(st);
5853 // Áóôåð óðîíà
5854 FDamageBuffer := utils.readLongInt(st);
5855 // Ïîñëåäíèé óäàðèâøèé
5856 FLastSpawnerUID := utils.readWord(st);
5857 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5858 FLastHit := utils.readByte(st);
5859 // Îáúåêò èãðîêà
5860 Obj_LoadState(@FObj, st);
5861 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5862 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
5863 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5864 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
5865 // Íàëè÷èå îðóæèÿ
5866 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
5867 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5868 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
5869 // Íàëè÷èå ðþêçàêà
5870 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
5871 // Íàëè÷èå êðàñíîãî êëþ÷à
5872 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
5873 // Íàëè÷èå çåëåíîãî êëþ÷à
5874 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
5875 // Íàëè÷èå ñèíåãî êëþ÷à
5876 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
5877 // Íàëè÷èå áåðñåðêà
5878 if utils.readBool(st) then Include(FRulez, R_BERSERK);
5879 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5880 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
5881 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5882 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
5883 // Íàçâàíèå ìîäåëè
5884 str := utils.readStr(st);
5885 // Öâåò ìîäåëè
5886 FColor.R := utils.readByte(st);
5887 FColor.G := utils.readByte(st);
5888 FColor.B := utils.readByte(st);
5889 if (self = gPlayer1) then
5890 begin
5891 str := gPlayer1Settings.Model;
5892 FColor := gPlayer1Settings.Color;
5893 end
5894 else if (self = gPlayer2) then
5895 begin
5896 str := gPlayer2Settings.Model;
5897 FColor := gPlayer2Settings.Color;
5898 end;
5899 // Îáíîâëÿåì ìîäåëü èãðîêà
5900 SetModel(str);
5901 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5902 FModel.Color := TEAMCOLOR[FTeam]
5903 else
5904 FModel.Color := FColor;
5905 end;
5908 procedure TPlayer.AllRulez(Health: Boolean);
5909 var
5910 a: Integer;
5911 begin
5912 if Health then
5913 begin
5914 FHealth := PLAYER_HP_LIMIT;
5915 FArmor := PLAYER_AP_LIMIT;
5916 Exit;
5917 end;
5919 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
5920 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
5921 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5922 end;
5924 procedure TPlayer.RestoreHealthArmor();
5925 begin
5926 FHealth := PLAYER_HP_LIMIT;
5927 FArmor := PLAYER_AP_LIMIT;
5928 end;
5930 procedure TPlayer.FragCombo();
5931 var
5932 Param: Integer;
5933 begin
5934 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5935 Exit;
5936 if gTime - FLastFrag < FRAG_COMBO_TIME then
5937 begin
5938 if FFragCombo < 5 then
5939 Inc(FFragCombo);
5940 Param := FUID or (FFragCombo shl 16);
5941 if (FComboEvnt >= Low(gDelayedEvents)) and
5942 (FComboEvnt <= High(gDelayedEvents)) and
5943 gDelayedEvents[FComboEvnt].Pending and
5944 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5945 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5946 begin
5947 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5948 gDelayedEvents[FComboEvnt].DENum := Param;
5949 end
5950 else
5951 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5952 end
5953 else
5954 FFragCombo := 1;
5956 FLastFrag := gTime;
5957 end;
5959 procedure TPlayer.GiveItem(ItemType: Byte);
5960 begin
5961 case ItemType of
5962 ITEM_SUIT:
5963 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5964 begin
5965 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5966 end;
5968 ITEM_OXYGEN:
5969 if FAir < AIR_MAX then
5970 begin
5971 FAir := AIR_MAX;
5972 end;
5974 ITEM_MEDKIT_BLACK:
5975 begin
5976 if not (R_BERSERK in FRulez) then
5977 begin
5978 Include(FRulez, R_BERSERK);
5979 if FBFGFireCounter < 1 then
5980 begin
5981 FCurrWeap := WEAPON_KASTET;
5982 resetWeaponQueue();
5983 FModel.SetWeapon(WEAPON_KASTET);
5984 end;
5985 if gFlash <> 0 then
5986 Inc(FPain, 100);
5987 FBerserk := gTime+30000;
5988 end;
5989 if FHealth < PLAYER_HP_SOFT then
5990 begin
5991 FHealth := PLAYER_HP_SOFT;
5992 FBerserk := gTime+30000;
5993 end;
5994 end;
5996 ITEM_INVUL:
5997 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5998 begin
5999 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6000 end;
6002 ITEM_INVIS:
6003 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6004 begin
6005 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6006 end;
6008 ITEM_JETPACK:
6009 if FJetFuel < JET_MAX then
6010 begin
6011 FJetFuel := JET_MAX;
6012 end;
6014 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6015 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6017 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6018 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6020 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6021 ITEM_SPHERE_WHITE:
6022 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6023 begin
6024 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6025 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6026 end;
6028 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6029 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6030 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6031 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6032 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6033 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6034 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6035 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6036 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6038 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6039 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6040 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6041 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6042 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6043 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6044 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6045 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6046 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6048 ITEM_AMMO_BACKPACK:
6049 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6050 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6051 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6052 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6053 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6054 begin
6055 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6056 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6057 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6058 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6059 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6061 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6062 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6063 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6064 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6066 FRulez := FRulez + [R_ITEM_BACKPACK];
6067 end;
6069 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6070 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6071 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6073 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6074 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6076 else
6077 Exit;
6078 end;
6079 if g_Game_IsNet and g_Game_IsServer then
6080 MH_SEND_PlayerStats(FUID);
6081 end;
6083 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6084 var
6085 id, i: DWORD;
6086 Anim: TAnimation;
6087 begin
6088 if (Random(5) = 1) and (Times = 1) then
6089 Exit;
6091 if BodyInLiquid(0, 0) then
6092 begin
6093 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6094 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6095 if Random(2) = 0 then
6096 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6097 else
6098 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6099 Exit;
6100 end;
6102 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6103 begin
6104 for i := 1 to Times do
6105 begin
6106 Anim := TAnimation.Create(id, False, 3);
6107 Anim.Alpha := 150;
6108 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6109 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6110 Anim.Free();
6111 end;
6112 end;
6113 end;
6115 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6116 var
6117 id, i: DWORD;
6118 Anim: TAnimation;
6119 begin
6120 if (Random(10) = 1) and (Times = 1) then
6121 Exit;
6123 if g_Frames_Get(id, 'FRAMES_FLAME') then
6124 begin
6125 for i := 1 to Times do
6126 begin
6127 Anim := TAnimation.Create(id, False, 3);
6128 Anim.Alpha := 0;
6129 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6130 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6131 Anim.Free();
6132 end;
6133 end;
6134 end;
6136 procedure TPlayer.PauseSounds(Enable: Boolean);
6137 begin
6138 FSawSound.Pause(Enable);
6139 FSawSoundIdle.Pause(Enable);
6140 FSawSoundHit.Pause(Enable);
6141 FSawSoundSelect.Pause(Enable);
6142 end;
6144 { T C o r p s e : }
6146 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6147 begin
6148 g_Obj_Init(@FObj);
6149 FObj.X := X;
6150 FObj.Y := Y;
6151 FObj.Rect := PLAYER_CORPSERECT;
6152 FModelName := ModelName;
6153 FMess := aMess;
6155 if FMess then
6156 begin
6157 FState := CORPSE_STATE_MESS;
6158 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6159 end
6160 else
6161 begin
6162 FState := CORPSE_STATE_NORMAL;
6163 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6164 end;
6165 end;
6167 destructor TCorpse.Destroy();
6168 begin
6169 FAnimation.Free();
6171 inherited;
6172 end;
6174 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6176 procedure TCorpse.positionChanged (); inline; begin end;
6178 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6179 begin
6180 if (dx <> 0) or (dy <> 0) then
6181 begin
6182 FObj.X += dx;
6183 FObj.Y += dy;
6184 positionChanged();
6185 end;
6186 end;
6189 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6190 begin
6191 x := FObj.X+PLAYER_CORPSERECT.X;
6192 y := FObj.Y+PLAYER_CORPSERECT.Y;
6193 w := PLAYER_CORPSERECT.Width;
6194 h := PLAYER_CORPSERECT.Height;
6195 end;
6198 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6199 var
6200 pm: TPlayerModel;
6201 begin
6202 if FState = CORPSE_STATE_REMOVEME then
6203 Exit;
6205 FDamage := FDamage + Value;
6207 if FDamage > 150 then
6208 begin
6209 if FAnimation <> nil then
6210 begin
6211 FAnimation.Free();
6212 FAnimation := nil;
6214 FState := CORPSE_STATE_REMOVEME;
6216 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6217 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6218 FModelName, FColor);
6219 // Çâóê ìÿñà îò òðóïà:
6220 pm := g_PlayerModel_Get(FModelName);
6221 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6222 pm.Free;
6223 end;
6224 end
6225 else
6226 begin
6227 FObj.Vel.X := FObj.Vel.X + vx;
6228 FObj.Vel.Y := FObj.Vel.Y + vy;
6229 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6230 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6231 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6232 150, 0, 0);
6233 end;
6234 end;
6236 procedure TCorpse.Draw();
6237 begin
6238 if FState = CORPSE_STATE_REMOVEME then
6239 Exit;
6241 if FAnimation <> nil then
6242 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6244 if FAnimationMask <> nil then
6245 begin
6246 e_Colors := FColor;
6247 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6248 e_Colors.R := 255;
6249 e_Colors.G := 255;
6250 e_Colors.B := 255;
6251 end;
6252 end;
6254 procedure TCorpse.Update();
6255 var
6256 st: Word;
6257 begin
6258 if FState = CORPSE_STATE_REMOVEME then
6259 Exit;
6261 if gTime mod (GAME_TICK*2) <> 0 then
6262 begin
6263 g_Obj_Move(@FObj, True, True, True);
6264 positionChanged(); // this updates spatial accelerators
6265 Exit;
6266 end;
6268 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6269 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6271 st := g_Obj_Move(@FObj, True, True, True);
6272 positionChanged(); // this updates spatial accelerators
6274 if WordBool(st and MOVE_FALLOUT) then
6275 begin
6276 FState := CORPSE_STATE_REMOVEME;
6277 Exit;
6278 end;
6280 if FAnimation <> nil then
6281 FAnimation.Update();
6282 if FAnimationMask <> nil then
6283 FAnimationMask.Update();
6284 end;
6287 procedure TCorpse.SaveState (st: TStream);
6288 var
6289 anim: Boolean;
6290 begin
6291 assert(st <> nil);
6293 // Ñèãíàòóðà òðóïà
6294 utils.writeSign(st, 'CORP');
6295 utils.writeInt(st, Byte(0));
6296 // Ñîñòîÿíèå
6297 utils.writeInt(st, Byte(FState));
6298 // Íàêîïëåííûé óðîí
6299 utils.writeInt(st, Byte(FDamage));
6300 // Öâåò
6301 utils.writeInt(st, Byte(FColor.R));
6302 utils.writeInt(st, Byte(FColor.G));
6303 utils.writeInt(st, Byte(FColor.B));
6304 // Îáúåêò òðóïà
6305 Obj_SaveState(st, @FObj);
6306 // Åñòü ëè àíèìàöèÿ
6307 anim := (FAnimation <> nil);
6308 utils.writeBool(st, anim);
6309 // Åñëè åñòü - ñîõðàíÿåì
6310 if anim then FAnimation.SaveState(st);
6311 // Åñòü ëè ìàñêà àíèìàöèè
6312 anim := (FAnimationMask <> nil);
6313 utils.writeBool(st, anim);
6314 // Åñëè åñòü - ñîõðàíÿåì
6315 if anim then FAnimationMask.SaveState(st);
6316 end;
6319 procedure TCorpse.LoadState (st: TStream);
6320 var
6321 anim: Boolean;
6322 begin
6323 assert(st <> nil);
6325 // Ñèãíàòóðà òðóïà
6326 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6327 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6328 // Ñîñòîÿíèå
6329 FState := utils.readByte(st);
6330 // Íàêîïëåííûé óðîí
6331 FDamage := utils.readByte(st);
6332 // Öâåò
6333 FColor.R := utils.readByte(st);
6334 FColor.G := utils.readByte(st);
6335 FColor.B := utils.readByte(st);
6336 // Îáúåêò òðóïà
6337 Obj_LoadState(@FObj, st);
6338 // Åñòü ëè àíèìàöèÿ
6339 anim := utils.readBool(st);
6340 // Åñëè åñòü - çàãðóæàåì
6341 if anim then
6342 begin
6343 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6344 FAnimation.LoadState(st);
6345 end;
6346 // Åñòü ëè ìàñêà àíèìàöèè
6347 anim := utils.readBool(st);
6348 // Åñëè åñòü - çàãðóæàåì
6349 if anim then
6350 begin
6351 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6352 FAnimationMask.LoadState(st);
6353 end;
6354 end;
6356 { T B o t : }
6358 constructor TBot.Create();
6359 var
6360 a: Integer;
6361 begin
6362 inherited Create();
6364 FPhysics := True;
6365 FSpectator := False;
6366 FGhost := False;
6368 FIamBot := True;
6370 Inc(gNumBots);
6372 for a := WP_FIRST to WP_LAST do
6373 begin
6374 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6375 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6376 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6377 end;
6378 end;
6380 destructor TBot.Destroy();
6381 begin
6382 Dec(gNumBots);
6383 inherited Destroy();
6384 end;
6386 procedure TBot.Draw();
6387 begin
6388 inherited Draw();
6390 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6391 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6392 end;
6394 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6395 begin
6396 inherited Respawn(Silent, Force);
6398 FAIFlags := nil;
6399 FSelectedWeapon := FCurrWeap;
6400 resetWeaponQueue();
6401 FTargetUID := 0;
6402 end;
6404 procedure TBot.UpdateCombat();
6405 type
6406 TTarget = record
6407 UID: Word;
6408 X, Y: Integer;
6409 Rect: TRectWH;
6410 cX, cY: Integer;
6411 Dist: Word;
6412 Line: Boolean;
6413 Visible: Boolean;
6414 IsPlayer: Boolean;
6415 end;
6417 TTargetRecord = array of TTarget;
6419 function Compare(a, b: TTarget): Integer;
6420 begin
6421 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6422 Result := -1
6423 else
6424 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6425 Result := 1
6426 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6427 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6428 begin
6429 if a.Dist > b.Dist then // B áëèæå
6430 Result := 1
6431 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6432 Result := -1;
6433 end
6434 else // Ñòðàííî -> A
6435 Result := -1;
6436 end;
6438 var
6439 a, x1, y1, x2, y2: Integer;
6440 targets: TTargetRecord;
6441 ammo: Word;
6442 Target, BestTarget: TTarget;
6443 firew, fireh: Integer;
6444 angle: SmallInt;
6445 mon: TMonster;
6446 pla, tpla: TPlayer;
6447 vsPlayer, vsMonster, ok: Boolean;
6450 function monsUpdate (mon: TMonster): Boolean;
6451 begin
6452 result := false; // don't stop
6453 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6454 begin
6455 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6457 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6458 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6460 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6461 if g_TraceVector(x1, y1, x2, y2) then
6462 begin
6463 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6464 SetLength(targets, Length(targets)+1);
6465 with targets[High(targets)] do
6466 begin
6467 UID := mon.UID;
6468 X := mon.Obj.X;
6469 Y := mon.Obj.Y;
6470 cX := x2;
6471 cY := y2;
6472 Rect := mon.Obj.Rect;
6473 Dist := g_PatchLength(x1, y1, x2, y2);
6474 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6475 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6476 Visible := True;
6477 IsPlayer := False;
6478 end;
6479 end;
6480 end;
6481 end;
6483 begin
6484 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6485 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6487 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6488 if FCurrWeap <> FSelectedWeapon then
6489 NextWeapon();
6491 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6492 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6493 begin
6494 RemoveAIFlag('NEEDFIRE');
6496 case FCurrWeap of
6497 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6498 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6499 else PressKey(KEY_FIRE);
6500 end;
6501 end;
6503 // Êîîðäèíàòû ñòâîëà:
6504 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6505 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6507 Target.UID := FTargetUID;
6509 ok := False;
6510 if Target.UID <> 0 then
6511 begin // Öåëü åñòü - íàñòðàèâàåì
6512 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6513 vsPlayer then
6514 begin // Èãðîê
6515 tpla := g_Player_Get(Target.UID);
6516 if tpla <> nil then
6517 with tpla do
6518 begin
6519 if (@FObj) <> nil then
6520 begin
6521 Target.X := FObj.X;
6522 Target.Y := FObj.Y;
6523 end;
6524 end;
6526 Target.cX := Target.X + PLAYER_RECT_CX;
6527 Target.cY := Target.Y + PLAYER_RECT_CY;
6528 Target.Rect := PLAYER_RECT;
6529 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6530 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6531 (y1-4 > Target.Y+PLAYER_RECT.Y);
6532 Target.IsPlayer := True;
6533 ok := True;
6534 end
6535 else
6536 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6537 vsMonster then
6538 begin // Ìîíñòð
6539 mon := g_Monsters_ByUID(Target.UID);
6540 if mon <> nil then
6541 begin
6542 Target.X := mon.Obj.X;
6543 Target.Y := mon.Obj.Y;
6545 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6546 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6547 Target.Rect := mon.Obj.Rect;
6548 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6549 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6550 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6551 Target.IsPlayer := False;
6552 ok := True;
6553 end;
6554 end;
6555 end;
6557 if not ok then
6558 begin // Öåëè íåò - îáíóëÿåì
6559 Target.X := 0;
6560 Target.Y := 0;
6561 Target.cX := 0;
6562 Target.cY := 0;
6563 Target.Visible := False;
6564 Target.Line := False;
6565 Target.IsPlayer := False;
6566 end;
6568 targets := nil;
6570 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6571 if (not Target.Line) or (not Target.Visible) then
6572 begin
6573 // Èãðîêè:
6574 if vsPlayer then
6575 for a := 0 to High(gPlayers) do
6576 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6577 (gPlayers[a].FUID <> FUID) and
6578 (not SameTeam(FUID, gPlayers[a].FUID)) and
6579 (not gPlayers[a].NoTarget) and
6580 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6581 begin
6582 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6583 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6584 Continue;
6586 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6587 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6589 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6590 if g_TraceVector(x1, y1, x2, y2) then
6591 begin
6592 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6593 SetLength(targets, Length(targets)+1);
6594 with targets[High(targets)] do
6595 begin
6596 UID := gPlayers[a].FUID;
6597 X := gPlayers[a].FObj.X;
6598 Y := gPlayers[a].FObj.Y;
6599 cX := x2;
6600 cY := y2;
6601 Rect := PLAYER_RECT;
6602 Dist := g_PatchLength(x1, y1, x2, y2);
6603 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6604 (y1-4 > Target.Y+PLAYER_RECT.Y);
6605 Visible := True;
6606 IsPlayer := True;
6607 end;
6608 end;
6609 end;
6611 // Ìîíñòðû:
6612 if vsMonster then g_Mons_ForEach(monsUpdate);
6613 end;
6615 // Åñëè åñòü âîçìîæíûå öåëè:
6616 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6617 if targets <> nil then
6618 begin
6619 // Âûáèðàåì íàèëó÷øóþ öåëü:
6620 BestTarget := targets[0];
6621 if Length(targets) > 1 then
6622 for a := 1 to High(targets) do
6623 if Compare(BestTarget, targets[a]) = 1 then
6624 BestTarget := targets[a];
6626 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6627 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6628 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6629 begin
6630 Target := BestTarget;
6632 if (Healthy() = 3) or ((Healthy() = 2)) then
6633 begin // Åñëè çäîðîâû - äîãîíÿåì
6634 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6635 SetAIFlag('GORIGHT', '1');
6636 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6637 SetAIFlag('GOLEFT', '1');
6638 end
6639 else
6640 begin // Åñëè ïîáèòû - óáåãàåì
6641 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6642 SetAIFlag('GORIGHT', '1');
6643 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6644 SetAIFlag('GOLEFT', '1');
6645 end;
6647 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6648 SelectWeapon(Abs(x1-Target.cX));
6649 end;
6650 end;
6652 // Åñëè åñòü öåëü:
6653 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6654 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6655 if Target.UID <> 0 then
6656 begin
6657 if not TargetOnScreen(Target.X + Target.Rect.X,
6658 Target.Y + Target.Rect.Y) then
6659 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6660 if (Healthy() = 3) or ((Healthy() = 2)) then
6661 begin // Åñëè çäîðîâû - äîãîíÿåì
6662 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6663 SetAIFlag('GORIGHT', '1');
6664 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6665 SetAIFlag('GOLEFT', '1');
6666 end
6667 else
6668 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6669 Target.UID := 0;
6670 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6671 SetAIFlag('GORIGHT', '1');
6672 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6673 SetAIFlag('GOLEFT', '1');
6674 end;
6675 end
6676 else
6677 begin // Öåëü ïîêà íà "ýêðàíå"
6678 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6679 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6680 FLastVisible := gTime;
6681 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6682 if (Abs(FObj.Y-Target.Y) <= 128) then
6683 begin
6684 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6685 SetAIFlag('GORIGHT', '1');
6686 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6687 SetAIFlag('GOLEFT', '1');
6688 end;
6689 end;
6691 // Âûáèðàåì óãîë ââåðõ:
6692 if FDirection = TDirection.D_LEFT then
6693 angle := ANGLE_LEFTUP
6694 else
6695 angle := ANGLE_RIGHTUP;
6697 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6698 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6700 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6701 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6702 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6703 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6704 Target.Rect.Width, Target.Rect.Height) and
6705 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6706 begin // òî íóæíî ñòðåëÿòü ââåðõ
6707 SetAIFlag('NEEDFIRE', '1');
6708 SetAIFlag('NEEDSEEUP', '1');
6709 end;
6711 // Âûáèðàåì óãîë âíèç:
6712 if FDirection = TDirection.D_LEFT then
6713 angle := ANGLE_LEFTDOWN
6714 else
6715 angle := ANGLE_RIGHTDOWN;
6717 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6718 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6720 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6721 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6722 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6723 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6724 Target.Rect.Width, Target.Rect.Height) and
6725 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6726 begin // òî íóæíî ñòðåëÿòü âíèç
6727 SetAIFlag('NEEDFIRE', '1');
6728 SetAIFlag('NEEDSEEDOWN', '1');
6729 end;
6731 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6732 if Target.Visible and
6733 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6734 (y1-4 > Target.Y+Target.Rect.Y) then
6735 begin
6736 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6737 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
6738 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6739 begin // òî íóæíî ñòðåëÿòü âïåðåä
6740 SetAIFlag('NEEDFIRE', '1');
6741 SetAIFlag('NEEDSEEDOWN', '');
6742 SetAIFlag('NEEDSEEUP', '');
6743 end;
6744 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6745 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6746 if GetRnd(FDifficult.CloseJump) then
6747 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6748 if Abs(FObj.X-Target.X) < 128 then
6749 a := 4
6750 else
6751 a := 30;
6752 if Random(a) = 0 then
6753 SetAIFlag('NEEDJUMP', '1');
6754 end;
6755 end;
6757 // Åñëè öåëü âñå åùå åñòü:
6758 if Target.UID <> 0 then
6759 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6760 Target.UID := 0 // òî çàáûòü öåëü
6761 else // Åñëè âèäåëè íåäàâíî
6762 begin // íî öåëü óáèëè
6763 if Target.IsPlayer then
6764 begin // Öåëü - èãðîê
6765 pla := g_Player_Get(Target.UID);
6766 if (pla = nil) or (not pla.alive) or pla.NoTarget or
6767 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6768 Target.UID := 0; // òî çàáûòü öåëü
6769 end
6770 else
6771 begin // Öåëü - ìîíñòð
6772 mon := g_Monsters_ByUID(Target.UID);
6773 if (mon = nil) or (not mon.alive) then
6774 Target.UID := 0; // òî çàáûòü öåëü
6775 end;
6776 end;
6777 end; // if Target.UID <> 0
6779 FTargetUID := Target.UID;
6781 // Åñëè âîçìîæíûõ öåëåé íåò:
6782 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6783 if targets = nil then
6784 if GetAIFlag('ATTACKLEFT') <> '' then
6785 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6786 RemoveAIFlag('ATTACKLEFT');
6788 SetAIFlag('NEEDJUMP', '1');
6790 if RunDirection() = TDirection.D_RIGHT then
6791 begin // Èäåì íå â òó ñòîðîíó
6792 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6793 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6794 SetAIFlag('NEEDFIRE', '1');
6795 SetAIFlag('GOLEFT', '1');
6796 end;
6797 end
6798 else
6799 begin // Èäåì â íóæíóþ ñòîðîíó
6800 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6801 SetAIFlag('NEEDFIRE', '1');
6802 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6803 SetAIFlag('GORIGHT', '1');
6804 end;
6805 end
6806 else
6807 if GetAIFlag('ATTACKRIGHT') <> '' then
6808 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6809 RemoveAIFlag('ATTACKRIGHT');
6811 SetAIFlag('NEEDJUMP', '1');
6813 if RunDirection() = TDirection.D_LEFT then
6814 begin // Èäåì íå â òó ñòîðîíó
6815 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6816 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6817 SetAIFlag('NEEDFIRE', '1');
6818 SetAIFlag('GORIGHT', '1');
6819 end;
6820 end
6821 else
6822 begin
6823 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6824 SetAIFlag('NEEDFIRE', '1');
6825 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6826 SetAIFlag('GOLEFT', '1');
6827 end;
6828 end;
6830 //HACK! (does it belongs there?)
6831 RealizeCurrentWeapon();
6833 // Åñëè åñòü âîçìîæíûå öåëè:
6834 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6835 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6836 for a := 0 to High(targets) do
6837 begin
6838 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6839 if GetRnd(FDifficult.DiagFire) then
6840 begin
6841 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6842 if FDirection = TDirection.D_LEFT then
6843 angle := ANGLE_LEFTUP
6844 else
6845 angle := ANGLE_RIGHTUP;
6847 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6848 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6850 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6851 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6852 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6853 targets[a].Rect.Width, targets[a].Rect.Height) and
6854 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6855 begin
6856 SetAIFlag('NEEDFIRE', '1');
6857 SetAIFlag('NEEDSEEUP', '1');
6858 end;
6860 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6861 if FDirection = TDirection.D_LEFT then
6862 angle := ANGLE_LEFTDOWN
6863 else
6864 angle := ANGLE_RIGHTDOWN;
6866 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6867 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6869 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6870 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6871 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6872 targets[a].Rect.Width, targets[a].Rect.Height) and
6873 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6874 begin
6875 SetAIFlag('NEEDFIRE', '1');
6876 SetAIFlag('NEEDSEEDOWN', '1');
6877 end;
6878 end;
6880 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6881 if targets[a].Line and targets[a].Visible and
6882 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
6883 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
6884 begin
6885 SetAIFlag('NEEDFIRE', '1');
6886 Break;
6887 end;
6888 end;
6890 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6891 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6892 PLAYER_RECT.Width, PLAYER_RECT.Height,
6893 40+GetInterval(FDifficult.Cover, 40)) then
6894 SetAIFlag('NEEDJUMP', '1');
6896 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6897 ammo := GetAmmoByWeapon(FCurrWeap);
6898 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6899 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6900 (ammo = 0) then
6901 SetAIFlag('SELECTWEAPON', '1');
6903 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6904 if GetAIFlag('SELECTWEAPON') = '1' then
6905 begin
6906 SelectWeapon(-1);
6907 RemoveAIFlag('SELECTWEAPON');
6908 end;
6909 end;
6911 procedure TBot.Update();
6912 var
6913 EnableAI: Boolean;
6914 begin
6915 if not FAlive then
6916 begin // Respawn
6917 ReleaseKeys();
6918 PressKey(KEY_UP);
6919 end
6920 else
6921 begin
6922 EnableAI := True;
6924 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6925 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6926 EnableAI := False;
6927 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6928 EnableAI := False;
6929 if g_debug_BotAIOff = 3 then
6930 EnableAI := False;
6932 if EnableAI then
6933 begin
6934 UpdateMove();
6935 UpdateCombat();
6936 end
6937 else
6938 begin
6939 RealizeCurrentWeapon();
6940 end;
6941 end;
6943 inherited Update();
6944 end;
6946 procedure TBot.ReleaseKey(Key: Byte);
6947 begin
6948 with FKeys[Key] do
6949 begin
6950 Pressed := False;
6951 Time := 0;
6952 end;
6953 end;
6955 function TBot.KeyPressed(Key: Word): Boolean;
6956 begin
6957 Result := FKeys[Key].Pressed;
6958 end;
6960 function TBot.GetAIFlag(aName: String20): String20;
6961 var
6962 a: Integer;
6963 begin
6964 Result := '';
6966 aName := LowerCase(aName);
6968 if FAIFlags <> nil then
6969 for a := 0 to High(FAIFlags) do
6970 if LowerCase(FAIFlags[a].Name) = aName then
6971 begin
6972 Result := FAIFlags[a].Value;
6973 Break;
6974 end;
6975 end;
6977 procedure TBot.RemoveAIFlag(aName: String20);
6978 var
6979 a, b: Integer;
6980 begin
6981 if FAIFlags = nil then Exit;
6983 aName := LowerCase(aName);
6985 for a := 0 to High(FAIFlags) do
6986 if LowerCase(FAIFlags[a].Name) = aName then
6987 begin
6988 if a <> High(FAIFlags) then
6989 for b := a to High(FAIFlags)-1 do
6990 FAIFlags[b] := FAIFlags[b+1];
6992 SetLength(FAIFlags, Length(FAIFlags)-1);
6993 Break;
6994 end;
6995 end;
6997 procedure TBot.SetAIFlag(aName, fValue: String20);
6998 var
6999 a: Integer;
7000 ok: Boolean;
7001 begin
7002 a := 0;
7003 ok := False;
7005 aName := LowerCase(aName);
7007 if FAIFlags <> nil then
7008 for a := 0 to High(FAIFlags) do
7009 if LowerCase(FAIFlags[a].Name) = aName then
7010 begin
7011 ok := True;
7012 Break;
7013 end;
7015 if ok then FAIFlags[a].Value := fValue
7016 else
7017 begin
7018 SetLength(FAIFlags, Length(FAIFlags)+1);
7019 with FAIFlags[High(FAIFlags)] do
7020 begin
7021 Name := aName;
7022 Value := fValue;
7023 end;
7024 end;
7025 end;
7027 procedure TBot.UpdateMove;
7029 procedure GoLeft(Time: Word = 1);
7030 begin
7031 ReleaseKey(KEY_LEFT);
7032 ReleaseKey(KEY_RIGHT);
7033 PressKey(KEY_LEFT, Time);
7034 SetDirection(TDirection.D_LEFT);
7035 end;
7037 procedure GoRight(Time: Word = 1);
7038 begin
7039 ReleaseKey(KEY_LEFT);
7040 ReleaseKey(KEY_RIGHT);
7041 PressKey(KEY_RIGHT, Time);
7042 SetDirection(TDirection.D_RIGHT);
7043 end;
7045 function Rnd(a: Word): Boolean;
7046 begin
7047 Result := Random(a) = 0;
7048 end;
7050 procedure Turn(Time: Word = 1200);
7051 begin
7052 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7053 end;
7055 procedure Stop();
7056 begin
7057 ReleaseKey(KEY_LEFT);
7058 ReleaseKey(KEY_RIGHT);
7059 end;
7061 function CanRunLeft(): Boolean;
7062 begin
7063 Result := not CollideLevel(-1, 0);
7064 end;
7066 function CanRunRight(): Boolean;
7067 begin
7068 Result := not CollideLevel(1, 0);
7069 end;
7071 function CanRun(): Boolean;
7072 begin
7073 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7074 end;
7076 procedure Jump(Time: Word = 30);
7077 begin
7078 PressKey(KEY_JUMP, Time);
7079 end;
7081 function NearHole(): Boolean;
7082 var
7083 x, sx: Integer;
7084 begin
7085 { TODO 5 : Ëåñòíèöû }
7086 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7087 for x := 1 to PLAYER_RECT.Width do
7088 if (not StayOnStep(x*sx, 0)) and
7089 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7090 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7091 begin
7092 Result := True;
7093 Exit;
7094 end;
7096 Result := False;
7097 end;
7099 function BorderHole(): Boolean;
7100 var
7101 x, sx, xx: Integer;
7102 begin
7103 { TODO 5 : Ëåñòíèöû }
7104 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7105 for x := 1 to PLAYER_RECT.Width do
7106 if (not StayOnStep(x*sx, 0)) and
7107 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7108 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7109 begin
7110 for xx := x to x+32 do
7111 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7112 begin
7113 Result := True;
7114 Exit;
7115 end;
7116 end;
7118 Result := False;
7119 end;
7121 function NearDeepHole(): Boolean;
7122 var
7123 x, sx, y: Integer;
7124 begin
7125 Result := False;
7127 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7128 y := 3;
7130 for x := 1 to PLAYER_RECT.Width do
7131 if (not StayOnStep(x*sx, 0)) and
7132 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7133 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7134 begin
7135 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7136 begin
7137 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7138 y := y+1;
7139 end;
7141 Result := True;
7142 end else Result := False;
7143 end;
7145 function OverDeepHole(): Boolean;
7146 var
7147 y: Integer;
7148 begin
7149 Result := False;
7151 y := 1;
7152 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7153 begin
7154 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7155 y := y+1;
7156 end;
7158 Result := True;
7159 end;
7161 function OnGround(): Boolean;
7162 begin
7163 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7164 end;
7166 function OnLadder(): Boolean;
7167 begin
7168 Result := FullInStep(0, 0);
7169 end;
7171 function BelowLadder(): Boolean;
7172 begin
7173 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7174 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7175 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7176 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7177 end;
7179 function BelowLiftUp(): Boolean;
7180 begin
7181 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7182 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7183 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7184 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7185 end;
7187 function OnTopLift(): Boolean;
7188 begin
7189 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7190 end;
7192 function CanJumpOver(): Boolean;
7193 var
7194 sx, y: Integer;
7195 begin
7196 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7198 Result := False;
7200 if not CollideLevel(sx, 0) then Exit;
7202 for y := 1 to BOT_MAXJUMP do
7203 if CollideLevel(0, -y) then Exit else
7204 if not CollideLevel(sx, -y) then
7205 begin
7206 Result := True;
7207 Exit;
7208 end;
7209 end;
7211 function CanJumpUp(Dist: ShortInt): Boolean;
7212 var
7213 y, yy: Integer;
7214 c: Boolean;
7215 begin
7216 Result := False;
7218 if CollideLevel(Dist, 0) then Exit;
7220 c := False;
7221 for y := 0 to BOT_MAXJUMP do
7222 if CollideLevel(Dist, -y) then
7223 begin
7224 c := True;
7225 Break;
7226 end;
7228 if not c then Exit;
7230 c := False;
7231 for yy := y+1 to BOT_MAXJUMP do
7232 if not CollideLevel(Dist, -yy) then
7233 begin
7234 c := True;
7235 Break;
7236 end;
7238 if not c then Exit;
7240 c := False;
7241 for y := 0 to BOT_MAXJUMP do
7242 if CollideLevel(0, -y) then
7243 begin
7244 c := True;
7245 Break;
7246 end;
7248 if c then Exit;
7250 if y < yy then Exit;
7252 Result := True;
7253 end;
7255 function IsSafeTrigger(): Boolean;
7256 var
7257 a: Integer;
7258 begin
7259 Result := True;
7260 if gTriggers = nil then
7261 Exit;
7262 for a := 0 to High(gTriggers) do
7263 if Collide(gTriggers[a].X,
7264 gTriggers[a].Y,
7265 gTriggers[a].Width,
7266 gTriggers[a].Height) and
7267 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7268 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7269 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7270 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7271 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7272 Result := False;
7273 end;
7275 begin
7276 // Âîçìîæíî, íàæèìàåì êíîïêó:
7277 if Rnd(16) and IsSafeTrigger() then
7278 PressKey(KEY_OPEN);
7280 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7281 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7282 begin
7283 ReleaseKey(KEY_LEFT);
7284 ReleaseKey(KEY_RIGHT);
7285 Jump();
7286 end;
7288 // Èäåì âëåâî, åñëè íàäî áûëî:
7289 if GetAIFlag('GOLEFT') <> '' then
7290 begin
7291 RemoveAIFlag('GOLEFT');
7292 if CanRunLeft() then
7293 GoLeft(360);
7294 end;
7296 // Èäåì âïðàâî, åñëè íàäî áûëî:
7297 if GetAIFlag('GORIGHT') <> '' then
7298 begin
7299 RemoveAIFlag('GORIGHT');
7300 if CanRunRight() then
7301 GoRight(360);
7302 end;
7304 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7305 if FObj.X < -32 then
7306 GoRight(360)
7307 else
7308 if FObj.X+32 > gMapInfo.Width then
7309 GoLeft(360);
7311 // Ïðûãàåì, åñëè íàäî áûëî:
7312 if GetAIFlag('NEEDJUMP') <> '' then
7313 begin
7314 Jump(0);
7315 RemoveAIFlag('NEEDJUMP');
7316 end;
7318 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7319 if GetAIFlag('NEEDSEEUP') <> '' then
7320 begin
7321 ReleaseKey(KEY_UP);
7322 ReleaseKey(KEY_DOWN);
7323 PressKey(KEY_UP, 20);
7324 RemoveAIFlag('NEEDSEEUP');
7325 end;
7327 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7328 if GetAIFlag('NEEDSEEDOWN') <> '' then
7329 begin
7330 ReleaseKey(KEY_UP);
7331 ReleaseKey(KEY_DOWN);
7332 PressKey(KEY_DOWN, 20);
7333 RemoveAIFlag('NEEDSEEDOWN');
7334 end;
7336 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7337 if GetAIFlag('GOINHOLE') <> '' then
7338 if not OnGround() then
7339 begin
7340 ReleaseKey(KEY_LEFT);
7341 ReleaseKey(KEY_RIGHT);
7342 RemoveAIFlag('GOINHOLE');
7343 SetAIFlag('FALLINHOLE', '1');
7344 end;
7346 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7347 if GetAIFlag('FALLINHOLE') <> '' then
7348 if OnGround() then
7349 RemoveAIFlag('FALLINHOLE');
7351 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7352 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7353 if GetAIFlag('FALLINHOLE') = '' then
7354 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7355 if Rnd(2) then
7356 GoLeft(360)
7357 else
7358 GoRight(360);
7360 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7361 if OnGround() and
7362 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7363 Rnd(8) then
7364 Jump();
7366 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7367 if OnGround() and NearHole() then
7368 if NearDeepHole() then // Åñëè ýòî áåçäíà
7369 case Random(6) of
7370 0..3: Turn(); // Áåæèì îáðàòíî
7371 4: Jump(); // Ïðûãàåì
7372 5: begin // Ïðûãàåì îáðàòíî
7373 Turn();
7374 Jump();
7375 end;
7376 end
7377 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7378 if GetAIFlag('GOINHOLE') = '' then
7379 case Random(6) of
7380 0: Turn(); // Íå íóæíî òóäà
7381 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7382 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7383 if BorderHole() then
7384 SetAIFlag('GOINHOLE', '1');
7385 end;
7387 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7388 if (not CanRun()) and OnGround() then
7389 begin
7390 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7391 if CanJumpOver() or OnLadder() then
7392 Jump()
7393 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7394 if Random(2) = 0 then
7395 begin
7396 if IsSafeTrigger() then
7397 PressKey(KEY_OPEN);
7398 end else
7399 Turn();
7400 end;
7402 // Îñòàëîñü ìàëî âîçäóõà:
7403 if FAir < 36 * 2 then
7404 Jump(20);
7406 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7407 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7408 if BodyInAcid(0, 0) then
7409 Jump();
7410 end;
7412 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7413 begin
7414 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7415 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7416 end;
7418 {function TBot.NeedItem(Item: Byte): Byte;
7419 begin
7420 Result := 4;
7421 end;}
7423 procedure TBot.SelectWeapon(Dist: Integer);
7424 var
7425 a: Integer;
7427 function HaveAmmo(weapon: Byte): Boolean;
7428 begin
7429 case weapon of
7430 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7431 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7432 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7433 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7434 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7435 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7436 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7437 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7438 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7439 else Result := True;
7440 end;
7441 end;
7443 begin
7444 if Dist = -1 then Dist := BOT_LONGDIST;
7446 if Dist > BOT_LONGDIST then
7447 begin // Äàëüíèé áîé
7448 for a := 0 to 9 do
7449 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7450 begin
7451 FSelectedWeapon := FDifficult.WeaponPrior[a];
7452 Break;
7453 end;
7454 end
7455 else //if Dist > BOT_UNSAFEDIST then
7456 begin // Áëèæíèé áîé
7457 for a := 0 to 9 do
7458 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7459 begin
7460 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7461 Break;
7462 end;
7463 end;
7464 { else
7465 begin
7466 for a := 0 to 9 do
7467 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7468 begin
7469 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7470 Break;
7471 end;
7472 end;}
7473 end;
7475 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7476 begin
7477 Result := inherited PickItem(ItemType, force, remove);
7479 if Result then SetAIFlag('SELECTWEAPON', '1');
7480 end;
7482 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7483 begin
7484 Result := inherited Heal(value, Soft);
7485 end;
7487 function TBot.Healthy(): Byte;
7488 begin
7489 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7490 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7491 else if (FHealth > 50) then Result := 2
7492 else if (FHealth > 20) then Result := 1
7493 else Result := 0;
7494 end;
7496 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7497 begin
7498 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7499 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7500 end;
7502 procedure TBot.OnDamage(Angle: SmallInt);
7503 var
7504 pla: TPlayer;
7505 mon: TMonster;
7506 ok: Boolean;
7507 begin
7508 inherited;
7510 if (Angle = 0) or (Angle = 180) then
7511 begin
7512 ok := False;
7513 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7514 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7515 begin // Èãðîê
7516 pla := g_Player_Get(FLastSpawnerUID);
7517 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7518 pla.FObj.Y + PLAYER_RECT.Y);
7519 end
7520 else
7521 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7522 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7523 begin // Ìîíñòð
7524 mon := g_Monsters_ByUID(FLastSpawnerUID);
7525 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7526 mon.Obj.Y + mon.Obj.Rect.Y);
7527 end;
7529 if ok then
7530 if Angle = 0 then
7531 SetAIFlag('ATTACKLEFT', '1')
7532 else
7533 SetAIFlag('ATTACKRIGHT', '1');
7534 end;
7535 end;
7537 function TBot.RunDirection(): TDirection;
7538 begin
7539 if Abs(Vel.X) >= 1 then
7540 begin
7541 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7542 end else
7543 Result := FDirection;
7544 end;
7546 function TBot.GetRnd(a: Byte): Boolean;
7547 begin
7548 if a = 0 then Result := False
7549 else if a = 255 then Result := True
7550 else Result := Random(256) > 255-a;
7551 end;
7553 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7554 begin
7555 Result := Round((255-a)/255*radius*(Random(2)-1));
7556 end;
7559 procedure TDifficult.save (st: TStream);
7560 begin
7561 utils.writeInt(st, Byte(DiagFire));
7562 utils.writeInt(st, Byte(InvisFire));
7563 utils.writeInt(st, Byte(DiagPrecision));
7564 utils.writeInt(st, Byte(FlyPrecision));
7565 utils.writeInt(st, Byte(Cover));
7566 utils.writeInt(st, Byte(CloseJump));
7567 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7568 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7569 end;
7571 procedure TDifficult.load (st: TStream);
7572 begin
7573 DiagFire := utils.readByte(st);
7574 InvisFire := utils.readByte(st);
7575 DiagPrecision := utils.readByte(st);
7576 FlyPrecision := utils.readByte(st);
7577 Cover := utils.readByte(st);
7578 CloseJump := utils.readByte(st);
7579 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7580 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7581 end;
7584 procedure TBot.SaveState (st: TStream);
7585 var
7586 i: Integer;
7587 dw: Integer;
7588 begin
7589 inherited SaveState(st);
7590 utils.writeSign(st, 'BOT0');
7591 // Âûáðàííîå îðóæèå
7592 utils.writeInt(st, Byte(FSelectedWeapon));
7593 // UID öåëè
7594 utils.writeInt(st, Word(FTargetUID));
7595 // Âðåìÿ ïîòåðè öåëè
7596 utils.writeInt(st, LongWord(FLastVisible));
7597 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7598 dw := Length(FAIFlags);
7599 utils.writeInt(st, LongInt(dw));
7600 // Ôëàãè ÈÈ
7601 for i := 0 to dw-1 do
7602 begin
7603 utils.writeStr(st, FAIFlags[i].Name, 20);
7604 utils.writeStr(st, FAIFlags[i].Value, 20);
7605 end;
7606 // Íàñòðîéêè ñëîæíîñòè
7607 FDifficult.save(st);
7608 end;
7611 procedure TBot.LoadState (st: TStream);
7612 var
7613 i: Integer;
7614 dw: Integer;
7615 begin
7616 inherited LoadState(st);
7617 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7618 // Âûáðàííîå îðóæèå
7619 FSelectedWeapon := utils.readByte(st);
7620 // UID öåëè
7621 FTargetUID := utils.readWord(st);
7622 // Âðåìÿ ïîòåðè öåëè
7623 FLastVisible := utils.readLongWord(st);
7624 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7625 dw := utils.readLongInt(st);
7626 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7627 SetLength(FAIFlags, dw);
7628 // Ôëàãè ÈÈ
7629 for i := 0 to dw-1 do
7630 begin
7631 FAIFlags[i].Name := utils.readStr(st, 20);
7632 FAIFlags[i].Value := utils.readStr(st, 20);
7633 end;
7634 // Íàñòðîéêè ñëîæíîñòè
7635 FDifficult.load(st);
7636 end;
7639 begin
7640 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7641 end.