DEADSOFTWARE

field namefix: `FLive` -> `FAlive`; `live` -> `alive`
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) DooM 2D:Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 {$M+}
18 unit g_player;
20 interface
22 uses
23 e_graphics, g_playermodel, g_basic, g_textures,
24 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
25 BinEditor, g_panel;
27 const
28 KEY_LEFT = 1;
29 KEY_RIGHT = 2;
30 KEY_UP = 3;
31 KEY_DOWN = 4;
32 KEY_FIRE = 5;
33 KEY_NEXTWEAPON = 6;
34 KEY_PREVWEAPON = 7;
35 KEY_OPEN = 8;
36 KEY_JUMP = 9;
37 KEY_CHAT = 10;
39 R_ITEM_BACKPACK = 0;
40 R_KEY_RED = 1;
41 R_KEY_GREEN = 2;
42 R_KEY_BLUE = 3;
43 R_BERSERK = 4;
45 MR_SUIT = 0;
46 MR_INVUL = 1;
47 MR_INVIS = 2;
48 MR_MAX = 2;
50 A_BULLETS = 0;
51 A_SHELLS = 1;
52 A_ROCKETS = 2;
53 A_CELLS = 3;
54 A_FUEL = 4;
55 A_HIGH = 4;
57 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
58 ((200, 50, 50, 300, 100),
59 (400, 100, 100, 600, 200));
61 K_SIMPLEKILL = 0;
62 K_HARDKILL = 1;
63 K_EXTRAHARDKILL = 2;
64 K_FALLKILL = 3;
66 T_RESPAWN = 0;
67 T_SWITCH = 1;
68 T_USE = 2;
69 T_FLAGCAP = 3;
71 TEAM_NONE = 0;
72 TEAM_RED = 1;
73 TEAM_BLUE = 2;
74 TEAM_COOP = 3;
76 SHELL_BULLET = 0;
77 SHELL_SHELL = 1;
78 SHELL_DBLSHELL = 2;
80 ANGLE_NONE = Low(SmallInt);
82 CORPSE_STATE_REMOVEME = 0;
83 CORPSE_STATE_NORMAL = 1;
84 CORPSE_STATE_MESS = 2;
86 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
87 PLAYER_RECT_CX = 15+(34 div 2);
88 PLAYER_RECT_CY = 12+(52 div 2);
89 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
91 PLAYER_HP_SOFT = 100;
92 PLAYER_HP_LIMIT = 200;
93 PLAYER_AP_SOFT = 100;
94 PLAYER_AP_LIMIT = 200;
95 SUICIDE_DAMAGE = 112;
97 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
98 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
100 type
101 TPlayerStat = record
102 Ping: Word;
103 Loss: Byte;
104 Name: String;
105 Team: Byte;
106 Frags: SmallInt;
107 Deaths: SmallInt;
108 Lives: Byte;
109 Kills: Word;
110 Color: TRGB;
111 Spectator: Boolean;
112 end;
114 TPlayerStatArray = Array of TPlayerStat;
116 TPlayerSavedState = record
117 Health: Integer;
118 Armor: Integer;
119 Air: Integer;
120 JetFuel: Integer;
121 CurrWeap: Byte;
122 NextWeap: WORD;
123 NextWeapDelay: Byte;
124 Ammo: Array [A_BULLETS..A_HIGH] of Word;
125 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
126 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
127 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
128 WaitRecall: Boolean;
129 end;
131 TKeyState = record
132 Pressed: Boolean;
133 Time: Word;
134 end;
136 TPlayer = class (TObject)
137 private
138 FIamBot: Boolean;
139 FUID: Word;
140 FName: String;
141 FTeam: Byte;
142 FAlive: Boolean;
143 FSpawned: Boolean;
144 FDirection: TDirection;
145 FHealth: Integer;
146 FLives: Byte;
147 FArmor: Integer;
148 FAir: Integer;
149 FPain: Integer;
150 FPickup: Integer;
151 FKills: Integer;
152 FMonsterKills: Integer;
153 FFrags: Integer;
154 FFragCombo: Byte;
155 FLastFrag: LongWord;
156 FComboEvnt: Integer;
157 FDeath: Integer;
158 FCanJetpack: Boolean;
159 FJetFuel: Integer;
160 FFlag: Byte;
161 FSecrets: Integer;
162 FCurrWeap: Byte;
163 FNextWeap: WORD;
164 FNextWeapDelay: Byte; // frames
165 FBFGFireCounter: SmallInt;
166 FLastSpawnerUID: Word;
167 FLastHit: Byte;
168 FObj: TObj;
169 FXTo, FYTo: Integer;
170 FSpectatePlayer: Integer;
171 FFirePainTime: Integer;
172 FFireAttacker: Word;
174 FSavedState: TPlayerSavedState;
176 FModel: TPlayerModel;
177 FActionPrior: Byte;
178 FActionAnim: Byte;
179 FActionForce: Boolean;
180 FActionChanged: Boolean;
181 FAngle: SmallInt;
182 FFireAngle: SmallInt;
183 FIncCam: Integer;
184 FShellTimer: Integer;
185 FShellType: Byte;
186 FSawSound: TPlayableSound;
187 FSawSoundIdle: TPlayableSound;
188 FSawSoundHit: TPlayableSound;
189 FSawSoundSelect: TPlayableSound;
190 FJetSoundOn: TPlayableSound;
191 FJetSoundOff: TPlayableSound;
192 FJetSoundFly: TPlayableSound;
193 FGodMode: Boolean;
194 FNoTarget: Boolean;
195 FNoReload: Boolean;
196 FJustTeleported: Boolean;
197 FNetTime: LongWord;
199 function CollideLevel(XInc, YInc: Integer): Boolean;
200 function StayOnStep(XInc, YInc: Integer): Boolean;
201 function HeadInLiquid(XInc, YInc: Integer): Boolean;
202 function BodyInLiquid(XInc, YInc: Integer): Boolean;
203 function BodyInAcid(XInc, YInc: Integer): Boolean;
204 function FullInLift(XInc, YInc: Integer): Integer;
205 {procedure CollideItem();}
206 procedure FlySmoke(Times: DWORD = 1);
207 procedure OnFireFlame(Times: DWORD = 1);
208 function GetAmmoByWeapon(Weapon: Byte): Word;
209 procedure SetAction(Action: Byte; Force: Boolean = False);
210 procedure OnDamage(Angle: SmallInt); virtual;
211 function firediry(): Integer;
213 procedure Run(Direction: TDirection);
214 procedure NextWeapon();
215 procedure PrevWeapon();
216 procedure SeeUp();
217 procedure SeeDown();
218 procedure Fire();
219 procedure Jump();
220 procedure Use();
222 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
223 procedure resetWeaponQueue ();
224 function hasAmmoForWeapon (weapon: Byte): Boolean;
226 public
227 FDamageBuffer: Integer;
229 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
230 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
231 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
232 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
233 FBerserk: Integer;
234 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
235 FReloading: Array [WP_FIRST..WP_LAST] of Word;
236 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
237 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
238 FColor: TRGB;
239 FPreferredTeam: Byte;
240 FSpectator: Boolean;
241 FNoRespawn: Boolean;
242 FWantsInGame: Boolean;
243 FGhost: Boolean;
244 FPhysics: Boolean;
245 FJetpack: Boolean;
246 FActualModelName: string;
247 FClientID: SmallInt;
248 FPing: Word;
249 FLoss: Byte;
250 FDummy: Boolean;
251 FFireTime: Integer;
253 // debug: viewport offset
254 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
256 function isValidViewPort (): Boolean; inline;
258 constructor Create(); virtual;
259 destructor Destroy(); override;
260 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
261 function GetRespawnPoint(): Byte;
262 procedure PressKey(Key: Byte; Time: Word = 1);
263 procedure ReleaseKeys();
264 procedure SetModel(ModelName: String);
265 procedure SetColor(Color: TRGB);
266 procedure SetWeapon(W: Byte);
267 function IsKeyPressed(K: Byte): Boolean;
268 function GetKeys(): Byte;
269 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
270 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
271 function Collide(Panel: TPanel): Boolean; overload;
272 function Collide(X, Y: Integer): Boolean; overload;
273 procedure SetDirection(Direction: TDirection);
274 procedure GetSecret();
275 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
276 procedure Touch();
277 procedure Push(vx, vy: Integer);
278 procedure ChangeModel(ModelName: String);
279 procedure SwitchTeam;
280 procedure ChangeTeam(Team: Byte);
281 procedure BFGHit();
282 function GetFlag(Flag: Byte): Boolean;
283 procedure SetFlag(Flag: Byte);
284 function DropFlag(): Boolean;
285 procedure AllRulez(Health: Boolean);
286 procedure RestoreHealthArmor();
287 procedure FragCombo();
288 procedure GiveItem(ItemType: Byte);
289 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
290 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
291 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
292 procedure MakeBloodSimple(Count: Word);
293 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
294 procedure Reset(Force: Boolean);
295 procedure Spectate(NoMove: Boolean = False);
296 procedure SwitchNoClip;
297 procedure SoftReset();
298 procedure Draw(); virtual;
299 procedure DrawPain();
300 procedure DrawPickup();
301 procedure DrawRulez();
302 procedure DrawAim();
303 procedure DrawBubble();
304 procedure DrawGUI();
305 procedure Update(); virtual;
306 procedure RememberState();
307 procedure RecallState();
308 procedure SaveState(var Mem: TBinMemoryWriter); virtual;
309 procedure LoadState(var Mem: TBinMemoryReader); virtual;
310 procedure PauseSounds(Enable: Boolean);
311 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
312 procedure DoLerp(Level: Integer = 2);
313 procedure SetLerp(XTo, YTo: Integer);
314 procedure QueueWeaponSwitch(Weapon: Byte);
315 procedure RealizeCurrentWeapon();
316 procedure JetpackOn;
317 procedure JetpackOff;
318 procedure CatchFire(Attacker: Word);
320 //WARNING! this does nothing for now, but still call it!
321 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
323 procedure getMapBox (out x, y, w, h: Integer); inline;
325 public
326 property Vel: TPoint2i read FObj.Vel;
327 property Obj: TObj read FObj;
329 published
330 property Name: String read FName write FName;
331 property Model: TPlayerModel read FModel;
332 property Health: Integer read FHealth write FHealth;
333 property Lives: Byte read FLives write FLives;
334 property Armor: Integer read FArmor write FArmor;
335 property Air: Integer read FAir write FAir;
336 property JetFuel: Integer read FJetFuel write FJetFuel;
337 property Frags: Integer read FFrags write FFrags;
338 property Death: Integer read FDeath write FDeath;
339 property Kills: Integer read FKills write FKills;
340 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
341 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
342 property Secrets: Integer read FSecrets;
343 property GodMode: Boolean read FGodMode write FGodMode;
344 property NoTarget: Boolean read FNoTarget write FNoTarget;
345 property NoReload: Boolean read FNoReload write FNoReload;
346 property alive: Boolean read FAlive write FAlive;
347 property Flag: Byte read FFlag;
348 property Team: Byte read FTeam write FTeam;
349 property Direction: TDirection read FDirection;
350 property GameX: Integer read FObj.X write FObj.X;
351 property GameY: Integer read FObj.Y write FObj.Y;
352 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
353 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
354 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
355 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
356 property IncCam: Integer read FIncCam write FIncCam;
357 property UID: Word read FUID write FUID;
358 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
359 property NetTime: LongWord read FNetTime write FNetTime;
360 end;
362 TDifficult = record
363 DiagFire: Byte;
364 InvisFire: Byte;
365 DiagPrecision: Byte;
366 FlyPrecision: Byte;
367 Cover: Byte;
368 CloseJump: Byte;
369 WeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
370 CloseWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
371 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
372 end;
374 TAIFlag = record
375 Name: String;
376 Value: String;
377 end;
379 TBot = class (TPlayer)
380 private
381 FSelectedWeapon: Byte;
382 FTargetUID: Word;
383 FLastVisible: DWORD;
384 FAIFlags: Array of TAIFlag;
385 FDifficult: TDifficult;
387 function GetRnd(a: Byte): Boolean;
388 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
389 function RunDirection(): TDirection;
390 function FullInStep(XInc, YInc: Integer): Boolean;
391 //function NeedItem(Item: Byte): Byte;
392 procedure SelectWeapon(Dist: Integer);
393 procedure SetAIFlag(aName, fValue: String20);
394 function GetAIFlag(aName: String20): String20;
395 procedure RemoveAIFlag(aName: String20);
396 function Healthy(): Byte;
397 procedure UpdateMove();
398 procedure UpdateCombat();
399 function KeyPressed(Key: Word): Boolean;
400 procedure ReleaseKey(Key: Byte);
401 function TargetOnScreen(TX, TY: Integer): Boolean;
402 procedure OnDamage(Angle: SmallInt); override;
404 public
405 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
406 constructor Create(); override;
407 destructor Destroy(); override;
408 procedure Draw(); override;
409 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
410 function Heal(value: Word; Soft: Boolean): Boolean; override;
411 procedure Update(); override;
412 procedure SaveState(var Mem: TBinMemoryWriter); override;
413 procedure LoadState(var Mem: TBinMemoryReader); override;
414 end;
416 TGib = record
417 alive: Boolean;
418 ID: DWORD;
419 MaskID: DWORD;
420 RAngle: Integer;
421 Color: TRGB;
422 Obj: TObj;
424 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
425 end;
428 TShell = record
429 SpriteID: DWORD;
430 alive: Boolean;
431 SType: Byte;
432 RAngle: Integer;
433 Timeout: Cardinal;
434 CX, CY: Integer;
435 Obj: TObj;
437 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
438 end;
440 TCorpse = class (TObject)
441 private
442 FModelName: String;
443 FMess: Boolean;
444 FState: Byte;
445 FDamage: Byte;
446 FColor: TRGB;
447 FObj: TObj;
448 FAnimation: TAnimation;
449 FAnimationMask: TAnimation;
451 public
452 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
453 destructor Destroy(); override;
454 procedure Damage(Value: Word; vx, vy: Integer);
455 procedure Update();
456 procedure Draw();
457 procedure SaveState(var Mem: TBinMemoryWriter);
458 procedure LoadState(var Mem: TBinMemoryReader);
460 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
462 property Obj: TObj read FObj;
463 property State: Byte read FState;
464 property Mess: Boolean read FMess;
465 end;
467 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
468 record
469 Goals: SmallInt;
470 end;
472 var
473 gPlayers: Array of TPlayer;
474 gCorpses: Array of TCorpse;
475 gGibs: Array of TGib;
476 gShells: Array of TShell;
477 gTeamStat: TTeamStat;
478 gFly: Boolean = False;
479 gAimLine: Boolean = False;
480 gChatBubble: Byte = 0;
481 gNumBots: Word = 0;
482 gLMSPID1: Word = 0;
483 gLMSPID2: Word = 0;
484 MAX_RUNVEL: Integer = 8;
485 VEL_JUMP: Integer = 10;
486 SHELL_TIMEOUT: Cardinal = 60000;
488 function Lerp(X, Y, Factor: Integer): Integer;
490 procedure g_Gibs_SetMax(Count: Word);
491 function g_Gibs_GetMax(): Word;
492 procedure g_Corpses_SetMax(Count: Word);
493 function g_Corpses_GetMax(): Word;
494 procedure g_Shells_SetMax(Count: Word);
495 function g_Shells_GetMax(): Word;
497 procedure g_Player_Init();
498 procedure g_Player_Free();
499 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
500 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
501 procedure g_Player_Remove(UID: Word);
502 procedure g_Player_ResetTeams();
503 procedure g_Player_UpdateAll();
504 procedure g_Player_DrawAll();
505 procedure g_Player_DrawDebug(p: TPlayer);
506 procedure g_Player_DrawHealth();
507 procedure g_Player_RememberAll();
508 procedure g_Player_ResetAll(Force, Silent: Boolean);
509 function g_Player_Get(UID: Word): TPlayer;
510 function g_Player_GetCount(): Byte;
511 function g_Player_GetStats(): TPlayerStatArray;
512 function g_Player_ValidName(Name: String): Boolean;
513 procedure g_Player_CreateCorpse(Player: TPlayer);
514 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
515 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
516 procedure g_Player_UpdatePhysicalObjects();
517 procedure g_Player_DrawCorpses();
518 procedure g_Player_DrawShells();
519 procedure g_Player_RemoveAllCorpses();
520 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
521 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
522 procedure g_Bot_Add(Team, Difficult: Byte);
523 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
524 procedure g_Bot_MixNames();
525 procedure g_Bot_RemoveAll();
527 implementation
529 uses
530 e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math,
531 g_options, g_triggers, g_menu, g_game, g_grid,
532 wadreader, g_main, g_monsters, CONFIG, g_language,
533 g_net, g_netmsg, g_window, GL, g_holmes;
535 type
536 TBotProfile = record
537 name: ShortString;
538 model: ShortString;
539 team: Byte;
540 color: TRGB;
541 diag_fire: Byte;
542 invis_fire: Byte;
543 diag_precision: Byte;
544 fly_precision: Byte;
545 cover: Byte;
546 close_jump: Byte;
547 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
548 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
549 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
550 end;
552 const
553 TIME_RESPAWN1 = 1500;
554 TIME_RESPAWN2 = 2000;
555 TIME_RESPAWN3 = 3000;
556 AIR_DEF = 360;
557 AIR_MAX = 1091;
558 JET_MAX = 540; // ~30 sec
559 PLAYER_SUIT_TIME = 30000;
560 PLAYER_INVUL_TIME = 30000;
561 PLAYER_INVIS_TIME = 35000;
562 FRAG_COMBO_TIME = 3000;
563 VEL_SW = 4;
564 VEL_FLY = 6;
565 ANGLE_RIGHTUP = 55;
566 ANGLE_RIGHTDOWN = -35;
567 ANGLE_LEFTUP = 125;
568 ANGLE_LEFTDOWN = -145;
569 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
570 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
571 BOT_MAXJUMP = 84;
572 BOT_LONGDIST = 300;
573 BOT_UNSAFEDIST = 128;
574 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
575 (R:0; G:0; B:255));
576 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
577 FlyPrecision: 32; Cover: 32; CloseJump: 32;
578 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
579 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
580 FlyPrecision: 127; Cover: 127; CloseJump: 127;
581 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
582 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
583 FlyPrecision: 255; Cover: 255; CloseJump: 255;
584 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
585 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
586 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
587 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
588 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
589 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
590 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
591 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
592 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
593 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
594 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
595 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
596 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
597 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
598 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
599 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
600 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
601 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
603 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
604 CORPSE_SIGNATURE = $50524F43; // 'CORP'
606 BOTNAMES_FILENAME = 'botnames.txt';
607 BOTLIST_FILENAME = 'botlist.txt';
609 var
610 MaxGibs: Word = 150;
611 MaxCorpses: Word = 20;
612 MaxShells: Word = 300;
613 CurrentGib: Integer = 0;
614 CurrentShell: Integer = 0;
615 BotNames: Array of String;
616 BotList: Array of TBotProfile;
619 procedure TGib.positionChanged (); begin end;
620 procedure TShell.positionChanged (); begin end;
623 function Lerp(X, Y, Factor: Integer): Integer;
624 begin
625 Result := X + ((Y - X) div Factor);
626 end;
628 function SameTeam(UID1, UID2: Word): Boolean;
629 begin
630 Result := False;
632 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
633 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
635 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
637 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
638 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
640 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
641 end;
643 procedure g_Gibs_SetMax(Count: Word);
644 begin
645 MaxGibs := Count;
646 SetLength(gGibs, Count);
648 if CurrentGib >= Count then
649 CurrentGib := 0;
650 end;
652 function g_Gibs_GetMax(): Word;
653 begin
654 Result := MaxGibs;
655 end;
657 procedure g_Shells_SetMax(Count: Word);
658 begin
659 MaxShells := Count;
660 SetLength(gShells, Count);
662 if CurrentShell >= Count then
663 CurrentShell := 0;
664 end;
666 function g_Shells_GetMax(): Word;
667 begin
668 Result := MaxShells;
669 end;
672 procedure g_Corpses_SetMax(Count: Word);
673 begin
674 MaxCorpses := Count;
675 SetLength(gCorpses, Count);
676 end;
678 function g_Corpses_GetMax(): Word;
679 begin
680 Result := MaxCorpses;
681 end;
683 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
684 var
685 a: Integer;
686 ok: Boolean;
687 begin
688 Result := 0;
690 ok := False;
691 a := 0;
693 // Åñòü ëè ìåñòî â gPlayers:
694 if gPlayers <> nil then
695 for a := 0 to High(gPlayers) do
696 if gPlayers[a] = nil then
697 begin
698 ok := True;
699 Break;
700 end;
702 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
703 if not ok then
704 begin
705 SetLength(gPlayers, Length(gPlayers)+1);
706 a := High(gPlayers);
707 end;
709 // Ñîçäàåì îáúåêò èãðîêà:
710 if Bot then
711 gPlayers[a] := TBot.Create()
712 else
713 gPlayers[a] := TPlayer.Create();
716 gPlayers[a].FActualModelName := ModelName;
717 gPlayers[a].SetModel(ModelName);
719 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
720 if gPlayers[a].FModel = nil then
721 begin
722 gPlayers[a].Free();
723 gPlayers[a] := nil;
724 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
725 Exit;
726 end;
728 if not (Team in [TEAM_RED, TEAM_BLUE]) then
729 if Random(2) = 0 then
730 Team := TEAM_RED
731 else
732 Team := TEAM_BLUE;
733 gPlayers[a].FPreferredTeam := Team;
735 case gGameSettings.GameMode of
736 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
737 GM_TDM,
738 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
739 GM_SINGLE,
740 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
741 end;
743 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
744 gPlayers[a].FColor := Color;
745 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
746 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
747 else
748 gPlayers[a].FModel.Color := Color;
750 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
751 gPlayers[a].FAlive := False;
753 Result := gPlayers[a].FUID;
754 end;
756 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
757 var
758 a, i: Integer;
759 ok, Bot: Boolean;
760 sig: DWORD;
761 b: Byte;
762 begin
763 Result := 0;
764 if Mem = nil then
765 Exit;
767 // Ñèãíàòóðà èãðîêà:
768 Mem.ReadDWORD(sig);
769 if sig <> PLAYER_SIGNATURE then // 'PLYR'
770 begin
771 raise EBinSizeError.Create('g_Player_CreateFromState: Wrong Player Signature');
772 end;
774 // Áîò èëè ÷åëîâåê:
775 Mem.ReadBoolean(Bot);
777 ok := False;
778 a := 0;
780 // Åñòü ëè ìåñòî â gPlayers:
781 if gPlayers <> nil then
782 for a := 0 to High(gPlayers) do
783 if gPlayers[a] = nil then
784 begin
785 ok := True;
786 Break;
787 end;
789 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
790 if not ok then
791 begin
792 SetLength(gPlayers, Length(gPlayers)+1);
793 a := High(gPlayers);
794 end;
796 // Ñîçäàåì îáúåêò èãðîêà:
797 if Bot then
798 gPlayers[a] := TBot.Create()
799 else
800 gPlayers[a] := TPlayer.Create();
801 gPlayers[a].FIamBot := Bot;
802 gPlayers[a].FPhysics := True;
804 // UID èãðîêà:
805 Mem.ReadWord(gPlayers[a].FUID);
806 // Èìÿ èãðîêà:
807 Mem.ReadString(gPlayers[a].FName);
808 // Êîìàíäà:
809 Mem.ReadByte(gPlayers[a].FTeam);
810 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
811 // Æèâ ëè:
812 Mem.ReadBoolean(gPlayers[a].FAlive);
813 // Èçðàñõîäîâàë ëè âñå æèçíè:
814 Mem.ReadBoolean(gPlayers[a].FNoRespawn);
815 // Íàïðàâëåíèå:
816 Mem.ReadByte(b);
817 if b = 1 then
818 gPlayers[a].FDirection := D_LEFT
819 else // b = 2
820 gPlayers[a].FDirection := D_RIGHT;
821 // Çäîðîâüå:
822 Mem.ReadInt(gPlayers[a].FHealth);
823 // Æèçíè:
824 Mem.ReadByte(gPlayers[a].FLives);
825 // Áðîíÿ:
826 Mem.ReadInt(gPlayers[a].FArmor);
827 // Çàïàñ âîçäóõà:
828 Mem.ReadInt(gPlayers[a].FAir);
829 // Çàïàñ ãîðþ÷åãî:
830 Mem.ReadInt(gPlayers[a].FJetFuel);
831 // Áîëü:
832 Mem.ReadInt(gPlayers[a].FPain);
833 // Óáèë:
834 Mem.ReadInt(gPlayers[a].FKills);
835 // Óáèë ìîíñòðîâ:
836 Mem.ReadInt(gPlayers[a].FMonsterKills);
837 // Ôðàãîâ:
838 Mem.ReadInt(gPlayers[a].FFrags);
839 // Ôðàãîâ ïîäðÿä:
840 Mem.ReadByte(gPlayers[a].FFragCombo);
841 // Âðåìÿ ïîñëåäíåãî ôðàãà:
842 Mem.ReadDWORD(gPlayers[a].FLastFrag);
843 // Ñìåðòåé:
844 Mem.ReadInt(gPlayers[a].FDeath);
845 // Êàêîé ôëàã íåñåò:
846 Mem.ReadByte(gPlayers[a].FFlag);
847 // Íàøåë ñåêðåòîâ:
848 Mem.ReadInt(gPlayers[a].FSecrets);
849 // Òåêóùåå îðóæèå:
850 Mem.ReadByte(gPlayers[a].FCurrWeap);
851 // Ñëåäóþùåå æåëàåìîå îðóæèå:
852 Mem.ReadWord(gPlayers[a].FNextWeap);
853 // ...è ïàóçà:
854 Mem.ReadByte(gPlayers[a].FNextWeapDelay);
855 // Âðåìÿ çàðÿäêè BFG:
856 Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
857 // Áóôåð óðîíà:
858 Mem.ReadInt(gPlayers[a].FDamageBuffer);
859 // Ïîñëåäíèé óäàðèâøèé:
860 Mem.ReadWord(gPlayers[a].FLastSpawnerUID);
861 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
862 Mem.ReadByte(gPlayers[a].FLastHit);
863 // Îáúåêò èãðîêà:
864 Obj_LoadState(@gPlayers[a].FObj, Mem);
865 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
866 for i := A_BULLETS to A_HIGH do
867 Mem.ReadWord(gPlayers[a].FAmmo[i]);
868 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
869 for i := A_BULLETS to A_HIGH do
870 Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
871 // Íàëè÷èå îðóæèÿ:
872 for i := WP_FIRST to WP_LAST do
873 Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
874 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
875 for i := WP_FIRST to WP_LAST do
876 Mem.ReadWord(gPlayers[a].FReloading[i]);
877 // Íàëè÷èå ðþêçàêà:
878 Mem.ReadByte(b);
879 if b = 1 then
880 Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
881 // Íàëè÷èå êðàñíîãî êëþ÷à:
882 Mem.ReadByte(b);
883 if b = 1 then
884 Include(gPlayers[a].FRulez, R_KEY_RED);
885 // Íàëè÷èå çåëåíîãî êëþ÷à:
886 Mem.ReadByte(b);
887 if b = 1 then
888 Include(gPlayers[a].FRulez, R_KEY_GREEN);
889 // Íàëè÷èå ñèíåãî êëþ÷à:
890 Mem.ReadByte(b);
891 if b = 1 then
892 Include(gPlayers[a].FRulez, R_KEY_BLUE);
893 // Íàëè÷èå áåðñåðêà:
894 Mem.ReadByte(b);
895 if b = 1 then
896 Include(gPlayers[a].FRulez, R_BERSERK);
897 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
898 for i := MR_SUIT to MR_MAX do
899 Mem.ReadDWORD(gPlayers[a].FMegaRulez[i]);
900 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
901 for i := T_RESPAWN to T_FLAGCAP do
902 Mem.ReadDWORD(gPlayers[a].FTime[i]);
904 // Íàçâàíèå ìîäåëè:
905 Mem.ReadString(gPlayers[a].FActualModelName);
906 // Öâåò ìîäåëè:
907 Mem.ReadByte(gPlayers[a].FColor.R);
908 Mem.ReadByte(gPlayers[a].FColor.G);
909 Mem.ReadByte(gPlayers[a].FColor.B);
910 // Îáíîâëÿåì ìîäåëü èãðîêà:
911 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
913 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
914 if gPlayers[a].FModel = nil then
915 begin
916 gPlayers[a].Free();
917 gPlayers[a] := nil;
918 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
919 Exit;
920 end;
922 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
923 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
924 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
925 else
926 gPlayers[a].FModel.Color := gPlayers[a].FColor;
928 Result := gPlayers[a].FUID;
929 end;
931 procedure g_Player_ResetTeams();
932 var
933 a: Integer;
934 begin
935 if g_Game_IsClient then
936 Exit;
937 if gPlayers = nil then
938 Exit;
939 for a := Low(gPlayers) to High(gPlayers) do
940 if gPlayers[a] <> nil then
941 case gGameSettings.GameMode of
942 GM_DM:
943 gPlayers[a].ChangeTeam(TEAM_NONE);
944 GM_TDM, GM_CTF:
945 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
946 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
947 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
948 else
949 if a mod 2 = 0 then
950 gPlayers[a].ChangeTeam(TEAM_RED)
951 else
952 gPlayers[a].ChangeTeam(TEAM_BLUE);
953 GM_SINGLE,
954 GM_COOP:
955 gPlayers[a].ChangeTeam(TEAM_COOP);
956 end;
957 end;
959 procedure g_Bot_Add(Team, Difficult: Byte);
960 var
961 m: SArray;
962 _name, _model: String;
963 a, tr, tb: Integer;
964 begin
965 if not g_Game_IsServer then Exit;
967 // Ñïèñîê íàçâàíèé ìîäåëåé:
968 m := g_PlayerModel_GetNames();
969 if m = nil then
970 Exit;
972 // Êîìàíäà:
973 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
974 Team := TEAM_COOP // COOP
975 else
976 if gGameSettings.GameMode = GM_DM then
977 Team := TEAM_NONE // DM
978 else
979 if Team = TEAM_NONE then // CTF / TDM
980 begin
981 // Àâòîáàëàíñ êîìàíä:
982 tr := 0;
983 tb := 0;
985 for a := 0 to High(gPlayers) do
986 if gPlayers[a] <> nil then
987 begin
988 if gPlayers[a].Team = TEAM_RED then
989 Inc(tr)
990 else
991 if gPlayers[a].Team = TEAM_BLUE then
992 Inc(tb);
993 end;
995 if tr > tb then
996 Team := TEAM_BLUE
997 else
998 if tb > tr then
999 Team := TEAM_RED
1000 else // tr = tb
1001 if Random(2) = 0 then
1002 Team := TEAM_RED
1003 else
1004 Team := TEAM_BLUE;
1005 end;
1007 // Âûáèðàåì áîòó èìÿ:
1008 _name := '';
1009 if BotNames <> nil then
1010 for a := 0 to High(BotNames) do
1011 if g_Player_ValidName(BotNames[a]) then
1012 begin
1013 _name := BotNames[a];
1014 Break;
1015 end;
1017 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1018 if _name = '' then
1019 repeat
1020 _name := Format('DFBOT%.2d', [Random(100)]);
1021 until g_Player_ValidName(_name);
1023 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1024 _model := m[Random(Length(m))];
1026 // Ñîçäàåì áîòà:
1027 with g_Player_Get(g_Player_Create(_model,
1028 _RGB(Min(Random(9)*32, 255),
1029 Min(Random(9)*32, 255),
1030 Min(Random(9)*32, 255)),
1031 Team, True)) as TBot do
1032 begin
1033 Name := _name;
1035 case Difficult of
1036 1: FDifficult := DIFFICULT_EASY;
1037 2: FDifficult := DIFFICULT_MEDIUM;
1038 else FDifficult := DIFFICULT_HARD;
1039 end;
1041 for a := WP_FIRST to WP_LAST do
1042 begin
1043 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1044 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1045 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1046 end;
1048 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1050 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1051 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1052 Spectate();
1053 end;
1054 end;
1056 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1057 var
1058 m: SArray;
1059 _name, _model: String;
1060 a: Integer;
1061 begin
1062 if not g_Game_IsServer then Exit;
1064 // Ñïèñîê íàçâàíèé ìîäåëåé:
1065 m := g_PlayerModel_GetNames();
1066 if m = nil then
1067 Exit;
1069 // Êîìàíäà:
1070 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1071 Team := TEAM_COOP // COOP
1072 else
1073 if gGameSettings.GameMode = GM_DM then
1074 Team := TEAM_NONE // DM
1075 else
1076 if Team = TEAM_NONE then
1077 Team := BotList[num].team; // CTF / TDM
1079 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1080 lName := AnsiLowerCase(lName);
1081 if (num < 0) or (num > Length(BotList)-1) then
1082 num := -1;
1083 if (num = -1) and (lName <> '') and (BotList <> nil) then
1084 for a := 0 to High(BotList) do
1085 if AnsiLowerCase(BotList[a].name) = lName then
1086 begin
1087 num := a;
1088 Break;
1089 end;
1090 if num = -1 then
1091 Exit;
1093 // Èìÿ áîòà:
1094 _name := BotList[num].name;
1095 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1096 if not g_Player_ValidName(_name) then
1097 repeat
1098 _name := Format('DFBOT%.2d', [Random(100)]);
1099 until g_Player_ValidName(_name);
1101 // Ìîäåëü:
1102 _model := BotList[num].model;
1103 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1104 if not InSArray(_model, m) then
1105 _model := m[Random(Length(m))];
1107 // Ñîçäàåì áîòà:
1108 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1109 begin
1110 Name := _name;
1112 FDifficult.DiagFire := BotList[num].diag_fire;
1113 FDifficult.InvisFire := BotList[num].invis_fire;
1114 FDifficult.DiagPrecision := BotList[num].diag_precision;
1115 FDifficult.FlyPrecision := BotList[num].fly_precision;
1116 FDifficult.Cover := BotList[num].cover;
1117 FDifficult.CloseJump := BotList[num].close_jump;
1119 for a := WP_FIRST to WP_LAST do
1120 begin
1121 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1122 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1123 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1124 end;
1126 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1128 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1129 end;
1130 end;
1132 procedure g_Bot_RemoveAll();
1133 var
1134 a: Integer;
1135 begin
1136 if not g_Game_IsServer then Exit;
1137 if gPlayers = nil then Exit;
1139 for a := 0 to High(gPlayers) do
1140 if gPlayers[a] <> nil then
1141 if gPlayers[a] is TBot then
1142 begin
1143 gPlayers[a].Lives := 0;
1144 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1145 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1146 g_Player_Remove(gPlayers[a].FUID);
1147 end;
1149 g_Bot_MixNames();
1150 end;
1152 procedure g_Bot_MixNames();
1153 var
1154 s: String;
1155 a, b: Integer;
1156 begin
1157 if BotNames <> nil then
1158 for a := 0 to High(BotNames) do
1159 begin
1160 b := Random(Length(BotNames));
1161 s := BotNames[a];
1162 Botnames[a] := BotNames[b];
1163 BotNames[b] := s;
1164 end;
1165 end;
1167 procedure g_Player_Remove(UID: Word);
1168 var
1169 i: Integer;
1170 begin
1171 if gPlayers = nil then Exit;
1173 if g_Game_IsServer and g_Game_IsNet then
1174 MH_SEND_PlayerDelete(UID);
1176 for i := 0 to High(gPlayers) do
1177 if gPlayers[i] <> nil then
1178 if gPlayers[i].FUID = UID then
1179 begin
1180 if gPlayers[i] is TPlayer then
1181 TPlayer(gPlayers[i]).Free()
1182 else
1183 TBot(gPlayers[i]).Free();
1184 gPlayers[i] := nil;
1185 Exit;
1186 end;
1187 end;
1189 procedure g_Player_Init();
1190 var
1191 F: TextFile;
1192 s: String;
1193 a, b: Integer;
1194 config: TConfig;
1195 sa: SArray;
1196 begin
1197 BotNames := nil;
1199 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1200 Exit;
1202 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1203 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1204 Reset(F);
1206 while not EOF(F) do
1207 begin
1208 ReadLn(F, s);
1210 s := Trim(s);
1211 if s = '' then
1212 Continue;
1214 SetLength(BotNames, Length(BotNames)+1);
1215 BotNames[High(BotNames)] := s;
1216 end;
1218 CloseFile(F);
1220 // Ïåðåìåøèâàåì èõ:
1221 g_Bot_MixNames();
1223 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1224 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1225 BotList := nil;
1226 a := 0;
1228 while config.SectionExists(IntToStr(a)) do
1229 begin
1230 SetLength(BotList, Length(BotList)+1);
1232 with BotList[High(BotList)] do
1233 begin
1234 // Èìÿ áîòà:
1235 name := config.ReadStr(IntToStr(a), 'name', '');
1236 // Ìîäåëü:
1237 model := config.ReadStr(IntToStr(a), 'model', '');
1238 // Êîìàíäà:
1239 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1240 team := TEAM_RED
1241 else
1242 team := TEAM_BLUE;
1243 // Öâåò ìîäåëè:
1244 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1245 color.R := StrToIntDef(sa[0], 0);
1246 color.G := StrToIntDef(sa[1], 0);
1247 color.B := StrToIntDef(sa[2], 0);
1248 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1249 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1250 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1251 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1252 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1253 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1254 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1255 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1256 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1257 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1258 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1259 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1260 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1261 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1262 if Length(sa) = 10 then
1263 for b := 0 to 9 do
1264 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1265 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1266 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1267 if Length(sa) = 10 then
1268 for b := 0 to 9 do
1269 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1271 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1272 if Length(sa) = 10 then
1273 for b := 0 to 9 do
1274 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1275 end;
1277 a := a + 1;
1278 end;
1280 config.Free();
1281 end;
1283 procedure g_Player_Free();
1284 var
1285 i: Integer;
1286 begin
1287 if gPlayers <> nil then
1288 begin
1289 for i := 0 to High(gPlayers) do
1290 if gPlayers[i] <> nil then
1291 begin
1292 if gPlayers[i] is TPlayer then
1293 TPlayer(gPlayers[i]).Free()
1294 else
1295 TBot(gPlayers[i]).Free();
1296 gPlayers[i] := nil;
1297 end;
1299 gPlayers := nil;
1300 end;
1302 gPlayer1 := nil;
1303 gPlayer2 := nil;
1304 end;
1306 procedure g_Player_UpdateAll();
1307 var
1308 i: Integer;
1309 begin
1310 if gPlayers = nil then Exit;
1312 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1313 for i := 0 to High(gPlayers) do
1314 begin
1315 if gPlayers[i] <> nil then
1316 begin
1317 if gPlayers[i] is TPlayer then
1318 begin
1319 gPlayers[i].Update();
1320 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1321 end
1322 else
1323 begin
1324 // bot updates weapons in `UpdateCombat()`
1325 TBot(gPlayers[i]).Update();
1326 end;
1327 end;
1328 end;
1329 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1330 end;
1332 procedure g_Player_DrawAll();
1333 var
1334 i: Integer;
1335 begin
1336 if gPlayers = nil then Exit;
1338 for i := 0 to High(gPlayers) do
1339 if gPlayers[i] <> nil then
1340 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1341 else TBot(gPlayers[i]).Draw();
1342 end;
1344 procedure g_Player_DrawDebug(p: TPlayer);
1345 var
1346 fW, fH: Byte;
1347 begin
1348 if p = nil then Exit;
1349 if (@p.FObj) = nil then Exit;
1351 e_TextureFontGetSize(gStdFont, fW, fH);
1353 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1354 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1355 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1356 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1357 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1358 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1359 end;
1361 procedure g_Player_DrawHealth();
1362 var
1363 i: Integer;
1364 fW, fH: Byte;
1365 begin
1366 if gPlayers = nil then Exit;
1367 e_TextureFontGetSize(gStdFont, fW, fH);
1369 for i := 0 to High(gPlayers) do
1370 if gPlayers[i] <> nil then
1371 begin
1372 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1373 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1374 IntToStr(gPlayers[i].FHealth), gStdFont);
1375 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1376 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1377 IntToStr(gPlayers[i].FArmor), gStdFont);
1378 end;
1379 end;
1381 function g_Player_Get(UID: Word): TPlayer;
1382 var
1383 a: Integer;
1384 begin
1385 Result := nil;
1387 if gPlayers = nil then
1388 Exit;
1390 for a := 0 to High(gPlayers) do
1391 if gPlayers[a] <> nil then
1392 if gPlayers[a].FUID = UID then
1393 begin
1394 Result := gPlayers[a];
1395 Exit;
1396 end;
1397 end;
1399 function g_Player_GetCount(): Byte;
1400 var
1401 a: Integer;
1402 begin
1403 Result := 0;
1405 if gPlayers = nil then
1406 Exit;
1408 for a := 0 to High(gPlayers) do
1409 if gPlayers[a] <> nil then
1410 Result := Result + 1;
1411 end;
1413 function g_Player_GetStats(): TPlayerStatArray;
1414 var
1415 a: Integer;
1416 begin
1417 Result := nil;
1419 if gPlayers = nil then Exit;
1421 for a := 0 to High(gPlayers) do
1422 if gPlayers[a] <> nil then
1423 begin
1424 SetLength(Result, Length(Result)+1);
1425 with Result[High(Result)] do
1426 begin
1427 Ping := gPlayers[a].FPing;
1428 Loss := gPlayers[a].FLoss;
1429 Name := gPlayers[a].FName;
1430 Team := gPlayers[a].FTeam;
1431 Frags := gPlayers[a].FFrags;
1432 Deaths := gPlayers[a].FDeath;
1433 Kills := gPlayers[a].FKills;
1434 Color := gPlayers[a].FModel.Color;
1435 Lives := gPlayers[a].FLives;
1436 Spectator := gPlayers[a].FSpectator;
1437 end;
1438 end;
1439 end;
1441 procedure g_Player_RememberAll;
1442 var
1443 i: Integer;
1444 begin
1445 for i := Low(gPlayers) to High(gPlayers) do
1446 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1447 gPlayers[i].RememberState;
1448 end;
1450 procedure g_Player_ResetAll(Force, Silent: Boolean);
1451 var
1452 i: Integer;
1453 begin
1454 gTeamStat[TEAM_RED].Goals := 0;
1455 gTeamStat[TEAM_BLUE].Goals := 0;
1457 if gPlayers <> nil then
1458 for i := 0 to High(gPlayers) do
1459 if gPlayers[i] <> nil then
1460 begin
1461 gPlayers[i].Reset(Force);
1463 if gPlayers[i] is TPlayer then
1464 begin
1465 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1466 gPlayers[i].Respawn(Silent)
1467 else
1468 gPlayers[i].Spectate();
1469 end
1470 else
1471 TBot(gPlayers[i]).Respawn(Silent);
1472 end;
1473 end;
1475 procedure g_Player_CreateCorpse(Player: TPlayer);
1476 var
1477 find_id: DWORD;
1478 ok: Boolean;
1479 begin
1480 if Player.alive then
1481 Exit;
1482 if Player.FObj.Y >= gMapInfo.Height+128 then
1483 Exit;
1485 with Player do
1486 begin
1487 if (FHealth >= -50) or (gGibsCount = 0) then
1488 begin
1489 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1490 Exit;
1492 ok := False;
1493 for find_id := 0 to High(gCorpses) do
1494 if gCorpses[find_id] = nil then
1495 begin
1496 ok := True;
1497 Break;
1498 end;
1500 if not ok then
1501 find_id := Random(Length(gCorpses));
1503 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1504 gCorpses[find_id].FColor := FModel.Color;
1505 gCorpses[find_id].FObj.Vel := FObj.Vel;
1506 gCorpses[find_id].FObj.Accel := FObj.Accel;
1507 end
1508 else
1509 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1510 FObj.Y + PLAYER_RECT_CY,
1511 FModel.Name, FModel.Color);
1512 end;
1513 end;
1515 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1516 var
1517 SID: DWORD;
1518 begin
1519 if (gShells = nil) or (Length(gShells) = 0) then
1520 Exit;
1522 with gShells[CurrentShell] do
1523 begin
1524 SpriteID := 0;
1525 g_Obj_Init(@Obj);
1526 Obj.Rect.X := 0;
1527 Obj.Rect.Y := 0;
1528 if T = SHELL_BULLET then
1529 begin
1530 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1531 SpriteID := SID;
1532 CX := 2;
1533 CY := 1;
1534 Obj.Rect.Width := 4;
1535 Obj.Rect.Height := 2;
1536 end
1537 else
1538 begin
1539 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1540 SpriteID := SID;
1541 CX := 4;
1542 CY := 2;
1543 Obj.Rect.Width := 7;
1544 Obj.Rect.Height := 3;
1545 end;
1546 SType := T;
1547 alive := True;
1548 Obj.X := fX;
1549 Obj.Y := fY;
1550 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1551 positionChanged(); // this updates spatial accelerators
1552 RAngle := Random(360);
1553 Timeout := gTime + SHELL_TIMEOUT;
1555 if CurrentShell >= High(gShells) then
1556 CurrentShell := 0
1557 else
1558 Inc(CurrentShell);
1559 end;
1560 end;
1562 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1563 var
1564 a: Integer;
1565 GibsArray: TGibsArray;
1566 begin
1567 if (gGibs = nil) or (Length(gGibs) = 0) then
1568 Exit;
1569 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1570 Exit;
1572 for a := 0 to High(GibsArray) do
1573 with gGibs[CurrentGib] do
1574 begin
1575 Color := fColor;
1576 ID := GibsArray[a].ID;
1577 MaskID := GibsArray[a].MaskID;
1578 alive := True;
1579 g_Obj_Init(@Obj);
1580 Obj.Rect := GibsArray[a].Rect;
1581 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1582 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1583 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1584 positionChanged(); // this updates spatial accelerators
1585 RAngle := Random(360);
1587 if gBloodCount > 0 then
1588 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1589 Random(48), Random(48), 150, 0, 0);
1591 if CurrentGib >= High(gGibs) then
1592 CurrentGib := 0
1593 else
1594 Inc(CurrentGib);
1595 end;
1596 end;
1598 procedure g_Player_UpdatePhysicalObjects();
1599 var
1600 i: Integer;
1601 vel: TPoint2i;
1602 mr: Word;
1604 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1605 var
1606 k: Integer;
1607 begin
1608 k := 1 + Random(2);
1609 if T = SHELL_BULLET then
1610 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1611 else
1612 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1613 end;
1615 begin
1616 // Êóñêè ìÿñà:
1617 if gGibs <> nil then
1618 for i := 0 to High(gGibs) do
1619 if gGibs[i].alive then
1620 with gGibs[i] do
1621 begin
1622 vel := Obj.Vel;
1623 mr := g_Obj_Move(@Obj, True, False, True);
1624 positionChanged(); // this updates spatial accelerators
1626 if WordBool(mr and MOVE_FALLOUT) then
1627 begin
1628 alive := False;
1629 Continue;
1630 end;
1632 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1633 if WordBool(mr and MOVE_HITWALL) then
1634 Obj.Vel.X := -(vel.X div 2);
1635 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1636 Obj.Vel.Y := -(vel.Y div 2);
1638 if (Obj.Vel.X >= 0) then
1639 begin // Clockwise
1640 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1641 if RAngle >= 360 then
1642 RAngle := RAngle mod 360;
1643 end else begin // Counter-clockwise
1644 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1645 if RAngle < 0 then
1646 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1647 end;
1649 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1650 if gTime mod (GAME_TICK*3) = 0 then
1651 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1652 end;
1654 // Òðóïû:
1655 if gCorpses <> nil then
1656 for i := 0 to High(gCorpses) do
1657 if gCorpses[i] <> nil then
1658 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1659 begin
1660 gCorpses[i].Free();
1661 gCorpses[i] := nil;
1662 end
1663 else
1664 gCorpses[i].Update();
1666 // Ãèëüçû:
1667 if gShells <> nil then
1668 for i := 0 to High(gShells) do
1669 if gShells[i].alive then
1670 with gShells[i] do
1671 begin
1672 vel := Obj.Vel;
1673 mr := g_Obj_Move(@Obj, True, False, True);
1674 positionChanged(); // this updates spatial accelerators
1676 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1677 begin
1678 alive := False;
1679 Continue;
1680 end;
1682 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1683 if WordBool(mr and MOVE_HITWALL) then
1684 begin
1685 Obj.Vel.X := -(vel.X div 2);
1686 if not WordBool(mr and MOVE_INWATER) then
1687 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1688 end;
1689 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1690 begin
1691 Obj.Vel.Y := -(vel.Y div 2);
1692 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1693 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1694 begin
1695 if RAngle mod 90 <> 0 then
1696 RAngle := (RAngle div 90) * 90;
1697 end
1698 else if not WordBool(mr and MOVE_INWATER) then
1699 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1700 end;
1702 if (Obj.Vel.X >= 0) then
1703 begin // Clockwise
1704 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1705 if RAngle >= 360 then
1706 RAngle := RAngle mod 360;
1707 end else begin // Counter-clockwise
1708 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1709 if RAngle < 0 then
1710 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1711 end;
1712 end;
1713 end;
1715 procedure g_Player_DrawCorpses();
1716 var
1717 i: Integer;
1718 a: TDFPoint;
1719 begin
1720 if gGibs <> nil then
1721 for i := 0 to High(gGibs) do
1722 if gGibs[i].alive then
1723 with gGibs[i] do
1724 begin
1725 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1726 Continue;
1728 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1729 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1731 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1733 e_Colors := Color;
1734 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1735 e_Colors.R := 255;
1736 e_Colors.G := 255;
1737 e_Colors.B := 255;
1738 end;
1740 if gCorpses <> nil then
1741 for i := 0 to High(gCorpses) do
1742 if gCorpses[i] <> nil then
1743 gCorpses[i].Draw();
1744 end;
1746 procedure g_Player_DrawShells();
1747 var
1748 i: Integer;
1749 a: TDFPoint;
1750 begin
1751 if gShells <> nil then
1752 for i := 0 to High(gShells) do
1753 if gShells[i].alive then
1754 with gShells[i] do
1755 begin
1756 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1757 Continue;
1759 a.X := CX;
1760 a.Y := CY;
1762 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1763 end;
1764 end;
1766 procedure g_Player_RemoveAllCorpses();
1767 var
1768 i: Integer;
1769 begin
1770 gGibs := nil;
1771 gShells := nil;
1772 SetLength(gGibs, MaxGibs);
1773 SetLength(gShells, MaxGibs);
1774 CurrentGib := 0;
1775 CurrentShell := 0;
1777 if gCorpses <> nil then
1778 for i := 0 to High(gCorpses) do
1779 gCorpses[i].Free();
1781 gCorpses := nil;
1782 SetLength(gCorpses, MaxCorpses);
1783 end;
1785 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
1786 var
1787 count, i: Integer;
1788 b: Boolean;
1789 begin
1790 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1791 count := 0;
1792 if gCorpses <> nil then
1793 for i := 0 to High(gCorpses) do
1794 if gCorpses[i] <> nil then
1795 count := count + 1;
1797 Mem := TBinMemoryWriter.Create((count+1) * 128);
1799 // Êîëè÷åñòâî òðóïîâ:
1800 Mem.WriteInt(count);
1802 if count = 0 then
1803 Exit;
1805 // Ñîõðàíÿåì òðóïû:
1806 for i := 0 to High(gCorpses) do
1807 if gCorpses[i] <> nil then
1808 begin
1809 // Íàçâàíèå ìîäåëè:
1810 Mem.WriteString(gCorpses[i].FModelName);
1811 // Òèï ñìåðòè:
1812 b := gCorpses[i].Mess;
1813 Mem.WriteBoolean(b);
1814 // Ñîõðàíÿåì äàííûå òðóïà:
1815 gCorpses[i].SaveState(Mem);
1816 end;
1817 end;
1819 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
1820 var
1821 count, i: Integer;
1822 str: String;
1823 b: Boolean;
1824 begin
1825 if Mem = nil then
1826 Exit;
1828 g_Player_RemoveAllCorpses();
1830 // Êîëè÷åñòâî òðóïîâ:
1831 Mem.ReadInt(count);
1833 if count > Length(gCorpses) then
1834 begin
1835 raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1836 end;
1838 if count = 0 then
1839 Exit;
1841 // Çàãðóæàåì òðóïû:
1842 for i := 0 to count-1 do
1843 begin
1844 // Íàçâàíèå ìîäåëè:
1845 Mem.ReadString(str);
1846 // Òèï ñìåðòè:
1847 Mem.ReadBoolean(b);
1848 // Ñîçäàåì òðóï:
1849 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1850 // Çàãðóæàåì äàííûå òðóïà:
1851 gCorpses[i].LoadState(Mem);
1852 end;
1853 end;
1855 { T P l a y e r : }
1857 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1859 procedure TPlayer.BFGHit();
1860 begin
1861 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1862 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1863 if g_Game_IsServer and g_Game_IsNet then
1864 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1865 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1866 0, NET_GFX_BFGHIT);
1867 end;
1869 procedure TPlayer.ChangeModel(ModelName: string);
1870 var
1871 locModel: TPlayerModel;
1872 begin
1873 locModel := g_PlayerModel_Get(ModelName);
1874 if locModel = nil then Exit;
1876 FModel.Free();
1877 FModel := locModel;
1878 end;
1880 procedure TPlayer.SetModel(ModelName: string);
1881 var
1882 m: TPlayerModel;
1883 begin
1884 m := g_PlayerModel_Get(ModelName);
1885 if m = nil then
1886 begin
1887 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1888 m := g_PlayerModel_Get('doomer');
1889 if m = nil then
1890 begin
1891 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1892 Exit;
1893 end;
1894 end;
1896 if FModel <> nil then
1897 FModel.Free();
1899 FModel := m;
1901 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1902 FModel.Color := FColor
1903 else
1904 FModel.Color := TEAMCOLOR[FTeam];
1905 FModel.SetWeapon(FCurrWeap);
1906 FModel.SetFlag(FFlag);
1907 SetDirection(FDirection);
1908 end;
1910 procedure TPlayer.SetColor(Color: TRGB);
1911 begin
1912 FColor := Color;
1913 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1914 if FModel <> nil then FModel.Color := Color;
1915 end;
1917 procedure TPlayer.SwitchTeam;
1918 begin
1919 if g_Game_IsClient then
1920 Exit;
1921 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1923 if gGameOn and FAlive then
1924 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1926 if FTeam = TEAM_RED then
1927 begin
1928 ChangeTeam(TEAM_BLUE);
1929 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1930 if g_Game_IsNet then
1931 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1932 end
1933 else
1934 begin
1935 ChangeTeam(TEAM_RED);
1936 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
1937 if g_Game_IsNet then
1938 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
1939 end;
1940 FPreferredTeam := FTeam;
1941 end;
1943 procedure TPlayer.ChangeTeam(Team: Byte);
1944 var
1945 OldTeam: Byte;
1946 begin
1947 OldTeam := FTeam;
1948 FTeam := Team;
1949 case Team of
1950 TEAM_RED, TEAM_BLUE:
1951 FModel.Color := TEAMCOLOR[Team];
1952 else
1953 FModel.Color := FColor;
1954 end;
1955 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
1956 MH_SEND_PlayerStats(FUID);
1957 end;
1960 procedure TPlayer.CollideItem();
1961 var
1962 i: Integer;
1963 r: Boolean;
1964 begin
1965 if gItems = nil then Exit;
1966 if not FAlive then Exit;
1968 for i := 0 to High(gItems) do
1969 with gItems[i] do
1970 begin
1971 if (ItemType <> ITEM_NONE) and alive then
1972 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
1973 PLAYER_RECT.Height, @Obj) then
1974 begin
1975 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
1977 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
1978 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
1979 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
1980 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
1981 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
1983 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
1984 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
1985 (gGameSettings.GameType = GT_SINGLE) and
1986 (g_Player_GetCount() > 1)) then
1987 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
1988 end;
1989 end;
1990 end;
1993 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
1994 begin
1995 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
1996 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
1997 False);
1998 end;
2000 constructor TPlayer.Create();
2001 begin
2002 viewPortX := 0;
2003 viewPortY := 0;
2004 viewPortW := 0;
2005 viewPortH := 0;
2007 FIamBot := False;
2008 FDummy := False;
2009 FSpawned := False;
2011 FSawSound := TPlayableSound.Create();
2012 FSawSoundIdle := TPlayableSound.Create();
2013 FSawSoundHit := TPlayableSound.Create();
2014 FSawSoundSelect := TPlayableSound.Create();
2015 FJetSoundFly := TPlayableSound.Create();
2016 FJetSoundOn := TPlayableSound.Create();
2017 FJetSoundOff := TPlayableSound.Create();
2019 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2020 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2021 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2022 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2023 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2024 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2025 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2027 FSpectatePlayer := -1;
2028 FClientID := -1;
2029 FPing := 0;
2030 FLoss := 0;
2031 FSavedState.WaitRecall := False;
2032 FShellTimer := -1;
2033 FFireTime := 0;
2034 FFirePainTime := 0;
2035 FFireAttacker := 0;
2037 FActualModelName := 'doomer';
2039 g_Obj_Init(@FObj);
2040 FObj.Rect := PLAYER_RECT;
2042 FBFGFireCounter := -1;
2043 FJustTeleported := False;
2044 FNetTime := 0;
2046 resetWeaponQueue();
2047 end;
2049 procedure TPlayer.positionChanged ();
2050 begin
2051 end;
2053 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2054 var
2055 c: Word;
2056 begin
2057 if (not g_Game_IsClient) and (not FAlive) then
2058 Exit;
2060 FLastHit := t;
2062 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2063 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2064 begin
2065 if not g_Game_IsClient then
2066 begin
2067 FArmor := 0;
2068 if t = HIT_TRAP then
2069 begin
2070 // Ëîâóøêà óáèâàåò ñðàçó:
2071 FHealth := -100;
2072 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2073 end;
2074 if t = HIT_SELF then
2075 begin
2076 // Ñàìîóáèéñòâî:
2077 FHealth := 0;
2078 Kill(K_SIMPLEKILL, SpawnerUID, t);
2079 end;
2080 end;
2081 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2082 FMegaRulez[MR_SUIT] := 0;
2083 FMegaRulez[MR_INVUL] := 0;
2084 FMegaRulez[MR_INVIS] := 0;
2085 FBerserk := 0;
2086 end;
2088 // Íî îò îñòàëüíîãî ñïàñàåò:
2089 if FMegaRulez[MR_INVUL] >= gTime then
2090 Exit;
2092 // ×èò-êîä "ÃÎÐÅÖ":
2093 if FGodMode then
2094 Exit;
2096 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2097 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2098 (SpawnerUID = FUID) or
2099 (not SameTeam(FUID, SpawnerUID)) then
2100 begin
2101 FLastSpawnerUID := SpawnerUID;
2103 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2104 if gBloodCount > 0 then
2105 begin
2106 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2107 if value div 4 <= c then
2108 c := c - (value div 4)
2109 else
2110 c := 0;
2112 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2113 MakeBloodSimple(c)
2114 else
2115 case t of
2116 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2117 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2118 end;
2120 if t = HIT_WATER then
2121 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2122 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2123 end;
2125 // Áóôåð óðîíà:
2126 if FAlive then
2127 Inc(FDamageBuffer, value);
2129 // Âñïûøêà áîëè:
2130 if gFlash <> 0 then
2131 FPain := FPain + value;
2132 end;
2134 if g_Game_IsServer and g_Game_IsNet then
2135 begin
2136 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2137 MH_SEND_PlayerStats(FUID);
2138 MH_SEND_PlayerPos(False, FUID);
2139 end;
2140 end;
2142 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2143 begin
2144 Result := False;
2145 if g_Game_IsClient then
2146 Exit;
2147 if not FAlive then
2148 Exit;
2150 if Soft and (FHealth < PLAYER_HP_SOFT) then
2151 begin
2152 IncMax(FHealth, value, PLAYER_HP_SOFT);
2153 Result := True;
2154 end;
2155 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2156 begin
2157 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2158 Result := True;
2159 end;
2161 if Result and g_Game_IsServer and g_Game_IsNet then
2162 MH_SEND_PlayerStats(FUID);
2163 end;
2165 destructor TPlayer.Destroy();
2166 begin
2167 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2168 gPlayer1 := nil;
2169 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2170 gPlayer2 := nil;
2172 FSawSound.Free();
2173 FSawSoundIdle.Free();
2174 FSawSoundHit.Free();
2175 FJetSoundFly.Free();
2176 FJetSoundOn.Free();
2177 FJetSoundOff.Free();
2178 FModel.Free();
2180 inherited;
2181 end;
2183 procedure TPlayer.DrawBubble();
2184 var
2185 bubX, bubY: Integer;
2186 ID: LongWord;
2187 Rb, Gb, Bb,
2188 Rw, Gw, Bw: SmallInt;
2189 Dot: Byte;
2190 begin
2191 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18);
2192 bubY := FObj.Y+FObj.Rect.Y - 18;
2193 Rb := 64;
2194 Gb := 64;
2195 Bb := 64;
2196 Rw := 240;
2197 Gw := 240;
2198 Bw := 240;
2199 case gChatBubble of
2200 1: // simple textual non-bubble
2201 begin
2202 bubX := FObj.X+FObj.Rect.X - 11;
2203 bubY := FObj.Y+FObj.Rect.Y - 17;
2204 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2205 Exit;
2206 end;
2207 2: // advanced pixel-perfect bubble
2208 begin
2209 if FTeam = TEAM_RED then
2210 Rb := 255
2211 else
2212 if FTeam = TEAM_BLUE then
2213 Bb := 255;
2214 end;
2215 3: // colored bubble
2216 begin
2217 Rb := FModel.Color.R;
2218 Gb := FModel.Color.G;
2219 Bb := FModel.Color.B;
2220 Rw := Min(Rb * 2 + 64, 255);
2221 Gw := Min(Gb * 2 + 64, 255);
2222 Bw := Min(Bb * 2 + 64, 255);
2223 if (Abs(Rw - Rb) < 32)
2224 or (Abs(Gw - Gb) < 32)
2225 or (Abs(Bw - Bb) < 32) then
2226 begin
2227 Rb := Max(Rw div 2 - 16, 0);
2228 Gb := Max(Gw div 2 - 16, 0);
2229 Bb := Max(Bw div 2 - 16, 0);
2230 end;
2231 end;
2232 4: // custom textured bubble
2233 begin
2234 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2235 if FDirection = D_RIGHT then
2236 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2237 else
2238 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
2239 Exit;
2240 end;
2241 end;
2243 // Outer borders
2244 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2245 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2246 // Inner box
2247 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2249 // Tail
2250 Dot := IfThen(FDirection = D_LEFT, 14, 5);
2251 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2252 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);
2253 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);
2254 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);
2255 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);
2257 // Dots
2258 Dot := 6;
2259 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2260 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2261 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2262 end;
2264 procedure TPlayer.Draw();
2265 var
2266 ID: DWORD;
2267 w, h: Word;
2268 dr: Boolean;
2269 begin
2270 if FAlive then
2271 begin
2272 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2273 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2274 begin
2275 e_GetTextureSize(ID, @w, @h);
2276 if FDirection = D_LEFT then
2277 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2278 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2279 else
2280 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2281 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2282 end;
2284 if FMegaRulez[MR_INVIS] > gTime then
2285 begin
2286 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2287 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2288 begin
2289 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2290 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2291 else
2292 dr := True;
2293 if dr then
2294 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2295 else
2296 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2297 end
2298 else
2299 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2300 end
2301 else
2302 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2303 end;
2305 if g_debug_Frames then
2306 begin
2307 e_DrawQuad(FObj.X+FObj.Rect.X,
2308 FObj.Y+FObj.Rect.Y,
2309 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2310 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2311 0, 255, 0);
2312 end;
2314 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2315 DrawBubble();
2316 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2317 if gAimLine and alive and
2318 ((Self = gPlayer1) or (Self = gPlayer2)) then
2319 DrawAim();
2320 end;
2323 procedure TPlayer.DrawAim();
2324 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2325 var
2326 ex, ey: Integer;
2327 begin
2328 if isValidViewPort and (self = gPlayer1) then
2329 begin
2330 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2331 end;
2333 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2334 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2335 begin
2336 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2337 end
2338 else
2339 begin
2340 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2341 end;
2342 end;
2344 var
2345 wx, wy, xx, yy: Integer;
2346 angle: SmallInt;
2347 sz, len: Word;
2348 begin
2349 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
2350 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2351 angle := FAngle;
2352 len := 1024;
2353 sz := 2;
2354 case FCurrWeap of
2355 0: begin // Punch
2356 len := 12;
2357 sz := 4;
2358 end;
2359 1: begin // Chainsaw
2360 len := 24;
2361 sz := 6;
2362 end;
2363 2: begin // Pistol
2364 len := 1024;
2365 sz := 2;
2366 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2367 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2368 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2369 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2370 end;
2371 3: begin // Shotgun
2372 len := 1024;
2373 sz := 3;
2374 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2375 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2376 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2377 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2378 end;
2379 4: begin // Double Shotgun
2380 len := 1024;
2381 sz := 4;
2382 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2383 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2384 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2385 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2386 end;
2387 5: begin // Chaingun
2388 len := 1024;
2389 sz := 3;
2390 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2391 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2392 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2393 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2394 end;
2395 6: begin // Rocket Launcher
2396 len := 1024;
2397 sz := 7;
2398 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2399 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2400 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2401 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2402 end;
2403 7: begin // Plasmagun
2404 len := 1024;
2405 sz := 5;
2406 if angle = ANGLE_RIGHTUP then Inc(angle);
2407 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2408 if angle = ANGLE_LEFTUP then Dec(angle);
2409 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2410 end;
2411 8: begin // BFG
2412 len := 1024;
2413 sz := 12;
2414 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2415 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2416 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2417 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2418 end;
2419 9: begin // Super Chaingun
2420 len := 1024;
2421 sz := 4;
2422 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2423 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2424 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2425 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2426 end;
2427 end;
2428 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2429 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2430 {$IF DEFINED(D2F_DEBUG)}
2431 drawCast(sz, wx, wy, xx, yy);
2432 {$ELSE}
2433 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2434 {$ENDIF}
2435 end;
2437 procedure TPlayer.DrawGUI();
2438 var
2439 ID: DWORD;
2440 X, Y, SY, a, p, m: Integer;
2441 tw, th: Word;
2442 cw, ch: Byte;
2443 s: string;
2444 stat: TPlayerStatArray;
2445 begin
2446 X := gPlayerScreenSize.X;
2447 SY := gPlayerScreenSize.Y;
2448 Y := 0;
2450 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2451 begin
2452 if gGameSettings.GameMode = GM_CTF then
2453 a := 32 + 8
2454 else
2455 a := 0;
2456 if gGameSettings.GameMode = GM_CTF then
2457 begin
2458 s := 'TEXTURE_PLAYER_REDFLAG';
2459 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2460 s := 'TEXTURE_PLAYER_REDFLAG_S';
2461 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2462 s := 'TEXTURE_PLAYER_REDFLAG_D';
2463 if g_Texture_Get(s, ID) then
2464 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2465 end;
2467 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2468 e_CharFont_GetSize(gMenuFont, s, tw, th);
2469 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2471 if gGameSettings.GameMode = GM_CTF then
2472 begin
2473 s := 'TEXTURE_PLAYER_BLUEFLAG';
2474 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2475 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2476 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2477 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2478 if g_Texture_Get(s, ID) then
2479 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2480 end;
2482 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2483 e_CharFont_GetSize(gMenuFont, s, tw, th);
2484 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2485 end;
2487 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2488 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2489 0, False, False);
2491 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2492 e_Draw(ID, X+2, Y, 0, True, False);
2494 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2495 begin
2496 if gShowStat then
2497 begin
2498 s := IntToStr(Frags);
2499 e_CharFont_GetSize(gMenuFont, s, tw, th);
2500 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2502 s := '';
2503 p := 1;
2504 m := 0;
2505 stat := g_Player_GetStats();
2506 if stat <> nil then
2507 begin
2508 p := 1;
2510 for a := 0 to High(stat) do
2511 if stat[a].Name <> Name then
2512 begin
2513 if stat[a].Frags > m then m := stat[a].Frags;
2514 if stat[a].Frags > Frags then p := p+1;
2515 end;
2516 end;
2518 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2519 if Frags >= m then s := s+'+' else s := s+'-';
2520 s := s+IntToStr(Abs(Frags-m));
2522 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2523 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2524 end;
2526 if gShowLives and (gGameSettings.MaxLives > 0) then
2527 begin
2528 s := IntToStr(Lives);
2529 e_CharFont_GetSize(gMenuFont, s, tw, th);
2530 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2531 end;
2532 end;
2534 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2535 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2537 if R_BERSERK in FRulez then
2538 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2539 else
2540 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2542 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2543 e_Draw(ID, X+36, Y+77, 0, True, False);
2545 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2546 e_CharFont_GetSize(gMenuFont, s, tw, th);
2547 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2549 s := IntToStr(FArmor);
2550 e_CharFont_GetSize(gMenuFont, s, tw, th);
2551 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2553 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2555 case FCurrWeap of
2556 WEAPON_KASTET:
2557 begin
2558 s := '--';
2559 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2560 end;
2561 WEAPON_SAW:
2562 begin
2563 s := '--';
2564 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2565 end;
2566 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2567 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2568 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2569 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2570 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2571 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2572 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2573 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2574 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2575 end;
2577 e_CharFont_GetSize(gMenuFont, s, tw, th);
2578 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2579 e_Draw(ID, X+20, Y+160, 0, True, False);
2581 if R_KEY_RED in FRulez then
2582 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2584 if R_KEY_GREEN in FRulez then
2585 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2587 if R_KEY_BLUE in FRulez then
2588 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2590 if FJetFuel > 0 then
2591 begin
2592 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2593 e_Draw(ID, X+2, Y+116, 0, True, False);
2594 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2595 e_Draw(ID, X+2, Y+126, 0, True, False);
2596 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2597 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2598 end
2599 else
2600 begin
2601 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2602 e_Draw(ID, X+2, Y+124, 0, True, False);
2603 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2604 end;
2606 if gShowPing and g_Game_IsClient then
2607 begin
2608 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2609 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2610 Y := Y + 16;
2611 end;
2613 if FSpectator then
2614 begin
2615 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2616 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2617 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2618 if FNoRespawn then
2619 begin
2620 e_TextureFontGetSize(gStdFont, cw, ch);
2621 s := _lc[I_PLAYER_SPECT4];
2622 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2623 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2624 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2625 end;
2627 end;
2628 end;
2630 procedure TPlayer.DrawRulez();
2631 var
2632 dr: Boolean;
2633 begin
2634 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2635 if FMegaRulez[MR_INVUL] >= gTime then
2636 begin
2637 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2638 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2639 else
2640 dr := True;
2642 if dr then
2643 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2644 191, 191, 191, 0, B_INVERT);
2645 end;
2647 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2648 if FMegaRulez[MR_SUIT] >= gTime then
2649 begin
2650 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2651 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2652 else
2653 dr := True;
2655 if dr then
2656 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2657 0, 96, 0, 200, B_NONE);
2658 end;
2660 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2661 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2662 begin
2663 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2664 255, 0, 0, 200, B_NONE);
2665 end;
2666 end;
2668 procedure TPlayer.DrawPain();
2669 var
2670 a, h: Integer;
2671 begin
2672 if FPain = 0 then Exit;
2674 a := FPain;
2676 if a < 15 then h := 0
2677 else if a < 35 then h := 1
2678 else if a < 55 then h := 2
2679 else if a < 75 then h := 3
2680 else if a < 95 then h := 4
2681 else h := 5;
2683 //if a > 255 then a := 255;
2685 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2686 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2687 end;
2689 procedure TPlayer.DrawPickup();
2690 var
2691 a, h: Integer;
2692 begin
2693 if FPickup = 0 then Exit;
2695 a := FPickup;
2697 if a < 15 then h := 1
2698 else if a < 35 then h := 2
2699 else if a < 55 then h := 3
2700 else if a < 75 then h := 4
2701 else h := 5;
2703 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2704 end;
2706 procedure TPlayer.Fire();
2707 var
2708 f, DidFire: Boolean;
2709 wx, wy, xd, yd: Integer;
2710 locobj: TObj;
2711 begin
2712 if g_Game_IsClient then Exit;
2713 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2714 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2716 if FSpectator then
2717 begin
2718 Respawn(False);
2719 Exit;
2720 end;
2722 if FReloading[FCurrWeap] <> 0 then Exit;
2724 DidFire := False;
2726 f := False;
2727 wx := FObj.X+WEAPONPOINT[FDirection].X;
2728 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2729 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
2730 yd := wy+firediry();
2732 case FCurrWeap of
2733 WEAPON_KASTET:
2734 begin
2735 if R_BERSERK in FRulez then
2736 begin
2737 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2738 locobj.X := FObj.X+FObj.Rect.X;
2739 locobj.Y := FObj.Y+FObj.Rect.Y;
2740 locobj.rect.X := 0;
2741 locobj.rect.Y := 0;
2742 locobj.rect.Width := 39;
2743 locobj.rect.Height := 52;
2744 locobj.Vel.X := (xd-wx) div 2;
2745 locobj.Vel.Y := (yd-wy) div 2;
2746 locobj.Accel.X := xd-wx;
2747 locobj.Accel.y := yd-wy;
2749 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2750 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2751 else
2752 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2754 if gFlash = 1 then
2755 if FPain < 50 then
2756 FPain := min(FPain + 25, 50);
2757 end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2759 DidFire := True;
2760 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2761 end;
2763 WEAPON_SAW:
2764 begin
2765 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2766 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2767 begin
2768 FSawSoundSelect.Stop();
2769 FSawSound.Stop();
2770 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2771 end
2772 else if not FSawSoundHit.IsPlaying() then
2773 begin
2774 FSawSoundSelect.Stop();
2775 FSawSound.PlayAt(FObj.X, FObj.Y);
2776 end;
2778 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2779 DidFire := True;
2780 f := True;
2781 end;
2783 WEAPON_PISTOL:
2784 if FAmmo[A_BULLETS] > 0 then
2785 begin
2786 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2787 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2788 Dec(FAmmo[A_BULLETS]);
2789 FFireAngle := FAngle;
2790 f := True;
2791 DidFire := True;
2792 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2793 GameVelX, GameVelY-2, SHELL_BULLET);
2794 end;
2796 WEAPON_SHOTGUN1:
2797 if FAmmo[A_SHELLS] > 0 then
2798 begin
2799 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2800 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2801 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2802 Dec(FAmmo[A_SHELLS]);
2803 FFireAngle := FAngle;
2804 f := True;
2805 DidFire := True;
2806 FShellTimer := 10;
2807 FShellType := SHELL_SHELL;
2808 end;
2810 WEAPON_SHOTGUN2:
2811 if FAmmo[A_SHELLS] >= 2 then
2812 begin
2813 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2814 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2815 Dec(FAmmo[A_SHELLS], 2);
2816 FFireAngle := FAngle;
2817 f := True;
2818 DidFire := True;
2819 FShellTimer := 13;
2820 FShellType := SHELL_DBLSHELL;
2821 end;
2823 WEAPON_CHAINGUN:
2824 if FAmmo[A_BULLETS] > 0 then
2825 begin
2826 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2827 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2828 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2829 Dec(FAmmo[A_BULLETS]);
2830 FFireAngle := FAngle;
2831 f := True;
2832 DidFire := True;
2833 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2834 GameVelX, GameVelY-2, SHELL_BULLET);
2835 end;
2837 WEAPON_ROCKETLAUNCHER:
2838 if FAmmo[A_ROCKETS] > 0 then
2839 begin
2840 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2841 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2842 Dec(FAmmo[A_ROCKETS]);
2843 FFireAngle := FAngle;
2844 f := True;
2845 DidFire := True;
2846 end;
2848 WEAPON_PLASMA:
2849 if FAmmo[A_CELLS] > 0 then
2850 begin
2851 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2852 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2853 Dec(FAmmo[A_CELLS]);
2854 FFireAngle := FAngle;
2855 f := True;
2856 DidFire := True;
2857 end;
2859 WEAPON_BFG:
2860 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2861 begin
2862 FBFGFireCounter := 17;
2863 if not FNoReload then
2864 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2865 Dec(FAmmo[A_CELLS], 40);
2866 DidFire := True;
2867 end;
2869 WEAPON_SUPERPULEMET:
2870 if FAmmo[A_SHELLS] > 0 then
2871 begin
2872 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2873 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2874 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2875 Dec(FAmmo[A_SHELLS]);
2876 FFireAngle := FAngle;
2877 f := True;
2878 DidFire := True;
2879 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2880 GameVelX, GameVelY-2, SHELL_SHELL);
2881 end;
2883 WEAPON_FLAMETHROWER:
2884 if FAmmo[A_FUEL] > 0 then
2885 begin
2886 g_Weapon_flame(wx, wy, xd, yd, FUID);
2887 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2888 Dec(FAmmo[A_FUEL]);
2889 FFireAngle := FAngle;
2890 f := True;
2891 DidFire := True;
2892 end;
2893 end;
2895 if g_Game_IsNet then
2896 begin
2897 if DidFire then
2898 begin
2899 if FCurrWeap <> WEAPON_BFG then
2900 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
2901 else
2902 if not FNoReload then
2903 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
2904 end;
2906 MH_SEND_PlayerStats(FUID);
2907 end;
2909 if not f then Exit;
2911 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
2912 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
2913 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
2914 end;
2916 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
2917 begin
2918 case Weapon of
2919 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
2920 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
2921 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
2922 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
2923 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
2924 else Result := 0;
2925 end;
2926 end;
2928 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
2929 begin
2930 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
2931 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
2932 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
2933 end;
2935 procedure TPlayer.JetpackOn;
2936 begin
2937 FJetSoundFly.Stop;
2938 FJetSoundOff.Stop;
2939 FJetSoundOn.SetPosition(0);
2940 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
2941 FlySmoke(8);
2942 end;
2944 procedure TPlayer.JetpackOff;
2945 begin
2946 FJetSoundFly.Stop;
2947 FJetSoundOn.Stop;
2948 FJetSoundOff.SetPosition(0);
2949 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
2950 end;
2952 procedure TPlayer.CatchFire(Attacker: Word);
2953 begin
2954 FFireTime := 100;
2955 FFireAttacker := Attacker;
2956 if g_Game_IsNet and g_Game_IsServer then
2957 MH_SEND_PlayerStats(FUID);
2958 end;
2960 procedure TPlayer.Jump();
2961 begin
2962 if gFly or FJetpack then
2963 begin
2964 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
2965 if FObj.Vel.Y > -VEL_FLY then
2966 FObj.Vel.Y := FObj.Vel.Y - 3;
2967 if FJetpack then
2968 begin
2969 if FJetFuel > 0 then
2970 Dec(FJetFuel);
2971 if (FJetFuel < 1) and g_Game_IsServer then
2972 begin
2973 FJetpack := False;
2974 JetpackOff;
2975 if g_Game_IsNet then
2976 MH_SEND_PlayerStats(FUID);
2977 end;
2978 end;
2979 Exit;
2980 end;
2982 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
2983 if FGhost then
2984 FCanJetpack := False;
2986 // Ïðûãàåì èëè âñïëûâàåì:
2987 if (CollideLevel(0, 1) or
2988 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
2989 PLAYER_RECT.Height-33, PANEL_STEP, False)
2990 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
2991 begin
2992 FObj.Vel.Y := -VEL_JUMP;
2993 FCanJetpack := False;
2994 end
2995 else
2996 begin
2997 if BodyInLiquid(0, 0) then
2998 FObj.Vel.Y := -VEL_SW
2999 else if (FJetFuel > 0) and FCanJetpack and
3000 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3001 begin
3002 FJetpack := True;
3003 JetpackOn;
3004 if g_Game_IsNet then
3005 MH_SEND_PlayerStats(FUID);
3006 end;
3007 end;
3008 end;
3010 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3011 var
3012 a, i, k, ab, ar: Byte;
3013 s: String;
3014 mon: TMonster;
3015 plr: TPlayer;
3016 srv, netsrv: Boolean;
3017 DoFrags: Boolean;
3018 OldLR: Byte;
3019 KP: TPlayer;
3020 it: PItem;
3022 procedure PushItem(t: Byte);
3023 var
3024 id: DWORD;
3025 begin
3026 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3027 it := g_Items_ByIdx(id);
3028 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3029 begin
3030 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3031 (FObj.Vel.Y div 2)-Random(9));
3032 it.positionChanged(); // this updates spatial accelerators
3033 end
3034 else
3035 begin
3036 if KillType = K_HARDKILL then // -5..+5; -5..0
3037 begin
3038 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3039 (FObj.Vel.Y div 2)-Random(6));
3040 end
3041 else // -3..+3; -3..0
3042 begin
3043 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3044 (FObj.Vel.Y div 2)-Random(4));
3045 end;
3046 it.positionChanged(); // this updates spatial accelerators
3047 end;
3049 if g_Game_IsNet and g_Game_IsServer then
3050 MH_SEND_ItemSpawn(True, id);
3051 end;
3053 begin
3054 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3055 Srv := g_Game_IsServer;
3056 Netsrv := g_Game_IsServer and g_Game_IsNet;
3057 if Srv then FDeath := FDeath + 1;
3058 if FAlive then
3059 begin
3060 if FGhost then
3061 FGhost := False;
3062 if not FPhysics then
3063 FPhysics := True;
3064 FAlive := False;
3065 end;
3066 FShellTimer := -1;
3068 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3069 begin
3070 if FLives > 0 then FLives := FLives - 1;
3071 if FLives = 0 then FNoRespawn := True;
3072 end;
3074 // Íîìåð òèïà ñìåðòè:
3075 a := 1;
3076 case KillType of
3077 K_SIMPLEKILL: a := 1;
3078 K_HARDKILL: a := 2;
3079 K_EXTRAHARDKILL: a := 3;
3080 K_FALLKILL: a := 4;
3081 end;
3083 // Çâóê ñìåðòè:
3084 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3085 for i := 1 to 3 do
3086 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3087 Break;
3089 // Âðåìÿ ðåñïàóíà:
3090 if Srv then
3091 case KillType of
3092 K_SIMPLEKILL:
3093 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3094 K_HARDKILL:
3095 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3096 K_EXTRAHARDKILL, K_FALLKILL:
3097 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3098 end;
3100 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3101 case KillType of
3102 K_SIMPLEKILL:
3103 SetAction(A_DIE1);
3104 K_HARDKILL, K_EXTRAHARDKILL:
3105 SetAction(A_DIE2);
3106 end;
3108 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3109 if (KillType <> K_FALLKILL) and (Srv) then
3110 g_Monsters_killedp();
3112 if SpawnerUID = FUID then
3113 begin // Ñàìîóáèëñÿ
3114 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3115 begin
3116 Dec(FFrags);
3117 FLastFrag := 0;
3118 end;
3119 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3120 end
3121 else
3122 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3123 begin // Óáèò äðóãèì èãðîêîì
3124 KP := g_Player_Get(SpawnerUID);
3125 if (KP <> nil) and Srv then
3126 begin
3127 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3128 if SameTeam(FUID, SpawnerUID) then
3129 begin
3130 Dec(KP.FFrags);
3131 KP.FLastFrag := 0;
3132 end else
3133 begin
3134 Inc(KP.FFrags);
3135 KP.FragCombo();
3136 end;
3138 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3139 Inc(gTeamStat[KP.Team].Goals,
3140 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3142 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3143 end;
3145 plr := g_Player_Get(SpawnerUID);
3146 if plr = nil then
3147 s := '?'
3148 else
3149 s := plr.FName;
3151 case KillType of
3152 K_HARDKILL:
3153 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3154 [FName, s]),
3155 gShowKillMsg);
3156 K_EXTRAHARDKILL:
3157 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3158 [FName, s]),
3159 gShowKillMsg);
3160 else
3161 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3162 [FName, s]),
3163 gShowKillMsg);
3164 end;
3165 end
3166 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3167 begin // Óáèò ìîíñòðîì
3168 mon := g_Monsters_ByUID(SpawnerUID);
3169 if mon = nil then
3170 s := '?'
3171 else
3172 s := g_Monsters_GetKilledBy(mon.MonsterType);
3174 case KillType of
3175 K_HARDKILL:
3176 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3177 [FName, s]),
3178 gShowKillMsg);
3179 K_EXTRAHARDKILL:
3180 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3181 [FName, s]),
3182 gShowKillMsg);
3183 else
3184 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3185 [FName, s]),
3186 gShowKillMsg);
3187 end;
3188 end
3189 else // Îñîáûå òèïû ñìåðòè
3190 case t of
3191 HIT_DISCON: ;
3192 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3193 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3194 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3195 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3196 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3197 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3198 end;
3200 if Srv then
3201 begin
3202 // Âûáðîñ îðóæèÿ:
3203 for a := WP_FIRST to WP_LAST do
3204 if FWeapon[a] then
3205 begin
3206 case a of
3207 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3208 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3209 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3210 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3211 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3212 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3213 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3214 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3215 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3216 else i := 0;
3217 end;
3219 if i <> 0 then
3220 PushItem(i);
3221 end;
3223 // Âûáðîñ ðþêçàêà:
3224 if R_ITEM_BACKPACK in FRulez then
3225 PushItem(ITEM_AMMO_BACKPACK);
3227 // Âûáðîñ ðàêåòíîãî ðàíöà:
3228 if FJetFuel > 0 then
3229 PushItem(ITEM_JETPACK);
3231 // Âûáðîñ êëþ÷åé:
3232 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3233 begin
3234 if R_KEY_RED in FRulez then
3235 PushItem(ITEM_KEY_RED);
3237 if R_KEY_GREEN in FRulez then
3238 PushItem(ITEM_KEY_GREEN);
3240 if R_KEY_BLUE in FRulez then
3241 PushItem(ITEM_KEY_BLUE);
3242 end;
3244 // Âûáðîñ ôëàãà:
3245 DropFlag();
3246 end;
3248 g_Player_CreateCorpse(Self);
3250 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3251 (gLMSRespawn = LMS_RESPAWN_NONE) then
3252 begin
3253 a := 0;
3254 k := 0;
3255 ar := 0;
3256 ab := 0;
3257 for i := Low(gPlayers) to High(gPlayers) do
3258 begin
3259 if gPlayers[i] = nil then continue;
3260 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3261 begin
3262 Inc(a);
3263 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3264 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3265 k := i;
3266 end;
3267 end;
3269 OldLR := gLMSRespawn;
3270 if (gGameSettings.GameMode = GM_COOP) then
3271 begin
3272 if (a = 0) then
3273 begin
3274 // everyone is dead, restart the map
3275 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3276 if Netsrv then
3277 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3278 gLMSRespawn := LMS_RESPAWN_FINAL;
3279 gLMSRespawnTime := gTime + 5000;
3280 end
3281 else if (a = 1) then
3282 begin
3283 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3284 if (gPlayers[k] = gPlayer1) or
3285 (gPlayers[k] = gPlayer2) then
3286 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3287 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3288 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3289 end;
3290 end
3291 else if (gGameSettings.GameMode = GM_TDM) then
3292 begin
3293 if (ab = 0) and (ar <> 0) then
3294 begin
3295 // blu team ded
3296 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3297 if Netsrv then
3298 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3299 Inc(gTeamStat[TEAM_RED].Goals);
3300 gLMSRespawn := LMS_RESPAWN_FINAL;
3301 gLMSRespawnTime := gTime + 5000;
3302 end
3303 else if (ar = 0) and (ab <> 0) then
3304 begin
3305 // red team ded
3306 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3307 if Netsrv then
3308 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3309 Inc(gTeamStat[TEAM_BLUE].Goals);
3310 gLMSRespawn := LMS_RESPAWN_FINAL;
3311 gLMSRespawnTime := gTime + 5000;
3312 end
3313 else if (ar = 0) and (ab = 0) then
3314 begin
3315 // everyone ded
3316 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3317 if Netsrv then
3318 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3319 gLMSRespawn := LMS_RESPAWN_FINAL;
3320 gLMSRespawnTime := gTime + 5000;
3321 end;
3322 end
3323 else if (gGameSettings.GameMode = GM_DM) then
3324 begin
3325 if (a = 1) then
3326 begin
3327 if gPlayers[k] <> nil then
3328 with gPlayers[k] do
3329 begin
3330 // survivor is the winner
3331 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3332 if Netsrv then
3333 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3334 Inc(FFrags);
3335 end;
3336 gLMSRespawn := LMS_RESPAWN_FINAL;
3337 gLMSRespawnTime := gTime + 5000;
3338 end
3339 else if (a = 0) then
3340 begin
3341 // everyone is dead, restart the map
3342 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3343 if Netsrv then
3344 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3345 gLMSRespawn := LMS_RESPAWN_FINAL;
3346 gLMSRespawnTime := gTime + 5000;
3347 end;
3348 end;
3349 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3350 begin
3351 if NetMode = NET_SERVER then
3352 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3353 else
3354 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3355 end;
3356 end;
3358 if Netsrv then
3359 begin
3360 MH_SEND_PlayerStats(FUID);
3361 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3362 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3363 end;
3365 if srv and FNoRespawn then Spectate(True);
3366 FWantsInGame := True;
3367 end;
3369 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3370 begin
3371 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3372 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3373 end;
3375 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3376 begin
3377 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3378 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3379 end;
3381 procedure TPlayer.MakeBloodSimple(Count: Word);
3382 begin
3383 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3384 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3385 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3386 150, 0, 0);
3387 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3388 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3389 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3390 150, 0, 0);
3391 end;
3393 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3394 begin
3395 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3396 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3397 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3398 150, 0, 0);
3399 end;
3401 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3402 begin
3403 if g_Game_IsClient then Exit;
3404 if Weapon > High(FWeapon) then Exit;
3405 FNextWeap := FNextWeap or (1 shl Weapon);
3406 end;
3408 procedure TPlayer.resetWeaponQueue ();
3409 begin
3410 FNextWeap := 0;
3411 FNextWeapDelay := 0;
3412 end;
3414 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3415 begin
3416 result := false;
3417 case weapon of
3418 WEAPON_KASTET, WEAPON_SAW: result := true;
3419 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3420 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3421 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3422 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3423 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3424 else result := (weapon < length(FWeapon));
3425 end;
3426 end;
3428 // return 255 for "no switch"
3429 function TPlayer.getNextWeaponIndex (): Byte;
3430 var
3431 i: Word;
3432 wantThisWeapon: array[0..64] of Boolean;
3433 wwc: Integer = 0; //HACK!
3434 dir, cwi: Integer;
3435 begin
3436 result := 255; // default result: "no switch"
3437 // had weapon cycling on previous frame? remove that flag
3438 if (FNextWeap and $2000) <> 0 then
3439 begin
3440 FNextWeap := FNextWeap and $1FFF;
3441 FNextWeapDelay := 0;
3442 end;
3443 // cycling has priority
3444 if (FNextWeap and $C000) <> 0 then
3445 begin
3446 if (FNextWeap and $8000) <> 0 then
3447 dir := 1
3448 else
3449 dir := -1;
3450 FNextWeap := FNextWeap or $2000; // we need this
3451 if FNextWeapDelay > 0 then
3452 exit; // cooldown time
3453 cwi := FCurrWeap;
3454 for i := 0 to High(FWeapon) do
3455 begin
3456 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3457 if FWeapon[cwi] then
3458 begin
3459 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3460 result := Byte(cwi);
3461 FNextWeapDelay := 10;
3462 exit;
3463 end;
3464 end;
3465 resetWeaponQueue();
3466 exit;
3467 end;
3468 // no cycling
3469 for i := 0 to High(wantThisWeapon) do
3470 wantThisWeapon[i] := false;
3471 for i := 0 to High(FWeapon) do
3472 if (FNextWeap and (1 shl i)) <> 0 then
3473 begin
3474 wantThisWeapon[i] := true;
3475 Inc(wwc);
3476 end;
3477 // exclude currently selected weapon from the set
3478 wantThisWeapon[FCurrWeap] := false;
3479 // slow down alterations a little
3480 if wwc > 1 then
3481 begin
3482 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3483 // more than one weapon requested, assume "alteration" and check alteration delay
3484 if FNextWeapDelay > 0 then
3485 begin
3486 FNextWeap := 0;
3487 exit;
3488 end; // yeah
3489 end;
3490 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3491 // but clear all counters if no weapon should be switched
3492 if wwc < 1 then
3493 begin
3494 resetWeaponQueue();
3495 exit;
3496 end;
3497 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3498 // try weapons in descending order
3499 for i := High(FWeapon) downto 0 do
3500 begin
3501 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3502 begin
3503 // i found her!
3504 result := Byte(i);
3505 resetWeaponQueue();
3506 FNextWeapDelay := 10; // anyway, 'cause why not
3507 exit;
3508 end;
3509 end;
3510 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3511 resetWeaponQueue();
3512 end;
3514 procedure TPlayer.RealizeCurrentWeapon();
3515 function switchAllowed (): Boolean;
3516 var
3517 i: Byte;
3518 begin
3519 result := false;
3520 if FBFGFireCounter <> -1 then
3521 exit;
3522 if FTime[T_SWITCH] > gTime then
3523 exit;
3524 for i := WP_FIRST to WP_LAST do
3525 if FReloading[i] > 0 then
3526 exit;
3527 result := true;
3528 end;
3530 var
3531 nw: Byte;
3532 begin
3533 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3534 //FNextWeap := FNextWeap and $1FFF;
3535 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3537 if not switchAllowed then
3538 begin
3539 //HACK for weapon cycling
3540 if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
3541 exit;
3542 end;
3544 nw := getNextWeaponIndex();
3545 if nw = 255 then exit; // don't reset anything here
3546 if nw > High(FWeapon) then
3547 begin
3548 // don't forget to reset queue here!
3549 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3550 resetWeaponQueue();
3551 exit;
3552 end;
3554 if FWeapon[nw] then
3555 begin
3556 FCurrWeap := nw;
3557 FTime[T_SWITCH] := gTime+156;
3558 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3559 FModel.SetWeapon(FCurrWeap);
3560 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3561 end;
3562 end;
3564 procedure TPlayer.NextWeapon();
3565 begin
3566 if g_Game_IsClient then Exit;
3567 FNextWeap := $8000;
3568 end;
3570 procedure TPlayer.PrevWeapon();
3571 begin
3572 if g_Game_IsClient then Exit;
3573 FNextWeap := $4000;
3574 end;
3576 procedure TPlayer.SetWeapon(W: Byte);
3577 begin
3578 if FCurrWeap <> W then
3579 if W = WEAPON_SAW then
3580 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3582 FCurrWeap := W;
3583 FModel.SetWeapon(CurrWeap);
3584 resetWeaponQueue();
3585 end;
3587 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3588 var
3589 a: Boolean;
3590 begin
3591 Result := False;
3592 if g_Game_IsClient then Exit;
3594 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3595 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3596 remove := not a;
3598 case ItemType of
3599 ITEM_MEDKIT_SMALL:
3600 if FHealth < PLAYER_HP_SOFT then
3601 begin
3602 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3603 Result := True;
3604 remove := True;
3605 FFireTime := 0;
3606 if gFlash = 2 then Inc(FPickup, 5);
3607 end;
3609 ITEM_MEDKIT_LARGE:
3610 if FHealth < PLAYER_HP_SOFT then
3611 begin
3612 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3613 Result := True;
3614 remove := True;
3615 FFireTime := 0;
3616 if gFlash = 2 then Inc(FPickup, 5);
3617 end;
3619 ITEM_ARMOR_GREEN:
3620 if FArmor < PLAYER_AP_SOFT then
3621 begin
3622 FArmor := PLAYER_AP_SOFT;
3623 Result := True;
3624 remove := True;
3625 if gFlash = 2 then Inc(FPickup, 5);
3626 end;
3628 ITEM_ARMOR_BLUE:
3629 if FArmor < PLAYER_AP_LIMIT then
3630 begin
3631 FArmor := PLAYER_AP_LIMIT;
3632 Result := True;
3633 remove := True;
3634 if gFlash = 2 then Inc(FPickup, 5);
3635 end;
3637 ITEM_SPHERE_BLUE:
3638 if FHealth < PLAYER_HP_LIMIT then
3639 begin
3640 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3641 Result := True;
3642 remove := True;
3643 FFireTime := 0;
3644 if gFlash = 2 then Inc(FPickup, 5);
3645 end;
3647 ITEM_SPHERE_WHITE:
3648 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3649 begin
3650 if FHealth < PLAYER_HP_LIMIT then
3651 FHealth := PLAYER_HP_LIMIT;
3652 if FArmor < PLAYER_AP_LIMIT then
3653 FArmor := PLAYER_AP_LIMIT;
3654 Result := True;
3655 remove := True;
3656 FFireTime := 0;
3657 if gFlash = 2 then Inc(FPickup, 5);
3658 end;
3660 ITEM_WEAPON_SAW:
3661 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3662 begin
3663 FWeapon[WEAPON_SAW] := True;
3664 Result := True;
3665 if gFlash = 2 then Inc(FPickup, 5);
3666 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3667 end;
3669 ITEM_WEAPON_SHOTGUN1:
3670 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3671 begin
3672 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3673 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3675 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3676 FWeapon[WEAPON_SHOTGUN1] := True;
3677 Result := True;
3678 if gFlash = 2 then Inc(FPickup, 5);
3679 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3680 end;
3682 ITEM_WEAPON_SHOTGUN2:
3683 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3684 begin
3685 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3687 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3688 FWeapon[WEAPON_SHOTGUN2] := True;
3689 Result := True;
3690 if gFlash = 2 then Inc(FPickup, 5);
3691 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3692 end;
3694 ITEM_WEAPON_CHAINGUN:
3695 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3696 begin
3697 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3699 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3700 FWeapon[WEAPON_CHAINGUN] := True;
3701 Result := True;
3702 if gFlash = 2 then Inc(FPickup, 5);
3703 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3704 end;
3706 ITEM_WEAPON_ROCKETLAUNCHER:
3707 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3708 begin
3709 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3711 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3712 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3713 Result := True;
3714 if gFlash = 2 then Inc(FPickup, 5);
3715 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3716 end;
3718 ITEM_WEAPON_PLASMA:
3719 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3720 begin
3721 if a and FWeapon[WEAPON_PLASMA] then Exit;
3723 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3724 FWeapon[WEAPON_PLASMA] := True;
3725 Result := True;
3726 if gFlash = 2 then Inc(FPickup, 5);
3727 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3728 end;
3730 ITEM_WEAPON_BFG:
3731 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3732 begin
3733 if a and FWeapon[WEAPON_BFG] then Exit;
3735 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3736 FWeapon[WEAPON_BFG] := True;
3737 Result := True;
3738 if gFlash = 2 then Inc(FPickup, 5);
3739 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3740 end;
3742 ITEM_WEAPON_SUPERPULEMET:
3743 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3744 begin
3745 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3747 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3748 FWeapon[WEAPON_SUPERPULEMET] := True;
3749 Result := True;
3750 if gFlash = 2 then Inc(FPickup, 5);
3751 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3752 end;
3754 ITEM_WEAPON_FLAMETHROWER:
3755 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3756 begin
3757 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3759 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3760 FWeapon[WEAPON_FLAMETHROWER] := True;
3761 Result := True;
3762 if gFlash = 2 then Inc(FPickup, 5);
3763 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3764 end;
3766 ITEM_AMMO_BULLETS:
3767 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3768 begin
3769 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3770 Result := True;
3771 remove := True;
3772 if gFlash = 2 then Inc(FPickup, 5);
3773 end;
3775 ITEM_AMMO_BULLETS_BOX:
3776 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3777 begin
3778 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3779 Result := True;
3780 remove := True;
3781 if gFlash = 2 then Inc(FPickup, 5);
3782 end;
3784 ITEM_AMMO_SHELLS:
3785 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3786 begin
3787 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3788 Result := True;
3789 remove := True;
3790 if gFlash = 2 then Inc(FPickup, 5);
3791 end;
3793 ITEM_AMMO_SHELLS_BOX:
3794 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3795 begin
3796 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3797 Result := True;
3798 remove := True;
3799 if gFlash = 2 then Inc(FPickup, 5);
3800 end;
3802 ITEM_AMMO_ROCKET:
3803 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3804 begin
3805 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3806 Result := True;
3807 remove := True;
3808 if gFlash = 2 then Inc(FPickup, 5);
3809 end;
3811 ITEM_AMMO_ROCKET_BOX:
3812 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3813 begin
3814 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3815 Result := True;
3816 remove := True;
3817 if gFlash = 2 then Inc(FPickup, 5);
3818 end;
3820 ITEM_AMMO_CELL:
3821 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3822 begin
3823 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3824 Result := True;
3825 remove := True;
3826 if gFlash = 2 then Inc(FPickup, 5);
3827 end;
3829 ITEM_AMMO_CELL_BIG:
3830 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3831 begin
3832 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3833 Result := True;
3834 remove := True;
3835 if gFlash = 2 then Inc(FPickup, 5);
3836 end;
3838 ITEM_AMMO_FUELCAN:
3839 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
3840 begin
3841 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3842 Result := True;
3843 remove := True;
3844 if gFlash = 2 then Inc(FPickup, 5);
3845 end;
3847 ITEM_AMMO_BACKPACK:
3848 if not(R_ITEM_BACKPACK in FRulez) or
3849 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3850 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3851 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3852 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
3853 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
3854 begin
3855 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
3856 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
3857 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
3858 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
3859 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
3861 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3862 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3863 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3864 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3865 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3866 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3867 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3868 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3870 FRulez := FRulez + [R_ITEM_BACKPACK];
3871 Result := True;
3872 remove := True;
3873 if gFlash = 2 then Inc(FPickup, 5);
3874 end;
3876 ITEM_KEY_RED:
3877 if not(R_KEY_RED in FRulez) then
3878 begin
3879 Include(FRulez, R_KEY_RED);
3880 Result := True;
3881 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3882 if gFlash = 2 then Inc(FPickup, 5);
3883 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3884 end;
3886 ITEM_KEY_GREEN:
3887 if not(R_KEY_GREEN in FRulez) then
3888 begin
3889 Include(FRulez, R_KEY_GREEN);
3890 Result := True;
3891 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3892 if gFlash = 2 then Inc(FPickup, 5);
3893 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3894 end;
3896 ITEM_KEY_BLUE:
3897 if not(R_KEY_BLUE in FRulez) then
3898 begin
3899 Include(FRulez, R_KEY_BLUE);
3900 Result := True;
3901 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3902 if gFlash = 2 then Inc(FPickup, 5);
3903 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3904 end;
3906 ITEM_SUIT:
3907 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
3908 begin
3909 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
3910 Result := True;
3911 remove := True;
3912 FFireTime := 0;
3913 if gFlash = 2 then Inc(FPickup, 5);
3914 end;
3916 ITEM_OXYGEN:
3917 if FAir < AIR_MAX then
3918 begin
3919 FAir := AIR_MAX;
3920 Result := True;
3921 remove := True;
3922 if gFlash = 2 then Inc(FPickup, 5);
3923 end;
3925 ITEM_MEDKIT_BLACK:
3926 begin
3927 if not (R_BERSERK in FRulez) then
3928 begin
3929 Include(FRulez, R_BERSERK);
3930 if FBFGFireCounter = -1 then
3931 begin
3932 FCurrWeap := WEAPON_KASTET;
3933 resetWeaponQueue();
3934 FModel.SetWeapon(WEAPON_KASTET);
3935 end;
3936 if gFlash <> 0 then
3937 Inc(FPain, 100);
3938 if gFlash = 2 then Inc(FPickup, 5);
3939 FBerserk := gTime+30000;
3940 Result := True;
3941 remove := True;
3942 FFireTime := 0;
3943 end;
3944 if FHealth < PLAYER_HP_SOFT then
3945 begin
3946 FHealth := PLAYER_HP_SOFT;
3947 FBerserk := gTime+30000;
3948 Result := True;
3949 remove := True;
3950 FFireTime := 0;
3951 end;
3952 end;
3954 ITEM_INVUL:
3955 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
3956 begin
3957 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
3958 Result := True;
3959 remove := True;
3960 if gFlash = 2 then Inc(FPickup, 5);
3961 end;
3963 ITEM_BOTTLE:
3964 if FHealth < PLAYER_HP_LIMIT then
3965 begin
3966 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
3967 Result := True;
3968 remove := True;
3969 FFireTime := 0;
3970 if gFlash = 2 then Inc(FPickup, 5);
3971 end;
3973 ITEM_HELMET:
3974 if FArmor < PLAYER_AP_LIMIT then
3975 begin
3976 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
3977 Result := True;
3978 remove := True;
3979 if gFlash = 2 then Inc(FPickup, 5);
3980 end;
3982 ITEM_JETPACK:
3983 if FJetFuel < JET_MAX then
3984 begin
3985 FJetFuel := JET_MAX;
3986 Result := True;
3987 remove := True;
3988 if gFlash = 2 then Inc(FPickup, 5);
3989 end;
3991 ITEM_INVIS:
3992 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
3993 begin
3994 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
3995 Result := True;
3996 remove := True;
3997 if gFlash = 2 then Inc(FPickup, 5);
3998 end;
3999 end;
4000 end;
4002 procedure TPlayer.Touch();
4003 begin
4004 if not FAlive then
4005 Exit;
4006 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4007 if FIamBot then
4008 begin
4009 // Áðîñèòü ôëàã òîâàðèùó:
4010 if gGameSettings.GameMode = GM_CTF then
4011 DropFlag();
4012 end;
4013 end;
4015 procedure TPlayer.Push(vx, vy: Integer);
4016 begin
4017 if (not FPhysics) and FGhost then
4018 Exit;
4019 FObj.Accel.X := FObj.Accel.X + vx;
4020 FObj.Accel.Y := FObj.Accel.Y + vy;
4021 if g_Game_IsNet and g_Game_IsServer then
4022 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4023 end;
4025 procedure TPlayer.Reset(Force: Boolean);
4026 begin
4027 if Force then
4028 FAlive := False;
4030 FSpawned := False;
4031 FTime[T_RESPAWN] := 0;
4032 FTime[T_FLAGCAP] := 0;
4033 FGodMode := False;
4034 FNoTarget := False;
4035 FNoReload := False;
4036 FFrags := 0;
4037 FLastFrag := 0;
4038 FComboEvnt := -1;
4039 FKills := 0;
4040 FMonsterKills := 0;
4041 FDeath := 0;
4042 FSecrets := 0;
4043 if FNoRespawn then
4044 begin
4045 FSpectator := False;
4046 FGhost := False;
4047 FPhysics := True;
4048 FSpectatePlayer := -1;
4049 FNoRespawn := False;
4050 end;
4051 FLives := gGameSettings.MaxLives;
4053 SetFlag(FLAG_NONE);
4054 end;
4056 procedure TPlayer.SoftReset();
4057 begin
4058 ReleaseKeys();
4060 FDamageBuffer := 0;
4061 FIncCam := 0;
4062 FBFGFireCounter := -1;
4063 FShellTimer := -1;
4064 FPain := 0;
4065 FLastHit := 0;
4066 FLastFrag := 0;
4067 FComboEvnt := -1;
4069 SetFlag(FLAG_NONE);
4070 SetAction(A_STAND, True);
4071 end;
4073 function TPlayer.GetRespawnPoint(): Byte;
4074 var
4075 c: Byte;
4076 begin
4077 Result := 255;
4078 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4080 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4081 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4082 begin
4083 if (Self = gPlayer1) or (Self = gPlayer2) then
4084 begin
4085 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4086 if Self = gPlayer1 then
4087 c := RESPAWNPOINT_PLAYER1
4088 else
4089 c := RESPAWNPOINT_PLAYER2;
4090 if g_Map_GetPointCount(c) > 0 then
4091 begin
4092 Result := c;
4093 Exit;
4094 end;
4096 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4097 if Self = gPlayer1 then
4098 c := RESPAWNPOINT_PLAYER2
4099 else
4100 c := RESPAWNPOINT_PLAYER1;
4101 if g_Map_GetPointCount(c) > 0 then
4102 begin
4103 Result := c;
4104 Exit;
4105 end;
4106 end else
4107 begin
4108 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4109 if Random(2) = 0 then
4110 c := RESPAWNPOINT_PLAYER1
4111 else
4112 c := RESPAWNPOINT_PLAYER2;
4113 if g_Map_GetPointCount(c) > 0 then
4114 begin
4115 Result := c;
4116 Exit;
4117 end;
4118 end;
4120 // Òî÷êà ëþáîé èç êîìàíä
4121 if Random(2) = 0 then
4122 c := RESPAWNPOINT_RED
4123 else
4124 c := RESPAWNPOINT_BLUE;
4125 if g_Map_GetPointCount(c) > 0 then
4126 begin
4127 Result := c;
4128 Exit;
4129 end;
4131 // Òî÷êà DM
4132 c := RESPAWNPOINT_DM;
4133 if g_Map_GetPointCount(c) > 0 then
4134 begin
4135 Result := c;
4136 Exit;
4137 end;
4138 end;
4140 // Ìÿñîïîâàë
4141 if gGameSettings.GameMode = GM_DM then
4142 begin
4143 // Òî÷êà DM
4144 c := RESPAWNPOINT_DM;
4145 if g_Map_GetPointCount(c) > 0 then
4146 begin
4147 Result := c;
4148 Exit;
4149 end;
4151 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4152 if Random(2) = 0 then
4153 c := RESPAWNPOINT_PLAYER1
4154 else
4155 c := RESPAWNPOINT_PLAYER2;
4156 if g_Map_GetPointCount(c) > 0 then
4157 begin
4158 Result := c;
4159 Exit;
4160 end;
4162 // Òî÷êà ëþáîé èç êîìàíä
4163 if Random(2) = 0 then
4164 c := RESPAWNPOINT_RED
4165 else
4166 c := RESPAWNPOINT_BLUE;
4167 if g_Map_GetPointCount(c) > 0 then
4168 begin
4169 Result := c;
4170 Exit;
4171 end;
4172 end;
4174 // Êîìàíäíûå
4175 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4176 begin
4177 // Òî÷êà ñâîåé êîìàíäû
4178 c := RESPAWNPOINT_DM;
4179 if FTeam = TEAM_RED then
4180 c := RESPAWNPOINT_RED;
4181 if FTeam = TEAM_BLUE then
4182 c := RESPAWNPOINT_BLUE;
4183 if g_Map_GetPointCount(c) > 0 then
4184 begin
4185 Result := c;
4186 Exit;
4187 end;
4189 // Òî÷êà DM
4190 c := RESPAWNPOINT_DM;
4191 if g_Map_GetPointCount(c) > 0 then
4192 begin
4193 Result := c;
4194 Exit;
4195 end;
4197 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4198 if Random(2) = 0 then
4199 c := RESPAWNPOINT_PLAYER1
4200 else
4201 c := RESPAWNPOINT_PLAYER2;
4202 if g_Map_GetPointCount(c) > 0 then
4203 begin
4204 Result := c;
4205 Exit;
4206 end;
4208 // Òî÷êà äðóãîé êîìàíäû
4209 c := RESPAWNPOINT_DM;
4210 if FTeam = TEAM_RED then
4211 c := RESPAWNPOINT_BLUE;
4212 if FTeam = TEAM_BLUE then
4213 c := RESPAWNPOINT_RED;
4214 if g_Map_GetPointCount(c) > 0 then
4215 begin
4216 Result := c;
4217 Exit;
4218 end;
4219 end;
4220 end;
4222 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4223 var
4224 RespawnPoint: TRespawnPoint;
4225 a, b, c: Byte;
4226 Anim: TAnimation;
4227 ID: DWORD;
4228 begin
4229 if not g_Game_IsServer then
4230 Exit;
4231 if FDummy then
4232 Exit;
4233 FWantsInGame := True;
4234 FJustTeleported := True;
4235 if Force then
4236 begin
4237 FTime[T_RESPAWN] := 0;
4238 FAlive := False;
4239 end;
4240 FNetTime := 0;
4241 // if server changes MaxLives we gotta be ready
4242 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4244 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4245 if FTime[T_RESPAWN] > gTime then
4246 Exit;
4248 // Ïðîñðàë âñå æèçíè:
4249 if FNoRespawn then
4250 begin
4251 if not FSpectator then Spectate(True);
4252 FWantsInGame := True;
4253 Exit;
4254 end;
4256 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4257 begin // "Ñâîÿ èãðà"
4258 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4259 FRulez := FRulez-[R_BERSERK];
4260 end
4261 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4262 begin
4263 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4264 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4265 end;
4267 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4268 c := GetRespawnPoint();
4270 ReleaseKeys();
4271 SetFlag(FLAG_NONE);
4273 // Âîñêðåøåíèå áåç îðóæèÿ:
4274 if not FAlive then
4275 begin
4276 FHealth := PLAYER_HP_SOFT;
4277 FArmor := 0;
4278 FAlive := True;
4279 FAir := AIR_DEF;
4280 FJetFuel := 0;
4282 for a := WP_FIRST to WP_LAST do
4283 begin
4284 FWeapon[a] := False;
4285 FReloading[a] := 0;
4286 end;
4288 FWeapon[WEAPON_PISTOL] := True;
4289 FWeapon[WEAPON_KASTET] := True;
4290 FCurrWeap := WEAPON_PISTOL;
4291 resetWeaponQueue();
4293 FModel.SetWeapon(FCurrWeap);
4295 for b := A_BULLETS to A_HIGH do
4296 FAmmo[b] := 0;
4298 FAmmo[A_BULLETS] := 50;
4300 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4301 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4302 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4303 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4304 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4306 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4307 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4308 else
4309 FRulez := [];
4310 end;
4312 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4313 if not g_Map_GetPoint(c, RespawnPoint) then
4314 begin
4315 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4316 Exit;
4317 end;
4319 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4320 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4321 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4322 FObj.Vel.X := 0;
4323 FObj.Vel.Y := 0;
4324 FObj.Accel.X := 0;
4325 FObj.Accel.Y := 0;
4327 FDirection := RespawnPoint.Direction;
4328 if FDirection = D_LEFT then
4329 FAngle := 180
4330 else
4331 FAngle := 0;
4333 FIncCam := 0;
4334 FBFGFireCounter := -1;
4335 FShellTimer := -1;
4336 FPain := 0;
4337 FLastHit := 0;
4339 SetAction(A_STAND, True);
4340 FModel.Direction := FDirection;
4342 for a := Low(FTime) to High(FTime) do
4343 FTime[a] := 0;
4345 for a := Low(FMegaRulez) to High(FMegaRulez) do
4346 FMegaRulez[a] := 0;
4348 FDamageBuffer := 0;
4349 FJetpack := False;
4350 FCanJetpack := False;
4351 FFireTime := 0;
4352 FFirePainTime := 0;
4353 FFireAttacker := 0;
4355 // Àíèìàöèÿ âîçðîæäåíèÿ:
4356 if (not gLoadGameMode) and (not Silent) then
4357 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4358 begin
4359 Anim := TAnimation.Create(ID, False, 3);
4360 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4361 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4362 Anim.Free();
4363 end;
4365 FSpectator := False;
4366 FGhost := False;
4367 FPhysics := True;
4368 FSpectatePlayer := -1;
4369 FSpawned := True;
4371 if g_Game_IsNet then
4372 begin
4373 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4374 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4375 if not Silent then
4376 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4377 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4378 0, NET_GFX_TELE);
4379 end;
4380 end;
4382 procedure TPlayer.Spectate(NoMove: Boolean = False);
4383 begin
4384 if FAlive then
4385 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4386 else if (not NoMove) then
4387 begin
4388 GameX := gMapInfo.Width div 2;
4389 GameY := gMapInfo.Height div 2;
4390 end;
4391 FXTo := GameX;
4392 FYTo := GameY;
4394 FAlive := False;
4395 FSpectator := True;
4396 FGhost := True;
4397 FPhysics := False;
4398 FWantsInGame := False;
4399 FSpawned := False;
4401 if FNoRespawn then
4402 begin
4403 if Self = gPlayer1 then
4404 begin
4405 gLMSPID1 := FUID;
4406 gPlayer1 := nil;
4407 end;
4408 if Self = gPlayer2 then
4409 begin
4410 gLMSPID2 := FUID;
4411 gPlayer2 := nil;
4412 end;
4413 end;
4415 if g_Game_IsNet then
4416 MH_SEND_PlayerStats(FUID);
4417 end;
4419 procedure TPlayer.SwitchNoClip;
4420 begin
4421 if not FAlive then
4422 Exit;
4423 FGhost := not FGhost;
4424 FPhysics := not FGhost;
4425 if FGhost then
4426 begin
4427 FXTo := FObj.X;
4428 FYTo := FObj.Y;
4429 end else
4430 begin
4431 FObj.Accel.X := 0;
4432 FObj.Accel.Y := 0;
4433 end;
4434 end;
4436 procedure TPlayer.Run(Direction: TDirection);
4437 var
4438 a, b: Integer;
4439 begin
4440 if MAX_RUNVEL > 8 then
4441 FlySmoke();
4443 // Áåæèì:
4444 if Direction = D_LEFT then
4445 begin
4446 if FObj.Vel.X > -MAX_RUNVEL then
4447 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4448 end
4449 else
4450 if FObj.Vel.X < MAX_RUNVEL then
4451 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4453 // Âîçìîæíî, ïèíàåì êóñêè:
4454 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4455 begin
4456 b := Abs(FObj.Vel.X);
4457 if b > 1 then b := b * (Random(8 div b) + 1);
4458 for a := 0 to High(gGibs) do
4459 begin
4460 if gGibs[a].alive and
4461 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4462 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4463 begin
4464 // Ïèíàåì êóñêè
4465 if FObj.Vel.X < 0 then
4466 begin
4467 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4468 end
4469 else
4470 begin
4471 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4472 end;
4473 gGibs[a].positionChanged(); // this updates spatial accelerators
4474 end;
4475 end;
4476 end;
4478 SetAction(A_WALK);
4479 end;
4481 procedure TPlayer.SeeDown();
4482 begin
4483 SetAction(A_SEEDOWN);
4485 if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4487 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4488 end;
4490 procedure TPlayer.SeeUp();
4491 begin
4492 SetAction(A_SEEUP);
4494 if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4496 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4497 end;
4499 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4500 var
4501 Prior: Byte;
4502 begin
4503 case Action of
4504 A_WALK: Prior := 3;
4505 A_DIE1: Prior := 5;
4506 A_DIE2: Prior := 5;
4507 A_ATTACK: Prior := 2;
4508 A_SEEUP: Prior := 1;
4509 A_SEEDOWN: Prior := 1;
4510 A_ATTACKUP: Prior := 2;
4511 A_ATTACKDOWN: Prior := 2;
4512 A_PAIN: Prior := 4;
4513 else Prior := 0;
4514 end;
4516 if (Prior > FActionPrior) or Force then
4517 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4518 begin
4519 FActionPrior := Prior;
4520 FActionAnim := Action;
4521 FActionForce := Force;
4522 FActionChanged := True;
4523 end;
4525 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4526 end;
4528 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4529 begin
4530 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4531 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4532 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4533 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4534 end;
4536 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4537 var
4538 Anim: TAnimation;
4539 ID: DWORD;
4540 begin
4541 Result := False;
4543 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4544 begin
4545 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4546 if g_Game_IsServer and g_Game_IsNet then
4547 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4548 Exit;
4549 end;
4551 FJustTeleported := True;
4553 Anim := nil;
4554 if not silent then
4555 begin
4556 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4557 begin
4558 Anim := TAnimation.Create(ID, False, 3);
4559 end;
4561 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4562 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4563 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4564 if g_Game_IsServer and g_Game_IsNet then
4565 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4566 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4567 NET_GFX_TELE);
4568 end;
4570 FObj.X := X-PLAYER_RECT.X;
4571 FObj.Y := Y-PLAYER_RECT.Y;
4572 if FAlive and FGhost then
4573 begin
4574 FXTo := FObj.X;
4575 FYTo := FObj.Y;
4576 end;
4578 if not g_Game_IsNet then
4579 begin
4580 if dir = 1 then
4581 begin
4582 SetDirection(D_LEFT);
4583 FAngle := 180;
4584 end
4585 else
4586 if dir = 2 then
4587 begin
4588 SetDirection(D_RIGHT);
4589 FAngle := 0;
4590 end
4591 else
4592 if dir = 3 then
4593 begin // îáðàòíîå
4594 if FDirection = D_RIGHT then
4595 begin
4596 SetDirection(D_LEFT);
4597 FAngle := 180;
4598 end
4599 else
4600 begin
4601 SetDirection(D_RIGHT);
4602 FAngle := 0;
4603 end;
4604 end;
4605 end;
4607 if not silent and (Anim <> nil) then
4608 begin
4609 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4610 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4611 Anim.Free();
4613 if g_Game_IsServer and g_Game_IsNet then
4614 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4615 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4616 NET_GFX_TELE);
4617 end;
4619 Result := True;
4620 end;
4622 function nonz(a: Single): Single;
4623 begin
4624 if a <> 0 then
4625 Result := a
4626 else
4627 Result := 1;
4628 end;
4630 procedure TPlayer.Update();
4631 var
4632 b: Byte;
4633 i, ii, wx, wy, xd, yd, k: Integer;
4634 blockmon, headwater, dospawn: Boolean;
4635 NetServer: Boolean;
4636 AnyServer: Boolean;
4637 SetSpect: Boolean;
4638 begin
4639 NetServer := g_Game_IsNet and g_Game_IsServer;
4640 AnyServer := g_Game_IsServer;
4642 if g_Game_IsClient and (NetInterpLevel > 0) then
4643 DoLerp(NetInterpLevel + 1)
4644 else
4645 if FGhost then
4646 DoLerp(4);
4648 if NetServer then
4649 if FClientID >= 0 then
4650 begin
4651 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4652 if NetClients[FClientID].Peer^.packetsSent > 0 then
4653 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4654 else
4655 FLoss := 0;
4656 end else
4657 begin
4658 FPing := 0;
4659 FLoss := 0;
4660 end;
4662 if FAlive and (gFly or FJetpack) then
4663 FlySmoke();
4665 if FDirection = D_LEFT then
4666 FAngle := 180
4667 else
4668 FAngle := 0;
4670 if FAlive and (not FGhost) then
4671 begin
4672 if FKeys[KEY_UP].Pressed then
4673 SeeUp();
4674 if FKeys[KEY_DOWN].Pressed then
4675 SeeDown();
4676 end;
4678 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4679 (FIncCam <> 0) then
4680 begin
4681 i := g_basic.Sign(FIncCam);
4682 FIncCam := Abs(FIncCam);
4683 DecMin(FIncCam, 5, 0);
4684 FIncCam := FIncCam*i;
4685 end;
4687 // no need to do that each second frame, weapon queue will take care of it
4688 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4689 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4691 if gTime mod (GAME_TICK*2) <> 0 then
4692 begin
4693 if (FObj.Vel.X = 0) and FAlive then
4694 begin
4695 if FKeys[KEY_LEFT].Pressed then
4696 Run(D_LEFT);
4697 if FKeys[KEY_RIGHT].Pressed then
4698 Run(D_RIGHT);
4699 end;
4701 if FPhysics then
4702 begin
4703 g_Obj_Move(@FObj, True, True, True);
4704 positionChanged(); // this updates spatial accelerators
4705 end;
4707 Exit;
4708 end;
4710 FActionChanged := False;
4712 if FAlive then
4713 begin
4714 // Let alive player do some actions
4715 if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
4716 if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
4717 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4718 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4719 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4720 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4721 if FKeys[KEY_JUMP].Pressed then Jump()
4722 else
4723 begin
4724 if AnyServer and FJetpack then
4725 begin
4726 FJetpack := False;
4727 JetpackOff;
4728 if NetServer then MH_SEND_PlayerStats(FUID);
4729 end;
4730 FCanJetpack := True;
4731 end;
4732 end
4733 else // Dead
4734 begin
4735 dospawn := False;
4736 if not FGhost then
4737 for k := Low(FKeys) to KEY_CHAT-1 do
4738 begin
4739 if FKeys[k].Pressed then
4740 begin
4741 dospawn := True;
4742 break;
4743 end;
4744 end;
4745 if dospawn then
4746 begin
4747 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4748 Respawn(False)
4749 else // Single
4750 if (FTime[T_RESPAWN] <= gTime) and
4751 gGameOn and (not FAlive) then
4752 begin
4753 if (g_Player_GetCount() > 1) then
4754 Respawn(False)
4755 else
4756 begin
4757 gExit := EXIT_RESTART;
4758 Exit;
4759 end;
4760 end;
4761 end;
4762 // Dead spectator actions
4763 if FGhost then
4764 begin
4765 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4766 if FKeys[KEY_FIRE].Pressed and AnyServer then
4767 begin
4768 if FSpectator then
4769 begin
4770 if (FSpectatePlayer >= High(gPlayers)) then
4771 FSpectatePlayer := -1
4772 else
4773 begin
4774 SetSpect := False;
4775 for I := FSpectatePlayer + 1 to High(gPlayers) do
4776 if gPlayers[I] <> nil then
4777 if gPlayers[I].alive then
4778 if gPlayers[I].UID <> FUID then
4779 begin
4780 FSpectatePlayer := I;
4781 SetSpect := True;
4782 break;
4783 end;
4785 if not SetSpect then FSpectatePlayer := -1;
4786 end;
4788 ReleaseKeys;
4789 end;
4790 end;
4791 end;
4792 end;
4793 // No clipping
4794 if FGhost then
4795 begin
4796 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4797 begin
4798 FYTo := FObj.Y - 32;
4799 FSpectatePlayer := -1;
4800 end;
4801 if FKeys[KEY_DOWN].Pressed then
4802 begin
4803 FYTo := FObj.Y + 32;
4804 FSpectatePlayer := -1;
4805 end;
4806 if FKeys[KEY_LEFT].Pressed then
4807 begin
4808 FXTo := FObj.X - 32;
4809 FSpectatePlayer := -1;
4810 end;
4811 if FKeys[KEY_RIGHT].Pressed then
4812 begin
4813 FXTo := FObj.X + 32;
4814 FSpectatePlayer := -1;
4815 end;
4817 if (FXTo < -64) then
4818 FXTo := -64
4819 else if (FXTo > gMapInfo.Width + 32) then
4820 FXTo := gMapInfo.Width + 32;
4821 if (FYTo < -72) then
4822 FYTo := -72
4823 else if (FYTo > gMapInfo.Height + 32) then
4824 FYTo := gMapInfo.Height + 32;
4825 end;
4827 if FPhysics then
4828 begin
4829 g_Obj_Move(@FObj, True, True, True);
4830 positionChanged(); // this updates spatial accelerators
4831 end
4832 else
4833 begin
4834 FObj.Vel.X := 0;
4835 FObj.Vel.Y := 0;
4836 if FSpectator then
4837 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4838 if gPlayers[FSpectatePlayer] <> nil then
4839 if gPlayers[FSpectatePlayer].alive then
4840 begin
4841 FXTo := gPlayers[FSpectatePlayer].GameX;
4842 FYTo := gPlayers[FSpectatePlayer].GameY;
4843 end;
4844 end;
4846 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4847 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4848 PANEL_BLOCKMON, True);
4849 headwater := HeadInLiquid(0, 0);
4851 // Ñîïðîòèâëåíèå âîçäóõà:
4852 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4853 if FObj.Vel.X <> 0 then
4854 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4856 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4857 DecMin(FPain, 5, 0);
4858 DecMin(FPickup, 1, 0);
4860 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
4861 begin
4862 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4863 FMegaRulez[MR_SUIT] := 0;
4864 FMegaRulez[MR_INVUL] := 0;
4865 FMegaRulez[MR_INVIS] := 0;
4866 Kill(K_FALLKILL, 0, HIT_FALL);
4867 end;
4869 i := 9;
4871 if FAlive then
4872 begin
4873 if FCurrWeap = WEAPON_SAW then
4874 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4875 FSawSoundSelect.IsPlaying()) then
4876 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4878 if FJetpack then
4879 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4880 (not FJetSoundOff.IsPlaying()) then
4881 begin
4882 FJetSoundFly.SetPosition(0);
4883 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4884 end;
4886 for b := WP_FIRST to WP_LAST do
4887 if FReloading[b] > 0 then
4888 if FNoReload then
4889 FReloading[b] := 0
4890 else
4891 Dec(FReloading[b]);
4893 if FShellTimer > -1 then
4894 if FShellTimer = 0 then
4895 begin
4896 if FShellType = SHELL_SHELL then
4897 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4898 GameVelX, GameVelY-2, SHELL_SHELL)
4899 else if FShellType = SHELL_DBLSHELL then
4900 begin
4901 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4902 GameVelX+1, GameVelY-2, SHELL_SHELL);
4903 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4904 GameVelX-1, GameVelY-2, SHELL_SHELL);
4905 end;
4906 FShellTimer := -1;
4907 end else Dec(FShellTimer);
4909 if (FBFGFireCounter > -1) then
4910 if FBFGFireCounter = 0 then
4911 begin
4912 if AnyServer then
4913 begin
4914 wx := FObj.X+WEAPONPOINT[FDirection].X;
4915 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
4916 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
4917 yd := wy+firediry();
4918 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
4919 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
4920 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4921 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4922 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4923 end;
4925 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
4926 FBFGFireCounter := -1;
4927 end else
4928 if FNoReload then
4929 FBFGFireCounter := 0
4930 else
4931 Dec(FBFGFireCounter);
4933 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
4934 begin
4935 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
4937 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
4938 end;
4940 if (headwater or blockmon) then
4941 begin
4942 Dec(FAir);
4944 if FAir < -9 then
4945 begin
4946 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
4947 FAir := 0;
4948 end
4949 else if (FAir mod 31 = 0) and not blockmon then
4950 begin
4951 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
4952 if Random(2) = 0 then
4953 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
4954 else
4955 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
4956 end;
4957 end else if FAir < AIR_DEF then
4958 FAir := AIR_DEF;
4960 if FFireTime > 0 then
4961 begin
4962 if BodyInLiquid(0, 0) then
4963 begin
4964 FFireTime := 0;
4965 FFirePainTime := 0;
4966 end
4967 else if FMegaRulez[MR_SUIT] >= gTime then
4968 begin
4969 if FMegaRulez[MR_SUIT] = gTime then
4970 FFireTime := 1;
4971 FFirePainTime := 0;
4972 end
4973 else
4974 begin
4975 OnFireFlame(1);
4976 if FFirePainTime <= 0 then
4977 begin
4978 if g_Game_IsServer then
4979 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
4980 FFirePainTime := 18;
4981 end;
4982 FFirePainTime := FFirePainTime - 1;
4983 FFireTime := FFireTime - 1;
4984 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
4985 MH_SEND_PlayerStats(FUID);
4986 end;
4987 end;
4989 if FDamageBuffer > 0 then
4990 begin
4991 if FDamageBuffer >= 9 then
4992 begin
4993 SetAction(A_PAIN);
4995 if FDamageBuffer < 30 then i := 9
4996 else if FDamageBuffer < 100 then i := 18
4997 else i := 27;
4998 end;
5000 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5001 FArmor := FArmor-(FDamageBuffer-ii);
5002 FHealth := FHealth-ii;
5003 if FArmor < 0 then
5004 begin
5005 FHealth := FHealth+FArmor;
5006 FArmor := 0;
5007 end;
5009 if AnyServer then
5010 if FHealth <= 0 then
5011 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5012 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5013 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5015 if FAlive then
5016 begin
5017 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5018 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5019 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5020 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5021 end;
5023 FDamageBuffer := 0;
5024 end;
5026 {CollideItem();}
5027 end; // if FAlive then ...
5029 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5030 begin
5031 FModel.ChangeAnimation(FActionAnim, FActionForce);
5032 FModel.GetCurrentAnimation.MinLength := i;
5033 FModel.GetCurrentAnimationMask.MinLength := i;
5034 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5036 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5037 then SetAction(A_STAND, True);
5039 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5041 for b := Low(FKeys) to High(FKeys) do
5042 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5043 end;
5045 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5046 begin
5047 x := FObj.X+PLAYER_RECT.X;
5048 y := FObj.Y+PLAYER_RECT.Y;
5049 w := PLAYER_RECT.Width;
5050 h := PLAYER_RECT.Height;
5051 end;
5053 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5054 begin
5055 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5056 FObj.Y+PLAYER_RECT.Y,
5057 PLAYER_RECT.Width,
5058 PLAYER_RECT.Height,
5059 X, Y,
5060 Width, Height);
5061 end;
5063 function TPlayer.Collide(Panel: TPanel): Boolean;
5064 begin
5065 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5066 FObj.Y+PLAYER_RECT.Y,
5067 PLAYER_RECT.Width,
5068 PLAYER_RECT.Height,
5069 Panel.X, Panel.Y,
5070 Panel.Width, Panel.Height);
5071 end;
5073 function TPlayer.Collide(X, Y: Integer): Boolean;
5074 begin
5075 X := X-FObj.X-PLAYER_RECT.X;
5076 Y := Y-FObj.Y-PLAYER_RECT.Y;
5077 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5078 (y >= 0) and (y <= PLAYER_RECT.Height);
5079 end;
5081 function g_Player_ValidName(Name: string): Boolean;
5082 var
5083 a: Integer;
5084 begin
5085 Result := True;
5087 if gPlayers = nil then Exit;
5089 for a := 0 to High(gPlayers) do
5090 if gPlayers[a] <> nil then
5091 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5092 begin
5093 Result := False;
5094 Exit;
5095 end;
5096 end;
5098 procedure TPlayer.SetDirection(Direction: TDirection);
5099 var
5100 d: TDirection;
5101 begin
5102 d := FModel.Direction;
5104 FModel.Direction := Direction;
5105 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5107 FDirection := Direction;
5108 end;
5110 function TPlayer.GetKeys(): Byte;
5111 begin
5112 Result := 0;
5114 if R_KEY_RED in FRulez then Result := KEY_RED;
5115 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5116 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5118 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5119 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5120 end;
5122 procedure TPlayer.Use();
5123 var
5124 a: Integer;
5125 begin
5126 if FTime[T_USE] > gTime then Exit;
5128 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5129 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5131 for a := 0 to High(gPlayers) do
5132 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5133 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5134 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5135 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5136 begin
5137 gPlayers[a].Touch();
5138 if g_Game_IsNet and g_Game_IsServer then
5139 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5140 end;
5142 FTime[T_USE] := gTime+120;
5143 end;
5145 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5146 var
5147 locObj: TObj;
5148 F: Boolean;
5149 WX, WY, XD, YD: Integer;
5150 begin
5151 F := False;
5152 WX := X;
5153 WY := Y;
5154 XD := AX;
5155 YD := AY;
5157 case FCurrWeap of
5158 WEAPON_KASTET:
5159 begin
5160 if R_BERSERK in FRulez then
5161 begin
5162 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5163 locobj.X := FObj.X+FObj.Rect.X;
5164 locobj.Y := FObj.Y+FObj.Rect.Y;
5165 locobj.rect.X := 0;
5166 locobj.rect.Y := 0;
5167 locobj.rect.Width := 39;
5168 locobj.rect.Height := 52;
5169 locobj.Vel.X := (xd-wx) div 2;
5170 locobj.Vel.Y := (yd-wy) div 2;
5171 locobj.Accel.X := xd-wx;
5172 locobj.Accel.y := yd-wy;
5174 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5175 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5176 else
5177 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5179 if gFlash = 1 then
5180 if FPain < 50 then
5181 FPain := min(FPain + 25, 50);
5182 end else
5183 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5184 end;
5186 WEAPON_SAW:
5187 begin
5188 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5189 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5190 begin
5191 FSawSoundSelect.Stop();
5192 FSawSound.Stop();
5193 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5194 end
5195 else if not FSawSoundHit.IsPlaying() then
5196 begin
5197 FSawSoundSelect.Stop();
5198 FSawSound.PlayAt(FObj.X, FObj.Y);
5199 end;
5200 f := True;
5201 end;
5203 WEAPON_PISTOL:
5204 begin
5205 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5206 FFireAngle := FAngle;
5207 f := True;
5208 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5209 GameVelX, GameVelY-2, SHELL_BULLET);
5210 end;
5212 WEAPON_SHOTGUN1:
5213 begin
5214 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5215 FFireAngle := FAngle;
5216 f := True;
5217 FShellTimer := 10;
5218 FShellType := SHELL_SHELL;
5219 end;
5221 WEAPON_SHOTGUN2:
5222 begin
5223 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5224 FFireAngle := FAngle;
5225 f := True;
5226 FShellTimer := 13;
5227 FShellType := SHELL_DBLSHELL;
5228 end;
5230 WEAPON_CHAINGUN:
5231 begin
5232 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5233 FFireAngle := FAngle;
5234 f := True;
5235 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5236 GameVelX, GameVelY-2, SHELL_BULLET);
5237 end;
5239 WEAPON_ROCKETLAUNCHER:
5240 begin
5241 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5242 FFireAngle := FAngle;
5243 f := True;
5244 end;
5246 WEAPON_PLASMA:
5247 begin
5248 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5249 FFireAngle := FAngle;
5250 f := True;
5251 end;
5253 WEAPON_BFG:
5254 begin
5255 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5256 FFireAngle := FAngle;
5257 f := True;
5258 end;
5260 WEAPON_SUPERPULEMET:
5261 begin
5262 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5263 FFireAngle := FAngle;
5264 f := True;
5265 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5266 GameVelX, GameVelY-2, SHELL_SHELL);
5267 end;
5269 WEAPON_FLAMETHROWER:
5270 begin
5271 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5272 FFireAngle := FAngle;
5273 f := True;
5274 end;
5275 end;
5277 if not f then Exit;
5279 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5280 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5281 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5282 end;
5284 procedure TPlayer.DoLerp(Level: Integer = 2);
5285 begin
5286 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5287 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5288 end;
5290 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5291 var
5292 AX, AY: Integer;
5293 begin
5294 if NetInterpLevel < 1 then
5295 begin
5296 FObj.X := XTo;
5297 FObj.Y := YTo;
5298 end
5299 else
5300 begin
5301 FXTo := XTo;
5302 FYTo := YTo;
5304 AX := Abs(FXTo - FObj.X);
5305 AY := Abs(FYTo - FObj.Y);
5306 if (AX > 32) or (AX <= NetInterpLevel) then
5307 FObj.X := FXTo;
5308 if (AY > 32) or (AY <= NetInterpLevel) then
5309 FObj.Y := FYTo;
5310 end;
5311 end;
5313 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5314 begin
5315 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5316 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5317 PANEL_LIFTUP, False) then Result := -1
5318 else
5319 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5320 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5321 PANEL_LIFTDOWN, False) then Result := 1
5322 else Result := 0;
5323 end;
5325 function TPlayer.GetFlag(Flag: Byte): Boolean;
5326 var
5327 s, ts: String;
5328 evtype: Byte;
5329 begin
5330 Result := False;
5332 if Flag = FLAG_NONE then
5333 Exit;
5335 if not g_Game_IsServer then Exit;
5337 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5338 if (Flag = FTeam) and
5339 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5340 (FFlag <> FLAG_NONE) then
5341 begin
5342 if FFlag = FLAG_RED then
5343 s := _lc[I_PLAYER_FLAG_RED]
5344 else
5345 s := _lc[I_PLAYER_FLAG_BLUE];
5347 evtype := FLAG_STATE_SCORED;
5349 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5350 Insert('.', ts, Length(ts) + 1 - 3);
5351 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5353 g_Map_ResetFlag(FFlag);
5354 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5356 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5358 Result := True;
5359 if g_Game_IsNet then
5360 begin
5361 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5362 MH_SEND_GameStats;
5363 end;
5365 gFlags[FFlag].CaptureTime := 0;
5366 SetFlag(FLAG_NONE);
5367 Exit;
5368 end;
5370 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5371 if (Flag = FTeam) and
5372 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5373 begin
5374 if Flag = FLAG_RED then
5375 s := _lc[I_PLAYER_FLAG_RED]
5376 else
5377 s := _lc[I_PLAYER_FLAG_BLUE];
5379 evtype := FLAG_STATE_RETURNED;
5380 gFlags[Flag].CaptureTime := 0;
5382 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5384 g_Map_ResetFlag(Flag);
5385 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5387 Result := True;
5388 if g_Game_IsNet then
5389 begin
5390 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5391 MH_SEND_GameStats;
5392 end;
5393 Exit;
5394 end;
5396 // Ïîäîáðàë ÷óæîé ôëàã:
5397 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5398 begin
5399 SetFlag(Flag);
5401 if Flag = FLAG_RED then
5402 s := _lc[I_PLAYER_FLAG_RED]
5403 else
5404 s := _lc[I_PLAYER_FLAG_BLUE];
5406 evtype := FLAG_STATE_CAPTURED;
5408 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5410 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5412 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5414 Result := True;
5415 if g_Game_IsNet then
5416 begin
5417 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5418 MH_SEND_GameStats;
5419 end;
5420 end;
5421 end;
5423 procedure TPlayer.SetFlag(Flag: Byte);
5424 begin
5425 FFlag := Flag;
5426 if FModel <> nil then
5427 FModel.SetFlag(FFlag);
5428 end;
5430 function TPlayer.DropFlag(): Boolean;
5431 var
5432 s: String;
5433 begin
5434 Result := False;
5435 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5436 Exit;
5437 FTime[T_FLAGCAP] := gTime + 2000;
5438 with gFlags[FFlag] do
5439 begin
5440 Obj.X := FObj.X;
5441 Obj.Y := FObj.Y;
5442 Direction := FDirection;
5443 State := FLAG_STATE_DROPPED;
5444 Count := FLAG_TIME;
5445 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5446 (FObj.Vel.Y div 2)-2+Random(5));
5447 positionChanged(); // this updates spatial accelerators
5449 if FFlag = FLAG_RED then
5450 s := _lc[I_PLAYER_FLAG_RED]
5451 else
5452 s := _lc[I_PLAYER_FLAG_BLUE];
5454 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5455 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5457 if g_Game_IsNet then
5458 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5459 end;
5460 SetFlag(FLAG_NONE);
5461 Result := True;
5462 end;
5464 procedure TPlayer.GetSecret();
5465 begin
5466 Inc(FSecrets);
5467 end;
5469 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5470 begin
5471 Assert(Key <= High(FKeys));
5473 FKeys[Key].Pressed := True;
5474 FKeys[Key].Time := Time;
5475 end;
5477 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5478 begin
5479 Result := FKeys[K].Pressed;
5480 end;
5482 procedure TPlayer.ReleaseKeys();
5483 var
5484 a: Integer;
5485 begin
5486 for a := Low(FKeys) to High(FKeys) do
5487 begin
5488 FKeys[a].Pressed := False;
5489 FKeys[a].Time := 0;
5490 end;
5491 end;
5493 procedure TPlayer.OnDamage(Angle: SmallInt);
5494 begin
5495 end;
5497 function TPlayer.firediry(): Integer;
5498 begin
5499 if FKeys[KEY_UP].Pressed then Result := -42
5500 else if FKeys[KEY_DOWN].Pressed then Result := 19
5501 else Result := 0;
5502 end;
5504 procedure TPlayer.RememberState();
5505 var
5506 i: Integer;
5507 begin
5508 FSavedState.Health := FHealth;
5509 FSavedState.Armor := FArmor;
5510 FSavedState.Air := FAir;
5511 FSavedState.JetFuel := FJetFuel;
5512 FSavedState.CurrWeap := FCurrWeap;
5513 FSavedState.NextWeap := FNextWeap;
5514 FSavedState.NextWeapDelay := FNextWeapDelay;
5516 for i := 0 to 3 do
5517 FSavedState.Ammo[i] := FAmmo[i];
5518 for i := 0 to 3 do
5519 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5521 FSavedState.Rulez := FRulez;
5522 FSavedState.WaitRecall := True;
5523 end;
5525 procedure TPlayer.RecallState();
5526 var
5527 i: Integer;
5528 begin
5529 if not FSavedState.WaitRecall then Exit;
5531 FHealth := FSavedState.Health;
5532 FArmor := FSavedState.Armor;
5533 FAir := FSavedState.Air;
5534 FJetFuel := FSavedState.JetFuel;
5535 FCurrWeap := FSavedState.CurrWeap;
5536 FNextWeap := FSavedState.NextWeap;
5537 FNextWeapDelay := FSavedState.NextWeapDelay;
5539 for i := 0 to 3 do
5540 FAmmo[i] := FSavedState.Ammo[i];
5541 for i := 0 to 3 do
5542 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5544 FRulez := FSavedState.Rulez;
5545 FSavedState.WaitRecall := False;
5547 if gGameSettings.GameType = GT_SERVER then
5548 MH_SEND_PlayerStats(FUID);
5549 end;
5551 procedure TPlayer.SaveState(var Mem: TBinMemoryWriter);
5552 var
5553 i: Integer;
5554 sig: DWORD;
5555 str: String;
5556 b: Byte;
5557 begin
5558 if FIamBot then
5559 i := 512
5560 else
5561 i := 256;
5563 Mem := TBinMemoryWriter.Create(i);
5565 // Ñèãíàòóðà èãðîêà:
5566 sig := PLAYER_SIGNATURE; // 'PLYR'
5567 Mem.WriteDWORD(sig);
5568 // Áîò èëè ÷åëîâåê:
5569 Mem.WriteBoolean(FIamBot);
5570 // UID èãðîêà:
5571 Mem.WriteWord(FUID);
5572 // Èìÿ èãðîêà:
5573 Mem.WriteString(FName, 32);
5574 // Êîìàíäà:
5575 Mem.WriteByte(FTeam);
5576 // Æèâ ëè:
5577 Mem.WriteBoolean(FAlive);
5578 // Èçðàñõîäîâàë ëè âñå æèçíè:
5579 Mem.WriteBoolean(FNoRespawn);
5580 // Íàïðàâëåíèå:
5581 if FDirection = D_LEFT then
5582 b := 1
5583 else // D_RIGHT
5584 b := 2;
5585 Mem.WriteByte(b);
5586 // Çäîðîâüå:
5587 Mem.WriteInt(FHealth);
5588 // Æèçíè:
5589 Mem.WriteByte(FLives);
5590 // Áðîíÿ:
5591 Mem.WriteInt(FArmor);
5592 // Çàïàñ âîçäóõà:
5593 Mem.WriteInt(FAir);
5594 // Çàïàñ ãîðþ÷åãî:
5595 Mem.WriteInt(FJetFuel);
5596 // Áîëü:
5597 Mem.WriteInt(FPain);
5598 // Óáèë:
5599 Mem.WriteInt(FKills);
5600 // Óáèë ìîíñòðîâ:
5601 Mem.WriteInt(FMonsterKills);
5602 // Ôðàãîâ:
5603 Mem.WriteInt(FFrags);
5604 // Ôðàãîâ ïîäðÿä:
5605 Mem.WriteByte(FFragCombo);
5606 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5607 Mem.WriteDWORD(FLastFrag);
5608 // Ñìåðòåé:
5609 Mem.WriteInt(FDeath);
5610 // Êàêîé ôëàã íåñåò:
5611 Mem.WriteByte(FFlag);
5612 // Íàøåë ñåêðåòîâ:
5613 Mem.WriteInt(FSecrets);
5614 // Òåêóùåå îðóæèå:
5615 Mem.WriteByte(FCurrWeap);
5616 // Æåëàåìîå îðóæèå:
5617 Mem.WriteWord(FNextWeap);
5618 // ...è ïàóçà
5619 Mem.WriteByte(FNextWeapDelay);
5620 // Âðåìÿ çàðÿäêè BFG:
5621 Mem.WriteSmallInt(FBFGFireCounter);
5622 // Áóôåð óðîíà:
5623 Mem.WriteInt(FDamageBuffer);
5624 // Ïîñëåäíèé óäàðèâøèé:
5625 Mem.WriteWord(FLastSpawnerUID);
5626 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5627 Mem.WriteByte(FLastHit);
5628 // Îáúåêò èãðîêà:
5629 Obj_SaveState(@FObj, Mem);
5630 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5631 for i := A_BULLETS to A_HIGH do
5632 Mem.WriteWord(FAmmo[i]);
5633 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5634 for i := A_BULLETS to A_HIGH do
5635 Mem.WriteWord(FMaxAmmo[i]);
5636 // Íàëè÷èå îðóæèÿ:
5637 for i := WP_FIRST to WP_LAST do
5638 Mem.WriteBoolean(FWeapon[i]);
5639 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5640 for i := WP_FIRST to WP_LAST do
5641 Mem.WriteWord(FReloading[i]);
5642 // Íàëè÷èå ðþêçàêà:
5643 if R_ITEM_BACKPACK in FRulez then
5644 b := 1
5645 else
5646 b := 0;
5647 Mem.WriteByte(b);
5648 // Íàëè÷èå êðàñíîãî êëþ÷à:
5649 if R_KEY_RED in FRulez then
5650 b := 1
5651 else
5652 b := 0;
5653 Mem.WriteByte(b);
5654 // Íàëè÷èå çåëåíîãî êëþ÷à:
5655 if R_KEY_GREEN in FRulez then
5656 b := 1
5657 else
5658 b := 0;
5659 Mem.WriteByte(b);
5660 // Íàëè÷èå ñèíåãî êëþ÷à:
5661 if R_KEY_BLUE in FRulez then
5662 b := 1
5663 else
5664 b := 0;
5665 Mem.WriteByte(b);
5666 // Íàëè÷èå áåðñåðêà:
5667 if R_BERSERK in FRulez then
5668 b := 1
5669 else
5670 b := 0;
5671 Mem.WriteByte(b);
5672 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5673 for i := MR_SUIT to MR_MAX do
5674 Mem.WriteDWORD(FMegaRulez[i]);
5675 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5676 for i := T_RESPAWN to T_FLAGCAP do
5677 Mem.WriteDWORD(FTime[i]);
5678 // Íàçâàíèå ìîäåëè:
5679 str := FModel.Name;
5680 Mem.WriteString(str);
5681 // Öâåò ìîäåëè:
5682 b := FColor.R;
5683 Mem.WriteByte(b);
5684 b := FColor.G;
5685 Mem.WriteByte(b);
5686 b := FColor.B;
5687 Mem.WriteByte(b);
5688 end;
5690 procedure TPlayer.LoadState(var Mem: TBinMemoryReader);
5691 var
5692 i: Integer;
5693 sig: DWORD;
5694 str: String;
5695 b: Byte;
5696 begin
5697 if Mem = nil then
5698 Exit;
5700 // Ñèãíàòóðà èãðîêà:
5701 Mem.ReadDWORD(sig);
5702 if sig <> PLAYER_SIGNATURE then // 'PLYR'
5703 begin
5704 raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature');
5705 end;
5706 // Áîò èëè ÷åëîâåê:
5707 Mem.ReadBoolean(FIamBot);
5708 // UID èãðîêà:
5709 Mem.ReadWord(FUID);
5710 // Èìÿ èãðîêà:
5711 Mem.ReadString(str);
5712 if (Self <> gPlayer1) and (Self <> gPlayer2) then
5713 FName := str;
5714 // Êîìàíäà:
5715 Mem.ReadByte(FTeam);
5716 // Æèâ ëè:
5717 Mem.ReadBoolean(FAlive);
5718 // Èçðàñõîäîâàë ëè âñå æèçíè:
5719 Mem.ReadBoolean(FNoRespawn);
5720 // Íàïðàâëåíèå:
5721 Mem.ReadByte(b);
5722 if b = 1 then
5723 FDirection := D_LEFT
5724 else // b = 2
5725 FDirection := D_RIGHT;
5726 // Çäîðîâüå:
5727 Mem.ReadInt(FHealth);
5728 // Æèçíè:
5729 Mem.ReadByte(FLives);
5730 // Áðîíÿ:
5731 Mem.ReadInt(FArmor);
5732 // Çàïàñ âîçäóõà:
5733 Mem.ReadInt(FAir);
5734 // Çàïàñ ãîðþ÷åãî:
5735 Mem.ReadInt(FJetFuel);
5736 // Áîëü:
5737 Mem.ReadInt(FPain);
5738 // Óáèë:
5739 Mem.ReadInt(FKills);
5740 // Óáèë ìîíñòðîâ:
5741 Mem.ReadInt(FMonsterKills);
5742 // Ôðàãîâ:
5743 Mem.ReadInt(FFrags);
5744 // Ôðàãîâ ïîäðÿä:
5745 Mem.ReadByte(FFragCombo);
5746 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5747 Mem.ReadDWORD(FLastFrag);
5748 // Ñìåðòåé:
5749 Mem.ReadInt(FDeath);
5750 // Êàêîé ôëàã íåñåò:
5751 Mem.ReadByte(FFlag);
5752 // Íàøåë ñåêðåòîâ:
5753 Mem.ReadInt(FSecrets);
5754 // Òåêóùåå îðóæèå:
5755 Mem.ReadByte(FCurrWeap);
5756 // Æåëàåìîå îðóæèå:
5757 Mem.ReadWord(FNextWeap);
5758 // ...è ïàóçà
5759 Mem.ReadByte(FNextWeapDelay);
5760 // Âðåìÿ çàðÿäêè BFG:
5761 Mem.ReadSmallInt(FBFGFireCounter);
5762 // Áóôåð óðîíà:
5763 Mem.ReadInt(FDamageBuffer);
5764 // Ïîñëåäíèé óäàðèâøèé:
5765 Mem.ReadWord(FLastSpawnerUID);
5766 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5767 Mem.ReadByte(FLastHit);
5768 // Îáúåêò èãðîêà:
5769 Obj_LoadState(@FObj, Mem);
5770 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5771 for i := A_BULLETS to A_HIGH do
5772 Mem.ReadWord(FAmmo[i]);
5773 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5774 for i := A_BULLETS to A_HIGH do
5775 Mem.ReadWord(FMaxAmmo[i]);
5776 // Íàëè÷èå îðóæèÿ:
5777 for i := WP_FIRST to WP_LAST do
5778 Mem.ReadBoolean(FWeapon[i]);
5779 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5780 for i := WP_FIRST to WP_LAST do
5781 Mem.ReadWord(FReloading[i]);
5782 // Íàëè÷èå ðþêçàêà:
5783 Mem.ReadByte(b);
5784 if b = 1 then
5785 Include(FRulez, R_ITEM_BACKPACK);
5786 // Íàëè÷èå êðàñíîãî êëþ÷à:
5787 Mem.ReadByte(b);
5788 if b = 1 then
5789 Include(FRulez, R_KEY_RED);
5790 // Íàëè÷èå çåëåíîãî êëþ÷à:
5791 Mem.ReadByte(b);
5792 if b = 1 then
5793 Include(FRulez, R_KEY_GREEN);
5794 // Íàëè÷èå ñèíåãî êëþ÷à:
5795 Mem.ReadByte(b);
5796 if b = 1 then
5797 Include(FRulez, R_KEY_BLUE);
5798 // Íàëè÷èå áåðñåðêà:
5799 Mem.ReadByte(b);
5800 if b = 1 then
5801 Include(FRulez, R_BERSERK);
5802 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5803 for i := MR_SUIT to MR_MAX do
5804 Mem.ReadDWORD(FMegaRulez[i]);
5805 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5806 for i := T_RESPAWN to T_FLAGCAP do
5807 Mem.ReadDWORD(FTime[i]);
5808 // Íàçâàíèå ìîäåëè:
5809 Mem.ReadString(str);
5810 // Öâåò ìîäåëè:
5811 Mem.ReadByte(FColor.R);
5812 Mem.ReadByte(FColor.G);
5813 Mem.ReadByte(FColor.B);
5814 if Self = gPlayer1 then
5815 begin
5816 str := gPlayer1Settings.Model;
5817 FColor := gPlayer1Settings.Color;
5818 end;
5819 if Self = gPlayer2 then
5820 begin
5821 str := gPlayer2Settings.Model;
5822 FColor := gPlayer2Settings.Color;
5823 end;
5824 // Îáíîâëÿåì ìîäåëü èãðîêà:
5825 SetModel(str);
5826 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5827 FModel.Color := TEAMCOLOR[FTeam]
5828 else
5829 FModel.Color := FColor;
5830 end;
5832 procedure TPlayer.AllRulez(Health: Boolean);
5833 var
5834 a: Integer;
5835 begin
5836 if Health then
5837 begin
5838 FHealth := PLAYER_HP_LIMIT;
5839 FArmor := PLAYER_AP_LIMIT;
5840 Exit;
5841 end;
5843 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
5844 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
5845 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5846 end;
5848 procedure TPlayer.RestoreHealthArmor();
5849 begin
5850 FHealth := PLAYER_HP_LIMIT;
5851 FArmor := PLAYER_AP_LIMIT;
5852 end;
5854 procedure TPlayer.FragCombo();
5855 var
5856 Param: Integer;
5857 begin
5858 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5859 Exit;
5860 if gTime - FLastFrag < FRAG_COMBO_TIME then
5861 begin
5862 if FFragCombo < 5 then
5863 Inc(FFragCombo);
5864 Param := FUID or (FFragCombo shl 16);
5865 if (FComboEvnt >= Low(gDelayedEvents)) and
5866 (FComboEvnt <= High(gDelayedEvents)) and
5867 gDelayedEvents[FComboEvnt].Pending and
5868 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5869 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5870 begin
5871 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5872 gDelayedEvents[FComboEvnt].DENum := Param;
5873 end
5874 else
5875 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5876 end
5877 else
5878 FFragCombo := 1;
5880 FLastFrag := gTime;
5881 end;
5883 procedure TPlayer.GiveItem(ItemType: Byte);
5884 begin
5885 case ItemType of
5886 ITEM_SUIT:
5887 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5888 begin
5889 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5890 end;
5892 ITEM_OXYGEN:
5893 if FAir < AIR_MAX then
5894 begin
5895 FAir := AIR_MAX;
5896 end;
5898 ITEM_MEDKIT_BLACK:
5899 begin
5900 if not (R_BERSERK in FRulez) then
5901 begin
5902 Include(FRulez, R_BERSERK);
5903 if FBFGFireCounter < 1 then
5904 begin
5905 FCurrWeap := WEAPON_KASTET;
5906 resetWeaponQueue();
5907 FModel.SetWeapon(WEAPON_KASTET);
5908 end;
5909 if gFlash <> 0 then
5910 Inc(FPain, 100);
5911 FBerserk := gTime+30000;
5912 end;
5913 if FHealth < PLAYER_HP_SOFT then
5914 begin
5915 FHealth := PLAYER_HP_SOFT;
5916 FBerserk := gTime+30000;
5917 end;
5918 end;
5920 ITEM_INVUL:
5921 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5922 begin
5923 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5924 end;
5926 ITEM_INVIS:
5927 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
5928 begin
5929 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
5930 end;
5932 ITEM_JETPACK:
5933 if FJetFuel < JET_MAX then
5934 begin
5935 FJetFuel := JET_MAX;
5936 end;
5938 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
5939 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
5941 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
5942 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5944 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
5945 ITEM_SPHERE_WHITE:
5946 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
5947 begin
5948 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
5949 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5950 end;
5952 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
5953 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
5954 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
5955 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
5956 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
5957 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
5958 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
5959 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
5960 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
5962 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5963 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
5964 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5965 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
5966 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5967 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
5968 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5969 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
5970 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
5972 ITEM_AMMO_BACKPACK:
5973 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
5974 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
5975 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
5976 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
5977 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
5978 begin
5979 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
5980 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
5981 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
5982 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
5983 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
5985 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5986 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5987 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5988 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5990 FRulez := FRulez + [R_ITEM_BACKPACK];
5991 end;
5993 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
5994 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
5995 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
5997 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
5998 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6000 else
6001 Exit;
6002 end;
6003 if g_Game_IsNet and g_Game_IsServer then
6004 MH_SEND_PlayerStats(FUID);
6005 end;
6007 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6008 var
6009 id, i: DWORD;
6010 Anim: TAnimation;
6011 begin
6012 if (Random(5) = 1) and (Times = 1) then
6013 Exit;
6015 if BodyInLiquid(0, 0) then
6016 begin
6017 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6018 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6019 if Random(2) = 0 then
6020 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6021 else
6022 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6023 Exit;
6024 end;
6026 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6027 begin
6028 for i := 1 to Times do
6029 begin
6030 Anim := TAnimation.Create(id, False, 3);
6031 Anim.Alpha := 150;
6032 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6033 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6034 Anim.Free();
6035 end;
6036 end;
6037 end;
6039 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6040 var
6041 id, i: DWORD;
6042 Anim: TAnimation;
6043 begin
6044 if (Random(10) = 1) and (Times = 1) then
6045 Exit;
6047 if g_Frames_Get(id, 'FRAMES_FLAME') then
6048 begin
6049 for i := 1 to Times do
6050 begin
6051 Anim := TAnimation.Create(id, False, 3);
6052 Anim.Alpha := 0;
6053 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6054 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6055 Anim.Free();
6056 end;
6057 end;
6058 end;
6060 procedure TPlayer.PauseSounds(Enable: Boolean);
6061 begin
6062 FSawSound.Pause(Enable);
6063 FSawSoundIdle.Pause(Enable);
6064 FSawSoundHit.Pause(Enable);
6065 FSawSoundSelect.Pause(Enable);
6066 end;
6068 { T C o r p s e : }
6070 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6071 begin
6072 g_Obj_Init(@FObj);
6073 FObj.X := X;
6074 FObj.Y := Y;
6075 FObj.Rect := PLAYER_CORPSERECT;
6076 FModelName := ModelName;
6077 FMess := aMess;
6079 if FMess then
6080 begin
6081 FState := CORPSE_STATE_MESS;
6082 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6083 end
6084 else
6085 begin
6086 FState := CORPSE_STATE_NORMAL;
6087 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6088 end;
6089 end;
6091 destructor TCorpse.Destroy();
6092 begin
6093 FAnimation.Free();
6095 inherited;
6096 end;
6098 procedure TCorpse.positionChanged (); begin end;
6100 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6101 var
6102 pm: TPlayerModel;
6103 begin
6104 if FState = CORPSE_STATE_REMOVEME then
6105 Exit;
6107 FDamage := FDamage + Value;
6109 if FDamage > 150 then
6110 begin
6111 if FAnimation <> nil then
6112 begin
6113 FAnimation.Free();
6114 FAnimation := nil;
6116 FState := CORPSE_STATE_REMOVEME;
6118 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6119 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6120 FModelName, FColor);
6121 // Çâóê ìÿñà îò òðóïà:
6122 pm := g_PlayerModel_Get(FModelName);
6123 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6124 pm.Free;
6125 end;
6126 end
6127 else
6128 begin
6129 FObj.Vel.X := FObj.Vel.X + vx;
6130 FObj.Vel.Y := FObj.Vel.Y + vy;
6131 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6132 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6133 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6134 150, 0, 0);
6135 end;
6136 end;
6138 procedure TCorpse.Draw();
6139 begin
6140 if FState = CORPSE_STATE_REMOVEME then
6141 Exit;
6143 if FAnimation <> nil then
6144 FAnimation.Draw(FObj.X, FObj.Y, M_NONE);
6146 if FAnimationMask <> nil then
6147 begin
6148 e_Colors := FColor;
6149 FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE);
6150 e_Colors.R := 255;
6151 e_Colors.G := 255;
6152 e_Colors.B := 255;
6153 end;
6154 end;
6156 procedure TCorpse.Update();
6157 var
6158 st: Word;
6159 begin
6160 if FState = CORPSE_STATE_REMOVEME then
6161 Exit;
6163 if gTime mod (GAME_TICK*2) <> 0 then
6164 begin
6165 g_Obj_Move(@FObj, True, True, True);
6166 positionChanged(); // this updates spatial accelerators
6167 Exit;
6168 end;
6170 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6171 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6173 st := g_Obj_Move(@FObj, True, True, True);
6174 positionChanged(); // this updates spatial accelerators
6176 if WordBool(st and MOVE_FALLOUT) then
6177 begin
6178 FState := CORPSE_STATE_REMOVEME;
6179 Exit;
6180 end;
6182 if FAnimation <> nil then
6183 FAnimation.Update();
6184 if FAnimationMask <> nil then
6185 FAnimationMask.Update();
6186 end;
6188 procedure TCorpse.SaveState(var Mem: TBinMemoryWriter);
6189 var
6190 sig: DWORD;
6191 anim: Boolean;
6192 begin
6193 if Mem = nil then
6194 Exit;
6196 // Ñèãíàòóðà òðóïà:
6197 sig := CORPSE_SIGNATURE; // 'CORP'
6198 Mem.WriteDWORD(sig);
6199 // Ñîñòîÿíèå:
6200 Mem.WriteByte(FState);
6201 // Íàêîïëåííûé óðîí:
6202 Mem.WriteByte(FDamage);
6203 // Öâåò:
6204 Mem.WriteByte(FColor.R);
6205 Mem.WriteByte(FColor.G);
6206 Mem.WriteByte(FColor.B);
6207 // Îáúåêò òðóïà:
6208 Obj_SaveState(@FObj, Mem);
6209 // Åñòü ëè àíèìàöèÿ:
6210 anim := FAnimation <> nil;
6211 Mem.WriteBoolean(anim);
6212 // Åñëè åñòü - ñîõðàíÿåì:
6213 if anim then
6214 FAnimation.SaveState(Mem);
6215 // Åñòü ëè ìàñêà àíèìàöèè:
6216 anim := FAnimationMask <> nil;
6217 Mem.WriteBoolean(anim);
6218 // Åñëè åñòü - ñîõðàíÿåì:
6219 if anim then
6220 FAnimationMask.SaveState(Mem);
6221 end;
6223 procedure TCorpse.LoadState(var Mem: TBinMemoryReader);
6224 var
6225 sig: DWORD;
6226 anim: Boolean;
6227 begin
6228 if Mem = nil then
6229 Exit;
6231 // Ñèãíàòóðà òðóïà:
6232 Mem.ReadDWORD(sig);
6233 if sig <> CORPSE_SIGNATURE then // 'CORP'
6234 begin
6235 raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature');
6236 end;
6237 // Ñîñòîÿíèå:
6238 Mem.ReadByte(FState);
6239 // Íàêîïëåííûé óðîí:
6240 Mem.ReadByte(FDamage);
6241 // Öâåò:
6242 Mem.ReadByte(FColor.R);
6243 Mem.ReadByte(FColor.G);
6244 Mem.ReadByte(FColor.B);
6245 // Îáúåêò òðóïà:
6246 Obj_LoadState(@FObj, Mem);
6247 // Åñòü ëè àíèìàöèÿ:
6248 Mem.ReadBoolean(anim);
6249 // Åñëè åñòü - çàãðóæàåì:
6250 if anim then
6251 begin
6252 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6253 FAnimation.LoadState(Mem);
6254 end;
6255 // Åñòü ëè ìàñêà àíèìàöèè:
6256 Mem.ReadBoolean(anim);
6257 // Åñëè åñòü - çàãðóæàåì:
6258 if anim then
6259 begin
6260 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6261 FAnimationMask.LoadState(Mem);
6262 end;
6263 end;
6265 { T B o t : }
6267 constructor TBot.Create();
6268 var
6269 a: Integer;
6270 begin
6271 inherited Create();
6273 FPhysics := True;
6274 FSpectator := False;
6275 FGhost := False;
6277 FIamBot := True;
6279 Inc(gNumBots);
6281 for a := WP_FIRST to WP_LAST do
6282 begin
6283 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6284 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6285 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6286 end;
6287 end;
6289 destructor TBot.Destroy();
6290 begin
6291 Dec(gNumBots);
6292 inherited Destroy();
6293 end;
6295 procedure TBot.Draw();
6296 begin
6297 inherited Draw();
6299 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6300 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6301 end;
6303 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6304 begin
6305 inherited Respawn(Silent, Force);
6307 FAIFlags := nil;
6308 FSelectedWeapon := FCurrWeap;
6309 resetWeaponQueue();
6310 FTargetUID := 0;
6311 end;
6313 procedure TBot.UpdateCombat();
6314 type
6315 TTarget = record
6316 UID: Word;
6317 X, Y: Integer;
6318 Rect: TRectWH;
6319 cX, cY: Integer;
6320 Dist: Word;
6321 Line: Boolean;
6322 Visible: Boolean;
6323 IsPlayer: Boolean;
6324 end;
6326 TTargetRecord = array of TTarget;
6328 function Compare(a, b: TTarget): Integer;
6329 begin
6330 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6331 Result := -1
6332 else
6333 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6334 Result := 1
6335 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6336 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6337 begin
6338 if a.Dist > b.Dist then // B áëèæå
6339 Result := 1
6340 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6341 Result := -1;
6342 end
6343 else // Ñòðàííî -> A
6344 Result := -1;
6345 end;
6347 var
6348 a, x1, y1, x2, y2: Integer;
6349 targets: TTargetRecord;
6350 ammo: Word;
6351 Target, BestTarget: TTarget;
6352 firew, fireh: Integer;
6353 angle: SmallInt;
6354 mon: TMonster;
6355 pla, tpla: TPlayer;
6356 vsPlayer, vsMonster, ok: Boolean;
6359 function monsUpdate (mon: TMonster): Boolean;
6360 begin
6361 result := false; // don't stop
6362 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6363 begin
6364 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6366 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6367 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6369 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6370 if g_TraceVector(x1, y1, x2, y2) then
6371 begin
6372 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6373 SetLength(targets, Length(targets)+1);
6374 with targets[High(targets)] do
6375 begin
6376 UID := mon.UID;
6377 X := mon.Obj.X;
6378 Y := mon.Obj.Y;
6379 cX := x2;
6380 cY := y2;
6381 Rect := mon.Obj.Rect;
6382 Dist := g_PatchLength(x1, y1, x2, y2);
6383 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6384 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6385 Visible := True;
6386 IsPlayer := False;
6387 end;
6388 end;
6389 end;
6390 end;
6392 begin
6393 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6394 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6396 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6397 if FCurrWeap <> FSelectedWeapon then
6398 NextWeapon();
6400 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6401 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6402 begin
6403 RemoveAIFlag('NEEDFIRE');
6405 case FCurrWeap of
6406 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6407 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6408 else PressKey(KEY_FIRE);
6409 end;
6410 end;
6412 // Êîîðäèíàòû ñòâîëà:
6413 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6414 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6416 Target.UID := FTargetUID;
6418 ok := False;
6419 if Target.UID <> 0 then
6420 begin // Öåëü åñòü - íàñòðàèâàåì
6421 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6422 vsPlayer then
6423 begin // Èãðîê
6424 tpla := g_Player_Get(Target.UID);
6425 if tpla <> nil then
6426 with tpla do
6427 begin
6428 if (@FObj) <> nil then
6429 begin
6430 Target.X := FObj.X;
6431 Target.Y := FObj.Y;
6432 end;
6433 end;
6435 Target.cX := Target.X + PLAYER_RECT_CX;
6436 Target.cY := Target.Y + PLAYER_RECT_CY;
6437 Target.Rect := PLAYER_RECT;
6438 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6439 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6440 (y1-4 > Target.Y+PLAYER_RECT.Y);
6441 Target.IsPlayer := True;
6442 ok := True;
6443 end
6444 else
6445 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6446 vsMonster then
6447 begin // Ìîíñòð
6448 mon := g_Monsters_ByUID(Target.UID);
6449 if mon <> nil then
6450 begin
6451 Target.X := mon.Obj.X;
6452 Target.Y := mon.Obj.Y;
6454 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6455 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6456 Target.Rect := mon.Obj.Rect;
6457 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6458 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6459 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6460 Target.IsPlayer := False;
6461 ok := True;
6462 end;
6463 end;
6464 end;
6466 if not ok then
6467 begin // Öåëè íåò - îáíóëÿåì
6468 Target.X := 0;
6469 Target.Y := 0;
6470 Target.cX := 0;
6471 Target.cY := 0;
6472 Target.Visible := False;
6473 Target.Line := False;
6474 Target.IsPlayer := False;
6475 end;
6477 targets := nil;
6479 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6480 if (not Target.Line) or (not Target.Visible) then
6481 begin
6482 // Èãðîêè:
6483 if vsPlayer then
6484 for a := 0 to High(gPlayers) do
6485 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6486 (gPlayers[a].FUID <> FUID) and
6487 (not SameTeam(FUID, gPlayers[a].FUID)) and
6488 (not gPlayers[a].NoTarget) and
6489 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6490 begin
6491 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6492 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6493 Continue;
6495 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6496 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6498 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6499 if g_TraceVector(x1, y1, x2, y2) then
6500 begin
6501 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6502 SetLength(targets, Length(targets)+1);
6503 with targets[High(targets)] do
6504 begin
6505 UID := gPlayers[a].FUID;
6506 X := gPlayers[a].FObj.X;
6507 Y := gPlayers[a].FObj.Y;
6508 cX := x2;
6509 cY := y2;
6510 Rect := PLAYER_RECT;
6511 Dist := g_PatchLength(x1, y1, x2, y2);
6512 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6513 (y1-4 > Target.Y+PLAYER_RECT.Y);
6514 Visible := True;
6515 IsPlayer := True;
6516 end;
6517 end;
6518 end;
6520 // Ìîíñòðû:
6521 if vsMonster then g_Mons_ForEach(monsUpdate);
6522 end;
6524 // Åñëè åñòü âîçìîæíûå öåëè:
6525 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6526 if targets <> nil then
6527 begin
6528 // Âûáèðàåì íàèëó÷øóþ öåëü:
6529 BestTarget := targets[0];
6530 if Length(targets) > 1 then
6531 for a := 1 to High(targets) do
6532 if Compare(BestTarget, targets[a]) = 1 then
6533 BestTarget := targets[a];
6535 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6536 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6537 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6538 begin
6539 Target := BestTarget;
6541 if (Healthy() = 3) or ((Healthy() = 2)) then
6542 begin // Åñëè çäîðîâû - äîãîíÿåì
6543 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6544 SetAIFlag('GORIGHT', '1');
6545 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6546 SetAIFlag('GOLEFT', '1');
6547 end
6548 else
6549 begin // Åñëè ïîáèòû - óáåãàåì
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;
6556 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6557 SelectWeapon(Abs(x1-Target.cX));
6558 end;
6559 end;
6561 // Åñëè åñòü öåëü:
6562 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6563 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6564 if Target.UID <> 0 then
6565 begin
6566 if not TargetOnScreen(Target.X + Target.Rect.X,
6567 Target.Y + Target.Rect.Y) then
6568 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6569 if (Healthy() = 3) or ((Healthy() = 2)) then
6570 begin // Åñëè çäîðîâû - äîãîíÿåì
6571 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6572 SetAIFlag('GORIGHT', '1');
6573 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6574 SetAIFlag('GOLEFT', '1');
6575 end
6576 else
6577 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6578 Target.UID := 0;
6579 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6580 SetAIFlag('GORIGHT', '1');
6581 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6582 SetAIFlag('GOLEFT', '1');
6583 end;
6584 end
6585 else
6586 begin // Öåëü ïîêà íà "ýêðàíå"
6587 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6588 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6589 FLastVisible := gTime;
6590 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6591 if (Abs(FObj.Y-Target.Y) <= 128) then
6592 begin
6593 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6594 SetAIFlag('GORIGHT', '1');
6595 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6596 SetAIFlag('GOLEFT', '1');
6597 end;
6598 end;
6600 // Âûáèðàåì óãîë ââåðõ:
6601 if FDirection = D_LEFT then
6602 angle := ANGLE_LEFTUP
6603 else
6604 angle := ANGLE_RIGHTUP;
6606 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6607 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6609 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6610 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6611 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6612 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6613 Target.Rect.Width, Target.Rect.Height) and
6614 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6615 begin // òî íóæíî ñòðåëÿòü ââåðõ
6616 SetAIFlag('NEEDFIRE', '1');
6617 SetAIFlag('NEEDSEEUP', '1');
6618 end;
6620 // Âûáèðàåì óãîë âíèç:
6621 if FDirection = D_LEFT then
6622 angle := ANGLE_LEFTDOWN
6623 else
6624 angle := ANGLE_RIGHTDOWN;
6626 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6627 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6629 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6630 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6631 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6632 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6633 Target.Rect.Width, Target.Rect.Height) and
6634 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6635 begin // òî íóæíî ñòðåëÿòü âíèç
6636 SetAIFlag('NEEDFIRE', '1');
6637 SetAIFlag('NEEDSEEDOWN', '1');
6638 end;
6640 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6641 if Target.Visible and
6642 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6643 (y1-4 > Target.Y+Target.Rect.Y) then
6644 begin
6645 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6646 if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
6647 ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
6648 begin // òî íóæíî ñòðåëÿòü âïåðåä
6649 SetAIFlag('NEEDFIRE', '1');
6650 SetAIFlag('NEEDSEEDOWN', '');
6651 SetAIFlag('NEEDSEEUP', '');
6652 end;
6653 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6654 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6655 if GetRnd(FDifficult.CloseJump) then
6656 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6657 if Abs(FObj.X-Target.X) < 128 then
6658 a := 4
6659 else
6660 a := 30;
6661 if Random(a) = 0 then
6662 SetAIFlag('NEEDJUMP', '1');
6663 end;
6664 end;
6666 // Åñëè öåëü âñå åùå åñòü:
6667 if Target.UID <> 0 then
6668 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6669 Target.UID := 0 // òî çàáûòü öåëü
6670 else // Åñëè âèäåëè íåäàâíî
6671 begin // íî öåëü óáèëè
6672 if Target.IsPlayer then
6673 begin // Öåëü - èãðîê
6674 pla := g_Player_Get(Target.UID);
6675 if (pla = nil) or (not pla.alive) or pla.NoTarget or
6676 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6677 Target.UID := 0; // òî çàáûòü öåëü
6678 end
6679 else
6680 begin // Öåëü - ìîíñòð
6681 mon := g_Monsters_ByUID(Target.UID);
6682 if (mon = nil) or (not mon.alive) then
6683 Target.UID := 0; // òî çàáûòü öåëü
6684 end;
6685 end;
6686 end; // if Target.UID <> 0
6688 FTargetUID := Target.UID;
6690 // Åñëè âîçìîæíûõ öåëåé íåò:
6691 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6692 if targets = nil then
6693 if GetAIFlag('ATTACKLEFT') <> '' then
6694 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6695 RemoveAIFlag('ATTACKLEFT');
6697 SetAIFlag('NEEDJUMP', '1');
6699 if RunDirection() = D_RIGHT then
6700 begin // Èäåì íå â òó ñòîðîíó
6701 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6702 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6703 SetAIFlag('NEEDFIRE', '1');
6704 SetAIFlag('GOLEFT', '1');
6705 end;
6706 end
6707 else
6708 begin // Èäåì â íóæíóþ ñòîðîíó
6709 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6710 SetAIFlag('NEEDFIRE', '1');
6711 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6712 SetAIFlag('GORIGHT', '1');
6713 end;
6714 end
6715 else
6716 if GetAIFlag('ATTACKRIGHT') <> '' then
6717 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6718 RemoveAIFlag('ATTACKRIGHT');
6720 SetAIFlag('NEEDJUMP', '1');
6722 if RunDirection() = D_LEFT then
6723 begin // Èäåì íå â òó ñòîðîíó
6724 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6725 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6726 SetAIFlag('NEEDFIRE', '1');
6727 SetAIFlag('GORIGHT', '1');
6728 end;
6729 end
6730 else
6731 begin
6732 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6733 SetAIFlag('NEEDFIRE', '1');
6734 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6735 SetAIFlag('GOLEFT', '1');
6736 end;
6737 end;
6739 //HACK! (does it belongs there?)
6740 RealizeCurrentWeapon();
6742 // Åñëè åñòü âîçìîæíûå öåëè:
6743 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6744 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6745 for a := 0 to High(targets) do
6746 begin
6747 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6748 if GetRnd(FDifficult.DiagFire) then
6749 begin
6750 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6751 if FDirection = D_LEFT then
6752 angle := ANGLE_LEFTUP
6753 else
6754 angle := ANGLE_RIGHTUP;
6756 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6757 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6759 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6760 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6761 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6762 targets[a].Rect.Width, targets[a].Rect.Height) and
6763 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6764 begin
6765 SetAIFlag('NEEDFIRE', '1');
6766 SetAIFlag('NEEDSEEUP', '1');
6767 end;
6769 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6770 if FDirection = D_LEFT then
6771 angle := ANGLE_LEFTDOWN
6772 else
6773 angle := ANGLE_RIGHTDOWN;
6775 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6776 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6778 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6779 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6780 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6781 targets[a].Rect.Width, targets[a].Rect.Height) and
6782 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6783 begin
6784 SetAIFlag('NEEDFIRE', '1');
6785 SetAIFlag('NEEDSEEDOWN', '1');
6786 end;
6787 end;
6789 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6790 if targets[a].Line and targets[a].Visible and
6791 (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
6792 ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
6793 begin
6794 SetAIFlag('NEEDFIRE', '1');
6795 Break;
6796 end;
6797 end;
6799 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6800 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6801 PLAYER_RECT.Width, PLAYER_RECT.Height,
6802 40+GetInterval(FDifficult.Cover, 40)) then
6803 SetAIFlag('NEEDJUMP', '1');
6805 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6806 ammo := GetAmmoByWeapon(FCurrWeap);
6807 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6808 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6809 (ammo = 0) then
6810 SetAIFlag('SELECTWEAPON', '1');
6812 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6813 if GetAIFlag('SELECTWEAPON') = '1' then
6814 begin
6815 SelectWeapon(-1);
6816 RemoveAIFlag('SELECTWEAPON');
6817 end;
6818 end;
6820 procedure TBot.Update();
6821 var
6822 EnableAI: Boolean;
6823 begin
6824 if not FAlive then
6825 begin // Respawn
6826 ReleaseKeys();
6827 PressKey(KEY_UP);
6828 end
6829 else
6830 begin
6831 EnableAI := True;
6833 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6834 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6835 EnableAI := False;
6836 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6837 EnableAI := False;
6838 if g_debug_BotAIOff = 3 then
6839 EnableAI := False;
6841 if EnableAI then
6842 begin
6843 UpdateMove();
6844 UpdateCombat();
6845 end
6846 else
6847 begin
6848 RealizeCurrentWeapon();
6849 end;
6850 end;
6852 inherited Update();
6853 end;
6855 procedure TBot.ReleaseKey(Key: Byte);
6856 begin
6857 with FKeys[Key] do
6858 begin
6859 Pressed := False;
6860 Time := 0;
6861 end;
6862 end;
6864 function TBot.KeyPressed(Key: Word): Boolean;
6865 begin
6866 Result := FKeys[Key].Pressed;
6867 end;
6869 function TBot.GetAIFlag(aName: String20): String20;
6870 var
6871 a: Integer;
6872 begin
6873 Result := '';
6875 aName := LowerCase(aName);
6877 if FAIFlags <> nil then
6878 for a := 0 to High(FAIFlags) do
6879 if LowerCase(FAIFlags[a].Name) = aName then
6880 begin
6881 Result := FAIFlags[a].Value;
6882 Break;
6883 end;
6884 end;
6886 procedure TBot.RemoveAIFlag(aName: String20);
6887 var
6888 a, b: Integer;
6889 begin
6890 if FAIFlags = nil then Exit;
6892 aName := LowerCase(aName);
6894 for a := 0 to High(FAIFlags) do
6895 if LowerCase(FAIFlags[a].Name) = aName then
6896 begin
6897 if a <> High(FAIFlags) then
6898 for b := a to High(FAIFlags)-1 do
6899 FAIFlags[b] := FAIFlags[b+1];
6901 SetLength(FAIFlags, Length(FAIFlags)-1);
6902 Break;
6903 end;
6904 end;
6906 procedure TBot.SetAIFlag(aName, fValue: String20);
6907 var
6908 a: Integer;
6909 ok: Boolean;
6910 begin
6911 a := 0;
6912 ok := False;
6914 aName := LowerCase(aName);
6916 if FAIFlags <> nil then
6917 for a := 0 to High(FAIFlags) do
6918 if LowerCase(FAIFlags[a].Name) = aName then
6919 begin
6920 ok := True;
6921 Break;
6922 end;
6924 if ok then FAIFlags[a].Value := fValue
6925 else
6926 begin
6927 SetLength(FAIFlags, Length(FAIFlags)+1);
6928 with FAIFlags[High(FAIFlags)] do
6929 begin
6930 Name := aName;
6931 Value := fValue;
6932 end;
6933 end;
6934 end;
6936 procedure TBot.UpdateMove;
6938 procedure GoLeft(Time: Word = 1);
6939 begin
6940 ReleaseKey(KEY_LEFT);
6941 ReleaseKey(KEY_RIGHT);
6942 PressKey(KEY_LEFT, Time);
6943 SetDirection(D_LEFT);
6944 end;
6946 procedure GoRight(Time: Word = 1);
6947 begin
6948 ReleaseKey(KEY_LEFT);
6949 ReleaseKey(KEY_RIGHT);
6950 PressKey(KEY_RIGHT, Time);
6951 SetDirection(D_RIGHT);
6952 end;
6954 function Rnd(a: Word): Boolean;
6955 begin
6956 Result := Random(a) = 0;
6957 end;
6959 procedure Turn(Time: Word = 1200);
6960 begin
6961 if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
6962 end;
6964 procedure Stop();
6965 begin
6966 ReleaseKey(KEY_LEFT);
6967 ReleaseKey(KEY_RIGHT);
6968 end;
6970 function CanRunLeft(): Boolean;
6971 begin
6972 Result := not CollideLevel(-1, 0);
6973 end;
6975 function CanRunRight(): Boolean;
6976 begin
6977 Result := not CollideLevel(1, 0);
6978 end;
6980 function CanRun(): Boolean;
6981 begin
6982 if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
6983 end;
6985 procedure Jump(Time: Word = 30);
6986 begin
6987 PressKey(KEY_JUMP, Time);
6988 end;
6990 function NearHole(): Boolean;
6991 var
6992 x, sx: Integer;
6993 begin
6994 { TODO 5 : Ëåñòíèöû }
6995 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
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 Result := True;
7002 Exit;
7003 end;
7005 Result := False;
7006 end;
7008 function BorderHole(): Boolean;
7009 var
7010 x, sx, xx: Integer;
7011 begin
7012 { TODO 5 : Ëåñòíèöû }
7013 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7014 for x := 1 to PLAYER_RECT.Width do
7015 if (not StayOnStep(x*sx, 0)) and
7016 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7017 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7018 begin
7019 for xx := x to x+32 do
7020 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7021 begin
7022 Result := True;
7023 Exit;
7024 end;
7025 end;
7027 Result := False;
7028 end;
7030 function NearDeepHole(): Boolean;
7031 var
7032 x, sx, y: Integer;
7033 begin
7034 Result := False;
7036 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7037 y := 3;
7039 for x := 1 to PLAYER_RECT.Width do
7040 if (not StayOnStep(x*sx, 0)) and
7041 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7042 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7043 begin
7044 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7045 begin
7046 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7047 y := y+1;
7048 end;
7050 Result := True;
7051 end else Result := False;
7052 end;
7054 function OverDeepHole(): Boolean;
7055 var
7056 y: Integer;
7057 begin
7058 Result := False;
7060 y := 1;
7061 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7062 begin
7063 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7064 y := y+1;
7065 end;
7067 Result := True;
7068 end;
7070 function OnGround(): Boolean;
7071 begin
7072 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7073 end;
7075 function OnLadder(): Boolean;
7076 begin
7077 Result := FullInStep(0, 0);
7078 end;
7080 function BelowLadder(): Boolean;
7081 begin
7082 Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7083 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7084 (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7085 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7086 end;
7088 function BelowLiftUp(): Boolean;
7089 begin
7090 Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7091 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7092 ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7093 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7094 end;
7096 function OnTopLift(): Boolean;
7097 begin
7098 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7099 end;
7101 function CanJumpOver(): Boolean;
7102 var
7103 sx, y: Integer;
7104 begin
7105 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7107 Result := False;
7109 if not CollideLevel(sx, 0) then Exit;
7111 for y := 1 to BOT_MAXJUMP do
7112 if CollideLevel(0, -y) then Exit else
7113 if not CollideLevel(sx, -y) then
7114 begin
7115 Result := True;
7116 Exit;
7117 end;
7118 end;
7120 function CanJumpUp(Dist: ShortInt): Boolean;
7121 var
7122 y, yy: Integer;
7123 c: Boolean;
7124 begin
7125 Result := False;
7127 if CollideLevel(Dist, 0) then Exit;
7129 c := False;
7130 for y := 0 to BOT_MAXJUMP do
7131 if CollideLevel(Dist, -y) then
7132 begin
7133 c := True;
7134 Break;
7135 end;
7137 if not c then Exit;
7139 c := False;
7140 for yy := y+1 to BOT_MAXJUMP do
7141 if not CollideLevel(Dist, -yy) then
7142 begin
7143 c := True;
7144 Break;
7145 end;
7147 if not c then Exit;
7149 c := False;
7150 for y := 0 to BOT_MAXJUMP do
7151 if CollideLevel(0, -y) then
7152 begin
7153 c := True;
7154 Break;
7155 end;
7157 if c then Exit;
7159 if y < yy then Exit;
7161 Result := True;
7162 end;
7164 function IsSafeTrigger(): Boolean;
7165 var
7166 a: Integer;
7167 begin
7168 Result := True;
7169 if gTriggers = nil then
7170 Exit;
7171 for a := 0 to High(gTriggers) do
7172 if Collide(gTriggers[a].X,
7173 gTriggers[a].Y,
7174 gTriggers[a].Width,
7175 gTriggers[a].Height) and
7176 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7177 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7178 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7179 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7180 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7181 Result := False;
7182 end;
7184 begin
7185 // Âîçìîæíî, íàæèìàåì êíîïêó:
7186 if Rnd(16) and IsSafeTrigger() then
7187 PressKey(KEY_OPEN);
7189 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7190 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7191 begin
7192 ReleaseKey(KEY_LEFT);
7193 ReleaseKey(KEY_RIGHT);
7194 Jump();
7195 end;
7197 // Èäåì âëåâî, åñëè íàäî áûëî:
7198 if GetAIFlag('GOLEFT') <> '' then
7199 begin
7200 RemoveAIFlag('GOLEFT');
7201 if CanRunLeft() then
7202 GoLeft(360);
7203 end;
7205 // Èäåì âïðàâî, åñëè íàäî áûëî:
7206 if GetAIFlag('GORIGHT') <> '' then
7207 begin
7208 RemoveAIFlag('GORIGHT');
7209 if CanRunRight() then
7210 GoRight(360);
7211 end;
7213 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7214 if FObj.X < -32 then
7215 GoRight(360)
7216 else
7217 if FObj.X+32 > gMapInfo.Width then
7218 GoLeft(360);
7220 // Ïðûãàåì, åñëè íàäî áûëî:
7221 if GetAIFlag('NEEDJUMP') <> '' then
7222 begin
7223 Jump(0);
7224 RemoveAIFlag('NEEDJUMP');
7225 end;
7227 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7228 if GetAIFlag('NEEDSEEUP') <> '' then
7229 begin
7230 ReleaseKey(KEY_UP);
7231 ReleaseKey(KEY_DOWN);
7232 PressKey(KEY_UP, 20);
7233 RemoveAIFlag('NEEDSEEUP');
7234 end;
7236 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7237 if GetAIFlag('NEEDSEEDOWN') <> '' then
7238 begin
7239 ReleaseKey(KEY_UP);
7240 ReleaseKey(KEY_DOWN);
7241 PressKey(KEY_DOWN, 20);
7242 RemoveAIFlag('NEEDSEEDOWN');
7243 end;
7245 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7246 if GetAIFlag('GOINHOLE') <> '' then
7247 if not OnGround() then
7248 begin
7249 ReleaseKey(KEY_LEFT);
7250 ReleaseKey(KEY_RIGHT);
7251 RemoveAIFlag('GOINHOLE');
7252 SetAIFlag('FALLINHOLE', '1');
7253 end;
7255 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7256 if GetAIFlag('FALLINHOLE') <> '' then
7257 if OnGround() then
7258 RemoveAIFlag('FALLINHOLE');
7260 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7261 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7262 if GetAIFlag('FALLINHOLE') = '' then
7263 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7264 if Rnd(2) then
7265 GoLeft(360)
7266 else
7267 GoRight(360);
7269 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7270 if OnGround() and
7271 CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
7272 Rnd(8) then
7273 Jump();
7275 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7276 if OnGround() and NearHole() then
7277 if NearDeepHole() then // Åñëè ýòî áåçäíà
7278 case Random(6) of
7279 0..3: Turn(); // Áåæèì îáðàòíî
7280 4: Jump(); // Ïðûãàåì
7281 5: begin // Ïðûãàåì îáðàòíî
7282 Turn();
7283 Jump();
7284 end;
7285 end
7286 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7287 if GetAIFlag('GOINHOLE') = '' then
7288 case Random(6) of
7289 0: Turn(); // Íå íóæíî òóäà
7290 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7291 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7292 if BorderHole() then
7293 SetAIFlag('GOINHOLE', '1');
7294 end;
7296 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7297 if (not CanRun()) and OnGround() then
7298 begin
7299 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7300 if CanJumpOver() or OnLadder() then
7301 Jump()
7302 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7303 if Random(2) = 0 then
7304 begin
7305 if IsSafeTrigger() then
7306 PressKey(KEY_OPEN);
7307 end else
7308 Turn();
7309 end;
7311 // Îñòàëîñü ìàëî âîçäóõà:
7312 if FAir < 36 * 2 then
7313 Jump(20);
7315 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7316 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7317 if BodyInAcid(0, 0) then
7318 Jump();
7319 end;
7321 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7322 begin
7323 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7324 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7325 end;
7327 {function TBot.NeedItem(Item: Byte): Byte;
7328 begin
7329 Result := 4;
7330 end;}
7332 procedure TBot.SelectWeapon(Dist: Integer);
7333 var
7334 a: Integer;
7336 function HaveAmmo(weapon: Byte): Boolean;
7337 begin
7338 case weapon of
7339 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7340 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7341 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7342 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7343 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7344 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7345 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7346 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7347 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7348 else Result := True;
7349 end;
7350 end;
7352 begin
7353 if Dist = -1 then Dist := BOT_LONGDIST;
7355 if Dist > BOT_LONGDIST then
7356 begin // Äàëüíèé áîé
7357 for a := 0 to 9 do
7358 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7359 begin
7360 FSelectedWeapon := FDifficult.WeaponPrior[a];
7361 Break;
7362 end;
7363 end
7364 else //if Dist > BOT_UNSAFEDIST then
7365 begin // Áëèæíèé áîé
7366 for a := 0 to 9 do
7367 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7368 begin
7369 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7370 Break;
7371 end;
7372 end;
7373 { else
7374 begin
7375 for a := 0 to 9 do
7376 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7377 begin
7378 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7379 Break;
7380 end;
7381 end;}
7382 end;
7384 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7385 begin
7386 Result := inherited PickItem(ItemType, force, remove);
7388 if Result then SetAIFlag('SELECTWEAPON', '1');
7389 end;
7391 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7392 begin
7393 Result := inherited Heal(value, Soft);
7394 end;
7396 function TBot.Healthy(): Byte;
7397 begin
7398 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7399 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7400 else if (FHealth > 50) then Result := 2
7401 else if (FHealth > 20) then Result := 1
7402 else Result := 0;
7403 end;
7405 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7406 begin
7407 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7408 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7409 end;
7411 procedure TBot.OnDamage(Angle: SmallInt);
7412 var
7413 pla: TPlayer;
7414 mon: TMonster;
7415 ok: Boolean;
7416 begin
7417 inherited;
7419 if (Angle = 0) or (Angle = 180) then
7420 begin
7421 ok := False;
7422 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7423 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7424 begin // Èãðîê
7425 pla := g_Player_Get(FLastSpawnerUID);
7426 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7427 pla.FObj.Y + PLAYER_RECT.Y);
7428 end
7429 else
7430 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7431 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7432 begin // Ìîíñòð
7433 mon := g_Monsters_ByUID(FLastSpawnerUID);
7434 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7435 mon.Obj.Y + mon.Obj.Rect.Y);
7436 end;
7438 if ok then
7439 if Angle = 0 then
7440 SetAIFlag('ATTACKLEFT', '1')
7441 else
7442 SetAIFlag('ATTACKRIGHT', '1');
7443 end;
7444 end;
7446 function TBot.RunDirection(): TDirection;
7447 begin
7448 if Abs(Vel.X) >= 1 then
7449 begin
7450 if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT;
7451 end else
7452 Result := FDirection;
7453 end;
7455 function TBot.GetRnd(a: Byte): Boolean;
7456 begin
7457 if a = 0 then Result := False
7458 else if a = 255 then Result := True
7459 else Result := Random(256) > 255-a;
7460 end;
7462 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7463 begin
7464 Result := Round((255-a)/255*radius*(Random(2)-1));
7465 end;
7467 procedure TBot.SaveState(var Mem: TBinMemoryWriter);
7468 var
7469 i: Integer;
7470 dw: DWORD;
7471 p: Pointer;
7472 begin
7473 inherited SaveState(Mem);
7475 // Âûáðàííîå îðóæèå:
7476 Mem.WriteByte(FSelectedWeapon);
7477 // UID öåëè:
7478 Mem.WriteWord(FTargetUID);
7479 // Âðåìÿ ïîòåðè öåëè:
7480 Mem.WriteDWORD(FLastVisible);
7481 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7482 dw := Length(FAIFlags);
7483 Mem.WriteDWORD(dw);
7484 // Ôëàãè ÈÈ:
7485 for i := 0 to Integer(dw)-1 do
7486 begin
7487 Mem.WriteString(FAIFlags[i].Name, 20);
7488 Mem.WriteString(FAIFlags[i].Value, 20);
7489 end;
7490 // Íàñòðîéêè ñëîæíîñòè:
7491 p := @FDifficult;
7492 Mem.WriteMemory(p, SizeOf(TDifficult));
7493 end;
7495 procedure TBot.LoadState(var Mem: TBinMemoryReader);
7496 var
7497 i: Integer;
7498 dw: DWORD;
7499 p: Pointer;
7500 begin
7501 inherited LoadState(Mem);
7503 // Âûáðàííîå îðóæèå:
7504 Mem.ReadByte(FSelectedWeapon);
7505 // UID öåëè:
7506 Mem.ReadWord(FTargetUID);
7507 // Âðåìÿ ïîòåðè öåëè:
7508 Mem.ReadDWORD(FLastVisible);
7509 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7510 Mem.ReadDWORD(dw);
7511 SetLength(FAIFlags, dw);
7512 // Ôëàãè ÈÈ:
7513 for i := 0 to Integer(dw)-1 do
7514 begin
7515 Mem.ReadString(FAIFlags[i].Name);
7516 Mem.ReadString(FAIFlags[i].Value);
7517 end;
7518 // Íàñòðîéêè ñëîæíîñòè:
7519 Mem.ReadMemory(p, dw);
7520 if dw <> SizeOf(TDifficult) then
7521 begin
7522 raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size');
7523 end;
7524 FDifficult := TDifficult(p^);
7525 end;
7527 end.