DEADSOFTWARE

Player: Fix weapon cycling bitmask
[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 public
235 FDamageBuffer: Integer;
237 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
238 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
239 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
240 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
241 FBerserk: Integer;
242 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
243 FReloading: Array [WP_FIRST..WP_LAST] of Word;
244 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
245 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
246 FColor: TRGB;
247 FPreferredTeam: Byte;
248 FSpectator: Boolean;
249 FNoRespawn: Boolean;
250 FWantsInGame: Boolean;
251 FGhost: Boolean;
252 FPhysics: Boolean;
253 FJetpack: Boolean;
254 FActualModelName: string;
255 FClientID: SmallInt;
256 FPing: Word;
257 FLoss: Byte;
258 FDummy: Boolean;
259 FFireTime: Integer;
261 // debug: viewport offset
262 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
264 function isValidViewPort (): Boolean; inline;
266 constructor Create(); virtual;
267 destructor Destroy(); override;
268 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
269 function GetRespawnPoint(): Byte;
270 procedure PressKey(Key: Byte; Time: Word = 1);
271 procedure ReleaseKeys();
272 procedure SetModel(ModelName: String);
273 procedure SetColor(Color: TRGB);
274 procedure SetWeapon(W: Byte);
275 function IsKeyPressed(K: Byte): Boolean;
276 function GetKeys(): Byte;
277 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
278 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
279 function Collide(Panel: TPanel): Boolean; overload;
280 function Collide(X, Y: Integer): Boolean; overload;
281 procedure SetDirection(Direction: TDirection);
282 procedure GetSecret();
283 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
284 procedure Touch();
285 procedure Push(vx, vy: Integer);
286 procedure ChangeModel(ModelName: String);
287 procedure SwitchTeam;
288 procedure ChangeTeam(Team: Byte);
289 procedure BFGHit();
290 function GetFlag(Flag: Byte): Boolean;
291 procedure SetFlag(Flag: Byte);
292 function DropFlag(): Boolean;
293 procedure AllRulez(Health: Boolean);
294 procedure RestoreHealthArmor();
295 procedure FragCombo();
296 procedure GiveItem(ItemType: Byte);
297 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
298 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
299 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
300 procedure MakeBloodSimple(Count: Word);
301 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
302 procedure Reset(Force: Boolean);
303 procedure Spectate(NoMove: Boolean = False);
304 procedure SwitchNoClip;
305 procedure SoftReset();
306 procedure Draw(); virtual;
307 procedure DrawPain();
308 procedure DrawPickup();
309 procedure DrawRulez();
310 procedure DrawAim();
311 procedure DrawBubble();
312 procedure DrawGUI();
313 procedure Update(); virtual;
314 procedure RememberState();
315 procedure RecallState();
316 procedure SaveState (st: TStream); virtual;
317 procedure LoadState (st: TStream); virtual;
318 procedure PauseSounds(Enable: Boolean);
319 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
320 procedure DoLerp(Level: Integer = 2);
321 procedure SetLerp(XTo, YTo: Integer);
322 procedure QueueWeaponSwitch(Weapon: Byte);
323 procedure RealizeCurrentWeapon();
324 procedure JetpackOn;
325 procedure JetpackOff;
326 procedure CatchFire(Attacker: Word);
328 //WARNING! this does nothing for now, but still call it!
329 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
331 procedure getMapBox (out x, y, w, h: Integer); inline;
332 procedure moveBy (dx, dy: Integer); inline;
334 public
335 property Vel: TPoint2i read FObj.Vel;
336 property Obj: TObj read FObj;
338 property Name: String read FName write FName;
339 property Model: TPlayerModel read FModel;
340 property Health: Integer read FHealth write FHealth;
341 property Lives: Byte read FLives write FLives;
342 property Armor: Integer read FArmor write FArmor;
343 property Air: Integer read FAir write FAir;
344 property JetFuel: Integer read FJetFuel write FJetFuel;
345 property Frags: Integer read FFrags write FFrags;
346 property Death: Integer read FDeath write FDeath;
347 property Kills: Integer read FKills write FKills;
348 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
349 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
350 property Secrets: Integer read FSecrets;
351 property GodMode: Boolean read FGodMode write FGodMode;
352 property NoTarget: Boolean read FNoTarget write FNoTarget;
353 property NoReload: Boolean read FNoReload write FNoReload;
354 property alive: Boolean read FAlive write FAlive;
355 property Flag: Byte read FFlag;
356 property Team: Byte read FTeam write FTeam;
357 property Direction: TDirection read FDirection;
358 property GameX: Integer read FObj.X write FObj.X;
359 property GameY: Integer read FObj.Y write FObj.Y;
360 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
361 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
362 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
363 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
364 property IncCam: Integer read FIncCam write FIncCam;
365 property UID: Word read FUID write FUID;
366 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
367 property NetTime: LongWord read FNetTime write FNetTime;
369 published
370 property eName: String read FName write FName;
371 property eHealth: Integer read FHealth write FHealth;
372 property eLives: Byte read FLives write FLives;
373 property eArmor: Integer read FArmor write FArmor;
374 property eAir: Integer read FAir write FAir;
375 property eJetFuel: Integer read FJetFuel write FJetFuel;
376 property eFrags: Integer read FFrags write FFrags;
377 property eDeath: Integer read FDeath write FDeath;
378 property eKills: Integer read FKills write FKills;
379 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
380 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
381 property eSecrets: Integer read FSecrets write FSecrets;
382 property eGodMode: Boolean read FGodMode write FGodMode;
383 property eNoTarget: Boolean read FNoTarget write FNoTarget;
384 property eNoReload: Boolean read FNoReload write FNoReload;
385 property eAlive: Boolean read FAlive write FAlive;
386 property eFlag: Byte read FFlag;
387 property eTeam: Byte read FTeam write FTeam;
388 property eDirection: TDirection read FDirection;
389 property eGameX: Integer read FObj.X write FObj.X;
390 property eGameY: Integer read FObj.Y write FObj.Y;
391 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
392 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
393 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
394 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
395 property eIncCam: Integer read FIncCam write FIncCam;
396 property eUID: Word read FUID;
397 property eJustTeleported: Boolean read FJustTeleported;
398 property eNetTime: LongWord read FNetTime;
400 // set this before assigning something to `eDamage`
401 property eDamageType: Integer read mEDamageType write mEDamageType;
402 property eDamage: Integer write doDamage;
403 end;
405 TDifficult = record
406 public
407 DiagFire: Byte;
408 InvisFire: Byte;
409 DiagPrecision: Byte;
410 FlyPrecision: Byte;
411 Cover: Byte;
412 CloseJump: Byte;
413 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
414 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
415 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
417 public
418 procedure save (st: TStream);
419 procedure load (st: TStream);
420 end;
422 TAIFlag = record
423 Name: String;
424 Value: String;
425 end;
427 TBot = class(TPlayer)
428 private
429 FSelectedWeapon: Byte;
430 FTargetUID: Word;
431 FLastVisible: DWORD;
432 FAIFlags: Array of TAIFlag;
433 FDifficult: TDifficult;
435 function GetRnd(a: Byte): Boolean;
436 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
437 function RunDirection(): TDirection;
438 function FullInStep(XInc, YInc: Integer): Boolean;
439 //function NeedItem(Item: Byte): Byte;
440 procedure SelectWeapon(Dist: Integer);
441 procedure SetAIFlag(aName, fValue: String20);
442 function GetAIFlag(aName: String20): String20;
443 procedure RemoveAIFlag(aName: String20);
444 function Healthy(): Byte;
445 procedure UpdateMove();
446 procedure UpdateCombat();
447 function KeyPressed(Key: Word): Boolean;
448 procedure ReleaseKey(Key: Byte);
449 function TargetOnScreen(TX, TY: Integer): Boolean;
450 procedure OnDamage(Angle: SmallInt); override;
452 public
453 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
454 constructor Create(); override;
455 destructor Destroy(); override;
456 procedure Draw(); override;
457 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
458 function Heal(value: Word; Soft: Boolean): Boolean; override;
459 procedure Update(); override;
460 procedure SaveState (st: TStream); override;
461 procedure LoadState (st: TStream); override;
462 end;
464 PGib = ^TGib;
465 TGib = record
466 alive: Boolean;
467 ID: DWORD;
468 MaskID: DWORD;
469 RAngle: Integer;
470 Color: TRGB;
471 Obj: TObj;
473 procedure getMapBox (out x, y, w, h: Integer); inline;
474 procedure moveBy (dx, dy: Integer); inline;
476 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
477 end;
480 PShell = ^TShell;
481 TShell = record
482 SpriteID: DWORD;
483 alive: Boolean;
484 SType: Byte;
485 RAngle: Integer;
486 Timeout: Cardinal;
487 CX, CY: Integer;
488 Obj: TObj;
490 procedure getMapBox (out x, y, w, h: Integer); inline;
491 procedure moveBy (dx, dy: Integer); inline;
493 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
494 end;
496 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
497 private
498 FModelName: String;
499 FMess: Boolean;
500 FState: Byte;
501 FDamage: Byte;
502 FColor: TRGB;
503 FObj: TObj;
504 FAnimation: TAnimation;
505 FAnimationMask: TAnimation;
507 public
508 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
509 destructor Destroy(); override;
510 procedure Damage(Value: Word; vx, vy: Integer);
511 procedure Update();
512 procedure Draw();
513 procedure SaveState (st: TStream);
514 procedure LoadState (st: TStream);
516 procedure getMapBox (out x, y, w, h: Integer); inline;
517 procedure moveBy (dx, dy: Integer); inline;
519 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
521 function ObjPtr (): PObj; inline;
523 property Obj: TObj read FObj; // copies object
524 property State: Byte read FState;
525 property Mess: Boolean read FMess;
526 end;
528 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
529 record
530 Goals: SmallInt;
531 end;
533 var
534 gPlayers: Array of TPlayer;
535 gCorpses: Array of TCorpse;
536 gGibs: Array of TGib;
537 gShells: Array of TShell;
538 gTeamStat: TTeamStat;
539 gFly: Boolean = False;
540 gAimLine: Boolean = False;
541 gChatBubble: Byte = 0;
542 gNumBots: Word = 0;
543 gLMSPID1: Word = 0;
544 gLMSPID2: Word = 0;
545 MAX_RUNVEL: Integer = 8;
546 VEL_JUMP: Integer = 10;
547 SHELL_TIMEOUT: Cardinal = 60000;
549 function Lerp(X, Y, Factor: Integer): Integer;
551 procedure g_Gibs_SetMax(Count: Word);
552 function g_Gibs_GetMax(): Word;
553 procedure g_Corpses_SetMax(Count: Word);
554 function g_Corpses_GetMax(): Word;
555 procedure g_Shells_SetMax(Count: Word);
556 function g_Shells_GetMax(): Word;
558 procedure g_Player_Init();
559 procedure g_Player_Free();
560 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
561 function g_Player_CreateFromState (st: TStream): Word;
562 procedure g_Player_Remove(UID: Word);
563 procedure g_Player_ResetTeams();
564 procedure g_Player_UpdateAll();
565 procedure g_Player_DrawAll();
566 procedure g_Player_DrawDebug(p: TPlayer);
567 procedure g_Player_DrawHealth();
568 procedure g_Player_RememberAll();
569 procedure g_Player_ResetAll(Force, Silent: Boolean);
570 function g_Player_Get(UID: Word): TPlayer;
571 function g_Player_GetCount(): Byte;
572 function g_Player_GetStats(): TPlayerStatArray;
573 function g_Player_ValidName(Name: String): Boolean;
574 procedure g_Player_CreateCorpse(Player: TPlayer);
575 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
576 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
577 procedure g_Player_UpdatePhysicalObjects();
578 procedure g_Player_DrawCorpses();
579 procedure g_Player_DrawShells();
580 procedure g_Player_RemoveAllCorpses();
581 procedure g_Player_Corpses_SaveState (st: TStream);
582 procedure g_Player_Corpses_LoadState (st: TStream);
583 procedure g_Bot_Add(Team, Difficult: Byte);
584 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
585 procedure g_Bot_MixNames();
586 procedure g_Bot_RemoveAll();
588 implementation
590 uses
591 {$INCLUDE ../nogl/noGLuses.inc}
592 {$IFDEF ENABLE_HOLMES}
593 g_holmes,
594 {$ENDIF}
595 e_log, g_map, g_items, g_console, g_gfx, Math,
596 g_options, g_triggers, g_menu, g_game, g_grid,
597 wadreader, g_main, g_monsters, CONFIG, g_language,
598 g_net, g_netmsg, g_window,
599 utils, xstreams;
601 const PLR_SAVE_VERSION = 0;
603 type
604 TBotProfile = record
605 name: ShortString;
606 model: ShortString;
607 team: Byte;
608 color: TRGB;
609 diag_fire: Byte;
610 invis_fire: Byte;
611 diag_precision: Byte;
612 fly_precision: Byte;
613 cover: Byte;
614 close_jump: Byte;
615 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
616 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
617 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
618 end;
620 const
621 TIME_RESPAWN1 = 1500;
622 TIME_RESPAWN2 = 2000;
623 TIME_RESPAWN3 = 3000;
624 AIR_DEF = 360;
625 AIR_MAX = 1091;
626 JET_MAX = 540; // ~30 sec
627 PLAYER_SUIT_TIME = 30000;
628 PLAYER_INVUL_TIME = 30000;
629 PLAYER_INVIS_TIME = 35000;
630 FRAG_COMBO_TIME = 3000;
631 VEL_SW = 4;
632 VEL_FLY = 6;
633 ANGLE_RIGHTUP = 55;
634 ANGLE_RIGHTDOWN = -35;
635 ANGLE_LEFTUP = 125;
636 ANGLE_LEFTDOWN = -145;
637 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
638 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
639 BOT_MAXJUMP = 84;
640 BOT_LONGDIST = 300;
641 BOT_UNSAFEDIST = 128;
642 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
643 (R:0; G:0; B:255));
644 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
645 FlyPrecision: 32; Cover: 32; CloseJump: 32;
646 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
647 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
648 FlyPrecision: 127; Cover: 127; CloseJump: 127;
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_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
651 FlyPrecision: 255; Cover: 255; CloseJump: 255;
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 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
654 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
655 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
656 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
657 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
658 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
659 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
660 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
661 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
662 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
663 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
664 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
665 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
666 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
667 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
668 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
669 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
671 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
672 CORPSE_SIGNATURE = $50524F43; // 'CORP'
674 BOTNAMES_FILENAME = 'botnames.txt';
675 BOTLIST_FILENAME = 'botlist.txt';
677 var
678 MaxGibs: Word = 150;
679 MaxCorpses: Word = 20;
680 MaxShells: Word = 300;
681 CurrentGib: Integer = 0;
682 CurrentShell: Integer = 0;
683 BotNames: Array of String;
684 BotList: Array of TBotProfile;
687 function Lerp(X, Y, Factor: Integer): Integer;
688 begin
689 Result := X + ((Y - X) div Factor);
690 end;
692 function SameTeam(UID1, UID2: Word): Boolean;
693 begin
694 Result := False;
696 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
697 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
699 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
701 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
702 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
704 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
705 end;
707 procedure g_Gibs_SetMax(Count: Word);
708 begin
709 MaxGibs := Count;
710 SetLength(gGibs, Count);
712 if CurrentGib >= Count then
713 CurrentGib := 0;
714 end;
716 function g_Gibs_GetMax(): Word;
717 begin
718 Result := MaxGibs;
719 end;
721 procedure g_Shells_SetMax(Count: Word);
722 begin
723 MaxShells := Count;
724 SetLength(gShells, Count);
726 if CurrentShell >= Count then
727 CurrentShell := 0;
728 end;
730 function g_Shells_GetMax(): Word;
731 begin
732 Result := MaxShells;
733 end;
736 procedure g_Corpses_SetMax(Count: Word);
737 begin
738 MaxCorpses := Count;
739 SetLength(gCorpses, Count);
740 end;
742 function g_Corpses_GetMax(): Word;
743 begin
744 Result := MaxCorpses;
745 end;
747 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
748 var
749 a: Integer;
750 ok: Boolean;
751 begin
752 Result := 0;
754 ok := False;
755 a := 0;
757 // Åñòü ëè ìåñòî â gPlayers:
758 if gPlayers <> nil then
759 for a := 0 to High(gPlayers) do
760 if gPlayers[a] = nil then
761 begin
762 ok := True;
763 Break;
764 end;
766 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
767 if not ok then
768 begin
769 SetLength(gPlayers, Length(gPlayers)+1);
770 a := High(gPlayers);
771 end;
773 // Ñîçäàåì îáúåêò èãðîêà:
774 if Bot then
775 gPlayers[a] := TBot.Create()
776 else
777 gPlayers[a] := TPlayer.Create();
780 gPlayers[a].FActualModelName := ModelName;
781 gPlayers[a].SetModel(ModelName);
783 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
784 if gPlayers[a].FModel = nil then
785 begin
786 gPlayers[a].Free();
787 gPlayers[a] := nil;
788 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
789 Exit;
790 end;
792 if not (Team in [TEAM_RED, TEAM_BLUE]) then
793 if Random(2) = 0 then
794 Team := TEAM_RED
795 else
796 Team := TEAM_BLUE;
797 gPlayers[a].FPreferredTeam := Team;
799 case gGameSettings.GameMode of
800 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
801 GM_TDM,
802 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
803 GM_SINGLE,
804 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
805 end;
807 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
808 gPlayers[a].FColor := Color;
809 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
810 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
811 else
812 gPlayers[a].FModel.Color := Color;
814 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
815 gPlayers[a].FAlive := False;
817 Result := gPlayers[a].FUID;
818 end;
820 function g_Player_CreateFromState (st: TStream): Word;
821 var
822 a, i: Integer;
823 ok, Bot: Boolean;
824 b: Byte;
825 begin
826 result := 0;
827 if (st = nil) then exit; //???
829 // Ñèãíàòóðà èãðîêà
830 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
831 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
833 // Áîò èëè ÷åëîâåê:
834 Bot := utils.readBool(st);
836 ok := false;
837 a := 0;
839 // Åñòü ëè ìåñòî â gPlayers:
840 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
842 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
843 if not ok then
844 begin
845 SetLength(gPlayers, Length(gPlayers)+1);
846 a := High(gPlayers);
847 end;
849 // Ñîçäàåì îáúåêò èãðîêà
850 if Bot then
851 gPlayers[a] := TBot.Create()
852 else
853 gPlayers[a] := TPlayer.Create();
854 gPlayers[a].FIamBot := Bot;
855 gPlayers[a].FPhysics := True;
857 // UID èãðîêà
858 gPlayers[a].FUID := utils.readWord(st);
859 // Èìÿ èãðîêà
860 gPlayers[a].FName := utils.readStr(st);
861 // Êîìàíäà
862 gPlayers[a].FTeam := utils.readByte(st);
863 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
864 // Æèâ ëè
865 gPlayers[a].FAlive := utils.readBool(st);
866 // Èçðàñõîäîâàë ëè âñå æèçíè
867 gPlayers[a].FNoRespawn := utils.readBool(st);
868 // Íàïðàâëåíèå
869 b := utils.readByte(st);
870 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
871 // Çäîðîâüå
872 gPlayers[a].FHealth := utils.readLongInt(st);
873 // Æèçíè
874 gPlayers[a].FLives := utils.readByte(st);
875 // Áðîíÿ
876 gPlayers[a].FArmor := utils.readLongInt(st);
877 // Çàïàñ âîçäóõà
878 gPlayers[a].FAir := utils.readLongInt(st);
879 // Çàïàñ ãîðþ÷åãî
880 gPlayers[a].FJetFuel := utils.readLongInt(st);
881 // Áîëü
882 gPlayers[a].FPain := utils.readLongInt(st);
883 // Óáèë
884 gPlayers[a].FKills := utils.readLongInt(st);
885 // Óáèë ìîíñòðîâ
886 gPlayers[a].FMonsterKills := utils.readLongInt(st);
887 // Ôðàãîâ
888 gPlayers[a].FFrags := utils.readLongInt(st);
889 // Ôðàãîâ ïîäðÿä
890 gPlayers[a].FFragCombo := utils.readByte(st);
891 // Âðåìÿ ïîñëåäíåãî ôðàãà
892 gPlayers[a].FLastFrag := utils.readLongWord(st);
893 // Ñìåðòåé
894 gPlayers[a].FDeath := utils.readLongInt(st);
895 // Êàêîé ôëàã íåñåò
896 gPlayers[a].FFlag := utils.readByte(st);
897 // Íàøåë ñåêðåòîâ
898 gPlayers[a].FSecrets := utils.readLongInt(st);
899 // Òåêóùåå îðóæèå
900 gPlayers[a].FCurrWeap := utils.readByte(st);
901 // Ñëåäóþùåå æåëàåìîå îðóæèå
902 gPlayers[a].FNextWeap := utils.readWord(st);
903 // ...è ïàóçà
904 gPlayers[a].FNextWeapDelay := utils.readByte(st);
905 // Âðåìÿ çàðÿäêè BFG
906 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
907 // Áóôåð óðîíà
908 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
909 // Ïîñëåäíèé óäàðèâøèé
910 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
911 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
912 gPlayers[a].FLastHit := utils.readByte(st);
913 // Îáúåêò èãðîêà:
914 Obj_LoadState(@gPlayers[a].FObj, st);
915 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
916 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
917 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
918 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
919 // Íàëè÷èå îðóæèÿ
920 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
921 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
922 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
923 // Íàëè÷èå ðþêçàêà
924 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
925 // Íàëè÷èå êðàñíîãî êëþ÷à
926 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
927 // Íàëè÷èå çåëåíîãî êëþ÷à
928 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
929 // Íàëè÷èå ñèíåãî êëþ÷à
930 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
931 // Íàëè÷èå áåðñåðêà
932 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
933 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
934 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
935 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
936 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
938 // Íàçâàíèå ìîäåëè:
939 gPlayers[a].FActualModelName := utils.readStr(st);
940 // Öâåò ìîäåëè
941 gPlayers[a].FColor.R := utils.readByte(st);
942 gPlayers[a].FColor.G := utils.readByte(st);
943 gPlayers[a].FColor.B := utils.readByte(st);
944 // Îáíîâëÿåì ìîäåëü èãðîêà
945 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
947 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
948 if (gPlayers[a].FModel = nil) then
949 begin
950 gPlayers[a].Free();
951 gPlayers[a] := nil;
952 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
953 exit;
954 end;
956 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
957 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
958 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
959 else
960 gPlayers[a].FModel.Color := gPlayers[a].FColor;
962 result := gPlayers[a].FUID;
963 end;
966 procedure g_Player_ResetTeams();
967 var
968 a: Integer;
969 begin
970 if g_Game_IsClient then
971 Exit;
972 if gPlayers = nil then
973 Exit;
974 for a := Low(gPlayers) to High(gPlayers) do
975 if gPlayers[a] <> nil then
976 case gGameSettings.GameMode of
977 GM_DM:
978 gPlayers[a].ChangeTeam(TEAM_NONE);
979 GM_TDM, GM_CTF:
980 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
981 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
982 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
983 else
984 if a mod 2 = 0 then
985 gPlayers[a].ChangeTeam(TEAM_RED)
986 else
987 gPlayers[a].ChangeTeam(TEAM_BLUE);
988 GM_SINGLE,
989 GM_COOP:
990 gPlayers[a].ChangeTeam(TEAM_COOP);
991 end;
992 end;
994 procedure g_Bot_Add(Team, Difficult: Byte);
995 var
996 m: SSArray;
997 _name, _model: String;
998 a, tr, tb: Integer;
999 begin
1000 if not g_Game_IsServer then Exit;
1002 // Ñïèñîê íàçâàíèé ìîäåëåé:
1003 m := g_PlayerModel_GetNames();
1004 if m = nil then
1005 Exit;
1007 // Êîìàíäà:
1008 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1009 Team := TEAM_COOP // COOP
1010 else
1011 if gGameSettings.GameMode = GM_DM then
1012 Team := TEAM_NONE // DM
1013 else
1014 if Team = TEAM_NONE then // CTF / TDM
1015 begin
1016 // Àâòîáàëàíñ êîìàíä:
1017 tr := 0;
1018 tb := 0;
1020 for a := 0 to High(gPlayers) do
1021 if gPlayers[a] <> nil then
1022 begin
1023 if gPlayers[a].Team = TEAM_RED then
1024 Inc(tr)
1025 else
1026 if gPlayers[a].Team = TEAM_BLUE then
1027 Inc(tb);
1028 end;
1030 if tr > tb then
1031 Team := TEAM_BLUE
1032 else
1033 if tb > tr then
1034 Team := TEAM_RED
1035 else // tr = tb
1036 if Random(2) = 0 then
1037 Team := TEAM_RED
1038 else
1039 Team := TEAM_BLUE;
1040 end;
1042 // Âûáèðàåì áîòó èìÿ:
1043 _name := '';
1044 if BotNames <> nil then
1045 for a := 0 to High(BotNames) do
1046 if g_Player_ValidName(BotNames[a]) then
1047 begin
1048 _name := BotNames[a];
1049 Break;
1050 end;
1052 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1053 if _name = '' then
1054 repeat
1055 _name := Format('DFBOT%.2d', [Random(100)]);
1056 until g_Player_ValidName(_name);
1058 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1059 _model := m[Random(Length(m))];
1061 // Ñîçäàåì áîòà:
1062 with g_Player_Get(g_Player_Create(_model,
1063 _RGB(Min(Random(9)*32, 255),
1064 Min(Random(9)*32, 255),
1065 Min(Random(9)*32, 255)),
1066 Team, True)) as TBot do
1067 begin
1068 Name := _name;
1070 case Difficult of
1071 1: FDifficult := DIFFICULT_EASY;
1072 2: FDifficult := DIFFICULT_MEDIUM;
1073 else FDifficult := DIFFICULT_HARD;
1074 end;
1076 for a := WP_FIRST to WP_LAST do
1077 begin
1078 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1079 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1080 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1081 end;
1083 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1085 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1086 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1087 Spectate();
1088 end;
1089 end;
1091 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1092 var
1093 m: SSArray;
1094 _name, _model: String;
1095 a: Integer;
1096 begin
1097 if not g_Game_IsServer then Exit;
1099 // Ñïèñîê íàçâàíèé ìîäåëåé:
1100 m := g_PlayerModel_GetNames();
1101 if m = nil then
1102 Exit;
1104 // Êîìàíäà:
1105 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1106 Team := TEAM_COOP // COOP
1107 else
1108 if gGameSettings.GameMode = GM_DM then
1109 Team := TEAM_NONE // DM
1110 else
1111 if Team = TEAM_NONE then
1112 Team := BotList[num].team; // CTF / TDM
1114 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1115 lName := AnsiLowerCase(lName);
1116 if (num < 0) or (num > Length(BotList)-1) then
1117 num := -1;
1118 if (num = -1) and (lName <> '') and (BotList <> nil) then
1119 for a := 0 to High(BotList) do
1120 if AnsiLowerCase(BotList[a].name) = lName then
1121 begin
1122 num := a;
1123 Break;
1124 end;
1125 if num = -1 then
1126 Exit;
1128 // Èìÿ áîòà:
1129 _name := BotList[num].name;
1130 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1131 if not g_Player_ValidName(_name) then
1132 repeat
1133 _name := Format('DFBOT%.2d', [Random(100)]);
1134 until g_Player_ValidName(_name);
1136 // Ìîäåëü:
1137 _model := BotList[num].model;
1138 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1139 if not InSArray(_model, m) then
1140 _model := m[Random(Length(m))];
1142 // Ñîçäàåì áîòà:
1143 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1144 begin
1145 Name := _name;
1147 FDifficult.DiagFire := BotList[num].diag_fire;
1148 FDifficult.InvisFire := BotList[num].invis_fire;
1149 FDifficult.DiagPrecision := BotList[num].diag_precision;
1150 FDifficult.FlyPrecision := BotList[num].fly_precision;
1151 FDifficult.Cover := BotList[num].cover;
1152 FDifficult.CloseJump := BotList[num].close_jump;
1154 for a := WP_FIRST to WP_LAST do
1155 begin
1156 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1157 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1158 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1159 end;
1161 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1163 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1164 end;
1165 end;
1167 procedure g_Bot_RemoveAll();
1168 var
1169 a: Integer;
1170 begin
1171 if not g_Game_IsServer then Exit;
1172 if gPlayers = nil then Exit;
1174 for a := 0 to High(gPlayers) do
1175 if gPlayers[a] <> nil then
1176 if gPlayers[a] is TBot then
1177 begin
1178 gPlayers[a].Lives := 0;
1179 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1180 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1181 g_Player_Remove(gPlayers[a].FUID);
1182 end;
1184 g_Bot_MixNames();
1185 end;
1187 procedure g_Bot_MixNames();
1188 var
1189 s: String;
1190 a, b: Integer;
1191 begin
1192 if BotNames <> nil then
1193 for a := 0 to High(BotNames) do
1194 begin
1195 b := Random(Length(BotNames));
1196 s := BotNames[a];
1197 Botnames[a] := BotNames[b];
1198 BotNames[b] := s;
1199 end;
1200 end;
1202 procedure g_Player_Remove(UID: Word);
1203 var
1204 i: Integer;
1205 begin
1206 if gPlayers = nil then Exit;
1208 if g_Game_IsServer and g_Game_IsNet then
1209 MH_SEND_PlayerDelete(UID);
1211 for i := 0 to High(gPlayers) do
1212 if gPlayers[i] <> nil then
1213 if gPlayers[i].FUID = UID then
1214 begin
1215 if gPlayers[i] is TPlayer then
1216 TPlayer(gPlayers[i]).Free()
1217 else
1218 TBot(gPlayers[i]).Free();
1219 gPlayers[i] := nil;
1220 Exit;
1221 end;
1222 end;
1224 procedure g_Player_Init();
1225 var
1226 F: TextFile;
1227 s: String;
1228 a, b: Integer;
1229 config: TConfig;
1230 sa: SSArray;
1231 begin
1232 BotNames := nil;
1234 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1235 Exit;
1237 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1238 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1239 Reset(F);
1241 while not EOF(F) do
1242 begin
1243 ReadLn(F, s);
1245 s := Trim(s);
1246 if s = '' then
1247 Continue;
1249 SetLength(BotNames, Length(BotNames)+1);
1250 BotNames[High(BotNames)] := s;
1251 end;
1253 CloseFile(F);
1255 // Ïåðåìåøèâàåì èõ:
1256 g_Bot_MixNames();
1258 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1259 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1260 BotList := nil;
1261 a := 0;
1263 while config.SectionExists(IntToStr(a)) do
1264 begin
1265 SetLength(BotList, Length(BotList)+1);
1267 with BotList[High(BotList)] do
1268 begin
1269 // Èìÿ áîòà:
1270 name := config.ReadStr(IntToStr(a), 'name', '');
1271 // Ìîäåëü:
1272 model := config.ReadStr(IntToStr(a), 'model', '');
1273 // Êîìàíäà:
1274 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1275 team := TEAM_RED
1276 else
1277 team := TEAM_BLUE;
1278 // Öâåò ìîäåëè:
1279 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1280 color.R := StrToIntDef(sa[0], 0);
1281 color.G := StrToIntDef(sa[1], 0);
1282 color.B := StrToIntDef(sa[2], 0);
1283 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1284 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1285 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1286 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1287 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1288 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1289 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1290 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1291 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1292 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1293 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1294 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1295 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1296 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1297 if Length(sa) = 10 then
1298 for b := 0 to 9 do
1299 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1300 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1301 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1302 if Length(sa) = 10 then
1303 for b := 0 to 9 do
1304 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1306 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1307 if Length(sa) = 10 then
1308 for b := 0 to 9 do
1309 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1310 end;
1312 a := a + 1;
1313 end;
1315 config.Free();
1316 end;
1318 procedure g_Player_Free();
1319 var
1320 i: Integer;
1321 begin
1322 if gPlayers <> nil then
1323 begin
1324 for i := 0 to High(gPlayers) do
1325 if gPlayers[i] <> nil then
1326 begin
1327 if gPlayers[i] is TPlayer then
1328 TPlayer(gPlayers[i]).Free()
1329 else
1330 TBot(gPlayers[i]).Free();
1331 gPlayers[i] := nil;
1332 end;
1334 gPlayers := nil;
1335 end;
1337 gPlayer1 := nil;
1338 gPlayer2 := nil;
1339 end;
1341 procedure g_Player_UpdateAll();
1342 var
1343 i: Integer;
1344 begin
1345 if gPlayers = nil then Exit;
1347 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1348 for i := 0 to High(gPlayers) do
1349 begin
1350 if gPlayers[i] <> nil then
1351 begin
1352 if gPlayers[i] is TPlayer then
1353 begin
1354 gPlayers[i].Update();
1355 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1356 end
1357 else
1358 begin
1359 // bot updates weapons in `UpdateCombat()`
1360 TBot(gPlayers[i]).Update();
1361 end;
1362 end;
1363 end;
1364 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1365 end;
1367 procedure g_Player_DrawAll();
1368 var
1369 i: Integer;
1370 begin
1371 if gPlayers = nil then Exit;
1373 for i := 0 to High(gPlayers) do
1374 if gPlayers[i] <> nil then
1375 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1376 else TBot(gPlayers[i]).Draw();
1377 end;
1379 procedure g_Player_DrawDebug(p: TPlayer);
1380 var
1381 fW, fH: Byte;
1382 begin
1383 if p = nil then Exit;
1384 if (@p.FObj) = nil then Exit;
1386 e_TextureFontGetSize(gStdFont, fW, fH);
1388 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1389 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1390 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1391 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1392 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1393 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1394 end;
1396 procedure g_Player_DrawHealth();
1397 var
1398 i: Integer;
1399 fW, fH: Byte;
1400 begin
1401 if gPlayers = nil then Exit;
1402 e_TextureFontGetSize(gStdFont, fW, fH);
1404 for i := 0 to High(gPlayers) do
1405 if gPlayers[i] <> nil then
1406 begin
1407 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1408 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1409 IntToStr(gPlayers[i].FHealth), gStdFont);
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,
1412 IntToStr(gPlayers[i].FArmor), gStdFont);
1413 end;
1414 end;
1416 function g_Player_Get(UID: Word): TPlayer;
1417 var
1418 a: Integer;
1419 begin
1420 Result := nil;
1422 if gPlayers = nil then
1423 Exit;
1425 for a := 0 to High(gPlayers) do
1426 if gPlayers[a] <> nil then
1427 if gPlayers[a].FUID = UID then
1428 begin
1429 Result := gPlayers[a];
1430 Exit;
1431 end;
1432 end;
1434 function g_Player_GetCount(): Byte;
1435 var
1436 a: Integer;
1437 begin
1438 Result := 0;
1440 if gPlayers = nil then
1441 Exit;
1443 for a := 0 to High(gPlayers) do
1444 if gPlayers[a] <> nil then
1445 Result := Result + 1;
1446 end;
1448 function g_Player_GetStats(): TPlayerStatArray;
1449 var
1450 a: Integer;
1451 begin
1452 Result := nil;
1454 if gPlayers = nil then Exit;
1456 for a := 0 to High(gPlayers) do
1457 if gPlayers[a] <> nil then
1458 begin
1459 SetLength(Result, Length(Result)+1);
1460 with Result[High(Result)] do
1461 begin
1462 Ping := gPlayers[a].FPing;
1463 Loss := gPlayers[a].FLoss;
1464 Name := gPlayers[a].FName;
1465 Team := gPlayers[a].FTeam;
1466 Frags := gPlayers[a].FFrags;
1467 Deaths := gPlayers[a].FDeath;
1468 Kills := gPlayers[a].FKills;
1469 Color := gPlayers[a].FModel.Color;
1470 Lives := gPlayers[a].FLives;
1471 Spectator := gPlayers[a].FSpectator;
1472 end;
1473 end;
1474 end;
1476 procedure g_Player_RememberAll;
1477 var
1478 i: Integer;
1479 begin
1480 for i := Low(gPlayers) to High(gPlayers) do
1481 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1482 gPlayers[i].RememberState;
1483 end;
1485 procedure g_Player_ResetAll(Force, Silent: Boolean);
1486 var
1487 i: Integer;
1488 begin
1489 gTeamStat[TEAM_RED].Goals := 0;
1490 gTeamStat[TEAM_BLUE].Goals := 0;
1492 if gPlayers <> nil then
1493 for i := 0 to High(gPlayers) do
1494 if gPlayers[i] <> nil then
1495 begin
1496 gPlayers[i].Reset(Force);
1498 if gPlayers[i] is TPlayer then
1499 begin
1500 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1501 gPlayers[i].Respawn(Silent)
1502 else
1503 gPlayers[i].Spectate();
1504 end
1505 else
1506 TBot(gPlayers[i]).Respawn(Silent);
1507 end;
1508 end;
1510 procedure g_Player_CreateCorpse(Player: TPlayer);
1511 var
1512 find_id: DWORD;
1513 ok: Boolean;
1514 begin
1515 if Player.alive then
1516 Exit;
1517 if Player.FObj.Y >= gMapInfo.Height+128 then
1518 Exit;
1520 with Player do
1521 begin
1522 if (FHealth >= -50) or (gGibsCount = 0) then
1523 begin
1524 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1525 Exit;
1527 ok := False;
1528 for find_id := 0 to High(gCorpses) do
1529 if gCorpses[find_id] = nil then
1530 begin
1531 ok := True;
1532 Break;
1533 end;
1535 if not ok then
1536 find_id := Random(Length(gCorpses));
1538 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1539 gCorpses[find_id].FColor := FModel.Color;
1540 gCorpses[find_id].FObj.Vel := FObj.Vel;
1541 gCorpses[find_id].FObj.Accel := FObj.Accel;
1542 end
1543 else
1544 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1545 FObj.Y + PLAYER_RECT_CY,
1546 FModel.Name, FModel.Color);
1547 end;
1548 end;
1550 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1551 var
1552 SID: DWORD;
1553 begin
1554 if (gShells = nil) or (Length(gShells) = 0) then
1555 Exit;
1557 with gShells[CurrentShell] do
1558 begin
1559 SpriteID := 0;
1560 g_Obj_Init(@Obj);
1561 Obj.Rect.X := 0;
1562 Obj.Rect.Y := 0;
1563 if T = SHELL_BULLET then
1564 begin
1565 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1566 SpriteID := SID;
1567 CX := 2;
1568 CY := 1;
1569 Obj.Rect.Width := 4;
1570 Obj.Rect.Height := 2;
1571 end
1572 else
1573 begin
1574 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1575 SpriteID := SID;
1576 CX := 4;
1577 CY := 2;
1578 Obj.Rect.Width := 7;
1579 Obj.Rect.Height := 3;
1580 end;
1581 SType := T;
1582 alive := True;
1583 Obj.X := fX;
1584 Obj.Y := fY;
1585 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1586 positionChanged(); // this updates spatial accelerators
1587 RAngle := Random(360);
1588 Timeout := gTime + SHELL_TIMEOUT;
1590 if CurrentShell >= High(gShells) then
1591 CurrentShell := 0
1592 else
1593 Inc(CurrentShell);
1594 end;
1595 end;
1597 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1598 var
1599 a: Integer;
1600 GibsArray: TGibsArray;
1601 begin
1602 if (gGibs = nil) or (Length(gGibs) = 0) then
1603 Exit;
1604 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1605 Exit;
1607 for a := 0 to High(GibsArray) do
1608 with gGibs[CurrentGib] do
1609 begin
1610 Color := fColor;
1611 ID := GibsArray[a].ID;
1612 MaskID := GibsArray[a].MaskID;
1613 alive := True;
1614 g_Obj_Init(@Obj);
1615 Obj.Rect := GibsArray[a].Rect;
1616 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1617 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1618 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1619 positionChanged(); // this updates spatial accelerators
1620 RAngle := Random(360);
1622 if gBloodCount > 0 then
1623 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1624 Random(48), Random(48), 150, 0, 0);
1626 if CurrentGib >= High(gGibs) then
1627 CurrentGib := 0
1628 else
1629 Inc(CurrentGib);
1630 end;
1631 end;
1633 procedure g_Player_UpdatePhysicalObjects();
1634 var
1635 i: Integer;
1636 vel: TPoint2i;
1637 mr: Word;
1639 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1640 var
1641 k: Integer;
1642 begin
1643 k := 1 + Random(2);
1644 if T = SHELL_BULLET then
1645 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1646 else
1647 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1648 end;
1650 begin
1651 // Êóñêè ìÿñà:
1652 if gGibs <> nil then
1653 for i := 0 to High(gGibs) do
1654 if gGibs[i].alive then
1655 with gGibs[i] do
1656 begin
1657 vel := Obj.Vel;
1658 mr := g_Obj_Move(@Obj, True, False, True);
1659 positionChanged(); // this updates spatial accelerators
1661 if WordBool(mr and MOVE_FALLOUT) then
1662 begin
1663 alive := False;
1664 Continue;
1665 end;
1667 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1668 if WordBool(mr and MOVE_HITWALL) then
1669 Obj.Vel.X := -(vel.X div 2);
1670 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1671 Obj.Vel.Y := -(vel.Y div 2);
1673 if (Obj.Vel.X >= 0) then
1674 begin // Clockwise
1675 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1676 if RAngle >= 360 then
1677 RAngle := RAngle mod 360;
1678 end else begin // Counter-clockwise
1679 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1680 if RAngle < 0 then
1681 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1682 end;
1684 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1685 if gTime mod (GAME_TICK*3) = 0 then
1686 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1687 end;
1689 // Òðóïû:
1690 if gCorpses <> nil then
1691 for i := 0 to High(gCorpses) do
1692 if gCorpses[i] <> nil then
1693 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1694 begin
1695 gCorpses[i].Free();
1696 gCorpses[i] := nil;
1697 end
1698 else
1699 gCorpses[i].Update();
1701 // Ãèëüçû:
1702 if gShells <> nil then
1703 for i := 0 to High(gShells) do
1704 if gShells[i].alive then
1705 with gShells[i] do
1706 begin
1707 vel := Obj.Vel;
1708 mr := g_Obj_Move(@Obj, True, False, True);
1709 positionChanged(); // this updates spatial accelerators
1711 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1712 begin
1713 alive := False;
1714 Continue;
1715 end;
1717 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1718 if WordBool(mr and MOVE_HITWALL) then
1719 begin
1720 Obj.Vel.X := -(vel.X div 2);
1721 if not WordBool(mr and MOVE_INWATER) then
1722 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1723 end;
1724 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1725 begin
1726 Obj.Vel.Y := -(vel.Y div 2);
1727 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1728 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1729 begin
1730 if RAngle mod 90 <> 0 then
1731 RAngle := (RAngle div 90) * 90;
1732 end
1733 else if not WordBool(mr and MOVE_INWATER) then
1734 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1735 end;
1737 if (Obj.Vel.X >= 0) then
1738 begin // Clockwise
1739 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1740 if RAngle >= 360 then
1741 RAngle := RAngle mod 360;
1742 end else begin // Counter-clockwise
1743 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1744 if RAngle < 0 then
1745 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1746 end;
1747 end;
1748 end;
1751 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1752 begin
1753 x := Obj.X+Obj.Rect.X;
1754 y := Obj.Y+Obj.Rect.Y;
1755 w := Obj.Rect.Width;
1756 h := Obj.Rect.Height;
1757 end;
1759 procedure TGib.moveBy (dx, dy: Integer); inline;
1760 begin
1761 if (dx <> 0) or (dy <> 0) then
1762 begin
1763 Obj.X += dx;
1764 Obj.Y += dy;
1765 positionChanged();
1766 end;
1767 end;
1770 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1771 begin
1772 x := Obj.X;
1773 y := Obj.Y;
1774 w := Obj.Rect.Width;
1775 h := Obj.Rect.Height;
1776 end;
1778 procedure TShell.moveBy (dx, dy: Integer); inline;
1779 begin
1780 if (dx <> 0) or (dy <> 0) then
1781 begin
1782 Obj.X += dx;
1783 Obj.Y += dy;
1784 positionChanged();
1785 end;
1786 end;
1789 procedure TGib.positionChanged (); inline; begin end;
1790 procedure TShell.positionChanged (); inline; begin end;
1793 procedure g_Player_DrawCorpses();
1794 var
1795 i: Integer;
1796 a: TDFPoint;
1797 begin
1798 if gGibs <> nil then
1799 for i := 0 to High(gGibs) do
1800 if gGibs[i].alive then
1801 with gGibs[i] do
1802 begin
1803 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1804 Continue;
1806 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1807 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1809 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1811 e_Colors := Color;
1812 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1813 e_Colors.R := 255;
1814 e_Colors.G := 255;
1815 e_Colors.B := 255;
1816 end;
1818 if gCorpses <> nil then
1819 for i := 0 to High(gCorpses) do
1820 if gCorpses[i] <> nil then
1821 gCorpses[i].Draw();
1822 end;
1824 procedure g_Player_DrawShells();
1825 var
1826 i: Integer;
1827 a: TDFPoint;
1828 begin
1829 if gShells <> nil then
1830 for i := 0 to High(gShells) do
1831 if gShells[i].alive then
1832 with gShells[i] do
1833 begin
1834 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1835 Continue;
1837 a.X := CX;
1838 a.Y := CY;
1840 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1841 end;
1842 end;
1844 procedure g_Player_RemoveAllCorpses();
1845 var
1846 i: Integer;
1847 begin
1848 gGibs := nil;
1849 gShells := nil;
1850 SetLength(gGibs, MaxGibs);
1851 SetLength(gShells, MaxGibs);
1852 CurrentGib := 0;
1853 CurrentShell := 0;
1855 if gCorpses <> nil then
1856 for i := 0 to High(gCorpses) do
1857 gCorpses[i].Free();
1859 gCorpses := nil;
1860 SetLength(gCorpses, MaxCorpses);
1861 end;
1863 procedure g_Player_Corpses_SaveState (st: TStream);
1864 var
1865 count, i: Integer;
1866 begin
1867 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1868 count := 0;
1869 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1871 // Êîëè÷åñòâî òðóïîâ
1872 utils.writeInt(st, LongInt(count));
1874 if (count = 0) then exit;
1876 // Ñîõðàíÿåì òðóïû
1877 for i := 0 to High(gCorpses) do
1878 begin
1879 if gCorpses[i] <> nil then
1880 begin
1881 // Íàçâàíèå ìîäåëè
1882 utils.writeStr(st, gCorpses[i].FModelName);
1883 // Òèï ñìåðòè
1884 utils.writeBool(st, gCorpses[i].Mess);
1885 // Ñîõðàíÿåì äàííûå òðóïà:
1886 gCorpses[i].SaveState(st);
1887 end;
1888 end;
1889 end;
1892 procedure g_Player_Corpses_LoadState (st: TStream);
1893 var
1894 count, i: Integer;
1895 str: String;
1896 b: Boolean;
1897 begin
1898 assert(st <> nil);
1900 g_Player_RemoveAllCorpses();
1902 // Êîëè÷åñòâî òðóïîâ:
1903 count := utils.readLongInt(st);
1904 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1906 if (count = 0) then exit;
1908 // Çàãðóæàåì òðóïû
1909 for i := 0 to count-1 do
1910 begin
1911 // Íàçâàíèå ìîäåëè:
1912 str := utils.readStr(st);
1913 // Òèï ñìåðòè
1914 b := utils.readBool(st);
1915 // Ñîçäàåì òðóï
1916 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1917 // Çàãðóæàåì äàííûå òðóïà
1918 gCorpses[i].LoadState(st);
1919 end;
1920 end;
1923 { T P l a y e r : }
1925 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1927 procedure TPlayer.BFGHit();
1928 begin
1929 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1930 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1931 if g_Game_IsServer and g_Game_IsNet then
1932 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1933 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1934 0, NET_GFX_BFGHIT);
1935 end;
1937 procedure TPlayer.ChangeModel(ModelName: string);
1938 var
1939 locModel: TPlayerModel;
1940 begin
1941 locModel := g_PlayerModel_Get(ModelName);
1942 if locModel = nil then Exit;
1944 FModel.Free();
1945 FModel := locModel;
1946 end;
1948 procedure TPlayer.SetModel(ModelName: string);
1949 var
1950 m: TPlayerModel;
1951 begin
1952 m := g_PlayerModel_Get(ModelName);
1953 if m = nil then
1954 begin
1955 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1956 m := g_PlayerModel_Get('doomer');
1957 if m = nil then
1958 begin
1959 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1960 Exit;
1961 end;
1962 end;
1964 if FModel <> nil then
1965 FModel.Free();
1967 FModel := m;
1969 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1970 FModel.Color := FColor
1971 else
1972 FModel.Color := TEAMCOLOR[FTeam];
1973 FModel.SetWeapon(FCurrWeap);
1974 FModel.SetFlag(FFlag);
1975 SetDirection(FDirection);
1976 end;
1978 procedure TPlayer.SetColor(Color: TRGB);
1979 begin
1980 FColor := Color;
1981 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1982 if FModel <> nil then FModel.Color := Color;
1983 end;
1985 procedure TPlayer.SwitchTeam;
1986 begin
1987 if g_Game_IsClient then
1988 Exit;
1989 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1991 if gGameOn and FAlive then
1992 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1994 if FTeam = TEAM_RED then
1995 begin
1996 ChangeTeam(TEAM_BLUE);
1997 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1998 if g_Game_IsNet then
1999 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2000 end
2001 else
2002 begin
2003 ChangeTeam(TEAM_RED);
2004 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2005 if g_Game_IsNet then
2006 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2007 end;
2008 FPreferredTeam := FTeam;
2009 end;
2011 procedure TPlayer.ChangeTeam(Team: Byte);
2012 var
2013 OldTeam: Byte;
2014 begin
2015 OldTeam := FTeam;
2016 FTeam := Team;
2017 case Team of
2018 TEAM_RED, TEAM_BLUE:
2019 FModel.Color := TEAMCOLOR[Team];
2020 else
2021 FModel.Color := FColor;
2022 end;
2023 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2024 MH_SEND_PlayerStats(FUID);
2025 end;
2028 procedure TPlayer.CollideItem();
2029 var
2030 i: Integer;
2031 r: Boolean;
2032 begin
2033 if gItems = nil then Exit;
2034 if not FAlive then Exit;
2036 for i := 0 to High(gItems) do
2037 with gItems[i] do
2038 begin
2039 if (ItemType <> ITEM_NONE) and alive then
2040 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2041 PLAYER_RECT.Height, @Obj) then
2042 begin
2043 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2045 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2046 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2047 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2048 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2049 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2051 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2052 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2053 (gGameSettings.GameType = GT_SINGLE) and
2054 (g_Player_GetCount() > 1)) then
2055 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2056 end;
2057 end;
2058 end;
2061 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2062 begin
2063 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2064 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2065 False);
2066 end;
2068 constructor TPlayer.Create();
2069 begin
2070 viewPortX := 0;
2071 viewPortY := 0;
2072 viewPortW := 0;
2073 viewPortH := 0;
2074 mEDamageType := HIT_SOME;
2076 FIamBot := False;
2077 FDummy := False;
2078 FSpawned := False;
2080 FSawSound := TPlayableSound.Create();
2081 FSawSoundIdle := TPlayableSound.Create();
2082 FSawSoundHit := TPlayableSound.Create();
2083 FSawSoundSelect := TPlayableSound.Create();
2084 FJetSoundFly := TPlayableSound.Create();
2085 FJetSoundOn := TPlayableSound.Create();
2086 FJetSoundOff := TPlayableSound.Create();
2088 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2089 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2090 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2091 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2092 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2093 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2094 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2096 FSpectatePlayer := -1;
2097 FClientID := -1;
2098 FPing := 0;
2099 FLoss := 0;
2100 FSavedState.WaitRecall := False;
2101 FShellTimer := -1;
2102 FFireTime := 0;
2103 FFirePainTime := 0;
2104 FFireAttacker := 0;
2106 FActualModelName := 'doomer';
2108 g_Obj_Init(@FObj);
2109 FObj.Rect := PLAYER_RECT;
2111 FBFGFireCounter := -1;
2112 FJustTeleported := False;
2113 FNetTime := 0;
2115 resetWeaponQueue();
2116 end;
2118 procedure TPlayer.positionChanged (); inline;
2119 begin
2120 end;
2122 procedure TPlayer.doDamage (v: Integer);
2123 begin
2124 if (v <= 0) then exit;
2125 if (v > 32767) then v := 32767;
2126 Damage(v, 0, 0, 0, mEDamageType);
2127 end;
2129 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2130 var
2131 c: Word;
2132 begin
2133 if (not g_Game_IsClient) and (not FAlive) then
2134 Exit;
2136 FLastHit := t;
2138 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2139 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2140 begin
2141 if not g_Game_IsClient then
2142 begin
2143 FArmor := 0;
2144 if t = HIT_TRAP then
2145 begin
2146 // Ëîâóøêà óáèâàåò ñðàçó:
2147 FHealth := -100;
2148 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2149 end;
2150 if t = HIT_SELF then
2151 begin
2152 // Ñàìîóáèéñòâî:
2153 FHealth := 0;
2154 Kill(K_SIMPLEKILL, SpawnerUID, t);
2155 end;
2156 end;
2157 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2158 FMegaRulez[MR_SUIT] := 0;
2159 FMegaRulez[MR_INVUL] := 0;
2160 FMegaRulez[MR_INVIS] := 0;
2161 FBerserk := 0;
2162 end;
2164 // Íî îò îñòàëüíîãî ñïàñàåò:
2165 if FMegaRulez[MR_INVUL] >= gTime then
2166 Exit;
2168 // ×èò-êîä "ÃÎÐÅÖ":
2169 if FGodMode then
2170 Exit;
2172 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2173 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2174 (SpawnerUID = FUID) or
2175 (not SameTeam(FUID, SpawnerUID)) then
2176 begin
2177 FLastSpawnerUID := SpawnerUID;
2179 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2180 if gBloodCount > 0 then
2181 begin
2182 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2183 if value div 4 <= c then
2184 c := c - (value div 4)
2185 else
2186 c := 0;
2188 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2189 MakeBloodSimple(c)
2190 else
2191 case t of
2192 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2193 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2194 end;
2196 if t = HIT_WATER then
2197 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2198 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2199 end;
2201 // Áóôåð óðîíà:
2202 if FAlive then
2203 Inc(FDamageBuffer, value);
2205 // Âñïûøêà áîëè:
2206 if gFlash <> 0 then
2207 FPain := FPain + value;
2208 end;
2210 if g_Game_IsServer and g_Game_IsNet then
2211 begin
2212 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2213 MH_SEND_PlayerStats(FUID);
2214 MH_SEND_PlayerPos(False, FUID);
2215 end;
2216 end;
2218 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2219 begin
2220 Result := False;
2221 if g_Game_IsClient then
2222 Exit;
2223 if not FAlive then
2224 Exit;
2226 if Soft and (FHealth < PLAYER_HP_SOFT) then
2227 begin
2228 IncMax(FHealth, value, PLAYER_HP_SOFT);
2229 Result := True;
2230 end;
2231 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2232 begin
2233 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2234 Result := True;
2235 end;
2237 if Result and g_Game_IsServer and g_Game_IsNet then
2238 MH_SEND_PlayerStats(FUID);
2239 end;
2241 destructor TPlayer.Destroy();
2242 begin
2243 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2244 gPlayer1 := nil;
2245 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2246 gPlayer2 := nil;
2248 FSawSound.Free();
2249 FSawSoundIdle.Free();
2250 FSawSoundHit.Free();
2251 FJetSoundFly.Free();
2252 FJetSoundOn.Free();
2253 FJetSoundOff.Free();
2254 FModel.Free();
2255 if FPunchAnim <> nil then
2256 FPunchAnim.Free();
2258 inherited;
2259 end;
2261 procedure TPlayer.DrawBubble();
2262 var
2263 bubX, bubY: Integer;
2264 ID: LongWord;
2265 Rb, Gb, Bb,
2266 Rw, Gw, Bw: SmallInt;
2267 Dot: Byte;
2268 begin
2269 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2270 bubY := FObj.Y+FObj.Rect.Y - 18;
2271 Rb := 64;
2272 Gb := 64;
2273 Bb := 64;
2274 Rw := 240;
2275 Gw := 240;
2276 Bw := 240;
2277 case gChatBubble of
2278 1: // simple textual non-bubble
2279 begin
2280 bubX := FObj.X+FObj.Rect.X - 11;
2281 bubY := FObj.Y+FObj.Rect.Y - 17;
2282 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2283 Exit;
2284 end;
2285 2: // advanced pixel-perfect bubble
2286 begin
2287 if FTeam = TEAM_RED then
2288 Rb := 255
2289 else
2290 if FTeam = TEAM_BLUE then
2291 Bb := 255;
2292 end;
2293 3: // colored bubble
2294 begin
2295 Rb := FModel.Color.R;
2296 Gb := FModel.Color.G;
2297 Bb := FModel.Color.B;
2298 Rw := Min(Rb * 2 + 64, 255);
2299 Gw := Min(Gb * 2 + 64, 255);
2300 Bw := Min(Bb * 2 + 64, 255);
2301 if (Abs(Rw - Rb) < 32)
2302 or (Abs(Gw - Gb) < 32)
2303 or (Abs(Bw - Bb) < 32) then
2304 begin
2305 Rb := Max(Rw div 2 - 16, 0);
2306 Gb := Max(Gw div 2 - 16, 0);
2307 Bb := Max(Bw div 2 - 16, 0);
2308 end;
2309 end;
2310 4: // custom textured bubble
2311 begin
2312 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2313 if FDirection = TDirection.D_RIGHT then
2314 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2315 else
2316 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2317 Exit;
2318 end;
2319 end;
2321 // Outer borders
2322 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2323 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2324 // Inner box
2325 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2327 // Tail
2328 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2329 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2330 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);
2331 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);
2332 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);
2333 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);
2335 // Dots
2336 Dot := 6;
2337 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2338 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2339 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2340 end;
2342 procedure TPlayer.Draw();
2343 var
2344 ID: DWORD;
2345 w, h: Word;
2346 dr: Boolean;
2347 Mirror: TMirrorType;
2348 begin
2349 if FAlive then
2350 begin
2351 if Direction = TDirection.D_RIGHT then
2352 Mirror := TMirrorType.None
2353 else
2354 Mirror := TMirrorType.Horizontal;
2356 if FPunchAnim <> nil then
2357 begin
2358 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2359 FObj.Y+FObj.Rect.Y-11, Mirror);
2360 if FPunchAnim.played then
2361 begin
2362 FPunchAnim.Free;
2363 FPunchAnim := nil;
2364 end;
2365 end;
2367 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2368 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2369 begin
2370 e_GetTextureSize(ID, @w, @h);
2371 if FDirection = TDirection.D_LEFT then
2372 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2373 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2374 else
2375 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2376 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2377 end;
2379 if FMegaRulez[MR_INVIS] > gTime then
2380 begin
2381 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2382 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2383 begin
2384 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2385 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2386 else
2387 dr := True;
2388 if dr then
2389 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2390 else
2391 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2392 end
2393 else
2394 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2395 end
2396 else
2397 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2398 end;
2400 if g_debug_Frames then
2401 begin
2402 e_DrawQuad(FObj.X+FObj.Rect.X,
2403 FObj.Y+FObj.Rect.Y,
2404 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2405 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2406 0, 255, 0);
2407 end;
2409 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2410 DrawBubble();
2411 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2412 if gAimLine and alive and
2413 ((Self = gPlayer1) or (Self = gPlayer2)) then
2414 DrawAim();
2415 end;
2418 procedure TPlayer.DrawAim();
2419 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2420 var
2421 ex, ey: Integer;
2422 begin
2424 {$IFDEF ENABLE_HOLMES}
2425 if isValidViewPort and (self = gPlayer1) then
2426 begin
2427 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2428 end;
2429 {$ENDIF}
2431 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2432 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2433 begin
2434 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2435 end
2436 else
2437 begin
2438 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2439 end;
2440 end;
2442 var
2443 wx, wy, xx, yy: Integer;
2444 angle: SmallInt;
2445 sz, len: Word;
2446 begin
2447 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2448 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2449 angle := FAngle;
2450 len := 1024;
2451 sz := 2;
2452 case FCurrWeap of
2453 0: begin // Punch
2454 len := 12;
2455 sz := 4;
2456 end;
2457 1: begin // Chainsaw
2458 len := 24;
2459 sz := 6;
2460 end;
2461 2: begin // Pistol
2462 len := 1024;
2463 sz := 2;
2464 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2465 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2466 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2467 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2468 end;
2469 3: begin // Shotgun
2470 len := 1024;
2471 sz := 3;
2472 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2473 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2474 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2475 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2476 end;
2477 4: begin // Double Shotgun
2478 len := 1024;
2479 sz := 4;
2480 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2481 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2482 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2483 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2484 end;
2485 5: begin // Chaingun
2486 len := 1024;
2487 sz := 3;
2488 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2489 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2490 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2491 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2492 end;
2493 6: begin // Rocket Launcher
2494 len := 1024;
2495 sz := 7;
2496 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2497 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2498 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2499 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2500 end;
2501 7: begin // Plasmagun
2502 len := 1024;
2503 sz := 5;
2504 if angle = ANGLE_RIGHTUP then Inc(angle);
2505 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2506 if angle = ANGLE_LEFTUP then Dec(angle);
2507 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2508 end;
2509 8: begin // BFG
2510 len := 1024;
2511 sz := 12;
2512 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2513 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2514 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2515 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2516 end;
2517 9: begin // Super Chaingun
2518 len := 1024;
2519 sz := 4;
2520 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2521 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2522 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2523 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2524 end;
2525 end;
2526 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2527 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2528 {$IF DEFINED(D2F_DEBUG)}
2529 drawCast(sz, wx, wy, xx, yy);
2530 {$ELSE}
2531 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2532 {$ENDIF}
2533 end;
2535 procedure TPlayer.DrawGUI();
2536 var
2537 ID: DWORD;
2538 X, Y, SY, a, p, m: Integer;
2539 tw, th: Word;
2540 cw, ch: Byte;
2541 s: string;
2542 stat: TPlayerStatArray;
2543 begin
2544 X := gPlayerScreenSize.X;
2545 SY := gPlayerScreenSize.Y;
2546 Y := 0;
2548 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2549 begin
2550 if gGameSettings.GameMode = GM_CTF then
2551 a := 32 + 8
2552 else
2553 a := 0;
2554 if gGameSettings.GameMode = GM_CTF then
2555 begin
2556 s := 'TEXTURE_PLAYER_REDFLAG';
2557 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2558 s := 'TEXTURE_PLAYER_REDFLAG_S';
2559 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2560 s := 'TEXTURE_PLAYER_REDFLAG_D';
2561 if g_Texture_Get(s, ID) then
2562 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2563 end;
2565 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2566 e_CharFont_GetSize(gMenuFont, s, tw, th);
2567 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2569 if gGameSettings.GameMode = GM_CTF then
2570 begin
2571 s := 'TEXTURE_PLAYER_BLUEFLAG';
2572 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2573 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2574 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2575 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2576 if g_Texture_Get(s, ID) then
2577 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2578 end;
2580 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2581 e_CharFont_GetSize(gMenuFont, s, tw, th);
2582 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2583 end;
2585 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2586 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2587 0, False, False);
2589 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2590 e_Draw(ID, X+2, Y, 0, True, False);
2592 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2593 begin
2594 if gShowStat then
2595 begin
2596 s := IntToStr(Frags);
2597 e_CharFont_GetSize(gMenuFont, s, tw, th);
2598 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2600 s := '';
2601 p := 1;
2602 m := 0;
2603 stat := g_Player_GetStats();
2604 if stat <> nil then
2605 begin
2606 p := 1;
2608 for a := 0 to High(stat) do
2609 if stat[a].Name <> Name then
2610 begin
2611 if stat[a].Frags > m then m := stat[a].Frags;
2612 if stat[a].Frags > Frags then p := p+1;
2613 end;
2614 end;
2616 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2617 if Frags >= m then s := s+'+' else s := s+'-';
2618 s := s+IntToStr(Abs(Frags-m));
2620 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2621 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2622 end;
2624 if gShowLives and (gGameSettings.MaxLives > 0) then
2625 begin
2626 s := IntToStr(Lives);
2627 e_CharFont_GetSize(gMenuFont, s, tw, th);
2628 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2629 end;
2630 end;
2632 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2633 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2635 if R_BERSERK in FRulez then
2636 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2637 else
2638 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2640 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2641 e_Draw(ID, X+36, Y+77, 0, True, False);
2643 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2644 e_CharFont_GetSize(gMenuFont, s, tw, th);
2645 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2647 s := IntToStr(FArmor);
2648 e_CharFont_GetSize(gMenuFont, s, tw, th);
2649 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2651 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2653 case FCurrWeap of
2654 WEAPON_KASTET:
2655 begin
2656 s := '--';
2657 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2658 end;
2659 WEAPON_SAW:
2660 begin
2661 s := '--';
2662 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2663 end;
2664 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2665 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2666 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2667 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2668 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2669 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2670 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2671 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2672 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2673 end;
2675 e_CharFont_GetSize(gMenuFont, s, tw, th);
2676 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2677 e_Draw(ID, X+20, Y+160, 0, True, False);
2679 if R_KEY_RED in FRulez then
2680 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2682 if R_KEY_GREEN in FRulez then
2683 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2685 if R_KEY_BLUE in FRulez then
2686 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2688 if FJetFuel > 0 then
2689 begin
2690 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2691 e_Draw(ID, X+2, Y+116, 0, True, False);
2692 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2693 e_Draw(ID, X+2, Y+126, 0, True, False);
2694 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2695 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2696 end
2697 else
2698 begin
2699 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2700 e_Draw(ID, X+2, Y+124, 0, True, False);
2701 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2702 end;
2704 if gShowPing and g_Game_IsClient then
2705 begin
2706 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2707 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2708 Y := Y + 16;
2709 end;
2711 if FSpectator then
2712 begin
2713 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2714 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2715 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2716 if FNoRespawn then
2717 begin
2718 e_TextureFontGetSize(gStdFont, cw, ch);
2719 s := _lc[I_PLAYER_SPECT4];
2720 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2721 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2722 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2723 end;
2725 end;
2726 end;
2728 procedure TPlayer.DrawRulez();
2729 var
2730 dr: Boolean;
2731 begin
2732 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2733 if FMegaRulez[MR_INVUL] >= gTime then
2734 begin
2735 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2736 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2737 else
2738 dr := True;
2740 if dr then
2741 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2742 191, 191, 191, 0, TBlending.Invert);
2743 end;
2745 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2746 if FMegaRulez[MR_SUIT] >= gTime then
2747 begin
2748 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2749 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2750 else
2751 dr := True;
2753 if dr then
2754 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2755 0, 96, 0, 200, TBlending.None);
2756 end;
2758 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2759 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2760 begin
2761 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2762 255, 0, 0, 200, TBlending.None);
2763 end;
2764 end;
2766 procedure TPlayer.DrawPain();
2767 var
2768 a, h: Integer;
2769 begin
2770 if FPain = 0 then Exit;
2772 a := FPain;
2774 if a < 15 then h := 0
2775 else if a < 35 then h := 1
2776 else if a < 55 then h := 2
2777 else if a < 75 then h := 3
2778 else if a < 95 then h := 4
2779 else h := 5;
2781 //if a > 255 then a := 255;
2783 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2784 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2785 end;
2787 procedure TPlayer.DrawPickup();
2788 var
2789 a, h: Integer;
2790 begin
2791 if FPickup = 0 then Exit;
2793 a := FPickup;
2795 if a < 15 then h := 1
2796 else if a < 35 then h := 2
2797 else if a < 55 then h := 3
2798 else if a < 75 then h := 4
2799 else h := 5;
2801 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2802 end;
2804 procedure TPlayer.DoPunch();
2805 var
2806 id: DWORD;
2807 st: String;
2808 begin
2809 if FPunchAnim <> nil then begin
2810 FPunchAnim.reset();
2811 FPunchAnim.Free;
2812 FPunchAnim := nil;
2813 end;
2814 st := 'FRAMES_PUNCH';
2815 if R_BERSERK in FRulez then
2816 st := st + '_BERSERK';
2817 if FKeys[KEY_UP].Pressed then
2818 st := st + '_UP'
2819 else if FKeys[KEY_DOWN].Pressed then
2820 st := st + '_DN';
2821 g_Frames_Get(id, st);
2822 FPunchAnim := TAnimation.Create(id, False, 1);
2823 end;
2825 procedure TPlayer.Fire();
2826 var
2827 f, DidFire: Boolean;
2828 wx, wy, xd, yd: Integer;
2829 locobj: TObj;
2830 begin
2831 if g_Game_IsClient then Exit;
2832 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2833 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2835 if FSpectator then
2836 begin
2837 Respawn(False);
2838 Exit;
2839 end;
2841 if FReloading[FCurrWeap] <> 0 then Exit;
2843 DidFire := False;
2845 f := False;
2846 wx := FObj.X+WEAPONPOINT[FDirection].X;
2847 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2848 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2849 yd := wy+firediry();
2851 case FCurrWeap of
2852 WEAPON_KASTET:
2853 begin
2854 DoPunch();
2855 if R_BERSERK in FRulez then
2856 begin
2857 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2858 locobj.X := FObj.X+FObj.Rect.X;
2859 locobj.Y := FObj.Y+FObj.Rect.Y;
2860 locobj.rect.X := 0;
2861 locobj.rect.Y := 0;
2862 locobj.rect.Width := 39;
2863 locobj.rect.Height := 52;
2864 locobj.Vel.X := (xd-wx) div 2;
2865 locobj.Vel.Y := (yd-wy) div 2;
2866 locobj.Accel.X := xd-wx;
2867 locobj.Accel.y := yd-wy;
2869 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2870 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2871 else
2872 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2874 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2875 end
2876 else
2877 begin
2878 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2879 end;
2881 DidFire := True;
2882 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2883 end;
2885 WEAPON_SAW:
2886 begin
2887 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2888 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2889 begin
2890 FSawSoundSelect.Stop();
2891 FSawSound.Stop();
2892 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2893 end
2894 else if not FSawSoundHit.IsPlaying() then
2895 begin
2896 FSawSoundSelect.Stop();
2897 FSawSound.PlayAt(FObj.X, FObj.Y);
2898 end;
2900 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2901 DidFire := True;
2902 f := True;
2903 end;
2905 WEAPON_PISTOL:
2906 if FAmmo[A_BULLETS] > 0 then
2907 begin
2908 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2909 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2910 Dec(FAmmo[A_BULLETS]);
2911 FFireAngle := FAngle;
2912 f := True;
2913 DidFire := True;
2914 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2915 GameVelX, GameVelY-2, SHELL_BULLET);
2916 end;
2918 WEAPON_SHOTGUN1:
2919 if FAmmo[A_SHELLS] > 0 then
2920 begin
2921 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2922 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2923 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2924 Dec(FAmmo[A_SHELLS]);
2925 FFireAngle := FAngle;
2926 f := True;
2927 DidFire := True;
2928 FShellTimer := 10;
2929 FShellType := SHELL_SHELL;
2930 end;
2932 WEAPON_SHOTGUN2:
2933 if FAmmo[A_SHELLS] >= 2 then
2934 begin
2935 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2936 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2937 Dec(FAmmo[A_SHELLS], 2);
2938 FFireAngle := FAngle;
2939 f := True;
2940 DidFire := True;
2941 FShellTimer := 13;
2942 FShellType := SHELL_DBLSHELL;
2943 end;
2945 WEAPON_CHAINGUN:
2946 if FAmmo[A_BULLETS] > 0 then
2947 begin
2948 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2949 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2950 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2951 Dec(FAmmo[A_BULLETS]);
2952 FFireAngle := FAngle;
2953 f := True;
2954 DidFire := True;
2955 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2956 GameVelX, GameVelY-2, SHELL_BULLET);
2957 end;
2959 WEAPON_ROCKETLAUNCHER:
2960 if FAmmo[A_ROCKETS] > 0 then
2961 begin
2962 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2963 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2964 Dec(FAmmo[A_ROCKETS]);
2965 FFireAngle := FAngle;
2966 f := True;
2967 DidFire := True;
2968 end;
2970 WEAPON_PLASMA:
2971 if FAmmo[A_CELLS] > 0 then
2972 begin
2973 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2974 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2975 Dec(FAmmo[A_CELLS]);
2976 FFireAngle := FAngle;
2977 f := True;
2978 DidFire := True;
2979 end;
2981 WEAPON_BFG:
2982 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2983 begin
2984 FBFGFireCounter := 17;
2985 if not FNoReload then
2986 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2987 Dec(FAmmo[A_CELLS], 40);
2988 DidFire := True;
2989 end;
2991 WEAPON_SUPERPULEMET:
2992 if FAmmo[A_SHELLS] > 0 then
2993 begin
2994 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2995 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2996 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2997 Dec(FAmmo[A_SHELLS]);
2998 FFireAngle := FAngle;
2999 f := True;
3000 DidFire := True;
3001 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3002 GameVelX, GameVelY-2, SHELL_SHELL);
3003 end;
3005 WEAPON_FLAMETHROWER:
3006 if FAmmo[A_FUEL] > 0 then
3007 begin
3008 g_Weapon_flame(wx, wy, xd, yd, FUID);
3009 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3010 Dec(FAmmo[A_FUEL]);
3011 FFireAngle := FAngle;
3012 f := True;
3013 DidFire := True;
3014 end;
3015 end;
3017 if g_Game_IsNet then
3018 begin
3019 if DidFire then
3020 begin
3021 if FCurrWeap <> WEAPON_BFG then
3022 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3023 else
3024 if not FNoReload then
3025 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3026 end;
3028 MH_SEND_PlayerStats(FUID);
3029 end;
3031 if not f then Exit;
3033 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3034 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3035 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3036 end;
3038 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3039 begin
3040 case Weapon of
3041 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3042 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3043 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3044 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3045 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3046 else Result := 0;
3047 end;
3048 end;
3050 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3051 begin
3052 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3053 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3054 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3055 end;
3057 procedure TPlayer.JetpackOn;
3058 begin
3059 FJetSoundFly.Stop;
3060 FJetSoundOff.Stop;
3061 FJetSoundOn.SetPosition(0);
3062 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3063 FlySmoke(8);
3064 end;
3066 procedure TPlayer.JetpackOff;
3067 begin
3068 FJetSoundFly.Stop;
3069 FJetSoundOn.Stop;
3070 FJetSoundOff.SetPosition(0);
3071 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3072 end;
3074 procedure TPlayer.CatchFire(Attacker: Word);
3075 begin
3076 FFireTime := 100;
3077 FFireAttacker := Attacker;
3078 if g_Game_IsNet and g_Game_IsServer then
3079 MH_SEND_PlayerStats(FUID);
3080 end;
3082 procedure TPlayer.Jump();
3083 begin
3084 if gFly or FJetpack then
3085 begin
3086 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3087 if FObj.Vel.Y > -VEL_FLY then
3088 FObj.Vel.Y := FObj.Vel.Y - 3;
3089 if FJetpack then
3090 begin
3091 if FJetFuel > 0 then
3092 Dec(FJetFuel);
3093 if (FJetFuel < 1) and g_Game_IsServer then
3094 begin
3095 FJetpack := False;
3096 JetpackOff;
3097 if g_Game_IsNet then
3098 MH_SEND_PlayerStats(FUID);
3099 end;
3100 end;
3101 Exit;
3102 end;
3104 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3105 if FGhost then
3106 FCanJetpack := False;
3108 // Ïðûãàåì èëè âñïëûâàåì:
3109 if (CollideLevel(0, 1) or
3110 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3111 PLAYER_RECT.Height-33, PANEL_STEP, False)
3112 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3113 begin
3114 FObj.Vel.Y := -VEL_JUMP;
3115 FCanJetpack := False;
3116 end
3117 else
3118 begin
3119 if BodyInLiquid(0, 0) then
3120 FObj.Vel.Y := -VEL_SW
3121 else if (FJetFuel > 0) and FCanJetpack and
3122 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3123 begin
3124 FJetpack := True;
3125 JetpackOn;
3126 if g_Game_IsNet then
3127 MH_SEND_PlayerStats(FUID);
3128 end;
3129 end;
3130 end;
3132 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3133 var
3134 a, i, k, ab, ar: Byte;
3135 s: String;
3136 mon: TMonster;
3137 plr: TPlayer;
3138 srv, netsrv: Boolean;
3139 DoFrags: Boolean;
3140 OldLR: Byte;
3141 KP: TPlayer;
3142 it: PItem;
3144 procedure PushItem(t: Byte);
3145 var
3146 id: DWORD;
3147 begin
3148 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3149 it := g_Items_ByIdx(id);
3150 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3151 begin
3152 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3153 (FObj.Vel.Y div 2)-Random(9));
3154 it.positionChanged(); // this updates spatial accelerators
3155 end
3156 else
3157 begin
3158 if KillType = K_HARDKILL then // -5..+5; -5..0
3159 begin
3160 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3161 (FObj.Vel.Y div 2)-Random(6));
3162 end
3163 else // -3..+3; -3..0
3164 begin
3165 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3166 (FObj.Vel.Y div 2)-Random(4));
3167 end;
3168 it.positionChanged(); // this updates spatial accelerators
3169 end;
3171 if g_Game_IsNet and g_Game_IsServer then
3172 MH_SEND_ItemSpawn(True, id);
3173 end;
3175 begin
3176 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3177 Srv := g_Game_IsServer;
3178 Netsrv := g_Game_IsServer and g_Game_IsNet;
3179 if Srv then FDeath := FDeath + 1;
3180 if FAlive then
3181 begin
3182 if FGhost then
3183 FGhost := False;
3184 if not FPhysics then
3185 FPhysics := True;
3186 FAlive := False;
3187 end;
3188 FShellTimer := -1;
3190 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3191 begin
3192 if FLives > 0 then FLives := FLives - 1;
3193 if FLives = 0 then FNoRespawn := True;
3194 end;
3196 // Íîìåð òèïà ñìåðòè:
3197 a := 1;
3198 case KillType of
3199 K_SIMPLEKILL: a := 1;
3200 K_HARDKILL: a := 2;
3201 K_EXTRAHARDKILL: a := 3;
3202 K_FALLKILL: a := 4;
3203 end;
3205 // Çâóê ñìåðòè:
3206 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3207 for i := 1 to 3 do
3208 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3209 Break;
3211 // Âðåìÿ ðåñïàóíà:
3212 if Srv then
3213 case KillType of
3214 K_SIMPLEKILL:
3215 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3216 K_HARDKILL:
3217 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3218 K_EXTRAHARDKILL, K_FALLKILL:
3219 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3220 end;
3222 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3223 case KillType of
3224 K_SIMPLEKILL:
3225 SetAction(A_DIE1);
3226 K_HARDKILL, K_EXTRAHARDKILL:
3227 SetAction(A_DIE2);
3228 end;
3230 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3231 if (KillType <> K_FALLKILL) and (Srv) then
3232 g_Monsters_killedp();
3234 if SpawnerUID = FUID then
3235 begin // Ñàìîóáèëñÿ
3236 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3237 begin
3238 Dec(FFrags);
3239 FLastFrag := 0;
3240 end;
3241 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3242 end
3243 else
3244 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3245 begin // Óáèò äðóãèì èãðîêîì
3246 KP := g_Player_Get(SpawnerUID);
3247 if (KP <> nil) and Srv then
3248 begin
3249 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3250 if SameTeam(FUID, SpawnerUID) then
3251 begin
3252 Dec(KP.FFrags);
3253 KP.FLastFrag := 0;
3254 end else
3255 begin
3256 Inc(KP.FFrags);
3257 KP.FragCombo();
3258 end;
3260 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3261 Inc(gTeamStat[KP.Team].Goals,
3262 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3264 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3265 end;
3267 plr := g_Player_Get(SpawnerUID);
3268 if plr = nil then
3269 s := '?'
3270 else
3271 s := plr.FName;
3273 case KillType of
3274 K_HARDKILL:
3275 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3276 [FName, s]),
3277 gShowKillMsg);
3278 K_EXTRAHARDKILL:
3279 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3280 [FName, s]),
3281 gShowKillMsg);
3282 else
3283 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3284 [FName, s]),
3285 gShowKillMsg);
3286 end;
3287 end
3288 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3289 begin // Óáèò ìîíñòðîì
3290 mon := g_Monsters_ByUID(SpawnerUID);
3291 if mon = nil then
3292 s := '?'
3293 else
3294 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3296 case KillType of
3297 K_HARDKILL:
3298 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3299 [FName, s]),
3300 gShowKillMsg);
3301 K_EXTRAHARDKILL:
3302 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3303 [FName, s]),
3304 gShowKillMsg);
3305 else
3306 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3307 [FName, s]),
3308 gShowKillMsg);
3309 end;
3310 end
3311 else // Îñîáûå òèïû ñìåðòè
3312 case t of
3313 HIT_DISCON: ;
3314 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3315 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3316 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3317 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3318 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3319 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3320 end;
3322 if Srv then
3323 begin
3324 // Âûáðîñ îðóæèÿ:
3325 for a := WP_FIRST to WP_LAST do
3326 if FWeapon[a] then
3327 begin
3328 case a of
3329 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3330 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3331 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3332 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3333 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3334 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3335 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3336 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3337 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3338 else i := 0;
3339 end;
3341 if i <> 0 then
3342 PushItem(i);
3343 end;
3345 // Âûáðîñ ðþêçàêà:
3346 if R_ITEM_BACKPACK in FRulez then
3347 PushItem(ITEM_AMMO_BACKPACK);
3349 // Âûáðîñ ðàêåòíîãî ðàíöà:
3350 if FJetFuel > 0 then
3351 PushItem(ITEM_JETPACK);
3353 // Âûáðîñ êëþ÷åé:
3354 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3355 begin
3356 if R_KEY_RED in FRulez then
3357 PushItem(ITEM_KEY_RED);
3359 if R_KEY_GREEN in FRulez then
3360 PushItem(ITEM_KEY_GREEN);
3362 if R_KEY_BLUE in FRulez then
3363 PushItem(ITEM_KEY_BLUE);
3364 end;
3366 // Âûáðîñ ôëàãà:
3367 DropFlag();
3368 end;
3370 g_Player_CreateCorpse(Self);
3372 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3373 (gLMSRespawn = LMS_RESPAWN_NONE) then
3374 begin
3375 a := 0;
3376 k := 0;
3377 ar := 0;
3378 ab := 0;
3379 for i := Low(gPlayers) to High(gPlayers) do
3380 begin
3381 if gPlayers[i] = nil then continue;
3382 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3383 begin
3384 Inc(a);
3385 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3386 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3387 k := i;
3388 end;
3389 end;
3391 OldLR := gLMSRespawn;
3392 if (gGameSettings.GameMode = GM_COOP) then
3393 begin
3394 if (a = 0) then
3395 begin
3396 // everyone is dead, restart the map
3397 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3398 if Netsrv then
3399 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3400 gLMSRespawn := LMS_RESPAWN_FINAL;
3401 gLMSRespawnTime := gTime + 5000;
3402 end
3403 else if (a = 1) then
3404 begin
3405 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3406 if (gPlayers[k] = gPlayer1) or
3407 (gPlayers[k] = gPlayer2) then
3408 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3409 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3410 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3411 end;
3412 end
3413 else if (gGameSettings.GameMode = GM_TDM) then
3414 begin
3415 if (ab = 0) and (ar <> 0) then
3416 begin
3417 // blu team ded
3418 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3419 if Netsrv then
3420 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3421 Inc(gTeamStat[TEAM_RED].Goals);
3422 gLMSRespawn := LMS_RESPAWN_FINAL;
3423 gLMSRespawnTime := gTime + 5000;
3424 end
3425 else if (ar = 0) and (ab <> 0) then
3426 begin
3427 // red team ded
3428 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3429 if Netsrv then
3430 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3431 Inc(gTeamStat[TEAM_BLUE].Goals);
3432 gLMSRespawn := LMS_RESPAWN_FINAL;
3433 gLMSRespawnTime := gTime + 5000;
3434 end
3435 else if (ar = 0) and (ab = 0) then
3436 begin
3437 // everyone ded
3438 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3439 if Netsrv then
3440 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3441 gLMSRespawn := LMS_RESPAWN_FINAL;
3442 gLMSRespawnTime := gTime + 5000;
3443 end;
3444 end
3445 else if (gGameSettings.GameMode = GM_DM) then
3446 begin
3447 if (a = 1) then
3448 begin
3449 if gPlayers[k] <> nil then
3450 with gPlayers[k] do
3451 begin
3452 // survivor is the winner
3453 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3454 if Netsrv then
3455 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3456 Inc(FFrags);
3457 end;
3458 gLMSRespawn := LMS_RESPAWN_FINAL;
3459 gLMSRespawnTime := gTime + 5000;
3460 end
3461 else if (a = 0) then
3462 begin
3463 // everyone is dead, restart the map
3464 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3465 if Netsrv then
3466 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3467 gLMSRespawn := LMS_RESPAWN_FINAL;
3468 gLMSRespawnTime := gTime + 5000;
3469 end;
3470 end;
3471 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3472 begin
3473 if NetMode = NET_SERVER then
3474 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3475 else
3476 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3477 end;
3478 end;
3480 if Netsrv then
3481 begin
3482 MH_SEND_PlayerStats(FUID);
3483 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3484 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3485 end;
3487 if srv and FNoRespawn then Spectate(True);
3488 FWantsInGame := True;
3489 end;
3491 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3492 begin
3493 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3494 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3495 end;
3497 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3498 begin
3499 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3500 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3501 end;
3503 procedure TPlayer.MakeBloodSimple(Count: Word);
3504 begin
3505 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3506 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3507 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3508 150, 0, 0);
3509 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3510 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3511 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3512 150, 0, 0);
3513 end;
3515 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3516 begin
3517 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3518 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3519 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3520 150, 0, 0);
3521 end;
3523 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3524 begin
3525 if g_Game_IsClient then Exit;
3526 if Weapon > High(FWeapon) then Exit;
3527 FNextWeap := FNextWeap or (1 shl Weapon);
3528 end;
3530 procedure TPlayer.resetWeaponQueue ();
3531 begin
3532 FNextWeap := 0;
3533 FNextWeapDelay := 0;
3534 end;
3536 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3537 begin
3538 result := false;
3539 case weapon of
3540 WEAPON_KASTET, WEAPON_SAW: result := true;
3541 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3542 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3543 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3544 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3545 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3546 else result := (weapon < length(FWeapon));
3547 end;
3548 end;
3550 // return 255 for "no switch"
3551 function TPlayer.getNextWeaponIndex (): Byte;
3552 var
3553 i: Word;
3554 wantThisWeapon: array[0..64] of Boolean;
3555 weaponOrder: array[0..64] of Integer; // value: index in `FWeapon`
3556 wwc: Integer = 0; //HACK!
3557 dir, cwi, rwidx, curlidx: Integer;
3559 function real2log (ridx: Integer): Integer;
3560 var
3561 f: Integer;
3562 begin
3563 if (ridx >= 0) then
3564 begin
3565 for f := 0 to 10 do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
3566 end;
3567 result := -1;
3568 end;
3570 begin
3571 result := 255; // default result: "no switch"
3573 // had weapon cycling on previous frame? remove that flag
3574 if (FNextWeap and $2000) <> 0 then
3575 begin
3576 FNextWeap := FNextWeap and $1FFF;
3577 FNextWeapDelay := 0;
3578 end;
3580 // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
3581 // priorities:
3582 // bfg, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
3583 weaponOrder[0] := WEAPON_BFG;
3584 weaponOrder[1] := WEAPON_PLASMA;
3585 weaponOrder[2] := WEAPON_FLAMETHROWER;
3586 weaponOrder[3] := WEAPON_SHOTGUN2;
3587 weaponOrder[4] := WEAPON_CHAINGUN;
3588 weaponOrder[5] := WEAPON_SHOTGUN1;
3589 weaponOrder[6] := WEAPON_PISTOL;
3590 weaponOrder[7] := WEAPON_KASTET;
3591 weaponOrder[8] := WEAPON_SAW;
3592 weaponOrder[9] := WEAPON_KASTET;
3593 weaponOrder[10] := WEAPON_SUPERPULEMET;
3595 if (R_BERSERK in FRulez) then weaponOrder[9] := -1 else weaponOrder[7] := -1;
3597 (*
3598 WEAPON_KASTET = 0;
3599 WEAPON_SAW = 1;
3600 WEAPON_PISTOL = 2;
3601 WEAPON_SHOTGUN1 = 3;
3602 WEAPON_SHOTGUN2 = 4;
3603 WEAPON_CHAINGUN = 5;
3604 WEAPON_ROCKETLAUNCHER = 6;
3605 WEAPON_PLASMA = 7;
3606 WEAPON_BFG = 8;
3607 WEAPON_SUPERPULEMET = 9;
3608 WEAPON_FLAMETHROWER = 10;
3609 *)
3611 // cycling has priority
3612 if (FNextWeap and $C000) <> 0 then
3613 begin
3614 if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; // should be reversed if we want "priority-driven cycling"
3615 FNextWeap := FNextWeap or $2000; // we need this
3616 if FNextWeapDelay > 0 then exit; // cooldown time
3617 //cwi := real2log(FCurrWeap);
3618 //if (cwi < 0) then cwi := 0;
3619 cwi := FCurrWeap;
3620 for i := 0 to High(FWeapon) do
3621 begin
3622 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3623 //rwidx := weaponOrder[cwi];
3624 rwidx := cwi; // sorry
3625 if (rwidx < 0) then continue;
3626 if FWeapon[rwidx] then
3627 begin
3628 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
3629 result := Byte(rwidx);
3630 FNextWeapDelay := 10;
3631 exit;
3632 end;
3633 end;
3634 resetWeaponQueue();
3635 exit;
3636 end;
3638 // no cycling
3639 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3640 for i := 0 to High(FWeapon) do
3641 begin
3642 if (FNextWeap and (1 shl i)) <> 0 then
3643 begin
3644 cwi := real2log(i);
3645 if (cwi >= 0) then wantThisWeapon[cwi] := true;
3646 Inc(wwc);
3647 end;
3648 end;
3650 // slow down alterations a little
3651 if (wwc > 1) then
3652 begin
3653 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3654 // more than one weapon requested, assume "alteration", and check alteration delay
3655 if FNextWeapDelay > 0 then
3656 begin
3657 FNextWeap := 0;
3658 exit;
3659 end; // yeah
3660 end;
3662 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3663 // but clear all counters if no weapon should be switched
3664 if (wwc < 1) then
3665 begin
3666 resetWeaponQueue();
3667 exit;
3668 end;
3669 //e_WriteLog(Format('wwc=%d', [wwc]), TMsgType.Warning);
3671 // exclude currently selected weapon from the set
3672 curlidx := real2log(FCurrWeap);
3673 //e_WriteLog(Format('FCurrWeap=%d; curlidx=%d', [FCurrWeap, curlidx]), TMsgType.Warning);
3674 //if (curlidx >= 0) then wantThisWeapon[curlidx] := false;
3675 //if (wwc = 2) then begin Dec(wwc); end; // easy case: switch between two weapons
3677 // find next weapon to switch onto
3678 cwi := curlidx;
3679 for i := 0 to High(FWeapon) do
3680 begin
3681 cwi := (cwi+length(FWeapon)+1) mod length(FWeapon);
3682 if (cwi = curlidx) then continue; // skip current weapon
3683 if not wantThisWeapon[cwi] then continue;
3684 rwidx := weaponOrder[cwi];
3685 if (rwidx < 0) then continue;
3686 //e_WriteLog(Format(' trying logical %d (real %d)', [cwi, rwidx]), TMsgType.Warning);
3687 if FWeapon[cwi] and ((wwc = 1) or hasAmmoForWeapon(cwi)) then
3688 begin
3689 // i found her!
3690 result := Byte(rwidx);
3691 resetWeaponQueue();
3692 FNextWeapDelay := 10; // anyway, 'cause why not
3693 exit;
3694 end;
3695 end;
3697 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3698 resetWeaponQueue();
3699 end;
3701 procedure TPlayer.RealizeCurrentWeapon();
3702 function switchAllowed (): Boolean;
3703 var
3704 i: Byte;
3705 begin
3706 result := false;
3707 if FBFGFireCounter <> -1 then
3708 exit;
3709 if FTime[T_SWITCH] > gTime then
3710 exit;
3711 for i := WP_FIRST to WP_LAST do
3712 if FReloading[i] > 0 then
3713 exit;
3714 result := true;
3715 end;
3717 var
3718 nw: Byte;
3719 begin
3720 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3721 //FNextWeap := FNextWeap and $1FFF;
3722 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3724 if not switchAllowed then
3725 begin
3726 //HACK for weapon cycling
3727 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3728 exit;
3729 end;
3731 nw := getNextWeaponIndex();
3732 if nw = 255 then exit; // don't reset anything here
3733 if nw > High(FWeapon) then
3734 begin
3735 // don't forget to reset queue here!
3736 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3737 resetWeaponQueue();
3738 exit;
3739 end;
3741 if FWeapon[nw] then
3742 begin
3743 FCurrWeap := nw;
3744 FTime[T_SWITCH] := gTime+156;
3745 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3746 FModel.SetWeapon(FCurrWeap);
3747 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3748 end;
3749 end;
3751 procedure TPlayer.NextWeapon();
3752 begin
3753 if g_Game_IsClient then Exit;
3754 FNextWeap := $8000;
3755 end;
3757 procedure TPlayer.PrevWeapon();
3758 begin
3759 if g_Game_IsClient then Exit;
3760 FNextWeap := $4000;
3761 end;
3763 procedure TPlayer.SetWeapon(W: Byte);
3764 begin
3765 if FCurrWeap <> W then
3766 if W = WEAPON_SAW then
3767 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3769 FCurrWeap := W;
3770 FModel.SetWeapon(CurrWeap);
3771 resetWeaponQueue();
3772 end;
3774 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3776 function allowBerserkSwitching (): Boolean;
3777 begin
3778 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3779 result := true;
3780 if gBerserkAutoswitch then exit;
3781 if not conIsCheatsEnabled then exit;
3782 result := false;
3783 end;
3785 var
3786 a: Boolean;
3787 begin
3788 Result := False;
3789 if g_Game_IsClient then Exit;
3791 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3792 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3793 remove := not a;
3795 case ItemType of
3796 ITEM_MEDKIT_SMALL:
3797 if FHealth < PLAYER_HP_SOFT then
3798 begin
3799 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3800 Result := True;
3801 remove := True;
3802 FFireTime := 0;
3803 if gFlash = 2 then Inc(FPickup, 5);
3804 end;
3806 ITEM_MEDKIT_LARGE:
3807 if FHealth < PLAYER_HP_SOFT then
3808 begin
3809 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3810 Result := True;
3811 remove := True;
3812 FFireTime := 0;
3813 if gFlash = 2 then Inc(FPickup, 5);
3814 end;
3816 ITEM_ARMOR_GREEN:
3817 if FArmor < PLAYER_AP_SOFT then
3818 begin
3819 FArmor := PLAYER_AP_SOFT;
3820 Result := True;
3821 remove := True;
3822 if gFlash = 2 then Inc(FPickup, 5);
3823 end;
3825 ITEM_ARMOR_BLUE:
3826 if FArmor < PLAYER_AP_LIMIT then
3827 begin
3828 FArmor := PLAYER_AP_LIMIT;
3829 Result := True;
3830 remove := True;
3831 if gFlash = 2 then Inc(FPickup, 5);
3832 end;
3834 ITEM_SPHERE_BLUE:
3835 if FHealth < PLAYER_HP_LIMIT then
3836 begin
3837 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3838 Result := True;
3839 remove := True;
3840 FFireTime := 0;
3841 if gFlash = 2 then Inc(FPickup, 5);
3842 end;
3844 ITEM_SPHERE_WHITE:
3845 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3846 begin
3847 if FHealth < PLAYER_HP_LIMIT then
3848 FHealth := PLAYER_HP_LIMIT;
3849 if FArmor < PLAYER_AP_LIMIT then
3850 FArmor := PLAYER_AP_LIMIT;
3851 Result := True;
3852 remove := True;
3853 FFireTime := 0;
3854 if gFlash = 2 then Inc(FPickup, 5);
3855 end;
3857 ITEM_WEAPON_SAW:
3858 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3859 begin
3860 FWeapon[WEAPON_SAW] := True;
3861 Result := True;
3862 if gFlash = 2 then Inc(FPickup, 5);
3863 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3864 end;
3866 ITEM_WEAPON_SHOTGUN1:
3867 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3868 begin
3869 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3870 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3872 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3873 FWeapon[WEAPON_SHOTGUN1] := True;
3874 Result := True;
3875 if gFlash = 2 then Inc(FPickup, 5);
3876 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3877 end;
3879 ITEM_WEAPON_SHOTGUN2:
3880 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3881 begin
3882 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3884 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3885 FWeapon[WEAPON_SHOTGUN2] := True;
3886 Result := True;
3887 if gFlash = 2 then Inc(FPickup, 5);
3888 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3889 end;
3891 ITEM_WEAPON_CHAINGUN:
3892 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3893 begin
3894 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3896 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3897 FWeapon[WEAPON_CHAINGUN] := True;
3898 Result := True;
3899 if gFlash = 2 then Inc(FPickup, 5);
3900 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3901 end;
3903 ITEM_WEAPON_ROCKETLAUNCHER:
3904 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3905 begin
3906 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3908 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3909 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3910 Result := True;
3911 if gFlash = 2 then Inc(FPickup, 5);
3912 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3913 end;
3915 ITEM_WEAPON_PLASMA:
3916 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3917 begin
3918 if a and FWeapon[WEAPON_PLASMA] then Exit;
3920 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3921 FWeapon[WEAPON_PLASMA] := True;
3922 Result := True;
3923 if gFlash = 2 then Inc(FPickup, 5);
3924 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3925 end;
3927 ITEM_WEAPON_BFG:
3928 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3929 begin
3930 if a and FWeapon[WEAPON_BFG] then Exit;
3932 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3933 FWeapon[WEAPON_BFG] := True;
3934 Result := True;
3935 if gFlash = 2 then Inc(FPickup, 5);
3936 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3937 end;
3939 ITEM_WEAPON_SUPERPULEMET:
3940 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3941 begin
3942 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3944 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3945 FWeapon[WEAPON_SUPERPULEMET] := True;
3946 Result := True;
3947 if gFlash = 2 then Inc(FPickup, 5);
3948 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3949 end;
3951 ITEM_WEAPON_FLAMETHROWER:
3952 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3953 begin
3954 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3956 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3957 FWeapon[WEAPON_FLAMETHROWER] := True;
3958 Result := True;
3959 if gFlash = 2 then Inc(FPickup, 5);
3960 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3961 end;
3963 ITEM_AMMO_BULLETS:
3964 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3965 begin
3966 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3967 Result := True;
3968 remove := True;
3969 if gFlash = 2 then Inc(FPickup, 5);
3970 end;
3972 ITEM_AMMO_BULLETS_BOX:
3973 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3974 begin
3975 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3976 Result := True;
3977 remove := True;
3978 if gFlash = 2 then Inc(FPickup, 5);
3979 end;
3981 ITEM_AMMO_SHELLS:
3982 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3983 begin
3984 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3985 Result := True;
3986 remove := True;
3987 if gFlash = 2 then Inc(FPickup, 5);
3988 end;
3990 ITEM_AMMO_SHELLS_BOX:
3991 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3992 begin
3993 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3994 Result := True;
3995 remove := True;
3996 if gFlash = 2 then Inc(FPickup, 5);
3997 end;
3999 ITEM_AMMO_ROCKET:
4000 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4001 begin
4002 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4003 Result := True;
4004 remove := True;
4005 if gFlash = 2 then Inc(FPickup, 5);
4006 end;
4008 ITEM_AMMO_ROCKET_BOX:
4009 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4010 begin
4011 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4012 Result := True;
4013 remove := True;
4014 if gFlash = 2 then Inc(FPickup, 5);
4015 end;
4017 ITEM_AMMO_CELL:
4018 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4019 begin
4020 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4021 Result := True;
4022 remove := True;
4023 if gFlash = 2 then Inc(FPickup, 5);
4024 end;
4026 ITEM_AMMO_CELL_BIG:
4027 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4028 begin
4029 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4030 Result := True;
4031 remove := True;
4032 if gFlash = 2 then Inc(FPickup, 5);
4033 end;
4035 ITEM_AMMO_FUELCAN:
4036 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4037 begin
4038 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4039 Result := True;
4040 remove := True;
4041 if gFlash = 2 then Inc(FPickup, 5);
4042 end;
4044 ITEM_AMMO_BACKPACK:
4045 if not(R_ITEM_BACKPACK in FRulez) or
4046 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4047 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4048 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4049 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4050 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
4051 begin
4052 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4053 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4054 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4055 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4056 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4058 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4059 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4060 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4061 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4062 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4063 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4064 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4065 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4067 FRulez := FRulez + [R_ITEM_BACKPACK];
4068 Result := True;
4069 remove := True;
4070 if gFlash = 2 then Inc(FPickup, 5);
4071 end;
4073 ITEM_KEY_RED:
4074 if not(R_KEY_RED in FRulez) then
4075 begin
4076 Include(FRulez, R_KEY_RED);
4077 Result := True;
4078 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4079 if gFlash = 2 then Inc(FPickup, 5);
4080 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4081 end;
4083 ITEM_KEY_GREEN:
4084 if not(R_KEY_GREEN in FRulez) then
4085 begin
4086 Include(FRulez, R_KEY_GREEN);
4087 Result := True;
4088 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4089 if gFlash = 2 then Inc(FPickup, 5);
4090 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4091 end;
4093 ITEM_KEY_BLUE:
4094 if not(R_KEY_BLUE in FRulez) then
4095 begin
4096 Include(FRulez, R_KEY_BLUE);
4097 Result := True;
4098 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4099 if gFlash = 2 then Inc(FPickup, 5);
4100 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4101 end;
4103 ITEM_SUIT:
4104 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4105 begin
4106 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4107 Result := True;
4108 remove := True;
4109 FFireTime := 0;
4110 if gFlash = 2 then Inc(FPickup, 5);
4111 end;
4113 ITEM_OXYGEN:
4114 if FAir < AIR_MAX then
4115 begin
4116 FAir := AIR_MAX;
4117 Result := True;
4118 remove := True;
4119 if gFlash = 2 then Inc(FPickup, 5);
4120 end;
4122 ITEM_MEDKIT_BLACK:
4123 begin
4124 if not (R_BERSERK in FRulez) then
4125 begin
4126 Include(FRulez, R_BERSERK);
4127 if allowBerserkSwitching then
4128 begin
4129 FCurrWeap := WEAPON_KASTET;
4130 resetWeaponQueue();
4131 FModel.SetWeapon(WEAPON_KASTET);
4132 end;
4133 if gFlash <> 0 then
4134 begin
4135 Inc(FPain, 100);
4136 if gFlash = 2 then Inc(FPickup, 5);
4137 end;
4138 FBerserk := gTime+30000;
4139 Result := True;
4140 remove := True;
4141 FFireTime := 0;
4142 end;
4143 if FHealth < PLAYER_HP_SOFT then
4144 begin
4145 FHealth := PLAYER_HP_SOFT;
4146 FBerserk := gTime+30000;
4147 Result := True;
4148 remove := True;
4149 FFireTime := 0;
4150 end;
4151 end;
4153 ITEM_INVUL:
4154 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4155 begin
4156 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4157 Result := True;
4158 remove := True;
4159 if gFlash = 2 then Inc(FPickup, 5);
4160 end;
4162 ITEM_BOTTLE:
4163 if FHealth < PLAYER_HP_LIMIT then
4164 begin
4165 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4166 Result := True;
4167 remove := True;
4168 FFireTime := 0;
4169 if gFlash = 2 then Inc(FPickup, 5);
4170 end;
4172 ITEM_HELMET:
4173 if FArmor < PLAYER_AP_LIMIT then
4174 begin
4175 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4176 Result := True;
4177 remove := True;
4178 if gFlash = 2 then Inc(FPickup, 5);
4179 end;
4181 ITEM_JETPACK:
4182 if FJetFuel < JET_MAX then
4183 begin
4184 FJetFuel := JET_MAX;
4185 Result := True;
4186 remove := True;
4187 if gFlash = 2 then Inc(FPickup, 5);
4188 end;
4190 ITEM_INVIS:
4191 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4192 begin
4193 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4194 Result := True;
4195 remove := True;
4196 if gFlash = 2 then Inc(FPickup, 5);
4197 end;
4198 end;
4199 end;
4201 procedure TPlayer.Touch();
4202 begin
4203 if not FAlive then
4204 Exit;
4205 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4206 if FIamBot then
4207 begin
4208 // Áðîñèòü ôëàã òîâàðèùó:
4209 if gGameSettings.GameMode = GM_CTF then
4210 DropFlag();
4211 end;
4212 end;
4214 procedure TPlayer.Push(vx, vy: Integer);
4215 begin
4216 if (not FPhysics) and FGhost then
4217 Exit;
4218 FObj.Accel.X := FObj.Accel.X + vx;
4219 FObj.Accel.Y := FObj.Accel.Y + vy;
4220 if g_Game_IsNet and g_Game_IsServer then
4221 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4222 end;
4224 procedure TPlayer.Reset(Force: Boolean);
4225 begin
4226 if Force then
4227 FAlive := False;
4229 FSpawned := False;
4230 FTime[T_RESPAWN] := 0;
4231 FTime[T_FLAGCAP] := 0;
4232 FGodMode := False;
4233 FNoTarget := False;
4234 FNoReload := False;
4235 FFrags := 0;
4236 FLastFrag := 0;
4237 FComboEvnt := -1;
4238 FKills := 0;
4239 FMonsterKills := 0;
4240 FDeath := 0;
4241 FSecrets := 0;
4242 if FNoRespawn then
4243 begin
4244 FSpectator := False;
4245 FGhost := False;
4246 FPhysics := True;
4247 FSpectatePlayer := -1;
4248 FNoRespawn := False;
4249 end;
4250 FLives := gGameSettings.MaxLives;
4252 SetFlag(FLAG_NONE);
4253 end;
4255 procedure TPlayer.SoftReset();
4256 begin
4257 ReleaseKeys();
4259 FDamageBuffer := 0;
4260 FIncCam := 0;
4261 FBFGFireCounter := -1;
4262 FShellTimer := -1;
4263 FPain := 0;
4264 FLastHit := 0;
4265 FLastFrag := 0;
4266 FComboEvnt := -1;
4268 SetFlag(FLAG_NONE);
4269 SetAction(A_STAND, True);
4270 end;
4272 function TPlayer.GetRespawnPoint(): Byte;
4273 var
4274 c: Byte;
4275 begin
4276 Result := 255;
4277 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4279 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4280 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4281 begin
4282 if (Self = gPlayer1) or (Self = gPlayer2) then
4283 begin
4284 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4285 if Self = gPlayer1 then
4286 c := RESPAWNPOINT_PLAYER1
4287 else
4288 c := RESPAWNPOINT_PLAYER2;
4289 if g_Map_GetPointCount(c) > 0 then
4290 begin
4291 Result := c;
4292 Exit;
4293 end;
4295 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4296 if Self = gPlayer1 then
4297 c := RESPAWNPOINT_PLAYER2
4298 else
4299 c := RESPAWNPOINT_PLAYER1;
4300 if g_Map_GetPointCount(c) > 0 then
4301 begin
4302 Result := c;
4303 Exit;
4304 end;
4305 end else
4306 begin
4307 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4308 if Random(2) = 0 then
4309 c := RESPAWNPOINT_PLAYER1
4310 else
4311 c := RESPAWNPOINT_PLAYER2;
4312 if g_Map_GetPointCount(c) > 0 then
4313 begin
4314 Result := c;
4315 Exit;
4316 end;
4317 end;
4319 // Òî÷êà ëþáîé èç êîìàíä
4320 if Random(2) = 0 then
4321 c := RESPAWNPOINT_RED
4322 else
4323 c := RESPAWNPOINT_BLUE;
4324 if g_Map_GetPointCount(c) > 0 then
4325 begin
4326 Result := c;
4327 Exit;
4328 end;
4330 // Òî÷êà DM
4331 c := RESPAWNPOINT_DM;
4332 if g_Map_GetPointCount(c) > 0 then
4333 begin
4334 Result := c;
4335 Exit;
4336 end;
4337 end;
4339 // Ìÿñîïîâàë
4340 if gGameSettings.GameMode = GM_DM then
4341 begin
4342 // Òî÷êà DM
4343 c := RESPAWNPOINT_DM;
4344 if g_Map_GetPointCount(c) > 0 then
4345 begin
4346 Result := c;
4347 Exit;
4348 end;
4350 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4351 if Random(2) = 0 then
4352 c := RESPAWNPOINT_PLAYER1
4353 else
4354 c := RESPAWNPOINT_PLAYER2;
4355 if g_Map_GetPointCount(c) > 0 then
4356 begin
4357 Result := c;
4358 Exit;
4359 end;
4361 // Òî÷êà ëþáîé èç êîìàíä
4362 if Random(2) = 0 then
4363 c := RESPAWNPOINT_RED
4364 else
4365 c := RESPAWNPOINT_BLUE;
4366 if g_Map_GetPointCount(c) > 0 then
4367 begin
4368 Result := c;
4369 Exit;
4370 end;
4371 end;
4373 // Êîìàíäíûå
4374 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4375 begin
4376 // Òî÷êà ñâîåé êîìàíäû
4377 c := RESPAWNPOINT_DM;
4378 if FTeam = TEAM_RED then
4379 c := RESPAWNPOINT_RED;
4380 if FTeam = TEAM_BLUE then
4381 c := RESPAWNPOINT_BLUE;
4382 if g_Map_GetPointCount(c) > 0 then
4383 begin
4384 Result := c;
4385 Exit;
4386 end;
4388 // Òî÷êà DM
4389 c := RESPAWNPOINT_DM;
4390 if g_Map_GetPointCount(c) > 0 then
4391 begin
4392 Result := c;
4393 Exit;
4394 end;
4396 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4397 if Random(2) = 0 then
4398 c := RESPAWNPOINT_PLAYER1
4399 else
4400 c := RESPAWNPOINT_PLAYER2;
4401 if g_Map_GetPointCount(c) > 0 then
4402 begin
4403 Result := c;
4404 Exit;
4405 end;
4407 // Òî÷êà äðóãîé êîìàíäû
4408 c := RESPAWNPOINT_DM;
4409 if FTeam = TEAM_RED then
4410 c := RESPAWNPOINT_BLUE;
4411 if FTeam = TEAM_BLUE then
4412 c := RESPAWNPOINT_RED;
4413 if g_Map_GetPointCount(c) > 0 then
4414 begin
4415 Result := c;
4416 Exit;
4417 end;
4418 end;
4419 end;
4421 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4422 var
4423 RespawnPoint: TRespawnPoint;
4424 a, b, c: Byte;
4425 Anim: TAnimation;
4426 ID: DWORD;
4427 begin
4428 FIncCam := 0;
4429 FBFGFireCounter := -1;
4430 FShellTimer := -1;
4431 FPain := 0;
4432 FLastHit := 0;
4434 if not g_Game_IsServer then
4435 Exit;
4436 if FDummy then
4437 Exit;
4438 FWantsInGame := True;
4439 FJustTeleported := True;
4440 if Force then
4441 begin
4442 FTime[T_RESPAWN] := 0;
4443 FAlive := False;
4444 end;
4445 FNetTime := 0;
4446 // if server changes MaxLives we gotta be ready
4447 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4449 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4450 if FTime[T_RESPAWN] > gTime then
4451 Exit;
4453 // Ïðîñðàë âñå æèçíè:
4454 if FNoRespawn then
4455 begin
4456 if not FSpectator then Spectate(True);
4457 FWantsInGame := True;
4458 Exit;
4459 end;
4461 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4462 begin // "Ñâîÿ èãðà"
4463 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4464 FRulez := FRulez-[R_BERSERK];
4465 end
4466 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4467 begin
4468 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4469 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4470 end;
4472 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4473 c := GetRespawnPoint();
4475 ReleaseKeys();
4476 SetFlag(FLAG_NONE);
4478 // Âîñêðåøåíèå áåç îðóæèÿ:
4479 if not FAlive then
4480 begin
4481 FHealth := PLAYER_HP_SOFT;
4482 FArmor := 0;
4483 FAlive := True;
4484 FAir := AIR_DEF;
4485 FJetFuel := 0;
4487 for a := WP_FIRST to WP_LAST do
4488 begin
4489 FWeapon[a] := False;
4490 FReloading[a] := 0;
4491 end;
4493 FWeapon[WEAPON_PISTOL] := True;
4494 FWeapon[WEAPON_KASTET] := True;
4495 FCurrWeap := WEAPON_PISTOL;
4496 resetWeaponQueue();
4498 FModel.SetWeapon(FCurrWeap);
4500 for b := A_BULLETS to A_HIGH do
4501 FAmmo[b] := 0;
4503 FAmmo[A_BULLETS] := 50;
4505 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4506 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4507 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4508 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4509 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4511 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4512 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4513 else
4514 FRulez := [];
4515 end;
4517 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4518 if not g_Map_GetPoint(c, RespawnPoint) then
4519 begin
4520 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4521 Exit;
4522 end;
4524 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4525 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4526 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4527 FObj.Vel.X := 0;
4528 FObj.Vel.Y := 0;
4529 FObj.Accel.X := 0;
4530 FObj.Accel.Y := 0;
4532 FDirection := RespawnPoint.Direction;
4533 if FDirection = TDirection.D_LEFT then
4534 FAngle := 180
4535 else
4536 FAngle := 0;
4538 SetAction(A_STAND, True);
4539 FModel.Direction := FDirection;
4541 for a := Low(FTime) to High(FTime) do
4542 FTime[a] := 0;
4544 for a := Low(FMegaRulez) to High(FMegaRulez) do
4545 FMegaRulez[a] := 0;
4547 FDamageBuffer := 0;
4548 FJetpack := False;
4549 FCanJetpack := False;
4550 FFireTime := 0;
4551 FFirePainTime := 0;
4552 FFireAttacker := 0;
4554 // Àíèìàöèÿ âîçðîæäåíèÿ:
4555 if (not gLoadGameMode) and (not Silent) then
4556 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4557 begin
4558 Anim := TAnimation.Create(ID, False, 3);
4559 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4560 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4561 Anim.Free();
4562 end;
4564 FSpectator := False;
4565 FGhost := False;
4566 FPhysics := True;
4567 FSpectatePlayer := -1;
4568 FSpawned := True;
4570 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4571 gPlayer1 := self;
4572 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4573 gPlayer2 := self;
4575 if g_Game_IsNet then
4576 begin
4577 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4578 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4579 if not Silent then
4580 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4581 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4582 0, NET_GFX_TELE);
4583 end;
4584 end;
4586 procedure TPlayer.Spectate(NoMove: Boolean = False);
4587 begin
4588 if FAlive then
4589 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4590 else if (not NoMove) then
4591 begin
4592 GameX := gMapInfo.Width div 2;
4593 GameY := gMapInfo.Height div 2;
4594 end;
4595 FXTo := GameX;
4596 FYTo := GameY;
4598 FAlive := False;
4599 FSpectator := True;
4600 FGhost := True;
4601 FPhysics := False;
4602 FWantsInGame := False;
4603 FSpawned := False;
4605 if FNoRespawn then
4606 begin
4607 if Self = gPlayer1 then
4608 begin
4609 gLMSPID1 := FUID;
4610 gPlayer1 := nil;
4611 end;
4612 if Self = gPlayer2 then
4613 begin
4614 gLMSPID2 := FUID;
4615 gPlayer2 := nil;
4616 end;
4617 end;
4619 if g_Game_IsNet then
4620 MH_SEND_PlayerStats(FUID);
4621 end;
4623 procedure TPlayer.SwitchNoClip;
4624 begin
4625 if not FAlive then
4626 Exit;
4627 FGhost := not FGhost;
4628 FPhysics := not FGhost;
4629 if FGhost then
4630 begin
4631 FXTo := FObj.X;
4632 FYTo := FObj.Y;
4633 end else
4634 begin
4635 FObj.Accel.X := 0;
4636 FObj.Accel.Y := 0;
4637 end;
4638 end;
4640 procedure TPlayer.Run(Direction: TDirection);
4641 var
4642 a, b: Integer;
4643 begin
4644 if MAX_RUNVEL > 8 then
4645 FlySmoke();
4647 // Áåæèì:
4648 if Direction = TDirection.D_LEFT then
4649 begin
4650 if FObj.Vel.X > -MAX_RUNVEL then
4651 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4652 end
4653 else
4654 if FObj.Vel.X < MAX_RUNVEL then
4655 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4657 // Âîçìîæíî, ïèíàåì êóñêè:
4658 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4659 begin
4660 b := Abs(FObj.Vel.X);
4661 if b > 1 then b := b * (Random(8 div b) + 1);
4662 for a := 0 to High(gGibs) do
4663 begin
4664 if gGibs[a].alive and
4665 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4666 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4667 begin
4668 // Ïèíàåì êóñêè
4669 if FObj.Vel.X < 0 then
4670 begin
4671 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4672 end
4673 else
4674 begin
4675 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4676 end;
4677 gGibs[a].positionChanged(); // this updates spatial accelerators
4678 end;
4679 end;
4680 end;
4682 SetAction(A_WALK);
4683 end;
4685 procedure TPlayer.SeeDown();
4686 begin
4687 SetAction(A_SEEDOWN);
4689 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4691 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4692 end;
4694 procedure TPlayer.SeeUp();
4695 begin
4696 SetAction(A_SEEUP);
4698 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4700 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4701 end;
4703 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4704 var
4705 Prior: Byte;
4706 begin
4707 case Action of
4708 A_WALK: Prior := 3;
4709 A_DIE1: Prior := 5;
4710 A_DIE2: Prior := 5;
4711 A_ATTACK: Prior := 2;
4712 A_SEEUP: Prior := 1;
4713 A_SEEDOWN: Prior := 1;
4714 A_ATTACKUP: Prior := 2;
4715 A_ATTACKDOWN: Prior := 2;
4716 A_PAIN: Prior := 4;
4717 else Prior := 0;
4718 end;
4720 if (Prior > FActionPrior) or Force then
4721 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4722 begin
4723 FActionPrior := Prior;
4724 FActionAnim := Action;
4725 FActionForce := Force;
4726 FActionChanged := True;
4727 end;
4729 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4730 end;
4732 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4733 begin
4734 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4735 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4736 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4737 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4738 end;
4740 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4741 var
4742 Anim: TAnimation;
4743 ID: DWORD;
4744 begin
4745 Result := False;
4747 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4748 begin
4749 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4750 if g_Game_IsServer and g_Game_IsNet then
4751 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4752 Exit;
4753 end;
4755 FJustTeleported := True;
4757 Anim := nil;
4758 if not silent then
4759 begin
4760 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4761 begin
4762 Anim := TAnimation.Create(ID, False, 3);
4763 end;
4765 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4766 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4767 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4768 if g_Game_IsServer and g_Game_IsNet then
4769 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4770 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4771 NET_GFX_TELE);
4772 end;
4774 FObj.X := X-PLAYER_RECT.X;
4775 FObj.Y := Y-PLAYER_RECT.Y;
4776 if FAlive and FGhost then
4777 begin
4778 FXTo := FObj.X;
4779 FYTo := FObj.Y;
4780 end;
4782 if not g_Game_IsNet then
4783 begin
4784 if dir = 1 then
4785 begin
4786 SetDirection(TDirection.D_LEFT);
4787 FAngle := 180;
4788 end
4789 else
4790 if dir = 2 then
4791 begin
4792 SetDirection(TDirection.D_RIGHT);
4793 FAngle := 0;
4794 end
4795 else
4796 if dir = 3 then
4797 begin // îáðàòíîå
4798 if FDirection = TDirection.D_RIGHT then
4799 begin
4800 SetDirection(TDirection.D_LEFT);
4801 FAngle := 180;
4802 end
4803 else
4804 begin
4805 SetDirection(TDirection.D_RIGHT);
4806 FAngle := 0;
4807 end;
4808 end;
4809 end;
4811 if not silent and (Anim <> nil) then
4812 begin
4813 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4814 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4815 Anim.Free();
4817 if g_Game_IsServer and g_Game_IsNet then
4818 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4819 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4820 NET_GFX_TELE);
4821 end;
4823 Result := True;
4824 end;
4826 function nonz(a: Single): Single;
4827 begin
4828 if a <> 0 then
4829 Result := a
4830 else
4831 Result := 1;
4832 end;
4834 procedure TPlayer.Update();
4835 var
4836 b: Byte;
4837 i, ii, wx, wy, xd, yd, k: Integer;
4838 blockmon, headwater, dospawn: Boolean;
4839 NetServer: Boolean;
4840 AnyServer: Boolean;
4841 SetSpect: Boolean;
4842 begin
4843 NetServer := g_Game_IsNet and g_Game_IsServer;
4844 AnyServer := g_Game_IsServer;
4846 if g_Game_IsClient and (NetInterpLevel > 0) then
4847 DoLerp(NetInterpLevel + 1)
4848 else
4849 if FGhost then
4850 DoLerp(4);
4852 if NetServer then
4853 if FClientID >= 0 then
4854 begin
4855 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4856 if NetClients[FClientID].Peer^.packetsSent > 0 then
4857 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4858 else
4859 FLoss := 0;
4860 end else
4861 begin
4862 FPing := 0;
4863 FLoss := 0;
4864 end;
4866 if FAlive and (FPunchAnim <> nil) then
4867 FPunchAnim.Update();
4869 if FAlive and (gFly or FJetpack) then
4870 FlySmoke();
4872 if FDirection = TDirection.D_LEFT then
4873 FAngle := 180
4874 else
4875 FAngle := 0;
4877 if FAlive and (not FGhost) then
4878 begin
4879 if FKeys[KEY_UP].Pressed then
4880 SeeUp();
4881 if FKeys[KEY_DOWN].Pressed then
4882 SeeDown();
4883 end;
4885 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4886 (FIncCam <> 0) then
4887 begin
4888 i := g_basic.Sign(FIncCam);
4889 FIncCam := Abs(FIncCam);
4890 DecMin(FIncCam, 5, 0);
4891 FIncCam := FIncCam*i;
4892 end;
4894 // no need to do that each second frame, weapon queue will take care of it
4895 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4896 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4898 if gTime mod (GAME_TICK*2) <> 0 then
4899 begin
4900 if (FObj.Vel.X = 0) and FAlive then
4901 begin
4902 if FKeys[KEY_LEFT].Pressed then
4903 Run(TDirection.D_LEFT);
4904 if FKeys[KEY_RIGHT].Pressed then
4905 Run(TDirection.D_RIGHT);
4906 end;
4908 if FPhysics then
4909 begin
4910 g_Obj_Move(@FObj, True, True, True);
4911 positionChanged(); // this updates spatial accelerators
4912 end;
4914 Exit;
4915 end;
4917 FActionChanged := False;
4919 if FAlive then
4920 begin
4921 // Let alive player do some actions
4922 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
4923 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
4924 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4925 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4926 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4927 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4928 if FKeys[KEY_JUMP].Pressed then Jump()
4929 else
4930 begin
4931 if AnyServer and FJetpack then
4932 begin
4933 FJetpack := False;
4934 JetpackOff;
4935 if NetServer then MH_SEND_PlayerStats(FUID);
4936 end;
4937 FCanJetpack := True;
4938 end;
4939 end
4940 else // Dead
4941 begin
4942 dospawn := False;
4943 if not FGhost then
4944 for k := Low(FKeys) to KEY_CHAT-1 do
4945 begin
4946 if FKeys[k].Pressed then
4947 begin
4948 dospawn := True;
4949 break;
4950 end;
4951 end;
4952 if dospawn then
4953 begin
4954 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4955 Respawn(False)
4956 else // Single
4957 if (FTime[T_RESPAWN] <= gTime) and
4958 gGameOn and (not FAlive) then
4959 begin
4960 if (g_Player_GetCount() > 1) then
4961 Respawn(False)
4962 else
4963 begin
4964 gExit := EXIT_RESTART;
4965 Exit;
4966 end;
4967 end;
4968 end;
4969 // Dead spectator actions
4970 if FGhost then
4971 begin
4972 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4973 if FKeys[KEY_FIRE].Pressed and AnyServer then
4974 begin
4975 if FSpectator then
4976 begin
4977 if (FSpectatePlayer >= High(gPlayers)) then
4978 FSpectatePlayer := -1
4979 else
4980 begin
4981 SetSpect := False;
4982 for I := FSpectatePlayer + 1 to High(gPlayers) do
4983 if gPlayers[I] <> nil then
4984 if gPlayers[I].alive then
4985 if gPlayers[I].UID <> FUID then
4986 begin
4987 FSpectatePlayer := I;
4988 SetSpect := True;
4989 break;
4990 end;
4992 if not SetSpect then FSpectatePlayer := -1;
4993 end;
4995 ReleaseKeys;
4996 end;
4997 end;
4998 end;
4999 end;
5000 // No clipping
5001 if FGhost then
5002 begin
5003 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5004 begin
5005 FYTo := FObj.Y - 32;
5006 FSpectatePlayer := -1;
5007 end;
5008 if FKeys[KEY_DOWN].Pressed then
5009 begin
5010 FYTo := FObj.Y + 32;
5011 FSpectatePlayer := -1;
5012 end;
5013 if FKeys[KEY_LEFT].Pressed then
5014 begin
5015 FXTo := FObj.X - 32;
5016 FSpectatePlayer := -1;
5017 end;
5018 if FKeys[KEY_RIGHT].Pressed then
5019 begin
5020 FXTo := FObj.X + 32;
5021 FSpectatePlayer := -1;
5022 end;
5024 if (FXTo < -64) then
5025 FXTo := -64
5026 else if (FXTo > gMapInfo.Width + 32) then
5027 FXTo := gMapInfo.Width + 32;
5028 if (FYTo < -72) then
5029 FYTo := -72
5030 else if (FYTo > gMapInfo.Height + 32) then
5031 FYTo := gMapInfo.Height + 32;
5032 end;
5034 if FPhysics then
5035 begin
5036 g_Obj_Move(@FObj, True, True, True);
5037 positionChanged(); // this updates spatial accelerators
5038 end
5039 else
5040 begin
5041 FObj.Vel.X := 0;
5042 FObj.Vel.Y := 0;
5043 if FSpectator then
5044 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5045 if gPlayers[FSpectatePlayer] <> nil then
5046 if gPlayers[FSpectatePlayer].alive then
5047 begin
5048 FXTo := gPlayers[FSpectatePlayer].GameX;
5049 FYTo := gPlayers[FSpectatePlayer].GameY;
5050 end;
5051 end;
5053 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5054 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5055 PANEL_BLOCKMON, True);
5056 headwater := HeadInLiquid(0, 0);
5058 // Ñîïðîòèâëåíèå âîçäóõà:
5059 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5060 if FObj.Vel.X <> 0 then
5061 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5063 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5064 DecMin(FPain, 5, 0);
5065 DecMin(FPickup, 1, 0);
5067 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5068 begin
5069 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5070 FMegaRulez[MR_SUIT] := 0;
5071 FMegaRulez[MR_INVUL] := 0;
5072 FMegaRulez[MR_INVIS] := 0;
5073 Kill(K_FALLKILL, 0, HIT_FALL);
5074 end;
5076 i := 9;
5078 if FAlive then
5079 begin
5080 if FCurrWeap = WEAPON_SAW then
5081 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5082 FSawSoundSelect.IsPlaying()) then
5083 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5085 if FJetpack then
5086 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5087 (not FJetSoundOff.IsPlaying()) then
5088 begin
5089 FJetSoundFly.SetPosition(0);
5090 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5091 end;
5093 for b := WP_FIRST to WP_LAST do
5094 if FReloading[b] > 0 then
5095 if FNoReload then
5096 FReloading[b] := 0
5097 else
5098 Dec(FReloading[b]);
5100 if FShellTimer > -1 then
5101 if FShellTimer = 0 then
5102 begin
5103 if FShellType = SHELL_SHELL then
5104 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5105 GameVelX, GameVelY-2, SHELL_SHELL)
5106 else if FShellType = SHELL_DBLSHELL then
5107 begin
5108 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5109 GameVelX+1, GameVelY-2, SHELL_SHELL);
5110 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5111 GameVelX-1, GameVelY-2, SHELL_SHELL);
5112 end;
5113 FShellTimer := -1;
5114 end else Dec(FShellTimer);
5116 if (FBFGFireCounter > -1) then
5117 if FBFGFireCounter = 0 then
5118 begin
5119 if AnyServer then
5120 begin
5121 wx := FObj.X+WEAPONPOINT[FDirection].X;
5122 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5123 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5124 yd := wy+firediry();
5125 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5126 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5127 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5128 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5129 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5130 end;
5132 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5133 FBFGFireCounter := -1;
5134 end else
5135 if FNoReload then
5136 FBFGFireCounter := 0
5137 else
5138 Dec(FBFGFireCounter);
5140 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5141 begin
5142 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5144 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5145 end;
5147 if (headwater or blockmon) then
5148 begin
5149 Dec(FAir);
5151 if FAir < -9 then
5152 begin
5153 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5154 FAir := 0;
5155 end
5156 else if (FAir mod 31 = 0) and not blockmon then
5157 begin
5158 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5159 if Random(2) = 0 then
5160 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5161 else
5162 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5163 end;
5164 end else if FAir < AIR_DEF then
5165 FAir := AIR_DEF;
5167 if FFireTime > 0 then
5168 begin
5169 if BodyInLiquid(0, 0) then
5170 begin
5171 FFireTime := 0;
5172 FFirePainTime := 0;
5173 end
5174 else if FMegaRulez[MR_SUIT] >= gTime then
5175 begin
5176 if FMegaRulez[MR_SUIT] = gTime then
5177 FFireTime := 1;
5178 FFirePainTime := 0;
5179 end
5180 else
5181 begin
5182 OnFireFlame(1);
5183 if FFirePainTime <= 0 then
5184 begin
5185 if g_Game_IsServer then
5186 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5187 FFirePainTime := 18;
5188 end;
5189 FFirePainTime := FFirePainTime - 1;
5190 FFireTime := FFireTime - 1;
5191 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5192 MH_SEND_PlayerStats(FUID);
5193 end;
5194 end;
5196 if FDamageBuffer > 0 then
5197 begin
5198 if FDamageBuffer >= 9 then
5199 begin
5200 SetAction(A_PAIN);
5202 if FDamageBuffer < 30 then i := 9
5203 else if FDamageBuffer < 100 then i := 18
5204 else i := 27;
5205 end;
5207 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5208 FArmor := FArmor-(FDamageBuffer-ii);
5209 FHealth := FHealth-ii;
5210 if FArmor < 0 then
5211 begin
5212 FHealth := FHealth+FArmor;
5213 FArmor := 0;
5214 end;
5216 if AnyServer then
5217 if FHealth <= 0 then
5218 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5219 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5220 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5222 if FAlive then
5223 begin
5224 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5225 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5226 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5227 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5228 end;
5230 FDamageBuffer := 0;
5231 end;
5233 {CollideItem();}
5234 end; // if FAlive then ...
5236 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5237 begin
5238 FModel.ChangeAnimation(FActionAnim, FActionForce);
5239 FModel.GetCurrentAnimation.MinLength := i;
5240 FModel.GetCurrentAnimationMask.MinLength := i;
5241 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5243 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5244 then SetAction(A_STAND, True);
5246 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5248 for b := Low(FKeys) to High(FKeys) do
5249 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5250 end;
5253 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5254 begin
5255 x := FObj.X+PLAYER_RECT.X;
5256 y := FObj.Y+PLAYER_RECT.Y;
5257 w := PLAYER_RECT.Width;
5258 h := PLAYER_RECT.Height;
5259 end;
5262 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5263 begin
5264 if (dx <> 0) or (dy <> 0) then
5265 begin
5266 FObj.X += dx;
5267 FObj.Y += dy;
5268 positionChanged();
5269 end;
5270 end;
5273 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5274 begin
5275 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5276 FObj.Y+PLAYER_RECT.Y,
5277 PLAYER_RECT.Width,
5278 PLAYER_RECT.Height,
5279 X, Y,
5280 Width, Height);
5281 end;
5283 function TPlayer.Collide(Panel: TPanel): Boolean;
5284 begin
5285 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5286 FObj.Y+PLAYER_RECT.Y,
5287 PLAYER_RECT.Width,
5288 PLAYER_RECT.Height,
5289 Panel.X, Panel.Y,
5290 Panel.Width, Panel.Height);
5291 end;
5293 function TPlayer.Collide(X, Y: Integer): Boolean;
5294 begin
5295 X := X-FObj.X-PLAYER_RECT.X;
5296 Y := Y-FObj.Y-PLAYER_RECT.Y;
5297 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5298 (y >= 0) and (y <= PLAYER_RECT.Height);
5299 end;
5301 function g_Player_ValidName(Name: string): Boolean;
5302 var
5303 a: Integer;
5304 begin
5305 Result := True;
5307 if gPlayers = nil then Exit;
5309 for a := 0 to High(gPlayers) do
5310 if gPlayers[a] <> nil then
5311 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5312 begin
5313 Result := False;
5314 Exit;
5315 end;
5316 end;
5318 procedure TPlayer.SetDirection(Direction: TDirection);
5319 var
5320 d: TDirection;
5321 begin
5322 d := FModel.Direction;
5324 FModel.Direction := Direction;
5325 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5327 FDirection := Direction;
5328 end;
5330 function TPlayer.GetKeys(): Byte;
5331 begin
5332 Result := 0;
5334 if R_KEY_RED in FRulez then Result := KEY_RED;
5335 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5336 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5338 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5339 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5340 end;
5342 procedure TPlayer.Use();
5343 var
5344 a: Integer;
5345 begin
5346 if FTime[T_USE] > gTime then Exit;
5348 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5349 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5351 for a := 0 to High(gPlayers) do
5352 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5353 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5354 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5355 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5356 begin
5357 gPlayers[a].Touch();
5358 if g_Game_IsNet and g_Game_IsServer then
5359 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5360 end;
5362 FTime[T_USE] := gTime+120;
5363 end;
5365 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5366 var
5367 locObj: TObj;
5368 F: Boolean;
5369 WX, WY, XD, YD: Integer;
5370 begin
5371 F := False;
5372 WX := X;
5373 WY := Y;
5374 XD := AX;
5375 YD := AY;
5377 case FCurrWeap of
5378 WEAPON_KASTET:
5379 begin
5380 DoPunch();
5381 if R_BERSERK in FRulez then
5382 begin
5383 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5384 locobj.X := FObj.X+FObj.Rect.X;
5385 locobj.Y := FObj.Y+FObj.Rect.Y;
5386 locobj.rect.X := 0;
5387 locobj.rect.Y := 0;
5388 locobj.rect.Width := 39;
5389 locobj.rect.Height := 52;
5390 locobj.Vel.X := (xd-wx) div 2;
5391 locobj.Vel.Y := (yd-wy) div 2;
5392 locobj.Accel.X := xd-wx;
5393 locobj.Accel.y := yd-wy;
5395 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5396 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5397 else
5398 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5400 if gFlash = 1 then
5401 if FPain < 50 then
5402 FPain := min(FPain + 25, 50);
5403 end else
5404 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5405 end;
5407 WEAPON_SAW:
5408 begin
5409 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5410 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5411 begin
5412 FSawSoundSelect.Stop();
5413 FSawSound.Stop();
5414 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5415 end
5416 else if not FSawSoundHit.IsPlaying() then
5417 begin
5418 FSawSoundSelect.Stop();
5419 FSawSound.PlayAt(FObj.X, FObj.Y);
5420 end;
5421 f := True;
5422 end;
5424 WEAPON_PISTOL:
5425 begin
5426 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5427 FFireAngle := FAngle;
5428 f := True;
5429 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5430 GameVelX, GameVelY-2, SHELL_BULLET);
5431 end;
5433 WEAPON_SHOTGUN1:
5434 begin
5435 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5436 FFireAngle := FAngle;
5437 f := True;
5438 FShellTimer := 10;
5439 FShellType := SHELL_SHELL;
5440 end;
5442 WEAPON_SHOTGUN2:
5443 begin
5444 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5445 FFireAngle := FAngle;
5446 f := True;
5447 FShellTimer := 13;
5448 FShellType := SHELL_DBLSHELL;
5449 end;
5451 WEAPON_CHAINGUN:
5452 begin
5453 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5454 FFireAngle := FAngle;
5455 f := True;
5456 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5457 GameVelX, GameVelY-2, SHELL_BULLET);
5458 end;
5460 WEAPON_ROCKETLAUNCHER:
5461 begin
5462 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5463 FFireAngle := FAngle;
5464 f := True;
5465 end;
5467 WEAPON_PLASMA:
5468 begin
5469 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5470 FFireAngle := FAngle;
5471 f := True;
5472 end;
5474 WEAPON_BFG:
5475 begin
5476 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5477 FFireAngle := FAngle;
5478 f := True;
5479 end;
5481 WEAPON_SUPERPULEMET:
5482 begin
5483 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5484 FFireAngle := FAngle;
5485 f := True;
5486 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5487 GameVelX, GameVelY-2, SHELL_SHELL);
5488 end;
5490 WEAPON_FLAMETHROWER:
5491 begin
5492 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5493 FFireAngle := FAngle;
5494 f := True;
5495 end;
5496 end;
5498 if not f then Exit;
5500 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5501 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5502 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5503 end;
5505 procedure TPlayer.DoLerp(Level: Integer = 2);
5506 begin
5507 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5508 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5509 end;
5511 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5512 var
5513 AX, AY: Integer;
5514 begin
5515 if NetInterpLevel < 1 then
5516 begin
5517 FObj.X := XTo;
5518 FObj.Y := YTo;
5519 end
5520 else
5521 begin
5522 FXTo := XTo;
5523 FYTo := YTo;
5525 AX := Abs(FXTo - FObj.X);
5526 AY := Abs(FYTo - FObj.Y);
5527 if (AX > 32) or (AX <= NetInterpLevel) then
5528 FObj.X := FXTo;
5529 if (AY > 32) or (AY <= NetInterpLevel) then
5530 FObj.Y := FYTo;
5531 end;
5532 end;
5534 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5535 begin
5536 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5537 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5538 PANEL_LIFTUP, False) then Result := -1
5539 else
5540 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5541 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5542 PANEL_LIFTDOWN, False) then Result := 1
5543 else Result := 0;
5544 end;
5546 function TPlayer.GetFlag(Flag: Byte): Boolean;
5547 var
5548 s, ts: String;
5549 evtype: Byte;
5550 begin
5551 Result := False;
5553 if Flag = FLAG_NONE then
5554 Exit;
5556 if not g_Game_IsServer then Exit;
5558 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5559 if (Flag = FTeam) and
5560 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5561 (FFlag <> FLAG_NONE) then
5562 begin
5563 if FFlag = FLAG_RED then
5564 s := _lc[I_PLAYER_FLAG_RED]
5565 else
5566 s := _lc[I_PLAYER_FLAG_BLUE];
5568 evtype := FLAG_STATE_SCORED;
5570 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5571 Insert('.', ts, Length(ts) + 1 - 3);
5572 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5574 g_Map_ResetFlag(FFlag);
5575 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5577 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5579 Result := True;
5580 if g_Game_IsNet then
5581 begin
5582 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5583 MH_SEND_GameStats;
5584 end;
5586 gFlags[FFlag].CaptureTime := 0;
5587 SetFlag(FLAG_NONE);
5588 Exit;
5589 end;
5591 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5592 if (Flag = FTeam) and
5593 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5594 begin
5595 if Flag = FLAG_RED then
5596 s := _lc[I_PLAYER_FLAG_RED]
5597 else
5598 s := _lc[I_PLAYER_FLAG_BLUE];
5600 evtype := FLAG_STATE_RETURNED;
5601 gFlags[Flag].CaptureTime := 0;
5603 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5605 g_Map_ResetFlag(Flag);
5606 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5608 Result := True;
5609 if g_Game_IsNet then
5610 begin
5611 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5612 MH_SEND_GameStats;
5613 end;
5614 Exit;
5615 end;
5617 // Ïîäîáðàë ÷óæîé ôëàã:
5618 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5619 begin
5620 SetFlag(Flag);
5622 if Flag = FLAG_RED then
5623 s := _lc[I_PLAYER_FLAG_RED]
5624 else
5625 s := _lc[I_PLAYER_FLAG_BLUE];
5627 evtype := FLAG_STATE_CAPTURED;
5629 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5631 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5633 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5635 Result := True;
5636 if g_Game_IsNet then
5637 begin
5638 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5639 MH_SEND_GameStats;
5640 end;
5641 end;
5642 end;
5644 procedure TPlayer.SetFlag(Flag: Byte);
5645 begin
5646 FFlag := Flag;
5647 if FModel <> nil then
5648 FModel.SetFlag(FFlag);
5649 end;
5651 function TPlayer.DropFlag(): Boolean;
5652 var
5653 s: String;
5654 begin
5655 Result := False;
5656 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5657 Exit;
5658 FTime[T_FLAGCAP] := gTime + 2000;
5659 with gFlags[FFlag] do
5660 begin
5661 Obj.X := FObj.X;
5662 Obj.Y := FObj.Y;
5663 Direction := FDirection;
5664 State := FLAG_STATE_DROPPED;
5665 Count := FLAG_TIME;
5666 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5667 (FObj.Vel.Y div 2)-2+Random(5));
5668 positionChanged(); // this updates spatial accelerators
5670 if FFlag = FLAG_RED then
5671 s := _lc[I_PLAYER_FLAG_RED]
5672 else
5673 s := _lc[I_PLAYER_FLAG_BLUE];
5675 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5676 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5678 if g_Game_IsNet then
5679 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5680 end;
5681 SetFlag(FLAG_NONE);
5682 Result := True;
5683 end;
5685 procedure TPlayer.GetSecret();
5686 begin
5687 Inc(FSecrets);
5688 end;
5690 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5691 begin
5692 Assert(Key <= High(FKeys));
5694 FKeys[Key].Pressed := True;
5695 FKeys[Key].Time := Time;
5696 end;
5698 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5699 begin
5700 Result := FKeys[K].Pressed;
5701 end;
5703 procedure TPlayer.ReleaseKeys();
5704 var
5705 a: Integer;
5706 begin
5707 for a := Low(FKeys) to High(FKeys) do
5708 begin
5709 FKeys[a].Pressed := False;
5710 FKeys[a].Time := 0;
5711 end;
5712 end;
5714 procedure TPlayer.OnDamage(Angle: SmallInt);
5715 begin
5716 end;
5718 function TPlayer.firediry(): Integer;
5719 begin
5720 if FKeys[KEY_UP].Pressed then Result := -42
5721 else if FKeys[KEY_DOWN].Pressed then Result := 19
5722 else Result := 0;
5723 end;
5725 procedure TPlayer.RememberState();
5726 var
5727 i: Integer;
5728 begin
5729 FSavedState.Health := FHealth;
5730 FSavedState.Armor := FArmor;
5731 FSavedState.Air := FAir;
5732 FSavedState.JetFuel := FJetFuel;
5733 FSavedState.CurrWeap := FCurrWeap;
5734 FSavedState.NextWeap := FNextWeap;
5735 FSavedState.NextWeapDelay := FNextWeapDelay;
5737 for i := 0 to 3 do
5738 FSavedState.Ammo[i] := FAmmo[i];
5739 for i := 0 to 3 do
5740 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5742 FSavedState.Rulez := FRulez;
5743 FSavedState.WaitRecall := True;
5744 end;
5746 procedure TPlayer.RecallState();
5747 var
5748 i: Integer;
5749 begin
5750 if not FSavedState.WaitRecall then Exit;
5752 FHealth := FSavedState.Health;
5753 FArmor := FSavedState.Armor;
5754 FAir := FSavedState.Air;
5755 FJetFuel := FSavedState.JetFuel;
5756 FCurrWeap := FSavedState.CurrWeap;
5757 FNextWeap := FSavedState.NextWeap;
5758 FNextWeapDelay := FSavedState.NextWeapDelay;
5760 for i := 0 to 3 do
5761 FAmmo[i] := FSavedState.Ammo[i];
5762 for i := 0 to 3 do
5763 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5765 FRulez := FSavedState.Rulez;
5766 FSavedState.WaitRecall := False;
5768 if gGameSettings.GameType = GT_SERVER then
5769 MH_SEND_PlayerStats(FUID);
5770 end;
5772 procedure TPlayer.SaveState (st: TStream);
5773 var
5774 i: Integer;
5775 b: Byte;
5776 begin
5777 // Ñèãíàòóðà èãðîêà
5778 utils.writeSign(st, 'PLYR');
5779 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5780 // Áîò èëè ÷åëîâåê
5781 utils.writeBool(st, FIamBot);
5782 // UID èãðîêà
5783 utils.writeInt(st, Word(FUID));
5784 // Èìÿ èãðîêà
5785 utils.writeStr(st, FName);
5786 // Êîìàíäà
5787 utils.writeInt(st, Byte(FTeam));
5788 // Æèâ ëè
5789 utils.writeBool(st, FAlive);
5790 // Èçðàñõîäîâàë ëè âñå æèçíè
5791 utils.writeBool(st, FNoRespawn);
5792 // Íàïðàâëåíèå
5793 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
5794 utils.writeInt(st, Byte(b));
5795 // Çäîðîâüå
5796 utils.writeInt(st, LongInt(FHealth));
5797 // Æèçíè
5798 utils.writeInt(st, Byte(FLives));
5799 // Áðîíÿ
5800 utils.writeInt(st, LongInt(FArmor));
5801 // Çàïàñ âîçäóõà
5802 utils.writeInt(st, LongInt(FAir));
5803 // Çàïàñ ãîðþ÷åãî
5804 utils.writeInt(st, LongInt(FJetFuel));
5805 // Áîëü
5806 utils.writeInt(st, LongInt(FPain));
5807 // Óáèë
5808 utils.writeInt(st, LongInt(FKills));
5809 // Óáèë ìîíñòðîâ
5810 utils.writeInt(st, LongInt(FMonsterKills));
5811 // Ôðàãîâ
5812 utils.writeInt(st, LongInt(FFrags));
5813 // Ôðàãîâ ïîäðÿä
5814 utils.writeInt(st, Byte(FFragCombo));
5815 // Âðåìÿ ïîñëåäíåãî ôðàãà
5816 utils.writeInt(st, LongWord(FLastFrag));
5817 // Ñìåðòåé
5818 utils.writeInt(st, LongInt(FDeath));
5819 // Êàêîé ôëàã íåñåò
5820 utils.writeInt(st, Byte(FFlag));
5821 // Íàøåë ñåêðåòîâ
5822 utils.writeInt(st, LongInt(FSecrets));
5823 // Òåêóùåå îðóæèå
5824 utils.writeInt(st, Byte(FCurrWeap));
5825 // Æåëàåìîå îðóæèå
5826 utils.writeInt(st, Word(FNextWeap));
5827 // ...è ïàóçà
5828 utils.writeInt(st, Byte(FNextWeapDelay));
5829 // Âðåìÿ çàðÿäêè BFG
5830 utils.writeInt(st, SmallInt(FBFGFireCounter));
5831 // Áóôåð óðîíà
5832 utils.writeInt(st, LongInt(FDamageBuffer));
5833 // Ïîñëåäíèé óäàðèâøèé
5834 utils.writeInt(st, Word(FLastSpawnerUID));
5835 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5836 utils.writeInt(st, Byte(FLastHit));
5837 // Îáúåêò èãðîêà
5838 Obj_SaveState(st, @FObj);
5839 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5840 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
5841 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5842 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
5843 // Íàëè÷èå îðóæèÿ
5844 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
5845 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5846 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
5847 // Íàëè÷èå ðþêçàêà
5848 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
5849 // Íàëè÷èå êðàñíîãî êëþ÷à
5850 utils.writeBool(st, (R_KEY_RED in FRulez));
5851 // Íàëè÷èå çåëåíîãî êëþ÷à
5852 utils.writeBool(st, (R_KEY_GREEN in FRulez));
5853 // Íàëè÷èå ñèíåãî êëþ÷à
5854 utils.writeBool(st, (R_KEY_BLUE in FRulez));
5855 // Íàëè÷èå áåðñåðêà
5856 utils.writeBool(st, (R_BERSERK in FRulez));
5857 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5858 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
5859 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5860 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
5861 // Íàçâàíèå ìîäåëè
5862 utils.writeStr(st, FModel.Name);
5863 // Öâåò ìîäåëè
5864 utils.writeInt(st, Byte(FColor.R));
5865 utils.writeInt(st, Byte(FColor.G));
5866 utils.writeInt(st, Byte(FColor.B));
5867 end;
5870 procedure TPlayer.LoadState (st: TStream);
5871 var
5872 i: Integer;
5873 str: String;
5874 b: Byte;
5875 begin
5876 assert(st <> nil);
5878 // Ñèãíàòóðà èãðîêà
5879 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
5880 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
5881 // Áîò èëè ÷åëîâåê:
5882 FIamBot := utils.readBool(st);
5883 // UID èãðîêà
5884 FUID := utils.readWord(st);
5885 // Èìÿ èãðîêà
5886 str := utils.readStr(st);
5887 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
5888 // Êîìàíäà
5889 FTeam := utils.readByte(st);
5890 // Æèâ ëè
5891 FAlive := utils.readBool(st);
5892 // Èçðàñõîäîâàë ëè âñå æèçíè
5893 FNoRespawn := utils.readBool(st);
5894 // Íàïðàâëåíèå
5895 b := utils.readByte(st);
5896 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
5897 // Çäîðîâüå
5898 FHealth := utils.readLongInt(st);
5899 // Æèçíè
5900 FLives := utils.readByte(st);
5901 // Áðîíÿ
5902 FArmor := utils.readLongInt(st);
5903 // Çàïàñ âîçäóõà
5904 FAir := utils.readLongInt(st);
5905 // Çàïàñ ãîðþ÷åãî
5906 FJetFuel := utils.readLongInt(st);
5907 // Áîëü
5908 FPain := utils.readLongInt(st);
5909 // Óáèë
5910 FKills := utils.readLongInt(st);
5911 // Óáèë ìîíñòðîâ
5912 FMonsterKills := utils.readLongInt(st);
5913 // Ôðàãîâ
5914 FFrags := utils.readLongInt(st);
5915 // Ôðàãîâ ïîäðÿä
5916 FFragCombo := utils.readByte(st);
5917 // Âðåìÿ ïîñëåäíåãî ôðàãà
5918 FLastFrag := utils.readLongWord(st);
5919 // Ñìåðòåé
5920 FDeath := utils.readLongInt(st);
5921 // Êàêîé ôëàã íåñåò
5922 FFlag := utils.readByte(st);
5923 // Íàøåë ñåêðåòîâ
5924 FSecrets := utils.readLongInt(st);
5925 // Òåêóùåå îðóæèå
5926 FCurrWeap := utils.readByte(st);
5927 // Æåëàåìîå îðóæèå
5928 FNextWeap := utils.readWord(st);
5929 // ...è ïàóçà
5930 FNextWeapDelay := utils.readByte(st);
5931 // Âðåìÿ çàðÿäêè BFG
5932 FBFGFireCounter := utils.readSmallInt(st);
5933 // Áóôåð óðîíà
5934 FDamageBuffer := utils.readLongInt(st);
5935 // Ïîñëåäíèé óäàðèâøèé
5936 FLastSpawnerUID := utils.readWord(st);
5937 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5938 FLastHit := utils.readByte(st);
5939 // Îáúåêò èãðîêà
5940 Obj_LoadState(@FObj, st);
5941 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5942 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
5943 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5944 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
5945 // Íàëè÷èå îðóæèÿ
5946 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
5947 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5948 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
5949 // Íàëè÷èå ðþêçàêà
5950 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
5951 // Íàëè÷èå êðàñíîãî êëþ÷à
5952 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
5953 // Íàëè÷èå çåëåíîãî êëþ÷à
5954 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
5955 // Íàëè÷èå ñèíåãî êëþ÷à
5956 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
5957 // Íàëè÷èå áåðñåðêà
5958 if utils.readBool(st) then Include(FRulez, R_BERSERK);
5959 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5960 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
5961 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5962 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
5963 // Íàçâàíèå ìîäåëè
5964 str := utils.readStr(st);
5965 // Öâåò ìîäåëè
5966 FColor.R := utils.readByte(st);
5967 FColor.G := utils.readByte(st);
5968 FColor.B := utils.readByte(st);
5969 if (self = gPlayer1) then
5970 begin
5971 str := gPlayer1Settings.Model;
5972 FColor := gPlayer1Settings.Color;
5973 end
5974 else if (self = gPlayer2) then
5975 begin
5976 str := gPlayer2Settings.Model;
5977 FColor := gPlayer2Settings.Color;
5978 end;
5979 // Îáíîâëÿåì ìîäåëü èãðîêà
5980 SetModel(str);
5981 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5982 FModel.Color := TEAMCOLOR[FTeam]
5983 else
5984 FModel.Color := FColor;
5985 end;
5988 procedure TPlayer.AllRulez(Health: Boolean);
5989 var
5990 a: Integer;
5991 begin
5992 if Health then
5993 begin
5994 FHealth := PLAYER_HP_LIMIT;
5995 FArmor := PLAYER_AP_LIMIT;
5996 Exit;
5997 end;
5999 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6000 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6001 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6002 end;
6004 procedure TPlayer.RestoreHealthArmor();
6005 begin
6006 FHealth := PLAYER_HP_LIMIT;
6007 FArmor := PLAYER_AP_LIMIT;
6008 end;
6010 procedure TPlayer.FragCombo();
6011 var
6012 Param: Integer;
6013 begin
6014 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6015 Exit;
6016 if gTime - FLastFrag < FRAG_COMBO_TIME then
6017 begin
6018 if FFragCombo < 5 then
6019 Inc(FFragCombo);
6020 Param := FUID or (FFragCombo shl 16);
6021 if (FComboEvnt >= Low(gDelayedEvents)) and
6022 (FComboEvnt <= High(gDelayedEvents)) and
6023 gDelayedEvents[FComboEvnt].Pending and
6024 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6025 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6026 begin
6027 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6028 gDelayedEvents[FComboEvnt].DENum := Param;
6029 end
6030 else
6031 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6032 end
6033 else
6034 FFragCombo := 1;
6036 FLastFrag := gTime;
6037 end;
6039 procedure TPlayer.GiveItem(ItemType: Byte);
6040 begin
6041 case ItemType of
6042 ITEM_SUIT:
6043 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6044 begin
6045 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6046 end;
6048 ITEM_OXYGEN:
6049 if FAir < AIR_MAX then
6050 begin
6051 FAir := AIR_MAX;
6052 end;
6054 ITEM_MEDKIT_BLACK:
6055 begin
6056 if not (R_BERSERK in FRulez) then
6057 begin
6058 Include(FRulez, R_BERSERK);
6059 if FBFGFireCounter < 1 then
6060 begin
6061 FCurrWeap := WEAPON_KASTET;
6062 resetWeaponQueue();
6063 FModel.SetWeapon(WEAPON_KASTET);
6064 end;
6065 if gFlash <> 0 then
6066 Inc(FPain, 100);
6067 FBerserk := gTime+30000;
6068 end;
6069 if FHealth < PLAYER_HP_SOFT then
6070 begin
6071 FHealth := PLAYER_HP_SOFT;
6072 FBerserk := gTime+30000;
6073 end;
6074 end;
6076 ITEM_INVUL:
6077 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6078 begin
6079 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6080 end;
6082 ITEM_INVIS:
6083 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6084 begin
6085 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6086 end;
6088 ITEM_JETPACK:
6089 if FJetFuel < JET_MAX then
6090 begin
6091 FJetFuel := JET_MAX;
6092 end;
6094 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6095 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6097 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6098 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6100 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6101 ITEM_SPHERE_WHITE:
6102 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6103 begin
6104 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6105 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6106 end;
6108 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6109 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6110 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6111 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6112 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6113 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6114 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6115 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6116 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6118 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6119 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6120 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6121 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6122 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6123 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6124 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6125 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6126 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6128 ITEM_AMMO_BACKPACK:
6129 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6130 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6131 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6132 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6133 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6134 begin
6135 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6136 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6137 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6138 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6139 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6141 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6142 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6143 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6144 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6146 FRulez := FRulez + [R_ITEM_BACKPACK];
6147 end;
6149 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6150 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6151 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6153 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6154 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6156 else
6157 Exit;
6158 end;
6159 if g_Game_IsNet and g_Game_IsServer then
6160 MH_SEND_PlayerStats(FUID);
6161 end;
6163 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6164 var
6165 id, i: DWORD;
6166 Anim: TAnimation;
6167 begin
6168 if (Random(5) = 1) and (Times = 1) then
6169 Exit;
6171 if BodyInLiquid(0, 0) then
6172 begin
6173 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6174 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6175 if Random(2) = 0 then
6176 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6177 else
6178 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6179 Exit;
6180 end;
6182 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6183 begin
6184 for i := 1 to Times do
6185 begin
6186 Anim := TAnimation.Create(id, False, 3);
6187 Anim.Alpha := 150;
6188 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6189 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6190 Anim.Free();
6191 end;
6192 end;
6193 end;
6195 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6196 var
6197 id, i: DWORD;
6198 Anim: TAnimation;
6199 begin
6200 if (Random(10) = 1) and (Times = 1) then
6201 Exit;
6203 if g_Frames_Get(id, 'FRAMES_FLAME') then
6204 begin
6205 for i := 1 to Times do
6206 begin
6207 Anim := TAnimation.Create(id, False, 3);
6208 Anim.Alpha := 0;
6209 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6210 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6211 Anim.Free();
6212 end;
6213 end;
6214 end;
6216 procedure TPlayer.PauseSounds(Enable: Boolean);
6217 begin
6218 FSawSound.Pause(Enable);
6219 FSawSoundIdle.Pause(Enable);
6220 FSawSoundHit.Pause(Enable);
6221 FSawSoundSelect.Pause(Enable);
6222 end;
6224 { T C o r p s e : }
6226 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6227 begin
6228 g_Obj_Init(@FObj);
6229 FObj.X := X;
6230 FObj.Y := Y;
6231 FObj.Rect := PLAYER_CORPSERECT;
6232 FModelName := ModelName;
6233 FMess := aMess;
6235 if FMess then
6236 begin
6237 FState := CORPSE_STATE_MESS;
6238 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6239 end
6240 else
6241 begin
6242 FState := CORPSE_STATE_NORMAL;
6243 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6244 end;
6245 end;
6247 destructor TCorpse.Destroy();
6248 begin
6249 FAnimation.Free();
6251 inherited;
6252 end;
6254 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6256 procedure TCorpse.positionChanged (); inline; begin end;
6258 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6259 begin
6260 if (dx <> 0) or (dy <> 0) then
6261 begin
6262 FObj.X += dx;
6263 FObj.Y += dy;
6264 positionChanged();
6265 end;
6266 end;
6269 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6270 begin
6271 x := FObj.X+PLAYER_CORPSERECT.X;
6272 y := FObj.Y+PLAYER_CORPSERECT.Y;
6273 w := PLAYER_CORPSERECT.Width;
6274 h := PLAYER_CORPSERECT.Height;
6275 end;
6278 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6279 var
6280 pm: TPlayerModel;
6281 begin
6282 if FState = CORPSE_STATE_REMOVEME then
6283 Exit;
6285 FDamage := FDamage + Value;
6287 if FDamage > 150 then
6288 begin
6289 if FAnimation <> nil then
6290 begin
6291 FAnimation.Free();
6292 FAnimation := nil;
6294 FState := CORPSE_STATE_REMOVEME;
6296 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6297 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6298 FModelName, FColor);
6299 // Çâóê ìÿñà îò òðóïà:
6300 pm := g_PlayerModel_Get(FModelName);
6301 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6302 pm.Free;
6303 end;
6304 end
6305 else
6306 begin
6307 FObj.Vel.X := FObj.Vel.X + vx;
6308 FObj.Vel.Y := FObj.Vel.Y + vy;
6309 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6310 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6311 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6312 150, 0, 0);
6313 end;
6314 end;
6316 procedure TCorpse.Draw();
6317 begin
6318 if FState = CORPSE_STATE_REMOVEME then
6319 Exit;
6321 if FAnimation <> nil then
6322 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6324 if FAnimationMask <> nil then
6325 begin
6326 e_Colors := FColor;
6327 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6328 e_Colors.R := 255;
6329 e_Colors.G := 255;
6330 e_Colors.B := 255;
6331 end;
6332 end;
6334 procedure TCorpse.Update();
6335 var
6336 st: Word;
6337 begin
6338 if FState = CORPSE_STATE_REMOVEME then
6339 Exit;
6341 if gTime mod (GAME_TICK*2) <> 0 then
6342 begin
6343 g_Obj_Move(@FObj, True, True, True);
6344 positionChanged(); // this updates spatial accelerators
6345 Exit;
6346 end;
6348 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6349 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6351 st := g_Obj_Move(@FObj, True, True, True);
6352 positionChanged(); // this updates spatial accelerators
6354 if WordBool(st and MOVE_FALLOUT) then
6355 begin
6356 FState := CORPSE_STATE_REMOVEME;
6357 Exit;
6358 end;
6360 if FAnimation <> nil then
6361 FAnimation.Update();
6362 if FAnimationMask <> nil then
6363 FAnimationMask.Update();
6364 end;
6367 procedure TCorpse.SaveState (st: TStream);
6368 var
6369 anim: Boolean;
6370 begin
6371 assert(st <> nil);
6373 // Ñèãíàòóðà òðóïà
6374 utils.writeSign(st, 'CORP');
6375 utils.writeInt(st, Byte(0));
6376 // Ñîñòîÿíèå
6377 utils.writeInt(st, Byte(FState));
6378 // Íàêîïëåííûé óðîí
6379 utils.writeInt(st, Byte(FDamage));
6380 // Öâåò
6381 utils.writeInt(st, Byte(FColor.R));
6382 utils.writeInt(st, Byte(FColor.G));
6383 utils.writeInt(st, Byte(FColor.B));
6384 // Îáúåêò òðóïà
6385 Obj_SaveState(st, @FObj);
6386 // Åñòü ëè àíèìàöèÿ
6387 anim := (FAnimation <> nil);
6388 utils.writeBool(st, anim);
6389 // Åñëè åñòü - ñîõðàíÿåì
6390 if anim then FAnimation.SaveState(st);
6391 // Åñòü ëè ìàñêà àíèìàöèè
6392 anim := (FAnimationMask <> nil);
6393 utils.writeBool(st, anim);
6394 // Åñëè åñòü - ñîõðàíÿåì
6395 if anim then FAnimationMask.SaveState(st);
6396 end;
6399 procedure TCorpse.LoadState (st: TStream);
6400 var
6401 anim: Boolean;
6402 begin
6403 assert(st <> nil);
6405 // Ñèãíàòóðà òðóïà
6406 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6407 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6408 // Ñîñòîÿíèå
6409 FState := utils.readByte(st);
6410 // Íàêîïëåííûé óðîí
6411 FDamage := utils.readByte(st);
6412 // Öâåò
6413 FColor.R := utils.readByte(st);
6414 FColor.G := utils.readByte(st);
6415 FColor.B := utils.readByte(st);
6416 // Îáúåêò òðóïà
6417 Obj_LoadState(@FObj, st);
6418 // Åñòü ëè àíèìàöèÿ
6419 anim := utils.readBool(st);
6420 // Åñëè åñòü - çàãðóæàåì
6421 if anim then
6422 begin
6423 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6424 FAnimation.LoadState(st);
6425 end;
6426 // Åñòü ëè ìàñêà àíèìàöèè
6427 anim := utils.readBool(st);
6428 // Åñëè åñòü - çàãðóæàåì
6429 if anim then
6430 begin
6431 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6432 FAnimationMask.LoadState(st);
6433 end;
6434 end;
6436 { T B o t : }
6438 constructor TBot.Create();
6439 var
6440 a: Integer;
6441 begin
6442 inherited Create();
6444 FPhysics := True;
6445 FSpectator := False;
6446 FGhost := False;
6448 FIamBot := True;
6450 Inc(gNumBots);
6452 for a := WP_FIRST to WP_LAST do
6453 begin
6454 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6455 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6456 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6457 end;
6458 end;
6460 destructor TBot.Destroy();
6461 begin
6462 Dec(gNumBots);
6463 inherited Destroy();
6464 end;
6466 procedure TBot.Draw();
6467 begin
6468 inherited Draw();
6470 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6471 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6472 end;
6474 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6475 begin
6476 inherited Respawn(Silent, Force);
6478 FAIFlags := nil;
6479 FSelectedWeapon := FCurrWeap;
6480 resetWeaponQueue();
6481 FTargetUID := 0;
6482 end;
6484 procedure TBot.UpdateCombat();
6485 type
6486 TTarget = record
6487 UID: Word;
6488 X, Y: Integer;
6489 Rect: TRectWH;
6490 cX, cY: Integer;
6491 Dist: Word;
6492 Line: Boolean;
6493 Visible: Boolean;
6494 IsPlayer: Boolean;
6495 end;
6497 TTargetRecord = array of TTarget;
6499 function Compare(a, b: TTarget): Integer;
6500 begin
6501 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6502 Result := -1
6503 else
6504 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6505 Result := 1
6506 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6507 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6508 begin
6509 if a.Dist > b.Dist then // B áëèæå
6510 Result := 1
6511 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6512 Result := -1;
6513 end
6514 else // Ñòðàííî -> A
6515 Result := -1;
6516 end;
6518 var
6519 a, x1, y1, x2, y2: Integer;
6520 targets: TTargetRecord;
6521 ammo: Word;
6522 Target, BestTarget: TTarget;
6523 firew, fireh: Integer;
6524 angle: SmallInt;
6525 mon: TMonster;
6526 pla, tpla: TPlayer;
6527 vsPlayer, vsMonster, ok: Boolean;
6530 function monsUpdate (mon: TMonster): Boolean;
6531 begin
6532 result := false; // don't stop
6533 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6534 begin
6535 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6537 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6538 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6540 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6541 if g_TraceVector(x1, y1, x2, y2) then
6542 begin
6543 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6544 SetLength(targets, Length(targets)+1);
6545 with targets[High(targets)] do
6546 begin
6547 UID := mon.UID;
6548 X := mon.Obj.X;
6549 Y := mon.Obj.Y;
6550 cX := x2;
6551 cY := y2;
6552 Rect := mon.Obj.Rect;
6553 Dist := g_PatchLength(x1, y1, x2, y2);
6554 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6555 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6556 Visible := True;
6557 IsPlayer := False;
6558 end;
6559 end;
6560 end;
6561 end;
6563 begin
6564 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6565 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6567 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6568 if FCurrWeap <> FSelectedWeapon then
6569 NextWeapon();
6571 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6572 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6573 begin
6574 RemoveAIFlag('NEEDFIRE');
6576 case FCurrWeap of
6577 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6578 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6579 else PressKey(KEY_FIRE);
6580 end;
6581 end;
6583 // Êîîðäèíàòû ñòâîëà:
6584 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6585 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6587 Target.UID := FTargetUID;
6589 ok := False;
6590 if Target.UID <> 0 then
6591 begin // Öåëü åñòü - íàñòðàèâàåì
6592 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6593 vsPlayer then
6594 begin // Èãðîê
6595 tpla := g_Player_Get(Target.UID);
6596 if tpla <> nil then
6597 with tpla do
6598 begin
6599 if (@FObj) <> nil then
6600 begin
6601 Target.X := FObj.X;
6602 Target.Y := FObj.Y;
6603 end;
6604 end;
6606 Target.cX := Target.X + PLAYER_RECT_CX;
6607 Target.cY := Target.Y + PLAYER_RECT_CY;
6608 Target.Rect := PLAYER_RECT;
6609 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6610 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6611 (y1-4 > Target.Y+PLAYER_RECT.Y);
6612 Target.IsPlayer := True;
6613 ok := True;
6614 end
6615 else
6616 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6617 vsMonster then
6618 begin // Ìîíñòð
6619 mon := g_Monsters_ByUID(Target.UID);
6620 if mon <> nil then
6621 begin
6622 Target.X := mon.Obj.X;
6623 Target.Y := mon.Obj.Y;
6625 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6626 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6627 Target.Rect := mon.Obj.Rect;
6628 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6629 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6630 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6631 Target.IsPlayer := False;
6632 ok := True;
6633 end;
6634 end;
6635 end;
6637 if not ok then
6638 begin // Öåëè íåò - îáíóëÿåì
6639 Target.X := 0;
6640 Target.Y := 0;
6641 Target.cX := 0;
6642 Target.cY := 0;
6643 Target.Visible := False;
6644 Target.Line := False;
6645 Target.IsPlayer := False;
6646 end;
6648 targets := nil;
6650 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6651 if (not Target.Line) or (not Target.Visible) then
6652 begin
6653 // Èãðîêè:
6654 if vsPlayer then
6655 for a := 0 to High(gPlayers) do
6656 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6657 (gPlayers[a].FUID <> FUID) and
6658 (not SameTeam(FUID, gPlayers[a].FUID)) and
6659 (not gPlayers[a].NoTarget) and
6660 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6661 begin
6662 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6663 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6664 Continue;
6666 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6667 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6669 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6670 if g_TraceVector(x1, y1, x2, y2) then
6671 begin
6672 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6673 SetLength(targets, Length(targets)+1);
6674 with targets[High(targets)] do
6675 begin
6676 UID := gPlayers[a].FUID;
6677 X := gPlayers[a].FObj.X;
6678 Y := gPlayers[a].FObj.Y;
6679 cX := x2;
6680 cY := y2;
6681 Rect := PLAYER_RECT;
6682 Dist := g_PatchLength(x1, y1, x2, y2);
6683 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6684 (y1-4 > Target.Y+PLAYER_RECT.Y);
6685 Visible := True;
6686 IsPlayer := True;
6687 end;
6688 end;
6689 end;
6691 // Ìîíñòðû:
6692 if vsMonster then g_Mons_ForEach(monsUpdate);
6693 end;
6695 // Åñëè åñòü âîçìîæíûå öåëè:
6696 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6697 if targets <> nil then
6698 begin
6699 // Âûáèðàåì íàèëó÷øóþ öåëü:
6700 BestTarget := targets[0];
6701 if Length(targets) > 1 then
6702 for a := 1 to High(targets) do
6703 if Compare(BestTarget, targets[a]) = 1 then
6704 BestTarget := targets[a];
6706 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6707 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6708 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6709 begin
6710 Target := BestTarget;
6712 if (Healthy() = 3) or ((Healthy() = 2)) then
6713 begin // Åñëè çäîðîâû - äîãîíÿåì
6714 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6715 SetAIFlag('GORIGHT', '1');
6716 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6717 SetAIFlag('GOLEFT', '1');
6718 end
6719 else
6720 begin // Åñëè ïîáèòû - óáåãàåì
6721 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6722 SetAIFlag('GORIGHT', '1');
6723 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6724 SetAIFlag('GOLEFT', '1');
6725 end;
6727 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6728 SelectWeapon(Abs(x1-Target.cX));
6729 end;
6730 end;
6732 // Åñëè åñòü öåëü:
6733 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6734 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6735 if Target.UID <> 0 then
6736 begin
6737 if not TargetOnScreen(Target.X + Target.Rect.X,
6738 Target.Y + Target.Rect.Y) then
6739 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6740 if (Healthy() = 3) or ((Healthy() = 2)) then
6741 begin // Åñëè çäîðîâû - äîãîíÿåì
6742 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6743 SetAIFlag('GORIGHT', '1');
6744 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6745 SetAIFlag('GOLEFT', '1');
6746 end
6747 else
6748 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6749 Target.UID := 0;
6750 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6751 SetAIFlag('GORIGHT', '1');
6752 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6753 SetAIFlag('GOLEFT', '1');
6754 end;
6755 end
6756 else
6757 begin // Öåëü ïîêà íà "ýêðàíå"
6758 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6759 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6760 FLastVisible := gTime;
6761 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6762 if (Abs(FObj.Y-Target.Y) <= 128) then
6763 begin
6764 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6765 SetAIFlag('GORIGHT', '1');
6766 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6767 SetAIFlag('GOLEFT', '1');
6768 end;
6769 end;
6771 // Âûáèðàåì óãîë ââåðõ:
6772 if FDirection = TDirection.D_LEFT then
6773 angle := ANGLE_LEFTUP
6774 else
6775 angle := ANGLE_RIGHTUP;
6777 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6778 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6780 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6781 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6782 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6783 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6784 Target.Rect.Width, Target.Rect.Height) and
6785 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6786 begin // òî íóæíî ñòðåëÿòü ââåðõ
6787 SetAIFlag('NEEDFIRE', '1');
6788 SetAIFlag('NEEDSEEUP', '1');
6789 end;
6791 // Âûáèðàåì óãîë âíèç:
6792 if FDirection = TDirection.D_LEFT then
6793 angle := ANGLE_LEFTDOWN
6794 else
6795 angle := ANGLE_RIGHTDOWN;
6797 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6798 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6800 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6801 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6802 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6803 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6804 Target.Rect.Width, Target.Rect.Height) and
6805 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6806 begin // òî íóæíî ñòðåëÿòü âíèç
6807 SetAIFlag('NEEDFIRE', '1');
6808 SetAIFlag('NEEDSEEDOWN', '1');
6809 end;
6811 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6812 if Target.Visible and
6813 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6814 (y1-4 > Target.Y+Target.Rect.Y) then
6815 begin
6816 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6817 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
6818 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6819 begin // òî íóæíî ñòðåëÿòü âïåðåä
6820 SetAIFlag('NEEDFIRE', '1');
6821 SetAIFlag('NEEDSEEDOWN', '');
6822 SetAIFlag('NEEDSEEUP', '');
6823 end;
6824 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6825 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6826 if GetRnd(FDifficult.CloseJump) then
6827 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6828 if Abs(FObj.X-Target.X) < 128 then
6829 a := 4
6830 else
6831 a := 30;
6832 if Random(a) = 0 then
6833 SetAIFlag('NEEDJUMP', '1');
6834 end;
6835 end;
6837 // Åñëè öåëü âñå åùå åñòü:
6838 if Target.UID <> 0 then
6839 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6840 Target.UID := 0 // òî çàáûòü öåëü
6841 else // Åñëè âèäåëè íåäàâíî
6842 begin // íî öåëü óáèëè
6843 if Target.IsPlayer then
6844 begin // Öåëü - èãðîê
6845 pla := g_Player_Get(Target.UID);
6846 if (pla = nil) or (not pla.alive) or pla.NoTarget or
6847 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6848 Target.UID := 0; // òî çàáûòü öåëü
6849 end
6850 else
6851 begin // Öåëü - ìîíñòð
6852 mon := g_Monsters_ByUID(Target.UID);
6853 if (mon = nil) or (not mon.alive) then
6854 Target.UID := 0; // òî çàáûòü öåëü
6855 end;
6856 end;
6857 end; // if Target.UID <> 0
6859 FTargetUID := Target.UID;
6861 // Åñëè âîçìîæíûõ öåëåé íåò:
6862 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6863 if targets = nil then
6864 if GetAIFlag('ATTACKLEFT') <> '' then
6865 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6866 RemoveAIFlag('ATTACKLEFT');
6868 SetAIFlag('NEEDJUMP', '1');
6870 if RunDirection() = TDirection.D_RIGHT then
6871 begin // Èäåì íå â òó ñòîðîíó
6872 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6873 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6874 SetAIFlag('NEEDFIRE', '1');
6875 SetAIFlag('GOLEFT', '1');
6876 end;
6877 end
6878 else
6879 begin // Èäåì â íóæíóþ ñòîðîíó
6880 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6881 SetAIFlag('NEEDFIRE', '1');
6882 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6883 SetAIFlag('GORIGHT', '1');
6884 end;
6885 end
6886 else
6887 if GetAIFlag('ATTACKRIGHT') <> '' then
6888 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6889 RemoveAIFlag('ATTACKRIGHT');
6891 SetAIFlag('NEEDJUMP', '1');
6893 if RunDirection() = TDirection.D_LEFT then
6894 begin // Èäåì íå â òó ñòîðîíó
6895 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6896 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6897 SetAIFlag('NEEDFIRE', '1');
6898 SetAIFlag('GORIGHT', '1');
6899 end;
6900 end
6901 else
6902 begin
6903 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6904 SetAIFlag('NEEDFIRE', '1');
6905 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6906 SetAIFlag('GOLEFT', '1');
6907 end;
6908 end;
6910 //HACK! (does it belongs there?)
6911 RealizeCurrentWeapon();
6913 // Åñëè åñòü âîçìîæíûå öåëè:
6914 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6915 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6916 for a := 0 to High(targets) do
6917 begin
6918 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6919 if GetRnd(FDifficult.DiagFire) then
6920 begin
6921 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6922 if FDirection = TDirection.D_LEFT then
6923 angle := ANGLE_LEFTUP
6924 else
6925 angle := ANGLE_RIGHTUP;
6927 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6928 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6930 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6931 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6932 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6933 targets[a].Rect.Width, targets[a].Rect.Height) and
6934 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6935 begin
6936 SetAIFlag('NEEDFIRE', '1');
6937 SetAIFlag('NEEDSEEUP', '1');
6938 end;
6940 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6941 if FDirection = TDirection.D_LEFT then
6942 angle := ANGLE_LEFTDOWN
6943 else
6944 angle := ANGLE_RIGHTDOWN;
6946 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6947 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6949 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6950 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6951 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6952 targets[a].Rect.Width, targets[a].Rect.Height) and
6953 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6954 begin
6955 SetAIFlag('NEEDFIRE', '1');
6956 SetAIFlag('NEEDSEEDOWN', '1');
6957 end;
6958 end;
6960 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6961 if targets[a].Line and targets[a].Visible and
6962 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
6963 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
6964 begin
6965 SetAIFlag('NEEDFIRE', '1');
6966 Break;
6967 end;
6968 end;
6970 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6971 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6972 PLAYER_RECT.Width, PLAYER_RECT.Height,
6973 40+GetInterval(FDifficult.Cover, 40)) then
6974 SetAIFlag('NEEDJUMP', '1');
6976 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6977 ammo := GetAmmoByWeapon(FCurrWeap);
6978 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6979 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6980 (ammo = 0) then
6981 SetAIFlag('SELECTWEAPON', '1');
6983 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6984 if GetAIFlag('SELECTWEAPON') = '1' then
6985 begin
6986 SelectWeapon(-1);
6987 RemoveAIFlag('SELECTWEAPON');
6988 end;
6989 end;
6991 procedure TBot.Update();
6992 var
6993 EnableAI: Boolean;
6994 begin
6995 if not FAlive then
6996 begin // Respawn
6997 ReleaseKeys();
6998 PressKey(KEY_UP);
6999 end
7000 else
7001 begin
7002 EnableAI := True;
7004 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7005 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7006 EnableAI := False;
7007 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7008 EnableAI := False;
7009 if g_debug_BotAIOff = 3 then
7010 EnableAI := False;
7012 if EnableAI then
7013 begin
7014 UpdateMove();
7015 UpdateCombat();
7016 end
7017 else
7018 begin
7019 RealizeCurrentWeapon();
7020 end;
7021 end;
7023 inherited Update();
7024 end;
7026 procedure TBot.ReleaseKey(Key: Byte);
7027 begin
7028 with FKeys[Key] do
7029 begin
7030 Pressed := False;
7031 Time := 0;
7032 end;
7033 end;
7035 function TBot.KeyPressed(Key: Word): Boolean;
7036 begin
7037 Result := FKeys[Key].Pressed;
7038 end;
7040 function TBot.GetAIFlag(aName: String20): String20;
7041 var
7042 a: Integer;
7043 begin
7044 Result := '';
7046 aName := LowerCase(aName);
7048 if FAIFlags <> nil then
7049 for a := 0 to High(FAIFlags) do
7050 if LowerCase(FAIFlags[a].Name) = aName then
7051 begin
7052 Result := FAIFlags[a].Value;
7053 Break;
7054 end;
7055 end;
7057 procedure TBot.RemoveAIFlag(aName: String20);
7058 var
7059 a, b: Integer;
7060 begin
7061 if FAIFlags = nil then Exit;
7063 aName := LowerCase(aName);
7065 for a := 0 to High(FAIFlags) do
7066 if LowerCase(FAIFlags[a].Name) = aName then
7067 begin
7068 if a <> High(FAIFlags) then
7069 for b := a to High(FAIFlags)-1 do
7070 FAIFlags[b] := FAIFlags[b+1];
7072 SetLength(FAIFlags, Length(FAIFlags)-1);
7073 Break;
7074 end;
7075 end;
7077 procedure TBot.SetAIFlag(aName, fValue: String20);
7078 var
7079 a: Integer;
7080 ok: Boolean;
7081 begin
7082 a := 0;
7083 ok := False;
7085 aName := LowerCase(aName);
7087 if FAIFlags <> nil then
7088 for a := 0 to High(FAIFlags) do
7089 if LowerCase(FAIFlags[a].Name) = aName then
7090 begin
7091 ok := True;
7092 Break;
7093 end;
7095 if ok then FAIFlags[a].Value := fValue
7096 else
7097 begin
7098 SetLength(FAIFlags, Length(FAIFlags)+1);
7099 with FAIFlags[High(FAIFlags)] do
7100 begin
7101 Name := aName;
7102 Value := fValue;
7103 end;
7104 end;
7105 end;
7107 procedure TBot.UpdateMove;
7109 procedure GoLeft(Time: Word = 1);
7110 begin
7111 ReleaseKey(KEY_LEFT);
7112 ReleaseKey(KEY_RIGHT);
7113 PressKey(KEY_LEFT, Time);
7114 SetDirection(TDirection.D_LEFT);
7115 end;
7117 procedure GoRight(Time: Word = 1);
7118 begin
7119 ReleaseKey(KEY_LEFT);
7120 ReleaseKey(KEY_RIGHT);
7121 PressKey(KEY_RIGHT, Time);
7122 SetDirection(TDirection.D_RIGHT);
7123 end;
7125 function Rnd(a: Word): Boolean;
7126 begin
7127 Result := Random(a) = 0;
7128 end;
7130 procedure Turn(Time: Word = 1200);
7131 begin
7132 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7133 end;
7135 procedure Stop();
7136 begin
7137 ReleaseKey(KEY_LEFT);
7138 ReleaseKey(KEY_RIGHT);
7139 end;
7141 function CanRunLeft(): Boolean;
7142 begin
7143 Result := not CollideLevel(-1, 0);
7144 end;
7146 function CanRunRight(): Boolean;
7147 begin
7148 Result := not CollideLevel(1, 0);
7149 end;
7151 function CanRun(): Boolean;
7152 begin
7153 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7154 end;
7156 procedure Jump(Time: Word = 30);
7157 begin
7158 PressKey(KEY_JUMP, Time);
7159 end;
7161 function NearHole(): Boolean;
7162 var
7163 x, sx: Integer;
7164 begin
7165 { TODO 5 : Ëåñòíèöû }
7166 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7167 for x := 1 to PLAYER_RECT.Width do
7168 if (not StayOnStep(x*sx, 0)) and
7169 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7170 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7171 begin
7172 Result := True;
7173 Exit;
7174 end;
7176 Result := False;
7177 end;
7179 function BorderHole(): Boolean;
7180 var
7181 x, sx, xx: Integer;
7182 begin
7183 { TODO 5 : Ëåñòíèöû }
7184 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7185 for x := 1 to PLAYER_RECT.Width do
7186 if (not StayOnStep(x*sx, 0)) and
7187 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7188 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7189 begin
7190 for xx := x to x+32 do
7191 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7192 begin
7193 Result := True;
7194 Exit;
7195 end;
7196 end;
7198 Result := False;
7199 end;
7201 function NearDeepHole(): Boolean;
7202 var
7203 x, sx, y: Integer;
7204 begin
7205 Result := False;
7207 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7208 y := 3;
7210 for x := 1 to PLAYER_RECT.Width do
7211 if (not StayOnStep(x*sx, 0)) and
7212 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7213 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7214 begin
7215 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7216 begin
7217 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7218 y := y+1;
7219 end;
7221 Result := True;
7222 end else Result := False;
7223 end;
7225 function OverDeepHole(): Boolean;
7226 var
7227 y: Integer;
7228 begin
7229 Result := False;
7231 y := 1;
7232 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7233 begin
7234 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7235 y := y+1;
7236 end;
7238 Result := True;
7239 end;
7241 function OnGround(): Boolean;
7242 begin
7243 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7244 end;
7246 function OnLadder(): Boolean;
7247 begin
7248 Result := FullInStep(0, 0);
7249 end;
7251 function BelowLadder(): Boolean;
7252 begin
7253 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7254 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7255 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7256 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7257 end;
7259 function BelowLiftUp(): Boolean;
7260 begin
7261 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7262 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7263 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7264 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7265 end;
7267 function OnTopLift(): Boolean;
7268 begin
7269 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7270 end;
7272 function CanJumpOver(): Boolean;
7273 var
7274 sx, y: Integer;
7275 begin
7276 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7278 Result := False;
7280 if not CollideLevel(sx, 0) then Exit;
7282 for y := 1 to BOT_MAXJUMP do
7283 if CollideLevel(0, -y) then Exit else
7284 if not CollideLevel(sx, -y) then
7285 begin
7286 Result := True;
7287 Exit;
7288 end;
7289 end;
7291 function CanJumpUp(Dist: ShortInt): Boolean;
7292 var
7293 y, yy: Integer;
7294 c: Boolean;
7295 begin
7296 Result := False;
7298 if CollideLevel(Dist, 0) then Exit;
7300 c := False;
7301 for y := 0 to BOT_MAXJUMP do
7302 if CollideLevel(Dist, -y) then
7303 begin
7304 c := True;
7305 Break;
7306 end;
7308 if not c then Exit;
7310 c := False;
7311 for yy := y+1 to BOT_MAXJUMP do
7312 if not CollideLevel(Dist, -yy) then
7313 begin
7314 c := True;
7315 Break;
7316 end;
7318 if not c then Exit;
7320 c := False;
7321 for y := 0 to BOT_MAXJUMP do
7322 if CollideLevel(0, -y) then
7323 begin
7324 c := True;
7325 Break;
7326 end;
7328 if c then Exit;
7330 if y < yy then Exit;
7332 Result := True;
7333 end;
7335 function IsSafeTrigger(): Boolean;
7336 var
7337 a: Integer;
7338 begin
7339 Result := True;
7340 if gTriggers = nil then
7341 Exit;
7342 for a := 0 to High(gTriggers) do
7343 if Collide(gTriggers[a].X,
7344 gTriggers[a].Y,
7345 gTriggers[a].Width,
7346 gTriggers[a].Height) and
7347 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7348 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7349 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7350 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7351 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7352 Result := False;
7353 end;
7355 begin
7356 // Âîçìîæíî, íàæèìàåì êíîïêó:
7357 if Rnd(16) and IsSafeTrigger() then
7358 PressKey(KEY_OPEN);
7360 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7361 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7362 begin
7363 ReleaseKey(KEY_LEFT);
7364 ReleaseKey(KEY_RIGHT);
7365 Jump();
7366 end;
7368 // Èäåì âëåâî, åñëè íàäî áûëî:
7369 if GetAIFlag('GOLEFT') <> '' then
7370 begin
7371 RemoveAIFlag('GOLEFT');
7372 if CanRunLeft() then
7373 GoLeft(360);
7374 end;
7376 // Èäåì âïðàâî, åñëè íàäî áûëî:
7377 if GetAIFlag('GORIGHT') <> '' then
7378 begin
7379 RemoveAIFlag('GORIGHT');
7380 if CanRunRight() then
7381 GoRight(360);
7382 end;
7384 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7385 if FObj.X < -32 then
7386 GoRight(360)
7387 else
7388 if FObj.X+32 > gMapInfo.Width then
7389 GoLeft(360);
7391 // Ïðûãàåì, åñëè íàäî áûëî:
7392 if GetAIFlag('NEEDJUMP') <> '' then
7393 begin
7394 Jump(0);
7395 RemoveAIFlag('NEEDJUMP');
7396 end;
7398 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7399 if GetAIFlag('NEEDSEEUP') <> '' then
7400 begin
7401 ReleaseKey(KEY_UP);
7402 ReleaseKey(KEY_DOWN);
7403 PressKey(KEY_UP, 20);
7404 RemoveAIFlag('NEEDSEEUP');
7405 end;
7407 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7408 if GetAIFlag('NEEDSEEDOWN') <> '' then
7409 begin
7410 ReleaseKey(KEY_UP);
7411 ReleaseKey(KEY_DOWN);
7412 PressKey(KEY_DOWN, 20);
7413 RemoveAIFlag('NEEDSEEDOWN');
7414 end;
7416 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7417 if GetAIFlag('GOINHOLE') <> '' then
7418 if not OnGround() then
7419 begin
7420 ReleaseKey(KEY_LEFT);
7421 ReleaseKey(KEY_RIGHT);
7422 RemoveAIFlag('GOINHOLE');
7423 SetAIFlag('FALLINHOLE', '1');
7424 end;
7426 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7427 if GetAIFlag('FALLINHOLE') <> '' then
7428 if OnGround() then
7429 RemoveAIFlag('FALLINHOLE');
7431 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7432 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7433 if GetAIFlag('FALLINHOLE') = '' then
7434 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7435 if Rnd(2) then
7436 GoLeft(360)
7437 else
7438 GoRight(360);
7440 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7441 if OnGround() and
7442 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7443 Rnd(8) then
7444 Jump();
7446 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7447 if OnGround() and NearHole() then
7448 if NearDeepHole() then // Åñëè ýòî áåçäíà
7449 case Random(6) of
7450 0..3: Turn(); // Áåæèì îáðàòíî
7451 4: Jump(); // Ïðûãàåì
7452 5: begin // Ïðûãàåì îáðàòíî
7453 Turn();
7454 Jump();
7455 end;
7456 end
7457 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7458 if GetAIFlag('GOINHOLE') = '' then
7459 case Random(6) of
7460 0: Turn(); // Íå íóæíî òóäà
7461 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7462 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7463 if BorderHole() then
7464 SetAIFlag('GOINHOLE', '1');
7465 end;
7467 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7468 if (not CanRun()) and OnGround() then
7469 begin
7470 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7471 if CanJumpOver() or OnLadder() then
7472 Jump()
7473 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7474 if Random(2) = 0 then
7475 begin
7476 if IsSafeTrigger() then
7477 PressKey(KEY_OPEN);
7478 end else
7479 Turn();
7480 end;
7482 // Îñòàëîñü ìàëî âîçäóõà:
7483 if FAir < 36 * 2 then
7484 Jump(20);
7486 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7487 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7488 if BodyInAcid(0, 0) then
7489 Jump();
7490 end;
7492 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7493 begin
7494 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7495 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7496 end;
7498 {function TBot.NeedItem(Item: Byte): Byte;
7499 begin
7500 Result := 4;
7501 end;}
7503 procedure TBot.SelectWeapon(Dist: Integer);
7504 var
7505 a: Integer;
7507 function HaveAmmo(weapon: Byte): Boolean;
7508 begin
7509 case weapon of
7510 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7511 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7512 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7513 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7514 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7515 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7516 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7517 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7518 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7519 else Result := True;
7520 end;
7521 end;
7523 begin
7524 if Dist = -1 then Dist := BOT_LONGDIST;
7526 if Dist > BOT_LONGDIST then
7527 begin // Äàëüíèé áîé
7528 for a := 0 to 9 do
7529 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7530 begin
7531 FSelectedWeapon := FDifficult.WeaponPrior[a];
7532 Break;
7533 end;
7534 end
7535 else //if Dist > BOT_UNSAFEDIST then
7536 begin // Áëèæíèé áîé
7537 for a := 0 to 9 do
7538 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7539 begin
7540 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7541 Break;
7542 end;
7543 end;
7544 { else
7545 begin
7546 for a := 0 to 9 do
7547 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7548 begin
7549 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7550 Break;
7551 end;
7552 end;}
7553 end;
7555 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7556 begin
7557 Result := inherited PickItem(ItemType, force, remove);
7559 if Result then SetAIFlag('SELECTWEAPON', '1');
7560 end;
7562 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7563 begin
7564 Result := inherited Heal(value, Soft);
7565 end;
7567 function TBot.Healthy(): Byte;
7568 begin
7569 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7570 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7571 else if (FHealth > 50) then Result := 2
7572 else if (FHealth > 20) then Result := 1
7573 else Result := 0;
7574 end;
7576 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7577 begin
7578 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7579 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7580 end;
7582 procedure TBot.OnDamage(Angle: SmallInt);
7583 var
7584 pla: TPlayer;
7585 mon: TMonster;
7586 ok: Boolean;
7587 begin
7588 inherited;
7590 if (Angle = 0) or (Angle = 180) then
7591 begin
7592 ok := False;
7593 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7594 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7595 begin // Èãðîê
7596 pla := g_Player_Get(FLastSpawnerUID);
7597 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7598 pla.FObj.Y + PLAYER_RECT.Y);
7599 end
7600 else
7601 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7602 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7603 begin // Ìîíñòð
7604 mon := g_Monsters_ByUID(FLastSpawnerUID);
7605 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7606 mon.Obj.Y + mon.Obj.Rect.Y);
7607 end;
7609 if ok then
7610 if Angle = 0 then
7611 SetAIFlag('ATTACKLEFT', '1')
7612 else
7613 SetAIFlag('ATTACKRIGHT', '1');
7614 end;
7615 end;
7617 function TBot.RunDirection(): TDirection;
7618 begin
7619 if Abs(Vel.X) >= 1 then
7620 begin
7621 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7622 end else
7623 Result := FDirection;
7624 end;
7626 function TBot.GetRnd(a: Byte): Boolean;
7627 begin
7628 if a = 0 then Result := False
7629 else if a = 255 then Result := True
7630 else Result := Random(256) > 255-a;
7631 end;
7633 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7634 begin
7635 Result := Round((255-a)/255*radius*(Random(2)-1));
7636 end;
7639 procedure TDifficult.save (st: TStream);
7640 begin
7641 utils.writeInt(st, Byte(DiagFire));
7642 utils.writeInt(st, Byte(InvisFire));
7643 utils.writeInt(st, Byte(DiagPrecision));
7644 utils.writeInt(st, Byte(FlyPrecision));
7645 utils.writeInt(st, Byte(Cover));
7646 utils.writeInt(st, Byte(CloseJump));
7647 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7648 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7649 end;
7651 procedure TDifficult.load (st: TStream);
7652 begin
7653 DiagFire := utils.readByte(st);
7654 InvisFire := utils.readByte(st);
7655 DiagPrecision := utils.readByte(st);
7656 FlyPrecision := utils.readByte(st);
7657 Cover := utils.readByte(st);
7658 CloseJump := utils.readByte(st);
7659 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7660 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7661 end;
7664 procedure TBot.SaveState (st: TStream);
7665 var
7666 i: Integer;
7667 dw: Integer;
7668 begin
7669 inherited SaveState(st);
7670 utils.writeSign(st, 'BOT0');
7671 // Âûáðàííîå îðóæèå
7672 utils.writeInt(st, Byte(FSelectedWeapon));
7673 // UID öåëè
7674 utils.writeInt(st, Word(FTargetUID));
7675 // Âðåìÿ ïîòåðè öåëè
7676 utils.writeInt(st, LongWord(FLastVisible));
7677 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7678 dw := Length(FAIFlags);
7679 utils.writeInt(st, LongInt(dw));
7680 // Ôëàãè ÈÈ
7681 for i := 0 to dw-1 do
7682 begin
7683 utils.writeStr(st, FAIFlags[i].Name, 20);
7684 utils.writeStr(st, FAIFlags[i].Value, 20);
7685 end;
7686 // Íàñòðîéêè ñëîæíîñòè
7687 FDifficult.save(st);
7688 end;
7691 procedure TBot.LoadState (st: TStream);
7692 var
7693 i: Integer;
7694 dw: Integer;
7695 begin
7696 inherited LoadState(st);
7697 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7698 // Âûáðàííîå îðóæèå
7699 FSelectedWeapon := utils.readByte(st);
7700 // UID öåëè
7701 FTargetUID := utils.readWord(st);
7702 // Âðåìÿ ïîòåðè öåëè
7703 FLastVisible := utils.readLongWord(st);
7704 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7705 dw := utils.readLongInt(st);
7706 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7707 SetLength(FAIFlags, dw);
7708 // Ôëàãè ÈÈ
7709 for i := 0 to dw-1 do
7710 begin
7711 FAIFlags[i].Name := utils.readStr(st, 20);
7712 FAIFlags[i].Value := utils.readStr(st, 20);
7713 end;
7714 // Íàñòðîéêè ñëîæíîñòè
7715 FDifficult.load(st);
7716 end;
7719 begin
7720 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7721 end.