DEADSOFTWARE

Player: Follow dead corpse
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 {$M+}
18 unit g_player;
20 interface
22 uses
23 SysUtils, Classes,
24 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
25 e_graphics, g_playermodel, g_basic, g_textures,
26 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
27 g_panel;
29 const
30 KEY_LEFT = 1;
31 KEY_RIGHT = 2;
32 KEY_UP = 3;
33 KEY_DOWN = 4;
34 KEY_FIRE = 5;
35 KEY_NEXTWEAPON = 6;
36 KEY_PREVWEAPON = 7;
37 KEY_OPEN = 8;
38 KEY_JUMP = 9;
39 KEY_CHAT = 10;
41 R_ITEM_BACKPACK = 0;
42 R_KEY_RED = 1;
43 R_KEY_GREEN = 2;
44 R_KEY_BLUE = 3;
45 R_BERSERK = 4;
47 MR_SUIT = 0;
48 MR_INVUL = 1;
49 MR_INVIS = 2;
50 MR_MAX = 2;
52 A_BULLETS = 0;
53 A_SHELLS = 1;
54 A_ROCKETS = 2;
55 A_CELLS = 3;
56 A_FUEL = 4;
57 A_HIGH = 4;
59 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
63 K_SIMPLEKILL = 0;
64 K_HARDKILL = 1;
65 K_EXTRAHARDKILL = 2;
66 K_FALLKILL = 3;
68 T_RESPAWN = 0;
69 T_SWITCH = 1;
70 T_USE = 2;
71 T_FLAGCAP = 3;
73 TEAM_NONE = 0;
74 TEAM_RED = 1;
75 TEAM_BLUE = 2;
76 TEAM_COOP = 3;
78 SHELL_BULLET = 0;
79 SHELL_SHELL = 1;
80 SHELL_DBLSHELL = 2;
82 ANGLE_NONE = Low(SmallInt);
84 CORPSE_STATE_REMOVEME = 0;
85 CORPSE_STATE_NORMAL = 1;
86 CORPSE_STATE_MESS = 2;
88 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
89 PLAYER_RECT_CX = 15+(34 div 2);
90 PLAYER_RECT_CY = 12+(52 div 2);
91 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
93 PLAYER_HP_SOFT = 100;
94 PLAYER_HP_LIMIT = 200;
95 PLAYER_AP_SOFT = 100;
96 PLAYER_AP_LIMIT = 200;
97 SUICIDE_DAMAGE = 112;
99 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
100 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
102 type
103 TPlayerStat = record
104 Ping: Word;
105 Loss: Byte;
106 Name: String;
107 Team: Byte;
108 Frags: SmallInt;
109 Deaths: SmallInt;
110 Lives: Byte;
111 Kills: Word;
112 Color: TRGB;
113 Spectator: Boolean;
114 end;
116 TPlayerStatArray = Array of TPlayerStat;
118 TPlayerSavedState = record
119 Health: Integer;
120 Armor: Integer;
121 Air: Integer;
122 JetFuel: Integer;
123 CurrWeap: Byte;
124 NextWeap: WORD;
125 NextWeapDelay: Byte;
126 Ammo: Array [A_BULLETS..A_HIGH] of Word;
127 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
128 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
129 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
130 WaitRecall: Boolean;
131 end;
133 TKeyState = record
134 Pressed: Boolean;
135 Time: Word;
136 end;
138 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
139 private
140 FIamBot: Boolean;
141 FUID: Word;
142 FName: String;
143 FTeam: Byte;
144 FAlive: Boolean;
145 FSpawned: Boolean;
146 FDirection: TDirection;
147 FHealth: Integer;
148 FLives: Byte;
149 FArmor: Integer;
150 FAir: Integer;
151 FPain: Integer;
152 FPickup: Integer;
153 FKills: Integer;
154 FMonsterKills: Integer;
155 FFrags: Integer;
156 FFragCombo: Byte;
157 FLastFrag: LongWord;
158 FComboEvnt: Integer;
159 FDeath: Integer;
160 FCanJetpack: Boolean;
161 FJetFuel: Integer;
162 FFlag: Byte;
163 FSecrets: Integer;
164 FCurrWeap: Byte;
165 FNextWeap: WORD;
166 FNextWeapDelay: Byte; // frames
167 FBFGFireCounter: SmallInt;
168 FLastSpawnerUID: Word;
169 FLastHit: Byte;
170 FObj: TObj;
171 FXTo, FYTo: Integer;
172 FSpectatePlayer: Integer;
173 FFirePainTime: Integer;
174 FFireAttacker: Word;
176 FSavedState: TPlayerSavedState;
178 FModel: TPlayerModel;
179 FPunchAnim: TAnimation;
180 FActionPrior: Byte;
181 FActionAnim: Byte;
182 FActionForce: Boolean;
183 FActionChanged: Boolean;
184 FAngle: SmallInt;
185 FFireAngle: SmallInt;
186 FIncCam: Integer;
187 FShellTimer: Integer;
188 FShellType: Byte;
189 FSawSound: TPlayableSound;
190 FSawSoundIdle: TPlayableSound;
191 FSawSoundHit: TPlayableSound;
192 FSawSoundSelect: TPlayableSound;
193 FJetSoundOn: TPlayableSound;
194 FJetSoundOff: TPlayableSound;
195 FJetSoundFly: TPlayableSound;
196 FGodMode: Boolean;
197 FNoTarget: Boolean;
198 FNoReload: Boolean;
199 FJustTeleported: Boolean;
200 FNetTime: LongWord;
201 mEDamageType: Integer;
204 function CollideLevel(XInc, YInc: Integer): Boolean;
205 function StayOnStep(XInc, YInc: Integer): Boolean;
206 function HeadInLiquid(XInc, YInc: Integer): Boolean;
207 function BodyInLiquid(XInc, YInc: Integer): Boolean;
208 function BodyInAcid(XInc, YInc: Integer): Boolean;
209 function FullInLift(XInc, YInc: Integer): Integer;
210 {procedure CollideItem();}
211 procedure FlySmoke(Times: DWORD = 1);
212 procedure OnFireFlame(Times: DWORD = 1);
213 function GetAmmoByWeapon(Weapon: Byte): Word;
214 procedure SetAction(Action: Byte; Force: Boolean = False);
215 procedure OnDamage(Angle: SmallInt); virtual;
216 function firediry(): Integer;
217 procedure DoPunch();
219 procedure Run(Direction: TDirection);
220 procedure NextWeapon();
221 procedure PrevWeapon();
222 procedure SeeUp();
223 procedure SeeDown();
224 procedure Fire();
225 procedure Jump();
226 procedure Use();
228 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
229 procedure resetWeaponQueue ();
230 function hasAmmoForWeapon (weapon: Byte): Boolean;
232 procedure doDamage (v: Integer);
234 function followCorpse(): Boolean;
236 public
237 FDamageBuffer: Integer;
239 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
240 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
241 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
242 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
243 FBerserk: Integer;
244 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
245 FReloading: Array [WP_FIRST..WP_LAST] of Word;
246 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
247 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
248 FColor: TRGB;
249 FPreferredTeam: Byte;
250 FSpectator: Boolean;
251 FNoRespawn: Boolean;
252 FWantsInGame: Boolean;
253 FGhost: Boolean;
254 FPhysics: Boolean;
255 FJetpack: Boolean;
256 FActualModelName: string;
257 FClientID: SmallInt;
258 FPing: Word;
259 FLoss: Byte;
260 FDummy: Boolean;
261 FFireTime: Integer;
263 // debug: viewport offset
264 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
266 function isValidViewPort (): Boolean; inline;
268 constructor Create(); virtual;
269 destructor Destroy(); override;
270 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
271 function GetRespawnPoint(): Byte;
272 procedure PressKey(Key: Byte; Time: Word = 1);
273 procedure ReleaseKeys();
274 procedure SetModel(ModelName: String);
275 procedure SetColor(Color: TRGB);
276 procedure SetWeapon(W: Byte);
277 function IsKeyPressed(K: Byte): Boolean;
278 function GetKeys(): Byte;
279 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
280 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
281 function Collide(Panel: TPanel): Boolean; overload;
282 function Collide(X, Y: Integer): Boolean; overload;
283 procedure SetDirection(Direction: TDirection);
284 procedure GetSecret();
285 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
286 procedure Touch();
287 procedure Push(vx, vy: Integer);
288 procedure ChangeModel(ModelName: String);
289 procedure SwitchTeam;
290 procedure ChangeTeam(Team: Byte);
291 procedure BFGHit();
292 function GetFlag(Flag: Byte): Boolean;
293 procedure SetFlag(Flag: Byte);
294 function DropFlag(): Boolean;
295 procedure AllRulez(Health: Boolean);
296 procedure RestoreHealthArmor();
297 procedure FragCombo();
298 procedure GiveItem(ItemType: Byte);
299 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
300 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
301 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
302 procedure MakeBloodSimple(Count: Word);
303 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
304 procedure Reset(Force: Boolean);
305 procedure Spectate(NoMove: Boolean = False);
306 procedure SwitchNoClip;
307 procedure SoftReset();
308 procedure Draw(); virtual;
309 procedure DrawPain();
310 procedure DrawPickup();
311 procedure DrawRulez();
312 procedure DrawAim();
313 procedure DrawBubble();
314 procedure DrawGUI();
315 procedure Update(); virtual;
316 procedure RememberState();
317 procedure RecallState();
318 procedure SaveState (st: TStream); virtual;
319 procedure LoadState (st: TStream); virtual;
320 procedure PauseSounds(Enable: Boolean);
321 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
322 procedure DoLerp(Level: Integer = 2);
323 procedure SetLerp(XTo, YTo: Integer);
324 procedure QueueWeaponSwitch(Weapon: Byte);
325 procedure RealizeCurrentWeapon();
326 procedure JetpackOn;
327 procedure JetpackOff;
328 procedure CatchFire(Attacker: Word);
330 //WARNING! this does nothing for now, but still call it!
331 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
333 procedure getMapBox (out x, y, w, h: Integer); inline;
334 procedure moveBy (dx, dy: Integer); inline;
336 public
337 property Vel: TPoint2i read FObj.Vel;
338 property Obj: TObj read FObj;
340 property Name: String read FName write FName;
341 property Model: TPlayerModel read FModel;
342 property Health: Integer read FHealth write FHealth;
343 property Lives: Byte read FLives write FLives;
344 property Armor: Integer read FArmor write FArmor;
345 property Air: Integer read FAir write FAir;
346 property JetFuel: Integer read FJetFuel write FJetFuel;
347 property Frags: Integer read FFrags write FFrags;
348 property Death: Integer read FDeath write FDeath;
349 property Kills: Integer read FKills write FKills;
350 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
351 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
352 property Secrets: Integer read FSecrets;
353 property GodMode: Boolean read FGodMode write FGodMode;
354 property NoTarget: Boolean read FNoTarget write FNoTarget;
355 property NoReload: Boolean read FNoReload write FNoReload;
356 property alive: Boolean read FAlive write FAlive;
357 property Flag: Byte read FFlag;
358 property Team: Byte read FTeam write FTeam;
359 property Direction: TDirection read FDirection;
360 property GameX: Integer read FObj.X write FObj.X;
361 property GameY: Integer read FObj.Y write FObj.Y;
362 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
363 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
364 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
365 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
366 property IncCam: Integer read FIncCam write FIncCam;
367 property UID: Word read FUID write FUID;
368 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
369 property NetTime: LongWord read FNetTime write FNetTime;
371 published
372 property eName: String read FName write FName;
373 property eHealth: Integer read FHealth write FHealth;
374 property eLives: Byte read FLives write FLives;
375 property eArmor: Integer read FArmor write FArmor;
376 property eAir: Integer read FAir write FAir;
377 property eJetFuel: Integer read FJetFuel write FJetFuel;
378 property eFrags: Integer read FFrags write FFrags;
379 property eDeath: Integer read FDeath write FDeath;
380 property eKills: Integer read FKills write FKills;
381 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
382 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
383 property eSecrets: Integer read FSecrets write FSecrets;
384 property eGodMode: Boolean read FGodMode write FGodMode;
385 property eNoTarget: Boolean read FNoTarget write FNoTarget;
386 property eNoReload: Boolean read FNoReload write FNoReload;
387 property eAlive: Boolean read FAlive write FAlive;
388 property eFlag: Byte read FFlag;
389 property eTeam: Byte read FTeam write FTeam;
390 property eDirection: TDirection read FDirection;
391 property eGameX: Integer read FObj.X write FObj.X;
392 property eGameY: Integer read FObj.Y write FObj.Y;
393 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
394 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
395 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
396 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
397 property eIncCam: Integer read FIncCam write FIncCam;
398 property eUID: Word read FUID;
399 property eJustTeleported: Boolean read FJustTeleported;
400 property eNetTime: LongWord read FNetTime;
402 // set this before assigning something to `eDamage`
403 property eDamageType: Integer read mEDamageType write mEDamageType;
404 property eDamage: Integer write doDamage;
405 end;
407 TDifficult = record
408 public
409 DiagFire: Byte;
410 InvisFire: Byte;
411 DiagPrecision: Byte;
412 FlyPrecision: Byte;
413 Cover: Byte;
414 CloseJump: Byte;
415 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
416 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
417 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
419 public
420 procedure save (st: TStream);
421 procedure load (st: TStream);
422 end;
424 TAIFlag = record
425 Name: String;
426 Value: String;
427 end;
429 TBot = class(TPlayer)
430 private
431 FSelectedWeapon: Byte;
432 FTargetUID: Word;
433 FLastVisible: DWORD;
434 FAIFlags: Array of TAIFlag;
435 FDifficult: TDifficult;
437 function GetRnd(a: Byte): Boolean;
438 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
439 function RunDirection(): TDirection;
440 function FullInStep(XInc, YInc: Integer): Boolean;
441 //function NeedItem(Item: Byte): Byte;
442 procedure SelectWeapon(Dist: Integer);
443 procedure SetAIFlag(aName, fValue: String20);
444 function GetAIFlag(aName: String20): String20;
445 procedure RemoveAIFlag(aName: String20);
446 function Healthy(): Byte;
447 procedure UpdateMove();
448 procedure UpdateCombat();
449 function KeyPressed(Key: Word): Boolean;
450 procedure ReleaseKey(Key: Byte);
451 function TargetOnScreen(TX, TY: Integer): Boolean;
452 procedure OnDamage(Angle: SmallInt); override;
454 public
455 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
456 constructor Create(); override;
457 destructor Destroy(); override;
458 procedure Draw(); override;
459 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
460 function Heal(value: Word; Soft: Boolean): Boolean; override;
461 procedure Update(); override;
462 procedure SaveState (st: TStream); override;
463 procedure LoadState (st: TStream); override;
464 end;
466 PGib = ^TGib;
467 TGib = record
468 alive: Boolean;
469 ID: DWORD;
470 MaskID: DWORD;
471 RAngle: Integer;
472 Color: TRGB;
473 Obj: TObj;
475 procedure getMapBox (out x, y, w, h: Integer); inline;
476 procedure moveBy (dx, dy: Integer); inline;
478 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
479 end;
482 PShell = ^TShell;
483 TShell = record
484 SpriteID: DWORD;
485 alive: Boolean;
486 SType: Byte;
487 RAngle: Integer;
488 Timeout: Cardinal;
489 CX, CY: Integer;
490 Obj: TObj;
492 procedure getMapBox (out x, y, w, h: Integer); inline;
493 procedure moveBy (dx, dy: Integer); inline;
495 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
496 end;
498 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
499 private
500 FModelName: String;
501 FMess: Boolean;
502 FState: Byte;
503 FDamage: Byte;
504 FColor: TRGB;
505 FObj: TObj;
506 FPlayerUID: Word;
507 FAnimation: TAnimation;
508 FAnimationMask: TAnimation;
510 public
511 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
512 destructor Destroy(); override;
513 procedure Damage(Value: Word; vx, vy: Integer);
514 procedure Update();
515 procedure Draw();
516 procedure SaveState (st: TStream);
517 procedure LoadState (st: TStream);
519 procedure getMapBox (out x, y, w, h: Integer); inline;
520 procedure moveBy (dx, dy: Integer); inline;
522 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
524 function ObjPtr (): PObj; inline;
526 property Obj: TObj read FObj; // copies object
527 property State: Byte read FState;
528 property Mess: Boolean read FMess;
529 end;
531 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
532 record
533 Goals: SmallInt;
534 end;
536 var
537 gPlayers: Array of TPlayer;
538 gCorpses: Array of TCorpse;
539 gGibs: Array of TGib;
540 gShells: Array of TShell;
541 gTeamStat: TTeamStat;
542 gFly: Boolean = False;
543 gAimLine: Boolean = False;
544 gChatBubble: Byte = 0;
545 gNumBots: Word = 0;
546 gLMSPID1: Word = 0;
547 gLMSPID2: Word = 0;
548 MAX_RUNVEL: Integer = 8;
549 VEL_JUMP: Integer = 10;
550 SHELL_TIMEOUT: Cardinal = 60000;
552 function Lerp(X, Y, Factor: Integer): Integer;
554 procedure g_Gibs_SetMax(Count: Word);
555 function g_Gibs_GetMax(): Word;
556 procedure g_Corpses_SetMax(Count: Word);
557 function g_Corpses_GetMax(): Word;
558 procedure g_Shells_SetMax(Count: Word);
559 function g_Shells_GetMax(): Word;
561 procedure g_Player_Init();
562 procedure g_Player_Free();
563 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
564 function g_Player_CreateFromState (st: TStream): Word;
565 procedure g_Player_Remove(UID: Word);
566 procedure g_Player_ResetTeams();
567 procedure g_Player_UpdateAll();
568 procedure g_Player_DrawAll();
569 procedure g_Player_DrawDebug(p: TPlayer);
570 procedure g_Player_DrawHealth();
571 procedure g_Player_RememberAll();
572 procedure g_Player_ResetAll(Force, Silent: Boolean);
573 function g_Player_Get(UID: Word): TPlayer;
574 function g_Player_GetCount(): Byte;
575 function g_Player_GetStats(): TPlayerStatArray;
576 function g_Player_ValidName(Name: String): Boolean;
577 procedure g_Player_CreateCorpse(Player: TPlayer);
578 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
579 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
580 procedure g_Player_UpdatePhysicalObjects();
581 procedure g_Player_DrawCorpses();
582 procedure g_Player_DrawShells();
583 procedure g_Player_RemoveAllCorpses();
584 procedure g_Player_Corpses_SaveState (st: TStream);
585 procedure g_Player_Corpses_LoadState (st: TStream);
586 procedure g_Bot_Add(Team, Difficult: Byte);
587 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
588 procedure g_Bot_MixNames();
589 procedure g_Bot_RemoveAll();
591 implementation
593 uses
594 {$INCLUDE ../nogl/noGLuses.inc}
595 {$IFDEF ENABLE_HOLMES}
596 g_holmes,
597 {$ENDIF}
598 e_log, g_map, g_items, g_console, g_gfx, Math,
599 g_options, g_triggers, g_menu, g_game, g_grid,
600 wadreader, g_main, g_monsters, CONFIG, g_language,
601 g_net, g_netmsg, g_window,
602 utils, xstreams;
604 const PLR_SAVE_VERSION = 0;
606 type
607 TBotProfile = record
608 name: ShortString;
609 model: ShortString;
610 team: Byte;
611 color: TRGB;
612 diag_fire: Byte;
613 invis_fire: Byte;
614 diag_precision: Byte;
615 fly_precision: Byte;
616 cover: Byte;
617 close_jump: Byte;
618 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
619 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
620 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
621 end;
623 const
624 TIME_RESPAWN1 = 1500;
625 TIME_RESPAWN2 = 2000;
626 TIME_RESPAWN3 = 3000;
627 AIR_DEF = 360;
628 AIR_MAX = 1091;
629 JET_MAX = 540; // ~30 sec
630 PLAYER_SUIT_TIME = 30000;
631 PLAYER_INVUL_TIME = 30000;
632 PLAYER_INVIS_TIME = 35000;
633 FRAG_COMBO_TIME = 3000;
634 VEL_SW = 4;
635 VEL_FLY = 6;
636 ANGLE_RIGHTUP = 55;
637 ANGLE_RIGHTDOWN = -35;
638 ANGLE_LEFTUP = 125;
639 ANGLE_LEFTDOWN = -145;
640 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
641 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
642 BOT_MAXJUMP = 84;
643 BOT_LONGDIST = 300;
644 BOT_UNSAFEDIST = 128;
645 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
646 (R:0; G:0; B:255));
647 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
648 FlyPrecision: 32; Cover: 32; CloseJump: 32;
649 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
650 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
651 FlyPrecision: 127; Cover: 127; CloseJump: 127;
652 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
653 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
654 FlyPrecision: 255; Cover: 255; CloseJump: 255;
655 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
656 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
657 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
658 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
659 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
660 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
661 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
662 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
663 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
664 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
665 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
666 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
667 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
668 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
669 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
670 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
671 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
672 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
674 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
675 CORPSE_SIGNATURE = $50524F43; // 'CORP'
677 BOTNAMES_FILENAME = 'botnames.txt';
678 BOTLIST_FILENAME = 'botlist.txt';
680 var
681 MaxGibs: Word = 150;
682 MaxCorpses: Word = 20;
683 MaxShells: Word = 300;
684 CurrentGib: Integer = 0;
685 CurrentShell: Integer = 0;
686 BotNames: Array of String;
687 BotList: Array of TBotProfile;
690 function Lerp(X, Y, Factor: Integer): Integer;
691 begin
692 Result := X + ((Y - X) div Factor);
693 end;
695 function SameTeam(UID1, UID2: Word): Boolean;
696 begin
697 Result := False;
699 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
700 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
702 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
704 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
705 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
707 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
708 end;
710 procedure g_Gibs_SetMax(Count: Word);
711 begin
712 MaxGibs := Count;
713 SetLength(gGibs, Count);
715 if CurrentGib >= Count then
716 CurrentGib := 0;
717 end;
719 function g_Gibs_GetMax(): Word;
720 begin
721 Result := MaxGibs;
722 end;
724 procedure g_Shells_SetMax(Count: Word);
725 begin
726 MaxShells := Count;
727 SetLength(gShells, Count);
729 if CurrentShell >= Count then
730 CurrentShell := 0;
731 end;
733 function g_Shells_GetMax(): Word;
734 begin
735 Result := MaxShells;
736 end;
739 procedure g_Corpses_SetMax(Count: Word);
740 begin
741 MaxCorpses := Count;
742 SetLength(gCorpses, Count);
743 end;
745 function g_Corpses_GetMax(): Word;
746 begin
747 Result := MaxCorpses;
748 end;
750 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
751 var
752 a: Integer;
753 ok: Boolean;
754 begin
755 Result := 0;
757 ok := False;
758 a := 0;
760 // Åñòü ëè ìåñòî â gPlayers:
761 if gPlayers <> nil then
762 for a := 0 to High(gPlayers) do
763 if gPlayers[a] = nil then
764 begin
765 ok := True;
766 Break;
767 end;
769 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
770 if not ok then
771 begin
772 SetLength(gPlayers, Length(gPlayers)+1);
773 a := High(gPlayers);
774 end;
776 // Ñîçäàåì îáúåêò èãðîêà:
777 if Bot then
778 gPlayers[a] := TBot.Create()
779 else
780 gPlayers[a] := TPlayer.Create();
783 gPlayers[a].FActualModelName := ModelName;
784 gPlayers[a].SetModel(ModelName);
786 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
787 if gPlayers[a].FModel = nil then
788 begin
789 gPlayers[a].Free();
790 gPlayers[a] := nil;
791 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
792 Exit;
793 end;
795 if not (Team in [TEAM_RED, TEAM_BLUE]) then
796 if Random(2) = 0 then
797 Team := TEAM_RED
798 else
799 Team := TEAM_BLUE;
800 gPlayers[a].FPreferredTeam := Team;
802 case gGameSettings.GameMode of
803 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
804 GM_TDM,
805 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
806 GM_SINGLE,
807 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
808 end;
810 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
811 gPlayers[a].FColor := Color;
812 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
813 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
814 else
815 gPlayers[a].FModel.Color := Color;
817 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
818 gPlayers[a].FAlive := False;
820 Result := gPlayers[a].FUID;
821 end;
823 function g_Player_CreateFromState (st: TStream): Word;
824 var
825 a, i: Integer;
826 ok, Bot: Boolean;
827 b: Byte;
828 begin
829 result := 0;
830 if (st = nil) then exit; //???
832 // Ñèãíàòóðà èãðîêà
833 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
834 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
836 // Áîò èëè ÷åëîâåê:
837 Bot := utils.readBool(st);
839 ok := false;
840 a := 0;
842 // Åñòü ëè ìåñòî â gPlayers:
843 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
845 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
846 if not ok then
847 begin
848 SetLength(gPlayers, Length(gPlayers)+1);
849 a := High(gPlayers);
850 end;
852 // Ñîçäàåì îáúåêò èãðîêà
853 if Bot then
854 gPlayers[a] := TBot.Create()
855 else
856 gPlayers[a] := TPlayer.Create();
857 gPlayers[a].FIamBot := Bot;
858 gPlayers[a].FPhysics := True;
860 // UID èãðîêà
861 gPlayers[a].FUID := utils.readWord(st);
862 // Èìÿ èãðîêà
863 gPlayers[a].FName := utils.readStr(st);
864 // Êîìàíäà
865 gPlayers[a].FTeam := utils.readByte(st);
866 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
867 // Æèâ ëè
868 gPlayers[a].FAlive := utils.readBool(st);
869 // Èçðàñõîäîâàë ëè âñå æèçíè
870 gPlayers[a].FNoRespawn := utils.readBool(st);
871 // Íàïðàâëåíèå
872 b := utils.readByte(st);
873 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
874 // Çäîðîâüå
875 gPlayers[a].FHealth := utils.readLongInt(st);
876 // Æèçíè
877 gPlayers[a].FLives := utils.readByte(st);
878 // Áðîíÿ
879 gPlayers[a].FArmor := utils.readLongInt(st);
880 // Çàïàñ âîçäóõà
881 gPlayers[a].FAir := utils.readLongInt(st);
882 // Çàïàñ ãîðþ÷åãî
883 gPlayers[a].FJetFuel := utils.readLongInt(st);
884 // Áîëü
885 gPlayers[a].FPain := utils.readLongInt(st);
886 // Óáèë
887 gPlayers[a].FKills := utils.readLongInt(st);
888 // Óáèë ìîíñòðîâ
889 gPlayers[a].FMonsterKills := utils.readLongInt(st);
890 // Ôðàãîâ
891 gPlayers[a].FFrags := utils.readLongInt(st);
892 // Ôðàãîâ ïîäðÿä
893 gPlayers[a].FFragCombo := utils.readByte(st);
894 // Âðåìÿ ïîñëåäíåãî ôðàãà
895 gPlayers[a].FLastFrag := utils.readLongWord(st);
896 // Ñìåðòåé
897 gPlayers[a].FDeath := utils.readLongInt(st);
898 // Êàêîé ôëàã íåñåò
899 gPlayers[a].FFlag := utils.readByte(st);
900 // Íàøåë ñåêðåòîâ
901 gPlayers[a].FSecrets := utils.readLongInt(st);
902 // Òåêóùåå îðóæèå
903 gPlayers[a].FCurrWeap := utils.readByte(st);
904 // Ñëåäóþùåå æåëàåìîå îðóæèå
905 gPlayers[a].FNextWeap := utils.readWord(st);
906 // ...è ïàóçà
907 gPlayers[a].FNextWeapDelay := utils.readByte(st);
908 // Âðåìÿ çàðÿäêè BFG
909 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
910 // Áóôåð óðîíà
911 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
912 // Ïîñëåäíèé óäàðèâøèé
913 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
914 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
915 gPlayers[a].FLastHit := utils.readByte(st);
916 // Îáúåêò èãðîêà:
917 Obj_LoadState(@gPlayers[a].FObj, st);
918 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
919 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
920 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
921 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
922 // Íàëè÷èå îðóæèÿ
923 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
924 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
925 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
926 // Íàëè÷èå ðþêçàêà
927 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
928 // Íàëè÷èå êðàñíîãî êëþ÷à
929 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
930 // Íàëè÷èå çåëåíîãî êëþ÷à
931 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
932 // Íàëè÷èå ñèíåãî êëþ÷à
933 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
934 // Íàëè÷èå áåðñåðêà
935 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
936 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
937 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
938 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
939 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
941 // Íàçâàíèå ìîäåëè:
942 gPlayers[a].FActualModelName := utils.readStr(st);
943 // Öâåò ìîäåëè
944 gPlayers[a].FColor.R := utils.readByte(st);
945 gPlayers[a].FColor.G := utils.readByte(st);
946 gPlayers[a].FColor.B := utils.readByte(st);
947 // Îáíîâëÿåì ìîäåëü èãðîêà
948 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
950 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
951 if (gPlayers[a].FModel = nil) then
952 begin
953 gPlayers[a].Free();
954 gPlayers[a] := nil;
955 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
956 exit;
957 end;
959 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
960 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
961 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
962 else
963 gPlayers[a].FModel.Color := gPlayers[a].FColor;
965 result := gPlayers[a].FUID;
966 end;
969 procedure g_Player_ResetTeams();
970 var
971 a: Integer;
972 begin
973 if g_Game_IsClient then
974 Exit;
975 if gPlayers = nil then
976 Exit;
977 for a := Low(gPlayers) to High(gPlayers) do
978 if gPlayers[a] <> nil then
979 case gGameSettings.GameMode of
980 GM_DM:
981 gPlayers[a].ChangeTeam(TEAM_NONE);
982 GM_TDM, GM_CTF:
983 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
984 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
985 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
986 else
987 if a mod 2 = 0 then
988 gPlayers[a].ChangeTeam(TEAM_RED)
989 else
990 gPlayers[a].ChangeTeam(TEAM_BLUE);
991 GM_SINGLE,
992 GM_COOP:
993 gPlayers[a].ChangeTeam(TEAM_COOP);
994 end;
995 end;
997 procedure g_Bot_Add(Team, Difficult: Byte);
998 var
999 m: SSArray;
1000 _name, _model: String;
1001 a, tr, tb: Integer;
1002 begin
1003 if not g_Game_IsServer then Exit;
1005 // Ñïèñîê íàçâàíèé ìîäåëåé:
1006 m := g_PlayerModel_GetNames();
1007 if m = nil then
1008 Exit;
1010 // Êîìàíäà:
1011 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1012 Team := TEAM_COOP // COOP
1013 else
1014 if gGameSettings.GameMode = GM_DM then
1015 Team := TEAM_NONE // DM
1016 else
1017 if Team = TEAM_NONE then // CTF / TDM
1018 begin
1019 // Àâòîáàëàíñ êîìàíä:
1020 tr := 0;
1021 tb := 0;
1023 for a := 0 to High(gPlayers) do
1024 if gPlayers[a] <> nil then
1025 begin
1026 if gPlayers[a].Team = TEAM_RED then
1027 Inc(tr)
1028 else
1029 if gPlayers[a].Team = TEAM_BLUE then
1030 Inc(tb);
1031 end;
1033 if tr > tb then
1034 Team := TEAM_BLUE
1035 else
1036 if tb > tr then
1037 Team := TEAM_RED
1038 else // tr = tb
1039 if Random(2) = 0 then
1040 Team := TEAM_RED
1041 else
1042 Team := TEAM_BLUE;
1043 end;
1045 // Âûáèðàåì áîòó èìÿ:
1046 _name := '';
1047 if BotNames <> nil then
1048 for a := 0 to High(BotNames) do
1049 if g_Player_ValidName(BotNames[a]) then
1050 begin
1051 _name := BotNames[a];
1052 Break;
1053 end;
1055 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1056 if _name = '' then
1057 repeat
1058 _name := Format('DFBOT%.2d', [Random(100)]);
1059 until g_Player_ValidName(_name);
1061 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1062 _model := m[Random(Length(m))];
1064 // Ñîçäàåì áîòà:
1065 with g_Player_Get(g_Player_Create(_model,
1066 _RGB(Min(Random(9)*32, 255),
1067 Min(Random(9)*32, 255),
1068 Min(Random(9)*32, 255)),
1069 Team, True)) as TBot do
1070 begin
1071 Name := _name;
1073 case Difficult of
1074 1: FDifficult := DIFFICULT_EASY;
1075 2: FDifficult := DIFFICULT_MEDIUM;
1076 else FDifficult := DIFFICULT_HARD;
1077 end;
1079 for a := WP_FIRST to WP_LAST do
1080 begin
1081 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1082 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1083 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1084 end;
1086 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1088 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1089 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1090 Spectate();
1091 end;
1092 end;
1094 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1095 var
1096 m: SSArray;
1097 _name, _model: String;
1098 a: Integer;
1099 begin
1100 if not g_Game_IsServer then Exit;
1102 // Ñïèñîê íàçâàíèé ìîäåëåé:
1103 m := g_PlayerModel_GetNames();
1104 if m = nil then
1105 Exit;
1107 // Êîìàíäà:
1108 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1109 Team := TEAM_COOP // COOP
1110 else
1111 if gGameSettings.GameMode = GM_DM then
1112 Team := TEAM_NONE // DM
1113 else
1114 if Team = TEAM_NONE then
1115 Team := BotList[num].team; // CTF / TDM
1117 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1118 lName := AnsiLowerCase(lName);
1119 if (num < 0) or (num > Length(BotList)-1) then
1120 num := -1;
1121 if (num = -1) and (lName <> '') and (BotList <> nil) then
1122 for a := 0 to High(BotList) do
1123 if AnsiLowerCase(BotList[a].name) = lName then
1124 begin
1125 num := a;
1126 Break;
1127 end;
1128 if num = -1 then
1129 Exit;
1131 // Èìÿ áîòà:
1132 _name := BotList[num].name;
1133 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1134 if not g_Player_ValidName(_name) then
1135 repeat
1136 _name := Format('DFBOT%.2d', [Random(100)]);
1137 until g_Player_ValidName(_name);
1139 // Ìîäåëü:
1140 _model := BotList[num].model;
1141 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1142 if not InSArray(_model, m) then
1143 _model := m[Random(Length(m))];
1145 // Ñîçäàåì áîòà:
1146 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1147 begin
1148 Name := _name;
1150 FDifficult.DiagFire := BotList[num].diag_fire;
1151 FDifficult.InvisFire := BotList[num].invis_fire;
1152 FDifficult.DiagPrecision := BotList[num].diag_precision;
1153 FDifficult.FlyPrecision := BotList[num].fly_precision;
1154 FDifficult.Cover := BotList[num].cover;
1155 FDifficult.CloseJump := BotList[num].close_jump;
1157 for a := WP_FIRST to WP_LAST do
1158 begin
1159 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1160 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1161 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1162 end;
1164 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1166 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1167 end;
1168 end;
1170 procedure g_Bot_RemoveAll();
1171 var
1172 a: Integer;
1173 begin
1174 if not g_Game_IsServer then Exit;
1175 if gPlayers = nil then Exit;
1177 for a := 0 to High(gPlayers) do
1178 if gPlayers[a] <> nil then
1179 if gPlayers[a] is TBot then
1180 begin
1181 gPlayers[a].Lives := 0;
1182 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1183 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1184 g_Player_Remove(gPlayers[a].FUID);
1185 end;
1187 g_Bot_MixNames();
1188 end;
1190 procedure g_Bot_MixNames();
1191 var
1192 s: String;
1193 a, b: Integer;
1194 begin
1195 if BotNames <> nil then
1196 for a := 0 to High(BotNames) do
1197 begin
1198 b := Random(Length(BotNames));
1199 s := BotNames[a];
1200 Botnames[a] := BotNames[b];
1201 BotNames[b] := s;
1202 end;
1203 end;
1205 procedure g_Player_Remove(UID: Word);
1206 var
1207 i: Integer;
1208 begin
1209 if gPlayers = nil then Exit;
1211 if g_Game_IsServer and g_Game_IsNet then
1212 MH_SEND_PlayerDelete(UID);
1214 for i := 0 to High(gPlayers) do
1215 if gPlayers[i] <> nil then
1216 if gPlayers[i].FUID = UID then
1217 begin
1218 if gPlayers[i] is TPlayer then
1219 TPlayer(gPlayers[i]).Free()
1220 else
1221 TBot(gPlayers[i]).Free();
1222 gPlayers[i] := nil;
1223 Exit;
1224 end;
1225 end;
1227 procedure g_Player_Init();
1228 var
1229 F: TextFile;
1230 s: String;
1231 a, b: Integer;
1232 config: TConfig;
1233 sa: SSArray;
1234 begin
1235 BotNames := nil;
1237 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1238 Exit;
1240 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1241 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1242 Reset(F);
1244 while not EOF(F) do
1245 begin
1246 ReadLn(F, s);
1248 s := Trim(s);
1249 if s = '' then
1250 Continue;
1252 SetLength(BotNames, Length(BotNames)+1);
1253 BotNames[High(BotNames)] := s;
1254 end;
1256 CloseFile(F);
1258 // Ïåðåìåøèâàåì èõ:
1259 g_Bot_MixNames();
1261 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1262 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1263 BotList := nil;
1264 a := 0;
1266 while config.SectionExists(IntToStr(a)) do
1267 begin
1268 SetLength(BotList, Length(BotList)+1);
1270 with BotList[High(BotList)] do
1271 begin
1272 // Èìÿ áîòà:
1273 name := config.ReadStr(IntToStr(a), 'name', '');
1274 // Ìîäåëü:
1275 model := config.ReadStr(IntToStr(a), 'model', '');
1276 // Êîìàíäà:
1277 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1278 team := TEAM_RED
1279 else
1280 team := TEAM_BLUE;
1281 // Öâåò ìîäåëè:
1282 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1283 color.R := StrToIntDef(sa[0], 0);
1284 color.G := StrToIntDef(sa[1], 0);
1285 color.B := StrToIntDef(sa[2], 0);
1286 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1287 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1288 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1289 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1290 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1291 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1292 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1293 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1294 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1295 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1296 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1297 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1298 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1299 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1300 if Length(sa) = 10 then
1301 for b := 0 to 9 do
1302 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1303 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1304 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1305 if Length(sa) = 10 then
1306 for b := 0 to 9 do
1307 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1309 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1310 if Length(sa) = 10 then
1311 for b := 0 to 9 do
1312 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1313 end;
1315 a := a + 1;
1316 end;
1318 config.Free();
1319 end;
1321 procedure g_Player_Free();
1322 var
1323 i: Integer;
1324 begin
1325 if gPlayers <> nil then
1326 begin
1327 for i := 0 to High(gPlayers) do
1328 if gPlayers[i] <> nil then
1329 begin
1330 if gPlayers[i] is TPlayer then
1331 TPlayer(gPlayers[i]).Free()
1332 else
1333 TBot(gPlayers[i]).Free();
1334 gPlayers[i] := nil;
1335 end;
1337 gPlayers := nil;
1338 end;
1340 gPlayer1 := nil;
1341 gPlayer2 := nil;
1342 end;
1344 procedure g_Player_UpdateAll();
1345 var
1346 i: Integer;
1347 begin
1348 if gPlayers = nil then Exit;
1350 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1351 for i := 0 to High(gPlayers) do
1352 begin
1353 if gPlayers[i] <> nil then
1354 begin
1355 if gPlayers[i] is TPlayer then
1356 begin
1357 gPlayers[i].Update();
1358 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1359 end
1360 else
1361 begin
1362 // bot updates weapons in `UpdateCombat()`
1363 TBot(gPlayers[i]).Update();
1364 end;
1365 end;
1366 end;
1367 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1368 end;
1370 procedure g_Player_DrawAll();
1371 var
1372 i: Integer;
1373 begin
1374 if gPlayers = nil then Exit;
1376 for i := 0 to High(gPlayers) do
1377 if gPlayers[i] <> nil then
1378 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1379 else TBot(gPlayers[i]).Draw();
1380 end;
1382 procedure g_Player_DrawDebug(p: TPlayer);
1383 var
1384 fW, fH: Byte;
1385 begin
1386 if p = nil then Exit;
1387 if (@p.FObj) = nil then Exit;
1389 e_TextureFontGetSize(gStdFont, fW, fH);
1391 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1392 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1393 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1394 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1395 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1396 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1397 end;
1399 procedure g_Player_DrawHealth();
1400 var
1401 i: Integer;
1402 fW, fH: Byte;
1403 begin
1404 if gPlayers = nil then Exit;
1405 e_TextureFontGetSize(gStdFont, fW, fH);
1407 for i := 0 to High(gPlayers) do
1408 if gPlayers[i] <> nil then
1409 begin
1410 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1411 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1412 IntToStr(gPlayers[i].FHealth), gStdFont);
1413 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1414 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1415 IntToStr(gPlayers[i].FArmor), gStdFont);
1416 end;
1417 end;
1419 function g_Player_Get(UID: Word): TPlayer;
1420 var
1421 a: Integer;
1422 begin
1423 Result := nil;
1425 if gPlayers = nil then
1426 Exit;
1428 for a := 0 to High(gPlayers) do
1429 if gPlayers[a] <> nil then
1430 if gPlayers[a].FUID = UID then
1431 begin
1432 Result := gPlayers[a];
1433 Exit;
1434 end;
1435 end;
1437 function g_Player_GetCount(): Byte;
1438 var
1439 a: Integer;
1440 begin
1441 Result := 0;
1443 if gPlayers = nil then
1444 Exit;
1446 for a := 0 to High(gPlayers) do
1447 if gPlayers[a] <> nil then
1448 Result := Result + 1;
1449 end;
1451 function g_Player_GetStats(): TPlayerStatArray;
1452 var
1453 a: Integer;
1454 begin
1455 Result := nil;
1457 if gPlayers = nil then Exit;
1459 for a := 0 to High(gPlayers) do
1460 if gPlayers[a] <> nil then
1461 begin
1462 SetLength(Result, Length(Result)+1);
1463 with Result[High(Result)] do
1464 begin
1465 Ping := gPlayers[a].FPing;
1466 Loss := gPlayers[a].FLoss;
1467 Name := gPlayers[a].FName;
1468 Team := gPlayers[a].FTeam;
1469 Frags := gPlayers[a].FFrags;
1470 Deaths := gPlayers[a].FDeath;
1471 Kills := gPlayers[a].FKills;
1472 Color := gPlayers[a].FModel.Color;
1473 Lives := gPlayers[a].FLives;
1474 Spectator := gPlayers[a].FSpectator;
1475 end;
1476 end;
1477 end;
1479 procedure g_Player_RememberAll;
1480 var
1481 i: Integer;
1482 begin
1483 for i := Low(gPlayers) to High(gPlayers) do
1484 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1485 gPlayers[i].RememberState;
1486 end;
1488 procedure g_Player_ResetAll(Force, Silent: Boolean);
1489 var
1490 i: Integer;
1491 begin
1492 gTeamStat[TEAM_RED].Goals := 0;
1493 gTeamStat[TEAM_BLUE].Goals := 0;
1495 if gPlayers <> nil then
1496 for i := 0 to High(gPlayers) do
1497 if gPlayers[i] <> nil then
1498 begin
1499 gPlayers[i].Reset(Force);
1501 if gPlayers[i] is TPlayer then
1502 begin
1503 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1504 gPlayers[i].Respawn(Silent)
1505 else
1506 gPlayers[i].Spectate();
1507 end
1508 else
1509 TBot(gPlayers[i]).Respawn(Silent);
1510 end;
1511 end;
1513 procedure g_Player_CreateCorpse(Player: TPlayer);
1514 var
1515 find_id: DWORD;
1516 ok: Boolean;
1517 begin
1518 if Player.alive then
1519 Exit;
1520 if Player.FObj.Y >= gMapInfo.Height+128 then
1521 Exit;
1523 with Player do
1524 begin
1525 if (FHealth >= -50) or (gGibsCount = 0) then
1526 begin
1527 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1528 Exit;
1530 ok := False;
1531 for find_id := 0 to High(gCorpses) do
1532 if gCorpses[find_id] = nil then
1533 begin
1534 ok := True;
1535 Break;
1536 end;
1538 if not ok then
1539 find_id := Random(Length(gCorpses));
1541 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1542 gCorpses[find_id].FColor := FModel.Color;
1543 gCorpses[find_id].FObj.Vel := FObj.Vel;
1544 gCorpses[find_id].FObj.Accel := FObj.Accel;
1545 gCorpses[find_id].FPlayerUID := FUID;
1546 end
1547 else
1548 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1549 FObj.Y + PLAYER_RECT_CY,
1550 FModel.Name, FModel.Color);
1551 end;
1552 end;
1554 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1555 var
1556 SID: DWORD;
1557 begin
1558 if (gShells = nil) or (Length(gShells) = 0) then
1559 Exit;
1561 with gShells[CurrentShell] do
1562 begin
1563 SpriteID := 0;
1564 g_Obj_Init(@Obj);
1565 Obj.Rect.X := 0;
1566 Obj.Rect.Y := 0;
1567 if T = SHELL_BULLET then
1568 begin
1569 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1570 SpriteID := SID;
1571 CX := 2;
1572 CY := 1;
1573 Obj.Rect.Width := 4;
1574 Obj.Rect.Height := 2;
1575 end
1576 else
1577 begin
1578 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1579 SpriteID := SID;
1580 CX := 4;
1581 CY := 2;
1582 Obj.Rect.Width := 7;
1583 Obj.Rect.Height := 3;
1584 end;
1585 SType := T;
1586 alive := True;
1587 Obj.X := fX;
1588 Obj.Y := fY;
1589 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1590 positionChanged(); // this updates spatial accelerators
1591 RAngle := Random(360);
1592 Timeout := gTime + SHELL_TIMEOUT;
1594 if CurrentShell >= High(gShells) then
1595 CurrentShell := 0
1596 else
1597 Inc(CurrentShell);
1598 end;
1599 end;
1601 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1602 var
1603 a: Integer;
1604 GibsArray: TGibsArray;
1605 begin
1606 if (gGibs = nil) or (Length(gGibs) = 0) then
1607 Exit;
1608 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1609 Exit;
1611 for a := 0 to High(GibsArray) do
1612 with gGibs[CurrentGib] do
1613 begin
1614 Color := fColor;
1615 ID := GibsArray[a].ID;
1616 MaskID := GibsArray[a].MaskID;
1617 alive := True;
1618 g_Obj_Init(@Obj);
1619 Obj.Rect := GibsArray[a].Rect;
1620 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1621 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1622 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1623 positionChanged(); // this updates spatial accelerators
1624 RAngle := Random(360);
1626 if gBloodCount > 0 then
1627 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1628 Random(48), Random(48), 150, 0, 0);
1630 if CurrentGib >= High(gGibs) then
1631 CurrentGib := 0
1632 else
1633 Inc(CurrentGib);
1634 end;
1635 end;
1637 procedure g_Player_UpdatePhysicalObjects();
1638 var
1639 i: Integer;
1640 vel: TPoint2i;
1641 mr: Word;
1643 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1644 var
1645 k: Integer;
1646 begin
1647 k := 1 + Random(2);
1648 if T = SHELL_BULLET then
1649 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1650 else
1651 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1652 end;
1654 begin
1655 // Êóñêè ìÿñà:
1656 if gGibs <> nil then
1657 for i := 0 to High(gGibs) do
1658 if gGibs[i].alive then
1659 with gGibs[i] do
1660 begin
1661 vel := Obj.Vel;
1662 mr := g_Obj_Move(@Obj, True, False, True);
1663 positionChanged(); // this updates spatial accelerators
1665 if WordBool(mr and MOVE_FALLOUT) then
1666 begin
1667 alive := False;
1668 Continue;
1669 end;
1671 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1672 if WordBool(mr and MOVE_HITWALL) then
1673 Obj.Vel.X := -(vel.X div 2);
1674 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1675 Obj.Vel.Y := -(vel.Y div 2);
1677 if (Obj.Vel.X >= 0) then
1678 begin // Clockwise
1679 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1680 if RAngle >= 360 then
1681 RAngle := RAngle mod 360;
1682 end else begin // Counter-clockwise
1683 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1684 if RAngle < 0 then
1685 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1686 end;
1688 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1689 if gTime mod (GAME_TICK*3) = 0 then
1690 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1691 end;
1693 // Òðóïû:
1694 if gCorpses <> nil then
1695 for i := 0 to High(gCorpses) do
1696 if gCorpses[i] <> nil then
1697 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1698 begin
1699 gCorpses[i].Free();
1700 gCorpses[i] := nil;
1701 end
1702 else
1703 gCorpses[i].Update();
1705 // Ãèëüçû:
1706 if gShells <> nil then
1707 for i := 0 to High(gShells) do
1708 if gShells[i].alive then
1709 with gShells[i] do
1710 begin
1711 vel := Obj.Vel;
1712 mr := g_Obj_Move(@Obj, True, False, True);
1713 positionChanged(); // this updates spatial accelerators
1715 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1716 begin
1717 alive := False;
1718 Continue;
1719 end;
1721 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1722 if WordBool(mr and MOVE_HITWALL) then
1723 begin
1724 Obj.Vel.X := -(vel.X div 2);
1725 if not WordBool(mr and MOVE_INWATER) then
1726 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1727 end;
1728 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1729 begin
1730 Obj.Vel.Y := -(vel.Y div 2);
1731 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1732 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1733 begin
1734 if RAngle mod 90 <> 0 then
1735 RAngle := (RAngle div 90) * 90;
1736 end
1737 else if not WordBool(mr and MOVE_INWATER) then
1738 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1739 end;
1741 if (Obj.Vel.X >= 0) then
1742 begin // Clockwise
1743 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1744 if RAngle >= 360 then
1745 RAngle := RAngle mod 360;
1746 end else begin // Counter-clockwise
1747 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1748 if RAngle < 0 then
1749 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1750 end;
1751 end;
1752 end;
1755 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1756 begin
1757 x := Obj.X+Obj.Rect.X;
1758 y := Obj.Y+Obj.Rect.Y;
1759 w := Obj.Rect.Width;
1760 h := Obj.Rect.Height;
1761 end;
1763 procedure TGib.moveBy (dx, dy: Integer); inline;
1764 begin
1765 if (dx <> 0) or (dy <> 0) then
1766 begin
1767 Obj.X += dx;
1768 Obj.Y += dy;
1769 positionChanged();
1770 end;
1771 end;
1774 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1775 begin
1776 x := Obj.X;
1777 y := Obj.Y;
1778 w := Obj.Rect.Width;
1779 h := Obj.Rect.Height;
1780 end;
1782 procedure TShell.moveBy (dx, dy: Integer); inline;
1783 begin
1784 if (dx <> 0) or (dy <> 0) then
1785 begin
1786 Obj.X += dx;
1787 Obj.Y += dy;
1788 positionChanged();
1789 end;
1790 end;
1793 procedure TGib.positionChanged (); inline; begin end;
1794 procedure TShell.positionChanged (); inline; begin end;
1797 procedure g_Player_DrawCorpses();
1798 var
1799 i: Integer;
1800 a: TDFPoint;
1801 begin
1802 if gGibs <> nil then
1803 for i := 0 to High(gGibs) do
1804 if gGibs[i].alive then
1805 with gGibs[i] do
1806 begin
1807 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1808 Continue;
1810 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1811 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1813 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1815 e_Colors := Color;
1816 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1817 e_Colors.R := 255;
1818 e_Colors.G := 255;
1819 e_Colors.B := 255;
1820 end;
1822 if gCorpses <> nil then
1823 for i := 0 to High(gCorpses) do
1824 if gCorpses[i] <> nil then
1825 gCorpses[i].Draw();
1826 end;
1828 procedure g_Player_DrawShells();
1829 var
1830 i: Integer;
1831 a: TDFPoint;
1832 begin
1833 if gShells <> nil then
1834 for i := 0 to High(gShells) do
1835 if gShells[i].alive then
1836 with gShells[i] do
1837 begin
1838 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1839 Continue;
1841 a.X := CX;
1842 a.Y := CY;
1844 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1845 end;
1846 end;
1848 procedure g_Player_RemoveAllCorpses();
1849 var
1850 i: Integer;
1851 begin
1852 gGibs := nil;
1853 gShells := nil;
1854 SetLength(gGibs, MaxGibs);
1855 SetLength(gShells, MaxGibs);
1856 CurrentGib := 0;
1857 CurrentShell := 0;
1859 if gCorpses <> nil then
1860 for i := 0 to High(gCorpses) do
1861 gCorpses[i].Free();
1863 gCorpses := nil;
1864 SetLength(gCorpses, MaxCorpses);
1865 end;
1867 procedure g_Player_Corpses_SaveState (st: TStream);
1868 var
1869 count, i: Integer;
1870 begin
1871 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1872 count := 0;
1873 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1875 // Êîëè÷åñòâî òðóïîâ
1876 utils.writeInt(st, LongInt(count));
1878 if (count = 0) then exit;
1880 // Ñîõðàíÿåì òðóïû
1881 for i := 0 to High(gCorpses) do
1882 begin
1883 if gCorpses[i] <> nil then
1884 begin
1885 // Íàçâàíèå ìîäåëè
1886 utils.writeStr(st, gCorpses[i].FModelName);
1887 // Òèï ñìåðòè
1888 utils.writeBool(st, gCorpses[i].Mess);
1889 // Ñîõðàíÿåì äàííûå òðóïà:
1890 gCorpses[i].SaveState(st);
1891 end;
1892 end;
1893 end;
1896 procedure g_Player_Corpses_LoadState (st: TStream);
1897 var
1898 count, i: Integer;
1899 str: String;
1900 b: Boolean;
1901 begin
1902 assert(st <> nil);
1904 g_Player_RemoveAllCorpses();
1906 // Êîëè÷åñòâî òðóïîâ:
1907 count := utils.readLongInt(st);
1908 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1910 if (count = 0) then exit;
1912 // Çàãðóæàåì òðóïû
1913 for i := 0 to count-1 do
1914 begin
1915 // Íàçâàíèå ìîäåëè:
1916 str := utils.readStr(st);
1917 // Òèï ñìåðòè
1918 b := utils.readBool(st);
1919 // Ñîçäàåì òðóï
1920 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1921 // Çàãðóæàåì äàííûå òðóïà
1922 gCorpses[i].LoadState(st);
1923 end;
1924 end;
1927 { T P l a y e r : }
1929 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1931 procedure TPlayer.BFGHit();
1932 begin
1933 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1934 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1935 if g_Game_IsServer and g_Game_IsNet then
1936 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1937 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1938 0, NET_GFX_BFGHIT);
1939 end;
1941 procedure TPlayer.ChangeModel(ModelName: string);
1942 var
1943 locModel: TPlayerModel;
1944 begin
1945 locModel := g_PlayerModel_Get(ModelName);
1946 if locModel = nil then Exit;
1948 FModel.Free();
1949 FModel := locModel;
1950 end;
1952 procedure TPlayer.SetModel(ModelName: string);
1953 var
1954 m: TPlayerModel;
1955 begin
1956 m := g_PlayerModel_Get(ModelName);
1957 if m = nil then
1958 begin
1959 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1960 m := g_PlayerModel_Get('doomer');
1961 if m = nil then
1962 begin
1963 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1964 Exit;
1965 end;
1966 end;
1968 if FModel <> nil then
1969 FModel.Free();
1971 FModel := m;
1973 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1974 FModel.Color := FColor
1975 else
1976 FModel.Color := TEAMCOLOR[FTeam];
1977 FModel.SetWeapon(FCurrWeap);
1978 FModel.SetFlag(FFlag);
1979 SetDirection(FDirection);
1980 end;
1982 procedure TPlayer.SetColor(Color: TRGB);
1983 begin
1984 FColor := Color;
1985 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1986 if FModel <> nil then FModel.Color := Color;
1987 end;
1989 procedure TPlayer.SwitchTeam;
1990 begin
1991 if g_Game_IsClient then
1992 Exit;
1993 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1995 if gGameOn and FAlive then
1996 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1998 if FTeam = TEAM_RED then
1999 begin
2000 ChangeTeam(TEAM_BLUE);
2001 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2002 if g_Game_IsNet then
2003 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2004 end
2005 else
2006 begin
2007 ChangeTeam(TEAM_RED);
2008 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2009 if g_Game_IsNet then
2010 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2011 end;
2012 FPreferredTeam := FTeam;
2013 end;
2015 procedure TPlayer.ChangeTeam(Team: Byte);
2016 var
2017 OldTeam: Byte;
2018 begin
2019 OldTeam := FTeam;
2020 FTeam := Team;
2021 case Team of
2022 TEAM_RED, TEAM_BLUE:
2023 FModel.Color := TEAMCOLOR[Team];
2024 else
2025 FModel.Color := FColor;
2026 end;
2027 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2028 MH_SEND_PlayerStats(FUID);
2029 end;
2032 procedure TPlayer.CollideItem();
2033 var
2034 i: Integer;
2035 r: Boolean;
2036 begin
2037 if gItems = nil then Exit;
2038 if not FAlive then Exit;
2040 for i := 0 to High(gItems) do
2041 with gItems[i] do
2042 begin
2043 if (ItemType <> ITEM_NONE) and alive then
2044 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2045 PLAYER_RECT.Height, @Obj) then
2046 begin
2047 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2049 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2050 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2051 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2052 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2053 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2055 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2056 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2057 (gGameSettings.GameType = GT_SINGLE) and
2058 (g_Player_GetCount() > 1)) then
2059 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2060 end;
2061 end;
2062 end;
2065 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2066 begin
2067 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2068 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2069 False);
2070 end;
2072 constructor TPlayer.Create();
2073 begin
2074 viewPortX := 0;
2075 viewPortY := 0;
2076 viewPortW := 0;
2077 viewPortH := 0;
2078 mEDamageType := HIT_SOME;
2080 FIamBot := False;
2081 FDummy := False;
2082 FSpawned := False;
2084 FSawSound := TPlayableSound.Create();
2085 FSawSoundIdle := TPlayableSound.Create();
2086 FSawSoundHit := TPlayableSound.Create();
2087 FSawSoundSelect := TPlayableSound.Create();
2088 FJetSoundFly := TPlayableSound.Create();
2089 FJetSoundOn := TPlayableSound.Create();
2090 FJetSoundOff := TPlayableSound.Create();
2092 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2093 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2094 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2095 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2096 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2097 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2098 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2100 FSpectatePlayer := -1;
2101 FClientID := -1;
2102 FPing := 0;
2103 FLoss := 0;
2104 FSavedState.WaitRecall := False;
2105 FShellTimer := -1;
2106 FFireTime := 0;
2107 FFirePainTime := 0;
2108 FFireAttacker := 0;
2110 FActualModelName := 'doomer';
2112 g_Obj_Init(@FObj);
2113 FObj.Rect := PLAYER_RECT;
2115 FBFGFireCounter := -1;
2116 FJustTeleported := False;
2117 FNetTime := 0;
2119 resetWeaponQueue();
2120 end;
2122 procedure TPlayer.positionChanged (); inline;
2123 begin
2124 end;
2126 procedure TPlayer.doDamage (v: Integer);
2127 begin
2128 if (v <= 0) then exit;
2129 if (v > 32767) then v := 32767;
2130 Damage(v, 0, 0, 0, mEDamageType);
2131 end;
2133 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2134 var
2135 c: Word;
2136 begin
2137 if (not g_Game_IsClient) and (not FAlive) then
2138 Exit;
2140 FLastHit := t;
2142 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2143 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2144 begin
2145 if not g_Game_IsClient then
2146 begin
2147 FArmor := 0;
2148 if t = HIT_TRAP then
2149 begin
2150 // Ëîâóøêà óáèâàåò ñðàçó:
2151 FHealth := -100;
2152 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2153 end;
2154 if t = HIT_SELF then
2155 begin
2156 // Ñàìîóáèéñòâî:
2157 FHealth := 0;
2158 Kill(K_SIMPLEKILL, SpawnerUID, t);
2159 end;
2160 end;
2161 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2162 FMegaRulez[MR_SUIT] := 0;
2163 FMegaRulez[MR_INVUL] := 0;
2164 FMegaRulez[MR_INVIS] := 0;
2165 FBerserk := 0;
2166 end;
2168 // Íî îò îñòàëüíîãî ñïàñàåò:
2169 if FMegaRulez[MR_INVUL] >= gTime then
2170 Exit;
2172 // ×èò-êîä "ÃÎÐÅÖ":
2173 if FGodMode then
2174 Exit;
2176 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2177 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2178 (SpawnerUID = FUID) or
2179 (not SameTeam(FUID, SpawnerUID)) then
2180 begin
2181 FLastSpawnerUID := SpawnerUID;
2183 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2184 if gBloodCount > 0 then
2185 begin
2186 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2187 if value div 4 <= c then
2188 c := c - (value div 4)
2189 else
2190 c := 0;
2192 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2193 MakeBloodSimple(c)
2194 else
2195 case t of
2196 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2197 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2198 end;
2200 if t = HIT_WATER then
2201 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2202 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2203 end;
2205 // Áóôåð óðîíà:
2206 if FAlive then
2207 Inc(FDamageBuffer, value);
2209 // Âñïûøêà áîëè:
2210 if gFlash <> 0 then
2211 FPain := FPain + value;
2212 end;
2214 if g_Game_IsServer and g_Game_IsNet then
2215 begin
2216 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2217 MH_SEND_PlayerStats(FUID);
2218 MH_SEND_PlayerPos(False, FUID);
2219 end;
2220 end;
2222 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2223 begin
2224 Result := False;
2225 if g_Game_IsClient then
2226 Exit;
2227 if not FAlive then
2228 Exit;
2230 if Soft and (FHealth < PLAYER_HP_SOFT) then
2231 begin
2232 IncMax(FHealth, value, PLAYER_HP_SOFT);
2233 Result := True;
2234 end;
2235 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2236 begin
2237 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2238 Result := True;
2239 end;
2241 if Result and g_Game_IsServer and g_Game_IsNet then
2242 MH_SEND_PlayerStats(FUID);
2243 end;
2245 destructor TPlayer.Destroy();
2246 begin
2247 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2248 gPlayer1 := nil;
2249 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2250 gPlayer2 := nil;
2252 FSawSound.Free();
2253 FSawSoundIdle.Free();
2254 FSawSoundHit.Free();
2255 FJetSoundFly.Free();
2256 FJetSoundOn.Free();
2257 FJetSoundOff.Free();
2258 FModel.Free();
2259 if FPunchAnim <> nil then
2260 FPunchAnim.Free();
2262 inherited;
2263 end;
2265 procedure TPlayer.DrawBubble();
2266 var
2267 bubX, bubY: Integer;
2268 ID: LongWord;
2269 Rb, Gb, Bb,
2270 Rw, Gw, Bw: SmallInt;
2271 Dot: Byte;
2272 begin
2273 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2274 bubY := FObj.Y+FObj.Rect.Y - 18;
2275 Rb := 64;
2276 Gb := 64;
2277 Bb := 64;
2278 Rw := 240;
2279 Gw := 240;
2280 Bw := 240;
2281 case gChatBubble of
2282 1: // simple textual non-bubble
2283 begin
2284 bubX := FObj.X+FObj.Rect.X - 11;
2285 bubY := FObj.Y+FObj.Rect.Y - 17;
2286 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2287 Exit;
2288 end;
2289 2: // advanced pixel-perfect bubble
2290 begin
2291 if FTeam = TEAM_RED then
2292 Rb := 255
2293 else
2294 if FTeam = TEAM_BLUE then
2295 Bb := 255;
2296 end;
2297 3: // colored bubble
2298 begin
2299 Rb := FModel.Color.R;
2300 Gb := FModel.Color.G;
2301 Bb := FModel.Color.B;
2302 Rw := Min(Rb * 2 + 64, 255);
2303 Gw := Min(Gb * 2 + 64, 255);
2304 Bw := Min(Bb * 2 + 64, 255);
2305 if (Abs(Rw - Rb) < 32)
2306 or (Abs(Gw - Gb) < 32)
2307 or (Abs(Bw - Bb) < 32) then
2308 begin
2309 Rb := Max(Rw div 2 - 16, 0);
2310 Gb := Max(Gw div 2 - 16, 0);
2311 Bb := Max(Bw div 2 - 16, 0);
2312 end;
2313 end;
2314 4: // custom textured bubble
2315 begin
2316 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2317 if FDirection = TDirection.D_RIGHT then
2318 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2319 else
2320 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2321 Exit;
2322 end;
2323 end;
2325 // Outer borders
2326 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2327 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2328 // Inner box
2329 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2331 // Tail
2332 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2333 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2334 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2335 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2336 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2337 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2339 // Dots
2340 Dot := 6;
2341 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2342 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2343 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2344 end;
2346 procedure TPlayer.Draw();
2347 var
2348 ID: DWORD;
2349 w, h: Word;
2350 dr: Boolean;
2351 Mirror: TMirrorType;
2352 begin
2353 if FAlive then
2354 begin
2355 if Direction = TDirection.D_RIGHT then
2356 Mirror := TMirrorType.None
2357 else
2358 Mirror := TMirrorType.Horizontal;
2360 if FPunchAnim <> nil then
2361 begin
2362 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2363 FObj.Y+FObj.Rect.Y-11, Mirror);
2364 if FPunchAnim.played then
2365 begin
2366 FPunchAnim.Free;
2367 FPunchAnim := nil;
2368 end;
2369 end;
2371 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2372 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2373 begin
2374 e_GetTextureSize(ID, @w, @h);
2375 if FDirection = TDirection.D_LEFT then
2376 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2377 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2378 else
2379 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2380 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2381 end;
2383 if FMegaRulez[MR_INVIS] > gTime then
2384 begin
2385 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2386 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2387 begin
2388 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2389 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2390 else
2391 dr := True;
2392 if dr then
2393 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2394 else
2395 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2396 end
2397 else
2398 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2399 end
2400 else
2401 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2402 end;
2404 if g_debug_Frames then
2405 begin
2406 e_DrawQuad(FObj.X+FObj.Rect.X,
2407 FObj.Y+FObj.Rect.Y,
2408 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2409 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2410 0, 255, 0);
2411 end;
2413 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2414 DrawBubble();
2415 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2416 if gAimLine and alive and
2417 ((Self = gPlayer1) or (Self = gPlayer2)) then
2418 DrawAim();
2419 end;
2422 procedure TPlayer.DrawAim();
2423 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2424 var
2425 ex, ey: Integer;
2426 begin
2428 {$IFDEF ENABLE_HOLMES}
2429 if isValidViewPort and (self = gPlayer1) then
2430 begin
2431 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2432 end;
2433 {$ENDIF}
2435 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2436 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2437 begin
2438 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2439 end
2440 else
2441 begin
2442 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2443 end;
2444 end;
2446 var
2447 wx, wy, xx, yy: Integer;
2448 angle: SmallInt;
2449 sz, len: Word;
2450 begin
2451 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2452 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2453 angle := FAngle;
2454 len := 1024;
2455 sz := 2;
2456 case FCurrWeap of
2457 0: begin // Punch
2458 len := 12;
2459 sz := 4;
2460 end;
2461 1: begin // Chainsaw
2462 len := 24;
2463 sz := 6;
2464 end;
2465 2: begin // Pistol
2466 len := 1024;
2467 sz := 2;
2468 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2469 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2470 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2471 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2472 end;
2473 3: begin // Shotgun
2474 len := 1024;
2475 sz := 3;
2476 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2477 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2478 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2479 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2480 end;
2481 4: begin // Double Shotgun
2482 len := 1024;
2483 sz := 4;
2484 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2485 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2486 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2487 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2488 end;
2489 5: begin // Chaingun
2490 len := 1024;
2491 sz := 3;
2492 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2493 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2494 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2495 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2496 end;
2497 6: begin // Rocket Launcher
2498 len := 1024;
2499 sz := 7;
2500 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2501 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2502 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2503 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2504 end;
2505 7: begin // Plasmagun
2506 len := 1024;
2507 sz := 5;
2508 if angle = ANGLE_RIGHTUP then Inc(angle);
2509 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2510 if angle = ANGLE_LEFTUP then Dec(angle);
2511 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2512 end;
2513 8: begin // BFG
2514 len := 1024;
2515 sz := 12;
2516 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2517 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2518 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2519 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2520 end;
2521 9: begin // Super Chaingun
2522 len := 1024;
2523 sz := 4;
2524 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2525 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2526 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2527 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2528 end;
2529 end;
2530 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2531 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2532 {$IF DEFINED(D2F_DEBUG)}
2533 drawCast(sz, wx, wy, xx, yy);
2534 {$ELSE}
2535 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2536 {$ENDIF}
2537 end;
2539 procedure TPlayer.DrawGUI();
2540 var
2541 ID: DWORD;
2542 X, Y, SY, a, p, m: Integer;
2543 tw, th: Word;
2544 cw, ch: Byte;
2545 s: string;
2546 stat: TPlayerStatArray;
2547 begin
2548 X := gPlayerScreenSize.X;
2549 SY := gPlayerScreenSize.Y;
2550 Y := 0;
2552 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2553 begin
2554 if gGameSettings.GameMode = GM_CTF then
2555 a := 32 + 8
2556 else
2557 a := 0;
2558 if gGameSettings.GameMode = GM_CTF then
2559 begin
2560 s := 'TEXTURE_PLAYER_REDFLAG';
2561 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2562 s := 'TEXTURE_PLAYER_REDFLAG_S';
2563 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2564 s := 'TEXTURE_PLAYER_REDFLAG_D';
2565 if g_Texture_Get(s, ID) then
2566 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2567 end;
2569 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2570 e_CharFont_GetSize(gMenuFont, s, tw, th);
2571 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2573 if gGameSettings.GameMode = GM_CTF then
2574 begin
2575 s := 'TEXTURE_PLAYER_BLUEFLAG';
2576 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2577 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2578 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2579 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2580 if g_Texture_Get(s, ID) then
2581 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2582 end;
2584 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2585 e_CharFont_GetSize(gMenuFont, s, tw, th);
2586 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2587 end;
2589 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2590 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2591 0, False, False);
2593 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2594 e_Draw(ID, X+2, Y, 0, True, False);
2596 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2597 begin
2598 if gShowStat then
2599 begin
2600 s := IntToStr(Frags);
2601 e_CharFont_GetSize(gMenuFont, s, tw, th);
2602 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2604 s := '';
2605 p := 1;
2606 m := 0;
2607 stat := g_Player_GetStats();
2608 if stat <> nil then
2609 begin
2610 p := 1;
2612 for a := 0 to High(stat) do
2613 if stat[a].Name <> Name then
2614 begin
2615 if stat[a].Frags > m then m := stat[a].Frags;
2616 if stat[a].Frags > Frags then p := p+1;
2617 end;
2618 end;
2620 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2621 if Frags >= m then s := s+'+' else s := s+'-';
2622 s := s+IntToStr(Abs(Frags-m));
2624 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2625 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2626 end;
2628 if gShowLives and (gGameSettings.MaxLives > 0) then
2629 begin
2630 s := IntToStr(Lives);
2631 e_CharFont_GetSize(gMenuFont, s, tw, th);
2632 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2633 end;
2634 end;
2636 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2637 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2639 if R_BERSERK in FRulez then
2640 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2641 else
2642 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2644 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2645 e_Draw(ID, X+36, Y+77, 0, True, False);
2647 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2648 e_CharFont_GetSize(gMenuFont, s, tw, th);
2649 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2651 s := IntToStr(FArmor);
2652 e_CharFont_GetSize(gMenuFont, s, tw, th);
2653 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2655 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2657 case FCurrWeap of
2658 WEAPON_KASTET:
2659 begin
2660 s := '--';
2661 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2662 end;
2663 WEAPON_SAW:
2664 begin
2665 s := '--';
2666 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2667 end;
2668 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2669 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2670 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2671 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2672 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2673 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2674 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2675 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2676 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2677 end;
2679 e_CharFont_GetSize(gMenuFont, s, tw, th);
2680 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2681 e_Draw(ID, X+20, Y+160, 0, True, False);
2683 if R_KEY_RED in FRulez then
2684 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2686 if R_KEY_GREEN in FRulez then
2687 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2689 if R_KEY_BLUE in FRulez then
2690 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2692 if FJetFuel > 0 then
2693 begin
2694 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2695 e_Draw(ID, X+2, Y+116, 0, True, False);
2696 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2697 e_Draw(ID, X+2, Y+126, 0, True, False);
2698 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2699 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2700 end
2701 else
2702 begin
2703 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2704 e_Draw(ID, X+2, Y+124, 0, True, False);
2705 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2706 end;
2708 if gShowPing and g_Game_IsClient then
2709 begin
2710 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2711 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2712 Y := Y + 16;
2713 end;
2715 if FSpectator then
2716 begin
2717 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2718 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2719 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2720 if FNoRespawn then
2721 begin
2722 e_TextureFontGetSize(gStdFont, cw, ch);
2723 s := _lc[I_PLAYER_SPECT4];
2724 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2725 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2726 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2727 end;
2729 end;
2730 end;
2732 procedure TPlayer.DrawRulez();
2733 var
2734 dr: Boolean;
2735 begin
2736 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2737 if FMegaRulez[MR_INVUL] >= gTime then
2738 begin
2739 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2740 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2741 else
2742 dr := True;
2744 if dr then
2745 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2746 191, 191, 191, 0, TBlending.Invert);
2747 end;
2749 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2750 if FMegaRulez[MR_SUIT] >= gTime then
2751 begin
2752 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2753 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2754 else
2755 dr := True;
2757 if dr then
2758 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2759 0, 96, 0, 200, TBlending.None);
2760 end;
2762 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2763 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2764 begin
2765 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2766 255, 0, 0, 200, TBlending.None);
2767 end;
2768 end;
2770 procedure TPlayer.DrawPain();
2771 var
2772 a, h: Integer;
2773 begin
2774 if FPain = 0 then Exit;
2776 a := FPain;
2778 if a < 15 then h := 0
2779 else if a < 35 then h := 1
2780 else if a < 55 then h := 2
2781 else if a < 75 then h := 3
2782 else if a < 95 then h := 4
2783 else h := 5;
2785 //if a > 255 then a := 255;
2787 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2788 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2789 end;
2791 procedure TPlayer.DrawPickup();
2792 var
2793 a, h: Integer;
2794 begin
2795 if FPickup = 0 then Exit;
2797 a := FPickup;
2799 if a < 15 then h := 1
2800 else if a < 35 then h := 2
2801 else if a < 55 then h := 3
2802 else if a < 75 then h := 4
2803 else h := 5;
2805 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2806 end;
2808 procedure TPlayer.DoPunch();
2809 var
2810 id: DWORD;
2811 st: String;
2812 begin
2813 if FPunchAnim <> nil then begin
2814 FPunchAnim.reset();
2815 FPunchAnim.Free;
2816 FPunchAnim := nil;
2817 end;
2818 st := 'FRAMES_PUNCH';
2819 if R_BERSERK in FRulez then
2820 st := st + '_BERSERK';
2821 if FKeys[KEY_UP].Pressed then
2822 st := st + '_UP'
2823 else if FKeys[KEY_DOWN].Pressed then
2824 st := st + '_DN';
2825 g_Frames_Get(id, st);
2826 FPunchAnim := TAnimation.Create(id, False, 1);
2827 end;
2829 procedure TPlayer.Fire();
2830 var
2831 f, DidFire: Boolean;
2832 wx, wy, xd, yd: Integer;
2833 locobj: TObj;
2834 begin
2835 if g_Game_IsClient then Exit;
2836 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2837 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2839 if FSpectator then
2840 begin
2841 Respawn(False);
2842 Exit;
2843 end;
2845 if FReloading[FCurrWeap] <> 0 then Exit;
2847 DidFire := False;
2849 f := False;
2850 wx := FObj.X+WEAPONPOINT[FDirection].X;
2851 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2852 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2853 yd := wy+firediry();
2855 case FCurrWeap of
2856 WEAPON_KASTET:
2857 begin
2858 DoPunch();
2859 if R_BERSERK in FRulez then
2860 begin
2861 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2862 locobj.X := FObj.X+FObj.Rect.X;
2863 locobj.Y := FObj.Y+FObj.Rect.Y;
2864 locobj.rect.X := 0;
2865 locobj.rect.Y := 0;
2866 locobj.rect.Width := 39;
2867 locobj.rect.Height := 52;
2868 locobj.Vel.X := (xd-wx) div 2;
2869 locobj.Vel.Y := (yd-wy) div 2;
2870 locobj.Accel.X := xd-wx;
2871 locobj.Accel.y := yd-wy;
2873 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2874 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2875 else
2876 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2878 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2879 end
2880 else
2881 begin
2882 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2883 end;
2885 DidFire := True;
2886 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2887 end;
2889 WEAPON_SAW:
2890 begin
2891 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2892 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2893 begin
2894 FSawSoundSelect.Stop();
2895 FSawSound.Stop();
2896 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2897 end
2898 else if not FSawSoundHit.IsPlaying() then
2899 begin
2900 FSawSoundSelect.Stop();
2901 FSawSound.PlayAt(FObj.X, FObj.Y);
2902 end;
2904 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2905 DidFire := True;
2906 f := True;
2907 end;
2909 WEAPON_PISTOL:
2910 if FAmmo[A_BULLETS] > 0 then
2911 begin
2912 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2913 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2914 Dec(FAmmo[A_BULLETS]);
2915 FFireAngle := FAngle;
2916 f := True;
2917 DidFire := True;
2918 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2919 GameVelX, GameVelY-2, SHELL_BULLET);
2920 end;
2922 WEAPON_SHOTGUN1:
2923 if FAmmo[A_SHELLS] > 0 then
2924 begin
2925 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2926 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2927 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2928 Dec(FAmmo[A_SHELLS]);
2929 FFireAngle := FAngle;
2930 f := True;
2931 DidFire := True;
2932 FShellTimer := 10;
2933 FShellType := SHELL_SHELL;
2934 end;
2936 WEAPON_SHOTGUN2:
2937 if FAmmo[A_SHELLS] >= 2 then
2938 begin
2939 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2940 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2941 Dec(FAmmo[A_SHELLS], 2);
2942 FFireAngle := FAngle;
2943 f := True;
2944 DidFire := True;
2945 FShellTimer := 13;
2946 FShellType := SHELL_DBLSHELL;
2947 end;
2949 WEAPON_CHAINGUN:
2950 if FAmmo[A_BULLETS] > 0 then
2951 begin
2952 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2953 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2954 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2955 Dec(FAmmo[A_BULLETS]);
2956 FFireAngle := FAngle;
2957 f := True;
2958 DidFire := True;
2959 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2960 GameVelX, GameVelY-2, SHELL_BULLET);
2961 end;
2963 WEAPON_ROCKETLAUNCHER:
2964 if FAmmo[A_ROCKETS] > 0 then
2965 begin
2966 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2967 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2968 Dec(FAmmo[A_ROCKETS]);
2969 FFireAngle := FAngle;
2970 f := True;
2971 DidFire := True;
2972 end;
2974 WEAPON_PLASMA:
2975 if FAmmo[A_CELLS] > 0 then
2976 begin
2977 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2978 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2979 Dec(FAmmo[A_CELLS]);
2980 FFireAngle := FAngle;
2981 f := True;
2982 DidFire := True;
2983 end;
2985 WEAPON_BFG:
2986 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2987 begin
2988 FBFGFireCounter := 17;
2989 if not FNoReload then
2990 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2991 Dec(FAmmo[A_CELLS], 40);
2992 DidFire := True;
2993 end;
2995 WEAPON_SUPERPULEMET:
2996 if FAmmo[A_SHELLS] > 0 then
2997 begin
2998 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2999 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3000 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3001 Dec(FAmmo[A_SHELLS]);
3002 FFireAngle := FAngle;
3003 f := True;
3004 DidFire := True;
3005 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3006 GameVelX, GameVelY-2, SHELL_SHELL);
3007 end;
3009 WEAPON_FLAMETHROWER:
3010 if FAmmo[A_FUEL] > 0 then
3011 begin
3012 g_Weapon_flame(wx, wy, xd, yd, FUID);
3013 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3014 Dec(FAmmo[A_FUEL]);
3015 FFireAngle := FAngle;
3016 f := True;
3017 DidFire := True;
3018 end;
3019 end;
3021 if g_Game_IsNet then
3022 begin
3023 if DidFire then
3024 begin
3025 if FCurrWeap <> WEAPON_BFG then
3026 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3027 else
3028 if not FNoReload then
3029 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3030 end;
3032 MH_SEND_PlayerStats(FUID);
3033 end;
3035 if not f then Exit;
3037 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3038 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3039 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3040 end;
3042 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3043 begin
3044 case Weapon of
3045 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3046 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3047 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3048 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3049 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3050 else Result := 0;
3051 end;
3052 end;
3054 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3055 begin
3056 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3057 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3058 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3059 end;
3061 procedure TPlayer.JetpackOn;
3062 begin
3063 FJetSoundFly.Stop;
3064 FJetSoundOff.Stop;
3065 FJetSoundOn.SetPosition(0);
3066 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3067 FlySmoke(8);
3068 end;
3070 procedure TPlayer.JetpackOff;
3071 begin
3072 FJetSoundFly.Stop;
3073 FJetSoundOn.Stop;
3074 FJetSoundOff.SetPosition(0);
3075 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3076 end;
3078 procedure TPlayer.CatchFire(Attacker: Word);
3079 begin
3080 FFireTime := 100;
3081 FFireAttacker := Attacker;
3082 if g_Game_IsNet and g_Game_IsServer then
3083 MH_SEND_PlayerStats(FUID);
3084 end;
3086 procedure TPlayer.Jump();
3087 begin
3088 if gFly or FJetpack then
3089 begin
3090 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3091 if FObj.Vel.Y > -VEL_FLY then
3092 FObj.Vel.Y := FObj.Vel.Y - 3;
3093 if FJetpack then
3094 begin
3095 if FJetFuel > 0 then
3096 Dec(FJetFuel);
3097 if (FJetFuel < 1) and g_Game_IsServer then
3098 begin
3099 FJetpack := False;
3100 JetpackOff;
3101 if g_Game_IsNet then
3102 MH_SEND_PlayerStats(FUID);
3103 end;
3104 end;
3105 Exit;
3106 end;
3108 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3109 if FGhost then
3110 FCanJetpack := False;
3112 // Ïðûãàåì èëè âñïëûâàåì:
3113 if (CollideLevel(0, 1) or
3114 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3115 PLAYER_RECT.Height-33, PANEL_STEP, False)
3116 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3117 begin
3118 FObj.Vel.Y := -VEL_JUMP;
3119 FCanJetpack := False;
3120 end
3121 else
3122 begin
3123 if BodyInLiquid(0, 0) then
3124 FObj.Vel.Y := -VEL_SW
3125 else if (FJetFuel > 0) and FCanJetpack and
3126 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3127 begin
3128 FJetpack := True;
3129 JetpackOn;
3130 if g_Game_IsNet then
3131 MH_SEND_PlayerStats(FUID);
3132 end;
3133 end;
3134 end;
3136 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3137 var
3138 a, i, k, ab, ar: Byte;
3139 s: String;
3140 mon: TMonster;
3141 plr: TPlayer;
3142 srv, netsrv: Boolean;
3143 DoFrags: Boolean;
3144 OldLR: Byte;
3145 KP: TPlayer;
3146 it: PItem;
3148 procedure PushItem(t: Byte);
3149 var
3150 id: DWORD;
3151 begin
3152 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3153 it := g_Items_ByIdx(id);
3154 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3155 begin
3156 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3157 (FObj.Vel.Y div 2)-Random(9));
3158 it.positionChanged(); // this updates spatial accelerators
3159 end
3160 else
3161 begin
3162 if KillType = K_HARDKILL then // -5..+5; -5..0
3163 begin
3164 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3165 (FObj.Vel.Y div 2)-Random(6));
3166 end
3167 else // -3..+3; -3..0
3168 begin
3169 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3170 (FObj.Vel.Y div 2)-Random(4));
3171 end;
3172 it.positionChanged(); // this updates spatial accelerators
3173 end;
3175 if g_Game_IsNet and g_Game_IsServer then
3176 MH_SEND_ItemSpawn(True, id);
3177 end;
3179 begin
3180 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3181 Srv := g_Game_IsServer;
3182 Netsrv := g_Game_IsServer and g_Game_IsNet;
3183 if Srv then FDeath := FDeath + 1;
3184 if FAlive then
3185 begin
3186 if FGhost then
3187 FGhost := False;
3188 if not FPhysics then
3189 FPhysics := True;
3190 FAlive := False;
3191 end;
3192 FShellTimer := -1;
3194 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3195 begin
3196 if FLives > 0 then FLives := FLives - 1;
3197 if FLives = 0 then FNoRespawn := True;
3198 end;
3200 // Íîìåð òèïà ñìåðòè:
3201 a := 1;
3202 case KillType of
3203 K_SIMPLEKILL: a := 1;
3204 K_HARDKILL: a := 2;
3205 K_EXTRAHARDKILL: a := 3;
3206 K_FALLKILL: a := 4;
3207 end;
3209 // Çâóê ñìåðòè:
3210 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3211 for i := 1 to 3 do
3212 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3213 Break;
3215 // Âðåìÿ ðåñïàóíà:
3216 if Srv then
3217 case KillType of
3218 K_SIMPLEKILL:
3219 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3220 K_HARDKILL:
3221 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3222 K_EXTRAHARDKILL, K_FALLKILL:
3223 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3224 end;
3226 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3227 case KillType of
3228 K_SIMPLEKILL:
3229 SetAction(A_DIE1);
3230 K_HARDKILL, K_EXTRAHARDKILL:
3231 SetAction(A_DIE2);
3232 end;
3234 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3235 if (KillType <> K_FALLKILL) and (Srv) then
3236 g_Monsters_killedp();
3238 if SpawnerUID = FUID then
3239 begin // Ñàìîóáèëñÿ
3240 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3241 begin
3242 Dec(FFrags);
3243 FLastFrag := 0;
3244 end;
3245 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3246 end
3247 else
3248 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3249 begin // Óáèò äðóãèì èãðîêîì
3250 KP := g_Player_Get(SpawnerUID);
3251 if (KP <> nil) and Srv then
3252 begin
3253 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3254 if SameTeam(FUID, SpawnerUID) then
3255 begin
3256 Dec(KP.FFrags);
3257 KP.FLastFrag := 0;
3258 end else
3259 begin
3260 Inc(KP.FFrags);
3261 KP.FragCombo();
3262 end;
3264 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3265 Inc(gTeamStat[KP.Team].Goals,
3266 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3268 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3269 end;
3271 plr := g_Player_Get(SpawnerUID);
3272 if plr = nil then
3273 s := '?'
3274 else
3275 s := plr.FName;
3277 case KillType of
3278 K_HARDKILL:
3279 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3280 [FName, s]),
3281 gShowKillMsg);
3282 K_EXTRAHARDKILL:
3283 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3284 [FName, s]),
3285 gShowKillMsg);
3286 else
3287 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3288 [FName, s]),
3289 gShowKillMsg);
3290 end;
3291 end
3292 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3293 begin // Óáèò ìîíñòðîì
3294 mon := g_Monsters_ByUID(SpawnerUID);
3295 if mon = nil then
3296 s := '?'
3297 else
3298 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3300 case KillType of
3301 K_HARDKILL:
3302 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3303 [FName, s]),
3304 gShowKillMsg);
3305 K_EXTRAHARDKILL:
3306 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3307 [FName, s]),
3308 gShowKillMsg);
3309 else
3310 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3311 [FName, s]),
3312 gShowKillMsg);
3313 end;
3314 end
3315 else // Îñîáûå òèïû ñìåðòè
3316 case t of
3317 HIT_DISCON: ;
3318 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3319 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3320 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3321 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3322 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3323 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3324 end;
3326 if Srv then
3327 begin
3328 // Âûáðîñ îðóæèÿ:
3329 for a := WP_FIRST to WP_LAST do
3330 if FWeapon[a] then
3331 begin
3332 case a of
3333 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3334 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3335 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3336 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3337 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3338 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3339 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3340 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3341 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3342 else i := 0;
3343 end;
3345 if i <> 0 then
3346 PushItem(i);
3347 end;
3349 // Âûáðîñ ðþêçàêà:
3350 if R_ITEM_BACKPACK in FRulez then
3351 PushItem(ITEM_AMMO_BACKPACK);
3353 // Âûáðîñ ðàêåòíîãî ðàíöà:
3354 if FJetFuel > 0 then
3355 PushItem(ITEM_JETPACK);
3357 // Âûáðîñ êëþ÷åé:
3358 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3359 begin
3360 if R_KEY_RED in FRulez then
3361 PushItem(ITEM_KEY_RED);
3363 if R_KEY_GREEN in FRulez then
3364 PushItem(ITEM_KEY_GREEN);
3366 if R_KEY_BLUE in FRulez then
3367 PushItem(ITEM_KEY_BLUE);
3368 end;
3370 // Âûáðîñ ôëàãà:
3371 DropFlag();
3372 end;
3374 g_Player_CreateCorpse(Self);
3376 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3377 (gLMSRespawn = LMS_RESPAWN_NONE) then
3378 begin
3379 a := 0;
3380 k := 0;
3381 ar := 0;
3382 ab := 0;
3383 for i := Low(gPlayers) to High(gPlayers) do
3384 begin
3385 if gPlayers[i] = nil then continue;
3386 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3387 begin
3388 Inc(a);
3389 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3390 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3391 k := i;
3392 end;
3393 end;
3395 OldLR := gLMSRespawn;
3396 if (gGameSettings.GameMode = GM_COOP) then
3397 begin
3398 if (a = 0) then
3399 begin
3400 // everyone is dead, restart the map
3401 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3402 if Netsrv then
3403 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3404 gLMSRespawn := LMS_RESPAWN_FINAL;
3405 gLMSRespawnTime := gTime + 5000;
3406 end
3407 else if (a = 1) then
3408 begin
3409 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3410 if (gPlayers[k] = gPlayer1) or
3411 (gPlayers[k] = gPlayer2) then
3412 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3413 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3414 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3415 end;
3416 end
3417 else if (gGameSettings.GameMode = GM_TDM) then
3418 begin
3419 if (ab = 0) and (ar <> 0) then
3420 begin
3421 // blu team ded
3422 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3423 if Netsrv then
3424 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3425 Inc(gTeamStat[TEAM_RED].Goals);
3426 gLMSRespawn := LMS_RESPAWN_FINAL;
3427 gLMSRespawnTime := gTime + 5000;
3428 end
3429 else if (ar = 0) and (ab <> 0) then
3430 begin
3431 // red team ded
3432 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3433 if Netsrv then
3434 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3435 Inc(gTeamStat[TEAM_BLUE].Goals);
3436 gLMSRespawn := LMS_RESPAWN_FINAL;
3437 gLMSRespawnTime := gTime + 5000;
3438 end
3439 else if (ar = 0) and (ab = 0) then
3440 begin
3441 // everyone ded
3442 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3443 if Netsrv then
3444 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3445 gLMSRespawn := LMS_RESPAWN_FINAL;
3446 gLMSRespawnTime := gTime + 5000;
3447 end;
3448 end
3449 else if (gGameSettings.GameMode = GM_DM) then
3450 begin
3451 if (a = 1) then
3452 begin
3453 if gPlayers[k] <> nil then
3454 with gPlayers[k] do
3455 begin
3456 // survivor is the winner
3457 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3458 if Netsrv then
3459 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3460 Inc(FFrags);
3461 end;
3462 gLMSRespawn := LMS_RESPAWN_FINAL;
3463 gLMSRespawnTime := gTime + 5000;
3464 end
3465 else if (a = 0) then
3466 begin
3467 // everyone is dead, restart the map
3468 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3469 if Netsrv then
3470 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3471 gLMSRespawn := LMS_RESPAWN_FINAL;
3472 gLMSRespawnTime := gTime + 5000;
3473 end;
3474 end;
3475 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3476 begin
3477 if NetMode = NET_SERVER then
3478 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3479 else
3480 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3481 end;
3482 end;
3484 if Netsrv then
3485 begin
3486 MH_SEND_PlayerStats(FUID);
3487 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3488 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3489 end;
3491 if srv and FNoRespawn then Spectate(True);
3492 FWantsInGame := True;
3493 end;
3495 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3496 begin
3497 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3498 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3499 end;
3501 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3502 begin
3503 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3504 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3505 end;
3507 procedure TPlayer.MakeBloodSimple(Count: Word);
3508 begin
3509 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3510 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3511 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3512 150, 0, 0);
3513 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3514 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3515 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3516 150, 0, 0);
3517 end;
3519 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3520 begin
3521 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3522 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3523 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3524 150, 0, 0);
3525 end;
3527 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3528 begin
3529 if g_Game_IsClient then Exit;
3530 if Weapon > High(FWeapon) then Exit;
3531 FNextWeap := FNextWeap or (1 shl Weapon);
3532 end;
3534 procedure TPlayer.resetWeaponQueue ();
3535 begin
3536 FNextWeap := 0;
3537 FNextWeapDelay := 0;
3538 end;
3540 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3541 begin
3542 result := false;
3543 case weapon of
3544 WEAPON_KASTET, WEAPON_SAW: result := true;
3545 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3546 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3547 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3548 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3549 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3550 else result := (weapon < length(FWeapon));
3551 end;
3552 end;
3554 // return 255 for "no switch"
3555 function TPlayer.getNextWeaponIndex (): Byte;
3556 var
3557 i: Word;
3558 wantThisWeapon: array[0..64] of Boolean;
3559 weaponOrder: array[0..64] of Integer; // value: index in `FWeapon`
3560 wwc: Integer = 0; //HACK!
3561 dir, cwi, rwidx, curlidx: Integer;
3563 function real2log (ridx: Integer): Integer;
3564 var
3565 f: Integer;
3566 begin
3567 if (ridx >= 0) then
3568 begin
3569 for f := 0 to 10 do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
3570 end;
3571 result := -1;
3572 end;
3574 begin
3575 result := 255; // default result: "no switch"
3577 // had weapon cycling on previous frame? remove that flag
3578 if (FNextWeap and $2000) <> 0 then
3579 begin
3580 FNextWeap := FNextWeap and $1FFF;
3581 FNextWeapDelay := 0;
3582 end;
3584 // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
3585 // priorities:
3586 // bfg, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
3587 weaponOrder[0] := WEAPON_BFG;
3588 weaponOrder[1] := WEAPON_PLASMA;
3589 weaponOrder[2] := WEAPON_FLAMETHROWER;
3590 weaponOrder[3] := WEAPON_SHOTGUN2;
3591 weaponOrder[4] := WEAPON_CHAINGUN;
3592 weaponOrder[5] := WEAPON_SHOTGUN1;
3593 weaponOrder[6] := WEAPON_PISTOL;
3594 weaponOrder[7] := WEAPON_KASTET;
3595 weaponOrder[8] := WEAPON_SAW;
3596 weaponOrder[9] := WEAPON_KASTET;
3597 weaponOrder[10] := WEAPON_SUPERPULEMET;
3599 if (R_BERSERK in FRulez) then weaponOrder[9] := -1 else weaponOrder[7] := -1;
3601 (*
3602 WEAPON_KASTET = 0;
3603 WEAPON_SAW = 1;
3604 WEAPON_PISTOL = 2;
3605 WEAPON_SHOTGUN1 = 3;
3606 WEAPON_SHOTGUN2 = 4;
3607 WEAPON_CHAINGUN = 5;
3608 WEAPON_ROCKETLAUNCHER = 6;
3609 WEAPON_PLASMA = 7;
3610 WEAPON_BFG = 8;
3611 WEAPON_SUPERPULEMET = 9;
3612 WEAPON_FLAMETHROWER = 10;
3613 *)
3615 // cycling has priority
3616 if (FNextWeap and $C000) <> 0 then
3617 begin
3618 if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; // should be reversed if we want "priority-driven cycling"
3619 FNextWeap := FNextWeap or $2000; // we need this
3620 if FNextWeapDelay > 0 then exit; // cooldown time
3621 //cwi := real2log(FCurrWeap);
3622 //if (cwi < 0) then cwi := 0;
3623 cwi := FCurrWeap;
3624 for i := 0 to High(FWeapon) do
3625 begin
3626 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3627 //rwidx := weaponOrder[cwi];
3628 rwidx := cwi; // sorry
3629 if (rwidx < 0) then continue;
3630 if FWeapon[rwidx] then
3631 begin
3632 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
3633 result := Byte(rwidx);
3634 FNextWeapDelay := 10;
3635 exit;
3636 end;
3637 end;
3638 resetWeaponQueue();
3639 exit;
3640 end;
3642 // no cycling
3643 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3644 for i := 0 to High(FWeapon) do
3645 begin
3646 if (FNextWeap and (1 shl i)) <> 0 then
3647 begin
3648 cwi := real2log(i);
3649 if (cwi >= 0) then wantThisWeapon[cwi] := true;
3650 Inc(wwc);
3651 end;
3652 end;
3654 // slow down alterations a little
3655 if (wwc > 1) then
3656 begin
3657 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3658 // more than one weapon requested, assume "alteration", and check alteration delay
3659 if FNextWeapDelay > 0 then
3660 begin
3661 FNextWeap := 0;
3662 exit;
3663 end; // yeah
3664 end;
3666 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3667 // but clear all counters if no weapon should be switched
3668 if (wwc < 1) then
3669 begin
3670 resetWeaponQueue();
3671 exit;
3672 end;
3673 //e_WriteLog(Format('wwc=%d', [wwc]), TMsgType.Warning);
3675 // exclude currently selected weapon from the set
3676 curlidx := real2log(FCurrWeap);
3677 //e_WriteLog(Format('FCurrWeap=%d; curlidx=%d', [FCurrWeap, curlidx]), TMsgType.Warning);
3678 //if (curlidx >= 0) then wantThisWeapon[curlidx] := false;
3679 //if (wwc = 2) then begin Dec(wwc); end; // easy case: switch between two weapons
3681 // find next weapon to switch onto
3682 cwi := curlidx;
3683 for i := 0 to High(FWeapon) do
3684 begin
3685 cwi := (cwi+length(FWeapon)+1) mod length(FWeapon);
3686 if (cwi = curlidx) then continue; // skip current weapon
3687 if not wantThisWeapon[cwi] then continue;
3688 rwidx := weaponOrder[cwi];
3689 if (rwidx < 0) then continue;
3690 //e_WriteLog(Format(' trying logical %d (real %d)', [cwi, rwidx]), TMsgType.Warning);
3691 if FWeapon[cwi] and ((wwc = 1) or hasAmmoForWeapon(cwi)) then
3692 begin
3693 // i found her!
3694 result := Byte(rwidx);
3695 resetWeaponQueue();
3696 FNextWeapDelay := 10; // anyway, 'cause why not
3697 exit;
3698 end;
3699 end;
3701 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3702 resetWeaponQueue();
3703 end;
3705 procedure TPlayer.RealizeCurrentWeapon();
3706 function switchAllowed (): Boolean;
3707 var
3708 i: Byte;
3709 begin
3710 result := false;
3711 if FBFGFireCounter <> -1 then
3712 exit;
3713 if FTime[T_SWITCH] > gTime then
3714 exit;
3715 for i := WP_FIRST to WP_LAST do
3716 if FReloading[i] > 0 then
3717 exit;
3718 result := true;
3719 end;
3721 var
3722 nw: Byte;
3723 begin
3724 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3725 //FNextWeap := FNextWeap and $1FFF;
3726 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3728 if not switchAllowed then
3729 begin
3730 //HACK for weapon cycling
3731 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3732 exit;
3733 end;
3735 nw := getNextWeaponIndex();
3736 if nw = 255 then exit; // don't reset anything here
3737 if nw > High(FWeapon) then
3738 begin
3739 // don't forget to reset queue here!
3740 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3741 resetWeaponQueue();
3742 exit;
3743 end;
3745 if FWeapon[nw] then
3746 begin
3747 FCurrWeap := nw;
3748 FTime[T_SWITCH] := gTime+156;
3749 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3750 FModel.SetWeapon(FCurrWeap);
3751 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3752 end;
3753 end;
3755 procedure TPlayer.NextWeapon();
3756 begin
3757 if g_Game_IsClient then Exit;
3758 FNextWeap := $8000;
3759 end;
3761 procedure TPlayer.PrevWeapon();
3762 begin
3763 if g_Game_IsClient then Exit;
3764 FNextWeap := $4000;
3765 end;
3767 procedure TPlayer.SetWeapon(W: Byte);
3768 begin
3769 if FCurrWeap <> W then
3770 if W = WEAPON_SAW then
3771 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3773 FCurrWeap := W;
3774 FModel.SetWeapon(CurrWeap);
3775 resetWeaponQueue();
3776 end;
3778 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3780 function allowBerserkSwitching (): Boolean;
3781 begin
3782 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3783 result := true;
3784 if gBerserkAutoswitch then exit;
3785 if not conIsCheatsEnabled then exit;
3786 result := false;
3787 end;
3789 var
3790 a: Boolean;
3791 begin
3792 Result := False;
3793 if g_Game_IsClient then Exit;
3795 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3796 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3797 remove := not a;
3799 case ItemType of
3800 ITEM_MEDKIT_SMALL:
3801 if FHealth < PLAYER_HP_SOFT then
3802 begin
3803 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3804 Result := True;
3805 remove := True;
3806 FFireTime := 0;
3807 if gFlash = 2 then Inc(FPickup, 5);
3808 end;
3810 ITEM_MEDKIT_LARGE:
3811 if FHealth < PLAYER_HP_SOFT then
3812 begin
3813 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3814 Result := True;
3815 remove := True;
3816 FFireTime := 0;
3817 if gFlash = 2 then Inc(FPickup, 5);
3818 end;
3820 ITEM_ARMOR_GREEN:
3821 if FArmor < PLAYER_AP_SOFT then
3822 begin
3823 FArmor := PLAYER_AP_SOFT;
3824 Result := True;
3825 remove := True;
3826 if gFlash = 2 then Inc(FPickup, 5);
3827 end;
3829 ITEM_ARMOR_BLUE:
3830 if FArmor < PLAYER_AP_LIMIT then
3831 begin
3832 FArmor := PLAYER_AP_LIMIT;
3833 Result := True;
3834 remove := True;
3835 if gFlash = 2 then Inc(FPickup, 5);
3836 end;
3838 ITEM_SPHERE_BLUE:
3839 if FHealth < PLAYER_HP_LIMIT then
3840 begin
3841 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3842 Result := True;
3843 remove := True;
3844 FFireTime := 0;
3845 if gFlash = 2 then Inc(FPickup, 5);
3846 end;
3848 ITEM_SPHERE_WHITE:
3849 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3850 begin
3851 if FHealth < PLAYER_HP_LIMIT then
3852 FHealth := PLAYER_HP_LIMIT;
3853 if FArmor < PLAYER_AP_LIMIT then
3854 FArmor := PLAYER_AP_LIMIT;
3855 Result := True;
3856 remove := True;
3857 FFireTime := 0;
3858 if gFlash = 2 then Inc(FPickup, 5);
3859 end;
3861 ITEM_WEAPON_SAW:
3862 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3863 begin
3864 FWeapon[WEAPON_SAW] := True;
3865 Result := True;
3866 if gFlash = 2 then Inc(FPickup, 5);
3867 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3868 end;
3870 ITEM_WEAPON_SHOTGUN1:
3871 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3872 begin
3873 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3874 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3876 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3877 FWeapon[WEAPON_SHOTGUN1] := True;
3878 Result := True;
3879 if gFlash = 2 then Inc(FPickup, 5);
3880 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3881 end;
3883 ITEM_WEAPON_SHOTGUN2:
3884 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3885 begin
3886 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3888 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3889 FWeapon[WEAPON_SHOTGUN2] := True;
3890 Result := True;
3891 if gFlash = 2 then Inc(FPickup, 5);
3892 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3893 end;
3895 ITEM_WEAPON_CHAINGUN:
3896 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3897 begin
3898 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3900 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3901 FWeapon[WEAPON_CHAINGUN] := True;
3902 Result := True;
3903 if gFlash = 2 then Inc(FPickup, 5);
3904 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3905 end;
3907 ITEM_WEAPON_ROCKETLAUNCHER:
3908 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3909 begin
3910 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3912 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3913 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3914 Result := True;
3915 if gFlash = 2 then Inc(FPickup, 5);
3916 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3917 end;
3919 ITEM_WEAPON_PLASMA:
3920 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3921 begin
3922 if a and FWeapon[WEAPON_PLASMA] then Exit;
3924 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3925 FWeapon[WEAPON_PLASMA] := True;
3926 Result := True;
3927 if gFlash = 2 then Inc(FPickup, 5);
3928 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3929 end;
3931 ITEM_WEAPON_BFG:
3932 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3933 begin
3934 if a and FWeapon[WEAPON_BFG] then Exit;
3936 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3937 FWeapon[WEAPON_BFG] := True;
3938 Result := True;
3939 if gFlash = 2 then Inc(FPickup, 5);
3940 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3941 end;
3943 ITEM_WEAPON_SUPERPULEMET:
3944 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3945 begin
3946 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3948 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3949 FWeapon[WEAPON_SUPERPULEMET] := True;
3950 Result := True;
3951 if gFlash = 2 then Inc(FPickup, 5);
3952 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3953 end;
3955 ITEM_WEAPON_FLAMETHROWER:
3956 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3957 begin
3958 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3960 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3961 FWeapon[WEAPON_FLAMETHROWER] := True;
3962 Result := True;
3963 if gFlash = 2 then Inc(FPickup, 5);
3964 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3965 end;
3967 ITEM_AMMO_BULLETS:
3968 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3969 begin
3970 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3971 Result := True;
3972 remove := True;
3973 if gFlash = 2 then Inc(FPickup, 5);
3974 end;
3976 ITEM_AMMO_BULLETS_BOX:
3977 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3978 begin
3979 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3980 Result := True;
3981 remove := True;
3982 if gFlash = 2 then Inc(FPickup, 5);
3983 end;
3985 ITEM_AMMO_SHELLS:
3986 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3987 begin
3988 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3989 Result := True;
3990 remove := True;
3991 if gFlash = 2 then Inc(FPickup, 5);
3992 end;
3994 ITEM_AMMO_SHELLS_BOX:
3995 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3996 begin
3997 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3998 Result := True;
3999 remove := True;
4000 if gFlash = 2 then Inc(FPickup, 5);
4001 end;
4003 ITEM_AMMO_ROCKET:
4004 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4005 begin
4006 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4007 Result := True;
4008 remove := True;
4009 if gFlash = 2 then Inc(FPickup, 5);
4010 end;
4012 ITEM_AMMO_ROCKET_BOX:
4013 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4014 begin
4015 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4016 Result := True;
4017 remove := True;
4018 if gFlash = 2 then Inc(FPickup, 5);
4019 end;
4021 ITEM_AMMO_CELL:
4022 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4023 begin
4024 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4025 Result := True;
4026 remove := True;
4027 if gFlash = 2 then Inc(FPickup, 5);
4028 end;
4030 ITEM_AMMO_CELL_BIG:
4031 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4032 begin
4033 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4034 Result := True;
4035 remove := True;
4036 if gFlash = 2 then Inc(FPickup, 5);
4037 end;
4039 ITEM_AMMO_FUELCAN:
4040 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4041 begin
4042 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4043 Result := True;
4044 remove := True;
4045 if gFlash = 2 then Inc(FPickup, 5);
4046 end;
4048 ITEM_AMMO_BACKPACK:
4049 if not(R_ITEM_BACKPACK in FRulez) or
4050 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4051 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4052 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4053 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4054 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
4055 begin
4056 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4057 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4058 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4059 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4060 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4062 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4063 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4064 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4065 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4066 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4067 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4068 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4069 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4071 FRulez := FRulez + [R_ITEM_BACKPACK];
4072 Result := True;
4073 remove := True;
4074 if gFlash = 2 then Inc(FPickup, 5);
4075 end;
4077 ITEM_KEY_RED:
4078 if not(R_KEY_RED in FRulez) then
4079 begin
4080 Include(FRulez, R_KEY_RED);
4081 Result := True;
4082 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4083 if gFlash = 2 then Inc(FPickup, 5);
4084 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4085 end;
4087 ITEM_KEY_GREEN:
4088 if not(R_KEY_GREEN in FRulez) then
4089 begin
4090 Include(FRulez, R_KEY_GREEN);
4091 Result := True;
4092 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4093 if gFlash = 2 then Inc(FPickup, 5);
4094 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4095 end;
4097 ITEM_KEY_BLUE:
4098 if not(R_KEY_BLUE in FRulez) then
4099 begin
4100 Include(FRulez, R_KEY_BLUE);
4101 Result := True;
4102 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4103 if gFlash = 2 then Inc(FPickup, 5);
4104 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4105 end;
4107 ITEM_SUIT:
4108 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4109 begin
4110 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4111 Result := True;
4112 remove := True;
4113 FFireTime := 0;
4114 if gFlash = 2 then Inc(FPickup, 5);
4115 end;
4117 ITEM_OXYGEN:
4118 if FAir < AIR_MAX then
4119 begin
4120 FAir := AIR_MAX;
4121 Result := True;
4122 remove := True;
4123 if gFlash = 2 then Inc(FPickup, 5);
4124 end;
4126 ITEM_MEDKIT_BLACK:
4127 begin
4128 if not (R_BERSERK in FRulez) then
4129 begin
4130 Include(FRulez, R_BERSERK);
4131 if allowBerserkSwitching then
4132 begin
4133 FCurrWeap := WEAPON_KASTET;
4134 resetWeaponQueue();
4135 FModel.SetWeapon(WEAPON_KASTET);
4136 end;
4137 if gFlash <> 0 then
4138 begin
4139 Inc(FPain, 100);
4140 if gFlash = 2 then Inc(FPickup, 5);
4141 end;
4142 FBerserk := gTime+30000;
4143 Result := True;
4144 remove := True;
4145 FFireTime := 0;
4146 end;
4147 if FHealth < PLAYER_HP_SOFT then
4148 begin
4149 FHealth := PLAYER_HP_SOFT;
4150 FBerserk := gTime+30000;
4151 Result := True;
4152 remove := True;
4153 FFireTime := 0;
4154 end;
4155 end;
4157 ITEM_INVUL:
4158 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4159 begin
4160 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4161 Result := True;
4162 remove := True;
4163 if gFlash = 2 then Inc(FPickup, 5);
4164 end;
4166 ITEM_BOTTLE:
4167 if FHealth < PLAYER_HP_LIMIT then
4168 begin
4169 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4170 Result := True;
4171 remove := True;
4172 FFireTime := 0;
4173 if gFlash = 2 then Inc(FPickup, 5);
4174 end;
4176 ITEM_HELMET:
4177 if FArmor < PLAYER_AP_LIMIT then
4178 begin
4179 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4180 Result := True;
4181 remove := True;
4182 if gFlash = 2 then Inc(FPickup, 5);
4183 end;
4185 ITEM_JETPACK:
4186 if FJetFuel < JET_MAX then
4187 begin
4188 FJetFuel := JET_MAX;
4189 Result := True;
4190 remove := True;
4191 if gFlash = 2 then Inc(FPickup, 5);
4192 end;
4194 ITEM_INVIS:
4195 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4196 begin
4197 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4198 Result := True;
4199 remove := True;
4200 if gFlash = 2 then Inc(FPickup, 5);
4201 end;
4202 end;
4203 end;
4205 procedure TPlayer.Touch();
4206 begin
4207 if not FAlive then
4208 Exit;
4209 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4210 if FIamBot then
4211 begin
4212 // Áðîñèòü ôëàã òîâàðèùó:
4213 if gGameSettings.GameMode = GM_CTF then
4214 DropFlag();
4215 end;
4216 end;
4218 procedure TPlayer.Push(vx, vy: Integer);
4219 begin
4220 if (not FPhysics) and FGhost then
4221 Exit;
4222 FObj.Accel.X := FObj.Accel.X + vx;
4223 FObj.Accel.Y := FObj.Accel.Y + vy;
4224 if g_Game_IsNet and g_Game_IsServer then
4225 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4226 end;
4228 procedure TPlayer.Reset(Force: Boolean);
4229 begin
4230 if Force then
4231 FAlive := False;
4233 FSpawned := False;
4234 FTime[T_RESPAWN] := 0;
4235 FTime[T_FLAGCAP] := 0;
4236 FGodMode := False;
4237 FNoTarget := False;
4238 FNoReload := False;
4239 FFrags := 0;
4240 FLastFrag := 0;
4241 FComboEvnt := -1;
4242 FKills := 0;
4243 FMonsterKills := 0;
4244 FDeath := 0;
4245 FSecrets := 0;
4246 if FNoRespawn then
4247 begin
4248 FSpectator := False;
4249 FGhost := False;
4250 FPhysics := True;
4251 FSpectatePlayer := -1;
4252 FNoRespawn := False;
4253 end;
4254 FLives := gGameSettings.MaxLives;
4256 SetFlag(FLAG_NONE);
4257 end;
4259 procedure TPlayer.SoftReset();
4260 begin
4261 ReleaseKeys();
4263 FDamageBuffer := 0;
4264 FIncCam := 0;
4265 FBFGFireCounter := -1;
4266 FShellTimer := -1;
4267 FPain := 0;
4268 FLastHit := 0;
4269 FLastFrag := 0;
4270 FComboEvnt := -1;
4272 SetFlag(FLAG_NONE);
4273 SetAction(A_STAND, True);
4274 end;
4276 function TPlayer.GetRespawnPoint(): Byte;
4277 var
4278 c: Byte;
4279 begin
4280 Result := 255;
4281 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4283 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4284 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4285 begin
4286 if (Self = gPlayer1) or (Self = gPlayer2) then
4287 begin
4288 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4289 if Self = gPlayer1 then
4290 c := RESPAWNPOINT_PLAYER1
4291 else
4292 c := RESPAWNPOINT_PLAYER2;
4293 if g_Map_GetPointCount(c) > 0 then
4294 begin
4295 Result := c;
4296 Exit;
4297 end;
4299 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4300 if Self = gPlayer1 then
4301 c := RESPAWNPOINT_PLAYER2
4302 else
4303 c := RESPAWNPOINT_PLAYER1;
4304 if g_Map_GetPointCount(c) > 0 then
4305 begin
4306 Result := c;
4307 Exit;
4308 end;
4309 end else
4310 begin
4311 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4312 if Random(2) = 0 then
4313 c := RESPAWNPOINT_PLAYER1
4314 else
4315 c := RESPAWNPOINT_PLAYER2;
4316 if g_Map_GetPointCount(c) > 0 then
4317 begin
4318 Result := c;
4319 Exit;
4320 end;
4321 end;
4323 // Òî÷êà ëþáîé èç êîìàíä
4324 if Random(2) = 0 then
4325 c := RESPAWNPOINT_RED
4326 else
4327 c := RESPAWNPOINT_BLUE;
4328 if g_Map_GetPointCount(c) > 0 then
4329 begin
4330 Result := c;
4331 Exit;
4332 end;
4334 // Òî÷êà DM
4335 c := RESPAWNPOINT_DM;
4336 if g_Map_GetPointCount(c) > 0 then
4337 begin
4338 Result := c;
4339 Exit;
4340 end;
4341 end;
4343 // Ìÿñîïîâàë
4344 if gGameSettings.GameMode = GM_DM then
4345 begin
4346 // Òî÷êà DM
4347 c := RESPAWNPOINT_DM;
4348 if g_Map_GetPointCount(c) > 0 then
4349 begin
4350 Result := c;
4351 Exit;
4352 end;
4354 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4355 if Random(2) = 0 then
4356 c := RESPAWNPOINT_PLAYER1
4357 else
4358 c := RESPAWNPOINT_PLAYER2;
4359 if g_Map_GetPointCount(c) > 0 then
4360 begin
4361 Result := c;
4362 Exit;
4363 end;
4365 // Òî÷êà ëþáîé èç êîìàíä
4366 if Random(2) = 0 then
4367 c := RESPAWNPOINT_RED
4368 else
4369 c := RESPAWNPOINT_BLUE;
4370 if g_Map_GetPointCount(c) > 0 then
4371 begin
4372 Result := c;
4373 Exit;
4374 end;
4375 end;
4377 // Êîìàíäíûå
4378 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4379 begin
4380 // Òî÷êà ñâîåé êîìàíäû
4381 c := RESPAWNPOINT_DM;
4382 if FTeam = TEAM_RED then
4383 c := RESPAWNPOINT_RED;
4384 if FTeam = TEAM_BLUE then
4385 c := RESPAWNPOINT_BLUE;
4386 if g_Map_GetPointCount(c) > 0 then
4387 begin
4388 Result := c;
4389 Exit;
4390 end;
4392 // Òî÷êà DM
4393 c := RESPAWNPOINT_DM;
4394 if g_Map_GetPointCount(c) > 0 then
4395 begin
4396 Result := c;
4397 Exit;
4398 end;
4400 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4401 if Random(2) = 0 then
4402 c := RESPAWNPOINT_PLAYER1
4403 else
4404 c := RESPAWNPOINT_PLAYER2;
4405 if g_Map_GetPointCount(c) > 0 then
4406 begin
4407 Result := c;
4408 Exit;
4409 end;
4411 // Òî÷êà äðóãîé êîìàíäû
4412 c := RESPAWNPOINT_DM;
4413 if FTeam = TEAM_RED then
4414 c := RESPAWNPOINT_BLUE;
4415 if FTeam = TEAM_BLUE then
4416 c := RESPAWNPOINT_RED;
4417 if g_Map_GetPointCount(c) > 0 then
4418 begin
4419 Result := c;
4420 Exit;
4421 end;
4422 end;
4423 end;
4425 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4426 var
4427 RespawnPoint: TRespawnPoint;
4428 a, b, c: Byte;
4429 Anim: TAnimation;
4430 ID: DWORD;
4431 begin
4432 FIncCam := 0;
4433 FBFGFireCounter := -1;
4434 FShellTimer := -1;
4435 FPain := 0;
4436 FLastHit := 0;
4438 if not g_Game_IsServer then
4439 Exit;
4440 if FDummy then
4441 Exit;
4442 FWantsInGame := True;
4443 FJustTeleported := True;
4444 if Force then
4445 begin
4446 FTime[T_RESPAWN] := 0;
4447 FAlive := False;
4448 end;
4449 FNetTime := 0;
4450 // if server changes MaxLives we gotta be ready
4451 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4453 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4454 if FTime[T_RESPAWN] > gTime then
4455 Exit;
4457 // Ïðîñðàë âñå æèçíè:
4458 if FNoRespawn then
4459 begin
4460 if not FSpectator then Spectate(True);
4461 FWantsInGame := True;
4462 Exit;
4463 end;
4465 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4466 begin // "Ñâîÿ èãðà"
4467 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4468 FRulez := FRulez-[R_BERSERK];
4469 end
4470 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4471 begin
4472 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4473 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4474 end;
4476 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4477 c := GetRespawnPoint();
4479 ReleaseKeys();
4480 SetFlag(FLAG_NONE);
4482 // Âîñêðåøåíèå áåç îðóæèÿ:
4483 if not FAlive then
4484 begin
4485 FHealth := PLAYER_HP_SOFT;
4486 FArmor := 0;
4487 FAlive := True;
4488 FAir := AIR_DEF;
4489 FJetFuel := 0;
4491 for a := WP_FIRST to WP_LAST do
4492 begin
4493 FWeapon[a] := False;
4494 FReloading[a] := 0;
4495 end;
4497 FWeapon[WEAPON_PISTOL] := True;
4498 FWeapon[WEAPON_KASTET] := True;
4499 FCurrWeap := WEAPON_PISTOL;
4500 resetWeaponQueue();
4502 FModel.SetWeapon(FCurrWeap);
4504 for b := A_BULLETS to A_HIGH do
4505 FAmmo[b] := 0;
4507 FAmmo[A_BULLETS] := 50;
4509 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4510 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4511 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4512 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4513 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4515 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4516 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4517 else
4518 FRulez := [];
4519 end;
4521 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4522 if not g_Map_GetPoint(c, RespawnPoint) then
4523 begin
4524 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4525 Exit;
4526 end;
4528 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4529 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4530 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4531 FObj.Vel.X := 0;
4532 FObj.Vel.Y := 0;
4533 FObj.Accel.X := 0;
4534 FObj.Accel.Y := 0;
4536 FDirection := RespawnPoint.Direction;
4537 if FDirection = TDirection.D_LEFT then
4538 FAngle := 180
4539 else
4540 FAngle := 0;
4542 SetAction(A_STAND, True);
4543 FModel.Direction := FDirection;
4545 for a := Low(FTime) to High(FTime) do
4546 FTime[a] := 0;
4548 for a := Low(FMegaRulez) to High(FMegaRulez) do
4549 FMegaRulez[a] := 0;
4551 FDamageBuffer := 0;
4552 FJetpack := False;
4553 FCanJetpack := False;
4554 FFireTime := 0;
4555 FFirePainTime := 0;
4556 FFireAttacker := 0;
4558 // Àíèìàöèÿ âîçðîæäåíèÿ:
4559 if (not gLoadGameMode) and (not Silent) then
4560 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4561 begin
4562 Anim := TAnimation.Create(ID, False, 3);
4563 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4564 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4565 Anim.Free();
4566 end;
4568 FSpectator := False;
4569 FGhost := False;
4570 FPhysics := True;
4571 FSpectatePlayer := -1;
4572 FSpawned := True;
4574 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4575 gPlayer1 := self;
4576 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4577 gPlayer2 := self;
4579 if g_Game_IsNet then
4580 begin
4581 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4582 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4583 if not Silent then
4584 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4585 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4586 0, NET_GFX_TELE);
4587 end;
4588 end;
4590 procedure TPlayer.Spectate(NoMove: Boolean = False);
4591 begin
4592 if FAlive then
4593 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4594 else if (not NoMove) then
4595 begin
4596 GameX := gMapInfo.Width div 2;
4597 GameY := gMapInfo.Height div 2;
4598 end;
4599 FXTo := GameX;
4600 FYTo := GameY;
4602 FAlive := False;
4603 FSpectator := True;
4604 FGhost := True;
4605 FPhysics := False;
4606 FWantsInGame := False;
4607 FSpawned := False;
4609 if FNoRespawn then
4610 begin
4611 if Self = gPlayer1 then
4612 begin
4613 gLMSPID1 := FUID;
4614 gPlayer1 := nil;
4615 end;
4616 if Self = gPlayer2 then
4617 begin
4618 gLMSPID2 := FUID;
4619 gPlayer2 := nil;
4620 end;
4621 end;
4623 if g_Game_IsNet then
4624 MH_SEND_PlayerStats(FUID);
4625 end;
4627 procedure TPlayer.SwitchNoClip;
4628 begin
4629 if not FAlive then
4630 Exit;
4631 FGhost := not FGhost;
4632 FPhysics := not FGhost;
4633 if FGhost then
4634 begin
4635 FXTo := FObj.X;
4636 FYTo := FObj.Y;
4637 end else
4638 begin
4639 FObj.Accel.X := 0;
4640 FObj.Accel.Y := 0;
4641 end;
4642 end;
4644 procedure TPlayer.Run(Direction: TDirection);
4645 var
4646 a, b: Integer;
4647 begin
4648 if MAX_RUNVEL > 8 then
4649 FlySmoke();
4651 // Áåæèì:
4652 if Direction = TDirection.D_LEFT then
4653 begin
4654 if FObj.Vel.X > -MAX_RUNVEL then
4655 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4656 end
4657 else
4658 if FObj.Vel.X < MAX_RUNVEL then
4659 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4661 // Âîçìîæíî, ïèíàåì êóñêè:
4662 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4663 begin
4664 b := Abs(FObj.Vel.X);
4665 if b > 1 then b := b * (Random(8 div b) + 1);
4666 for a := 0 to High(gGibs) do
4667 begin
4668 if gGibs[a].alive and
4669 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4670 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4671 begin
4672 // Ïèíàåì êóñêè
4673 if FObj.Vel.X < 0 then
4674 begin
4675 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4676 end
4677 else
4678 begin
4679 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4680 end;
4681 gGibs[a].positionChanged(); // this updates spatial accelerators
4682 end;
4683 end;
4684 end;
4686 SetAction(A_WALK);
4687 end;
4689 procedure TPlayer.SeeDown();
4690 begin
4691 SetAction(A_SEEDOWN);
4693 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4695 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4696 end;
4698 procedure TPlayer.SeeUp();
4699 begin
4700 SetAction(A_SEEUP);
4702 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4704 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4705 end;
4707 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4708 var
4709 Prior: Byte;
4710 begin
4711 case Action of
4712 A_WALK: Prior := 3;
4713 A_DIE1: Prior := 5;
4714 A_DIE2: Prior := 5;
4715 A_ATTACK: Prior := 2;
4716 A_SEEUP: Prior := 1;
4717 A_SEEDOWN: Prior := 1;
4718 A_ATTACKUP: Prior := 2;
4719 A_ATTACKDOWN: Prior := 2;
4720 A_PAIN: Prior := 4;
4721 else Prior := 0;
4722 end;
4724 if (Prior > FActionPrior) or Force then
4725 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4726 begin
4727 FActionPrior := Prior;
4728 FActionAnim := Action;
4729 FActionForce := Force;
4730 FActionChanged := True;
4731 end;
4733 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4734 end;
4736 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4737 begin
4738 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4739 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4740 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4741 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4742 end;
4744 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4745 var
4746 Anim: TAnimation;
4747 ID: DWORD;
4748 begin
4749 Result := False;
4751 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4752 begin
4753 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4754 if g_Game_IsServer and g_Game_IsNet then
4755 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4756 Exit;
4757 end;
4759 FJustTeleported := True;
4761 Anim := nil;
4762 if not silent then
4763 begin
4764 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4765 begin
4766 Anim := TAnimation.Create(ID, False, 3);
4767 end;
4769 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4770 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4771 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4772 if g_Game_IsServer and g_Game_IsNet then
4773 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4774 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4775 NET_GFX_TELE);
4776 end;
4778 FObj.X := X-PLAYER_RECT.X;
4779 FObj.Y := Y-PLAYER_RECT.Y;
4780 if FAlive and FGhost then
4781 begin
4782 FXTo := FObj.X;
4783 FYTo := FObj.Y;
4784 end;
4786 if not g_Game_IsNet then
4787 begin
4788 if dir = 1 then
4789 begin
4790 SetDirection(TDirection.D_LEFT);
4791 FAngle := 180;
4792 end
4793 else
4794 if dir = 2 then
4795 begin
4796 SetDirection(TDirection.D_RIGHT);
4797 FAngle := 0;
4798 end
4799 else
4800 if dir = 3 then
4801 begin // îáðàòíîå
4802 if FDirection = TDirection.D_RIGHT then
4803 begin
4804 SetDirection(TDirection.D_LEFT);
4805 FAngle := 180;
4806 end
4807 else
4808 begin
4809 SetDirection(TDirection.D_RIGHT);
4810 FAngle := 0;
4811 end;
4812 end;
4813 end;
4815 if not silent and (Anim <> nil) then
4816 begin
4817 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4818 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4819 Anim.Free();
4821 if g_Game_IsServer and g_Game_IsNet then
4822 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4823 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4824 NET_GFX_TELE);
4825 end;
4827 Result := True;
4828 end;
4830 function nonz(a: Single): Single;
4831 begin
4832 if a <> 0 then
4833 Result := a
4834 else
4835 Result := 1;
4836 end;
4838 function TPlayer.followCorpse(): Boolean;
4839 var
4840 i: Integer;
4841 begin
4842 Result := False;
4843 if FAlive or FSpectator then
4844 Exit;
4845 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4846 Exit;
4847 if gCorpses <> nil then
4848 for i := 0 to High(gCorpses) do
4849 if gCorpses[i] <> nil then
4850 if gCorpses[i].FPlayerUID = FUID then
4851 begin
4852 Result := True;
4853 FObj.X := gCorpses[i].FObj.X;
4854 FObj.Y := gCorpses[i].FObj.Y;
4855 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
4856 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
4857 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
4858 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
4859 break;
4860 end;
4861 end;
4863 procedure TPlayer.Update();
4864 var
4865 b: Byte;
4866 i, ii, wx, wy, xd, yd, k: Integer;
4867 blockmon, headwater, dospawn: Boolean;
4868 NetServer: Boolean;
4869 AnyServer: Boolean;
4870 SetSpect: Boolean;
4871 begin
4872 NetServer := g_Game_IsNet and g_Game_IsServer;
4873 AnyServer := g_Game_IsServer;
4875 if g_Game_IsClient and (NetInterpLevel > 0) then
4876 DoLerp(NetInterpLevel + 1)
4877 else
4878 if FGhost then
4879 DoLerp(4);
4881 if NetServer then
4882 if FClientID >= 0 then
4883 begin
4884 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4885 if NetClients[FClientID].Peer^.packetsSent > 0 then
4886 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4887 else
4888 FLoss := 0;
4889 end else
4890 begin
4891 FPing := 0;
4892 FLoss := 0;
4893 end;
4895 if FAlive and (FPunchAnim <> nil) then
4896 FPunchAnim.Update();
4898 if FAlive and (gFly or FJetpack) then
4899 FlySmoke();
4901 if FDirection = TDirection.D_LEFT then
4902 FAngle := 180
4903 else
4904 FAngle := 0;
4906 if FAlive and (not FGhost) then
4907 begin
4908 if FKeys[KEY_UP].Pressed then
4909 SeeUp();
4910 if FKeys[KEY_DOWN].Pressed then
4911 SeeDown();
4912 end;
4914 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4915 (FIncCam <> 0) then
4916 begin
4917 i := g_basic.Sign(FIncCam);
4918 FIncCam := Abs(FIncCam);
4919 DecMin(FIncCam, 5, 0);
4920 FIncCam := FIncCam*i;
4921 end;
4923 // no need to do that each second frame, weapon queue will take care of it
4924 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4925 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4927 if gTime mod (GAME_TICK*2) <> 0 then
4928 begin
4929 if (FObj.Vel.X = 0) and FAlive then
4930 begin
4931 if FKeys[KEY_LEFT].Pressed then
4932 Run(TDirection.D_LEFT);
4933 if FKeys[KEY_RIGHT].Pressed then
4934 Run(TDirection.D_RIGHT);
4935 end;
4937 if FPhysics then
4938 begin
4939 if not followCorpse() then
4940 g_Obj_Move(@FObj, True, True, True);
4941 positionChanged(); // this updates spatial accelerators
4942 end;
4944 Exit;
4945 end;
4947 FActionChanged := False;
4949 if FAlive then
4950 begin
4951 // Let alive player do some actions
4952 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
4953 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
4954 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4955 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4956 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4957 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4958 if FKeys[KEY_JUMP].Pressed then Jump()
4959 else
4960 begin
4961 if AnyServer and FJetpack then
4962 begin
4963 FJetpack := False;
4964 JetpackOff;
4965 if NetServer then MH_SEND_PlayerStats(FUID);
4966 end;
4967 FCanJetpack := True;
4968 end;
4969 end
4970 else // Dead
4971 begin
4972 dospawn := False;
4973 if not FGhost then
4974 for k := Low(FKeys) to KEY_CHAT-1 do
4975 begin
4976 if FKeys[k].Pressed then
4977 begin
4978 dospawn := True;
4979 break;
4980 end;
4981 end;
4982 if dospawn then
4983 begin
4984 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4985 Respawn(False)
4986 else // Single
4987 if (FTime[T_RESPAWN] <= gTime) and
4988 gGameOn and (not FAlive) then
4989 begin
4990 if (g_Player_GetCount() > 1) then
4991 Respawn(False)
4992 else
4993 begin
4994 gExit := EXIT_RESTART;
4995 Exit;
4996 end;
4997 end;
4998 end;
4999 // Dead spectator actions
5000 if FGhost then
5001 begin
5002 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5003 if FKeys[KEY_FIRE].Pressed and AnyServer then
5004 begin
5005 if FSpectator then
5006 begin
5007 if (FSpectatePlayer >= High(gPlayers)) then
5008 FSpectatePlayer := -1
5009 else
5010 begin
5011 SetSpect := False;
5012 for I := FSpectatePlayer + 1 to High(gPlayers) do
5013 if gPlayers[I] <> nil then
5014 if gPlayers[I].alive then
5015 if gPlayers[I].UID <> FUID then
5016 begin
5017 FSpectatePlayer := I;
5018 SetSpect := True;
5019 break;
5020 end;
5022 if not SetSpect then FSpectatePlayer := -1;
5023 end;
5025 ReleaseKeys;
5026 end;
5027 end;
5028 end;
5029 end;
5030 // No clipping
5031 if FGhost then
5032 begin
5033 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5034 begin
5035 FYTo := FObj.Y - 32;
5036 FSpectatePlayer := -1;
5037 end;
5038 if FKeys[KEY_DOWN].Pressed then
5039 begin
5040 FYTo := FObj.Y + 32;
5041 FSpectatePlayer := -1;
5042 end;
5043 if FKeys[KEY_LEFT].Pressed then
5044 begin
5045 FXTo := FObj.X - 32;
5046 FSpectatePlayer := -1;
5047 end;
5048 if FKeys[KEY_RIGHT].Pressed then
5049 begin
5050 FXTo := FObj.X + 32;
5051 FSpectatePlayer := -1;
5052 end;
5054 if (FXTo < -64) then
5055 FXTo := -64
5056 else if (FXTo > gMapInfo.Width + 32) then
5057 FXTo := gMapInfo.Width + 32;
5058 if (FYTo < -72) then
5059 FYTo := -72
5060 else if (FYTo > gMapInfo.Height + 32) then
5061 FYTo := gMapInfo.Height + 32;
5062 end;
5064 if FPhysics then
5065 begin
5066 if not followCorpse() then
5067 g_Obj_Move(@FObj, True, True, True);
5068 positionChanged(); // this updates spatial accelerators
5069 end
5070 else
5071 begin
5072 FObj.Vel.X := 0;
5073 FObj.Vel.Y := 0;
5074 if FSpectator then
5075 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5076 if gPlayers[FSpectatePlayer] <> nil then
5077 if gPlayers[FSpectatePlayer].alive then
5078 begin
5079 FXTo := gPlayers[FSpectatePlayer].GameX;
5080 FYTo := gPlayers[FSpectatePlayer].GameY;
5081 end;
5082 end;
5084 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5085 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5086 PANEL_BLOCKMON, True);
5087 headwater := HeadInLiquid(0, 0);
5089 // Ñîïðîòèâëåíèå âîçäóõà:
5090 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5091 if FObj.Vel.X <> 0 then
5092 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5094 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5095 DecMin(FPain, 5, 0);
5096 DecMin(FPickup, 1, 0);
5098 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5099 begin
5100 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5101 FMegaRulez[MR_SUIT] := 0;
5102 FMegaRulez[MR_INVUL] := 0;
5103 FMegaRulez[MR_INVIS] := 0;
5104 Kill(K_FALLKILL, 0, HIT_FALL);
5105 end;
5107 i := 9;
5109 if FAlive then
5110 begin
5111 if FCurrWeap = WEAPON_SAW then
5112 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5113 FSawSoundSelect.IsPlaying()) then
5114 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5116 if FJetpack then
5117 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5118 (not FJetSoundOff.IsPlaying()) then
5119 begin
5120 FJetSoundFly.SetPosition(0);
5121 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5122 end;
5124 for b := WP_FIRST to WP_LAST do
5125 if FReloading[b] > 0 then
5126 if FNoReload then
5127 FReloading[b] := 0
5128 else
5129 Dec(FReloading[b]);
5131 if FShellTimer > -1 then
5132 if FShellTimer = 0 then
5133 begin
5134 if FShellType = SHELL_SHELL then
5135 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5136 GameVelX, GameVelY-2, SHELL_SHELL)
5137 else if FShellType = SHELL_DBLSHELL then
5138 begin
5139 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5140 GameVelX+1, GameVelY-2, SHELL_SHELL);
5141 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5142 GameVelX-1, GameVelY-2, SHELL_SHELL);
5143 end;
5144 FShellTimer := -1;
5145 end else Dec(FShellTimer);
5147 if (FBFGFireCounter > -1) then
5148 if FBFGFireCounter = 0 then
5149 begin
5150 if AnyServer then
5151 begin
5152 wx := FObj.X+WEAPONPOINT[FDirection].X;
5153 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5154 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5155 yd := wy+firediry();
5156 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5157 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5158 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5159 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5160 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5161 end;
5163 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5164 FBFGFireCounter := -1;
5165 end else
5166 if FNoReload then
5167 FBFGFireCounter := 0
5168 else
5169 Dec(FBFGFireCounter);
5171 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5172 begin
5173 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5175 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5176 end;
5178 if (headwater or blockmon) then
5179 begin
5180 Dec(FAir);
5182 if FAir < -9 then
5183 begin
5184 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5185 FAir := 0;
5186 end
5187 else if (FAir mod 31 = 0) and not blockmon then
5188 begin
5189 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5190 if Random(2) = 0 then
5191 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5192 else
5193 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5194 end;
5195 end else if FAir < AIR_DEF then
5196 FAir := AIR_DEF;
5198 if FFireTime > 0 then
5199 begin
5200 if BodyInLiquid(0, 0) then
5201 begin
5202 FFireTime := 0;
5203 FFirePainTime := 0;
5204 end
5205 else if FMegaRulez[MR_SUIT] >= gTime then
5206 begin
5207 if FMegaRulez[MR_SUIT] = gTime then
5208 FFireTime := 1;
5209 FFirePainTime := 0;
5210 end
5211 else
5212 begin
5213 OnFireFlame(1);
5214 if FFirePainTime <= 0 then
5215 begin
5216 if g_Game_IsServer then
5217 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5218 FFirePainTime := 18;
5219 end;
5220 FFirePainTime := FFirePainTime - 1;
5221 FFireTime := FFireTime - 1;
5222 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5223 MH_SEND_PlayerStats(FUID);
5224 end;
5225 end;
5227 if FDamageBuffer > 0 then
5228 begin
5229 if FDamageBuffer >= 9 then
5230 begin
5231 SetAction(A_PAIN);
5233 if FDamageBuffer < 30 then i := 9
5234 else if FDamageBuffer < 100 then i := 18
5235 else i := 27;
5236 end;
5238 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5239 FArmor := FArmor-(FDamageBuffer-ii);
5240 FHealth := FHealth-ii;
5241 if FArmor < 0 then
5242 begin
5243 FHealth := FHealth+FArmor;
5244 FArmor := 0;
5245 end;
5247 if AnyServer then
5248 if FHealth <= 0 then
5249 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5250 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5251 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5253 if FAlive then
5254 begin
5255 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5256 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5257 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5258 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5259 end;
5261 FDamageBuffer := 0;
5262 end;
5264 {CollideItem();}
5265 end; // if FAlive then ...
5267 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5268 begin
5269 FModel.ChangeAnimation(FActionAnim, FActionForce);
5270 FModel.GetCurrentAnimation.MinLength := i;
5271 FModel.GetCurrentAnimationMask.MinLength := i;
5272 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5274 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5275 then SetAction(A_STAND, True);
5277 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5279 for b := Low(FKeys) to High(FKeys) do
5280 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5281 end;
5284 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5285 begin
5286 x := FObj.X+PLAYER_RECT.X;
5287 y := FObj.Y+PLAYER_RECT.Y;
5288 w := PLAYER_RECT.Width;
5289 h := PLAYER_RECT.Height;
5290 end;
5293 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5294 begin
5295 if (dx <> 0) or (dy <> 0) then
5296 begin
5297 FObj.X += dx;
5298 FObj.Y += dy;
5299 positionChanged();
5300 end;
5301 end;
5304 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5305 begin
5306 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5307 FObj.Y+PLAYER_RECT.Y,
5308 PLAYER_RECT.Width,
5309 PLAYER_RECT.Height,
5310 X, Y,
5311 Width, Height);
5312 end;
5314 function TPlayer.Collide(Panel: TPanel): Boolean;
5315 begin
5316 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5317 FObj.Y+PLAYER_RECT.Y,
5318 PLAYER_RECT.Width,
5319 PLAYER_RECT.Height,
5320 Panel.X, Panel.Y,
5321 Panel.Width, Panel.Height);
5322 end;
5324 function TPlayer.Collide(X, Y: Integer): Boolean;
5325 begin
5326 X := X-FObj.X-PLAYER_RECT.X;
5327 Y := Y-FObj.Y-PLAYER_RECT.Y;
5328 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5329 (y >= 0) and (y <= PLAYER_RECT.Height);
5330 end;
5332 function g_Player_ValidName(Name: string): Boolean;
5333 var
5334 a: Integer;
5335 begin
5336 Result := True;
5338 if gPlayers = nil then Exit;
5340 for a := 0 to High(gPlayers) do
5341 if gPlayers[a] <> nil then
5342 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5343 begin
5344 Result := False;
5345 Exit;
5346 end;
5347 end;
5349 procedure TPlayer.SetDirection(Direction: TDirection);
5350 var
5351 d: TDirection;
5352 begin
5353 d := FModel.Direction;
5355 FModel.Direction := Direction;
5356 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5358 FDirection := Direction;
5359 end;
5361 function TPlayer.GetKeys(): Byte;
5362 begin
5363 Result := 0;
5365 if R_KEY_RED in FRulez then Result := KEY_RED;
5366 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5367 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5369 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5370 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5371 end;
5373 procedure TPlayer.Use();
5374 var
5375 a: Integer;
5376 begin
5377 if FTime[T_USE] > gTime then Exit;
5379 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5380 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5382 for a := 0 to High(gPlayers) do
5383 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5384 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5385 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5386 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5387 begin
5388 gPlayers[a].Touch();
5389 if g_Game_IsNet and g_Game_IsServer then
5390 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5391 end;
5393 FTime[T_USE] := gTime+120;
5394 end;
5396 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5397 var
5398 locObj: TObj;
5399 F: Boolean;
5400 WX, WY, XD, YD: Integer;
5401 begin
5402 F := False;
5403 WX := X;
5404 WY := Y;
5405 XD := AX;
5406 YD := AY;
5408 case FCurrWeap of
5409 WEAPON_KASTET:
5410 begin
5411 DoPunch();
5412 if R_BERSERK in FRulez then
5413 begin
5414 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5415 locobj.X := FObj.X+FObj.Rect.X;
5416 locobj.Y := FObj.Y+FObj.Rect.Y;
5417 locobj.rect.X := 0;
5418 locobj.rect.Y := 0;
5419 locobj.rect.Width := 39;
5420 locobj.rect.Height := 52;
5421 locobj.Vel.X := (xd-wx) div 2;
5422 locobj.Vel.Y := (yd-wy) div 2;
5423 locobj.Accel.X := xd-wx;
5424 locobj.Accel.y := yd-wy;
5426 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5427 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5428 else
5429 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5431 if gFlash = 1 then
5432 if FPain < 50 then
5433 FPain := min(FPain + 25, 50);
5434 end else
5435 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5436 end;
5438 WEAPON_SAW:
5439 begin
5440 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5441 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5442 begin
5443 FSawSoundSelect.Stop();
5444 FSawSound.Stop();
5445 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5446 end
5447 else if not FSawSoundHit.IsPlaying() then
5448 begin
5449 FSawSoundSelect.Stop();
5450 FSawSound.PlayAt(FObj.X, FObj.Y);
5451 end;
5452 f := True;
5453 end;
5455 WEAPON_PISTOL:
5456 begin
5457 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5458 FFireAngle := FAngle;
5459 f := True;
5460 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5461 GameVelX, GameVelY-2, SHELL_BULLET);
5462 end;
5464 WEAPON_SHOTGUN1:
5465 begin
5466 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5467 FFireAngle := FAngle;
5468 f := True;
5469 FShellTimer := 10;
5470 FShellType := SHELL_SHELL;
5471 end;
5473 WEAPON_SHOTGUN2:
5474 begin
5475 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5476 FFireAngle := FAngle;
5477 f := True;
5478 FShellTimer := 13;
5479 FShellType := SHELL_DBLSHELL;
5480 end;
5482 WEAPON_CHAINGUN:
5483 begin
5484 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5485 FFireAngle := FAngle;
5486 f := True;
5487 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5488 GameVelX, GameVelY-2, SHELL_BULLET);
5489 end;
5491 WEAPON_ROCKETLAUNCHER:
5492 begin
5493 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5494 FFireAngle := FAngle;
5495 f := True;
5496 end;
5498 WEAPON_PLASMA:
5499 begin
5500 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5501 FFireAngle := FAngle;
5502 f := True;
5503 end;
5505 WEAPON_BFG:
5506 begin
5507 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5508 FFireAngle := FAngle;
5509 f := True;
5510 end;
5512 WEAPON_SUPERPULEMET:
5513 begin
5514 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5515 FFireAngle := FAngle;
5516 f := True;
5517 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5518 GameVelX, GameVelY-2, SHELL_SHELL);
5519 end;
5521 WEAPON_FLAMETHROWER:
5522 begin
5523 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5524 FFireAngle := FAngle;
5525 f := True;
5526 end;
5527 end;
5529 if not f then Exit;
5531 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5532 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5533 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5534 end;
5536 procedure TPlayer.DoLerp(Level: Integer = 2);
5537 begin
5538 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5539 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5540 end;
5542 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5543 var
5544 AX, AY: Integer;
5545 begin
5546 if NetInterpLevel < 1 then
5547 begin
5548 FObj.X := XTo;
5549 FObj.Y := YTo;
5550 end
5551 else
5552 begin
5553 FXTo := XTo;
5554 FYTo := YTo;
5556 AX := Abs(FXTo - FObj.X);
5557 AY := Abs(FYTo - FObj.Y);
5558 if (AX > 32) or (AX <= NetInterpLevel) then
5559 FObj.X := FXTo;
5560 if (AY > 32) or (AY <= NetInterpLevel) then
5561 FObj.Y := FYTo;
5562 end;
5563 end;
5565 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5566 begin
5567 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5568 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5569 PANEL_LIFTUP, False) then Result := -1
5570 else
5571 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5572 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5573 PANEL_LIFTDOWN, False) then Result := 1
5574 else Result := 0;
5575 end;
5577 function TPlayer.GetFlag(Flag: Byte): Boolean;
5578 var
5579 s, ts: String;
5580 evtype: Byte;
5581 begin
5582 Result := False;
5584 if Flag = FLAG_NONE then
5585 Exit;
5587 if not g_Game_IsServer then Exit;
5589 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5590 if (Flag = FTeam) and
5591 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5592 (FFlag <> FLAG_NONE) then
5593 begin
5594 if FFlag = FLAG_RED then
5595 s := _lc[I_PLAYER_FLAG_RED]
5596 else
5597 s := _lc[I_PLAYER_FLAG_BLUE];
5599 evtype := FLAG_STATE_SCORED;
5601 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5602 Insert('.', ts, Length(ts) + 1 - 3);
5603 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5605 g_Map_ResetFlag(FFlag);
5606 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5608 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5610 Result := True;
5611 if g_Game_IsNet then
5612 begin
5613 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5614 MH_SEND_GameStats;
5615 end;
5617 gFlags[FFlag].CaptureTime := 0;
5618 SetFlag(FLAG_NONE);
5619 Exit;
5620 end;
5622 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5623 if (Flag = FTeam) and
5624 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5625 begin
5626 if Flag = FLAG_RED then
5627 s := _lc[I_PLAYER_FLAG_RED]
5628 else
5629 s := _lc[I_PLAYER_FLAG_BLUE];
5631 evtype := FLAG_STATE_RETURNED;
5632 gFlags[Flag].CaptureTime := 0;
5634 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5636 g_Map_ResetFlag(Flag);
5637 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5639 Result := True;
5640 if g_Game_IsNet then
5641 begin
5642 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5643 MH_SEND_GameStats;
5644 end;
5645 Exit;
5646 end;
5648 // Ïîäîáðàë ÷óæîé ôëàã:
5649 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5650 begin
5651 SetFlag(Flag);
5653 if Flag = FLAG_RED then
5654 s := _lc[I_PLAYER_FLAG_RED]
5655 else
5656 s := _lc[I_PLAYER_FLAG_BLUE];
5658 evtype := FLAG_STATE_CAPTURED;
5660 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5662 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5664 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5666 Result := True;
5667 if g_Game_IsNet then
5668 begin
5669 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5670 MH_SEND_GameStats;
5671 end;
5672 end;
5673 end;
5675 procedure TPlayer.SetFlag(Flag: Byte);
5676 begin
5677 FFlag := Flag;
5678 if FModel <> nil then
5679 FModel.SetFlag(FFlag);
5680 end;
5682 function TPlayer.DropFlag(): Boolean;
5683 var
5684 s: String;
5685 begin
5686 Result := False;
5687 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5688 Exit;
5689 FTime[T_FLAGCAP] := gTime + 2000;
5690 with gFlags[FFlag] do
5691 begin
5692 Obj.X := FObj.X;
5693 Obj.Y := FObj.Y;
5694 Direction := FDirection;
5695 State := FLAG_STATE_DROPPED;
5696 Count := FLAG_TIME;
5697 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5698 (FObj.Vel.Y div 2)-2+Random(5));
5699 positionChanged(); // this updates spatial accelerators
5701 if FFlag = FLAG_RED then
5702 s := _lc[I_PLAYER_FLAG_RED]
5703 else
5704 s := _lc[I_PLAYER_FLAG_BLUE];
5706 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5707 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5709 if g_Game_IsNet then
5710 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5711 end;
5712 SetFlag(FLAG_NONE);
5713 Result := True;
5714 end;
5716 procedure TPlayer.GetSecret();
5717 begin
5718 Inc(FSecrets);
5719 end;
5721 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5722 begin
5723 Assert(Key <= High(FKeys));
5725 FKeys[Key].Pressed := True;
5726 FKeys[Key].Time := Time;
5727 end;
5729 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5730 begin
5731 Result := FKeys[K].Pressed;
5732 end;
5734 procedure TPlayer.ReleaseKeys();
5735 var
5736 a: Integer;
5737 begin
5738 for a := Low(FKeys) to High(FKeys) do
5739 begin
5740 FKeys[a].Pressed := False;
5741 FKeys[a].Time := 0;
5742 end;
5743 end;
5745 procedure TPlayer.OnDamage(Angle: SmallInt);
5746 begin
5747 end;
5749 function TPlayer.firediry(): Integer;
5750 begin
5751 if FKeys[KEY_UP].Pressed then Result := -42
5752 else if FKeys[KEY_DOWN].Pressed then Result := 19
5753 else Result := 0;
5754 end;
5756 procedure TPlayer.RememberState();
5757 var
5758 i: Integer;
5759 begin
5760 FSavedState.Health := FHealth;
5761 FSavedState.Armor := FArmor;
5762 FSavedState.Air := FAir;
5763 FSavedState.JetFuel := FJetFuel;
5764 FSavedState.CurrWeap := FCurrWeap;
5765 FSavedState.NextWeap := FNextWeap;
5766 FSavedState.NextWeapDelay := FNextWeapDelay;
5768 for i := 0 to 3 do
5769 FSavedState.Ammo[i] := FAmmo[i];
5770 for i := 0 to 3 do
5771 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5773 FSavedState.Rulez := FRulez;
5774 FSavedState.WaitRecall := True;
5775 end;
5777 procedure TPlayer.RecallState();
5778 var
5779 i: Integer;
5780 begin
5781 if not FSavedState.WaitRecall then Exit;
5783 FHealth := FSavedState.Health;
5784 FArmor := FSavedState.Armor;
5785 FAir := FSavedState.Air;
5786 FJetFuel := FSavedState.JetFuel;
5787 FCurrWeap := FSavedState.CurrWeap;
5788 FNextWeap := FSavedState.NextWeap;
5789 FNextWeapDelay := FSavedState.NextWeapDelay;
5791 for i := 0 to 3 do
5792 FAmmo[i] := FSavedState.Ammo[i];
5793 for i := 0 to 3 do
5794 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5796 FRulez := FSavedState.Rulez;
5797 FSavedState.WaitRecall := False;
5799 if gGameSettings.GameType = GT_SERVER then
5800 MH_SEND_PlayerStats(FUID);
5801 end;
5803 procedure TPlayer.SaveState (st: TStream);
5804 var
5805 i: Integer;
5806 b: Byte;
5807 begin
5808 // Ñèãíàòóðà èãðîêà
5809 utils.writeSign(st, 'PLYR');
5810 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5811 // Áîò èëè ÷åëîâåê
5812 utils.writeBool(st, FIamBot);
5813 // UID èãðîêà
5814 utils.writeInt(st, Word(FUID));
5815 // Èìÿ èãðîêà
5816 utils.writeStr(st, FName);
5817 // Êîìàíäà
5818 utils.writeInt(st, Byte(FTeam));
5819 // Æèâ ëè
5820 utils.writeBool(st, FAlive);
5821 // Èçðàñõîäîâàë ëè âñå æèçíè
5822 utils.writeBool(st, FNoRespawn);
5823 // Íàïðàâëåíèå
5824 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
5825 utils.writeInt(st, Byte(b));
5826 // Çäîðîâüå
5827 utils.writeInt(st, LongInt(FHealth));
5828 // Æèçíè
5829 utils.writeInt(st, Byte(FLives));
5830 // Áðîíÿ
5831 utils.writeInt(st, LongInt(FArmor));
5832 // Çàïàñ âîçäóõà
5833 utils.writeInt(st, LongInt(FAir));
5834 // Çàïàñ ãîðþ÷åãî
5835 utils.writeInt(st, LongInt(FJetFuel));
5836 // Áîëü
5837 utils.writeInt(st, LongInt(FPain));
5838 // Óáèë
5839 utils.writeInt(st, LongInt(FKills));
5840 // Óáèë ìîíñòðîâ
5841 utils.writeInt(st, LongInt(FMonsterKills));
5842 // Ôðàãîâ
5843 utils.writeInt(st, LongInt(FFrags));
5844 // Ôðàãîâ ïîäðÿä
5845 utils.writeInt(st, Byte(FFragCombo));
5846 // Âðåìÿ ïîñëåäíåãî ôðàãà
5847 utils.writeInt(st, LongWord(FLastFrag));
5848 // Ñìåðòåé
5849 utils.writeInt(st, LongInt(FDeath));
5850 // Êàêîé ôëàã íåñåò
5851 utils.writeInt(st, Byte(FFlag));
5852 // Íàøåë ñåêðåòîâ
5853 utils.writeInt(st, LongInt(FSecrets));
5854 // Òåêóùåå îðóæèå
5855 utils.writeInt(st, Byte(FCurrWeap));
5856 // Æåëàåìîå îðóæèå
5857 utils.writeInt(st, Word(FNextWeap));
5858 // ...è ïàóçà
5859 utils.writeInt(st, Byte(FNextWeapDelay));
5860 // Âðåìÿ çàðÿäêè BFG
5861 utils.writeInt(st, SmallInt(FBFGFireCounter));
5862 // Áóôåð óðîíà
5863 utils.writeInt(st, LongInt(FDamageBuffer));
5864 // Ïîñëåäíèé óäàðèâøèé
5865 utils.writeInt(st, Word(FLastSpawnerUID));
5866 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5867 utils.writeInt(st, Byte(FLastHit));
5868 // Îáúåêò èãðîêà
5869 Obj_SaveState(st, @FObj);
5870 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5871 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
5872 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5873 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
5874 // Íàëè÷èå îðóæèÿ
5875 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
5876 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5877 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
5878 // Íàëè÷èå ðþêçàêà
5879 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
5880 // Íàëè÷èå êðàñíîãî êëþ÷à
5881 utils.writeBool(st, (R_KEY_RED in FRulez));
5882 // Íàëè÷èå çåëåíîãî êëþ÷à
5883 utils.writeBool(st, (R_KEY_GREEN in FRulez));
5884 // Íàëè÷èå ñèíåãî êëþ÷à
5885 utils.writeBool(st, (R_KEY_BLUE in FRulez));
5886 // Íàëè÷èå áåðñåðêà
5887 utils.writeBool(st, (R_BERSERK in FRulez));
5888 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5889 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
5890 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5891 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
5892 // Íàçâàíèå ìîäåëè
5893 utils.writeStr(st, FModel.Name);
5894 // Öâåò ìîäåëè
5895 utils.writeInt(st, Byte(FColor.R));
5896 utils.writeInt(st, Byte(FColor.G));
5897 utils.writeInt(st, Byte(FColor.B));
5898 end;
5901 procedure TPlayer.LoadState (st: TStream);
5902 var
5903 i: Integer;
5904 str: String;
5905 b: Byte;
5906 begin
5907 assert(st <> nil);
5909 // Ñèãíàòóðà èãðîêà
5910 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
5911 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
5912 // Áîò èëè ÷åëîâåê:
5913 FIamBot := utils.readBool(st);
5914 // UID èãðîêà
5915 FUID := utils.readWord(st);
5916 // Èìÿ èãðîêà
5917 str := utils.readStr(st);
5918 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
5919 // Êîìàíäà
5920 FTeam := utils.readByte(st);
5921 // Æèâ ëè
5922 FAlive := utils.readBool(st);
5923 // Èçðàñõîäîâàë ëè âñå æèçíè
5924 FNoRespawn := utils.readBool(st);
5925 // Íàïðàâëåíèå
5926 b := utils.readByte(st);
5927 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
5928 // Çäîðîâüå
5929 FHealth := utils.readLongInt(st);
5930 // Æèçíè
5931 FLives := utils.readByte(st);
5932 // Áðîíÿ
5933 FArmor := utils.readLongInt(st);
5934 // Çàïàñ âîçäóõà
5935 FAir := utils.readLongInt(st);
5936 // Çàïàñ ãîðþ÷åãî
5937 FJetFuel := utils.readLongInt(st);
5938 // Áîëü
5939 FPain := utils.readLongInt(st);
5940 // Óáèë
5941 FKills := utils.readLongInt(st);
5942 // Óáèë ìîíñòðîâ
5943 FMonsterKills := utils.readLongInt(st);
5944 // Ôðàãîâ
5945 FFrags := utils.readLongInt(st);
5946 // Ôðàãîâ ïîäðÿä
5947 FFragCombo := utils.readByte(st);
5948 // Âðåìÿ ïîñëåäíåãî ôðàãà
5949 FLastFrag := utils.readLongWord(st);
5950 // Ñìåðòåé
5951 FDeath := utils.readLongInt(st);
5952 // Êàêîé ôëàã íåñåò
5953 FFlag := utils.readByte(st);
5954 // Íàøåë ñåêðåòîâ
5955 FSecrets := utils.readLongInt(st);
5956 // Òåêóùåå îðóæèå
5957 FCurrWeap := utils.readByte(st);
5958 // Æåëàåìîå îðóæèå
5959 FNextWeap := utils.readWord(st);
5960 // ...è ïàóçà
5961 FNextWeapDelay := utils.readByte(st);
5962 // Âðåìÿ çàðÿäêè BFG
5963 FBFGFireCounter := utils.readSmallInt(st);
5964 // Áóôåð óðîíà
5965 FDamageBuffer := utils.readLongInt(st);
5966 // Ïîñëåäíèé óäàðèâøèé
5967 FLastSpawnerUID := utils.readWord(st);
5968 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5969 FLastHit := utils.readByte(st);
5970 // Îáúåêò èãðîêà
5971 Obj_LoadState(@FObj, st);
5972 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5973 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
5974 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5975 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
5976 // Íàëè÷èå îðóæèÿ
5977 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
5978 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5979 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
5980 // Íàëè÷èå ðþêçàêà
5981 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
5982 // Íàëè÷èå êðàñíîãî êëþ÷à
5983 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
5984 // Íàëè÷èå çåëåíîãî êëþ÷à
5985 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
5986 // Íàëè÷èå ñèíåãî êëþ÷à
5987 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
5988 // Íàëè÷èå áåðñåðêà
5989 if utils.readBool(st) then Include(FRulez, R_BERSERK);
5990 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5991 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
5992 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5993 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
5994 // Íàçâàíèå ìîäåëè
5995 str := utils.readStr(st);
5996 // Öâåò ìîäåëè
5997 FColor.R := utils.readByte(st);
5998 FColor.G := utils.readByte(st);
5999 FColor.B := utils.readByte(st);
6000 if (self = gPlayer1) then
6001 begin
6002 str := gPlayer1Settings.Model;
6003 FColor := gPlayer1Settings.Color;
6004 end
6005 else if (self = gPlayer2) then
6006 begin
6007 str := gPlayer2Settings.Model;
6008 FColor := gPlayer2Settings.Color;
6009 end;
6010 // Îáíîâëÿåì ìîäåëü èãðîêà
6011 SetModel(str);
6012 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6013 FModel.Color := TEAMCOLOR[FTeam]
6014 else
6015 FModel.Color := FColor;
6016 end;
6019 procedure TPlayer.AllRulez(Health: Boolean);
6020 var
6021 a: Integer;
6022 begin
6023 if Health then
6024 begin
6025 FHealth := PLAYER_HP_LIMIT;
6026 FArmor := PLAYER_AP_LIMIT;
6027 Exit;
6028 end;
6030 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6031 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6032 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6033 end;
6035 procedure TPlayer.RestoreHealthArmor();
6036 begin
6037 FHealth := PLAYER_HP_LIMIT;
6038 FArmor := PLAYER_AP_LIMIT;
6039 end;
6041 procedure TPlayer.FragCombo();
6042 var
6043 Param: Integer;
6044 begin
6045 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6046 Exit;
6047 if gTime - FLastFrag < FRAG_COMBO_TIME then
6048 begin
6049 if FFragCombo < 5 then
6050 Inc(FFragCombo);
6051 Param := FUID or (FFragCombo shl 16);
6052 if (FComboEvnt >= Low(gDelayedEvents)) and
6053 (FComboEvnt <= High(gDelayedEvents)) and
6054 gDelayedEvents[FComboEvnt].Pending and
6055 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6056 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6057 begin
6058 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6059 gDelayedEvents[FComboEvnt].DENum := Param;
6060 end
6061 else
6062 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6063 end
6064 else
6065 FFragCombo := 1;
6067 FLastFrag := gTime;
6068 end;
6070 procedure TPlayer.GiveItem(ItemType: Byte);
6071 begin
6072 case ItemType of
6073 ITEM_SUIT:
6074 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6075 begin
6076 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6077 end;
6079 ITEM_OXYGEN:
6080 if FAir < AIR_MAX then
6081 begin
6082 FAir := AIR_MAX;
6083 end;
6085 ITEM_MEDKIT_BLACK:
6086 begin
6087 if not (R_BERSERK in FRulez) then
6088 begin
6089 Include(FRulez, R_BERSERK);
6090 if FBFGFireCounter < 1 then
6091 begin
6092 FCurrWeap := WEAPON_KASTET;
6093 resetWeaponQueue();
6094 FModel.SetWeapon(WEAPON_KASTET);
6095 end;
6096 if gFlash <> 0 then
6097 Inc(FPain, 100);
6098 FBerserk := gTime+30000;
6099 end;
6100 if FHealth < PLAYER_HP_SOFT then
6101 begin
6102 FHealth := PLAYER_HP_SOFT;
6103 FBerserk := gTime+30000;
6104 end;
6105 end;
6107 ITEM_INVUL:
6108 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6109 begin
6110 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6111 end;
6113 ITEM_INVIS:
6114 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6115 begin
6116 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6117 end;
6119 ITEM_JETPACK:
6120 if FJetFuel < JET_MAX then
6121 begin
6122 FJetFuel := JET_MAX;
6123 end;
6125 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6126 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6128 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6129 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6131 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6132 ITEM_SPHERE_WHITE:
6133 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6134 begin
6135 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6136 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6137 end;
6139 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6140 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6141 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6142 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6143 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6144 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6145 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6146 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6147 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6149 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6150 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6151 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6152 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6153 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6154 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6155 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6156 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6157 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6159 ITEM_AMMO_BACKPACK:
6160 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6161 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6162 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6163 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6164 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6165 begin
6166 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6167 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6168 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6169 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6170 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6172 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6173 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6174 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6175 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6177 FRulez := FRulez + [R_ITEM_BACKPACK];
6178 end;
6180 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6181 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6182 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6184 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6185 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6187 else
6188 Exit;
6189 end;
6190 if g_Game_IsNet and g_Game_IsServer then
6191 MH_SEND_PlayerStats(FUID);
6192 end;
6194 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6195 var
6196 id, i: DWORD;
6197 Anim: TAnimation;
6198 begin
6199 if (Random(5) = 1) and (Times = 1) then
6200 Exit;
6202 if BodyInLiquid(0, 0) then
6203 begin
6204 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6205 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6206 if Random(2) = 0 then
6207 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6208 else
6209 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6210 Exit;
6211 end;
6213 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6214 begin
6215 for i := 1 to Times do
6216 begin
6217 Anim := TAnimation.Create(id, False, 3);
6218 Anim.Alpha := 150;
6219 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6220 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6221 Anim.Free();
6222 end;
6223 end;
6224 end;
6226 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6227 var
6228 id, i: DWORD;
6229 Anim: TAnimation;
6230 begin
6231 if (Random(10) = 1) and (Times = 1) then
6232 Exit;
6234 if g_Frames_Get(id, 'FRAMES_FLAME') then
6235 begin
6236 for i := 1 to Times do
6237 begin
6238 Anim := TAnimation.Create(id, False, 3);
6239 Anim.Alpha := 0;
6240 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6241 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6242 Anim.Free();
6243 end;
6244 end;
6245 end;
6247 procedure TPlayer.PauseSounds(Enable: Boolean);
6248 begin
6249 FSawSound.Pause(Enable);
6250 FSawSoundIdle.Pause(Enable);
6251 FSawSoundHit.Pause(Enable);
6252 FSawSoundSelect.Pause(Enable);
6253 end;
6255 { T C o r p s e : }
6257 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6258 begin
6259 g_Obj_Init(@FObj);
6260 FObj.X := X;
6261 FObj.Y := Y;
6262 FObj.Rect := PLAYER_CORPSERECT;
6263 FModelName := ModelName;
6264 FMess := aMess;
6266 if FMess then
6267 begin
6268 FState := CORPSE_STATE_MESS;
6269 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6270 end
6271 else
6272 begin
6273 FState := CORPSE_STATE_NORMAL;
6274 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6275 end;
6276 end;
6278 destructor TCorpse.Destroy();
6279 begin
6280 FAnimation.Free();
6282 inherited;
6283 end;
6285 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6287 procedure TCorpse.positionChanged (); inline; begin end;
6289 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6290 begin
6291 if (dx <> 0) or (dy <> 0) then
6292 begin
6293 FObj.X += dx;
6294 FObj.Y += dy;
6295 positionChanged();
6296 end;
6297 end;
6300 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6301 begin
6302 x := FObj.X+PLAYER_CORPSERECT.X;
6303 y := FObj.Y+PLAYER_CORPSERECT.Y;
6304 w := PLAYER_CORPSERECT.Width;
6305 h := PLAYER_CORPSERECT.Height;
6306 end;
6309 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6310 var
6311 pm: TPlayerModel;
6312 begin
6313 if FState = CORPSE_STATE_REMOVEME then
6314 Exit;
6316 FDamage := FDamage + Value;
6318 if FDamage > 150 then
6319 begin
6320 if FAnimation <> nil then
6321 begin
6322 FAnimation.Free();
6323 FAnimation := nil;
6325 FState := CORPSE_STATE_REMOVEME;
6327 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6328 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6329 FModelName, FColor);
6330 // Çâóê ìÿñà îò òðóïà:
6331 pm := g_PlayerModel_Get(FModelName);
6332 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6333 pm.Free;
6334 end;
6335 end
6336 else
6337 begin
6338 FObj.Vel.X := FObj.Vel.X + vx;
6339 FObj.Vel.Y := FObj.Vel.Y + vy;
6340 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6341 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6342 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6343 150, 0, 0);
6344 end;
6345 end;
6347 procedure TCorpse.Draw();
6348 begin
6349 if FState = CORPSE_STATE_REMOVEME then
6350 Exit;
6352 if FAnimation <> nil then
6353 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6355 if FAnimationMask <> nil then
6356 begin
6357 e_Colors := FColor;
6358 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6359 e_Colors.R := 255;
6360 e_Colors.G := 255;
6361 e_Colors.B := 255;
6362 end;
6363 end;
6365 procedure TCorpse.Update();
6366 var
6367 st: Word;
6368 begin
6369 if FState = CORPSE_STATE_REMOVEME then
6370 Exit;
6372 if gTime mod (GAME_TICK*2) <> 0 then
6373 begin
6374 g_Obj_Move(@FObj, True, True, True);
6375 positionChanged(); // this updates spatial accelerators
6376 Exit;
6377 end;
6379 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6380 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6382 st := g_Obj_Move(@FObj, True, True, True);
6383 positionChanged(); // this updates spatial accelerators
6385 if WordBool(st and MOVE_FALLOUT) then
6386 begin
6387 FState := CORPSE_STATE_REMOVEME;
6388 Exit;
6389 end;
6391 if FAnimation <> nil then
6392 FAnimation.Update();
6393 if FAnimationMask <> nil then
6394 FAnimationMask.Update();
6395 end;
6398 procedure TCorpse.SaveState (st: TStream);
6399 var
6400 anim: Boolean;
6401 begin
6402 assert(st <> nil);
6404 // Ñèãíàòóðà òðóïà
6405 utils.writeSign(st, 'CORP');
6406 utils.writeInt(st, Byte(0));
6407 // Ñîñòîÿíèå
6408 utils.writeInt(st, Byte(FState));
6409 // Íàêîïëåííûé óðîí
6410 utils.writeInt(st, Byte(FDamage));
6411 // Öâåò
6412 utils.writeInt(st, Byte(FColor.R));
6413 utils.writeInt(st, Byte(FColor.G));
6414 utils.writeInt(st, Byte(FColor.B));
6415 // Îáúåêò òðóïà
6416 Obj_SaveState(st, @FObj);
6417 utils.writeInt(st, Word(FPlayerUID));
6418 // Åñòü ëè àíèìàöèÿ
6419 anim := (FAnimation <> nil);
6420 utils.writeBool(st, anim);
6421 // Åñëè åñòü - ñîõðàíÿåì
6422 if anim then FAnimation.SaveState(st);
6423 // Åñòü ëè ìàñêà àíèìàöèè
6424 anim := (FAnimationMask <> nil);
6425 utils.writeBool(st, anim);
6426 // Åñëè åñòü - ñîõðàíÿåì
6427 if anim then FAnimationMask.SaveState(st);
6428 end;
6431 procedure TCorpse.LoadState (st: TStream);
6432 var
6433 anim: Boolean;
6434 begin
6435 assert(st <> nil);
6437 // Ñèãíàòóðà òðóïà
6438 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6439 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6440 // Ñîñòîÿíèå
6441 FState := utils.readByte(st);
6442 // Íàêîïëåííûé óðîí
6443 FDamage := utils.readByte(st);
6444 // Öâåò
6445 FColor.R := utils.readByte(st);
6446 FColor.G := utils.readByte(st);
6447 FColor.B := utils.readByte(st);
6448 // Îáúåêò òðóïà
6449 Obj_LoadState(@FObj, st);
6450 FPlayerUID := utils.readWord(st);
6451 // Åñòü ëè àíèìàöèÿ
6452 anim := utils.readBool(st);
6453 // Åñëè åñòü - çàãðóæàåì
6454 if anim then
6455 begin
6456 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6457 FAnimation.LoadState(st);
6458 end;
6459 // Åñòü ëè ìàñêà àíèìàöèè
6460 anim := utils.readBool(st);
6461 // Åñëè åñòü - çàãðóæàåì
6462 if anim then
6463 begin
6464 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6465 FAnimationMask.LoadState(st);
6466 end;
6467 end;
6469 { T B o t : }
6471 constructor TBot.Create();
6472 var
6473 a: Integer;
6474 begin
6475 inherited Create();
6477 FPhysics := True;
6478 FSpectator := False;
6479 FGhost := False;
6481 FIamBot := True;
6483 Inc(gNumBots);
6485 for a := WP_FIRST to WP_LAST do
6486 begin
6487 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6488 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6489 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6490 end;
6491 end;
6493 destructor TBot.Destroy();
6494 begin
6495 Dec(gNumBots);
6496 inherited Destroy();
6497 end;
6499 procedure TBot.Draw();
6500 begin
6501 inherited Draw();
6503 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6504 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6505 end;
6507 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6508 begin
6509 inherited Respawn(Silent, Force);
6511 FAIFlags := nil;
6512 FSelectedWeapon := FCurrWeap;
6513 resetWeaponQueue();
6514 FTargetUID := 0;
6515 end;
6517 procedure TBot.UpdateCombat();
6518 type
6519 TTarget = record
6520 UID: Word;
6521 X, Y: Integer;
6522 Rect: TRectWH;
6523 cX, cY: Integer;
6524 Dist: Word;
6525 Line: Boolean;
6526 Visible: Boolean;
6527 IsPlayer: Boolean;
6528 end;
6530 TTargetRecord = array of TTarget;
6532 function Compare(a, b: TTarget): Integer;
6533 begin
6534 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6535 Result := -1
6536 else
6537 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6538 Result := 1
6539 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6540 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6541 begin
6542 if a.Dist > b.Dist then // B áëèæå
6543 Result := 1
6544 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6545 Result := -1;
6546 end
6547 else // Ñòðàííî -> A
6548 Result := -1;
6549 end;
6551 var
6552 a, x1, y1, x2, y2: Integer;
6553 targets: TTargetRecord;
6554 ammo: Word;
6555 Target, BestTarget: TTarget;
6556 firew, fireh: Integer;
6557 angle: SmallInt;
6558 mon: TMonster;
6559 pla, tpla: TPlayer;
6560 vsPlayer, vsMonster, ok: Boolean;
6563 function monsUpdate (mon: TMonster): Boolean;
6564 begin
6565 result := false; // don't stop
6566 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6567 begin
6568 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6570 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6571 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6573 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6574 if g_TraceVector(x1, y1, x2, y2) then
6575 begin
6576 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6577 SetLength(targets, Length(targets)+1);
6578 with targets[High(targets)] do
6579 begin
6580 UID := mon.UID;
6581 X := mon.Obj.X;
6582 Y := mon.Obj.Y;
6583 cX := x2;
6584 cY := y2;
6585 Rect := mon.Obj.Rect;
6586 Dist := g_PatchLength(x1, y1, x2, y2);
6587 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6588 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6589 Visible := True;
6590 IsPlayer := False;
6591 end;
6592 end;
6593 end;
6594 end;
6596 begin
6597 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6598 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6600 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6601 if FCurrWeap <> FSelectedWeapon then
6602 NextWeapon();
6604 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6605 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6606 begin
6607 RemoveAIFlag('NEEDFIRE');
6609 case FCurrWeap of
6610 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6611 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6612 else PressKey(KEY_FIRE);
6613 end;
6614 end;
6616 // Êîîðäèíàòû ñòâîëà:
6617 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6618 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6620 Target.UID := FTargetUID;
6622 ok := False;
6623 if Target.UID <> 0 then
6624 begin // Öåëü åñòü - íàñòðàèâàåì
6625 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6626 vsPlayer then
6627 begin // Èãðîê
6628 tpla := g_Player_Get(Target.UID);
6629 if tpla <> nil then
6630 with tpla do
6631 begin
6632 if (@FObj) <> nil then
6633 begin
6634 Target.X := FObj.X;
6635 Target.Y := FObj.Y;
6636 end;
6637 end;
6639 Target.cX := Target.X + PLAYER_RECT_CX;
6640 Target.cY := Target.Y + PLAYER_RECT_CY;
6641 Target.Rect := PLAYER_RECT;
6642 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6643 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6644 (y1-4 > Target.Y+PLAYER_RECT.Y);
6645 Target.IsPlayer := True;
6646 ok := True;
6647 end
6648 else
6649 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6650 vsMonster then
6651 begin // Ìîíñòð
6652 mon := g_Monsters_ByUID(Target.UID);
6653 if mon <> nil then
6654 begin
6655 Target.X := mon.Obj.X;
6656 Target.Y := mon.Obj.Y;
6658 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6659 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6660 Target.Rect := mon.Obj.Rect;
6661 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6662 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6663 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6664 Target.IsPlayer := False;
6665 ok := True;
6666 end;
6667 end;
6668 end;
6670 if not ok then
6671 begin // Öåëè íåò - îáíóëÿåì
6672 Target.X := 0;
6673 Target.Y := 0;
6674 Target.cX := 0;
6675 Target.cY := 0;
6676 Target.Visible := False;
6677 Target.Line := False;
6678 Target.IsPlayer := False;
6679 end;
6681 targets := nil;
6683 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6684 if (not Target.Line) or (not Target.Visible) then
6685 begin
6686 // Èãðîêè:
6687 if vsPlayer then
6688 for a := 0 to High(gPlayers) do
6689 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6690 (gPlayers[a].FUID <> FUID) and
6691 (not SameTeam(FUID, gPlayers[a].FUID)) and
6692 (not gPlayers[a].NoTarget) and
6693 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6694 begin
6695 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6696 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6697 Continue;
6699 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6700 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6702 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6703 if g_TraceVector(x1, y1, x2, y2) then
6704 begin
6705 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6706 SetLength(targets, Length(targets)+1);
6707 with targets[High(targets)] do
6708 begin
6709 UID := gPlayers[a].FUID;
6710 X := gPlayers[a].FObj.X;
6711 Y := gPlayers[a].FObj.Y;
6712 cX := x2;
6713 cY := y2;
6714 Rect := PLAYER_RECT;
6715 Dist := g_PatchLength(x1, y1, x2, y2);
6716 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6717 (y1-4 > Target.Y+PLAYER_RECT.Y);
6718 Visible := True;
6719 IsPlayer := True;
6720 end;
6721 end;
6722 end;
6724 // Ìîíñòðû:
6725 if vsMonster then g_Mons_ForEach(monsUpdate);
6726 end;
6728 // Åñëè åñòü âîçìîæíûå öåëè:
6729 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6730 if targets <> nil then
6731 begin
6732 // Âûáèðàåì íàèëó÷øóþ öåëü:
6733 BestTarget := targets[0];
6734 if Length(targets) > 1 then
6735 for a := 1 to High(targets) do
6736 if Compare(BestTarget, targets[a]) = 1 then
6737 BestTarget := targets[a];
6739 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6740 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6741 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6742 begin
6743 Target := BestTarget;
6745 if (Healthy() = 3) or ((Healthy() = 2)) then
6746 begin // Åñëè çäîðîâû - äîãîíÿåì
6747 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6748 SetAIFlag('GORIGHT', '1');
6749 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6750 SetAIFlag('GOLEFT', '1');
6751 end
6752 else
6753 begin // Åñëè ïîáèòû - óáåãàåì
6754 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6755 SetAIFlag('GORIGHT', '1');
6756 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6757 SetAIFlag('GOLEFT', '1');
6758 end;
6760 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6761 SelectWeapon(Abs(x1-Target.cX));
6762 end;
6763 end;
6765 // Åñëè åñòü öåëü:
6766 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6767 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6768 if Target.UID <> 0 then
6769 begin
6770 if not TargetOnScreen(Target.X + Target.Rect.X,
6771 Target.Y + Target.Rect.Y) then
6772 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6773 if (Healthy() = 3) or ((Healthy() = 2)) then
6774 begin // Åñëè çäîðîâû - äîãîíÿåì
6775 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6776 SetAIFlag('GORIGHT', '1');
6777 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6778 SetAIFlag('GOLEFT', '1');
6779 end
6780 else
6781 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6782 Target.UID := 0;
6783 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6784 SetAIFlag('GORIGHT', '1');
6785 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6786 SetAIFlag('GOLEFT', '1');
6787 end;
6788 end
6789 else
6790 begin // Öåëü ïîêà íà "ýêðàíå"
6791 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6792 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6793 FLastVisible := gTime;
6794 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6795 if (Abs(FObj.Y-Target.Y) <= 128) then
6796 begin
6797 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6798 SetAIFlag('GORIGHT', '1');
6799 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6800 SetAIFlag('GOLEFT', '1');
6801 end;
6802 end;
6804 // Âûáèðàåì óãîë ââåðõ:
6805 if FDirection = TDirection.D_LEFT then
6806 angle := ANGLE_LEFTUP
6807 else
6808 angle := ANGLE_RIGHTUP;
6810 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6811 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6813 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6814 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6815 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6816 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6817 Target.Rect.Width, Target.Rect.Height) and
6818 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6819 begin // òî íóæíî ñòðåëÿòü ââåðõ
6820 SetAIFlag('NEEDFIRE', '1');
6821 SetAIFlag('NEEDSEEUP', '1');
6822 end;
6824 // Âûáèðàåì óãîë âíèç:
6825 if FDirection = TDirection.D_LEFT then
6826 angle := ANGLE_LEFTDOWN
6827 else
6828 angle := ANGLE_RIGHTDOWN;
6830 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6831 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6833 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6834 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6835 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6836 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6837 Target.Rect.Width, Target.Rect.Height) and
6838 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6839 begin // òî íóæíî ñòðåëÿòü âíèç
6840 SetAIFlag('NEEDFIRE', '1');
6841 SetAIFlag('NEEDSEEDOWN', '1');
6842 end;
6844 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6845 if Target.Visible and
6846 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6847 (y1-4 > Target.Y+Target.Rect.Y) then
6848 begin
6849 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6850 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
6851 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6852 begin // òî íóæíî ñòðåëÿòü âïåðåä
6853 SetAIFlag('NEEDFIRE', '1');
6854 SetAIFlag('NEEDSEEDOWN', '');
6855 SetAIFlag('NEEDSEEUP', '');
6856 end;
6857 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6858 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6859 if GetRnd(FDifficult.CloseJump) then
6860 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6861 if Abs(FObj.X-Target.X) < 128 then
6862 a := 4
6863 else
6864 a := 30;
6865 if Random(a) = 0 then
6866 SetAIFlag('NEEDJUMP', '1');
6867 end;
6868 end;
6870 // Åñëè öåëü âñå åùå åñòü:
6871 if Target.UID <> 0 then
6872 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6873 Target.UID := 0 // òî çàáûòü öåëü
6874 else // Åñëè âèäåëè íåäàâíî
6875 begin // íî öåëü óáèëè
6876 if Target.IsPlayer then
6877 begin // Öåëü - èãðîê
6878 pla := g_Player_Get(Target.UID);
6879 if (pla = nil) or (not pla.alive) or pla.NoTarget or
6880 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6881 Target.UID := 0; // òî çàáûòü öåëü
6882 end
6883 else
6884 begin // Öåëü - ìîíñòð
6885 mon := g_Monsters_ByUID(Target.UID);
6886 if (mon = nil) or (not mon.alive) then
6887 Target.UID := 0; // òî çàáûòü öåëü
6888 end;
6889 end;
6890 end; // if Target.UID <> 0
6892 FTargetUID := Target.UID;
6894 // Åñëè âîçìîæíûõ öåëåé íåò:
6895 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6896 if targets = nil then
6897 if GetAIFlag('ATTACKLEFT') <> '' then
6898 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6899 RemoveAIFlag('ATTACKLEFT');
6901 SetAIFlag('NEEDJUMP', '1');
6903 if RunDirection() = TDirection.D_RIGHT then
6904 begin // Èäåì íå â òó ñòîðîíó
6905 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6906 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6907 SetAIFlag('NEEDFIRE', '1');
6908 SetAIFlag('GOLEFT', '1');
6909 end;
6910 end
6911 else
6912 begin // Èäåì â íóæíóþ ñòîðîíó
6913 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6914 SetAIFlag('NEEDFIRE', '1');
6915 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6916 SetAIFlag('GORIGHT', '1');
6917 end;
6918 end
6919 else
6920 if GetAIFlag('ATTACKRIGHT') <> '' then
6921 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6922 RemoveAIFlag('ATTACKRIGHT');
6924 SetAIFlag('NEEDJUMP', '1');
6926 if RunDirection() = TDirection.D_LEFT then
6927 begin // Èäåì íå â òó ñòîðîíó
6928 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6929 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6930 SetAIFlag('NEEDFIRE', '1');
6931 SetAIFlag('GORIGHT', '1');
6932 end;
6933 end
6934 else
6935 begin
6936 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6937 SetAIFlag('NEEDFIRE', '1');
6938 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6939 SetAIFlag('GOLEFT', '1');
6940 end;
6941 end;
6943 //HACK! (does it belongs there?)
6944 RealizeCurrentWeapon();
6946 // Åñëè åñòü âîçìîæíûå öåëè:
6947 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6948 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6949 for a := 0 to High(targets) do
6950 begin
6951 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6952 if GetRnd(FDifficult.DiagFire) then
6953 begin
6954 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6955 if FDirection = TDirection.D_LEFT then
6956 angle := ANGLE_LEFTUP
6957 else
6958 angle := ANGLE_RIGHTUP;
6960 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6961 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6963 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6964 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6965 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6966 targets[a].Rect.Width, targets[a].Rect.Height) and
6967 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6968 begin
6969 SetAIFlag('NEEDFIRE', '1');
6970 SetAIFlag('NEEDSEEUP', '1');
6971 end;
6973 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6974 if FDirection = TDirection.D_LEFT then
6975 angle := ANGLE_LEFTDOWN
6976 else
6977 angle := ANGLE_RIGHTDOWN;
6979 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6980 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6982 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6983 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6984 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6985 targets[a].Rect.Width, targets[a].Rect.Height) and
6986 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6987 begin
6988 SetAIFlag('NEEDFIRE', '1');
6989 SetAIFlag('NEEDSEEDOWN', '1');
6990 end;
6991 end;
6993 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6994 if targets[a].Line and targets[a].Visible and
6995 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
6996 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
6997 begin
6998 SetAIFlag('NEEDFIRE', '1');
6999 Break;
7000 end;
7001 end;
7003 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7004 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7005 PLAYER_RECT.Width, PLAYER_RECT.Height,
7006 40+GetInterval(FDifficult.Cover, 40)) then
7007 SetAIFlag('NEEDJUMP', '1');
7009 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7010 ammo := GetAmmoByWeapon(FCurrWeap);
7011 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7012 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7013 (ammo = 0) then
7014 SetAIFlag('SELECTWEAPON', '1');
7016 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7017 if GetAIFlag('SELECTWEAPON') = '1' then
7018 begin
7019 SelectWeapon(-1);
7020 RemoveAIFlag('SELECTWEAPON');
7021 end;
7022 end;
7024 procedure TBot.Update();
7025 var
7026 EnableAI: Boolean;
7027 begin
7028 if not FAlive then
7029 begin // Respawn
7030 ReleaseKeys();
7031 PressKey(KEY_UP);
7032 end
7033 else
7034 begin
7035 EnableAI := True;
7037 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7038 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7039 EnableAI := False;
7040 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7041 EnableAI := False;
7042 if g_debug_BotAIOff = 3 then
7043 EnableAI := False;
7045 if EnableAI then
7046 begin
7047 UpdateMove();
7048 UpdateCombat();
7049 end
7050 else
7051 begin
7052 RealizeCurrentWeapon();
7053 end;
7054 end;
7056 inherited Update();
7057 end;
7059 procedure TBot.ReleaseKey(Key: Byte);
7060 begin
7061 with FKeys[Key] do
7062 begin
7063 Pressed := False;
7064 Time := 0;
7065 end;
7066 end;
7068 function TBot.KeyPressed(Key: Word): Boolean;
7069 begin
7070 Result := FKeys[Key].Pressed;
7071 end;
7073 function TBot.GetAIFlag(aName: String20): String20;
7074 var
7075 a: Integer;
7076 begin
7077 Result := '';
7079 aName := LowerCase(aName);
7081 if FAIFlags <> nil then
7082 for a := 0 to High(FAIFlags) do
7083 if LowerCase(FAIFlags[a].Name) = aName then
7084 begin
7085 Result := FAIFlags[a].Value;
7086 Break;
7087 end;
7088 end;
7090 procedure TBot.RemoveAIFlag(aName: String20);
7091 var
7092 a, b: Integer;
7093 begin
7094 if FAIFlags = nil then Exit;
7096 aName := LowerCase(aName);
7098 for a := 0 to High(FAIFlags) do
7099 if LowerCase(FAIFlags[a].Name) = aName then
7100 begin
7101 if a <> High(FAIFlags) then
7102 for b := a to High(FAIFlags)-1 do
7103 FAIFlags[b] := FAIFlags[b+1];
7105 SetLength(FAIFlags, Length(FAIFlags)-1);
7106 Break;
7107 end;
7108 end;
7110 procedure TBot.SetAIFlag(aName, fValue: String20);
7111 var
7112 a: Integer;
7113 ok: Boolean;
7114 begin
7115 a := 0;
7116 ok := False;
7118 aName := LowerCase(aName);
7120 if FAIFlags <> nil then
7121 for a := 0 to High(FAIFlags) do
7122 if LowerCase(FAIFlags[a].Name) = aName then
7123 begin
7124 ok := True;
7125 Break;
7126 end;
7128 if ok then FAIFlags[a].Value := fValue
7129 else
7130 begin
7131 SetLength(FAIFlags, Length(FAIFlags)+1);
7132 with FAIFlags[High(FAIFlags)] do
7133 begin
7134 Name := aName;
7135 Value := fValue;
7136 end;
7137 end;
7138 end;
7140 procedure TBot.UpdateMove;
7142 procedure GoLeft(Time: Word = 1);
7143 begin
7144 ReleaseKey(KEY_LEFT);
7145 ReleaseKey(KEY_RIGHT);
7146 PressKey(KEY_LEFT, Time);
7147 SetDirection(TDirection.D_LEFT);
7148 end;
7150 procedure GoRight(Time: Word = 1);
7151 begin
7152 ReleaseKey(KEY_LEFT);
7153 ReleaseKey(KEY_RIGHT);
7154 PressKey(KEY_RIGHT, Time);
7155 SetDirection(TDirection.D_RIGHT);
7156 end;
7158 function Rnd(a: Word): Boolean;
7159 begin
7160 Result := Random(a) = 0;
7161 end;
7163 procedure Turn(Time: Word = 1200);
7164 begin
7165 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7166 end;
7168 procedure Stop();
7169 begin
7170 ReleaseKey(KEY_LEFT);
7171 ReleaseKey(KEY_RIGHT);
7172 end;
7174 function CanRunLeft(): Boolean;
7175 begin
7176 Result := not CollideLevel(-1, 0);
7177 end;
7179 function CanRunRight(): Boolean;
7180 begin
7181 Result := not CollideLevel(1, 0);
7182 end;
7184 function CanRun(): Boolean;
7185 begin
7186 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7187 end;
7189 procedure Jump(Time: Word = 30);
7190 begin
7191 PressKey(KEY_JUMP, Time);
7192 end;
7194 function NearHole(): Boolean;
7195 var
7196 x, sx: Integer;
7197 begin
7198 { TODO 5 : Ëåñòíèöû }
7199 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7200 for x := 1 to PLAYER_RECT.Width do
7201 if (not StayOnStep(x*sx, 0)) and
7202 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7203 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7204 begin
7205 Result := True;
7206 Exit;
7207 end;
7209 Result := False;
7210 end;
7212 function BorderHole(): Boolean;
7213 var
7214 x, sx, xx: Integer;
7215 begin
7216 { TODO 5 : Ëåñòíèöû }
7217 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7218 for x := 1 to PLAYER_RECT.Width do
7219 if (not StayOnStep(x*sx, 0)) and
7220 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7221 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7222 begin
7223 for xx := x to x+32 do
7224 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7225 begin
7226 Result := True;
7227 Exit;
7228 end;
7229 end;
7231 Result := False;
7232 end;
7234 function NearDeepHole(): Boolean;
7235 var
7236 x, sx, y: Integer;
7237 begin
7238 Result := False;
7240 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7241 y := 3;
7243 for x := 1 to PLAYER_RECT.Width do
7244 if (not StayOnStep(x*sx, 0)) and
7245 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7246 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7247 begin
7248 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7249 begin
7250 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7251 y := y+1;
7252 end;
7254 Result := True;
7255 end else Result := False;
7256 end;
7258 function OverDeepHole(): Boolean;
7259 var
7260 y: Integer;
7261 begin
7262 Result := False;
7264 y := 1;
7265 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7266 begin
7267 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7268 y := y+1;
7269 end;
7271 Result := True;
7272 end;
7274 function OnGround(): Boolean;
7275 begin
7276 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7277 end;
7279 function OnLadder(): Boolean;
7280 begin
7281 Result := FullInStep(0, 0);
7282 end;
7284 function BelowLadder(): Boolean;
7285 begin
7286 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7287 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7288 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7289 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7290 end;
7292 function BelowLiftUp(): Boolean;
7293 begin
7294 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7295 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7296 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7297 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7298 end;
7300 function OnTopLift(): Boolean;
7301 begin
7302 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7303 end;
7305 function CanJumpOver(): Boolean;
7306 var
7307 sx, y: Integer;
7308 begin
7309 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7311 Result := False;
7313 if not CollideLevel(sx, 0) then Exit;
7315 for y := 1 to BOT_MAXJUMP do
7316 if CollideLevel(0, -y) then Exit else
7317 if not CollideLevel(sx, -y) then
7318 begin
7319 Result := True;
7320 Exit;
7321 end;
7322 end;
7324 function CanJumpUp(Dist: ShortInt): Boolean;
7325 var
7326 y, yy: Integer;
7327 c: Boolean;
7328 begin
7329 Result := False;
7331 if CollideLevel(Dist, 0) then Exit;
7333 c := False;
7334 for y := 0 to BOT_MAXJUMP do
7335 if CollideLevel(Dist, -y) then
7336 begin
7337 c := True;
7338 Break;
7339 end;
7341 if not c then Exit;
7343 c := False;
7344 for yy := y+1 to BOT_MAXJUMP do
7345 if not CollideLevel(Dist, -yy) then
7346 begin
7347 c := True;
7348 Break;
7349 end;
7351 if not c then Exit;
7353 c := False;
7354 for y := 0 to BOT_MAXJUMP do
7355 if CollideLevel(0, -y) then
7356 begin
7357 c := True;
7358 Break;
7359 end;
7361 if c then Exit;
7363 if y < yy then Exit;
7365 Result := True;
7366 end;
7368 function IsSafeTrigger(): Boolean;
7369 var
7370 a: Integer;
7371 begin
7372 Result := True;
7373 if gTriggers = nil then
7374 Exit;
7375 for a := 0 to High(gTriggers) do
7376 if Collide(gTriggers[a].X,
7377 gTriggers[a].Y,
7378 gTriggers[a].Width,
7379 gTriggers[a].Height) and
7380 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7381 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7382 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7383 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7384 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7385 Result := False;
7386 end;
7388 begin
7389 // Âîçìîæíî, íàæèìàåì êíîïêó:
7390 if Rnd(16) and IsSafeTrigger() then
7391 PressKey(KEY_OPEN);
7393 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7394 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7395 begin
7396 ReleaseKey(KEY_LEFT);
7397 ReleaseKey(KEY_RIGHT);
7398 Jump();
7399 end;
7401 // Èäåì âëåâî, åñëè íàäî áûëî:
7402 if GetAIFlag('GOLEFT') <> '' then
7403 begin
7404 RemoveAIFlag('GOLEFT');
7405 if CanRunLeft() then
7406 GoLeft(360);
7407 end;
7409 // Èäåì âïðàâî, åñëè íàäî áûëî:
7410 if GetAIFlag('GORIGHT') <> '' then
7411 begin
7412 RemoveAIFlag('GORIGHT');
7413 if CanRunRight() then
7414 GoRight(360);
7415 end;
7417 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7418 if FObj.X < -32 then
7419 GoRight(360)
7420 else
7421 if FObj.X+32 > gMapInfo.Width then
7422 GoLeft(360);
7424 // Ïðûãàåì, åñëè íàäî áûëî:
7425 if GetAIFlag('NEEDJUMP') <> '' then
7426 begin
7427 Jump(0);
7428 RemoveAIFlag('NEEDJUMP');
7429 end;
7431 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7432 if GetAIFlag('NEEDSEEUP') <> '' then
7433 begin
7434 ReleaseKey(KEY_UP);
7435 ReleaseKey(KEY_DOWN);
7436 PressKey(KEY_UP, 20);
7437 RemoveAIFlag('NEEDSEEUP');
7438 end;
7440 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7441 if GetAIFlag('NEEDSEEDOWN') <> '' then
7442 begin
7443 ReleaseKey(KEY_UP);
7444 ReleaseKey(KEY_DOWN);
7445 PressKey(KEY_DOWN, 20);
7446 RemoveAIFlag('NEEDSEEDOWN');
7447 end;
7449 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7450 if GetAIFlag('GOINHOLE') <> '' then
7451 if not OnGround() then
7452 begin
7453 ReleaseKey(KEY_LEFT);
7454 ReleaseKey(KEY_RIGHT);
7455 RemoveAIFlag('GOINHOLE');
7456 SetAIFlag('FALLINHOLE', '1');
7457 end;
7459 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7460 if GetAIFlag('FALLINHOLE') <> '' then
7461 if OnGround() then
7462 RemoveAIFlag('FALLINHOLE');
7464 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7465 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7466 if GetAIFlag('FALLINHOLE') = '' then
7467 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7468 if Rnd(2) then
7469 GoLeft(360)
7470 else
7471 GoRight(360);
7473 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7474 if OnGround() and
7475 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7476 Rnd(8) then
7477 Jump();
7479 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7480 if OnGround() and NearHole() then
7481 if NearDeepHole() then // Åñëè ýòî áåçäíà
7482 case Random(6) of
7483 0..3: Turn(); // Áåæèì îáðàòíî
7484 4: Jump(); // Ïðûãàåì
7485 5: begin // Ïðûãàåì îáðàòíî
7486 Turn();
7487 Jump();
7488 end;
7489 end
7490 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7491 if GetAIFlag('GOINHOLE') = '' then
7492 case Random(6) of
7493 0: Turn(); // Íå íóæíî òóäà
7494 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7495 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7496 if BorderHole() then
7497 SetAIFlag('GOINHOLE', '1');
7498 end;
7500 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7501 if (not CanRun()) and OnGround() then
7502 begin
7503 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7504 if CanJumpOver() or OnLadder() then
7505 Jump()
7506 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7507 if Random(2) = 0 then
7508 begin
7509 if IsSafeTrigger() then
7510 PressKey(KEY_OPEN);
7511 end else
7512 Turn();
7513 end;
7515 // Îñòàëîñü ìàëî âîçäóõà:
7516 if FAir < 36 * 2 then
7517 Jump(20);
7519 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7520 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7521 if BodyInAcid(0, 0) then
7522 Jump();
7523 end;
7525 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7526 begin
7527 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7528 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7529 end;
7531 {function TBot.NeedItem(Item: Byte): Byte;
7532 begin
7533 Result := 4;
7534 end;}
7536 procedure TBot.SelectWeapon(Dist: Integer);
7537 var
7538 a: Integer;
7540 function HaveAmmo(weapon: Byte): Boolean;
7541 begin
7542 case weapon of
7543 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7544 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7545 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7546 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7547 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7548 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7549 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7550 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7551 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7552 else Result := True;
7553 end;
7554 end;
7556 begin
7557 if Dist = -1 then Dist := BOT_LONGDIST;
7559 if Dist > BOT_LONGDIST then
7560 begin // Äàëüíèé áîé
7561 for a := 0 to 9 do
7562 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7563 begin
7564 FSelectedWeapon := FDifficult.WeaponPrior[a];
7565 Break;
7566 end;
7567 end
7568 else //if Dist > BOT_UNSAFEDIST then
7569 begin // Áëèæíèé áîé
7570 for a := 0 to 9 do
7571 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7572 begin
7573 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7574 Break;
7575 end;
7576 end;
7577 { else
7578 begin
7579 for a := 0 to 9 do
7580 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7581 begin
7582 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7583 Break;
7584 end;
7585 end;}
7586 end;
7588 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7589 begin
7590 Result := inherited PickItem(ItemType, force, remove);
7592 if Result then SetAIFlag('SELECTWEAPON', '1');
7593 end;
7595 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7596 begin
7597 Result := inherited Heal(value, Soft);
7598 end;
7600 function TBot.Healthy(): Byte;
7601 begin
7602 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7603 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7604 else if (FHealth > 50) then Result := 2
7605 else if (FHealth > 20) then Result := 1
7606 else Result := 0;
7607 end;
7609 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7610 begin
7611 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7612 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7613 end;
7615 procedure TBot.OnDamage(Angle: SmallInt);
7616 var
7617 pla: TPlayer;
7618 mon: TMonster;
7619 ok: Boolean;
7620 begin
7621 inherited;
7623 if (Angle = 0) or (Angle = 180) then
7624 begin
7625 ok := False;
7626 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7627 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7628 begin // Èãðîê
7629 pla := g_Player_Get(FLastSpawnerUID);
7630 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7631 pla.FObj.Y + PLAYER_RECT.Y);
7632 end
7633 else
7634 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7635 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7636 begin // Ìîíñòð
7637 mon := g_Monsters_ByUID(FLastSpawnerUID);
7638 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7639 mon.Obj.Y + mon.Obj.Rect.Y);
7640 end;
7642 if ok then
7643 if Angle = 0 then
7644 SetAIFlag('ATTACKLEFT', '1')
7645 else
7646 SetAIFlag('ATTACKRIGHT', '1');
7647 end;
7648 end;
7650 function TBot.RunDirection(): TDirection;
7651 begin
7652 if Abs(Vel.X) >= 1 then
7653 begin
7654 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7655 end else
7656 Result := FDirection;
7657 end;
7659 function TBot.GetRnd(a: Byte): Boolean;
7660 begin
7661 if a = 0 then Result := False
7662 else if a = 255 then Result := True
7663 else Result := Random(256) > 255-a;
7664 end;
7666 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7667 begin
7668 Result := Round((255-a)/255*radius*(Random(2)-1));
7669 end;
7672 procedure TDifficult.save (st: TStream);
7673 begin
7674 utils.writeInt(st, Byte(DiagFire));
7675 utils.writeInt(st, Byte(InvisFire));
7676 utils.writeInt(st, Byte(DiagPrecision));
7677 utils.writeInt(st, Byte(FlyPrecision));
7678 utils.writeInt(st, Byte(Cover));
7679 utils.writeInt(st, Byte(CloseJump));
7680 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7681 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7682 end;
7684 procedure TDifficult.load (st: TStream);
7685 begin
7686 DiagFire := utils.readByte(st);
7687 InvisFire := utils.readByte(st);
7688 DiagPrecision := utils.readByte(st);
7689 FlyPrecision := utils.readByte(st);
7690 Cover := utils.readByte(st);
7691 CloseJump := utils.readByte(st);
7692 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7693 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7694 end;
7697 procedure TBot.SaveState (st: TStream);
7698 var
7699 i: Integer;
7700 dw: Integer;
7701 begin
7702 inherited SaveState(st);
7703 utils.writeSign(st, 'BOT0');
7704 // Âûáðàííîå îðóæèå
7705 utils.writeInt(st, Byte(FSelectedWeapon));
7706 // UID öåëè
7707 utils.writeInt(st, Word(FTargetUID));
7708 // Âðåìÿ ïîòåðè öåëè
7709 utils.writeInt(st, LongWord(FLastVisible));
7710 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7711 dw := Length(FAIFlags);
7712 utils.writeInt(st, LongInt(dw));
7713 // Ôëàãè ÈÈ
7714 for i := 0 to dw-1 do
7715 begin
7716 utils.writeStr(st, FAIFlags[i].Name, 20);
7717 utils.writeStr(st, FAIFlags[i].Value, 20);
7718 end;
7719 // Íàñòðîéêè ñëîæíîñòè
7720 FDifficult.save(st);
7721 end;
7724 procedure TBot.LoadState (st: TStream);
7725 var
7726 i: Integer;
7727 dw: Integer;
7728 begin
7729 inherited LoadState(st);
7730 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7731 // Âûáðàííîå îðóæèå
7732 FSelectedWeapon := utils.readByte(st);
7733 // UID öåëè
7734 FTargetUID := utils.readWord(st);
7735 // Âðåìÿ ïîòåðè öåëè
7736 FLastVisible := utils.readLongWord(st);
7737 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7738 dw := utils.readLongInt(st);
7739 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7740 SetLength(FAIFlags, dw);
7741 // Ôëàãè ÈÈ
7742 for i := 0 to dw-1 do
7743 begin
7744 FAIFlags[i].Name := utils.readStr(st, 20);
7745 FAIFlags[i].Value := utils.readStr(st, 20);
7746 end;
7747 // Íàñòðîéêè ñëîæíîñòè
7748 FDifficult.load(st);
7749 end;
7752 begin
7753 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7754 end.