DEADSOFTWARE

weapon order fix (supermini comes first now)
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 {$M+}
18 unit g_player;
20 interface
22 uses
23 SysUtils, Classes,
24 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
25 e_graphics, g_playermodel, g_basic, g_textures,
26 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
27 g_panel;
29 const
30 KEY_LEFT = 1;
31 KEY_RIGHT = 2;
32 KEY_UP = 3;
33 KEY_DOWN = 4;
34 KEY_FIRE = 5;
35 KEY_NEXTWEAPON = 6;
36 KEY_PREVWEAPON = 7;
37 KEY_OPEN = 8;
38 KEY_JUMP = 9;
39 KEY_CHAT = 10;
41 R_ITEM_BACKPACK = 0;
42 R_KEY_RED = 1;
43 R_KEY_GREEN = 2;
44 R_KEY_BLUE = 3;
45 R_BERSERK = 4;
47 MR_SUIT = 0;
48 MR_INVUL = 1;
49 MR_INVIS = 2;
50 MR_MAX = 2;
52 A_BULLETS = 0;
53 A_SHELLS = 1;
54 A_ROCKETS = 2;
55 A_CELLS = 3;
56 A_FUEL = 4;
57 A_HIGH = 4;
59 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
63 K_SIMPLEKILL = 0;
64 K_HARDKILL = 1;
65 K_EXTRAHARDKILL = 2;
66 K_FALLKILL = 3;
68 T_RESPAWN = 0;
69 T_SWITCH = 1;
70 T_USE = 2;
71 T_FLAGCAP = 3;
73 TEAM_NONE = 0;
74 TEAM_RED = 1;
75 TEAM_BLUE = 2;
76 TEAM_COOP = 3;
78 SHELL_BULLET = 0;
79 SHELL_SHELL = 1;
80 SHELL_DBLSHELL = 2;
82 ANGLE_NONE = Low(SmallInt);
84 CORPSE_STATE_REMOVEME = 0;
85 CORPSE_STATE_NORMAL = 1;
86 CORPSE_STATE_MESS = 2;
88 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
89 PLAYER_RECT_CX = 15+(34 div 2);
90 PLAYER_RECT_CY = 12+(52 div 2);
91 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
93 PLAYER_HP_SOFT = 100;
94 PLAYER_HP_LIMIT = 200;
95 PLAYER_AP_SOFT = 100;
96 PLAYER_AP_LIMIT = 200;
97 SUICIDE_DAMAGE = 112;
99 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
100 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
102 type
103 TPlayerStat = record
104 Ping: Word;
105 Loss: Byte;
106 Name: String;
107 Team: Byte;
108 Frags: SmallInt;
109 Deaths: SmallInt;
110 Lives: Byte;
111 Kills: Word;
112 Color: TRGB;
113 Spectator: Boolean;
114 end;
116 TPlayerStatArray = Array of TPlayerStat;
118 TPlayerSavedState = record
119 Health: Integer;
120 Armor: Integer;
121 Air: Integer;
122 JetFuel: Integer;
123 CurrWeap: Byte;
124 NextWeap: WORD;
125 NextWeapDelay: Byte;
126 Ammo: Array [A_BULLETS..A_HIGH] of Word;
127 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
128 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
129 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
130 WaitRecall: Boolean;
131 end;
133 TKeyState = record
134 Pressed: Boolean;
135 Time: Word;
136 end;
138 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
139 private
140 FIamBot: Boolean;
141 FUID: Word;
142 FName: String;
143 FTeam: Byte;
144 FAlive: Boolean;
145 FSpawned: Boolean;
146 FDirection: TDirection;
147 FHealth: Integer;
148 FLives: Byte;
149 FArmor: Integer;
150 FAir: Integer;
151 FPain: Integer;
152 FPickup: Integer;
153 FKills: Integer;
154 FMonsterKills: Integer;
155 FFrags: Integer;
156 FFragCombo: Byte;
157 FLastFrag: LongWord;
158 FComboEvnt: Integer;
159 FDeath: Integer;
160 FCanJetpack: Boolean;
161 FJetFuel: Integer;
162 FFlag: Byte;
163 FSecrets: Integer;
164 FCurrWeap: Byte;
165 FNextWeap: WORD;
166 FNextWeapDelay: Byte; // frames
167 FBFGFireCounter: SmallInt;
168 FLastSpawnerUID: Word;
169 FLastHit: Byte;
170 FObj: TObj;
171 FXTo, FYTo: Integer;
172 FSpectatePlayer: Integer;
173 FFirePainTime: Integer;
174 FFireAttacker: Word;
176 FSavedState: TPlayerSavedState;
178 FModel: TPlayerModel;
179 FPunchAnim: TAnimation;
180 FActionPrior: Byte;
181 FActionAnim: Byte;
182 FActionForce: Boolean;
183 FActionChanged: Boolean;
184 FAngle: SmallInt;
185 FFireAngle: SmallInt;
186 FIncCam: Integer;
187 FShellTimer: Integer;
188 FShellType: Byte;
189 FSawSound: TPlayableSound;
190 FSawSoundIdle: TPlayableSound;
191 FSawSoundHit: TPlayableSound;
192 FSawSoundSelect: TPlayableSound;
193 FJetSoundOn: TPlayableSound;
194 FJetSoundOff: TPlayableSound;
195 FJetSoundFly: TPlayableSound;
196 FGodMode: Boolean;
197 FNoTarget: Boolean;
198 FNoReload: Boolean;
199 FJustTeleported: Boolean;
200 FNetTime: LongWord;
201 mEDamageType: Integer;
204 function CollideLevel(XInc, YInc: Integer): Boolean;
205 function StayOnStep(XInc, YInc: Integer): Boolean;
206 function HeadInLiquid(XInc, YInc: Integer): Boolean;
207 function BodyInLiquid(XInc, YInc: Integer): Boolean;
208 function BodyInAcid(XInc, YInc: Integer): Boolean;
209 function FullInLift(XInc, YInc: Integer): Integer;
210 {procedure CollideItem();}
211 procedure FlySmoke(Times: DWORD = 1);
212 procedure OnFireFlame(Times: DWORD = 1);
213 function GetAmmoByWeapon(Weapon: Byte): Word;
214 procedure SetAction(Action: Byte; Force: Boolean = False);
215 procedure OnDamage(Angle: SmallInt); virtual;
216 function firediry(): Integer;
217 procedure DoPunch();
219 procedure Run(Direction: TDirection);
220 procedure NextWeapon();
221 procedure PrevWeapon();
222 procedure SeeUp();
223 procedure SeeDown();
224 procedure Fire();
225 procedure Jump();
226 procedure Use();
228 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
229 procedure resetWeaponQueue ();
230 function hasAmmoForWeapon (weapon: Byte): Boolean;
232 procedure doDamage (v: Integer);
234 function followCorpse(): Boolean;
236 public
237 FDamageBuffer: Integer;
239 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
240 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
241 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
242 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
243 FBerserk: Integer;
244 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
245 FReloading: Array [WP_FIRST..WP_LAST] of Word;
246 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
247 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
248 FColor: TRGB;
249 FPreferredTeam: Byte;
250 FSpectator: Boolean;
251 FNoRespawn: Boolean;
252 FWantsInGame: Boolean;
253 FGhost: Boolean;
254 FPhysics: Boolean;
255 FJetpack: Boolean;
256 FActualModelName: string;
257 FClientID: SmallInt;
258 FPing: Word;
259 FLoss: Byte;
260 FDummy: Boolean;
261 FFireTime: Integer;
263 // debug: viewport offset
264 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
266 function isValidViewPort (): Boolean; inline;
268 constructor Create(); virtual;
269 destructor Destroy(); override;
270 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
271 function GetRespawnPoint(): Byte;
272 procedure PressKey(Key: Byte; Time: Word = 1);
273 procedure ReleaseKeys();
274 procedure SetModel(ModelName: String);
275 procedure SetColor(Color: TRGB);
276 procedure SetWeapon(W: Byte);
277 function IsKeyPressed(K: Byte): Boolean;
278 function GetKeys(): Byte;
279 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
280 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
281 function Collide(Panel: TPanel): Boolean; overload;
282 function Collide(X, Y: Integer): Boolean; overload;
283 procedure SetDirection(Direction: TDirection);
284 procedure GetSecret();
285 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
286 procedure Touch();
287 procedure Push(vx, vy: Integer);
288 procedure ChangeModel(ModelName: String);
289 procedure SwitchTeam;
290 procedure ChangeTeam(Team: Byte);
291 procedure BFGHit();
292 function GetFlag(Flag: Byte): Boolean;
293 procedure SetFlag(Flag: Byte);
294 function DropFlag(): Boolean;
295 procedure AllRulez(Health: Boolean);
296 procedure RestoreHealthArmor();
297 procedure FragCombo();
298 procedure GiveItem(ItemType: Byte);
299 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
300 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
301 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
302 procedure MakeBloodSimple(Count: Word);
303 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
304 procedure Reset(Force: Boolean);
305 procedure Spectate(NoMove: Boolean = False);
306 procedure SwitchNoClip;
307 procedure SoftReset();
308 procedure Draw(); virtual;
309 procedure DrawPain();
310 procedure DrawPickup();
311 procedure DrawRulez();
312 procedure DrawAim();
313 procedure DrawBubble();
314 procedure DrawGUI();
315 procedure Update(); virtual;
316 procedure RememberState();
317 procedure RecallState();
318 procedure SaveState (st: TStream); virtual;
319 procedure LoadState (st: TStream); virtual;
320 procedure PauseSounds(Enable: Boolean);
321 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
322 procedure DoLerp(Level: Integer = 2);
323 procedure SetLerp(XTo, YTo: Integer);
324 procedure QueueWeaponSwitch(Weapon: Byte);
325 procedure RealizeCurrentWeapon();
326 procedure JetpackOn;
327 procedure JetpackOff;
328 procedure CatchFire(Attacker: Word);
330 //WARNING! this does nothing for now, but still call it!
331 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
333 procedure getMapBox (out x, y, w, h: Integer); inline;
334 procedure moveBy (dx, dy: Integer); inline;
336 public
337 property Vel: TPoint2i read FObj.Vel;
338 property Obj: TObj read FObj;
340 property Name: String read FName write FName;
341 property Model: TPlayerModel read FModel;
342 property Health: Integer read FHealth write FHealth;
343 property Lives: Byte read FLives write FLives;
344 property Armor: Integer read FArmor write FArmor;
345 property Air: Integer read FAir write FAir;
346 property JetFuel: Integer read FJetFuel write FJetFuel;
347 property Frags: Integer read FFrags write FFrags;
348 property Death: Integer read FDeath write FDeath;
349 property Kills: Integer read FKills write FKills;
350 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
351 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
352 property Secrets: Integer read FSecrets;
353 property GodMode: Boolean read FGodMode write FGodMode;
354 property NoTarget: Boolean read FNoTarget write FNoTarget;
355 property NoReload: Boolean read FNoReload write FNoReload;
356 property alive: Boolean read FAlive write FAlive;
357 property Flag: Byte read FFlag;
358 property Team: Byte read FTeam write FTeam;
359 property Direction: TDirection read FDirection;
360 property GameX: Integer read FObj.X write FObj.X;
361 property GameY: Integer read FObj.Y write FObj.Y;
362 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
363 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
364 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
365 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
366 property IncCam: Integer read FIncCam write FIncCam;
367 property UID: Word read FUID write FUID;
368 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
369 property NetTime: LongWord read FNetTime write FNetTime;
371 published
372 property eName: String read FName write FName;
373 property eHealth: Integer read FHealth write FHealth;
374 property eLives: Byte read FLives write FLives;
375 property eArmor: Integer read FArmor write FArmor;
376 property eAir: Integer read FAir write FAir;
377 property eJetFuel: Integer read FJetFuel write FJetFuel;
378 property eFrags: Integer read FFrags write FFrags;
379 property eDeath: Integer read FDeath write FDeath;
380 property eKills: Integer read FKills write FKills;
381 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
382 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
383 property eSecrets: Integer read FSecrets write FSecrets;
384 property eGodMode: Boolean read FGodMode write FGodMode;
385 property eNoTarget: Boolean read FNoTarget write FNoTarget;
386 property eNoReload: Boolean read FNoReload write FNoReload;
387 property eAlive: Boolean read FAlive write FAlive;
388 property eFlag: Byte read FFlag;
389 property eTeam: Byte read FTeam write FTeam;
390 property eDirection: TDirection read FDirection;
391 property eGameX: Integer read FObj.X write FObj.X;
392 property eGameY: Integer read FObj.Y write FObj.Y;
393 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
394 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
395 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
396 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
397 property eIncCam: Integer read FIncCam write FIncCam;
398 property eUID: Word read FUID;
399 property eJustTeleported: Boolean read FJustTeleported;
400 property eNetTime: LongWord read FNetTime;
402 // set this before assigning something to `eDamage`
403 property eDamageType: Integer read mEDamageType write mEDamageType;
404 property eDamage: Integer write doDamage;
405 end;
407 TDifficult = record
408 public
409 DiagFire: Byte;
410 InvisFire: Byte;
411 DiagPrecision: Byte;
412 FlyPrecision: Byte;
413 Cover: Byte;
414 CloseJump: Byte;
415 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
416 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
417 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
419 public
420 procedure save (st: TStream);
421 procedure load (st: TStream);
422 end;
424 TAIFlag = record
425 Name: String;
426 Value: String;
427 end;
429 TBot = class(TPlayer)
430 private
431 FSelectedWeapon: Byte;
432 FTargetUID: Word;
433 FLastVisible: DWORD;
434 FAIFlags: Array of TAIFlag;
435 FDifficult: TDifficult;
437 function GetRnd(a: Byte): Boolean;
438 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
439 function RunDirection(): TDirection;
440 function FullInStep(XInc, YInc: Integer): Boolean;
441 //function NeedItem(Item: Byte): Byte;
442 procedure SelectWeapon(Dist: Integer);
443 procedure SetAIFlag(aName, fValue: String20);
444 function GetAIFlag(aName: String20): String20;
445 procedure RemoveAIFlag(aName: String20);
446 function Healthy(): Byte;
447 procedure UpdateMove();
448 procedure UpdateCombat();
449 function KeyPressed(Key: Word): Boolean;
450 procedure ReleaseKey(Key: Byte);
451 function TargetOnScreen(TX, TY: Integer): Boolean;
452 procedure OnDamage(Angle: SmallInt); override;
454 public
455 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
456 constructor Create(); override;
457 destructor Destroy(); override;
458 procedure Draw(); override;
459 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
460 function Heal(value: Word; Soft: Boolean): Boolean; override;
461 procedure Update(); override;
462 procedure SaveState (st: TStream); override;
463 procedure LoadState (st: TStream); override;
464 end;
466 PGib = ^TGib;
467 TGib = record
468 alive: Boolean;
469 ID: DWORD;
470 MaskID: DWORD;
471 RAngle: Integer;
472 Color: TRGB;
473 Obj: TObj;
475 procedure getMapBox (out x, y, w, h: Integer); inline;
476 procedure moveBy (dx, dy: Integer); inline;
478 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
479 end;
482 PShell = ^TShell;
483 TShell = record
484 SpriteID: DWORD;
485 alive: Boolean;
486 SType: Byte;
487 RAngle: Integer;
488 Timeout: Cardinal;
489 CX, CY: Integer;
490 Obj: TObj;
492 procedure getMapBox (out x, y, w, h: Integer); inline;
493 procedure moveBy (dx, dy: Integer); inline;
495 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
496 end;
498 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
499 private
500 FModelName: String;
501 FMess: Boolean;
502 FState: Byte;
503 FDamage: Byte;
504 FColor: TRGB;
505 FObj: TObj;
506 FPlayerUID: Word;
507 FAnimation: TAnimation;
508 FAnimationMask: TAnimation;
510 public
511 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
512 destructor Destroy(); override;
513 procedure Damage(Value: Word; vx, vy: Integer);
514 procedure Update();
515 procedure Draw();
516 procedure SaveState (st: TStream);
517 procedure LoadState (st: TStream);
519 procedure getMapBox (out x, y, w, h: Integer); inline;
520 procedure moveBy (dx, dy: Integer); inline;
522 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
524 function ObjPtr (): PObj; inline;
526 property Obj: TObj read FObj; // copies object
527 property State: Byte read FState;
528 property Mess: Boolean read FMess;
529 end;
531 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
532 record
533 Goals: SmallInt;
534 end;
536 var
537 gPlayers: Array of TPlayer;
538 gCorpses: Array of TCorpse;
539 gGibs: Array of TGib;
540 gShells: Array of TShell;
541 gTeamStat: TTeamStat;
542 gFly: Boolean = False;
543 gAimLine: Boolean = False;
544 gChatBubble: Byte = 0;
545 gNumBots: Word = 0;
546 gLMSPID1: Word = 0;
547 gLMSPID2: Word = 0;
548 MAX_RUNVEL: Integer = 8;
549 VEL_JUMP: Integer = 10;
550 SHELL_TIMEOUT: Cardinal = 60000;
552 function Lerp(X, Y, Factor: Integer): Integer;
554 procedure g_Gibs_SetMax(Count: Word);
555 function g_Gibs_GetMax(): Word;
556 procedure g_Corpses_SetMax(Count: Word);
557 function g_Corpses_GetMax(): Word;
558 procedure g_Shells_SetMax(Count: Word);
559 function g_Shells_GetMax(): Word;
561 procedure g_Player_Init();
562 procedure g_Player_Free();
563 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
564 function g_Player_CreateFromState (st: TStream): Word;
565 procedure g_Player_Remove(UID: Word);
566 procedure g_Player_ResetTeams();
567 procedure g_Player_UpdateAll();
568 procedure g_Player_DrawAll();
569 procedure g_Player_DrawDebug(p: TPlayer);
570 procedure g_Player_DrawHealth();
571 procedure g_Player_RememberAll();
572 procedure g_Player_ResetAll(Force, Silent: Boolean);
573 function g_Player_Get(UID: Word): TPlayer;
574 function g_Player_GetCount(): Byte;
575 function g_Player_GetStats(): TPlayerStatArray;
576 function g_Player_ValidName(Name: String): Boolean;
577 procedure g_Player_CreateCorpse(Player: TPlayer);
578 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
579 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
580 procedure g_Player_UpdatePhysicalObjects();
581 procedure g_Player_DrawCorpses();
582 procedure g_Player_DrawShells();
583 procedure g_Player_RemoveAllCorpses();
584 procedure g_Player_Corpses_SaveState (st: TStream);
585 procedure g_Player_Corpses_LoadState (st: TStream);
586 procedure g_Bot_Add(Team, Difficult: Byte);
587 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
588 procedure g_Bot_MixNames();
589 procedure g_Bot_RemoveAll();
591 implementation
593 uses
594 {$INCLUDE ../nogl/noGLuses.inc}
595 {$IFDEF ENABLE_HOLMES}
596 g_holmes,
597 {$ENDIF}
598 e_log, g_map, g_items, g_console, g_gfx, Math,
599 g_options, g_triggers, g_menu, g_game, g_grid,
600 wadreader, g_main, g_monsters, CONFIG, g_language,
601 g_net, g_netmsg, g_window,
602 utils, xstreams;
604 const PLR_SAVE_VERSION = 0;
606 type
607 TBotProfile = record
608 name: ShortString;
609 model: ShortString;
610 team: Byte;
611 color: TRGB;
612 diag_fire: Byte;
613 invis_fire: Byte;
614 diag_precision: Byte;
615 fly_precision: Byte;
616 cover: Byte;
617 close_jump: Byte;
618 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
619 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
620 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
621 end;
623 const
624 TIME_RESPAWN1 = 1500;
625 TIME_RESPAWN2 = 2000;
626 TIME_RESPAWN3 = 3000;
627 AIR_DEF = 360;
628 AIR_MAX = 1091;
629 JET_MAX = 540; // ~30 sec
630 PLAYER_SUIT_TIME = 30000;
631 PLAYER_INVUL_TIME = 30000;
632 PLAYER_INVIS_TIME = 35000;
633 FRAG_COMBO_TIME = 3000;
634 VEL_SW = 4;
635 VEL_FLY = 6;
636 ANGLE_RIGHTUP = 55;
637 ANGLE_RIGHTDOWN = -35;
638 ANGLE_LEFTUP = 125;
639 ANGLE_LEFTDOWN = -145;
640 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
641 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
642 BOT_MAXJUMP = 84;
643 BOT_LONGDIST = 300;
644 BOT_UNSAFEDIST = 128;
645 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
646 (R:0; G:0; B:255));
647 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
648 FlyPrecision: 32; Cover: 32; CloseJump: 32;
649 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
650 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
651 FlyPrecision: 127; Cover: 127; CloseJump: 127;
652 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
653 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
654 FlyPrecision: 255; Cover: 255; CloseJump: 255;
655 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
656 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
657 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
658 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
659 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
660 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
661 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
662 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
663 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
664 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
665 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
666 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
667 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
668 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
669 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
670 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
671 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
672 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
674 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
675 CORPSE_SIGNATURE = $50524F43; // 'CORP'
677 BOTNAMES_FILENAME = 'botnames.txt';
678 BOTLIST_FILENAME = 'botlist.txt';
680 var
681 MaxGibs: Word = 150;
682 MaxCorpses: Word = 20;
683 MaxShells: Word = 300;
684 CurrentGib: Integer = 0;
685 CurrentShell: Integer = 0;
686 BotNames: Array of String;
687 BotList: Array of TBotProfile;
690 function Lerp(X, Y, Factor: Integer): Integer;
691 begin
692 Result := X + ((Y - X) div Factor);
693 end;
695 function SameTeam(UID1, UID2: Word): Boolean;
696 begin
697 Result := False;
699 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
700 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
702 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
704 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
705 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
707 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
708 end;
710 procedure g_Gibs_SetMax(Count: Word);
711 begin
712 MaxGibs := Count;
713 SetLength(gGibs, Count);
715 if CurrentGib >= Count then
716 CurrentGib := 0;
717 end;
719 function g_Gibs_GetMax(): Word;
720 begin
721 Result := MaxGibs;
722 end;
724 procedure g_Shells_SetMax(Count: Word);
725 begin
726 MaxShells := Count;
727 SetLength(gShells, Count);
729 if CurrentShell >= Count then
730 CurrentShell := 0;
731 end;
733 function g_Shells_GetMax(): Word;
734 begin
735 Result := MaxShells;
736 end;
739 procedure g_Corpses_SetMax(Count: Word);
740 begin
741 MaxCorpses := Count;
742 SetLength(gCorpses, Count);
743 end;
745 function g_Corpses_GetMax(): Word;
746 begin
747 Result := MaxCorpses;
748 end;
750 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
751 var
752 a: Integer;
753 ok: Boolean;
754 begin
755 Result := 0;
757 ok := False;
758 a := 0;
760 // Åñòü ëè ìåñòî â gPlayers:
761 if gPlayers <> nil then
762 for a := 0 to High(gPlayers) do
763 if gPlayers[a] = nil then
764 begin
765 ok := True;
766 Break;
767 end;
769 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
770 if not ok then
771 begin
772 SetLength(gPlayers, Length(gPlayers)+1);
773 a := High(gPlayers);
774 end;
776 // Ñîçäàåì îáúåêò èãðîêà:
777 if Bot then
778 gPlayers[a] := TBot.Create()
779 else
780 gPlayers[a] := TPlayer.Create();
783 gPlayers[a].FActualModelName := ModelName;
784 gPlayers[a].SetModel(ModelName);
786 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
787 if gPlayers[a].FModel = nil then
788 begin
789 gPlayers[a].Free();
790 gPlayers[a] := nil;
791 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
792 Exit;
793 end;
795 if not (Team in [TEAM_RED, TEAM_BLUE]) then
796 if Random(2) = 0 then
797 Team := TEAM_RED
798 else
799 Team := TEAM_BLUE;
800 gPlayers[a].FPreferredTeam := Team;
802 case gGameSettings.GameMode of
803 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
804 GM_TDM,
805 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
806 GM_SINGLE,
807 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
808 end;
810 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
811 gPlayers[a].FColor := Color;
812 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
813 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
814 else
815 gPlayers[a].FModel.Color := Color;
817 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
818 gPlayers[a].FAlive := False;
820 Result := gPlayers[a].FUID;
821 end;
823 function g_Player_CreateFromState (st: TStream): Word;
824 var
825 a, i: Integer;
826 ok, Bot: Boolean;
827 b: Byte;
828 begin
829 result := 0;
830 if (st = nil) then exit; //???
832 // Ñèãíàòóðà èãðîêà
833 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
834 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
836 // Áîò èëè ÷åëîâåê:
837 Bot := utils.readBool(st);
839 ok := false;
840 a := 0;
842 // Åñòü ëè ìåñòî â gPlayers:
843 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
845 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
846 if not ok then
847 begin
848 SetLength(gPlayers, Length(gPlayers)+1);
849 a := High(gPlayers);
850 end;
852 // Ñîçäàåì îáúåêò èãðîêà
853 if Bot then
854 gPlayers[a] := TBot.Create()
855 else
856 gPlayers[a] := TPlayer.Create();
857 gPlayers[a].FIamBot := Bot;
858 gPlayers[a].FPhysics := True;
860 // UID èãðîêà
861 gPlayers[a].FUID := utils.readWord(st);
862 // Èìÿ èãðîêà
863 gPlayers[a].FName := utils.readStr(st);
864 // Êîìàíäà
865 gPlayers[a].FTeam := utils.readByte(st);
866 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
867 // Æèâ ëè
868 gPlayers[a].FAlive := utils.readBool(st);
869 // Èçðàñõîäîâàë ëè âñå æèçíè
870 gPlayers[a].FNoRespawn := utils.readBool(st);
871 // Íàïðàâëåíèå
872 b := utils.readByte(st);
873 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
874 // Çäîðîâüå
875 gPlayers[a].FHealth := utils.readLongInt(st);
876 // Æèçíè
877 gPlayers[a].FLives := utils.readByte(st);
878 // Áðîíÿ
879 gPlayers[a].FArmor := utils.readLongInt(st);
880 // Çàïàñ âîçäóõà
881 gPlayers[a].FAir := utils.readLongInt(st);
882 // Çàïàñ ãîðþ÷åãî
883 gPlayers[a].FJetFuel := utils.readLongInt(st);
884 // Áîëü
885 gPlayers[a].FPain := utils.readLongInt(st);
886 // Óáèë
887 gPlayers[a].FKills := utils.readLongInt(st);
888 // Óáèë ìîíñòðîâ
889 gPlayers[a].FMonsterKills := utils.readLongInt(st);
890 // Ôðàãîâ
891 gPlayers[a].FFrags := utils.readLongInt(st);
892 // Ôðàãîâ ïîäðÿä
893 gPlayers[a].FFragCombo := utils.readByte(st);
894 // Âðåìÿ ïîñëåäíåãî ôðàãà
895 gPlayers[a].FLastFrag := utils.readLongWord(st);
896 // Ñìåðòåé
897 gPlayers[a].FDeath := utils.readLongInt(st);
898 // Êàêîé ôëàã íåñåò
899 gPlayers[a].FFlag := utils.readByte(st);
900 // Íàøåë ñåêðåòîâ
901 gPlayers[a].FSecrets := utils.readLongInt(st);
902 // Òåêóùåå îðóæèå
903 gPlayers[a].FCurrWeap := utils.readByte(st);
904 // Ñëåäóþùåå æåëàåìîå îðóæèå
905 gPlayers[a].FNextWeap := utils.readWord(st);
906 // ...è ïàóçà
907 gPlayers[a].FNextWeapDelay := utils.readByte(st);
908 // Âðåìÿ çàðÿäêè BFG
909 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
910 // Áóôåð óðîíà
911 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
912 // Ïîñëåäíèé óäàðèâøèé
913 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
914 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
915 gPlayers[a].FLastHit := utils.readByte(st);
916 // Îáúåêò èãðîêà:
917 Obj_LoadState(@gPlayers[a].FObj, st);
918 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
919 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
920 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
921 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
922 // Íàëè÷èå îðóæèÿ
923 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
924 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
925 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
926 // Íàëè÷èå ðþêçàêà
927 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
928 // Íàëè÷èå êðàñíîãî êëþ÷à
929 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
930 // Íàëè÷èå çåëåíîãî êëþ÷à
931 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
932 // Íàëè÷èå ñèíåãî êëþ÷à
933 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
934 // Íàëè÷èå áåðñåðêà
935 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
936 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
937 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
938 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
939 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
941 // Íàçâàíèå ìîäåëè:
942 gPlayers[a].FActualModelName := utils.readStr(st);
943 // Öâåò ìîäåëè
944 gPlayers[a].FColor.R := utils.readByte(st);
945 gPlayers[a].FColor.G := utils.readByte(st);
946 gPlayers[a].FColor.B := utils.readByte(st);
947 // Îáíîâëÿåì ìîäåëü èãðîêà
948 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
950 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
951 if (gPlayers[a].FModel = nil) then
952 begin
953 gPlayers[a].Free();
954 gPlayers[a] := nil;
955 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
956 exit;
957 end;
959 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
960 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
961 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
962 else
963 gPlayers[a].FModel.Color := gPlayers[a].FColor;
965 result := gPlayers[a].FUID;
966 end;
969 procedure g_Player_ResetTeams();
970 var
971 a: Integer;
972 begin
973 if g_Game_IsClient then
974 Exit;
975 if gPlayers = nil then
976 Exit;
977 for a := Low(gPlayers) to High(gPlayers) do
978 if gPlayers[a] <> nil then
979 case gGameSettings.GameMode of
980 GM_DM:
981 gPlayers[a].ChangeTeam(TEAM_NONE);
982 GM_TDM, GM_CTF:
983 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
984 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
985 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
986 else
987 if a mod 2 = 0 then
988 gPlayers[a].ChangeTeam(TEAM_RED)
989 else
990 gPlayers[a].ChangeTeam(TEAM_BLUE);
991 GM_SINGLE,
992 GM_COOP:
993 gPlayers[a].ChangeTeam(TEAM_COOP);
994 end;
995 end;
997 procedure g_Bot_Add(Team, Difficult: Byte);
998 var
999 m: SSArray;
1000 _name, _model: String;
1001 a, tr, tb: Integer;
1002 begin
1003 if not g_Game_IsServer then Exit;
1005 // Ñïèñîê íàçâàíèé ìîäåëåé:
1006 m := g_PlayerModel_GetNames();
1007 if m = nil then
1008 Exit;
1010 // Êîìàíäà:
1011 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1012 Team := TEAM_COOP // COOP
1013 else
1014 if gGameSettings.GameMode = GM_DM then
1015 Team := TEAM_NONE // DM
1016 else
1017 if Team = TEAM_NONE then // CTF / TDM
1018 begin
1019 // Àâòîáàëàíñ êîìàíä:
1020 tr := 0;
1021 tb := 0;
1023 for a := 0 to High(gPlayers) do
1024 if gPlayers[a] <> nil then
1025 begin
1026 if gPlayers[a].Team = TEAM_RED then
1027 Inc(tr)
1028 else
1029 if gPlayers[a].Team = TEAM_BLUE then
1030 Inc(tb);
1031 end;
1033 if tr > tb then
1034 Team := TEAM_BLUE
1035 else
1036 if tb > tr then
1037 Team := TEAM_RED
1038 else // tr = tb
1039 if Random(2) = 0 then
1040 Team := TEAM_RED
1041 else
1042 Team := TEAM_BLUE;
1043 end;
1045 // Âûáèðàåì áîòó èìÿ:
1046 _name := '';
1047 if BotNames <> nil then
1048 for a := 0 to High(BotNames) do
1049 if g_Player_ValidName(BotNames[a]) then
1050 begin
1051 _name := BotNames[a];
1052 Break;
1053 end;
1055 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1056 if _name = '' then
1057 repeat
1058 _name := Format('DFBOT%.2d', [Random(100)]);
1059 until g_Player_ValidName(_name);
1061 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1062 _model := m[Random(Length(m))];
1064 // Ñîçäàåì áîòà:
1065 with g_Player_Get(g_Player_Create(_model,
1066 _RGB(Min(Random(9)*32, 255),
1067 Min(Random(9)*32, 255),
1068 Min(Random(9)*32, 255)),
1069 Team, True)) as TBot do
1070 begin
1071 Name := _name;
1073 case Difficult of
1074 1: FDifficult := DIFFICULT_EASY;
1075 2: FDifficult := DIFFICULT_MEDIUM;
1076 else FDifficult := DIFFICULT_HARD;
1077 end;
1079 for a := WP_FIRST to WP_LAST do
1080 begin
1081 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1082 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1083 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1084 end;
1086 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1088 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1089 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1090 Spectate();
1091 end;
1092 end;
1094 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1095 var
1096 m: SSArray;
1097 _name, _model: String;
1098 a: Integer;
1099 begin
1100 if not g_Game_IsServer then Exit;
1102 // Ñïèñîê íàçâàíèé ìîäåëåé:
1103 m := g_PlayerModel_GetNames();
1104 if m = nil then
1105 Exit;
1107 // Êîìàíäà:
1108 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1109 Team := TEAM_COOP // COOP
1110 else
1111 if gGameSettings.GameMode = GM_DM then
1112 Team := TEAM_NONE // DM
1113 else
1114 if Team = TEAM_NONE then
1115 Team := BotList[num].team; // CTF / TDM
1117 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1118 lName := AnsiLowerCase(lName);
1119 if (num < 0) or (num > Length(BotList)-1) then
1120 num := -1;
1121 if (num = -1) and (lName <> '') and (BotList <> nil) then
1122 for a := 0 to High(BotList) do
1123 if AnsiLowerCase(BotList[a].name) = lName then
1124 begin
1125 num := a;
1126 Break;
1127 end;
1128 if num = -1 then
1129 Exit;
1131 // Èìÿ áîòà:
1132 _name := BotList[num].name;
1133 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1134 if not g_Player_ValidName(_name) then
1135 repeat
1136 _name := Format('DFBOT%.2d', [Random(100)]);
1137 until g_Player_ValidName(_name);
1139 // Ìîäåëü:
1140 _model := BotList[num].model;
1141 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1142 if not InSArray(_model, m) then
1143 _model := m[Random(Length(m))];
1145 // Ñîçäàåì áîòà:
1146 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1147 begin
1148 Name := _name;
1150 FDifficult.DiagFire := BotList[num].diag_fire;
1151 FDifficult.InvisFire := BotList[num].invis_fire;
1152 FDifficult.DiagPrecision := BotList[num].diag_precision;
1153 FDifficult.FlyPrecision := BotList[num].fly_precision;
1154 FDifficult.Cover := BotList[num].cover;
1155 FDifficult.CloseJump := BotList[num].close_jump;
1157 for a := WP_FIRST to WP_LAST do
1158 begin
1159 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1160 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1161 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1162 end;
1164 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1166 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1167 end;
1168 end;
1170 procedure g_Bot_RemoveAll();
1171 var
1172 a: Integer;
1173 begin
1174 if not g_Game_IsServer then Exit;
1175 if gPlayers = nil then Exit;
1177 for a := 0 to High(gPlayers) do
1178 if gPlayers[a] <> nil then
1179 if gPlayers[a] is TBot then
1180 begin
1181 gPlayers[a].Lives := 0;
1182 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1183 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1184 g_Player_Remove(gPlayers[a].FUID);
1185 end;
1187 g_Bot_MixNames();
1188 end;
1190 procedure g_Bot_MixNames();
1191 var
1192 s: String;
1193 a, b: Integer;
1194 begin
1195 if BotNames <> nil then
1196 for a := 0 to High(BotNames) do
1197 begin
1198 b := Random(Length(BotNames));
1199 s := BotNames[a];
1200 Botnames[a] := BotNames[b];
1201 BotNames[b] := s;
1202 end;
1203 end;
1205 procedure g_Player_Remove(UID: Word);
1206 var
1207 i: Integer;
1208 begin
1209 if gPlayers = nil then Exit;
1211 if g_Game_IsServer and g_Game_IsNet then
1212 MH_SEND_PlayerDelete(UID);
1214 for i := 0 to High(gPlayers) do
1215 if gPlayers[i] <> nil then
1216 if gPlayers[i].FUID = UID then
1217 begin
1218 if gPlayers[i] is TPlayer then
1219 TPlayer(gPlayers[i]).Free()
1220 else
1221 TBot(gPlayers[i]).Free();
1222 gPlayers[i] := nil;
1223 Exit;
1224 end;
1225 end;
1227 procedure g_Player_Init();
1228 var
1229 F: TextFile;
1230 s: String;
1231 a, b: Integer;
1232 config: TConfig;
1233 sa: SSArray;
1234 begin
1235 BotNames := nil;
1237 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1238 Exit;
1240 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1241 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1242 Reset(F);
1244 while not EOF(F) do
1245 begin
1246 ReadLn(F, s);
1248 s := Trim(s);
1249 if s = '' then
1250 Continue;
1252 SetLength(BotNames, Length(BotNames)+1);
1253 BotNames[High(BotNames)] := s;
1254 end;
1256 CloseFile(F);
1258 // Ïåðåìåøèâàåì èõ:
1259 g_Bot_MixNames();
1261 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1262 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1263 BotList := nil;
1264 a := 0;
1266 while config.SectionExists(IntToStr(a)) do
1267 begin
1268 SetLength(BotList, Length(BotList)+1);
1270 with BotList[High(BotList)] do
1271 begin
1272 // Èìÿ áîòà:
1273 name := config.ReadStr(IntToStr(a), 'name', '');
1274 // Ìîäåëü:
1275 model := config.ReadStr(IntToStr(a), 'model', '');
1276 // Êîìàíäà:
1277 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1278 team := TEAM_RED
1279 else
1280 team := TEAM_BLUE;
1281 // Öâåò ìîäåëè:
1282 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1283 color.R := StrToIntDef(sa[0], 0);
1284 color.G := StrToIntDef(sa[1], 0);
1285 color.B := StrToIntDef(sa[2], 0);
1286 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1287 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1288 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1289 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1290 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1291 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1292 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1293 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1294 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1295 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1296 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1297 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1298 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1299 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1300 if Length(sa) = 10 then
1301 for b := 0 to 9 do
1302 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1303 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1304 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1305 if Length(sa) = 10 then
1306 for b := 0 to 9 do
1307 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1309 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1310 if Length(sa) = 10 then
1311 for b := 0 to 9 do
1312 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1313 end;
1315 a := a + 1;
1316 end;
1318 config.Free();
1319 end;
1321 procedure g_Player_Free();
1322 var
1323 i: Integer;
1324 begin
1325 if gPlayers <> nil then
1326 begin
1327 for i := 0 to High(gPlayers) do
1328 if gPlayers[i] <> nil then
1329 begin
1330 if gPlayers[i] is TPlayer then
1331 TPlayer(gPlayers[i]).Free()
1332 else
1333 TBot(gPlayers[i]).Free();
1334 gPlayers[i] := nil;
1335 end;
1337 gPlayers := nil;
1338 end;
1340 gPlayer1 := nil;
1341 gPlayer2 := nil;
1342 end;
1344 procedure g_Player_UpdateAll();
1345 var
1346 i: Integer;
1347 begin
1348 if gPlayers = nil then Exit;
1350 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1351 for i := 0 to High(gPlayers) do
1352 begin
1353 if gPlayers[i] <> nil then
1354 begin
1355 if gPlayers[i] is TPlayer then
1356 begin
1357 gPlayers[i].Update();
1358 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1359 end
1360 else
1361 begin
1362 // bot updates weapons in `UpdateCombat()`
1363 TBot(gPlayers[i]).Update();
1364 end;
1365 end;
1366 end;
1367 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1368 end;
1370 procedure g_Player_DrawAll();
1371 var
1372 i: Integer;
1373 begin
1374 if gPlayers = nil then Exit;
1376 for i := 0 to High(gPlayers) do
1377 if gPlayers[i] <> nil then
1378 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1379 else TBot(gPlayers[i]).Draw();
1380 end;
1382 procedure g_Player_DrawDebug(p: TPlayer);
1383 var
1384 fW, fH: Byte;
1385 begin
1386 if p = nil then Exit;
1387 if (@p.FObj) = nil then Exit;
1389 e_TextureFontGetSize(gStdFont, fW, fH);
1391 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1392 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1393 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1394 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1395 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1396 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1397 end;
1399 procedure g_Player_DrawHealth();
1400 var
1401 i: Integer;
1402 fW, fH: Byte;
1403 begin
1404 if gPlayers = nil then Exit;
1405 e_TextureFontGetSize(gStdFont, fW, fH);
1407 for i := 0 to High(gPlayers) do
1408 if gPlayers[i] <> nil then
1409 begin
1410 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1411 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1412 IntToStr(gPlayers[i].FHealth), gStdFont);
1413 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1414 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1415 IntToStr(gPlayers[i].FArmor), gStdFont);
1416 end;
1417 end;
1419 function g_Player_Get(UID: Word): TPlayer;
1420 var
1421 a: Integer;
1422 begin
1423 Result := nil;
1425 if gPlayers = nil then
1426 Exit;
1428 for a := 0 to High(gPlayers) do
1429 if gPlayers[a] <> nil then
1430 if gPlayers[a].FUID = UID then
1431 begin
1432 Result := gPlayers[a];
1433 Exit;
1434 end;
1435 end;
1437 function g_Player_GetCount(): Byte;
1438 var
1439 a: Integer;
1440 begin
1441 Result := 0;
1443 if gPlayers = nil then
1444 Exit;
1446 for a := 0 to High(gPlayers) do
1447 if gPlayers[a] <> nil then
1448 Result := Result + 1;
1449 end;
1451 function g_Player_GetStats(): TPlayerStatArray;
1452 var
1453 a: Integer;
1454 begin
1455 Result := nil;
1457 if gPlayers = nil then Exit;
1459 for a := 0 to High(gPlayers) do
1460 if gPlayers[a] <> nil then
1461 begin
1462 SetLength(Result, Length(Result)+1);
1463 with Result[High(Result)] do
1464 begin
1465 Ping := gPlayers[a].FPing;
1466 Loss := gPlayers[a].FLoss;
1467 Name := gPlayers[a].FName;
1468 Team := gPlayers[a].FTeam;
1469 Frags := gPlayers[a].FFrags;
1470 Deaths := gPlayers[a].FDeath;
1471 Kills := gPlayers[a].FKills;
1472 Color := gPlayers[a].FModel.Color;
1473 Lives := gPlayers[a].FLives;
1474 Spectator := gPlayers[a].FSpectator;
1475 end;
1476 end;
1477 end;
1479 procedure g_Player_RememberAll;
1480 var
1481 i: Integer;
1482 begin
1483 for i := Low(gPlayers) to High(gPlayers) do
1484 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1485 gPlayers[i].RememberState;
1486 end;
1488 procedure g_Player_ResetAll(Force, Silent: Boolean);
1489 var
1490 i: Integer;
1491 begin
1492 gTeamStat[TEAM_RED].Goals := 0;
1493 gTeamStat[TEAM_BLUE].Goals := 0;
1495 if gPlayers <> nil then
1496 for i := 0 to High(gPlayers) do
1497 if gPlayers[i] <> nil then
1498 begin
1499 gPlayers[i].Reset(Force);
1501 if gPlayers[i] is TPlayer then
1502 begin
1503 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1504 gPlayers[i].Respawn(Silent)
1505 else
1506 gPlayers[i].Spectate();
1507 end
1508 else
1509 TBot(gPlayers[i]).Respawn(Silent);
1510 end;
1511 end;
1513 procedure g_Player_CreateCorpse(Player: TPlayer);
1514 var
1515 i: Integer;
1516 find_id: DWORD;
1517 ok: Boolean;
1518 begin
1519 if Player.alive then
1520 Exit;
1522 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1523 if gCorpses <> nil then
1524 for i := 0 to High(gCorpses) do
1525 if gCorpses[i] <> nil then
1526 if gCorpses[i].FPlayerUID = Player.FUID then
1527 gCorpses[i].FPlayerUID := 0;
1529 if Player.FObj.Y >= gMapInfo.Height+128 then
1530 Exit;
1532 with Player do
1533 begin
1534 if (FHealth >= -50) or (gGibsCount = 0) then
1535 begin
1536 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1537 Exit;
1539 ok := False;
1540 for find_id := 0 to High(gCorpses) do
1541 if gCorpses[find_id] = nil then
1542 begin
1543 ok := True;
1544 Break;
1545 end;
1547 if not ok then
1548 find_id := Random(Length(gCorpses));
1550 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1551 gCorpses[find_id].FColor := FModel.Color;
1552 gCorpses[find_id].FObj.Vel := FObj.Vel;
1553 gCorpses[find_id].FObj.Accel := FObj.Accel;
1554 gCorpses[find_id].FPlayerUID := FUID;
1555 end
1556 else
1557 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1558 FObj.Y + PLAYER_RECT_CY,
1559 FModel.Name, FModel.Color);
1560 end;
1561 end;
1563 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1564 var
1565 SID: DWORD;
1566 begin
1567 if (gShells = nil) or (Length(gShells) = 0) then
1568 Exit;
1570 with gShells[CurrentShell] do
1571 begin
1572 SpriteID := 0;
1573 g_Obj_Init(@Obj);
1574 Obj.Rect.X := 0;
1575 Obj.Rect.Y := 0;
1576 if T = SHELL_BULLET then
1577 begin
1578 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1579 SpriteID := SID;
1580 CX := 2;
1581 CY := 1;
1582 Obj.Rect.Width := 4;
1583 Obj.Rect.Height := 2;
1584 end
1585 else
1586 begin
1587 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1588 SpriteID := SID;
1589 CX := 4;
1590 CY := 2;
1591 Obj.Rect.Width := 7;
1592 Obj.Rect.Height := 3;
1593 end;
1594 SType := T;
1595 alive := True;
1596 Obj.X := fX;
1597 Obj.Y := fY;
1598 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1599 positionChanged(); // this updates spatial accelerators
1600 RAngle := Random(360);
1601 Timeout := gTime + SHELL_TIMEOUT;
1603 if CurrentShell >= High(gShells) then
1604 CurrentShell := 0
1605 else
1606 Inc(CurrentShell);
1607 end;
1608 end;
1610 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1611 var
1612 a: Integer;
1613 GibsArray: TGibsArray;
1614 Blood: TModelBlood;
1615 begin
1616 if (gGibs = nil) or (Length(gGibs) = 0) then
1617 Exit;
1618 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1619 Exit;
1620 Blood := g_PlayerModel_GetBlood(ModelName);
1622 for a := 0 to High(GibsArray) do
1623 with gGibs[CurrentGib] do
1624 begin
1625 Color := fColor;
1626 ID := GibsArray[a].ID;
1627 MaskID := GibsArray[a].MaskID;
1628 alive := True;
1629 g_Obj_Init(@Obj);
1630 Obj.Rect := GibsArray[a].Rect;
1631 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1632 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1633 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1634 positionChanged(); // this updates spatial accelerators
1635 RAngle := Random(360);
1637 if gBloodCount > 0 then
1638 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1639 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1641 if CurrentGib >= High(gGibs) then
1642 CurrentGib := 0
1643 else
1644 Inc(CurrentGib);
1645 end;
1646 end;
1648 procedure g_Player_UpdatePhysicalObjects();
1649 var
1650 i: Integer;
1651 vel: TPoint2i;
1652 mr: Word;
1654 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1655 var
1656 k: Integer;
1657 begin
1658 k := 1 + Random(2);
1659 if T = SHELL_BULLET then
1660 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1661 else
1662 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1663 end;
1665 begin
1666 // Êóñêè ìÿñà:
1667 if gGibs <> nil then
1668 for i := 0 to High(gGibs) do
1669 if gGibs[i].alive then
1670 with gGibs[i] do
1671 begin
1672 vel := Obj.Vel;
1673 mr := g_Obj_Move(@Obj, True, False, True);
1674 positionChanged(); // this updates spatial accelerators
1676 if WordBool(mr and MOVE_FALLOUT) then
1677 begin
1678 alive := False;
1679 Continue;
1680 end;
1682 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1683 if WordBool(mr and MOVE_HITWALL) then
1684 Obj.Vel.X := -(vel.X div 2);
1685 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1686 Obj.Vel.Y := -(vel.Y div 2);
1688 if (Obj.Vel.X >= 0) then
1689 begin // Clockwise
1690 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1691 if RAngle >= 360 then
1692 RAngle := RAngle mod 360;
1693 end else begin // Counter-clockwise
1694 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1695 if RAngle < 0 then
1696 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1697 end;
1699 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1700 if gTime mod (GAME_TICK*3) = 0 then
1701 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1702 end;
1704 // Òðóïû:
1705 if gCorpses <> nil then
1706 for i := 0 to High(gCorpses) do
1707 if gCorpses[i] <> nil then
1708 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1709 begin
1710 gCorpses[i].Free();
1711 gCorpses[i] := nil;
1712 end
1713 else
1714 gCorpses[i].Update();
1716 // Ãèëüçû:
1717 if gShells <> nil then
1718 for i := 0 to High(gShells) do
1719 if gShells[i].alive then
1720 with gShells[i] do
1721 begin
1722 vel := Obj.Vel;
1723 mr := g_Obj_Move(@Obj, True, False, True);
1724 positionChanged(); // this updates spatial accelerators
1726 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1727 begin
1728 alive := False;
1729 Continue;
1730 end;
1732 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1733 if WordBool(mr and MOVE_HITWALL) then
1734 begin
1735 Obj.Vel.X := -(vel.X div 2);
1736 if not WordBool(mr and MOVE_INWATER) then
1737 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1738 end;
1739 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1740 begin
1741 Obj.Vel.Y := -(vel.Y div 2);
1742 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1743 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1744 begin
1745 if RAngle mod 90 <> 0 then
1746 RAngle := (RAngle div 90) * 90;
1747 end
1748 else if not WordBool(mr and MOVE_INWATER) then
1749 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1750 end;
1752 if (Obj.Vel.X >= 0) then
1753 begin // Clockwise
1754 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1755 if RAngle >= 360 then
1756 RAngle := RAngle mod 360;
1757 end else begin // Counter-clockwise
1758 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1759 if RAngle < 0 then
1760 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1761 end;
1762 end;
1763 end;
1766 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1767 begin
1768 x := Obj.X+Obj.Rect.X;
1769 y := Obj.Y+Obj.Rect.Y;
1770 w := Obj.Rect.Width;
1771 h := Obj.Rect.Height;
1772 end;
1774 procedure TGib.moveBy (dx, dy: Integer); inline;
1775 begin
1776 if (dx <> 0) or (dy <> 0) then
1777 begin
1778 Obj.X += dx;
1779 Obj.Y += dy;
1780 positionChanged();
1781 end;
1782 end;
1785 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1786 begin
1787 x := Obj.X;
1788 y := Obj.Y;
1789 w := Obj.Rect.Width;
1790 h := Obj.Rect.Height;
1791 end;
1793 procedure TShell.moveBy (dx, dy: Integer); inline;
1794 begin
1795 if (dx <> 0) or (dy <> 0) then
1796 begin
1797 Obj.X += dx;
1798 Obj.Y += dy;
1799 positionChanged();
1800 end;
1801 end;
1804 procedure TGib.positionChanged (); inline; begin end;
1805 procedure TShell.positionChanged (); inline; begin end;
1808 procedure g_Player_DrawCorpses();
1809 var
1810 i: Integer;
1811 a: TDFPoint;
1812 begin
1813 if gGibs <> nil then
1814 for i := 0 to High(gGibs) do
1815 if gGibs[i].alive then
1816 with gGibs[i] do
1817 begin
1818 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1819 Continue;
1821 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1822 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1824 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1826 e_Colors := Color;
1827 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1828 e_Colors.R := 255;
1829 e_Colors.G := 255;
1830 e_Colors.B := 255;
1831 end;
1833 if gCorpses <> nil then
1834 for i := 0 to High(gCorpses) do
1835 if gCorpses[i] <> nil then
1836 gCorpses[i].Draw();
1837 end;
1839 procedure g_Player_DrawShells();
1840 var
1841 i: Integer;
1842 a: TDFPoint;
1843 begin
1844 if gShells <> nil then
1845 for i := 0 to High(gShells) do
1846 if gShells[i].alive then
1847 with gShells[i] do
1848 begin
1849 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1850 Continue;
1852 a.X := CX;
1853 a.Y := CY;
1855 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1856 end;
1857 end;
1859 procedure g_Player_RemoveAllCorpses();
1860 var
1861 i: Integer;
1862 begin
1863 gGibs := nil;
1864 gShells := nil;
1865 SetLength(gGibs, MaxGibs);
1866 SetLength(gShells, MaxGibs);
1867 CurrentGib := 0;
1868 CurrentShell := 0;
1870 if gCorpses <> nil then
1871 for i := 0 to High(gCorpses) do
1872 gCorpses[i].Free();
1874 gCorpses := nil;
1875 SetLength(gCorpses, MaxCorpses);
1876 end;
1878 procedure g_Player_Corpses_SaveState (st: TStream);
1879 var
1880 count, i: Integer;
1881 begin
1882 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1883 count := 0;
1884 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1886 // Êîëè÷åñòâî òðóïîâ
1887 utils.writeInt(st, LongInt(count));
1889 if (count = 0) then exit;
1891 // Ñîõðàíÿåì òðóïû
1892 for i := 0 to High(gCorpses) do
1893 begin
1894 if gCorpses[i] <> nil then
1895 begin
1896 // Íàçâàíèå ìîäåëè
1897 utils.writeStr(st, gCorpses[i].FModelName);
1898 // Òèï ñìåðòè
1899 utils.writeBool(st, gCorpses[i].Mess);
1900 // Ñîõðàíÿåì äàííûå òðóïà:
1901 gCorpses[i].SaveState(st);
1902 end;
1903 end;
1904 end;
1907 procedure g_Player_Corpses_LoadState (st: TStream);
1908 var
1909 count, i: Integer;
1910 str: String;
1911 b: Boolean;
1912 begin
1913 assert(st <> nil);
1915 g_Player_RemoveAllCorpses();
1917 // Êîëè÷åñòâî òðóïîâ:
1918 count := utils.readLongInt(st);
1919 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1921 if (count = 0) then exit;
1923 // Çàãðóæàåì òðóïû
1924 for i := 0 to count-1 do
1925 begin
1926 // Íàçâàíèå ìîäåëè:
1927 str := utils.readStr(st);
1928 // Òèï ñìåðòè
1929 b := utils.readBool(st);
1930 // Ñîçäàåì òðóï
1931 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1932 // Çàãðóæàåì äàííûå òðóïà
1933 gCorpses[i].LoadState(st);
1934 end;
1935 end;
1938 { T P l a y e r : }
1940 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1942 procedure TPlayer.BFGHit();
1943 begin
1944 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1945 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1946 if g_Game_IsServer and g_Game_IsNet then
1947 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1948 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1949 0, NET_GFX_BFGHIT);
1950 end;
1952 procedure TPlayer.ChangeModel(ModelName: string);
1953 var
1954 locModel: TPlayerModel;
1955 begin
1956 locModel := g_PlayerModel_Get(ModelName);
1957 if locModel = nil then Exit;
1959 FModel.Free();
1960 FModel := locModel;
1961 end;
1963 procedure TPlayer.SetModel(ModelName: string);
1964 var
1965 m: TPlayerModel;
1966 begin
1967 m := g_PlayerModel_Get(ModelName);
1968 if m = nil then
1969 begin
1970 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1971 m := g_PlayerModel_Get('doomer');
1972 if m = nil then
1973 begin
1974 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1975 Exit;
1976 end;
1977 end;
1979 if FModel <> nil then
1980 FModel.Free();
1982 FModel := m;
1984 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1985 FModel.Color := FColor
1986 else
1987 FModel.Color := TEAMCOLOR[FTeam];
1988 FModel.SetWeapon(FCurrWeap);
1989 FModel.SetFlag(FFlag);
1990 SetDirection(FDirection);
1991 end;
1993 procedure TPlayer.SetColor(Color: TRGB);
1994 begin
1995 FColor := Color;
1996 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1997 if FModel <> nil then FModel.Color := Color;
1998 end;
2000 procedure TPlayer.SwitchTeam;
2001 begin
2002 if g_Game_IsClient then
2003 Exit;
2004 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2006 if gGameOn and FAlive then
2007 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2009 if FTeam = TEAM_RED then
2010 begin
2011 ChangeTeam(TEAM_BLUE);
2012 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2013 if g_Game_IsNet then
2014 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2015 end
2016 else
2017 begin
2018 ChangeTeam(TEAM_RED);
2019 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2020 if g_Game_IsNet then
2021 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2022 end;
2023 FPreferredTeam := FTeam;
2024 end;
2026 procedure TPlayer.ChangeTeam(Team: Byte);
2027 var
2028 OldTeam: Byte;
2029 begin
2030 OldTeam := FTeam;
2031 FTeam := Team;
2032 case Team of
2033 TEAM_RED, TEAM_BLUE:
2034 FModel.Color := TEAMCOLOR[Team];
2035 else
2036 FModel.Color := FColor;
2037 end;
2038 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2039 MH_SEND_PlayerStats(FUID);
2040 end;
2043 procedure TPlayer.CollideItem();
2044 var
2045 i: Integer;
2046 r: Boolean;
2047 begin
2048 if gItems = nil then Exit;
2049 if not FAlive then Exit;
2051 for i := 0 to High(gItems) do
2052 with gItems[i] do
2053 begin
2054 if (ItemType <> ITEM_NONE) and alive then
2055 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2056 PLAYER_RECT.Height, @Obj) then
2057 begin
2058 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2060 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2061 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2062 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2063 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2064 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2066 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2067 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2068 (gGameSettings.GameType = GT_SINGLE) and
2069 (g_Player_GetCount() > 1)) then
2070 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2071 end;
2072 end;
2073 end;
2076 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2077 begin
2078 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2079 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2080 False);
2081 end;
2083 constructor TPlayer.Create();
2084 begin
2085 viewPortX := 0;
2086 viewPortY := 0;
2087 viewPortW := 0;
2088 viewPortH := 0;
2089 mEDamageType := HIT_SOME;
2091 FIamBot := False;
2092 FDummy := False;
2093 FSpawned := False;
2095 FSawSound := TPlayableSound.Create();
2096 FSawSoundIdle := TPlayableSound.Create();
2097 FSawSoundHit := TPlayableSound.Create();
2098 FSawSoundSelect := TPlayableSound.Create();
2099 FJetSoundFly := TPlayableSound.Create();
2100 FJetSoundOn := TPlayableSound.Create();
2101 FJetSoundOff := TPlayableSound.Create();
2103 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2104 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2105 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2106 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2107 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2108 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2109 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2111 FSpectatePlayer := -1;
2112 FClientID := -1;
2113 FPing := 0;
2114 FLoss := 0;
2115 FSavedState.WaitRecall := False;
2116 FShellTimer := -1;
2117 FFireTime := 0;
2118 FFirePainTime := 0;
2119 FFireAttacker := 0;
2121 FActualModelName := 'doomer';
2123 g_Obj_Init(@FObj);
2124 FObj.Rect := PLAYER_RECT;
2126 FBFGFireCounter := -1;
2127 FJustTeleported := False;
2128 FNetTime := 0;
2130 resetWeaponQueue();
2131 end;
2133 procedure TPlayer.positionChanged (); inline;
2134 begin
2135 end;
2137 procedure TPlayer.doDamage (v: Integer);
2138 begin
2139 if (v <= 0) then exit;
2140 if (v > 32767) then v := 32767;
2141 Damage(v, 0, 0, 0, mEDamageType);
2142 end;
2144 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2145 var
2146 c: Word;
2147 begin
2148 if (not g_Game_IsClient) and (not FAlive) then
2149 Exit;
2151 FLastHit := t;
2153 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2154 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2155 begin
2156 if not g_Game_IsClient then
2157 begin
2158 FArmor := 0;
2159 if t = HIT_TRAP then
2160 begin
2161 // Ëîâóøêà óáèâàåò ñðàçó:
2162 FHealth := -100;
2163 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2164 end;
2165 if t = HIT_SELF then
2166 begin
2167 // Ñàìîóáèéñòâî:
2168 FHealth := 0;
2169 Kill(K_SIMPLEKILL, SpawnerUID, t);
2170 end;
2171 end;
2172 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2173 FMegaRulez[MR_SUIT] := 0;
2174 FMegaRulez[MR_INVUL] := 0;
2175 FMegaRulez[MR_INVIS] := 0;
2176 FBerserk := 0;
2177 end;
2179 // Íî îò îñòàëüíîãî ñïàñàåò:
2180 if FMegaRulez[MR_INVUL] >= gTime then
2181 Exit;
2183 // ×èò-êîä "ÃÎÐÅÖ":
2184 if FGodMode then
2185 Exit;
2187 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2188 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2189 (SpawnerUID = FUID) or
2190 (not SameTeam(FUID, SpawnerUID)) then
2191 begin
2192 FLastSpawnerUID := SpawnerUID;
2194 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2195 if gBloodCount > 0 then
2196 begin
2197 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2198 if value div 4 <= c then
2199 c := c - (value div 4)
2200 else
2201 c := 0;
2203 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2204 MakeBloodSimple(c)
2205 else
2206 case t of
2207 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2208 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2209 end;
2211 if t = HIT_WATER then
2212 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2213 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2214 end;
2216 // Áóôåð óðîíà:
2217 if FAlive then
2218 Inc(FDamageBuffer, value);
2220 // Âñïûøêà áîëè:
2221 if gFlash <> 0 then
2222 FPain := FPain + value;
2223 end;
2225 if g_Game_IsServer and g_Game_IsNet then
2226 begin
2227 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2228 MH_SEND_PlayerStats(FUID);
2229 MH_SEND_PlayerPos(False, FUID);
2230 end;
2231 end;
2233 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2234 begin
2235 Result := False;
2236 if g_Game_IsClient then
2237 Exit;
2238 if not FAlive then
2239 Exit;
2241 if Soft and (FHealth < PLAYER_HP_SOFT) then
2242 begin
2243 IncMax(FHealth, value, PLAYER_HP_SOFT);
2244 Result := True;
2245 end;
2246 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2247 begin
2248 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2249 Result := True;
2250 end;
2252 if Result and g_Game_IsServer and g_Game_IsNet then
2253 MH_SEND_PlayerStats(FUID);
2254 end;
2256 destructor TPlayer.Destroy();
2257 begin
2258 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2259 gPlayer1 := nil;
2260 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2261 gPlayer2 := nil;
2263 FSawSound.Free();
2264 FSawSoundIdle.Free();
2265 FSawSoundHit.Free();
2266 FJetSoundFly.Free();
2267 FJetSoundOn.Free();
2268 FJetSoundOff.Free();
2269 FModel.Free();
2270 if FPunchAnim <> nil then
2271 FPunchAnim.Free();
2273 inherited;
2274 end;
2276 procedure TPlayer.DrawBubble();
2277 var
2278 bubX, bubY: Integer;
2279 ID: LongWord;
2280 Rb, Gb, Bb,
2281 Rw, Gw, Bw: SmallInt;
2282 Dot: Byte;
2283 begin
2284 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2285 bubY := FObj.Y+FObj.Rect.Y - 18;
2286 Rb := 64;
2287 Gb := 64;
2288 Bb := 64;
2289 Rw := 240;
2290 Gw := 240;
2291 Bw := 240;
2292 case gChatBubble of
2293 1: // simple textual non-bubble
2294 begin
2295 bubX := FObj.X+FObj.Rect.X - 11;
2296 bubY := FObj.Y+FObj.Rect.Y - 17;
2297 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2298 Exit;
2299 end;
2300 2: // advanced pixel-perfect bubble
2301 begin
2302 if FTeam = TEAM_RED then
2303 Rb := 255
2304 else
2305 if FTeam = TEAM_BLUE then
2306 Bb := 255;
2307 end;
2308 3: // colored bubble
2309 begin
2310 Rb := FModel.Color.R;
2311 Gb := FModel.Color.G;
2312 Bb := FModel.Color.B;
2313 Rw := Min(Rb * 2 + 64, 255);
2314 Gw := Min(Gb * 2 + 64, 255);
2315 Bw := Min(Bb * 2 + 64, 255);
2316 if (Abs(Rw - Rb) < 32)
2317 or (Abs(Gw - Gb) < 32)
2318 or (Abs(Bw - Bb) < 32) then
2319 begin
2320 Rb := Max(Rw div 2 - 16, 0);
2321 Gb := Max(Gw div 2 - 16, 0);
2322 Bb := Max(Bw div 2 - 16, 0);
2323 end;
2324 end;
2325 4: // custom textured bubble
2326 begin
2327 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2328 if FDirection = TDirection.D_RIGHT then
2329 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2330 else
2331 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2332 Exit;
2333 end;
2334 end;
2336 // Outer borders
2337 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2338 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2339 // Inner box
2340 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2342 // Tail
2343 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2344 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2345 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);
2346 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);
2347 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);
2348 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);
2350 // Dots
2351 Dot := 6;
2352 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2353 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2354 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2355 end;
2357 procedure TPlayer.Draw();
2358 var
2359 ID: DWORD;
2360 w, h: Word;
2361 dr: Boolean;
2362 Mirror: TMirrorType;
2363 begin
2364 if FAlive then
2365 begin
2366 if Direction = TDirection.D_RIGHT then
2367 Mirror := TMirrorType.None
2368 else
2369 Mirror := TMirrorType.Horizontal;
2371 if FPunchAnim <> nil then
2372 begin
2373 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2374 FObj.Y+FObj.Rect.Y-11, Mirror);
2375 if FPunchAnim.played then
2376 begin
2377 FPunchAnim.Free;
2378 FPunchAnim := nil;
2379 end;
2380 end;
2382 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2383 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2384 begin
2385 e_GetTextureSize(ID, @w, @h);
2386 if FDirection = TDirection.D_LEFT then
2387 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2388 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2389 else
2390 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2391 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2392 end;
2394 if FMegaRulez[MR_INVIS] > gTime then
2395 begin
2396 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2397 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2398 begin
2399 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2400 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2401 else
2402 dr := True;
2403 if dr then
2404 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2405 else
2406 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2407 end
2408 else
2409 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2410 end
2411 else
2412 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2413 end;
2415 if g_debug_Frames then
2416 begin
2417 e_DrawQuad(FObj.X+FObj.Rect.X,
2418 FObj.Y+FObj.Rect.Y,
2419 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2420 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2421 0, 255, 0);
2422 end;
2424 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2425 DrawBubble();
2426 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2427 if gAimLine and alive and
2428 ((Self = gPlayer1) or (Self = gPlayer2)) then
2429 DrawAim();
2430 end;
2433 procedure TPlayer.DrawAim();
2434 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2435 var
2436 ex, ey: Integer;
2437 begin
2439 {$IFDEF ENABLE_HOLMES}
2440 if isValidViewPort and (self = gPlayer1) then
2441 begin
2442 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2443 end;
2444 {$ENDIF}
2446 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2447 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2448 begin
2449 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2450 end
2451 else
2452 begin
2453 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2454 end;
2455 end;
2457 var
2458 wx, wy, xx, yy: Integer;
2459 angle: SmallInt;
2460 sz, len: Word;
2461 begin
2462 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2463 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2464 angle := FAngle;
2465 len := 1024;
2466 sz := 2;
2467 case FCurrWeap of
2468 0: begin // Punch
2469 len := 12;
2470 sz := 4;
2471 end;
2472 1: begin // Chainsaw
2473 len := 24;
2474 sz := 6;
2475 end;
2476 2: begin // Pistol
2477 len := 1024;
2478 sz := 2;
2479 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2480 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2481 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2482 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2483 end;
2484 3: begin // Shotgun
2485 len := 1024;
2486 sz := 3;
2487 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2488 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2489 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2490 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2491 end;
2492 4: begin // Double Shotgun
2493 len := 1024;
2494 sz := 4;
2495 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2496 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2497 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2498 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2499 end;
2500 5: begin // Chaingun
2501 len := 1024;
2502 sz := 3;
2503 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2504 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2505 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2506 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2507 end;
2508 6: begin // Rocket Launcher
2509 len := 1024;
2510 sz := 7;
2511 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2512 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2513 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2514 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2515 end;
2516 7: begin // Plasmagun
2517 len := 1024;
2518 sz := 5;
2519 if angle = ANGLE_RIGHTUP then Inc(angle);
2520 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2521 if angle = ANGLE_LEFTUP then Dec(angle);
2522 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2523 end;
2524 8: begin // BFG
2525 len := 1024;
2526 sz := 12;
2527 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2528 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2529 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2530 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2531 end;
2532 9: begin // Super Chaingun
2533 len := 1024;
2534 sz := 4;
2535 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2536 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2537 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2538 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2539 end;
2540 end;
2541 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2542 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2543 {$IF DEFINED(D2F_DEBUG)}
2544 drawCast(sz, wx, wy, xx, yy);
2545 {$ELSE}
2546 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2547 {$ENDIF}
2548 end;
2550 procedure TPlayer.DrawGUI();
2551 var
2552 ID: DWORD;
2553 X, Y, SY, a, p, m: Integer;
2554 tw, th: Word;
2555 cw, ch: Byte;
2556 s: string;
2557 stat: TPlayerStatArray;
2558 begin
2559 X := gPlayerScreenSize.X;
2560 SY := gPlayerScreenSize.Y;
2561 Y := 0;
2563 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2564 begin
2565 if gGameSettings.GameMode = GM_CTF then
2566 a := 32 + 8
2567 else
2568 a := 0;
2569 if gGameSettings.GameMode = GM_CTF then
2570 begin
2571 s := 'TEXTURE_PLAYER_REDFLAG';
2572 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2573 s := 'TEXTURE_PLAYER_REDFLAG_S';
2574 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2575 s := 'TEXTURE_PLAYER_REDFLAG_D';
2576 if g_Texture_Get(s, ID) then
2577 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2578 end;
2580 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2581 e_CharFont_GetSize(gMenuFont, s, tw, th);
2582 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2584 if gGameSettings.GameMode = GM_CTF then
2585 begin
2586 s := 'TEXTURE_PLAYER_BLUEFLAG';
2587 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2588 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2589 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2590 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2591 if g_Texture_Get(s, ID) then
2592 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2593 end;
2595 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2596 e_CharFont_GetSize(gMenuFont, s, tw, th);
2597 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2598 end;
2600 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2601 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2602 0, False, False);
2604 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2605 e_Draw(ID, X+2, Y, 0, True, False);
2607 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2608 begin
2609 if gShowStat then
2610 begin
2611 s := IntToStr(Frags);
2612 e_CharFont_GetSize(gMenuFont, s, tw, th);
2613 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2615 s := '';
2616 p := 1;
2617 m := 0;
2618 stat := g_Player_GetStats();
2619 if stat <> nil then
2620 begin
2621 p := 1;
2623 for a := 0 to High(stat) do
2624 if stat[a].Name <> Name then
2625 begin
2626 if stat[a].Frags > m then m := stat[a].Frags;
2627 if stat[a].Frags > Frags then p := p+1;
2628 end;
2629 end;
2631 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2632 if Frags >= m then s := s+'+' else s := s+'-';
2633 s := s+IntToStr(Abs(Frags-m));
2635 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2636 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2637 end;
2639 if gShowLives and (gGameSettings.MaxLives > 0) then
2640 begin
2641 s := IntToStr(Lives);
2642 e_CharFont_GetSize(gMenuFont, s, tw, th);
2643 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2644 end;
2645 end;
2647 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2648 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2650 if R_BERSERK in FRulez then
2651 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2652 else
2653 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2655 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2656 e_Draw(ID, X+36, Y+77, 0, True, False);
2658 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2659 e_CharFont_GetSize(gMenuFont, s, tw, th);
2660 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2662 s := IntToStr(FArmor);
2663 e_CharFont_GetSize(gMenuFont, s, tw, th);
2664 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2666 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2668 case FCurrWeap of
2669 WEAPON_KASTET:
2670 begin
2671 s := '--';
2672 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2673 end;
2674 WEAPON_SAW:
2675 begin
2676 s := '--';
2677 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2678 end;
2679 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2680 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2681 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2682 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2683 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2684 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2685 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2686 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2687 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2688 end;
2690 e_CharFont_GetSize(gMenuFont, s, tw, th);
2691 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2692 e_Draw(ID, X+20, Y+160, 0, True, False);
2694 if R_KEY_RED in FRulez then
2695 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2697 if R_KEY_GREEN in FRulez then
2698 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2700 if R_KEY_BLUE in FRulez then
2701 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2703 if FJetFuel > 0 then
2704 begin
2705 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2706 e_Draw(ID, X+2, Y+116, 0, True, False);
2707 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2708 e_Draw(ID, X+2, Y+126, 0, True, False);
2709 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2710 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2711 end
2712 else
2713 begin
2714 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2715 e_Draw(ID, X+2, Y+124, 0, True, False);
2716 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2717 end;
2719 if gShowPing and g_Game_IsClient then
2720 begin
2721 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2722 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2723 Y := Y + 16;
2724 end;
2726 if FSpectator then
2727 begin
2728 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2729 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2730 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2731 if FNoRespawn then
2732 begin
2733 e_TextureFontGetSize(gStdFont, cw, ch);
2734 s := _lc[I_PLAYER_SPECT4];
2735 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2736 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2737 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2738 end;
2740 end;
2741 end;
2743 procedure TPlayer.DrawRulez();
2744 var
2745 dr: Boolean;
2746 begin
2747 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2748 if FMegaRulez[MR_INVUL] >= gTime then
2749 begin
2750 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2751 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2752 else
2753 dr := True;
2755 if dr then
2756 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2757 191, 191, 191, 0, TBlending.Invert);
2758 end;
2760 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2761 if FMegaRulez[MR_SUIT] >= gTime then
2762 begin
2763 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2764 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2765 else
2766 dr := True;
2768 if dr then
2769 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2770 0, 96, 0, 200, TBlending.None);
2771 end;
2773 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2774 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2775 begin
2776 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2777 255, 0, 0, 200, TBlending.None);
2778 end;
2779 end;
2781 procedure TPlayer.DrawPain();
2782 var
2783 a, h: Integer;
2784 begin
2785 if FPain = 0 then Exit;
2787 a := FPain;
2789 if a < 15 then h := 0
2790 else if a < 35 then h := 1
2791 else if a < 55 then h := 2
2792 else if a < 75 then h := 3
2793 else if a < 95 then h := 4
2794 else h := 5;
2796 //if a > 255 then a := 255;
2798 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2799 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2800 end;
2802 procedure TPlayer.DrawPickup();
2803 var
2804 a, h: Integer;
2805 begin
2806 if FPickup = 0 then Exit;
2808 a := FPickup;
2810 if a < 15 then h := 1
2811 else if a < 35 then h := 2
2812 else if a < 55 then h := 3
2813 else if a < 75 then h := 4
2814 else h := 5;
2816 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2817 end;
2819 procedure TPlayer.DoPunch();
2820 var
2821 id: DWORD;
2822 st: String;
2823 begin
2824 if FPunchAnim <> nil then begin
2825 FPunchAnim.reset();
2826 FPunchAnim.Free;
2827 FPunchAnim := nil;
2828 end;
2829 st := 'FRAMES_PUNCH';
2830 if R_BERSERK in FRulez then
2831 st := st + '_BERSERK';
2832 if FKeys[KEY_UP].Pressed then
2833 st := st + '_UP'
2834 else if FKeys[KEY_DOWN].Pressed then
2835 st := st + '_DN';
2836 g_Frames_Get(id, st);
2837 FPunchAnim := TAnimation.Create(id, False, 1);
2838 end;
2840 procedure TPlayer.Fire();
2841 var
2842 f, DidFire: Boolean;
2843 wx, wy, xd, yd: Integer;
2844 locobj: TObj;
2845 begin
2846 if g_Game_IsClient then Exit;
2847 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2848 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2850 if FSpectator then
2851 begin
2852 Respawn(False);
2853 Exit;
2854 end;
2856 if FReloading[FCurrWeap] <> 0 then Exit;
2858 DidFire := False;
2860 f := False;
2861 wx := FObj.X+WEAPONPOINT[FDirection].X;
2862 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2863 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2864 yd := wy+firediry();
2866 case FCurrWeap of
2867 WEAPON_KASTET:
2868 begin
2869 DoPunch();
2870 if R_BERSERK in FRulez then
2871 begin
2872 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2873 locobj.X := FObj.X+FObj.Rect.X;
2874 locobj.Y := FObj.Y+FObj.Rect.Y;
2875 locobj.rect.X := 0;
2876 locobj.rect.Y := 0;
2877 locobj.rect.Width := 39;
2878 locobj.rect.Height := 52;
2879 locobj.Vel.X := (xd-wx) div 2;
2880 locobj.Vel.Y := (yd-wy) div 2;
2881 locobj.Accel.X := xd-wx;
2882 locobj.Accel.y := yd-wy;
2884 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2885 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2886 else
2887 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2889 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2890 end
2891 else
2892 begin
2893 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2894 end;
2896 DidFire := True;
2897 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2898 end;
2900 WEAPON_SAW:
2901 begin
2902 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2903 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2904 begin
2905 FSawSoundSelect.Stop();
2906 FSawSound.Stop();
2907 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2908 end
2909 else if not FSawSoundHit.IsPlaying() then
2910 begin
2911 FSawSoundSelect.Stop();
2912 FSawSound.PlayAt(FObj.X, FObj.Y);
2913 end;
2915 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2916 DidFire := True;
2917 f := True;
2918 end;
2920 WEAPON_PISTOL:
2921 if FAmmo[A_BULLETS] > 0 then
2922 begin
2923 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2924 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2925 Dec(FAmmo[A_BULLETS]);
2926 FFireAngle := FAngle;
2927 f := True;
2928 DidFire := True;
2929 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2930 GameVelX, GameVelY-2, SHELL_BULLET);
2931 end;
2933 WEAPON_SHOTGUN1:
2934 if FAmmo[A_SHELLS] > 0 then
2935 begin
2936 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2937 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2938 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2939 Dec(FAmmo[A_SHELLS]);
2940 FFireAngle := FAngle;
2941 f := True;
2942 DidFire := True;
2943 FShellTimer := 10;
2944 FShellType := SHELL_SHELL;
2945 end;
2947 WEAPON_SHOTGUN2:
2948 if FAmmo[A_SHELLS] >= 2 then
2949 begin
2950 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2951 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2952 Dec(FAmmo[A_SHELLS], 2);
2953 FFireAngle := FAngle;
2954 f := True;
2955 DidFire := True;
2956 FShellTimer := 13;
2957 FShellType := SHELL_DBLSHELL;
2958 end;
2960 WEAPON_CHAINGUN:
2961 if FAmmo[A_BULLETS] > 0 then
2962 begin
2963 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2964 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2965 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2966 Dec(FAmmo[A_BULLETS]);
2967 FFireAngle := FAngle;
2968 f := True;
2969 DidFire := True;
2970 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2971 GameVelX, GameVelY-2, SHELL_BULLET);
2972 end;
2974 WEAPON_ROCKETLAUNCHER:
2975 if FAmmo[A_ROCKETS] > 0 then
2976 begin
2977 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2978 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2979 Dec(FAmmo[A_ROCKETS]);
2980 FFireAngle := FAngle;
2981 f := True;
2982 DidFire := True;
2983 end;
2985 WEAPON_PLASMA:
2986 if FAmmo[A_CELLS] > 0 then
2987 begin
2988 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2989 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2990 Dec(FAmmo[A_CELLS]);
2991 FFireAngle := FAngle;
2992 f := True;
2993 DidFire := True;
2994 end;
2996 WEAPON_BFG:
2997 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2998 begin
2999 FBFGFireCounter := 17;
3000 if not FNoReload then
3001 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3002 Dec(FAmmo[A_CELLS], 40);
3003 DidFire := True;
3004 end;
3006 WEAPON_SUPERPULEMET:
3007 if FAmmo[A_SHELLS] > 0 then
3008 begin
3009 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3010 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3011 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3012 Dec(FAmmo[A_SHELLS]);
3013 FFireAngle := FAngle;
3014 f := True;
3015 DidFire := True;
3016 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3017 GameVelX, GameVelY-2, SHELL_SHELL);
3018 end;
3020 WEAPON_FLAMETHROWER:
3021 if FAmmo[A_FUEL] > 0 then
3022 begin
3023 g_Weapon_flame(wx, wy, xd, yd, FUID);
3024 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3025 Dec(FAmmo[A_FUEL]);
3026 FFireAngle := FAngle;
3027 f := True;
3028 DidFire := True;
3029 end;
3030 end;
3032 if g_Game_IsNet then
3033 begin
3034 if DidFire then
3035 begin
3036 if FCurrWeap <> WEAPON_BFG then
3037 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3038 else
3039 if not FNoReload then
3040 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3041 end;
3043 MH_SEND_PlayerStats(FUID);
3044 end;
3046 if not f then Exit;
3048 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3049 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3050 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3051 end;
3053 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3054 begin
3055 case Weapon of
3056 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3057 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3058 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3059 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3060 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3061 else Result := 0;
3062 end;
3063 end;
3065 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3066 begin
3067 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3068 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3069 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3070 end;
3072 procedure TPlayer.JetpackOn;
3073 begin
3074 FJetSoundFly.Stop;
3075 FJetSoundOff.Stop;
3076 FJetSoundOn.SetPosition(0);
3077 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3078 FlySmoke(8);
3079 end;
3081 procedure TPlayer.JetpackOff;
3082 begin
3083 FJetSoundFly.Stop;
3084 FJetSoundOn.Stop;
3085 FJetSoundOff.SetPosition(0);
3086 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3087 end;
3089 procedure TPlayer.CatchFire(Attacker: Word);
3090 begin
3091 FFireTime := 100;
3092 FFireAttacker := Attacker;
3093 if g_Game_IsNet and g_Game_IsServer then
3094 MH_SEND_PlayerStats(FUID);
3095 end;
3097 procedure TPlayer.Jump();
3098 begin
3099 if gFly or FJetpack then
3100 begin
3101 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3102 if FObj.Vel.Y > -VEL_FLY then
3103 FObj.Vel.Y := FObj.Vel.Y - 3;
3104 if FJetpack then
3105 begin
3106 if FJetFuel > 0 then
3107 Dec(FJetFuel);
3108 if (FJetFuel < 1) and g_Game_IsServer then
3109 begin
3110 FJetpack := False;
3111 JetpackOff;
3112 if g_Game_IsNet then
3113 MH_SEND_PlayerStats(FUID);
3114 end;
3115 end;
3116 Exit;
3117 end;
3119 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3120 if FGhost then
3121 FCanJetpack := False;
3123 // Ïðûãàåì èëè âñïëûâàåì:
3124 if (CollideLevel(0, 1) or
3125 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3126 PLAYER_RECT.Height-33, PANEL_STEP, False)
3127 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3128 begin
3129 FObj.Vel.Y := -VEL_JUMP;
3130 FCanJetpack := False;
3131 end
3132 else
3133 begin
3134 if BodyInLiquid(0, 0) then
3135 FObj.Vel.Y := -VEL_SW
3136 else if (FJetFuel > 0) and FCanJetpack and
3137 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3138 begin
3139 FJetpack := True;
3140 JetpackOn;
3141 if g_Game_IsNet then
3142 MH_SEND_PlayerStats(FUID);
3143 end;
3144 end;
3145 end;
3147 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3148 var
3149 a, i, k, ab, ar: Byte;
3150 s: String;
3151 mon: TMonster;
3152 plr: TPlayer;
3153 srv, netsrv: Boolean;
3154 DoFrags: Boolean;
3155 OldLR: Byte;
3156 KP: TPlayer;
3157 it: PItem;
3159 procedure PushItem(t: Byte);
3160 var
3161 id: DWORD;
3162 begin
3163 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3164 it := g_Items_ByIdx(id);
3165 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3166 begin
3167 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3168 (FObj.Vel.Y div 2)-Random(9));
3169 it.positionChanged(); // this updates spatial accelerators
3170 end
3171 else
3172 begin
3173 if KillType = K_HARDKILL then // -5..+5; -5..0
3174 begin
3175 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3176 (FObj.Vel.Y div 2)-Random(6));
3177 end
3178 else // -3..+3; -3..0
3179 begin
3180 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3181 (FObj.Vel.Y div 2)-Random(4));
3182 end;
3183 it.positionChanged(); // this updates spatial accelerators
3184 end;
3186 if g_Game_IsNet and g_Game_IsServer then
3187 MH_SEND_ItemSpawn(True, id);
3188 end;
3190 begin
3191 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3192 Srv := g_Game_IsServer;
3193 Netsrv := g_Game_IsServer and g_Game_IsNet;
3194 if Srv then FDeath := FDeath + 1;
3195 if FAlive then
3196 begin
3197 if FGhost then
3198 FGhost := False;
3199 if not FPhysics then
3200 FPhysics := True;
3201 FAlive := False;
3202 end;
3203 FShellTimer := -1;
3205 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3206 begin
3207 if FLives > 0 then FLives := FLives - 1;
3208 if FLives = 0 then FNoRespawn := True;
3209 end;
3211 // Íîìåð òèïà ñìåðòè:
3212 a := 1;
3213 case KillType of
3214 K_SIMPLEKILL: a := 1;
3215 K_HARDKILL: a := 2;
3216 K_EXTRAHARDKILL: a := 3;
3217 K_FALLKILL: a := 4;
3218 end;
3220 // Çâóê ñìåðòè:
3221 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3222 for i := 1 to 3 do
3223 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3224 Break;
3226 // Âðåìÿ ðåñïàóíà:
3227 if Srv then
3228 case KillType of
3229 K_SIMPLEKILL:
3230 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3231 K_HARDKILL:
3232 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3233 K_EXTRAHARDKILL, K_FALLKILL:
3234 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3235 end;
3237 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3238 case KillType of
3239 K_SIMPLEKILL:
3240 SetAction(A_DIE1);
3241 K_HARDKILL, K_EXTRAHARDKILL:
3242 SetAction(A_DIE2);
3243 end;
3245 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3246 if (KillType <> K_FALLKILL) and (Srv) then
3247 g_Monsters_killedp();
3249 if SpawnerUID = FUID then
3250 begin // Ñàìîóáèëñÿ
3251 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3252 begin
3253 Dec(FFrags);
3254 FLastFrag := 0;
3255 end;
3256 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3257 end
3258 else
3259 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3260 begin // Óáèò äðóãèì èãðîêîì
3261 KP := g_Player_Get(SpawnerUID);
3262 if (KP <> nil) and Srv then
3263 begin
3264 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3265 if SameTeam(FUID, SpawnerUID) then
3266 begin
3267 Dec(KP.FFrags);
3268 KP.FLastFrag := 0;
3269 end else
3270 begin
3271 Inc(KP.FFrags);
3272 KP.FragCombo();
3273 end;
3275 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3276 Inc(gTeamStat[KP.Team].Goals,
3277 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3279 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3280 end;
3282 plr := g_Player_Get(SpawnerUID);
3283 if plr = nil then
3284 s := '?'
3285 else
3286 s := plr.FName;
3288 case KillType of
3289 K_HARDKILL:
3290 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3291 [FName, s]),
3292 gShowKillMsg);
3293 K_EXTRAHARDKILL:
3294 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3295 [FName, s]),
3296 gShowKillMsg);
3297 else
3298 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3299 [FName, s]),
3300 gShowKillMsg);
3301 end;
3302 end
3303 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3304 begin // Óáèò ìîíñòðîì
3305 mon := g_Monsters_ByUID(SpawnerUID);
3306 if mon = nil then
3307 s := '?'
3308 else
3309 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3311 case KillType of
3312 K_HARDKILL:
3313 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3314 [FName, s]),
3315 gShowKillMsg);
3316 K_EXTRAHARDKILL:
3317 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3318 [FName, s]),
3319 gShowKillMsg);
3320 else
3321 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3322 [FName, s]),
3323 gShowKillMsg);
3324 end;
3325 end
3326 else // Îñîáûå òèïû ñìåðòè
3327 case t of
3328 HIT_DISCON: ;
3329 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3330 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3331 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3332 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3333 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3334 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3335 end;
3337 if Srv then
3338 begin
3339 // Âûáðîñ îðóæèÿ:
3340 for a := WP_FIRST to WP_LAST do
3341 if FWeapon[a] then
3342 begin
3343 case a of
3344 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3345 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3346 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3347 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3348 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3349 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3350 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3351 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3352 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3353 else i := 0;
3354 end;
3356 if i <> 0 then
3357 PushItem(i);
3358 end;
3360 // Âûáðîñ ðþêçàêà:
3361 if R_ITEM_BACKPACK in FRulez then
3362 PushItem(ITEM_AMMO_BACKPACK);
3364 // Âûáðîñ ðàêåòíîãî ðàíöà:
3365 if FJetFuel > 0 then
3366 PushItem(ITEM_JETPACK);
3368 // Âûáðîñ êëþ÷åé:
3369 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3370 begin
3371 if R_KEY_RED in FRulez then
3372 PushItem(ITEM_KEY_RED);
3374 if R_KEY_GREEN in FRulez then
3375 PushItem(ITEM_KEY_GREEN);
3377 if R_KEY_BLUE in FRulez then
3378 PushItem(ITEM_KEY_BLUE);
3379 end;
3381 // Âûáðîñ ôëàãà:
3382 DropFlag();
3383 end;
3385 g_Player_CreateCorpse(Self);
3387 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3388 (gLMSRespawn = LMS_RESPAWN_NONE) then
3389 begin
3390 a := 0;
3391 k := 0;
3392 ar := 0;
3393 ab := 0;
3394 for i := Low(gPlayers) to High(gPlayers) do
3395 begin
3396 if gPlayers[i] = nil then continue;
3397 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3398 begin
3399 Inc(a);
3400 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3401 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3402 k := i;
3403 end;
3404 end;
3406 OldLR := gLMSRespawn;
3407 if (gGameSettings.GameMode = GM_COOP) then
3408 begin
3409 if (a = 0) then
3410 begin
3411 // everyone is dead, restart the map
3412 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3413 if Netsrv then
3414 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3415 gLMSRespawn := LMS_RESPAWN_FINAL;
3416 gLMSRespawnTime := gTime + 5000;
3417 end
3418 else if (a = 1) then
3419 begin
3420 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3421 if (gPlayers[k] = gPlayer1) or
3422 (gPlayers[k] = gPlayer2) then
3423 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3424 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3425 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3426 end;
3427 end
3428 else if (gGameSettings.GameMode = GM_TDM) then
3429 begin
3430 if (ab = 0) and (ar <> 0) then
3431 begin
3432 // blu team ded
3433 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3434 if Netsrv then
3435 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3436 Inc(gTeamStat[TEAM_RED].Goals);
3437 gLMSRespawn := LMS_RESPAWN_FINAL;
3438 gLMSRespawnTime := gTime + 5000;
3439 end
3440 else if (ar = 0) and (ab <> 0) then
3441 begin
3442 // red team ded
3443 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3444 if Netsrv then
3445 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3446 Inc(gTeamStat[TEAM_BLUE].Goals);
3447 gLMSRespawn := LMS_RESPAWN_FINAL;
3448 gLMSRespawnTime := gTime + 5000;
3449 end
3450 else if (ar = 0) and (ab = 0) then
3451 begin
3452 // everyone ded
3453 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3454 if Netsrv then
3455 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3456 gLMSRespawn := LMS_RESPAWN_FINAL;
3457 gLMSRespawnTime := gTime + 5000;
3458 end;
3459 end
3460 else if (gGameSettings.GameMode = GM_DM) then
3461 begin
3462 if (a = 1) then
3463 begin
3464 if gPlayers[k] <> nil then
3465 with gPlayers[k] do
3466 begin
3467 // survivor is the winner
3468 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3469 if Netsrv then
3470 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3471 Inc(FFrags);
3472 end;
3473 gLMSRespawn := LMS_RESPAWN_FINAL;
3474 gLMSRespawnTime := gTime + 5000;
3475 end
3476 else if (a = 0) then
3477 begin
3478 // everyone is dead, restart the map
3479 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3480 if Netsrv then
3481 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3482 gLMSRespawn := LMS_RESPAWN_FINAL;
3483 gLMSRespawnTime := gTime + 5000;
3484 end;
3485 end;
3486 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3487 begin
3488 if NetMode = NET_SERVER then
3489 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3490 else
3491 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3492 end;
3493 end;
3495 if Netsrv then
3496 begin
3497 MH_SEND_PlayerStats(FUID);
3498 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3499 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3500 end;
3502 if srv and FNoRespawn then Spectate(True);
3503 FWantsInGame := True;
3504 end;
3506 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3507 begin
3508 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3509 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3510 end;
3512 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3513 begin
3514 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3515 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3516 end;
3518 procedure TPlayer.MakeBloodSimple(Count: Word);
3519 begin
3520 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3521 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3522 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3523 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3524 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3525 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3526 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3527 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3528 end;
3530 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3531 begin
3532 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3533 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3534 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3535 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3536 end;
3538 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3539 begin
3540 if g_Game_IsClient then Exit;
3541 if Weapon > High(FWeapon) then Exit;
3542 FNextWeap := FNextWeap or (1 shl Weapon);
3543 end;
3545 procedure TPlayer.resetWeaponQueue ();
3546 begin
3547 FNextWeap := 0;
3548 FNextWeapDelay := 0;
3549 end;
3551 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3552 begin
3553 result := false;
3554 case weapon of
3555 WEAPON_KASTET, WEAPON_SAW: result := true;
3556 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3557 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3558 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3559 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3560 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3561 else result := (weapon < length(FWeapon));
3562 end;
3563 end;
3565 // return 255 for "no switch"
3566 function TPlayer.getNextWeaponIndex (): Byte;
3567 var
3568 i: Word;
3569 wantThisWeapon: array[0..64] of Boolean;
3570 weaponOrder: array[0..16] of Integer; // value: index in `FWeapon`
3571 wwc: Integer;
3572 f, dir, cwi, rwidx, curlidx: Integer;
3574 function real2log (ridx: Integer): Integer;
3575 var
3576 f: Integer;
3577 begin
3578 if (ridx >= 0) then
3579 begin
3580 for f := 0 to High(weaponOrder) do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
3581 end;
3582 result := -1;
3583 end;
3585 begin
3586 result := 255; // default result: "no switch"
3588 // had weapon cycling on previous frame? remove that flag
3589 if (FNextWeap and $2000) <> 0 then
3590 begin
3591 FNextWeap := FNextWeap and $1FFF;
3592 FNextWeapDelay := 0;
3593 end;
3595 for f := 0 to High(weaponOrder) do weaponOrder[f] := -1;
3597 // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
3598 // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed)
3599 // priorities:
3600 // bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
3601 weaponOrder[0] := WEAPON_SUPERPULEMET;
3602 weaponOrder[1] := WEAPON_BFG;
3603 weaponOrder[2] := WEAPON_ROCKETLAUNCHER;
3604 weaponOrder[3] := WEAPON_PLASMA;
3605 weaponOrder[4] := WEAPON_FLAMETHROWER;
3606 weaponOrder[5] := WEAPON_SHOTGUN2;
3607 weaponOrder[6] := WEAPON_CHAINGUN;
3608 weaponOrder[7] := WEAPON_SHOTGUN1;
3609 weaponOrder[8] := WEAPON_PISTOL;
3610 weaponOrder[9] := WEAPON_KASTET+666; // berserk fist
3611 weaponOrder[10] := WEAPON_SAW;
3612 weaponOrder[11] := WEAPON_KASTET; // normal fist
3614 for f := 0 to High(weaponOrder) do
3615 begin
3616 if (weaponOrder[f] = WEAPON_KASTET) then
3617 begin
3618 // normal fist: remove if we have a berserk pack
3619 if (R_BERSERK in FRulez) then weaponOrder[f] := -1;
3620 end
3621 else
3622 if (weaponOrder[f] = WEAPON_KASTET+666) then
3623 begin
3624 // berserk fist: remove if we don't have a berserk pack
3625 if (R_BERSERK in FRulez) then weaponOrder[f] := WEAPON_KASTET else weaponOrder[f] := -1;
3626 end;
3627 end;
3629 (*
3630 WEAPON_KASTET = 0;
3631 WEAPON_SAW = 1;
3632 WEAPON_PISTOL = 2;
3633 WEAPON_SHOTGUN1 = 3;
3634 WEAPON_SHOTGUN2 = 4;
3635 WEAPON_CHAINGUN = 5;
3636 WEAPON_ROCKETLAUNCHER = 6;
3637 WEAPON_PLASMA = 7;
3638 WEAPON_BFG = 8;
3639 WEAPON_SUPERPULEMET = 9;
3640 WEAPON_FLAMETHROWER = 10;
3641 *)
3643 // cycling has priority
3644 if (FNextWeap and $C000) <> 0 then
3645 begin
3646 if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; // should be reversed if we want "priority-driven cycling"
3647 FNextWeap := FNextWeap or $2000; // we need this
3648 if FNextWeapDelay > 0 then exit; // cooldown time
3649 //cwi := real2log(FCurrWeap);
3650 //if (cwi < 0) then cwi := 0;
3651 cwi := FCurrWeap;
3652 for i := 0 to High(FWeapon) do
3653 begin
3654 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3655 //rwidx := weaponOrder[cwi];
3656 rwidx := cwi; // sorry
3657 if (rwidx < 0) then continue;
3658 if FWeapon[rwidx] then
3659 begin
3660 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
3661 result := Byte(rwidx);
3662 FNextWeapDelay := 10;
3663 exit;
3664 end;
3665 end;
3666 resetWeaponQueue();
3667 exit;
3668 end;
3670 // no cycling
3671 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3672 wwc := 0;
3673 for i := 0 to High(FWeapon) do
3674 begin
3675 if (FNextWeap and (1 shl i)) <> 0 then
3676 begin
3677 cwi := real2log(i);
3678 if (cwi >= 0) then wantThisWeapon[cwi] := true;
3679 Inc(wwc);
3680 end;
3681 end;
3683 // slow down alterations a little
3684 if (wwc > 1) then
3685 begin
3686 // more than one weapon requested, assume "alteration", and check alteration delay
3687 if FNextWeapDelay > 0 then
3688 begin
3689 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
3690 FNextWeap := 0;
3691 exit;
3692 end; // yeah
3693 end;
3695 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3696 // but clear all counters if no weapon should be switched
3697 if (wwc < 1) then
3698 begin
3699 resetWeaponQueue();
3700 exit;
3701 end;
3703 // exclude currently selected weapon from the set
3704 curlidx := real2log(FCurrWeap);
3705 //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
3706 //e_WriteLog(Format('FCurrWeap=%d; curlidx=%d', [FCurrWeap, curlidx]), TMsgType.Warning);
3707 //if (curlidx >= 0) then wantThisWeapon[curlidx] := false;
3708 //if (wwc = 2) then begin Dec(wwc); end; // easy case: switch between two weapons
3710 // find next weapon to switch onto
3711 cwi := curlidx;
3712 for i := 0 to High(FWeapon) do
3713 begin
3714 cwi := (cwi+length(FWeapon)+1) mod length(FWeapon);
3715 if (cwi = curlidx) then continue; // skip current weapon
3716 if not wantThisWeapon[cwi] then continue;
3717 rwidx := weaponOrder[cwi];
3718 if (rwidx < 0) then continue;
3719 //e_WriteLog(Format(' trying logical %d (real %d)', [cwi, rwidx]), TMsgType.Warning);
3720 if FWeapon[rwidx] and ((wwc = 1) or hasAmmoForWeapon(rwidx)) then
3721 begin
3722 //e_WriteLog(' I FOUND HER!', TMsgType.Warning);
3723 // i found her!
3724 result := Byte(rwidx);
3725 resetWeaponQueue();
3726 FNextWeapDelay := 10; // anyway, 'cause why not
3727 exit;
3728 end;
3729 end;
3731 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3732 resetWeaponQueue();
3733 end;
3735 procedure TPlayer.RealizeCurrentWeapon();
3736 function switchAllowed (): Boolean;
3737 var
3738 i: Byte;
3739 begin
3740 result := false;
3741 if FBFGFireCounter <> -1 then
3742 exit;
3743 if FTime[T_SWITCH] > gTime then
3744 exit;
3745 for i := WP_FIRST to WP_LAST do
3746 if FReloading[i] > 0 then
3747 exit;
3748 result := true;
3749 end;
3751 var
3752 nw: Byte;
3753 begin
3754 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3755 //FNextWeap := FNextWeap and $1FFF;
3756 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3758 if not switchAllowed then
3759 begin
3760 //HACK for weapon cycling
3761 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3762 exit;
3763 end;
3765 nw := getNextWeaponIndex();
3766 if nw = 255 then exit; // don't reset anything here
3767 if nw > High(FWeapon) then
3768 begin
3769 // don't forget to reset queue here!
3770 //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning);
3771 resetWeaponQueue();
3772 exit;
3773 end;
3775 if FWeapon[nw] then
3776 begin
3777 FCurrWeap := nw;
3778 FTime[T_SWITCH] := gTime+156;
3779 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3780 FModel.SetWeapon(FCurrWeap);
3781 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3782 end;
3783 end;
3785 procedure TPlayer.NextWeapon();
3786 begin
3787 if g_Game_IsClient then Exit;
3788 FNextWeap := $8000;
3789 end;
3791 procedure TPlayer.PrevWeapon();
3792 begin
3793 if g_Game_IsClient then Exit;
3794 FNextWeap := $4000;
3795 end;
3797 procedure TPlayer.SetWeapon(W: Byte);
3798 begin
3799 if FCurrWeap <> W then
3800 if W = WEAPON_SAW then
3801 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3803 FCurrWeap := W;
3804 FModel.SetWeapon(CurrWeap);
3805 resetWeaponQueue();
3806 end;
3808 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3810 function allowBerserkSwitching (): Boolean;
3811 begin
3812 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3813 result := true;
3814 if gBerserkAutoswitch then exit;
3815 if not conIsCheatsEnabled then exit;
3816 result := false;
3817 end;
3819 var
3820 a: Boolean;
3821 begin
3822 Result := False;
3823 if g_Game_IsClient then Exit;
3825 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3826 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3827 remove := not a;
3829 case ItemType of
3830 ITEM_MEDKIT_SMALL:
3831 if FHealth < PLAYER_HP_SOFT then
3832 begin
3833 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3834 Result := True;
3835 remove := True;
3836 FFireTime := 0;
3837 if gFlash = 2 then Inc(FPickup, 5);
3838 end;
3840 ITEM_MEDKIT_LARGE:
3841 if FHealth < PLAYER_HP_SOFT then
3842 begin
3843 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3844 Result := True;
3845 remove := True;
3846 FFireTime := 0;
3847 if gFlash = 2 then Inc(FPickup, 5);
3848 end;
3850 ITEM_ARMOR_GREEN:
3851 if FArmor < PLAYER_AP_SOFT then
3852 begin
3853 FArmor := PLAYER_AP_SOFT;
3854 Result := True;
3855 remove := True;
3856 if gFlash = 2 then Inc(FPickup, 5);
3857 end;
3859 ITEM_ARMOR_BLUE:
3860 if FArmor < PLAYER_AP_LIMIT then
3861 begin
3862 FArmor := PLAYER_AP_LIMIT;
3863 Result := True;
3864 remove := True;
3865 if gFlash = 2 then Inc(FPickup, 5);
3866 end;
3868 ITEM_SPHERE_BLUE:
3869 if FHealth < PLAYER_HP_LIMIT then
3870 begin
3871 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3872 Result := True;
3873 remove := True;
3874 FFireTime := 0;
3875 if gFlash = 2 then Inc(FPickup, 5);
3876 end;
3878 ITEM_SPHERE_WHITE:
3879 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3880 begin
3881 if FHealth < PLAYER_HP_LIMIT then
3882 FHealth := PLAYER_HP_LIMIT;
3883 if FArmor < PLAYER_AP_LIMIT then
3884 FArmor := PLAYER_AP_LIMIT;
3885 Result := True;
3886 remove := True;
3887 FFireTime := 0;
3888 if gFlash = 2 then Inc(FPickup, 5);
3889 end;
3891 ITEM_WEAPON_SAW:
3892 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3893 begin
3894 FWeapon[WEAPON_SAW] := True;
3895 Result := True;
3896 if gFlash = 2 then Inc(FPickup, 5);
3897 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3898 end;
3900 ITEM_WEAPON_SHOTGUN1:
3901 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3902 begin
3903 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3904 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3906 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3907 FWeapon[WEAPON_SHOTGUN1] := True;
3908 Result := True;
3909 if gFlash = 2 then Inc(FPickup, 5);
3910 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3911 end;
3913 ITEM_WEAPON_SHOTGUN2:
3914 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3915 begin
3916 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3918 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3919 FWeapon[WEAPON_SHOTGUN2] := True;
3920 Result := True;
3921 if gFlash = 2 then Inc(FPickup, 5);
3922 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3923 end;
3925 ITEM_WEAPON_CHAINGUN:
3926 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3927 begin
3928 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3930 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3931 FWeapon[WEAPON_CHAINGUN] := True;
3932 Result := True;
3933 if gFlash = 2 then Inc(FPickup, 5);
3934 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3935 end;
3937 ITEM_WEAPON_ROCKETLAUNCHER:
3938 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3939 begin
3940 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3942 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3943 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3944 Result := True;
3945 if gFlash = 2 then Inc(FPickup, 5);
3946 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3947 end;
3949 ITEM_WEAPON_PLASMA:
3950 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3951 begin
3952 if a and FWeapon[WEAPON_PLASMA] then Exit;
3954 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3955 FWeapon[WEAPON_PLASMA] := True;
3956 Result := True;
3957 if gFlash = 2 then Inc(FPickup, 5);
3958 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3959 end;
3961 ITEM_WEAPON_BFG:
3962 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3963 begin
3964 if a and FWeapon[WEAPON_BFG] then Exit;
3966 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3967 FWeapon[WEAPON_BFG] := True;
3968 Result := True;
3969 if gFlash = 2 then Inc(FPickup, 5);
3970 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3971 end;
3973 ITEM_WEAPON_SUPERPULEMET:
3974 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3975 begin
3976 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3978 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3979 FWeapon[WEAPON_SUPERPULEMET] := True;
3980 Result := True;
3981 if gFlash = 2 then Inc(FPickup, 5);
3982 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3983 end;
3985 ITEM_WEAPON_FLAMETHROWER:
3986 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3987 begin
3988 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3990 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3991 FWeapon[WEAPON_FLAMETHROWER] := True;
3992 Result := True;
3993 if gFlash = 2 then Inc(FPickup, 5);
3994 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3995 end;
3997 ITEM_AMMO_BULLETS:
3998 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3999 begin
4000 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4001 Result := True;
4002 remove := True;
4003 if gFlash = 2 then Inc(FPickup, 5);
4004 end;
4006 ITEM_AMMO_BULLETS_BOX:
4007 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4008 begin
4009 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4010 Result := True;
4011 remove := True;
4012 if gFlash = 2 then Inc(FPickup, 5);
4013 end;
4015 ITEM_AMMO_SHELLS:
4016 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4017 begin
4018 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4019 Result := True;
4020 remove := True;
4021 if gFlash = 2 then Inc(FPickup, 5);
4022 end;
4024 ITEM_AMMO_SHELLS_BOX:
4025 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4026 begin
4027 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4028 Result := True;
4029 remove := True;
4030 if gFlash = 2 then Inc(FPickup, 5);
4031 end;
4033 ITEM_AMMO_ROCKET:
4034 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4035 begin
4036 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4037 Result := True;
4038 remove := True;
4039 if gFlash = 2 then Inc(FPickup, 5);
4040 end;
4042 ITEM_AMMO_ROCKET_BOX:
4043 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4044 begin
4045 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4046 Result := True;
4047 remove := True;
4048 if gFlash = 2 then Inc(FPickup, 5);
4049 end;
4051 ITEM_AMMO_CELL:
4052 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4053 begin
4054 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4055 Result := True;
4056 remove := True;
4057 if gFlash = 2 then Inc(FPickup, 5);
4058 end;
4060 ITEM_AMMO_CELL_BIG:
4061 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4062 begin
4063 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4064 Result := True;
4065 remove := True;
4066 if gFlash = 2 then Inc(FPickup, 5);
4067 end;
4069 ITEM_AMMO_FUELCAN:
4070 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4071 begin
4072 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4073 Result := True;
4074 remove := True;
4075 if gFlash = 2 then Inc(FPickup, 5);
4076 end;
4078 ITEM_AMMO_BACKPACK:
4079 if not(R_ITEM_BACKPACK in FRulez) or
4080 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4081 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4082 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4083 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4084 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
4085 begin
4086 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4087 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4088 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4089 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4090 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4092 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4093 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4094 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4095 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4096 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4097 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4098 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4099 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4101 FRulez := FRulez + [R_ITEM_BACKPACK];
4102 Result := True;
4103 remove := True;
4104 if gFlash = 2 then Inc(FPickup, 5);
4105 end;
4107 ITEM_KEY_RED:
4108 if not(R_KEY_RED in FRulez) then
4109 begin
4110 Include(FRulez, R_KEY_RED);
4111 Result := True;
4112 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4113 if gFlash = 2 then Inc(FPickup, 5);
4114 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4115 end;
4117 ITEM_KEY_GREEN:
4118 if not(R_KEY_GREEN in FRulez) then
4119 begin
4120 Include(FRulez, R_KEY_GREEN);
4121 Result := True;
4122 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4123 if gFlash = 2 then Inc(FPickup, 5);
4124 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4125 end;
4127 ITEM_KEY_BLUE:
4128 if not(R_KEY_BLUE in FRulez) then
4129 begin
4130 Include(FRulez, R_KEY_BLUE);
4131 Result := True;
4132 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4133 if gFlash = 2 then Inc(FPickup, 5);
4134 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4135 end;
4137 ITEM_SUIT:
4138 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4139 begin
4140 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4141 Result := True;
4142 remove := True;
4143 FFireTime := 0;
4144 if gFlash = 2 then Inc(FPickup, 5);
4145 end;
4147 ITEM_OXYGEN:
4148 if FAir < AIR_MAX then
4149 begin
4150 FAir := AIR_MAX;
4151 Result := True;
4152 remove := True;
4153 if gFlash = 2 then Inc(FPickup, 5);
4154 end;
4156 ITEM_MEDKIT_BLACK:
4157 begin
4158 if not (R_BERSERK in FRulez) then
4159 begin
4160 Include(FRulez, R_BERSERK);
4161 if allowBerserkSwitching then
4162 begin
4163 FCurrWeap := WEAPON_KASTET;
4164 resetWeaponQueue();
4165 FModel.SetWeapon(WEAPON_KASTET);
4166 end;
4167 if gFlash <> 0 then
4168 begin
4169 Inc(FPain, 100);
4170 if gFlash = 2 then Inc(FPickup, 5);
4171 end;
4172 FBerserk := gTime+30000;
4173 Result := True;
4174 remove := True;
4175 FFireTime := 0;
4176 end;
4177 if FHealth < PLAYER_HP_SOFT then
4178 begin
4179 FHealth := PLAYER_HP_SOFT;
4180 FBerserk := gTime+30000;
4181 Result := True;
4182 remove := True;
4183 FFireTime := 0;
4184 end;
4185 end;
4187 ITEM_INVUL:
4188 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4189 begin
4190 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4191 Result := True;
4192 remove := True;
4193 if gFlash = 2 then Inc(FPickup, 5);
4194 end;
4196 ITEM_BOTTLE:
4197 if FHealth < PLAYER_HP_LIMIT then
4198 begin
4199 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4200 Result := True;
4201 remove := True;
4202 FFireTime := 0;
4203 if gFlash = 2 then Inc(FPickup, 5);
4204 end;
4206 ITEM_HELMET:
4207 if FArmor < PLAYER_AP_LIMIT then
4208 begin
4209 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4210 Result := True;
4211 remove := True;
4212 if gFlash = 2 then Inc(FPickup, 5);
4213 end;
4215 ITEM_JETPACK:
4216 if FJetFuel < JET_MAX then
4217 begin
4218 FJetFuel := JET_MAX;
4219 Result := True;
4220 remove := True;
4221 if gFlash = 2 then Inc(FPickup, 5);
4222 end;
4224 ITEM_INVIS:
4225 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4226 begin
4227 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4228 Result := True;
4229 remove := True;
4230 if gFlash = 2 then Inc(FPickup, 5);
4231 end;
4232 end;
4233 end;
4235 procedure TPlayer.Touch();
4236 begin
4237 if not FAlive then
4238 Exit;
4239 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4240 if FIamBot then
4241 begin
4242 // Áðîñèòü ôëàã òîâàðèùó:
4243 if gGameSettings.GameMode = GM_CTF then
4244 DropFlag();
4245 end;
4246 end;
4248 procedure TPlayer.Push(vx, vy: Integer);
4249 begin
4250 if (not FPhysics) and FGhost then
4251 Exit;
4252 FObj.Accel.X := FObj.Accel.X + vx;
4253 FObj.Accel.Y := FObj.Accel.Y + vy;
4254 if g_Game_IsNet and g_Game_IsServer then
4255 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4256 end;
4258 procedure TPlayer.Reset(Force: Boolean);
4259 begin
4260 if Force then
4261 FAlive := False;
4263 FSpawned := False;
4264 FTime[T_RESPAWN] := 0;
4265 FTime[T_FLAGCAP] := 0;
4266 FGodMode := False;
4267 FNoTarget := False;
4268 FNoReload := False;
4269 FFrags := 0;
4270 FLastFrag := 0;
4271 FComboEvnt := -1;
4272 FKills := 0;
4273 FMonsterKills := 0;
4274 FDeath := 0;
4275 FSecrets := 0;
4276 if FNoRespawn then
4277 begin
4278 FSpectator := False;
4279 FGhost := False;
4280 FPhysics := True;
4281 FSpectatePlayer := -1;
4282 FNoRespawn := False;
4283 end;
4284 FLives := gGameSettings.MaxLives;
4286 SetFlag(FLAG_NONE);
4287 end;
4289 procedure TPlayer.SoftReset();
4290 begin
4291 ReleaseKeys();
4293 FDamageBuffer := 0;
4294 FIncCam := 0;
4295 FBFGFireCounter := -1;
4296 FShellTimer := -1;
4297 FPain := 0;
4298 FLastHit := 0;
4299 FLastFrag := 0;
4300 FComboEvnt := -1;
4302 SetFlag(FLAG_NONE);
4303 SetAction(A_STAND, True);
4304 end;
4306 function TPlayer.GetRespawnPoint(): Byte;
4307 var
4308 c: Byte;
4309 begin
4310 Result := 255;
4311 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4313 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4314 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4315 begin
4316 if (Self = gPlayer1) or (Self = gPlayer2) then
4317 begin
4318 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4319 if Self = gPlayer1 then
4320 c := RESPAWNPOINT_PLAYER1
4321 else
4322 c := RESPAWNPOINT_PLAYER2;
4323 if g_Map_GetPointCount(c) > 0 then
4324 begin
4325 Result := c;
4326 Exit;
4327 end;
4329 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4330 if Self = gPlayer1 then
4331 c := RESPAWNPOINT_PLAYER2
4332 else
4333 c := RESPAWNPOINT_PLAYER1;
4334 if g_Map_GetPointCount(c) > 0 then
4335 begin
4336 Result := c;
4337 Exit;
4338 end;
4339 end else
4340 begin
4341 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4342 if Random(2) = 0 then
4343 c := RESPAWNPOINT_PLAYER1
4344 else
4345 c := RESPAWNPOINT_PLAYER2;
4346 if g_Map_GetPointCount(c) > 0 then
4347 begin
4348 Result := c;
4349 Exit;
4350 end;
4351 end;
4353 // Òî÷êà ëþáîé èç êîìàíä
4354 if Random(2) = 0 then
4355 c := RESPAWNPOINT_RED
4356 else
4357 c := RESPAWNPOINT_BLUE;
4358 if g_Map_GetPointCount(c) > 0 then
4359 begin
4360 Result := c;
4361 Exit;
4362 end;
4364 // Òî÷êà DM
4365 c := RESPAWNPOINT_DM;
4366 if g_Map_GetPointCount(c) > 0 then
4367 begin
4368 Result := c;
4369 Exit;
4370 end;
4371 end;
4373 // Ìÿñîïîâàë
4374 if gGameSettings.GameMode = GM_DM then
4375 begin
4376 // Òî÷êà DM
4377 c := RESPAWNPOINT_DM;
4378 if g_Map_GetPointCount(c) > 0 then
4379 begin
4380 Result := c;
4381 Exit;
4382 end;
4384 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4385 if Random(2) = 0 then
4386 c := RESPAWNPOINT_PLAYER1
4387 else
4388 c := RESPAWNPOINT_PLAYER2;
4389 if g_Map_GetPointCount(c) > 0 then
4390 begin
4391 Result := c;
4392 Exit;
4393 end;
4395 // Òî÷êà ëþáîé èç êîìàíä
4396 if Random(2) = 0 then
4397 c := RESPAWNPOINT_RED
4398 else
4399 c := RESPAWNPOINT_BLUE;
4400 if g_Map_GetPointCount(c) > 0 then
4401 begin
4402 Result := c;
4403 Exit;
4404 end;
4405 end;
4407 // Êîìàíäíûå
4408 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4409 begin
4410 // Òî÷êà ñâîåé êîìàíäû
4411 c := RESPAWNPOINT_DM;
4412 if FTeam = TEAM_RED then
4413 c := RESPAWNPOINT_RED;
4414 if FTeam = TEAM_BLUE then
4415 c := RESPAWNPOINT_BLUE;
4416 if g_Map_GetPointCount(c) > 0 then
4417 begin
4418 Result := c;
4419 Exit;
4420 end;
4422 // Òî÷êà DM
4423 c := RESPAWNPOINT_DM;
4424 if g_Map_GetPointCount(c) > 0 then
4425 begin
4426 Result := c;
4427 Exit;
4428 end;
4430 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4431 if Random(2) = 0 then
4432 c := RESPAWNPOINT_PLAYER1
4433 else
4434 c := RESPAWNPOINT_PLAYER2;
4435 if g_Map_GetPointCount(c) > 0 then
4436 begin
4437 Result := c;
4438 Exit;
4439 end;
4441 // Òî÷êà äðóãîé êîìàíäû
4442 c := RESPAWNPOINT_DM;
4443 if FTeam = TEAM_RED then
4444 c := RESPAWNPOINT_BLUE;
4445 if FTeam = TEAM_BLUE then
4446 c := RESPAWNPOINT_RED;
4447 if g_Map_GetPointCount(c) > 0 then
4448 begin
4449 Result := c;
4450 Exit;
4451 end;
4452 end;
4453 end;
4455 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4456 var
4457 RespawnPoint: TRespawnPoint;
4458 a, b, c: Byte;
4459 Anim: TAnimation;
4460 ID: DWORD;
4461 begin
4462 FIncCam := 0;
4463 FBFGFireCounter := -1;
4464 FShellTimer := -1;
4465 FPain := 0;
4466 FLastHit := 0;
4468 if not g_Game_IsServer then
4469 Exit;
4470 if FDummy then
4471 Exit;
4472 FWantsInGame := True;
4473 FJustTeleported := True;
4474 if Force then
4475 begin
4476 FTime[T_RESPAWN] := 0;
4477 FAlive := False;
4478 end;
4479 FNetTime := 0;
4480 // if server changes MaxLives we gotta be ready
4481 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4483 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4484 if FTime[T_RESPAWN] > gTime then
4485 Exit;
4487 // Ïðîñðàë âñå æèçíè:
4488 if FNoRespawn then
4489 begin
4490 if not FSpectator then Spectate(True);
4491 FWantsInGame := True;
4492 Exit;
4493 end;
4495 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4496 begin // "Ñâîÿ èãðà"
4497 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4498 FRulez := FRulez-[R_BERSERK];
4499 end
4500 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4501 begin
4502 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4503 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4504 end;
4506 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4507 c := GetRespawnPoint();
4509 ReleaseKeys();
4510 SetFlag(FLAG_NONE);
4512 // Âîñêðåøåíèå áåç îðóæèÿ:
4513 if not FAlive then
4514 begin
4515 FHealth := PLAYER_HP_SOFT;
4516 FArmor := 0;
4517 FAlive := True;
4518 FAir := AIR_DEF;
4519 FJetFuel := 0;
4521 for a := WP_FIRST to WP_LAST do
4522 begin
4523 FWeapon[a] := False;
4524 FReloading[a] := 0;
4525 end;
4527 FWeapon[WEAPON_PISTOL] := True;
4528 FWeapon[WEAPON_KASTET] := True;
4529 FCurrWeap := WEAPON_PISTOL;
4530 resetWeaponQueue();
4532 FModel.SetWeapon(FCurrWeap);
4534 for b := A_BULLETS to A_HIGH do
4535 FAmmo[b] := 0;
4537 FAmmo[A_BULLETS] := 50;
4539 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4540 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4541 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4542 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4543 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4545 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4546 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4547 else
4548 FRulez := [];
4549 end;
4551 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4552 if not g_Map_GetPoint(c, RespawnPoint) then
4553 begin
4554 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4555 Exit;
4556 end;
4558 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4559 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4560 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4561 FObj.Vel.X := 0;
4562 FObj.Vel.Y := 0;
4563 FObj.Accel.X := 0;
4564 FObj.Accel.Y := 0;
4566 FDirection := RespawnPoint.Direction;
4567 if FDirection = TDirection.D_LEFT then
4568 FAngle := 180
4569 else
4570 FAngle := 0;
4572 SetAction(A_STAND, True);
4573 FModel.Direction := FDirection;
4575 for a := Low(FTime) to High(FTime) do
4576 FTime[a] := 0;
4578 for a := Low(FMegaRulez) to High(FMegaRulez) do
4579 FMegaRulez[a] := 0;
4581 FDamageBuffer := 0;
4582 FJetpack := False;
4583 FCanJetpack := False;
4584 FFireTime := 0;
4585 FFirePainTime := 0;
4586 FFireAttacker := 0;
4588 // Àíèìàöèÿ âîçðîæäåíèÿ:
4589 if (not gLoadGameMode) and (not Silent) then
4590 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4591 begin
4592 Anim := TAnimation.Create(ID, False, 3);
4593 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4594 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4595 Anim.Free();
4596 end;
4598 FSpectator := False;
4599 FGhost := False;
4600 FPhysics := True;
4601 FSpectatePlayer := -1;
4602 FSpawned := True;
4604 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4605 gPlayer1 := self;
4606 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4607 gPlayer2 := self;
4609 if g_Game_IsNet then
4610 begin
4611 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4612 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4613 if not Silent then
4614 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4615 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4616 0, NET_GFX_TELE);
4617 end;
4618 end;
4620 procedure TPlayer.Spectate(NoMove: Boolean = False);
4621 begin
4622 if FAlive then
4623 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4624 else if (not NoMove) then
4625 begin
4626 GameX := gMapInfo.Width div 2;
4627 GameY := gMapInfo.Height div 2;
4628 end;
4629 FXTo := GameX;
4630 FYTo := GameY;
4632 FAlive := False;
4633 FSpectator := True;
4634 FGhost := True;
4635 FPhysics := False;
4636 FWantsInGame := False;
4637 FSpawned := False;
4639 if FNoRespawn then
4640 begin
4641 if Self = gPlayer1 then
4642 begin
4643 gLMSPID1 := FUID;
4644 gPlayer1 := nil;
4645 end;
4646 if Self = gPlayer2 then
4647 begin
4648 gLMSPID2 := FUID;
4649 gPlayer2 := nil;
4650 end;
4651 end;
4653 if g_Game_IsNet then
4654 MH_SEND_PlayerStats(FUID);
4655 end;
4657 procedure TPlayer.SwitchNoClip;
4658 begin
4659 if not FAlive then
4660 Exit;
4661 FGhost := not FGhost;
4662 FPhysics := not FGhost;
4663 if FGhost then
4664 begin
4665 FXTo := FObj.X;
4666 FYTo := FObj.Y;
4667 end else
4668 begin
4669 FObj.Accel.X := 0;
4670 FObj.Accel.Y := 0;
4671 end;
4672 end;
4674 procedure TPlayer.Run(Direction: TDirection);
4675 var
4676 a, b: Integer;
4677 begin
4678 if MAX_RUNVEL > 8 then
4679 FlySmoke();
4681 // Áåæèì:
4682 if Direction = TDirection.D_LEFT then
4683 begin
4684 if FObj.Vel.X > -MAX_RUNVEL then
4685 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4686 end
4687 else
4688 if FObj.Vel.X < MAX_RUNVEL then
4689 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4691 // Âîçìîæíî, ïèíàåì êóñêè:
4692 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4693 begin
4694 b := Abs(FObj.Vel.X);
4695 if b > 1 then b := b * (Random(8 div b) + 1);
4696 for a := 0 to High(gGibs) do
4697 begin
4698 if gGibs[a].alive and
4699 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4700 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4701 begin
4702 // Ïèíàåì êóñêè
4703 if FObj.Vel.X < 0 then
4704 begin
4705 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4706 end
4707 else
4708 begin
4709 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4710 end;
4711 gGibs[a].positionChanged(); // this updates spatial accelerators
4712 end;
4713 end;
4714 end;
4716 SetAction(A_WALK);
4717 end;
4719 procedure TPlayer.SeeDown();
4720 begin
4721 SetAction(A_SEEDOWN);
4723 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4725 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4726 end;
4728 procedure TPlayer.SeeUp();
4729 begin
4730 SetAction(A_SEEUP);
4732 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4734 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4735 end;
4737 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4738 var
4739 Prior: Byte;
4740 begin
4741 case Action of
4742 A_WALK: Prior := 3;
4743 A_DIE1: Prior := 5;
4744 A_DIE2: Prior := 5;
4745 A_ATTACK: Prior := 2;
4746 A_SEEUP: Prior := 1;
4747 A_SEEDOWN: Prior := 1;
4748 A_ATTACKUP: Prior := 2;
4749 A_ATTACKDOWN: Prior := 2;
4750 A_PAIN: Prior := 4;
4751 else Prior := 0;
4752 end;
4754 if (Prior > FActionPrior) or Force then
4755 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4756 begin
4757 FActionPrior := Prior;
4758 FActionAnim := Action;
4759 FActionForce := Force;
4760 FActionChanged := True;
4761 end;
4763 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4764 end;
4766 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4767 begin
4768 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4769 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4770 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4771 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4772 end;
4774 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4775 var
4776 Anim: TAnimation;
4777 ID: DWORD;
4778 begin
4779 Result := False;
4781 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4782 begin
4783 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4784 if g_Game_IsServer and g_Game_IsNet then
4785 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4786 Exit;
4787 end;
4789 FJustTeleported := True;
4791 Anim := nil;
4792 if not silent then
4793 begin
4794 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4795 begin
4796 Anim := TAnimation.Create(ID, False, 3);
4797 end;
4799 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4800 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4801 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4802 if g_Game_IsServer and g_Game_IsNet then
4803 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4804 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4805 NET_GFX_TELE);
4806 end;
4808 FObj.X := X-PLAYER_RECT.X;
4809 FObj.Y := Y-PLAYER_RECT.Y;
4810 if FAlive and FGhost then
4811 begin
4812 FXTo := FObj.X;
4813 FYTo := FObj.Y;
4814 end;
4816 if not g_Game_IsNet then
4817 begin
4818 if dir = 1 then
4819 begin
4820 SetDirection(TDirection.D_LEFT);
4821 FAngle := 180;
4822 end
4823 else
4824 if dir = 2 then
4825 begin
4826 SetDirection(TDirection.D_RIGHT);
4827 FAngle := 0;
4828 end
4829 else
4830 if dir = 3 then
4831 begin // îáðàòíîå
4832 if FDirection = TDirection.D_RIGHT then
4833 begin
4834 SetDirection(TDirection.D_LEFT);
4835 FAngle := 180;
4836 end
4837 else
4838 begin
4839 SetDirection(TDirection.D_RIGHT);
4840 FAngle := 0;
4841 end;
4842 end;
4843 end;
4845 if not silent and (Anim <> nil) then
4846 begin
4847 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4848 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4849 Anim.Free();
4851 if g_Game_IsServer and g_Game_IsNet then
4852 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4853 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4854 NET_GFX_TELE);
4855 end;
4857 Result := True;
4858 end;
4860 function nonz(a: Single): Single;
4861 begin
4862 if a <> 0 then
4863 Result := a
4864 else
4865 Result := 1;
4866 end;
4868 function TPlayer.followCorpse(): Boolean;
4869 var
4870 i: Integer;
4871 begin
4872 Result := False;
4873 if FAlive or FSpectator then
4874 Exit;
4875 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4876 Exit;
4877 for i := 0 to High(gCorpses) do
4878 if gCorpses[i] <> nil then
4879 if gCorpses[i].FPlayerUID = FUID then
4880 begin
4881 Result := True;
4882 FObj.X := gCorpses[i].FObj.X;
4883 FObj.Y := gCorpses[i].FObj.Y;
4884 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
4885 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
4886 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
4887 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
4888 break;
4889 end;
4890 end;
4892 procedure TPlayer.Update();
4893 var
4894 b: Byte;
4895 i, ii, wx, wy, xd, yd, k: Integer;
4896 blockmon, headwater, dospawn: Boolean;
4897 NetServer: Boolean;
4898 AnyServer: Boolean;
4899 SetSpect: Boolean;
4900 begin
4901 NetServer := g_Game_IsNet and g_Game_IsServer;
4902 AnyServer := g_Game_IsServer;
4904 if g_Game_IsClient and (NetInterpLevel > 0) then
4905 DoLerp(NetInterpLevel + 1)
4906 else
4907 if FGhost then
4908 DoLerp(4);
4910 if NetServer then
4911 if FClientID >= 0 then
4912 begin
4913 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4914 if NetClients[FClientID].Peer^.packetsSent > 0 then
4915 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4916 else
4917 FLoss := 0;
4918 end else
4919 begin
4920 FPing := 0;
4921 FLoss := 0;
4922 end;
4924 if FAlive and (FPunchAnim <> nil) then
4925 FPunchAnim.Update();
4927 if FAlive and (gFly or FJetpack) then
4928 FlySmoke();
4930 if FDirection = TDirection.D_LEFT then
4931 FAngle := 180
4932 else
4933 FAngle := 0;
4935 if FAlive and (not FGhost) then
4936 begin
4937 if FKeys[KEY_UP].Pressed then
4938 SeeUp();
4939 if FKeys[KEY_DOWN].Pressed then
4940 SeeDown();
4941 end;
4943 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4944 (FIncCam <> 0) then
4945 begin
4946 i := g_basic.Sign(FIncCam);
4947 FIncCam := Abs(FIncCam);
4948 DecMin(FIncCam, 5, 0);
4949 FIncCam := FIncCam*i;
4950 end;
4952 // no need to do that each second frame, weapon queue will take care of it
4953 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4954 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4956 if gTime mod (GAME_TICK*2) <> 0 then
4957 begin
4958 if (FObj.Vel.X = 0) and FAlive then
4959 begin
4960 if FKeys[KEY_LEFT].Pressed then
4961 Run(TDirection.D_LEFT);
4962 if FKeys[KEY_RIGHT].Pressed then
4963 Run(TDirection.D_RIGHT);
4964 end;
4966 if FPhysics then
4967 begin
4968 if not followCorpse() then
4969 g_Obj_Move(@FObj, True, True, True);
4970 positionChanged(); // this updates spatial accelerators
4971 end;
4973 Exit;
4974 end;
4976 FActionChanged := False;
4978 if FAlive then
4979 begin
4980 // Let alive player do some actions
4981 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
4982 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
4983 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4984 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4985 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4986 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4987 if FKeys[KEY_JUMP].Pressed then Jump()
4988 else
4989 begin
4990 if AnyServer and FJetpack then
4991 begin
4992 FJetpack := False;
4993 JetpackOff;
4994 if NetServer then MH_SEND_PlayerStats(FUID);
4995 end;
4996 FCanJetpack := True;
4997 end;
4998 end
4999 else // Dead
5000 begin
5001 dospawn := False;
5002 if not FGhost then
5003 for k := Low(FKeys) to KEY_CHAT-1 do
5004 begin
5005 if FKeys[k].Pressed then
5006 begin
5007 dospawn := True;
5008 break;
5009 end;
5010 end;
5011 if dospawn then
5012 begin
5013 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5014 Respawn(False)
5015 else // Single
5016 if (FTime[T_RESPAWN] <= gTime) and
5017 gGameOn and (not FAlive) then
5018 begin
5019 if (g_Player_GetCount() > 1) then
5020 Respawn(False)
5021 else
5022 begin
5023 gExit := EXIT_RESTART;
5024 Exit;
5025 end;
5026 end;
5027 end;
5028 // Dead spectator actions
5029 if FGhost then
5030 begin
5031 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5032 if FKeys[KEY_FIRE].Pressed and AnyServer then
5033 begin
5034 if FSpectator then
5035 begin
5036 if (FSpectatePlayer >= High(gPlayers)) then
5037 FSpectatePlayer := -1
5038 else
5039 begin
5040 SetSpect := False;
5041 for I := FSpectatePlayer + 1 to High(gPlayers) do
5042 if gPlayers[I] <> nil then
5043 if gPlayers[I].alive then
5044 if gPlayers[I].UID <> FUID then
5045 begin
5046 FSpectatePlayer := I;
5047 SetSpect := True;
5048 break;
5049 end;
5051 if not SetSpect then FSpectatePlayer := -1;
5052 end;
5054 ReleaseKeys;
5055 end;
5056 end;
5057 end;
5058 end;
5059 // No clipping
5060 if FGhost then
5061 begin
5062 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5063 begin
5064 FYTo := FObj.Y - 32;
5065 FSpectatePlayer := -1;
5066 end;
5067 if FKeys[KEY_DOWN].Pressed then
5068 begin
5069 FYTo := FObj.Y + 32;
5070 FSpectatePlayer := -1;
5071 end;
5072 if FKeys[KEY_LEFT].Pressed then
5073 begin
5074 FXTo := FObj.X - 32;
5075 FSpectatePlayer := -1;
5076 end;
5077 if FKeys[KEY_RIGHT].Pressed then
5078 begin
5079 FXTo := FObj.X + 32;
5080 FSpectatePlayer := -1;
5081 end;
5083 if (FXTo < -64) then
5084 FXTo := -64
5085 else if (FXTo > gMapInfo.Width + 32) then
5086 FXTo := gMapInfo.Width + 32;
5087 if (FYTo < -72) then
5088 FYTo := -72
5089 else if (FYTo > gMapInfo.Height + 32) then
5090 FYTo := gMapInfo.Height + 32;
5091 end;
5093 if FPhysics then
5094 begin
5095 if not followCorpse() then
5096 g_Obj_Move(@FObj, True, True, True);
5097 positionChanged(); // this updates spatial accelerators
5098 end
5099 else
5100 begin
5101 FObj.Vel.X := 0;
5102 FObj.Vel.Y := 0;
5103 if FSpectator then
5104 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5105 if gPlayers[FSpectatePlayer] <> nil then
5106 if gPlayers[FSpectatePlayer].alive then
5107 begin
5108 FXTo := gPlayers[FSpectatePlayer].GameX;
5109 FYTo := gPlayers[FSpectatePlayer].GameY;
5110 end;
5111 end;
5113 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5114 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5115 PANEL_BLOCKMON, True);
5116 headwater := HeadInLiquid(0, 0);
5118 // Ñîïðîòèâëåíèå âîçäóõà:
5119 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5120 if FObj.Vel.X <> 0 then
5121 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5123 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5124 DecMin(FPain, 5, 0);
5125 DecMin(FPickup, 1, 0);
5127 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5128 begin
5129 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5130 FMegaRulez[MR_SUIT] := 0;
5131 FMegaRulez[MR_INVUL] := 0;
5132 FMegaRulez[MR_INVIS] := 0;
5133 Kill(K_FALLKILL, 0, HIT_FALL);
5134 end;
5136 i := 9;
5138 if FAlive then
5139 begin
5140 if FCurrWeap = WEAPON_SAW then
5141 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5142 FSawSoundSelect.IsPlaying()) then
5143 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5145 if FJetpack then
5146 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5147 (not FJetSoundOff.IsPlaying()) then
5148 begin
5149 FJetSoundFly.SetPosition(0);
5150 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5151 end;
5153 for b := WP_FIRST to WP_LAST do
5154 if FReloading[b] > 0 then
5155 if FNoReload then
5156 FReloading[b] := 0
5157 else
5158 Dec(FReloading[b]);
5160 if FShellTimer > -1 then
5161 if FShellTimer = 0 then
5162 begin
5163 if FShellType = SHELL_SHELL then
5164 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5165 GameVelX, GameVelY-2, SHELL_SHELL)
5166 else if FShellType = SHELL_DBLSHELL then
5167 begin
5168 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5169 GameVelX+1, GameVelY-2, SHELL_SHELL);
5170 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5171 GameVelX-1, GameVelY-2, SHELL_SHELL);
5172 end;
5173 FShellTimer := -1;
5174 end else Dec(FShellTimer);
5176 if (FBFGFireCounter > -1) then
5177 if FBFGFireCounter = 0 then
5178 begin
5179 if AnyServer then
5180 begin
5181 wx := FObj.X+WEAPONPOINT[FDirection].X;
5182 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5183 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5184 yd := wy+firediry();
5185 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5186 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5187 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5188 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5189 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5190 end;
5192 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5193 FBFGFireCounter := -1;
5194 end else
5195 if FNoReload then
5196 FBFGFireCounter := 0
5197 else
5198 Dec(FBFGFireCounter);
5200 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5201 begin
5202 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5204 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5205 end;
5207 if (headwater or blockmon) then
5208 begin
5209 Dec(FAir);
5211 if FAir < -9 then
5212 begin
5213 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5214 FAir := 0;
5215 end
5216 else if (FAir mod 31 = 0) and not blockmon then
5217 begin
5218 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5219 if Random(2) = 0 then
5220 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5221 else
5222 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5223 end;
5224 end else if FAir < AIR_DEF then
5225 FAir := AIR_DEF;
5227 if FFireTime > 0 then
5228 begin
5229 if BodyInLiquid(0, 0) then
5230 begin
5231 FFireTime := 0;
5232 FFirePainTime := 0;
5233 end
5234 else if FMegaRulez[MR_SUIT] >= gTime then
5235 begin
5236 if FMegaRulez[MR_SUIT] = gTime then
5237 FFireTime := 1;
5238 FFirePainTime := 0;
5239 end
5240 else
5241 begin
5242 OnFireFlame(1);
5243 if FFirePainTime <= 0 then
5244 begin
5245 if g_Game_IsServer then
5246 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5247 FFirePainTime := 18;
5248 end;
5249 FFirePainTime := FFirePainTime - 1;
5250 FFireTime := FFireTime - 1;
5251 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5252 MH_SEND_PlayerStats(FUID);
5253 end;
5254 end;
5256 if FDamageBuffer > 0 then
5257 begin
5258 if FDamageBuffer >= 9 then
5259 begin
5260 SetAction(A_PAIN);
5262 if FDamageBuffer < 30 then i := 9
5263 else if FDamageBuffer < 100 then i := 18
5264 else i := 27;
5265 end;
5267 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5268 FArmor := FArmor-(FDamageBuffer-ii);
5269 FHealth := FHealth-ii;
5270 if FArmor < 0 then
5271 begin
5272 FHealth := FHealth+FArmor;
5273 FArmor := 0;
5274 end;
5276 if AnyServer then
5277 if FHealth <= 0 then
5278 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5279 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5280 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5282 if FAlive then
5283 begin
5284 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5285 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5286 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5287 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5288 end;
5290 FDamageBuffer := 0;
5291 end;
5293 {CollideItem();}
5294 end; // if FAlive then ...
5296 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5297 begin
5298 FModel.ChangeAnimation(FActionAnim, FActionForce);
5299 FModel.GetCurrentAnimation.MinLength := i;
5300 FModel.GetCurrentAnimationMask.MinLength := i;
5301 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5303 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5304 then SetAction(A_STAND, True);
5306 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5308 for b := Low(FKeys) to High(FKeys) do
5309 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5310 end;
5313 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5314 begin
5315 x := FObj.X+PLAYER_RECT.X;
5316 y := FObj.Y+PLAYER_RECT.Y;
5317 w := PLAYER_RECT.Width;
5318 h := PLAYER_RECT.Height;
5319 end;
5322 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5323 begin
5324 if (dx <> 0) or (dy <> 0) then
5325 begin
5326 FObj.X += dx;
5327 FObj.Y += dy;
5328 positionChanged();
5329 end;
5330 end;
5333 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5334 begin
5335 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5336 FObj.Y+PLAYER_RECT.Y,
5337 PLAYER_RECT.Width,
5338 PLAYER_RECT.Height,
5339 X, Y,
5340 Width, Height);
5341 end;
5343 function TPlayer.Collide(Panel: TPanel): Boolean;
5344 begin
5345 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5346 FObj.Y+PLAYER_RECT.Y,
5347 PLAYER_RECT.Width,
5348 PLAYER_RECT.Height,
5349 Panel.X, Panel.Y,
5350 Panel.Width, Panel.Height);
5351 end;
5353 function TPlayer.Collide(X, Y: Integer): Boolean;
5354 begin
5355 X := X-FObj.X-PLAYER_RECT.X;
5356 Y := Y-FObj.Y-PLAYER_RECT.Y;
5357 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5358 (y >= 0) and (y <= PLAYER_RECT.Height);
5359 end;
5361 function g_Player_ValidName(Name: string): Boolean;
5362 var
5363 a: Integer;
5364 begin
5365 Result := True;
5367 if gPlayers = nil then Exit;
5369 for a := 0 to High(gPlayers) do
5370 if gPlayers[a] <> nil then
5371 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5372 begin
5373 Result := False;
5374 Exit;
5375 end;
5376 end;
5378 procedure TPlayer.SetDirection(Direction: TDirection);
5379 var
5380 d: TDirection;
5381 begin
5382 d := FModel.Direction;
5384 FModel.Direction := Direction;
5385 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5387 FDirection := Direction;
5388 end;
5390 function TPlayer.GetKeys(): Byte;
5391 begin
5392 Result := 0;
5394 if R_KEY_RED in FRulez then Result := KEY_RED;
5395 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5396 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5398 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5399 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5400 end;
5402 procedure TPlayer.Use();
5403 var
5404 a: Integer;
5405 begin
5406 if FTime[T_USE] > gTime then Exit;
5408 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5409 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5411 for a := 0 to High(gPlayers) do
5412 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5413 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5414 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5415 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5416 begin
5417 gPlayers[a].Touch();
5418 if g_Game_IsNet and g_Game_IsServer then
5419 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5420 end;
5422 FTime[T_USE] := gTime+120;
5423 end;
5425 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5426 var
5427 locObj: TObj;
5428 F: Boolean;
5429 WX, WY, XD, YD: Integer;
5430 begin
5431 F := False;
5432 WX := X;
5433 WY := Y;
5434 XD := AX;
5435 YD := AY;
5437 case FCurrWeap of
5438 WEAPON_KASTET:
5439 begin
5440 DoPunch();
5441 if R_BERSERK in FRulez then
5442 begin
5443 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5444 locobj.X := FObj.X+FObj.Rect.X;
5445 locobj.Y := FObj.Y+FObj.Rect.Y;
5446 locobj.rect.X := 0;
5447 locobj.rect.Y := 0;
5448 locobj.rect.Width := 39;
5449 locobj.rect.Height := 52;
5450 locobj.Vel.X := (xd-wx) div 2;
5451 locobj.Vel.Y := (yd-wy) div 2;
5452 locobj.Accel.X := xd-wx;
5453 locobj.Accel.y := yd-wy;
5455 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5456 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5457 else
5458 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5460 if gFlash = 1 then
5461 if FPain < 50 then
5462 FPain := min(FPain + 25, 50);
5463 end else
5464 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5465 end;
5467 WEAPON_SAW:
5468 begin
5469 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5470 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5471 begin
5472 FSawSoundSelect.Stop();
5473 FSawSound.Stop();
5474 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5475 end
5476 else if not FSawSoundHit.IsPlaying() then
5477 begin
5478 FSawSoundSelect.Stop();
5479 FSawSound.PlayAt(FObj.X, FObj.Y);
5480 end;
5481 f := True;
5482 end;
5484 WEAPON_PISTOL:
5485 begin
5486 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5487 FFireAngle := FAngle;
5488 f := True;
5489 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5490 GameVelX, GameVelY-2, SHELL_BULLET);
5491 end;
5493 WEAPON_SHOTGUN1:
5494 begin
5495 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5496 FFireAngle := FAngle;
5497 f := True;
5498 FShellTimer := 10;
5499 FShellType := SHELL_SHELL;
5500 end;
5502 WEAPON_SHOTGUN2:
5503 begin
5504 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5505 FFireAngle := FAngle;
5506 f := True;
5507 FShellTimer := 13;
5508 FShellType := SHELL_DBLSHELL;
5509 end;
5511 WEAPON_CHAINGUN:
5512 begin
5513 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5514 FFireAngle := FAngle;
5515 f := True;
5516 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5517 GameVelX, GameVelY-2, SHELL_BULLET);
5518 end;
5520 WEAPON_ROCKETLAUNCHER:
5521 begin
5522 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5523 FFireAngle := FAngle;
5524 f := True;
5525 end;
5527 WEAPON_PLASMA:
5528 begin
5529 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5530 FFireAngle := FAngle;
5531 f := True;
5532 end;
5534 WEAPON_BFG:
5535 begin
5536 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5537 FFireAngle := FAngle;
5538 f := True;
5539 end;
5541 WEAPON_SUPERPULEMET:
5542 begin
5543 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5544 FFireAngle := FAngle;
5545 f := True;
5546 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5547 GameVelX, GameVelY-2, SHELL_SHELL);
5548 end;
5550 WEAPON_FLAMETHROWER:
5551 begin
5552 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5553 FFireAngle := FAngle;
5554 f := True;
5555 end;
5556 end;
5558 if not f then Exit;
5560 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5561 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5562 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5563 end;
5565 procedure TPlayer.DoLerp(Level: Integer = 2);
5566 begin
5567 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5568 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5569 end;
5571 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5572 var
5573 AX, AY: Integer;
5574 begin
5575 if NetInterpLevel < 1 then
5576 begin
5577 FObj.X := XTo;
5578 FObj.Y := YTo;
5579 end
5580 else
5581 begin
5582 FXTo := XTo;
5583 FYTo := YTo;
5585 AX := Abs(FXTo - FObj.X);
5586 AY := Abs(FYTo - FObj.Y);
5587 if (AX > 32) or (AX <= NetInterpLevel) then
5588 FObj.X := FXTo;
5589 if (AY > 32) or (AY <= NetInterpLevel) then
5590 FObj.Y := FYTo;
5591 end;
5592 end;
5594 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5595 begin
5596 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5597 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5598 PANEL_LIFTUP, False) then Result := -1
5599 else
5600 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5601 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5602 PANEL_LIFTDOWN, False) then Result := 1
5603 else Result := 0;
5604 end;
5606 function TPlayer.GetFlag(Flag: Byte): Boolean;
5607 var
5608 s, ts: String;
5609 evtype: Byte;
5610 begin
5611 Result := False;
5613 if Flag = FLAG_NONE then
5614 Exit;
5616 if not g_Game_IsServer then Exit;
5618 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5619 if (Flag = FTeam) and
5620 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5621 (FFlag <> FLAG_NONE) then
5622 begin
5623 if FFlag = FLAG_RED then
5624 s := _lc[I_PLAYER_FLAG_RED]
5625 else
5626 s := _lc[I_PLAYER_FLAG_BLUE];
5628 evtype := FLAG_STATE_SCORED;
5630 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5631 Insert('.', ts, Length(ts) + 1 - 3);
5632 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5634 g_Map_ResetFlag(FFlag);
5635 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5637 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5639 Result := True;
5640 if g_Game_IsNet then
5641 begin
5642 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5643 MH_SEND_GameStats;
5644 end;
5646 gFlags[FFlag].CaptureTime := 0;
5647 SetFlag(FLAG_NONE);
5648 Exit;
5649 end;
5651 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5652 if (Flag = FTeam) and
5653 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5654 begin
5655 if Flag = FLAG_RED then
5656 s := _lc[I_PLAYER_FLAG_RED]
5657 else
5658 s := _lc[I_PLAYER_FLAG_BLUE];
5660 evtype := FLAG_STATE_RETURNED;
5661 gFlags[Flag].CaptureTime := 0;
5663 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5665 g_Map_ResetFlag(Flag);
5666 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5668 Result := True;
5669 if g_Game_IsNet then
5670 begin
5671 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5672 MH_SEND_GameStats;
5673 end;
5674 Exit;
5675 end;
5677 // Ïîäîáðàë ÷óæîé ôëàã:
5678 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5679 begin
5680 SetFlag(Flag);
5682 if Flag = FLAG_RED then
5683 s := _lc[I_PLAYER_FLAG_RED]
5684 else
5685 s := _lc[I_PLAYER_FLAG_BLUE];
5687 evtype := FLAG_STATE_CAPTURED;
5689 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5691 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5693 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5695 Result := True;
5696 if g_Game_IsNet then
5697 begin
5698 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5699 MH_SEND_GameStats;
5700 end;
5701 end;
5702 end;
5704 procedure TPlayer.SetFlag(Flag: Byte);
5705 begin
5706 FFlag := Flag;
5707 if FModel <> nil then
5708 FModel.SetFlag(FFlag);
5709 end;
5711 function TPlayer.DropFlag(): Boolean;
5712 var
5713 s: String;
5714 begin
5715 Result := False;
5716 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5717 Exit;
5718 FTime[T_FLAGCAP] := gTime + 2000;
5719 with gFlags[FFlag] do
5720 begin
5721 Obj.X := FObj.X;
5722 Obj.Y := FObj.Y;
5723 Direction := FDirection;
5724 State := FLAG_STATE_DROPPED;
5725 Count := FLAG_TIME;
5726 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5727 (FObj.Vel.Y div 2)-2+Random(5));
5728 positionChanged(); // this updates spatial accelerators
5730 if FFlag = FLAG_RED then
5731 s := _lc[I_PLAYER_FLAG_RED]
5732 else
5733 s := _lc[I_PLAYER_FLAG_BLUE];
5735 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5736 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5738 if g_Game_IsNet then
5739 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5740 end;
5741 SetFlag(FLAG_NONE);
5742 Result := True;
5743 end;
5745 procedure TPlayer.GetSecret();
5746 begin
5747 Inc(FSecrets);
5748 end;
5750 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5751 begin
5752 Assert(Key <= High(FKeys));
5754 FKeys[Key].Pressed := True;
5755 FKeys[Key].Time := Time;
5756 end;
5758 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5759 begin
5760 Result := FKeys[K].Pressed;
5761 end;
5763 procedure TPlayer.ReleaseKeys();
5764 var
5765 a: Integer;
5766 begin
5767 for a := Low(FKeys) to High(FKeys) do
5768 begin
5769 FKeys[a].Pressed := False;
5770 FKeys[a].Time := 0;
5771 end;
5772 end;
5774 procedure TPlayer.OnDamage(Angle: SmallInt);
5775 begin
5776 end;
5778 function TPlayer.firediry(): Integer;
5779 begin
5780 if FKeys[KEY_UP].Pressed then Result := -42
5781 else if FKeys[KEY_DOWN].Pressed then Result := 19
5782 else Result := 0;
5783 end;
5785 procedure TPlayer.RememberState();
5786 var
5787 i: Integer;
5788 begin
5789 FSavedState.Health := FHealth;
5790 FSavedState.Armor := FArmor;
5791 FSavedState.Air := FAir;
5792 FSavedState.JetFuel := FJetFuel;
5793 FSavedState.CurrWeap := FCurrWeap;
5794 FSavedState.NextWeap := FNextWeap;
5795 FSavedState.NextWeapDelay := FNextWeapDelay;
5797 for i := 0 to 3 do
5798 FSavedState.Ammo[i] := FAmmo[i];
5799 for i := 0 to 3 do
5800 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5802 FSavedState.Rulez := FRulez;
5803 FSavedState.WaitRecall := True;
5804 end;
5806 procedure TPlayer.RecallState();
5807 var
5808 i: Integer;
5809 begin
5810 if not FSavedState.WaitRecall then Exit;
5812 FHealth := FSavedState.Health;
5813 FArmor := FSavedState.Armor;
5814 FAir := FSavedState.Air;
5815 FJetFuel := FSavedState.JetFuel;
5816 FCurrWeap := FSavedState.CurrWeap;
5817 FNextWeap := FSavedState.NextWeap;
5818 FNextWeapDelay := FSavedState.NextWeapDelay;
5820 for i := 0 to 3 do
5821 FAmmo[i] := FSavedState.Ammo[i];
5822 for i := 0 to 3 do
5823 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5825 FRulez := FSavedState.Rulez;
5826 FSavedState.WaitRecall := False;
5828 if gGameSettings.GameType = GT_SERVER then
5829 MH_SEND_PlayerStats(FUID);
5830 end;
5832 procedure TPlayer.SaveState (st: TStream);
5833 var
5834 i: Integer;
5835 b: Byte;
5836 begin
5837 // Ñèãíàòóðà èãðîêà
5838 utils.writeSign(st, 'PLYR');
5839 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5840 // Áîò èëè ÷åëîâåê
5841 utils.writeBool(st, FIamBot);
5842 // UID èãðîêà
5843 utils.writeInt(st, Word(FUID));
5844 // Èìÿ èãðîêà
5845 utils.writeStr(st, FName);
5846 // Êîìàíäà
5847 utils.writeInt(st, Byte(FTeam));
5848 // Æèâ ëè
5849 utils.writeBool(st, FAlive);
5850 // Èçðàñõîäîâàë ëè âñå æèçíè
5851 utils.writeBool(st, FNoRespawn);
5852 // Íàïðàâëåíèå
5853 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
5854 utils.writeInt(st, Byte(b));
5855 // Çäîðîâüå
5856 utils.writeInt(st, LongInt(FHealth));
5857 // Æèçíè
5858 utils.writeInt(st, Byte(FLives));
5859 // Áðîíÿ
5860 utils.writeInt(st, LongInt(FArmor));
5861 // Çàïàñ âîçäóõà
5862 utils.writeInt(st, LongInt(FAir));
5863 // Çàïàñ ãîðþ÷åãî
5864 utils.writeInt(st, LongInt(FJetFuel));
5865 // Áîëü
5866 utils.writeInt(st, LongInt(FPain));
5867 // Óáèë
5868 utils.writeInt(st, LongInt(FKills));
5869 // Óáèë ìîíñòðîâ
5870 utils.writeInt(st, LongInt(FMonsterKills));
5871 // Ôðàãîâ
5872 utils.writeInt(st, LongInt(FFrags));
5873 // Ôðàãîâ ïîäðÿä
5874 utils.writeInt(st, Byte(FFragCombo));
5875 // Âðåìÿ ïîñëåäíåãî ôðàãà
5876 utils.writeInt(st, LongWord(FLastFrag));
5877 // Ñìåðòåé
5878 utils.writeInt(st, LongInt(FDeath));
5879 // Êàêîé ôëàã íåñåò
5880 utils.writeInt(st, Byte(FFlag));
5881 // Íàøåë ñåêðåòîâ
5882 utils.writeInt(st, LongInt(FSecrets));
5883 // Òåêóùåå îðóæèå
5884 utils.writeInt(st, Byte(FCurrWeap));
5885 // Æåëàåìîå îðóæèå
5886 utils.writeInt(st, Word(FNextWeap));
5887 // ...è ïàóçà
5888 utils.writeInt(st, Byte(FNextWeapDelay));
5889 // Âðåìÿ çàðÿäêè BFG
5890 utils.writeInt(st, SmallInt(FBFGFireCounter));
5891 // Áóôåð óðîíà
5892 utils.writeInt(st, LongInt(FDamageBuffer));
5893 // Ïîñëåäíèé óäàðèâøèé
5894 utils.writeInt(st, Word(FLastSpawnerUID));
5895 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5896 utils.writeInt(st, Byte(FLastHit));
5897 // Îáúåêò èãðîêà
5898 Obj_SaveState(st, @FObj);
5899 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5900 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
5901 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5902 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
5903 // Íàëè÷èå îðóæèÿ
5904 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
5905 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5906 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
5907 // Íàëè÷èå ðþêçàêà
5908 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
5909 // Íàëè÷èå êðàñíîãî êëþ÷à
5910 utils.writeBool(st, (R_KEY_RED in FRulez));
5911 // Íàëè÷èå çåëåíîãî êëþ÷à
5912 utils.writeBool(st, (R_KEY_GREEN in FRulez));
5913 // Íàëè÷èå ñèíåãî êëþ÷à
5914 utils.writeBool(st, (R_KEY_BLUE in FRulez));
5915 // Íàëè÷èå áåðñåðêà
5916 utils.writeBool(st, (R_BERSERK in FRulez));
5917 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5918 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
5919 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5920 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
5921 // Íàçâàíèå ìîäåëè
5922 utils.writeStr(st, FModel.Name);
5923 // Öâåò ìîäåëè
5924 utils.writeInt(st, Byte(FColor.R));
5925 utils.writeInt(st, Byte(FColor.G));
5926 utils.writeInt(st, Byte(FColor.B));
5927 end;
5930 procedure TPlayer.LoadState (st: TStream);
5931 var
5932 i: Integer;
5933 str: String;
5934 b: Byte;
5935 begin
5936 assert(st <> nil);
5938 // Ñèãíàòóðà èãðîêà
5939 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
5940 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
5941 // Áîò èëè ÷åëîâåê:
5942 FIamBot := utils.readBool(st);
5943 // UID èãðîêà
5944 FUID := utils.readWord(st);
5945 // Èìÿ èãðîêà
5946 str := utils.readStr(st);
5947 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
5948 // Êîìàíäà
5949 FTeam := utils.readByte(st);
5950 // Æèâ ëè
5951 FAlive := utils.readBool(st);
5952 // Èçðàñõîäîâàë ëè âñå æèçíè
5953 FNoRespawn := utils.readBool(st);
5954 // Íàïðàâëåíèå
5955 b := utils.readByte(st);
5956 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
5957 // Çäîðîâüå
5958 FHealth := utils.readLongInt(st);
5959 // Æèçíè
5960 FLives := utils.readByte(st);
5961 // Áðîíÿ
5962 FArmor := utils.readLongInt(st);
5963 // Çàïàñ âîçäóõà
5964 FAir := utils.readLongInt(st);
5965 // Çàïàñ ãîðþ÷åãî
5966 FJetFuel := utils.readLongInt(st);
5967 // Áîëü
5968 FPain := utils.readLongInt(st);
5969 // Óáèë
5970 FKills := utils.readLongInt(st);
5971 // Óáèë ìîíñòðîâ
5972 FMonsterKills := utils.readLongInt(st);
5973 // Ôðàãîâ
5974 FFrags := utils.readLongInt(st);
5975 // Ôðàãîâ ïîäðÿä
5976 FFragCombo := utils.readByte(st);
5977 // Âðåìÿ ïîñëåäíåãî ôðàãà
5978 FLastFrag := utils.readLongWord(st);
5979 // Ñìåðòåé
5980 FDeath := utils.readLongInt(st);
5981 // Êàêîé ôëàã íåñåò
5982 FFlag := utils.readByte(st);
5983 // Íàøåë ñåêðåòîâ
5984 FSecrets := utils.readLongInt(st);
5985 // Òåêóùåå îðóæèå
5986 FCurrWeap := utils.readByte(st);
5987 // Æåëàåìîå îðóæèå
5988 FNextWeap := utils.readWord(st);
5989 // ...è ïàóçà
5990 FNextWeapDelay := utils.readByte(st);
5991 // Âðåìÿ çàðÿäêè BFG
5992 FBFGFireCounter := utils.readSmallInt(st);
5993 // Áóôåð óðîíà
5994 FDamageBuffer := utils.readLongInt(st);
5995 // Ïîñëåäíèé óäàðèâøèé
5996 FLastSpawnerUID := utils.readWord(st);
5997 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5998 FLastHit := utils.readByte(st);
5999 // Îáúåêò èãðîêà
6000 Obj_LoadState(@FObj, st);
6001 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6002 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6003 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6004 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6005 // Íàëè÷èå îðóæèÿ
6006 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6007 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6008 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6009 // Íàëè÷èå ðþêçàêà
6010 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6011 // Íàëè÷èå êðàñíîãî êëþ÷à
6012 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6013 // Íàëè÷èå çåëåíîãî êëþ÷à
6014 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6015 // Íàëè÷èå ñèíåãî êëþ÷à
6016 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6017 // Íàëè÷èå áåðñåðêà
6018 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6019 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6020 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6021 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6022 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6023 // Íàçâàíèå ìîäåëè
6024 str := utils.readStr(st);
6025 // Öâåò ìîäåëè
6026 FColor.R := utils.readByte(st);
6027 FColor.G := utils.readByte(st);
6028 FColor.B := utils.readByte(st);
6029 if (self = gPlayer1) then
6030 begin
6031 str := gPlayer1Settings.Model;
6032 FColor := gPlayer1Settings.Color;
6033 end
6034 else if (self = gPlayer2) then
6035 begin
6036 str := gPlayer2Settings.Model;
6037 FColor := gPlayer2Settings.Color;
6038 end;
6039 // Îáíîâëÿåì ìîäåëü èãðîêà
6040 SetModel(str);
6041 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6042 FModel.Color := TEAMCOLOR[FTeam]
6043 else
6044 FModel.Color := FColor;
6045 end;
6048 procedure TPlayer.AllRulez(Health: Boolean);
6049 var
6050 a: Integer;
6051 begin
6052 if Health then
6053 begin
6054 FHealth := PLAYER_HP_LIMIT;
6055 FArmor := PLAYER_AP_LIMIT;
6056 Exit;
6057 end;
6059 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6060 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6061 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6062 end;
6064 procedure TPlayer.RestoreHealthArmor();
6065 begin
6066 FHealth := PLAYER_HP_LIMIT;
6067 FArmor := PLAYER_AP_LIMIT;
6068 end;
6070 procedure TPlayer.FragCombo();
6071 var
6072 Param: Integer;
6073 begin
6074 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6075 Exit;
6076 if gTime - FLastFrag < FRAG_COMBO_TIME then
6077 begin
6078 if FFragCombo < 5 then
6079 Inc(FFragCombo);
6080 Param := FUID or (FFragCombo shl 16);
6081 if (FComboEvnt >= Low(gDelayedEvents)) and
6082 (FComboEvnt <= High(gDelayedEvents)) and
6083 gDelayedEvents[FComboEvnt].Pending and
6084 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6085 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6086 begin
6087 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6088 gDelayedEvents[FComboEvnt].DENum := Param;
6089 end
6090 else
6091 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6092 end
6093 else
6094 FFragCombo := 1;
6096 FLastFrag := gTime;
6097 end;
6099 procedure TPlayer.GiveItem(ItemType: Byte);
6100 begin
6101 case ItemType of
6102 ITEM_SUIT:
6103 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6104 begin
6105 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6106 end;
6108 ITEM_OXYGEN:
6109 if FAir < AIR_MAX then
6110 begin
6111 FAir := AIR_MAX;
6112 end;
6114 ITEM_MEDKIT_BLACK:
6115 begin
6116 if not (R_BERSERK in FRulez) then
6117 begin
6118 Include(FRulez, R_BERSERK);
6119 if FBFGFireCounter < 1 then
6120 begin
6121 FCurrWeap := WEAPON_KASTET;
6122 resetWeaponQueue();
6123 FModel.SetWeapon(WEAPON_KASTET);
6124 end;
6125 if gFlash <> 0 then
6126 Inc(FPain, 100);
6127 FBerserk := gTime+30000;
6128 end;
6129 if FHealth < PLAYER_HP_SOFT then
6130 begin
6131 FHealth := PLAYER_HP_SOFT;
6132 FBerserk := gTime+30000;
6133 end;
6134 end;
6136 ITEM_INVUL:
6137 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6138 begin
6139 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6140 end;
6142 ITEM_INVIS:
6143 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6144 begin
6145 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6146 end;
6148 ITEM_JETPACK:
6149 if FJetFuel < JET_MAX then
6150 begin
6151 FJetFuel := JET_MAX;
6152 end;
6154 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6155 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6157 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6158 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6160 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6161 ITEM_SPHERE_WHITE:
6162 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6163 begin
6164 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6165 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6166 end;
6168 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6169 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6170 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6171 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6172 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6173 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6174 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6175 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6176 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6178 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6179 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6180 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6181 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6182 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6183 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6184 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6185 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6186 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6188 ITEM_AMMO_BACKPACK:
6189 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6190 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6191 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6192 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6193 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6194 begin
6195 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6196 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6197 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6198 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6199 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6201 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6202 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6203 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6204 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6206 FRulez := FRulez + [R_ITEM_BACKPACK];
6207 end;
6209 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6210 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6211 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6213 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6214 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6216 else
6217 Exit;
6218 end;
6219 if g_Game_IsNet and g_Game_IsServer then
6220 MH_SEND_PlayerStats(FUID);
6221 end;
6223 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6224 var
6225 id, i: DWORD;
6226 Anim: TAnimation;
6227 begin
6228 if (Random(5) = 1) and (Times = 1) then
6229 Exit;
6231 if BodyInLiquid(0, 0) then
6232 begin
6233 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6234 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6235 if Random(2) = 0 then
6236 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6237 else
6238 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6239 Exit;
6240 end;
6242 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6243 begin
6244 for i := 1 to Times do
6245 begin
6246 Anim := TAnimation.Create(id, False, 3);
6247 Anim.Alpha := 150;
6248 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6249 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6250 Anim.Free();
6251 end;
6252 end;
6253 end;
6255 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6256 var
6257 id, i: DWORD;
6258 Anim: TAnimation;
6259 begin
6260 if (Random(10) = 1) and (Times = 1) then
6261 Exit;
6263 if g_Frames_Get(id, 'FRAMES_FLAME') then
6264 begin
6265 for i := 1 to Times do
6266 begin
6267 Anim := TAnimation.Create(id, False, 3);
6268 Anim.Alpha := 0;
6269 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6270 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6271 Anim.Free();
6272 end;
6273 end;
6274 end;
6276 procedure TPlayer.PauseSounds(Enable: Boolean);
6277 begin
6278 FSawSound.Pause(Enable);
6279 FSawSoundIdle.Pause(Enable);
6280 FSawSoundHit.Pause(Enable);
6281 FSawSoundSelect.Pause(Enable);
6282 end;
6284 { T C o r p s e : }
6286 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6287 begin
6288 g_Obj_Init(@FObj);
6289 FObj.X := X;
6290 FObj.Y := Y;
6291 FObj.Rect := PLAYER_CORPSERECT;
6292 FModelName := ModelName;
6293 FMess := aMess;
6295 if FMess then
6296 begin
6297 FState := CORPSE_STATE_MESS;
6298 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6299 end
6300 else
6301 begin
6302 FState := CORPSE_STATE_NORMAL;
6303 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6304 end;
6305 end;
6307 destructor TCorpse.Destroy();
6308 begin
6309 FAnimation.Free();
6311 inherited;
6312 end;
6314 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6316 procedure TCorpse.positionChanged (); inline; begin end;
6318 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6319 begin
6320 if (dx <> 0) or (dy <> 0) then
6321 begin
6322 FObj.X += dx;
6323 FObj.Y += dy;
6324 positionChanged();
6325 end;
6326 end;
6329 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6330 begin
6331 x := FObj.X+PLAYER_CORPSERECT.X;
6332 y := FObj.Y+PLAYER_CORPSERECT.Y;
6333 w := PLAYER_CORPSERECT.Width;
6334 h := PLAYER_CORPSERECT.Height;
6335 end;
6338 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6339 var
6340 pm: TPlayerModel;
6341 Blood: TModelBlood;
6342 begin
6343 if FState = CORPSE_STATE_REMOVEME then
6344 Exit;
6346 FDamage := FDamage + Value;
6348 if FDamage > 150 then
6349 begin
6350 if FAnimation <> nil then
6351 begin
6352 FAnimation.Free();
6353 FAnimation := nil;
6355 FState := CORPSE_STATE_REMOVEME;
6357 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6358 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6359 FModelName, FColor);
6360 // Çâóê ìÿñà îò òðóïà:
6361 pm := g_PlayerModel_Get(FModelName);
6362 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6363 pm.Free;
6365 // Çëîâåùèé ñìåõ:
6366 if (gBodyKillEvent <> -1)
6367 and gDelayedEvents[gBodyKillEvent].Pending then
6368 gDelayedEvents[gBodyKillEvent].Pending := False;
6369 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6370 end;
6371 end
6372 else
6373 begin
6374 Blood := g_PlayerModel_GetBlood(FModelName);
6375 FObj.Vel.X := FObj.Vel.X + vx;
6376 FObj.Vel.Y := FObj.Vel.Y + vy;
6377 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6378 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6379 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6380 Blood.R, Blood.G, Blood.B, Blood.Kind);
6381 end;
6382 end;
6384 procedure TCorpse.Draw();
6385 begin
6386 if FState = CORPSE_STATE_REMOVEME then
6387 Exit;
6389 if FAnimation <> nil then
6390 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6392 if FAnimationMask <> nil then
6393 begin
6394 e_Colors := FColor;
6395 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6396 e_Colors.R := 255;
6397 e_Colors.G := 255;
6398 e_Colors.B := 255;
6399 end;
6400 end;
6402 procedure TCorpse.Update();
6403 var
6404 st: Word;
6405 begin
6406 if FState = CORPSE_STATE_REMOVEME then
6407 Exit;
6409 if gTime mod (GAME_TICK*2) <> 0 then
6410 begin
6411 g_Obj_Move(@FObj, True, True, True);
6412 positionChanged(); // this updates spatial accelerators
6413 Exit;
6414 end;
6416 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6417 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6419 st := g_Obj_Move(@FObj, True, True, True);
6420 positionChanged(); // this updates spatial accelerators
6422 if WordBool(st and MOVE_FALLOUT) then
6423 begin
6424 FState := CORPSE_STATE_REMOVEME;
6425 Exit;
6426 end;
6428 if FAnimation <> nil then
6429 FAnimation.Update();
6430 if FAnimationMask <> nil then
6431 FAnimationMask.Update();
6432 end;
6435 procedure TCorpse.SaveState (st: TStream);
6436 var
6437 anim: Boolean;
6438 begin
6439 assert(st <> nil);
6441 // Ñèãíàòóðà òðóïà
6442 utils.writeSign(st, 'CORP');
6443 utils.writeInt(st, Byte(0));
6444 // Ñîñòîÿíèå
6445 utils.writeInt(st, Byte(FState));
6446 // Íàêîïëåííûé óðîí
6447 utils.writeInt(st, Byte(FDamage));
6448 // Öâåò
6449 utils.writeInt(st, Byte(FColor.R));
6450 utils.writeInt(st, Byte(FColor.G));
6451 utils.writeInt(st, Byte(FColor.B));
6452 // Îáúåêò òðóïà
6453 Obj_SaveState(st, @FObj);
6454 utils.writeInt(st, Word(FPlayerUID));
6455 // Åñòü ëè àíèìàöèÿ
6456 anim := (FAnimation <> nil);
6457 utils.writeBool(st, anim);
6458 // Åñëè åñòü - ñîõðàíÿåì
6459 if anim then FAnimation.SaveState(st);
6460 // Åñòü ëè ìàñêà àíèìàöèè
6461 anim := (FAnimationMask <> nil);
6462 utils.writeBool(st, anim);
6463 // Åñëè åñòü - ñîõðàíÿåì
6464 if anim then FAnimationMask.SaveState(st);
6465 end;
6468 procedure TCorpse.LoadState (st: TStream);
6469 var
6470 anim: Boolean;
6471 begin
6472 assert(st <> nil);
6474 // Ñèãíàòóðà òðóïà
6475 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6476 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6477 // Ñîñòîÿíèå
6478 FState := utils.readByte(st);
6479 // Íàêîïëåííûé óðîí
6480 FDamage := utils.readByte(st);
6481 // Öâåò
6482 FColor.R := utils.readByte(st);
6483 FColor.G := utils.readByte(st);
6484 FColor.B := utils.readByte(st);
6485 // Îáúåêò òðóïà
6486 Obj_LoadState(@FObj, st);
6487 FPlayerUID := utils.readWord(st);
6488 // Åñòü ëè àíèìàöèÿ
6489 anim := utils.readBool(st);
6490 // Åñëè åñòü - çàãðóæàåì
6491 if anim then
6492 begin
6493 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6494 FAnimation.LoadState(st);
6495 end;
6496 // Åñòü ëè ìàñêà àíèìàöèè
6497 anim := utils.readBool(st);
6498 // Åñëè åñòü - çàãðóæàåì
6499 if anim then
6500 begin
6501 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6502 FAnimationMask.LoadState(st);
6503 end;
6504 end;
6506 { T B o t : }
6508 constructor TBot.Create();
6509 var
6510 a: Integer;
6511 begin
6512 inherited Create();
6514 FPhysics := True;
6515 FSpectator := False;
6516 FGhost := False;
6518 FIamBot := True;
6520 Inc(gNumBots);
6522 for a := WP_FIRST to WP_LAST do
6523 begin
6524 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6525 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6526 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6527 end;
6528 end;
6530 destructor TBot.Destroy();
6531 begin
6532 Dec(gNumBots);
6533 inherited Destroy();
6534 end;
6536 procedure TBot.Draw();
6537 begin
6538 inherited Draw();
6540 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6541 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6542 end;
6544 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6545 begin
6546 inherited Respawn(Silent, Force);
6548 FAIFlags := nil;
6549 FSelectedWeapon := FCurrWeap;
6550 resetWeaponQueue();
6551 FTargetUID := 0;
6552 end;
6554 procedure TBot.UpdateCombat();
6555 type
6556 TTarget = record
6557 UID: Word;
6558 X, Y: Integer;
6559 Rect: TRectWH;
6560 cX, cY: Integer;
6561 Dist: Word;
6562 Line: Boolean;
6563 Visible: Boolean;
6564 IsPlayer: Boolean;
6565 end;
6567 TTargetRecord = array of TTarget;
6569 function Compare(a, b: TTarget): Integer;
6570 begin
6571 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6572 Result := -1
6573 else
6574 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6575 Result := 1
6576 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6577 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6578 begin
6579 if a.Dist > b.Dist then // B áëèæå
6580 Result := 1
6581 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6582 Result := -1;
6583 end
6584 else // Ñòðàííî -> A
6585 Result := -1;
6586 end;
6588 var
6589 a, x1, y1, x2, y2: Integer;
6590 targets: TTargetRecord;
6591 ammo: Word;
6592 Target, BestTarget: TTarget;
6593 firew, fireh: Integer;
6594 angle: SmallInt;
6595 mon: TMonster;
6596 pla, tpla: TPlayer;
6597 vsPlayer, vsMonster, ok: Boolean;
6600 function monsUpdate (mon: TMonster): Boolean;
6601 begin
6602 result := false; // don't stop
6603 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6604 begin
6605 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6607 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6608 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6610 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6611 if g_TraceVector(x1, y1, x2, y2) then
6612 begin
6613 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6614 SetLength(targets, Length(targets)+1);
6615 with targets[High(targets)] do
6616 begin
6617 UID := mon.UID;
6618 X := mon.Obj.X;
6619 Y := mon.Obj.Y;
6620 cX := x2;
6621 cY := y2;
6622 Rect := mon.Obj.Rect;
6623 Dist := g_PatchLength(x1, y1, x2, y2);
6624 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6625 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6626 Visible := True;
6627 IsPlayer := False;
6628 end;
6629 end;
6630 end;
6631 end;
6633 begin
6634 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6635 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6637 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6638 if FCurrWeap <> FSelectedWeapon then
6639 NextWeapon();
6641 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6642 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6643 begin
6644 RemoveAIFlag('NEEDFIRE');
6646 case FCurrWeap of
6647 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6648 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6649 else PressKey(KEY_FIRE);
6650 end;
6651 end;
6653 // Êîîðäèíàòû ñòâîëà:
6654 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6655 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6657 Target.UID := FTargetUID;
6659 ok := False;
6660 if Target.UID <> 0 then
6661 begin // Öåëü åñòü - íàñòðàèâàåì
6662 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6663 vsPlayer then
6664 begin // Èãðîê
6665 tpla := g_Player_Get(Target.UID);
6666 if tpla <> nil then
6667 with tpla do
6668 begin
6669 if (@FObj) <> nil then
6670 begin
6671 Target.X := FObj.X;
6672 Target.Y := FObj.Y;
6673 end;
6674 end;
6676 Target.cX := Target.X + PLAYER_RECT_CX;
6677 Target.cY := Target.Y + PLAYER_RECT_CY;
6678 Target.Rect := PLAYER_RECT;
6679 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6680 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6681 (y1-4 > Target.Y+PLAYER_RECT.Y);
6682 Target.IsPlayer := True;
6683 ok := True;
6684 end
6685 else
6686 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6687 vsMonster then
6688 begin // Ìîíñòð
6689 mon := g_Monsters_ByUID(Target.UID);
6690 if mon <> nil then
6691 begin
6692 Target.X := mon.Obj.X;
6693 Target.Y := mon.Obj.Y;
6695 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6696 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6697 Target.Rect := mon.Obj.Rect;
6698 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6699 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6700 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6701 Target.IsPlayer := False;
6702 ok := True;
6703 end;
6704 end;
6705 end;
6707 if not ok then
6708 begin // Öåëè íåò - îáíóëÿåì
6709 Target.X := 0;
6710 Target.Y := 0;
6711 Target.cX := 0;
6712 Target.cY := 0;
6713 Target.Visible := False;
6714 Target.Line := False;
6715 Target.IsPlayer := False;
6716 end;
6718 targets := nil;
6720 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6721 if (not Target.Line) or (not Target.Visible) then
6722 begin
6723 // Èãðîêè:
6724 if vsPlayer then
6725 for a := 0 to High(gPlayers) do
6726 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6727 (gPlayers[a].FUID <> FUID) and
6728 (not SameTeam(FUID, gPlayers[a].FUID)) and
6729 (not gPlayers[a].NoTarget) and
6730 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6731 begin
6732 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6733 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6734 Continue;
6736 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6737 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6739 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6740 if g_TraceVector(x1, y1, x2, y2) then
6741 begin
6742 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6743 SetLength(targets, Length(targets)+1);
6744 with targets[High(targets)] do
6745 begin
6746 UID := gPlayers[a].FUID;
6747 X := gPlayers[a].FObj.X;
6748 Y := gPlayers[a].FObj.Y;
6749 cX := x2;
6750 cY := y2;
6751 Rect := PLAYER_RECT;
6752 Dist := g_PatchLength(x1, y1, x2, y2);
6753 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6754 (y1-4 > Target.Y+PLAYER_RECT.Y);
6755 Visible := True;
6756 IsPlayer := True;
6757 end;
6758 end;
6759 end;
6761 // Ìîíñòðû:
6762 if vsMonster then g_Mons_ForEach(monsUpdate);
6763 end;
6765 // Åñëè åñòü âîçìîæíûå öåëè:
6766 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6767 if targets <> nil then
6768 begin
6769 // Âûáèðàåì íàèëó÷øóþ öåëü:
6770 BestTarget := targets[0];
6771 if Length(targets) > 1 then
6772 for a := 1 to High(targets) do
6773 if Compare(BestTarget, targets[a]) = 1 then
6774 BestTarget := targets[a];
6776 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6777 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6778 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6779 begin
6780 Target := BestTarget;
6782 if (Healthy() = 3) or ((Healthy() = 2)) then
6783 begin // Åñëè çäîðîâû - äîãîíÿåì
6784 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6785 SetAIFlag('GORIGHT', '1');
6786 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6787 SetAIFlag('GOLEFT', '1');
6788 end
6789 else
6790 begin // Åñëè ïîáèòû - óáåãàåì
6791 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6792 SetAIFlag('GORIGHT', '1');
6793 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6794 SetAIFlag('GOLEFT', '1');
6795 end;
6797 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6798 SelectWeapon(Abs(x1-Target.cX));
6799 end;
6800 end;
6802 // Åñëè åñòü öåëü:
6803 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6804 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6805 if Target.UID <> 0 then
6806 begin
6807 if not TargetOnScreen(Target.X + Target.Rect.X,
6808 Target.Y + Target.Rect.Y) then
6809 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6810 if (Healthy() = 3) or ((Healthy() = 2)) then
6811 begin // Åñëè çäîðîâû - äîãîíÿåì
6812 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6813 SetAIFlag('GORIGHT', '1');
6814 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6815 SetAIFlag('GOLEFT', '1');
6816 end
6817 else
6818 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6819 Target.UID := 0;
6820 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6821 SetAIFlag('GORIGHT', '1');
6822 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6823 SetAIFlag('GOLEFT', '1');
6824 end;
6825 end
6826 else
6827 begin // Öåëü ïîêà íà "ýêðàíå"
6828 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6829 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6830 FLastVisible := gTime;
6831 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6832 if (Abs(FObj.Y-Target.Y) <= 128) then
6833 begin
6834 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6835 SetAIFlag('GORIGHT', '1');
6836 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6837 SetAIFlag('GOLEFT', '1');
6838 end;
6839 end;
6841 // Âûáèðàåì óãîë ââåðõ:
6842 if FDirection = TDirection.D_LEFT then
6843 angle := ANGLE_LEFTUP
6844 else
6845 angle := ANGLE_RIGHTUP;
6847 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6848 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6850 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6851 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6852 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6853 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6854 Target.Rect.Width, Target.Rect.Height) and
6855 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6856 begin // òî íóæíî ñòðåëÿòü ââåðõ
6857 SetAIFlag('NEEDFIRE', '1');
6858 SetAIFlag('NEEDSEEUP', '1');
6859 end;
6861 // Âûáèðàåì óãîë âíèç:
6862 if FDirection = TDirection.D_LEFT then
6863 angle := ANGLE_LEFTDOWN
6864 else
6865 angle := ANGLE_RIGHTDOWN;
6867 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6868 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6870 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6871 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6872 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6873 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6874 Target.Rect.Width, Target.Rect.Height) and
6875 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6876 begin // òî íóæíî ñòðåëÿòü âíèç
6877 SetAIFlag('NEEDFIRE', '1');
6878 SetAIFlag('NEEDSEEDOWN', '1');
6879 end;
6881 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6882 if Target.Visible and
6883 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6884 (y1-4 > Target.Y+Target.Rect.Y) then
6885 begin
6886 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6887 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
6888 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6889 begin // òî íóæíî ñòðåëÿòü âïåðåä
6890 SetAIFlag('NEEDFIRE', '1');
6891 SetAIFlag('NEEDSEEDOWN', '');
6892 SetAIFlag('NEEDSEEUP', '');
6893 end;
6894 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6895 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6896 if GetRnd(FDifficult.CloseJump) then
6897 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6898 if Abs(FObj.X-Target.X) < 128 then
6899 a := 4
6900 else
6901 a := 30;
6902 if Random(a) = 0 then
6903 SetAIFlag('NEEDJUMP', '1');
6904 end;
6905 end;
6907 // Åñëè öåëü âñå åùå åñòü:
6908 if Target.UID <> 0 then
6909 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6910 Target.UID := 0 // òî çàáûòü öåëü
6911 else // Åñëè âèäåëè íåäàâíî
6912 begin // íî öåëü óáèëè
6913 if Target.IsPlayer then
6914 begin // Öåëü - èãðîê
6915 pla := g_Player_Get(Target.UID);
6916 if (pla = nil) or (not pla.alive) or pla.NoTarget or
6917 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6918 Target.UID := 0; // òî çàáûòü öåëü
6919 end
6920 else
6921 begin // Öåëü - ìîíñòð
6922 mon := g_Monsters_ByUID(Target.UID);
6923 if (mon = nil) or (not mon.alive) then
6924 Target.UID := 0; // òî çàáûòü öåëü
6925 end;
6926 end;
6927 end; // if Target.UID <> 0
6929 FTargetUID := Target.UID;
6931 // Åñëè âîçìîæíûõ öåëåé íåò:
6932 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6933 if targets = nil then
6934 if GetAIFlag('ATTACKLEFT') <> '' then
6935 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6936 RemoveAIFlag('ATTACKLEFT');
6938 SetAIFlag('NEEDJUMP', '1');
6940 if RunDirection() = TDirection.D_RIGHT then
6941 begin // Èäåì íå â òó ñòîðîíó
6942 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6943 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6944 SetAIFlag('NEEDFIRE', '1');
6945 SetAIFlag('GOLEFT', '1');
6946 end;
6947 end
6948 else
6949 begin // Èäåì â íóæíóþ ñòîðîíó
6950 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6951 SetAIFlag('NEEDFIRE', '1');
6952 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6953 SetAIFlag('GORIGHT', '1');
6954 end;
6955 end
6956 else
6957 if GetAIFlag('ATTACKRIGHT') <> '' then
6958 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6959 RemoveAIFlag('ATTACKRIGHT');
6961 SetAIFlag('NEEDJUMP', '1');
6963 if RunDirection() = TDirection.D_LEFT then
6964 begin // Èäåì íå â òó ñòîðîíó
6965 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6966 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6967 SetAIFlag('NEEDFIRE', '1');
6968 SetAIFlag('GORIGHT', '1');
6969 end;
6970 end
6971 else
6972 begin
6973 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6974 SetAIFlag('NEEDFIRE', '1');
6975 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6976 SetAIFlag('GOLEFT', '1');
6977 end;
6978 end;
6980 //HACK! (does it belongs there?)
6981 RealizeCurrentWeapon();
6983 // Åñëè åñòü âîçìîæíûå öåëè:
6984 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6985 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6986 for a := 0 to High(targets) do
6987 begin
6988 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6989 if GetRnd(FDifficult.DiagFire) then
6990 begin
6991 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6992 if FDirection = TDirection.D_LEFT then
6993 angle := ANGLE_LEFTUP
6994 else
6995 angle := ANGLE_RIGHTUP;
6997 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6998 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7000 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7001 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7002 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7003 targets[a].Rect.Width, targets[a].Rect.Height) and
7004 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7005 begin
7006 SetAIFlag('NEEDFIRE', '1');
7007 SetAIFlag('NEEDSEEUP', '1');
7008 end;
7010 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7011 if FDirection = TDirection.D_LEFT then
7012 angle := ANGLE_LEFTDOWN
7013 else
7014 angle := ANGLE_RIGHTDOWN;
7016 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7017 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7019 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7020 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7021 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7022 targets[a].Rect.Width, targets[a].Rect.Height) and
7023 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7024 begin
7025 SetAIFlag('NEEDFIRE', '1');
7026 SetAIFlag('NEEDSEEDOWN', '1');
7027 end;
7028 end;
7030 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7031 if targets[a].Line and targets[a].Visible and
7032 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7033 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7034 begin
7035 SetAIFlag('NEEDFIRE', '1');
7036 Break;
7037 end;
7038 end;
7040 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7041 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7042 PLAYER_RECT.Width, PLAYER_RECT.Height,
7043 40+GetInterval(FDifficult.Cover, 40)) then
7044 SetAIFlag('NEEDJUMP', '1');
7046 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7047 ammo := GetAmmoByWeapon(FCurrWeap);
7048 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7049 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7050 (ammo = 0) then
7051 SetAIFlag('SELECTWEAPON', '1');
7053 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7054 if GetAIFlag('SELECTWEAPON') = '1' then
7055 begin
7056 SelectWeapon(-1);
7057 RemoveAIFlag('SELECTWEAPON');
7058 end;
7059 end;
7061 procedure TBot.Update();
7062 var
7063 EnableAI: Boolean;
7064 begin
7065 if not FAlive then
7066 begin // Respawn
7067 ReleaseKeys();
7068 PressKey(KEY_UP);
7069 end
7070 else
7071 begin
7072 EnableAI := True;
7074 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7075 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7076 EnableAI := False;
7077 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7078 EnableAI := False;
7079 if g_debug_BotAIOff = 3 then
7080 EnableAI := False;
7082 if EnableAI then
7083 begin
7084 UpdateMove();
7085 UpdateCombat();
7086 end
7087 else
7088 begin
7089 RealizeCurrentWeapon();
7090 end;
7091 end;
7093 inherited Update();
7094 end;
7096 procedure TBot.ReleaseKey(Key: Byte);
7097 begin
7098 with FKeys[Key] do
7099 begin
7100 Pressed := False;
7101 Time := 0;
7102 end;
7103 end;
7105 function TBot.KeyPressed(Key: Word): Boolean;
7106 begin
7107 Result := FKeys[Key].Pressed;
7108 end;
7110 function TBot.GetAIFlag(aName: String20): String20;
7111 var
7112 a: Integer;
7113 begin
7114 Result := '';
7116 aName := LowerCase(aName);
7118 if FAIFlags <> nil then
7119 for a := 0 to High(FAIFlags) do
7120 if LowerCase(FAIFlags[a].Name) = aName then
7121 begin
7122 Result := FAIFlags[a].Value;
7123 Break;
7124 end;
7125 end;
7127 procedure TBot.RemoveAIFlag(aName: String20);
7128 var
7129 a, b: Integer;
7130 begin
7131 if FAIFlags = nil then Exit;
7133 aName := LowerCase(aName);
7135 for a := 0 to High(FAIFlags) do
7136 if LowerCase(FAIFlags[a].Name) = aName then
7137 begin
7138 if a <> High(FAIFlags) then
7139 for b := a to High(FAIFlags)-1 do
7140 FAIFlags[b] := FAIFlags[b+1];
7142 SetLength(FAIFlags, Length(FAIFlags)-1);
7143 Break;
7144 end;
7145 end;
7147 procedure TBot.SetAIFlag(aName, fValue: String20);
7148 var
7149 a: Integer;
7150 ok: Boolean;
7151 begin
7152 a := 0;
7153 ok := False;
7155 aName := LowerCase(aName);
7157 if FAIFlags <> nil then
7158 for a := 0 to High(FAIFlags) do
7159 if LowerCase(FAIFlags[a].Name) = aName then
7160 begin
7161 ok := True;
7162 Break;
7163 end;
7165 if ok then FAIFlags[a].Value := fValue
7166 else
7167 begin
7168 SetLength(FAIFlags, Length(FAIFlags)+1);
7169 with FAIFlags[High(FAIFlags)] do
7170 begin
7171 Name := aName;
7172 Value := fValue;
7173 end;
7174 end;
7175 end;
7177 procedure TBot.UpdateMove;
7179 procedure GoLeft(Time: Word = 1);
7180 begin
7181 ReleaseKey(KEY_LEFT);
7182 ReleaseKey(KEY_RIGHT);
7183 PressKey(KEY_LEFT, Time);
7184 SetDirection(TDirection.D_LEFT);
7185 end;
7187 procedure GoRight(Time: Word = 1);
7188 begin
7189 ReleaseKey(KEY_LEFT);
7190 ReleaseKey(KEY_RIGHT);
7191 PressKey(KEY_RIGHT, Time);
7192 SetDirection(TDirection.D_RIGHT);
7193 end;
7195 function Rnd(a: Word): Boolean;
7196 begin
7197 Result := Random(a) = 0;
7198 end;
7200 procedure Turn(Time: Word = 1200);
7201 begin
7202 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7203 end;
7205 procedure Stop();
7206 begin
7207 ReleaseKey(KEY_LEFT);
7208 ReleaseKey(KEY_RIGHT);
7209 end;
7211 function CanRunLeft(): Boolean;
7212 begin
7213 Result := not CollideLevel(-1, 0);
7214 end;
7216 function CanRunRight(): Boolean;
7217 begin
7218 Result := not CollideLevel(1, 0);
7219 end;
7221 function CanRun(): Boolean;
7222 begin
7223 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7224 end;
7226 procedure Jump(Time: Word = 30);
7227 begin
7228 PressKey(KEY_JUMP, Time);
7229 end;
7231 function NearHole(): Boolean;
7232 var
7233 x, sx: Integer;
7234 begin
7235 { TODO 5 : Ëåñòíèöû }
7236 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7237 for x := 1 to PLAYER_RECT.Width do
7238 if (not StayOnStep(x*sx, 0)) and
7239 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7240 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7241 begin
7242 Result := True;
7243 Exit;
7244 end;
7246 Result := False;
7247 end;
7249 function BorderHole(): Boolean;
7250 var
7251 x, sx, xx: Integer;
7252 begin
7253 { TODO 5 : Ëåñòíèöû }
7254 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7255 for x := 1 to PLAYER_RECT.Width do
7256 if (not StayOnStep(x*sx, 0)) and
7257 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7258 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7259 begin
7260 for xx := x to x+32 do
7261 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7262 begin
7263 Result := True;
7264 Exit;
7265 end;
7266 end;
7268 Result := False;
7269 end;
7271 function NearDeepHole(): Boolean;
7272 var
7273 x, sx, y: Integer;
7274 begin
7275 Result := False;
7277 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7278 y := 3;
7280 for x := 1 to PLAYER_RECT.Width do
7281 if (not StayOnStep(x*sx, 0)) and
7282 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7283 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7284 begin
7285 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7286 begin
7287 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7288 y := y+1;
7289 end;
7291 Result := True;
7292 end else Result := False;
7293 end;
7295 function OverDeepHole(): Boolean;
7296 var
7297 y: Integer;
7298 begin
7299 Result := False;
7301 y := 1;
7302 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7303 begin
7304 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7305 y := y+1;
7306 end;
7308 Result := True;
7309 end;
7311 function OnGround(): Boolean;
7312 begin
7313 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7314 end;
7316 function OnLadder(): Boolean;
7317 begin
7318 Result := FullInStep(0, 0);
7319 end;
7321 function BelowLadder(): Boolean;
7322 begin
7323 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7324 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7325 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7326 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7327 end;
7329 function BelowLiftUp(): Boolean;
7330 begin
7331 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7332 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7333 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7334 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7335 end;
7337 function OnTopLift(): Boolean;
7338 begin
7339 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7340 end;
7342 function CanJumpOver(): Boolean;
7343 var
7344 sx, y: Integer;
7345 begin
7346 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7348 Result := False;
7350 if not CollideLevel(sx, 0) then Exit;
7352 for y := 1 to BOT_MAXJUMP do
7353 if CollideLevel(0, -y) then Exit else
7354 if not CollideLevel(sx, -y) then
7355 begin
7356 Result := True;
7357 Exit;
7358 end;
7359 end;
7361 function CanJumpUp(Dist: ShortInt): Boolean;
7362 var
7363 y, yy: Integer;
7364 c: Boolean;
7365 begin
7366 Result := False;
7368 if CollideLevel(Dist, 0) then Exit;
7370 c := False;
7371 for y := 0 to BOT_MAXJUMP do
7372 if CollideLevel(Dist, -y) then
7373 begin
7374 c := True;
7375 Break;
7376 end;
7378 if not c then Exit;
7380 c := False;
7381 for yy := y+1 to BOT_MAXJUMP do
7382 if not CollideLevel(Dist, -yy) then
7383 begin
7384 c := True;
7385 Break;
7386 end;
7388 if not c then Exit;
7390 c := False;
7391 for y := 0 to BOT_MAXJUMP do
7392 if CollideLevel(0, -y) then
7393 begin
7394 c := True;
7395 Break;
7396 end;
7398 if c then Exit;
7400 if y < yy then Exit;
7402 Result := True;
7403 end;
7405 function IsSafeTrigger(): Boolean;
7406 var
7407 a: Integer;
7408 begin
7409 Result := True;
7410 if gTriggers = nil then
7411 Exit;
7412 for a := 0 to High(gTriggers) do
7413 if Collide(gTriggers[a].X,
7414 gTriggers[a].Y,
7415 gTriggers[a].Width,
7416 gTriggers[a].Height) and
7417 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7418 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7419 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7420 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7421 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7422 Result := False;
7423 end;
7425 begin
7426 // Âîçìîæíî, íàæèìàåì êíîïêó:
7427 if Rnd(16) and IsSafeTrigger() then
7428 PressKey(KEY_OPEN);
7430 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7431 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7432 begin
7433 ReleaseKey(KEY_LEFT);
7434 ReleaseKey(KEY_RIGHT);
7435 Jump();
7436 end;
7438 // Èäåì âëåâî, åñëè íàäî áûëî:
7439 if GetAIFlag('GOLEFT') <> '' then
7440 begin
7441 RemoveAIFlag('GOLEFT');
7442 if CanRunLeft() then
7443 GoLeft(360);
7444 end;
7446 // Èäåì âïðàâî, åñëè íàäî áûëî:
7447 if GetAIFlag('GORIGHT') <> '' then
7448 begin
7449 RemoveAIFlag('GORIGHT');
7450 if CanRunRight() then
7451 GoRight(360);
7452 end;
7454 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7455 if FObj.X < -32 then
7456 GoRight(360)
7457 else
7458 if FObj.X+32 > gMapInfo.Width then
7459 GoLeft(360);
7461 // Ïðûãàåì, åñëè íàäî áûëî:
7462 if GetAIFlag('NEEDJUMP') <> '' then
7463 begin
7464 Jump(0);
7465 RemoveAIFlag('NEEDJUMP');
7466 end;
7468 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7469 if GetAIFlag('NEEDSEEUP') <> '' then
7470 begin
7471 ReleaseKey(KEY_UP);
7472 ReleaseKey(KEY_DOWN);
7473 PressKey(KEY_UP, 20);
7474 RemoveAIFlag('NEEDSEEUP');
7475 end;
7477 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7478 if GetAIFlag('NEEDSEEDOWN') <> '' then
7479 begin
7480 ReleaseKey(KEY_UP);
7481 ReleaseKey(KEY_DOWN);
7482 PressKey(KEY_DOWN, 20);
7483 RemoveAIFlag('NEEDSEEDOWN');
7484 end;
7486 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7487 if GetAIFlag('GOINHOLE') <> '' then
7488 if not OnGround() then
7489 begin
7490 ReleaseKey(KEY_LEFT);
7491 ReleaseKey(KEY_RIGHT);
7492 RemoveAIFlag('GOINHOLE');
7493 SetAIFlag('FALLINHOLE', '1');
7494 end;
7496 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7497 if GetAIFlag('FALLINHOLE') <> '' then
7498 if OnGround() then
7499 RemoveAIFlag('FALLINHOLE');
7501 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7502 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7503 if GetAIFlag('FALLINHOLE') = '' then
7504 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7505 if Rnd(2) then
7506 GoLeft(360)
7507 else
7508 GoRight(360);
7510 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7511 if OnGround() and
7512 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7513 Rnd(8) then
7514 Jump();
7516 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7517 if OnGround() and NearHole() then
7518 if NearDeepHole() then // Åñëè ýòî áåçäíà
7519 case Random(6) of
7520 0..3: Turn(); // Áåæèì îáðàòíî
7521 4: Jump(); // Ïðûãàåì
7522 5: begin // Ïðûãàåì îáðàòíî
7523 Turn();
7524 Jump();
7525 end;
7526 end
7527 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7528 if GetAIFlag('GOINHOLE') = '' then
7529 case Random(6) of
7530 0: Turn(); // Íå íóæíî òóäà
7531 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7532 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7533 if BorderHole() then
7534 SetAIFlag('GOINHOLE', '1');
7535 end;
7537 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7538 if (not CanRun()) and OnGround() then
7539 begin
7540 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7541 if CanJumpOver() or OnLadder() then
7542 Jump()
7543 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7544 if Random(2) = 0 then
7545 begin
7546 if IsSafeTrigger() then
7547 PressKey(KEY_OPEN);
7548 end else
7549 Turn();
7550 end;
7552 // Îñòàëîñü ìàëî âîçäóõà:
7553 if FAir < 36 * 2 then
7554 Jump(20);
7556 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7557 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7558 if BodyInAcid(0, 0) then
7559 Jump();
7560 end;
7562 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7563 begin
7564 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7565 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7566 end;
7568 {function TBot.NeedItem(Item: Byte): Byte;
7569 begin
7570 Result := 4;
7571 end;}
7573 procedure TBot.SelectWeapon(Dist: Integer);
7574 var
7575 a: Integer;
7577 function HaveAmmo(weapon: Byte): Boolean;
7578 begin
7579 case weapon of
7580 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7581 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7582 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7583 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7584 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7585 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7586 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7587 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7588 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7589 else Result := True;
7590 end;
7591 end;
7593 begin
7594 if Dist = -1 then Dist := BOT_LONGDIST;
7596 if Dist > BOT_LONGDIST then
7597 begin // Äàëüíèé áîé
7598 for a := 0 to 9 do
7599 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7600 begin
7601 FSelectedWeapon := FDifficult.WeaponPrior[a];
7602 Break;
7603 end;
7604 end
7605 else //if Dist > BOT_UNSAFEDIST then
7606 begin // Áëèæíèé áîé
7607 for a := 0 to 9 do
7608 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7609 begin
7610 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7611 Break;
7612 end;
7613 end;
7614 { else
7615 begin
7616 for a := 0 to 9 do
7617 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7618 begin
7619 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7620 Break;
7621 end;
7622 end;}
7623 end;
7625 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7626 begin
7627 Result := inherited PickItem(ItemType, force, remove);
7629 if Result then SetAIFlag('SELECTWEAPON', '1');
7630 end;
7632 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7633 begin
7634 Result := inherited Heal(value, Soft);
7635 end;
7637 function TBot.Healthy(): Byte;
7638 begin
7639 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7640 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7641 else if (FHealth > 50) then Result := 2
7642 else if (FHealth > 20) then Result := 1
7643 else Result := 0;
7644 end;
7646 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7647 begin
7648 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7649 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7650 end;
7652 procedure TBot.OnDamage(Angle: SmallInt);
7653 var
7654 pla: TPlayer;
7655 mon: TMonster;
7656 ok: Boolean;
7657 begin
7658 inherited;
7660 if (Angle = 0) or (Angle = 180) then
7661 begin
7662 ok := False;
7663 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7664 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7665 begin // Èãðîê
7666 pla := g_Player_Get(FLastSpawnerUID);
7667 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7668 pla.FObj.Y + PLAYER_RECT.Y);
7669 end
7670 else
7671 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7672 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7673 begin // Ìîíñòð
7674 mon := g_Monsters_ByUID(FLastSpawnerUID);
7675 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7676 mon.Obj.Y + mon.Obj.Rect.Y);
7677 end;
7679 if ok then
7680 if Angle = 0 then
7681 SetAIFlag('ATTACKLEFT', '1')
7682 else
7683 SetAIFlag('ATTACKRIGHT', '1');
7684 end;
7685 end;
7687 function TBot.RunDirection(): TDirection;
7688 begin
7689 if Abs(Vel.X) >= 1 then
7690 begin
7691 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7692 end else
7693 Result := FDirection;
7694 end;
7696 function TBot.GetRnd(a: Byte): Boolean;
7697 begin
7698 if a = 0 then Result := False
7699 else if a = 255 then Result := True
7700 else Result := Random(256) > 255-a;
7701 end;
7703 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7704 begin
7705 Result := Round((255-a)/255*radius*(Random(2)-1));
7706 end;
7709 procedure TDifficult.save (st: TStream);
7710 begin
7711 utils.writeInt(st, Byte(DiagFire));
7712 utils.writeInt(st, Byte(InvisFire));
7713 utils.writeInt(st, Byte(DiagPrecision));
7714 utils.writeInt(st, Byte(FlyPrecision));
7715 utils.writeInt(st, Byte(Cover));
7716 utils.writeInt(st, Byte(CloseJump));
7717 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7718 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7719 end;
7721 procedure TDifficult.load (st: TStream);
7722 begin
7723 DiagFire := utils.readByte(st);
7724 InvisFire := utils.readByte(st);
7725 DiagPrecision := utils.readByte(st);
7726 FlyPrecision := utils.readByte(st);
7727 Cover := utils.readByte(st);
7728 CloseJump := utils.readByte(st);
7729 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7730 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7731 end;
7734 procedure TBot.SaveState (st: TStream);
7735 var
7736 i: Integer;
7737 dw: Integer;
7738 begin
7739 inherited SaveState(st);
7740 utils.writeSign(st, 'BOT0');
7741 // Âûáðàííîå îðóæèå
7742 utils.writeInt(st, Byte(FSelectedWeapon));
7743 // UID öåëè
7744 utils.writeInt(st, Word(FTargetUID));
7745 // Âðåìÿ ïîòåðè öåëè
7746 utils.writeInt(st, LongWord(FLastVisible));
7747 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7748 dw := Length(FAIFlags);
7749 utils.writeInt(st, LongInt(dw));
7750 // Ôëàãè ÈÈ
7751 for i := 0 to dw-1 do
7752 begin
7753 utils.writeStr(st, FAIFlags[i].Name, 20);
7754 utils.writeStr(st, FAIFlags[i].Value, 20);
7755 end;
7756 // Íàñòðîéêè ñëîæíîñòè
7757 FDifficult.save(st);
7758 end;
7761 procedure TBot.LoadState (st: TStream);
7762 var
7763 i: Integer;
7764 dw: Integer;
7765 begin
7766 inherited LoadState(st);
7767 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7768 // Âûáðàííîå îðóæèå
7769 FSelectedWeapon := utils.readByte(st);
7770 // UID öåëè
7771 FTargetUID := utils.readWord(st);
7772 // Âðåìÿ ïîòåðè öåëè
7773 FLastVisible := utils.readLongWord(st);
7774 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7775 dw := utils.readLongInt(st);
7776 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7777 SetLength(FAIFlags, dw);
7778 // Ôëàãè ÈÈ
7779 for i := 0 to dw-1 do
7780 begin
7781 FAIFlags[i].Name := utils.readStr(st, 20);
7782 FAIFlags[i].Value := utils.readStr(st, 20);
7783 end;
7784 // Íàñòðîéêè ñëîæíîñòè
7785 FDifficult.load(st);
7786 end;
7789 begin
7790 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7791 end.