DEADSOFTWARE

g_weapons.g_Weapon_gun: faster traces (i hope)
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) DooM 2D:Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 unit g_player;
19 interface
21 uses
22 e_graphics, g_playermodel, g_basic, g_textures,
23 g_weapons, g_phys, g_sound, g_saveload, MAPSTRUCT,
24 BinEditor, g_panel, z_aabbtree;
26 const
27 KEY_LEFT = 1;
28 KEY_RIGHT = 2;
29 KEY_UP = 3;
30 KEY_DOWN = 4;
31 KEY_FIRE = 5;
32 KEY_NEXTWEAPON = 6;
33 KEY_PREVWEAPON = 7;
34 KEY_OPEN = 8;
35 KEY_JUMP = 9;
36 KEY_CHAT = 10;
38 R_ITEM_BACKPACK = 0;
39 R_KEY_RED = 1;
40 R_KEY_GREEN = 2;
41 R_KEY_BLUE = 3;
42 R_BERSERK = 4;
44 MR_SUIT = 0;
45 MR_INVUL = 1;
46 MR_INVIS = 2;
47 MR_MAX = 2;
49 A_BULLETS = 0;
50 A_SHELLS = 1;
51 A_ROCKETS = 2;
52 A_CELLS = 3;
53 A_FUEL = 4;
54 A_HIGH = 4;
56 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
57 ((200, 50, 50, 300, 100),
58 (400, 100, 100, 600, 200));
60 K_SIMPLEKILL = 0;
61 K_HARDKILL = 1;
62 K_EXTRAHARDKILL = 2;
63 K_FALLKILL = 3;
65 T_RESPAWN = 0;
66 T_SWITCH = 1;
67 T_USE = 2;
68 T_FLAGCAP = 3;
70 TEAM_NONE = 0;
71 TEAM_RED = 1;
72 TEAM_BLUE = 2;
73 TEAM_COOP = 3;
75 SHELL_BULLET = 0;
76 SHELL_SHELL = 1;
77 SHELL_DBLSHELL = 2;
79 ANGLE_NONE = Low(SmallInt);
81 CORPSE_STATE_REMOVEME = 0;
82 CORPSE_STATE_NORMAL = 1;
83 CORPSE_STATE_MESS = 2;
85 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
86 PLAYER_RECT_CX = 15+(34 div 2);
87 PLAYER_RECT_CY = 12+(52 div 2);
88 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
90 PLAYER_HP_SOFT = 100;
91 PLAYER_HP_LIMIT = 200;
92 PLAYER_AP_SOFT = 100;
93 PLAYER_AP_LIMIT = 200;
94 SUICIDE_DAMAGE = 112;
96 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
97 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
99 type
100 TPlayerStat = record
101 Ping: Word;
102 Loss: Byte;
103 Name: String;
104 Team: Byte;
105 Frags: SmallInt;
106 Deaths: SmallInt;
107 Lives: Byte;
108 Kills: Word;
109 Color: TRGB;
110 Spectator: Boolean;
111 end;
113 TPlayerStatArray = Array of TPlayerStat;
115 TPlayerSavedState = record
116 Health: Integer;
117 Armor: Integer;
118 Air: Integer;
119 JetFuel: Integer;
120 CurrWeap: Byte;
121 NextWeap: WORD;
122 NextWeapDelay: Byte;
123 Ammo: Array [A_BULLETS..A_HIGH] of Word;
124 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
125 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
126 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
127 WaitRecall: Boolean;
128 end;
130 TKeyState = record
131 Pressed: Boolean;
132 Time: Word;
133 end;
135 TPlayer = class (TObject)
136 private
137 FIamBot: Boolean;
138 FUID: Word;
139 FName: String;
140 FTeam: Byte;
141 FLive: Boolean;
142 FSpawned: Boolean;
143 FDirection: TDirection;
144 FHealth: Integer;
145 FLives: Byte;
146 FArmor: Integer;
147 FAir: Integer;
148 FPain: Integer;
149 FPickup: Integer;
150 FKills: Integer;
151 FMonsterKills: Integer;
152 FFrags: Integer;
153 FFragCombo: Byte;
154 FLastFrag: LongWord;
155 FComboEvnt: Integer;
156 FDeath: Integer;
157 FCanJetpack: Boolean;
158 FJetFuel: Integer;
159 FFlag: Byte;
160 FSecrets: Integer;
161 FCurrWeap: Byte;
162 FNextWeap: WORD;
163 FNextWeapDelay: Byte; // frames
164 FBFGFireCounter: SmallInt;
165 FLastSpawnerUID: Word;
166 FLastHit: Byte;
167 FObj: TObj;
168 FXTo, FYTo: Integer;
169 FSpectatePlayer: Integer;
170 FFirePainTime: Integer;
171 FFireAttacker: Word;
173 FSavedState: TPlayerSavedState;
175 FModel: TPlayerModel;
176 FActionPrior: Byte;
177 FActionAnim: Byte;
178 FActionForce: Boolean;
179 FActionChanged: Boolean;
180 FAngle: SmallInt;
181 FFireAngle: SmallInt;
182 FIncCam: Integer;
183 FShellTimer: Integer;
184 FShellType: Byte;
185 FSawSound: TPlayableSound;
186 FSawSoundIdle: TPlayableSound;
187 FSawSoundHit: TPlayableSound;
188 FSawSoundSelect: TPlayableSound;
189 FJetSoundOn: TPlayableSound;
190 FJetSoundOff: TPlayableSound;
191 FJetSoundFly: TPlayableSound;
192 FGodMode: Boolean;
193 FNoTarget: Boolean;
194 FNoReload: Boolean;
195 FJustTeleported: Boolean;
196 FNetTime: LongWord;
198 function CollideLevel(XInc, YInc: Integer): Boolean;
199 function StayOnStep(XInc, YInc: Integer): Boolean;
200 function HeadInLiquid(XInc, YInc: Integer): Boolean;
201 function BodyInLiquid(XInc, YInc: Integer): Boolean;
202 function BodyInAcid(XInc, YInc: Integer): Boolean;
203 function FullInLift(XInc, YInc: Integer): Integer;
204 {procedure CollideItem();}
205 procedure FlySmoke(Times: DWORD = 1);
206 procedure OnFireFlame(Times: DWORD = 1);
207 function GetAmmoByWeapon(Weapon: Byte): Word;
208 procedure SetAction(Action: Byte; Force: Boolean = False);
209 procedure OnDamage(Angle: SmallInt); virtual;
210 function firediry(): Integer;
212 procedure Run(Direction: TDirection);
213 procedure NextWeapon();
214 procedure PrevWeapon();
215 procedure SeeUp();
216 procedure SeeDown();
217 procedure Fire();
218 procedure Jump();
219 procedure Use();
221 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
222 procedure resetWeaponQueue ();
223 function hasAmmoForWeapon (weapon: Byte): Boolean;
225 function getMapAABB (): AABB2D;
227 public
228 FDamageBuffer: Integer;
230 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
231 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
232 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
233 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
234 FBerserk: Integer;
235 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
236 FReloading: Array [WP_FIRST..WP_LAST] of Word;
237 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
238 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
239 FColor: TRGB;
240 FPreferredTeam: Byte;
241 FSpectator: Boolean;
242 FNoRespawn: Boolean;
243 FWantsInGame: Boolean;
244 FGhost: Boolean;
245 FPhysics: Boolean;
246 FJetpack: Boolean;
247 FActualModelName: string;
248 FClientID: SmallInt;
249 FPing: Word;
250 FLoss: Byte;
251 FDummy: Boolean;
252 FFireTime: Integer;
254 constructor Create(); virtual;
255 destructor Destroy(); override;
256 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
257 function GetRespawnPoint(): Byte;
258 procedure PressKey(Key: Byte; Time: Word = 1);
259 procedure ReleaseKeys();
260 procedure SetModel(ModelName: String);
261 procedure SetColor(Color: TRGB);
262 procedure SetWeapon(W: Byte);
263 function IsKeyPressed(K: Byte): Boolean;
264 function GetKeys(): Byte;
265 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
266 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
267 function Collide(Panel: TPanel): Boolean; overload;
268 function Collide(X, Y: Integer): Boolean; overload;
269 procedure SetDirection(Direction: TDirection);
270 procedure GetSecret();
271 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
272 procedure Touch();
273 procedure Push(vx, vy: Integer);
274 procedure ChangeModel(ModelName: String);
275 procedure SwitchTeam;
276 procedure ChangeTeam(Team: Byte);
277 procedure BFGHit();
278 function GetFlag(Flag: Byte): Boolean;
279 procedure SetFlag(Flag: Byte);
280 function DropFlag(): Boolean;
281 procedure AllRulez(Health: Boolean);
282 procedure RestoreHealthArmor();
283 procedure FragCombo();
284 procedure GiveItem(ItemType: Byte);
285 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
286 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
287 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
288 procedure MakeBloodSimple(Count: Word);
289 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
290 procedure Reset(Force: Boolean);
291 procedure Spectate(NoMove: Boolean = False);
292 procedure SwitchNoClip;
293 procedure SoftReset();
294 procedure Draw(); virtual;
295 procedure DrawPain();
296 procedure DrawPickup();
297 procedure DrawRulez();
298 procedure DrawAim();
299 procedure DrawBubble();
300 procedure DrawGUI();
301 procedure Update(); virtual;
302 procedure RememberState();
303 procedure RecallState();
304 procedure SaveState(var Mem: TBinMemoryWriter); virtual;
305 procedure LoadState(var Mem: TBinMemoryReader); virtual;
306 procedure PauseSounds(Enable: Boolean);
307 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
308 procedure DoLerp(Level: Integer = 2);
309 procedure SetLerp(XTo, YTo: Integer);
310 procedure QueueWeaponSwitch(Weapon: Byte);
311 procedure RealizeCurrentWeapon();
312 procedure JetpackOn;
313 procedure JetpackOff;
314 procedure CatchFire(Attacker: Word);
316 //WARNING! this does nothing for now, but still call it!
317 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
319 property Name: String read FName write FName;
320 property Model: TPlayerModel read FModel;
321 property Health: Integer read FHealth write FHealth;
322 property Lives: Byte read FLives write FLives;
323 property Armor: Integer read FArmor write FArmor;
324 property Air: Integer read FAir write FAir;
325 property JetFuel: Integer read FJetFuel write FJetFuel;
326 property Frags: Integer read FFrags write FFrags;
327 property Death: Integer read FDeath write FDeath;
328 property Kills: Integer read FKills write FKills;
329 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
330 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
331 property Secrets: Integer read FSecrets;
332 property GodMode: Boolean read FGodMode write FGodMode;
333 property NoTarget: Boolean read FNoTarget write FNoTarget;
334 property NoReload: Boolean read FNoReload write FNoReload;
335 property Live: Boolean read FLive write FLive;
336 property Flag: Byte read FFlag;
337 property Team: Byte read FTeam write FTeam;
338 property Direction: TDirection read FDirection;
339 property GameX: Integer read FObj.X write FObj.X;
340 property GameY: Integer read FObj.Y write FObj.Y;
341 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
342 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
343 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
344 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
345 property Vel: TPoint2i read FObj.Vel;
346 property Obj: TObj read FObj;
347 property IncCam: Integer read FIncCam write FIncCam;
348 property UID: Word read FUID write FUID;
349 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
350 property NetTime: LongWord read FNetTime write FNetTime;
352 property mapAABB: AABB2D read getMapAABB;
353 end;
355 TDifficult = record
356 DiagFire: Byte;
357 InvisFire: Byte;
358 DiagPrecision: Byte;
359 FlyPrecision: Byte;
360 Cover: Byte;
361 CloseJump: Byte;
362 WeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
363 CloseWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
364 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
365 end;
367 TAIFlag = record
368 Name: String;
369 Value: String;
370 end;
372 TBot = class (TPlayer)
373 private
374 FSelectedWeapon: Byte;
375 FTargetUID: Word;
376 FLastVisible: DWORD;
377 FAIFlags: Array of TAIFlag;
378 FDifficult: TDifficult;
380 function GetRnd(a: Byte): Boolean;
381 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
382 function RunDirection(): TDirection;
383 function FullInStep(XInc, YInc: Integer): Boolean;
384 //function NeedItem(Item: Byte): Byte;
385 procedure SelectWeapon(Dist: Integer);
386 procedure SetAIFlag(aName, fValue: String20);
387 function GetAIFlag(aName: String20): String20;
388 procedure RemoveAIFlag(aName: String20);
389 function Healthy(): Byte;
390 procedure UpdateMove();
391 procedure UpdateCombat();
392 function KeyPressed(Key: Word): Boolean;
393 procedure ReleaseKey(Key: Byte);
394 function TargetOnScreen(TX, TY: Integer): Boolean;
395 procedure OnDamage(Angle: SmallInt); override;
397 public
398 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
399 constructor Create(); override;
400 destructor Destroy(); override;
401 procedure Draw(); override;
402 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
403 function Heal(value: Word; Soft: Boolean): Boolean; override;
404 procedure Update(); override;
405 procedure SaveState(var Mem: TBinMemoryWriter); override;
406 procedure LoadState(var Mem: TBinMemoryReader); override;
407 end;
409 TGib = record
410 Live: Boolean;
411 ID: DWORD;
412 MaskID: DWORD;
413 RAngle: Integer;
414 Color: TRGB;
415 Obj: TObj;
417 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
418 end;
421 TShell = record
422 SpriteID: DWORD;
423 Live: Boolean;
424 SType: Byte;
425 RAngle: Integer;
426 Timeout: Cardinal;
427 CX, CY: Integer;
428 Obj: TObj;
430 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
431 end;
433 TCorpse = class (TObject)
434 private
435 FModelName: String;
436 FMess: Boolean;
437 FState: Byte;
438 FDamage: Byte;
439 FColor: TRGB;
440 FObj: TObj;
441 FAnimation: TAnimation;
442 FAnimationMask: TAnimation;
444 public
445 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
446 destructor Destroy(); override;
447 procedure Damage(Value: Word; vx, vy: Integer);
448 procedure Update();
449 procedure Draw();
450 procedure SaveState(var Mem: TBinMemoryWriter);
451 procedure LoadState(var Mem: TBinMemoryReader);
453 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
455 property Obj: TObj read FObj;
456 property State: Byte read FState;
457 property Mess: Boolean read FMess;
458 end;
460 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
461 record
462 Goals: SmallInt;
463 end;
465 var
466 gPlayers: Array of TPlayer;
467 gCorpses: Array of TCorpse;
468 gGibs: Array of TGib;
469 gShells: Array of TShell;
470 gTeamStat: TTeamStat;
471 gFly: Boolean = False;
472 gAimLine: Boolean = False;
473 gChatBubble: Byte = 0;
474 gNumBots: Word = 0;
475 gLMSPID1: Word = 0;
476 gLMSPID2: Word = 0;
477 MAX_RUNVEL: Integer = 8;
478 VEL_JUMP: Integer = 10;
479 SHELL_TIMEOUT: Cardinal = 60000;
481 function Lerp(X, Y, Factor: Integer): Integer;
483 procedure g_Gibs_SetMax(Count: Word);
484 function g_Gibs_GetMax(): Word;
485 procedure g_Corpses_SetMax(Count: Word);
486 function g_Corpses_GetMax(): Word;
487 procedure g_Shells_SetMax(Count: Word);
488 function g_Shells_GetMax(): Word;
490 procedure g_Player_Init();
491 procedure g_Player_Free();
492 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
493 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
494 procedure g_Player_Remove(UID: Word);
495 procedure g_Player_ResetTeams();
496 procedure g_Player_UpdateAll();
497 procedure g_Player_DrawAll();
498 procedure g_Player_DrawDebug(p: TPlayer);
499 procedure g_Player_DrawHealth();
500 procedure g_Player_RememberAll();
501 procedure g_Player_ResetAll(Force, Silent: Boolean);
502 function g_Player_Get(UID: Word): TPlayer;
503 function g_Player_GetCount(): Byte;
504 function g_Player_GetStats(): TPlayerStatArray;
505 function g_Player_ValidName(Name: String): Boolean;
506 procedure g_Player_CreateCorpse(Player: TPlayer);
507 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
508 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
509 procedure g_Player_UpdatePhysicalObjects();
510 procedure g_Player_DrawCorpses();
511 procedure g_Player_DrawShells();
512 procedure g_Player_RemoveAllCorpses();
513 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
514 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
515 procedure g_Bot_Add(Team, Difficult: Byte);
516 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
517 procedure g_Bot_MixNames();
518 procedure g_Bot_RemoveAll();
520 implementation
522 uses
523 e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math,
524 g_options, g_triggers, g_menu, MAPDEF, g_game,
525 wadreader, g_main, g_monsters, CONFIG, g_language, g_net, g_netmsg;
527 type
528 TBotProfile = record
529 name: ShortString;
530 model: ShortString;
531 team: Byte;
532 color: TRGB;
533 diag_fire: Byte;
534 invis_fire: Byte;
535 diag_precision: Byte;
536 fly_precision: Byte;
537 cover: Byte;
538 close_jump: Byte;
539 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
540 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
541 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
542 end;
544 const
545 TIME_RESPAWN1 = 1500;
546 TIME_RESPAWN2 = 2000;
547 TIME_RESPAWN3 = 3000;
548 AIR_DEF = 360;
549 AIR_MAX = 1091;
550 JET_MAX = 540; // ~30 sec
551 PLAYER_SUIT_TIME = 30000;
552 PLAYER_INVUL_TIME = 30000;
553 PLAYER_INVIS_TIME = 35000;
554 FRAG_COMBO_TIME = 3000;
555 VEL_SW = 4;
556 VEL_FLY = 6;
557 ANGLE_RIGHTUP = 55;
558 ANGLE_RIGHTDOWN = -35;
559 ANGLE_LEFTUP = 125;
560 ANGLE_LEFTDOWN = -145;
561 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
562 WEAPONPOINT: Array [TDirection] of TPoint = ((X:16; Y:32), (X:47; Y:32));
563 BOT_MAXJUMP = 84;
564 BOT_LONGDIST = 300;
565 BOT_UNSAFEDIST = 128;
566 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
567 (R:0; G:0; B:255));
568 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
569 FlyPrecision: 32; Cover: 32; CloseJump: 32;
570 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
571 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
572 FlyPrecision: 127; Cover: 127; CloseJump: 127;
573 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
574 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
575 FlyPrecision: 255; Cover: 255; CloseJump: 255;
576 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
577 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
578 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
579 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
580 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
581 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
582 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
583 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
584 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
585 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
586 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
587 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
588 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
589 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
590 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
591 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
592 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
593 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
595 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
596 CORPSE_SIGNATURE = $50524F43; // 'CORP'
598 BOTNAMES_FILENAME = 'botnames.txt';
599 BOTLIST_FILENAME = 'botlist.txt';
601 var
602 MaxGibs: Word = 150;
603 MaxCorpses: Word = 20;
604 MaxShells: Word = 300;
605 CurrentGib: Integer = 0;
606 CurrentShell: Integer = 0;
607 BotNames: Array of String;
608 BotList: Array of TBotProfile;
611 procedure TGib.positionChanged (); begin end;
612 procedure TShell.positionChanged (); begin end;
615 function Lerp(X, Y, Factor: Integer): Integer;
616 begin
617 Result := X + ((Y - X) div Factor);
618 end;
620 function SameTeam(UID1, UID2: Word): Boolean;
621 begin
622 Result := False;
624 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
625 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
627 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
629 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
630 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
632 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
633 end;
635 procedure g_Gibs_SetMax(Count: Word);
636 begin
637 MaxGibs := Count;
638 SetLength(gGibs, Count);
640 if CurrentGib >= Count then
641 CurrentGib := 0;
642 end;
644 function g_Gibs_GetMax(): Word;
645 begin
646 Result := MaxGibs;
647 end;
649 procedure g_Shells_SetMax(Count: Word);
650 begin
651 MaxShells := Count;
652 SetLength(gShells, Count);
654 if CurrentShell >= Count then
655 CurrentShell := 0;
656 end;
658 function g_Shells_GetMax(): Word;
659 begin
660 Result := MaxShells;
661 end;
664 procedure g_Corpses_SetMax(Count: Word);
665 begin
666 MaxCorpses := Count;
667 SetLength(gCorpses, Count);
668 end;
670 function g_Corpses_GetMax(): Word;
671 begin
672 Result := MaxCorpses;
673 end;
675 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
676 var
677 a: Integer;
678 ok: Boolean;
679 begin
680 Result := 0;
682 ok := False;
683 a := 0;
685 // Åñòü ëè ìåñòî â gPlayers:
686 if gPlayers <> nil then
687 for a := 0 to High(gPlayers) do
688 if gPlayers[a] = nil then
689 begin
690 ok := True;
691 Break;
692 end;
694 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
695 if not ok then
696 begin
697 SetLength(gPlayers, Length(gPlayers)+1);
698 a := High(gPlayers);
699 end;
701 // Ñîçäàåì îáúåêò èãðîêà:
702 if Bot then
703 gPlayers[a] := TBot.Create()
704 else
705 gPlayers[a] := TPlayer.Create();
708 gPlayers[a].FActualModelName := ModelName;
709 gPlayers[a].SetModel(ModelName);
711 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
712 if gPlayers[a].FModel = nil then
713 begin
714 gPlayers[a].Free();
715 gPlayers[a] := nil;
716 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
717 Exit;
718 end;
720 if not (Team in [TEAM_RED, TEAM_BLUE]) then
721 if Random(2) = 0 then
722 Team := TEAM_RED
723 else
724 Team := TEAM_BLUE;
725 gPlayers[a].FPreferredTeam := Team;
727 case gGameSettings.GameMode of
728 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
729 GM_TDM,
730 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
731 GM_SINGLE,
732 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
733 end;
735 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
736 gPlayers[a].FColor := Color;
737 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
738 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
739 else
740 gPlayers[a].FModel.Color := Color;
742 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
743 gPlayers[a].FLive := False;
745 Result := gPlayers[a].FUID;
746 end;
748 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
749 var
750 a, i: Integer;
751 ok, Bot: Boolean;
752 sig: DWORD;
753 b: Byte;
754 begin
755 Result := 0;
756 if Mem = nil then
757 Exit;
759 // Ñèãíàòóðà èãðîêà:
760 Mem.ReadDWORD(sig);
761 if sig <> PLAYER_SIGNATURE then // 'PLYR'
762 begin
763 raise EBinSizeError.Create('g_Player_CreateFromState: Wrong Player Signature');
764 end;
766 // Áîò èëè ÷åëîâåê:
767 Mem.ReadBoolean(Bot);
769 ok := False;
770 a := 0;
772 // Åñòü ëè ìåñòî â gPlayers:
773 if gPlayers <> nil then
774 for a := 0 to High(gPlayers) do
775 if gPlayers[a] = nil then
776 begin
777 ok := True;
778 Break;
779 end;
781 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
782 if not ok then
783 begin
784 SetLength(gPlayers, Length(gPlayers)+1);
785 a := High(gPlayers);
786 end;
788 // Ñîçäàåì îáúåêò èãðîêà:
789 if Bot then
790 gPlayers[a] := TBot.Create()
791 else
792 gPlayers[a] := TPlayer.Create();
793 gPlayers[a].FIamBot := Bot;
794 gPlayers[a].FPhysics := True;
796 // UID èãðîêà:
797 Mem.ReadWord(gPlayers[a].FUID);
798 // Èìÿ èãðîêà:
799 Mem.ReadString(gPlayers[a].FName);
800 // Êîìàíäà:
801 Mem.ReadByte(gPlayers[a].FTeam);
802 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
803 // Æèâ ëè:
804 Mem.ReadBoolean(gPlayers[a].FLive);
805 // Èçðàñõîäîâàë ëè âñå æèçíè:
806 Mem.ReadBoolean(gPlayers[a].FNoRespawn);
807 // Íàïðàâëåíèå:
808 Mem.ReadByte(b);
809 if b = 1 then
810 gPlayers[a].FDirection := D_LEFT
811 else // b = 2
812 gPlayers[a].FDirection := D_RIGHT;
813 // Çäîðîâüå:
814 Mem.ReadInt(gPlayers[a].FHealth);
815 // Æèçíè:
816 Mem.ReadByte(gPlayers[a].FLives);
817 // Áðîíÿ:
818 Mem.ReadInt(gPlayers[a].FArmor);
819 // Çàïàñ âîçäóõà:
820 Mem.ReadInt(gPlayers[a].FAir);
821 // Çàïàñ ãîðþ÷åãî:
822 Mem.ReadInt(gPlayers[a].FJetFuel);
823 // Áîëü:
824 Mem.ReadInt(gPlayers[a].FPain);
825 // Óáèë:
826 Mem.ReadInt(gPlayers[a].FKills);
827 // Óáèë ìîíñòðîâ:
828 Mem.ReadInt(gPlayers[a].FMonsterKills);
829 // Ôðàãîâ:
830 Mem.ReadInt(gPlayers[a].FFrags);
831 // Ôðàãîâ ïîäðÿä:
832 Mem.ReadByte(gPlayers[a].FFragCombo);
833 // Âðåìÿ ïîñëåäíåãî ôðàãà:
834 Mem.ReadDWORD(gPlayers[a].FLastFrag);
835 // Ñìåðòåé:
836 Mem.ReadInt(gPlayers[a].FDeath);
837 // Êàêîé ôëàã íåñåò:
838 Mem.ReadByte(gPlayers[a].FFlag);
839 // Íàøåë ñåêðåòîâ:
840 Mem.ReadInt(gPlayers[a].FSecrets);
841 // Òåêóùåå îðóæèå:
842 Mem.ReadByte(gPlayers[a].FCurrWeap);
843 // Ñëåäóþùåå æåëàåìîå îðóæèå:
844 Mem.ReadWord(gPlayers[a].FNextWeap);
845 // ...è ïàóçà:
846 Mem.ReadByte(gPlayers[a].FNextWeapDelay);
847 // Âðåìÿ çàðÿäêè BFG:
848 Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
849 // Áóôåð óðîíà:
850 Mem.ReadInt(gPlayers[a].FDamageBuffer);
851 // Ïîñëåäíèé óäàðèâøèé:
852 Mem.ReadWord(gPlayers[a].FLastSpawnerUID);
853 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
854 Mem.ReadByte(gPlayers[a].FLastHit);
855 // Îáúåêò èãðîêà:
856 Obj_LoadState(@gPlayers[a].FObj, Mem);
857 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
858 for i := A_BULLETS to A_HIGH do
859 Mem.ReadWord(gPlayers[a].FAmmo[i]);
860 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
861 for i := A_BULLETS to A_HIGH do
862 Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
863 // Íàëè÷èå îðóæèÿ:
864 for i := WP_FIRST to WP_LAST do
865 Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
866 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
867 for i := WP_FIRST to WP_LAST do
868 Mem.ReadWord(gPlayers[a].FReloading[i]);
869 // Íàëè÷èå ðþêçàêà:
870 Mem.ReadByte(b);
871 if b = 1 then
872 Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
873 // Íàëè÷èå êðàñíîãî êëþ÷à:
874 Mem.ReadByte(b);
875 if b = 1 then
876 Include(gPlayers[a].FRulez, R_KEY_RED);
877 // Íàëè÷èå çåëåíîãî êëþ÷à:
878 Mem.ReadByte(b);
879 if b = 1 then
880 Include(gPlayers[a].FRulez, R_KEY_GREEN);
881 // Íàëè÷èå ñèíåãî êëþ÷à:
882 Mem.ReadByte(b);
883 if b = 1 then
884 Include(gPlayers[a].FRulez, R_KEY_BLUE);
885 // Íàëè÷èå áåðñåðêà:
886 Mem.ReadByte(b);
887 if b = 1 then
888 Include(gPlayers[a].FRulez, R_BERSERK);
889 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
890 for i := MR_SUIT to MR_MAX do
891 Mem.ReadDWORD(gPlayers[a].FMegaRulez[i]);
892 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
893 for i := T_RESPAWN to T_FLAGCAP do
894 Mem.ReadDWORD(gPlayers[a].FTime[i]);
896 // Íàçâàíèå ìîäåëè:
897 Mem.ReadString(gPlayers[a].FActualModelName);
898 // Öâåò ìîäåëè:
899 Mem.ReadByte(gPlayers[a].FColor.R);
900 Mem.ReadByte(gPlayers[a].FColor.G);
901 Mem.ReadByte(gPlayers[a].FColor.B);
902 // Îáíîâëÿåì ìîäåëü èãðîêà:
903 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
905 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
906 if gPlayers[a].FModel = nil then
907 begin
908 gPlayers[a].Free();
909 gPlayers[a] := nil;
910 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
911 Exit;
912 end;
914 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
915 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
916 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
917 else
918 gPlayers[a].FModel.Color := gPlayers[a].FColor;
920 Result := gPlayers[a].FUID;
921 end;
923 procedure g_Player_ResetTeams();
924 var
925 a: Integer;
926 begin
927 if g_Game_IsClient then
928 Exit;
929 if gPlayers = nil then
930 Exit;
931 for a := Low(gPlayers) to High(gPlayers) do
932 if gPlayers[a] <> nil then
933 case gGameSettings.GameMode of
934 GM_DM:
935 gPlayers[a].ChangeTeam(TEAM_NONE);
936 GM_TDM, GM_CTF:
937 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
938 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
939 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
940 else
941 if a mod 2 = 0 then
942 gPlayers[a].ChangeTeam(TEAM_RED)
943 else
944 gPlayers[a].ChangeTeam(TEAM_BLUE);
945 GM_SINGLE,
946 GM_COOP:
947 gPlayers[a].ChangeTeam(TEAM_COOP);
948 end;
949 end;
951 procedure g_Bot_Add(Team, Difficult: Byte);
952 var
953 m: SArray;
954 _name, _model: String;
955 a, tr, tb: Integer;
956 begin
957 if not g_Game_IsServer then Exit;
959 // Ñïèñîê íàçâàíèé ìîäåëåé:
960 m := g_PlayerModel_GetNames();
961 if m = nil then
962 Exit;
964 // Êîìàíäà:
965 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
966 Team := TEAM_COOP // COOP
967 else
968 if gGameSettings.GameMode = GM_DM then
969 Team := TEAM_NONE // DM
970 else
971 if Team = TEAM_NONE then // CTF / TDM
972 begin
973 // Àâòîáàëàíñ êîìàíä:
974 tr := 0;
975 tb := 0;
977 for a := 0 to High(gPlayers) do
978 if gPlayers[a] <> nil then
979 begin
980 if gPlayers[a].Team = TEAM_RED then
981 Inc(tr)
982 else
983 if gPlayers[a].Team = TEAM_BLUE then
984 Inc(tb);
985 end;
987 if tr > tb then
988 Team := TEAM_BLUE
989 else
990 if tb > tr then
991 Team := TEAM_RED
992 else // tr = tb
993 if Random(2) = 0 then
994 Team := TEAM_RED
995 else
996 Team := TEAM_BLUE;
997 end;
999 // Âûáèðàåì áîòó èìÿ:
1000 _name := '';
1001 if BotNames <> nil then
1002 for a := 0 to High(BotNames) do
1003 if g_Player_ValidName(BotNames[a]) then
1004 begin
1005 _name := BotNames[a];
1006 Break;
1007 end;
1009 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1010 if _name = '' then
1011 repeat
1012 _name := Format('DFBOT%.2d', [Random(100)]);
1013 until g_Player_ValidName(_name);
1015 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1016 _model := m[Random(Length(m))];
1018 // Ñîçäàåì áîòà:
1019 with g_Player_Get(g_Player_Create(_model,
1020 _RGB(Min(Random(9)*32, 255),
1021 Min(Random(9)*32, 255),
1022 Min(Random(9)*32, 255)),
1023 Team, True)) as TBot do
1024 begin
1025 Name := _name;
1027 case Difficult of
1028 1: FDifficult := DIFFICULT_EASY;
1029 2: FDifficult := DIFFICULT_MEDIUM;
1030 else FDifficult := DIFFICULT_HARD;
1031 end;
1033 for a := WP_FIRST to WP_LAST do
1034 begin
1035 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1036 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1037 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1038 end;
1040 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1042 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1043 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1044 Spectate();
1045 end;
1046 end;
1048 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1049 var
1050 m: SArray;
1051 _name, _model: String;
1052 a: Integer;
1053 begin
1054 if not g_Game_IsServer then Exit;
1056 // Ñïèñîê íàçâàíèé ìîäåëåé:
1057 m := g_PlayerModel_GetNames();
1058 if m = nil then
1059 Exit;
1061 // Êîìàíäà:
1062 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1063 Team := TEAM_COOP // COOP
1064 else
1065 if gGameSettings.GameMode = GM_DM then
1066 Team := TEAM_NONE // DM
1067 else
1068 if Team = TEAM_NONE then
1069 Team := BotList[num].team; // CTF / TDM
1071 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1072 lName := AnsiLowerCase(lName);
1073 if (num < 0) or (num > Length(BotList)-1) then
1074 num := -1;
1075 if (num = -1) and (lName <> '') and (BotList <> nil) then
1076 for a := 0 to High(BotList) do
1077 if AnsiLowerCase(BotList[a].name) = lName then
1078 begin
1079 num := a;
1080 Break;
1081 end;
1082 if num = -1 then
1083 Exit;
1085 // Èìÿ áîòà:
1086 _name := BotList[num].name;
1087 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1088 if not g_Player_ValidName(_name) then
1089 repeat
1090 _name := Format('DFBOT%.2d', [Random(100)]);
1091 until g_Player_ValidName(_name);
1093 // Ìîäåëü:
1094 _model := BotList[num].model;
1095 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1096 if not InSArray(_model, m) then
1097 _model := m[Random(Length(m))];
1099 // Ñîçäàåì áîòà:
1100 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1101 begin
1102 Name := _name;
1104 FDifficult.DiagFire := BotList[num].diag_fire;
1105 FDifficult.InvisFire := BotList[num].invis_fire;
1106 FDifficult.DiagPrecision := BotList[num].diag_precision;
1107 FDifficult.FlyPrecision := BotList[num].fly_precision;
1108 FDifficult.Cover := BotList[num].cover;
1109 FDifficult.CloseJump := BotList[num].close_jump;
1111 for a := WP_FIRST to WP_LAST do
1112 begin
1113 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1114 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1115 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1116 end;
1118 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1120 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1121 end;
1122 end;
1124 procedure g_Bot_RemoveAll();
1125 var
1126 a: Integer;
1127 begin
1128 if not g_Game_IsServer then Exit;
1129 if gPlayers = nil then Exit;
1131 for a := 0 to High(gPlayers) do
1132 if gPlayers[a] <> nil then
1133 if gPlayers[a] is TBot then
1134 begin
1135 gPlayers[a].Lives := 0;
1136 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1137 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1138 g_Player_Remove(gPlayers[a].FUID);
1139 end;
1141 g_Bot_MixNames();
1142 end;
1144 procedure g_Bot_MixNames();
1145 var
1146 s: String;
1147 a, b: Integer;
1148 begin
1149 if BotNames <> nil then
1150 for a := 0 to High(BotNames) do
1151 begin
1152 b := Random(Length(BotNames));
1153 s := BotNames[a];
1154 Botnames[a] := BotNames[b];
1155 BotNames[b] := s;
1156 end;
1157 end;
1159 procedure g_Player_Remove(UID: Word);
1160 var
1161 i: Integer;
1162 begin
1163 if gPlayers = nil then Exit;
1165 if g_Game_IsServer and g_Game_IsNet then
1166 MH_SEND_PlayerDelete(UID);
1168 for i := 0 to High(gPlayers) do
1169 if gPlayers[i] <> nil then
1170 if gPlayers[i].FUID = UID then
1171 begin
1172 if gPlayers[i] is TPlayer then
1173 TPlayer(gPlayers[i]).Free()
1174 else
1175 TBot(gPlayers[i]).Free();
1176 gPlayers[i] := nil;
1177 Exit;
1178 end;
1179 end;
1181 procedure g_Player_Init();
1182 var
1183 F: TextFile;
1184 s: String;
1185 a, b: Integer;
1186 config: TConfig;
1187 sa: SArray;
1188 begin
1189 BotNames := nil;
1191 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1192 Exit;
1194 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1195 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1196 Reset(F);
1198 while not EOF(F) do
1199 begin
1200 ReadLn(F, s);
1202 s := Trim(s);
1203 if s = '' then
1204 Continue;
1206 SetLength(BotNames, Length(BotNames)+1);
1207 BotNames[High(BotNames)] := s;
1208 end;
1210 CloseFile(F);
1212 // Ïåðåìåøèâàåì èõ:
1213 g_Bot_MixNames();
1215 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1216 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1217 BotList := nil;
1218 a := 0;
1220 while config.SectionExists(IntToStr(a)) do
1221 begin
1222 SetLength(BotList, Length(BotList)+1);
1224 with BotList[High(BotList)] do
1225 begin
1226 // Èìÿ áîòà:
1227 name := config.ReadStr(IntToStr(a), 'name', '');
1228 // Ìîäåëü:
1229 model := config.ReadStr(IntToStr(a), 'model', '');
1230 // Êîìàíäà:
1231 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1232 team := TEAM_RED
1233 else
1234 team := TEAM_BLUE;
1235 // Öâåò ìîäåëè:
1236 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1237 color.R := StrToIntDef(sa[0], 0);
1238 color.G := StrToIntDef(sa[1], 0);
1239 color.B := StrToIntDef(sa[2], 0);
1240 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1241 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1242 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1243 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1244 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1245 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1246 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1247 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1248 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1249 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1250 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1251 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1252 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1253 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1254 if Length(sa) = 10 then
1255 for b := 0 to 9 do
1256 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1257 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1258 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1259 if Length(sa) = 10 then
1260 for b := 0 to 9 do
1261 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1263 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1264 if Length(sa) = 10 then
1265 for b := 0 to 9 do
1266 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1267 end;
1269 a := a + 1;
1270 end;
1272 config.Free();
1273 end;
1275 procedure g_Player_Free();
1276 var
1277 i: Integer;
1278 begin
1279 if gPlayers <> nil then
1280 begin
1281 for i := 0 to High(gPlayers) do
1282 if gPlayers[i] <> nil then
1283 begin
1284 if gPlayers[i] is TPlayer then
1285 TPlayer(gPlayers[i]).Free()
1286 else
1287 TBot(gPlayers[i]).Free();
1288 gPlayers[i] := nil;
1289 end;
1291 gPlayers := nil;
1292 end;
1294 gPlayer1 := nil;
1295 gPlayer2 := nil;
1296 end;
1298 procedure g_Player_UpdateAll();
1299 var
1300 i: Integer;
1301 begin
1302 if gPlayers = nil then Exit;
1304 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1305 for i := 0 to High(gPlayers) do
1306 begin
1307 if gPlayers[i] <> nil then
1308 begin
1309 if gPlayers[i] is TPlayer then
1310 begin
1311 gPlayers[i].Update();
1312 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1313 end
1314 else
1315 begin
1316 // bot updates weapons in `UpdateCombat()`
1317 TBot(gPlayers[i]).Update();
1318 end;
1319 end;
1320 end;
1321 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1322 end;
1324 procedure g_Player_DrawAll();
1325 var
1326 i: Integer;
1327 begin
1328 if gPlayers = nil then Exit;
1330 for i := 0 to High(gPlayers) do
1331 if gPlayers[i] <> nil then
1332 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1333 else TBot(gPlayers[i]).Draw();
1334 end;
1336 procedure g_Player_DrawDebug(p: TPlayer);
1337 var
1338 fW, fH: Byte;
1339 begin
1340 if p = nil then Exit;
1341 if (@p.FObj) = nil then Exit;
1343 e_TextureFontGetSize(gStdFont, fW, fH);
1345 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1346 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1347 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1348 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1349 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1350 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1351 end;
1353 procedure g_Player_DrawHealth();
1354 var
1355 i: Integer;
1356 fW, fH: Byte;
1357 begin
1358 if gPlayers = nil then Exit;
1359 e_TextureFontGetSize(gStdFont, fW, fH);
1361 for i := 0 to High(gPlayers) do
1362 if gPlayers[i] <> nil then
1363 begin
1364 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1365 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1366 IntToStr(gPlayers[i].FHealth), gStdFont);
1367 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1368 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1369 IntToStr(gPlayers[i].FArmor), gStdFont);
1370 end;
1371 end;
1373 function g_Player_Get(UID: Word): TPlayer;
1374 var
1375 a: Integer;
1376 begin
1377 Result := nil;
1379 if gPlayers = nil then
1380 Exit;
1382 for a := 0 to High(gPlayers) do
1383 if gPlayers[a] <> nil then
1384 if gPlayers[a].FUID = UID then
1385 begin
1386 Result := gPlayers[a];
1387 Exit;
1388 end;
1389 end;
1391 function g_Player_GetCount(): Byte;
1392 var
1393 a: Integer;
1394 begin
1395 Result := 0;
1397 if gPlayers = nil then
1398 Exit;
1400 for a := 0 to High(gPlayers) do
1401 if gPlayers[a] <> nil then
1402 Result := Result + 1;
1403 end;
1405 function g_Player_GetStats(): TPlayerStatArray;
1406 var
1407 a: Integer;
1408 begin
1409 Result := nil;
1411 if gPlayers = nil then Exit;
1413 for a := 0 to High(gPlayers) do
1414 if gPlayers[a] <> nil then
1415 begin
1416 SetLength(Result, Length(Result)+1);
1417 with Result[High(Result)] do
1418 begin
1419 Ping := gPlayers[a].FPing;
1420 Loss := gPlayers[a].FLoss;
1421 Name := gPlayers[a].FName;
1422 Team := gPlayers[a].FTeam;
1423 Frags := gPlayers[a].FFrags;
1424 Deaths := gPlayers[a].FDeath;
1425 Kills := gPlayers[a].FKills;
1426 Color := gPlayers[a].FModel.Color;
1427 Lives := gPlayers[a].FLives;
1428 Spectator := gPlayers[a].FSpectator;
1429 end;
1430 end;
1431 end;
1433 procedure g_Player_RememberAll;
1434 var
1435 i: Integer;
1436 begin
1437 for i := Low(gPlayers) to High(gPlayers) do
1438 if (gPlayers[i] <> nil) and gPlayers[i].Live then
1439 gPlayers[i].RememberState;
1440 end;
1442 procedure g_Player_ResetAll(Force, Silent: Boolean);
1443 var
1444 i: Integer;
1445 begin
1446 gTeamStat[TEAM_RED].Goals := 0;
1447 gTeamStat[TEAM_BLUE].Goals := 0;
1449 if gPlayers <> nil then
1450 for i := 0 to High(gPlayers) do
1451 if gPlayers[i] <> nil then
1452 begin
1453 gPlayers[i].Reset(Force);
1455 if gPlayers[i] is TPlayer then
1456 begin
1457 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1458 gPlayers[i].Respawn(Silent)
1459 else
1460 gPlayers[i].Spectate();
1461 end
1462 else
1463 TBot(gPlayers[i]).Respawn(Silent);
1464 end;
1465 end;
1467 procedure g_Player_CreateCorpse(Player: TPlayer);
1468 var
1469 find_id: DWORD;
1470 ok: Boolean;
1471 begin
1472 if Player.Live then
1473 Exit;
1474 if Player.FObj.Y >= gMapInfo.Height+128 then
1475 Exit;
1477 with Player do
1478 begin
1479 if (FHealth >= -50) or (gGibsCount = 0) then
1480 begin
1481 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1482 Exit;
1484 ok := False;
1485 for find_id := 0 to High(gCorpses) do
1486 if gCorpses[find_id] = nil then
1487 begin
1488 ok := True;
1489 Break;
1490 end;
1492 if not ok then
1493 find_id := Random(Length(gCorpses));
1495 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1496 gCorpses[find_id].FColor := FModel.Color;
1497 gCorpses[find_id].FObj.Vel := FObj.Vel;
1498 gCorpses[find_id].FObj.Accel := FObj.Accel;
1499 end
1500 else
1501 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1502 FObj.Y + PLAYER_RECT_CY,
1503 FModel.Name, FModel.Color);
1504 end;
1505 end;
1507 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1508 var
1509 SID: DWORD;
1510 begin
1511 if (gShells = nil) or (Length(gShells) = 0) then
1512 Exit;
1514 with gShells[CurrentShell] do
1515 begin
1516 SpriteID := 0;
1517 g_Obj_Init(@Obj);
1518 Obj.Rect.X := 0;
1519 Obj.Rect.Y := 0;
1520 if T = SHELL_BULLET then
1521 begin
1522 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1523 SpriteID := SID;
1524 CX := 2;
1525 CY := 1;
1526 Obj.Rect.Width := 4;
1527 Obj.Rect.Height := 2;
1528 end
1529 else
1530 begin
1531 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1532 SpriteID := SID;
1533 CX := 4;
1534 CY := 2;
1535 Obj.Rect.Width := 7;
1536 Obj.Rect.Height := 3;
1537 end;
1538 SType := T;
1539 Live := True;
1540 Obj.X := fX;
1541 Obj.Y := fY;
1542 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1543 positionChanged(); // this updates spatial accelerators
1544 RAngle := Random(360);
1545 Timeout := gTime + SHELL_TIMEOUT;
1547 if CurrentShell >= High(gShells) then
1548 CurrentShell := 0
1549 else
1550 Inc(CurrentShell);
1551 end;
1552 end;
1554 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1555 var
1556 a: Integer;
1557 GibsArray: TGibsArray;
1558 begin
1559 if (gGibs = nil) or (Length(gGibs) = 0) then
1560 Exit;
1561 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1562 Exit;
1564 for a := 0 to High(GibsArray) do
1565 with gGibs[CurrentGib] do
1566 begin
1567 Color := fColor;
1568 ID := GibsArray[a].ID;
1569 MaskID := GibsArray[a].MaskID;
1570 Live := True;
1571 g_Obj_Init(@Obj);
1572 Obj.Rect := GibsArray[a].Rect;
1573 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1574 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1575 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1576 positionChanged(); // this updates spatial accelerators
1577 RAngle := Random(360);
1579 if gBloodCount > 0 then
1580 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1581 Random(48), Random(48), 150, 0, 0);
1583 if CurrentGib >= High(gGibs) then
1584 CurrentGib := 0
1585 else
1586 Inc(CurrentGib);
1587 end;
1588 end;
1590 procedure g_Player_UpdatePhysicalObjects();
1591 var
1592 i: Integer;
1593 vel: TPoint2i;
1594 mr: Word;
1596 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1597 var
1598 k: Integer;
1599 begin
1600 k := 1 + Random(2);
1601 if T = SHELL_BULLET then
1602 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1603 else
1604 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1605 end;
1607 begin
1608 // Êóñêè ìÿñà:
1609 if gGibs <> nil then
1610 for i := 0 to High(gGibs) do
1611 if gGibs[i].Live then
1612 with gGibs[i] do
1613 begin
1614 vel := Obj.Vel;
1615 mr := g_Obj_Move(@Obj, True, False, True);
1616 positionChanged(); // this updates spatial accelerators
1618 if WordBool(mr and MOVE_FALLOUT) then
1619 begin
1620 Live := False;
1621 Continue;
1622 end;
1624 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1625 if WordBool(mr and MOVE_HITWALL) then
1626 Obj.Vel.X := -(vel.X div 2);
1627 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1628 Obj.Vel.Y := -(vel.Y div 2);
1630 if (Obj.Vel.X >= 0) then
1631 begin // Clockwise
1632 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1633 if RAngle >= 360 then
1634 RAngle := RAngle mod 360;
1635 end else begin // Counter-clockwise
1636 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1637 if RAngle < 0 then
1638 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1639 end;
1641 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1642 if gTime mod (GAME_TICK*3) = 0 then
1643 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1644 end;
1646 // Òðóïû:
1647 if gCorpses <> nil then
1648 for i := 0 to High(gCorpses) do
1649 if gCorpses[i] <> nil then
1650 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1651 begin
1652 gCorpses[i].Free();
1653 gCorpses[i] := nil;
1654 end
1655 else
1656 gCorpses[i].Update();
1658 // Ãèëüçû:
1659 if gShells <> nil then
1660 for i := 0 to High(gShells) do
1661 if gShells[i].Live then
1662 with gShells[i] do
1663 begin
1664 vel := Obj.Vel;
1665 mr := g_Obj_Move(@Obj, True, False, True);
1666 positionChanged(); // this updates spatial accelerators
1668 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1669 begin
1670 Live := False;
1671 Continue;
1672 end;
1674 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1675 if WordBool(mr and MOVE_HITWALL) then
1676 begin
1677 Obj.Vel.X := -(vel.X div 2);
1678 if not WordBool(mr and MOVE_INWATER) then
1679 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1680 end;
1681 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1682 begin
1683 Obj.Vel.Y := -(vel.Y div 2);
1684 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1685 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1686 begin
1687 if RAngle mod 90 <> 0 then
1688 RAngle := (RAngle div 90) * 90;
1689 end
1690 else if not WordBool(mr and MOVE_INWATER) then
1691 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1692 end;
1694 if (Obj.Vel.X >= 0) then
1695 begin // Clockwise
1696 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1697 if RAngle >= 360 then
1698 RAngle := RAngle mod 360;
1699 end else begin // Counter-clockwise
1700 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1701 if RAngle < 0 then
1702 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1703 end;
1704 end;
1705 end;
1707 procedure g_Player_DrawCorpses();
1708 var
1709 i: Integer;
1710 a: TPoint;
1711 begin
1712 if gGibs <> nil then
1713 for i := 0 to High(gGibs) do
1714 if gGibs[i].Live then
1715 with gGibs[i] do
1716 begin
1717 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1718 Continue;
1720 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1721 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1723 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1725 e_Colors := Color;
1726 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1727 e_Colors.R := 255;
1728 e_Colors.G := 255;
1729 e_Colors.B := 255;
1730 end;
1732 if gCorpses <> nil then
1733 for i := 0 to High(gCorpses) do
1734 if gCorpses[i] <> nil then
1735 gCorpses[i].Draw();
1736 end;
1738 procedure g_Player_DrawShells();
1739 var
1740 i: Integer;
1741 a: TPoint;
1742 begin
1743 if gShells <> nil then
1744 for i := 0 to High(gShells) do
1745 if gShells[i].Live then
1746 with gShells[i] do
1747 begin
1748 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1749 Continue;
1751 a.X := CX;
1752 a.Y := CY;
1754 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1755 end;
1756 end;
1758 procedure g_Player_RemoveAllCorpses();
1759 var
1760 i: Integer;
1761 begin
1762 gGibs := nil;
1763 gShells := nil;
1764 SetLength(gGibs, MaxGibs);
1765 SetLength(gShells, MaxGibs);
1766 CurrentGib := 0;
1767 CurrentShell := 0;
1769 if gCorpses <> nil then
1770 for i := 0 to High(gCorpses) do
1771 gCorpses[i].Free();
1773 gCorpses := nil;
1774 SetLength(gCorpses, MaxCorpses);
1775 end;
1777 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
1778 var
1779 count, i: Integer;
1780 b: Boolean;
1781 begin
1782 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1783 count := 0;
1784 if gCorpses <> nil then
1785 for i := 0 to High(gCorpses) do
1786 if gCorpses[i] <> nil then
1787 count := count + 1;
1789 Mem := TBinMemoryWriter.Create((count+1) * 128);
1791 // Êîëè÷åñòâî òðóïîâ:
1792 Mem.WriteInt(count);
1794 if count = 0 then
1795 Exit;
1797 // Ñîõðàíÿåì òðóïû:
1798 for i := 0 to High(gCorpses) do
1799 if gCorpses[i] <> nil then
1800 begin
1801 // Íàçâàíèå ìîäåëè:
1802 Mem.WriteString(gCorpses[i].FModelName);
1803 // Òèï ñìåðòè:
1804 b := gCorpses[i].Mess;
1805 Mem.WriteBoolean(b);
1806 // Ñîõðàíÿåì äàííûå òðóïà:
1807 gCorpses[i].SaveState(Mem);
1808 end;
1809 end;
1811 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
1812 var
1813 count, i: Integer;
1814 str: String;
1815 b: Boolean;
1816 begin
1817 if Mem = nil then
1818 Exit;
1820 g_Player_RemoveAllCorpses();
1822 // Êîëè÷åñòâî òðóïîâ:
1823 Mem.ReadInt(count);
1825 if count > Length(gCorpses) then
1826 begin
1827 raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1828 end;
1830 if count = 0 then
1831 Exit;
1833 // Çàãðóæàåì òðóïû:
1834 for i := 0 to count-1 do
1835 begin
1836 // Íàçâàíèå ìîäåëè:
1837 Mem.ReadString(str);
1838 // Òèï ñìåðòè:
1839 Mem.ReadBoolean(b);
1840 // Ñîçäàåì òðóï:
1841 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1842 // Çàãðóæàåì äàííûå òðóïà:
1843 gCorpses[i].LoadState(Mem);
1844 end;
1845 end;
1847 { T P l a y e r : }
1849 procedure TPlayer.BFGHit();
1850 begin
1851 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1852 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1853 if g_Game_IsServer and g_Game_IsNet then
1854 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1855 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1856 0, NET_GFX_BFGHIT);
1857 end;
1859 procedure TPlayer.ChangeModel(ModelName: string);
1860 var
1861 locModel: TPlayerModel;
1862 begin
1863 locModel := g_PlayerModel_Get(ModelName);
1864 if locModel = nil then Exit;
1866 FModel.Free();
1867 FModel := locModel;
1868 end;
1870 procedure TPlayer.SetModel(ModelName: string);
1871 var
1872 m: TPlayerModel;
1873 begin
1874 m := g_PlayerModel_Get(ModelName);
1875 if m = nil then
1876 begin
1877 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1878 m := g_PlayerModel_Get('doomer');
1879 if m = nil then
1880 begin
1881 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1882 Exit;
1883 end;
1884 end;
1886 if FModel <> nil then
1887 FModel.Free();
1889 FModel := m;
1891 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1892 FModel.Color := FColor
1893 else
1894 FModel.Color := TEAMCOLOR[FTeam];
1895 FModel.SetWeapon(FCurrWeap);
1896 FModel.SetFlag(FFlag);
1897 SetDirection(FDirection);
1898 end;
1900 procedure TPlayer.SetColor(Color: TRGB);
1901 begin
1902 FColor := Color;
1903 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1904 if FModel <> nil then FModel.Color := Color;
1905 end;
1907 procedure TPlayer.SwitchTeam;
1908 begin
1909 if g_Game_IsClient then
1910 Exit;
1911 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1913 if gGameOn and FLive then
1914 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1916 if FTeam = TEAM_RED then
1917 begin
1918 ChangeTeam(TEAM_BLUE);
1919 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1920 if g_Game_IsNet then
1921 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1922 end
1923 else
1924 begin
1925 ChangeTeam(TEAM_RED);
1926 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
1927 if g_Game_IsNet then
1928 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
1929 end;
1930 FPreferredTeam := FTeam;
1931 end;
1933 procedure TPlayer.ChangeTeam(Team: Byte);
1934 var
1935 OldTeam: Byte;
1936 begin
1937 OldTeam := FTeam;
1938 FTeam := Team;
1939 case Team of
1940 TEAM_RED, TEAM_BLUE:
1941 FModel.Color := TEAMCOLOR[Team];
1942 else
1943 FModel.Color := FColor;
1944 end;
1945 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
1946 MH_SEND_PlayerStats(FUID);
1947 end;
1950 procedure TPlayer.CollideItem();
1951 var
1952 i: Integer;
1953 r: Boolean;
1954 begin
1955 if gItems = nil then Exit;
1956 if not FLive then Exit;
1958 for i := 0 to High(gItems) do
1959 with gItems[i] do
1960 begin
1961 if (ItemType <> ITEM_NONE) and Live then
1962 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
1963 PLAYER_RECT.Height, @Obj) then
1964 begin
1965 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
1967 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
1968 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
1969 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
1970 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
1971 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
1973 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
1974 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
1975 (gGameSettings.GameType = GT_SINGLE) and
1976 (g_Player_GetCount() > 1)) then
1977 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
1978 end;
1979 end;
1980 end;
1983 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
1984 begin
1985 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
1986 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
1987 False);
1988 end;
1990 constructor TPlayer.Create();
1991 begin
1992 FIamBot := False;
1993 FDummy := False;
1994 FSpawned := False;
1996 FSawSound := TPlayableSound.Create();
1997 FSawSoundIdle := TPlayableSound.Create();
1998 FSawSoundHit := TPlayableSound.Create();
1999 FSawSoundSelect := TPlayableSound.Create();
2000 FJetSoundFly := TPlayableSound.Create();
2001 FJetSoundOn := TPlayableSound.Create();
2002 FJetSoundOff := TPlayableSound.Create();
2004 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2005 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2006 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2007 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2008 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2009 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2010 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2012 FSpectatePlayer := -1;
2013 FClientID := -1;
2014 FPing := 0;
2015 FLoss := 0;
2016 FSavedState.WaitRecall := False;
2017 FShellTimer := -1;
2018 FFireTime := 0;
2019 FFirePainTime := 0;
2020 FFireAttacker := 0;
2022 FActualModelName := 'doomer';
2024 g_Obj_Init(@FObj);
2025 FObj.Rect := PLAYER_RECT;
2027 FBFGFireCounter := -1;
2028 FJustTeleported := False;
2029 FNetTime := 0;
2031 resetWeaponQueue();
2032 end;
2034 procedure TPlayer.positionChanged ();
2035 begin
2036 end;
2038 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2039 var
2040 c: Word;
2041 begin
2042 if (not g_Game_IsClient) and (not FLive) then
2043 Exit;
2045 FLastHit := t;
2047 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2048 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2049 begin
2050 if not g_Game_IsClient then
2051 begin
2052 FArmor := 0;
2053 if t = HIT_TRAP then
2054 begin
2055 // Ëîâóøêà óáèâàåò ñðàçó:
2056 FHealth := -100;
2057 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2058 end;
2059 if t = HIT_SELF then
2060 begin
2061 // Ñàìîóáèéñòâî:
2062 FHealth := 0;
2063 Kill(K_SIMPLEKILL, SpawnerUID, t);
2064 end;
2065 end;
2066 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2067 FMegaRulez[MR_SUIT] := 0;
2068 FMegaRulez[MR_INVUL] := 0;
2069 FMegaRulez[MR_INVIS] := 0;
2070 FBerserk := 0;
2071 end;
2073 // Íî îò îñòàëüíîãî ñïàñàåò:
2074 if FMegaRulez[MR_INVUL] >= gTime then
2075 Exit;
2077 // ×èò-êîä "ÃÎÐÅÖ":
2078 if FGodMode then
2079 Exit;
2081 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2082 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2083 (SpawnerUID = FUID) or
2084 (not SameTeam(FUID, SpawnerUID)) then
2085 begin
2086 FLastSpawnerUID := SpawnerUID;
2088 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2089 if gBloodCount > 0 then
2090 begin
2091 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2092 if value div 4 <= c then
2093 c := c - (value div 4)
2094 else
2095 c := 0;
2097 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2098 MakeBloodSimple(c)
2099 else
2100 case t of
2101 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2102 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2103 end;
2105 if t = HIT_WATER then
2106 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2107 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2108 end;
2110 // Áóôåð óðîíà:
2111 if FLive then
2112 Inc(FDamageBuffer, value);
2114 // Âñïûøêà áîëè:
2115 if gFlash <> 0 then
2116 FPain := FPain + value;
2117 end;
2119 if g_Game_IsServer and g_Game_IsNet then
2120 begin
2121 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2122 MH_SEND_PlayerStats(FUID);
2123 MH_SEND_PlayerPos(False, FUID);
2124 end;
2125 end;
2127 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2128 begin
2129 Result := False;
2130 if g_Game_IsClient then
2131 Exit;
2132 if not FLive then
2133 Exit;
2135 if Soft and (FHealth < PLAYER_HP_SOFT) then
2136 begin
2137 IncMax(FHealth, value, PLAYER_HP_SOFT);
2138 Result := True;
2139 end;
2140 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2141 begin
2142 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2143 Result := True;
2144 end;
2146 if Result and g_Game_IsServer and g_Game_IsNet then
2147 MH_SEND_PlayerStats(FUID);
2148 end;
2150 destructor TPlayer.Destroy();
2151 begin
2152 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2153 gPlayer1 := nil;
2154 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2155 gPlayer2 := nil;
2157 FSawSound.Free();
2158 FSawSoundIdle.Free();
2159 FSawSoundHit.Free();
2160 FJetSoundFly.Free();
2161 FJetSoundOn.Free();
2162 FJetSoundOff.Free();
2163 FModel.Free();
2165 inherited;
2166 end;
2168 procedure TPlayer.DrawBubble();
2169 var
2170 bubX, bubY: Integer;
2171 ID: LongWord;
2172 Rb, Gb, Bb,
2173 Rw, Gw, Bw: SmallInt;
2174 Dot: Byte;
2175 begin
2176 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18);
2177 bubY := FObj.Y+FObj.Rect.Y - 18;
2178 Rb := 64;
2179 Gb := 64;
2180 Bb := 64;
2181 Rw := 240;
2182 Gw := 240;
2183 Bw := 240;
2184 case gChatBubble of
2185 1: // simple textual non-bubble
2186 begin
2187 bubX := FObj.X+FObj.Rect.X - 11;
2188 bubY := FObj.Y+FObj.Rect.Y - 17;
2189 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2190 Exit;
2191 end;
2192 2: // advanced pixel-perfect bubble
2193 begin
2194 if FTeam = TEAM_RED then
2195 Rb := 255
2196 else
2197 if FTeam = TEAM_BLUE then
2198 Bb := 255;
2199 end;
2200 3: // colored bubble
2201 begin
2202 Rb := FModel.Color.R;
2203 Gb := FModel.Color.G;
2204 Bb := FModel.Color.B;
2205 Rw := Min(Rb * 2 + 64, 255);
2206 Gw := Min(Gb * 2 + 64, 255);
2207 Bw := Min(Bb * 2 + 64, 255);
2208 if (Abs(Rw - Rb) < 32)
2209 or (Abs(Gw - Gb) < 32)
2210 or (Abs(Bw - Bb) < 32) then
2211 begin
2212 Rb := Max(Rw div 2 - 16, 0);
2213 Gb := Max(Gw div 2 - 16, 0);
2214 Bb := Max(Bw div 2 - 16, 0);
2215 end;
2216 end;
2217 4: // custom textured bubble
2218 begin
2219 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2220 if FDirection = D_RIGHT then
2221 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2222 else
2223 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
2224 Exit;
2225 end;
2226 end;
2228 // Outer borders
2229 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2230 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2231 // Inner box
2232 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2234 // Tail
2235 Dot := IfThen(FDirection = D_LEFT, 14, 5);
2236 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2237 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2238 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2239 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2240 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2242 // Dots
2243 Dot := 6;
2244 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2245 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2246 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2247 end;
2249 procedure TPlayer.Draw();
2250 var
2251 ID: DWORD;
2252 w, h: Word;
2253 dr: Boolean;
2254 begin
2255 if FLive then
2256 begin
2257 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2258 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2259 begin
2260 e_GetTextureSize(ID, @w, @h);
2261 if FDirection = D_LEFT then
2262 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2263 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False)
2264 else
2265 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2266 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False);
2267 end;
2269 if FMegaRulez[MR_INVIS] > gTime then
2270 begin
2271 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2272 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2273 begin
2274 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2275 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2276 else
2277 dr := True;
2278 if dr then
2279 FModel.Draw(FObj.X, FObj.Y, 200)
2280 else
2281 FModel.Draw(FObj.X, FObj.Y);
2282 end
2283 else
2284 FModel.Draw(FObj.X, FObj.Y, 254);
2285 end
2286 else
2287 FModel.Draw(FObj.X, FObj.Y);
2288 end;
2290 if g_debug_Frames then
2291 begin
2292 e_DrawQuad(FObj.X+FObj.Rect.X,
2293 FObj.Y+FObj.Rect.Y,
2294 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2295 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2296 0, 255, 0);
2297 end;
2299 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2300 DrawBubble();
2301 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2302 if gAimLine and Live and
2303 ((Self = gPlayer1) or (Self = gPlayer2)) then
2304 DrawAim();
2305 end;
2307 procedure TPlayer.DrawAim();
2308 var
2309 wx, wy, xx, yy: Integer;
2310 angle: SmallInt;
2311 sz, len: Word;
2312 begin
2313 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
2314 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2315 angle := FAngle;
2316 len := 1024;
2317 sz := 2;
2318 case FCurrWeap of
2319 0: begin // Punch
2320 len := 12;
2321 sz := 4;
2322 end;
2323 1: begin // Chainsaw
2324 len := 24;
2325 sz := 6;
2326 end;
2327 2: begin // Pistol
2328 len := 1024;
2329 sz := 2;
2330 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2331 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2332 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2333 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2334 end;
2335 3: begin // Shotgun
2336 len := 1024;
2337 sz := 3;
2338 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2339 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2340 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2341 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2342 end;
2343 4: begin // Double Shotgun
2344 len := 1024;
2345 sz := 4;
2346 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2347 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2348 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2349 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2350 end;
2351 5: begin // Chaingun
2352 len := 1024;
2353 sz := 3;
2354 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2355 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2356 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2357 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2358 end;
2359 6: begin // Rocket Launcher
2360 len := 1024;
2361 sz := 7;
2362 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2363 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2364 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2365 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2366 end;
2367 7: begin // Plasmagun
2368 len := 1024;
2369 sz := 5;
2370 if angle = ANGLE_RIGHTUP then Inc(angle);
2371 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2372 if angle = ANGLE_LEFTUP then Dec(angle);
2373 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2374 end;
2375 8: begin // BFG
2376 len := 1024;
2377 sz := 12;
2378 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2379 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2380 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2381 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2382 end;
2383 9: begin // Super Chaingun
2384 len := 1024;
2385 sz := 4;
2386 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2387 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2388 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2389 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2390 end;
2391 end;
2392 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2393 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2394 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2395 end;
2397 procedure TPlayer.DrawGUI();
2398 var
2399 ID: DWORD;
2400 X, Y, SY, a, p, m: Integer;
2401 tw, th: Word;
2402 cw, ch: Byte;
2403 s: string;
2404 stat: TPlayerStatArray;
2405 begin
2406 X := gPlayerScreenSize.X;
2407 SY := gPlayerScreenSize.Y;
2408 Y := 0;
2410 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2411 begin
2412 if gGameSettings.GameMode = GM_CTF then
2413 a := 32 + 8
2414 else
2415 a := 0;
2416 if gGameSettings.GameMode = GM_CTF then
2417 begin
2418 s := 'TEXTURE_PLAYER_REDFLAG';
2419 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2420 s := 'TEXTURE_PLAYER_REDFLAG_S';
2421 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2422 s := 'TEXTURE_PLAYER_REDFLAG_D';
2423 if g_Texture_Get(s, ID) then
2424 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2425 end;
2427 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2428 e_CharFont_GetSize(gMenuFont, s, tw, th);
2429 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2431 if gGameSettings.GameMode = GM_CTF then
2432 begin
2433 s := 'TEXTURE_PLAYER_BLUEFLAG';
2434 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2435 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2436 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2437 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2438 if g_Texture_Get(s, ID) then
2439 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2440 end;
2442 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2443 e_CharFont_GetSize(gMenuFont, s, tw, th);
2444 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2445 end;
2447 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2448 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2449 0, False, False);
2451 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2452 e_Draw(ID, X+2, Y, 0, True, False);
2454 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2455 begin
2456 if gShowStat then
2457 begin
2458 s := IntToStr(Frags);
2459 e_CharFont_GetSize(gMenuFont, s, tw, th);
2460 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2462 s := '';
2463 p := 1;
2464 m := 0;
2465 stat := g_Player_GetStats();
2466 if stat <> nil then
2467 begin
2468 p := 1;
2470 for a := 0 to High(stat) do
2471 if stat[a].Name <> Name then
2472 begin
2473 if stat[a].Frags > m then m := stat[a].Frags;
2474 if stat[a].Frags > Frags then p := p+1;
2475 end;
2476 end;
2478 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2479 if Frags >= m then s := s+'+' else s := s+'-';
2480 s := s+IntToStr(Abs(Frags-m));
2482 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2483 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2484 end;
2486 if gShowLives and (gGameSettings.MaxLives > 0) then
2487 begin
2488 s := IntToStr(Lives);
2489 e_CharFont_GetSize(gMenuFont, s, tw, th);
2490 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2491 end;
2492 end;
2494 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2495 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2497 if R_BERSERK in FRulez then
2498 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2499 else
2500 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2502 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2503 e_Draw(ID, X+36, Y+77, 0, True, False);
2505 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2506 e_CharFont_GetSize(gMenuFont, s, tw, th);
2507 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2509 s := IntToStr(FArmor);
2510 e_CharFont_GetSize(gMenuFont, s, tw, th);
2511 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2513 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2515 case FCurrWeap of
2516 WEAPON_KASTET:
2517 begin
2518 s := '--';
2519 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2520 end;
2521 WEAPON_SAW:
2522 begin
2523 s := '--';
2524 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2525 end;
2526 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2527 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2528 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2529 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2530 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2531 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2532 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2533 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2534 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2535 end;
2537 e_CharFont_GetSize(gMenuFont, s, tw, th);
2538 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2539 e_Draw(ID, X+20, Y+160, 0, True, False);
2541 if R_KEY_RED in FRulez then
2542 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2544 if R_KEY_GREEN in FRulez then
2545 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2547 if R_KEY_BLUE in FRulez then
2548 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2550 if FJetFuel > 0 then
2551 begin
2552 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2553 e_Draw(ID, X+2, Y+116, 0, True, False);
2554 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2555 e_Draw(ID, X+2, Y+126, 0, True, False);
2556 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2557 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2558 end
2559 else
2560 begin
2561 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2562 e_Draw(ID, X+2, Y+124, 0, True, False);
2563 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2564 end;
2566 if gShowPing and g_Game_IsClient then
2567 begin
2568 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2569 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2570 Y := Y + 16;
2571 end;
2573 if FSpectator then
2574 begin
2575 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2576 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2577 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2578 if FNoRespawn then
2579 begin
2580 e_TextureFontGetSize(gStdFont, cw, ch);
2581 s := _lc[I_PLAYER_SPECT4];
2582 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2583 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2584 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2585 end;
2587 end;
2588 end;
2590 procedure TPlayer.DrawRulez();
2591 var
2592 dr: Boolean;
2593 begin
2594 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2595 if FMegaRulez[MR_INVUL] >= gTime then
2596 begin
2597 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2598 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2599 else
2600 dr := True;
2602 if dr then
2603 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2604 191, 191, 191, 0, B_INVERT);
2605 end;
2607 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2608 if FMegaRulez[MR_SUIT] >= gTime then
2609 begin
2610 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2611 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2612 else
2613 dr := True;
2615 if dr then
2616 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2617 0, 96, 0, 200, B_NONE);
2618 end;
2620 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2621 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2622 begin
2623 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2624 255, 0, 0, 200, B_NONE);
2625 end;
2626 end;
2628 procedure TPlayer.DrawPain();
2629 var
2630 a, h: Integer;
2631 begin
2632 if FPain = 0 then Exit;
2634 a := FPain;
2636 if a < 15 then h := 0
2637 else if a < 35 then h := 1
2638 else if a < 55 then h := 2
2639 else if a < 75 then h := 3
2640 else if a < 95 then h := 4
2641 else h := 5;
2643 //if a > 255 then a := 255;
2645 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2646 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2647 end;
2649 procedure TPlayer.DrawPickup();
2650 var
2651 a, h: Integer;
2652 begin
2653 if FPickup = 0 then Exit;
2655 a := FPickup;
2657 if a < 15 then h := 1
2658 else if a < 35 then h := 2
2659 else if a < 55 then h := 3
2660 else if a < 75 then h := 4
2661 else h := 5;
2663 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2664 end;
2666 procedure TPlayer.Fire();
2667 var
2668 f, DidFire: Boolean;
2669 wx, wy, xd, yd: Integer;
2670 locobj: TObj;
2671 begin
2672 if g_Game_IsClient then Exit;
2673 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2674 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2676 if FSpectator then
2677 begin
2678 Respawn(False);
2679 Exit;
2680 end;
2682 if FReloading[FCurrWeap] <> 0 then Exit;
2684 DidFire := False;
2686 f := False;
2687 wx := FObj.X+WEAPONPOINT[FDirection].X;
2688 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2689 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
2690 yd := wy+firediry();
2692 case FCurrWeap of
2693 WEAPON_KASTET:
2694 begin
2695 if R_BERSERK in FRulez then
2696 begin
2697 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2698 locobj.X := FObj.X+FObj.Rect.X;
2699 locobj.Y := FObj.Y+FObj.Rect.Y;
2700 locobj.rect.X := 0;
2701 locobj.rect.Y := 0;
2702 locobj.rect.Width := 39;
2703 locobj.rect.Height := 52;
2704 locobj.Vel.X := (xd-wx) div 2;
2705 locobj.Vel.Y := (yd-wy) div 2;
2706 locobj.Accel.X := xd-wx;
2707 locobj.Accel.y := yd-wy;
2709 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2710 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2711 else
2712 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2714 if gFlash = 1 then
2715 if FPain < 50 then
2716 FPain := min(FPain + 25, 50);
2717 end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2719 DidFire := True;
2720 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2721 end;
2723 WEAPON_SAW:
2724 begin
2725 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2726 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2727 begin
2728 FSawSoundSelect.Stop();
2729 FSawSound.Stop();
2730 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2731 end
2732 else if not FSawSoundHit.IsPlaying() then
2733 begin
2734 FSawSoundSelect.Stop();
2735 FSawSound.PlayAt(FObj.X, FObj.Y);
2736 end;
2738 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2739 DidFire := True;
2740 f := True;
2741 end;
2743 WEAPON_PISTOL:
2744 if FAmmo[A_BULLETS] > 0 then
2745 begin
2746 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2747 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2748 Dec(FAmmo[A_BULLETS]);
2749 FFireAngle := FAngle;
2750 f := True;
2751 DidFire := True;
2752 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2753 GameVelX, GameVelY-2, SHELL_BULLET);
2754 end;
2756 WEAPON_SHOTGUN1:
2757 if FAmmo[A_SHELLS] > 0 then
2758 begin
2759 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2760 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2761 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2762 Dec(FAmmo[A_SHELLS]);
2763 FFireAngle := FAngle;
2764 f := True;
2765 DidFire := True;
2766 FShellTimer := 10;
2767 FShellType := SHELL_SHELL;
2768 end;
2770 WEAPON_SHOTGUN2:
2771 if FAmmo[A_SHELLS] >= 2 then
2772 begin
2773 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2774 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2775 Dec(FAmmo[A_SHELLS], 2);
2776 FFireAngle := FAngle;
2777 f := True;
2778 DidFire := True;
2779 FShellTimer := 13;
2780 FShellType := SHELL_DBLSHELL;
2781 end;
2783 WEAPON_CHAINGUN:
2784 if FAmmo[A_BULLETS] > 0 then
2785 begin
2786 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2787 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2788 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2789 Dec(FAmmo[A_BULLETS]);
2790 FFireAngle := FAngle;
2791 f := True;
2792 DidFire := True;
2793 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2794 GameVelX, GameVelY-2, SHELL_BULLET);
2795 end;
2797 WEAPON_ROCKETLAUNCHER:
2798 if FAmmo[A_ROCKETS] > 0 then
2799 begin
2800 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2801 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2802 Dec(FAmmo[A_ROCKETS]);
2803 FFireAngle := FAngle;
2804 f := True;
2805 DidFire := True;
2806 end;
2808 WEAPON_PLASMA:
2809 if FAmmo[A_CELLS] > 0 then
2810 begin
2811 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2812 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2813 Dec(FAmmo[A_CELLS]);
2814 FFireAngle := FAngle;
2815 f := True;
2816 DidFire := True;
2817 end;
2819 WEAPON_BFG:
2820 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2821 begin
2822 FBFGFireCounter := 17;
2823 if not FNoReload then
2824 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2825 Dec(FAmmo[A_CELLS], 40);
2826 DidFire := True;
2827 end;
2829 WEAPON_SUPERPULEMET:
2830 if FAmmo[A_SHELLS] > 0 then
2831 begin
2832 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2833 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2834 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2835 Dec(FAmmo[A_SHELLS]);
2836 FFireAngle := FAngle;
2837 f := True;
2838 DidFire := True;
2839 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2840 GameVelX, GameVelY-2, SHELL_SHELL);
2841 end;
2843 WEAPON_FLAMETHROWER:
2844 if FAmmo[A_FUEL] > 0 then
2845 begin
2846 g_Weapon_flame(wx, wy, xd, yd, FUID);
2847 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2848 Dec(FAmmo[A_FUEL]);
2849 FFireAngle := FAngle;
2850 f := True;
2851 DidFire := True;
2852 end;
2853 end;
2855 if g_Game_IsNet then
2856 begin
2857 if DidFire then
2858 begin
2859 if FCurrWeap <> WEAPON_BFG then
2860 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
2861 else
2862 if not FNoReload then
2863 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
2864 end;
2866 MH_SEND_PlayerStats(FUID);
2867 end;
2869 if not f then Exit;
2871 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
2872 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
2873 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
2874 end;
2876 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
2877 begin
2878 case Weapon of
2879 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
2880 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
2881 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
2882 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
2883 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
2884 else Result := 0;
2885 end;
2886 end;
2888 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
2889 begin
2890 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
2891 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
2892 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
2893 end;
2895 procedure TPlayer.JetpackOn;
2896 begin
2897 FJetSoundFly.Stop;
2898 FJetSoundOff.Stop;
2899 FJetSoundOn.SetPosition(0);
2900 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
2901 FlySmoke(8);
2902 end;
2904 procedure TPlayer.JetpackOff;
2905 begin
2906 FJetSoundFly.Stop;
2907 FJetSoundOn.Stop;
2908 FJetSoundOff.SetPosition(0);
2909 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
2910 end;
2912 procedure TPlayer.CatchFire(Attacker: Word);
2913 begin
2914 FFireTime := 100;
2915 FFireAttacker := Attacker;
2916 if g_Game_IsNet and g_Game_IsServer then
2917 MH_SEND_PlayerStats(FUID);
2918 end;
2920 procedure TPlayer.Jump();
2921 begin
2922 if gFly or FJetpack then
2923 begin
2924 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
2925 if FObj.Vel.Y > -VEL_FLY then
2926 FObj.Vel.Y := FObj.Vel.Y - 3;
2927 if FJetpack then
2928 begin
2929 if FJetFuel > 0 then
2930 Dec(FJetFuel);
2931 if (FJetFuel < 1) and g_Game_IsServer then
2932 begin
2933 FJetpack := False;
2934 JetpackOff;
2935 if g_Game_IsNet then
2936 MH_SEND_PlayerStats(FUID);
2937 end;
2938 end;
2939 Exit;
2940 end;
2942 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
2943 if FGhost then
2944 FCanJetpack := False;
2946 // Ïðûãàåì èëè âñïëûâàåì:
2947 if (CollideLevel(0, 1) or
2948 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
2949 PLAYER_RECT.Height-33, PANEL_STEP, False)
2950 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
2951 begin
2952 FObj.Vel.Y := -VEL_JUMP;
2953 FCanJetpack := False;
2954 end
2955 else
2956 begin
2957 if BodyInLiquid(0, 0) then
2958 FObj.Vel.Y := -VEL_SW
2959 else if (FJetFuel > 0) and FCanJetpack and
2960 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
2961 begin
2962 FJetpack := True;
2963 JetpackOn;
2964 if g_Game_IsNet then
2965 MH_SEND_PlayerStats(FUID);
2966 end;
2967 end;
2968 end;
2970 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
2971 var
2972 a, i, k, ab, ar: Byte;
2973 s: String;
2974 mon: TMonster;
2975 plr: TPlayer;
2976 srv, netsrv: Boolean;
2977 DoFrags: Boolean;
2978 OldLR: Byte;
2979 KP: TPlayer;
2980 it: PItem;
2982 procedure PushItem(t: Byte);
2983 var
2984 id: DWORD;
2985 begin
2986 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
2987 it := g_Items_ByIdx(id);
2988 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
2989 begin
2990 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
2991 (FObj.Vel.Y div 2)-Random(9));
2992 it.positionChanged(); // this updates spatial accelerators
2993 end
2994 else
2995 begin
2996 if KillType = K_HARDKILL then // -5..+5; -5..0
2997 begin
2998 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
2999 (FObj.Vel.Y div 2)-Random(6));
3000 end
3001 else // -3..+3; -3..0
3002 begin
3003 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3004 (FObj.Vel.Y div 2)-Random(4));
3005 end;
3006 it.positionChanged(); // this updates spatial accelerators
3007 end;
3009 if g_Game_IsNet and g_Game_IsServer then
3010 MH_SEND_ItemSpawn(True, id);
3011 end;
3013 begin
3014 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3015 Srv := g_Game_IsServer;
3016 Netsrv := g_Game_IsServer and g_Game_IsNet;
3017 if Srv then FDeath := FDeath + 1;
3018 if FLive then
3019 begin
3020 if FGhost then
3021 FGhost := False;
3022 if not FPhysics then
3023 FPhysics := True;
3024 FLive := False;
3025 end;
3026 FShellTimer := -1;
3028 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3029 begin
3030 if FLives > 0 then FLives := FLives - 1;
3031 if FLives = 0 then FNoRespawn := True;
3032 end;
3034 // Íîìåð òèïà ñìåðòè:
3035 a := 1;
3036 case KillType of
3037 K_SIMPLEKILL: a := 1;
3038 K_HARDKILL: a := 2;
3039 K_EXTRAHARDKILL: a := 3;
3040 K_FALLKILL: a := 4;
3041 end;
3043 // Çâóê ñìåðòè:
3044 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3045 for i := 1 to 3 do
3046 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3047 Break;
3049 // Âðåìÿ ðåñïàóíà:
3050 if Srv then
3051 case KillType of
3052 K_SIMPLEKILL:
3053 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3054 K_HARDKILL:
3055 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3056 K_EXTRAHARDKILL, K_FALLKILL:
3057 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3058 end;
3060 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3061 case KillType of
3062 K_SIMPLEKILL:
3063 SetAction(A_DIE1);
3064 K_HARDKILL, K_EXTRAHARDKILL:
3065 SetAction(A_DIE2);
3066 end;
3068 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3069 if (KillType <> K_FALLKILL) and (Srv) then
3070 g_Monsters_killedp();
3072 if SpawnerUID = FUID then
3073 begin // Ñàìîóáèëñÿ
3074 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3075 begin
3076 Dec(FFrags);
3077 FLastFrag := 0;
3078 end;
3079 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3080 end
3081 else
3082 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3083 begin // Óáèò äðóãèì èãðîêîì
3084 KP := g_Player_Get(SpawnerUID);
3085 if (KP <> nil) and Srv then
3086 begin
3087 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3088 if SameTeam(FUID, SpawnerUID) then
3089 begin
3090 Dec(KP.FFrags);
3091 KP.FLastFrag := 0;
3092 end else
3093 begin
3094 Inc(KP.FFrags);
3095 KP.FragCombo();
3096 end;
3098 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3099 Inc(gTeamStat[KP.Team].Goals,
3100 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3102 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3103 end;
3105 plr := g_Player_Get(SpawnerUID);
3106 if plr = nil then
3107 s := '?'
3108 else
3109 s := plr.FName;
3111 case KillType of
3112 K_HARDKILL:
3113 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3114 [FName, s]),
3115 gShowKillMsg);
3116 K_EXTRAHARDKILL:
3117 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3118 [FName, s]),
3119 gShowKillMsg);
3120 else
3121 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3122 [FName, s]),
3123 gShowKillMsg);
3124 end;
3125 end
3126 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3127 begin // Óáèò ìîíñòðîì
3128 mon := g_Monsters_ByUID(SpawnerUID);
3129 if mon = nil then
3130 s := '?'
3131 else
3132 s := g_Monsters_GetKilledBy(mon.MonsterType);
3134 case KillType of
3135 K_HARDKILL:
3136 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3137 [FName, s]),
3138 gShowKillMsg);
3139 K_EXTRAHARDKILL:
3140 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3141 [FName, s]),
3142 gShowKillMsg);
3143 else
3144 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3145 [FName, s]),
3146 gShowKillMsg);
3147 end;
3148 end
3149 else // Îñîáûå òèïû ñìåðòè
3150 case t of
3151 HIT_DISCON: ;
3152 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3153 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3154 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3155 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3156 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3157 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3158 end;
3160 if Srv then
3161 begin
3162 // Âûáðîñ îðóæèÿ:
3163 for a := WP_FIRST to WP_LAST do
3164 if FWeapon[a] then
3165 begin
3166 case a of
3167 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3168 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3169 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3170 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3171 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3172 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3173 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3174 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3175 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3176 else i := 0;
3177 end;
3179 if i <> 0 then
3180 PushItem(i);
3181 end;
3183 // Âûáðîñ ðþêçàêà:
3184 if R_ITEM_BACKPACK in FRulez then
3185 PushItem(ITEM_AMMO_BACKPACK);
3187 // Âûáðîñ ðàêåòíîãî ðàíöà:
3188 if FJetFuel > 0 then
3189 PushItem(ITEM_JETPACK);
3191 // Âûáðîñ êëþ÷åé:
3192 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3193 begin
3194 if R_KEY_RED in FRulez then
3195 PushItem(ITEM_KEY_RED);
3197 if R_KEY_GREEN in FRulez then
3198 PushItem(ITEM_KEY_GREEN);
3200 if R_KEY_BLUE in FRulez then
3201 PushItem(ITEM_KEY_BLUE);
3202 end;
3204 // Âûáðîñ ôëàãà:
3205 DropFlag();
3206 end;
3208 g_Player_CreateCorpse(Self);
3210 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3211 (gLMSRespawn = LMS_RESPAWN_NONE) then
3212 begin
3213 a := 0;
3214 k := 0;
3215 ar := 0;
3216 ab := 0;
3217 for i := Low(gPlayers) to High(gPlayers) do
3218 begin
3219 if gPlayers[i] = nil then continue;
3220 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3221 begin
3222 Inc(a);
3223 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3224 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3225 k := i;
3226 end;
3227 end;
3229 OldLR := gLMSRespawn;
3230 if (gGameSettings.GameMode = GM_COOP) then
3231 begin
3232 if (a = 0) then
3233 begin
3234 // everyone is dead, restart the map
3235 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3236 if Netsrv then
3237 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3238 gLMSRespawn := LMS_RESPAWN_FINAL;
3239 gLMSRespawnTime := gTime + 5000;
3240 end
3241 else if (a = 1) then
3242 begin
3243 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3244 if (gPlayers[k] = gPlayer1) or
3245 (gPlayers[k] = gPlayer2) then
3246 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3247 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3248 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3249 end;
3250 end
3251 else if (gGameSettings.GameMode = GM_TDM) then
3252 begin
3253 if (ab = 0) and (ar <> 0) then
3254 begin
3255 // blu team ded
3256 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3257 if Netsrv then
3258 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3259 Inc(gTeamStat[TEAM_RED].Goals);
3260 gLMSRespawn := LMS_RESPAWN_FINAL;
3261 gLMSRespawnTime := gTime + 5000;
3262 end
3263 else if (ar = 0) and (ab <> 0) then
3264 begin
3265 // red team ded
3266 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3267 if Netsrv then
3268 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3269 Inc(gTeamStat[TEAM_BLUE].Goals);
3270 gLMSRespawn := LMS_RESPAWN_FINAL;
3271 gLMSRespawnTime := gTime + 5000;
3272 end
3273 else if (ar = 0) and (ab = 0) then
3274 begin
3275 // everyone ded
3276 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3277 if Netsrv then
3278 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3279 gLMSRespawn := LMS_RESPAWN_FINAL;
3280 gLMSRespawnTime := gTime + 5000;
3281 end;
3282 end
3283 else if (gGameSettings.GameMode = GM_DM) then
3284 begin
3285 if (a = 1) then
3286 begin
3287 if gPlayers[k] <> nil then
3288 with gPlayers[k] do
3289 begin
3290 // survivor is the winner
3291 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3292 if Netsrv then
3293 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3294 Inc(FFrags);
3295 end;
3296 gLMSRespawn := LMS_RESPAWN_FINAL;
3297 gLMSRespawnTime := gTime + 5000;
3298 end
3299 else if (a = 0) then
3300 begin
3301 // everyone is dead, restart the map
3302 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3303 if Netsrv then
3304 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3305 gLMSRespawn := LMS_RESPAWN_FINAL;
3306 gLMSRespawnTime := gTime + 5000;
3307 end;
3308 end;
3309 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3310 begin
3311 if NetMode = NET_SERVER then
3312 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3313 else
3314 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3315 end;
3316 end;
3318 if Netsrv then
3319 begin
3320 MH_SEND_PlayerStats(FUID);
3321 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3322 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3323 end;
3325 if srv and FNoRespawn then Spectate(True);
3326 FWantsInGame := True;
3327 end;
3329 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3330 begin
3331 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3332 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3333 end;
3335 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3336 begin
3337 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3338 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3339 end;
3341 procedure TPlayer.MakeBloodSimple(Count: Word);
3342 begin
3343 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3344 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3345 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3346 150, 0, 0);
3347 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3348 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3349 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3350 150, 0, 0);
3351 end;
3353 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3354 begin
3355 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3356 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3357 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3358 150, 0, 0);
3359 end;
3361 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3362 begin
3363 if g_Game_IsClient then Exit;
3364 if Weapon > High(FWeapon) then Exit;
3365 FNextWeap := FNextWeap or (1 shl Weapon);
3366 end;
3368 procedure TPlayer.resetWeaponQueue ();
3369 begin
3370 FNextWeap := 0;
3371 FNextWeapDelay := 0;
3372 end;
3374 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3375 begin
3376 result := false;
3377 case weapon of
3378 WEAPON_KASTET, WEAPON_SAW: result := true;
3379 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3380 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3381 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3382 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3383 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3384 else result := (weapon < length(FWeapon));
3385 end;
3386 end;
3388 // return 255 for "no switch"
3389 function TPlayer.getNextWeaponIndex (): Byte;
3390 var
3391 i: Word;
3392 wantThisWeapon: array[0..64] of Boolean;
3393 wwc: Integer = 0; //HACK!
3394 dir, cwi: Integer;
3395 begin
3396 result := 255; // default result: "no switch"
3397 // had weapon cycling on previous frame? remove that flag
3398 if (FNextWeap and $2000) <> 0 then
3399 begin
3400 FNextWeap := FNextWeap and $1FFF;
3401 FNextWeapDelay := 0;
3402 end;
3403 // cycling has priority
3404 if (FNextWeap and $C000) <> 0 then
3405 begin
3406 if (FNextWeap and $8000) <> 0 then
3407 dir := 1
3408 else
3409 dir := -1;
3410 FNextWeap := FNextWeap or $2000; // we need this
3411 if FNextWeapDelay > 0 then
3412 exit; // cooldown time
3413 cwi := FCurrWeap;
3414 for i := 0 to High(FWeapon) do
3415 begin
3416 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3417 if FWeapon[cwi] then
3418 begin
3419 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3420 result := Byte(cwi);
3421 FNextWeapDelay := 10;
3422 exit;
3423 end;
3424 end;
3425 resetWeaponQueue();
3426 exit;
3427 end;
3428 // no cycling
3429 for i := 0 to High(wantThisWeapon) do
3430 wantThisWeapon[i] := false;
3431 for i := 0 to High(FWeapon) do
3432 if (FNextWeap and (1 shl i)) <> 0 then
3433 begin
3434 wantThisWeapon[i] := true;
3435 Inc(wwc);
3436 end;
3437 // exclude currently selected weapon from the set
3438 wantThisWeapon[FCurrWeap] := false;
3439 // slow down alterations a little
3440 if wwc > 1 then
3441 begin
3442 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3443 // more than one weapon requested, assume "alteration" and check alteration delay
3444 if FNextWeapDelay > 0 then
3445 begin
3446 FNextWeap := 0;
3447 exit;
3448 end; // yeah
3449 end;
3450 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3451 // but clear all counters if no weapon should be switched
3452 if wwc < 1 then
3453 begin
3454 resetWeaponQueue();
3455 exit;
3456 end;
3457 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3458 // try weapons in descending order
3459 for i := High(FWeapon) downto 0 do
3460 begin
3461 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3462 begin
3463 // i found her!
3464 result := Byte(i);
3465 resetWeaponQueue();
3466 FNextWeapDelay := 10; // anyway, 'cause why not
3467 exit;
3468 end;
3469 end;
3470 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3471 resetWeaponQueue();
3472 end;
3474 procedure TPlayer.RealizeCurrentWeapon();
3475 function switchAllowed (): Boolean;
3476 var
3477 i: Byte;
3478 begin
3479 result := false;
3480 if FBFGFireCounter <> -1 then
3481 exit;
3482 if FTime[T_SWITCH] > gTime then
3483 exit;
3484 for i := WP_FIRST to WP_LAST do
3485 if FReloading[i] > 0 then
3486 exit;
3487 result := true;
3488 end;
3490 var
3491 nw: Byte;
3492 begin
3493 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3494 //FNextWeap := FNextWeap and $1FFF;
3495 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3497 if not switchAllowed then
3498 begin
3499 //HACK for weapon cycling
3500 if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
3501 exit;
3502 end;
3504 nw := getNextWeaponIndex();
3505 if nw = 255 then exit; // don't reset anything here
3506 if nw > High(FWeapon) then
3507 begin
3508 // don't forget to reset queue here!
3509 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3510 resetWeaponQueue();
3511 exit;
3512 end;
3514 if FWeapon[nw] then
3515 begin
3516 FCurrWeap := nw;
3517 FTime[T_SWITCH] := gTime+156;
3518 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3519 FModel.SetWeapon(FCurrWeap);
3520 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3521 end;
3522 end;
3524 procedure TPlayer.NextWeapon();
3525 begin
3526 if g_Game_IsClient then Exit;
3527 FNextWeap := $8000;
3528 end;
3530 procedure TPlayer.PrevWeapon();
3531 begin
3532 if g_Game_IsClient then Exit;
3533 FNextWeap := $4000;
3534 end;
3536 procedure TPlayer.SetWeapon(W: Byte);
3537 begin
3538 if FCurrWeap <> W then
3539 if W = WEAPON_SAW then
3540 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3542 FCurrWeap := W;
3543 FModel.SetWeapon(CurrWeap);
3544 resetWeaponQueue();
3545 end;
3547 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3548 var
3549 a: Boolean;
3550 begin
3551 Result := False;
3552 if g_Game_IsClient then Exit;
3554 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3555 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3556 remove := not a;
3558 case ItemType of
3559 ITEM_MEDKIT_SMALL:
3560 if FHealth < PLAYER_HP_SOFT then
3561 begin
3562 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3563 Result := True;
3564 remove := True;
3565 FFireTime := 0;
3566 if gFlash = 2 then Inc(FPickup, 5);
3567 end;
3569 ITEM_MEDKIT_LARGE:
3570 if FHealth < PLAYER_HP_SOFT then
3571 begin
3572 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3573 Result := True;
3574 remove := True;
3575 FFireTime := 0;
3576 if gFlash = 2 then Inc(FPickup, 5);
3577 end;
3579 ITEM_ARMOR_GREEN:
3580 if FArmor < PLAYER_AP_SOFT then
3581 begin
3582 FArmor := PLAYER_AP_SOFT;
3583 Result := True;
3584 remove := True;
3585 if gFlash = 2 then Inc(FPickup, 5);
3586 end;
3588 ITEM_ARMOR_BLUE:
3589 if FArmor < PLAYER_AP_LIMIT then
3590 begin
3591 FArmor := PLAYER_AP_LIMIT;
3592 Result := True;
3593 remove := True;
3594 if gFlash = 2 then Inc(FPickup, 5);
3595 end;
3597 ITEM_SPHERE_BLUE:
3598 if FHealth < PLAYER_HP_LIMIT then
3599 begin
3600 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3601 Result := True;
3602 remove := True;
3603 FFireTime := 0;
3604 if gFlash = 2 then Inc(FPickup, 5);
3605 end;
3607 ITEM_SPHERE_WHITE:
3608 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3609 begin
3610 if FHealth < PLAYER_HP_LIMIT then
3611 FHealth := PLAYER_HP_LIMIT;
3612 if FArmor < PLAYER_AP_LIMIT then
3613 FArmor := PLAYER_AP_LIMIT;
3614 Result := True;
3615 remove := True;
3616 FFireTime := 0;
3617 if gFlash = 2 then Inc(FPickup, 5);
3618 end;
3620 ITEM_WEAPON_SAW:
3621 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3622 begin
3623 FWeapon[WEAPON_SAW] := True;
3624 Result := True;
3625 if gFlash = 2 then Inc(FPickup, 5);
3626 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3627 end;
3629 ITEM_WEAPON_SHOTGUN1:
3630 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3631 begin
3632 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3633 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3635 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3636 FWeapon[WEAPON_SHOTGUN1] := True;
3637 Result := True;
3638 if gFlash = 2 then Inc(FPickup, 5);
3639 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3640 end;
3642 ITEM_WEAPON_SHOTGUN2:
3643 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3644 begin
3645 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3647 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3648 FWeapon[WEAPON_SHOTGUN2] := True;
3649 Result := True;
3650 if gFlash = 2 then Inc(FPickup, 5);
3651 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3652 end;
3654 ITEM_WEAPON_CHAINGUN:
3655 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3656 begin
3657 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3659 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3660 FWeapon[WEAPON_CHAINGUN] := True;
3661 Result := True;
3662 if gFlash = 2 then Inc(FPickup, 5);
3663 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3664 end;
3666 ITEM_WEAPON_ROCKETLAUNCHER:
3667 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3668 begin
3669 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3671 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3672 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3673 Result := True;
3674 if gFlash = 2 then Inc(FPickup, 5);
3675 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3676 end;
3678 ITEM_WEAPON_PLASMA:
3679 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3680 begin
3681 if a and FWeapon[WEAPON_PLASMA] then Exit;
3683 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3684 FWeapon[WEAPON_PLASMA] := True;
3685 Result := True;
3686 if gFlash = 2 then Inc(FPickup, 5);
3687 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3688 end;
3690 ITEM_WEAPON_BFG:
3691 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3692 begin
3693 if a and FWeapon[WEAPON_BFG] then Exit;
3695 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3696 FWeapon[WEAPON_BFG] := True;
3697 Result := True;
3698 if gFlash = 2 then Inc(FPickup, 5);
3699 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3700 end;
3702 ITEM_WEAPON_SUPERPULEMET:
3703 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3704 begin
3705 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3707 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3708 FWeapon[WEAPON_SUPERPULEMET] := True;
3709 Result := True;
3710 if gFlash = 2 then Inc(FPickup, 5);
3711 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3712 end;
3714 ITEM_WEAPON_FLAMETHROWER:
3715 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3716 begin
3717 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3719 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3720 FWeapon[WEAPON_FLAMETHROWER] := True;
3721 Result := True;
3722 if gFlash = 2 then Inc(FPickup, 5);
3723 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3724 end;
3726 ITEM_AMMO_BULLETS:
3727 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3728 begin
3729 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3730 Result := True;
3731 remove := True;
3732 if gFlash = 2 then Inc(FPickup, 5);
3733 end;
3735 ITEM_AMMO_BULLETS_BOX:
3736 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3737 begin
3738 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3739 Result := True;
3740 remove := True;
3741 if gFlash = 2 then Inc(FPickup, 5);
3742 end;
3744 ITEM_AMMO_SHELLS:
3745 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3746 begin
3747 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3748 Result := True;
3749 remove := True;
3750 if gFlash = 2 then Inc(FPickup, 5);
3751 end;
3753 ITEM_AMMO_SHELLS_BOX:
3754 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3755 begin
3756 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3757 Result := True;
3758 remove := True;
3759 if gFlash = 2 then Inc(FPickup, 5);
3760 end;
3762 ITEM_AMMO_ROCKET:
3763 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3764 begin
3765 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3766 Result := True;
3767 remove := True;
3768 if gFlash = 2 then Inc(FPickup, 5);
3769 end;
3771 ITEM_AMMO_ROCKET_BOX:
3772 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3773 begin
3774 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3775 Result := True;
3776 remove := True;
3777 if gFlash = 2 then Inc(FPickup, 5);
3778 end;
3780 ITEM_AMMO_CELL:
3781 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3782 begin
3783 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3784 Result := True;
3785 remove := True;
3786 if gFlash = 2 then Inc(FPickup, 5);
3787 end;
3789 ITEM_AMMO_CELL_BIG:
3790 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3791 begin
3792 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3793 Result := True;
3794 remove := True;
3795 if gFlash = 2 then Inc(FPickup, 5);
3796 end;
3798 ITEM_AMMO_FUELCAN:
3799 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
3800 begin
3801 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3802 Result := True;
3803 remove := True;
3804 if gFlash = 2 then Inc(FPickup, 5);
3805 end;
3807 ITEM_AMMO_BACKPACK:
3808 if not(R_ITEM_BACKPACK in FRulez) or
3809 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3810 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3811 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3812 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
3813 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
3814 begin
3815 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
3816 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
3817 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
3818 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
3819 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
3821 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3822 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3823 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3824 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3825 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3826 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3827 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3828 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3830 FRulez := FRulez + [R_ITEM_BACKPACK];
3831 Result := True;
3832 remove := True;
3833 if gFlash = 2 then Inc(FPickup, 5);
3834 end;
3836 ITEM_KEY_RED:
3837 if not(R_KEY_RED in FRulez) then
3838 begin
3839 Include(FRulez, R_KEY_RED);
3840 Result := True;
3841 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3842 if gFlash = 2 then Inc(FPickup, 5);
3843 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3844 end;
3846 ITEM_KEY_GREEN:
3847 if not(R_KEY_GREEN in FRulez) then
3848 begin
3849 Include(FRulez, R_KEY_GREEN);
3850 Result := True;
3851 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3852 if gFlash = 2 then Inc(FPickup, 5);
3853 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3854 end;
3856 ITEM_KEY_BLUE:
3857 if not(R_KEY_BLUE in FRulez) then
3858 begin
3859 Include(FRulez, R_KEY_BLUE);
3860 Result := True;
3861 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3862 if gFlash = 2 then Inc(FPickup, 5);
3863 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3864 end;
3866 ITEM_SUIT:
3867 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
3868 begin
3869 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
3870 Result := True;
3871 remove := True;
3872 FFireTime := 0;
3873 if gFlash = 2 then Inc(FPickup, 5);
3874 end;
3876 ITEM_OXYGEN:
3877 if FAir < AIR_MAX then
3878 begin
3879 FAir := AIR_MAX;
3880 Result := True;
3881 remove := True;
3882 if gFlash = 2 then Inc(FPickup, 5);
3883 end;
3885 ITEM_MEDKIT_BLACK:
3886 begin
3887 if not (R_BERSERK in FRulez) then
3888 begin
3889 Include(FRulez, R_BERSERK);
3890 if FBFGFireCounter = -1 then
3891 begin
3892 FCurrWeap := WEAPON_KASTET;
3893 resetWeaponQueue();
3894 FModel.SetWeapon(WEAPON_KASTET);
3895 end;
3896 if gFlash <> 0 then
3897 Inc(FPain, 100);
3898 if gFlash = 2 then Inc(FPickup, 5);
3899 FBerserk := gTime+30000;
3900 Result := True;
3901 remove := True;
3902 FFireTime := 0;
3903 end;
3904 if FHealth < PLAYER_HP_SOFT then
3905 begin
3906 FHealth := PLAYER_HP_SOFT;
3907 FBerserk := gTime+30000;
3908 Result := True;
3909 remove := True;
3910 FFireTime := 0;
3911 end;
3912 end;
3914 ITEM_INVUL:
3915 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
3916 begin
3917 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
3918 Result := True;
3919 remove := True;
3920 if gFlash = 2 then Inc(FPickup, 5);
3921 end;
3923 ITEM_BOTTLE:
3924 if FHealth < PLAYER_HP_LIMIT then
3925 begin
3926 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
3927 Result := True;
3928 remove := True;
3929 FFireTime := 0;
3930 if gFlash = 2 then Inc(FPickup, 5);
3931 end;
3933 ITEM_HELMET:
3934 if FArmor < PLAYER_AP_LIMIT then
3935 begin
3936 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
3937 Result := True;
3938 remove := True;
3939 if gFlash = 2 then Inc(FPickup, 5);
3940 end;
3942 ITEM_JETPACK:
3943 if FJetFuel < JET_MAX then
3944 begin
3945 FJetFuel := JET_MAX;
3946 Result := True;
3947 remove := True;
3948 if gFlash = 2 then Inc(FPickup, 5);
3949 end;
3951 ITEM_INVIS:
3952 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
3953 begin
3954 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
3955 Result := True;
3956 remove := True;
3957 if gFlash = 2 then Inc(FPickup, 5);
3958 end;
3959 end;
3960 end;
3962 procedure TPlayer.Touch();
3963 begin
3964 if not FLive then
3965 Exit;
3966 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
3967 if FIamBot then
3968 begin
3969 // Áðîñèòü ôëàã òîâàðèùó:
3970 if gGameSettings.GameMode = GM_CTF then
3971 DropFlag();
3972 end;
3973 end;
3975 procedure TPlayer.Push(vx, vy: Integer);
3976 begin
3977 if (not FPhysics) and FGhost then
3978 Exit;
3979 FObj.Accel.X := FObj.Accel.X + vx;
3980 FObj.Accel.Y := FObj.Accel.Y + vy;
3981 if g_Game_IsNet and g_Game_IsServer then
3982 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
3983 end;
3985 procedure TPlayer.Reset(Force: Boolean);
3986 begin
3987 if Force then
3988 FLive := False;
3990 FSpawned := False;
3991 FTime[T_RESPAWN] := 0;
3992 FTime[T_FLAGCAP] := 0;
3993 FGodMode := False;
3994 FNoTarget := False;
3995 FNoReload := False;
3996 FFrags := 0;
3997 FLastFrag := 0;
3998 FComboEvnt := -1;
3999 FKills := 0;
4000 FMonsterKills := 0;
4001 FDeath := 0;
4002 FSecrets := 0;
4003 if FNoRespawn then
4004 begin
4005 FSpectator := False;
4006 FGhost := False;
4007 FPhysics := True;
4008 FSpectatePlayer := -1;
4009 FNoRespawn := False;
4010 end;
4011 FLives := gGameSettings.MaxLives;
4013 SetFlag(FLAG_NONE);
4014 end;
4016 procedure TPlayer.SoftReset();
4017 begin
4018 ReleaseKeys();
4020 FDamageBuffer := 0;
4021 FIncCam := 0;
4022 FBFGFireCounter := -1;
4023 FShellTimer := -1;
4024 FPain := 0;
4025 FLastHit := 0;
4026 FLastFrag := 0;
4027 FComboEvnt := -1;
4029 SetFlag(FLAG_NONE);
4030 SetAction(A_STAND, True);
4031 end;
4033 function TPlayer.GetRespawnPoint(): Byte;
4034 var
4035 c: Byte;
4036 begin
4037 Result := 255;
4038 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4040 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4041 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4042 begin
4043 if (Self = gPlayer1) or (Self = gPlayer2) then
4044 begin
4045 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4046 if Self = gPlayer1 then
4047 c := RESPAWNPOINT_PLAYER1
4048 else
4049 c := RESPAWNPOINT_PLAYER2;
4050 if g_Map_GetPointCount(c) > 0 then
4051 begin
4052 Result := c;
4053 Exit;
4054 end;
4056 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4057 if Self = gPlayer1 then
4058 c := RESPAWNPOINT_PLAYER2
4059 else
4060 c := RESPAWNPOINT_PLAYER1;
4061 if g_Map_GetPointCount(c) > 0 then
4062 begin
4063 Result := c;
4064 Exit;
4065 end;
4066 end else
4067 begin
4068 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4069 if Random(2) = 0 then
4070 c := RESPAWNPOINT_PLAYER1
4071 else
4072 c := RESPAWNPOINT_PLAYER2;
4073 if g_Map_GetPointCount(c) > 0 then
4074 begin
4075 Result := c;
4076 Exit;
4077 end;
4078 end;
4080 // Òî÷êà ëþáîé èç êîìàíä
4081 if Random(2) = 0 then
4082 c := RESPAWNPOINT_RED
4083 else
4084 c := RESPAWNPOINT_BLUE;
4085 if g_Map_GetPointCount(c) > 0 then
4086 begin
4087 Result := c;
4088 Exit;
4089 end;
4091 // Òî÷êà DM
4092 c := RESPAWNPOINT_DM;
4093 if g_Map_GetPointCount(c) > 0 then
4094 begin
4095 Result := c;
4096 Exit;
4097 end;
4098 end;
4100 // Ìÿñîïîâàë
4101 if gGameSettings.GameMode = GM_DM then
4102 begin
4103 // Òî÷êà DM
4104 c := RESPAWNPOINT_DM;
4105 if g_Map_GetPointCount(c) > 0 then
4106 begin
4107 Result := c;
4108 Exit;
4109 end;
4111 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4112 if Random(2) = 0 then
4113 c := RESPAWNPOINT_PLAYER1
4114 else
4115 c := RESPAWNPOINT_PLAYER2;
4116 if g_Map_GetPointCount(c) > 0 then
4117 begin
4118 Result := c;
4119 Exit;
4120 end;
4122 // Òî÷êà ëþáîé èç êîìàíä
4123 if Random(2) = 0 then
4124 c := RESPAWNPOINT_RED
4125 else
4126 c := RESPAWNPOINT_BLUE;
4127 if g_Map_GetPointCount(c) > 0 then
4128 begin
4129 Result := c;
4130 Exit;
4131 end;
4132 end;
4134 // Êîìàíäíûå
4135 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4136 begin
4137 // Òî÷êà ñâîåé êîìàíäû
4138 c := RESPAWNPOINT_DM;
4139 if FTeam = TEAM_RED then
4140 c := RESPAWNPOINT_RED;
4141 if FTeam = TEAM_BLUE then
4142 c := RESPAWNPOINT_BLUE;
4143 if g_Map_GetPointCount(c) > 0 then
4144 begin
4145 Result := c;
4146 Exit;
4147 end;
4149 // Òî÷êà DM
4150 c := RESPAWNPOINT_DM;
4151 if g_Map_GetPointCount(c) > 0 then
4152 begin
4153 Result := c;
4154 Exit;
4155 end;
4157 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4158 if Random(2) = 0 then
4159 c := RESPAWNPOINT_PLAYER1
4160 else
4161 c := RESPAWNPOINT_PLAYER2;
4162 if g_Map_GetPointCount(c) > 0 then
4163 begin
4164 Result := c;
4165 Exit;
4166 end;
4168 // Òî÷êà äðóãîé êîìàíäû
4169 c := RESPAWNPOINT_DM;
4170 if FTeam = TEAM_RED then
4171 c := RESPAWNPOINT_BLUE;
4172 if FTeam = TEAM_BLUE then
4173 c := RESPAWNPOINT_RED;
4174 if g_Map_GetPointCount(c) > 0 then
4175 begin
4176 Result := c;
4177 Exit;
4178 end;
4179 end;
4180 end;
4182 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4183 var
4184 RespawnPoint: TRespawnPoint;
4185 a, b, c: Byte;
4186 Anim: TAnimation;
4187 ID: DWORD;
4188 begin
4189 if not g_Game_IsServer then
4190 Exit;
4191 if FDummy then
4192 Exit;
4193 FWantsInGame := True;
4194 FJustTeleported := True;
4195 if Force then
4196 begin
4197 FTime[T_RESPAWN] := 0;
4198 FLive := False;
4199 end;
4200 FNetTime := 0;
4201 // if server changes MaxLives we gotta be ready
4202 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4204 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4205 if FTime[T_RESPAWN] > gTime then
4206 Exit;
4208 // Ïðîñðàë âñå æèçíè:
4209 if FNoRespawn then
4210 begin
4211 if not FSpectator then Spectate(True);
4212 FWantsInGame := True;
4213 Exit;
4214 end;
4216 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4217 begin // "Ñâîÿ èãðà"
4218 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4219 FRulez := FRulez-[R_BERSERK];
4220 end
4221 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4222 begin
4223 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4224 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4225 end;
4227 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4228 c := GetRespawnPoint();
4230 ReleaseKeys();
4231 SetFlag(FLAG_NONE);
4233 // Âîñêðåøåíèå áåç îðóæèÿ:
4234 if not FLive then
4235 begin
4236 FHealth := PLAYER_HP_SOFT;
4237 FArmor := 0;
4238 FLive := True;
4239 FAir := AIR_DEF;
4240 FJetFuel := 0;
4242 for a := WP_FIRST to WP_LAST do
4243 begin
4244 FWeapon[a] := False;
4245 FReloading[a] := 0;
4246 end;
4248 FWeapon[WEAPON_PISTOL] := True;
4249 FWeapon[WEAPON_KASTET] := True;
4250 FCurrWeap := WEAPON_PISTOL;
4251 resetWeaponQueue();
4253 FModel.SetWeapon(FCurrWeap);
4255 for b := A_BULLETS to A_HIGH do
4256 FAmmo[b] := 0;
4258 FAmmo[A_BULLETS] := 50;
4260 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4261 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4262 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4263 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4264 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4266 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4267 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4268 else
4269 FRulez := [];
4270 end;
4272 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4273 if not g_Map_GetPoint(c, RespawnPoint) then
4274 begin
4275 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4276 Exit;
4277 end;
4279 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4280 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4281 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4282 FObj.Vel.X := 0;
4283 FObj.Vel.Y := 0;
4284 FObj.Accel.X := 0;
4285 FObj.Accel.Y := 0;
4287 FDirection := RespawnPoint.Direction;
4288 if FDirection = D_LEFT then
4289 FAngle := 180
4290 else
4291 FAngle := 0;
4293 FIncCam := 0;
4294 FBFGFireCounter := -1;
4295 FShellTimer := -1;
4296 FPain := 0;
4297 FLastHit := 0;
4299 SetAction(A_STAND, True);
4300 FModel.Direction := FDirection;
4302 for a := Low(FTime) to High(FTime) do
4303 FTime[a] := 0;
4305 for a := Low(FMegaRulez) to High(FMegaRulez) do
4306 FMegaRulez[a] := 0;
4308 FDamageBuffer := 0;
4309 FJetpack := False;
4310 FCanJetpack := False;
4311 FFireTime := 0;
4312 FFirePainTime := 0;
4313 FFireAttacker := 0;
4315 // Àíèìàöèÿ âîçðîæäåíèÿ:
4316 if (not gLoadGameMode) and (not Silent) then
4317 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4318 begin
4319 Anim := TAnimation.Create(ID, False, 3);
4320 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4321 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4322 Anim.Free();
4323 end;
4325 FSpectator := False;
4326 FGhost := False;
4327 FPhysics := True;
4328 FSpectatePlayer := -1;
4329 FSpawned := True;
4331 if g_Game_IsNet then
4332 begin
4333 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4334 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4335 if not Silent then
4336 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4337 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4338 0, NET_GFX_TELE);
4339 end;
4340 end;
4342 procedure TPlayer.Spectate(NoMove: Boolean = False);
4343 begin
4344 if FLive then
4345 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4346 else if (not NoMove) then
4347 begin
4348 GameX := gMapInfo.Width div 2;
4349 GameY := gMapInfo.Height div 2;
4350 end;
4351 FXTo := GameX;
4352 FYTo := GameY;
4354 FLive := False;
4355 FSpectator := True;
4356 FGhost := True;
4357 FPhysics := False;
4358 FWantsInGame := False;
4359 FSpawned := False;
4361 if FNoRespawn then
4362 begin
4363 if Self = gPlayer1 then
4364 begin
4365 gLMSPID1 := FUID;
4366 gPlayer1 := nil;
4367 end;
4368 if Self = gPlayer2 then
4369 begin
4370 gLMSPID2 := FUID;
4371 gPlayer2 := nil;
4372 end;
4373 end;
4375 if g_Game_IsNet then
4376 MH_SEND_PlayerStats(FUID);
4377 end;
4379 procedure TPlayer.SwitchNoClip;
4380 begin
4381 if not FLive then
4382 Exit;
4383 FGhost := not FGhost;
4384 FPhysics := not FGhost;
4385 if FGhost then
4386 begin
4387 FXTo := FObj.X;
4388 FYTo := FObj.Y;
4389 end else
4390 begin
4391 FObj.Accel.X := 0;
4392 FObj.Accel.Y := 0;
4393 end;
4394 end;
4396 procedure TPlayer.Run(Direction: TDirection);
4397 var
4398 a, b: Integer;
4399 begin
4400 if MAX_RUNVEL > 8 then
4401 FlySmoke();
4403 // Áåæèì:
4404 if Direction = D_LEFT then
4405 begin
4406 if FObj.Vel.X > -MAX_RUNVEL then
4407 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4408 end
4409 else
4410 if FObj.Vel.X < MAX_RUNVEL then
4411 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4413 // Âîçìîæíî, ïèíàåì êóñêè:
4414 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4415 begin
4416 b := Abs(FObj.Vel.X);
4417 if b > 1 then b := b * (Random(8 div b) + 1);
4418 for a := 0 to High(gGibs) do
4419 begin
4420 if gGibs[a].Live and
4421 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4422 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4423 begin
4424 // Ïèíàåì êóñêè
4425 if FObj.Vel.X < 0 then
4426 begin
4427 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4428 end
4429 else
4430 begin
4431 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4432 end;
4433 gGibs[a].positionChanged(); // this updates spatial accelerators
4434 end;
4435 end;
4436 end;
4438 SetAction(A_WALK);
4439 end;
4441 procedure TPlayer.SeeDown();
4442 begin
4443 SetAction(A_SEEDOWN);
4445 if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4447 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4448 end;
4450 procedure TPlayer.SeeUp();
4451 begin
4452 SetAction(A_SEEUP);
4454 if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4456 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4457 end;
4459 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4460 var
4461 Prior: Byte;
4462 begin
4463 case Action of
4464 A_WALK: Prior := 3;
4465 A_DIE1: Prior := 5;
4466 A_DIE2: Prior := 5;
4467 A_ATTACK: Prior := 2;
4468 A_SEEUP: Prior := 1;
4469 A_SEEDOWN: Prior := 1;
4470 A_ATTACKUP: Prior := 2;
4471 A_ATTACKDOWN: Prior := 2;
4472 A_PAIN: Prior := 4;
4473 else Prior := 0;
4474 end;
4476 if (Prior > FActionPrior) or Force then
4477 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4478 begin
4479 FActionPrior := Prior;
4480 FActionAnim := Action;
4481 FActionForce := Force;
4482 FActionChanged := True;
4483 end;
4485 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4486 end;
4488 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4489 begin
4490 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4491 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4492 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4493 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4494 end;
4496 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4497 var
4498 Anim: TAnimation;
4499 ID: DWORD;
4500 begin
4501 Result := False;
4503 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4504 begin
4505 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4506 if g_Game_IsServer and g_Game_IsNet then
4507 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4508 Exit;
4509 end;
4511 FJustTeleported := True;
4513 Anim := nil;
4514 if not silent then
4515 begin
4516 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4517 begin
4518 Anim := TAnimation.Create(ID, False, 3);
4519 end;
4521 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4522 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4523 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4524 if g_Game_IsServer and g_Game_IsNet then
4525 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4526 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4527 NET_GFX_TELE);
4528 end;
4530 FObj.X := X-PLAYER_RECT.X;
4531 FObj.Y := Y-PLAYER_RECT.Y;
4532 if FLive and FGhost then
4533 begin
4534 FXTo := FObj.X;
4535 FYTo := FObj.Y;
4536 end;
4538 if not g_Game_IsNet then
4539 begin
4540 if dir = 1 then
4541 begin
4542 SetDirection(D_LEFT);
4543 FAngle := 180;
4544 end
4545 else
4546 if dir = 2 then
4547 begin
4548 SetDirection(D_RIGHT);
4549 FAngle := 0;
4550 end
4551 else
4552 if dir = 3 then
4553 begin // îáðàòíîå
4554 if FDirection = D_RIGHT then
4555 begin
4556 SetDirection(D_LEFT);
4557 FAngle := 180;
4558 end
4559 else
4560 begin
4561 SetDirection(D_RIGHT);
4562 FAngle := 0;
4563 end;
4564 end;
4565 end;
4567 if not silent and (Anim <> nil) then
4568 begin
4569 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4570 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4571 Anim.Free();
4573 if g_Game_IsServer and g_Game_IsNet then
4574 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4575 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4576 NET_GFX_TELE);
4577 end;
4579 Result := True;
4580 end;
4582 function nonz(a: Single): Single;
4583 begin
4584 if a <> 0 then
4585 Result := a
4586 else
4587 Result := 1;
4588 end;
4590 procedure TPlayer.Update();
4591 var
4592 b: Byte;
4593 i, ii, wx, wy, xd, yd, k: Integer;
4594 blockmon, headwater, dospawn: Boolean;
4595 NetServer: Boolean;
4596 AnyServer: Boolean;
4597 SetSpect: Boolean;
4598 begin
4599 NetServer := g_Game_IsNet and g_Game_IsServer;
4600 AnyServer := g_Game_IsServer;
4602 if g_Game_IsClient and (NetInterpLevel > 0) then
4603 DoLerp(NetInterpLevel + 1)
4604 else
4605 if FGhost then
4606 DoLerp(4);
4608 if NetServer then
4609 if FClientID >= 0 then
4610 begin
4611 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4612 if NetClients[FClientID].Peer^.packetsSent > 0 then
4613 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4614 else
4615 FLoss := 0;
4616 end else
4617 begin
4618 FPing := 0;
4619 FLoss := 0;
4620 end;
4622 if FLive and (gFly or FJetpack) then
4623 FlySmoke();
4625 if FDirection = D_LEFT then
4626 FAngle := 180
4627 else
4628 FAngle := 0;
4630 if FLive and (not FGhost) then
4631 begin
4632 if FKeys[KEY_UP].Pressed then
4633 SeeUp();
4634 if FKeys[KEY_DOWN].Pressed then
4635 SeeDown();
4636 end;
4638 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4639 (FIncCam <> 0) then
4640 begin
4641 i := g_basic.Sign(FIncCam);
4642 FIncCam := Abs(FIncCam);
4643 DecMin(FIncCam, 5, 0);
4644 FIncCam := FIncCam*i;
4645 end;
4647 // no need to do that each second frame, weapon queue will take care of it
4648 if FLive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4649 if FLive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4651 if gTime mod (GAME_TICK*2) <> 0 then
4652 begin
4653 if (FObj.Vel.X = 0) and FLive then
4654 begin
4655 if FKeys[KEY_LEFT].Pressed then
4656 Run(D_LEFT);
4657 if FKeys[KEY_RIGHT].Pressed then
4658 Run(D_RIGHT);
4659 end;
4661 if FPhysics then
4662 begin
4663 g_Obj_Move(@FObj, True, True, True);
4664 positionChanged(); // this updates spatial accelerators
4665 end;
4667 Exit;
4668 end;
4670 FActionChanged := False;
4672 if FLive then
4673 begin
4674 // Let alive player do some actions
4675 if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
4676 if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
4677 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4678 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4679 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4680 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4681 if FKeys[KEY_JUMP].Pressed then Jump()
4682 else
4683 begin
4684 if AnyServer and FJetpack then
4685 begin
4686 FJetpack := False;
4687 JetpackOff;
4688 if NetServer then MH_SEND_PlayerStats(FUID);
4689 end;
4690 FCanJetpack := True;
4691 end;
4692 end
4693 else // Dead
4694 begin
4695 dospawn := False;
4696 if not FGhost then
4697 for k := Low(FKeys) to KEY_CHAT-1 do
4698 begin
4699 if FKeys[k].Pressed then
4700 begin
4701 dospawn := True;
4702 break;
4703 end;
4704 end;
4705 if dospawn then
4706 begin
4707 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4708 Respawn(False)
4709 else // Single
4710 if (FTime[T_RESPAWN] <= gTime) and
4711 gGameOn and (not FLive) then
4712 begin
4713 if (g_Player_GetCount() > 1) then
4714 Respawn(False)
4715 else
4716 begin
4717 gExit := EXIT_RESTART;
4718 Exit;
4719 end;
4720 end;
4721 end;
4722 // Dead spectator actions
4723 if FGhost then
4724 begin
4725 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4726 if FKeys[KEY_FIRE].Pressed and AnyServer then
4727 begin
4728 if FSpectator then
4729 begin
4730 if (FSpectatePlayer >= High(gPlayers)) then
4731 FSpectatePlayer := -1
4732 else
4733 begin
4734 SetSpect := False;
4735 for I := FSpectatePlayer + 1 to High(gPlayers) do
4736 if gPlayers[I] <> nil then
4737 if gPlayers[I].Live then
4738 if gPlayers[I].UID <> FUID then
4739 begin
4740 FSpectatePlayer := I;
4741 SetSpect := True;
4742 break;
4743 end;
4745 if not SetSpect then FSpectatePlayer := -1;
4746 end;
4748 ReleaseKeys;
4749 end;
4750 end;
4751 end;
4752 end;
4753 // No clipping
4754 if FGhost then
4755 begin
4756 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4757 begin
4758 FYTo := FObj.Y - 32;
4759 FSpectatePlayer := -1;
4760 end;
4761 if FKeys[KEY_DOWN].Pressed then
4762 begin
4763 FYTo := FObj.Y + 32;
4764 FSpectatePlayer := -1;
4765 end;
4766 if FKeys[KEY_LEFT].Pressed then
4767 begin
4768 FXTo := FObj.X - 32;
4769 FSpectatePlayer := -1;
4770 end;
4771 if FKeys[KEY_RIGHT].Pressed then
4772 begin
4773 FXTo := FObj.X + 32;
4774 FSpectatePlayer := -1;
4775 end;
4777 if (FXTo < -64) then
4778 FXTo := -64
4779 else if (FXTo > gMapInfo.Width + 32) then
4780 FXTo := gMapInfo.Width + 32;
4781 if (FYTo < -72) then
4782 FYTo := -72
4783 else if (FYTo > gMapInfo.Height + 32) then
4784 FYTo := gMapInfo.Height + 32;
4785 end;
4787 if FPhysics then
4788 begin
4789 g_Obj_Move(@FObj, True, True, True);
4790 positionChanged(); // this updates spatial accelerators
4791 end
4792 else
4793 begin
4794 FObj.Vel.X := 0;
4795 FObj.Vel.Y := 0;
4796 if FSpectator then
4797 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4798 if gPlayers[FSpectatePlayer] <> nil then
4799 if gPlayers[FSpectatePlayer].Live then
4800 begin
4801 FXTo := gPlayers[FSpectatePlayer].GameX;
4802 FYTo := gPlayers[FSpectatePlayer].GameY;
4803 end;
4804 end;
4806 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4807 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4808 PANEL_BLOCKMON, True);
4809 headwater := HeadInLiquid(0, 0);
4811 // Ñîïðîòèâëåíèå âîçäóõà:
4812 if (not FLive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4813 if FObj.Vel.X <> 0 then
4814 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4816 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4817 DecMin(FPain, 5, 0);
4818 DecMin(FPickup, 1, 0);
4820 if FLive and (FObj.Y > gMapInfo.Height+128) and AnyServer then
4821 begin
4822 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4823 FMegaRulez[MR_SUIT] := 0;
4824 FMegaRulez[MR_INVUL] := 0;
4825 FMegaRulez[MR_INVIS] := 0;
4826 Kill(K_FALLKILL, 0, HIT_FALL);
4827 end;
4829 i := 9;
4831 if FLive then
4832 begin
4833 if FCurrWeap = WEAPON_SAW then
4834 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4835 FSawSoundSelect.IsPlaying()) then
4836 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4838 if FJetpack then
4839 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4840 (not FJetSoundOff.IsPlaying()) then
4841 begin
4842 FJetSoundFly.SetPosition(0);
4843 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4844 end;
4846 for b := WP_FIRST to WP_LAST do
4847 if FReloading[b] > 0 then
4848 if FNoReload then
4849 FReloading[b] := 0
4850 else
4851 Dec(FReloading[b]);
4853 if FShellTimer > -1 then
4854 if FShellTimer = 0 then
4855 begin
4856 if FShellType = SHELL_SHELL then
4857 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4858 GameVelX, GameVelY-2, SHELL_SHELL)
4859 else if FShellType = SHELL_DBLSHELL then
4860 begin
4861 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4862 GameVelX+1, GameVelY-2, SHELL_SHELL);
4863 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4864 GameVelX-1, GameVelY-2, SHELL_SHELL);
4865 end;
4866 FShellTimer := -1;
4867 end else Dec(FShellTimer);
4869 if (FBFGFireCounter > -1) then
4870 if FBFGFireCounter = 0 then
4871 begin
4872 if AnyServer then
4873 begin
4874 wx := FObj.X+WEAPONPOINT[FDirection].X;
4875 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
4876 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
4877 yd := wy+firediry();
4878 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
4879 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
4880 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4881 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4882 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4883 end;
4885 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
4886 FBFGFireCounter := -1;
4887 end else
4888 if FNoReload then
4889 FBFGFireCounter := 0
4890 else
4891 Dec(FBFGFireCounter);
4893 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
4894 begin
4895 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
4897 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
4898 end;
4900 if (headwater or blockmon) then
4901 begin
4902 Dec(FAir);
4904 if FAir < -9 then
4905 begin
4906 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
4907 FAir := 0;
4908 end
4909 else if (FAir mod 31 = 0) and not blockmon then
4910 begin
4911 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
4912 if Random(2) = 0 then
4913 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
4914 else
4915 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
4916 end;
4917 end else if FAir < AIR_DEF then
4918 FAir := AIR_DEF;
4920 if FFireTime > 0 then
4921 begin
4922 if BodyInLiquid(0, 0) then
4923 begin
4924 FFireTime := 0;
4925 FFirePainTime := 0;
4926 end
4927 else if FMegaRulez[MR_SUIT] >= gTime then
4928 begin
4929 if FMegaRulez[MR_SUIT] = gTime then
4930 FFireTime := 1;
4931 FFirePainTime := 0;
4932 end
4933 else
4934 begin
4935 OnFireFlame(1);
4936 if FFirePainTime <= 0 then
4937 begin
4938 if g_Game_IsServer then
4939 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
4940 FFirePainTime := 18;
4941 end;
4942 FFirePainTime := FFirePainTime - 1;
4943 FFireTime := FFireTime - 1;
4944 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
4945 MH_SEND_PlayerStats(FUID);
4946 end;
4947 end;
4949 if FDamageBuffer > 0 then
4950 begin
4951 if FDamageBuffer >= 9 then
4952 begin
4953 SetAction(A_PAIN);
4955 if FDamageBuffer < 30 then i := 9
4956 else if FDamageBuffer < 100 then i := 18
4957 else i := 27;
4958 end;
4960 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
4961 FArmor := FArmor-(FDamageBuffer-ii);
4962 FHealth := FHealth-ii;
4963 if FArmor < 0 then
4964 begin
4965 FHealth := FHealth+FArmor;
4966 FArmor := 0;
4967 end;
4969 if AnyServer then
4970 if FHealth <= 0 then
4971 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
4972 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
4973 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
4975 if FLive then
4976 begin
4977 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
4978 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
4979 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
4980 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
4981 end;
4983 FDamageBuffer := 0;
4984 end;
4986 {CollideItem();}
4987 end; // if FLive then ...
4989 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
4990 begin
4991 FModel.ChangeAnimation(FActionAnim, FActionForce);
4992 FModel.GetCurrentAnimation.MinLength := i;
4993 FModel.GetCurrentAnimationMask.MinLength := i;
4994 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
4996 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
4997 then SetAction(A_STAND, True);
4999 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5001 for b := Low(FKeys) to High(FKeys) do
5002 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5003 end;
5005 function TPlayer.getMapAABB (): AABB2D; inline;
5006 begin
5007 result := AABB2D.CreateWH(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5008 end;
5010 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5011 begin
5012 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5013 FObj.Y+PLAYER_RECT.Y,
5014 PLAYER_RECT.Width,
5015 PLAYER_RECT.Height,
5016 X, Y,
5017 Width, Height);
5018 end;
5020 function TPlayer.Collide(Panel: TPanel): Boolean;
5021 begin
5022 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5023 FObj.Y+PLAYER_RECT.Y,
5024 PLAYER_RECT.Width,
5025 PLAYER_RECT.Height,
5026 Panel.X, Panel.Y,
5027 Panel.Width, Panel.Height);
5028 end;
5030 function TPlayer.Collide(X, Y: Integer): Boolean;
5031 begin
5032 X := X-FObj.X-PLAYER_RECT.X;
5033 Y := Y-FObj.Y-PLAYER_RECT.Y;
5034 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5035 (y >= 0) and (y <= PLAYER_RECT.Height);
5036 end;
5038 function g_Player_ValidName(Name: string): Boolean;
5039 var
5040 a: Integer;
5041 begin
5042 Result := True;
5044 if gPlayers = nil then Exit;
5046 for a := 0 to High(gPlayers) do
5047 if gPlayers[a] <> nil then
5048 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5049 begin
5050 Result := False;
5051 Exit;
5052 end;
5053 end;
5055 procedure TPlayer.SetDirection(Direction: TDirection);
5056 var
5057 d: TDirection;
5058 begin
5059 d := FModel.Direction;
5061 FModel.Direction := Direction;
5062 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5064 FDirection := Direction;
5065 end;
5067 function TPlayer.GetKeys(): Byte;
5068 begin
5069 Result := 0;
5071 if R_KEY_RED in FRulez then Result := KEY_RED;
5072 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5073 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5075 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5076 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5077 end;
5079 procedure TPlayer.Use();
5080 var
5081 a: Integer;
5082 begin
5083 if FTime[T_USE] > gTime then Exit;
5085 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5086 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5088 for a := 0 to High(gPlayers) do
5089 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5090 gPlayers[a].Live and SameTeam(FUID, gPlayers[a].FUID) and
5091 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5092 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5093 begin
5094 gPlayers[a].Touch();
5095 if g_Game_IsNet and g_Game_IsServer then
5096 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5097 end;
5099 FTime[T_USE] := gTime+120;
5100 end;
5102 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5103 var
5104 locObj: TObj;
5105 F: Boolean;
5106 WX, WY, XD, YD: Integer;
5107 begin
5108 F := False;
5109 WX := X;
5110 WY := Y;
5111 XD := AX;
5112 YD := AY;
5114 case FCurrWeap of
5115 WEAPON_KASTET:
5116 begin
5117 if R_BERSERK in FRulez then
5118 begin
5119 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5120 locobj.X := FObj.X+FObj.Rect.X;
5121 locobj.Y := FObj.Y+FObj.Rect.Y;
5122 locobj.rect.X := 0;
5123 locobj.rect.Y := 0;
5124 locobj.rect.Width := 39;
5125 locobj.rect.Height := 52;
5126 locobj.Vel.X := (xd-wx) div 2;
5127 locobj.Vel.Y := (yd-wy) div 2;
5128 locobj.Accel.X := xd-wx;
5129 locobj.Accel.y := yd-wy;
5131 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5132 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5133 else
5134 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5136 if gFlash = 1 then
5137 if FPain < 50 then
5138 FPain := min(FPain + 25, 50);
5139 end else
5140 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5141 end;
5143 WEAPON_SAW:
5144 begin
5145 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5146 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5147 begin
5148 FSawSoundSelect.Stop();
5149 FSawSound.Stop();
5150 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5151 end
5152 else if not FSawSoundHit.IsPlaying() then
5153 begin
5154 FSawSoundSelect.Stop();
5155 FSawSound.PlayAt(FObj.X, FObj.Y);
5156 end;
5157 f := True;
5158 end;
5160 WEAPON_PISTOL:
5161 begin
5162 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5163 FFireAngle := FAngle;
5164 f := True;
5165 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5166 GameVelX, GameVelY-2, SHELL_BULLET);
5167 end;
5169 WEAPON_SHOTGUN1:
5170 begin
5171 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5172 FFireAngle := FAngle;
5173 f := True;
5174 FShellTimer := 10;
5175 FShellType := SHELL_SHELL;
5176 end;
5178 WEAPON_SHOTGUN2:
5179 begin
5180 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5181 FFireAngle := FAngle;
5182 f := True;
5183 FShellTimer := 13;
5184 FShellType := SHELL_DBLSHELL;
5185 end;
5187 WEAPON_CHAINGUN:
5188 begin
5189 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5190 FFireAngle := FAngle;
5191 f := True;
5192 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5193 GameVelX, GameVelY-2, SHELL_BULLET);
5194 end;
5196 WEAPON_ROCKETLAUNCHER:
5197 begin
5198 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5199 FFireAngle := FAngle;
5200 f := True;
5201 end;
5203 WEAPON_PLASMA:
5204 begin
5205 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5206 FFireAngle := FAngle;
5207 f := True;
5208 end;
5210 WEAPON_BFG:
5211 begin
5212 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5213 FFireAngle := FAngle;
5214 f := True;
5215 end;
5217 WEAPON_SUPERPULEMET:
5218 begin
5219 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5220 FFireAngle := FAngle;
5221 f := True;
5222 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5223 GameVelX, GameVelY-2, SHELL_SHELL);
5224 end;
5226 WEAPON_FLAMETHROWER:
5227 begin
5228 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5229 FFireAngle := FAngle;
5230 f := True;
5231 end;
5232 end;
5234 if not f then Exit;
5236 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5237 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5238 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5239 end;
5241 procedure TPlayer.DoLerp(Level: Integer = 2);
5242 begin
5243 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5244 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5245 end;
5247 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5248 var
5249 AX, AY: Integer;
5250 begin
5251 if NetInterpLevel < 1 then
5252 begin
5253 FObj.X := XTo;
5254 FObj.Y := YTo;
5255 end
5256 else
5257 begin
5258 FXTo := XTo;
5259 FYTo := YTo;
5261 AX := Abs(FXTo - FObj.X);
5262 AY := Abs(FYTo - FObj.Y);
5263 if (AX > 32) or (AX <= NetInterpLevel) then
5264 FObj.X := FXTo;
5265 if (AY > 32) or (AY <= NetInterpLevel) then
5266 FObj.Y := FYTo;
5267 end;
5268 end;
5270 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5271 begin
5272 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5273 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5274 PANEL_LIFTUP, False) then Result := -1
5275 else
5276 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5277 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5278 PANEL_LIFTDOWN, False) then Result := 1
5279 else Result := 0;
5280 end;
5282 function TPlayer.GetFlag(Flag: Byte): Boolean;
5283 var
5284 s, ts: String;
5285 evtype: Byte;
5286 begin
5287 Result := False;
5289 if Flag = FLAG_NONE then
5290 Exit;
5292 if not g_Game_IsServer then Exit;
5294 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5295 if (Flag = FTeam) and
5296 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5297 (FFlag <> FLAG_NONE) then
5298 begin
5299 if FFlag = FLAG_RED then
5300 s := _lc[I_PLAYER_FLAG_RED]
5301 else
5302 s := _lc[I_PLAYER_FLAG_BLUE];
5304 evtype := FLAG_STATE_SCORED;
5306 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5307 Insert('.', ts, Length(ts) + 1 - 3);
5308 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5310 g_Map_ResetFlag(FFlag);
5311 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5313 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5315 Result := True;
5316 if g_Game_IsNet then
5317 begin
5318 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5319 MH_SEND_GameStats;
5320 end;
5322 gFlags[FFlag].CaptureTime := 0;
5323 SetFlag(FLAG_NONE);
5324 Exit;
5325 end;
5327 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5328 if (Flag = FTeam) and
5329 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5330 begin
5331 if Flag = FLAG_RED then
5332 s := _lc[I_PLAYER_FLAG_RED]
5333 else
5334 s := _lc[I_PLAYER_FLAG_BLUE];
5336 evtype := FLAG_STATE_RETURNED;
5337 gFlags[Flag].CaptureTime := 0;
5339 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5341 g_Map_ResetFlag(Flag);
5342 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5344 Result := True;
5345 if g_Game_IsNet then
5346 begin
5347 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5348 MH_SEND_GameStats;
5349 end;
5350 Exit;
5351 end;
5353 // Ïîäîáðàë ÷óæîé ôëàã:
5354 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5355 begin
5356 SetFlag(Flag);
5358 if Flag = FLAG_RED then
5359 s := _lc[I_PLAYER_FLAG_RED]
5360 else
5361 s := _lc[I_PLAYER_FLAG_BLUE];
5363 evtype := FLAG_STATE_CAPTURED;
5365 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5367 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5369 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5371 Result := True;
5372 if g_Game_IsNet then
5373 begin
5374 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5375 MH_SEND_GameStats;
5376 end;
5377 end;
5378 end;
5380 procedure TPlayer.SetFlag(Flag: Byte);
5381 begin
5382 FFlag := Flag;
5383 if FModel <> nil then
5384 FModel.SetFlag(FFlag);
5385 end;
5387 function TPlayer.DropFlag(): Boolean;
5388 var
5389 s: String;
5390 begin
5391 Result := False;
5392 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5393 Exit;
5394 FTime[T_FLAGCAP] := gTime + 2000;
5395 with gFlags[FFlag] do
5396 begin
5397 Obj.X := FObj.X;
5398 Obj.Y := FObj.Y;
5399 Direction := FDirection;
5400 State := FLAG_STATE_DROPPED;
5401 Count := FLAG_TIME;
5402 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5403 (FObj.Vel.Y div 2)-2+Random(5));
5404 positionChanged(); // this updates spatial accelerators
5406 if FFlag = FLAG_RED then
5407 s := _lc[I_PLAYER_FLAG_RED]
5408 else
5409 s := _lc[I_PLAYER_FLAG_BLUE];
5411 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5412 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5414 if g_Game_IsNet then
5415 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5416 end;
5417 SetFlag(FLAG_NONE);
5418 Result := True;
5419 end;
5421 procedure TPlayer.GetSecret();
5422 begin
5423 Inc(FSecrets);
5424 end;
5426 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5427 begin
5428 Assert(Key <= High(FKeys));
5430 FKeys[Key].Pressed := True;
5431 FKeys[Key].Time := Time;
5432 end;
5434 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5435 begin
5436 Result := FKeys[K].Pressed;
5437 end;
5439 procedure TPlayer.ReleaseKeys();
5440 var
5441 a: Integer;
5442 begin
5443 for a := Low(FKeys) to High(FKeys) do
5444 begin
5445 FKeys[a].Pressed := False;
5446 FKeys[a].Time := 0;
5447 end;
5448 end;
5450 procedure TPlayer.OnDamage(Angle: SmallInt);
5451 begin
5452 end;
5454 function TPlayer.firediry(): Integer;
5455 begin
5456 if FKeys[KEY_UP].Pressed then Result := -42
5457 else if FKeys[KEY_DOWN].Pressed then Result := 19
5458 else Result := 0;
5459 end;
5461 procedure TPlayer.RememberState();
5462 var
5463 i: Integer;
5464 begin
5465 FSavedState.Health := FHealth;
5466 FSavedState.Armor := FArmor;
5467 FSavedState.Air := FAir;
5468 FSavedState.JetFuel := FJetFuel;
5469 FSavedState.CurrWeap := FCurrWeap;
5470 FSavedState.NextWeap := FNextWeap;
5471 FSavedState.NextWeapDelay := FNextWeapDelay;
5473 for i := 0 to 3 do
5474 FSavedState.Ammo[i] := FAmmo[i];
5475 for i := 0 to 3 do
5476 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5478 FSavedState.Rulez := FRulez;
5479 FSavedState.WaitRecall := True;
5480 end;
5482 procedure TPlayer.RecallState();
5483 var
5484 i: Integer;
5485 begin
5486 if not FSavedState.WaitRecall then Exit;
5488 FHealth := FSavedState.Health;
5489 FArmor := FSavedState.Armor;
5490 FAir := FSavedState.Air;
5491 FJetFuel := FSavedState.JetFuel;
5492 FCurrWeap := FSavedState.CurrWeap;
5493 FNextWeap := FSavedState.NextWeap;
5494 FNextWeapDelay := FSavedState.NextWeapDelay;
5496 for i := 0 to 3 do
5497 FAmmo[i] := FSavedState.Ammo[i];
5498 for i := 0 to 3 do
5499 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5501 FRulez := FSavedState.Rulez;
5502 FSavedState.WaitRecall := False;
5504 if gGameSettings.GameType = GT_SERVER then
5505 MH_SEND_PlayerStats(FUID);
5506 end;
5508 procedure TPlayer.SaveState(var Mem: TBinMemoryWriter);
5509 var
5510 i: Integer;
5511 sig: DWORD;
5512 str: String;
5513 b: Byte;
5514 begin
5515 if FIamBot then
5516 i := 512
5517 else
5518 i := 256;
5520 Mem := TBinMemoryWriter.Create(i);
5522 // Ñèãíàòóðà èãðîêà:
5523 sig := PLAYER_SIGNATURE; // 'PLYR'
5524 Mem.WriteDWORD(sig);
5525 // Áîò èëè ÷åëîâåê:
5526 Mem.WriteBoolean(FIamBot);
5527 // UID èãðîêà:
5528 Mem.WriteWord(FUID);
5529 // Èìÿ èãðîêà:
5530 Mem.WriteString(FName, 32);
5531 // Êîìàíäà:
5532 Mem.WriteByte(FTeam);
5533 // Æèâ ëè:
5534 Mem.WriteBoolean(FLive);
5535 // Èçðàñõîäîâàë ëè âñå æèçíè:
5536 Mem.WriteBoolean(FNoRespawn);
5537 // Íàïðàâëåíèå:
5538 if FDirection = D_LEFT then
5539 b := 1
5540 else // D_RIGHT
5541 b := 2;
5542 Mem.WriteByte(b);
5543 // Çäîðîâüå:
5544 Mem.WriteInt(FHealth);
5545 // Æèçíè:
5546 Mem.WriteByte(FLives);
5547 // Áðîíÿ:
5548 Mem.WriteInt(FArmor);
5549 // Çàïàñ âîçäóõà:
5550 Mem.WriteInt(FAir);
5551 // Çàïàñ ãîðþ÷åãî:
5552 Mem.WriteInt(FJetFuel);
5553 // Áîëü:
5554 Mem.WriteInt(FPain);
5555 // Óáèë:
5556 Mem.WriteInt(FKills);
5557 // Óáèë ìîíñòðîâ:
5558 Mem.WriteInt(FMonsterKills);
5559 // Ôðàãîâ:
5560 Mem.WriteInt(FFrags);
5561 // Ôðàãîâ ïîäðÿä:
5562 Mem.WriteByte(FFragCombo);
5563 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5564 Mem.WriteDWORD(FLastFrag);
5565 // Ñìåðòåé:
5566 Mem.WriteInt(FDeath);
5567 // Êàêîé ôëàã íåñåò:
5568 Mem.WriteByte(FFlag);
5569 // Íàøåë ñåêðåòîâ:
5570 Mem.WriteInt(FSecrets);
5571 // Òåêóùåå îðóæèå:
5572 Mem.WriteByte(FCurrWeap);
5573 // Æåëàåìîå îðóæèå:
5574 Mem.WriteWord(FNextWeap);
5575 // ...è ïàóçà
5576 Mem.WriteByte(FNextWeapDelay);
5577 // Âðåìÿ çàðÿäêè BFG:
5578 Mem.WriteSmallInt(FBFGFireCounter);
5579 // Áóôåð óðîíà:
5580 Mem.WriteInt(FDamageBuffer);
5581 // Ïîñëåäíèé óäàðèâøèé:
5582 Mem.WriteWord(FLastSpawnerUID);
5583 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5584 Mem.WriteByte(FLastHit);
5585 // Îáúåêò èãðîêà:
5586 Obj_SaveState(@FObj, Mem);
5587 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5588 for i := A_BULLETS to A_HIGH do
5589 Mem.WriteWord(FAmmo[i]);
5590 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5591 for i := A_BULLETS to A_HIGH do
5592 Mem.WriteWord(FMaxAmmo[i]);
5593 // Íàëè÷èå îðóæèÿ:
5594 for i := WP_FIRST to WP_LAST do
5595 Mem.WriteBoolean(FWeapon[i]);
5596 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5597 for i := WP_FIRST to WP_LAST do
5598 Mem.WriteWord(FReloading[i]);
5599 // Íàëè÷èå ðþêçàêà:
5600 if R_ITEM_BACKPACK in FRulez then
5601 b := 1
5602 else
5603 b := 0;
5604 Mem.WriteByte(b);
5605 // Íàëè÷èå êðàñíîãî êëþ÷à:
5606 if R_KEY_RED in FRulez then
5607 b := 1
5608 else
5609 b := 0;
5610 Mem.WriteByte(b);
5611 // Íàëè÷èå çåëåíîãî êëþ÷à:
5612 if R_KEY_GREEN in FRulez then
5613 b := 1
5614 else
5615 b := 0;
5616 Mem.WriteByte(b);
5617 // Íàëè÷èå ñèíåãî êëþ÷à:
5618 if R_KEY_BLUE in FRulez then
5619 b := 1
5620 else
5621 b := 0;
5622 Mem.WriteByte(b);
5623 // Íàëè÷èå áåðñåðêà:
5624 if R_BERSERK in FRulez then
5625 b := 1
5626 else
5627 b := 0;
5628 Mem.WriteByte(b);
5629 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5630 for i := MR_SUIT to MR_MAX do
5631 Mem.WriteDWORD(FMegaRulez[i]);
5632 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5633 for i := T_RESPAWN to T_FLAGCAP do
5634 Mem.WriteDWORD(FTime[i]);
5635 // Íàçâàíèå ìîäåëè:
5636 str := FModel.Name;
5637 Mem.WriteString(str);
5638 // Öâåò ìîäåëè:
5639 b := FColor.R;
5640 Mem.WriteByte(b);
5641 b := FColor.G;
5642 Mem.WriteByte(b);
5643 b := FColor.B;
5644 Mem.WriteByte(b);
5645 end;
5647 procedure TPlayer.LoadState(var Mem: TBinMemoryReader);
5648 var
5649 i: Integer;
5650 sig: DWORD;
5651 str: String;
5652 b: Byte;
5653 begin
5654 if Mem = nil then
5655 Exit;
5657 // Ñèãíàòóðà èãðîêà:
5658 Mem.ReadDWORD(sig);
5659 if sig <> PLAYER_SIGNATURE then // 'PLYR'
5660 begin
5661 raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature');
5662 end;
5663 // Áîò èëè ÷åëîâåê:
5664 Mem.ReadBoolean(FIamBot);
5665 // UID èãðîêà:
5666 Mem.ReadWord(FUID);
5667 // Èìÿ èãðîêà:
5668 Mem.ReadString(str);
5669 if (Self <> gPlayer1) and (Self <> gPlayer2) then
5670 FName := str;
5671 // Êîìàíäà:
5672 Mem.ReadByte(FTeam);
5673 // Æèâ ëè:
5674 Mem.ReadBoolean(FLive);
5675 // Èçðàñõîäîâàë ëè âñå æèçíè:
5676 Mem.ReadBoolean(FNoRespawn);
5677 // Íàïðàâëåíèå:
5678 Mem.ReadByte(b);
5679 if b = 1 then
5680 FDirection := D_LEFT
5681 else // b = 2
5682 FDirection := D_RIGHT;
5683 // Çäîðîâüå:
5684 Mem.ReadInt(FHealth);
5685 // Æèçíè:
5686 Mem.ReadByte(FLives);
5687 // Áðîíÿ:
5688 Mem.ReadInt(FArmor);
5689 // Çàïàñ âîçäóõà:
5690 Mem.ReadInt(FAir);
5691 // Çàïàñ ãîðþ÷åãî:
5692 Mem.ReadInt(FJetFuel);
5693 // Áîëü:
5694 Mem.ReadInt(FPain);
5695 // Óáèë:
5696 Mem.ReadInt(FKills);
5697 // Óáèë ìîíñòðîâ:
5698 Mem.ReadInt(FMonsterKills);
5699 // Ôðàãîâ:
5700 Mem.ReadInt(FFrags);
5701 // Ôðàãîâ ïîäðÿä:
5702 Mem.ReadByte(FFragCombo);
5703 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5704 Mem.ReadDWORD(FLastFrag);
5705 // Ñìåðòåé:
5706 Mem.ReadInt(FDeath);
5707 // Êàêîé ôëàã íåñåò:
5708 Mem.ReadByte(FFlag);
5709 // Íàøåë ñåêðåòîâ:
5710 Mem.ReadInt(FSecrets);
5711 // Òåêóùåå îðóæèå:
5712 Mem.ReadByte(FCurrWeap);
5713 // Æåëàåìîå îðóæèå:
5714 Mem.ReadWord(FNextWeap);
5715 // ...è ïàóçà
5716 Mem.ReadByte(FNextWeapDelay);
5717 // Âðåìÿ çàðÿäêè BFG:
5718 Mem.ReadSmallInt(FBFGFireCounter);
5719 // Áóôåð óðîíà:
5720 Mem.ReadInt(FDamageBuffer);
5721 // Ïîñëåäíèé óäàðèâøèé:
5722 Mem.ReadWord(FLastSpawnerUID);
5723 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5724 Mem.ReadByte(FLastHit);
5725 // Îáúåêò èãðîêà:
5726 Obj_LoadState(@FObj, Mem);
5727 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5728 for i := A_BULLETS to A_HIGH do
5729 Mem.ReadWord(FAmmo[i]);
5730 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5731 for i := A_BULLETS to A_HIGH do
5732 Mem.ReadWord(FMaxAmmo[i]);
5733 // Íàëè÷èå îðóæèÿ:
5734 for i := WP_FIRST to WP_LAST do
5735 Mem.ReadBoolean(FWeapon[i]);
5736 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5737 for i := WP_FIRST to WP_LAST do
5738 Mem.ReadWord(FReloading[i]);
5739 // Íàëè÷èå ðþêçàêà:
5740 Mem.ReadByte(b);
5741 if b = 1 then
5742 Include(FRulez, R_ITEM_BACKPACK);
5743 // Íàëè÷èå êðàñíîãî êëþ÷à:
5744 Mem.ReadByte(b);
5745 if b = 1 then
5746 Include(FRulez, R_KEY_RED);
5747 // Íàëè÷èå çåëåíîãî êëþ÷à:
5748 Mem.ReadByte(b);
5749 if b = 1 then
5750 Include(FRulez, R_KEY_GREEN);
5751 // Íàëè÷èå ñèíåãî êëþ÷à:
5752 Mem.ReadByte(b);
5753 if b = 1 then
5754 Include(FRulez, R_KEY_BLUE);
5755 // Íàëè÷èå áåðñåðêà:
5756 Mem.ReadByte(b);
5757 if b = 1 then
5758 Include(FRulez, R_BERSERK);
5759 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5760 for i := MR_SUIT to MR_MAX do
5761 Mem.ReadDWORD(FMegaRulez[i]);
5762 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5763 for i := T_RESPAWN to T_FLAGCAP do
5764 Mem.ReadDWORD(FTime[i]);
5765 // Íàçâàíèå ìîäåëè:
5766 Mem.ReadString(str);
5767 // Öâåò ìîäåëè:
5768 Mem.ReadByte(FColor.R);
5769 Mem.ReadByte(FColor.G);
5770 Mem.ReadByte(FColor.B);
5771 if Self = gPlayer1 then
5772 begin
5773 str := gPlayer1Settings.Model;
5774 FColor := gPlayer1Settings.Color;
5775 end;
5776 if Self = gPlayer2 then
5777 begin
5778 str := gPlayer2Settings.Model;
5779 FColor := gPlayer2Settings.Color;
5780 end;
5781 // Îáíîâëÿåì ìîäåëü èãðîêà:
5782 SetModel(str);
5783 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5784 FModel.Color := TEAMCOLOR[FTeam]
5785 else
5786 FModel.Color := FColor;
5787 end;
5789 procedure TPlayer.AllRulez(Health: Boolean);
5790 var
5791 a: Integer;
5792 begin
5793 if Health then
5794 begin
5795 FHealth := PLAYER_HP_LIMIT;
5796 FArmor := PLAYER_AP_LIMIT;
5797 Exit;
5798 end;
5800 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
5801 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
5802 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5803 end;
5805 procedure TPlayer.RestoreHealthArmor();
5806 begin
5807 FHealth := PLAYER_HP_LIMIT;
5808 FArmor := PLAYER_AP_LIMIT;
5809 end;
5811 procedure TPlayer.FragCombo();
5812 var
5813 Param: Integer;
5814 begin
5815 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5816 Exit;
5817 if gTime - FLastFrag < FRAG_COMBO_TIME then
5818 begin
5819 if FFragCombo < 5 then
5820 Inc(FFragCombo);
5821 Param := FUID or (FFragCombo shl 16);
5822 if (FComboEvnt >= Low(gDelayedEvents)) and
5823 (FComboEvnt <= High(gDelayedEvents)) and
5824 gDelayedEvents[FComboEvnt].Pending and
5825 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5826 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5827 begin
5828 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5829 gDelayedEvents[FComboEvnt].DENum := Param;
5830 end
5831 else
5832 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5833 end
5834 else
5835 FFragCombo := 1;
5837 FLastFrag := gTime;
5838 end;
5840 procedure TPlayer.GiveItem(ItemType: Byte);
5841 begin
5842 case ItemType of
5843 ITEM_SUIT:
5844 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5845 begin
5846 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5847 end;
5849 ITEM_OXYGEN:
5850 if FAir < AIR_MAX then
5851 begin
5852 FAir := AIR_MAX;
5853 end;
5855 ITEM_MEDKIT_BLACK:
5856 begin
5857 if not (R_BERSERK in FRulez) then
5858 begin
5859 Include(FRulez, R_BERSERK);
5860 if FBFGFireCounter < 1 then
5861 begin
5862 FCurrWeap := WEAPON_KASTET;
5863 resetWeaponQueue();
5864 FModel.SetWeapon(WEAPON_KASTET);
5865 end;
5866 if gFlash <> 0 then
5867 Inc(FPain, 100);
5868 FBerserk := gTime+30000;
5869 end;
5870 if FHealth < PLAYER_HP_SOFT then
5871 begin
5872 FHealth := PLAYER_HP_SOFT;
5873 FBerserk := gTime+30000;
5874 end;
5875 end;
5877 ITEM_INVUL:
5878 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5879 begin
5880 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5881 end;
5883 ITEM_INVIS:
5884 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
5885 begin
5886 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
5887 end;
5889 ITEM_JETPACK:
5890 if FJetFuel < JET_MAX then
5891 begin
5892 FJetFuel := JET_MAX;
5893 end;
5895 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
5896 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
5898 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
5899 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5901 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
5902 ITEM_SPHERE_WHITE:
5903 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
5904 begin
5905 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
5906 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5907 end;
5909 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
5910 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
5911 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
5912 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
5913 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
5914 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
5915 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
5916 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
5917 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
5919 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5920 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
5921 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5922 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
5923 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5924 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
5925 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5926 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
5927 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
5929 ITEM_AMMO_BACKPACK:
5930 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
5931 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
5932 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
5933 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
5934 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
5935 begin
5936 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
5937 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
5938 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
5939 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
5940 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
5942 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5943 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5944 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5945 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5947 FRulez := FRulez + [R_ITEM_BACKPACK];
5948 end;
5950 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
5951 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
5952 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
5954 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
5955 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
5957 else
5958 Exit;
5959 end;
5960 if g_Game_IsNet and g_Game_IsServer then
5961 MH_SEND_PlayerStats(FUID);
5962 end;
5964 procedure TPlayer.FlySmoke(Times: DWORD = 1);
5965 var
5966 id, i: DWORD;
5967 Anim: TAnimation;
5968 begin
5969 if (Random(5) = 1) and (Times = 1) then
5970 Exit;
5972 if BodyInLiquid(0, 0) then
5973 begin
5974 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
5975 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
5976 if Random(2) = 0 then
5977 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5978 else
5979 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5980 Exit;
5981 end;
5983 if g_Frames_Get(id, 'FRAMES_SMOKE') then
5984 begin
5985 for i := 1 to Times do
5986 begin
5987 Anim := TAnimation.Create(id, False, 3);
5988 Anim.Alpha := 150;
5989 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
5990 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
5991 Anim.Free();
5992 end;
5993 end;
5994 end;
5996 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
5997 var
5998 id, i: DWORD;
5999 Anim: TAnimation;
6000 begin
6001 if (Random(10) = 1) and (Times = 1) then
6002 Exit;
6004 if g_Frames_Get(id, 'FRAMES_FLAME') then
6005 begin
6006 for i := 1 to Times do
6007 begin
6008 Anim := TAnimation.Create(id, False, 3);
6009 Anim.Alpha := 0;
6010 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6011 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6012 Anim.Free();
6013 end;
6014 end;
6015 end;
6017 procedure TPlayer.PauseSounds(Enable: Boolean);
6018 begin
6019 FSawSound.Pause(Enable);
6020 FSawSoundIdle.Pause(Enable);
6021 FSawSoundHit.Pause(Enable);
6022 FSawSoundSelect.Pause(Enable);
6023 end;
6025 { T C o r p s e : }
6027 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6028 begin
6029 g_Obj_Init(@FObj);
6030 FObj.X := X;
6031 FObj.Y := Y;
6032 FObj.Rect := PLAYER_CORPSERECT;
6033 FModelName := ModelName;
6034 FMess := aMess;
6036 if FMess then
6037 begin
6038 FState := CORPSE_STATE_MESS;
6039 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6040 end
6041 else
6042 begin
6043 FState := CORPSE_STATE_NORMAL;
6044 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6045 end;
6046 end;
6048 destructor TCorpse.Destroy();
6049 begin
6050 FAnimation.Free();
6052 inherited;
6053 end;
6055 procedure TCorpse.positionChanged (); begin end;
6057 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6058 var
6059 pm: TPlayerModel;
6060 begin
6061 if FState = CORPSE_STATE_REMOVEME then
6062 Exit;
6064 FDamage := FDamage + Value;
6066 if FDamage > 150 then
6067 begin
6068 if FAnimation <> nil then
6069 begin
6070 FAnimation.Free();
6071 FAnimation := nil;
6073 FState := CORPSE_STATE_REMOVEME;
6075 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6076 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6077 FModelName, FColor);
6078 // Çâóê ìÿñà îò òðóïà:
6079 pm := g_PlayerModel_Get(FModelName);
6080 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6081 pm.Free;
6082 end;
6083 end
6084 else
6085 begin
6086 FObj.Vel.X := FObj.Vel.X + vx;
6087 FObj.Vel.Y := FObj.Vel.Y + vy;
6088 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6089 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6090 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6091 150, 0, 0);
6092 end;
6093 end;
6095 procedure TCorpse.Draw();
6096 begin
6097 if FState = CORPSE_STATE_REMOVEME then
6098 Exit;
6100 if FAnimation <> nil then
6101 FAnimation.Draw(FObj.X, FObj.Y, M_NONE);
6103 if FAnimationMask <> nil then
6104 begin
6105 e_Colors := FColor;
6106 FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE);
6107 e_Colors.R := 255;
6108 e_Colors.G := 255;
6109 e_Colors.B := 255;
6110 end;
6111 end;
6113 procedure TCorpse.Update();
6114 var
6115 st: Word;
6116 begin
6117 if FState = CORPSE_STATE_REMOVEME then
6118 Exit;
6120 if gTime mod (GAME_TICK*2) <> 0 then
6121 begin
6122 g_Obj_Move(@FObj, True, True, True);
6123 positionChanged(); // this updates spatial accelerators
6124 Exit;
6125 end;
6127 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6128 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6130 st := g_Obj_Move(@FObj, True, True, True);
6131 positionChanged(); // this updates spatial accelerators
6133 if WordBool(st and MOVE_FALLOUT) then
6134 begin
6135 FState := CORPSE_STATE_REMOVEME;
6136 Exit;
6137 end;
6139 if FAnimation <> nil then
6140 FAnimation.Update();
6141 if FAnimationMask <> nil then
6142 FAnimationMask.Update();
6143 end;
6145 procedure TCorpse.SaveState(var Mem: TBinMemoryWriter);
6146 var
6147 sig: DWORD;
6148 anim: Boolean;
6149 begin
6150 if Mem = nil then
6151 Exit;
6153 // Ñèãíàòóðà òðóïà:
6154 sig := CORPSE_SIGNATURE; // 'CORP'
6155 Mem.WriteDWORD(sig);
6156 // Ñîñòîÿíèå:
6157 Mem.WriteByte(FState);
6158 // Íàêîïëåííûé óðîí:
6159 Mem.WriteByte(FDamage);
6160 // Öâåò:
6161 Mem.WriteByte(FColor.R);
6162 Mem.WriteByte(FColor.G);
6163 Mem.WriteByte(FColor.B);
6164 // Îáúåêò òðóïà:
6165 Obj_SaveState(@FObj, Mem);
6166 // Åñòü ëè àíèìàöèÿ:
6167 anim := FAnimation <> nil;
6168 Mem.WriteBoolean(anim);
6169 // Åñëè åñòü - ñîõðàíÿåì:
6170 if anim then
6171 FAnimation.SaveState(Mem);
6172 // Åñòü ëè ìàñêà àíèìàöèè:
6173 anim := FAnimationMask <> nil;
6174 Mem.WriteBoolean(anim);
6175 // Åñëè åñòü - ñîõðàíÿåì:
6176 if anim then
6177 FAnimationMask.SaveState(Mem);
6178 end;
6180 procedure TCorpse.LoadState(var Mem: TBinMemoryReader);
6181 var
6182 sig: DWORD;
6183 anim: Boolean;
6184 begin
6185 if Mem = nil then
6186 Exit;
6188 // Ñèãíàòóðà òðóïà:
6189 Mem.ReadDWORD(sig);
6190 if sig <> CORPSE_SIGNATURE then // 'CORP'
6191 begin
6192 raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature');
6193 end;
6194 // Ñîñòîÿíèå:
6195 Mem.ReadByte(FState);
6196 // Íàêîïëåííûé óðîí:
6197 Mem.ReadByte(FDamage);
6198 // Öâåò:
6199 Mem.ReadByte(FColor.R);
6200 Mem.ReadByte(FColor.G);
6201 Mem.ReadByte(FColor.B);
6202 // Îáúåêò òðóïà:
6203 Obj_LoadState(@FObj, Mem);
6204 // Åñòü ëè àíèìàöèÿ:
6205 Mem.ReadBoolean(anim);
6206 // Åñëè åñòü - çàãðóæàåì:
6207 if anim then
6208 begin
6209 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6210 FAnimation.LoadState(Mem);
6211 end;
6212 // Åñòü ëè ìàñêà àíèìàöèè:
6213 Mem.ReadBoolean(anim);
6214 // Åñëè åñòü - çàãðóæàåì:
6215 if anim then
6216 begin
6217 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6218 FAnimationMask.LoadState(Mem);
6219 end;
6220 end;
6222 { T B o t : }
6224 constructor TBot.Create();
6225 var
6226 a: Integer;
6227 begin
6228 inherited Create();
6230 FPhysics := True;
6231 FSpectator := False;
6232 FGhost := False;
6234 FIamBot := True;
6236 Inc(gNumBots);
6238 for a := WP_FIRST to WP_LAST do
6239 begin
6240 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6241 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6242 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6243 end;
6244 end;
6246 destructor TBot.Destroy();
6247 begin
6248 Dec(gNumBots);
6249 inherited Destroy();
6250 end;
6252 procedure TBot.Draw();
6253 begin
6254 inherited Draw();
6256 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6257 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6258 end;
6260 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6261 begin
6262 inherited Respawn(Silent, Force);
6264 FAIFlags := nil;
6265 FSelectedWeapon := FCurrWeap;
6266 resetWeaponQueue();
6267 FTargetUID := 0;
6268 end;
6270 procedure TBot.UpdateCombat();
6271 type
6272 TTarget = record
6273 UID: Word;
6274 X, Y: Integer;
6275 Rect: TRectWH;
6276 cX, cY: Integer;
6277 Dist: Word;
6278 Line: Boolean;
6279 Visible: Boolean;
6280 IsPlayer: Boolean;
6281 end;
6283 TTargetRecord = array of TTarget;
6285 function Compare(a, b: TTarget): Integer;
6286 begin
6287 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6288 Result := -1
6289 else
6290 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6291 Result := 1
6292 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6293 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6294 begin
6295 if a.Dist > b.Dist then // B áëèæå
6296 Result := 1
6297 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6298 Result := -1;
6299 end
6300 else // Ñòðàííî -> A
6301 Result := -1;
6302 end;
6304 var
6305 a, x1, y1, x2, y2: Integer;
6306 targets: TTargetRecord;
6307 ammo: Word;
6308 Target, BestTarget: TTarget;
6309 firew, fireh: Integer;
6310 angle: SmallInt;
6311 mon: TMonster;
6312 pla, tpla: TPlayer;
6313 vsPlayer, vsMonster, ok: Boolean;
6316 function monsUpdate (mon: TMonster): Boolean;
6317 begin
6318 result := false; // don't stop
6319 if mon.Live and (mon.MonsterType <> MONSTER_BARREL) then
6320 begin
6321 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6323 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6324 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6326 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6327 if g_TraceVector(x1, y1, x2, y2) then
6328 begin
6329 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6330 SetLength(targets, Length(targets)+1);
6331 with targets[High(targets)] do
6332 begin
6333 UID := mon.UID;
6334 X := mon.Obj.X;
6335 Y := mon.Obj.Y;
6336 cX := x2;
6337 cY := y2;
6338 Rect := mon.Obj.Rect;
6339 Dist := g_PatchLength(x1, y1, x2, y2);
6340 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6341 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6342 Visible := True;
6343 IsPlayer := False;
6344 end;
6345 end;
6346 end;
6347 end;
6349 begin
6350 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6351 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6353 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6354 if FCurrWeap <> FSelectedWeapon then
6355 NextWeapon();
6357 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6358 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6359 begin
6360 RemoveAIFlag('NEEDFIRE');
6362 case FCurrWeap of
6363 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6364 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6365 else PressKey(KEY_FIRE);
6366 end;
6367 end;
6369 // Êîîðäèíàòû ñòâîëà:
6370 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6371 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6373 Target.UID := FTargetUID;
6375 ok := False;
6376 if Target.UID <> 0 then
6377 begin // Öåëü åñòü - íàñòðàèâàåì
6378 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6379 vsPlayer then
6380 begin // Èãðîê
6381 tpla := g_Player_Get(Target.UID);
6382 if tpla <> nil then
6383 with tpla do
6384 begin
6385 if (@FObj) <> nil then
6386 begin
6387 Target.X := FObj.X;
6388 Target.Y := FObj.Y;
6389 end;
6390 end;
6392 Target.cX := Target.X + PLAYER_RECT_CX;
6393 Target.cY := Target.Y + PLAYER_RECT_CY;
6394 Target.Rect := PLAYER_RECT;
6395 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6396 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6397 (y1-4 > Target.Y+PLAYER_RECT.Y);
6398 Target.IsPlayer := True;
6399 ok := True;
6400 end
6401 else
6402 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6403 vsMonster then
6404 begin // Ìîíñòð
6405 mon := g_Monsters_ByUID(Target.UID);
6406 if mon <> nil then
6407 begin
6408 Target.X := mon.Obj.X;
6409 Target.Y := mon.Obj.Y;
6411 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6412 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6413 Target.Rect := mon.Obj.Rect;
6414 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6415 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6416 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6417 Target.IsPlayer := False;
6418 ok := True;
6419 end;
6420 end;
6421 end;
6423 if not ok then
6424 begin // Öåëè íåò - îáíóëÿåì
6425 Target.X := 0;
6426 Target.Y := 0;
6427 Target.cX := 0;
6428 Target.cY := 0;
6429 Target.Visible := False;
6430 Target.Line := False;
6431 Target.IsPlayer := False;
6432 end;
6434 targets := nil;
6436 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6437 if (not Target.Line) or (not Target.Visible) then
6438 begin
6439 // Èãðîêè:
6440 if vsPlayer then
6441 for a := 0 to High(gPlayers) do
6442 if (gPlayers[a] <> nil) and (gPlayers[a].Live) and
6443 (gPlayers[a].FUID <> FUID) and
6444 (not SameTeam(FUID, gPlayers[a].FUID)) and
6445 (not gPlayers[a].NoTarget) and
6446 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6447 begin
6448 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6449 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6450 Continue;
6452 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6453 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6455 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6456 if g_TraceVector(x1, y1, x2, y2) then
6457 begin
6458 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6459 SetLength(targets, Length(targets)+1);
6460 with targets[High(targets)] do
6461 begin
6462 UID := gPlayers[a].FUID;
6463 X := gPlayers[a].FObj.X;
6464 Y := gPlayers[a].FObj.Y;
6465 cX := x2;
6466 cY := y2;
6467 Rect := PLAYER_RECT;
6468 Dist := g_PatchLength(x1, y1, x2, y2);
6469 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6470 (y1-4 > Target.Y+PLAYER_RECT.Y);
6471 Visible := True;
6472 IsPlayer := True;
6473 end;
6474 end;
6475 end;
6477 // Ìîíñòðû:
6478 if vsMonster then g_Mons_ForEach(monsUpdate);
6479 end;
6481 // Åñëè åñòü âîçìîæíûå öåëè:
6482 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6483 if targets <> nil then
6484 begin
6485 // Âûáèðàåì íàèëó÷øóþ öåëü:
6486 BestTarget := targets[0];
6487 if Length(targets) > 1 then
6488 for a := 1 to High(targets) do
6489 if Compare(BestTarget, targets[a]) = 1 then
6490 BestTarget := targets[a];
6492 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6493 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6494 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6495 begin
6496 Target := BestTarget;
6498 if (Healthy() = 3) or ((Healthy() = 2)) then
6499 begin // Åñëè çäîðîâû - äîãîíÿåì
6500 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6501 SetAIFlag('GORIGHT', '1');
6502 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6503 SetAIFlag('GOLEFT', '1');
6504 end
6505 else
6506 begin // Åñëè ïîáèòû - óáåãàåì
6507 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6508 SetAIFlag('GORIGHT', '1');
6509 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6510 SetAIFlag('GOLEFT', '1');
6511 end;
6513 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6514 SelectWeapon(Abs(x1-Target.cX));
6515 end;
6516 end;
6518 // Åñëè åñòü öåëü:
6519 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6520 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6521 if Target.UID <> 0 then
6522 begin
6523 if not TargetOnScreen(Target.X + Target.Rect.X,
6524 Target.Y + Target.Rect.Y) then
6525 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6526 if (Healthy() = 3) or ((Healthy() = 2)) then
6527 begin // Åñëè çäîðîâû - äîãîíÿåì
6528 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6529 SetAIFlag('GORIGHT', '1');
6530 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6531 SetAIFlag('GOLEFT', '1');
6532 end
6533 else
6534 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6535 Target.UID := 0;
6536 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6537 SetAIFlag('GORIGHT', '1');
6538 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6539 SetAIFlag('GOLEFT', '1');
6540 end;
6541 end
6542 else
6543 begin // Öåëü ïîêà íà "ýêðàíå"
6544 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6545 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6546 FLastVisible := gTime;
6547 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6548 if (Abs(FObj.Y-Target.Y) <= 128) then
6549 begin
6550 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6551 SetAIFlag('GORIGHT', '1');
6552 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6553 SetAIFlag('GOLEFT', '1');
6554 end;
6555 end;
6557 // Âûáèðàåì óãîë ââåðõ:
6558 if FDirection = D_LEFT then
6559 angle := ANGLE_LEFTUP
6560 else
6561 angle := ANGLE_RIGHTUP;
6563 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6564 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6566 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6567 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6568 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6569 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6570 Target.Rect.Width, Target.Rect.Height) and
6571 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6572 begin // òî íóæíî ñòðåëÿòü ââåðõ
6573 SetAIFlag('NEEDFIRE', '1');
6574 SetAIFlag('NEEDSEEUP', '1');
6575 end;
6577 // Âûáèðàåì óãîë âíèç:
6578 if FDirection = D_LEFT then
6579 angle := ANGLE_LEFTDOWN
6580 else
6581 angle := ANGLE_RIGHTDOWN;
6583 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6584 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6586 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6587 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6588 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6589 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6590 Target.Rect.Width, Target.Rect.Height) and
6591 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6592 begin // òî íóæíî ñòðåëÿòü âíèç
6593 SetAIFlag('NEEDFIRE', '1');
6594 SetAIFlag('NEEDSEEDOWN', '1');
6595 end;
6597 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6598 if Target.Visible and
6599 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6600 (y1-4 > Target.Y+Target.Rect.Y) then
6601 begin
6602 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6603 if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
6604 ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
6605 begin // òî íóæíî ñòðåëÿòü âïåðåä
6606 SetAIFlag('NEEDFIRE', '1');
6607 SetAIFlag('NEEDSEEDOWN', '');
6608 SetAIFlag('NEEDSEEUP', '');
6609 end;
6610 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6611 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6612 if GetRnd(FDifficult.CloseJump) then
6613 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6614 if Abs(FObj.X-Target.X) < 128 then
6615 a := 4
6616 else
6617 a := 30;
6618 if Random(a) = 0 then
6619 SetAIFlag('NEEDJUMP', '1');
6620 end;
6621 end;
6623 // Åñëè öåëü âñå åùå åñòü:
6624 if Target.UID <> 0 then
6625 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6626 Target.UID := 0 // òî çàáûòü öåëü
6627 else // Åñëè âèäåëè íåäàâíî
6628 begin // íî öåëü óáèëè
6629 if Target.IsPlayer then
6630 begin // Öåëü - èãðîê
6631 pla := g_Player_Get(Target.UID);
6632 if (pla = nil) or (not pla.Live) or pla.NoTarget or
6633 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6634 Target.UID := 0; // òî çàáûòü öåëü
6635 end
6636 else
6637 begin // Öåëü - ìîíñòð
6638 mon := g_Monsters_ByUID(Target.UID);
6639 if (mon = nil) or (not mon.Live) then
6640 Target.UID := 0; // òî çàáûòü öåëü
6641 end;
6642 end;
6643 end; // if Target.UID <> 0
6645 FTargetUID := Target.UID;
6647 // Åñëè âîçìîæíûõ öåëåé íåò:
6648 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6649 if targets = nil then
6650 if GetAIFlag('ATTACKLEFT') <> '' then
6651 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6652 RemoveAIFlag('ATTACKLEFT');
6654 SetAIFlag('NEEDJUMP', '1');
6656 if RunDirection() = D_RIGHT then
6657 begin // Èäåì íå â òó ñòîðîíó
6658 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6659 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6660 SetAIFlag('NEEDFIRE', '1');
6661 SetAIFlag('GOLEFT', '1');
6662 end;
6663 end
6664 else
6665 begin // Èäåì â íóæíóþ ñòîðîíó
6666 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6667 SetAIFlag('NEEDFIRE', '1');
6668 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6669 SetAIFlag('GORIGHT', '1');
6670 end;
6671 end
6672 else
6673 if GetAIFlag('ATTACKRIGHT') <> '' then
6674 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6675 RemoveAIFlag('ATTACKRIGHT');
6677 SetAIFlag('NEEDJUMP', '1');
6679 if RunDirection() = D_LEFT then
6680 begin // Èäåì íå â òó ñòîðîíó
6681 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6682 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6683 SetAIFlag('NEEDFIRE', '1');
6684 SetAIFlag('GORIGHT', '1');
6685 end;
6686 end
6687 else
6688 begin
6689 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6690 SetAIFlag('NEEDFIRE', '1');
6691 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6692 SetAIFlag('GOLEFT', '1');
6693 end;
6694 end;
6696 //HACK! (does it belongs there?)
6697 RealizeCurrentWeapon();
6699 // Åñëè åñòü âîçìîæíûå öåëè:
6700 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6701 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6702 for a := 0 to High(targets) do
6703 begin
6704 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6705 if GetRnd(FDifficult.DiagFire) then
6706 begin
6707 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6708 if FDirection = D_LEFT then
6709 angle := ANGLE_LEFTUP
6710 else
6711 angle := ANGLE_RIGHTUP;
6713 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6714 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6716 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6717 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6718 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6719 targets[a].Rect.Width, targets[a].Rect.Height) and
6720 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6721 begin
6722 SetAIFlag('NEEDFIRE', '1');
6723 SetAIFlag('NEEDSEEUP', '1');
6724 end;
6726 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6727 if FDirection = D_LEFT then
6728 angle := ANGLE_LEFTDOWN
6729 else
6730 angle := ANGLE_RIGHTDOWN;
6732 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6733 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6735 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6736 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6737 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6738 targets[a].Rect.Width, targets[a].Rect.Height) and
6739 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6740 begin
6741 SetAIFlag('NEEDFIRE', '1');
6742 SetAIFlag('NEEDSEEDOWN', '1');
6743 end;
6744 end;
6746 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6747 if targets[a].Line and targets[a].Visible and
6748 (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
6749 ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
6750 begin
6751 SetAIFlag('NEEDFIRE', '1');
6752 Break;
6753 end;
6754 end;
6756 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6757 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6758 PLAYER_RECT.Width, PLAYER_RECT.Height,
6759 40+GetInterval(FDifficult.Cover, 40)) then
6760 SetAIFlag('NEEDJUMP', '1');
6762 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6763 ammo := GetAmmoByWeapon(FCurrWeap);
6764 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6765 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6766 (ammo = 0) then
6767 SetAIFlag('SELECTWEAPON', '1');
6769 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6770 if GetAIFlag('SELECTWEAPON') = '1' then
6771 begin
6772 SelectWeapon(-1);
6773 RemoveAIFlag('SELECTWEAPON');
6774 end;
6775 end;
6777 procedure TBot.Update();
6778 var
6779 EnableAI: Boolean;
6780 begin
6781 if not FLive then
6782 begin // Respawn
6783 ReleaseKeys();
6784 PressKey(KEY_UP);
6785 end
6786 else
6787 begin
6788 EnableAI := True;
6790 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6791 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6792 EnableAI := False;
6793 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6794 EnableAI := False;
6795 if g_debug_BotAIOff = 3 then
6796 EnableAI := False;
6798 if EnableAI then
6799 begin
6800 UpdateMove();
6801 UpdateCombat();
6802 end
6803 else
6804 begin
6805 RealizeCurrentWeapon();
6806 end;
6807 end;
6809 inherited Update();
6810 end;
6812 procedure TBot.ReleaseKey(Key: Byte);
6813 begin
6814 with FKeys[Key] do
6815 begin
6816 Pressed := False;
6817 Time := 0;
6818 end;
6819 end;
6821 function TBot.KeyPressed(Key: Word): Boolean;
6822 begin
6823 Result := FKeys[Key].Pressed;
6824 end;
6826 function TBot.GetAIFlag(aName: String20): String20;
6827 var
6828 a: Integer;
6829 begin
6830 Result := '';
6832 aName := LowerCase(aName);
6834 if FAIFlags <> nil then
6835 for a := 0 to High(FAIFlags) do
6836 if LowerCase(FAIFlags[a].Name) = aName then
6837 begin
6838 Result := FAIFlags[a].Value;
6839 Break;
6840 end;
6841 end;
6843 procedure TBot.RemoveAIFlag(aName: String20);
6844 var
6845 a, b: Integer;
6846 begin
6847 if FAIFlags = nil then Exit;
6849 aName := LowerCase(aName);
6851 for a := 0 to High(FAIFlags) do
6852 if LowerCase(FAIFlags[a].Name) = aName then
6853 begin
6854 if a <> High(FAIFlags) then
6855 for b := a to High(FAIFlags)-1 do
6856 FAIFlags[b] := FAIFlags[b+1];
6858 SetLength(FAIFlags, Length(FAIFlags)-1);
6859 Break;
6860 end;
6861 end;
6863 procedure TBot.SetAIFlag(aName, fValue: String20);
6864 var
6865 a: Integer;
6866 ok: Boolean;
6867 begin
6868 a := 0;
6869 ok := False;
6871 aName := LowerCase(aName);
6873 if FAIFlags <> nil then
6874 for a := 0 to High(FAIFlags) do
6875 if LowerCase(FAIFlags[a].Name) = aName then
6876 begin
6877 ok := True;
6878 Break;
6879 end;
6881 if ok then FAIFlags[a].Value := fValue
6882 else
6883 begin
6884 SetLength(FAIFlags, Length(FAIFlags)+1);
6885 with FAIFlags[High(FAIFlags)] do
6886 begin
6887 Name := aName;
6888 Value := fValue;
6889 end;
6890 end;
6891 end;
6893 procedure TBot.UpdateMove;
6895 procedure GoLeft(Time: Word = 1);
6896 begin
6897 ReleaseKey(KEY_LEFT);
6898 ReleaseKey(KEY_RIGHT);
6899 PressKey(KEY_LEFT, Time);
6900 SetDirection(D_LEFT);
6901 end;
6903 procedure GoRight(Time: Word = 1);
6904 begin
6905 ReleaseKey(KEY_LEFT);
6906 ReleaseKey(KEY_RIGHT);
6907 PressKey(KEY_RIGHT, Time);
6908 SetDirection(D_RIGHT);
6909 end;
6911 function Rnd(a: Word): Boolean;
6912 begin
6913 Result := Random(a) = 0;
6914 end;
6916 procedure Turn(Time: Word = 1200);
6917 begin
6918 if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
6919 end;
6921 procedure Stop();
6922 begin
6923 ReleaseKey(KEY_LEFT);
6924 ReleaseKey(KEY_RIGHT);
6925 end;
6927 function CanRunLeft(): Boolean;
6928 begin
6929 Result := not CollideLevel(-1, 0);
6930 end;
6932 function CanRunRight(): Boolean;
6933 begin
6934 Result := not CollideLevel(1, 0);
6935 end;
6937 function CanRun(): Boolean;
6938 begin
6939 if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
6940 end;
6942 procedure Jump(Time: Word = 30);
6943 begin
6944 PressKey(KEY_JUMP, Time);
6945 end;
6947 function NearHole(): Boolean;
6948 var
6949 x, sx: Integer;
6950 begin
6951 { TODO 5 : Ëåñòíèöû }
6952 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6953 for x := 1 to PLAYER_RECT.Width do
6954 if (not StayOnStep(x*sx, 0)) and
6955 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6956 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6957 begin
6958 Result := True;
6959 Exit;
6960 end;
6962 Result := False;
6963 end;
6965 function BorderHole(): Boolean;
6966 var
6967 x, sx, xx: Integer;
6968 begin
6969 { TODO 5 : Ëåñòíèöû }
6970 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6971 for x := 1 to PLAYER_RECT.Width do
6972 if (not StayOnStep(x*sx, 0)) and
6973 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6974 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6975 begin
6976 for xx := x to x+32 do
6977 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
6978 begin
6979 Result := True;
6980 Exit;
6981 end;
6982 end;
6984 Result := False;
6985 end;
6987 function NearDeepHole(): Boolean;
6988 var
6989 x, sx, y: Integer;
6990 begin
6991 Result := False;
6993 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6994 y := 3;
6996 for x := 1 to PLAYER_RECT.Width do
6997 if (not StayOnStep(x*sx, 0)) and
6998 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6999 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7000 begin
7001 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7002 begin
7003 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7004 y := y+1;
7005 end;
7007 Result := True;
7008 end else Result := False;
7009 end;
7011 function OverDeepHole(): Boolean;
7012 var
7013 y: Integer;
7014 begin
7015 Result := False;
7017 y := 1;
7018 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7019 begin
7020 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7021 y := y+1;
7022 end;
7024 Result := True;
7025 end;
7027 function OnGround(): Boolean;
7028 begin
7029 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7030 end;
7032 function OnLadder(): Boolean;
7033 begin
7034 Result := FullInStep(0, 0);
7035 end;
7037 function BelowLadder(): Boolean;
7038 begin
7039 Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7040 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7041 (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7042 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7043 end;
7045 function BelowLiftUp(): Boolean;
7046 begin
7047 Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7048 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7049 ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7050 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7051 end;
7053 function OnTopLift(): Boolean;
7054 begin
7055 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7056 end;
7058 function CanJumpOver(): Boolean;
7059 var
7060 sx, y: Integer;
7061 begin
7062 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7064 Result := False;
7066 if not CollideLevel(sx, 0) then Exit;
7068 for y := 1 to BOT_MAXJUMP do
7069 if CollideLevel(0, -y) then Exit else
7070 if not CollideLevel(sx, -y) then
7071 begin
7072 Result := True;
7073 Exit;
7074 end;
7075 end;
7077 function CanJumpUp(Dist: ShortInt): Boolean;
7078 var
7079 y, yy: Integer;
7080 c: Boolean;
7081 begin
7082 Result := False;
7084 if CollideLevel(Dist, 0) then Exit;
7086 c := False;
7087 for y := 0 to BOT_MAXJUMP do
7088 if CollideLevel(Dist, -y) then
7089 begin
7090 c := True;
7091 Break;
7092 end;
7094 if not c then Exit;
7096 c := False;
7097 for yy := y+1 to BOT_MAXJUMP do
7098 if not CollideLevel(Dist, -yy) then
7099 begin
7100 c := True;
7101 Break;
7102 end;
7104 if not c then Exit;
7106 c := False;
7107 for y := 0 to BOT_MAXJUMP do
7108 if CollideLevel(0, -y) then
7109 begin
7110 c := True;
7111 Break;
7112 end;
7114 if c then Exit;
7116 if y < yy then Exit;
7118 Result := True;
7119 end;
7121 function IsSafeTrigger(): Boolean;
7122 var
7123 a: Integer;
7124 begin
7125 Result := True;
7126 if gTriggers = nil then
7127 Exit;
7128 for a := 0 to High(gTriggers) do
7129 if Collide(gTriggers[a].X,
7130 gTriggers[a].Y,
7131 gTriggers[a].Width,
7132 gTriggers[a].Height) and
7133 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7134 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7135 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7136 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7137 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7138 Result := False;
7139 end;
7141 begin
7142 // Âîçìîæíî, íàæèìàåì êíîïêó:
7143 if Rnd(16) and IsSafeTrigger() then
7144 PressKey(KEY_OPEN);
7146 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7147 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7148 begin
7149 ReleaseKey(KEY_LEFT);
7150 ReleaseKey(KEY_RIGHT);
7151 Jump();
7152 end;
7154 // Èäåì âëåâî, åñëè íàäî áûëî:
7155 if GetAIFlag('GOLEFT') <> '' then
7156 begin
7157 RemoveAIFlag('GOLEFT');
7158 if CanRunLeft() then
7159 GoLeft(360);
7160 end;
7162 // Èäåì âïðàâî, åñëè íàäî áûëî:
7163 if GetAIFlag('GORIGHT') <> '' then
7164 begin
7165 RemoveAIFlag('GORIGHT');
7166 if CanRunRight() then
7167 GoRight(360);
7168 end;
7170 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7171 if FObj.X < -32 then
7172 GoRight(360)
7173 else
7174 if FObj.X+32 > gMapInfo.Width then
7175 GoLeft(360);
7177 // Ïðûãàåì, åñëè íàäî áûëî:
7178 if GetAIFlag('NEEDJUMP') <> '' then
7179 begin
7180 Jump(0);
7181 RemoveAIFlag('NEEDJUMP');
7182 end;
7184 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7185 if GetAIFlag('NEEDSEEUP') <> '' then
7186 begin
7187 ReleaseKey(KEY_UP);
7188 ReleaseKey(KEY_DOWN);
7189 PressKey(KEY_UP, 20);
7190 RemoveAIFlag('NEEDSEEUP');
7191 end;
7193 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7194 if GetAIFlag('NEEDSEEDOWN') <> '' then
7195 begin
7196 ReleaseKey(KEY_UP);
7197 ReleaseKey(KEY_DOWN);
7198 PressKey(KEY_DOWN, 20);
7199 RemoveAIFlag('NEEDSEEDOWN');
7200 end;
7202 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7203 if GetAIFlag('GOINHOLE') <> '' then
7204 if not OnGround() then
7205 begin
7206 ReleaseKey(KEY_LEFT);
7207 ReleaseKey(KEY_RIGHT);
7208 RemoveAIFlag('GOINHOLE');
7209 SetAIFlag('FALLINHOLE', '1');
7210 end;
7212 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7213 if GetAIFlag('FALLINHOLE') <> '' then
7214 if OnGround() then
7215 RemoveAIFlag('FALLINHOLE');
7217 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7218 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7219 if GetAIFlag('FALLINHOLE') = '' then
7220 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7221 if Rnd(2) then
7222 GoLeft(360)
7223 else
7224 GoRight(360);
7226 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7227 if OnGround() and
7228 CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
7229 Rnd(8) then
7230 Jump();
7232 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7233 if OnGround() and NearHole() then
7234 if NearDeepHole() then // Åñëè ýòî áåçäíà
7235 case Random(6) of
7236 0..3: Turn(); // Áåæèì îáðàòíî
7237 4: Jump(); // Ïðûãàåì
7238 5: begin // Ïðûãàåì îáðàòíî
7239 Turn();
7240 Jump();
7241 end;
7242 end
7243 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7244 if GetAIFlag('GOINHOLE') = '' then
7245 case Random(6) of
7246 0: Turn(); // Íå íóæíî òóäà
7247 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7248 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7249 if BorderHole() then
7250 SetAIFlag('GOINHOLE', '1');
7251 end;
7253 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7254 if (not CanRun()) and OnGround() then
7255 begin
7256 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7257 if CanJumpOver() or OnLadder() then
7258 Jump()
7259 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7260 if Random(2) = 0 then
7261 begin
7262 if IsSafeTrigger() then
7263 PressKey(KEY_OPEN);
7264 end else
7265 Turn();
7266 end;
7268 // Îñòàëîñü ìàëî âîçäóõà:
7269 if FAir < 36 * 2 then
7270 Jump(20);
7272 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7273 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7274 if BodyInAcid(0, 0) then
7275 Jump();
7276 end;
7278 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7279 begin
7280 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7281 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7282 end;
7284 {function TBot.NeedItem(Item: Byte): Byte;
7285 begin
7286 Result := 4;
7287 end;}
7289 procedure TBot.SelectWeapon(Dist: Integer);
7290 var
7291 a: Integer;
7293 function HaveAmmo(weapon: Byte): Boolean;
7294 begin
7295 case weapon of
7296 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7297 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7298 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7299 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7300 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7301 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7302 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7303 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7304 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7305 else Result := True;
7306 end;
7307 end;
7309 begin
7310 if Dist = -1 then Dist := BOT_LONGDIST;
7312 if Dist > BOT_LONGDIST then
7313 begin // Äàëüíèé áîé
7314 for a := 0 to 9 do
7315 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7316 begin
7317 FSelectedWeapon := FDifficult.WeaponPrior[a];
7318 Break;
7319 end;
7320 end
7321 else //if Dist > BOT_UNSAFEDIST then
7322 begin // Áëèæíèé áîé
7323 for a := 0 to 9 do
7324 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7325 begin
7326 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7327 Break;
7328 end;
7329 end;
7330 { else
7331 begin
7332 for a := 0 to 9 do
7333 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7334 begin
7335 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7336 Break;
7337 end;
7338 end;}
7339 end;
7341 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7342 begin
7343 Result := inherited PickItem(ItemType, force, remove);
7345 if Result then SetAIFlag('SELECTWEAPON', '1');
7346 end;
7348 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7349 begin
7350 Result := inherited Heal(value, Soft);
7351 end;
7353 function TBot.Healthy(): Byte;
7354 begin
7355 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7356 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7357 else if (FHealth > 50) then Result := 2
7358 else if (FHealth > 20) then Result := 1
7359 else Result := 0;
7360 end;
7362 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7363 begin
7364 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7365 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7366 end;
7368 procedure TBot.OnDamage(Angle: SmallInt);
7369 var
7370 pla: TPlayer;
7371 mon: TMonster;
7372 ok: Boolean;
7373 begin
7374 inherited;
7376 if (Angle = 0) or (Angle = 180) then
7377 begin
7378 ok := False;
7379 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7380 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7381 begin // Èãðîê
7382 pla := g_Player_Get(FLastSpawnerUID);
7383 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7384 pla.FObj.Y + PLAYER_RECT.Y);
7385 end
7386 else
7387 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7388 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7389 begin // Ìîíñòð
7390 mon := g_Monsters_ByUID(FLastSpawnerUID);
7391 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7392 mon.Obj.Y + mon.Obj.Rect.Y);
7393 end;
7395 if ok then
7396 if Angle = 0 then
7397 SetAIFlag('ATTACKLEFT', '1')
7398 else
7399 SetAIFlag('ATTACKRIGHT', '1');
7400 end;
7401 end;
7403 function TBot.RunDirection(): TDirection;
7404 begin
7405 if Abs(Vel.X) >= 1 then
7406 begin
7407 if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT;
7408 end else
7409 Result := FDirection;
7410 end;
7412 function TBot.GetRnd(a: Byte): Boolean;
7413 begin
7414 if a = 0 then Result := False
7415 else if a = 255 then Result := True
7416 else Result := Random(256) > 255-a;
7417 end;
7419 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7420 begin
7421 Result := Round((255-a)/255*radius*(Random(2)-1));
7422 end;
7424 procedure TBot.SaveState(var Mem: TBinMemoryWriter);
7425 var
7426 i: Integer;
7427 dw: DWORD;
7428 p: Pointer;
7429 begin
7430 inherited SaveState(Mem);
7432 // Âûáðàííîå îðóæèå:
7433 Mem.WriteByte(FSelectedWeapon);
7434 // UID öåëè:
7435 Mem.WriteWord(FTargetUID);
7436 // Âðåìÿ ïîòåðè öåëè:
7437 Mem.WriteDWORD(FLastVisible);
7438 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7439 dw := Length(FAIFlags);
7440 Mem.WriteDWORD(dw);
7441 // Ôëàãè ÈÈ:
7442 for i := 0 to Integer(dw)-1 do
7443 begin
7444 Mem.WriteString(FAIFlags[i].Name, 20);
7445 Mem.WriteString(FAIFlags[i].Value, 20);
7446 end;
7447 // Íàñòðîéêè ñëîæíîñòè:
7448 p := @FDifficult;
7449 Mem.WriteMemory(p, SizeOf(TDifficult));
7450 end;
7452 procedure TBot.LoadState(var Mem: TBinMemoryReader);
7453 var
7454 i: Integer;
7455 dw: DWORD;
7456 p: Pointer;
7457 begin
7458 inherited LoadState(Mem);
7460 // Âûáðàííîå îðóæèå:
7461 Mem.ReadByte(FSelectedWeapon);
7462 // UID öåëè:
7463 Mem.ReadWord(FTargetUID);
7464 // Âðåìÿ ïîòåðè öåëè:
7465 Mem.ReadDWORD(FLastVisible);
7466 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7467 Mem.ReadDWORD(dw);
7468 SetLength(FAIFlags, dw);
7469 // Ôëàãè ÈÈ:
7470 for i := 0 to Integer(dw)-1 do
7471 begin
7472 Mem.ReadString(FAIFlags[i].Name);
7473 Mem.ReadString(FAIFlags[i].Value);
7474 end;
7475 // Íàñòðîéêè ñëîæíîñòè:
7476 Mem.ReadMemory(p, dw);
7477 if dw <> SizeOf(TDifficult) then
7478 begin
7479 raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size');
7480 end;
7481 FDifficult := TDifficult(p^);
7482 end;
7484 end.