DEADSOFTWARE

purge cl_interp from the code
[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, version 3 of the License ONLY.
6 *
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
11 *
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
14 *)
15 {$INCLUDE ../shared/a_modes.inc}
16 {$M+}
17 unit g_player;
19 interface
21 uses
22 SysUtils, Classes,
23 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
24 e_graphics, g_playermodel, g_basic, g_textures,
25 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
26 g_panel;
28 const
29 KEY_LEFT = 1;
30 KEY_RIGHT = 2;
31 KEY_UP = 3;
32 KEY_DOWN = 4;
33 KEY_FIRE = 5;
34 KEY_NEXTWEAPON = 6;
35 KEY_PREVWEAPON = 7;
36 KEY_OPEN = 8;
37 KEY_JUMP = 9;
38 KEY_CHAT = 10;
40 R_ITEM_BACKPACK = 0;
41 R_KEY_RED = 1;
42 R_KEY_GREEN = 2;
43 R_KEY_BLUE = 3;
44 R_BERSERK = 4;
46 MR_SUIT = 0;
47 MR_INVUL = 1;
48 MR_INVIS = 2;
49 MR_MAX = 2;
51 A_BULLETS = 0;
52 A_SHELLS = 1;
53 A_ROCKETS = 2;
54 A_CELLS = 3;
55 A_FUEL = 4;
56 A_HIGH = 4;
58 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
59 ((200, 50, 50, 300, 100),
60 (400, 100, 100, 600, 200));
62 K_SIMPLEKILL = 0;
63 K_HARDKILL = 1;
64 K_EXTRAHARDKILL = 2;
65 K_FALLKILL = 3;
67 T_RESPAWN = 0;
68 T_SWITCH = 1;
69 T_USE = 2;
70 T_FLAGCAP = 3;
72 TEAM_NONE = 0;
73 TEAM_RED = 1;
74 TEAM_BLUE = 2;
75 TEAM_COOP = 3;
77 SHELL_BULLET = 0;
78 SHELL_SHELL = 1;
79 SHELL_DBLSHELL = 2;
81 ANGLE_NONE = Low(SmallInt);
83 CORPSE_STATE_REMOVEME = 0;
84 CORPSE_STATE_NORMAL = 1;
85 CORPSE_STATE_MESS = 2;
87 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
88 PLAYER_RECT_CX = 15+(34 div 2);
89 PLAYER_RECT_CY = 12+(52 div 2);
90 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
92 PLAYER_HP_SOFT = 100;
93 PLAYER_HP_LIMIT = 200;
94 PLAYER_AP_SOFT = 100;
95 PLAYER_AP_LIMIT = 200;
96 SUICIDE_DAMAGE = 112;
97 WEAPON_DELAY = 5;
99 PLAYER_BURN_TIME = 110;
101 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
102 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
104 type
105 TPlayerStat = record
106 Num: Integer;
107 Ping: Word;
108 Loss: Byte;
109 Name: String;
110 Team: Byte;
111 Frags: SmallInt;
112 Deaths: SmallInt;
113 Lives: Byte;
114 Kills: Word;
115 Color: TRGB;
116 Spectator: Boolean;
117 end;
119 TPlayerStatArray = Array of TPlayerStat;
121 TPlayerSavedState = record
122 Health: Integer;
123 Armor: Integer;
124 Air: Integer;
125 JetFuel: Integer;
126 CurrWeap: Byte;
127 NextWeap: WORD;
128 NextWeapDelay: Byte;
129 Ammo: Array [A_BULLETS..A_HIGH] of Word;
130 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
131 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
132 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
133 Used: Boolean;
134 end;
136 TKeyState = record
137 Pressed: Boolean;
138 Time: Word;
139 end;
141 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
142 private
143 FIamBot: Boolean;
144 FUID: Word;
145 FName: String;
146 FTeam: Byte;
147 FAlive: Boolean;
148 FSpawned: Boolean;
149 FDirection: TDirection;
150 FHealth: Integer;
151 FLives: Byte;
152 FArmor: Integer;
153 FAir: Integer;
154 FPain: Integer;
155 FPickup: Integer;
156 FKills: Integer;
157 FMonsterKills: Integer;
158 FFrags: Integer;
159 FFragCombo: Byte;
160 FLastFrag: LongWord;
161 FComboEvnt: Integer;
162 FDeath: Integer;
163 FCanJetpack: Boolean;
164 FJetFuel: Integer;
165 FFlag: Byte;
166 FSecrets: Integer;
167 FCurrWeap: Byte;
168 FNextWeap: WORD;
169 FNextWeapDelay: Byte; // frames
170 FBFGFireCounter: SmallInt;
171 FLastSpawnerUID: Word;
172 FLastHit: Byte;
173 FObj: TObj;
174 FSpectatePlayer: Integer;
175 FFirePainTime: Integer;
176 FFireAttacker: Word;
178 FSavedStateNum: Integer;
180 FModel: TPlayerModel;
181 FPunchAnim: TAnimation;
182 FActionPrior: Byte;
183 FActionAnim: Byte;
184 FActionForce: Boolean;
185 FActionChanged: Boolean;
186 FAngle: SmallInt;
187 FFireAngle: SmallInt;
188 FIncCamOld: Integer;
189 FIncCam: Integer;
190 FSlopeOld: Integer;
191 FShellTimer: Integer;
192 FShellType: Byte;
193 FSawSound: TPlayableSound;
194 FSawSoundIdle: TPlayableSound;
195 FSawSoundHit: TPlayableSound;
196 FSawSoundSelect: TPlayableSound;
197 FFlameSoundOn: TPlayableSound;
198 FFlameSoundOff: TPlayableSound;
199 FFlameSoundWork: TPlayableSound;
200 FJetSoundOn: TPlayableSound;
201 FJetSoundOff: TPlayableSound;
202 FJetSoundFly: TPlayableSound;
203 FGodMode: Boolean;
204 FNoTarget: Boolean;
205 FNoReload: Boolean;
206 FJustTeleported: Boolean;
207 FNetTime: LongWord;
208 mEDamageType: Integer;
211 function CollideLevel(XInc, YInc: Integer): Boolean;
212 function StayOnStep(XInc, YInc: Integer): Boolean;
213 function HeadInLiquid(XInc, YInc: Integer): Boolean;
214 function BodyInLiquid(XInc, YInc: Integer): Boolean;
215 function BodyInAcid(XInc, YInc: Integer): Boolean;
216 function FullInLift(XInc, YInc: Integer): Integer;
217 {procedure CollideItem();}
218 procedure FlySmoke(Times: DWORD = 1);
219 procedure OnFireFlame(Times: DWORD = 1);
220 function GetAmmoByWeapon(Weapon: Byte): Word;
221 procedure SetAction(Action: Byte; Force: Boolean = False);
222 procedure OnDamage(Angle: SmallInt); virtual;
223 function firediry(): Integer;
224 procedure DoPunch();
226 procedure Run(Direction: TDirection);
227 procedure NextWeapon();
228 procedure PrevWeapon();
229 procedure SeeUp();
230 procedure SeeDown();
231 procedure Fire();
232 procedure Jump();
233 procedure Use();
235 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
236 procedure resetWeaponQueue ();
237 function hasAmmoForWeapon (weapon: Byte): Boolean;
239 procedure doDamage (v: Integer);
241 function followCorpse(): Boolean;
243 public
244 FDamageBuffer: Integer;
246 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
247 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
248 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
249 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
250 FBerserk: Integer;
251 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
252 FReloading: Array [WP_FIRST..WP_LAST] of Word;
253 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
254 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
255 FColor: TRGB;
256 FPreferredTeam: Byte;
257 FSpectator: Boolean;
258 FNoRespawn: Boolean;
259 FWantsInGame: Boolean;
260 FGhost: Boolean;
261 FPhysics: Boolean;
262 FFlaming: Boolean;
263 FJetpack: Boolean;
264 FActualModelName: string;
265 FClientID: SmallInt;
266 FPing: Word;
267 FLoss: Byte;
268 FReady: Boolean;
269 FDummy: Boolean;
270 FFireTime: Integer;
271 FSpawnInvul: Integer;
272 FHandicap: Integer;
273 FWaitForFirstSpawn: Boolean; // set to `true` in server, used to spawn a player on first full state request
275 // debug: viewport offset
276 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
278 function isValidViewPort (): Boolean; inline;
280 constructor Create(); virtual;
281 destructor Destroy(); override;
282 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
283 function GetRespawnPoint(): Byte;
284 procedure PressKey(Key: Byte; Time: Word = 1);
285 procedure ReleaseKeys();
286 procedure SetModel(ModelName: String);
287 procedure SetColor(Color: TRGB);
288 function GetColor(): TRGB;
289 procedure SetWeapon(W: Byte);
290 function IsKeyPressed(K: Byte): Boolean;
291 function GetKeys(): Byte;
292 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
293 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
294 function Collide(Panel: TPanel): Boolean; overload;
295 function Collide(X, Y: Integer): Boolean; overload;
296 procedure SetDirection(Direction: TDirection);
297 procedure GetSecret();
298 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
299 procedure Touch();
300 procedure Push(vx, vy: Integer);
301 procedure ChangeModel(ModelName: String);
302 procedure SwitchTeam;
303 procedure ChangeTeam(Team: Byte);
304 procedure BFGHit();
305 function GetFlag(Flag: Byte): Boolean;
306 procedure SetFlag(Flag: Byte);
307 function DropFlag(Silent: Boolean = True): Boolean;
308 procedure AllRulez(Health: Boolean);
309 procedure RestoreHealthArmor();
310 procedure FragCombo();
311 procedure GiveItem(ItemType: Byte);
312 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
313 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
314 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
315 procedure MakeBloodSimple(Count: Word);
316 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
317 procedure Reset(Force: Boolean);
318 procedure Spectate(NoMove: Boolean = False);
319 procedure SwitchNoClip;
320 procedure SoftReset();
321 procedure Draw(); virtual;
322 procedure DrawPain();
323 procedure DrawPickup();
324 procedure DrawRulez();
325 procedure DrawAim();
326 procedure DrawIndicator(Color: TRGB);
327 procedure DrawBubble();
328 procedure DrawGUI();
329 procedure PreUpdate();
330 procedure Update(); virtual;
331 procedure RememberState();
332 procedure RecallState();
333 procedure SaveState (st: TStream); virtual;
334 procedure LoadState (st: TStream); virtual;
335 procedure PauseSounds(Enable: Boolean);
336 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
337 procedure QueueWeaponSwitch(Weapon: Byte);
338 procedure RealizeCurrentWeapon();
339 procedure FlamerOn;
340 procedure FlamerOff;
341 procedure JetpackOn;
342 procedure JetpackOff;
343 procedure CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
345 //WARNING! this does nothing for now, but still call it!
346 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
348 procedure getMapBox (out x, y, w, h: Integer); inline;
349 procedure moveBy (dx, dy: Integer); inline;
351 public
352 property Vel: TPoint2i read FObj.Vel;
353 property Obj: TObj read FObj;
355 property Name: String read FName write FName;
356 property Model: TPlayerModel read FModel;
357 property Health: Integer read FHealth write FHealth;
358 property Lives: Byte read FLives write FLives;
359 property Armor: Integer read FArmor write FArmor;
360 property Air: Integer read FAir write FAir;
361 property JetFuel: Integer read FJetFuel write FJetFuel;
362 property Frags: Integer read FFrags write FFrags;
363 property Death: Integer read FDeath write FDeath;
364 property Kills: Integer read FKills write FKills;
365 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
366 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
367 property Secrets: Integer read FSecrets;
368 property GodMode: Boolean read FGodMode write FGodMode;
369 property NoTarget: Boolean read FNoTarget write FNoTarget;
370 property NoReload: Boolean read FNoReload write FNoReload;
371 property alive: Boolean read FAlive write FAlive;
372 property Flag: Byte read FFlag;
373 property Team: Byte read FTeam write FTeam;
374 property Direction: TDirection read FDirection;
375 property GameX: Integer read FObj.X write FObj.X;
376 property GameY: Integer read FObj.Y write FObj.Y;
377 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
378 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
379 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
380 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
381 property IncCam: Integer read FIncCam write FIncCam;
382 property IncCamOld: Integer read FIncCamOld write FIncCamOld;
383 property SlopeOld: Integer read FSlopeOld write FSlopeOld;
384 property UID: Word read FUID write FUID;
385 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
386 property NetTime: LongWord read FNetTime write FNetTime;
388 published
389 property eName: String read FName write FName;
390 property eHealth: Integer read FHealth write FHealth;
391 property eLives: Byte read FLives write FLives;
392 property eArmor: Integer read FArmor write FArmor;
393 property eAir: Integer read FAir write FAir;
394 property eJetFuel: Integer read FJetFuel write FJetFuel;
395 property eFrags: Integer read FFrags write FFrags;
396 property eDeath: Integer read FDeath write FDeath;
397 property eKills: Integer read FKills write FKills;
398 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
399 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
400 property eSecrets: Integer read FSecrets write FSecrets;
401 property eGodMode: Boolean read FGodMode write FGodMode;
402 property eNoTarget: Boolean read FNoTarget write FNoTarget;
403 property eNoReload: Boolean read FNoReload write FNoReload;
404 property eAlive: Boolean read FAlive write FAlive;
405 property eFlag: Byte read FFlag;
406 property eTeam: Byte read FTeam write FTeam;
407 property eDirection: TDirection read FDirection;
408 property eGameX: Integer read FObj.X write FObj.X;
409 property eGameY: Integer read FObj.Y write FObj.Y;
410 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
411 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
412 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
413 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
414 property eIncCam: Integer read FIncCam write FIncCam;
415 property eUID: Word read FUID;
416 property eJustTeleported: Boolean read FJustTeleported;
417 property eNetTime: LongWord read FNetTime;
419 // set this before assigning something to `eDamage`
420 property eDamageType: Integer read mEDamageType write mEDamageType;
421 property eDamage: Integer write doDamage;
422 end;
424 TDifficult = record
425 public
426 DiagFire: Byte;
427 InvisFire: Byte;
428 DiagPrecision: Byte;
429 FlyPrecision: Byte;
430 Cover: Byte;
431 CloseJump: Byte;
432 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
433 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
434 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
436 public
437 procedure save (st: TStream);
438 procedure load (st: TStream);
439 end;
441 TAIFlag = record
442 Name: String;
443 Value: String;
444 end;
446 TBot = class(TPlayer)
447 private
448 FSelectedWeapon: Byte;
449 FTargetUID: Word;
450 FLastVisible: DWORD;
451 FAIFlags: Array of TAIFlag;
452 FDifficult: TDifficult;
454 function GetRnd(a: Byte): Boolean;
455 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
456 function RunDirection(): TDirection;
457 function FullInStep(XInc, YInc: Integer): Boolean;
458 //function NeedItem(Item: Byte): Byte;
459 procedure SelectWeapon(Dist: Integer);
460 procedure SetAIFlag(aName, fValue: String20);
461 function GetAIFlag(aName: String20): String20;
462 procedure RemoveAIFlag(aName: String20);
463 function Healthy(): Byte;
464 procedure UpdateMove();
465 procedure UpdateCombat();
466 function KeyPressed(Key: Word): Boolean;
467 procedure ReleaseKey(Key: Byte);
468 function TargetOnScreen(TX, TY: Integer): Boolean;
469 procedure OnDamage(Angle: SmallInt); override;
471 public
472 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
473 constructor Create(); override;
474 destructor Destroy(); override;
475 procedure Draw(); override;
476 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
477 function Heal(value: Word; Soft: Boolean): Boolean; override;
478 procedure Update(); override;
479 procedure SaveState (st: TStream); override;
480 procedure LoadState (st: TStream); override;
481 end;
483 PGib = ^TGib;
484 TGib = record
485 alive: Boolean;
486 ID: DWORD;
487 MaskID: DWORD;
488 RAngle: Integer;
489 Color: TRGB;
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;
499 PShell = ^TShell;
500 TShell = record
501 SpriteID: DWORD;
502 alive: Boolean;
503 SType: Byte;
504 RAngle: Integer;
505 Timeout: Cardinal;
506 CX, CY: Integer;
507 Obj: TObj;
509 procedure getMapBox (out x, y, w, h: Integer); inline;
510 procedure moveBy (dx, dy: Integer); inline;
512 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
513 end;
515 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
516 private
517 FModelName: String;
518 FMess: Boolean;
519 FState: Byte;
520 FDamage: Byte;
521 FColor: TRGB;
522 FObj: TObj;
523 FPlayerUID: Word;
524 FAnimation: TAnimation;
525 FAnimationMask: TAnimation;
527 public
528 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
529 destructor Destroy(); override;
530 procedure Damage(Value: Word; vx, vy: Integer);
531 procedure Update();
532 procedure Draw();
533 procedure SaveState (st: TStream);
534 procedure LoadState (st: TStream);
536 procedure getMapBox (out x, y, w, h: Integer); inline;
537 procedure moveBy (dx, dy: Integer); inline;
539 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
541 function ObjPtr (): PObj; inline;
543 property Obj: TObj read FObj; // copies object
544 property State: Byte read FState;
545 property Mess: Boolean read FMess;
546 end;
548 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
549 record
550 Goals: SmallInt;
551 end;
553 var
554 gPlayers: Array of TPlayer;
555 gCorpses: Array of TCorpse;
556 gGibs: Array of TGib;
557 gShells: Array of TShell;
558 gTeamStat: TTeamStat;
559 gFly: Boolean = False;
560 gAimLine: Boolean = False;
561 gChatBubble: Integer = 0;
562 gPlayerIndicator: Integer = 1;
563 gPlayerIndicatorStyle: Integer = 0;
564 gNumBots: Word = 0;
565 gSpectLatchPID1: Word = 0;
566 gSpectLatchPID2: Word = 0;
567 MAX_RUNVEL: Integer = 8;
568 VEL_JUMP: Integer = 10;
569 SHELL_TIMEOUT: Cardinal = 60000;
571 function Lerp(X, Y, Factor: Integer): Integer;
573 procedure g_Gibs_SetMax(Count: Word);
574 function g_Gibs_GetMax(): Word;
575 procedure g_Corpses_SetMax(Count: Word);
576 function g_Corpses_GetMax(): Word;
577 procedure g_Shells_SetMax(Count: Word);
578 function g_Shells_GetMax(): Word;
580 procedure g_Player_Init();
581 procedure g_Player_Free();
582 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
583 function g_Player_CreateFromState (st: TStream): Word;
584 procedure g_Player_Remove(UID: Word);
585 procedure g_Player_ResetTeams();
586 procedure g_Player_PreUpdate();
587 procedure g_Player_UpdateAll();
588 procedure g_Player_DrawAll();
589 procedure g_Player_DrawDebug(p: TPlayer);
590 procedure g_Player_DrawHealth();
591 procedure g_Player_RememberAll();
592 procedure g_Player_ResetAll(Force, Silent: Boolean);
593 function g_Player_Get(UID: Word): TPlayer;
594 function g_Player_GetCount(): Byte;
595 function g_Player_GetStats(): TPlayerStatArray;
596 function g_Player_ValidName(Name: String): Boolean;
597 procedure g_Player_CreateCorpse(Player: TPlayer);
598 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
599 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
600 procedure g_Player_UpdatePhysicalObjects();
601 procedure g_Player_DrawCorpses();
602 procedure g_Player_DrawShells();
603 procedure g_Player_RemoveAllCorpses();
604 procedure g_Player_Corpses_SaveState (st: TStream);
605 procedure g_Player_Corpses_LoadState (st: TStream);
606 procedure g_Player_ResetReady();
607 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
608 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100);
609 procedure g_Bot_MixNames();
610 procedure g_Bot_RemoveAll();
612 implementation
614 uses
615 {$INCLUDE ../nogl/noGLuses.inc}
616 {$IFDEF ENABLE_HOLMES}
617 g_holmes,
618 {$ENDIF}
619 e_log, g_map, g_items, g_console, g_gfx, Math,
620 g_options, g_triggers, g_menu, g_game, g_grid, e_res,
621 wadreader, g_main, g_monsters, CONFIG, g_language,
622 g_net, g_netmsg, g_window,
623 utils, xstreams;
625 const PLR_SAVE_VERSION = 0;
627 type
628 TBotProfile = record
629 name: ShortString;
630 model: ShortString;
631 team: Byte;
632 color: TRGB;
633 diag_fire: Byte;
634 invis_fire: Byte;
635 diag_precision: Byte;
636 fly_precision: Byte;
637 cover: Byte;
638 close_jump: Byte;
639 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
640 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
641 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
642 end;
644 const
645 TIME_RESPAWN1 = 1500;
646 TIME_RESPAWN2 = 2000;
647 TIME_RESPAWN3 = 3000;
648 AIR_DEF = 360;
649 AIR_MAX = 1091;
650 JET_MAX = 540; // ~30 sec
651 PLAYER_SUIT_TIME = 30000;
652 PLAYER_INVUL_TIME = 30000;
653 PLAYER_INVIS_TIME = 35000;
654 FRAG_COMBO_TIME = 3000;
655 VEL_SW = 4;
656 VEL_FLY = 6;
657 ANGLE_RIGHTUP = 55;
658 ANGLE_RIGHTDOWN = -35;
659 ANGLE_LEFTUP = 125;
660 ANGLE_LEFTDOWN = -145;
661 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
662 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
663 BOT_MAXJUMP = 84;
664 BOT_LONGDIST = 300;
665 BOT_UNSAFEDIST = 128;
666 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
667 (R:0; G:0; B:255));
668 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
669 FlyPrecision: 32; Cover: 32; CloseJump: 32;
670 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
671 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
672 FlyPrecision: 127; Cover: 127; CloseJump: 127;
673 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
674 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
675 FlyPrecision: 255; Cover: 255; CloseJump: 255;
676 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
677 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
678 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
679 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
680 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
681 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
682 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
683 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
684 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
685 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
686 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
687 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
688 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
689 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
690 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
691 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
692 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
693 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
695 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
696 CORPSE_SIGNATURE = $50524F43; // 'CORP'
698 BOTNAMES_FILENAME = 'botnames.txt';
699 BOTLIST_FILENAME = 'botlist.txt';
701 var
702 MaxGibs: Word = 150;
703 MaxCorpses: Word = 20;
704 MaxShells: Word = 300;
705 CurrentGib: Integer = 0;
706 CurrentShell: Integer = 0;
707 BotNames: Array of String;
708 BotList: Array of TBotProfile;
709 SavedStates: Array of TPlayerSavedState;
712 function Lerp(X, Y, Factor: Integer): Integer;
713 begin
714 Result := X + ((Y - X) div Factor);
715 end;
717 function SameTeam(UID1, UID2: Word): Boolean;
718 begin
719 Result := False;
721 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
722 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
724 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
726 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
727 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
729 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
730 end;
732 procedure g_Gibs_SetMax(Count: Word);
733 begin
734 MaxGibs := Count;
735 SetLength(gGibs, Count);
737 if CurrentGib >= Count then
738 CurrentGib := 0;
739 end;
741 function g_Gibs_GetMax(): Word;
742 begin
743 Result := MaxGibs;
744 end;
746 procedure g_Shells_SetMax(Count: Word);
747 begin
748 MaxShells := Count;
749 SetLength(gShells, Count);
751 if CurrentShell >= Count then
752 CurrentShell := 0;
753 end;
755 function g_Shells_GetMax(): Word;
756 begin
757 Result := MaxShells;
758 end;
761 procedure g_Corpses_SetMax(Count: Word);
762 begin
763 MaxCorpses := Count;
764 SetLength(gCorpses, Count);
765 end;
767 function g_Corpses_GetMax(): Word;
768 begin
769 Result := MaxCorpses;
770 end;
772 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
773 var
774 a: Integer;
775 ok: Boolean;
776 begin
777 Result := 0;
779 ok := False;
780 a := 0;
782 // Åñòü ëè ìåñòî â gPlayers:
783 if gPlayers <> nil then
784 for a := 0 to High(gPlayers) do
785 if gPlayers[a] = nil then
786 begin
787 ok := True;
788 Break;
789 end;
791 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
792 if not ok then
793 begin
794 SetLength(gPlayers, Length(gPlayers)+1);
795 a := High(gPlayers);
796 end;
798 // Ñîçäàåì îáúåêò èãðîêà:
799 if Bot then
800 gPlayers[a] := TBot.Create()
801 else
802 gPlayers[a] := TPlayer.Create();
805 gPlayers[a].FActualModelName := ModelName;
806 gPlayers[a].SetModel(ModelName);
808 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
809 if gPlayers[a].FModel = nil then
810 begin
811 gPlayers[a].Free();
812 gPlayers[a] := nil;
813 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
814 Exit;
815 end;
817 if not (Team in [TEAM_RED, TEAM_BLUE]) then
818 if Random(2) = 0 then
819 Team := TEAM_RED
820 else
821 Team := TEAM_BLUE;
822 gPlayers[a].FPreferredTeam := Team;
824 case gGameSettings.GameMode of
825 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
826 GM_TDM,
827 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
828 GM_SINGLE,
829 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
830 end;
832 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
833 gPlayers[a].FColor := Color;
834 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
835 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
836 else
837 gPlayers[a].FModel.Color := Color;
839 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
840 gPlayers[a].FAlive := False;
842 Result := gPlayers[a].FUID;
843 end;
845 function g_Player_CreateFromState (st: TStream): Word;
846 var
847 a, i: Integer;
848 ok, Bot: Boolean;
849 b: Byte;
850 begin
851 result := 0;
852 if (st = nil) then exit; //???
854 // Ñèãíàòóðà èãðîêà
855 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
856 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
858 // Áîò èëè ÷åëîâåê:
859 Bot := utils.readBool(st);
861 ok := false;
862 a := 0;
864 // Åñòü ëè ìåñòî â gPlayers:
865 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
867 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
868 if not ok then
869 begin
870 SetLength(gPlayers, Length(gPlayers)+1);
871 a := High(gPlayers);
872 end;
874 // Ñîçäàåì îáúåêò èãðîêà
875 if Bot then
876 gPlayers[a] := TBot.Create()
877 else
878 gPlayers[a] := TPlayer.Create();
879 gPlayers[a].FIamBot := Bot;
880 gPlayers[a].FPhysics := True;
882 // UID èãðîêà
883 gPlayers[a].FUID := utils.readWord(st);
884 // Èìÿ èãðîêà
885 gPlayers[a].FName := utils.readStr(st);
886 // Êîìàíäà
887 gPlayers[a].FTeam := utils.readByte(st);
888 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
889 // Æèâ ëè
890 gPlayers[a].FAlive := utils.readBool(st);
891 // Èçðàñõîäîâàë ëè âñå æèçíè
892 gPlayers[a].FNoRespawn := utils.readBool(st);
893 // Íàïðàâëåíèå
894 b := utils.readByte(st);
895 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
896 // Çäîðîâüå
897 gPlayers[a].FHealth := utils.readLongInt(st);
898 // Ôîðà
899 gPlayers[a].FHandicap := utils.readLongInt(st);
900 // Æèçíè
901 gPlayers[a].FLives := utils.readByte(st);
902 // Áðîíÿ
903 gPlayers[a].FArmor := utils.readLongInt(st);
904 // Çàïàñ âîçäóõà
905 gPlayers[a].FAir := utils.readLongInt(st);
906 // Çàïàñ ãîðþ÷åãî
907 gPlayers[a].FJetFuel := utils.readLongInt(st);
908 // Áîëü
909 gPlayers[a].FPain := utils.readLongInt(st);
910 // Óáèë
911 gPlayers[a].FKills := utils.readLongInt(st);
912 // Óáèë ìîíñòðîâ
913 gPlayers[a].FMonsterKills := utils.readLongInt(st);
914 // Ôðàãîâ
915 gPlayers[a].FFrags := utils.readLongInt(st);
916 // Ôðàãîâ ïîäðÿä
917 gPlayers[a].FFragCombo := utils.readByte(st);
918 // Âðåìÿ ïîñëåäíåãî ôðàãà
919 gPlayers[a].FLastFrag := utils.readLongWord(st);
920 // Ñìåðòåé
921 gPlayers[a].FDeath := utils.readLongInt(st);
922 // Êàêîé ôëàã íåñåò
923 gPlayers[a].FFlag := utils.readByte(st);
924 // Íàøåë ñåêðåòîâ
925 gPlayers[a].FSecrets := utils.readLongInt(st);
926 // Òåêóùåå îðóæèå
927 gPlayers[a].FCurrWeap := utils.readByte(st);
928 // Ñëåäóþùåå æåëàåìîå îðóæèå
929 gPlayers[a].FNextWeap := utils.readWord(st);
930 // ...è ïàóçà
931 gPlayers[a].FNextWeapDelay := utils.readByte(st);
932 // Âðåìÿ çàðÿäêè BFG
933 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
934 // Áóôåð óðîíà
935 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
936 // Ïîñëåäíèé óäàðèâøèé
937 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
938 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
939 gPlayers[a].FLastHit := utils.readByte(st);
940 // Îáúåêò èãðîêà:
941 Obj_LoadState(@gPlayers[a].FObj, st);
942 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
943 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
944 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
945 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
946 // Íàëè÷èå îðóæèÿ
947 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
948 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
949 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
950 // Íàëè÷èå ðþêçàêà
951 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
952 // Íàëè÷èå êðàñíîãî êëþ÷à
953 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
954 // Íàëè÷èå çåëåíîãî êëþ÷à
955 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
956 // Íàëè÷èå ñèíåãî êëþ÷à
957 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
958 // Íàëè÷èå áåðñåðêà
959 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
960 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
961 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
962 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
963 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
965 // Íàçâàíèå ìîäåëè:
966 gPlayers[a].FActualModelName := utils.readStr(st);
967 // Öâåò ìîäåëè
968 gPlayers[a].FColor.R := utils.readByte(st);
969 gPlayers[a].FColor.G := utils.readByte(st);
970 gPlayers[a].FColor.B := utils.readByte(st);
971 // Îáíîâëÿåì ìîäåëü èãðîêà
972 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
974 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
975 if (gPlayers[a].FModel = nil) then
976 begin
977 gPlayers[a].Free();
978 gPlayers[a] := nil;
979 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
980 exit;
981 end;
983 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
984 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
985 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
986 else
987 gPlayers[a].FModel.Color := gPlayers[a].FColor;
989 result := gPlayers[a].FUID;
990 end;
993 procedure g_Player_ResetTeams();
994 var
995 a: Integer;
996 begin
997 if g_Game_IsClient then
998 Exit;
999 if gPlayers = nil then
1000 Exit;
1001 for a := Low(gPlayers) to High(gPlayers) do
1002 if gPlayers[a] <> nil then
1003 case gGameSettings.GameMode of
1004 GM_DM:
1005 gPlayers[a].ChangeTeam(TEAM_NONE);
1006 GM_TDM, GM_CTF:
1007 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
1008 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
1009 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
1010 else
1011 if a mod 2 = 0 then
1012 gPlayers[a].ChangeTeam(TEAM_RED)
1013 else
1014 gPlayers[a].ChangeTeam(TEAM_BLUE);
1015 GM_SINGLE,
1016 GM_COOP:
1017 gPlayers[a].ChangeTeam(TEAM_COOP);
1018 end;
1019 end;
1021 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
1022 var
1023 m: SSArray;
1024 _name, _model: String;
1025 a, tr, tb: Integer;
1026 begin
1027 if not g_Game_IsServer then Exit;
1029 // Ñïèñîê íàçâàíèé ìîäåëåé:
1030 m := g_PlayerModel_GetNames();
1031 if m = nil then
1032 Exit;
1034 // Êîìàíäà:
1035 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1036 Team := TEAM_COOP // COOP
1037 else
1038 if gGameSettings.GameMode = GM_DM then
1039 Team := TEAM_NONE // DM
1040 else
1041 if Team = TEAM_NONE then // CTF / TDM
1042 begin
1043 // Àâòîáàëàíñ êîìàíä:
1044 tr := 0;
1045 tb := 0;
1047 for a := 0 to High(gPlayers) do
1048 if gPlayers[a] <> nil then
1049 begin
1050 if gPlayers[a].Team = TEAM_RED then
1051 Inc(tr)
1052 else
1053 if gPlayers[a].Team = TEAM_BLUE then
1054 Inc(tb);
1055 end;
1057 if tr > tb then
1058 Team := TEAM_BLUE
1059 else
1060 if tb > tr then
1061 Team := TEAM_RED
1062 else // tr = tb
1063 if Random(2) = 0 then
1064 Team := TEAM_RED
1065 else
1066 Team := TEAM_BLUE;
1067 end;
1069 // Âûáèðàåì áîòó èìÿ:
1070 _name := '';
1071 if BotNames <> nil then
1072 for a := 0 to High(BotNames) do
1073 if g_Player_ValidName(BotNames[a]) then
1074 begin
1075 _name := BotNames[a];
1076 Break;
1077 end;
1079 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1080 _model := m[Random(Length(m))];
1082 // Ñîçäàåì áîòà:
1083 with g_Player_Get(g_Player_Create(_model,
1084 _RGB(Min(Random(9)*32, 255),
1085 Min(Random(9)*32, 255),
1086 Min(Random(9)*32, 255)),
1087 Team, True)) as TBot do
1088 begin
1089 // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà
1090 if _name = '' then
1091 Name := Format('DFBOT%.5d', [UID])
1092 else
1093 Name := _name;
1095 case Difficult of
1096 1: FDifficult := DIFFICULT_EASY;
1097 2: FDifficult := DIFFICULT_MEDIUM;
1098 else FDifficult := DIFFICULT_HARD;
1099 end;
1101 for a := WP_FIRST to WP_LAST do
1102 begin
1103 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1104 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1105 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1106 end;
1108 FHandicap := Handicap;
1110 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1112 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1113 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1114 Spectate();
1115 end;
1116 end;
1118 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1; Handicap: Integer = 100);
1119 var
1120 m: SSArray;
1121 _name, _model: String;
1122 a: Integer;
1123 begin
1124 if not g_Game_IsServer then Exit;
1126 // Ñïèñîê íàçâàíèé ìîäåëåé:
1127 m := g_PlayerModel_GetNames();
1128 if m = nil then
1129 Exit;
1131 // Êîìàíäà:
1132 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1133 Team := TEAM_COOP // COOP
1134 else
1135 if gGameSettings.GameMode = GM_DM then
1136 Team := TEAM_NONE // DM
1137 else
1138 if Team = TEAM_NONE then
1139 Team := BotList[num].team; // CTF / TDM
1141 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1142 lName := AnsiLowerCase(lName);
1143 if (num < 0) or (num > Length(BotList)-1) then
1144 num := -1;
1145 if (num = -1) and (lName <> '') and (BotList <> nil) then
1146 for a := 0 to High(BotList) do
1147 if AnsiLowerCase(BotList[a].name) = lName then
1148 begin
1149 num := a;
1150 Break;
1151 end;
1152 if num = -1 then
1153 Exit;
1155 // Èìÿ áîòà:
1156 _name := BotList[num].name;
1157 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1158 if not g_Player_ValidName(_name) then
1159 repeat
1160 _name := Format('DFBOT%.2d', [Random(100)]);
1161 until g_Player_ValidName(_name);
1163 // Ìîäåëü:
1164 _model := BotList[num].model;
1165 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1166 if not InSArray(_model, m) then
1167 _model := m[Random(Length(m))];
1169 // Ñîçäàåì áîòà:
1170 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1171 begin
1172 Name := _name;
1174 FDifficult.DiagFire := BotList[num].diag_fire;
1175 FDifficult.InvisFire := BotList[num].invis_fire;
1176 FDifficult.DiagPrecision := BotList[num].diag_precision;
1177 FDifficult.FlyPrecision := BotList[num].fly_precision;
1178 FDifficult.Cover := BotList[num].cover;
1179 FDifficult.CloseJump := BotList[num].close_jump;
1181 FHandicap := Handicap;
1183 for a := WP_FIRST to WP_LAST do
1184 begin
1185 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1186 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1187 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1188 end;
1190 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1192 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1193 end;
1194 end;
1196 procedure g_Bot_RemoveAll();
1197 var
1198 a: Integer;
1199 begin
1200 if not g_Game_IsServer then Exit;
1201 if gPlayers = nil then Exit;
1203 for a := 0 to High(gPlayers) do
1204 if gPlayers[a] <> nil then
1205 if gPlayers[a] is TBot then
1206 begin
1207 gPlayers[a].Lives := 0;
1208 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1209 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1210 g_Player_Remove(gPlayers[a].FUID);
1211 end;
1213 g_Bot_MixNames();
1214 end;
1216 procedure g_Bot_MixNames();
1217 var
1218 s: String;
1219 a, b: Integer;
1220 begin
1221 if BotNames <> nil then
1222 for a := 0 to High(BotNames) do
1223 begin
1224 b := Random(Length(BotNames));
1225 s := BotNames[a];
1226 Botnames[a] := BotNames[b];
1227 BotNames[b] := s;
1228 end;
1229 end;
1231 procedure g_Player_Remove(UID: Word);
1232 var
1233 i: Integer;
1234 begin
1235 if gPlayers = nil then Exit;
1237 if g_Game_IsServer and g_Game_IsNet then
1238 MH_SEND_PlayerDelete(UID);
1240 for i := 0 to High(gPlayers) do
1241 if gPlayers[i] <> nil then
1242 if gPlayers[i].FUID = UID then
1243 begin
1244 if gPlayers[i] is TPlayer then
1245 TPlayer(gPlayers[i]).Free()
1246 else
1247 TBot(gPlayers[i]).Free();
1248 gPlayers[i] := nil;
1249 Exit;
1250 end;
1251 end;
1253 procedure g_Player_Init();
1254 var
1255 F: TextFile;
1256 s: String;
1257 a, b: Integer;
1258 config: TConfig;
1259 sa: SSArray;
1260 path: AnsiString;
1261 begin
1262 BotNames := nil;
1264 path := BOTNAMES_FILENAME;
1265 if e_FindResource(DataDirs, path) = false then
1266 Exit;
1268 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1269 AssignFile(F, path);
1270 Reset(F);
1272 while not EOF(F) do
1273 begin
1274 ReadLn(F, s);
1276 s := Trim(s);
1277 if s = '' then
1278 Continue;
1280 SetLength(BotNames, Length(BotNames)+1);
1281 BotNames[High(BotNames)] := s;
1282 end;
1284 CloseFile(F);
1286 // Ïåðåìåøèâàåì èõ:
1287 g_Bot_MixNames();
1289 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1290 config := TConfig.CreateFile(path);
1291 BotList := nil;
1292 a := 0;
1294 while config.SectionExists(IntToStr(a)) do
1295 begin
1296 SetLength(BotList, Length(BotList)+1);
1298 with BotList[High(BotList)] do
1299 begin
1300 // Èìÿ áîòà:
1301 name := config.ReadStr(IntToStr(a), 'name', '');
1302 // Ìîäåëü:
1303 model := config.ReadStr(IntToStr(a), 'model', '');
1304 // Êîìàíäà:
1305 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1306 team := TEAM_RED
1307 else
1308 team := TEAM_BLUE;
1309 // Öâåò ìîäåëè:
1310 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1311 color.R := StrToIntDef(sa[0], 0);
1312 color.G := StrToIntDef(sa[1], 0);
1313 color.B := StrToIntDef(sa[2], 0);
1314 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1315 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1316 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1317 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1318 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1319 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1320 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1321 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1322 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1323 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1324 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1325 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1326 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1327 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1328 if Length(sa) = 10 then
1329 for b := 0 to 9 do
1330 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1331 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1332 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1333 if Length(sa) = 10 then
1334 for b := 0 to 9 do
1335 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1337 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1338 if Length(sa) = 10 then
1339 for b := 0 to 9 do
1340 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1341 end;
1343 a := a + 1;
1344 end;
1346 config.Free();
1347 SetLength(SavedStates, 0);
1348 end;
1350 procedure g_Player_Free();
1351 var
1352 i: Integer;
1353 begin
1354 if gPlayers <> nil then
1355 begin
1356 for i := 0 to High(gPlayers) do
1357 if gPlayers[i] <> nil then
1358 begin
1359 if gPlayers[i] is TPlayer then
1360 TPlayer(gPlayers[i]).Free()
1361 else
1362 TBot(gPlayers[i]).Free();
1363 gPlayers[i] := nil;
1364 end;
1366 gPlayers := nil;
1367 end;
1369 gPlayer1 := nil;
1370 gPlayer2 := nil;
1371 SetLength(SavedStates, 0);
1372 end;
1374 procedure g_Player_PreUpdate();
1375 var
1376 i: Integer;
1377 begin
1378 if gPlayers = nil then Exit;
1379 for i := 0 to High(gPlayers) do
1380 if gPlayers[i] <> nil then
1381 gPlayers[i].PreUpdate();
1382 end;
1384 procedure g_Player_UpdateAll();
1385 var
1386 i: Integer;
1387 begin
1388 if gPlayers = nil then Exit;
1390 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1391 for i := 0 to High(gPlayers) do
1392 begin
1393 if gPlayers[i] <> nil then
1394 begin
1395 if gPlayers[i] is TPlayer then
1396 begin
1397 gPlayers[i].Update();
1398 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1399 end
1400 else
1401 begin
1402 // bot updates weapons in `UpdateCombat()`
1403 TBot(gPlayers[i]).Update();
1404 end;
1405 end;
1406 end;
1407 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1408 end;
1410 procedure g_Player_DrawAll();
1411 var
1412 i: Integer;
1413 begin
1414 if gPlayers = nil then Exit;
1416 for i := 0 to High(gPlayers) do
1417 if gPlayers[i] <> nil then
1418 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1419 else TBot(gPlayers[i]).Draw();
1420 end;
1422 procedure g_Player_DrawDebug(p: TPlayer);
1423 var
1424 fW, fH: Byte;
1425 begin
1426 if p = nil then Exit;
1427 if (@p.FObj) = nil then Exit;
1429 e_TextureFontGetSize(gStdFont, fW, fH);
1431 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1432 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1433 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1434 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1435 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1436 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1437 end;
1439 procedure g_Player_DrawHealth();
1440 var
1441 i: Integer;
1442 fW, fH: Byte;
1443 begin
1444 if gPlayers = nil then Exit;
1445 e_TextureFontGetSize(gStdFont, fW, fH);
1447 for i := 0 to High(gPlayers) do
1448 if gPlayers[i] <> nil then
1449 begin
1450 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1451 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1452 IntToStr(gPlayers[i].FHealth), gStdFont);
1453 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1454 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1455 IntToStr(gPlayers[i].FArmor), gStdFont);
1456 end;
1457 end;
1459 function g_Player_Get(UID: Word): TPlayer;
1460 var
1461 a: Integer;
1462 begin
1463 Result := nil;
1465 if gPlayers = nil then
1466 Exit;
1468 for a := 0 to High(gPlayers) do
1469 if gPlayers[a] <> nil then
1470 if gPlayers[a].FUID = UID then
1471 begin
1472 Result := gPlayers[a];
1473 Exit;
1474 end;
1475 end;
1477 function g_Player_GetCount(): Byte;
1478 var
1479 a: Integer;
1480 begin
1481 Result := 0;
1483 if gPlayers = nil then
1484 Exit;
1486 for a := 0 to High(gPlayers) do
1487 if gPlayers[a] <> nil then
1488 Result := Result + 1;
1489 end;
1491 function g_Player_GetStats(): TPlayerStatArray;
1492 var
1493 a: Integer;
1494 begin
1495 Result := nil;
1497 if gPlayers = nil then Exit;
1499 for a := 0 to High(gPlayers) do
1500 if gPlayers[a] <> nil then
1501 begin
1502 SetLength(Result, Length(Result)+1);
1503 with Result[High(Result)] do
1504 begin
1505 Num := a;
1506 Ping := gPlayers[a].FPing;
1507 Loss := gPlayers[a].FLoss;
1508 Name := gPlayers[a].FName;
1509 Team := gPlayers[a].FTeam;
1510 Frags := gPlayers[a].FFrags;
1511 Deaths := gPlayers[a].FDeath;
1512 Kills := gPlayers[a].FKills;
1513 Color := gPlayers[a].FModel.Color;
1514 Lives := gPlayers[a].FLives;
1515 Spectator := gPlayers[a].FSpectator;
1516 end;
1517 end;
1518 end;
1520 procedure g_Player_ResetReady();
1521 var
1522 a: Integer;
1523 begin
1524 if not g_Game_IsServer then Exit;
1525 if gPlayers = nil then Exit;
1527 for a := 0 to High(gPlayers) do
1528 if gPlayers[a] <> nil then
1529 begin
1530 gPlayers[a].FReady := False;
1531 if g_Game_IsNet then
1532 MH_SEND_GameEvent(NET_EV_INTER_READY, gPlayers[a].UID, 'N');
1533 end;
1534 end;
1536 procedure g_Player_RememberAll;
1537 var
1538 i: Integer;
1539 begin
1540 for i := Low(gPlayers) to High(gPlayers) do
1541 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1542 gPlayers[i].RememberState;
1543 end;
1545 procedure g_Player_ResetAll(Force, Silent: Boolean);
1546 var
1547 i: Integer;
1548 begin
1549 gTeamStat[TEAM_RED].Goals := 0;
1550 gTeamStat[TEAM_BLUE].Goals := 0;
1552 if gPlayers <> nil then
1553 for i := 0 to High(gPlayers) do
1554 if gPlayers[i] <> nil then
1555 begin
1556 gPlayers[i].Reset(Force);
1558 if gPlayers[i] is TPlayer then
1559 begin
1560 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1561 gPlayers[i].Respawn(Silent)
1562 else
1563 gPlayers[i].Spectate();
1564 end
1565 else
1566 TBot(gPlayers[i]).Respawn(Silent);
1567 end;
1568 end;
1570 procedure g_Player_CreateCorpse(Player: TPlayer);
1571 var
1572 i: Integer;
1573 find_id: DWORD;
1574 ok: Boolean;
1575 begin
1576 if Player.alive then
1577 Exit;
1579 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1580 if gCorpses <> nil then
1581 for i := 0 to High(gCorpses) do
1582 if gCorpses[i] <> nil then
1583 if gCorpses[i].FPlayerUID = Player.FUID then
1584 gCorpses[i].FPlayerUID := 0;
1586 if Player.FObj.Y >= gMapInfo.Height+128 then
1587 Exit;
1589 with Player do
1590 begin
1591 if (FHealth >= -50) or (gGibsCount = 0) then
1592 begin
1593 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1594 Exit;
1596 ok := False;
1597 for find_id := 0 to High(gCorpses) do
1598 if gCorpses[find_id] = nil then
1599 begin
1600 ok := True;
1601 Break;
1602 end;
1604 if not ok then
1605 find_id := Random(Length(gCorpses));
1607 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1608 gCorpses[find_id].FColor := FModel.Color;
1609 gCorpses[find_id].FObj.Vel := FObj.Vel;
1610 gCorpses[find_id].FObj.Accel := FObj.Accel;
1611 gCorpses[find_id].FPlayerUID := FUID;
1612 end
1613 else
1614 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1615 FObj.Y + PLAYER_RECT_CY,
1616 FModel.Name, FModel.Color);
1617 end;
1618 end;
1620 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1621 var
1622 SID: DWORD;
1623 begin
1624 if (gShells = nil) or (Length(gShells) = 0) then
1625 Exit;
1627 with gShells[CurrentShell] do
1628 begin
1629 SpriteID := 0;
1630 g_Obj_Init(@Obj);
1631 Obj.Rect.X := 0;
1632 Obj.Rect.Y := 0;
1633 if T = SHELL_BULLET then
1634 begin
1635 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1636 SpriteID := SID;
1637 CX := 2;
1638 CY := 1;
1639 Obj.Rect.Width := 4;
1640 Obj.Rect.Height := 2;
1641 end
1642 else
1643 begin
1644 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1645 SpriteID := SID;
1646 CX := 4;
1647 CY := 2;
1648 Obj.Rect.Width := 7;
1649 Obj.Rect.Height := 3;
1650 end;
1651 SType := T;
1652 alive := True;
1653 Obj.X := fX;
1654 Obj.Y := fY;
1655 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1656 positionChanged(); // this updates spatial accelerators
1657 RAngle := Random(360);
1658 Timeout := gTime + SHELL_TIMEOUT;
1660 if CurrentShell >= High(gShells) then
1661 CurrentShell := 0
1662 else
1663 Inc(CurrentShell);
1664 end;
1665 end;
1667 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1668 var
1669 a: Integer;
1670 GibsArray: TGibsArray;
1671 Blood: TModelBlood;
1672 begin
1673 if (gGibs = nil) or (Length(gGibs) = 0) then
1674 Exit;
1675 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1676 Exit;
1677 Blood := g_PlayerModel_GetBlood(ModelName);
1679 for a := 0 to High(GibsArray) do
1680 with gGibs[CurrentGib] do
1681 begin
1682 Color := fColor;
1683 ID := GibsArray[a].ID;
1684 MaskID := GibsArray[a].MaskID;
1685 alive := True;
1686 g_Obj_Init(@Obj);
1687 Obj.Rect := GibsArray[a].Rect;
1688 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1689 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1690 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1691 positionChanged(); // this updates spatial accelerators
1692 RAngle := Random(360);
1694 if gBloodCount > 0 then
1695 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1696 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1698 if CurrentGib >= High(gGibs) then
1699 CurrentGib := 0
1700 else
1701 Inc(CurrentGib);
1702 end;
1703 end;
1705 procedure g_Player_UpdatePhysicalObjects();
1706 var
1707 i: Integer;
1708 vel: TPoint2i;
1709 mr: Word;
1711 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1712 var
1713 k: Integer;
1714 begin
1715 k := 1 + Random(2);
1716 if T = SHELL_BULLET then
1717 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1718 else
1719 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1720 end;
1722 begin
1723 // Êóñêè ìÿñà:
1724 if gGibs <> nil then
1725 for i := 0 to High(gGibs) do
1726 if gGibs[i].alive then
1727 with gGibs[i] do
1728 begin
1729 Obj.oldX := Obj.X;
1730 Obj.oldY := Obj.Y;
1732 vel := Obj.Vel;
1733 mr := g_Obj_Move(@Obj, True, False, True);
1734 positionChanged(); // this updates spatial accelerators
1736 if WordBool(mr and MOVE_FALLOUT) then
1737 begin
1738 alive := False;
1739 Continue;
1740 end;
1742 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1743 if WordBool(mr and MOVE_HITWALL) then
1744 Obj.Vel.X := -(vel.X div 2);
1745 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1746 Obj.Vel.Y := -(vel.Y div 2);
1748 if (Obj.Vel.X >= 0) then
1749 begin // Clockwise
1750 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1751 if RAngle >= 360 then
1752 RAngle := RAngle mod 360;
1753 end else begin // Counter-clockwise
1754 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1755 if RAngle < 0 then
1756 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1757 end;
1759 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1760 if gTime mod (GAME_TICK*3) = 0 then
1761 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1762 end;
1764 // Òðóïû:
1765 if gCorpses <> nil then
1766 for i := 0 to High(gCorpses) do
1767 if gCorpses[i] <> nil then
1768 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1769 begin
1770 gCorpses[i].Free();
1771 gCorpses[i] := nil;
1772 end
1773 else
1774 gCorpses[i].Update();
1776 // Ãèëüçû:
1777 if gShells <> nil then
1778 for i := 0 to High(gShells) do
1779 if gShells[i].alive then
1780 with gShells[i] do
1781 begin
1782 Obj.oldX := Obj.X;
1783 Obj.oldY := Obj.Y;
1785 vel := Obj.Vel;
1786 mr := g_Obj_Move(@Obj, True, False, True);
1787 positionChanged(); // this updates spatial accelerators
1789 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1790 begin
1791 alive := False;
1792 Continue;
1793 end;
1795 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1796 if WordBool(mr and MOVE_HITWALL) then
1797 begin
1798 Obj.Vel.X := -(vel.X div 2);
1799 if not WordBool(mr and MOVE_INWATER) then
1800 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1801 end;
1802 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1803 begin
1804 Obj.Vel.Y := -(vel.Y div 2);
1805 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1806 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1807 begin
1808 if RAngle mod 90 <> 0 then
1809 RAngle := (RAngle div 90) * 90;
1810 end
1811 else if not WordBool(mr and MOVE_INWATER) then
1812 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1813 end;
1815 if (Obj.Vel.X >= 0) then
1816 begin // Clockwise
1817 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1818 if RAngle >= 360 then
1819 RAngle := RAngle mod 360;
1820 end else begin // Counter-clockwise
1821 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1822 if RAngle < 0 then
1823 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1824 end;
1825 end;
1826 end;
1829 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1830 begin
1831 x := Obj.X+Obj.Rect.X;
1832 y := Obj.Y+Obj.Rect.Y;
1833 w := Obj.Rect.Width;
1834 h := Obj.Rect.Height;
1835 end;
1837 procedure TGib.moveBy (dx, dy: Integer); inline;
1838 begin
1839 if (dx <> 0) or (dy <> 0) then
1840 begin
1841 Obj.X += dx;
1842 Obj.Y += dy;
1843 positionChanged();
1844 end;
1845 end;
1848 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1849 begin
1850 x := Obj.X;
1851 y := Obj.Y;
1852 w := Obj.Rect.Width;
1853 h := Obj.Rect.Height;
1854 end;
1856 procedure TShell.moveBy (dx, dy: Integer); inline;
1857 begin
1858 if (dx <> 0) or (dy <> 0) then
1859 begin
1860 Obj.X += dx;
1861 Obj.Y += dy;
1862 positionChanged();
1863 end;
1864 end;
1867 procedure TGib.positionChanged (); inline; begin end;
1868 procedure TShell.positionChanged (); inline; begin end;
1871 procedure g_Player_DrawCorpses();
1872 var
1873 i, fX, fY: Integer;
1874 a: TDFPoint;
1875 begin
1876 if gGibs <> nil then
1877 for i := 0 to High(gGibs) do
1878 if gGibs[i].alive then
1879 with gGibs[i] do
1880 begin
1881 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1882 Continue;
1884 Obj.lerp(gLerpFactor, fX, fY);
1886 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1887 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1889 e_DrawAdv(ID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1891 e_Colors := Color;
1892 e_DrawAdv(MaskID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1893 e_Colors.R := 255;
1894 e_Colors.G := 255;
1895 e_Colors.B := 255;
1896 end;
1898 if gCorpses <> nil then
1899 for i := 0 to High(gCorpses) do
1900 if gCorpses[i] <> nil then
1901 gCorpses[i].Draw();
1902 end;
1904 procedure g_Player_DrawShells();
1905 var
1906 i, fX, fY: Integer;
1907 a: TDFPoint;
1908 begin
1909 if gShells <> nil then
1910 for i := 0 to High(gShells) do
1911 if gShells[i].alive then
1912 with gShells[i] do
1913 begin
1914 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1915 Continue;
1917 Obj.lerp(gLerpFactor, fX, fY);
1919 a.X := CX;
1920 a.Y := CY;
1922 e_DrawAdv(SpriteID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1923 end;
1924 end;
1926 procedure g_Player_RemoveAllCorpses();
1927 var
1928 i: Integer;
1929 begin
1930 gGibs := nil;
1931 gShells := nil;
1932 SetLength(gGibs, MaxGibs);
1933 SetLength(gShells, MaxGibs);
1934 CurrentGib := 0;
1935 CurrentShell := 0;
1937 if gCorpses <> nil then
1938 for i := 0 to High(gCorpses) do
1939 gCorpses[i].Free();
1941 gCorpses := nil;
1942 SetLength(gCorpses, MaxCorpses);
1943 end;
1945 procedure g_Player_Corpses_SaveState (st: TStream);
1946 var
1947 count, i: Integer;
1948 begin
1949 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1950 count := 0;
1951 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1953 // Êîëè÷åñòâî òðóïîâ
1954 utils.writeInt(st, LongInt(count));
1956 if (count = 0) then exit;
1958 // Ñîõðàíÿåì òðóïû
1959 for i := 0 to High(gCorpses) do
1960 begin
1961 if gCorpses[i] <> nil then
1962 begin
1963 // Íàçâàíèå ìîäåëè
1964 utils.writeStr(st, gCorpses[i].FModelName);
1965 // Òèï ñìåðòè
1966 utils.writeBool(st, gCorpses[i].Mess);
1967 // Ñîõðàíÿåì äàííûå òðóïà:
1968 gCorpses[i].SaveState(st);
1969 end;
1970 end;
1971 end;
1974 procedure g_Player_Corpses_LoadState (st: TStream);
1975 var
1976 count, i: Integer;
1977 str: String;
1978 b: Boolean;
1979 begin
1980 assert(st <> nil);
1982 g_Player_RemoveAllCorpses();
1984 // Êîëè÷åñòâî òðóïîâ:
1985 count := utils.readLongInt(st);
1986 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1988 if (count = 0) then exit;
1990 // Çàãðóæàåì òðóïû
1991 for i := 0 to count-1 do
1992 begin
1993 // Íàçâàíèå ìîäåëè:
1994 str := utils.readStr(st);
1995 // Òèï ñìåðòè
1996 b := utils.readBool(st);
1997 // Ñîçäàåì òðóï
1998 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1999 // Çàãðóæàåì äàííûå òðóïà
2000 gCorpses[i].LoadState(st);
2001 end;
2002 end;
2005 { T P l a y e r : }
2007 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
2009 procedure TPlayer.BFGHit();
2010 begin
2011 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2012 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2013 if g_Game_IsServer and g_Game_IsNet then
2014 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2015 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2016 0, NET_GFX_BFGHIT);
2017 end;
2019 procedure TPlayer.ChangeModel(ModelName: string);
2020 var
2021 locModel: TPlayerModel;
2022 begin
2023 locModel := g_PlayerModel_Get(ModelName);
2024 if locModel = nil then Exit;
2026 FModel.Free();
2027 FModel := locModel;
2028 end;
2030 procedure TPlayer.SetModel(ModelName: string);
2031 var
2032 m: TPlayerModel;
2033 begin
2034 m := g_PlayerModel_Get(ModelName);
2035 if m = nil then
2036 begin
2037 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
2038 m := g_PlayerModel_Get('doomer');
2039 if m = nil then
2040 begin
2041 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
2042 Exit;
2043 end;
2044 end;
2046 if FModel <> nil then
2047 FModel.Free();
2049 FModel := m;
2051 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2052 FModel.Color := FColor
2053 else
2054 FModel.Color := TEAMCOLOR[FTeam];
2055 FModel.SetWeapon(FCurrWeap);
2056 FModel.SetFlag(FFlag);
2057 SetDirection(FDirection);
2058 end;
2060 procedure TPlayer.SetColor(Color: TRGB);
2061 begin
2062 FColor := Color;
2063 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2064 if FModel <> nil then FModel.Color := Color;
2065 end;
2067 function TPlayer.GetColor(): TRGB;
2068 begin
2069 result := FModel.Color;
2070 end;
2072 procedure TPlayer.SwitchTeam;
2073 begin
2074 if g_Game_IsClient then
2075 Exit;
2076 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2078 if gGameOn and FAlive then
2079 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2081 if FTeam = TEAM_RED then
2082 begin
2083 ChangeTeam(TEAM_BLUE);
2084 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2085 if g_Game_IsNet then
2086 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2087 end
2088 else
2089 begin
2090 ChangeTeam(TEAM_RED);
2091 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2092 if g_Game_IsNet then
2093 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2094 end;
2095 FPreferredTeam := FTeam;
2096 end;
2098 procedure TPlayer.ChangeTeam(Team: Byte);
2099 var
2100 OldTeam: Byte;
2101 begin
2102 OldTeam := FTeam;
2103 FTeam := Team;
2104 case Team of
2105 TEAM_RED, TEAM_BLUE:
2106 FModel.Color := TEAMCOLOR[Team];
2107 else
2108 FModel.Color := FColor;
2109 end;
2110 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2111 MH_SEND_PlayerStats(FUID);
2112 end;
2115 procedure TPlayer.CollideItem();
2116 var
2117 i: Integer;
2118 r: Boolean;
2119 begin
2120 if gItems = nil then Exit;
2121 if not FAlive then Exit;
2123 for i := 0 to High(gItems) do
2124 with gItems[i] do
2125 begin
2126 if (ItemType <> ITEM_NONE) and alive then
2127 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2128 PLAYER_RECT.Height, @Obj) then
2129 begin
2130 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2132 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2133 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2134 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2135 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2136 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2138 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2139 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2140 (gGameSettings.GameType = GT_SINGLE) and
2141 (g_Player_GetCount() > 1)) then
2142 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2143 end;
2144 end;
2145 end;
2148 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2149 begin
2150 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2151 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2152 False);
2153 end;
2155 constructor TPlayer.Create();
2156 begin
2157 viewPortX := 0;
2158 viewPortY := 0;
2159 viewPortW := 0;
2160 viewPortH := 0;
2161 mEDamageType := HIT_SOME;
2163 FIamBot := False;
2164 FDummy := False;
2165 FSpawned := False;
2167 FSawSound := TPlayableSound.Create();
2168 FSawSoundIdle := TPlayableSound.Create();
2169 FSawSoundHit := TPlayableSound.Create();
2170 FSawSoundSelect := TPlayableSound.Create();
2171 FFlameSoundOn := TPlayableSound.Create();
2172 FFlameSoundOff := TPlayableSound.Create();
2173 FFlameSoundWork := TPlayableSound.Create();
2174 FJetSoundFly := TPlayableSound.Create();
2175 FJetSoundOn := TPlayableSound.Create();
2176 FJetSoundOff := TPlayableSound.Create();
2178 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2179 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2180 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2181 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2182 FFlameSoundOn.SetByName('SOUND_WEAPON_FLAMEON');
2183 FFlameSoundOff.SetByName('SOUND_WEAPON_FLAMEOFF');
2184 FFlameSoundWork.SetByName('SOUND_WEAPON_FLAMEWORK');
2185 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2186 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2187 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2189 FSpectatePlayer := -1;
2190 FClientID := -1;
2191 FPing := 0;
2192 FLoss := 0;
2193 FSavedStateNum := -1;
2194 FShellTimer := -1;
2195 FFireTime := 0;
2196 FFirePainTime := 0;
2197 FFireAttacker := 0;
2198 FHandicap := 100;
2200 FActualModelName := 'doomer';
2202 g_Obj_Init(@FObj);
2203 FObj.Rect := PLAYER_RECT;
2205 FBFGFireCounter := -1;
2206 FJustTeleported := False;
2207 FNetTime := 0;
2209 FWaitForFirstSpawn := false;
2211 resetWeaponQueue();
2212 end;
2214 procedure TPlayer.positionChanged (); inline;
2215 begin
2216 end;
2218 procedure TPlayer.doDamage (v: Integer);
2219 begin
2220 if (v <= 0) then exit;
2221 if (v > 32767) then v := 32767;
2222 Damage(v, 0, 0, 0, mEDamageType);
2223 end;
2225 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2226 var
2227 c: Word;
2228 begin
2229 if (not g_Game_IsClient) and (not FAlive) then
2230 Exit;
2232 FLastHit := t;
2234 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2235 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2236 begin
2237 if not g_Game_IsClient then
2238 begin
2239 FArmor := 0;
2240 if t = HIT_TRAP then
2241 begin
2242 // Ëîâóøêà óáèâàåò ñðàçó:
2243 FHealth := -100;
2244 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2245 end;
2246 if t = HIT_SELF then
2247 begin
2248 // Ñàìîóáèéñòâî:
2249 FHealth := 0;
2250 Kill(K_SIMPLEKILL, SpawnerUID, t);
2251 end;
2252 end;
2253 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2254 FMegaRulez[MR_SUIT] := 0;
2255 FMegaRulez[MR_INVUL] := 0;
2256 FMegaRulez[MR_INVIS] := 0;
2257 FSpawnInvul := 0;
2258 FBerserk := 0;
2259 end;
2261 // Íî îò îñòàëüíîãî ñïàñàåò:
2262 if FMegaRulez[MR_INVUL] >= gTime then
2263 Exit;
2265 // ×èò-êîä "ÃÎÐÅÖ":
2266 if FGodMode then
2267 Exit;
2269 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2270 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2271 (SpawnerUID = FUID) or
2272 (not SameTeam(FUID, SpawnerUID)) then
2273 begin
2274 FLastSpawnerUID := SpawnerUID;
2276 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2277 if gBloodCount > 0 then
2278 begin
2279 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2280 if value div 4 <= c then
2281 c := c - (value div 4)
2282 else
2283 c := 0;
2285 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2286 MakeBloodSimple(c)
2287 else
2288 case t of
2289 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2290 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2291 end;
2293 if t = HIT_WATER then
2294 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2295 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2296 end;
2298 // Áóôåð óðîíà:
2299 if FAlive then
2300 Inc(FDamageBuffer, value);
2302 // Âñïûøêà áîëè:
2303 if gFlash <> 0 then
2304 FPain := FPain + value;
2305 end;
2307 if g_Game_IsServer and g_Game_IsNet then
2308 begin
2309 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2310 MH_SEND_PlayerStats(FUID);
2311 MH_SEND_PlayerPos(False, FUID);
2312 end;
2313 end;
2315 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2316 begin
2317 Result := False;
2318 if g_Game_IsClient then
2319 Exit;
2320 if not FAlive then
2321 Exit;
2323 if Soft and (FHealth < PLAYER_HP_SOFT) then
2324 begin
2325 IncMax(FHealth, value, PLAYER_HP_SOFT);
2326 Result := True;
2327 end;
2328 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2329 begin
2330 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2331 Result := True;
2332 end;
2334 if Result and g_Game_IsServer and g_Game_IsNet then
2335 MH_SEND_PlayerStats(FUID);
2336 end;
2338 destructor TPlayer.Destroy();
2339 begin
2340 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2341 gPlayer1 := nil;
2342 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2343 gPlayer2 := nil;
2345 FSawSound.Free();
2346 FSawSoundIdle.Free();
2347 FSawSoundHit.Free();
2348 FSawSoundSelect.Free();
2349 FFlameSoundOn.Free();
2350 FFlameSoundOff.Free();
2351 FFlameSoundWork.Free();
2352 FJetSoundFly.Free();
2353 FJetSoundOn.Free();
2354 FJetSoundOff.Free();
2355 FModel.Free();
2356 if FPunchAnim <> nil then
2357 FPunchAnim.Free();
2359 inherited;
2360 end;
2362 procedure TPlayer.DrawIndicator(Color: TRGB);
2363 var
2364 indX, indY, fX, fY, fSlope: Integer;
2365 indW, indH: Word;
2366 indA: Single;
2367 a: TDFPoint;
2368 nW, nH: Byte;
2369 ID: DWORD;
2370 c: TRGB;
2371 begin
2372 if FAlive then
2373 begin
2374 FObj.lerp(gLerpFactor, fX, fY);
2375 fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor);
2377 case gPlayerIndicatorStyle of
2378 0:
2379 begin
2380 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2381 begin
2382 e_GetTextureSize(ID, @indW, @indH);
2383 a.X := indW div 2;
2384 a.Y := indH div 2;
2386 if (FObj.X + FObj.Rect.X) < 0 then
2387 begin
2388 indA := 90;
2389 indX := fX + FObj.Rect.X + FObj.Rect.Width;
2390 indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2391 end
2393 else if (FObj.X + FObj.Rect.X + FObj.Rect.Width) > Max(gMapInfo.Width, gPlayerScreenSize.X) then
2394 begin
2395 indA := 270;
2396 indX := fX + FObj.Rect.X - indH;
2397 indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2398 end
2400 else if (FObj.Y - indH) < 0 then
2401 begin
2402 indA := 180;
2403 indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2404 indY := fY + FObj.Rect.Y + FObj.Rect.Height;
2405 end
2407 else
2408 begin
2409 indA := 0;
2410 indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2411 indY := fY - indH;
2412 end;
2414 indY := indY + fSlope;
2415 indX := EnsureRange(indX, 0, Max(gMapInfo.Width, gPlayerScreenSize.X) - indW);
2416 indY := EnsureRange(indY, 0, Max(gMapInfo.Height, gPlayerScreenSize.Y) - indH);
2418 c := e_Colors;
2419 e_Colors := Color;
2420 e_DrawAdv(ID, indX, indY, 0, True, False, indA, @a);
2421 e_Colors := c;
2422 end;
2423 end;
2425 1:
2426 begin
2427 e_TextureFontGetSize(gStdFont, nW, nH);
2428 indX := fX + FObj.Rect.X + (FObj.Rect.Width - Length(FName) * nW) div 2;
2429 indY := fY - nH + fSlope;
2430 e_TextureFontPrintEx(indX, indY, FName, gStdFont, Color.R, Color.G, Color.B, 1.0, True);
2431 end;
2432 end;
2433 end;
2434 end;
2436 procedure TPlayer.DrawBubble();
2437 var
2438 bubX, bubY, fX, fY: Integer;
2439 ID: LongWord;
2440 Rb, Gb, Bb,
2441 Rw, Gw, Bw: SmallInt;
2442 Dot: Byte;
2443 begin
2444 FObj.lerp(gLerpFactor, fX, fY);
2445 bubX := fX+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2446 bubY := fY+FObj.Rect.Y - 18;
2447 Rb := 64;
2448 Gb := 64;
2449 Bb := 64;
2450 Rw := 240;
2451 Gw := 240;
2452 Bw := 240;
2453 case gChatBubble of
2454 1: // simple textual non-bubble
2455 begin
2456 bubX := fX+FObj.Rect.X - 11;
2457 bubY := fY+FObj.Rect.Y - 17;
2458 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2459 Exit;
2460 end;
2461 2: // advanced pixel-perfect bubble
2462 begin
2463 if FTeam = TEAM_RED then
2464 Rb := 255
2465 else
2466 if FTeam = TEAM_BLUE then
2467 Bb := 255;
2468 end;
2469 3: // colored bubble
2470 begin
2471 Rb := FModel.Color.R;
2472 Gb := FModel.Color.G;
2473 Bb := FModel.Color.B;
2474 Rw := Min(Rb * 2 + 64, 255);
2475 Gw := Min(Gb * 2 + 64, 255);
2476 Bw := Min(Bb * 2 + 64, 255);
2477 if (Abs(Rw - Rb) < 32)
2478 or (Abs(Gw - Gb) < 32)
2479 or (Abs(Bw - Bb) < 32) then
2480 begin
2481 Rb := Max(Rw div 2 - 16, 0);
2482 Gb := Max(Gw div 2 - 16, 0);
2483 Bb := Max(Bw div 2 - 16, 0);
2484 end;
2485 end;
2486 4: // custom textured bubble
2487 begin
2488 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2489 if FDirection = TDirection.D_RIGHT then
2490 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2491 else
2492 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2493 Exit;
2494 end;
2495 end;
2497 // Outer borders
2498 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2499 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2500 // Inner box
2501 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2503 // Tail
2504 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2505 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2506 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);
2507 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);
2508 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);
2509 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);
2511 // Dots
2512 Dot := 6;
2513 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2514 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2515 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2516 end;
2518 procedure TPlayer.Draw();
2519 var
2520 ID: DWORD;
2521 w, h: Word;
2522 dr: Boolean;
2523 Mirror: TMirrorType;
2524 fX, fY, fSlope: Integer;
2525 begin
2526 FObj.lerp(gLerpFactor, fX, fY);
2527 fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor);
2529 if FAlive then
2530 begin
2531 if Direction = TDirection.D_RIGHT then
2532 Mirror := TMirrorType.None
2533 else
2534 Mirror := TMirrorType.Horizontal;
2536 if FPunchAnim <> nil then
2537 begin
2538 FPunchAnim.Draw(fX+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2539 fY+fSlope+FObj.Rect.Y-11, Mirror);
2540 if FPunchAnim.played then
2541 begin
2542 FPunchAnim.Free;
2543 FPunchAnim := nil;
2544 end;
2545 end;
2547 if (FMegaRulez[MR_INVUL] > gTime) and ((gPlayerDrawn <> Self) or (FSpawnInvul >= gTime)) then
2548 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2549 begin
2550 e_GetTextureSize(ID, @w, @h);
2551 if FDirection = TDirection.D_LEFT then
2552 e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2553 fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False)
2554 else
2555 e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2556 fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False);
2557 end;
2559 if FMegaRulez[MR_INVIS] > gTime then
2560 begin
2561 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2562 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2563 begin
2564 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2565 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2566 else
2567 dr := True;
2568 if dr then
2569 FModel.Draw(fX, fY+fSlope, 200)
2570 else
2571 FModel.Draw(fX, fY+fSlope);
2572 end
2573 else
2574 FModel.Draw(fX, fY+fSlope, 254);
2575 end
2576 else
2577 FModel.Draw(fX, fY+fSlope);
2578 end;
2580 if g_debug_Frames then
2581 begin
2582 e_DrawQuad(FObj.X+FObj.Rect.X,
2583 FObj.Y+FObj.Rect.Y,
2584 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2585 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2586 0, 255, 0);
2587 end;
2589 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2590 if (FMegaRulez[MR_INVIS] <= gTime) or ((gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2591 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM)))) then
2592 DrawBubble();
2593 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2594 if gAimLine and alive and
2595 ((Self = gPlayer1) or (Self = gPlayer2)) then
2596 DrawAim();
2597 end;
2600 procedure TPlayer.DrawAim();
2601 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2602 var
2603 ex, ey: Integer;
2604 begin
2606 {$IFDEF ENABLE_HOLMES}
2607 if isValidViewPort and (self = gPlayer1) then
2608 begin
2609 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2610 end;
2611 {$ENDIF}
2613 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2614 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2615 begin
2616 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2617 end
2618 else
2619 begin
2620 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2621 end;
2622 end;
2624 var
2625 wx, wy, xx, yy: Integer;
2626 angle: SmallInt;
2627 sz, len: Word;
2628 begin
2629 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2630 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2631 angle := FAngle;
2632 len := 1024;
2633 sz := 2;
2634 case FCurrWeap of
2635 0: begin // Punch
2636 len := 12;
2637 sz := 4;
2638 end;
2639 1: begin // Chainsaw
2640 len := 24;
2641 sz := 6;
2642 end;
2643 2: begin // Pistol
2644 len := 1024;
2645 sz := 2;
2646 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2647 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2648 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2649 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2650 end;
2651 3: begin // Shotgun
2652 len := 1024;
2653 sz := 3;
2654 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2655 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2656 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2657 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2658 end;
2659 4: begin // Double Shotgun
2660 len := 1024;
2661 sz := 4;
2662 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2663 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2664 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2665 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2666 end;
2667 5: begin // Chaingun
2668 len := 1024;
2669 sz := 3;
2670 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2671 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2672 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2673 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2674 end;
2675 6: begin // Rocket Launcher
2676 len := 1024;
2677 sz := 7;
2678 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2679 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2680 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2681 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2682 end;
2683 7: begin // Plasmagun
2684 len := 1024;
2685 sz := 5;
2686 if angle = ANGLE_RIGHTUP then Inc(angle);
2687 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2688 if angle = ANGLE_LEFTUP then Dec(angle);
2689 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2690 end;
2691 8: begin // BFG
2692 len := 1024;
2693 sz := 12;
2694 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2695 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2696 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2697 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2698 end;
2699 9: begin // Super Chaingun
2700 len := 1024;
2701 sz := 4;
2702 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2703 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2704 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2705 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2706 end;
2707 end;
2708 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2709 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2710 {$IF DEFINED(D2F_DEBUG)}
2711 drawCast(sz, wx, wy, xx, yy);
2712 {$ELSE}
2713 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2714 {$ENDIF}
2715 end;
2717 procedure TPlayer.DrawGUI();
2718 var
2719 ID: DWORD;
2720 X, Y, SY, a, p, m: Integer;
2721 tw, th: Word;
2722 cw, ch: Byte;
2723 s: string;
2724 stat: TPlayerStatArray;
2725 begin
2726 X := gPlayerScreenSize.X;
2727 SY := gPlayerScreenSize.Y;
2728 Y := 0;
2730 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2731 begin
2732 if gGameSettings.GameMode = GM_CTF then
2733 a := 32 + 8
2734 else
2735 a := 0;
2736 if gGameSettings.GameMode = GM_CTF then
2737 begin
2738 s := 'TEXTURE_PLAYER_REDFLAG';
2739 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2740 s := 'TEXTURE_PLAYER_REDFLAG_S';
2741 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2742 s := 'TEXTURE_PLAYER_REDFLAG_D';
2743 if g_Texture_Get(s, ID) then
2744 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2745 end;
2747 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2748 e_CharFont_GetSize(gMenuFont, s, tw, th);
2749 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2751 if gGameSettings.GameMode = GM_CTF then
2752 begin
2753 s := 'TEXTURE_PLAYER_BLUEFLAG';
2754 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2755 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2756 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2757 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2758 if g_Texture_Get(s, ID) then
2759 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2760 end;
2762 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2763 e_CharFont_GetSize(gMenuFont, s, tw, th);
2764 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2765 end;
2767 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2768 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2769 0, False, False);
2771 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2772 e_Draw(ID, X+2, Y, 0, True, False);
2774 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2775 begin
2776 if gShowStat then
2777 begin
2778 s := IntToStr(Frags);
2779 e_CharFont_GetSize(gMenuFont, s, tw, th);
2780 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2782 s := '';
2783 p := 1;
2784 m := 0;
2785 stat := g_Player_GetStats();
2786 if stat <> nil then
2787 begin
2788 p := 1;
2790 for a := 0 to High(stat) do
2791 if stat[a].Name <> Name then
2792 begin
2793 if stat[a].Frags > m then m := stat[a].Frags;
2794 if stat[a].Frags > Frags then p := p+1;
2795 end;
2796 end;
2798 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2799 if Frags >= m then s := s+'+' else s := s+'-';
2800 s := s+IntToStr(Abs(Frags-m));
2802 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2803 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2804 end;
2806 if gLMSRespawn > LMS_RESPAWN_NONE then
2807 begin
2808 s := _lc[I_GAME_WARMUP];
2809 e_CharFont_GetSize(gMenuFont, s, tw, th);
2810 s := s + ': ' + IntToStr((gLMSRespawnTime - gTime) div 1000);
2811 e_CharFont_PrintEx(gMenuFont, X-64-tw, SY-32, s, _RGB(0, 255, 0));
2812 end
2813 else if gShowLives and (gGameSettings.MaxLives > 0) then
2814 begin
2815 s := IntToStr(Lives);
2816 e_CharFont_GetSize(gMenuFont, s, tw, th);
2817 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2818 end;
2819 end;
2821 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2822 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2824 if R_BERSERK in FRulez then
2825 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2826 else
2827 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2829 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2830 e_Draw(ID, X+36, Y+77, 0, True, False);
2832 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2833 e_CharFont_GetSize(gMenuFont, s, tw, th);
2834 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2836 s := IntToStr(FArmor);
2837 e_CharFont_GetSize(gMenuFont, s, tw, th);
2838 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2840 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2842 case FCurrWeap of
2843 WEAPON_KASTET:
2844 begin
2845 s := '--';
2846 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2847 end;
2848 WEAPON_SAW:
2849 begin
2850 s := '--';
2851 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2852 end;
2853 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2854 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2855 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2856 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2857 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2858 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2859 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2860 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2861 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2862 end;
2864 e_CharFont_GetSize(gMenuFont, s, tw, th);
2865 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2866 e_Draw(ID, X+20, Y+160, 0, True, False);
2868 if R_KEY_RED in FRulez then
2869 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2871 if R_KEY_GREEN in FRulez then
2872 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2874 if R_KEY_BLUE in FRulez then
2875 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2877 if FJetFuel > 0 then
2878 begin
2879 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2880 e_Draw(ID, X+2, Y+116, 0, True, False);
2881 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2882 e_Draw(ID, X+2, Y+126, 0, True, False);
2883 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2884 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2885 end
2886 else
2887 begin
2888 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2889 e_Draw(ID, X+2, Y+124, 0, True, False);
2890 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2891 end;
2893 if gShowPing and g_Game_IsClient then
2894 begin
2895 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2896 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2897 Y := Y + 16;
2898 end;
2900 if FSpectator then
2901 begin
2902 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2903 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2904 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2905 if FNoRespawn then
2906 begin
2907 e_TextureFontGetSize(gStdFont, cw, ch);
2908 s := _lc[I_PLAYER_SPECT4];
2909 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2910 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2911 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2912 end;
2914 end;
2915 end;
2917 procedure TPlayer.DrawRulez();
2918 var
2919 dr: Boolean;
2920 begin
2921 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2922 if (FMegaRulez[MR_INVUL] >= gTime) and (FSpawnInvul < gTime) then
2923 begin
2924 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2925 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2926 else
2927 dr := True;
2929 if dr then
2930 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2931 191, 191, 191, 0, TBlending.Invert);
2932 end;
2934 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2935 if FMegaRulez[MR_SUIT] >= gTime then
2936 begin
2937 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2938 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2939 else
2940 dr := True;
2942 if dr then
2943 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2944 0, 96, 0, 200, TBlending.None);
2945 end;
2947 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2948 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2949 begin
2950 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2951 255, 0, 0, 200, TBlending.None);
2952 end;
2953 end;
2955 procedure TPlayer.DrawPain();
2956 var
2957 a, h: Integer;
2958 begin
2959 if FPain = 0 then Exit;
2961 a := FPain;
2963 if a < 15 then h := 0
2964 else if a < 35 then h := 1
2965 else if a < 55 then h := 2
2966 else if a < 75 then h := 3
2967 else if a < 95 then h := 4
2968 else h := 5;
2970 //if a > 255 then a := 255;
2972 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2973 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2974 end;
2976 procedure TPlayer.DrawPickup();
2977 var
2978 a, h: Integer;
2979 begin
2980 if FPickup = 0 then Exit;
2982 a := FPickup;
2984 if a < 15 then h := 1
2985 else if a < 35 then h := 2
2986 else if a < 55 then h := 3
2987 else if a < 75 then h := 4
2988 else h := 5;
2990 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2991 end;
2993 procedure TPlayer.DoPunch();
2994 var
2995 id: DWORD;
2996 st: String;
2997 begin
2998 if FPunchAnim <> nil then begin
2999 FPunchAnim.reset();
3000 FPunchAnim.Free;
3001 FPunchAnim := nil;
3002 end;
3003 st := 'FRAMES_PUNCH';
3004 if R_BERSERK in FRulez then
3005 st := st + '_BERSERK';
3006 if FKeys[KEY_UP].Pressed then
3007 st := st + '_UP'
3008 else if FKeys[KEY_DOWN].Pressed then
3009 st := st + '_DN';
3010 g_Frames_Get(id, st);
3011 FPunchAnim := TAnimation.Create(id, False, 1);
3012 end;
3014 procedure TPlayer.Fire();
3015 var
3016 f, DidFire: Boolean;
3017 wx, wy, xd, yd: Integer;
3018 locobj: TObj;
3019 begin
3020 if g_Game_IsClient then Exit;
3021 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
3022 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
3024 if FSpectator then
3025 begin
3026 Respawn(False);
3027 Exit;
3028 end;
3030 if FReloading[FCurrWeap] <> 0 then Exit;
3032 DidFire := False;
3034 f := False;
3035 wx := FObj.X+WEAPONPOINT[FDirection].X;
3036 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
3037 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
3038 yd := wy+firediry();
3040 case FCurrWeap of
3041 WEAPON_KASTET:
3042 begin
3043 DoPunch();
3044 if R_BERSERK in FRulez then
3045 begin
3046 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
3047 locobj.X := FObj.X+FObj.Rect.X;
3048 locobj.Y := FObj.Y+FObj.Rect.Y;
3049 locobj.rect.X := 0;
3050 locobj.rect.Y := 0;
3051 locobj.rect.Width := 39;
3052 locobj.rect.Height := 52;
3053 locobj.Vel.X := (xd-wx) div 2;
3054 locobj.Vel.Y := (yd-wy) div 2;
3055 locobj.Accel.X := xd-wx;
3056 locobj.Accel.y := yd-wy;
3058 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
3059 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
3060 else
3061 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
3063 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
3064 end
3065 else
3066 begin
3067 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
3068 end;
3070 DidFire := True;
3071 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3072 end;
3074 WEAPON_SAW:
3075 begin
3076 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3077 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
3078 begin
3079 FSawSoundSelect.Stop();
3080 FSawSound.Stop();
3081 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
3082 end
3083 else if not FSawSoundHit.IsPlaying() then
3084 begin
3085 FSawSoundSelect.Stop();
3086 FSawSound.PlayAt(FObj.X, FObj.Y);
3087 end;
3089 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3090 DidFire := True;
3091 f := True;
3092 end;
3094 WEAPON_PISTOL:
3095 if FAmmo[A_BULLETS] > 0 then
3096 begin
3097 g_Weapon_pistol(wx, wy, xd, yd, FUID);
3098 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3099 Dec(FAmmo[A_BULLETS]);
3100 FFireAngle := FAngle;
3101 f := True;
3102 DidFire := True;
3103 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3104 GameVelX, GameVelY-2, SHELL_BULLET);
3105 end;
3107 WEAPON_SHOTGUN1:
3108 if FAmmo[A_SHELLS] > 0 then
3109 begin
3110 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3111 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3112 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3113 Dec(FAmmo[A_SHELLS]);
3114 FFireAngle := FAngle;
3115 f := True;
3116 DidFire := True;
3117 FShellTimer := 10;
3118 FShellType := SHELL_SHELL;
3119 end;
3121 WEAPON_SHOTGUN2:
3122 if FAmmo[A_SHELLS] >= 2 then
3123 begin
3124 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3125 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3126 Dec(FAmmo[A_SHELLS], 2);
3127 FFireAngle := FAngle;
3128 f := True;
3129 DidFire := True;
3130 FShellTimer := 13;
3131 FShellType := SHELL_DBLSHELL;
3132 end;
3134 WEAPON_CHAINGUN:
3135 if FAmmo[A_BULLETS] > 0 then
3136 begin
3137 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3138 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3139 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3140 Dec(FAmmo[A_BULLETS]);
3141 FFireAngle := FAngle;
3142 f := True;
3143 DidFire := True;
3144 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3145 GameVelX, GameVelY-2, SHELL_BULLET);
3146 end;
3148 WEAPON_ROCKETLAUNCHER:
3149 if FAmmo[A_ROCKETS] > 0 then
3150 begin
3151 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3152 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3153 Dec(FAmmo[A_ROCKETS]);
3154 FFireAngle := FAngle;
3155 f := True;
3156 DidFire := True;
3157 end;
3159 WEAPON_PLASMA:
3160 if FAmmo[A_CELLS] > 0 then
3161 begin
3162 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3163 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3164 Dec(FAmmo[A_CELLS]);
3165 FFireAngle := FAngle;
3166 f := True;
3167 DidFire := True;
3168 end;
3170 WEAPON_BFG:
3171 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3172 begin
3173 FBFGFireCounter := 17;
3174 if not FNoReload then
3175 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3176 Dec(FAmmo[A_CELLS], 40);
3177 DidFire := True;
3178 end;
3180 WEAPON_SUPERPULEMET:
3181 if FAmmo[A_SHELLS] > 0 then
3182 begin
3183 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3184 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3185 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3186 Dec(FAmmo[A_SHELLS]);
3187 FFireAngle := FAngle;
3188 f := True;
3189 DidFire := True;
3190 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3191 GameVelX, GameVelY-2, SHELL_SHELL);
3192 end;
3194 WEAPON_FLAMETHROWER:
3195 if FAmmo[A_FUEL] > 0 then
3196 begin
3197 g_Weapon_flame(wx, wy, xd, yd, FUID);
3198 FlamerOn;
3199 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3200 Dec(FAmmo[A_FUEL]);
3201 FFireAngle := FAngle;
3202 f := True;
3203 DidFire := True;
3204 end
3205 else
3206 begin
3207 FlamerOff;
3208 if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
3209 end;
3210 end;
3212 if g_Game_IsNet then
3213 begin
3214 if DidFire then
3215 begin
3216 if FCurrWeap <> WEAPON_BFG then
3217 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3218 else
3219 if not FNoReload then
3220 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3221 end;
3223 MH_SEND_PlayerStats(FUID);
3224 end;
3226 if not f then Exit;
3228 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3229 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3230 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3231 end;
3233 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3234 begin
3235 case Weapon of
3236 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3237 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3238 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3239 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3240 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3241 else Result := 0;
3242 end;
3243 end;
3245 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3246 begin
3247 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3248 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3249 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3250 end;
3252 procedure TPlayer.FlamerOn;
3253 begin
3254 FFlameSoundOff.Stop();
3255 FFlameSoundOff.SetPosition(0);
3256 if FFlaming then
3257 begin
3258 if (not FFlameSoundOn.IsPlaying()) and (not FFlameSoundWork.IsPlaying()) then
3259 FFlameSoundWork.PlayAt(FObj.X, FObj.Y);
3260 end
3261 else
3262 begin
3263 FFlameSoundOn.PlayAt(FObj.X, FObj.Y);
3264 FFlaming := True;
3265 end;
3266 end;
3268 procedure TPlayer.FlamerOff;
3269 begin
3270 if FFlaming then
3271 begin
3272 FFlameSoundOn.Stop();
3273 FFlameSoundOn.SetPosition(0);
3274 FFlameSoundWork.Stop();
3275 FFlameSoundWork.SetPosition(0);
3276 FFlameSoundOff.PlayAt(FObj.X, FObj.Y);
3277 FFlaming := False;
3278 end;
3279 end;
3281 procedure TPlayer.JetpackOn;
3282 begin
3283 FJetSoundFly.Stop;
3284 FJetSoundOff.Stop;
3285 FJetSoundOn.SetPosition(0);
3286 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3287 FlySmoke(8);
3288 end;
3290 procedure TPlayer.JetpackOff;
3291 begin
3292 FJetSoundFly.Stop;
3293 FJetSoundOn.Stop;
3294 FJetSoundOff.SetPosition(0);
3295 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3296 end;
3298 procedure TPlayer.CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
3299 begin
3300 if Timeout <= 0 then
3301 exit;
3302 if (FMegaRulez[MR_SUIT] > gTime) or (FMegaRulez[MR_INVUL] > gTime) then
3303 exit; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3304 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3305 exit; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
3306 if FFireTime <= 0 then
3307 g_Sound_PlayExAt('SOUND_IGNITE', FObj.X, FObj.Y);
3308 FFireTime := Timeout;
3309 FFireAttacker := Attacker;
3310 if g_Game_IsNet and g_Game_IsServer then
3311 MH_SEND_PlayerStats(FUID);
3312 end;
3314 procedure TPlayer.Jump();
3315 begin
3316 if gFly or FJetpack then
3317 begin
3318 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3319 if FObj.Vel.Y > -VEL_FLY then
3320 FObj.Vel.Y := FObj.Vel.Y - 3;
3321 if FJetpack then
3322 begin
3323 if FJetFuel > 0 then
3324 Dec(FJetFuel);
3325 if (FJetFuel < 1) and g_Game_IsServer then
3326 begin
3327 FJetpack := False;
3328 JetpackOff;
3329 if g_Game_IsNet then
3330 MH_SEND_PlayerStats(FUID);
3331 end;
3332 end;
3333 Exit;
3334 end;
3336 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3337 if FGhost then
3338 FCanJetpack := False;
3340 // Ïðûãàåì èëè âñïëûâàåì:
3341 if (CollideLevel(0, 1) or
3342 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3343 PLAYER_RECT.Height-33, PANEL_STEP, False)
3344 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3345 begin
3346 FObj.Vel.Y := -VEL_JUMP;
3347 FCanJetpack := False;
3348 end
3349 else
3350 begin
3351 if BodyInLiquid(0, 0) then
3352 FObj.Vel.Y := -VEL_SW
3353 else if (FJetFuel > 0) and FCanJetpack and
3354 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3355 begin
3356 FJetpack := True;
3357 JetpackOn;
3358 if g_Game_IsNet then
3359 MH_SEND_PlayerStats(FUID);
3360 end;
3361 end;
3362 end;
3364 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3365 var
3366 a, i, k, ab, ar: Byte;
3367 s: String;
3368 mon: TMonster;
3369 plr: TPlayer;
3370 srv, netsrv: Boolean;
3371 DoFrags: Boolean;
3372 OldLR: Byte;
3373 KP: TPlayer;
3374 it: PItem;
3376 procedure PushItem(t: Byte);
3377 var
3378 id: DWORD;
3379 begin
3380 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3381 it := g_Items_ByIdx(id);
3382 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3383 begin
3384 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3385 (FObj.Vel.Y div 2)-Random(9));
3386 it.positionChanged(); // this updates spatial accelerators
3387 end
3388 else
3389 begin
3390 if KillType = K_HARDKILL then // -5..+5; -5..0
3391 begin
3392 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3393 (FObj.Vel.Y div 2)-Random(6));
3394 end
3395 else // -3..+3; -3..0
3396 begin
3397 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3398 (FObj.Vel.Y div 2)-Random(4));
3399 end;
3400 it.positionChanged(); // this updates spatial accelerators
3401 end;
3403 if g_Game_IsNet and g_Game_IsServer then
3404 MH_SEND_ItemSpawn(True, id);
3405 end;
3407 begin
3408 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3409 Srv := g_Game_IsServer;
3410 Netsrv := g_Game_IsServer and g_Game_IsNet;
3411 if Srv then FDeath := FDeath + 1;
3412 if FAlive then
3413 begin
3414 if FGhost then
3415 FGhost := False;
3416 if not FPhysics then
3417 FPhysics := True;
3418 FAlive := False;
3419 end;
3420 FShellTimer := -1;
3422 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3423 begin
3424 if FLives > 0 then FLives := FLives - 1;
3425 if FLives = 0 then FNoRespawn := True;
3426 end;
3428 // Íîìåð òèïà ñìåðòè:
3429 a := 1;
3430 case KillType of
3431 K_SIMPLEKILL: a := 1;
3432 K_HARDKILL: a := 2;
3433 K_EXTRAHARDKILL: a := 3;
3434 K_FALLKILL: a := 4;
3435 end;
3437 // Çâóê ñìåðòè:
3438 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3439 for i := 1 to 3 do
3440 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3441 Break;
3443 // Âðåìÿ ðåñïàóíà:
3444 if Srv then
3445 case KillType of
3446 K_SIMPLEKILL:
3447 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3448 K_HARDKILL:
3449 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3450 K_EXTRAHARDKILL, K_FALLKILL:
3451 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3452 end;
3454 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3455 case KillType of
3456 K_SIMPLEKILL:
3457 SetAction(A_DIE1);
3458 K_HARDKILL, K_EXTRAHARDKILL:
3459 SetAction(A_DIE2);
3460 end;
3462 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3463 if (KillType <> K_FALLKILL) and (Srv) then
3464 g_Monsters_killedp();
3466 if SpawnerUID = FUID then
3467 begin // Ñàìîóáèëñÿ
3468 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3469 begin
3470 Dec(FFrags);
3471 FLastFrag := 0;
3472 end;
3473 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3474 end
3475 else
3476 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3477 begin // Óáèò äðóãèì èãðîêîì
3478 KP := g_Player_Get(SpawnerUID);
3479 if (KP <> nil) and Srv then
3480 begin
3481 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3482 if SameTeam(FUID, SpawnerUID) then
3483 begin
3484 Dec(KP.FFrags);
3485 KP.FLastFrag := 0;
3486 end else
3487 begin
3488 Inc(KP.FFrags);
3489 KP.FragCombo();
3490 end;
3492 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3493 Inc(gTeamStat[KP.Team].Goals,
3494 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3496 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3497 end;
3499 plr := g_Player_Get(SpawnerUID);
3500 if plr = nil then
3501 s := '?'
3502 else
3503 s := plr.FName;
3505 case KillType of
3506 K_HARDKILL:
3507 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3508 [FName, s]),
3509 gShowKillMsg);
3510 K_EXTRAHARDKILL:
3511 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3512 [FName, s]),
3513 gShowKillMsg);
3514 else
3515 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3516 [FName, s]),
3517 gShowKillMsg);
3518 end;
3519 end
3520 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3521 begin // Óáèò ìîíñòðîì
3522 mon := g_Monsters_ByUID(SpawnerUID);
3523 if mon = nil then
3524 s := '?'
3525 else
3526 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3528 case KillType of
3529 K_HARDKILL:
3530 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3531 [FName, s]),
3532 gShowKillMsg);
3533 K_EXTRAHARDKILL:
3534 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3535 [FName, s]),
3536 gShowKillMsg);
3537 else
3538 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3539 [FName, s]),
3540 gShowKillMsg);
3541 end;
3542 end
3543 else // Îñîáûå òèïû ñìåðòè
3544 case t of
3545 HIT_DISCON: ;
3546 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3547 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3548 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3549 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3550 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3551 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3552 end;
3554 if Srv then
3555 begin
3556 // Âûáðîñ îðóæèÿ:
3557 for a := WP_FIRST to WP_LAST do
3558 if FWeapon[a] then
3559 begin
3560 case a of
3561 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3562 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3563 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3564 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3565 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3566 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3567 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3568 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3569 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3570 else i := 0;
3571 end;
3573 if i <> 0 then
3574 PushItem(i);
3575 end;
3577 // Âûáðîñ ðþêçàêà:
3578 if R_ITEM_BACKPACK in FRulez then
3579 PushItem(ITEM_AMMO_BACKPACK);
3581 // Âûáðîñ ðàêåòíîãî ðàíöà:
3582 if FJetFuel > 0 then
3583 PushItem(ITEM_JETPACK);
3585 // Âûáðîñ êëþ÷åé:
3586 if (not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) or
3587 (not LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS)) then
3588 begin
3589 if R_KEY_RED in FRulez then
3590 PushItem(ITEM_KEY_RED);
3592 if R_KEY_GREEN in FRulez then
3593 PushItem(ITEM_KEY_GREEN);
3595 if R_KEY_BLUE in FRulez then
3596 PushItem(ITEM_KEY_BLUE);
3597 end;
3599 // Âûáðîñ ôëàãà:
3600 DropFlag(KillType = K_FALLKILL);
3601 end;
3603 g_Player_CreateCorpse(Self);
3605 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3606 (gLMSRespawn = LMS_RESPAWN_NONE) then
3607 begin
3608 a := 0;
3609 k := 0;
3610 ar := 0;
3611 ab := 0;
3612 for i := Low(gPlayers) to High(gPlayers) do
3613 begin
3614 if gPlayers[i] = nil then continue;
3615 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3616 begin
3617 Inc(a);
3618 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3619 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3620 k := i;
3621 end;
3622 end;
3624 OldLR := gLMSRespawn;
3625 if (gGameSettings.GameMode = GM_COOP) then
3626 begin
3627 if (a = 0) then
3628 begin
3629 // everyone is dead, restart the map
3630 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3631 if Netsrv then
3632 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3633 gLMSRespawn := LMS_RESPAWN_FINAL;
3634 gLMSRespawnTime := gTime + 5000;
3635 end
3636 else if (a = 1) then
3637 begin
3638 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3639 if (gPlayers[k] = gPlayer1) or
3640 (gPlayers[k] = gPlayer2) then
3641 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3642 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3643 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3644 end;
3645 end
3646 else if (gGameSettings.GameMode = GM_TDM) then
3647 begin
3648 if (ab = 0) and (ar <> 0) then
3649 begin
3650 // blu team ded
3651 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3652 if Netsrv then
3653 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3654 Inc(gTeamStat[TEAM_RED].Goals);
3655 gLMSRespawn := LMS_RESPAWN_FINAL;
3656 gLMSRespawnTime := gTime + 5000;
3657 end
3658 else if (ar = 0) and (ab <> 0) then
3659 begin
3660 // red team ded
3661 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3662 if Netsrv then
3663 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3664 Inc(gTeamStat[TEAM_BLUE].Goals);
3665 gLMSRespawn := LMS_RESPAWN_FINAL;
3666 gLMSRespawnTime := gTime + 5000;
3667 end
3668 else if (ar = 0) and (ab = 0) then
3669 begin
3670 // everyone ded
3671 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3672 if Netsrv then
3673 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3674 gLMSRespawn := LMS_RESPAWN_FINAL;
3675 gLMSRespawnTime := gTime + 5000;
3676 end;
3677 end
3678 else if (gGameSettings.GameMode = GM_DM) then
3679 begin
3680 if (a = 1) then
3681 begin
3682 if gPlayers[k] <> nil then
3683 with gPlayers[k] do
3684 begin
3685 // survivor is the winner
3686 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3687 if Netsrv then
3688 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3689 Inc(FFrags);
3690 end;
3691 gLMSRespawn := LMS_RESPAWN_FINAL;
3692 gLMSRespawnTime := gTime + 5000;
3693 end
3694 else if (a = 0) then
3695 begin
3696 // everyone is dead, restart the map
3697 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3698 if Netsrv then
3699 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3700 gLMSRespawn := LMS_RESPAWN_FINAL;
3701 gLMSRespawnTime := gTime + 5000;
3702 end;
3703 end;
3704 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3705 begin
3706 if NetMode = NET_SERVER then
3707 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, gLMSRespawnTime - gTime)
3708 else
3709 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3710 end;
3711 end;
3713 if Netsrv then
3714 begin
3715 MH_SEND_PlayerStats(FUID);
3716 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3717 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3718 end;
3720 if srv and FNoRespawn then Spectate(True);
3721 FWantsInGame := True;
3722 end;
3724 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3725 begin
3726 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3727 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3728 end;
3730 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3731 begin
3732 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3733 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3734 end;
3736 procedure TPlayer.MakeBloodSimple(Count: Word);
3737 begin
3738 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3739 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3740 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3741 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3742 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3743 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3744 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3745 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3746 end;
3748 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3749 begin
3750 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3751 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3752 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3753 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3754 end;
3756 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3757 begin
3758 if g_Game_IsClient then Exit;
3759 if Weapon > High(FWeapon) then Exit;
3760 FNextWeap := FNextWeap or (1 shl Weapon);
3761 end;
3763 procedure TPlayer.resetWeaponQueue ();
3764 begin
3765 FNextWeap := 0;
3766 FNextWeapDelay := 0;
3767 end;
3769 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3770 begin
3771 result := false;
3772 case weapon of
3773 WEAPON_KASTET, WEAPON_SAW: result := true;
3774 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3775 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3776 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3777 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3778 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3779 else result := (weapon < length(FWeapon));
3780 end;
3781 end;
3783 // return 255 for "no switch"
3784 function TPlayer.getNextWeaponIndex (): Byte;
3785 var
3786 i: Word;
3787 wantThisWeapon: array[0..64] of Boolean;
3788 wwc: Integer = 0; //HACK!
3789 dir, cwi: Integer;
3790 begin
3791 result := 255; // default result: "no switch"
3792 // had weapon cycling on previous frame? remove that flag
3793 if (FNextWeap and $2000) <> 0 then
3794 begin
3795 FNextWeap := FNextWeap and $1FFF;
3796 FNextWeapDelay := 0;
3797 end;
3798 // cycling has priority
3799 if (FNextWeap and $C000) <> 0 then
3800 begin
3801 if (FNextWeap and $8000) <> 0 then
3802 dir := 1
3803 else
3804 dir := -1;
3805 FNextWeap := FNextWeap or $2000; // we need this
3806 if FNextWeapDelay > 0 then
3807 exit; // cooldown time
3808 cwi := FCurrWeap;
3809 for i := 0 to High(FWeapon) do
3810 begin
3811 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3812 if FWeapon[cwi] then
3813 begin
3814 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3815 result := Byte(cwi);
3816 FNextWeapDelay := WEAPON_DELAY;
3817 exit;
3818 end;
3819 end;
3820 resetWeaponQueue();
3821 exit;
3822 end;
3823 // no cycling
3824 for i := 0 to High(wantThisWeapon) do
3825 wantThisWeapon[i] := false;
3826 for i := 0 to High(FWeapon) do
3827 if (FNextWeap and (1 shl i)) <> 0 then
3828 begin
3829 wantThisWeapon[i] := true;
3830 Inc(wwc);
3831 end;
3832 // exclude currently selected weapon from the set
3833 wantThisWeapon[FCurrWeap] := false;
3834 // slow down alterations a little
3835 if wwc > 1 then
3836 begin
3837 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3838 // more than one weapon requested, assume "alteration" and check alteration delay
3839 if FNextWeapDelay > 0 then
3840 begin
3841 FNextWeap := 0;
3842 exit;
3843 end; // yeah
3844 end;
3845 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3846 // but clear all counters if no weapon should be switched
3847 if wwc < 1 then
3848 begin
3849 resetWeaponQueue();
3850 exit;
3851 end;
3852 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3853 // try weapons in descending order
3854 for i := High(FWeapon) downto 0 do
3855 begin
3856 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3857 begin
3858 // i found her!
3859 result := Byte(i);
3860 resetWeaponQueue();
3861 FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not
3862 exit;
3863 end;
3864 end;
3865 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3866 resetWeaponQueue();
3867 end;
3869 procedure TPlayer.RealizeCurrentWeapon();
3870 function switchAllowed (): Boolean;
3871 var
3872 i: Byte;
3873 begin
3874 result := false;
3875 if FBFGFireCounter <> -1 then
3876 exit;
3877 if FTime[T_SWITCH] > gTime then
3878 exit;
3879 for i := WP_FIRST to WP_LAST do
3880 if FReloading[i] > 0 then
3881 exit;
3882 result := true;
3883 end;
3885 var
3886 nw: Byte;
3887 begin
3888 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3889 //FNextWeap := FNextWeap and $1FFF;
3890 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3892 if not switchAllowed then
3893 begin
3894 //HACK for weapon cycling
3895 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3896 exit;
3897 end;
3899 nw := getNextWeaponIndex();
3900 if nw = 255 then exit; // don't reset anything here
3901 if nw > High(FWeapon) then
3902 begin
3903 // don't forget to reset queue here!
3904 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3905 resetWeaponQueue();
3906 exit;
3907 end;
3909 if FWeapon[nw] then
3910 begin
3911 FCurrWeap := nw;
3912 FTime[T_SWITCH] := gTime+156;
3913 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3914 FModel.SetWeapon(FCurrWeap);
3915 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3916 end;
3917 end;
3919 procedure TPlayer.NextWeapon();
3920 begin
3921 if g_Game_IsClient then Exit;
3922 FNextWeap := $8000;
3923 end;
3925 procedure TPlayer.PrevWeapon();
3926 begin
3927 if g_Game_IsClient then Exit;
3928 FNextWeap := $4000;
3929 end;
3931 procedure TPlayer.SetWeapon(W: Byte);
3932 begin
3933 if FCurrWeap <> W then
3934 if W = WEAPON_SAW then
3935 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3937 FCurrWeap := W;
3938 FModel.SetWeapon(CurrWeap);
3939 resetWeaponQueue();
3940 end;
3942 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3944 function allowBerserkSwitching (): Boolean;
3945 begin
3946 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3947 result := true;
3948 if gBerserkAutoswitch then exit;
3949 if not conIsCheatsEnabled then exit;
3950 result := false;
3951 end;
3953 var
3954 a: Boolean;
3955 begin
3956 Result := False;
3957 if g_Game_IsClient then Exit;
3959 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3960 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3961 remove := not a;
3963 case ItemType of
3964 ITEM_MEDKIT_SMALL:
3965 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3966 begin
3967 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
3968 Result := True;
3969 remove := True;
3970 FFireTime := 0;
3971 if gFlash = 2 then Inc(FPickup, 5);
3972 end;
3974 ITEM_MEDKIT_LARGE:
3975 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3976 begin
3977 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
3978 Result := True;
3979 remove := True;
3980 FFireTime := 0;
3981 if gFlash = 2 then Inc(FPickup, 5);
3982 end;
3984 ITEM_ARMOR_GREEN:
3985 if FArmor < PLAYER_AP_SOFT then
3986 begin
3987 FArmor := PLAYER_AP_SOFT;
3988 Result := True;
3989 remove := True;
3990 if gFlash = 2 then Inc(FPickup, 5);
3991 end;
3993 ITEM_ARMOR_BLUE:
3994 if FArmor < PLAYER_AP_LIMIT then
3995 begin
3996 FArmor := PLAYER_AP_LIMIT;
3997 Result := True;
3998 remove := True;
3999 if gFlash = 2 then Inc(FPickup, 5);
4000 end;
4002 ITEM_SPHERE_BLUE:
4003 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
4004 begin
4005 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
4006 Result := True;
4007 remove := True;
4008 FFireTime := 0;
4009 if gFlash = 2 then Inc(FPickup, 5);
4010 end;
4012 ITEM_SPHERE_WHITE:
4013 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) or (FFireTime > 0) then
4014 begin
4015 if FHealth < PLAYER_HP_LIMIT then
4016 FHealth := PLAYER_HP_LIMIT;
4017 if FArmor < PLAYER_AP_LIMIT then
4018 FArmor := PLAYER_AP_LIMIT;
4019 Result := True;
4020 remove := True;
4021 FFireTime := 0;
4022 if gFlash = 2 then Inc(FPickup, 5);
4023 end;
4025 ITEM_WEAPON_SAW:
4026 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
4027 begin
4028 FWeapon[WEAPON_SAW] := True;
4029 Result := True;
4030 if gFlash = 2 then Inc(FPickup, 5);
4031 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4032 end;
4034 ITEM_WEAPON_SHOTGUN1:
4035 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
4036 begin
4037 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
4038 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
4040 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4041 FWeapon[WEAPON_SHOTGUN1] := True;
4042 Result := True;
4043 if gFlash = 2 then Inc(FPickup, 5);
4044 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4045 end;
4047 ITEM_WEAPON_SHOTGUN2:
4048 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
4049 begin
4050 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
4052 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4053 FWeapon[WEAPON_SHOTGUN2] := True;
4054 Result := True;
4055 if gFlash = 2 then Inc(FPickup, 5);
4056 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4057 end;
4059 ITEM_WEAPON_CHAINGUN:
4060 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
4061 begin
4062 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
4064 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4065 FWeapon[WEAPON_CHAINGUN] := True;
4066 Result := True;
4067 if gFlash = 2 then Inc(FPickup, 5);
4068 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4069 end;
4071 ITEM_WEAPON_ROCKETLAUNCHER:
4072 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
4073 begin
4074 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
4076 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
4077 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
4078 Result := True;
4079 if gFlash = 2 then Inc(FPickup, 5);
4080 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4081 end;
4083 ITEM_WEAPON_PLASMA:
4084 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
4085 begin
4086 if a and FWeapon[WEAPON_PLASMA] then Exit;
4088 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4089 FWeapon[WEAPON_PLASMA] := True;
4090 Result := True;
4091 if gFlash = 2 then Inc(FPickup, 5);
4092 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4093 end;
4095 ITEM_WEAPON_BFG:
4096 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4097 begin
4098 if a and FWeapon[WEAPON_BFG] then Exit;
4100 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4101 FWeapon[WEAPON_BFG] := True;
4102 Result := True;
4103 if gFlash = 2 then Inc(FPickup, 5);
4104 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4105 end;
4107 ITEM_WEAPON_SUPERPULEMET:
4108 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4109 begin
4110 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4112 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4113 FWeapon[WEAPON_SUPERPULEMET] := True;
4114 Result := True;
4115 if gFlash = 2 then Inc(FPickup, 5);
4116 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4117 end;
4119 ITEM_WEAPON_FLAMETHROWER:
4120 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4121 begin
4122 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4124 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4125 FWeapon[WEAPON_FLAMETHROWER] := True;
4126 Result := True;
4127 if gFlash = 2 then Inc(FPickup, 5);
4128 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4129 end;
4131 ITEM_AMMO_BULLETS:
4132 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4133 begin
4134 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4135 Result := True;
4136 remove := True;
4137 if gFlash = 2 then Inc(FPickup, 5);
4138 end;
4140 ITEM_AMMO_BULLETS_BOX:
4141 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4142 begin
4143 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4144 Result := True;
4145 remove := True;
4146 if gFlash = 2 then Inc(FPickup, 5);
4147 end;
4149 ITEM_AMMO_SHELLS:
4150 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4151 begin
4152 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4153 Result := True;
4154 remove := True;
4155 if gFlash = 2 then Inc(FPickup, 5);
4156 end;
4158 ITEM_AMMO_SHELLS_BOX:
4159 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4160 begin
4161 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4162 Result := True;
4163 remove := True;
4164 if gFlash = 2 then Inc(FPickup, 5);
4165 end;
4167 ITEM_AMMO_ROCKET:
4168 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4169 begin
4170 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4171 Result := True;
4172 remove := True;
4173 if gFlash = 2 then Inc(FPickup, 5);
4174 end;
4176 ITEM_AMMO_ROCKET_BOX:
4177 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4178 begin
4179 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4180 Result := True;
4181 remove := True;
4182 if gFlash = 2 then Inc(FPickup, 5);
4183 end;
4185 ITEM_AMMO_CELL:
4186 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4187 begin
4188 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4189 Result := True;
4190 remove := True;
4191 if gFlash = 2 then Inc(FPickup, 5);
4192 end;
4194 ITEM_AMMO_CELL_BIG:
4195 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4196 begin
4197 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4198 Result := True;
4199 remove := True;
4200 if gFlash = 2 then Inc(FPickup, 5);
4201 end;
4203 ITEM_AMMO_FUELCAN:
4204 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4205 begin
4206 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4207 Result := True;
4208 remove := True;
4209 if gFlash = 2 then Inc(FPickup, 5);
4210 end;
4212 ITEM_AMMO_BACKPACK:
4213 if not(R_ITEM_BACKPACK in FRulez) or
4214 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4215 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4216 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4217 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4218 (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) then
4219 begin
4220 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4221 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4222 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4223 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4224 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4226 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4227 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4228 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4229 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4230 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4231 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4232 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4233 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4234 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4235 IncMax(FAmmo[A_FUEL], 50, FMaxAmmo[A_FUEL]);
4237 FRulez := FRulez + [R_ITEM_BACKPACK];
4238 Result := True;
4239 remove := True;
4240 if gFlash = 2 then Inc(FPickup, 5);
4241 end;
4243 ITEM_KEY_RED:
4244 if not(R_KEY_RED in FRulez) then
4245 begin
4246 Include(FRulez, R_KEY_RED);
4247 Result := True;
4248 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4249 if gFlash = 2 then Inc(FPickup, 5);
4250 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4251 end;
4253 ITEM_KEY_GREEN:
4254 if not(R_KEY_GREEN in FRulez) then
4255 begin
4256 Include(FRulez, R_KEY_GREEN);
4257 Result := True;
4258 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4259 if gFlash = 2 then Inc(FPickup, 5);
4260 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4261 end;
4263 ITEM_KEY_BLUE:
4264 if not(R_KEY_BLUE in FRulez) then
4265 begin
4266 Include(FRulez, R_KEY_BLUE);
4267 Result := True;
4268 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4269 if gFlash = 2 then Inc(FPickup, 5);
4270 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4271 end;
4273 ITEM_SUIT:
4274 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4275 begin
4276 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4277 Result := True;
4278 remove := True;
4279 FFireTime := 0;
4280 if gFlash = 2 then Inc(FPickup, 5);
4281 end;
4283 ITEM_OXYGEN:
4284 if FAir < AIR_MAX then
4285 begin
4286 FAir := AIR_MAX;
4287 Result := True;
4288 remove := True;
4289 if gFlash = 2 then Inc(FPickup, 5);
4290 end;
4292 ITEM_MEDKIT_BLACK:
4293 begin
4294 if not (R_BERSERK in FRulez) then
4295 begin
4296 Include(FRulez, R_BERSERK);
4297 if allowBerserkSwitching then
4298 begin
4299 FCurrWeap := WEAPON_KASTET;
4300 resetWeaponQueue();
4301 FModel.SetWeapon(WEAPON_KASTET);
4302 end;
4303 if gFlash <> 0 then
4304 begin
4305 Inc(FPain, 100);
4306 if gFlash = 2 then Inc(FPickup, 5);
4307 end;
4308 FBerserk := gTime+30000;
4309 Result := True;
4310 remove := True;
4311 FFireTime := 0;
4312 end;
4313 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
4314 begin
4315 if FHealth < PLAYER_HP_SOFT then FHealth := PLAYER_HP_SOFT;
4316 FBerserk := gTime+30000;
4317 Result := True;
4318 remove := True;
4319 FFireTime := 0;
4320 end;
4321 end;
4323 ITEM_INVUL:
4324 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4325 begin
4326 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4327 FSpawnInvul := 0;
4328 Result := True;
4329 remove := True;
4330 if gFlash = 2 then Inc(FPickup, 5);
4331 end;
4333 ITEM_BOTTLE:
4334 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
4335 begin
4336 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4337 Result := True;
4338 remove := True;
4339 FFireTime := 0;
4340 if gFlash = 2 then Inc(FPickup, 5);
4341 end;
4343 ITEM_HELMET:
4344 if FArmor < PLAYER_AP_LIMIT then
4345 begin
4346 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4347 Result := True;
4348 remove := True;
4349 if gFlash = 2 then Inc(FPickup, 5);
4350 end;
4352 ITEM_JETPACK:
4353 if FJetFuel < JET_MAX then
4354 begin
4355 FJetFuel := JET_MAX;
4356 Result := True;
4357 remove := True;
4358 if gFlash = 2 then Inc(FPickup, 5);
4359 end;
4361 ITEM_INVIS:
4362 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4363 begin
4364 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4365 Result := True;
4366 remove := True;
4367 if gFlash = 2 then Inc(FPickup, 5);
4368 end;
4369 end;
4370 end;
4372 procedure TPlayer.Touch();
4373 begin
4374 if not FAlive then
4375 Exit;
4376 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4377 if FIamBot then
4378 begin
4379 // Áðîñèòü ôëàã òîâàðèùó:
4380 if gGameSettings.GameMode = GM_CTF then
4381 DropFlag();
4382 end;
4383 end;
4385 procedure TPlayer.Push(vx, vy: Integer);
4386 begin
4387 if (not FPhysics) and FGhost then
4388 Exit;
4389 FObj.Accel.X := FObj.Accel.X + vx;
4390 FObj.Accel.Y := FObj.Accel.Y + vy;
4391 if g_Game_IsNet and g_Game_IsServer then
4392 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4393 end;
4395 procedure TPlayer.Reset(Force: Boolean);
4396 begin
4397 if Force then
4398 FAlive := False;
4400 FSpawned := False;
4401 FTime[T_RESPAWN] := 0;
4402 FTime[T_FLAGCAP] := 0;
4403 FGodMode := False;
4404 FNoTarget := False;
4405 FNoReload := False;
4406 FFrags := 0;
4407 FLastFrag := 0;
4408 FComboEvnt := -1;
4409 FKills := 0;
4410 FMonsterKills := 0;
4411 FDeath := 0;
4412 FSecrets := 0;
4413 FSpawnInvul := 0;
4414 FReady := False;
4415 if FNoRespawn then
4416 begin
4417 FSpectator := False;
4418 FGhost := False;
4419 FPhysics := True;
4420 FSpectatePlayer := -1;
4421 FNoRespawn := False;
4422 end;
4423 FLives := gGameSettings.MaxLives;
4425 SetFlag(FLAG_NONE);
4426 end;
4428 procedure TPlayer.SoftReset();
4429 begin
4430 ReleaseKeys();
4432 FDamageBuffer := 0;
4433 FSlopeOld := 0;
4434 FIncCamOld := 0;
4435 FIncCam := 0;
4436 FBFGFireCounter := -1;
4437 FShellTimer := -1;
4438 FPain := 0;
4439 FLastHit := 0;
4440 FLastFrag := 0;
4441 FComboEvnt := -1;
4443 SetFlag(FLAG_NONE);
4444 SetAction(A_STAND, True);
4445 end;
4447 function TPlayer.GetRespawnPoint(): Byte;
4448 var
4449 c: Byte;
4450 begin
4451 Result := 255;
4452 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4454 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4455 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4456 begin
4457 if (Self = gPlayer1) or (Self = gPlayer2) then
4458 begin
4459 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4460 if Self = gPlayer1 then
4461 c := RESPAWNPOINT_PLAYER1
4462 else
4463 c := RESPAWNPOINT_PLAYER2;
4464 if g_Map_GetPointCount(c) > 0 then
4465 begin
4466 Result := c;
4467 Exit;
4468 end;
4470 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4471 if Self = gPlayer1 then
4472 c := RESPAWNPOINT_PLAYER2
4473 else
4474 c := RESPAWNPOINT_PLAYER1;
4475 if g_Map_GetPointCount(c) > 0 then
4476 begin
4477 Result := c;
4478 Exit;
4479 end;
4480 end else
4481 begin
4482 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4483 if Random(2) = 0 then
4484 c := RESPAWNPOINT_PLAYER1
4485 else
4486 c := RESPAWNPOINT_PLAYER2;
4487 if g_Map_GetPointCount(c) > 0 then
4488 begin
4489 Result := c;
4490 Exit;
4491 end;
4492 end;
4494 // Òî÷êà ëþáîé èç êîìàíä
4495 if Random(2) = 0 then
4496 c := RESPAWNPOINT_RED
4497 else
4498 c := RESPAWNPOINT_BLUE;
4499 if g_Map_GetPointCount(c) > 0 then
4500 begin
4501 Result := c;
4502 Exit;
4503 end;
4505 // Òî÷êà DM
4506 c := RESPAWNPOINT_DM;
4507 if g_Map_GetPointCount(c) > 0 then
4508 begin
4509 Result := c;
4510 Exit;
4511 end;
4512 end;
4514 // Ìÿñîïîâàë
4515 if gGameSettings.GameMode = GM_DM then
4516 begin
4517 // Òî÷êà DM
4518 c := RESPAWNPOINT_DM;
4519 if g_Map_GetPointCount(c) > 0 then
4520 begin
4521 Result := c;
4522 Exit;
4523 end;
4525 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4526 if Random(2) = 0 then
4527 c := RESPAWNPOINT_PLAYER1
4528 else
4529 c := RESPAWNPOINT_PLAYER2;
4530 if g_Map_GetPointCount(c) > 0 then
4531 begin
4532 Result := c;
4533 Exit;
4534 end;
4536 // Òî÷êà ëþáîé èç êîìàíä
4537 if Random(2) = 0 then
4538 c := RESPAWNPOINT_RED
4539 else
4540 c := RESPAWNPOINT_BLUE;
4541 if g_Map_GetPointCount(c) > 0 then
4542 begin
4543 Result := c;
4544 Exit;
4545 end;
4546 end;
4548 // Êîìàíäíûå
4549 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4550 begin
4551 // Òî÷êà ñâîåé êîìàíäû
4552 c := RESPAWNPOINT_DM;
4553 if FTeam = TEAM_RED then
4554 c := RESPAWNPOINT_RED;
4555 if FTeam = TEAM_BLUE then
4556 c := RESPAWNPOINT_BLUE;
4557 if g_Map_GetPointCount(c) > 0 then
4558 begin
4559 Result := c;
4560 Exit;
4561 end;
4563 // Òî÷êà DM
4564 c := RESPAWNPOINT_DM;
4565 if g_Map_GetPointCount(c) > 0 then
4566 begin
4567 Result := c;
4568 Exit;
4569 end;
4571 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4572 if Random(2) = 0 then
4573 c := RESPAWNPOINT_PLAYER1
4574 else
4575 c := RESPAWNPOINT_PLAYER2;
4576 if g_Map_GetPointCount(c) > 0 then
4577 begin
4578 Result := c;
4579 Exit;
4580 end;
4582 // Òî÷êà äðóãîé êîìàíäû
4583 c := RESPAWNPOINT_DM;
4584 if FTeam = TEAM_RED then
4585 c := RESPAWNPOINT_BLUE;
4586 if FTeam = TEAM_BLUE then
4587 c := RESPAWNPOINT_RED;
4588 if g_Map_GetPointCount(c) > 0 then
4589 begin
4590 Result := c;
4591 Exit;
4592 end;
4593 end;
4594 end;
4596 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4597 var
4598 RespawnPoint: TRespawnPoint;
4599 a, b, c: Byte;
4600 Anim: TAnimation;
4601 ID: DWORD;
4602 begin
4603 FSlopeOld := 0;
4604 FIncCamOld := 0;
4605 FIncCam := 0;
4606 FBFGFireCounter := -1;
4607 FShellTimer := -1;
4608 FPain := 0;
4609 FLastHit := 0;
4610 FSpawnInvul := 0;
4612 if not g_Game_IsServer then
4613 Exit;
4614 if FDummy then
4615 Exit;
4616 FWantsInGame := True;
4617 FJustTeleported := True;
4618 if Force then
4619 begin
4620 FTime[T_RESPAWN] := 0;
4621 FAlive := False;
4622 end;
4623 FNetTime := 0;
4624 // if server changes MaxLives we gotta be ready
4625 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4627 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4628 if FTime[T_RESPAWN] > gTime then
4629 Exit;
4631 // Ïðîñðàë âñå æèçíè:
4632 if FNoRespawn then
4633 begin
4634 if not FSpectator then Spectate(True);
4635 FWantsInGame := True;
4636 Exit;
4637 end;
4639 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4640 begin // "Ñâîÿ èãðà"
4641 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4642 FRulez := FRulez-[R_BERSERK];
4643 end
4644 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4645 begin
4646 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4647 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4648 end;
4650 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4651 c := GetRespawnPoint();
4653 ReleaseKeys();
4654 SetFlag(FLAG_NONE);
4656 // Âîñêðåøåíèå áåç îðóæèÿ:
4657 if not FAlive then
4658 begin
4659 FHealth := Round(PLAYER_HP_SOFT * (FHandicap / 100));
4660 FArmor := 0;
4661 FAlive := True;
4662 FAir := AIR_DEF;
4663 FJetFuel := 0;
4665 for a := WP_FIRST to WP_LAST do
4666 begin
4667 FWeapon[a] := False;
4668 FReloading[a] := 0;
4669 end;
4671 FWeapon[WEAPON_PISTOL] := True;
4672 FWeapon[WEAPON_KASTET] := True;
4673 FCurrWeap := WEAPON_PISTOL;
4674 resetWeaponQueue();
4676 FModel.SetWeapon(FCurrWeap);
4678 for b := A_BULLETS to A_HIGH do
4679 FAmmo[b] := 0;
4681 FAmmo[A_BULLETS] := 50;
4683 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4684 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4685 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4686 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4687 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4689 if (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) and
4690 LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS) then
4691 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4692 else
4693 FRulez := [];
4694 end;
4696 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4697 if not g_Map_GetPoint(c, RespawnPoint) then
4698 begin
4699 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4700 Exit;
4701 end;
4703 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4704 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4705 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4706 FObj.oldX := FObj.X; // don't interpolate after respawn
4707 FObj.oldY := FObj.Y;
4708 FObj.Vel.X := 0;
4709 FObj.Vel.Y := 0;
4710 FObj.Accel.X := 0;
4711 FObj.Accel.Y := 0;
4713 FDirection := RespawnPoint.Direction;
4714 if FDirection = TDirection.D_LEFT then
4715 FAngle := 180
4716 else
4717 FAngle := 0;
4719 SetAction(A_STAND, True);
4720 FModel.Direction := FDirection;
4722 for a := Low(FTime) to High(FTime) do
4723 FTime[a] := 0;
4725 for a := Low(FMegaRulez) to High(FMegaRulez) do
4726 FMegaRulez[a] := 0;
4728 // Respawn invulnerability
4729 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.SpawnInvul > 0) then
4730 begin
4731 FMegaRulez[MR_INVUL] := gTime + gGameSettings.SpawnInvul * 1000;
4732 FSpawnInvul := FMegaRulez[MR_INVUL];
4733 end;
4735 FDamageBuffer := 0;
4736 FJetpack := False;
4737 FCanJetpack := False;
4738 FFlaming := False;
4739 FFireTime := 0;
4740 FFirePainTime := 0;
4741 FFireAttacker := 0;
4743 // Àíèìàöèÿ âîçðîæäåíèÿ:
4744 if (not gLoadGameMode) and (not Silent) then
4745 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4746 begin
4747 Anim := TAnimation.Create(ID, False, 3);
4748 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4749 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4750 Anim.Free();
4751 end;
4753 FSpectator := False;
4754 FGhost := False;
4755 FPhysics := True;
4756 FSpectatePlayer := -1;
4757 FSpawned := True;
4759 if (gPlayer1 = nil) and (gSpectLatchPID1 = FUID) then
4760 gPlayer1 := self;
4761 if (gPlayer2 = nil) and (gSpectLatchPID2 = FUID) then
4762 gPlayer2 := self;
4764 if g_Game_IsNet then
4765 begin
4766 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4767 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4768 if not Silent then
4769 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4770 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4771 0, NET_GFX_TELE);
4772 end;
4773 end;
4775 procedure TPlayer.Spectate(NoMove: Boolean = False);
4776 begin
4777 if FAlive then
4778 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4779 else if (not NoMove) then
4780 begin
4781 GameX := gMapInfo.Width div 2;
4782 GameY := gMapInfo.Height div 2;
4783 end;
4785 FAlive := False;
4786 FSpectator := True;
4787 FGhost := True;
4788 FPhysics := False;
4789 FWantsInGame := False;
4790 FSpawned := False;
4792 if FNoRespawn then
4793 begin
4794 if Self = gPlayer1 then
4795 begin
4796 gSpectLatchPID1 := FUID;
4797 gPlayer1 := nil;
4798 end
4799 else if Self = gPlayer2 then
4800 begin
4801 gSpectLatchPID2 := FUID;
4802 gPlayer2 := nil;
4803 end;
4804 end;
4806 if g_Game_IsNet then
4807 MH_SEND_PlayerStats(FUID);
4808 end;
4810 procedure TPlayer.SwitchNoClip;
4811 begin
4812 if not FAlive then
4813 Exit;
4814 FGhost := not FGhost;
4815 FPhysics := not FGhost;
4816 if not FGhost then
4817 begin
4818 FObj.Accel.X := 0;
4819 FObj.Accel.Y := 0;
4820 end;
4821 end;
4823 procedure TPlayer.Run(Direction: TDirection);
4824 var
4825 a, b: Integer;
4826 begin
4827 if MAX_RUNVEL > 8 then
4828 FlySmoke();
4830 // Áåæèì:
4831 if Direction = TDirection.D_LEFT then
4832 begin
4833 if FObj.Vel.X > -MAX_RUNVEL then
4834 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4835 end
4836 else
4837 if FObj.Vel.X < MAX_RUNVEL then
4838 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4840 // Âîçìîæíî, ïèíàåì êóñêè:
4841 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4842 begin
4843 b := Abs(FObj.Vel.X);
4844 if b > 1 then b := b * (Random(8 div b) + 1);
4845 for a := 0 to High(gGibs) do
4846 begin
4847 if gGibs[a].alive and
4848 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4849 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4850 begin
4851 // Ïèíàåì êóñêè
4852 if FObj.Vel.X < 0 then
4853 begin
4854 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4855 end
4856 else
4857 begin
4858 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4859 end;
4860 gGibs[a].positionChanged(); // this updates spatial accelerators
4861 end;
4862 end;
4863 end;
4865 SetAction(A_WALK);
4866 end;
4868 procedure TPlayer.SeeDown();
4869 begin
4870 SetAction(A_SEEDOWN);
4872 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4874 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4875 end;
4877 procedure TPlayer.SeeUp();
4878 begin
4879 SetAction(A_SEEUP);
4881 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4883 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4884 end;
4886 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4887 var
4888 Prior: Byte;
4889 begin
4890 case Action of
4891 A_WALK: Prior := 3;
4892 A_DIE1: Prior := 5;
4893 A_DIE2: Prior := 5;
4894 A_ATTACK: Prior := 2;
4895 A_SEEUP: Prior := 1;
4896 A_SEEDOWN: Prior := 1;
4897 A_ATTACKUP: Prior := 2;
4898 A_ATTACKDOWN: Prior := 2;
4899 A_PAIN: Prior := 4;
4900 else Prior := 0;
4901 end;
4903 if (Prior > FActionPrior) or Force then
4904 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4905 begin
4906 FActionPrior := Prior;
4907 FActionAnim := Action;
4908 FActionForce := Force;
4909 FActionChanged := True;
4910 end;
4912 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4913 end;
4915 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4916 begin
4917 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4918 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4919 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4920 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4921 end;
4923 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4924 var
4925 Anim: TAnimation;
4926 ID: DWORD;
4927 begin
4928 Result := False;
4930 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4931 begin
4932 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4933 if g_Game_IsServer and g_Game_IsNet then
4934 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4935 Exit;
4936 end;
4938 FJustTeleported := True;
4940 Anim := nil;
4941 if not silent then
4942 begin
4943 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4944 begin
4945 Anim := TAnimation.Create(ID, False, 3);
4946 end;
4948 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4949 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4950 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4951 if g_Game_IsServer and g_Game_IsNet then
4952 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4953 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4954 NET_GFX_TELE);
4955 end;
4957 FObj.X := X-PLAYER_RECT.X;
4958 FObj.Y := Y-PLAYER_RECT.Y;
4959 FObj.oldX := FObj.X; // don't interpolate after respawn
4960 FObj.oldY := FObj.Y;
4962 if not g_Game_IsNet then
4963 begin
4964 if dir = 1 then
4965 begin
4966 SetDirection(TDirection.D_LEFT);
4967 FAngle := 180;
4968 end
4969 else
4970 if dir = 2 then
4971 begin
4972 SetDirection(TDirection.D_RIGHT);
4973 FAngle := 0;
4974 end
4975 else
4976 if dir = 3 then
4977 begin // îáðàòíîå
4978 if FDirection = TDirection.D_RIGHT then
4979 begin
4980 SetDirection(TDirection.D_LEFT);
4981 FAngle := 180;
4982 end
4983 else
4984 begin
4985 SetDirection(TDirection.D_RIGHT);
4986 FAngle := 0;
4987 end;
4988 end;
4989 end;
4991 if not silent and (Anim <> nil) then
4992 begin
4993 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4994 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4995 Anim.Free();
4997 if g_Game_IsServer and g_Game_IsNet then
4998 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4999 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
5000 NET_GFX_TELE);
5001 end;
5003 Result := True;
5004 end;
5006 function nonz(a: Single): Single;
5007 begin
5008 if a <> 0 then
5009 Result := a
5010 else
5011 Result := 1;
5012 end;
5014 function TPlayer.followCorpse(): Boolean;
5015 var
5016 i: Integer;
5017 begin
5018 Result := False;
5019 if FAlive or FSpectator then
5020 Exit;
5021 if (gCorpses = nil) or (Length(gCorpses) = 0) then
5022 Exit;
5023 for i := 0 to High(gCorpses) do
5024 if gCorpses[i] <> nil then
5025 if gCorpses[i].FPlayerUID = FUID then
5026 begin
5027 Result := True;
5028 FObj.X := gCorpses[i].FObj.X;
5029 FObj.Y := gCorpses[i].FObj.Y;
5030 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
5031 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
5032 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
5033 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
5034 break;
5035 end;
5036 end;
5038 procedure TPlayer.PreUpdate();
5039 begin
5040 FSlopeOld := FObj.slopeUpLeft;
5041 FIncCamOld := FIncCam;
5042 FObj.oldX := FObj.X;
5043 FObj.oldY := FObj.Y;
5044 end;
5046 procedure TPlayer.Update();
5047 var
5048 b: Byte;
5049 i, ii, wx, wy, xd, yd, k: Integer;
5050 blockmon, headwater, dospawn: Boolean;
5051 NetServer: Boolean;
5052 AnyServer: Boolean;
5053 SetSpect: Boolean;
5054 begin
5055 NetServer := g_Game_IsNet and g_Game_IsServer;
5056 AnyServer := g_Game_IsServer;
5058 if NetServer then
5059 if FClientID >= 0 then
5060 begin
5061 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
5062 if NetClients[FClientID].Peer^.packetsSent > 0 then
5063 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
5064 else
5065 FLoss := 0;
5066 end else
5067 begin
5068 FPing := 0;
5069 FLoss := 0;
5070 end;
5072 if FAlive and (FPunchAnim <> nil) then
5073 FPunchAnim.Update();
5075 if FAlive and (gFly or FJetpack) then
5076 FlySmoke();
5078 if FDirection = TDirection.D_LEFT then
5079 FAngle := 180
5080 else
5081 FAngle := 0;
5083 if FAlive and (not FGhost) then
5084 begin
5085 if FKeys[KEY_UP].Pressed then
5086 SeeUp();
5087 if FKeys[KEY_DOWN].Pressed then
5088 SeeDown();
5089 end;
5091 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
5092 (FIncCam <> 0) then
5093 begin
5094 i := g_basic.Sign(FIncCam);
5095 FIncCam := Abs(FIncCam);
5096 DecMin(FIncCam, 5, 0);
5097 FIncCam := FIncCam*i;
5098 end;
5100 // no need to do that each second frame, weapon queue will take care of it
5101 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5102 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5104 if gTime mod (GAME_TICK*2) <> 0 then
5105 begin
5106 if (FObj.Vel.X = 0) and FAlive then
5107 begin
5108 if FKeys[KEY_LEFT].Pressed then
5109 Run(TDirection.D_LEFT);
5110 if FKeys[KEY_RIGHT].Pressed then
5111 Run(TDirection.D_RIGHT);
5112 end;
5114 if FPhysics then
5115 begin
5116 if not followCorpse() then
5117 g_Obj_Move(@FObj, True, True, True);
5118 positionChanged(); // this updates spatial accelerators
5119 end;
5121 Exit;
5122 end;
5124 FActionChanged := False;
5126 if FAlive then
5127 begin
5128 // Let alive player do some actions
5129 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5130 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5131 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5132 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5133 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire()
5134 else
5135 begin
5136 if AnyServer then
5137 begin
5138 FlamerOff;
5139 if NetServer then MH_SEND_PlayerStats(FUID);
5140 end;
5141 end;
5142 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5143 if FKeys[KEY_JUMP].Pressed then Jump()
5144 else
5145 begin
5146 if AnyServer and FJetpack then
5147 begin
5148 FJetpack := False;
5149 JetpackOff;
5150 if NetServer then MH_SEND_PlayerStats(FUID);
5151 end;
5152 FCanJetpack := True;
5153 end;
5154 end
5155 else // Dead
5156 begin
5157 dospawn := False;
5158 if not FGhost then
5159 for k := Low(FKeys) to KEY_CHAT-1 do
5160 begin
5161 if FKeys[k].Pressed then
5162 begin
5163 dospawn := True;
5164 break;
5165 end;
5166 end;
5167 if dospawn then
5168 begin
5169 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5170 Respawn(False)
5171 else // Single
5172 if (FTime[T_RESPAWN] <= gTime) and
5173 gGameOn and (not FAlive) then
5174 begin
5175 if (g_Player_GetCount() > 1) then
5176 Respawn(False)
5177 else
5178 begin
5179 gExit := EXIT_RESTART;
5180 Exit;
5181 end;
5182 end;
5183 end;
5184 // Dead spectator actions
5185 if FGhost then
5186 begin
5187 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5188 if FKeys[KEY_FIRE].Pressed and AnyServer then
5189 begin
5190 if FSpectator then
5191 begin
5192 if (FSpectatePlayer >= High(gPlayers)) then
5193 FSpectatePlayer := -1
5194 else
5195 begin
5196 SetSpect := False;
5197 for I := FSpectatePlayer + 1 to High(gPlayers) do
5198 if gPlayers[I] <> nil then
5199 if gPlayers[I].alive then
5200 if gPlayers[I].UID <> FUID then
5201 begin
5202 FSpectatePlayer := I;
5203 SetSpect := True;
5204 break;
5205 end;
5207 if not SetSpect then FSpectatePlayer := -1;
5208 end;
5210 ReleaseKeys;
5211 end;
5212 end;
5213 end;
5214 end;
5215 // No clipping
5216 if FGhost then
5217 begin
5218 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5219 begin
5220 FObj.Y := FObj.Y - 32;
5221 FSpectatePlayer := -1;
5222 end;
5223 if FKeys[KEY_DOWN].Pressed then
5224 begin
5225 FObj.Y := FObj.Y + 32;
5226 FSpectatePlayer := -1;
5227 end;
5228 if FKeys[KEY_LEFT].Pressed then
5229 begin
5230 FObj.X := FObj.X - 32;
5231 FSpectatePlayer := -1;
5232 end;
5233 if FKeys[KEY_RIGHT].Pressed then
5234 begin
5235 FObj.X := FObj.X + 32;
5236 FSpectatePlayer := -1;
5237 end;
5239 if (FObj.X < -64) then
5240 FObj.X := -64
5241 else if (FObj.X > gMapInfo.Width + 32) then
5242 FObj.X := gMapInfo.Width + 32;
5243 if (FObj.Y < -72) then
5244 FObj.Y := -72
5245 else if (FObj.Y > gMapInfo.Height + 32) then
5246 FObj.Y := gMapInfo.Height + 32;
5247 end;
5249 if FPhysics then
5250 begin
5251 if not followCorpse() then
5252 g_Obj_Move(@FObj, True, True, True);
5253 positionChanged(); // this updates spatial accelerators
5254 end
5255 else
5256 begin
5257 FObj.Vel.X := 0;
5258 FObj.Vel.Y := 0;
5259 if FSpectator then
5260 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5261 if gPlayers[FSpectatePlayer] <> nil then
5262 if gPlayers[FSpectatePlayer].alive then
5263 begin
5264 FObj.X := gPlayers[FSpectatePlayer].GameX;
5265 FObj.Y := gPlayers[FSpectatePlayer].GameY;
5266 end;
5267 end;
5269 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5270 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5271 PANEL_BLOCKMON, True);
5272 headwater := HeadInLiquid(0, 0);
5274 // Ñîïðîòèâëåíèå âîçäóõà:
5275 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5276 if FObj.Vel.X <> 0 then
5277 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5279 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5280 DecMin(FPain, 5, 0);
5281 DecMin(FPickup, 1, 0);
5283 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5284 begin
5285 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5286 FMegaRulez[MR_SUIT] := 0;
5287 FMegaRulez[MR_INVUL] := 0;
5288 FMegaRulez[MR_INVIS] := 0;
5289 Kill(K_FALLKILL, 0, HIT_FALL);
5290 end;
5292 i := 9;
5294 if FAlive then
5295 begin
5296 if FCurrWeap = WEAPON_SAW then
5297 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5298 FSawSoundSelect.IsPlaying()) then
5299 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5301 if FJetpack then
5302 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5303 (not FJetSoundOff.IsPlaying()) then
5304 begin
5305 FJetSoundFly.SetPosition(0);
5306 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5307 end;
5309 for b := WP_FIRST to WP_LAST do
5310 if FReloading[b] > 0 then
5311 if FNoReload then
5312 FReloading[b] := 0
5313 else
5314 Dec(FReloading[b]);
5316 if FShellTimer > -1 then
5317 if FShellTimer = 0 then
5318 begin
5319 if FShellType = SHELL_SHELL then
5320 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5321 GameVelX, GameVelY-2, SHELL_SHELL)
5322 else if FShellType = SHELL_DBLSHELL then
5323 begin
5324 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5325 GameVelX+1, GameVelY-2, SHELL_SHELL);
5326 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5327 GameVelX-1, GameVelY-2, SHELL_SHELL);
5328 end;
5329 FShellTimer := -1;
5330 end else Dec(FShellTimer);
5332 if (FBFGFireCounter > -1) then
5333 if FBFGFireCounter = 0 then
5334 begin
5335 if AnyServer then
5336 begin
5337 wx := FObj.X+WEAPONPOINT[FDirection].X;
5338 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5339 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5340 yd := wy+firediry();
5341 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5342 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5343 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5344 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5345 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5346 end;
5348 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5349 FBFGFireCounter := -1;
5350 end else
5351 if FNoReload then
5352 FBFGFireCounter := 0
5353 else
5354 Dec(FBFGFireCounter);
5356 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5357 begin
5358 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5360 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5361 end;
5363 if (headwater or blockmon) then
5364 begin
5365 Dec(FAir);
5367 if FAir < -9 then
5368 begin
5369 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5370 FAir := 0;
5371 end
5372 else if (FAir mod 31 = 0) and not blockmon then
5373 begin
5374 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5375 if Random(2) = 0 then
5376 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5377 else
5378 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5379 end;
5380 end else if FAir < AIR_DEF then
5381 FAir := AIR_DEF;
5383 if FFireTime > 0 then
5384 begin
5385 if BodyInLiquid(0, 0) then
5386 begin
5387 FFireTime := 0;
5388 FFirePainTime := 0;
5389 end
5390 else if FMegaRulez[MR_SUIT] >= gTime then
5391 begin
5392 if FMegaRulez[MR_SUIT] = gTime then
5393 FFireTime := 1;
5394 FFirePainTime := 0;
5395 end
5396 else
5397 begin
5398 OnFireFlame(1);
5399 if FFirePainTime <= 0 then
5400 begin
5401 if g_Game_IsServer then
5402 Damage(2, FFireAttacker, 0, 0, HIT_FLAME);
5403 FFirePainTime := 12 - FFireTime div 12;
5404 end;
5405 FFirePainTime := FFirePainTime - 1;
5406 FFireTime := FFireTime - 1;
5407 if ((FFireTime mod 33) = 0) and (FMegaRulez[MR_INVUL] < gTime) then
5408 FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
5409 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5410 MH_SEND_PlayerStats(FUID);
5411 end;
5412 end;
5414 if FDamageBuffer > 0 then
5415 begin
5416 if FDamageBuffer >= 9 then
5417 begin
5418 SetAction(A_PAIN);
5420 if FDamageBuffer < 30 then i := 9
5421 else if FDamageBuffer < 100 then i := 18
5422 else i := 27;
5423 end;
5425 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5426 FArmor := FArmor-(FDamageBuffer-ii);
5427 FHealth := FHealth-ii;
5428 if FArmor < 0 then
5429 begin
5430 FHealth := FHealth+FArmor;
5431 FArmor := 0;
5432 end;
5434 if AnyServer then
5435 if FHealth <= 0 then
5436 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5437 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5438 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5440 if FAlive and ((FLastHit <> HIT_FLAME) or (FFireTime <= 0)) then
5441 begin
5442 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5443 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5444 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5445 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5446 end;
5448 FDamageBuffer := 0;
5449 end;
5451 {CollideItem();}
5452 end; // if FAlive then ...
5454 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5455 begin
5456 FModel.ChangeAnimation(FActionAnim, FActionForce);
5457 FModel.GetCurrentAnimation.MinLength := i;
5458 FModel.GetCurrentAnimationMask.MinLength := i;
5459 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5461 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5462 then SetAction(A_STAND, True);
5464 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5466 for b := Low(FKeys) to High(FKeys) do
5467 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5468 end;
5471 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5472 begin
5473 x := FObj.X+PLAYER_RECT.X;
5474 y := FObj.Y+PLAYER_RECT.Y;
5475 w := PLAYER_RECT.Width;
5476 h := PLAYER_RECT.Height;
5477 end;
5480 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5481 begin
5482 if (dx <> 0) or (dy <> 0) then
5483 begin
5484 FObj.X += dx;
5485 FObj.Y += dy;
5486 positionChanged();
5487 end;
5488 end;
5491 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5492 begin
5493 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5494 FObj.Y+PLAYER_RECT.Y,
5495 PLAYER_RECT.Width,
5496 PLAYER_RECT.Height,
5497 X, Y,
5498 Width, Height);
5499 end;
5501 function TPlayer.Collide(Panel: TPanel): Boolean;
5502 begin
5503 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5504 FObj.Y+PLAYER_RECT.Y,
5505 PLAYER_RECT.Width,
5506 PLAYER_RECT.Height,
5507 Panel.X, Panel.Y,
5508 Panel.Width, Panel.Height);
5509 end;
5511 function TPlayer.Collide(X, Y: Integer): Boolean;
5512 begin
5513 X := X-FObj.X-PLAYER_RECT.X;
5514 Y := Y-FObj.Y-PLAYER_RECT.Y;
5515 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5516 (y >= 0) and (y <= PLAYER_RECT.Height);
5517 end;
5519 function g_Player_ValidName(Name: string): Boolean;
5520 var
5521 a: Integer;
5522 begin
5523 Result := True;
5525 if gPlayers = nil then Exit;
5527 for a := 0 to High(gPlayers) do
5528 if gPlayers[a] <> nil then
5529 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5530 begin
5531 Result := False;
5532 Exit;
5533 end;
5534 end;
5536 procedure TPlayer.SetDirection(Direction: TDirection);
5537 var
5538 d: TDirection;
5539 begin
5540 d := FModel.Direction;
5542 FModel.Direction := Direction;
5543 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5545 FDirection := Direction;
5546 end;
5548 function TPlayer.GetKeys(): Byte;
5549 begin
5550 Result := 0;
5552 if R_KEY_RED in FRulez then Result := KEY_RED;
5553 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5554 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5556 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5557 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5558 end;
5560 procedure TPlayer.Use();
5561 var
5562 a: Integer;
5563 begin
5564 if FTime[T_USE] > gTime then Exit;
5566 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5567 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5569 for a := 0 to High(gPlayers) do
5570 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5571 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5572 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5573 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5574 begin
5575 gPlayers[a].Touch();
5576 if g_Game_IsNet and g_Game_IsServer then
5577 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5578 end;
5580 FTime[T_USE] := gTime+120;
5581 end;
5583 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5584 var
5585 locObj: TObj;
5586 F: Boolean;
5587 WX, WY, XD, YD: Integer;
5588 begin
5589 F := False;
5590 WX := X;
5591 WY := Y;
5592 XD := AX;
5593 YD := AY;
5595 case FCurrWeap of
5596 WEAPON_KASTET:
5597 begin
5598 DoPunch();
5599 if R_BERSERK in FRulez then
5600 begin
5601 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5602 locobj.X := FObj.X+FObj.Rect.X;
5603 locobj.Y := FObj.Y+FObj.Rect.Y;
5604 locobj.rect.X := 0;
5605 locobj.rect.Y := 0;
5606 locobj.rect.Width := 39;
5607 locobj.rect.Height := 52;
5608 locobj.Vel.X := (xd-wx) div 2;
5609 locobj.Vel.Y := (yd-wy) div 2;
5610 locobj.Accel.X := xd-wx;
5611 locobj.Accel.y := yd-wy;
5613 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5614 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5615 else
5616 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5618 if gFlash = 1 then
5619 if FPain < 50 then
5620 FPain := min(FPain + 25, 50);
5621 end else
5622 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5623 end;
5625 WEAPON_SAW:
5626 begin
5627 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5628 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5629 begin
5630 FSawSoundSelect.Stop();
5631 FSawSound.Stop();
5632 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5633 end
5634 else if not FSawSoundHit.IsPlaying() then
5635 begin
5636 FSawSoundSelect.Stop();
5637 FSawSound.PlayAt(FObj.X, FObj.Y);
5638 end;
5639 f := True;
5640 end;
5642 WEAPON_PISTOL:
5643 begin
5644 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5645 FFireAngle := FAngle;
5646 f := True;
5647 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5648 GameVelX, GameVelY-2, SHELL_BULLET);
5649 end;
5651 WEAPON_SHOTGUN1:
5652 begin
5653 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5654 FFireAngle := FAngle;
5655 f := True;
5656 FShellTimer := 10;
5657 FShellType := SHELL_SHELL;
5658 end;
5660 WEAPON_SHOTGUN2:
5661 begin
5662 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5663 FFireAngle := FAngle;
5664 f := True;
5665 FShellTimer := 13;
5666 FShellType := SHELL_DBLSHELL;
5667 end;
5669 WEAPON_CHAINGUN:
5670 begin
5671 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5672 FFireAngle := FAngle;
5673 f := True;
5674 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5675 GameVelX, GameVelY-2, SHELL_BULLET);
5676 end;
5678 WEAPON_ROCKETLAUNCHER:
5679 begin
5680 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5681 FFireAngle := FAngle;
5682 f := True;
5683 end;
5685 WEAPON_PLASMA:
5686 begin
5687 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5688 FFireAngle := FAngle;
5689 f := True;
5690 end;
5692 WEAPON_BFG:
5693 begin
5694 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5695 FFireAngle := FAngle;
5696 f := True;
5697 end;
5699 WEAPON_SUPERPULEMET:
5700 begin
5701 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5702 FFireAngle := FAngle;
5703 f := True;
5704 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5705 GameVelX, GameVelY-2, SHELL_SHELL);
5706 end;
5708 WEAPON_FLAMETHROWER:
5709 begin
5710 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5711 FlamerOn;
5712 FFireAngle := FAngle;
5713 f := True;
5714 end;
5715 end;
5717 if not f then Exit;
5719 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5720 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5721 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5722 end;
5724 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5725 begin
5726 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5727 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5728 PANEL_LIFTUP, False) then Result := -1
5729 else
5730 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5731 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5732 PANEL_LIFTDOWN, False) then Result := 1
5733 else Result := 0;
5734 end;
5736 function TPlayer.GetFlag(Flag: Byte): Boolean;
5737 var
5738 s, ts: String;
5739 evtype, a: Byte;
5740 begin
5741 Result := False;
5743 if Flag = FLAG_NONE then
5744 Exit;
5746 if not g_Game_IsServer then Exit;
5748 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5749 if (Flag = FTeam) and
5750 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5751 (FFlag <> FLAG_NONE) then
5752 begin
5753 if FFlag = FLAG_RED then
5754 s := _lc[I_PLAYER_FLAG_RED]
5755 else
5756 s := _lc[I_PLAYER_FLAG_BLUE];
5758 evtype := FLAG_STATE_SCORED;
5760 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5761 Insert('.', ts, Length(ts) + 1 - 3);
5762 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5764 g_Map_ResetFlag(FFlag);
5765 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5767 if ((Self = gPlayer1) or (Self = gPlayer2)
5768 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5769 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5770 a := 0
5771 else
5772 a := 1;
5774 if not sound_cap_flag[a].IsPlaying() then
5775 sound_cap_flag[a].Play();
5777 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5779 Result := True;
5780 if g_Game_IsNet then
5781 begin
5782 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5783 MH_SEND_GameStats;
5784 end;
5786 gFlags[FFlag].CaptureTime := 0;
5787 SetFlag(FLAG_NONE);
5788 Exit;
5789 end;
5791 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5792 if (Flag = FTeam) and
5793 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5794 begin
5795 if Flag = FLAG_RED then
5796 s := _lc[I_PLAYER_FLAG_RED]
5797 else
5798 s := _lc[I_PLAYER_FLAG_BLUE];
5800 evtype := FLAG_STATE_RETURNED;
5801 gFlags[Flag].CaptureTime := 0;
5803 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5805 g_Map_ResetFlag(Flag);
5806 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5808 if ((Self = gPlayer1) or (Self = gPlayer2)
5809 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5810 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5811 a := 0
5812 else
5813 a := 1;
5815 if not sound_ret_flag[a].IsPlaying() then
5816 sound_ret_flag[a].Play();
5818 Result := True;
5819 if g_Game_IsNet then
5820 begin
5821 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5822 MH_SEND_GameStats;
5823 end;
5824 Exit;
5825 end;
5827 // Ïîäîáðàë ÷óæîé ôëàã:
5828 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5829 begin
5830 SetFlag(Flag);
5832 if Flag = FLAG_RED then
5833 s := _lc[I_PLAYER_FLAG_RED]
5834 else
5835 s := _lc[I_PLAYER_FLAG_BLUE];
5837 evtype := FLAG_STATE_CAPTURED;
5839 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5841 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5843 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5845 if ((Self = gPlayer1) or (Self = gPlayer2)
5846 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5847 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5848 a := 0
5849 else
5850 a := 1;
5852 if not sound_get_flag[a].IsPlaying() then
5853 sound_get_flag[a].Play();
5855 Result := True;
5856 if g_Game_IsNet then
5857 begin
5858 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5859 MH_SEND_GameStats;
5860 end;
5861 end;
5862 end;
5864 procedure TPlayer.SetFlag(Flag: Byte);
5865 begin
5866 FFlag := Flag;
5867 if FModel <> nil then
5868 FModel.SetFlag(FFlag);
5869 end;
5871 function TPlayer.DropFlag(Silent: Boolean = True): Boolean;
5872 var
5873 s: String;
5874 a: Byte;
5875 begin
5876 Result := False;
5877 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5878 Exit;
5879 FTime[T_FLAGCAP] := gTime + 2000;
5880 with gFlags[FFlag] do
5881 begin
5882 Obj.X := FObj.X;
5883 Obj.Y := FObj.Y;
5884 Direction := FDirection;
5885 State := FLAG_STATE_DROPPED;
5886 Count := FLAG_TIME;
5887 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5888 (FObj.Vel.Y div 2)-2+Random(5));
5889 positionChanged(); // this updates spatial accelerators
5891 if FFlag = FLAG_RED then
5892 s := _lc[I_PLAYER_FLAG_RED]
5893 else
5894 s := _lc[I_PLAYER_FLAG_BLUE];
5896 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5897 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5899 if ((Self = gPlayer1) or (Self = gPlayer2)
5900 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5901 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5902 a := 0
5903 else
5904 a := 1;
5906 if (not Silent) and (not sound_lost_flag[a].IsPlaying()) then
5907 sound_lost_flag[a].Play();
5909 if g_Game_IsNet then
5910 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5911 end;
5912 SetFlag(FLAG_NONE);
5913 Result := True;
5914 end;
5916 procedure TPlayer.GetSecret();
5917 begin
5918 if (self = gPlayer1) or (self = gPlayer2) then
5919 begin
5920 g_Console_Add(Format(_lc[I_PLAYER_SECRET], [FName]), True);
5921 g_Sound_PlayEx('SOUND_GAME_SECRET');
5922 end;
5923 Inc(FSecrets);
5924 end;
5926 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5927 begin
5928 Assert(Key <= High(FKeys));
5930 FKeys[Key].Pressed := True;
5931 FKeys[Key].Time := Time;
5932 end;
5934 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5935 begin
5936 Result := FKeys[K].Pressed;
5937 end;
5939 procedure TPlayer.ReleaseKeys();
5940 var
5941 a: Integer;
5942 begin
5943 for a := Low(FKeys) to High(FKeys) do
5944 begin
5945 FKeys[a].Pressed := False;
5946 FKeys[a].Time := 0;
5947 end;
5948 end;
5950 procedure TPlayer.OnDamage(Angle: SmallInt);
5951 begin
5952 end;
5954 function TPlayer.firediry(): Integer;
5955 begin
5956 if FKeys[KEY_UP].Pressed then Result := -42
5957 else if FKeys[KEY_DOWN].Pressed then Result := 19
5958 else Result := 0;
5959 end;
5961 procedure TPlayer.RememberState();
5962 var
5963 i: Integer;
5964 SavedState: TPlayerSavedState;
5965 begin
5966 SavedState.Health := FHealth;
5967 SavedState.Armor := FArmor;
5968 SavedState.Air := FAir;
5969 SavedState.JetFuel := FJetFuel;
5970 SavedState.CurrWeap := FCurrWeap;
5971 SavedState.NextWeap := FNextWeap;
5972 SavedState.NextWeapDelay := FNextWeapDelay;
5973 for i := Low(FWeapon) to High(FWeapon) do
5974 SavedState.Weapon[i] := FWeapon[i];
5975 for i := Low(FAmmo) to High(FAmmo) do
5976 SavedState.Ammo[i] := FAmmo[i];
5977 for i := Low(FMaxAmmo) to High(FMaxAmmo) do
5978 SavedState.MaxAmmo[i] := FMaxAmmo[i];
5979 SavedState.Rulez := FRulez - [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5981 FSavedStateNum := -1;
5982 for i := Low(SavedStates) to High(SavedStates) do
5983 if not SavedStates[i].Used then
5984 begin
5985 FSavedStateNum := i;
5986 break;
5987 end;
5988 if FSavedStateNum < 0 then
5989 begin
5990 SetLength(SavedStates, Length(SavedStates) + 1);
5991 FSavedStateNum := High(SavedStates);
5992 end;
5994 SavedState.Used := True;
5995 SavedStates[FSavedStateNum] := SavedState;
5996 end;
5998 procedure TPlayer.RecallState();
5999 var
6000 i: Integer;
6001 SavedState: TPlayerSavedState;
6002 begin
6003 if(FSavedStateNum < 0) or (FSavedStateNum > High(SavedStates)) then
6004 Exit;
6006 SavedState := SavedStates[FSavedStateNum];
6007 SavedStates[FSavedStateNum].Used := False;
6008 FSavedStateNum := -1;
6010 FHealth := SavedState.Health;
6011 FArmor := SavedState.Armor;
6012 FAir := SavedState.Air;
6013 FJetFuel := SavedState.JetFuel;
6014 FCurrWeap := SavedState.CurrWeap;
6015 FNextWeap := SavedState.NextWeap;
6016 FNextWeapDelay := SavedState.NextWeapDelay;
6017 for i := Low(FWeapon) to High(FWeapon) do
6018 FWeapon[i] := SavedState.Weapon[i];
6019 for i := Low(FAmmo) to High(FAmmo) do
6020 FAmmo[i] := SavedState.Ammo[i];
6021 for i := Low(FMaxAmmo) to High(FMaxAmmo) do
6022 FMaxAmmo[i] := SavedState.MaxAmmo[i];
6023 FRulez := SavedState.Rulez;
6025 if gGameSettings.GameType = GT_SERVER then
6026 MH_SEND_PlayerStats(FUID);
6027 end;
6029 procedure TPlayer.SaveState (st: TStream);
6030 var
6031 i: Integer;
6032 b: Byte;
6033 begin
6034 // Ñèãíàòóðà èãðîêà
6035 utils.writeSign(st, 'PLYR');
6036 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
6037 // Áîò èëè ÷åëîâåê
6038 utils.writeBool(st, FIamBot);
6039 // UID èãðîêà
6040 utils.writeInt(st, Word(FUID));
6041 // Èìÿ èãðîêà
6042 utils.writeStr(st, FName);
6043 // Êîìàíäà
6044 utils.writeInt(st, Byte(FTeam));
6045 // Æèâ ëè
6046 utils.writeBool(st, FAlive);
6047 // Èçðàñõîäîâàë ëè âñå æèçíè
6048 utils.writeBool(st, FNoRespawn);
6049 // Íàïðàâëåíèå
6050 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
6051 utils.writeInt(st, Byte(b));
6052 // Çäîðîâüå
6053 utils.writeInt(st, LongInt(FHealth));
6054 // Êîýôôèöèåíò èíâàëèäíîñòè
6055 utils.writeInt(st, LongInt(FHandicap));
6056 // Æèçíè
6057 utils.writeInt(st, Byte(FLives));
6058 // Áðîíÿ
6059 utils.writeInt(st, LongInt(FArmor));
6060 // Çàïàñ âîçäóõà
6061 utils.writeInt(st, LongInt(FAir));
6062 // Çàïàñ ãîðþ÷åãî
6063 utils.writeInt(st, LongInt(FJetFuel));
6064 // Áîëü
6065 utils.writeInt(st, LongInt(FPain));
6066 // Óáèë
6067 utils.writeInt(st, LongInt(FKills));
6068 // Óáèë ìîíñòðîâ
6069 utils.writeInt(st, LongInt(FMonsterKills));
6070 // Ôðàãîâ
6071 utils.writeInt(st, LongInt(FFrags));
6072 // Ôðàãîâ ïîäðÿä
6073 utils.writeInt(st, Byte(FFragCombo));
6074 // Âðåìÿ ïîñëåäíåãî ôðàãà
6075 utils.writeInt(st, LongWord(FLastFrag));
6076 // Ñìåðòåé
6077 utils.writeInt(st, LongInt(FDeath));
6078 // Êàêîé ôëàã íåñåò
6079 utils.writeInt(st, Byte(FFlag));
6080 // Íàøåë ñåêðåòîâ
6081 utils.writeInt(st, LongInt(FSecrets));
6082 // Òåêóùåå îðóæèå
6083 utils.writeInt(st, Byte(FCurrWeap));
6084 // Æåëàåìîå îðóæèå
6085 utils.writeInt(st, Word(FNextWeap));
6086 // ...è ïàóçà
6087 utils.writeInt(st, Byte(FNextWeapDelay));
6088 // Âðåìÿ çàðÿäêè BFG
6089 utils.writeInt(st, SmallInt(FBFGFireCounter));
6090 // Áóôåð óðîíà
6091 utils.writeInt(st, LongInt(FDamageBuffer));
6092 // Ïîñëåäíèé óäàðèâøèé
6093 utils.writeInt(st, Word(FLastSpawnerUID));
6094 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6095 utils.writeInt(st, Byte(FLastHit));
6096 // Îáúåêò èãðîêà
6097 Obj_SaveState(st, @FObj);
6098 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6099 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
6100 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6101 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
6102 // Íàëè÷èå îðóæèÿ
6103 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
6104 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6105 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
6106 // Íàëè÷èå ðþêçàêà
6107 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
6108 // Íàëè÷èå êðàñíîãî êëþ÷à
6109 utils.writeBool(st, (R_KEY_RED in FRulez));
6110 // Íàëè÷èå çåëåíîãî êëþ÷à
6111 utils.writeBool(st, (R_KEY_GREEN in FRulez));
6112 // Íàëè÷èå ñèíåãî êëþ÷à
6113 utils.writeBool(st, (R_KEY_BLUE in FRulez));
6114 // Íàëè÷èå áåðñåðêà
6115 utils.writeBool(st, (R_BERSERK in FRulez));
6116 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6117 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
6118 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6119 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
6120 // Íàçâàíèå ìîäåëè
6121 utils.writeStr(st, FModel.Name);
6122 // Öâåò ìîäåëè
6123 utils.writeInt(st, Byte(FColor.R));
6124 utils.writeInt(st, Byte(FColor.G));
6125 utils.writeInt(st, Byte(FColor.B));
6126 end;
6129 procedure TPlayer.LoadState (st: TStream);
6130 var
6131 i: Integer;
6132 str: String;
6133 b: Byte;
6134 begin
6135 assert(st <> nil);
6137 // Ñèãíàòóðà èãðîêà
6138 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
6139 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
6140 // Áîò èëè ÷åëîâåê:
6141 FIamBot := utils.readBool(st);
6142 // UID èãðîêà
6143 FUID := utils.readWord(st);
6144 // Èìÿ èãðîêà
6145 str := utils.readStr(st);
6146 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6147 // Êîìàíäà
6148 FTeam := utils.readByte(st);
6149 // Æèâ ëè
6150 FAlive := utils.readBool(st);
6151 // Èçðàñõîäîâàë ëè âñå æèçíè
6152 FNoRespawn := utils.readBool(st);
6153 // Íàïðàâëåíèå
6154 b := utils.readByte(st);
6155 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6156 // Çäîðîâüå
6157 FHealth := utils.readLongInt(st);
6158 // Êîýôôèöèåíò èíâàëèäíîñòè
6159 FHandicap := utils.readLongInt(st);
6160 // Æèçíè
6161 FLives := utils.readByte(st);
6162 // Áðîíÿ
6163 FArmor := utils.readLongInt(st);
6164 // Çàïàñ âîçäóõà
6165 FAir := utils.readLongInt(st);
6166 // Çàïàñ ãîðþ÷åãî
6167 FJetFuel := utils.readLongInt(st);
6168 // Áîëü
6169 FPain := utils.readLongInt(st);
6170 // Óáèë
6171 FKills := utils.readLongInt(st);
6172 // Óáèë ìîíñòðîâ
6173 FMonsterKills := utils.readLongInt(st);
6174 // Ôðàãîâ
6175 FFrags := utils.readLongInt(st);
6176 // Ôðàãîâ ïîäðÿä
6177 FFragCombo := utils.readByte(st);
6178 // Âðåìÿ ïîñëåäíåãî ôðàãà
6179 FLastFrag := utils.readLongWord(st);
6180 // Ñìåðòåé
6181 FDeath := utils.readLongInt(st);
6182 // Êàêîé ôëàã íåñåò
6183 FFlag := utils.readByte(st);
6184 // Íàøåë ñåêðåòîâ
6185 FSecrets := utils.readLongInt(st);
6186 // Òåêóùåå îðóæèå
6187 FCurrWeap := utils.readByte(st);
6188 // Æåëàåìîå îðóæèå
6189 FNextWeap := utils.readWord(st);
6190 // ...è ïàóçà
6191 FNextWeapDelay := utils.readByte(st);
6192 // Âðåìÿ çàðÿäêè BFG
6193 FBFGFireCounter := utils.readSmallInt(st);
6194 // Áóôåð óðîíà
6195 FDamageBuffer := utils.readLongInt(st);
6196 // Ïîñëåäíèé óäàðèâøèé
6197 FLastSpawnerUID := utils.readWord(st);
6198 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6199 FLastHit := utils.readByte(st);
6200 // Îáúåêò èãðîêà
6201 Obj_LoadState(@FObj, st);
6202 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6203 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6204 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6205 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6206 // Íàëè÷èå îðóæèÿ
6207 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6208 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6209 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6210 // Íàëè÷èå ðþêçàêà
6211 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6212 // Íàëè÷èå êðàñíîãî êëþ÷à
6213 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6214 // Íàëè÷èå çåëåíîãî êëþ÷à
6215 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6216 // Íàëè÷èå ñèíåãî êëþ÷à
6217 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6218 // Íàëè÷èå áåðñåðêà
6219 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6220 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6221 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6222 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6223 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6224 // Íàçâàíèå ìîäåëè
6225 str := utils.readStr(st);
6226 // Öâåò ìîäåëè
6227 FColor.R := utils.readByte(st);
6228 FColor.G := utils.readByte(st);
6229 FColor.B := utils.readByte(st);
6230 if (self = gPlayer1) then
6231 begin
6232 str := gPlayer1Settings.Model;
6233 FColor := gPlayer1Settings.Color;
6234 end
6235 else if (self = gPlayer2) then
6236 begin
6237 str := gPlayer2Settings.Model;
6238 FColor := gPlayer2Settings.Color;
6239 end;
6240 // Îáíîâëÿåì ìîäåëü èãðîêà
6241 SetModel(str);
6242 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6243 FModel.Color := TEAMCOLOR[FTeam]
6244 else
6245 FModel.Color := FColor;
6246 end;
6249 procedure TPlayer.AllRulez(Health: Boolean);
6250 var
6251 a: Integer;
6252 begin
6253 if Health then
6254 begin
6255 FHealth := PLAYER_HP_LIMIT;
6256 FArmor := PLAYER_AP_LIMIT;
6257 Exit;
6258 end;
6260 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6261 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6262 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6263 end;
6265 procedure TPlayer.RestoreHealthArmor();
6266 begin
6267 FHealth := PLAYER_HP_LIMIT;
6268 FArmor := PLAYER_AP_LIMIT;
6269 end;
6271 procedure TPlayer.FragCombo();
6272 var
6273 Param: Integer;
6274 begin
6275 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6276 Exit;
6277 if gTime - FLastFrag < FRAG_COMBO_TIME then
6278 begin
6279 if FFragCombo < 5 then
6280 Inc(FFragCombo);
6281 Param := FUID or (FFragCombo shl 16);
6282 if (FComboEvnt >= Low(gDelayedEvents)) and
6283 (FComboEvnt <= High(gDelayedEvents)) and
6284 gDelayedEvents[FComboEvnt].Pending and
6285 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6286 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6287 begin
6288 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6289 gDelayedEvents[FComboEvnt].DENum := Param;
6290 end
6291 else
6292 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6293 end
6294 else
6295 FFragCombo := 1;
6297 FLastFrag := gTime;
6298 end;
6300 procedure TPlayer.GiveItem(ItemType: Byte);
6301 begin
6302 case ItemType of
6303 ITEM_SUIT:
6304 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6305 begin
6306 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6307 end;
6309 ITEM_OXYGEN:
6310 if FAir < AIR_MAX then
6311 begin
6312 FAir := AIR_MAX;
6313 end;
6315 ITEM_MEDKIT_BLACK:
6316 begin
6317 if not (R_BERSERK in FRulez) then
6318 begin
6319 Include(FRulez, R_BERSERK);
6320 if FBFGFireCounter < 1 then
6321 begin
6322 FCurrWeap := WEAPON_KASTET;
6323 resetWeaponQueue();
6324 FModel.SetWeapon(WEAPON_KASTET);
6325 end;
6326 if gFlash <> 0 then
6327 Inc(FPain, 100);
6328 FBerserk := gTime+30000;
6329 end;
6330 if FHealth < PLAYER_HP_SOFT then
6331 begin
6332 FHealth := PLAYER_HP_SOFT;
6333 FBerserk := gTime+30000;
6334 end;
6335 end;
6337 ITEM_INVUL:
6338 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6339 begin
6340 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6341 FSpawnInvul := 0;
6342 end;
6344 ITEM_INVIS:
6345 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6346 begin
6347 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6348 end;
6350 ITEM_JETPACK:
6351 if FJetFuel < JET_MAX then
6352 begin
6353 FJetFuel := JET_MAX;
6354 end;
6356 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6357 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6359 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6360 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6362 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6363 ITEM_SPHERE_WHITE:
6364 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6365 begin
6366 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6367 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6368 end;
6370 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6371 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6372 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6373 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6374 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6375 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6376 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6377 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6378 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6380 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6381 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6382 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6383 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6384 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6385 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6386 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6387 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6388 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6390 ITEM_AMMO_BACKPACK:
6391 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6392 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6393 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6394 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6395 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6396 begin
6397 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6398 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6399 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6400 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6401 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6403 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6404 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6405 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6406 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6408 FRulez := FRulez + [R_ITEM_BACKPACK];
6409 end;
6411 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6412 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6413 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6415 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6416 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6418 else
6419 Exit;
6420 end;
6421 if g_Game_IsNet and g_Game_IsServer then
6422 MH_SEND_PlayerStats(FUID);
6423 end;
6425 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6426 var
6427 id, i: DWORD;
6428 Anim: TAnimation;
6429 begin
6430 if (Random(5) = 1) and (Times = 1) then
6431 Exit;
6433 if BodyInLiquid(0, 0) then
6434 begin
6435 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6436 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6437 if Random(2) = 0 then
6438 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6439 else
6440 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6441 Exit;
6442 end;
6444 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6445 begin
6446 for i := 1 to Times do
6447 begin
6448 Anim := TAnimation.Create(id, False, 3);
6449 Anim.Alpha := 150;
6450 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6451 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6452 Anim.Free();
6453 end;
6454 end;
6455 end;
6457 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6458 var
6459 id, i: DWORD;
6460 Anim: TAnimation;
6461 begin
6462 if (Random(10) = 1) and (Times = 1) then
6463 Exit;
6465 if g_Frames_Get(id, 'FRAMES_FLAME') then
6466 begin
6467 for i := 1 to Times do
6468 begin
6469 Anim := TAnimation.Create(id, False, 3);
6470 Anim.Alpha := 0;
6471 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6472 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6473 Anim.Free();
6474 end;
6475 end;
6476 end;
6478 procedure TPlayer.PauseSounds(Enable: Boolean);
6479 begin
6480 FSawSound.Pause(Enable);
6481 FSawSoundIdle.Pause(Enable);
6482 FSawSoundHit.Pause(Enable);
6483 FSawSoundSelect.Pause(Enable);
6484 FFlameSoundOn.Pause(Enable);
6485 FFlameSoundOff.Pause(Enable);
6486 FFlameSoundWork.Pause(Enable);
6487 FJetSoundFly.Pause(Enable);
6488 FJetSoundOn.Pause(Enable);
6489 FJetSoundOff.Pause(Enable);
6490 end;
6492 { T C o r p s e : }
6494 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6495 begin
6496 g_Obj_Init(@FObj);
6497 FObj.X := X;
6498 FObj.Y := Y;
6499 FObj.Rect := PLAYER_CORPSERECT;
6500 FModelName := ModelName;
6501 FMess := aMess;
6503 if FMess then
6504 begin
6505 FState := CORPSE_STATE_MESS;
6506 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6507 end
6508 else
6509 begin
6510 FState := CORPSE_STATE_NORMAL;
6511 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6512 end;
6513 end;
6515 destructor TCorpse.Destroy();
6516 begin
6517 FAnimation.Free();
6519 inherited;
6520 end;
6522 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6524 procedure TCorpse.positionChanged (); inline; begin end;
6526 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6527 begin
6528 if (dx <> 0) or (dy <> 0) then
6529 begin
6530 FObj.X += dx;
6531 FObj.Y += dy;
6532 positionChanged();
6533 end;
6534 end;
6537 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6538 begin
6539 x := FObj.X+PLAYER_CORPSERECT.X;
6540 y := FObj.Y+PLAYER_CORPSERECT.Y;
6541 w := PLAYER_CORPSERECT.Width;
6542 h := PLAYER_CORPSERECT.Height;
6543 end;
6546 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6547 var
6548 pm: TPlayerModel;
6549 Blood: TModelBlood;
6550 begin
6551 if FState = CORPSE_STATE_REMOVEME then
6552 Exit;
6554 FDamage := FDamage + Value;
6556 if FDamage > 150 then
6557 begin
6558 if FAnimation <> nil then
6559 begin
6560 FAnimation.Free();
6561 FAnimation := nil;
6563 FState := CORPSE_STATE_REMOVEME;
6565 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6566 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6567 FModelName, FColor);
6568 // Çâóê ìÿñà îò òðóïà:
6569 pm := g_PlayerModel_Get(FModelName);
6570 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6571 pm.Free;
6573 // Çëîâåùèé ñìåõ:
6574 if (gBodyKillEvent <> -1)
6575 and gDelayedEvents[gBodyKillEvent].Pending then
6576 gDelayedEvents[gBodyKillEvent].Pending := False;
6577 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6578 end;
6579 end
6580 else
6581 begin
6582 Blood := g_PlayerModel_GetBlood(FModelName);
6583 FObj.Vel.X := FObj.Vel.X + vx;
6584 FObj.Vel.Y := FObj.Vel.Y + vy;
6585 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6586 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6587 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6588 Blood.R, Blood.G, Blood.B, Blood.Kind);
6589 end;
6590 end;
6592 procedure TCorpse.Draw();
6593 var
6594 fX, fY: Integer;
6595 begin
6596 if FState = CORPSE_STATE_REMOVEME then
6597 Exit;
6599 FObj.lerp(gLerpFactor, fX, fY);
6601 if FAnimation <> nil then
6602 FAnimation.Draw(fX, fY, TMirrorType.None);
6604 if FAnimationMask <> nil then
6605 begin
6606 e_Colors := FColor;
6607 FAnimationMask.Draw(fX, fY, TMirrorType.None);
6608 e_Colors.R := 255;
6609 e_Colors.G := 255;
6610 e_Colors.B := 255;
6611 end;
6612 end;
6614 procedure TCorpse.Update();
6615 var
6616 st: Word;
6617 begin
6618 if FState = CORPSE_STATE_REMOVEME then
6619 Exit;
6621 FObj.oldX := FObj.X;
6622 FObj.oldY := FObj.Y;
6624 if gTime mod (GAME_TICK*2) <> 0 then
6625 begin
6626 g_Obj_Move(@FObj, True, True, True);
6627 positionChanged(); // this updates spatial accelerators
6628 Exit;
6629 end;
6631 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6632 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6634 st := g_Obj_Move(@FObj, True, True, True);
6635 positionChanged(); // this updates spatial accelerators
6637 if WordBool(st and MOVE_FALLOUT) then
6638 begin
6639 FState := CORPSE_STATE_REMOVEME;
6640 Exit;
6641 end;
6643 if FAnimation <> nil then
6644 FAnimation.Update();
6645 if FAnimationMask <> nil then
6646 FAnimationMask.Update();
6647 end;
6650 procedure TCorpse.SaveState (st: TStream);
6651 var
6652 anim: Boolean;
6653 begin
6654 assert(st <> nil);
6656 // Ñèãíàòóðà òðóïà
6657 utils.writeSign(st, 'CORP');
6658 utils.writeInt(st, Byte(0));
6659 // Ñîñòîÿíèå
6660 utils.writeInt(st, Byte(FState));
6661 // Íàêîïëåííûé óðîí
6662 utils.writeInt(st, Byte(FDamage));
6663 // Öâåò
6664 utils.writeInt(st, Byte(FColor.R));
6665 utils.writeInt(st, Byte(FColor.G));
6666 utils.writeInt(st, Byte(FColor.B));
6667 // Îáúåêò òðóïà
6668 Obj_SaveState(st, @FObj);
6669 utils.writeInt(st, Word(FPlayerUID));
6670 // Åñòü ëè àíèìàöèÿ
6671 anim := (FAnimation <> nil);
6672 utils.writeBool(st, anim);
6673 // Åñëè åñòü - ñîõðàíÿåì
6674 if anim then FAnimation.SaveState(st);
6675 // Åñòü ëè ìàñêà àíèìàöèè
6676 anim := (FAnimationMask <> nil);
6677 utils.writeBool(st, anim);
6678 // Åñëè åñòü - ñîõðàíÿåì
6679 if anim then FAnimationMask.SaveState(st);
6680 end;
6683 procedure TCorpse.LoadState (st: TStream);
6684 var
6685 anim: Boolean;
6686 begin
6687 assert(st <> nil);
6689 // Ñèãíàòóðà òðóïà
6690 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6691 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6692 // Ñîñòîÿíèå
6693 FState := utils.readByte(st);
6694 // Íàêîïëåííûé óðîí
6695 FDamage := utils.readByte(st);
6696 // Öâåò
6697 FColor.R := utils.readByte(st);
6698 FColor.G := utils.readByte(st);
6699 FColor.B := utils.readByte(st);
6700 // Îáúåêò òðóïà
6701 Obj_LoadState(@FObj, st);
6702 FPlayerUID := utils.readWord(st);
6703 // Åñòü ëè àíèìàöèÿ
6704 anim := utils.readBool(st);
6705 // Åñëè åñòü - çàãðóæàåì
6706 if anim then
6707 begin
6708 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6709 FAnimation.LoadState(st);
6710 end;
6711 // Åñòü ëè ìàñêà àíèìàöèè
6712 anim := utils.readBool(st);
6713 // Åñëè åñòü - çàãðóæàåì
6714 if anim then
6715 begin
6716 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6717 FAnimationMask.LoadState(st);
6718 end;
6719 end;
6721 { T B o t : }
6723 constructor TBot.Create();
6724 var
6725 a: Integer;
6726 begin
6727 inherited Create();
6729 FPhysics := True;
6730 FSpectator := False;
6731 FGhost := False;
6733 FIamBot := True;
6735 Inc(gNumBots);
6737 for a := WP_FIRST to WP_LAST do
6738 begin
6739 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6740 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6741 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6742 end;
6743 end;
6745 destructor TBot.Destroy();
6746 begin
6747 Dec(gNumBots);
6748 inherited Destroy();
6749 end;
6751 procedure TBot.Draw();
6752 begin
6753 inherited Draw();
6755 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6756 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6757 end;
6759 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6760 begin
6761 inherited Respawn(Silent, Force);
6763 FAIFlags := nil;
6764 FSelectedWeapon := FCurrWeap;
6765 resetWeaponQueue();
6766 FTargetUID := 0;
6767 end;
6769 procedure TBot.UpdateCombat();
6770 type
6771 TTarget = record
6772 UID: Word;
6773 X, Y: Integer;
6774 Rect: TRectWH;
6775 cX, cY: Integer;
6776 Dist: Word;
6777 Line: Boolean;
6778 Visible: Boolean;
6779 IsPlayer: Boolean;
6780 end;
6782 TTargetRecord = array of TTarget;
6784 function Compare(a, b: TTarget): Integer;
6785 begin
6786 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6787 Result := -1
6788 else
6789 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6790 Result := 1
6791 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6792 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6793 begin
6794 if a.Dist > b.Dist then // B áëèæå
6795 Result := 1
6796 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6797 Result := -1;
6798 end
6799 else // Ñòðàííî -> A
6800 Result := -1;
6801 end;
6803 var
6804 a, x1, y1, x2, y2: Integer;
6805 targets: TTargetRecord;
6806 ammo: Word;
6807 Target, BestTarget: TTarget;
6808 firew, fireh: Integer;
6809 angle: SmallInt;
6810 mon: TMonster;
6811 pla, tpla: TPlayer;
6812 vsPlayer, vsMonster, ok: Boolean;
6815 function monsUpdate (mon: TMonster): Boolean;
6816 begin
6817 result := false; // don't stop
6818 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6819 begin
6820 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6822 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6823 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6825 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6826 if g_TraceVector(x1, y1, x2, y2) then
6827 begin
6828 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6829 SetLength(targets, Length(targets)+1);
6830 with targets[High(targets)] do
6831 begin
6832 UID := mon.UID;
6833 X := mon.Obj.X;
6834 Y := mon.Obj.Y;
6835 cX := x2;
6836 cY := y2;
6837 Rect := mon.Obj.Rect;
6838 Dist := g_PatchLength(x1, y1, x2, y2);
6839 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6840 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6841 Visible := True;
6842 IsPlayer := False;
6843 end;
6844 end;
6845 end;
6846 end;
6848 begin
6849 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6850 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6852 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6853 if FCurrWeap <> FSelectedWeapon then
6854 NextWeapon();
6856 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6857 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6858 begin
6859 RemoveAIFlag('NEEDFIRE');
6861 case FCurrWeap of
6862 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6863 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6864 else PressKey(KEY_FIRE);
6865 end;
6866 end;
6868 // Êîîðäèíàòû ñòâîëà:
6869 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6870 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6872 Target.UID := FTargetUID;
6874 ok := False;
6875 if Target.UID <> 0 then
6876 begin // Öåëü åñòü - íàñòðàèâàåì
6877 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6878 vsPlayer then
6879 begin // Èãðîê
6880 tpla := g_Player_Get(Target.UID);
6881 if tpla <> nil then
6882 with tpla do
6883 begin
6884 if (@FObj) <> nil then
6885 begin
6886 Target.X := FObj.X;
6887 Target.Y := FObj.Y;
6888 end;
6889 end;
6891 Target.cX := Target.X + PLAYER_RECT_CX;
6892 Target.cY := Target.Y + PLAYER_RECT_CY;
6893 Target.Rect := PLAYER_RECT;
6894 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6895 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6896 (y1-4 > Target.Y+PLAYER_RECT.Y);
6897 Target.IsPlayer := True;
6898 ok := True;
6899 end
6900 else
6901 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6902 vsMonster then
6903 begin // Ìîíñòð
6904 mon := g_Monsters_ByUID(Target.UID);
6905 if mon <> nil then
6906 begin
6907 Target.X := mon.Obj.X;
6908 Target.Y := mon.Obj.Y;
6910 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6911 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6912 Target.Rect := mon.Obj.Rect;
6913 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6914 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6915 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6916 Target.IsPlayer := False;
6917 ok := True;
6918 end;
6919 end;
6920 end;
6922 if not ok then
6923 begin // Öåëè íåò - îáíóëÿåì
6924 Target.X := 0;
6925 Target.Y := 0;
6926 Target.cX := 0;
6927 Target.cY := 0;
6928 Target.Visible := False;
6929 Target.Line := False;
6930 Target.IsPlayer := False;
6931 end;
6933 targets := nil;
6935 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6936 if (not Target.Line) or (not Target.Visible) then
6937 begin
6938 // Èãðîêè:
6939 if vsPlayer then
6940 for a := 0 to High(gPlayers) do
6941 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6942 (gPlayers[a].FUID <> FUID) and
6943 (not SameTeam(FUID, gPlayers[a].FUID)) and
6944 (not gPlayers[a].NoTarget) and
6945 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6946 begin
6947 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6948 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6949 Continue;
6951 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6952 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6954 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6955 if g_TraceVector(x1, y1, x2, y2) then
6956 begin
6957 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6958 SetLength(targets, Length(targets)+1);
6959 with targets[High(targets)] do
6960 begin
6961 UID := gPlayers[a].FUID;
6962 X := gPlayers[a].FObj.X;
6963 Y := gPlayers[a].FObj.Y;
6964 cX := x2;
6965 cY := y2;
6966 Rect := PLAYER_RECT;
6967 Dist := g_PatchLength(x1, y1, x2, y2);
6968 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6969 (y1-4 > Target.Y+PLAYER_RECT.Y);
6970 Visible := True;
6971 IsPlayer := True;
6972 end;
6973 end;
6974 end;
6976 // Ìîíñòðû:
6977 if vsMonster then g_Mons_ForEach(monsUpdate);
6978 end;
6980 // Åñëè åñòü âîçìîæíûå öåëè:
6981 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6982 if targets <> nil then
6983 begin
6984 // Âûáèðàåì íàèëó÷øóþ öåëü:
6985 BestTarget := targets[0];
6986 if Length(targets) > 1 then
6987 for a := 1 to High(targets) do
6988 if Compare(BestTarget, targets[a]) = 1 then
6989 BestTarget := targets[a];
6991 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6992 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6993 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6994 begin
6995 Target := BestTarget;
6997 if (Healthy() = 3) or ((Healthy() = 2)) then
6998 begin // Åñëè çäîðîâû - äîãîíÿåì
6999 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7000 SetAIFlag('GORIGHT', '1');
7001 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7002 SetAIFlag('GOLEFT', '1');
7003 end
7004 else
7005 begin // Åñëè ïîáèòû - óáåãàåì
7006 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
7007 SetAIFlag('GORIGHT', '1');
7008 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7009 SetAIFlag('GOLEFT', '1');
7010 end;
7012 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
7013 SelectWeapon(Abs(x1-Target.cX));
7014 end;
7015 end;
7017 // Åñëè åñòü öåëü:
7018 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
7019 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
7020 if Target.UID <> 0 then
7021 begin
7022 if not TargetOnScreen(Target.X + Target.Rect.X,
7023 Target.Y + Target.Rect.Y) then
7024 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
7025 if (Healthy() = 3) or ((Healthy() = 2)) then
7026 begin // Åñëè çäîðîâû - äîãîíÿåì
7027 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7028 SetAIFlag('GORIGHT', '1');
7029 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7030 SetAIFlag('GOLEFT', '1');
7031 end
7032 else
7033 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
7034 Target.UID := 0;
7035 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
7036 SetAIFlag('GORIGHT', '1');
7037 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7038 SetAIFlag('GOLEFT', '1');
7039 end;
7040 end
7041 else
7042 begin // Öåëü ïîêà íà "ýêðàíå"
7043 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
7044 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
7045 FLastVisible := gTime;
7046 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
7047 if (Abs(FObj.Y-Target.Y) <= 128) then
7048 begin
7049 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7050 SetAIFlag('GORIGHT', '1');
7051 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7052 SetAIFlag('GOLEFT', '1');
7053 end;
7054 end;
7056 // Âûáèðàåì óãîë ââåðõ:
7057 if FDirection = TDirection.D_LEFT then
7058 angle := ANGLE_LEFTUP
7059 else
7060 angle := ANGLE_RIGHTUP;
7062 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7063 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7065 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7066 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7067 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
7068 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7069 Target.Rect.Width, Target.Rect.Height) and
7070 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7071 begin // òî íóæíî ñòðåëÿòü ââåðõ
7072 SetAIFlag('NEEDFIRE', '1');
7073 SetAIFlag('NEEDSEEUP', '1');
7074 end;
7076 // Âûáèðàåì óãîë âíèç:
7077 if FDirection = TDirection.D_LEFT then
7078 angle := ANGLE_LEFTDOWN
7079 else
7080 angle := ANGLE_RIGHTDOWN;
7082 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7083 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7085 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7086 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7087 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7088 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7089 Target.Rect.Width, Target.Rect.Height) and
7090 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7091 begin // òî íóæíî ñòðåëÿòü âíèç
7092 SetAIFlag('NEEDFIRE', '1');
7093 SetAIFlag('NEEDSEEDOWN', '1');
7094 end;
7096 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7097 if Target.Visible and
7098 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
7099 (y1-4 > Target.Y+Target.Rect.Y) then
7100 begin
7101 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7102 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
7103 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7104 begin // òî íóæíî ñòðåëÿòü âïåðåä
7105 SetAIFlag('NEEDFIRE', '1');
7106 SetAIFlag('NEEDSEEDOWN', '');
7107 SetAIFlag('NEEDSEEUP', '');
7108 end;
7109 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7110 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
7111 if GetRnd(FDifficult.CloseJump) then
7112 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7113 if Abs(FObj.X-Target.X) < 128 then
7114 a := 4
7115 else
7116 a := 30;
7117 if Random(a) = 0 then
7118 SetAIFlag('NEEDJUMP', '1');
7119 end;
7120 end;
7122 // Åñëè öåëü âñå åùå åñòü:
7123 if Target.UID <> 0 then
7124 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
7125 Target.UID := 0 // òî çàáûòü öåëü
7126 else // Åñëè âèäåëè íåäàâíî
7127 begin // íî öåëü óáèëè
7128 if Target.IsPlayer then
7129 begin // Öåëü - èãðîê
7130 pla := g_Player_Get(Target.UID);
7131 if (pla = nil) or (not pla.alive) or pla.NoTarget or
7132 (pla.FMegaRulez[MR_INVIS] >= gTime) then
7133 Target.UID := 0; // òî çàáûòü öåëü
7134 end
7135 else
7136 begin // Öåëü - ìîíñòð
7137 mon := g_Monsters_ByUID(Target.UID);
7138 if (mon = nil) or (not mon.alive) then
7139 Target.UID := 0; // òî çàáûòü öåëü
7140 end;
7141 end;
7142 end; // if Target.UID <> 0
7144 FTargetUID := Target.UID;
7146 // Åñëè âîçìîæíûõ öåëåé íåò:
7147 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7148 if targets = nil then
7149 if GetAIFlag('ATTACKLEFT') <> '' then
7150 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7151 RemoveAIFlag('ATTACKLEFT');
7153 SetAIFlag('NEEDJUMP', '1');
7155 if RunDirection() = TDirection.D_RIGHT then
7156 begin // Èäåì íå â òó ñòîðîíó
7157 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7158 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7159 SetAIFlag('NEEDFIRE', '1');
7160 SetAIFlag('GOLEFT', '1');
7161 end;
7162 end
7163 else
7164 begin // Èäåì â íóæíóþ ñòîðîíó
7165 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7166 SetAIFlag('NEEDFIRE', '1');
7167 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7168 SetAIFlag('GORIGHT', '1');
7169 end;
7170 end
7171 else
7172 if GetAIFlag('ATTACKRIGHT') <> '' then
7173 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7174 RemoveAIFlag('ATTACKRIGHT');
7176 SetAIFlag('NEEDJUMP', '1');
7178 if RunDirection() = TDirection.D_LEFT then
7179 begin // Èäåì íå â òó ñòîðîíó
7180 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7181 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7182 SetAIFlag('NEEDFIRE', '1');
7183 SetAIFlag('GORIGHT', '1');
7184 end;
7185 end
7186 else
7187 begin
7188 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7189 SetAIFlag('NEEDFIRE', '1');
7190 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7191 SetAIFlag('GOLEFT', '1');
7192 end;
7193 end;
7195 //HACK! (does it belongs there?)
7196 RealizeCurrentWeapon();
7198 // Åñëè åñòü âîçìîæíûå öåëè:
7199 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7200 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7201 for a := 0 to High(targets) do
7202 begin
7203 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7204 if GetRnd(FDifficult.DiagFire) then
7205 begin
7206 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7207 if FDirection = TDirection.D_LEFT then
7208 angle := ANGLE_LEFTUP
7209 else
7210 angle := ANGLE_RIGHTUP;
7212 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7213 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7215 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7216 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7217 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7218 targets[a].Rect.Width, targets[a].Rect.Height) and
7219 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7220 begin
7221 SetAIFlag('NEEDFIRE', '1');
7222 SetAIFlag('NEEDSEEUP', '1');
7223 end;
7225 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7226 if FDirection = TDirection.D_LEFT then
7227 angle := ANGLE_LEFTDOWN
7228 else
7229 angle := ANGLE_RIGHTDOWN;
7231 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7232 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7234 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7235 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7236 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7237 targets[a].Rect.Width, targets[a].Rect.Height) and
7238 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7239 begin
7240 SetAIFlag('NEEDFIRE', '1');
7241 SetAIFlag('NEEDSEEDOWN', '1');
7242 end;
7243 end;
7245 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7246 if targets[a].Line and targets[a].Visible and
7247 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7248 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7249 begin
7250 SetAIFlag('NEEDFIRE', '1');
7251 Break;
7252 end;
7253 end;
7255 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7256 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7257 PLAYER_RECT.Width, PLAYER_RECT.Height,
7258 40+GetInterval(FDifficult.Cover, 40)) then
7259 SetAIFlag('NEEDJUMP', '1');
7261 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7262 ammo := GetAmmoByWeapon(FCurrWeap);
7263 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7264 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7265 (ammo = 0) then
7266 SetAIFlag('SELECTWEAPON', '1');
7268 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7269 if GetAIFlag('SELECTWEAPON') = '1' then
7270 begin
7271 SelectWeapon(-1);
7272 RemoveAIFlag('SELECTWEAPON');
7273 end;
7274 end;
7276 procedure TBot.Update();
7277 var
7278 EnableAI: Boolean;
7279 begin
7280 if not FAlive then
7281 begin // Respawn
7282 ReleaseKeys();
7283 PressKey(KEY_UP);
7284 end
7285 else
7286 begin
7287 EnableAI := True;
7289 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7290 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7291 EnableAI := False;
7292 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7293 EnableAI := False;
7294 if g_debug_BotAIOff = 3 then
7295 EnableAI := False;
7297 if EnableAI then
7298 begin
7299 UpdateMove();
7300 UpdateCombat();
7301 end
7302 else
7303 begin
7304 RealizeCurrentWeapon();
7305 end;
7306 end;
7308 inherited Update();
7309 end;
7311 procedure TBot.ReleaseKey(Key: Byte);
7312 begin
7313 with FKeys[Key] do
7314 begin
7315 Pressed := False;
7316 Time := 0;
7317 end;
7318 end;
7320 function TBot.KeyPressed(Key: Word): Boolean;
7321 begin
7322 Result := FKeys[Key].Pressed;
7323 end;
7325 function TBot.GetAIFlag(aName: String20): String20;
7326 var
7327 a: Integer;
7328 begin
7329 Result := '';
7331 aName := LowerCase(aName);
7333 if FAIFlags <> nil then
7334 for a := 0 to High(FAIFlags) do
7335 if LowerCase(FAIFlags[a].Name) = aName then
7336 begin
7337 Result := FAIFlags[a].Value;
7338 Break;
7339 end;
7340 end;
7342 procedure TBot.RemoveAIFlag(aName: String20);
7343 var
7344 a, b: Integer;
7345 begin
7346 if FAIFlags = nil then Exit;
7348 aName := LowerCase(aName);
7350 for a := 0 to High(FAIFlags) do
7351 if LowerCase(FAIFlags[a].Name) = aName then
7352 begin
7353 if a <> High(FAIFlags) then
7354 for b := a to High(FAIFlags)-1 do
7355 FAIFlags[b] := FAIFlags[b+1];
7357 SetLength(FAIFlags, Length(FAIFlags)-1);
7358 Break;
7359 end;
7360 end;
7362 procedure TBot.SetAIFlag(aName, fValue: String20);
7363 var
7364 a: Integer;
7365 ok: Boolean;
7366 begin
7367 a := 0;
7368 ok := False;
7370 aName := LowerCase(aName);
7372 if FAIFlags <> nil then
7373 for a := 0 to High(FAIFlags) do
7374 if LowerCase(FAIFlags[a].Name) = aName then
7375 begin
7376 ok := True;
7377 Break;
7378 end;
7380 if ok then FAIFlags[a].Value := fValue
7381 else
7382 begin
7383 SetLength(FAIFlags, Length(FAIFlags)+1);
7384 with FAIFlags[High(FAIFlags)] do
7385 begin
7386 Name := aName;
7387 Value := fValue;
7388 end;
7389 end;
7390 end;
7392 procedure TBot.UpdateMove;
7394 procedure GoLeft(Time: Word = 1);
7395 begin
7396 ReleaseKey(KEY_LEFT);
7397 ReleaseKey(KEY_RIGHT);
7398 PressKey(KEY_LEFT, Time);
7399 SetDirection(TDirection.D_LEFT);
7400 end;
7402 procedure GoRight(Time: Word = 1);
7403 begin
7404 ReleaseKey(KEY_LEFT);
7405 ReleaseKey(KEY_RIGHT);
7406 PressKey(KEY_RIGHT, Time);
7407 SetDirection(TDirection.D_RIGHT);
7408 end;
7410 function Rnd(a: Word): Boolean;
7411 begin
7412 Result := Random(a) = 0;
7413 end;
7415 procedure Turn(Time: Word = 1200);
7416 begin
7417 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7418 end;
7420 procedure Stop();
7421 begin
7422 ReleaseKey(KEY_LEFT);
7423 ReleaseKey(KEY_RIGHT);
7424 end;
7426 function CanRunLeft(): Boolean;
7427 begin
7428 Result := not CollideLevel(-1, 0);
7429 end;
7431 function CanRunRight(): Boolean;
7432 begin
7433 Result := not CollideLevel(1, 0);
7434 end;
7436 function CanRun(): Boolean;
7437 begin
7438 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7439 end;
7441 procedure Jump(Time: Word = 30);
7442 begin
7443 PressKey(KEY_JUMP, Time);
7444 end;
7446 function NearHole(): Boolean;
7447 var
7448 x, sx: Integer;
7449 begin
7450 { TODO 5 : Ëåñòíèöû }
7451 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7452 for x := 1 to PLAYER_RECT.Width do
7453 if (not StayOnStep(x*sx, 0)) and
7454 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7455 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7456 begin
7457 Result := True;
7458 Exit;
7459 end;
7461 Result := False;
7462 end;
7464 function BorderHole(): Boolean;
7465 var
7466 x, sx, xx: Integer;
7467 begin
7468 { TODO 5 : Ëåñòíèöû }
7469 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7470 for x := 1 to PLAYER_RECT.Width do
7471 if (not StayOnStep(x*sx, 0)) and
7472 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7473 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7474 begin
7475 for xx := x to x+32 do
7476 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7477 begin
7478 Result := True;
7479 Exit;
7480 end;
7481 end;
7483 Result := False;
7484 end;
7486 function NearDeepHole(): Boolean;
7487 var
7488 x, sx, y: Integer;
7489 begin
7490 Result := False;
7492 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7493 y := 3;
7495 for x := 1 to PLAYER_RECT.Width do
7496 if (not StayOnStep(x*sx, 0)) and
7497 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7498 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7499 begin
7500 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7501 begin
7502 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7503 y := y+1;
7504 end;
7506 Result := True;
7507 end else Result := False;
7508 end;
7510 function OverDeepHole(): Boolean;
7511 var
7512 y: Integer;
7513 begin
7514 Result := False;
7516 y := 1;
7517 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7518 begin
7519 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7520 y := y+1;
7521 end;
7523 Result := True;
7524 end;
7526 function OnGround(): Boolean;
7527 begin
7528 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7529 end;
7531 function OnLadder(): Boolean;
7532 begin
7533 Result := FullInStep(0, 0);
7534 end;
7536 function BelowLadder(): Boolean;
7537 begin
7538 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7539 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7540 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7541 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7542 end;
7544 function BelowLiftUp(): Boolean;
7545 begin
7546 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7547 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7548 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7549 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7550 end;
7552 function OnTopLift(): Boolean;
7553 begin
7554 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7555 end;
7557 function CanJumpOver(): Boolean;
7558 var
7559 sx, y: Integer;
7560 begin
7561 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7563 Result := False;
7565 if not CollideLevel(sx, 0) then Exit;
7567 for y := 1 to BOT_MAXJUMP do
7568 if CollideLevel(0, -y) then Exit else
7569 if not CollideLevel(sx, -y) then
7570 begin
7571 Result := True;
7572 Exit;
7573 end;
7574 end;
7576 function CanJumpUp(Dist: ShortInt): Boolean;
7577 var
7578 y, yy: Integer;
7579 c: Boolean;
7580 begin
7581 Result := False;
7583 if CollideLevel(Dist, 0) then Exit;
7585 c := False;
7586 for y := 0 to BOT_MAXJUMP do
7587 if CollideLevel(Dist, -y) then
7588 begin
7589 c := True;
7590 Break;
7591 end;
7593 if not c then Exit;
7595 c := False;
7596 for yy := y+1 to BOT_MAXJUMP do
7597 if not CollideLevel(Dist, -yy) then
7598 begin
7599 c := True;
7600 Break;
7601 end;
7603 if not c then Exit;
7605 c := False;
7606 for y := 0 to BOT_MAXJUMP do
7607 if CollideLevel(0, -y) then
7608 begin
7609 c := True;
7610 Break;
7611 end;
7613 if c then Exit;
7615 if y < yy then Exit;
7617 Result := True;
7618 end;
7620 function IsSafeTrigger(): Boolean;
7621 var
7622 a: Integer;
7623 begin
7624 Result := True;
7625 if gTriggers = nil then
7626 Exit;
7627 for a := 0 to High(gTriggers) do
7628 if Collide(gTriggers[a].X,
7629 gTriggers[a].Y,
7630 gTriggers[a].Width,
7631 gTriggers[a].Height) and
7632 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7633 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7634 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7635 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7636 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7637 Result := False;
7638 end;
7640 begin
7641 // Âîçìîæíî, íàæèìàåì êíîïêó:
7642 if Rnd(16) and IsSafeTrigger() then
7643 PressKey(KEY_OPEN);
7645 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7646 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7647 begin
7648 ReleaseKey(KEY_LEFT);
7649 ReleaseKey(KEY_RIGHT);
7650 Jump();
7651 end;
7653 // Èäåì âëåâî, åñëè íàäî áûëî:
7654 if GetAIFlag('GOLEFT') <> '' then
7655 begin
7656 RemoveAIFlag('GOLEFT');
7657 if CanRunLeft() then
7658 GoLeft(360);
7659 end;
7661 // Èäåì âïðàâî, åñëè íàäî áûëî:
7662 if GetAIFlag('GORIGHT') <> '' then
7663 begin
7664 RemoveAIFlag('GORIGHT');
7665 if CanRunRight() then
7666 GoRight(360);
7667 end;
7669 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7670 if FObj.X < -32 then
7671 GoRight(360)
7672 else
7673 if FObj.X+32 > gMapInfo.Width then
7674 GoLeft(360);
7676 // Ïðûãàåì, åñëè íàäî áûëî:
7677 if GetAIFlag('NEEDJUMP') <> '' then
7678 begin
7679 Jump(0);
7680 RemoveAIFlag('NEEDJUMP');
7681 end;
7683 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7684 if GetAIFlag('NEEDSEEUP') <> '' then
7685 begin
7686 ReleaseKey(KEY_UP);
7687 ReleaseKey(KEY_DOWN);
7688 PressKey(KEY_UP, 20);
7689 RemoveAIFlag('NEEDSEEUP');
7690 end;
7692 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7693 if GetAIFlag('NEEDSEEDOWN') <> '' then
7694 begin
7695 ReleaseKey(KEY_UP);
7696 ReleaseKey(KEY_DOWN);
7697 PressKey(KEY_DOWN, 20);
7698 RemoveAIFlag('NEEDSEEDOWN');
7699 end;
7701 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7702 if GetAIFlag('GOINHOLE') <> '' then
7703 if not OnGround() then
7704 begin
7705 ReleaseKey(KEY_LEFT);
7706 ReleaseKey(KEY_RIGHT);
7707 RemoveAIFlag('GOINHOLE');
7708 SetAIFlag('FALLINHOLE', '1');
7709 end;
7711 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7712 if GetAIFlag('FALLINHOLE') <> '' then
7713 if OnGround() then
7714 RemoveAIFlag('FALLINHOLE');
7716 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7717 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7718 if GetAIFlag('FALLINHOLE') = '' then
7719 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7720 if Rnd(2) then
7721 GoLeft(360)
7722 else
7723 GoRight(360);
7725 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7726 if OnGround() and
7727 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7728 Rnd(8) then
7729 Jump();
7731 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7732 if OnGround() and NearHole() then
7733 if NearDeepHole() then // Åñëè ýòî áåçäíà
7734 case Random(6) of
7735 0..3: Turn(); // Áåæèì îáðàòíî
7736 4: Jump(); // Ïðûãàåì
7737 5: begin // Ïðûãàåì îáðàòíî
7738 Turn();
7739 Jump();
7740 end;
7741 end
7742 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7743 if GetAIFlag('GOINHOLE') = '' then
7744 case Random(6) of
7745 0: Turn(); // Íå íóæíî òóäà
7746 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7747 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7748 if BorderHole() then
7749 SetAIFlag('GOINHOLE', '1');
7750 end;
7752 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7753 if (not CanRun()) and OnGround() then
7754 begin
7755 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7756 if CanJumpOver() or OnLadder() then
7757 Jump()
7758 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7759 if Random(2) = 0 then
7760 begin
7761 if IsSafeTrigger() then
7762 PressKey(KEY_OPEN);
7763 end else
7764 Turn();
7765 end;
7767 // Îñòàëîñü ìàëî âîçäóõà:
7768 if FAir < 36 * 2 then
7769 Jump(20);
7771 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7772 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7773 if BodyInAcid(0, 0) then
7774 Jump();
7775 end;
7777 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7778 begin
7779 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7780 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7781 end;
7783 {function TBot.NeedItem(Item: Byte): Byte;
7784 begin
7785 Result := 4;
7786 end;}
7788 procedure TBot.SelectWeapon(Dist: Integer);
7789 var
7790 a: Integer;
7792 function HaveAmmo(weapon: Byte): Boolean;
7793 begin
7794 case weapon of
7795 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7796 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7797 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7798 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7799 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7800 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7801 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7802 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7803 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7804 else Result := True;
7805 end;
7806 end;
7808 begin
7809 if Dist = -1 then Dist := BOT_LONGDIST;
7811 if Dist > BOT_LONGDIST then
7812 begin // Äàëüíèé áîé
7813 for a := 0 to 9 do
7814 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7815 begin
7816 FSelectedWeapon := FDifficult.WeaponPrior[a];
7817 Break;
7818 end;
7819 end
7820 else //if Dist > BOT_UNSAFEDIST then
7821 begin // Áëèæíèé áîé
7822 for a := 0 to 9 do
7823 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7824 begin
7825 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7826 Break;
7827 end;
7828 end;
7829 { else
7830 begin
7831 for a := 0 to 9 do
7832 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7833 begin
7834 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7835 Break;
7836 end;
7837 end;}
7838 end;
7840 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7841 begin
7842 Result := inherited PickItem(ItemType, force, remove);
7844 if Result then SetAIFlag('SELECTWEAPON', '1');
7845 end;
7847 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7848 begin
7849 Result := inherited Heal(value, Soft);
7850 end;
7852 function TBot.Healthy(): Byte;
7853 begin
7854 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7855 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7856 else if (FHealth > 50) then Result := 2
7857 else if (FHealth > 20) then Result := 1
7858 else Result := 0;
7859 end;
7861 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7862 begin
7863 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7864 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7865 end;
7867 procedure TBot.OnDamage(Angle: SmallInt);
7868 var
7869 pla: TPlayer;
7870 mon: TMonster;
7871 ok: Boolean;
7872 begin
7873 inherited;
7875 if (Angle = 0) or (Angle = 180) then
7876 begin
7877 ok := False;
7878 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7879 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7880 begin // Èãðîê
7881 pla := g_Player_Get(FLastSpawnerUID);
7882 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7883 pla.FObj.Y + PLAYER_RECT.Y);
7884 end
7885 else
7886 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7887 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7888 begin // Ìîíñòð
7889 mon := g_Monsters_ByUID(FLastSpawnerUID);
7890 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7891 mon.Obj.Y + mon.Obj.Rect.Y);
7892 end;
7894 if ok then
7895 if Angle = 0 then
7896 SetAIFlag('ATTACKLEFT', '1')
7897 else
7898 SetAIFlag('ATTACKRIGHT', '1');
7899 end;
7900 end;
7902 function TBot.RunDirection(): TDirection;
7903 begin
7904 if Abs(Vel.X) >= 1 then
7905 begin
7906 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7907 end else
7908 Result := FDirection;
7909 end;
7911 function TBot.GetRnd(a: Byte): Boolean;
7912 begin
7913 if a = 0 then Result := False
7914 else if a = 255 then Result := True
7915 else Result := Random(256) > 255-a;
7916 end;
7918 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7919 begin
7920 Result := Round((255-a)/255*radius*(Random(2)-1));
7921 end;
7924 procedure TDifficult.save (st: TStream);
7925 begin
7926 utils.writeInt(st, Byte(DiagFire));
7927 utils.writeInt(st, Byte(InvisFire));
7928 utils.writeInt(st, Byte(DiagPrecision));
7929 utils.writeInt(st, Byte(FlyPrecision));
7930 utils.writeInt(st, Byte(Cover));
7931 utils.writeInt(st, Byte(CloseJump));
7932 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7933 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7934 end;
7936 procedure TDifficult.load (st: TStream);
7937 begin
7938 DiagFire := utils.readByte(st);
7939 InvisFire := utils.readByte(st);
7940 DiagPrecision := utils.readByte(st);
7941 FlyPrecision := utils.readByte(st);
7942 Cover := utils.readByte(st);
7943 CloseJump := utils.readByte(st);
7944 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7945 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7946 end;
7949 procedure TBot.SaveState (st: TStream);
7950 var
7951 i: Integer;
7952 dw: Integer;
7953 begin
7954 inherited SaveState(st);
7955 utils.writeSign(st, 'BOT0');
7956 // Âûáðàííîå îðóæèå
7957 utils.writeInt(st, Byte(FSelectedWeapon));
7958 // UID öåëè
7959 utils.writeInt(st, Word(FTargetUID));
7960 // Âðåìÿ ïîòåðè öåëè
7961 utils.writeInt(st, LongWord(FLastVisible));
7962 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7963 dw := Length(FAIFlags);
7964 utils.writeInt(st, LongInt(dw));
7965 // Ôëàãè ÈÈ
7966 for i := 0 to dw-1 do
7967 begin
7968 utils.writeStr(st, FAIFlags[i].Name, 20);
7969 utils.writeStr(st, FAIFlags[i].Value, 20);
7970 end;
7971 // Íàñòðîéêè ñëîæíîñòè
7972 FDifficult.save(st);
7973 end;
7976 procedure TBot.LoadState (st: TStream);
7977 var
7978 i: Integer;
7979 dw: Integer;
7980 begin
7981 inherited LoadState(st);
7982 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7983 // Âûáðàííîå îðóæèå
7984 FSelectedWeapon := utils.readByte(st);
7985 // UID öåëè
7986 FTargetUID := utils.readWord(st);
7987 // Âðåìÿ ïîòåðè öåëè
7988 FLastVisible := utils.readLongWord(st);
7989 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7990 dw := utils.readLongInt(st);
7991 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7992 SetLength(FAIFlags, dw);
7993 // Ôëàãè ÈÈ
7994 for i := 0 to dw-1 do
7995 begin
7996 FAIFlags[i].Name := utils.readStr(st, 20);
7997 FAIFlags[i].Value := utils.readStr(st, 20);
7998 end;
7999 // Íàñòðîéêè ñëîæíîñòè
8000 FDifficult.load(st);
8001 end;
8004 begin
8005 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
8006 conRegVar('player_indicator', @gPlayerIndicator, 'Draw indicator only for current player, also for teammates, or not at all', 'Draw indicator only for current player, also for teammates, or not at all');
8007 conRegVar('player_indicator_style', @gPlayerIndicatorStyle, 'Visual appearance of indicator', 'Visual appearance of indicator');
8008 end.